Lucien Gladestrider

Name Lucien Gladestrider
Class Level 5 Ranger/Hunter
Race Wild Elf

Adaptable, Proud, Cautious, Primal

Experience
40/40

Strength Constitution Dexterity Intelligence Wisdom Charisma
13 13 19 10 16 8
+1 +1 +4 +0 +3 -1
Fort Ref Will Speed Passive Insight Passive Perception
12 15 12 7 Sqr 13 20

Health
HP: 45, Bloodied: 22
Healing Surges: 7 per day, recovers 11 hp

Armour
AC: 18
[Base 10/ Dex 4/ Armour 4]
Predator's Hide Armour +1

Weapons
Deathstalker Greatbow +1, Longsword, Shortsword

To Hit
+8 Ranged, +7 Melee

Damage
+2 Ranged,

Race Features
Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow.
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.
Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).
Elven Accuracy: You can use elven accuracy as an encounter power.

Class Features
Hunter Fighting Style: You gain Quickdraw as a bonus feat. You can sheath a weapon as a free action and gain +4 bonus to AC against opportunity attacks you provoke by making a ranged attack.
Hunters Quarry: Gain Hunters Quarry At-Will Power
Running Attack: If you use a standard action that lets you move (such as a charge or the skirmish shot power), and you end that movement at least 2 squares away from where you began that move, you gain a +1 bonus to attack rolls made as part ofthat standard action.

Feats
Armor Proficiencies [cloth, leather, hide] ✦ Weapon Proficiencies [simple melee, military melee, simple ranged, military ranged, greatbow] ✦ Defensive Mobility: Gain +2 bonus to AC against provoked Attacks of Opportunity ✦ Quickdraw: You can draw a weapon (or an object stored in a belt pouch, bandolier, or similar container, such as a potion) as part of the same action used to attack with the weapon or use the object. You also gain a +2 feat bonus to initiative checks. ✦ Weapon Focus [Bow] ✦ Improved Initiative. Gain +4 Feat Bonus to Initiative Checks ✦ Hunter's Aim: You don’t take the normal –2 penalty to attack rolls against your quarry if it has cover or concealment ✦

Skills
Acrobatics +9, Arcana +0, Athletics +1, Bluff -1, Diplomacy -1, Dungeoneering +8, Endurance +1, Heal +3, History +0, Insight +3, Intimidate -1, Nature +10, Perception +10, Religion +0, Stealth +9, Streetwise -1, Thievery +4

Languages
Common, Elven

At Will Powers
Twin Strike:
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.
Increase damage to 2[W] at 21st level.

Fading Strike:
At-Will ✦ Martial, Weapon ✦ Standard Action ✦ Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dex modifyer damage, and you shift 2 squares to a square which is not adjacent to the target
Hunter Fighting Style: When making an opportunity attack, you may use this power instead of a melee basic attack

Hunters Quarry:
At-Will ✦ Minor Action
Effect: Once per turn as a minor action, you can designate the enemy nearest to you as your quarry. Once per round, you deal extra damage to your
quarry. The extra damage is based on your level. 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.

Encounter Powers
Elven Accuracy:
Encounter ✦ Free Action ✦ Personal
Effect: Reroll an attack roll. Use the second roll, even if it’s lower.

Two-Fanged Strike:
Encounter ✦ Martial, Weapon ✦ Standard Action ✦ Melee or Ranged weapon
Requirement: You must be wielding two melee weapons or a ranged weapon.
Target: One creature
Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks
Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack. If both attacks hit, you deal extra damage equal to your Wisdom
modifier.

Skirmish Shot:
Encounter ✦ Martial, Weapon ✦ Standard Action ✦ Ranged weapon
Effect: Before the attack, you move your speed.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.

Daily Powers
Sure Shot:
Daily ✦ Martial, Weapon ✦ Standard Action ✦ Ranged weapon
Target: One creature
Attack: Dexterity vs. AC (you may re-roll the attack roll but must use the second result)
Hit: 3[W] + Dex modifier damage. You can re-roll each damage die once but must use the second result.

Splintering Shot:
Daily ✦ Martial, Weapon ✦ Standard Action ✦ Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage, and the target takes a –2 penalty to attack rolls until the end of the encounter.
Miss: Half damage, and the target takes a –1 penalty to attack rolls until the end of the encounter.

Utility Powers

Yield Ground:
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 defences until the end of your next turn.

Currency
583 GP

Inventory
backpack, bedroll, flint and steel, belt pouch, trail rations (10 days), hempen rope (50 ft.), sunrods (2), waterskin, 140 Arrows, Longsword, Shortsword, 3x poison globes, 2x daggers, thieves tools

Magic Inventory
Predator's Hide Armour +1 [AV2]
Effect: When you hit a target you have designated with your Hunters Quarry, you gain a +1 bonus to all defenses against attacks by the designated quarry until the end of your next turn.

Deathstalker Greatbow +1 [AV1]
Enhancement: Attack rolls and damage rolls
Critical: +1d6 necrotic damage per plus
Power (Daily ✦ Necrotic): Free Action. Use this power when you hit with the weapon. The target takes ongoing 5 necrotic damage (save ends). Saves made to end this
effect take a –2 penalty.
Level 12 or 17: Ongoing 10 necrotic.
Level 22 or 27: Ongoing 15 necrotic.

Fluffery

With a splash of viscera, the arrow pulled free from the thick hide of the now deceased creature. Lucien wiped the broad-head arrow on a handful of moss and placed it in its quiver alongside its brothers and sisters, a few of which had aided in the death of the still-warm Owlbear. The beast had taken an incredible amount of punishment before it was finally brought down by a well-placed arrow behind the ear. The victory was not his alone, the desicated and mauled corpses of the Eladrin hunting party that lay strewn around the clearing was a testement to that. They had wanted Owlbear. Lucien had said they were too few to take down such a creature and that substantial losses were inevitable. They simply threw him another bag of silver and told him to lead the way.

Fools. The woods are not to be bought with metal coins.

The Elf left the bodies where they lay, and began the trek back to Dalyr. He was no grave-robber, and the fauna of the Ilyris will dispose of the remains soon enough.

They will return to the ground from whence they were born, and so the circle will continue

Lucien brushed away a lock of grey hair, exposing the intricate markings on his face. A finely-detailed serpant, devouring its own tail encircled one violet eye, and a collection of strange characters darted and twisted down one cheek. The sun's warmth kissed his face as the light broke through the thick canopy of leaves and branches, a sign of goodwill from the Life Mother.

Perhaps there will be some in the city in need of a guide?


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