On Puget Sound
First Post
Time for your bath, Smokey. Chizz presses the monster back to the edge of the bridge, but the skeleton parries. As the skeleton swings in response, a startled rat bursts out from one of the drainage holes along the edge of the bridge. The unlucky rodent gets too close to the skeleton and bursts into flame, running and squealing. The undead glances at it, giving Chizz the lucky opening he needs to hit. As the creature tumbles into the surf, Chizz rolls on the pavement to put out the flames and moves closer to his comrades. I got mine, what's taking you so long? Is that fighting or dancing? His strained movement shows his injuries, but there is a wide grin on his face.
START OF TURN: 5 ongoing fire, now 6 HP left.
STANDARD: Duelist's flurry vs B1 - MISS by 1 - activate Lucky Charm - HIT instead, for 15 and SLIDE off the bridge. Chizz shifts to D6 as part of the attack.
MOVE: to J6
END OF TURN: save vs ongoing damage. SUCCESS.
[sblock='Status: I got mine! Ummm, can anyone heal?']
Hp 6/39, surges 7/7
AC 19, fort 18, ref 18, wil 14
Action points: 0/1 Second wind: available
Resist 5 vs swarms, move through swarm squares, no OA from swarms.
Sneak attack: +2d6+4. Nimble blade: +1 attack with CA when using light blade.
twin strike +10, d6+1 vs AC melee, HQ possible. OR:
+9, d10+1 ranged, and target is -2 to ranged and area attacks til EONT (longbow power). HQ possible.
duelist's flurry +10, 4 damage vs AC, slide target 1, shift 1. SA possible. Get sneak damage even without CA.
fast hands free. once per round. draw or stow a weapon.
paired katar minor. turn 1 katar into 2, or vice versa.
hunter's quarry minor. quarry closest visible enemy. quarry takes +1d6 damage once per round when hit by a ranger power.
furious assault free, trigger: you hit an enemy. Add 1(w) or 1d8 to damage.
off hand strike minor, melee. +10 vs AC, 1d6+5. HQ possible.
nasty backswing free, melee. trigger: you miss w a melee attack. +10 vs AC, 1d6+9, shift 1. SA possible.
duelist's prowess minor, stance. Each time an adjacent enemy attacks you, duelist's prowess attack : +10 vs Reflex, 1d6+5. SA possible.
lucky charm free. trigger: you miss. add 1d6 to the attack roll.
breach bracers free. trigger: you hit in melee. target is vulnerable 5 vs the next attack that hits it before EONT.
potion of healing minor. heal 10 points, lose a surge. [/sblock]
START OF TURN: 5 ongoing fire, now 6 HP left.
STANDARD: Duelist's flurry vs B1 - MISS by 1 - activate Lucky Charm - HIT instead, for 15 and SLIDE off the bridge. Chizz shifts to D6 as part of the attack.
MOVE: to J6
END OF TURN: save vs ongoing damage. SUCCESS.
[sblock='Status: I got mine! Ummm, can anyone heal?']
Hp 6/39, surges 7/7
AC 19, fort 18, ref 18, wil 14
Action points: 0/1 Second wind: available
Resist 5 vs swarms, move through swarm squares, no OA from swarms.
Sneak attack: +2d6+4. Nimble blade: +1 attack with CA when using light blade.
twin strike +10, d6+1 vs AC melee, HQ possible. OR:
+9, d10+1 ranged, and target is -2 to ranged and area attacks til EONT (longbow power). HQ possible.
duelist's flurry +10, 4 damage vs AC, slide target 1, shift 1. SA possible. Get sneak damage even without CA.
fast hands free. once per round. draw or stow a weapon.
paired katar minor. turn 1 katar into 2, or vice versa.
hunter's quarry minor. quarry closest visible enemy. quarry takes +1d6 damage once per round when hit by a ranger power.
duelist's prowess minor, stance. Each time an adjacent enemy attacks you, duelist's prowess attack : +10 vs Reflex, 1d6+5. SA possible.
breach bracers free. trigger: you hit in melee. target is vulnerable 5 vs the next attack that hits it before EONT.
potion of healing minor. heal 10 points, lose a surge. [/sblock]
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