Any objections if I were to claim that free spot with a Dwarven Ranger?
Garrick "Lichen" StoneholtDwarven Ranger
Init +2
HP 32/32
Bloodied 16
Healing Surge 8 (0 used /8)
AC 15
Fort 14
Reflex 13
Will 12
Speed 5
Str 16 (+3)
Con 15 (+2)
Dex 14 (+2)
Int 10 (0)
Wis 14 (+2)
Cha 11 (0)
Twin Strike
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.
Increase damage to 2[W] at 21st level.
Hit & Run
At-Will ✦ Martial,Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage Increase damage to 2[W] + Strength modifier at 21st level.
Effect: If you move in the same turn after this attack, leaving the first square adjacent to the target does not provoke an opportunity attack from the target
Evasive Strike
Encounter ✦ Martial,Weapon
Standard Action
Melee or Ranged weapon
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).
Sudden Strike
Daily ✦ Martial, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature Attack: Strength vs. AC (off-hand weapon)
Hit: 1[W] damage (off-hand weapon).
Effect: You shift 1 square and make a secondary attack against the target.
Secondary Attack: Strength vs. AC (main weapon)
Hit: 2[W] + Strength modifier damage (main weapon), and the target is weakened until the end of your next turn.
Low light vision
Cast-Iron Stomach: +5 racial bonus to saving throws against poison.
Dwarven Resilience: You can use your second wind as a minor action instead of a standard action.
Dwarven Weapon Proficiency: You gain proficiency with the throwing hammer and the warhammer.
Encumbered Speed: You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.
Stand Your Ground: When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to. In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.
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 extra damage to your quarry. The extra damage is based on your level ([tier]d6). 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
Battleaxe x2 (Prof +2, 1d10: +5, 1d10+4main/+3off) -equipped
Hide Armor (AC 13+Dex/Int) -equipped
Standard Adventurer's Kit
Climber's kit
Handaxe (Prof +2, 1d6, range 5/10)
Flask (Empty)
17.97 gp
Toughness: You gain an additional 5 hit points at each tier of play (at 1st, 11th, and 21st level).
Two weapon fighting: While holding a melee weapon in each hand, you gain a +1 bonus to damage rolls with your main weapon.
Athletics: +8 (-1 in armour)
Acrobatics: +7 (-1)
Dungeoneering: +9
Endurance: +9 (-1)
Perception: +7