- - GAME John's Fault
(http://www.myth-weavers.com/showthread.php?t=150544)
Flea
Nov 8 '11 4:27am
John's Fault
Kiwk isn't really caught offguard by John's attack. Watching the vampire take on the appearance of a serpent was a bit of a surprise, but it's nothing the kobold thinks he can't handle, especially with the vampire disarmed. He sneers, glad that the vampire took a shot at him. Now he can kill the pest.
Boyikt doesn't seem to know what is happening. He can hear the sounds of fighting on the other side of the rock fortress they had built, but he doesn't know for sure who is doing the fighting. All he can be sure of is that he is now cornered by two of them. He can't help but wonder if he can survive this many attacks this close up when he has almost no room to maneuver away if he has to.
eastc
Nov 8 '11 4:48am
Flea
Nov 8 '11 4:50am
eastc
Nov 8 '11 4:54am
eastc
Nov 8 '11 4:57am
Since the skill check is still in order are the checks minors? Also, are the AP listed in the tracker right? Does ZhuGuan really have 2? He used on in the previous fight I know.
Flea
Nov 8 '11 5:04am
Changed it eastc. I thought I'd gotten all of the AP edited, but I apparently missed 1. Yes, the checks are minor actions.
Vicky Larissa, Human Animist Shaman Init +1 HP 29/29 Bloodied 14 Healing Surge 7 (0 used /8) AC 17 Fort 16 Reflex 15 Will 19 Speed 6 Str 8 (-1) Con 12 (+1) Dex 10 (0) Int 16 (+3) Wis 18 (+4) Cha 12 (+1)
Spirit Infusion
At-Will; Primal, Spirit Standard Action, Melee spirit 1 Target: One ally Effect: Your spirit companion disappears, and the target makes a basic attack with a +2 power bonus to the attack roll and a power bonus to the damage roll equal to your Int Mod. Spirit's Step: One ally adjacent to the spirit companion before it disappears can shift 1 square as a free action.
Spirit of the Tempest
At-Will; Implement, Primal, Thunder Standard Action, Melee 1 Target: One creature Attack: Wisdom vs. Fortitude Hit: 1d8 + Wisdom modifier thunder damage. Effect: One ally within 2 squares of either you or your spirit companion can make a saving throw.
Spirit's Wrath
At-will; Implement, Primal, Spirit Opportunity Action, Melee Spirit 1 Target: The triggering enemy. Trigger: An enemy leaves a space adjacent to the SC w/o shifting. Wis vs. Ref: 1d6 + Wis Mod damage, and the target grants Combat Advantage until the end of your next turn.
Call Spirit Companion
At-Will; Conjuration, Primal Minor Action, Close Burst 20 Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square and enemies cannot move through though allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed.
The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage 10+one-half your level or higher to the spirit, it disappears and you take 5+one-half your level damage. Otherwise, the spirit is unaffected by the attack. Spirit's Vigor: One ally adjacent to the spirit companion when it appears gains 3 Temporary Hit Points.
Thought Projection
At-Will; Psionic Minor Action, Close burst 5 Target: One or more allies in burst Effect: You convey either an image or a message of 10 words or fewer to each target.
Shield of Devotion
Encounter; Divine, Healing Immediate Reaction, Close burst 5 Trigger: An ally within 5 squares of you takes damage from an enemy attack. Target: The triggering ally Effect: The target regains hit points equal to your Wisdom modifier. 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. Mark of Healing: The target also makes a saving throw.
Twin Panthers
Encounter; Implement, Primal Standard Action, Ranged 5 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier damage. Until the end of your next turn, you and your allies have combat advantage against any enemy adjacent to your spirit companion. Effect: Make the attack one more time against the same target or a different one.
Second Wind
Encounter; Standard Action, Personal Effect: You spend a healing surge and regain hit points as well as gain 2 bonus to all defenses until the start of the next turn.
Spirit's Sacrifice
Encounter; Primal, Spirit Minor Action, Close burst spirit 5 Target: You or one ally in burst. Effect: You dismiss the spirit companion and the target makes a saving throw or gains temporary hit points equal to your Wisdom modifier.
Healing Spirit
Encounter; Healing, Primal Minor Action, Close burst 5 Target: You or one ally in burst Effect: The target can spend a healing surge. If the target does so, one ally adjacent to your Spirit Companion other than the target regains 1d6 hit points. Mark of Healing: Both allies can make a saving throw.
Healing Spirit
Encounter; Healing, Primal Minor Action, Close burst 5 Target: You or one ally in burst Effect: The target can spend a healing surge. If the target does so, one ally adjacent to your Spirit Companion other than the target regains 1d6 hit points. Mark of Healing: Both allies can make a saving throw.
Speak with Spirits
Encounter; Primal Minor Action, Personal Effect: During this turn, you gain a bonus to your next skill check equal to your Wis modifier.
Spirits of the Healing Flood
Daily; Healing, Implement, Primal Standard Action, Close burst 5 Target: Each enemy in burst Attack: Wisdom vs. Fortitude Hit: 1d8 + Wisdom modifier damage. Miss: Half damage. Effect: Until the end of the encounter, you and each ally in the burst gain regeneration 2 while bloodied.
As a minor action, a character can end this effect on himself or herself to regain 10 hit points. Mark of Healing: All allies targeted by this power can make a saving throw.
The Winds of Change Body Slot: Off-Hand Property: +2 to Fortitude and Willpower. Property: Cannot be identified correctly. Property: Wild Magic Sorcerers and Chaos Magic Sorcerers can use this item as a +2 implement (+4 paragon/+5 epic). Gains +2d6 on a Critical Hit. Power (At-Will; Arcane): Free action. Change the type of damage dealt by a weapon or power to another random damage type for the round. Roll a d10. 1) Fire; 2) Cold; 3) Thunder; 4) Acid; 5) Radiant; 6) Necrotic; 7) Force; 8)Psychic; 9) Lightning; 10) Poison. Power (Encounter; Arcane): Immediate Interrupt. The wildmage or chaos sorcerer can roll a second effect for their wildmage power and choose between the two random elements.
Power (Daily; Arcane): Standard Action. You unstop the Winds of Change and inhale deeply. It's trans-formative vapors take hold of you, altering you in every possible way. Roll a d6:
1 - You rebuild your character from the ground up in a manner of your choosing.
2-5 - Completely Random Character Generation
6 - The GM rebuilds your character based on his own whims.
Special: Once a day you can use this item as a focus for the Transfer Enchantment, Simbul’s Conversion, Hand of Fate, Enhance Vessel and Elemental Transference rituals in place of the components cost.
Goals of The Winds of Change:
To inspire chaos
To institute change
Concordance:
Starting Score 5
Owner gains a level +1d10
Owner is a Chaos Sorcerer or Wild Magic Sorcerer +1
Owner gets a critical hit or critical fumble with effects from the random tables +1
Owner worships a god of Order -1
Owner or an ally attacks a Wild Mage or Chaos Sorcerer (max 1/encounter) -2
Owner does not use a power of the Winds of Change (max 1/day) -2
Potion of Healing
Consumable Minor Action Effect: Drink this potion and spend a healing surge. You don't get the normal benefits of a healing surge. Instead, you regain 10 hp.
Lucky Strike +1 Bonus
When you roll a natural 1 on an attack roll with an encounter power, use this card to re-roll the attack roll, keeping the second result.
Scramble To Safety
When you become bloodied, use this card as an immediate reaction to shift half of your speed. You must end this shift adjacent to no enemies.
Allies adjacent to companion gain +2 to saving throws.
The spirit companion dissipates on any attack that deals more than 11 damage.
Vicky catches a small glimpse of John striking at the other kobold through the crude bed. "What in the world are you doing?" she bursts out as she dashes towards who she thought was her ally.
'Has he gone mad or something?' she thinks to herself. She quickly realizes that the basic premise for diplomacy -- not fighting -- is not met here. Trying to stop this before it gets out of hand, she throws herself at John. "Why are you suddenly attacking?" she asks while trying to hold him down.
Seeing the strange bird woman attacking her former ally, the kobold slink decides to take advantage of the momentary distraction. The kobold stabs at John, but misses the undead man. He hisses through his teeth at his own failure.
insight: Dice Roll: 1d20+8
d20 Results: 2 (Total = 10) These dice were omitted, altered, or moved: 1d20+7
Original Dice: 1d20+7
Insight I'm taking Vicky's insight bonus from earlier since it's unused. This is an assist to someone else so that they might have some success at diplomacy.
I wonder what happens if we crit?
ZhuGuan Yu, Half-Elf Slayer (Dune Trader Theme) Init +3 HP tracker/34 Bloodied 17 Healing Surge 8 (tracker used /10) AC 19 Fort 17 Reflex 14 Will 16 Speed 5 Str 16 (+3) Con 13 (+1) Dex 15 (+2) Int 12 (+1) Wis 15 (+2) Cha 8 (-1)
Far Hearing
At-Will * Minor
Personal
Keyword: Psionic
Choose one square that you can see that is within' 10 squares of you. Until the end of your next turn, you can hear as though you occupied that square.
Mobile Blade The force of your weapon attack lets you spring away from your foe.
At-Will * Martial, Stance
Minor Action Personal
Effect: You assume the mobile blade stance. Until the stance ends, whenever you hit an enemy with a basic attack using a weapon, you can move a number of squares up to your Dexterity modifier as a free action.
Slick Negotiator You've spent a lot of time not speaking and dreamed about what you would say in every circumstance and now you get to talk all you want.
Encounter * Free Action
Close Burst 5 Target: triggering creature
Keyword: Martial Trigger: You or an ally in burst makes a Bluff, Diplomacy, Intimidate, or Streetwise check and dislike the result. Effect: If you are the target, gain +3 power bonus to the skill check result. If an ally is the target, the ally can reroll the skill check using either result. Prereq: Dune Trader (theme)
Quick Formation
Encounter * Standard Action
Melee or Ranged Weapon Target: One Creature
Keywords: Martial, Weapon Attack: Primary Ability vs. AC Hit: 1[w] + ability modifier damage, and either you shift 4 squares or each ally within 5 squares of you can shift 2 squares as a free action.
Power Strike By pushing yourself beyond your normal limits, you unleash your full wrath against a foe.
Encounter * Martial, Weapon
No Action Special
Trigger: You hit an enemy with a melee basic attack using a weapon. Target: The enemy you hit Effect: The target takes extra damage from the triggering attack.
Level 01: 1[W] extra damage
Level 17: 2[W] extra damage.
Level 27: 3[W] extra damage.
The Raven Queen's Shroud Power (Encounter): Minor Action. Choose a target within 10 squares of you. That target gains the mark of the Raven Queen until the end of the encounter. On your turn, you can reroll the result of one damage die against that target. This reroll does not alter the damage for other targets hit by an area or close attack.
Power (Daily * Teleportation): Minor Action. You teleport adjacent to the target that bears the mark of the Raven Queen.
Unraveling Dart Gray, smoky darts leap from your fingertips to strike at your foes where they are weakest.
Encounter * Arcane, Implement, Nethermancy, Shadow
Standard Action Ranged 10
Target: One or two creatures Attack: Intelligence vs. Fortitude Hit: 1d4 + Intelligence modifier damage. If the target has vulnerability to any damage types, the damage is of those types. If the target has no vulnerabilities, you gain a power bonus to the damage roll equal to your Wisdom modifier.
Level 21: 2d4 + Intelligence modifier damage.
Nine Lives of the Cat Lord In exchange for your services the Cat Lord has offered you a boon...
Encounter * Free Action
Trigger: You are the target of a critical hit
Effect: Change the hit into a normal hit. Critical hit damage/effects still apply to any other targets of the critical hit.
Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp
Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
Weapon: Crossbow
Enhancement Bonus: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Properties:
This weapon requires no ammunition and cannot use ammunition.
Malfunction: When you roll a 1 on an attack roll with this weapon, you instead attack a random target (including yourself) within 5 squares of you. You are not subject to further Fumble rolls when using this weapon.
Attack Power (Radiant) At-Will (Standard Action)
Attack: Ranged 20 (one creature); weapon’s level + 3 vs. Reflex
Hit: 2d8 Radiant damage.
Level 15 or 20: 3d8 fire damage.
Level 25 or 30: 4d8 fire damage.
Demonskin Tattoo Property: When you spend an action point to take an extra action, choose acid, cold, fire, lightning, or thunder. You gain resist 5 to the chosen damage type until the end of the encounter.
Vanguard Glaive+1 Critical: +1d8 damage Property: Deal +1d8 damage on any successful charge. Power (Daily): Minor Action. Use this power when you make a charge attack. If you hit with your charge attack, all allies within 10 squares of you gain a +1 bonus to attack rolls and gain your Charisma bonus as a bonus to damage rolls until the start of your next turn.
Potion of Healing Consumable
Minor Action
Effect: Drink this potion and spend a healing surge. You don't get the normal benefits of a healing surge. Instead, you regain 10 hp.
Undead Slayer +2 Bonus
After you kill at least two enemies with the undead keyword during an encounter, use this card to spend a healing surge and regain hit points equal to your healing surge value +1d8. This use does not use your second wind for the encounter.
Save Daze and Stun at start of turn. (Superior Will).
+2 to weapon attack rolls (Master At Arms and Class Weapon Talent)
+2 bonus to weapon damage (Heroic Slayer)
Grants +1 to Diplomacy to all allies within' 10 squares.
A spellscarred creature knows when an area of Spellplague, or a plaguechanged or spellscarred creature, is within' 5 squares of him.
-2 penalty to all defenses and saving throws against the Spellplague, plaguechanged and spellscarred creatures.
Unless otherwise stated ZhuGuan is always in the mobile blade stance.
Does not provoke on charges (Badge of the Beserker)
+2dmg vs bloodied (Gauntlet's of Blood)
Trained: Athletics, Endurance, Intimidate
ZhuGuan, despite being an invalid for the last couple of years, didn't fall off the turnip truck yesterday. After seeing Vicky hurl herself at John he puts two and two together and concludes that tension between the two had flared up in the way they often flared up between other friends of his. A pang of nostalgia hit him as he thought bout them. First things first.
The half-elf strode over to the John and tried to place himself between the revenant and the kobold. He tries to grab and restrain him. He wasn't quite sure what to do about the slink though when a thought occurred to him. "Call off your slink, we'll take care of John."
"Vicky, Dave, Jared, try to placate Boyikt and have him call off his buddy before we have to bury more people!"
Flea
Nov 8 '11 6:02am
Guan's grab was a hit, meaning John is immobilzed as long as Guan sustains the grab, or until John escapes the grab (Move Action, Athletics vs. Fort, or Acrobatics vs. Reflex).