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Wahad
May 19, 2011

There is no escape.

Meriele

"I mean, we can take some of these guys' uniforms," Meri adds, pointing to the lockers in the building. "But it still leaves our faces very much un-drowlike. We'll need some sort of mask or makeup to pass for drow - and that's not even considering Kacht-Ka and you, which stand out...a little more." Her expression scrunches in thought. "You're right about the spaceport's defenses, but if we get made in the city, we're just as dead."

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Look Around You
Jan 19, 2009

You are able to subtly enter the city in a commandeered Vular truck, making it close to the city center where Zinula and Holana reside. Naivara releases her drone to gather information about the terrain and gets the following information back:

Zinula's mansion is to the west of Holana's, both of which stand opposite from the Capitol building, across a large plaza with a grassy park in the center of it, dubbed the Red Oval by the locals. In the park stand various abstract statues meant to evoke the strength of the Vular and Red Hands alliance, and how the Vular uplifted the Red Hands.

The mansions themselves have some grass surrounding them, with modest front yards about 25 yards (15 squares) long and roughly 10 yards (6 squares) of grass surrounding the back and sides of the mansion. There is a VTOL pad on the roof of Zinula's mansion, but not on the top of Holana's. They are both surrounded by a roughly 8 foot high fence made of vertical iron bars with decorative spikes up top. The mansions have lavish main entrances and small trap doors in the back that presumably enter down into the basement.

There seem to be a light contingent of guards posted on the exterior of the mansions: two at the front gate of each mansion, two on the roof of Zinula's mansion near the landing pad, and two patrolling the perimeter of each mansion.

Wahad
May 19, 2011

There is no escape.

Meriele

She taps the dashboard anxiously as the truck pulls up outside the mansion. "Okay. We're here. Now what?" She looks at Naivara in the driver's seat, then back to the mansions. "I can teleport myself and one other in, if we pull up right to the gate... but if there's more guards inside, that leaves us a bit screwed." Meri bites her lower lip. "And it leaves the exit strategy unaccounted for, too." The tapping turns to impatient drumming, as she pulls her collar a little looser with her free hand. "I guess we could make a ploy of some sort and bluff our way in, but I'm out of ideas."

Melchiresa
Jun 21, 2006

Nice guy.
Tries hard.
Loves hot dogs The Game.

Naivara Ulcahne

Naivara ponders for a moment. "We may have to split up. Trying to move all of us through this mansion is just going to draw attention. Some of us can go in and either bluff or fight our way in. The rest can cover our exits and give us a heads up if any poo poo's going down. I can blink my way in, if we want to take a third person. We can try to be...persuasive to the governor once we're in."

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?

Zivilyn

Ziv sits in the truck, figuring that they've got uniforms to spare and for now he's best unseen but ready to act while heavily armed and armored. He leans back and gazes skyward. "It's yer call. Y'all got a plan in mind fer the governor anyway? "Get off this rock or die" or somethin'?"

Wahad
May 19, 2011

There is no escape.

Meriele

"Well..." Meri chews her lip for a few moments, then checks her make-up in the truck's rear-view mirror. It wasn't a perfect job, but it might be okay to pass at a glance, like they did at the city gates. "I guess we can tell them we have a message for the governor, and see if we can catch them alone. If we threaten the alliance's arrival, they might get up and leave. Bonus points if we can contact the Alliance afterwards and get them to leak some fake troop movements or coordinates to make the message seem more plausible." She pulls her hat off the dashboard and tucks it down, hoping it'll cover some of her upper facial features, at least.

"...keep the truck running," she grumbles, "If this goes sideways, I can teleport out and we can leave in a hurry." With that, she steps out of the truck, straightens her posture like a soldier should (she should know, she's seen plenty of them, by now) and makes for the gates to the governor's mansion.

Gonna try to bluff my way in.

Look Around You
Jan 19, 2009

Kacht-Ka pulls the cargo truck up to the front gate of Zinula's mansion slowly. The guards at the gate approach both sides of the cab with caution. The one on the divers side calmly addresses the helmeted "drow", "Hey, what're you guys doing here so early? Delivery isn't supposed to be for another two hours!" The guards' posture is relaxed, their weapons still slung over their shoulders.

Passive Insight: Neither one of the guards seems to be hostile, but rather extremely confused... they must be used to trucks arriving rather late, instead of early.

K Prime
Nov 4, 2009

Kacht-ka, Ka Remembrancer


"Greetings, fellow elves," says Kacht-ka. "There was a disruption in the schedule in your favor. The pathways of redirection took us here earlier."

Bluff: 1d20+4 16

Look Around You
Jan 19, 2009

The drow cocks her head to the side at Kacht-Ka's somewhat awkward response. She pauses for a moment before waiving you through. As you drive past, you hear her mumble under her breath, "what a weird driver... I wonder where she got that helmet..." Regardless of her comments, you are able to pull up to the front entrance of the mansion unimpeded, ready to proceed however you would like. The double iron doors of the tall, white mansion are as imposing as the Vular empire itself.

Look Around You
Jan 19, 2009

Those of you who chose to enter walk through the double doors and into an ornately decorated foyer, with genuine wood zigzagging the floor, and burgundy carpets with white accents running along the great stairway that rises immediately in front of you as you enter. As soon as you are all in, a male drow dressed in a servant's uniform hails you, "Hello, you are certainly not expected here. How may I be of assistance to you all today?"




Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?

Zivilyn

Bluff 16

Rigging up the holoprojector, Ziv drops the heavier bit of his armor and pockets some emergency shots of his home-made cacti bombs before suiting up in one of the Vular uniforms they got at the base they ransacked. He projects the image of a Drow regular upon himself. A bit warped but he tosses in some cybernetic bits to disguise the sheathing of his bladed staves. Figuring that things might be a bit tense and tricky at the moment he opts to stand at attention as an escort for the others.

Wahad
May 19, 2011

There is no escape.

Meriele

The moment the door opens, Meri falls into her role, her pace brisk and her head up, her posture all military to reflect her uniform. When the servant hails them, she points at him. "You! Where is the governor? This is urgent!" If the servant stammers or hesitates, she'll gesture at him to speed it up. "Come on! Take me to the governor!"

Bluff at 1d20+20=24.

Look Around You
Jan 19, 2009

The servant, used to being ordered around by strangers, stands up straight as a board and replies, "Right this way, ma'am." He leads the group of you up to Zinula's office, where he knocks on the door politely. "What? Who is it?" a male voice in the room answers. "A group of soldiers came in requesting to speak to you, sir. They said it's urgent." "Urgent? I haven't heard of anything happening. And why would they be here? Let them in!"

The servant opens the door to an ornate study, with shelves on the walls lined in paper(!) books on military strategy, governance and colonization. Seated behind a large wooden desk is a muscular male drow, which is rather surprising given that Vular society is generally matriarchal--he must have done something staggering to be commissioned, let alone to achieve the rank of lieutenant colonel. His graying black hair betrays his age, and a scar runs down the length of his cheek. As soon as you enter, he ushers the servant away and stands up behind his desk. "Yes, soliders. What is it?" he asks gruffly.

Wahad
May 19, 2011

There is no escape.

Meriele

"Lieutenant Colonel, sir!" The bossy attitude completely disappears, and Meri snaps to attention with the proper Vular salute. She'd seen it often enough to know how to mimic it. She stares straight ahead, avoiding eye contact. "We have received an urgent communique, sir. The report is the Alliance fleet has struck a victory and is approaching this sector. They will come straight for this planet when they make their way through, sir." She pauses for dramatic tension, hoping Zinula will take the bait.

Bluff at 1d20+22=28.

Look Around You
Jan 19, 2009

"Are they? I thought they were a few jumps away! We're in no position to defend here by ourselves!" he says as he walks towards the door. "Come, let's get to the communications room, we must tell the nearest fleet at once!"

TheArchimage
Dec 17, 2008

Kvardek

It would be potentially dangerous for the governor to contact the main drow fleet. If nothing else he might try to verify the "messengers" who arrived unannounced on his doorstep and that would put all of them in a tricky position. He put a hand to his ear in an exaggerated motion to catch his attention, then said in a robotic monotone, "Incoming notification: the base to the southeast of Kajalla has not checked in and is not responding to communication requests. Chance of base falling due to indigenous life or local resistance: negligible. The possibility exists that an advance force has landed on the planet and has already established a beachhead. If so the city is hours, not days, from an attack." He returned his hands to his sides to stand at attention. "Your orders, governor?"

Bluff: 1d20+15 30

Wahad
May 19, 2011

There is no escape.

Meriele

"What?" Meri picks up on Kvardek's act without hesitation. "Already?! Sir, if there are already alliance forces on the ground, we cannot wait for reinforcements. We have to evacuate! They may already be moving on important targets...like yourself. Going in transit now is a security risk at best, sir. Protocol dictates the commander's security is paramount, to keep leading the forces in case of emergency." She turns around. "You two! Get to the comm room. Contact the fleet." It feels weird ordering Naivara around, but hopefully she'll know to play the part. Looking back over her shoulder, she becomes the deferential soldier once more. "...with your permission, sir? "

Look Around You
Jan 19, 2009

Zinula begins to rapidly pack his things, nodding at Meri. "Yes, we need to get of here at once! I must follow to the comms room though to order sabotage of the mining sites! Come! Follow me!" down the hallway and into the comms room. Inside the room is a large console with various dials, buttons and computer screens, while a large screen and camera are mounted on the back wall. "You!" he says, pointing at one of the two drow manning the comms station, "Get the mining locations on comms!" The operator does so, and the screen in the back splits into four. "LtCol Zinula to all mining locations. Commence with order Bravo-Bravo-Four-Nine. Repeat, commence order Bravo-Bravo-Four-Nine." He slams the disconnect button, causing the screen to cut to black. "Now," he says to the comms operator, "get me the Ninth Fleet on the line! We need to let them know to jump here at once!"

Wahad
May 19, 2011

There is no escape.

Meriele

"Sir." With a whisper, she draws Zinula's attention, getting in close as she activates the voice commands in her suit with a quick flex of her mechanical arm. "I must urge you to consider the evacuation first. If we start the procedure now, we can get out by the time the fleet arrives." Back when they had faced Valoryn, it had been an overt show of power that was ultimately useless. In this room, where they have the governor's trust, the subharmonics that allow her to suggest actions to other people might be subtle enough to make it seem....more natural.

Eyes of Charming vs Will at 1d20+11=23. If Naivara lets me use Noble Adept, that goes up to 1d20+11+1d4+1=28. If it hits, Zinula is dominated (save ends) and is not aware of that effect.

Look Around You
Jan 19, 2009

The colonel totally buys into Meriele's suggestion, quickly barking to his comms assistant, "She's right. Order immediate evac of Mraxis. We will meet the fleet once we are off world." He stands there, stationary, after giving the order, still under Meri's suggestion.


Saving Throw: 1d20+2 6

Unknown Quantity
Sep 2, 2011

!
Steven? Steven?!
STEEEEEEVEEEEEEEN!
Stoaga of the White Legs


The pale sniper, garbed and disguised such to be the exact opposite color, had been very quiet, but obviously bottling quite a large amount of frustration at the situation. This entire situation had her eyes wandering back and forth in restlessness, up until the sighting of Zinula himself. This made the sniper form an extremely firm fist, it shaking with the kind of fury that one has to experience to know about. This escalates at the suggestion that 'Zinjang' would be leaving the planet unharmed. There's an unhealthy glow to the glare she's giving both Zinula and Meriele. And yet the only thing that escapes her lips is a simple question, strained by the need to speak like a non-tribal and a time bomb of anger being forcibly pushed down the throat.

"...What about the 'Red Hands?' What to do with them? Surely there's...something in place for dealing with them, right?"

Stoaga, rather forcefully, jabs her finger repeatedly at Zivilyn, as if trying to tell him to prepare something, but hasn't the patience to do much more than motion towards her ears once the target of her attention looks over.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?

Zivilyn

The heavily disguised Ziv gives Stoaga a subtle thumbs up behind his back, totally on the down low. He clicks on a simple record function from the typical HUD nonsense they've got, stripped down for the disguise, of course. And he passes off a cough to lean aside, mouthing keep cool, lil' ghostie to his teammate. She was gettin' hotter under th' collar than Brickhouse!

Soon... soon... another big-wig that'd best be served with being put down. But sabotaging an entire planet... pulling this off would make their habit of suicidal nonsense downright appealing.

Look Around You
Jan 19, 2009

"The Red Hands? We were planning to keep them as vassals, but we don't have the resources to pull any more than a few of them out with us... probably only Holana and his bodyguards, maybe a few that we've trained already for advanced combat. The rest of them here will, I'm sure, do a good job of holding off the alliance until help arrives. Don't forget, they're drat good fighters; they wiped those drat White Legs out right quick with a vengeance--with some of our help and technology, of course. I think they've got enough of a fight in themselves to hold off for a few days until the fleet arrives."

Look Around You
Jan 19, 2009

Your bid to attack with surprise is successful! You get a surprise round in addition to going first in initiative (i.e. you get a surprise round + a standard round).

LtCol Zinula:


Zinula - Damage Taken:0 AC/F/R/W:29/27/25/26
Comms Operator (Aqua) - HP:125/125 AC/F/R/W: 28/25/23/22
Comms Operator (Pink) - HP:125/125 AC/F/R/W: 28/25/23/22

TheArchimage
Dec 17, 2008

Kvardek

Kvardek communicated silently with the rest of the team through his silent array: "As soon as the order to evacuate goes through we need to destroy them all. We don't know how long whatever Meriele did will last and we can't give him the chance to countermand the order." He sidled over and assessed the situation, providing those nearby with information they would need to take the most efficient and optimal routes to their destinations.

Surprise Round!
Move: Alter Time, move to J9, all allies adjacent to me at the end of this movement can move up to their speed as a free action. That's Ziv, Naivara, and Stoaga.

I'll take my normal turn after I have some more time to think about what I want to do.


pre:
Kvardek   
HP: 88/88 (THP:-)	AC:   25    Passive Insight: 15
Surges: 11/11 (V: 22)	For:  26    Passive Perception: 15
Initiative: +13		Ref:  27    Action Points: 1
Speed: 6		Will: 25    Vision: Normal
Languages: Common
Save Bonuses: +2 vs. ongoing damage	
Status: Normal
Defense Bonuses: +1 all vs. cursed enemies, +2 all vs. opportunity attacks

Melee Basic: +18 vs. AC, 1d8+10 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
			[X] Alter Time			[ ] Augury
			[ ] Overwhelming Radiance	[ ] Trained from Birth
			[ ] Fell Might
                    	[ ] Fortune Binding
			[ ] Hero's Arrow
			[ ] Clarion Call
Active Vestige: Zutwa
Vestige - Zutwa: When you hit with Eyes of the Vestige, get Prime Shot bonus on target UEoYNT.
Zutwa Pact Boon: When a cursed target dies, your Prime Shot bonus becomes +3 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.
Protective Hex: When you hit a cursed target they get -2 to attack rolls to hit your allies UEoYNT.
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.

TheArchimage fucked around with this message at 01:45 on Jul 26, 2018

Wahad
May 19, 2011

There is no escape.

Meriele

"There is only one reason for the alliance to be here so soon, sir." Meri's voice becomes more urgent, a hissed whisper. "There must be an inside man. A traitor. Someone with access to planetary coordinates, mission information, a way to send messages, all right under your nose." She doesn't name names, of course. That would be gauche. But she does gently direct Zinula's gaze towards the confused comms operators. "I have no confirmation, sir... but it would be the only logical choice."

She moves over towards the comms operator. "You're under arrest, soldier. Come along quietly. Or don't. Your choice." The operator tries to protest, batting away Meri's hand. "That'll do," she muses, swinging at him.

Surprise Round:
Move: C7, avoiding OAs.

My Turn:
Standard: Guiding Strike vs Comms Aqua at 1d20+19=26. Miss.

Zinula's Turn:
Standard: MBA Comms Pink.


pre:
Meriele   						 
HP: 70/78 (THP: )        AC:   25    Passive Insight: 24
Surges: 4/7 (V: 19)      For:  22    Passive Perception: 22
Initiative: +8   	 Ref:  27    Action Points: 0
Speed: 6     	         Will: 28    Vision: Low-Light
Languages: Common, Elven

At Will			Encounter			     Daily
Staggering Note         [ ] Blinding Beacon                 [ ] Stirring Shout
Ethereal Sidestep       [ ] Cunning Ferocity                [ ] Swordmage Warding                 
Guiding Strike          [ ] Eyebite                         [ ] Thunder Blade
                        [ ] Feylights                       [ ] Timeless Trek in Mithrendain
                        [ ] Fey Step
                        [ ] Lesser Dimensional Step 
                        [ ][ ] 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.
Majestic Rescue: Grant target of Majestic Word a saving throw.
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 +5to 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.

Wahad fucked around with this message at 13:24 on Jul 27, 2018

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?

Zivilyn

Stepping in a long way around the group as Meri sows the seeds of discord, Ziv palms a pair of vials of the most potent mix of unfertilized Cacti spores he's got. This'll just produce a lot of nasty, thorny vines everywhere lickity split. As Zin Charges his subordinate(assuming Zin moves to E9), Ziv pitches the goods over the start of the brawl! It catches the most distracted fella off guard, of course, but doesn't do much but slow down the rest.

That's fine, Ziv figures, as he fires up the holo-projector and becomes the crackling image of an angry raptor. The scything claws are just an illusion over his twin staves being drawn and swept in the same motion, catching the heavily distracted coms operator on both sides of the neck. Distraction's all he needs. Pulling back, Ziv rips the poor sap's uniform and flesh clear down the collarbone in twin sprays of red, enough to send the other two Vular scrambling further into the vines on raw reflex.

Free: Move to D7
Surprise: Entagle centered at C10, hitting both Operators and Zinula without hitting any Allies. Crits Aqua for 15 + 5 Physical Damage. Aqua is Immobilized(Save Ends.) When Zin, Aqua and Pink start their turns they will be Slowed UEOMNT. The CB2 Zone lasts Until End Of Encounter, only Slows Enemies and gives me Beast Crits on 18-20 if I attack Enemies inside the Zone.

Minor: Shift into Beast Form. (+2 Reflex)
Standard: Bloodspray Bite Crit on Aqua! Push Pink to B11 and Zin to C11! Crit Aqua for 31 + 12 + 2 = 45 Physical Damage!
Move: Shift to D6

pre:
Zivilyn Dariox  						 
HP: 76/76    	AC:	26	Passive Insight: 26
Surges: 6/8 (V: 20)	For:	23	Passive Perception: 28
Initiative: +18		Ref:	26(28)	Action Points: 1
Speed: 8		Will:	28      Vision: Low-light
Languages: Common, Elven	

At Will			Encounter	           Daily
Magic Stones		[ ] Second Wind            [ ] Faerie Fire
Jolt of Lightning   	[ ] Thorn Spray            [ ] Vine Serpents
Grasping Claws          [ ] Verdant Bounty         [X] Entangle
Wild Shape              [ ] Quills                 [ ] Factorum(Item)
                        [ ] Camouflage Cloak       [ ] Rapid Motion(Item)
                        [X] Bloodspray Bite        
                        [ ] Takedown Strike      
                        [ ] Clear the Chaff
                        [ ] Blood Moon Frenzy
                        [ ] Hunting Beast(I)

Implement: +17, +9 Damage, +3d6 on Crit
Melee: +17, +11 Damage

Passives:
Staff Expertise: Implement Powers do not provoke OAs
Pouncing Form: Shift 4 when Entering Beast Form
Wild Step: Ignore Difficult Terrain when Shifting
Berserker: Ignore OAs provoked when Charging
Rapid Motion: If Slowed, roll a Save to end it (Encounter)
World Serpent's Grasp: Prone the Slowed
Superior Reflexes: CA against all Enemies on first turn
Group Awareness: +1 Perception to Allies within 5 Squares
Cunning Stalker: Gain CA against Adjacent solo Enemies
Wood Elf Agility: Acro/Ath Results of 2-7 become 8
Sense Threat: Use Perception for Initiative
Grant +2 Initiative to Allies that roll lower within 10 Squares

Doomykins fucked around with this message at 17:57 on Aug 2, 2018

K Prime
Nov 4, 2009

Kacht-ka, Ka Remembrancer


Kacht-ka evaluates for a fractional moment. A hanging moment. Then he sees the blood.

He leaps, and there is a storm of blood and cloth and bone, and suddenly the reeling, wounded Vular is just a falling corpse.

"Excellent trick, Ziv friend. The way was opened."

Surprise: Charge to E8 Marauder's Rush vs AC: 1d20+17 33 1d10+16 21

Minor: Quarry on Aqua
Standard: Twin Strike vs AC: 1d20+17 28 1d10+11 12 1d20+17 25 1d10+11 19 1d6 4
Quarry Die 2: 1d6 4
Off-Hand Strike vs AC: 1d20+19 35 1d10+16 25

He's dead, Jim


pre:
Kacht-ka   
HP: 79/93 (THP:0)	AC:   23    Passive Insight: 26
Surges: 6/6 (V: 23)	For:  26    Passive Perception: 26
Initiative: +8		Ref:  23    Action Points: 1
Speed: 7		Will: 23    Vision: Low Light
Languages: Common, Thri-Kreen
Save Bonuses: None
Status: None
At Will			Encounter			Daily
Twin Strike     	[ ] Thri-Kreen Claws		[ ] Jaws of the Wolf
Marauder's Rush 	[X] Off-Hand Strike  		[ ] Frenzied Skirmish         
Agile Recovery		[ ] Action Point   		[ ] Attacks on the Run
Hunter's Quarry		[ ] Disruptive Strike
Agile Recovery		[ ] Sohei Flurry
                        [ ] Flurry of Blows                   	
                        [ ] Death Threat          	
                        [ ] Lashing Leaves 
                        [ ] Resume the Hunt
                        [ ] Crippling Shot


Item Powers
[ ] Gloves of Recovery [D] MBA on missed enemy
[ ] Boots of the Fencing Master [E, Min] Shift 2
[ ] Coif of Mindiron [E] Ignore will targeting daze effect
[ ] Steadfast Amulet [D] Saving throw against stun or dazed. Does not expend on failed save.
[ ] Diamond Cincture [D, Min] Spend a surge.
[ ] Flute of the Dancing Satyr [D, Mov] I shift 2. All allies in 5 can shift 1.

Passive Bonuses:
Multiple Arms: 1/turn draw or stow a weapon or item as a free action
Natural Jumper: Always have a running start when jumping
Torpor: 4 hours of torpor rather than sleeping
Running Attack: +1 to attack rolls during any standard action allowing movement
Heavy Blade Expertise: +2 to defenses against OAs
Harmony Blade: Make off-hand attack when critical hitting. When both this weapon 
and the off-hand weapon hit on the same turn, target takes -2 to attack rolls until EomNT
Jagged Sword: Crits on 19 or 20. 10 Ongoing on crit.
Lifeblood Armor: 5 THP after all rests.
Iron Armbands of Power: +2 to melee damage rolls
Blade Dancer Regalia: +set bonus to AC against Opportunity Attacks.
Boots of the Fencing Master: +1 to AC and reflex on shift
Vicious Advantage: CA against slowed, immobilized
Hobbling Strike: Slow by losing 1 HQ die
World Serpent's Grasp: Knock slowed or immobilized targets prone.

TheArchimage
Dec 17, 2008

Kvardek

Now that everyone else was in position it was time to make his move. Kvardek dashed into the fray, firing a set of shackles to prevent the remaining Comms operator from returning to their station.

Move: to D13.
Minor: Curse Comms Pink.
Standard: Vestige of Mt. Vaelis to Comms Pink.
Vestige of Mount Vaelis vs Reflex: 1d20+17+2+1 30 2d8+3d8+10 34 thunder damage and Comms Pink cannot walk or run (SE). It also gets -2 to attack rolls vs. my allies UEoMNT from my new Protective Hex feat. Mt. Vaelis becomes my active vestige.


pre:
Kvardek   
HP: 88/88 (THP:-)	AC:   25    Passive Insight: 15
Surges: 11/11 (V: 22)	For:  26    Passive Perception: 15
Initiative: +13		Ref:  27    Action Points: 1
Speed: 6		Will: 25    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: +18 vs. AC, 1d8+10 damage (+3d8 vs. cursed enemies) and slide target 1 square

At Will			Encounter			Daily
Eldritch Strike		[ ] Warforged Resolve		[X] 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
			[X] Alter Time			[ ] Augury
			[ ] Overwhelming Radiance	[ ] Trained from Birth
			[ ] Fell Might
                    	[ ] Fortune Binding
			[ ] Hero's Arrow
			[ ] Clarion Call
Active Vestige: Mt. Vaelis
Vestige - Mt. Vaelis: Eyes of the Vestige deals an additional 1d6 thunder damage.
Mt. Vaelis Pact Boon: When a cursed target dies, one other cursed enemy within 5 squares gains
	vulnerable 5 thunder 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.
Protective Hex: When you hit a cursed target they get -2 to attack rolls to hit your allies UEoYNT.
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.

Melchiresa
Jun 21, 2006

Nice guy.
Tries hard.
Loves hot dogs The Game.

Naivara Ulcahne

Moving quickly, and seeing the Comms engineers being addressed, Naivara decides to make her move on Zinula in a bid to end the battle efficiently. She wordlessly blinks towards the Colonel and discharges her shields to focus the energy into a psionic punch, hitting Zinula square in his gut. The force of the blast ripples backwards into the remaining Comms engineer.

Move: to H9
Minor: Battlemind's Demand on Zinula
Standard: Iron-Hewed Smash (Aug 2)vs AC: 2#1d20+20+2 38 36 2d8+9 13

Unknown Quantity
Sep 2, 2011

!
Steven? Steven?!
STEEEEEEVEEEEEEEN!
Stoaga of the White Legs


With a hiss, Stoaga finally reveals her true intentions as she whips out her rifle and in a swift motion fires a shot into the center mass of the other comms operator.

Aimed Shot! (Drow Pink): 1d20+23 38 1d10+19 21

"This one has waited for this. The...reckoning? has come."

pre:

Stoaga of the White Legs  						 
HP: 81/81		AC:	27	Passive Insight: 21
Surges: 8/8 (V: 20)	For:	23	Passive Perception: 34
Initiative: +23		Ref:	27	Action Points: 0
Speed: 8		Will:	25      Vision: Low-light
Languages: Common, Elven, Primordial	

At Will			                      Encounter	                  Daily
Aimed Shot		               [ ] Second Wind             [ ] Ornament of Alertness (Item)
Clever Shot	                       [ ] Disruptive Shot         [ ] Inevitable Shot
Rapid Shot                             [ ] Disruptive Shot         [ ] Bracers of Archery
Seeking Falcon Stance                  [ ] Disruptive Shot         [ ] Kamesti Crossbow
Dancing Serpent Stance                 [ ] Disruptive Shot         [ ] Boots of Sand and Sea
Pack Wolf Stance                       [ ] Wind Fury Assault        
Agile Recovery                         [ ] Grappling Spirits
                                       [ ] Reactive Shift
                                       [ ] Invigorating Stride
                                       [ ] Weave Through The Fray
                                       [ ] Agile Escape
                                       [ ] Hunter's Grasping Trap

RBA: +22, 1d10+19, Does not provoke OA's, +2d6 on Crit

Stance Benefits:
Dancing Serpent (Default): +1 to attack and damage to enemy without allies adjacent, shift 1 at end of turn
Pack Wolf: Do not provoke OAs when leaving squares adjacent to allies, +1 to hit/1+X to damage when 2+ allies by target
Lone Wolf: +2 to hit bloodied enemies, automatically detect any bloodied creature within 5

Item Power: 
Ornament of Alertness (Daily, Minor): Enemies don't gain +2 to hit you from CA this encounter
Kamesti Crossbow (Daily, Free): Missing every target with an attack using it doesn't expend the use of the power, doesn't have a miss effect
Bracers of Archery (Daily, Minor): Completely ignore cover on next attack when using bow/crossbow
Boots of Sand and Sea (Encounter, Free): +5 power bonus to Athletics checks to swim
Rope of Climbing (At-Will, Minor): Rope climbs up to 10 squares and ties itself to a surface.

Passives:
Crossbow Hunter: Ignore Partial and Superior Cover, reload free
Master At Arms: Sheathe and draw a weapon with the same minor action
Alertness: +2 to Perception, Never Surprised
Low Crawl: Can shift while prone
Ambush Expertise: +2 to Stealth to all allies within 10 after a Stealth check
Watchful Rest: No -5 penalty to Perception while taking an extended rest
Wilderness Tracker: Can roll Perception during short rest to track
Mountain Guide: Succeeding on an Athletics check to climb lowers the DC to climb by 2 for the encounter.
Reactive Stealth: Can roll Stealth during Initiative with cover or concealment
Sense Threat: Use Perception for Initiative, +2 Initiative to Allies that roll lower within 10
Wild Step: Ignore Difficult Terrain when Shifting
Windlord: Elemental Origin, fly 1 additional square from any Flight source, Second Wind gains push 1
Close Combat Archery: Ranged Attacks do not provoke OA's
Hunter's Action: On AP, can reroll each attack made before end of turn, must take second roll
Superior Archery: Aimed Shot deals half damage on miss, Clever Shot slides 1 on miss, Rapid Shot has no penalty to hit

Interrupts/Reactions:
If opponent moves adjacent to Stoaga: use Weave Through The Fray to shift up to 5 squares away
If hit with a Slow/Immobilize/Daze/Restrain: use Agile Escape if it will prevent the hit
If opponent ends its turn adjacent to Stoaga and Weave Through The Fray is spent: use Reactive Shift for same effect  

Look Around You
Jan 19, 2009

Zinula - Damage Taken:13 AC/F/R/W:29/27/25/26
Comms Operator (Aqua) - HP:0/118 AC/F/R/W: 28/25/23/22
Comms Operator (Pink) - HP:50/118 AC/F/R/W: 28/25/23/22

Comms Operator (Pink):
The comms operator hops away from Naivara before pulling out small, round grenade. She activates it and throws it towards the group of Meriele, Ziv, and Kacht-Ka. It explodes with a bright flash and a deafining bang, disorienting any who are unable to get out of the blast.
Move: Shift to B12
Standard: Suppression Grenade vs Will (Meriele, Ziv, Kacht-Ka): 3#1d20+19-2 19 29 35 2d8+8 19 Psychic - Hit: The target takes ongoing 10 psychic and cannot use daily or encounter attack powers (save ends).

Zinula:
Shaking off the domination, the Colonel looks extremely confused when he sees one of his soldiers lying on the ground in a pool of blood. He looks around, quickly taking stock of the situation before drawing his officer’s sword and swinging it at Naivara, striking her in the head and dazing her. He then quickly follows up with a stab to her chest. As she’s doubled over, he lifts his blade high above his head for a great strike, but it glances off her armor instead of finding true purchase.
Battle Focus: At the start of every turn, Zinula may make a saving throw against any dazing, dominating, stunning or immobilizing effect on him. Saving Throw: 1d20+5 22
Standard Dazing Strike vs AC (Naivara): 1d20+19 37 4d8+8 25 - Hit: Target is Dazed UEOMNT
Minor: Rapid Strike vs AC (Naivara): 1d20+19 34 3d8+12 22
Action Point: Power Strike vs AC (Naivara): 1d20+19 23 5d12+9 49

Wahad
May 19, 2011

There is no escape.

Meriele

Zinula shook off the mind control now that the stakes were real, but it had served it's purpose. Using his momentary disorientation to zap Naivara out of his follow-up strike, Meri blinks to the opposite side in two quick teleports, bashing the other comms operator across the face - no, the liver, instead. The drow seems to expect her strike but her last minute adjustment means it sinks into his side nonetheless.

Zinula's Turn:
Free: Advantage of Cunning to teleport Naivara to C12 on being missed. I teleport to B10.

My Turn:
Move: Ethereal Sidestep to C13. I become invisible to Zinula UEOMNT.
Standard: Guiding Strike vs Comms Pink at 1d20+19=20. Miss. Reroll with Couters of Second Chances at 1d20+19=30. Hit Pink for 1d8+8=16. Pink gets -2 Fortitude UEOMNT.


pre:
Meriele   						 
HP: 70/78 (THP: )        AC:   25    Passive Insight: 24
Surges: 4/7 (V: 19)      For:  22    Passive Perception: 22
Initiative: +8   	 Ref:  27    Action Points: 0
Speed: 6     	         Will: 28    Vision: Low-Light
Languages: Common, Elven

At Will			Encounter			     Daily
Staggering Note         [ ] Blinding Beacon                 [ ] Stirring Shout
Ethereal Sidestep       [ ] Cunning Ferocity                [ ] Swordmage Warding                 
Guiding Strike          [ ] Eyebite                         [ ] Thunder Blade
                        [ ] Feylights                       [ ] Timeless Trek in Mithrendain
                        [ ] Fey Step
                        [ ] Lesser Dimensional Step 
                        [ ][ ] Majestic Word
                        [ ] Moment of Escape 
                        [ ] Prescient Warning
                        [ ] Revitalizing Incantation
                        [ ] Second Wind
                        [ ] Words of Friendship

Item Powers
[X] 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.
Majestic Rescue: Grant target of Majestic Word a saving throw.
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 +5to 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.
Walk Among the Fey: Whenever I slide a target, I can choose to teleport them an equal number of squares instead.
Welcome Guest: Obtain room and board for yourself and up to 7 allies when in a place where you have fans.

TheArchimage
Dec 17, 2008

Kvardek

He planted his feet securely and put his left hand on his right wrist, preparing to fire an extra-powerful burst at the Comms Operator. "Starlet, move!" was the only warning he gave before a massive bolt tore out of his palm blaster. He had made a few alterations to his systems to allow his blasters to do this after the last mission, but he had not yet field tested it. This proved his undoing; though he braced himself he was unprepared for the sheer magnitude of the blast and skidded back several feet, barely angling the shot away to miss Meriele. But the strike landed home, burning away the soldier's armor entirely as well as several layers of flesh. The Comms Operator's body flopped to the floor and moved no more. He took in the results of his actions as a hiss of steam escaped from his hand, his cooling systems struggling to prevent a thermal event.

He chose this.

Minor: Curse Zinula.
Standard: Overwhelming Radiance to Pink Comms.
Overwhelming Radiance vs Fortitude: 1d20+17+2+1 25 3d10+3d8+10 40 radiant and psychic damage for the kill. Pact Boon activates, Zinula gets vulnerable 5 thunder UEoMNT.
Move: to G15


pre:
Kvardek   
HP: 88/88 (THP:-)	AC:   25    Passive Insight: 15
Surges: 11/11 (V: 22)	For:  26    Passive Perception: 15
Initiative: +13		Ref:  27    Action Points: 1
Speed: 6		Will: 25    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: +18 vs. AC, 1d8+10 damage (+3d8 vs. cursed enemies) and slide target 1 square

At Will			Encounter			Daily
Eldritch Strike		[ ] Warforged Resolve		[X] 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
			[X] Alter Time			[ ] Augury
			[X] Overwhelming Radiance	[ ] Trained from Birth
			[ ] Fell Might
                    	[ ] Fortune Binding
			[ ] Hero's Arrow
			[ ] Clarion Call
Active Vestige: Mt. Vaelis
Vestige - Mt. Vaelis: Eyes of the Vestige deals an additional 1d6 thunder damage.
Mt. Vaelis Pact Boon: When a cursed target dies, one other cursed enemy within 5 squares gains
	vulnerable 5 thunder 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.
Protective Hex: When you hit a cursed target they get -2 to attack rolls to hit your allies UEoYNT.
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.

Melchiresa
Jun 21, 2006

Nice guy.
Tries hard.
Loves hot dogs The Game.

Naivara Ulcahne

The Colonel's attack briefly winds Naivara, but she shakes it off and throws herself back into the fray. "Is that the best you can do? Is this the might of the Vular empire?" Naivara pulls out her sword and crackles it with psionic electricity and smirks. "Let me show you how it's really done!"

Naivara lands a solid slash on the colonel, adding further injury with electric shocks. When he is momentarily stunned, she cracks him in the skull with the butt of her sword. After landing her combo, she expands her shields out to protect the rest of the team. "Take cover, these people aren't loving worth needing stitches!"

Conductive Defense (2) vs Reflex: 1d20+20 34 2d8+9 22 +5 vuln damage
USOMNT target takes 6 lightning damage if it hits one of my allies

Action point!
on use of AP, I regain 2xCON mod HP

Living Fortress vs AC: 1d20+20+4 42 3d8+9 21
On hit: until end of the encounter, I and allies adjacent to me have cover

pre:
Naivara Ulcahne
HP: 90/103 (THP:0)		AC:	30 	Passive Insight: 25
Surges: 12/14 (V: 13)	Fort:	26	Passive Perception: 18
Initiative: +6		Ref:	22	Vision: Low Light
Speed: 5		Will:	27	Action Points: 1
Languages: Common, Elven, Dwarven

Resists:

MBA: Eldritch Strike: +20, 1d8+9 Hit: slide target 1 square and can mark UEONT

At Will				Encounter				Daily
Battlemind's Demand (0,1)	7/9 Power Points		[ ] Living Fortress
Eldritch Strike			[ ] Second Wind			[ ] Empathic Feedback
Conductive Defense (0,1,2)	[x] Action Point		[ ] Shattered Time
Vicious Cobra Strke (0,1,2)	[ ] Adept's Insight (0,1)	[ ] Enduring Body
Lightning Rush (0,1,2)		[ ] Persistant Harrier
Throwing Shield			[ ] Iron-Hewed Smash
				[ ] Winged Weapon
				[ ] Hands of the Titan
				[ ] Psionic Vigor
Items:
[ ] Sacrificial Longsword (Daily)
[ ] Couters of Second Chances (Daily)
[ ] Circlet of Second Chances (Daily)
[ ] Wyvernscale Armor of Dwarven Vigor (Daily)
[ ] Periapt of Cascading Health (Encounter)
[ ] Boots of Leaping (Encounter)

Reactions/Triggers:
Harrying Step (free): Trigger: adjacent marked target shifts. Action: Teleport adjacent
	to them
Mind Spike (immed. reaction): Trigger: adjacent marked target damages ally with
	attack not targeting you.
 	Action:Deal force and psychic damage to marked target equal to damage dealt
	
Class Features/Feats
Defensive Aura: When I hit with an unaugmented at-will psionic attack power while at <0 pp,
	I gain +2 to defenses USONT
Superior Action: When AP is spent to attack: +4 to attack roll and regain 2 * Con mod HP
Harrying Step: Teleport adjacent ot tirggering enemy instead of shift with blurred step
Heavy Blade Expertise: +2 to defenses against OAs
Defending Dabbler: Can mark target hit with dilettante power UEONT
Pursuing Step: Enemy triggering blurred step grants CA to me UEONT if I end adjacent to it
Superior Will: Make saving throw vs stunned or dazed at start of turn, even if not (save ends)
World Serpent's Grasp: Knock slowed or immobilized targets prone on hit
Demand's Reach: Battlemind's demand becomes burst 5
Iron Propulsion: Ignore armor's speed penalty while I have PP.

Melchiresa fucked around with this message at 01:06 on Jul 30, 2018

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?

Zivilyn

Withdrawing, Ziv drops his holo and revs up the old generator on his primary staff, aiming to give the good commander some complimentary amps. The bolt flies wide and arcs across the wall before dispersing, accomplishing a whole lot of nothing! Without losing a beat Ziv heads further south in the room, eyeing a chance to rush back into the melee and capitalize...

Start: Take 10 Psychic Damage.
Minor: Exit Beast Form, Shift 1 to E6
Standard: Jolt of Lightning vs Zin, Miss.
Move: Move to I13
End: Save against the Psychic Grenade.

pre:
Zivilyn Dariox  						 
HP: 43/76    	AC:	26	Passive Insight: 26
Surges: 6/8 (V: 20)	For:	23	Passive Perception: 28
Initiative: +18		Ref:	26(28)	Action Points: 1
Speed: 8		Will:	28      Vision: Low-light
Languages: Common, Elven	

At Will			Encounter	           Daily
Magic Stones		[ ] Second Wind            [ ] Faerie Fire
Jolt of Lightning   	[ ] Thorn Spray            [ ] Vine Serpents
Grasping Claws          [ ] Verdant Bounty         [X] Entangle
Wild Shape              [ ] Quills                 [ ] Factorum(Item)
                        [ ] Camouflage Cloak       [ ] Rapid Motion(Item)
                        [X] Bloodspray Bite        
                        [ ] Takedown Strike      
                        [ ] Clear the Chaff
                        [ ] Blood Moon Frenzy
                        [ ] Hunting Beast(I)

Implement: +17, +9 Damage, +3d6 on Crit
Melee: +17, +11 Damage

Passives:
Staff Expertise: Implement Powers do not provoke OAs
Pouncing Form: Shift 4 when Entering Beast Form
Wild Step: Ignore Difficult Terrain when Shifting
Berserker: Ignore OAs provoked when Charging
Rapid Motion: If Slowed, roll a Save to end it (Encounter)
World Serpent's Grasp: Prone the Slowed
Superior Reflexes: CA against all Enemies on first turn
Group Awareness: +1 Perception to Allies within 5 Squares
Cunning Stalker: Gain CA against Adjacent solo Enemies
Wood Elf Agility: Acro/Ath Results of 2-7 become 8
Sense Threat: Use Perception for Initiative
Grant +2 Initiative to Allies that roll lower within 10 Squares

Doomykins fucked around with this message at 17:57 on Aug 2, 2018

Unknown Quantity
Sep 2, 2011

!
Steven? Steven?!
STEEEEEEVEEEEEEEN!
Stoaga of the White Legs and Kacht-Ka, Remembrancer



Stoaga looks over at Kacht-Ka as the action continues. With Zinjang in the room, she's at a fever pitch, and as she begins to take aim at the cause of her tribe's suffering and near-genocide, something...either clicks or snaps, depending on interpretation. Gone is the concrete jungle of this building, replaced with the lush forests of Mundo del Monstruo. Gone are her fellow Resistance members, instead other White Legs taking their place. In particular, the dual-wielding Kacht-Ka resembles Jakkyou entirely too much at this point. She snaps to get his attention, does a sweeping motion with her arm, then firmly points down twice. The rest is all taken care of in an instant. Stoaga goes right for Zinula's shin as he takes a step back into a ready position. The momentum from that step is all she needs to send him tumbling down.

Clever Shot! (Zinula): 1d20+22 42
CRITICAL HIT!
CRITICAL DAMAGE!: 2d6 11
That's a grand total of 40 damage and Zinula's knocked prone.

The Ka, a bit frazzled by the grenade, may in fact see this vision that Stoaga has. Or just spots a downed target ready for the slaughter and goes right for it. Unfortunately, his two stabs hit the floor rather than the intended target.

Minor: Quarry on Zinula
Move: D10.
Standard: Twin Strike vs Zinula
Twin Strike! (Zinula): 1d20+19 28 1d10+11 14 1d20+19 20 1d10+11 16 2d6 7
Oof, double whiff.
Saving throw vs Grenade!: 1d20 1
And the luck pendulum just swung in the exact opposite direction for Kacht-Ka this turn, wow.

pre:

Stoaga of the White Legs  						 
HP: 81/81		AC:	27	Passive Insight: 21
Surges: 8/8 (V: 20)	For:	23	Passive Perception: 34
Initiative: +23		Ref:	27	Action Points: 0
Speed: 8		Will:	25      Vision: Low-light
Languages: Common, Elven, Primordial	

At Will			                      Encounter	                  Daily
Aimed Shot		               [ ] Second Wind             [ ] Ornament of Alertness (Item)
Clever Shot	                       [ ] Disruptive Shot         [ ] Inevitable Shot
Rapid Shot                             [ ] Disruptive Shot         [ ] Bracers of Archery
Seeking Falcon Stance                  [ ] Disruptive Shot         [ ] Kamesti Crossbow
Dancing Serpent Stance                 [ ] Disruptive Shot         [ ] Boots of Sand and Sea
Pack Wolf Stance                       [ ] Wind Fury Assault        
Agile Recovery                         [ ] Grappling Spirits
                                       [ ] Reactive Shift
                                       [ ] Invigorating Stride
                                       [ ] Weave Through The Fray
                                       [ ] Agile Escape
                                       [ ] Hunter's Grasping Trap

RBA: +22, 1d10+19, Does not provoke OA's, +2d6 on Crit

Stance Benefits:
Dancing Serpent (Default): +1 to attack and damage to enemy without allies adjacent, shift 1 at end of turn
Pack Wolf: Do not provoke OAs when leaving squares adjacent to allies, +1 to hit/1+X to damage when 2+ allies by target
Lone Wolf: +2 to hit bloodied enemies, automatically detect any bloodied creature within 5

Item Power: 
Ornament of Alertness (Daily, Minor): Enemies don't gain +2 to hit you from CA this encounter
Kamesti Crossbow (Daily, Free): Missing every target with an attack using it doesn't expend the use of the power, doesn't have a miss effect
Bracers of Archery (Daily, Minor): Completely ignore cover on next attack when using bow/crossbow
Boots of Sand and Sea (Encounter, Free): +5 power bonus to Athletics checks to swim
Rope of Climbing (At-Will, Minor): Rope climbs up to 10 squares and ties itself to a surface.

Passives:
Crossbow Hunter: Ignore Partial and Superior Cover, reload free
Master At Arms: Sheathe and draw a weapon with the same minor action
Alertness: +2 to Perception, Never Surprised
Low Crawl: Can shift while prone
Ambush Expertise: +2 to Stealth to all allies within 10 after a Stealth check
Watchful Rest: No -5 penalty to Perception while taking an extended rest
Wilderness Tracker: Can roll Perception during short rest to track
Mountain Guide: Succeeding on an Athletics check to climb lowers the DC to climb by 2 for the encounter.
Reactive Stealth: Can roll Stealth during Initiative with cover or concealment
Sense Threat: Use Perception for Initiative, +2 Initiative to Allies that roll lower within 10
Wild Step: Ignore Difficult Terrain when Shifting
Windlord: Elemental Origin, fly 1 additional square from any Flight source, Second Wind gains push 1
Close Combat Archery: Ranged Attacks do not provoke OA's
Hunter's Action: On AP, can reroll each attack made before end of turn, must take second roll
Superior Archery: Aimed Shot deals half damage on miss, Clever Shot slides 1 on miss, Rapid Shot has no penalty to hit

Interrupts/Reactions:
If opponent moves adjacent to Stoaga: use Weave Through The Fray to shift up to 5 squares away
If hit with a Slow/Immobilize/Daze/Restrain: use Agile Escape if it will prevent the hit
If opponent ends its turn adjacent to Stoaga and Weave Through The Fray is spent: use Reactive Shift for same effect  

pre:
Kacht-ka   
HP: 50/93 (THP:0)	AC:   23    Passive Insight: 26
Surges: 6/6 (V: 23)	For:  26    Passive Perception: 26
Initiative: +8		Ref:  23    Action Points: 1
Speed: 7		Will: 23    Vision: Low Light
Languages: Common, Thri-Kreen
Save Bonuses: None
Status: None
At Will			Encounter			Daily
Twin Strike     	[ ] Thri-Kreen Claws		[ ] Jaws of the Wolf
Marauder's Rush 	[X] Off-Hand Strike  		[ ] Frenzied Skirmish         
Agile Recovery		[ ] Action Point   		[ ] Attacks on the Run
Hunter's Quarry		[ ] Disruptive Strike
Agile Recovery		[ ] Sohei Flurry
                        [ ] Flurry of Blows                   	
                        [ ] Death Threat          	
                        [ ] Lashing Leaves 
                        [ ] Resume the Hunt
                        [ ] Crippling Shot


Item Powers
[ ] Gloves of Recovery [D] MBA on missed enemy
[ ] Boots of the Fencing Master [E, Min] Shift 2
[ ] Coif of Mindiron [E] Ignore will targeting daze effect
[ ] Steadfast Amulet [D] Saving throw against stun or dazed. Does not expend on failed save.
[ ] Diamond Cincture [D, Min] Spend a surge.
[ ] Flute of the Dancing Satyr [D, Mov] I shift 2. All allies in 5 can shift 1.

Passive Bonuses:
Multiple Arms: 1/turn draw or stow a weapon or item as a free action
Natural Jumper: Always have a running start when jumping
Torpor: 4 hours of torpor rather than sleeping
Running Attack: +1 to attack rolls during any standard action allowing movement
Heavy Blade Expertise: +2 to defenses against OAs
Harmony Blade: Make off-hand attack when critical hitting. When both this weapon 
and the off-hand weapon hit on the same turn, target takes -2 to attack rolls until EomNT
Jagged Sword: Crits on 19 or 20. 10 Ongoing on crit.
Lifeblood Armor: 5 THP after all rests.
Iron Armbands of Power: +2 to melee damage rolls
Blade Dancer Regalia: +set bonus to AC against Opportunity Attacks.
Boots of the Fencing Master: +1 to AC and reflex on shift
Vicious Advantage: CA against slowed, immobilized
Hobbling Strike: Slow by losing 1 HQ die
World Serpent's Grasp: Knock slowed or immobilized targets prone.

Look Around You
Jan 19, 2009

"What in the hell is even going on! Why are you attacking me? What kind of mutiny is this??" Zinula demands as he stands up after weathering the party's attacks. He spins around with his sword, slashing at Naivara and Kacht-Ka before launching a followup strike against Naivara.

Move: Stand from Prone
Standard: Cleaving Strike vs AC (Naivara, Kacht-Ka): 2#1d20+19 32 36 3d8+8 29
Minor: Rapid Strike vs AC (Naivara): 1d20+19 31 3d8+12 27

Zinula - Damage Taken:101 AC/F/R/W:29/27/25/26

Wahad
May 19, 2011

There is no escape.

Meriele

Naivara actually pauses at Zinula's confusion. "Wait, really?" Kacht-Ka takes advantage of the situation to smack the governor again. "I mean, we even spelled it out for you." A series of flashing lights as the three people surrounding Zinula are teleported to and fro, creating enough openings for the governor to be completely disoriented and open to more vulnerable strikes.

Zinula's Turn:
Free: Advantage of Cunning to teleport Naivara to B11 on being missed. I teleport to D11.
Immediate Interrupt: Prescient Warning on Kacht-Ka being hit, granting him an MBA vs Zinula at 1d20+21=33. Hit for 1d10+1d8+16=24 damage.

My Turn:
Standard: Cunning Ferocity vs Zinula at 1d20+21=27. Damage for 1d8+8=10. Allies within 5 squares of me (everybody except Stoaga) get a +6 damage bonus against Zinula UEOMNT.
Move: Fey Step to B12.
Free: MBA vs Zinula at 1d20+21=40. Hit, invoking Lesser Dimensional Step for 1d8+1d8+8=15 damage. I switch places with Kacht-Ka (he ends up in B12, I in D10).
Minor: Majestic Word on Kacht-Ka, who heals for 2d6+5+23=37 HP, and can make a save vs psychic grenade at 1d20=17.

Summary: I deal 25 damage to Zinula and am at D10. Kacht-Ka deals 24 damage, heals for 37, saves vs psychic grenades, and is positioned at B12.


pre:
Meriele   						 
HP: 70/78 (THP: )        AC:   25    Passive Insight: 24
Surges: 4/7 (V: 19)      For:  22    Passive Perception: 22
Initiative: +8   	 Ref:  27    Action Points: 0
Speed: 6     	         Will: 28    Vision: Low-Light
Languages: Common, Elven

At Will			Encounter			     Daily
Staggering Note         [ ] Blinding Beacon                 [ ] Stirring Shout
Ethereal Sidestep       [X] Cunning Ferocity                [ ] Swordmage Warding                 
Guiding Strike          [ ] Eyebite                         [ ] Thunder Blade
                        [ ] Feylights                       [ ] Timeless Trek in Mithrendain
                        [X] Fey Step
                        [X] Lesser Dimensional Step 
                        [X][ ] Majestic Word
                        [ ] Moment of Escape 
                        [X] Prescient Warning
                        [ ] Revitalizing Incantation
                        [ ] Second Wind
                        [ ] Words of Friendship

Item Powers
[X] 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.
Majestic Rescue: Grant target of Majestic Word a saving throw.
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 +5to 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.
Walk Among the Fey: Whenever I slide a target, I can choose to teleport them an equal number of squares instead.
Welcome Guest: Obtain room and board for yourself and up to 7 allies when in a place where you have fans.

Wahad fucked around with this message at 22:19 on Jul 31, 2018

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TheArchimage
Dec 17, 2008

Kvardek

He was about to call for Zinula's surrender when he remembered what nearly happened last time. Mercy was all well and good, but they did not have the capability to hold this man captive. Not to mention he could countermand his evacuation order at any time and render this entire adventure fruitless. No, he had to die. Focus on that goal. His right blaster was still in danger of overheating so he compensated with his left, firing two bolts that left lasting marks.

Move: to G11
Standard: Eyes of the Vestige vs Will: 1d20+17+2 29 1d6+1d6+3d8+12+6+5 48 radiant, psychic, and thunder damage (after vulnerability is taken into account). Zinula gets -2 to attack rolls vs. my allies UEoMNT.
ACTION POINT: All allies within 5 squares (so everyone) gains 5 temp HP and can shift 1 square as a free action.
Standard: Eyes of the Vestige vs Will: 1d20+17+2 38 1d6+1d6+12+5+6 28 radiant, psychic, and thunder damage.

Total 76 damage to Zinula.


pre:
Kvardek   
HP: 88/88 (THP:5)	AC:   25    Passive Insight: 15
Surges: 11/11 (V: 22)	For:  26    Passive Perception: 15
Initiative: +13		Ref:  27    Action Points: 0
Speed: 6		Will: 25    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: +18 vs. AC, 1d8+10 damage (+3d8 vs. cursed enemies) and slide target 1 square

At Will			Encounter			Daily
Eldritch Strike		[ ] Warforged Resolve		[X] V. Mt. Vaelis
Eyes of the Vestige	[ ] Second Wind                 [ ] V. Xandor  
Warlock's Curse		[X] Action Point 		[X] V. Onyx Queen
Hand of Blight		[ ] My Body, Myself! 		[ ] Dark One's Luck
			[X] Alter Time			[ ] Augury
			[X] Overwhelming Radiance	[ ] Trained from Birth
			[ ] Fell Might
                    	[ ] Fortune Binding
			[ ] Hero's Arrow
			[ ] Clarion Call
Active Vestige: Mt. Vaelis
Vestige - Mt. Vaelis: Eyes of the Vestige deals an additional 1d6 thunder damage.
Mt. Vaelis Pact Boon: When a cursed target dies, one other cursed enemy within 5 squares gains
	vulnerable 5 thunder 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.
Protective Hex: When you hit a cursed target they get -2 to attack rolls to hit your allies UEoYNT.
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.

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