Hearing Ziv's cry of anguish over the communicator, Meri blinks out of engagement, leaving the two raptors that had charged her befuddled at the sudden disappearance of their prey. She runs along the side of the building, trying to stick to it to avoid the fire of the drow on the roof, while focusing her energies on Stoaga, sending the hunter blipping away from the raptor engaging her as well.
Move; Ethereal Sidestep to Q11. I become invisible to the two raptors adjacent to me USOMNT.
Move; to K11.
Minor; Majestic Word on Stoaga. She spends a surge and heals 19+2d6+5=26 health and can teleport 3 squares, which is up onto either roof or just along the alley.
Meriele HP: 55/73 (THP: ) AC: 24 Passive Insight: 23 Surges: 5/7 (V: 18) For: 11 Passive Perception: 21 Initiative: +7 Ref: 26 Action Points: 0 Speed: 6 Will: 27 Vision: Low-Light Languages: Common, Elven At Will Encounter Daily Staggering Note [X] Blinding Beacon [ ] Stirring Shout Ethereal Sidestep [ ] Cunning Ferocity [ ] Swordmage Warding Guiding Strike [ ] Eyebite [ ] Thunder Blade [X] Fey Step [ ] Timeless Trek in Mithrendain [ ] Lesser Dimensional Step [X][ ] Majestic Word [ ] Moment of Escape [ ] Prescient Warning [ ] Revitalizing Incantation [ ] Second Wind [ ] Words of Friendship Item Powers [ ] Couters of Second Chances (Daily) [X] Drow House Insignia (Daily) [ ] Eyes of Charming (Daily) [ ] Feystride Boots (Encounter) [ ] Mithrendain Steel Longsword (Daily) [ ] Power Jewel (Daily) [ ] Strikebacks (Encounter) Conditionals/Resists: Advantage of Cunning: Slide an adjacent enemy into a square vacated by the ally when using Virtue. Amulet of Mental Resolve: +2 to saves against charm, illusion, sleep keywords. Attract Attendants: Receive up to 3 people to do mundane tasks when in a place where you have fans. Bardic Training: Perform one bardic ritual a day without expending components. Bardic Wayfarer: Whenever I teleport an ally I can teleport as well. Majestic Word teleports instead of slides. Eladrin Swordmage Advance: Make a free MBA when you Fey Step. Eladrin Will: +5 to save against charm effects. Feywild Wake: Whenever teleporting away, become invisible to adjacent enemies USONT. Escape Tattoo: Whenever a non-minion deals damage with a crit, teleport 3 as a free action. Iliyanbruen Guardian: Whenever using fey step, take an adjacent ally. They teleport to a square adjacent to the destination. Also, fey step as a minor action. Mercurial Action: When using an AP, gain an additional free move action and +1 to speed UEOT. Shoes of Waterwalking: Move on water as if it were solid ground (rough water is difficult terrain). Break through surface as a free action. Song of Rest: At the end of a short rest, you and allies add +4 to the hp of every healing surge spent. Trance: Meditate aware for 4 hours instead of sleeping for a long rest. Virtue of Cunning: When an enemy misses an ally within 9 squares, slide that ally as a free action 1/round. Welcome Guest: Obtain room and board for yourself and up to 7 allies when in a place where you have fans.
|# ? May 26, 2018 19:06|
|# ? May 26, 2018 23:23|
The drow were breaking free, that was not good. At least it seemed to have taken enough effort to keep them from being immediately threatening. "I am ethically obligated to provide you the opportunity to surrender but we are in something of a hurry," he said in a deadpan, walking over to one of them and activating his palm blaster. His shot left a smouldering crater in their armor; it held for now but not for much longer. "If you wish to submit, do it now."
Move: to L6
Standard: Eyes of the Vestige vs. Drow Lime.
Eyes of the Vestige vs Will: 1d20+15+2+1 33 1d6+1d10+3d8+11 36 psychic and radiant damage. I place my Warlock's Curse on Drow Maroon. For bloodying Drow Lime I remove my curse to activate Pact Boon, he gets -2 Fort UEoMNT (this doesn't stack with the first one, I'm just reapplying it so it lasts another turn).
Minor: Curse Drow Lime.
Kvardek HP: 83/83 (THP:-) AC: 24 Passive Insight: 14 Surges: 11/11 (V: 20) For: 25 Passive Perception: 14 Initiative: +12 Ref: 26 Action Points: 1 Speed: 6 Will: 24 Vision: Normal Languages: Common Save Bonuses: +2 vs. ongoing damage Status: Concealment (Melee and Ranged attacks against you get a -2 penalty to the attack roll.) Defense Bonuses: +1 all vs. cursed enemies, +2 all vs. opportunity attacks Melee Basic: +16 vs. AC, 1d8+9 damage (+3d8 vs. cursed enemies) and slide target 1 square At Will Encounter Daily Eldritch Strike [ ] Warforged Resolve [ ] V. Mt. Vaelis Eyes of the Vestige [ ] Second Wind [ ] V. Xandor Warlock's Curse [ ] Action Point [X] V. Onyx Queen Hand of Blight [ ] My Body, Myself! [ ] Dark One's Luck [ ] Alter Time [ ] Augury [ ] Overwhelming Radiance [ ] Trained from Birth [ ] Fell Might [ ] Fortune Binding [ ] Hero's Arrow [ ] Clarion Call Active Vestige: Onyx Queen Vestige - Onyx Queen: Eyes of the Vestige deals an additional 1d10 poison damage. Onyx Queen Pact Boon: When a cursed target dies, one creature within 5 squares gets -2 Fort UEoYNT. Item Powers [-] Delver's Light (A) - Shed bright, dim, or no light to 20 squares. [-] Final Messenger (A) - Program a message to be sent in case of your death. [X] Amulet of Elegy (D) - (NA) When you inflict a SE effect, all targets get -3 to first saving throw. [ ] Warsoul Dagger +1 (D) - (II) Get melee basic attack when adjacent enemy shifts. [ ] Belt of Sacrifice (D) - (Mi) Lose two healing surges, ally within 5 regains one. [ ] Resplendent Boots (D) - (Mo) Become invisible and move your speed, becoming visible after this action. Passive Bonuses: Warlock's Bracers: +1 item bonus to all defenses vs. cursed enemies. Shadow Warlock Armor: While you have concealment from Shadow Walk, cursed enemies grant CA to you. Resplendent Boots: Get a bonus vs. opportunity attacks equal to items in Resplendent set. (+2) Staff Expertise: Don't take OAs from making ranged/area attacks in melee. Belt of Sacrifice: Allies within 5 squares get a +1 bonus to healing surge value. Preparing Action: When you spend an action point, allies within 5 get Int mod temp HP (5) and can shift 1 square as a free action. Cursed Shot: When determining Prime Shot, ignore adjacent, helpless, stunned, dominated, unconscious, or petrified allies. Warlock's Curse: Deal an additional 3d8 psychic and radiant damage to cursed targets 1/turn, gain Pact Boon when cursed target dies. Radiant Curse: 1/round can add curse damage to ally's damage if you did not deal curse damage this round. Bloodied Boon: When a cursed target is bloodied, you may remove your Warlock's Curse to get Pact Boon. S.K. Pact Boon: When a cursed target dies, regain your fell might. (Only one boon!) Triggers: If I roll a 7 or less for initiative, I will use the Trained from Birth for a Specific Prophecy background benefit to reroll initiative. If I am struck with the stun or dominate condition, I will use My Body, Myself! to remove that condition and gain dazed (save ends) instead at the cost of 1 healing surge. If I am critically hit or take more than 30 damage in one hit, I will use Destiny Inversion to reduce damage to 0 and instead gain ongoing half the original damage (SE). If I miss or do not attack on my turn, I will deal 3d8 psychic and radiant damage to a cursed enemy the next time an ally hits them.
|# ? May 26, 2018 20:03|