[Adventure] Into the King's Forest (Judge: THB)

[sblock=ooc]Gonna go ahead and post because my actions really won't be affected by the team unless the owlbear drops before my turn; 16 has to fight this thing, and I'm just about out of powers anyway. I'll update my stat block if it gets changed.

Also, as a minor point, I no longer have regen 2 when bloodied.[/sblock]
Unit 16 bats at the crows and the illusion quickly dissipates.
[sblock=ooc]Font of Life save vs. crows: natural 20 Of all the times to roll a crit it has to be on a piddly save! /sob[/sblock]
While keeping the owlbear focused on him, 16 looks around and the situation seems grim. He switches to a more defensive tactic and large panels open up on his weapon arm to form a second shield as he swings his hammer toward his foe. Unfortunately the panels seem to misfire, throwing his arm off balance and his hammer strikes the ground again, nearly crushing his other foot.

Trying to get closer to his allies, 16 backs up slightly.
[sblock=ooc]Free action: Nature's Wrath, mark owlbear

Standard: Earth Shield Strike on owlbear is a natural 1 again. Seriously. At least I didn't waste another encounter power.

I have officially missed for nearly 75 points of damage.

Move: shift to S14.

Minor: none.

Reactions: same.[/sblock]
[sblock=Unit 16]
Unit 16 Warforged Warden 4
Initiative: +3, Passive Perception: 17, Passive Insight: 12, Senses: Normal
AC:24, Fort:18, Reflex:14, Will:14
HP:37/57 + 5 THP, Bloodied:28, Surge Value:14, Surges left:10/13
Action Points/Daily Item Uses/Milestones: 0/0/0
Powers:
Font of Life
Nature's Wrath
Warden's Fury / Warden's Grasp
Weight of Earth
Earth Shield Strike

Warforged Resolve
Roots of Stone
Earthgrasp Strike
Warden's Tempest
Second Wind

Form of Winter's Herald - Form of Winter's Herald Attack
Potion of Clarity

Important Stuff:
- makes lots of immediate interrupts/reactions/OAs

Conditions: resist 5 cold, zone of difficult terrain and all that, +2 AC, +1 f/r/w

Full sheet: Unit 16[/sblock]
 
Last edited:

log in or register to remove this ad

[sblock=ooc]Guys, I think Unit 16 may be broken.

I am seriously contemplating a total defense action for next round... It'll either give a +2 or a +3 to his defenses, depending on how you interpret the mark feat. If he can just waste the owlbear's attacks, that seems like about the best course of action for him at the moment.[/sblock]
 



[sblock=ooc]
As total defense is not a power and Mark of Warding says "Whenever one of your powers grants a bonus to a defense, increase that bonus by 1" then I would interpret it to not apply in this case (same for Second Wind as that's not a power)[/sblock]
 

The rush of the birdmen on Jarren disturbs Ryda a moment, but she quickly calms herself with the knowledge that if he could see her while she hid, a few buzzards wouldn’t slow him down long. She touches upon her inner magic again and the ground blurs beneath her feet as another arrow is nocked and loosed, lodging itself neatly under the owlbear’s collarbone. Pleased over her shot, she hustles back over toward the birdman scrum, waving her bow at the kenku to distract it a bit.


[sblock=Mechanics]Standard: Evasive strike shift 4 to W19 before attack1d20+11=29 2d12+10=25 1d6=6 hits for 31 damage. Move to Z16 to set up flanking.

+1 to all defenses for attacks by the Owlbear, will use yield ground only for attacks by the owlbear.[/sblock]
 

[sblock=ooc]Ah, ok. Well, I definitely applied it to 2nd wind earlier, since that effectively works/seems like a power. I dunno; that's a tough call. Either way, my Fort was still high enough (it would have been 1 lower) for the stun. If we have another battle I'll keep that in mind.[/sblock]
 


Jarren gives a feral snarl of pain as the birdmens' blades score his flesh. He feels an instinctive surge of primal, ancestral aggression, and gives in, riding the wave. The change is instantly noticeable as his whole body shifts into a leaner, lither form, and his face takes on a more bestial mien. Teeth become fangs, nails become claws, hair becomes a fiery mane.

As he lets his predatory instincts take over the pain and shock of the wounds fades away, leaving a new clarity in its place. He digs down inside himself, calling on reserves of energy and endurance, as he does his best to fend off his aggressors' attacks with the haft of his spear. At the same time he calls on healing spirits once more, letting their rejuvenating power flow into his own body and spill through his spirit companion to strengthen Unit 16 as well.

As the healing glow fades, the spirit serpent vanishes and reappears at his side, lashing out with a challenging hiss at one of the birdmen who threaten him. For a moment the snake seems to grow fiercer and more daunting, as it menaces its target with a fearsome strike towards its face.

[sblock=OOC]Regain 2 hp from SotHF regen

Minor Action - Razorclaw Shifting. AC becomes 18, Reflex becomes 16, Move becomes 8, till the end of the encounter.

Move Action ---> Minor Action - Healing Spirit, targeting himself. Spend a healing surge, regain 10 hp. Secondary target is Unit 16, he gains 1d6+3=6 hp, plus 5 temporary hp from Strengthening Spirit.

Free Action - Call Spirit Companion to square AA13. Jarren now gains the +1 to fort/ref/will, U16 loses it.

Standard Action - Second Wind. Spend a healing surge, regain 10 hp, +2 to all defenses until the start of Jarren's next turn.

Action Point spent for extra action

Standard Action - Certain Threat on the Kenku in Z15 (that's the one further away from the companion; unless it has reach, it's going to need to move to attack it, if the mark lands). Attack: 1d20+9=16 vs Reflex. Ho hum. If that should chance to be a hit, it does 2d6+7=16 damage and marks the Kenku until the end of Jarren's next turn, or until the next time the Spirit is re-summoned. This mark inflicts a -4 penalty to attack rolls, instead of the usual -2.[/sblock]

[sblock=Jarren quick stats]
Jarren Star Gazer Male Shifter Shaman 4
Medium natural humanoid
Initiative +4; Senses Passive Insight 22, Passive Perception 24, Low-light vision

HP 39/43 Bloodied 21, Surge Value 10, Surges 8/10
AC 20; Fortitude 20, Reflex 19, Will 22
Saving Throws +0
Speed 8

Action Points: 0

Encounter Powers: Healing Spirit x2
Capturing Jaws
Certain Threat
Speak With Spirits
Bonds of the Clan
Razorclaw Shifting
Second Wind

Daily Powers: Spirit of the Healing Flood

Daily Item Powers: (1/milestone)
Potion of Clarity
Bear Spirit Armor

Consumables: Potion of Healing x2
Potion of Clarity x2
197 gp
[/sblock]
 


Remove ads

Top