"That's assuming they want to talk and not eat us," Evaline jokes in response to Basil, as she moves her place in the party to follow her brother's orders. I hope Edward is right about them having a deer to chase, she thinks, giving her horse a pat on the neck.
Lorelai moves into the position following the prince's orders, hoping he is as good a commander as his confidence would suggest. He seems a bit young to know what he's doing, but whatever. She keeps her eyes fixed south, where the sounds seem to originate, hoping that the wolves don't somehow manage to sneak up on them.
"Do you think we should dismount?" she asks no one in particular, a question directed at the entire group. "If they do attack us they will probably just try to eat our poor horses, whether we are on them or not, and fighting from the back of panicked horses won't do us much good." She looks around, hoping for consensus. I'm not going to let them get Jessie!
Edward watches the path of forest to the South West, waiting for them to rush out and attack, if they will attack at all. "If we dismount I worry we may lose the horses when they panic and run. And then the wolves may chase after them and bring one or two down. We should move slowly though, and try not to draw too much attention from the forest."
"That may still be an option, Princess Evaline. It's our best bet of getting more information, too, if Basil can get it out of them." Mazera says as he moves to the center of the group. I do hope that the prince thought through this properly. He's been under great stress these past few days.
Taking the cue from the others, he looks to the south, straining his eyes for signs of movement. And hopefully there aren't too many.
"I won't let them close to our mounts," Ser Bresda says. "I've fought horseback before, but it was against men. I honestly think we should do this on foot," he suggests.
"I'd imagine a wolf would be difficult to fend off while on a large horse. Staying on the horses would probably cause more harm to them," Basil adds. "The wolves could easily bite and claw at the horses' legs while everyone helplessly tries to attack them on top."
"Yes, yes." Mazera chuckles, waving a hand in Basil's direction. "You should get to doing your rosetta act before these wolves actually do start clawing the horses, Ambassador."
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
Yeah, he definitely needs to get out more, Lorelai thinks, after the prince's response. Seeing that everyone else other than the young ruler is in support of dismounting, she wastes no time in stepping down from her mount, leaving the resting puppy on Jessie's back as she does so. "Just stay right here, girl. This won't take long."
Leaving her horse be for now, the knight steps forward ahead of where the rest of the group is standing and places one hand on the hilt of her blade, preparing to face whatever may come at them. "So you can really talk to wolves?" she says to Basil, somewhat in awe of the supposed skill. "Do they usually listen to you? If not, you might want to just skip that. They are much bigger than you are."
Edward looks to the others and then at his own horse, considering their words for a moment. Perhaps he should listen to his comrades... "If that is what you suggest, and if most of the us are in agreement, then I suppose I should listen and dismount as well. Let's call for a stop and dismount before continuing."
Mazera chuckles mildly at Edward's comment, looking at the already dismounted Ser Bresda and Ser Lorelai. "I think your subordinates have already taken the initiative in this matter, Prince Edward. So let us join them on the ground."
Giving Zephyra a signal with his foot, he gently floats off to land behind his two other unmounted comrades, leaving the horse to follow along behind.
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
Edward takes his time getting off of Sarah, petting her mane to calm her, looking about at the woods before drawing his blade. "Let us keep moving. The sooner we are through these woods the better."
With the decision made to continue on foot, the party dismounts and makes their way along the road, leading the horses. After a few more minutes there is another howl, much louder and closer than the last one, with sounds like it came directly to the party's right. Several seconds later it's answered by another from the party's left.
Evaline draws her sword, scanning the edges of the fields and hedgerows around them. "I hope you're very persuasive Ambassador," she says to Basil.
At the sounds of more howling coming now from both sides of the party, Lorelai finally unsheathes her sword and holds it at the ready, facing towards the right. If he can really speak to animals it would be nice if he would start doing so. She keeps her eyes glued to the surrounding area to the right of the path, not wanting to be caught off guard, and especially not wanting her horse to.
The balance of these woods must be restored, Ser Bresda thinks to himself. It's not right for wolves to act this sort of way, so aggressively. He slips off his riveted targe from his back, untying his heavy mace from his waist. "Eyes up," he warns, as he turns to face left. "It sounds as if they'll flank us."
With the threat of the approaching wolves rising, and the urging of his companions, Basil attempts to call out to the wolves, hoping to discourage them from attacking the group. "Wolves of this area, you need not be hostile with us. We mean no harm to such noble creatures as yourselves. We are merely passing through on a search for the Amaranthian Rose and the slayers of its holder, King Torald II. I believe its theft is disturbing the nature of the realm, including lives like yours, which is why we must restore it to its proper place. If you allow us passage safely, we're surely make haste in finding the Rose and restoring order. Although you may have little motive to believe me, you must, because we'll the beacons of hope in this world that may soon fall to chaos."
As Basil finishes talking, a couple of wolves emerge from the undergrowth in front of the party. One snarls at Basil, while a few more appear on either side of the party, prowling backwards and forwards.
Ser Bresda readies himself, sensing that the wolves won't back down without an altercation. "Weapons at the ready!" he calls, stepping into a defensive stance.
Second Wind [_] Incredible Toughness [_] Takedown Strike [_] Rough Strike [_] Roots of Stone [_] Amulet of Life +1 [_]
__________________________________
Form of Winter's Herald [_] Earth-Shaking Rend [_] Nature Sense [_] Berserker's Fury [_] Item Daily [_]
Consumables:
List things such as potions and other consumable items here. If none, just write "None."
Feature: Explanation of feature. These should be any passive effects that are more than a flat increase to attack, defense, hp, or a skill (such as being able to use perception for initiative rolls), any effect that are triggered by certain other effects (such as an attack boost vs bloodied foes), and so on. If it is relevant info that is not directly represented elsewhere in the combat block or in your character sheet, it needs to go here.
Item Feature: Explanation of feature. These should be any effects listed as 'Property' on a magic item, as well as any specific traits of the item itself (such as Brutal and other effects on certain weapons, special effects from superior implements, etc.). Again, if it is relevant it needs to be listed.
MBA: +12 vs AC, 1d12+6 damage RBA: +6 vs AC, 1d4+1 damage
Resistances:
7 necrotic
Vulnerabilities: None
Saves: None
Active Effects:
+2 to defenses against OAs
Targets I grant surges to get +2 to attacks until my EONT
I gain 6 THP when I slay a non-minion
I move first (free action) if not highest initiative
My crits deal max damage +1d12+1d8 damage
Battle Cleric's Lore: I have a +2 shield bonus to AC, and proficiency in scale armor. Whenever I use a cleric healing power to allow a target to spend a healing surge, that target gains +2 to attacks until the end of my next turn.
Virtue of Valor (Hybrid): +4 to initiative and my healing surge value increases by 2.
Blood Dependency: When bloodied my healing surge value drops by 2.
Living Dead: If an effect affects living creatures and undead creatures in different ways, I get to decide which one applies to me.
Necrotic Resistance: I have 5 + 1/2 my level necrotic resistance.
Vampiric Heritage: I can take Vryloka utility powers in place of other utility powers granted by my class.
Transcendent Order Level 1 Feature: +2 to initiative. When I roll initiative and do not get the highest result, I can use a free action to move up to my speed before everyone else's turns begin.
Transcendent Order Level 5 Feature: +2 to acrobatics and athletics
Monastic Disciple: I gain a monk flurry of blows power as an encounter power, and can use monk implements.
Heavy Blade Expertise: I gain a +2 to defenses against OAs.
Fluid Motion: +1 to speed, +2 at paragon tier.
Sentinel Marshal Honor Blade +1:
* My critical hits with this weapon deal max damage +1d12+1d8 damage, instead of just max damage.
* Gain +1 to initiative
* When I reduce a non-minion to 0 hp I gain 6 temporary hit points.
Healer's Brooch +1: When I use a power to allow a target to regain hit points they regain +1 additional hit points.
Mercurial Mind (heroic tier): +1 speed when not bloodied.
"Perhaps you should try again, Basil. Your ploy doesn't seem to have worked." Mazera says, gazing inquisitively at the prowling dogs. "Ask them why they wander so far, instead of regaling them with our plight, maybe? I can't fathom wolves caring much about human endeavors."
Arcane Blood: You gain a +1/+2/+3 racial bonus to the damage rolls of your arcane attack powers. Bozak Instinctive Flight: You gain a fly speed of 6 squares (altitude limit 1). You cannot use this fly speed if you are carrying over a normal load. Dragon Breath Lightning: Dragon Breath does lightning damage. Elemental Bolt: This power can be used as a ranged basic attack.
Staff Expertise: You gain a +1/+2/+3 feat bonus to attack rolls of implement powers and weapon powers you use with a staff. In addition, when you make a ranged or area attack with a staff as an implement, you don't provoke OA's for doing so. Superior Implement Training (Lancing Dagger): You can use the Lancing Dagger superior implement. Draconian Wings: You ignore the speed penalty for heavy armor, and your Instinctive Flight's altitude limit is increased to 2. Mark of Storm: Whenever you hit an enemy with a thunder or lightning power, you can slide that enemy one square. You gain a +1 bonus to speed while flying. You can master and perform the Endure Elements, Enhance Vessel, Summon Wind, and Walk on Water rituals as if you had the Ritual Caster feat.
Cloak of Distortion +1:You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item's enhancement bonus. Summoned Cloth Armor +2: At-will power. Minor Action to banish the armor, and another Minor Action at any time to summon the armor as if you had donned it normally. Bracers of the Perfect Shot (Heroic Tier): When you hit with a ranged basic attack, add +2 to the damage roll. Fey Strike Lancing Dagger +1:
Encounter power, Standard Action
Effect: You make a MBA as a ranged 20 attack with this weapon.
Daily Power, Free Action
Trigger: You hit an enemy with an attack using this weapon.
Effect: Teleport the target 10 squares to a space adjacent to you.
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
"They need food, they say, and I guess they think a group of horses is an easy dinner," the fairy says to the party members. Back to the wolves, he says, "Why aren't you in the forests looking for food? Surely there must be other animals for you to prey on there. And that food won't end up getting you killed."
Second Wind [_] Guidance of the Past [_] Pixie Dust [_] Shrink [_] Backstab [_] [_]
Sneak in the Attack [_]
Cunning Escape [_] Dynamic Rapier +2 [_]
______________________________________
Amulet of Seduction +1 [_] Flaying Gloves (heroic tier) [_]
First Strike: At the start of an encounter, you have a combat advantage against any creatures that have not yet acted in that encounter.
Sneak Attack: When you make an attack with a light blade, a hand crossbow, a shortbow, or a sling and hit an enemy granting a combat advantage to you, that enemy takes extra damage based on your level. You can deal this extra damage only once per turn.
Weapon Finesse: When you make a melee basic attack, you can use Dexterity instead of Strength for the attack roll and the damage roll. In addition, you gain a +2 bonus to the damage rolls of weapon attacks using light blades, hand crossbows, shortbows, and slings.
Thief Weapon Talent: You gain a +1 bonus to attack rolls with light blades, hand crossbows, shortbows, and slings.
Skill Mastery: During a skill challenge, whenever you roll a natural 20 on a skill check that would contribute one or more successes to the skill challenge, that check automatically succeeds and counts as one additional success.
Fey Origin: You are considered a fey creature for the purpose of effects that relate to creature origin.
Speak with Beasts: You can communicate with natural beasts and fey beasts.
Wee Warrior: You have a reach of 1, rather than the reach of 0 that is typical for a Tiny creature. You also take a -5 penalty to Strength checks to break or force open objects. When wielding a weapon of your size, you follow the same rules that Small creatures do.
Light Blade Expertise: You gain a +1 feat bonus to weapon attack rolls that you make with a light blade. In addition, you gain a +1 bonus to the damage rolls of the weapon attacks that you make with a light blade against a creature granting a combat advantage to you. Both of these bonuses increase to +2 at 11th level and +3 at 21st level.
Backstabber: The extra damage from your Sneak Attack class feature increases from d6s to d8s.
Teeny Target: While you are in an ally's space, you have partial cover against melee and ranged attacks.
Ghost of the Past Level 5 Feature: The first time you use your guidance of the past power to make a History check during an encounter, you do not expend the power.
Battle Awareness: Once per encounter, whenever an enemy that is adjacent to you shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy as an immediate interrupt.
Darkleaf Leather Armor: You gain a +2 bonus to AC against the first attack made against you in each encounter.
Amulet of Seduction: When you impose a charm effect that a save can end, the target takes a -2 penalty to the first saving throw against the effect.
The wolves are trying to get to your horses which are left of you, off the encounter map. The wolves can reach the horses by entering (E, 1)-(M, 1), don't let them.
Dire Wolf: These are the older wolves in the pack. They bear scars of previous battles and hunts. They have fought their way to the top of the pack's pecking order.
Wolf: These are the young wolves in the pack. Smaller and less experienced, they're at the bottom of the pack.
Two-Handed Weapon Expertise: +1 to damage rolls of charge attacks with two-handed melee weapons.
Fast Runner: +2 to speed when you charge or run.
Elemental Origin: You have elemental origin.
Dragonborn Fury: +1 to attacks while bloodied.
Quick Swap: Once during each of your turns, you can take a free action to draw or stow a weapon and then draw another weapon.
Ironwrought Level 5 Feature: While you are bloodied you have resist 2/4/6 to all damage.
Berserker's Fury: Once per day as a free action, you can gain a +2 bonus to damage rolls until the end of the encounter.
Battlecrazed Fullblade +1: While you are bloodied you deal 1d6 damage when you hit with this weapon. This weapon also deals an extra 1[W] damage on a critical hit.
Badge of The Berserker: When charge, your movement made as part of the charge doesn't provoke opportunity attacks.
Iron Armbands of Power: Gain a +2 item bonus to melee damage rolls.
Lorelai sighs as the wolves move closer, clearly not backing down at the fairy's words. Well if it's between you and Jessie, I'm going to have to go with Jessie. Sword in hand, she rushes towards the nearest of the beasts, bringing her heavy blade down against its neck and beheading the creature in one clean stroke. Following through with the momentum of the swing, she immediately turns and brings it to bear against the other, leaving both in bloody heaps on the ground.
Standard Action: Recovery Strike on Wolf 7
Attack: 29 vs AC = hit
Ht: 10 damage (irrelevant) and the next ally to hit the target (also irrelevant) also regains 4hp.
No Action: Stone Fist Flurry of Blows on Wolf 8
Effect: 10 damage (irrelevant).
Note: I punish shifts, moves, and attacks that don't target me on anything adjacent to me, either via OA (for move) or Righteous Radiance (shifts and attacks not targeting me).
MBA: +12 vs AC, 1d12+6 damage RBA: +6 vs AC, 1d4+1 damage Righteous Radiance: 6 radiant damage
Resistances:
7 necrotic
Vulnerabilities: None
Saves: None
Active Effects:
+2 to defenses against OAs
Targets I grant surges to get +2 to attacks until my EONT
I gain 6 THP when I slay a non-minion
I move first (free action) if not highest initiative
My crits deal max damage +1d12+1d8 damage
Battle Cleric's Lore: I have a +2 shield bonus to AC, and proficiency in scale armor. Whenever I use a cleric healing power to allow a target to spend a healing surge, that target gains +2 to attacks until the end of my next turn.
Virtue of Valor (Hybrid): +4 to initiative and my healing surge value increases by 2.
Blood Dependency: When bloodied my healing surge value drops by 2.
Living Dead: If an effect affects living creatures and undead creatures in different ways, I get to decide which one applies to me.
Necrotic Resistance: I have 5 + 1/2 my level necrotic resistance.
Vampiric Heritage: I can take Vryloka utility powers in place of other utility powers granted by my class.
Transcendent Order Level 1 Feature: +2 to initiative. When I roll initiative and do not get the highest result, I can use a free action to move up to my speed before everyone else's turns begin.
Transcendent Order Level 5 Feature: +2 to acrobatics and athletics
Monastic Disciple: I gain a monk flurry of blows power as an encounter power, and can use monk implements.
Heavy Blade Expertise: I gain a +2 to defenses against OAs.
Fluid Motion: +1 to speed, +2 at paragon tier.
Sentinel Marshal Honor Blade +1:
* My critical hits with this weapon deal max damage +1d12+1d8 damage, instead of just max damage.
* Gain +1 to initiative
* When I reduce a non-minion to 0 hp I gain 6 temporary hit points.
Healer's Brooch +1: When I use a power to allow a target to regain hit points they regain +1 additional hit points.
Mercurial Mind (heroic tier): +1 speed when not bloodied.
Floating high above the others, Mazera looks on at the slowly approaching wolves. He flies towards a group of them, throwing a net of crackling energy over the pack, and the smell of singed fur begins to waft through the air. Three of the wolves instantly keel over, twitching and smoking as the net dissipates. "I don't think they're listening, Basil! What are they after?"
Standard Action: Static Charge
Attack on Dire Wolf 1: 23
Attack on Wolf 1: 16
Attack on Wolf 2: 27
Attack on wolf 3: 22
Damage: 10 lightning damage.
Enemy adjacent to a target takes 5 lightning damage (irrelevant)
Arcane Blood: You gain a +1/+2/+3 racial bonus to the damage rolls of your arcane attack powers. Bozak Instinctive Flight: You gain a fly speed of 6 squares (altitude limit 1). You cannot use this fly speed if you are carrying over a normal load. Dragon Breath Lightning: Dragon Breath does lightning damage. Elemental Bolt: This power can be used as a ranged basic attack.
Staff Expertise: You gain a +1/+2/+3 feat bonus to attack rolls of implement powers and weapon powers you use with a staff. In addition, when you make a ranged or area attack with a staff as an implement, you don't provoke OA's for doing so. Superior Implement Training (Lancing Dagger): You can use the Lancing Dagger superior implement. Draconian Wings: You ignore the speed penalty for heavy armor, and your Instinctive Flight's altitude limit is increased to 2. Mark of Storm: Whenever you hit an enemy with a thunder or lightning power, you can slide that enemy one square. You gain a +1 bonus to speed while flying. You can master and perform the Endure Elements, Enhance Vessel, Summon Wind, and Walk on Water rituals as if you had the Ritual Caster feat.
Cloak of Distortion +1:You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item's enhancement bonus. Summoned Cloth Armor +2: At-will power. Minor Action to banish the armor, and another Minor Action at any time to summon the armor as if you had donned it normally. Bracers of the Perfect Shot (Heroic Tier): When you hit with a ranged basic attack, add +2 to the damage roll. Fey Strike Lancing Dagger +1:
Encounter power, Standard Action
Effect: You make a MBA as a ranged 20 attack with this weapon.
Daily Power, Free Action
Trigger: You hit an enemy with an attack using this weapon.
Effect: Teleport the target 10 squares to a space adjacent to you.
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
Dire Wolf: These are the older wolves in the pack. They bear scars of previous battles and hunts. They have fought their way to the top of the pack's pecking order.
Wolf: These are the young wolves in the pack. Smaller and less experienced, they're at the bottom of the pack.
Edward shakes off the wolf's bite quickly, the attack glancing against his armor before he brings his blade up, weaving a quick few strikes, the wall of steel forcing the wolf back and keeping it from moving. He looks back to Bresda between one of the strikes. "Bresda, now!"
Responding to his prince, Bresda rushes through the opening Edward creates, landing a damaging blow against the wolf and drawing it's attention while Edward circles around, preparing to finish it off.
Devastating Offensive on Dire Wolf 1 vs AC: 9(1d20) +10 = 19
Damage: 4(1d8) +4 = 8
The Dire Wolf is slid back 1 square to F8, Bresda moves to G8 and performs an MBA.
Bresda's MBA on Dire Wolf 1: 15(1d20) +14 = 29
Damage: 3(1d10) +8 = 11
Move to E8 to flank with Bresda for his next attack.
Class Feats:
Battlefront Leader - Gain proficiency with Heavy Shield and gain the Battlefront Shift power.
Resourceful Presence - When an ally uses an action point to attack, depending on the result of the attack, one of two effects happen. If the attack hits, the ally gains one-half my level + my intelligence modifier damage (3). If it misses, the ally gains one-half my level + my charisma modifier temp HP (3).
Racial Traits:
Dragonborn Fury - Gain +1 to attack rolls while bloodied.
Dragonic Heritage - Healing Surge equals One-Quarter Maximum hit points + Constitution modifier (0).
Notable Feats:
Lend Strength - On granting an attack, Ally gains a +2 attack bonus to the roll.
Armored Warlord - Gain proficiency with Scale mail, gain one healing surge.
Improved Resources - Add 2 to both damage and temp hit points granted by Resourceful Presence.
Heavy Blade Expertise - +1 to attack rolls with a heavy blade, +2 all defenses against OAs.
Student of Divine Runes - Gain access to the Runes of Mending Runepriest Power, gain training in Religion.
The rest of the pack continues to move in, one biting at Lorelai but missing the Knight of the Flower. Evaline shouts out and charges at the nearest wolf, dealing a heavy blow.
Dire Wolf: These are the older wolves in the pack. They bear scars of previous battles and hunts. They have fought their way to the top of the pack's pecking order.
Wolf: These are the young wolves in the pack. Smaller and less experienced, they're at the bottom of the pack.
Two-Handed Weapon Expertise: +1 to damage rolls of charge attacks with two-handed melee weapons.
Fast Runner: +2 to speed when you charge or run.
Elemental Origin: You have elemental origin.
Dragonborn Fury: +1 to attacks while bloodied.
Quick Swap: Once during each of your turns, you can take a free action to draw or stow a weapon and then draw another weapon.
Ironwrought Level 5 Feature: While you are bloodied you have resist 2/4/6 to all damage.
Berserker's Fury: Once per day as a free action, you can gain a +2 bonus to damage rolls until the end of the encounter.
Battlecrazed Fullblade +1: While you are bloodied you deal 1d6 damage when you hit with this weapon. This weapon also deals an extra 1[W] damage on a critical hit.
Badge of The Berserker: When charge, your movement made as part of the charge doesn't provoke opportunity attacks.
Iron Armbands of Power: Gain a +2 item bonus to melee damage rolls.
With the first two wolves gone and more taking their place, Lorelai turns her attention to the larger of the beasts that had just attacked her. She brings her blade down heavily against the creature, weakening it while bracing herself against any more attacks.
Standard Action: Vengeful Strike on Direwolf 3
Attack: 23 vs AC = hit?
Hit: 14 radiant damage.
Miss: I gain +2 to my next damage roll against the target
If hit...
Free Action: Sentinel Marshal Honor Blade +1
Effect: I gain +2 to defenses against Direwolf 3 until the end of my next turn
Note: I punish shifts, moves, and attacks that don't target me on anything adjacent to me, either via OA (for move) or Righteous Radiance (shifts and attacks not targeting me).
MBA: +12 vs AC, 1d12+6 damage RBA: +6 vs AC, 1d4+1 damage Righteous Radiance: 6 radiant damage
Resistances:
7 necrotic
Vulnerabilities: None
Saves: None
Active Effects:
+2 to defenses against OAs
Targets I grant surges to get +2 to attacks until my EONT
I gain 6 THP when I slay a non-minion
I move first (free action) if not highest initiative
My crits deal max damage +1d12+1d8 damage
Battle Cleric's Lore: I have a +2 shield bonus to AC, and proficiency in scale armor. Whenever I use a cleric healing power to allow a target to spend a healing surge, that target gains +2 to attacks until the end of my next turn.
Virtue of Valor (Hybrid): +4 to initiative and my healing surge value increases by 2.
Blood Dependency: When bloodied my healing surge value drops by 2.
Living Dead: If an effect affects living creatures and undead creatures in different ways, I get to decide which one applies to me.
Necrotic Resistance: I have 5 + 1/2 my level necrotic resistance.
Vampiric Heritage: I can take Vryloka utility powers in place of other utility powers granted by my class.
Transcendent Order Level 1 Feature: +2 to initiative. When I roll initiative and do not get the highest result, I can use a free action to move up to my speed before everyone else's turns begin.
Transcendent Order Level 5 Feature: +2 to acrobatics and athletics
Monastic Disciple: I gain a monk flurry of blows power as an encounter power, and can use monk implements.
Heavy Blade Expertise: I gain a +2 to defenses against OAs.
Fluid Motion: +1 to speed, +2 at paragon tier.
Sentinel Marshal Honor Blade +1:
* My critical hits with this weapon deal max damage +1d12+1d8 damage, instead of just max damage.
* Gain +1 to initiative
* When I reduce a non-minion to 0 hp I gain 6 temporary hit points.
Healer's Brooch +1: When I use a power to allow a target to regain hit points they regain +1 additional hit points.
Mercurial Mind (heroic tier): +1 speed when not bloodied.
Seeing Lorelai surround by wolves, Basil zips on over, his wings fluttering rapidly. "You look like you could use a little help," he says to the knight. Sensing the largest of the wolves as the biggest threat, the fairy plunges his rapier into its back and piercing its flesh with great force. "I warned you," he says to the wolf.
Move: Tactical Trick: Fly to N10
Gain a CA against enemies with at least one ally adjacent until EONT
While in the same square as Lorelai, I have partial concealment against ranged and melee attacks
Standard: MBA on Dire Wolf 3
Free Action: Backstab
I gain +3 to attack rolls and the enemy takes 1d6 extra damage
Attack: 5(1d20) +16 = 21 vs AC = Hit
Damage: 1(1d8) +10(2d8) +2(1d6) +9 = 22
Battle Awareness Feat: If Dire Wolf 3 shifts or makes an attack that doesn't include me as a target, I make a MBA as an immediate interrupt
Darkleaf Leather Armor: I gain a +2 to AC to the first made against me in the counter
Second Wind [_] Guidance of the Past [_] Pixie Dust [_] Shrink [_] Backstab [X] [_]
Sneak in the Attack [_]
Cunning Escape [_] Dynamic Rapier +2 [_]
______________________________________
Amulet of Seduction +1 [_] Flaying Gloves (heroic tier) [_]
First Strike: At the start of an encounter, you have a combat advantage against any creatures that have not yet acted in that encounter.
Sneak Attack: When you make an attack with a light blade, a hand crossbow, a shortbow, or a sling and hit an enemy granting a combat advantage to you, that enemy takes extra damage based on your level. You can deal this extra damage only once per turn.
Weapon Finesse: When you make a melee basic attack, you can use Dexterity instead of Strength for the attack roll and the damage roll. In addition, you gain a +2 bonus to the damage rolls of weapon attacks using light blades, hand crossbows, shortbows, and slings.
Thief Weapon Talent: You gain a +1 bonus to attack rolls with light blades, hand crossbows, shortbows, and slings.
Skill Mastery: During a skill challenge, whenever you roll a natural 20 on a skill check that would contribute one or more successes to the skill challenge, that check automatically succeeds and counts as one additional success.
Fey Origin: You are considered a fey creature for the purpose of effects that relate to creature origin.
Speak with Beasts: You can communicate with natural beasts and fey beasts.
Wee Warrior: You have a reach of 1, rather than the reach of 0 that is typical for a Tiny creature. You also take a -5 penalty to Strength checks to break or force open objects. When wielding a weapon of your size, you follow the same rules that Small creatures do.
Light Blade Expertise: You gain a +1 feat bonus to weapon attack rolls that you make with a light blade. In addition, you gain a +1 bonus to the damage rolls of the weapon attacks that you make with a light blade against a creature granting a combat advantage to you. Both of these bonuses increase to +2 at 11th level and +3 at 21st level.
Backstabber: The extra damage from your Sneak Attack class feature increases from d6s to d8s.
Teeny Target: While you are in an ally's space, you have partial cover against melee and ranged attacks.
Ghost of the Past Level 5 Feature: The first time you use your guidance of the past power to make a History check during an encounter, you do not expend the power.
Battle Awareness: Once per encounter, whenever an enemy that is adjacent to you shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy as an immediate interrupt.
Darkleaf Leather Armor: You gain a +2 bonus to AC against the first attack made against you in each encounter.
Amulet of Seduction: When you impose a charm effect that a save can end, the target takes a -2 penalty to the first saving throw against the effect.
With one of the larger of the wolves caught between the prince and himself, Ser Bresda readies himself for a massive swing of his warhammer. If it takes this to restore the balance of these woods, so be it. He brings the hammer down and the blow takes the animal in the back dead-on, easily knocking it to the ground in a bloody heap, but still breathing. "Back off!" he shouts to at it, hoping it will understand his tone.
Free:Berserker's Fury to gain +2 damage to attack rolls.
Free:Mark Dire Wolf 1. If it attacks not-me, I make a free MBA and it grants CA to me and allies.
Standard:Rough Strike on Dire Wolf 1. Hits 20 AC for 27 damage, slowing Dire Wolf 1.
Attack: 7(1d20) +13 = 20
Damage: 9(2d10) +16 = 25+2 from Berserker's Fury
No Action:Takedown Strike, dealing an extra 5 damage and knocking the wolf prone. 32 total damage.
Second Wind [_] Incredible Toughness [_] Takedown Strike [x] Rough Strike [x] Roots of Stone [_] Amulet of Life +1 [_]
__________________________________
Form of Winter's Herald [_] Earth-Shaking Rend [_] Nature Sense [_] Berserker's Fury [x] Item Daily [_]
Consumables:
List things such as potions and other consumable items here. If none, just write "None."
Feature: Explanation of feature. These should be any passive effects that are more than a flat increase to attack, defense, hp, or a skill (such as being able to use perception for initiative rolls), any effect that are triggered by certain other effects (such as an attack boost vs bloodied foes), and so on. If it is relevant info that is not directly represented elsewhere in the combat block or in your character sheet, it needs to go here.
Item Feature: Explanation of feature. These should be any effects listed as 'Property' on a magic item, as well as any specific traits of the item itself (such as Brutal and other effects on certain weapons, special effects from superior implements, etc.). Again, if it is relevant it needs to be listed.
Concentrating for a moment, Mazera casts a crackling bolt of lightning at one of the alpha wolves, charring fur and flesh where the plasma makes contact. A smaller arc reaches out towards a second wolf, but fizzles into the air before making contact. Curses. I was sure that would reach.
Swooping over the battlefield, he rains bolts of lightning down on the wolves again, though they all arc off into the surrounding ground with a thundering boom. Ears ringing slightly from the thunder, Mazera flies over the battlefield again, watching the others in their engagements.
Standard Action:Elemental Bolt Elemental Escalation!
I can target an additional creature within 5 squares of me, creatures hit by the attack take an extra 1d10 lightning damage, and I can fly up to half my speed.
Attack on Dire Wolf 1: 14 vs Reflex... -2 from prone: Miss
Attack on Dire Wolf 2: 21 vs Reflex... Hit
Damage: 23 lightning damage
Dire Wolf 2 gains vulnerable 3 lightning until the end of my next turn.
Free action: Fly to [K, 14, 2]
Minor Action:Dragon Breath
Attack on Dire Wolf 2: 13 vs Reflex... Miss
Attack on Wolf 5: 12 vs Reflex... Miss
Damage: Fuk u
Arcane Blood: You gain a +1/+2/+3 racial bonus to the damage rolls of your arcane attack powers. Bozak Instinctive Flight: You gain a fly speed of 6 squares (altitude limit 1). You cannot use this fly speed if you are carrying over a normal load. Dragon Breath Lightning: Dragon Breath does lightning damage. Elemental Bolt: This power can be used as a ranged basic attack.
Staff Expertise: You gain a +1/+2/+3 feat bonus to attack rolls of implement powers and weapon powers you use with a staff. In addition, when you make a ranged or area attack with a staff as an implement, you don't provoke OA's for doing so. Superior Implement Training (Lancing Dagger): You can use the Lancing Dagger superior implement. Draconian Wings: You ignore the speed penalty for heavy armor, and your Instinctive Flight's altitude limit is increased to 2. Mark of Storm: Whenever you hit an enemy with a thunder or lightning power, you can slide that enemy one square. You gain a +1 bonus to speed while flying. You can master and perform the Endure Elements, Enhance Vessel, Summon Wind, and Walk on Water rituals as if you had the Ritual Caster feat.
Cloak of Distortion +1:You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item's enhancement bonus. Summoned Cloth Armor +2: At-will power. Minor Action to banish the armor, and another Minor Action at any time to summon the armor as if you had donned it normally. Bracers of the Perfect Shot (Heroic Tier): When you hit with a ranged basic attack, add +2 to the damage roll. Fey Strike Lancing Dagger +1:
Encounter power, Standard Action
Effect: You make a MBA as a ranged 20 attack with this weapon.
Daily Power, Free Action
Trigger: You hit an enemy with an attack using this weapon.
Effect: Teleport the target 10 squares to a space adjacent to you.
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
As the party strikes at the wolves, they fight back. One of the Direwolves manages to knock Edward to the ground however, seeing an opening, Ser Bresda crushes the animal's skull with a mighty blow from his hammer. Another of the great beasts bits at Evaline although she is lucky enough to dodge the attack. The last of the creatures throws back its head and lets out an almighty howl, instead of attacking. A few moments later six more wolves emerge from the undergrowth.
Dire Wolf: These are the older wolves in the pack. They bear scars of previous battles and hunts. They have fought their way to the top of the pack's pecking order.
Wolf: These are the young wolves in the pack. Smaller and less experienced, they're at the bottom of the pack.
Two-Handed Weapon Expertise: +1 to damage rolls of charge attacks with two-handed melee weapons.
Fast Runner: +2 to speed when you charge or run.
Elemental Origin: You have elemental origin.
Dragonborn Fury: +1 to attacks while bloodied.
Quick Swap: Once during each of your turns, you can take a free action to draw or stow a weapon and then draw another weapon.
Ironwrought Level 5 Feature: While you are bloodied you have resist 2/4/6 to all damage.
Berserker's Fury: Once per day as a free action, you can gain a +2 bonus to damage rolls until the end of the encounter.
Battlecrazed Fullblade +1: While you are bloodied you deal 1d6 damage when you hit with this weapon. This weapon also deals an extra 1[W] damage on a critical hit.
Badge of The Berserker: When charge, your movement made as part of the charge doesn't provoke opportunity attacks.
Iron Armbands of Power: Gain a +2 item bonus to melee damage rolls.
Edward stands up slowly, watching the wolf as he hears the sounds of combat behind him, hearing one of the wolves snap it's jaws in the air as it misses Evaline, turning around and shouting at her to strike it, now that it's open. Her blade swings through the air and digs deep into the wolf, cutting it down and freeing her to assist the others. "Evaline, try to buy Lorelai some time, engage the larger Wolf on the Right while she deals with the wolves there. Bresda, with me, we'll hold the left and keep the wolves from passing through on our end. Engage the larger wolves ahead of us. I will deal with this wolf and the other smaller wolf before coming to assist."
Class Feats:
Battlefront Leader - Gain proficiency with Heavy Shield and gain the Battlefront Shift power.
Resourceful Presence - When an ally uses an action point to attack, depending on the result of the attack, one of two effects happen. If the attack hits, the ally gains one-half my level + my intelligence modifier damage (3). If it misses, the ally gains one-half my level + my charisma modifier temp HP (3).
Racial Traits:
Dragonborn Fury - Gain +1 to attack rolls while bloodied.
Dragonic Heritage - Healing Surge equals One-Quarter Maximum hit points + Constitution modifier (0).
Notable Feats:
Lend Strength - On granting an attack, Ally gains a +2 attack bonus to the roll.
Armored Warlord - Gain proficiency with Scale mail, gain one healing surge.
Improved Resources - Add 2 to both damage and temp hit points granted by Resourceful Presence.
Heavy Blade Expertise - +1 to attack rolls with a heavy blade, +2 all defenses against OAs.
Student of Divine Runes - Gain access to the Runes of Mending Runepriest Power, gain training in Religion.
Edward's command let's Evaline find and opening and kill the large beast. Three of the smaller ones then attack. One bites at Edward unsuccessfully, while the two near Lorelai and Basil bite at the Knight of the Flower, although her armour protects her.
Dire Wolf: These are the older wolves in the pack. They bear scars of previous battles and hunts. They have fought their way to the top of the pack's pecking order.
Wolf: These are the young wolves in the pack. Smaller and less experienced, they're at the bottom of the pack.
Two-Handed Weapon Expertise: +1 to damage rolls of charge attacks with two-handed melee weapons.
Fast Runner: +2 to speed when you charge or run.
Elemental Origin: You have elemental origin.
Dragonborn Fury: +1 to attacks while bloodied.
Quick Swap: Once during each of your turns, you can take a free action to draw or stow a weapon and then draw another weapon.
Ironwrought Level 5 Feature: While you are bloodied you have resist 2/4/6 to all damage.
Berserker's Fury: Once per day as a free action, you can gain a +2 bonus to damage rolls until the end of the encounter.
Battlecrazed Fullblade +1: While you are bloodied you deal 1d6 damage when you hit with this weapon. This weapon also deals an extra 1[W] damage on a critical hit.
Badge of The Berserker: When charge, your movement made as part of the charge doesn't provoke opportunity attacks.
Iron Armbands of Power: Gain a +2 item bonus to melee damage rolls.
"Your Grace, I must attend to those two!" Ser Bresda says hastily as he sees the knight and the ambassador in trouble, ignoring the newcomers for the moment. "Back off, wolf!" he cries out as he surges forward across the grass, bringing his heavy mace down into the huge wolf's back leg, hindering its movement.
Second Wind [_] Incredible Toughness [_] Takedown Strike [x] Rough Strike [x] Roots of Stone [_] Amulet of Life +1 [_]
__________________________________
Form of Winter's Herald [_] Earth-Shaking Rend [_] Nature Sense [_] Berserker's Fury [x] Item Daily [_]
Consumables:
List things such as potions and other consumable items here. If none, just write "None."
Feature: Explanation of feature. These should be any passive effects that are more than a flat increase to attack, defense, hp, or a skill (such as being able to use perception for initiative rolls), any effect that are triggered by certain other effects (such as an attack boost vs bloodied foes), and so on. If it is relevant info that is not directly represented elsewhere in the combat block or in your character sheet, it needs to go here.
Item Feature: Explanation of feature. These should be any effects listed as 'Property' on a magic item, as well as any specific traits of the item itself (such as Brutal and other effects on certain weapons, special effects from superior implements, etc.). Again, if it is relevant it needs to be listed.
Basil shrugs as the scout-commander dashing over. What trouble are we in? the fairy thinks. As Bresda lands the mighty blow on the larger wolf, he ignores the thought. At least he is helping. The wolf very obviously near death, Basil says to it, "You should have listened," before plunging the pint-sized rapier into the beast, ending its life.
Second Wind [_] Guidance of the Past [_] Pixie Dust [_] Shrink [_] Backstab [X] [_]
Sneak in the Attack [_]
Cunning Escape [_] Dynamic Rapier +2 [_]
______________________________________
Amulet of Seduction +1 [_] Flaying Gloves (heroic tier) [_]
First Strike: At the start of an encounter, you have a combat advantage against any creatures that have not yet acted in that encounter.
Sneak Attack: When you make an attack with a light blade, a hand crossbow, a shortbow, or a sling and hit an enemy granting a combat advantage to you, that enemy takes extra damage based on your level. You can deal this extra damage only once per turn.
Weapon Finesse: When you make a melee basic attack, you can use Dexterity instead of Strength for the attack roll and the damage roll. In addition, you gain a +2 bonus to the damage rolls of weapon attacks using light blades, hand crossbows, shortbows, and slings.
Thief Weapon Talent: You gain a +1 bonus to attack rolls with light blades, hand crossbows, shortbows, and slings.
Skill Mastery: During a skill challenge, whenever you roll a natural 20 on a skill check that would contribute one or more successes to the skill challenge, that check automatically succeeds and counts as one additional success.
Fey Origin: You are considered a fey creature for the purpose of effects that relate to creature origin.
Speak with Beasts: You can communicate with natural beasts and fey beasts.
Wee Warrior: You have a reach of 1, rather than the reach of 0 that is typical for a Tiny creature. You also take a -5 penalty to Strength checks to break or force open objects. When wielding a weapon of your size, you follow the same rules that Small creatures do.
Light Blade Expertise: You gain a +1 feat bonus to weapon attack rolls that you make with a light blade. In addition, you gain a +1 bonus to the damage rolls of the weapon attacks that you make with a light blade against a creature granting a combat advantage to you. Both of these bonuses increase to +2 at 11th level and +3 at 21st level.
Backstabber: The extra damage from your Sneak Attack class feature increases from d6s to d8s.
Teeny Target: While you are in an ally's space, you have partial cover against melee and ranged attacks.
Ghost of the Past Level 5 Feature: The first time you use your guidance of the past power to make a History check during an encounter, you do not expend the power.
Battle Awareness: Once per encounter, whenever an enemy that is adjacent to you shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy as an immediate interrupt.
Darkleaf Leather Armor: You gain a +2 bonus to AC against the first attack made against you in each encounter.
Amulet of Seduction: When you impose a charm effect that a save can end, the target takes a -2 penalty to the first saving throw against the effect.
Basil and Ser Bresda's combined efforts take down one of the larger beasts but the others continue to move in. Two attack Edward, knocking the Prince to the ground. Another doing the same to Lorelai. "Need a hand there Brother?" Evaline says, circling round before charging at one of the wolves.
The smaller wolves, fresh to the fight, move in too. One tries to go for the downed Knight of the Flower but misses, while another scrapes harmlessly against Evaline's armour. However the third leaps at Bresda, a flurry of claws and fur knocking him to the ground as well.
Dire Wolf: These are the older wolves in the pack. They bear scars of previous battles and hunts. They have fought their way to the top of the pack's pecking order.
Wolf: These are the young wolves in the pack. Smaller and less experienced, they're at the bottom of the pack.
Two-Handed Weapon Expertise: +1 to damage rolls of charge attacks with two-handed melee weapons.
Fast Runner: +2 to speed when you charge or run.
Elemental Origin: You have elemental origin.
Dragonborn Fury: +1 to attacks while bloodied.
Quick Swap: Once during each of your turns, you can take a free action to draw or stow a weapon and then draw another weapon.
Ironwrought Level 5 Feature: While you are bloodied you have resist 2/4/6 to all damage.
Berserker's Fury: Once per day as a free action, you can gain a +2 bonus to damage rolls until the end of the encounter.
Battlecrazed Fullblade +1: While you are bloodied you deal 1d6 damage when you hit with this weapon. This weapon also deals an extra 1[W] damage on a critical hit.
Badge of The Berserker: When charge, your movement made as part of the charge doesn't provoke opportunity attacks.
Iron Armbands of Power: Gain a +2 item bonus to melee damage rolls.
Lorelai watches as the other wolves show up, not eager to have to slay even more of the beasts. She looks around, annoyed, at the gathered creatures, before turning to the larger one and swinging down onto it. As her below connect she quickly shifts into position, bracing for retaliation. Why can't you just eat some other woodland creature like normal?
Minor Action: Call of Challenge
Effect: Wolves 5, 6, 9, 11, and Direwolf 6 are subject to my divine sanction (see combat block) until the end of my next turn.
Standard Action: Healing Strike on Direwolf 6
Attack: 20 vs AC = hit
Hit: 26 radiant damage, and I spend a healing surge to regain 14+1 hp. Per battle cleric's lore, I also gain +2 to attacks until the end of my next turn.
Free Action: Sentinel Marshal Honor Blade +1
Effect: I gain +2 to defenses against Direwolf 6 until the end of my next turn.
Note: I punish shifts, moves, and attacks that don't target me on anything adjacent to me, either via OA (for move) or Righteous Radiance (shifts and attacks not targeting me).
MBA: +12 vs AC, 1d12+6 damage RBA: +6 vs AC, 1d4+1 damage Righteous Radiance: 6 radiant damage
Resistances:
7 necrotic
Vulnerabilities: None
Saves: None
Active Effects:
+2 to defenses against OAs
Targets I grant surges to get +2 to attacks until my EONT
I gain 6 THP when I slay a non-minion
I move first (free action) if not highest initiative
My crits deal max damage +1d12+1d8 damage
Divine Sanction: Enemies subject to my divine sanction are marked and take 6 radiant damage the first time each round that they make an attack that doesn't include me as a target.
Defender Aura: While active, enemies within an aura 1 who are not marked take a -2 penalty to attack rolls that don't include me )or someone else with a defender aura active) as a target. Enemies subject to this aura provoke Righteous Radiance when making such an attack or shifting, as well as the standard opportunity attack for moving.
Battle Cleric's Lore: I have a +2 shield bonus to AC, and proficiency in scale armor. Whenever I use a cleric healing power to allow a target to spend a healing surge, that target gains +2 to attacks until the end of my next turn.
Virtue of Valor (Hybrid): +4 to initiative and my healing surge value increases by 2.
Blood Dependency: When bloodied my healing surge value drops by 2.
Living Dead: If an effect affects living creatures and undead creatures in different ways, I get to decide which one applies to me.
Necrotic Resistance: I have 5 + 1/2 my level necrotic resistance.
Vampiric Heritage: I can take Vryloka utility powers in place of other utility powers granted by my class.
Transcendent Order Level 1 Feature: +2 to initiative. When I roll initiative and do not get the highest result, I can use a free action to move up to my speed before everyone else's turns begin.
Transcendent Order Level 5 Feature: +2 to acrobatics and athletics
Monastic Disciple: I gain a monk flurry of blows power as an encounter power, and can use monk implements.
Heavy Blade Expertise: I gain a +2 to defenses against OAs.
Fluid Motion: +1 to speed, +2 at paragon tier.
Sentinel Marshal Honor Blade +1:
* My critical hits with this weapon deal max damage +1d12+1d8 damage, instead of just max damage.
* Gain +1 to initiative
* When I reduce a non-minion to 0 hp I gain 6 temporary hit points.
Healer's Brooch +1: When I use a power to allow a target to regain hit points they regain +1 additional hit points.
Mercurial Mind (heroic tier): +1 speed when not bloodied.
Mazera flings a bolt of lighting again, which arcs between two of the newly arrived wolves, crackling as fur burns away. Circling overhead, he cackles as he watches the others fight, before flying off and settling down on the ground a short distance from the brawl. "It's been a long time since I've been able to let loose like this!"
Standard Action:Elemental Bolt Elemental Escalation!
Attack on Dire Wolf 5: 20 vs Reflex... Hit
Attack on Dire Wolf 4: 26 vs Reflex... Hit
Damage: 27 lightning damage
Dire Wolf 4 and Direwolf 5 both gain vulnerable 3 lightning until the end of my next turn.
Free Action: Mazera flies to [I, 11, 2]
Move Action: Mazera moves to [K, 4], landing on the ground.
Arcane Blood: You gain a +1/+2/+3 racial bonus to the damage rolls of your arcane attack powers. Bozak Instinctive Flight: You gain a fly speed of 6 squares (altitude limit 1). You cannot use this fly speed if you are carrying over a normal load. You must land at the end of your turn. Dragon Breath Lightning: Dragon Breath does lightning damage. Elemental Bolt: This power can be used as a ranged basic attack.
Staff Expertise: You gain a +1/+2/+3 feat bonus to attack rolls of implement powers and weapon powers you use with a staff. In addition, when you make a ranged or area attack with a staff as an implement, you don't provoke OA's for doing so. Superior Implement Training (Lancing Dagger): You can use the Lancing Dagger superior implement. Draconian Wings: You ignore the speed penalty for heavy armor, and your Instinctive Flight's altitude limit is increased to 2. Mark of Storm: Whenever you hit an enemy with a thunder or lightning power, you can slide that enemy one square. You gain a +1 bonus to speed while flying. You can master and perform the Endure Elements, Enhance Vessel, Summon Wind, and Walk on Water rituals as if you had the Ritual Caster feat.
Cloak of Distortion +1:You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item's enhancement bonus. Summoned Cloth Armor +2: At-will power. Minor Action to banish the armor, and another Minor Action at any time to summon the armor as if you had donned it normally. Bracers of the Perfect Shot (Heroic Tier): When you hit with a ranged basic attack, add +2 to the damage roll. Fey Strike Lancing Dagger +1:
Encounter power, Standard Action
Effect: You make a MBA as a ranged 20 attack with this weapon.
Daily Power, Free Action
Trigger: You hit an enemy with an attack using this weapon.
Effect: Teleport the target 10 squares to a space adjacent to you.
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
Edward sighs as he stands , shrugging himself off a bit and looking at Evaline. "I'm alright. I was expecting Bresda to stay and help, but he is the veteran here. I will have to understand his judgement. Would you mind helping me with these wolves?"
He brings his blade up and slashes down at the wolf between them, leaving it open for Evaline to strike
Class Feats:
Battlefront Leader - Gain proficiency with Heavy Shield and gain the Battlefront Shift power.
Resourceful Presence - When an ally uses an action point to attack, depending on the result of the attack, one of two effects happen. If the attack hits, the ally gains one-half my level + my intelligence modifier damage (3). If it misses, the ally gains one-half my level + my charisma modifier temp HP (3).
Racial Traits:
Dragonborn Fury - Gain +1 to attack rolls while bloodied.
Dragonic Heritage - Healing Surge equals One-Quarter Maximum hit points + Constitution modifier (0).
Notable Feats:
Lend Strength - On granting an attack, Ally gains a +2 attack bonus to the roll.
Armored Warlord - Gain proficiency with Scale mail, gain one healing surge.
Improved Resources - Add 2 to both damage and temp hit points granted by Resourceful Presence.
Heavy Blade Expertise - +1 to attack rolls with a heavy blade, +2 all defenses against OAs.
Student of Divine Runes - Gain access to the Runes of Mending Runepriest Power, gain training in Religion.
The fight continues with the party dealing damage to the pack of wolves and Edward killing one of the beasts. Two of the smaller wolves retaliate against Lorelai but only one manages to harm the knight.
Dire Wolf: These are the older wolves in the pack. They bear scars of previous battles and hunts. They have fought their way to the top of the pack's pecking order.
Wolf: These are the young wolves in the pack. Smaller and less experienced, they're at the bottom of the pack.
29 Lorelai (N, 10) | HP: 40/48 | Surges: 9/10 | AP: 1/1 | Defender Aura active, +2 to attacks until EONT, +2 to defenses against Direwolf 6 until EONT, Stone Fist Flurry of Blows, Call of Challenge, Healing Strike, Sentinel Marshal Honor Blade +1
26 Mazera (K, 4) | HP: 50/50 | Surges: 10/10 | AP: 1/1 | Elemental Escalation, Dragon Breath
24 Edward (E, 8) | HP: 21/43 | Surges: 7/8 | AP: 0/1 | Bloodied, Devastating Offensive, Hammer and Anvil, Inspiring Word (1/2)
21 Wolf 5 (N, 11) | HP: 1/1 | takes 6 radiant damage the first time each round that they make an attack that doesn't include Lorelai as a target
21 Wolf 6 (O, 10) | HP: 1/1 | takes 6 radiant damage the first time each round that they make an attack that doesn't include Lorelai as a target
17 Basil (N, 10) | HP: 43/43 | Surges: 6/6 | AP: 1/1 | partial concealment against ranged and melee attacks, +2 to AC to the first attack made against him in the encounter, Backstab (1/2)
13 Bresda (L, 10) | HP: 58/63 | Surges: 14/14 | AP: 1/1 | +2 damage to attack rolls, prone, Rough Strike, Takedown Strike, Beserker's Fury
12 Dire Wolf 4 (F, 9) | HP: -46/?? | vulnerable 3 lightning until Mazera EONT, Bloodied
12 Dire Wolf 5 (E, 9) | HP: -60/?? | vulnerable 3 lightning until Mazera EONT, any ally with CA against the target gains a +2 bonus to attack rolls until Edward's next turn,Bloodied
12 Dire Wolf 6 (O, 12) | HP: -26/?? | takes 6 radiant damage the first time each round that they make an attack that doesn't include Lorelai as a target
12 Evaline (E, 10) | HP: 53/53 | Surges: 11/11 | AP: 1/1 | +2 to charge speed and charge attack rolls
8 Wolf 9 (M, 11) | HP: 1/1 | takes 6 radiant damage the first time each round that they make an attack that doesn't include Lorelai as a target
8 Wolf 10 (E, 11) | HP: 1/1 |
8 Wolf 11 (K, 9) | HP: 1/1 | takes 6 radiant damage the first time each round that they make an attack that doesn't include Lorelai as a target
Dire Wolf 1 (F, 8) | HP: -73/?? | Dead Dire Wolf 2 (H, 11) | HP: -75/?? | Dead Dire Wolf 3 (M, 10) | HP: -85/?? | Dead
Two-Handed Weapon Expertise: +1 to damage rolls of charge attacks with two-handed melee weapons.
Fast Runner: +2 to speed when you charge or run.
Elemental Origin: You have elemental origin.
Dragonborn Fury: +1 to attacks while bloodied.
Quick Swap: Once during each of your turns, you can take a free action to draw or stow a weapon and then draw another weapon.
Ironwrought Level 5 Feature: While you are bloodied you have resist 2/4/6 to all damage.
Berserker's Fury: Once per day as a free action, you can gain a +2 bonus to damage rolls until the end of the encounter.
Battlecrazed Fullblade +1: While you are bloodied you deal 1d6 damage when you hit with this weapon. This weapon also deals an extra 1[W] damage on a critical hit.
Badge of The Berserker: When charge, your movement made as part of the charge doesn't provoke opportunity attacks.
Iron Armbands of Power: Gain a +2 item bonus to melee damage rolls.
Second Wind [_] Guidance of the Past [_] Pixie Dust [_] Shrink [_] Backstab [X] [_]
Sneak in the Attack [_]
Cunning Escape [_] Dynamic Rapier +2 [_]
______________________________________
Amulet of Seduction +1 [_] Flaying Gloves (heroic tier) [_]
First Strike: At the start of an encounter, you have a combat advantage against any creatures that have not yet acted in that encounter.
Sneak Attack: When you make an attack with a light blade, a hand crossbow, a shortbow, or a sling and hit an enemy granting a combat advantage to you, that enemy takes extra damage based on your level. You can deal this extra damage only once per turn.
Weapon Finesse: When you make a melee basic attack, you can use Dexterity instead of Strength for the attack roll and the damage roll. In addition, you gain a +2 bonus to the damage rolls of weapon attacks using light blades, hand crossbows, shortbows, and slings.
Thief Weapon Talent: You gain a +1 bonus to attack rolls with light blades, hand crossbows, shortbows, and slings.
Skill Mastery: During a skill challenge, whenever you roll a natural 20 on a skill check that would contribute one or more successes to the skill challenge, that check automatically succeeds and counts as one additional success.
Fey Origin: You are considered a fey creature for the purpose of effects that relate to creature origin.
Speak with Beasts: You can communicate with natural beasts and fey beasts.
Wee Warrior: You have a reach of 1, rather than the reach of 0 that is typical for a Tiny creature. You also take a -5 penalty to Strength checks to break or force open objects. When wielding a weapon of your size, you follow the same rules that Small creatures do.
Light Blade Expertise: You gain a +1 feat bonus to weapon attack rolls that you make with a light blade. In addition, you gain a +1 bonus to the damage rolls of the weapon attacks that you make with a light blade against a creature granting a combat advantage to you. Both of these bonuses increase to +2 at 11th level and +3 at 21st level.
Backstabber: The extra damage from your Sneak Attack class feature increases from d6s to d8s.
Teeny Target: While you are in an ally's space, you have partial cover against melee and ranged attacks.
Ghost of the Past Level 5 Feature: The first time you use your guidance of the past power to make a History check during an encounter, you do not expend the power.
Battle Awareness: Once per encounter, whenever an enemy that is adjacent to you shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy as an immediate interrupt.
Darkleaf Leather Armor: You gain a +2 bonus to AC against the first attack made against you in each encounter.
Amulet of Seduction: When you impose a charm effect that a save can end, the target takes a -2 penalty to the first saving throw against the effect.
Ser Bresda manages to shove the wolf off from mauling him, and he stands back up, wielding his heavy warhammer. Spirits of the wild, hear my call! he whispers, before slamming his weapon down in a vicious manner into the ground below. A seismic wave shunts the terrain wildly and shatters the surface of the ground out in front of him. The quaking terrain snaps the bones of two of the wolves, killing them outright as it radiates outward in loud cracks. The more vicious, heavier wolf is dashed to the ground, bloody but still alive. He turns to face one of the remaining wolves, ready to draw the quake its way.
Earth-Shaking Rend from M11 to O13. Auto kills Wolf 9 and 5. Roll for DF6. Hits DF6 for AC22, 13 damage and prone. Creates difficult terrain in that field and a creature ending it's turn there is knocked prone.
Attack: 11(1d20) +11 = 22; 3(1d10) +10 = 13
Free:Mark Wolf 6. If it attacks not-me, I slide it to N11 and it is slowed and unable to shift TENT.
Second Wind [_] Incredible Toughness [_] Takedown Strike [x] Rough Strike [x] Roots of Stone [_] Amulet of Life +1 [_]
__________________________________
Form of Winter's Herald [_] Earth-Shaking Rend [x] Nature Sense [_] Berserker's Fury [x] Item Daily [_]
Consumables:
List things such as potions and other consumable items here. If none, just write "None."
Feature: Explanation of feature. These should be any passive effects that are more than a flat increase to attack, defense, hp, or a skill (such as being able to use perception for initiative rolls), any effect that are triggered by certain other effects (such as an attack boost vs bloodied foes), and so on. If it is relevant info that is not directly represented elsewhere in the combat block or in your character sheet, it needs to go here.
Item Feature: Explanation of feature. These should be any effects listed as 'Property' on a magic item, as well as any specific traits of the item itself (such as Brutal and other effects on certain weapons, special effects from superior implements, etc.). Again, if it is relevant it needs to be listed.
The wolves near the royal offspring gang up on Evaline, knocking her to the ground, while one wolf manages to claw at Basil. Evaline fights back, killing one of the larger beasts with a heavy blow to its skull. She is hit again by a smaller wolf, while another misses Bresda before Lorelai's rose brand starts to burn, killing it.
Dire Wolf: These are the older wolves in the pack. They bear scars of previous battles and hunts. They have fought their way to the top of the pack's pecking order.
Wolf: These are the young wolves in the pack. Smaller and less experienced, they're at the bottom of the pack.
29 Lorelai (N, 10) | HP: 40/48 | Surges: 9/10 | AP: 1/1 | Defender Aura active, +2 to attacks until EONT, +2 to defenses against Direwolf 6 until EONT, Stone Fist Flurry of Blows, Call of Challenge, Healing Strike, Sentinel Marshal Honor Blade +1
26 Mazera (K, 4) | HP: 50/50 | Surges: 10/10 | AP: 1/1 | Elemental Escalation, Dragon Breath
24 Edward (E, 8) | HP: 21/43 | Surges: 7/8 | AP: 0/1 | Bloodied, Devastating Offensive, Hammer and Anvil, Inspiring Word (1/2)
21 Wolf 6 (O, 10) | HP: 1/1 | takes 6 radiant damage the first time each round that they make an attack that doesn't include Lorelai as a target, marked by Bresda
17 Basil (N, 10) | HP: 37/43 | Surges: 6/6 | AP: 1/1 | partial concealment against ranged and melee attacks, +2 to AC to the first attack made against him in the encounter, CA against every enemy with ally adjacent until EONT, Backstab (1/2)
13 Bresda (L, 10) | HP: 58/63 | Surges: 14/14 | AP: 1/1 | +2 damage to attack rolls, aura until EONT, Rough Strike, Takedown Strike, Beserker's Fury, Earth-Shaking Rend
12 Dire Wolf 4 (F, 9) | HP: -46/?? | vulnerable 3 lightning until Mazera EONT, Bloodied
12 Dire Wolf 6 (O, 12) | HP: -64/?? | takes 6 radiant damage the first time each round that they make an attack that doesn't include Lorelai as a target, if it shifts or makes an attack that doesn't include Basil as a target, he makes a MBA as an immediate interrupt, prone, Bloodied
12 Evaline (E, 10) | HP: 25/53 | Surges: 11/11 | AP: 1/1 | +2 to charge speed and charge attack rolls, Bloodied, Dragonfear
8 Wolf 10 (E, 11) | HP: 1/1 | -2 to attack rolls and granting CA until Evaline EONT
Dire Wolf 1 (F, 8) | HP: -73/?? | Dead Dire Wolf 2 (H, 11) | HP: -75/?? | Dead Dire Wolf 3 (M, 10) | HP: -85/?? | Dead Dire Wolf 5 (E, 9) | HP: -83/?? | Dead
Two-Handed Weapon Expertise: +1 to damage rolls of charge attacks with two-handed melee weapons.
Fast Runner: +2 to speed when you charge or run.
Elemental Origin: You have elemental origin.
Dragonborn Fury: +1 to attacks while bloodied.
Quick Swap: Once during each of your turns, you can take a free action to draw or stow a weapon and then draw another weapon.
Ironwrought Level 5 Feature: While you are bloodied you have resist 2/4/6 to all damage.
Berserker's Fury: Once per day as a free action, you can gain a +2 bonus to damage rolls until the end of the encounter.
Battlecrazed Fullblade +1: While you are bloodied you deal 1d6 damage when you hit with this weapon. This weapon also deals an extra 1[W] damage on a critical hit.
Badge of The Berserker: When charge, your movement made as part of the charge doesn't provoke opportunity attacks.
Iron Armbands of Power: Gain a +2 item bonus to melee damage rolls.
Lorelai notices the prince and princess in trouble across the road, and quickly disposes of the larger of her foes. Avoiding the other, she rushes to their aid, ready to strike back if either beast tries to attack one of the royal siblings. Why are they being left alone over here? This seems reckless."Keep fighting, prince," she says once she nears. "They are only beasts, and need not be feared."
Standard Action: Recovery Strike on Direwolf 6
Attack: 33 vs AC
Hit: 11 radiant damage and dead. Per my weapon's property, I gain 6 THP. (If not dead for some reason, the next ally to hit it before the end of my next turn regains 4 hp.)
Free Action: Mercurial Mind (heroic tier) on hit
Effect: I shift to (L, 11)
Free Action: Lifeblood on death of Direwolf 6
Effect: I gain +2 to attacks until the end of my next turn.
Move Action: Move to (F, 10), avoiding OAs. Wolf 10 and Direwolf 4 are now subject to my Defender Aura.
Minor Action: Healing Word on Edward
Effect: Edward spends a healing surge and regains 7 additional hp, for a total of 17 hp healed, and is no longer bloodied. Edward gains +2 to attacks until the end of my next turn.
Note: I punish shifts, moves, and attacks that don't target me on anything adjacent to me, either via OA (for move) or Righteous Radiance (shifts and attacks not targeting me).
MBA: +12 vs AC, 1d12+6 damage RBA: +6 vs AC, 1d4+1 damage Righteous Radiance: 6 radiant damage
Resistances:
7 necrotic
Vulnerabilities: None
Saves: None
Active Effects:
+2 to defenses against OAs
Targets I grant surges to get +2 to attacks until my EONT
I gain 6 THP when I slay a non-minion
I move first (free action) if not highest initiative
My crits deal max damage +1d12+1d8 damage
Divine Sanction: Enemies subject to my divine sanction are marked and take 6 radiant damage the first time each round that they make an attack that doesn't include me as a target.
Defender Aura: While active, enemies within an aura 1 who are not marked take a -2 penalty to attack rolls that don't include me )or someone else with a defender aura active) as a target. Enemies subject to this aura provoke Righteous Radiance when making such an attack or shifting, as well as the standard opportunity attack for moving.
Battle Cleric's Lore: I have a +2 shield bonus to AC, and proficiency in scale armor. Whenever I use a cleric healing power to allow a target to spend a healing surge, that target gains +2 to attacks until the end of my next turn.
Virtue of Valor (Hybrid): +4 to initiative and my healing surge value increases by 2.
Blood Dependency: When bloodied my healing surge value drops by 2.
Living Dead: If an effect affects living creatures and undead creatures in different ways, I get to decide which one applies to me.
Necrotic Resistance: I have 5 + 1/2 my level necrotic resistance.
Vampiric Heritage: I can take Vryloka utility powers in place of other utility powers granted by my class.
Transcendent Order Level 1 Feature: +2 to initiative. When I roll initiative and do not get the highest result, I can use a free action to move up to my speed before everyone else's turns begin.
Transcendent Order Level 5 Feature: +2 to acrobatics and athletics
Monastic Disciple: I gain a monk flurry of blows power as an encounter power, and can use monk implements.
Heavy Blade Expertise: I gain a +2 to defenses against OAs.
Fluid Motion: +1 to speed, +2 at paragon tier.
Sentinel Marshal Honor Blade +1:
* My critical hits with this weapon deal max damage +1d12+1d8 damage, instead of just max damage.
* Gain +1 to initiative
* When I reduce a non-minion to 0 hp I gain 6 temporary hit points.
Healer's Brooch +1: When I use a power to allow a target to regain hit points they regain +1 additional hit points.
Mercurial Mind (heroic tier): +1 speed when not bloodied.
Moving back into the fray somewhat Mazera casts another crackling net into the woves, badly shocking one, while another collapses to the ground convulsing as its eyes begin to boil and melt. He sees Evaline beginning to falter slightly, and calls out some encouragement to her. "Come now, the end is upon us! Gather your wits, and strike well!"
Standard Action:Static Charge
Attack on Dire Wolf 4: 23 vs Reflex... Hit
Attack on Wolf 10: 24 vs Reflex... Hit
Damage: 17 lightning damage
+3 extra lightning damage on Dire Wolf 4 from vulnerability for a total of 20 lightning damage.
One enemy adjacent to my target takes 5 extra lighting damage (not applicable).
Wolf 10 just dies. Explodes and dies. Terribly.
Minor Action:Majestic Word on Evaline
Evaline spends a healing surge and gains an additional 5 hp, granting 20 hp and bringing her back up to 45 hp, unbloodying her. I slide Evaline 1 square. (you choose where to slide her, Jake.)
Arcane Blood: You gain a +1/+2/+3 racial bonus to the damage rolls of your arcane attack powers. Bozak Instinctive Flight: You gain a fly speed of 6 squares (altitude limit 1). You cannot use this fly speed if you are carrying over a normal load. You must land at the end of your turn. Dragon Breath Lightning: Dragon Breath does lightning damage. Elemental Bolt: This power can be used as a ranged basic attack.
Staff Expertise: You gain a +1/+2/+3 feat bonus to attack rolls of implement powers and weapon powers you use with a staff. In addition, when you make a ranged or area attack with a staff as an implement, you don't provoke OA's for doing so. Superior Implement Training (Lancing Dagger): You can use the Lancing Dagger superior implement. Draconian Wings: You ignore the speed penalty for heavy armor, and your Instinctive Flight's altitude limit is increased to 2. Mark of Storm: Whenever you hit an enemy with a thunder or lightning power, you can slide that enemy one square. You gain a +1 bonus to speed while flying. You can master and perform the Endure Elements, Enhance Vessel, Summon Wind, and Walk on Water rituals as if you had the Ritual Caster feat.
Cloak of Distortion +1:You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item's enhancement bonus. Summoned Cloth Armor +2: At-will power. Minor Action to banish the armor, and another Minor Action at any time to summon the armor as if you had donned it normally. Bracers of the Perfect Shot (Heroic Tier): When you hit with a ranged basic attack, add +2 to the damage roll. Fey Strike Lancing Dagger +1:
Encounter power, Standard Action
Effect: You make a MBA as a ranged 20 attack with this weapon.
Daily Power, Free Action
Trigger: You hit an enemy with an attack using this weapon.
Effect: Teleport the target 10 squares to a space adjacent to you.
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
Edward nods to Lorelai in thanks for her kind words. He stands and raises his sword high, bringing it crashing down on the wolf threatening him and Evaline, opening it up for further punishment from his companions.
Intuitive Strike on Dire Wolf 4: 12(1d20) +10 = 22 Forgot the +2 that's 24.
Damage: 3(1d8) +1 = 4
Dire Wolf 4 is now granting +2 to any attack roll from my allies until my next turn.
Class Feats:
Battlefront Leader - Gain proficiency with Heavy Shield and gain the Battlefront Shift power.
Resourceful Presence - When an ally uses an action point to attack, depending on the result of the attack, one of two effects happen. If the attack hits, the ally gains one-half my level + my intelligence modifier damage (3). If it misses, the ally gains one-half my level + my charisma modifier temp HP (3).
Racial Traits:
Dragonborn Fury - Gain +1 to attack rolls while bloodied.
Dragonic Heritage - Healing Surge equals One-Quarter Maximum hit points + Constitution modifier (0).
Notable Feats:
Lend Strength - On granting an attack, Ally gains a +2 attack bonus to the roll.
Armored Warlord - Gain proficiency with Scale mail, gain one healing surge.
Improved Resources - Add 2 to both damage and temp hit points granted by Resourceful Presence.
Heavy Blade Expertise - +1 to attack rolls with a heavy blade, +2 all defenses against OAs.
Student of Divine Runes - Gain access to the Runes of Mending Runepriest Power, gain training in Religion.
As Lorelai, Mazera and Edward all attack, they each manage to kill one of the beasts, leaving a lone wolf, which bites at Basil. However the fairy easily dodges the snarling teeth and the wolf falls on the aftermath of Ser Bresda's pounding of the ground, knocking the creature to the floor.
Dire Wolf: These are the older wolves in the pack. They bear scars of previous battles and hunts. They have fought their way to the top of the pack's pecking order.
Wolf: These are the young wolves in the pack. Smaller and less experienced, they're at the bottom of the pack.
29 Lorelai (F, 10) | HP: 40/48 | THP: 6 | Surges: 9/10 | AP: 1/1 | Defender Aura active, +2 to attacks until EONT, Stone Fist Flurry of Blows, Call of Challenge, Healing Strike, Lifeblood, Healing Word, Sentinel Marshal Honor Blade +1, Mercurial Mind (heroic tier)
26 Mazera (H, 10) | HP: 50/50 | Surges: 10/10 | AP: 1/1 | Elemental Escalation, Dragon Breath, Majestic Word
24 Edward (E, 8) | HP: 38/43 | Surges: 6/8 | AP: 0/1 | +2 to attacks until the end of Lorelai's next turn, Devastating Offensive, Hammer and Anvil, Inspiring Word (1/2)
21 Wolf 6 (O, 10) | HP: 1/1 | marked by Bresda, slowed, unable to shift TENT, prone
17 Basil (N, 10) | HP: 37/43 | Surges: 6/6 | AP: 1/1 | partial concealment against ranged and melee attacks, +2 to AC to the first attack made against him in the encounter, CA against every enemy with ally adjacent until EONT, Backstab (1/2)
13 Bresda (L, 10) | HP: 58/63 | Surges: 14/14 | AP: 1/1 | +2 damage to attack rolls, aura until EONT, Rough Strike, Takedown Strike, Beserker's Fury, Earth-Shaking Rend
12 Evaline (F, 11) | HP: 45/53 | Surges: 10/11 | AP: 1/1 | +2 to charge speed and charge attack rolls, Dragonfear
Dire Wolf 1 (F, 8) | HP: -73/?? | Dead Dire Wolf 2 (H, 11) | HP: -75/?? | Dead Dire Wolf 3 (M, 10) | HP: -85/?? | Dead Dire Wolf 5 (E, 9) | HP: -83/?? | Dead Dire Wolf 6 (O, 12) | HP: -75/?? | Dead Dire Wolf 4 (F, 9) | HP: -71/?? | Dead
Two-Handed Weapon Expertise: +1 to damage rolls of charge attacks with two-handed melee weapons.
Fast Runner: +2 to speed when you charge or run.
Elemental Origin: You have elemental origin.
Dragonborn Fury: +1 to attacks while bloodied.
Quick Swap: Once during each of your turns, you can take a free action to draw or stow a weapon and then draw another weapon.
Ironwrought Level 5 Feature: While you are bloodied you have resist 2/4/6 to all damage.
Berserker's Fury: Once per day as a free action, you can gain a +2 bonus to damage rolls until the end of the encounter.
Battlecrazed Fullblade +1: While you are bloodied you deal 1d6 damage when you hit with this weapon. This weapon also deals an extra 1[W] damage on a critical hit.
Badge of The Berserker: When charge, your movement made as part of the charge doesn't provoke opportunity attacks.
Iron Armbands of Power: Gain a +2 item bonus to melee damage rolls.
With the last wolf trembling under the shaky ground, Ser Bresda steps up and puts it out of its misery with a heavy crack of his hammer. Instantly, the earth beneath stops its vicious quaking and stands calm again.
Second Wind [_] Incredible Toughness [_] Takedown Strike [x] Rough Strike [x] Roots of Stone [_] Amulet of Life +1 [_]
__________________________________
Form of Winter's Herald [_] Earth-Shaking Rend [x] Nature Sense [_] Berserker's Fury [x] Item Daily [_]
Consumables:
List things such as potions and other consumable items here. If none, just write "None."
Feature: Explanation of feature. These should be any passive effects that are more than a flat increase to attack, defense, hp, or a skill (such as being able to use perception for initiative rolls), any effect that are triggered by certain other effects (such as an attack boost vs bloodied foes), and so on. If it is relevant info that is not directly represented elsewhere in the combat block or in your character sheet, it needs to go here.
Item Feature: Explanation of feature. These should be any effects listed as 'Property' on a magic item, as well as any specific traits of the item itself (such as Brutal and other effects on certain weapons, special effects from superior implements, etc.). Again, if it is relevant it needs to be listed.
With no sign of any more wolves, Evaline wipes the blood from her sword before stowing it away. "Well that was certainly different to training in the yard," she says, catching her breath for a moment.
Two-Handed Weapon Expertise: +1 to damage rolls of charge attacks with two-handed melee weapons.
Fast Runner: +2 to speed when you charge or run.
Elemental Origin: You have elemental origin.
Dragonborn Fury: +1 to attacks while bloodied.
Quick Swap: Once during each of your turns, you can take a free action to draw or stow a weapon and then draw another weapon.
Ironwrought Level 5 Feature: While you are bloodied you have resist 2/4/6 to all damage.
Berserker's Fury: Once per day as a free action, you can gain a +2 bonus to damage rolls until the end of the encounter.
Battlecrazed Fullblade +1: While you are bloodied you deal 1d6 damage when you hit with this weapon. This weapon also deals an extra 1[W] damage on a critical hit.
Badge of The Berserker: When charge, your movement made as part of the charge doesn't provoke opportunity attacks.
Iron Armbands of Power: Gain a +2 item bonus to melee damage rolls.