Had to give it a spin...

Jun 13, 2008 01:48

((4th Edition, all standard rules [22 point buy, 100 gp to equip, options per 4ed PHB]))

Name: Gunther Ironhand Level: 1st Class: Ranger Paragon Path: __________ Epic Destiny: _________
Race: Dwarf Size: Medium Age: 32 years Height: 4' 6" Weight: 190 lbs.
Alignment: Good Deity: Moradin Soulforger Affiliations: __________ Role: Striker Power Source: Martial

Level Constant (Lv / 2): +0 Speed: 5
Initiative: +1 (+1 Dex, +0 LC)
Max HP: 33 Bloodied: 16 Healing Surge Value: 08 Healing Surges/Day: 09

Defenses
14 : [AC] Armor Class (+3 Armour, +0 Shield, +0 LC, +1 Dex)
14 : [Fort] Fortitude (+0 LC, +3 Con, +1 Ranger)
12 : [Ref] Reflex (+0 Shield, +0 LC, +1 Dex, +1 Ranger)
13 : [Will] Will (+0 LC, +3 Wis)

Ability Scores
16 (+03) Strength
16 (+03) Constitution
13 (+01) Dexterity
10 (+00) Intelligence
16 (+03) Wisdom
08 (-01) Charisma

Senses
13 Passive Insight
18 Passive Perception
Special Senses: Low-light Vision

Race Features:
Ability Score Bonuses: +2 Con, +2 Wis
Skill Bonuses: +2 Endurance, +2 Dungeoneering
Cast-Iron Stomach: +5 race bonus to saving throws against poison.
Dwarven Resilience: You can use your second wind as a minor action instead of a standard action.
Dwarven Weapon Proficiency: You gain proficiency with the throwing hammer and the war hammer
Encumbered Speed: You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.
Stand Your Ground: When an effect forces you to move - through a pull, a push, or a slide - you can move 1 square less than the effect specifies. This means an effect that normally pushes, pulls or slides a target 1 square does not force you to move unless you want to.
- In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.

Class Features
Two-Blade Fighting Style: Because of your focus on two-weapon melee attacks, you can wield a one-handed weapon in your off hand as if it were an off-hand weapon. (Make sure to designate on your character sheet which weapon is main and which is off-hand.) In addition, you gain Toughness as a bonus feat.

Hunter's Quarry: Once per turn as a minor action you can designate the enemy nearest to you that you can see 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 attacks have been 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.
- Level 01 - 10 : +1d6
- Level 11 - 20 : +2d6
- Level 21 - 30 : +3d6

Prime Shot: If none of your allies are nearer to your target than you are, you receive +1 bonus to ranged attacks against that target.

Proficiency
Simple Melee, Martial Melee, Simple Ranged, Military Ranged
Cloth, Leather, Hide, Chainmail

Basic Attacks:
Warhammer: Strength vs AC [ttl: +8] 1d10 + Strength modifier damage
Throwing Hammer Strength vs AC [ttl: +8] 1d6 + Strength modifier damage

Powers
Hit and Run - Ranger Attack 1
At-Will * Martial, Weapon
Standard Action * Melee weapon
Target: One creature.
Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.
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.

Twin Strike - Ranger Attack 1
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] per attack.
Increase damage to 2[W] at 21st level.

Two-Fanged Strike - Ranger Attack 1
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.

Sudden Strike - Ranger Attack 1
Daily * Martial, Weapon
Standard Action * Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs AC (off-hand weapon)
Hit: 1[W] damage (off-hand weapon)
Effect: You shift 1 square and make a secondary attack against the target.
Secondary Attack: Strength vs AC (main weapon)
Hit: 2[W] + Strength modifier damage (main weapon), and the target is weakened until the end of your next turn.

Skills * indicates a trained skill
Total = LC + St + Tr + Ra + Ft + Ot - ACP: Skill Name [Stat]
+05 = 00 + 01 + 05 + __ + __ + __ - 01 Acrobatics* [Dex]
+00 = 00 + 00 + __ + __ + __ + __ - NA Arcana [Int]
+07 = 00 + 03 + 05 + __ + __ + __ - 01 Athletics* [Str]
-01 = 00 - 01 + __ + __ + __ + __ - NA Bluff [Cha]
-01 = 00 - 01 + __ + __ + __ + __ - NA Diplomacy [Cha]
+10 = 00 + 03 + 05 + 02 + __ + __ - NA Dungeoneering* [Wis]
+09 = 00 + 03 + 05 + 02 + __ + __ - 01 Endurance* [Con]
+08 = 00 + 03 + 05 + __ + __ + __ - NA Heal* [Wis]
+00 = 00 + 00 + __ + __ + __ + __ - NA History [Int]
+03 = 00 + 03 + __ + __ + __ + __ - NA Insight [Wis]
-01 = 00 - 01 + __ + __ + __ + __ - NA Intimidate [Cha]
+03 = 00 + 03 + __ + __ + __ + __ - NA Nature [Wis]
+08 = 00 + 03 + 05 + __ + __ + __ - NA Perception* [Wis]
+00 = 00 + 00 + __ + __ + __ + __ - NA Religion [Int]
+00 = 00 + 01 + __ + __ + __ + __ - 01 Stealth [Dex]
-01 = 00 - 01 + __ + __ + __ + __ - NA Streetwise [Cha]
+00 = 00 + 01 + __ + __ + __ + __ - 01 Thievery [Dex]

Languages: Common, Dwarven

Feats
Toughness
Prerequisites: -
Benefit: When you take this feat, you gain additional hit points. You gain an additional 5 hit points at each tier of play (at 1st, 11th, and 21st level).

Student of the Sword [Multiclass Fighter]
Prerequisites: Str 13
Benefit: You gain training in one skill from the fighter's class skill list. Choose either one-handed melee weapons or two-handed melee weapons. Once per encounter as a free action, you can add a +1 bonus to the next attack roll you make with a weapon of that category. Whether the attack hits or misses, you mark the target until the end of your next turn. [Athletics and One-handed melee weapons chosen]

Equipment
Normal Load: 160 lb.
Heavy Load: 320 lb. Requires two hands to carry, counts as slowed.
Maximum Drag Load: 800 lb.

Weight of Gear: 76 lb.
Weight of Coin: 0.10 lb. (# coins / 50) + (# AD / 500)
Total: 76.1 lb.
Dead Weight: 266.1 lb. (Character + Total)

Hide Armor (30 gp, 25 lb., Light Armor, +3 Armor, -1 Check Penalty)
2 Warhammers (15 gp x2, 5 lb. x2, Military Melee, Hammer Group, Versatile, Prof: +2, 1d10 damage each)
4 Throwing Hammers (5 gp x4, 2 lb. x4, Military Melee, Hammer Group, Range: 5/10, Off-hand Heavy Thrown Prof: +2, 1d6 damage each)
Standard Adventurer's Kit (15 gp, 33 lb total)
Backpack (2 lb.)
Bedroll (5 lb.)
Flint and Steel (-)
Pouch, Belt (1/2 lb.)
Rations, trail (10 days) (10 lb.)
Rope, hempen (50 ft.) (10 lb.)
Sunrods (2) (2 lb.)
Waterskin (4 lb.)

5 gp reserved

Build Plan
Feats / Multiclassing through Level 12
Level 02 - Dwarven Weapon Training for +2 damage with axes and hammers.
Level 04 - Novice Power (for swapping ranger encounter for fighter encounter as useful)
Level 06 - Armor Proficiency Chainmail (lose Dex to AC, but armor bonus jumps from +3 to +6)
Level 08 - Acolyte Power (swap ranger/fighter utility powers as useful)
Level 10 - Adept Power (swap ranger/fighter daily powers as useful)
Level 11 - Paragon Feat: Dwarven Durability (+2 surges, surge val + con mod)
Level 11 - Take Fighter as "Paragon Path" Opt to swap at-will power with fighter as needed
Level 12 - Add Fighter Utility, Paragon Feat: Hammer Rhythm (on a miss with a melee attack with a hammer or mace, still deal Constitution modifier damage. This damage receives no modifiers or other benefits you normally gain to weapon damage.) [e.g. Dwarven Weapon Training]

4ed, character build

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