Since Scott posted his PC for our 4e game, here’s mine:
Brandis Dale
Male Human Ranger / Rogue, Level 1, Good
Strength 14 (+2), Constitution 14 (+2), Dexterity 18 (+4), Intelligence 13 (+1), Wisdom 18 (+4), Charisma 9 (-1)
Height 5’10", Weight 180 lb, Skin: Brown, Eyes: Black, Hair: Black, Wavy, Beardless; Size: Medium; Speed: 6 squares; Vision: Normal
Maximum Hit Points: 26; Bloodied: 13; Surge Value: 6; Surges / Day: 8 [includes constitution modifier]
Initiative: | 1d20 +4 | = + 4 [dexterity] |
Base Strength Attack: | 1d20 +2 | = + 2 [strength] |
Base Dexterity Attack: | 1d20 +4 | = + 4 [dexterity] |
Base Constitution Attack: | 1d20 +2 | = + 2 [constitution] |
Base Intelligence Attack: | 1d20 +1 | = + 1 [intelligence] |
Base Wisdom Attack: | 1d20 +4 | = + 4 [wisdom] |
Base Charisma Attack: | 1d20 -1 | = -1 [charisma] |
Armor Class: | 16 | = 10 + 4 [dexterity] + 2 [leather] |
Fortitude Defense: | 14 | = 10 + 1 [Human] + 1 [ranger] + 2 [constitution] |
Reflex Defense: | 16 | = 10 + 1 [Human] + 1 [ranger] + 4 [dexterity] |
Will Defense: | 15 | = 10 + 1 [Human] + 4 [wisdom] |
Armor: Leather (15 lb)
Shield: None
Attacks:
- Unarmed Melee: +2 vs AC [+2 strength]; damage 1[W]=1d4+2 [strength]
Short sword: +5 vs AC [+2 strength] [+3 proficiency]; damage 1[W]=1d6+2 [strength] 2 lb (Light blade) Usable off-hand
Crossbow: +6 vs AC [+4 dexterity] [+2 proficiency]; damage 1[W]=1d8+4 [dexterity] range 15/30 4 lb (Crossbow) Load minor
Add +1 damage for Weapon Focus — Crossbow
Careful Attack +2w [strength] vs AC
Careful Attack +4w [dexterity] vs AC
Nimble Strike +4w [dexterity] vs AC
Twin Strike +2w [strength] vs AC
Twin Strike +4w [dexterity] vs AC
Evasive Strike (melee) +2w [strength] vs AC
Evasive Strike (ranged) +4w [dexterity] vs AC
Split the Tree +4w [dexterity] vs AC
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.
Base Saving Throw: d20 vs 10
Encumbrance 4e
|
Encumbrance 3.5
|
Languages: | Common; Draconic; |
Skills:
Acrobatics: | +9 | = 4 [dexterity] + 5 [class training] |
Arcana: | +1 | = 1 [intelligence] |
Athletics: | +2 | = 2 [strength] |
Bluff: | -1 | = -1 [charisma] |
Diplomacy: | -1 | = -1 [charisma] |
Dungeoneering: | +9 | = 4 [wisdom] + 5 [class training] |
Endurance: | +2 | = 2 [constitution] |
Heal: | +9 | = 4 [wisdom] + 5 [class training] |
History: | +1 | = 1 [intelligence] |
Insight: | +4 | = 4 [wisdom] |
Intimidate: | -1 | = -1 [charisma] |
Nature: | +9 | = 4 [wisdom] + 5 [class training] |
Perception: | +9 | = 4 [wisdom] + 5 [class training] |
Religion: | +1 | = 1 [intelligence] |
Stealth: | +9 | = 4 [dexterity] + 5 [class training] |
Streetwise: | -1 | = -1 [charisma] |
Thievery: | +9 | = 4 [dexterity] + 5 [multiclass training] |
Feats:
Weapon Focus — Bow | |
Multiclass Rogue |
At-Will:
- Basic Melee Attack: By weapon, damage 1[W]+2 [strength]
Basic Ranged Attack: By weapon, damage 1[W]+4 [dexterity]
Bull Rush: +2 [strength] vs fortitude
Grab: +2 [strength] vs reflex
Move grabbed target: +2 [strength] vs fortitude
Escape: +9 [acrobatics] vs reflex / +2 [athletics] vs fortitude
Careful Attack [Level 1]
Nimble Strike [Level 1]
Twin Strike [Level 1]
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], Sneak Attack [multiclass rogue][sneak attack once per encounter with combat advantage], Evasive Strike [Level 1]
Daily Powers: Split the Tree [Level 1]
Human
- One extra at-will power from your class (already included)
- One bonus feat at 1st level (already included)
- One bonus skill from the skill class list (already included)
- +1 to fortitude, reflex, and will defenses
Ranger
- This ranger chose the archer style. This gives the equivalent of the defensive mobility feat [not listed above].
- Hunter’s Quarry — bonus damage 1d6 [minor action]
- Prime Shot
Brandis Dale’s Equipment:
22 lb 3 lb 2 lb 5 lb 1 lb |
Weapons / Armor / Shield (from above) Arrows (quiver of 30) x1 Backpack Bedroll Flint and steel Pouch (belt) x1 Rations (1 day) x10 Rope (50′, hempen) x1 Sunrods x2 Waterskins x1 Thieves’ tools Total |
More about Brandis Dale:
- Brandis Dale’s parents and grandparents were members of the Order of the Crucible, so naturally Brandis rebelled for a time, wandering through the forests and the cities of the fallen Empire on his own. After witnessing the dangers faced by the common people (when he got the scar creasing his face), he returned to the Order and begged for a place in it. Quiet, moody and somewhat fierce in appearance because of his scar, Brandis can be very kind, especially to children, and cares deeply for the needs of the common folk.
Edited to take advantage of sneak attack
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