As Dougan runs onto the scene his appearance provokes a reaction from the assembled siegemakers. The wolves growl a warning and the brigands turn to face the mighty half-orc, still clutching crossbows or torches.
The spokesman scowls and waves his arm.
"Finally you show yourselves. Now, move on!" he snarls. "This is Iron Circle business!"
From inside the farmhouse you hear a woman's voice shout angrily.
"Business? It looks like robbery and murder to me!"
Dougan Throckmarr, Half-Orc Monk Init +5 HP 31/31 Bloodied 15 Healing Surge 7 (0 used /9) AC 20 Fort 16 Reflex 17 Will 15 Speed 6 Str 16 (+3) Con 14 (+2) Dex 18 (+4) Int 10 (0) Wis 13 (+1) Cha 8 (-1)
Std: MBA
+9 vs AC, 1d8+4 damage. Monk Unarmed strike
'Std: Disrupting Advance'
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +10 vs. AC
Hit: 2d8 + 5 damage, and you push the target 2 squares. The target and each enemy adjacent to the target at the end of the push are slowed until the end of your next turn.
'NA: Flurry of Blows'
At-Will Psionic
No Action Melee 1
Trigger: You hit with an attack during your turn
Target: One creature
Level 11: One or two creatures
Level 21: Each enemy adjacent to you
Effect: The target takes damage equal to 3 + your Strength modifier (6). If the target wasn’t targeted by the triggering attack, the damage increases by 2 [8] (4 at 11th level and 6 at 21st level).
Special: You can use this power only once per round.
'Mi: Rain of Hammers Ki Focus'
Implement: Ki focus
Enhancement Bonus: attack rolls and damage rolls
Critical: +1d6 damage per plus
Property
Whenever you reduce an enemy to 0 hit points or fewer, one enemy adjacent to you takes damage equal to 2 + this focus’s enhancement bonus damage. (3)
Power Daily (Minor Action)
Make an at-will attack against an enemy that you already hit with an attack during this turn.
"Ain't gonna let you bully nobody, Iron Hoop man. Let the lady go." He says, baring his teeth. Then he rushes forward, steeling himself for the rain of blows that will surely follow.
Move: Run to K8
As before,
Daily
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: Until the end of your next turn, you gain resistance to all damage equal to 5 + your Constitution modifier. (7)
Endure Pain will activate the first time he's hit, for DR 7.
As Dougan continues his run into the compound of the steading, the two wolves dart forward to intercept him. Both snarl as they lunge with rabid teeth towards the half-orcs muscly legs but he nimbly evades their clumsy attacks.
"I warned you! Torch the place!" shouts the Iron Circle leader. His two comrades follow the orders tossing the torches into the thatched roof of the farm building which immediately begins to burn. All four turn towards the half-orc infiltrator, hands on the hilts of their curved scimitars.
You do not recognise the symbol on the brigands clothing but Iron Circle was often mentioned by the refugees that you spoke to on the road from Hammerfast. No special abilities for the monsters that you are aware of ... Wolves are fast and will try to get you on the floor, Brigands are stand up straight soldier types
Illumination: Bright light-this encounter takes place during daylight. Burned Outbuilding: The thatch roof of this storage shed is burned away, and the walls are charred and weakened. Nonetheless, it's basically intact. Farmhouse: The windows are shuttered, and the door is barred. Characters inside can fire missile weapons through loopholes in the shutters and door, gaining improved cover against attacks from outside. Opening the door or windows requires a DC 18 Strength check. Embankment: This steep, dirt road embankment is difficult terrain. Tree: The square occupied by the tree's trunk is impassable but provides cover. Climbing the tree requires a DC 10 Athletics check, and a creature up the tree gains concealment. Wall: The fieldstone wall stands 4 feet high and provides cover against attacks that cross it. It costs 2 squares of movement to cross the wall. Well: This 15-foot-deep well is surrounded by a low stone wall (+2 bonus to the saving throw to catch yourself). Climbing out ofthe well is difficult (DC 20 Athletics check).
Initiative Blocks
Valdred and Wik to go ...
Remember - the wall around the steading provides cover against attacks that cross it
1) Dougan
2) Wolves 3) Valdred and Wik
4) Brigands
5) Aliss, Riven and Munir
Round 1 Summary Dougan Runs to S5 then runs to K8 Wolf 1 approaches Dougan and attempts to bite - misses Wolf 2 approaches Dougan and attempts to bite with CA - misses and shifts away
Actions
Wolf 1
Move: to L7 without granting OA
Std: Bite Attack: Melee 1 (one creature); +7 vs. AC Hit: 1d6 + 3 damage (or 2d6 + 3 against a prone target). If the wolf has combat advantage against the target, the target falls prone. Effect:The wolf shifts 4 squares.
Wolf 2
Move: to L9 without granting OA and gaining CA for flank
Std: Bite Attack: Melee 1 (one creature); +7 vs. AC Hit: 1d6 + 3 damage (or 2d6 + 3 against a prone target). If the wolf has combat advantage against the target, the target falls prone. Effect:The wolf shifts 4 squares.
Wik continues running with all the speed her short legs can offer. With no further need for subtlety, she draws her weapons and prepares to fight.
Move Action: Run (speed 6+2) Standard Action -> Move Action: Run (speed 6+2) Minor Action: Draw Hidden Dagger Free Action: Draw dagger (offhand)
Wik will angle towards the side gate at F2.
Wik, Halfling Rogue (Scoundrel) Init +6 HP 28/28 Bloodied 14 Healing Surge 7 (0 used /6) AC 18 Fort 13 Reflex 18 Will 15 Speed 6 Str 12 (+1) Con 11 (0) Dex 19 (+4) Int 8 (-1) Wis 14 (+2) Cha 17 (+3)
Melee Basic Attack (Standard)
+7 v AC (Level +1, STR +1, Class +1, Prof +3, Enh +1)
1d4+3 (STR +1, Feat +1, Enh +1)
Acrobatic Strike (Standard)
At-Will Martial, Weapon
Standard Action Melee weapon
Prerequisite: You must be trained in Acrobatics.
Requirement: You must be wielding a light blade.
Target: One creature
Attack: (Dexterity vs. AC) +10 v AC
(Level +1, DEX+4, Class +1, Prof +3, Enh +1)
Hit: 1[W] + Dexterity modifier damage. 1d4+6
(DEX+4, Feat +1, Enh +1)
If you are grabbed, you escape the grab.
Effect: Before or after the attack, you shift 1 square.
Deft Strike (Standard)
At-Will Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Effect: Before the attack, you can move up to 2 squares.
Target: One creature
Attack: (Dexterity vs. AC) +10 v AC
(Level +1, DEX+4, Class +1, Prof +3, Enh +1)
Hit: 1[W] + Dexterity modifier damage. 1d4+6
(DEX+4, Feat +1, Enh +1)
Running Slash (Standard)
Encounter Martial, Weapon
Standard Action Melee 1
Effect: You move up to your speed and make the following attack at any point during your move. This movement does not provoke an opportunity attack from the target.
Target: One creature
Attack: Highest ability modifier (Dex, +10) vs. Reflex
(Level +1, DEX+4, Class +1, Prof +3, Enh +1)
Hit: 1[W] + highest ability modifier damage (Dex), 1d4+6 (DEX+4, Feat +1, Enh +1)
and the target is slowed until the end of your next turn.
Opening Move (Standard)
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: (Dexterity vs. AC) +10 v AC
(Level +1, DEX+4, Class +1, Prof +3, Enh +1)
Hit: 2[W] + Dexterity modifier damage. 2d4+6
(DEX+4, Feat +1, Enh +1)
Effect: You gain a power bonus to AC and Reflex equal to your Charisma modifier until the end of your next turn.
Artful Dodger: The defense bonus equals 2 + your Charisma modifier.
Duelist's Prowess (Minor)
Daily Martial, Stance
Minor Action Personal
Effect: Until the stance ends, each time an enemy hits or misses you, you can use the Duelist's Prowess Attack power against it.
Duelist's Prowess Attack (II)
Trigger: An enemy adjacent to you attacks you
Target: The triggering enemy
Attack: (Dexterity vs. Reflex) +10 vs. Reflex
(Level +1, DEX+4, Class +1, Prof +3, Enh +1)
Hit: 1[W] + Dexterity modifier damage. 1d4+6
(DEX+4, Feat +1, Enh +1)
Fast Hands (Free)
At-Will
Free Action Personal
Effect: You draw or sheathe a weapon, pick up an item in your space or adjacent to it, or retrieve or stow an item
Special: You can use this power only once per round.
Second Chance (II)
Encounter
Immediate Interrupt Personal
Trigger: You are hit by an attack.
Effect: The attacker must reroll the attack and use the second roll, even if it is lower.
Second Chance (II) Notes +5 to saving throws against fear (Race)
+2 AC vs Opportunity Attacks (Race)
+CHA (+3) AC vs Opportunity Attacks (Class)
At the start of every encounter, you have combat advantage against any creatures that have not yet acted in that encounter. (Class)
Deal +2d6 extra damage (once per turn) to an enemy you hit while it was granting Combat Advantage to you. (Class)
+2 AC when adjacent to two or more enemies larger than you. (Feat)
As soon as Valdred could see the wolf crouch in preparation of attack, he let loose his bolts. The fist caught the wolf in the haunches, but the second, meant for the leader, went astray and embedded itself in the wagon. He cursed when he saw the torches light the thatch on fire, but there was little he could do about it now. Their best chance was to kill the brigands quick and give the dwellers a chance to escape.
Unable to find any characters in game 11469
Uses readied action from last post to attack. This moves his initiative up to right before the wolves (along with Dougan) for the next round.
As battle is joined, the Iron Circle brigands look to their leader for direction.
"This is not the archer. There's more of them coming. Bent, guard this gate. The rest of you, finish this one quickly and get ready for more of his kind."
One of the brigands moves to guard the side gate, his crossbow trained on the path leading up to the steading. The others descend on Dougan. Blows rain down from their recently sharpened scimitars but the doughty half-orc is able to lead the villains a merry dance. He bends this way and that and somehow none of the brigand's blows land at the same time that Dougan is in the place where they cleave the mild air.
You do not recognise the symbol on the brigands clothing but Iron Circle was often mentioned by the refugees that you spoke to on the road from Hammerfast. No special abilities for the monsters that you are aware of ... Wolves are fast and will try to get you on the floor, Brigands are stand up straight soldier types
Illumination: Bright light-this encounter takes place during daylight. Burned Outbuilding: The thatch roof of this storage shed is burned away, and the walls are charred and weakened. Nonetheless, it's basically intact. Farmhouse: The windows are shuttered, and the door is barred. Characters inside can fire missile weapons through loopholes in the shutters and door, gaining improved cover against attacks from outside. Opening the door or windows requires a DC 18 Strength check. Embankment: This steep, dirt road embankment is difficult terrain. Tree: The square occupied by the tree's trunk is impassable but provides cover. Climbing the tree requires a DC 10 Athletics check, and a creature up the tree gains concealment. Wall: The fieldstone wall stands 4 feet high and provides cover against attacks that cross it. It costs 2 squares of movement to cross the wall. Well: This 15-foot-deep well is surrounded by a low stone wall (+2 bonus to the saving throw to catch yourself). Climbing out ofthe well is difficult (DC 20 Athletics check).
Initiative Blocks
Valdred and Wik to go ...
Remember - the wall around the steading provides cover against attacks that cross it
1) Dougan and Valdred
2) Wolves
3) Wik
4) Brigands 5) Aliss, Riven and Munir
Round 1 Summary Dougan Runs to S5 then runs to K8 Valdred Readied Action triggers - attacks Brigand 1 - miss and Wolf 1 - hit for 11 dmg Wolf 1 approaches Dougan and attempts to bite - misses Wolf 2 approaches Dougan and attempts to bite with CA - misses and shifts away Brigand 1 Draws Scimitar, moves and attacks Dougan - misses Brigand 2 Draws Crossbow and readies to fire on first enemy in range by side path Brigand 3 Draws Scimitar, moves and attacks Dougan - misses Brigand 4 Draws Scimitar, moves and attacks Dougan - misses
Actions
Brigand 1
Minor: Draw Scimitar
Move: Walk to K7
Std: Scimltar +6 vs. AC 1d8 + 3 dmg
Gritting his teeth, Riven continues his sprint towards the farm stead. A look of concern fills his face as the roof blazes to life and Dougan gets swarmed by these dogs. Pushing himself as fast as his legs will muster, he tries to get to the fight.
Standard: Run towards Valdred/Dougan (5 + 2) Move: Run towards Valdred/Dougan (5 + 2) Minor: None
Rivenalis Cambryn, Human Paladin Init +1 HP 33+2/33 Bloodied 16 Healing Surge 12 (5 used /11) AC 22 Fort 18 Reflex 16 Will 17 Speed 5 Str 18 (+4) Con 12 (+1) Dex 10 (0) Int 8 (-1) Wis 16 (+3) Cha 12 (+1)
Valiant Strike (Std)
Attack: +9 (+5 Str +3 Prof +1 Enh) vs. AC. You gain a bonus to the attack roll equal to the number of enemies adjacent to you.
Hit: 1d10 + 5 (+4 Str + 1 Enh) damage.
Ardent Strike (Std)
Attack: +9 (+5 Str + 3 Prof + 1 Enh) vs. AC.
Hit: 1d10 + 5 (+4 Str + 1 Enh) damage, and the target is subject to your divine sanction until the end of your next turn.
Divine Challenge (Min)
Close burst 5
Effect: You mark the target. The mark lasts until you use this power again. The mark also ends at the end of your turn if you didn�t engage the target, meaning you neither attacked it during your turn nor are adjacent to it at the end of your turn.
Until the mark ends, the target takes 8 ( 3 + 1 Cha + 4 Str) radiant damage the first time each round when it targets any of your allies with an attack power that doesn�t include you as a target. .
Lay on Hands (2/3) (Min)
Melee touch
Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge.
Divine Pursuit (Std)
Attack: +9 (+5 Str + 3 Prof + 1 Enh) vs. Fort.
Hit: 2d10 + 5 (+4 Str + 1 Enh) damage and you push the target a number of squares equal to your Wisdom (+3) modifier. You then shift to the nearest square adjacent to the target.
Takedown Strike (No Action)
Trigger: You hit an enemy adjacent to you with an attack.
Effect: The target takes 4 (Str) extra damage from the triggering attack and you knock the target prone.
Blood of the Mighty (Std)
Reliable
Attack: +9 (+5 Str + 3 Prof + 1 Enh) vs. AC.
Hit: 4d10 + 5 (+4 Str +1 Enh) damage.
Effect: You take 5 damage, which can�t be reduced in any way.
Mighty Challenge: Add Str modify to Divine Challenge damage
Weapon Proficiency - Bastard Sword: Ability to wield a bastard sword
Channel Divinity: Once per encounter you can invoke divine power, filling yourself with the might of Bahamut. You can use Divine Mettle and Divine Strength.
Lay on Hands:
Divine Sanction: You are able to mark a foe with specific powers. Until the mark ends, the target takes 4 (3 + 1 Cha) radiant damage the first time each round it makes an attack that doesn't include you as a target.
Belt of Vigor: +1 to healing surge value
Bastard Sword of Defense +1: DR 1
Dwarven Plate Armor +1: +1 to Endurance
Cat Step Boots: Half damage from falls and never land prone
Aliss follows after the others. In particular, she follows after the heavily-armored Riven, trusting that his plate would protect her from threats better than the heavy smith's apron she wore. She'd tried wearing armor after Munir'd proposed his crazy adventure but it felt unnatural to move in, and metal heated by her magic stayed hot, making using her powers even more uncomfortable...
Move/Move: Double move, staying behind Riven
Aliss Weaver, Half-Elven Sorcerer (Elementalist), Infernal Prince Init +2 HP 34/35 Bloodied 17 Healing Surge 8 (0 used /10) AC 16 Fort 16 Reflex 13 Will 18 Speed 6 Str 10 (0) Con 18 (+4) Dex 12 (+1) Int 10 (0) Wis 10 (0) Cha 18 (+4)
RBA: Elemental Bolt (Standard) At-Will • Arcane, Elemental, Implement, Fire
Standard Action Ranged 10
Target: One creature Attack: Charisma vs. Reflex Hit: 1d12 + 1d6 + Charisma modifier fire damage. Level 21: 2d12 + 1d6 + Charisma modifier fire damage. Special: This power can be used as a ranged basic attack.
Ignition (Standard) At-Will • Arcane, Elemental, Implement, Fire, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst Attack: Charisma vs. Fortitude Hit: 1d10 + Charisma modifier damage. Level 21: 2d10 + Charisma modifier damage. Effect: The burst creates a zone that lasts until the start of your next turn. Any creature that enters the zone or ends its turn there takes fire damage equal to your Constitution modifier. A creature can take this damage only once per turn.
Elemental Escalation (Fire) (Free) Encounter • Arcane, Elemental; Varies
Free Action Personal
Trigger: You use a sorcerer at-will attack power. Effect: You can make one additional creature a target of the triggering attack. If the attack's range is melee or ranged, the additional target must be within 5 squares of you. If the attack's range is area or close, the additional target must be adjacent to the burst or blast. Each target hit by the attack takes 1d10 extra damage of the type dealt by the triggering attack. In addition, you shift up to half your speed as a free action. Level 17: 2d10 extra damage, and ongoing 10 fire damage (save ends). Level 27: 3d10 extra damage, and the attack also deals half damage on a miss. Special: You can use this power only once per round.
Hellish Rebuke (Standard) At-Will • Arcane, Fire, Implement
Standard Action • Ranged 10
Target: One creature Attack: Constitution vs. Reflex Hit: 1d6 + Constitution modifier fire damage. The first time you take damage before the end of your next turn, the target takes 1d6 + Constitution modifier fire damage. Level 21: 2d6 + Constitution modifier damage and extra damage.
Hellfire Heart (None) Encounter • Divine, Fear, Fire
No Action Special
Trigger: You hit an enemy with an attack. Effect: The enemy takes fire damage equal to 1 + your Charisma modifier. Until the start of your next turn, the enemy takes a –2 penalty to the attack rolls of attacks that include you as a target. Level 11: 3 + your Charisma modifier fire damage. Level 21: 5 + your Charisma modifier fire damage.
Dragonflame Mantle (Interrupt) Encounter • Arcane, Fire
Immediate Interrupt Personal
Trigger: You are hit by an attack Effect: Until the end of your next turn, you gain a +1 power bonus to all defenses, and any creature that hits you with a melee attack takes 1d6 fire damage.
Viper Belt (None) Encounter
No Action Personal
Effect: Use this power when making a saving throw against ongoing poison damage. Gain a +2 power bonus to the saving throw.
Viper Belt (None) Notes-
Resist 5 fire, resist 5 poison
Low-light Vision, Group Diplomacy
Background: +2 Arcana
Empowered Crit: +1d10 extra damage on critical hit
Upon seeing red flames rise, Munir redoubles his efforts trying to run as quickly as he can. "Darn armor." he mutters under his breath while continuing towards the source of trouble.
Munir Foehammer, Dwarf Runepriest Init +1 HP 33/33 Bloodied 16 Healing Surge 8 (0 used /10) AC 20 Fort 16 Reflex 13 Will 14 Speed 5 Str 18 (+4) Con 16 (+3) Dex 10 (0) Int 10 (0) Wis 14 (+2) Cha 11 (0)
Melee Basic Std
+8 (Str 4 Lvl 1 Prof 2 Magic 1) vs AC
1d10+6 (Str) dmg
Word of Dimnishment Std
+8 (Str 4 Lvl 1 Prof 2 Magic 1) vs AC
1d10+6 (Str) dmg
Target = Vulnerable 2 till end of my next round and Vulnerable 5 to opp attacks
OR
Target takes Con (+3) mod penalty to dmg rolls
Word of Shielding Std
+8 (Str 4 Lvl 1 Prof 2 Magic 1) vs AC
1d10+6 (Str) dmg
First time target hits or misses me or adjacent ally before end of my next turn, target
gets Con (+3) mod dmg. Not if target hits guy who marked it.
OR
First time target hits or misses me or adjacent ally before end of my next turn, target of
Anvil of Battle Std
8 (Str 4 Lvl 1 Prof 2 Magic 1) vs Fort
1d10+6 (Str) dmg
Until end of my next turn I have resist 5 against target attacks
AND
Until end of my next turn, whenever target shifts, I or adjacent ally can opp attack w/
bonus equal to my Con (+3) mod.
OR
Until end of my next turn, whenever target shifts, I or adjacent w/ 2 sq of target can
Rune of Mending Min
target can spend a healing surge and regain additional 1d6 hp (burst 5)
AND
I and all allies in burst gain +2 power bonus to dmg until end of my next turn
OR
Me and all allies in burst get +1 bonus to all defs until end of my next turn
Spec: I can actually use this twice per encounter but 1 per round.
Rune of Endless Fire Std
+8 (Str 4 Lvl 1 Prof 2 Magic 1) vs AC
2d10+6 (Str) dmg
Fire + radiant dmg
Target is blinded until end of my next turn
Miss: Half dmg
Until end of encounter, I get +2 to dmg rolls, my attacks deal fire + radiant dmg and all
all hp and temp hp I grant by powers get a +4.
Icon of Victory Min
urst 1 that creates zone that lasts until end of my next turn. I and allies gain +2 power
bonus to attack rolls while in zone. I can sustain with minor.
Icon of Victory Min Notes
+5 saving throw vs. poison (Race)
Second wind = minor action (Race)
Hammer proficiency (Race + Class)
No speed reduction by armor (Race)
Can move 1 less when forced to move (Race)
Saving throw when forced to ground (Race)
Can enter rune states (Class)
Power option: Destruction rune (Class)
Power option: Protection rune (Class)
Rune of mending power (s. powers) (Class)
Protection rune: Adjacent allies can gain resist 2/all
Destruction rune: +1 attack against enemies next to me (Class)
Proficiency w/ maces (Class)
When bloodied +1 dmg (Feat)
+1 dmg w/ hammers (Feat)
Dougan Throckmarr, Half-Orc Monk Init +5 HP 31/31 Bloodied 15 Healing Surge 7 (0 used /9) AC 20 Fort 16 Reflex 17 Will 15 Speed 6 Str 16 (+3) Con 14 (+2) Dex 18 (+4) Int 10 (0) Wis 13 (+1) Cha 8 (-1)
Std: MBA
+9 vs AC, 1d8+4 damage. Monk Unarmed strike
'Std: Disrupting Advance'
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +10 vs. AC
Hit: 2d8 + 5 damage, and you push the target 2 squares. The target and each enemy adjacent to the target at the end of the push are slowed until the end of your next turn.
'NA: Flurry of Blows'
At-Will Psionic
No Action Melee 1
Trigger: You hit with an attack during your turn
Target: One creature
Level 11: One or two creatures
Level 21: Each enemy adjacent to you
Effect: The target takes damage equal to 3 + your Strength modifier (6). If the target wasn’t targeted by the triggering attack, the damage increases by 2 [8] (4 at 11th level and 6 at 21st level).
Special: You can use this power only once per round.
'Mi: Rain of Hammers Ki Focus'
Implement: Ki focus
Enhancement Bonus: attack rolls and damage rolls
Critical: +1d6 damage per plus
Property
Whenever you reduce an enemy to 0 hit points or fewer, one enemy adjacent to you takes damage equal to 2 + this focus’s enhancement bonus damage. (3)
Power Daily (Minor Action)
Make an at-will attack against an enemy that you already hit with an attack during this turn.
"Raaaaaaaaaaagh!" Dougan shouts uncontrollably. His vision flashed red. Bullies and their dogs all around, trying to beat him down. But he wouldn't let them hurt him. He'd hurt them back, make them pay. Whirling in place, he punches one of them in the jaw, headbutts another, slams his elbow into one man's throat, sending him to the ground with a sputtering choke, and then knees the wolf in the head with a sickening crack.
As his vision clears, he stares at the last brigand and his wolf, grinning fiercely.
"Don't s'pose you'd like to put out that fire, now?"
Looks like it'll be a while before the rest of the party joins me. So...time to bring out the big guns. Standard:
Daily Force, Implement, Psionic, Stance
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: +7 vs. Reflex
Hit: 3d8 + 5 force damage.
Miss: Half damage.
Effect: You assume the spiral stance. Until the stance ends, your reach with melee touch attacks increases by 1.
Target: One creature
Level 11: One or two creatures
Level 21: Each enemy adjacent to you
Effect: The target takes damage equal to 3 + your Strength modifier (6). If the target wasn’t targeted by the triggering attack, the damage increases by 2 [8] (4 at 11th level and 6 at 21st level).
Special: You can use this power only once per round.
Flurry of Blows for 6 more damage on an enemy of choice, and
Implement: Ki focus
Enhancement Bonus: attack rolls and damage rolls
Critical: +1d6 damage per plus
Property
Whenever you reduce an enemy to 0 hit points or fewer, one enemy adjacent to you takes damage equal to 2 + this focus’s enhancement bonus damage. (3)
Power Daily (Minor Action)
Make an at-will attack against an enemy that you already hit with an attack during this turn.
Five Storms on Brigands 1 and 4. Since both are bloodied, I get 1 bonus damage from
In addition, you gain a +1 bonus to the damage rolls of attacks that you make with your ki focus against a bloodied enemy. Both of these bonuses increase to +2 at 11th level and +3 at 21st level.