EvolutionKB
First Post
Vorgrym stands and strikes out at the chief with his weapons. The distraction from Drisdaun helps his short sword slices the goblin cleanly, but his dagger fail to find the mark once more.
[sblock=actions]Stand up. Dual strike against the chief. 27 and 11 to hit. 8 and 3 damage. Marking the chief. http://invisiblecastle.com/roller/view/2042584/ [/sblock]
[sblock=Stats]
Initiative +3
Senses Darkvision; Passive Insight 12, Passive Perception 12
HP 12/27; Bloodied 13; Healing Surge 6 ; Surges Per Day 7/10
AC 18; Fort 15, Ref 14, Will 12
Speed 6
Action Points 1
Dual Strike(standard; at-will) ✦ Martial, Weapon
+8/+6 Main and Off-hand vs AC. 1d6+3/1d4+2 damage.
Footwork Lure (standard; at-will) ✦ Martial, Weapon
+8 vs AC; 1d6+6 damage and Vorgrym can shift one square and slide the target into the space Vorgrym left.
Distracting Spate(standard; encounter) ✦ Martial, Weapon
+8 vs AC. Hit: 2d6+9 and the target grants combat advantage to Vorgrym until the end of his next turn.
Lasting Threat (standard; daily) ✦ Reliable, Martial, Weapon)
+8vs AC; 3d6+6 and the target is marked until the end of the encounter or until Vorgrym is knocked unconscious. No mark can supercede this one.
Cloud of Darkness(minor; encounter)✦Close Burst 1
Effect: The burst creates a cloud of darkness that remains in place until the end of Vorgrym's next turn. The cloud blocks line of sight, squares within are totally obscured and creatures within are blinded until they exit. Vorgrym is immune to these effects.
Darkfire(minor; encounter) ✦Range 10; 1 creature
+6 vs Reflex; Until the end of Vorgrym's next turn all attacks against the target have combat advantage and the target can't benefit from concealment or invisibility [/sblock]
[sblock=actions]Stand up. Dual strike against the chief. 27 and 11 to hit. 8 and 3 damage. Marking the chief. http://invisiblecastle.com/roller/view/2042584/ [/sblock]
[sblock=Stats]
Initiative +3
Senses Darkvision; Passive Insight 12, Passive Perception 12
HP 12/27; Bloodied 13; Healing Surge 6 ; Surges Per Day 7/10
AC 18; Fort 15, Ref 14, Will 12
Speed 6
Action Points 1
Dual Strike(standard; at-will) ✦ Martial, Weapon
+8/+6 Main and Off-hand vs AC. 1d6+3/1d4+2 damage.
Footwork Lure (standard; at-will) ✦ Martial, Weapon
+8 vs AC; 1d6+6 damage and Vorgrym can shift one square and slide the target into the space Vorgrym left.
Distracting Spate(standard; encounter) ✦ Martial, Weapon
+8 vs AC. Hit: 2d6+9 and the target grants combat advantage to Vorgrym until the end of his next turn.
Lasting Threat (standard; daily) ✦ Reliable, Martial, Weapon)
+8vs AC; 3d6+6 and the target is marked until the end of the encounter or until Vorgrym is knocked unconscious. No mark can supercede this one.
Cloud of Darkness(minor; encounter)✦Close Burst 1
Effect: The burst creates a cloud of darkness that remains in place until the end of Vorgrym's next turn. The cloud blocks line of sight, squares within are totally obscured and creatures within are blinded until they exit. Vorgrym is immune to these effects.
Darkfire(minor; encounter) ✦Range 10; 1 creature
+6 vs Reflex; Until the end of Vorgrym's next turn all attacks against the target have combat advantage and the target can't benefit from concealment or invisibility [/sblock]