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<blockquote data-quote="Someone" data-source="post: 5512497" data-attributes="member: 5656"><p>Something really weird is happening. </p><p></p><p>The large monster stops suddenly and howls. Then falls on his back, and rises in the air like picked up by a giant. Around one of it’s legs you can see a faint haze, like an halo of shimmering air. Meanwhile, Shale starts to shine, the points of light that you think are his eyes flaming like angry stars, and all this light is focused through the piece of crystal he holds on his hand.</p><p></p><p>If Shale is the one holding the monster, he doesn’t limit himself to just raise it in the air. The beast suddenly moves towards the remaining bat; he tries to avoid it by clawing at the walls, but only manages to leave long marks. As he reaches the bat’s position, it moves through the air in violent, wide arcs around it’s ankle like a living club, beating the hell out of the thing. Then with another sudden motion is thrown down the tunnelthe party came, bouncing on the floor and walls.</p><p></p><p>[sblock=actions]Spending my daily here. I though it was the right moment. </p><p></p><p>Standard action, manifest Living missile on the Umber Hulk. It hits Fort 22; if it hits, it's immobilized, if not only Slowed (save ends either).</p><p></p><p>Minor action, use Living Missile's secondary attack. I can use it if the primary target is immobilized or slowed, so the first roll doesn't matter that much. I can slide the primary target up to 10 squares and make the secondary attack against any enemy it adyacent to it at any point of that forced movement. I move the beast to the right just enough to make it adjacent to the bat, make the attack, and then move to the north as far as I can. By my count that's enough just to leave it at the far edge.</p><p></p><p>The secondary attack hits Reflex 26, deals 10 damage and drops it prone, up to you if it also falls into the water. The Hulk is also prone, and too takes 5 damage.</p><p></p><p>It's a telekinetic power called "living missile" so I don't think it's unreasonable to slide the hulk 1 square in the air to reach the bat (and make it move over Karma and the grubs, if they're still alive). If I'm not, I'll edit this post.</p><p></p><p>I'd suggest everyone to move south; if you can grant extra saving throws to Karma this is the moment. I can slow the hulk with Static Mote, so if we group there we should be able to have at least a couple rounds of shooting at the umber hulk. Unless it decides to burrow. Oops.</p><p>[/sblock]</p><p></p><p></p><p>[sblock=mini-stats] <strong><a href="http://l4w.wikia.com/wiki/PC%3AShale_%28Someone%29" target="_blank">Shale</a></strong><a href="http://l4w.wikia.com/wiki/PC%3AShale_%28Someone%29" target="_blank">http://l4w.wikia.com/wiki/PC:Shale_(Someone)</a> Shardmind psion 3 </p><p>Status: </p><p>Initiative: +1, Passive perception: 11, Passive Insight: 16</p><p>Defenses: AC: 18, For: 13, Ref: 17, Will: 17 </p><p>HP: 31/33, Bloodied: 16, Surge value: 8, Surges/day: 6/7 Speed: 6 squares</p><p>Languages: Common, Deep Speech, Elemental</p><p>AP: 0, Power points: 4/4</p><p> </p><p>Powers: </p><p><span style="color: lime">Static Mote, Dimensional Scramble, Betrayal</span></p><p><span style="color: red">Shard Swarm, Far Hand, <s>Forceful Push</s>, Intellect Fortress, Orb of mental constitution (item), Second Wind</span></p><p><span style="color: gray"><s>Living Missile</s>, Amulet of resolution (item)</span>[/sblock]</p></blockquote><p></p>
[QUOTE="Someone, post: 5512497, member: 5656"] Something really weird is happening. The large monster stops suddenly and howls. Then falls on his back, and rises in the air like picked up by a giant. Around one of it’s legs you can see a faint haze, like an halo of shimmering air. Meanwhile, Shale starts to shine, the points of light that you think are his eyes flaming like angry stars, and all this light is focused through the piece of crystal he holds on his hand. If Shale is the one holding the monster, he doesn’t limit himself to just raise it in the air. The beast suddenly moves towards the remaining bat; he tries to avoid it by clawing at the walls, but only manages to leave long marks. As he reaches the bat’s position, it moves through the air in violent, wide arcs around it’s ankle like a living club, beating the hell out of the thing. Then with another sudden motion is thrown down the tunnelthe party came, bouncing on the floor and walls. [sblock=actions]Spending my daily here. I though it was the right moment. Standard action, manifest Living missile on the Umber Hulk. It hits Fort 22; if it hits, it's immobilized, if not only Slowed (save ends either). Minor action, use Living Missile's secondary attack. I can use it if the primary target is immobilized or slowed, so the first roll doesn't matter that much. I can slide the primary target up to 10 squares and make the secondary attack against any enemy it adyacent to it at any point of that forced movement. I move the beast to the right just enough to make it adjacent to the bat, make the attack, and then move to the north as far as I can. By my count that's enough just to leave it at the far edge. The secondary attack hits Reflex 26, deals 10 damage and drops it prone, up to you if it also falls into the water. The Hulk is also prone, and too takes 5 damage. It's a telekinetic power called "living missile" so I don't think it's unreasonable to slide the hulk 1 square in the air to reach the bat (and make it move over Karma and the grubs, if they're still alive). If I'm not, I'll edit this post. I'd suggest everyone to move south; if you can grant extra saving throws to Karma this is the moment. I can slow the hulk with Static Mote, so if we group there we should be able to have at least a couple rounds of shooting at the umber hulk. Unless it decides to burrow. Oops. [/sblock] [sblock=mini-stats] [B][url=http://l4w.wikia.com/wiki/PC%3AShale_%28Someone%29]Shale[/url][/B][url=http://l4w.wikia.com/wiki/PC%3AShale_%28Someone%29][/url] Shardmind psion 3 Status: Initiative: +1, Passive perception: 11, Passive Insight: 16 Defenses: AC: 18, For: 13, Ref: 17, Will: 17 HP: 31/33, Bloodied: 16, Surge value: 8, Surges/day: 6/7 Speed: 6 squares Languages: Common, Deep Speech, Elemental AP: 0, Power points: 4/4 Powers: [COLOR=lime]Static Mote, Dimensional Scramble, Betrayal[/COLOR] [COLOR=red]Shard Swarm, Far Hand, [s]Forceful Push[/s], Intellect Fortress, Orb of mental constitution (item), Second Wind[/COLOR] [COLOR=gray][s]Living Missile[/s], Amulet of resolution (item)[/COLOR][/sblock] [/QUOTE]
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