Varis

A show-off with a checkered past. Quickly becoming a specialist in the fine art of killing people and taking their stuff.

Description:
Level 8 Elf Ranger
Varis
+4
10
Strength
+4
11
Constitution
+10
22
Dexterity
+4
10
Intelligence
+8
18
Wisdom
+3
8
Charisma
HIT POINTS
Total
63
Bloodied
31
Surges
6
Value
15
+10
Initiative
SKILLS
+16
Acrobatics
+4
Arcana
+10
Athletics
+3
Bluff
+3
Diplomacy
+13
Dungeoneering
+3
Endurance
+8
Heal
+4
History
+8
Insight
+4
Intimidate
+10
Nature
+15
Perception
+4
Religion
+14
Stealth
+3
Streetwise
+14
Thievery
22
Armor Class
+1 while running
+2 vs AOO from ranged attacks made with point blank weapon
15
Fortitude
20
Reflex
17
Will
RACE FEATURES
Group Awareness
Non-elf allies within 5 get +1 racial bonus to Perception
Wild Step
Ignore difficult terrain when shifting
CLASS FEATURES
Two-blade Fighting Style
Wield one-handed weapon as off-hand weapon; gain Toughness as a bonus feat.
Hunter’s Quarry
Deal +1d6 extra damage once per round to quarry.
Prime Shot
If no allies are closer to target than you, get +1 on ranged attacks against that target.
Sneak Attack
Once per encounter, with combat advantage, deal +2d6 extra damage with a crossbow, light blade or sling.
FEATS
Weapon Proficiency (Superior Crossbow)
Sneak of Shadows
Multiclass Rogue. Sneak Attack 1 / encounter; train Thievery.
Weapon Expertise (Crossbow)
Bonus to attack rolls with crossbows.
Speed Loader
Load crossbow as a free action.
Weapon Focus (Crossbow)
+1 damage per tier with crossbows.
BACKGROUNDS
Warsmith
Craft weapons and armor, given time and raw materials. Making weapon takes 2 days; armor takes 4. Cost is equal to item’s value. Can use creation rituals as if had the Ritual Caster feat.
AT-WILL POWERS
Nimble Strike
Shift 1 either before or after a shot, as part of the same standard action. +16; 1d10+11
Twin Strike
Make two attacks with one standard action. +16; 1d10+5.
Hunter’s Quarry
Designate a target as a minor. Only 1 quarry at a time. Deal extra 1d6 damage as free action, 1 / round.
ENCOUNTER POWERS
Elven Accuracy
Reroll an attack roll. Use the second roll, even if it’s lower.
Two-Fanged Strike
2 attacks. +16;1d10+11. If both hit the same foe, deal +4 additional damage.
Disruptive Strike
Immediate Interrupt when you or ally is attacked by a creature. +16; 1d10+11. Target takes -7 penalty to the interrupted attack roll.
Biting Volley
2 Attacks. +16; 1d10+11. Can critical on 18-20.
Yield Ground
Immediate Reaction when enemy damages you with a melee attack. Shift 4 squares; +2 power bonus to all defenses until end of your next turn.
Serpentine Dodge
Must start within 2 squares of at least 2 enemies. Shift 5. Until end of your next turn, gain power bonus to all defenses equal to number of enemies you were adjacent to at any time during the shift.
DAILY POWERS
Split the Tree
2 attacks, but each uses the better of the attack rolls. +16; 2d10+11.
Spitting-Cobra Stance
Until stance ends, make a ranged basic attack as an opportunity action against any enemy within 5 squares that moves closer to you.
ATTACKS
1d6
+4 vs AC
Melee Basic
1d10+11
+16 vs AC
Ranged Basic
EQUIPMENT
Swiftshot Superior Crossbow +1
1 / encounter, make a ranged basic attack as a minor.
Cloak of Distortion +1
Property: any ranged attack from more than 5 squares away takes a -5 penalty to attack.
Bracers of Archery
Daily; minor action. Ignore cover on next attack this turn with bow or crossbow.
Dynamic Belt
Daily; free action. Reroll an Acrobatic or Athletics check. Use the new result.
Point Blank Superior Crossbow +2
Encounter; Free Action. This attack does not provoke opportunity attacks.
Ghoststride Boots
Property: While running, +1 AC and insubstantial
Antipathy Gloves
Property: enemies must spend 1 extra square of movement to enter a square adjacent to me.
Daily; Standard Action. Ranged 10; +13 vs. Reflex. Hit: target is restrained (save ends).

Made with ChainsawXIV’s Character Sheet Maker.

Bio:

Despite being a known member of the Mott Irregulars, Varis is an upstanding gentleman. Trust me. But don’t ask him, because he doesn’t lie so good. Perhaps that’s how that damnable halfling rogue family found out about his nighttime activities for the Irregulars.

After being outed by the halflings (and then the town, though still not the Irregulars – they like having members with a bad rep), Varis decided to go hunt down those damn interfering little bastards. Especially the rogues. Now, he’s on the trail of one of them little buggers (who is certainly a rogue and a Halfling, and therefore just has to be aligned with those rogues which caused Varis trouble). Varis even made a friend who adventures with this one. Now, as long as no one asks him any interfering or dangerous questions that’ll make him (such as “what brings you here?” or “tell me a bit about yourself.”), he’ll be able to get close the the miscreant and teach him what for!

Well, as soon as he thinks of a good definition of what for.

In case you haven’t heard of them, the Mott Irregulars are a mercenary company that runs out of Mott’s Wood. They formed together and successfully defended the wood against (some invading army) back in ‘37, and have been up to no good ever since. One part guerilla army, one part band of rogues, and one part troublemakers, the Mott Irregulars are a group to bring in when you want something…Irregular. And preferably with munitions. We like munitions. And looting. The looting’s the best part.

Varis was a second story man for the Irregulars, and learning to be an alchemist. So he did both parts, really.

Varis

The Usual Suspects AbelCodeMonk