| 
| OOC: | Dang, I knew I should've waited for a possible Astral Seal   | 
 | 
 
 
Belanaar's haste to down the mad artificer costs him. An arrow hits a metal plate on Thurven's armor and glances off, leaving him uninjured. The second arrow finds purchase, though, and slams into Thurven's body.
"You still have a chance to reverse your actions. Stand down, and I won't kill you." yells Belanaar, his face stricken with pain, fear, and thirst for blood. He nocks another two arrows, ready to finish off the madman.
[sblock=Mechanics]
Minor: Hunter's Quarry on Thurven.
Standard: Twin Strike on Thurven. Arrow 1 misses. Arrow 2 hits AC 24 for 19 total damage.
[sblock=rolls]
Attack Rolls: 
1d20+11=16, 1d20+11=24
Damage Rolls: 
1d12+2=4, 1d12+2=14
Hunter's Quarry Roll: 
1d6=4
So, 14+4+1=19 damage[/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:
29/40
Bloodied:20
Surge Value:10
Surges left:5/7
Action Points: 
0
 Powers: 
Twin Strike
Nimble Strike 
Two-Fanged Strike [x] 
Invigorating Stride [x] 
Disruptive Strike [x]
Elven Accuracy [x] 
Sure Shot [x] 
Other Abilities: 
Second Wind [x]
Cloak of Resistance +2 [ ]
Frost Weapon +1
Conditions: 
+2 to all defenses from Second Wind
+1 to all defenses against Thurven TENT.
[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]