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Donna K. Fitch

Donna K. Fitch

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Brandis Dale

September 13, 2008 by Donna

Since Scott posted his PC for our 4e game, here's mine:

  Brandis Dale

Male Human Ranger / Rogue, Level 1, Good
Strength 14 (+2), Constitution 14 (+2), Dexterity 18 (+4), Intelligence 13 (+1), Wisdom 18 (+4), Charisma 9 (-1)
Height 5'10", Weight 180 lb, Skin: Brown, Eyes: Black, Hair: Black, Wavy, Beardless; Size: Medium; Speed: 6 squares; Vision: Normal
Maximum Hit Points: 26; Bloodied: 13; Surge Value: 6; Surges / Day: 8 [includes constitution modifier] 
               

Initiative: 1d20 +4 = + 4 [dexterity]
Base Strength Attack: 1d20 +2 = + 2 [strength]
Base Dexterity Attack: 1d20 +4 = + 4 [dexterity]
Base Constitution Attack: 1d20 +2 = + 2 [constitution]
Base Intelligence Attack: 1d20 +1 = + 1 [intelligence]
Base Wisdom Attack: 1d20 +4 = + 4 [wisdom]
Base Charisma Attack: 1d20 -1 = -1 [charisma]
Armor Class: 16 = 10 + 4 [dexterity] + 2 [leather]
Fortitude Defense: 14 = 10 + 1 [Human] + 1 [ranger] + 2 [constitution]
Reflex Defense: 16 = 10 + 1 [Human] + 1 [ranger] + 4 [dexterity]
Will Defense: 15 = 10 + 1 [Human] + 4 [wisdom]

Armor: Leather (15 lb)
Shield: None
Attacks:

    Unarmed Melee: +2 vs AC [+2 strength]; damage 1[W]=1d4+2 [strength]
    Short sword: +5 vs AC [+2 strength] [+3 proficiency]; damage 1[W]=1d6+2 [strength] 2 lb (Light blade) Usable off-hand
    Crossbow: +6 vs AC [+4 dexterity] [+2 proficiency]; damage 1[W]=1d8+4 [dexterity] range 15/30 4 lb (Crossbow) Load minor
        Add +1 damage for Weapon Focus — Crossbow
    Careful Attack +2w [strength] vs AC
    Careful Attack +4w [dexterity] vs AC
    Nimble Strike +4w [dexterity] vs AC
    Twin Strike +2w [strength] vs AC
    Twin Strike +4w [dexterity] vs AC
    Evasive Strike (melee) +2w [strength] vs AC
    Evasive Strike (ranged) +4w [dexterity] vs AC
    Split the Tree +4w [dexterity] vs AC

    w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.

Base Saving Throw: d20 vs 10

Encumbrance 4e

Normal Load:
Heavy Load:
Maximum Drag Load
140 lb.
280 lb.
700 lb.

Encumbrance 3.5

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
58 lb. or less
59-116 lb.
117-175 lb.
175 lb.
350 lb.
875 lb.

 

 

Languages: Common; Draconic;

 

Skills:

    Acrobatics: +9 = 4 [dexterity] + 5 [class training]
    Arcana: +1 = 1 [intelligence]
    Athletics: +2 = 2 [strength]
    Bluff: -1 = -1 [charisma]
    Diplomacy: -1 = -1 [charisma]
    Dungeoneering: +9 = 4 [wisdom] + 5 [class training]
    Endurance: +2 = 2 [constitution]
    Heal: +9 = 4 [wisdom] + 5 [class training]
    History: +1 = 1 [intelligence]
    Insight: +4 = 4 [wisdom]
    Intimidate: -1 = -1 [charisma]
    Nature: +9 = 4 [wisdom] + 5 [class training]
    Perception: +9 = 4 [wisdom] + 5 [class training]
    Religion: +1 = 1 [intelligence]
    Stealth: +9 = 4 [dexterity] + 5 [class training]
    Streetwise: -1 = -1 [charisma]
    Thievery: +9 = 4 [dexterity] + 5 [multiclass training]

Feats:

    Weapon Focus — Bow  
    Multiclass Rogue  

 

At-Will:

    Basic Melee Attack: By weapon, damage 1[W]+2 [strength]
    Basic Ranged Attack: By weapon, damage 1[W]+4 [dexterity]
    Bull Rush: +2 [strength] vs fortitude
    Grab: +2 [strength] vs reflex
    Move grabbed target: +2 [strength] vs fortitude
    Escape: +9 [acrobatics] vs reflex / +2 [athletics] vs fortitude
    Careful Attack [Level 1]
    Nimble Strike [Level 1]
    Twin Strike [Level 1]

    Other Standard Actions: Administer a potion; Aid another; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics — fast escape; Bluff, Heal — first aid, Intimidate, Perception — active, Thievery depending on circumstances)
    Other Move Actions: Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics)
    Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Sustain minor action; Some skills during combat (i.e., Insight)
    Other Immediate Action: Readied action

     

    Other Opportunity Action: Opportunity attack

     

    Other Free Actions: Drop held items; End a grab; Talk
    Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception — passive
    Short rest: Healing surges as available
    Five minutes: Normal escape from restraints (Acrobatics)
    One hour: Forage; Streetwise check

Encounter Powers:  Second Wind,   Spend an Action Point [free action, not in surprise round],  Sneak Attack [multiclass rogue][sneak attack once per encounter with combat advantage],   Evasive Strike [Level 1]

Daily Powers:  Split the Tree [Level 1]
 

Human

  • One extra at-will power from your class (already included)
  • One bonus feat at 1st level (already included)
  • One bonus skill from the skill class list (already included)
  • +1 to fortitude, reflex, and will defenses

Ranger

  • This ranger chose the archer style. This gives the equivalent of the defensive mobility feat [not listed above].
  • Hunter's Quarry — bonus damage 1d6 [minor action]
  • Prime Shot

Brandis Dale's Equipment:

    22 lb
    3 lb
    2 lb
    5 lb

    1 lb
    10 lb
    10 lb
    2 lb
    4 lb
    1 lb
    _____
    60 lb

    Weapons / Armor / Shield (from above)
    Arrows (quiver of 30) x1
    Backpack
    Bedroll
    Flint and steel
    Pouch (belt) x1
    Rations (1 day) x10
    Rope (50′, hempen) x1
    Sunrods x2
    Waterskins x1
    Thieves' tools

    Total

More about Brandis Dale:

    Brandis Dale's parents and grandparents were members of the Order of the Crucible, so naturally Brandis rebelled for a time, wandering through the forests and the cities of the fallen Empire on his own. After witnessing the dangers faced by the common people (when he got the scar creasing his face), he returned to the Order and begged for a place in it. Quiet, moody and somewhat fierce in appearance because of his scar, Brandis can be very kind, especially to children, and cares deeply for the needs of the common folk.

Edited to take advantage of sneak attack

Filed Under: Uncategorized Tagged With: d&d 4e

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