Tyris slowly rises and brushes himself off, taking in his surroundings as he does so. He has no idea what just happened or where he is. The angry buzzing sound is unfamiliar, and slightly worrying, whereas the sounds of combat from the other direction are reassuringly familiar, so he decides that is the best way to investigate first. Wanting to remain unnoticed until he has gotten an idea of what is happeneing, Tyris stealthily moves up behind a tree where he can get a view of the combat. Seeing a group under attack by a bear, he slowly eases his dagger and rapier from their hiding places beneath his cloak and prepares for combat.
[sblock="Actions"]
Move: To D1 and Stealth Check -
1d20+6=23
Standard: Move to E2 (Only 2 squares, no need for a new stealth roll)
Free: (Quick Swap) Draw dagger and rapier[/sblock]
[sblock="OOC"]Thanks for letting me join everyone

. And my bear hunting went better than Spider's in that I didn't get a Bear Hug, but I didn't get a bear either. Saw several, but they were way too far up the mountains to get to.
For the stealth check, its opposed by passive perception unless someone is actively looking for me, so it doesn't look like any of the players can see me, I'm assuming the bear can't either, just let me know if he does.
Also, I'm going to say I have no poison at the moment as I was going to the Hanged Man to find work, not actually expecting to do any fighting for a while so I didn't want to have incriminating poisons on my person in town just in case.[/sblock]
[sblock="Stats"]
Tyris Male Shade Executioner 1
Initiative: +4,
Passive perception: 17,
Passive Insight: 12,
Senses: Darkvision
Defenses:
AC: 17,
Fort: 13,
Reflex: 15,
Will: 15
Vitality
HP: 24/,
Bloodied: 12,
Surge Value: 6,
Surges Left: 7/7
Action Points: 1/1,
Second Wind: unused
Languages:
Allarian
Basic Attacks:
Melee Basic Attack: +7 vs AC - Rapier 1d8+4
Ranged Basic Attack: +7 vs AC - Dagger 1d4+4
Powers:
At-Will: Garrote Strangle, Poisoned Dagger, Quick Lunge, One With Shadow
Encounter: Assassin's Strike
Item: Id Moss Powder (0/0), Bloodroot Poison (0/0)
Weapons:
1 Rapier: 1d8 (Main Hand)
9 Daggers: 1d4 (Off Hand)
1 Garrote: 1d4
Conditions:
Attack Finesse: 1/turn deal 1d8/2d8/3d8 (by tier) extra dmg with a weapon attack using a one-handed weapon, garrote, blowgun, or shortbow.
Quick Swap: 1/turn draw or stow a weapon as a free action, then draw another weapon
Two-Weapon Defense: +1 bonus to AC and Reflex when holding a weapon in each hand.
Multiclass(Cutthroat): Bluff check to cause diversion to hide is a minor instead of a standard action.[/sblock]