
|
|
|
|
|
| Age | Height | Weight | Total XP |
| 23 | 21 | 21 | 20 | 69 | 8 |
| AC | FORT | REF | WILL | HP | INIT |
Melee Basic Attack
You resort to the simple attack you learned when you first picked up a melee weapon.
HIT: 1[W] + Strength modifier damage.
Ranged Basic Attack
You resort to the simple attack you learned when you first picked up a ranged weapon.
HIT: 1[W] + Dexterity modifier damage.
Fading Strike
You launch an attack against your foe and then back away for safety.
HIT: 1[W] + Dexterity modifier damage, and you shift 2 squares to a square that is not adjacent to the target. Level 21: 2[W] + Dexterity modifier damage.
Nimble Strike
You slink past your enemy's guard to make your attack, or you make your attack and then withdraw to a more advantageous position.
HIT: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at 21st level.
Hidden Strike
You disguise your movements so that no one suspects you are at fault.
EFFECT: Make a Bluff check. If your result exceeds the passive Insight of creatures observing you, they believe something or someone else was the source of the triggering attack and treat you as invisible until the start of your next turn.
Thri-kreen Claws
You quickly lash out with all your claws, tearing at nearby enemies.
HIT: 1d8 + Strength modifier, Dexterity modifier, or Wisdom modifier damage. You gain a bonus to the damage roll equal to the number of targets. Level 11: 2d8 + Strength modifier, Dexterity modifier, or Wisdom modifier damage Level 21: 3d8 + Strength modifier, Dexterity modifier, or Wisdom modifier damage.
Fox's Cunning
Using the momentum from your enemy's blow to fall back or slip to one side, you make a sudden retaliatory attack as he stumbles to regain his composure
Disruptive Strike
You thwart an enemy's attack with a timely thrust of your blade or a quick shot from your bow.
HIT: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged). The target takes a penalty to its attack roll for the triggering attack equal to 3 + your Wisdom modifier.
Biting Volley
Two lucky shots find chinks in your target's armor.
HIT: 1[W] + Dexterity modifier damage per attack.
Skirmishing Stance
You adopt a defensive, highly mobile combat stance. Your speed helps you catch opponents unprepared and inflict greater damage.
EFFECT: 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.
Close-Combat Shot
You punish your enemy for closing with you.
HIT: 3[W] + Dexterity modifier damage.
Evade Ambush
You are the eyes and ears of the group, always alert for the telltale signs of an ambush.
EFFECT: At the start of a surprise round in which any allies are surprised, use this power to allow a number of allies equal to your Wisdom modifier to avoid being surprised.
Dire Bear Maul
You draw your foe into a deadly bear hug with both weapons.
HIT: 1[W] + Strength modifier damage per attack. If both attacks hit, the target is grabbed. When you sustain the grab, the target takes 1[W] + Strength modifier damage from each weapon. You cannot otherwise attack with your weapons while you sustain the grab. If the target is your quarry, it takes a -2 penalty to escape attempts.
Longsword
Fey Strike Weapon +2
Even distant foes must fear a blow from a warrior with this gleaming weapon in hand.
Power (Encounter): Standard Action. Effect: The weapon discharges a shimmering mirror of itself that flies toward your enemy. You make a melee basic attack as a ranged 20 attack with this weapon. Power (Daily * Teleportation): Free Action. Trigger: You hit an enemy with an attack using this weapon. Effect: Teleport the target 10 squares to a space adjacent to you.
+2 attack rolls and damage rolls
Hide Armor
Survivor's Armor +2
This armor fills its wearer with a sense of security while in the company of devoted allies.
Power (Daily): Immediate Interrupt. Use this power when hit by an attack. Choose a willing ally within 5 squares of you. That ally takes the damage instead.
+2 AC
Hide Armor
Adventurer's Kit
Arrows
Longbow
Exsiccating Weapon +2
Glowing with crimson light, this weapon leeches moisture from the air around you.
Power (Daily * Fire, Necrotic): Free Action. Trigger: You hit an enemy with this weapon. Effect: That enemy takes extra fire and necrotic damage equal to twice the weapon's enhancement bonus. It is also dazed until the end of your next turn.
+2 attack rolls and damage rolls
Longsword
Venomous Songblade +2
Like the words you whisper to your enemies, this weapon is filled with poison that saps their strength.
Power (Daily * Poison): Free Action. Trigger: You hit an enemy using this weapon. Effect: One target you hit is weakened (save ends).
+2 attack rolls and damage rolls
Toughness
Gain 5 additional hit points, 10 at 11th, 15 at 21st
Defensive Mobility
+2 to AC against opportunity attacks
Disciple of Strength
After second wind, your first melee weapon attack before your next turn ends gains +5 to damage roll
Iron Will
+2 to Will defense, +3 at 11th, +4 at 21st
Alertness
Cannot be surprised, +2 to Perception
Master at Arms
+1/2/3 (by tier) to weapon attack rolls. Minor action: sheathe one weapon and draw one weapon