Firil binds the strapping on his leg tighter and joins Rydan on the log.
What's that key for, do you wonder?
He asks, his breath regaining its regular tempo.
[sblock=Actions]Spend 2 surges[/sblock]
[sblock=Firil Combat Stats]AC: 16 Fort: 13 Ref: 16 Will: 13
Init: +4
PI: 12 PP:17
HP: 20/24
Surges: 6/8
[sblock=Powers]Melee Basic [Standard] - (+7 vs AC, 1d10+6 dmg)
Ranged Basic [Standard] - (+6 vs AC, 1d10+6 dmg)
Dual Weapon Attack [Free] - (+7 vs AC, 1d6+6 dmg)
Aspect of the Charging Ram [Minor] - (No OA, +2 dmg & Prone on Charge)
Aspect of the Lurking Spider [Minor] - (+2 Stealth, +5 Athletics on climb, +2 dmg w/CA)
Iron Wolf Charge [No Action] - (+1d6 original attack, Secondary: close burst 2, +4 vs Will, push 2 & -2 atk)
Power Strike [No Action] - (+1[W])
Heroic Effort [No Action] - (+4 to atk or save)
[/sblock][sblock=Features]Ambush Expertise – after Stealth roll, allies within 10 gain +2 to Stealth till end of next turn
Attack Finesse – Dex instead of Str for atk & dmg for melee basic
Mountain Guide – successful Athletics check to climb reduces DC by 2 for allies
Spinning Axe Mastery - +2 dmg when axe in off hand
[/sblock][sblock=Feats]1st Level: Axe Expertise - +1 to atk with axes, reroll dmg result of 1
1st Level: Headsman’s Chop - +5 dmg to prone target with axes/heavy blades
[/sblock][sblock=Skills]Acrobatics +9
Arcana +0
Athletics +6
Bluff +0
Diplomacy +0
Dungeoneering +2
Endurance +8
Heal +2
History +0
Insight +2
Intimidate +0
Nature +7
Perception +7
Religion +0
Stealth +9
Streetwise +0
Thievery +4
[/sblock]
[/sblock]