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Larric

Submitted by: richardm
Last Update: 5/25/2009 3:31:18 PM
DM Name: zenith
Game Thread: None
agile gymnastic hunter within the shadows

 
Ability Scores MOD CHECK
Str
Strength
Con
Constitution
Dex
Dexterity
Int
Intelligence
Wis
Wisdom
Cha
Charisma
Hit Points
HP Current
Bloodied Temporary
Healing Surges
SURGE VALUE
SURGES/DAY
Used Surges

Saving Throw:

Resistances:

Conditions:
Initiative DEX ½ LEV MISC
= + +
Notes:
Name: Player:
Region:
Race: Size: Gender:
Alignment: Deity:
Age: Height: Weight:
Class: Level:
Paragon Path:
Epic Destiny:
XP: Next Level:
Defenses ½ LEV MOD RACE
CLASS
FEAT ENH MISC
AC =10+ + + + + +
Fort =10+ + + + + +
Ref =10+ + + + + +
Will =10+ + + + + +
Armor
Armor Bonus
Shield Bonus
Armor Encumbrance
Armor affects the AC Defense. The shield bonus affects the AC and Reflex defense.
Notes:
Action Points
Notes and Special Uses
Current
Senses SKILL
Passive Insight =10+
Passive Perception =10+
Vision:
Special Senses:
Speed BASE ARMOR ITEM MISC
= + + +
Special Movement:
Skills
BONUS SKILL NAME   MOD
+½ L
TRN
(+5)
ARMR
PENLTY
MISC
Acrobatics DEX
Arcana INT n/a
Athletics STR
Bluff CHA n/a
Diplomacy CHA n/a
Dungeoneer WIS n/a
Endurance CON
Heal WIS n/a
History INT n/a
Insight WIS n/a
Intimidate CHA n/a
Nature WIS n/a
Perception WIS n/a
Religion INT n/a
Stealth DEX
Streetwise CHA n/a
Thievery DEX
 
 
Skill Notes

Languages
Attacks Totl ½ L MOD CL PRO FEAT ENH MSC Def RNG DMG
  = + + + + + + vs.    
  = + + + + + + vs.    
  = + + + + + + vs.    
  = + + + + + + vs.    
  = + + + + + + vs.    
  = + + + + + + vs.    
Notes
Ammunition

Feats
Race Features
Class Features
Equipment
Primary Slots
Right Hand:
Left Hand:
Implement:
Armor:
Neck:
 
Secondary Slots
Head:
Arms:
Hands:
Waist:
Feet:
Rings:
Other Gear
Daily Item Powers
Wealth
Currency
CP: SP:
GP: PP:
AD:
Other Valuables and Gems
Appearance
Personality

Companions

 

Powers

| |
 
Melee Basic Attack
keywords
Prep
 
Used
 
Standard Action
Action
Range
1d20+ 3 vs
Defense
Attack
Type
1d8
Damage
Effect:
Additional Effects:
+1d6 to damage once per round (Hunter's Quarry)
Source:
At-Will Power
Ranged Basic Attack
keywords
Prep
 
Used
 
Standard Action
Action
Range
1d20+ 6 vs
Defense
Attack
Type
1d12+4
Damage
Effect:
Additional Effects:
+1d6 to damage once per round (Hunter's Quarry)+1 to attack rolls if none of your allies are closer to the target - Prime Shot.
Source:
At-Will Power
Hunter's Quarry
keywords
Prep
 
Used
 
Minor Action
Action
Range
vs
Defense
Attack
Type
Damage
Effect:
Additional Effects:
Source: View Rules (Requires DDI Account)
At-Will Power
Twin Strike
keywords
Prep
 
Used
 
Standard Action
Action
Range
1d20+ 6 vs
Defense
Attack
Type
1d12
Damage
Effect:
If the first attack doesn't kill it, the second one might.
Requirement: You must be wielding two melee weapons or a ranged weapon.
Targets: One or two creatures
Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks
Hit: 1[W] damage per attack.
Additional Effects:
+1d6 to damage once per round (Hunter's Quarry)+1 to attack rolls if none of your allies are closer to the target - Prime Shot.
Source: View Rules (Requires DDI Account)
At-Will Power
Nimble Strike
keywords
Prep
 
Used
 
Standard Action
Action
Range
1d20+ 6 vs
Defense
Attack
Type
1d12+4
Damage
Effect:
You slink past your enemy’s guard to make your attack, or you make your attack and then withdraw to a more advantageous position.
Target: One creature
Special: Shift 1 square before or after you attack.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage
Additional Effects:
+1d6 to damage once per round (Hunter's Quarry)+1 to attack rolls if none of your allies are closer to the target - Prime Shot.
Source: View Rules (Requires DDI Account)
At-Will Power
Elven Accuracy
keywords
Prep
 
Used
 
Free Action
Action
Range
vs
Defense
Attack
Type
Damage
Effect:
Additional Effects:
Source: View Rules (Requires DDI Account)
Encounter Power
Rapid Volley
keywords
Prep
 
Used
 
Standard Action
Action
Range
1d20+ 6 vs
Defense
Attack
Type
1d12+4
Damage
Effect:
With amazing speed, you unleash a pair of arrows at your enemies.
Targets: One or two creatures
Attack: Dexterity vs. AC, one attack per target. If you target one creature, you gain a +2 bonus to the damage roll. If you target two creatures, you take a –2 penalty to both attack rolls.
Hit: 1[W] + Dexterity modifier damage.
Additional Effects:
+1d6 to damage once per round (Hunter's Quarry)+1 to attack rolls if none of your allies are closer to the target - Prime Shot.
Source: View Rules (Requires DDI Account)
Encounter Power
Split the Tree
keywords
Prep
 
Used
 
Standard Action
Action
Range
1d20+ 6 vs
Defense
Attack
Type
2d12+4
Damage
Effect:
You fire two arrows at once, which separate in mid-flight to strike two different targets.
Targets: Two creatures within 3 squares of each other
Attack: Dexterity vs. AC. Make two attack rolls, take the higher result, and apply it to both targets.
Hit: 2[W] + Dexterity modifier damage.
Additional Effects:
+1d6 to damage once per round (Hunter's Quarry)+1 to attack rolls if none of your allies are closer to the target - Prime Shot.
Source: View Rules (Requires DDI Account)
Daily Power

Equipment Cards


Rituals