Yield Ground - Ranger Utility 2 Encounter * Martial Immediate Reaction * Personal Trigger: An enemy damages you with a melee attack Effect: You can shift a number of squares equal to your Wisdom modifier. Gain a +2 power bonus to all defenses until the end of your next turn.
Elven Precision [Elf] Prerequisites: Elf, elven accuracy racial power Benefit: When you use the elven accuracy power, you gain a +2 bonus to the new attack roll.
Notes: Let's see ... the ability to immediately shift 4 squares (current Wisdom modifier) away when hit by a melee attack means getting away from a melee pursuer is hella easier. And Elven Precision is just so good for everyone; maybe a little less so for Fighters since their Daily powers are almost all Reliable, but still...
Cut and Run - Ranger Attack 3 Encounter * Martial, Weapon Standard Action * Melee or Ranged weapon Requirement: You must be wielding two melee weapons or a ranged weapon. Target: One or two creatures Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks Special: After the first or second attack, you can shift a number of squares equal to 1 + your Wisdom modifier. Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack.
Notes: Yeah, shoot, shoot, shift 5 squares (current Wisdom modifier + 1) ... or shoot, shift 5 squares, shoot. And being an elf, shifting through difficult terrain is not a problem. This is practically a no-brainer...
Light Step [Elf] Prerequisites: Elf Benefit: For the purpose of hourly or daily travel rates, add 1 to your overland speed and the speed of all allies in your travelling group. - Add 5 to the DC required to find or follow your tracks. If travelling with allies, you can share this benefit with up to five other characters. - You gain a +1 feat bonus to Acrobatics checks and Stealth checks.
Notes: Light step is as useful for the bonus to Acrobatics and Stealth as it is for the speed and anti-tracking benefits.
Splintering Shot - Ranger Attack 5 Daily * Martial, Weapon Standard Action * Ranged weapon Target: One creature Attack: Dexterity vs. AC Hit: 3[W] + Dexterity modifier 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.
Notes: Choices for missile powers at this level were kinda meh. The other option was identical excepting that it weakened the target (save ends) instead of penalizing its attack rolls.
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Level Constant: +1 (Increases attacks, defenses, initiative & skills)
HP: 30 Bloodied: 15 Healing Surge Value: 07 Healing Surges / Day: 07
Yield Ground - Ranger Utility 2
Encounter * Martial
Immediate Reaction * Personal
Trigger: An enemy damages you with a melee attack
Effect: You can shift a number of squares equal to your Wisdom modifier. Gain a +2 power bonus to all defenses until the end of your next turn.
Elven Precision [Elf]
Prerequisites: Elf, elven accuracy racial power
Benefit: When you use the elven accuracy power, you gain a +2 bonus to the new attack roll.
Notes: Let's see ... the ability to immediately shift 4 squares (current Wisdom modifier) away when hit by a melee attack means getting away from a melee pursuer is hella easier. And Elven Precision is just so good for everyone; maybe a little less so for Fighters since their Daily powers are almost all Reliable, but still...
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Level Constant: +1
HP: 35 Bloodied: 17 Healing Surge Value: 08 Healing Surges / Day: 07
Cut and Run - Ranger Attack 3
Encounter * Martial, Weapon
Standard Action * Melee or Ranged weapon
Requirement: You must be wielding two melee weapons or a ranged weapon.
Target: One or two creatures
Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks
Special: After the first or second attack, you can shift a number of squares equal to 1 + your Wisdom modifier.
Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack.
Notes: Yeah, shoot, shoot, shift 5 squares (current Wisdom modifier + 1) ... or shoot, shift 5 squares, shoot. And being an elf, shifting through difficult terrain is not a problem. This is practically a no-brainer...
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Level Constant: +2 (Increases attacks, defenses, initiative & skills)
HP: 35 Bloodied: 17 Healing Surge Value: 08 Healing Surges / Day: 07
Attribute Raises: Dex 19 [+4], Wis 19 [+4]
Skill Modifications: Acrobatics: +1 feat bonus, Stealth: +1 feat bonus
Light Step [Elf]
Prerequisites: Elf
Benefit: For the purpose of hourly or daily travel rates, add 1 to your overland speed and the speed of all allies in your travelling group.
- Add 5 to the DC required to find or follow your tracks. If travelling with allies, you can share this benefit with up to five other characters.
- You gain a +1 feat bonus to Acrobatics checks and Stealth checks.
Notes: Light step is as useful for the bonus to Acrobatics and Stealth as it is for the speed and anti-tracking benefits.
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Level Constant: +2
HP: 40 Bloodied: 20 Healing Surge Value: 10 Healing Surges / Day: 07
Splintering Shot - Ranger Attack 5
Daily * Martial, Weapon
Standard Action * Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier 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.
Notes: Choices for missile powers at this level were kinda meh. The other option was identical excepting that it weakened the target (save ends) instead of penalizing its attack rolls.
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