OOC:
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Hm. Realized that minions only have 1 HP after I had done my turn. Lolololololol facepalm.
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Belanaar, rooted in place from the dying swarm, brings his greatbow up, and takes aim at one of the charged fiends, firing away fiercely at it. The arrow is launched from the bow and leaves a white, frosty trail in the wake of its path as it slams into the corpse, devastating it and causing it to totally freeze over. Falling over and hitting the hard ground, it shatters into many pieces, both organic and inorganic alike.
But Belanaar already has two more arrows flying through the air as the first corpse hits the ground. They slam into the next creature, bringing it squirming to its demise, as well.
[sblock=Mechanics]
Minor: Hunter's Quarry on Charged Corpse 2.
Move: Invigorating Stride. Can't move, but it uses Second Wind. Belanaar heals 10 HP, bringing him to 32 HP.
Standard: Sure Shot with
Frost Weapon +1 Daily on Charged Corpse 2. Hits AC 30 for 41 damage.
[sblock=rolls]
Attack Roll 1:
1d20+12=14
Attack Roll 2 (innate re-roll):
1d20+12=30
Damage Rolls:
1d12=10, 1d12=2, 1d12=8
Re-roll of Damage Roll 2:
1d12=3
Hunter's Quarry Roll:
1d6=5
Frost Weapon +1 Daily Roll:
1d8=8
So, 10+3+8+7+5+8=41[/sblock]
Action Point->Standard: Two-Fanged Strike on Charged Corpse 1. Assuming its AC is less than 23, this does 26 damage.
[sblock=rolls]
Attack Rolls:
1d20+11=23, 1d20+11=25
Damage Rolls:
1d12+7=8, 1d12+7=15
Arrow 1 hits AC 23 for 8 damage. Arrow 2 hits AC 25 for 15 damage. +3 wis for both hitting (I'm assuming they hit)[/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:
0
Powers:
Twin Strike
Nimble Strike
Two-Fanged Strike [x]
Invigorating Stride [x]
Disruptive Strike [ ]
Elven Accuracy [ ]
Sure Shot [x]
Other Abilities:
Second Wind [x]
Cloak of Resistance +2 [ ]
Frost Weapon +1
Conditions:
Immobilized
+2 to all defenses from Second Wind
+1 to all defenses against Charged Corpse 2.
[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]