Kitau
MOUNTED CHARGE: +1 Vanguard Lance, 11+1 (charge bonus) vs.AC; 2d10+10+d8+d6 + quarry
MOUNTED TWIN STRIKE: +2 scourge, 13 vs. AC; d8+9 + quarry
+1 shortbow, 9 vs AC; d8+1 + quarry






Clawfoot Levd 3 Skirmisher
Medium natural beast (mount. reptile) XP 150
Initiative +6 Senses Perception +1
HP 46; Bloodied 21
AC 17; f ortitude 16+1. Refle. 16+1. Will 13+1
Speed 6
<D Talons (standard: at·will)
+9~. AC: Id8 + 3 damage.
Clawfoot Charge (while mounted by a friendly rider of lrd level or
higher: at-will) + Mounl
When a clawfoof s rider charges. bolh the dawfool and the
rider make melee basic attacks.
Medium 51eed
A Sm ~ 1I creature can ride a dawfool.
Alignment Unaligned languages-
Str 16 (+4) 041.16 (+ 4) Wls11 (+1)
Con 14 (+3) Int 2 (-3) Cha 6 (-1)

Note to self: Updated as far as Thundertusk
Kitau, Level 6 Gnome Hybrid (Fighter/Ranger)

Initiative +7, Perception 19, Insight 13, Low-Light Vision.
HP 49; Bloodied 24; Surges 7; Value: 12
AC 21; Fortitude 19, Reflex 18; Will 14
Speed 5
Saves: N/A
Origin: Fey

[M] Melee Basic (Standard; At-Will) LV 1 * Basic Attack
+2 Paired Gauntlet Axe: +12 Vs. AC; 1d8+10 DMG (+2 to damage rolls against bloodied targets.)

CHARGE:
+1 Vanguard Gauntlet Axe: +11 Vs. AC; 2d8+9 DMG (+2 to damage rolls against bloodied targets.)

Power (Daily): Minor Action. Use this power when you make a charge attack. If you hit with your charge attack, all allies within 10 squares of you gain a +1 bonus to attack rolls and gain your Charisma bonus as a bonus to damage rolls until the start of your next turn.
[R] Ranged Basic (Standard; At-Will) Lv 1 * Basic Attack
+1 Javelin: +11 Vs. AC; 1d6+6 DMG,  15/30
[M] Twin Strike (Standard, AT-Will) Lv 1 * Martial, Weapon
Attack: Make Two attacks (One Primary, one Offhand).
+2 Paired Gauntlet Axe: +12 Vs. AC; 1d8+6 DMG (+2 to damage rolls against bloodied targets.)
+1 Javelin: +10 Vs. AC; 1d6+1 DMG, 15/30 (+2 to damage rolls against bloodied targets.)
Requirement: Must be wielding two melee Weapons (Won't work with twohander) or Ranged.
[M] Cleave (Standard; At-Will) Lv 1 * Martial, Weapon
+2 Paired Gauntlet Axe: +12 Vs. AC; 1d8+10 DMG (+2 to damage rolls against bloodied targets.) and an enemy adjacent to you other than the target takes damage equal to your strength modifier (+4)
[M] Funneling Fury FIGHTER (Standard: Encounter) Lv 1 * Martial, Weapon
Target: Two creatures
Attack: Make two attacks (main, offhand), One attack per target.
+2 Paired Gauntlet Axe: +12 Vs. AC; 1d8+10 DMG (+2 to damage rolls against bloodied targets.) Hit: Slide Target 1.
Requirement: Must be wielding two Melee weapons.

[M/R] Thundertusk Boar Strike RANGER (Standard: Encounter) Lv 3 * Martial, Weapon
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.
+2 Paired Gauntlet Axe: +12 Vs. AC; 1d8+10 DMG  (+2 to damage rolls against bloodied targets.)
+1 Javelin: +10 Vs. AC; 1d6+4 DMG  15/30 (+2 to damage rolls against bloodied targets.)
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.

[M] Villain's Menace (Standard; Day) Lv 1 * Martial, Weapon
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.

[UTILITY] Pass Forward (Move; At-Will) * Martial
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.

[RACIAL] Fade Away (Reaction; Encounter) Lv 1 * Illusion
Trigger: You take Damage.
Effect: You are invisible until you Attack, or the End Of Your Next Turn

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.



*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:


====== Created Using Wizards of the Coast D&D Character Builder ======
Kitau Hybrid, level 6
Gnome, Fighter|Ranger
Hybrid Ranger: Hybrid Ranger Reflex
Hybrid Talent: Fighter Combat Talent
Fighter Combat Talent: Tempest Technique (Hybrid)

FINAL ABILITY SCORES
Str 19, Con 11, Dex 17, Int 10, Wis 10, Cha 10.

STARTING ABILITY SCORES
Str 18, Con 11, Dex 16, Int 8, Wis 10, Cha 8.


AC: 21 Fort: 19 Reflex: 18 Will: 14
HP: 49 Surges: 7 Surge Value: 12

TRAINED SKILLS
Stealth +12, Athletics +11, Endurance +7, Perception +9

UNTRAINED SKILLS
Acrobatics +5, Arcana +5, Bluff +3, Diplomacy +3, Dungeoneering +3, Heal +3, History +3, Insight +3, Intimidate +3, Nature +3, Religion +3, Streetwise +3, Thievery +5

FEATS
Level 1: Gnome Weapon Training
Level 2: Hybrid Talent
Level 4: Weapon Proficiency (Parrying dagger)
Level 6: Lethal Hunter

POWERS
Hybrid at-will 1: Cleave
Hybrid at-will 1: Twin Strike
Hybrid encounter 1: Funneling Flurry
Hybrid daily 1: Villain's Menace
Hybrid utility 2: Pass Forward
Hybrid encounter 3: Thundertusk Boar Strike
Hybrid daily 5: Hunter's Confrontation
Hybrid utility 6: Mighty Sprint

ITEMS
Hide Armor, Battle Harness Hide Armor +1, Gauntlets of Blood (heroic tier), Iron Armbands of Power (heroic tier), Badge of the Berserker +1, Headband of Perception (heroic tier), Vanguard Handaxe +1, Paired Handaxe +2, Magic Javelin +1, Demonskin Tattoo (heroic tier), Parrying dagger
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