HP :... 69/69...TEMP HP :...0 Surge Value :...17 Surge left/surge per day :... 12/12 AC:...22...FORT:...19... REF:...16...WILL:...18... Initiative :4 Speed :6 Passive perception : 22 Passive Insight :15
Main Hand :Frost Warhammer +1 Armor : Battle Harness Hide Armor +1 Neck : Cloak of the Walking Wounded +1 Tatoo : Pierced Heart Tattoo (Heroic)
Action point (1/1)
Powers :
Melee Basic Attack
Ranged Basic Attack
Tempest Assault
Weight of Earth
Warden's Fury
Warden's Grasp
Takedown Strike
Roost of Stone
Thundering Strike
Form of Winter's Herald
Warforged Resolve
Form of Winter's Herald
Rampant Forest
Nature's Abundance
Bear's Endurance
Items powers (1/1):
Frost Warhammer +1 (Daily)
Consumables :
2x Potion of Healing (10 HP)
Effects from Titan :
- Effects on Titan :
- Possible Interrupt/Reaction:
Spoiler
-Warden's Fury; An enemy marked by you makes an attack that does not include you as a target (At-Will, Immediate Interrupt)
-Warden's Grasp; An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target (At-Will, Immediate Reaction)
Racial Features:
Living Construct (No need to eat, drink, breathe or sleep)
Unsleeping Watcher (4 hours of inactivity counts as an extended rest)
Warforged Mind (+1 to will defense)
Warforged Resilience (+2 racial bonus to saving throws against ongoing damage)
Warforged Resolve (Use warforged resolve as an encounter power)
Class/Other Features:
Earthstrength (Add Con to AC instead of Dex or Int. When using second wind, add your Con mod to AC)
Font of Life (At the start of your turn, roll a saving throw)
Guardian Might (Earthstrength)
Mercenary Starting Feature (Gain the takedown Strike power)
Nature's Wrath (on your turn, you can mark each adjacent enemy as a free action until the end of your next turn)
Mercenary Level 5 Feature (Gain +2 power bonus to intimidate and Streetwise)
Feats:
Sudden Roots (Enemy hit by opportunity attack is slowed
Weapon Expertise (Hammer) (Gain bonus to attack rolls with hammers)
Crippling Crush (Deal extra damage to targets you slow or immobilize with hammer or mace attacks)
Mark of Warding (Increase all defense bonuses by 1, enhanced mark penalty, perform certain rituals)
I assume Wyndiam "Gallo" follows the group until he returns from his vacation on the 14th of August.
If a situation requires his intervention, I'll play it for him... As soon as I receive his completed character sheet.
Doing this in OCC to not crowd the main page... I'm just waiting for Liam to do/say something since he's the one who lost his horse and it's his quest we are following...
1 - The southeast way till Morr, and to the north through the forest towards Dain?
2 - In a straight line in the "half-desert" till the forest, then find the road to Dain?
3 - Go around the forest by the North, and go to Dain?
The safer, according Birel experience is south-east to Morr.
The shortest is straight line through the forest.
I'd assume that we are in an hurry. so shortest probably would be a good idea... unless I know of a too great danger (like an ancient red dragon) on the shortest path.
for your info (although your characters knows this), Titan doesn't need to eat, drink, breathe or sleep.
For the road, since we all know a bit about the area, I'm sure we'll go the fastest way to get to Dain, whichever it is, since time is pressing. I would assume the road through Morr and the forest is since it's easier to walk, but it could be another one.
The forest is not dense, easy to cross for someone who knows the region well like Birel.
The dangers are greater than on the "main" road, but nothing epic as you know. Mostly forest animals...
Learning Crossbow +1 x1
Leather Armor of Cleansing +1 x1
Everlasting Provisions
Pinning Short spear +1
Rain Stick
Everburning Torch
Distillation Kit
Sun balm
Ritual Book :
Spoiler
Brew Potion
Disenchant Magic Item
Enchant Magic Item
Make Whole
Clearsense Powder
Smokestick
Detect Secret Doors
Light Ward
Last Sight Vision
Water Walk
Purify Water
Comprehend Language
Total Weight : 47 lbs (N:120 H:240 M:600)
Item Attributes:
Learning Crossbow +1
Leather Armor of Cleansing +1
Everlasting Provisions
Pinning Short spear +1
Learning Crossbow +1
Feats:
Light blade Expertise (+1/2/3 (by tier) to attack and dmg rolls with light blade weapon)
Net training (Proficient with net)
Wilderness weariness ()
Nimble blade (+1 per tier to hit with light blade)
Precision Throw (Use DEX instead of STR to attack and damage of thrown weapons)
Gallo said he would try to look at the forum every night during his vacation, so I'll wait for him to an answer from himself for the skill challenge and going further.
Just so you know my character always knows where the north is (one of the bonus from Explorer theme).
Still I guess that knowing where is the north doesnt prevent one from being lost a little... we will progess in the right direction, but may have trouble.
Can I use my Windwalker encounter power to try to get a view above the trees?
If not, I'll try to do a History check to try get a sense of whre we are by locating specials landmark, Maybe there is lore or legend about an uncommon tree/mountain or battlefield in the surrounding that might help us determine where we are.
History check : (1d20+12)[18]
If we get to a river, I will use my waterwalk ritual to help us... How does ritual works??