Ma Lag Gar
Ma Lag Gar
Ma Lag Gar
Player Name
Malaggar
Character Name
5
Level
Ranger
Class Paragon Path Epic Destiny Total XP
5,500 145lbs
Weight
Drow
Race
SCORE
Medium
Size
76
Age
Male
Gender
MISC
6'
Height
Unaligned
Alignment
Adventuring Company
RPGA Number
BASE ARMOR ITEM MISC
INITIATIVE
DEX 1/2 LVL SCORE
DEFENSES 2
DEFENSE 10 + ARMOR/ 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
MOVEMENT 2 6 Speed
(Squares)
Initiative
CONDITIONAL MODIFIERS
22
AC
12
SPECIAL MOVEMENT
CONDITIONAL BONUSES
ABILITY SCORES
SCORE ABILITY ABIL MOD MOD + 1/2 LVL
SENSES
CLASS FEAT ENH MISC MISC SCORE PASSIVE SENSE BASE SKILL BONUS
10 11 20 10 18 10
STR Strength
Constitution
DEFENSE
0 0 5 0 4 0 HIT POINTS
2 2 7 2 6 2
14
FORT 12
10 + 1/2 LVL ABIL
16 21
10 + 10 +
6 11
CON
CONDITIONAL BONUSES
DEFENSE
Darkvision
19
REF
12
1
ABILITY: ATT BONUS
ATTACK WORKSPACE
Ranged Basic Attack - Vicious Greatbow +2
1/2 LVL ABIL CLASS PROF FEAT ENH MISC
CONDITIONAL BONUSES
WIS CHA
DEFENSE
CLASS
FEAT
ENH
MISC
MISC
17
WILL 12
+ 12
ABILITY: ATT BONUS
5
CLASS
2
PROF
1
FEAT
2
ENH MISC
Charisma
CONDITIONAL BONUSES
+ 2 ACTION POINTS
SURGES/DAY
MAX HP
BLOODIED
HEALING SURGES
SURGE VALUE
43
CURRENT HIT POINTS
21
1/2 HP
10
1/4 HP
6
CURRENT SURGE USES
Action Points
ACTION POINTS 1 2 3
DAMAGE WORKSPACE
ABILITY: DAMAGE
RACE FEATURES
Trance (Drow) - Meditate aware 4 hours instead of sleep.
SECOND WIND 1/ENCOUNTER
TEMPORARY HIT POINTS
1d12+7
ABILITY: DAMAGE
5
ABIL FEAT
2
ENH MISC MISC
USED
Lolthtouched - You gain either Cloud of Darkness or Darkfire. Fey Origin - Your origin is fey, not natural
ATTACK
1d4
0 BASIC ATTACKS
DEFENSE
WEAPON OR POWER
DAMAGE
vs vs vs vs
AC AC AC
SKILLS
BONUS SKILL NAME ABIL MOD + 1/2 LVL
Fighting Style - Choose Archer Fighting Style, Two-Blade Fighting Style, Beast Mastery, Marauder Fighting Style, Hunter Fighting Style. Hunter Fighting Style Hunter's Quarry - Minor action, designate nearest enemy you see as quarry; deal extra damage to quarry once per round. Prime Shot - If no allies are closer to target than you, get +1 on ranged attacks against that target.
FEATS
Quick Draw - Draw a weapon with attack action, +2 to initiative Weapon Proficiency (Greatbow) - Gain proficiency with the Greatbow. Bow Expertise - When using a bow: +1/2/3 (by tier) to attack, +1/2/3 (by tier) damage to one creature that isn't adjacent to other creatures Lethal Hunter - Hunter's Quarry damage dice increase to d8s
11 2 1 2 2 13 1 6 2 6 4 11 11 2 13 2 6
Acrobatics Arcana Athletics Bluff Diplomacy Dungeoneering Endurance Heal History Insight Intimidate Nature Perception Religion Stealth Streetwise Thievery
DEX INT STR CHA CHA WIS CON WIS INT WIS CHA WIS WIS INT DEX CHA DEX
7 2 2 2 2 6 2 6 2 6 2 6 6 2 7 2 7
5 0 0 0 0 5 0 0 0 0 0 5 5 0 5 0 0
1 n/a 1 n/a n/a n/a 1 n/a n/a n/a n/a n/a n/a n/a 1 n/a 1
0 0 0 0 0 2 0 0 0 0 2 0 0 0 2 0 0
LANGUAGES KNOWN
Deep Speech, Common, Elven
Malaggar
Page 1
POWER INDEX
List your powers below. Check the box when the power is used. Clear the box when the power renews.
CHARACTER PORTRAIT
AT-WILL POWERS
Hunter's Quarry Warning Shot Fading Strike
MAGIC ITEMS
Vicious Greatbow +2 (E)
ENCOUNTER POWERS
Second Wind Cloud of Darkness Evasive Strike Scattering Volley
PERSONALITY TRAITS
Potion of Healing (heroic tier) (16)
DAILY POWERS
Sure Shot Splintering Shot
CHARACTER BACKGROUND
East Rift Huddled on the eastern shelf of the yawning Underchasm, East Rift is a living symbol of gold dwarf ingenuity and stubbornness, having survived when the surface collapsed into the bowels of the Underdark. Protected by enormous towers connected by a high curtain wall, the gold dwarves are ready to defend themselves against the drow or any other horror that rises from the depths. You gain Deep Speech as an additional language, you add Dungeoneering to your class skill list, and you gain a +2
OTHER EQUIPMENT
RITUALS / ALCHEMY
Malaggar
Page 2
CHARACTER NAME
Malaggar
PLAYER NAME
Skills
11 2 1 2 2 13 1 6 2 6 4 11 11 2 13 2 6 Acrobatics Arcana Athletics Bluff Diplomacy Dungeoneering Endurance Heal History Insight Intimidate Nature Perception Religion Stealth Streetwise Thievery DEX INT STR CHA CHA WIS CON WIS INT WIS CHA WIS WIS INT DEX CHA DEX (Trained)
Action Point
ADDITIONAL EFFECTS
RACE
Drow
CLASS
Ranger
LEVEL
SCORE ABILITY
MOD
HP 43 Spd 6 Init +9
(Trained)
ADDITIONAL EFFECTS
16
PLAY DATA
Passive Insight
21
PLAY DATA
Second Wind
KEYWORDS USED
Hunter's Quarry
KEYWORDS USED
Warning Shot
KEYWORDS
Martial, Weapon
*
USED
AC DEFENSE
Effect: You spend a healing surge and regain 10 hit points. You gain a +2 bonus to all defenses until the start of your next turn.
Primary Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier (+5) damage, and choose 1 square in or adjacent to the primary target's space. If a creature moves into that square before the start of your next turn, you can make a secondary attack against the new target as an immediate action. Level 21: 2[W] + Dexterity modifier (+5) damage. Trigger: A creature moves into the designated square. Secondary Target: The triggering creature Secondary Attack: Dexterity vs. AC Hit: 1[W] damage: Level 21: 1[W] + Dexterity modifier (+5) damage. Vicious Greatbow +2: +12 attack, 1d12+7 damage
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
+1d8 to damage once per round (Hunter's Quarry) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. +1 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise.
CLASS LEVEL BOOK
PH
CLASS
LEVEL
BOOK
PH
CLASS
Ranger
LEVEL
BOOK
Dragon 383
UTILITY POWER
AT-WILL POWER
AT-WILL POWER
Fading Strike
KEYWORDS
Cloud of Darkness
USED KEYWORDS USED
Evasive Strike
KEYWORDS
Martial, Weapon
* *
Martial, Weapon
* *
USED
vs
AC DEFENSE
vs
AC DEFENSE
Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier (+5) damage, and you shift 2 squares to a square that is not adjacent to the target. Level 21: 2[W] + Dexterity modifier (+5) damage. Hunter Fighting Style: When making an opportunity attack, you can use this power in place of a melee basic attack. Vicious Greatbow +2: +12 attack, 1d12+7 damage
ADDITIONAL EFFECTS
Effect: The burst creates a cloud of darkness that remains in place until the end of your next turn. The cloud blocks line of sight, squares within it are totally obscured, and creatures entirely within it are blinded until they exit. You are immune to these effects.
Special: You can shift a number of squares equal to 1 + your Wisdom modifier (+4) either before or after the attack. Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged) Hit: 2[W] + Strength modifier (+0) damage (melee) or 2[W] + Dexterity modifier (+5) damage (ranged). Vicious Greatbow +2: +12 attack, 2d12+7 damage
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
+1d8 to damage once per round (Hunter's Quarry) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. +1 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise.
CLASS
+1d8 to damage once per round (Hunter's Quarry) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. +1 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise.
CLASS
Ranger
LEVEL
BOOK
MP2
Racial Power
LEVEL
BOOK
FRPG
CLASS
Ranger
LEVEL
BOOK
PH
AT-WILL POWER
Malaggar
ENCOUNTER POWER
Page 3
ENCOUNTER POWER
Scattering Volley
KEYWORDS
Sure Shot
USED KEYWORDS
Splintering Shot
USED KEYWORDS
Martial, Weapon
*
Martial, Weapon
*
Martial, Weapon
*
USED
AC DEFENSE
AC DEFENSE
AC DEFENSE
Attack: Dexterity vs. AC, one attack per target. If you target one creature, you gain a +2 bonus to the damage roll. If you target two creatures, you take a 2 penalty to both attack rolls. Hit: 1[W] + Dexterity modifier (+5) damage, and you slide the target 1 square. Vicious Greatbow +2: +12 attack, 1d12+7 damage
Attack: Dexterity vs. AC. You can reroll the attack roll but must use the second result. Hit: 3[W] + Dexterity modifier (+5) damage. You can reroll each damage die once but must use the second result. Vicious Greatbow +2: +12 attack, 3d12+7 damage
Attack: Dexterity vs. AC Hit: 3[W] + Dexterity modifier (+5) damage, and the target takes a 2 penalty to attack rolls until the end of the encounter. Miss: Half damage, and the target takes a 1 penalty to attack rolls until the end of the encounter. Vicious Greatbow +2: +12 attack, 3d12+7 damage
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
+1d8 to damage once per round (Hunter's Quarry) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. +1 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise.
CLASS
+1d8 to damage once per round (Hunter's Quarry) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. +1 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise.
CLASS
+1d8 to damage once per round (Hunter's Quarry) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. +1 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise.
CLASS
Ranger
LEVEL
BOOK
MP
Ranger
LEVEL
BOOK
MP2
Ranger
LEVEL
BOOK
PH
ENCOUNTER POWER
DAILY POWER
DAILY POWER
Archer's Stairway
KEYWORDS
Vicious Greatbow +2
USED
Martial, Weapon
1d12
DAMAGE
2
PROFICIENT
25/50
RANGE
3
AC BONUS
-1
CHECK
SPEED
1
QUANTITY
7
LEVEL
+2d12 damage
CRITICAL
PROPERTIES
+2 AC
ENHANCEMENT
6
LEVEL
Armor
TYPE
Requirement: You must be wielding a bow or a crossbow. Effect: Choose 5 contiguous squares of a vertical surface within your weapon range that you can see. The DC for climbing these squares is reduced by twice your Dexterity modifier (+5) until the end of the encounter.
Thicker and heavier than leather, hide armor is composed of skin from any creature that has a tough hide, such as a bear, a griffon, or a dragon. Hide armor can bind and slightly hinder your precision, but it's light enough that it doesn't affect your speed.
AT-WILL
POWER
ENCOUNTER
DAILY
ENCOUNTER
DAILY
ADDITIONAL EFFECTS
CLASS
Ranger
LEVEL
BOOK
Dragon 383
ITEM SLOT
Two-Hands
WEIGHT
PRICE
2600
BOOK
AV
ITEM SLOT
Body
WEIGHT
25
PRICE
1800
BOOK
PH
UTILITY POWER
MAGIC WEAPON
MAGIC ITEM
4
LEVEL
5
ENHANCEMENT LEVEL
Potion
TYPE
AT-WILL
POWER
ENCOUNTER
DAILY
AT-WILL
POWER
ENCOUNTER
DAILY
Power (Daily): Immediate Interrupt. Trigger: You take damage from a poison attack. Effect: Your resistance to poison increases by 15 until the end of your next turn.
Power (Consumable * Healing): Minor Action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.
ITEM SLOT
Neck
WEIGHT
PRICE
840
BOOK
AV2
ITEM SLOT
WEIGHT
PRICE
50
BOOK
PH
MAGIC ITEM
Malaggar
MAGIC ITEM
Page 4