STR CON DEX INT WIS CHA: Initiative Initiative Defenses AC Movement Speed
STR CON DEX INT WIS CHA: Initiative Initiative Defenses AC Movement Speed
STR CON DEX INT WIS CHA: Initiative Initiative Defenses AC Movement Speed
21 STR
Strength
5 10 21 FORT 15 5 1 19 Passive Insight 10 + 9
15 CON
Constitution
2 7
CONDITIONAL BONUSES
26 Passive Perception 10 + 16
10 + SPECIAL SENSES
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Low-light Vision
17 DEX 3 8 21
Dexterity REF 15 4 1 1 ATTACK WORKSPACE
18 INT
Intelligence
4 9 CONDITIONAL BONUSES
+1 Reflex Defense while wielding a melee weapon in each hand
ABILITY:
Melee Basic Attack - Frost Broadsword +1
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +
18 WIS 4 9
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
+ 14 5 5 2 1 1
Wisdom 19 WILL 15 4 ABILITY:
Melee Basic Attack - Vicious Longsword +1
12 CHA
Charisma
1 6 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
+ 15 5 5 3 1 1
HIT POINTS ACTION POINTS
MAX HP HEALING SURGES MILESTONES
0
ACTION POINTS
1 DAMAGE WORKSPACE
BLOODIED SURGE VALUE SURGES/DAY Action Points 1 2 ABILITY:
87 2 3 Melee Basic Attack - Frost Broadsword +1
43 21 8 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS DAMAGE ABIL FEAT ENH MISC MISC
1/2 HP 1/4 HP
CURRENT HIT POINTS CURRENT SURGE USES
1d10+6 5 1
RACE FEATURES ABILITY:
Melee Basic Attack - Vicious Longsword +1
Elven Weapon Proficiency - Proficient with longbow and shortbow.
DAMAGE ABIL FEAT ENH MISC MISC
SECOND WIND 1/ENCOUNTER USED Group Awareness - Non-elf allies within 5 get +1 to Perception. 1d8+6 5 1
TEMPORARY HIT POINTS
Elven Accuracy - Use elven accuracy as an encounter power.
Fey Origin - Your origin is fey, not natural BASIC ATTACKS
ATTACK DEFENSE WEAPON OR POWER DAMAGE
DEATH SAVING THROW FAILURES
SAVING THROW MODS Wild Step - Ignore difficult terrain when shifting (even when shifting
17 multiple
vs AC squares).
Shadowfell Blade Broadsword +4
1d10+10
0 Two-Blade Fighting Style - Wield one-handed Lethal Hunter - Hunter's Quarry damage dice increase to
15 Athletics STR 10 5 n/a
weapon as off-hand weapon; gain Toughness as a bonus d8s
6 Bluff CHA 6 0 n/a 0
feat. Two-Weapon Fighting - +1 damage while holding a
6 Diplomacy CHA 6 0 n/a 0
Hunter's Quarry - Minor action, designate nearest enemy melee weapon in each hand
9 Dungeoneering WIS 9 0 n/a 0
you see as quarry; deal extra damage to quarry once per Two-Weapon Defense - +1 to AC and Reflex while
7 Endurance CON 7 0 n/a 0
round. holding a weapon in each hand
9 Heal WIS 9 0 n/a 0 Prime Shot - If no allies are closer to target than you, get Arcane Initiate - Wizard: Arcana skill, wizard power 1/
9 History INT 9 0 n/a 0 +1 on ranged attacks against that target. encounter
9 Insight WIS 9 0 n/a 0 Combustive Action Novice Power - Swap one encounter power with one of
UTILITY POWERS
Unbalancing Parry
Effect: You spend a healing surge and regain 21 ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
hit points. You gain a +2 bonus to all defenses 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
Requirement: You must be wielding two melee
until the start of your next turn. extra damage based on your level. If you can make multiple attacks in a weapons or a ranged weapon.
round, you decide which attack to apply the extra damage to after all the Attack: Strength vs. AC (melee; main weapon and
attacks are rolled. If you have dealt Hunter's Quarry damage since the start of
your turn, you cannot deal it again until the start of your next turn. off-hand weapon) or Dexterity vs. AC (ranged), two
attacks
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. Hit: 1[W] damage per attack.
Increase damage to 2[W] at 21st level.
You can designate one enemy as your quarry at a time.
Level : Hunter's Quarry Extra Damage Shadowfell Blade Broadsword +4: +17 attack, 1d10
1st–10th : +1d6
11th–20th : +2d6
+5 damage
21st–30th : +3d6 Tenacious Broadsword +4: +17 attack, 1d10+5
damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS
Standard * * Melee or Ranged weapon Free Personal Standard * * Melee or Ranged weapon
ACTION RANGE ACTION RANGE ACTION RANGE
19 vs AC One creature vs 17 vs AC One creature
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Requirement: You must be wielding two melee weapons Trigger: You make an attack roll and dislike the Requirement: You must be wielding two melee weapons
or a ranged weapon. result. or a ranged weapon.
Attack: Strength + 2 vs. AC (melee) or Dexterity + 2 vs. Attack: Strength vs. AC (melee; main weapon and off-
AC (ranged).
Effect: Reroll the attack roll. Use the second roll, hand weapon) or Dexterity vs. AC (ranged), two attacks
Hit: 1[W] + Strength modifier (+5) damage (melee) or 1 even if it's lower. Hit: 1[W] + Strength modifier (+5) damage (melee) or 1
[W] + Dexterity modifier (+3) damage (ranged). [W] + Dexterity modifier (+3) damage (ranged) per
Increase damage to 2[W] + Strength modifier (+5) attack. If both attacks hit, you deal extra damage equal to
damage (melee) or 2[W] + Dexterity modifier (+3) your Wisdom modifier (+4).
damage (ranged) at 21st level.
Shadowfell Blade Broadsword +4: +17 attack, 1d10+10
Shadowfell Blade Broadsword +4: +19 attack, 1d10+10 damage
damage Tenacious Broadsword +4: +17 attack, 1d10+10 damage
Tenacious Broadsword +4: +19 attack, 1d10+10 damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS
+2d8 to damage once per round (Hunter's Quarry) +2d8 to damage once per round (Hunter's Quarry)
Shadowfell Blade Broadsword +4: +13 attack, Shadowfell Blade Broadsword +4: +17 attack, 1d10
Shadowfell Blade Broadsword +4: +17 attack, 1d10 +10 damage
+10 damage 1d6+8 damage
Tenacious Broadsword +4: +17 attack, 1d10+10
Tenacious Broadsword +4: +17 attack, 1d10+10 Tenacious Broadsword +4: +13 attack, 1d6+8
damage
damage damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS
+2d8 to damage once per round (Hunter's Quarry) +2d8 to damage once per round (Hunter's Quarry) +2d8 to damage once per round (Hunter's Quarry)
+2d8 to damage once per round (Hunter's Quarry) +2d8 to damage once per round (Hunter's Quarry) +2d8 to damage once per round (Hunter's Quarry)
+1 to attack rolls if none of your allies are closer to the target
- Prime Shot.
CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK
Master of Flame 11 Dragon 388 Ranger 1 PH Ranger 5 PH
ENCOUNTER POWER DAILY POWER DAILY POWER
Standard * * Melee or Ranged weapon Imm Reaction* Melee 1 Imm Interrupt Personal
ACTION RANGE ACTION RANGE ACTION RANGE
17 vs AC One or two creatures AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY
ATTACK DEFENSE TARGET Trigger: An enemy misses you with a melee Trigger: An enemy moves adjacent to you
Attack: You can move your speed. At any point during attack Effect: You can shift a number of squares equal
your move, you can make two Strength vs. AC attacks Effect: You slide the enemy three squares into a to your Wisdom modifier (+4).
with a melee weapon or two Dexterity vs. AC attacks with square adjacent to you and gain combat
a ranged weapon.
Hit: 3[W] + Strength modifier (+5) damage (melee) or 3 advantage against it until the end of your next
[W] + Dexterity modifier (+3) damage (ranged) per turn.
attack.
Miss: Half damage per attack.
Effect: Until the end of the encounter, you gain Effect: Until the stance ends, each time you miss Versatile
a +2 power bonus to all defenses, and you are your quarry with an attack, you can choose an
invisible to enemies 5 squares or more away from ally within 5 squares of the quarry. If that ally Melee Basic Attack: +14 attack, 1d10+6 damage
you. hits the quarry before the start of your next turn,
the ally's attack deals extra damage equal to your
Hunter's Quarry damage.
AT-WILL ENCOUNTER DAILY
POWER
CLASS LEVEL BOOK CLASS LEVEL BOOK ITEM SLOT WEIGHT PRICE BOOK
Wizard 10 PH Ranger 10 MP One-hand 5 680 AV
1d8 3 Heavy Blade 2d4 2 Heavy Blade, Polearm 1d10 2 Bow 20/40
DAMAGE PROFICIENT GROUP RANGE DAMAGE PROFICIENT GROUP RANGE DAMAGE PROFICIENT GROUP RANGE
+1 attack rolls and damage rolls 2 +1d12 damage +3 attack rolls and damage rolls 12 +3d6 damage +2 attack rolls and damage rolls 7 +1d6 damage per plus,
ENHANCEMENT LEVEL CRITICAL ENHANCEMENT LEVEL CRITICAL ENHANCEMENT LEVEL CRITICAL
PROPERTIES PROPERTIES PROPERTIES
Melee Basic Attack: +15 attack, 1d8+6 damage Melee Basic Attack: +16 attack, 2d4+8 damage Ranged Basic Attack: +12 attack, 1d10+5
damage
ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
One-hand 4 520 PH Two-Hands 10 13000 PH Two-Hands 3 2600 PH
MAGIC WEAPON MAGIC WEAPON MAGIC WEAPON
+4 attack rolls and damage rolls 19 +4d6 damage +4 attack rolls and damage rolls 19 +4d6 radiant damage +1 AC 1 Armor
ENHANCEMENT LEVEL CRITICAL ENHANCEMENT LEVEL CRITICAL ENHANCEMENT LEVEL TYPE
PROPERTIES PROPERTIES PROPERTIES
Versatile When this weapon is used against a shadow or undead Leather armor is sturdier than cloth armor. It
creature, a successful attack also deals 5 radiant damage protects vital areas with multiple layers of boiled-
and slows the creature until the end of your next turn.
Melee Basic Attack: +17 attack, 1d10+10 Versatile
leather plates, while covering the limbs with
damage supple leather that provides a small amount of
Melee Basic Attack: +17 attack, 1d10+10 damage protection.
AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY
POWER POWER POWER
Power (Encounter): Free Action. Use this Power (Encounter): Minor Action. You become
power before you make an attack roll with this insubstantial until the end of your next turn.
weapon. Roll twice and take the better of the two Power (Daily): Standard Action. You shift up to 6
results. squares and make two basic melee attacks at any
time before, during, or after the shift.
ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
One-hand 5 105000 AV One-hand 5 105000 AV Body 15 360 PH
2 - - 1
AC BONUS CHECK SPEED QUANTITY
+3 AC 14 Armor
ENHANCEMENT LEVEL TYPE
PROPERTIES
Special: +1 Reflex
MAGIC ITEM