Dungeons & Dragons 4th Edition
Lair Assault — Ravenloft
SALIMOR DARKSTALKER
Male Elf Good Medium Level 11
Class Ranger (Hunter) Paragon Path Peerless Hunter Sanity 20
Languages Darkonese (2), Mordentish (1), Sithican (1), Vaasi (2); Deity Lawgiver; Background Eastern Core; Height 5 ft. 4 in.; Weight 142 lb.; Age 103; Hair Brown; Eyes Green
Ability Score Mod +1/2 Lvl
STR 12 10 base +0 race +2 level +1 +6
DEX 20 16 base +2 race +2 level +5 +10
CON 13 12 base +0 race +1 level +1 +6
INT 11 10 base +0 race +1 level +0 +5
WIS 20 16 base +2 race +2 level +5 +10
CHA 12 10 base +0 race +2 level +1 +6
Hit Points Healing Surges
Max HP Bloodied Surge Value Surges/Day
8412 Con score plus 62 class levels plus 10 Toughness feat 42 2121 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 25 15 10 + 1/2 level +5 Dex or Int +2 armor +0 shield +0 class +0 feat +3 enhancement
Conditions
FORT 22 15 10 + 1/2 level +1 Str or Con +1 class +2 feat +3 enhancement
Conditions
REF 26 15 10 + 1/2 level +5 Dex or Int +0 shield +1 class +2 feat +3 enhancement
Conditions
WILL 25 15 10 + 1/2 level +5 Wis or Cha +0 class +2 feat +3 enhancement
Conditions
Attack   Damage
Total 1/2 Lvl Abil Class Prof Feat Enh Misc Total W Abil Feat Enh Misc Misc
lightning longbow +2 ♦ load free ♦ DEX vs. AC range 25/45; on critical +2d6 lightning
+17 +5 +5 +1 +2 +2 +2 +0 1d10+8 1d10 +5 +2 +0 +1 +0
longsword ♦ versatile ♦ STR vs. AC  
+10 +5 +1 +1 +3 +0 +0 +0 1d8+2 1d8 +1 +0 +0 +1 +0
dagger ♦ light thrown, off-hand ♦ STR vs. AC  
+10 +5 +1 +1 +3 +0 +0 +0 1d4+2 1d4 +1 +0 +0 +1 +0
dagger (thrown) ♦ light thrown ♦ DEX vs. AC range 5/10
+14 +5 +5 +1 +3 +0 +0 +0 1d4+6 1d4 +5 +0 +0 +1 +0
unarmed strike ♦ STR vs. AC  
+6 +5 +1 +0 +0 +0 +0 +0 1d4+1 1d4 +1 +0 +0 +0 +0
Senses
  Vision normal; low-light
  passive Insight 2010 base +10 Insight score
  passive Perception 2210 base +12 Perception score
Actions Points
Additional Action Point Effects - see Hunter's Action
 
Initiative +12+5 Dex +5 half-level +2 Quick Draw feat
Speed 77 race -0 armor
Experience Points 26,000 of 26,000
Daily Magic Item Usage □□
Workspace
Conditions

Ongoing Effects


Resistances
None
 Armor Check Penalty -0-0 armor -0 shield
 Skills Acrobatics +17 (+5 Dex, +5 trained, +2 Escape Artist feat, +5 half-lvl, -0 armor), Arcana +5 (+0 Int, +5 half-lvl), Athletics +11 (+1 Str, +5 trained, +5 half-lvl, -0 armor), Bluff +6 (+1 Cha, +5 half-lvl), Diplomacy +6 (+1 Cha, +5 half-lvl), Dungeoneering +15 (+5 Wis, +5 trained, +5 half-lvl), Endurance +11 (+1 Con, +5 trained, +5 half-lvl, -0 armor), Heal +10 (+5 Wis, +5 half-lvl), History +5 (+0 Int, +5 half-lvl), Insight +10 (+5 Wis, +5 half-lvl), Intimidate +6 (+1 Cha, +5 half-lvl), Nature +12 (+5 Wis, +2 racial, +5 half-lvl), Perception +12 (+5 Wis, +2 racial, +5 half-lvl), Religion +7 (+0 Int, +2 Eastern Core background, +5 half-lvl), Stealth +15 (+5 Dex, +5 trained, +5 half-lvl, -0 armor), Streetwise +6 (+1 Cha, +5 half-lvl), Thievery +10 (+5 Dex, +5 half-lvl, -0 armor)
 Feats Armor Proficiency (cloth, leather), Bow Expertise, Escape Artist (attempt grab escape as minor action), Far Shot, Improved Defenses, Quick Draw, Running Shot (no atk penalty for running on ranged atks), Toughness, Weapon Focus (bows), Weapon Proficiency (military melee, military ranged, simple melee, simple ranged)
Combat Features
  • Ambush Expertise – Whenever you make a Stealth check, each ally within 10 squares of you gains a +2 bonus to his or her next Stealth check before the end of your next turn.
  • Beast Empathy – You gain a +2 bonus to Bluff, Diplomacy, and Intimidate checks against beasts. You can communicate simple concepts and commands to such creatures, though they are under no compulsion to obey you. With a successful Insight check (DC determined by the DM), you can read a creature's body language and vocalizations enough to understand basic messages from it.
  • Bow Expertise – You gain a +2 bonus to the damage roll of any weapon attack you make with a bow against a single creature that is not adjacent to any other creature.
  • Close Combat Archery – Your ranged attacks don't provoke opportunity attacks.
  • Hunter's Action – When you spend an action point to make an attack, you can reroll each attack roll you make before the end of your turn, and you must use the second roll each time.
  • Weapon Mastery – You gain a +1 bonus to the damage rolls of weapon attacks.
  • Weapon Talent – You gain a +1 bonus to the attack rolls of weapon attacks.
  • Wild Step – You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).
  • Wilderness Tracker – During a short rest, you can make a Perception check (DC determined by the DM) to inspect the area around you. This area can be as large as 10 squares on a side. If your check succeeds, you determine the number and nature of the creatures that have moved through the area in the past 24 hours. You ascertain when and where they entered the area, as well as when and where they left.
At-Will Powers
  • Aspect of the Cunning Fox – Primal, Stance ♦ Minor ActionPersonalEffect Until the stance ends, you gain the following benefits. 1) You take only half damage from attacks made against you during your turn. 2) Whenever you hit or miss with a melee attack or a ranged attack on your turn, you can take a free action to shift up to 2 squares.Reference Heroes of the Forgotten Kingdom, pg. 157.
  • Aspect of the Dancing Serpent – Primal, Stance ♦ Minor ActionPersonalEffect Until the stance ends, you gain the following benefits. 1) You can take a free action at the end of each of your turns to shift 1 square. 2) When you make a basic attack against an enemy that has none of its allies adjacent to it, you gain a +1 power bonus to the attack roll and damage roll.Advances levels 11 & 21 ♦ Reference Heroes of the Forgotten Kingdom, pg. 157.
  • Superior Aimed Shot – Martial ♦ StdPersonalEffect You make a ranged basic attack with a weapon, ignoring the penalty to attack rolls imposed by partial cover and partial concealment. In addition, the penalty to attack rolls imposed by superior cover and total concealment is no worse than -2 for this attack. ♦ Miss Target takes half damage.Reference Heroes of the Forgotten Kingdom, pg. 156.
  • Superior Clever Shot – Martial ♦ StdPersonalEffect You make a ranged basic attack with a weapon. If the attack hits, the target is also subject to one of the following effects of your choice: 1) You slide the target up to 2 squares. 2) The target falls prone. or 3) The target is slowed (save ends). ♦ Miss You can slide the target 1 square.Reference Heroes of the Forgotten Kingdom, pg. 156.
  • Superior Rapid Shot – Martial ♦ StdPersonalEffect You make a ranged basic attack with a weapon against each creature in or adjacent to a square within the attack's range.Reference Heroes of the Forgotten Kingdom, pg. 156.
Encounter Powers
  • Disruptive Shot – Martial, Weapon ♦ StdRanged weapon ♦ Target one creature ♦ Attack DEX vs. AC ♦ Hit 1[W] + Dexterity modifier damage, and you choose for the target to be either immobilized (save ends) or dazed (save ends). ♦ Miss Half damage, and the target is slowed until the end of your next turn. ♦ Special You can use this power twice per encounter, but only once per round.Advances levels 17 & 27 ♦ Reference Heroes of the Forgotten Kingdom, pg. 157.
  • Elven AccuracyFree ActionPersonalEffect Reroll an attack roll. Use the second roll, even if it's lower.Reference Player's Handbook, pg. 40.
  • Hunter's Thorn Trap – Primal, Zone ♦ Minor ActionRanged 10 ♦ Target one square ♦ Effect The target becomes a zone that lasts until the end of the encounter or until an enemy enters it. Without a Perception check (DC 10 + your level + your Wisdom modifier), your enemies notice neither the zone nor your use of this power. When an enemy enters the zone, the enemy takes 5 + your Wisdom modifier damage, and it is immobilized until the end of your next turn.Reference Heroes of the Forgotten Kingdom, pg. 166.
  • Reactive Shift – Martial ♦ Immediate ReactionPersonalTrigger An enemy you can see ends its turn adjacent to you. ♦ Effect You shift a number of squares up to your Wisdom modifier.Reference Heroes of the Forgotten Kingdom, pg. 163.
Daily Powers
  • Entangling Roots – Primal, Zone ♦ Minor ActionArea burst 2 within 10 squares ♦ Effect The burst creates a zone that lasts until the end of the encounter. The ground in the zone is difficult terrain for your enemies. When any enemy charges, its movement cannot include any square of the ground in the zone.Reference Heroes of the Forgotten Kingdom, pg. 162.
  • Healing Lore – Healing, Primal ♦ Minor ActionClose burst 5 ♦ Target you or one ally in the burst ♦ Effect The target can spend a healing surge.Reference Heroes of the Forgotten Kingdom, pg. 164.
Special Features
  • Fey Origin – Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
  • Group Awareness – You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.
  • Mountain Guide – Whenever you succeed on an Athletics check to climb, you reduce the DC of that climb by 2 for your allies until the end of the encounter. Only allies who see you make the climb gain this benefit.
  • Watchful Rest – When you take an extended rest, you and any allies also taking the rest do not take the -5 penalty to Perception checks for sleeping.
Equipment & Possessions
 Magic Items Equipped WEAPON—lightning longbow +2 (Power—At-Will ♦ Lightning ♦ Free Action ♦ All damage dealt by this weapon is lightning damage. Another free action returns the damage to normal.) (Power—Daily ♦ Lightning ♦ Free Action ♦ Use this power when you hit with the weapon. The target and each enemy within 2 squares of the target take 1d6 lightning damage.) (lvl 10; +2 enhancement attack and damage rolls; +2d6 lightning on critical; +2 proficiency; 1d10 damage; range 20/40; bow; load free) (5,000 gp), ARMOR—flickersight leather armor +3 (You can treat dim light as bright light within 5 squares of you.) (Power—Daily ♦ Minor Action ♦ Until the end of your next turn, you gain concealment against enemies farther than 5 squares away from you.) (lvl 12; +2 armor bonus; +3 enhancement AC; weight 15 lbs.) (13,000 gp), FEET—acrobat boots (Power—At-Will ♦ Minor Action ♦ Stand up from prone.) (lvl 2; +1 item bonus to Acrobatics checks) (520 gp), NECK—amulet of protection +3 (lvl 11; +3 enhancement Fortitude, Reflex, Will) (9,000 gp)

 Potions potion of cure moderate wounds (lvl 10; minor action; You drink the potion. If you have a healing surge, you must spend one. Instead of the hit points you would normally regain, you regain 1d8+10 hit points. If you are bloodied and don't have any healing surges, you still regain the hit points. If neither of these things is true, there is no effect.) (200 gp)

 Alchemical Items thunderstone (Power—Consumable ♦ Thunder ♦ Standard Action ♦ Make an attack: Area burst 1 within 10; +8 vs. Fortitude; on a hit, the target takes 1d4 thunder damage, is pushed 1 square from the center of the burst, and deafened (save ends).) (lvl 5) (50 gp)

 Nonmagical Items □□□□□ | □□□□□ | □□□□□ | □□□□□ arrows (1 gp), □□□□□ | □□□□□ | □□□□□ | □□□□□ arrows (1 gp), backpack (2 gp), bedroll (1 sp), belt pouch (1 gp), dagger (+3 proficiency; 1d4 damage; 5/10 range; light blade; light thrown, off-hand; 1 lb.) (1 gp), flint and steel (1 gp), grappling hook (1 gp), hammer (5 sp), hempen rope (50 ft.) (1 gp), longsword (+3 proficiency; 1d8 damage; heavy blade; versatile; 4 lb.) (15 gp), □□□□□ | □□□□□ pitons (5 sp), □□ sunrods (bright light 20 squares; 4 hour duration; 1 lb.) (2 gp), □□□□□ | □□□□□ trail rations (5 gp), waterskin (4 lb.) (1 gp)

 ad 0, pp 0, gp 35, sp 0, cp 0

Phoenix Gaming Club Created 10/01/2011 0 Games Played