Pliantreality
First Post
This was it. Nalkyr felt the flush of blood down his arms and up his neck. He felt the palms in the gloves which gripped his feyblades itch with moisture. His breathing slowed as he flicked a quick look towards the pier. Caim was well-supported, and the young eladrin would only get in the way if he tried to logjamb that way.
Thankfully, he had the means to safely get off the dinghy. With two steps, Nalkr jumped, reaching inside himself.
He touched the Green.
There was no flash of light, just the merest ripple of the air as Nalkyr passed through the Green and out the other side, reappearing between two of the barbarians heading for the pier.
Nalkyr always had the scent of freshly cut grass in his nose whenever he touched the Green.
The young eladrin swordsman smiled as he flashed his feyblades left and right. The dance of steel. The tempest of blades. Nalkyr lived for moments like these.
The barbarian to his left managed to bat aside Nalkyr's feyblade, but that wasn't the eladrin's real aim. The barbarian to his right had not fully turned to face the suddenly-appeared eladrin. He wasn't keen to let that opportunity pass. Nalkyr's blade dove in and bit flesh. Hard. Nalkyr's second blade - uninterrupted by the left barbarian's parry - slashed around wickedly to join its pair. It too found flesh.
Nalkyr finished his rotation facing the dinghy, both weapons up and with considerable satisfaction playing across his lips.
[sblock= Actons]
Move Action: Fey Step 5 spaces to 0-28
Minor: Designate B1 as Hunter's Quarry
Standard: Twin Strike at B1 and H2
[/sblock]
[sblock= Statblock]
Eladrin Fighter|Ranger 1; Tempest Technique
Initiative +3/Passive Perception 10/Passive Insight 10; low-light vision
HP 25 (25)/Bloodied 12/Surge value 6/Per day= 8 (0 used)
AC 17/FORT 15/REF 15/WILL 11
Speed 6/Size medium/Saves +5 vs. charm effects
STR 18 (+4)/DEX 17 (+3)/WIS 10 (+0)
CON 12 (+1)/INT 10 (+0)/CHA 10 (+0)
Melee basic: Feyblade Short Sword, +8 (AC), 1d6+6 damage
Ranged basic: Dagger +7 (AC), 1d4+4 damage, range 10/20
Skills: Acrobatics +2, Arcana +2, Athletics +10, Bluff +0, Diplomacy +0, Dungeoneering +0, Endurance -1, Heal +0, History +7, Insight +0, Intimidate +0, Nature +0, Perception +5, Religion +0, Stealth +2, Streetwise +0, Thievery +2
Powers: Twin Strike (at will)
Dual Strike (at will)
Off-hand Strike (Encounter)
Jaws of the Wolf (Daily)
>Action points: 1 left (of 1)
>Second wind: not used
http://l4w.wikia.com/wiki/PC%3ANalkyr_Vai_(pliantreality)
[/sblock]
[sblock= Question to DM]So, I noticed after rolling damage that I had actually critted on the first hit. And I don't know which crit method we are using - double damage or max dice damage? Furthermore, if we are doing max dice damage on a critical, does that effect Hunter's Quarry damage as well? Apologies for the hassle.[/sblock]
Thankfully, he had the means to safely get off the dinghy. With two steps, Nalkr jumped, reaching inside himself.
He touched the Green.
There was no flash of light, just the merest ripple of the air as Nalkyr passed through the Green and out the other side, reappearing between two of the barbarians heading for the pier.
Nalkyr always had the scent of freshly cut grass in his nose whenever he touched the Green.
The young eladrin swordsman smiled as he flashed his feyblades left and right. The dance of steel. The tempest of blades. Nalkyr lived for moments like these.
The barbarian to his left managed to bat aside Nalkyr's feyblade, but that wasn't the eladrin's real aim. The barbarian to his right had not fully turned to face the suddenly-appeared eladrin. He wasn't keen to let that opportunity pass. Nalkyr's blade dove in and bit flesh. Hard. Nalkyr's second blade - uninterrupted by the left barbarian's parry - slashed around wickedly to join its pair. It too found flesh.
Nalkyr finished his rotation facing the dinghy, both weapons up and with considerable satisfaction playing across his lips.
[sblock= Actons]
Move Action: Fey Step 5 spaces to 0-28
Minor: Designate B1 as Hunter's Quarry
Standard: Twin Strike at B1 and H2
[/sblock]
[sblock= Statblock]
Eladrin Fighter|Ranger 1; Tempest Technique
Initiative +3/Passive Perception 10/Passive Insight 10; low-light vision
HP 25 (25)/Bloodied 12/Surge value 6/Per day= 8 (0 used)
AC 17/FORT 15/REF 15/WILL 11
Speed 6/Size medium/Saves +5 vs. charm effects
STR 18 (+4)/DEX 17 (+3)/WIS 10 (+0)
CON 12 (+1)/INT 10 (+0)/CHA 10 (+0)
Melee basic: Feyblade Short Sword, +8 (AC), 1d6+6 damage
Ranged basic: Dagger +7 (AC), 1d4+4 damage, range 10/20
Skills: Acrobatics +2, Arcana +2, Athletics +10, Bluff +0, Diplomacy +0, Dungeoneering +0, Endurance -1, Heal +0, History +7, Insight +0, Intimidate +0, Nature +0, Perception +5, Religion +0, Stealth +2, Streetwise +0, Thievery +2
Powers: Twin Strike (at will)
Dual Strike (at will)
Off-hand Strike (Encounter)
Jaws of the Wolf (Daily)
>Action points: 1 left (of 1)
>Second wind: not used
http://l4w.wikia.com/wiki/PC%3ANalkyr_Vai_(pliantreality)
[/sblock]
[sblock= Question to DM]So, I noticed after rolling damage that I had actually critted on the first hit. And I don't know which crit method we are using - double damage or max dice damage? Furthermore, if we are doing max dice damage on a critical, does that effect Hunter's Quarry damage as well? Apologies for the hassle.[/sblock]
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