Kieran was given to Lord Boroman ir’Dayne from the Damilek family in hopes that the young boy will be tutored under the great explorer and by the family’s wish to eventually become an heir to the Foundation after the old man has passed.
The boy excelled in both physical and mental tasks and has proven himself to be an excellent researcher as well as an explorer. Kieran has currently been studying at Morgrave University and has considered Xen’drik as his expertise. When Lord Boroman got ill Kieran has pushed further his researches into the forays of that land.
Kieran Damilek, Human Ranger/Spellscarred 8
Hit Points 66
Bloodied 33
Healing Surge 16
Surges Per Day 8
Initiative +8
Action Points 1
Defenses
AC 20
Fortitude 19
Reflex 18
Will 17
Attacks
Melee Basic Attack: +11 (Parrying long sword +1) Damage: 1d8 + 6
Ranged Basic Attack: +9 (Thundering pistol +1) Damage: 1d6 + 3
Racial Traits
Height: 5'11"
Weight: 160 lb.
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Dwarven, Deep Speech, Elven and Giant
Bonus At-Will Power: You know one extra at-will power from your class.
Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat's prerequisites.
Bonus Skill: You gain training in one additional skill from your class skill list.
Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses.
Class Features
Two-Blade Fighting Style
Because of your focus on two-weapon melee attacks, you can wield a one-handed weapon in your off hand as if it were an off-hand weapon. (Make sure to designate on your character sheet which weapon is main and which is offhand.)
In addition, you gain Toughness as a bonus feat.
Hunter's Quarry
Once per turn as a minor action, you can designate the enemy nearest to you as your quarry.
Once per round, you deal 1d6 extra damage to your quarry. The extra damage is based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled.
The hunter's quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry.
You can designate one enemy as your quarry at a time.
Prime Shot
If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.
Feats
Action Surge
[Human]
Prerequisite: Human
Benefit: You gain a +3 bonus to attack rolls you make during any action you gained by spending an action point.
Acolyte Power
[Multiclass Utility]
Prerequisites: Any class-specific multiclass feat, 8th level
Benefit: You can swap one utility power you know for one utility power of the same level or lower from the class you multiclassed into.
Jack of All Trades
Prerequisite: Int 13
Benefit: You gain a +2 feat bonus to all untrained skill checks.
Linguist
Prerequisite: Int 13
Benefit: Choose three languages. You can now speak, read, and write those languages fluently.
Special: You can take this feat more than once.
Each time you select this feat, choose three new languages to learn.
Novice Power
[Multiclass Encounter]
Prerequisites: Any class-specific multiclass feat, 4th level
Benefit: You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.
Student of the Plague
[Multiclass Spellscarred]
Prerequisite: You have a spellscar
Benefit: You gain the ability to focus your spellscar to useful ends. You qualify for the Novice Power, Acolyte Power, and Adept Power feats, treating spellscarred as the class into which you have multiclassed.
✦ Sight of the Unseen: You have darkvision extending 1 square in all directions that you can turn on and off at will. When your darkvision is on, your eyes are backlit with a dancing blue flame.
Toughness
Benefit: When you take this feat, you gain additional hit points. You gain an additional 5 hit points at each tier of play (at 1st, 11th, and 21st level).
| Skill (Ability) | Trained | Modifier |
| Acrobatics (Dex) | Yes | +11 |
| Arcana (Int) | +7 | |
| Athletics (Str) | Yes | +12 |
| Bluff (Cha) | +7 | |
| Diplomacy (Cha) | +7 | |
| Dungeoneering (Wis) | Yes | +11 |
| Endurance (Con) | +8 | |
| Heal (Wis) | +8 | |
| History (Int) | +7 | |
| Insight (Wis) | +8 | |
| Intimidate (Cha) | +7 | |
| Nature (Wis) | Yes | +11 |
| Perception (Wis) | Yes | +11 |
| Religion (Int) | +7 | |
| Stealth (Dex) | Yes | +11 |
| Street Wise (Cha) | +7 | |
| Thievery (Dex) | +8 |
Gear
Armor: Battle Harness Leather Armor +2
Weapon: Parrying Longsword +1. (2) Thundering Pistols + 1. Your Pistol has a range of 10/20.
Magical Items: Iron Armbands of Power.
Adventurer's Kit: This kit includes: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days worth of trail rations, 50 feet of hempen rope, and a waterskin.
Alchemical items: alchemical silver 5, alchemist acid 6, alchemist fire 6 (3), alchemist frost 6 (3), beastbane 4, blinding bomb 8, (2), clearsense powder 6, ghoststrike oil 8, goodnight tincture 6, healing potions (4), lock burst chalk 9, salve of slipperiness 8, smokestick (2), sovereign glue 8, tanglefoot bag 7 and tracking dust 9.
Gold: 25 gp
Ability | Check | |
| Strength | 16 | +3 |
| Constitution | 14 | +2 |
| Dexterity | 14 | +2 |
| Intelligence | 13 | +1 |
| Wisdom | 14 | +2 |
| Charisma | 13 | +1 |
At-will Powers
| Careful Attack Ranger Attack 1 |
| You study the enemy, looking for a gap in his defenses. Only when you find it do you strike. |
| At-Will ✦ Martial,Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding two melee weapons or a ranged weapon. Target: One creature Attack: Strength + 2 vs. AC (melee) or Dexterity + 2 vs. AC (ranged). |
| Hit: 1[W] damage (melee) or 1[W] damage (ranged). |
| Nimble Strike Ranger Attack 1 |
| You slink past your enemy’s guard to make your attack, or you make your attack and then withdraw to a more advantageous position. |
| At-Will ✦ Martial,Weapon Standard Action Ranged weapon Target: One creature Special: Shift 1 square before or after you attack. Attack: Dexterity vs. AC |
| Hit: 1[W] + Dexterity modifier damage |
| Twin Strike Ranger Attack 1 |
| If the first attack doesn't kill it, the second one might. |
| At-Will ✦ Martial,Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding two melee weapons or a ranged weapon. Targets: One or two creatures Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks |
| Hit: 1[W] damage per attack. |
Encounter Powers
| Call of the Plague Spellscarred Attack 3 |
| An intangible force pulls enemies close before a wave of flame washes over them. |
| Encounter ✦ Arcane, Fire, Implement Standard Action Close burst 5 Primary Target: Each creature in burst Primary Attack: Intelligence vs. Fortitude, Wisdom vs. Fortitude, or Charisma vs. Fortitude |
| Hit: You pull each target 1d6 squares. |
| Effect: Make a secondary attack. |
| Secondary Target: Each creature within 2 squares of you |
| Secondary Attack: Intelligence vs. Reflex, Wisdom vs. Reflex, or Charisma vs. Reflex |
| Hit: 1d10 + Intelligence, Wisdom, or Charisma modifier fire damage + 1d10 damage, and you push the target 1d6 squares. |
| Disruptive Strike Ranger Attack 3 |
| You thwart an enemy's attack with a timely thrust of your blade or a quick shot from your bow. |
| Encounter ✦ Martial,Weapon Immediate Interrupt Melee or Ranged weapon Trigger: You or an ally is attacked by a creature Target: The attacking creature Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged) |
| Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged). The target takes a penalty to its attack roll for the triggering attack equal to 3 + your Wisdom modifier. |
| Fox's Cunning Ranger Attack 1 |
| Using the momentum from your enemy's blow to fall back or slip to one side, you make a sudden retaliatory attack as he stumbles to regain his composure. |
| Encounter ✦ Martial, Weapon Immediate Reaction Melee or Ranged weapon Trigger: An enemy makes a melee attack against you Attack: You can shift 1 square, then make a basic attack against the enemy. |
| Special: Gain a power bonus to your basic attack roll equal to your Wisdom modifier. |
Daily Powers
| Adaptive Assault Ranger Attack 5 |
| Your quick attacks might have different results. |
| Daily ✦ Martial, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding two melee weapons or a ranged weapon. Targets: One or two creatures Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks |
| Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack. If both attacks hit the same target, the target either takes ongoing 5 damage or is dazed (save ends either). |
| Miss: Half damage per attack. |
| Hunt's End Ranger Attack 1 |
| You carefully focus to make your attack spell your target's end. |
| Daily ✦ Martial, Weapon Standard Action Melee or Ranged weapon Target: One bloodied creature Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged). If the target is your quarry, the attack can score a critical hit on a roll of 19–20. |
| Hit: 3[W] + Strength modifier damage (melee) or 3[W] + Dexterity modifier damage (ranged). |
| Miss: Half damage. |
Utility Powers:
| Spelleater Spellscarred Utility 2 |
| The magic burned away to nothing before it could strike you. |
| Encounter ✦ Arcane Immediate Interrupt Personal Trigger: An attack targets you |
| Effect: Add 4 to your Fortitude, Reflex, and Will defences against this attack. If the attack misses, you regain hit points equal to one-half the level of the attacker or effect. |
| Weave through the Fray Ranger Utility 6 |
| You dodge through the thick of the fight, denying your foes a chance to pin you down in one spot. |
| Encounter ✦ Martial Immediate Interrupt Personal Trigger: An enemy moves adjacent to you |
| Effect: You can shift a number of squares equal to your Wisdom modifier |
Items:
| Iron Armbands of Power |
| These plate armbands enhance the damage you dole out. |
| Item Slot: Arms Property: Gain a +2 item bonus to melee damage rolls. |
| Battle Harness Leather Armor +2 |
| Attack first, have your weapons ready, keep your vitals safe—this armor does it all. |
| Armor: Cloth, Leather, Hide Enhancement: AC Property: As a free action, you can draw a sheathed weapon or retrieve a stowed item. Property: You gain a power bonus to initiative equal to the item's enhancement bonus. |
| (2) Parrying Weapon Longsword +1 |
| A wielder of this weapon never truly lowers his or her defenses. |
| Weapon: Any melee Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus |
| Power (Daily): Immediate Reaction. Use this power when an enemy makes a melee attack against you. Make a melee basic attack against that enemy, with a power bonus on your attack roll equal to this weapon's enhancement bonus; if your result exceeds that of the attack roll against you, the enemy's attack misses. The melee basic attack you make to block your enemy's attack has no other effect and does not deal damage. |
| (2) Thundering Weapons Pistol +1 |
| You can unleash a clap of thunder when this weapon hits, carrying your foe away on a wave of deadly sound. |
| Weapon: Any Enhancement: Attack rolls and damage rolls Critical: +1d6 thunder damage per plus |
| Power (Daily ✦ Thunder): Free Action. Use this power when you hit with the weapon. Deal an extra 1d8 thunder damage and push the target 1 square. |
| Potions of Healing (4) |
| This simple potion draws on the body’s natural healing ability to cure your wounds. |
| 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. |
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