Kieran Damilek

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
Score

Check
Modifier

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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