Expecting the creatures' entrance, Belanaar is quick to action. His arrows already nocked, he steps forward for a better shot and fires away at a swarm of the hand-spiders.
[sblock=Mechanics]
Move: Walk to I10
Minor: Hunter's Quarry on Swarm 1.
Standard: Twin Strike on Swarm 1.
               -Arrow 1, AC 15 for 15 damage. Arrow 2, AC 29 for 11 damage.
[sblock=rolls]
Attack Rolls: 
1d20+12=15, 1d20+12=29
Damage Rolls: 
1d12+3=15, 1d12+3=8
Hunter's Quarry: 
1d6=3 3 damage placed on Arrow 2.[/sblock][/sblock][sblock=Belanaar]
Belanaar Zalyth Male Elf Archer-Ranger 4
Initiative: +7 
Passive Perception: 24
Passive Insight: 15
Senses: Normal 
 AC:21
Fort:16
Reflex:20
Will:17
HP:
32/40
Bloodied:20
Surge Value:10
Surges left:6/7
Action Points: 
1
 Powers: 
Twin Strike
Nimble Strike 
Two-Fanged Strike [ ] 
Invigorating Stride [ ] 
Disruptive Strike [ ]
Elven Accuracy [ ] 
Sure Shot [ ] 
Other Abilities: 
Second Wind [ ] 
Cloak of Resistance +2 [ ]
Frost Weapon +1
Conditions: 
+1 to all defenses TENT against Swarm 1. (Predator's hide feature)
[sblock=Important  Features] 
Predator's Hide +1: When you hit a target you have  designated with your Hunter's Quarry  class feature, you gain a +1 bonus  to all defenses against attacks by  the designated quarry until the end  of your next turn.
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).
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 an extra 1d6  damage to your quarry. 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.
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.
Defensive Mobility: You gain a +2 bonus to AC against opportunity attacks. 
Weapon Proficiency: +2 to attack roll with Greatbows. 
Weapon Focus: +1 to damage roll with Bows. 
Bow  Expertise: You gain a +1 feat bonus to weapon attack rolls that you  make with a bow. In addition, you gain a +1 bonus to the damage roll of  any weapon attack you make with a bow against a single creature that is  not adjacent to any other creature.
[/sblock]  [/sblock]