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Wahad
May 19, 2011



Everything by design.



Meriele

Meri springs into action, running forth before the drow have a chance to shoot, then reaching back, slingshotting Stoaga and herself forward with the momentum through a series of blinks and combined attacks; when she comes to rest in the middle of the fray, her form is blurry and wavering, hard to see.

Alter Time: I move to E20.

Move: Moment of Escape Stoaga to F16. I teleport to E14.
Standard: Charge to E12, MBA Light Aqua for 1d20+21=34. Hit, invoking Dimensional Step for 2d8+9=18. I teleport to E10 and teleport Stoaga to E12, and Stoaga gets an MBA against Light Aqua. Because I teleport away while adjacent to Light Aqua, I am invisible to them UEOMNT.
Minor: Invoke Drow House Insignia; I gain concealment UEOE and +3 to Stealth.


pre:
Meriele   						 
HP: 88/88 (THP: )        AC:   28    Passive Insight: 25
Surges: 7/7 (V: 22)      For:  23    Passive Perception: 23
Initiative: +9   	 Ref:  29    Action Points: 0
Speed: 6     	         Will: 30    Vision: Low-Light
Languages: Common, Elven

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

Item Powers
[ ] Cellular Reorganizer (Encounter)
[ ] Couters of Second Chances (Daily)
[ ] Diamond Cincture (Daily)
[X] Drow House Insignia (Daily)
[ ] Eladrin Ring of Passage (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.
Fey Step Trailblazer: Whenever using fey step, take an adjacent willing creature, 
they teleport to a square adjacent to the destination.
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 +5 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.
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.

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Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?



Zivilyn

Ziv likes the bits of that plan where they're not overwhelmed, save for the part where he spreads out and gets overwhelmed since they got more fellas and gals for spreading out. He glides forward on the initiative and opens fire on the Vular, popping two across the legs and sending them tumbling. One on their rear end, the other to the ground below! ".. Looks like them Vular gals are blastin' off again.. guess they'd better grow some wings.. or start flappin'!"

He techs up and shifts back before dashing around to loosely support the others. Not clumped up, but killing the portion in front of them before taking the others was just the responsible thing to do.

Alter Time: Move to J18
Standard: Magic Stones vs J9, J14, O12 hits J9 and J14 for 14 Damage to J9 and 11 Damage to J14 plus 15 Psychic/Radiant Damage to J14 off Kvardek's allied curse. Attempt to Push J9 to I8 and J14 to I13. J14 falls! J9 falls Prone but is not Pushed. J14 takes 4 Fall Damage.
Minor: Shift to Beast Form and Shift to H21.
Move: Mover to E17.

pre:
Zivilyn Dariox  						 
HP: 91/91  (THP: 0)  	AC:	28	Passive Insight: 29
Surges: 8/8 (V: 23)	For:	26	Passive Perception: 31
Initiative: +21		Ref:	29	Action Points: 1
Speed: 9		Will:	32      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         [ ] Entangle
Wild Shape              [ ] Quills                 [ ] Factorum(Item)
                        [ ] Camouflage Cloak       [ ] Rapid Motion(Item)
                        [ ] Bloodspray Bite        
                        [ ] Takedown Strike      
                        [ ] Clear the Chaff
                        [ ] Blood Moon Frenzy
                        [ ] Thunder Crash
                        [ ] Hunting Beast(I)

Implement: +19, +10 Damage, +3d6 on Crit
Melee: +21, +12 Damage

Passives:
Vital Form: 1/Encounter regain Second Wind after Wild Shape
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

Unknown Quantity
Sep 2, 2011

!
Steven? Steven?!
STEEEEEEVEEEEEEEN!


Stoaga of the White Legs


Stoaga's momentum carries her quite well as she proceeds to, mid-flight, lose her illusory appearance and hold her blade out in preparation for the strike. She stabs forward, then steps back, pulling her target back with her.

Overwhelming Strike!: 1d20+23 30 1d10+13 18
18 damage, and I shift to E13, sliding Aqua to E12. I now have CA due to Deadly Draw.

She then glares at her target, her red eyes gaining a glint of sheer disdain. There's a faint sense of dread emanating off of her as she points the blade at her target, then swings again. It digs a fair bit deeper due, perhaps due to some deep hatred powering the swing. Or just better positioning. She again backs up a small bit and pulls her target with her.

Spending my minor action on my Oath of Enmity and a Free action on an Assassin's Shroud.

Overwhelming Strike! (Aqua): 2d20+23 57 1d10+19 22 1d6+3 7

29 damage, they can't shift away from me UEOMNT. Speaking of shifting, moving to E14 and dragging aqua to E13.

K Prime
Nov 4, 2009



Kacht-ka, Ka Remembrancer


Kacht-ka evaluates the scene for a moment, spotting where Stoaga will land, and then rushes to meet the foes she draws in, clotheslining him with a blade and sending him sprawling to the floor in a heap. "Now, we are on the same thought, Whitehair!" he says!

Minor: Quarry on Aqua
Move:Charge to F13
Standard:Marauder's Rush vs AC (AquaE13): 1d20+23 29 1d10+18+1d6+4 25


pre:
Kacht-ka   
HP: 109/109(THP:0)      AC:   28    Passive Insight: 28
Surges: 7/7 (V: 27)	For:  30    Passive Perception: 28
Initiative: +11	        Ref:  27    Action Points: 1
Speed: 7		Will: 26    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 	[ ] Off-Hand Diversion  	[ ] 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
[ ] Diamond Cincture [D, Min] Spend a surge.
[ ] Flute of the Dancing Satyr [D, Mov] I shift 2. All allies in 5 can shift 1.
[ ] Amulet of Scales [D. II] Resist 5 against keyword of attack
[ ] Foe Stone [W, min] Learn all target vulnerabilities

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.
Backlash Tattoo: reaction MBA on first bloody
Targeting Enhancer: +1 on attack roll for each successful attack in a power

Melchiresa
Jun 21, 2006

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



Naivara Ulcahne

Naivara hurls herself into the fray, appearing in front of one of the guards. She shoulders her in the solar plexus and stabs her in the side. Naivara wraps an arm around her and continues her forward motion - blinking out of existence and reappearing with the guard near her companion

Free+Move to F14
Standard Dimensional Slash vs AC: 1d20+21 38 2d8+11 19
Light Aqua goes to E9, I appear at F10
Minor Aegis of Shielding on Light & Heavy Aqua


pre:
Naivara Ulcahne
HP: 112/112 (THP: 0)		AC:  33		Passive Insight: 23
Surges: 12/12 (V: 28)		Fort: 26	Passive Perception: 23
Initiative: +11			Ref:  29	Action Points: 1
Speed: 7			Will: 26	Vision: Low Light
Languages: Common, Elven
Saving Throws: +5 vs Charm effects

Conditional Defenses/Resistances
+2 to AC and Reflex UEoNT when using teleportation power

Aegis of Shielding Reduction: 19

Basic Attack
MBA (Rubicant Blade Longsword): +21; 1d8+11

At-Will
Aegis of Shielding		Booming Blade			Sword Burst

Encounter
[ ] Action Point		[ ] Second Wind		[ ] Fey Step
[ ] Transposing Lunge		[ ] Dimensional Vortex	[ ] Loyal Unto Death
[ ] Dimensional Slash	

Daily
[ ] Vanishing Blade		[ ] Shielding Fire	[ ] Hellspike Assault

Utility
[ ] Arcane Mutterings (E)	[ ] Armathor's Step (E)	[ ] Impenetrable Warding (D)
[ ] Ever-Present Escort (E)

Item
[ ] Rubicant Blade Longsword +3 (D)
[ ] Feytouched Drowmesh +3 (E)
[ ] Cloak of Translocation +3 (D)
[ ] Couters of Second Chances (D)
[ ] Strikebacks (E)
[ ] Map of Unseen Lands (D)

Teleport Modifier: +2

Features
Swordbond: Bond with one blade; standard action call to hand (10 sq), fix in 1 hr
Malec-Keth Action: When taking AP to attack, ignore enemies' resistences
Chant of War: Aegis of Shielding is CBurst 5 while bloodied
Eladrin Swordmage Advance: Make free MBA against adjacent enemy after Fey Step
Extended Teleportation: +1 to teleport range using Swordmage or Swordmage PP powers
Aegis Vitality: Gain 5 THP when Aegis target violates mark
Retributive Shield: +2 to next attack before EoNT against enemy that triggered Aegis
Double Aegis: Can mark two targets with Swordmage Aegis
War Wizard's Expertise: -5 penalty to hit allies

Melchiresa fucked around with this message at Feb 9, 2019 around 00:57

Look Around You
Jan 19, 2009

You're just lucky my jaw is broken!


The aqua heavy guard sets her sights on Meri twists a dial, firing a glowing shot at her before firing a follow up shot with regular settings, landing a shot dead in her chest.
Minor: Illuminating Shot vs Reflex (Meri): 1d20+17 25 4d6+8 26 Hit: The target cannot benefit from invisibility or concealment (save ends). Miss: Target cannot benefit from invisibility or concealment UEOMNT.
Standard: Laser Rifle vs AC (Meri): 1d20+19 39 3d10+6 23 Crit: 36 Hit: Target is marked UEOMNT

The aqua light guard swings her rifle at Naivara, hitting her before shifting away from her.
Standard: Slippery Strike vs AC (Naivara): 1d20+19 33 3d8+9 24 Hit: Any marks on the guard end and the guard may shift 1. No shift.

The aqua officer pulls out a grenade and flings it in the center of the group on the catwalk in an attempt to send them all flying down below, .
Standard: Concussive Grenade vs Reflex (Meriele, Stoaga, Naivara, Kacht-Ka): 4#1d20+17 23 36 25 22 4d8+15 35 Hit: Target is pushed 2 - Try to push Stoaga to D15 Miss: Half damage
Saving Throw: 1d20 17; she is prone instead

The fuschia heavy guard stands up and sends a round flying towards Kacht-Ka, searing into his shoulder.
Move: Stand from prone
Standard: Laser Rifle vs AC (Kacht-Ka): 1d20+19 31 3d10+6 28 Hit: Target is marked UEOMNT

The fuschia light guard stands up and aims at Naivara, shooting at her and hitting the bottom of the catwalk instead.
Move: Stand from prone
Standard: Light Laser Rifle vs AC (Naivara): 1d20+19 31 3d8+9 17

The second officer aims her rifle at Kacht-Ka, but her rounds fly wide.
Standard: Pulse Rifle vs AC (Kacht-Ka): 1d20+19 24 4d6+8 18

The third heavy guard fires at Stoaga, catching her with her round
Move: To O10
Standard: Laser Rifle vs AC (Stoaga): 1d20+19 38 3d10+6 20 Hit: Target is marked UEOMNT

The final light guard shoots at Ziv, though her rounds fly wide.
Move to O15
Standard: Light Laser Rifle vs AC (Ziv): 1d20+19 25 3d8+9 28


H. Guard (Aqua) - HP: 136/136 AC/F/R/W: 28/27/26/25 [Aegis of Shielding]
H. Guard (Fuschia) - HP: 122/136 AC/F/R/W: 28/27/26/25
H. Guard (Lime) - HP: 136/136 AC/F/R/W: 28/27/26/25
L. Guard (Aqua) - HP: 27/136 AC/F/R/W: 28/26/27/25 [Bloodied; Aegis of Shielding]
L. Guard (Fuschia) - HP: 106/136 AC/F/R/W: 28/26/27/25
L. Guard (Lime) - HP: 136/136 AC/F/R/W: 28/26/27/25
Officer (Aqua) - HP: 136/136 AC/F/R/W: 28/25/26/27
Officer (Lime) - HP: 136/136 AC/F/R/W: 28/25/26/27



Terrain Notes:
The exit is to the west.
The catwalk is 15 feet off the ground; ladders are shown as spiral staircase tokens.

TheArchimage
Dec 17, 2008



Kvardek

Their offensive was strong, but the enemy's counter-attack left some of his allies in a bad way. There was not much good he could do here, the range of his blasters was not quite that impressive. But his hover engines had finished heating up; now was the time to show them off. He gently floated off the catwalk and noticed a guard attempting to take potshots at the group from below. He twisted horizontally and flew directly at her, extending his right fist to punch her in the face while keeping his left tucked close to his body. The hit was solid, knocking her off balance long enough to right himself. Then his left hand shot a set of manacles to restrict the heavier of the guards on the catwalk. "Our fight does not end here," he promised. "We can go much further."

Move: to I19, dropping down to hovering 1 square above the lower floor.
Standard: Charge to I14, using Eldritch Strike on Light Guard Fuschia at I13.
Eldritch Strike vs AC: 1d20+20+1+2 36 1d8+3d8+12 32 damage, I slide her to I12.
ACTION POINT! All allies within 5 (so everyone) gets 6 temp HP and can shift 1 square as a free action.
Standard: Vestige of Xandor on Heavy Guard Aqua at E8.
Vestige of Xandor vs Will: 1d20+19 33 2d6+14 23 psychic damage and comes under the influence of Xandor (SE). While influenced, at the beginning of each of her turns she must choose to either become dazed USoNT or take 12 psychic damage. My active Vestige becomes Xandor.
As a reminder, all bloodied allies within 5 squares of me regain 6 HP at the start of their turn. Also allies get a +1 bonus to surge value if you're within 5 squares of me.


pre:
Kvardek   
HP: 99/99 (THP:-)	AC:   29    Passive Insight: 16
Surges: 12/12 (V: 24)	For:  28    Passive Perception: 16
Initiative: +12		Ref:  29    Action Points: 0
Speed: 6		Will: 26    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: +20 vs. AC, 1d8+12 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                 [X] V. Xandor  
Warlock's Curse		[X] Action Point 		[ ] V. Onyx Queen
Hand of Blight		[ ] My Body, Myself! 		[ ] Dark One's Luck
			[X] Alter Time			[ ] Augury
			[ ] Overwhelming Radiance	[ ] Trained from Birth
			[ ] Fell Might			[X] Angelic Aura
                    	[ ] Fortune Binding
			[ ] Hero's Arrow
			[ ] Break the Will
Vestige - Xandor: Eyes of the Vestige deals an additional 1d8 psychic damage.
Xandor Pact Boon: When cursed target dies, make a saving throw or gain Con mod (6) temp HP.

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.
[ ] Amulet of Elegy (D) - (NA) When you inflict a SE effect, all targets get -3 to first saving throw.
[ ] 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 (6) 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: Curse nearest enemy and give vuln 3 radiant UEoYNT, 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!)
Shared Pact: Can give Pact Boon benefit to ally within 3 squares instead of yourself.

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.

Unknown Quantity
Sep 2, 2011

!
Steven? Steven?!
STEEEEEEVEEEEEEEN!


Stoaga of the White Legs

51/106 (BLOODIED)


Stoaga falls over, gritting her teeth and glaring at her target. Without even saying a word, she vanishes, then reappears to slash at the legs of her quarry.

Immediate Reaction to Relentless Stride, teleporting to F9.
Relentless Stride! (Aqua): 1d20+19 22 1d10+19 22
Rerolling that with my reroll.
Relentless Stride REROLL! (Aqua): 1d20+19 28 1d10+19 25

Not my turn yet, so expect another post soon.

Unknown Quantity fucked around with this message at Feb 9, 2019 around 16:41

Wahad
May 19, 2011



Everything by design.



Meriele

Meri disappears on the drow's hit, appearing on the edge of the grenade's radius, before slinging Kacht-Ka forward and finishing off one of the drow with a well-placed bolt of energy from her arm. She rejoins the fray with Stoaga.

Enemy's Turn:
Free: On Being Crit by Heavy Aqua, activate Escape Tattoo and teleport to E15. The Concussion Grenade does not effect me since I am outside the blast radius.
Free: Kacht-Ka is missed, use Virtue of Cunning to teleport him to G7.
Immediate Reaction: When Naivara is hit by Light Aqua, Prescient Warning to grant her a Basic Attack with +1d8 at 1d20+21=25. She misses. Stoaga invokes Divine Guidance for a reroll at 1d20+21=27. Miss again.

My Turn:

Standard: Staggering Note vs Light Aqua at 1d20+18=31. Hit for 6 damage. Light Aqua dies.
Minor: Majestic Word on Stoaga. She heals for 26+2d6+6=44, and teleports to E4. I teleport back to E10.

Final positions: Kacht-Ka G7, Stoaga E4, myself E10.


pre:
Meriele   						 
HP: 52/88 (THP: 6)        AC:   28    Passive Insight: 25
Surges: 7/7 (V: 22)      For:  23    Passive Perception: 23
Initiative: +9   	 Ref:  29    Action Points: 0
Speed: 6     	         Will: 30    Vision: Low-Light
Languages: Common, Elven

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

Item Powers
[ ] Cellular Reorganizer (Encounter)
[ ] Couters of Second Chances (Daily)
[ ] Diamond Cincture (Daily)
[X] Drow House Insignia (Daily)
[ ] Eladrin Ring of Passage (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.
Fey Step Trailblazer: Whenever using fey step, take an adjacent willing creature, 
they teleport to a square adjacent to the destination.
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 +5 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.
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.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?



Zivilyn

With everybody spread out but the good guys, Ziv opts to drop down the ladder and give the isolated guard a swat. He misses the plucky lass, unfortunately.

Free: Shift to F17
Move: Descend the ladder and move to H12, using extra move to avoid OA.
Standard: Grasping Claw whiff.

pre:
Zivilyn Dariox  						 
HP: 91/91  (THP: 6)  	AC:	28	Passive Insight: 29
Surges: 8/8 (V: 23)	For:	26	Passive Perception: 31
Initiative: +21		Ref:	29	Action Points: 1
Speed: 9		Will:	32      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         [ ] Entangle
Wild Shape              [ ] Quills                 [ ] Factorum(Item)
                        [ ] Camouflage Cloak       [ ] Rapid Motion(Item)
                        [ ] Bloodspray Bite        
                        [ ] Takedown Strike      
                        [ ] Clear the Chaff
                        [ ] Blood Moon Frenzy
                        [ ] Thunder Crash
                        [ ] Hunting Beast(I)

Implement: +19, +10 Damage, +3d6 on Crit
Melee: +21, +12 Damage

Passives:
Vital Form: 1/Encounter regain Second Wind after Wild Shape
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

Unknown Quantity
Sep 2, 2011

!
Steven? Steven?!
STEEEEEEVEEEEEEEN!


Stoaga of the White Legs

95/106

Now in a position to take down a priority target (albeit still on the ground), Stoaga looks over at Kacht again for a brief moment before making a "come here" gesture. In an instant she's back on her feet, staring at the officer with a curious expression before seemingly going right through them and slashing at their back. The slash makes quite the large gash.

Free Action: Holy Blessing on Aqua Officer. He grants CA to me UEOMNT and is now my Oath target.
Minor action: Loyal Sanction on Kacht-Ka. He has +6 damage for any attack against my Oath target UEOMNT.
Move Action: Stand up.
Standard action: Inexorable Stride to phase shift through Aqua Officer to F2, then the attack.

Inexorable Stride! (Aqua Officer): 2d20k1+23 43 2d12+19 30
CRIT DAMAGE!: 3d8 7

CRITICAL HIT! The Officer takes a total of 50 damage and cannot shift away from me next turn.

K Prime
Nov 4, 2009



Kacht-ka, Ka Remembrancer


Kacht-ka takes another moment to reorient, before acknowledging Stoaga with a nod and stabbing the officer repeatedly in the torso as the drow tries to figure out which way to face. "It's important to make strong decisions," he says. "A bit late for you."

Move: F4
Standard:Twin Strike vs AC (Aqua Officer): 1d20+23 25 1d10+14 19 1d20+23 31 1d10+14 17
Minor:Off-Hand Diversion vs AC (Aqua Officer): 1d20+23 36 1d10+20 23 Grants CA to all until the end of my next turn.

pre:
Kacht-ka   
HP: 81/109(THP:6)      AC:   28    Passive Insight: 28
Surges: 7/7 (V: 27)	For:  30    Passive Perception: 28
Initiative: +11	        Ref:  27    Action Points: 1
Speed: 7		Will: 26    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 Diversion  	[ ] 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
[ ] Diamond Cincture [D, Min] Spend a surge.
[ ] Flute of the Dancing Satyr [D, Mov] I shift 2. All allies in 5 can shift 1.
[ ] Amulet of Scales [D. II] Resist 5 against keyword of attack
[ ] Foe Stone [W, min] Learn all target vulnerabilities

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.
Backlash Tattoo: reaction MBA on first bloody
Targeting Enhancer: +1 on attack roll for each successful attack in a power

Melchiresa
Jun 21, 2006

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



Naivara Ulcahne

Seeing the heavy guard go after Meri, Naivara throws up a psionic shield in front of Meri - reducing some of the impact of their attack. She tries to rush the guard to knock them away, but the heavy guard dodges. She swings her sword, unleashing a wave of energy directly into the guard's torso

Interrupt: Aegis of Shielding on Heavy Guard's attack on Meri
Reduces damage by 14
As part of the interrupt, use Transposing Lunge vs AC: 1d20+21 25 2d8+11 14, which misses...
Free: shift to F9
Standard: Sword Burst vs Reflex (Heavy and Light Aqua): 2#1d20+18 34 29 1d6+11 13

Changed to Booming Blade Damage: 1d8+11 19 per DM
If target adjacent to me moves away from me during its turn, it takes 1d6+4 thunder damage




pre:
Naivara Ulcahne
HP:  71/112 (THP: 0)		AC:  33		Passive Insight: 23
Surges: 12/12 (V: 28)		Fort: 26	Passive Perception: 23
Initiative: +11			Ref:  29	Action Points: 1
Speed: 7			Will: 26	Vision: Low Light
Languages: Common, Elven
Saving Throws: +5 vs Charm effects

Conditional Defenses/Resistances
+2 to AC and Reflex UEoNT when using teleportation power

Aegis of Shielding Reduction: 19

Basic Attack
MBA (Rubicant Blade Longsword): +21; 1d8+11

At-Will
Aegis of Shielding		Booming Blade			Sword Burst

Encounter
[ ] Action Point		[ ] Second Wind		[ ] Fey Step
[x] Transposing Lunge		[ ] Dimensional Vortex	[ ] Loyal Unto Death
[x] Dimensional Slash	

Daily
[ ] Vanishing Blade		[ ] Shielding Fire	[ ] Hellspike Assault

Utility
[ ] Arcane Mutterings (E)	[ ] Armathor's Step (E)	[ ] Impenetrable Warding (D)
[ ] Ever-Present Escort (E)

Item
[ ] Rubicant Blade Longsword +3 (D)
[ ] Feytouched Drowmesh +3 (E)
[ ] Cloak of Translocation +3 (D)
[ ] Couters of Second Chances (D)
[ ] Strikebacks (E)
[ ] Map of Unseen Lands (D)

Teleport Modifier: +2

Features
Swordbond: Bond with one blade; standard action call to hand (10 sq), fix in 1 hr
Malec-Keth Action: When taking AP to attack, ignore enemies' resistences
Chant of War: Aegis of Shielding is CBurst 5 while bloodied
Eladrin Swordmage Advance: Make free MBA against adjacent enemy after Fey Step
Extended Teleportation: +1 to teleport range using Swordmage or Swordmage PP powers
Aegis Vitality: Gain 5 THP when Aegis target violates mark
Retributive Shield: +2 to next attack before EoNT against enemy that triggered Aegis
Double Aegis: Can mark two targets with Swordmage Aegis
War Wizard's Expertise: -5 penalty to hit allies
[/quote]

Look Around You
Jan 19, 2009

You're just lucky my jaw is broken!


[temporary bump]

Look Around You
Jan 19, 2009

You're just lucky my jaw is broken!


The heavy guard’s manacles prevent her from taking full actions momentarily. She instead swings her rifle at Naivara in an attempt to knock her off the catwalk, but she misses instead.
Choose Dazed
Standard: Bayonet vs AC (Naivara): 1d20+19 25 3d10+6 26

The officer wearing aqua insignia steps around the side of Stoaga and away from Kacht-Ka. She then yells in Elven This bitch! Kill her! as she throws a very small, flashing beacon at her before swiping at her with a taser.
Move: Shift to E2
Minor: Target Designator (Stoaga) Effect: Target grants CA against all ranged attacks (Save Ends). Special: This ability can be reused on another target. If it is, the designation falls off of the prior target.
Standard Taser vs Fortitude (Stoaga): 1d20+17 29 3d8+9 26 Hit: Target is dazed UEOMNT.

The light fuchsia guard quickly swipes at Ziv with her bayonet. She strikes true and slides away from him before scrambling over to the ladder nearest her.
Standard: Slippery Strike vs AC (Ziv): 1d20+19 29 3d8+9 23 Hit: Any marks on the Light Guard end. In addition, the Light Guard may shift one. Shift to J13
Move: To L17+1 square up the ladder.

The heavier fuchsia guard trains her sights on Stoaga, letting out a heavy blast from her rifle, hitting her directly in the side.
Standard: Laser Rifle vs AC (Stoaga): 1d20+19+2 34 3d10+6 33 Hit: the target is marked UEOMNT.

The light lime guard moves over towards the western end of her catwalk before letting loose at Stoaga with her light rifle.
Move: to O9
Standard: Light Laser Rifle vs AC (Stoaga): 1d20+19+2 27 3d8+9+1d8 31

The heavy lime guard also slides west on the catwalk and sets her sights on Stoaga.
Move: to O6
Standard: Laser Rifle vs AC (Stoaga): 1d20+19+2 35 3d10+6 19 Hit: the target is marked UOEMNT. Overwriting fuchsia’s mark.

Finally, the lime officer lets out a burst at Stoaga. The rounds hit her square in the chest and crumple her to the ground, bleeding out. She then points over to Meri, designating her as the next target.
Move: to P2
Standard: Pulse Rifle vs AC (Stoaga): 1d20+19+2 40 4d6+8 20
Minor: Target Designator (Meri)


H. Guard (Aqua) - HP: 94/136 AC/F/R/W: 28/27/26/25 [Aegis of Shielding]
H. Guard (Fuschia) - HP: 122/136 AC/F/R/W: 28/27/26/25
H. Guard (Lime) - HP: 136/136 AC/F/R/W: 28/27/26/25
L. Guard (Aqua) - HP: 27/136 AC/F/R/W: 28/26/27/25 [Bloodied; Aegis of Shielding] [DEAD]
L. Guard (Fuschia) - HP: 74/136 AC/F/R/W: 28/26/27/25
L. Guard (Lime) - HP: 136/136 AC/F/R/W: 28/26/27/25
Officer (Aqua) - HP: 46/136 AC/F/R/W: 28/25/26/27 [Bloodied]
Officer (Lime) - HP: 136/136 AC/F/R/W: 28/25/26/27



Terrain Notes:
The exit is to the west.
The catwalk is 15 feet off the ground; ladders are shown as spiral staircase tokens.

Look Around You fucked around with this message at Mar 9, 2019 around 21:34

TheArchimage
Dec 17, 2008



Kvardek

"No!" he shouts as he watches Stoaga crumple under a hail of gunfire. His jets flared up and he returned to the catwalk, no ladder required. He covered his landing with a blast from his palm blaster, telling the women, "I am more than enough for the likes of this one, you are needed elsewhere. Go!"

Move: to E9, hovering at catwalk height. Shadow Walk activates.
Minor: Warlock's Curse, Heavy Aqua is cursed. He gains vulnerable 3 radiant UEoMNT.
Standard: Eyes of the Vestige to Heavy Aqua. I get Prime Shot and CA.
Eyes of the Vestige vs Will: 1d20+19+2+1 36 1d6+1d8+3d8+14 42 45 radiant and psychic damage after vulnerability. He gets -2 to hit my allies UEoMNT.
Free: When Heavy Aqua becomes bloodied, I remove my curse and grant the Pact Boon to Ziv, who gains 6 temp HP.


pre:
Kvardek   
HP: 99/99 (THP:-)	AC:   29    Passive Insight: 16
Surges: 12/12 (V: 24)	For:  28    Passive Perception: 16
Initiative: +12		Ref:  29    Action Points: 0
Speed: 6		Will: 26    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: +20 vs. AC, 1d8+12 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                 [X] V. Xandor  
Warlock's Curse		[X] Action Point 		[ ] V. Onyx Queen
Hand of Blight		[ ] My Body, Myself! 		[ ] Dark One's Luck
			[X] Alter Time			[ ] Augury
			[ ] Overwhelming Radiance	[ ] Trained from Birth
			[ ] Fell Might			[X] Angelic Aura
                    	[ ] Fortune Binding
			[ ] Hero's Arrow
			[ ] Break the Will
Vestige - Xandor: Eyes of the Vestige deals an additional 1d8 psychic damage.
Xandor Pact Boon: When cursed target dies, make a saving throw or gain Con mod (6) temp HP.

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.
[ ] Amulet of Elegy (D) - (NA) When you inflict a SE effect, all targets get -3 to first saving throw.
[ ] 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 (6) 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: Curse nearest enemy and give vuln 3 radiant UEoYNT, 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!)
Shared Pact: Can give Pact Boon benefit to ally within 3 squares instead of yourself.

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 Mar 10, 2019 around 10:06

Wahad
May 19, 2011



Everything by design.



Meriele

"Not on my watch!" Meri shouts back in Elven, blinking to the other side of the dazed drow and uppercutting him with her arm to the sound of a booming crack, leaving him ten feet down the catwalk. Then, she reaches for Stoaga and pulls her through the void away from the officer, the bleeding wounds closing as the bullets that had filled her clatter to the ground. Before the drow can fire back, she teleports to the ground, hoping to get some cover before she meets the same fate as Stoaga.

Move: Ethereal Sidestep to E7.
Standard: Thunder Blade vs Heavy Aqua at 1d20+23=28. Hit for 3d8+9=20 thunder damage and I teleport him to E10.
Minor: Majestic Word on Stoaga. She spends a surge and heals for 26+2d6+6=42, gets a saving throw vs the Target Designator at 1d20+0=13, succeeds, and teleports to H1. On teleporting, I use Cellular Reorganizer to let Stoaga spend another healing surge for another 26 HP. I teleport to G7 under the catwalk.

End of Turn: Save vs Target Designator at 1d20=17. Success.


pre:
Meriele   						 
HP: 52/88 (THP: 6)        AC:   28    Passive Insight: 25
Surges: 7/7 (V: 22)      For:  23    Passive Perception: 23
Initiative: +9   	 Ref:  29    Action Points: 0
Speed: 6     	         Will: 30    Vision: Low-Light
Languages: Common, Elven

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

Item Powers
[X] Cellular Reorganizer (Encounter)
[ ] Couters of Second Chances (Daily)
[ ] Diamond Cincture (Daily)
[X] Drow House Insignia (Daily)
[ ] Eladrin Ring of Passage (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.
Fey Step Trailblazer: Whenever using fey step, take an adjacent willing creature, 
they teleport to a square adjacent to the destination.
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 +5 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.
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 Mar 10, 2019 around 16:51

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?



Zivilyn

Ziv curses and takes his forced investment in a future scar in stride, vaulting back up the nearest ladder. With a shimmer and a quickdraw he opens fire on their assailants, sending two scurrying but failing to put the nearby Heavy down.

Move: Move to F16.
Minor: Shift out of Wild Shape.
Standard: Magic Stones vs Heavy Aqua(E10), Light Fuschia(L17) and Heavy Fuschia(J9.) Hits Heavy Aqua and Light Fuschia for 13 Damage each and push both off ledges. Heavy Aqua Saves, Light Fuschia does not. Knock Heavy Aqua prone at E10, push Light Fuschia to M17 off the ladder but only down five feet.

pre:
Zivilyn Dariox  						 
HP: 74/91  (THP: 6/6)  	AC:	28	Passive Insight: 29
Surges: 8/8 (V: 23)	For:	26	Passive Perception: 31
Initiative: +21		Ref:	29	Action Points: 1
Speed: 9		Will:	32      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         [ ] Entangle
Wild Shape              [ ] Quills                 [ ] Factorum(Item)
                        [ ] Camouflage Cloak       [ ] Rapid Motion(Item)
                        [ ] Bloodspray Bite        
                        [ ] Takedown Strike      
                        [ ] Clear the Chaff
                        [ ] Blood Moon Frenzy
                        [ ] Thunder Crash
                        [ ] Hunting Beast(I)

Implement: +19, +10 Damage, +3d6 on Crit
Melee: +21, +12 Damage

Passives:
Vital Form: 1/Encounter regain Second Wind after Wild Shape
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

Melchiresa
Jun 21, 2006

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



Naivara Ulcahne

Naivara swings her sword and fires off a focused blast of psionic energy towards the soldier, knocking her off her feet for good. Continuing with her momentum, she disappears and reappears in front of a nearby officer. With a downward swing of her sword, she lands a stunning blow to the officer's torso.


Standard:Booming Blade vs AC (Heavy Aqua): 1d20+21+2 28 1d8+11+3 17
Minor: Fey Step to F3, Eladrin Swordmage Advance gives me: Melee Basic Attack vs AC (Officer Aqua): 1d20+21 40 1d8+11 12
Minor: Aegis of Shielding vs Officer Aqua




pre:
Naivara Ulcahne
HP:  71/112 (THP: 0)		AC:  33		Passive Insight: 23
Surges: 12/12 (V: 28)		Fort: 26	Passive Perception: 23
Initiative: +11			Ref:  29	Action Points: 1
Speed: 7			Will: 26	Vision: Low Light
Languages: Common, Elven
Saving Throws: +5 vs Charm effects

Conditional Defenses/Resistances
+2 to AC and Reflex UEoNT when using teleportation power

Aegis of Shielding Reduction: 19

Basic Attack
MBA (Rubicant Blade Longsword): +21; 1d8+11

At-Will
Aegis of Shielding		Booming Blade			Sword Burst

Encounter
[ ] Action Point		[ ] Second Wind		[ ] Fey Step
[x] Transposing Lunge		[ ] Dimensional Vortex	[ ] Loyal Unto Death
[x] Dimensional Slash	

Daily
[ ] Vanishing Blade		[ ] Shielding Fire	[ ] Hellspike Assault

Utility
[ ] Arcane Mutterings (E)	[ ] Armathor's Step (E)	[ ] Impenetrable Warding (D)
[ ] Ever-Present Escort (E)

Item
[ ] Rubicant Blade Longsword +3 (D)
[ ] Feytouched Drowmesh +3 (E)
[ ] Cloak of Translocation +3 (D)
[ ] Couters of Second Chances (D)
[ ] Strikebacks (E)
[ ] Map of Unseen Lands (D)

Teleport Modifier: +2

Features
Swordbond: Bond with one blade; standard action call to hand (10 sq), fix in 1 hr
Malec-Keth Action: When taking AP to attack, ignore enemies' resistences
Chant of War: Aegis of Shielding is CBurst 5 while bloodied
Eladrin Swordmage Advance: Make free MBA against adjacent enemy after Fey Step
Extended Teleportation: +1 to teleport range using Swordmage or Swordmage PP powers
Aegis Vitality: Gain 5 THP when Aegis target violates mark
Retributive Shield: +2 to next attack before EoNT against enemy that triggered Aegis
Double Aegis: Can mark two targets with Swordmage Aegis
War Wizard's Expertise: -5 penalty to hit allies

K Prime
Nov 4, 2009



Kacht-ka, Ka Remembrancer


"My student. That was the wrong choice," says Kacht-ka, though it is unclear to who. As Naivara knocks the officer off balance, he takes a step forward.

There is a brief blur of motion.

There is a horrible silent moment.

The officer is not even fallen before Kacht-ka moves away. "Next lesson."

He is on the heavy guard at the center of the formation before the guard has a chance to think. "Always know your enemy comes."

A vicious series of blows leaves the guard bleeding badly on the floor. They are surrounded, and also so very alone.

Move: Shift to E3
Twin Strike vs AC: 1d20+23 43 1d10+8 11 1d20+23 43 1d10+8 10
Crit Damage: 3d6 9
Total: 45 damage
Granted attack: Free Granted Attack vs AC: 1d20+23 37 1d10+14 19
tango down
Minor: Quarry Heavy Fuschia
ACTION POINT
Standard:Attacks on the Run vs AC (Heavy Fuschia): 1d20+21 36 3d10+23 43 1d20+21 22 3d10+23 38 1d6 4
Move to J8, total damage 66, H Fuschia is slowed
Gloves of Recovery MBA:Melee Basic Attack vs AC (Heavy Fuschia): 1d20+25 44 1d10+23 26
Critical (Jagged Blade)! 33 damage and 10 ongoing damage, H Fuschia is prone

Total damage to H Fuschia: 99 +10 ongoing save ends

pre:
Kacht-ka   
HP: 81/109(THP:6)      AC:   28    Passive Insight: 28
Surges: 7/7 (V: 27)	For:  30    Passive Perception: 28
Initiative: +11	        Ref:  27    Action Points: 0
Speed: 7		Will: 26    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 Diversion  	[ ] Frenzied Skirmish         
Agile Recovery		[ ] Action Point   		[X] 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
[X] 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
[ ] Diamond Cincture [D, Min] Spend a surge.
[ ] Flute of the Dancing Satyr [D, Mov] I shift 2. All allies in 5 can shift 1.
[ ] Amulet of Scales [D. II] Resist 5 against keyword of attack
[ ] Foe Stone [W, min] Learn all target vulnerabilities

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.
Backlash Tattoo: reaction MBA on first bloody
Targeting Enhancer: +1 on attack roll for each successful attack in a power

Unknown Quantity
Sep 2, 2011

!
Steven? Steven?!
STEEEEEEVEEEEEEEN!


Stoaga of the White Legs

67/106 HP


There's a blur of activity. A firing line tearing into her, seared all over with burns that are only exacerbated by her skin's condition. Collapsing for a moment from the overpowering harm. But then, a sudden influx of a warm and welcome sensation, and the stings of the laser burns begin hurting a great deal less. Back on her feet, she sees how much the battle has changed. Her target is gone. But there's another in her sight. Her eyes glint again as she finds the one Kacht has nearly dead to rights, begins stepping forward, then leaps with an otherworldly grace towards her target, impaling it with her blade.

". . ."

And yet she's still shaken, based on both her expression and her hands.

Minor Action: Declare Heavy Fuchsia my new Oath target.
Move Action: Move to I2.
Standard Action: Wind Fury Assault, flying to K8 to attack Heavy Fuchsia.


Wind Fury Assault! (Heavy Fuschia): 2#1d20+23 30 36 2d12+19 32

And that's a confirmed kill.

Look Around You
Jan 19, 2009

You're just lucky my jaw is broken!


The remaining officer designates Kacht-Ka for the groups next target before firing a burst at him.
Minor: Target Designator (Kacht-Ka)
Standard: Pulse Rifle vs AC (Kacht-Ka): 1d20+19+2 39 4d6+8 30

The fuschia light guard scampers up the ladder before dutifully following the officer’s command and shooting at Kacht-Ka, though she misses wildly.
Move: to J17
Standard: Light Laser Rifle vs AC (Kacht-Ka): 1d20+19+2 22 3d8+9+1d8 36

The light heavy guard also fires at Kacht-Ka, again missing her mark.
Standard: Laser Rifle vs AC (Kacht-Ka): 1d20+19+2 23 3d10+6 14

Finally the light lime guard shoots at her designated target, her shot barely managing to catch him on the arm.
Light Laser Rifle vs AC (Kacht-Ka): 1d20+19+2 28 3d8+9+1d8 27

H. Guard (Aqua) - HP: 0/136 AC/F/R/W: 28/27/26/25 [DEAD]
H. Guard (Fuschia) - HP: 0/136 AC/F/R/W: 28/27/26/25 [DEAD]
H. Guard (Lime) - HP: 136/136 AC/F/R/W: 28/27/26/25
L. Guard (Aqua) - HP: 27/136 AC/F/R/W: 28/26/27/25 [DEAD]
L. Guard (Fuschia) - HP: 61/136 AC/F/R/W: 28/26/27/25 [Bloodied]
L. Guard (Lime) - HP: 136/136 AC/F/R/W: 28/26/27/25
Officer (Aqua) - HP: 34/136 AC/F/R/W: 28/25/26/27 [DEAD]
Officer (Lime) - HP: 136/136 AC/F/R/W: 28/25/26/27



Terrain Notes:
The exit is to the west.
The catwalk is 15 feet off the ground; ladders are shown as spiral staircase tokens.

Wahad
May 19, 2011



Everything by design.



Meriele

"Come on! Let's mop these guys up!" A short series of teleports sees the remaining heavy guard flanked by Kacht-Ka and Meri herself, and she revs up to punch him in the liver, leaving him open for the others to do more damage, before taking a more defensive stance - wouldn't do to get cocky now.

On the Enemy's Turn
Immediate Reaction: When Kacht-Ka is missed, I invoke Virtue of Cunning to teleport him to O5. I teleport to J7 on top of the catwalk.

On My Turn:
Move: Ethereal Sidestep to O7.
Standard: Cunning Ferocity vs Heavy Lime at 1d20+23=34. Hit for 1d8+9=15 damage and each ally within 5 (Stoaga and Kacht-Ka) gain a +7 bonus to damage against Heavy Lime.
Minor: Swordmage Warding - I get +3 AC UEOE.


pre:
Meriele   						 
HP: 52/88 (THP: 6)        AC:   28    Passive Insight: 25
Surges: 7/7 (V: 22)      For:  23    Passive Perception: 23
Initiative: +9   	 Ref:  29    Action Points: 0
Speed: 6     	         Will: 30    Vision: Low-Light
Languages: Common, Elven

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

Item Powers
[X] Cellular Reorganizer (Encounter)
[ ] Couters of Second Chances (Daily)
[ ] Diamond Cincture (Daily)
[X] Drow House Insignia (Daily)
[ ] Eladrin Ring of Passage (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.
Fey Step Trailblazer: Whenever using fey step, take an adjacent willing creature, 
they teleport to a square adjacent to the destination.
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 +5 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.
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.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?



Zivilyn

(I was at F16 so starting from there. Heavy Aqua is listed as dead so I assume he can't OA me for my next movement.)

Ziv runs along the railway and pops around a corner, spraying and praying upon the remaining mooks. Bullets from a rifle! They'll never see it coming!

Move: To F7.
Standard: Magic Stones vs Officer(P2), Heavy(O6), Light(O9) hits all three. Deals 13 to Officer, 14 to Heavy and 11 to Light. Don't push Heavy or Light. Push Officer and they do not fall but do fall Prone.

pre:
Zivilyn Dariox  						 
HP: 74/91  (THP: 6/6)  	AC:	28	Passive Insight: 29
Surges: 8/8 (V: 23)	For:	26	Passive Perception: 31
Initiative: +21		Ref:	29	Action Points: 1
Speed: 9		Will:	32      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         [ ] Entangle
Wild Shape              [ ] Quills                 [ ] Factorum(Item)
                        [ ] Camouflage Cloak       [ ] Rapid Motion(Item)
                        [ ] Bloodspray Bite        
                        [ ] Takedown Strike      
                        [ ] Clear the Chaff
                        [ ] Blood Moon Frenzy
                        [ ] Thunder Crash
                        [ ] Hunting Beast(I)

Implement: +19, +10 Damage, +3d6 on Crit
Melee: +21, +12 Damage

Passives:
Vital Form: 1/Encounter regain Second Wind after Wild Shape
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

TheArchimage
Dec 17, 2008



Kvardek

Ah, now this was the fighting unit he remembered. He soared over the heads of everyone present to get himself in a good position to lay down covering fire, and maybe to convince the drow soldiers that he was the greatest threat.

Move: to K7, hovering 10 feet above the walkway.
Minor: Warlock's Curse to Heavy Guard Lime, she is cursed. I have CA against her while Shadow Walk is active and she gets vulnerability 3 radiant UEoMNT.
Standard: Eyes of the Vestige to Heavy Guard Lime.
Eyes of the Vestige vs Will: 1d20+19+2 40 1d6+1d8+3d8+14+3 28 psychic and radiant damage, Heavy Guard Lime gets -2 to attack rolls against my allies UEoMNT. I also curse Light Guard Lime; she has vulnerability 3 radiant UEoMNT.

Triggered Action-
No Action, When Heavy Guard Lime is bloodied:
If Kacht-Ka is within 3 squares of me, I will remove my Warlock's Curse from Heavy Guard Lime and grant the Pact Boon benefit to Kacht-Ka; he can either make a saving throw or gain 6 temp HP.


pre:
Kvardek   
HP: 99/99 (THP:-)	AC:   29    Passive Insight: 16
Surges: 12/12 (V: 24)	For:  28    Passive Perception: 16
Initiative: +12		Ref:  29    Action Points: 0
Speed: 6		Will: 26    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: +20 vs. AC, 1d8+12 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                 [X] V. Xandor  
Warlock's Curse		[X] Action Point 		[ ] V. Onyx Queen
Hand of Blight		[ ] My Body, Myself! 		[ ] Dark One's Luck
			[X] Alter Time			[ ] Augury
			[ ] Overwhelming Radiance	[ ] Trained from Birth
			[ ] Fell Might			[X] Angelic Aura
                    	[ ] Fortune Binding
			[ ] Hero's Arrow
			[ ] Break the Will
Vestige - Xandor: Eyes of the Vestige deals an additional 1d8 psychic damage.
Xandor Pact Boon: When cursed target dies, make a saving throw or gain Con mod (6) temp HP.

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.
[ ] Amulet of Elegy (D) - (NA) When you inflict a SE effect, all targets get -3 to first saving throw.
[ ] 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 (6) 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: Curse nearest enemy and give vuln 3 radiant UEoYNT, 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!)
Shared Pact: Can give Pact Boon benefit to ally within 3 squares instead of yourself.

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.

K Prime
Nov 4, 2009



Kacht-ka, Ka Remembrancer


"Greetings, new student!" says Kacht-ka after a stunned moment, apparently showing no particular annoyance at his lightly leaking wounds. "Ka has come to you. Be honored, for mountains move. Be upon the ground!"

Taking his silence as failure to comprehend, a pair of vicious sword blows bring him to his knees at Kacht-ka's feet. "Does that not show the posture?" Another blow rains down on the groaning fellow, laying him firmly to rest.

Kacht-ka turns toward the man's officer. "Have you understood? You are the next to answer!" They have just enough time to blanch before Kacht-ka is there.

Minor: Quarry Heavy Lime
Standard: Twin Strike vs AC (Heavy Lime): 1d20+23 37 1d10+19 24 1d20+23 31 1d10+19 29 1d6 6

Total: 59 damage, slowed UEoMNT, prone.

Minor: Sohei Flurry vs AC (heavy Lime): 1d20+23 28 2d10+19 33

I believe that kills him.

Free: Death Threat. Quarry Officer Lime.
Free: Resume the Hunt. Move to O3. +2 to all defenses UEoMNT.

pre:
Kacht-ka   
HP: 30/109(THP:6)      AC:   28    Passive Insight: 28
Surges: 7/7 (V: 27)	For:  30    Passive Perception: 28
Initiative: +11	        Ref:  27    Action Points: 0
Speed: 7		Will: 26    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 Diversion  	[ ] Frenzied Skirmish         
Agile Recovery		[ ] Action Point   		[X] Attacks on the Run
Hunter's Quarry		[ ] Disruptive Strike
Agile Recovery		[X] Sohei Flurry
                        [ ] Flurry of Blows                   	
                        [X] Death Threat          	
                        [ ] Lashing Leaves 
                        [X] Resume the Hunt
                        [ ] Crippling Shot


Item Powers
[X] 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
[ ] Diamond Cincture [D, Min] Spend a surge.
[ ] Flute of the Dancing Satyr [D, Mov] I shift 2. All allies in 5 can shift 1.
[ ] Amulet of Scales [D. II] Resist 5 against keyword of attack
[ ] Foe Stone [W, min] Learn all target vulnerabilities

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.
Backlash Tattoo: reaction MBA on first bloody
Targeting Enhancer: +1 on attack roll for each successful attack in a power

Unknown Quantity
Sep 2, 2011

!
Steven? Steven?!
STEEEEEEVEEEEEEEN!


Stoaga of the White Legs


There's an innate bloodlust in Stoaga's eyes when things start bleeding around her again. She spies a target now on its lonesome near the pool of blood that is forming around another now-dead foe, locks onto it, and rushes forward, a primal hunger and fury forming as she stabs into them with her blade.

"This one needs vitae. Will use you for feeding."

Without skipping a beat, she's pulled down her mask. There's a small grin on her face as she bares her fangs.



"Please and thank you."

Minor Action: Oath on Light Lime
Move Action: Move to O5
Free Action: Declare a Shroud on Light Lime
Standard Action: Withering Onslaught, invoking Shroud
Withering Onslaught (Light Lime): 2#1d20+21 24 38 3d12+19 35
Shroud damage: 1d6+3 8
43 damage, he cannot shift away, and I place another Shroud on him.


pre:

Stoaga of the White Legs  						 
HP: 67/106		AC:	32	Passive Insight: 23
Surges: 7/9 (V: 26)	For:	25	Passive Perception: 37
Initiative: +13		Ref:	29	Action Points: 0
Speed: 7		Will:	30     Vision: Low-light
Languages: Common, Elven, Primordial	

At Will			                      Encounter	                  Daily
Overwhelming Strike		               [ ] Second Wind            [X] Aspect of Might
Avenging Shackles	                       [X] Oath of Enmity         [ ] Bond of Foresight
Assassin's Shroud [X] [X]                      [ ] Abjure Undead          [X] Blade of Repulsion
                                               [ ] Divine Guidance        [ ] Precision Gait
                                               [X] Elven Accuracy         
                                               [X] Wind Fury Assault        
                                               [X]  Relentless Stride
                                               [X] Inexorable Pursuit
                                               [X] Avenger's Demand
                                               [X] Withering Onslaught
                                               [X] Holy Blessing
                                               [X] Loyal Sanction
                                               [ ] Wind Step
                                               [X] Sword of the White Legs (item)

MBA: +21, 1d12+13,  +3d8+6 Psychic on Crit

Passives:
Reactive Stealth: Can roll Stealth during Initiative with cover or concealment
Wild Step: Ignore Difficult Terrain when Shifting
Windlord: Elemental Origin, fly 1 additional square from any Flight source, Second Wind gains push 1
Censure of Pursuit: 4 + Dex mod extra damage if target moves away
Painful Oath: Deal Wis mod extra radiant/necrotic damage to first attack that hits oath target each turn
Censure's Grip: Hitting an oath target that grants CA cannot shift away UEONT
Deadly Draw: Gain CA against enemies pulled or slid adjacent
Bleeding Defeat Action: Action Point attack targets take ongoing 10 radiant/necrotic damage (save ends)
Shadow of the Gods: Dealing radiant or necrotic damage causes -3 penalty to target's next saving throw UEONT

Interrupts/Reactions:
If an ally within 10 misses an attack against oath target: use Divine Guidance
If oath target ends its turn away from Stoaga but within 10 squares: use Relentless Stride

Look Around You
Jan 19, 2009

You're just lucky my jaw is broken!


[bump]

Look Around You
Jan 19, 2009

You're just lucky my jaw is broken!


After seeing most of her fellow soldiers cut down, the sole remaining officer glances around the room and takes stock of the situation. She then throws down her rifle, thrusting her hands over her head while yelling, "You win, we surrender! Please don't kill us! We... my women... they have families!" The remaining two light guards hesitantly drop their weapons as well, looking at their leader with extremely apprehensive expressions. As the blood drains from the fallen soldiers, the two remaining Drow soldiers stand unarmed, looking back and forth among you, while the officer stares at Naivara awaiting a response.

Look Around You fucked around with this message at Apr 27, 2019 around 22:46

Melchiresa
Jun 21, 2006

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



Naivara Ulcahne

Naivara runs her hand along her sword, imbuing it with crackling psionic energy. Mentioning their families was a cheap tactic, no matter how true it was. "Get us access to the armory..and you can live. But don't make me regret it."

Wahad
May 19, 2011



Everything by design.



Meriele

"Everyone alright?" Meri asks around, making sure to tend to people's wounds with some emergency first aid where necessary. Now that the fight was over, she was left panting, but her body was still uncomfortably tense - there was no telling when more of the refinery security personnel was going to come rushing in.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?



Zivilyn

"Boss, I know it feels like we've been fightin' fer months, but we gotta keep our heads clear here." Ziv produces his most wildly mundane improvision of gear yet: a set of holo-cuffs he swiped from their last Alliance base trip. He makes sure the three living Vular have hands behind their back, checks their weapons and dumps the regular kind and checks the Officer's pockets for things Officers are good for: keycards, passes, rank credentials. Maybe a really nice firearm. He passes the findings to Naivara and does a lap around the room to search the bodies of the fallen Vular.

"Surely these Heavies got some of that good poo poo.."

Once he's done he rejoins the others and catches his breath, still in combat high and returning to base sneaking high. "I mean.. we're gonna have ta take 'em with us when we.. y'know." He didn't want to say out loud to the enemy their plan to blow up the base! Instead Ziv settles for some sass. "I mean shucks, they asked real nice and all. Gotta think of their families, ya know. I guess all them slaves they took were rude about it. Or maybe y'all Vular lucked out? Found a buncha innocent folks popping outta th' void with no ties? Pffthah."

He'd spit in disgust but he learned his lesson about helmets and rash emotional response the last time he had to clean it.

Look Around You
Jan 19, 2009

You're just lucky my jaw is broken!


In addition to the access keycard on the officer, Ziv is able to find an under barrel shotgun attachment on one of the heavy guards' rifles that looks like it will fit on his own. The fallen officer's target designator still seems to work as well.

The officer glares at Ziv as he makes his comment. "Look. We don't all get a choice here. You must not know how the Imperium works..." she grumbles. "Anyway, follow me. I'll get you to the armory through the maintenance passages. You might not find as much as you're expecting now that the base is on high alert though." With that, she begins leading you through the narrow, winding corridors of the inside of the refinery. Lit only by dim, red lights, you feel a sense of claustrophobia kick in as you continue on through the heart of the base. After about 15 minutes of walking, you reach the back door to the armory. "Here you go. You already have my card, so..." the officer says, trailing off.


(Ziv finds a Staff of Striking +3 and
Target Designator (Wondorous Item)
A device used to paint a target, allowing for easier and more accurate ranged fire.
Power (Encounter): Minor Action. Effect: Close Burst 10, one enemy in burst. Target enemy grants combat advantage to all ranged attacks until the end of your next turn.
Power (Daily): Free Action. Trigger: the previous target of this item is reduced to 0 HP or less. Effect: Close Burst 10, one enemy in burst. Transfer the original effect to a new target in the burst.
)

Wahad
May 19, 2011



Everything by design.



Meriele

Meri moves to open the armory, and then pauses, turning back to the drow. "Are there people inside?" The quantum engine in her shoulder revs up to punctuate her point. Now that the base was on high alert, they had to be ready for anything.

Look Around You
Jan 19, 2009

You're just lucky my jaw is broken!


The officer responds flatly, "I don't know, but I would assume so given the state of the facility. I would be on guard..."

Unknown Quantity
Sep 2, 2011

!
Steven? Steven?!
STEEEEEEVEEEEEEEN!


Stoaga of the White Legs


In the time Zivilyn is going through the pockets of the newly-deceased, Stoaga follows him, and after he is done pilfering a body, digs into the neck with her fangs and, well, the gnawing noises and the mess that she wipes off her face speak for themselves. Once she seemingly has had her fill, she rejoins the formation.

"This one does not care if Black Ears live or die. Will follow leader's lead."

Once at the armory itself, she comments again on the situation, staring at the door mechanism.

"Can take on inside, trap or not. Get items. Complete goals. Obtain more vitae."

TheArchimage
Dec 17, 2008


Kvardek

"Actually, before you go," he said to the drow as an idea came to him. "Let us perform a little cultural exchange. If we were to hold you hostage in an effort to get the troops inside to stand down, how likely is it that they would simply shoot through you to get to us?" He paused, wondering if a tiny smile would be more intimidating than his unchanging mechanical face. "Be honest."

Look Around You
Jan 19, 2009

You're just lucky my jaw is broken!


The officer shifts her weight nervously before replying, "It would... not be unthinkable for them to do that..." She looks at her fellow captured soldiers before continuing, "I'd say it depends on their area. If the engineers are in there, it's not likely. If it's security, I don't see any way they wouldn't shoot through us."

Melchiresa
Jun 21, 2006

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



Naivara Ulcahne

Naivara leans forward conspiratorially and cocks an eyebrow. "Why not find out then?" She steps forward and bodily guides the officer towards the door. She works up a psionic glow in her hand, radiating some energy to let the officer know that it's there. "Go ahead. Open the door. If you try anything loving cute, I'll make you regret it. I may have made a kind offer, but let's get this straight -" she presses her glowing hand harder onto the officer "- I have no problem killing each and every one of you. If it comes to that."

Intimidate: 1d20+11 30

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K Prime
Nov 4, 2009



Kacht-ka, Ka Remembrancer


Kacht-ka has remained silent through this whole discussion, apparently deep in his own thoughts. "Poison trees should be cut back," he says, "but if you can make them poison each other, that is the best way."

He does not clarify.

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