GROMkill
First Post
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]
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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