Benjamin Graham Level 2 Dancemancer |
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Combat stats |
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Strength: 0 |
Contn.: 1 |
Hybrid pseudostats |
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Might: 3 |
Power: 5 |
Noncombat skills |
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Interpers.: 0 |
Survival: 0 |
Other stats |
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HP: 18 |
Speed: 6 |
Size: 1 |
Race: Human |
Armor (e/m): 7/0 |
Fort. (e/m): 1/1 |
Items[]
Haraldan Clogs Unique Gear |
A pair of wood and metal, put together by the finest craftsmen Bether had ever known . |
Wearer is resistant to shoving, staggers, and displacement: attacks that would stagger the wearer do nothing; attacks that would knock the wearer prone merely stagger; attacks that would move the wearer 5 feet have no effect; attacks that would move the wearer more than 10 feet move the wearer 10 less feet. |
Ring of Storms Tier 1 Accessory |
This ring is imbued with the power of storms, allowing its wearer to control the winds and the skies. |
Armor ✦ Coelum |
Power (Daily): Standard action. You invoke the ring's power to cause a thunderstorm to roll in. Over the next 5d6 minutes, a powerful storm gathers, which will last for 1d8 hours. |
Maelström Hammer Tier 1 Weapon |
A beautifully crafted hammer inlaid with vivid blue and orange carvings. It seems to grow more powerful in stormy weather. |
Weapon ✦ Heavy, Main-handed, Aquanine, Coelum |
Power (Daily ✦ Zone, Storm): Move Action. Until the end of this encounter, foes within 3 units of you are slowed and take 1d4-1 Storm damage when ending their turns within 3 units of you. |
Obfuscating Leather Armor Tier 1 Armor |
Well-woven hides that teem with shadow. |
Armor ✦ Light
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Dancer's Reins Tier 1 Armor |
A set of leather bindings that seem to be intended to be worn around the chest. Kinky. |
Armor |
Abilities[]
In the Groove Tier 1 Passive |
"I asked for a blacksmith, not a bloody dancer!" |
Passive |
Every time Benjamin dodges, blocks or otherwise nullifies an attack made by an enemy, he receives a +1 accuracy bonus until the end of the encounter. |
Bonus caps at +6. |
The Twist Tier 1 Active |
"Whoa!" |
At-Will ✦ Air |
Hit: 1d6+Intelligence Air damage. Target creature is pushed 3 units away from the caster. |
Graceful Spin Tier 1 Active |
"Is he ice skating?" |
At-Will ✦ Air |
Hit: 1d6+Intelligence Air damage, and the foe is pushed 1 unit away. |
Caster kicks his leg outward, spinning himself using the momentum of his swift moving foot. All enemies are displaced 5 feet away from caster. |
Tango Kick Tier 1 Active |
"He'd make a fine lumberjack." |
At-Will ✦ Air, Area |
Hit: 1d4+Intelligence Air damage. |
Caster swipes his leg in a cone, using magic to augment their kicking power. |
Bounding Crane Tier 1 Active |
"Where'd he g-.. oh." |
Encounter ✦ Air, Area |
Caster jumps 15 ft vertically into the air, and up to 3 units horizontally in any direction. The distance and direction are chosen by the caster. On the next turn, the caster falls back down 15 ft vertically and moves horizontally in any direction (whichdoes not have to be the same as the rising portion of the jump) the same distance originally jumped horizontally. |
The enemy on Benjamin's landing tile takes 2d8+Intelligence Air damage and are pushed to 2 tiles away from the direction Benjamin landed in. Enemies within 1 unit take 1d4+Intelligence Air damage and are pushed one tile away from the landing tile and direction. |
Spin of Storms Tier 1 Active |
This isn't actually what windmills are for. |
Daily ✦ Air, Area, Channel |
Caster begins to spin and channel wind magic in a circle. Starting at its initial cast, every round a creature ends its turn in the target area of the channel nd4. Every extra round of channeling adds another d4 die to the damage roll. The damage roll caps at 3d4 but the channel can be continued for 5 rounds total. A blanket accuracy roll is rolled for all enemies in the range each round. If an enemy ends more than one turn consecutively in the tornado, they are raised 10 feet into the air for one turn. |
Initial cast: 1d6 damage. Round 2: 2d6 damage. Round 3+: 3d6 damage. |