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Haven of the Bitter Glass

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Unable to see the foe that hit him, Sir Murrak and Valor take to the skies, charging down on the enemy Daggoth just missed. The cavalier gives a little wink to Daggoth, saying something along the lines of "this is how you do it."

Move: Fly to IJ21/22
Standard: Charge to IJ18/19 using valiant strike and holy smite Charge (pegasus, CA, 1 enemy adjacent, righteous shield) dmg includes RS, WotG, SotVC, powerful charge, Holy Smite 2 (1d20+20+3+2+1+1+2=45, 2d10.minroll(3)+15+10+7+11+2+1d6=58) Hits AC 45 for 58 damage (11 is radiant) and dazed UENT, and Murrak gets a save
Free: Save vs seeing red save vs seeing red (1d20+2+1=12) Success, and all allies have +2 to saves UENT if they are within 5.
Minor: Restore Vitality on Sir Murrak, restoring 32 HP

  •   Sir Murrak
    •  Male Mul Cavalier 14
    •  Passive Perception: 18, Passive Insight: 18
    •  AC:32, Fort:30, Reflex:27, Will:28 - Speed:5
    •  HP:100/109, Bloodied:54, Surge Value:32, Surges left:16/16
    •  Resist 10 Fire; Resist 10 Necrotic; Saves +2
    •  Action Points: 1
    •  Powers
    •  Valiant Strike (MBA)
    •  Vengeful Strike
    •  Defender Aura
    •  Righteous Radiance
    •  Holy Smite (2x) (3x)
    •  Beacon of Valor
    •  Incredible Toughness
    •  Righteous Shield
    •  Cleansing Spirit
    •  Second Wind
    •  Call Celestial Steed (2x)
    •  Restore Vitality
    •  Wrath of the Gods
    •  Spirit of the Virtuous Charger
    •  Banner of Valor
    •  Mirrored Caparison (At-Will)
    •  Diamond Cincture (Daily)
    •  Jade Horse (Daily)
    •  Iounís Revelation (Daily)


  •   Honor (Warhorse) / Valor (Pegasus)
    •  Passive Perception: 15, Passive Insight: 15
    •  AC:32, Fort:31, Reflex:28, Will:29 - Speed:8 (fly 8 for Valor)
    •  HP:54/54, Bloodied:27, Surge Value:13
    •  Powers
    •  Kick
    •  Trample (Honor); Flyby Attack (Valor)
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Jul 2008
Posts: 5245
Directing his mount to charge, the steed tramples the cultist.

Readied: Hed - Staff, Sheild ; Sal - SS
Hero's Poise: Allies within 5 of Murrak get +2 to saves ENT Mur
Current Status:
Red Cultist: down 14, inv to Hed and Rav
Daggoth: 89/133, RS
Sir Murrak: 100/109, +2 speed and +5 dmg on charges EE, +5 dmg on all attacks EE
->Ravenblade: 81/105, +5 dmg on all attacks EE
Hedoni: 78/78, +5 dmg on all attacks EE, can't see Red SE
Mal: 72/91, can't see Red SE, takes 10 from belt ENT,+5 dmg on all attacks EE
Torrence: down 87, bloodied, 5 ogd
Green cultist: down 58, prone, marked
Salazar: 86/95

User posted image
  •   Features
      Illumination It is midnight. There is a half moon over head providing some illumination.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
"Hmmmm......I keep on having to clean up after you. Watch and learn Sir Murrak." Ravenblade says calmly as he throws his craghammer directly between the prone leader's eyes. He steps closer, standing over the bloody figure and follows through with a bash and another hurled hammer, this time at Lord Torrance. Once done, Ravenblade raises his eyes in surprise as he sees a fifth enemy standing between Hedoni and Mal.

Minor: HQ green
Standard: Commanding Confrontation green leader, AC, +1 24h, +2 dazed, -2 prone for ranged attack, +5 dam Murrak. Half damage on a miss. On a hit, Rav's melee attacks against the target have +6 damage until end of the encounter. (1d20+16+1+2-2=37, 3d10.minroll(3)+7+5=36) CRIT for 42
Free: HQ extra damage on a crit is automatic max of 12
Free: Crashing craghammer crit extra damage (2d6=7)
Move: to H16 if green alive, otherwise move to torrance
Action Point: Thundertusk green and torrance, AC, +1 24h both, +2 dazed green, +5 dam Murrak both, +4 dam bloodied both, +6 dam green commanding confrontation green. (1d20+22=30, 1d10.minroll(3)+27=31, 1d20+17=25, 1d10.minroll(3)+21=27) non-lethal on torrance
save vs blind to red, +1 24h, +2 hero's poise (1d20+1+2=19)

OOC: CC crits green for 61. TBS hits green AC 30 for 31 damage and hits Torrance AC 25 for 27 non-lethal. Powerful action to daze (UENT Rav) both green and torrance on the thundertusk attack if it hits. If green was killed by the CC attack, then move next to Torrance for the TBS attacks (second one would be 30 vs AC then). Ravenblade gains 10 hp from action point up to 91/105.

User posted image

AC: 31 (29 bloodied), Resistances: Fire 5, Cold 5, Poison 5, Acid 3, Lightning 3
Surges: 8/12, Action point(s) left: 0/1, used this battle

  •   Ravenblade
    • Male Dwarf Ranger, Hammer of Moradin, Level 14
    • Passive Perception: 26, Passive Insight: 21
    • AC: 31/29 Fort: 25 Reflex: 23 Will: 23 Speed: 6, Initiative: +9
    • HP: 105, Bloodied: 52, Surge Value: 30, Surges: 12
    •  
    • 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
      • Hunterís 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 attackís 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
      • Forgeborn Heritage: resist 2/3/5 at H/P/E tiers for fire, cold, acid, lightning, gain Elemental Legacy power
      • Soldier of Virtue: paladin multi-class, one paladin skill, virtueís 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, and +4 WIS mod for Marauder's Rush at-will.
      • Basic Melee (Avalanche): 1d20+20;1d10.minroll(3)+12, +2d10 and prone on a crit
      • Basic Melee Charge (Avalanche): 1d20+22;1d10.minroll(3)+16+1d10.minroll(3), +2d10 and prone on a crit
      • Basic Melee Charge (Crashing): 1d20+22;1d10.minroll(3)+16, 2d6 and prone on a crit
      • Basic Ranged: 1d20+20;1d10.minroll(3)+10 (with Crashing Craghammer)
       
    • Powers/Item Powers During Play
      • Hunterís Quarry
      • Marauder's Rush
      • Twin Strike
      • Elemental Legacy
      • Hammer Throw
      • Invigorating Stride
      • Lashing Leaves
      • Natural Terrain Understanding
      • Quick Throw
      • Second Wind
      • Thundertusk Boar Strike
      • Attacks on the Run
      • Commanding Confrontation
      • Frenzied Skirmish
      • Root Gate
      • Stalwart Defense
      • Virtueís Touch
      • Item Powers
      • Backlash Tattoo
      • Melora's Storm Blessing
      • Resplendent Circlet
      • Symbol of Scorned Fate
      • Viper Belt
      • Crashing Craghammer
       
    • Items
      • Items
      • Agile Braidmail +3 +2 AC when not bloodied
      • Avalanche Craghammer +2 charge att 1W extra dam, crit=2d10+prone
      • Crashing Craghammer +2 melee and heavy thrown 5/10, crit=2d6+prone
      • Symbol of Scorned Fate
      • Backlash Tattoo
      • Gauntlets of Blood (paragon) +4 damage to boodied targets
      • Silt Striders +1 speed, can walk/stand on all non-liquid surfaces, ignore difficult terrain of dirt, sand, or silt and leave no tracks in that terrain.
      • Viper Belt resist 5 poison
      • Melora's Storm Blessing If an enemy uses a forced movement effect against you, you can shift 1 square as a free action at the end of the forced movement.
      • Cloak of Survival +2 +3 endurance, resist 5 fire/cold
      • Resplendent Circlet enemies within 10 have -2 insight
      • Life Shroud
      • Potion of Healing (heroic) 1 / 2 / 3
      • Potion of Vitality (paragon) 1
       
    • Skills
      • Acrobatics +13
      • Arcana +6
      • Athletics +16
      • Bluff +7
      • Diplomacy +7
      • Dungeoneering +13
      • Endurance +19
      • Heal +16
      • History +6
      • Insight +11
      • Intimidate +7
      • Nature +16
      • Perception +16
      • Religion +6
      • Stealth +8
      • Streetwise +7
      • Thievery +8
       
    • Descriptions of Powers
      • Hunterís 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+16
      • Twin Strike melee/ranged, 1 or 2 targets, 1 attack per weapon, 1d20+19;1d10+7
      • Elemental Legacy free, trigger: hit an enemy, effect: deal 3/6/9 at H/P/E tiers extra acid, cold, fire, or lightning damage
      • Hammer Throw ranged 10, STR vs FORT, can use any hammer, 1d20+19;2d10+10 1st target and dazed UENT Rav, 1d20+19;1d10+10 and prone on 2nd target within 3 of 1st target
      • Invigorating Stride move, shift 4, canít end adj to enemy, can use 2nd wind
      • Lashing Leaves melee, 1 target, 1 attack per weapon, 1d20+19;1d10+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
      • Quick Throw ranged minor, 1 target, 1 attack, 1d20+19;3d10+10, before the attack shift 1, must target a creature not yet attacked this turn and can't attack that target again during the current turn
      • Second Wind minor, gain 30 hp and +2 def
      • Thundertusk Boar Strike melee/ranged, 1 or 2 targets, 1 attack per weapon, 1d20+19;1d10+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+12, can move 5 before the attacks, Ĺ damage on miss
      • Commanding Confrontation ranged, 1 HQ target, 1d20+16;3d10+7, Ĺ 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;1d10+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 itís not occupied, enemies canít teleport
      • Stalwart Defense minor, stance, gain resist all 5 and +2 FORT until stance ends
      • Virtueís Touch minor, melee touch, 1 target, remove blinded, dazed, deafened, slowed, stunned, or weakened
      • Item Powers
      • Backlash Tattoo the first time youíre bloodied in an encounter, you can make a basic ranged or melee attack as an imm reaction
      • Melora's Storm Blessing move, fly 5
      • Resplendent Circlet minor, enemy adj to ally, burst 5, c.a. until EoE
      • Symbol of Scorned Fate free, when you first fail a save throw against an effect, that effect does not affect you UENT (also, if the effect changes or has an additional effect after failing to save those changes don't yet occur)
      • Viper Belt no action, +2 when making a poison save throw
      • Crashing Craghammer free, when hitting with a ranged attack the target and all adjacent creatures are knocked prone
    • (Key: At-Will, Encounter, Daily, Magical Equipment, Consumable, Used)
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
« Last edit by Viktor on Tue Feb 07, 2012 3:28 pm. »
Moderator
Registered: Jul 2008
Posts: 5245
Ravenblade's aim is precise and powerful, striking the cult leader hard in the face. Another whirling hammer hits Torrance hard in the head, knocking the lord out. The dwarf moves closer to the prone enemy, but can't connect on his second attack. Finally, he can see the other enemy. save vs blind to red, +1 24h, +2 hero's poise (1d20+1+2=19)

Readied: Hed - Staff, Sheild ; Sal - SS
Hero's Poise: Allies within 5 of Murrak get +2 to saves ENT Mur
Current Status:
Red Cultist: down 14, inv to Hed and Mal
Daggoth: 89/133, RS
Sir Murrak: 100/109, +2 speed and +5 dmg on charges EE, +5 dmg on all attacks EE
Ravenblade: 91/105, +5 dmg on all attacks EE
->Hedoni: 78/78, +5 dmg on all attacks EE, can't see Red SE
Mal: 72/91, can't see Red SE, takes 10 from belt ENT,+5 dmg on all attacks EE
Torrence: knocked out
Green cultist: down 119, prone, marked, HQ, dazed ENT Rav
Salazar: 86/95

User posted image
  •   Features
      Illumination It is midnight. There is a half moon over head providing some illumination.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Ravenblade scowls as he sees the cult leader remain alive at his feet. "Well, at least your filthy liege is out of commission."

OOC: Head's up guys. Green has AC greater than 30 since thundertusk attack missed him. Try the other defenses.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
To no one in particular, Hedoni asks, "Wait - wasn't there one more of them?", then scopes out the cultist he can see. Seeing Ravenblade in the way, Hedoni moves him to safety before filling the area with a blinding light. He then moves himself to Ravenblade's spot to give the others a better chance.

Free Action: Twist The Arcane Fabric - Teleport Ravenblade to K17
Standard Action: Prismatic Burst, hitting Green cultist.
Move Action: Walk to H16.

Prismatic Burst: (1d20+18+1=24, 3d6+15=23)

Prismatic Burst hits Will 24 on Green cultist for 23 radiant damage. On a hit, enemy is blinded UENT Hedoni. On a miss, all creatures have partial concealment to target UENT target.

  •  Hedoni Mindartis
    • Male Eladrin Wizard 14
    • AC:27, Fort:25, Reflex:28, Will:29 - Speed:6
    • HP:78, Bloodied:39, Surge Value:19, Surges left:6/9, Action Points: 2
    • Resistance: 15 Necrotic (Tenebrous Shroud), 5+1/2 level (12) Cold (Winterkin Heritage)
    • Passive Perception: 22, Passive Insight: 22
    •  
    • Powers
      • Beguiling Strands
      • Winged Horde
      • Cantrips (Ghost Sound, Light (Minor), Mage Hand (Minor), Prestidigitation)
      • Staff of Defense (Immediate Interrupt)
      • Second Wind
      • Fey Step (Twist the Arcane Fabric) (Move)
      • Icy Rays
      • Twist of Space
      • Shield (Immediate Interrupt)/Jump (Move)
      • Hammerfall Step
      • Prismatic Burst
      • Winter's Shroud (Immediate Interrupt)
      • Wizard's Escape (Immediate Interrupt)/Dimension Door (Move)
      • Illusory Wall/Arcane Gate (Minor)
      • Rolling ThunderFreezing 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 +3 (3d10 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)
      • Escape Tattoo (Teleport 3 when hit by crit attack)
      • Stalwart Belt (Gain Con mod temp hit points after crit)
      • Siberys Shard of the Mage (+1 damage when using staff as implement)
      • Ring of Retreat (+1 to teleporting - info)

_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jul 2008
Posts: 5245
A flash of light fills the glade, and Ravenblade finds himself in a different location. The spell does not harm the enemy but now the wizard can spot the other cultist. save to see Red (1d20+1=8 )+2=10.

Readied: Hed - Staff, Sheild ; Sal - SS
Hero's Poise: Allies within 5 of Murrak get +2 to saves ENT Mur
Current Status:
Red Cultist: down 14, inv to Mal
Daggoth: 89/133, RS
Sir Murrak: 100/109, +2 speed and +5 dmg on charges EE, +5 dmg on all attacks EE
Ravenblade: 91/105, +5 dmg on all attacks EE
Hedoni: 78/78, +5 dmg on all attacks EE
->Mal: 72/91, can't see Red SE, takes 10 from belt ENT,+5 dmg on all attacks EE
Torrence: knocked out
Green cultist: down 119, prone, marked, HQ, dazed ENT Rav
Salazar: 86/95

User posted image
  •   Features
      Illumination It is midnight. There is a half moon over head providing some illumination.


Edited to give Hedoni +2 to save to see Red
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Tue Feb 07, 2012 9:27 pm. »
Moderator
Registered: Jun 2009
Posts: 3164
OOC: You forgot Hero's Poise in Hedoni's save. 10 would succeed.
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Oct 2008
Posts: 4627
Can't tell where the other one went, Mal mutters under his breath. Well, we have to stop the one that is there... The warlord walks up to the one he can see on the ground and raises his eyebrow at Ravenblade, as he calls out to the team, "Liberators, keep them alive!" Mal swings high, while the dwarf goes low. They crush the cultist, nearly knocking him out.

Move Action: Walk (Move 5)

Minor Action: Tactical Orders (Close burst 3; Mal and an ally in burst can shift speed as a free action)

Standard Action: Death From Two Sides (Melee 2; +20 vs. AC; Hit: 2d4+10 Fire damage; Effect: Ally makes MBA against target. If both attacks hit, ally's attack is a crit; Crit: 18+3d6 Fire dam)

Death from Two Sides (+20 W, +1 24hr, +2 CA) (1d20+23=33, 2d4+10=15)

Ravenblade MBA (Str vs. AC, +18 W; Hit: 1d10.minroll(3)+12 dam; +2d10 dam and knock prone on crit)

Ravenblade MBA (+19 W, +1 24hr, +2 CA) (1d20+22=42, 1d10.minroll(3)+12=18)

Ravenblade Crit! (2d10=6)

Save vs. can't see Red (1d20+1=10)

OOC: I am sorry, I can't really remember what I have used. I am pretty sure I have used Lamb to the Slaughter and Infernal Wrath (and obviously BoRE). I am not sure if I have used Tactical Orders or Df2S. I am going to assume I haven't. If I have, then I will just move and charge (and you can use the attack roll and damage rolls from Mal's attack).

My turn: Take 10 dam, walk to MN20 (can't really tell which) draw an OA from Red. TacOrd on Mal and Ravenblade, shifting Mal to K18 and Ravenblade to J17. Df2S on Green, hitting AC 33 for 21 fire dam (changing a 2 to a 3 and forgot the +5 dam). Ravenblade MBA CRITS! AC 42 for 33 dam (forgot the +5 dam) and knock the prone guy prone. Not sure if Ravenblade's attack is correct, but it was a crit which makes it easier. Looks like 52 dam total, all non-lethal. Save success! Can everyone update me on what their MBAs and Charges are?


  •  Mal Geminous
    • Male Tiefling Inspiring Warlord, Captain of Fortune 14
    • Passive Perception: 19, Passive Insight: 19
    • AC:27, Fort:26, Reflex:23, Will:26 - Speed:5
    • HP:62/91, Bloodied:45, Surge Value:22, Surges left:10/10
    • Action Points: 1, Second Wind: not used, Resist Fire 12
    •  
    • Powers
      • Intuitive Strike
      • Rousing Assault
      • IS Inspiring Word +5 1 2 3
      • Infernal Wrath
      • Inspired Belligerence
      • Tactical Orders
      • Warlord's Strike
      • Sacrificial Lure
      • Lady Luck Smiles
      • Death From Two Sides
      • Rousing Words +5
      • Favored Fortune
      • Lamb to the Slaughter
      • Exemplar of Action
      • Caging Glaive
      • Foe Stone
      • Flaming Glaive +3
      • Rebounding Throwing Hammer +1
      • Couters of Second Chances
      • Power Jewel
      • Boots of Dancing
      • Strikebacks
      • Belt of Raging Endurance
       
    • Items
      • Healer's Finemail +2
      • Healer's Brooch +3
      • Khyber Shard of Fiery Depth
      • Fey-Blessed Circlet
      • Hempen Rope (50ft)
      • Grappling Hook, Hammer, Pitons (10)
      • Hand Axe x2
      • Waraxe, Light Shield
       
    • Abilities
      • Melee Basic Attack +20 (+7 lvl, +5 Str, +2 Prof, +2 Exp, +3 Enh, +1 HB), Reach 2
      • Damage: 2d4+10 (2d4 Glaive, +5 Str, +3 W, +1 HB, +1 KSoFD)
      • Ranged Basic Attack +15 (+7 lvl, +5 Str, +2 Prof, +1 Enh), Ranged 5/10
      • Damage: 1d6+6 (1d6 Thr Hammer, +5 Str, +1 W)
      • 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 (AP: even roll grants allies w/in 5 sq 7 THP, odd grants Mal 12 THP)
      • Polearm Gamble (When enemy moves adj, take OA and grant CA UENT)
      • Vexing Flanker (Flanking grants CA to allies)
      • Boots of Dancing (Do not grant CA while Dazed)
      • Strikebacks (+1 bonus to OAs)
       
    • Skills
      • Acrobatics +5
      • Arcana +8
      • Athletics +16
      • Bluff +14
      • Diplomacy +17
      • Dungeoneering +9
      • Endurance +8
      • Heal +14
      • History +8
      • Insight +9
      • Intimidate +17
      • Nature +9
      • Perception +9
      • Religion +8
      • Stealth +7
      • Streetwise +12
      • Thievery +5
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
"As you wish Mal."

OOC: I can't remember what Mal used either except I know he used Lamb to the Slaughter. In any case, your totals are 21 and 33 for 54 damage. Also, since it's a bloodied enemy, his guantlets of blood do 4 more damage. Lastly, he has commanding confrontation active on green for 6 more on melee damage. That's 10 added to 54 for 64 total. Impressive for a leader move with just one power.

EDIT: Josh, my statblock has my updated attacks. I'll keep it updated as I get new items.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
« Last edit by Viktor on Wed Feb 08, 2012 1:26 am. »
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: Salazar's MBA is +19 vs AC, 1d8+11. +3d10 + 1d6 (fire) on a crit. The charge is the same, with the usual +1 to hit for charging.
_______________
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
Mal feels a kick in the gut from his belt then strides forward. From out of nowhere, the teifling feels a jolt of energy seize his body for 40 lightning damage (OA from Red does extra damage if target can't see Red). Mal limps over to the visible foe and coordinates his attack with Ravenblade to deliver 52 damage.

Daggoth gets in a quick jab at the foe on the floor RS on green (1d12+15=24). Feeling more desperate as his ultimate meeting with Vecna approaches, the injured cultist unleashes a torrent horrific images and sounds. Everyone but Salazar is thrown back by the explosion of darkness (16 fear, psychic damage now and pushed 5 squares.) The cloaked enemy seems to feel better after this outburst (regenerate).

Readied: Hed - Shield
Hero's Poise: Allies within 5 of Murrak get +2 to saves ENT Mur
Current Status:
Red Cultist: down 14
Daggoth: 73/133, RS
Sir Murrak: 84/109, +2 speed and +5 dmg on charges EE, +5 dmg on all attacks EE
Ravenblade: 75/105, +5 dmg on all attacks EE
Hedoni: 62/78, +5 dmg on all attacks EE
Mal: 6/91, +5 dmg on all attacks EE, bloodied
Torrence: knocked out
Green cultist: down 191, prone, marked, HQ, dazed ENT Rav, bloodied
->Salazar: 86/95

User posted image
  •   Features
      Illumination It is midnight. There is a half moon over head providing some illumination.


_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Thu Feb 09, 2012 11:09 am. »
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
"Mal! No!" Salazar shouts, seeing his cousin struck by the cultist's lightning. The sorcerer dashes between the cultist and Mal, then unleashes a blast of arcane power against the villain, attempting to draw his foe's attention to himself instead of allowing the cultist a chance to attack Mal again.

Not content at that, Salazar unleashes a peal of thunder at the cultist, knocking him all the way across the clearing and next to Ravenblade, while also using lightning of his own to strike the wounded cultist laying on the ground.

"You will pay for that, Vecnite! I will see you burn!"

Move action - Move to O20.

Standard action - Guardian Breath, close blast 3, L-N/17-19, enemies only.

Guardian Breath, close blast 3, L-N/17-19, enemies only. (24H) (1d20+19+1=34, 2d10+22=32)

Hits Reflex 34 for 32 damage, and on a hit, Red is marked by me until the end of my next turn and has Vulnerable 5 to my attacks while marked. If the target violates my mark, they take 2d6+16 (+2 more if bloodied) damage.

ACTION POINT! Gaining 10 HP from Mal's Inspiring Presence and 5 Temp HP from my Fireheart Tattoo.

Standard action - Thunder and Strike, primary target Red, secondary target Green.

Thunder and Strike, primary target Red, secondary target Green. (24H Red, 24H, CA, prone ranged, Gauntlets Green) (1d20+19+1=36, 2d8+22=28, 1d20+19+2-2+1=31, 2d8+22+2=31)

Hits Reflex 36 for 28 (33 after Vulnerable 5) thunder damage on Red and on a hit push to N13. Hits Reflex 31 for 31 lightning damage on Green.

Readying Fog Form and Belt of Raging Endurance, in that order.

Mal being down to 6 HP and Red going right after Salazar means extreme times call for extreme measures. ;)


  •  Salazar Miller
    • Male Human Sorcerer 14 / Dragon Guardian
    • Full Character Sheet
    • Passive Perception: 16, Passive Insight: 16, Senses: Normal
    • AC: 27, Fort: 28, Reflex: 26, Will: 32 - Speed: 6
    • HP: 95 + 5 Temp HP/95, Bloodied: 47, Surge Value: 26, Surges left: 9/10
    • 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.
    • Superior Will (Feat): +2/3/4 tier feat bonus to Will defense. In addition, may make a save against Dazed or Stunned conditions at the beginning of my turn, even if the effect does not allow for a save.
    • War Wizard's Staff (Feat): When you use a close arcane attack with a staff implement, you can slide one adjacent creature to a different square adjacent to you before making the attack.

    • 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
    • -Thunder and Strike
    • -Ice Javelins
    • -Shield of Dragon Might
    • -Sun's Illumination
    • -Winds of Change

    • Items
    • -Accurate Staff of Ruin +3 - +3 attack / +6 damage, +3d10 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.
    • -Brooch of Vitality +3 - Property: Increase your maximus HP by5.
    • -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).
    • -Siberys Shard of the Mage (Heroic) - +1 to implement damage rolls with Accurate Staff of Ruin +3. PDF does not include this in the damage calculations.
    • -Flame Bracers (Heroic) - Property: When you score a critical hit, the target takes 1d6 extra fire damage.
    • -Flame Bracers (Heroic) - Power (Daily): Minor Action. The next time you hit with an attack, the target takes 1d6 extra fire damage..
    • -Boots of Quickness (Heroic) - Gain a +1 bonus to Reflex defense.
    • -Fireheart Tattoo (Heroic) - When you spend an action point to take an extra action, you gain 5 temporary hit points.
    • -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
« Last edit by Gary on Wed Feb 08, 2012 12:22 pm. »
Moderator
Registered: Oct 2008
Posts: 7786
Shaking his head at the mental onslaught, Ravenblade steps back towards the prone leader. He looks up in time to squint against the dazzling display of fire and lightning coming of Salazar's rage.

OOC: Melora's Storm Blessing property to shift to N14 after the push. EDIT: Changed the shift location and added fluff after seeing Gary's turn. 2nd EDIT: LOL, we keep cross-posting, okay make it M14.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
« Last edit by Viktor on Wed Feb 08, 2012 12:24 pm. »
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: Updated the push on Red to N13 above. This is actually even better, as it's even harder for Red to get past Ravenblade to get to Mal.
_______________
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: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: Viktor, pick M13 or N13, I don't care. If M13, I push Red to M14, if N13, I push Red to N14.
_______________
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: 7786
Gary wrote
OOC: Viktor, pick M13 or N13, I don't care. If M13, I push Red to M14, if N13, I push Red to N14.


OOC: Go ahead and pick one that you like.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: The N column.
_______________
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 rips into the cultists. Red is thrust back by Salazar's fury and now both enemies are seriously injured.

Although Mal's wrecked body, so near to death, tempts Red, the cultist cannot help but refocus his attention on Salazar. The vecna worshiper teleports a few paces a way from Salazar and then charges the sorcerer. With a thunderous crash, he collides into the human, knocking Salazar down and back for 38 damage.

Readied: Hed - Shield
Hero's Poise: Allies within 5 of Murrak get +2 to saves ENT Mur
Current Status:
Red Cultist: down 79, marked by Sal, bloodied
->Daggoth: 73/133, RS
Sir Murrak: 84/109, +2 speed and +5 dmg on charges EE, +5 dmg on all attacks EE
Ravenblade: 75/105, +5 dmg on all attacks EE
Hedoni: 62/78, +5 dmg on all attacks EE
Mal: 6/91, +5 dmg on all attacks EE, bloodied
Torrence: knocked out
Green cultist: down 222, prone, marked, HQ, dazed ENT Rav, bloodied
Salazar: 62/95, prone

User posted image
  •   Features
      Illumination It is midnight. There is a half moon over head providing some illumination.


edited to fix Hedoni's character sheet link
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Wed Feb 08, 2012 4:57 pm. »
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
OOC: No rush on this, but Hedoni's link above still points to his level 13 character sheet.
_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Oct 2008
Posts: 4627
OOC: Also, Green should have taken 64 dam instead of 52 dam per Viktor's comment.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Josh wrote
OOC: Also, Green should have taken 64 dam instead of 52 dam per Viktor's comment.


OOC: Green regenerated some.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Member
Registered: Jul 2008
Posts: 1061
Location: Glendale, CA
Daggoth marches right back up to the cultist that had pushed him.

"Well that wasn't very nice now, was it? You cant get rid of me that easily"

Daggoth attacks with two vicious slices to the downed foe.

Move to I16
Innexorable advance vs green (1d20+21+1+2=44, 1d12+20=25, 1d20+21+1+2=42, 1d12+20=25) First attack: CRIT! for 32+crit bonus (3d6=12)=44 damage
Second attack:42 vs AC for 25 damage
Gain 5 temp HP
Marking




  •  Daggoth Varkash
    • Male Dragonborn Dreadnought Fighter, level 14
    • Passive Perception: 18, Passive Insight: 18
    • AC: 30, Fort: 30, Reflex :25, Will: 23 - Speed: 5
    • HP: 73+5T/133, Bloodied: 66, Surge Value: 38, Surges: 14/14 Initiative: 8
    • 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 +3 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
    • Crumpling Slam
    • 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
    • Strikebacks minor, imm react, if hit, attack with basic melee
    • 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 +3
    • Legs: Dwarven Greaves
    • Head: Vortex Mask
    • Hands: Strikebacks
Moderator
Registered: Jul 2008
Posts: 5245
Daggoth's confidence translates into a prefect attack. The cultist's head goes rolling with only one swing.

Readied: Hed - Shield
Hero's Poise: Allies within 5 of Murrak get +2 to saves ENT Mur
Current Status:
Red Cultist: down 79, marked by Sal, bloodied
Daggoth: 73/133, RS
->Sir Murrak: 84/109, +2 speed and +5 dmg on charges EE, +5 dmg on all attacks EE
Ravenblade: 75/105, +5 dmg on all attacks EE
Hedoni: 62/78, +5 dmg on all attacks EE
Mal: 6/91, +5 dmg on all attacks EE, bloodied
Torrence: knocked out
Green cultist: dead
Salazar: 62/95, prone

User posted image
  •   Features
      Illumination It is midnight. There is a half moon over head providing some illumination.


_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
"Sir Murrak! Let's get this last one in a vise! On my mark!"

OOC: Suggesting Murrak delay until after Rav, I'll move up to N18 and ready Lashing Leaves with trigger flanking. If one or both leaves hit, red will be vulnerable to additional damage.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)

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