Shana thought watching the situation unfolded in a span of a blink, again in her adventurous life thinking "Now, here? Where ever here is?
Blocking arrows and partially garbed fools attacking me? Well, I guess its attacking us? Really isn't alone? Nor the only one surprised to be under attack too? Thank goodness for shields and armor.
Hmmm... Let's see how this play out before claiming friends and foes by this use of a modest measure and let's see if this one on my right is any value to the others but first..."
Shana stopped from pulling out of her sword and refocused her disapproval into a back-hand clash against the closest half-dress attacker using the sharp corners of her gloves to make it into a painful warning and to place a thuderous sound that announced her vantage point to every one. Shana, a professional soldier knew that this type of clashing slap against one attacker would also be felt by the other attackers, well at least the closest ones.
Minor:Activate Preservation Shield power granting all allies 10 temporary hitpoints. Free:Nature Wrath'svsP12 and is marked until the end of her next turn Minor:Divine Challenge vsM11 Minor: Taking on the Form Of Mountain Thunder: Effect: UTEOT-Encounter Shana has resist 3 to all damage, +1 bonus to AC and once/round when hitting an enemy with a melee attack, each of her marked enemy takes +4 thunder damage. Action Point:Thunder Ram Assault vsP12 (Seeking Challenge Gauntlets-weak) 22vs?? HIT: P12 takes 11 Thunder damage and M11 takes 4 (Mountain) thunder damage. Secondary Attacks:Close Blast 3 centered in N10 vsM11 26vsFort HIT 2 thunder damage and M11 is push to L12 vsM09 15vsFort IfHIT then 2 Thunder Damage and M09 is push to L08 Effect:Divine Challenge mark persists vs M11 Saving Throw: vs Weak 1d20=12 SUCCEEDS Weak condition ends. END OF TURN.
Damage Dealt: P12: 11 Thunder Damage and Marked UTEO-Shana's-NT by Nature's Wrath M11: 6 Thunder Damage and Marked until either Shana use Divine Challenge against a new target or doesn't engage target during a turn when Shana isn't on an adjacent square of the target at the end of that turn. M09:2 Thunder Damage
Click Here For Shana Zorus's Status By IPlay4E Sheet AC: 23/22 Fort: 17/17 Reflex: 15/15 Will: 15/15 Resist: 3 All Status: UTEOT-Encounter Shana has resist 3 to all damage, +1 bonus to AC and once/round when you hit an enemy with a melee attack, each enemy marked by you takes +4 thunder damage. HP: 20/34+10 Temp. hps HS: 10/10 Initiative:+0. Passive Percepton: 10 Passive Insight: 12
Other Relevant Information: Targets under Shana's Divine Challenge conditions are also subjected to her Nature's Wrath conditions and triggers also. Action Points: 0
(At-Will - Stances) []Versatile Item Power (Encounters) []Second Wind []Spirit of Athas []Bastion Of Mental Clarity [x]Thunder Ram Assault []Divine Counter (Dailies) [x][x]Action Point [x]Form Of Mountain's Thunder → [] Mountain's Thunder Attack Power [x]Preservation Shield Item Power
Challenge-Seeking Weapons: When dealing damage to a target that is at maximum hit points this weapon deals an additional 1d6 damage. Versatile Armor: As a Minor Action Shana can take a -1 AC penalty to ignore penalties to speed and checks caused by armor. This item power persists until Shana use a minor action to return the armor to normal. Warden Grasp's w/Dancing Leaves: When using warden’s grasp at-will power, Shana can teleport up to 2 squares to a square closer to the target instead of sliding it.
If L11 attacks one of Shana allies this TriggersShana's Warden's Grasp/Dancing Leaf power and feat: Effect:Shana teleports to M12. END OF OPPORTUNITY ACTION.
@MTG Forums. Contestant: A Contest Like No Other hosted by Fakeartist. An Angelic Aspect In The Wild, Wild World Of The Mata Hari's Agency.
@DnD Forums. Digital Artist In Training: What Do YOU Think MY Character Looks Like's Thread - @4e Character Development forum. Player (Osborn) - Bounty Hunter (Fighter DnDNext): DnD presents The Walking Dead @Play By Post Forum. Player (Shana Zorus) - Professional Bodyguard/Adventurer (Hybrid Warden/Paladin 4e): The Unhallowed Gate @Play By Post Haven Forum (DM by ffShadow) Player (Krist Breeze) - Twiceborn War Mage/Imbuer (Hybrid Warlord/Wizard 4e): Castle Greyhawk - @Real Adventures (DM by Icanus) Player (Blyne Munro) - Happy-Go-Lucky Scout/Explorer (Warlock 4e) Domain of Shadows-Darkness Falls - Play By Post Haven (DM by WhisperMagellan) Player (Ansmril) - Vistani Blessed Psalmist (Bard/Shaman 4e) The Dragon Below Can't Have It This Good - (And I'm The DM) DM - The Young Mercenaries/Ps'V-GoodShip Drow Diplomacy. DM - The Unlikely Diplomats/Ps'V- GoodShip Drow Diplomacy. DM - The Dragon Below Can't Have It This Good/Ps'V GoodShip Diplomacy. Referee - People Of Oz @Dorothy's Kansas Games(inactive). Oz League: The Ardent Lord w/People Of Oz @Dorothy's Kansas Games(inactive). Ps'V = The Players' Vault Forum Group In Which I'm The Owner Of.
Map Key X - Impassable @ - Burning Brazier # - Elevated areas. Difficult terrain to move onto, but not down from. ! - Mystical Engravings $ - Door
Characters A - Anyanka - Avenger|Seeker - swmabie E - Elric - Rogue - Garrdragonsbane L - Lilith - Bard - Blanket_Thunder K - Elkantar - Assassin - Hocus-Smocus R - Ruhk - Wizard - FallenIrishPhoenix I - Liana - Druid - Thiotes S - Shana - Paladin|Warden - VoyRager
Initiative 23 - 4 - Archer - 21 - 1 - Cultist - (R:8, R:10, and P:11 are slowed until Anyanka's turn.) 18 - R - Ruhk - 18+4/28 - Vicious (save ends) 18 - K - Elkantar - 19+10/28 - 17 - 2 - Archer - 16 - I - Liana - 20/27 - Ongoing 5 force damage (save ends) 14 - 5 - Archer - 13 - 3 - Archer - 13 - E - Elric - 26+8/30 - Resilient (save ends) 11 - A - Anyanka - 21+10/29 - 11 - L - Lilith - 31+10/35 - Vulnerable (save ends) 07 - 6 - Wizard - 27/??? (1 shroud, Oath of Enmity, falls prone on moving next turn.) 02 - S - Shana - 20+/34 - Warden Form (+1 AC, Resist All 3, 1/round deal deal 4 thunder damage to marked foes)
Notes Due to magical disorientation, each character is under a random effect, explained below if necessary. These are (save ends) effects. Vicious - You have a +5 bonus to damage rolls Reslient - You have Resist 5 All Vulnerable - Increase damage die rolled against this character by 1 size
Acting switfly, Shana raises a defensive buffer over he allies before releasing the furry of natures thunder on the swarming cultists, though one of her targets seems to evade any effect. Another arrow strikes out her, finally conncting with a solid blow.
Additionally, the cultists continue their frenzied assault on you. and though they are finally wearing you down a few of them also begin to finally collapses from the severity of their injuries.
Elkantar, feeling the pain of the attacks he's suffered, suddenly slips out of sight, fading into the shadow of one of his companions. He seems to appear a distance away, but his form is shadowy and hard to spot. He takes aim at the wizard and three insubstantial, shadowy darts fly from his hand. MechanicsShow
Shadow Step power to teleport to L12 (move). Cloak of Shades to gain concealment to all creatures and invisibility to creatures 5 squares or more away. (minor). Shadow Darts power to Wizard at N18 (attack). Attack = 3 attack rolls, each +6 vs Reflex, +2 for combat advantage = +8. Attack Rolls: +8 vs Reflex = 25, 25, 26 If any of them hit, they are resolved as a single hit, and all of them must miss to be considered a miss. I'll roll seperately for the DM's convenience. If 1 hit (1d8+1 cold damage) = 6 +3 (Night Stalker Bonus) = 9 If 2 hit (2d8+1 cold damage) = 12 +3 (Night Stalker Bonus) = 15 If 3 hit (3d8+1 cold damage) = 14 +3 (Night Stalker Bonus) = 17
Ruhk was assaulted by enemies on all sides as the other warriors battling them moved away from him and the cultists. As they struck at him from every angle he fell into the full dance on the Bladesong, felt its focus and power flow through, guiding his movements without requiring him to even think before he simply moved by instinct. He moved away from the cultist and danced gracefully past the other warriors, his rapier moving through its sinuous passes like a snake at the end of his arm, his fingers dancing through arcane passes as it wrapped magic both around his body and his blade. He stepped past the final warrior to stand next to another cultist as his rapier cut a backhand slash as a snarl escaped his lips. His left hand snapped open and made a pulling gesture towards the wizard as it was time to remove him from his lofty throne.
Scarblade Bastard Sword 1d20+18 vs AC. 1d10+8 Damage Hungry Spear Greatspear+3 1d20+19 vs AC. 1d10+9 +2d8 to damage in Bersker Fury.
Jarring Smash: MBA + target grants CA until end of my next turn.
Run Down: MBA + target is slowed until end of my next turn.
Defender Aura: Aura 1. Enemery takes -2 to attacks rolls that do not include me or ally with this aura active. Marked enemies not subject
Vengeful Guardian: OA. Enemy subject of defender aura either **** or makes attack that targets an ally without targeting me or ally with active defender aura. MBA+2d8 extra damage.
Badge of The Berserker- The movement of charge attacks does not provoke OA
[] Stone Panoply [X] Savage Cut Used [] Brutal Slam [] Second Wind [X] Nomad's Rush Used [] Earthforger's Passage [X] Furious Assault Used [] A Thousand Ways to Die [] Curtain of Steel [] Hungry Spear Encounter Power
Encounter: Roots of Stone [] Rough Strike [] Mountain Hammer [] Form of Winter’s Herald attack [] Goring Charge[x] Mark of Thunder [] Elven Battle Hide Armor [] Boots of Free Movement []
Daily: Form of Winter’s Herald [] Boiling Cloud: [x] Boiling Cloud Attack: [] Endure Pain [] Treacherous Ice []
Map Key X - Impassable @ - Burning Brazier # - Elevated areas. Difficult terrain to move onto, but not down from. ! - Mystical Engravings $ - Door
Characters A - Anyanka - Avenger|Seeker - swmabie E - Elric - Rogue - Garrdragonsbane L - Lilith - Bard - Blanket_Thunder K - Elkantar - Assassin - Hocus-Smocus R - Ruhk - Wizard - FallenIrishPhoenix I - Liana - Druid - Thiotes S - Shana - Paladin|Warden - VoyRager
Initiative 23 - 4 - Archer - 21 - 1 - Cultist - (R:8, R:10, and P:11 are slowed until Anyanka's turn.) 18 - R - Ruhk - 18+4/28 - Vicious (save ends), Blade Song (+2 attack, defenses, +5 damage until end of next turn) 18 - K - Elkantar - 19+10/28 17 - 2 - Archer - 16 - I - Liana - 20/27 - Ongoing 5 force damage (save ends) 14 - 5 - Archer - 13 - 3 - Archer - 13 - E - Elric - 26+8/30 - Resilient (save ends) 11 - A - Anyanka - 21+10/29 - 11 - L - Lilith - 31+10/35 - Vulnerable (save ends) 07 - 6 - Wizard - 44/??? (1 shroud, Oath of Enmity) 02 - S - Shana - 9/34 - Warden Form (+1 AC, Resist All 3, 1/round deal deal 4 thunder damage to marked foes)
Notes Due to magical disorientation, each character is under a random effect, explained below if necessary. These are (save ends) effects. Vicious - You have a +5 bonus to damage rolls Reslient - You have Resist 5 All Vulnerable - Increase damage die rolled against this character by 1 size
Blood splatters to the groundas the shadowy darts strike the wizard, though Ruhk finds less success as he slips across the battlefield but misses his strike.
Meanwhile, another arrow leaps across the room, striking a gap in Shana's armor that staggers the paladin.
Liana carefully disengages from the madmen around her, having taken already a little too much of a beating to just rush the wizard. But once she is free, she sents a bolt of lightning his way. It doesn't have good aim, but at least running the power through her seems to have dispelled the odd effect she felt before.
start: take 5 damage minor: change shape, shift one to S10 move: shift to T11 free: second shroud on wizard # invoke shrouds standard: Storm Spike (1d20+7=14, 1d8+6=11) vs Reflex shrouds (1d6=1, 1d6=3) will probably miss for 1 shroud damage
should it hit, 11 lightning and 4 normal damage, and takes 5 more if he doesn't move at least two squares next turn
Map Key X - Impassable @ - Burning Brazier # - Elevated areas. Difficult terrain to move onto, but not down from. ! - Mystical Engravings $ - Door
Characters A - Anyanka - Avenger|Seeker - swmabie E - Elric - Rogue - Garrdragonsbane L - Lilith - Bard - Blanket_Thunder K - Elkantar - Assassin - Hocus-Smocus R - Ruhk - Wizard - FallenIrishPhoenix I - Liana - Druid - Thiotes S - Shana - Paladin|Warden - VoyRager
Initiative 23 - 4 - Archer - 21 - 1 - Cultist - (R:8, R:10, and P:11 are slowed until Anyanka's turn.) 18 - R - Ruhk - 18+4/28 - Vicious (save ends), Blade Song (+2 attack, defenses, +5 damage until end of next turn) 18 - K - Elkantar - 19+10/28 - 17 - 2 - Archer - 16 - I - Liana - 15/27 - 14 - 5 - Archer - 13 - 3 - Archer - 13 - E - Elric - 26+8/30 - Resilient (save ends) 11 - A - Anyanka - 21+10/29 - 11 - L - Lilith - 31+10/35 - Vulnerable (save ends) 07 - 6 - Wizard - 45/??? (Oath of Enmity, Bloodied) 02 - S - Shana - 3/34 - Warden Form (+1 AC, Resist All 3, 1/round deal deal 4 thunder damage to marked foes)
Notes Due to magical disorientation, each character is under a random effect, explained below if necessary. These are (save ends) effects. Vicious - You have a +5 bonus to damage rolls Reslient - You have Resist 5 All Vulnerable - Increase damage die rolled against this character by 1 size
The wizard staggers back just dodging the incoming electrical strike while two more arrows fire, another one taking Shana in the knee.
Move: Distracting Flare — become invisible, move stealthily (Stealth:15) to (J,13), lose invisibility at end of movement. Still hidden from anyone with Passive Perception 15 or less to whom she has cover (which she has from everyone except the Cultists).
Standard: Biting Swarm @ Wizard — 27 vs AC (29 if Hidden) hits for 11 hp damage & Wizard takes -2 to attacks until my sont. Anyanka is no longer Hidden.
Anyanka whistles a brief melodic line, causing the air around her to shimmer somewhat, the veil between this world and the fey thinned somewhat. "Now, if you'll pardon me," she mutters, then makes a motion with her hand, a blinding light bursting around her, the fey illusion creating enough of a diversion to allow her to find a better position near one of the columns. By that time, she's drawn another arrow, licked the point, and fired it into the wizard, another well-placed hit, this one through his elbow, affecting the mobility of the arm holding the staff.
AC: 17 | Fort: 14 | Ref: 16 | Will: 18 (+1 to all when Oath of Enmity target is Bloodied) HP: 21/29 | THP: 4 | Surges: 7/7 | Surge Value: 7 Init: +3 | Speed: 6 | PPer: 21 | PIns: 21 Action Points Remaining: 1
Conditions: • Oath of Enmity: Wizard (6) (who is currently Bloodied)
MBA (Rapier): +4 vs AC, 1d8 RBA (Avenging Shackles): +6 vs Will, 1d8+7; if Oath target, also Slowed (eont). RBA (Biting Swarm): +9 vs AC, 1d10+8, & target and each adjacent enemy take -2 to attacks (sont). RBA (Grappling Spirits): +9 vs AC, 1d10+8, & target is slowed & can't shift (eont). RBA (Mischief Spirits): +9 vs AC, 1d10+1d6+8; if target moves on its next turn, it falls prone at end of turn.
• Ad Hominem— Attacking the person's circumstances, not addressing the argument. • Ad Hominem Abusive (Personal Attack)— Insulting the person, not addressing the argument. • Ad Hominem Tu Quoque— Saying the person's inconsistent, not addressing the argument. • Appeal to Authority/Belief/Common Practice/Consequence of a Belief/Emotion/Fear/Flattery/Novelty/Pity/Popularity/Ridicule/Spite/Tradition— Using emotion instead of Fact. • Bandwagon— Use of peer pressure. • Begging the Question— Assuming premises which haven't necessarily been agreed to. • Biased Sample— Using a sampling which may not properly represent the whole. • Burden of Proof— Shifting it to the wrong side. • Circumstantial Ad Hominem— Attacking the person's interests in supporting their argument. • Composition— Assuming that the whole has the same qualities as individual parts. • Confusing Cause & Effect— Assuming that one thing causes another because they appear in conjunction. • Division— Assuming that the individual parts have the same qualities as the whole. • False Dilemma— Assuming that only two options exist. • Gambler's Fallacy— Assuming the odds have changed because of past occurances • Genetic— Assuming a perceived defect in the origin of a claim is proof of a defect in the claim. • Guilt by Association— Attacking others who agree with the claim. • Hasty Generalization— Assuming a quality based on too small a sample size. • Ignoring the Common Cause— Assuming there is no outside cause of two connected things. • Middle Ground— Assuming the midpoint of two extremes must be correct. • Misleading Vividness— Assuming a colorful anecdote outweighs statistical evidence. • Poisoning the Well— Using unprovable claims about the person instead of addressing the argument. • Post Hoc— Assuming that something caused something else simply because it happened first. • Questionable Cause— Assuming that one thing causes another. • Red Herring— Using irrelevant evidence to divert a discussion. • Relativist Fallacy— Asserting that a claim may be true for some but not for the speaker. • Slippery Slope— Assuming the inevitability of one event based on another. • Special Pleading— Claiming exemption without justification. • Spotlight— Assuming individuals that get the most attention to be indicative of the whole. • Straw Man— Misrepresenting the opposing argument. • Two Wrongs Make a Right— Justifying something unethical/immoral as response or pre-emption to something else unethical/immoral.
Response to those who like to compare 4e to a Video GameShow
Also, I find that the "D&D 4e is like an MMO" argument is often a sign of someone who is deliberately being obtuse and/or is potentially ignorant of actual MMO play. As someone who only ended a 6-year World of Warcraft addiction a year ago, I can say that most of your bullet points actually don't match up to the truth of it.
In D&D 4e, you can choose a hybrid, you can choose to play one class as though it were another (people played Warlords as Bards frequently, when the edition first came out, and Rangers were refluffed to Monks), you can focus your class on its secondary role (a Warlock who is more controller than striker, for instance), you can multiclass, and you can create a particular concept (a mounted lancer, a charger, etc.) within the mechanics via feats, choice of powers, and choice of skills. You decide which set of stats you use--are you a Chaladin, Straladin, or Baladin?--and you have ultimate influence on how your character turns out in the end. Yes, powers require you to be using a particular weapon within your class's available selection, but the powers are not themselves tied to the gear. Powers tied to weapons or armor are typically powers that belong to the item, not to the character class that's most likely to use it.
Yes, there are only so many powers available, and these will be what you do in battle; this is all that the designers created. Yes, there is a time-frame in which they can be used; this has always been the case, even in the days of Vancian casting. Yes, there are suggested builds, but you can routinely ignore those if it pleases you; the only parts of a class you have to take are the class features, and even those have options at this point. But the only way that this can be considered at all conflatable with MMO character building/playing is if you are deliberately ignoring all of that.
In WoW, you choose a class and you're done. No multiclassing or hybridization, no way to mimic one class with careful building of a different one. There is a firm dividing line on what is a WoW class. No secondary roles or creative concepts, either; you're going to be what the class sets out to be, and that's it. You'll always have the same stat allocation as another of your class, because you get set numbers as you level up, and you've got at best four options--and that's only the Druid class--to build, and if you plan on running dungeons, particularly heroic level ones, or raiding, you'd better not even think of deviating from the single defined best build on the talent tree for what you want to do. It was only recently, with the complete tear-down and recreation of talent trees for Mists of Pandaria, that there was a concept of there being anything but the one best build that people who calculated such mechanical advantages (the folks on Elitist Jerks, for example), and the people who did things like achieve "World First" at various top-tier raids set precedent for.
Also, no class will ever not have a specific set of powers; all Priests in WoW have the same baseline, with deviation only based upon their talent tree specialization, where a D&D4e player could take whatever power in their class pleases them. Any Retribution Paladin will be the same as any other in terms of powers, because that is what a RetPally is. Any Assassination Rogue will always have the same powers as another, etc. All powers are always on specific cool-downs, but will always be there when they start a battle, where a 4e PC might enter an encounter with only At-Wills, or without their Daily powers due to what plot has done up until that point. Furthermore, no power that is not already specifically tied to an item will ever "require" you have that item, to my recollection. Classes get all their powers based on class; gear only gives bonuses to stats, possibly cuts down cast times for abilities or cooldowns, grants temporary extra bonuses to stats (the latter two most often on the raid tier equipment), and on rare occassions an extra power that may or may not be valuable, as some are only special effects instead of valuable abilities.
Most honest/open response on why DDN needs to be InclusiveShow
I've always felt it is in the best interests of D&D to be as inclusive across the playerbase as they can be and still have a game. I've never felt though that making a game that was inclusive within a group was very useful or even desirable. DM's and players can decide amongst themselves what options or restrictions they want for their games. I tend to lean to the DM to make most of those decisions but again that is a group specific thing.
Having said that. I get the distinct impression that there are a lot of players on these boards who come from groups that generally ruled against their own desires. It's almost like they are an oppressed minority from a gaming perspective. I also get the impression that they tend to advocate against things that if available their fellow group members might like and vote them down on.
Do a lot of you feel this way?
Just for clarification...here are some examples... 1. Alignment restrictions as an option. 2. Alignment Mechanics 3. Martial healing 4. Races being included or not.
I know my perspective is not that I often play at tables where my likes are not represented. Instead, my perspective comes from the many years I spent being a bad DM. I was a bad DM because my guidance came from the books, and the books gave bad advice. The books told me that alignment was a useful approach to roleplaying, so I went with it even though it felt kind of weird to me. Now I know that, at least in my style of running games, alignment destroys rp. I trusted the books to give good advice, and it messed up my game. Now I'm much more mature as a DM, so I know how to take advice with a grain of salt. And I still learn new stuff every session I run.
I don't want future DMs to go through my problems again. There's a big enough DM shortage as it is. DMing well is hard.
The biggest thing I had to unlearn in my process of becoming a good DM was the idea that the game is a simulation of a world. I understand many DMs prefer a more simulationist approach, although I am always skeptical simply because I would have said the same thing until I learned and grew as a DM. This doesn't mean their approach is completely invalid, but it still gives me a personal twinge when I see a regression back to 3e era sim style gaming.
I also have noticed many groups where one or two old-school players run a whole group's playstyle because the newer players aren't even aware there are other ways of doing things. The newer players tell me stories of things they hated in the session, and I end up explaining to them how those things they hate are very fixable, and in fact are fixed in the newer edition of the game their older players have told them is terrible.
In regard to things like martial healing, I don't think it's necessary for it to be in the game for the game to be fun. However, the attitude that says martial healing is terrible and shouldn't exist is an attitude that, to me, reveals a wrongheaded approach to the game. Therefore, my fight for it to be an option is to help legitimize the more narrative approach that I think is what most players want, but many don't know is possible, because they've never been exposed to it.
Elric takes a moment to recognize the power that the whistle produced and redirects some of the energy to allow Shana to heal some of her wounds. At the same time he shouts, "Stay with us madam!" Then taking note from just about everyone else he tosses his shortsword to his left hand and reaches into a pouch. Removing his trusty sling and a bullet. "Straight through the skull... Straight through," he says as he spins the sling and launches the bullet at the wizard's head!
Minor: Skald Aura healing to Shana for 1d6=5+8=13. Minor: Draw sling Free: Load sling Standard Action:Sly Flourish at Wizard with the sling;Hit:1d20+8=19; Damage: 1d6+8=11 End of Turn: Save against Resilient; 1d20=7
AC: 18 Fort: 14 Reflex: 19 Will: 16 HP: 26+8/30 Bloodied Value: 15 Healing Surges: 7/7 Surge Value: 7 Initiative Modifier: +5 Status: Other Relevant Information: Artful Dodger: +3 to AC against opportunity attacks.
Action Points: 0
[]Second Wind (Encounters) []Fox's Gambit []Agile Footwork []Pommel Smash(Dailies) []Majestic Word []Treasure Sense []Skald's Leather Armor (Item Properties) [][][]Potion of Cure Light Wounds (Consumables) [][]Potion of Healing Other Combat Relevant Information
Nimble Blade: +1 to attacks with combat advantage. Skilled Feint: +2 to Bluff feint checks; gain extra sneak attack die after successful feint. First Strike: At encounter start, gain combat advantage against foes that haven't acted yet. Sneak Attack: +2d6 Sling Bullets: 19/20