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Arust4E

Page history last edited by Jeff 3 wks ago

Tall for an elf, a full six feet tall, a severe countenance, has hazel eyes, and keeps his coppery brown hair long, almost to the middle of his back. Arust is deeply tanned but plain looking for an elf. He's tough and moves with an animal like grace. What has gotten him farthest, aside from a willingness to instantly unleash violence calmly, is the wisdom imparted to him by El'Ahara, his mentor, and a healthy paranoia. He is a warrior through and through, scout, pathfinder, and huntsman to the High Lord of Luruar, and Huntsman of Myth-Drannor; one of his many rangers. He favors rugged green or brown clothing, worn with his formfitting leather armor and leafy elven cloak. He has gotten several tattoos including one of his totem animal Owl.

 

His weapons are close at hand and worn, but well cared for. His handaxe is dwarven make, its green hues are a mystery to Arust, but he's carried it since he left home when his father gave it to him. His broadsword is of elven make, with a butterfly double edge and a slightly extended handle under an elaborate pommel. His dagger is of obviously orcish make, rough, jagged, and scaled. It is perhaps his favorite. His longbow though is a territory treasure, passed to the most accomplished warriors and not burried with the dead. He won it at the last highmoot when its former owner Illvesk fell in battle. Its long amber limbs and red leather handle are distinctive, as are the runes carved up and down the belly of the bow. The rest of his daggers vary in shape to fit their form, and are of elven make with long slim blades and generally curved.

 

His moods change with the hour, but generally flip flop between withdrawn brooding and basically happy. He knows all the others, but those are the two he spends most time in. He pursues his current task with a single minded determination, often for days on end, only to drop that and turn to another gainful activity.

 

Name: Arust Nailo Level: 17 Age: 135 Class: Ranger
Race: Elf Size: Medium Gender: Male Paragon Path: Sharpshooter
Height: 6'-1" Weight: 150 lbs     Epic Destiny:  
Align: Good Deity: Solonor Thelandira Adventuring Company:      
Player: Jeff   Total XP: 83,000   Campaign: Kingdom Under Siege
Background: Lurura. Luruar is a land of friendship and safety, a defensive league of strong independent cities. You may reroll any History check, but you must keep the second result. Gain one additional language of your choice.
Secondary Skill: Forester/Woodworker.
19 Initiative 4 Dex + 8 Level + 7 Misc   27 AC 18 + 6 Armor/Dex + 3 Enh   8 Speed 7 + 1 Misc
18 STR +4 mod   27 Fort 18 + 4 Abil + 1 Class + 4 Enh   22 Passive Insight 10 + 12 skill
12 CON +1 mod  
18 DEX +4 mod   27 Reflex 18 + 4 Abil + 1 Class +4 Enh   32 Passive Perception 10 + 22 skill
12 INT +1 mod  
18 WIS +4 mod   26 Will 18 + 4 Abil + 4 Enh     Low Light Vision
14 CHA +2 mod  
Action Points     Race Features
Hit Points   Elven Weap Prof - Longbow, Shortbow
Max HP Bloodied Surge Surges/day   Group Awareness - non-elf allies within 5 get +1 to Percep
104 52 26 7   Elven Accuracy - Use elven accuracy as encounter power.
Second Wind 1/Encounter     Fey Origin - your origin is fey, not natural
Temporary Hit Points     Wild Step - Ignore difficult terrain when shifting
Death Saving Throw Failures          
Saving Throw Mods      
Basic Attacks
+20 vs AC Longbow +4 1d10+14 +4d6 Crit +2d8 Quarry 20/40 Range
+16 vs AC Dynamic Broadsword +2 1d10+7 +3d6 Crit +2d8 Quarry 0 Range
+16 vs AC Dynamic Handaxe +2 (melee/ranged) 1d6+7 +3d6 Crit +2d8 Quarry 5/10 Range
+16 vs AC Dagger viscious +1 1d4+5 +1d6 Crit +2d8 Quarry 5/10 Range
+14 vs AC Melee basic unarmed 1d4+4   +2d8 Quarry 0 Range
Skills   Class/Path/Destiny Features
Bonus Skill Atrib Ab1/2 Trnd Arm Misc   Fighting Style - none
+13 Acrobatics DEX 12 0   1   Beast Mastery - gain a beast GnollDeath
+9 Arcana INT 9 0 NA     Hunters Quarry - minor action, designate nearest enemy for extra dmg
+17 Athletics STR 12 5       Rapid Fire Action - when I spend an AP to gain action, make ranged basic
+10 Bluff CHR 10 0 NA     with bow before or after action.
+10 Diplomacy CHR 10 0 NA     Opportunity Fire - Use bow to make an opportunity attack; these attacks
+12 Dungeoneer WIS 12 0 NA     don't provoke opportunity attacks.
+14 Endurance CON 9 5       Seeking Arrow - No penalty for quarry's concealment or cover;
+12 Heal WIS 12 0 NA     normal penalty for total concealment or superior cover.
+9 History INT 9 0 NA      
+12 Insight WIS 12 0 NA      
+10 Intimidate CHR 10 0 NA      
+19 Nature WIS 12 5 NA 2    
+22 Perception WIS 12 5 NA 5    
+9 Religion INT 9 0 NA     Languages
+22 Stealth DEX 12 5   5   Giant, Common, Elven
+10 Streetwise CHR 10 0 NA      
+12 Thievery DEX 12 0        
Feats
Skill Focus (Perception) +3 to Perception checks
Imp Init +4 Init
Light Step +1 to Acrobatics and Stealth, +1 to hourly travel of self and all allies in group. Add 5 to DC to find or follow my tracks.
Lethal Hunter Hunters Quarry dice are d8's
Danger Sense Roll twice for Initiative and use the higher result
Leadership Attract a chort: Elloth
Fleet Footed +1 to Speed
Secret Stride No penalty to Stealth with move while hiding or sneaking except with a run
Weapon Focus (Bow) +2 to damage with bow attacks
Weapon Expertise (Bow) +2 to hit with bow attacks
   
POWER INDEX
At Will
Predator Strike Standard Melee beast 1, Beast attack vs AC. 1 adjacent crea. 1B + beast Str (+5) + Wis (+4) damage.
Twin Strike Standard (2W)Melee or Ranged, Str/Dex vs AC. 1 or 2 crea. 1W damage.
Hunter's Quarry Minor Mark nearest enemy. +2d8 Damage. Mark lasts until end of encounter, something is remarked, or it is removed.
Encounter
Elven Accuracy   Free Personal. Reroll an attack roll. Use second even if lower.
Hawk's talon   Standard Melee or Ranged, 1 crea. Str/Dex vs AC. Power bonus of Wis (+4) to atk and dam. Ignore penalties from cover or conceal, except superior/total. 2W + Str/Dex damage.
Stab and Shoot   Standard Melee 1, 1 crea. Dex vs AC. 1W + Dex (+4) + Target is dazed until end of your turn. Make secondary on other than first in range. Dex vs AC. 2W + Dex (+4).
Hammering Volley   Standard Ranged, 1 or 2 crea. Dex vs Fort, 1 per target. If one, +2 to damage. If two, -2 to strike. 2W + Dex (+4) and knock prone.
Pounding Barrage   Standard Ranged, Martial, Weap. 1 creature. DX vs AC, 3 attacks. 1W + Dex mod per attack. If two hit, +1d6 damage. If three hit, the target is immobilized until end of my next.
Daily Powers
Adaptive Assault   Standard (2WR) Melee or ranged, 1 or 2 crea. Str vs AC, or DX vs AC, 2 atks. 1W + Str or 1W + DX, melee/ranged. If both hit same, tar takes either ongoing 5 or is dazed (save ends). Miss: half damage per atk.
Attacks on the Run   Standard Melee or ranged, 1 or 2 crea. Can move speed. At any point during move, make two Str/Dex vs AC atks. 3W + Str/Dex (+4) per atk. Miss: Half damage.
Confounding Arrows   Standard Ranged. 1-3 crea. Dex vs AC, 3 atks. 1W + Dex (+4) per atk. Hit once is dazed (save ends). Hit twice is stunned (save ends). Hit three times is stunned (save ends) +2W damage. Miss: target dazed (save ends).
Utility Powers
Yield Ground   Imm React Martial, Personal, Encounter. Trig: Enemy damages you with melee. Effect: Shift suares of Wis mod (+4). +2 power to all defenses until end of the turn.
Evade Ambush   No Action Martial, Ranged sight. Effect: At start of surprise round when any allies are surprised, use this to unsurprise a number of allies equal to Wis mod (+4).
Undaunted Stride   Minor Martial, Stance, Personal. Movement is not hindered by difficult terrain.
Perfect Aim   Minor Martial, Weap, Personal. Must be weilding a ranged weapon. Effect: Until end of next turn, gain power bonus to atk and dam equal to Wis mod (+4). If you move or take damage before making a ranged atk, the bonus is lost.
Longstrider   Minor Martial, Stance, Personal. Effect: Increase speed by +2.
     
Magic Item Index
Elven Cloak +4 (F/R/W/Stealth) 17th Level 1#
Magic Longbow +4 16th Level 3#
Battle Harness Leather Armor +3 14th Level 15#
Dynamic Broadsword +2 (One-hand, Versatile) 1800gp 5#
Dynamic Handaxe +2 (Offhand, Heavy Thrown) 1800gp 3#
Bracers of Archery (+4 Ranged Damage) x -
Gloves of Storing 4200gp -
Healer's Sash 9000gp -
Stone of Sending 4500gp -
Eternal Chalk 360gp -
Hunter's Flint 520gp -
     
On Battle Harness
Belt Pouches (2) 1#
Money Pouch  
Skinning Knife 1#
Carving Knife (2) 2#
Fishing hooks & 10ft twine 1#
Flint and Steel  
Shared Pouch  
Potion of Healing (2) 100gp  
Nail of Sealing (2) 80gp  
Alchemical Fire (2) 40gp  
Lockbust Chalk (2) 80gp  
Everfull Quiver   1#
     
Backpack 2#
Bedroll 2#
Otterskin Poncho 5#
Fur Blanket 3#
Silken Rope (100ft) 10#
Grappling Hook 4#
Pitons (10) 5#
Journeybread (40days) 4#
Everburning torch (3) 3#
Waterskin (2) 8#
Silk Waterproof Tarp 2#
Net hammock 1#
Sac (5) 5#
Carpentry Tools (Adze head, draw knife, drill, rasp, file(2), chisels(3)) 15#
Fine and Coarse whetstone 2#
Fine Clothing 6#
Flask 1#
Ritual Book, pen, charcoal, wood ink vial 3#
Quiver capped (30) 3#
Quiver capped (5 fire dry) 3#
---- ---- ----
Total: 24,280gp 121#

Money Pouch

 
Platinum (100g ea) 12
Gold 38
Silver 18
Copper 20

Background Contacts Wishlist Creation Kingdom Billfold

 

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