Rurdev ready to set out readies his steed. The dark stone horse, bears him without difficulty and the shifter rides on the left side of the wagon, lightning axe in one hand, reins in the other.
[sblock=Stats/Init]I'll spend a surge to give the steed temp hp.
init (1d20+4=18)
Rurdev - Male Shifter Ranger 5
Passive Perception: 20,
Passive Insight: 15; Low-light vision
AC:21,
Fort:18,
Reflex:17,
Will:16 --
Speed:5
HP: 51/51,
Bloodied:25,
Surge Value:12,
Surges Left:7/8
Resist 10 Force
Action Points: 1,
Second Wind
Powers
Twin Strike
Marauder's rush
Disruptive Strike
Off-Hand Strike
Yield Ground
Longtooth Shifting
Blood Fury Battleaxe
Jaws of the Wolf
Snarling Wolf Stance
Brooch of Shielding
Lightning Battleaxe
[/sblock]
[sblock=Mount]
Obsidian Steed
Large natural animate (mount)
Initiative as conjurer
Senses Perception +9
HP 8+12;
Bloodied 4
AC 17;
Fortitude 17,
Reflex 14,
Will 14
Speed 8
Kick (Standard, at-will)
+6 vs Armor Class; 1d6+5 damage.
Charger (While mounted by a friendly rider of 5th level or higher)
Mount
The obsidian steed grants its rider a +5 bonus to damage rolls on charge attacks.
Alignment Unaligned
Languages --
Str 21 (+7)
Dex 14 (+4)
Wis 14 (+4)
Con 18 (+6)
Int 2 (-2)
Cha 10 (+2)
Description: When you activate a figurine, the conjured creature appears in a space adjacent to you, provided the space is large enough to contain the creature without squeezing. The creature obeys only you, responding to commands spoken in any language. The creature remains for up to 8 hours or until you use a minor action to dismiss it. The conjured creature acts on the same initiative count as you. Every action it takes costs you a minor action (which you use to issue commands), and a conjured creature cannot exceed its normal allotment of actions (a standard, a move, and a minor action) during its turn. If you spend no minor actions on your turn to command the creature, it remains where it is without taking any actions on its turn.
A conjured creature has hit points, defenses, and attacks as indicated in its statistics block. It has no healing surges and cannot be healed, though it can still benefit from temporary hit points. When reduced to 0 hit points or fewer, the conjured creature disappears and cannot be conjured again until after you’ve taken an extended rest. Conjured creatures lack basic attacks and therefore cannot make opportunity attacks.
Mount: If the conjured creature has the mount keyword, you can ride the creature and are considered to have the Mounted Combat feat while mounted on it. While mounted, you can command the creature using free actions, though the mount is still limited to its normal allotment of actions. You can choose to be mounted on the creature when it appears.[/sblock]