The clash of blades, the grunts and shouts, the stamping feet and flying spatters of blood all fall into a strangely predictable pattern as Chizz focuses on the melee. The world seems to slow down as he views the battle as if a spectator in his own body, studying each combatant's moves.
Once he sees where to strike, he lashes out, catching the dwarf unawares. His follow-up strikes, though, are deflected by his foe's armor. With a distinctly un-orclike air of patience, Chizz takes up a guarded stance, ready to answer any incoming attacks. He knows he can win any fight if his foe makes a mistake before he does.
MINOR: Enter duelist's prowess stance. Until the stance ends, each time an enemy hits or misses Chizz, Chizz gets an immediate interrupt attack vs. REFLEX, +9 for 1d6+4, plus 2d6+4 if he has not dealt sneak attack damage this round and he has combat advantage.
MINOR: Off-Hand Strike vs Dwarf
26 hits for 11 damage, including quarry.
STANDARD: duelist's flurry vs Dwarf
misses.
FREE: nasty backswing vs dwarf (trigger: you miss with a melee attack)
also misses. Sneak attack still available for a duelist's prowess interrupt attack.
[sblock='ministats']
Chizz
hp 39,
+8 temp hp
ac 18
fort 17, ref 17, wil 13
+2 defenses while within 3 squares of Asterion; +1 attack vs foes that are adjacent to Asterion.
passive perception 18, insight 13
action point available
second wind available
duelist's prowess daily used - stance active
off hand strike encounter used
nasty backswing encounter used
tumble encounter available
vicious assault encounter available
[/sblock]
Q: When Asterion entered the Rune of Destruction, did we lose the +2 defenses to gain the +1 attack, or do we have both?