Summary Edit

Cliff Brownbriar Player EvolutionKB
Longtooth Shifter Ranger/Seeker (Good) Level 6 (XP 7500)
Initiative +8
Passive Insight 17 Passive Perception 24; Senses Low-Light vision
HP 51 Bloodied 25 Surge Value 12; Surges Per-Day 8
AC 21 Fortitude 19 Reflex 15 Will 19
Speed 6 Size Medium
Str 19 (+4) Dex 12 (+1) Wis 19 (+4)
Con 14 (+2) Int 10 (+0) Cha 8 (-1)
Racial Abilities Skill bonuses, Longtooth Shifting
Class Features Hybrid Hunter's Quarry, Hybrid Inevitable Shot, True Seeker's Bond(Spiritbond)
Battack Basic Attack Rebounding Drow Longknife+2 +14 vs AC 1d6+6 damage
Branged Ranged Basic Attack Rebounding Drow Longknife+2 +15 vs AC 1d6+6 damage Range 5/10
Feats Weapon Prof(Drow Longknife), Hybrid Talent(True Seeker's Bond), Strengthened Bond, Improved Initiative
Skills Athletics +14, Endurance +12, Nature +12, Perception +14
Languages Allarian, Imperial
Twin Strike (At Will Standard Melee or Ranged ✦ Martial, Weapon)
Target: One or Two creatures
Attack: +14 vs. AC(melee; main hand) and +13 vs AC(melee; off-hand) or +11 vs AC(ranged; main hand)and +10 vs AC(ranged off-hand)
Hit: 1d6+2 for main hand 1d6+1 for off-hand
Biting Swarm (At Will Standard Ranged ✦ Primal, Weapon)
Target: One Creature
Attack: +15 vs AC
Hit: 1d6+6 damage and the target and each enemy adjacient to it take a -2 to attack rolls until the start of my next turn.
Special: I can use this power as a ranged basic attack.
Hunter's Quarry (At Will Minor The closest enemy to me. )
Effect: I designate the target as my hunter's quarry. One per round when hitting the target with a ranger attack or ranger paragon path power I do an extra 1d6 damage.
Longtooth Shifting (Encounter Minor )
Requirement: I must be bloodied
Effect: Until the end of the encounter I gaina +2 to damage rolls and while bloodied I gain regeneration 2.
Possessing Spirits (Encounter Standard Ranged Weapon ✦ Charm, Primal, Weapon)
Target: One Creature
Attack: +14 vs Will
Hit: 1d6+6 damage and the target makes a melee basic attack as a free action against an enemy adjacient to it. If it hits, the target and the enemy are also dazed until the end of my next turn.
Disruptive Strike (Encounter Immediate Interrupt Melee or Ranged Weapon ✦ Martial, Weapon)
Target: The attacking creature
Trigger: You or an ally is attacked by a creature.
Attack: +14 vs AC(melee) or +11 vs AC(ranged)
Hit: 1d6+6 damage and the target takes a -7 to the triggering attack roll.
Spirits Rebuke (Daily Immediate Reaction Melee ✦ Primal Weapon)
Requirement: I must be wielding a light or heavy thrown weapon.
Target: The triggering enemy.
Trigger: An enemy misses you with a melee attack.
Effect: The target takes 1d6+6 damage and is pushed 1 square
Special: After this power is expended it is regained when first bloodied during an encounter.
Inevitable shot (Encounter Free ✦ Primal)
Trigger: I miss a creature with a ranged seeker or seeker paragon path power.
Effect: I make a ranged basic attack against an enemy within 5 squares of the creature I missed, using that creature's space as the attack's origin square.
Special: I regain the use of the this power when I use an AP.
Begin the Hunt (Daily No Action ✦ Martial)
Target: Personal
Trigger: I roll initiative
Effect: I gain a +2 bonus to the initiative check and using my Hunter's Quarry I designate one creature I can see as your quarry. I gain a +2 power bonus to attack rolls against that creature until it is no longer my quarry.
Sudden Leap (Encounter Move )
Target: One creature
Effect: I make an athletics check against a DC determined by the creature's size. 15(med or smaller), 20(large), 25(huge), 30(gargantuan). If the check succeeds I jump to another square adjacient to the target without provokng an OA.
Rebounding Drow Longknife+2 (Encounter Free )
Effect: When I miss an enemy with this weapon, I make a ranged basic attack against a different enemy within 5 squares of the initial enemy.
Swarming Bats (Daily Standard Area burst 2 within 10 ✦ Primal, Weapon, Zone)
Target: Each enemy in burst
Attack: +14 vs Reflex
Hit: 1d6+6 damage
Effect: You slide each target 1 square. The burst creates a zone of difficult terrain that lasts until the end of my next turn. The zone is also difficult terrain for flying creatures. while withyin th ezone enemies grant CA. As a move action I can move the zone 4 squares.
Sustain: Minor The zone persists.
Spitting Cobra Stance (Daily Minor ✦ Martial, Weapon, Stance)
Effect: I can make a ranged basic attack against a target within 5 squares that moves closer to me as an immediate reaction.
Amulet of Life +1 (Encounter Free ✦ Healing)
Trigger: Use this power when I spend a healing surge
Effect: I can spend an additional healing surge.

Fluff Edit

Background Edit

Cliff carefully clung to the rocks over the beach. The shifter’s hairy knuckles were clenched to the shallow handholds and his leather booted feet found the narrow fissures to step down. His vision swam for a moment as he eyed the waves crashing on the beach below him. It was a long drop, but this was a climb he’d made many times before. When his feet finally touched the wet white sand, he quickly set off, down the beach in a steady run. His hair was braided into tiny coils and it bounced on his shoulders as he dragged down the beach. Soon enough he reached his destination, a small set of caves only reachable at low tide. It was here the sea turtles lay their eggs. The shifter began digging and gathering the soft shelled eggs, placing them in a leather satchel he had brought with him. He made sure not to take too many, else he would upset the delicate system of predator and prey.

Ready to leave, Cliff turns to the exit, but something garners his attention. Something he hadn’t noticed before. Walking over to a cleft in the wall, he squeezed in inside. High above his head, in this narrow place was something strange with the stone. Setting his torch on the ground, he braced himself between the walls and began inch his way up. When he reached his destination he found the gray stone of the rock gave way to a dull green stone. It was slightly warmer than the surrounding stone and rough. The shifter pulled out a knife, intending to chip out a piece to bring back home. He thrust his knife at the stone, and it sank in a quarter inch. The earth groaned and lurched, Cliff was thrown from his perch, landing on his back on the sand. The shaking continued and Cliff ran from the cave, not wanting to be caught in a cave-in. He kept running too, all the way back to the cliff where he had came down here. Finally, he realized the earth wasn’t going to swallow him, and he caught his breath, ascending the cliff with caution so not to fall.

The ascent behind him, Cliff moved into the jungle before him. The shifter followed a game trail back to his home. He moved through the growth with ease, keeping an eye and ear to his surroundings in case a predator would test its mettle against him.

Upon his return, he found the village a buzz with activity. The quake shook the clay pots from many shelves. For most of the night, the elder’s met and talked of the spirit’s being upset. Spirit warriors like himself, journeyed into the dark jungle to commune with the spirits.

In the meantime, Cliff busied himself preparing the eggs for preservation. Soon enough a flood of moths hovered nearby. They coalesced in the shape of a humanoid, and within a mere moment, a shifter stood there. The other shifter held a staff in one hand and leaned against it. Stiff leather armor covered his hearty form, and thin beard covered his cheeks. “Hello Brother,” said the newcomer.

“Hello Varmin,” Cliff said. They were not really brothers, but that is what members of the tribe called each other if they were born on the same day. Varmin was a druid, able to change into a type of creature through the gifts of the spirits. The spirits had gifted him as able to change into a swarm of moths. Varmin was early in his teachings though and had not been allowed to sit with the elders as they spoke of the tremors.

The pair spoke at length about their teachings from that day while the eggs were packed in salt. Varmin spoke finally of a serious subject. “So you weren’t here with the tremor began right? You were gathering the eggs from the beach?” Cliff nodded and spoke his secret to his Brother, what he found in the cave, and what happened when he tried to collect a sample. He knew his secret was safe with Varmin, it was part of the bond they shared.

Months passed and no more tremors occurred. The elders called a meeting with Cliff. They told him dire news. The waters of the island were reaching higher and higher with each moon, the isle seemed to be sinking. The spirits were upset, and he was being sent away, but not as punishment. He was special among the spirit warriors of his tribe. He was able to conjure the spirits, but he had great skill with blades as well. Often times, those from the greater civilization held distrust with his people closeness to the spirits. Cliff’s ability to fight without the aid of the spirits aid set him apart from many others. It would gather trust among those from cities.

Cliff was to leave the homeland and find the great spirit speakers from other lands, seeking to stop in what their mind was the sinking of their home. Cliff set off on a boat from his home setting sail for Daunton. During his time on the boat, Cliff grew closer to the primal spirits, often speaking to them aloud, and listening to their guidance while watching for signs of their influence.

Upon arriving in his new home, he made several friends. Little Mike was one of them. He was a human pickpocket, barely old enough to have hair on his chin. Another friend was Gunther a old dwarf warden who lived in the woods nearby. He became a mentor of sorts and a source for new adventures. The sprits spoke to the old dwarf, and gave them opponents to fight, those that would harm the spirits, or innocents in the cities.

One such mission has him and his friends root and a cult of men who wished to kill masses and raise them as undead. Cliff and his friends stopped the cult, but not before Little Mike was raised as a vampire by the cult leader. Cliff still dreads the day when he must confront the horror that Little Mike has become. With the death and rebirth of Little Mike, his group disbanded. Cliff spoke to Gunther at length about Little Mike and the problem of his home, but the old dwarf was a little too single-minded to worry about the other problems. Cliff left the forest and journeyed to find new companions, maybe they could help him with his troubles, or in the very least help to forget them.

Appearance and personality Edit

Age: 25
Gender: Male
Height: 5'10"
Weight: 200 lb.
Alignment: Good
Personality: Cliff is kind, though a bit brash, seeking competition with his companions
Physical Description: Cliff is broad shouldered and deeply tan, his long brown hair in tight braids. He wears a suit of brown and green leather armor and a brown cloak with a deep red coloring near the neck and near his feet. Two wicked longknives are in sheathes on his hips. One is heavily serrated, the other seems plain.

Region Edit

Kythira (Background, Forest +2 to Perception)

Hooks Edit

  • Cliff is a spirit warrior, and seeks to hunt down those who upset the natural balance or produce suffering.
  • The greater Primal Spirits facinate him, he would do much to garner their favor.

Kicker Edit

  • Cliff does his best to live a good life, defeating forces that would despoil nature or upset the primal spirits. Sometimes his unfamiliarness with other outside his tribe makes things difficult for him.

Show Math Edit

Ability Scores Edit

Str 9 16 2 1 19 4
Con 5 14 0 0 14 2
Dex 2 12 0 0 12 1
Int 0 10 0 0 10 0
Wis 9 16 2 1 19 4
Cha 0 8 0 0 8 -1
Totals 25   10

Attacks Edit

Basic Attacks
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Basic Melee


str 1Spiritbond1L4W Expertise5Rebounding Drow Long Knife+2314AC
Basic Ranged


dex1Spiritbond1L4W Expertise6Rebounding Long Knife+2 and eagle eye goggles3Heavy thrown315AC

Defenses Edit

DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +1/+0 dex/int 3 4 Summoned Leather Armor+2 3 21
Fortitude+4/+2str/con11Amulet of Life+13 19
Reflex+1/+0dex/int 1Amulet of Life+13 15
Will+4/-1wis/cha1 1Amulet of Life+13 19

Saving Throw Bonuses

Senses and Reactions Edit

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 1 0 0 0 5 0 0 0 3 0 9
Passive Insight 4 0 0 0 0 0 0 0 3 0 17
Passive Perception 4 0 0 0 2 Background: forest 0 0 3 5 24

Health Edit

--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherSurge Value BonusTotalBloodiedSurge
Hit Points 12 14 5 0 0 0 51 25 12

Surges per Day 8 (Class 6 + Con 2)

Speed and Movement Edit

Speed: 6 (Race 6 - Equipment 0)

Racial Features Edit

  • Skill bonuses to Athletics and Endurance
  • Longtooth Shifting
  • +2 to Str and Wis
  • Size: Medium
  • Speed: 6
  • Vision: low-light
  • Languages: Common + choice of 1 other

Class Features Edit

  • +1 Fort, +1 Will
  • Hybrid Hunter's Quarry
  • Hybrid Inevitable Shot
  • True seeker's bond(Spiritbond; Spirits' Rebuke 1/day)

Feats Edit

  • Weapon Proficiency: Drow Long Knife [1st level]
  • Hybrid Talent(True Seeker's Bond) [2nd level]
  • Strenthened Bond [4th level]
  • Free Expertise feat [5th level]
  • Improved Initiative [6th level]

Wishlist Edit

  • Level 6: Distance Drow Longknife+2, Boots of Bounding
  • Level 7: Boots of the Fencing Master, Leather Armor of Resistance(necrotic)+2
  • Level 8: Leather Armor of Sudden Recovery, Blood Fury Drow Longknife +2, Orc's Eye Amulet+2
  • Level 9: Harmony Drow Longknife+2, Backlash Tatoo, Cloak of Translocation+2, Sure Shot Gloves

Skills and Languages Edit

Languages Allarian, Imperial,

SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Arcana 0 int 3 3
Perception54wis2Forest Background314

Powers Edit

Powers KnownEdit

At will

  • Biting Swarm
  • Twin Strike


  • Longtooth Shifting
  • Inevitable Shot
  • Possessing Spirits
  • Disruptive Strike
  • Sudden Leap


  • Swarming Bats
  • Begin the Hunt
  • Spirits Rebuke
  • Spitting Cobra Stance

Powers to Hit Edit

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Twin Strike +4 Str 1 Spiritbond 1 L4W Expertise +5 Rebounding Drow Longknife+2 0 0 3 14 AC
Biting Swarm +4 Wis 1 Spiritbond 1 L4W Expertise +6 Rebounding Drow Longknife+2 and eagle eye goggles 0 0 3 15 AC
Possessing Spirits +4 Wis 1 Spiritbond 1 L4W Expertise +5 Rebounding Drow Longknife+2 0 0 3 14 Will
Swarm of Bats +4 Wis 1 Spiritbond 1 L4W Expertise +5 Rebounding Drow Longknife+2 0 0 3 14 Ref
Disrupting Strike +4 Str 1 Spiritbond 1 L4W Expertise +5 Rebounding Drow Longknife+2 0 0 3 14 AC

Equipment Edit

Equipment Name Price Weight
Amulet of Life+1 1000gp(Starting Equipment) 0 lbs
Rebounding Drow Longknife+2 2600gp(Starting Equipment) 2lbs
Summoned Leather Armor+2 1800gp(Starting Equipment) 15lbs
Distance Drow Longknife+1 360gp(Starting Equipment) 2lbs
Eagle Eye Goggles 520gp(Starting Equipment) 2lbs
Standard Adventurer's Kit 15gp 33lbs

Gold remaining 120
Weight 52 lbs

Tracking Edit

Treasure Edit

XP Edit

Retired Montroya: Starting xp is 7500

Changes Edit

Judge Comments Edit

Level 6 Edit

Approval 1 Edit

Approval from renau1g

  • Please add the Expertise bonus feat to you feat section
  • Summary - Please add Spitting Cobra Stance to the summary
  • In summary - rebounding knife is listed as +1
  • Swarm of bats - please add the sustain minor wording

None of these are major though so approved

Approval 2 Edit

Approval from TwoHeadsBarking:


Status Edit

Status: Approved for level 6 with 7500 XP by renau1g and TwoHeadsBarking.

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