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No. 3380
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Nature (Sora): Sora knows everything that Tainya knows about the meazels, as well as the following:
Usually, a meazel strangler will attack with its short sword (short sword is an mba). However, if it sees a vulnerable enemy, it will snare that enemy with its garrote (garrote can only be used against a creature granting combat advantage, and allows the strangler to grab the target; sustaining the grab is a standard action and deals heavy damage to the target). While it has a creature grabbed, it prefers to move the creature away from its allies, letting said creature absorb any blows that miss it (Drag to the Feast allows the strangler to pull a grabbed creature its speed without provoking opportunity attacks from that creature; opportunity attacks that miss the strangler during this movement instead hit the creature being dragged). If it cannot gain combat advantage through its allies, it will infect an enemy directly to weaken it and make it vulnerable and unable to retaliate (Plague Touch blinds a creature and inflicts ongoing necrotic damage).
Meazel hunters like to attack from ambush, or where they cannot be reached by enemies. They climb up walls and rubble to snipe at enemies from above. A hunter focuses its distracting shot on heavily armored targets (Distracting Shot targets will, and a creature hit grants combat advantage until the end of the hunter's next turn). In melee, it attacks enemies with a regular spear (spear is a melee basic attack), and its longbow is equipped with poisoned arrows (Longbow is a ranged basic attack that deals poison damage, and a target hit by the attack is slowed until the end of the hunter's next turn). Against weaker targets, it uses plague-tainted shot to isolate them from their allies and slowly cripple them (Plague Tainted Shot deals ongoing 10 necrotic damage (save ends) and any ally of the target that starts its turn adjacent takes 10 necrotic damage).
Sora stops short of entering and focuses a mental attack against the meazel currently in her line of sight. The creature resists, but it comes out of the encounter worse for wear, left vulnerable after the assault on its mind. Sora uses her psionic power and can briefly see things inside the room as though she were standing inside.
Sora misses with Charm Beast and Meazel Bravo 2 is dazed until the end of her next turn
Sora uses Sensing Eye and can see out of C/92 until the end of her next turn
Initiative
Kuro - 27
Meazel Strangler - 26
Tainya - 26
Meazel Bravo 1 - 25
Sora - 18
Melech - 16
Meazel Hunter 2 - 15
Narerka - 14
Meazel Hunter 1 - 13
Sophie - 13
Meazel Bravo 2 - 9
Players
Kuro (F/92) 49/69 HP blinded and ongoing 5 necrotic damage (save ends)
Melech (N/A) 67/79 HP
Sophie (N/A) 59/59 HP
Narerka (E/92) 58/87 HP Resist 1 all
Tainya (B/97) 69/69 HP Cloud of Darkness
Sora (N/A) 71/71 HP Sensing Eye (C/92)
Enemies
Meazel Hunter 1 (E/102 elevation 2)
Meazel Hunter 2 (A/101 elevation 2)
Meazel Strangler (E/96) -11 HP dazed (save ends)
Meazel Bravo 1 (D/93) -35 HP Intuitive Strike
Meazel Bravo 2 (B/92) dazed
Notes
-Creatures without low-light vision or darkvision treat creatures in dim light as lightly obscured, taking a -2 penalty to melee and ranged attack rolls against such targets
-Squares marked by triangles are difficult terrain and require an extra square of movement to enter
-Finding more information about Meazels requires a successful History check or Nature check
Situational Bonuses
Kuro
-On spending an action point while being able to see Kuro, regain 9 HP
-Kuro has a +2 bonus to all defenses against charge attacks
-Kuro can flank an enemy from 1 square away
-Kuro deals an additional 1d6 damage on a critical hit
-An ally healed by one of Kuro's healing powers can roll a saving throw
-An ally granted an attack by Kuro gains a +1 item bonus to the attack roll
-Kuro heals an additional 2 HP with healing powers
-Kuro gains a +1 item bonus to AC and Reflex until the end of his next turn when he shifts
-An enemy must spend 1 extra square of movement to enter a space adjacent to Kuro
Melech
-Melech gains a +2 bonus to damage rolls and a +1 bonus to attack rolls against bloodied targets
-When Melech hits a creature that has not yet acted, it takes a -6 penalty to attack rolls against him
-Melech has a +1 power bonus to saving throws
-Melech has resist 10 fire
-Melech gains resist 3 to all damage until the end of his next turn when he spends a healing surge
-Melech can make a save against being dazed or stunned at the start of his turn, even if the effect is not (save ends)
-All allies gain a +1 shield bonus to AC while Melech is using a shield
Sophie
-Sophie gains a +2 bonus to all defenses against enemies subject to effects caused by her
-Sophie gains a +5 racial bonus to saving throws against charm effects
-Sophie moves one additional square when shifting or teleporting with one of her powers
-Sophie can decrease a damage roll by 2 to increase the size of a burst or blast at-will or encounter wizard attack power by 1 square
-Sophie has combat advantage with ranged and area attacks against enemies flanked by her allies
-Sophie deals 2 extra damage with attacks that target will, and gains combat advantage against a single target hit with an illusion attack until the end of her next turn
-When Sophie targets a creature's Will defense, the target takes a -1 penalty to its first saving throw against an effect imposed by the attack
Narerka
-Narerka has a +2 item bonus to saving throws against effects with the charm or illusion keywords
-Allies within 10 squares of Narerka gain a +1 bonus to Diplomacy checks
-Narerka gains a +3 bonus to attack rolls when he spends an action point
-Narerka gains a +1 bonus to attack rolls against an enemy that violates his Aegis mark until the end of his next turn
-Narerka takes a -5 penalty to attack rolls against his allies
-Narerka has resist 1 all against damage
-Narerka gains a +2 item bonus to AC and Reflex at the start of every encounter until an attack hits one of those defenses
Tainya
-Tainya can make an alchemical item during a short rest without expending components
-Tainya gains a +2 bonus to attack rolls and a +2 item bonus to attack rolls with alchemical items
-Tainya can draw and stow weapons once per turn as a free action
-Once per turn, Tainya deals an extra 1d8 damage with one-handed weapons, a garrote, a blowgun, or a shortbow
-Once per encounter, Tainya deals an extra 2d6 damage to a target granting combat advantage to her
-If Tainya deals damage to an enemy and leaves them with 10 HP or fewer, she can reduce them to 0 HP
-Tainya can reduce falling damage by 6 + her level and doesn't fall prone if this reduces damage taken to 0
-During an extended rest, Tainya can prepare 2 vials of assassins' poisons
-Tainya gains a +5 bonus to bluff checks to pass off her disguises
-Tainya's attacks ignore poison resistance and immunity
-Tainya doesn't take a penalty to attacking targets that are prone and deals an extra 2 damage
-Tainya deals an extra 1 damage with attacks against bloodied enemies
-Tainya can reroll any damage dice that come up as 1 with Assassin's Strike while she has combat advantage against the target
-When Tainya or an ally within 5 squares spend a healing surge to recover hit points, they regain 2 additional hit points
Sora
-Sora gains a +2 racial bonus to saving throws against effects that immobilize, restrain, or slow her, and a +2 bonus to checks to escape graps
-Sora gains a +2 item bonus to AC and Reflex at the start of every encounter until an attack hits one of those defenses
-Sora can knock prone a creature that she pushes or slides at least 2 squares with an attack made through a polearm or spear
-Sora gains a +1 bonus to attack rolls and a +2 bonus to damage rolls while charging in beast form
-Sora pushes a target when she dazes or stuns it with a primal power
-Sora deals an extra 1d6 damage while charging
-While in beast form, Sora gains a +1 item bonus to Fortitude and Will
-While in beast form, Sora deals 1d10 extra damage against targets granting combat advantage
-Enemies grabbing Sora take 1d8 damage at the start of their turn
-The first time Sora is bloodied, she deals 3 force damage that bloodied her
Enemies
-Enemies that begin their turns within the aura gain -2 to all defenses and vulnerable 5 to all damage. Allies that begin their turns adjacent are also affected
Situational Powers
Kuro
-Roll Initiative, Free Action (Iajutsu, Battlefront Shift, Casque of Tactics)
-Hit by an attack, Immediate Reaction (Vengeance is Mine)
-Ally makes a close or area attack, Immediate Interrupt (Join the Crowd)
-Miss an attack or fail a saving throw, Free Action (Heroic Effort)
-Enemy granting combat advantage to self or ally, Minor Action (Inspired Belligerence)
Melech
-Roll Initiative, Free Action (Casque of Tactics)
-Dazed or stunned by an attack, Immediate Interrupt (Steadfast Amulet)
-Adjacent ally attacked by adjacent enemy, Immediate Reaction (Vigilant Blade)
-Marked target doesn't include you in an attack, Immediate Interrupt (Price of Cowardice)
-Hit with a charge attack, No Action (Valiant Charge)
Sophie
-Hit by an attack, Immediate Interrupt (Staff of Defense, Shield)
-Using a burst or blast power, Free Action (Staff of the War Mage)
-Subject to an effect a save can end, No Action (Flowform Armor)
-Make a saving throw against dazing, immobilizing, petrification, restraining, or stunning, No Action (Phylactery of Action)
-Standing from prone, Minor Action (Acrobat Boots)
-Subject to an effect a save can end, Minor Action (Periapt of Cascading Health)
Narerka
-Enemy within 10 squares violates Swordmage Aegis mark, Immediate Interrupt (Aegis of Shielding)
-Ally within 2 squares hit by an attack that does not include Narerka, Immediate Interrupt (Guardian Counter)
-An enemy within 10 squares hits an ally with a melee attack, Immediate Interrupt (Dimensional Vortex)
-A visible enemy marked by Swordmage Aegis moves away from Narerka, Immediate Interrupt (Fettering Aegis)
-A creature marked by Narerka's Swordmage Aegis targets him and an ally at the same time, Immediate Interrupt (Armor of Aegis Expansion)
-Hit by a melee or ranged attack, Immediate Interrupt (Cloak of Displacement)
-Hit by a melee attack, Immediate Interrupt (Reduce damage by 10)
-Attack with a weapon sheathed in scabbard since last extended rest, Free Action (Ruby Scabbard)
Tainya
-Enemy within 5 squares hit with a weapon attack, No Action (Assassin's Strike)
-Move up to her speed when climbing or making a long jump, Move Action (Ghost of the Rooftops)
-Subject to an effect a save can end, No Action (Flowform Armor)
-Hit an enemy with an attack while hidden, Minor Action (Hidden Shot)
Sora
-Adjacent enemy shifts or makes attack that doesn't include her, Immediate Interrupt (Battle Awareness)
-Takes damage from a melee or ranged attack, Immediate Interrupt (Swarm Dispersal)
-Score a critical hit with an attack made through Alfsair Spear, No Action (Alfsair Spear)
-While in beast form, adjacent enemy shifts, Immediate Reaction (Predator Armor)
-Hit by a melee or ranged attack, Immediate Interrupt (Cloak of Displacement)
Enemies
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