Phase of the Stars; HP: 70/78 AC 26 Fort 21 Ref 22 Will 25 AP 0 Surges 0/9 used
This time, you will not escape the power of the stars. Prepare to burn. Steadying himself for an all-out attack, Rune focuses on the two closest enemies and attempts to call forth the cosmos to fall and burn those in front of him.
Rune summons a hail of shooting stars from the heavens, one of which hits the last Vaegould Warrior in the head, killing him while the stars continue to fall. Calling more power from the heavens, a bright ray of light reflects of the Moon, striking the Torrian Hurler and dazzling him. In the meantime Rune fades, like the moon concealed behind dark clouds.
Still gripped in combat with Greil, Ssark circles around the warden and swings at him with his club again. But shaken as he is by the Goliath's last attack, the lizard-man fails to lands either swing.
Boone stalks forward, feeling very much as if he now has the measure of at least some of his foes. "Amaranth metrion zinthos!" he cries, pointing sword once again at the hapless "champion" Ssark.
Boone completes the incantation with a flourish, and a powerful blast of illusory magic leaps from his blade towards Ssark. The fell magicks invade Ssark's mind, driving him a little bit mad and forcing him to see enemies where none exist!
Still engaging with the lizard man Greil raises his hammer and brings it down in with a fierce gutteral yell. You bandits dared to cross our path. Do you even know who we are?! After he brings his hammer down. Greil stands firmly in the dirt and sand, His feet drawing upon the rich power of earth to help protect him from attacks.
As Greil waits for the counterattack he muses Heh, who are we in fact? A ragtag group of specialists heading towards a difficult goal? Bring it...
Boone finishes his incantation and you see the color drain from Ssark's face, eyes wide in shocks a he hastily looks around as if suddenly surrounded by foes that are not really there. Greil attempts to take advantage of the opening Ssark's distraction, but his hammer narrowly misses the reptilian humanoid.
A few yards away the Assassin slashes at Orion with his sword, drawing a little blood. The monk feels a familiar pain begin to course through his veins, but grits his teeth and manages not to succumb to the painful poison.
Form is nothing more than emptiness, emptiness is nothing more than Form.
The assassin's blade bites shallowly into Orion's arm, but he thinks nothing of it. He understands the venom within him and it is no longer anathema. He embraces it as a things and does not fear it.
Following the fleeting tread of the assassin across the road, throwing a block with his right arm as he advances. A quick low kick to his shins. He grabs the assassin's forearm with his hand, leaving his strike stalled. Finally he step forward and delivers an elbow to the scoundrel's chest, the sound of the hit on his breastplate resounding unnaturally around the empty desert.
All the while the monk chants softly to himself.
Form is exactly emptiness, and emptiness is exactly Form.
Orion's elbow slams into the Assassin and knocks the wind out of the desert dweller, regaining his composure he spits a gob of blood and spit onto the sand.
On the dune above Rune and Irimus, the Torrian loads two more large stones into his sling and spinning it violently releases them at the two, hitting each of them with a solid shot.
Orion shift to K-8 and hits the Human Assassin with Twin Thunders doing 27 Damage. The Assassin is Bloodied.
The Torrian Hurler uses Double Shot, hitting both Irimus and Rune for 17 Damage each.
Hostiles
Orion
Hostiles
Irimus<---
Rune
Hostiles
Boone
Griel
Round End
Feeling a soft crunch as he's hit by the stone, Irimus shudders and tries to maintain control of himself despite the pain in his ribs. Uttering a silent prayer to Ioun, he feels the warmth of healing light fill his body, rendering him completely repaired. He then points his wand at the torrian on the hill, and with a foul utterance, launches a black, gnashing eyeball at the creature that hits it square in the face. As the eyeball bites and chews, it renders the half-elf cloaked to the torrian's sight, much to Irimus's delight.
Standard:
Encounter * Charm, Implement, Psychic
Standard Action, Ranged 10
Target: One Creature
Attack: Charisma vs Will
Hit: 1d6+Cha mod damage, and you are invisible to the target until the start of your next turn.
Eyebite vs the Torrian. On a hit, I'm invisible to him until next turn.
Daily * Divine, Healing
Minor Action, Close Burst 10
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an additional 3d6 hit points.
Healing Word on myself. I spend a healing surge and gain an extra 4d6 (extra 1d6 is due to gloves of the healer).
Irimus the Odd, Half-Elf Bard, Divine Oracle Init +7 HP 74/74 Bloodied 37 Healing Surge 18 (1 used /8) AC 25 Fort 17 Reflex 19 Will 22 Speed 6 Str 13 (+1) Con 13 (+1) Dex 15 (+2) Int 14 (+2) Wis 14 (+2) Cha 21 (+5)
Vicious Mockery (At-Will)
At-Will * Arcane, Charm, Implement, Psychic
Standard Action, Ranged 10
Target: One creature
Attack: Charisma vs Will
Hit: 1d6 + Charisma modifier psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Guiding Strike (At-Will)
At-Will * Arcane, Weapon
Standard Action, Melee Weapon
Target: One creature
Attack: Charisma vs AC
Hit: 1[W] + Charisma modifier damage, and the target takes a -2 penalty to the defense of your choice until the end of your next turn.
Majestic Word
Encounter(Special) * Arcane, Healing
Minor Action, Close burst 10
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain additional hit points equal to 2d6 + your Charisma mod. You also slide the target 1 square.
Special: You can use this power twice per encounter, but only once per round.
Word of Friendship
Encounter * Arcane
Minor Action, Personal
Effect: You gain a +5 power bonus to the next Diplomacy check you make before the end of your turn.
Blunder
Encounter * Arcane, Charm, Implement
Standard Action, Ranged 5
Target: One creature
Attack: Charisma vs Will
Hit: 1d6+Charisma mod damage, and you slide the target 2 squares. During the slide, you or one of your allies can make a melee basic attack against the target as a free action with a +2 power bonus to the attack roll.
Virtue of Cunning: The power bonus to the attack roll is 1+your intelligence modifier
Eyebite
Encounter * Charm, Implement, Psychic
Standard Action, Ranged 10
Target: One Creature
Attack: Charisma vs Will
Hit: 1d6+Cha mod damage, and you are invisible to the target until the start of your next turn.
Dissonant Strain
Encounter * Arcane, Implement Psychic
Standard Action, Ranged 5
Target: One creature
Attack: Charisma vs Will
Hit: 2d6 + Charisma mod psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. In addition, an ally within 5 squares of you can make a saving throw.
Deflect Attention
Encounter * Arcane, Implement, Psychic
Standard Action, Ranged 10
Target: One creature
Attack: Charisma vs Will
Hit: 2d6 + Charisma mod psychic damage and you or an ally within 10 squares of you becomes invisible to the target until the end of your next turn.
Prophecy of Doom
Encounter * Divine
Standard Action, Ranged 5
Target: One creature
Effect: You or an ally that hits the target with an attack can choose to make it a critical hit. The power lasts until the end of your next turn, or until you or an ally uses it to make an attack a critical hit.
Healing Word
Daily * Divine, Healing
Minor Action, Close Burst 10
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an additional 3d6 hit points.
Stirring Shout
Daily * Arcane, Healing, Implement, Psychic
Standard Action, Ranged 10
Target: One creature
Attack: Charisma vs Will
Hit: 2d6+Charisma mod psychic damage.
Effect: Until the end of the encounter, whenever any ally hits the target, that ally regains hit points equal to your Charisma mod.
Concerted Effort
Daily * Arcane
Standard Action, Close Burst 10
Target: You and each ally in burst
Effect: Until the end of your next turn, each target gains a +1 bonus to attack rolls. Whenever a target hits with at least one attack during his or her turn, the bonus increases by 1 for each target who's turn has not yet started.
Song of Discord
Daily * Arcane, Charm, Implement
Standard Action, Ranged 10
Target: One creature
Attack: Charisma vs Will
Hit: The target is dominated until the end of your next turn.
Effect: The target makes a basic attack against an enemy of your choice as a free action.
Synchronicity
Daily * Arcane
No action, Close burst 10
Target: You and each ally in burst
Effect: Each target gains a +5 bonus to initiative during this encounter
Hideous Laughter
Daily * Arcane, Charm, Implement, Psychic
Standard Action, Ranged 10
Target: One creature
Attack: Charisma vs Will
Hit: 3d8 + Charisma mod psychic damage, and the target can't take opportunity actions and takes a -2 penalty to attack rolls (save ends both).
Aftereffect: The target can't take opportunity actions (save ends).
Miss: Half damage, and and the target can't take opportunity actions until the end of your next turn.
Word of Life
Daily * Arcane, Healing
Immediate Reaction, Close burst 20
Trigger: An enemy reduces an ally within 20 squares of you to 0 hit points or fewer.
Target: The triggering ally in burst
Effect: The target can spend a healing surge. In addition, the attacking enemy takes a -5 penalty to all defenses until the end of your next turn.
You gain the Ritual Caster feat, as well as a Ritual book. In addition, once per day, you can perform a bard ritual of your level or lower without expending any components (though you must pay any other additional costs still). At 11th level, you may perform two bard rituals per day for free, and at 21st level, you may perform 3 per day.
Once per round, when an enemy attack misses an ally within a number of squares of you equal to 5 + your Intelligence modifier (8 squares), you may slide that ally 1 square.
When you play an instrument or sing during a short rest, you and all allies that can hear you gain the benefit of a Song of Rest. When an affected character spends healing surges at the end of the rest, they regain additional hit points equal to your Charisma modifier with each healing surge. A character can only be affected by one Song of Rest at a time.
Phase of the Stars; HP: 61/78 AC 26 Fort 21 Ref 22 Will 25 AP 0 Surges 0/9 used
After being hit by a rock, Rune solidifies once more but not before he winks out of sight and moves closer to the hill path. From there he lets loose a celestial light at the hurler in hopes of scorching him enough to no longer pose as a threat to his companions. You shall not be able to attack us both again shortly fiend.
Immediate Reaction from being hit, teleport to C-2
Standard: Celestial Sigil (+13 vs Will) vs. Hurler
*On a hit, Rune will then teleport to C-6 as a free action.*
Move: Go to C-8 Without stepping into the zones and without provoking OA's against hurler.
Rune, Warforged Cosmic Sorcerer, Celestial Scholar Init +10 HP 61/78 Bloodied 39 Healing Surge 19 (0 used /9) AC 26 Fort 21 Reflex 22 Will 25 Speed 6 Str 18 (+4) Con 16 (+3) Dex 14 (+2) Int 9 (-1) Wis 11 (0) Cha 20 (+5)
Blazing Starfall
At-Will Arcane, Fire, Implement, Radiant, Zone
Standard Action Area burst 1 within 10 square
Target: Each creature in burst
Attack: Charisma vs. Reflex
Hit: 1d4 + Charisma modifier radiant damage.
Level 21: 2d4 + Charisma modifier radiant damage.
Cosmic Magic: The burst creates a zone bounded by burning ground that lasts until the end of your next turn. Whenever an enemy within the zone leaves it, that enemy takes fire damage equal to your Strength modifier.
Magic Staff +3: +13 vs. Ref; 1d4+20 Radiant damage
Rhythm Blade +2: +12 vs. Ref; 1d4+17 Radiant Damage
Energy Strobe
At-Will Arcane, Implement, Varies
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d10 + Charisma modifier damage. Roll a d6 to determine the attack’s damage type. You gain resist 5 against the type of damage your attack deals until the end of your next turn.
1. Cold
2. Fire
3. Force
4. Lightning
5. Radiant
6. Thunder
Level 21: 2d10 + Charisma modifier damage.
Special: You can use this power as a ranged basic attack.
Magic Staff +3: +13 vs. Ref; 1d10+20 Varying damage
Rhythm Blade +2: +12 vs. Ref; 1d10+17 Varying damage
Ray of the Moon
Encounter Arcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier cold damage, and the target cannot shift until the end of its next turn.
Cosmic Magic: The target takes a -1 penalty on attack rolls until the end of its next turn.
Magic Staff +3: +13 vs. Will; 2d6+20 Cold Damage
Rhythm Blade +2: +12 vs. Will; 2d6+17 Cold Damage
Swirling Stars
Encounter Arcane, Cold, Implement, Thunder
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Cosmic Magic: You can choose not to target a creature in the origin square of the burst.
Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier cold and thunder damage.
Magic Staff +3: +13 vs. Ref; 2d8+20 Cold and Thunder Damage
Rhythm Blade +2: +12 vs. Ref; 2d8+17 Cold and Thunder Damage
Chaos Ray
Encounter Arcane, Implement, Psychic, Teleportation
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage, and the target swaps positions with a creature within 3 squares of it.
Magic Staff +3: +13 vs. Will; 2d8+20 Psychic Damage
Rhythm Blade +2: +12 vs. Will; 2d8+17 Psychic Damage
Celestial Sigil
Encounter Arcane, Implement ; Varies
Standard Action Ranged 20
Target: One creature
Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier damage
Effect: If you hit with this power, you gain an effect based on your current Soul of the Cosmic Cycle phase.
Phase of the Sun: Enemies within 2 squares of you take fire and radiant damage equal to your Strength modifier.
Phase of the Moon: Adjacent enemies take radiant damage equal to your Strength modifier and take a -2 penalty to saving throws until the end of your next turn.
Phase of the Stars: You teleport a number of squares equal to your Strength modifier as a free action.
Magic Staff +3: +13 vs. Will; 3d8+20 Varies
Rhythm Blade +2: +12 vs. Will; 3d8+17 Varies
Fog Form
Encounter Arcane
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You become insubstantial until the end of your next turn.
Amulet of Life +2
Power (Encounter * Healing): Free Action. Trigger: Use this power when you spend a healing surge. Effect: You can spend an additional healing surge.
Spiked Soles
Prerequisite: (attached component)
Requirement: You must have the living construct racial trait to use this item.
Property: You gain a +5 item bonus to Athletics checks for climbing.
Power (Encounter): Immediate Reaction. Trigger: You are hit by an effect that pushes, pulls, or slides you. Effect: You ignore the triggering forced movement. You are slowed until the start of your next turn.
Warforged Resolve
Encounter Healing
Minor Action Personal
Effect: You gain a number of temporary hit points equal to 3 + one-half your level and can make a saving throw against one effect on you that deals ongoing damage. If you are bloodied, you also regain hit points equal to 3 + one-half your level.
Cosmos Call
Daily Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage. Roll a d6 to determine the attack’s additional benefit.
1–2: The target takes ongoing 5 radiant damage (save ends), and the power gains the radiant keyword.
3–4: The target is slowed (save ends).
5–6: The target is dazed (save ends).
Cosmic Magic: You choose the attack’s additional benefit instead of rolling.
Miss: Half damage.
Magic Staff +3: +13 vs. Will; 2d8+20 Psychic Damage
Rhythm Blade +2: +12 vs. Will; 2d8+17 Psychic Damage
Moon and the Stars
Daily Arcane, Implement ; Varies
Standard Action Ranged 10
Target: One or two creatures
Attack: Charisma vs. Reflex
Hit: 3d6 + Charisma modifier cold or radiant damage. The damage type you choose determines the attack’s additional benefit.
Cold: The target is slowed and cannot shift (save ends both).
Radiant: You can spend one healing surge (even if you hit two targets).
Miss: Half damage (your choice of cold or radiant).
Magic Staff +3: +13 vs. Ref; 3d6+20 Varies
Rhythm Blade +2: +12 vs. Ref; 3d6+17 Varies
Season's Malaise
Daily Arcane, Implement, Psychic
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier psychic damage.
Effect: The target takes ongoing 5 psychic damage (save ends). Until the target saves against this damage, it cannot take immediate actions or opportunity actions.
Magic Staff +3: +13 vs. Will; 2d6+20 Psychic Damage
Rhythm Blade +2: +12 vs. Will; 2d6+17 Psychic Damage
Deep Shroud
Daily Arcane
Minor Action Personal
Effect: You create a shroud of supernatural shadow around you. Until the end of your next turn, the space you occupy and each square adjacent to you are heavily obscured.
Sustain Minor: The effect persists.
Chaotic Defense
Daily Arcane
Minor Action Personal
Effect: Roll a d4 to determine the power’s effect.
1: You gain temporary hit points equal to 2d6 + your Charisma modifier.
2: You gain a +2 power bonus to all defenses until the end of the encounter.
3: Until the end of the encounter, each creature that attacks you takes 2d6 damage.
4: You gain all three of the benefits described above.
When the Torrian Hurler's stone hits Rune the Warforged winces before briefly blinking out of existence and appearing a few yards away. Irimus looks to the ridge and locks eyes with the Torrian, a spark of magic flashes from behind Irimus's eyes and the Torrian grabs his eyes in pain. Singing a soft (and off-color) limerick to himself, the Bard grins and is rejuvenated. Raising his wand, Rune draws a glowing sigil in the air and a blast of light streaks towards the monster on the dune. The light hits the Torrian and it burns the flesh off the massive beast, leaving only a pile of bleached white bones at the top of the dune.
Seeing the extraordinary display of power by Rune and having lost all but one of his soldiers, Ssark realizes that the battle is lost. Regardless, he takes two half-hearted swings at Greil, connecting with the second, before taking a step away from the Warden before sprinting down the sandy road.
Rune teleports to C-2. Irimus hits the Torrian Hurler dealing 12 Damage and uses Healing Word, healing himself 36 HP to Max HP. Rune hits the Torrian Hurler with Celestial Sigil, killing it with a Critical Hit. Rune walks to C-8. Ssark uses Double Attack on Greil, hitting once dealing 11 Damage. Ssark Shifts to H-14, uses an Action Point and Runs to H-21.
Hostiles
Orion
Hostiles
Irimus
Rune
Hostiles
Boone<---
Griel
Round End