ZhuGuan's not dead! Her heart almost skips a beat when she gets some reaction from him. Then it skips another two when she sees him heavily impaled and almost dead again. "No!" she cries out. ZhuGuan screams in pain as the mystic's spear pierces him, the sudden pain jarring him back to his senses. Vicky is so full of adrenaline that the world seems to move in slow motion. For some reason, it feels like she hears someone else screaming, not herself.
She quickly quaffs a healing potion and sends out a shadowy assault at the cause of the half-elf's agony. Most of it fails to hit him, but some of the missing essence finds its way to the hunter, sending him down again. Despite her almost berserker-state, she somehow manages to stop herself from killing him, merely leaving him unconscious. She then makes her way around the Mystic, readying herself for another assault at him. Again she misses the Mystic with another powerful attack.
John takes a deep breath and raises his sword above his head as scales begin to form over his body. He makes his way in the swamp and charges the mystic. He rams his sword into the lizard-man, cutting the reptile deeply. The Greenscale howls in pain from the attack. The tall half-elf stands, towering over the lizard man, forcefully extricating the lizardman's spear from his chest as the mystic tries to prevent it. "Not today," he says. His wounds seem to knit as the point of the spear leaves his chest. Something doesn't seem right to the half-elf when that happens but he ignores it and focuses on his new prey. A sinister smile on his face.
"My turn," the slayer hisses, taking two quick swings with his blade at the mystic. His first attack misses, but then he swings his reach weapon around and cuts the lizardfolk across the face. "Kill him," ZhuGuan roars uncharacteristically. As he does so, both Allyria and John take a few steps, changing their formation. John takes up a nice stance on the opposite side of the Mystic, hoping to gain a tactical advantage. Despite his attacks, Guan is still unable to get free from the swampy ground.
Turag runs into the fog-filled room while he carries Jared. He lays the halfling down on the floor, and he places the everburning torch near him for light. Then he slowly moves back towards the door to the room to see if they have been followed. He can still hear sounds of combat coming from the other room, but he can't see around the corner to know if the others are going to make it. He decides to stay here and wait out the fight. If the halfling recovers great, if he doesn't, and the others fall as well, he can steal the halfling's supplies and make his way back to Bragdor. Turag is too distracted to notice the halfling starting to
Natural 20 on the Death save, so Jared gets some health back.
Allyria sends another bolt of pure chaos magic soaring towards the mystic. It slams into the greenscale causing it to howl in pain again. Despite the injury, the mystic continues to stand. The mystic's healing aura once again revives the Greenscale Hunter that they just can't seem to keep down. Seeing Allyria causing so much pain and damage to the mystic sends the lizardfolk into a rage.
As the hunter stands up and grabs it's weapon, it becomes wreathed in purple and black flame. Necrotic energy bubbles off the creature. It charges at Allyria intent on killing the wild mage. He rams his spear right through Allyria's
13 damage
chest. She collapses to the ground as her lifeblood begins to seep into the dungeon floor.
The mystic isn't finished either. He takes a cautious step into the muck and away from John and Vicky. His body looks as if it might be swelling for some reason. He slams his spear into Guan again. The attack isn't as good as his last one, but he still manages to hurt the half-elf.
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 allows her rush of adrenaline to carry her further, not worrying about petty things like tactics and thoughts. She sends another shadowy assault at the mystic, barely restraining herself enough to try to take him down rather than kill him.
I'm having trouble accessing my mail and thus my tracker right now, so I can't see if I hit or miss.
Free: Put two shrouds on the mystic.
Standard:
Executioner's Noose
At-Will ✦ Force, Implement, Shadow
Standard Action
Ranged 5
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 1d6 + Dexterity modifier force damage, and you pull the target 2 squares. The target is slowed until the end of your next turn.
Executioner's Noose against Mystic, invoking both shrouds. On a hit, pull him to AZ125.