Kitau, Level 4 Gnome Hybrid (Fighter/Ranger)
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Initiative +7, Perception 17, Insight 12, Low-Light Vision.
HP 45; Bloodied 22; Surges 8; Value: 11
AC 21; Fortitude 20, Reflex 18; Will 14
Speed 5
Resistances: 3 Vs Ongoing Damage.
Saves: N/A
Origin: Fey
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[M] Melee Basic (Standard; At-Will) LV 1 * Basic Attack
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Scourge: +9 Vs. AC; 1d8+7 DMG (+6 Vs Small)
Javelin: +8 Vs. AC; 1d6+4 DMG
Mace: +8 Vs. AC; 1d8+5 DMG (+4 Vs Small)
Khopesh: +8 Vs. AC; 1d8+4, Brutal 1.
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[R] Ranged Basic (Standard; At-Will) Lv 1 * Basic Attack
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Javelin: +8 Vs. AC; 1d6+4 DMG, 15/30
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[M] Twin Strike (Standard, AT-Will) Lv 1 * Martial, Weapon
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Attack: Make Two attacks (One Primary, one Offhand).
Scourge: +9 Vs. AC; 1d8+4 DMG (+3 Vs Small)
Javelin: +8 Vs. AC; 1d6+1 DMG, 15/30
Requirement: Must be wielding two melee Weapons (Won't work with twohander)
or Ranged.
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[M] Weapon Master's Strike (Standard; At-Will) Lv 1 * Martial, Weapon
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Scourge: +9 Vs. AC; 1d8+7 DMG (+6 Vs Small)
Javelin: +8 Vs. AC; 1d6+4 DMG (Spear)
Mace: +8 Vs. AC; 1d8+5 DMG (Mace) (+4 Vs Small)
Khopesh: +8 Vs. AC; 1d8+5 DMG, Brutal 1. (Axe, Heavy Blade)
Effect: Before making attack, you may sheathe a weapon and draw
another as part of this action.
Hit: Use a Weapon Type Specific Extra.
Axe: Target takes +1(Con) DMG extra.
Mace: You slide target 1.
Heavy Blade: Until End Of Your Next Turn, you gain +1 AC Vs Target.
Spear/Polearm: Until End Of Your Next Turn, Target provokes AoO from
you if they shift (Pointless?)
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[M] Funneling Fury (Standard: Encounter) Lv 1 * Martial, Weapon
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Attack: Make two attacks (main, offhand), One attack per target.
Scourge: +9 Vs. AC; 1d8+7 DMG (+6 Vs Small)
Hit: Slide Target 1.
Requirement: Must be wielding two Melee weapons.
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[M/R] Thundertusk Boar Strike (Standard: Encounter) Lv 1 * Martial, Weapon
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Target:One target twice, or two targets once. Like Twin Strike.
Attack: Make two attacks (once main, once offhand), or twice with a ranged weapon.
Scourge: +9 Vs. AC; 1d8+7 DMG (+6 Vs Small)
Javelin: +8 Vs. AC; 1d6+4 DMG 15/30
Hit: Single hit on a target attacked once or twice, push 1.
Special: If Both attacks are made to a single target, and both hit, push 1+Wis(0)= 1 instead.
... Well, that was pointless.
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[M] Villain's Menace (Standard; Day) Lv 1 * Martial, Weapon
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Scourge: +9 Vs. AC; 2d8+7 DMG (+6 Vs Small)
Javelin: +8 Vs. AC; 2d6+4 DMG
Mace: +8 Vs. AC; 2d8+5 DMG (+4 Vs Small)
Khopesh: +8 Vs. AC; 2d8+4, Brutal 1.
Hit: You gain +2 Hit, and +4 DMG Rolls Vs Target Until End
of Encounter.
Miss: You Gain +1 Hit, +2 DMG Rolls Vs Target Until End
of Encounter.
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[UTILITY] Pass Forward (Move; At-Will) * Martial
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Effect: I pick an adjacent target and move up to my Spd,
I do not provoke AoO from that enemy with Move if I end move adjacent
to target.
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[RACIAL] Fade Away (Reaction; Encounter) Lv 1 * Illusion
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Trigger: You take Damage.
Effect: You are invisible until you Attack, or the End Of Your Next Turn
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Alignment: Unaligned; Languages; Common, Elven
5 Acrobatics, 4 Arcana, 9 Athletics, 3 Bluff, 3 Diplomacy, 1 Dungeoneering,
7 Endurance, 2 Heal, 2 Hist, 2 Insight, 10 Intimidate, 2 Nature, 7 Percep,
2 Religion, 7 Stealth, 3 Streetwise, 5 Thievery
STR 17(+3) DEX 19(+3) WIS 10(+0)
CON 12(+1) INT 10(+0) CHA 12(+2)
Equipment: Goblin Totem Scourge(lv2)+1 x2. Goblin Totem(Mace,Lv1)+1.
Distance Javelin(lv1)+1. Magic Khopesh(Lv1)+1. Battle Harness Hide Armor(Lv4)+1.
Spidersilk Mantle(lv3)+1.
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*All Scourge And Javelin Calculations Are Assuming Dual Wielding.
Racial attributes:
Gnome
Speed: 5 squares
Vision: Low-Light
Languages: Common, Elven
Stat bonus: +2 to Intelligence, +2 Charisma
Skill Bonuses: +2 Arcana, +2 Stealth
Fade Away: Gnomes can use the Fade Away racial encounter power.
Fey Origin: Gnome ancestors were native to the Feywild, so gnomes are
considered a fey creature for the purpose of effects that relate to creature origin.
Master Trickster: Once per encounter, Gnomes can use the wizard cantrip ghost sound as a minor action.
Reactive Stealth: If Gnomes have cover or concealment when they makes an
initiative check, Gnomes can make a Stealth check to escape notice.
Trickster's Cunning: Gnomes have a +5 racial bonus to saving throws against illusions.
Class Attributes:
Hybrid Fighter/Ranger
Armor Proficiencies: Cloth, Leather, Hide.
Weapon Proficiencies: Simple Melee, Simple Ranged, Military Melee, Military Ranged.
Class Skills: Acrobatics. Athletics, Dungeoneering, Endurance, Heal, Intimidate, Nature, Perception, Stealth, Streetwise.
Combat Challenge (Hybrid): Causing Marks only works with
Fighter specific Powers.
Hunter's Quarry (Hybrid): Quarry Damage can only be caused with
Ranger specific Powers.
Tempest Technique (Hybrid): Gain 'Two Weapon Defense' Feat for free. While wielding two Melee weapons, Offhand Property weapons gain +1 To-Hit. While wearing Light or Chainmail armor and wielding two melee weapons, Melee and Close attacks gain +1 to Damage Rolls (+2 with offhand property).
Hybrid Ranger Defense Bonus: +1 Fort.
Hybrid Ranger Defense Bonus: +1 Fort or Reflex (Fort).
Background Benefit: Punisher; +2 Intimidate picked.
Critical: Goblin Totem (Scourge, Mace); +1d6. Distance Javelin; N/A.
Special:
+1 Damage Rolls Vs. Larger than Kitau (Small) Targets (G Totem Weapons).
+5/10 Range= 15/30 (Javelin).
+Ench(1) Initiative, as a Free action can draw or retrieve a weapon or item (Armor).
(Minor;Encounter) Gain Spider Climb=Speed Until End of your turn (Neck).
+1 Ac/Reflex when wielding Two Melee Weapons(Feat).
+2/3/4 Feat Per Tier Fort, 3/6/9 Per Tier Resistance Vs Ongoing Damage (Feat).
Feats: Two Weapon Defense(Free). Hybrid Talent; Tempest Technique(Lv 1). Toughness(Lv 2).
Additional Equipment: Dagger(2).
STUFF! If it's an item on the PH1 Adventures gear list she freakin has it.
Cash Etc: Total GP Value; ???
Char BG: