Difference between revisions of "Zeitgeist: The Gears of Revolution/Tazaerich"

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(Created page with "'''Tazaerich, Elf (Elf - Urban Elf) Ranger 1'''<br/> +2 to Ability: Wisdom<br/> Fighting Style: Hunter Fighting Style<br/> <br/> Str 10 (+0), Con 13 (+1), Dex 20 (+5), Int 10...")
 
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'''Tazaerich, Elf (Elf - Urban Elf) Ranger 1'''<br/>
 
'''Tazaerich, Elf (Elf - Urban Elf) Ranger 1'''<br/>
+2 to Ability: Wisdom<br/>
+
==Stats==
Fighting Style: Hunter Fighting Style<br/>
+
* Str 10 '''(+0)'''
<br/>
+
* Con 13 '''(+1)'''
Str 10 (+0), Con 13 (+1), Dex 20 (+5), Int 10 (+0), Wis 15 (+2), Cha 8 (-1)<br/>
+
* Dex 20 '''(+5)'''
<br/>
+
* Int 10 '''(+0)'''
AC: 17, Fort: 12, Ref: 16, Will: 12<br/>
+
* Wis 15 '''(+2)'''
<br/>
+
*Cha 8 '''(-1)'''<br/>
Hit Points: 25, Healing Surges: 7, Surge Value: 6 hp<br/>
+
**Elf Bonuses: +2 to Dexterity, Wisdom
<br/>
+
==Defenses/Combat Stats==
Level: 1, Initiative: +7, Speed: 7 squares, Size: Medium, Senses: Low-light<br/>
+
* HP: 25
<br/>
+
* Healing Surges: 7
Elf Traits: Ignore difficult terrain when shifting, grant all non-elf allies within 5 squares +1 to Perception
+
** Surge Value: 6 HP
<br/>
+
* Initiative: +7
 +
* Speed: 7 squares
 +
===Saves===
 +
* AC: 17
 +
* Fort: 12
 +
* Ref: 16
 +
* Will: 12
 +
==Racial Traits==
 +
* Ignore difficult terrain when shifting
 +
* Low-light vision
 +
* +1 to Perception checks to all non-elf allies within 5 squares
 +
==Class Traits==
 +
* Hunter Fighting Style
 +
** Quick Draw bonus feat
 +
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack
 +
* Prime Shot
 +
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.
 +
* Hunter's Quarry
 +
** Once per turn as a minor action, 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 +1d6 damage. 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 can’t deal it again until the start of your next turn
 +
==Skills==
 
'''Trained Skills: '''Acrobatics, Athletics, Dungeoneering, Perception, Stealth, Streetwise<br/>
 
'''Trained Skills: '''Acrobatics, Athletics, Dungeoneering, Perception, Stealth, Streetwise<br/>
Acrobatics: +10, Arcana: +0, Athletics: +5, Bluff: -1, Diplomacy: -1, Dungeoneering: +7, Endurance: +1, Heal: +2, History: +0, Insight: +2, Intimidate: -1, Nature: +4, Perception: +9, Religion: +0, Stealth: +10, Streetwise: +4, Thievery: +5<br/>
+
* '''Acrobatics: +10'''
<br/>
+
* Arcana: +0
'''Feats: '''<br/>
+
* '''Athletics: +5'''
Quick Draw, Speed Loader<br/>
+
* Bluff: -1  
 +
* Diplomacy: -1
 +
* '''Dungeoneering: +7'''
 +
* Endurance: +1
 +
* Heal: +2
 +
* History: +0
 +
* Insight: +2
 +
* Intimidate: -1
 +
* Nature: +4
 +
* '''Perception: +9'''
 +
* Religion: +0
 +
* '''Stealth: +10'''
 +
* '''Streetwise: +4'''
 +
* Thievery: +5
 +
==Feats==
 +
* Quick Draw
 +
* Speed Loader<br/>
 
<br/>
 
<br/>
 
'''Powers: '''<br/>
 
'''Powers: '''<br/>
1, At-Will Power: Basic Melee (Rapier, +3 vs AC, 1d8 Damage)
+
* At-Will Power: Basic Melee (Rapier, +3 vs AC, 1d8 Damage)
1, At-Will Power: Basic Ranged (Carbine, +7 vs AC, 1d8+5 Damage)
+
* At-Will Power: Basic Ranged (Carbine, +7 vs AC, 1d8+5 Damage)
1, At-Will Power: Nimble Strike (Carbine, +7 vs AC, 1d8+5 Damage)
+
* At-Will Power: Nimble Strike (Carbine, +7 vs AC, 1d8+5 Damage)
1, At-Will Power: Twin Strike (Carbine, +7 vs AC/+7 vs AC, 1d8/1d8 Damage)
+
* At-Will Power: Twin Strike (Carbine, +7 vs AC/+7 vs AC, 1d8/1d8 Damage; +2 Damage if both attacks hit the same target)
1, Encounter Power: Two-Fanged Strike (Carbine, +7 vs AC/+7 vs AC, 1d8+5/1d8+5 Damage)
+
* Encounter Power: Two-Fanged Strike (Carbine, +7 vs AC/+7 vs AC, 1d8+5/1d8+5 Damage)
1, Daily Power: Sure Shot (Carbine, +7 vs AC, 3d8+5 Damage)
+
* Daily Power: Sure Shot (Carbine, +7 vs AC, 3d8+5 Damage)
Encounter Power: Elven Accuracy (Reroll an attack roll; must take second roll)
+
* Encounter Power: Elven Accuracy (Reroll an attack roll; must take second roll)
Encounter Power: The Man With Two Guns is God (Hand Crossbows, +7 vs AC/+7 vs AC, 1d6+5/1d6+5 Damage)
+
* Encounter Power: The Man With Two Guns is God (Hand Crossbows, +7 vs AC/+7 vs AC, 1d6+5/1d6+5 Damage)
 
<br/>
 
<br/>
 
'''Rituals: '''<br/>
 
'''Rituals: '''<br/>

Revision as of 16:57, 21 August 2020

Tazaerich, Elf (Elf - Urban Elf) Ranger 1

Stats

  • Str 10 (+0)
  • Con 13 (+1)
  • Dex 20 (+5)
  • Int 10 (+0)
  • Wis 15 (+2)
  • Cha 8 (-1)
    • Elf Bonuses: +2 to Dexterity, Wisdom

Defenses/Combat Stats

  • HP: 25
  • Healing Surges: 7
    • Surge Value: 6 HP
  • Initiative: +7
  • Speed: 7 squares

Saves

  • AC: 17
  • Fort: 12
  • Ref: 16
  • Will: 12

Racial Traits

  • Ignore difficult terrain when shifting
  • Low-light vision
  • +1 to Perception checks to all non-elf allies within 5 squares

Class Traits

  • Hunter Fighting Style
    • Quick Draw bonus feat
    • Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack
  • Prime Shot
    • If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.
  • Hunter's Quarry
    • Once per turn as a minor action, 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 +1d6 damage. 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 can’t deal it again until the start of your next turn

Skills

Trained Skills: Acrobatics, Athletics, Dungeoneering, Perception, Stealth, Streetwise

  • Acrobatics: +10
  • Arcana: +0
  • Athletics: +5
  • Bluff: -1
  • Diplomacy: -1
  • Dungeoneering: +7
  • Endurance: +1
  • Heal: +2
  • History: +0
  • Insight: +2
  • Intimidate: -1
  • Nature: +4
  • Perception: +9
  • Religion: +0
  • Stealth: +10
  • Streetwise: +4
  • Thievery: +5

Feats

  • Quick Draw
  • Speed Loader


Powers:

  • At-Will Power: Basic Melee (Rapier, +3 vs AC, 1d8 Damage)
  • At-Will Power: Basic Ranged (Carbine, +7 vs AC, 1d8+5 Damage)
  • At-Will Power: Nimble Strike (Carbine, +7 vs AC, 1d8+5 Damage)
  • At-Will Power: Twin Strike (Carbine, +7 vs AC/+7 vs AC, 1d8/1d8 Damage; +2 Damage if both attacks hit the same target)
  • Encounter Power: Two-Fanged Strike (Carbine, +7 vs AC/+7 vs AC, 1d8+5/1d8+5 Damage)
  • Daily Power: Sure Shot (Carbine, +7 vs AC, 3d8+5 Damage)
  • Encounter Power: Elven Accuracy (Reroll an attack roll; must take second roll)
  • Encounter Power: The Man With Two Guns is God (Hand Crossbows, +7 vs AC/+7 vs AC, 1d6+5/1d6+5 Damage)


Rituals:
Enchant Magic Item [Bonus]

Weapons/Attacks:

+2 - Crossbow - 1d8 (Rng: 15/30) - Simple 2-Handed Crossbow; Load minor
+3 - Rapier - 1d8 - Military Light Blade
+2 - Hand crossbow - 1d6 (Rng: 10/20) - Simple Crossbow; Load free
+2 - Hand crossbow - 1d6 (Rng: 10/20) - Simple Crossbow; Load free
+0 - Unarmed Strike - 1d4 - Improvised Unarmed

Armor:

+2 - Leather Armor (Equipped)