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LogicNinja
Jan 21, 2011

...the blur blurs blurringly across the blurred blur in a blur of blurring blurriness that blurred...


Sathain

Sathain takes the hit from the elven ghost's staff with a grunt, and leaps back into the action with a snarl. He moves around Zevra, coming up on her other side, his shield warding her.

The third, missing head of his flail stops what it's doing and arcs back around, catching the second elven ghost in the back just like it did to the first and continuing its movement. It sends the ghost staggering and shoves it forcibly over to Sathain, slamming it into the ground at his feet. In one smooth motion, his flail comes around, reattaching to the third head, wrapping around the Raaig's ghostly leg, and sending it sliding past him. The violet force of his telekinesis clings to it, hampering its movement. Seemingly undaunted by the staff-blow, the air around him thickening into a protective barrier, Sathain stands and menaces both elven ghosts, guarding his allies from them, his shield darting this way and that. Although there's blood at the corner of his mouth, his feet are firmly planted and the air around him thickens, a protective layer that will dampen blows.


---

Move action: move to J8, accepting an opportunity attack from the green Raaig at K8. I'm at +6 AC (35)/+4 other defenses (30/29/31) vs opportunity attacks.
Lodestone Lure, augment 2, on elven Raaig #2 (E10). 1d20+18 = 36 to hit, 1d10+8 = 14 damage. Pulling it to I9 and knocking it prone with Lodestone Lure, and slowing it (Hindering Shield) USMNT. Dragging Flail triggers on it's prone, sliding it to K9. It also can't move anywhere that isn't adjacent to Sathain this round.
Minor action: Battlemind's Demand, 1 PP, marking both green Raaigs, so they doen't think about whacking anyone else while I have boosted AC.

Status: Bloodied, +4 AC (33) UE Shaiha's NT (Shaiha's Gale Force Infusion)
Reactions for the GM: use Harrying Step to follow either of the green Raaigs if it tries to shift out of melee range, picking a square so that he stays adjacent to both of them. Use Eldritch Strike (prone, slow, slide 2) on an OA if they make a ranged/blast attack or try to move away. Lighting Rush to interrupt if a good opportunity comes up.


pre:
Sathain

HP: 49/97 (BV:49)          AC:	29 	Passive Insight: 17
THP: 0	                        Fort:26 	Passive Perception: 15
Surges: 15/15 (V:24)	Ref:	25	Vision: Low-Light
Initiative: +8	                Will: 27	Action Points: 1
Power Points: 4/9          Speed: 5

Power Cards
At Will		              Encounter		            Daily
Eldritch Strike              [ ] Adept's Insight	      [ ] Living Fortress
Battlemind's Demand           [x] Persistent Harrier	    [ ] Nightmare Vortex
Mind Spike                 [x] Dimension Slide            [ ] Shattered Time
Concussive Spike             [ ] Rebounding Dance
Lightning Rush                  [ ] Deliverance of Faith
Lodestone Lure                 [ ] Fast Talk
Thought Projection

Item
Hand of the Mage - Prestidigitation, Mage Hand (AW)
Hat of Disguise -  Disguise Self (AW)
[ ] Shield of Eyes - don't grant CA when flanked UEMNT (D)
Deep-Pockets Cloak - draw or store an item from the cloak(AW, 1/round)    
                       
Passives
Hat of Disguise: +5 to Bluff to pass myself off as someone else
Shield of Eyes: +2 AC vs OAs (+6 vs AC, +4 F/R/W total)
Quicksilver Dance: +4 to all defenses vs OAs (+6 AC, +4 F/R/W total)
Quicksilver Action: spend AP,  shift CHA (4) before taking action
Superior Will: Save vs stun/daze at start of turn even if not save ends.
Flail Expertise: when I hit with a melee attack using a flail and the attack lets me slide the target, knock them prone instead
Dragging Flail: whenever I use a filail to knock an enemy prone, also slide them 1 square
Rushing Cleats: increase the push or slide effect of any close or weapon attack by 1
Hindering Shield: whenever I pull, push, or slide a creature with an attack while using a shield, slow that creature USMNT
          -on slide (Eldritch Strike): knock prone, slide 2, slow
          -on push: push +2 squares, slow - Concussion Spike: push 7, slow
          -on pull: slow - Lodestone Lure: pull 1 (no aug)/4 (aug 1 or 2) and slow. If aug 2, also knock prone + slide 2

Triggers
Enemy shifts away from me: Blurred Step (Harrying Step) - teleport to best square adjacent to them
Lightning Rush: non minion enemy within 5 attacks an ally. Always Augment 1 or 2. 
            -1 if the attack hits them by 3 or less (to make them miss), 2 otherwise (keep my standard action)
           -UNLESS it would be obviously better for me to lock down a target I'm engaging
Any OA: Eldritch Strike, baby!! Prone, slide 2 (put me between them and whoever they were moving to), slow

LogicNinja fucked around with this message at Jan 25, 2018 around 22:13

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Wol
Dec 15, 2012

See you in the
UNDERDARK




Shaiha Nilil

flava soon


Gale-Force Infusion. Centre on Sathain. Target H8 ghost (1d20+16 = 25 vs. Ref); target K8 ghost (1d20+16 = 24 vs. Ref); target K9 ghost (1d20+16 = 18 vs. Ref). H8 and K8 are hit and take 20 damage. H8 is slid to J9. Sathain gains a +4 power bonus to AC UEoMNT.

Free Action: Healing Infusion: Curative Admixture. Target Baba. Baba heals his healing surge value +8!

Move Action: Walk to E6.


Shaiha Nilil status: Resist 10 cold

pre:
Shaiha Nilil   						 
HP: 50/76 (THP: __)      AC:   26    Passive Insight: 19
Surges: 6/8 (V: 19)      For:  23    Passive Perception: 24
Initiative: +5  	 Ref:  27    Action Points: 1
Speed: 5     	         Will: 26    Vision: Low-light
Languages: Common, Dwarven

Melee Basic Attack: +15 vs. AC; 1d4+5 damage.

At Will			Encounter			     Daily
Ethereal Chill         [ ] Second Wind                   [ ] Watery Sphere
Thundering Armor       [X] Lab Conditioning              [ ] Smokepowder Blast
                       [X][X] Healing Infusion           [ ] Lightning Motes
                       [ ] Spike Wire                    [ ] Amulet of Elegy
                       [ ] Hypnotic Distraction          [ ] Salve of Power
                       [X] Gale-Force Infusion           [ ] Rod of Absorption
                       [X] Vital Spell
                       [ ] Swift Mender
                       [ ] Animate Helper
                       [ ] Swift Concoction
                       [ ] Rod of Absorption 

Alchemical Items
Jolt Flask (lvl 10). Standard Action; Area burst 1 within 10; +15 vs. Fort. Hit: Target is dazed UEoMNT.

Conditionals/Passives:

Arcane Rejuvenation: When an ally uses a magic item daily power, they gain 11 THP.
Resilient Focus: +2 to saving throws.
Superior Will: Save against dazing / stunning effects at start of turn.
Rapid Infusion: Use Healing Infusion as a free action on my turn.
Arcane Empowerment: 1/Day, spend a short rest with a magic item: Recharge its daily power, or give its
wielder a free action to gain a +2 bonus to an attack roll after rolling once before the next extended rest.
Quick Fix: Roll Arcana to disable, identify, or sense magical phenomena, or Thievery to disable or 
identify devices, as a minor instead of a standard action. Take -4 to such checks.
Master Preserver's Action: When spending AP to make an attack, reroll one attack roll or one damage roll.

Unknown Quantity
Sep 2, 2011

!
Steven? Steven?!
STEEEEEEVEEEEEEEN!



Good King Gnarglenog

Blood coming from his mouth and from numerous slashes across his chest, the gnoll, like the hyena it is, laughs uproariously! "THIS! THIS is the sensation I live for!" Accepting the challenge of the ghost before him who has yet again placed himself in front of Gnarglenog, he drives his claws in deep with a forceful palm strike, a strike of the nunchaku, and a kick away from him. He taunts his foe. "Into the dark of an endless night, where the pulse of the land offers no respite. The blood glows soft in the pale moonlight as I devour your sweet entrails tonight!"

Eyes of the Basilisk!: 1d20+16 25 2d12+11 33
Adding Flurry of Blows again, this is 43 damage to the C10 ghost. They are pushed to F11, marked, immobilized and can't shift UEOMNT.

Seeing a near-dead prey and an opportunity to move to another target, the gnoll moves like a blur, arriving in mere moments across from Sathain. "Gnarglenog's prey is all but taken care of. He shall now assist you with yours."

I moved to flank with Sathain at K10.

pre:
Good King Gnarglenog   						 
HP: 34/80 (THP: __)      AC:   28    Passive Insight: 20
Surges: 11/11 (V: 20)    For:  24    Passive Perception: 17
Initiative: +11  	 Ref:  26    Action Points: 1
Speed: 10     	         Will: 24    Vision: Low-light
Languages: Abyssal, Common

At Will			               Encounter			                           Daily
Five Storms		              [ ] Second Wind	                   	        [ ] Masterful Spiral   
Fallen Needle	                      [ ] Ferocious Charge	                	[ ] Water Gives Way       
Iron Soul Flurry of Blow              [X] Open the Gates of Battle		        [ ] Tsunami Throw
Agile Recovery	                      [ ] Eternal Mountain                              [ ] Lesser Elixir of Speed
Spider Technique		      [ ] Bonecrusher
Psionic Spark	                      [ ] Eyes of the Basilisk
                                      [ ] Quicksilver Motion
                                      [ ] Cloth of the Charging Wind

Opportunity Attack: +19 vs AC, 1d6+9 damage, Crits on 19-20 for Ongoing 10 damage (save ends)

Conditionals/Passives:

Blood Fury: +2 damage when Bloodied
Pack Attack: +2 melee damage against enemies with 2 or more allies adjacent to it
River Rat: Enemies do not gain an attack bonus for flanking you
Basilisk's Boon: +2 to saving throws vs Immobilize, Restrain, or Slow effects
Internalize the Basic Kata: +Dex to MBA attack/damage, can Flurry of Blows off of an OA
Superior Will: Make saving throws vs Stunned or Dazed at start of turn, even if not a (save ends) effect
If Hit by a Non-Minion while Bloodied: Will use Water Gives Way, or Tsunami Throw if there are 2+ enemies it can hit.

Unknown Quantity fucked around with this message at Jan 19, 2018 around 23:51

Dick Burglar
Mar 6, 2006

ROBBLE ROBBLE ROBBLE!


Jascha the Lost

With sweat pouring down his face and stinging his eyes, Jascha nocks an arrow and fires at one of the remaining ghosts. The arrow looks as if it will go wide, but a nod from Sathain leads it to its mark. It strikes the ghost with a resounding THOOM!

Immediate Reaction (Trigger: Sathain made an Area attack, targeting Grey Raaig now at J9): Combined Fire vs AC: 1d20+17 23 3d12+10 32
Free: Elven Accuracy Reroll: 1d20+17 24
Sathain with the assist: Adept's Insight: 1d4+1 5
+24 = 29, turning a miss into a hit!


pre:
Jascha   						 
HP: 74/74 (THP: __)      AC:   27    Passive Insight: 22
Surges: 7/7 (V: 19)      For:  23    Passive Perception: 26
Initiative: +11  	 Ref:  27    Action Points: 0
Speed: 7     	         Will: 25    Vision: Low-light
Languages: Common, Elven

At Will			Encounter			     Daily
Sensing Eye (Minor)     [X] Elven Accuracy                   [ ] Healing Lore    
Hunter's Quarry (M.)    [ ] Invigorating Stride              [X] Sure Shot            
Summon Armor (Minor)    [ ] Second Wind                      [ ] Spitting Cobra Stance
Nimble Strike           [ ] Defensive Volley                 [ ] Attacks on the Run
Twin Strike             [ ] Fox's Cunning
                        [X] Disruptive Strike
                        [X] Combined Fire
                        [X] Biting Volley
                        [ ] Wind Fury Assault
                        

Item Powers
[X] Screaming Bow (Daily)
[ ] Rain of Hammers Ki Focus (Daily)
[ ] Silt Sandals (Daily)


Conditionals/Passives:

Reactive Stealth: If you have any cover or concealment when you roll initiative, can make a Stealth check to hide.
Superior Will: Can make a save against daze/stun at the start of your turn, even if it is not a (save ends) effect.
Hunter's Aim: You don't take the normal -2 penalty to attack rolls against your quarry if it has cover/concealment.
Hobbling Strike: Can forego one Hunter's Quarry die to slow target until the end of your next turn.
World Serpent's Grasp: When you hit slowed/immobilized enemy, can knock it prone.
Grounding Shot: Ignore attack penalty for ranged attack vs prone target, and deal +2 damage to prone enemies.
Silt Sandals: Ignore difficult terrain and leave no tracks in dirt, sand, silt. Can move across non-solid surfaces.
     If you end your turn on a non-solid surface, you sink. 

Dick Burglar fucked around with this message at Jan 19, 2018 around 23:50

Old Kentucky Shark
May 25, 2012

If you think you're gonna get sympathy from the shark, well then, you won't.


Haunted Zevra


Flavor text here

Free action: Spirit Companion appears in a square adjacent to Sathain.
Standard action: Spirit Infusion on Sathain. Spirit Companion disappears. Sathain makes a melee basic attack against one enemy with a +2 power bonus to attack rolls and +4 damage. Sathain can shift one square before or after making this attack, if able.
Free action: Summon spirit companion in square adjacent to King Gnarglenog (J10?).
Minor action: Healing Spirit: Gnarg can spend a healing surge and also gains 4 temporary hit points. EDIT: Sathain gains Headling: 3d6 = 14 hp.



pre:
Haunted Zevra   						 
HP: 60/76 (THP: __)      AC:   24    Passive Insight: 25
Surges: 9/9 (V: 19)      For:  23    Passive Perception: 27
Initiative: +10  	 Ref:  25    Action Points: 1
Speed: 6     	         Will: 26    Vision: Low-light
Languages: Common, Elven

At Will			Encounter			     Daily
Spirit Infusion		[ ] [ ] Healing Spirit		[ ] Spirit of the healing Flood    
Spirit of the Tempest	[ ] Ironbreaker Claws		[ ] Ancient Progenitorís Spirit            
Voice of Battle		[ ] Granite Armor		[ ] Ancient Warlordís Inspiration
Call Spirit Companion	[ ] Blood-Red Mist                    
Spiritís Wrath		[x] Intellect Pummel
Summon Armor (Minor)	[ ] Speak With Spirits
                      	[ ] Engaging Pursuit
                        [ ] Insightful Warning
			[ ]Twilightís Veil

Ghost Dog Companion
HP: 28/38 (THP: __)		AC:   26    Passive Perception 29 
Surges: -			For:  24    
Initiative: - 			Ref:  24    
Speed: 6  			Will: 24

Conditionals/Passives:

Resist 10 Fire
Elemental Spirit: Allies adjacent to the Spirit Companion gain +2 to saving throws
Spirit of Vigor: When Spirit is summoned as a minor action, one adjacent ally gains +4 Temp HP
Healing Spirit: When Healing spirit is used, target makes a saving throw, one ally adjacent to 
Spirit Companion heals 3d6 HP, all gain 6 temp HP
Spiritís Step: When Spirit Companion is dismissed, one adjacent ally can shift 1 square.
Spiteful Retaliation: if enemyís attack causes spirit to disappear, enemy is dazed UENT.
Spirit Companion: Conjuration. Uses Zevra's defenses. Canít flank. Occupies 1 square. 
Allies can move through, enemies canít.  Can make OAs from enemy movement but nothing else.
 Canít be target of area attacks. If dealt 15 damage by single attack, disappears, and Zevra takes
10 damage. Canít be affected by conditions or forced movement, ignores difficult and hazardous terrain.
Dog Companion Aura: Allies adjacent to dog companion can teleport within aura as move action, 
enemies give Zevra combat advantage
Totem Expertise: ignore partial Concealment/Cover

Old Kentucky Shark fucked around with this message at Jan 22, 2018 around 03:10

LogicNinja
Jan 21, 2011

...the blur blurs blurringly across the blurred blur in a blur of blurring blurriness that blurred...


Sathain

As Shaiha's wind swirls around him, sending ghosts staggering towards him, Sathain lets out a grunt of appreciation, or maybe effort. He's dancing back and forth, fending off three separate spirits with his shield and flashes of telekinesis, his flail whirling madly in the air, its motion seemingly unconnected to the movement of his arm.
"No, no, it's fine," he gets out through gritted teeth. "Three at once, that's not a problem."
Assisted by Zevra's spirit, he lashes out again, his strange shield shifting cross-body to ward off the elven ghosts as his flail lashes out underhand to wrap around the human ghost's legs and send it spinning down to the ground a safe distance away, violet power holding it down as his eyes return their focus to the elven ghosts, daring them to strike--or to turn away.


---
Granted melee basic, hoo-rah.
Eldritch Strike on grey Raaig at J9 (+2 to hit from Zevra, +2 from CA from flanking with Nog): 1d20+22 = 31 to hit
Damage (+4 from Zevra): 1d10+12 = 20
Knock prone, slow, and slide it 2 to I10, where it can't charge anyone (because there is 1 square between it and both me and Nog).

Triggers stay the same: Mind Spike if a marked ghost attacks someone else, Harrying Step to stay next to them if one of them tries to shift away, Eldritch Strike to OA, check with me for Lightning Rush if an enemy within 5 attacks someone else.

LogicNinja fucked around with this message at Jan 22, 2018 around 00:10

Melchiresa
Jun 21, 2006

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


Raaig [G3]
The ghost shrieks, attempting to goad Sathain into fighting it. When it realizes this fails, it swings its blade at Jascha but fails to connect
Move: to I5
Minor: Raaig's Challenge vs Will (Sathain): 1d20+14 23
Standard: Chilling Blade vs AC (Jascha): 1d20+16 26 3d6+9 18

Raaig [F11]
The spirit attempts to help its companion but also fails to land its blows.
Move: to G7
Minor: Raaig's Challenge vs Will (Sathain): 1d20+14 26
Standard: Chilling Blade vs AC (Jascha): 1d20+16+2-2 21 3d6+9 20
couldn't move

Raaig [I10]
With a howl, the ghost rights itself and challenges Sathain. Its howls appear to fall on deaf ears
Move: stand from prone
Minor: Raaig's Challenge vs Will (Sathain): 1d20+14 20

Raaig [K8]
The angered spirit attempts to attack Sathain with bolts of lightning. While it fails to harm him, it succeeds in causing him to change his location - further away from its partner
Recharge: 1d6 4
Standard:Hurl through sky vs AC (Sathain): 1d20+17 25 2d6+9 16
Sathain is teleported to I8

Raaig [K9]
The elven spirit casts a spell to summon a crackling cloud of static. The crackling static lightning is erratic, failing to strike some beings within the cloud and striking others. Unfortunately, one of the beings struck is its comrade - but the ghost is unfeeling. The comrade's sacrifice is worth attacking the intruders.
Move: stand from prone
Standard: (centered on J8) Static Cloud vs Fort (Jascha, Ghost Dog, Gray Raaig, Zevra, Sathain, Green1, Green 2, Gnarglenog}: 8#1d20+15 24 22 28 19 30 26 29 29 2d10+11 23


Raaig (Gray) [G3] HP: 92/112 AC/F/R/W: 27/24/23/23 [Resist 10 Cold, Aura 1: Gripping Dread]
Raaig (Gray) [F11] HP: 5/112 AC/F/R/W: 27/24/23/23 [Resist 10 Cold, Aura 1: Gripping Dread, marked by Sathain]
Raaig (Gray) [J5] HP: 99/112 AC/F/R/W: 27/24/23/23 [Resist 10 Cold, Aura 1: Gripping Dread]
Raaig (Gray) [I10] HP: 15/112 AC/F/R/W: 27/24/23/23 [Resist 10 Cold, Aura 1: Gripping Dread; slowed]
Raaig (Green) [K8] HP: 91/124 AC/F/R/W: 26/25/24/23 [Resist 10 Thunder/Lightning]
Raaig (Green) [K9] HP: 57/124 AC/F/R/W: 26/25/24/23 [Resist 10 Thunder/Lightning, slowed]

Gripping Dread: Enemies within the aura cannot shift, in addition any enemy marked by the tomb spirit that makes an attack that does not include the tomb spirit as a target while within the aura takes 7 cold damage.

Melchiresa fucked around with this message at Jan 25, 2018 around 02:19

LogicNinja
Jan 21, 2011

...the blur blurs blurringly across the blurred blur in a blur of blurring blurriness that blurred...


Sathain is launched into the air, but catches himself with his telekinesis, hurling himself backwards towards the elven ghosts as one of them channels lightning. He takes the blast head-on, letting out a snarl, and his shield catches a lightning bolt that was meant for Jascha as he gets in the way. His flail comes down-up-down in a moulinet that ends in a sudden lunging swing that takes the spirit down to the ground, where he hammers it again, sending spirit-stuff flying every which way.



---

Spending 2 PP on Lightning Rush as an Immediate Interrupt, moving to J8 again. Redirecting the attack from Jascha to me (making it miss). Getting +2 from flanking CA. 1d20+20 = 38 to hit, 1d10+8 = 17 damage.
edit: rolled 1[w] instead of 2[w], so it takes another 7 damage from the second [w] die, for a total of 24.

Opportunity attack with Eldritch Strike, since the interrupt puts me back adjacent to the Raaig: 1d20+20 = 29 to hit, 1d10+8 = 12 damage, knocking the Raaig prone and slowing it (slide it 1 down and then 1 back up).

Total damage from both attacks: 24+12 = 36.

I'm now flanking with 'Nog again... and taking the 23 lightning damage.
HP: 31

LogicNinja fucked around with this message at Jan 25, 2018 around 12:35

Wahad
May 19, 2011



Everything by design.


Kayode "Baba" Babatunde

"Hold fast, my companions! The tables turn!" Baba calls out from across the battlefield. He sends out the full force of his will to battle one of the ghosts, distracting it momentarily for others to disengage while the shimmering copy of himself dashes into the fray.

Standard: Dishearten (Aug 1) on Grey Raaig I5 at 1d20+15=34. Hit for 1d6+9=11 damage. Grey Raaig I5 takes -2 to attacks and can not make OAs UEOMNT.
Move; Dream Form up to I4.


pre:
Kayode   						 
HP: 46/75 (THP: )        AC:   28    Passive Insight: 24
Surges: 7/7 (V: 18)      For:  22    Passive Perception: 19
Initiative: +11  	 Ref:  25    Action Points: 0
Speed: 6     	         Will: 28    Vision: Normal
Power Points:  5/8       Languages: Common, Primordial

At Will			Encounter			     Daily
Bond of Censure         [ ] Argent Rain                      [ ] Force Spheres    
Dimensional Scramble    [X] Aspect of Agility                [ ] Mind Blast            
Dishearten              [ ] Dream Blade                      [ ] Strength of Many
Kinetic Buffer          [ ] Far Hand
Manifest Dream Form     [ ] Mind over Flesh
Thought Projection      [X] Mind Shroud
                        [ ] Oath of Enmity
                        [ ] Relentless Stride
                        [ ] Second Wind

Item Powers
[ ] Raven Cloak (Daily)
[ ] Repulsion Armor (Daily)
[ ] Silt Sandals (Daily)

Conditionals/Resists:
Courageous Mind: +1 to saving throws while bloodied. 
Dominating Mind: When inflicting save ends daze, dominate or stun, target takes -2 to the first save.
Dreaming Advantage: When using an AP to make a psionic attack, gain CA against any enemy adjacent to dream form.
Eyes of the Deep Dwarf: Gain darkvision as long as you have one PP.
Human Ingenuity: When using an AP, regain a PP. 
Raven Cloak: Resist 5 cold and necrotic.
Silt Sandals: Ignore difficult terrain and leave no tracks in dirt, sand, silt. Can move across non-solid surfaces.
If you end your turn on a non-solid surface, you sink. 
Staff of Expertise: Do not provoke OAs from ranged or area attacks with a staff. Melee attacks with a staff get reach 1.
Superior Will: Save vs daze and stun at the start of your turn. 

Wahad fucked around with this message at Jan 25, 2018 around 21:47

LogicNinja
Jan 21, 2011

...the blur blurs blurringly across the blurred blur in a blur of blurring blurriness that blurred...


Sathain

Sathain launches himself back away from the elven ghost, moving with a burst of sudden, unnatural speed. Flagstones crack underneath the telekinetic force of his step, and his flail whips around, smashing in the spectral head of one of the remaining human ghosts and letting it dissipate into the air. His direction reverses, still moving almost too quickly to track, and he hurls himself at the other human ghost, rushing past Jascha and shoving the ghost's blade out of the way with his telekinesis to create an opening for his flail to strike, leaving clinging violet light behind. "Better!" he yells, seeing ghosts dissipating all over the battlefield.

---

Standard action: Rebounding Dance encounter power. Shift 9 and make 2 attacks against different enemies anywhere during the movement. Gain concealment UEMNT.
Shifting to G10, attacking grey Raaig at F11, shiftting to H4, attacking grey Raaig at I5: 2#1d20+18 = 29, 34 to hit - both hits.
F11 grey dies due to only having 5 HP left.
I5 grey Raaig takes 1d10+8 = 11 damage.
Minor action: Deliverance of Faith (finally), burning a healing surge for 24 temp HP.

Status: Bloodied, concealment UEMNT (-2 to hit me).
Reactions for the GM: follow the grey Raaig with Blurred Step if he shifts, Eldritch Strike OA if he moves. Lightning Rush the remaining green Raaig if it makes an attack against someone else, especially a ranged attack, using my last 2 PP for an Aug 2.


pre:
 Sathain

HP: 31/97 (BV:49)		AC: 29 			Passive Insight: 17
THP: 24				Fort: 26		Passive Perception: 15
Surges: 14/15 (V:24)		Ref: 25 		Vision: Low-Light
Initiative: +8 			Will: 27 		Action Points: 1
Power Points: 2/9 		Speed: 5

Power Cards
At Will				Encounter 			Daily
Eldritch Strike 		[x] Adept's Insight 		[ ] Living Fortress
Battlemind's Demand 		[x] Persistent Harrier		[ ] Nightmare Vortex
Mind Spike 			[x] Dimension Slide		[ ] Shattered Time
Concussive Spike 		[x] Rebounding Dance
Lightning Rush 			[x] Deliverance of Faith
Lodestone Lure 			[ ] Fast Talk
Thought Projection

Item
Hand of the Mage - Prestidigitation, Mage Hand (AW)
Hat of Disguise -  Disguise Self (AW)
[ ] Shield of Eyes - don't grant CA when flanked UEMNT (D)
Deep-Pockets Cloak - draw or store an item from the cloak(AW, 1/round)    
                       
Passives
Hat of Disguise: +5 to Bluff to pass myself off as someone else
Shield of Eyes: +2 AC vs OAs (+6 vs AC, +4 F/R/W total)
Quicksilver Dance: +4 to all defenses vs OAs (+6 AC, +4 F/R/W total)
Quicksilver Action: spend AP,  shift CHA (4) before taking action
Superior Will: Save vs stun/daze at start of turn even if not save ends.
Flail Expertise: when I hit with a melee attack using a flail and the attack lets me slide the target, knock them prone instead
Dragging Flail: whenever I use a filail to knock an enemy prone, also slide them 1 square
Rushing Cleats: increase the push or slide effect of any close or weapon attack by 1
+1 Flail of Winds: increase all forced movement by 1 square
Hindering Shield: whenever I pull, push, or slide a creature with an attack while using a shield, slow that creature USMNT
          -on slide (Eldritch Strike): knock prone, slide 3, slow
          -on push: push +2 squares, slow - Concussive Spike: push 7, slow
          -on pull: slow - Lodestone Lure: pull 2 (no aug)/5 (aug 1 or 2) and slow. If aug 2, also knock prone + slide 3

Triggers
Enemy shifts away from me: Blurred Step (Harrying Step) - teleport to best square adjacent to them
Lightning Rush: non minion enemy within 5 attacks an ally. Always Augment 1 or 2. 
            -1 if the attack hits them by 3 or less (to make them miss), 2 otherwise (keep my standard action)
           -UNLESS it would be obviously better for me to lock down a target I'm engaging
Any OA: Eldritch Strike, baby!! Prone, slide 3 (put me between them and whoever they were moving to), slow

LogicNinja fucked around with this message at Jan 25, 2018 around 22:38

Unknown Quantity
Sep 2, 2011

!
Steven? Steven?!
STEEEEEEVEEEEEEEN!



Good King Gnarglenog

The lightning causes the gnoll to jerk rather violently and howl in a mix of both pleasure and pain. Without wasting a second, he slips around his prey to the other side of Sathain's targets and leaps onto the healthier spirit, latching onto it and biting deep into where its neck would be, chewing away until it leaves a gash that would leave even the undead bleeding. All the while, his claws swipe away with all four limbs at its other target, shredding it into so much dust and ectoplasm.

Eternal Mountain!: 1d20+18 38 1d20+18 34 2d8+21 33

CRITICAL HIT for 37 on K8 and 33 damage on K9, KOing the latter and leaving the former Prone, Unable to Shift, and taking Ongoing 10 Damage (save ends)

pre:
Good King Gnarglenog   						 
HP: 35/80 (THP: __)      AC:   28    Passive Insight: 20
Surges: 11/11 (V: 20)    For:  24    Passive Perception: 17
Initiative: +11  	 Ref:  26    Action Points: 1
Speed: 10     	         Will: 24    Vision: Low-light
Languages: Abyssal, Common

At Will			               Encounter			                           Daily
Five Storms		              [ ] Second Wind	                   	        [ ] Masterful Spiral   
Fallen Needle	                      [ ] Ferocious Charge	                	[ ] Water Gives Way       
Iron Soul Flurry of Blow              [X] Open the Gates of Battle		        [ ] Tsunami Throw
Agile Recovery	                      [ ] Eternal Mountain                              [ ] Lesser Elixir of Speed
Spider Technique		      [ ] Bonecrusher
Psionic Spark	                      [ ] Eyes of the Basilisk
                                      [ ] Quicksilver Motion
                                      [ ] Cloth of the Charging Wind

Opportunity Attack: +19 vs AC, 1d6+9 damage, Crits on 19-20 for Ongoing 10 damage (save ends)

Conditionals/Passives:

Blood Fury: +2 damage when Bloodied
Pack Attack: +2 melee damage against enemies with 2 or more allies adjacent to it
River Rat: Enemies do not gain an attack bonus for flanking you
Basilisk's Boon: +2 to saving throws vs Immobilize, Restrain, or Slow effects
Internalize the Basic Kata: +Dex to MBA attack/damage, can Flurry of Blows off of an OA
Superior Will: Make saving throws vs Stunned or Dazed at start of turn, even if not a (save ends) effect
If Hit by a Non-Minion while Bloodied: Will use Water Gives Way, or Tsunami Throw if there are 2+ enemies it can hit.

Dick Burglar
Mar 6, 2006

ROBBLE ROBBLE ROBBLE!


Jascha the Lost

Taking advantage of the Raaig being distracted, the elf dives out of its reach before it can react. He nocks and launches a pair of arrows, but both arrows fail to land. The exertion from his earlier outburst is certainly wearing on him now.

Minor: Hunter's Quarry on Raaig at I5.
Move to G5. Because no ally is closer (only as-close or farther), Prime Shot applies to Raaig at I5.
Twin Strike vs AC vs Raaig at I5: 1d20+17+1+1 25 First attack misses. 1d12+4+2d6 19 At some point I'll remember to set up Twin Strike attacks correctly: Twin Strike #2 vs AC: 1d20+17+1+1 25 Second attack misses too. 1d12+4+2d6 13 Looks like my luck with big rolls has, in fact, run out.


pre:
Jascha   						 
HP: 74/74 (THP: __)      AC:   27    Passive Insight: 22
Surges: 7/7 (V: 19)      For:  23    Passive Perception: 26
Initiative: +11  	 Ref:  27    Action Points: 0
Speed: 7     	         Will: 25    Vision: Low-light
Languages: Common, Elven

At Will			Encounter			     Daily
Sensing Eye (Minor)     [X] Elven Accuracy                   [ ] Healing Lore    
Hunter's Quarry (M.)    [ ] Invigorating Stride              [X] Sure Shot            
Summon Armor (Minor)    [ ] Second Wind                      [ ] Spitting Cobra Stance
Nimble Strike           [ ] Defensive Volley                 [ ] Attacks on the Run
Twin Strike             [ ] Fox's Cunning
                        [X] Disruptive Strike
                        [X] Combined Fire
                        [X] Biting Volley
                        [ ] Wind Fury Assault
                        

Item Powers
[X] Screaming Bow (Daily)
[ ] Rain of Hammers Ki Focus (Daily)
[ ] Silt Sandals (Daily)


Conditionals/Passives:

Reactive Stealth: If you have any cover or concealment when you roll initiative, can make a Stealth check to hide.
Superior Will: Can make a save against daze/stun at the start of your turn, even if it is not a (save ends) effect.
Hunter's Aim: You don't take the normal -2 penalty to attack rolls against your quarry if it has cover/concealment.
Hobbling Strike: Can forego one Hunter's Quarry die to slow target until the end of your next turn.
World Serpent's Grasp: When you hit slowed/immobilized enemy, can knock it prone.
Grounding Shot: Ignore attack penalty for ranged attack vs prone target, and deal +2 damage to prone enemies.
Silt Sandals: Ignore difficult terrain and leave no tracks in dirt, sand, silt. Can move across non-solid surfaces.
     If you end your turn on a non-solid surface, you sink. 

Dick Burglar fucked around with this message at Feb 7, 2018 around 05:06

Old Kentucky Shark
May 25, 2012

If you think you're gonna get sympathy from the shark, well then, you won't.


Haunted Zevra



Zevra sighs as she dodges lightning blasts. She scurries backwards into the tomb. With a scream, her mother sinks into the floor, only to emerge seconds latter inside a howling vortex of ancient, particulate sand, drawn up from the depths of the tomb. She envelops Sathain in a temporary whirlwind, shredding the nearest ghost as the ancient rock shards cling to his skin. Then she vanishes, only to appear, standing quite calmly, inside the howling cloud of static.

Move action: Dog moves to J4. Zevra moves to F5. Zevra's Mother moves to H5.
Minor action: Healing Spirit on King Gnarglenog. He can spend a healing surge and make a saving throw, if possible. Sathain heals for Healing Spirit: 3d6 15. Baba and Jascha gain 6 temporary hit points.
Standard action: Granite Armor: Granite armor on : 1d20+17 hits AC 33 on the Raaig in I5 for 2d6+8 17 damage. Sathain gains resist 6 to all damage until EoNT. Zevra's mother disappears. One ally capable of shifting (Jascha?) can shift 1 square.
Free action: Zevra's mother reappears in J8.


pre:
Haunted Zevra   						 
HP: 60/76 (THP: __)      AC:   24    Passive Insight: 25
Surges: 9/9 (V: 19)      For:  23    Passive Perception: 27
Initiative: +10  	 Ref:  25    Action Points: 1
Speed: 6     	         Will: 26    Vision: Low-light
Languages: Common, Elven

At Will			Encounter			     Daily
Spirit Infusion		[X] [X] Healing Spirit		[ ] Spirit of the healing Flood    
Spirit of the Tempest	[ ] Ironbreaker Claws		[ ] Ancient Progenitorís Spirit            
Voice of Battle		[X] Granite Armor		[ ] Ancient Warlordís Inspiration
Call Spirit Companion	[ ] Blood-Red Mist                    
Spiritís Wrath		[x] Intellect Pummel
Summon Armor (Minor)	[ ] Speak With Spirits
                      	[ ] Engaging Pursuit
                        [ ] Insightful Warning
			[ ]Twilightís Veil

Ghost Dog Companion
HP: 28/38 (THP: __)		AC:   26    Passive Perception 29 
Surges: -			For:  24    
Initiative: - 			Ref:  24    
Speed: 6  			Will: 24

Conditionals/Passives:

Resist 10 Fire
Elemental Spirit: Allies adjacent to the Spirit Companion gain +2 to saving throws
Spirit of Vigor: When Spirit is summoned as a minor action, one adjacent ally gains +4 Temp HP
Healing Spirit: When Healing spirit is used, target makes a saving throw, one ally adjacent to 
Spirit Companion heals 3d6 HP, all gain 6 temp HP
Spiritís Step: When Spirit Companion is dismissed, one adjacent ally can shift 1 square.
Spiteful Retaliation: if enemyís attack causes spirit to disappear, enemy is dazed UENT.
Spirit Companion: Conjuration. Uses Zevra's defenses. Canít flank. Occupies 1 square. 
Allies can move through, enemies canít.  Can make OAs from enemy movement but nothing else.
 Can only be targeted by melee or ranged attacks. If dealt 15 damage by single attack, disappears, and Zevra takes
10 damage. Canít be affected by conditions or forced movement, ignores difficult and hazardous terrain.
Dog Companion Aura: Allies adjacent to dog companion can teleport within aura as move action, 
enemies give Zevra combat advantage
Totem Expertise: ignore partial Concealment/Cover

Wol
Dec 15, 2012

See you in the
UNDERDARK




Shaiha Nilil

The battle seems to be winding down, but Shaiha knows a desperate enemy can be unpredictable. Best to minimze their ability to fight back.

"Spirit. Look here."

The ghost nearest to her catches a glimpse of gold gleaming in her outstretched hand. Its attention is immediately wrenched toward the object, and though she pockets it a moment later, it still finds its thoughts preoccupied with that golden thing.


Hypnotic Distraction. Target I5 ghost (1d20+16 = 26 vs. Will). Ghost takes 23 psychic damage and takes -4 to attack rolls UEoMNT.


Shaiha Nilil status: Resist 10 cold

pre:
Shaiha Nilil   						 
HP: 50/76 (THP: __)      AC:   26    Passive Insight: 19
Surges: 6/8 (V: 19)      For:  23    Passive Perception: 24
Initiative: +5  	 Ref:  27    Action Points: 1
Speed: 5     	         Will: 26    Vision: Low-light
Languages: Common, Dwarven

Melee Basic Attack: +15 vs. AC; 1d4+5 damage.

At Will			Encounter			     Daily
Ethereal Chill         [ ] Second Wind                   [ ] Watery Sphere
Thundering Armor       [X] Lab Conditioning              [ ] Smokepowder Blast
                       [X][X] Healing Infusion           [ ] Lightning Motes
                       [ ] Spike Wire                    [ ] Amulet of Elegy
                       [X] Hypnotic Distraction          [ ] Salve of Power
                       [X] Gale-Force Infusion           [ ] Rod of Absorption
                       [X] Vital Spell
                       [ ] Swift Mender
                       [ ] Animate Helper
                       [ ] Swift Concoction
                       [ ] Rod of Absorption 

Alchemical Items
Jolt Flask (lvl 10). Standard Action; Area burst 1 within 10; +15 vs. Fort. Hit: Target is dazed UEoMNT.

Conditionals/Passives:

Arcane Rejuvenation: When an ally uses a magic item daily power, they gain 11 THP.
Resilient Focus: +2 to saving throws.
Superior Will: Save against dazing / stunning effects at start of turn.
Rapid Infusion: Use Healing Infusion as a free action on my turn.
Arcane Empowerment: 1/Day, spend a short rest with a magic item: Recharge its daily power, or give its
wielder a free action to gain a +2 bonus to an attack roll after rolling once before the next extended rest.
Quick Fix: Roll Arcana to disable, identify, or sense magical phenomena, or Thievery to disable or 
identify devices, as a minor instead of a standard action. Take -4 to such checks.
Master Preserver's Action: When spending AP to make an attack, reroll one attack roll or one damage roll.

Melchiresa
Jun 21, 2006

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


Raaig (Gray) [H5] HP: 41/112 AC/F/R/W: 27/24/23/23 [Resist 10 Cold, Aura 1: Gripping Dread; disheartened, -4 to attack]
Raaig (Gray) [F11] HP: 5/112 AC/F/R/W: 27/24/23/23 [Resist 10 Cold, Aura 1: Gripping Dread, marked by Sathain]
Raaig (Gray) [J5] HP: 99/112 AC/F/R/W: 27/24/23/23 [Resist 10 Cold, Aura 1: Gripping Dread]
Raaig (Gray) [I10] HP: 15/112 AC/F/R/W: 27/24/23/23 [Resist 10 Cold, Aura 1: Gripping Dread; slowed]
Raaig (Green) [K8] HP: 44/124 AC/F/R/W: 26/25/24/23 [Resist 10 Thunder/Lightning; prone, unable to shift, ongoing 10]
Raaig (Green) [K9] HP: 57/124 AC/F/R/W: 26/25/24/23 [Resist 10 Thunder/Lightning, slowed]

Gripping Dread: Enemies within the aura cannot shift, in addition any enemy marked by the tomb spirit that makes an attack that does not include the tomb spirit as a target while within the aura takes 7 cold damage.




Raaig [K8]

The raaig howls and rights itself on its feet. With another ear piercing shriek, the elven ghost conjures a torrential storm within the tomb walls
Move: Stand from prone
Standard: Cloudburst vs Ref (Shaiha, Zevra, Jascha, Sathain): 4#1d20+15 30 26 23 16 2d8+8 20
The burst creates a zone that lasts until the end of the encounter. Squares in the zone are difficult terrain for any creature that does not have spirit walk. Such a creature takes 5 damage for each square of movement within the zone.

Saving Throw: 1d20 3

Raaig [I5]
The human ghost rushes toward Sathain and swings, but misses by a hair
Move: shift to H5
Standard: Chilling Blade vs AC (Sathain): 1d20+16-6 28 3d6+9 16

LogicNinja
Jan 21, 2011

...the blur blurs blurringly across the blurred blur in a blur of blurring blurriness that blurred...


Sathain

Sathain hurls himself forward with his own telekinesis, slamming his shield into the green Raaig and smashing down with his flail, violet light forcing it back down to the ground as he strikes again. "I've got this one--get the other one," he grunts, focused on not letting the ghosts harm his companions any further.


---
Immediate interrupt: Lightning Rush, augment 1, moving to J7 and giving the green Raaig -4 on its attack. Lightning Rush attack: 29 to hit, 16 damage.
Opportunity attack, Eldritch Strike: 35 to hit, 11 damage.
This all happens before its attack goes off, giving it -4 (Lightning Rush aug 1) and -2 (prone) for a total of -6 to hit with its AoE, making it miss everyone. Actually, -8, since I'm no longer a target and it's marked.
Green Raaig takes 35 damage total, is proned and slowed, and is effectively dead since the Ongoing 10 will kill it at the start of its turn--focus fire on the last grey, team!
I lose my next standard action, and don't really have anything to do with the move/minor as the green Raaig should still be marked.

Status: no more concealment or any other effects, green Raaig is still marked.



pre:
Sathain

HP: 65/97 (BV:49)        AC:	29 	Passive Insight: 17
THP: 0	                        Fort:26 	Passive Perception: 15
Surges: 15/15 (V:24)	Ref:	25	Vision: Low-Light
Initiative: +8	                Will: 27	Action Points: 1
Power Points: 1/9          Speed: 5

Power Cards
At Will		              Encounter		            Daily
Eldritch Strike              [x] Adept's Insight	      [ ] Living Fortress
Battlemind's Demand           [x] Persistent Harrier	    [ ] Nightmare Vortex
Mind Spike                 [x] Dimension Slide            [ ] Shattered Time
Concussive Spike             [x] Rebounding Dance
Lightning Rush                  [ ] Deliverance of Faith
Lodestone Lure                 [ ] Fast Talk
Thought Projection

Item
Hand of the Mage - Prestidigitation, Mage Hand (AW)
Hat of Disguise -  Disguise Self (AW)
[ ] Shield of Eyes - don't grant CA when flanked UEMNT (D)
Deep-Pockets Cloak - draw or store an item from the cloak(AW, 1/round)    
                       
Passives
Hat of Disguise: +5 to Bluff to pass myself off as someone else
Shield of Eyes: +2 AC vs OAs (+6 vs AC, +4 F/R/W total)
Quicksilver Dance: +4 to all defenses vs OAs (+6 AC, +4 F/R/W total)
Quicksilver Action: spend AP,  shift CHA (4) before taking action
Superior Will: Save vs stun/daze at start of turn even if not save ends.
Flail Expertise: when I hit with a melee attack using a flail and the attack lets me slide the target, knock them prone instead
Dragging Flail: whenever I use a filail to knock an enemy prone, also slide them 1 square
Rushing Cleats: increase the push or slide effect of any close or weapon attack by 1
Hindering Shield: whenever I pull, push, or slide a creature with an attack while using a shield, slow that creature USMNT
          -on slide (Eldritch Strike): knock prone, slide 2, slow
          -on push: push +2 squares, slow - Concussion Spike: push 7, slow
          -on pull: slow - Lodestone Lure: pull 1 (no aug)/4 (aug 1 or 2) and slow. If aug 2, also knock prone + slide 2

Triggers
Enemy shifts away from me: Blurred Step (Harrying Step) - teleport to best square adjacent to them
Lightning Rush: non minion enemy within 5 attacks an ally. Always Augment 1 or 2. 
            -1 if the attack hits them by 3 or less (to make them miss), 2 otherwise (keep my standard action)
           -UNLESS it would be obviously better for me to lock down a target I'm engaging
Any OA: Eldritch Strike, baby!! Prone, slide 2 (put me between them and whoever they were moving to), slow

Wahad
May 19, 2011



Everything by design.


Kayode "Baba" Babatunde

Seeing the battle coming to an end, Baba takes a step forward and moves his arm. In the same moment, his phantom copy lashes out with a phantom blade, striking the ghost before it knows what happened.

Move; Shift to C5.
Minor; Oath of Enmity on Grey Raaig H5.
Standard; Dream Blade vs Grey Raaig H5 at 2#1d20+15=26. Damage for 2d8+9=14 psychic. Squares adjacent to my dream form are difficult terrain for enemies UEOMNT.


pre:
Kayode   						 
HP: 46/75 (THP: )        AC:   28    Passive Insight: 24
Surges: 7/7 (V: 18)      For:  22    Passive Perception: 19
Initiative: +11  	 Ref:  25    Action Points: 0
Speed: 6     	         Will: 28    Vision: Normal
Power Points:  5/8       Languages: Common, Primordial

At Will			Encounter			     Daily
Bond of Censure         [ ] Argent Rain                      [ ] Force Spheres    
Dimensional Scramble    [X] Aspect of Agility                [ ] Mind Blast            
Dishearten              [X] Dream Blade                      [ ] Strength of Many
Kinetic Buffer          [ ] Far Hand
Manifest Dream Form     [ ] Mind over Flesh
Thought Projection      [X] Mind Shroud
                        [X] Oath of Enmity
                        [ ] Relentless Stride
                        [ ] Second Wind

Item Powers
[ ] Raven Cloak (Daily)
[ ] Repulsion Armor (Daily)
[ ] Silt Sandals (Daily)

Conditionals/Resists:
Courageous Mind: +1 to saving throws while bloodied. 
Dominating Mind: When inflicting save ends daze, dominate or stun, target takes -2 to the first save.
Dreaming Advantage: When using an AP to make a psionic attack, gain CA against any enemy adjacent to dream form.
Eyes of the Deep Dwarf: Gain darkvision as long as you have one PP.
Human Ingenuity: When using an AP, regain a PP. 
Raven Cloak: Resist 5 cold and necrotic.
Silt Sandals: Ignore difficult terrain and leave no tracks in dirt, sand, silt. Can move across non-solid surfaces.
If you end your turn on a non-solid surface, you sink. 
Staff of Expertise: Do not provoke OAs from ranged or area attacks with a staff. Melee attacks with a staff get reach 1.
Superior Will: Save vs daze and stun at the start of your turn. 

Old Kentucky Shark
May 25, 2012

If you think you're gonna get sympathy from the shark, well then, you won't.


Haunted Zevra


Standard Action: Spirit Infusion on Sathain. Spirit Companion disappears, Sathain shifts 1 square to I6 and makes a basic attack with +2 to hit and +4 to damage.
Free action: Summon Spirit Companion in Square G6.
Minor Action: Twilight's Veil: Zevra, Jascha, and Shaiha become invisible UEoNT or they attack.


pre:
Haunted Zevra   						 
HP: 60/76 (THP: __)      AC:   24    Passive Insight: 25
Surges: 9/9 (V: 19)      For:  23    Passive Perception: 27
Initiative: +10  	 Ref:  25    Action Points: 1
Speed: 6     	         Will: 26    Vision: Low-light
Languages: Common, Elven

At Will			Encounter			     Daily
Spirit Infusion		[X] [X] Healing Spirit		[ ] Spirit of the healing Flood    
Spirit of the Tempest	[ ] Ironbreaker Claws		[ ] Ancient Progenitorís Spirit            
Voice of Battle		[X] Granite Armor		[ ] Ancient Warlordís Inspiration
Call Spirit Companion	[ ] Blood-Red Mist                    
Spiritís Wrath		[x] Intellect Pummel
Summon Armor (Minor)	[ ] Speak With Spirits
                      	[ ] Engaging Pursuit
                        [ ] Insightful Warning
			[X]Twilightís Veil

Ghost Dog Companion
HP: 28/38 (THP: __)		AC:   26    Passive Perception 29 
Surges: -			For:  24    
Initiative: - 			Ref:  24    
Speed: 6  			Will: 24

Conditionals/Passives:

Resist 10 Fire
Elemental Spirit: Allies adjacent to the Spirit Companion gain +2 to saving throws
Spirit of Vigor: When Spirit is summoned as a minor action, one adjacent ally gains +4 Temp HP
Healing Spirit: When Healing spirit is used, target makes a saving throw, one ally adjacent to 
Spirit Companion heals 3d6 HP, all gain 6 temp HP
Spiritís Step: When Spirit Companion is dismissed, one adjacent ally can shift 1 square.
Spiteful Retaliation: if enemyís attack causes spirit to disappear, enemy is dazed UENT.
Spirit Companion: Conjuration. Uses Zevra's defenses. Canít flank. Occupies 1 square. 
Allies can move through, enemies canít.  Can make OAs from enemy movement but nothing else.
 Can only be targeted by melee or ranged attacks. If dealt 15 damage by single attack, disappears, and Zevra takes
10 damage. Canít be affected by conditions or forced movement, ignores difficult and hazardous terrain.
Dog Companion Aura: Allies adjacent to dog companion can teleport within aura as move action, 
enemies give Zevra combat advantage
Totem Expertise: ignore partial Concealment/Cover

LogicNinja
Jan 21, 2011

...the blur blurs blurringly across the blurred blur in a blur of blurring blurriness that blurred...


Sathain follows the spirit's guidance, whirling around and lashing out with his flail at the human ghost's legs.


---

From I6, attacking the grey Raaig at H5. CA from flanking, +2 to hit/+4 damage thanks to Zevra. Eldritch Strike: 1d20+22=38 to hit, 1d10+12 = 13 damage.

Grey Raaig is now at 41 - 14 - 13 = 14 HP, someone finish it off and then we're done here.

Melchiresa
Jun 21, 2006

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


With fading shrieks, the Raaigs disappear into the ether, leaving the room deafeningly quiet. The door to the next room gently cracks open by itself.

The door opens into a tall, wide, circular room. Upon looking up, you notice that this is not just a room - rather it is the bottom of a tower. You can see landings attached to floors, but no stairs are to be found. The room is lit by natural light from ancient windows and from stones missing as a result of the march of time. In the center is a large, seemingly bottomless, pit. On a wall is a seemingly innocuous switch. On the opposite wall is a simple wooden door. Other than this door and the door the party entered from, there do not appear to be any other ways in or out.

LogicNinja
Jan 21, 2011

...the blur blurs blurringly across the blurred blur in a blur of blurring blurriness that blurred...


Sathain leans against the wall, breathing hard, massaging flesh frostbitten by ghostly blades. That violet light that flared from his eyes and shook the temple around him has died down, fading into a barely-visible second skin that shimmers around his ghost-wounds; the heads of his flail hang limply, lifeless now that he isn't fighting.

"Too many spirits, if you ask me. Fine shooting, Lost One. My compliments to your mother, Zevra. It's a strange feeling, but she's a useful ally."

---

Spending a healing surge or two to top myself off.

LogicNinja fucked around with this message at Feb 7, 2018 around 07:44

Wol
Dec 15, 2012

See you in the
UNDERDARK




Shaiha Nilil


"That went alright for our first dust-up. If anyone needs medical attention, come over here." Shaiha sits down cross-legged on the cold stone, drawing three small vials from her robes and placing them neatly in front of her. Rummaging around in her pack, she pulls out a neatly-organized case of colourful powders and liquids.

"And while we're all taking a breather..." Shaiha's hands are busy working a spell over one of her vials, but she lifts her gaze to give the party a faintly mischievous look. "My healing spells don't come from nothing. I'm going to need some blood from one of you to recharge them. Just a tiny bit of blood, I promise. You won't miss it." Shaiha flicks her wrist upward, and a viscous blue liquid is pulled upward from her vial, changing the substance within from something resembling a roiling storm cloud to an inert grey. "Whoever bravely volunteers, I'll add a little kick to something magical you're carrying." She gathers the blue liquid up into a slot in her ingredient case, then takes a small silver pin and a couple drops of something black and adds them to the vial. The new mixture lets off an angry hiss, bubbling briefly before settling into a charcoal grey sludge. "I also have a gift for...you, I think, Lost one. Coat one of your arrowheads with this." She holds up the charcoal grey vial. "If we come across any more angry ghosts, your arrow will pierce them like flesh."

------

When the party moves on to the next room, Shaiha doesn't think for a second that the "innocuous" switch and door are indeed so. She holds up a hand, gesturing for the party to wait while she tests the air for magic.



Spending a healing surge.

Need a total of 2 healing surges from surge-healthy folks to recharge my healing infusions. Whoever volunteers first gets an Arcane Empowerment of their choice as per my stat block.

Giving Jascha a dose of Ghoststrike Oil (lvl 8). Make a secondary attack against the next undead creature with resist insubstantial that you hit with the coated weapon or ammunition: +13 vs. Fort; on a hit, ignore the creature's resist insubstantial when determining damage for the attack.

------

Arcana. 1d20+18 = 28 to check for the presence + nature of magic around the room, particularly focused around the switch.


pre:
Shaiha Nilil   						 
HP: 69/76 (THP: __)      AC:   26    Passive Insight: 19
Surges: 5/8 (V: 19)      For:  23    Passive Perception: 24
Initiative: +5  	 Ref:  27    Action Points: 1
Speed: 5     	         Will: 26    Vision: Low-light
Languages: Common, Dwarven

Melee Basic Attack: +15 vs. AC; 1d4+5 damage.

At Will			Encounter			     Daily
Ethereal Chill         [ ] Second Wind                   [ ] Watery Sphere
Thundering Armor       [ ] Lab Conditioning              [ ] Smokepowder Blast
                       [ ][ ] Healing Infusion           [ ] Lightning Motes
                       [ ] Spike Wire                    [ ] Amulet of Elegy
                       [ ] Hypnotic Distraction          [ ] Salve of Power
                       [ ] Gale-Force Infusion           [ ] Rod of Absorption
                       [ ] Vital Spell
                       [ ] Swift Mender
                       [ ] Animate Helper
                       [ ] Swift Concoction
                       [ ] Rod of Absorption 

Alchemical Items
Jolt Flask (lvl 10). Standard Action; Area burst 1 within 10; +15 vs. Fort. Hit: Target is dazed UEoMNT.

Conditionals/Passives:

Arcane Rejuvenation: When an ally uses a magic item daily power, they gain 11 THP.
Resilient Focus: +2 to saving throws.
Superior Will: Save against dazing / stunning effects at start of turn.
Rapid Infusion: Use Healing Infusion as a free action on my turn.
Arcane Empowerment: 1/Day, spend a short rest with a magic item: Recharge its daily power, or give its
wielder a free action to gain a +2 bonus to an attack roll after rolling once before the next extended rest.
Quick Fix: Roll Arcana to disable, identify, or sense magical phenomena, or Thievery to disable or 
identify devices, as a minor instead of a standard action. Take -4 to such checks.
Master Preserver's Action: When spending AP to make an attack, reroll one attack roll or one damage roll.

LogicNinja
Jan 21, 2011

...the blur blurs blurringly across the blurred blur in a blur of blurring blurriness that blurred...


"Power straight from the blood, eh, doctor? Better that than defiling. I lost enough on your table I won't be shy about giving you some more now."
Sathain steps closer and tucks his weapon into his cloak, where it promptly disappears as if it had never been, and rolls his sleeve up.




---

Spending 1 surge with help from one of the healers to put me back to 97/97, and giving Shaiha 2 more for her infusions, putting me at 12/15.

Melchiresa
Jun 21, 2006

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


Wol posted:



Shaiha Nilil

Arcana. 1d20+18 = 28 to check for the presence + nature of magic around the room, particularly focused around the switch.


Shaiha's check reveals that her hunch was correct. The room itself has some aura of magic to it, but not like the kind seen throughout Athas. This magic neither preserves nor defiles, it simply is. There seems to be some sense of magic concentrated near the pit, but the strongest sense comes from the switch.

Melchiresa fucked around with this message at Feb 11, 2018 around 23:56

Wol
Dec 15, 2012

See you in the
UNDERDARK




Shaiha Nilil


The magical presence that answers when Shaiha reaches out brings a smile to her face. While her years of practice have allowed her to wield magic without the wrongness of defiling, she still yearns for the natural, harmonious feeling of this ancient arcana. It simply feels clean. Right. "You want to see something better than defiling, Sathain?" Shaiha runs her hand over the switch, savouring the moment. "I don't know how many of you can feel it, but this...this is what the magic of a healed Athas feels like." She lets that statement hang in the air, taking a couple deep breaths before she breaks the placidity. "That being said, we don't know how this magic sees us. Brace yourselves." She flips the switch.

LogicNinja
Jan 21, 2011

...the blur blurs blurringly across the blurred blur in a blur of blurring blurriness that blurred...


"Of course," Sathain answers, briskly cheerful as usual, but there is something terribly sad in his eyes, a deep and abiding wound that has never healed.

He turns to face the pit, wondering what to expect. Some sort of platform? Perhaps wind rising from below, strong enough to lift us? More ghosts, to tear our souls out of our bodies?

Melchiresa
Jun 21, 2006

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


Upon turning the switch, there does not seem to be an immediate reaction. After a pause, a great column of wind shoots from the pit. It is a strong, steady gust of air. After closer examination, it seems to be too dangerous to just jump in without a means to control your movement.

Wahad
May 19, 2011



Everything by design.


Kayode "Baba" Babatunde

The burst of wind elicits a surprised grunt from Kayode, as he looks up towards where the airflow is directed. "Hm. Forgive an old man his trepidation, but it seems unwise to jump in with such violent wind without a means to control it. Perhaps we're best suited to investigate further on this ground level," he suggests, moving towards the door opposite the circular room once it is still again. After taking a moment to make sure it is safe, he carefully tries to open it.

If we're taking a short rest, I spend 2 surges to heal to full.
Arcana to check for magical traps at 1d20+19=20. Womp womp.

Unknown Quantity
Sep 2, 2011

!
Steven? Steven?!
STEEEEEEVEEEEEEEN!



Good King Gnarglenog

"Healing not from poultices or licking one's own wounds? Gnarglenog will partake of this bounty! The sooner healed, the sooner the hunt can resume!"

Spending enough surges to get to full.

------------------------------

The Gnoll looks over at the walls of the circular room, scratching at one of the surfaces, then licking the resulting dust off his claw. "Bah, if the humanoids cannot handle a little air, perhaps Gnarglenog should set an example. Observe, and provide me a rope, as Good King Gnarglenog bridges the gap!"

Giving a few moments for someone to provide him exactly what he desires, the Gnoll does a flick of the wrist and puts his claw into the stonework, finding purchase enough to fling himself to another section of wall. Through this rather crude but effective means of climbing the outer perimeter of the room, Gnarglenog attempts to travel the perimeter and reach the other end in one fluid motion.

Using Spider Technique to Climb 10, and as it's an at-will move action I can take up to 20 squares of movement. Will that get me to the other side?

Melchiresa
Jun 21, 2006

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


Baba:

Baba's cautious search yields no signs of traps in the newly opened room. The room appears to be quite small and stark, but its most notable feature is neatly folded stacks of canvas tarps against the back wall. There is some plain wooden shelving, but there doesn't seem to be anything useful on them - just bits of paper and small hand tools.

Gnarglenog:

The Good King is able to deftly reach the other side of the room.

LogicNinja
Jan 21, 2011

...the blur blurs blurringly across the blurred blur in a blur of blurring blurriness that blurred...


Sathain

Sathain makes his way around the pit, flattening himself against the wall to avoid the edge, and peers into the storeroom that Baba opened.

"Well. I can see two options. The more practical one is to have our... exuberant... King climb up and lower down a knotted rope, or some of this canvas cut into strips and twisted together. The less practical one is to rig canvas so that it catches the air, tie a rope to that, and hold on as it lifts us up."

The idea puts a momentary smile on his face, but then it smooths out into a serious expression. "I trust no one prefers a wild ride."

He produces a heavy obsidian knife from somewhere in his many-pocketed cloak, then begins cutting the canvas into strips, braiding them together, testing their strength, then tying knots into them. The process goes surprisingly quickly: clearly, he's had to improvise ropes before.

When it's done, he tosses the end of the thick length of "rope"--the knots big enough for feet to find purchase on--to the gnoll. "By all means, lead the way."

LogicNinja fucked around with this message at Feb 19, 2018 around 11:27

Melchiresa
Jun 21, 2006

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


The improvised ropes serve their purpose well and the party makes their way into the next area of the structure. This area has many doors and some small furniture scattered every few doors - small tables with decorations. Off to the side are larger areas with larger tables and seating areas. Some of the doors are opened, which allows the party to peek inside. The rooms are plain, outfitted with beds of wooden frames and chests (presumably for clothing).

Poking your head into the rooms reveals that each have a canvas similar to the ones below that were made into ropes. However, these appear to be different. Each canvas has embroidered patterns on them, and each resident did something different with theirs. Some appear to have been used as tapestries, others used as an extra bed sheet. Many are folded up neatly and kept near their beds. A handful of rooms have their residents still inside, albeit in skeletal form. The skeletons are laying on their beds seemingly undisturbed for centuries. These people appear to have passed peacefully, as far as you can tell, since they appear to be posed with their hands facing palms up with their unique canvas draped over them.

Old Kentucky Shark
May 25, 2012

If you think you're gonna get sympathy from the shark, well then, you won't.


Haunted Zevra


Oh, well, now. This is interesting. And much more Zevra's speed.

The witch prowls from bed to bed, admiring the death tableau, while the spirit of her mother floats around her, walking freely through walls and furniture. "They died peacefully," she says thoughtfully, "but presumably not naturally. Poison? Some sort of cult suicide?" She stops to admire a painted canvas cloth. "Well, mother? Do any of their ghosts speak to you?"

Perception: 1d20+17 25

Melchiresa
Jun 21, 2006

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


There is a spiritual presence to the living area, but not an angry one. The spirits did, indeed, die before their naturally appointed time but they are at peace with their decisions. A stronger spirit is able to share that this was not done of out despair, rather, it was pragmatism. To continue to live and struggle (the spirit isn't clear about what they struggled against) seemed fruitless.

Wahad
May 19, 2011



Everything by design.


Kayode "Baba" Babatunde

Baba is quiet, respecting the sleep of the dead as they march on. But when Zevra shares her findings, he responds: "A tragic tale; though until we find more details, I say we let them rest. No sense angering the spirits by lingering in their space." He pads carefully through the area, looking for whatever passage will lead them onwards.

Dick Burglar
Mar 6, 2006

ROBBLE ROBBLE ROBBLE!


Jascha the Lost

The elf winces at the mention of angering the spirits. He nods in agreement with Baba, and gives the rooms with the bodies a wide berth.

Melchiresa
Jun 21, 2006

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


The party ventures forth into the next room. It appears to be a wide, circular room with two levels. Each level is lined with books. The floors on the second level have gaps in between them. Canvases similar to the ones seen in previous rooms are scattered about, some that are hanging over the edge flap gently as though there is a breeze. The floor is elaborately decorated with inlaid tiles of precious, shining metals. At the center of the room is a wooden altar, decorated in metals to match the floor.

The altar is approximately eight feet tall and has similar carvings to the entry way. The sides lovingly depict a woman with flowing hair and clothing. The center is carved to represent a massive storm cloud. In the center of the cloud is a gleaming sphere, appearing to be made of a stainless metal, gleaming even more brightly than the metal inlaid in the floors and the altar. Directly below the sphere and sitting on the ground is a skeleton. It is sitting cross legged with its back against the altar. Resting diagonally across its body is an elaborately decorated staff.

As the party draws a closer, a figure comes into view in front of the altar. The figure is ghostly, but opaquer than the ghostly combatants the partly last encountered. It is dressed in robes, with ancient embroidery and designs visible if one were to squint. She hovers a few inches off the ground but is holding a staff - most likely as she did in life. The figure is humanoid and seems to be middle aged. She is gazing at the sphere with a sad longing. For a moment, she is unaware of the party's presence.

After a moment, the ghost turns to speak to the party and appears to be surprised. She gently chides the party "I thought the orders were clear - I even checked the rooms before I went myself..." With another step from the party, the sphere begins to react and change. It rattles violently against the enclosure in the altar and glows in a blinding white light. The ghost's face falls and she whips around to face the sphere. "No!" she cries out, "this can't be! I served so faithfully and did everything I was asked! But she chooses you? Who are you!?" The spirit's voice booms the last sentence, twisting into a room shaking growl. Her anger whips up a wind storm, sending the ancient tomes flying from all sides of the room. The ghost rips the sphere from the altar and flies to the upper level, away from the party.

Three spirits emerge from the ground and approach the party. Two more spring up to defend the angered spirit on the upper level.


Initiative (Kayode, Sathain, Gnarglenog, Shaiha, Jascha, Zevra): 1d20+11 13 1d20+8 10 1d20+11 19 1d20+5 24 1d20+11 20 1d20+10 30 -> Average = 19
Initiative (Green, Gray, Head Priest): 1d20+12 16 1d20+9 19 1d20+12 13

PCs act first! Feel free to take two squares of movement as a free action at the start of your turn.



Head Priestess [Upper Level G17]: HP: 252/252; AC/F/R/W: 27/25/23/27 [Resist 10 Thunder/Lightning, Resist 10 Cold, Fly (Hover), Commanding Presence, Ancient Accuracy]
Gray Raaig 1 [E8]: HP: 112/112; AC/F/R/W: 27/24/23/23 [Resist 10 Cold, Fly (Hover), Gripping Dread]
Gray Raaig 2 [G12]: HP: 112/112; AC/F/R/W: 27/24/23/23 [Resist 10 Cold, Fly (Hover), Gripping Dread]
Gray Raaig 3 [J8]: HP: 112/112; AC/F/R/W: 27/24/23/23 [Resist 10 Cold, Fly (Hover), Gripping Dread]
Green Raaig 1 [Upper Level -A8]: HP: 100/100; AC/F/R/W: 27/25/26/23 [Resist 10 Thunder/Lightning, Fly (Hover)]
Green Raaig 2 [Upper Level O8]: HP: 100/100; AC/F/R/W: 27/25/26/23 [Resist 10 Thunder/Lightning, Fly (Hover)]

Commanding Presence: Aura 5: When an ally starts its turn in the aura, the Head Priestess slides that ally up to 2 squares as a free action.
Ancient Accuracy: Aura 5: Enemies take -2 to all defenses against the Head Priestess' attacks while they are in the aura.

Gripping Dread: Aura 1 keyword cold, fear - enemies within aura cannot shift, in addition any enemy marked by tomb spirit that makes attack that does not include the tomb spirit as a target while w/in the aura takes 7 cold damage



Terrain notes: the upper level is 15 feet high and overhangs the lower level.
Picking up a canvas is a minor action. You can use them to fly up to upper levels using the wind wells (cyan squares)
You may also use a canvas to safely glide down to the lower level

Melchiresa fucked around with this message at Mar 8, 2018 around 22:14

Wol
Dec 15, 2012

See you in the
UNDERDARK




Shaiha Nilil


The priestess's ghost raises questions, but seeing the familiar ghosts coalesce, she springs into action before the questions fully form in her mind. Before anyone has so much as raised their weapons, she finds herself already dashing past Sathain's armoured frame. Holding a small black bag above her shoulder as she runs, she smashes her other palm against the bottom, spraying a fountain of glittering purlple dust all over her companions behind her. By the time they're feeling its effects, their stride quickening and their muscles limbering, she's already in the centre of the room, stowing the bag back in a deep pocket. As Shaiha stands alone in the middle of the room, all eyes trained on her, one of the ghosts catches a glimpse of something golden spinning between her fingers. A second later it's gone, but the ghost still finds itself zoning out, intensely fixated on that brief image. Feeling the weight of its attention pulled in to her little relic, Shaiha has time for half a smirk and half a breath before the rest of the room explodes into chaos.



Start of Turn Free Action: Move to G1.

Minor Action: Slick Concoction. Each ally within 3 squares (all of you) gets +4 Ref UEoMNT and slides 5 squares.

Move Action: Walk to G7.

Standard Action: Hypnotic Distraction on -A8 Greenghost. 1d20+16 = 33 vs. Will (hit). -A8 Greenghost takes 21 psychic damage and -4 to attack rolls UEoMNT.



pre:
Shaiha Nilil   						 
HP: 69/76 (THP: __)      AC:   26    Passive Insight: 19
Surges: 5/8 (V: 19)      For:  23    Passive Perception: 24
Initiative: +5  	 Ref:  27    Action Points: 1
Speed: 5     	         Will: 26    Vision: Low-light
Languages: Common, Dwarven

Melee Basic Attack: +15 vs. AC; 1d4+5 damage.

At Will			Encounter			     Daily
Ethereal Chill         [ ] Second Wind                   [ ] Watery Sphere
Thundering Armor       [ ] Lab Conditioning              [ ] Smokepowder Blast
                       [ ][ ] Healing Infusion           [ ] Lightning Motes
                       [ ] Spike Wire                    [ ] Amulet of Elegy
                       [X] Hypnotic Distraction          [ ] Salve of Power
                       [ ] Gale-Force Infusion           [ ] Rod of Absorption
                       [ ] Vital Spell
                       [ ] Swift Mender
                       [ ] Animate Helper
                       [X] Slick Concoction
                       [ ] Rod of Absorption 

Alchemical Items
Jolt Flask (lvl 10). Standard Action; Area burst 1 within 10; +15 vs. Fort. Hit: Target is dazed UEoMNT.

Conditionals/Passives:

Arcane Rejuvenation: When an ally uses a magic item daily power, they gain 11 THP.
Resilient Focus: +2 to saving throws.
Superior Will: Save against dazing / stunning effects at start of turn.
Rapid Infusion: Use Healing Infusion as a free action on my turn.
Arcane Empowerment: 1/Day, spend a short rest with a magic item: Recharge its daily power, or give its
wielder a free action to gain a +2 bonus to an attack roll after rolling once before the next extended rest.
Quick Fix: Roll Arcana to disable, identify, or sense magical phenomena, or Thievery to disable or 
identify devices, as a minor instead of a standard action. Take -4 to such checks.
Master Preserver's Action: When spending AP to make an attack, reroll one attack roll or one damage roll.

Wol fucked around with this message at Feb 26, 2018 around 06:47

Wahad
May 19, 2011



Everything by design.


Kayode "Baba" Babatunde

Baba's movement is quick, and before anybody notices he's picked up a canvas and hauled himself to the top level. A silver fire erupts behind him as he locks eyes with the priestess, engulfing one of the ghosts in their cleansing energies, though it doesn't seem to harm the books scattered around. "Sathain! Control the ground floor!" he shouts down over the raging wind. The elf had been particularly useful in denying the enemies their freedom of movement; something that would be crucial in such a large space.

Free; Move 2 to E0.
Free: Slide 5 to B5. Gain +4 Ref UEOMNT.
Minor: Pick up Canvas.
Move; Move to A9 (upper level) with canvas.
Standard: Argent Rain vs Green Raaig 1 at 1d20+15=26, hitting for 1d10+9=11 fire damage. Create a zone from -C6 to -A8. Any creature entering the zone or ending their turn in it takes 10 fire damage. They can only take this damage once per turn.


pre:
Kayode   						 
HP: 75/75 (THP: )        AC:   28    Passive Insight: 24
Surges: 5/7 (V: 18)      For:  22    Passive Perception: 19
Initiative: +11  	 Ref:  25    Action Points: 0
Speed: 6     	         Will: 28    Vision: Normal
Power Points:  8/8       Languages: Common, Primordial

At Will			Encounter			     Daily
Bond of Censure         [X] Argent Rain                      [ ] Force Spheres    
Dimensional Scramble    [ ] Aspect of Agility                [ ] Mind Blast            
Dishearten              [ ] Dream Blade                      [ ] Strength of Many
Kinetic Buffer          [ ] Far Hand
Manifest Dream Form     [ ] Mind over Flesh
Thought Projection      [ ] Mind Shroud
                        [ ] Oath of Enmity
                        [ ] Relentless Stride
                        [ ] Second Wind

Item Powers
[ ] Raven Cloak (Daily)
[ ] Repulsion Armor (Daily)
[ ] Silt Sandals (Daily)

Conditionals/Resists:
Courageous Mind: +1 to saving throws while bloodied. 
Dominating Mind: When inflicting save ends daze, dominate or stun, target takes -2 to the first save.
Dreaming Advantage: When using an AP to make a psionic attack, gain CA against any enemy adjacent to dream form.
Eyes of the Deep Dwarf: Gain darkvision as long as you have one PP.
Human Ingenuity: When using an AP, regain a PP. 
Raven Cloak: Resist 5 cold and necrotic.
Silt Sandals: Ignore difficult terrain and leave no tracks in dirt, sand, silt. Can move across non-solid surfaces.
If you end your turn on a non-solid surface, you sink. 
Staff of Expertise: Do not provoke OAs from ranged or area attacks with a staff. Melee attacks with a staff get reach 1.
Superior Will: Save vs daze and stun at the start of your turn. 

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LogicNinja
Jan 21, 2011

...the blur blurs blurringly across the blurred blur in a blur of blurring blurriness that blurred...


Sathain

Fascinating. It's a shame she's not willing to talk about it.

"Sorry," Sathain calls out to Baba as he charges forward, flail in hand and shield-circle full of its rippling force screen. "Priorities."

He scoops a canvas up as he runs, two corners clutched in his shield hand, the fabric billowing. He's moving with that unnatural speed again, bolstered by Shaiha's sparkling dust. As he reaches the southern wind-well, he lets the canvas catch the wind and pull him up, landing nimbly on the ledge and running on.

He's just in time to see the Good King send the priestess' spirit staggering through the air, and he takes advantage: a flick of his gaze causes violet energy to send the priestess hurling towards him and up, higher into the air--and then she's met by an invisible fist that slams her downwards. As she descends, his flail comes down, the overhand arc timed perfectly to catch her and spike her down to the ground on the first floor, reminding the spirit of the sensation that hitting a stone floor was in life.
His movements only accelerated by the blow, as though he's draining the priestess' speed from her, Sathain leaps down to the first floor, landing with a heavy thud. He lands in a crouch, staggers, pushes himself upright, and brings his flail down again. He clips the priestess' ghost where it lies, and a ripple of violet light extends outwards from him, a circle covering about ten feet; the light clings to the priestess and the other nearby ghost, weighing down on them and waiting for an opportunity to strike.

As his movements finally begin to slow from a quicksilver blur to something more human, he glances at Baba and spares the half-a-heartbeat to give the old man a wink. Control the ground floor. He's working on it.



---

***Turn happens AFTER Gnarglenog, I'm just posting first***
Minor action: grab a canvas.
Free action: move 2 to H2
Free action: slid 5 to H7, in the wind well, by Shaiha.
Move action: move 5 to M11.

Standard action: Lodestone Lure, aug 2: 1d20+18 = 22 - using Adept's Insight, 1 PP, adding 1d4+1=4 for a total of 26. Expending the Arcane Empowerment I got from Shaiha for another +2, taking it to 28, which is a hit and does 1d10+8=9 damage.
Lodestone Lure pulls up to 5, and knocks prone at the end. Pulling towards me but also diagonally upwards 4, since she's flying and that's still closer to me, putting her at L11 4 squares above the level of the second 'floor'. At which point she gets knocked prone, which drops her down to L11 on the first floor, which is 7 squares, so she falls prone at the end. She also can't move anywhere that isn't adjacent to me this round, not that it matters with Nog having immobilized her.

Action point! Free shift 4 from my paragon path, which I'll use to hop down beside her (to L10), taking 6 falling damage, and then on to K9, where I end up .
Bonus standard action: Shattered Time! Attacking with CA at 1d20+20=23. Half damage on a miss: 1d10+8=18, /2 = 9 more.
Effect: create a zone in a close burst 2 around and including my square, K9. Enemies within that zone who attack someone other than me provoke the Shattered Time special opportunity attack, which consists of me shifting next to them, attacking them for 1d10+8, and marking them (potentially enabling a Mind Spike).


pre:
Sathain

HP: 97/97                      AC:	29 	Passive Insight: 17
THP: 0	                        Fort:26 	Passive Perception: 15
Surges: 12/15 (V:24)	Ref:	25	Vision: Low-Light
Initiative: +8	                Will: 27	Action Points: 1
Power Points: 6/9          Speed: 5

Power Cards
At Will		              Encounter		            Daily
Eldritch Strike              [x] Adept's Insight	      [ ] Living Fortress
Battlemind's Demand           [ ] Persistent Harrier	    [ ] Nightmare Vortex
Mind Spike                 [ ] Dimension Slide            [x] Shattered Time
Concussive Spike             [ ] Rebounding Dance
Lightning Rush                  [ ] Deliverance of Faith
Lodestone Lure                 [ ] Fast Talk
Thought Projection

Item
Hand of the Mage - Prestidigitation, Mage Hand (AW)
Hat of Disguise -  Disguise Self (AW)
[ ] Shield of Eyes - don't grant CA when flanked UEMNT (D)
Deep-Pockets Cloak - draw or store an item from the cloak(AW, 1/round)    
                       
Passives
Hat of Disguise: +5 to Bluff to pass myself off as someone else
Shield of Eyes: +2 AC vs OAs (+6 vs AC, +4 F/R/W total)
Quicksilver Dance: +4 to all defenses vs OAs (+6 AC, +4 F/R/W total)
Quicksilver Action: spend AP,  shift CHA (4) before taking action
Superior Will: Save vs stun/daze at start of turn even if not save ends.
Flail Expertise: when I hit with a melee attack using a flail and the attack lets me slide the target, knock them prone instead
Dragging Flail: whenever I use a filail to knock an enemy prone, also slide them 1 square
Rushing Cleats: increase the push or slide effect of any close or weapon attack by 1
Flail of Winds: increase forced movement on weapon attacks by 1
Hindering Shield: whenever I pull, push, or slide a creature with an attack while using a shield, slow that creature USMNT
          -on slide (Eldritch Strike): knock prone, slide 3, slow
          -on push: push +3 squares, slow - Concussion Spike: push 8, slow
          -on pull: slow - Lodestone Lure: pull 1 (no aug)/4 (aug 1 or 2) and slow. If aug 2, also knock prone + slide 3

Triggers
Enemy shifts away from me: Blurred Step (Harrying Step) - teleport to best square adjacent to them
Lightning Rush: non minion enemy within 5 attacks an ally. Always Augment 1 or 2. 
            -1 if the attack hits them by 3 or less (to make them miss), 2 otherwise (keep my standard action)
           -UNLESS it would be obviously better for me to lock down a target I'm engaging
Any OA: Eldritch Strike, baby!! Prone, slide 3 (put me between them and whoever they were moving to), slow

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