Jared cocks his head to one side, "It's very quiet in there... wonder why..." He then gives his head a shake, concentrating on the fight. "Hey, they're ganging up on our bird..." He looks at Zhang... "Our bird... get it."
He then steps inside the room, shadows wrapping themselves about him, and sends a stream of GLoom at the enemy.
A 1! Muhahahahaha! Suffer that! That'll show you to go up against card players! *cry* What's worse, the preview was a "1" too. I thought to myself, "What are the odds of 2 '1's in a row?" Yes yes yes... stats have no memory. Shush with you and your reason and proven statistical facts.
In an attempt to show his ferocious prowess, Guan has overshot and made himself look like an ineffective joke to their enemies. He slips, his pants split, and his weapon
His weapon is in the square directly in front of him.
flies out of his hands as he hits the ground. He looks so weak that his enemies begin to laugh (silently) and gain confidence against him and his allies. To make matters worse the troglodyte closest to him takes advantage of Guan's vulnerable state, and
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.
Trigger: An enemy marked by you makes an attack that does not include you as a target Target: The triggering enemy Attack: Strength vs. Fortitude Hit: 1[W] + Strength modifier damage, and the target grants combat advantage to you and your allies until the end of your next turn.
Level 21: 2[W] + Strength modifier damage.
Hit: It grants CA until the end of Vicky's next turn.
'ZhuGuan!' Vicky tries to scream out, but again no sound escapes her beak. Any humor in the situation is completely lost on her as she only manages to focus on his grievous wound. The primal voices around her echoes in her mind. One of them scream for vengeance. She grasps it, and feels her sword arm fueled by strength not completely her own. She strikes swiftly at the troglodyte, not intending to let his attack go unpunished.
John moves up next to Vicky drawing the power form the earth and swings his blade, but doesn't connect to the lizard creature. Allyria shouts something as she sees the creatures tear into Vicky, but her voice is lost in the unnatural silence of the room. She rushes forward instinctively, letting out a blast of chaotic magic that blasts into one of the reptiles, sending it flying across the room. It lands on the other side of John, opening him up to be flanked by the man from the Jersey Shore.
Vicky tries to let out a cry of pain, but no sound escapes her beak. In recovering from the soundless scream, she draws in a lot of the foul stench. It burns her eyes and throat, forcing her to cough violently. Not thinking quickly enough, she tries to warn the others, but again realizes she can't speak. The wound left by the troglodyte looks red and sore under the lack of feathers.
She wants to stop the fight as soon as possible, not to mention prevent the others from suffering the same stench she has to endure. Stepping into position, she unleashes a burst of primal energy, attempting to prevent the two troglodytes from escaping her and attacking the others. Her wide slash bites deeply into the first troglodyte, leaving him bloodied afterwards. Unfortunately for Vicky, it bites so deep she has trouble pulling the sword out again, and she misses the other troglodyte by a wide margin.
Jared cocks his head to one side, "It's very quiet in there... wonder why..." He then gives his head a shake, concentrating on the fight. "Hey, they're ganging up on our bird..." He looks at ZhuGuan... "Our bird... get it."
"That's just not right," ZhuGuan replies to Jared.
Jared then steps inside the room, shadows wrapping themselves about him, and sends a stream of Gloom at the enemy. He strikes one of them, pushing the creature back a few steps. Thanks to the help of one of Vicky's spirits, the creature is knocked down as it is slid away.Guan follows the short fat hobbit into the silence. As he crosses the threshold the practically tangible silence surprises him. The half-elf charges at the creature that had bitten into Vicky with a swing of his glaive. The fight, devoid of any sound is unsettling and reminds of him of silent films but without the slow motion and without the sound of a an old reel projector.
In an attempt to show his ferocious prowess, Guan has overshot and made himself look like an ineffective joke to their enemies. He slips, his pants split, and his weapon
His weapon is in the square directly in front of him.
flies out of his hands as he hits the ground. He looks so weak that his enemies begin to laugh (silently) and gain confidence against him and his allies. To make matters worse the troglodyte closest to him takes advantage of Guan's vulnerable state, and
'ZhuGuan!' Vicky tries to scream out, but again no sound escapes her beak. Any humor in the situation is completely lost on her as she only manages to focus on his grievous wound. The primal voices around her echoes in her mind. One of them scream for vengeance. She grasps it, and feels her sword arm fueled by strength not completely her own. She strikes swiftly at the troglodyte, not intending to let his attack go unpunished. Her weapon tears into the creature with silent agony.
"I saw this in a movie once..." Mike thinks to himself. He begins to move around the opponents dancing and weaving around them. He avoids one attack from one of the trogs, but gets
15 damage
caught by an attack from his target. He takes some of the pain from the attack made on him and turns it against his attacker. He connects and then follows it up with another quick punch that snaps the creature's neck when it hits. The troglodyte falls to the ground next to Guan. Mike looks down at the gashes. He is badly hurt himself.
Malklyr, from the back of the group, fires off an orb of acid at the last remaining troglodyte claw warrior. The acid burns into the already badly hurt creature, but it gets to its feet and keeps on moving through the pain. It moves up to try and attack John. Jared's shadowy power tears into the creature as it moves, but it still doesn't stop. The pain makes the creature lose its focus, and it doesn't even come close to connecting withe the revenant.
Heroes Initiative
The Situation - 21
Jared - 14
Malklyr - 13
Vicky - 11
John - 9
ZhuGuan - 7
Allyria - 5
Gang Up
Play at the start of your turn.
Until the start of your next turn, allies get a +2 bonus to damage rolls against enemies that are adjacent to you.