4E [Adventure] Little Workshop of Horrors (Judge: stonegod)

GROMkill

Villager
OOC: I'd like to ready my Disruptive Strike to use on the next Flesh Mortar's attack. Please have Belanaar use Elven Accuracy if his attack roll is initially a miss. Thanks!
The elf's arrows seem to have bothered the hideous creature. Belanaar smiles ruthlessly and volley another two arrows with intentions for killing. One arrow goes wide and crashes harmlessly into the wall, but the other finds purchase in the "hide" of the construct.[sblock=Mechanics]
Move: Walk to I10.

Minor: Hunter's Quarry on FF2.

Standard: Twin Strike on FF2.

Attack Rolls: 1d20+11=19, 1d20+11=24

Damage Roll: 1d12+2=14

Hunter's Quarry roll:1d6=2

16 cold damage to FF2.[/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:37+5/40
Bloodied:20
Surge Value:10
Surges left:6/7
Action Points: 1

Powers:

Twin Strike
Nimble Strike

Two-Fanged Strike [ ]
Invigorating Stride [ ]
Disruptive Strike [ ]
Elven Accuracy [ ]

Sure Shot [ ]

Other Abilities:

Second Wind [ ]

Cloak of Resistance +2 [ ]

Frost Weapon +1

Conditions:

+1 to all defenses TENT against Fleshforged 2. (Predator's hide feature)

[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’as 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]
 
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Pentius

Villager
With his original target dropped, Canus slides back up behind the second fleshforged. "Now, where were we when you so rudely interrupted?"
[sblock=mechanics]
Move: to j63
Standard: Icy Skewer on FF3
Attack Roll:1d20+16=32 vs AC. Yeouch!
Damage Roll: 1d10+9=13 cold damage, and Canus gets a +2 bonus to defenses against FF3's attacks.

[/sblock]

[sblock=Canus]
Canus Meran
Male Revenant(Human) Hexblade 4
Initiative: +6
Passive Perception: 12
Passive Insight: 12
Senses: Low-Light Vision
AC:22
Fort:15
Reflex:18
Will:18
HP:34/40
Bloodied:20
Surge Value:10
Surges left:6/7
Action Points: 1
Powers:
Eldritch Bolt
Icy Skewer

Piercing Shard[x][]
Ethereal Stride[x]
Shadow Step[]
Dark Reaping[]
Second Wind[]

Star Shackles[]
Lesser Planar Ally[]



Important Stuff:
-When Canus reduces an enemy to 0hp, or an enemy adjacent to him reaches 0hp, he can teleport up to 4 squares as a free action(maximum once per round).
-Whenever Canus drops to 0 hit points or fewer, he is dying but can choose to remain conscious until he attempts his first death saving throw. If he remains conscious, he can take only one standard action before he attempts his first death saving throw.

Conditions:

Full sheet: LEB:pC:Canus_Meran_(Pentius)[/sblock]
 
Riann finishes one of his foes and begins to focus on the other two.

The humanoid constructs continue to fail to impress.

The bio-mechanical abominations rear up for another attack. Belannar quickly fires an arrow into the back of one of them, causing the construct's attack to go wide. The other has a little more success, only managing to slightly burn kal'Tarron.

[sblock=Status]
Belanaar: 37/40+5
Canus: 34/40+5, +2 to all defenses vs FF2
kal'Tarron: 44/56
Riann: 42/62+5
Venakhad: 47/49+5, +2 to all defenses, weakened

Fleshforged 3: -46/56+14, bloodied
Fleshforged 4: -12/56
Flesh Mortar 1: -26, Aegised
Flesh Mortar 2: -17

Riann Curses Fleshforged 4 and swordbursts again, killing Fleshforged 2 but missing #4. He then Aegises the mortar.

Fleshforged 3 Resolves for 14 thp, then attacks Canus. that is a miss.

Fleshforged 4 attacks Riann, also missing.

Flesh Mortar 1 drops a burst on Belannar and Riann. Riann is missed, Belannar is hit with a 23 vs Reflex... or is he? Disruptive Strike hits AC 18 for 17 damage. The Flesh Mortar's attack misses.

Flesh Mortar 2 shifts back attacks kal'Tarron and Canus, hitting kal with a 24 vs Reflex for 9 lightning damage.[/sblock]

[sblock=Monster Info]
Fleshforged
AC 20 | F ? | R 15 | W ?
MBA: +9 vs AC, 1d8+4 and the target is marked

Flesh Mortar
AC 18 | F ? | R ? | W ?
MBA: ?
[/sblock]
 

Attachments

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Neurotic

Adventurer
Venakhad draws glowing sigil in the air which flies into the big creature casting spells at them. The sigil marks it for punishment and offers the reward for the punisher.

[sblock=Actions]
Move: H9
Standard: Astral Seal vs Mortar 2 Ref (1d20+11=19) - mortar is -2 all defenses TENT, next ally to hit it regains 7hp
End of Turn: No longer weakened
[/sblock]

OOC: [MENTION=82251]TwoHeadsBarking[/MENTION], I think Aegis should go to Mortar 1, at least according to the picture (it is where Riann is). Right? My target is #2 on the map (near kal'Tarron)
 
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GROMkill

Villager
Belanaar nocks an arrow and fires it at one of the hideous creatures, and then reels around to fire at another one.

[sblock=Mechanics]
Minor: Hunter's Quarry on FF3

Move: Walk to H10.

Standard: Twin Strike on FF3 and FF4, in that order

Attack Rolls: 1d20+11=20, 1d20+11=28 Both attacks hit.

Damage Rolls: 1d12+2=12, 1d12+2=6

Hunter's Quarry Roll: 1d6=1

FF3 is hit, AC 20, for 13 damage. FF4 is hit, AC 28, for 6 damage.[/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:37+5/40
Bloodied:20
Surge Value:10
Surges left:6/7
Action Points: 1

Powers:

Twin Strike
Nimble Strike

Two-Fanged Strike [ ]
Invigorating Stride [ ]
Disruptive Strike [x]
Elven Accuracy [ ]

Sure Shot [ ]

Other Abilities:

Second Wind [ ]

Cloak of Resistance +2 [ ]

Frost Weapon +1

Conditions:

+1 to all defenses TENT against Fleshforged 2. (Predator's hide feature)

[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]
 
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rb780nm

Villager
kal'Tarron advances on the flesh-mortar again, swinging his axe through the air.

As he advances, he curses the construct again in his proto-draconic language. With a mighty swing he strikes the construct again, slashing into it;s flesh while his holy light burns the monstrous thing.


[sblock=Mechanics]

Move: Advance to NW
Minor: Chanel Divinity Balinor's Prey - next hit that strikes the fleshmortar does addn'l 1d6
StandardBond of retribution, balinor's prey (1d20+12=27, 1d20+12=23, 1d12+6=15, 1d6=2)

hits AC 27 for 17, The first time an enemy other than my Oath target hits or misses me before the end of my next turn, the target takes radiant damage +4(int)[/sblock]



[sblock=Quick Stats]kal'Tarron, Deva Avenger 6 Speaks in Bold Purple[/B
HP 44/56 Temp HP 2 Initiative +4 AC 23, Fort 16, Reflex 19, Will 19 AP 1, Surges 7/8, (14hp)

+1 defense against bloodied creature, Resist 8 Necrotic, Radiant, 2 Posion, Censure of Retribution, Sanguine Vestments +1 (+1 defense when OoE target is bloodied), Amulet of Health +1, Coif of Mindiron

Bond of Retribution Radiant Vengeance Avenging Echo Halo of Fire Oath of Emnity Chanel Divinity Memory of a Thousand Lifetimes Bloodclaw Great Axe Coif of MindironAspect of Might Blessing of Vengeance Couter of Second Chances Menacing Presence Wrath of the Divine
Special [/sblock]
 
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Pentius

Villager
Canus slashes again at the fleshforged, to no avail. But as Belanaar's arrow distracts it, he finds and opening and drives his blade home. As the life fades from the fleshforged, it flows into Canus. His skin looks flush with life, his eyes sparkle, his shoulders perk up. With a cutting laugh, he rides the magic as the fleshforged's soul flows into the Feywild, and teleports himself next to Belanaar. Canus pats the elf on the shoulder, "Thanks. It always pays to have a wingman."

[sblock=mechanics]
Standard: Icy Skewer on FF3
Attack Roll:1d20+12=14, ouch.

Action Point!
New Standard: Icy Skewer on ff3
Attack Roll:1d20+12=28, now that's more like it!

Damage Roll: 1d10+9=15 cold damage. By my count, he dies.

Soul Step! teleport to G10.


[/sblock]

[sblock=Canus]
Canus Meran
Male Revenant(Human) Hexblade 4
Initiative: +6
Passive Perception: 12
Passive Insight: 12
Senses: Low-Light Vision
AC:22
Fort:15
Reflex:18
Will:18
HP:34/40
Bloodied:20
Surge Value:10
Surges left:6/7
Action Points: 1
Powers:
Eldritch Bolt
Icy Skewer

Piercing Shard[x][]
Ethereal Stride[x]
Shadow Step[]
Dark Reaping[]
Second Wind[]

Star Shackles[]
Lesser Planar Ally[]



Important Stuff:
-When Canus reduces an enemy to 0hp, or an enemy adjacent to him reaches 0hp, he can teleport up to 4 squares as a free action(maximum once per round).
-Whenever Canus drops to 0 hit points or fewer, he is dying but can choose to remain conscious until he attempts his first death saving throw. If he remains conscious, he can take only one standard action before he attempts his first death saving throw.

Conditions:

Full sheet: LEB:pC:Canus_Meran_(Pentius)[/sblock]
 
Riann pushes forward, even as the last of the bipedal constructs attempts to harry him.

Both of the multi-limbed constructs scuttle back from their attackers and launch more bolts of electricity into the midst of the group. Perhaps they didn't have enough time to sufficiently charge their attacks, for the energy barely harms the adventurers.

[sblock=Status]
Belanaar: 32/40
Canus: 34/40+5
kal'Tarron: 51/56
Riann: 42/62+5
Venakhad: 42/49

Fleshforged 4: -18/56, Cursed
Flesh Mortar 1: -45, bloodied, Aegised, Cursed
Flesh Mortar 2: -34, bloodied, -2 to all defenses

Riann shifts, Curses Flesh Mortar 1, and swordbursts, hitting the mortar for 15 damage.

Fleshforged 4 shifts and misses Riann.

Flesh Mortar 1 shifts back and attacks, oh, everyone who was kind enough to clump up in the center there. Sadly, only Venakhad is hit, for 10 lightning damage. Oh, and the Mortar takes 4 damage from White Lotus Riposte

Flesh Mortar 2 does the same. This time, only Belanaar is hit. 10 damage again. I am very disappointed, I'm not going to lie. Guys, please stay bunched up in the center there. I might have better luck next round.[/sblock]

[sblock=Monster Info]
Fleshforged
AC 20 | F ? | R 15 | W ?
MBA: +9 vs AC, 1d8+4 and the target is marked

Flesh Mortar
AC 18 | F ? | R 18 | W ?
MBA: ?
[/sblock]
 

Attachments

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GROMkill

Villager
Belanaar glowers as Canus mockingly pats him on his shoulder. "A wingman? Ha. I can kill one of those too, old man. Don't think you're so special." The frown disappears and a smirk crosses the young elf's face, despite his target giving him a painful shock.

Whipping out two more arrows, he grits his teeth and fires them in quick succession at the flesh mortar as anger toward the construct and intentions to impress his "friend" fill his mind. The arrows, aimed near-perfectly, launch toward the ugly construct with blistering speed.

The first one finds purchase in the head-like area of the spider. Sparks and blood emanate from the wound, and the grotesque, disfigured shell of a creature has little time to react to its grievous wound before another well-aimed arrow makes its way through the both organic and inorganic tissue and metals of the creature's head, this time spraying blood and filling the air with huge crackles of unchecked electricity. The spider-creature's limbs lock up and it crashes to the floor, unlikely to be a pest anymore.

"See?" Belanaar now wears a cocky grin, as he holds his hand out toward the construct lying in a heap, presenting it to Canus.

[sblock=Mechanics]
Move: Walk to I7

Minor: Hunter's Quarry on Flesh Mortar 2.

Standard: Two-Fanged Strike on Flesh Mortar 2.

Attack Rolls: See Attached Rolls. I use Elven Accuracy on Roll 1.

Damage Rolls: See Attached Rolls. I apply Hunter's Quarry to Attack 2. I also deal 3 extra damage from Two-Fanged Strike's wisdom-mod bonus-to-damage, if both attacks hit.

Overall Results: 15+25+3=43 damage total to FM2.[/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: 1

Powers:

Twin Strike
Nimble Strike

Two-Fanged Strike [x]
Invigorating Stride [ ]
Disruptive Strike [x]
Elven Accuracy [x]

Sure Shot [ ]

Other Abilities:

Second Wind [ ]

Cloak of Resistance +2 [ ]

Frost Weapon +1

Conditions:

+1 to all defenses TENT against Fleshforged 2. (Predator's hide feature)

[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]
 
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Pentius

Villager
Canus lets out a little laugh. "Good job, boy. You squashed a spider. I usually kill them with a quick slap of my boot, but your oversized bow works, too, I guess. Ta-ta." He gives a little wave as he walks away nonchalantly, slipping into the shadows the remaining spider's sparks cast off of Riann and reappearing behind the monstrosity.

[sblock=mechanics]
Move: to D10
Second Move: Shadow Step to A11

[/sblock]

[sblock=Canus]
Canus Meran
Male Revenant(Human) Hexblade 4
Initiative: +6
Passive Perception: 12
Passive Insight: 12
Senses: Low-Light Vision
AC:22
Fort:15
Reflex:18
Will:18
HP:34/40
Bloodied:20
Surge Value:10
Surges left:6/7
Action Points: 1
Powers:
Eldritch Bolt
Icy Skewer

Piercing Shard[x][]
Ethereal Stride[x]
Shadow Step[x]
Dark Reaping[]
Second Wind[]

Star Shackles[]
Lesser Planar Ally[]



Important Stuff:
-When Canus reduces an enemy to 0hp, or an enemy adjacent to him reaches 0hp, he can teleport up to 4 squares as a free action(maximum once per round).
-Whenever Canus drops to 0 hit points or fewer, he is dying but can choose to remain conscious until he attempts his first death saving throw. If he remains conscious, he can take only one standard action before he attempts his first death saving throw.

Conditions:

Full sheet: LEB:pC:Canus_Meran_(Pentius)[/sblock]
 

Neurotic

Adventurer
The priests focuses on the remaining soldier, trying to help his companions focus on the big spider-thing. He misjudged the distance though so the flames sputter and die out before doing any harm.

[sblock=Actions]
Move: K11
Standard: Sacred Flame vs FF 4, miss
[/sblock]
 
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One construct after another falls. There are only a couple remaining, and they don't look like they have much fight left in them.

[sblock=Status]
Belanaar: 32/40
Canus: 34/40+5
kal'Tarron: 51/56
Riann: 37/62, marked by Fleshforged 4
Venakhad: 42/49

Fleshforged 4: -18/56, Cursed, Aegised
Flesh Mortar 1: -54/57, bloodied, Cursed

Riann shifts north and Eldritch Strikes the mortar, hitting AC 20 for all of 9 damage. He then Aegises the Fleshforged.

Fleshforged 4 shifts and attacks Riann, hitting AC 29 for 8 damage. Riann is marked.

Flesh Mortar 1 attacks Canus, but misses.[/sblock]

[sblock=Monster Info]
Fleshforged
AC 20 | F ? | R 15 | W ?
MBA: +9 vs AC, 1d8+4 and the target is marked

Flesh Mortar
AC 18 | F ? | R 18 | W ?
MBA: +13 vs Ac, 1d6+4
[/sblock]
 

Attachments

GROMkill

Villager
Belanaar gets the finishing shot on the other disgusting spider creature, and smirks at Canus, who was getting ready to do the same. Calling to his rival, he yells, "See, old man! You gotta be a little quicker if you want to be the one to cut down these nasties!" and winks at him.

[sblock=Mechanics]
Move: Walk to H11

Standard: Twin Strike on Flesh Mortar 1 and Fleshforged 4.

Attack Rolls: 1d20+11=29, 1d20+11=17

Damage Roll: 1d12+2=4

Hunter's Quarry Roll: 1d6=3

Arrow 1 hits Flesh Mortar 1 AC 29, dealing 7 damage to it, and killing it.[/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: 1

Powers:

Twin Strike
Nimble Strike

Two-Fanged Strike [x]
Invigorating Stride [ ]
Disruptive Strike [x]
Elven Accuracy [x]

Sure Shot [ ]

Other Abilities:

Second Wind [ ]

Cloak of Resistance +2 [ ]

Frost Weapon +1

Conditions:

+1 to all defenses TENT against Fleshforged 2. (Predator's hide feature)

[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]
 

Pentius

Villager
'Gah! Watch it, boy, you almost dropped that one on me!" Canus calls out as the mortar falls. Thinking quickly, he leaps over the corpse, kicks off of the wall and drives his swordtip into the remaining foe, leaving a trail of snow in his wake. As the blade pierces twisted flesh, light streams into Canus, giving him a brief startle before he realizes it isn't going to kill him.
[sblock=mechanics]
Standard: Charge D12
Attack Roll: 1d20+13=18 vs AC, hit.
Damage Roll: 1d10+9=14 cold damage, and Canus gains a +2 bonus to all defenses against FF4's attacks until the end of his next turn.

Bonus: 7hp from Ven



[/sblock]

[sblock=Canus]
Canus Meran
Male Revenant(Human) Hexblade 4
Initiative: +6
Passive Perception: 12
Passive Insight: 12
Senses: Low-Light Vision
AC:22
Fort:15
Reflex:18
Will:18
HP:40/40
Bloodied:20
Surge Value:10
Surges left:6/7
Action Points: 1
Powers:
Eldritch Bolt
Icy Skewer

Piercing Shard[x][]
Ethereal Stride[x]
Shadow Step[x]
Dark Reaping[]
Second Wind[]

Star Shackles[]
Lesser Planar Ally[]



Important Stuff:
-When Canus reduces an enemy to 0hp, or an enemy adjacent to him reaches 0hp, he can teleport up to 4 squares as a free action(maximum once per round).
-Whenever Canus drops to 0 hit points or fewer, he is dying but can choose to remain conscious until he attempts his first death saving throw. If he remains conscious, he can take only one standard action before he attempts his first death saving throw.

Conditions:

Full sheet: LEB:pC:Canus_Meran_(Pentius)[/sblock]
 

GROMkill

Villager
The young elf laughs, satisfied that Canus isn't completely invulnerable to Belanaar's attempts to one-up him. "You also gotta be a little quicker if you don't want those nasties to fall on you," he says, with another laugh as he watches the man dodge the falling spider-creature and rush the remaining enemy.
 

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