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Alliance at Nefelus

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Registered: Oct 2008
Posts: 4627
"Murrak, just go, I will be fine!"

OOC: I still have healing. I should be fine for a round or two.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
OOC: Murrak will charge the leader to get between it and Mal. Mal could double move to climb back on if you want. I can give you a save on my turn with a +4 bonus.
_______________
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
OOC: Mal is immobilized. Do what you need to do. I will do what I can to stay alive.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
OOC: Immobilized is save ends, right? I can fix that (unless I roll crappily).
_______________
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
OOC: Ok, feel free. Then I will do what I can to get out of the drink and kill something.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Member
Registered: Jul 2008
Posts: 1061
Location: Glendale, CA
"Hang on Mal, we'll get to ya!"

Daggoth continues to pummel away at the frost giant scout, hoping this attack will fare better than the last.

melee vs scout D (1d20+21+2=41, 1d12+15=19)
41 vs AC for 19 damage, marking.

save vs cold vuln (1d20=17)




  •  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: 63/133, Bloodied: 66, Surge Value: 38, Surges: 8/14 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: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Salazar hurls another spell at a giant, then finally shakes some of the cold from his bones.

Standard action - Burning Spray, close blast 3, including AA-AC/25-27, targeting FGS-D.

Burning Spray, close blast 3, including AA-AC/25-27, targeting FGS-D. (CA, 24H, Gauntlets) (1d20+19+2+1=31, 1d8+22+2=30)

Hits Reflex 31 for 30 fire damage on FGS-D, and on a hit, the next enemy to hit me with a melee attack before the ent of my next turn takes 5 fire damage. If Daggoth killed FGS-D, I'll just use Blazing Starfall on FGS-C for Reflex 29 (same attack roll, but not flanking) and 26 radiant damage instead. Blazing Starfall damage (1d4+22=26)

End of turn - Save against Vulnerable Cold.

Save vs OGD Cold (1d20+1=17)

Success! I think that still leaves me with Vulnerable 5 Cold (SE), if I recall.

Readying Belt of Raging Endurance.


  •  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: 40/95, Bloodied: 47, Surge Value: 26, Surges left: 4/10
    • Action Points: 1
    • Resists: 10 Fire, 10 Poison, 10 Necrotic

    • Dragon Scales (Class): +2 AC until the end of an encounter once first bloodied.
    • Dragon Soul (Class) and Guardian's Resistance (Paragon Path): Resist 10 fire and 10 poison, pierce 10 fire resistance and 10 poison resistance in enemies.
    • Dragon Breath Action (Paragon Path): When you make a close blast attack with an action point, score a crit on 16-20.
    • Action Surge (Feat): +3 to hit with attacks gained via Action Point.
    • Staff Expertise (Feat): +2 to hit with staffs, do not provoke OA's with ranged attacks, gain reach 1 with melee attacks.
    • 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
Moderator
Registered: Jul 2008
Posts: 5245
Daggoth's hammer connects with the giant's spine with a sickening smack and the large creature falls down dead. The sight of the giant lifeless on the ice allows Daggoth is able to shrug off some of the cold (still vul 5 cold SE).

OOC: Gary you can take your turn over. You can keep your save vs vul cold roll.

Initiative - Status:
Ready: Hed - WS; Sal - Belt
Wall of Frost: 6 squares high and blocks line of sight. Creatures entering or starting their turn in the wall take 15 cold damage. Adjacent creatures take 5 cold damage at start of their turn. Wall is lightly obscured and counts as difficult terrain.
Hero's Poise: All allies within 5 of Murrak and LOS get +2 to saves ENT Murrak
Hedoni: 50/78
Frost Giant Leader: down 82
Daggoth: 89/133, resist 5 EE, vul 5 cold SE, slowed and no OAs or IA ENT Giant C
->Salazar: 40/95, vulnerable 10 cold SE, BS, +2 AC EE
Frost Giant Scout A: dead
Frost Giant Scout B: dead
Frost Giant Scout C: down 28
Frost Giant Scout D: dead
Winter Wolf blue: drowned
Winter Wolf lavendar: down 112, bloodied
Sir Murrak: 94/109, vul 5 cold SE
Valor: 27/54
Mal: 29/91, bloodied, prone, immob SE
Ravenblade: 53/105, slowed and no OAs or IAs UENT giant C

User posted image

  •   Features
      Illumination: This area is brightly lit.
      Ceiling: The ceiling is 60 feet from the floor.
      Crevasse: The crevasse is 20 feet deep and requires a DC 20 Athletics check to climb.
      Platform: A platform connects to an ice bridge and dominates the middle of the room, with a 30-foot ledge that requires a DC 20 Athletics check to climb. The platform is accessible by a natural ice stairway. Ascending these stairs counts as difficult terrain; descending them is treated as normal terrain.
      Ice Bridge: The ice bridge slopes upward and is slick; it is treated as a slide by creatures without ice walk. The ice bridge is difficult terrain, and a creature that enters one of the ice bridge’s squares must make a DC 20 Acrobatics check; failure indicates that the creature moves to the end of the bridge (on the platform side), falls prone, and ends its move.
      Stream and Pool: The water here is 10 feet deep, and it can be crossed by swimming or jumping over it. However, choke frost rises up from the water, hindering the movement of any creature passing through it.
      Choke Frost: The squares containing the stream and pool, as well as all squares adjacent to them, are filled with choke frost, which is a light, white mist that congeals into thick ice as creatures move through it. Creatures entering a square of choke frost take a –1 penalty to speed for each square of choke frost through which they move. As a move action, a creature can negate this penalty. The frost giants (and other creatures with the cold keyword) are immune to this effect. The winter wolves are not immune, and they stay on their side of the water unless they traverse up the platform.
      Frigid Cold: The ice fortress's interior and exterior is considered an area of cold weather. Every 8 hours a PC is in the fortress without resistance to cold, the PC must succeed on a DC 22 Endurance check or lose a healing surge. If the PC has no healing surges left when the check is failed, the PC loses hit points equal to the character’s level.


_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Daggoth's hammer connects with the giant's spine with a sickening smack and the large creature falls down dead. The sight of the giant lifeless on the ice allows Daggoth is able to shrug off some of the cold (still vul 5 cold SE).

Salazar calls down blazing light on the last giant scout.

The giant sends an arrow back at the sorcerer for 25 cold (includes vul 5) damage and Salazar feels the chill down to his toes (slowed ENT giant C).

The wolf snaps at Hedoni for 7 cold damage. The wizard immediately teleports away.

OOC: Mike I moved Hedoni with Winter's Shroud. Let me know if you want him in a different spot.

Initiative - Status:
Ready: Hed - WS; Sal - Belt
Wall of Frost: 6 squares high and blocks line of sight. Creatures entering or starting their turn in the wall take 15 cold damage. Adjacent creatures take 5 cold damage at start of their turn. Wall is lightly obscured and counts as difficult terrain.
Hero's Poise: All allies within 5 of Murrak and LOS get +2 to saves ENT Murrak
Hedoni: 43/78
Frost Giant Leader: down 82
Daggoth: 89/133, resist 5 EE, vul 5 cold SE, slowed and no OAs or IA ENT Giant C
Salazar: 15/95, bloodied, vulnerable 5 cold SE, +2 AC EE, slowed ENT giant C
Frost Giant Scout A: dead
Frost Giant Scout B: dead
Frost Giant Scout C: down 54
Frost Giant Scout D: dead
Winter Wolf blue: drowned
Winter Wolf lavendar: down 112, bloodied
->Sir Murrak: 94/109, vul 5 cold SE
Valor: 27/54
Mal: 29/91, bloodied, prone, immob SE
Ravenblade: 53/105, slowed and no OAs or IAs UENT giant C

User posted image

  •   Features
      Illumination: This area is brightly lit.
      Ceiling: The ceiling is 60 feet from the floor.
      Crevasse: The crevasse is 20 feet deep and requires a DC 20 Athletics check to climb.
      Platform: A platform connects to an ice bridge and dominates the middle of the room, with a 30-foot ledge that requires a DC 20 Athletics check to climb. The platform is accessible by a natural ice stairway. Ascending these stairs counts as difficult terrain; descending them is treated as normal terrain.
      Ice Bridge: The ice bridge slopes upward and is slick; it is treated as a slide by creatures without ice walk. The ice bridge is difficult terrain, and a creature that enters one of the ice bridge’s squares must make a DC 20 Acrobatics check; failure indicates that the creature moves to the end of the bridge (on the platform side), falls prone, and ends its move.
      Stream and Pool: The water here is 10 feet deep, and it can be crossed by swimming or jumping over it. However, choke frost rises up from the water, hindering the movement of any creature passing through it.
      Choke Frost: The squares containing the stream and pool, as well as all squares adjacent to them, are filled with choke frost, which is a light, white mist that congeals into thick ice as creatures move through it. Creatures entering a square of choke frost take a –1 penalty to speed for each square of choke frost through which they move. As a move action, a creature can negate this penalty. The frost giants (and other creatures with the cold keyword) are immune to this effect. The winter wolves are not immune, and they stay on their side of the water unless they traverse up the platform.
      Frigid Cold: The ice fortress's interior and exterior is considered an area of cold weather. Every 8 hours a PC is in the fortress without resistance to cold, the PC must succeed on a DC 22 Endurance check or lose a healing surge. If the PC has no healing surges left when the check is failed, the PC loses hit points equal to the character’s level.


_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Sat Aug 11, 2012 8:08 pm. »
Moderator
Registered: Jun 2009
Posts: 3164
Sir Murrak and Valor sweep in to get between Mal and the giant leader.

Minor: Cleansing Spirit for Mal's save Mal save (1d20+2+2+1=22) Success!
Standard: Charge to UV16/17 (above the water) with last HS 1d20+20+3+1+1=35, 2d10.minroll(3)+15+2+2+1d6+11=41 Hits AC 36 (forgot the additional 1 for using Valiant Strike) for 41 damage (11 radiant) and dazed UENT. Murrak also gets a save on a hit 1d20+2+1=10 Success, triggering Hero's Poise again!

  •   Sir Murrak
    •  Male Mul Cavalier 14
    •  Passive Perception: 18, Passive Insight: 18
    •  AC:32, Fort:30, Reflex:27, Will:28 - Speed:5
    •  HP:105/109, 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
    •  Chilling Smite
    •  Thundering Smite
    •  Mirrored Caparison (At-Will)
    •  Diamond Cincture (Daily)
    •  Jade Horse (Daily)
    •  Ioun’s 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:27/54, 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
Sir Murrak and Valor slam into the frost giant leader, giving Mal the change to get moving again. As her ribs break with the impact, the leader curses "May you melt off the earth like snow off the ditch!"

Initiative - Status:
Ready: Hed - WS; Sal - Belt
Wall of Frost: 6 squares high and blocks line of sight. Creatures entering or starting their turn in the wall take 15 cold damage. Adjacent creatures take 5 cold damage at start of their turn. Wall is lightly obscured and counts as difficult terrain.
Hero's Poise: All allies within 5 of Murrak and LOS get +2 to saves ENT Murrak
Hedoni: 43/78
Frost Giant Leader: down 123, bloodied
Daggoth: 89/133, resist 5 EE, vul 5 cold SE, slowed and no OAs or IA ENT Giant C
Salazar: 15/95, bloodied, vulnerable 5 cold SE, +2 AC EE, slowed ENT giant C
Frost Giant Scout A: dead
Frost Giant Scout B: dead
Frost Giant Scout C: down 54
Frost Giant Scout D: dead
Winter Wolf blue: drowned
Winter Wolf lavendar: down 112, bloodied
Sir Murrak: 94/109
Valor: 27/54
->Mal: 29/91, bloodied, prone
Ravenblade: 53/105, slowed and no OAs or IAs UENT giant C

User posted image

  •   Features
      Illumination: This area is brightly lit.
      Ceiling: The ceiling is 60 feet from the floor.
      Crevasse: The crevasse is 20 feet deep and requires a DC 20 Athletics check to climb.
      Platform: A platform connects to an ice bridge and dominates the middle of the room, with a 30-foot ledge that requires a DC 20 Athletics check to climb. The platform is accessible by a natural ice stairway. Ascending these stairs counts as difficult terrain; descending them is treated as normal terrain.
      Ice Bridge: The ice bridge slopes upward and is slick; it is treated as a slide by creatures without ice walk. The ice bridge is difficult terrain, and a creature that enters one of the ice bridge’s squares must make a DC 20 Acrobatics check; failure indicates that the creature moves to the end of the bridge (on the platform side), falls prone, and ends its move.
      Stream and Pool: The water here is 10 feet deep, and it can be crossed by swimming or jumping over it. However, choke frost rises up from the water, hindering the movement of any creature passing through it.
      Choke Frost: The squares containing the stream and pool, as well as all squares adjacent to them, are filled with choke frost, which is a light, white mist that congeals into thick ice as creatures move through it. Creatures entering a square of choke frost take a –1 penalty to speed for each square of choke frost through which they move. As a move action, a creature can negate this penalty. The frost giants (and other creatures with the cold keyword) are immune to this effect. The winter wolves are not immune, and they stay on their side of the water unless they traverse up the platform.
      Frigid Cold: The ice fortress's interior and exterior is considered an area of cold weather. Every 8 hours a PC is in the fortress without resistance to cold, the PC must succeed on a DC 22 Endurance check or lose a healing surge. If the PC has no healing surges left when the check is failed, the PC loses hit points equal to the character’s level.


_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
Mal fixes himself up and swims towards the leader, trying to bring it closer to death.

Minor Action: Improved Saving Inspiring Word +5 (Close burst 5; One ally gets Healing Surge +3d6+10 HP or Healing Surge +10 HP and a saving throw)

Inspiring Word (Mal) (22+3d6+10=42)

Move Action: Stand

Standard Action: Charge (Melee 2; +21 vs. AC; Hit: 2d4+10 Fire dam; Crit: 18+3d6 Fire dam)

Athletics check (+16 skill, +1 24hr) (1d20+17=34)

Charge (+20 W, +1 24hr, +1 charge, +1 vs. bloodied) (1d20+23=34, 2d4+10=17)

OOC: IW on Mal. healing 42 HP to 71 HP and down to 4/10 surges. "Stand" up. Charge to U15, Athletics check 34, hit AC 34 on Leader for 17 fire damage. Not sure if all of that works, but figured I would try.


  •  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:71/91, Bloodied:45, Surge Value:22, Surges left:4/10
    • Action Points: 0, 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


  •  Enemies
    • Frost Giant Scout: 111-118 HP, 28-33 AC, Fort 32 or lower, 23-29 Ref, 36 Will or lower, weakest vs. Fort
      Frost Giant Leader: 165-246 HP, 32-37 AC, 25+ Fort, 26+ Will, Ref lowest
      Winter Wolf: 141-173 HP, 28-32 AC, 27 or lower Will, Fort 35 or lower
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Mal pushes off the bottom of the river and glides through the water towards the leader. He strikes her square in the chest for 17 damage. Taking a a deep breath of air at the surface, the warlord regains much of his strength.

Initiative - Status:
Ready: Sal - Belt
Wall of Frost: 6 squares high and blocks line of sight. Creatures entering or starting their turn in the wall take 15 cold damage. Adjacent creatures take 5 cold damage at start of their turn. Wall is lightly obscured and counts as difficult terrain.
Hero's Poise: All allies within 5 of Murrak and LOS get +2 to saves ENT Murrak
Hedoni: 43/78
Frost Giant Leader: down 140, bloodied, dazed ENT Mur
Daggoth: 89/133, resist 5 EE, vul 5 cold SE, slowed ENT Giant C
Salazar: 15/95, bloodied, vulnerable 5 cold SE, +2 AC EE, slowed ENT giant C
Frost Giant Scout A: dead
Frost Giant Scout B: dead
Frost Giant Scout C: down 54
Frost Giant Scout D: dead
Winter Wolf blue: drowned
Winter Wolf lavendar: down 112, bloodied
Sir Murrak: 94/109
Valor: 27/54
Mal: 71/91
->Ravenblade: 53/105, slowed UENT giant C

User posted image

  •   Features
      Illumination: This area is brightly lit.
      Ceiling: The ceiling is 60 feet from the floor.
      Crevasse: The crevasse is 20 feet deep and requires a DC 20 Athletics check to climb.
      Platform: A platform connects to an ice bridge and dominates the middle of the room, with a 30-foot ledge that requires a DC 20 Athletics check to climb. The platform is accessible by a natural ice stairway. Ascending these stairs counts as difficult terrain; descending them is treated as normal terrain.
      Ice Bridge: The ice bridge slopes upward and is slick; it is treated as a slide by creatures without ice walk. The ice bridge is difficult terrain, and a creature that enters one of the ice bridge’s squares must make a DC 20 Acrobatics check; failure indicates that the creature moves to the end of the bridge (on the platform side), falls prone, and ends its move.
      Stream and Pool: The water here is 10 feet deep, and it can be crossed by swimming or jumping over it. However, choke frost rises up from the water, hindering the movement of any creature passing through it.
      Choke Frost: The squares containing the stream and pool, as well as all squares adjacent to them, are filled with choke frost, which is a light, white mist that congeals into thick ice as creatures move through it. Creatures entering a square of choke frost take a –1 penalty to speed for each square of choke frost through which they move. As a move action, a creature can negate this penalty. The frost giants (and other creatures with the cold keyword) are immune to this effect. The winter wolves are not immune, and they stay on their side of the water unless they traverse up the platform.
      Frigid Cold: The ice fortress's interior and exterior is considered an area of cold weather. Every 8 hours a PC is in the fortress without resistance to cold, the PC must succeed on a DC 22 Endurance check or lose a healing surge. If the PC has no healing surges left when the check is failed, the PC loses hit points equal to the character’s level.


edited to change aftereffect from giant C to slowed
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Tue Aug 14, 2012 3:31 pm. »
Moderator
Registered: Oct 2008
Posts: 7786
Ravenblade flexes his muscles, assessing whether or not he has enough warmth in them for a quick dash.

OOC: Was the "slowed and no OAs or IAs UENT giant C" thing on Rav supposed to end when it attacked Salazar on it's turn? I recall there might have been an aftereffect, but can't remember what or if that was from the leader's attacks.3
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
Viktor wrote
Ravenblade flexes his muscles, assessing whether or not he has enough warmth in them for a quick dash. OOC: Was the "slowed and no OAs or IAs UENT giant C" thing on Rav supposed to end when it attacked Salazar on it's turn? I recall there might have been an aftereffect, but can't remember what or if that was from the leader's attacks.3


Yes, thanks Viktor. Aftereffect is just slowed ENT giant C. I will edit.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Emily wrote
Viktor wrote
Ravenblade flexes his muscles, assessing whether or not he has enough warmth in them for a quick dash. OOC: Was the "slowed and no OAs or IAs UENT giant C" thing on Rav supposed to end when it attacked Salazar on it's turn? I recall there might have been an aftereffect, but can't remember what or if that was from the leader's attacks.3


Yes, thanks Viktor. Aftereffect is just slowed ENT giant C. I will edit.


OOC: Thanks. I was hoped the slowed would go away and I could get the wolf, but I couldn't recall. Will take my turns shortly.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Oct 2008
Posts: 7786
Still stiff, Ravenblade moves a bit, eyes his quarry, and charges as best he can.

Move: to AB22
Minor: HQ giant C
Standard: Marauder's Rush Charge scout C, AC, hit 19, +1 24h, +1 charge, +1 running attack, dam 12, +4 from the power. (1d20+22=28, 1d10.minroll(3)+16+1d10.minroll(3)=23) (ending the charge at AB20)
HQ extra damage: 2d6=7

OOC: Likely a miss, but otherwise 30 damage. If Rav gets bloodied, he'll use his backlash tattoo for an MBA on C.

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: 2/3.5, not yet used

  •   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
      • 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
      • 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, 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, 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 (Dwarven Thrower): 1d20+23;1d10.minroll(3)+17, 3d6 on a crit
      • Basic Ranged: 1d20+21;1d10.minroll(3)+11 (with Dwarven Thrower Craghammer)
       
    • Powers/Item Powers During Play
      • Hunter’s 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
      • Virtue’s Touch
      • Item Powers
      • Backlash Tattoo
      • Melora's Storm Blessing
      • Resplendent Circlet
      • Symbol of Scorned Fate
      • Viper Belt
      • Dwarven Thrower Craghammer
       
    • Items
      • Items
      • Agile Braidmail +3 +2 AC when not bloodied
      • Avalanche Craghammer +2 charge att 1W extra dam, crit=2d10+prone
      • Dwarven Thrower Craghammer +3 melee and heavy thrown 6/12, crit=3d6
      • 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
      • 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+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, can’t 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, ½ damage on miss
      • Commanding Confrontation ranged, 1 HQ target, 1d20+16;3d10+7, ½ 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 a3 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 ends
      • 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
      • 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
      • Dwarven Thrower Craghammer free, when hitting a large or larger creature, do 6 extra damage
    • (Key: At-Will, Encounter, Daily, Magical Equipment, Consumable, Used)
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Safely away from the beast, Hedoni moves further and tries the same attack again, hoping for better results.

Move Action: Walk to P11
Standard Action: Cast Winged Horde at X15 (with Enlarge Spell), hitting Winter Wolf lavender and Frost Giant Leader.

Winged Horde: (1d20+18+1=31, 1d20+18+1=36, 1d6+8-2=10)

Winged Horde hits Will 31 on Winter Wolf lavender and Will 36 on Frost Giant Leader for 10 psychic damage. On a hit, targets cannot take Opportunity Actions UENT Hedoni.

  •  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:4/9, Action Points: 1
    • 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 Reaction)
      • 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)
      • Hat of Disguise
      • Boots of Eagerness (Free)
      • 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)
      • Boots of Eagerness (Take an additional move action as a free action, Encounter 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
Ravenblade moves forward slowly and then throws himself at the last scout. The giant is caught of gaurd and recieves a large bloody gash in the leg for 30 damage.

Hedoni summons a new swarm strong enough to pester both the wolf and the leader.

The leader can maintain her concentration and lets the wall of frost fall. She brings up her steel flail, but Sir Murrak easily dodges the attack.

Initiative - Status:
Ready: Sal - Belt
Hero's Poise: All allies within 5 of Murrak and LOS get +2 to saves ENT Murrak
Hedoni: 43/78
Frost Giant Leader: down 150, bloodied, dazed ENT Mur
->Daggoth: 89/133, resist 5 EE, vul 5 cold SE, slowed ENT Giant C
Salazar: 15/95, bloodied, vulnerable 5 cold SE, +2 AC EE, slowed ENT giant C
Frost Giant Scout A: dead
Frost Giant Scout B: dead
Frost Giant Scout C: down 84, HQ, bloodied
Frost Giant Scout D: dead
Winter Wolf blue: drowned
Winter Wolf lavendar: down 122, bloodied
Sir Murrak: 94/109
Valor: 27/54
Mal: 71/91
Ravenblade: 53/105, slowed UENT giant C

User posted image

  •   Features
      Illumination: This area is brightly lit.
      Ceiling: The ceiling is 60 feet from the floor.
      Crevasse: The crevasse is 20 feet deep and requires a DC 20 Athletics check to climb.
      Platform: A platform connects to an ice bridge and dominates the middle of the room, with a 30-foot ledge that requires a DC 20 Athletics check to climb. The platform is accessible by a natural ice stairway. Ascending these stairs counts as difficult terrain; descending them is treated as normal terrain.
      Ice Bridge: The ice bridge slopes upward and is slick; it is treated as a slide by creatures without ice walk. The ice bridge is difficult terrain, and a creature that enters one of the ice bridge’s squares must make a DC 20 Acrobatics check; failure indicates that the creature moves to the end of the bridge (on the platform side), falls prone, and ends its move.
      Stream and Pool: The water here is 10 feet deep, and it can be crossed by swimming or jumping over it. However, choke frost rises up from the water, hindering the movement of any creature passing through it.
      Choke Frost: The squares containing the stream and pool, as well as all squares adjacent to them, are filled with choke frost, which is a light, white mist that congeals into thick ice as creatures move through it. Creatures entering a square of choke frost take a –1 penalty to speed for each square of choke frost through which they move. As a move action, a creature can negate this penalty. The frost giants (and other creatures with the cold keyword) are immune to this effect. The winter wolves are not immune, and they stay on their side of the water unless they traverse up the platform.
      Frigid Cold: The ice fortress's interior and exterior is considered an area of cold weather. Every 8 hours a PC is in the fortress without resistance to cold, the PC must succeed on a DC 22 Endurance check or lose a healing surge. If the PC has no healing surges left when the check is failed, the PC loses hit points equal to the character’s level.


_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Member
Registered: Jul 2008
Posts: 1061
Location: Glendale, CA
Still stiff and cold, Daggoth presses on to engage another scout.

Move to AC22
Charge to AC20
charge vs c (1d20+21+1=28, 1d12+15=16)
28 vs AC for 16, likely miss
Marking

save vs cold vuln (1d20=5)
welp, complete failure of a turn
.



  •  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: 89/133, Bloodied: 66, Surge Value: 38, Surges: 8/14 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: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Salazar lets Daggoth charge ahead, and himself focuses on getting past his wounds.

Standard action - Second Wind, healing 26 HP to go to 41/90 HP and 3/10 surges, and +2 to all defenses until the end of my next turn.

End of turn - Save against Vulnerable Cold.

Save vs Vuln Cold (24H) (1d20+1=3)

Failure.

Readying Belt of Raging Endurance.

Hey, I just realized you didn't trigger the belt when I got hit last. That would have saved me 15 damage then and then hit we with 10 damage now, a net savings of 5 damage.. So, that'd put me at 46 HP if you can apply it to that last hit.


  •  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: 41/95, Bloodied: 47, Surge Value: 26, Surges left: 3/10
    • Action Points: 1
    • Resists: 10 Fire, 10 Poison, 10 Necrotic

    • Dragon Scales (Class): +2 AC until the end of an encounter once first bloodied.
    • Dragon Soul (Class) and Guardian's Resistance (Paragon Path): Resist 10 fire and 10 poison, pierce 10 fire resistance and 10 poison resistance in enemies.
    • Dragon Breath Action (Paragon Path): When you make a close blast attack with an action point, score a crit on 16-20.
    • Action Surge (Feat): +3 to hit with attacks gained via Action Point.
    • Staff Expertise (Feat): +2 to hit with staffs, do not provoke OA's with ranged attacks, gain reach 1 with melee attacks.
    • 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
Moderator
Registered: Jul 2008
Posts: 5245
Daggoth's limbs are too numb with cold to give him much momentum and the giant easily sidesteps his charge.

Salazar takes sometime to center himself and regain some strength, but he can't seem to shake the cold out of his system.
OOC: Sure, we'll say Salazar used his belt last time.

Using Daggoth's failed charge against him, the scout stabs the dragonborn with full force for 25 cold damage (takes 20 from resist 5 all). The icy spear deepens the cold in Daggoth's body, keeping the fighter slowed.

The wolf barrels into Hedoni. Out of tricks, the wizard is plowed into the icy ground for 24 damage (resist 4 damage which was cold for 20 total). The wolf grips the eladrin with this teeth and rolls him around on the ground, the wizard's blood staining the white ground red.

Initiative - Status:
Ready: Sal - Belt
Hero's Poise: All allies within 5 of Murrak and LOS get +2 to saves ENT Murrak
Hedoni: 23/78, bloodied
Frost Giant Leader: down 150, bloodied, dazed ENT Mur
Daggoth: 69/133, resist 5 EE, vul 10 cold SE, slowed ENT giant C
Salazar: 46/95, vulnerable 5 cold SE, +2 AC EE
Frost Giant Scout A: dead
Frost Giant Scout B: dead
Frost Giant Scout C: down 84, HQ, bloodied, marked
Frost Giant Scout D: dead
Winter Wolf blue: drowned
Winter Wolf lavendar: down 122, bloodied
->Sir Murrak: 94/109
Valor: 27/54
Mal: 71/91
Ravenblade: 53/105

User posted image

  •   Features
      Illumination: This area is brightly lit.
      Ceiling: The ceiling is 60 feet from the floor.
      Crevasse: The crevasse is 20 feet deep and requires a DC 20 Athletics check to climb.
      Platform: A platform connects to an ice bridge and dominates the middle of the room, with a 30-foot ledge that requires a DC 20 Athletics check to climb. The platform is accessible by a natural ice stairway. Ascending these stairs counts as difficult terrain; descending them is treated as normal terrain.
      Ice Bridge: The ice bridge slopes upward and is slick; it is treated as a slide by creatures without ice walk. The ice bridge is difficult terrain, and a creature that enters one of the ice bridge’s squares must make a DC 20 Acrobatics check; failure indicates that the creature moves to the end of the bridge (on the platform side), falls prone, and ends its move.
      Stream and Pool: The water here is 10 feet deep, and it can be crossed by swimming or jumping over it. However, choke frost rises up from the water, hindering the movement of any creature passing through it.
      Choke Frost: The squares containing the stream and pool, as well as all squares adjacent to them, are filled with choke frost, which is a light, white mist that congeals into thick ice as creatures move through it. Creatures entering a square of choke frost take a –1 penalty to speed for each square of choke frost through which they move. As a move action, a creature can negate this penalty. The frost giants (and other creatures with the cold keyword) are immune to this effect. The winter wolves are not immune, and they stay on their side of the water unless they traverse up the platform.
      Frigid Cold: The ice fortress's interior and exterior is considered an area of cold weather. Every 8 hours a PC is in the fortress without resistance to cold, the PC must succeed on a DC 22 Endurance check or lose a healing surge. If the PC has no healing surges left when the check is failed, the PC loses hit points equal to the character’s level.


_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
Sir Murrak and Valor back up and charge again.

Move and Standard: Move away (no OA due to dazed) and charge leader again to same spot 1d20+20+3+1+1=37, 2d10.minroll(3)+15+2+1d6=35 Hits AC 37 for 35 damage.

  •   Sir Murrak
    •  Male Mul Cavalier 14
    •  Passive Perception: 18, Passive Insight: 18
    •  AC:32, Fort:30, Reflex:27, Will:28 - Speed:5
    •  HP:94/109, 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
    •  Chilling Smite
    •  Thundering Smite
    •  Mirrored Caparison (At-Will)
    •  Diamond Cincture (Daily)
    •  Jade Horse (Daily)
    •  Ioun’s 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:27/54, 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
Valor rears and then charges again bringing his hoofs down on the leader. The wing steed crushes the giant's skull, killing her instantly. The wolf howls in mourning and the last giants looks around in dismay.

Initiative - Status:
Ready: Sal - Belt
Hero's Poise: All allies within 5 of Murrak and LOS get +2 to saves ENT Murrak
Hedoni: 23/78, bloodied
Frost Giant Leader: dead
Daggoth: 69/133, resist 5 EE, vul 10 cold SE, slowed ENT giant C
Salazar: 46/95, vulnerable 5 cold SE, +2 AC EE
Frost Giant Scout A: dead
Frost Giant Scout B: dead
Frost Giant Scout C: down 84, HQ, bloodied, marked
Frost Giant Scout D: dead
Winter Wolf blue: drowned
Winter Wolf lavendar: down 122, bloodied
Sir Murrak: 94/109
Valor: 27/54
->Mal: 71/91
Ravenblade: 53/105

User posted image

  •   Features
      Illumination: This area is brightly lit.
      Ceiling: The ceiling is 60 feet from the floor.
      Crevasse: The crevasse is 20 feet deep and requires a DC 20 Athletics check to climb.
      Platform: A platform connects to an ice bridge and dominates the middle of the room, with a 30-foot ledge that requires a DC 20 Athletics check to climb. The platform is accessible by a natural ice stairway. Ascending these stairs counts as difficult terrain; descending them is treated as normal terrain.
      Ice Bridge: The ice bridge slopes upward and is slick; it is treated as a slide by creatures without ice walk. The ice bridge is difficult terrain, and a creature that enters one of the ice bridge’s squares must make a DC 20 Acrobatics check; failure indicates that the creature moves to the end of the bridge (on the platform side), falls prone, and ends its move.
      Stream and Pool: The water here is 10 feet deep, and it can be crossed by swimming or jumping over it. However, choke frost rises up from the water, hindering the movement of any creature passing through it.
      Choke Frost: The squares containing the stream and pool, as well as all squares adjacent to them, are filled with choke frost, which is a light, white mist that congeals into thick ice as creatures move through it. Creatures entering a square of choke frost take a –1 penalty to speed for each square of choke frost through which they move. As a move action, a creature can negate this penalty. The frost giants (and other creatures with the cold keyword) are immune to this effect. The winter wolves are not immune, and they stay on their side of the water unless they traverse up the platform.
      Frigid Cold: The ice fortress's interior and exterior is considered an area of cold weather. Every 8 hours a PC is in the fortress without resistance to cold, the PC must succeed on a DC 22 Endurance check or lose a healing surge. If the PC has no healing surges left when the check is failed, the PC loses hit points equal to the character’s level.


_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
With the leader dead, Mal swims out of the water and hacks at the wolf.

Move Action: Swim/Walk to W13

Swim check (+16 skill, +1 24hr) (1d20+17=33)

Standard Action: Lady Luck Smiles (Melee 2; +20 vs. AC; Hit: 4d4+10 Fire dam, allies w/in 5 sq can roll twice on any melee or ranged attack UENT; Crit: 26+3d6 Fire dam)

Lady Luck Smiles (+20 W, +1 24hr, +2 CA, +1 vs. bloodied) (1d20+24=28, 4d4+10=17)

OOC: Mal should have been at U15. Swim/Walk to W13, Athletics check of 33. Lady Luck Smiles on Wolf, hitting AC 28 for 23 Fire damage (turn three 1s into 3s). On a hit, allies w/in 5 can roll twice on any melee or ranged attack. If the wolf moves towards me, I will use Polearm Gamble, if it attacks me, I will use Strikebacks.


  •  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:71/91, Bloodied:45, Surge Value:22, Surges left:4/10
    • Action Points: 0, 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


  •  Enemies
    • Frost Giant Scout: 111-118 HP, 28 AC, Fort 32 or lower, 23-29 Ref, 36 Will or lower, weakest vs. Fort
      Frost Giant Leader: 165-185 HP, 32-34 AC, 25+ Fort, 26-36 Will, Ref lowest
      Winter Wolf: 141-173 HP, 28-32 AC, 27 or lower Will, Fort 35 or lower
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light

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