While Kogul struggles to finally put down the brute once and for all, a lycanthropic Traza patters over and does the job for him. An arrow flies past Bardem's head, breaking his focus at trying to club the archer's head in two. At Parvak's command, his wolf Dyra lunges forward at Argnok's quarry, bringing him to the ground before tearing his throat out.
Ambush Archer: These skirmishing archers carry savage looking shortbows that seem to be pretty powerful. They lack much armor aside from padded leathers, but have good footing and are evasive. They don't seem to have the keenest aim, however.
Ambush Brute: Wearing some thick hide and carrying some heavy looking staves or mauls, they look to be quite tough.
Seeing his original foe ravaged by Parvak's wolf, Argnok turns his attention to another archer. He strikes out powerfully, "Kill the bastards! This fight is ours!" He shouts, invigorating the others.
Inspiring Presence: When an ally who can see me spends an action point to take an extra action, that ally also regains hit points equal to one-half my level + my Charisma modifier (+4).
Dragonborn Fury: +1 Racial bonus to attack rolls when bloodied.
Ironwrought Starting Features: For the purpose of effects which relate to creature origin, I am considered to be an elemental. I gain a +1 power bonus to Athletics and Endurance checks. Whenever I use my second wind, this power bonus increases to +4 until the end of my next turn.
Notable Feats:
Heavy Blade Expertise: Gain a +2 bonus to all defences against OAs while wielding a heavy blade.
Argnok works his way uphill and lands a vicious blow on one of the archers. The sound of his blade on flesh invigorates his allies and they feel as if the battle is theirs. Frightened by the display of brutality, two of the archers fail to injure Bardem.
Ambush Archer: These skirmishing archers carry savage looking shortbows that seem to be pretty powerful. They lack much armor aside from padded leathers, but have good footing and are evasive. They don't seem to have the keenest aim, however.
Ambush Brute: Wearing some thick hide and carrying some heavy looking staves or mauls, they look to be quite tough.
Kogul's anger only grows as his temporary ally finishes off his foe before his eyes. Letting go of himself, his eyes widen and flash with rage as he rushes across the rocks, sinking his blade into the nearest of the remaining archers.
As the body falls to the ground, lifeless, he smears some of the blood from his sword across his face, before turning to the other two nearby. The look in his eyes shows the complete lack of inhibitions remaining in the man, who is ready to brutalize his foes mercilessly until their bodies are broken and bleeding across the jagged terrain they chose to hide on.
Standard Action: Savage Cut on Archer 5
Attack: 32 vs AC = hit
Hit: 14 damage. My Defender Aura ends, and I enter Berserker Fury instead. Archer dead, I gain 6 THP.
Class Features Berserker Fury: When you use a barbarian primal attack power, you enter your Berserker Fury until the end of the encounter. Alternatively, you can use a minor action while you are bloodied to enter the fury. The fury has the following effects:
* Your defender aura ends, if active, and you cannot use defender aura or vengeful guardian until the fury ends.
* Some powers gain additional benefits as noted in those powers.
* MBA deals 1d8 extra damage.
Arid Desert Heartland: When you are wearing cloth armor or no armor and not using a shield, you gain a +3 bonus to AC and a +2 bonus to Reflex. You gain resist 5 fire.
Poised Defender: While your defender aura is active and you're not wearing heavy armor, you gain a +2 bonus to AC.
Racial Features Multiple Arms: Once per turn, you can draw or sheathe a weapon (or retrieve or stow an item on your person) as a free action instead of a minor action.
Natural Jumper: You are always considered to have a running start when jumping
Topor: Rather than sleep, you enter a torpid state. In this state, you remain aware of your surroundings, and require only 4 hours of topor (as opposed to 6 hours of sleep) to gain the benefit of an extended rest.
Theme Features Level 5 Yakuza Feature: When you hit an enemy granting combat advantage to you, your opportunity attacks gain a bonus to attack rolls and damage rolls against that enemy until the start of your next turn. The bonus equals your Charisma modifier (+2).
Feat(ures) Heavy Blade Expertise: While wielding a heavy blade, you gain a +2 bonus to all defenses against opportunity attacks.
Unarmored Agility: You gain a +2 feat bonus to AC while wearing cloth armor or no armor.
World Serpent's Grasp: Whenever you hit a slowed or immobilized target with an attack, you knock it prone.
Item Features Sentinel Marshal Honor Blade Fullblade +1:
* Critical hits with this weapon deal max damage +1d12+1d8 damage.
* While wielding this weapon, you gain an item bonus to initiative equal to the weapon's enhancement bonus.
* When you use this weapon to reduce a non-minion enemy to 0 hit points, you gain temporary hit points equal to 5 + this weapon's enhancement bonus.
Seeing Kogul cut down the nearest foe, Traza tromps towards the now-closest ones. Returning to her orcish form, she mumbles a few words and unleashes a torrent of thorns upon her enemies. It is amazing how well some of nature's own weapons do in such an unnatural battle.
Primal Predator: While you are not wearing heavy armor, you gain a +2 bonus to your speed.
Ritual Caster: You can master and perform rituals of your level or lower.
Animal Form (Squirrel): Gain +2 to acrobatics.
Beast Nature: You are considered both a magical beast and a humanoid for the purpose of effects that relate to creature type.
Elusive: You have a +2 racial bonus to checks made to escape a grab and to saving throws against effects that immobilize, restrain, or slow you.
Fey Origin: You are considered a fey creature for the purpose of effects that relate to creature origin.
Language of the Beasts: While you are in animal or hybrid form, you can communicate to any natural or fey beasts that share your animal form or a form that is closely related. In human form, you can understand these beasts, but not directly communicate with them. You can communicate simple concepts and commands to such creatures, but they are under no compulsion to obey you, and their knowledge is restricted by their experience and mobility.
Shapechanger: You are subject to effects and conditions that affect shapechangers.
Werewolf Starting Feature: You gain a +2 power bonus to Intimidate checks. Any enemy has combat advantage against you when attacking you with a silvered weapon or implement. Also, you are immune to moon frenzy.
Werewolf Level 5 Feature: When interacting with wolves and similar creatures, you gain a +2 bonus to Bluff, Diplomacy, or Intimidate checks. In addition, while wolf shape is active, you gain a +2 power bonus to speed.
Superior Implement Training (Accurate Staff): You can use the Accurate staff superior implement.
Ruthless Killer: When you hit a target with the grasping claws power, instead of slowing the target you can instead choose for the target to be immobilized until the end of your next turn. If you are ever not adjacent to the target, the immobilized effect ends.
Cunning Stalker: You gain combat advantage against enemies that have no creatures adjacent to them other than you.
Staff Expertise: You gain a +1 feat bonus to the attack rolls of implement powers and weapon powers that you use with a staff. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, when you make a ranged or an area attack with a staff as an implement, you don't provoke opportunity attacks for doing so. When you make a melee weapon attack with a staff, the weapon's reach for that attack increases by 1.
Aversion Staff +1: You gain a +2 item bonus to all defenses against attacks from enemies that are subject to effects caused by you.