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14:52, 26th April 2024 (GMT+0)

Aldrych

ALDRYCH
Male -- Human -- Ranger -- Level 5 -- Good
Size: Medium -- Vision: Normal
Ht: 6' 2" -- Wt: 220 lb -- Skin: Light -- Eyes: Green -- Hair: Black Wavy
Speed: 6 squares
Languages: Common; Elven


STR 17 (+3/+5) -- DEX 16 (+3/+5) -- WIS 14 (+2/+4)
CON 12 (+1/+3) -- INT 10 (+0/+2) -- CHA 10 (+0/+2)

Maximum Hit Points: 49 -- Bloodied: 23 -- Surge Value: 11 -- Surges / Day: 6

Initiative +7 = 2 [half level] + 3 [dex] + 2 [quick draw]

Action Points: 1

AC: 20 = 10 + 2 [half lvl] + 3 [dex] + 1 [2-weapon def] + 4 [Predator's Hide +1]
FORT: 19 = 10 + 2 [half lvl] + 1 [Human] + 1 [ranger] + 2 [magic] + 3 [str]
REF: 20 = 10 + 2 [half lvl] + 1 [Human] + 1 [ranger] + 2 [magic] + 3 [dex] + 1 [2-weapon def]
WILL: 17 = 10 + 2 [half lvl] + 1 [Human] + 2 [magic] + 2 [wis]

Armor: Predator's Hide +1
Shield: None

SKILLS
Acrobatics: +9; Arcana: +2; Athletics: +9; Bluff: +2; Diplomacy: +2; Dungeoneering: +4; Endurance: +6; Heal: +4; History: +2; Insight: +4; Intimidate: +2; Nature: +9; Perception: +9; Religion: +2; Stealth: +9; Streetwise: +2; Thievery: +4

FEATS
Quick Draw: You can draw a weapon as part of the same action used to attack with the weapon or use the object

Toughness (from class feature): You gain an additional 5 hit points at each tier of play

Two Weapon Defense: while holding a melee weapon in each hand, you gain a +1 shield bonus to AC and Reflex

Two-Weapon Fighting: While holding a melee weapon in each hand, you gain a +1 bonus on damage rolls with your main weapon.

Weapon Focus (bows): choose a weapon group and gain a +1 feat bonus to dmg rolls

RANGER
Hunter's Quarry: Once per turn as a minor action, you can designate the enemy nearest to you that you can see, as your quarry. Once per round when you hit, you deal extra damage ti your quarry. The extra damage is based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. The hunter's quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry. You can designate one enemy as your quarry at a time. (Levels 1-10 deal +1d6; Levels 11-20 +2d6; Levels 21-30 +3d6)

Running Attack: If you use a standard action that lets you move, and you end that movement at least 2 squares away from where you began that move, you gain a +1 bonus to attack rolls made as part of that standard action.

Two-Blade Fighting Style: Because of your focus on two-weapon melee attacks, you can wield a one-handed weapon in your off-hand as if it were an off-hand weapon (designating which is which). In addition, you gain Toughness as a bonus feat.

HUMAN
One bonus feat at 1st level
One bonus skill from the skill class list
+1 to fortitude, reflex, and will defenses
Extra first-level at-will attack power

ATTACK/COMBAT ACTIONS:
Paired Broadsword +2:
+9 vs AC (5 [str] + 2 [prof] + 2 [magic])
Damage: 1d10 + 3 [str] (+ 1 [feat, main hand]) + 2 [magic]; versatile
Critical: +2d6
Power (At-Will): Minor Action. Split the weapon into two identical weapons, one in your primary hand and one in your off-hand. You can spend another minor action to recombine the weapons into one. If you have the Quick Draw feat, you can split or recombine the weapon as a free action


Quick Longbow +1:
+8 vs AC (5 [dex] + 2 [prof] + 1 [magic])
Damage: 1d10 + 3 [dex] + 1 [feat] + 1 [magic]; range 20/40; Load free
Critical: +1d6 per plus
Power (Daily): Free Action. Use this power when you hit a target with this weapon. Make a basic attack against a target of your choice.


Bull Rush: +5 [base str atk] vs fort [standard action]

Grab: +5 [base str atk] vs ref [standard action]

Move grabbed target: +5 [base str atk] vs fort [standard action]

Escape: +9 [acrobatics] vs ref / +9 [athletics] vs fort [move action]

AT-WILL
CAREFUL ATTACK [Level 1]
Standard Action -- Melee or Ranged weapon
Req: You must be wielding two melee weapons or a ranged weapon
Target: One creature
Atk: Str (+9) + 2 vs AC (melee) -- or -- Dex (+8) + 2 vs AC (ranged)
Hit: 1[d10] + Str Mod [+6] (melee) -- or -- 1[d10] + Dex mod [+5] (ranged)
  21st level: 2[d10] melee or ranged


MARAUDER'S RUSH [Level 1]
Standard Action -- Melee weapon
Target: One creature
Atk: Strength (+9) vs AC
Hit: 1[d10] + Str mod (+3) + Wis mod (+2) + Enhancement (+2) + Feat (+1)
  21st level: 2[d10] dmg
Special: When charging (+1 atk), you can use this power in place of a melee basic attack


TWIN STRIKE [Level 1]
Standard Action -- Melee or Ranged weapon
Req: You must be wieldingtwo melee weapons or a ranged weapon
Target: One or two creatures
Atk: Str (+9) vs AC (melee; main weapon and off-hand weapon) -- or -- Dex (+8) vs AC (ranged), two attacks
Hit: 1[d10] dmg per attack + Enhancement (+2) + Feat (+1)
  21st level: 2[d10] dmg


ENCOUNTER
SECOND WIND
Spend a Healing Surge to regain hit points
+2 Bonus to All Defenses until start of next turn


ACTION POINT
Spending: free action, but not in a surprise round
Extra Action: this is a standard, move or swift action


YIELD GROUND [Level 2 Utility]
Immediate Reaction
Trigger: An enemy damages you with a melee attack
Effect: Slide the enemy 3 squares into a square adjacent to you and gain combat advantage against it until the end of your next turn


EVASIVE STRIKE [Level 1]
Standard Action -- Melee or Ranged weapon
Target: One creature
Special: You can shift a number of squares equal to 1 + you Wis mod (+2) either before or after the attack
Atk: Str (+9) vs AC (melee) -- or -- Dex (+8) vs AC (ranged)
Hit: 2[d10] + Str mod (+6) dmg (melee) -- or -- 2[W] + Dex mod (+5) dmg (ranged)


CUT & RUN [Level 3]
Standard Action -- Melee or Ranged weapon
Requirement: You must be wielding two melee weapons or a ranged weapon
Target: One or two creatures
Atk: Str (+9) vs AC (melee; main weapon and off-hand weapon) -- or -- Dex (+8) vs AC (ranged), two attacks
Special: After the first or the second attack, you can shift a number of squares equal to 1 + your Wis mod (+2)
Hit: 1[d10] + Str mod (+6/+5) dmg (melee) -- or -- 1[d10] + Dex mod (+5) dmg (ranged).


DAILY
SKIRMISHING STANCE [Level 1]
Minor Action
Effect: Until the stance ends, whenever you move at least 4 squares away from where you started your turn, you gain a +2 power bonus to AC and Reflex until the start of your next turn, and your next attack before the end of your next turn deals 1d8 extra damage.


SNARLING WOLF STANCE [Level 5]
Minor Action
Effect: Until the stance ends, whenever an enemy hits or misses you with a close or melee attack, you can make a melee basic attack against it as an immediate reaction. You can then shift 3 squares but must not end the shift adjacent to any enemy.


EQUIPMENT
Backpack; Bedroll; Flint and steel; Grappling hook; Hammer; Pitons x10; Pouch (belt) x1; Rations (1 day) x10; Rope (50', hempen) x1; Sunrods x2; Waterskins x1

Predator's Hide
Armor: Hide
Enhancement: AC
Property: When you hit a target you have designated with your Hunter's Quarry, you gain a +1 bonus to all defenses against attacks by the designated quarry until the end of your next turn.


MAGIC ITEMS
Weapon: Paired Broadsword +2
Weapon: Quick Longbow +1
Weapon:
Weapon:
Armor: Predator's Hide +1
Shield:
Arms:
Feet:
Hands:
Head:
Neck: Amulet of Protection +2
Ring:
Ring:
Waist:

Resistances:

Daily Item Powers Per Day: Heroic Tier           Milestones:  /  /  /

Death Saving Throw Failures:

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