Eli Kendrick

Level 15 Moon Hunter

Name: Eli Kendrick
Age: 45


HP: 121/121
Surges: 8
Surge Value: 30

AC: 32
Fort: 34
Reflex: 32
Will: 28

Resistances: Cold10, Fire 10, Lightning 10, 5 normal

Speed: 6

Offense Innate Bonus: +4 (next 22/27)
Defense Innate Bonus: +4 (next 24/29)

Weapon To Hit Damage Dice Modifiers
Chainsword +25 1d8+16
Meteor +25 1d10+16 Lightning or Thunder
Twin Strike 1d8/10+10
Attribute Stat Mod Final
STR 22 +6 +16
CON 14 +2 +12
DEX 20 +5 +15
INT 10 0 +10
WIS 14 +2 +12
CHA 14 +2 +12
Skills
Acrobatics +20 History +10
Arcana +10 Insight +18
Athletics +20 Intimidate +23
Bluff +18 Nature +17
Diplomacy +12 Perception +12
Dungeoneering +12 Religion +10
Endurance +14 Stealth +15
Heal +12 Streetwise +14
Thievery +15

Khudalian Resilience: The first time you are bloodied during an encounter, you gain 10/15 by tier temporary hit points.
Mercenary: +1 Defenses when Bloodied
Light Blade Weapon Expertise: Combat Advantage grants +2 damage
Light Blade Precision: +2 Damage against Larger or bigger monsters
Prime Shot: If none of your allies are nearer to your target than you are +1 bonus to attack rolls against that target.
Prime Punisher: If no other ally is adjacent to an enemy you are adjacent to, +1 bonus to attack rolls against that target.
Called Shot +5 Damage if Prime Shot or Punisher was applied
Swift Strike Style: +DEX Damage if both hits of Twin Strike hit
Throwing Action: When you spend an action point to take an extra action, you can make a ranged basic attack with a light thrown weapon or a heavy thrown weapon as a free action. This ranged attack does not provoke opportunity attacks. You can then take an extra action.
Uncanny Thrower: You take no penalty to attack rolls when using a light thrown weapon or a heavy thrown weapon against a target at long range.
Two-Weapon Opening: On a crit with main weapon, make a melee basic attack with offhand as a free action.
Distant Advantage: CA on ranged attacks if allies are flanking.
Hunter's Advantage: +2 damage on Quarry roll if you have CA.

eli
Background: Peaceful Life (+1 Intuition and Bluff)
Patron: Maiden of the Moon
Languages: Unon, Seelie
Theme: Mercenary

At-Will

Twin StrikeAt-Will ✦ Martial, Weapon
Standard Action Melee or Ranged
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.

Increase damage to 2[W] at 21st level.

Nimble StrikeAt-Will ✦ Martial, Weapon
Standard Action - Ranged weapon
Target: One creature
Special: Shift 1 square before or after you attack.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.

Increase damage to 2[W] + Dexterity modifier at 21st level.

Hunter's QuarryMinor Action
Effect: 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 extra damage based on your level (1d8/2d8/3d8 based on tier)

Marauder's RushAt-Will ✦ Martial, Weapon
Standard Action Melee
Targets: One creatures
Attack: Strength vs. AC
Hit: 1[W] + Strength Modifier + Dex Modifier damage.
Special: When charging, you may use this power as a basic melee attack.

Increase damage to 2[W] at 21st level.

Daily

Eruption of SteelDaily ✦ Martial, Weapon
Standard Action - Melee or Ranged weapon
Requirement: You must be wielding two melee weapons.
Primary Target: One creature
Primary Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged)
Hit: 2[W] (main weapon) + 2[W] (off-hand weapon) + Strength modifier + Dexterity modifier damage.
Miss: Half damage.
Effect: Make a secondary attack.

Secondary Target: One or two creatures other than the primary target
Secondary Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), one attack per target
Hit: 1[W] + Strength modifier + Dexterity modifier damage.
Miss: Half damage.

Attacks on the RunDaily ✦ Martial, Weapon
Standard Action - Melee or Ranged
Targets: One or two creatures
Attack: You can move your speed. At any point during your move, you can make two Strength vs. AC attacks with a melee weapon or two Dexterity vs. AC attacks with a ranged weapon.
Hit: 3[W] + Strength modifier damage (melee) or 3[W] + Dexterity modifier damage (ranged) per attack.
Miss: Half damage per attack.

Reactive ShotDaily ✦ Martial, Weapon
No Action - Ranged weapon
Trigger: Combat Starts
Target: One creature
Effect: Using your Hunter's Quarry, you designate the target as your quarry.
Attack: Strength (thrown weapon) or Dexterity vs. AC
Hit: 3[W] + Strength (thrown weapon) or Dexterity modifier damage.
Miss: Half damage.

Blade CascadeDaily ✦ Martial, Weapon
Standard Action - Melee
Target: One or more creatures
Attack: Strength vs. AC. Alternate main and off-hand weapon attacks until you miss or until you make five attacks .As soon as an attack misses, this power ends.
Hit: 2[W] + Strength modifier damage per attack

Devastation's WakeDaily ✦ Martial, Weapon
Standard Action - Close burst 1
Target: Each enemy you can see in the burst
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: Until the start of your next turn, you can use the secondary power at will.

Devastation's Wake Secondary PowerDaily ✦ Martial, Weapon
Free Action - Melee
Requirement: The power Devastation's Wake must be active in order to use this power.
Trigger: An enemy starts its turn adjacent to you.
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.

Feats

Gifted

Inventory

Weapons
Massacre Critical: 20 ongoing damage (save ends)
Property: +1 Critical Hit Range
Meteor Critical: +1d8 damage per plus
Property: This weapon has three charges, which it regains after a short rest. When you use a melee range power, you may expend one charge to give that attack the Range of this weapon, creating an ethereal weapon of your own description that launches itself from the gauntlet. When you use the Light Thrown property of this weapon, you may apply properties and enchantments from your main hand weapon.

Power ✦ At Will, Free Action: This weapon's damage becomes Lightning or Thunder. As a free action, you may change it to the other element or back to normal. Instead of changing your weapon element, you may use this property to magically amplify your voice, like thunder.
Armor
Coat of Arnd Property: You gain resist 10 acid, resist 10 fire, and resist 10 lightning.
Property: You gain a +2 item bonus to saving throws.
Property: You gain a +5 bonus to Will defense against fear effects.

Power ✦ At-Will (Minor Action): Change one of the resistances granted by the armor to any of the following damage types: acid, cold, fire, force, lightning, necrotic, psychic, or radiant. That resistance remains changed until you use the power to change it again.

Power ✦ At-Will (Minor Action): Change the Invulnerable Coat into any form of armor.

Power (Healing) ✦ Encounter (Minor Action): You can spend a healing surge.

Power ✦ Daily (Minor Action): You call forth an aura of courage (aura 2) that lasts until the end of your next turn. You and any ally within the aura gain a +5 bonus to attack rolls.

Power ✦ Daily (Free Action): Gain 1 action point.
Royal Ring of Proof Against Poison Property: The wearer is immune to ingested and inhaled poisons, and gains resistance 15 versus ongoing poison damage.

Overcharge 1: Minor Action - Choose up to five allies. They gain the property of this ring until the end of the encounter, or for ten minutes out of combat.
Boots of Eagerness Power (Encounter): Free Action. Use this power during your turn to take an additional move action.
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