DeadGoblins.com » Scales of War »

Moderators: Emily, Michael Doss.

Page: « < ... 19 20 21 22 23 24 >

Author Post
Moderator
Registered: Jul 2008
Posts: 5245
Alarmed that their quarry is getting away, Hedoni and Ravix focus on crewing the airship.

Skill Challenge - Fly the airship: Successes 10, Failures 0.
Current crew: Mal, Ravix, Hedoni
Current speed: 12
Strike Ship's HP: 500/416
Primary Skills: Acrobatics, Arcana, Athletics, Thievery. Other Skills: Acrobatics, Perception.
Distance between the ships: 38 squares

Initiative Status:
Ready: Sal - SS, Fog, Belt
Hedoni: 77/95, vul 10 psy (7 surges)
Ravix: 127 /130, (5 surges)
->Mal: 111+5 /111 (10 surges)
Astral Whitewing R: down 15
Astral Whitewing S: down 142, bloodied, immobilized
Astral Whitewing T: no damage
Astral Whitewing U: down 47, immobilized
Astral Whitewing V: down 31
Astral Whitewing Y: no damage
Astral Whitewing X: no damage
Astral Whitewing Z: no damage
Salazar: 86/115, vul 10 psy (9 surges)
Sir Murrak: 87/143, vul 10 psy, +2 att ENT (11 surges)
Valor: 71/71
Ravenblade: 120 /125, +2 For and resist all 5 UEE (9 surges)

User posted image
  •   Details on flying the airship
      The strike ship initially travels at a speed of 10 squares. When brought under control (after complete success in the skill challenge), it travels at a speed of 12 squares. The admiral's flagship has a speed of 8 squares, but it has a significant head start. Because of the turbulence created by the astral gate, neither craft can make a double move in this encounter.

      The lift granted by the astral gate means that it takes only three PCs to control the strike ship—one pilot and two crew. (A ship of this size normally requires a crew of three or more.) For each missing crew member, the ship’s speed is reduced by 2 squares.

      The PC who pilots the strike ship must do so with a standard action and a move action each round. The PCs crewing ship must use a standard action each round to do so. Because those three PCs are actively working the strike ship’s controls, they can make primary skill checks in the skill challenge as minor actions. All other characters make primary skill checks in the challenge as standard actions.

      I, the DM, will keep track of the distance between the two ships from round to round, and of the change in speed of either craft as it takes damage. For every 50 damage either astral craft takes, its speed is reduced by 2 squares. At fly speed 0, a ship floats out of control toward the astral gate. Each warship is equipped with grappling lines that can be fired by the pilot.

      Strike ship information

      HP 500; AC 6; Fortitude 17, Reflex 15; resist 10 all damage; speed 10 (at the beginning of the skill challenge) or 12 (after 5 victories in the challenge). For every 50 damage either astral craft takes, its speed is reduced by 2 squares. The vehicle rules above have been adapted from Adventurer’s Vault.
  •   Run out the guns
      Spell turrets: A character in a spell turret can use the turret to direct any nonweapon ranged or area arcane or divine attack power. A character directing a power through a spell turret uses his or her own attack modifier and deals damage as normal. However, a power directed through a spell turret cannot be used with an implement.

      The magic of a spell turret doubles the range of arcane and divine powers, and allows powers to target inanimate objects even if they normally cannot do so. Characters attacking airborne creatures through a spell turret can make use of any of a power’s effects. Powers that create effects in addition to hit point damage can be used against a ship, but the ship ignores such effects (including ongoing damage).

      Attacks that deal damage throughout an area (typically attacks that target all creatures in a burst) strike more than 1 square when used against a ship, dealing additional damage as follows: burst 1 or 2, 2 damage; burst 3 or 4, 3 damage; burst 5 or larger, 5 damage. Attacks that can target multiple characters function only as a single attack when directed through a spell turret

      Force ballistas: +15 vs. AC; ranged 40; 3d10 force damage. Each force ballista has 10 bolts and is operated by a single character. Firing is a standard action. Activating the magical bolt loader is a minor action.

      Attacks made with the spell turrets and force ballistas of either ship target only the other craft or creatures in the air. These attacks cannot target a character on a ship.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
Mal pulls the wheel hard aiming at knocking a whitewing off of its flight, before turning back to his quarry. "The whitewings are not important, get them away from the ship and target the other one!" Mal looks around frantically to identify anything important he can use to help in their pursuit.

Standard Action and Move Action: Pilot Ship

Minor Action: Athletics check

Athletics check (+18 skill): 1D20+18 = [15]+18 = 33

Arcana (+10), Dungeoneering (+11), Perception (+11): 1D20+10 = [3]+10 = 13 1D20+11 = [10]+11 = 21 1D20+11 = [15]+11 = 26

OOC: Pilot ship and Athletics check 33 on skill challenge. Maybe even ramming it into a Whitewing. Then Arcana 13, Dungeoneering 21 and Perception 26 to find out more about the ship, especially how to repair it.


  •  Mal Geminous
    • Male Tiefling Inspiring Warlord, Captain of Fortune 18
    • Passive Perception: 21, Passive Insight: 21
    • AC:32, Fort:28, Reflex:25, Will:32 - Speed:5
    • HP:111/111+5, Bloodied:55, Surge Value:27, Surges left:10/13
    • Action Points: 1, Second Wind: not used, Resist Fire 14
    •  
    • Powers
      • Intuitive Strike
      • Rousing Assault
      • IS Inspiring Word +3 1 2 3 4
      • Inspired Belligerence
      • Tactical Orders
      • Rousing Words +3
      • Favored Fortune
      • Press On Together
      • Sacrificial Lure
      • Lady Luck Smiles
      • Death From Two Sides
      • Hail of Steel
      • Lamb to the Slaughter
      • Staggering Spin
      • War Master's Assault
      • Diabolic Transformation
      • Black Wrath of Hell
      • Foe Stone
      • Flaming Glaive +3
      • Rebounding Throwing Hammer +1
      • Couters of Second Chances
      • Power Jewel
      • Dimensional Stride Boots
      • Strikebacks
      • Belt of Raging Endurance
      • Ring of Tenacious Will
       
    • 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 +22 (+9 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 +17 (+9 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 14 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 9 THP, odd grants Mal 14 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)
      • Diabolic Soul (+2 att UEE against enemy that Crits me)
      • Opportunity Sidestep (On OA hit, shift 1 square as Free Action)
       
    • Skills
      • Acrobatics +7
      • Arcana +10
      • Athletics +18
      • Bluff +16
      • Diplomacy +19
      • Dungeoneering +11
      • Endurance +10
      • Heal +16
      • History +10
      • Insight +11
      • Intimidate +19
      • Nature +11
      • Perception +11
      • Religion +10
      • Stealth +9
      • Streetwise +14
      • Thievery +7
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Mal does his utmost to pilot the airship. He doesn't understand much about the magic that powers the ship, but he can plainly see that the hull, sails and masts are required for overall ship integrity. The same type of repairs on a normal ship should work for the non-magical parts of the ship, such as tying ropes to hold the rigging or nailing down loose boards.

Immobilized, two of the whitewings fall back, unable to keep pace with the airship. The remaining whitewings glide around the ship, knocking into the craft for 69 damage. A mast splinters and collapses, slowing the airship further. One of whitewings shrieks at Sir Murrak, stunning the knight with it's audacity.

Skill Challenge - Fly the airship: Successes 11, Failures 0.
Current crew: Mal, Ravix, Hedoni
Current speed: 8
Strike Ship's HP: 500/347
Primary Skills: Acrobatics, Arcana, Athletics, Thievery. Other Skills: Acrobatics, Perception.
Distance between the ships: 38 squares

Initiative Status:
Ready: Sal - SS, Fog, Belt
Hedoni: 77/95, vul 10 psy (7 surges)
Ravix: 127 /130, (5 surges)
Mal: 111+5 /111 (10 surges)
Astral Whitewing R: down 15
Astral Whitewing S: down 142, bloodied, immobilized
Astral Whitewing T: no damage
Astral Whitewing U: down 47, immobilized
Astral Whitewing V: down 31
Astral Whitewing Y: no damage
Astral Whitewing X: no damage
Astral Whitewing Z: no damage
->Salazar: 86/115, vul 10 psy (9 surges)
Sir Murrak: 87/143, vul 10 psy, +2 att ENT, stunned ENT Mur(11 surges)
Valor: 71/71
Ravenblade: 120 /125, +2 For and resist all 5 UEE (9 surges)

User posted image
  •   Details on flying the airship
      The strike ship initially travels at a speed of 10 squares. When brought under control (after complete success in the skill challenge), it travels at a speed of 12 squares. The admiral's flagship has a speed of 8 squares, but it has a significant head start. Because of the turbulence created by the astral gate, neither craft can make a double move in this encounter.

      The lift granted by the astral gate means that it takes only three PCs to control the strike ship—one pilot and two crew. (A ship of this size normally requires a crew of three or more.) For each missing crew member, the ship’s speed is reduced by 2 squares.

      The PC who pilots the strike ship must do so with a standard action and a move action each round. The PCs crewing ship must use a standard action each round to do so. Because those three PCs are actively working the strike ship’s controls, they can make primary skill checks in the skill challenge as minor actions. All other characters make primary skill checks in the challenge as standard actions.

      I, the DM, will keep track of the distance between the two ships from round to round, and of the change in speed of either craft as it takes damage. For every 50 damage either astral craft takes, its speed is reduced by 2 squares. At fly speed 0, a ship floats out of control toward the astral gate. Each warship is equipped with grappling lines that can be fired by the pilot.

      Strike ship information

      HP 500; AC 6; Fortitude 17, Reflex 15; resist 10 all damage; speed 10 (at the beginning of the skill challenge) or 12 (after 5 victories in the challenge). For every 50 damage either astral craft takes, its speed is reduced by 2 squares. The vehicle rules above have been adapted from Adventurer’s Vault.
  •   Run out the guns
      Spell turrets: A character in a spell turret can use the turret to direct any nonweapon ranged or area arcane or divine attack power. A character directing a power through a spell turret uses his or her own attack modifier and deals damage as normal. However, a power directed through a spell turret cannot be used with an implement.

      The magic of a spell turret doubles the range of arcane and divine powers, and allows powers to target inanimate objects even if they normally cannot do so. Characters attacking airborne creatures through a spell turret can make use of any of a power’s effects. Powers that create effects in addition to hit point damage can be used against a ship, but the ship ignores such effects (including ongoing damage).

      Attacks that deal damage throughout an area (typically attacks that target all creatures in a burst) strike more than 1 square when used against a ship, dealing additional damage as follows: burst 1 or 2, 2 damage; burst 3 or 4, 3 damage; burst 5 or larger, 5 damage. Attacks that can target multiple characters function only as a single attack when directed through a spell turret

      Force ballistas: +15 vs. AC; ranged 40; 3d10 force damage. Each force ballista has 10 bolts and is operated by a single character. Firing is a standard action. Activating the magical bolt loader is a minor action.

      Attacks made with the spell turrets and force ballistas of either ship target only the other craft or creatures in the air. These attacks cannot target a character on a ship.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Thu Jun 04, 2015 12:27 pm. »
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Seeing the ship fall apart beneath them, Salazar decides keeping aloft is more important than chipping away at the whitewings. He moves over to try to shoulder the mast back into place and keep the ship moving.

Move action - Move to Q44.

Standard action - Athletics to shove the mast back up and repair the ship.

Athletics (24H): 1D20+19+1 = [14]+19+1 = 34

Athletics 34.

"Readying" Sudden Scales, Fog Form, and Belt of Raging Endurance, in that order.


  •  Salazar Miller
    • Male Human Sorcerer 18 / Dragon Guardian
    • Full Character Sheet
    • Passive Perception: 17, Passive Insight: 17, Senses: Normal
    • AC: 29, Fort: 30, Reflex: 28, Will: 34 - Speed: 6
    • HP: 86/115, Bloodied: 57, Surge Value: 31, Surges left: 9/10
    • 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.
    • Resilient Focus (Feat): +2 feat bonus to saving throws.
    • 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
    • -Azure Talons
    • -Belt of Raging Endurance (Item Power)
    • -Draconic Majesty
    • -Dragon's Breath (requires familiar in active mode)
    • -Elemental Prism (Item Power)
    • -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 +4 - +4 attack / +8 damage, +4d10 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 (Paragon) - +3 to implement damage rolls with Accurate Staff of Ruin +4. 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
Salazar works on the mast and repairs the ship for 17 damage and the ship gains some of its speed back.

Skill Challenge - Fly the airship: Successes 11, Failures 0.
Current crew: Mal, Ravix, Hedoni
Current speed: 10
Strike Ship's HP: 500/364
Primary Skills: Acrobatics, Arcana, Athletics, Thievery. Other Skills: Acrobatics, Perception.
Distance between the ships: 38 squares

Initiative Status:
Ready: Sal - SS, Fog, Belt
Hedoni: 77/95, vul 10 psy (7 surges)
Ravix: 127 /130, (5 surges)
Mal: 111+5 /111 (10 surges)
Astral Whitewing R: down 15
Astral Whitewing S: down 142, bloodied, immobilized
Astral Whitewing T: no damage
Astral Whitewing U: down 47, immobilized
Astral Whitewing V: down 31
Astral Whitewing Y: no damage
Astral Whitewing X: no damage
Astral Whitewing Z: no damage
Salazar: 86/115, vul 10 psy (9 surges)
->Sir Murrak: 87/143, vul 10 psy, +2 att ENT, stunned ENT Mur(11 surges)
Valor: 71/71
Ravenblade: 120 /125, +2 For and resist all 5 UEE (9 surges)

User posted image
  •   Details on flying the airship
      The strike ship initially travels at a speed of 10 squares. When brought under control (after complete success in the skill challenge), it travels at a speed of 12 squares. The admiral's flagship has a speed of 8 squares, but it has a significant head start. Because of the turbulence created by the astral gate, neither craft can make a double move in this encounter.

      The lift granted by the astral gate means that it takes only three PCs to control the strike ship—one pilot and two crew. (A ship of this size normally requires a crew of three or more.) For each missing crew member, the ship’s speed is reduced by 2 squares.

      The PC who pilots the strike ship must do so with a standard action and a move action each round. The PCs crewing ship must use a standard action each round to do so. Because those three PCs are actively working the strike ship’s controls, they can make primary skill checks in the skill challenge as minor actions. All other characters make primary skill checks in the challenge as standard actions.

      I, the DM, will keep track of the distance between the two ships from round to round, and of the change in speed of either craft as it takes damage. For every 50 damage either astral craft takes, its speed is reduced by 2 squares. At fly speed 0, a ship floats out of control toward the astral gate. Each warship is equipped with grappling lines that can be fired by the pilot.

      Strike ship information

      HP 500; AC 6; Fortitude 17, Reflex 15; resist 10 all damage; speed 10 (at the beginning of the skill challenge) or 12 (after 5 victories in the challenge). For every 50 damage either astral craft takes, its speed is reduced by 2 squares. The vehicle rules above have been adapted from Adventurer’s Vault.
  •   Run out the guns
      Spell turrets: A character in a spell turret can use the turret to direct any nonweapon ranged or area arcane or divine attack power. A character directing a power through a spell turret uses his or her own attack modifier and deals damage as normal. However, a power directed through a spell turret cannot be used with an implement.

      The magic of a spell turret doubles the range of arcane and divine powers, and allows powers to target inanimate objects even if they normally cannot do so. Characters attacking airborne creatures through a spell turret can make use of any of a power’s effects. Powers that create effects in addition to hit point damage can be used against a ship, but the ship ignores such effects (including ongoing damage).

      Attacks that deal damage throughout an area (typically attacks that target all creatures in a burst) strike more than 1 square when used against a ship, dealing additional damage as follows: burst 1 or 2, 2 damage; burst 3 or 4, 3 damage; burst 5 or larger, 5 damage. Attacks that can target multiple characters function only as a single attack when directed through a spell turret

      Force ballistas: +15 vs. AC; ranged 40; 3d10 force damage. Each force ballista has 10 bolts and is operated by a single character. Firing is a standard action. Activating the magical bolt loader is a minor action.

      Attacks made with the spell turrets and force ballistas of either ship target only the other craft or creatures in the air. These attacks cannot target a character on a ship.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
His rider stunned, Valor moves over to position Sir Murrak and himself between the ship and some enemies.

Move: Fly to ST41/42
_______________
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
Lightening flashes around Sir Murrak and Valor as the winged steed flies to engage two of the whitewings. The electric storm threatens your confidence as well as your hyrdraulics.

Skill Challenge - Fly the airship: Successes 11, Failures 0.
Current crew: Mal, Ravix, Hedoni
Current speed: 10
Strike Ship's HP: 500/364
Primary Skills: Acrobatics, Arcana, Athletics, Thievery. Other Skills: Acrobatics, Perception.
Distance between the ships: 38 squares

Initiative Status:
Ready: Sal - SS, Fog, Belt
Hedoni: 77/95, vul 10 psy (7 surges)
Ravix: 127 /130, (5 surges)
Mal: 111+5 /111 (10 surges)
Astral Whitewing R: down 15
Astral Whitewing S: down 142, bloodied, immobilized
Astral Whitewing T: no damage
Astral Whitewing U: down 47, immobilized
Astral Whitewing V: down 31
Astral Whitewing Y: no damage
Astral Whitewing X: no damage
Astral Whitewing Z: no damage
Salazar: 86/115, vul 10 psy (9 surges)
Sir Murrak: 87/143, vul 10 psy(11 surges)
Valor: 71/71
->Ravenblade: 120 /125, +2 For and resist all 5 UEE (9 surges)

User posted image
  •   Details on flying the airship
      The strike ship initially travels at a speed of 10 squares. When brought under control (after complete success in the skill challenge), it travels at a speed of 12 squares. The admiral's flagship has a speed of 8 squares, but it has a significant head start. Because of the turbulence created by the astral gate, neither craft can make a double move in this encounter.

      The lift granted by the astral gate means that it takes only three PCs to control the strike ship—one pilot and two crew. (A ship of this size normally requires a crew of three or more.) For each missing crew member, the ship’s speed is reduced by 2 squares.

      The PC who pilots the strike ship must do so with a standard action and a move action each round. The PCs crewing ship must use a standard action each round to do so. Because those three PCs are actively working the strike ship’s controls, they can make primary skill checks in the skill challenge as minor actions. All other characters make primary skill checks in the challenge as standard actions.

      I, the DM, will keep track of the distance between the two ships from round to round, and of the change in speed of either craft as it takes damage. For every 50 damage either astral craft takes, its speed is reduced by 2 squares. At fly speed 0, a ship floats out of control toward the astral gate. Each warship is equipped with grappling lines that can be fired by the pilot.

      Strike ship information

      HP 500; AC 6; Fortitude 17, Reflex 15; resist 10 all damage; speed 10 (at the beginning of the skill challenge) or 12 (after 5 victories in the challenge). For every 50 damage either astral craft takes, its speed is reduced by 2 squares. The vehicle rules above have been adapted from Adventurer’s Vault.
  •   Run out the guns
      Spell turrets: A character in a spell turret can use the turret to direct any nonweapon ranged or area arcane or divine attack power. A character directing a power through a spell turret uses his or her own attack modifier and deals damage as normal. However, a power directed through a spell turret cannot be used with an implement.

      The magic of a spell turret doubles the range of arcane and divine powers, and allows powers to target inanimate objects even if they normally cannot do so. Characters attacking airborne creatures through a spell turret can make use of any of a power’s effects. Powers that create effects in addition to hit point damage can be used against a ship, but the ship ignores such effects (including ongoing damage).

      Attacks that deal damage throughout an area (typically attacks that target all creatures in a burst) strike more than 1 square when used against a ship, dealing additional damage as follows: burst 1 or 2, 2 damage; burst 3 or 4, 3 damage; burst 5 or larger, 5 damage. Attacks that can target multiple characters function only as a single attack when directed through a spell turret

      Force ballistas: +15 vs. AC; ranged 40; 3d10 force damage. Each force ballista has 10 bolts and is operated by a single character. Firing is a standard action. Activating the magical bolt loader is a minor action.

      Attacks made with the spell turrets and force ballistas of either ship target only the other craft or creatures in the air. These attacks cannot target a character on a ship.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Fri Jun 05, 2015 3:36 pm. »
Moderator
Registered: Oct 2008
Posts: 7786
Thinking to help Mal, Ravenblade climbs partway up the main mast, grabs a rope keeping the main sail from unfurling completely and hauls on it. Glancing to his left he keeps one of the whitewings in mind.

Move: to Q44
Standard: AThletics skill roll.: 1D20+23+1 = [11]+23+1 = 35
Minor: HQ on whitewing T

User posted image

AC: 33 (31 bloodied)
Resistances: Fire 10, Cold 10, Acid 10, Lightning 10, Psychic 10, Poison 5, Necrotic 5, Ongoing Damage 6
Champion’s 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: 1/2, not used this battle

  •   Ravenblade
    • Male Dwarf Ranger, Hammer of Moradin, Level 18
    • Passive Perception: 28, Passive Insight: 23
    • AC: 33/31, Fort: 32, Reflex: 26, Will: 26, Speed: 6, Initiative: +11
    • HP: 125, Bloodied: 62, Surge Value: 35, Surges: 12
    •  
    • Class/Racial Features and Feats
      • Class/Racial Features
      • Cast-Iron Stomach: +5 save vs poison
      • Champion’s 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
      • Hunter’s 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 attack’s other effects are resolved.
      • Running Attack: +1 to hit with powers that include movement and moved at least 2 spaces
      • Stand Your Ground: -1 space forced movement / imm save vs prone att
      • Feats
      • Armor Proficiency Chainmail:
      • Bludgeon Expertise: +1/2/3 attack at H/P/E tiers, +1 to push and slide effects from attacks
      • Dwarven Durability: +2 surges, +CON mod surge value
      • Dwarven Weapon Training: +2 damage and prof with all axes/hammers
      • Flank on the Run: When adjacent to an enemy and move to another square adjacent to that enemy, you do not provoke an opportunity attack from that enemy for leaving your square
      • Forgeborn Heritage: resist 2/3/5 at H/P/E tiers for fire, cold, acid, lightning, gain Elemental Legacy power
      • 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, virtue’s touch 1/day
      • Toughness: +5/10/15 hp at H/P/E tiers
      • Two-Weapon Fighting: +1 damage while wielding two melee weapons
      • Two-Weapon Defense: +1 AC/REFLEX while wielding any two weapons
      • Superior Fortitude: +2/+3/+4 FORT per tier, 3/6/9 resist ongoing damage per tier
       
    • Basic Attacks
      • The following attacks respectively already include +1 24h, +1 charge, +1 running attack in charge
      • Basic Melee (Surrounding/Dwarven Thrower): 1d20+24;1d10.minroll(3)+17, 3d6 on a crit
      • Basic Melee Charge (Surrounding): 1d20+26;1d10.minroll(3)+17, 3d6 on a crit
      • Basic Melee Charge (Dwarven Thrower): 1d20+26;1d10.minroll(3)+17, 3d6 on a crit
      • Basic Ranged (Dwarven Thrower): 1d20+24;1d10.minroll(3)+17
       
    • Powers/Item Powers During Play
      • Hunter’s Quarry
      • Incendiary Ring of Fireblazing
      • Throw and "Bash" (Stab)
      • Twin Strike
      • Death Threat
      • Elemental Legacy
      • Hammer Throw
      • Invigorating Stride
      • Off-Hand Diversion
      • Ruffling Sting
      • Second Wind
      • Spot Weakness
      • Untamed Outburst
      • Attacks on the Run
      • Howling Winds
      • Scything Blow
      • Steeling Flurry
      • Stalwart Defense
      • Virtue’s Touch
      • Item Powers
      • Backlash Tattoo
      • Crown of the Goliath Champion
      • Iron Hand Unbreakable Form
      • Melora's Storm Blessing
      • Symbol of Scorned Fate
      • Viper Belt
      • Weapon of Surrounding
      • Dwarven Thrower
      • Incendiary Ring of Fireblazing
      • Mental Block
      • 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
      • Ioun Stone of Might +4 bonus to STR skill checks and ability checks, +5 bonus to damage
      • Mental Block You have a +2 item bonus saves against fear or charm effects
      • Incendiary Ring of Fireblazing at will minor to ignite things, basic attacks can deal fire instead of normal damage
      • Life Shroud
      • Potion of Healing (heroic) 1 / 2 / 3
      • Potion of Vitality (paragon) 1
       
    • Skills
      • Acrobatics +15
      • Arcana +8
      • Athletics +23
      • Bluff +9
      • Diplomacy +9
      • Dungeoneering +15
      • Endurance +19
      • Heal +18
      • History +8
      • Insight +13
      • Intimidate +9
      • Nature +18
      • Perception +18
      • Religion +8
      • Stealth +10
      • Streetwise +9
      • Thievery +10
       
    • Descriptions of Powers
      • Hunter’s Quarry minor to place, 2d6 extra damage 1/round on a hit
      • Throw and Stab thrown attack vs one enemy (1d20+23;1d10+11) then move speed and MBA vs another enemy (1d20+23;1d10+17)
      • Twin Strike melee/ranged, 1 or 2 targets, 1 attack per weapon, 1d20+23;1d10+11 (melee) or 1d20+19;1d10+11
      • Death Threat free, trigger: kill your quarry, HQ on another enemy within 5 and gain CA against it UENT
      • 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+23;2d10+17 1st target and dazed UENT Rav, 1d20+23;1d10+17 and prone on 2nd target within 3 of 1st target
      • Invigorating Stride move, shift 4, can’t end adj to enemy, can use 2nd wind
      • Off-Hand Diversion minor, melee, 1d20+23;1d10+17, on hit target grants CA to all USNT
      • Ruffling Sting minor, melee, 1d20+23;1d10+17, on a hit target grants CA to you for your next melee attack until end of this turn
      • Second Wind minor, gain 34 hp and +2 def
      • Spot Weakness minor, gain +4 bonus to next damage roll against the target UENT
      • Untamed Outburst one creature, two attacks, 1d20+25;1d10+17 per attack, if both attacks hit then the target is dazed UENT
      • 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+23;3d10+17, can move 5 before the attacks, ½ damage on miss
      • Scything Blow one or two creatures, before the attack shift 2, 1d20+23;1d10+11 and knock prone, miss: half damage, make a secondary attack against each target, 1d20+21;1d10+10, miss: half damage
      • Steeling Flurry burst 1 each enemy, two attacks per target, 1d20+23;1d10+17, miss: half damage per attack
      • Howling Winds minor, surrounded by winds UEE, once per your turn you can slide an enemy within 10 up to your WIS mod (4) as a free action
      • Stalwart Defense minor, stance, gain resist all 5 and +2 FORT until stance ends
      • Virtue’s Touch minor, melee touch, 1 target, remove blinded, dazed, deafened, slowed, stunned, or weakened
      • Item Powers
      • Backlash Tattoo the first time you’re bloodied in an encounter, you can make a basic ranged or melee attack as an imm reaction
      • Crown of the Goliath Champion immed int to resist all damage USNT by number of healing surges spent since
      • Iron Hand Unbreakable Form move half speed, the next melee attack gives you 20 thp on a hit or 10 thp on a miss
      • Melora's Storm Blessing move, fly 6
      • 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
      • Incendiary Ring of Fireblazing , no action, trigger: hit with an attack that deals fire damage, effect: the target and each adjacent creature except you takes 10 fire ongoing (save ends), if at least one milestone has been reached it is instead 20 fire ongoing (save ends)
      • Mental Block no action, trigger: you are subject to a fear or charm effect, you make a saving throw against the triggering effect to end the effect
    • (Key: At-Will, Encounter, Daily, Magical Equipment, Consumable, Used)
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Hedoni continues to crew the ship.

Standard Action:Crew ship
Minor Action: Arcana Check

Arcana Check: : 1D20+22+1 = [19]+22+1 = 42

Arcana Check: 42. Again.

  •  Hedoni Mindartis
    • Male Eladrin Wizard 18 | Character PDF
    • AC:30, Fort:27, Reflex:30, Will:33 - Speed:6
    • (+1 to defenses against ranged, area, close attacks)
    • HP:95, Bloodied:47, Surge Value:23, Surges left:9/9, Action Points: 1
    • Resistance: 15 Necrotic (Tenebrous Shroud), 5+1/2 level (14) Cold (Winterkin Heritage), 10 Acid, 10 Cold, 10 Fire, 10 Lightning (Dawn Warrior Armor)
    • Passive Perception: 24, Passive Insight: 24
    •  
    • 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)
      • Twist of Space
      • Shield (Immediate Interrupt)/Jump (Move)
      • Hammerfall Step
      • Prismatic Burst
      • Winter's Shroud (Immediate Reaction)
      • Thunderous Transformation
      • 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)
      • Accurate Staff of Ruin +4 (4d10 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 works on keeping the main sail under control (repair ship damage for 17). Hedoni masterfully pilots the ship.

You gain 8,000 experience for successfully completely the skill challenge and gaining control of the airship. The craft still requires three dedicated crew to maintain its course, but minor actions will be sufficient. However, additional damage to the ship can still slow it down.

Current crew: Mal, Ravix, Hedoni
Current speed: 10
Strike Ship's HP: 500/381
Distance between the ships: 36 squares

Initiative and Status
Ready: Sal - SS, Fog, Belt
Hedoni: 77/95, vul 10 psy (7 surges)
->Ravix: 127 /130, (5 surges)
Mal: 111+5 /111 (10 surges)
Astral Whitewing R: down 15
Astral Whitewing S: down 142, bloodied, immobilized
Astral Whitewing T: no damage
Astral Whitewing U: down 47, immobilized
Astral Whitewing V: down 31
Astral Whitewing Y: no damage
Astral Whitewing X: no damage
Astral Whitewing Z: no damage
Salazar: 86/115, vul 10 psy (9 surges)
Sir Murrak: 87/143, vul 10 psy(11 surges)
Valor: 71/71
Ravenblade: 120 /125, +2 For and resist all 5 UEE (9 surges)

User posted image
  •   Details on flying the airship
      The strike ship initially travels at a speed of 10 squares. When brought under control (after complete success in the skill challenge), it travels at a speed of 12 squares. The admiral's flagship has a speed of 8 squares, but it has a significant head start. Because of the turbulence created by the astral gate, neither craft can make a double move in this encounter.

      The lift granted by the astral gate means that it takes only three PCs to control the strike ship—one pilot and two crew. (A ship of this size normally requires a crew of three or more.) For each missing crew member, the ship’s speed is reduced by 2 squares.

      The PC who pilots the strike ship must do so with a standard action and a move action each round. The PCs crewing ship must use a standard action each round to do so. Because those three PCs are actively working the strike ship’s controls, they can make primary skill checks in the skill challenge as minor actions. All other characters make primary skill checks in the challenge as standard actions.

      I, the DM, will keep track of the distance between the two ships from round to round, and of the change in speed of either craft as it takes damage. For every 50 damage either astral craft takes, its speed is reduced by 2 squares. At fly speed 0, a ship floats out of control toward the astral gate. Each warship is equipped with grappling lines that can be fired by the pilot.

      Strike ship information

      HP 500; AC 6; Fortitude 17, Reflex 15; resist 10 all damage; speed 10 (at the beginning of the skill challenge) or 12 (after 5 victories in the challenge). For every 50 damage either astral craft takes, its speed is reduced by 2 squares. The vehicle rules above have been adapted from Adventurer’s Vault.
  •   Run out the guns
      Spell turrets: A character in a spell turret can use the turret to direct any nonweapon ranged or area arcane or divine attack power. A character directing a power through a spell turret uses his or her own attack modifier and deals damage as normal. However, a power directed through a spell turret cannot be used with an implement.

      The magic of a spell turret doubles the range of arcane and divine powers, and allows powers to target inanimate objects even if they normally cannot do so. Characters attacking airborne creatures through a spell turret can make use of any of a power’s effects. Powers that create effects in addition to hit point damage can be used against a ship, but the ship ignores such effects (including ongoing damage).

      Attacks that deal damage throughout an area (typically attacks that target all creatures in a burst) strike more than 1 square when used against a ship, dealing additional damage as follows: burst 1 or 2, 2 damage; burst 3 or 4, 3 damage; burst 5 or larger, 5 damage. Attacks that can target multiple characters function only as a single attack when directed through a spell turret

      Force ballistas: +15 vs. AC; ranged 40; 3d10 force damage. Each force ballista has 10 bolts and is operated by a single character. Firing is a standard action. Activating the magical bolt loader is a minor action.

      Attacks made with the spell turrets and force ballistas of either ship target only the other craft or creatures in the air. These attacks cannot target a character on a ship.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Fri Jun 05, 2015 4:08 pm. »
Moderator
Registered: Jun 2009
Posts: 361
Location: Scottsdale
Ravix sets his skills to repair the ship. He helps rig the main sails on the mast to improve the ship's speed.

Minor action: crew the ship

Standard action: Athletics check - repair the ship

Athletics check to repair the ship: 1D20+19 = [11]+19 = 30

  •  Ravix the Ravager
    • Male Half-Orc Fighter 18 / Kensei
    • Full Character Sheet
    • Passive Perception: 19, Passive Insight: 19, Senses: Low-Light Vision
    • AC: 33+1 UENT, Fort: 33, Reflex: 31+1 UENT, Will: 27 - Speed: 6
    • HP: 127/130, Bloodied: 65, Surge Value: 34+6, Surges left: 9/15
    • Action Points: 1
    • Resists: 10 Cold, 10 Psychic, 10 Necrotic

    • Half-Orc Resiliance (Race): Gain 10 temp HP the first time bloodied in an encounter.
    • Swift Charge (Race): +2 speed bonus when charging.
    • Fighter Talent - Weapon Talent (Class): +1 to hit with two-handed weapons.
    • Kensei Focus - Fullblade (Paragon Path): +1 to hit with a fullblade.
    • Kensei Mastery - Fullblade (Paragon Path): +4 to damage with a fullblade. This bonus and Kensei Focus bonus is lost until a short rest if a weapon other than fullblade is used.
    • Deft Hurler Style (Feat): You gain a benefit with Cleave. You can forgo dealing damage to the adjacent enemy to instead make a ranged basic attack with a heavy thrown weapon against one creature other than the target of your cleave. This ranged basic attack does not provoke opportunity attacks.
    • Heavy Blade Expertise (Feat): +1/2/3 pier tier to hit with heavy blades, and +2 to all defenses against OA's when wielding a heavy blade.
    • Pinning Challenge (Feat): Whenever you hit a target already marked by you with a two-handed weapon and when using a basic attack, the target is also immobilized until the start of your next turn.

    • Powers
    • -Cleave
    • -Combat Challenge
    • -Footwork Lure
    • -Boots of the Fencing Master (Item Power)
    • -Clearheaded
    • -Come and Get It
    • -Furious Assault
    • -Glowering Threat
    • -Harrying Assault
    • -Kirre's Roar
    • -Masterstroke
    • -Storm of Blows
    • -Jackal Strike
    • -Rain of Steel
    • -Raven Cloak +4 (Item Power)
    • -Serpent Dance Strike
    • -Tyrian Battle Stance
    • -Ultimate Parry

    • Items
    • -Farbond Spellblade Fullblade +4 - +4 attack / +4 damage, +4d6+1d12 damage on a crit. Can be used as a heavy thrown weapon with a range of 5/10 .
    • -Nightmare Ward Darkhide +4 - Resist 10 psychic. You gain a +2 item bonus to saving throws against charm, fear, or psychic effects.
    • -Raven Cloak +4 - You gain resist 10 cold and resist 10 necrotic.
    • -Raven Cloak +4 - Daily - No action - Trigger: You fail a saving throw. Effect: You re-roll that saving throw with a +5 bonus. If that saving throw was a death saving throw, you gain a +10 bonus.
    • -Gauntlets of Blood (Heroic) - +2 damage against bloodied targets.
    • -Belt of Vigor (Paragon) - +2 item bonus to healing surge value.
    • -Circlet of Indominability (Head Slot) (Heroic) - +1 bonus to Will Defense.
    • -Iron Armbands of Power (Paragon) - Gain a +4 item bonus to melee damage rolls.
    • -Boots of the Fencing Master (Heroic) - When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn.
    • -Boots of the Fencing Master (Heroic) - Encounter - Minor action: Shift 2 squares.
    • -Potion of Healing (Heroic) x2
Moderator
Registered: Jul 2008
Posts: 5245
Following the other's example, Ravix works on the mast and sails (repair ship damage for 15).

Current crew: Mal, Ravix, Hedoni
Current speed: 10
Strike Ship's HP: 500/396
Distance between the ships: 36 squares

Initiative and Status
Ready: Sal - SS, Fog, Belt
Hedoni: 77/95, vul 10 psy (7 surges)
Ravix: 127 /130, (5 surges)
->Mal: 111+5 /111 (10 surges)
Astral Whitewing R: down 15
Astral Whitewing S: down 142, bloodied, immobilized
Astral Whitewing T: no damage
Astral Whitewing U: down 47, immobilized
Astral Whitewing V: down 31
Astral Whitewing Y: no damage
Astral Whitewing X: no damage
Astral Whitewing Z: no damage
Salazar: 86/115, vul 10 psy (9 surges)
Sir Murrak: 87/143, vul 10 psy(11 surges)
Valor: 71/71
Ravenblade: 120 /125, +2 For and resist all 5 UEE (9 surges)

User posted image
  •   Details on flying the airship
      The strike ship initially travels at a speed of 10 squares. When brought under control (after complete success in the skill challenge), it travels at a speed of 12 squares. The admiral's flagship has a speed of 8 squares, but it has a significant head start. Because of the turbulence created by the astral gate, neither craft can make a double move in this encounter.

      The lift granted by the astral gate means that it takes only three PCs to control the strike ship—one pilot and two crew. (A ship of this size normally requires a crew of three or more.) For each missing crew member, the ship’s speed is reduced by 2 squares.

      The PC who pilots the strike ship must do so with a standard action and a move action each round. The PCs crewing ship must use a standard action each round to do so. Because those three PCs are actively working the strike ship’s controls, they can make primary skill checks in the skill challenge as minor actions. All other characters make primary skill checks in the challenge as standard actions.

      I, the DM, will keep track of the distance between the two ships from round to round, and of the change in speed of either craft as it takes damage. For every 50 damage either astral craft takes, its speed is reduced by 2 squares. At fly speed 0, a ship floats out of control toward the astral gate. Each warship is equipped with grappling lines that can be fired by the pilot.

      Strike ship information

      HP 500; AC 6; Fortitude 17, Reflex 15; resist 10 all damage; speed 10 (at the beginning of the skill challenge) or 12 (after 5 victories in the challenge). For every 50 damage either astral craft takes, its speed is reduced by 2 squares. The vehicle rules above have been adapted from Adventurer’s Vault.
  •   Run out the guns
      Spell turrets: A character in a spell turret can use the turret to direct any nonweapon ranged or area arcane or divine attack power. A character directing a power through a spell turret uses his or her own attack modifier and deals damage as normal. However, a power directed through a spell turret cannot be used with an implement.

      The magic of a spell turret doubles the range of arcane and divine powers, and allows powers to target inanimate objects even if they normally cannot do so. Characters attacking airborne creatures through a spell turret can make use of any of a power’s effects. Powers that create effects in addition to hit point damage can be used against a ship, but the ship ignores such effects (including ongoing damage).

      Attacks that deal damage throughout an area (typically attacks that target all creatures in a burst) strike more than 1 square when used against a ship, dealing additional damage as follows: burst 1 or 2, 2 damage; burst 3 or 4, 3 damage; burst 5 or larger, 5 damage. Attacks that can target multiple characters function only as a single attack when directed through a spell turret

      Force ballistas: +15 vs. AC; ranged 40; 3d10 force damage. Each force ballista has 10 bolts and is operated by a single character. Firing is a standard action. Activating the magical bolt loader is a minor action.

      Attacks made with the spell turrets and force ballistas of either ship target only the other craft or creatures in the air. These attacks cannot target a character on a ship.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2009
Posts: 361
Location: Scottsdale
OOC: How do we get the ship to go faster? It was at speed 12 before, can we catch up at speed 10?
Moderator
Registered: Oct 2008
Posts: 4627
Mal finally feels the ship coming under his control and as he adjusts to the nuances of the wheel. With less concentration required he can see where a beam has split in two, with part of it dangling from a rope. He grabs the hanging piece and ties it to the rail, making the rope taut, once again. He then uses his Foe Stone to gain any advantage they can from against the astral creatures. Finally, he aims the ship on an intercept course as fast as it can manage. "Liberators, we have it under control now! It is only a matter of time before we take that ship. Focus on it! Slow it down! We shall have that general!"

Minor Action: Pilot Ship

Standard Action: Repair ship (Athletics check)

Athletics check (+18 skill, +1 24hr): 1D20+19 = [18]+19 = 37

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

OOC: Pilot ship, Athletics check 37 to repair the damage, Foe Stone on a Whitewing. Is there any way to ram the ship into one of them?


  •  Mal Geminous
    • Male Tiefling Inspiring Warlord, Captain of Fortune 18
    • Passive Perception: 21, Passive Insight: 21
    • AC:32, Fort:28, Reflex:25, Will:32 - Speed:5
    • HP:111/111+5, Bloodied:55, Surge Value:27, Surges left:10/13
    • Action Points: 1, Second Wind: not used, Resist Fire 14
    •  
    • Powers
      • Intuitive Strike
      • Rousing Assault
      • IS Inspiring Word +3 1 2 3 4
      • Inspired Belligerence
      • Tactical Orders
      • Rousing Words +3
      • Favored Fortune
      • Press On Together
      • Sacrificial Lure
      • Lady Luck Smiles
      • Death From Two Sides
      • Hail of Steel
      • Lamb to the Slaughter
      • Staggering Spin
      • War Master's Assault
      • Diabolic Transformation
      • Black Wrath of Hell
      • Foe Stone
      • Flaming Glaive +3
      • Rebounding Throwing Hammer +1
      • Couters of Second Chances
      • Power Jewel
      • Dimensional Stride Boots
      • Strikebacks
      • Belt of Raging Endurance
      • Ring of Tenacious Will
       
    • 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 +22 (+9 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 +17 (+9 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 14 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 9 THP, odd grants Mal 14 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)
      • Diabolic Soul (+2 att UEE against enemy that Crits me)
      • Opportunity Sidestep (On OA hit, shift 1 square as Free Action)
       
    • Skills
      • Acrobatics +7
      • Arcana +10
      • Athletics +18
      • Bluff +16
      • Diplomacy +19
      • Dungeoneering +11
      • Endurance +10
      • Heal +16
      • History +10
      • Insight +11
      • Intimidate +19
      • Nature +11
      • Perception +11
      • Religion +10
      • Stealth +9
      • Streetwise +14
      • Thievery +7
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Ari wrote
OOC: How do we get the ship to go faster? It was at speed 12 before, can we catch up at speed 10?


The maximum the ship could go now is 16 since the skill challenge was completed successfully. However, for every 50 HP the ship is down, you slow down by 2. So if you repair the ship back to 400 HP, you'll be at speed 12. If you make it up to 450 you'll be at speed 14, etc. Also, if the ship ever gets to 0 HP, you'll drift at 0 speed. The ship you are trying to catch is at speed 10.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Mal get the ship moving faster by repairing the ship (repair ship by 18 )

Two of the whitewings return. The airship shudders as six tails slam into the hull for 27 damage. Another primordial shreek stuns Ravix and Sir Murrak.

Current crew: Mal, Ravix, Hedoni
Current speed: 10
Strike Ship's HP: 500/387.
Distance between the ships: 36 squares

Initiative and Status
Ready: Sal - SS, Fog, Belt
Hedoni: 77/95, vul 10 psy (7 surges)
Ravix: 127 /130, stunned ENT Rvx (5 surges)
Mal: 111+5 /111 (10 surges)
Astral Whitewing R: down 15
Astral Whitewing S: down 142, bloodied
Astral Whitewing T: no damage
Astral Whitewing U: down 47
Astral Whitewing V: down 31
Astral Whitewing Y: no damage
Astral Whitewing X: no damage
Astral Whitewing Z: no damage
->Salazar: 86/115, vul 10 psy (9 surges)
Sir Murrak: 87/143, vul 10 psy, stunned ENT Mur(11 surges)
Valor: 71/71
Ravenblade: 120 /125, +2 For and resist all 5 UEE (9 surges)

User posted image
  •   Details on flying the airship
      The strike ship initially travels at a speed of 10 squares. When brought under control (after complete success in the skill challenge), it travels at a speed of 12 squares. The admiral's flagship has a speed of 8 squares, but it has a significant head start. Because of the turbulence created by the astral gate, neither craft can make a double move in this encounter.

      The lift granted by the astral gate means that it takes only three PCs to control the strike ship—one pilot and two crew. (A ship of this size normally requires a crew of three or more.) For each missing crew member, the ship’s speed is reduced by 2 squares.

      The PC who pilots the strike ship must do so with a standard action and a move action each round. The PCs crewing ship must use a standard action each round to do so. Because those three PCs are actively working the strike ship’s controls, they can make primary skill checks in the skill challenge as minor actions. All other characters make primary skill checks in the challenge as standard actions.

      I, the DM, will keep track of the distance between the two ships from round to round, and of the change in speed of either craft as it takes damage. For every 50 damage either astral craft takes, its speed is reduced by 2 squares. At fly speed 0, a ship floats out of control toward the astral gate. Each warship is equipped with grappling lines that can be fired by the pilot.

      Strike ship information

      HP 500; AC 6; Fortitude 17, Reflex 15; resist 10 all damage; speed 10 (at the beginning of the skill challenge) or 12 (after 5 victories in the challenge). For every 50 damage either astral craft takes, its speed is reduced by 2 squares. The vehicle rules above have been adapted from Adventurer’s Vault.
  •   Run out the guns
      Spell turrets: A character in a spell turret can use the turret to direct any nonweapon ranged or area arcane or divine attack power. A character directing a power through a spell turret uses his or her own attack modifier and deals damage as normal. However, a power directed through a spell turret cannot be used with an implement.

      The magic of a spell turret doubles the range of arcane and divine powers, and allows powers to target inanimate objects even if they normally cannot do so. Characters attacking airborne creatures through a spell turret can make use of any of a power’s effects. Powers that create effects in addition to hit point damage can be used against a ship, but the ship ignores such effects (including ongoing damage).

      Attacks that deal damage throughout an area (typically attacks that target all creatures in a burst) strike more than 1 square when used against a ship, dealing additional damage as follows: burst 1 or 2, 2 damage; burst 3 or 4, 3 damage; burst 5 or larger, 5 damage. Attacks that can target multiple characters function only as a single attack when directed through a spell turret

      Force ballistas: +15 vs. AC; ranged 40; 3d10 force damage. Each force ballista has 10 bolts and is operated by a single character. Firing is a standard action. Activating the magical bolt loader is a minor action.

      Attacks made with the spell turrets and force ballistas of either ship target only the other craft or creatures in the air. These attacks cannot target a character on a ship.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
With Ravix stunned, Salazar does his best to jib the topsail and raise the mizzenmast, while also still trying to fix the mast.

Minor action - Athletics to crew the ship.

Athletics (24H): 1D20+19+1 = [6]+19+1 = 26

Athletics 26.

Standard action - Athletics to shove the mast back up and repair the ship.

Athletics (24H): 1D20+19+1 = [18]+19+1 = 38

Athletics 38.

"Readying" Sudden Scales, Fog Form, and Belt of Raging Endurance, in that order.


  •  Salazar Miller
    • Male Human Sorcerer 18 / Dragon Guardian
    • Full Character Sheet
    • Passive Perception: 17, Passive Insight: 17, Senses: Normal
    • AC: 29, Fort: 30, Reflex: 28, Will: 34 - Speed: 6
    • HP: 86/115, Bloodied: 57, Surge Value: 31, Surges left: 9/10
    • 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.
    • Resilient Focus (Feat): +2 feat bonus to saving throws.
    • 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
    • -Azure Talons
    • -Belt of Raging Endurance (Item Power)
    • -Draconic Majesty
    • -Dragon's Breath (requires familiar in active mode)
    • -Elemental Prism (Item Power)
    • -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 +4 - +4 attack / +8 damage, +4d10 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 (Paragon) - +3 to implement damage rolls with Accurate Staff of Ruin +4. 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
Salazar works on the ship and get the sails in better condition and you pick up the pace a bit (repair ship for 14 damage).

Current crew: Mal, Ravix, Hedoni, Salazar
Current speed: 12
Strike Ship's HP: 500/401.
Distance between the ships: 36 squares

Initiative and Status
Ready: Sal - SS, Fog, Belt
Hedoni: 77/95, vul 10 psy (7 surges)
Ravix: 127 /130, stunned ENT Rvx (5 surges)
Mal: 111+5 /111 (10 surges)
Astral Whitewing R: down 15
Astral Whitewing S: down 142, bloodied
Astral Whitewing T: no damage
Astral Whitewing U: down 47
Astral Whitewing V: down 31
Astral Whitewing Y: no damage
Astral Whitewing X: no damage
Astral Whitewing Z: no damage
Salazar: 86/115, vul 10 psy (9 surges)
->Sir Murrak: 87/143, vul 10 psy, stunned ENT Mur(11 surges)
Valor: 71/71
Ravenblade: 120 /125, +2 For and resist all 5 UEE (9 surges)

User posted image
  •   Details on flying the airship
      The strike ship initially travels at a speed of 10 squares. When brought under control (after complete success in the skill challenge), it travels at a speed of 12 squares. The admiral's flagship has a speed of 8 squares, but it has a significant head start. Because of the turbulence created by the astral gate, neither craft can make a double move in this encounter.

      The lift granted by the astral gate means that it takes only three PCs to control the strike ship—one pilot and two crew. (A ship of this size normally requires a crew of three or more.) For each missing crew member, the ship’s speed is reduced by 2 squares.

      The PC who pilots the strike ship must do so with a standard action and a move action each round. The PCs crewing ship must use a standard action each round to do so. Because those three PCs are actively working the strike ship’s controls, they can make primary skill checks in the skill challenge as minor actions. All other characters make primary skill checks in the challenge as standard actions.

      I, the DM, will keep track of the distance between the two ships from round to round, and of the change in speed of either craft as it takes damage. For every 50 damage either astral craft takes, its speed is reduced by 2 squares. At fly speed 0, a ship floats out of control toward the astral gate. Each warship is equipped with grappling lines that can be fired by the pilot.

      Strike ship information

      HP 500; AC 6; Fortitude 17, Reflex 15; resist 10 all damage; speed 10 (at the beginning of the skill challenge) or 12 (after 5 victories in the challenge). For every 50 damage either astral craft takes, its speed is reduced by 2 squares. The vehicle rules above have been adapted from Adventurer’s Vault.
  •   Run out the guns
      Spell turrets: A character in a spell turret can use the turret to direct any nonweapon ranged or area arcane or divine attack power. A character directing a power through a spell turret uses his or her own attack modifier and deals damage as normal. However, a power directed through a spell turret cannot be used with an implement.

      The magic of a spell turret doubles the range of arcane and divine powers, and allows powers to target inanimate objects even if they normally cannot do so. Characters attacking airborne creatures through a spell turret can make use of any of a power’s effects. Powers that create effects in addition to hit point damage can be used against a ship, but the ship ignores such effects (including ongoing damage).

      Attacks that deal damage throughout an area (typically attacks that target all creatures in a burst) strike more than 1 square when used against a ship, dealing additional damage as follows: burst 1 or 2, 2 damage; burst 3 or 4, 3 damage; burst 5 or larger, 5 damage. Attacks that can target multiple characters function only as a single attack when directed through a spell turret

      Force ballistas: +15 vs. AC; ranged 40; 3d10 force damage. Each force ballista has 10 bolts and is operated by a single character. Firing is a standard action. Activating the magical bolt loader is a minor action.

      Attacks made with the spell turrets and force ballistas of either ship target only the other craft or creatures in the air. These attacks cannot target a character on a ship.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
Stunned again, Sir Murrak can only sit atop Valor and brood.
_______________
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
Frustrated and brooding, Sir Murrak holds his position.

Current crew: Mal, Ravix, Hedoni, Salazar
Current speed: 12
Strike Ship's HP: 500/401.
Distance between the ships: 36 squares

Initiative and Status
Ready: Sal - SS, Fog, Belt
Hedoni: 77/95, vul 10 psy (7 surges)
Ravix: 127 /130, stunned ENT Rvx (5 surges)
Mal: 111+5 /111 (10 surges)
Astral Whitewing R: down 15
Astral Whitewing S: down 142, bloodied
Astral Whitewing T: no damage
Astral Whitewing U: down 47
Astral Whitewing V: down 31
Astral Whitewing Y: no damage
Astral Whitewing X: no damage
Astral Whitewing Z: no damage
Salazar: 86/115, vul 10 psy (9 surges)
Sir Murrak: 87/143, vul 10 psy(11 surges)
Valor: 71/71
->Ravenblade: 120 /125, +2 For and resist all 5 UEE (9 surges)

User posted image
  •   Details on flying the airship
      The strike ship initially travels at a speed of 10 squares. When brought under control (after complete success in the skill challenge), it travels at a speed of 12 squares. The admiral's flagship has a speed of 8 squares, but it has a significant head start. Because of the turbulence created by the astral gate, neither craft can make a double move in this encounter.

      The lift granted by the astral gate means that it takes only three PCs to control the strike ship—one pilot and two crew. (A ship of this size normally requires a crew of three or more.) For each missing crew member, the ship’s speed is reduced by 2 squares.

      The PC who pilots the strike ship must do so with a standard action and a move action each round. The PCs crewing ship must use a standard action each round to do so. Because those three PCs are actively working the strike ship’s controls, they can make primary skill checks in the skill challenge as minor actions. All other characters make primary skill checks in the challenge as standard actions.

      I, the DM, will keep track of the distance between the two ships from round to round, and of the change in speed of either craft as it takes damage. For every 50 damage either astral craft takes, its speed is reduced by 2 squares. At fly speed 0, a ship floats out of control toward the astral gate. Each warship is equipped with grappling lines that can be fired by the pilot.

      Strike ship information

      HP 500; AC 6; Fortitude 17, Reflex 15; resist 10 all damage; speed 10 (at the beginning of the skill challenge) or 12 (after 5 victories in the challenge). For every 50 damage either astral craft takes, its speed is reduced by 2 squares. The vehicle rules above have been adapted from Adventurer’s Vault.
  •   Run out the guns
      Spell turrets: A character in a spell turret can use the turret to direct any nonweapon ranged or area arcane or divine attack power. A character directing a power through a spell turret uses his or her own attack modifier and deals damage as normal. However, a power directed through a spell turret cannot be used with an implement.

      The magic of a spell turret doubles the range of arcane and divine powers, and allows powers to target inanimate objects even if they normally cannot do so. Characters attacking airborne creatures through a spell turret can make use of any of a power’s effects. Powers that create effects in addition to hit point damage can be used against a ship, but the ship ignores such effects (including ongoing damage).

      Attacks that deal damage throughout an area (typically attacks that target all creatures in a burst) strike more than 1 square when used against a ship, dealing additional damage as follows: burst 1 or 2, 2 damage; burst 3 or 4, 3 damage; burst 5 or larger, 5 damage. Attacks that can target multiple characters function only as a single attack when directed through a spell turret

      Force ballistas: +15 vs. AC; ranged 40; 3d10 force damage. Each force ballista has 10 bolts and is operated by a single character. Firing is a standard action. Activating the magical bolt loader is a minor action.

      Attacks made with the spell turrets and force ballistas of either ship target only the other craft or creatures in the air. These attacks cannot target a character on a ship.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
BANG-BANG-THUD

Ravenblade continues repairing the ship.

Standard: Athletics skill roll.: 1D20+23+1 = [4]+23+1 = 28

User posted image

AC:
33 (31 bloodied)
Resistances: Fire 10, Cold 10, Acid 10, Lightning 10, Psychic 10, Poison 5, Necrotic 5, Ongoing Damage 6
Champion’s 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: 1/2, not used this battle

  •   Ravenblade
    • Male Dwarf Ranger, Hammer of Moradin, Level 18
    • Passive Perception: 28, Passive Insight: 23
    • AC: 33/31, Fort: 32, Reflex: 26, Will: 26, Speed: 6, Initiative: +11
    • HP: 125, Bloodied: 62, Surge Value: 35, Surges: 12
    •  
    • Class/Racial Features and Feats
      • Class/Racial Features
      • Cast-Iron Stomach: +5 save vs poison
      • Champion’s 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
      • Hunter’s 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 attack’s other effects are resolved.
      • Running Attack: +1 to hit with powers that include movement and moved at least 2 spaces
      • Stand Your Ground: -1 space forced movement / imm save vs prone att
      • Feats
      • Armor Proficiency Chainmail:
      • Bludgeon Expertise: +1/2/3 attack at H/P/E tiers, +1 to push and slide effects from attacks
      • Dwarven Durability: +2 surges, +CON mod surge value
      • Dwarven Weapon Training: +2 damage and prof with all axes/hammers
      • Flank on the Run: When adjacent to an enemy and move to another square adjacent to that enemy, you do not provoke an opportunity attack from that enemy for leaving your square
      • Forgeborn Heritage: resist 2/3/5 at H/P/E tiers for fire, cold, acid, lightning, gain Elemental Legacy power
      • 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, virtue’s touch 1/day
      • Toughness: +5/10/15 hp at H/P/E tiers
      • Two-Weapon Fighting: +1 damage while wielding two melee weapons
      • Two-Weapon Defense: +1 AC/REFLEX while wielding any two weapons
      • Superior Fortitude: +2/+3/+4 FORT per tier, 3/6/9 resist ongoing damage per tier
       
    • Basic Attacks
      • The following attacks respectively already include +1 24h, +1 charge, +1 running attack in charge
      • Basic Melee (Surrounding/Dwarven Thrower): 1d20+24;1d10.minroll(3)+17, 3d6 on a crit
      • Basic Melee Charge (Surrounding): 1d20+26;1d10.minroll(3)+17, 3d6 on a crit
      • Basic Melee Charge (Dwarven Thrower): 1d20+26;1d10.minroll(3)+17, 3d6 on a crit
      • Basic Ranged (Dwarven Thrower): 1d20+24;1d10.minroll(3)+17
       
    • Powers/Item Powers During Play
      • Hunter’s Quarry
      • Incendiary Ring of Fireblazing
      • Throw and "Bash" (Stab)
      • Twin Strike
      • Death Threat
      • Elemental Legacy
      • Hammer Throw
      • Invigorating Stride
      • Off-Hand Diversion
      • Ruffling Sting
      • Second Wind
      • Spot Weakness
      • Untamed Outburst
      • Attacks on the Run
      • Howling Winds
      • Scything Blow
      • Steeling Flurry
      • Stalwart Defense
      • Virtue’s Touch
      • Item Powers
      • Backlash Tattoo
      • Crown of the Goliath Champion
      • Iron Hand Unbreakable Form
      • Melora's Storm Blessing
      • Symbol of Scorned Fate
      • Viper Belt
      • Weapon of Surrounding
      • Dwarven Thrower
      • Incendiary Ring of Fireblazing
      • Mental Block
      • 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
      • Ioun Stone of Might +4 bonus to STR skill checks and ability checks, +5 bonus to damage
      • Mental Block You have a +2 item bonus saves against fear or charm effects
      • Incendiary Ring of Fireblazing at will minor to ignite things, basic attacks can deal fire instead of normal damage
      • Life Shroud
      • Potion of Healing (heroic) 1 / 2 / 3
      • Potion of Vitality (paragon) 1
       
    • Skills
      • Acrobatics +15
      • Arcana +8
      • Athletics +23
      • Bluff +9
      • Diplomacy +9
      • Dungeoneering +15
      • Endurance +19
      • Heal +18
      • History +8
      • Insight +13
      • Intimidate +9
      • Nature +18
      • Perception +18
      • Religion +8
      • Stealth +10
      • Streetwise +9
      • Thievery +10
       
    • Descriptions of Powers
      • Hunter’s Quarry minor to place, 2d6 extra damage 1/round on a hit
      • Throw and Stab thrown attack vs one enemy (1d20+23;1d10+11) then move speed and MBA vs another enemy (1d20+23;1d10+17)
      • Twin Strike melee/ranged, 1 or 2 targets, 1 attack per weapon, 1d20+23;1d10+11 (melee) or 1d20+19;1d10+11
      • Death Threat free, trigger: kill your quarry, HQ on another enemy within 5 and gain CA against it UENT
      • 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+23;2d10+17 1st target and dazed UENT Rav, 1d20+23;1d10+17 and prone on 2nd target within 3 of 1st target
      • Invigorating Stride move, shift 4, can’t end adj to enemy, can use 2nd wind
      • Off-Hand Diversion minor, melee, 1d20+23;1d10+17, on hit target grants CA to all USNT
      • Ruffling Sting minor, melee, 1d20+23;1d10+17, on a hit target grants CA to you for your next melee attack until end of this turn
      • Second Wind minor, gain 34 hp and +2 def
      • Spot Weakness minor, gain +4 bonus to next damage roll against the target UENT
      • Untamed Outburst one creature, two attacks, 1d20+25;1d10+17 per attack, if both attacks hit then the target is dazed UENT
      • 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+23;3d10+17, can move 5 before the attacks, ½ damage on miss
      • Scything Blow one or two creatures, before the attack shift 2, 1d20+23;1d10+11 and knock prone, miss: half damage, make a secondary attack against each target, 1d20+21;1d10+10, miss: half damage
      • Steeling Flurry burst 1 each enemy, two attacks per target, 1d20+23;1d10+17, miss: half damage per attack
      • Howling Winds minor, surrounded by winds UEE, once per your turn you can slide an enemy within 10 up to your WIS mod (4) as a free action
      • Stalwart Defense minor, stance, gain resist all 5 and +2 FORT until stance ends
      • Virtue’s Touch minor, melee touch, 1 target, remove blinded, dazed, deafened, slowed, stunned, or weakened
      • Item Powers
      • Backlash Tattoo the first time you’re bloodied in an encounter, you can make a basic ranged or melee attack as an imm reaction
      • Crown of the Goliath Champion immed int to resist all damage USNT by number of healing surges spent since
      • Iron Hand Unbreakable Form move half speed, the next melee attack gives you 20 thp on a hit or 10 thp on a miss
      • Melora's Storm Blessing move, fly 6
      • 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
      • Incendiary Ring of Fireblazing , no action, trigger: hit with an attack that deals fire damage, effect: the target and each adjacent creature except you takes 10 fire ongoing (save ends), if at least one milestone has been reached it is instead 20 fire ongoing (save ends)
      • Mental Block no action, trigger: you are subject to a fear or charm effect, you make a saving throw against the triggering effect to end the effect
    • (Key: At-Will, Encounter, Daily, Magical Equipment, Consumable, Used)
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Hedoni continues to crew the ship, and tries his hand at repairs.

Minor Action:Crew ship (arcana)
Standard Action: Repair ship (athletics, subbing arcana with Bracers of Mental Might)

Arcana Check (crew): 1D20+22+1 = [1]+22+1 = 24
Athletics Check (repair ship): 1D20+22+1 = [15]+22+1 = 38

OOC: I think I did that right. If not, adjust as necessary.

  •  Hedoni Mindartis
    • Male Eladrin Wizard 18 | Character PDF
    • AC:30, Fort:27, Reflex:30, Will:33 - Speed:6
    • (+1 to defenses against ranged, area, close attacks)
    • HP:95, Bloodied:47, Surge Value:23, Surges left:9/9, Action Points: 1
    • Resistance: 15 Necrotic (Tenebrous Shroud), 5+1/2 level (14) Cold (Winterkin Heritage), 10 Acid, 10 Cold, 10 Fire, 10 Lightning (Dawn Warrior Armor)
    • Passive Perception: 24, Passive Insight: 24
    •  
    • 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)
      • Twist of Space
      • Shield (Immediate Interrupt)/Jump (Move)
      • Hammerfall Step
      • Prismatic Burst
      • Winter's Shroud (Immediate Reaction)
      • Thunderous Transformation
      • 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)
      • Accurate Staff of Ruin +4 (4d10 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 Mon Jun 15, 2015 4:37 pm. »
Moderator
Registered: Oct 2008
Posts: 7786
"Ugnnnn.....this would be easier if we just boarded another ship and instantly repaired ours from their flotsam."
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
Ravenblade and Hedoni focus on regaining speed (repair ship for 14 and 19).

Current crew: Mal, Ravix, Hedoni, Salazar
Current speed: 12
Strike Ship's HP: 500/434.
Distance between the ships: 32 squares

Initiative and Status
Ready: Sal - SS, Fog, Belt
Hedoni: 77/95, vul 10 psy (7 surges)
->Ravix: 127 /130, stunned ENT Rvx (5 surges)
Mal: 111+5 /111 (10 surges)
Astral Whitewing R: down 15
Astral Whitewing S: down 142, bloodied
Astral Whitewing T: no damage
Astral Whitewing U: down 47
Astral Whitewing V: down 31
Astral Whitewing Y: no damage
Astral Whitewing X: no damage
Astral Whitewing Z: no damage
Salazar: 86/115, vul 10 psy (9 surges)
Sir Murrak: 87/143, vul 10 psy(11 surges)
Valor: 71/71
Ravenblade: 120 /125, +2 For and resist all 5 UEE (9 surges)

User posted image
  •   Details on flying the airship
      The strike ship initially travels at a speed of 10 squares. When brought under control (after complete success in the skill challenge), it travels at a speed of 12 squares. The admiral's flagship has a speed of 8 squares, but it has a significant head start. Because of the turbulence created by the astral gate, neither craft can make a double move in this encounter.

      The lift granted by the astral gate means that it takes only three PCs to control the strike ship—one pilot and two crew. (A ship of this size normally requires a crew of three or more.) For each missing crew member, the ship’s speed is reduced by 2 squares.

      The PC who pilots the strike ship must do so with a standard action and a move action each round. The PCs crewing ship must use a standard action each round to do so. Because those three PCs are actively working the strike ship’s controls, they can make primary skill checks in the skill challenge as minor actions. All other characters make primary skill checks in the challenge as standard actions.

      I, the DM, will keep track of the distance between the two ships from round to round, and of the change in speed of either craft as it takes damage. For every 50 damage either astral craft takes, its speed is reduced by 2 squares. At fly speed 0, a ship floats out of control toward the astral gate. Each warship is equipped with grappling lines that can be fired by the pilot.

      Strike ship information

      HP 500; AC 6; Fortitude 17, Reflex 15; resist 10 all damage; speed 10 (at the beginning of the skill challenge) or 12 (after 5 victories in the challenge). For every 50 damage either astral craft takes, its speed is reduced by 2 squares. The vehicle rules above have been adapted from Adventurer’s Vault.
  •   Run out the guns
      Spell turrets: A character in a spell turret can use the turret to direct any nonweapon ranged or area arcane or divine attack power. A character directing a power through a spell turret uses his or her own attack modifier and deals damage as normal. However, a power directed through a spell turret cannot be used with an implement.

      The magic of a spell turret doubles the range of arcane and divine powers, and allows powers to target inanimate objects even if they normally cannot do so. Characters attacking airborne creatures through a spell turret can make use of any of a power’s effects. Powers that create effects in addition to hit point damage can be used against a ship, but the ship ignores such effects (including ongoing damage).

      Attacks that deal damage throughout an area (typically attacks that target all creatures in a burst) strike more than 1 square when used against a ship, dealing additional damage as follows: burst 1 or 2, 2 damage; burst 3 or 4, 3 damage; burst 5 or larger, 5 damage. Attacks that can target multiple characters function only as a single attack when directed through a spell turret

      Force ballistas: +15 vs. AC; ranged 40; 3d10 force damage. Each force ballista has 10 bolts and is operated by a single character. Firing is a standard action. Activating the magical bolt loader is a minor action.

      Attacks made with the spell turrets and force ballistas of either ship target only the other craft or creatures in the air. These attacks cannot target a character on a ship.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2009
Posts: 361
Location: Scottsdale
Ravix broods as he attempts to recover from being helpless and unable to move.

OOC: can I use the power "clearheaded" to make a saving throw against this condition?

  •  Ravix the Ravager
    • Male Half-Orc Fighter 18 / Kensei
    • Full Character Sheet
    • Passive Perception: 19, Passive Insight: 19, Senses: Low-Light Vision
    • AC: 33+1 UENT, Fort: 33, Reflex: 31+1 UENT, Will: 27 - Speed: 6
    • HP: 127/130, Bloodied: 65, Surge Value: 34+6, Surges left: 9/15
    • Action Points: 1
    • Resists: 10 Cold, 10 Psychic, 10 Necrotic

    • Half-Orc Resiliance (Race): Gain 10 temp HP the first time bloodied in an encounter.
    • Swift Charge (Race): +2 speed bonus when charging.
    • Fighter Talent - Weapon Talent (Class): +1 to hit with two-handed weapons.
    • Kensei Focus - Fullblade (Paragon Path): +1 to hit with a fullblade.
    • Kensei Mastery - Fullblade (Paragon Path): +4 to damage with a fullblade. This bonus and Kensei Focus bonus is lost until a short rest if a weapon other than fullblade is used.
    • Deft Hurler Style (Feat): You gain a benefit with Cleave. You can forgo dealing damage to the adjacent enemy to instead make a ranged basic attack with a heavy thrown weapon against one creature other than the target of your cleave. This ranged basic attack does not provoke opportunity attacks.
    • Heavy Blade Expertise (Feat): +1/2/3 pier tier to hit with heavy blades, and +2 to all defenses against OA's when wielding a heavy blade.
    • Pinning Challenge (Feat): Whenever you hit a target already marked by you with a two-handed weapon and when using a basic attack, the target is also immobilized until the start of your next turn.

    • Powers
    • -Cleave
    • -Combat Challenge
    • -Footwork Lure
    • -Boots of the Fencing Master (Item Power)
    • -Clearheaded
    • -Come and Get It
    • -Furious Assault
    • -Glowering Threat
    • -Harrying Assault
    • -Kirre's Roar
    • -Masterstroke
    • -Storm of Blows
    • -Jackal Strike
    • -Rain of Steel
    • -Raven Cloak +4 (Item Power)
    • -Serpent Dance Strike
    • -Tyrian Battle Stance
    • -Ultimate Parry

    • Items
    • -Farbond Spellblade Fullblade +4 - +4 attack / +4 damage, +4d6+1d12 damage on a crit. Can be used as a heavy thrown weapon with a range of 5/10 .
    • -Nightmare Ward Darkhide +4 - Resist 10 psychic. You gain a +2 item bonus to saving throws against charm, fear, or psychic effects.
    • -Raven Cloak +4 - You gain resist 10 cold and resist 10 necrotic.
    • -Raven Cloak +4 - Daily - No action - Trigger: You fail a saving throw. Effect: You re-roll that saving throw with a +5 bonus. If that saving throw was a death saving throw, you gain a +10 bonus.
    • -Gauntlets of Blood (Heroic) - +2 damage against bloodied targets.
    • -Belt of Vigor (Paragon) - +2 item bonus to healing surge value.
    • -Circlet of Indominability (Head Slot) (Heroic) - +1 bonus to Will Defense.
    • -Iron Armbands of Power (Paragon) - Gain a +4 item bonus to melee damage rolls.
    • -Boots of the Fencing Master (Heroic) - When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn.
    • -Boots of the Fencing Master (Heroic) - Encounter - Minor action: Shift 2 squares.
    • -Potion of Healing (Heroic) x2

Page: « < ... 19 20 21 22 23 24 >

DeadGoblins.com » Scales of War »

DeadGoblins.com is powered by UseBB 1 Forum Software