OOC:
|
Dang, I knew I should've waited for a possible Astral Seal
|
|
Belanaar's haste to down the mad artificer costs him. An arrow hits a metal plate on Thurven's armor and glances off, leaving him uninjured. The second arrow finds purchase, though, and slams into Thurven's body.
"You still have a chance to reverse your actions. Stand down, and I won't kill you." yells Belanaar, his face stricken with pain, fear, and thirst for blood. He nocks another two arrows, ready to finish off the madman.
[sblock=Mechanics]
Minor: Hunter's Quarry on Thurven.
Standard: Twin Strike on Thurven. Arrow 1 misses. Arrow 2 hits AC 24 for 19 total damage.
[sblock=rolls]
Attack Rolls:
1d20+11=16, 1d20+11=24
Damage Rolls:
1d12+2=4, 1d12+2=14
Hunter's Quarry Roll:
1d6=4
So, 14+4+1=19 damage[/sblock][/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:
29/40
Bloodied:20
Surge Value:10
Surges left:5/7
Action Points:
0
Powers:
Twin Strike
Nimble Strike
Two-Fanged Strike [x]
Invigorating Stride [x]
Disruptive Strike [x]
Elven Accuracy [x]
Sure Shot [x]
Other Abilities:
Second Wind [x]
Cloak of Resistance +2 [ ]
Frost Weapon +1
Conditions:
+2 to all defenses from Second Wind
+1 to all defenses against Thurven TENT.
[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]