You are both rational and emotional. You value creation and discovery, and feel strongly about what I create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable.
Bow down, my subjects, for I am your master! Yesss.....Show
Garrick grumbles a little about the nuisance interrupting his thoughts and trip, and prepares to move on, stepping on the dead leader if its still in the middle of the road.
I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent.
The battle won, Harmon digs around in his gear for a second, and pulls out a rigid staff etched with runes and capped with the symbol to the Raven Queen. He utters a small recitation and plants the device, so that it may guide the souls on, and so that the Raven Queen may favor those who work in her name.
Planting the Battle Standard of Healing. When you spend a surge, you heal another hitpoint from it, and everyone else within 5 also heals 1 hitpoint. @Nahab Don't have another one to spare, unless we short rest twice, which could be an option.
Kanezh moves near the battle standard to rest, standing, scimitar drawn, eyes level, like one accustomed to guard duty. Her tail, which had fallen low, now waves slowly at a higher and more optimistic elevation. Kanezh takes comfort in the symbol of the raven queen. Although not a follower, Kanezh thinks nothing more grand than a goddess. Kanezh believes herself grand, and it suits her to stand near things she believes to be likewise.
yeah. i was probably talking too much anyway. i vote yes short rest(s) healing words for kanezh (bloodied 17hp, 3 surges left) and Cal'Kulas (bloodied, 7hp, 3 surges left) as another combat before extended rest is a definite possibility.
Str 10, Con 14(+2), Dex 13(+1), Int 16(+3), Wis 8(-1), Cha 18(+4). Resist: 6 Fire, 5 Poison Saving Throw mods: none Speed: 6 Initiative: +2 Passive Insight: 10 Passive Perception: 10 (Low-Light Vision) Languages Known: Common, Elven [YES/NO] Shadow Walk: If Kanezh moves 3+ squares from her starting square on her turn, she gains concealment until EOMNT. Action Points: 1 [ ] Usage this encounter [ ] Second Wind [ ] Infernal WrathShow
Free Action, triggers when an enemy within 10 hits me. Close Burst 10: target: triggering enemy in burst. effect: triggering enemy takes 1d6+4 fire damage
[][][] Failed Death Saves Current Status: Concealment from shadowalk established
+8 vs AC, 1d8+9 damage (Vanguard Scimitar +1, bracers of mighty striking) and you slide the target 1 square Also, eldritch strike counts as a melee basic attack.
Minor Action, Kanezh can place a warlock's curse on the enemy nearest her. If she hits an enemy with an attack, she can deal extra damage. She can deal this extra damage only once per turn. 1d6 extra damage,
Standard Action, Ranged 10, One Creature Vanguard Scimitar +1, +6 vs Reflex, 2d6+7 fire damage. The target takes a -5 penalty to attack rolls until the end of my next turn.
No Action. Trigger: When using a basic attack or an at-will weapon attack power, you hit an enemy that is granting combat advantage to you. Effect: The enemy is dazed until the EOMNT.
Standard Action, Range 10, Target: One creature Vanguard Scimitar +1, +6 vs Reflex. Hit: 2d12+7 damage Sustain Minor: Make a Charisma vs. Will attack against any target in range. On a hit, deal radiant damage equal to your Charisma modifier (4).
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 (+4) as a bonus to damage rolls until the start of your next turn.
Minor Action. Once per day, while wielding a blade, you can invoke the swordmage warding class feature as a minor action. Until the end of the encounter, you gain a +1 bonus to AC, (or a +3 bonus to AC if you have one hand free).
Critical: +1d8 damage Enhancement +1 attack rolls and damage rolls 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 (+4) as a bonus to damage rolls until the start of your next turn.
Enhancement: +1 AC Property:You gain an item bonus to Bluff and Intimidate checks equal to this armor's enhancement bonus. Property: You gain a +2 item bonus to all defenses against enemies under your warlock's curse. Power (Daily) Minor Action. Place your warlock's curse on any enemy you can see, rather than the nearest enemy.
Critical: +1d10 damage Enhancement +1 attack rolls and damage rolls Property: When you deal your warlock's curse damage with this rod, you roll d8s instead of d6s.
Critical: +1d6 damage Enhancement: +1 attack rolls and damage rolls Property: Whenever your pact boon is triggered, instead of taking its normal benefit you can transfer your warlock's curse to each enemy within 5 squares of the original target.
====== Created Using Wizards of the Coast D&D Character Builder ====== Kanezh, level 2 Tiefling, Warlock Build: Deceptive Warlock Eldritch Strike: Eldritch Strike Charisma Eldritch Pact: Fey Pact Background: Pivotal Event - Portal Mishap, Arcane Agent (stealth), Born Under a Bad Sign (Born Under a Bad Sign Benefit) Outlaw Theme
FINAL ABILITY SCORES Str 10, Con 14, Dex 13, Int 16, Wis 8, Cha 18.
STARTING ABILITY SCORES Str 10, Con 14, Dex 13, Int 14, Wis 8, Cha 16.
ITEMS Adventurer's Kit, Climber's Kit, Dagger, Vicious Rod +1, Vanguard Scimitar +1, Rod of Corruption +1, Thieves' Tools, Leather Armor of Dark Majesty +1, Amulet of Health +1, Bracers of Mighty Striking (heroic tier)
Cal'Kulas walks over to Harmon's battle standard. Although blessed by the Raven Queen the power that eminates from the staff is surprisingly warm and soothing. A bit disconserting, but I'll take any help I can get. I'm not as strong as I used to be. By the gods, that bandit thrashed me within an inch of my life. Ahhhhhh...that feels better. I agree with Kanezh. Let's get out of this bog as quickly as possible. mechanicsShow
Short Rest - Spend two healing surges: gain 12+2HP
Kanezh is greatly comforted by the standard's healing aura. Her major wounds have soon closed, although there is still some bruising. A slash in her armor will need attention soon. She turns to Cal'Kulas and whispers, "Osiris probably needs you to magic hand that bog mud off of him." She turns her head to check on Osiris. He was moving through the bog mud, approaching very slowly. "Yes, there he is, lingering in the bog..." she thinks.
Kanezh benefits from the battle standard as Cal'Kulas uses his surges. +2 hp. Kanezh spends a healing surge +8hp +1 (standard) for +9. Cal'Kulas gains 1hp more (standard).
Str 10, Con 14(+2), Dex 13(+1), Int 16(+3), Wis 8(-1), Cha 18(+4). Resist: 6 Fire, 5 Poison Saving Throw mods: none Speed: 6 Initiative: +2 Passive Insight: 10 Passive Perception: 10 (Low-Light Vision) Languages Known: Common, Elven [YES/NO] Shadow Walk: If Kanezh moves 3+ squares from her starting square on her turn, she gains concealment until EOMNT. Action Points: 1 [ ] Usage this encounter [ ] Second Wind [ ] Infernal WrathShow
Free Action, triggers when an enemy within 10 hits me. Close Burst 10: target: triggering enemy in burst. effect: triggering enemy takes 1d6+4 fire damage
[][][] Failed Death Saves Current Status: Concealment from shadowalk established
+8 vs AC, 1d8+9 damage (Vanguard Scimitar +1, bracers of mighty striking) and you slide the target 1 square Also, eldritch strike counts as a melee basic attack.
Minor Action, Kanezh can place a warlock's curse on the enemy nearest her. If she hits an enemy with an attack, she can deal extra damage. She can deal this extra damage only once per turn. 1d6 extra damage,
Standard Action, Ranged 10, One Creature Vanguard Scimitar +1, +6 vs Reflex, 2d6+7 fire damage. The target takes a -5 penalty to attack rolls until the end of my next turn.
No Action. Trigger: When using a basic attack or an at-will weapon attack power, you hit an enemy that is granting combat advantage to you. Effect: The enemy is dazed until the EOMNT.
Standard Action, Range 10, Target: One creature Vanguard Scimitar +1, +6 vs Reflex. Hit: 2d12+7 damage Sustain Minor: Make a Charisma vs. Will attack against any target in range. On a hit, deal radiant damage equal to your Charisma modifier (4).
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 (+4) as a bonus to damage rolls until the start of your next turn.
Minor Action. Once per day, while wielding a blade, you can invoke the swordmage warding class feature as a minor action. Until the end of the encounter, you gain a +1 bonus to AC, (or a +3 bonus to AC if you have one hand free).
Critical: +1d8 damage Enhancement +1 attack rolls and damage rolls 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 (+4) as a bonus to damage rolls until the start of your next turn.
Enhancement: +1 AC Property:You gain an item bonus to Bluff and Intimidate checks equal to this armor's enhancement bonus. Property: You gain a +2 item bonus to all defenses against enemies under your warlock's curse. Power (Daily) Minor Action. Place your warlock's curse on any enemy you can see, rather than the nearest enemy.
Critical: +1d10 damage Enhancement +1 attack rolls and damage rolls Property: When you deal your warlock's curse damage with this rod, you roll d8s instead of d6s.
Critical: +1d6 damage Enhancement: +1 attack rolls and damage rolls Property: Whenever your pact boon is triggered, instead of taking its normal benefit you can transfer your warlock's curse to each enemy within 5 squares of the original target.
====== Created Using Wizards of the Coast D&D Character Builder ====== Kanezh, level 2 Tiefling, Warlock Build: Deceptive Warlock Eldritch Strike: Eldritch Strike Charisma Eldritch Pact: Fey Pact Background: Pivotal Event - Portal Mishap, Arcane Agent (stealth), Born Under a Bad Sign (Born Under a Bad Sign Benefit) Outlaw Theme
FINAL ABILITY SCORES Str 10, Con 14, Dex 13, Int 16, Wis 8, Cha 18.
STARTING ABILITY SCORES Str 10, Con 14, Dex 13, Int 14, Wis 8, Cha 16.
ITEMS Adventurer's Kit, Climber's Kit, Dagger, Vicious Rod +1, Vanguard Scimitar +1, Rod of Corruption +1, Thieves' Tools, Leather Armor of Dark Majesty +1, Amulet of Health +1, Bracers of Mighty Striking (heroic tier)
Blyne assisted her allies as well as stood guard while they catch their breath and take advantage of the must need short rest.
When the time came to moved on she grabbed her gear load a shot in her dejada, adjusted her sheathed mace to be ready for grabbing if she needs to and once again joined the team as they started traveling on the main road once more.
HP:{30/30}. Surges:{6/7}{Ironscar Rod = +1 to AC/Ref -- Stanching Leather Armor +1 = to AC -- Eagle-Eye Goggles = +1 to basic range attacks -- Investigation Kit = +2 to DC Perception checks (non-passive only)}
Ironscar (Mace): +8 vs. AC; 1d8+6 damage, and you slide the target 1 square. Widow's Knife: +7 vs. AC; 1d4+5 damage, and you slide the target 1 square.
At-Will Minor Action Target: Enemy nearest to you that you can see Effect: Once per turn until the end of the encounter if you hit an enemy that was targeted by this power with a warlock power, you may deal a additional 1d6 damage.
The dire power of your attack drives your enemy before you. At-WillArcane, Weapon Standard ActionMelee weapon Target: One creature Attack: +8 vs. AC; 1d8+6 damage, and you slide the target 1 square. This power counts as a melee basic attack.
You instantly gain vitality from a cursed enemy when that enemy falls. At-Will Free ActionPersonal Prerequisite: Infernal Pact Trigger: An enemy under your Warlock’s Curse is reduced to 0 hit points or fewer Effect: You immediately gain 2 temporary hit points.
You lash forth with a crackling ray of arcane power. As the beam rips into your foe’s flesh, you release part of your life force to ensure that this hellish bolt carries a portion of your foe’s with it. At-WillArcane, Implement Standard ActionRanged 10 Target: One creature Attack: +7 vs. Reflex; 1d10+6 Miss: You can choose to take 1 damage and reroll the attack roll. You can choose this only once each time you use this attack.
Action Point{2} Second Wind{1} Devil's Pawn Attack: Hellfire and Brimstone{1}Show
Your brand burns, searing through clothing and flesh as hellfire springs up around you. EncounterArcane, Fire, Zone Minor ActionClose burst 2 Effect: Creatures in the burst take 5 fire damage. The burst creates a zone that lasts until the end of your next turn. While in the zone, enemies take a -2 penalty to attack rolls and all defenses.
You use one death as the seed to sow more destruction. Encounter Necrotic Free ActionTrigger: A creature within 5 squares of you is reduced to 0 hit points Effect: One creature of your choice that you hit with an attack before the end of your next turn takes additional 1d8+1 necrotic damage.
You shift your body out of phase with the world for an instant, teleporting a short distance. When you reappear, you are still somewhat out of phase and difficult to harm or hinder for a short time. EncounterArcane, Teleportation Move ActionPersonal Effect: You can teleport 3 squares, and you gain a +2 power bonus to all defenses until the end of your next turn.
A hand of iron appears around your foe and crushes it with the sickening sound of popping bones and grinding flesh. EncounterArcane, Implement Standard ActionRanged 10 Primary Target: One creature Primary Attack: +7 vs. Fortitude; 2d10+6 damage, and the primary target cannot willingly move closer to you until the end of your next turn. Infernal Pact: You gain resist 2 until the end of your next turn. Miss: You take 1 damage but can make a secondary attack. Secondary Attack: (One creature other than the primary target) +6 vs. Fortitude; (1/2 of) 2d10+6, and the secondary target cannot move closer to you until the end of your next turn.
A thick mist rises around you. Within it, the intoxicating power of fey magic overwhelms your enemies’ senses, driving those foes to lash out at each other in their madness. DailyArcane, Charm, Implement, Psychic Standard ActionClose burst 1 Target: Each enemy in the burst Attack: +7 vs. Will; 1d6 +6 psychic damage, and the target makes a melee basic attack as a free action against a creature of your choice. Effect: If you miss every target, the power is not expended.
Daily Acid Free Action. Trigger: You hit a target with an attack using this rod. Effect: The target takes 1d8 extra acid damage and a -2 penalty to attack rolls until the end of your next turn.
When thrown, this fist-sized ceramic sphere explodes in a blinding flash. ConsumableAlchemical Standard ActionArea burst 1 within 10 (or within 20 w-2 att. pen.) Attack: +6 vs Fortitude; Hit targets treat all nonadjacent creatures as having concealment until the end of Munro next turn. Creatures that don't rely on sight to detect other creatures are immune to this effect.
This ceramic flask explodes in an icy haze when it hits, crippling its target with numbing cold. ConsumableAlchemical, Cold Standard ActionRanged 10/20 (dejada) Attack: +6 vs Reflex; 1d10 cold damage and slowed until the end of Munro next turn. Miss: Half damage and is not slowed
ConsumableWeapon No ActionRanged 10/20 (dejada only) Effect: Hit target is marked until the end of target's next turn. While marked, everytime the target makes an attack that doesn’t include Munro as a target; the target takes 1d6 damage per plus.
@MTG Forums. Contestant: A Contest Like No Other hosted by Fakeartist. An Angelic Aspect In The Wild, Wild World Of The Mata Hari's Agency.
@DnD Forums. Digital Artist In Training: What Do YOU Think MY Character Looks Like's Thread - @4e Character Development forum. Player (Osborn) - Bounty Hunter (Fighter DnDNext): DnD presents The Walking Dead @Play By Post Forum. Player (Shana Zorus) - Professional Bodyguard/Adventurer (Hybrid Warden/Paladin 4e): The Unhallowed Gate @Play By Post Haven Forum (DM by ffShadow) Player (Krist Breeze) - Twiceborn War Mage/Imbuer (Hybrid Warlord/Wizard 4e): Castle Greyhawk - @Real Adventures (DM by Icanus) Player (Blyne Munro) - Happy-Go-Lucky Scout/Explorer (Warlock 4e) Domain of Shadows-Darkness Falls - Play By Post Haven (DM by WhisperMagellan) Player (Ansmril) - Vistani Blessed Psalmist (Bard/Shaman 4e) The Dragon Below Can't Have It This Good - (And I'm The DM) DM - The Young Mercenaries/Ps'V-GoodShip Drow Diplomacy. DM - The Unlikely Diplomats/Ps'V- GoodShip Drow Diplomacy. DM - The Dragon Below Can't Have It This Good/Ps'V GoodShip Diplomacy. Referee - People Of Oz @Dorothy's Kansas Games(inactive). Oz League: The Ardent Lord w/People Of Oz @Dorothy's Kansas Games(inactive). Ps'V = The Players' Vault Forum Group In Which I'm The Owner Of.
The sun is just touching the horizon, and the first moon is rising behind you as you reach the edge of Sal Marsh. The bog and bracken give way to grassy farm land. The posts spread away from the road, off to either side, and are lost in the orchards Delapidated and abandoned farms line the road and valley. The majority of the houses are in disrepair and show signs of utter neglect. Indeed, the main way to tell the abandoned from the occupied is by laundry lines and livestock. People, the few you see, flee as soon as they are aware of you. Dogs bark angrily. Trees look twisted, sinister, and somehow malevolent, and probably much worse at night. The ocean begins to taint the air as you reach the town propper. There is an old, possibly ancient, sign that hangs from two equally aged poles. "Wel om o Sal Ma sh". There are a number of larger buildings in town. The roads are paved (or they were a century ago), and slope downward steeply Buildings are mostly stone-based, with wood or mud&waddle above, and thached or slate rooves. There is a fortress of some kind on one hill top, and the skelletons of other houses are visible around the outer edge. The land sinks quickly, leading to the docks in the harbor. There are a few people about, but the avoid looking at you, and give you a wide berth.
You are both rational and emotional. You value creation and discovery, and feel strongly about what I create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable.
Bow down, my subjects, for I am your master! Yesss.....Show
"What a cheerful place," Kanezh spits out, looking around at the dreary, slummy little town with distaste, sheathing her blade. She's glad the group has found Sal'Marsh, but the sarcastic bite of her words makes it hard to tell. The cobblestones are old, missing here and there, but... at least you can leave the road and return without frying... What's this with people running away from us? Kanezh regards this with near-incredulity. Something's got them spooked, we're not that scary... As Kanezh and the group move through town, she keeps her eyes peeled, looking for an inn.
perception (untrained +0): streetwise (untrained +5): diplomacy (untrained, if needed +5) just to ask someone directions to an inn? "We are couriers, bearing official tidings from the town of Dehgrab. We seek shelter for the night." arcana (trained +9) after disregarding ourselves, is anything emanating magics around us? the rolls:perception, streetwise, diplomacy, arcana (1d20+0=10, 1d20+5=17, 1d20+5=21, 1d20+9=17) unlinked 1d20+0; → [10,0] = (10) perception 1d20+5; → [12,5] = (17) streetwise 1d20+5; → [16,5] = (21) diplomacy 1d20+9 → [8,9] = (17) arcana
Str 10, Con 14(+2), Dex 13(+1), Int 16(+3), Wis 8(-1), Cha 18(+4). Resist: 6 Fire, 5 Poison Saving Throw mods: none Speed: 6 Initiative: +2 Passive Insight: 10 Passive Perception: 10 (Low-Light Vision) Languages Known: Common, Elven [YES/NO] Shadow Walk: If Kanezh moves 3+ squares from her starting square on her turn, she gains concealment until EOMNT. Action Points: 1 [ ] Usage this encounter [ ] Second Wind [ ] Infernal WrathShow
Free Action, triggers when an enemy within 10 hits me. Close Burst 10: target: triggering enemy in burst. effect: triggering enemy takes 1d6+4 fire damage
[][][] Failed Death Saves Current Status: Concealment from shadowalk established
+8 vs AC, 1d8+9 damage (Vanguard Scimitar +1, bracers of mighty striking) and you slide the target 1 square Also, eldritch strike counts as a melee basic attack.
Minor Action, Kanezh can place a warlock's curse on the enemy nearest her. If she hits an enemy with an attack, she can deal extra damage. She can deal this extra damage only once per turn. 1d6 extra damage,
Standard Action, Ranged 10, One Creature Vanguard Scimitar +1, +6 vs Reflex, 2d6+7 fire damage. The target takes a -5 penalty to attack rolls until the end of my next turn.
No Action. Trigger: When using a basic attack or an at-will weapon attack power, you hit an enemy that is granting combat advantage to you. Effect: The enemy is dazed until the EOMNT.
Standard Action, Range 10, Target: One creature Vanguard Scimitar +1, +6 vs Reflex. Hit: 2d12+7 damage Sustain Minor: Make a Charisma vs. Will attack against any target in range. On a hit, deal radiant damage equal to your Charisma modifier (4).
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 (+4) as a bonus to damage rolls until the start of your next turn.
Minor Action. Once per day, while wielding a blade, you can invoke the swordmage warding class feature as a minor action. Until the end of the encounter, you gain a +1 bonus to AC, (or a +3 bonus to AC if you have one hand free).
Critical: +1d8 damage Enhancement +1 attack rolls and damage rolls 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 (+4) as a bonus to damage rolls until the start of your next turn.
Enhancement: +1 AC Property:You gain an item bonus to Bluff and Intimidate checks equal to this armor's enhancement bonus. Property: You gain a +2 item bonus to all defenses against enemies under your warlock's curse. Power (Daily) Minor Action. Place your warlock's curse on any enemy you can see, rather than the nearest enemy.
Critical: +1d10 damage Enhancement +1 attack rolls and damage rolls Property: When you deal your warlock's curse damage with this rod, you roll d8s instead of d6s.
Critical: +1d6 damage Enhancement: +1 attack rolls and damage rolls Property: Whenever your pact boon is triggered, instead of taking its normal benefit you can transfer your warlock's curse to each enemy within 5 squares of the original target.
====== Created Using Wizards of the Coast D&D Character Builder ====== Kanezh, level 2 Tiefling, Warlock Build: Deceptive Warlock Eldritch Strike: Eldritch Strike Charisma Eldritch Pact: Fey Pact Background: Pivotal Event - Portal Mishap, Arcane Agent (stealth), Born Under a Bad Sign (Born Under a Bad Sign Benefit) Outlaw Theme
FINAL ABILITY SCORES Str 10, Con 14, Dex 13, Int 16, Wis 8, Cha 18.
STARTING ABILITY SCORES Str 10, Con 14, Dex 13, Int 14, Wis 8, Cha 16.
ITEMS Adventurer's Kit, Climber's Kit, Dagger, Vicious Rod +1, Vanguard Scimitar +1, Rod of Corruption +1, Thieves' Tools, Leather Armor of Dark Majesty +1, Amulet of Health +1, Bracers of Mighty Striking (heroic tier)