Yeah, so I've got the bug pretty bad. Let's see what comes out this time.
Name: Toshen Level: 1st Class: Ranger Paragon Path: __________ Epic Destiny: _________
Race: Elf Size: Medium Age: 27 years Height: 5' 7" Weight: 150 lbs.
Alignment: Unaligned Deity: Melora Affiliations: __________ Role: Striker Power Source: Martial
Initiative: +4 Speed: 7 Level Constant (Lv / 2): +0
Max HP: 25 Bloodied: 12 Healing Surge Value: 6 Healing Surges/Day: 7
Defenses
17 : [ AC ] Armor Class (+3 Armor, +0 Shield, +0 LC, +4 Dex)
12 : [Fort] Fortitude (+0 LC, +1 Con, +1 Ranger)
15 : [Refl] Reflex (+0 Shield +0 LC, +4 Dex, +1 Ranger)
14 : [Will] Will (+0 LC, +4 Wis)
Ability Scores (1 + 3 + 9 + 0 + 9 + 0)
10 (+00) Strength
13 (+01) Constitution
18 (+04) Dexterity
09 (-01) Intelligence
18 (+04) Wisdom
10 (+00) Charisma
Senses
14 Passive Insight
21 Passive Perception
Special Senses: None
Race Features:
Ability Score Bonuses: +2 Dexterity, +2 Wisdom
Skill Bonuses: +2 Nature, +2 Perception
Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow.
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.
Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).
Elven Accuracy: You can use elven accuracy as an encounter power.
Languages Known: Language [Script]
Common [Common], Elven [Rellanic]
Elven Accuracy - Elf Racial Power
Encounter
Free Action * Personal
Effect: Reroll an attack roll. Use the second roll, even if it's lower.
Class Features
Fighting Style [Archer Fighting Style]: Because of your focus on ranged attacks, you gain Defensive Mobility as a bonus feat.
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, 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 the attacks are 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: +1d8 extra damage
- Level 11-20: +2d8 extra damage
- Level 21-30: +3d8 extra damage
- Special: Lethal Hunter feat increased damage dice from d6s to d8s
Prime Shot: If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.
Proficiency
Weapons: Longbow, Shortbow, simple melee, military melee, simple ranged, military ranged
Armour: Cloth, leather, hide
Shields: None
Basic Attacks
Longsword: Strength vs. AC [ttl: +3] 1d8+0 Versatile
Longbow: Dexterity vs. AC [ttl: +6] 1d10 Range: 20/40 Load free
Powers
Careful Attack - 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.
Target: One creature
Attack: Strength + 2 vs. AC (melee) or Dexterity +2 vs. AC (ranged)
Hit: 1[W] damage (melee) or 1[W] damage (ranged)
Increase damage to 2[W] (melee) or 2[W] (ranged) at 21st level.
Nimble Strike - Ranger Attack 1
At-Will * Martial, Weapon
Standard Action * Ranged weapon
Target: One creature
Special: Shift 1 square before or after you attack
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifer at 21st level
Evasive Strike - Ranger Attack 1
Encounter * Martial, Weapon
Standard Action * Melee or Ranged weapon
Target: One creature
Special: You can shift a number of squares equal to 1 + your Wisdom modifier either before or after the attack.
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged).
Hunter's Bear Trap - Ranger Attack 1
Daily * Martial, Weapon
Standard Action * Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 2[W] + Strength modifier damage (melee) or 2[W} + Dexterity modifier damage (ranged), and the target is slowed and takes ongoing 5 damage (save ends both).
Miss: Half damage, no ongoing damage, and the target is slowed until the end of your next turn.
Skills * indicates a trained skill
Total = LC + St + Tr + Ra + Ft + Ot - ACP: Skill Name [Stat]
+08 = 00 + 04 + 05 + __ + __ + __ - 01 Acrobatics* [Dex]
-01 = 00 - 01 + __ + __ + __ + __ - NA Arcana [Int]
+05 = 00 + 01 + 05 + __ + __ + __ - 01 Athletics* [Str]
+00 = 00 + 00 + __ + __ + __ + __ - NA Bluff [Cha]
+00 = 00 + 00 + __ + __ + __ + __ - NA Diplomacy [Cha]
+04 = 00 + 04 + __ + __ + __ + __ - NA Dungeoneering [Wis]
+00 = 00 + 01 + __ + __ + __ + __ - 01 Endurance [Con]
+04 = 00 + 04 + __ + __ + __ + __ - NA Heal [Wis]
-01 = 00 - 01 + __ + __ + __ + __ - NA History [Int]
+04 = 00 + 04 + __ + __ + __ + __ - NA Insight [Wis]
+00 = 00 + 00 + __ + __ + __ + __ - NA Intimidate [Cha]
+11 = 00 + 04 + 05 + 02 + __ + __ - NA Nature* [Wis]
+11 = 00 + 04 + 05 + 02 + __ + __ - NA Perception* [Wis]
-01 = 00 - 01 + __ + __ + __ + __ - NA Religion [Int]
+08 = 00 + 04 + 05 + __ + __ + __ - 01 Stealth* [Dex]
+00 = 00 + 00 + __ + __ + __ + __ - NA Streetwise [Cha]
+03 = 00 + 04 + __ + __ + __ + __ - 01 Thievery [Dex]
Feats
Defensive Mobility
Prerequisites: -
Benefit: You gain a +2 bonus to AC against opportunity attacks.
Lethal Hunter
Prerequisites: Ranger, Hunter's Quarry class feature
Benefit: The extra damage dice from your Hunter's Quarry class feature increase from d6s to d8s.
Equipment & Encumbrance
Normal Load: 100 lbs
Heavy Load: 200 lbs Requires two hands to carry, count as slowed
Maximum Drag Load: 500 lbs
Weight of Gear: 71 lb.
Weight of Coin: 0.06 lb. (# coins / 50)
Total: 071.06 lbs
Dead Weight: 221.06 lb. (Character + Total)
Hide Armor (30 gp, 25 lb., +3 Armor, -1 Check)
Longbow (30 gp, 3 lb., Prof: +2, Damage: 1d10, Range: 20/40, Group: Bow, Properties: Load free)
Arrows x60 (2 gp, 6 lb.)
Longsword (15 gp, 4 lb., Prof: +3, Damage: 1d8, Group: Heavy Blade, Properties: Versatile)
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, hemp (50 ft.) (10 lb.)
Sunrods (2) (2 lb.)
Waterskin (4 lb.)
03 gp reserved
Build Plan
Focus on archery, but ideally powers that can be used in either ranged or melee combat just in case; with a secondary focus on elven racial advantage feats. Enter Battlefield Archer paragon path.
Projected Feat Selection through level 20
Level 02: Elven Precision (Elven accuracy reroll gains +2 bonus)
Level 04: Light Step (+1 Acrobatics & Stealth, group overland speed and tracking difficulty increase)
Level 06: Far Shot (+5 square range increase [short & long] for projectile weapons)
Level 08: Weapon Focus [Bows] (+1 per tier to damage with weapons from the bow group)
Level 10: Fast Runner (+2 speed when you charge or run)
Level 11: Distant Shot (Ignore the -2 penalty for firing at long range)
Level 12: Running Shot (Take no penalty to missile attacks after using the run action)
Level 14: Sly Hunter (+3 damage with bows if target has no creatures within 3 squares)
Level 16: Armor Specialization [Hide] (+1 AC, check penalty reduced by 1)
Level 18: Fleet Footed (+1 Speed)
Level 20: Point Blank Shot (Ranged attack within 5 squares ignores superior cover and regular concealment)