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Maglor Level 6
Maglor Level 6
10 STR
Strength
0 3 15 FORT 13 1 1 16 Passive Insight 10 + 6
11 CON
Constitution
0 3
CONDITIONAL BONUSES
23 Passive Perception 10 + 13
10 + SPECIAL SENSES
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Low-light Vision
21 DEX 5 8
Dexterity 20 REF 13 5 1 1
ATTACK WORKSPACE
10 INT
Intelligence
0 3 CONDITIONAL BONUSES ABILITY:
Ranged Basic Attack - Lightning Longbow +2
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +
17 WIS 3 6
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
+ 13 3 5 2 2 1
Wisdom 17 WILL 13 3 1 ABILITY:
Melee Basic Attack - Short sword
8 CHA
Charisma
-1 2 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
+ 6 3 0 3
HIT POINTS ACTION POINTS ABILITY:
Melee Basic Attack - Longsword
MAX HP HEALING SURGES MILESTONES ACTION POINTS
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
0 1
BLOODIED SURGE VALUE SURGES/DAY Action Points 1 2
48 24 12 6 2 3 + 6 3 0 3
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS
1/2 HP 1/4 HP
CURRENT HIT POINTS CURRENT SURGE USES
DAMAGE WORKSPACE
RACE FEATURES ABILITY:
Ranged Basic Attack - Lightning Longbow +2
Elven Weapon Proficiency - Proficient with longbow and DAMAGE ABIL FEAT ENH MISC MISC
7 Thievery DEX 8 0 -1
ARMOR
Bloodcut Hide Armor +2 (E)
ARMS
FEET
ENCOUNTER POWERS
HANDS
Elven Accuracy
HEAD
Evasive Strike
NECK
Thundertusk Boar Strike Cloak of Resistance +1 (E)
RING
RING
Splintering Shot
Tom
RACE CLASS LEVEL Standard Personal
Elf Ranger 6
ACTION RANGE
HP 10 STR AC vs Self
Free Personal Standard * * Melee or Ranged weapon Standard * * Melee or Ranged weapon
ACTION RANGE ACTION RANGE ACTION RANGE
vs 13 vs AC One or two creatures 13 vs AC One creature
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Effect: Reroll an attack roll. Use the second roll, Requirement: You must be wielding two melee weapons Special: You can shift a number of squares equal
even if it's lower. or a ranged weapon. to 1 + your Wisdom modifier (+3) either before
Attack: Strength vs. AC (melee; main weapon and off- or after the attack.
hand weapon) or Dexterity vs. AC (ranged), two attacks
Attack: Strength vs. AC (melee) or Dexterity vs.
Hit: 1[W] + Strength modifier (+0) damage (melee) or 1
[W] + Dexterity modifier (+5) damage (ranged) per AC (ranged)
attack. With each hit, you push the target 1 square. If Hit: 2[W] + Strength modifier (+0) damage
both attacks hit the same target, you push the target a (melee) or 2[W] + Dexterity modifier (+5)
number of squares equal to 1 + your Wisdom modifier damage (ranged).
(+3).
Lightning Longbow +2: +13 attack, 2d10+7
damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS
+1d8 to damage once per round (Hunter's Quarry) +1d8 to damage once per round (Hunter's Quarry)
+1 to attack rolls if none of your allies are closer to the target +1 to attack rolls if none of your allies are closer to the target
- Prime Shot. - Prime Shot.
CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK
Racial Power * PH Ranger 3 PH Ranger 1 PH
Standard * * Melee or Ranged weapon Standard * Ranged weapon Imm React Personal
ACTION RANGE ACTION RANGE ACTION RANGE
13 vs AC One creature 13 vs AC One creature AT-WILL ENCOUNTER DAILY
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET Trigger: An enemy damages you with a melee
Attack: Strength vs. AC (melee) or Dexterity vs. Attack: Dexterity vs. AC attack
AC (ranged) Hit: 3[W] + Dexterity modifier (+5) damage, and Effect: You can shift a number of squares equal
Hit: 2[W] + Strength modifier (+0) damage the target takes a –2 penalty to attack rolls until to your Wisdom modifier (+3). Gain a +2 power
(melee) or 2[W] + Dexterity modifier (+5) the end of the encounter. bonus to all defenses until the end of your next
damage (ranged), and the target is slowed and Miss: Half damage, and the target takes a –1 turn.
takes ongoing 5 damage (save ends both). penalty to attack rolls until the end of the
Miss: Half damage, no ongoing damage, and the encounter.
target is slowed until the end of your next turn.
Power (At-Will • Lightning): Free Action. All damage Power (Daily): Minor Action. Gain resist 5 to all
dealt by this weapon is lightning damage. Another damage until the start of your next turn.
free action returns the damage to normal.
Power (Daily • Lightning): Free Action. Use this
power when you hit with the weapon. The target
ADDITIONAL EFFECTS
and each enemy within 2 squares of the target take
1d6 lightning damage.
CLASS LEVEL BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Ranger 6 PH Two-Hands 3 5000 PH Neck 0 520 PH
1 3 -1 - 1
AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY
3 Alchemical +2 AC 9 Armor
ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE
PROPERTIES PROPERTIES
Power (Consumable): Standard Action. Apply Power (Healing Surge): Minor Action. While you
slow-step oil to your weapon or one piece of are bloodied, use this armor to gain resist 10 to
ammunition. Make a secondary attack against the all damage until the end of your next turn.
next creature you hit with the coated weapon or
ammunition: +6 vs. Fortitude; on a hit, the target
is slowed (save ends).
ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
0 30 AV Body 25 4200 PH