Summary[]
Clever Shot (At-Will Standard Personal ✦ Martial) | Ranger Attack |
Effect: Logan makes a ranged basic attack with a weapon. If the attack hits, the target is also subject to one of the following effects of Logan's choice:
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Grappling Spirits (At Will Standard Action Ranged weapon ✦ Primal, Weapon) | Seeker Attack 1 |
Target: One creature | |
Attack: +13 vs. AC | |
Hit: 1d10+8 damage, and the target is slowed and can’t shift until the end of its next turn. | |
Special: Logan can use this power as a ranged basic attack. |
Tidal Spirit Shot (At Will Standard Action Area burst 1 within weapon range ✦ Primal, Weapon) | Seeker Attack 1 |
Target: Each enemy in the burst | |
Attack: +12 vs. AC | |
Hit: 1d10+4 damage, and Logan can slide the target 1 square. |
Possessing Spirits (Encounter Standard Action Ranged weapon ✦ Charm, Primal, Weapon) | Seeker Attack 1 |
Target: One creature | |
Attack: +12 vs. Will | |
Hit: 1d10+8 damage, and the target makes a melee basic attack as a free action against an enemy adjacent to it. If that attack hits, the target and that enemy are also dazed until the end of Logan's next turn. |
Disruptive Strike (Encounter Immediate Interrupt Melee or Ranged weapon ✦ Martial, Weapon) | Ranger Attack 3 |
Target: The attacking creature | |
Trigger: You or an ally is attacked by a creature | |
Attack: +12 vs. AC | |
Hit: 1d10+8 damage. The target takes a -7 penalty to its attack roll for the triggering attack. |
Guardian Arrow (Daily Standard Action Ranged weapon ✦ Martial, Weapon) | Ranger Attack 1 |
Target: One creature | |
Attack: +12 vs. AC | |
Hit: 2d10+8 damage | |
Miss: Half damage | |
Effect: Choose an ally adjacent to the target. Until the end of the encounter, if the target attacks that ally, Logan can make a ranged basic attack with a weapon against the target as an immediate interrupt. Logan cannot make this attack if the target is marked by that ally. |
Ensnaring Shot (Daily Standard Action Ranged weapon ✦ Primal, Weapon, Zone) | Seeker Attack 5 |
Target: One creature | |
Attack: +12 vs. Reflex | |
Hit: 1d10+8 damage | |
Effect: The attack creates a zone of difficult terrain in a burst 1 centered on the primary target. The zone lasts until the end of Logan's next turn. Until the zone ends, you can use the Ensnaring Shot Attack power, using a square within the zone as the origin square. Sustain Minor: The zone persists. |
Ensnaring Shot (At-Will Opportunity Action Close burst 1 ✦ Primal, Weapon, Zone) | Seeker Attack 5 |
Requirement: The Ensnaring Shot power must be active in order to use this power. | |
Target: The triggering enemy in burst | |
Trigger: An enemy enters the zone or starts its turn there | |
Attack: +12 vs. Reflex | |
Hit: The target is immobilized (save ends). |
Surprise Strike (Encounter No Action Special ✦ Martial) | Outlaw Attack |
Trigger: When using a basic attack or an at-will weapon attack power, Logan hits an enemy that is granting combat advantage to him. | |
Effect: The enemy is dazed until the end of Logan's next turn. |
Invigorating Stride (Encounter Move Personal ✦ Healing, Martial) | Ranger Utility 2 |
Effect: Logan shifts 4 squares and must not end the shift adjacent to any enemy. He can use his second wind. |
Inevitable Shot (Encounter Free Personal ✦ Primal) | Seeker Feature |
Trigger: Logan misses a creature with a ranged Seeker attack power | |
Effect: Logan makes a ranged basic attack against an enemy within 5 squares of the creature Logan missed, using that creature’s space as the attack’s origin square. | |
Special: Logan regains the use of this power when he spends an action point. |
Encaging Spirits (Daily Minor Close burst 1 ✦ Primal) | Seeker Feature |
Target: Each enemy in burst | |
Effect: Logan pushes each target 1 square, and each target is slowed until the end of his next turn. |
Hunter's Quarry (At-Will Minor ) | Ranger Feature |
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. (+1/2/3d6 per tier) If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If you have dealt Hunter’s Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn. The hunter’s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry. You can designate one enemy as your quarry at a time. |
+2 Swiftshot Superior Crossbow (Daily Minor Action ) | Level 8 Item |
Properties: Enhancement: +2 attack and damage rolls
|
+2 Amulet of Elegy (Daily Free Action. ) | Level 7 Item |
Properties: Enhancement: +2 Fortitude, Reflex, and Will
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Bracers of Archery (Item Property ) | Level 6 Item |
Properties: Logan gains a +2 item bonus when attacking with a bow or crossbow. |
+1 Shadowdance Leather Armor (Daily Free Action. ) | Level 5 Item |
Properties: Enhancement: +1 AC
|
Eagle Eye Goggles (Item Property ) | Level 2 Item |
Properties: Logan gains a +1 item bonus to ranged basic attack rolls. |
Acrobat's Boots Power (At-Will Minor Personal ) | Level 2 Item |
Properties: Property: Haaku gains a +1 item bonus to Acrobatics checks.
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+2 Space-Shifting Bolts (Consumable Free ) | Level 8 Item |
Properties: When Logan hits an enemy using this ammunition, he teleports that enemy 1 square. |
+1 Surprise Bolts (Consumable Free ) | Level 3 Item |
Properties: When Logan attacks an enemy using this ammunition, that enemy grants combat advantage to him for that attack. |
Mini Stats for Combat[]
[sblock=Statblock]Logan Chambers - Male Human Seeker|Ranger 5 Status: Initiative: +6, Passive perception: 21, Passive Insight: 21 AC:19 Fort:16 Ref:19 Will:20 HP: 42/42 Bloodied: 21 Surge value: 10 Surges/day: 6 Speed: 6 squares, AP: 1, Second Wind: unused, Temporary HP: 0 Melee Basic Attack: +2 vs AC, 1d4 Ranged Basic Attack: +13 vs AC, 1d10+8, slow+cannot shift USoMNT
Powers:[color=green]Clever Shot, Tidal Spirit Shot, Grappling Spirits, Hunter's Quarry,[/color] [color=red]Fox's Cunning, Inevitable Shot,[/color] [color=gray]Swarming Bats, Spirits' Rebuke[/sblock]
Fluff[]
Description
Age: 36
Gender: Male
Height: 6'0"
Weight: 181 lbs
Alignment: Unaligned
Background
Logan Chambers was a woodsman and a trapper by trade, working deep in the woods in the heart of Daunton. He lived in a grimy little lean-to at the far edge of the Overgrowth[1]. He made enough money to buy the food and supplies that he didn't make, catch or grow himself, but the meager cash he made selling pelts and meat couldn't begin to cover his legendary tab at the Hanged Man. When he was eventually thrown out he... didn't go quietly. He attacked the men sent to take him to debtor's prison, and then he fled Daunton altogether, evading arrest in Daunton's increasingly treacherous forests.
He lived alone in the forest for years, avoiding the forest's deadlier inhabitants by luck at first, and then skill. At one point, however, things got weird. Chambers is a capable sort of man, well suited for living in the wild- as such, he noticed one night that the stars in the sky were unfamiliar. He had heard stories about rifts to Arcadia opening up in Daunton, and seen some fey beasts, but he had always pictured something like a portal- apparently that was not necessarily the case. Instead Daunton had just faded, replaced by alien flora and fauna. There was no evident way to return- he was trapped, as far as he could tell.
Chambers figured he'd explore, carefully, and try to find a way back. He'd only taken a few steps when he was brought up short by spear, thrown from cover. Before it buried itself in the tree to his left it passed close enough to his face to flick his greasy hair. Laughter, not quite human, circled him. Chambers could see no one. As a hunter and trapper, he knew immediately what this was. He was hunted. They were giving him a head start, but he knew they were only playing with him. He only had one choice, of course: he started running.
He led his fey pursuers on for hours. Occasionally he saw them, and once, when they had surrounded him and were closing in, he was close enough to swipe at one with his knife as he broke out of the circle. He set traps, hid, created diversions. He drove animals ahead of him to trip traps set by his own hunters. Desperation drew out the previously untapped depths of his creativity and endurance, but in the end there was just nowhere to run or hide. The fey jungle never ended. As the sun finally rose (that night had to have been more than ten hours, but that was impossible, wasn't it?) Chambers finally collapsed in exhaustion, ready to accept his death. It was, at least, a glorious way to go out.
Chambers woke up in a soft bed, wearing a laurel wreath. The Arcadian twilight elves had taken him in, delighted by his performance during the hunt. The Moonrise Vanguard, vassals tasked with protecting the realm of their lord, regularly teach their ways to other fey to spread their ideals. Chambers was the first human to earn their respect, and thus the first human to become an apprentice of the Moonrise Vanguard.
Learning all of their techniques would take years, but after an initiation and a few basic lessons, they sent Chambers off to return to the Shifting Seas. They wanted him to test his techniques and grow into them before they taught him any more. They didn't tell him this, of course. Chambers simply stepped out into the woods for what he thought would be his third lesson, and found himself in a ritual circle surrounded my elven mages. A few stomach-wrenching moments later, a worryingly unstable and temporary portal has deposited him onto the floor of the Hanged Man. The worst part? Blagarm apparently recognizes him.
Hooks
- Chambers is back in Daunton, in the Hanged Man no less, and he's presumably stuck there until he can work off his outstanding debt.
- Chambers isn't quite loyal to the fey lord who permitted him to live and be a part of the Vanguard, but he does now feel a strong kinship with those fey, and fey in general.
- Chambers can't resist any job that calls for him to hunt something that will provide a challenge.
Kicker
Equipment[]
Equipment Name | Price | Weight |
---|---|---|
Adventurer's Kit | 15 gp | 33 lbs |
Superior Crossbow | 30 gp | 6 lbs |
Leather Armor | 25 gp | 15 lbs |
Daggers x5 | 5 gp | 5 lbs |
Total | 75 gp | 59 lbs |
- Normal Load: 100 lb
- Heavy Load: 200 lb
- Maximum Drag: 500 lb
Tracking[]
Treasure
Magic Items:
- +2 Swiftshot Superior Crossbow found in Undearneath the Undeath[2]
- +2 Amulet of Elegy found in Undearneath the Undeath[3]
- +1 Shadowdance Leather Armor found in Undearneath the Undeath[4]
- Bracers of Archery found in Undearneath the Undeath[5]
Wealth:
+ 100 gp starting gold - 50 gp + 2238 gp earned in Undearneath the Undeath[6] - 520 gp Acrobat Boots - 520 gp Eagle Eye Goggles - 1000 gp +2 Space-Shifting Bolts x8 - 240 gp +1 Surprise Bolts x8 ----------------------- 58 gp
Experience
- 6544 earned in Underneath the Undeath[7]
Changes
Wishlist
By Slot:
- Weapon:
- Armor:
- Neck:
- Arms:
- Hands:
- Head:
- Waist:
- Feet:
- Tattoo:
- Boon:
By Level:
Level-Up Planning
- Level 2:
Math[]
Class Features
Seeker|Ranger
- +1 Fort, +1 Will
- Hunter's Quarry (Hybrid): This class feature functions as the ranger class feature, except that you can deal the extra damage only when you hit your quarry with a ranger power or a ranger paragon path power.
- Seeker's Bond: Spiritbond (Hybrid): Logan gains the spirits' rebuke power. He can use the power only once per day. He is also considered to have Spiritbond for the purpose of meeting prerequisites and using the benefits tailored for it in certain powers.
*True Seeker's Bond: Logan also gains a +1 bonus to attack rolls with both light thrown and heavy thrown weapons, and when he makes an attack by throwing a weapon with which he has proficiency, the weapon returns to his hand after the attack. In addition, while Logan is not wearing heavy armor, he can use his Strength modifier in place of his Dexterity or Intelligence modifier to determine his AC. - Inevitable Shot (Hybrid): You gain the seeker power inevitable shot. The power functions as normal, except that it is triggered only by ranged attacks from seeker powers and seeker paragon path powers.
Racial Features
Human
- Ability Scores: +2 Wisdom
- Size: Medium
- Speed: 6
- Vision: Normal
- Languages: Allarian, Eladrin
- Bonus Skill: You gain training in one additional skill from your class skills list.
- Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
- Human Defense Bonuses: You gain a +1 racial bonus to Fortitude, Reflex, and Will.
- Bonus At-Will Power: You know one extra 1st level at-will attack power from your class.
Feats
- Cunning Stalker
- Archery Mastery
- Weapon Proficiency: Superior Crossbow
- World Serpent's Grasp
- Crossbow Expertise
Theme
Outlaw
- Starting Feature: Logan gains the Surprise Strike power.
- Level 5 Feature: In forest terrain, Logan ignores difficult terrain and cannot be tracked.
Attributes | |||||||||||
Ability | Cost | Initial | Racial | Level | Final | Mod | |||||
Str | 0 | 10 | 0 | 0 | 10 | 0 | |||||
Con | 0 | 10 | 0 | 0 | 10 | 0 | |||||
Dex | 16 | 18 | 0 | 1 | 19 | 4 | |||||
Int | 0 | 10 | 0 | 0 | 10 | 0 | |||||
Wis | 9 | 16 | 2 | 1 | 19 | 4 | |||||
Cha | 0 | 8 | 0 | 0 | 8 | -1 | |||||
Totals | 25 | 7 |
Defenses | ||||||||||||
Defense | Attrib | Attrib Type | Class | Racial | Feat | Feat Name | Equip | Equip Name | Misc | Misc Name | Level | Total |
Armor Class | +4/+0 | dex/int | 3 | +1 Shadowdance Leather Armor | 2 | 19 | ||||||
Fortitude | +0/+0 | str/con | 1 | 1 | 2 | +2 Amulet of Elegy | 2 | 16 | ||||
Reflex | +4/+0 | dex/int | 1 | 2 | +2 Amulet of Elegy | 2 | 19 | |||||
Will | +4/-1 | wis/cha | 1 | 1 | 2 | +2 Amulet of Elegy | 2 | 20 |
Senses and Reactions | |||||||||||
Sense/Reaction | Attrib mod | Class | Class Feature | Racial | Feat | Feat Name | Equip | Equip Name | Level | Other/Trained | Total |
Initiative | 4 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 2 | 0 | 6 |
Passive Insight | 4 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 2 | 5 | 21 |
Passive Perception | 4 | 0 | 0 | 0 | 0 | 0 | 0 | 2 | 5 | 21 |
Health | |||||||||||||
-- | Base Class | Con | Per Level | Racial | Feat | Feat Name | Equip | Equip Name | Other | Surge Value Bonus | Total | Bloodied | Surge |
Hit Points | 12 | 10 | 5 | 0 | 0 | 0 | 0 | 42 | 21 | 10 |
Surges per Day 6 (Class 6 + Con 0)
Saving Throws
Saving Throw Bonuses none
Attacks
Basic
Basic Attacks | |||||||||||||
Attack Type | Attrib | Attrib Type | Class | Class Feature | Feat | Feat Name | Equip | Equip Name | Misc | Misc Name | Level | Total | vs? |
Basic Melee |
+0 | str | 0 | Unarmed | 2 | 2 | AC | ||||||
Basic Ranged |
+4 | dex | 5 | +2 Swiftshot Superior Crossbow | 1 | Eagle Eye Goggles | 2 | 12 | AC |
Powers
Power To-Hit | |||||||||||||
Attack Type | Attrib | Attrib Type | Class | Class Feature | Feat | Feat Name | Equip | Equip Name | Misc | Misc Name | Level | Total | vs? |
Ranged Basic Attacks | 4 | WIS | 1 | Crossbow Expertise | 5 | +2 Swiftshot Superior Crossbow | 1 | Eagle Eye Goggles | 2 | 13 | AC | ||
Ranged Weapon Attack Powers | +4 | WIS | 1 | Crossbow Expertise | 5 | +2 Swiftshot Superior Crossbow | 2 | 12 | AC |
Skills
Languages Allarian, Eladrin
Skills | ||||||||||
Skill | Trained | Attrib | Attrib Type | Racial | Feat | Feat Name | Equip | Equip Name | Level | Total |
Acrobatics | +4 | dex | 1 | Acrobat Boots | 2 | 7 | ||||
Arcana | +0 | int | 2 | 2 | ||||||
Athletics | 5 | +0 | str | 2 | Background - Moonrise Vanguard | 2 | 9 | |||
Bluff | -1 | cha | 2 | 1 | ||||||
Diplomacy | -1 | cha | 2 | 1 | ||||||
Dungeoneering | +4 | wis | 2 | 6 | ||||||
Endurance | +0 | con | 2 | 2 | ||||||
Heal | +4 | wis | 2 | 6 | ||||||
History | +0 | int | 2 | 2 | ||||||
Insight | 5 | +4 | wis | 2 | 11 | |||||
Intimidate | -1 | cha | 2 | 1 | ||||||
Nature | 5 | +4 | wis | 2 | 11 | |||||
Perception | 5 | +4 | wis | 2 | 11 | |||||
Religion | +0 | int | 2 | 2 | ||||||
Stealth | 5 | +4 | dex | 2 | 11 | |||||
Streetwise | -1 | cha | 2 | 1 | ||||||
Thievery | +4 | dex | 2 | 6 |
Approvals[]
LEVEL 1
Approval 1
- You have a +2 bonus to athletics for your background, but you don't actually list your background anywhere.
- In the summary section, your languages are listed as Allarian and Something. :)
- The hybrid version of Hunter's Quarry only works with ranger powers and ranger paragon path powers. You do mention that in the tracking section, but it should be in the summary as well.
- Your weight should be 60lb.
These are all minor. Approved by Dekana.
- WEContact: Couldn't fill those in til I figured out his backstory. :P Anyways, I switched him over from using a crossbow to thrown weapons, so his carried weight ended up changing.
Approval 2 Approved by renau1g Still need to clear up the stuff Dekana noted, but otherwise good. Minor so approved.