A hundred paces apart, the two combatants stand ready.
From above you, the throngs of arena-goers cheer and shout in anticipation. The Overseer waves his hands around, signaling for silence. It takes a long moment, but the chatter eventually dies down.
"Fighters!" he cries.
Behind him, another man slams a heavy mallet into the massive gong.
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. Most Dangerous Prey:Against any humanoid target designated as your quarry, you gain a bonus to damage rolls equal to your Wisdom modifier. Ruthless Action:You can spend an action point to reroll any attack roll against a humanoid target designated as your quarry, instead of taking an extra action. Windlord lvl.1:Your origin becomes elemental. For the purpose of effects that relate to creature origin, you are considered to be an elemental Windlord lvl.5:Whenever an effect enables you to fly, you can fly 1 additional square. Further, whenever you use your second wind, you can push each creature adjacent to you 1 square. Windlord lvl.10: Whenever you hit with wind fury assault, you slide the target up to a number of squares equal to your highest ability modifier.
Hobbling Strike:Whenever you would deal Hunter's Quarry damage, you can forgo one die of that damage to slow the target until the end of your next turn. Fast Runner:You gain a +2 bonus to speed when you charge or run. Lethal Hunter:The extra damage dice from your Hunter's Quarry class feature increase from d6s to d8s. Running Shot:You don't take any attack penalty to ranged attacks after you use the run action. Called Shot:Whenever you successfully hit a target against whom you received your Prime Shot bonus, your attack deals an additional 5 damage.
Prime Shot Greatbow: You deal +2 damage if no ally is closer to the target than you are. Ghoststride Boots:While you are running, you gain a +1 item bonus to AC and become insubstantial.
Speed: 4, Climb 4 (Spider Climb)
'
Passive Benefit: You gain a +2 bonus to Heal checks. You gain Resist 5 Necrotic. If you already have Resist Necrotic, increase it by 2. Your Resist Necrotic increases by 2 while you're bloodied.
Active Benefit: Clotting Factor: Once per day, when you or an ally is next to the Crawling Clot and is damaged by an attack, you can allow the crawling clot to be destroyed so that they can spend a healing surge.
Minor Action: Hunter's quarry
Standard Action: Boar Assault: 8(1d20) +17 = 25 vs. AC
Damage on hit:15(2d12) +5(1d8) +13 +2 +5 +5 = 45
On hit: Gain 5 temp HP, slow Greg until end of my next turn
On miss: Deal 20 (45-5 halved) damage
Move Action: Move to M,49
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. Most Dangerous Prey:Against any humanoid target designated as your quarry, you gain a bonus to damage rolls equal to your Wisdom modifier. Ruthless Action:You can spend an action point to reroll any attack roll against a humanoid target designated as your quarry, instead of taking an extra action. Windlord lvl.1:Your origin becomes elemental. For the purpose of effects that relate to creature origin, you are considered to be an elemental Windlord lvl.5:Whenever an effect enables you to fly, you can fly 1 additional square. Further, whenever you use your second wind, you can push each creature adjacent to you 1 square. Windlord lvl.10: Whenever you hit with wind fury assault, you slide the target up to a number of squares equal to your highest ability modifier.
Hobbling Strike:Whenever you would deal Hunter's Quarry damage, you can forgo one die of that damage to slow the target until the end of your next turn. Fast Runner:You gain a +2 bonus to speed when you charge or run. Lethal Hunter:The extra damage dice from your Hunter's Quarry class feature increase from d6s to d8s. Running Shot:You don't take any attack penalty to ranged attacks after you use the run action. Called Shot:Whenever you successfully hit a target against whom you received your Prime Shot bonus, your attack deals an additional 5 damage.
Prime Shot Greatbow: You deal +2 damage if no ally is closer to the target than you are. Ghoststride Boots:While you are running, you gain a +1 item bonus to AC and become insubstantial.
Last edited by BartNL on Sun Feb 07, 2021 3:08 pm, edited 1 time in total.
Speed: 4, Climb 4 (Spider Climb)
'
Passive Benefit: You gain a +2 bonus to Heal checks. You gain Resist 5 Necrotic. If you already have Resist Necrotic, increase it by 2. Your Resist Necrotic increases by 2 while you're bloodied.
Active Benefit: Clotting Factor: Once per day, when you or an ally is next to the Crawling Clot and is damaged by an attack, you can allow the crawling clot to be destroyed so that they can spend a healing surge.
Minor Action: Battle Runner
Standard Action: Flying Steel 17(1d20) +18 = 35; 14(2d12) +9(2d8) +25 = 48 35 VS AC
Damage on hit: 48
Damage on miss: 21
On hit: Gain 5 temp HP,
On miss: Deal 20 (45-5 halved) damage
Move Action: Run to A,63
Do not grant CA, Do not take an penalty to attack rolls
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. Most Dangerous Prey:Against any humanoid target designated as your quarry, you gain a bonus to damage rolls equal to your Wisdom modifier. Ruthless Action:You can spend an action point to reroll any attack roll against a humanoid target designated as your quarry, instead of taking an extra action. Windlord lvl.1:Your origin becomes elemental. For the purpose of effects that relate to creature origin, you are considered to be an elemental Windlord lvl.5:Whenever an effect enables you to fly, you can fly 1 additional square. Further, whenever you use your second wind, you can push each creature adjacent to you 1 square. Windlord lvl.10: Whenever you hit with wind fury assault, you slide the target up to a number of squares equal to your highest ability modifier.
Hobbling Strike:Whenever you would deal Hunter's Quarry damage, you can forgo one die of that damage to slow the target until the end of your next turn. Fast Runner:You gain a +2 bonus to speed when you charge or run. Lethal Hunter:The extra damage dice from your Hunter's Quarry class feature increase from d6s to d8s. Running Shot:You don't take any attack penalty to ranged attacks after you use the run action. Called Shot:Whenever you successfully hit a target against whom you received your Prime Shot bonus, your attack deals an additional 5 damage.
Prime Shot Greatbow: You deal +2 damage if no ally is closer to the target than you are. Ghoststride Boots:While you are running, you gain a +1 item bonus to AC and become insubstantial.
Sonic's arrow slams into Greg's chest in a spray of blood, and the man falls to the ground in a slump of defeat. The archer makes it all the way to the Ring's edge, eyeing his prey safely from afar.
Greg stays down, and the stadium erupts, the day's deathmatch now complete.