Hadarai has known no father, but then in the Nentir Vale that is a common enough sight, and he has considered it no hardship. From a young age, he felt his fey heritage drawing him to the woods, and so ended up apprenticed to a tracker rather than anyone in town. Since his mother died in the last winter, he has felt less and less connected to the town and his twin sister. He has survived recently mostly through hunting, sometimes game, sometimes local bandits and monsters when they are reckless.

Level 4 Eladrin Ranger
Initiative: +6
Senses: Perception 19; Low Light
HP 41; Bloodied 20
AC 18; Fortitude 15; Reflex 17; Will 15
Healing Surges: 8 per day, recovers 10hp
Speed 6

Abilities: STR 12(+1); DEX 19(+4); CON 14(+2); INT 14(+2); WIS 14(+2); CHA 8(-1)

Basic Attacks: melee +3, ranged +6
Attacks: Longsword +6 melee (1d8+1), Longbow +10 ranged (1d10+4)

At-Will Powers: Twin Strike, Nimble Strike

Encounter Powers: Two-Fanged Strike, Fey Step [racial], Thundertusk Boar Strike

Daily Powers: Hunter's Bear Trap

Utility Powers: Hunter's Privilege

Alignment: Unaligned
Languages: Common, Elven, Primordial*
Skills: Acrobatics*+12, Dungeoneering*+10, Endurance*+9, Heal*+9, Insight*+8, Nature*+12, Perception*+8, Stealth*+10, Thievery*+10
* indicates trained skills

Feats: Defensive Mobility, Sneak of Shadows- gains training in thievery; once per encounter Hadarai may perform a rogues' sneak attack (must have combat advantage/+2d6 dmg), Weapon Focus (bow)
Racial Abilities: Eladrin Education, Eladrin Weapon Proficiency, Eladrin Will, Fey Origin, Trance, Fey Step
Class Abilities: Hunter's Quarry, Prime Shot, Fighting Style [Archery]
Regional Benefit: Nerath- Gained Nature and Dungeoneering as bonus trained skills. +1 to all Nature and Dungeoneering checks. Bonus Language- Primordial

Hadarai's Gear

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