Powers for Tradden Aversward
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Cleave
Melee weapon
Target one creature
You hit one enemy, then cleave into another.
Keywords: Martial, Weapon
Attack: Strength vs AC
Hit: 1W + Str modifier (+4) damage, and an enemy adjacent to you other than the target takes damage equal to your Str modifier (+4).
Additional Effects: none.
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Dual Strike
Melee weapon
You lash out quickly and follow up faster, delivering two small wounds.
Keywords: Martial, Weapon
Requirement: You must be wielding two melee weapons.
Primary Target: One creature
Primary Attack: Strength vs AC (main weapon)
Hit: 1W damage
Effect: Make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: Strength vs AC (off-hand weapon)
Hit: 1W damage
Additional Effects: none.
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Footwork Lure
Melee weapon
Target one creature
You press the attack, engaging your enemy before falling back and drawing him after you.
Keywords: Martial, Weapon
Attack: Strength vs AC
Hit: 1W + Str modifier (+4) damage. You can shift 1 square and slide the target 1 square into the space you left.
Additional Effects: none.
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Surprising Stab
Melee weapon
Target one creature
You slash at your enemy's head and bring in your off-hand weapon with a fast, deadly strike.
Keywords: Martial, Weapon
Primary Attack: Strength vs Reflex (main weapon)
Hit: Str modifier (+4) damage, and the target grants combat advantage to you until the end of your next turn. Make a secondary attack against the target.
Secondary Attack: Strength vs AC (off-hand weapon)
Hit: 2W + Str modifier (+4) damage
Additional Effects: none.
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Sweeping Slash
Close burst 1
You whirl your main weapon in an overhead cut that forces your foes to step back. You then follow up with your other weapon.
Keywords: Martial, Weapon
Requirement: You must be wielding two melee weapons.
Primary Target each enemy in the burst you can see
Primary Attack: Strength vs Reflex (main weapon)
Hit: You push the primary target 1 square.
Effect: You shift 1 square and make a melee secondary attack.
Secondary Target one creature targeted by the primary attack
Secondary Attack: Strength vs AC (off-hand weapon)
Hit: 2W + Str modifier (+4) damage.
Additional Effects: none.
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Come and Get It
Close burst 3
Target each enemy in the burst you can see
You brandish your weapon and call out to your foes, luring them close through their overconfidence, and then deliver a spinning strike against them all.
Keywords: Martial, Weapon
Attack: Strength vs Will
Hit: You pull the target up to 2 squares, but only if it can end the pull adjacent to you. If the target is adjacent to you after the pull, it takes 1W damage.
Additional Effects: none.
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Villain's Menace
Melee weapon
Target one creature
Choosing a worthy foe, you wound it with a strong initial attack, and then continue to harry it for the rest of the battle.
Keywords: Martial, Weapon
Attack: Strength vs AC
Hit: 2W + Str modifier (+4) damage, and you gain a +2 power bonus to attack rolls and a +4 power bonus to damage rolls against the target until the end of the encounter.
Miss: You gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls against the target until the end of the encounter.
Additional Effects: none.
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Rain of Steel
Personal
You constantly swing your weapon about, slashing and cutting into nearby enemies.
Keywords: Martial, Stance, Weapon
Effect: You assume the Rain of Steel stance. Until the stance ends, any enemy that starts its turn adjacent to you take 1W damage, but only if you're able to make opportunity attacks.
Additional Effects: none.
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Pass Forward
Personal
With perfect timing, you slip by your foe without dropping your guard.
Keywords: Martial
Effect: You pick an adjacent enemy and move up to your speed. As long as you end this movement in a square adjacent to that enemy, you movement does not provoke opportunity attacks from that enemy.
Additional Effects: none.
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Ignore Weakness
Personal
A surge of inner strength helps you shrug off the lingering effects of your enemy's attacks.
Keywords: Martial
Pre-requisite: You must have training in Endurance.
Trigger: You start your turn immobilized, slowed, or weakened by an effect that a save can end.
Effect: You make a saving throw with a +5 power bonus against the effect.
Additional Effects: none.
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Bracers of Escape
Power: You can use this power when you are the target of a melee attack. You teleport 3 squares.
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Frost Longsword
Critical: Deal +1d6 cold critical damage on any critical hit.
Power: (Free Action) All damage dealt by this weapon is cold damage. Another free action returns the damage to normal.
Power: (Free Action) Use this power when you hit with the weapon. The target takes 1d8 cold damage and is slowed until the end of your next turn.