Editing Disg4Ea Character Toxie

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
 
Toxicodendron "Toxie" Pubescens, aka Magical Marchioness M1911-A
 
Toxicodendron "Toxie" Pubescens, aka Magical Marchioness M1911-A
 
=Attributes=
 
  
 
Str 10
 
Str 10
 
 
Con 12
 
Con 12
 
 
Dex 18
 
Dex 18
 
 
Int 10
 
Int 10
 
 
Wis 18
 
Wis 18
 
 
Cha 10
 
Cha 10
  
LV 3
+
LV 2
 
+
HP 27 (Bloodied 13)
HP 32 (Bloodied 16)
 
 
 
 
Surges 7 (Value 6)
 
Surges 7 (Value 6)
 
 
Spd 6
 
Spd 6
  
 
AC 19
 
AC 19
 
 
Fort 13
 
Fort 13
 
 
Ref 16
 
Ref 16
 
 
Wil 17
 
Wil 17
  
 
Race:  Razorclaw Shifter (+2 Acrobatics/Stealth, Low-Light Vision)
 
Race:  Razorclaw Shifter (+2 Acrobatics/Stealth, Low-Light Vision)
 
 
Class:  Ranger (Archer fighting style, Hunter's Quarry, Prime Shot)
 
Class:  Ranger (Archer fighting style, Hunter's Quarry, Prime Shot)
 
 
Theme:  Masked Lord (Magical Girl!)
 
Theme:  Masked Lord (Magical Girl!)
 +
Feats: Defensive Mobility, Superior Will, Bow Expertise, Greatbow Proficiency, Adamant Arrow Style
 +
Skills: Nature +10, Perception +12, Dungeoneering +10, Acrobatics +12
  
=Feats=
+
Powers
Defensive Mobility, Superior Will, Bow Expertise, Greatbow Proficiency, Adamant Arrow Style
+
Twin Strike (At-Will, Martial, Weapon, Standard Action, One or Two creatures.  +9 vs AC, two attacks.  Hit:  1d12+1 per attack.)
 
 
=Skills=
 
Nature +10, Perception +12, Dungeoneering +10, Acrobatics +12
 
 
 
=Powers=
 
 
 
==Twin Strike==
 
(At-Will, Martial, Weapon, Standard Action, One or Two creatures.  +10 vs AC, two attacks.  Hit:  1d12+2 per attack.)
 
 
 
==Nimble Strike==
 
(At-Will, Martial, Weapon, Standard Action.  Shift 1 square before or after the attack.  +10 vs AC, 1d12+6 damage, and Push target 1 square.)
 
 
 
==Fox's Cunning==
 
(Encounter, Martial, Weapon, Immediate Reaction, Trigger:  An enemy makes a melee attack against you.  Attack:  You can shift 1 square, then make a basic attack against that enemy with a +4 to attack.)
 
 
 
==Razorclaw Shifting==
 
(Encounter, Minor Action, Must be Bloodied.  Until the end of the encounter, your speed increases by 2, and you gain +1 to AC and Reflex)
 
  
==Create Lord's Armor==
+
Nimble Strike (At-Will, Martial, Weapon, Standard Action.  Shift 1 square before or after the attack. +9 vs AC, 1d12+5 damage, and Push target 1 square.)
(Encounter, Minor Action, Personal: You instantly don +1 Magic Hide Armor that lasts until dismissed, it is removed from you, or you use this power again.)
 
  
==Invigorating Stride==
+
Fox's Cunning (Encounter, Martial, Weapon, Immediate Reaction, Trigger:  An enemy makes a melee attack against you. Attack: You can shift 1 square, then make a basic attack against that enemy with a +4 to attack.)
(Encounter, Healing, Martial, Move Action.  You shift 4 squares, but must not end the shift adjacent to any enemy.  You can use your second wind.)
 
  
==Disruptive Strike==
+
Razorclaw Shifting (Encounter, Minor Action, Must be Bloodied.  Until the end of the encounter, your speed increases by 2, and you gain +1 to AC and Reflex)
(Encounter, Martial, Weapon, Immediate Interrupt, Melee or Ranged Weapon, Trigger:  You or an ally is attacked by a creature.  Target:  The attacking creature.  +10 vs AC.  Hit:  1d12+6 damage, and target takes a -7 penalty to the attack roll for the triggering attack.)
 
  
==Skirmishing Stance==
+
Create Lord's Armor (Encounter, Minor Action, Personal: You instantly don +1 Magic Hide Armor that lasts until dismissed, it is removed from you, or you use this power again.)
(Daily, Martial, Stance, Minor Action. 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)
 
  
=Gear=
+
Invigorating Stride (Encounter, Healing, Martial, Move Action.  You shift 4 squares, but must not end the shift adjacent to any enemy.  You can use your second wind.)
  
Duelist's GreatbowTwin Pistols +1 (+9 vs AC, 1d12+5 damage, and any hit gives an enemy -2 penalty to ranged and area attack rolls until the end of your next turn)
+
Skirmishing Stance (Daily, Martial, Stance, Minor Action.  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)
  
+2 Boltshard Twin Pistols (+10 vs AC, 1d12+6 damage.  Daily:  Make a Ranged Basic attack against each creature in a Close Blast 3.)
+
Gear:  Duelist's GreatbowTwin Pistols +1 (+9 vs AC, 1d12+5 damage, and any hit gives an enemy -2 penalty to ranged and area attack rolls until the end of your next turn)

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)