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.)

+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:
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.

  +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)

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

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

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

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

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

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

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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