Lucann Valendair

Elder of Fayrwin

Description:
Character: Lucann Valendair
Player: DM
Level 15
Race: Eladrin; Alignment: Good
Class: Ranger
Paragon Path: Battlefield Archer; Epic Destiny: N/A
Patron Deity/Religion: Corellon; Action Points: 1
Age: 315; Sex: Male
Height: 5’10”; Weight: 150
Skin/Hair: Fair/Pale Gold (Long); Eyes: Green
Size: Medium; Handedness: Ambidextrous
Ability Scores
Strength 13 (+1), Constitution 14 (+2), Dexterity 20 (+5)
Intelligence 16 (+3), Wisdom 18 (+4), Charisma 14 (+2)
Hit Points: Max HP: 96, Bloodied: 45 (= ½ Max HP), Surge Value: 22 (= ¼ Max HP), Surges/Day: 8
Defenses: AC: 30 (-1 to skills for armor check penalty), Fortitude: 25, Reflex: 26, Willpower: 25
Special Defenses: +5 to saving throws against charm effects. +5 to saving throws against being slowed or immobilized. Resist 5 fire and 5 cold.
Speed: 7 squares; Initiative: +14
Skills: Acrobatics +17, Arcana +17, Athletics +8, Bluff +9, Diplomacy +9, Dungeoneering +16, Endurance +12, Heal +11, History +17, Insight +11, Intimidate +9, Nature +15, Perception +16, Religion 10, Stealth +22, Streetwise +9, Thievery +12
Passive Insight: 21 (= Insight +10); Passive Perception: 30 (= Perception +10)
Attacks: Impaling Longbow +4 (+18 to hit +1 vs. Quarries / 1D10 +15 damage / Range 25/45 / Critical: +4D8 damage / Ignore Cover (Not Superior Cover) / Property: Once per round, when an attack with this weapon reduces a target to 0 hit points or fewer, you can make a ranged basic attack against another creature adjacent to the target of the first attack.), Battlemaster’s Short Sword +3 (+14 to hit / 1D6 +4 damage / Critical: +3D6 damage / Power (Daily): Minor Action. You regain the use of one encounter power.), Parrying Short Sword +3 (+14 to hit / 1D6 +4 damage / Critical: +3D6 damage / 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.)
Feats: Defensive Mobility (+2 to AC against opportunity attacks), Linguist (Learn an additional 3 languages), Lethal Hunter (Hunter’s Quarry damage dice increase to D8s), Far Shot (Increase projectile weapon range by 5 squares), Quick Draw (+2 to initiative and you can draw a weapon or item as part of the action to use it), Weapon Focus (+2 damage with bows), Skill Training: Arcana, Distant Shot (You ignore the -2 penalty for long range attacks), Point-Blank Shot (Ignore cover and concealment on targets within 5 squares; includes superior cover, but not total concealment), Fleet-Footed (+1 bonus to speed).
Proficiencies: Cloth, Leather and Hide Armor, Simple and Military Melee, Simple and Military Ranged.
Equipment and Possessions: Displacer Darkhide Armor +4 (Daily, Illusion: Minor Action. Any enemy making a melee or ranged attack against you must roll two D20s for the attack roll and take the lower result. This effect lasts until the end of the encounter.), Impaling Longbow +4, Battlemaster’s Short Sword +3, Parrying Short Sword +3, Endless Quiver (Never runs out of arrows), Stag Helm (Property: Gain a +4 bonus to passive Perception checks. Also, you can take a move action during a round when you are surprised.), Cloak of Survival +3 (Gain resist 5 Cold and Fire, +3 to Fortitude, Reflex and Will), Bracers of Archery +4 (Daily): Minor Action. Ignore cover on your next attack this turn when using a bow or crossbow.), Belt of Vim (Property: Gain a +2 bonus to Fortitude defense.), Lightstep Slippers (Property: Gain a +5 item bonus to Stealth checks. Also, you do not activate traps or hazards triggered by stepping into a particular square, nor can you be detected by tremorsense.), Sure Shot Gloves (Property: Your ranged weapon attacks ignore cover; but not superior cover.), Silk Rope (50 ft.), 22 Gold.
Mount: N/A.
Rituals: N/A.
Languages: Common, Elven, Dwarven, Draconic, Giant, Goblin, Supernal.

Special Features

Low-light vision
You can see normally in areas of bright and dim light.

Fey Origin
Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.

Trance
Rather than sleep, Eladrin enter a meditative state known as a trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Archer Fighting Style
Because of your focus on ranged attacks, you gain Defensive Mobility 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 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. Hunter’s Quarry damage is currently 2D8.

Prime Shot
If none of your allies are nearer to your target that you are, you receive a +1 bonus to ranged attack rolls against the target.

Archer’s Action
You can spend an action point to re-roll one ranged attack rolled or ranged damage roll, instead of taking an extra action.

Battlefield Experience
You can designate more than one creature as your quarry at a time, up to a number equal to your Wisdom modifier. In addition, any attack made against a quarry receives a +1 bonus to attack rolls.

Powers

Nimble Strike – Level 1 At-Will, Martial, Weapon, Standard Action, Ranged, Target: One creature, Special: Shift 1 square before or after you attack, Attack: Dexterity vs. AC, Hit: 1[W] + Dexterity modifier damage.

Twin Strike – Level 1 At-Will, Martial, Weapon, Standard Action, Melee or Ranged, 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.

Fey Step – Level 1 Encounter, Move Action, Personal, Effect: Teleport up to 7 squares (due to Eladrin Chainmail).

Evasive Strike – Level 1 Encounter, Martial, Weapon, Standard Action, Melee or Ranged, Target: One creature, Special: You can shift a number of squares equal to 1 + your Wisdom modifier either before or after the attack, Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged), Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged).

Crucial Advice – Level 2 Utility, Encounter, Martial, Immediate Reaction, Ranged 5, Trigger: An ally within range that you can see or hear makes a skill check using a skill in which you’re trained, Effect: Grant the ally the ability to re-roll the skill check, with a power bonus equal to your Wisdom modifier.

Disruptive Strike – Level 3 Encounter, Martial, Weapon, Immediate Interrupt, Melee or Ranged, 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.

Excruciating Shot – Level 5 Daily, Martial, Weapon, Standard Action, Ranged, Target: One creature, Attack: Dexterity vs. AC, Hit: 3[W] + Dexterity modifier damage, and the target is weakened (save ends). Miss: Half damage, and the target is not weakened.

Evade Ambush – Level 6 Utility, Daily, Martial, No Action, Ranged Sight, Effect: At the start of a surprise round in which any allies are surprised, use this power to allow a number of allies equal to your Wisdom modifier to avoid being surprised.

Attacks on the Run – Level 9 Daily, Martial, Weapon, Standard Action, Melee or Ranged, Target: One or two creatures, Attack: You can move your speed. At any point during your move, you can make two Strength vs. AC attacks with a melee weapon or two Dexterity vs. AC attacks with a ranged weapon. Hit: 3[W] + Strength modifier damage (melee) or 3[W] + Dexterity modifier damage (ranged) per attack. Miss: Half-damage.

Expeditious Stride – Level 10 Encounter, Martial, Minor Action, Personal, Effect: Until the end of your next turn, your speed increase by 4, and when you shift, you can shift 1 additional square.

Combined Fire – Level 11 Encounter, Martial, Weapon, Immediate Reaction, Ranged, Trigger: An ally makes a ranged attack or an area attack, Target: One creature attacked by your ally, Attack: Dexterity vs. AC, Hit: 3[W] + Dexterity modifier damage.

Archer’s Glory – Level 12 Encounter, Martial, Weapon, Free Action, Personal, Trigger: One of your ranged attacks drops an enemy to 0 hit points or fewer, Effect: You gain an action point that you must spend before the end of your next turn.

Nimble Defense – Level 13 Encounter, Martial, Weapon, Standard Action, Melee, Requirement: You must be wielding two melee weapons. Target: One creature, Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks, Hit: 1[W] + Strength modifier damage per attack. If you hit with either attack, you gain a power bonus to your AC equal to 2 + your Wisdom modifier until the end of your next turn.

Pinning Strike – Level 13 Encounter, Martial, Weapon, Standard Action, Melee or Ranged, 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. The target is immobilized until the start of your next turn.

Bleeding Wounds – Level 15 Daily, Martial, Weapon, Standard Action, Ranged, Targets: One, two, or three creatures, Attack: Dexterity vs. AC, three attacks, Hit: 1[W] + Dexterity modifier damage per attack, and ongoing 5 damage (save ends). A target hit twice takes ongoing 10 damage (save ends). A target hit three times takes ongoing 15 damage (save ends). Miss: Half damage per attack, and no ongoing damage.

Confounding Arrows – Level 15 Daily, Martial, Weapon, Standard Action, Ranged, Targets: One, two, or three creatures, Attack: Dexterity vs. AC, three attacks, Hit: 1[W] + Dexterity modifier damage per attack. A target hit once is dazed (save ends). A target hit twice is stunned (save ends). A target hit three times is stunned (save ends) and takes +2[W] damage. Miss: The target is dazed (save ends).

Bio:

History and Background
Lucann is the Elder of Fayrwin. More to come…

Personality
He is old and wise. More to come…

Description
He has fair skin and long golden hair. More to come…

Lucann Valendair

An Empire Forgotten Terran