VanderLegion
First Post
Sha'kar backs further away from the rest of the combatants and looses a bolt from his crossbow at the Queen.[sblock="actions"]Move: to W57
Standard: Magic weapon vs queen - hit for 4 damage (weakened)
Save vs weakened/slowed - Success[/sblock][sblock="Stats"]Sha'kar Menoth Male Genasi Artificer
Initiative: +2, Passive perception: 20, Passive Insight: 14, Senses: Normal
Defenses:
AC: 19, Fort: 17, Reflex: 16, Will: 16
Resist 5 Psychic
Vitality
HP: 31/46, Bloodied: 20, Surge Value: 11, Surges Left: 4/10
Action Points: 1/1, Second Wind: unused
Languages:
Allarian, Tsugo
Basic Attacks:
Melee Basic Attack: +4 vs AC - Quarterstaff 1d8
Ranged Basic Attack: +5 vs AC - Point Blank Repeating Crossbow +1: 1d8+1
Powers:
At-Will: Magic Weapon, Thundering Armor
Encounter: Burning Weapons, [-]Shocking Feedback[/-], [-]Healing Infusion: Curative Admixture[/-], [-]Healing Infusion: Resistive Formula[/-], Void Assumption
Daily: Icebound Sigil, [-]Restorative Infusion[/-]
Item: Point Blank Repeating Crossbow +1 (Encounter), Warmage's Uniform Leather Armor +1 (Daily), Alchemist's Fire (0/0), Tethercord (1/1)
Weapons:
Quarterstaff - 1d8
Point Blank Repeating Crossbow +1 - 1d8+1 (Equipped)
Current magazine: 4 bolts
Full Magazines Remaining: 13
Conditions:
Crossbow Caster - Use Crossbow as implement for implement attacks
Voidsoul - Resist 5 Psychic damage
Arcane Empowerment - Empower magic item once per day + once per milestone (Augment Energy or Impart Energy)
Augment Energy - A weapon gains a +4 bonus as a free action once. A weapon can't be infused twice (lasts until next extended rest or until used)
Impart Energy - Recharge a daily magic item. An item can't be recharged twice in a day.
Arcane Rejuvenation - When an ally uses a daily magic item they gain 4 temporary hit points.[/sblock]
Standard: Magic weapon vs queen - hit for 4 damage (weakened)
Save vs weakened/slowed - Success[/sblock][sblock="Stats"]Sha'kar Menoth Male Genasi Artificer
Initiative: +2, Passive perception: 20, Passive Insight: 14, Senses: Normal
Defenses:
AC: 19, Fort: 17, Reflex: 16, Will: 16
Resist 5 Psychic
Vitality
HP: 31/46, Bloodied: 20, Surge Value: 11, Surges Left: 4/10
Action Points: 1/1, Second Wind: unused
Languages:
Allarian, Tsugo
Basic Attacks:
Melee Basic Attack: +4 vs AC - Quarterstaff 1d8
Ranged Basic Attack: +5 vs AC - Point Blank Repeating Crossbow +1: 1d8+1
Powers:
At-Will: Magic Weapon, Thundering Armor
Encounter: Burning Weapons, [-]Shocking Feedback[/-], [-]Healing Infusion: Curative Admixture[/-], [-]Healing Infusion: Resistive Formula[/-], Void Assumption
Daily: Icebound Sigil, [-]Restorative Infusion[/-]
Item: Point Blank Repeating Crossbow +1 (Encounter), Warmage's Uniform Leather Armor +1 (Daily), Alchemist's Fire (0/0), Tethercord (1/1)
Weapons:
Quarterstaff - 1d8
Point Blank Repeating Crossbow +1 - 1d8+1 (Equipped)
Current magazine: 4 bolts
Full Magazines Remaining: 13
Conditions:
Crossbow Caster - Use Crossbow as implement for implement attacks
Voidsoul - Resist 5 Psychic damage
Arcane Empowerment - Empower magic item once per day + once per milestone (Augment Energy or Impart Energy)
Augment Energy - A weapon gains a +4 bonus as a free action once. A weapon can't be infused twice (lasts until next extended rest or until used)
Impart Energy - Recharge a daily magic item. An item can't be recharged twice in a day.
Arcane Rejuvenation - When an ally uses a daily magic item they gain 4 temporary hit points.[/sblock]
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