As Artin flees his grasp to fight the others, Adrian grows frustrated. He eyes one of the nearby men aggressively before shoving the other out of the way, before launching into an assault on his prey once more.
[sblock=Mechanics]Minor Action: Aegis of Ensnarement on Bandit Captain 1
Effect: target is marked (-2). If target is within 10 squares of me when it hits with an attack against a target other than me, I will use my immediate reaction to TP it to a square adjacent to me and it will then grant CA until the end of my next turn. If I am on please ask which square. If not, prioritize anywhere near allies for maximum use of CA
Minor Action: Fury's Advance on Brigand 5
Attack: 27 vs AC = hit
Hit: 16 damage and target is pushed to (L, 29). I then shift to (M, 30).
Standard Action: Charge > Overwhelming Strike to (N, 26) on Artin
Attack: 23 vs AC = hit?
Hit: 29 damage and I shift to (O, 27)
If that attack hits, and Artin is still alive after it, then...
No Action: Iron Wolf Charge
Effect: Artin takes 1 extra damage from the attack, and I make a close burst attack against all enemies with 2 squares...
Attack vs Artin: 22 vs Will = hit?
Attack vs Bandit Captain 2: 24 vs Will = hit?
Attack vs Brigand 3: 20 vs Will = hit?
Attack vs Brigand 4: 33 vs Will = hit
Hit: target takes -2 to hit until the end of my next turn.[/sblock]
[sblock=Combat Block - Adrian]Adrian d'Arcangeli
Male Githzerai Avenger|Swordmage 7
Languages: Gleiosian, Tulrissian
Age: 22
Height: 5' 9"
Weight: 180 lbs.
Speed: 6+2
Initiative: +5
Passive Perception: 21
Passive Insight: 23
Senses: Normal Vision
AC: 27
Fort: 15
Reflex: 20
Will: 19
HP: 32/60
Bloodied: 30
Surge Value: 15
Surges left: 5/7
Action Points: 0
Current Oath of Enmity Target: Artin
MBA (Overwhelming Strike): +13 vs AC, 1d10+8 damage (+1d8+1d6 damage on charge). On hit, I shift one square and slide the target into the space I vacated (either portion is optional)
RBA: +3 vs AC (+7 with dagger), 1d4 damage
Resistances: none
Vulnerabilities: none
Saves:
+2 vs daze, dominate, stun
Active Effects:
+2d8 damage on crit
On charge, +1d8+1d6 damage and don't provoke OAs
I cannot be blinded
+5 to athletics checks, +2 to speed, and +2 to melee damage (all powers bonuses)
Powers:
Overwhelming Strike
Sword Burst
Acrobat Boots (heroic tier)
Second Wind []
Iron Wolf Charge [?]
Iron Mind []
Oath of Enmity [X]*
Aegis of Ensnarement [X]**
Sword of Sigils []
Enduring Spirit []
Fury's Advance [X]
Armathor's Step [_]
Wolf's Bound [X]
Aspect of Might [X]
Dimensional Thunder []
Vanguard Bastard Sword +2 []
- Recharges when Oath dies
** Recharges when target dies or the mark is superseded
Consumables: none
[sblock2=Important Features:]Class Features
Hybrid: various weird rules for being hybrid, see PHB3 for a full breakdown.
Oath of Enmity (Hybrid): works as normal, except that it only applies to avenger powers.
Armor of Faith: When wearing cloth armor or no armor, and not using a shield, I gain +3 AC.
Swordbond: Weird RP shit, I can meditate to bond a blade to me and can then call that blade to my hand from up to 10 squares away as a standard action. See Forgotten Realm Player's Guide for full breakdown of shit I will never use.
Swordmage Aegis (Hybrid): Can only use aegis once per encounter, but I regain use of it the target dies or the mark is superseded.
Swordmage Warding: While conscious and wielding a light blade or heavy blade, I get a bonus to AC. +1 AC by default, +3 if wielding a one-handed blade in main hand and the other hand is free.
Racial Features
Danger Sense: +2 to initiative
Defended Mind: +2 to saving throws against effects that daze, dominate, or stun
Iron Mind: gain Iron Mind power
Shifting Fortunes: can shift 3 squares as a free action when using Second Wind
Theme Features
Level 1 Iron Wolf Warrior Feature: gain Iron Wolf Charge power
Level 5 Iron Wolf Warrior Feature: +2 to nature and perception checks
Feat(ures)
Versatile Expertise: +1 to attacks with heavy blades and light blades
Hybrid Talent: gain Swordmage Warding class feature
Hybrid Talent 2: gain Armor of Faith class feature
Power of Skill: +1 to trained skill checks, can use Overwhelming Strike as a basic attack
Githzerai Blade Master: gain proficiency with all military heavy blades, bastard swords, and fullblades. +2 damage with these weapons.
Item Features
Vanguard Bastard Sword +2: +2d8 damage on crit, +1d8 damage on charge, gain item daily power
Badge of the Berserker +1: don't provoke OAs while charging
Robe of Eyes Cloth Armor (Basic Clothing) +2: cannot be blinded, +2 to perception
Acrobat Boots (heroic tier): +1 to acrobatics, gain item at-will power
Rhythm Blade Wrist Razors +1: +1 AC & Reflex
Horned Helm (heroic tier): +1d6 damage on charge[/sblock2][/sblock]
[sblock2=Combat Block - Chloë]Chloë Fialova
Female Hamadryad Controller 7
Languages: Tulrissian, Dwarven
Age: 24
Height: 5' 7"
Weight: 142 lbs.
Speed: 6
Initiative: +3
Passive Perception: 17
Passive Insight: 17
Senses: Low-Light Vision
AC: 20
Fort: 20
Reflex: 20
Will: 20
HP: 46/46
Bloodied: 23
Surge Value: 11
Surges left: 7/7
Action Points: 0
MBA (Dagger): +14 vs AC, 1d4+2 damage
RBA (Dagger): range 5/10, +14 vs AC, 1d4+3 damage
RBA (Sun Strike): range 10, +11 vs AC, 1d8+7 radiant damage and can slide the target 1 square
Resistances:
- +5 to endurance vs starvation, thirst, or suffocation, and survive twice the normal time if forced to make such checks.
Vulnerabilities: none
Saves:
- +2 against daze, dominate, stun
Active Effects:
- ignore difficult terrain that is part of tree, underbrush, or other forest growth
- meditate for 4 hours instead of sleep for 6 for extended rest, fully aware of surroundings while doing so.
Powers:
Sun Strike
Beguiling Strands
Second Wind []
Hamadryad Aspects []
Controller's Extension []
Shield []
Tide of the First Storm [X]
Consumables: none
[sblock3=Important Features:]Class Features
Controller Features: weird, special rules for being a NPC companion class. See DMG2 for full breakdown.
Racial Features
Fey Origin: origin counts as fey for effects that relate to creature origin
Forest Walk (Hamadryad): ignore difficult terrain that is part of tree, underbrush, or other forest growth
Oaken Vitality: +5 to endurance vs starvation, thirst, or suffocation, and survive twice the normal time if forced to make such checks. Meditate for 4 hours instead of sleep for 6 for extended rest, fully aware of surroundings while doing so.
Tree Mind: +2 to saving throws against daze, dominate, stun.[/sblock3][/sblock2]