The twig blight, following some mental command from its master, edges away from Castile to get to Kane, but Castile responds with a ferocious axe slash that cuts it in two.
The caller knows now that it is doomed, but its psyche will no more permit surrender than its physical form will allow flight. It lashes out psychically once again, causing searing pain to Castile, but Kane is finally able to resist and finds himself momentarily clear-headed.
The plant-zombie turns sluggishly toward Dartmoor and delivers a sweeping blow that catches the valiant Captain and a dozen of his followers, leaving them injured grievously.
[sblock=actions and rolls]The twig blight shifts away from Castile, activating combat challenge.
Castile melee basic vs AC (+2 CA), twig 2; damage (+2 bear's strength, +2 temp HP)
7(1d20) +8 +2 = 17; 2(1d12) +7 +2 +2 = 13 hit and killed.
Caller takes
flaming sphere damage
3(1d4) +4 = 7 +10 vuln =17 damage. Still hanging on, it goes after Castile and Kane as usual.
caller psychic lance vs will, Castile; Kane; damage (+4 bloodied)
9(1d20) +6 = 15; 1(1d20) +6 = 7; 4(1d6) +4 +4 = 12 Castile is hit for 12 psychic and
dazed until the end of her turn, Kane is missed.
Caller can’t do anything else as it has run out of twig blights *sob*
Zombie attacks Irregulars.
zombie 1 fungal slam vs AC, Dartmoor (+2 defenses from aversion staff); damage
15(1d20) +9 = 24; 8(2d6) +5 = 13 is a hit for 10 after DR, plus
ongoing 5 necrotic (save ends).[/sblock]
Nasty Biting Plants: Round 6
[sblock=Terrain Rules, etc.]
Perception Checks
If your passive Perception is high enough, you can examine appropriate spoiler blocks to locate hidden enemies. If your passive Perception is not high enough, you may make a Perception roll as a minor action, once per round, to attempt to locate them.
Terrain Rules
The dark green terrain is
heavy undergrowth. It is
difficult terrain. A small creature, or one who is prone, gains
concealment while in heavy undergrowth if there is at least one square of heavy undergrowth intervening between it and an observer. If there are at least two squares of heavy undergrowth intervening, the creature gains
total concealment.
The light brown areas are relatively clear and count as
normal terrain.
The dark brown circles are trees; they are blocking terrain.[/sblock]
[sblock=Controlling Ishirou]
Companion NPCs in Combat
Any PC can take a standard, move, or minor action to have an NPC perform an action of the same (or a lesser) type. E.g., if you want Ishirou to use his Eagle Claw Strike attack, you spend a standard action. If you want him to move, you spend a move action. An NPC is limited to the usual number of actions each round (but those actions need not all be granted by the same PC). An NPC who has an immediate action can likewise only use it if a PC has an immediate action available to use on his/her behalf.
NPCs can take free actions and opportunity actions normally, without the direction of PCs. They are always considered to have their weapons in hand and don’t need to spend actions unsheathing them.
If all of the PCs act in a given round without giving any actions to a particular NPC, I will have that NPC take
one non-offensive action. This will most likely be Second Wind if it is needed and available, and movement or Total Defense if it is not. (It won’t be necessary for PCs to spend their own standard actions to have NPCs use second wind.)[/sblock]
[sblock=Ishirou’s powers and stats]
Ishirou
HP 17/24, Bloodied 12, Surge value 6; Surges 6/7
AC 16, Fort 14, Reflex 16, Will 12
Skills: Acrobatics +9, Athletics +8, Perception +6
Striker: 1/round, Ishirou can deal 1d6 extra damage when he hits an enemy he has CA against.
katana +8 vs. AC, 1d10+3 damage
Steel Wind (Attack) (standard; full discipline, implement, psionic; close blast 2, each enemy Ishirou can see in blast)
Attack: +5 vs. Reflex
Hit: 1d8+4 damage.
Steel Wind (Movement) (move; full discipline, psionic; personal)
Effect: Ishirou is no longer marked. He moves his speed (6)+2.
[x] Eagle Claw Strike (Attack) (standard; full discipline, implement, psionic; melee touch, one creature or unattended object)
Attack: +5 vs. Fortitude
Hit: 2d8+4 damage, and the target takes a -3 penalty to AC until the end of Ishirou’s next turn. Against an unattended object, this attack deals 2d8 extra damage.
[o] Eagle Claw Strike (Movement) (move; full discipline, psionic; personal)
Effect: Ishirou flies his speed (6). If he doesn’t land at the end of this movement, he falls.
[x] Heroic Effort (no action; personal)
Trigger: Ishirou misses with an attack or fails a save
Effect: Ishirou gains a +4 racial bonus to the attack roll or saving throw.
[x] Second Wind
Conditions: none[/sblock]
[sblock=status]
PCs
Castile (O12) HP
20/39; surges
11/13, AP used, dazed (end of turn)
Dartmoor (P16) HP
3/33; surges
8/10, beast form, bloodied, ongoing 5 necrotic (save ends)
Hú Lí (M14) HP
11/29; surges
8/8, AP used, bloodied
Kane (Q9) HP
10/28; surges
9/10, AP used, flaming sphere (J16), bloodied
Noriaki (K11) HP
21+4/33; surges
7/9, AP used, swift panther rage
Takahaan (I12) HP
13/29; surges
6/8, bloodied
Ishirou (N15) HP
17/24; surges
6/7
Bad Guys
Twig Blight 1 (P11) dead
Twig Blight 2 (P9) dead
Blighted Caller (H17-I18) threatening reach 3,
68 damage, AP used, bloodied
Fungal Bloodthorn 1 (G13-H14) dead
Fungal Bloodthorn 2 (L15-M16) dead
Blighted Zombie 1 (K12) dead
Blighted Zombie 2 (Q16)
44 damage, bloodied, slowed
[/sblock]
[sblock=Enemy Stats]Please read the appropriate block(s) only when necessary to resolve attacks or OAs.
[sblock=Blighted Caller]Blighted Caller
AC 16, Fort 15, Ref 14, Will 16; HP 76, bloodied 38
Immune to blinded, gaze, sleep; Vulnerable 10 fire
Grasping Roots (reach 3) +6 vs. Reflex, 1d8+5 damage and the target is grabbed. The caller can have up to two creatures grabbed at one time.
Note: the caller has threatening reach 3.[/sblock]
[sblock=Fungal Bloodthorn]Fungal Bloodthorn
AC 18, Fort 15, Ref 12, Will 14; HP 41, bloodied 20
striking vine +9 vs. AC, 1d8+5 damage[/sblock]
[sblock=Blighted Zombie]Blighted Zombie
AC 16, Fort 17, Ref 15, Will 15; HP 68, bloodied 34
Fungal Slam +9 vs. AC, 2d6+5 damage and ongoing 5 necrotic damage (save ends)
Roots of the Colony: If you hit a blighted zombie, and the other zombie is within 5 squares of it, then the zombie you hit takes only half damage, but the other zombie takes the same amount.[/sblock]
[sblock=Twig Blight]Twig Blight
AC 15, Fort 11, Ref 15, Will 13; HP 22, bloodied 11
Resist 5 poison; Vulnerable 5 fire
Bite +6 vs. AC, 1d8+4 poison damage
Note: The twig blights are small and gain concealment while in heavy undergrowth if there is at least one square of heavy undergrowth between the twig blight and an observer.[/sblock][/sblock]