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The Sceptre Tower

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Member
Registered: Oct 2011
Posts: 309
Jak's speech is a little sluggish, "I will knock...his pretty stone ass...to the floor...with my HEAD!!" And Jak staggers into a charge towards the great big rock-man. Unfortunately, through a twist of luck, Jak hits the the golem at a poor angle and instead of tripping the golem with his horns, Jak strikes the rocky construct with the crown of his head. Jak remains dazed.

Standard: Goring Charge vs Golem 1d20+8(base)+1(charge)+1(24hr). End charge movement at f4.
Jak hits AC 14 for 10 damage. On a hit, target is knocked prone.

Save: Save for Dazed 1d20+1(24hr).
Save of 7.


  •  Jak
    • Male Minotaur Paladin 2
    • Passive Perception: 16, Passive Insight: 19
    • AC:19, Fort:16, Reflex:12, Will:15 - Speed:5
    • VS Opp Att: AC:21, Fort:18, Reflex:14, Will:17
    • HP:22/33, Bloodied:16, Surge Value:8, Surges left:7/12
    •  
    • Powers
      • Ardent Strike (Standard; Melee; Str vs AC; 1W+5; Can use while charging. Hit: Target is subject to my Divine Sanction UENT)
      • Holy Strike (Standard; Melee; Str vs AC; 1W+5 Radiant Damage; If I marked the target: +3 damage)
      • Divine Challenge (Minor; Close Burst 5; Single target is marked by me. 5 Radiant damage if mark is violated)
      • Lay on Hands (Minor; Uses left: 2/3; Touch; I spend a Healing Surge, target gains HP as if they had spent a Healing Surge)
      • Second Wind (Lose surge, gain 8 HP, +2 def)
      • Action Point x1 (Gain action)
      • Goring Charge (Standard; Melee; Str+4 vs AC; 1d6+4; Must use while charging; Target is knocked prone)
      • Valorous Smite (Standard; Melee; Cha vs AC; 2W+3; Each enemy within 3 squares of me is subject to Divine Sanction UENT)
      • Shining Symbol (Standard; Blast 3; Str vs. Will; 1d8+5 Radiant; Each hit enemy in blast takes a -2 penalty to attack rolls UENT)
      • Virtue (Minor; Personal; I spend a healing surge to gain THP equal to my surge value instead of HP.
      • Divine Mettle (Minor; Channel Divinity; Close Burst 10; Target makes a saving throw with bonus equal to my Cha)
      • Divine Strength (Minor; Channel Divinity; Personal; Apply extra Str damage on next attack this turn)
      • Blood of the Mighty (Standard; Melee; Reliable; Str vs AC; 4W+5; I take 5 damage, which can't be reduced in any way)
       
    • Items
      • +1 Bloodclaw Falchion (+3 Prof, +1 Magic, 2d4+1 Damage, 1d6 Crit) Encounter Ability: Free action upon a hit; I take enhancement bonus damage. Increase the damage dealt to the target by double the amount of damge I took. Triple when I wield the weapon two-handed.
      • Plate Armor (+8 AC, -2 armor check, -1 speed)
      • Healing potion (heroic tier) X1
       
    • Abilities
      • Ability Scores Str =18 Con =12 Dex =9 Int =10 Wis =16 Cha =14
      • Basic Melee Attack +10 (+4 Str, +3 Prof, +1 Magic +1 Feat, +1 lvl)
      • Basic Melee Damage 2d4+5 (2d4 Falchion, +4 Str, +1 Magic)
      • Basic Ranged Attack +0 (-1 Dex, +0 Prof, +0 Magic +0 Feat, +1 lvl)
      • Ferocity (Make a melee basic attack when dropped to 0 HP)
      • Heedless Charge (+2 AC vs OA while charging)
      • Vitality (Gain 1 healing surge)
      • Channel Divinity (Invoke a Channel Divinity power or class feature; Encounter)
      • Lay on Hands (Gain Lay on Hands at-will power; Minor)
      • Divine Challenge (Gain Divine Challenge at-will power; Minor)
       
    • Feats
      • Heavy Blade Expertise +1,2,3 to attack when using a Heavy Blade. Also gain +2 defenses vs opportunity attacks.
      • Improved Initiative +4 to initiative rolls.
      • Virtuous Recovery Gain Resist all damage equal to Wis Mod (3) till the start of my next turn whenever I spend a healing surge.
       
    • Skills
      • Acrobatics -2
      • Arcana +1
      • Athletics +3
      • Bluff +3
      • Diplomacy +3
      • Dungeoneering +4
      • Endurance +5
      • Heal +9
      • History +1
      • Insight +9
      • Intimidate +3
      • Nature +6
      • Perception +6
      • Religion +6
      • Stealth -2
      • Streetwise +3
      • Thievery -2


OOC: For any Opportunity Attack provoked from this charge, my AC gets a +2 from the racial feature Heedless Charge. Should I note the change in AC whenever it becomes applicable in the actions section of my turn? I also just re-read the Heavy Blade Expertise feat and noticed that it's basically "on" all the time for Opp Attacks. So I added the boosted defenses as a stat block on Jak's drop tree. Which gives me +4 to my AC this attack from my normal AC. Let me know if I mis-read or am using it improperly.
_______________
Jak - Minotaur Paladin 1, The Dark Campaign<br>
Narg - Razorclaw Shifter Scout 6, Points of Light
« Last edit by Daniel on Tue Mar 20, 2012 7:09 pm. »
Moderator
Registered: Jun 2009
Posts: 3164
Koliak mentally teleports the golem down the hall, a bit worse for the wear, but Jak is unable to run it through. The wizard takes a step back and arcs his hands. With a cry of "RONTON" lightning shoots into Hammer (Hammer takes 10 damage) but it crackles wide of Dwimmerlaik.

Son of Alagondar (+1 to att vs) - none
Readied Actions - Tchort (IW), Koliak (OoMC)
Initiative Order
Wizard - down 18
==>Hammer - 21/37 (9/11, 2 AP), -2 AC USNT
Soldier Yellow - no damage, marked
Dwimmerlaik - 16/29 (6/7, 2 AP), vuln 5 radiant SE
Corvan - 32/32 (7/9, 2 AP)
Granite Golem - down 15
Tchort - 31/31 (8/9, 1 AP)
Koliak - 21/26 (6/6, 0/3 PP, 1 AP)
Jak - 22/33 (7/12, 1 AP), dazed SE

User posted image

  •  Features
      Illumination: Bright light.
      Wall: The wall around the staircase is only 3 feet tall, but blocks LoS for any creature further than 1 square down the stairs.
_______________
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
"Hammer, SMASH!" Maul drop on squishy human. Human cry to mother.

Move Action: Walk (Move 6)

Standard Action: Avalanche Strike (+9 vs. AC; Hit: 6d6+5+3 dam; Effect: USNT, enemies gain +4 to hit against me; Crit: 44+1d8 dam, free MBA)

Avalanche Strike (+9 W, +1 24hr) (1d20+10=29, 6d6+5+3=33)

OOC: Step forward to C5, Avalanche Strike on Wizard, hitting AC 29 (sooooo close) for 33 damage, and enemies gain +4 to hit me USNT. If I killed him, I can't really use Swift Charge, but I do gain 8 THP.


  •  Hammer
    • Male Warforged Barbarian 2, Iron Wolf Warrior
    • Passive Perception: 11, Passive Insight: 11
    • AC:17, Fort:17, Reflex:14, Will:13 - Speed:6
    • HP:21/37, Bloodied:18, Surge Value:9, Surges left:9/11
    •  
    • Powers
      • Howling Strike (AC; W+1d6+4; Can use on a charge; Rage: 2 extra sq on charge)
      • Recuperating Strike (AC; W+4; Gain 3 THP; Rage: Gain 8 THP)
      • Second Wind (Lose surge, gain 7 HP, +2 def)
      • Action Point x2 (Gain action)
      • Warforged Resolve (Minor: 3 THP, Saving Throw vs. OGD, regain 3 HP if bloodied)
      • Shrug It Off (Imm Rxn, when hit by SE effect; Make saving throw and Shift 1 on success)
      • Swift Charge (Free, when you reduce an enemy to 0 HP, charge enemy)
      • Iron Wolf Charge (Free, deal 1d6 dam on charge; Cb2 vs. Will, push 2 & -2 to attack UENT)
      • Avalanche Strike (AC; 3W+4+3, attackers gain +4 to hit me USNT)
      • Tyrant's Rage (AC; 2W+4, dazed (SE); URE, push adj enemies 1 sq as minor; Miss: 1/2 dam, dazed UENT)
      • Vanguard Maul +1 (Daily, minor, when charging; Hit gives allies w/in 10 +1 att and dam USNT)
       
    • Items
      • Vanguard Maul +1 (+2 Prof, +1 W, 2d6+1 dam)
      • Hide Armor (+3 AC, -1 armor check)
       
    • Abilities
      • Basic Melee Attack +9 (+4 Str, +2 Prof, +1 lvl, +1 Exp, +1 W)
      • Basic Melee Damage 2d6+5 (2d6+1 Maul, +4 Str)
      • Living Construct (No need to eat, drink, breathe, or sleep)
      • Warforged Mind (+1 Will)
      • Warforged Resilience (+2 to saves vs. OGD)
      • Unsleeping Watcher (4 hrs of inactivity counts as extended rest)
      • Barbarian Agility (+1 AC/Ref when not in heavy armor)
      • Improved Rageblood Vigor (Gain 8 THP when dropping enemy to 0 HP)
      • Rampage (Critical hit grants free MBA)
      • Bludgeon Expertise (+1 to att; +1 bonus to push/slide w/ Weapon)
      • Reckless Charge (+1 to att on a charge for -2 AC USNT)
       
    • Skills
      • Acrobatics +2
      • Arcana 0
      • Athletics +9
      • Bluff +2
      • Diplomacy +2
      • Dungeoneering +1
      • Endurance +10
      • Heal +1
      • History 0
      • Insight +1
      • Intimidate +9
      • Nature +1
      • Perception +1
      • Religion 0
      • Stealth +2
      • Streetwise +2
      • Thievery +2
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
The dull thud of Hammer's maul is followed by another as the wizard falls dead to the ground. The soldier, meanwhile, attacks Corvan. With a thrust and a flourish, sword connects with torso and the fighter falls back (14 damage, pushed 1 and dazed SE). The soldier then walks past Corvan into the hallway.

Golem's Radiant Aura - All enemies of the golem take -2 to attack rolls in aura 1.
Son of Alagondar (+1 to att vs) - none
Readied Actions - Tchort (IW), Koliak (OoMC)
Initiative Order
Wizard - dead
Hammer - 21 (+8 temp)/37 (9/11, 2 AP), -2 AC USNT
Soldier Yellow - no damage, marked
==>Dwimmerlaik - 16/29 (6/7, 2 AP), vuln 5 radiant SE
Corvan - 18/32 (7/9, 2 AP), dazed SE
Granite Golem - down 15
Tchort - 31/31 (8/9, 1 AP)
Koliak - 21/26 (6/6, 0/3 PP, 1 AP)
Jak - 22/33 (7/12, 1 AP), dazed SE

User posted image

  •  Features
      Illumination: Bright light.
      Wall: The wall around the staircase is only 3 feet tall, but blocks LoS for any creature further than 1 square down the stairs.
_______________
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: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Dwimmerlaik slices at the soldier with his icy blade. The effects of the golem's shining punch linger on the undead.

Standard action - Icy Skewer against Soldier Yellow.

Icy Skewer against Soldier Yellow. (24H) (1d20+10+1=23, 1d8+10=13)

Hits AC 23 for 13 cold damage and on a hit gain a +2 power bonus to all defenses against the target's attacks until the end of my next turn.

End of turn - Save against Vulnerable Radiant.

Save vs Vuln Radiant (24H) (1d20+1=2)

Failure.


  •  Dwimmerlaik
    • Male Revenant (Human) Warlock-Hexblade (Fey Pact) (Assassin) 2
    • Full Character Sheet
    • Passive Perception: 12, Passive Insight: 12, Senses: Low-Light Vision
    • AC: 19, Fort: 13, Reflex: 16, Will: 16 - Speed: 6
    • HP: 16/29, Bloodied: 14, Surge Value: 7, Surges left: 6/7
    • Action Points: 2
    • Resists: None

    • Past Life - Human (Race): Human feats, paragon paths, and epic destinies are available if all other prerequisites are met.
    • Undead (Race): You are considered to be both a living creature and an undead creature for effects that relate to that keyword.
    • Unnatural Vitality (Race): At 0 HP or below, can choose to remain conscious and dazed until failing a death saving throw.
    • Son of Alagondar Starting Feature (Theme): While you flank an enemy, your allies gain a +1 power bonus to attack rolls against that enemy. In addition, you gain the Low Blow power.
    • Rod Expertise (Feat): +1 to hit with rods, +1 shield bonus to AC and Reflex.

    • Basic Attacks
    • -Eldritch Bolt - RBA, +7 vs Reflex, 1d10+8 force damage, range 10, one creature.
    • -Icy Skewer - MBA, +10 vs AC, 1d10+8 cold damage and gain a +2 power bonus to all defenses against the target's attacks until the end of my next turn, range melee, one creature.

    • Powers
    • -Eldritch Bolt
    • -Icy Skewer
    • -Soul Step
    • -Dark Reaping
    • -Ethereal Stride
    • -Low Blow
    • -Piercing Shard
    • -Practiced Killer 1d8 Extra Weapon Damage
    • -Star Shackles

    • Items
    • -None yet.
_______________
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 2009
Posts: 3164
OOC: That hits yellow. Corvan is up.
_______________
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: 7786
Shaking his head, Corvan punches the soldier in the sternum trying to push him away.

Standard: Disrupting Advance yellow, AC, push to G4 on a hit. Also on a hit, yellow and golem are slowed UENT Corvan. MARKING. (1d20+9+1=15, 2d8+4=12)
Move: none
Wielding: shield, unarmed
Save vs dazed: 1d20+1=3

User posted image

Current Defenses: AC 21, FORTITUDE 18, REFLEX 17, WILL 12
(base defenses with heavy shield: 21, 18, 17, 12 and without heavy shield: 19, 18, 15, 12)
Surges: 7/9, Action point(s) left: 2/2, not yet used this battle

  •   Corvan Danaviss
    • Male Human Weaponmaster, Level 2
    • Passive Perception: 11, Passive Insight: 11
    • AC: 19 Fort: 18 Reflex: 15 Will: 12 Speed: 6, Initiative: +5
    • HP: 32, Bloodied: 16, Surge Value: 8, Surges: 9
    •  
    • Class/Racial Features and Feats
      • Class/Racial Features
      • Arena Training: Proficiency with Greatspear and Singing Stick. You gain a +2 proficiency bonus to attack rolls with improvised weapons. Your attacks with one-handed improvised weapons deal 1d8 damage, and your attacks with two-handed improvised weapons deal 1d10 damage.
      • Feats
      • Master at Arms: +1/+2/+3 to hit per tier, minor action: sheathe one weapon and draw one weapon
      • Master of the Fist (Monk Multiclass): You gain training in Athletics or Acrobatics (chosen). You also gain the monkís Unarmed Combatant feature (+3/1d8) and gain proficiency with ki focuses.
      • Superior Implement Training (Mountain Ki Focus): can use mountain ki focuses
      • Deadly Draw: Whenever you pull or slide an enemy to a square adjacent to you, you gain combat advantage against that enemy until the end of your next turn.
       
    • Basic Attacks
      • The following attacks respectively already include +1 24h, +1 charge.
      • Basic Melee: 1d20+10 (1d8+4 Unarmed Monk Strike+Longsword, 1d6+4 Singing Stick, 1d10+4 Greatspear)
      • Basic Melee Charge: 1d20+11 (1d8+4 Unarmed Monk Strike+Longsword, 1d6+4 Singing Stick, 1d10+4 Greatspear)
      • Basic Ranged (Repeating Crossbow): 1d20+8;1d8+3
       
    • Powers/Item Powers During Play
      • Combat Agility
      • Combat Challenge
      • Footwork Lure
      • Grappling Strike
      • Weapon Master's Strike
      • Disrupting Advance
      • Forceful Drag
      • Funneling Flurry
      • Second Wind
      • Shove and Slap
      • Item Powers
      • none yet
      •  
    • Items
      • Items
      • Adventurer's Kit
      • Mountain Ki Focus Forceful: pull/push/slides with attack powers increase by 1 square, Shielding: when hitting at least one target with an attack power gain +1 AC/REFLEX until start of next turn
      • Greatspear +3/1d10, polearm/spear/reach
      • Singing Stick +3/1d6, offhand/defensive/mace
      • Longsword +3/1d8, heavy blade
      • Unarmed Monk Strike +3/1d8
      • Improvised Weapon, one-handed +2/1d8
      • Repeating Crossbow +2/1d8, 10/20 range, crossbow
      • Widow's Knife +3/1d4, 5/10 range, offhand/light thrown/lightblade
      • Battleaxe +2/1d10, versatile/axe
      • Heavy Shield +2/+2 AC/REFLEX, heavy shield
      • Hide Battle Harness +1 As a free action, you can draw a sheathed weapon or retrieve a stowed item. You gain a power bonus to initiative equal to the itemís enhancement bonus.
      • Healing Potion 10 hp, lose one surge
       
    • Skills
      • Acrobatics 8 (trained), 6 with heavy shield
      • Arcana 1
      • Athletics 9 (trained), 7 with heavy shield
      • Bluff 0
      • Diplomacy 0
      • Dungeoneering 1
      • Endurance 5 (trained), 3 with heavy shield
      • Heal 6 (trained)
      • History 1
      • Insight 1
      • Intimidate 5 (trained)
      • Nature 1
      • Perception 1
      • Religion 1
      • Stealth 3, 1 with heavy shield
      • Streetwise 0
      • Thievery 3, 1 with heavy shield
       
    • Descriptions of Powers
      • Combat Agility Opportunity Action, Trigger: An enemy adjacent to you takes an action that provokes an opportunity attack. Effect: After the triggering enemy completes the action, you shift a number of squares equal to your Dexterity modifier. You must end the shift closer to the target than you were when you began the shift. Then make the following attack. Target: The triggering enemy. Attack: Strength vs. AC. Hit: 1[W] + Strength modifier damage, and you knock the target prone.
      • Combat Challenge hit or miss an enemy you can mark it, Immediate Interrupt Melee, Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy.
      • Footwork Lure Melee weapon, Target: One creature, Attack: Strength vs. AC, Hit: 1[W] + Strength modifier damage. You can shift 1 square and slide the target 1 square into the space you left.
      • Grappling Strike Melee touch, Requirement: You must have a hand free. Target: One creature, Attack: Strength vs. AC, Hit: 1[W] + Strength modifier damage, and you grab the target. The grab ends automatically at the end of your next turn.
      • Weapon Master's Strike Melee weapon, Target: One creature, Effect: Before making this attack, you may sheathe a weapon and draw a different one as a free action. Attack: Strength vs. AC, Hit: 1[W] + Strength modifier damage. In addition, the target takes an additional effect based on the weapon you wield. Axe: The target takes extra damage equal to your Constitution modifier. Mace: You slide the target 1 square. Heavy Blade: Until the end of your next turn, you gain a +1 power bonus to AC against the targetís attacks. Spear or Polearm: Until the end of your next turn, the target provokes opportunity attacks from you when it shifts.
      • Disrupting Advance melee weapon, Target: One creature, Attack: Primary ability vs. AC Hit: 2[W] + ability modifier damage, and you push the target 2 squares. The target and each enemy adjacent to the target at the end of the push are slowed until the end of your next turn. Level 11: 3[W] + ability modifier damage. Level 21: 4[W] + ability modifier damage.
      • Forceful Drag move, Requirement: You must have a creature grabbed. Effect: You move your speed. For each square you move, you slide a creature grabbed by you 1 square to a square adjacent to you. The creature remains grabbed, and you do not provoke an opportunity attack from the grabbed creature for this movement. At the end of the move, you can end the grab to knock the creature prone.
      • Funneling Flurry Melee weapon, Requirement: You must be wielding two melee weapons. Targets: Two creatures, Attack: Strength vs. AC (main weapon and off-hand weapon), one attack per target, Hit: 1[W] + Strength modifier damage, and you slide the target 1 square.
      • Shove and Slap Melee 1, Requirement: You must be using a shield. Primary Target: One creature, Primary Attack: Strength + 3 vs. Fortitude, Hit: 2d10 + Strength modifier damage, and you push the primary target a number of squares equal to 1 + your Wisdom modifier. You can shift 1 square into the space your target occupied. Miss: Half damage, and you push the primary target 1 square. Effect: Make a secondary attack. Secondary Target: One creature other than the primary target, Secondary Attack: Strength + 3 vs. Fortitude, Hit: Strength modifier damage, and the secondary target is dazed (save ends).
      • Item Powers
      • none yet
    • (Key: At-Will, Encounter, Daily, Magical Equipment, Consumable, Used)
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2009
Posts: 3164
Dwimmerlaik is able to connect with the soldier, but Corvan's punch has no effect. The golem winds its fist and swings hard at Jak. Granite pounds head for 6 radiant damage and OGD 5 radiant SE. It then bellows and shards of glowing stone burst from the creature's chest. Jak is missed, but Dwimmerlaik is hit for 5 radiant damage (10 after vuln) and dazed ENT golem.

Golem's Radiant Aura - All enemies of the golem take -2 to attack rolls in aura 1.
Son of Alagondar (+1 to att vs) - none
Readied Actions - Tchort (IW), Koliak (OoMC)
Initiative Order
Wizard - dead
Hammer - 21 (+8 temp)/37 (9/11, 2 AP), -2 AC USNT
Soldier Yellow - down 13, marked
Dwimmerlaik - 6/29 (6/7, 2 AP), bloodied, vuln 5 radiant SE, +2 def vs yellow UENT, dazed ENT golem
Corvan - 18/32 (7/9, 2 AP), dazed SE
Granite Golem - down 15
==>Tchort - 31/31 (8/9, 1 AP)
Koliak - 21/26 (6/6, 0/3 PP, 1 AP)
Jak - 16/33 (7/12, 1 AP), bloodied, dazed SE, OGD 5 radiant SE

User posted image

  •  Features
      Illumination: Bright light.
      Wall: The wall around the staircase is only 3 feet tall, but blocks LoS for any creature further than 1 square down the stairs.
_______________
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: Sep 2009
Posts: 1238
Tchort moves out of the stairwell and sets his eyes upon the Golem.
Actions:
Move: Move to H7
Assuming I am not dazed
Standard: Argent Rain centered at F2 against granite golem (24Hr) (1d20+6+1=9, 1d104=20)
I messed up, but I'm taking my medicine like man. To hit was nat 2, damage is below.
Argent Rain centered at F2 against granite golem (24Hr) (1d10+4=9)
Attack hits reflex 9 for 9 damage. Zone is created. Monsters moving into or ending turn in the zone take 5 fire damage. Zone lasts USNT.
Minor: Majestic Word upon Dwimmerlaik healing surge+4 HP. If Gary wants to slide 1, he can.

  •  Tchort
    • Male Cunning Bard Tiefling 2
    • Passive Perception: 15, Passive Insight: 15
    • AC:17, Fort:13, Reflex:16, Will:16 - Speed:6
    • HP:31/31, Bloodied:15, Surge Value:6, Surges left:8/9
    • Action Points: 0, Second Wind: not used
    •  
    • Powers
      • Staggering Note (Standard, R10)
      • Vicious Mockery (Standard, R10)
      • Majestic Word (Minor, CB5) (Uses remaining : 1)
      • Argent Rain (Standard, B1 within 10)
      • Blunder (Standard, R5)
      • Infernal Wrath (Free, CB10)
      • Moment of Escape (Move, R10)
      • Words of Friendship (Minor, Special)
      • Stirring Shout (Standard, R10)

       
    • Abilities
      • Languages Common, Draconic
      • Resist 5 fire
      • Bloodhunt, +1 to attack against bloodied foes
      • Song of Rest, at end of short rest, each ally spending a healing surge adds +Cha mod to HP regained
      • Bardic Virtue: Cunning Once per round: When an enemy misses an ally within 8 squares, slide ally 1 square as a free action
       
    • Items
      • Armor: Leather Armor
      • Shield: Light Shield
      • Weapon: Longsword
      • Implement: Wand
       
    • Skills
      • Acrobatics +7
      • Arcana +9
      • Athletics +4
      • Bluff +11
      • Diplomacy +10
      • Dungeoneering +5
      • Endurance +7
      • Heal +5
      • History +8
      • Insight +5
      • Intimidate +10
      • Nature +6
      • Perception +5
      • Religion +8
      • Stealth +8
      • Streetwise +10
      • Thievery +6
    • Rituals
      • Traveler's Chant:
      • Comrades' Succor:
       
  • _______________
    Sentinel - Warforged Shielding Swordmage (Eberron)
    Allena Walmond - Human Paladin of Amaunator (Forgotten Realms)
    Variel - Elf Beastmaster Ranger
    Thaelan the Clanless - Dwarf Protector Spirit Shaman (Dungeon Delve 4)
Moderator
Registered: Jun 2009
Posts: 3164
OOC: I will do a full update tomorrow, but that misses. Zone is created. Tchort took an OA from yellow and took 7 damage and is marked, but the mark just made the miss a worse one. No retaliation from Corvan due to dazed. Koliak is up. EDIT: And 6 fire damage to yellow for the privilege.
_______________
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
« Last edit by Jonathan Berg on Fri Mar 23, 2012 8:38 am. »
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: I'll slide to G6. Hopefully that's out of golem-range.
_______________
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
Member
Registered: Sep 2010
Posts: 378
Koliak flicks his hand and fingers at the soldier, and the man is propelled towards the golem.

Seeing that, Koliak clenches his fist, while holding his orb in the other, and lets go with more potent psychic energy. The blast hits both, and they are moved telekinetically, the golem to the dead-end, the soldier to between his allies.

He tries to mentally challenge the golem, but cannot find anything to grab onto. No psyche perhaps? Koliak frowns.

[MINOR] Uses FORCEFUL PUSH : move yellow soldier to F5
[STANDARD] Uses DIMENSIONAL SCRAMBLE Aug 1 centered @ G4 : Dimensional Scramble vs. yellow / golem (1d20+8+1=22, 1d20+8+1=19, 1d6+6=8)
[FREE] Uses ACTION POINT
[STANDARD] Uses MIND LOCK vs. golem : Mind Lock vs. golem (1d20+8+1=11, 1d8+6=9)

1st attack vs. Golem hits FORT:19 for 8 dmg & teleported to F1-F2
2nd attack vs. Yellow Soldier hits FORT:22 for 8 dmg & teleported to F3
***uses last power point
Mind Lock vs. Golem hits WILL:11 for a miss
Moderator
Registered: Jun 2009
Posts: 3164
OOC: You don't have any PPs left for the augment (you used all 3 last turn), so the attack would include Jak as well. I will let you redo your turn if you would like.
_______________
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
Member
Registered: Sep 2010
Posts: 378
Jonathan Berg wrote
OOC: You don't have any PPs left for the augment (you used all 3 last turn), so the attack would include Jak as well. I will let you redo your turn if you would like.


Koliak has 3 PP's. 2 used last turn, and 1 this turn.
Moderator
Registered: Oct 2008
Posts: 7786
DasachTra7 wrote
Jonathan Berg wrote
OOC: You don't have any PPs left for the augment (you used all 3 last turn), so the attack would include Jak as well. I will let you redo your turn if you would like.


Koliak has 3 PP's. 2 used last turn, and 1 this turn.


OOC: Jonathan has the count right. You used one PP for the augment 1 adept's insight bonus and 2 PP for dimensional scramble augment 2 last turn. It's in your post, #196.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Member
Registered: Sep 2010
Posts: 378
You're so right. Thx for the clarification.

Just have the 1st attack target the golem, and the AP vs. the golem. The soldier stands lucky.
Moderator
Registered: Jun 2009
Posts: 3164
Tchort provokes the soldier by walking past. It slashes at the bard and feels a fiery burn for connecting. Tchort summons fire, but the golem feels nothing, before healing Dwimmerlaik. Koliak's mental assault damages the golem, but his following attack does nothing. (OOC: I used the first attack roll since you only had one target.)

Golem's Radiant Aura - All enemies of the golem take -2 to attack rolls in aura 1.
Argent Rain Zone - Any creature entering or ending turn in the zone takes 5 fire damage. Lasts USNT Tchort.
Son of Alagondar (+1 to att vs) - none
Readied Actions - Tchort (IW), Koliak (OoMC)
Initiative Order
Wizard - dead
Hammer - 21 (+8 temp)/37 (9/11, 2 AP), -2 AC USNT
Soldier Yellow - down 19, marked
Dwimmerlaik - 17/29 (5/7, 2 AP), vuln 5 radiant SE, +2 def vs yellow UENT, dazed ENT golem
Corvan - 18/32 (7/9, 2 AP), dazed SE
Granite Golem - down 15
Tchort - 24/31 (8/9, 1 AP)
Koliak - 21/26 (6/6, 0/3 PP, 0 AP)
==>Jak - 16/33 (7/12, 1 AP), bloodied, dazed SE, OGD 5 radiant SE

User posted image

  •  Features
      Illumination: Bright light.
      Wall: The wall around the staircase is only 3 feet tall, but blocks LoS for any creature further than 1 square down the stairs.
_______________
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
« Last edit by Jonathan Berg on Sat Mar 24, 2012 4:52 pm. »
Member
Registered: Oct 2011
Posts: 309
Unfamiliar radiance burns Jak as he looks to the golem, then turns his head to look at the soldier closing in on him. Jak silently thanks Dol Dorn for blessing him with the ability to take so much punishment, and hunkers down to bear the pain that will undoubtedly be coming his way soon. It's a good thing his head is clearing which helps Jak throw off the strange radiant energy the golem hit him with.

Standard: Second Wind, regain 8 HP and +2 def. Also gain resist 3 USNT from Virtuous Recovery feat.

Save vs Dazed and Save vs Radiant Ongoing 5.
Save of 16 vs Dazed.
Save of 18 vs Ongoing damage.

  •  Jak
    • Male Minotaur Paladin 2
    • Passive Perception: 16, Passive Insight: 19
    • AC:"21", Fort:"18", Reflex:"14", Will:"17" - Speed:5
    • VS Opp Att: AC:21, Fort:18, Reflex:14, Will:17
    • HP:19/33, Bloodied:16, Surge Value:8, Surges left:6/12
    •  
    • Powers
      • Ardent Strike (Standard; Melee; Str vs AC; 1W+5; Can use while charging. Hit: Target is subject to my Divine Sanction UENT)
      • Holy Strike (Standard; Melee; Str vs AC; 1W+5 Radiant Damage; If I marked the target: +3 damage)
      • Divine Challenge (Minor; Close Burst 5; Single target is marked by me. 5 Radiant damage if mark is violated)
      • Lay on Hands (Minor; Uses left: 2/3; Touch; I spend a Healing Surge, target gains HP as if they had spent a Healing Surge)
      • Second Wind (Lose surge, gain 8 HP, +2 def)
      • Action Point x1 (Gain action)
      • Goring Charge (Standard; Melee; Str+4 vs AC; 1d6+4; Must use while charging; Target is knocked prone)
      • Valorous Smite (Standard; Melee; Cha vs AC; 2W+3; Each enemy within 3 squares of me is subject to Divine Sanction UENT)
      • Shining Symbol (Standard; Blast 3; Str vs. Will; 1d8+5 Radiant; Each hit enemy in blast takes a -2 penalty to attack rolls UENT)
      • Virtue (Minor; Personal; I spend a healing surge to gain THP equal to my surge value instead of HP.
      • Divine Mettle (Minor; Channel Divinity; Close Burst 10; Target makes a saving throw with bonus equal to my Cha)
      • Divine Strength (Minor; Channel Divinity; Personal; Apply extra Str damage on next attack this turn)
      • Blood of the Mighty (Standard; Melee; Reliable; Str vs AC; 4W+5; I take 5 damage, which can't be reduced in any way)
       
    • Items
      • +1 Bloodclaw Falchion (+3 Prof, +1 Magic, 2d4+1 Damage, 1d6 Crit) Encounter Ability: Free action upon a hit; I take enhancement bonus damage. Increase the damage dealt to the target by double the amount of damge I took. Triple when I wield the weapon two-handed.
      • Plate Armor (+8 AC, -2 armor check, -1 speed)
      • Healing potion (heroic tier) X1
       
    • Abilities
      • Ability Scores Str =18 Con =12 Dex =9 Int =10 Wis =16 Cha =14
      • Basic Melee Attack +10 (+4 Str, +3 Prof, +1 Magic +1 Feat, +1 lvl)
      • Basic Melee Damage 2d4+5 (2d4 Falchion, +4 Str, +1 Magic)
      • Basic Ranged Attack +0 (-1 Dex, +0 Prof, +0 Magic +0 Feat, +1 lvl)
      • Ferocity (Make a melee basic attack when dropped to 0 HP)
      • Heedless Charge (+2 AC vs OA while charging)
      • Vitality (Gain 1 healing surge)
      • Channel Divinity (Invoke a Channel Divinity power or class feature; Encounter)
      • Lay on Hands (Gain Lay on Hands at-will power; Minor)
      • Divine Challenge (Gain Divine Challenge at-will power; Minor)
       
    • Feats
      • Heavy Blade Expertise +1,2,3 to attack when using a Heavy Blade. Also gain +2 defenses vs opportunity attacks.
      • Improved Initiative +4 to initiative rolls.
      • Virtuous Recovery Gain Resist all damage equal to Wis Mod (3) till the start of my next turn whenever I spend a healing surge.
       
    • Skills
      • Acrobatics -2
      • Arcana +1
      • Athletics +3
      • Bluff +3
      • Diplomacy +3
      • Dungeoneering +4
      • Endurance +5
      • Heal +9
      • History +1
      • Insight +9
      • Intimidate +3
      • Nature +6
      • Perception +6
      • Religion +6
      • Stealth -2
      • Streetwise +3
      • Thievery -2
_______________
Jak - Minotaur Paladin 1, The Dark Campaign<br>
Narg - Razorclaw Shifter Scout 6, Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
OOC: Hammer can go. Jak is up to 19 and free of conditions other than the new good ones.
_______________
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
Squish dead. Turn. New squish. "ROOOOOOWWWWWWWWWWWWWRRRRRRRRRRR!!!!!!!!!!!!" Crunch of bone.

Standard Action: Howling Strike Charge (+11 vs. AC, -2 AC USNT; Hit: 3d6+1d8+5 dam; Crit: 31+1d8 dam, free MBA; Rage: Move 2 extra sq on charge)

Free Action: Iron Wolf Charge (Trigger: When you hit with a charge attack; deal 1d6 extra dam and make the following attack: Close burst 2; +5 vs. Will (each enemy); Hit: push 2 sq and target takes -2 to hit UENT)

Howling Strike Charge (+9 W, +1 24hr, +1 charge, +1 reckless) (1d20+12=27, 3d6+1d8+5+1d6=21)

Iron Wolf Charge (+5, +1 24hr) (1d20+6=9)

OOC: HowlStr w/ Iron Wolf charge to E5 on Yellow, hit AC 27 for 21 dam, and hit Will 9 on Yellow (if that hits, he is pushed 2 H5 and takes -2 to hit UENT). Hammer has -2 to AC USNT.


  •  Hammer
    • Male Warforged Barbarian 2, Iron Wolf Warrior
    • Passive Perception: 11, Passive Insight: 11
    • AC:17, Fort:17, Reflex:14, Will:13 - Speed:6
    • HP:21+8 THP/37, Bloodied:18, Surge Value:9, Surges left:9/11
    •  
    • Powers
      • Howling Strike (AC; W+1d6+4; Can use on a charge; Rage: 2 extra sq on charge)
      • Recuperating Strike (AC; W+4; Gain 3 THP; Rage: Gain 8 THP)
      • Second Wind (Lose surge, gain 7 HP, +2 def)
      • Action Point x2 (Gain action)
      • Warforged Resolve (Minor: 3 THP, Saving Throw vs. OGD, regain 3 HP if bloodied)
      • Shrug It Off (Imm Rxn, when hit by SE effect; Make saving throw and Shift 1 on success)
      • Swift Charge (Free, when you reduce an enemy to 0 HP, charge enemy)
      • Iron Wolf Charge (Free, deal 1d6 dam on charge; Cb2 vs. Will, push 2 & -2 to attack UENT)
      • Avalanche Strike (AC; 3W+4+3, attackers gain +4 to hit me USNT)
      • Tyrant's Rage (AC; 2W+4, dazed (SE); URE, push adj enemies 1 sq as minor; Miss: 1/2 dam, dazed UENT)
      • Vanguard Maul +1 (Daily, minor, when charging; Hit gives allies w/in 10 +1 att and dam USNT)
       
    • Items
      • Vanguard Maul +1 (+2 Prof, +1 W, 2d6+1 dam)
      • Hide Armor (+3 AC, -1 armor check)
       
    • Abilities
      • Basic Melee Attack +9 (+4 Str, +2 Prof, +1 lvl, +1 Exp, +1 W)
      • Basic Melee Damage 2d6+5 (2d6+1 Maul, +4 Str)
      • Living Construct (No need to eat, drink, breathe, or sleep)
      • Warforged Mind (+1 Will)
      • Warforged Resilience (+2 to saves vs. OGD)
      • Unsleeping Watcher (4 hrs of inactivity counts as extended rest)
      • Barbarian Agility (+1 AC/Ref when not in heavy armor)
      • Improved Rageblood Vigor (Gain 8 THP when dropping enemy to 0 HP)
      • Rampage (Critical hit grants free MBA)
      • Bludgeon Expertise (+1 to att; +1 bonus to push/slide w/ Weapon)
      • Reckless Charge (+1 to att on a charge for -2 AC USNT)
       
    • Skills
      • Acrobatics +2
      • Arcana 0
      • Athletics +9
      • Bluff +2
      • Diplomacy +2
      • Dungeoneering +1
      • Endurance +10
      • Heal +1
      • History 0
      • Insight +1
      • Intimidate +9
      • Nature +1
      • Perception +1
      • Religion 0
      • Stealth +2
      • Streetwise +2
      • Thievery +2
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
OOC: I am headed out of town for the next week and a half (I will be home for about 10 hours next weekend, but that doesn't really count since it will be spent at strat-o) so we will take another break here. On the plus side, I think I will be around the rest of April once I am back. Daniel, Gary and Viktor, if you can play my characters again, that would be swell. Thanks!
_______________
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: Jun 2009
Posts: 3164
OOC: I am back, and we will hopefully pick up this weekend.
_______________
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: Jun 2009
Posts: 3164
Hammer's charge causes the soldier to begin to bleed heavily. Perhaps that is enough to distract him, as his sword misses Jak.

Golem's Radiant Aura - All enemies of the golem take -2 to attack rolls in aura 1.
Argent Rain Zone - Any creature entering or ending turn in the zone takes 5 fire damage. Lasts USNT Tchort.
Son of Alagondar (+1 to att vs) - none
Readied Actions - Tchort (IW), Koliak (OoMC)
Initiative Order
Wizard - dead
Hammer - 21 (+8 temp)/37 (9/11, 2 AP), -2 AC USNT
Soldier Yellow - down 40, bloodied, marked
==>Dwimmerlaik - 17/29 (5/7, 2 AP), vuln 5 radiant SE, +2 def vs yellow UENT, dazed ENT golem
Corvan - 18/32 (7/9, 2 AP), dazed SE
Granite Golem - down 15
Tchort - 24/31 (8/9, 1 AP)
Koliak - 21/26 (6/6, 0/3 PP, 0 AP)
Jak - 19/33 (6/12, 1 AP), +2 def UENT, res all 3 UENT

User posted image

  •  Features
      Illumination: Bright light.
      Wall: The wall around the staircase is only 3 feet tall, but blocks LoS for any creature further than 1 square down the stairs.
_______________
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: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Dwimmerlaik tries to slay the soldier Hammer charged, but his icy blade is doesn't come particularly close.

Move action - Shift to F6.

Standard action - Icy Skewer against Soldier Yellow.

Icy Skewer against Soldier Yellow. (CA, 24H) (1d20+10+2+1=17, 1d8+10=14)

Hits AC 17 for 14 cold damage and on a hit gain a +2 power bonus to all defenses against the target's attacks until the end of my next turn.

End of turn - Save against Vulnerable Radiant.

Save against Vulnerable Radiant. (24H) (1d20+1=8)

Failure.


  •  Dwimmerlaik
    • Male Revenant (Human) Warlock-Hexblade (Fey Pact) (Assassin) 2
    • Full Character Sheet
    • Passive Perception: 12, Passive Insight: 12, Senses: Low-Light Vision
    • AC: 19, Fort: 13, Reflex: 16, Will: 16 - Speed: 6
    • HP: 17/29, Bloodied: 14, Surge Value: 7, Surges left: 5/7
    • Action Points: 2
    • Resists: None

    • Past Life - Human (Race): Human feats, paragon paths, and epic destinies are available if all other prerequisites are met.
    • Undead (Race): You are considered to be both a living creature and an undead creature for effects that relate to that keyword.
    • Unnatural Vitality (Race): At 0 HP or below, can choose to remain conscious and dazed until failing a death saving throw.
    • Son of Alagondar Starting Feature (Theme): While you flank an enemy, your allies gain a +1 power bonus to attack rolls against that enemy. In addition, you gain the Low Blow power.
    • Rod Expertise (Feat): +1 to hit with rods, +1 shield bonus to AC and Reflex.

    • Basic Attacks
    • -Eldritch Bolt - RBA, +7 vs Reflex, 1d10+8 force damage, range 10, one creature.
    • -Icy Skewer - MBA, +10 vs AC, 1d10+8 cold damage and gain a +2 power bonus to all defenses against the target's attacks until the end of my next turn, range melee, one creature.

    • Powers
    • -Eldritch Bolt
    • -Icy Skewer
    • -Soul Step
    • -Dark Reaping
    • -Ethereal Stride
    • -Low Blow
    • -Piercing Shard
    • -Practiced Killer 1d8 Extra Weapon Damage
    • -Star Shackles

    • Items
    • -None yet.
_______________
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
Despite the fuzziness in his head, Corvan slides his shield back and grabs his greatspear, more on instinct than conscious effort. He tries jabbing at the soldier, but his vision darkens. Shaking his head, Corvan takes three deep breaths and feels much better.

Standard: Footwork Lure yellow, AC, on a hit Corvan shifts to F7 and yellow is slid to G7. Also on a hit, deadly draw feat grants Corvan CA vs yellow UENT. (1d20+9+1=13, 1d10+4=7)
Move: none
Wielding: greatspear
Save vs dazed: 1d20+1=21

OOC: I was trying to grant several of us CA vs yellow, along with Dwim's Alagondar bonus. Invisi wouldn't have it. MARKING.

User posted image

Current Defenses: AC 19, FORTITUDE 18, REFLEX 15, WILL 12
(base defenses with heavy shield: 21, 18, 17, 12 and without heavy shield: 19, 18, 15, 12)
Surges: 7/9, Action point(s) left: 2/2, not yet used this battle

  •   Corvan Danaviss
    • Male Human Weaponmaster, Level 2
    • Passive Perception: 11, Passive Insight: 11
    • AC: 19 Fort: 18 Reflex: 15 Will: 12 Speed: 6, Initiative: +5
    • HP: 32, Bloodied: 16, Surge Value: 8, Surges: 9
    •  
    • Class/Racial Features and Feats
      • Class/Racial Features
      • Arena Training: Proficiency with Greatspear and Singing Stick. You gain a +2 proficiency bonus to attack rolls with improvised weapons. Your attacks with one-handed improvised weapons deal 1d8 damage, and your attacks with two-handed improvised weapons deal 1d10 damage.
      • Feats
      • Master at Arms: +1/+2/+3 to hit per tier, minor action: sheathe one weapon and draw one weapon
      • Master of the Fist (Monk Multiclass): You gain training in Athletics or Acrobatics (chosen). You also gain the monkís Unarmed Combatant feature (+3/1d8) and gain proficiency with ki focuses.
      • Superior Implement Training (Mountain Ki Focus): can use mountain ki focuses
      • Deadly Draw: Whenever you pull or slide an enemy to a square adjacent to you, you gain combat advantage against that enemy until the end of your next turn.
       
    • Basic Attacks
      • The following attacks respectively already include +1 24h, +1 charge.
      • Basic Melee: 1d20+10 (1d8+4 Unarmed Monk Strike+Longsword, 1d6+4 Singing Stick, 1d10+4 Greatspear)
      • Basic Melee Charge: 1d20+11 (1d8+4 Unarmed Monk Strike+Longsword, 1d6+4 Singing Stick, 1d10+4 Greatspear)
      • Basic Ranged (Repeating Crossbow): 1d20+8;1d8+3
       
    • Powers/Item Powers During Play
      • Combat Agility
      • Combat Challenge
      • Footwork Lure
      • Grappling Strike
      • Weapon Master's Strike
      • Disrupting Advance
      • Forceful Drag
      • Funneling Flurry
      • Second Wind
      • Shove and Slap
      • Item Powers
      • none yet
      •  
    • Items
      • Items
      • Adventurer's Kit
      • Mountain Ki Focus Forceful: pull/push/slides with attack powers increase by 1 square, Shielding: when hitting at least one target with an attack power gain +1 AC/REFLEX until start of next turn
      • Greatspear +3/1d10, polearm/spear/reach
      • Singing Stick +3/1d6, offhand/defensive/mace
      • Longsword +3/1d8, heavy blade
      • Unarmed Monk Strike +3/1d8
      • Improvised Weapon, one-handed +2/1d8
      • Repeating Crossbow +2/1d8, 10/20 range, crossbow
      • Widow's Knife +3/1d4, 5/10 range, offhand/light thrown/lightblade
      • Battleaxe +2/1d10, versatile/axe
      • Heavy Shield +2/+2 AC/REFLEX, heavy shield
      • Hide Battle Harness +1 As a free action, you can draw a sheathed weapon or retrieve a stowed item. You gain a power bonus to initiative equal to the itemís enhancement bonus.
      • Healing Potion 10 hp, lose one surge
       
    • Skills
      • Acrobatics 8 (trained), 6 with heavy shield
      • Arcana 1
      • Athletics 9 (trained), 7 with heavy shield
      • Bluff 0
      • Diplomacy 0
      • Dungeoneering 1
      • Endurance 5 (trained), 3 with heavy shield
      • Heal 6 (trained)
      • History 1
      • Insight 1
      • Intimidate 5 (trained)
      • Nature 1
      • Perception 1
      • Religion 1
      • Stealth 3, 1 with heavy shield
      • Streetwise 0
      • Thievery 3, 1 with heavy shield
       
    • Descriptions of Powers
      • Combat Agility Opportunity Action, Trigger: An enemy adjacent to you takes an action that provokes an opportunity attack. Effect: After the triggering enemy completes the action, you shift a number of squares equal to your Dexterity modifier. You must end the shift closer to the target than you were when you began the shift. Then make the following attack. Target: The triggering enemy. Attack: Strength vs. AC. Hit: 1[W] + Strength modifier damage, and you knock the target prone.
      • Combat Challenge hit or miss an enemy you can mark it, Immediate Interrupt Melee, Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy.
      • Footwork Lure Melee weapon, Target: One creature, Attack: Strength vs. AC, Hit: 1[W] + Strength modifier damage. You can shift 1 square and slide the target 1 square into the space you left.
      • Grappling Strike Melee touch, Requirement: You must have a hand free. Target: One creature, Attack: Strength vs. AC, Hit: 1[W] + Strength modifier damage, and you grab the target. The grab ends automatically at the end of your next turn.
      • Weapon Master's Strike Melee weapon, Target: One creature, Effect: Before making this attack, you may sheathe a weapon and draw a different one as a free action. Attack: Strength vs. AC, Hit: 1[W] + Strength modifier damage. In addition, the target takes an additional effect based on the weapon you wield. Axe: The target takes extra damage equal to your Constitution modifier. Mace: You slide the target 1 square. Heavy Blade: Until the end of your next turn, you gain a +1 power bonus to AC against the targetís attacks. Spear or Polearm: Until the end of your next turn, the target provokes opportunity attacks from you when it shifts.
      • Disrupting Advance melee weapon, Target: One creature, Attack: Primary ability vs. AC Hit: 2[W] + ability modifier damage, and you push the target 2 squares. The target and each enemy adjacent to the target at the end of the push are slowed until the end of your next turn. Level 11: 3[W] + ability modifier damage. Level 21: 4[W] + ability modifier damage.
      • Forceful Drag move, Requirement: You must have a creature grabbed. Effect: You move your speed. For each square you move, you slide a creature grabbed by you 1 square to a square adjacent to you. The creature remains grabbed, and you do not provoke an opportunity attack from the grabbed creature for this movement. At the end of the move, you can end the grab to knock the creature prone.
      • Funneling Flurry Melee weapon, Requirement: You must be wielding two melee weapons. Targets: Two creatures, Attack: Strength vs. AC (main weapon and off-hand weapon), one attack per target, Hit: 1[W] + Strength modifier damage, and you slide the target 1 square.
      • Shove and Slap Melee 1, Requirement: You must be using a shield. Primary Target: One creature, Primary Attack: Strength + 3 vs. Fortitude, Hit: 2d10 + Strength modifier damage, and you push the primary target a number of squares equal to 1 + your Wisdom modifier. You can shift 1 square into the space your target occupied. Miss: Half damage, and you push the primary target 1 square. Effect: Make a secondary attack. Secondary Target: One creature other than the primary target, Secondary Attack: Strength + 3 vs. Fortitude, Hit: Strength modifier damage, and the secondary target is dazed (save ends).
      • Item Powers
      • none yet
    • (Key: At-Will, Encounter, Daily, Magical Equipment, Consumable, Used)
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)

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