Nerris is stunned out of her conversation by the shriek, and the site of the rampaging dwarf in the elven market gives her pause. She fumbles at her belt for her alhaluks, costing her precious seconds as the mad dwarf bears down on the group.
Aldalec was far too busy enjoy his slightly elevated view and the wide range of sizes and shapes of plunging necklines in the marketplace to pay much attention other than to the exercise of long years of practice of keeping light hands off of his wealth.
Male Human Valorous Bard Level 3 Languages: Common, Giant Athasian Minstrel
Vitals: Medium, 5'7" tall, 145 lbs Age: 22
Senses: Insight: 15 Perception: 15
Powers and Stats:
Encounter Powers [_] Second Wind [_] Poisoned Strike [_] Words of Friendship [_] Majestic Word [_] Majestic Word [_] Focused Sound [_] Song of the New Dawn
Wild Talent(s) Object Projection
At-Wills Arcane Defiling Cutting Words Vicious Mockery Staggering Note
Daily Powers [_]Action Point [_]Stirring Shout [_]Canon of Avoidance
Virtue of Valor Once per round, when any ally within 5 squares of you reduces an enemy to 0 hit points or bloodies an enemy, you can grant temporary hit points to that ally as a free action. The number of temporary hit points equals 1 + your Constitution modifier (+4) at 1st level SONG OF REST When you play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier (+5) with each healing surge. A character can be affected by only one Song of Rest at a time.
ROUSING VOICE Heroic Tier Prerequisite: Human, bard Benefit: When an ally within 10 squares of you uses second wind, he or she gains also temporary hit points equal to your Charisma modifier. (+5)
The dwarf keeps on screaming and starts running through the crowd at an unnatural speed for someone from his race. He punches Nerris in the stomach with impressive strength, dropping her to her knees and moves on before she can react. Next he dashes toward Aldalec and elbows the bard in the ribs. Aldalec lands a blow with his sword that the dwarf ignores as he moves on to his next random target, T'Chai. The frenzied dwarf drops the Thri-Kreen with one blow and then showers his surprised target with a flurry of inaccurate but powerful blows.
Crazed Dwarf's turn: Move: to AA18 Standard: Rampage Dwarf can move up to 7 and go through your squares. Every time he does, he does a slam attack. If you are hit, you will also fall prone. Dwarf also gains 5 resist all during the move.
Rampage move: Through Nerris, Aldalec and TC'hai to finish in Z14 Nerris: hit for 9 damage + prone Aldalec: hit for 15 damage + prone T'Chai: hit for 14 damage + prone
Larger Version triangles are difficult terrain it take an athletics check DC14 to climb on a wagon, fighting from the top of a wagon a target on the ground grants CA. Squares with people are impassable
Used Powers: Crazed Dwarf: AP 1/2, Rampage Fiona HS 0/11, AP 0/1 Nerris HS 0/8, AP 0/1 Aldalec HS 0/9, AP 0/1 Sand HS 0/11, AP 0/1 T'Chai HS 0/7, AP 0/1
T'Chai clacks in surprise as he pulls himself to his feet. He wheels his smaller arms in a frenzy but the dwarf blocks all the claws. What the dwarf doesn't see is T'Chai's stronger upper arms pulling back on his bow and firing point blank at the dwarf. As the arrow thunks home, the insectoid skitters away, putting some distance between himself and the maniac.
Standard: Escaping Shot (power does not provoke OA): Crit: 22 psychic damage, the target is dazed until the end of T'Chai's next turn, and T'Chai shifts to Z,18
AC: 16 Fort: 11 Reflex: 15 Will: 17 HP: 19/42 Healing Surges Remaining: 7/7 (10) Init +4, Speed: 7 Status: Action Points: 1/1 [ ] Other combat related info: - Can shift as a minor action. - Once per turn, can stow or retrieve an item or weapon as a free action. PowersShow
Standard Action Ranged Weapon (20/40) Target: One Creature Attack: +10 vs AC Hit: 1d10+6 damage and the target and each enemy adjacent to it take a -2 penalty to attack rolls until the start of your next turn. Note: +1 to damage rolls against a single creature that is not adjacent to any other creature.
Standard Action Ranged Weapon (20/40) Target: One Creature Special: Choose cold, fire, lightning, or thunder whenever you use this power. Your choice determines the power's damage type. Attack: +10 vs AC Hit: 1d10+6 damage of the chosen type. Until the end of your next turn, any creature that starts adjacent to the target takes 3 (DEX mod) damage of the chosen type. Note: +1 to damage rolls against a single creature that is not adjacent to any other creature.
Standard Action Ranged Weapon (20/40) Target: One Creature Attack: +10 vs AC Hit: 1d10+1d6+6 damage and the target can't benefit from cover, concealment, or total concealment, and enemies take a -2 penalty to attack rolls while within 5 squares of the target. Note: +1 to damage rolls against a single creature that is not adjacent to any other creature.
Starndard Action Melee or Ranged Weapon Target: One creature Attack: +10 vs AC Effect: If you use this power while you are not adjacent to any of your allies, you can shift 1 square before or after the attack. Hit: 1d10+6. If you have combat advantage against the target, you deal extra damage equal to you highest ability modifier (+5).
Minor Action Melee 1 Target: One, two or three creatures Attack: +10 vs AC Hit: 1d8+6. You gain a bonus to the attack roll equal to the number of targets.
Minor Action Close Burst 1 Target: Each enemy in burst Effect: You push each target 1 square, and each target is slowed until the end of your next turn.
Free Action Personal Trigger: You miss a creature with a ranged attack. Effect: You make a ranged basic attack against an enemy within 5 squares of the creature you missed, using that creature's space as the attack's origin square. Special: You regain the use of this power when you spend an action point.
Standard Action Ranged Weapon Target: One creature Attack: +10 vs Will Hit: 1d10+6 psychic damage, and the target is dazed until the end of your next turn. Effect: You shift 3 squares. Special: Making this attack does not provoke an opportunity attack from the target.
Free Action Personal Trigger: You start your turn while not adjacent to any of your allies. Effect: You can make a saving throw with a bonus equal to your primary ability modifier (+5). If the saving throw fails, you do not expend this power.
Minor Action Close Burst 1 Target: Each enemy in burst Effect: You push each target 1 square, and each target is slowed until the end of your next turn.
triangles are difficult terrain it take an athletics check DC14 to climb on a wagon, fighting from the top of a wagon a target on the ground grants CA. Squares with people are impassable
"Ha ha! Now it seems more like Raam." laughed the bard regaining his feet and looking about the bazaar for the master controlling the puppet's strings. Unless there was a lone dwarven assassin which he highly doubted having dealt with back alley politics in a few cities.
"I suspect mind magic, try to not kill him if possible." he called out to his companions as he tried to get a quick read on the crowd. People everywhere tended to give more information by body and facial language than they knew.
Male Human Valorous Bard Level 3 Languages: Common, Giant Athasian Minstrel
Vitals: Medium, 5'7" tall, 145 lbs Age: 22
Senses: Insight: 15 Perception: 15
Powers and Stats:
Encounter Powers [_] Second Wind [_] Poisoned Strike [_] Words of Friendship [_] Majestic Word [_] Majestic Word [_] Focused Sound [_] Song of the New Dawn
Wild Talent(s) Object Projection
At-Wills Arcane Defiling Cutting Words Vicious Mockery Staggering Note
Daily Powers [_]Action Point [_]Stirring Shout [_]Canon of Avoidance
Virtue of Valor Once per round, when any ally within 5 squares of you reduces an enemy to 0 hit points or bloodies an enemy, you can grant temporary hit points to that ally as a free action. The number of temporary hit points equals 1 + your Constitution modifier (+4) at 1st level SONG OF REST When you play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier (+5) with each healing surge. A character can be affected by only one Song of Rest at a time.
ROUSING VOICE Heroic Tier Prerequisite: Human, bard Benefit: When an ally within 10 squares of you uses second wind, he or she gains also temporary hit points equal to your Charisma modifier. (+5)
Fiona moves in next to Sand, hoping to contain the dwarf and prevent more mayhem. She lifts the maul and swings at the short fellow, snarling, "Nobody touches my bug!"
Move: stand from prone Minor: Switch to aspect of the pack wolf Standard: Charge into square AA16, attacking the dwarf with +1 hit, +2 damage for stance Charge + DWA (1d20+12=32, 2d4+7=13, 1d20+11=21, 2d4+7=11) Crit (1d6=5) First attack crits for 20 total, second hits 21 vs AC for 11 damage.
Flashing Blade Mastery: You gain a +1 bonus to weapon attack rolls when you wield a light blade in your off-hand. Attack Finesse: Use Dex instead of Str when making attack and damage rolls for melee basic attacks.
Free Action, Spiked Chain Requirement: You must be wielding two melee weapons Trigger: You hit with a MBA on your turn Target: One Creature Attack: +10 vs. AC Hit: 2d4 + 5 damage
Minor Action, Stance Target: Personal Effect: -You do not provoke OAs when leaving squares adjacent to your allies. -When you make a Basic Attack against an enemy adjacent to two or more of your allies, you gain a +1 power bonus to the attack roll. You also gain a power bonus to the damage roll equal to the number of allies adjacent to the enemy.
Minor Action, Stance Target: Personal Effect: -You gain a +2 power bonus to Stealth checks. -You gain a +5 power bonus to Athletics checks to climb. -While you have combat advantage against an enemy, you gain a +2 power bonus to damage rolls against it.
No Action, Spiked Chain Trigger: You hit an enemy with a MBA using a weapon Target: The enemy you hit Effect: The target takes 1[W] extra damage from the triggering attack
Standard Action Ranged 10 Target: One creature Attack: +6 vs. Ref Hit: 1d8 + 5 psychic damage, and and your attacks against the target before the end of your next turn can score a critical hit on a roll of 18-20.
Fiona swings wide, but Nerris strikes true. The Dward show an absolutely unnatural resilience, and you wonder what could be fueling such rage. still are handed, he jumps at Sand's throat to pull it out, but misses. Still, when his feet hit the ground he delivers a mighty punch to the Half-Giant's stomach. meanwhie, the crowd around you is paralyzed with fear.
Aldalec: Only perception would help you and you don't see anything. Focused sound had +2 from CA, for 20 vs Ref, Hit! 16 Damage. And the Dwarf can be critted on 18-20 rolls. Bluff is good and no one wants to lynch the arcanist that you are!
Fiona Misses.
Nerris crits for 20 damage and hits for 11.
Crazed Dwarf's turn: Recharge: Fail! Standard: Double Attack on Sand: Miss and Hit, for 10 Damage.
triangles are difficult terrain it take an athletics check DC14 to climb on a wagon, fighting from the top of a wagon a target on the ground grants CA. Squares with people are impassable