Beyond the Rerisen Tower(DM Iron Sky, Judge: renau1g)

OOC: Scarm still has a second wind, yes (and only 1 surge, so he won't be using his own potion).

I also forgot to make a death save for him last round. Here it is.

1d20=1 first failure.
 

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We have an old Jadian saying, it goes "Wise from the gwave"... it does not translate well into your tongue. Kaz says, bringing Scarm back to consciousness.

[sblock=actions]
Move: G9
Standard: heal check to have Scarm spend second wind 11 success.

[sblock=stat block]
Kaz Male Elf Avenger 3, bloodied
Initiative: +4, Passive Perception: 22, Passive Insight: 15, Senses: Low Light
AC:20+2, Fort:14+2, Reflex:15+2, Will:16+2
HP: 7/40, Bloodied:20, Surge Value:10, Surges left:0/9
Action Points: 0
Basic Attack Battlecrazed Executioner's Axe+1, +5 vs AC, 1d12+2 damage (+1d12 on crit, 19-20 threat against undead, +1d6 when bloodied, reroll 1&2 damage)

Powers:
Bond of Pursuit
Overwhelming Strike

Angelic Alacrity
Oath of Enmity
Abjure Undead/Divine Guidance
Sequestering Strike
Avenger's Resolve
Second Wind
Elven Accuracy

Aspect of Might
Battlecrazed Executioner's Axe +1
Deathscarred boon


Conditions:
Non-elf allys within 5 square get +1 to perception.
If oath target moves away willingly, +6 damage to next attack. (Censure of Pursuit)

Can shift through difficult terrain (wild step)

+5 to athletic checks, +2 to speed and +2 to melee attack damage until the end of the encounter
[/sblock]
[/sblock]
 

Scarmiglione's eyes open a crack. He claws weakly at his own pocket, dragging out a healing potion, but realizes that his throat is tight and he cannot swallow. "I'm done for," he mutters, staring at the crowd of motes circling above.

He staggers to his feet, letting the potion fall. He opens his beak and manages a ragged "SQUAWK!" Three motes are engulfed in blue fire.

[sblock=actions]Minor: draw healing potion

Free: drop healing potion

Move: stand up

Standard: blazing starfall on D9-F11, catching motes 2, 5, and 6. Vs Reflex: 1d20+8=17 1d20+8=20 1d20+8=26. Edit: the attack bonus is only +6 owing to lack of an implement, so the attack misses mote 2 but hits the others. Creates the usual zone which isn't going to affect anything.

Teleports: Each time Scarm is missed by an attack, he will use phase of the stars to teleport 2 squares southwest. He'll do this up to three times given the opportunity.[/sblock]
OOC: [MENTION=44459]Luinnar[/MENTION]: please pick up the potion I dropped, since I can't use it. Kaz probably needs it himself. Or he could try getting Toeto back up.

[sblock=MiniKenku]Scarmiglione Male Kenku Rogue|Sorcerer 4
Initiative: +6, Passive Perception: 17, Passive Insight: 12, Senses: Low-light vision
AC:19, Fort:15, Reflex:18, Will:18; Resist 5 radiant
HP:9/39, Bloodied:19, Surge Value:9, Surges left:0/7
Action Points: 0
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: shocking magnetism, bloodied, phase of the stars, 1 failed death save

Full sheet: Scarmiglione[/sblock]
 
Last edited:


OOC: Eep, thanks for reminding me. One of those attacks was actually a miss owing to the lack of an implement. I'll edit the post.
 


OOC: It's one of those situations where every choice feels as though it's wrong as we're so close to death, but I think I'll stick with standing up and making the potion accessible to others.
 




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