Your average wild nature-boy Elf, and his big bad dog


Racial Traits
Languages: Common, Elven
Skill Bonuses: +2 Nature, +2 Perception
Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow.
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
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 (even if you have a power that allows you to shift multiple squares).

Racial Power: Elven Accuracy
With an instant of focus, you take careful aim at your foe and strike with the legendary accuracy of the elves.
Free Action Personal
Effect: Reroll an attack roll. Use the second roll, even if it’s lower.

Armor Proficiencies: Cloth, leather, hide
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged
Bonus to Defense: +1 Fortitude, +1 Reflex

Trained Skills: Nature, Perception, Stealth, Acrobatics, Athletics, Endurance

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier


STR 16+1+1+1 19
CON 12+1 13
DEX 13+2+1+1+1 18
INT 11+1 12
WIS 14+2+1 17
CHA 10+1 11
AC 10+5+4+4 23
FORT 10+5+4+1 20
REF 10+5+4+1 20
WILL 10+5+3 17

Initiative: 5+3+2 = 10
Passive Perception: 10+5+5+2 = 22
Speed: 7
Vision: Low-light

BASIC MELEE: 5+3+4=12
BASIC RANGED: 5+2+3=10

Class Features

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. 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.


Gar | Wolf Companion, Level 11
Ability Scores: Strength 14+1+1+1, Constitution 14+1, Dexterity 14+1, Intelligence 6+1, Wisdom 14+1+1+1, Charisma 6+1
Size: Medium
Speed: 7 squares
Defenses: AC 14 + level, Fortitude 12 + level, Reflex 12 + level, Will 13 + level
Hit Points: 14 + 8 per level
Attack Bonus: Level + 4
Damage: 1d8
Melee Basic Attack: Bite; level + 4 vs. AC; 1d8 + Strength modifier damage.
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.
Trained Skills: Endurance, Perception

Raise Beast Companion
Level: 1
Category: Restoration
Time: 4 hours
Duration: Instantaneous
Component Cost: 50 gp
Market Price: None
Key Skill: Nature (no check)

This ritual allows you to restore life to your slain beastcompanion. This ritual works only for rangers who have the Beast Mastery class feature. The ritual functions as the Raise Dead ritual, with the following exceptions:
✦ You need not have any part of your beast companion’s corpse.
✦ The death penalty lasts until you have reached three milestones.
✦ A paragon tier beast companion costs 500 gp to raise, and an epic tier beast companion costs 5,000 gp to raise.

Paragon Class: Ruthless Punisher

Ruthless Punisher Path Features
Ruthless Action (11th level): You can spend an action point to reroll any attack roll against a humanoid target designated as your quarry, instead of taking an extra action.
Most Dangerous Prey (11th level): Against any humanoid target designated as your quarry, you gain a bonus to damage rolls equal to your Wisdom modifier.


-Weapon Proficiency (Rapier)
Benefit: You gain proficiency in a single weapon of your choice.

-Beast Protector
Prerequisites: Ranger, Beast Mastery class feature
Benefit: If an enemy makes a melee attack against your beast companion, doing so provokes an opportunity attack from you. If you are adjacent to your beast companion, you can make this attack even if you can’t reach the attacker (you attack the attacker’s reaching limb, for instance).

-Quick Draw
Prerequisite: Dex 13
Benefit: You can draw a weapon (or an object stored in a belt pouch, bandolier, or similar container, such as a potion) as part of the same action used to attack with the weapon or use the object. You also gain a +2 feat bonus to initiative checks.

-Battle Awareness [Multiclass Fighter]
Prerequisites: Str 13, Wis 13
Benefit: You gain training in one skill from the fighter’s class skill list. Once per encounter, whenever an enemy that is adjacent to you shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy as an immediate interrupt.

-Surprising Charge
Prerequisites: Dex 17, fighter or rogue
Benefit: When you make a charge attack against a target that is granting combat advantage to you, the attack deals 1[W] extra damage if you hit with a light blade or a spear.

-Improved Initiative
Benefit: You gain a +4 feat bonus to initiative checks.

-Sieze the Moment
Prerequisite: Dex 17
Benefit: During the first round of combat and during surprise rounds, you automatically gain combat advantage over a foe whose initiative result is lower than yours.

Predator Strike
Hit and Run

Enclose the Prey
Paired Predators
Hawk’s Talon
Crippling Shot

Hunt’s End
Lacerating Maul
Menacing Cry

Pack Alertness
Evade Ambush
Companion Emplacement

-Longbow, +2
-Resounding Rapier +3, +2, Power (Daily): Free Action. Use this power when you hit with the weapon. The target is dazed until the end of your next turn.
-Starleather armor, +4


A failure as a scout for his tribe, Wudsie ended up getting lost in an urban area near the south of Corneria. Fortunately, he was adopted and taken care of by a wandering party of heroes. Unfortunately, he was enslaved by the Sylvan Dominatrix herself, Magiqa.

The enslavement occurred after the Realm was saved from the War of Diseased Cattle, in which the young ranger, along with his trusty compaion Gar, proved to be an effective scout for the King’s army.

Little is known of his current whereabouts. Rumors abound that he was kept in some sort of stasis – a doll for private amusement – by the cult leader. Alas, there is little to no evidence to confirm or deny this information.


Re: Oost Eurynomus