Eli Kendrick

Level 20 Ranger

Name: Eli Kendrick
Age: 45


HP: 130/130
Surges: 8
Surge Value: 33

AC: 33
Fort: 34
Reflex: 34
Will: 29

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
Fullblade +25 1d12+12 High Crit (+2W)
Power Attack +23 1d12+18
Charging +2 +4 +2 Speed
Attribute Stat Mod Final
STR 22 +6 +16
CON 12 +1 +11
DEX 22 +6 +16
INT 10 0 +10
WIS 14 +2 +12
CHA 14 +2 +12
Skills
Acrobatics +21 History +10
Arcana +10 Insight +18
Athletics +21 Intimidate +21
Bluff +19 Nature +17
Diplomacy +12 Perception +12
Dungeoneering +12 Religion +10
Endurance +11 Stealth +16
Heal +12 Streetwise +14
Thievery +16

Khudalian Resilience: The first time you are bloodied during an encounter, you gain 5/10/15 by tier temporary hit points. Also gain resist 10 to all damage until the end of your next turn.
Mercenary: +1 Defenses when Bloodied
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
Hunter's Advantage: +2 damage on Quarry roll if you have CA.
Eager Action: When you spend an action point to take an extra action, you also gain a bonus to speed equal to your Dexterity modifier until the end of your next turn.
Fearsome Disposition: When you make an Intimidate check, you can roll twice and use either result.

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

At-Will

Pressing Strike ✦ Primal, Weapon
Target: One creature
Effect: Before the attack, you shift 2 squares. You can move through an enemy's space during the shift, but you can't end there.
Attack: Strength vs. AC.
Hit: 1[W] + Strength modifier damage, and you push the target 1 square.

Marauder's Rush ✦ Martial, Weapon
Target: One creatures
Attack: Strength vs. AC
Hit: 1[W] + Strength Modifier + Dex Modifier damage.
Special: When charging, can be used as MBA


Hunter's Quarry ✦ Minor 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)

Encounter

Answer With Steel ✦ Martial, Weapon
Trigger: An enemy moves during its turn to a square adjacent to you
Target: The triggering enemy
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and you shift 1 square.

Curtain of Steel ✦ Primal, Weapon
Trigger: An enemy adjacent to you hits or misses you
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.

Finishing Cut ✦ Martial, Weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage. If the target is bloodied or prone, the attack deals 2[W] extra damage.

Threatening Fury ✦ Primal, Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Effect: Whenever the target shifts or makes an attack roll against you before the end of your next turn, you can make an opportunity attack against it.

Unbound Assault ✦ Weapon
Effect: Before the attack, you shift 3 squares.
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you gain a +4 bonus to damage rolls against the target until the end of your next turn.


Dragon Breath ✦ Martial, Weapon
Minor Action - Close Blast 3
Target: Each Creature in Blast
Attack: Strength + 4 vs. AC. The target grants combat advantage to you if it is adjacent to an ally of yours who can take free actions.
Hit: 2d6 + Con modifier damage.

Furious Assault ✦ Free Action
Trigger: You hit an enemy with an attack.
Effect: The attack deals 1[W] extra damage if it's a weapon attack or 1d8 extra damage if it is not a weapon attack.

Take Down Strike ✦ Free Action
Trigger: You hit an enemy adjacent to you with an attack.
Effect: The target takes extra damage from the triggering attack equal to the ability modifier used in the triggering attack, and you knock the target prone.

Death Threat ✦ Free Action
Trigger: You reduce your quarry to 0 hit points
Effect: Choose one enemy within 5 squares of you. You designate that enemy as your quarry, and you gain combat advantage against it until the end of your next turn

Insightful Riposte ✦ Free Action
Trigger: You miss with an attack
Effect: You gain a +3 power bonus to the attack roll.

Daily

Attacks on the Run ✦ Martial, Weapon
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.

Bloodletting Assault ✦ Primal, Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 6[W] + Strength modifier damage.
Miss: Half damage.
Special: When charging, you can use this power in place of a melee basic attack.

Claim the Prize ✦ Martial, Weapon
Target: One bloodied creature designated as your quarry
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 5[W] + Strength modifier damage (melee) or 4[W] + Dexterity modifier damage (ranged).

Murderous Rage ✦ Martial, Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, you gain a +1 bonus to damage rolls against the target. Whenever you hit the target with a melee attack, this bonus increases by 1.

Torrent of Destruction ✦ Primal, Weapon
Effect: You shift up to your speed. During the shift, you can make the following attack once against each creature to which you move adjacent.
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage.
Miss: Half damage.


Begin the Hunt ✦ Free Action
Trigger: You roll initiative
Effect: Using your Hunter's Quarry, you designate one creature you can see as your quarry. You gain a +2 power bonus to attack rolls against that creature until it is no longer your quarry.

Berserker's Fury ✦ Free Action
Effect: You can gain a +2 bonus to damage rolls until the end of the encounter.

Cull Weakness ✦ Minor Action
Effect: You assume the cull weakness stance. Until the stance ends, bloodied enemies grant combat advantage to you, and you gain a +4 power bonus to damage rolls against them.

Frothing Madness ✦ Minor Action
Effect: Until the stance ends, you gain a +2 bonus to damage rolls and a +5 bonus to saving throws.

Feats

Inventory

Moonlight Greatsword Critical: +4d12 OR +4d6 Radiant. Can spend a healing surge.
Property: Deal 1d10 extra damage with powers with the Radiant keyword. Whenever you roll the maximum result on any damage die for this weapon, roll that die again and add the additional result to the damage total. If a reroll results in another maximum damage result, roll it again and keep adding. Auto crits against Fey.

Power (Daily): Minor Action. You and each ally within 10 squares of you gain a +5 power bonus to Fortitude, Reflex, and Will defenses until the end of your next turn.

Power (Daily): Free Action. Use this power when you hit with the weapon. Deal an extra 3d12 damage with the attack.
Special: A holy avenger can be used as a holy symbol. It adds its enhancement bonus to attack rolls and damage rolls and the extra damage granted by its property (if applicable) when used in this manner. You do not gain your weapon proficiency bonus to an attack roll when using a holy avenger as an implement.
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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