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Wahad
May 19, 2011

There is no escape.

Charity

"Ugh, zealots." Charity rolls her eyes at the mage's outburst. "I say we shank the lot of them and clear out the camp. What use are these idiots anyway? That one already told us what we needed to know, we can probably get some proper information at their home base." She taps her foot impatiently. "Evenor didn't say we needed them alive, at any rate." Despite her words, her blade is still sheathed, and she makes no move to follow up on her threats. Her companions apparently wanted to keep them alive, and though she might disagree, she wasn't going to rashly go against the people she would have to follow into combat again sometime soon.

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ProfessorCirno
Feb 17, 2011

The strongest! The smartest!
The rightest!

Asar Raxia

Asar stretches a bit and decides to play the good cop to the bad cop.

"You know, they can talk all they want about suffering, but I've learned a thing or two about it. Suffering, that is. You're only alive once, and then it's up to the gods. Those who deliver suffering in this life will inevitably suffer it in their next, and the next one is going to last a lot longer. But there's always a chance to stop being a bad guy and make up for the terrible things you've done. They can talk up how you'll suffer all they want, but there's a lot of souls waiting for you at the gates of death. How do you want to face them?"

He gives something of a wink to the mage.

"And for you. For someone who sounds so confident, you sure are secretive. What's the matter - having some doubts about your own plan? C'mon, if it was as inevitable and grandoise as you claim it is, you'd be desperate to tell us about it. That you've shut your mouth so quickly only reveals your doubts."

Diplomacy: 1d20+15 32

Look Around You
Jan 19, 2009

"I... Oh god I've already said too much. I'm already damned anyway though, aren't I? I don't know exactly we're doing, returning some father or something from the grave? I joined them because my family died and I had nowhere else to go... they offered me a new family, a better life and a high station once their plan was complete," the minion says as he slumps forward, crying.

The mage glares over at the minion once again before shaking his head. "I have absolutely no doubts, tiefling. Yet I am but a pawn in this game. It is not my place to reveal our plot. All will be revealed in due time, my friends..."

Melchiresa
Jun 21, 2006

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

Maerwen Ruldegost

Maerwen couldn't help but chuckle. "This one here seems to be a more noble fellow than we had initially suspected. We certainly do go to far lengths for the sake of family, don't we? It's quite a high calling." Her face momentarily cracks into a strangely sympathetic half-smile at the crying minion.

"Frankly, you can all rot here by the side of this road for all I care. But, I propose that our newfound informant be spared, as a reward for his assistance. I will personally see to it that if he abuses our kindness, he will suffer in unfathomable ways.

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!

Damaia Fireheart

"Why did you volunteer to serve as a pawn for this father figure of yours anyways? Why torch a bunch of caravans?"

Look Around You
Jan 19, 2009

The minion responds, "Because i had no one left at all after my family died in the fire, because they offered me a home, they offered me love. I didn't know it involved this, but I owe them my life for what they've given me, and I think it fair to do what they asked in return. If bringing back the Father is what they wanted, then it's my responsibility as a member of the family to help them do it, no matter the cost."

Waci
May 30, 2011

A boy and his dog.

Paziah

"Your family died in a fire?" Paziah glances at the caravan crew, Utar trembling a little less than he was a moment ago. "So you thought the natural thing was to spread the same misery? Did it feel so good when you found out your family's deaths were particularly painful that you just had to share?"

She had died more than a few times in her life, and the dead elf's last moment she had seen yesterday stood out as particularly brutal. Painful enough to ignore whatever sympathy the man might have deserved for being driven to desperate depravity by circumstances beyond him, if his story was true.

If.

It sounded awfully much like a convenient sob story to cover his rear end or to feed them misinformation.

Insight: 1d20+11 20 +
Adding Memory of a Thousand Lifetimes: 1d6 2
Yay. Insight 22 to see if he's lying, particularly about what he said about the camp.

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!

Damaia Fireheart

Damaia takes in the story in silence, looking the man in the eye as he speaks.

Aiding Paziah with Insight: 1d20+11 16 for a 24 total

"And what about the rest of you now? Why sign up for burning caravans?"

Insight: 1d20+11 24 for the rest of the group to figure out what their deal is

ProfessorCirno
Feb 17, 2011

The strongest! The smartest!
The rightest!

Asar Raxia

"Hey now." Asar's voice is softer then usual. "People do crazy things for family. Terrible things. Not everyone's got a family who's honest with them, you know. Thankfully, the gods tell us that sorta thing can still be made up for."

He walks over and prods the mage slightly.

"So, about that magic you used..."

Arcana: 1d20+11 19
Trying to identify if it was just normal Weave magic or if it came from a patron of some sort!

Look Around You
Jan 19, 2009


"No... I didn't know it involved this. But as I said, they're my family and I owe them my life for taking me in." You get the sense that the man is telling the truth, and that he's regretting having said anything.


Most of the rest refuse to answer your question. One of the other minions replies "They recruited me after my boyfriend broke up with me. I felt totally alone. They gave me a sense of belonging. And a promise of revenge." Another answers, "I lost my job when the stable I worked for got bought out and I couldn't find new work. They gave me something to feel a part of, a sense of productivity." A third says "I was picked on my whole life. I joined to have protection and to get back at everyone who's wronged me." All three seem to be genuine in their responses.


The mage sits there with his mouth shut tight, glaring at you for daring to even ask him a question. As best as you can tell though, the magic is normal weave magic.

ProfessorCirno
Feb 17, 2011

The strongest! The smartest!
The rightest!

Asar Raxia

"Seems pretty cut and dry. It's a cult. Not even a special one. This one here's just a wizard. Whoever Father is, it's not giving them any kind of special power, thankfully."

Asar glances at the others.

"Of course, now we have to handle what we do with them. We can head for their main camp, or we can escort them back to the city. I'm going to guess the main camp will know something's up if they don't return, so if we want to catch them by surprise, we can't do both."

Look Around You
Jan 19, 2009

The mage spits and struggles against his bindings momentarily. "You may not think us special now, but when he returns, you will cower in fear!" he says.

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!

Damaia Fireheart

She leans towards the mage with a smile on her face, her tail playfully swaying behind her.

"Aw, you're really making this difficult, don't you know? How are we supposed to cower if we don't know what to expect? I mean, it feels like realm shaking events happen every year... wouldn't it be downright embarrassing if we got a good tremble going only to find out that we were dreading some other apocalyptic disaster and then your father returns with all the fanfare of a wet reed... maybe you could give us a couple of hints? Omens, portents, ominous prophecies, something to spice up this generic gloom and doom and really make it sing, you know? One for the bards, to be spoken of in hushed whispers in every tavern in Waterdeep, the sort of tale that sends a shiver down your tail and leaves children crying in the night."

She straightens up and taps her cheek in contemplation.

"I mean, I didn't even know I had standards for doom cults, let alone that I could be underwhelmed by one. Really, this is a completely new experience for me."

Bluff: 1d20+17 37

Look Around You
Jan 19, 2009

"You are sorely mistaken if you believe I'm trying to impress you, my friend. It is but a hint of what shall come. You may choose to do with it what you want," the mage says with a hint of a smirk on his face.

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!

Damaia Fireheart

"How incredibly dull. Let's bind and gag these guys, get rid of their weapons, let the guards handle them and then go see what's back at their camp."

berenzen
Jan 23, 2012


Iszera


Standing silent as the others tried to pry information, Iszera suddenly spoke once Damaia said her piece, "Agreed, these were men that are likely barely up the leadership. They are likely to know little, the ones back at their camp are far more likely to know more."

Heading over to the caravan mistress, she asked her question, "Do you think you could take these men back to Waterdeep to face justice? We will go and find their camp, see if we can round up more of these men and bring them back to face justice."

Look Around You
Jan 19, 2009

"We could do that, though if we did I would be more comfortable waiting for another caravan to come along to escort us. Or we could watch them in place. I'd just rather not split our attention to guard them and drive the caravan at the same time," Dagatha says. "Whatever you want us to do, you should get going soon before the ones at camp figure out that something's up."

Is there anything else you want to do before moving on?

Waci
May 30, 2011

A boy and his dog.

Paziah

"I say wait here. The risk is smaller, and saves us having to walk back as well." She looks at the rest of the group. "Do you think we can afford a few minutes to prepare?"

Short rest, then go?

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!

Damaia Fireheart

"Well, if they haven't noticed this group's failure by now, a few more minutes won't hurt."

Her armor shifts and ripples as it takes on the form of one of her more convenient traveling outfits, and she settles down for a few minutes near the more cooperative of the prisoners.

"Oh, that reminds me... how many of you are back the camp? I'd like to end this without any further loss of life, which means we may have to take quite a few prisoners."

Diplomacy: 1d20+13 26

She eyes the prisoners for a moment.

"And now that I think of it... you won't be needing these... pardon me!"

Let's go. Also scoring some robes and a mask in case she needs to infiltrate something. Maybe get one for Asar as well.

Look Around You
Jan 19, 2009

The talkative minion divulges more information, drawing another glare from the mage. "There should be about 5 of us there. Our leader, his personal guard, our scout and two watchmen. They'll be expecting us to come back, not... you," he says, trailing off, looking back down at the ground.

---

Judging by the distance, it should take you about an hour or so to reach the camp, which is situated in a valley in the woods with a stream running through it.

Look Around You fucked around with this message at 06:12 on Jan 16, 2017

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!

Damaia Fireheart

"Just the five of you? No bound demons or rampaging spirits or anything?"

Great thing about being part of a cult that relied on robes and masks to hide its members true identities- that sort of thing cut both ways! The worst she had to deal with was making sure her tail and horns were properly covered. Then it was just a matter of adding in some dirt and bandages for any exposed skin, and she soon looked the part of a doom cultist who picked a fight with a Waterdeep caravan and lost.

"So..." she twirls "how do I look? Oh, right... more surly, let's see..."

"Fools" she snarls, "your reckoning is inevitable! These meager trifles will not be enough to shield you when the promised hour is at hand! And no, we are most certainly not pawns for some pointless political scheme!"

Disguise time Bluff: 1d20+17 33

"Garb yourselves my brethren, and let us bring word of our triumph!"

berenzen
Jan 23, 2012


Iszera


Grabbing a mask and a robe, Iszera held them out to one of the others.

"Disguise and trickery are not how I usually do things, but that is mostly because I am terrible at it. Biggest problem though," Izsera pointed to her greatsword, "is how do I hide that. It's a little obvious, and none of these fools were carrying one. I can work without it, if need be but it makes it far easier for me to fight without causing casualties."

And harming my soul. Izsera added mentally. Pondering for a second, she looked at Damaia

"Do any of you have restraints? Perhaps you could take me as a prisoner? I do have some standing left in the House of Amaunator."

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!

Damaia Fireheart

"Potent magical items that survive the cleansing flames are a sign of favor upon the Father's children and should be handed over at once- point first if needed!"

"Prisoners are an unusual thing, armed ones doubly so, but if needed..."

She pulls out her rope.

"The Father will provide."

Look Around You
Jan 19, 2009

Doing some advanced scouting, you are able to note the layout of the camp. It consists of a firepit centering four pairs of small, two person tents, with a large tent capping one end, presumably for the leader. The camp itself is nestled deep in the woods to the north of the road with no paths leading to it. You were able to find it by following the river, however. You're also able to get a peek at the occupants of the camp: large bodyguard wielding a greatsword protecting the relatively frail leader who carries a staff. You also see a scout with a telescope and satchel slung over his shoulder carrying a sword and two other cultists wielding swords.



I'll put down tokens when you guys decide how you want to approach!

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!

Damaia Fireheart

"Seems like a bit of a jog. Should I walk up into the camp while the rest of you circle around? Anyone else wish to accompany me?"

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!

Damaia Fireheart

"Actually... you'll do."

She falls upon Iszera in a dusty blur of robes, masks and bandages. When finished, she stands before another battered sword-wielding cultist, complete with extra swords.

Making a disguise for Iszera with Bluff: 1d20+17 28

"Come my brethren, let us return to our encampment and report our failure- a band of adventurers thwarted our attack, and are headed this way!"

Wahad
May 19, 2011

There is no escape.

Charity

Charity quietly departs from the group, gesturing for one of the trees north of the camp. She makes her way in a big circle around the camp, her footfalls quiet despite the heavy armor she wears. Then, she waits, for the proper moment to strike. Not unlike her days on the streets. Get a distraction, shank the mark.

Stealth at 1d20+11=26 to start at v4.

ProfessorCirno
Feb 17, 2011

The strongest! The smartest!
The rightest!

Asar Raxia

"I'm gonna get real quiet from here on, but I'll be providing support. If you don't see me, it means I'm doing REALLY well at my job."

Asar makes a series of hand motions and mutters softly under his breath, until his form shimmers and seems to disappear, blending in with the environments around him.

Arcana (Chameleon's Mask to use it for Stealth): 1d20+11 27

berenzen
Jan 23, 2012


Iszera


"I'm not that great at this bluffing thing, but Hells, we just need to get close enough to hurt them really." Izsera said as Damaia started to dress her. Walking around, she tried to fake a limp, "Let's go, once they figure out what it is, I'll cut loose I guess."

Standing beside Damaia, she shrugged as the extra swords felt a little uncomfortable, not too much longer before she dropped them.

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!

Damaia Fireheart

Damaia cheerfully begins her walk towards the camp before she remembers that her character should have lost that fight. She limps into the camp and approaches the cult leader, dragging one leg behind her (and providing a convenient place to hide her tail in the process).

"My brethren..." she gasps, "...we have failed. The caravan was guarded well beyond what we expected... they were mercenaries, adventurers or worse. We alone escaped the onslaught..."

Diversion Time- Bluff: 1d20+17 37

Waci
May 30, 2011

A boy and his dog.

Paziah

Paziah follows behind Damaia, walking quietly a few steps behind the tiefling. She wasn't wearing amour or carrying weapons that would give them away, but she lacked the skills to disguise herself beyond a stolen robe, and was an unconvincing liar at best.

Remembering none of the cultists had been blue, she pulls her hood further.

Lets goooo this is up to completely different people than me but I'm here and ready

Look Around You
Jan 19, 2009

As you approach the camp, you notice the two watchmen, one a pale half elf and the other a darker skinned human, and the bodyguard, a fair skinned, blonde human sitting around the campfire. The bodyguard seems alarmed at your haggard appearance and rushes inside to get the leader from his tent. The scout is nowhere to be seen; he probably went inside one of the tents. The tall, elven leader slowly strolls out towards you as you approach the still burning campfire, stopping on the opposite side of it. He makes direct eye contact with Damaia, who feels his pupils pierce through her head. "You... failed?! How could you FAIL!?" he shouts, slamming his staff on the ground. "Mercenaries you say. How many were there? How did you get away? And did they follow you?" he asks angrily, grinding his staff in the dirt. The two watchmen jolt up and begin nervously shifting their gaze between the three of you in disguise and their leader. The bodyguard positions himself behind the leader and slightly to his right. He draws his greatsword and sets the tip of it in the dirt, both of his hands resting on the handle, waiting to hear his leader's next commands.



(small note: I reused tokens for the enemies, but don't assume you're fighting the same enemies mechanically)

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!

Damaia Fireheart

Damaia shakes her head as she approaches.

"We underestimated their resources. Their new guards withstood our fire while a mage returned it in kind, and an outrider group flanked us in the woods. There were perhaps a dozen in all, and though we felled several of them we were still routed, with only an impromptu fire to cover our retreat. Their pursuit stalled while they protected the caravan from the flames and then tended to their wounded and dead, but if any of the survivors possess any skill at woodcraft they will likely be able to find us eventually. Damnable elven rangers..."

She glances over at Iszera.

"The only possible success in this ambush is that we managed to recover the belongings of one of the outriders we cut down. Some initiate of the sun... carrying an enchanted blade but also orders from those who dare to move against us."

She gestures for the swordswoman to approach.

Insight: 1d20+11 23, Streetwise: 1d20+17 21 to see if she can pick up any clues about these guys
Bluff: 1d20+17 19 to see if I can buy some time for Charity and Iszera to get a little closer (trying to get Iszera to U12, Damaia at U13). If anyone wants to launch a surprise attack then feel free to kick things off.
And because it will probably be useful very shortly- Initiative: 1d20+1 19

Melchiresa
Jun 21, 2006

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

Maerwen Ruldegost

Maerwen felt somewhat ridiculous for participating in the subterfuge - hiding her identity was still something rather new to her. She follows behind Asar with her hood pulled as high as she can, trying to stick to shadows.

berenzen
Jan 23, 2012


Iszera


Faking a limp, Izsera walked forwards to the swordsman on her left. Drawing out the large blade, she held it out, then drove it towards him.

"Thought you might want to take a closer look at this." She stated as her voice rose in a crescendo, ending in a shout at the blade slammed into the man.

Trying to get to U13
Initiative: 1d20+10 17

In the surprise round:

Aspect of Might vs AC: 1d20+12 17 +2 from CA for 19. 3d12+10 29, or 15 damage on a Miss. I get +2 to damage rolls and +2 to speed until end of encounter.

Look Around You
Jan 19, 2009

The watchman cries out as the blade hits him, though fortunately for him it glances off his armor as he hops out of the way at the last second. "What?! What is this?!" the leader hollers, gripping his staff with two hands. The guard quietly readies his sword as the other watchman draws his, preparing himself for combat.

Initiative: Red: 1d20+8 16 Yellow: 1d20+5 24 Black: 1d20+10 21 Cyan: 1d20+3 23

Guard: HP:90/90 AC:18 Fort:20 Ref:18 Will:16
Leader: HP:77/77 AC:21 Fort:18 Ref:19 Will:20
Scout: HP:51/51 AC:19 Fort:16 Ref:18 Will:17
Watchman (Yellow): HP:55/70 AC:22 Fort:19 Ref:18 Will:17
Watchman (Cyan): HP:70/70 AC:22 Fort:19 Ref:18 Will:17

You guys have a surprise round!


e: Some terrain notes:
Fire pit: Take 5 fire damage when you enter or end your turn in the fire pit
Tents grant concealment and you can only enter them from their openings (which are towards the center of camp for the large tent, and towards and away from the center of camp for the smaller ones), not their sides
Center of trees grant cover
River is difficult terrain

Look Around You fucked around with this message at 01:55 on Jan 30, 2017

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!

Damaia Fireheart

"Oh no," Damaia deadpans. "I seem to be under the charming influence of an incredibly dashing hellspawn. Beware... doom comes for us all."

Her blade lashes out and collides with the armored watchman in a rippling wave of light that washes over the assembled cultists. Bathed in the glow of the lingering glittering lights she pays no attention to the crackling flames beneath her feet- this wasn't the first time she'd stumbled into a cooking fire... or even the seventh time, really.

Valorous Smite vs AC: 1d20+11+2 29 2d8+5 13 Watchman Yellow takes 13 radiant damage and every enemy within 3 squares is subject to Divine Sanction until the end of her next turn. This may include the scout if it's in range and isn't blocked.

pre:
Damaia Fireheart   						 
HP: 53/55 (THP: 0)	AC:	25	Passive Insight: 21
Surges: 12/13 (V: 13)	Fort:	18	Passive Perception: 16
Initiative: +1		Ref:	17	Action Points: 0
Speed: 5		Will:	19	Vision: Low-Light
Resist: 7 Fire  

At Will			Encounter		Daily
Divine Challenge	[ ] Dirty Deed		[ ]Majestic Halo
Enfeebling Strike	[x] Valorous Smite	[ ] Unyielding Faith
Ardent Strike		[ ] Mocking Smite	[2] Lay on Hands
Imposter's Armor	[ ] Call of Challenge	[ ] Majestic Word
Sunblade		[ ] Paladin's Wrath
Silver Light		[ ] Second Wind
			[ ] Channel Divinity

Conditionals/Resists:
Bloodhunt: +1 to attacks vs. bloodied foes
Divine Challenge: Enemy is marked, takes 7 radiant damage the first time each round 
that it targets an attack power that doesn't include Damaia.  
Ends if she neither attacks the target on her turn nor ends her turn adjacent to it.
Divine Sanction: Enemy is marked, takes 7 radiant damage the first time each round 
that it makes an attack that doesn't include Damaia
Tail Slide: When shifting, slide one ally adjacent to Damaia's starting square 1 square
Damaia knocks out any enemy she reduces to 0 HP

Waci
May 30, 2011

A boy and his dog.

Paziah

Paziah smiled. This time, she had actually done the sensible thing and taken appropriate precautions for battle. Armour under robes, Peura somewhere in the woods nearby, that sort of thing. She looks at the guard drawing his sword, and traces a supernal symbol in the air in front of her. "Put that down! You might hurt someone!"

Initiative: 1d20+3 19
Lets say my companion is in uuuh...O21 or something.

Iron to Glass at the guard, Iron to Glass vs Reflex: 1d20+10 23. Hit. Until end of the encounter, he takes a -4 penalty to melee damage rolls, worsening by -2 (up to total of -10) each time he hits with a melee attack.

Wearing +1 scale mail this time. Also claiming I totally remembered to spend a healing surge between encounters.


pre:
Paziah   						 
HP: 40/42 (THP:00)       AC:   1624    Passive Insight: 21
Surges: 6/7 (V: 10)      For:  14    Passive Perception: 16
Initiative: +3   	 Ref:  15    Action Points: 1
Speed: 65     	         Will: 20    
Resistances: Necrotic 7, Radiant 7
Languages: Common, Supernal, Elven, Dwarven, Draconic, Primordial, Abyssal

At Will			Encounter			     Daily
Sacred Flame            [ ] Favor of the Gods*                [ ] Speak With Spirits
Gaze of Defiance        [ ] Healer's Mercy*                   [ ] Moment of Glory
Call Spirit Companion   [ ] Prophetic Guidance                [X] Iron to Glass
                        [ ] Spirit's Prey
                        [ ] Hymn of Resurgence
			[2] Healing Word
			[ ] Memory of a Thousand Lifetimes
			[X] Create Lord's Armour
			[ ] Master Diplomat
                        [ ] Second Wind
					
Item Powers
[ ] Amulet of Seduction (Daily)

Conditionals/Misc:
Symbol of the Holy Nimbus: 
-Healing Word in combat grants all allies within 5 squares 4 temporary hitpoints
-Critical with implement powers allows one ally within 5 squares to spend a healing surge
-Astral: +2 to range of area and ranged implement powers, +2 to damage with Radiant implement powers
Amulet of Seduction: -2 to enemies' first save against charm effects I cause
Astral Majesty: +1 to all defences against attacks made by bloodied creatures.
Battle Cleric's Lore: Cleric surge-spending heals give target +2 to hit UEOMNT

Waci fucked around with this message at 06:10 on Jan 30, 2017

Wahad
May 19, 2011

There is no escape.

Charity

While the party gets the attention of the cultists, Charity quietly disappears into one of the tents. She readies her blade to strike, but waits for a moment longer, just to make sure all the attention is away from her.

Initiative: 1d20+6=7. Woops.
Surprise: Fleeting Ghost to x9, Stealth at 1d20+11=30.


pre:
Charity   						 
HP: 42/44 (THP: 0)         AC:   21    Passive Insight: 13
Surges: 8/8 (V: 11)       For:  15    Passive Perception: 18
Initiative: +6   	  Ref:  20    Action Points: 1
Speed: 5     	          Will: 18    Vision: Low-light
Languages: Common, Giant, Thayan

At Will			Encounter			     Daily
Divine Challenge        [ ] Dark Reaping                     [ ] Go for the Eyes
Fleeting Ghost          [ ] Dazing Strike                    [ ] Radiant Delirium
Piercing Strike         [  Righteous Strike              
Virtuous Strike         [ ] Ruthless Demonstration
                        [ ] Second Wind
                    
Item Powers
    Vigilant Blade (At-Will)
[ ] Vigilant Blade (Encounter)

Conditionals/Resists:
Amulet of Physical Resolve: +2 to saves against poison, immobilized, slowed, or weakened.
Bitter Challenge: Enemies that take damage from Divine Challenge are slowed UEOMNT.
Devout Protector Expertise: Allies get +1 to AC.
Reinforcing Armor: +1 to all defenses after taking damage from a melee attack USOMNT.
Shield of Deflection: Resist all 2 against ranged and area attacks.
Undead: Considered both undead and living creature.
Unnatural Vitality: Remain conscious and dazed when dropping to 0, but go unconscious on failed DST.
World Serpent's Grasp: Can knock slowed or immobilized enemies prone on hit.
Yakuza: Bonus to OA attack and damage after hitting an enemy granting CA USOMNT.

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ProfessorCirno
Feb 17, 2011

The strongest! The smartest!
The rightest!

Asar Raxia

Initiative: 1d20+6 10

Put me at W17

Asar reveals himself between two tents as his invisibility slips away and sends out a sudden blast of eye-piercing rainbow colors at the foes!

Color Spray vs Will: 4#1d20+9+2 25 27 22 29 1d6+5 8
All hit are dazed until end of my next turn

pre:
   						 
HP: 40/45 		AC: 17  		Passive Insight: 12
Surges: 7/7 (V: 11)	Fort: 15		Passive Perception: 12
Initiative: +6		Ref: 18  	Resists: 7 fire
Speed: 6		Will: 20		Action Points: 1

At Will			Encounter			Dailies
Hypnotism		[ ] Second Wind			[ ] Sleep
Beguiling Strands	[ ] Charm of Misplaced Wrath	[ ] Tasha's Forcible Conscription
Magic Missile		[ ] Shield			[ ] Red Wizard Spell Swap
			[X] Color Spray		
			[ ] Infernal Wrath
      			[ ] Echoing Dirge
			[ ] Shadow Warp 
			[ ] Flowform Armor

Conditionals:
Bloodhunt: +1 to attacks against bloodied creatures
Enchantment Mage: +2 squares to forced movement using enchantment powers
Red Wizard Renegade + Amulet: -4 to an enemy's first saving throw against enchantment spells, -2 for non-enchantment spells 
Infernal Wrath Free Action: When an enemy within ten squares of Asar hits him, he will use Infernal Wrath
Shield Interrupt: When hit, will cast Shield (+4 AC and Reflex) if it would cancel the attack.

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