A Sleek and Athletic Elf, His Word Brings Truth, His Swords Bring Death.


Level 6 Ranger (Striker)
Medium fey humanoid (elf)

Initiative +8; Senses Perception 22, Insight 15; low-light vision
HP 54; Bloodied 26
Healing Surge 13; Surges Per Day 7
AC 20; Fortitude 18, Reflex 18, Will 15
Speed 7; Action Points 1

Alignment Good; Languages Common, Elven
Skills Acrobatics +10, Dungeoneering +10, Endurance +9, Heal +10, (Nature +7), Perception +12
Feats Lethal Hunter (Hunter’s Quarry Damage becomes d8), Toughness (+5 HP), Two-Weapon Fighting (+1 damage to main weapon when wielding two weapons), Quickdraw (draw and attack in same action, +2 to initiative), Hunter’s Aim (Ignore quarry’s cover and concealment)
Str 17 (+3/+6) Dex 17 (+3/+6) Wis 15 (+2/+5)
Con 12 (+1/+4) Int 10 (+0/+3) Cha 11 (+0/+3)
Possessions Aecris, Victis, +1 Lightning Longbow, +1 bloodcut hide armor, safewing amulet, longsword, two scimitars, adventurer’s kit

Racial Traits Group Awareness (+1 racial bonus to perception for all non-elf allies within 5 squares), Wild Step (ignore rough terrain when shifting)
Class Features Hunter’s Quarry (Mark quarry once per round, deal 1d8 extra damage to nearest enemy), Prime Shot (+1 to ranged attack if closest to enemy)

Basic Attacks

+1 Longsword “Aecris” (standard; at-will) ✦ Weapon +10 vs. AC; 1d8+5 damage (plus 1d6 on a critical hit).
+1 Scimitar “Victis” (standard; at-will) ✦ Weapon +9 vs. AC; 1d8+5 damage (plus 1d8 on a critical hit).
+1 Longbow (Lightning) (standard; at-will; Daily) ✦ Weapon Ranged 20/40; +9 vs. AC; 1d10+4 damage.

Power Descriptions

At-Will Exploits

Hit and Run Ranger Attack 1
Standard Action Melee weapon
Target: One creature
Attack: +10 vs. AC
Hit: 1d8+5 damage.
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.

Twin Strike Ranger Attack 1
At-WillMartial, 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: +10/+9 vs. AC (melee; main weapon and off-hand weapon) or +9 vs. AC (ranged), two attacks
Hit: 1d8+2 damage (melee) or 1d10+1 damage (ranged)per attack.

Encounter Exploits

Elven Accuracy Elf Racial Power
Free Action Personal
Effect: Reroll an attack roll. Use the second roll, even if it’s lower.

Two-Fanged Strike Ranger Attack 1
Standard Action Melee or Ranged
Requirement: You must be wielding two melee weapons or a Ranged Weapon.
Target: One Creature
Attack: +10/+9 vs. AC (melee) or +9 vs. AC (ranged), Two Attacks
Hit: 1d8+5/1d10+4 damage. If both attacks hit, deal extra +2 (Wis Mod) damage.

Yield Groud Ranger Utility 2
Immediate Reaction Personal
Trigger: Any enemy misses you with a melee attack
Effect: You can shift a number of squares equal to your Wisdom modifier (2). Gain a +2 power bonus to all defenses until the end of your next turn.

Disruptive Strike Ranger Attack 3
Immediate Interupt Melee or Ranged
Trigger: You or an ally is attacked by a creature.
Target: The attacking creature
Attack: +10 vs. AC (melee) or +9 vs. AC (ranged)
Hit: 1d8+5/1d10+4 damage. The target takes a penalty to it’s attack roll for the triggering attack equal to -5 (3 + Wis mod).

Daily Exploits

Hunter’s Bear Trap Ranger Attack 1
DailyMartial, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: +10 vs. AC (melee) or +9 vs. AC (ranged)
Hit: 2d8+5 damage (melee) or 2d10+4 damage (ranged), and target is slowed and takes 5 ongoing damage (save ends both)
Miss: Half damage, no ongoing damage, and the target is slowed until the end of your next turn.

Splintering Shot Ranger Attack 5
DailyMartial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: +9 vs. AC
Hit: 3d10+4 damage and the target takes a -2 penalty to attack rolls until the end of the encounter.
Miss: Half damage and the target takes a -1 penalty to attack rolls until the end of the encounter.

Evade Ambush Ranger Utility 6
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 (2) to avoid being surprised.

Magic Item Powers

+1 Scimitar Victis
Weapon: Scimitar
Enhancement: Hit and damage rolls
Critical: Plus 1d8
Property: When you drop an enemy to 0 hit points or fewer with a melee attack made with this weapon, gain 5 temporary hit points.

+1 Longsword Aecris
Weapon: Longsword
Enhancement: Hit and damage rolls
Critical: Plus 1d6
Power (Daily): Free Action. When you reduce an undead enemy to 0 or fewer hit points, gain one healing surge.

+1 Bloodcut Hide Armor
Armor: Hide
Enhancement: AC
Power (Healing Surge): Minor Action. While you are bloodied, use this armor to gain resist 10 to all damage until the end of your next turn.

Safewing Amulet
Item Slot: neck
Enhancement: +1 to Fort, Ref, Will
Property: When falling, reduce the feet by 10 feet for every plus (-10 feet for +1) for the purpose of calculating damage. You always land on your feet after a fall.

+1 Longbow (Lightning)
Weapon: Longbow
Enhancement: Hit and damage rolls
Critical: Plus 1d6 lightning damage per plus
Power (At-Will): Free Action. All damage dealt by this weapon is lightning damage. Another free action returns the damage to normal.
Power (Daily): Free Action. Use this power when you hit with the weapon. The target and each enemy within two squares of the target takes 1d6 lightning damage.


Character Background: Tolis-Va

Place of Birth: Harken Forest

Parentage: Tolis-Dei (Father – Ranger), Valna (Mother – Priestess of Avandra)

Being of elven heritage, Tolis-Va was always at home in the woodland realm of his people and clan, the Woodsingers. He spent his entire childhood in the clutches of the Harken forest. The trees provided a friend to play with, and enemy to foil told him tales of grand adventure to be found within its branches. This led Tolis-Va to spend vast amounts of time searching the forest for hidden dragon hordes and ruined kingdoms that all lived within the vast glory of his imagination.

As Tolis-Va grew, his imagination grew into ambition and stalwart dreams of leaving his tiny realm on a grand adventure like his parents before him. Tolis-Va’s father, Tolis-Dei was a ranger of small renown gained in the Bloodspear Wars. His mother, Valna, was a priestess of Avandra who would preach and give aid to travelers and adventures traveling the Kings road to Fallcrest. Tolis-Va was presented a choice once he reached maturity, to become a protector of the wood like his father, or a practitioner of the divine like his mother. Being that he lived many grand adventures in his mind as a child, Tolis-Va had trained himself in the arts of hunting and tracking and seemed more suited to following in the footsteps of his father.

Tolis-Va and his father would spend days and weeks in the wilds of Harken forest, following the tracks of deer and other prey, listening to the sweet music of the wind in the trees, living off of the land when prey was unattainable. On one such outing, Tolis-Dei brought along a bundle wrapped in blankets and let Tolis-Va to a small spring near the center of the wood. There, Tolis-Dei unrolled his bundle and produced 4 sticks about three feet in length. He handed two of the sticks to Tolis-Va and showed them how to properly hold them. Realizing what he was to learn, Tolis-Va began to re-enact the great duels he would have with the branches in his younger days and commenced to unleash a flurry of uncoordinated strikes at his father. Tolis-Dei, foreseeing this beginning, parried every blow, every thrust, with little effort and emotion. Once Tolis-Va tired and his flurry died down, Tolis-Dei pressed the attack and placed more than a few bruises on the body of Tolis-Va.

For the next several months, Tolis-Dei trained his son in the use of two blades. He showed Tolis-Va how to wield them effectively and how to move with them. Tolis-Dei showed his son how to make the blades an extension of his own arms. Soon Tolis-Va became as competent with his new skills of the blade as he was in the wild. He training would now move into his mothers care. Valna understood that for Tolis-Va to survive on any adventure, he would need to learn and understand the ways of the world beyond the wood. He would need to learn how to interact with other races, life in cities and villages and a general knowledge of commerce. Valna made it a habit to take Tolis-Va with her to the Shrine of Avandra along the king’s road and have him speak to travelers and adventures alike.

On one such outing, a friend of Valna arrived at the shrine on one of his frequent visits to Fallcrest. The man was an older gentleman of about 50 and a learned man of the ways of the world. His name was Douven Staul and had spent some time speaking to Valna about both the Harken Forest and the Woodsinger Clan. Douven claimed it was for some book he was writing on the area, and the conversations had lead to a friendship Valna and members of the Woodsinger clan. Seeing this as a golden opportunity, Valna asked Douven if he would allow Tolis-Va to accompany him in his travels and teach him about the Nentir Vale and its inhabitants.

Tolis-Va had a very limited knowledge of the inhabitants of the Nentir Vale and had met only a few of the other races, humans mostly, that had traveled the king’s road or come to the Harken Forest to trade with his kin. His eyes lit up with the prospect of life outside the forest for a while. He would finally get the chance to see Fallcrest and, Avandra willing, Winterhaven and beyond. Douven agreed and would take Tolis-Va under his tutelage on his next passing. This would allow Tolis-Va to gather his things and say good bye to his family and friends.

A few weeks later, Douven came through on his promise and passed through the Shrine of Avandra on his way to Fallcrest. Tolis-Va, having been packed for the journey since their last encounter, was both excited and saddened with his departure. He promised his mother and father that he would send word upon his arrival to let them know he was safe and the he would keep a journal of his days so that he could share it with them when he returned.

During the days and weeks of his study, Tolis-Va showed an unquenchable thirst for knowledge. He questioned Douven about everything from local history to the bread maker in the market and his family. Tolis-Va also met a number of the other races, including Halflings, Tieflings and even a Dragonborn. With each passing day, his confidence and curiosity grew. Douven even brought Tolis-Va on some of his excursions into the wild to study the ancient ruins that dotted the realm after the Bloodspear War. These studies allowed Tolis-Va to ply his trade in tracking and foraging in setting other than in the forests. Douven showed him how to recognize different plant species as well as how to gain a sense of direction when there is no sun to guide you.

Tolis-Va spent many months learning from Douven and was saddened when the time came to leave for home. When he did return, his quest for adventure and excitement was only enhanced by what he had learned outside of his realm. He would frequently venture out with his father on quests to root out goblinoids who would venture into the Harken Forest. Tolis-Va would also accompany his mother to the Shrine of Avandra and hire himself as muscle on trips to Fallcrest.

After many months, Tolis-Va found himself in Fallcrest only to learn that Douven had gone missing. Disheartened by the news, Tolis-Va vowed to search for his mentor with the help of some friends he met along the way (PC’s) as Douven also meant as much to them as to Tolis-Va.


The Dark zero