OOC:
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[MENTION=82251]TwoHeadsBarking[/MENTION] I'd like to ready Disruptive Strike for use in Vat Golem's next attack. Thanks!
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Belanaar turns around, surprised at the entrance of the massive construct.
"Ugh. I should've known there'd be more... Why did I waste my good arrows?"
He whips out two of his arrows that seem to be of acceptable quality. He fires them toward the golem, one after the other, before backpedaling to his allies behind him.
"Canus, you old fool! Get back!"
[sblock=Mechanics]
Minor: Hunter's Quarry on Vat Golem.
Standard: Twin Strike on Vat Golem. Hits AC 22 for 28 damage.
[sblock=rolls]
Attack Rolls:
1d20+11=22, 1d20+11=22
Damage Rolls:
1d12+3=12, 1d12+3=10
Quarry Roll:
1d6=6[/sblock]
Move: Walk to M10[/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:
22/40
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:
+1 to all defenses against Vat Golem.
[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]