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No. 76471
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Val'akir Knowledge: (DC 27) (Traits) Val'akir's form appears similar only on a surface level, she is now much fiercer and a more capable combatant. (Val'akir is a level 11 solo artillery.) The wind fiend can shrug off mind-affection afflictions with ease, due to her nature as a minor elemental lord. (Val'akir has [b]action recovery, which ends all dazing, dominating, or stunning effects on Val'akir at the end of her turn.) Her connection with the leyline allows her to call down bolts of lightning to strike her foes. (Mastery of the Leyline renders Val'akir immune to the leyline's attacks and zones. On an initiative count of Val'akir's initiative + 10, Val'akir can use channel the leyline as a free action. Using channel the leyline in this manner does not provoke opportunity attacks. If a dominating or stunning effect would prevent Val'akir from taking this action, that effects ends instead of Val'akir taking the action.) Val'akir possesses an uncanny ability to remain in flight, even if something would normally force her to the ground, though the effect will still leave her flying unsteadily for a time. (Steady flight means that if Val'akir would be knocked prone, she is instead slowed and grants combat advantage until the end of her turn.) Val'akir can control the nearby winds with expert precision, throwing her foes exactly where she wants them. (Slipstream is an aura 2. Whenever an enemy ends its turn in the aura, Val'akir can slide that creature 3 squares to another square in the aura.) Val'akir can fly (fly 8 hover), and possesses a small amount of resistance to lightning and thunder (resist 5 lightning/thunder).
(Standard Actions) Val'akir's claws are her primary method of attack, and she revels in rending the flesh from her enemies' bones. (Claw is Val'akir's melee basic at-will attack vs. AC, which only deals damage. When Val'akir uses claw on her own turn, she can use it against one or two creatures, and if she targets only one creature, she can use it twice against that creature. It has a melee reach of 2.) Additionally, Val'akir can utilize the airy leyline's lightning attacks to supplement her melee, in particular if she is unable to close with her foes, or if it is disadvantageous to do so. (Channel the leyline is a ranged attack that allows the leyline to use its at-will attack.) Val'akir's more powerful attack is a horrid blast of thunder which will bowl over enemies in front of Val'akir, though those who are first in the path will shield other behind them. (Mistral Shriek is a close blast 10, and targets the closest three creatures in the blast vs Fortitude. On a hit, the creature takes big thunder damage and is pushed 4 squares, and is dazed until the end of Val'akir's next turn. On a miss, they talk half damage and are pushed 2 squares. This is a rechargeable power.) Finally, when the wind fiend is cornered and overwhelmed, she can escape, leaving behind a cloud of plumes, and unleash a powerful ranged attack on her would-be aggressors, and distorts her image with air magic. (Displacement is an encounter power that recharges when Val'akir is first bloodied. First, Val'akir conjures two razor plumes in unoccupied squares in the slipstream. Next, Val'akir teleports 8 squares and can use either channel the leyline or mistral shriek if it is recharged. Until the start of Val'akir's next turn, whenever a melee or ranged attack hits her, it instead misses her if the attack roll was an odd number. If it is an even number, the attack hits as normal and this effect immediately ends.)
(Other Actions) Val'akir's slipstream occasionally pulses, so long as Val'akir can maintain her full concentration, sliding enemies in the aura along. (Slipstream pulse is a minor action attack in a close burst 2, vs. Fortitude. On a hit, it deals minor damage and slides the target 3 squares to another square in the aura.) When Val'akir is struck, she creates additional plumes every so often (once per round, whenever Val'akir is hit with an attack, she conjures a spiny plume in an unoccupied square in the slipstream aura if there are no spiny plumes within 20 squares of her and she is not bloodied. Otherwise, she conjures a razor plume instead.) Finally, when wounded, she will again displace herself, creating a storm of plumes in the process. This is merely an indicator that she is channeling all the leyline's power to unleash its ultimate attack. (When Val'akir is bloodied, she again conjures two razor plumes in unoccupied squares in the slipstream, and teleports 8 squares. The difference is that this time there is also one spiny plume in the mix, and the leyline gets a new turn on an initiative immediately before the current turn. On that initiative count, the leyline unleashes its ultimate attack, after which this "turn" is lost. The attack is made even if Val'akir is defeated. Val'akir is displaced in a similar manner to displacement as well.)
Plumes: The razor plumes and spiny plumes are magically-controlled feathers from Val'akir's body. They are razor-sharp and deadly to the touch, and deadly in great numbers. The razor plumes simply slice into anything nearby, and Val'akir can detonate the plumes in bursts that are as deadly as steel sharpnel. (Both razor plumes and spiny plumes are level 11 minions. The razor plumes are skirmishers, and spiny plumes are lurkers. They both have no land speed but can fly 8 (hover), they do not provoke opportunity attacks when moving. Razor plumes have a melee 1 attack vs. AC that deals damage. At the end of Val'akir's turn, she can command up to two razor plumes not conjured on her turn to use featherlance, an area burst 1 attack vs. Reflex that deals much heavier damage.) The spiny plumes are interesting--they tend to embed themselves in enemies and cause them minor pains, impeding movement all the while. It is possible to struggle free of this. When destroyed, they unleash a burst of wind in a large area that temporarily blocks out sound--including magical thunder. (Spiny plumes have a cling attack, which is a melee 1 attack vs. Reflex. On a hit, the spiny plume "grabs" the target, but it is not immobilized. Instead, the spiny plume enters the target's square without provoking opportunity attacks, and moves with the target until escape (DC 19). On escape, the spiny plume remains in the vacated square. While "grabbed," the target takes ongoing 5 damage and is slowed. When the spiny plume is destroyed, at the end of the current turn, it makes an attack in a close burst 2 that is vs. Fortitude. On a hit, the target takes heavy damage and becomes vulnerable 15 thunder (save ends). The burst creates a zone that lasts 1 round (until the end of the current combatant's next initiative), while in the zone creatures are defeaned and gain resist 50 thunder. Plumes have no initiative and act immediately after Val'akir.)
Leyline Knowledge (DC 19): The leyline is much as you remember it from before, though in addition to its standard, now purely-based lightning attack, it has an even more potent, massive thunder-based attack. (The airy leyline is level 11.) Val'akir has access to all of its power, though channeling its ultimate strike takes a great deal of strength, and can only be managed sporadically.
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