[sblock=OOC]Oh right, Inspire Courage would stack with crits wouldn't it?[/sblock]
Amien only in acceptance from his stupor he's put himself in as the monster tears through his light armor and into his body with its claws. He lifts up his weapon to retaliate, but is then picked up and his arms bound. Even in his mental state this is a problem for him.
Luckily, the monster is soon killed before he is forced to find a way out himself. Looking around, he sees more signs of battle, a monster still alive and doing the same as it did to Amien and himself.. He stands after being dropped onto the ground from the monster giving up, and simply forces his body to slow the bleeding on mental command.
Updated Map
[sblock=Actions]Move to G56
Renewed Vigor (1d8+2=7)
End Rage as Free Action at end of turn (character wise it wouldn't make sense but gameplay wise it'll be awhile before Amien actually gets to the next monster so I want to conserve rage turns in case we get in another battle the same day)
[/sblock]
[sblock=Mini-Stats]
Character Sheet Page
Weapon in Hand: Heavy Flail +1
Condition: Inspire Courage (+1 competence bonus on attack and weapon damage rolls), Controlled Rage (+4 Strength Chosen, ending at end of turn)
HP: 35/54
AC: 15
AC Touch: 12
AC Flatfooted: 13
Initiative: +2
Fort: +6
Reflex: +3
Will: +0
CMB: +7
CMD: 19
Glaive Attack: +7; Damage: 1d10+4 (+9, 1d10+7 under Strength Rage); Crit: 20/x3, Slashing, Special: Reach
H. Flail +1: Attack: +8; Damage: 1d10+4+1 (+10, 1d10+8 under Strength Rage); Crit: 19/x2, Bludgeoning, Special: Disarm, Trip
Sling Attack: +5, Sling Damage: 1d4+3
- Sling Bullets (06)
Handy Haversack
- Rations (21 days left)
- Medium Tent
- Wand of CLW x1
- Potion of CMW x3[/sblock]