Shira'stasa cries out as one of the men skewers Jandar right before them. There is a calm before the storm for a short moment, as the thoughts in her mind that normally swarm to and fro instead go silent. The world feels quiet, almost lonely, for the slightest moment. A peaceful short moment, before the cries and shouts and screams and horrible whispers explode back into her mind with painful vigor.
She lets out a scream that echoes from the buildings outside the courtyard -- not high and shrill like the scream of most women, but instead more gutteral and booming -- and the massive, horrible hand appears next to the leader, its skin oozing with disgusting sores. It scoops up the slain body of the one named Jandar, gripping it tightly before heaving it toward the men with unholy power.
As the body slams into them, thick, spectral flame billows up, knocking them to their feet and burning them harshly. The dead priest -- or what is left of him -- stands between them ablaze with dark green and sickly-colored flames, the flesh sloughing off in huge pieces and revealing the skeleton below. The immense heat radiating from the risen body continues to blisten and burn the men as they are forced to retreat or persevere through the pain.
Minor: Mage Hand to H11, forcing CA on Bandit Leader and Bandit 2.
Standard: Flaming Sphere on H10, attacking Bandit Leader.
Attack: 20(1d20) +9 = 29 Crits for 17 fire damage. Jandar Flame Sphere in H10 that deals 1d4+5 damage to creatures starting their turn adjacent to it.
AP->Standard: Orbmaster's Incendiary Detonation on H10, attacking Bandit Leader and Bandit 2.
Bandit Leader: 19(1d20) +9 = 28 Hit
Bandit 2: 4(1d20) +9 = 13 Miss Memory of a Thousand Lifetimes: 1(1d6) = 1 Hit
Damage: 6(1d6) +5 = 11 Pseudo-crit, dealing 11 force damage and knocking them both prone. Creates a burst 1 centered at H10 that lasts til end of next turn. Each enemy that enters or starts there takes 2 fire damage.
Light
Prestidigitation
Mage Hand
Beguiling Strands
Winged Horde
__________________________________
Second Wind [_]
Use Vulnerability [_]
Memory of a Thousand Lifetimes [x]
Suggestion [_]
Grasping Shadows [x] (Used Tome of Readiness)
Shield [_] *
Arcane Mutterings [x] *
Tome Expertise: You gain a +1 feat bonus to implement attack rolls with a tome. Enemies adjacent to your conjurations/summoned creatures grant CA. Enemies immune to fear are immune to this effect.
Astral Majesty: You have a +1 bonus to all defenses against attacks made by bloodied creatures.
Immortal Origin: Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.
Shira's attacks noticeably weaken the leader of the bandits, however he stands up from her attack and draws a handaxe. He launches the axe at Cleo, who is too slow to react. The axe clips her arm leaving a wound.
Bandit Leader: His demenour so far suggests he is in charge. He looks larger, stronger, and more battle hardened that the others.Bandits: These men are less well armed than their leader, but if they are ex-malachite blades then they'd by no means a trivial threat.
Juliette watches in horror as the priest is stabbed, and her gaze of horror continues as she witnesses Shira'stasa's evil magic. What kind of horrific woman is this? Trying to shake the sights from her mind, she turns her attention to the bandits. Pulling out her sickle, she strikes one of the men with a harsh wound. "This is for Claude, you bastard!" she screams, slashing at the downed man with the blade.
Minor: Defender Aura
Gain +2 to AC
Enemies take -2 to attack on attacks that aren't me
Move: Walk to K11
Standard: Run Down on Bandit 2
Attack: 12(1d20) +11 = 23 vs AC = Hit
Damage: 8(1d10) +5 = 13
Bandit 2 is slowed until EONT if you can be slowed and proned at the same time
Flail Expertise: You gain a +1 bonus to attack rolls that you make with a flail. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, when you hit with a melee weapon attack using a flail and the attack lets you slide the target, you can knock the target prone instead of sliding it.
World Serpent's Grasp: Whenever you hit a slowed or immobilized target with an attack, you can knock it prone.
Unarmored Agility: You gain a +2 feat bonus to AC while wearing either cloth armor or no armor.
Weapon Proficiency (Kusari-gama): You gain proficiency with the Kusari-gama.
Poised Defender: While your defender aura is active and you're not wearing heavy armor, you gain a + 2 bonus to AC.
Arid Desert Heartland: While you are wearing cloth armor or no armor and not using a shield, you gain a +3 bonus to AC and a +2 bonus to Reflex. At 4th level, you gain resist 5 fire. The resistance increases to 10 at 14th level and 15 at 24th level.
Berserker Fury: When you use a barbarian primal attack power, you enter your Berserker Fury until the end of the encounter. Alternatively, you can use a minor action while you are bloodied to enter the fury. The fury has the following effects.
+ Your defender aura ends, if it was active, and you cannot use defender aura or vengeful guardian until the fury ends.
+ Some of your powers, such as your barbarian martial at-will attack powers, gain additional benefits, as noted in those powers.
+ Your melee basic attacks deal 1d8 extra damage. This extra damage increases to 2d8 at 11th level and 3d8 at 21st level.
Human Defense Bonuses: You gain a +1 racial bonus to Fortitude, Reflex, and Will.
Last edited by Scratcherclaw on Fri Feb 06, 2015 8:24 am, edited 1 time in total.
Watching the priest first gutted in front of him, then turned into a flaming, walking skeleton, Eoli nearly panics. Gods, the fire. Why always the fire? Enraged that another innocent died where he might have been able to help, he slams his hand into the ground, growling in anger as he calls for the earth to answer him.
The great slabs of rock that some of the bandits stand on begin to shake violently, bowling one over and tossing a second one around as he lay on the ground. From between the cracks in the stone, flames and scalding air vent, threatening to consume anyone that intrudes on the area. Even I am cursed with this... fire.
Clasping his hands around the amulet on his neck, Eoli calls a bright wisp to the midst of the battle, where it quickly wraps itself in shards of stone and the abundant flame. Seeing the whirlwind of searing stones and flame that he had just called into being, Eoli backs away from the fight, placing the fountain between himself and the inferno. "Dragon take the fires." he mutters. "Why always the fire?"
Standard Action:Vezzuvu's Eruption centered on [I, 9]
Attack vs Bandit 2: 14 vs Reflex+2 from CA = 16... Hit!
Attack vs Bandit 3: 27 vs Reflex... Critical!
Damage: 10 thunder damage on Bandit 2.
11 thunder damage on Bandit 3, and bandit 3 is knocked prone.
Burst 1 area of difficult terrain is created, centered on [I, 9], lasting until EoNT. Any creature that ends its turn in the zone takes 5 fire damage.
Free Action:Call Spirit Companion to [I, 9]
Move Action: Eoli to [I, 15]
Ready Opportunity Action:Spirit's Wrath
When an enemy leaves a square adjacent to SC without shifting, make an attack vs Reflex. If hit, 1d6+4 damage and target grants CA until EoNT.
Allies have +2 to saving throws while adjacent to my SC
Spirit Companion:
Occupies one square. Enemies can't move through it, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed. Spirit Companions cannot be OA'd as they are conjurations, not creatures.
The spirit can be targeted by melee or ranged attacks. If a single melee or ranged attack (Area attacks are ineffective.) deals damage equal to 10 + half of your level or higher, the spirit disappears and you take damage equal to 5 + half of your level. Otherwise, the spirit is unaffected by the attack.
The spirit companion shares most of your stats, as well as any effects that affect movement, sight, or actions. Spirit Boon: Allies gain a +2 bonus to saving throws when adjacent to your Spirit Companion. In addition, if your Spirit Companion is not present at the start of your turn, you can summon it once during that turn as a free action.
Astral Majesty: You have a +1 bonus to all defenses against attacks made by a bloodied creature. Astral Resistance: You have resistance to necrotic and radiant damage equal to 5 + half of your level. Immortal Origin: Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.
Totem Expertise: +1 feat bonus to implement attack rolls made with a totem and you ignore partial cover and partial concealment on implement attacks made with a totem. Battle Intuition: You can use your Wisdom modifier instead of Dexterity to determine Initiative. Also, you gain a +2 feat bonus to initiative. Spirit of Vigor: When you use Call Spirit Companion as a minor action, one ally adjacent to your SC when it appears gains temporary hit points equal to your INT modifier (+4).
Last edited by PureZaros on Fri Feb 06, 2015 10:01 am, edited 1 time in total.
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
Juliette's sickle rips at her target, while Eoli's fiery conjuration sows confusion and fear among the bandits' ranks. Two of them stand and slash at the inferno with their swords, however the blades pass through the flames with no effect. Meanwhile the other bandit attacks Cleo, however he too fails to find his mark.
Bandit Leader: His demenour so far suggests he is in charge. He looks larger, stronger, and more battle hardened that the others.Bandits: These men are less well armed than their leader, but if they are ex-malachite blades then they'd by no means a trivial threat.
Geral watches as the bandits stab the poor priest, rage burning in his eyes now. Another innocent slain. Another life taken for greed and wrath. As he closes in on the two closest to him, he reaches out with his magic, tethering himself to the bandit on his right while he draws power into his blade, sending it bursting out from him in a wave of pressurized air in an attempt to stun them.
Move to J9 through L11
Sword Burst, Close Burst 1 on Bandit 2 vs AC: 6(1d20) +6 = 12
Sword Burst second roll on Bandit 3: 13(1d20) +6 = 19
Possible Damage: 2(1d6) +5 = 7
Aegis of Assault on Bandit 2. Marked by Geral and takes a -2 penalty to attack rolls not including Geral. If it hits someone other than Geral, triggers Aegis of Assault. Teleports to nearest square available, makes an MBA on target.
Genasi Firesoul: +1 Reflexes, Resist 5 Fire, and Firepulse.
Swordbond: By spending 1 hour with any light or heavy blade, the blade becomes swordbonded. As a standard action, the blade can be called from 10 squares away. If the bonded weapon is broken, the blade can be reforged with an hour of meditation.
Swordmage Warding: +1 AC or +3 AC when wielding a blade one handed and the other hand is free.
Heavy Blade Expertise: +1 to attack rolls with Heavy Blade. +2 to defenses against OAs.
Rose King's Shield: +2 to Endurance. While using a longsword, once per turn melee attacks grant +5 temporary HP. This is improved to +10 if more than 2 squares are moved before the end of your turn.
Aegis of Assault: Target is marked. It suffers a -2 to all attack rolls that do not include Geral. If a target is hit without Geral being included, Geral teleports up to 10 squares to a spot next to the target and makes a basic melee attack.
White Lotus Riposte: Until the SoNT, a target hit with an at-will takes that abilities modifier damage when attacking Geral.
Last edited by kalis5 on Sat Feb 07, 2015 10:49 am, edited 1 time in total.
With the murderer still alive after her last attack, and Shira'stasa's follow-up, Cleo ignores the other bandits and moves in for the kill. Once more she lashes out, hitting one of the other nearby men in the frenzy, and once more laying the hurt on the man.
Standard Action: Five Storms Attack Technique vs Bandit Leader and Bandit 1
Attack vs Bandit Leader: 28 vs Reflex = Crit!
Hit: 15 damage.
Attack vs Bandit 1: 18 vs Reflex = hit
Hit: 7 damage.
No Action: Desert Wind Flurry of Blows on Bandit Leader
Effect: Bandit Leader takes 5 fire damage, plus 5 more from vulnerability, for a grand total of 10 damage.
Mental Crucible: I gain resist 5 fire (or +2 if I already have resist fire of 5+)
Unarmed Combatant: unarmed attack has +3 proficiency, 1d8 damage, unarmed group, can be affected by ki foci. Must have a free hand to use it.
Unarmored Defense: +2 to AC when in cloth armor or no armor and not using a shield.
Full Discipline: Can only use one full discipline power per round, but can use it as many times as the power would allow (at-will's any number of times in a round, encounters once per round, etc.) Can use full discipline techniques in whatever order I like, and if I spend an action point I can choose a different full discipline power.
Beast Nature: I am considered both a magical beast and a humanoid.
Elusive: +2 racial bonus to checks made to escape grabs and to saving throws against effects that immobilize, restrain, or slow me.
Fey Origin: I am considered Fey.
Language of Beasts: I can speak to and understand natural and fey felines in my hybrid or animal form, and understand but not speak to them in human form.
Shapechanger: I am considered a shapechanger.
Ki Focus Expertise: +1 to damage with ki focus vs bloodied targets.
Unarmored Agility: +2 to AC when in cloth armor or no armor.
Internalize the Basic Kata: I use Dexterity instead of Strength for my MBA rolls when using my Monk Unarmed Strike. My Flurry of Blows can trigger on an OA made with my Monk Unarmed Strike.
Amongst the fiery chaos, Shira'stasa is inanimate, simply standing with her tome raised to the heavens, acting as a channel for her dark energies. Her eyes harbor a distant, unliving look to them as she stays silent and continues the assault on the ambushers.
The terrifying hand apparition balls into a fist, as if to strike the leader of the pack, but Jandar's risen body does instead. With most of its flesh caked off now leaving the exposed skeleton of the once-man, the undead Jandar makes a vicious swing at the leader with its burning appendages. The fire sears the man, and the scent of burning flesh emanates powerfully from both.
Standard:Flaming Sphere attack on Bandit Leader.
Attack: 18(1d20) +9 = 27 against Reflex
Damage: 4(2d6) +5 = 9 fire damage.
* Jandar Flame Sphere deals 1d4+5 damage to creatures starting their turn adjacent to it.
Light
Prestidigitation
Mage Hand
Beguiling Strands
Winged Horde
__________________________________
Second Wind [_]
Use Vulnerability [_]
Memory of a Thousand Lifetimes [x]
Suggestion [_]
Grasping Shadows [x] (Used Tome of Readiness)
Shield [_] *
Arcane Mutterings [x] *
Tome Expertise: You gain a +1 feat bonus to implement attack rolls with a tome. Enemies adjacent to your conjurations/summoned creatures grant CA. Enemies immune to fear are immune to this effect.
Astral Majesty: You have a +1 bonus to all defenses against attacks made by bloodied creatures.
Immortal Origin: Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.
Geral's attack misses one of the bandits however the other is struck by the Mercenary. Cleo meanwhile rains down yet more blows on the Leader of the bandits who finally burns to death shortly after another attack from Shira'stasa deals him a near fatal wound.
Bandit Leader: His demenour so far suggests he is in charge. He looks larger, stronger, and more battle hardened that the others.Bandits: These men are less well armed than their leader, but if they are ex-malachite blades then they'd by no means a trivial threat.
Juliette watches with joy as the bandit leader falls at the hands of Shira'stasa's unholy flames. Got what he deserved, and his lackeys deserve the same. With this, she slashes at the man before her again, knocking him back to the ground. A devilish grin paints her face as the bandit bleeds out, helpless on the ground.
Flail Expertise: You gain a +1 bonus to attack rolls that you make with a flail. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, when you hit with a melee weapon attack using a flail and the attack lets you slide the target, you can knock the target prone instead of sliding it.
World Serpent's Grasp: Whenever you hit a slowed or immobilized target with an attack, you can knock it prone.
Unarmored Agility: You gain a +2 feat bonus to AC while wearing either cloth armor or no armor.
Weapon Proficiency (Kusari-gama): You gain proficiency with the Kusari-gama.
Poised Defender: While your defender aura is active and you're not wearing heavy armor, you gain a + 2 bonus to AC.
Arid Desert Heartland: While you are wearing cloth armor or no armor and not using a shield, you gain a +3 bonus to AC and a +2 bonus to Reflex. At 4th level, you gain resist 5 fire. The resistance increases to 10 at 14th level and 15 at 24th level.
Berserker Fury: When you use a barbarian primal attack power, you enter your Berserker Fury until the end of the encounter. Alternatively, you can use a minor action while you are bloodied to enter the fury. The fury has the following effects.
+ Your defender aura ends, if it was active, and you cannot use defender aura or vengeful guardian until the fury ends.
+ Some of your powers, such as your barbarian martial at-will attack powers, gain additional benefits, as noted in those powers.
+ Your melee basic attacks deal 1d8 extra damage. This extra damage increases to 2d8 at 11th level and 3d8 at 21st level.
Human Defense Bonuses: You gain a +1 racial bonus to Fortitude, Reflex, and Will.
As the flames on the other side of the fountain begin to die down, Eoli breathes a sigh of relief. With the immediate threat of the fire diminished, he begins thinking more clearly again. Which immediately causes a puzzled expression to cross his face. Wait. Shira'stasa just... What?
Shaking the thought off for the time being, he calls out to the others. "Try to keep one alive! If nothing else, we may be able to get something out of the high priest with a captive!" Having said that, he turns his attention to the bandit that Juliette had just tripped up, commanding his flame-cloaked spirit to fall on the man. Which it does, with gusto. Dammit, I hate how greedy you are like that.
Standard Action:Stalker's Strike on Bandit 2. +2 to attack due to target being bloodied.
Attack: 18 vs Fortitude... Hit!
Damage: 9 damage
SC can flank with me and allies until EoNT.
Ready Opportunity Action:Spirit's Wrath
When an enemy leaves a square adjacent to SC without shifting, make an attack vs Reflex. If hit, 1d6+4 damage and target grants CA until EoNT.
Allies have +2 to saving throws while adjacent to my SC
Spirit Companion:
Occupies one square. Enemies can't move through it, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed. Spirit Companions cannot be OA'd as they are conjurations, not creatures.
The spirit can be targeted by melee or ranged attacks. If a single melee or ranged attack (Area attacks are ineffective.) deals damage equal to 10 + half of your level or higher, the spirit disappears and you take damage equal to 5 + half of your level. Otherwise, the spirit is unaffected by the attack.
The spirit companion shares most of your stats, as well as any effects that affect movement, sight, or actions. Spirit Boon: Allies gain a +2 bonus to saving throws when adjacent to your Spirit Companion. In addition, if your Spirit Companion is not present at the start of your turn, you can summon it once during that turn as a free action.
Astral Majesty: You have a +1 bonus to all defenses against attacks made by a bloodied creature. Astral Resistance: You have resistance to necrotic and radiant damage equal to 5 + half of your level. Immortal Origin: Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.
Totem Expertise: +1 feat bonus to implement attack rolls made with a totem and you ignore partial cover and partial concealment on implement attacks made with a totem. Battle Intuition: You can use your Wisdom modifier instead of Dexterity to determine Initiative. Also, you gain a +2 feat bonus to initiative. Spirit of Vigor: When you use Call Spirit Companion as a minor action, one ally adjacent to your SC when it appears gains temporary hit points equal to your INT modifier (+4).
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
Eoli and Juliette's attacks hit their targets however the bandits fight back. One slashs at Cleo while the other two turn their attention to Geral, one manages to land a hit on the Malachite blade but the other is burned to death by Shira'stasa's reincarnated Jandar before he can evens stand up.
Bandit Leader: His demenour so far suggests he is in charge. He looks larger, stronger, and more battle hardened that the others.Bandits: These men are less well armed than their leader, but if they are ex-malachite blades then they'd by no means a trivial threat.
Cleo remains in her somewhat trance-like state or rage, something that doesn't seem to be dying down even with half of the bandits now dead. She turns and lashes out at the one near her once the murderer falls to a heap, landing multiple searing blows in rapid succession.
Standard Action: Blistering Flourish Attack Technique on Bandit 1
Attack: 26 vs Reflex = hit
Hit: 9 damage. Until the end of my next turn my melee attacks deal +3 fire damage.
No Action: Desert Wind Flurry of Blows on Bandit 1:
Effect: Bandit 1 takes 5 fire damage, plus 3 from Blistering Flourish, for a grand total of 8 damage. I shift to (E, 9).
Mental Crucible: I gain resist 5 fire (or +2 if I already have resist fire of 5+)
Unarmed Combatant: unarmed attack has +3 proficiency, 1d8 damage, unarmed group, can be affected by ki foci. Must have a free hand to use it.
Unarmored Defense: +2 to AC when in cloth armor or no armor and not using a shield.
Full Discipline: Can only use one full discipline power per round, but can use it as many times as the power would allow (at-will's any number of times in a round, encounters once per round, etc.) Can use full discipline techniques in whatever order I like, and if I spend an action point I can choose a different full discipline power.
Beast Nature: I am considered both a magical beast and a humanoid.
Elusive: +2 racial bonus to checks made to escape grabs and to saving throws against effects that immobilize, restrain, or slow me.
Fey Origin: I am considered Fey.
Language of Beasts: I can speak to and understand natural and fey felines in my hybrid or animal form, and understand but not speak to them in human form.
Shapechanger: I am considered a shapechanger.
Ki Focus Expertise: +1 to damage with ki focus vs bloodied targets.
Unarmored Agility: +2 to AC when in cloth armor or no armor.
Internalize the Basic Kata: I use Dexterity instead of Strength for my MBA rolls when using my Monk Unarmed Strike. My Flurry of Blows can trigger on an OA made with my Monk Unarmed Strike.
Glee fills the Imardanian woman as her target falls victim to the wizard's flames, as helpless as the day he was born. Not quite done fighting yet, though, Juliette dashes at the closest bandit, rage in her eyes. Unfortunately, such fury blinds her and she misses the man completely. "Merde!" she shouts. Enraged by this, she takes another swing at the brute, knocking him onto the courtyard floor.
Flail Expertise: You gain a +1 bonus to attack rolls that you make with a flail. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, when you hit with a melee weapon attack using a flail and the attack lets you slide the target, you can knock the target prone instead of sliding it.
World Serpent's Grasp: Whenever you hit a slowed or immobilized target with an attack, you can knock it prone.
Unarmored Agility: You gain a +2 feat bonus to AC while wearing either cloth armor or no armor.
Weapon Proficiency (Kusari-gama): You gain proficiency with the Kusari-gama.
Poised Defender: While your defender aura is active and you're not wearing heavy armor, you gain a + 2 bonus to AC.
Arid Desert Heartland: While you are wearing cloth armor or no armor and not using a shield, you gain a +3 bonus to AC and a +2 bonus to Reflex. At 4th level, you gain resist 5 fire. The resistance increases to 10 at 14th level and 15 at 24th level.
Berserker Fury: When you use a barbarian primal attack power, you enter your Berserker Fury until the end of the encounter. Alternatively, you can use a minor action while you are bloodied to enter the fury. The fury has the following effects.
+ Your defender aura ends, if it was active, and you cannot use defender aura or vengeful guardian until the fury ends.
+ Some of your powers, such as your barbarian martial at-will attack powers, gain additional benefits, as noted in those powers.
+ Your melee basic attacks deal 1d8 extra damage. This extra damage increases to 2d8 at 11th level and 3d8 at 21st level.
Human Defense Bonuses: You gain a +1 racial bonus to Fortitude, Reflex, and Will.
Sensing the fallen bandits, Shira'stasa continues her trance, her grotesque hand apparition fading away. To her command, the flaming skeleton that was Jandar moves closer to the bandit fighting her fellow Tenant, emanating its searing pain onto him.
Light
Prestidigitation
Mage Hand
Beguiling Strands
Winged Horde
__________________________________
Second Wind [_]
Use Vulnerability [_]
Memory of a Thousand Lifetimes [x]
Suggestion [_]
Grasping Shadows [x] (Used Tome of Readiness)
Shield [_] *
Arcane Mutterings [x] *
Tome Expertise: You gain a +1 feat bonus to implement attack rolls with a tome. Enemies adjacent to your conjurations/summoned creatures grant CA. Enemies immune to fear are immune to this effect.
Astral Majesty: You have a +1 bonus to all defenses against attacks made by bloodied creatures.
Immortal Origin: Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.
Geral looks down at the Bandit that just hit him, looking to his arm and seeing a drop of blood drip before looking back at the foolish bandit, his friends dying around him. "Hi."
He brings his blade back, focusing his intent into it and striking forward, feinting to get through the man's guard and sending a blast of energy along with the blade across the man's chest, deafening him and dazing him.
Booming Blade on Bandit 3 AGAIN!: 10(1d20) +12 = 22
Damage: 5(1d8) +5 = 10
Not only is the target bloodied, but the target also cannot move away from Geral without taking damage. He's on the floor sure but hey. Also, Geral gains +5 temp HP.
Minor to use Aegis of Assault. Target is marked, takes -2 to hit anyone else, if he does, teleport and MBA.
Genasi Firesoul: +1 Reflexes, Resist 5 Fire, and Firepulse.
Swordbond: By spending 1 hour with any light or heavy blade, the blade becomes swordbonded. As a standard action, the blade can be called from 10 squares away. If the bonded weapon is broken, the blade can be reforged with an hour of meditation.
Swordmage Warding: +1 AC or +3 AC when wielding a blade one handed and the other hand is free.
Heavy Blade Expertise: +1 to attack rolls with Heavy Blade. +2 to defenses against OAs.
Rose King's Shield: +2 to Endurance. While using a longsword, once per turn melee attacks grant +5 temporary HP. This is improved to +10 if more than 2 squares are moved before the end of your turn.
Aegis of Assault: Target is marked. It suffers a -2 to all attack rolls that do not include Geral. If a target is hit without Geral being included, Geral teleports up to 10 squares to a spot next to the target and makes a basic melee attack.
White Lotus Riposte: Until the SoNT, a target hit with an at-will takes that abilities modifier damage when attacking Geral.
As another bandit falls to the flames coming off of the conflagration that used to be Jandar, Eoli yells at the woman controlling that abomination. "Dammit, Shira'stasa! At least try to keep one alive!"
He commands his own being of fire onto another bandit, badly burning the fallen man, before sending it to help Cleo. He moves towards Juliette and Geral, intent on trying to keep everyone in check, or at least not trying to kill everything.
Standard Action:Stalker's Strike on Bandit 3. +2 to attack from bloodied state.
Attack: 14 vs Fortitude... Memory of a Thousand Lifetimes adds 5 to the roll.
19 vs Fortitude... Hit!
Damage: 9 damage
Move Action:
Eoli to [K, 13]
SC to [G, 8]
Ready Opportunity Action:Spirit's Wrath
When an enemy leaves a square adjacent to SC without shifting, make an attack vs Reflex. If hit, 1d6+4 damage and target grants CA until EoNT.
Allies have +2 to saving throws while adjacent to my SC
Spirit Companion:
Occupies one square. Enemies can't move through it, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed. Spirit Companions cannot be OA'd as they are conjurations, not creatures.
The spirit can be targeted by melee or ranged attacks. If a single melee or ranged attack (Area attacks are ineffective.) deals damage equal to 10 + half of your level or higher, the spirit disappears and you take damage equal to 5 + half of your level. Otherwise, the spirit is unaffected by the attack.
The spirit companion shares most of your stats, as well as any effects that affect movement, sight, or actions. Spirit Boon: Allies gain a +2 bonus to saving throws when adjacent to your Spirit Companion. In addition, if your Spirit Companion is not present at the start of your turn, you can summon it once during that turn as a free action.
Astral Majesty: You have a +1 bonus to all defenses against attacks made by a bloodied creature. Astral Resistance: You have resistance to necrotic and radiant damage equal to 5 + half of your level. Immortal Origin: Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.
Totem Expertise: +1 feat bonus to implement attack rolls made with a totem and you ignore partial cover and partial concealment on implement attacks made with a totem. Battle Intuition: You can use your Wisdom modifier instead of Dexterity to determine Initiative. Also, you gain a +2 feat bonus to initiative. Spirit of Vigor: When you use Call Spirit Companion as a minor action, one ally adjacent to your SC when it appears gains temporary hit points equal to your INT modifier (+4).
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
Even now while wounded, surrounded, and with their number halved, the remaining bandits have no choice other than to keep fighting on. One narrowly misses Cleo, the young Tenant just managing to dodge the attack, while the other lands a powerful blow against Geral.
Bandit Leader: His demenour so far suggests he is in charge. He looks larger, stronger, and more battle hardened that the others.Bandits: These men are less well armed than their leader, but if they are ex-malachite blades then they'd by no means a trivial threat.
Cleo continues her relentless assault against the bandit near to her, landing multiple more blows in rapid succession with her searing fists and leaving the man in a semi-charred heap of flesh on the ground.
Standard Action: Blistering Flourish Attack Technique on Bandit 1
Attack: 26 vs Reflex = hit
Hit: 12 damage, plus 3 more fire damage from previous turn's Blistering Flourish, for a grand total of 15 damage. Until the end of my next turn, my melee attacks deal +3 fire damage.
No Action: Desert Wind Flurry of Blows on Bandit 1
Effect: Bandit 1 takes 5 fire damage, plus 3 more from Blistering Flourish, for a grand total of 8 damage. I shift to (F, 9).
Move Action: Blistering Flourish Movement Technique to (J, 7)
Effect: If hit with an OA provoked by this move, attacker takes 5 fire damage.
Mental Crucible: I gain resist 5 fire (or +2 if I already have resist fire of 5+)
Unarmed Combatant: unarmed attack has +3 proficiency, 1d8 damage, unarmed group, can be affected by ki foci. Must have a free hand to use it.
Unarmored Defense: +2 to AC when in cloth armor or no armor and not using a shield.
Full Discipline: Can only use one full discipline power per round, but can use it as many times as the power would allow (at-will's any number of times in a round, encounters once per round, etc.) Can use full discipline techniques in whatever order I like, and if I spend an action point I can choose a different full discipline power.
Beast Nature: I am considered both a magical beast and a humanoid.
Elusive: +2 racial bonus to checks made to escape grabs and to saving throws against effects that immobilize, restrain, or slow me.
Fey Origin: I am considered Fey.
Language of Beasts: I can speak to and understand natural and fey felines in my hybrid or animal form, and understand but not speak to them in human form.
Shapechanger: I am considered a shapechanger.
Ki Focus Expertise: +1 to damage with ki focus vs bloodied targets.
Unarmored Agility: +2 to AC when in cloth armor or no armor.
Internalize the Basic Kata: I use Dexterity instead of Strength for my MBA rolls when using my Monk Unarmed Strike. My Flurry of Blows can trigger on an OA made with my Monk Unarmed Strike.
Shira'stasa hardly notices Eoli's angry comment, and her spectral flame-engulfed minion steps over the charred body of the penultimate bandit. Its bones starting to blacken and crack, it clunkily marches to the cornered ambusher, its intense heat searing the man. His skin crackles and burns and Shira'stasa grips her tome harder, her body beginning to shake.
Standard: Jandar's Flaming Sphere attack on Bandit 3.
Attack: 6(1d20) +9 = 15 Hits 15 reflex 5(2d6) +5 = 10 for 10 fire damage. He grants CA and adjacent creatures to Jandar take 1d4+5 fire damage at their start-turn phase
Light
Prestidigitation
Mage Hand
Beguiling Strands
Winged Horde
__________________________________
Second Wind [_]
Use Vulnerability [_]
Memory of a Thousand Lifetimes [x]
Suggestion [_]
Grasping Shadows [x] (Used Tome of Readiness)
Shield [_] *
Arcane Mutterings [x] *
Tome Expertise: You gain a +1 feat bonus to implement attack rolls with a tome. Enemies adjacent to your conjurations/summoned creatures grant CA. Enemies immune to fear are immune to this effect.
Astral Majesty: You have a +1 bonus to all defenses against attacks made by bloodied creatures.
Immortal Origin: Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.
Geral growls at the bandit, upset that he keeps hitting him like that, but deciding that, either way, this fight is over shortly. A bit of pain isn't much compared to what he will likely go through once they knock him out... Though, it would be easier if he could hit the guy. He needs to shake off some kinks apparently.
Genasi Firesoul: +1 Reflexes, Resist 5 Fire, and Firepulse.
Swordbond: By spending 1 hour with any light or heavy blade, the blade becomes swordbonded. As a standard action, the blade can be called from 10 squares away. If the bonded weapon is broken, the blade can be reforged with an hour of meditation.
Swordmage Warding: +1 AC or +3 AC when wielding a blade one handed and the other hand is free.
Heavy Blade Expertise: +1 to attack rolls with Heavy Blade. +2 to defenses against OAs.
Rose King's Shield: +2 to Endurance. While using a longsword, once per turn melee attacks grant +5 temporary HP. This is improved to +10 if more than 2 squares are moved before the end of your turn.
Aegis of Assault: Target is marked. It suffers a -2 to all attack rolls that do not include Geral. If a target is hit without Geral being included, Geral teleports up to 10 squares to a spot next to the target and makes a basic melee attack.
White Lotus Riposte: Until the SoNT, a target hit with an at-will takes that abilities modifier damage when attacking Geral.
Ignoring the loud orc's request for a living bandit, Juliette, filled with a bloodlust never seen before in Imardin, makes a final slash with her farmstead weapon. With vengeance in her eyes, she crudely slits the bandit's throat, a familiar red staining the steel blade as life leaves the man's body. You deserved this, you lowlife, murderous swine.
Flail Expertise: You gain a +1 bonus to attack rolls that you make with a flail. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, when you hit with a melee weapon attack using a flail and the attack lets you slide the target, you can knock the target prone instead of sliding it.
World Serpent's Grasp: Whenever you hit a slowed or immobilized target with an attack, you can knock it prone.
Unarmored Agility: You gain a +2 feat bonus to AC while wearing either cloth armor or no armor.
Weapon Proficiency (Kusari-gama): You gain proficiency with the Kusari-gama.
Poised Defender: While your defender aura is active and you're not wearing heavy armor, you gain a + 2 bonus to AC.
Arid Desert Heartland: While you are wearing cloth armor or no armor and not using a shield, you gain a +3 bonus to AC and a +2 bonus to Reflex. At 4th level, you gain resist 5 fire. The resistance increases to 10 at 14th level and 15 at 24th level.
Berserker Fury: When you use a barbarian primal attack power, you enter your Berserker Fury until the end of the encounter. Alternatively, you can use a minor action while you are bloodied to enter the fury. The fury has the following effects.
+ Your defender aura ends, if it was active, and you cannot use defender aura or vengeful guardian until the fury ends.
+ Some of your powers, such as your barbarian martial at-will attack powers, gain additional benefits, as noted in those powers.
+ Your melee basic attacks deal 1d8 extra damage. This extra damage increases to 2d8 at 11th level and 3d8 at 21st level.
Human Defense Bonuses: You gain a +1 racial bonus to Fortitude, Reflex, and Will.
Cleo dispatches one of the bandits while Juliette finishes off the other with the help of Shira'stasa, leaving the party alone in a courtyard strewn with charred bodies, fused to the stones in places. The smell of cooked flesh lingers in the air.
Bandit Leader: His demenour so far suggests he is in charge. He looks larger, stronger, and more battle hardened that the others.Bandits: These men are less well armed than their leader, but if they are ex-malachite blades then they'd by no means a trivial threat.
The bandits' deaths do not fully satisfy Cleo's anger at Jandar's murder, and as soon as the last one falls she marches towards the temple, throwing open the door and storming up to the High Priest's chambers. He is going to answer for this.
Mental Crucible: I gain resist 5 fire (or +2 if I already have resist fire of 5+)
Unarmed Combatant: unarmed attack has +3 proficiency, 1d8 damage, unarmed group, can be affected by ki foci. Must have a free hand to use it.
Unarmored Defense: +2 to AC when in cloth armor or no armor and not using a shield.
Full Discipline: Can only use one full discipline power per round, but can use it as many times as the power would allow (at-will's any number of times in a round, encounters once per round, etc.) Can use full discipline techniques in whatever order I like, and if I spend an action point I can choose a different full discipline power.
Beast Nature: I am considered both a magical beast and a humanoid.
Elusive: +2 racial bonus to checks made to escape grabs and to saving throws against effects that immobilize, restrain, or slow me.
Fey Origin: I am considered Fey.
Language of Beasts: I can speak to and understand natural and fey felines in my hybrid or animal form, and understand but not speak to them in human form.
Shapechanger: I am considered a shapechanger.
Ki Focus Expertise: +1 to damage with ki focus vs bloodied targets.
Unarmored Agility: +2 to AC when in cloth armor or no armor.
Internalize the Basic Kata: I use Dexterity instead of Strength for my MBA rolls when using my Monk Unarmed Strike. My Flurry of Blows can trigger on an OA made with my Monk Unarmed Strike.
As the last bandit dies before him, Geral lets out a sigh, his momentary peace disturbed as Cleo moves for the temple, quickly realizing he should follow her. "Cleo hold on a moment, at least wait for the rest of us before you go storming into their supposed hideout. Who knows how many more are in there?"
Genasi Firesoul: +1 Reflexes, Resist 5 Fire, and Firepulse.
Swordbond: By spending 1 hour with any light or heavy blade, the blade becomes swordbonded. As a standard action, the blade can be called from 10 squares away. If the bonded weapon is broken, the blade can be reforged with an hour of meditation.
Swordmage Warding: +1 AC or +3 AC when wielding a blade one handed and the other hand is free.
Heavy Blade Expertise: +1 to attack rolls with Heavy Blade. +2 to defenses against OAs.
Rose King's Shield: +2 to Endurance. While using a longsword, once per turn melee attacks grant +5 temporary HP. This is improved to +10 if more than 2 squares are moved before the end of your turn.
Aegis of Assault: Target is marked. It suffers a -2 to all attack rolls that do not include Geral. If a target is hit without Geral being included, Geral teleports up to 10 squares to a spot next to the target and makes a basic melee attack.
White Lotus Riposte: Until the SoNT, a target hit with an at-will takes that abilities modifier damage when attacking Geral.
As the last two bandits fall to the ground, Eoli angrily snaps at Cleo and Juliette. "By the dragon, you people! Can you use your mind for nothing else than how best to separate a man from his head? They would have been far more useful to us alive." His rant seems to fall on deaf ears as Cleo goes running off into the temple again, Geral following close behind. "Don't think you can escape, girl! We'll finish this later!" he shouts after her. Well, I suppose she has some backup. I more hope he's bringing that brat back, though.
Shaking his head, Eoli waves his hand at his fiery spirit, dismissing it and dissipating the flames into the air. "Damn kids. Never listen to anything." he mutters, moving to the fountain. He leans on the edge of the fountain, catching his breath as he watches the open entryway. They could at least have waited for the rest of us.
Spirit Companion:
Occupies one square. Enemies can't move through it, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed. Spirit Companions cannot be OA'd as they are conjurations, not creatures.
The spirit can be targeted by melee or ranged attacks. If a single melee or ranged attack (Area attacks are ineffective.) deals damage equal to 10 + half of your level or higher, the spirit disappears and you take damage equal to 5 + half of your level. Otherwise, the spirit is unaffected by the attack.
The spirit companion shares most of your stats, as well as any effects that affect movement, sight, or actions. Spirit Boon: Allies gain a +2 bonus to saving throws when adjacent to your Spirit Companion. In addition, if your Spirit Companion is not present at the start of your turn, you can summon it once during that turn as a free action.
Astral Majesty: You have a +1 bonus to all defenses against attacks made by a bloodied creature. Astral Resistance: You have resistance to necrotic and radiant damage equal to 5 + half of your level. Immortal Origin: Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.
Totem Expertise: +1 feat bonus to implement attack rolls made with a totem and you ignore partial cover and partial concealment on implement attacks made with a totem. Battle Intuition: You can use your Wisdom modifier instead of Dexterity to determine Initiative. Also, you gain a +2 feat bonus to initiative. Spirit of Vigor: When you use Call Spirit Companion as a minor action, one ally adjacent to your SC when it appears gains temporary hit points equal to your INT modifier (+4).
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
Though she hears them call after her, Cleo pays the concerned men little attention. She wants answers for the situation, and intends to get them before any other potential hostile parties in the temple have time to react. If he wants to question the bandits so badly he should just chase down the ones who fled.
Juliette breathes a deep sigh as her final foe lies lifeless on the ground. Dropping to her knees, she prays to her goddess, quietly muttering, Thank you, Elys, for your guidance in leading me to the vengeance deserved for Claude and Florian, and may you punish these men greatly in the afterlife. When the orc man angrily snaps, the Imardanian woman jumps slightly, startled by the outburst. Ignoring Cleo's exit, she says, "You seem to think you know everything, but let me tell you. You absolutely don't. How do you know he could have been useful, hm? As if he would have talked, let alone survived long enough with those burns. Now do me a favor and quit nagging. You're worse than my in-laws."Stupid uncivilized orc.
Flail Expertise: You gain a +1 bonus to attack rolls that you make with a flail. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, when you hit with a melee weapon attack using a flail and the attack lets you slide the target, you can knock the target prone instead of sliding it.
World Serpent's Grasp: Whenever you hit a slowed or immobilized target with an attack, you can knock it prone.
Unarmored Agility: You gain a +2 feat bonus to AC while wearing either cloth armor or no armor.
Weapon Proficiency (Kusari-gama): You gain proficiency with the Kusari-gama.
Poised Defender: While your defender aura is active and you're not wearing heavy armor, you gain a + 2 bonus to AC.
Arid Desert Heartland: While you are wearing cloth armor or no armor and not using a shield, you gain a +3 bonus to AC and a +2 bonus to Reflex. At 4th level, you gain resist 5 fire. The resistance increases to 10 at 14th level and 15 at 24th level.
Berserker Fury: When you use a barbarian primal attack power, you enter your Berserker Fury until the end of the encounter. Alternatively, you can use a minor action while you are bloodied to enter the fury. The fury has the following effects.
+ Your defender aura ends, if it was active, and you cannot use defender aura or vengeful guardian until the fury ends.
+ Some of your powers, such as your barbarian martial at-will attack powers, gain additional benefits, as noted in those powers.
+ Your melee basic attacks deal 1d8 extra damage. This extra damage increases to 2d8 at 11th level and 3d8 at 21st level.
Human Defense Bonuses: You gain a +1 racial bonus to Fortitude, Reflex, and Will.
As the last bandit falls, burned and stinking, Shira'stasa snaps from her trance. The skeleton of Jandar finally succumbs to the cracks sustained from the spectral fire, falling in a heap of blackened bone bits, the fire dissipating instantly.
Shira'stasa sits down on a nearby bench for a moment, wordless. She takes many deep breaths, her eyes focused straight ahead and ignoring the sight of bodies around the courtyard. My Gods... I've done it, she thinks to herself. It's only ever been from bones before, but no -- not this time. That poor priest... may he rest in piece. She can hardly discern between the nausea of knowing what she did and the immense excitement at her newfound arcana.
The Tenant looks up at the unfamiliar face of Juliette, recognizing her features and accent. "Quelle entreprise vous avez ici?" she asks, in flawless Imardanian. "Avez ces imbéciles de brigands vous fait du tort ainsi , étranger? Je ne le mettrais pas passé leurs façons de connivence et sans contrainte."
"What business have you here?" she asks, in flawless Imardanian. "Have these brigand fools wronged you as well, stranger? I wouldn't put it past their conniving and unconstrained ways."
Light
Prestidigitation
Mage Hand
Beguiling Strands
Winged Horde
__________________________________
Second Wind [_]
Use Vulnerability [_]
Memory of a Thousand Lifetimes [x]
Suggestion [_]
Grasping Shadows [x] (Used Tome of Readiness)
Shield [_] *
Arcane Mutterings [x] *
Tome Expertise: You gain a +1 feat bonus to implement attack rolls with a tome. Enemies adjacent to your conjurations/summoned creatures grant CA. Enemies immune to fear are immune to this effect.
Astral Majesty: You have a +1 bonus to all defenses against attacks made by bloodied creatures.
Immortal Origin: Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.
You head into the temple and up the stairs, however Cleo's fire has spread and the entire corridor is now aflame, with various rugs, hangings and furniture fuelling the inferno.
As she sees the flames Cleo's eyes go wide, a mixture of joy and shock. Well that spread faster than I thought it would. The reality of the damage she's done serves to alleviate her rage somewhat, but she powers through anyway, intent on finding answers. I hope that little cat is safe.
You sprint through the flames, feeling the heat more and more as you near the end of the corridor. You barrel through the door to the High Priest's quarters just as you start to feel a slight burning sensation. The Fire has yet to spread this far, however the room is filling up quickly with smoke.
Not spotting either the priest or the cat she talked to earlier, Cleo moves to the drape separating the main chamber from the High Priest's study and passes through.
You find the High Priest still slumped over at his desk, despite the thick smoke now swirling about the room. "You smell familiar," the cat says, alerting you to its presence under the desk.
Cleo is relieved to see that the High Priest hasn't fled, and that the small cat is safe. She quickly picks the cat up, stroking it a few times to show that she is friendly. She then grabs the priest by the collar, attempting to shake him awake. Come on you old bastard, you can burn up after you give us some answers.
Ugh, what's with this man? Get up! "Hey! This place is on fire, get up!" she shouts, hoping he will respond more to sound than touch. Maybe there's some water I can toss on him, she thinks as she glances around the room for anything of the sort, petting the cat some more as she does.
Juliette, surprised to hear her native tongue spoken by Shira'stasa, responds, "Vous parlez Imardanian? Il ya quelque chose que je ne me attendais pas à entendre dans le désert." After a moment, she adds, "Quelle entreprise dois-je? Ces salauds damnés tué mon mari et mon fils de sang-froid. Ce est bien ce que je ai. Ils ont obtenu ce qui était à venir pour eux, et maintenant je espère que Florian et mon précieux Claude peuvent dormir tranquille en sachant qu'ils ont été vengés." The Imardanian struts over toward the tenant, joining her on the bench, worn out from the brutal attack. "Maintenant que diriez-vous? Qui êtes-vous et qu'est-ce que vous avez fait à ce prêtre mort?"
"You speak Imardanian? There's something I didn't expect to hear in the desert." After a moment, she adds, "What business do I have? Those damned bastards murdered my husband and son in cold blood. That's what business I have. They got what was coming to them, and now hopefully Florian and my precious Claude can rest easy knowing they were avenged."
"Now what about you? Who are you and what the hell did you do to that dead priest?"
Looking around the room the only liquid you can see is the Priest's wine, most of which you spilled earlier. As you continue to search for a way to wake up the High Priest, you come to the realisation that he is no longer breathing and waking him up might be more difficult than you originally anticipated.
Cleo frantically searches but to no avail, when suddenly it hits her. He's not asleep... he's dead. Ugh! She stamps her foot in frustration, before remembering the inferno blazing in the hall nearby. Guess I better head back.
Cleo rushes back out of the room and into the hall, trying her best to keep the cat in her arms shielded from the flames with her hands and robes. Once back at the stairs she grabs Geral by the shirt, saying, "come on," before making her way back down and out of the temple again.
Shira'stasa sighs inwardly as she hears of the woman's grievances. "I'm a Tenant," she says curtly. "I'm a practitioner of the arcane and a linguist by hobby," the woman explains. She stutters for a moment, unsure of how to approach her explanation for turning Jandar's body to a flaming husk.
"Cleo and Geral," she says, interrupting her thoughts with worry of her friend and the mercenary. "We need to get them out before the structure collapses!" She stands up, approaching the entrance of the temple.
Geral had been content to wait for her, seeing as how she charged into the fire and he wasn't as certain as she was that he'd be fast enough. He looks at her a bit concerned when she grabs him by the shirt. "Wha-hey no need to pull!.. Where's the high priest, Cleo?"
"He's dead, now come before this fire gets worse and we are trapped," Cleo says as she gets further and further from the man. Why can't he ask questions once we are outside? Jeez.
Once back in the courtyard, Cleo walks over to the fountain and sets the cat down, saying, "stay there for a moment, okay?" She uses the water to wipe the soot off her body, which had gathered from the smoke. So gross, the one downside to fire. Once clean she sits on the edge and dries her hands with a sash she is wearing, then picks the cat back up and strokes it some.
Mental Crucible: I gain resist 5 fire (or +2 if I already have resist fire of 5+)
Unarmed Combatant: unarmed attack has +3 proficiency, 1d8 damage, unarmed group, can be affected by ki foci. Must have a free hand to use it.
Unarmored Defense: +2 to AC when in cloth armor or no armor and not using a shield.
Full Discipline: Can only use one full discipline power per round, but can use it as many times as the power would allow (at-will's any number of times in a round, encounters once per round, etc.) Can use full discipline techniques in whatever order I like, and if I spend an action point I can choose a different full discipline power.
Beast Nature: I am considered both a magical beast and a humanoid.
Elusive: +2 racial bonus to checks made to escape grabs and to saving throws against effects that immobilize, restrain, or slow me.
Fey Origin: I am considered Fey.
Language of Beasts: I can speak to and understand natural and fey felines in my hybrid or animal form, and understand but not speak to them in human form.
Shapechanger: I am considered a shapechanger.
Ki Focus Expertise: +1 to damage with ki focus vs bloodied targets.
Unarmored Agility: +2 to AC when in cloth armor or no armor.
Internalize the Basic Kata: I use Dexterity instead of Strength for my MBA rolls when using my Monk Unarmed Strike. My Flurry of Blows can trigger on an OA made with my Monk Unarmed Strike.
"A tenant, you say? How fascinating. You must learn so much. It's mostly just gossip back in Imardin, but that can be quite interesting too," Juliette says. Confusion drapes her as Shira'stasa utters the two unfamiliar names and walks among, but she assumes they must be the people who entered the temple. As the two emerge, Juliette says, "Well, I guess we don't need to get them out anymore."Good thing too. All that soot would ruin my hair.
Geral reaches up and pats the soot out of the wrappings around his head, glad he wears them at this point. He looks about the courtyard and sighs. "Apparently, the High Priest is now dead. Cleo went and inspected the room. So we can't really bring him to justice or anything like that. If we're lucky, we can get out of this with the public believing some bandits set fire to the building... Oh, uh. Did anyone check said bandits for any markings?"
As he says this he walks over to the bandits and begins inspecting them, looking over their shoulders and chests for any burned markings, though as he searches he coughs a few times and reaches up to clear his eyes of soot.
Struggling to not flip out on the Imardin noble in front of him, Eoli bites his tongue to hold his silence. The anger he feels betrays itself through his expression, though, glaring darkly at the woman as she begins jabbering away at Shira'stasa. Waiting for Geral and Cleo to return, he takes the opportunity to regain control of himself. Alienating her now will not help in the long run.
---
With news on the fate of the high priest, Eoli feels his composure slip again. Leaning heavily on his staff, he glances at Juliette, speaking severely. "This is why it would have been good to take at least one of those bandits hostage, Lady Juliette. Even if we had to struggle to keep him alive, it would have been better than having to chase down the two that escaped. Now we have no true evidence to the high priests guilt, and no easy way to gain it."
Sighing, he sits on the ground. "If something can go wrong, it will. This is not knowing everything, this is simply not trusting anything to go right."
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
Hearing Eoli's comments, Cleo feels she ought to chime in. "That's not actually completely true," she begins, facing the man as she continues to pet her new cat friend. "While I was in there earlier I found a large, hidden stash of coins under the floor boards of the High Priest's chamber, underneath a rug. Where else would that have come from but working with the bandits? Once the fire is out we can point that out to whoever."
A smile then creeps across her face as another idea springs to mind. "Or we could just keep it, it's not like anyone even knows it's there."Like he will go for that, though. Stick in the mud.
The combination of soot in your eyes and the burned corpses makes it impossible for you to identify the tattoos the would have if they were indeed Ex-Malachite Blades.
"See? There's still evidence to prove what you want to prove, you grump," Juliette says smugly. "Thank you, miss, for proving that we didn't need those bastards alive." Walking over to Cleo, she adds, "I don't believe we've met yet. Who might you be?"
Geral sighs and shakes his head, unable to find anything. He stands and walks back to the group. "Someone else should check those, my eyes are still watering from the fire... Let's leave the gold inside where it is. We take too much, someone's gonna ask questions and whatever bandits are left will be after us. Again. That, and a stash of gold is more than enough to prove the High Priests wrongdoings. As for the rest of the bandits, we should spend some time tracking them down. This group is far too small for anything really major, so I'd bet there's more hidden around the town. We should act before they try to escape."