Hoss - Cowboy - Ranger 2 - Elf
Abilities include lasso and pistol use. Descended from elves who turned human after the disappearance of magic. Hoss has always felt more at home on the open plain than in the city. Hoss is a real cowboy, comfortable in a saddle or on the plain. Honest as can be, good with guns, and a good man to have at your back.
Stats - Str 16, Con 12, Dex 18, Int 10, Wis 16, Cha 11
Maximum Hit Points: 29
Bloodied: 14
Surge Value: 7
Surges / Day: 7 [includes Constitution modifier]
Initiative: 1d20 +7 = + 4 [dexterity] +2 [Quick Draw] + 1 [lev/2]
Speed: 7 squares
Armor Class: 18 = 10 + 4 [dexterity] + 3 [hide] + 1 [lev/2]
Fortitude Defense: 14 = 10 + 1 [ranger] + 1 [strength] + 1 [medal] + 1 [lev/2]
Reflex Defense: 17 = 10 + 1 [ranger] + 4 [dexterity] + 1 [medal] + 1 [lev/2]
Will Defense: 15 = 10 + 3 [wisdom] + 1 [medal] + 1 [lev/2]
Attacks:
Unarmed Melee: +2 vs AC = [strength attack]; damage 1[W]=1d4+1 [strength]
Dagger: +5 vs AC = [strength attack] [+3 proficiency]; damage 1[W]=1d4+1 [strength]
1 lb (Light blade); usable off-hand; light throwable
Thrown: +8 vs AC = [dexterity attack] [+3 proficiency]; damage 1d4+4 [dexterity]
Rifle: +7 vs AC = [dexterity attack] [+2 proficiency]; damage 1[W]=1d10+4 [dex]
range 10/20 2 lb
Pistol: +7 vs AC = [dexterity attack] [+2 proficiency]; damage 1[W]=1d8+4 [dex]
range 10/20 2 lb
Nimble Strike +5w [base dexterity attack] vs AC
Twin Strike +2w [strength attack] vs AC
Twin Strike +4w [dexterity attack] vs AC
Evasive Strike (melee) +2w [strength attack] vs AC
Evasive Strike (ranged) +5w [dexterity attack] vs AC
Lasso (Modified Hunter's Beartrap) (ranged) +7 [dex attack] vs reflex
w - Weapon-based power. Apply adjustments for proficiency, situation, feats, etc.
Skills:
Acrobatics: +9 = 4 [dexterity] + 5 [class training]-1 [armor] +1 [lev/2]
Arcana: +1 = 0 [intelligence] +1 [lev/2]
Athletics: +6 = 1 [strength] + 5 [class training]-1 [armor] +1 [lev/2]
Bluff: +1 = 0 [charisma] +1 [lev/2]
Diplomacy: +1 = 0 [charisma] +1 [lev/2]
Dungeoneering: +4 = 3 [wisdom] +1 [lev/2]
Endurance: +1 = 1 [constitution] -1 [armor] +1 [lev/2]
History: +1 = 0 [intelligence] +1 [lev/2]
Insight: +4 = 3 [wisdom] +1 [lev/2]
Intimidate: +1 = 0 [charisma] +1 [lev/2]
Medicine: +1 = 0 [int] +1 [lev/2]
Nature: +11 = 3 [wisdom] + 2 [Elf] + 5 [class training] +1 [lev/2]
Perception: +11 = 3 [wisdom] + 2 [Elf] + 5 [class training] +1 [lev/2]
Religion: +1 = 0 [intelligence] +1 [lev/2]
Stealth: +9 = 4 [dexterity] + 5 [class training]-1 [armor] +1 [lev/2]
Streetwise: +1 = 0 [charisma] +1 [lev/2]
Thievery: +4 = 4 [dexterity] -1 [armor] +1 [lev/2]
Feats:
Lethal Hunter - Hunter's Quarry damage dice upgraded to 1d8
Defensive Mobility (Class) +2 to AC against opportunity attacks
Quick Draw - Draw a weapon as part of an attack action; +2 Initiative
Abilities:
At-Will:
Basic Melee Attack: By weapon, damage 1[W]+[strength]
Basic Ranged Attack: By weapon, damage 1[W]+[dexterity]
Bull Rush: +[base strength attack] vs fortitude
Grab: +[base strength attack] vs reflex
Move grabbed target: +[base strength attack] vs fortitude
Escape: [acrobatics] vs reflex / [athletics] vs fortitude
Hunter's Quarry [Ranger][minor action]
Nimble Strike Ranger Attack 1
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
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.
Smart-ass Remark (DM Juju based on Fighter's Mark)
At-Will ✦ Martial
Free Action
Trigger: You attack an enemy
Effect: Whether your attack hits or misses, you taunt (i.e. mark) that target. The taunt lasts until the end of your next turn. While a target is taunted, they take a –2 penalty to attack rolls for any attack that doesn’t include you as a target. If the taunted target attacks or moves and attacks a target other than you - you can make a basic attack as an immediate interrupt. If your attack hits it interrupts the target's movement. If target still has actions remaining, it can use them to resume moving.
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]
Elven Accuracy [Elf][free action]
Evasive Strike Ranger Attack 1
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).
Yield Ground Ranger Utility 2
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.
Daily Powers:
Lasso (Modified Bear Trap) Ranger Attack 1
Daily ✦ Martial
Standard Action
Target: One creature
Attack: Dexterity +2 vs. Reflex (ranged)
Hit: Target is restrained (p 277) and takes ongoing 5 damage (save ends both).
Miss: no damage, but the target is slowed (save ends).
race - vision - sees well in dark
race - +1 perception to allies in 5 squares
race - ignore terrain penalties when shifting.
race - enc power - free - reroll attack
class - armor - leather duster with bandoleer (hide 3)
class - hunter quarry - minor - designate closest enemy as quarry (extra 1d6 damage when attacked)
class - prime shot - +1 to hit quarry if no ally closer to quarry than you.
Items
pistol
rifle
Medal of bravery - (+1 to save defenses)