Standard 1st level character, using the settings modified races.
Everyone begins with a free Expertise feat of their choice.
Artificer, Bard, Battlemind, Fighter, Paladin, Ranger, Rogue, Runepriest, Seeker, Warlord begin with the Firearms proficiency.
THE CREW Ashara Darell, good changeling rogue, played by Avidinception. Speaking in magenta.. Thorn, unaligned human sorceror, played by Fooloftherandom. Speaking in dark red. Samm Cutler, unaligned male human tempest fighter, played by PureChance. Speaking in cynical dark slate grey. Willow Groundrunner, unaligned female longtooth shifter ranger, played by Noobiegameplayer. Speaking in medium turquoise. Kadal, good male mungo warden, played by Huntry. Speaking in purple. Hanzo, good half-orc monk, played by RainyDayParade. Speaking in darkolivegreen. Ferrus, good warforged rune priest, played by Necrosauce. Speaking in grey.
NPCS Bastion Corel Tempesta, rahyr templar. Speaking in navy. Alessio DeLucca, first mate of the Crimson Falcon. Speaking in firebrick. Taysha Basaraba, Captain of the Crimson Falcon. Speaking in red.. Casiphia Starspinner, navigator of the Crimson Falcon. Speaking in medium violet red.. Mr. Slate, surgeon of the Crimson Falcon. Doesn't speak. Corvana Vext, mistress of Mira Morrow. Speaking in blue violet..
MIA Travok, unaligned dwarf shaman, played by Zellos. Speaking in blue.
You sweep or shoot through an enemy’s legs and knock it to the ground—hard.
Encounter * Martial
No Action * Melee 1
Trigger: You hit an enemy adjacent to you with an attack.
Target: The triggering enemy
Effect: The target takes extra damage from the triggering attack equal to the ability modifier used in the triggering attack, and you knock the target prone.
Like a striking snake, your weapon flashes and catches the limbs of your foe.
Encounter * Martial, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier (+4) damage. Until the end of your next turn, the target takes a penalty to attack rolls equal to your Dexterity modifier (+2).
Weapon: If you’re wielding a flail, you grab the target. The grab ends automatically at the end of your next turn.
Trident: +9 vs. AC; 1d8+5
Net: +11 vs. AC; 1d6+6
You become a blur of motion, raining a series of blows upon your opponent.
Encounter * Martial, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Strength vs. AC. Make the attack twice against the target.
Hit: 1[W] damage.
Weapon: If you’re wielding a flail, a light blade, or a spear and have Dexterity 15 or higher, make the attack a third time against either the target or a different creature.
Trident: +9 vs. AC; 1d8+1
Net: +11 vs. AC; 1d6+2
You lunge from enemy to enemy, giving each a taste of your weapon as you pass.
Daily * Martial, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier (+4) damage. If you have combat advantage against the target, the attack deals extra damage equal to your Dexterity (+2) modifier.
Effect: You can shift 1 square and repeat the attack against a second target. You can then shift 1 square and repeat the attack against a third target.
Trident: +9 vs. AC; 1d8+5
Net: +11 vs. AC; 1d6+6
As your foe falls, you quickly move on to challenge a new enemy.
Encounter * Martial
Immediate Reaction * Personal
Trigger: An adjacent enemy marked by you drops to 0 hit points
Effect: You move a number of squares equal to your Dexterity modifier (+2). You can mark one enemy that is adjacent to you after this movement. The mark lasts until the end of your next turn.
Enhancement: +1 AC Property: While you are not bloodied, you gain an item bonus to AC equal to your Dexterity modifier up to a maximum of +1.
Description: Metal rings woven together into a shirt, leggings, and a hood make up a suit of chainmail. Chainmail grants good protection, but it’s cumbersome, so it reduces your mobility and agility.
AC Bonus: +6
Check: -1
Speed: -1
Weight: 40 lb.
Cost: 40 gp.
Type: Chainmail
Military one-handed melee weapon
Cost: 10 gp
Damage: 1d8
Proficient: +2
Range: 3/6
Weight: 4 lb.
This three-tined spear is weighted for throwing over short distances.
Properties:
Heavy Thrown (You hurl a thrown weapon from your hand, rather than using it to loose a projectile. A basic attack with a heavy thrown weapon uses your Strength.).
Versatile (Versatile weapons are one-handed, but you can use them two-handed. If you do, you deal an extra 1 point of damage when you roll damage for the weapon. A Small character such as a halfling must use a versatile weapon two-handed, and doesn’t deal extra damage.).
Superior one-handed melee weapon
Cost: 20 gp
Damage: 1d6
Proficient: +2
Range: 2/5
Weight: 6 lb.
This net consists of a web of rope or cord fitted with heavy weights. A trailing cord enables the wielder to control entangled opponents.
Properties:
Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can’t attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.).
Heavy Thrown (You hurl a thrown weapon from your hand, rather than using it to loose a projectile. A basic attack with a heavy thrown weapon uses your Strength.).
(Hands Slot) Property
You gain a +2 bonus to damage rolls against bloodied targets.
Gauntlets of Blood
Backpack
- Bedroll
- 50 ft. Hempen Rope
- Sunrods (2)
- Waterskin
- Grappling Hook
Oiled Sealskin Bag
- Flint and steel
- Trail Ration (10 days)
Currency: 34 gold
70 Rahyr gold
Samm Cutler, Human Mercenary Fighter, Draeven Marauder, Prison of the Winds Init +4 HP 51/51 Bloodied 25 Healing Surge 12 (0 used /10) AC 20 Fort 19 Reflex 16 Will 15 Speed 5 Str 19 (+4) Con 13 (+1) Dex 15 (+2) Int 8 (-1) Wis 14 (+2) Cha 10 (0)
Melee Basic Attack
At-Will * Weapon
Standard Action * Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier (+4) damage.
Level 21: 2[W] + Strength modifier (+4) damage.
Combat Challenge
At-Will * Martial, Weapon
Immediate Interrupt * Melee
Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy.
Deft Diver
At-Will
Move Action * Personal
Effect: You swim a number of squares equal to your speed. Until the end of your next turn, you take no penalties to attack rolls during aquatic combat for using a weapon other than a spear or crossbow.
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.
Footwork Lure
At-Will * Martial, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier (+4) damage. You can shift 1 square and slide the target 1 square into the space you left.
Increase damage to 2[W] + Strength modifier (+4) at 21st level.
Net Snare
At-Will * Weapon
Standard Action * Melee or Ranged weapon
Requirement: You must be wielding a net and use it for this attack.
Target: One creature
Attack: Your highest ability vs. AC
Hit: 1[W] damage, and the target is grabbed. The grab automatically ends at the start of your next turn. If you used this power as a melee attack, you slide the target 1 square. If you used this power as a ranged attack, you pull the target 1 square.
Level 21: 2[W] damage.
Threatening Rush
At-Will * Martial, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] damage, and you mark each enemy adjacent to you until the end of your next turn.
Level 21: 2[W] damage.
Special: When charging, you can use this power in place of a melee basic attack.
Takedown Strike
Encounter * Martial
No Action * Melee 1
Trigger: You hit an enemy adjacent to you with an attack.
Target: The triggering enemy
Effect: The target takes extra damage from the triggering attack equal to the ability modifier used in the triggering attack, and you knock the target prone.
Serpent's Coil
Encounter * Martial, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier (+4) damage. Until the end of your next turn, the target takes a penalty to attack rolls equal to your Dexterity modifier (+2).
Weapon: If you’re wielding a flail, you grab the target. The grab ends automatically at the end of your next turn.
Tempest Dance
Daily * Martial, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier (+4) damage. If you have combat advantage against the target, the attack deals extra damage equal to your Dexterity (+2) modifier.
Effect: You can shift 1 square and repeat the attack against a second target. You can then shift 1 square and repeat the attack against a third target.
Close the Gap
Encounter * Martial
Immediate Reaction * Personal
Trigger: An adjacent enemy marked by you drops to 0 hit points
Effect: You move a number of squares equal to your Dexterity modifier. You can mark one enemy that is adjacent to you after this movement. The mark lasts until the end of your next turn.
Rain of Blows
Encounter * Martial, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Strength vs. AC. Make the attack twice against the target.
Hit: 1[W] damage.
Weapon: If you’re wielding a flail, a light blade, or a spear and have Dexterity 15 or higher, make the attack a third time against either the target or a different creature.
Willow Groundrunner
Female Longtooth Shifter, Level 4 Height: 5'9" Weight: 165 lb (in Human form, a little heavier in Shifter) Age: 19 Alignment: Unaligned Deity: Fartha Background:
Born into a nomadic clan of sailors, Willow had a relatively peaceful childhood. Her mother, Symphony, a human Druid and her father, Eardry, a shifter ranger. Her path was plotted for her, follow in her mothers path as a spiritual provider and healer, a tender to the flock ... but Willow did not see it that way.
In her mind, she was born a predator, her taste for the hunt all she could think of and nothing could have made her father happier. It became obvious to her parents (and those others in her tribe), that nothing would stop Willow from being the hunter that her father is.
Her life was spent hunting, moving to new islands on tribal ships, hunting and sailing. This was exciting for her when she was a young girl, but as she got into her teens, she felt there had to be more then the ten or so islands they moved between, even though some of those were up to a week or more's journey between seasons. And she did enjoy the markets, especially if Ark Dwarves arrived. Oh the sights they revealed and the stories they told ...
Willow decided, and her womanhood ceremony, she told her parents and tribe she would move on, to gain an idea of the greater world and to see "What might be out there ..."
Initiate of the Old Faith
You gain training in Nature. You gain the Druid's wild shape power. Gain a 1st level Druid At-will power with the key word Beast. Chosen Power: Pounce
Wild Shape
At-Will (Druid) - Primal, Polymorph
Minor Action - Personal Special: You can use this power once per round. Effect: You change from your humanoid form to beast form or vice versa. When you change from beast form back to your humanoid form, you can shift 1 square. While you are in beast form, you can't use weapon or implement attack powers that lack the beast form keyword, although you can sustain such powers. You choose a specific form whenever you use wild shape to change into beast form. The beast form is your size, resembles a natural beast or a fey beast, and normally doesn't change your game statistics. Your equipment becomes part of your beast form, but you drop anything you are holding, except implements you can use. You continue to gain the benefits of the equipment you wear, except a shield. You can use the properties and the powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your beast form, it cannot be removed, and anything in a container that is part of your beast form is inaccessible.
Initiate of the Old Faith: Chosen Power Pounce Unarmed: +4 vs Reflex, 1d8+2 damage
+1d6 to damage once per round (Hunter's Quarry)
Encounter (Druid 1) - Primal, Beast, Implement
Standard Action - Melee Touch Special: When charging, you can use this power in place of a melee basic attack. Target: One creature Attack: +4 vs. Reflex, 1d8+2 (Wis) + 1d6 (Hunter's Quarry) Hit: The target grants combat advantage to the next creature that attacks it before the end of your next turn.
Longtooth Shifting
Encounter (Race) - Healing
Minor Action - Personal Requirements: You must be bloodied. Effect: Until the end of the encounter, you gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 2.
Hunter's Quarry
At-Will (Ranger)
Minor Action Effect: You can designate the nearest enemy to you that you can see as your quarry. Once per round, when you hit your quarry with an attack, the attack deals extra damage 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. If you have dealt Hunter's Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn.
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. Hunter's Quarry Extra Damage, 1st-10th - +1d6
Marauder's Rush Fey Strike Kukri +1: +8 vs AC, 1d6+6 damage
At-Will (Ranger 1) - Martial, Weapon You rush forward, trusting instinct to guide your attack.
Standard Action - Melee Weapon Special: When charging, you can use this power in place of a melee basic attack. Target: One creature Attack: +8 vs. Armor Class (Str +3, + Prof. + 2, + 1/2 Level (+ 2), + Fey Weapon +1) Damage: 1[W] 1d6+6 (Str +3, + Wis +2, + Fey Weapon +1)
+1d6 to damage per round - Hunter's Quarry
Twin Strike Fey Strike Kukri +1: +8 vs AC, 1d6+1 damage, Kukri: +7 vs AC, 1d6+0 damage
+1d6 to damage per round - Hunter's Quarry
At-Will (Ranger 1) - Martial, Weapon If the first attack doesn't kill it, the second one might.
Standard Action - Melee or Ranged Requirements: You must be wielding two melee weapons or a ranged weapon. Target: One or two creatures Melee Attack: +8 / +7 vs. Armor Class (Str +3, + Prof. + 2, + 1/2 Level (+2), + Fey Weapon +1) / (Str +3, + Prof. + 2, + 1/2 Level (+2)) (melee; main weapon and off-hand weapon) Ranged Attack: +7 vs. Armor Class (Dex +3, + Prof. +2, 1/2 Level (+2) (ranged:, two attacks) Hit: 1[W] damage per attack. Melee Damage: 1[W] 1d6+1 / 1d6 per hit Ranged Damage: 1[W] 1d10 per hit
+1d6 to damage per round - Hunter's Quarry
Hit and Run Fey Strike Kukri +1: +8 vs AC, 1d6+4 damage, Kukri: +7 vs AC, 1d6+3 damage
+1d6 to damage per round - Hunter's Quarry Let the fighter stand toe to toe with the monster. You prefer to make your attack, then withdraw to safer ground.
At-Will Martial, Weapon
Standard Action Melee weapon Target: One creature Attack: Strength 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.
Disruptive Strike Fey Strike Kukri +1: +8 vs AC, 1d6+4 damage, Kukri: +7 vs AC, 1d6+3 damage
+1d6 to damage per round - Hunter's Quarry
Encounter (Ranger 1) - Martial, Weapon You thwart an enemy's attack with a timely thrust of your blade or a quick shot from your bow.
Standard Action - Melee or Ranged Keywords: Martial, Weapon Target: The attacking creature Trigger: You or an ally is attacked by a creature. Melee Attack: +8 / +7 vs. Armor Class (Str +3, + Prof. + 2, + 1/2 Level (+2), + Fey Weapon +1) / (Str +3, + Prof. + 2, + 1/2 Level (+2)) (melee; main weapon and off-hand weapon) Ranged Attack: +7 vs. Armor Class (Dex +3, + Prof. +2, 1/2 Level (+2) Hit: 1[W] damage + Str (melee) or 1[W] damage + Dex (ranged). The target takes a penalty to its attack roll for the triggering attack equal to 3 + your Wis modifier (+2). Melee Damage: 1[W] 1d6+4 / 1d6+3 (Fey Blade +1 (main only), Str +3) Ranged Damage: 1[W] 1d10+3 (Dex +3)
+1d6 to damage per round - Hunter's Quarry
Two-Fanged Strike Fey Strike Kukri +1: +8 vs AC, 1d6+4 damage, Kukri: +7 vs AC, 1d6+3 damage
+1d6 to damage per round - Hunter's Quarry
Encounter (Ranger 1) - Martial, Weapon You sink two arrows or both of your blades into the flesh of your enemy, causing it to howl in pain.
Standard Action - Melee or Ranged Requirements: You must be wielding two melee weapons or a ranged weapon. Target: One creature Melee Attack: +8 / +7 vs. Armor Class (Str +3, + Prof. + 2, + 1/2 Level (+2), + Fey Weapon +1) / (Str +3, + Prof. + 2, + 1/2 Level (+2)) (melee; main weapon and off-hand weapon) Ranged Attack: +7 vs. Armor Class (Dex +3, + Prof. +2, + 1/2 Level (+2)) Hit: 1[W] damage + Str (melee) or 1[W] damage + Dex (ranged) per attack. If both attacks hit, you deal extra damage equal to your Wisdom modifier (+2) Melee Damage: 1[W] 1d6+4 / 1d6+3 (Fey Blade +1 (main only), Str +3) per attack, if both hit, 2 x d6+8 Ranged Damage: 1[W] 1d10+3 (Dex +3) per attack, if both hit, 2 x d10+8
+1d6 to damage per round - Hunter's Quarry
Skirmishing Stance
Daily (Ranger 1) - Martial, Stance You adopt a defensive, highly mobile combat stance. Your speed helps you catch opponents unprepared and inflict greater damage.
Minor Action - Personal Effect: Until the stance ends, whenever you move at least 4 squares away from where you started your turn, you gain a +2 power bonus to AC and Reflex until the start of your next turn, and your next attack before the end of your next turn deals 1d8 extra damage.
Oak Skin
Daily (Ranger 2) - Primal Your skin takes on the texture of tough bark, protecting you from the worst of your enemies’ attacks.
Minor Action - Personal Effect: You gain resistance to all damage until the end of the encounter. The resistance equals your Wisdom modifier.
Fey Strike Kukri +1 Even distant foes must fear a blow from a warrior with this gleaming weapon in hand. Damage: 1d6r1 Proficiency Bonus: 2 Properties: Main / Off-Hand, Brutal Enhancement: +1 attack rolls and damage rolls Critical: +1d6 damage per plus Power * Encounter (Standard Action) Effect: The weapon discharges a shimmering mirror of itself that flies toward your enemy. You make a melee basic attack as a ranged 20 attack with this weapon. Power (Teleportation)* Daily (Free Action) Trigger: You hit an enemy with an attack using this weapon. Effect: Teleport the target 10 squares to a space adjacent to you.
This is the closest I could find to what I imagine Willow would look like. I'll make some amendments and repost (she doesn't wear chainmail for a start )
Quicksilver Kukri +1 Damage: 1d6 Proficiency Bonus: 2 Properties: Main / Off-Hand, Brutal Enhancement: +1 attack rolls and damage rolls Critical: +1d6 damage per plus
Properties
You gain an item bonus to initiative checks equal to the blade's enhancement bonus. Power * Daily (Free Action) Trigger: You score a critical hit with this weapon. Effect: You gain a move action that you must use before the end of your turn.
Rebounding Longbow +1 Damage: 1d10 Proficiency Bonus: 2 Properties: Load Free Enhancement: +1 attack rolls and damage rolls Critical: +1d6 damage per plus
Power * Encounter (Free Action) Trigger: You attack an enemy with this weapon and miss. Effect: You make a ranged basic attack against a different enemy with 5 squares of that enemy.
Fey Strike Kukri +1 Damage: 1d6 Proficiency Bonus: 2 Properties: Main / Off-Hand, Brutal Enhancement: +1 attack rolls and damage rolls Critical: +1d6 damage per plus
Power * Encounter (Standard Action) Effect: The weapon discharges a shimmering mirror of itself that flies toward your enemy. You make a melee basic attack as a ranged 20 attack with this weapon. Power (Teleportation)* Daily (Free Action) Trigger: You hit an enemy with an attack using this weapon. Effect: Teleport the target 10 squares to a space adjacent to you.
Leather Armour of Resistance +1 Enhancement: +1 AC
Properties
Resist 5 to a damage type chosen from the following list at the time the armour is created:
acid, cold, fire, force, lightning, necrotic, poison, paychic, thunder.
Power * Daily (Free Action)
Use this power when you hit a target after a charge. Make a melee basic attack with a +2 power bonus against the same target.
Properties
You gain a +1 item bonus to saving throws against ongoing damage. Power (Healing) * Daily (Minor Action)
You can use this power when you're taking ongoing damage. The ongoing damage ends, and you gain regeneration equal to the amount of the ongoing damage until the end of the encounter.
Counterstrike Guards Power * Daily (Immediate Reaction Action)
Use this power when a melee attack misses you. You make a melee basic attack against the attacker.
Catstep Boots Properties
When you fall or jump down, you take only half normal falling damage and always land on your feet. Power * Daily (Free Action)
Gain a +5 power bonus to your next Acrobatics check or Athletics check.
Claw Gloves Properties
When you're in beast form and an enemy grants combat advantage to you, your melee attacks deal 1d10 extra damage against that enemy.
Cloak of Resistance +1 Enhancement:
+2 Fortitude, Reflex & Will. Power * Daily (Minor Action)
Gain resist 5 to all damage until the start of your next turn.
Lesser Badge of the Berzerker +1 Enhancement
+1 Fortitude, Reflex & Will Properties
When you charge, you gain a +4 bonus to all defenses against opportunity attacks provoked by the charge's movement.
Periapt of Proof against Poison +1 Enhancement
+1 Fortitude, Reflex & Will Properties
You gain resist 5 poison. Power * Daily (Immediate Interrupt) Trigger: You take damage from a poison attack. Effect: Your resistance to poison increases by 15 until the end of your next turn.
Viper Belt Properties
Gain resist 5 poison. Power * Daily(No Action)
Use this power when making a saving throw against ongoing poison damage. Gain a +2 power bonus to the saving throw.
Money in the Mermaid being looked after by Gregor and Carmel:
Platinum: You wish, Jelly fish Gold:
Normal: 5
(Sword-imprinted coins minted by the Rahyr themselves 65 Silver: 5
Willow Groundrunner, Longtooth Shifter Ranger Init +5 HP 46/46 Bloodied 23 Healing Surge 11 (0 used /8) AC 17 Fort 17 Reflex 17 Will 15 Speed 7 Str 17 (+3) Con 14 (+2) Dex 16 (+3) Int 10 (0) Wis 15 (+2) Cha 10 (0)
Marauder's Rush Fey Strike Kukri +1: +8 vs AC, 1d6+6 damage
At-Will (Ranger 1) - Martial, Weapon You rush forward, trusting instinct to guide your attack.
Standard Action - Melee Weapon Special: When charging, you can use this power in place of a melee basic attack. Target: One creature Attack: +8 vs. Armor Class (Str +3, + Prof. + 2, + 1/2 Level (+ 2), + Fey Weapon +1) Damage: 1[W] 1d6+6 (Str +3, + Wis +2, + Fey Weapon +1)
+1d6 to damage per round - Hunter's Quarry
Twin Strike Fey Strike Kukri +1: +8 vs AC, 1d6+1 damage, Kukri: +7 vs AC, 1d6+0 damage
+1d6 to damage per round - Hunter's Quarry
At-Will (Ranger 1) - Martial, Weapon If the first attack doesn't kill it, the second one might.
Standard Action - Melee or Ranged Requirements: You must be wielding two melee weapons or a ranged weapon. Target: One or two creatures Melee Attack: +8 / +7 vs. Armor Class (Str +3, + Prof. + 2, + 1/2 Level (+2), + Fey Weapon +1) / (Str +3, + Prof. + 2, + 1/2 Level (+2)) (melee; main weapon and off-hand weapon) Ranged Attack: +7 vs. Armor Class (Dex +3, + Prof. +2, 1/2 Level (+2) (ranged:, two attacks) Hit: 1[W] damage per attack. Melee Damage: 1[W] 1d6+1 / 1d6 per hit Ranged Damage: 1[W] 1d10 per hit
+1d6 to damage per round - Hunter's Quarry
Hit and Run Fey Strike Kukri +1: +8 vs AC, 1d6+4 damage, Kukri: +7 vs AC, 1d6+3 damage
+1d6 to damage per round - Hunter's Quarry Let the fighter stand toe to toe with the monster. You prefer to make your attack, then withdraw to safer ground.
At-Will Martial, Weapon
Standard Action Melee weapon Target: One creature Attack: Strength 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.
Disruptive Strike Fey Strike Kukri +1: +8 vs AC, 1d6+4 damage, Kukri: +7 vs AC, 1d6+3 damage
+1d6 to damage per round - Hunter's Quarry
Encounter (Ranger 1) - Martial, Weapon You thwart an enemy's attack with a timely thrust of your blade or a quick shot from your bow.
Standard Action - Melee or Ranged Keywords: Martial, Weapon Target: The attacking creature Trigger: You or an ally is attacked by a creature. Melee Attack: +8 / +7 vs. Armor Class (Str +3, + Prof. + 2, + 1/2 Level (+2), + Fey Weapon +1) / (Str +3, + Prof. + 2, + 1/2 Level (+2)) (melee; main weapon and off-hand weapon) Ranged Attack: +7 vs. Armor Class (Dex +3, + Prof. +2, 1/2 Level (+2) Hit: 1[W] damage + Str (melee) or 1[W] damage + Dex (ranged). The target takes a penalty to its attack roll for the triggering attack equal to 3 + your Wis modifier (+2). Melee Damage: 1[W] 1d6+4 / 1d6+3 (Fey Blade +1 (main only), Str +3) Ranged Damage: 1[W] 1d10+3 (Dex +3)
+1d6 to damage per round - Hunter's Quarry
Two Fanged Strike Fey Strike Kukri +1: +8 vs AC, 1d6+4 damage, Kukri: +7 vs AC, 1d6+3 damage
+1d6 to damage per round - Hunter's Quarry
Encounter (Ranger 1) - Martial, Weapon You sink two arrows or both of your blades into the flesh of your enemy, causing it to howl in pain.
Standard Action - Melee or Ranged Requirements: You must be wielding two melee weapons or a ranged weapon. Target: One creature Melee Attack: +8 / +7 vs. Armor Class (Str +3, + Prof. + 2, + 1/2 Level (+2), + Fey Weapon +1) / (Str +3, + Prof. + 2, + 1/2 Level (+2)) (melee; main weapon and off-hand weapon) Ranged Attack: +7 vs. Armor Class (Dex +3, + Prof. +2, + 1/2 Level (+2)) Hit: 1[W] damage + Str (melee) or 1[W] damage + Dex (ranged) per attack. If both attacks hit, you deal extra damage equal to your Wisdom modifier (+2) Melee Damage: 1[W] 1d6+4 / 1d6+3 (Fey Blade +1 (main only), Str +3) per attack, if both hit, 2 x d6+8 Ranged Damage: 1[W] 1d10+3 (Dex +3) per attack, if both hit, 2 x d10+8
+1d6 to damage per round - Hunter's Quarry
Longtooth Shifting
Encounter (Race) - Healing
Minor Action - Personal Requirements: You must be bloodied. Effect: Until the end of the encounter, you gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 2
Pounce Unarmed: +4 vs Reflex, 1d8+2 damage
+1d6 to damage once per round (Hunter's Quarry)
Encounter (Druid 1) - Primal, Beast, Implement
Standard Action - Melee Touch Special: When charging, you can use this power in place of a melee basic attack. Target: One creature Attack: +4 vs. Reflex, 1d8+2 (Wis) + 1d6 (Hunter's Quarry) Hit: The target grants combat advantage to the next creature that attacks it before the end of your next turn
Skirmishing Stance You adopt a defensive, highly mobile combat stance. Your speed helps you catch opponents unprepared and inflict greater damage.
Minor Action - Personal Effect: Until the stance ends, whenever you move at least 4 squares away from where you started your turn, you gain a +2 power bonus to AC and Reflex until the start of your next turn, and your next attack before the end of your next turn deals 1d8 extra damage.
Oak Skin Your skin takes on the texture of tough bark, protecting you from the worst of your enemies’ attacks.
Minor Action - Personal Effect: You gain resistance to all damage until the end of the encounter. The resistance equals your Wisdom modifier.
Fey Strike Kukri +1 Even distant foes must fear a blow from a warrior with this gleaming weapon in hand. Damage: 1d6r1 Proficiency Bonus: 2 Properties: Main / Off-Hand, Brutal Enhancement: +1 attack rolls and damage rolls Critical: +1d6 damage per plus Power * Encounter (Standard Action) Effect: The weapon discharges a shimmering mirror of itself that flies toward your enemy. You make a melee basic attack as a ranged 20 attack with this weapon. Power (Teleportation)* Daily (Free Action) Trigger: You hit an enemy with an attack using this weapon. Effect: Teleport the target 10 squares to a space adjacent to you.
Running Attack: +1 to attack rolls after moving 2+ squares with standard action allowing movement
Two Weapon Defense: While wielding a melee weapon in each hand, you gain a +1 shield bonus to AC and Reflex.
Skirmishing Stance: Until the stance ends, whenever you move at least 4 squares away from where you started your turn, you gain a +2 power bonus to AC & Reflex until the SoNT, and your next attack before the EoNT deals an extra 1d8 damage
FEATS Dancing leaves: when you use warden's grasp you can teleport 2 squares closer instead. Spear Expertise: +1 to attack rolls with spears. +1 damage when charging with a spear Weapon Focus: Spear +1 per tier to damage rolls with spears RACIAL FEATURES Stone's Endurance: See Powers.
CLASS FEATURES Font of life: at start of turn, roll a saving throw against an effect you have WildBlood Attack: se Wis instead of dex for AC. When you 2nd wind marked enemies take a WIS mod penalty to attacks
AT-WILL POWERS
Melee Basic Attack
Standard * Weapon
Melee 1 (one target)
+9 vs. AC
1d8+6 damage
Ranged Basic Attack
Standard * Weapon
Ranged 3/6 (one target)
+9 vs. AC
1d8+6 damage
Resilience of Life
Melee 1 (one target)
+9 vs. AC
1d8+6 damage and adjacent ally gains 4 temp HP
Biting Swarm
Ranged Weapon
+9 vs. AC
1d8+6 damage and target and target plus each adjacent enemy take -2 on attack rolls until start of next turn
Warden's Lunge
Standard * Primal, Weapon
Melee 1 (one target)
+9 vs. AC
Hit: 1d8+6 damage
Effect: you mark the target until end of next turn
Special: you can use this when charging
Warden's Grasp
Immediate Reaction * Primal
Close burst 5
Trigger: Enemy marked by you within 5 makes an attack that does not include you.
Effect: slide target 1 square. it is slowed and cannot shift until end of next turn
Dancing leaves - you can teleport 2 squares closer to target instead of sliding it
Warden's Fury
immediate interrupt * Primal, Weapon
Melee
+9 vs. Fort
Trigger: Enemy marked by you makes an attack that does not include you.
Hit: 1d8 +6 damage and target grants combat advantage to everyone until end of next turn
ENCOUNTER POWERS
Grasping Winds
Standard * Primal, Weapon
+9 vs. AC
Hit: 1d8+6 damage and you pull each enemy within 3 squares of you 2 squares
Guardian's Counter
Immediate Interrupt * Martial
Close burst 2
Trigger: an ally within 2 is hit by attack and you are not included
Effect: you and ally shift up to 2 squares as a free action, you become the target of the attack. After it is resolved, you can make a basic attack against attacker
Stone's Endurance
Minor Action Personal
You gain resist 5 to all damage until end of next turn
Pressing Attack
Standard * Primal, Weapon
Effect: Before the atttack you move 4 squares (+ wis mod for wildblood)
+9 vs. AC
Hit: 2d8+6 damage
DAILY POWERS
Form of the Swamp Hunter
Minor * Polymorph, Primal
Effect: you gain the guardian form of the swamp hunter until the end of encounter.
While in this form you gain:
swamp walk
swim speed = your speed
+2 attack rolls vs immobilized creatures.
In addition whenever you reduce an enemy to 0 hp you mark one enemy within 5 squares until end of next turn.
You can use the attack power once
Form of the Swamp Hunter
Standard * Polymorph, Primal, Weapon
+9 vs reflex
Hit: 2d8+6 damage and you grab the target. If target is dazed, immobilized, slowed or stunned you deal extra [1w] damage.
Miss: 1/2 damage
Kadal, Mungo Warden Init +0 HP 30/30 Bloodied 15 Healing Surge 7 ( used /10) AC 19 Fort 15 Reflex 12 Will 14 Speed Str 18 (+4) Con 13 (+1) Dex 10 (0) Int 11 (0) Wis 18 (+4) Cha 8 (-1)
Form of the Swamp Hunter
Effect: you gain the guardian form of the swamp hunter until the end of encounter. While in this form you gain swamp walk, swim speed = your speed, +2 attack rolls vs immobilized creatures. In addition whenever you reduce an enemy to 0 hp you mark one enemy within 5 squares until end of next turn.
Form of the Swamp Hunter Attack
+7 vs reflex
Hit: 2d8+4 damage and you grab the target. If target is dazed, immobilized, slowed or stunned you deal extra [1w] damage.
Miss: 1/2 damage
Warden's Grasp
immediate Reactiom
Trigger: Enemy marked by you within 5 makes an attack that does not include you.
Effect: slide target 1 square. it is slowed and cannot shift until end of next turn
Dancing leaves; you can teleport 2 squares closer instead of sliding it
RACIAL TRAITS & CLASS FEATURES Armor Proficiencies: Cloth Half-Orc Resilience: Gain 5 temporary hit points the first time you are bloodied during an encounter. Implements: Ki focuses, weapons with which you're proficient Swift Charge: +2 to speed when charging. Unarmed Combatant: Unarmed strike is off-hand weapon, +3 proficiency bonus, 1d10 damage, benefits from ki focus. Unarmored Defense: While wearing cloth or no armor, gain +2 bonus to AC. Weapon Proficiencies: Club, dagger, monk unarmed strike, quarterstaff, shuriken, sling, spear.
FEATS Fluid Motion: +1 speed. Improved Monk Unarmed Strike: Monk strike does 1d10, up from 1d8 damage. Thirst for Battle: +3 to initiative, +1 healing surge.
AT-WILL
Weapon
Standard action.
Melee range.
+9 vs. AC (one creature).
1d10+4 damage.
Full Discipline, Implement, Psionic Attack Technique
Standard action.
Melee touch.
+7 vs. Fortitude (one creature).
1d10+5 damage, and push the target 1 square. Movement Technique
Move action.
+5 to Athletics check to jump. Considered to have running start, distance of jump not limited by speed.
Full Discipline, Implement, Psionic Attack Technique
Standard action.
Close burst 1.
+7 vs. Reflex (each visible enemy in burst).
1d8+5 damage. Movement Technique
Move action.
Shift 2 squares.
Full Discipline, Implement, Psionic Attack Technique
Standard action
Melee touch
+7 vs. Will (one enemy)
1d8+4 damage, and you slide the target 1 square. Target then makes melee basic attack with +2 to hit as a free action against one enemy of your choice. Movement Technique
Move action
Move speed +2. Ignore difficult terrain, gain +2 to defenses against opportunity attacks.
Full Discipline, Implement, Psionic Attack Technique
Standard action
Close burst 1
+7 vs. Fortitude (enemies in burst)
2d8+4 damage, and you knock the target prone. Movement Technique
Move action
Shift 2 squares. Gain resistance 3 until end of next turn.
Full Discipline, Implement, Psionic, Stance
Standard action
Close burst 2
+7 vs. Reflex (enemies in burst)
3d8+4 force damage
Miss: Half damage
Effect: Assume spiral stance, increase reach with melee touch attacks by 1.
EQUIPMENT Cloak of Distortion +1: +1 to Fort, Ref, and Will defenses. +1 to all defenses against ranged attacks from 5 or more squares away. Iron Body Ki Focus +1: +1 to attack and damage rolls. Critical +1d10. If you hit an opponent with an attack, gain resistance 3 to all of that enemies attacks until the end of your next turn. Stoneskin Cloth Armor +1: +1 AC. Power (Encounter): Minor action. Gain 5 temporary hit points.
WEALTH Platinum: Gold: 680 Silver: Copper: Gems: Other Wealth:
RACIAL TRAITS & CLASS FEATURES Armor Proficiencies: Cloth, leather, hide, chainmail, scale, plate; light shields. Rune Master: When using runic power, enter rune state and remain there until new state entered or encounter ends. Rune of Destruction: Allies gain +1 to attack enemies that are adjacent to you. Rune of Protection: Allies adjacent to you gain resist 2 to all damage. Living Construct: Do not need to eat, drink, breathe, or sleep. Never make Endurance checks to resist starvation, thirst or suffocation. Unsleeping Watcher: Do not sleep, but enter stage of inactivity for 4 hours. While in this state, fully aware of surroundings. Warforged Resilience: +2 vs. ongoing damage. When making death saving throw, take your dice roll or 10, whichever is better. Weapon Proficiencies: Simple melee, simple ranged, military maces and hammers. Wrathful Hammer: When enemy deals damage, gain +3 bonus damage against that enemy until end of your next turn.
FEATS Armor Proficiency (Plate) Battle Hardened: +5 vs. fear effects. +2 to initiative. Durable: +2 healing surges.
AT-WILL
Standard action
Melee weapon range
+9 vs. AC (one creature)
1d8+5
Divine, Runic, Weapon
Standard action
Melee weapon range
+9 vs. AC (one creature)
1d8+5 damage Rune of Destruction: Before end of next turn, next allied attack against target deals +2 damage, and ally gains 2 temporary hit points. Rune of Protection: Target suffers -2 to all defenses until end of your next turn. Next ally to hit target gains +2 to AC until of your next turn.
Divine, Runic, Weapon
Standard action
Melee weapon range
+9 vs. AC (one creature)
1d8+5 damage Rune of Destruction: First time target hits or misses you or adjacent ally before end of next turn, it takes 3 damage. No damage if it attacks target marking it. Rune of Protection: First time target hits or misses you or adjacent ally before end of next turn, the target gains 3 temporary hit points.
Divine, Fire, Healing, Runic, Weapon
Standard action
Close blast 3
+9 vs. AC (enemies in blast)
1d8+5 fire damage Rune of Destruction: Allies in blast gain +3 to damage until end of your next turn. Rune of Protection: Allies in blast gain 3 hit points.
Divine, Healing, Runic
Minor action
Close burst 5
You or one ally in burst
Target can spend a healing surge. Rune of Destruction: You and allies in burst gain +2 damage until end of next turn. Rune of Protection: You and alliesin burst gain +1 defense until end of your next turn. Special: May be used twice per encounter.
Divine, Healing, Runic, Weapon
Standard action
Melee weapon range
+9 vs. AC (one creature)
1d8+5 damage Rune of Destruction: Target's first attack during next turn provokes opportunity attack fomr you or ally of your choice. Rune of Protection: If the target makes any attacks during its next turn, you and each ally within 3 squares of it regain 3 hit points.
Divine, Fire, Radiant, Weapon
Standard action
Melee weapon range
+9 vs. AC (one creature)
2d8+5 fire and radiant damage, and the target is blinded until the end ofyour next turn.
Miss: Half damage.
Effect: Until end of encuonter, gain +2 to damage, attacks deal fire and radiant damage, and hit points and temporary hit points granted by your powers increase by 4.
Divine, Healing
Minor action
Close burst 5
You or one ally
Target loses a healing surge. One or two allies within 5 squares regain hit points as if they had each spent a healing surge. Target and each ally healed gains +5 to AC until end of next turn.
EQUIPMENT Adamantine Plating +1: +9 AC, -2 checks, -1 speed, resist 1 to all damage. Cloak of Chiurgeon +1: +1 to Fort, Ref, and Will defense. +1 to Heal checks. Power (Daily): Minor action. An ally gains 1 healing surge already spent. Flaming Mace +1: 1d8 damage. +2 proficiency bonus. +1 to attack and damage rolls. Power (At-will): Free action. All damage dealt is fire damage. Power (Daily): Free action when hitting enemy with weapon. Deal 1d6 fire damage, target takes ongoing 5 fire damage.
WEALTH Platinum: Gold: 680 Silver: Copper: Gems: Other Wealth: