Welcome to ...
๐Ÿธ๏ธŽ

The Haunt

Spirit Striker
Swamps and sumps are the Haunt's realm, but they will slink from it when there is dangerous game to be hunted.
Name
Faith
Party
ClassRanger

Abilities and Skills

Distribute +3, +2, +1, +0 and -1 between abilities, then add +1 to any one ability.

Train 4 more skills of your choice. Nature is already trained.

Strength
โ˜ Athletics
โ˜ Endurance
Dexterity
โ˜ Acrobatics
โ˜ Initiative
โ˜ Sleight of Hand
โ˜ Stealth
Intelligence
โ˜ Arcana
โ˜ History
โ˜ Religion
Wisdom
โ˜ Dungeoneering
โ˜ Heal
โ˜ Insight
โ˜‘ Nature
โ˜ Perception
Charisma
โ˜ Bluff
โ˜ Diplomacy
โ˜ Intimidate
โ˜ Streetwise

Proficiencies

Weapons Simple melee and ranged, martial melee, elite crossbow

Armor Light armor

Equipment

  • โ˜‘ Any weapon:
  • โ˜‘ Any weapon:
  • โ˜‘ Hide (+3 AC, already included)
  • โ˜ Two-handed martial weapon:
    OR โ˜ Heavy shield (+2 AC, +2 Reflex)
  • โ˜ grave goods (worth 20gp) OR โ˜ homing pigeon OR โ˜ healer's kit
  • โ˜‘ Dungeoneer's pack (backpack, bedroll, flint & steel, belt pouch, 10 days rations, waterskin, 2 glowbaskets, 50' rope)

Loot and Plunder

gold pieces
silver pieces
copper pieces

In Play

Current HP
/
Max HP
Bloodied
Recoveries
Recovery Value
Impetusโ›บ๏ธŽLevel 3โ›บ๏ธŽLevel 7โ›บ๏ธŽ

Short rest (5 mins) Regain Impetus, spend recoveries to heal

Stamina๐ŸŒฃ๏ธŽLevel 5๐ŸŒฃ๏ธŽLevel 9๐ŸŒฃ๏ธŽ
Action Points

Long rest (6 hours) Regain Stamina, heal to maximum HP, regain all spent recoveries, set Action Points to 1

Feats

At levels 4, 7 and 10, add a feat from any you meet the requirements for.

Damage Bonus +1 feat bonus to your damage with weapon and spell attacks. Level 11, +2 instead. Level 21, +3 instead.
Toughness You gain additional hit points equal to your level (already included).
Ancestry
Level 4
Level 7
Level 10
Other
Other

Talents

At levels 2, 6 and 10, add a talent from any skill you have proficiency in.

Versatile Stride Ranger Ignore difficult terrain.
Ancestry
Level 2
Level 6
Level 10
Other
Other
Other

Class Features

Hunter When no ally is closer to an enemy than you are, you get +1 to attack rolls against that enemy. You gain this bonus against all enemies who meet these criteria.

Wild Grace Ignore the armor check penalty from hide armor.

Sharp Edge Once per round, do +1d6 damage on a hit. Level 11 +2d6 instead. Level 21 +3d6 instead.

Brew Poison After each long rest, you may brew one poison for each point of Stamina you spend. Each poison must be of your level or lower. You cannot brew the same variety of poison twice in the same day. You can give poisons to allies. If any poison is not used by the end of your next long rest, it becomes ineffective.

Powers

โ›บ๏ธŽ Ambush.

โ›บ๏ธŽ Levels 3 and 7 โ€“ choose one

  • โ˜ Will o' the wisp
  • โ˜ Scything swing
  • โ˜ Harvest begins
  • โ˜ Stinging jab
  • โ˜ Reap the whirlwind
  • โ˜ Bloodletter

Ancestry

Paste your ancestry here
LevelAttack
(weapon / spell)
AC FortReflex WillSkills*
(trained / untrained)
HP (bloodied) / recoveryOtherXP for next
1+7 / +516131512+5 / +034 (17) / 81,000
2+8 / +617141613+6 / +140 (20) / 10Talent2,250
3+9 / +718151714+6 / +146 (23) / 11Impetus Power3,750
4+10 / +819161815+7 / +252 (26) / 13Feat5,500
5+11 / +920171916+7 / +258 (29) / 14Stamina Power7,500
6+12 / +1021182017+8 / +364 (32) / 16Talent10,000
7+13 / +1122192118+8 / +370 (35) / 17Feat, Impetus Power13,000
8+14 / +1223202219+9 / +476 (38) / 1916,500
9+15 / +1324212320+9 / +482 (41) / 20Stamina Power20,500
10+16 / +1425222421+10 / +588 (44) / 22Talent, Feat25,500

+2 AC and Reflex if equipped with a shield. Adjust AC if unarmored.

* Add the relevant ability, for example Strength for Athletics.

Current XP

Rally

Encounter
Spend a recovery and heal your recovery value. You are fortified until the end of your next turn.

Ambush

โ›บ๏ธŽ Encounter
โ›บ๏ธŽ Impetus
You make a basic or at-will attack against an off-guard enemy.
You get a +3 power bonus to the attack. If it hits, you do +1d6 damage to that enemy.
Level 7 +2d6 damage instead. Level 17 +3d6 damage instead. Level 27 +4d6 damage instead.
You can use ambush multiple times an encounter, spending 1 Impetus each time.

Axe Grind

At-Will
weapon, one target
vs AC
2dW + double level damage and push the target 1 square.
Level 21 3dW + double level damage instead.
โ˜‘๏ธŽโœ‹๏ธŽHatchet 1d8 damage
โ˜‘๏ธŽโœ‹๏ธŽBattleaxe 1d10 damage
โ˜‘๏ธŽ๐Ÿ‘๏ธŽGreataxe 1d12 damage

Bolt from the Blue

At-Will
weapon, one target
vs AC
2dW + double level damage.
Shift 1 square before making the attack.
Level 21 3dW + double level damage instead.
โ˜‘๏ธŽ๐Ÿ‘๏ธŽCrossbow 1d8 damage (Ranged 15/30, Loading swift)
โ˜‘๏ธŽ๐Ÿ‘๏ธŽElite crossbow 1d10 damage (Ranged 15/30, Loading swift)

Careful Slice

At-Will
weapon, one target
vs Reflex
1dW + level damage.
Level 21 2dW + level damage instead.
โ˜‘๏ธŽโœ‹๏ธŽDagger 1d6 damage (Melee 1 or Ranged 5/10)
โ˜‘๏ธŽโœ‹๏ธŽMisericorde 1d8 damage (Melee 1 or Ranged 5/10)
โ˜‘๏ธŽโœ‹๏ธŽRapier 1d10 damage

Cleaving Slice

At-Will
weapon, one target
vs AC
2dW + double level damage. An enemy adjacent to the target takes 1dW damage.
Level 21 3dW + double level damage instead. An enemy adjacent to the target still takes 1dW damage.
โ˜‘๏ธŽโœ‹๏ธŽSickle 1d8 damage
โ˜‘๏ธŽ๐Ÿ‘๏ธŽScythe 1d10 damage
โ˜‘๏ธŽโœ‹๏ธŽLongsword 1d10 damage
โ˜‘๏ธŽ๐Ÿ‘๏ธŽGreatsword 1d12 damage

Double Attack

At-Will
Must have a melee weapon in each hand
weapon, two targets
vs AC
1dW + level damage.
Level 21 2dW + level damage.
Each attack must be with a different melee weapon and against a different target.

Flail About

At-Will
weapon, one target
vs AC
2dW + double level damage. Then shift 1 square.
Level 21 3dW + double level damage instead.
โ˜‘๏ธŽโœ‹๏ธŽLight flail 1d10 damage
โ˜‘๏ธŽ๐Ÿ‘๏ธŽHeavy flail 1d12 damage

Hammerfall

At-Will
weapon, one target
vs AC
2dW + double level damage.
Target takes 1dW damage.
Level 21 3dW + double level damage instead.
โ˜‘๏ธŽโœ‹๏ธŽLight pick 1d6 damage (Melee 1 or Ranged 5/10)
โ˜‘๏ธŽโœ‹๏ธŽWarhammer 1d10 damage
โ˜‘๏ธŽ๐Ÿ‘๏ธŽMaul 1d12 damage

Shillelagh

At-Will
weapon, one target
vs AC
2dW + double level damage and the target is dazed until the end of their next turn.
Level 21 3dW + double level damage instead.
โ˜‘๏ธŽโœ‹๏ธŽClub 1d8 damage
โ˜‘๏ธŽ๐Ÿ‘๏ธŽGreatclub 1d10 damage
โ˜‘๏ธŽโœ‹๏ธŽLight mace 1d10 damage
โ˜‘๏ธŽ๐Ÿ‘๏ธŽHeavy mace 1d12 damage

Sling of Misfortune

At-Will
weapon, one target
vs AC
1dW + level damage. Target's speed is reduced by 2 (save ends).
Level 21 2dW + level damage instead.
โ˜‘๏ธŽโœ‹๏ธŽSling 1d6 damage (Ranged 10/20, Loading free)

Spear Discipline

At-Will
weapon, one target
vs AC
2dW + double level damage. Any ally adjacent to the target can shift 1 square.
Level 21 3dW + double level damage instead.
โ˜‘๏ธŽโœ‹๏ธŽShortspear 1d8 damage
โ˜‘๏ธŽ๐Ÿ‘๏ธŽLongspear 1d12 damage

Staff Sweep

At-Will
weapon, one target
vs AC
2dW + level damage. Target must save or fall prone.
Level 21 3dW + level damage instead.
โ˜‘๏ธŽ๐Ÿ‘๏ธŽQuarterstaff 1d10 damage

Assassinโ€™s Blood

Consumable
Until your next short rest, any target you hit with a weapon also takes 5 poison damage.
If Assassinโ€™s Blood is ingested, for 12 hours the target gains vulnerability to poison 5 and loses any poison resistances or immunities they had.

Ballista Frog Poison

Consumable
The next target you hit with a weapon takes 1d6 poison damage and is dazed (save ends).
If Ballista Frog Poison is ingested, the target takes 2d6 poison damage.

Pale Tincture

Consumable
The next target you hit with a weapon takes 1d10 poison damage and cannot heal by any means (save ends).
If the Pale Tincture is ingested, the target suffers a -4 penalty to all saves and cannot heal for 12 hours.

Assess Defenses

Encounter
You succeed on a lore check to discover a creatureโ€™s level.
The creature becomes off-guard until the end of their next turn.

Bloodletter

โ›บ๏ธŽ Encounter
โ›บ๏ธŽ Impetus
weapon, one creature
vs AC
3dW + level damage. Add +1dW damage if either you or the target is bloodied.

Harvest Begins

โ›บ๏ธŽ Encounter
โ›บ๏ธŽ Impetus
weapon, one creature
vs AC
3dW + double your level damage and make a secondary attack against all enemies within near burst 1. Secondary Attack vs Will: The target is rattled until the end of their next turn.

Reap the Whirlwind

โ›บ๏ธŽ Encounter
โ›บ๏ธŽ Impetus
weapon, one creature
A creature attacks an ally of yours
Move up to your speed and make a basic attack against the enemy.

Scything Swing

โ›บ๏ธŽ Encounter
โ›บ๏ธŽ Impetus
burst 1, all creatures
vs AC
2dW + your level damage and the target falls prone.

Stinging Jab

โ›บ๏ธŽ Encounter
โ›บ๏ธŽ Impetus
weapon, one creature
vs AC
1dW + your level damage and the target is off-guard (save ends).

Will o' the Wisp

โ›บ๏ธŽ Encounter
โ›บ๏ธŽ Impetus
10, attacking creature
An ally is attacked
vs Reflex
2d8 + level fire damage and the target suffers a -4 penalty to the triggering attack.

Mind Spider Venom

Consumable
The next target you hit with a weapon takes 5 persistent poison damage and is slowed (save ends both).
If a creature is in prolonged contact with Mind Spider Venom (e.g. they wear clothes on which it has been placed),they are weakened and gain incorporeal (both for 4 hours).

Oil of Taggit

Consumable
Until your next short rest, any target you hit with a weapon takes 1d8 poison damage and is slowed until the end of their next turn.
If a creature is in prolonged contact with Oil of Taggit (e.g. they wear clothes on which it has been placed), the creature remains immobilised.

Torpor

Consumable
The next target you hit with a weapon takes 2d6 poison damage and is dazed (save ends).
If Torpor is ingested, the target is dazed for 12 hours.

Lethargy Poison

Consumable
The next target you hit with a weapon is dazed (save ends).
Aftereffect The target is unconscious until disturbed.
If Lethargy Poison is ingested, the target falls into a coma for 24 hours.

Malice

Consumable
5
vs Reflex
3d10 + level psychic damage and 5 persistent poison damage (save ends). Each time the target fails a saving throw, they make a basic attack against the nearest ally (this does not count against their actions).
Target takes half damage and 5 persistent psychic damage (save ends).
If a creature is in prolonged contact with Malice (e.g. they wear clothes on which it has been placed), thye hallucinate a terrible waking nightmare.

Manticore Paste

Consumable
Until the end of the encounter, if you are hit by a melee attack, you can make the following attack against your attacker.
Secondary Attack vs Fortitude; on a hit, the target takes 5 persistent poison damage (save ends).
If a creature is in prolonged contact with Manticore Paste (e.g. they wear clothes on which it has been placed), their skin hardens and the creature is slowed for 3 hours.

Truth Serum

Consumable
5
vs Will
Target is controlled (save ends).
If the Truth Serum is ingested, the target is controlled (save ends) and cannot knowingly tell a lie for 1 hour.

Ranger Feats

Improved Initiative +4 feat bonus to Initiative checks.
Allied Flank Any target flanked by your allies counts as if you were flanking it for the purposes of your attacks.
Wand Proficiency Repeatable Proficient with a wand: ______________________
Wand Proficiency Repeatable Proficient with a wand: ______________________
Skill Training Repeatable Become trained in a skill of your choice.
Skill Training Repeatable Become trained in a skill of your choice.
Skill Training Repeatable Become trained in a skill of your choice.
Skill Training Repeatable Become trained in a skill of your choice.
Seize Advantage Treat immobilized and slowed targets as off-guard. Level 11, Deafened and weakened targets are also off-guard.
Improved Step Whenever you can step, add +2 to the distance you may step.
Quick Switch You can draw a weapon or wand while making an attack.
Guarded Archery You do not provoke opportunity attacks for making ranged attacks.
Precision Strike You gain a +1 bonus to attack rolls against off-guard targets.
The Haunt

Nature Talents

Assess Defenses Nature Add Assess defenses to your powers.
Scent Nature Unless something interferes with your sense of smell, you know how many creatures โ€“ and of which type โ€“ are within 12 squares (24 squares downwind, 6 squares upwind). You also become aware of anything else that produces a distinctive or strong odor, although you cannot pinpoint its exact location.
Wilderness Initiative Nature While in a wilderness environment, you can use Nature instead of Initiative to make initiative checks.
Wild Tongue Nature You speak the language of a group of animals. With time and exposure, you can learn the languages of other groups of animals as well.
Waterborn Nature You gain a swim speed of 6 and can breathe underwater.

Puck

Ancestry
Small fey humanoid
Speed 5 squares
Languages โ˜‘ Common, one of:
โ˜ Goblin  โ˜ Dwarvish  โ˜ Elvish
Hide in a Flash When you make an initiative check, if you are in cover or concealment, you can make a Stealth check to hide (takes no action).
Ancestry Feat Add a puck feat.
Ancestry Talent Add a puck talent.

Puck Feats

Nimbleness +2 ancestry bonus to AC against opportunity attacks.
Versatile Stride Ignore difficult terrain.
Darkvision You can see in darkness or dim light as if it were bright light.

Puck Talents

Deceptive Motion Puck Add Deceptive motion to your powers.
Disappearing Act Puck Add Disappearing act to your powers.
Giant Form Puck Add Giant form to your powers.
Lucky Puck Add Lucky to your powers.
Sleep Dart Puck Add Sleep dart to your powers.

Deceptive Motion

Encounter
Until the end of your next turn, when you make any attack that normally targets AC, you can choose to target Reflex instead.

Disappearing Act

Encounter
You take damage.
Become invisible until the end of your next turn, or until you make an attack (whichever comes sooner).

Giant Form

Encounter
You become Large. You remain in the form until you are reduced to 0 HP or below, take a long rest or take a new form. You can return to your original form as a swift action. Upon using this power, you can spend a recovery to gain temporary hit points equal to your recovery value. While in this form, you receive a +2 power bonus on basic melee attack rolls.

Lucky

Encounter
An opponent hits you with an attack.
The opponent must reroll their attack roll and take the second result.

Sleep Dart

Encounter
10, one creature
vs Will
The target is slowed (save ends). On its first failed save, the target falls unconscious instead until they take damage or makes a successful save, whichever happens sooner. If the target is still unconscious at the end of the encounter they remain so for an hour or until disturbed (whichever happens sooner).
Creatures still unconscious at the end of the encounter sleep for an hour or until disturbed.