⚠ <pre> Ability Score Modifier Defense Value Strength 18 +5 Fortitude 16 Constitution 10 +1 Reflex 15 Dexterity 16 +4 Will 14 Intelligence 10 +1 AC 16 Wisdom 16 +4 Insight 14 Charisma 10 +1 Perception 21

XP: 1005 Health: 32 (bloodied @ 16) Healing Surges: 6 heals 8 health

Elf Racial Traits

 Move 7, Medium, Low-light Vision
 Abilities: +2 Dexterity, +2 Wisdom
 Languages:  Common, Elven
 Skill Bonuses:  +2 Nature, +2 Perception
 Elf Weapon Proficiency:  Longbow and Shortbow
 Fey Origin:  Considered a fey.
 Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.
 Wild Step: You ignore difficult terrain when you shift.
Elven Accuracy: Encounter Elf Racial Power
Free Action Personal
Effect: Reroll an attack roll. Use the second roll, even
  if it’s lower.

Ranger Class Features

 Armor:  Cloth, leather, hide
 Weapon:  Simple melee, military melee, simple ranged, military ranged.
 Defense:  +1 Fortitude, +1 Reflex
 Starting Health:  12 + Constitution
 Health per Level:  5
 Healing Surges:  6 + Constitution modifier

 Two-blade Ranger: Wield a one-handed weapon in your off hand, 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. +1d6 (per tier)

 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.

Trained Skills

 Athletics (Str) 9, Heal (Wis) 9, Nature (Wis) 11, Perception (Wis) 11, Stealth (Dex) 8

Feats

 Power Attack: Take a -2 penalty to the attack roll, get +2/+3 bonus to the damage roll. (one-handed/two-handed)
 Powerful Charge: When you charge, you gain a +2 bonus to damage and a +2 bonus to bull rush attempts.
 Toughness (Class):  gain 5 HP

Equipment Hide Armor (+3 AC, 30 g) Spear (+2 AB, 1d8, Versatile, 5 gp) Longsword (+3 AB, 1d8, Versatile, 15 gp) (off-hand) Longbow (+2 AB, 1d10, Load Free, 30 gp) Standard adventurer's kit 15 gp 33 lbs *lost rope Ten Flasks (empty) 3 sp Climber's Kit 2gp 11 lb. Arrows (60) 2gp 3lb.

Attack mods

 Spear			+2 AB, 1d8/1d10
 Longsword		+3 AB, 1d8/1d10
 Longbow		+2 AB, 1d10
 Power Attack		-2 AB, +2
 Powerful Charge	+2 to damage or bull rush

At-Will Powers

Melee Basic Attack: Weapon Basic Attack
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.
Special: You can use an unarmed attack as a
  weapon to make a melee basic attack.
Ranged Basic Attack: Weapon Basic Attack
Standard Action Ranged weapon
 Target: One creature
 Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.
Special: Weapons with the heavy thrown property
  (see page 216) use Strength instead of Dexterity for
  attack rolls and damage rolls.
Hit and Run: Martial, Weapon Ranger Attack 1
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.
Twin Strike: Martial, Weapon Ranger Attack 1
Standard Action Melee or Ranged weapon
 Target: 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.

Encounter Powers

Dire Wolverine Strike: Martial, Weapon Ranger Attack 1
Standard Action Close burst 1
 Requirement: You must be wielding two melee weapons.
 Target: Each enemy in burst you can see
 Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.

Daily Powers

Hunter's Bear Trap: Martial, Weapon Ranger Attack 1
Standard Action Melee or Ranged weapon
 Target: One creature
 Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 2[W] + Strength modifier damage (melee) or 2[W] +
  Dexterity modifier damage (ranged), and the target is 
  slowed and takes ongoing 5 damage (save ends both).
Miss: Half damage, no ongoing damage, and the target is
  slowed until the end of your next turn.

Utility Powers

Crucial Advice: Martial Ranger Utility 2
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 reroll the skill check,
  with a power bonus equal to your Wisdom modifier.

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