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The Throne of the Stone-Skinned Queen

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Moderator
Registered: Jul 2008
Posts: 5245
Waves of light and sound ricochet and reverberate in the small underground room. The eight-legged leader quivers in the intense flash of light and then collapses, the brief storm reflected in its multifaceted eyes.

The land shark, dazed and bleeding badly, looks confused and almost pathetically alone.

OOC: I was having some technical difficulties as well.

Current status:
Ready: Sal - SS, Fog, Belt; Dag - Unbreakable
Bulette: down 169, dazed ENT Mur, gives CA and +5 dam SNT Mal, bloodied
Inferno Bat A: down 74, bloodied, fled
Inferno Bat B: fled
Salazar: 105/105
->Sir Murrak: 105/131
Fey Boar : 35/65
Hedoni: 86/ 86
Purple Drow: dead
Light blue Drow: dead
Dark blue Drow: dead
Green Drow: dead
Daggoth: 125/145, grants CA ENT spider, 10 ogd
Mal: 96 /101
Spider Creature: unconscious
Ravenblade: 98/115

User posted image
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
Sir Murrak tries to finish the bulette.

OOC: IC is down. Valiant strike vs bulette is 1d20+21+2+1+1 vs AC for 1d10.minroll(3)+15+2+5 damage
_______________
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 slams his hammer down in the land shark. The creature sputters and moans not unlike a walrus with a aching tusk. Valiant strike vs bulette (1d20+21+2+1+1=32, 1d10.minroll(3)+15+2+5=31)

Current status:
Ready: Sal - SS, Fog, Belt; Dag - Unbreakable
Bulette: down 200, gives CA and +5 dam SNT Mal, bloodied
Inferno Bat A: down 74, bloodied, fled
Inferno Bat B: fled
Salazar: 105/105
Sir Murrak: 105/131
Fey Boar : 35/65
-> Hedoni: 86/ 86
Purple Drow: dead
Light blue Drow: dead
Dark blue Drow: dead
Green Drow: dead
Daggoth: 125/145, grants CA ENT spider, 10 ogd
Mal: 96 /101
Spider Creature: unconscious
Ravenblade: 98/115

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Ready to end this battle, Hedoni fires a powerful icy ray at the remaining beast.

Standard Action: Icy Rays, hitting Bullette.

Icy Rays: (1d20+19+1=35, 1d10+15=25)

Icy Rays hits Reflex 35 on Bullette for 25 cold damage. On a hit, target is immobilized UENT Hedoni. On a miss, target is slowed UNET.

OOC: Hedoni readies Shield against an attack targeting AC or reflex. If an attack hits, Hedoni will use his Winter's Shroud power.

  •  Hedoni Mindartis
    • Male Eladrin Wizard 16 | Character PDF
    • AC:29, Fort:26, Reflex:29, Will:31 - Speed:6
    • (+1 to defenses against ranged, area, close attacks)
    • HP:86, Bloodied:43, Surge Value:21, Surges left:8/9, Action Points: 2
    • Resistance: 15 Necrotic (Tenebrous Shroud), 5+1/2 level (12) Cold (Winterkin Heritage), 10 Acid, 10 Cold, 10 Fire, 10 Lightning (Dawn Warrior Armor)
    • Passive Perception: 23, Passive Insight: 23
    •  
    • 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
      • Clever Escape (Minor)/Fly (Standard)
      • Healing Word (Minor)
      • Hat of Disguise
      • Boots of Eagerness (Free)
      • Bracers of Mental Might
      • Dawn Warrior Armor (Minor)
      • 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
      • Dawn Warrior Armor +4 (Resist 10 Acid, Cold, Fire, Lightning; Radiant strikeback power)
      • 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)

_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Oct 2008
Posts: 7786
Growling, Daggoth moves forward and feints spectacularly before striking a critical never in the bulette's tail.

Move: to J4
Minor: none
Standard: Inexorable Advance bulette, two attacks, AC, +2 CA, +1 24h. Invigorating power, so on a hit Daggoth gains con mod (5) temp hp. (1d20+22+2+1=26, 1d12+20=28, 1d20+22+2+1=45, 1d12+20=24)
CRIT extra damage: 3d6=11
Save vs OGD: 1d20+1=6

OOC: One flub and one crit for 43 total damage. NOT marking. Daggoth's hp are 115/145 with 5 thp after this turn.

  •  Daggoth Varkash
    • Male Dragonborn Dreadnought Fighter, level 16
    • Passive Perception: 19, Passive Insight: 19
    • AC: 32, Fort: 31, Reflex :26, Will: 24 - Speed: 5
    • HP: 145/145, Bloodied: 72, Surge Value: 41, Surges: 6/14 Initiative: 9
    • 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 CON mod (5) thp when you spend a healing surge
    • Daunting Challenge: marked enemies take -3 to attack allies
    • 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
    • Bolstering Stride: move action, encounter, move speed +2 and gain 2d8+5 (con mod) temp hp if ending the move next to an ally
    • Crumpling Slam
    • Dragon Breath (cold|enlarged) minor, +14 vs REF, blast 3 or 5, 2d6+5 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 10
    • Fighter's Grit minor, UENT ignore dazed, immobilized, slowed, AND weakened
    • Strikebacks imm react, if hit, attack with basic melee
    • Unyielding Avalanche
    • 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
  • _______________
    Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
A stream of cold pierces the bullette's scared plating, freezing the creature in place.

Daggoth is in rare form, recovering from a laughable lunge with a perfect slam.

Current status:
Ready: Sal - SS, Fog, Belt; Dag - Unbreakable; Hed - Shield, WS
Bulette: down 268, gives CA and +5 dam SNT Mal, bloodied, immob ENT Hed
Inferno Bat A: down 74, bloodied, fled
Inferno Bat B: fled
Salazar: 105/105
Sir Murrak: 105/131
Fey Boar : 35/65
Hedoni: 86/ 86
Purple Drow: dead
Light blue Drow: dead
Dark blue Drow: dead
Green Drow: dead
Daggoth: 115 (+5 temp)/145, 10 ogd
->Mal: 96 /101
Spider Creature: unconscious
Ravenblade: 98/115

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
Mal cuts the bulette deeply, granting the Liberators a better shot at hitting the creature.

Standard Action: Lady Luck Smiles (Melee 2; +21 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 (+21 W, +2 CA, +1 vs. bloodied) (1d20+24=37, 4d4+10=18)

OOC: Lady Luck Smiles on Bulette, hitting AC 37 for 23 fire damage (two 1s and a 2 change to 3s). Everyone except Ravenblade can roll twice on a melee or ranged UENT.


  •  Mal Geminous
    • Male Tiefling Inspiring Warlord, Captain of Fortune 16
    • Passive Perception: 20, Passive Insight: 20
    • AC:31, Fort:27, Reflex:24, Will:31 - Speed:5
    • HP:96/101, Bloodied:50, Surge Value:25, Surges left:7/10
    • Action Points: 2, Second Wind: not used, Resist Fire 13
    •  
    • Powers
      • Intuitive Strike
      • Rousing Assault
      • IS Inspiring Word +3 1 2 3 4
      • Infernal Wrath
      • Inspired Belligerence
      • Tactical Orders
      • Rousing Words +3
      • Favored Fortune
      • Press On Together
      • Warlord's Strike
      • Sacrificial Lure
      • Lady Luck Smiles
      • Death From Two Sides
      • 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
      • Dimensional Stride Boots
      • Strikebacks
      • Belt of Raging Endurance
       
    • Items
      • Bloodfire Crysteel +4
      • 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 +21 (+8 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 +16 (+8 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 13 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 8 THP, odd grants Mal 13 THP)
      • Polearm Gamble (When enemy moves adj, take OA and grant CA UENT)
      • Vexing Flanker (Flanking grants CA to allies)
      • Strikebacks (+1 bonus to OAs)
      • Bloodfire (When bloodied, Aura 1, 2 Fire damage)
      • Dispater's Iron Discipline (+5 to saves vs. Stun, Dominate, or Daze)
      • Hellfire of Mephistopheles (Hitting an enemy w/ fire resist reduces it by 5 UEE)
       
    • Skills
      • Acrobatics +6
      • Arcana +9
      • Athletics +17
      • Bluff +15
      • Diplomacy +18
      • Dungeoneering +10
      • Endurance +9
      • Heal +15
      • History +9
      • Insight +10
      • Intimidate +18
      • Nature +10
      • Perception +10
      • Religion +9
      • Stealth +8
      • Streetwise +13
      • Thievery +6
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: I love how the warlord is really a striker who's damage mechanic is his PC allies. Mal just made most of the party avengers for a round. :)
_______________
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: Yep. I am like a Fighter with the party as my weapon. :mrgreen:
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Mal feels lucky and nearly kills the land shark outright, encouraging his allies.

Current status:
Ready: Sal - SS, Fog, Belt; Dag - Unbreakable; Hed - Shield, WS
LLS: All but Rav can roll twice on a melee or ranged UENT Mal

Bulette: down 291, bloodied, immob ENT Hed
Inferno Bat A: down 74, bloodied, fled
Inferno Bat B: fled
Salazar: 105/105
Sir Murrak: 105/131
Fey Boar : 35/65
Hedoni: 86/ 86
Purple Drow: dead
Light blue Drow: dead
Dark blue Drow: dead
Green Drow: dead
Daggoth: 115 (+5 temp)/145, 10 ogd
Mal: 96 /101
Spider Creature: unconscious
->Ravenblade: 98/115

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Eyeing the bulette's tail, Ravenblade bellows as he charges forward to lop off the appendage.

Minor: HQ bulette
Standard: Marauder's Rush charge, AC, hit 21, +1 24h, +1 charge, +1 running attack, +2 CA, damage 17, +4 bloodied, +2d6 HQ on a hit. (1d20+26=38, 1d10.minroll(3)+21+2d6=32)

OOC: Charge to J3, 32 damage.

User posted image

AC: 32 (30 bloodied)
Resistances: Fire 10, Cold 10, Acid 10, Lightning 10, Thunder 10, Poison 5, Necrotic 5
Championís Aura (16th level): You and any allies within 3 squares of you gain a +4 bonus to all defenses against fear effects.
Surges: 9/12, Action point(s) left: 1/3, unused, 5 encounters this day

  •   Ravenblade
    • Male Dwarf Ranger, Hammer of Moradin, Level 16
    • Passive Perception: 27, Passive Insight: 22
    • AC: 32/30, Fort: 27, Reflex: 25, Will: 25, Speed: 6, Initiative: +10
    • HP: 115, Bloodied: 57, Surge Value: 32, Surges: 12
    •  
    • Class/Racial Features and Feats
      • Class/Racial Features
      • Cast-Iron Stomach: +5 save vs poison
      • Championís Aura (16th level): You and any allies within 3 squares of you gain a +4 bonus to all defenses against fear effects.
      • Dwarven Resilience: second wind as minor action
      • Hammer Bond: +1 bonus to attack rolls with hammers
      • Hunterís Quarry: 2d6 extra damage on a target marked with HQ, once per round
      • Powerful Action (11th level): When you spend an action point to make an attack, each target hit by the attack is knocked prone or dazed until the end of your next turn. You choose the effect for each target after the attackís other effects are resolved.
      • Running Attack: +1 to hit with powers that include movement and moved at least 2 spaces
      • Stand Your Ground: -1 space forced movement / imm save vs prone att
      • Feats
      • Armor Proficiency Chainmail:
      • Bludgeon Expertise: +1/2/3 attack at H/P/E tiers, +1 to push and slide effects from attacks
      • Dwarven Durability: +2 surges, +CON mod surge value
      • Dwarven Weapon Training: +2 damage and prof with all axes/hammers
      • Flank on the Run: When adjacent to an enemy and move to another square adjacent to that enemy, you do not provoke an opportunity attack from that enemy for leaving your square
      • Forgeborn Heritage: resist 2/3/5 at H/P/E tiers for fire, cold, acid, lightning, gain Elemental Legacy power
      • Iron Hide Resilience: Forgeborn Heritage resist changes to 5/10/15 at H/P/E tiers for fire, cold, acid, lightning
      • Soldier of Virtue: paladin multi-class, one paladin skill, virtueís touch 1/day
      • Toughness: +5/10/15 hp at H/P/E tiers
      • Two-Weapon Fighting: +1 damage while wielding two melee weapons
      • Two-Weapon Defense: +1 AC/REFLEX while wielding any two weapons
       
    • Basic Attacks
      • The following attacks respectively already include +1 24h, +1 charge, +1 running attack in charge, and +4 WIS mod for Marauder's Rush at-will.
      • Basic Melee (Surrounding/Dwarven Thrower): 1d20+22;1d10.minroll(3)+13, 3d6 on a crit
      • Basic Melee Charge (Surrounding): 1d20+24;1d10.minroll(3)+17, 3d6 on a crit
      • Basic Melee Charge (Dwarven Thrower): 1d20+24;1d10.minroll(3)+17, 3d6 on a crit
      • Basic Ranged (Dwarven Thrower): 1d20+22;1d10.minroll(3)+11
       
    • Powers/Item Powers During Play
      • Hunterís 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
      • Bloody Throw
      • Root Gate
      • Stalwart Defense
      • Steeled Against It
      • Virtueís Touch
      • Item Powers
      • Backlash Tattoo
      • Crown of the Goliath Champion
      • Melora's Storm Blessing
      • Symbol of Scorned Fate
      • Viper Belt
      • Weapon of Surrounding
      • Dwarven Thrower
      • Raven Cloak
       
    • Items
      • Items
      • Agile Braidmail +3 +2 AC when not bloodied
      • Weapon of Surrounding Craghammer +3 ccrit=3d6
      • 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.
      • Raven Cloak +3 resist 5 necrotic/cold, save bonus daily
      • Crown of the Goliath Champion immed int resist, resist 10 thunder
      • Life Shroud
      • Potion of Healing (heroic) 1 / 2 / 3
      • Potion of Vitality (paragon) 1
       
    • Skills
      • Acrobatics +14
      • Arcana +7
      • Athletics +17
      • Bluff +8
      • Diplomacy +8
      • Dungeoneering +14
      • Endurance +18
      • Heal +17
      • History +7
      • Insight +12
      • Intimidate +8
      • Nature +17
      • Perception +17
      • Religion +7
      • Stealth +9
      • Streetwise +8
      • Thievery +9
       
    • Descriptions of Powers
      • Hunterís Quarry minor to place, 2d6 extra damage 1/round on a hit
      • Marauder's Rush can be used in a charge instead of MBA, 1d20+21;1d10+17
      • Twin Strike melee/ranged, 1 or 2 targets, 1 attack per weapon, 1d20+21;1d10+8
      • 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+21;2d10+11 1st target and dazed UENT Rav, 1d20+21;1d10+11 and prone on 2nd target within 3 of 1st target
      • Invigorating Stride move, shift 4, canít 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+21;3d10+11, 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+21;1d10+13, 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+21;3d10+13, can move 5 before the attacks, Ĺ damage on miss
      • Barreling the Fish before that attack shift 2, primary attack melee with crit on 16-20, 1d20+21;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+21;2d10+13
      • Bloody Throw melee, AC, 1d20+21;1d10+13 vs primary target then same attack again with off-hand vs primary target, then tertiary heavy thrown attack vs a secondary target of 1d20+21;2d10+11 and -2 attack save ends, if the last attack misses the power is not expended
      • 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 itís not occupied, enemies canít teleport
      • Stalwart Defense minor, stance, gain resist all 5 and +2 FORT until stance ends
      • Steeled Against It imm reac, Trigger: You take damage of a specific type or combination of types. Gain resist 5 to damage of that type or types until the end of the encounter. If you already have resistance to that damage type or types, the resistance increases by 5 until the end of the encounter. The resist bonus is 10 at level 21 and up.
      • Virtueís Touch minor, melee touch, 1 target, remove blinded, dazed, deafened, slowed, stunned, or weakened
      • Item Powers
      • Backlash Tattoo the first time youíre bloodied in an encounter, you can make a basic ranged or melee attack as an imm reaction
      • Crown of the Goliath Champion immed int to resist all damage USNT by number of healing surges spent since
      • Melora's Storm Blessing move, fly 5
      • 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
      • Weapon of Surrounding free, trigger: hit adj enemy, teleport to any space adj to that enemy
      • Dwarven Thrower Craghammer free, when hitting a large or larger creature, do 6 extra damage
      • Raven Cloak no action, trigger: fail a save, re-roll with +5 or +10 if dying
    • (Key: At-Will, Encounter, Daily, Magical Equipment, Consumable, Used)
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
Ravenblade rips open the soft skin at the bulette's neck and a warm liquid spurts out, covering the ranger in the land shark's blood.

The group gains 7,050 experience.

Current status:
Bulette: dead
Inferno Bat A: down 74, bloodied, fled
Inferno Bat B: fled
Salazar: 105/105
Sir Murrak: 105/131
Fey Boar : 35/65
Hedoni: 86/ 86
Purple Drow: dead
Light blue Drow: dead
Dark blue Drow: dead
Green Drow: dead
Daggoth: 110/145
Mal: 96 /101
Spider Creature: unconscious
Ravenblade: 98/115

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Ravenblade searches the drow corpses and other remains for anything of interest before tying up all of the spider woman's appendages. He then grabs a drow cloak and uses it to wipe himself as clean as possible of all the bulette blood.

Daggoth spits blood, his and the bulette's before leaning against a wall to await what's next.

OOC: Not using any surges for Rav or Daggoth. We all got an action point as that was the 6th encounter of the day. Not sure about Daggoth's so am leaving him with just one action point. I also just found out he has a new class feature (Critical Hardening) that gives him resist 10 all after making a critical hit. He's still full of surprises.

User posted image

AC: 32 (30 bloodied)
Resistances: Fire 10, Cold 10, Acid 10, Lightning 10, Thunder 10, Poison 5, Necrotic 5
Championís Aura (16th level): You and any allies within 3 squares of you gain a +4 bonus to all defenses against fear effects.
Surges: 9/12, Action point(s) left: 2/3, unused, 6 encounters this day

  •   Ravenblade
    • Male Dwarf Ranger, Hammer of Moradin, Level 16
    • Passive Perception: 27, Passive Insight: 22
    • AC: 32/30, Fort: 27, Reflex: 25, Will: 25, Speed: 6, Initiative: +10
    • HP: 115, Bloodied: 57, Surge Value: 32, Surges: 12
    •  
    • Class/Racial Features and Feats
      • Class/Racial Features
      • Cast-Iron Stomach: +5 save vs poison
      • Championís Aura (16th level): You and any allies within 3 squares of you gain a +4 bonus to all defenses against fear effects.
      • Dwarven Resilience: second wind as minor action
      • Hammer Bond: +1 bonus to attack rolls with hammers
      • Hunterís Quarry: 2d6 extra damage on a target marked with HQ, once per round
      • Powerful Action (11th level): When you spend an action point to make an attack, each target hit by the attack is knocked prone or dazed until the end of your next turn. You choose the effect for each target after the attackís other effects are resolved.
      • Running Attack: +1 to hit with powers that include movement and moved at least 2 spaces
      • Stand Your Ground: -1 space forced movement / imm save vs prone att
      • Feats
      • Armor Proficiency Chainmail:
      • Bludgeon Expertise: +1/2/3 attack at H/P/E tiers, +1 to push and slide effects from attacks
      • Dwarven Durability: +2 surges, +CON mod surge value
      • Dwarven Weapon Training: +2 damage and prof with all axes/hammers
      • Flank on the Run: When adjacent to an enemy and move to another square adjacent to that enemy, you do not provoke an opportunity attack from that enemy for leaving your square
      • Forgeborn Heritage: resist 2/3/5 at H/P/E tiers for fire, cold, acid, lightning, gain Elemental Legacy power
      • Iron Hide Resilience: Forgeborn Heritage resist changes to 5/10/15 at H/P/E tiers for fire, cold, acid, lightning
      • Soldier of Virtue: paladin multi-class, one paladin skill, virtueís touch 1/day
      • Toughness: +5/10/15 hp at H/P/E tiers
      • Two-Weapon Fighting: +1 damage while wielding two melee weapons
      • Two-Weapon Defense: +1 AC/REFLEX while wielding any two weapons
       
    • Basic Attacks
      • The following attacks respectively already include +1 24h, +1 charge, +1 running attack in charge, and +4 WIS mod for Marauder's Rush at-will.
      • Basic Melee (Surrounding/Dwarven Thrower): 1d20+22;1d10.minroll(3)+13, 3d6 on a crit
      • Basic Melee Charge (Surrounding): 1d20+24;1d10.minroll(3)+17, 3d6 on a crit
      • Basic Melee Charge (Dwarven Thrower): 1d20+24;1d10.minroll(3)+17, 3d6 on a crit
      • Basic Ranged (Dwarven Thrower): 1d20+22;1d10.minroll(3)+11
       
    • Powers/Item Powers During Play
      • Hunterís 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
      • Bloody Throw
      • Root Gate
      • Stalwart Defense
      • Steeled Against It
      • Virtueís Touch
      • Item Powers
      • Backlash Tattoo
      • Crown of the Goliath Champion
      • Melora's Storm Blessing
      • Symbol of Scorned Fate
      • Viper Belt
      • Weapon of Surrounding
      • Dwarven Thrower
      • Raven Cloak
       
    • Items
      • Items
      • Agile Braidmail +3 +2 AC when not bloodied
      • Weapon of Surrounding Craghammer +3 ccrit=3d6
      • 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.
      • Raven Cloak +3 resist 5 necrotic/cold, save bonus daily
      • Crown of the Goliath Champion immed int resist, resist 10 thunder
      • Life Shroud
      • Potion of Healing (heroic) 1 / 2 / 3
      • Potion of Vitality (paragon) 1
       
    • Skills
      • Acrobatics +14
      • Arcana +7
      • Athletics +17
      • Bluff +8
      • Diplomacy +8
      • Dungeoneering +14
      • Endurance +18
      • Heal +17
      • History +7
      • Insight +12
      • Intimidate +8
      • Nature +17
      • Perception +17
      • Religion +7
      • Stealth +9
      • Streetwise +8
      • Thievery +9
       
    • Descriptions of Powers
      • Hunterís Quarry minor to place, 2d6 extra damage 1/round on a hit
      • Marauder's Rush can be used in a charge instead of MBA, 1d20+21;1d10+17
      • Twin Strike melee/ranged, 1 or 2 targets, 1 attack per weapon, 1d20+21;1d10+8
      • 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+21;2d10+11 1st target and dazed UENT Rav, 1d20+21;1d10+11 and prone on 2nd target within 3 of 1st target
      • Invigorating Stride move, shift 4, canít 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+21;3d10+11, 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+21;1d10+13, 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+21;3d10+13, can move 5 before the attacks, Ĺ damage on miss
      • Barreling the Fish before that attack shift 2, primary attack melee with crit on 16-20, 1d20+21;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+21;2d10+13
      • Bloody Throw melee, AC, 1d20+21;1d10+13 vs primary target then same attack again with off-hand vs primary target, then tertiary heavy thrown attack vs a secondary target of 1d20+21;2d10+11 and -2 attack save ends, if the last attack misses the power is not expended
      • 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 itís not occupied, enemies canít teleport
      • Stalwart Defense minor, stance, gain resist all 5 and +2 FORT until stance ends
      • Steeled Against It imm reac, Trigger: You take damage of a specific type or combination of types. Gain resist 5 to damage of that type or types until the end of the encounter. If you already have resistance to that damage type or types, the resistance increases by 5 until the end of the encounter. The resist bonus is 10 at level 21 and up.
      • Virtueís Touch minor, melee touch, 1 target, remove blinded, dazed, deafened, slowed, stunned, or weakened
      • Item Powers
      • Backlash Tattoo the first time youíre bloodied in an encounter, you can make a basic ranged or melee attack as an imm reaction
      • Crown of the Goliath Champion immed int to resist all damage USNT by number of healing surges spent since
      • Melora's Storm Blessing move, fly 5
      • 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
      • Weapon of Surrounding free, trigger: hit adj enemy, teleport to any space adj to that enemy
      • Dwarven Thrower Craghammer free, when hitting a large or larger creature, do 6 extra damage
      • Raven Cloak no action, trigger: fail a save, re-roll with +5 or +10 if dying
    • (Key: At-Will, Encounter, Daily, Magical Equipment, Consumable, Used)


  •  Daggoth Varkash, Action Points left: 1/3, unused, Surges: 6/14
    • Male Dragonborn Dreadnought Fighter, level 16
    • Passive Perception: 19, Passive Insight: 19
    • AC: 32, Fort: 31, Reflex :26, Will: 24 - Speed: 5
    • HP: 145/145, Bloodied: 72, Surge Value: 41, Surges: 14/14 Initiative: 9
    • 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 CON mod (5) thp when you spend a healing surge
    • Daunting Challenge: marked enemies take -3 to attack allies
    • Critical Hardening: gain resist 10 all UENT after scoring a critical hit
    • 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
    • Bolstering Stride: move action, encounter, move speed +2 and gain 2d8+5 (con mod) temp hp if ending the move next to an ally
    • Crumpling Slam
    • Dragon Breath (cold|enlarged) minor, +14 vs REF, blast 3 or 5, 2d6+5 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 10
    • Fighter's Grit minor, UENT ignore dazed, immobilized, slowed, AND weakened
    • Strikebacks imm react, if hit, attack with basic melee
    • Unyielding Avalanche
    • 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
  • _______________
    Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
    « Last edit by Viktor on Thu Jul 18, 2013 3:24 pm. »
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
"Wow", says Hedoni, looking around, "that fight seemed to last forever. Where to?"

OOC: I have a rough idea of what's happening, but it's been so long since we've been adventuring that I'm not sure of the details. Hedoni's happy to follow along and fight things, though.

  •  Hedoni Mindartis
    • Male Eladrin Wizard 16 | Character PDF
    • AC:29, Fort:26, Reflex:29, Will:31 - Speed:6
    • (+1 to defenses against ranged, area, close attacks)
    • HP:86, Bloodied:43, Surge Value:21, Surges left:8/9, Action Points: 2
    • Resistance: 15 Necrotic (Tenebrous Shroud), 5+1/2 level (12) Cold (Winterkin Heritage), 10 Acid, 10 Cold, 10 Fire, 10 Lightning (Dawn Warrior Armor)
    • Passive Perception: 23, Passive Insight: 23
    •  
    • 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
      • Clever Escape (Minor)/Fly (Standard)
      • Healing Word (Minor)
      • Hat of Disguise
      • Boots of Eagerness (Free)
      • Bracers of Mental Might
      • Dawn Warrior Armor (Minor)
      • 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
      • Dawn Warrior Armor +4 (Resist 10 Acid, Cold, Fire, Lightning; Radiant strikeback power)
      • 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)

_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jul 2008
Posts: 5245
Ravenblade searches the corpses and finds one item of value. Thinking the dragonborn might be in the market, the dwarf hands a ring to Daggoth.
  •   ring for Daggoth
      User posted image


Like the rest of Cachlain's palace the walls here have been hewn from purple crystal and supported in some places with beautifully forged iron plates. The spider creature on the floor is motionless but you assume the thing is still alive.

  •   For Hedoni and Ravenblade only
      Those with sharp ears suddenly hear soft footfalls coming from the tunnel these enemies recent appeared from. Whateverís approaching is clearly trying to conceal its presence.


Current status:
Salazar: 105/105
Sir Murrak: 105/131
Fey Boar : 35/65
Hedoni: 86/ 86
Daggoth: 110/145
Mal: 96 /101
Ravenblade: 98/115

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
"Quiet,", says Hedoni, as a yelled whisper in his comrade's ears, "Something is coming down the hall".

Hedoni readies his Shield spell.

  •  Hedoni Mindartis
    • Male Eladrin Wizard 16 | Character PDF
    • AC:29, Fort:26, Reflex:29, Will:31 - Speed:6
    • (+1 to defenses against ranged, area, close attacks)
    • HP:86, Bloodied:43, Surge Value:21, Surges left:8/9, Action Points: 2
    • Resistance: 15 Necrotic (Tenebrous Shroud), 5+1/2 level (12) Cold (Winterkin Heritage), 10 Acid, 10 Cold, 10 Fire, 10 Lightning (Dawn Warrior Armor)
    • Passive Perception: 23, Passive Insight: 23
    •  
    • 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
      • Clever Escape (Minor)/Fly (Standard)
      • Healing Word (Minor)
      • Hat of Disguise
      • Boots of Eagerness (Free)
      • Bracers of Mental Might
      • Dawn Warrior Armor (Minor)
      • 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
      • Dawn Warrior Armor +4 (Resist 10 Acid, Cold, Fire, Lightning; Radiant strikeback power)
      • 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)

_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jul 2008
Posts: 5245
OOC: If you forget what is going on, check the wiki. I just updated it.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
OOC: FWIW, if anyone needs to use a surge, I think people will get to full without any rolls. If you do want to roll, it is Surge+4d6+8 HP. So, if you are within a surge+12 of full, you are good. Mal will not use a surge.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Skulking through the shadows comes two creatures with a vaguely humanoid shape. Purple scales cover their bodies, and their long tails, tipped with spikes, lash in the air. The two have humanoid arms and carry longswords. As they move forward, one calls back in series of guttural sounds and hisses.

  •   For those who speak deep speech
      "Arzoa, we have a problem. The drider did not clear the way completely. The bulette and drow are down. Shall we forge on or retreat?" The feminine voice replies, "Lets see if you can knock them down quickly. If not, we will fall back."

After the more feminine voice answers, they swing their massive tails at Daggoth and Ravenblade. Daggoth takes the blow to the head very hard (crit for 26 damage and dazed, SE). Ravenblade's helmet cushions some of the blow, but the dwarf takes 14 damage and is also dazed.

Initiative status:
Ready: Hed - shield
Orange reptile: no damage
Red reptile: no damage
-> Hedoni: 86/ 86
Daggoth: 84/145, dazed, SE
Mal: 96 /101
Salazar: 105/105
Sir Murrak: 105/131
Fey Boar : 35/65
Ravenblade: 84/115, dazed, SE

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
"Hold on there!"

Hedoni slams his staff on the ground, sending waves of teleportonic energy at the new creatures. He then gives himself some distance, in case his spell doesn't work well.

Standard Action: Hammerfall Step, hitting Orange reptile and Red reptile.
Move Action: Teleport to G2.

Hammerfall Step: (1d20+19+1=28, 1d20+19+1=26, 2d6+15=20)

Hammerfall Step hits Fortitude 28 on Orange reptile and Fortitude 26 on Red reptile for 20 damage. On a hit, targets are teleported 20 feet in the air and dropped.

  •  Hedoni Mindartis
    • Male Eladrin Wizard 16 | Character PDF
    • AC:29, Fort:26, Reflex:29, Will:31 - Speed:6
    • (+1 to defenses against ranged, area, close attacks)
    • HP:86, Bloodied:43, Surge Value:21, Surges left:8/9, Action Points: 2
    • Resistance: 15 Necrotic (Tenebrous Shroud), 5+1/2 level (12) Cold (Winterkin Heritage), 10 Acid, 10 Cold, 10 Fire, 10 Lightning (Dawn Warrior Armor)
    • Passive Perception: 23, Passive Insight: 23
    •  
    • 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
      • Clever Escape (Minor)/Fly (Standard)
      • Healing Word (Minor)
      • Hat of Disguise
      • Boots of Eagerness (Free)
      • Bracers of Mental Might
      • Dawn Warrior Armor (Minor)
      • 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
      • Dawn Warrior Armor +4 (Resist 10 Acid, Cold, Fire, Lightning; Radiant strikeback power)
      • 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)

_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Oct 2008
Posts: 7786
Daggoth and Ravenblade both react immediately to the attacks from these new reptile. Daggoth does so by gritting his teeth against the pain while Ravenblade's crown flashes briefly. The ranger then eyes these new assailants for weaknesses.

Daggoth: use Unbreakable immediate reaction to reduce the damage taken by 10
Ravenblade: use crown of the goliath champion immediate interrupt to gain resist all 3 until start of his next turn
Dungeoneering, Nature, Perception on the reptiles. (1d20+14+1=18, 1d20+17+1=36, 1d20+17+1=22)

OOC: Updated Daggoth's statblock to include the stormcatcher ring. With the immediates, Daggoth's hp are 94/145 and Ravenblade has 87/115 with resist all 3 USNT.

User posted image

AC: 32 (30 bloodied)
Resistances: Fire 10, Cold 10, Acid 10, Lightning 10, Thunder 10, Poison 5, Necrotic 5
Championís Aura (16th level): You and any allies within 3 squares of you gain a +4 bonus to all defenses against fear effects.
Surges: 9/12, Action point(s) left: 2/3, unused, 6 encounters this day

  •   Ravenblade
    • Male Dwarf Ranger, Hammer of Moradin, Level 16
    • Passive Perception: 27, Passive Insight: 22
    • AC: 32/30, Fort: 27, Reflex: 25, Will: 25, Speed: 6, Initiative: +10
    • HP: 115, Bloodied: 57, Surge Value: 32, Surges: 12
    •  
    • Class/Racial Features and Feats
      • Class/Racial Features
      • Cast-Iron Stomach: +5 save vs poison
      • Championís Aura (16th level): You and any allies within 3 squares of you gain a +4 bonus to all defenses against fear effects.
      • Dwarven Resilience: second wind as minor action
      • Hammer Bond: +1 bonus to attack rolls with hammers
      • Hunterís Quarry: 2d6 extra damage on a target marked with HQ, once per round
      • Powerful Action (11th level): When you spend an action point to make an attack, each target hit by the attack is knocked prone or dazed until the end of your next turn. You choose the effect for each target after the attackís other effects are resolved.
      • Running Attack: +1 to hit with powers that include movement and moved at least 2 spaces
      • Stand Your Ground: -1 space forced movement / imm save vs prone att
      • Feats
      • Armor Proficiency Chainmail:
      • Bludgeon Expertise: +1/2/3 attack at H/P/E tiers, +1 to push and slide effects from attacks
      • Dwarven Durability: +2 surges, +CON mod surge value
      • Dwarven Weapon Training: +2 damage and prof with all axes/hammers
      • Flank on the Run: When adjacent to an enemy and move to another square adjacent to that enemy, you do not provoke an opportunity attack from that enemy for leaving your square
      • Forgeborn Heritage: resist 2/3/5 at H/P/E tiers for fire, cold, acid, lightning, gain Elemental Legacy power
      • Iron Hide Resilience: Forgeborn Heritage resist changes to 5/10/15 at H/P/E tiers for fire, cold, acid, lightning
      • Soldier of Virtue: paladin multi-class, one paladin skill, virtueís touch 1/day
      • Toughness: +5/10/15 hp at H/P/E tiers
      • Two-Weapon Fighting: +1 damage while wielding two melee weapons
      • Two-Weapon Defense: +1 AC/REFLEX while wielding any two weapons
       
    • Basic Attacks
      • The following attacks respectively already include +1 24h, +1 charge, +1 running attack in charge, and +4 WIS mod for Marauder's Rush at-will.
      • Basic Melee (Surrounding/Dwarven Thrower): 1d20+22;1d10.minroll(3)+13, 3d6 on a crit
      • Basic Melee Charge (Surrounding): 1d20+24;1d10.minroll(3)+17, 3d6 on a crit
      • Basic Melee Charge (Dwarven Thrower): 1d20+24;1d10.minroll(3)+17, 3d6 on a crit
      • Basic Ranged (Dwarven Thrower): 1d20+22;1d10.minroll(3)+11
       
    • Powers/Item Powers During Play
      • Hunterís 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
      • Bloody Throw
      • Root Gate
      • Stalwart Defense
      • Steeled Against It
      • Virtueís Touch
      • Item Powers
      • Backlash Tattoo
      • Crown of the Goliath Champion
      • Melora's Storm Blessing
      • Symbol of Scorned Fate
      • Viper Belt
      • Weapon of Surrounding
      • Dwarven Thrower
      • Raven Cloak
       
    • Items
      • Items
      • Agile Braidmail +3 +2 AC when not bloodied
      • Weapon of Surrounding Craghammer +3 ccrit=3d6
      • 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.
      • Raven Cloak +3 resist 5 necrotic/cold, save bonus daily
      • Crown of the Goliath Champion immed int resist, resist 10 thunder
      • Life Shroud
      • Potion of Healing (heroic) 1 / 2 / 3
      • Potion of Vitality (paragon) 1
       
    • Skills
      • Acrobatics +14
      • Arcana +7
      • Athletics +17
      • Bluff +8
      • Diplomacy +8
      • Dungeoneering +14
      • Endurance +18
      • Heal +17
      • History +7
      • Insight +12
      • Intimidate +8
      • Nature +17
      • Perception +17
      • Religion +7
      • Stealth +9
      • Streetwise +8
      • Thievery +9
       
    • Descriptions of Powers
      • Hunterís Quarry minor to place, 2d6 extra damage 1/round on a hit
      • Marauder's Rush can be used in a charge instead of MBA, 1d20+21;1d10+17
      • Twin Strike melee/ranged, 1 or 2 targets, 1 attack per weapon, 1d20+21;1d10+8
      • 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+21;2d10+11 1st target and dazed UENT Rav, 1d20+21;1d10+11 and prone on 2nd target within 3 of 1st target
      • Invigorating Stride move, shift 4, canít 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+21;3d10+11, 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+21;1d10+13, 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+21;3d10+13, can move 5 before the attacks, Ĺ damage on miss
      • Barreling the Fish before that attack shift 2, primary attack melee with crit on 16-20, 1d20+21;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+21;2d10+13
      • Bloody Throw melee, AC, 1d20+21;1d10+13 vs primary target then same attack again with off-hand vs primary target, then tertiary heavy thrown attack vs a secondary target of 1d20+21;2d10+11 and -2 attack save ends, if the last attack misses the power is not expended
      • 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 itís not occupied, enemies canít teleport
      • Stalwart Defense minor, stance, gain resist all 5 and +2 FORT until stance ends
      • Steeled Against It imm reac, Trigger: You take damage of a specific type or combination of types. Gain resist 5 to damage of that type or types until the end of the encounter. If you already have resistance to that damage type or types, the resistance increases by 5 until the end of the encounter. The resist bonus is 10 at level 21 and up.
      • Virtueís Touch minor, melee touch, 1 target, remove blinded, dazed, deafened, slowed, stunned, or weakened
      • Item Powers
      • Backlash Tattoo the first time youíre bloodied in an encounter, you can make a basic ranged or melee attack as an imm reaction
      • Crown of the Goliath Champion immed int to resist all damage USNT by number of healing surges spent since
      • Melora's Storm Blessing move, fly 5
      • 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
      • Weapon of Surrounding free, trigger: hit adj enemy, teleport to any space adj to that enemy
      • Dwarven Thrower Craghammer free, when hitting a large or larger creature, do 6 extra damage
      • Raven Cloak no action, trigger: fail a save, re-roll with +5 or +10 if dying
    • (Key: At-Will, Encounter, Daily, Magical Equipment, Consumable, Used)


  •  Daggoth Varkash, Action Points left: 1/3, unused, Surges: 6/14
    Resistances: Fire 10, Lightning 10, Thunder 10, Necrotic 10
    • Male Dragonborn Dreadnought Fighter, level 16
    • Passive Perception: 19, Passive Insight: 19
    • AC: 32, Fort: 31, Reflex :26, Will: 24 - Speed: 5
    • HP: 145/145, Bloodied: 72, Surge Value: 41, Surges: 14/14 Initiative: 9
    • 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 CON mod (5) thp when you spend a healing surge
    • Daunting Challenge: marked enemies take -3 to attack allies
    • Critical Hardening: gain resist 10 all UENT after scoring a critical hit
    • 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
    • Bolstering Stride: move action, encounter, move speed +2 and gain 2d8+5 (con mod) temp hp if ending the move next to an ally
    • Crumpling Slam
    • Dragon Breath (cold|enlarged) minor, +14 vs REF, blast 3 or 5, 2d6+5 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 10
    • Fighter's Grit minor, UENT ignore dazed, immobilized, slowed, AND weakened
    • Strikebacks imm react, if hit, attack with basic melee
    • Unyielding Avalanche
    • 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
    • Stormcatcher Ring immed interrupt, trigger: enemy hits you with a lightning attack, the triggering enemy makes the attack again versus itself, if you've reached one milestone you can pick another enemy within five of you that also takes the same attack from the triggering enemy

    • 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
    • Ring:Stormcatcher Ring: resist 10 lightning and 10 thunder
  • _______________
    Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
Hedoni send the serpentine beings up into the air from where they both crash down to the ground. 2d10=9, 2d10=8

Ravenblade takes in the enemies' slim serpentine build, their purple and black scales, and their long tails covered in thorns and spikes. Then he recognizes the reptiles as Purplespawn, grotesque amalgams of purple dragon and drow. The dwarf knows they typically sulk about the Underdark, in search of food and plunder. Purplespawn are sentient and well aware of their monstrous nature. Plagued by a compulsive need to steal, they emerge from the depths to rob and murder.

Initiative status:
Ready: Hed - shield
Orange purplespawn: down 29, prone
Red purplespawn: down 28, prone
Hedoni: 86/ 86
->Daggoth: 94/145, dazed SE
Mal: 96 /101
Salazar: 105/105
Sir Murrak: 105/131
Fey Boar : 35/65
Ravenblade: 87/115, dazed SE, resist all 3 SNT

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Daggoth shakes his head clear and rounds the prone reptiles carefully to stand protectively in front of the dazed Ravenblade. He exhales his frigid breath hoping to grant his allies an advantage. "Sir Murrak, Mal. Come join the fun. These are now ripe for the flanking!"

Minor: fighter's grit to ignore dazed, immobilized, slowed, and weakened UENT
Move: bolstering stride to move 7 spaces around the enemies to O4 and gain 2d8+5=15 temp hp
Standard: Cold Dragon Breath vs both reptiles, REFLEX, +1 2h, +2 CA prone. Marking both at -3 to attack allies. Allies gain +5 damage to hit enemies UENT Daggoth. (1d20+18+1+2=24, 1d20+18+1+2=36, 2d6+5=9) (forgot to specify first and second target: first is orange, second is red)
Ready: strikebacks

  •  Daggoth Varkash, Action Points left: 1/3, unused, Surges: 6/14
    Resistances: Fire 10, Lightning 10, Thunder 10, Necrotic 10
    • Male Dragonborn Dreadnought Fighter, level 16
    • Passive Perception: 19, Passive Insight: 19
    • AC: 32, Fort: 31, Reflex :26, Will: 24 - Speed: 5
    • HP: 145/145, Bloodied: 72, Surge Value: 41, Surges: 14/14 Initiative: 9
    • 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 CON mod (5) thp when you spend a healing surge
    • Daunting Challenge: marked enemies take -3 to attack allies
    • Critical Hardening: gain resist 10 all UENT after scoring a critical hit
    • 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
    • Bolstering Stride: move action, encounter, move speed +2 and gain 2d8+5 (con mod) temp hp if ending the move next to an ally
    • Crumpling Slam
    • Dragon Breath (cold|enlarged) minor, +18 vs REF, blast 3 or 5, 2d6+5 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 10
    • Fighter's Grit minor, UENT ignore dazed, immobilized, slowed, AND weakened
    • Strikebacks imm react, if hit, attack with basic melee
    • Unyielding Avalanche
    • 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
    • Stormcatcher Ring immed interrupt, trigger: enemy hits you with a lightning attack, the triggering enemy makes the attack again versus itself, if you've reached one milestone you can pick another enemy within five of you that also takes the same attack from the triggering enemy

    • 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
    • Ring:Stormcatcher Ring: resist 10 lightning and 10 thunder
  • _______________
    Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
Daggoth wills his legs, one step at a time, to move inexorably towards his comrade. He blows a blast of freezing air at the purplespawn, but only one is affected by the cold.

Initiative status:
Ready: Hed - shield ; Dag - strickebacks
Orange purplespawn: down 29, prone, marked
Red purplespawn: down 37, prone, marked
Hedoni: 86/ 86
Daggoth: 94 (+15 temp)/145, dazed SE
->Mal: 96 /101
Salazar: 105/105
Sir Murrak: 105/131
Fey Boar : 35/65
Ravenblade: 87/115, dazed SE, resist all 3 SNT

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
"Liberators, ATTACK!"

Move Action: Walk (Move 5)

Minor Action: Foe Stone At-Will Item (Learn all of a target's vulnerabilities, and which of its defenses is lowest)

Standard Action: Intuitive Strike (Melee 2; +21 vs. Will; Hit: 2d4+5 Fire dam, allies that attack target with CA gain additional +2 to hit USNT; Crit: 13+3d6 Fire dam)

Intuitive Strike (+21 W, +1 24hr) (1d20+22=29, 2d4+5=10)

OOC: Is this the same encounter? Walk to J3, Foe Stone on Red, Int Strike on Red, hitting Will 29 for 12 fire damage (change a 1 to a 3) and allies with CA on Red get +2 to hit.


  •  Mal Geminous
    • Male Tiefling Inspiring Warlord, Captain of Fortune 16
    • Passive Perception: 20, Passive Insight: 20
    • AC:31, Fort:27, Reflex:24, Will:31 - Speed:5
    • HP:96/101, Bloodied:50, Surge Value:25, Surges left:7/10
    • Action Points: 2, Second Wind: not used, Resist Fire 13
    •  
    • Powers
      • Intuitive Strike
      • Rousing Assault
      • IS Inspiring Word +3 1 2 3 4
      • Infernal Wrath
      • Inspired Belligerence
      • Tactical Orders
      • Rousing Words +3
      • Favored Fortune
      • Press On Together
      • Warlord's Strike
      • Sacrificial Lure
      • Lady Luck Smiles
      • Death From Two Sides
      • 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
      • Dimensional Stride Boots
      • Strikebacks
      • Belt of Raging Endurance
       
    • Items
      • Bloodfire Crysteel +4
      • 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 +21 (+8 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 +16 (+8 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 13 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 8 THP, odd grants Mal 13 THP)
      • Polearm Gamble (When enemy moves adj, take OA and grant CA UENT)
      • Vexing Flanker (Flanking grants CA to allies)
      • Strikebacks (+1 bonus to OAs)
      • Bloodfire (When bloodied, Aura 1, 2 Fire damage)
      • Dispater's Iron Discipline (+5 to saves vs. Stun, Dominate, or Daze)
      • Hellfire of Mephistopheles (Hitting an enemy w/ fire resist reduces it by 5 UEE)
       
    • Skills
      • Acrobatics +6
      • Arcana +9
      • Athletics +17
      • Bluff +15
      • Diplomacy +18
      • Dungeoneering +10
      • Endurance +9
      • Heal +15
      • History +9
      • Insight +10
      • Intimidate +18
      • Nature +10
      • Perception +10
      • Religion +9
      • Stealth +8
      • Streetwise +13
      • Thievery +6
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light

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