Mewness
First Post
Suddenly there is a clap of thunder, distinctly out of place with the mist--and for good reason, as the sound is coming from Scarmiglione's mouth. A few bolts of lightning come down, striking one of the undead creatures as well as Scarmiglione himself: his feathers stand on end and energy crackles toward the stalker and pulls it between the kenku and Fredrock. Unfortunately, the kenku's following knife slash misses the creature completely.
[sblock=actions]Granted action: draw dagger.
Standard: shocking magnetism on stalker 3 and stalker 4. Both have concealment. Vs reflex, on stalker 3, then stalker 4 (then damage for each in turn): 1d20+8-2=7 1d20+8-2=14 3d6+10=19 3d6+10=24 Argh, looks like 2 misses. Scarm uses his lucky charm daily power to improve the attack on stalker 4: 1d6=4. Total hit roll is 18 vs reflex. Stalker 4 takes 24 lightning damage and is pulled to D15.
For the rest of the encounter, everything that starts its turn (friends too) next to Scarm takes 4 lightning damage.
Move: to D16.
Minor: low slash vs reflex on Stalker 4. +3 owing to flanking with flock effect, -2 for concealment. 1d20+10+3-2=13 1d4+5+4+2d6=22. Well, I shouldn't complain about a few terrible rolls when my character has not been zombified.[/sblock]
[sblock=MiniKenku]Scarmiglione Male Kenku Rogue|Sorcerer 4
Initiative: +6, Passive Perception: 17, Passive Insight: 12, Senses: Low-light vision
AC:19 (20), Fort:15, Reflex:18, Will:18; Resist 5 psychic
HP:34/39, Bloodied:19, Surge Value:9, Surges left:4/7
Action Points: 1
Blazing Starfall
Sly Flourish
Wave of Light
Low Slash
Sneak In the Attack
Second Wind
Shocking Magnetism
Shadowdance Armor (item)
Lucky Charm (item)
Phase of the Sun: At the start of my turn, each enemy adjacent to me takes 2 fire and radiant damage; resist 5 cold
Phase of the Moon: Bonus to AC equal to number of conscious adjacent enemies; resist 5 psychic
Phase of the Stars: Whenever an enemy's attack misses me, I can teleport 2 as a free action; resist 5 radiant
First Time Bloodied: Change immediately to next phase.
Conditions:
Full sheet: Scarmiglione[/sblock]
[sblock=actions]Granted action: draw dagger.
Standard: shocking magnetism on stalker 3 and stalker 4. Both have concealment. Vs reflex, on stalker 3, then stalker 4 (then damage for each in turn): 1d20+8-2=7 1d20+8-2=14 3d6+10=19 3d6+10=24 Argh, looks like 2 misses. Scarm uses his lucky charm daily power to improve the attack on stalker 4: 1d6=4. Total hit roll is 18 vs reflex. Stalker 4 takes 24 lightning damage and is pulled to D15.
For the rest of the encounter, everything that starts its turn (friends too) next to Scarm takes 4 lightning damage.
Move: to D16.
Minor: low slash vs reflex on Stalker 4. +3 owing to flanking with flock effect, -2 for concealment. 1d20+10+3-2=13 1d4+5+4+2d6=22. Well, I shouldn't complain about a few terrible rolls when my character has not been zombified.[/sblock]
[sblock=MiniKenku]Scarmiglione Male Kenku Rogue|Sorcerer 4
Initiative: +6, Passive Perception: 17, Passive Insight: 12, Senses: Low-light vision
AC:19 (20), Fort:15, Reflex:18, Will:18; Resist 5 psychic
HP:34/39, Bloodied:19, Surge Value:9, Surges left:4/7
Action Points: 1
Blazing Starfall
Sly Flourish
Wave of Light
Sneak In the Attack
Second Wind
Shadowdance Armor (item)
Phase of the Sun: At the start of my turn, each enemy adjacent to me takes 2 fire and radiant damage; resist 5 cold
Phase of the Moon: Bonus to AC equal to number of conscious adjacent enemies; resist 5 psychic
Phase of the Stars: Whenever an enemy's attack misses me, I can teleport 2 as a free action; resist 5 radiant
First Time Bloodied: Change immediately to next phase.
Conditions:
Full sheet: Scarmiglione[/sblock]
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