Flengri wastes no time, letting two arrows fly at the closest skeletons. Each brings down its target, though one shot was rather sloppy. Before the skeleton's bones hit the floor, two more arrows are in Flengri's hands, ready to fly.
[sblock=Actions]
Move: to N8
Standard: Twin Strike
Target 1: S4, Attack: 1d20+8=23, Damage: 1d12=1
Target 2: S1, Attack: 1d20+8=18, Damage: 1d12=9
[/sblock]
[sblock=Flengri Li Aramad Stats]
Flengri Li Aramad- Male elf ranger (medium elf humanoid) Level 2
Languages: Elven, Allarian
Passive Perception: 21
Vision: Low Light
Passive Insight: 14
Acrobatics: +11
Athletics: +7
Nature: +11
Stealth: +13
AC: 18
Fort: 13
Ref: 17
Will: 14
Speed: 7
HP: 29/29
Surge Value: 7
Surges Left: 7/7
Action Points: 1
Second Wind: 1/1
Racial Features
Group Awareness: Grants +1 to Perception to non-elf allies within 5 squares
Wild Step: Ignore difficult terrain when shifting
+2, 1d4+1
+8, 1d12+5
Fading Strike (SA) +8, 1d12+5 (Hit: Shift 2 squares to non-adjacent location)
Twin Strike (SA) +2, 1d4+1 (2 attacks)
Twin Strike (SA) +8 1d12+0 (2 attacks)
Agile Recovery (MA) (Stand Up)
Evasive Strike (SA) +2, 2d4+1 (Can shift up to 4 before or after attack)
Evasive Strike (SA) +8, 2d12+5 (Can shift up to 4 before or after attack)
Surprise Strike (NA) (Effect: BA or AW Dazes target hit with CA)
Surprise Strike (NA) (Effect: BA or AW Dazes target hit with CA)
Commanding Confrontation (SA) +8, 3d12+5 (Miss: Half dmg, Effect:+5 to dmg until target no longer quarry)
Elven Accuracy (MA) (Reroll attack roll)
Arrows: 11111 11111 11111 11111 11111 11111
Shadowshaft Arrows +1: 11 (
Zone AB2 centered on target becomes HO UEOE)
Leather Armor
[sblock=Gear]
[sblock=Adventurers Kit]Backpack, Bedroll, Flint, Steel, Beltpouch, 2 Sunrods, Rations 11111 11111, 50ft Hemp Rope, Waterskin[/sblock]
[sblock=Camouflaged Clothing]+2 Stealth while not moving[/sblock]
[sblock=Climbers Kit]Grappling hook, small hammer, Pitons 11111 11111, +2 bonus to Athletics for climbing.[/sblock]
[sblock=Crowbar]+2 bonus to Str checks to break open locked doors or containers[/sblock]
[sblock=Drill]Bits 11111 1, Bore hole through wood, stone, and some metals. After 6 hours, 1 bit can bore through 6 inches of stone or 2 inches of iron
[/sblock]
[sblock=Glass Cutter]Quickly and silently etches glass to create a round hole large enough to fit an arm through.[/sblock]
[sblock=Hacksaw]In 2 hours, a hacksaw blade can cut though 1 inch of iron[/sblock]
[sblock=Mirror]Disk of polished metal[/sblock]
[sblock=Thieves Tools]+2 bonus to open locked doors or disable traps[/sblock]
[sblock=Investigation gear]containers, brushes, dusts, tweezers, picks, probes, magnafying glass, ink, quills, parchment, small journal. +2 bonus to Perception checks to search for specific details.[/sblock]
[sblock=Raven's Feather]When used to prick blood from target, target's demise turns the feather red.[/sblock]
[sblock=Hurler Snatcher]Aquire item of 5lbs or less up to 5 squares away or transfer a similar item you have to a willing target up to 5 squares away.[/sblock]
[sblock=Caltrops]SA: Apply to 1 square adjacent to you. Running characters are slowed (save ends) upon entering square. At normal speed the entering character can choose difficult terrain or slowed (save ends).[/sblock]
Treasure on this adventure:
[/sblock][/sblock]