DEFENSES DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

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1 Character Sheet Player Name Azarius Venger 4 Ranger Giantslayer 52,000 Character Name Level Class Paragon Path Epic Destiny Total XP Elf Medium 00 Male 5'9" 55 Unaligned Ilmater Race Size Age Gender Height Weight Alignment Deity Adventuring Company RPGA Number INITIATIVE SCORE DEX /2 LVL MISC 3 Initiative CONDITIONAL MODIFIERS SCORE S 0 + ARMOR/ /2 LVL ABIL CLASS FEAT ENH MISC MISC CONDITIONAL BONUSES MOVEMENT SCORE BASE ARMOR ITEM MISC 8 Speed (Squares) 7 SPECIAL MOVEMENT ABILITY SCORES SCORE ABILITY ABIL MOD MOD + /2 LVL 22 STR Strength CON Constitution 8 4 DEX Dexterity 2 9 INT Intelligence WIS Wisdom 4 9 CHA Charisma - 6 MAX HP HIT POINTS HEALING SURGES BLOODIED SURGE VALUE SURGES/DAY CURRENT HIT POINTS /2 HP /4 HP SECOND WIND /ENCOUNTER TEMPORARY HIT POINTS DEATH SAVING THROW FAILURES SAVING THROW MODS CURRENT SURGE USES 0 + /2 LVL ABIL CLASS FEAT ENH MISC MISC 28 FORT CONDITIONAL BONUSES 0 + /2 LVL ABIL CLASS FEAT ENH MISC MISC 23 REF CONDITIONAL BONUSES 0 + /2 LVL ABIL CLASS FEAT ENH MISC MISC 24 WILL CONDITIONAL BONUSES POINTS MILESTONES 0 Action Points 2 FOR SPENDING POINTS RE FEATURES POINTS 2 3 Elven Weapon Proficiency - Proficient with longbow and sh Group Awareness - Non-elf allies within 5 get + to Percept Elven Accuracy - Use elven accuracy as an encounter power ABILITY: Little Bait - Withering Zulaat +3 Fey Origin - Your origin is fey, not natural SENSES SCORE PASSIVE SENSE BASE SKILL BONUS 25 Passive Insight Passive Perception SPECIAL SENSES Low-light Vision WORKSPE ABILITY: Twin Strike - Withering Zulaat +3 ATT BONUS /2 LVL ABIL CLASS PROF FEAT ENH MISC ABILITY: Little Bait - Withering Zulaat +3 ATT BONUS /2 LVL ABIL CLASS PROF FEAT ENH MISC ABILITY: Armor Splinter - Withering Zulaat +3 ATT BONUS /2 LVL ABIL CLASS PROF FEAT ENH MISC DAMAGE WORKSPE ABILITY: Twin Strike - Withering Zulaat +3 DAMAGE ABIL FEAT ENH MISC MISC 2d DAMAGE ABIL FEAT ENH MISC MISC 4d Wild Step - Ignore difficult terrain when shifting (even when ABILITY: Armor Splinter - Withering Zulaat +3 RESISTANCES CURRENT CONDITIONS AND EFFECTS BONUS SKILL NAME SKILLS ABIL MOD + /2 LVL TRND (+5) 8 Acrobatics DEX Arcana INT 7 0 n/a ARMOR PENALTY MISC 20 Athletics STR Bluff CHA 6 0 n/a 6 Diplomacy CHA 6 0 n/a 6 Dungeoneering WIS 5 n/a 7 Endurance CON Heal WIS 0 n/a 7 History INT 7 0 n/a 5 Insight WIS 0 n/a 4 6 Intimidate CHA 6 0 n/a 8 Nature WIS 5 n/a 2 22 Perception WIS 5 n/a 6 7 Religion INT 7 0 n/a 6 Stealth DEX Streetwise CHA 6 0 n/a 8 Thievery DEX CLASS / PATH / DESTINY FEATURES Fighting Style - Choose Archer Fighting Style or Two-Blade Fighting Style. Beast Mastery - Gain beast companion Hunter's Quarry - Minor action, designate nearest enemy you see as quarry; deal extra damage to quarry once per round. Giant-Slaying Action - When you spend action point to gain action, gain +2 to attacks and (or +4 against Large and larger foes) until start of your next turn Through the Fingers - Make melee basic attack agasint foe that grabs you; on hit, make escape attempt adding damage dealt to your check Common, Elven LANGUAGES KNOWN Azarius Venger Page DAMAGE ABIL FEAT ENH MISC MISC 2d BASIC S WEAPON OR DAMAGE 9 Withering Zulaat +3 2d4+4 7 Grasping Javelin +2 (Range) d6+8 FEATS Weapon Proficiency (Zulaat) - Gain proficiency with the Zulaat. Lethal Hunter - Hunter's Quarry damage dice increase to d8s Weapon Focus (Heavy Blade) - Gain + damage per tier with Heavy Blades. Two-Weapon Fighting - + damage while holding a melee weapon in each hand Weapon Expertise (Heavy Blade) - Gain bonus to attack rolls with heavy blades. Durable - Increase number of healing surges by 2 Two-Weapon Ambush - Wielding two weapons against foe granting combat advantage, primary weapon gains the brutal property Bleeding Precision - Deal ongoing 5 damage with daily ranger power Power Attack +2 damage for 2 to attack

2 Azarius Venger Page 2 Hunter's Quarry Twin Strike Shield of Blades INDEX List your powers below. Check the box when the power is used. Clear the box when the power renews. AT-WILL S MAGIC ITEM INDEX List your powers below. Check the box when the power is used. Clear the box when the power renews. MAGIC ITEMS WEAPON Withering Zulaat +3 (E) WEAPON Grasping Javelin +2 (2) WEAPON WEAPON CHARTER PORTRAIT ARMOR Sylvan Earthhide Armor +3 (E) ARMS Iron Armbands of Power (heroic tier) (E) Second Wind ENCOUNTER S FEET HANDS Boots of Striding (heroic tier) (E) Strikebacks (heroic tier) (E) Elven Accuracy HEAD Diadem of Acuity (heroic tier) (E) Cut and Run NECK Timeless Locket +3 (E) Disruptive Strike RING Ring of Calling (paragon tier) (E) Little Bait Armor Splinter RING WAIST PERSONALITY TRAITS Jaws of the Wolf Frenzied Skirmish Attacks on the Run DAILY S Salve of Power (heroic tier) Power Jewel (heroic tier) Woundstitch Powder (heroic tier) Fleet Hero Tattoo (heroic tier) (Tattoo) (E) Elixir of Speed (paragon tier) Frozen Whetstone (heroic tier) (3) Stone of Earth (paragon tier) MANNERISMS AND APPEARANCE Yield Ground UTILITY S Tempest Whetstone (heroic tier) Whetstone of Venom (heroic tier) Weave Through the Fray Companion Emplacement Potion of Regeneration (heroic tier) Potion of Clarity (level 5) (3) Ride the Giant Down OTHER EQUIPMENT Daily Item Powers Per Day Heroic (-0) Milestone / / / Paragon (-20) Milestone / / / Epic (2-30) Milestone / / / RITUALS / ALCHEMY Raise Beast Companion CHARTER BKGROUND Dalelands Along the periphery of the elf-ruled forest of Cormanthor lie the Dalelands, a group of loosely allied communities that share common cultures and traditions. Linked by winding trade roads and their alliance against the encroaching powers to the north, west, and south, the Dales are known for their lush forests, fertile farmland, and fierce independence. You can reroll any Nature check, but you must keep the second result, even if it is worse. COMPANIONS AND ALLIES SESSION AND CAMPAIGN NOTES COINS AND OTHER WEALTH Money on hand: 8 pp; 30 gp Stored money: 0 gp Encumbrance: 4 / 220

3 Azarius Venger Page 3 COMPANION Bingo - Level 4 HP 26 Size: Medium Vision: Low-light Speed: 7 Trained Skills: Endurance, Perception 8 STR 5 CON 5 DEX 7 INT 8 WIS 7 CHA Bite; +8. ; d8 + Strength modifier damage. Healing Surge Value: 3 (2 surges per day) 28 Fort 26 Ref 26 Will 27 Combat Advantage: When a wolf has combat advantage against a target, the wolf gains a bonus to damage rolls against the target equal to the wolf's Wisdom modifier (+4).

4 CHARTER NAME Azarius Venger PLAYER NAME Second Wind RE Elf 4 Personal HP 90 Spd SCORE ABILITY MOD 22 STR +6 3 CON DEX 26 Fort 28 Effect: You spend a healing surge and regain 22 hit points. You gain a +2 bonus to all defenses until the start of your next turn. 8 Init INT 9 +4 WIS 9 CHA Ref 23 Will Passive Insight 32 Passive Perception CLASS PLAY DATA UTILITY Hunter's Quarry Twin Strike Shield of Blades Minor You can designate the nearest enemy to you that you can see as your quarry. Once per round, when you hit your quarry with an attack, the attack deals extra damage based on your level. The extra damage is based on your level. 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. If you have dealt Hunter's Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn. 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. Level : Hunter's Quarry Extra Damage st 0th : +d6 th 20th : +2d6 2st 30th : +3d6 9 One or two creatures weapons or a ranged weapon. Attack: Strength. (melee; main weapon and off-hand weapon) or Dexterity. (ranged), two attacks Hit: [W] damage per attack. Increase damage to 2[W] at 2st level. Withering Zulaat +3: +9 attack, 2d4+8 damage 9 Melee weapon One creature weapons. Attack: Strength. Hit: [W] + Strength modifier (+6) damage, and you gain a +2 power bonus to until the end of your next turn. Level 2: 2[W] + Strength modifier (+6) damage. Withering Zulaat +3: +9 attack, 2d4+4 damage CLASS S2 AT-WILL Elven Accuracy AT-WILL Cut and Run AT-WILL Disruptive Strike Free Personal Effect: Reroll an attack roll. Use the second roll, even if it's lower. 9 One or two creatures weapons or a ranged weapon. Attack: Strength. (melee; main weapon and offhand weapon) or Dexterity. (ranged), two attacks Special: After the first or the second attack, you can shift a number of squares equal to + your Wisdom modifier (+4). Hit: [W] + Strength modifier (+6) damage (melee) or [W] + Dexterity modifier (+2) damage (ranged) per attack. Withering Zulaat +3: +9 attack, 2d4+4 damage 9 The attacking creature Trigger: You or an ally is attacked by a creature Attack: Strength. (melee) or Dexterity. (ranged) Hit: [W] + Strength modifier (+6) damage (melee) or [W] + Dexterity modifier (+2) damage (ranged). The target takes a penalty to its attack roll for the triggering attack equal to 3 + your Wisdom modifier (+4). Withering Zulaat +3: +9 attack, 2d4+4 damage CLASS Racial Power 3 3 ENCOUNTER ENCOUNTER ENCOUNTER Azarius Venger Page 4

5 Little Bait Armor Splinter Jaws of the Wolf 9 Reflex One creature Attack: Strength. Reflex (melee) or Dexterity. Reflex (ranged) Hit: 2[W] + Strength modifier (+6) damage (melee) or 2[W] + Dexterity modifier (+2) damage (ranged), and the target is dazed and takes a 5 penalty to attack rolls against your allies until the end of your next turn. If the target is Large or larger, it also takes a 2 penalty to until the end of your next turn. Withering Zulaat +3: +9 attack, 4d4+4 damage 9 Melee weapon One creature weapons. Attack: Strength. (main weapon and off-hand weapon), two attacks Hit: [W] + Strength modifier (+6) damage per attack. If one attack hits, the target takes a penalty to equal to your Wisdom modifier (+4) until the end of your next turn. If both attacks hit, the target takes a penalty to equal to 2 + your Wisdom modifier (+4) until the end of your next turn. Withering Zulaat +3: +9 attack, 2d4+4 damage 9 Melee weapon One creature weapons. Attack: Strength. (main weapon and offhand weapon), two attacks Hit: 2[W] + Strength modifier (+6) damage per attack. Miss: Half damage per attack. Withering Zulaat +3: +9 attack, 4d4+4 damage CLASS Giantslayer BOOK MP 3 ENCOUNTER Frenzied Skirmish ENCOUNTER Attacks on the Run DAILY Yield Ground Martial 9 Melee weapon One or two creatures weapons. Attack: Strength. (main weapon and off-hand weapon), two attacks Special: Before or after these attacks, you can move your speed without provoking opportunity attacks. Hit: [W] + Strength modifier (+6) damage per attack. If an attack hits, the target is dazed until the end of your next turn. If both attacks hit the same target, it is dazed and slowed until the end of your next turn. Withering Zulaat +3: +9 attack, 2d4+4 damage 9 One or two creatures Attack: You can move your speed. At any point during your move, you can make two Strength. attacks with a melee weapon or two Dexterity. attacks with a ranged weapon. Hit: 3[W] + Strength modifier (+6) damage (melee) or 3[W] + Dexterity modifier (+2) damage (ranged) per attack. Miss: Half damage per attack. Withering Zulaat +3: +9 attack, 6d4+4 damage Personal Trigger: An enemy damages you with a melee attack Effect: You can shift a number of squares equal to your Wisdom modifier (+4). Gain a +2 power bonus to all defenses until the end of your next turn. CLASS Ranger DAILY Weave Through the Fray DAILY Companion Emplacement UTILITY Ride the Giant Down Martial Beast, Martial Martial Personal Trigger: An enemy moves adjacent to you Effect: You can shift a number of squares equal to your Wisdom modifier (+4). Minor 20 Close burst 20 Targets: You and your beast companion in burst Effect: You can move your speed, and your beast companion can shift its speed. Beast: If your companion is a raptor or a wolf, you can move extra square, and it can shift extra square. Move Melee Target: One Large or larger creature Effect: You move into the target's space, provoking opportunity attacks as normal. Until you leave the target's space, the target grants combat advantage to you and your allies and takes a 2 penalty to attack rolls, and you grant combat advantage to other enemies. Any attack that damages you also deals half the attack's damage to the target. When the target moves, you move with it, staying in the same portion of the target's space. If the target hits you with a melee attack, it can slide you square to a square adjacent to its space unless you succeed on a saving throw. Special: If you're trained in Athletics, you don't grant combat advantage to other enemies because of being in the target's space, and you can make a saving throw to negate any pull, push, or slide that would move you out of the target's space. CLASS Ranger 6 0 BOOK MP CLASS Giantslayer 2 BOOK MP UTILITY UTILITY UTILITY Azarius Venger Page 5

6 Withering Zulaat +3 Grasping Javelin +2 Iron Armbands of Power (heroic tier) 2d4 DAMAGE 2 PROFICIENT +3 attack rolls and damage rolls Heavy Blade GROUP 3 +3d6 damage CRITICAL Each time you hit with this weapon in melee, your target takes a cumulative penalty to. The target can make a saving throw to end the entire penalty, but it can receive the penalty again with future attacks. Defensive, Stout Melee Basic Attack: +9 attack, 2d4+4 damage d6 DAMAGE 2 PROFICIENT +2 attack rolls and damage rolls Spear GROUP 6 None 0/20 CRITICAL You can use this weapon to grab targets, adding the weapon's enhancement bonus to your grab attack. You can still use this weapon to attack a target you've grabbed with it. Heavy Thrown Melee Basic Attack: +7 attack, d6+0 damage Ranged Basic Attack: +7 attack, d6+8 damage Power (Encounter): Free Action. Use this power when you hit with the weapon. Pull the target into an unoccupied space adjacent to you. The target is grabbed (until escape). 6 Arms Slot Item Gain a +2 item bonus to melee damage rolls. ITEM SLOT Two-Hands WEIGHT 2 PRICE 7000 BOOK EPG ITEM SLOT One-hand WEIGHT 2 PRICE 800 ITEM SLOT Arms WEIGHT 0 PRICE 800 MAGIC WEAPON Boots of Striding (heroic tier) MAGIC WEAPON Diadem of Acuity (heroic tier) Salve of Power (heroic tier) 9 Feet Slot Item 8 Head Slot Item 0 Gain a + item bonus to speed when wearing light or no armor. Gain a +2 item bonus to Insight checks and Perception checks. Power (Daily): Minor Action. When salve of power is applied to a creature, the target can expend one healing surge to regain the use of one daily power of 5th level or lower (instead of regaining hit points). If the target has no healing surges remaining, it cannot benefit from the salve. ITEM SLOT Feet WEIGHT 0 PRICE 4200 ITEM SLOT Head WEIGHT 0 PRICE 3400 ITEM SLOT WEIGHT 0 PRICE 5000 Strikebacks (heroic tier) Power Jewel (heroic tier) Sylvan Earthhide Armor BONUS CHECK SPEED 0 Hands Slot Item Armor Gain a + item bonus to opportunity attacks. Gain an item bonus to Athletics checks and Stealth checks equal to the armor's enhancement bonus. Power (Encounter): Immediate Reaction. Use this power when an adjacent enemy hits you. Make a melee basic attack against that enemy. Power (Daily): Minor Action. This power allows you to regain the use of an encounter power of st or 3rd level. Special: You must have reached at least one milestone today to activate this item. ITEM SLOT Hands WEIGHT 0 PRICE 5000 ITEM SLOT WEIGHT 0 PRICE 000 ITEM SLOT Body WEIGHT 25 PRICE 7000 Azarius Venger Page 6

7 Woundstitch Powder (heroic tier) Fleet Hero Tattoo (heroic tier) Elixir of Speed (paragon tier) 8 Potion When you spend an action point to take an extra action, you gain a + bonus to speed until the end of your next turn. Power (At-Will): Action. You sprinkle this dust on an adjacent dying creature. That creature stops making death saving throws until it takes damage, and any untyped ongoing damage on the creature ends. Power (Consumable): Minor Action. Drink the elixir and gain a +2 power bonus to your speed for hour. Special: Consuming this elixir counts as a use of a magic item daily power. ITEM SLOT WEIGHT 0 PRICE ITEM SLOT Tattoo WEIGHT 0 PRICE ITEM SLOT WEIGHT 0 PRICE 350 Frozen Whetstone (heroic tier) Stone of Earth (paragon tier) Ring of Calling (paragon tier) 3 7 Whetstones 2 4 Ring When an ally adjacent to you uses a teleport power, he or she can increase the distance teleported by 4 squares. Power (Consumable Cold): Minor Action. Touch this whetstone to a melee or ranged weapon you hold. Until the end of the encounter, any successful attack with the weapon deals an extra 2 cold damage. Power (Daily): Free Action. Trigger: You miss an enemy with a melee weapon attack. Effect: Reroll the attack roll. Power (Daily Teleportation): Minor Action. Choose one ally within 20 squares of you and within line of sight. That ally is teleported to any unoccupied square adjacent to you. If you've reached at least one milestone today, you can instead teleport to a square adjacent to an ally within 20 squares of you. ITEM SLOT WEIGHT 0 PRICE 00 ITEM SLOT WEIGHT 0 PRICE ITEM SLOT Ring WEIGHT 0 PRICE 2000 Timeless Locket +3 Tempest Whetstone (heroic tier) Whetstone of Venom (heroic tier) +3 Fortitude, Reflex, and Will 4 Neck Slot Item 0 Whetstones 9 Whetstones You gain an item bonus to initiative checks equal to the locket's enhancement bonus. Power (Daily): Minor Action. You take a standard action. Power (Consumable Lightning): Minor Action. Touch this whetstone to a melee or ranged weapon you hold. Until the end of the encounter, any successful attack with the weapon deals an extra 2 lightning damage to each enemy within 2 squares of the target; the target of the attack does not take this damage. Power (Consumable Poison): Minor Action. Touch this whetstone to a melee or ranged weapon you hold. The next creature successfully attacked by the weapon takes ongoing 5 poison damage (save ends). ITEM SLOT Neck WEIGHT 0 PRICE ITEM SLOT WEIGHT 0 PRICE 200 ITEM SLOT WEIGHT 0 PRICE 60 Azarius Venger Page 7

8 Potion of Regeneration (heroic tier) Potion of Clarity (level 5) 3 9 Potion 5 Potion Power (Consumable Healing): Minor Action. Drink this potion and spend a healing surge. You do not gain hit points as normal. Instead, gain regeneration 5 until the end of the encounter. If you aren't bloodied at the start of your turn while this power is in effect, you don't regain any hit points and the regeneration is suppressed until the start of your next turn. Power (Consumable): Minor Action. Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead, once during this encounter as a free action, you can reroll a d20 roll you just made, gaining a + bonus on the reroll. You must use the result of the reroll. ITEM SLOT WEIGHT 0 PRICE 60 ITEM SLOT WEIGHT 0 PRICE 50 Azarius Venger Page 8

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