Dungeons & Dragons 4th Edition
Adran Thorn
The Unspeakables
Played by Chris Harmon
9 Games Played, Created 02/26/2009
Male Half-Elf Good Medium Level 3
Class Ranger Paragon Path None Epic Destiny None
Ability Score Mod +1/2 Lvl
STR 17 17 base +0 race +0 level +3 +4
DEX 14 14 base +0 race +0 level +2 +3
CON 13 11 base +2 race +0 level +1 +2
INT 10 10 base +0 race +0 level +0 +1
WIS 12 12 base +0 race +0 level +1 +2
CHA 12 10 base +2 race +0 level +1 +2
Hit Points Healing Surges
Max HP Bloodied Surge Value Surges/Day
4013 Con score plus 22 class levels plus 5 Toughness feat 20 1010 one-quarter hit points □□□□□
□□
Current HP
 
Second Wind 1/encounter Used
standard action ♦ +2 all Defenses til start turn ♦ spend healing surge
Death Saving Throw Failures
Saving Throw Mods
Defenses
AC 17 11 10 + 1/2 level +2 Dex or Int +3 armor +0 shield +0 class +0 feat +1 enhancement
Conditions
FORT 15 11 10 + 1/2 level +3 Str or Con +1 Ranger class +0 feat +0 enhancement
Conditions
REF 14 11 10 + 1/2 level +2 Dex or Int +0 shield +1 Ranger class +0 feat +0 enhancement
Conditions
WILL 12 11 10 + 1/2 level +1 Wis or Cha +0 class +0 feat +0 enhancement
Conditions
Attack   Damage
Total 1/2 Lvl Abil Class Prof Feat Enh Misc Total W Abil Feat Enh Misc Misc
"Aecris" +1 magic longsword ♦ versatile ♦ STR vs. AC +1 longsword damage when holding two weapons; +1d6 on critical hits
+8 +1 +3 +0 +3 +0 +1 +0 1d8+4 1d8 +3 +0 +1 +0 +0
short sword ♦ off-hand ♦ STR vs. AC off-handed
+7 +1 +3 +0 +3 +0 +0 +0 1d6+3 1d6 +3 +0 +0 +0 +0
crossbow ♦ DEX vs. AC ranged 15/30 ♦ load minor
+5 +1 +2 +0 +2 +0 +0 +0 1d8+2 1d8 +2 +0 +0 +0 +0
unarmed strike ♦ STR vs. AC  
+4 +1 +3 +0 +0 +0 +0 +0 1d4+3 1d4 +3 +0 +0 +0 +0
Workarea Workarea
                             
Senses
  Vision normal, low-light
  passive Insight 1410 base +4 Insight score
  passive Perception 1710 base +7 Perception score
Action Points
Actions Points
Additional Action Point Effects
 
Initiative +3+2 Dex +1 half-level
Speed 66 race -0 armor
Experience Points 3,108 of 3,750
Workspace
Conditions

Ongoing Effects


Resistances
None
 Armor Check Penalty -1-1 armor -0 shield
 Skills Acrobatics +7 (+2 Dex, +1 half-lvl, +5 trained, -1 armor), Arcana +1 (+0 Int, +1 half-lvl), Athletics +3 (+3 Str, +1 half-lvl, -1 armor), Bluff +2 (+1 Cha, +1 half-lvl), Diplomacy +4 (+1 Cha, +1 half-lvl, +2 racial), Dungeoneering +7 (+1 Wis, +1 half-lvl, +5 trained), Endurance +6 (+1 Con, +1 half-lvl, +5 trained, -1 armor), Heal +7 (+1 Wis, +1 half-lvl, +5 trained), History +1 (+0 Int, +1 half-lvl), Insight +4 (+1 Wis, +1 half-lvl, +2 racial), Intimidate +2 (+1 Cha, +1 half-lvl), Nature +2 (+1 Wis, +1 half-lvl), Perception +7 (+1 Wis, +1 half-lvl, +5 trained), Religion +1 (+0 Int, +1 half-lvl), Stealth +2 (+2 Dex, +1 half-lvl, -1 armor), Streetwise +2 (+1 Cha, +1 half-lvl), Thievery +2 (+2 Dex, +1 half-lvl, -1 armor)
 Feats Armor Proficiency (cloth, leather, hide), Lethal Hunter, Toughness (+5+5 hit points 1-10; +10 11-20; +15 21-30), Two-Weapon Fighting, Weapon Proficiency (simple melee and ranged, military melee and ranged)
Combat Features
  • Hunter's Quarry – ( □ ) 1/turn – As a minor action, designate nearest enemy as quarry. Once per round, you deal +1d81d6 Ranger levels, turned to d8s due to Lethal Hunter feat 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.
At-Will Powers
  • Hit and Run – Martial, Weapon ♦ StdMelee weapon ♦ Target one creature ♦ Attack STR vs. AC ♦ Hit 1[W] + Strength modifier damage ♦ Effect If you move in the same turn after this attack, leaving the first square adjacent to the target does not provoke an opportunity attack from the target.
  • Twin Strike – Martial, Weapon ♦ StdMelee or Ranged weapon ♦ Requirement You must be wielding two melee weapons or a ranged weapon. ♦ Target one or two creature ♦ Attack STR vs. AC (melee; main weapon and off-hand weapon) or DEX vs. AC (ranged), two attacks ♦ Hit 1[W] damage per attack.
Encounter Powers
  • Dire Wolverine Strike – Martial, Weapon ♦ StdClose burst 1 ♦ Requirement You must be wielding two melee weapons. ♦ Target each enemy in burst you can see ♦ Attack STR vs. AC ♦ Hit 1[W] + Strength modifier damage.
  • Piercing Strike – Martial, Weapon ♦ StdMelee weapon ♦ Requirement You must be wielding a light blade. ♦ Target one creature ♦ Attack DEX vs. Reflex ♦ Hit 1[W] + Dexterity modifier damage.
  • Thundertusk Boar Strike – Martial, Weapon ♦ StdMelee or Ranged weapon ♦ Requirement You must be wielding two melee weapons or a ranged weapon. ♦ Target one creature or two creatures ♦ Attack STR vs. AC (melee; main weapon and off-hand weapon) or DEX 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.
  • Yield Ground – Martial ♦ Immediate ReactionPersonalTrigger 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.
Daily Powers
  • Sudden Strike – Martial, Weapon ♦ StdMelee weapon ♦ Requirement You must be wielding two melee weapons. ♦ Target one creature ♦ Attack STR vs. AC (off-hand weapon) ♦ Hit 1[W] damage (off-hand weapon) ♦ Effect You shift 1 square and make a secondary attack against the target ♦ Secondary Attack STR vs. AC (main weapon) ♦ Hit 2[W] + Strength modifier damage (main weapon), and the target is weakened until the end of your next turn.
Special Features
  • Dual Heritage – You can take feats that have either elf or human as a prerequisite (as well as those specifically for half-elves), as long as you meet any other requirements.
  • Group Diplomacy – You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks.
  • 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.
Miscellaneous Information
 History
Why did you become an adventurer?
Where did you learn your class skills?
How did you acquire your equipment, and does any of it have special meaning?
What's the worst event in your life?
What's the best event in your life?
Do you have survivng family? Mother? Father? Siblings? Spouse? Do you stay in touch?
What is your biggest fear?
What makes you laugh out loud?
What makes you angry?
Do you have a secret?
What talent would you most like to have?
What would be your theme music?
 AdventuresNone; Last Played 06/04/2009

 Languages Common, Elven, Giant
 Deity Kord
 Height 5 ft. 10 in.; Weight 170 lb.; Age 20; Hair Brown; Eyes Green

 Personality Traits Social—Charming, Hopeful, Open-minded; Decision Points—Adaptable, Flexible, Protective; Dire Straits—Brave, Driven, Calm.
 Mannerisms "Nature will provide what is needed.".
 Appearance Average to short build, wiry, tanned skin.

 Defeated Enemy Record Gelatinous Cube, Goblin Cutters (2), Goblin Sharpshooters (4), Goblin Warriors (3), Guard Drakes (2), Hobgoblin Grunts (3), Hobgoblin War Chief, Kobold Minions (5), Kobold Skirmisher, Kobold Slinger, Kobold Wyrmpriest, Zombies (2)
Equipment & Possessions
  Daily Item Powers Per Day

 Magic Items Equipped WEAPON—"Aecris" +1 magic longsword (+3 proficiency; +1 enhancement; 1d8 damage; +1d6 on critical hit; heavy blade; versatile; 4 lb.) (Power—Daily ♦ Free Action ♦ When you drop an undead enemy to 0 hit points, gain one healing surge.) (1,000 gp), ARMOR—+1 bloodcut hide armor (+3 armor; +1 enhancement; -1 check; 25 lb.; armor slot; lvl 4) (Power—Daily ♦ Minor Action ♦ When you are bloodied, activate to gain resist all 10 until the end of your next turn.) (840 gp), ARMS—None, FEET—None, HANDS—None, HEAD—None, NECK—None, RING (left)—None, RING (right)—None, WAIST—None

 Magic Items Carried None

 Potions None

 Nonmagical Items backpack (2 lb.) (2 gp), bedroll (5 lb.) (1 sp), belt pouch (0.5 lb.) (1 gp), bolts (0.1 lb.) (5 cp), crossbow (+2 proficiency; 1d8 damage; 15/30 range; crossbow; load minor; 4 lb.) (25 gp), flint and steel (1 gp), grappling hook (4 lb.) (1 gp), hammer (2 lb.) (5 sp), hempen rope (50 ft.; 10 lb.) (1 gp), pitons (0.5 lb.) (5 cp), short sword (+3 proficiency; 1d6 damage; light blade; off-hand; 2 lb.) (10 gp), sunrods (bright light 20 squares; 4 hour duration; 1 lb.) (2 gp), torches (bright light 5 squares; 1 hour duration; 1 lb.) (1 sp), trail rations (1 lb.) (5 sp), waterskin (4 lb.) (1 gp)

 ad 0, pp 0, gp 244, sp 89, cp 25
 Other Wealth amethyst (50 gp), hairbrush with mother-of-pearl handle (5 gp), silver and platinum statue of Bahamut (60 gp)