PC: Jarek Turrowben


Jarek Turrowben is the one of the scout and border patrol for the town. He is a lean and scraggy loooking human who spends most of his
time outdoors, among the company of trees and rocks. Jarek's his parents died when he was twelve, his younger sister vanished into the woods shortly thereafter. He was adopted by one of the local farmers and grew up hearing stories about his parents, saying that they were the victims of a werewolf attack. He also heard from the town drunk, saying that his sister (Vynna) was taken by the werewolf to the nearby forest.

Jarek grew up obssess with finding the truth about his parents and the whereabouts of his sister. He joined the local border patrol, hoping to scout the woods and look for his missing sister. So far he has found nothing.

Jarek Turrowben, Human Ranger 3

Hit Points 36
Bloodied 18
Healing Surge 7
Surges Per Day 8

Initiative +4
Action Points 1

Defenses
AC 17
Fortitude 15
Reflex 16
Will 14

Attacks
Melee Basic Attack: +5 (longsword) Damage: 1d8+1
Ranged Basic Attack: +7 (longbow) Damage: 1d10+4


Racial Traits
Height: 6'1"
Weight: 180 lb.
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Varisian
Alignment: Good
Bonus At-Will Power: You know one extra at-will power from your class.
Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat's prerequisites.
Bonus Skill: You gain training in one additional skill from your class skill list.
Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses.


Class Features
Archer Fighting Style: Because of your focus on ranged attacks, you gain Defensive Mobility as a bonus feat.
Hunter's Quarry: Once per turn as a minor action, you can designate the enemy nearest to you as your quarry.
Once per round, you deal +1d8 extra damage to your quarry. 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.
Prime Shot: If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.

Feats

Defensive Mobility
Benefit: You gain a +2 bonus to AC against opportunity attacks.

Far Shot
Prerequisite: Dex 13
Benefit: When you use a projectile weapon such as a bow or a crossbow, increase both the normal range and the long range by 5 squares.

Lethal Hunter [Ranger]
Prerequisites: Ranger, Hunter’s Quarry class feature
Benefit: The extra damage dice from your Hunter’s Quarry class feature increase from d6s to d8s.

Weapon Focus (Bow)
Benefit: You gain a +1 feat bonus to damage rolls with Bows.



Skill (Ability)

Trained

Modifier

Acrobatics (Dex)

+4

Arcana (Int)

+2

Athletics (Str)

+2

Bluff (Cha)

+2

Diplomacy (Cha)

+2

Dungeoneering (Wis)

+3

Endurance (Con)

Yes

+8

Heal (Wis)

Yes

+8

History (Int)

+2

Insight (Wis)

+3

Intimidate (Cha)

+2

Nature (Wis)

Yes

+8

Perception (Wis)

Yes

+8

Religion (Int)

+2

Stealth (Dex)

Yes

+9

Street Wise (Cha)

+2

Thievery (Dex)

+4


Gear
Armor: Bloodcut Leather Armor +1
Weapon: Longsword, Daggers (2), Magic Longbow +1.
Adventurer's Kit: This kit includes: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days worth of trail rations, 50 feet of hempen rope, and a waterskin.
Climber's kit
Gold: 25 gp



Ability
Score

Check
Modifier

Strength

13

+1

Constitution

14

+2

Dexterity

16

+3

Intelligence

12

+1

Wisdom

14

+2

Charisma

12

+1



At-will Powers

Careful Attack Ranger Attack 1
You study the enemy, looking for a gap in his defenses. Only when you find it do you strike.
At-Will Martial,Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding two melee weapons or a ranged weapon.
Target: One creature
Attack: Strength + 2 vs. AC (melee) or Dexterity + 2 vs. AC (ranged).
Hit: 1[W] damage (melee) or 1[W] damage (ranged).

Nimble Strike Ranger Attack 1
You slink past your enemy's guard to make your attack, or you make your attack and then withdraw to a more advantageous position.
At-Will Martial,Weapon
Standard Action Ranged weapon
Target: One creature
Special: Shift 1 square before or after you attack
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.

Twin Strike Ranger Attack 1
If the first attack doesn't kill it, the second one might.
At-Will Martial,Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding two melee weapons or a ranged weapon.
Targets: One or two creatures
Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks
Hit: 1[W] damage per attack.


Encounter Powers

Evasive Strike Ranger Attack 1
You confound enemies by weaving through the battlefield unscathed as you make your attacks.
Encounter Martial,Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Special: You can shift a number of squares equal to 1 + your Wisdom modifier either before or after the attack.
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged).

Thundertusk Boar Strike Ranger Attack 3
You attack twice, causing your foes to stagger backward.
Encounter Martial,Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding two melee weapons or a ranged weapon.
Targets: One or two creatures
Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack. With each hit, you push the target 1 square. If both attacks hit the same target, you push the target a number of squares equal to 1 + your Wisdom modifier.

Daily Power

Hunter's Bear Trap Ranger Attack 1
A well-placed shot to the leg leaves your enemy hobbled and bleeding.
Daily Martial,Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged), and the target is slowed and takes ongoing 5 damage (save ends both).
Miss: Half damage, no ongoing damage,


Utility Power

Yield Ground Ranger Utility 2
Even as your foe connects, you leap backward, out of the way of
further harm.

Encounter Martial
Immediate Reaction Personal
Trigger: An enemy damages you with a melee attack
Effect: You can shift a number of squares equal to your Wisdom modifier. Gain a +2 power bonus to all defenses until the end of your next turn..


Magic Items

Magic Longbow +1
A basic enchanted weapon.
Weapon: Any
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus

Bracers of the Perfect Shot
These enchanted armbands increase the damage you deal with a ranged attack.
Item Slot: Arms
Property: When you hit with a ranged basic attack, you gain a
+2 item bonus to the damage roll.

Deathcut Leather Armor +1
Crafted from the hides of creatures slain by necromantic magic,
this armor radiates unease and offers protection against similar magic.

Armor: Leather
Enhancement: +1 AC
Property: Resist 5 necrotic and resist 5 poison.
Power (Daily ✦ Necrotic): Immediate Reaction. You can use this power when an enemy hits you with a melee attack. Deal 1d10 + Charisma modifier necrotic damage to that
enemy.

1 comments:

aschua said...

Akala ko 35 HP na sya at level 3? Bakit 31 lang?