Velmont
First Post
River move into the group and plant the banner of his house into the ground. "We need to close both cage, the Chimera and the Displacer beast one, then, I'll be able to heal fresh everyone and we can then try to exit this room."
[SBLOCK=OOC]
Minor: Sustain Moment of Glory
Move: Walk to J8
Standard: Plant Battle Standard of Healing in J8
[/SBLOCK]
[SBLOCK=Immediate Actions]
During the monster turn, River might use one of these interrupt. If more than one trigger is valid at the same time, use the first in list. Please note I might change the Triggering conditions.
Reversal of Fortunes (Immediate Interrupt * Ranged 5)
Target: The triggering enemy in range
Trigger:
1) An enemy within 5 squares of you hits an ally adjacent to him.
2) The ally is bloodied
3) The enemy is not bloodied
4) River won't get an AoO, or only one from a minion.
Attack: +13 vs. Fort
Hit: 2d10 + 7 damage. The ally hit by the triggering enemy’s attack can spend a healing surge and regain 2d10 + 3d6 + 14 additional hit points and can make a saving throw.
Shield of Devotion (Immediate Reaction * Close Burst 5)
Target: The triggering ally
Trigger:
1) An ally within 5 squares of you takes damage from an enemy attack.
2) The ally has lost at least 11 damages, including this attack.
Effect: The target regains 11 hit points. Until the end of your next turn, you gain a +2 power bonus to your next attack roll against the enemy that damaged the target.
Whispers from Beyond (Immediate Interrupt * Melee 1)
Target: The triggering enemy
Trigger:
1) An enemy enters a square adjacent to you.
2) River is bloodied
3) The creature can daze, stun or deal as much damage as his current hp (assuming River is aware of those fact)
Attack: +11 vs. Will
Effect: The target grants combat advantage and takes a -2 penalty to attack rolls that include you as a target until the end of your next turn.
[/SBLOCK]
[SBLOCK=River's Stats]River
Initiative +5
Passive Insight 25 Passive Perception 21
HP 39/75; 3 THP; Bloodied 37; Surge Value 18; Surges Per-Day 10/10
AC 25 Fortitude 17 Reflex 18 Will 23
Speed 6
Action Point: 1
Current Effects: None
Basic Attack: Medic Dagger +10 vs AC 1d4+2
Skills: Athletics +7, Diplomacy +14, Endurance +7, Heal +19, Insight +15, Intimidate +14, Religion +13
Languages Common, Elven
Powers
[ ]Astral Seal
[ ]Sacred Flames
[X]Longtooth Shifting
[ ]Channel Divinity (Divine Fortune, Healer's Mercy)
[1]Healing's Word
[X]Shield of Devotion
[X]Prophetic Guidance
[X]Hymn of Resurgence
[ ]Denunciation
[ ]Reversal of Fortune
[ ]Word of Vigor
[ ]Virtue's Touch
[X]Moment of Glory
[ ]Return from Death's Door
[ ]Iron to Glass
[ ]Stream of Life
[ ]Dismissal
[X]Battle Standard of Healing [E]
[ ]Medic Dagger [D]
[ ]Symbol of Perseverance [D]
[ ]Glove of the Healer [D]
[ ]Battleforged Light Shield [D]
[ ]Whisper's from Beyond [D]
[/SBLOCK]
[SBLOCK=OOC]
Minor: Sustain Moment of Glory
Move: Walk to J8
Standard: Plant Battle Standard of Healing in J8
[/SBLOCK]
[SBLOCK=Immediate Actions]
During the monster turn, River might use one of these interrupt. If more than one trigger is valid at the same time, use the first in list. Please note I might change the Triggering conditions.
Reversal of Fortunes (Immediate Interrupt * Ranged 5)
Target: The triggering enemy in range
Trigger:
1) An enemy within 5 squares of you hits an ally adjacent to him.
2) The ally is bloodied
3) The enemy is not bloodied
4) River won't get an AoO, or only one from a minion.
Attack: +13 vs. Fort
Hit: 2d10 + 7 damage. The ally hit by the triggering enemy’s attack can spend a healing surge and regain 2d10 + 3d6 + 14 additional hit points and can make a saving throw.
Shield of Devotion (Immediate Reaction * Close Burst 5)
Target: The triggering ally
Trigger:
1) An ally within 5 squares of you takes damage from an enemy attack.
2) The ally has lost at least 11 damages, including this attack.
Effect: The target regains 11 hit points. Until the end of your next turn, you gain a +2 power bonus to your next attack roll against the enemy that damaged the target.
Whispers from Beyond (Immediate Interrupt * Melee 1)
Target: The triggering enemy
Trigger:
1) An enemy enters a square adjacent to you.
2) River is bloodied
3) The creature can daze, stun or deal as much damage as his current hp (assuming River is aware of those fact)
Attack: +11 vs. Will
Effect: The target grants combat advantage and takes a -2 penalty to attack rolls that include you as a target until the end of your next turn.
[/SBLOCK]
[SBLOCK=River's Stats]River
Initiative +5
Passive Insight 25 Passive Perception 21
HP 39/75; 3 THP; Bloodied 37; Surge Value 18; Surges Per-Day 10/10
AC 25 Fortitude 17 Reflex 18 Will 23
Speed 6
Action Point: 1
Current Effects: None
Basic Attack: Medic Dagger +10 vs AC 1d4+2
Skills: Athletics +7, Diplomacy +14, Endurance +7, Heal +19, Insight +15, Intimidate +14, Religion +13
Languages Common, Elven
Powers
[ ]Astral Seal
[ ]Sacred Flames
[X]Longtooth Shifting
[ ]Channel Divinity (Divine Fortune, Healer's Mercy)
[1]Healing's Word
[X]Shield of Devotion
[X]Prophetic Guidance
[X]Hymn of Resurgence
[ ]Denunciation
[ ]Reversal of Fortune
[ ]Word of Vigor
[ ]Virtue's Touch
[X]Moment of Glory
[ ]Return from Death's Door
[ ]Iron to Glass
[ ]Stream of Life
[ ]Dismissal
[X]Battle Standard of Healing [E]
[ ]Medic Dagger [D]
[ ]Symbol of Perseverance [D]
[ ]Glove of the Healer [D]
[ ]Battleforged Light Shield [D]
[ ]Whisper's from Beyond [D]
[/SBLOCK]
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