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The Throne of the Stone-Skinned Queen

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Picking himself up off the floor, Salazar pulls out one of his newest tricks - one he hasn't even used yet in a real fight. Blades of lightning fly from the sorcerer's hands at Sovacles and strike the former adviser squarely in his misty form. Not only that, but traces of lightning continue to surge through Salazar, crackling in Sovacles' direction. Salazar then trains his eyes carefully on Sovacles, trying to see what he's up to.

Shouting to the eladrin in Elven, Salazar calls out "Help up slay this foul betrayer and gain your freedom!"

Move action - Stand up.

Standard action - Lightning Daggers against Sovacles.

Lightning Daggers (24H) (1d20+20+1=39, 2d4+22=26)

Hits Reflex 39 for 26 lightning damage. As an effect, until the end of the encounter, Salazar can repeat the attack as a free action once per round during his turn.

Skill check - Arcana (24H) (1d20+14+1=32) Arcana 32 to determine what Sovacles is doing in his new form or if I recognize it in some way.

Skill check - Diplomacy (24H) (1d20+24+1=27) Diplomacy 27 to persuade the eladrin to assist us against Sovacles.

"Readying" Shield of Dragon Might and Belt of Raging Endurance, in that order.


  •  Salazar Miller
    • Male Human Sorcerer 16 / Dragon Guardian
    • Full Character Sheet
    • Passive Perception: 17, Passive Insight: 17, Senses: Normal
    • AC: 28, Fort: 29, Reflex: 27, Will: 33 - Speed: 6
    • HP: 86/105, Bloodied: 52, Surge Value: 29, Surges left: 8/10
    • 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.
    • Indomitable Breath (Paragon Path): When you make an attack roll with a close blast power, you ignore any resistance and immunity that creatures have to the attack.
    • 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)
    • -Draconic Majesty
    • -Dragon's Breath (requires familiar in active mode)
    • -Elemental Prism (Item Power)
    • -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.
    • -Elemental Prism - Power (Encounter): Free Action. Use this power when you make an attack that deals acid, cold, lightning, poison, or thunder damage. Change all your attack's damage to a different type of your choice among those above. You gain resist 15 to your attack's original damage type until the end of your next turn.
    • -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
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Posts: 2639
Location: Santa Ana, CA
Hedoni, as if ready for the fall, rolls as he hits the ground and saves himself some pain.

OOC: Hedoni reduces his falling damage by 18 because he's trained in Acrobatics (and 'cause I rolled awesome). He should take 6 damage instead of 24.

Acrobatics check: (1d20+17+1=37)
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Hedoni Midartis - Eladrin Wizard, Scales of War
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Registered: Jul 2008
Posts: 5245
Hedoni, lithe as ever, makes the 40 foot drop to the floor look like a hop down from a bar stool.

The eladrin listen to Salazar and seem thoroughly unsure as to what is going on. They make no move to attack anyone.

Salazar sends a bolt of energy at the green wisp. Some of the electricity penetrates the enemy, but some simply passes through. The sorcerer can tell that the creature-formerly-known-as-Sovacles is a powerful caster, not at all human, but at the core some type of reptile. Salazar senses strong shape-changing abilities in their foe, in addition to charm and mind control powers.

Initiative/ status:
Ready: Hed - WE, WS; Sal - SDM, Belt
Mal: 38 /101, prone (-2 to attack rolls and -5 to skill rolls UENT Sovacles)
Treant: unharmed, immob
Hedoni: 41/ 86, (-2 to attack rolls and -5 to skill rolls UENT Sovacles)
Salazar: 86/105
->Sir Murrak: 78/131, prone(-2 to attack rolls and -5 to skill rolls UENT Sovacles)
Daggoth: 73/145, prone(-2 to attack rolls and -5 to skill rolls UENT Sovacles)
Sovaclies: down 13, insub
Ravenblade: 105/115, (-2 to attack rolls and -5 to skill rolls UENT Sovacles), 40 feet up in the throne room
Yellow eladrin: no damage
Red eladrin : no damage
Blue eladrin: no damage
Green eladrin: no damage

User posted image

  •   Features
      Illumination: Bright light.
      Pit: The crevasse that surrounds the arena floor is 4 squares (20 feet) deep. A creature that falls in takes 2d10 damage from the fall. The sides require a DC 20 Athletics check to climb.
      Ledges: The towering walls are honeycombed with cave mouths that serve as viewing areas for a diverse audience of fey creatures. The lowest ledges (shown on the map) are 2 squares (10 feet) higher than the floor of the arena, and the walls around them require a DC 20 Athletics check to climb.
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
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Registered: Jun 2009
Posts: 3164
Sir Murrak stands up (no small feat in his armor), and charges at Sovaclies. His aim, however, is questionable.

Move: Stand from prone
Standard: Charge Sov to M12 1d20+21+1+1-2+1=31, 2d10.minroll(3)+15+2+1d6+9=41 Hits AC 31 for 41 damage (9 radiant) and dazed UENT
_______________
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
After standing up, Sir Murrak rushes at the enemy and is surprised when he collides with nothing. The lack of impact nearly leaves the knight flat on the floor again.

Initiative/ status:
Ready: Hed - WE, WS; Sal - SDM, Belt
Mal: 38 /101, prone (-2 to attack rolls and -5 to skill rolls UENT Sovacles)
Treant: unharmed, immob
Hedoni: 41/ 86, (-2 to attack rolls and -5 to skill rolls UENT Sovacles)
Salazar: 86/105
Sir Murrak: 78/131(-2 to attack rolls and -5 to skill rolls UENT Sovacles)
->Daggoth: 73/145, prone(-2 to attack rolls and -5 to skill rolls UENT Sovacles)
Sovaclies: down 13, insub
Ravenblade: 105/115, (-2 to attack rolls and -5 to skill rolls UENT Sovacles), 40 feet up in the throne room
Yellow eladrin: no damage
Red eladrin : no damage
Blue eladrin: no damage
Green eladrin: no damage

User posted image

  •   Features
      Illumination: Bright light.
      Pit: The crevasse that surrounds the arena floor is 4 squares (20 feet) deep. A creature that falls in takes 2d10 damage from the fall. The sides require a DC 20 Athletics check to climb.
      Ledges: The towering walls are honeycombed with cave mouths that serve as viewing areas for a diverse audience of fey creatures. The lowest ledges (shown on the map) are 2 squares (10 feet) higher than the floor of the arena, and the walls around them require a DC 20 Athletics check to climb.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
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Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Daggoth picks himself up, assumes a threatening stance, and charges wildly at Sovacles.

Move: stand up

Minor: Assume the Unyielding Avalanche daily stance. Effecet: You assume the unyielding avalanche stance. Until the stance ends, you gain regeneration equal to your Con modifier (+5) while you are bloodied and a +1 power bonus to AC and saving throws. In addition, any enemy that starts its turn adjacent to you takes 1d12+15 damage and is slowed until the end of its turn, but only if you are able to make opportunity attacks.

Standard: Charge Sovacles.

Charge MBA Sovacles (penalty, cahrge) (1d20+22-2+1=24, 1d12+15=25)

Hits AC 24 for 25 damage. NOT marking, since Murrak has more HP right now.

Daggoth will use Blood Iron if bloodied.

  •  Daggoth Varkash, Action Points left: 0/3, used this battle, 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: 73/145, Bloodied: 72, Surge Value: 41, Surges: 12/14 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
  • _______________
    Salazar Miller - Human Sorcerer 24 - Scales of War
    Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
    Khavak'aashta - Half-Orc Thief 5 - Eberron
    Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Jul 2008
Posts: 5245
As menacing as his stance may be, Daggoth's charge doesn't nothing to harm the green wisp.

The enemy flinches at Daggoth's new stance Unyielding Avalanche (1d12+15=25) and retorts, ďYou have destroyed my human guise! Still, I have four more forms that can defeat you easily! Now you know you face Virizan, exarch of Her Dark Majesty Tiamat! All in this room will take my secret to their graves!Ē A spike of pain pierces Sir Murrak's mind for 9 psychic damage and 5 on going damage (SE). Blood trickles out of both the mul's ears. As the wisp shifts away from the knight, a bolt of radiance strikes the enemy for 5 damage (Righteous radiance). A caustic film rains down on Daggoth, Murrak and Hedoni for 16 poison damage and the enemy floats (shifts) up and away.

OOC: If you'd like Hedoni to use Wizard's shroud, let me know where you'd like him to teleport.

Initiative/ status:
Ready: Hed - WE, WS; Sal - SDM, Belt; Dag - Blood Iron
Mal: 38 /101, prone, bloodied
Treant: unharmed, immob
Hedoni: 41/ 86, bloodied
Salazar: 86/105
Sir Murrak: 69/131, 5ogd SE, bloodied
Daggoth: 73/145, UA stance
Sovaclies/Virizan: down 30, insub, hovering 15 feet up
->Ravenblade: 105/115, 40 feet up in the throne room
Yellow eladrin: no damage
Red eladrin : no damage
Blue eladrin: no damage
Green eladrin: no damage

User posted image

  •   Features
      Illumination: Bright light.
      Pit: The crevasse that surrounds the arena floor is 4 squares (20 feet) deep. A creature that falls in takes 2d10 damage from the fall. The sides require a DC 20 Athletics check to climb.
      Ledges: The towering walls are honeycombed with cave mouths that serve as viewing areas for a diverse audience of fey creatures. The lowest ledges (shown on the map) are 2 squares (10 feet) higher than the floor of the arena, and the walls around them require a DC 20 Athletics check to climb.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Fri Nov 15, 2013 10:12 pm. »
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
With a flurry of cold energy, Hedoni disappears from his spot.

OOC: Winter's Shroud to O18, and gain concealment.
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Hedoni Midartis - Eladrin Wizard, Scales of War
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Registered: Oct 2008
Posts: 7786
Ravenblade recovers from the shock of seeing all his Liberators falling below and peers down before following.

OOC: Emily, can Ravenblade drop down to any square below or if not then which area?
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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Registered: Jul 2008
Posts: 5245
Viktor wrote
Ravenblade recovers from the shock of seeing all his Liberators falling below and peers down before following. OOC: Emily, can Ravenblade drop down to any square below or if not then which area?


OOC: Ravenblade is more or less above N9. So he can jump to within 3 squares of that easily.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
By the grace of the goddess Melora, Ravenblade floats down into the pit and falls a short distance to land lightly. "You two are a good match, always falling on your backsides." he jests with Daggoth and Sir Murrak before giving the Liberators some quick instructions on how to use the terrain to their advantage. Crossing both craghammers over his chest, Ravenblade breathes in deeply as he sends a quick prayer to Moradin, granting him the resolve and steadfastness to resist insult and injury in the blossoming battle.

Move: Melora's Storm Blessing to fly down 5 spaces (25 feet) and then drop the remaining 3 spaces (15 feet) at N12
(Acrobatics roll to educe falling damage by this amount. (1d20+14/2=23)) this is actually a 30, so half that is 15 damage reduced, the divide by 2 only worked for the modifier

Minor: Natural Terrain Understanding to grant all allies +2 AC UENT Rav and each ally can shift up to 2 spaces as a free action
Minor: Stalwart Defense stance granting resist 5 to all damage and +2 Fortitude

OOC: Sorry for messing up the acrobatics roll. Suggest Daggoth and Murrak shift to J11/K11, Salazar to L13, Mal to L14, and Hedoni can stay put. That brings everyone a little closer to Sovacles, but remaining at least three from the tree. All allies gain +2 AC UENT Rav.

User posted image

AC: 32 (30 bloodied)
Resistances: Fire 10, Cold 10, Acid 10, Lightning 10, Thunder 10, Poison 5, Necrotic 5
Stalwart Defense Stance active: resist 5 all damage and +2 fortitude
Championís Aura (16th level): You and any allies within 3 squares of you gain a +4 bonus to all defenses against fear effects.
Surges: 7/12, Action point(s) left: 2/3, unused, 7 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: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: Those shifts are fine with me.
_______________
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 don't think Mal can move, because he is prone.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Ravenblade hits the ground with a thud and directs the others to reposition themselves. The dwarf's stalwart stance recalls the power of Moradin.

The eladrin regroup and remain neutral.

Initiative/ status:
Ready: Hed - WE, WS; Sal - SDM, Belt; Dag - Blood Iron
->Mal: 38 /101, prone, bloodied, +2 AC UENT Rav
Treant: unharmed, immob
Hedoni: 41/ 86, bloodied, +2 AC UENT Rav, con ENT
Salazar: 86/105, +2 AC UENT Rav
Sir Murrak: 69/131, 5ogd SE, bloodied, +2 AC UENT Rav
Daggoth: 73/145, UA stance, +2 AC UENT Rav
Sovaclies/Virizan: down 30, insub, hovering 15 feet up
Ravenblade: 105/115, (stance - resist 5 all, +2 Fortitude)
Yellow eladrin: no damage
Red eladrin : no damage
Blue eladrin: no damage
Green eladrin: no damage

User posted image

  •   Features
      Illumination: Bright light.
      Pit: The crevasse that surrounds the arena floor is 4 squares (20 feet) deep. A creature that falls in takes 2d10 damage from the fall. The sides require a DC 20 Athletics check to climb.
      Ledges: The towering walls are honeycombed with cave mouths that serve as viewing areas for a diverse audience of fey creatures. The lowest ledges (shown on the map) are 2 squares (10 feet) higher than the floor of the arena, and the walls around them require a DC 20 Athletics check to climb.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
Mal stands up, shakes his head and walks forward and braces himself for whatever comes next.

Move Action: Stand

Minor Action: Improved Inspiring Word +3 (Close burst 10; One ally gets Healing Surge +4d6+8 HP)

Inspiring Word (Mal) (25+4d6+8=51)

Move Action: Walk (Move 5)

OOC: Stand. IW on Mal, healing 51 HP to 89 HP, 4/10 surges left. Walk to I12. Infernal Wrath and Strikebacks are ready. If someone isn't in melee range when/if they attack and I take 15 or more HP damage, I will use BoRE instead.


  •  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:89/101, Bloodied:50, Surge Value:25, Surges left:4/10
    • 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: Jul 2008
Posts: 5245
Mal gets to his feet and manages to stop the bleeding.

As the warlord stops, the giant tree lashes out in frustration. An angry branch slams Mal for 16 damage and 5 ongoing necrotic damage. Mal activates his belt and responds by sending a handful of fire into the tree (BoRE and IW) Infernal Wrath (2d6+5=14). The fires seems to spread and grow, making the treant shake with rage (vulnerable fire = 5 ogd). Thick roots shoot out from the ground and furiously wrap around Daggoth and Sir Murrak. The two are dragged down and held fast (prone and restrained, SE).

Initiative/ status:
Ready: Hed - WE, WS; Sal - SDM, Belt; Dag - Blood Iron
Mal: 88 /101, +2 AC UENT Rav, 5ogd SE, takes 10 SNT from belt
Treant: down 15, immob, 5 ogd SE
-> Hedoni: 41/ 86, bloodied, +2 AC UENT Rav, con ENT
Salazar: 86/105, +2 AC UENT Rav
Sir Murrak: 69/131, 5ogd SE, bloodied, +2 AC UENT Rav, prone, restrained SE
Daggoth: 73/145, UA stance, +2 AC UENT Rav, prone, restrained SE
Sovaclies/Virizan: down 30, insub, hovering 15 feet up
Ravenblade: 105/115, (stance - resist 5 all, +2 Fortitude)
Yellow eladrin: no damage
Red eladrin : no damage
Blue eladrin: no damage
Green eladrin: no damage

User posted image

  •   Features
      Illumination: Bright light.
      Pit: The crevasse that surrounds the arena floor is 4 squares (20 feet) deep. A creature that falls in takes 2d10 damage from the fall. The sides require a DC 20 Athletics check to climb.
      Ledges: The towering walls are honeycombed with cave mouths that serve as viewing areas for a diverse audience of fey creatures. The lowest ledges (shown on the map) are 2 squares (10 feet) higher than the floor of the arena, and the walls around them require a DC 20 Athletics check to climb.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
"Hedoni! If we can befuddle that treant or move it out of reach, it will lose it's grip on the others." Ravenblade calls out. He then looks at the treant very carefully, ascertaining it's strengths and weaknesses.

Nature roll on the treant. (1d20+17+1=34)

OOC: If I recall the rules correctly, when a creature has another one grabbed, then moving the grabbing creature out of range or dazing it will automatically release the grabbed ones.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Rolling his eyes at the tree creature's actions but hearing Ravenblade's advice (and deciding to put his own spin on it), Hedoni first stands up, teleports, then takes aim at both the tree and the creature formerly known as Sovaclies. While his main target seems to dodge the magical energy, the tree creature is violently uprooted.

Following his impressive show of arcane ability, Hedoni appears to be standing oddly still, but smiling brightly.

Free Action: Stand up from Prone using Boots of Eagerness.
Move Action: Dimension Door, teleporting to G10.
Standard Action: Hammerfall Step with Enlarge Spell, hitting Sovaclies and Treant (and Mal, Daggoth and Sir Murrak).
Minor Action: Clever Escape - teleport to E8, gain invisibility, and leave behind an illusion copy of Hedoni on G10.

Hammerfall Step: (1d20+19+1=24, 1d20+19+1=40, 2d6+15-2=22)
Falling damage for Treant (4d10=15)
Staff of Ruin Crit damage for Treant (3d10=4)

Hammerfall Step hits Fort 24 on Sovaclies and Fort 40 (CRIT) on Treant for 22 damage (25 for Treant). On a hit, targets are teleported 20 feet in the air and dropped (critted creatures are teleported 40 feet). Allies are teleported four squares to safety.

OOC: Wizard's Escape is no longer prepared. Hedoni gains +3 temp hit points for his Stalwart Belt crit feature.

OOC: Damn - 7d10 extra damage between the fall, crit fall distance and crit weapon, and I get 19 out of it (and 9 of that was on one die).

  •  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:6/9, 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
« Last edit by Michael Doss on Thu Nov 21, 2013 5:04 pm. »
Moderator
Registered: Oct 2008
Posts: 7786
"Mal! Now!" shouts Ravenblade as he sees the falling treant spread it's branches to brace the fall and avoid damage.

OOC: Mike, maybe Mal's Favored Fortune immediate can help to do more damage. This is the trigger and effect. Could it be used for either the crit damage or falling damage roll?

Immediate Interrupt Close burst 5
Trigger: You or an ally within 5 squares of you makes a damage roll
Target: The triggering character in the burst
Effect: The target rerolls the damage roll and can use either result.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Oct 2008
Posts: 4627
OOC: My BoRE (just used), used up my immediate action.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Ravenblade knows thant treants consider themselves guardians of the forest. Some violently oppose all trespassers, while others battle only those who cut or burn down trees. The ranger can tell from this treant's brown, crumpled leaves clinging to skeletal branches that this is a blackroot treant. Its bark and roots are black, and its eyes are cold, lifeless pits. Although treants are usually friendly to people who respect the wild, it appears this treant has been driven mad by its captivity underground.

Hedoni takes Ravenblade's advice and sends the treant into the air. Dead leaves and dry twigs fill the air as the huge forest creature crashes to the ground where it had been chained. Waves of black malevolence radiate out from the tree (aura 10, enemies in the aura at the start of their turn take 10 necrotic damage). Sovacles easily resists the spell. Finally, Hedoni sets up an illusion of himself to confuse the enemy.

OOC: Murrak and Daggoth are not grabbbed they are restrained.

Initiative/ status:
Ready: Hed - WE, WS; Sal - SDM, Belt; Dag - Blood Iron
Mal: 88 /101, +2 AC UENT Rav, 5ogd SE, takes 10 SNT from belt
Treant: down 59, prone, 5 ogd SE, aura
Hedoni: 41/ 86, bloodied, +2 AC UENT Rav
>Salazar: 86/105, +2 AC UENT Rav
Sir Murrak: 69/131, 5ogd SE, bloodied, +2 AC UENT Rav, prone, restrained SE
Daggoth: 73/145, UA stance, +2 AC UENT Rav, prone, restrained SE
Sovaclies/Virizan: down 30, insub, hovering 15 feet up
Ravenblade: 105/115, (stance - resist 5 all, +2 Fortitude)
Yellow eladrin: no damage
Red eladrin : no damage
Blue eladrin: no damage
Green eladrin: no damage

User posted image

  •   Features
      Illumination: Bright light.
      Pit: The crevasse that surrounds the arena floor is 4 squares (20 feet) deep. A creature that falls in takes 2d10 damage from the fall. The sides require a DC 20 Athletics check to climb.
      Ledges: The towering walls are honeycombed with cave mouths that serve as viewing areas for a diverse audience of fey creatures. The lowest ledges (shown on the map) are 2 squares (10 feet) higher than the floor of the arena, and the walls around them require a DC 20 Athletics check to climb.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Mon Nov 25, 2013 10:54 pm. »
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
OOC: Murrak and Daggoth were in range of Hedoni's Hammerfall Step, which allows me to teleport them 4 squares. That should get them out of the restrained condition, yes?
_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jul 2008
Posts: 5245
Michael Doss wrote
OOC: Murrak and Daggoth were in range of Hedoni's Hammerfall Step, which allows me to teleport them 4 squares. That should get them out of the restrained condition, yes?


OOC: I can move Murrak and Daggoth somewhere else, but they would still be restrained in that new square. Let me know if I should move them.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Salazar moves amongst the Liberators, then hurls a blast of searing light at Sovacles and the treant before more lightning arcs at the misty former adviser.

Sorry for the delay. Busy, busy week with Hanukkah and Thanksgiving and all...

Start of turn - Salazar has Resist 10 Necrotic, so he ignores the treant's aura.

Move action - Move to L12.

Standard action - Sun's Illumination, area burst 1, centered on F13, targeting Sovacles and Treant.

1d20+20 to hit Sovacles, 1d20+20+2 to hit Treant due to CA from Prone, 3d6+22 damage, single damage roll applies to all targets.

Hits Reflex ?? for ?? radiant damage against Sovacles, and hits Reflex ?? for ?? radiant damage against Treant. Effect: The burst creates a zone of piercing light that lasts until the end of your next turn. You gain a +2 power bonus to Insight and Perception checks against each creature within the zone. Each enemy within the zone grants combat advantage. As a move action, you can move the zone 3 squares. Sustain Minor: The zone persists.

Free action - Lightning Daggers against Sovacles.

Invisible Castle is way down, as is in, "not renewed" down. 1d20+20+2 from CA from Sun's Illumination to hit, 2d4+22 damage.

Hits Reflex ?? for ?? lightning damage. As an effect, until the end of the encounter, Salazar can repeat the attack as a free action once per round during his turn.

"Readying" Shield of Dragon Might and Belt of Raging Endurance, in that order.


  •  Salazar Miller
    • Male Human Sorcerer 16 / Dragon Guardian
    • Full Character Sheet
    • Passive Perception: 17, Passive Insight: 17, Senses: Normal
    • AC: 28, Fort: 29, Reflex: 27, Will: 33 - Speed: 6
    • HP: 86/105, Bloodied: 52, Surge Value: 29, Surges left: 8/10
    • 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.
    • Indomitable Breath (Paragon Path): When you make an attack roll with a close blast power, you ignore any resistance and immunity that creatures have to the attack.
    • 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)
    • -Draconic Majesty
    • -Dragon's Breath (requires familiar in active mode)
    • -Elemental Prism (Item Power)
    • -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.
    • -Elemental Prism - Power (Encounter): Free Action. Use this power when you make an attack that deals acid, cold, lightning, poison, or thunder damage. Change all your attack's damage to a different type of your choice among those above. You gain resist 15 to your attack's original damage type until the end of your next turn.
    • -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
Moderator
Registered: Jul 2008
Posts: 5245
Daggoth and Sir Murrak reappear a few moments later a bit removed from the main fight. Tree roots still wrap tightly around their limbs.

Salazar hurls a bright wash of light at the two enemies. The treant isn't bother at all, but the the green wisp of Sovacles takes 27 radiant damage total (55/2 due to insub). Sovacles; treant: 1D20+20 = [19]+20 = 39 1D20+20+2 = [4]+20+2 = 26 3D6+22 = [3, 3, 2]+22 = 30 Lightning Daggers on Sovacles: 1D20+20+2 = [10]+20+2 = 32 2D4+22 = [2, 1]+22 = 25

OOC: Thanks for finding an alternative dice roller Viktor.

Initiative/ status:
Ready: Hed - WE, WS; Sal - SDM, Belt; Dag - Blood Iron
Mal: 88 /101, +2 AC UENT Rav, 5ogd SE, takes 10 SNT from belt
Treant: down 59, prone, 5 ogd SE, aura, grants CA
Hedoni: 41/ 86, bloodied, +2 AC UENT Rav
Salazar: 86/105, +2 AC UENT Rav
->Sir Murrak: 69/131, 5ogd SE, bloodied, +2 AC UENT Rav, prone, restrained SE
Daggoth: 73/145, UA stance, +2 AC UENT Rav, prone, restrained SE
Sovaclies/Virizan: down 57, insub, hovering 15 feet up, grants CA
Ravenblade: 105/115, (stance - resist 5 all, +2 Fortitude)
Yellow eladrin: no damage
Red eladrin : no damage
Blue eladrin: no damage
Green eladrin: no damage

User posted image

  •   Features
      Illumination: Bright light.
      Pit: The crevasse that surrounds the arena floor is 4 squares (20 feet) deep. A creature that falls in takes 2d10 damage from the fall. The sides require a DC 20 Athletics check to climb.
      Ledges: The towering walls are honeycombed with cave mouths that serve as viewing areas for a diverse audience of fey creatures. The lowest ledges (shown on the map) are 2 squares (10 feet) higher than the floor of the arena, and the walls around them require a DC 20 Athletics check to climb.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light

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