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Dick Burglar
Mar 6, 2006

ROBBLE ROBBLE ROBBLE!


Jascha the Lost

"Trust me lady," the elf calls out as armor swirls around his body from thin air, "I'm just as surprised as you are."

Moving forward with Shaiha's enhanced speed, the elf nocks a pair of arrows and launches them into one of the ghostly figures.

Free: Move to F0
Minor: Summon Armor
Granted Movement: Slide to B3
Standard: Twin Strike vs AC against Gray Rhaaig 1 [E8]: 2#1d20+17 28 28 2#1d12+4 15 13 Both hits, for a total of 28 damage.

Move Minor: pick up a canvas and throw it over his shoulder.

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)     [ ] 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
                        [ ] Disruptive Strike
                        [ ] Combined Fire
                        [ ] 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. 

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Unknown Quantity
Sep 2, 2011

!
Steven? Steven?!
STEEEEEEVEEEEEEEN!



Good King Gnarglenog

Like a bolt of lightning covered in fur, Gnarglenog takes off at full sprint towards his target. "Gnarglenog desires flesh! Bother him not with your ghostly presence! Ngahhh!" Grabbing a canvas with one paw, he then leaps up towards the next level, going right to where he senses his new 'partner' setting up a plan for, and delivers an open palm thrust towards towards the priestess, intending to place her right where they want her.

John Madden.exe for movement.
Eyes of the Basilisk!: 1d20+16 27 2d12+9 16
Add 10 for flurry, and that's 26 damage, the Priestess is Pushed down 3 squares, cannot shift, is Marked and Immobilized UEOMNT.

pre:
Good King Gnarglenog   						 
HP: 80/80 (THP: __)      AC:   28    Passive Insight: 20
Surges: 8/11 (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              [ ] Open the Gates of Battle		        [ ] Tsunami Throw
Agile Recovery	                      [ ] Eternal Mountain                              [ ] Lesser Elixir of Speed
Spider Technique		      [ ] Bonecrusher
Psionic Spark	                      [X] Eyes of the Basilisk
                                      [X] 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.

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 grabs a canvas and scuttles across the stone floor as the spirit's rise. Bending, she places her hand flat on the ground and feels the presence of any number of unquietl dead. With a sword she finds a spirit of war and draws it out of the stone. Its ancient spectral spear lashes out at one of the raiig's, narrowly missing it.


Minor action: Pick up Canvas
Free Action: Slide 5 to I4 (Dog to J4)
Move Action: Summon Spirit Companion in square F7. Shaiha gains 4 Temp HP.
Standard Action: Ancient Warlord's Inspiration: Ancient Warlord's Inspiration vs Reflex: 1d20+15 19 misses. Effect: Summons Ancient Warlord spirit in square J9 next to Sathain. Lasts until end of encounter. As an immediate reaction, Zevra can allow an ally who starts their turn in or adjacent to the warlord spirit's square to make a basic attack as a free action.





pre:
Haunted Zevra   						 
HP: 76/76 (THP: __)      AC:   24    Passive Insight: 25
Surges: 8/9 (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 Progenitor’s Spirit            
Voice of Battle		[ ] Granite Armor		[X ] Ancient Warlord’s Inspiration
Call Spirit Companion	[ ] Blood-Red Mist                    
Spirit’s Wrath		[ ] Intellect Pummel
Summon Armor (Minor)	[ ] Speak With Spirits
                      	[ ] Engaging Pursuit
                        [ ] Insightful Warning
			[ ]Twilight’s 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
Spirit’s Step: When Spirit Companion is dismissed, one adjacent ally can shift 1 square.
Spiteful Retaliation: if enemy’s attack causes spirit to disappear, enemy is dazed UENT.
Spirit Companion: Conjuration. Uses Zevra's defenses. Can’t flank. Occupies 1 square. 
Allies can move through, enemies can’t.  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. Can’t 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

Melchiresa
Jun 21, 2006

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


Green Raaig 1
Move: shift to -B9+1
Standard: Thunder Spike vs AC (Baba): 1d20+20 30 2d8+12 18 and Baba is pushed to C9, off the ledge for Fall damage: 1d10 9
Saving Throw: 1d20 4

The spirit rages at Baba and launches a booming crack of thunder in his direction. The force propels him tumbling to the lower level.


Green Raaig 2
Move: to O5+4
Standard: Thunder Spike vs AC (Sathain): 1d20+20 24 2d8+12 27

The raaig attempts to copy his companion's attack, but fails to achieve the same result

Head Priestess
Move: Teleport to L8+1
*Standard: Staff: 1d20+18 34 2d8+10 24, effect: Sathain is teleported 3 squares to H10 Hit: Sathain is slowed
Minor: Enfeebling Curse vs Sathain
Effect: Close burst 10 - 1 enemy within burst; whenever target spends a healing surge, it becomes weakened until EOMNT. This effect lasts until the power is used again or until the target takes an extended rest.

The priestess rages, her voice sounding like a howling wind storm. "How dare you enter this holy place and usurp me! You know nothing!" She takes her staff and cracks Sathain soundly in the ribs, sending him stumbling backwards


Gray Raaig 1
Move: to D8+1
Minor: Raaig's Challenge vs Will (Baba): 1d20+14 25 hit: target is marked
Standard:Chilling Blade vs AC (Baba): 1d20+16 25 3d6+9 23

The spirit howls, joining the swirling cacophony of shrieks from the other spirits, and dares Baba to challenge him. Alas, its voice is lost. The creature attempts to attack him, capitalizing on his peer's opportunity, but misses in its rage.

Gray Raaig 2
Move: to E12+1
Minor: Raaig's Challenge vs Will (Sathain): 1d20+14 20

The raaig points its weapon at Sathain, taunting him. His challenge falls on deaf ears.

Gray Raaig 3
Free action from Head Priestess: shift 2 straight up
Move: to F8+1
Minor: Raaig's Challenge vs Will (Sathain): 1d20+14 16
Standard: Chilling Blade vs AC (Shaiha): 1d20+16 25 3d6+9 16

The raaig tries, and fails, to draw Sathain's ire. He turns and attempts to strike Shaiha but whiffs past her


Head Priestess [Lower Level L8+1]: HP: 208/252; AC/F/R/W: 27/25/23/27 [Resist 10 Thunder/Lightning, Resist 10 Cold, Fly (Hover), Commanding Presence, Ancient Accuracy]
Gray Raaig 1 [D8+1]: HP: 84/112; AC/F/R/W: 27/24/23/23 [Resist 10 Cold, Fly (Hover), Gripping Dread]
Gray Raaig 2 [E12+1]: HP: 112/112; AC/F/R/W: 27/24/23/23 [Resist 10 Cold, Fly (Hover), Gripping Dread]
Gray Raaig 3 [F8+1]: HP: 112/112; AC/F/R/W: 27/24/23/23 [Resist 10 Cold, Fly (Hover), Gripping Dread]
Green Raaig 1 [Upper Level --B9+1]: HP: 68/100; AC/F/R/W: 27/25/26/23 [Resist 10 Thunder/Lightning, Fly (Hover)]
Green Raaig 2 [Upper Level O5+4]: 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 22:15

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: Intellect Pummel on Raaig D8-F8-E12: 3#1d20+15 21 25 31 Hits F8 and E12 for 2d6+8 16 damage and knocks them back 2 squares to G10 and E14 and they are dazed UEonT.
Move action: Move Ancient Warlord's Spirit to g9 and Spirit Companion to B9.
Minor action: Healing Spirit on Sathain. He can spend a healing surge. Baba gains Healing: 3d6 8 HP.

On his turn, Sathain can take a basic attack as a free action.


pre:
Haunted Zevra   						 
HP: 76/76 (THP: __)      AC:   24    Passive Insight: 25
Surges: 8/9 (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 Progenitor’s Spirit            
Voice of Battle		[ ] Granite Armor		[X ] Ancient Warlord’s Inspiration
Call Spirit Companion	[ ] Blood-Red Mist                    
Spirit’s Wrath		[ ] Intellect Pummel
Summon Armor (Minor)	[ ] Speak With Spirits
                      	[ ] Engaging Pursuit
                        [ ] Insightful Warning
			[ ]Twilight’s 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
Spirit’s Step: When Spirit Companion is dismissed, one adjacent ally can shift 1 square.
Spiteful Retaliation: if enemy’s attack causes spirit to disappear, enemy is dazed UENT.
Spirit Companion: Conjuration. Uses Zevra's defenses. Can’t flank. Occupies 1 square. 
Allies can move through, enemies can’t.  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. Can’t 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

Wahad
May 19, 2011



Everything by design.


Kayode "Baba" Babatunde

Baba deflects the spirits attack with his staff, and waves of force start to emanate from his being. Circling around the raging phantom, he slams his hands together and forces it back into the burning silver fire.

Minor: Repulsion Armor. Until the end of the encounter, whenever an enemy moves adjacent to me, I push them one square as an immediate reaction.
Move: to -B10, avoiding OAs.
Standard: Kinetic Buffer vs Green Raaig 1 at 1d20+15=29. Hit for 1d6+9=13 damage, and diagonally-down push Green Raaig 1 to -B8, making them take an additional 10 fire damage for entering the zone. I get +2 to all defenses.

Reaction: If Green Raaig 1 moves adjacent to me, I will use Repulsion armor to push them back into the zone.


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)
[X] 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. 

Wol
Dec 15, 2012

See you in the
UNDERDARK




Shaiha Nilil


Shaiha grins as her allies streak across the room, flinging their spectral opposition this way and that. They manage to bat the priestess of her perch - an excellent strategy, but one that leaves Shaiha in the midst of the three soldierly ghosts. Not to worry. She drops abruptly into a crouch, letting a spectral blade sizzle through the air above her. She claps her hands together. The startlingly loud sound forcefully blows the nearest ghost backward before folding into a bubble of reverberation around her. Following her opponent's momentum, Shaiha lunges into the middle of the three ghosts. The pulse of preserving magic has her feeling energized. From the environment, to her body, back to the environment, back to her. She feels even some of the temple's harmonious magic flowing into her. The building energies culminate, and for a brief moment, she and the temple are one. Her body seems to move on its own. Her fist thrusts into the air. Then, release. A nova of lightning bursts from her hand, manically surging forth. It catches two of the ghosts flat footed. While the last manages to shield itself somewhat, the electricity lingers in all three of them, giving them the appearance of living thunderclouds as it arcs and dances across their nebulous forms.


Standard Action: (Vital Spell) Thundering Armour. I gain +1 AC UEoMNT. Secondary Target: Grey Raaig 3. 1d20+16 = 35 vs Fort (hit). Grey Raaig 3 takes 15 thunder damage and is pushed to E8.
Sathain can spend a healing surge.

Move Action: Walk to F10.

ACTION POINT! Standard Action: Lightning Motes. Target Grey Raaig 1: 1d20+16 = 31 vs. Ref (hit). Target Grey Raaig 2: 1d20+16 = 19 (miss). Target Grey Raaig 3: 1d20+16 = 34 (hit).
Grey Raaigs 1 and 3 take 19 lightning damage and are dazed (save ends). With each failed saving throw they take 5 lightning damage. Aftereffect: ongoing 5 lightning damage (save ends).
Grey Raaig 2 takes 9 lightning damage and ongoing 5 lightning damage (save ends).

Free Action: Amulet of Elegy. Each of the Grey Raaigs takes -2 to their first saving throw against Lightning Motes.


Shaiha Nilil status: +1 AC



pre:
Shaiha Nilil   						 
HP: 69/76 (THP: 04)      AC:   26    Passive Insight: 19
Surges: 5/8 (V: 19)      For:  23    Passive Perception: 24
Initiative: +5  	 Ref:  27    Action Points: 0
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           [X] Lightning Motes
                       [ ] Spike Wire                    [X] Amulet of Elegy
                       [X] Hypnotic Distraction          [ ] Salve of Power
                       [ ] Gale-Force Infusion           [ ] Rod of Absorption
                       [X] Vital Spell
                       [ ] Swift Mender
                       [ ] Animate Helper
                       [X] Slick Concoction
                       [ ] Rod of Absorption 

Alchemical Items

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...


Sathain

Sathain takes the priestess' blow with a grunt and seeming good humor, showing red-stained teeth--and springs right back at her, a sideways shuffle taking him across space to step right back in front of the priestess, lashing out with the empty metal chains on his flail, smashing them into her. Gritting his teeth against the weight of her curse, he takes an opportunity created by Zevra's summoned warrior-spirit to lash out again, his flail's chains wrapping around her leg and leveraging his telekinesis to send her tumbling down tot he ground away from him. He whirls, and one of the spiked balls flying around in the air zooms out, picking out a ghost--but in the chaos, it misses, sailing by it. He curses, returning his attention to the priestess.


---

Immediate reaction to the priestess hitting me: Persistent Harrier, teleporting to K8 and attacking the priestess: 1d20+13=31 to hit, 1d10+8=10 damage.
Free action granted by Zevra's ancient warrior: Eldritch Strike as a basic against the Priestess! 1d20+18=37 to hit, 1d10+8=10, and knocking her prone (for real this time) and sliding her to M9.
Spending a healing surge thanks to Shaiha, becoming weakened as a result of the curse.
Minor action--Deliverance of Faith, spending a healing surge to gain its value (24) in Temp HP.
Standard action - Lodestone Lure against Grey Raaig 3 (at E8], augment 1. 1d20+18=20, which is a miss.
Move action--turn into another minor, sustain my zone.

STATUS: Slowed, Weakened (until next turn?)
TRIGGERS: Using opportunity actions granted by [i]Shattered Time
if any enemy in my zone attacks someone else. Lodestone Lure if the priestess targets someone else.

pre:
Sathain

HP: 97/97 (BV:49)          AC:	29 	Passive Insight: 17
THP: 24	                        Fort: 26 	Passive Perception: 15
Surges: 10/15 (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              [x] Adept's Insight	      [ ] Living Fortress
Battlemind's Demand           [x] 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
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 - 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

LogicNinja fucked around with this message at Mar 10, 2018 around 11:57

Dick Burglar
Mar 6, 2006

ROBBLE ROBBLE ROBBLE!


Jascha the Lost

"Leave the old man! It's me you want!"

Rushing forward, Jascha sends a pair of arrows flying at the offending rhaaig. In his haste, though, he sends one of his shots wide. He reaches for another arrow, poised ready to strike when the ghost attacks again.

Move to C6
Minor: Hunter's Quarry on Gray Rhaaig 1 @ D8
Standard: Twin Strike vs AC on Gray 1: 2#1d20+17+1+1 36 26 One hit, one miss. 2#1d12+4 9 15 plus 2d6 10 quarry damage for 19 total damage to Gray Raaig 1. Meh.
Immediate Reaction trigger if the Rhaaig attacks me: Ranged Basic Attack via Fox's Cunning vs AC: 1d20+18+1+1 31 1d12+10 20 (Fixed damage, erroneously added quarry damage again because )
Immediate Interrupt trigger if the Rhaaig attacks anyone else: Disruptive Strike vs AC: 1d20+17 26 Actually 27 because I forgot the +1 from Quarry/Battlefield Experience. May probably get another +1 from Prime Shot. 1d12+10 14 damage and makes triggering attack take a -7 to hit.

Let me know if one of these abilities is triggered and I'll mark it as spent.


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)     [ ] 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
                        [ ] Combined Fire
                        [ ] 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 Mar 23, 2018 around 03:11

Unknown Quantity
Sep 2, 2011

!
Steven? Steven?!
STEEEEEEVEEEEEEEN!


Good King Gnarglenog

Fluff later, I'm very overdue on this post. Send Gnarglenog and this damage to either A) whoever's still at full HP, or B) whoever's at the lowest HP that he can reach.

Open The Gates of Battle!: 1d20+16 29 2d12+9 16
26 damage, Can't Shift, Gnarglenog moves up to 12 squares and doesn't provoke from the first enemy he reaches.

pre:
Good King Gnarglenog   						 
HP: 80/80 (THP: __)      AC:   28    Passive Insight: 20
Surges: 8/11 (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	                      [X] Eyes of the Basilisk
                                      [X] 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.

Melchiresa
Jun 21, 2006

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


Head Priestess

Her voice howls like raging windstorm. "You are a stranger to this place, and yet Hi'ilei chooses you! I shall show you the power only a true believer possesses!" She rights herself and unleashes her fury on Sathain, gripping him in a bone-chilling invisible grasp. At the last moment, Jascha's arrow distracts her and looses him.

Move: Stand up from prone
Standard: Ancient Invocations: Effect: the priestess uses Chant and Icy Grip (Sathain)
Chant: 1d20+17 21 2d6+7 15 Hit: Ongoing 5 thunder (save ends), each time the target takes this damage, each ally adjacent to it takes 5 thunder damage
Icy Grip VS WILL: 1d20+17 22 1d12+10 20 Hit: Target is immobilized and takes -2 to attack UEOMNT
Action Point: Ancient Invocations on Sathain
Chant vs Fort (Sathain): 1d20+17 20 2d6+7 11
Icy Grip VS WILL (Sathain): 1d20+17 27 1d12+10 15 Hit: Target is immobilized and takes -2 to attack UEOMNT e: Interrupted by Jascha's disruptive shot


Gray Raaig 1
Standard: Chilling Blade vs AC (Gnarglenog): 1d20+16 19 3d6+9 21
Saving Throw: 1d20 1

Gray Raaig 2
Standard: Charge to F11+1 Chilling Blade vs AC (Shaiha): 1d20+16+1 22 3d6+9 15
Saving Throw: 1d20 10

Gray Raaig 3
Move: to D6+1
Saving Throw: 1d20 7

Green Raaig 1
Move: to A6+4 (Upper level)
Standard: Thunder Spike vs AC (Jascha): 1d20+20 21 2d8+12 22

Green Raaig 2
Standard: Thunder Spike vs AC (Sathain): 1d20+20 36 2d8+12 20

The ghost hurls a spike of lightning at Sathain and hits him solidly in his arm.





Head Priestess [M9]: HP: 178/252; AC/F/R/W: 27/25/23/27 [Resist 10 Thunder/Lightning, Resist 10 Cold, Fly (Hover), Commanding Presence, Ancient Accuracy]
Gray Raaig 1 [D8]: HP: 20/112; AC/F/R/W: 27/24/23/23 [Resist 10 Cold, Fly (Hover), Gripping Dread, Dazed, Ongoing 5]
Gray Raaig 2 [F11+1]: HP: 82/112; AC/F/R/W: 27/24/23/23 [Resist 10 Cold, Fly (Hover), Gripping Dread, Ongoing 5]
Gray Raaig 3 [F8+1]: HP: 52/112; AC/F/R/W: 27/24/23/23 [Resist 10 Cold, Fly (Hover), Gripping Dread, Dazed, Ongoing 5]
Green Raaig 1 [Upper Level --B9+1]: HP: 45/100; AC/F/R/W: 27/25/26/23 [Resist 10 Thunder/Lightning, Fly (Hover)]
Green Raaig 2 [Upper Level O5+4]: 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 20, 2018 around 04:25

Wol
Dec 15, 2012

See you in the
UNDERDARK




Shaiha Nilil


In defiance of the spectre in front of her, Shaiha mouths an arcane phrase and draws a symbol in the air. Ambient magic flares out from Jascha a few feet away, whipping out at the ghosts around it. The one attempting to threaten Jascha somehow manages to duck in time, but the one being assailed by Gnarglenog isn't so lucky - it's first violently flung into a column, then sent stumbling next to its compatriot. The magic then coalesces around Jascha in a cloak of buffetting wind.

Shaiha then turns her attention to where Sathain is battling the priestess. He seems to be winning so far, but that doesn't mean Shaiha is about to leave him alone against her. "Whatever this purple light of yours is, I hope it can tell friend from foe!" Her shout echoes around the cavernous, domed room. Taking off with a start, she strides briskly into the oddly lit area. "Alright." She clasps her hands together. "Let's finish this."


Standard Action: Gale-Force Infusion centred on Jascha. Target Grey Raaig 1: 1d20+16+2[CA] = 21 vs. Ref (miss). Target Grey Raaig 3: 1d20+16+2[CA] = 36 (hit).
Grey Raaig 3 takes 20 damage and is slid to E6.
Jascha gains +4 AC UEoMNT.

The above provokes an opportunity attack from Grey Raaig 2!

Move Action: Walk to J10.



pre:
Shaiha Nilil   						 
HP: 69/76 (THP: 04)      AC:   26    Passive Insight: 19
Surges: 5/8 (V: 19)      For:  23    Passive Perception: 24
Initiative: +5  	 Ref:  27    Action Points: 0
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           [X] Lightning Motes
                       [ ] Spike Wire                    [X] Amulet of Elegy
                       [X] Hypnotic Distraction          [ ] Salve of Power
                       [X] Gale-Force Infusion           [ ] Rod of Absorption
                       [X] Vital Spell
                       [ ] Swift Mender
                       [ ] Animate Helper
                       [X] Slick Concoction
                       [ ] Rod of Absorption 

Alchemical Items

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 Mar 20, 2018 around 08:27

Wahad
May 19, 2011



Everything by design.


Kayode "Baba" Babatunde

Noticing the spirit flying away, Baba reaches out with his hand. He might not be able to stop it, but at least he could prevent it from attacking the others down below. His will lashes out and hits the raaig like a brick, leaving the phantom sluggish. On the ground floor, a copy of himself appears, brandishing its staff to threaten the other spirits and hopefully take some attention away from the party.

Standard: Augment 1 Dishearten vs Green Raaig 1's Will at 1d20+15=29. Hit for 1d6+9=14 psychic damage. Green Raaig 1 takes -2 to all attacks and can't make OAs UEOMNT.
Free: Manifest Dream Form in E7.
Move: Shift 1 to -A10.

ACTION POINT! (Regain 1 PP)

Standard: Augment 2 Dream Blade vs Grey Raaig 1 and 3's Reflex at 2#1d20+17=22,19. Double miss. Still, all squares adjacent to my dream form are difficult terrain for enemies UEOMNT.

Reaction: If Green Raaig 1 moves adjacent to me, I will use Repulsion armor to push them back into the zone.


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:  6/8       Languages: Common, Primordial

At Will			Encounter			     Daily
Bond of Censure         [X] Argent Rain                      [ ] Force Spheres    
Dimensional Scramble    [ ] Aspect of Agility                [ ] Mind Blast            
Dishearten              [X] 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)
[X] 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 Mar 20, 2018 around 08:23

LogicNinja
Jan 21, 2011

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


Sathain


flavor later

---

Minor: sustain my zone
Standard: Lodestone Lure, augment 1, on Grey Raaig 2: 1d20+18=38 - crit! Damage: 18 + 3d6=9 = 27, *0.5 because I'm Weakened = a mere 13. Pulling him from F11 +1 to J7+0 and slowing him. He can't move except to spaces adjacent to me UEMNT.
Move action: convert to minor, Battlemind's Demand on the priestess, marking her.


pre:
Sathain
STATUS: Effects cleared, 4 temp HP
TRIGGERS: Using opportunity actions granted by Shattered Time if any enemy in my zone attacks someone else, or Eldritch Strike for regular OAs. Harrying Step to follow the grey Raaig if it tries to shift away.

[pre][sub][sub]Sathain

HP: 97/97 (BV:49)          AC:	29 	Passive Insight: 17
THP: 4	                        Fort: 26 	Passive Perception: 15
Surges: 10/15 (V:24)	Ref:	25	Vision: Low-Light
Initiative: +8	                Will: 27	Action Points: 1
Power Points: 3/9          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                 [ ] 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
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 - 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

LogicNinja fucked around with this message at Mar 25, 2018 around 21:00

Old Kentucky Shark
May 25, 2012

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


Haunted Zevra


Move action: Move Warlord Spirit from G8 to c8. Gnog will get a free MBA at the start of his turn.
Minor action: Dismiss Spirit Companion
Free action: Summon Spirit Companion in square L9.
Standard action: Granite armor: Sathain gains Resist 6/All UEoNT. Granite armor: 1d20+17 25 2d6+8 12 which misses by 2, unless he has some penalty I'm not seeing.



pre:
Haunted Zevra   						 
HP: 76/76 (THP: __)      AC:   24    Passive Insight: 25
Surges: 8/9 (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 ] [ ] Healing Spirit		[ ] Spirit of the healing Flood    
Spirit of the Tempest	[ ] Ironbreaker Claws		[ ] Ancient Progenitor’s Spirit            
Voice of Battle		[X ] Granite Armor		[X ] Ancient Warlord’s Inspiration
Call Spirit Companion	[ ] Blood-Red Mist                    
Spirit’s Wrath		[X ] Intellect Pummel
Summon Armor (Minor)	[ ] Speak With Spirits
                      	[ ] Engaging Pursuit
                        [ ] Insightful Warning
			[ ]Twilight’s 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
Spirit’s Step: When Spirit Companion is dismissed, one adjacent ally can shift 1 square.
Spiteful Retaliation: if enemy’s attack causes spirit to disappear, enemy is dazed UENT.
Spirit Companion: Conjuration. Uses Zevra's defenses. Can’t flank. Occupies 1 square. 
Allies can move through, enemies can’t.  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. Can’t 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

Unknown Quantity
Sep 2, 2011

!
Steven? Steven?!
STEEEEEEVEEEEEEEN!


Good King Gnarglenog

Free Action: MBA Gray 1. MBA!: 1d20+21 31
Damage!: 1d6+9 14
No Action: Add flurry and that offs Gray 1.
Minor Action: Fallen Needle's Movement Technique to reach E7.
Standard Action: Fallen Needle on Gray 3. Fallen Needle!: 1d20+18 36 1d10+9 13
Gray 3 takes a -2 penalty to attack me until its next turn.
Move Action: Shift 1 to be in better flanking position, if possible.

pre:
Good King Gnarglenog   						 
HP: 80/80 (THP: __)      AC:   28    Passive Insight: 20
Surges: 8/11 (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	                      [X] Eyes of the Basilisk
                                      [X] 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

"I will turn your spirits against you," the elf growls, pulling a pair of arrows from his quiver. He dashes away from the ghost above him, nocking and launching the arrows at it as he moves.

Though both arrows crash into their target, they are not enough to finish it off. Jascha frowns.

Minor: tag Gray Rhaaig 3 as quarry.
Move to D4. Since the Rhaaig is dazed, this shouldn't provoke an OA.
Standard: Biting Volley vs Reflex on Gray Rhaaig 3: 2#1d20+17+1+1 33 34 Both hit. 2#1d12+10 17 14 2d6 4 For a total of 35 damage. Should be at 17 hp if I did the math correctly.


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)     [ ] 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
                        [ ] 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. 

Melchiresa
Jun 21, 2006

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


Head Priestess
The spectral priestess shrieks "Suffer, nonbeliever! You shall never truly gain Hi'ilei's favor!" She calls out an ancient, unrecognizable chant to direct the force of a storm onto Sathain. She then locks him into a localized frozen windstorm.

Move: Shift to N10+1
Standard: Ancient Invocation:
Icy Grip VS WILL (Sathain): 1d20+17 29 1d12+10 19
Target is immobilized and takes -2 penalty to attack rolls until UEOMNT
Chant vs Fort (Sathain): 1d20+17 32 2d6+7 13
Ongoing 5 thunder/lightning damage (save ends). Each time this target takes ongoing damage, each ally adjacent to it takes 5 thunder/lightning

Gray Raaig 2
The raaigs' voice is haggard and gutteral, calling out to Sathain. "Your infidel tricks have no power here! We shall show you Hi'ilei's true power!"

Minor: Raaig's Challenge vs Will (Sathain): 1d20+14 29
Sathain is marked
Standard: Chilling Blade vs AC (Sathain): 1d20+16 28 3d6+9 19
Saving Throw: 1d20 6

Green Raaig 1
From its perch on high, the ghost looses a thunderous volley of lightning strikes. He manages to hit Shaiha, but Sathain is too far a target to hit

Standard:Thunder Volley vs AC (Shaiha, Sathain): 2#1d20+20-2 32 22 2d8+9 16

Green Raaig 2
The spirit attempts to copy its peer's strategy, but fails to hit its intended marks
Standard:Thunder Volley vs AC (Shaiha, Sathain): 2#1d20+20 25 24 2d8+9 18


Head Priestess [N10+1]: HP: 178/252; AC/F/R/W: 27/25/23/27 [Resist 10 Thunder/Lightning, Resist 10 Cold, Fly (Hover), Commanding Presence, Ancient Accuracy, Marked by Sathain]
Gray Raaig 1 [D8]: HP: 0/112; AC/F/R/W: 27/24/23/23 [Resist 10 Cold, Fly (Hover), Gripping Dread, Dazed, Ongoing 5]
Gray Raaig 2 [D8]: HP: 64/112; AC/F/R/W: 27/24/23/23 [Resist 10 Cold, Fly (Hover), Gripping Dread, Ongoing 5]
Gray Raaig 3 [F8+1]: HP: 0/112; AC/F/R/W: 27/24/23/23 [Resist 10 Cold, Fly (Hover), Gripping Dread, Dazed, Ongoing 5]
Green Raaig 1 [Upper Level --B9+1]: HP: 31/100; AC/F/R/W: 27/25/26/23 [Resist 10 Thunder/Lightning, Fly (Hover), Disheartened]
Green Raaig 2 [Upper Level O5+4]: 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

Wahad
May 19, 2011



Everything by design.


Kayode "Baba" Babatunde

"Get back here!" Baba cries out, reaching across a fold of space to warp the spirit back into the still-raging fire, while his clone rushes to aid Sathain.

Standard: Dimensional Scramble vs Green Raaig 1's Fort at 1d20+15=29. Hit for 1d6+9=14 damage. Teleport Green Raaig to -B7. It takes 10 damage from the zone.
Move: Dream Form to I6.


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:  6/8       Languages: Common, Primordial

At Will			Encounter			     Daily
Bond of Censure         [X] Argent Rain                      [ ] Force Spheres    
Dimensional Scramble    [ ] Aspect of Agility                [ ] Mind Blast            
Dishearten              [X] 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)
[X] 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. 

LogicNinja
Jan 21, 2011

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


Sathain

"Try this infidel trick on for size," Sathain hisses. His flail swings in from the left in a cross-body blow--and one of the loose spiked balls flies in from the right, blindsiding the spirit and dragging it away, towards the priestess. For all that his telekinesis lashes wildly out around him (even now dust and chips of stone fly up from the ancient floor) and his spiked balls whirl through the air, Sathain always moves with a purpose, constantly applies pressure; he funnels his enemies where he wants them, shifting the battlefield by fits and starts.

Trapped in the storm, Sathain inhales sharply and builds a telekinetic barrier around himself, a violet second skin that holds back the priestess' localized storm--and then he slips away through space, leaving only that second skin behind. It collapses as he steps out of empty air in front of the priestess, his shield up, the chains of his flail (some with the spiked balls still attached, some empty) dancing like snakes.

---

Start of turn - I take 5 lightning/thunder
Minor: sustain my zone
Standard: Eldritch Strike the Grey Raaig at J7! 1d20+18 - 2 (priestess) +2 (CA, flanking with dream form) = 36 vs AC for 1d10+8=13 damage. I'll knock it prone (or to standing if it's hovering), slow it, and slide it 3 to M9.
Move action: Dimensional Scramble - I'll teleport 3 to M10, and Shaiha can slide 1 wherever she likes.

Save vs ongoing: 19, no ongoing.

STATUS: Immobilized and -2 to hit until next turn.
TRIGGERS: Since I'm immobilized, basically limited to OAs with Eldritch Strike


pre:
Sathain

HP: 77/97 (BV:49)          AC:	29 	Passive Insight: 17
THP: 0	                        Fort: 26 	Passive Perception: 15
Surges: 10/15 (V:24)	Ref:	25	Vision: Low-Light
Initiative: +8	                Will: 27	Action Points: 0
Power Points: 3/9          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            [x] Shattered Time
Concussive Spike             [ ] 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
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 - 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

LogicNinja fucked around with this message at Apr 5, 2018 around 05:36

Wol
Dec 15, 2012

See you in the
UNDERDARK




Shaiha Nilil


With a flick of her wrist, a short leather cord appears in Shaiha's hand. As she swings it backwards, it begins to extend. On the foreswing, it grows to several metres long, streaking through the air toward the priestess with surprising force. The blow fails to land, however, and the cord retracts, Shaiha cursing under her breath.


Standard Action: Spike Wire targeting Priestess: 1d20+16 = 18 vs. Fort (miss).



pre:
Shaiha Nilil   						 
HP: 57/76 (THP: 00)      AC:   26    Passive Insight: 19
Surges: 5/8 (V: 19)      For:  23    Passive Perception: 24
Initiative: +5  	 Ref:  27    Action Points: 0
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           [X] Lightning Motes
                       [X] Spike Wire                    [X] Amulet of Elegy
                       [X] Hypnotic Distraction          [ ] Salve of Power
                       [X] Gale-Force Infusion           [ ] Rod of Absorption
                       [X] Vital Spell
                       [ ] Swift Mender
                       [ ] Animate Helper
                       [X] Slick Concoction
                       [ ] Rod of Absorption 

Alchemical Items

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 Apr 12, 2018 around 07:40

Unknown Quantity
Sep 2, 2011

!
Steven? Steven?!
STEEEEEEVEEEEEEEN!


Good King Gnarglenog

"RAWRRRRGH! Where's the blood! The more I cleave, the more I snarl, the more I cut into you and yet all that remains is goo, a substance not unlike blood but with none of the delicious scent or taste! You will bleed for me before this is over, glowing one!"

Gnarglenog leaps up onto the higher level, flanking with Sathain again as he attempts to deliver a bone-shattering shoulder tackle. His tackle misses wide, but he recollects himself and opts for a thunderous leg sweep, one which is far more successful in its venture.

Moved to flank with Sathain to attack Priestess.
Bonecrusher vs Priestess: 1d20+18 21 2d8+9+10 24
Missed, but I opted to use an Action Point to use Eternal Mountain.
Eternal Mountain vs Priestess!: 1d20+18 30 2d8+9+10 30
Priestess is Prone and Can't Shift. Also, will use Water Gives Way if she attacks me this turn.

pre:
Good King Gnarglenog   						 
HP: 80/80 (THP: __)      AC:   28    Passive Insight: 20
Surges: 8/11 (V: 20)    For:  24    Passive Perception: 17
Initiative: +11  	 Ref:  26    Action Points: 0
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	                      [X] Eternal Mountain                              [ ] Lesser Elixir of Speed
Spider Technique		      [X] Bonecrusher
Psionic Spark	                      [X] Eyes of the Basilisk
                                      [X] 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

Jascha grunts and turns his attention to whittling down the next raaig, so that the party can focus on the priestess alone. He moves closer and fires a pair of arrows, but only lands a single glancing blow.

Move to H6.
Minor: set gray raaig 2 as quarry.
Standard: Twin Strike vs AC on gray raaig 2: 2#1d20+17+1 22 27 2#1d12+4 7 7 2d6 8
One hit, for a total of 15 damage

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)     [ ] 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
                        [ ] 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.
Defensive Mobility: +2 to AC against opportunity attacks.
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. 

Old Kentucky Shark
May 25, 2012

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


[quote="Old Kentucky Shark" post="482494132"]
Haunted Zevra


Zevra gestures, directing her mother and her mother's new undead playmate across the battlefield. The ancient withered hag of a ghost flows into Sathain, temporarily breaking his paralysis in order to strike at the undead priestess.

Standard Action: Spirit Infusion on Sathain, granting him an MBA with +2 to hit and +4 damage. Spirit Companion disappears.
Free action: summoning Spirit Companion in square N9
Minor action: Spirit infusion on Shaiha, bouncing to Sathain. Shaiha spends healing surge, Sathain gains Healing: 3d6 9 hp, and Sathaina and Gnog gains 6 temp hp.
Move action: Move Warlord Spirit to I7, granting Jascha an extra attack at the start of his next turn.




pre:
Haunted Zevra   						 
HP: 76/76 (THP: __)      AC:   24    Passive Insight: 25
Surges: 8/9 (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 ] [ ] Healing Spirit		[ ] Spirit of the healing Flood    
Spirit of the Tempest	[ ] Ironbreaker Claws		[ ] Ancient Progenitor’s Spirit            
Voice of Battle		[X ] Granite Armor		[X ] Ancient Warlord’s Inspiration
Call Spirit Companion	[ ] Blood-Red Mist                    
Spirit’s Wrath		[X ] Intellect Pummel
Summon Armor (Minor)	[ ] Speak With Spirits
                      	[ ] Engaging Pursuit
                        [ ] Insightful Warning
			[ ]Twilight’s 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
Spirit’s Step: When Spirit Companion is dismissed, one adjacent ally can shift 1 square.
Spiteful Retaliation: if enemy’s attack causes spirit to disappear, enemy is dazed UENT.
Spirit Companion: Conjuration. Uses Zevra's defenses. Can’t flank. Occupies 1 square. 
Allies can move through, enemies can’t.  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. Can’t 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 Apr 9, 2018 around 20:49

LogicNinja
Jan 21, 2011

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


Letting out a battlecry as the spirit of Zevra's mother infuses and empowers him, Sathain lashes out again, keeping the warrior ghost off of him for a moment while he contends with the priestess.

---

Granted MBA (Eldritch Strike) with the +2 and CA: 1d20+22=25 vs AC. Miss.
Heal 9, +6 temp HP

Melchiresa
Jun 21, 2006

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


Head Priestess

"You have tarnished this sacred place! Leave! Get out, get out, GET OUT!" The priestess' voice booms and echoes throughout the room. She directs her rage into a violent shove, knocking her attackers away from her and sending them flying away.

Standard: Holy Force vs WILL (Gnarglenog, Sathain, Spirit Companion): 3#1d20+17 29 21 26 2d10+16 21
On miss, pushes targets two squares and does half damage
Zeva's Mom to O7
Gnarglenog to Q10
Sathain to K12

Move: to L4+6

Gray Raaig 2

"Infidels shall suffer a painful death!" the Raaig shouts. It strikes at Sathain but fails to connect.

Move: to K11
Minor: Raaig's Challenge vs Will (Sathain): 1d20+14 34
Sathain is marked
Standard: Chilling Blade vs AC (Sathain): 1d20+16 27 3d6+9 18
Saving Throw: 1d20 15


Green Raaig 1
"Be gone, trespasser!" The Raaig looses a bolt of lightning at Baba, hitting him in his center of gravity and knocking him off balance.

Move: to -C10+2
Standard: Thunder Spike vs AC (Baba): 1d20+20 31 2d8+12 27
The Raaig attempts to slide Baba off the ledge but Baba succeeds on the saving throw : 1d20 17. Baba is prone at the ledge


Green Raaig 2

The ghost's partner wordlessly knocks two crackling arrows of lightning, firing at Shaiha and Sathain. He lands a blow on Shaiha, but misses Sathain.

Standard: Thunder Volley vs AC (Shaiha, Sathain): 2#1d20+20 34 23 2d8+9 19


Head Priestess [L4+6]: HP: 148/252; AC/F/R/W: 27/25/23/27 [Resist 10 Thunder/Lightning, Resist 10 Cold, Fly (Hover), Commanding Presence, Ancient Accuracy, Marked by Sathain]
Gray Raaig 1 [D8]: HP: 0/112; AC/F/R/W: 27/24/23/23 [Resist 10 Cold, Fly (Hover), Gripping Dread, Dazed, Ongoing 5]
Gray Raaig 2 [K11]: HP: 31/112; AC/F/R/W: 27/24/23/23 [Resist 10 Cold, Fly (Hover), Gripping Dread, Slowed]
Gray Raaig 3 [F8+1]: HP: 0/112; AC/F/R/W: 27/24/23/23 [Resist 10 Cold, Fly (Hover), Gripping Dread, Dazed, Ongoing 5]
Green Raaig 1 [Upper Level -C10+2]: HP: 7/100; AC/F/R/W: 27/25/26/23 [Resist 10 Thunder/Lightning, Fly (Hover), Disheartened]
Green Raaig 2 [Upper Level O5+4]: 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 Apr 11, 2018 around 02:41

Wahad
May 19, 2011



Everything by design.


Kayode "Baba" Babatunde

"I'm afraid I cannot." Baba answers the spirit with a twinge of regret in his voice. "Be at peace, spirit." A handful of glowing spheres shimmer into being, circling around the old man's form as he stands up. They start to spin faster, faster still, until one of them lunges out and bursts straight through the Raaig's form, dissipating it into nothingness.

Move: Stand up.
Standard: Activate Force Spheres. I have +2 to defenses as long as I have one force sphere.
Minor: Force Sphere Attack vs Green Raaig 1 Reflex at 1d20+15=30. Hit for 1d6+9=14 force damage. Green Raaig 1 dies. I have 3 spheres remaining.


pre:
Kayode   						 
HP: 48/75 (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:  6/8       Languages: Common, Primordial

At Will			Encounter			     Daily
Bond of Censure         [X] Argent Rain                      [X] Force Spheres    
Dimensional Scramble    [ ] Aspect of Agility                [ ] Mind Blast            
Dishearten              [X] 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)
[X] 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. 

Wol
Dec 15, 2012

See you in the
UNDERDARK




Shaiha Nilil


...


Minor Action: Salve of Power. Shaiha loses a healing surge and regains the use of Spike Wire.
Standard Action: Spike Wire targeting Priestess: 1d20+16 = 18 vs. Fort (miss).
Free Action: Healing Infusion Curative Admixture targeting self.



pre:
Shaiha Nilil   						 
HP: 76/76 (THP: 00)      AC:   26    Passive Insight: 19
Surges: 3/8 (V: 19)      For:  23    Passive Perception: 24
Initiative: +5  	 Ref:  27    Action Points: 0
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
                       [X][ ] Healing Infusion           [X] Lightning Motes
                       [X] Spike Wire                    [X] Amulet of Elegy
                       [X] Hypnotic Distraction          [X] Salve of Power
                       [X] Gale-Force Infusion           [ ] Rod of Absorption
                       [X] Vital Spell
                       [ ] Swift Mender
                       [ ] Animate Helper
                       [X] Slick Concoction
                       [ ] Rod of Absorption 

Alchemical Items

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.

Dick Burglar
Mar 6, 2006

ROBBLE ROBBLE ROBBLE!


Jascha the Lost

As Shaiha uses her spike wire, she creates a distraction for Jascha to sneak an attack at the priestess' side. Her magic deadens some of the blow, but it still lands with enough force to make a mark. Immediately after, Zevra's spirit charges Jascha with unnatural speed, and he fires a shot at the raaig near Shaiha and Sathain, putting it down for good. Capitalizing on his momentum, Jascha throws his bow over his shoulder and balls his hands into fists. He lifts into the air and soars directly at the high priestess. He reels back and slams his left fist into the priestess and his entire left arm bursts with blue-white light, shredding his armored sleeve. The charged blow is strong enough to send the priestess reeling toward Sathain, though she is able to remain standing.

Now that his sleeve has been blasted apart by the attack, the elf's entire left arm is revealed to be covered in an massive glowing slaver brand.

"I am Jascha the Lost, judaga and assassin. I will come and go as I please. This arm holds stronger spirits than you, ghost," the elf taunts, raising his glowing arm and scowling. "I am not afraid of you."

Immediate Reaction: Combined Fire vs AC on high priestess: 1d20+17 35 3d12+10 27 Deals 17 damage after her damage resistance.
Free: Ranged Basic Attack vs AC on gray raaig 2: 1d20+18+1 36 1d12+10+2d6 31 Just enough damage to kill it.
Minor: hunter's quarry on high priestess.
Standard: Fly to K4. Wind Fury Assault vs AC on high priestess: 1d20+18+1 35 2d8+8 17 This doesn't suffer from her DR since it's an unarmed attack, not a bow attack. Slide high priestess to L10.


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)     [ ] 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
                        [X] 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.
Defensive Mobility: +2 to AC against opportunity attacks.
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 Apr 12, 2018 around 18:55

LogicNinja
Jan 21, 2011

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


Sathain

Sathain absorbs the force of the priestess' outburst and channels it into blinding speed, moving faster than the eye can follow. He streaks like a bolt of lightning, the canvas billowing to send him floating up to the second floor, and leaves a spiked ball embedded in the lightning-throwing ghost--and then, just as quickly, back down to the priestess, taking advantage of her dropped guard to smash the last spiked ball on his flail into her.


---

Heal 9, +6 temp HP; taking 10 damage from the Priestess' miss, putting me at 82 HP

Minor: sustain my zone.
Move: downgrade to minor to make use of a canvas
Standard: use Rebounding Dance, augment 2, which lets me shift 9 and attack up to two enemies along the way. Shifting to N6 (flying up via the canvas I have), attacking Green Raaig 2, then shifting back to L9 and attacking the Priestess (with CA thanks to Shaiha engaging her):

Attack against Green Raaig 2: 1d20+18=31, for 2d10+8=26 damage and -2 to all defenses UEMNT
Attack against Priestess: 1d20+20=39, for 2d10+8=17 damage and -2 to all defenses UEMNT


Sathain
STATUS: Effects cleared
TRIGGERS: OA the priestess if she moves, follow her if she shifts, or use zone effect or mark punishment, depending, if she attacks someone else


pre:
Sathain

HP: 82/97 (BV:49)          AC:	29 	Passive Insight: 17
THP: 0	                        Fort: 26 	Passive Perception: 15
Surges: 10/15 (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            [x] 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
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 - 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

LogicNinja fucked around with this message at Apr 13, 2018 around 09:06

Old Kentucky Shark
May 25, 2012

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


Haunted Zevra


Move action: move Warlord spirit to K9, next to Sathain and Shaha. Move Spirit Companion to K10.
Standard action: Ironbreaker claws on priestess: 1d20+15 23 hits for 1d10+5 15 damage. Sathain now immediately gets an MBA as a free action with a +4 bonus to hit.

At the start of their next turn, either Sathain or Shaiha can take a basic attack as a free action.


pre:
Haunted Zevra   						 
HP: 76/76 (THP: __)      AC:   24    Passive Insight: 25
Surges: 8/9 (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	[X ] Ironbreaker Claws		[ ] Ancient Progenitor’s Spirit            
Voice of Battle		[X ] Granite Armor		[X ] Ancient Warlord’s Inspiration
Call Spirit Companion	[ ] Blood-Red Mist                    
Spirit’s Wrath		[X ] Intellect Pummel
Summon Armor (Minor)	[ ] Speak With Spirits
                      	[ ] Engaging Pursuit
                        [ ] Insightful Warning
			[ ]Twilight’s 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
Spirit’s Step: When Spirit Companion is dismissed, one adjacent ally can shift 1 square.
Spiteful Retaliation: if enemy’s attack causes spirit to disappear, enemy is dazed UENT.
Spirit Companion: Conjuration. Uses Zevra's defenses. Can’t flank. Occupies 1 square. 
Allies can move through, enemies can’t.  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. Can’t 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 Apr 19, 2018 around 01:54

LogicNinja
Jan 21, 2011

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


Sathain takes advantage of the priestess' distraction, lashing out with perfect timing. His flail comes down from above, swatting her out of the air.


---

Eldritch Strike MBA: 1d20+18+4=42, a crit! Damage: 18 for max + 3d6 crit=26, and the Priestess gets knocked 'prone', i.e. de-hovered, and slowed.

LogicNinja fucked around with this message at Apr 19, 2018 around 01:23

Unknown Quantity
Sep 2, 2011

!
Steven? Steven?!
STEEEEEEVEEEEEEEN!


Good King Gnarglenog

With a guttural howl, Gnarglenog sees prey back on the ground, within running distance, and decides to go for a charging right hook across the thing's face.

Charging to attack Priestess from...M11? or M10 if that's available.

CHARGING FALLEN NEEDLE! (vs Priestess): 1d20+19 37 1d10+17 24 +2 for Pack Attack
26 damage, can't shift, -2 to attack rolls against me,

pre:
Good King Gnarglenog   						 
HP: 51/80 (THP: __)      AC:   28    Passive Insight: 20
Surges: 8/11 (V: 20)    For:  24    Passive Perception: 17
Initiative: +11  	 Ref:  26    Action Points: 0
Speed: 10     	         Will: 24    Vision: Low-light
Languages: Abyssal, Common

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

Melchiresa
Jun 21, 2006

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




“Wait! Stop!” the priestess pleads. This time, her voice isn’t a shrieking wind. Rather, it’s the voice of a broken woman. The wind whipping around the room dies down with the sound of debris suddenly dropping to the ground. Her guards are absent, and the party is left alone with the priestess. She materializes in front of the party at the shrine, where what is apparently her skeleton rests. She casts a long glance at the bones and looks mournfully at the party.

“My name was – is - Iole. In life, I was the head priestess to our lady, Hi’ilei. The goddess of sky and storms. As you can see, I am not in charge of much anymore…” Iole gently gestures to the skeleton. “Not only have you bested my guards and myself, but you have roused the spirit of Hi’ilei,. I know not who you are, but you are obviously no ordinary trespassers. In light of this, I shall answer any questions you have and help you in any manner I can.”

“Although, I suppose I should tell you the story of what happened here. It must look quite strange to outsiders. Where to begin…” After a pause in thought she speaks. “We lived on this mountaintop, to be close to our lady. We had a good life. We tended to the temple, conducted rituals, gave blessings, so many things. We lived this way for as long as history was recorded. One day, though...we, the leaders, went to Hi’ilei to speak with her and no response came. Days and weeks went by and yet she was silent. As weeks turned into months many of us lost our faith, and some of those many chose to leave this place. When the months turned into years...we despaired. More abandoned the faith. As for the rest of us, we were isolated here, doing research, prayer, anything you can name so that Hi’ilei would speak to us again. We tried to invent new rituals, tried everything we could to hear her message…but alas.”

Her voice quivers, but she attempts to push past her emotions to speak. “After everything had failed, after we filled these shelves with ritual experiments,” she sweeps her hands around, gesturing to the shelves of books filling the walls, “we knew it had to end.” Her voice softens and shakes as she continues. “A final meeting was held of all the remaining temple dwellers. We agreed that we could suffer no longer. With Hi’ilei’s absence, without her storms, the world around us started to die. The rains stopped, the air was still and stifling, and the sun beat against the ground.” Iole regains some of her bearing, but her voice takes a defensive tone. “Even we could see from our mountain top that the ground had become cracked and useless. We saw no purpose in living on a dying world that we could not save. The vote to die together was unanimous. I...was the last to go. I wanted to be sure that none of my people suffered.” She sighs and looks at her hands “one could say we had died inside from broken hearts long before our bodies died. Your arrival was the first sign in…however long it’s been that our lady was still with us, somewhere.”

Wahad
May 19, 2011



Everything by design.


Kayode "Baba" Babatunde

"Is everyone alright?" Kayode calls when the spirits cease their rage, using his length of cloth to sail down to the ground floor and join his fellows. Seeing everybody is mostly still standing - bruises and bumps aside - he turns his attention to Iole instead, carefully listening to her story. Leaning on his staff, the old man occasionally strokes his beard in thought. He had never thought much of gods - or those pretending to be gods - but Iole had lost her purpose in life. Such a thing is hard on anyone. he remains quiet, though, letting the other, more clever people do the questions.

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 stands, brushing some stray dust off of her skirts. "I am fine," she says to Baba. "Mother's fine too." She cocks her head, listening to a distant shriek as the ghost, unleashed for battle, flickers around the room.. "Well, relatively speaking. But she does so relish the chance to do violence."

The self-proclaimed hag bows to the undead priestess. "Thank you, Iole. I'm glad that you're feeling more yourself." She gives the ghost a warm smile, something she rarely does for the living. "If there's anything I can do to ease your passage, just let me know. It's actually my job." She surveys the room. "I suppose... is there anything you can tell us about this Hi’ilei? The god..dess...? I think that's what we've come here to find."

There's another shriek, as if the voice is coming from a long way away. Zevra's mother is clawing impotently at one of the books on a shelf. "And could someone get that for mother? She doesn't actually have fingers, but she can read."

LogicNinja
Jan 21, 2011

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


Sathain

Sathain lowers his weapons--a gesture recalls the heads of his flail, reattaching them to the chains--and breathes hard, shaking his head as though to clear away away battle-rage and fatigue. As he listens, his face--at first sympathetic--becomes more and more closed-off.

"You will forgive me for saying so," he said, "but yours not the only tragedy in this sun-baked world. Nor is it the greatest." There is an acrid tone to his voice, a bitterness his companions have not heard from him before, like ichor dripping from a wounded insect. "But the rest of us carry on. We do what we can. We are not here, as it happens, on behalf of your goddess, or for her, or because of her. We've come to plunder; to find a relic here that might still do the rest of the world some good. The sooner you point us at whatever object still holds power here, the sooner we can leave you to your rest."

Melchiresa
Jun 21, 2006

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




“Sun-baked? That is quite odd. My last memory of the world below this mountain was of acres of fertile farmland. Quite strange, indeed…” Iole turns and gives Zevra a warm smile, a stark contrast from her shrieks only shortly before. “I appreciate your offer but...I feel it is still not yet my time. Especially with you and your group awakening our connection to Hi’ilei. I am curious to see what develops. I have all the time in the world, after all” she chuckles to herself.

“Speaking of our lady...you have not heard of her? Have I really been dead for so long?” she ponders aloud. “Our lady, Hi’ilei, is the goddess of the weather - windstorms, rains, thunder and lightning. She is the one who brings rains and storms so that crops may grow and the seasons can change. This temple we stand in was our largest, but we had other temples scattered across the world. Her followers were mostly simple folks - farmers, travelers. Others who relied upon the weather. Sailors would sometimes visit to ask for favor in their travels, like calm seas or strong winds. That was another god’s domain, but...most felt any divine intervention would be welcomed and so they cast wide nets.”

Iole turns and places a spectral hand on the sphere, which now glows softly in the presence of the party. “This sphere is her. Not all of her, you see, but a piece. This sphere was a conduit for communicating with her. To do so directly would be impossible - the gods speak a language that we mortals cannot grasp. We spoke to her through rituals that would allow for communication. I assume this is the relic you are seeking.” She sighs heavily and removes her hand from the object. “I hate to be parted from what little I have left of my lady...but her being here has served no purpose until you arrived. Do what you must, but please...take care of it.” She reaches into the shrine and gently removes the orb, presenting it to the party.

After the sphere is removed, Iole floats over to Zevra’s spirit companion and fetches a book she is reaching for. She flips through the pages before holding it out in a gesture of offering. The pages softly glow as she flips through them. “This book is our primary prayers and rituals that we use to communicate with Hi’ilei. This specific book, however, shall serve another purpose for you. You may use it to speak with me if you should require my assistance.”

She looks at the party with a curious glance “As I said before, I have plenty of time...is there anything else I can do for you?”


The party has obtained:

Iole’s Tome of Storms
Lvl 12 Wondrous Item

Power (At-Will): Minor Action. You summon the specter of Iole for up to five minutes when in the presence of other holy sites*. Iole cannot participate in combat, but she can converse with the party and answer questions to the best of her knowledge about what she would have known about the world and its deities.

Power (Daily): Minor Action. Close Burst 2, you and allies in burst. Gain +2 to defenses until the end of your next turn.

*Holy sites will be noted by the ritual book glowing. Iole cannot be summoned if the ritual book is not glowing.


Level up!

Melchiresa fucked around with this message at Apr 26, 2018 around 04:47

LogicNinja
Jan 21, 2011

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


"Seas! The few alive who know what you describe only know from ancient writings. Yes, it has been a long time. Let me show you," he says, reaching out with his mind, and he shows the priestess what he's seen. The images leak out around him, brushing the minds of his companions.
The blood-soaked arena of Draj, scattered with bones, bloodthirsty men and women roaring on the walls, the bones of the dead bleached on the sands.
A pack of chitinous dune reapers prowling the unending desert.
What passes for a farm, the earth cracked and dry, the sun red and swollen and merciless.
Corpses piled at the base of a great ziggurat, a writhing dragon-like shape at its top
The Land Within the Wind, green and cool and beautiful, shrinking, ever shrinking, the empty desert eating it bite by bite. Oases drying up, trees crumbling and falling, grass burning away.


All of a sudden, the images stop. Sathain's lips form a thin line, and his eyes are wet. "I--I'm sorry. I shouldn't have... that wasn't necessary. My pain got the better of me."
Sathain reaches his hand out, taking the orb. "Let me put that away. No one who doesn't know it's in there will be able to get it out of my cloak; seems like the safest place to keep it." He takes it, and slips it into an inner pocket of the pale garment, and it disappears without a trace. There's no bulge or distension of fabric; it's simply elsewhere.

---

Thought Projection lets me send images, so, a depressing little slide-show, I guess?

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Dick Burglar
Mar 6, 2006

ROBBLE ROBBLE ROBBLE!


Jascha the Lost

Jascha stares intensely at the priestess, waiting for her to make a threatening move. He holds his bow down at his side, but ready to be brought to bear, with an arrow in his free hand. When she finishes and it is clear her pleas are not a trick, he stows the arrow but maintains a white-knuckled grip on his bow. The brand covering his arm still glows brightly as he stands silently in the periphery.

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