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No. 78843
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Torinn doesn't quite manage to land a hit on the nimble hand-like elemental, but it can't seem to slap him either as he slips away to transfer his vulnerability to the warlock. However, the other hand moves into position, and almost in perfect unison, the two hands make a slapping motion, spraying the adventurers in front of them with the metallic liquid. However, none seem terribly injured by the deluge, and Torinn attempts to slash back with the shaman's potent warning, though he has trouble forcing his blade through the onslaught and only manages to stick the tip in one of the fingers, not causing any damage.
Suddenly, then, the liquid limb clenches tightly, and a large glob of it separates from its body, glowing brilliantly as it does so. It then slams directly into the living liquid, reinvigorating it.
Torinn misses the living liquid with brash strike, but gains a +5 bonus to all defenses until the start of his next turn. He then moves, and the living liquid's opportunity attack misses. He passes vulnerability to Myn.
The liquid limb moves, and uses fluid swipe, hitting Myn and missing Bernkastel for 4 damage (reduced from 9). Myn's vulnerability increases to 10. The living liquid uses fluid swipe, and Bernkastel uses powerful warning to make it miss Torinn, though his melee basic attack misses (26 with the +1 item bonus). It hits Rutger for 1 damage and Sureiya for 7 damage (reduced from 12).
The liquid limb spends an action point! The liquid limb uses equal concentration, losing 70 hit points and granting the living liquid 70 temporary hit points. If the living liquid has temporary hit points at the start of the liquid limb's next turn, the living liquid gains a +20 bonus to damage rolls as long as it has temporary hit points.
Player Characters
Myn Nthelsyr (George): 61/78 HP (4/9 Surges), Darkspiral Aura 4, +2 defenses vs. self-effected enemies, concealment, +1 power bonus to all defenses, +2 AC, +2 reflex, +5 power to damage (Wrath of the Gods), vulnerability (vulnerable 10/digititis)
Apsaumbas (Myn's Owlbear): 37/39 HP, allies get +2 power to damage against adjacent foes, +5 power to damage (Wrath of the Gods)
Disembodied Hand (Myn): Passive Mode
Torinn Tormine (Astaroth): 78/89 HP (8/11 Surges) + 25 THP, elevation 1, resist 5 necrotic, +5 power to damage (Wrath of the Gods), resistive formula
Rutger (Torinn's Mount): 40/44 HP, elevation 1, resist 5 all when mounted/10 vs close/area attacks, +5 power to damage (Wrath of the Gods)
Sureiya (Anonkun): 72/86 HP (7/10 Surges), weakened (digititis)
"Bernkastel" (Voyager): 70/74 HP (6/8 Surges), +5 power to damage (Wrath of the Gods), healing down (digititis)
Spirit Companion (Voyager):
Elemental Spirit (Voyager): allies within 2 have resist 5, adjacent allies and the shaman get +1 power to all defenses
Sid Silversprocket (NPC): 49/83 HP (5/11 Surges), resist 5 lightning, +5 power to damage (Wrath of the Gods), prone
Enemies
Living Liquid (Enemy) -376 HP (Bloodied) +70 THP, divine challenge, Sureiya's quarry, cursed (Myn)
Liquid Limb (Enemy) -110 HP, cursed (Myn)
Notes
Digitits has three effects: weakened, vulnerability, or healing down. These effects last until the end of that creature's turn. If that creature shares or passes through a space with one of its non-summon allies during its turn, it can transfer this effect to that willing ally, though the effect still ends at the end of the original creature's turn. As an aftereffect, this effect persists until the end of the encounter. Once the aftereffect is active, the effect can no longer be transferred to another creature.
Weakened is as the condition. Vulnerability means that the creature becomes vulnerable 5 to the Slam and Fluid Swipe powers, and this vulnerability increases by 5 each time the creature is damaged by one of these powers, up to vulnerable 20. Healing down means that when the creature uses a power that restores hit points to itself or an ally, it only restores half that many hit points.
If the living liquid has temporary hit points at the start of the liquid limb's next turn, it gains a +20 bonus to damage rolls as long as it has temporary hit points.
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