Rain's assailant suddenly feels the heat as she calls upon her diabolic heritiage to subject her foe to the infernal flames that lie deep within her blood.
Feeling almost overcome by the squeezing roots and the poison inside her, Rain takes the cap off her potion bottle with her teeth and drinks it down quickly; it offers an immediate relief.
Recognising the strange vine monster as the biggest threat to her companions, Rain throws her magical shielding Aegis around it. Then, suddenly, Rain somehow escapes from the entanglement of the crushing vines; in the blink of an eye, she appears behind the vine creature and next to the northern barkburr tree. She slashes wildly with her blade and misses, but her sudden arrival brings with it a rolling boom of thunder that makes the tree creatures shake.
[sblock=Rain's actions]1st of all, as a free action from the last turn, the Vine Horror (if not allowed for any reason, then Barkburr 2 can have it instead (I have not added vulnerability Fire to damage below).
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.
Damage =
8.
As per OOC thread, everyone make a saving throw to remove the restrained condition and poison dmg. Rain's score is
3 - fails.
Now then, Rain takes 15 damage, which bloodies her.
Move action as a minor = Rain takes her Healing Potion at the cost of a surge and heals 10 points of damage (she's no longer bloodied).
Minor action: Mark the Vine Horror with:
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: As part of the attack, Rain firstly teleports to square M4.
She then attacks the Vine Horror with Dimensional Thunder - Total to Hit vs. Fortitude =
10, misses, but see Effect below for Vine Horror and adjacent Blackburr.
Dimensional Thunder (Daily Standard Melee Weapon ✦ Arcane, Teleportation, Thunder, Weapon)
Target: One creature. Effect: Prior to the attack, you teleport 3 squares.
Attack: +8 vs. Fortitude
Hit: 2d8 damage and +4 Thunder damage.
Effect: Each enemy adjacent to you gains ongoing 5 Thunder damage (save ends).
Potential Immediate Actions:
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.
End of Round.
Saving Throws attempt vs. poison =
5. Failed.
I think Rain has escaped the restraint and ongoing 10 damage with her teleport. Please let me know if this is OK, but if I do still need another, the roll is
18.
[/sblock]
[sblock=Ministats]
Rain
Female Tiefling Swordmage, Level 2.
Initiative: +2, Passive Perception: 10, Passive Insight: 11. Senses: Low-light vision.
AC: 21, Fort: 14, Reflex: 15, Will: 15.
HP:
21/37 +5 THP, Bloodied: 18, Surge Value: 9 (10 with Moonstone Gem), Surges left:
7/11
Speed: 6 squares. Size: Medium. Languages: Tsugo, Allarian.
Saving Throw Bonuses: Nothing to report.
Action Points: 0
Powers:
Infernal Wrath [used]
Second Wind
Guardian's Counter
Aegis of Shielding
Sword Burst
Booming Blade
Sword of Sigils
Dimensional Thunder [used]
Arcane Mutterings
Leather Armour of Aegis Expansion -
Encounter Power
Conditions: Slowed and suffering Ongoing 5 Damage from Poison.[/sblock]
Zuri, weighed down by the poison coursing through her veins, nevertheless manages to make her way forwards to take advantage of Rain's sudden repositioning; She unleashes an assault on the Vine Horror, but the damnable thing is a slippery customer.
[sblock=Zuri's actions]As per OOC thread, everyone make a saving throw to remove the restrained condition and poison dmg. Zuri's score is
8 - fails.
Zuri takes 5 damage from ongoing poison, bloodying her.
Move action: moves to K6. Vine Horror now grants combat advantage to Zuri due to Rain's position opposite.
Standard action: Guarded Attack against the Vine Horror, which is granting Combat advantage - Total to Hit =
15 vs. AC. I'm pretty sure that will miss (Invisible Castle is not being nice), but potential damage is
11.
Guarded Attack: Melee: +9 vs AC; 2d4+5 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
Sneak attack damage, if by some miracle Zuri's Guarded attack hits the Vine Horror, is
8.
Minor action:
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.
Action Point:
Second Wind to recover 8 hit points to go to 21; she's no longer bloodied.
+2 to Zuri's defences in the next turn.
End of Round.
Saving Throws attempt vs. poison, including +2 bonus due to Wat's Encouraging Chant =
11. Success!
[/sblock]
[sblock=Zuri Stats]
Eladrin Rogue lvl 2
21/+ 5 THP 29 HPs 6/7 surges Surge Value 7 (8) (Moonstone Gem added)
AC 17 F/R/W 13/17/14
Init +5 Speed 6
Str 14 Con 12 Dex 18 Int 14 Wis 10 Cha 14
MBA: Dagger +7, 1d4+3 dmg
RBA: Dagger +9, 1d4+5 dmg, 5/10; Rebounding Handcrossbow +1 +8, 1d6+5 dmg
Skills: Stealth +10, Thievery +10, Athletics +8, Bluff +10, Intimidate +8, Streetwise +8, Arcana +5, History +5, Perception +6
Feats: Weapon Focus: Light Blades; Backstabber
[sblock=At Will Powers]
Riposte Strike: +9 vs AC; 1d4+5 dmg and if target attacks before eont make a MBA against it as Imm. Interrupt
Disheartening Strike: Melee: +9 vs AC; 1d4+5 dmg and target takes -2 to atks TENT
(Ranged: +8 vs AC; 1d6+5)
Sneak Attack: +2d8+2 dmg 1/turn when Zuri hits with CAdv
[/sblock]
[sblock=Encounter Powers]
Guarded Attack: Melee: +9 vs AC; 2d4+5 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 [Used]
Fey Step [ ]
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 [Used]
[/sblock]
[sblock=Daily Powers]
Precise Incision: (Reliable) +9 vs AC; 3d4+5 dmg [ ]
Used Second Wind.
[/sblock][/sblock]
OOC:
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Not a great turn. Two big attacks probably missed.
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