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Mottled Tower

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Registered: Jul 2008
Posts: 5245
Mal takes care of the mindslicer and gets ready to attack any who come within range. He uses his stone to learn that the shadar-kai bodygaurds are weakest in the area of will; Sarshan is equally weak in will and fortitude.

Megan hears Mal's appeal and scrambles away from Sarshan. However, the acid mist had already penetrated her wounds and Megan drops to the floor.

Daggoth gets in a quick kick rain of steel (1d12+3=7) before Lavendar lands a heavy blow for 39 damage (crit!). As his blood begins to flow freely, Daggoth steels himself and detaches his mind from his injuries (blood iron). Then the other warrior comes around behind Daggoth, his greatsword firmly in his grip, but Daggoth anticipates the move and blocks his attack. Next, as the warrior's sword comes down on the sorcerer's head for 12 damage, Salazar conjures a shining golden shield, giving him some additional protection.

Ready: Mal- JtC, LLS; Sal - Shield; Dag - BI; Rav - tattoo
Sarshan's aura: an enemy that ends its turn takes 10 ogd acid, SE
Initiative: Status
Githyanki warrior lavender: down 52, marked
Githyanki warrior green: down 69, bloodied
Githyanki warrior blue: down 74, bloodied
->Hedoni: 40/70 (5 ogd + no daily or encounter powers SE both)
Sarshan: down 3
Shadar-kai warrior navy: no damage
Shadar-kai warrior purple: no damage
Githyanki thug yellow: dead
Githyanki thug olive green: dead
Githyanki thug salmon: dead
Githyanki thug light blue: dead
Salazar: 59/80, +2 to all def and acid resist 10 EE
Daggoth: 33/114, RS, immob SE, bloodied, resist 5 all EE
Githyanki mindslicer orange: dead
Ravenblade: 51/94, resist all 5 and +2 FORT EE
Mal: 68/81
Megan: 0/95, 10 ogd SE, prone, unconscious

User posted image

  •   Features
      Illumination: Bright daylight.
      Tower Top: 3-foot high crenellations run around the edge of the tower, granting a +2 bonus to saving throws made to avoid falling off. A creature that falls off the tower takes 20d10 damage.
      Force Sphere: This translucent sphere is an invisible wall of force that protects Sarshan and his shadar-kai warriors. Creatures can pass out of the sphere but not into it.
      Teleportation Circles: There is permanent teleportation circle teleports the PCs from the teleportation circle in the storage room.
      There is a half- completed teleportation circle inside the force sphere.
      Towers: The tops of the corner towers are 15 feet up. The others are only 5 feet up and more like tops of ventilation shafts; they provide cover, but can easily be reached.


edited to move Megan away from Sarshan's aura
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Wed Aug 10, 2011 10:09 am. »
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Without much else to do, Hedoni again sends out a winged horde, this time toward the warriors pestering Daggoth. Once again, however, he's unable to get his powers back.

Standard Action: Winged Horde at F12, hitting Githyanki warrior green and Githyanki warrior lavender.

Winged Horde: (1d20+15+1=24, 1d20+15+1=34, 1d6+9=13)
Save from conditions: (1d20+1=9)

Winged Horde hits Will 24 on Githyanki warrior green and Will 34 on Githyanki warrior lavender for 13 psychic damage. If more than two are hit, all enemies take 3 additional damage for Destructive Wizardy. Any targets hit cannot take opportunity actions until the end of Hedoni's next turn.

OOC: Save from condition unsuccessful. Boo.

OOC: Tenebrous Shroud readied for any melee attack, Shield readied on any attack.

  •  Hedoni Mindartis
    • Male Eladrin Wizard 12
    • AC:25, Fort:24, Reflex:26, Will:27 - Speed:6
    • HP:70, Bloodied:35, Surge Value:17, Surges left:1/9, Action Points: 1
    • Resistance: 15 Necrotic (Tenebrous Shroud)
    • Passive Perception: 20, Passive Insight: 20
    •  
    • Powers
      • Ray of Frost
      • Winged Horde (info)
      • Cantrips (Ghost Sound, Light (Minor), Mage Hand (Minor), Prestidigitation)
      • Staff of Defense (Immediate Interrupt)
      • Second Wind
      • Fey Step (Twist the Arcane Fabric) (Move)
      • Force Orb
      • Icy Rays
      • Twist of Space
      • Shield (Immediate Interrupt)/Jump (Move)
      • Hammerfall Step
      • Wizard's Escape (Immediate Interrupt)/Dimension Door (Move)
      • Illusory Wall/Arcane Gate (Minor)
      • Rolling Thunder/Freezing Cloud
      • Bigby's Icy Grasp/Stinking Cloud
      • Wall of Fire/Taunting Phantoms
      • Wayfarer's Evasion
      • Healing Word (Minor)
      • Acrobat Boots (Minor)
      • Hat of Disguise
      • Bracers of Mental Might
      • Tenebrous Shroud (Immediate Interrupt)
      • Feinting Gloves (Minor)
      • Elderwood Falcon
      • (Key: At-Will, Encounter, Daily, Item Power, Utility, Used/Not Available)

    • Magic Items
      • Bag of Holding
      • Amulet of Protection +2
      • Githweave Summoned Armor +3 (Can be sent to another dimension and recalled at will)
      • Staff of Ruin +2 (2d10 extra damage on critical attack)
      • Cat Familiar (+2 Acrobatics, no range limit, +5 to cat's Stealth)
      • Feinting Gloves (+2 to bluff checks to gain CA, Daily Power)
      • Bracers of Mental Might (Use INT instead of STR, Encounter Power)
      • Acrobat Boots (+1 Acrobatics, Stand up from Prone as minor action, At-Will Power)
      • Elderwood Falcon (Conjuration, Daily Power, info)
      • Hat of Disguise (Illusion, At-Will Power, info)
      • Tenebrous Shroud (Resist 15 Necrotic, Invisible UENT when hit by melee - Daily Power, info)

_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
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Registered: Oct 2008
Posts: 4627
"Ravenblade, we need to get that barrier down! The githyanki do not matter right now!"

OOC: We need to get Sarshan out in the open, so I suggest trying to take the barrier down sooner rather than later. And Maybe Daggoth can use his Armor surge effect next round. Emily, can we know how many surges Megan has?

  •  Enemies
    • Sarshan: 7+ HP, weak vs. Fort, Will
      Shadar-kai Warrior: 84-86 HP, weak vs. Will
      Githyanki Warrior: 114-128 HP? (107-138 HP), AC 25-31, Fort 24-28, Ref 26 or lower, Will 29 or lower
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
"Hmmm....." responds Ravenblade to Mal, then curses under his breath for not acting sooner.

OOC: I apologize for missing it, but I could have minor action (in lieu of stalwart defense or action point) natural terrain understanding last turn to get Megan out of the force field and Sarshan's zone.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Oct 2008
Posts: 4627
OOC: The damage is at the end of a turn, so, unless she was immobilized, she could have walked out.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Josh wrote
OOC: The damage is at the end of a turn, so, unless she was immobilized, she could have walked out.


OOC: Good point. Due to some glitch in my memory, I'd thought I'd written that she was bound, but I checked and I didn't write that. After thinking about it, I figured even if her hands were tied up or something, she'd probably still be able to crawl out of the zone. So I'll redo Megan's turn and get her out of the zone.

She has one surge left.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Wed Aug 10, 2011 9:48 am. »
Moderator
Registered: Jul 2008
Posts: 5245
His mind still somewhat adled, Hedoni directs his magical insects to pester the two githyanki near Daggoth.

Sarshan draws long strands of blood chaos from his own flesh and hurls them into the air. Ravenblade and Mal become tangled in the acidic strings (10 on going acid damage, save ends. If you continue to fail saves, the affects will get worse). Thanks to his improved defenses, Salazar has the fortitude to resist the caustic stuff.

The shadar-kai stay close to Sarshan, following their command to protect him.

Ready: Mal- JtC, LLS; Rav - tattoo; Hed - TS , Shield
Sarshan's aura: an enemy that ends its turn takes 10 ogd acid, SE
Initiative: Status
Githyanki warrior lavender: down 65, bloodied, marked
Githyanki warrior green: down 82, bloodied
Githyanki warrior blue: down 74, bloodied
Hedoni: 35/70 (5 ogd + no daily or encounter powers SE both), bloodied
Sarshan: down 3
Shadar-kai warrior navy: no damage
Shadar-kai warrior purple: no damage
Githyanki thug yellow: dead
Githyanki thug olive green: dead
Githyanki thug salmon: dead
Githyanki thug light blue: dead
->Salazar: 59/80, +2 to all def and acid resist 10 EE
Daggoth: 33/114, RS, immob SE, bloodied, resist 5 all EE
Githyanki mindslicer orange: dead
Ravenblade: 51/94, resist all 5 and +2 FORT EE, 10 ogd acid SE
Mal: 68/81, 10 ogd acid SE
Megan: 0/95, 10 ogd SE, prone, unconscious

User posted image

  •   Features
      Illumination: Bright daylight.
      Tower Top: 3-foot high crenellations run around the edge of the tower, granting a +2 bonus to saving throws made to avoid falling off. A creature that falls off the tower takes 20d10 damage.
      Force Sphere: This translucent sphere is an invisible wall of force that protects Sarshan and his shadar-kai warriors. Creatures can pass out of the sphere but not into it.
      Teleportation Circles: There is permanent teleportation circle teleports the PCs from the teleportation circle in the storage room.
      There is a half- completed teleportation circle inside the force sphere.
      Towers: The tops of the corner towers are 15 feet up. The others are only 5 feet up and more like tops of ventilation shafts; they provide cover, but can easily be reached.


edited to make Mal no longer immobilized
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Wed Aug 10, 2011 10:10 am. »
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Finally seeing two enemies clustered together and NOT protected by an anti-magic field, Salazar moves to help distract a near foe from Mal's threat while simultaneously blasting the two githyanki facing Daggoth with radiant energy.

Move action - Shift to M10.

Standard action - Blazing Starfall (range 10, area burst 1 centered on F12, no OA due due Staff Expertise) against Green and Lavender.

Blazing Starfall (range 10, area burst 1 centered on F12, no OA due due Staff Expertise) against Green and Lavender. (24H, Gauntlets) (1d20+16+1=20, 1d20+16+1=27, 1d4+17+2=20)

Hits Reflex 20 for 20 radiant damage against Green, and hits Reflex 27 for 20 radiant damage against Lavender.

"Readying" Fog Form if critted, using Sudden Scales if I am hit otherwise. Once one of those is used, "ready" the other, and "ready" my Belt of Raging Endurance last. All are immediate actions, so I can only do one between each of my turns.


  •  Salazar Miller
    • Male Human Sorcerer 12 / Dragon Guardian
    • Passive Perception: 15, Passive Insight: 15, Senses: Normal
    • AC: 25, Fort: 25, Reflex: 23, Will: 28 - Speed: 6
    • HP: 59/80, Bloodied: 40, Surge Value: 23, Surges left: 1/10
    • Action Points: 1
    • Resists: 10 Fire, 10 Poison, 10 Necrotic

    • Dragon Scales (Class): +2 AC until the end of an encounter once first bloodied.
    • Dragon Soul (Class) and Guardian's Resistance (Paragon Path): Resist 10 fire and 10 poison, pierce 10 fire resistance and 10 poison resistance in enemies.
    • Dragon Breath Action (Paragon Path): When you make a close blast attack with an action point, score a crit on 16-20.
    • Action Surge (Feat): +3 to hit with attacks gained via Action Point.
    • Staff Expertise (Feat): +2 to hit with staffs, do not provoke OA's with ranged attacks, gain reach 1 with melee attacks.
    • War Wizardry (Feat): -5 to attack allies with arcane powers, half damage on a hit.

    • Powers
    • -Blazing Starfall
    • -Burning Spray
    • -Dragonfrost
    • -Dragon's Breath (requires familiar in active mode)
    • -Flame Spiral
    • -Fog Form
    • -Guardian's Breath
    • -Rimestorm
    • -Second Wind
    • -Spatial Trip
    • -Sudden Scales
    • -Thundering Roar
    • -Ice Javelins
    • -Shield of Dragon Might
    • -Sun's Illumination
    • -Winds of Change

    • Items
    • -Accurate Staff of Ruin +2 - +2 attack / +4 damage, +2d10 damage on a crit. Additional +1 bonus to hit from Accurate superior implement.
    • -Laughing Death Drowmesh +3 - Resist 10 Necrotic.
    • -Laughing Death Drowmesh +3 (Daily) - Immediate Reaction. Use this power when struck by a melee attack. The attacker takes 3d6 necrotic damage and also takes a -2 penalty to Fortitude defense until the end of my next turn.
    • -Choker of Eloquence +2 (Daily) - Free Action. Use this power after you roll a Bluff or Diplomacy check. Reroll that check, using the second result even if it's lower.
    • -Gauntlets of Blood (Heroic) - +2 damage against bloodied targets.
    • -Belt of Raging Endurance (Encounter) - Immediate Interrupt. Trigger: An enemy hits you and causes damage. Effect: You gain resist 15 against that attack, but you also take 10 damage at the end of your next turn. Also, gain 1 healing surge.
    • -Gem of Colloquy (Head Slot) (Paragon) - +3 to item bonus to Bluff and Diplomacy checks and understand and speak two languages chosen at the time of gem's creation (Abyssal, Supernal).
    • -Potion of Healing (Heroic) x2
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Jul 2008
Posts: 5245
Salazar calls a casscade of light down on the githyanki. One of them dodges the blazing fall and the other takes 20 damage.

Ready: Mal- JtC, LLS; Rav - tattoo; Hed - TS , Shield; Sal - SS, Fog, belt
Sarshan's aura: an enemy that ends its turn takes 10 ogd acid, SE
Initiative: Status
Githyanki warrior lavender: down 85, bloodied, marked
Githyanki warrior green: down 82, bloodied
Githyanki warrior blue: down 74, bloodied
Hedoni: 35/70 (5 ogd + no daily or encounter powers SE both), bloodied
Sarshan: down 3
Shadar-kai warrior navy: no damage
Shadar-kai warrior purple: no damage
Githyanki thug yellow: dead
Githyanki thug olive green: dead
Githyanki thug salmon: dead
Githyanki thug light blue: dead
Salazar: 59/80, +2 to all def and acid resist 10 EE
->Daggoth: 33/114, RS, immob SE, bloodied, resist 5 all EE
Githyanki mindslicer orange: dead
Ravenblade: 51/94, resist all 5 and +2 FORT EE, 10 ogd acid SE
Mal: 68/81, 10 ogd acid SE
Megan: 0/95, 10 ogd SE, prone, unconscious

User posted image

  •   Features
      Illumination: Bright daylight.
      Tower Top: 3-foot high crenellations run around the edge of the tower, granting a +2 bonus to saving throws made to avoid falling off. A creature that falls off the tower takes 20d10 damage.
      Force Sphere: This translucent sphere is an invisible wall of force that protects Sarshan and his shadar-kai warriors. Creatures can pass out of the sphere but not into it.
      Teleportation Circles: There is permanent teleportation circle teleports the PCs from the teleportation circle in the storage room.
      There is a half- completed teleportation circle inside the force sphere.
      Towers: The tops of the corner towers are 15 feet up. The others are only 5 feet up and more like tops of ventilation shafts; they provide cover, but can easily be reached.


_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Member
Registered: Jul 2008
Posts: 1061
Location: Glendale, CA
"I may be bleeding, but I'm not broken yet" the fighter hisses.

Swinging his axe in a wide arc, he makes it clear he will not go down without a fight.

Sweeping blow vs green and lavender (1d20+21+1+1=40, 1d20+21+1+1=35, 1d12+8=17)
Green: 40 vs AC for 17 damage
Lavender: 35 vs AC for 17 damage
Marking both.


"Come to papa". Daggoth touches his cloak, and wounds quickly mend.

Action Point
Use cloak of walking wounded to heal 2x34 = 68 hp, +10 for IP and 8 temp for Grit feat. Brings me to 111 plus 8 temp
Action point gives me resist 10 all damage until start of my next turn.(does this stack with blood iron?)




  •  Daggoth Varkash
    • Male Dragonborn Dreadnought Fighter, level 12
    • Passive Perception: 17, Passive Insight: 17
    • AC: 30, Fort: 27, Reflex :23, Will: 21 - Speed: 5
    • HP: 111+8/120, Bloodied: 60, Surge Value: 34, Surges: 0/13 Initiative: 7
    • Dreadnought Action: when you spend an action point, gain resist all 10 USNT
    • Unfailing Resources: minor to spend 10 hp and auto-save
    • Inspiring Breath: allies gain +5 damage against enemies hit by dragon breath
    • Grit: gain 4 thp when you spend a healing surge
    •  
    • Powers
    • Cleave
    • Tide of Iron
    • Pass Forward
    • Cloak of Walking Wounded +2 when bloodied and using second wind you can use 2 surges
    • Dynamic Waraxe +3 minor, change this weapon into any other melee weapon UEE or until you switch it back with a minor
    • Steel Serpent Strike
    • Dragon Breath (cold|enlarged) minor, +14 vs REF, blast 3 or 5, 2d6+4 dam, allies gain +5 damage to enemies hit UENT
    • Sweeping Blow
    • Come and get it
    • Inexorable Advance
    • Unbreakable imm react, if hit reduce damage by 9
    • Fighter's Grit minor, UENT ignore dazed, immobilized, slowed, AND weakened
    • Comeback Strike
    • Inspiring Word
    • Victorious Surge
    • Rain Of Steel (stance)
    • Blood Iron imm react, when becoming bloodied gain resist all 5 UEE
    • Ironskin Belt minor, resist all 5 UENT
    • Dwarven Greaves imm inter, when hit with a pull/push/slide you negated the forced movement
    • Vortex Mask minor, pull one enemy within 5 up to 2 squares, if enemy was marked you can pull it up to 4
    • Battleforged Heavy Shield free, when an adjacent ally regains hp, that ally regains surge value extra hp

    • Weapon: Dynamic Waraxe +3
    • Armor: Black Iron Armor +3: resist 10 fire and 10 necrotic
    • Arms: Battleforged Heavy Sheild
    • Waist: Ironskin Belt
    • Neck: Cloak of the Walking Wounded +2
    • Legs: Dwarven Greaves
    • Head: Vortex Mask


  • OOC: Em, can you roll my save for me? Invisible castle is not working for me after i did my attack roll.
Moderator
Registered: Jul 2008
Posts: 5245
Daggoth vigorously attacks the githyanki warriors. Then, the dragonborn uses his cloak to staunch his bleeding and return to near perfect fighting condition. Finally, Daggoth feels his legs return to normal. save vs immobilized (1d20+1=16)

OOC: The resist alls do not stack. You'll have resist 10 until the start of your next turn, then the Blood Iron resist 5 continues after that. Also, using AP gives 10 temp HP from Mal's presence, but temp HP doesn't stack either.

Ready: Mal- JtC, LLS; Rav - tattoo; Hed - TS , Shield; Sal - SS, Fog, belt
Sarshan's aura: an enemy that ends its turn takes 10 ogd acid, SE
Initiative: Status
Githyanki warrior lavender: down 102, bloodied, marked
Githyanki warrior green: down 99, bloodied, marked
Githyanki warrior blue: down 74, bloodied
Hedoni: 35/70 (5 ogd + no daily or encounter powers SE both), bloodied
Sarshan: down 3
Shadar-kai warrior navy: no damage
Shadar-kai warrior purple: no damage
Githyanki thug yellow: dead
Githyanki thug olive green: dead
Githyanki thug salmon: dead
Githyanki thug light blue: dead
Salazar: 59/80, +2 to all def and acid resist 10 EE
Daggoth: 111 +4 temp/120, RS, resist 5 all EE, resist 10 ENT, +2 def ENT
Githyanki mindslicer orange: dead
->Ravenblade: 51/94, resist all 5 and +2 FORT EE, 10 ogd acid SE
Mal: 68/81, 10 ogd acid SE
Megan: 0/95, 10 ogd SE, prone, unconscious

User posted image

  •   Features
      Illumination: Bright daylight.
      Tower Top: 3-foot high crenellations run around the edge of the tower, granting a +2 bonus to saving throws made to avoid falling off. A creature that falls off the tower takes 20d10 damage.
      Force Sphere: This translucent sphere is an invisible wall of force that protects Sarshan and his shadar-kai warriors. Creatures can pass out of the sphere but not into it.
      Teleportation Circles: There is permanent teleportation circle teleports the PCs from the teleportation circle in the storage room.
      There is a half- completed teleportation circle inside the force sphere.
      Towers: The tops of the corner towers are 15 feet up. The others are only 5 feet up and more like tops of ventilation shafts; they provide cover, but can easily be reached.


edited to fix Lavendar, Blue and Green HP as well as Daggoth's HP.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Thu Aug 11, 2011 10:58 am. »
Moderator
Registered: Oct 2008
Posts: 7786
Ravenblade sees Daggoth regaining his strength and ponders what he should do. Attack the force field to draw out Sarshan and his two bodyguards or help finish off the others before drawing more enemies into the fray?

OOC: I believe Mal's Inspiring Presence grants 10 hp (not thp). The Grit feat that Daggoth has grants CON mod (i.e. 4) thp whenever he spends a healing surge and they don't stack. I think Daggoth should therefore be at 111 hp and 4 thp. I agree with Emily about resists not stalking, but the bigger one lasting being present now. Daggoth's max hp are 120 at level 12 and he should have +2 all defenses for second winding.

Guys, should I attack the force field or finish off blue? Attack the field may be riskier since the shadar kai might come out to flank and pound on Rav.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
« Last edit by Viktor on Thu Aug 11, 2011 10:52 am. »
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: I say we finish off the githyanki before going for the force field. Focus fire and all.
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Oct 2008
Posts: 4627
"Ravenblade, things have changed, come back here and finish this one off. We will kill Sarshan momentarily!"

OOC: I actually agree with Gary right now. Megan is out, so she is in less imminent danger. And Mal can try to hit the force field from Reach on an attack or an AP. I am not going to have Mal run back to the other two githyanki (which are 2 or so hits each from death), so if Blue dies before or during Mal's turn, I am hitting the barrier. Emily, is the barrier simply attack rolls and a set amount of damage or something?

  •  Enemies
    • Sarshan: 7+ HP, weak vs. Fort, Will
      Shadar-kai Warrior: 84-86 HP, weak vs. Will
      Githyanki Warrior: 114-128 HP? (107-130 HP), AC 25-31, Fort 24-28, Ref 21-26, Will 29 or lower
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Ravenblade moves to flank the githyanki with Salazar and pounds, bashes, and smashes at the foe.

Start of Turn: take 10-5=5 ogd, hp 46/94, no adjacent target for backlash tattoo
Move: move to K10
Minor: HQ on blue
Standard: Twin Strike blue, AC, +1 24h, +1 bloodied, +2 CA, +3 dam bloodied, +1 24h, +2 CA. (1d20+23=43, 1d10.minroll(3)+11=19, 1d20+22=25, 1d10.minroll(3)+7=17)
Free, HQ extra damage: maxed out at 12 due to crit
Bloodthirsty CRIT extra damage: 3d10=16
Save vs OGD: 1d20+1=10

OOC: First hit is a CRIT for 49 damage. Second hit is 25 vs AC for 17 damage. Save OGD success. Josh, I would say blue is dead from the first hit alone.

User posted image

Surges: 2/11
Action point(s) left: 2

  •   Ravenblade
    • Male Dwarf Ranger, Hammer of Moradin, Level 12
    • Passive Perception: 25, Passive Insight: 20
    • AC: 26 Fort: 24 Reflex: 22 Will: 22 Speed: 5, Initiative: +8
    • HP: 94, Bloodied: 47, Surge Value: 26, Surges: 11
    •  
    • Class/Racial Features and Feats
      • Class/Racial Features
      • Cast-Iron Stomach: +5 save vs poison
      • Dwarven Resilience: second wind as minor action
      • Hammer Bond: +1 bonus to attack rolls with hammers
      • Hunter’s Quarry: 2d6 extra damage on a target marked with HQ, once per round
      • Powerful Action: When you spend an action point to make an attack, each target hit by the attack is knocked prone or dazed until the end of your next turn. You choose the effect for each target after the attack’s other effects are resolved.
      • Running Attack: +1 to hit with powers that include movement and moved at least 2 spaces
      • Stand Your Ground: -1 space forced movement / imm save vs prone att
      • Feats
      • Armor Proficiency Chainmail:
      • Bludgeon Expertise: +1/2/3 attack at H/P/E tiers, +1 to push and slide effects from attacks
      • Dwarven Durability: +2 surges, +CON mod surge value
      • Dwarven Weapon Training: +2 damage and prof with all axes/hammers
      • Flank on the Run: When adjacent to an enemy and move to another square adjacent to that enemy, you do not provoke an opportunity attack from that enemy for leaving your square
      • Soldier of Virtue: paladin multi-class, one paladin skill, virtue’s touch 1/day
      • Toughness: +5/10/15 hp at H/P/E tiers
      • Two-Weapon Fighting: +1 damage while wielding two melee weapons
      • Two-Weapon Defense: +1 AC/REFLEX while wielding any two weapons
       
    • Basic Attacks
      • The following attacks respectively already include +1 24h, +1 charge, +1 running attack in charge, +1 against bloodied, +3 damage against bloodied, and +4 WIS mod for Maurader's Rush at-will.
      • Basic Melee (Bloodthirsty): 1d20+20;1d10.minroll(3)+13 (1d20+21;1d10.minroll(3)+16 vs bloodied target), +3d10 on a crit
      • Basic Melee Charge (Avalanche): 1d20+21;1d10.minroll(3)+16+1d10.minroll(3), +2d10 and prone on a crit
      • Basic Melee Charge (Bloodthirsty): 1d20+22;1d10.minroll(3)+17 (1d20+23;1d10.minroll(3)+20 vs bloodied target), +3d10 on a crit
      • Basic Ranged: 1d20+18;1d6+8 (with Rebounding Throwing Hammer)
       
    • Powers/Item Powers During Play
      • Hunter’s Quarry
      • Marauder's Rush
      • Twin Strike
      • Hammer Throw
      • Invigorating Stride
      • Lashing Leaves
      • Natural Terrain Understanding
      • Plant to the Hilt
      • Second Wind
      • Thundertusk Boar Strike
      • Attacks on the Run
      • Commanding Confrontation
      • Frenzied Skirmish
      • Root Gate
      • Stalwart Defense
      • Virtue’s Touch
      • Item Powers
      • Backlash Tattoo
      • Orc's Eye Amulet
      • Rebounding Throwing Hammer
      • Resplendent Circlet
      • Strikebacks
      • Wavestrider Boots
       
    • Items
      • Items
      • Imposter's Chainmail +2 (at-will/polymorph minor) +2 bluff rolls
      • Avalanche Craghammer +2 charge att 1W extra dam, crit=2d10+prone
      • Bloodthirsty Craghammer +3 +1 Att, +3 dam to bloodied enemies, crit=3d10
      • Rebounding Throwing Hammer +1
      • Backlash Tattoo
      • Strikebacks
      • Wavestrider Boots
      • Orc's Eye Amulet +2
      • Resplendent Circlet
      • Alchemical Silver
      • Life Shroud
      • Potion of Healing 1 / 2 / 3
       
    • Skills
      • Acrobatics +12
      • Arcana +5
      • Athletics +15
      • Bluff +6
      • Diplomacy +6
      • Dungeoneering +12
      • Endurance +15
      • Heal +15
      • History +5
      • Insight +10
      • Intimidate +6
      • Nature +15
      • Perception +15
      • Religion +5
      • Stealth +7
      • Streetwise +6
      • Thievery +7
       
    • Descriptions of Powers
      • Hunter’s Quarry minor to place, 2d6 extra damage 1/round on a hit
      • Marauder's Rush can be used in a charge instead of MBA, 1d20+19;1d10+17
      • Twin Strike melee/ranged, 1 or 2 targets, 1 attack per weapon, 1d20+19/18;1d10+8/7
      • Hammer Throw ranged 10, STR vs FORT, can use any hammer, 1d20+19;2d10+11 1st target and dazed UENT Rav, 1d20+19;1d10+11 and prone on 2nd target within 3 of 1st target
      • Invigorating Stride move, shift 4, can’t end adj to enemy, can use 2nd wind
      • Lashing Leaves melee, 1 target, 1 attack per weapon, 1d20+19/18;1d10+13/12, if one hit then target takes 2 extra damage for all hits UENT Rav, if two hits then 5 extra damage
      • Natural Terrain Understanding minor, burst 3, allies, grants +2 AC UENT Rav and target can shift 2
      • Plant to the Hilt melee, 1 target, 1 attack per weapon, 1d20+19/18;1d10+13/12, if one hit then slide target 2, if two hits, then the second slide increases to 4 (for 6 slide total), target must end adjacent
      • Second Wind minor, gain 26 hp and +2 def
      • Thundertusk Boar Strike melee/ranged, 1 or 2 targets, 1 attack per weapon, 1d20+19/18;1d10+13/12, if one hit then push target 2, if both attacks hit same target then push 6
      • Attacks on the Run melee/ranged, 1 or 2 targets, can use main weapon only, either 2 attacks on single or 1 attack each target, 1d20+19;3d10+13, can move 5 before the attacks, ˝ damage on miss
      • Commanding Confrontation ranged, 1 HQ target, 1d20+14;3d6+5, ˝ damage on miss, effect: until target is no long your quarry, all your melee attacks against it deal extra 6 damage
      • Frenzied Skirmish melee, 1 or 2 targets, 1 attack per weapon, before or after attack you can move speed without provoking OA's, 1d20+19/18;1d10+13/12, if an attack hits the target is dazed UENT Rav, if both attacks hit the same target it's dazed and slowed UENT Rav
      • Root Gate minor, burst 10, create 2 single space, unoccupied zones that last UEE, when you or ally enters a zone can teleport to the second zone as a free action as long as it’s not occupied, enemies can’t teleport
      • Stalwart Defense minor, stance, gain resist all 5 and +2 FORT until stance endes
      • Virtue’s Touch minor, melee touch, 1 target, remove blinded, dazed, deafened, slowed, stunned, or weakened
      • Item Powers
      • Backlash Tattoo the first time you’re bloodied in an encounter, you can make a basic ranged or melee attack as an imm reaction
      • Orc's Eye Amulet imd reac, 5 temp HP to ally bloodying an enemy
      • Rebounding Throwing Hammer +1 free, on a miss, roll basic ranged on enemy within 5 of target
      • Resplendent Circlet minor, enemy adj to ally, burst 5, c.a. until EoE
      • Strikebacks imd reac, when adj enemy hits you make a melee basic against it / +1 OA attacks.
      • Wavestrider Boots minor, walk on liquids until EoE
    • (Key: At-Will, Encounter, Daily, Magical Equipment, Consumable, Used)
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Oct 2008
Posts: 4627
OOC: Ummm...wow. 49 damage on an at-will? If I crit on an at-will I can do a MAX of 27 damage. My highest damage attack would do 43 damage on a maxed out crit.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Josh wrote
Emily, is the barrier simply attack rolls and a set amount of damage or something?

Yes, the sphere has an AC Ref, Fort, HP, etc. You just attack it like it was a creature.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Josh wrote
OOC: Ummm...wow. 49 damage on an at-will? If I crit on an at-will I can do a MAX of 27 damage. My highest damage attack would do 43 damage on a maxed out crit.


OOC: Yes, but what's the max you can heal with one power? Isn't it like 54 with IW on Rav, more on Daggoth, and much more with Rousing Words. That's nothing to scoff at.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
Listening to Mal's advice, Ravenblade flanks with Salazar to finish off the githyanki. Although the blood chaos residue initially stings, the dwarf is able to shake it off with only some small burns to show for it.

Ready: Mal- JtC, LLS; Rav - tattoo; Hed - TS , Shield; Sal - SS, Fog, belt
Sarshan's aura: an enemy that ends its turn takes 10 ogd acid, SE
Initiative: Status
Githyanki warrior lavender: down 102, bloodied, marked
Githyanki warrior green: down 99, bloodied, marked
Githyanki warrior blue: dead
Hedoni: 35/70 (5 ogd + no daily or encounter powers SE both), bloodied
Sarshan: down 3
Shadar-kai warrior navy: no damage
Shadar-kai warrior purple: no damage
Salazar: 59/80, +2 to all def and acid resist 10 EE
Daggoth: 111 +4 temp/120, RS, resist 5 all EE, resist 10 ENT, +2 def ENT
Githyanki mindslicer orange: dead
Ravenblade: 46/94, resist all 5 and +2 FORT EE, bloodied
->Mal: 68/81, 10 ogd acid SE
Megan: 0/95, 10 ogd SE, prone, unconscious

User posted image

  •   Features
      Illumination: Bright daylight.
      Tower Top: 3-foot high crenellations run around the edge of the tower, granting a +2 bonus to saving throws made to avoid falling off. A creature that falls off the tower takes 20d10 damage.
      Force Sphere: This translucent sphere is an invisible wall of force that protects Sarshan and his shadar-kai warriors. Creatures can pass out of the sphere but not into it.
      Teleportation Circles: There is permanent teleportation circle teleports the PCs from the teleportation circle in the storage room.
      There is a half- completed teleportation circle inside the force sphere.
      Towers: The tops of the corner towers are 15 feet up. The others are only 5 feet up and more like tops of ventilation shafts; they provide cover, but can easily be reached.


_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Thu Aug 11, 2011 12:33 pm. »
Moderator
Registered: Oct 2008
Posts: 4627
OOC: I am a little unsure what I want to do here, especially not knowing how many HP this thing has. Here are my thoughts: I could move up, attack it, then charge Lavender (or vice versa, but I prefer the first option). I could attack twice with at-wills (anyone interested in healing, since RW will boost that and it is my most likely power use). I could attack it once, see what happens and then decide if I want to AP attack the thing. Or I could try Caging Glaive on it to slide it adjacent to me. ;)
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
OOC: I suggest either killing lavender (maybe with rousing assault to prep healing next turn) so Daggoth isn't assailed further OR just bash at the field. I doubt the thing has on 10 or so hp, so you might not want to give up your action point just yet. As for healing, I know you have Rousing Words that allows double surge use, but maybe it's better not to make anyone use up two surges. Having said that, Rav and Hed could benefit from some healing. I would rather not use up both of my surges at once though.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: Go for the force field. Rain of Steel may finish off the two Githyanki at the start of their turns andbif not Hedonism and Salazar can go for them. With Daggoth having +2 defenses and resist 10 they probably can't hurt him much even if they live to attack and make contact. Also, save yourAP for Sarshan.
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
« Last edit by Gary on Thu Aug 11, 2011 1:54 pm. »
Moderator
Registered: Oct 2008
Posts: 7786
Gary wrote
OOC: Go for the force field. Rain of Steel may finish off the two Githyanki at the start of their turns andbif not Hedonism and Salazar can go for them. With Daggoth having +2 defenses and resist 10 they probably can't hurt him much even if they live to attack and make contact. Also, save yourAP for Sarshan.


OOC: "Hedonism"? Is your phone playing tricks on you again or is that a power of Hedoni's we haven't heard of yet. Defeat your foes with uninhibited pleasures that promise no pain!
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: That was my phone playing tricks, but Hedoni does derive from hedonism. All part of Mike's vision for the character.
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Oct 2008
Posts: 4627
"Well done, Ravenblade!" Feeling the burn of the acid, Mal moves up to the shield and cuts it once with his glaive. Realizing it won't go down easy, he grips the foe stone and cuts it again, boosting his nearby allies. The tiefling is able to shake off the last of the acid and prepares himself to swing again.

Move Action: Walk (Move 5) to M9

Standard Action: Rousing Assault (Melee 2; +17 vs. AC; Hit: 2d4+7 Fire dam, and +4 to Warlord healing powers UENT; Crit: 15+2d6 Fire dam)

Rousing Assault (+17 W, +1 24hr) (1d20+18=22, 2d4+7=12)

Minor Action: Foe Stone (Learn all of a target's vulnerabilities, and which of its defenses is lowest)

Action Point! Seize the Day (Roll odd on 1st att, gain 11 temp HP; Roll even on 1st att, each ally w/in 5 gains 6 temp HP)

Standard Action: Warlord's Strike (Melee 2; +17 vs. AC; Hit: 4d4+7 Fire dam, allies gain +5 to damage against target UENT; Crit: 23+2d6 Fire dam)

Warlord's Strike(+17 W, +1 24hr) (1d20+18=37, 4d4+7=22)

Save vs. OGD (1d20+1=20)

Immediate Interrupt: Join the Crowd (Trigger: Creature not targeted by ally's burst/blast; Melee 2; +17 vs. AC; Hit: 4d4+7 Fire dam, slide target 4 sq; Crit: 23+2d6 Fire dam)

Join the Crowd (+17 W, +1 24hr) (1d20+18=??, 4d4+7=??)

OOC: Take 10 acid damage. Walk to M9, RousAssault on Shield, hitting AC 22 for 14 Fire damage (a 1 to a 3), I can heal +4 UENT. Foe Stone on the shield. Action Point! Warlord's Strike on Shield, hitting AC 37 for 22 Fire damage and allies gain +5 bonus damage against the Shield. Also, rolling odd on my attack gives Salazar and Ravenblade 6 THP. Save success vs. OGD. JtC is readied, hitting AC ?? for ?? Fire damage (increase by 4 for two 1s to 3s).


  •  Mal Geminous
    • Male Tiefling Inspiring Warlord, Captain of Fortune 12
    • Passive Perception: 18, Passive Insight: 18
    • AC:26, Fort:24, Reflex:22, Will:24 - Speed:5
    • HP:58/81, Bloodied:40, Surge Value:21, Surges left:2/9
    • Action Points: 0, Second Wind: not used, Resist Fire 11
    •  
    • Powers
      • Intuitive Strike
      • Rousing Assault
      • IS Inspiring Word +5 1 2 3
      • Infernal Wrath
      • Inspired Belligerence
      • Tactical Orders
      • Hammer and Anvil
      • Warlord's Strike
      • Join the Crowd
      • Lady Luck Smiles
      • Rousing Words +5
      • Favored Fortune
      • Lamb to the Slaughter
      • Exemplar of Action
      • Caging Glaive
      • Foe Stone
      • Flaming Glaive +2
      • Couters of Second Chances
      • Power Jewel
      • Boots of Dancing
       
    • Items
      • Healer's Finemail +2
      • Belt of Vigor
      • Fey-Blessed Circlet
      • Hempen Rope (50ft)
      • Grappling Hook, Hammer, Pitons (10)
      • Hand Axe x2
      • Waraxe, Light Shield
       
    • Abilities
      • Basic Melee Attack +17 (+6 lvl, +4 Str, +2 Prof, +2 Exp, +2 Enh, +1 HB)
      • Damage: 2d4+7 (2d4 Glaive, +4 Str, +2 W, +1 HB)
      • Bloodhunt (+1 att vs. bloodied)
      • Inspiring Presence (Allies regain 10 HP w/ AP)
      • Combat Leader (+2 Init to me and allies w/in 10)
      • Hellfire Blood
      • Heavy Blade Expertise (+2 def vs. OAs)
      • Polearm Flanker (Flank in Reach)
      • Know Your Strength (Dam rolls of 1 or 2 become 3)
      • Seize the Day
       
    • Skills
      • Acrobatics +4
      • Arcana +7
      • Athletics +14
      • Bluff +12
      • Diplomacy +15
      • Dungeoneering +8
      • Endurance +7
      • Heal +13
      • History +7
      • Insight +8
      • Intimidate +15
      • Nature +8
      • Perception +8
      • Religion +7
      • Stealth +6
      • Streetwise +10
      • Thievery +4


  •  Enemies
    • Sarshan: 7+ HP
      Shadar-kai Warrior: 84-86 HP
      Githyanki Warrior: 114-128 HP? (107-138 HP), AC 25-31, Fort 24-28, Ref 26 or lower, Will 29 or lower
      Githyanki Mindslicer: 89-120 HP, Weakest vs. Fort, Will, Will 32 or lower, AC 24-29
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light

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