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; now he finds himself the general of Myth-Drannor, and should he pass the test, a weilder of the Elf Blade known as the War Blade. 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 mood is generally dour and brooding or reserved, though sometimes he is goofy and giggly. Its hard to say why they change. He's helpful to a fault, doesn't like authority, or being in authority, and sometimes hesitates before he says dumb or too honest things, though he'll generally just go ahead and say them anyways; the truth hurts. He also has a deep love of good metaphors. 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: |
23 |
Age: |
136 |
Class: |
Ranger |
---|
Race: |
Elf |
Size: |
Medium |
Gender: |
Male |
Paragon Path: |
Sharpshooter |
---|
Height: |
6'-1" |
Weight: |
150 lbs |
|
|
Epic Destiny: |
Dark Wanderer
|
---|
Align: |
Good |
Deity: |
Solonor Thelandira |
Adventuring Company: |
|
|
|
---|
Player: |
Jeff |
|
Total XP: |
255,000 |
|
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. |
30 |
Initiative |
5 Dex + 11 Level + 14 Misc |
|
33 |
AC |
21 + 8 Armor/Dex + 4 Enh |
|
8 |
Speed |
7 + 1 Misc |
---|
19 |
STR |
+4 mod |
|
31 |
Fort |
21 + 4 Abil + 1 Class + 5 Enh |
|
25 |
Passive Insight |
11 + 14 skill |
---|
14 |
CON |
+2 mod |
|
---|
20 |
DEX |
+5 mod |
|
32 |
Reflex |
21 + 5 Abil + 1 Class + 5 Enh |
|
38 |
Passive Perception |
11 + 27 skill |
---|
13 |
INT |
+1 mod |
|
---|
19 |
WIS |
+4 mod |
|
30 |
Will |
21 + 4 Abil + 5 Enh |
|
|
Low Light Vision |
---|
15 |
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 |
136 |
68 |
34 |
8 |
|
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 |
+25 vs AC |
Supremely Vicious Longbow +5 |
2d10+17 |
+5d8 Crit |
+3d8 Quarry |
20/40 Range |
+21 vs AC |
Supremely Vicious Broadsword +4 |
2d10+8 |
+4d8 Crit |
+3d8 Quarry |
0 Range |
+21 vs AC |
Rovikar's Handaxe +4 (melee/ranged) |
2d6+8 |
+4d6 Crit |
+3d8 Quarry |
5/10 Range |
+20 vs AC |
Dagger Vicious +3 |
2d4+7 |
+3d6 Crit |
+3d8 Quarry |
5/10 Range |
+15 vs AC |
Melee basic unarmed |
2d4+4 |
|
+3d8 Quarry |
0 Range |
Skills |
|
Class/Path/Destiny Features |
---|
Bonus |
Skill |
Atrib |
Ab1/2 |
Trnd |
Arm |
Misc |
|
Fighting Style - none |
+17 |
Acrobatics |
DEX |
16 |
0 |
|
1 |
|
Beast Mastery - gain a beast GnollDeath |
+12 |
Arcana |
INT |
12 |
0 |
NA |
|
|
Hunters Quarry - minor action, designate nearest enemy for extra dmg |
+20 |
Athletics |
STR |
15 |
5 |
|
|
|
Rapid Fire Action - when I spend an AP to gain action, make ranged basic |
+13 |
Bluff |
CHR |
13 |
0 |
NA |
|
|
with bow before or after action. |
+13 |
Diplomacy |
CHR |
13 |
0 |
NA |
|
|
Opportunity Fire - Use bow to make an opportunity attack; these attacks |
+15 |
Dungeoneer |
WIS |
15 |
0 |
NA |
|
|
don't provoke opportunity attacks. |
+18 |
Endurance |
CON |
12 |
6 |
|
|
|
Seeking Arrow - No penalty for quarry's concealment or cover; |
+15 |
Heal |
WIS |
15 |
0 |
NA |
|
|
normal penalty for total concealment or superior cover. |
+12 |
History |
INT |
12 |
0 |
NA |
|
|
Not My Destiny - For your level or lower that hits me gets -4 to
|
+15 |
Insight |
WIS |
15 |
0 |
NA |
|
|
attack me until end of the encounter.
|
+13 |
Intimidate |
CHR |
13 |
0 |
NA |
|
|
|
+22 |
Nature |
WIS |
15 |
5 |
NA |
2 |
|
|
+28 |
Perception |
WIS |
15 |
5 |
NA |
8 |
|
|
+12 |
Religion |
INT |
12 |
0 |
NA |
|
|
Languages |
---|
+27 |
Stealth |
DEX |
16 |
5 |
|
6 |
|
Giant, Common, Elven |
+13 |
Streetwise |
CHR |
13 |
0 |
NA |
|
|
|
+16 |
Thievery |
DEX |
16 |
0 |
|
|
|
|
Feats |
---|
Skill Focus (Perception) |
+3 to Perception checks |
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 |
Practiced Study |
Learn martial practices. |
Weapon Focus (Bow) |
+2 to damage with bow attacks |
Weapon Expertise (Bow) |
+2 to hit with bow attacks |
Expert Tracker |
+5 Percep check to find tracks and to the DC to track me. |
Secret Stride |
No penalty to stealth while hiding from move, but not running. |
Quick Beast Command |
Command beast to attack as a minor action. |
Bow Mastery |
19-20 Bow crits |
Superior Init |
+8 Initiative |
POWER INDEX |
---|
At Will |
Predator Strike |
Standard |
Melee beast 1, Beast attack vs AC. 1 adjacent crea. 2B + beast Str (+5) + Wis (+4) damage. 2d12+10
|
Twin Strike |
Standard |
(2W)Melee or Ranged, Str/Dex vs AC. 1 or 2 crea. 2W damage. |
Hunter's Quarry |
Minor |
Mark nearest enemy. +3d8 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 |
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). |
Unrestrained Aggression
|
|
Standard |
Effect: Designate 1 target can see as quarry. Attack: Dex vs AC. Hit: 2W + Dex. +23 attk 2d10+16 damage. Range 10, burst 3. Target: Enemy in burst. Martial Weapon.
|
Escalating Barrage |
|
Standard |
Ranged. 1 crea. Dex vs AC. Martial weapon. 2W + Dex (+4). Eff: Make secondary against non-first. Secondary: Dex +2 vs AC. 3W + Dex (+4). Eff: Make tertiary against not-1-2. Tertiary: Dex +3 vs AC. 4W + Dex (+4). |
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. |
Master of Hunt |
|
Minor |
Martial, Stance, Personal. Effect: While stance lasts, add +4 to damage. |
Magic Item Index |
Elven Cloak +5 (F/R/W/Stealth) |
17th Level |
1# |
Supremely Vicious Longbow +5 |
16th Level |
3# |
Battle Harness Feyleather Armor +4 |
14th Level |
15# |
Supremely Viscious Broadsword +4 (One-hand, Versatile) |
|
5# |
Rovikar's Handaxe +4 (Offhand, Heavy Thrown) |
1800gp |
3# |
Vicious Dagger +3 |
|
|
Bracers of Archery (+4 Ranged Damage) |
x |
- |
Branchrunners |
|
|
Gloves of Storing |
4200gp |
- |
Helm of the Eagle |
|
|
Healer's Sash |
9000gp |
- |
Stone of Sending (3) - Tangled Trees, Elloth, Group
|
4500gp |
- |
Endless Quiver |
|
|
Bowstring of Accuracy |
|
|
Premonition Ring |
|
|
Ring of Brotherhood |
|
|
Sigil of Companionship |
|
|
Corellon's Boon of Arcane Might |
|
|
Tattoo of Vengeance |
|
|
|
|
|
On Battle Harness |
Belt Pouches (2) |
1# |
Money Pouch |
|
Hunter's Flint |
|
Eternal Chalk |
|
Skinning Knife |
1# |
Carving Knife (2), Astral Knife |
2# |
Fishing hooks & 10ft twine |
1# |
Flint and Steel |
|
Goggles of Night |
|
Shared Pouch (Ryvven)
|
|
Potion of Vitality (2) |
100gp |
|
Nail of Sealing (heroic, 25) (2) |
80gp |
|
Alchemical Fire L21 (2) |
40gp |
|
Lockbust Chalk L19 (2) |
80gp |
|
Jolt Flask L20 (3) |
|
|
Smokestick (heroic) (5) |
|
|
Ungent of Blindsight (epic) |
|
|
Endless Quiver |
|
1# |
|
|
|
Hewards Handy Haversack |
2# |
Restfull Bedroll |
2# |
Everfull Canteen |
|
Otterskin Poncho |
5# |
Fur Blanket |
3# |
Silken Rope (100ft) |
10# |
Rope of Climbing |
|
Grappling Hook |
4# |
Pitons (10) |
5# |
Journeybread (30days) |
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 Firestorm Arrows +1 L8 2d6) |
3# |
Quiver capped (30) |
3# |
Quiver capped (5 fire dry) |
3# |
---- |
---- |
---- |
Total: |
24,280gp |
35# |
Money Pouch
|
|
Astral diamond |
20 |
Platinum (100g ea) |
72 |
Gold |
40 |
Silver |
62 |
Copper |
60 |
|
207246.80gp |
Martical Practices:
Long Distance Runner (150 gp-free at starting): L6, 10min, Athletics, 1 HS, <9 1hr, 10-14 2hr, 15-19 4hr, 20-24 8hr, 25-29 16hr, >30 24hr.
Master Artisan (50gp): L1, make an item, Athletics, time as required, components as cost. Permanent.
Peerless Exploration (1000 gp): L12, 1hr, Stealth, 1 HS, survey 1 mile, know stuff, +5 nature, +5 Endurance.
Survivor's Preparation (100 gp): L2, 10 min, Nature, 1 HS, no End checks needed for temp, +2 Endurance roll. 6 allies.
Tracker's Eye (50 gp): L1, 10 min, Perception, 1 HS, examine tracks. <9 natural beasts, 10-19 natural humanoids, 20-29 natural creatures, 30-39 any creatures, 40+ know conditions on them. +5 Percep til next Extended Rest.
Warded Campsite (50 gp): L3, 30 min, Nature, 8 hr duration, 1 HS, 10sq x 10sq, cannot be suprised and are woken not suprised.
Temporary Fix (50 gp): L1, 10 min, Athletics, 24 hours, 1 HS. Fix an object for the duration.
Travel Sense (50 gp): L1, 10 min, Nature, Instant, 1 HS, know weather.
Forge Armor (175 gp); L4, 1 day, Perm, Athletics (no check), See table.
Forge Weapon (175 gp); L4, 1 day, Perm, Athletics (no check), See table.
Thorough Search (75 gp): L5, 1 hr, Instant, 1 HS, Perception. Get +20 to roll to search the room. Large rooms may take two uses.
Survivor's Assurance (4500 gp): L17, 10 min, 24 hours, Nature. 1 HS. Get my nature check against environmental dangers, and +5 against thirst hunger.
Background Contacts Wishlist Creation Kingdom Billfold
Comments (0)
You don't have permission to comment on this page.