Zara

Elven Ranger, Sworn to Sehanine

Description:

Zara Starwing (Zarari Ruathil)
Level 13
Class Ranger (Striker)
Paragon Path Sharpshooter (Martial Power)
Medium Fey Humanoid (elf)

Initiative +15; Passive Senses Perception 29, Insight 20; low-light vision
HP 84 (current 84); Bloodied 42
Healing Surge 21; Surges Per Day 7 (current 6)
AC 27; Fortitude 22, Reflex 27, Will 23
Speed 7; Action Points 1; Benefit Points 4

Alignment Good; Languages Common, Elven, Giant
Skills Athletics +13, Dungeoneering +15, Nature +17, Perception +19, Stealth +17
Feats Alertness (Cannot be surprised, plus 2 to Perception), Defensive Mobility (bonus, plus 2 to AC against opportunity attacks), Distant Advantage (gain combat advantage with ranged and area attacks against flanked enemies, Player’s Handbook 2), Lethal Hunter (Hunter’s Quarry damage dice increase to d8s), Martial Accuracy (Roll twice when using elven accuracy on exploit, Martial Power 2), Seize the Moment (gain combat advantage over foe with lower initiative), Swift Footwork (increase your shifts from encounter and daily powers by 2, Martial Power 2), Weapon Expertise (bow, gain bonus to attack rolls with bows, Player’s Handbook 2), Weapon Focus (bow, gain + 1 damage per tier with bows)
Str 14 (+2) Dex 22 (+6) Wis 18 (+4)
Con 12 (+1) Int 10 (+0) Cha 11 (+0)
Possessions moonbow longbow +3, feytouched drowmesh +3, goblin stompers, antipathy gloves, amulet of protection +3, 4 potions of healing, chime of awakening, longsword, dagger, adventurer’s kit, chunk of star metal, 7 pp, 60 gp. Total encumbrance 52 / 140.

Racial Traits Elven Accuracy (encounter power), Elven Weapon Proficiency (shortbow, longbow), Fey Origin, Group Awareness (grants non-elf allies within 5 squares a +1 racial bonus to Perception checks), Wild Step (ignore difficult terrain when shifting)
Class Features Fighting Style (Archer, gain Defensive Mobility as bonus feat), Hunter’s Quarry (minor action, designate nearest enemy you see as quarry; deal extra damage to quarry once per round), Prime Shot (if no allies are closer to target than you, get +1 on ranged attacks against that target)
Paragon Path Features Rapid-Fire Action (when you spend action point to gain action, make ranged basic attack with bow or crossbow before or after the action), Opportunity Fire (use bow or loaded crossbow to make opportunity attacks; these attacks don’t provoke opportunity attacks)
Background Foe Hunter. Associated Skills: Insight, Perception, or the Knowledge skill that best relates to your enemy (Nature). Language: The language commonly spoken by your enemy (Giant). From Dragon #373.

Basic Attacks

longsword (standard; at-will) ✦ Weapon +11 vs. AC; 1d8 +2 damage.
moonbow longbow +3 (standard; at-will) ✦ Weapon Ranged 20/40; +18 vs. AC; 1d10 +11 damage.

Power Descriptions

At-Will Exploits

Careful Attack Ranger Attack 1
At-WillMartial, Weapon
Standard Melee or Ranged Weapon
Requirement: You must be wielding two melee weapons or a ranged weapon.
Target: One creature
Attack: + 20 vs. AC
Hit: 1d10+ 11
Source: Player’s Handbook

Hunter’s Quarry Ranger Feature
At-Will
Minor
Effect: 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. 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. Source: Player’s Handbook

Nimble Strike Ranger Attack 1
At-WillMartial, Weapon
Standard Ranged Weapon
Target: One creature
Special: Shift 1 square before or after you attack.
Attack: + 18 vs. AC
Hit: 1d10+ 11 damage
Source: Player’s Handbook

Encounter Exploits

Bloodlust Strike Ranger Attack 13
EncounterMartial, Weapon
Standard Melee or Ranged Weapon
Target: One bloodied creature
Attack: + 18 vs. AC
Hit: 3d10 + 15 damage
Source: Martial Power

Covering Volley Ranger Attack 3
EncounterMartial, Weapon
Standard Area burst 1 within 20
Requirement: You must be wielding a bow or a crossbow.
Target: Each creature in burst
Attack: + 18 vs. AC
Hit: 1d10+ 11 damage. A creature that moves into the area before the start of your next turn takes 5 damage.
Source: Dragon#383

Defensive Volley Ranger Utility 10
EncounterMartial
Immediate Reaction
Requirement: You must be wielding a bow or a crossbow.
Trigger: An ally is hit by an attack
Target: The triggering ally
Effect: You reduce the damage the target takes by your Dexterity modifier plus half your level (12).
Source: Dragon#383

Elven Accuracy Racial Power
Encounter
Free Personal
Trigger: You make an attack roll and dislike the result.
Effect: Reroll the attack roll. Use the second roll, even if it’s lower. Martial Accuracy Feat: You can roll twice and use either result.
Source: Player’s Handbook

Hawk’s Talon Ranger Attack 7
EncounterMartial, Weapon
Standard Melee or Ranged Weapon
Target: One creature
Attack: +22 vs. AC. Gain a power bonus to this attack equal to your Wisdom modifier (+4). Ignore any penalties for cover or concealment (but not superior cover or total concealment).
Hit: 2d10+ 11 damage
Source: Player’s Handbook

Invigorating Stride Ranger Utility 2
EncounterHealing, Martial
Move Personal
Effect: You shift a number of squares equal to your Wisdom modifier (+ 4) and must not end the shift adjacent to any enemy. You can use your second wind. Swift Footwork Feat: Shift 6 squares.
Source: Martial Power 2

Perfect Aim Sharpshooter Utility 12
EncounterMartial, Weapon
Minor Personal
Requirement: You must be wielding a ranged weapon.
Effect: Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier (+ 4). If you move or take damage before making a ranged attack, the bonus is lost.
Source: Martial Power

Second Wind
Encounter
Standard Action Personal
Effect: You spend a healing surge and regain 19 hit points. You gain a +2 bonus to all defenses until the start of your next turn.
Source: Player’s Handbook

Stab and Shoot Sharpshooter Attack 11
EncounterMartial, Weapon
Standard Melee Weapon 1
Requirement: You must be wielding a bow or a crossbow.
Target: One creature.
Attack: + 18 vs. AC
Hit: 1d10 + 11 damage, and the target is dazed until the end of your turn. Make a secondary attack.
Secondary Target: One creature than the primary target in weapon range
Secondary Attack: + 18 vs. AC
Hit: 2d10 + 11 damage Source: Martial Power

Daily Exploits

Evade Ambush Ranger Utility 6
DailyMartial
No Action Ranged Sight
Effect: At the start of a surprise round in which any allies are surprised, use this power to allow a number of allies equal to your Wisdom modifier (+ 4) to avoid being surprised.
Source: Player’s Handbook

Excruciating Shot Ranger Attack 5
DailyMartial, Weapon
Standard Ranged Weapon
Target: One creature
Attack: + 18 vs. AC
Hit: 3d10 + 11 damage, and the target is weakened (save ends).
Miss: Half damage, and the target is not weakened.
Source: Player’s Handbook

Hunt’s End Ranger Attack 1
DailyMartial, Weapon
Standard Melee or Ranged Weapon
Target: One bloodied creature
Attack: + 18 vs. AC. If the target is your quarry, the attack can score a critical hit on a roll of 19-20.
Hit: 3d10 + 11 damage.
Miss: Half damage.
Source: Martial Power

Marked for Death Ranger Attack 9
DailyMartial, Reliable, Weapon
Standard Melee or Ranged Weapon
Target: One creature designated as your quarry
Attack: + 18 vs. AC
Hit: 3d10 + 11 damage, and you mark the target until the end of your next turn. Until the end of the encounter, your Hunter’s Quarry deals two extra dice of Hunter’s Quarry damage against the target.
Source: Martial Power 2

Magic Items

Moonbow Longbow +3 Level 13
Weapon: Longbow
Enhancement: + 3 to attack rolls and damage rolls
Critical: + 3d10 radiant damage
Property: Sehanine worshipers can use this weapon as an implement for divine and arcane powers.
Property: Weapon and implement attacks made with this weapon count as silvered.
Property: This weapon creates its own ammunition when drawn. It can still be used with ammunition, if desired.
Property: load free
Power (At-Will): Minor. This weapon sheds bright light in a 5-square radius, or ceases to shed light.
Source: Dragon #386.

Feytouched Drowmesh +3 Level 12
Armor: Leather
Enhancement: + 3 AC
Property: Special: + 1 Reflex
Property: Gain an item bonus to initiative checks equal to the armor’s enhancement bonus.
Power (EncounterIllusion): Standard. You become invisible until the end of your next turn.
Source: Adventurer’s Vault

Amulet of Protection +3 Level 11
Item Slot: Neck
Enhancement: +3 Fortitude, Reflex, and Will
Source: Player’s Handbook

Antipathy Gloves Level 10
Item Slot: Hands
Property: An enemy must spend 1 extra square of movement to enter a square adjacent to you. An enemy that is pulled, pushed, or slid moves through those squares as normal.
Source: Adventurer’s Vault

Chime of Awakening Level 4
Wondrous Item
Power (Daily): Standard. You set the chime of awakening to ring when a specific trigger occurs within 10 squares of it. Example triggers include the presence of anyone other than you and your allies, the light of the sun touching the area, or the appearance of a specific character or type of creature. The chime rings in the minds of you and all allies within 10 squares of it. You and affected allies are instantly awoken (if asleep) and alert.
The chime of awakening can be fooled by creatures in disguise. It makes active Perception checks with a +10 modifier.
Source: Adventurer’s Vault

Goblin Stompers Level 6
Item Slot: Feet
Power (Encounter): Immediate Reaction. Use this power when a melee attack misses you. Shift 1 square.
Source: Adventurer’s Vault

Potion of Healing Level 5
Power (ConsumableHealing) Minor. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.
Source: Player’s Handbook

Armor Proficiencies Cloth, leather, hide.
Weapon Proficiencies Simple melee, military melee, simple ranged, military ranged.

Bio:
Height: 5’6” Weight: 130 lbs. Age: 25
Eyes: Green Hair: Pale blond Skin: Fair

APPEARANCE
Zara Starwing is a young, slim elven woman of average height. Her blond hair, which she never ties up, falls to her shoulder blades. Cool green eyes broadcast her feelings to everyone around her, whether she wants them to or not. Despite a life spent in the wild, she has a fair complexion; still, even when she cleans up, she looks a bit dirty.

Prone to over-excitement, she often speaks more loudly than a situation calls for. Though she hails from Winterbole Forest, Zara has the accent of the Woodsinger clan of Harken Forest.

She carries a slender bow of polished white wood with a nearly-invisible string. A longsword and dagger hang at her hip; like her quiver, they’re mostly for show. Her leather armor was crafted using drow techniques, but her crude boots of cured hide don’t match it at all. She wears kid leather gloves, and an amulet hangs from her neck on a silver chain.

BACKGROUND
Zara’s mother, Fioresti Ruathil, is also a ranger, once part of an adventuring party that stopped a previous drow-incited incursion of giants over twenty years ago. Fioresti has expected the giants and drow to make another attack ever since, so she raised her only child to be ready for them. They lived far from civilization, defending Silverlake Grove in the Winterbole Forest (a site sacred to Sehanine) from goblins and other local threats.

In time, a pair of adventurers named Naisi and Ozmar visited Silverlake in search of a missing apprentice wizard. Zara joined them and followed the lost mage’s trail into the Underdark, where they faced slavers, orcs, trolls, derro, kuo-toa, and even a dragon. They found allies among the svirfneblin and the enigmatic Rockseer elves. As the only full-blooded elf in the party, Zara was chosen by their chieftain to accompany a small Rockseer expedition back to the surface, while Naisi and Ozmar continued down to the Sunless Sea.

Before she could rejoin her friends in the Underdark, Zara encountered Rendi, a torrian who spoke of another giant uprising. Zara made her way to the ruins of Argent, hoping to find help in her mission against the giants…

PERSONALITY
Since she was big enough to hold a bow, Zara has been training to kill giants. Oddly, now that she’s finally getting her chance, Zara is also learning what else she can be. She’s sure of herself and her abilities, but not arrogant, and not afraid to ask for help when she needs it.

Curious, energetic, and passionate, she wears her heart on her sleeve, and speaks with painful honesty. She also knows what a problem this can be, and prefers to let others do the talking, especially in civilized lands. Still, she wants her opinion heard.

Zara believes in action, not deliberation. She lives in the moment, and always does what she believes to be the right thing. She hates to see others suffer, and will render whatever aid she can to those in need.

Zara has sworn herself to Sehanine, but also honors Melora.

Zara loves her mother, but knows nothing of her father, Vilihalimil – only that he was an elven wizard who perished in the Abyss during Fioresti’s quest. Zara’s mother never speaks of him, and the amulet that Zara wears is all she has to remember him by.

In quiet moments, Zara feels homesick, and has second thoughts about abandoning the quest she began with Naisi and Ozmar. She also thinks about Darafayen, apprentice to the Rockseer chieftain, who slept with Zara before the ranger left for Argent. Was it a mere night’s pleasure, or the start of something more? Zara finds such thoughts too distracting in the light of her mission, and tries to keep these quiet moments few and far between.

COMMON EXPRESSIONS
“I’m Zara Starwing. I kill giants.”
“Moonfire, will you look at that!”
“I won’t tell you that nature is any better than civilization, but the monsters are more honest about wanting to eat you.”
“I can get us there.”

THEME SONG
Strip and Go Naked, by Alex Lifeson, from Victor

KNOWN FAMILY MEMBERS
Fioresti Ruathil, mother
Vilihalimil, father (deceased)

PRELUDES
(coming soon)

INTERLUDES
(coming soon)

JOURNAL ENTRIES
DRAMATIS PERSONAE ENTRY

Illustration by Thomas Denmark, from Adventurer’s Vault 2.

Zara

The Piranoth Chronicle DarthKrzysztof