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[4e] drothgery's arcane game - Clash of Steel
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<blockquote data-quote="Shayuri" data-source="post: 6027017" data-attributes="member: 4936"><p>Tatterdemalion buzzes up and over to the floating skull-head light of Spooky, entering orbit around it like a bizarre planet around an eerie star. She incants in her trilling, yet downcast voice...</p><p></p><p><span style="color: Gray">Hold the eye open; peel back the lid,</span></p><p><span style="color: Gray">See the unspeakable things from which you have hid.</span></p><p><span style="color: Gray">Rot and ruin, ignoble demise,</span></p><p><span style="color: Gray">Your blackest fear appears in your eyes.</span></p><p></p><p>The orb in her hand flashes with 'light' that is somehow charcoal in hue, momentarily darkening the room around her. When the darkening lifts, Tatterdemalion appears to have vanished entirely!</p><p></p><p>(OOC Shift into Spooky's space to get partial cover, and cast Disturbing Visions with Widen Spell active. This makes it a Burst 2 that does 2d6+7 psychic damage. On a hit, I can shift them 4sq, and will shift them both towards the melee crew, Wiz to F7, Archer to G10. They will also take -4 to attack rolls until the end of my next turn if I hit. -2 from the power, and another -2 from Psychic Lock. I also gain Combat Advantage on them for my next attack, due to Phantom Echoes feat. I shall use an Action point as well...)</p><p></p><p>(Correction - Crit is on Archer, not wizard. Sorry.)</p><p></p><p>[sblock=Action point action]Charm of the Defender on the enemy swordsman there. If it hits, I can slide him up to 5 squares, and if another enemy starts its turn adjacent to him, he makes a melee basic against that enemy with a bonus to hit and damage equal to my implement; so +3. He's also immobilized until the end of my next turn. In this case, I will slide him adjacent to the wizard. Also, my Paragon Path allows me to become invisible when I use an AP so...poof. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />[/sblock]</p></blockquote><p></p>
[QUOTE="Shayuri, post: 6027017, member: 4936"] Tatterdemalion buzzes up and over to the floating skull-head light of Spooky, entering orbit around it like a bizarre planet around an eerie star. She incants in her trilling, yet downcast voice... [COLOR="Gray"]Hold the eye open; peel back the lid, See the unspeakable things from which you have hid. Rot and ruin, ignoble demise, Your blackest fear appears in your eyes.[/COLOR] The orb in her hand flashes with 'light' that is somehow charcoal in hue, momentarily darkening the room around her. When the darkening lifts, Tatterdemalion appears to have vanished entirely! (OOC Shift into Spooky's space to get partial cover, and cast Disturbing Visions with Widen Spell active. This makes it a Burst 2 that does 2d6+7 psychic damage. On a hit, I can shift them 4sq, and will shift them both towards the melee crew, Wiz to F7, Archer to G10. They will also take -4 to attack rolls until the end of my next turn if I hit. -2 from the power, and another -2 from Psychic Lock. I also gain Combat Advantage on them for my next attack, due to Phantom Echoes feat. I shall use an Action point as well...) (Correction - Crit is on Archer, not wizard. Sorry.) [sblock=Action point action]Charm of the Defender on the enemy swordsman there. If it hits, I can slide him up to 5 squares, and if another enemy starts its turn adjacent to him, he makes a melee basic against that enemy with a bonus to hit and damage equal to my implement; so +3. He's also immobilized until the end of my next turn. In this case, I will slide him adjacent to the wizard. Also, my Paragon Path allows me to become invisible when I use an AP so...poof. :)[/sblock] [/QUOTE]
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