PDA

View Full Version : Group 2 - Character Roster


DinbinFanfoom
28th April 2009, 11:42 AM
Fia Zhade, Level 7 Half-Elf Wizard (Controller)

Statistics: 5'5", 120lb, tan skin, grey eyes, straight, black hair
Size: Medium
Vision: Low-light
Languages: Common [he], Elven [he], Draconic
Arcane Implement Mastery: Orb of Imposition

ABILITIES/SKILLS
Strength: 12 (+4) (Athletics +4)
Constitution: 12 (+4) (Endurance +4)
Dexterity: 13 (+4) (Stealth +4, Thievery +4, Acrobatics +4)
Intelligence: 19 (+7) (Arcana +12, History +12, Nature +7, Religion +7)
Wisdom: 16 (+6) (Insight +13, Dungeoneering +6, Perception +11, Heal +6)
Charisma: 16 (+6) (Diplomacy +15, Bluff +6, Intimidate +6, Streetwise +6)

Passive Insight: 23
Passive Perception: 21
Initiative: +8

HP: 46 Surges: 7 Surge Value: 11
AC: 18
Fort: 15
Reflex: 18
Will: 19

FEATS
Wizard: Ritual Caster
(1) Improved Initiative (+4 Initiative)
(2) Implement Expertise (Orb) (+1 ATK)
(4) Skill Training (Perception)
(6) Action Surge (+3 ATK when spending an AP)

AT-WILL POWERS
(1) Ray of Frost (RNG 10, ATK +10 vs FOR, DAM: 1d6+6, Target slowed)
(1) Thunderwave (CB 3, ATK +10 vs FOR, DAM: 1d6+6, Target pushed 3 squares)

ENCOUNTER POWERS
Dilettante: Vicious Mockery (RNG 10, ATK: +6 vs WIL, DAM: 1d6+3 psychic, -2 ATK until EONT)
Orb of Imposition (Free, Penalize foe's saving throw, or extend at-will powers by 1 turn)
(1) Chill Strike (RNG 10, ATK: +10 vs FORT, DAM: 2d8+6, Target dazed until EONT)
(3) Icy Rays (RNG 10, 1 or 2 targets, ATK +10 vs REF, DAM 1d10+6, Target immobilized until EONT)
(7) Fire Burst (RNG 20, AB 2, ATK +10 vs REF, DAM 3d6+6)
SB (7) Lightning Bolt (RNG 10, 1+2 targets, ATK +10 vs REF, DAM 2d6+6, 2 additional targets on hit)

DAILY POWERS
(1) Sleep (RNG 20, B 2, ATK: +10 vs WIL, Target slowed (SE) unconscious on fail of first save (SE))
(5) Bigby's Icy Grasp (RNG 20, ATK: +10 vs REF, DAM: 2d8+6, target grabbed, Sustain: 1d8+6 damage, can switch targets)
SB (1) Phantom Chasm (RNG 10, Burst 1, ATK: +10 vs WIL, DAM: 2d6+6, targets prone and immobilized until EOTNT, MISS: immobilized until EONT)
SB (5) Glitterdust (RNG 20, ATK: +10 vs REF, DAM: 1d10+6, target blinded until EONT, cannot be hidden/concealed/invisible)

UTILITY POWERS
(2) Expeditious Retreat (Daily, Shift at twice your speed (12 total))
SB (2) Shield (Encounter, Immediate Interrupt, Trigger: you are hit, +4 to AC/REF until EONT)
(6) Invisibility (Daily, Standard, RNG 5, Target is invisible until EoNT, Sustain Standard)
SB (6) Disguise Self (Daily, Minor, Duration: 1 hour, End Minor, To see through illusion is insigt vs Bluff +11)

ITEMS
- Spellbook
- Adventurer's Kit
- Chest: Robe of Contingency (Cloth, lev 4) +1 (+1 AC)
(Daily, Immediate Reaction, Trigger: you are bloodied and hit, Teleport 6, spend a healing surge)
- Hand: Orb of Impenetrable Escape (lev 6) +2 (+2 ATK, +2 DAM)
(Daily, Free, Trigger: creature makes save against you, reroll and take lower)
- Back: Cape of the Mountebank (lev 5) +1 (+1 FOR, +1 REF, +1 WIL)
(Daily, Immediate Reaction, Trigger: you are hit, Teleport 5 and gain CA until EONT)
- Head: Circlet of Second Chances (lev 3)
(Daily: when you fail a saving throw, reroll and take second result)
- Feet: Boots of Free Movement
(Encounter, Minor, Make a saving throw against slow, immobilize or restrained conditions, +2 vs slow, immobilize, restrained)
- Ritual components: 160gp worth
- 660gp
- Mirror
- Brush
- Soap

RITUALS (level/components)
Comprehend Language (1/10gp)
Fastidiousness (1/10gp)
Explorer's Fire (1/10gp)
Transfer Enchantment (4/25gp)
Object Reading (5/25gp)

BACKGROUND
Fia grew up in a small city, daughter to a wealthy minor noble and an elven entertainer. She enjoyed best of all creature comforts as a child and youth, and as such, acts a bit arrogant at times. While her father's status greatly shielded her from criticism over her half-breed heritage, murmuring about it behind her back at school struck a nerve with Fia, and it remains a sore-point. Quick-witted, intelligent and beautiful, she was a favourite of many of the older crowd that her father associated with, and she was spoiled by all of them, included her extended family, and being an only child certainly helped.

She achieved stellar grades in school, but considers nearly everything else as mundane and boring. She dislikes getting dirty. Due to her noble parentage and family connections, she can supress her trademark arrogance in order to work her silver tongue, when need be.

Eager to demonstrate to all that she isn't merely riding her father's coat-tails to success, she has set out on her own. She'll show them. She'll show ALL of them!

Characteristics: Clever, Charming, Haughty, Manipulative

KEY
[he] - provided from half-elf heritage
[mem] - daily memorized skill
[bg] - provided from background
[c] - provided from class

NOTES
- Spellbook (n/128): Mem one daily spell each day, choose 2 spells per acquisition
- Each day, prepare one daily non-utility power and one utility power
- Planned Power Upgrades: Ice Storm, Mordenkainen's Sword (9), Resistance, Arcane Gate (10)
- Planned Possible Feat Upgrades: Group Insight, Expanded Spellbook, Linguist

Kiir
25th June 2009, 01:42 PM
Althaea, Level 7 Eladrin Shaman (Leader)

Statistics: 5'9", 157lb,
Size: Medium
Vision: Low-light
Languages: Common, Elven


ABILITIES/SKILLS
Strength: 11 (+3) (Athletics +3)
Constitution: 18 (+7) (Endurance +7)
Dexterity: 11 (+3) (Stealth +3, Thievery +3, Acrobatics +3)
Intelligence: 18 (+7) (Arcana +14, History +14, Nature +12, Religion +7)
Wisdom: 18 (+7) (Insight +13, Dungeoneering +7, Perception +13, Heal +7)
Charisma: 9 (+2) (Diplomacy +2, Bluff +2, Intimidate +2, Streetwise +2)

HP: 60 Surges: 11 Surge Value: 15
AC: 20
Fort: 20
Reflex: 19
Will: 21
Init: 3

FEATS
Level 1: Protector Spirit Adept (Allies adj to spirit gain +1 Fort/Ref/Will)
Level 2: Implement Expertise (Totem) (+1 ATK)
Level 4: Shared Healing Spirit (Change recipient of additional hit points)
Level 6: Vigorous Spirit (When using Healing Spirit Target gains additional hit points equal to Wis Modifier (4))

AT-WILL POWERS
Spirit Shield (opportunity attack, trigger: enemy leaves square adj to spirit companion without shifting, attack +10 vs reflex, damage 4 damage, effect one ally within 5 squares of my spirit companion regains 6 hit points)
Protecting Strike (standard action, range: melee spirit 1, target: 1 creature, +10 vs will, hit 1d8+6 damage and each ally adjacent to my spirit companion gains 4 temp hit points)
Call Spirit Companion (minor action, range: close burst 20, effect: conjure spirit companion in an unoccupied square in the burst)
(1) Voice of Battle (standard action, range: ranged 5, target: 1 creature, +10 vs will, hit 1d6+6 psychic damage and one ally within 2 squares of my spirit companion can shift 2 squares)

ENCOUNTER POWERS
Fey Step (move action, range: personal, teleport up to 5 squares)
Healing Spirit (2 per encounter) (minor action, range: close burst 5, target: me or 1 ally in burst, The target can spend a healing charge +6 hit points, if the target does so one ally either adjacent to my companion or within 2 squares of my target other then my target regains 2d6+2 hit points)
Speak with Spirits (minor action, range: personal, During this turn you gain a bonus to your next skill check equal to your Wisdom modifier (+4))
(1) Thunder Bear's Warding (standard action, range: ranged 5, target: 1 creature, +10 vs Fort, hit 1d6+6 thunder damage and until the EoNT my allies and I gain resistance to all damage +4 while adjacent to my spirit companion, Also an ally or I withing 5 squares of me gain 4 temp hit points)
(3) Spring Renewal Strike (standard action, range: melee spirit 1, target: 1 creature, +10 vs will, hit 2d8+6 damage and one ally adjacent to my spirit companion can spend a healing surge +6 hit points)
(7) Winter Wind Spirit (standard, range: ranged 5, +10 vs Fort, hit 1d10+6 cold damage, until EoNT as an imm interupt you can grant an ally adjacent to your spirit companion a +7 bonus to their AC against an attack that hits)

DAILY POWERS
(1) Spirit of the Healing Flood (standard action, range: close burst 5, target: every enemy in burst, +10 vs fort, hit 1d8+6 damage miss: half damage, effect: Until the end of the encounter, you and each ally in the burst gain reg 2 while bloodied. As a minor action, a character can end this effect on him or herself to regain 10+2 hit points)
(5) Wind of Pain and Succor (standard action, melee spirit 1, +10 vs Will, 3d8+6 cold damage, miss: half damage, effect: The first ally to regain hitpoints next to my spirit companion gains an additional 1d8+2 hit points, the second gains and addition 2d8+2 hit points and the third gains an additional 3d8+2 hit points, this effects ends after the third use, or at the end of the encounter)

UTILITY POWERS
(2) Protective Roots (daily power) (minor, range: close burst spirit 1, target: you and each ally in burst, effect: Each Target gains resistance to all damage 4)
(6) Spirit of the Keeper (daily power) (minor, range: close burst 5, target: 1 creature in burst, effect: The Target can use a healing surge and regain 1d6+2 addition hit points, Until the end of the encounter any ally adjacent to my spirit companion does not grant CA)

ITEMS
- Adventurer's Kit
- Everburning Torch
- Backpack (empty)
- Waterskin
- Bag of Holding (level 5, heroic tier) (This bag can hold up to 200 pounds in weight or 20 cubic feet in volume, but always weighs only 1 pound)
- Bear Spirit Leather Armor +1 (level 4) (Power (Daily): Immediate Reaction. Trigger: An Ally within 5 squares of your spirit companion hits an enemy. Effect: You and each ally within 5 squares of your spirit companion gain temporary hit points equal to 9)
- Totem +2 (level 6)
- Vicious Longsword +1 (level 2) (Versatile, Melee Basic Attack: +6 attack 1d8+1 damage, +1d12 damage on crits)
- Amulet of Protection +1 (level 1) (+1 Fortitude, Reflex and Will)
- Potion of Healing (level 5) (minor action, regain 10 hit points use a healing surge)
- Healer's Brooch +2 (level 9) (+2 Fort, Ref, Will; When you use an ability that allows you or an ally to regain hit points add the brooch's plus (2) to the hit points gained)
- 356gp


BACKGROUND
Detective (+1 perception and insight)

NOTES
- Planned Power Upgrades: (level 9) Spirit of Autumn's Reaping, (level 10) Sacrificial Spirit or Rock Shield Spirits
- Planned Possible Feat Upgrades: Fey Escape, Spirit Speaker, Linguist, Skill Focus

drathos
26th June 2009, 06:26 PM
Belvar, Level 7 Human Fighter (Defender)

Statistics: 6'1", 200lb
Size: Medium
Languages: Common, Dwarven

ABILITIES/SKILLS
Strength: 18 (+4) (Athletics +11)
Constitution: 16 (+3) (Endurance +10)
Dexterity: 14 (+2) (Acrobatics +4, Stealth +4, Thievery +4)
Intelligence: 9 (-1) (Arcana +2, History +3, Religion +2)
Wisdom: 14 (+2) (Dungeoneering +5, Heal +10 , Insight +5, Nature +5, Perception +5)
Charisma: 10 (+0) (Bluff +3*, Diplomacy +3, Intimidate +8, Streetwise +3)
(*Bluff gets a +2 item bonus from my armor for attempts to disguise my appearance)

HP: 72 Surges: 12 Surge Value: 18
AC: 22
Fort: 21
Reflex: 17
Will: 17

CLASS FEATURES
Combat Challenge - Mark foes you attack. They get -2 to attacks not including you. Make basic melee attack against adjacent marked foe who shifts or makes attack not including you. Mark lasts until end of your next turn or marked by other.
Combat Superiority - Add Wis mod to opportunity attacks. Hit ends foe's movement (if any) this action.
Battlerager Vigor - Temp hp (Con mod) when you hit with melee or close; temp hp from invigorating attacks stack with temp hp; +1 melee and close damage in light armor or chainmail (+2 with axe, hammer, mace, pick)

FEATS
Level 1: Improved Initiative (+4 Initiative)
Level 1: Improved Vigor (Invigorating powers grant +1 temp hp)
Level 2: Toughness (5 additional hp per tier)
Level 4: Human Perseverance (+1 to saving throws)
Level 6: Weapon Expertise (Axe) (Gain bonus to attack rolls with axes)

AT-WILL POWERS
(1) Cleave (action: standard, range: melee weapon, target: 1 creature, +12 vs AC, hit 1d12+6 and an enemy adjacent to you other than the target takes damage equal to your Strength modifier (+4))
(1) Crushing Surge (Invigorating, action: standard, range: melee weapon, target: 1 creature, +12 vs AC, hit 1d12+6)
(1) Footwork Lure (action: standard, range: melee weapon, target: 1 creature, +12 vs AC, hit 1d12+6. Shift 1 square and slide the target into the space you left.)
(1) Combat Challenge (action: imm interrupt, range: melee, effect: whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy)

ENCOUNTER POWERS
(1) Covering Attack (action: standard, range: melee weapon, target: 1 creature, +12 vs AC, hit 2d12+6 and an ally adjacent to the target can shift 2 squares)
(3) Sweeping Blow (action: standard, range: close burst 1, target: each enemy in burst you can see, +14 vs AC, hit 1d12+6)
(7) Griffon's Wrath (action: standard, range: melee weapon, target: 1 creature, +12 vs AC, hit 2d12+6 and target takes a -2 penalty to AC until the end of your next turn)

DAILY POWERS
(1) Comeback Strike (Healing, Reliable, action: standard, range: melee weapon, target: 1 creature, +12 vs AC, hit 2d12+6 and can spend a healing surge)
(5) Crack the Shell (Reliable, action: standard, range: melee weapon, target: 1 creature, +12 vs AC, hit 2d12+6 and the target takes an ongoing 5 damage and a -2 penalty to AC (save ends both))

UTILITY POWERS
(2) Unstoppable (Daily, Healing, You gain temporary hit points equal to 2d6 + your Con modifier (+3))
(6) Unbreakable (Daily, Martial, Reliable, trigger: You are hit by an attack, Reduce the damage from the attack by 5 + your Con modifier (+3))

ITEMS
- Adventurer's Kit
- Magic Handaxe +1
- Sacrificial Greataxe +2 (lvl 6 axe, High Crit, Melee Basic Attack: +10 attack, 1d12+6 damage, +2d6 critical damage)
(Power (daily): Free action. Use this power when you hit with the weapon. Spend a healing surge, and instead of regaining hit points, you cause the target to become weakened until the end of your next turn.)
- Imposter's Finemail +2 (lvl 6 chainmail, AC 7, check -1, speed -1, enhancement +2 AC)
(Power (at-will, polymorph): Minor Action. You can transform this armor into a normal-looking set of clothes. While in clothes form, the armor does not provide an armor bonus, but neither does it impose an armor check penalty or speed reduction. You can add this armor's enhancement bonus to any Bluff check
made to attempt to disguise your appearance. You can change this armor back into its true form as a minor action.)
- Giantkind Gloves (lvl 4 hand)
(Power (at-will): Standard Action. Strength + 2 vs AC; ranged 6/12; you throw an object 30 lb. or less; 2d6 + Strength modifier (+4) damage.)
(Power (encounter): Free Action. Use this power when you hit with a melee attack. Add a +2 power bonus to the damage roll)
- Cloak of Distortion +1 (+1 Fort/Ref/Will, gain item bonus to all defenses against ranged attacks from more than 5 squares away)
- Helm of Battle (You and each ally within 5 squares of you gain a +1 item bonus to initiative checks)
- 779g

BACKGROUND
Officer Who Came Out of Retirement
+1 to initiative checks, add History to class skill list, +1 bonus to History checks.

edit: Updated base stats from Spare #2
edit: Level 7

Zyzzyx
26th June 2009, 08:23 PM
Marcus Anlashok, Level 5 Elf Ranger (Striker)

Build: Archer Ranger
Fighting Style: Archer Fighting Style

STR 12, +1/+3
CON 16, +3/+5
DEX 20, +5/+7
INT 11, +0/+2
WIS 18, +4/+6
CHA 10, +0/+2

AC: 20
Fort: 17
Reflex: 19
Will: 17

HP: 48
Surges: 9
Surge Value: 12

INIT +7
Speed 7
Passive Insight +16
Passive Perception +26

TRAINED SKILLS
Dungeoneering +11
Heal +11
Nature +13
Perception +15
Stealth +11

Acrobatics +6
Arcana +2
Athletics +2
Bluff +2
Diplomacy +2
Endurance +4
History +2
Insight +6
Intimidate +2
Religion +2
Streetwise +2
Thievery +6

FEATS
Level 1: Weapon Proficiency (Greatbow): +2 ATK with Greatbow
Level 2: Weapon Expertise (Bow): +1 ATK with Bow
Level 4: Weapon Focus (Bow): +1 DMG with Bow

AT-WILL
- Hunter's Quarry: Minor, Designate nearest enemy as quarry, remains effective to EOE, until quarry dies, or designate new quarry. Once per round on attacking the quarry do additional 1d6 dmg
- Prime Shot: +1 to attack rolls if none of your allies are closer to the target
- Twin Strike: +12 vs AC, 1d12+5 dmg; two attacks, one or two creatures
- Nimble Strike: +12 vs AC, 1d12+10 dmg; Shift 1 square before or after you attack.

ENCOUNTER
- Elven Accuracy: Free, Reroll an attack roll. Use the second roll, even if it's lower.
- Disruptive Strike: Immediate Interrupt, Trigger: You or an ally is attacked by a creature; +12 vs AC, 1d12+10 dmg; The target takes a penalty to its attack roll for the triggering attack equal to 3 + your Wisdom modifier (+4).
- Yield Ground: Immediate Reaction, Utility encounter power; Trigger: An enemy damages you with a melee attack; Effect: You can shift a number of squares equal to your Wisdom modifier (4). Gain a +2 power bonus to all defenses until the end of your next turn.
- Two-Fanged Strike: +12 vs AC, 1d12+10 dmg; Two attacks, if both attacks hit, you deal extra damage equal to your Wisdom modifier (+4).

DAILY
- Bracers of Archery: Minor, Ignore cover on your next attack this turn when using a bow or
crossbow.
- Spitting Cobra Stance: Minor, Until the stance ends, you can make a ranged basic attack as an opportunity action against any enemy within 5 squares of you that moves closer to you.
- Hunter's Bear Trap: +12 vs AC, 2d12+10 dmg; Hit: target is slowed and takes ongoing 5 damage (save ends both); Miss: half damage, no ongoing damage, and the target is slowed until the end of your next turn.


ITEMS
- Distance Greatbow +2, increase normal range by 5, long range by 10, Load free
- Bracers of Archery, +2 dmg with bow, Daily power to negate cover
- Hide Armor
- Cloak of Distortion +1 F/R/W, A ranged attack against you from more than 5 squares away takes a -5 penalty to the attack roll.
- Adventurer's Kit
- Broadsword (2)
- Arrows (120)

OTHER GOOD INFO TO REMEMBER
- Group Awareness - Non-elf allies within 5 get +1 to Perception.
- Wild Step - Ignore difficult terrain when shifting (even when shifting multiple squares).
- Defensive Mobility - +2 to AC against opportunity attacks

DirkDarkBlade
26th June 2009, 09:02 PM
Here is Dirk2's stats after rebuilding him per Shiz's recommendations. Let me knwo which version of Dirk I should play in the group (I kept both).

====== Created Using Wizards of the Coast D&DI Character Builder ======
Dirk2, level 5
Halfling, Rogue
Build: Brawny Rogue
Rogue Tactics: Brutal Scoundrel
FINAL ABILITY SCORES
Str 18, Con 14, Dex 19, Int 11, Wis 12, Cha 19.
STARTING ABILITY SCORES
Str 17, Con 13, Dex 17, Int 11, Wis 12, Cha 17.

AC: 20 Fort: 17 Reflex: 19 Will: 17
HP: 46 Surges: 8 Surge Value: 11
TRAINED SKILLS
Stealth +13, Thievery +13, Athletics +11, Acrobatics +13, Perception +8, Intimidate +11
UNTRAINED SKILLS
Arcana +2, Bluff +6, Diplomacy +6, Dungeoneering +3, Endurance +4, Heal +3, History +2, Insight +3, Nature +3, Religion +2, Streetwise +6
FEATS
Level 1: Weapon Expertise (Light Blade)
Level 2: Nimble Blade
Level 4: Backstabber
POWERS
Rogue at-will 1: Sly Flourish
Rogue at-will 1: Riposte Strike
Rogue daily 1: Easy Target
Rogue daily 5: Deep Cut
Rogue encounter 1: Torturous Strike
Rogue encounter 3: Topple Over
Rogue utility 2: Reap the Rattled
ITEMS
Adventurer's Kit, Camouflaged Clothing, Disguise Kit, Everburning Torch, Thieves' Tools, Summoned Leather Armor +2, Lightning Short sword +1, Cloak of Distortion +1, Dagger
====== Created Using Wizards of the Coast D&DI Character Builder ======

attriel
29th January 2010, 03:04 PM
Dirk, can you post the file for the character? the .dnd4e? Just easier to look things up sometimes :)

DirkDarkBlade
31st January 2010, 06:09 PM
====== Created Using Wizards of the Coast D&D Character Builder ======
Dirk DarkBlade Jr, level 7
Halfling, Rogue
Build: Brawny Rogue
Rogue Tactics: Brutal Scoundrel
Background: Occupation - Criminal (+2 to Stealth)
FINAL ABILITY SCORES
Str 18, Con 13, Dex 20, Int 11, Wis 12, Cha 19.
STARTING ABILITY SCORES
Str 17, Con 13, Dex 17, Int 11, Wis 12, Cha 17.

AC: 22 Fort: 18 Reflex: 21 Will: 18
HP: 55 Surges: 7 Surge Value: 13
TRAINED SKILLS
Stealth +15, Thievery +15, Athletics +12, Acrobatics +15, Perception +11, Bluff +12
UNTRAINED SKILLS
Arcana +3, Diplomacy +7, Dungeoneering +4, Endurance +4, Heal +4, History +3, Insight +4, Intimidate +7, Nature +4, Religion +3, Streetwise +7
FEATS
Level 1: Weapon Expertise (Light Blade)
Level 2: Nimble Blade
Level 4: Backstabber
Level 6: Alertness
POWERS
Rogue at-will 1: Clever Strike
Rogue at-will 1: Duelist's Flurry (retrained to Duelist's Flurry at Level 2)
Rogue encounter 1: Torturous Strike
Rogue daily 1: Easy Target
Rogue utility 2: Tumble
Rogue encounter 3: Topple Over
Rogue daily 5: Deep Cut
Rogue utility 6: Mighty Sprint
Rogue encounter 7: Hectoring Strike
ITEMS
Adventurer's Kit, Camouflaged Clothing, Disguise Kit, Everburning Torch, Thieves' Tools, Summoned Leather Armor +2, Lightning Short sword +1, Cloak of Distortion +1, Dagger, Bloodstinger Poison (level 3) (3)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

EricStratton
1st February 2010, 06:10 PM
====== Created Using Wizards of the Coast D&D Character Builder ======
Watcher, level 7
Warforged, Ranger
Build: Beastmaster Ranger
Fighting Style: Beast Mastery
Beast Companion Type: Boar

FINAL ABILITY SCORES
Str 20, Con 12, Dex 14, Int 10, Wis 15, Cha 8.

STARTING ABILITY SCORES
Str 17, Con 10, Dex 14, Int 10, Wis 14, Cha 8.


AC: 20 Fort: 19 Reflex: 16 Will: 16
HP: 54 Surges: 7 Surge Value: 13

TRAINED SKILLS
Nature +10, Acrobatics +9, Athletics +12, Stealth +9, Dungeoneering +10

UNTRAINED SKILLS
Arcana +3, Bluff +2, Diplomacy +2, Endurance +5, Heal +5, History +3, Insight +5, Intimidate +4, Perception +5, Religion +3, Streetwise +2, Thievery +4

FEATS
Level 1: Lethal Hunter
Level 2: Warforged Tactics
Level 4: Improved Initiative
Level 6: Beast Protector

POWERS
Ranger at-will 1: Hit and Run
Ranger at-will 1: Circling Strike
Ranger encounter 1: Hunter-Partner Strike
Ranger daily 1: Partnered Savaging
Ranger utility 2: Unbalancing Parry
Ranger encounter 3: Paired Predators
Ranger daily 5: Lacerating Maul
Ranger utility 6: Invigorate the Beast
Ranger encounter 7: Claws of the Griffon

ITEMS
Magic Hide Armor +2, Armblade Scimitar +2, Lifedrinker Dagger +1, Adventurer's Kit, Longbow, Climber's Kit, Restful Bedroll (heroic tier), Arrows (90), Arrow (10)
RITUALS
Raise Beast Companion
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======