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1 year ago  ::  May 10, 2012 - 7:07PM #1
Scyner
Date Joined: Jul 18, 2009
Posts: 2,861

A Tyrian Intrigue  


“I live in a world of fire and sand. The crimson sun scorches the life from anything that crawls or flies, and storms of sand scour the foliage from the barren ground. Lightning strikes from the cloudless sky, and peals of thunder roll unexplained across the vast tablelands. Even the wind, dry and searing as a kiln, can kill a man with thirst. This is a land of blood and dust, where tribes of feral elves sweep out of the salt plains to plunder lonely caravans, mysterious singing winds call men to slow suffocation in a Sea of Silt, and legions of slaves clash over a few bushels of moldering grain. The dragon despoils entire cities, while selfish kings squander their armies raising gaudy palaces and garish tombs. This is my home, Athas. It is an arid and bleak place, a wasteland with a handful of austere cities clinging precariously to a few scattered oases. It is a brutal and savage land, beset by political strife and monstrous abominations, where life is grim and short.” – The Wanderer’s Journal

Group Show
Level: 3
Leader: Aldalec [Harn_Winterfell] Human Valorous Bard, Athasian Minstrel Theme
Controller: T’Chai [Brys] Thri-Kreen Vengeful Seeker, Wasteland Nomad Theme
Defender: Sand [Orbin] Half-Giant Tempest Fighter, Wasteland Nomad Theme
Leader/Striker: Bharhas [LinYurenya] Human Sorcerer/Warlord, Gladiator Theme
Striker: Lothi [Mightymanrock] Elf Trickster Rogue, Outlaw Theme 

Former characters/players:
Striker: Fiona [jrmabie] Half-Giant Rageblood Barbarian, Escaped Slave Theme
Striker: Nerris [Klockwork] Elf Ranger (Scout), Wilder Theme 
OOC: Fiona and Nerris are currently held prisonner by the Templar Gourdon, until the drug cartel is taken down and they are proven innocent.

Summary Show
The group was formed in Altaruk, a small outpost between Tyr and Balic. Fiona and Aldalec were the only ones who had already worked together. Rothan Vor, a dwarf from Merchant House Wavir, hired them to recover a wagon lost during a Silt Runner raid that took place during the previous night’s sand storm.
Following the trails, and surviving a few ambushes and desert perils, the group finally found the Silt Runners’ lair, in the basement below the ruins of an ancient tower. The wagon, its cargo, inixes and its crew were all recovered and returned to Altaruk for a reward.

Satisfied with the performance of the party, Rothan Vor hired them again, this time for a more perilous and more sensitive mission. The Dwarf had indeed acquired a map to an ancient lost treasure in the canyon of Guthay. This treasure was the accumulated wealth of House Madar, which was destroyed during a war with House Tsalaxa, over a hundred years ago. House Tsalaxa considers this treasure theirs, and has been relentlessly looking for it without success.
Soon, the group, Rothan Vor and enough pilots and crew to drive three sand skiffs set off to Silver Springs, the last village before the canyon of Guthay.
On their way there, they survived an ambush from the Crimson Vipers, a handful of thugs lead by a dwarven sunpriest. They were known to ambush numerous small groups of travelers in the area. Just before reaching Silver Spring, they defeated a killing party that was sent by house Tsalaxa to prevent them from going on the treasure hunt.

Once in Silver Spring, a trading outpost controlled by the Silver Hands elven tribe, the group had to negotiate with its leader Toramund to acquire the knowledge they needed, which, combined with Rothan Vor’s map, would lead them to the treasure. In exchange for the information, they promised help Toramund’s son, Ravee. Ravee moved to Tyr and apparently ran in trouble with the Toothcutters, a ferocious elven gang operating in the city, with little patience for freelance thieves.

In possession of the map and information from Toramund, a few days of searching were enough to lead the group to a cave opening into man-made halls. There they had to fight phantoms of the past: skeletons and zombies reborn from the bodies of the soldiers of House Tsalaxa and House Madar. Deeper into the secret chambers, they faced the ghosts of Madar’s wife and children. Finally, once inside the treasure chamber, they defeated the Wight of Darom Madar himself.
As they moved out of the cave to go get the skiffs, the characters were ambushed by a killing party of assassins, half-giant thugs and a defiler. The group barely survived the savage assault, but then got a chance to rest as the crew loaded the skiffs with the treasure.

The road to Tyr was very long and stressful, since they could only move slowly, hoping to stay away from raiders… But it’s a sand wyrm in search of food, that eventually attacked them one night, and it was easily defeated. Then, a few days before reaching Tyr, House Tsalaxa launched its final attack; two assassins lead by Tyron Tsalaxa himself, all three mounted on trained crodlus. One of the skiff crew members died at the hands of the enemy and the party got nearly wiped again. But when Tyron bit the dust, the last assassin decided to flee on his mount, and Aldalec, who was the last one standing, was able to tend to everyone’s wounds.

The party eventually made it to House Wavir’s warehouse on the outskirts of Tyr. They collected their reward and were treated with a feast. Rothan Vor reminded them, that if they ever need to find any work in the future, they can count on him.

The next day, the group decided to go through the gates of Tyr and explore the first City-State without a Sorcerer-King and without slavery.

Also, the party has not forgotten about their debt towards Toramund. They will have to do something about Ravee, his son, who apparently got himself in trouble with the Toothcutters. They decided to start looking for him in the Elven Market, for it is said, that it isthe place where the Toothcutters operate most often.

Tension has been running high in the group lately, between Fiona and Nerris who have a hard time getting along, hopefully, it won’t compromise the group’s unity.

Finally, with the assassin on the loose, it is probably not the last time that our adventurers will hear from House Tsalaxa…

Bank Show
Aldalec: 680
Bharhas: 307
Lothi: 640
Sand: 680
T'Chai: 680
Common:100

Important Characters Show
(Spoiler Alert) In order of appearance:

Kemu Dakhar [Dead]:
Dwarf male. Former slave (and employee after the fall of KAlak) to House Dakhar. Kemu's behavior had become strange recently as he started being under the influence of a potent drug. He had an overdose that turned him into a raging berserk and attacked the group in the Elven Market.
 
Gourdon: Human male. Tyrian Templar. Leading investigation on a new drug and holding Nerris & Fiona Hostage. Corruptible and not the most astute of Templars.




Thiel Dakhar: Human male. Tyrian Noble, heir to House Dakhar. First hired Bharhas to follow Kemu because of his recent strange behavior. He then bailed out the group after they got arrested by the Templar Gourdon for killing Kemu in a public place. Thiel hired the characters to find out more about the drug, who gave it to Kemu and if anyone is after House Dakhar.
 
Yaban Dakhar: Half-Elf male. Counsel to House Dakhar.





Rukhar: Leader of the Iron Rats, a small gang in the warrens, which has been dealing Laq for a little while.




Ravee: Son of Toramund, the leader of the Silver Hands Elven tribe from Silver Spring. Ravee got into some trouble with the Toothcutters, a gang of Tyrian Elves. The group has committed to getting him out of trouble in exchange for help to find the Vault of Darom Madar.


Link to Previous Adventure

Link to OOC Thread
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1 year ago  ::  May 10, 2012 - 8:37PM #2
jrmabie
Date Joined: Nov 14, 2010
Posts: 4,711
Fiona, Half-Giant Rageblood Barbarian, Escaped Slave



Character Sheet Show

Fiona
Goliath, Barbarian
Build: Rageblood Barbarian
Feral Might Option: Rageblood Vigor
Dark SunTyr - Freed Slave (+2 to Endurance)
Theme: Escaped Slave 

FINAL ABILITY SCORES
STR 18, CON 16, DEX 13, INT 10, WIS 8, CHA 14 

STARTING ABILITY SCORES
STR 16, CON 14, DEX 13, INT 10, WIS 8, CHA 14  

AC: 17 Fort: 17 Ref: 13 Will: 14
HP: 48 Surges: 11 Surge Value: 12 

TRAINED SKILLS
Athletics +11, Endurance +10, Perception +5 

UNTRAINED SKILLS
Acrobatics +1, Arcana +1, Bluff +3, Diplomacy +3, Dungeoneering +0, Heal +0, History +1, Insight +0, Intimidate +3, Nature +2, Religion +1, Stealth +1, Streetwise +3, Thievery +1 

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Escaped Slave Feature: Hidden Strike
Goliath Racial Power: Stone's Endurance
Barbarian Feature: Swift Charge
Wild Talent Cantrip: Psionic Image
Barbarian Attack 1: Howling Strike
Barbarian Attack 1: Recuperating Strike
Barbarian Attack 1: Resurgent Strike
Barbarian Attack 1: Rage Drake's Frenzy
Endurance Utility 2: Inspiring Fortitude 
Escaped Slave Attack 3: Repel the Siege


FEATS
Level 1: Toughness
Level 2: Powerful Charge 

ITEMS
Beastial Hide Armor +1
Maul
Backpack
BedrollBelt Pouch
Survival Day x5
Fire Kit
Desert Clothing
Boots of Adept Charging


Powers & Features Show

Basic Attack: Melee Basic Attack Show

Maul: +8 vs AC, 2d6+5 damage
At-Will • Standard Action • Weapon
Melee: weapon (1)
Target: 1 creature
Attack: Strength vs AC
Hit: 1{W} (2d6) + Strength (4) damage.


Basic Attack: Ranged Basic Attack Show

Unarmed/Improvised: +3 vs AC, 1d4+2 damage
 At-Will • Standard Action • Weapon
Ranged: weapon (5/10)
Target: 1 creature
Attack
Attack: Dexterity vs AC
Hit: 1{W} (1d4) + Dexterity (1) damage.


Escaped Slave Feature: Hidden Strike Show

Encounter • Free Action • Martial
Trigger: You make an attack.
Effect: Make a Bluff check (+3).  If your result exceeds the passive Insight of the creatures observing you, they believe something or someone else was the source of the triggering attack and treat you asinvisible until the start of your next turn.


Goliath Racial Power: Stone's Endurance Show

Encounter • Minor Action 
Personal
Effect: You gain Resist 5 to all damage until the end of your next turn.


Barbarian Feature: Swift Charge Show

Encounter • Free Action • Primal 
Personal
Trigger: Your attack reduces an enemy to 0 hp.
Effect: You charge an enemy.


Wild Talent Cantrip: Psionic Image Show

At-Will • Minor • Illusion, Psionic
Close: burst 5
Target: 1 or more creatures in burst
Effect: Each target sees the image of a Small or smaller object in your hand or in a square in the burst.  The image lasts until the end of your next turn.


Barbarian Attack 1: Howling Strike Show

Maul: +8 vs AC, 2d6+1d6+5 damage
At-Will • Standard Action • Primal, Weapon
Requirement: You must be wielding a weapon in two hands.
Melee
: weapon (1)
Target: 1 creature
Attack: Strength vs AC
Hit: 1{W} (2d6) + 1d6 + Strength (4) damage.
Special: When charging, you may use this in place of a melee basic attack.  If raging, you may move 2 extra squares as part of the charge.


Barbarian Attack 1: Recuperating Strike Show

Maul: +8 vs AC, 2d6+5 damage
At-Will • Standard Action • Primal, Weapon
Requirement: You must be wielding a weapon in two hands.
Melee
: weapon (1)
Target: 1 creature
Attack: Strength vs AC
Hit: 1{W} (2d6) + Strength (4) damage, and you gain temporary hit points equal to your Constitution modifier (+3).  If raging, the number of temporary hit points gained equals 5 + Constitution modifier (+3; 8 total).


Barbarian Attack 1: Resurgent Strike Show

Maul: +8 vs AC, 4d6+5 damage
Encounter • Standard Action • Primal, Weapon
Melee: weapon (1)
Target: 1 creature
Attack: Strength vs AC
Hit: You either gain 3 + Constitution modifier (+3; 6 total) temporary hit points or end one dazing or weakening effect on yourself.  The target then takes 2{W} (4d6) + Strength (4) damage.


Barbarian Attack 1: Rage Drake's Frenzy Show

Maul: +8(+10 if target is bloodied) vs AC, 6d6+5 damage
Daily • Standard Action • Primal, Rage, Weapon
Melee: weapon (1)
Target: 1 creature
Attack: Strength vs AC.  If the target is bloodied, gain +2 bonus to the attack roll.
Hit: 3{W} (6d6) + Strength (4) damage.
Miss: Half damage.
Effect: You enter the rage of the rage drake.  Until the rage ends, once per round when you reduce an enemy to 0 hp, you can make a melee basic attack as a free action.


Endurance Utility 2: Inspiring Fortitude Show

Requirement: Your second wind must be available for you to use.
Daily • Standard Action
Close: burst 5
Target: Each ally in the burst.
Effect: You use your second wind, and each target gains temporary hit points equal to 10 + your Con modifier (+3).


Escaped Slave Attack 3: Repel the Siege Show

Maul: +8 vs AC, 4d6+5 damage
Encounter • Immediate Reaction • Martial, Weapon
Close: burst 1
Target: Each flanking creature in burst
Attack: Strength vs AC
Hit: 2{W} (4d6) + Strength (4) damage.
Effect: Until the end of your next turn, you do not grant combat advantage to creatures flanking you.


Racial Feature: Powerful Athlete Show

Roll twice and use either result when making Athletics checks to jump or climb.


Class Feature: Rageblood Vigor Show

Temporary hp equal to Con Mod (+3) when you drop an enemy to 0 hp.


Class Feature: Rampage Show

Critical hit grants free melee basic attack once per round (barbarian attack power only).


Feat Level 2: Powerful Charge Show

When you charge, gain a +2 bonus to damage and a +2 bonus to bull rush attempts.


Armor: Bestial Hide Armor +1 Show

Power: Daily (Free Action)
Effect: Use this power when you hit a target after a charge.  Make a basic melee attack with a +2 power bonus against the same target.


Feet: Boots of Adept Charging Show

Property: After charging, you can shift 1 square before your turn ends.



Background Show
Fiona was raised in a lesser merchant’s household.  Her parents were both slaves and bodyguards to his family.  They taught her their skills as she grew older, so that one day she could take a position as bodyguard as well.  The merchant rewarded her parents’ loyalty by teaching their daughter to read and write.  This skill came in handy when he would have her taking inventory or doing other such tasks that he disliked but trusted no other with.

Fiona’s parents were killed in a raid on a caravan in which the merchant’s wife was traveling.  She perished as well, leaving the merchant with only one child, a son.  As he grew into adulthood, he became obsessed with power and position.  He came under the thrall of one of the Templars who wanted his father’s wealth to bolster his own.  The old merchant began to fail in health and it became apparent that he was dying (having been poisoned by his son).  Fiona was guard on his bedroom door when he passed.  In the ensuing chaos in the moments after his death, she managed to filch a pouch of money, grab her things and get gone.

She has been using her skills to guard caravans from raiders since then.  She's heard rumors that the giants might be attacking Altaruk, so she made her way there while working.  She is interested in: a) maybe getting a job to help defend the town, b) getting into a mercenary group, since she's heard they make more money, and c) seeing what her giant 'cousins' look like, if they actually do attack.


Description/personality Show

Fiona has light gray skin with dark gray markings.  She has dark hair and eyes so brown that they seem black.  She dresses as light as possible, tending towards blacks and browns.  She wields a stone maul with jagged bone shards that she has painstakingly drilled into the stone herself.  Her personality is quiet and reserved.  She keeps to the background and shadows, rarely speaking, preferring to take in everything before she acts or speaks.



  Stat block Show


Fiona


Female Unaligned Half Giant Barbarian (Escaped Slave) Lvl 3


Vitals: Medium, 7" tall, 280 lbs


Senses: 10 Insight, 15 Perception, Standard Vision


Encounter Powers
[_] Action Point
[_] Second Wind
[_] Resurgent Strike 
[_] Hidden Strike
[_] Stone's Endurance
[_] Swift Charge
[_] Repel the Siege 


Daily Powers
[_] Rage Drake's Frenzy
[_] Inspiring Fortitude



HP:
HS:
AC:

Fort:
Ref:
Will:


Base
48
11
17
17
13
14


Current
48
11



Temp:
 0 hp
Surge: 12 hp
Init: +2
Speed: 6


Resist: none
Saves: none
MBA: +8 vs AC, 2d6+5


Combat Notes:
• 3 THP when reducing enemy to 0 hp
• MBA after critical hit w/Barbarian Attack


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1 year ago  ::  May 11, 2012 - 2:55AM #3
Brys
Date Joined: Jan 10, 2008
Posts: 4,520
T'Chai, Thri-Kreen Bloodbond Seeker, Wasteland Nomad


Background Show

T'Chai has been seperated from his clutch a long time ago. Over the years, he's joined forces with a variety of groups acting as their conduit to the primal spirits. However, the few groups he's joined have all disbanded or fallen apart. T'Chai has found a group of skilled hunters and would very much like to keep this clutch together.

T'Chai, Level 3 Show

T'Chai, level 3
Thri-Kreen, Seeker
Build: Vengeful Seeker
Seeker's Bond: Bloodbond
Background: Auspicious Birth (Auspicious Birth Benefit)

FINAL ABILITY SCORES
Str 10, Con 11, Dex 16, Int 10, Wis 20, Cha 8.

STARTING ABILITY SCORES
Str 10, Con 11, Dex 14, Int 10, Wis 18, Cha 8.


AC: 16 Fort: 11 Reflex: 15 Will: 17
HP: 42 Surges: 7 Surge Value: 10

TRAINED SKILLS
Nature +13, Perception +11, Endurance +6, Athletics +10

UNTRAINED SKILLS
Acrobatics +6, Arcana +1, Bluff, Diplomacy, Dungeoneering +6, Heal +6, History +1, Insight +6, Intimidate, Religion +1, Stealth +6, Streetwise, Thievery +4

FEATS
Level 1: Bow Expertise
Level 2: Cunning Stalker

POWERS
Dark Sun: Psionic Spark
Seeker at-will 1: Biting Swarm
Seeker at-will 1: Elemental Spirits
Seeker encounter 1: Flickering Arrow
Seeker daily 1: Storm of Spirit Shards
Seeker utility 2: Scrambling Climb
Seeker encounter 3: Escaping Shot

ITEMS
Poisoned Longbow +1, Leather Armor, Chatkcha, Survival Day, Arrow, Widow's Knife, Sandals of Precise Stepping


Combat Statblock Show

AC: 16 Fort: 11 Reflex: 15 Will: 17
HP: 42/42
Healing Surges Remaining: 7/7 (10)
Init +4, Speed: 7
Status:
Action Points: 1/1 [ ]
Other combat related info:
Powers Show

Melee Basic Attack Show

Standard Action Melee Weapon (Widow's Knife)
Target: One Creature
Attack: +5 vs AC
Hit: 1d4+1 damage

Range Basic Attack/Biting Swarm Show

Standard Action  Ranged Weapon (20/40)
Target: One Creature
Attack: +10 vs AC
Hit: 1d10+6 damage and the target and each enemy adjacent to it take a -2 penalty to attack rolls until the start of your next turn.
Note: +1 to damage rolls against a single creature that is not adjacent to any other creature.

Elemental Spirits Show

Standard Action  Ranged Weapon (20/40)
Target: One Creature
Special: Choose cold, fire, lightning, or thunder whenever you use this power.  Your choice determines the power's damage type.
Attack: +10 vs AC
Hit: 1d10+6 damage of the chosen type.  Until the end of your next turn, any creature that starts adjacent to the target takes 3 (DEX mod) damage of the chosen type.
Note: +1 to damage rolls against a single creature that is not adjacent to any other creature.

[ ]Flickering Arrow Show

Standard Action  Ranged Weapon (20/40)
Target: One Creature
Attack: +10 vs AC
Hit: 1d10+1d6+6 damage and the target can't benefit from cover, concealment, or total concealment, and enemies take a -2 penalty to attack rolls while within 5 squares of the target.
Note: +1 to damage rolls against a single creature that is not adjacent to any other creature.

[ ]Wasteland Fury Show

Starndard Action Melee or Ranged Weapon
Target: One creature
Attack: +10 vs AC
Effect: If you use this power while you are not adjacent to any of your allies, you can shift 1 square before or after the attack.
Hit: 1d10+6.  If you have combat advantage against the target, you deal extra damage equal to you highest ability modifier (+5).

[ ]Thri-Kreen Claws Show

Minor Action  Melee 1
Target: One, two or three creatures
Attack: +10 vs AC
Hit: 1d8+6.  You gain a bonus to the attack roll equal to the number of targets.

[ ]Encaging Spirits Show

Minor Action Close Burst 1
Target: Each enemy in burst
Effect: You push each target 1 square, and each target is slowed until the end of your next turn.

[ ]Inevitable Shot Show

Free Action Personal
Trigger: You miss a creature with a ranged attack.
Effect: You make a ranged basic attack against an enemy within 5 squares of the creature you missed, using that creature's space as the attack's origin square.
Special: You regain the use of this power when you spend an action point.

[ ]Escaping Shot Show

Standard Action Ranged Weapon
Target: One creature
Attack: +10 vs Will
Hit: 1d10+6 psychic damage, and the target is dazed until the end of your next turn.
Effect: You shift 3 squares.
Special: Making this attack does not provoke an opportunity attack from the target.

[ ]Lone Resolve Show

Free Action Personal
Trigger: You start your turn while not adjacent to any of your allies.
Effect: You can make a saving throw with a bonus equal to your primary ability modifier (+5).  If the saving throw fails, you do not expend this power.

[ ]Storm of Spirit Shards Show

Minor Action Close Burst 1
Target: Each enemy in burst
Effect: You push each target 1 square, and each target is slowed until the end of your next turn.


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1 year ago  ::  May 11, 2012 - 10:10AM #4
Orbin
Date Joined: Feb 9, 2007
Posts: 3,257

Sand, Half-Giant Weapon Master, Wasteland Nomad
 


Background Show

Sand was born a merchant raider. His clan drug him up in the way of  theft and pillaging. He learned to keep his wits about him in the harsh  landscapes of Athas. Sands clan perished about a year ago in a counter  raid by a rival clan. After spending a few months in hiding, has found his way into Altaruk. In Altaruk Sand has found small jobs to keep himself fed.

Description Show
A sturdy half-giant, wearing thick scaled skinned hide. He has roughly  hewn tattoos across his face and arms. He walks slowly with a determined  pace, he carries two bone weapons. One is a short bladed sword  with a stone handle, the other is another short bladed sword, but this one appears to be very finely crafted

Character Sheet Show
====== Created Using Wizards of the Coast D&D Character Builder ======
Sand, level 3
Goliath, Fighter (Weaponmaster)
Fighter Option: Combat Superiority
Fighter Talents Option:
Tempest Technique
Dark Sun, Inherent Bonuses
Refugee (Primal Power) (+2 to Intimidate)
Theme: Wasteland Nomad

FINAL ABILITY SCORES
STR 18, CON 15, DEX 14, INT 8, WIS 14, CHA 10

STARTING ABILITY SCORES
STR 16, CON 13, DEX 14, INT 8, WIS 14, CHA 10

AC: 19 Fort: 17 Ref: 14 Will: 14
HP: 42 Surges: 11 Surge Value: 11

TRAINED SKILLS
Athletics +11, Endurance +7, Intimidate +11

UNTRAINED SKILLS
Acrobatics +2, Arcana +0, Bluff +1, Diplomacy +1, Dungeoneering +3, Heal +3, History +0, Insight +3, Nature +5, Perception +3, Religion +0, Stealth +2, Streetwise +1, Thievery +2

POWERS
Basic Attack: Melee Basic Attack Show

Basic Attack: Ranged Basic Attack Show

Wasteland Nomad Feature: Wasteland Fury Show

Goliath Racial Power: Stone's Endurance Show

Fighter Attack: Combat Challenge Show

Wild Talent Cantrip: Body Equilibrium Show

Fighter Attack 1: Dual Strike Show

Fighter Attack 1: Footwork Lure Show

Fighter Attack 1: Funneling Flurry Show

Fighter Attack 1: Tempest Dance Show

Fighter Utility 2: Minor Resurgence Show

Fighter Attack 3: Advance Lunge Show


FEATS
Two-Weapon Defense Show

Level 1: Master at Arms Show

Level 2: Natural Intimidator Show


ITEMS
Short sword x1
Exsiccating Short sword +1 x1 Show

Chainmail of Durability +1 x1 Show


COINS:
GP: 480 
====== End ======

Combat Stat Block Show
AC: 19 Fort: 17 Reflex: 14 Will: 14
HP: 42/42
Bloodied Value: 21
Healing Surges Used: 0/11
Surge Value: 11
Initiative Modifier: +3 
Status:
Other Relevant Information:
Action Points Used: 0/1

[] Second Wind
[] Stone's Endurance
[] 
Wasteland Fury
[] 
Funneling Fury
[] Minor Resurgence
[] Advanced Lunge
[] Tempest Dance 
[] Exsiccating Short Sword


Still a bunch to fill in.

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1 year ago  ::  May 11, 2012 - 12:50PM #5
Harn_Winterfell
Date Joined: Jul 11, 2008
Posts: 3,801


Aldalec Rynthorium Show
 

====== Created Using Wizards of the Coast D&D Character Builder ======

Aldalec Rynthorium, level 3
Human, Bard
Build: Valorous Bard
Bardic Virtue Option: Virtue of Valor
Versatile Expertise Option: Versatile Expertise (Heavy Blade)
Versatile Expertise Option: Versatile Expertise (Instrument)
Human Power Selection Option: Bonus At-Will Power
Dark Sun, Inherent Bonuses
Occupation - Criminal (Thievery class skill)
Theme: Athasian Minstrel
 
FINAL ABILITY SCORES
STR 10, CON 14, DEX 14, INT 11, WIS 10, CHA 18
 
STARTING ABILITY SCORES
STR 10, CON 14, DEX 14, INT 11, WIS 10, CHA 16
 
 
AC: 16 Fort: 15 Ref: 17 Will: 18
HP: 36 Surges: 9 Surge Value: 9
 
TRAINED SKILLS
Acrobatics +8, Arcana +6, Bluff +10, Diplomacy +10, Streetwise +10, Thievery +8
 
UNTRAINED SKILLS
Athletics +5, Dungeoneering +5, Endurance +7, Heal +5, History +5, Insight +5, Intimidate +9, Nature +5, Perception +5, Religion +5, Stealth +7
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Athasian Minstrel Feature: Poisoned Strike
Bard Feature: Majestic Word
Bard Feature: Words of Friendship
Wild Talent Cantrip: Object Projection
: Arcane Defiling
Bard Attack 1: Staggering Note
Bard Attack 1: Vicious Mockery
Bard Attack 1: Focused Sound
Bard Attack 1: Stirring Shout
Bard Attack 1: Cutting Words
Bard Utility 2: Canon of Avoidance
Bard Attack 3: Song of the New Dawn
 
FEATS
Level 1: Rousing Voice
Level 1: Ritual Caster
Level 1: Versatile Expertise
Level 2: Bard of All Trades
 

COIN:
509gp; 9sp worth
ITEMS
Adventurer's Kit, Polished Mandible Longsword, Light Shield, Sitar(instrument), Waterskin (3), Leather Armor/wastelander outfit, Thieves' Tools, Widow's Knife (1), Sun goggles, Filter mask, Bard's Songblade Longsword +2, +1 Amulet of Health, Daggers (9), Longbow and Quiver,  
RITUALS
Traveler's Chant, Dowsing Rod
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Image Show

7913f4238bb5e77ef2e0120498bbeb9d.jpg?v=152100 


Physical Description Show

A young man with deeply tanned skin, piercing blue eyes and raven black hair stands before you. He flashes a brilliant white smile that seems genuine and inviting as he waves his hand and arm in greeting to you. He is attired as many of the travelers on the caravan routes are, in loose fitting clothes designed to protect from the sun and allow the wearer to stay as relatively cool as possible by trapping the moisture of the body within the garments.

He wears a brightly colored turban styled head dress with matching sash that breaks up the browns and tans and off whites of his outfit. A cloak billows about him, the hood currently down and resting on his shoulders, from his sash and belts you catch the glimpse of the hilt of a longblade on one hip and a widow’s knife opposing. He is of an average build and height, his only noteworthy features being his looks and his voice and musical talent.

His voice carries across to you as he sings a stirring song of travel and adventure, of danger and riches and of the love of woman touched by madness. His voice blending beautifully with the well made sitar he plays as he scans you and the crowd about him casually, yet..with purpose.

Background Show

Aldalec has traveled the trade ways for a few months now and is slowly becoming known by the caravan masters for his keen eye and quick blade. Hailing from the city of Raam originally, he travels in hopes of finding something to break Abalach-Re from her madness and to perhaps even dare become a favorite of hers. He deeply and truly loves his queen but is alarmed at the state of Raam and believes that if he can only find something to clear her mind that she and Raam can be saved.

Personality Show

Outwardly a relatively friendly sort of traveler, with a quick smile and wink of the eye. As with all things on Athas though, there is more there than meets the eye.

Mechanics Show

Updated to Level 3: Retrained Jinx Shot for Cutting Words, New Level 3 power: Song of the New Dawn, Hp and surge change.

OOC Show
Keep in mind Song of Valor for bloodying opponents.

Expended Powers Show

Combat Stat Block Show

Aldalec Rynthorium of Raam
Male Human Valorous Bard Level 3
Languages: Common, Giant
Athasian Minstrel
Vitals: Medium, 5'7" tall, 145 lbs Age: 22 Senses:
Insight: 15
Perception: 15
Powers and Stats:
Encounter Powers
[_] Second Wind
[_] Poisoned Strike
[_] Words of Friendship
[_] Majestic Word
[_] Majestic Word
[_] Focused Sound
[_] Song of the New Dawn

Wild Talent(s)
Object Projection

At-Wills
Arcane Defiling
Cutting Words
Vicious Mockery
Staggering Note

Daily Powers
[_]Action Point
[_]Stirring Shout
[_]Canon of Avoidance


HP:
HS:
AC:

Fort: Ref: Will:
Core 36
9
16
15
17 18
Cur
36
9

0 hp Temp
Surge: 9 hp Init: +3 Speed: 6
Resist: Poison 2
Saves: none
MBA:
Longsword +7 1d8+2
RBA:
Widow's Knife +7 1d4+3 RBA: Longbow +6 1d10+3

Carried: 97 lbs
Daggers (9):
Longbow and 20 arrows
Amulet of Health
+1 Bard's Songblade +2
Things of note
Bardic Powers: See Virtue of Valor, Song of Rest, Rousing Voice
FEAT: Versatile Expertise: +1 w/heavy blades and instruments
Combat Round x Notes


Virtue of Valor/Song of Rest/Rousing Voice Show

Virtue of Valor
Once per round, when any ally within 5 squares of you reduces an enemy to 0 hit points or bloodies an enemy, you can grant temporary hit points to that ally as a free action. The number of temporary hit points equals 1 + your Constitution modifier (+4) at 1st level

SONG OF REST

When you play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier (+5) with each healing surge. A character can be affected by only one Song of Rest at a time.

ROUSING VOICE
Heroic Tier

Prerequisite: Human, bard
Benefit: When an ally within 10 squares of you uses second wind, he or she gains also temporary hit points equal to your Charisma modifier. (+5)

Current Bank Show


Bank amounts as of 5.7.2012
Party Fund:
02.2
Sand: 480
T'Chai: 480
Nerris: 450 (difference from bow purchase earlier in game)
Fiona: 480
Aldalec: 480



Weapons & gear:

Spellbook x2 -Aldalec
Coins & valuables:
Art pieces:
Coins:
Gems:
Non-assigned magical items:

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1 year ago  ::  May 14, 2012 - 5:06PM #6
Klockwork
Date Joined: Feb 21, 2011
Posts: 612
Nerris U'Raanu, Elf Scout, Wilder Theme


Background Show

Nerris was born amidst one of the hundreds of roaming tribes of elves traveling through the wastes of Athas.  She was born with an unfortunately weak constitution, which began to plague her before she had even grown out of childhood.  Her speed, agility, and strength were all noteworthy, and she possessed a keen awareness and sense often lacking in her people, but she always fell behind on overland runs, relying on her tracking skills to eventually catch up.  This earned her the ironic name Kuu, meaning swift in the elvish tongue, and was always a point on contention for her. 
Despite passing her twentieth year, the tribe chief refused to allow her to participate in the right of adulthood.  An elf that cannot keep up must still be a child, after all.  It was on one of these overland runs that Nerris, finally tracking her tribe down after a week alone, came upon the remains of a battle.  Pieces of bone littered the ground with the refuse and detritus left behind.  The signs indicated that the tribe had run into a large clutch of hunting Thri-kreen, and those few elves that were not dragged off had been field stripped for food.
After the massacre of her tribe, Nerris wandered the wastes alone, barely surviving from day to day.  She eventually came across civilization and began the arduous task of learned to lived among the settled people of Athas, and took on the name she now goes by.  She learned how to be a Merchant's guard, and often engaged in gladiatorial matches in the stadiums the cities she came across.  Most recently, she has been working out of Altaruk, taking whatever jobs meet her fancy.


Personality/Description Show

Nerris U'Raanu
Race: Elf
Nerris is one of the shorter specimens of her race, standing just under six-and-a-half feet tall.  Her compact frame houses a powerful, lean musculature, and she moves with the natural grace of a predator.  She is clad in a thick hide breastplate and clothing colored to blend into the desert.  She is armed with a pair of altered alhaluks, each possessing two hooked grapples, unusual for that particular weapon.
Nerris is a vivacious young woman with a lackadaisical disposition towards the greater worries of life.  She strives to live in the moment and would prefer enjoying the spoils of a raid with a few friends to earning fame in the halls of heroes.  She rarely does more than she thinks is necessary to survive, but takes the dangers of the wastelands seriously none-the-less.  Her lazy and satisfied appearence hide a darker side, though.  Being tribeless, she is constantly struggling to fend off the despair of having no place to call home, and she sometimes overcompensates with wild binges of self-fullfillment to stave off the madness.  She is slow to trust, and calls no-one friend.


Character Summary Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Nerris U'Raanu, level 2
Elf, Ranger (Scout)
Ranger Wilderness Knacks Option: Ambush Expertise (Ranger)
Ranger Wilderness Knacks Option: Watchful Rest (Ranger)
Two-Weapon Style Option: Flashing Blade Mastery
Dark Sun, Inherent Bonuses
Sand Raider (+2 to Stealth)
Theme: Wilder
 
FINAL ABILITY SCORES
STR 13, CON 14, DEX 18, INT 8, WIS 16, CHA 10
 
STARTING ABILITY SCORES
STR 13, CON 14, DEX 16, INT 8, WIS 14, CHA 10
 
 
AC: 19 Fort: 14 Ref: 16 Will: 14
HP: 36 Surges: 9 Surge Value: 9
 
TRAINED SKILLS
Acrobatics +9, Athletics +6, Nature +11, Perception +11, Stealth +11
 
UNTRAINED SKILLS
Arcana +0, Bluff +1, Diplomacy +1, Dungeoneering +4, Endurance +2, Heal +4, History +0, Insight +4, Intimidate +1, Religion +0, Streetwise +1, Thievery +4
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Wilder Feature: Psychic Surge
Elf Racial Power: Elven Accuracy
Ranger Utility: Aspect of the Pack Wolf
Ranger Utility: Aspect of the Lurking Spider
Ranger Attack: Dual Weapon Attack
Multiple Class Attack: Power Strike
Wild Talent Cantrip: Psionic Spark
Ranger Utility 2: Invigorating Stride
 
FEATS
Level 1: Spiked Chain Training
Level 2: Cunning Stalker
 
ITEMS
Hide Armor x1
Spiked chain x1
Longbow
40 arrows
Adventurer's Kit
Survival Days (lost track of how many)
111 gp
====== End ======


Combat Statblock Show

AC: 19
Fort: 14  Ref: 16  Will: 14
Hp: 36/36
THp:
Surges: 9/9
Surge Value: 9
Initiative: +5
[] Action Point: 0
[] Second Wind
Status:
Failed Death Saving Throws: [][][]

Flashing Blade Mastery: You gain a +1 bonus to weapon attack rolls when you wield a light blade in your off-hand.
Attack Finesse: Use Dex instead of Str when making attack and damage rolls for melee basic attacks.

Powers Show


Melee Basic Attack Show

Standard Action, Spiked Chain
Target: One Creature
Attack: +10 (+4 Dex, +3 Proficienty, +1 Enh, +1 FBM, +1 half-level)
Damage: 2d4 + 5 (+4 Dex, +1 Enh)


Ranged Basic Attack Show

Standard Action, Longbow
Range 20/40
Target: One Creature
Attack: +8 (+4 Dex, +2 Proficiency, +1 Enh, +1 half-level)
Damage: 1d10 + 5 (+4 Dex, +1 Enh)


Dual Weapon Attack Show

Free Action, Spiked Chain
Requirement: You must be wielding two melee weapons
Trigger: You hit with a MBA on your turn
Target: One Creature
Attack: +10 vs. AC
Hit: 2d4 + 5 damage


Aspect of the Pack Wolf Show

Minor Action, Stance
Target: Personal
Effect: -You do not provoke OAs when leaving squares adjacent to your allies.
-When you make a Basic Attack against an enemy adjacent to two or more of your allies, you gain a +1 power bonus to the attack roll.  You also gain a power bonus to the damage roll equal to the number of allies adjacent to the enemy.


Aspect of the Lurking Spider Show

Minor Action, Stance
Target: Personal
Effect: -You gain a +2 power bonus to Stealth checks.
-You gain a +5 power bonus to Athletics checks to climb.
-While you have combat advantage against an enemy, you gain a +2 power bonus to damage rolls against it.


Psionic Spark Show

Minor Action
Ranged 5
Target: One flammable object that isn't carried by another creature
Effect: You cause the target to catch fire


[][]Power Strike Show

No Action, Spiked Chain
Trigger: You hit an enemy with a MBA using a weapon
Target: The enemy you hit
Effect: The target takes 1[W] extra damage from the triggering attack


[]Psychic Surge Show

Standard Action
Ranged 10
Target: One creature
Attack: +6 vs. Ref
Hit: 1d8 + 5 psychic damage, and and your attacks against the target before the end of your next turn can score a critical hit on a roll of 18-20.


[]Invigorating Stride Show

Move Action
Effect: You shift 3 squares and you must not shift adjacent to any enemy.  You can use your second wind.


[]Elven Accuracy Show

Free Action
Trigger: You make an attack roll and dislike the result
Effect: Reroll the attack roll.  Use the second roll, even if it's lower.




Skills Show

Passive Perception: 21
Passive Insight: 14

Trained Skills:
Acrobatics: 9
Athletics: 6
Nature: 11
Perception: 11
Stealth: 11

Untrained Skills:
Arcana: 0
Bluff: 1
Diplomacy: 1
Dungeoneering: 4
Endurance: 2
Heal: 4
History: 0
Insight: 4
Intimidate: 1
Religion: 0
Streetwise: 1
Thievery: 4

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1 year ago  ::  May 14, 2012 - 7:45PM #7
Scyner
Date Joined: Jul 18, 2009
Posts: 2,861
The group navigates through the the noises and smells of the busy City of Tyr.

Fiona is still defensive against Nerris after the things that happened in the desert and the things that were said. "Not so close, elf.  My pockets aren't so easy to pick." 
She can be heard say at some point. Still filled with dark thoughts, she ignores the elf's scowl and continues to move indifferently through the crowd, not really caring where she's going now.

Aldalec, is his own self, extravalent, verbose and... a touch obnoxious 
"Ah Tyr! No where near as beautiful as Raam but exhilarating all the same yes?" Aldalec flashed his bright white smile as he discreetly doled out the additional currency from the sale of the weapons and armor and silk wyrm salvage to the others. "Let us see to the task of the Silver Springs and then we can truly enjoy the delights and pleasures that a free city has to offer."

Fiona rolls her eyes at the bard's enthusiasm.  "If Raam is so beautiful, so lovely and the most wonderful place ever, why don't you go back there then?" she growls.
Even the exta coin in the pouch tucked inside her bodice can't lighten the half giantess' dark mood.  Some feeling of dread keeps working its way up her spine.  Perhaps it was all the near death experiences that she had had recently.  Whatever it was, it had her hackles up and her mood only grew more sour.

Sand is much quieter and knows better than to get into these three-way quarrels. T'Chai? well the Thri-Kreen doesn't really understand why the soft skins waste so much energy on things not even related to hunting. Still, they are an interesting lot, and his mind is definitely set on finding more about their odd behavior.

One last thing still binds the group though, your debt towards Toramund. THe elven leader of the Silver Hands gave you the crucial information you needed to find the lengendary treasure of Darom Madar. In exchange, you promised to get his son, Ravee, out of trouble. He apparently tried to do 'freelance' 'elven business' -meaning pick-pocketing, robbing, blackmailing, counterfeiting or worse... assassinating. Whatever enterprise he tried to do, it did not sit well with the Toothcutters, a vicious gang of Elves operating in the city.

"We would probably be better off starting in the Elven market, as it is said they operate mostly there" Says Nerris. Then giving a nasty look at Fiona, she adds "And this will strictly be elven business. So, you better keep your mouth shut and let me do the talking. But that's only if you want to keep that big head of yours attached to its neck".

After yet another quarrel that this statement engendered, you arrive in the Elven Market. Once there, The arguing stops and you focus on your surroundings, watching for pick pockets, poisoned daggers and other perils.
If you thought the city was high in colors, smells, noises and activity, the Elven Market takes it to another level, almost to the point of chaos. Especially for those of you more used to the quiet of the sandy wastes.
It is still early, and the heat, while already intense, is far from its worst. This means a lot of merchants and customers are out, and the place is filled with fabrics, leathers, exotic beast bones, foods, spirits, jewelry, shoes, love potions, pets and much more, all accompanied by the sounds of haggling, music and auctioneers... many things are for sale here, all of them legal on the surface.
But you know that, if you ask the right questions and talk to the right people, darker things can be bought here, such as spell components, poisons, or services, such as those a courtesan or an assassin can deliver...

T'Chai looks at a stack of arrows, while Sand keeps an eye on his surroundings, uneasy in this crowd. Nerris is talking to a middle-aged Elf, tall and wirery, even by elven standard. He is covered in scars and tatoos, earned from a life spent raiding in the desert. Fiona admires a piece of exotic fabric while Aldalec can't help but try a beautiful ebony sitar, on which he plays a bawdy song, for the greatest displeasure of Nerris who had asked to stay discreet.

When all of a sudden...

You hear screams of rage and see a Dwarf disembowel a human male with... his bare hands. He races towards you, hands covered in gore, still holding an intestine, foaming at the mouth.
Mechanics Show
Initiative Everyone !
 
Map Show

Larger Version
 
You're in Green... He's in Red, rest is random crowd.
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1 year ago  ::  May 14, 2012 - 8:12PM #8
jrmabie
Date Joined: Nov 14, 2010
Posts: 4,711
Fiona puts the bolt of cloth down and reaches for her maul as the crazed dwarf rushes at her.

mechanics Show

Initiative:  9


 Stat block Show


Fiona


Female Unaligned Half Giant Barbarian (Escaped Slave) Lvl 3


Vitals: Medium, 7" tall, 280 lbs


Senses: 10 Insight, 15 Perception, Standard Vision


Encounter Powers
[_] Action Point
[_] Second Wind
[_] Resurgent Strike 
[_] Hidden Strike
[_] Stone's Endurance
[_] Swift Charge
[_] Repel the Siege 


Daily Powers
[_] Rage Drake's Frenzy
[_] Inspiring Fortitude



HP:
HS:
AC:

Fort:
Ref:
Will:


Base
48
11
17
17
13
14


Current
48
11



Temp:
 0 hp
Surge: 12 hp
Init: +2
Speed: 6


Resist: none
Saves: none
MBA: +8 vs AC, 2d6+5


Combat Notes:
• 3 THP when reducing enemy to 0 hp
• MBA after critical hit w/Barbarian Attack


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1 year ago  ::  May 14, 2012 - 9:02PM #9
Orbin
Date Joined: Feb 9, 2007
Posts: 3,257
When the scream belows forth from the dwarf, Sand is looking in the opposite direction.  The scream causes him to pause briefly before turning to it's source.

Mechanics Show  

Combat Stat Block Show

AC: 19 Fort: 17 Reflex: 14 Will: 14
HP: 42/42
Bloodied Value: 21
Healing Surges Used: 0/11
Surge Value: 10
Initiative Modifier: +3 
Status:
Other Relevant Information:
Action Points Used: 0/1

[] Second Wind
[] Stone's Endurance
[] 
Wasteland Fury
[] 
Funneling Fury
[] Minor Resurgence
[] Advanced Lunge
[] Tempest Dance 
[] Exsiccating Short Sword

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1 year ago  ::  May 15, 2012 - 9:04AM #10
Brys
Date Joined: Jan 10, 2008
Posts: 4,520

T'Chai is on edge from all the unusual activity - not anything specific, just the mass scale on which the city operates.  He cannot fathom how anyone could track all the possible threats that are constantly surrounding them.  He is pretending to study some arrow while keeping his eyes on a pair of elves loitering near an alley when he hears some shouting behind him.  He turns and sees a dwarf - obviously driven mad from the stress of tracking so many threats - running toward them with bloody hands.  Expecting those nearest the dwarf to quickly put him down, T'Chai is caught off guard as they scatter and a clear path is all that separates him from the poor beast.  T'Chai knows he will have to help put the thing down - his duty to clutch-mates endangered by the wild dwarf demanded no less.  But it takes him an extra moment as the market-goers' reaction to flee is so shocking to his practical sensibilities.
Mechanics Show

Initiative: 6
2(1d20) +4 = 6


Combat Statblock Show

AC: 16 Fort: 11 Reflex: 15 Will: 17
HP: 42/42
Healing Surges Remaining: 7/7 (10)
Init +4, Speed: 7
Status:
Action Points: 1/1 [ ]
Other combat related info:
Powers Show

Melee Basic Attack Show

Standard Action Melee Weapon (Widow's Knife)
Target: One Creature
Attack: +5 vs AC
Hit: 1d4+1 damage

Range Basic Attack/Biting Swarm Show

Standard Action  Ranged Weapon (20/40)
Target: One Creature
Attack: +10 vs AC
Hit: 1d10+6 damage and the target and each enemy adjacent to it take a -2 penalty to attack rolls until the start of your next turn.
Note: +1 to damage rolls against a single creature that is not adjacent to any other creature.

Elemental Spirits Show

Standard Action  Ranged Weapon (20/40)
Target: One Creature
Special: Choose cold, fire, lightning, or thunder whenever you use this power.  Your choice determines the power's damage type.
Attack: +10 vs AC
Hit: 1d10+6 damage of the chosen type.  Until the end of your next turn, any creature that starts adjacent to the target takes 3 (DEX mod) damage of the chosen type.
Note: +1 to damage rolls against a single creature that is not adjacent to any other creature.

[ ]Flickering Arrow Show

Standard Action  Ranged Weapon (20/40)
Target: One Creature
Attack: +10 vs AC
Hit: 1d10+1d6+6 damage and the target can't benefit from cover, concealment, or total concealment, and enemies take a -2 penalty to attack rolls while within 5 squares of the target.
Note: +1 to damage rolls against a single creature that is not adjacent to any other creature.

[ ]Wasteland Fury Show

Starndard Action Melee or Ranged Weapon
Target: One creature
Attack: +10 vs AC
Effect: If you use this power while you are not adjacent to any of your allies, you can shift 1 square before or after the attack.
Hit: 1d10+6.  If you have combat advantage against the target, you deal extra damage equal to you highest ability modifier (+5).

[ ]Thri-Kreen Claws Show

Minor Action  Melee 1
Target: One, two or three creatures
Attack: +10 vs AC
Hit: 1d8+6.  You gain a bonus to the attack roll equal to the number of targets.

[ ]Encaging Spirits Show

Minor Action Close Burst 1
Target: Each enemy in burst
Effect: You push each target 1 square, and each target is slowed until the end of your next turn.

[ ]Inevitable Shot Show

Free Action Personal
Trigger: You miss a creature with a ranged attack.
Effect: You make a ranged basic attack against an enemy within 5 squares of the creature you missed, using that creature's space as the attack's origin square.
Special: You regain the use of this power when you spend an action point.

[ ]Escaping Shot Show

Standard Action Ranged Weapon
Target: One creature
Attack: +10 vs Will
Hit: 1d10+6 psychic damage, and the target is dazed until the end of your next turn.
Effect: You shift 3 squares.
Special: Making this attack does not provoke an opportunity attack from the target.

[ ]Lone Resolve Show

Free Action Personal
Trigger: You start your turn while not adjacent to any of your allies.
Effect: You can make a saving throw with a bonus equal to your primary ability modifier (+5).  If the saving throw fails, you do not expend this power.

[ ]Storm of Spirit Shards Show

Minor Action Close Burst 1
Target: Each enemy in burst
Effect: You push each target 1 square, and each target is slowed until the end of your next turn.


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