DeadGoblins.com » Scales of War » Mottled Tower

Mottled Tower

Moderators: Emily, Michael Doss.

Page: « < ... 25 26 27 28 29 30 31 > »

Author Post
Moderator
Registered: Jul 2008
Posts: 5245
Without much else to do, Daggoth attacks the sphere.

OOC: Sure. If is it still up, I'll have RS hit the sphere on the start of its turn. Why not?

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 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 165, 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: Oct 2008
Posts: 7786
Ravenblade moves out of Sarshan's caustic influence and bashes at the force field twice more before grabbing his throwing hammer.

Move: to N3
Standard: Twin Strike force field, +1 24h both, +1/+3 bloodthirsty on first attack. (1d20+21=29, 1d10.minroll(3)+16=25, 1d20+19=30, 1d10.minroll(3)+12=18)
Minor: switch avalanche craghammer for rebounding throwing hammer

OOC: Assuming two hits, total damage is 43.

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
As Ravenblade's hammer connects with the sphere the second time, the protective barrier shatters. With the sound of hundreds of shards of glass shattering, the sphere crashes to the floor in pieces. Sarshan shouts encouragingly, "Excellent! Now let the real fighting begin."

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 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: broken down

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
"Hedoni, you have fought well. Keep your head in this, we need you still." With that he steps back and pulls one of the warriors off of the unfinished circle and buffets him with quick thrusts from his glaive.

Minor Action: Improved Saving Inspiring Word +5 (Close burst 5; One ally gets Healing Surge +3d6+9 HP or Healing Surge +9 HP and a saving throw)

Move Action: Shift (Move 1, do not provoke OAs) to L9

Standard Action: Caging Glaive (Slide target 3 to adj. sq; Melee 2; +17 vs. AC; Hit: 6d4+7 Fire dam, slowed and grants CA until it starts turn outside reach; Crit: 31+2d6 Fire dam; Miss: Half dam and grants CA UENT)

Caging Glaive (+17 W, +1 24hr, +2 CA) (1d20+20=23, 6d4+7=17)

Save vs. OGD (1d20+1=21)

OOC: IW on Hedoni, healing him 26 HP and either 3d6 bonus HP or he can roll a save. I will let Mike decide that and roll. Shift to L9. CagGlaive on Blue, sliding her to M9 and hitting AC 23 for 25 Fire dam (two 1s and four 2s all change to 3s) and Blue is slowed and grants CA until it starts its turn out of my reach. If I missed, then I do 12 Fire damage and Blue is slowed and grants CA UENT. Join the Crowd is ready to use, but I will just roll it when it comes up. I will only use it on Blue IF I missed with Caging Glaive or IF I hit and do not need to slide him out of my Reach.

Strategies: I suggest that Salazar lock down Sarshan, since he can resist the OGD from the aura, and maybe he can prevent Sarshan from throwing the goop that way. Daggoth probably should, too, since he will be causing free damage to the guy. Also, I have pretty much all of my encounters available. That means Join the Crowd (1st useful opportunity), Hammer and Anvil (I will try to use with Ravenblade or Daggoth at 1st opportunity), and Lady Luck Smiles (which you guys should let me know when you want it used since it only works on melee and ranged powers). Also, someone should take Favored Fortune soon (reroll your damage and take either result) soon, since we won't have much of a chance to change from low to really big damage soon.


  •  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:48/81, 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, weak vs. Will/Fort
      Shadar-kai Warrior: 84-86 HP, weak vs. Will
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
"Thanks, friend!"

Hedoni has a chance to remove the sting of the blood chaos, but with so much else going on, he can't manage it.

Save from conditions: (1d20+1=2)

OOC: Damn, failed save. Does Hedoni need 2 separate saves for the blood chaos and the aura?
_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Oct 2008
Posts: 7786
OOC: Doesn't Hedoni get four extra hit points because of Mal's rousing words?
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: Mike, is there a reason you didn't take a full set of actions for Hedoni?
_______________
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: I took the free save, but was waiting for Emily to give the results of Mal's turn.
_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: Ah, gotcha. Should have read Mal's turn more carefully. :)
_______________
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
OOC: Right you are, Viktor! Thanks!
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Mal boosts Hedoni's reserves, but the wizard can't shake of the tendrils of blood chaos stuck to his flesh. Then the warlord maneuvers to a better position, but his glaive glances off the shadar-kai's shoulder, shoving her between him and Salazar. As soon as she gets close enough, the shadar-kai cuts Mal for 7 damage.

OOC: There is no save regarding the aura; if you end your turn in the aura you take the 10 ogd.

I didn't count this save failure against Hedoni in terms of worsening effects since it was a bonus from Mal. However, if Hedoni fails the save at the end of his turn, he will become slowed in addition to the 10 ogd, save ends both.

Also, I don't think the 10 ogd from the aura will stack with the 10 ogd from Sarshan's blood chaos attack.


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: 40/70, 10 ogd acid SE
Sarshan: down 3, HQ
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
Shadar-kai warrior navy: down 12, slowed and grants CA ENT Mal
Mal: 41/81
Megan: 0/95, prone, unconscious
Force Sphere: broken down

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
Glad to have his powers back, Hedoni takes damage, steps back from Sarshan, and slams his staff on the ground, sending out a wave of teleportonic energy. The Shadar-kai are hit especially hard, and one seems to disappear entirely. He then calls out to his allies, "Where should you be?"

Move Action: Walk to O11.
Standard Action: Hammerfall Step (Close Blast 5), hitting Shadar-kai warrior purple, Sarshan, and Shadar-kai warrior navy.

Hammerfall Step: (1d20+15+1=30, 1d20+15+1=21, 1d20+15+1=36, 2d6+9=15)
Save from conditions: (1d20+1=18)

Hammerfall Step hits Fort 30 on Shadar-kai warrior purple, Fort 21 on Sarshan, and Fort 36 (CRIT) on Shadar-kai warrior navy for 15 damage. All targets hit are teleported up 3 squares (15 feet) as well. Due to CRIT, Navy takes 21 damage, and is teleported 7 squares (3 for Hammerfall Step, 4 for Blind Strike crit power) to T9. If two or more targets are hit, each takes +3 damage for Destructive Wizardry.

OOC: If either Mal or Sal wants to teleport 3, let me or Emily know.

OOC: Save from conditions successful.

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
« Last edit by Michael Doss on Wed Aug 17, 2011 3:27 pm. »
Moderator
Registered: Jul 2008
Posts: 5245
After having all his arcane abilities pent up, Hedoni unleashes a powerful wave of magic. One of the shadar-kai is teleported up into the air, falls flat fall (1d10=9) and takes 18 damage from the spell. The other shadar-kai disappears from view. Her dimishing screams are the only clue that she is falling to her death. She most certainly is dead even before she hits the lava sea. Sarshan, although physically unharmed by the spell, after seeing one of his guards so easily removed, seems much less confident than before.

Sarshan features narrow on Hedoni. The arms dealer teleports himself next to the wizard (O10), and in rapid sucession, slashes at Hedoni with his Katar. TWith the first blow, Hedoni is struck for 16 damage and the eladrin immediately goes invisible. Confused by this sudden disappearance, Sarshan misses with this second attack, but his third finds the wizard and cuts him again for 10 damage. Hedoni can feel his grip on consciousness start to fail (5 ogd acid, SE). Satisfied that Hedoni won't survive more than a few seconds, Sarshan reappears next to Daggoth. When Sarshan reppears you can only partially see him, as if he is standig behind a gauzy curtain.

Purple stands and charges at Mal, but is still disoriented from her fall and Mal blocks her katar.

OOC: Wow, teleport seven squares with the crit! Lucky for me, not so lucky for you, that it wasn't a crit on Sarshan.

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: 4/70, bloodied, 5 ogd acid SE, inv ENT
Sarshan: down 3, HQ, insub
Shadar-kai warrior purple: down 27
->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
Shadar-kai warrior navy: dead
Mal: 41/81
Megan: 0/95, prone, unconscious
Force Sphere: broken down

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 blinks away amidst Hedoni's spell and flanks Sarshan with Daggoth, then blasts Sarshan with cold. Pressing on, a wave of arcane wind blasts forth from Salazar, encompassing Sarshan and the other shadar-kai, who is severely buffeted by the attack.

"Daggoth, knock Sarshan towards the edge!"

Salazar will teleport to M6 with Hedoni's Hammerfall Step.

ACTION POINT! Heal 10 with Mal's Inspiring Word.

Standard action - Rimestorm (close blast 3, J-L/4-6, enemies only) on Sarshan.

Rimestorm Sarshan (Action Surge, 24H) (1d20+16+3+1=24, 2d8+17=26)

Hits Fort 26 (forgot to code CA) for 26 cold damage against Sarshan. On a hit, the enemy is knocked prone and takes -2 to Fort until the end of my next turn.

Standard action - Winds of Change (close burst 3, enemies only) on Sarshan and Purple.

Winds of Change (close burst 3, enemies only) on Sarshan and Purple.(24H) (1d20+16+1=24, 1d20+16+1=37, 3d8+17=31) / Crit (2d10=12)

Hits Fort 26 (forgot to code CA) for 31 damage against Sarshan, and hits Fort 37 - CRIT! - for 53 damage against Purple. On a hit, push the enemy up to three squares, pushing Sarshan to L2 and Purple to K10. On a miss, half damage and push the enemy one square, Sarshan to L4 and Purple to K9. Effect - Salazar gains a fly speed equal to his speed and can hover until the end of his next turn.

Move action - Fly two squares up and over L6 (assuming slowed affects my fly speed).

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

Save vs OGD and Slow (24H) (1d20+1=6)

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.

MAREK - Assuming I hit and knocked Sarshan against the edge, I highly recommend Tide of Iron to knock Sarshan off the ledge.


  •  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: 69 + 6 temp HP/80, Bloodied: 40, Surge Value: 23, Surges left: 1/10
    • Action Points: 0
    • 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 pops up behind Sarshan, hits him with cold, and then shoves him up against the parapet. The remaining guard is hit hard and is bleeding heavily. Sarshan locks his eyes on Daggoth, almost daring him to knock him over the edge.

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: 4/70, bloodied, 5 ogd acid SE, inv ENT
Sarshan: down 31, HQ, insub, prone, -2 Fort,
Shadar-kai warrior purple: down 80, bloodied
Salazar: 69 + 6 temp/80, +2 to all def and acid resist 10 EE, (10 ogd acid and immob SE both), flying 10 feet up
->Daggoth: 111 +3 temp/120, RS, resist 5 all EE
Ravenblade: 46 +6 temp/94, resist all 5 and +2 FORT EE, bloodied
Shadar-kai warrior navy: dead
Mal: 41/81
Megan: 0/95, prone, unconscious
Force Sphere: broken down

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
"Let's dance". Daggoth throws the challenge to Sharshan as he blasts the prone enemy with draconic breath.

Breath vs Sharshan (1d20+15+1=33, 2d6+4=7)
Hits 33 vs reflex for 7 damage.
On a hit, allies will gain +5 damage against Sharshan.


"If this guy can fly I'm going to be pissed!" the fighter mumbles to himself in draconic. Shifting in toward Sharshan, Daggoth smites him with axe and shield.

Shift to L3.
Tide of iron vs sharshan (1d20+19+2+1=31, 1d12+8=20)
31 VS AC for 20 damage.
On a hit push Sharshan back to L1 and shift into L2.
Marking.





  •  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: Oct 2008
Posts: 4627
As Daggoth rears back to breath on Sarshan, Mal swings his glaive at the shadar-kai, moving him towards the pit.

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, +1 vs. bloodied) (1d20+19=24, 4d4+7=17)

OOC: Figured I might as well use this now. JtC on Purple, hitting AC 24 for 20 Fire damage (a 1 and a 2 to a 3) and slide him 4 on a hit to K6. Looks like the encounter comes down to a 40% chance of knocking Sarshan over right now :).
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
« Last edit by Josh on Thu Aug 18, 2011 12:51 am. »
Moderator
Registered: Jul 2008
Posts: 5245
Daggoth spews frost on Sarshan and then rams into him. Although the force of Daggoth's blow would have pushed most any other shadar-kai over the edge, Sarshan jams his foot into one of the crenilations and stops himself from falling. (save vs fall (1d20+5+2=15) Sarshan has +5 to saving throws.) Because of his semi-solid state, Daggoth's attack does only 13 damage to Sarshan. Finally, although he hardly notices through his frustation from not pushing Sarshan to his doom, Daggoth takes 5 acid damage from Sarshan's aura.

Mal seizes the chance and finishes off the gaurd, leaving only Sarshan left to deal with.

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: 4/70, bloodied, 5 ogd acid SE, inv ENT
Sarshan: down 44, HQ, insub ENT, prone, -2 Fort, takes +5 dam ENT Dag, marked
Shadar-kai warrior purple: dead
Salazar: 69 + 6 temp/80, +2 to all def and acid resist 10 EE, (10 ogd acid and immob SE both), flying 10 feet up
Daggoth: 109/120, RS, resist 5 all EE
->Ravenblade: 46 +6 temp/94, resist all 5 and +2 FORT EE, bloodied
Mal: 41/81
Megan: 0/95, 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
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
"Uhhhhhhhh...."

Hedoni feels woozy, and isn't sure he's going to stay upright for this entire battle.

OOC: Hedoni is now out of surges, and will take 5 damage (with only 4hp) at the beginning of my turn. Am I boned?
_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: Well, for this fight, probably. I'm pretty sure that if you give a character with no surges and at negative HP a healing potion, they heal to 1 HP. We obviously would want to wait to give you said potion until you save from the OGD.
_______________
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
OOC: Also, a Heal check when you are unconscious can make you use your Second Wind, which will give you that 1 HP if you don't have surges.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
OOC: I'm not worried about dying, really, and Sarshan is gonna be toast here soon, but it's nice to have options =)
_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Oct 2008
Posts: 7786
OOC: I should have used orc's eye amulet to give Hedoni 5 thp when he hammerfalled navy, since that attack both bloodied an killed the shadarkai. Then Hedoni would be around for one round longer. Sorry I missed it. I'll take my turn shortly.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Oct 2008
Posts: 7786
Ravenblade steps back out of Sarshan's cloying presence and lines up his sights along the wall. With perfect aim, he hurls his throwing hammer at the prone foe, hitting him squarely in the forehead. "Yessss!" exclaims Ravenblade triumphantly, knowing now that Sarshan is flesh and blood and can be felled like any other beast. As Sarshan looks over at him malevelently, Ravenblade tosses his head back disdainfully. "You're going to wish Daggoth had pushed you over the edge to a quick death."

Move: to P2
Standard: Commanding Confrontation Sarshan, rebounding throwing hammer, ranged vs AC, +1 24h, -2 prone target, +5 dam Daggoth's breath bonus. Half damage on a miss. Effect: until target is no longer your quarry, all melee attacks against it deal 2+WIS mod (6) extra damage. (1d20+14+1-2=33, 3d6+5+5=18)
Free: HQ max damage from CRIT equals 12
Free: 1d6=3 rebounding throwing hammer crit extra damage
Minor: switch rebounding throwing hammer for avalanche craghammer

OOC: Ha! What at an attack to crit on, first time I'm using the power. Sarshan takes total: 28+12+3 = 43 damage. Half of that due to insubstantial is 21. All of Ravenblade's melee attacks will do 6 extra damage against Sarshan henceforth. E.g his MBA damage is now +19 (or +22 once Sarshan is bloodied).

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's hammer knocks Sarshan right between the eyes.

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: 4/70, bloodied, 5 ogd acid SE, inv ENT
Sarshan: down 65, HQ, insub ENT, prone, -2 Fort, takes +5 dam ENT Dag, marked
Shadar-kai warrior purple: dead
Salazar: 69 + 6 temp/80, +2 to all def and acid resist 10 EE, (10 ogd acid and immob SE both), flying 10 feet up
Daggoth: 109/120, RS, resist 5 all EE
Ravenblade: 46 +6 temp/94, resist all 5 and +2 FORT EE, bloodied
->Mal: 41/81
Megan: 0/95, 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

Page: « < ... 25 26 27 28 29 30 31 > »

DeadGoblins.com » Scales of War » Mottled Tower

DeadGoblins.com is powered by UseBB 1 Forum Software