[sblock=Tomalak]
Part of that is my fault, starting with the assumption that Kalashtar will transalate draconic in that encounter with lizardmen. I will look over the priest and p0oint you toward
Venakhad which is built to keep the party on it's feet without pacifist feat by generating temp hps and providing saves while having protective powers...
I sincerely apologize if I spoiled part of the game for you, it was not my intention by any means.
[/sblock]
[MENTION=84172]Tomalak[/MENTION], you can use that same First Aid to grant saving throw instead and let him use his standard to heal if he wants...
Martelai tries to cover his retreat by calling dire radiance from the heaven, but as before, deep caves are not good place to do so. He calls down shaft of brilliant light that illuminates the queen briefly, but fades without any apparent effect. Still, the light swirls around the warlock as he moves away, burning away the acid and concealing him in bright stripes of light.
[sblock=Actions]
Start: 5 acid damage
Standard:
Dire Radiance vs Queen's Fort; radiant damage; curse; extra radiant damage (1d20+5+1=12, 1d6+4=8, 1d6=4, 1d6+4=8) -miss
Move: F8, gain concealment
Save:
Save vs acid and weakness (1d20+6=26) - WHAT A WASTE! both of Fate bonus and missed attack

[/sblock]
[sblock=Martelai Stats]
AC: 17 Fort: 15 Reflex: 16 Will: 17
HP: 26/38 Surges: 5/9 Surge Value: 9
FEATS
Level 1: Sacrifice to Caiphon
Level 2: Improved Fate of the Void
POWERS
Eldritch Blast
Dire Radiance
Dilettante: Cutting Words
Cursebite
Ethereal Stride
Second Wind
Delban's Deadly Attention
Blackleaf Gloves Teleport
Decree of Khirad
Elixir of Will
[/sblock]
"I told you! Spread out!"
[sblock=Leonard Actions]
Move: G12
Standard:
Deft Strike vs Queens AC; damage; sneak attack if applicable (1d20+8=26, 1d4+5=8, 2d6=5) - shift to G10, slide the queen J10-K11
Minor: Draw dagger 4/10
[/sblock]
[sblock=Leonard Ogglebottom, Human rogue level 1]
Hit Points:20, Surge Value:5, Surges per day:1
AC:16, Fort: 12, Reflex: 17, Will: 13
Skills: Thievery +9, Stealth +9
Class Features:
First Strike = at the start of the encounter you have combat advantage against any creature that has not acted yet.
Sneak attack = deal +2d6 damage against creatures you have combat advantage against.
Powers:
At Will = Deft Strike; melee or ranged 5/10; +8 vs AC, 1d4+4 damage. Can shift 2 squares before the attack.
Encounter = Shadow Strike; melee or ranged 5/10; +8 vs AC, 1d4+4 damage. If you are hidden when you make the attack make a stealth check to remain hidden after the attack.
Daily = Trick Strike; melee or ranged 5/10; +8 vs AC, 3d4+4 damage & you slide the target 1 square. Effect: Until the end of the encounter each time you hit you can slide the target 1 square.
Equipment:
Leather Armor
10 Daggers
[/sblock]