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Mottled Tower

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Moderator
Registered: Jul 2008
Posts: 5245
Staying well back from Sarshan's aura of acid, Mal whacks at the protective sphere twice. Using his stone, Mal learns that the sphere, being an inanimate object, is weakest in its ability to turn a blade and reflex.

The githyanki take only minor damage from Daggoth's offensive stance Lavender and green (1d12+3=6, 1d12+3=8 ). Daggoth's improved defenses allow him ward off one of the attacks, and turn the other at the last moment to cut his leg instead of his belly (takes only 1 damage due to resistance).

Ready: Mal- JtC; 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 108, bloodied, marked
Githyanki warrior green: down 107, 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 + 6 temp/80, +2 to all def and acid resist 10 EE
Daggoth: 111 +3 temp/120, RS, resist 5 all EE, resist 10 ENT, +2 def ENT
Githyanki mindslicer orange: dead
Ravenblade: 46 +6 temp/94, resist all 5 and +2 FORT EE, bloodied
Mal: 58/81
Megan: 0/95, 10 ogd SE, prone, unconscious

Force Sphere: down 26, takes +5 damage ENT Mal

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.


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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
"Grrrr...."

Once more, Hedoni's only move is to help out Daggoth, but he moves closer to the protective barrier at the same time. Finally, he's able to get his strength back as well.

Standard Action: Winged Horde at F12, hitting Githyanki warrior green and Githyanki warrior lavender.
Move Action: Walk to P9

Winged Horde: (1d20+15+1=17, 1d20+15+1=33, 1d6+9=13)
Save from conditions: (1d20+1=18)

Winged Horde hits Will 17 (FLUB) on Githyanki warrior green and Will 33 on Githyanki warrior lavender for 13 psychic damage. Any targets hit cannot take opportunity actions until the end of Hedoni's next turn.

OOC: Save from condition successful. Weeeeeeee.

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)

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Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jul 2008
Posts: 5245
Hedoni keeps his insects fluttering around the githyanki. His spell produces two opposite reactions - one of the warriors completely ignores the winged creatures and the other drops dead.

Sarshan throws more tendrils of blood chaos in the the air. "You are fools to seek me out in my tower. You may have killed my soliders, but I am much stronger now, stronger than all of you. There is no way you can defeat me." The blood chaos slides off Mal and Salazar, but is sizzles as it burns into Hedoni's flesh (10 ogd acid, save ends. Effects will get worse if you fail saves.)

The two shadar-kai bodyguards wait patiently.

Ready: Mal- JtC; 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: dead
Githyanki warrior green: down 107, bloodied, marked
Githyanki warrior blue: dead
Hedoni: 30/70, bloodied, 10 ogd acid SE
Sarshan: down 3
Shadar-kai warrior navy: no damage
Shadar-kai warrior purple: no damage
->Salazar: 59 + 6 temp/80, +2 to all def and acid resist 10 EE
Daggoth: 111 +3 temp/120, RS, resist 5 all EE, resist 10 ENT, +2 def ENT
Githyanki mindslicer orange: dead
Ravenblade: 46 +6 temp/94, resist all 5 and +2 FORT EE, bloodied
Mal: 58/81
Megan: 0/95, prone, unconscious

Force Sphere: down 26, takes +5 damage ENT Mal

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
Moderator
Registered: Oct 2008
Posts: 4627
"Then come out and face us, you coward!"

  •  Enemies
    • Sarshan: 7+ HP
      Shadar-kai Warrior: 84-86 HP
      Githyanki Warrior: 114-128 HP? (109-121 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
Moderator
Registered: Oct 2008
Posts: 7786
"Salazar, go help Daggoth get his scaly butt over here. Maybe then he can draw these cowards out."

OOC: Suggesting Salazar kills of green to free up Daggoth. Dag can then move to J9 and use Come and Get It on the two Shadar-Kai and Sarshan. It's a vs Will attack so might just do the trick.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: If I attack Green, I give up the damage bonus against the wall that Mal gave me. I also don't think Come and Get It will work through the force field.
_______________
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
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
OOC: Green is a sneeze away from dying. Hopefully someone has a minor that can take him out so Daggoth has a full turn to get to the force field.
_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Oct 2008
Posts: 7786
OOC: 5 extra damage to the force field is trivial compared to pulling the enemies out. Come and get it targets the will of enemies to pull them, THEN inflicts physical damage. We won't know unless we try or unless Emily tells us it won't work. Having said that, Daggoth will likely be freed up for his turn after next anyhow (assuming he hits and rain of steel does enough damage), so if you really insist on getting your striker damage maxed against the field this turn, go for it.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
OOC: So you don't waste your powers, here is the text on the sphere.

"The sphere prevents all weapons, powers, and effects from reaching Sarshan, but the shadar-kai can make blood chaos flare attacks through the sphere against the PCs. As the force sphere is not subject to dispel magic, brute force is the quickest way to bring it down."
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
OOC: Sounds like Salazar should simply attack the force shield. Daggoth is fine where he is. It might be another round before we can get the thing down.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Saslazar moves over nearer the sphere and blasts it with fire. It may not be dispellable by magic, but it might be knocked down by it, and Salazar was a master at brute magical strength.

Move action - Shift to N9.

Standard action - Burning Spray (close blast 3, M-O/6-8, all creatures) against Force Sphere.

Burning Spray Force Sphere (24H, Mal damage bonus) (1d20+16+1=26, 1d8+17+5=25)

Hits Reflex 26 for 25 fire damage against Force Sphere. On a hit, the next enemy to hit Salazar with a melee attack before the end of my next turn takes 4 fire damage.

"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 + 6 temp HP/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 blasts the spherical cage with fire.

Sarshan shouts back, "I am no coward, I simply prefer to preserve my own life."

Ready: Mal- JtC; 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: dead
Githyanki warrior green: down 107, bloodied, marked
Githyanki warrior blue: dead
Hedoni: 30/70, bloodied, 10 ogd acid SE
Sarshan: down 3
Shadar-kai warrior navy: no damage
Shadar-kai warrior purple: no damage
Salazar: 59 + 6 temp/80, +2 to all def and acid resist 10 EE
->Daggoth: 111 +3 temp/120, RS, resist 5 all EE, resist 10 ENT, +2 def ENT
Githyanki mindslicer orange: dead
Ravenblade: 46 +6 temp/94, resist all 5 and +2 FORT EE, bloodied
Mal: 58/81
Megan: 0/95, prone, unconscious
Force Sphere: down 51, takes +5 damage ENT Mal

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
Daggoth lashes out at the remaining Githyanki, hoping to get him out of the way so he can start against the force sphere.

Std melee vs green (1d20+19=34, 1d12+8=10)
Hits AC 34 for only 10 damage.
If alive: marking and pass forward to G12.
If dead, move to H9
Rain of steel still in effect




  •  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+3/120, 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


Moderator
Registered: Jul 2008
Posts: 5245
Daggoth bashes the githyanki on the head, dropping him.

Ready: Mal- JtC; 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: dead
Githyanki warrior green: dead
Githyanki warrior blue: dead
Hedoni: 30/70, bloodied, 10 ogd acid SE
Sarshan: down 3
Shadar-kai warrior navy: no damage
Shadar-kai warrior purple: no damage
Salazar: 59 + 6 temp/80, +2 to all def and acid resist 10 EE
Daggoth: 111 +3 temp/120, RS, resist 5 all EE
Githyanki mindslicer orange: dead
->Ravenblade: 46 +6 temp/94, resist all 5 and +2 FORT EE, bloodied
Mal: 58/81
Megan: 0/95, prone, unconscious
Force Sphere: down 51, takes +5 damage ENT Mal

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
Moderator
Registered: Oct 2008
Posts: 7786
Ravenblade moves into a position from where he can eye Sarshan, determining to not let him out of his sight. He then smashes at the force field.
Move: move to P6 (assuming the shadar-kai can't take OA's through the force field)
Minor: HQ on Sarshan
Standard: Twin Strike force field, AC, +5 dam Mal's bonus. (1d20+20=27, 1d10.minroll(3)+8+5=17, 1d20+19=26, 1d10.minroll(3)+7+5=20)

OOC: If both twins hit, 37 damage to force field. If force field doesn't prevent OA's, move to P8 instead, HQ Sarshan, then marauder's rush avalanche craghammer charge force field to P6: Avalanche Maruaders Rush charge force field, +1 24h, +1 charge, +1 running attack, +5 dam Mal's bonus, +1d10 avalanche craghammer bonus. (1d20+21=40, 1d10.minroll(3)+17+5+1d10=41).

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: Jul 2008
Posts: 5245
Ravenblade moves up to the sphere and begins to whack at it.

Ready: Mal- JtC; 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: dead
Githyanki warrior green: dead
Githyanki warrior blue: dead
Hedoni: 30/70, bloodied, 10 ogd acid SE
Sarshan: down 3. HQ
Shadar-kai warrior navy: no damage
Shadar-kai warrior purple: no damage
Salazar: 59 + 6 temp/80, +2 to all def and acid resist 10 EE
Daggoth: 111 +3 temp/120, RS, resist 5 all EE
Githyanki mindslicer orange: dead
Ravenblade: 46 +6 temp/94, resist all 5 and +2 FORT EE, bloodied
->Mal: 58/81
Megan: 0/95, prone, unconscious
Force Sphere: down 88, takes +5 damage ENT Mal

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
Moderator
Registered: Oct 2008
Posts: 4627
OOC: I'll take my turn in a couple of hours, but will we get an indication of when the shield is "bloodied"?
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Josh wrote
OOC: I'll take my turn in a couple of hours, but will we get an indication of when the shield is "bloodied"?


Yes, I will let you know when the sphere is "bloodied."
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
Mal cuts at the shield once again, trying hard to knock it down.

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=27, 2d4+7=15)

OOC: RousAssault on Shield, hitting A 27 for 15 Fire damage and I gain +4 healing bonus to powers UENT. I think Megan should still be standing. Also, I decided not to heal Hedoni or Ravenblade as they can max out still. We should be fine for another round.


  •  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
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Mal keeps up the assault on the protective sphere. Cracks start to appear in the smooth surface.

OOC: Megan is at 0 HP and unconscious. I don't think she would be standing.

Ready: Mal- JtC; 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
->Hedoni: 30/70, bloodied, 10 ogd acid SE
Sarshan: down 3. HQ
Shadar-kai warrior navy: no damage
Shadar-kai warrior purple: no damage
Salazar: 59 + 6 temp/80, +2 to all def and acid resist 10 EE
Daggoth: 111 +3 temp/120, RS, resist 5 all EE
Githyanki mindslicer orange: dead
Ravenblade: 46 +6 temp/94, resist all 5 and +2 FORT EE, bloodied
Mal: 58/81, +4 Healing ENT
Megan: 0/95, prone, unconscious
Force Sphere: down 103, bloodied

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
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Out of his element, and after feeling the burn of the acid, Hedoni enables his magical bracers and steps toward the sphere, whacking it with his staff.

Free Action: Use Bracers of Mental Might.
Move Action: Walk to P7.
Standard Action: Melee staff attack against sphere.

Melee attack: (1d20+11+1=27, 1d8+9=12)



Bracers of Mental Might allow Hedoni to replace his strength modifier (-1) with his Intelligence modifier (+5) for one attack. Attack hits 27 against AC for 12 damage.

OOC: Never having made a Melee attack before, I'm not sure I changed that up right, but don't think it matters for the attack roll. I'm pretty sure the damage roll is right.

Emily, could you roll Hedoni's save? IC isn't letting me in again.


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
Moderator
Registered: Jul 2008
Posts: 5245
Hedoni uses his own muscle power to attack the sphere. At first the acid on his skin takes its toll, but then the wizard is able to shake it off. save vs ogd (1d20+1=12)

Sarshan moves closer, "How dare you speak of cowardice, you who have no honor. I gave you a chance in Umbraforge, but you turned on me. You'll will regret betraying me." Then the shadar-kai draw out more blood chaos thread and launches them into the air through the sphere. The acidic threads land on Hedoni, Mal and Salazar (10 acid on going damage, save ends. The effect will get worse if you fail a save.)

OOC: Hedoni's sheild only adds AC and Reflex defenses and this attack was against Fort so I didn't use it for him.

Ready: Mal- JtC; Rav - tattoo; Hed - TS , Shield; Sal - SS, Fog, belt
Sarshan's aura: an enemy that ends its turn in the aura takes 10 ogd acid, SE
Initiative: Status
Hedoni: 20/70, bloodied, 10 ogd acid SE
Sarshan: down 3, HQ
Shadar-kai warrior navy: no damage
Shadar-kai warrior purple: no damage
->Salazar: 59 + 6 temp/80, +2 to all def and acid resist 10 EE, 10 ogd acid SE
Daggoth: 111 +3 temp/120, RS, resist 5 all EE
Githyanki mindslicer orange: dead
Ravenblade: 46 +6 temp/94, resist all 5 and +2 FORT EE, bloodied
Mal: 58/81, +4 Healing ENT, 10 ogd acid SE
Megan: 0/95, prone, unconscious
Force Sphere: down 115, bloodied

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
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Salazar launches another wave of flame at the force sphere and the blast causes it to crack even more. He's able to ignore the acid eating at him, but not shake it off.

Last turn I had shifted to N9.

Standard action - Burning Spray (close blast 3, M-O/6-8, all creatures) against Force Sphere.

Burning Spray force field (24H, Gauntlets of Blood) (1d20+16+1=37, 1d8+17+2=20) / Crit (2d10=12)

Hits Reflex 37 - CRIT! for 39 fire damage against Force Sphere. On a hit, the next enemy to hit Salazar with a melee attack before the end of my next turn takes 4 fire damage.

End of turn - Save against OGD Acid and other effects.

Save vs OGD (1d20+1=2)

Failure.

"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 + 6 temp HP/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 sends a huge explosion of flame at the sphere. Although he is unharmed by the acid in the blood chaos, the sorcerer feels his body slow down.

Initiative: Status
Hedoni: 20/70, bloodied, 10 ogd acid SE
Sarshan: down 3, HQ
Shadar-kai warrior navy: no damage
Shadar-kai warrior purple: no damage
Salazar: 59 + 6 temp/80, +2 to all def and acid resist 10 EE, (10 ogd acid and slowed SE both), BS
->Daggoth: 111 +3 temp/120, RS, resist 5 all EE
Ravenblade: 46 +6 temp/94, resist all 5 and +2 FORT EE, bloodied
Mal: 58/81, +4 Healing ENT, 10 ogd acid SE
Megan: 0/95, prone, unconscious
Force Sphere: down 154, bloodied

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
Daggoth warily skirts around the group, and takes a whack at the force sphere.

Move to K4
Melee vs force sphere (1d20+19+1=22, 1d12+8=11)
Hits AC 22 for 11 damage... :'(
Does rain of steel hit the force sphere on its "turn"?




  •  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+3/120, 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


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