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[Adventure] A Call for Lovers (DM: jbear Judge:Lord Sessadore)

Neil1889

First Post
Fending off an attack from one plant monster and the witch, Rain saw the third Twig Blight menace Zuri; the Swordmage suddenly grabs the Eladrin's arm to adroitly spin herself into Zuri's space. Zuri found herself swapping places with Rain in the dance. As she arrives, her blade slashes across Zuri's attacker, cleaving it in twain.

Rain attacks Soryth from the shrub previously occupied by Zuri, but the branches get in the way.

[sblock=actions] Rain blocks T2 which was posted first.

Immediate Interrupt from the enemy action previously:
Rain uses Guardian’s Counter to swap places with Zuri when she is attacked by the T3.
Rain will appear (Still next to Soryth) in I19, Zuri will end up in H18.

Guardian’s Counter (Encounter Immediate Interrupt Close burst 2 Martial)
Trigger: An ally within 2 squares of you is attacked and you are not included in the attack.
Effect: You and the ally shift 2 squares as a free action, swapping positions. You become the target of the triggering attack in place of the ally. After the attack is resolved, you can make a basic attack against the attacker.

T3 will miss against Rain’s effective AC of 24 (Base AC22, +2 for Second Wind. –2 for Combat Advantage, +2 for Concealment in the bush in I19), Though, I wouldn’t be offended if you wanted to re-roll this attack, jbear. I guess Zuri might lash out at somebody anyway.

Rain will attack as a Basic Melee Attack against Twig Blight 3 – Total to Hit = 18 - Kills Twig Blight 3.

Rain took 4 damage (not 10) from Soryth’s natural 20, leaving her on 41 Hit Points, +0 THP's. This will hit, combat advantage or no.

Soryth is still marked by Rain and subject to her Aegis of Shielding.

Aegis of Shielding (Minor Close burst 2 ✦ Arcane)
Target: One creature in burst.
Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. If your marked target makes an attack that does not include you as a target, it takes a -2 penalty to attack rolls. If that attack hits and the marked target is within 10 squares of you, you can use an Immediate Interrupt to reduce the damage dealt by that attack to any one creature by 8 points of damage.


Standard Action: Booming Blade against Soryth - Total to Hit = 14 likely missed, slim chance of damage is 13. Ho-hum.


Booming Blade (At Will Standard Melee 1 ✦ Arcane, Thunder, Weapon)
Target: One creature
Attack: +10 vs. AC
Hit: 1d8+5 damage and if the target is adjacent to you at the start of its next turn and moves away during that turn, it takes 1d6+3 Thunder damage.






Potential Interrupts:


If conditions are correct, Rain may use this:

Aegis of Shielding (Minor Close burst 2 ✦ Arcane)
Target: One creature in burst.
Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. If your marked target makes an attack that does not include you as a target, it takes a -2 penalty to attack rolls. If that attack hits and the marked target is within 10 squares of you, you can use an Immediate Interrupt to reduce the damage dealt by that attack to any one creature by 8 points of damage.


If an enemy attacks an ally and criticals, then she might just try:

Dimensional Vortex (Encounter, Immediate Interrupt, Ranged 10 Arcane, Implement, Teleportation)
Target: The triggering enemy.
Attack: +7 vs. Will
Trigger: An enemy hits an ally with a melee attack.
Hit: You teleport the target 5 squares. The target then makes its melee attack against a creature that you choose. If no creatures are within the range of the target, then the attack is expended.
Aegis of Shielding: If the target is marked by your Aegis of Shielding power, the target's melee attack deals 3 extra damage.

Guardian's Counter might be used, if it is appropriate and can cause a total miss. (USED)

Guardian’s Counter (Encounter Immediate Interrupt Close burst 2 Martial)
Trigger: An ally within 2 squares of you is attacked and you are not included in the attack.
Effect: You and the ally shift 2 squares as a free action, swapping positions. You become the target of the triggering attack in place of the ally. After the attack is resolved, you can make a basic attack against the attacker.

Rain has this to hand, should Soryth (or for that matter another player character) attack her - teleporting out of melee but in charge reach of Soryth is fine:

Cape of the Mountebank +1 (Armour, Daily, Immediate Interrupt)
Trigger:Power (Daily, Teleportation): Immediate Interrupt. Trigger: Use this Power when you are hit by an attack.
Effect: Teleport 5 squares and gain Combat Advantage against the attacker until the end of your next turn.
Enhancement: +1 to Fortitude, Reflex and Will.


Then there is this if Rain and an ally are both caught in an attack by a marked foe:

Leather Armour of Aegis Expansion +1 (Property, Encounter, Immediate Interrupt)
Trigger: Power (Encounter): Immediate Interrupt. Trigger: A creature you have marked with your Aegis of Shielding power targets you and at least one of your allies with an attack.
Effect: The damage of the triggering creature's attack damage is reduced by 6.


All else failing, Rain may use Infernal Wrath if no allies are hit and she is. Burning a minion is fine.

Infernal Wrath (Encounter Free Close burst 10 ✦ Fire)
Target: The triggering enemy in the burst
Trigger: An enemy within 10 squares of you hits you.
Effect: The target takes 1d6+4 fire damage.
[/sblock]

[sblock=Ministats]Rain


Female Tiefling Swordmage, Level 4.
Initiative: +3, Passive Perception: 11, Passive Insight: 12. Senses: Low-light vision.
AC: 22, Fort: 16, Reflex: 17, Will: 17.
HP:
41 + 0 THP/50 (+5 THP), Bloodied: 25, Surge Value: 12 +1 THP, Surges left: 2/11
Speed: 6 squares. Size: Medium. Languages: Tsugo, Allarian.
Saving Throw Bonuses: +2 Feat bonus to Saving Throws.
Action Points: 0

Powers:
Infernal Wrath
Second Wind - USED
Guardian's Counter - USED
Aegis of Shielding
Sword Burst
Booming Blade
Sword of Sigils
Dimensional Thunder - USED
Arcane Mutterings
Dimensional Vortex
Leather Armour of Aegis Expansion - Encounter Power
Cape of the Mountebank +1 - Daily Power

Conditions: Lightly Obscured in the bush.
[/sblock]

[sblock=note to self]Zuri at this point is on 5 Hit Points, +0 THP's and 1 surge remaining.[/sblock]
 
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jbear

First Post
Rain moves into a frenzy of activity, throwing magical wards left right and centre, saving her eladrin companion from certain death. Zuri is still far from being in her right mind or body. Bleeding badly, on the verge of collapse she stubles from the room as though about to flee, only to whirl about and drive her dagger into Wat's back suddenly, her face a mask of bared teeth madness. Wat spins just in time holding up the blood stone upon his staff and Zuri comes to her senses and yanks her own arm out to the side causing the blade to tear into cloth rather than flesh.

[sblock=Zuri's Delusion] Slide to flank Wat
Attack Wat MBA 20 vs AC=Hit for 17 dmg
Edit: -2 atk from Bloodstone means this attack just misses instead.
[/sblock]

GM: Zuri Acts here now


Moments after Zuri catches her sense and is able to act of her own free will again, Wat whirls around and lashes his staff out at a blue skin approaching him from the side. Sabynha effortlessly dodges out of the way.

GM: With only +2 to hit I am just going to say that this attack misses. For now this bears no importance. Wat's Shining Symbol hits only Soryth.

Thunder destroy T2 but misses SOryth

NB: Stats of monsters are up on combat page of map doc.


Sabynha dances into the room under the sway of Soryth's will and strikes Sir Flibbertigibbet causing the poor pixie another nasty gash.

[sblock=Sabynha Delusion]Slide to current position and MBA vs Sir Flib 23 vs AC=Hit even after -2 for 8 dmg [/sblock]

GM: Sabynha can act
 

Nemesis Destiny

Adventurer
The vistani told herself that Wat meant no harm, but for this time was glad that for whatever pleasing shape his body was in, he lacked physical prowess in combat. She continued on and fought with all her will against Soryth's compulsion, but it was of no avail.

"I'm so sorry, Sir Flib! I will make her pay for that twice over!"

She meant it, too. It focused her fury. She readied a potion, just in case, then, throwing caution to the wind, Sabynha moved boldly into position, dancing all the way. She moved past Rain as she tried her utmost to avoid any reprisal from Soryth. She locked eyes with the witch briefly, daring her to strike with her now steely gaze.

Once far enough to build momentum, she flung herself back at the hag, full force, with her slender blade leading the way.

[sblock=actions]Focused Discipline (tactics)
Move Action: Move from I19 to L18, provoking an OA from Soryth *
Minor Action: Retrieve a healing potion from her pouch, held in buckler hand.
Standard Action: Charge to J18 1d20+10+1+2=19, 2d6+7+1d8=18 just barely hitting for 18 damage.
No Action: Lesser Flash of Distraction (Soryth is dazed until EONT). This hit also triggers a +4 to damage from an ally from Song of Savagery.
Free Action: Shift-1 to K18.

* If she swings, I will invoke Sly Dodge as an immediate interrupt, boosting my AC by +4 (Cha mod). Because my defences are still boosted from Hero's Armour, that puts my AC at 26 against that attack. Also, since she is marked by Rain's Aegis of Shielding, that applies a further -2, and because she was hit by Shining Symbol, that's another -2. She can only hit me on a 20.[/sblock]Sabynha's charge made good on her promise to the pixie, though just barely. Even distracted by her vistani magic, this hag's defences were formidable, but she followed through and bopped Soryth on the nose with her belt-buckler, staggering her momentarily.

OOC: Another +4 damage is available to the next person to hit Soryth.
 

Neil1889

First Post
"So sorry Wat," says the Eladrin rogue, as bleeding and staggered by the onslaught, she reaches for the healing potion at her belt and drinks it down, throwing the empty bottle away.

Zuri tries a wild gamble; she throws the dagger in her hand at the witch, but it just shaves the wall in flight, narrowly missing Soryth. But Zuri now stands empty handed; should she be hit by the delusion again, she might not hurt her friends so much.

[sblock=Zuri's actions]Starts in G15. Her loaded crossbow is still adjacent in H15.

Minor Action: Retrieve her Potion of Healing.

Move as a Minor Action: Drink her Potion of Healing. This leaves her with zero Surges and 15 Hit Points, +1 THP.

Free Action: Drop empty bottle.

Standard Action: Disheartening Strike (using a Thrown dagger - stats calculated below) attack on Soryth (granting Combat Advantage as Sabynha's Lesser Flash of Distraction is in play, but Soryth has Cover, so no net modifiers) - Total to Hit = 17. Miss versus Soryth's AC of 19. Bugger, I think I'm right about the Cover.

Disheartening Strike: Melee: +10 vs AC; 1d4+5 (+6 if dagger in each hand) dmg and target takes -2 to atks TENT
(Ranged: +9 vs AC; 1d6+5). With a thrown dagger as used here, this would work out as +10 vs AC; 1d4+5.

Zuri is currently empty handed.

[/sblock]

[sblock=Zuri Stats]
Eladrin Rogue lvl 4
15 + 1 THP's / 39 (+5 THP per encounter) HPs. 0/7 surges. Surge Value 9 +1 THP
AC 18 F/R/W 14/18/15
Init +6 Speed 6
Str 15 Con 12 Dex 19 Int 14 Wis 10 Cha 14

MBA: Dagger +8, 1d4+3 (+4 if dagger in each hand) dmg
RBA: Dagger +10, 1d4+5 dmg, 5/10; Rebounding Hand crossbow +1 +9, 1d6+5 dmg

Skills: Stealth +11, Thievery +11, Athletics +9, Bluff +11, Intimidate +9, Streetwise +9, Arcana +6, History +6, Perception +7
Feats: Weapon Focus: Light Blades; Backstabber; Two-Weapon Fighting: While wielding a melee weapon in each hand, you gain a +1 bonus to the damage rolls of weapon attacks that you make with a melee weapon;

Action Points: 0

USED SECOND WIND.

[sblock=At Will Powers]
Riposte Strike: +10 vs AC; 1d4+5 (+6 if dagger in each hand) dmg and if target attacks before eont make a MBA against it as Imm. Interrupt.

Disheartening Strike: Melee: +10 vs AC; 1d4+5 (+6 if dagger in each hand) dmg and target takes -2 to atks TENT
(Ranged: +9 vs AC; 1d6+5).

Sneak Attack: +2d8+2 dmg 1/turn when Zuri hits with CAdv.
[/sblock]
[sblock=Encounter Powers]
Guarded Attack: Melee: +10 vs AC; 2d4+5 (+6 if dagger in each hand) dmg and if target attacks before eont make a MBA against it as Imm. Interrupt and the target takes a -2 penalty to triggering attack roll [ ]

Fey Step [X]

Sneak in the attack: (minor; melee 1) Until start of Zuri's next turn the next ally who hits the target with CAdv deals 2d8+2 extra dmg [ ]

Low Slash: (minor action) Melee: +10 vs Reflex; 1d4+5 (+6 if dagger in each hand) dmg (+2 more dmg if flanking the target) plus the target slides one square and is slowed until eont. [ ]

Surprise Strike (Outlaw Theme): (no action) When using a basic attack or an at-will weapon attack power, and you hit an enemy that is granting combat advantage to you, then the enemy is dazed until the end of your next turn. [ ]
[/sblock]
[sblock=Daily Powers]
Precise Incision: (Reliable) +10 vs AC; 3d4+5 (+6 if dagger in each hand) dmg [X]

[/sblock][/sblock]
 

jbear

First Post
Rain moves in a daze out through the doors and hacks at Zuri, who is on alert from attacks from mindbent allies. The eladrin easily ducks aside, pushing Rain gently back in the direction she needs to go to attack the witch.

GM: Rain slides to current position and misses Zuri with MBA. Rain is free to act.

Soryth did make OAtk vs Sabynha. I am not going to bother rolling. Let's say it missed. But she has used her SLy Dodge power.


[sblock=Rain's Attack]MBA vs Zuri 13 vs AC=Miss [/sblock]
 

Neil1889

First Post
Rain snaps free out of the Witch's beguilement and whispers something to Zuri briefly, who nods in return.

Rain moves back to the bush to try and deny her foe any cover and renews her close attacks against Soryth.

This time the branches of the shrub Rain occupies do not get in the way and her blade strikes true and hard against her foe. This time, Soryth feels keenly the weight of Rain's magical wards and threats against her.



[sblock=actions]Soryth is still marked by Rain and subject to her Aegis of Shielding.

Aegis of Shielding (Minor Close burst 2 ✦ Arcane)
Target: One creature in burst.
Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. If your marked target makes an attack that does not include you as a target, it takes a -2 penalty to attack rolls. If that attack hits and the marked target is within 10 squares of you, you can use an Immediate Interrupt to reduce the damage dealt by that attack to any one creature by 8 points of damage.


Rain starts in square H16/17.

Move Action: Rain moves to I19 to sit once more in the bush.

Standard Action: Booming Blade against Soryth, who (thanks to Sabynha) is granting Combat Advantage to Rain - Total to Hit = 27 AC, damage is 13. Add +4 more from Sabynha's Song of Savagery for a total of 17 damage.

Booming Blade (At Will Standard Melee 1 ✦ Arcane, Thunder, Weapon)
Target: One creature
Attack: +10 vs. AC
Hit: 1d8+5 damage and if the target is adjacent to you at the start of its next turn and moves away during that turn, it takes 1d6+3 Thunder damage.


FEAT:
White Lotus Riposte: When an enemy that you've hit with an Arcane At-Will attack power attacks you before the start of your next turn, that enemy takes damage (of the same type the attack power deals) equal to the ability modifier to the attack power’s damage (4).




Potential Interrupts:


If conditions are correct, Rain may use this:

Aegis of Shielding (Minor Close burst 2 ✦ Arcane)
Target: One creature in burst.
Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. If your marked target makes an attack that does not include you as a target, it takes a -2 penalty to attack rolls. If that attack hits and the marked target is within 10 squares of you, you can use an Immediate Interrupt to reduce the damage dealt by that attack to any one creature by 8 points of damage.


If an enemy attacks an ally and criticals, then she might just try:

Dimensional Vortex (Encounter, Immediate Interrupt, Ranged 10 Arcane, Implement, Teleportation)
Target: The triggering enemy.
Attack: +7 vs. Will
Trigger: An enemy hits an ally with a melee attack.
Hit: You teleport the target 5 squares. The target then makes its melee attack against a creature that you choose. If no creatures are within the range of the target, then the attack is expended.
Aegis of Shielding: If the target is marked by your Aegis of Shielding power, the target's melee attack deals 3 extra damage.

Guardian's Counter might be used, if it is appropriate and can cause a total miss. (USED)

Guardian’s Counter (Encounter Immediate Interrupt Close burst 2 Martial)
Trigger: An ally within 2 squares of you is attacked and you are not included in the attack.
Effect: You and the ally shift 2 squares as a free action, swapping positions. You become the target of the triggering attack in place of the ally. After the attack is resolved, you can make a basic attack against the attacker.

Rain has this to hand, should Soryth (or for that matter another player character) attack her - teleporting out of melee but in charge reach of Soryth is fine:

Cape of the Mountebank +1 (Armour, Daily, Immediate Interrupt)
Trigger:Power (Daily, Teleportation): Immediate Interrupt. Trigger: Use this Power when you are hit by an attack.
Effect: Teleport 5 squares and gain Combat Advantage against the attacker until the end of your next turn.
Enhancement: +1 to Fortitude, Reflex and Will.


Then there is this if Rain and an ally are both caught in an attack by a marked foe:

Leather Armour of Aegis Expansion +1 (Property, Encounter, Immediate Interrupt)
Trigger: Power (Encounter): Immediate Interrupt. Trigger: A creature you have marked with your Aegis of Shielding power targets you and at least one of your allies with an attack.
Effect: The damage of the triggering creature's attack damage is reduced by 6.


All else failing, Rain may use Infernal Wrath if no allies are hit and she is. Burning a minion is fine.

Infernal Wrath (Encounter Free Close burst 10 ✦ Fire)
Target: The triggering enemy in the burst
Trigger: An enemy within 10 squares of you hits you.
Effect: The target takes 1d6+4 fire damage.
[/sblock]

[sblock=Ministats]Rain


Female Tiefling Swordmage, Level 4.
Initiative: +3, Passive Perception: 11, Passive Insight: 12. Senses: Low-light vision.
AC: 22, Fort: 16, Reflex: 17, Will: 17.
HP:
41 + 0 THP/50 (+5 THP), Bloodied: 25, Surge Value: 12 +1 THP, Surges left: 2/11
Speed: 6 squares. Size: Medium. Languages: Tsugo, Allarian.
Saving Throw Bonuses: +2 Feat bonus to Saving Throws.
Action Points: 0

Powers:
Infernal Wrath
Second Wind - USED
Guardian's Counter - USED
Aegis of Shielding
Sword Burst
Booming Blade
Sword of Sigils
Dimensional Thunder - USED
Arcane Mutterings
Dimensional Vortex
Leather Armour of Aegis Expansion - Encounter Power
Cape of the Mountebank +1 - Daily Power

Conditions: Lightly Obscured in the bush.
[/sblock]
 

Neil1889

First Post
OOC: See below for Zuri's actions this turn.



[sblock=Zuri's actions]Starts in G15. Her loaded crossbow is still adjacent in H15.

Minor Action: Retrieves her crossbow from H15.

Free Action: Ensures the hand-crossbow is still loaded.

Move Action: Moves to D18.

Standard Action: (Zuri used Sabynha's Lesser Flash of Distraction in her last go.) Zuri uses Disheartening Strike against Soryth - Total to Hit = 13, misses Soryth's AC of 19.

Disheartening Strike: Melee: +10 vs AC; 1d4+5 (+6 if dagger in each hand) dmg and target takes -2 to atks TENT
(Ranged: +9 vs AC; 1d6+5).



[/sblock]

[sblock=Zuri Stats]
Eladrin Rogue lvl 4
15 + 1 THP's / 39 (+5 THP per encounter) HPs. 0/7 surges. Surge Value 9 +1 THP
AC 18 F/R/W 14/18/15
Init +6 Speed 6
Str 15 Con 12 Dex 19 Int 14 Wis 10 Cha 14

MBA: Dagger +8, 1d4+3 (+4 if dagger in each hand) dmg
RBA: Dagger +10, 1d4+5 dmg, 5/10; Rebounding Hand crossbow +1 +9, 1d6+5 dmg

Skills: Stealth +11, Thievery +11, Athletics +9, Bluff +11, Intimidate +9, Streetwise +9, Arcana +6, History +6, Perception +7
Feats: Weapon Focus: Light Blades; Backstabber; Two-Weapon Fighting: While wielding a melee weapon in each hand, you gain a +1 bonus to the damage rolls of weapon attacks that you make with a melee weapon;

Action Points: 0

USED SECOND WIND.

[sblock=At Will Powers]
Riposte Strike: +10 vs AC; 1d4+5 (+6 if dagger in each hand) dmg and if target attacks before eont make a MBA against it as Imm. Interrupt.

Disheartening Strike: Melee: +10 vs AC; 1d4+5 (+6 if dagger in each hand) dmg and target takes -2 to atks TENT
(Ranged: +9 vs AC; 1d6+5).

Sneak Attack: +2d8+2 dmg 1/turn when Zuri hits with CAdv.
[/sblock]
[sblock=Encounter Powers]
Guarded Attack: Melee: +10 vs AC; 2d4+5 (+6 if dagger in each hand) dmg and if target attacks before eont make a MBA against it as Imm. Interrupt and the target takes a -2 penalty to triggering attack roll [ ]

Fey Step [X]

Sneak in the attack: (minor; melee 1) Until start of Zuri's next turn the next ally who hits the target with CAdv deals 2d8+2 extra dmg [ ]

Low Slash: (minor action) Melee: +10 vs Reflex; 1d4+5 (+6 if dagger in each hand) dmg (+2 more dmg if flanking the target) plus the target slides one square and is slowed until eont. [ ]

Surprise Strike (Outlaw Theme): (no action) When using a basic attack or an at-will weapon attack power, and you hit an enemy that is granting combat advantage to you, then the enemy is dazed until the end of your next turn. [ ]
[/sblock]
[sblock=Daily Powers]
Precise Incision: (Reliable) +10 vs AC; 3d4+5 (+6 if dagger in each hand) dmg [X]

[/sblock][/sblock]
 
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jbear

First Post
GM: After Rain it is Soryth's turn. Zuri is still affected by Soryth's power whether she is armed or not in any case. I will make the necessary corrections.


Soryth flinches in pain for the first time, a wave of fury, palpable in its power, rolls out through the garden. "Fools. So busy fighting me while your prize slowly dies." Soryth blinks out of existence and Juliana disappears from atop the hill. A loud boom follows her as Rain's blademagic makes its power felt as the hag flees to somewhere nearby.

Zuri moves into the room eyes glazed, whirling suddenly about to clobber Wat in the mouth. Coming to her senses she sees she has moved away from her hand crossbow. She moves just in time as Sir Flibbertigibbet moves in to stab her with his icy skewer. The pixie warlock cries out in pain, clutching his head, as Soryth's rage boils inside his head at his failure.

GM: Zuri and Sir Flib can act.

Given Zuri's description above and failed roll, Zuri moves back to her crossbow, picks it up, loads it and prepares an attack should Soryth reappear. The prepared attack fails.


[sblock=Actions]
Soryth is Bloodied
Dream Step recharges
Single Action due to Dazed condition: Move: Dream Step
Teleport to unknown location with Juliana; Both are invisible TENT

Zuri Delusion: SLide 2 Unarmed attack 1d20+4 (-2 Bloodstone) 20 vs AC=hit for 1d4+2=6 dmg

Sir Flib Delusion: Slide 2 and Icy Skewer vs Zuri 16 vs AC=Miss; Sir Flib takes 5 psychic dmg for missing.

[/sblock]
 

Mewness

First Post
Sir Fibbertigibbet, breathing heavily, flutters unsteadily back into the other chamber and tries to collect himself.

[sblock=actions]Move: to I15

Standard: second wind, Sir F spends a surge and gains 10 HP, +2 defenses[/sblock]
[sblock=Sir Flibbertigibbet]Sir Flibbertigibbet
Male Pixie Hexblade 4
Initiative: +6, Passive Perception: 17, Passive Insight: 12, Senses: Low-Light Vision
AC:20 (22), Fort:16 (18), Reflex:17 (19), Will:18 (20)
HP:14/42, Bloodied:21, Surge Value:10, Surges left:2/8
Action Points: 0
:bmelee: Icy Skewer +10 vs. AC, 1d10+9 cold damage and Sir Flibbertigibbet gets a +2 power bonus to all defenses against the target’s attacks until EoNT.
:branged: Eldritch Bolt +7 vs. Reflex, 1d10+9 force damage, range 10
Eldritch Bolt, Icy Skewer, Soul Step
[o] Pixie Dust
[x] Shrink
[x] Piercing Shard
[o] Piercing Shard
[o] Ethereal Stride
[x] Sneak Attack
[x] Second Wind
[x] Action Point

[x] Armor of Winter’s Grasp
[o] Lesser Planar Ally
[o] Vanguard Weapon daily


Conditions: +2 defenses, bloodied

Full sheet: Sir Flibbertigibbet[/sblock]
 

jbear

First Post
Wat steps to the side suddenly lunges forward in a movement most uncharacteristic of the invoker, swinging his staff down hard upon Zuri's cranium. The eladrin was not expecting such a vigorous assault from Wat and a loud crack and the flaring of the bloodstone atop the staff confirm the attack's success. Zuri collapses to the ground with a gasp. A vile chuckle is heard from somewhere very nearby within the garden still.

GM: Wat is free to Act


[sblock=Wat's Delusion]Slide 1 to current position (Flanks Zuri with Sir Flib)
MBA vs Zuri (-2 Bloodstone, +2 CAdv) 23 vs AC=Hit for 1d8=8 dmg
Zuri is Dying on -3 Hps
[/sblock]
 

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