With the swordsman having fallen at Gemma's hand, Kass turns her attention to the halberdiers, and attempts to strike at one with her blade. The man, however, manages to react quickly and avoids blow.
Wes has similar luck, not managing to land a hit either. Hoping to annoy his foe a bit, the Menoran hops back a step, making the crossbowman walk further to get him. It's a shame this man has to die when he could have just fled like his friend. Oh well, one less idiot for the world.
- Mechanics
- [SHOW]
Kass
Minor: Sustain Assassin's Bane
Move: Walk to D7 (Going long way to avoid OA)
Standard: Low Slash on Halberdier 2
Attack: 3(1d20) +16 = 19 vs AC = MissWes
Standard: Sword of Sigils on Crossbowman 2
Attack: 1(1d20) +14 = 15 vs AC = MissMove: Shift to G14
- Wes Combat Block
- [SHOW]
Wes Tarkin
Male Genasi Swordmage 7
Languages: Tulrissian, Serran
Age: 19
Height: 5'11"
Weight: 155 lbs.Speed: 6
Initiative: +3
Passive Perception: 20
Passive Insight: 15
Senses: Normal VisionAC: 27
Fort: 20
Reflex: 21
Will: 17
HP: 44/69
Bloodied: 34
Surge Value: 17
Surges left: 12/12
Action Points: 1MBA: +14 vs AC, 1d10+7 damage
RBA: +3 vs AC, 1d4 damageResistances:
Fire 5; Cold 5Vulnerabilities: None
Saves: None
Active Effects: None
Powers:
Aegis of Shielding
Frigid Blade
Sword Burst
Woundstitch Powder (heroic tier)
Second Wind []
Guardian's Counter []
Sword of Sigils [X]
Dimensional Vortex []
Firedeath []
Echoes of Sword Magic []
Arcane Mutterings []
Armathor's Step [X]
Dimensional Thunder [X]
Swordmage Shielding Fire []
Rubicant Blade Rapier +2 []Consumables:
None.
- Important Features:
- [SHOW]
Swordbond: By spending 1 hour of meditation with a chosen light or heavy blade, you forge a special bond with the weapon. As a standard action, you can call your bonded weapon to your hand from up to 10 squares away.
Swordmage Warding: While wielding either a light blade or a heavy blade, you maintain a magical field around you that provides a +1 bonus to AC, or a +3 bonus if you are wielding a blade in one hand and have your other hand free.
Elemental Origin: You are considered an elemental creature for the purpose of effects that relate to creature origin.
Cindersoul: You gain a +1 racial bonus to Fortitude and resist 5 fire.
Guardian: You gain a +2 power bonus to Insight and Perception checks.
Mark of Warding: Whenever one of your powers grants a bonus to a defense, increase that bonus by 1. Whenever you mark an enemy, that enemy takes a -3 penalty to attack rolls for attacks that don't target you instead of the normal -2 penalty.
Intelligent Blademaster: You can use your Intelligence modifier instead of your Strength modifier when making a basic attack with a melee weapon.
War Wizard's Expertise You gain a +1 bonus per tier to the attack rolls of arcane powers and basic attacks that you make with a light or heavy blade. Your attack rolls take a -5 penalty against your allies.
Hide Armor of Resistance +2: You gain a resist 5 cold.
Rubicant Blade Bastard Sword: When a power allows you to teleport, you can add 1 square to that distance. While this weapon is bonded to you with the swordmage Swordbond class feature, any other creature takes a -2 penalty to attack rolls with this weapon.
Rhythm Blade Wrist Razors +1: Your shield bonus to AC and Reflex increases by 1.
Gauntlets of Arcane Might (heroic tier): When you hit an enemy marked by you with an arcane attack power, you gain 2 temporary hit points.
- Kass Combat Block
- [SHOW]
Kass Tommick
Female Elf Striker 7
Languages: Tulrissian, Common
Age: 20
Height: 5'8"
Weight: 135 lbs.Speed: 7
Initiative: +8
Passive Perception: 23
Passive Insight: 16
Senses: Low-light VisionAC: 22
Fort: 20
Reflex: 20
Will: 20
HP: 27/54
Bloodied: 27
Surge Value: 13
Surges left: 4/7
Action Points: 1MBA: +14 vs AC, 1d8+3 damage
RBA: +11 vs AC, 1d4+8 damageResistances: None
Vulnerabilities: None
Saves: None
Active Effects: None
Powers:
Striker's Damage
Piercing Strike
Second Wind [_]
Low Slash [X]
Assassin's Bane [X]
Consumables:
None.
- Important Features:
- [SHOW]
Companion Bonus: You gain tiered attack and damage bonuses.
Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow.
Fey Origin: You are considered a fey creature for the purpose of effects that relate to creature origin.
Wild Step: You ignore difficult terrain when you shift.
Sense Threat: You can use Perception (13) when you roll for initiative. Allies within 10 squares of you who have a lower initiative gain a +2 bonus to initiative.
Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.