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Zarah

Female Human Ranger
Level 1
Evil

Strength 14 (+2)
Constitution 11 (+0)
Dexterity 18 (+4)
Intelligence 12 (+1)
Wisdom 13 (+1)
Charisma 10 (+0)
Height: 5' 9"
Weight: 140 lb
Skin: Brown
Eyes: Blue
Hair: Silver; Straight

Maximum Hit Points: 23

Bloodied: 11
Surge Value: 5
Surges / Day: 6

Size: Medium
Speed: 6 squares
Vision: Normal

Initiative: 1d20 +4 = + 4 [dexterity]
Base Strength Attack: 1d20 +2 = + 2 [strength]
Base Dexterity Attack: 1d20 +4 = + 4 [dexterity]
Base Constitution Attack: 1d20 +0 = + 0 [constitution]
Base Intelligence Attack: 1d20 +1 = + 1 [intelligence]
Base Wisdom Attack: 1d20 +1 = + 1 [wisdom]
Base Charisma Attack: 1d20 +0 = + 0 [charisma]
Armor Class: 16 = 10 + 4 [dexterity] + 2 [leather]
Fortitude Defense: 14 = 10 + 1 [Human] + 1 [ranger] + 2 [strength]
Reflex Defense: 16 = 10 + 1 [Human] + 1 [ranger] + 4 [dexterity]
Will Defense: 12 = 10 + 1 [Human] + 1 [wisdom]

Armor: Leather (15 lb)

Shield: None

Attacks:

Unarmed Melee: 2 vs AC [+2 strength]; damage 1[W]=1d4+2 [strength]
Scimitar: +4 vs AC [+2 strength] [+2 proficiency]; damage 1[W]=1d8+2 [strength] 4 lb (Heavy blade) High crit
Longbow: +6 vs AC [+4 dexterity] [+2 proficiency]; damage 1[W]=1d10+4 [dexterity] range 20/40 3 lb (Bow) Load free
Careful Attack +2w [strength] vs AC
Careful Attack +4w [dexterity] vs AC
Nimble Strike +4w [dexterity] vs AC
Twin Strike +2w [strength] vs AC
Twin Strike +4w [dexterity] vs AC
Two Fanged Strike (melee) +2w [strength] vs AC
Two Fanged Strike (ranged) +4w [dexterity] vs AC
Split the Tree +4w [dexterity] vs AC
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc. Base Saving Throw: d20 vs 10

Encumberance 4e
Normal Load:
Heavy Load:
Maximum Drag Load
140 lb.
280 lb.
700 lb.
Encumberance 3.5
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
58 lb. or less
59-116 lb.
117-175 lb.
175 lb.
350 lb.
875 lb.
Languages: Common; Elven;

Skills:

Acrobatics: +9 = 4 [dexterity] + 5 [class training]
Arcana: +1 = 1 [intelligence]
Athletics: +7 = 2 [strength] + 5 [class training]
Bluff: +0 = 0 [charisma]
Diplomacy: +0 = 0 [charisma]
Dungeoneering: +6 = 1 [wisdom] + 5 [class training]
Endurance: +0 = 0 [constitution]
Heal: +1 = 1 [wisdom]
History: +1 = 1 [intelligence]
Insight: +1 = 1 [wisdom]
Intimidate: +0 = 0 [charisma]
Nature: +6 = 1 [wisdom] + 5 [class training]
Perception: +8 = 1 [wisdom] + 2 [alertness] + 5 [class training]
Religion: +1 = 1 [intelligence]
Stealth: +9 = 4 [dexterity] + 5 [class training]
Streetwise: +0 = 0 [charisma]
Thievery: +4 = 4 [dexterity]

Feats:

Alertness  
Farshot  

At-Will:

Basic Melee Attack: By weapon, damage 1[W]+2 [strength]
Basic Ranged Attack: By weapon, damage 1[W]+4 [dexterity]
Bull Rush: +2 [strength] vs fortitude
Grab: +2 [strength] vs reflex
Move grabbed target: +2 [strength] vs fortitude
Escape: +9 [acrobatics] vs reflex / +7 [athletics] vs fortitude
Careful Attack [Level 1]
Nimble Strike [Level 1]
Twin Strike [Level 1]

Other Standard Actions: Administer a potion; Aid another; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid, Intimidate, Perception -- active, Thievery depending on circumstances)
Other Move Actions: Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics)
Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Sustain minor action; Some skills during combat (i.e., Insight)
Other Immediate Action: Readied action
Other Opportunity Action: Opportunity attack
Other Free Actions: Drop held items; End a grab; Talk
Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive
Short rest: Healing surges as available
Five minutes: Normal escape from restraints (Acrobatics)
One hour: Forage; Streetwise check

Encounter Powers:

Second Wind
Spend an Action Point [free action, not in surprise round]
Two Fanged Strike [Level 1]

Daily Powers:

Split the Tree [Level 1]

Human

  • One extra at-will power from your class (already included)
  • One bonus feat at 1st level (already included)
  • One bonus skill from the skill class list (already included)
  • +1 to fortitude, reflex, and will defenses
Ranger
  • This ranger chose the archer style. This gives the equivalent of the defensive mobility feat [not listed above].
  • Hunter's Quarry -- bonus damage 1d6 [minor action]
  • Prime Shot

Zarah's Equipment:

22 lb
3 lb
2 lb
5 lb

4 lb
2 lb
5 lb
1 lb
10 lb
10 lb
2 lb
4 lb
_
70 lb
Weapons / Armor / Shield (from above)
Arrows (quiver of 30) x1
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

Total
Magic items:

Weapon:
Weapon:
Weapon:
Weapon:
Armor:
Shield:
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:







Resistances:

Action Point Tally:

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

Death Saving Throw Failures:

More about Zarah:

r1 - 31 Aug 2008 - 05:41:49 - NateSimpson
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