evilbob
Adventurer
[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]
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
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]
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