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Mottled Tower

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"Hedoni, hang on!" Turning to Sarshan, Mal walks up twirling his glaive. "You are not long for this, or any world." The Liberators will end your life once and for all! Giving Daggoth a look, Mal swings high, while the dragonborn swings low, both connecting on the shadar-kai.

Move Action: Walk (Move 5) to J4

Minor Action: Inspired Belligerence (Close burst 5; allies gain CA and +4 to dam. against target USNT)

Standard Action: Hammer and Anvil (Melee 2; +17 vs. Ref; Hit: 2d4+7 Fire damage, one ally adjacent gets basic melee attack on target as free action with +4 damage; Crit: 15+2d6 Fire dam)

Hammer and Anvil (+17 W, +1 24hr, +2 CA) (1d20+20=33, 2d4+7+5=17)

Daggoth MBA (Str vs. AC, +19 W; Hit: 1d12+8 dam; +3d6 dam on crit)

Daggoth MBA (+19 W, +1 24hr, +2 CA) (1d20+22=35, 1d12+8+4=21)

OOC: Walk to J4. InsBel on Sarshan, granting CA and +4 dam to allies USNT. H&A on Sarshan, hitting Ref 33 for 18/2= 9 Fire damage (a 2 changes to a 3) (or 13 Fire damage and 5 regular damage, if it matters). Daggoth also gets an MBA on a hit, hits Sarshan AC 35 for 21/2= 10 dam. Looks like 19 total damage.


  •  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:41/81, 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: 131+ HP, weak vs. Will/Fort, +5 saves
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
With Daggoth's assistance, Mal closes in on Sarshan. Although he gives the shadar-kai some bruises, the warlord also takes some sting from the acid aura.

Although Megan is still unconscious, her body begins to shudder convulsively. You can see that, on parts of her body, skin and muscle have been eaten away by the acidic blood chaos, even exposing the bone on an arm and a leg. The blood chaos on her flesh glows and pulses and then her body becomes still again.

Before Hedoni can move or call out, the acid in his system knocks him out.

OOC: Hedoni gets one save against the ogd and one save vs dying.

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: - 1/70, unconscious, prone, 5 ogd acid SE (0/3 death)
Sarshan: down 84, HQ, insub ENT, prone, -2 Fort, takes +5 dam ENT Dag, marked, grants CA and +4 dam USNT Mal
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: 31/81
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
Hedoni falls to the ground and becomes visible again. He's quickly able to stabilize himself, however.

Save from Acid, Save from Death (1d20+1=13, 1d20+1=20)

OOC: Save from Acid condition successful. I don't have any surges, but got a 20 on my death saving throw. The PHB is confusing on that point, so I'm not sure what happens.

  •  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:0/9, 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: Oct 2008
Posts: 4627
OOC: Here are the relevant parts: Death Saving Throw: 20 or Higher: Spend a heling surge. When you do so, you are considered to have 0 hit point, and then your healing surge restores hit points as norma. You are no longer dying, and you are conscious but still prone. If you roll 20 or higher but have no healing surges left expressed as a negative number, your condition doesn't change.

Healing a Dying Character: Regain Hit Points: When you are dying and receive healing, you go to 0 hit points and then regain hit points from the healing effect. If the healing effect requires you to spend a healing surge, but you have none left, you are restored to 1 hit point.

My interpretation is that nothing happens. If Mal heals you, though, you can get up with 1 HP (might be worth it for me to do next turn, since you aren't taking OGD). There is some weird grammatical mistake in the Death Saving Throw part, though, but I think the point is that you don't get to stop dying if your surges are gone.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: Not sure where you got your text, but I looked it up in the hard copy Rules Compendium, and by my reading of that text, making the death saving throw appears to be a healing effect, and when you receive a healing effect while dying you get the surge or 1 HP if you have no surge to spend. So Hedoni gets the 1 HP mentioned in the "Regaining Hit Points" section.
_______________
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
Corellon's own luck must be with Hedoni today, or at least at the moment. Against all odds, the wizard regains consciousness and the acid leaves his system.

Before Sarshan can decide what to do next, Daggoth gets in a quick attack rain of steel on Sarshan (1d12+3=7). Sarshan stands up and hits back for 16 damage, although Daggoth ignores some of the acidic residue. (Daggoth takes 11 damage now and will ignore the 5 ogd acid damage).

OOC: The way I read the rules, if you roll a 20 on a death saving throw, and you have no surges left you get to 1 HP. Just like if you'd used a healing potion with no surges left. Also, I feel like if you roll really well in a desperate situation, you should be rewarded for it.

Ready: Rav - tattoo; Hed - 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: 1/70, prone
Sarshan: down 87, HQ, -2 Fort ENT Sal, takes +5 dam ENT Dag, marked, grants CA and +4 dam USNT Mal
->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: 98/120, RS, resist 5 all EE
Ravenblade: 46 +6 temp/94, resist all 5 and +2 FORT EE, bloodied
Mal: 31/81
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.


edited to fix map
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Thu Aug 18, 2011 10:13 pm. »
Moderator
Registered: Oct 2008
Posts: 4627
OOC: PHB Page 295. I don't have the Compendium, so it could have been errata'd.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Ravenblade looks around and sees Hedoni open his eyes, still alive. He breathes a sigh of relief and refocuses his attention on Sarshan.

OOC: Great rolls Mike! Right when you needed them most. I found the same rules as Josh in the online compendium, that say nothing changes if you're out of surges on your dying roll, but if an ally heals you then you go to 1 hp. However, I agree with Emily that it's stupid not to allow the 1 hp for rolling 20+ (a very hard/lucky roll), so I'm okay if we house rule to allow that.

Oh, and Mal should be at J4.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
« Last edit by Viktor on Thu Aug 18, 2011 10:14 pm. »
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Salazar tries again to knock Sarshan off the ledge, and his frozen bolt catches the shadar-kai right in the chest, at the very least chilling Sarshan severely. Unfortunately, though the acid doesn't bother Salazar a bit, he still can't get it off of himself.

Standard action - Dragonfrost against Sarshan.

Dragonfrost Sarshan (CA, 24H, InsBreath, InsBel) (1d20+16+2+1=39, 1d8+17+4+5=29) / Crit (2d10=12)

Hits Fort 39 - CRIT! -for 46 cold damage against Sarshan, and push Sarshan to L1.

Since "Also, I feel like if you roll really well in a desperate situation, you should be rewarded for it," I don't suppose that crit would be worth a penalty to Sarshan's save to avoid falling? ;)

Move action - Fly two squares down and over to M4.

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

Save vs OGD (24H) (1d20+1=7)

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: 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 assualts Sarshan with an enourmous blast of cold. The spell freezes Sarshan to the bone, but the shadar-kai drops to the floor and keeps himself from toppling over the edge save vs fall (1d20+5+2=27). The blood chaos threads dig deeper into Salazar's flesh, leaving his dazed.

OOC: Sorry, Sarshan rolled his own crit. Besides, Salazar's situation isn't that desperate yet. Although if he fails another save, it will be.

Also, Salazar was immobilized and can't move to M4.


Ready: Rav - tattoo; Hed - 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: 1/70, prone
Sarshan: down 133, HQ, takes +5 dam ENT Dag, marked, grants CA and +4 dam USNT Mal, prone
Salazar: 69 + 6 temp/80, +2 to all def and acid resist 10 EE, (10 ogd acid and dazed SE both)
->Daggoth: 98/120, RS, resist 5 all EE
Ravenblade: 46 +6 temp/94, resist all 5 and +2 FORT EE, bloodied
Mal: 31/81
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
"He's a scrappy one! Let's see how he handles teleportation..."

OOC: It's all crits, all the time the last few rounds. He can't save against being teleported over the wall, so I'll see what I can do on my turn =D
_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
« Last edit by Michael Doss on Fri Aug 19, 2011 10:40 am. »
Moderator
Registered: Oct 2008
Posts: 7786
"And let's see how does while being slid over the edge." Ravenblade joins in.

OOC: Is this our group tactic then, try to cheat the boss battle by making him fall? I could use Plant to the Hilt to slide Sarshan off.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Viktor wrote
"And let's see how does while being slid over the edge." Ravenblade joins in. OOC: Is this our group tactic then, try to cheat the boss battle by making him fall? I could use Plant to the Hilt to slide Sarshan off.
OOC: It's Sarshan's fault for fighting on the roof...I don't think it's a cheat at all, especially with such a high save and his powers.
_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Oct 2008
Posts: 4627
OOC: Plus, if he hadn't had a lackey that kept us from using encounters and dailies, we probably already would have used most of these things on the other guys. ENTIRELY Sarshan's own fault.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Josh wrote
OOC: Plus, if he hadn't had a lackey that kept us from using encounters and dailies, we probably already would have used most of these things on the other guys. ENTIRELY Sarshan's own fault.


OOC: Heh heh, yes let's blame the mindslicer and hope we never see one again. So be it, but Sarshan better not sprout chaos ooze wings.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Member
Registered: Jul 2008
Posts: 1061
Location: Glendale, CA
Rather than trying to toss Sharshan over the edge, Daggoth smashes at him with two overhand blows.

"When we're done with you I think you will be wishing you would have fallen"

Inexorable advance vs Sharshan (1d20+19+2+1=33, 1d12+12=13, 1d20+19+2+1=35, 1d12+12=22)
Axe expertise damage reroll (1d12+12=16)
Hits AC 33 for 16(rerolled) damage
Second attack hits AC35 for 22 damage
Marking


Daggoth barely registers the sting of Sharshan's aura.


  •  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: 93/120, 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 pounds on Sarshan while he's down.

Ready: Rav - tattoo; Hed - 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: 1/70, prone
Sarshan: down 171, HQ, takes +5 dam ENT Dag, marked, grants CA and +4 dam USNT Mal, prone
Salazar: 69 + 6 temp/80, +2 to all def and acid resist 10 EE, (10 ogd acid and dazed SE both)
Daggoth: 93/120, RS, resist 5 all EE
->Ravenblade: 46 +6 temp/94, resist all 5 and +2 FORT EE, bloodied
Mal: 31/81
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
Moderator
Registered: Oct 2008
Posts: 7786
"SARSHAN!" Your vile threats to the Elsir Vale end now! Never again will you despoil Melora's beautiful forests and Moradin's glorious mountains! May the heathen gods you worship torment your soul for eternity!"

With this declaration, Ravenblade briefly glances at Daggoth to give him an opening, then strides forward to stand over the prone Sarshan. He grips the handles of his craghammers tightly, the leather wrappings squeaking as his knuckles harden. With loud grunts of exertion, Ravenblade lashes out twice. Taking a quick breath as he spins around to gain more momentum, he slams both craghammers into Sarshan's sides, gripping him to throw the dazed nemesis from the tower.

Minor: resplendent circlet Daggoth, granting him CA vs Sarshan UEE
Move: to M2
Standard Part 1: Lashing Leaves 1st attack Sarshan, AC, +19/13, +1 24h, +2 CA, +4 dam Mal, +6 damaage Rav's Commanding Confrondation (CC). (1d20+22=40, 1d10.minroll(3)+23=31) on a hit, target takes 2 extra damage for all attacks UENT Rav
Standard Part 2: Lashing Leaves 2nd attack Sarshan, AC, +18/12, +1 24h, +2 CA, +4 dam Mal, +6 dam Rav's Commanding Confrondation (CC), +2 dam from first lashing leaves hit. (1d20+21=39, 1d10.minroll(3)+24=30) on a hit, target takes 5 extra damage for all attacks UENT Rav
Action Point: Plant to the Hilt Sarshan, AC, two attacks, +19/+18 hit, +13/+12 damage, +1 24h, +2 CA, +4 dam Mal, +6 dam Rav's Commanding Confrondation (CC), +5 dam from two previous lashing leaves hits. (1d20+22=31, 1d10.minroll(3)+28=34, 1d10+21=28, 1d10.minroll(3)+27=36) on one hit, slide target 2 spaces adjacent, on two hits slide target 6 spaces, target must end adjacent
Free, HQ extra damage: 2d6=8
Free: Powerful Action paragon path feature, when using an action point, target can be dazed or knocked prone UENT Rav, choosing dazed
Prepare: Backlash Tattoo if Rav is bloodied

OOC: Okay, big turn so here's the summary assuming four hits. Sarshan takes total of 139 damage (sigh, no crits), is dazed UENT Rav, takes 5 extra damage on all attacks UENT Rav, and is slid off the tower to L1. Daggoth has CA against Sarshan until end of the encounter. Ravenblade gains 10 hp from Mal's presence for using an action point and is at 56+ 6 temp/94, not bloodied, along with his resistance and improved fort.

User posted image

Surges: 2/11
Action point(s) left: 1, already used this battle

  •   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 spins and smashes the enemy. Although Ravenblade has the strength and determination to push Sarshan off the roof, the shadar-kai easily avoids the fall by flattening himself to the floor. save vs fall (1d20+5+2=23). Ravenblade's hammers leave the twisted foe dazed, but not seriously injured.

Ready: Rav - tattoo; Hed - 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: 1/70, prone
Sarshan: down 310, HQ, takes +5 dam ENT Dag, marked, grants CA and +4 dam USNT Mal, prone, give CA to Dag EE,dazed ENT Rav, takes +5 dam ENT Rav,
Salazar: 69 + 6 temp/80, +2 to all def and acid resist 10 EE, (10 ogd acid and dazed SE both)
Daggoth: 93/120, RS, resist 5 all EE, gets CA over Sarshan EE
Ravenblade: 56 +6 temp/94, resist all 5 and +2 FORT EE
->Mal: 31/81
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
Moderator
Registered: Oct 2008
Posts: 4627
Mal gives Ravenblade a look after the impressive attack. The warlord swings high while the dwarf swings low. Mal is able to connect, but the dwarf seems to just be too tired to hit again.

Minor Action: Power Jewel (After 1 or more milestones, regain the use of a level 1 or 3 encounter power)

Standard Action: Hammer and Anvil (Melee 2; +17 vs. Ref; Hit: 2d4+7 Fire damage, one ally adjacent gets basic melee attack on target as free action with +4 damage; Crit: 15+2d6 Fire dam)

Hammer and Anvil (+17 W, +1 24hr, +2 CA) (1d20+20=33, 2d4+7+5=16)

Free Action: Fire (Hit: Target takes 1d6 fire damage and 5 Fire OGD, SE)

Fire damage (1d6=5)

Ravenblade MBA (+19 W, +1 24hr, +2 CA) (1d20+20=23, 1d10.minroll(3)+13+6+5+4=34)

Move Action: Walk (Move 5)

OOC: I think that the +5 dam from Daggoth is done now, and InsBel is finished. Using my Power Jewel to regain H&A, use it on Sarshan, hitting Ref 33 (34 if he is already bloodied) for 18 Fire damage (a 1 to a 3). Also, use my Fire Glaive property, doing 5 more Fire damage and he takes 5 Fire OGD (SE). Ravenblade's MBA hits AC 25 (I forgot to change the attack roll bonus; also 26 to AC if Sarshan is bloodied) for 34 damage (37 damage if Sarshan is bloodied). Walk to I3.


  •  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:31/81, 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: 131+ HP, weak vs. Will/Fort, +5 saves
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
The flaming glaive smashes in to Sarshan's face, leaving a bloody burn, but Sarshan is able to block Ravenblade's weapon. The wound on his face seems to enrage Sarshan and he fills the air with a spray of blood chaos. "If I die here, I'll take you down with me!" Mal becomes entangled in the acidic ooze (10 ogd acid SE, failed saves will worsen the effects).

Ready: Rav - tattoo; Hed - 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: 1/70, prone
Sarshan: down 328, HQ, marked, prone, give CA to Dag EE, dazed ENT Rav, takes +5 dam ENT Rav, 5 ogd fire SE, bloodied
Salazar: 69 + 6 temp/80, +2 to all def and acid resist 10 EE, (10 ogd acid and dazed SE both)
Daggoth: 93/120, RS, resist 5 all EE, gets CA over Sarshan EE
Ravenblade: 56 +6 temp/94, resist all 5 and +2 FORT EE
Mal: 31/81, 10 odg acid SE
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
Member
Registered: Jul 2008
Posts: 1061
Location: Glendale, CA
Daggoth tilts his shield toward Ravenblade, reminding him it has healing power as it emanates a healing light.

Battleforged Shield daily, free action.

OOC: Victor, dont forget I have healing from my shield when 1 adjacent ally regains hitpoints they can regain additional HP equal to a surge. May as well use it now... I think this fight will take a while. Down 328 and barely even bloodied?
Or should I save it for Mal?
« Last edit by marek on Sat Aug 20, 2011 9:59 pm. »
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: Josh, for your HP range tracking on Sarshan, 310 wasn't bloodied and 328 is, so he has at least 621 and as many as 656 HP.
_______________
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
Feeling barely there, stands up, then readjusts his gloves, looks toward Sarshan, and blasts him with a wave of teleportonic energy.

Move Action: Stand from prone.
Minor Action: Feinting Gloves: CA against Sarshan for this turn.
Standard Action: Twist of Space on K1, hitting Sarshan.

Twist of Space: (1d20+15+2+1=27, 1d6+9=13)

Twist of Space hits Will 27 on Sarshan for 13 damage. On a hit, Sarshan is teleported to L-1 and slowed.

OOC: Dunno if that's enough...

  •  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:0/9, 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 Sat Aug 20, 2011 10:15 pm. »
Moderator
Registered: Oct 2008
Posts: 7786
Ravenblade nods his appreciation at Daggoth's gesture, remembering how his scaly friend saved him with his shield when they were fighting in the Mountainroot. His attention is ripped away as he recognizes Hedoni's teleportation tendrils of magic coalescing around Sarshan. "Hmmmmm......could the fey have done it?"

OOC: Thanks Marek, good idea. That also reminds me that Daggoth has an encounter immediate interrupt that can negate 9 damage which you could use next time he's hit. Go Hedoni!
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)

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