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[Adventure]: Shards of Eldanarth (DM: MadAzolin, Judge: ??)
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<blockquote data-quote="MetaVoid" data-source="post: 6152250" data-attributes="member: 87106"><p>The invoker retreats toward the middle of the party, his hand shining. As he moves, he tries to remember anything he knows about fey creatures in general and this strange breed in particular.</p><p></p><p>Radiant rays shoot and burn all three of the monsters. Knowing his enemy, anticipating their movement and attacks, reading into their moves makes Cyr harder to hit.</p><p></p><p>[sblock=Actions]</p><p>Start of the round: <a href="http://invisiblecastle.com/roller/view/4113678/" target="_blank">Knowledge (Nature) (1d20+10=16)</a></p><p></p><p>Minor: <a href="http://invisiblecastle.com/roller/view/4113689/" target="_blank">Knowledge (nature) (1d20+10=25)</a> - <span style="color: #B22222">use vulnerability</span> if DC 25 beats hard DC for the monsters Cyr gains +4 to all defenses and +4 to damage TENT, else he deals only half damage TENT</p><p></p><p>Standard: <a href="http://invisiblecastle.com/roller/view/4113685/" target="_blank">Hand of Radiance vs Ref (MadOwl; Hunter1; Hunter2); radiant damage (1d20+14=28, 1d20+14=33, 1d20+14=22, 1d4+8=9)</a> - hits all</p><p>(depending on knowledge check it's 4 or 13, if within 3 or hard DC roll Memory of thousand lifetimes)</p><p></p><p>Move: J11</p><p></p><p>[/sblock]</p><p></p><p>[sblock=Immediates]</p><p>Miraculous Fortune - Interrupt Trigger: Cyr is damaged by enemy's attack - use this if an attack would render Cyr unconcious or into single digit hps or once the combat starts winding down</p><p style="margin-left: 20px">Effect: The damage is reduced by 5. One ally within 5 squares gains +1 power bonus to attack rolls TENT </p><p></p><p>Demand Justice - Interrupt Trigger: creature makes a saving throw: Effect: re-roll and use new result - I will try to announce this on time, but use in general on stun, dominate or ongoing 5+</p><p></p><p>Preservers rebuke when enemy hits an ally - this one I will announce just before I use a daily, please don't trigger it during enemy turn</p><p>[/sblock]</p><p></p><p>[sblock=Cyr Stats]</p><p>Deva Invoker Scholar 8</p><p>STATUS: none</p><p>IMMEDIATES:</p><p>* Interrupt: Miraculous Fortune (damage reduced by 5, one ally get +1 power bonus to attack) - trigger: surprise attack by non-necrotic attack or critical hit by a non-minion</p><p>* Reaction: Preserver's rebuke</p><p> </p><p>Initiative +12; Senses Passive Insight 25, Passive Perception 26</p><p>HP 50/50, Bloodied 25, Surge Value 12+1, Surges 6/7</p><p>AC 23; Fortitude 18, Reflex 22, Will 24</p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">(+1 TO ALL DEFENSES vs. BLOODIED ENEMIES)</span></p><p><span style="font-size: 9px">Resist 9 radiant; Resist 9 necrotic</span></p><p></p><p>Feats: </p><p> * Battle Intuition - +2 to initiative, use Wisdom modifier instead of Dexterity </p><p> * Superior Implement (Accurate Staff)</p><p> * Coordinated Explosion - +1 to hit with blast and burst attacks if ally is in the area</p><p> * Staff Expertise</p><p> * Superior Will</p><p> * ImprovedDefenses</p><p></p><p>1 AP</p><p>Saving Throws:</p><p></p><p>Speed 5</p><p><span style="color: Lime"></span></p><p><span style="color: Lime">Vanguard's Lightning</span></p><p><span style="color: Lime">Hand of Radiance</span></p><p><span style="color: Lime">Rebuke Undead</span></p><p><span style="color: Lime">Preserver's Rebuke</span></p><p><span style="color: Lime"></span></p><p><span style="color: Red"></span></p><p><span style="color: Red">Blades of Astral Fires</span></p><p><span style="color: Red">Second Wind</span></p><p><span style="color: Red">Memory of Thousand Lifetimes</span></p><p><span style="color: Red">Miraculous Fortune</span></p><p><span style="color: Red">Falling Leaves</span></p><p><span style="color: Red">Demand Justice</span></p><p><span style="color: Red"><s>Use Vulnerability</s></span></p><p><span style="color: Red">Preservers Rebuke</span></p><p><span style="color: Red">Rebuke Undead</span></p><p><span style="color: Red">Tide of the First Storm</span></p><p><span style="color: Red"></span></p><p><span style="color: DarkGray"></span></p><p><span style="color: DarkGray">Silent Malediction</span></p><p><span style="color: DarkGray">Searing Orb</span></p><p><span style="color: DarkGray"></span></p><p><span style="color: Gold"></span></p><p><span style="color: Gold">Staff of the warmage (daily free enlarge spell)</span></p><p><span style="color: Gold">Clearsense powder (consumable minor)</span></p><p><span style="color: Gold"><s>Iron Skin Belt (daily minor): gain DR 5 TENT</s></span></p><p><span style="color: Gold">Curse Eye Tattoo (action point free): one enemy takes -2 to saves (save ends)</span></p><p><span style="color: Gold">Gauntlets of Remote Action (daily move): switch places with floating gauntlet</span></p><p><span style="color: Gold">Steadfast Boots (encounter minor): +2 all defenses TENT or until moved</span></p><p><span style="color: Gold">Storm shards (free): Trigger: use 5- level thunder or lightning power: push the target 2 squares. If it cannot be pushed it falls prone</span></p><p><span style="color: Gold"></span></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="MetaVoid, post: 6152250, member: 87106"] The invoker retreats toward the middle of the party, his hand shining. As he moves, he tries to remember anything he knows about fey creatures in general and this strange breed in particular. Radiant rays shoot and burn all three of the monsters. Knowing his enemy, anticipating their movement and attacks, reading into their moves makes Cyr harder to hit. [sblock=Actions] Start of the round: [url=http://invisiblecastle.com/roller/view/4113678/]Knowledge (Nature) (1d20+10=16)[/url] Minor: [url=http://invisiblecastle.com/roller/view/4113689/]Knowledge (nature) (1d20+10=25)[/url] - [COLOR="#B22222"]use vulnerability[/COLOR] if DC 25 beats hard DC for the monsters Cyr gains +4 to all defenses and +4 to damage TENT, else he deals only half damage TENT Standard: [url=http://invisiblecastle.com/roller/view/4113685/]Hand of Radiance vs Ref (MadOwl; Hunter1; Hunter2); radiant damage (1d20+14=28, 1d20+14=33, 1d20+14=22, 1d4+8=9)[/url] - hits all (depending on knowledge check it's 4 or 13, if within 3 or hard DC roll Memory of thousand lifetimes) Move: J11 [/sblock] [sblock=Immediates] Miraculous Fortune - Interrupt Trigger: Cyr is damaged by enemy's attack - use this if an attack would render Cyr unconcious or into single digit hps or once the combat starts winding down [INDENT]Effect: The damage is reduced by 5. One ally within 5 squares gains +1 power bonus to attack rolls TENT [/INDENT] Demand Justice - Interrupt Trigger: creature makes a saving throw: Effect: re-roll and use new result - I will try to announce this on time, but use in general on stun, dominate or ongoing 5+ Preservers rebuke when enemy hits an ally - this one I will announce just before I use a daily, please don't trigger it during enemy turn [/sblock] [sblock=Cyr Stats] Deva Invoker Scholar 8 STATUS: none IMMEDIATES: * Interrupt: Miraculous Fortune (damage reduced by 5, one ally get +1 power bonus to attack) - trigger: surprise attack by non-necrotic attack or critical hit by a non-minion * Reaction: Preserver's rebuke Initiative +12; Senses Passive Insight 25, Passive Perception 26 HP 50/50, Bloodied 25, Surge Value 12+1, Surges 6/7 AC 23; Fortitude 18, Reflex 22, Will 24 [SIZE=1] (+1 TO ALL DEFENSES vs. BLOODIED ENEMIES) Resist 9 radiant; Resist 9 necrotic[/SIZE] Feats: * Battle Intuition - +2 to initiative, use Wisdom modifier instead of Dexterity * Superior Implement (Accurate Staff) * Coordinated Explosion - +1 to hit with blast and burst attacks if ally is in the area * Staff Expertise * Superior Will * ImprovedDefenses 1 AP Saving Throws: Speed 5 [COLOR=Lime] Vanguard's Lightning Hand of Radiance Rebuke Undead Preserver's Rebuke [/COLOR] [COLOR=Red] Blades of Astral Fires Second Wind Memory of Thousand Lifetimes Miraculous Fortune Falling Leaves Demand Justice [S]Use Vulnerability[/S] Preservers Rebuke Rebuke Undead Tide of the First Storm [/COLOR] [COLOR=DarkGray] Silent Malediction Searing Orb [/COLOR] [COLOR=Gold] Staff of the warmage (daily free enlarge spell) Clearsense powder (consumable minor) [S]Iron Skin Belt (daily minor): gain DR 5 TENT[/S] Curse Eye Tattoo (action point free): one enemy takes -2 to saves (save ends) Gauntlets of Remote Action (daily move): switch places with floating gauntlet Steadfast Boots (encounter minor): +2 all defenses TENT or until moved Storm shards (free): Trigger: use 5- level thunder or lightning power: push the target 2 squares. If it cannot be pushed it falls prone [/COLOR] [/sblock] [/QUOTE]
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