Elurin Caerdion
Elven archer and scout
Description
Name: Elurin Caerdion
Race: Elf
Class: Ranger 5
-Paragon Path: Undecided
—Epic Destiny: Undecided
Current Experience: 6854
Experience for next level: 7500
Action Points: 2
Max Hit Points: 44
Current Hit Points: 44
-Bloodied At: 22
Max Healing Surges: 7
Current Healing Surges: 7
-Healing Surge value: 11
Speed: 7
Initiative: 6
Passive Insight: 16
Passive Perception: 25
Languages Known: Common, Elven
Attributes –
Strength: 12 (+ 1)
Constitution: 12 (+ 1)
Dexterity: 18 (+ 4)
Intelligence: 12 (+ 1)
Wisdom: 18 (+ 4)
Charisma: 10 (0)
Defenses –
Fortitude Defense: 15
Reflex Defense: 18
Will Defense: 17
Armor Class: 19
Base Attack (Longsword): Str (+ 1) + 1/2 Level (+ 2) + Weap. Prof (+ 3)= + 6
Base Attack (Bow): Dex (+ 4) + 1/2 Level (+ 2) + Weap. Prof (+ 2) + Enhancement (+ 1) = + 9
Skills –
Acrobatics (+ 7), Arcana (+ 4), Athletics (+ 8 trained), Bluff (+ 2), Diplomacy (+ 2), Dungeoneering (+ 11 trained), Endurance (+ 3), Heal (+ 6), History (+ 3), Insight (+ 6), Intimidate (+ 2), Nature (+ 13 trained), Perception (+ 15 trained), Religion (+ 3), Stealth (+ 12 trained), Streetwise (+ 2), Thievery (+ 6)
Feats –
Alertness (Don’t grant enemies combat advantage in surprise rounds, + 2 to Perception)
Elven Precision (When using Elven Accuracy power, gain a + 2 to the new attack roll)
Distant Advantage (Gain combat advantage with ranged and area attacks against flanked enemies)
Defensive Mobility (Class feat, + 2 AC versus opportunity attacks)
Class Features -
Archer style, Hunter’s Quarry, Prime Shot
Racial Features -
Elven Weapon Proficiencies, Fey Origin, Group Awareness, Wild Step, Elven Accuracy (Power), Low-Light Vision
Equipment –
Longbow of Frost + 1, Leather Darkleaf armor + 1, Gloves of Agility, Amulet of Protection + 1, Longsword, Dagger, Handaxe, Quiver, Arrows (80), Standard Adventurer’s Kit, Climbers Kit, Belt Pouch, Potion of Healing (2), Belt of Sacrifice
Currency -
Total value: 521.1 gp
-
-Platinum: 0
-Gold: 307 pieces
-Silver: 141 pieces
-Copper:
-Gems: 1 Ruby (100gp), 1 other (100gp)
At-Will Powers -
Nimble Strike
At-Will – Martial, Weapon
Standard Action, Melee or Ranged Weapon
Special: You may shift 1 square before or after you attack.
Target: One creature
Attack: Base Attack vs. AC
Hit: 1d10 + 5 damage
Twin Strike
At-Will – Martial, Weapon
Standard Action, Melee or Ranged Weapon
Requirements: Must have 2 melee weapons or a ranged weapon
Target: One or two creatures
Attack: Base Attack vs. AC, 2 attacks
Hit: 1d10 + 1 damage per attack
Encounter Powers -
Elven Accuracy
Free Action – Personal
Effect: Reroll an attack roll. Must take the second roll even if it’s lower.
Fox’s Cunning
Encounter – Martial, Weapon
Immediate Reaction, Melee or Ranged Weapon
Trigger: An enemy makes a melee attack against you
Attack: Can shift 1 square and make a basic attack against the enemy
Special: Power bonus on the attack roll equal to Wis modifier (+ 4)
Shadow Wasp Strike
At-Will – Martial, Weapon
Standard Action, Melee or Ranged Weapon
Target: One creature who is your quarry
Attack: Base Attack vs. AC
Hit: 2d10 + 1 + Dex modifier, total 2d10 + 5
Daily Powers -
Hunter’s Bear Trap
Daily – Martial, Weapon
Standard Action, Melee or Ranged Weapon
Target: One creature
Attack: Base Attack vs. AC
Hit: 2d10 + 1 + Dex modifier, total 2d10 + 5. Target is slowed and takes ongoing 5 damage (save ends both)
Miss: Half damage. No ongoing damage. Target is slowed until the end of your next turn.
Spitting Cobra Stance
Daily – Martial, Weapon, Stance
Minor Action
Target: Personal
Effect: Until the stance ends, you can make a ranged basic attack as an immediate reaction to any enemy within 5 squares of you who comes closer to you.
Utility Powers -
Yield Ground
Encounter – Martial
Immediate Reaction, Personal
Trigger: An enemy damages you with a melee attack
Effect: Can shift a number of squares equal to Wis modifier (4). Gain a + 2 bonus to all defenses until the end of your next turn.
Item Properties and Item Powers -
Longbow of Frost + 1
-Critical: + 1d6 cold damage
-Power #1
—At Will, Cold
—Free Action
—All damage done by the weapon is cold damage. Another free action returns the damage to normal.
-Power #2
—Daily, Cold
—Free Action
—Use when enemy is hit with the weapon. The weapon does an additional 1d8 cold damage and is slowed to the end of your next turn.
Leather Darkleaf Armor + 1
-Enhancement: AC
-Property: Gain a + 2 AC bonus against the first attack made against you in each encounter.
Amulet of Protection + 1
-Enhancement: Fortitude, Reflex, Will
Gloves of Agility
-Property: Gain a + 1 Item Bonus to Acrobatics, Stealth, and Dexterity checks (but not Dexterity attacks)
Belt of Sacrifice
Property: Each ally within 5 squares of you gains a + 1 item bonus to their healing surge value
Power
— Daily, Healing
— Minor Action
— Effect: Lose 2 healing surges. An ally within 5 squares of you regains 1 healing surge
Bio
Appearance
Elurin is an Elf of slightly above average height and average weight. He has a slim build, but is covered in wiry muscle. Even for an Elf, Elurin appears quite young, often being mistaken for being 5 or more years younger than he actually is. He wears his green hair long and loose.
Vine-like tattoos of blue ink cover some of his upper body. Starting from his heart, the tattoos crawl up and along the left side of his neck, up near his ear, and curling around his left eye. The tattoos also stretch out from his chest and along his left arm all the way to his wrist, but these are rarely seen unlike the neck and facial tattoos.
He wears darkleaf armor in dark greys, greens, and browns, with black boots and a pair of thin leather gloves of black. The gloves have a silvery elven arcane symbol upon the backs. Elurin frequently also wears a large charcoal grey cloak.
Personality
Elurin comes across as a quiet and stoic sort of person to most strangers, especially when in the hustle and bustle of towns and cities. Even in the years since leaving his Elven home, he’s never quite become completely comfortable in those towns and when uncomfortable he tends to clam up and act more cautiously. Even when in the wilds and woods where he is most at home, however, he’s not given to speaking just for the sake of speaking. He has a dry, but friendly, sort of humor, which can turn mocking and sarcastic when directed at foes or others he dislikes.
He’s neither completely a leader, nor completely a follower. He charts his own independent course, sometimes acting one then the other as his needs and circumstances require. He’s fairly laid back, but not afraid of voicing his own opinions, even if he knows they won’t be popular with his traveling companions.
