So we're just waiting on hearing back from the prospective DM now?
Also, updated char sheet for Deacon. And mini sheet. And powers list now.
[sblock=stats]Deacon Ambersharn - Human Knight
Initiative 13 - Passive Perception 16 - Passive Insight 16 - Senses Normal
AC 30 - Fortitude 30 - Reflex 24 - Will 25
HP 97/97 - Bloodied 48 - Surge Value 24 - Surges left 12/12
Action Points 1 - Second Wind Not Used
Current Stance:
[sblock=Powers]
Defender Aura
Battle Guardian
Hammer Hands
Defend the Line
Cleaving Assault
Power Strike (2/2)
Come and Get It
Glowering Threat
Dauntless Endurance
Shield Block
Hold Your Ground
Destined for Greatness
[sblock=Power Descriptions] Defender Aura:
Aura * Personal
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. When in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.
Battle Guardian:
Martial * Personal
Trigger: An enemy subject to your defender aura shifts or makes an attack that targets an ally of yours but not you or an ally who has an active defender aura.
Effect: You make a melee basic attack against the triggering enemy. If the attack misses, the enemy still takes damage equal to your strength modifier.
Cleaving Assault:
Martial, Stance * Personal
Effect: You assume the cleaving assault stance. Until the stance ends, whenever you hit with a melee basic attack using a weapon, one enemy adjacent to you other than the target of that attack takes damage equal to your constitution modifier.
Defend the Line:
Martial, Stance * Personal
Effect: You assume the defend the line stance. Until the stance ends, whenever you hit an enemy with a melee basic attack using a weapon, that enemy is slowed until the end of your next turn.
Hammer Hands:
Martial, Stance * Personal
Effect: You assume the hammer hands stance. Until the stance ends, whenever you hit an enemy with a melee basic attack using a weapon, you can use a free action to push that enemy 1 square and then shift the same distance to a square adjacent to the enemy.
Power Strike:
Martial, Weapon * Personal
Trigger: You hit an enemy with a melee basic attack using a weapon.
Target: The enemy you hit.
Effect: The target takes an additional 1[W] damage.
Staggering Hammer: If you perform a Power Strike with a hammer, the target is also immobilized until your next turn or until you are no longer adjacent to it, and grants combat advantage to you until the end of your next turn.
Come and Get It
Martial, Weapon * Close burst 3
Target: Each enemy you can see in the burst
Attack: Strength vs. Will
Hit: You pull the target up to 2 squares, but only if it can end the pull adjacent to you. If
the target is adjacent to you after the pull, it takes 1[W] damage.
Glowering Threat:
Martial * Close Burst 2
Target: Each enemy in the burst.
Effect: Until the end of your next turn, each target takes a -5 penalty to attack rolls against any creature other than you.
Dauntless Endurance:
Martial * Personal
Trigger: You make a saving throw and dislike the result.
Effect: You can reroll the saving throw but must use the second result.
Shield Block:
Martial * Melee 1
Trigger: An attack hits or misses you or an ally adjacent to you and deals damage.
Target: The character hit or missed by the triggering attack.
Effect: The damage is reduced by 2d10 + you constitution modifier.
Hold Your Ground:
Martial * Personal
Trigger: You are pushed, pulled, slid, or knocked prone.
Effect: You are not pushed, pulled, slid, or knocked prone.
Destined for Greatness:
Healing * Personal
Trigger: You fail a saving throw and you are not dying.
Effect: You reroll the saving throw with a +4 power bonus. In addition, you can spend a healing surge.
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