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Alliance at Nefelus

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Moderator
Registered: Jun 2009
Posts: 3164
OOC: Hi everyone. I am leaving again tomorrow for a series of trips that will finish on Thursday, Sept. 6. Can someone play Murrak?
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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
Jonathan Berg wrote
OOC: Hi everyone. I am leaving again tomorrow for a series of trips that will finish on Thursday, Sept. 6. Can someone play Murrak?


OOC: Gary, who's up this time? Let me know if you need me to play Murrak. Either way is fine by me.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
Glad to see the leader out of the way, Mal slowly moves out of the icy water through the thick fog.

OOC: I don't think Mal can move enough to get to W13. The water and adjacent square have movement penalties; see features section below. Creatures 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.

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.


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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: I took Murrak last time Viktor, so how about you take him this time?
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Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Oct 2008
Posts: 4627
OOC: If you read the OOC, you see that Mal should have been at U15. Unless the leader somehow moved him, which I don't think I saw. But he had moved there on his previous turn (some older maps showed that)
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Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Gary wrote
OOC: I took Murrak last time Viktor, so how about you take him this time?


OOC: I shall do my duty. ;)
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
Mal slogs out of the icy water and pierces the wolf through the heart, killing the large beast outright.

Initiative - Status:
Ready: Sal - Belt
LLS: allies w/in of Mal 5 can roll twice on any melee or ranged attack
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: dead
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.


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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Ravenblade moves within range of Mal's fortunate graces and strikes the last giant, correcting for improved accuracy as luck would have it. As the giant goes down, Ravenblade searches the bodies before accepting healing from Mal

Move: to AB17, no OA due to flank on the run feat
Action Point: 1st twin strike with LLS, giant C, AC, hit 19, +1 24h, dam 7, +4 bloodied. (1d20+19+1=33, 1d10.minroll(3)+7+4=15, 1d20+19+1=31, 1d10.minroll(3)+7+4=21)
2nd twin strike with LLS, giant C, AC, hit 20, +1 24h, dam 8, +4 bloodied. (1d20+20+1=41, 1d10.minroll(3)+8+4=16, 1d20+20+1=22, 1d10.minroll(3)+8+4=16)
HQ extra damage: max of 12 through the CRIT
Dwarven thrower crit extra damage (3d6=14)

Standard (if needed): 1st twin strike with LLS, giant C, AC, hit 19, +1 24h, dam 7, +4 bloodied. (1d20+19+1=32, 1d10.minroll(3)+7+4=15, 1d20+19+1=26, 1d10.minroll(3)+7+4=18)
2nd twin strike with LLS, giant C, AC, hit 20, +1 24h, dam 8, +4 bloodied. (1d20+20+1=24, 1d10.minroll(3)+8+4=18, 1d20+20+1=25, 1d10.minroll(3)+8+4=19)

OOC: Using and action point and healing 10 hp. AB17 brings Rav within 5 of Mal so lady luck applies. The crit from the second rolls does 48. From the first two rolls, if AC 31 hit it's an extra 21 damage, otherwise AC 33 for 15. Can't remember the specifics of LLS, if its just the attack roll or also damage. In any case, total damage is either 69 or 63, which should do it. If the giant is still alive, I'll twin strike again with a standard action. Assuming end of combat Rav will search the bodies and then be healed by Mal bringing him to full hp after he gained 10 from the AP. If combat continues, Rav's HP are 63/105. I think we all get an action point after this encounter.

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: 1/3.5, 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)
Moderator
Registered: Jul 2008
Posts: 5245
With some luck borrowed from Mal, Ravenblade takes down the last giant.

The group gains 9,200 for a total of 348,550 experience. The party gains level 15!

Ravenblade searches the area and finds a platinum and saphire pendant with snowflake symbol worth 4000 gp and some soft, white calfskin gloves (for Hedoni).
User posted image

OOC: Please let me know your level 15 character information, then we'll move on.

Final- Status:
Hedoni: 23/78, bloodied
Daggoth: 69/133
Salazar: 46/95, bloodied
Sir Murrak: 94/109
Valor: 27/54
Mal: 71/91
Ravenblade: 63/105

  •   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: 7786
Ravenblade breathes more easily as Mal adminsters to his wounds.

OOC: This is the new level 15 statblock but with the old pdf. Took Barreling the Fish level 15 daily instead of commanding confrontation. Exchanged Lashing Leaves encounter for Cut and Run encounter. HP are now at max: 110/110 with one surge use and healing from Mal.

User posted image

AC: 31 (29 bloodied), Resistances: Fire 5, Cold 5, Poison 5, Acid 3, Lightning 3
Surges: 7/12, Action point(s) left: 2/4, 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: 110, Bloodied: 55, Surge Value: 31, 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
      • Cut and Run
      • Elemental Legacy
      • Hammer Throw
      • Invigorating Stride
      • Natural Terrain Understanding
      • Quick Throw
      • Second Wind
      • Thundertusk Boar Strike
      • Attacks on the Run
      • Barreling the Fish
      • 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
Hedoni, with Mal's help, takes a few moments to heal. He also tries on the new gloves found by Ravenblade, and likes how they fit.

Not sure if I'll need 1 or 2 surges at the new level (plus Mal's help) to get back to max. Whatever it takes.

Hedoni will be replacing Freezing Cloud and Rolling Thunder with Otiluke's Resilient Sphere and Prismatic Beams, respectively. He will also trade out the Feinting Gloves for the new Resplendent Gloves. Gary, if you wouldn't mind creating Hedoni's new character sheet, thanks!

  •  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)
      • Bigby's Icy Grasp/Stinking Cloud
      • Wall of Fire/Taunting Phantoms
      • Wayfarer's Evasion
      • Otiluke's Resilient Sphere/Prismatic Beams
      • Healing Word (Minor)
      • Hat of Disguise
      • Boots of Eagerness (Free)
      • Bracers of Mental Might
      • Tenebrous Shroud (Immediate Interrupt)
      • Resplendent Gloves
      • 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)
      • Resplendent Gloves (+3 damage to Will attacks, CA against target hit by illusion attack - Info)
      • 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)

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Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: Will do, Mike.
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Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Oct 2008
Posts: 4627
OOC: I'll do all of the healing after the Level 15 info is out. I will have mine up tomorrow.
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Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Member
Registered: Jul 2008
Posts: 1061
Location: Glendale, CA
OOC: Dont have access to DDI anymore so I only have what's in the base books available right now... any recommendations on what to take?
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: I can take a closer look tonight, but this CharOp guide might help, Marek.

http://community.wizards.com/go/thread/view/75882/24861409/Harder_than_a_Rock:_The_Fighters_Handbook&post_num=6#448870341

Dust Storm Assault and Unyielding Avalanche are the top rated powers. Here are their Compendium entries.

User posted image

User posted image

I like Unyielding Avalance a lot, Marek. It's like a ridiculously improved Rain of Steel.
_______________
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
Of those two, I like Dust Storm Assault more. It has movement, a potential extra attack every round with more damage than the second one, and knocking down.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Oct 2008
Posts: 4627
I am thinking that I will replace Caging Glaive (level 9 daily, that locks down an opponent, but has been hard to use) with something like Iron Dragon Charge (must charge, 3W dam, UEE an ally w/in 5 can use an Imm Rxn to charge a target I charge). This could be fantastic with Murrak, but Ravenblade and Daggoth can get use of it, too. The problem is that I am not really built to charge much and if I am, I am not really giving out the bonuses that I should be during my attacks.

For my level 15 power, it will be Renew the Troops (3W dam, each ally w/ LoS regains surge+5 HP without using a surge; if I miss, same allies gain 15 HP) or War Master's Assault (me and each ally in burst 3 can charge or make a basic attack as a free action with +5 to attack AND damage). I would likely replace Exemplar of Action (level 5, vs. Will, 1W dam, target is weakened, grants CA, and takes 5 extra damage from allies (SE all)).

If, instead, I swap Caging Glaive out for the level 15, I would want to replace EoA for something. I think that I would most likely want Staggering Spin (Close Burst 1, each enemy, vs. Fort, 1W damage, push 1 and any targets that end push adjacent to my allies grant an MBA as an OA to the ally).

Thoughts?
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Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Iron Dragon Charge is mostly good for Murrak since he's the only one who can charge without provoking OA's. I like the vision of it though and am not worried about it not being leadery. Pick it if it's fun for you.

War master's assault looks kickass. Six PC's get the attack potentially for the cost of one daily, and their attacks are buffed. Note that it says charge or make a basic attack. That means it can be melee basic or ranged basic.

Renew the troops looks great for surgeless healing on your five fellow PC's, since the range is only limited by having to see Mal. The only concern might be that you would hesitate to use it, not just because it's a daily, but because you might wait to "maximize" its potential for when multiple allies are in need of healing.

Staggering spin looks decent. Useful on single targets even as long as PC's are nearby.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Member
Registered: Jul 2008
Posts: 1061
Location: Glendale, CA
OOC: I do like that unyielding avalanche. It plays a little better for how my character is built. Mixes well with my pull skills and with my decent con
Moderator
Registered: Oct 2008
Posts: 4627
Mal thinks about a few new strategies he can use, but won't be able to fully figure them out until he is better rested.

OOC: This is Mal's new dropdown BEFORE the post-encounter heal. Not sure if we get new Action Points. I switched out Exemplar of Action for Staggering Spin and Caging Glaive for War Master's Assault. The first is a burst 1, where I hit and push everyone in the burst and can grant MBAs; the second is a burst 3, where I grant everyone a charge or a Basic Attack, so please let me know what your basic attack and charge stats are. It would be a great power to use at the beginning of a battle, too, when we are close together. I have used my dailies already, so probably not until we are out of the ice castle.

  •  Mal Geminous
    • Male Tiefling Inspiring Warlord, Captain of Fortune 15
    • Passive Perception: 19, Passive Insight: 19
    • AC:27, Fort:26, Reflex:23, Will:26 - Speed:5
    • HP:76+5 THP/96, Bloodied:48, Surge Value:24, 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
      • Staggering Spin
      • War Master's Assault
      • Foe Stone
      • Flaming Glaive +3
      • Rebounding Throwing Hammer +1
      • Couters of Second Chances
      • Power Jewel
      • Boots of Dancing
      • Strikebacks
      • Belt of Raging Endurance
       
    • Items
      • Healer's Finemail +2
      • Healer's Brooch +3
      • Khyber Shard of Fiery Depth
      • Fey-Blessed Circlet
      • Hempen Rope (50ft)
      • Grappling Hook, Hammer, Pitons (10)
      • Hand Axe x2
      • Waraxe, Light Shield
       
    • Abilities
      • Melee Basic Attack +20 (+7 lvl, +5 Str, +2 Prof, +2 Exp, +3 Enh, +1 HB), Reach 2
      • Damage: 2d4+10 (2d4 Glaive, +5 Str, +3 W, +1 HB, +1 KSoFD)
      • Ranged Basic Attack +15 (+7 lvl, +5 Str, +2 Prof, +1 Enh), Ranged 5/10
      • Damage: 1d6+6 (1d6 Thr Hammer, +5 Str, +1 W)
      • Bloodhunt (+1 att vs. bloodied)
      • Inspiring Presence (Allies regain 10 HP w/ AP)
      • Combat Leader (+2 Init to me and allies w/in 10)
      • Hellfire Blood
      • Heavy Blade Expertise (+2 def vs. OAs)
      • Polearm Flanker (Flank in Reach)
      • Know Your Strength (Dam rolls of 1 or 2 become 3)
      • Seize the Day (AP: even roll grants allies w/in 5 sq 7 THP, odd grants Mal 12 THP)
      • Polearm Gamble (When enemy moves adj, take OA and grant CA UENT)
      • Vexing Flanker (Flanking grants CA to allies)
      • Boots of Dancing (Do not grant CA while Dazed)
      • Strikebacks (+1 bonus to OAs)
       
    • Skills
      • Acrobatics +5
      • Arcana +8
      • Athletics +16
      • Bluff +14
      • Diplomacy +17
      • Dungeoneering +9
      • Endurance +8
      • Heal +14
      • History +8
      • Insight +9
      • Intimidate +17
      • Nature +9
      • Perception +9
      • Religion +8
      • Stealth +7
      • Streetwise +12
      • Thievery +5
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
OOC: Thanks for the character info Josh.

FYI, That was your 7th encounter of the day.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Feeling much better after resting and grabbing a bite to eat, Ravenblade stomps ahead and scrambles up the icy slope of bridge. Once up there he looks ahead and listens for what lies before them. Satisfied there is only more ice awaiting them, he hammers a spike and attached rope into the ground to make the climb easier for the others.

Athletics to climb the icy slope. (1d20+16+1=27)
Perception to scan ahead. (1d20+16+1=18)

OOC: HP are at max 110/110. Emily, I've now included a new pdf link in the statblock which you can copy/paste.

User posted image

AC: 31 (29 bloodied), Resistances: Fire 5, Cold 5, Poison 5, Acid 3, Lightning 3
Surges: 7/12, Action point(s) left: 2/4.5, 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: 110, Bloodied: 55, Surge Value: 31, 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
      • Cut and Run
      • Elemental Legacy
      • Hammer Throw
      • Invigorating Stride
      • Natural Terrain Understanding
      • Quick Throw
      • Second Wind
      • Thundertusk Boar Strike
      • Attacks on the Run
      • Barreling the Fish
      • 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
      • Cut and Run melee or ranged, 1 or 2 targets, 1 attack per weapon, can shift 5 between attacks or after both
      • 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
      • 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
      • Barreling the Fish before that attack shift 2, primary attack melee with crit on 16-20, 1d20+20;2d10+13 half damage on miss, after primary attack shift 2 and make a ranged attack without provoking OA and crit on 16-20, 1d20+20;2d10+13
      • 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)
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Salazar rests as he listens to Mal's usual encouragement.

Updated my stat block below to reflect healing and leveling up. I used the level 1 daily I just retrained into a level 15 daily, so I would think that means I don't currently have the level 15 daily available, alas.

Inspiring Word from Mal. Josh, let me know if my math is wrong on this.

Inspiring Word from Mal (Surge Value, Improved Inspiring Word, Healer's Broach, Healer's Finemail) (3d6+28+5+3+2=48)

Healing 48 HP to be at 99/100 HP and 2/10 surges. I can't remember, do we have Comrade's Succor? Because I don't like the idea of being at 2 surges...


  •  Salazar Miller
    • Male Human Sorcerer 15 / Dragon Guardian
    • Full Character Sheet
    • Passive Perception: 16, Passive Insight: 16, Senses: Normal
    • AC: 27, Fort: 28, Reflex: 26, Will: 32 - Speed: 6
    • HP: 99/100, Bloodied: 50, Surge Value: 28, Surges left: 2/10
    • 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
    • -Belt of Raging Endurance (Item Power)
    • -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
    • -Flame Bracers (Item Power)
    • -Laughing Death Drowmesh (Item Power)
    • -Lightning Daggers
    • -Ring of Borrowed Spells: Greater Void Burst OR Resounding War Cry (Item Power)
    • -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.
    • -Ring of Borrowed Spells (Paragon) (Daily) - Standard action. The ring contains two arcane encounter attack powers of level 17 or lower that the wearer can employ using the ring's power. The powers contained in the ring are determined when it is created and cannot be changed (Greater Void Burst and Resounding War Cry). Milestone: If you've reached at least one milestone today, you gain a +2 bonus to the attack rolls of the stored power you use.
    • -Potion of Healing (Heroic) x2
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
« Last edit by Gary on Tue Aug 28, 2012 9:33 am. »
Moderator
Registered: Jul 2008
Posts: 5245
Feeling refreshed, if not completely rested, the group takes stock of their situation.

Ravenblade can see that the slippery ice bridge rises to a grand hall on the next level. Refinements start to show in the next room, since it appears to be constructed with precision rather than crudely or naturally shaped. Not venturing too far without his allies, the dwarf can only see that the hall has carved pillars of ice supporting the large room. He can just make out some sort of ice statues that decorate the intricately carved room. The floor here seems particularly slippery, as if the ice has been polished to shine.

OOC: I have everyone's new character information. Thanks.
Hedoni and Daggoth may still need healing. When I have their healing and confirm our current status, I'll put the group on the next map.

Current status:
Hedoni: 27/82, bloodied
Daggoth: 75/139
Salazar: 99/100
Sir Murrak: 100/115
Valor: 30/57
Mal: 76/96
Ravenblade: 110/110

  •   Features
      Illumination: This area is brightly lit.
      Ceiling: The ceiling is 60 feet from the floor.
      Floor: The floor here is treated as difficult terrain for anyone moving on it without ice walk. In addition, creatures without ice walk standing on the floor are moved one additional square when subjected to forced movement.
      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.


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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Hedoni heals up, ready to go.

OOC: Hedoni will use two surges plus whatever healing Mal can give (so he'll be at 67 + Mal's healing, up to max 82).

Level 15 stat block below.


  •  Hedoni Mindartis
    • Male Eladrin Wizard 15 | Character PDF
    • AC:27, Fort:25, Reflex:28, Will:29 - Speed:6
    • HP:82, Bloodied:41, Surge Value:20, Surges left:2/9, Action Points: 2
    • Resistance: 15 Necrotic (Tenebrous Shroud), 5+1/2 level (12) Cold (Winterkin Heritage)
    • Passive Perception: 22, Passive Insight: 22
    •  
    • Powers
      • Beguiling Strands
      • Winged Horde
      • Cantrips (Ghost Sound, Light (Minor), Mage Hand (Minor), Prestidigitation)
      • Staff of Defense (Immediate Interrupt)
      • Second Wind
      • Fey Step (Twist the Arcane Fabric) (Move)
      • Icy Rays
      • Twist of Space
      • Shield (Immediate Interrupt)/Jump (Move)
      • Hammerfall Step
      • Prismatic Burst
      • Winter's Shroud (Immediate Reaction)
      • Wizard's Escape (Immediate Interrupt)/Dimension Door (Move)
      • Illusory Wall/Arcane Gate (Minor)
      • Bigby's Icy Grasp/Stinking Cloud
      • Wall of Fire/Taunting Phantoms
      • Wayfarer's Evasion
      • Otiluke's Resilient Sphere/Prismatic Beams
      • Healing Word (Minor)
      • Hat of Disguise
      • Boots of Eagerness (Free)
      • Bracers of Mental Might
      • Tenebrous Shroud (Immediate Interrupt)
      • Resplendent Gloves
      • 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)
      • Resplendent Gloves (+3 damage to Will attacks, CA against target hit by illusion attack - Info)
      • 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)

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Hedoni Midartis - Eladrin Wizard, Scales of War

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