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Betrayal at Monadhan

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Location: Scottsdale
Summoning a warrior's resilience, Ravix bounds to his feet and girds himself. Reveling in the throws of battle, Ravix unleashes a deafening battle cry that fills the room with the sound of his bloodlust. Wasting no time, he cleaves the foe before him and tosses his massive fullblade at another cambion as if it were a simple dagger.

Move action: Stand up

Minor Action: Kirre's roar against orange and purple: Targets are marked. Ravix gains a +8 damage resistance against them UENT.

Standard action Cleave against orange VS AC
Cleave vs Orange AC: 1D20+30+1 = [17]+30+1 = 48 2D12+24 = [7, 10]+24 = 41

Free action:RBA (from cleave) against purple VS AC
RBA vs Purple AC: 1D20+30+1 = [14]+30+1 = 45 2D12+20 = [12, 2]+20 = 34

Free action Ravix shifts to M11 from mobile warrior feat (gains +1 AC and +1 Reflex UENT)

OOC:
Ravix hits orange vs AC 48 for 41 dmg, target is mmobilized (pinning challenge)
Ravix hits purple vs AC 45 for 34 dmg, target is immobilized (pinning challenge)



  •  Ravix the Ravager
    • Male Half-Orc Fighter 21 / Kensei
    • Full Character Sheet
    • Passive Perception: 21, Passive Insight: 21, Senses: Low-Light Vision
    • AC: 36+1 UENT, Fort: 37, Reflex: 35 +1 UENT, Will: 31 - Speed: 6
    • HP: 100/149, Bloodied: 75, Surge Value: 37+6, Surges left: 12/17
    • Action Points: 1
    • Resists: 10 Cold, 10 Psychic, 10 Necrotic, [color=gold10 lightning, 10 fire, 10 thunder

    • 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.
    • Mobile Warrior (Feat): shift 1 square after making an attack with certain weapons.
    • Long Step (Feat): Add 1 square to any shift you make.

    • 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
    • -Belt of Mountain Endurance (Item Power)
    • -Jackal Strike
    • -Persistence of Blades
    • -Rain of Steel
    • -Raven Cloak +4 (Item Power)
    • -Serpent Dance Strike
    • -Tyrian Battle Stance
    • -Ultimate Parry

    • Items
    • Stormcatcher ring Daily - immediate interrupt - Trigger: An enemy hits you with a lightning attack. Effect: The attacker makes the attack against itself. If you reached a milestone, you can pick a second enemy within 5 squares and have the attacker make a second attack against that enemy.
    • -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 Mountain Endurance - +6 strength bonus to healing surge value
    • - Belt of Mountain Endurance - Minor action: +2 defense USNT
    • -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
Ravix slashes through Orange and finishes of Purple.

The cultist draw on the dark seductive nature of Vecna. Hedoni and Sir Murrak's will are charmed into a fog of passivity (dominated SE).

OOC: Let me know if you have any interrupt or reactions.

Initiative - Status:
Ravix: 100/149, +1AC and Ref ENT, +8 dam res vs Orange and Purple ENT (12 surges)
Yellow cultist: down 62, blinded ENT Hed
Red cultist: down 27, blinded ENT Hed
->Sir Murrak: 128/167, dominated SE (11 surges)
Valor: 63/83
Hedoni: 105/108, +2 to AC and Ref UENT, dominated SE(7 surges)
Green Cambion: dead
Blue Cambion: dead
Salazar: 106/126 (9 surges)
Mal: 96/127, +2 att UENT Mur (8 surges)
Purple Cambion: dead
Red Cambion: down 38
Orange Cambion: down 41, marked
Ravenblade: 148 (+20) /148, +2 att UENT Mur (9 surges)

User posted image
  •   Features
      Lighting:The brazier provides bright, reddish light throughout the chamber.
      Ceiling:The ceiling of the cavern is 20 feet high.
      Decor: The seven stone statues seem historic or religious but in a disturbing way. The tapestries lining the walls look like decorative maps of various regions.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Emily wrote
The cultist draw on the dark seductive nature of Vecna. Hedoni and Sir Murrak's will are charmed into a fog of passivity (dominated SE).

OOC: Let me know if you have any interrupt or reactions.

OOC: What defense did the attack hit? Shield gives me +4 to an attack as an immediate interrupt. Let me know if that would work.
_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jul 2008
Posts: 5245
OOC: The attack was 42 vs Will on Hedoni. Shield only helps with AC and Ref.
Michael Doss wrote
Emily wrote
The cultist draw on the dark seductive nature of Vecna. Hedoni and Sir Murrak's will are charmed into a fog of passivity (dominated SE).

OOC: Let me know if you have any interrupt or reactions.

OOC: What defense did the attack hit? Shield gives me +4 to an attack as an immediate interrupt. Let me know if that would work.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Emily wrote
OOC: The attack was 42 vs Will on Hedoni. Shield only helps with AC and Ref.
OOC: Staff of Defense gives me +4 to any defense, but it's not enough to counteract a 42.
_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jul 2008
Posts: 5245
Sir Murrak can only follow the will of the cultist. He wheels his steed around and charges Hedoni for 32 damage. charge Hedoni : 1D20+28 = [10]+28 = 38 2D10+20 = [2, 10]+20 = 32 . The knight cannot shake off Vecna's charm. save vs dominated: 1D20+2 = [4]+2 = 6

Hedoni feels compelled to create a swarm of biting sprites that nip at Salazar, Mal and Valor for 22 damage. winged horde on Sal, Mal, Mur, Val: 1D20+24 = [20]+24 = 44 2D6+14 = [6, 2]+14 = 22 1D20+24 = [12]+24 = 36 2D6+14 = [3, 2]+14 = 19 1D20+24 = [6]+24 = 30 2D6+14 = [2, 3]+14 = 19 1D20+24 = [10]+24 = 34 2D6+14 = [4, 5]+14 = 23 The wizard also stays under Vecna's control. save vs dominated: 1D20+1 = [7]+1 = 8

OOC: Correct me if I rolled wrong.

Initiative - Status:
Ravix: 100/149, +1AC and Ref ENT, +8 dam res vs Orange and Purple ENT (12 surges)
Yellow cultist: down 62, blinded ENT Hed
Red cultist: down 27, blinded ENT Hed
Sir Murrak: 128/167, dominated SE (11 surges)
Valor: 41/83
Hedoni: 52/108, +2 to AC and Ref UENT, dominated SE, bloodied (7 surges)
Green Cambion: dead
Blue Cambion: dead
->Salazar: 84/126 (9 surges)
Mal: 74/127, +2 att UENT Mur (8 surges)
Purple Cambion: dead
Red Cambion: down 38
Orange Cambion: down 41, marked
Ravenblade: 148 (+20) /148, +2 att UENT Mur (9 surges)

User posted image
  •   Features
      Lighting:The brazier provides bright, reddish light throughout the chamber.
      Ceiling:The ceiling of the cavern is 20 feet high.
      Decor: The seven stone statues seem historic or religious but in a disturbing way. The tapestries lining the walls look like decorative maps of various regions.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
OOC: If the domination was the result of a charm effect, Hedoni has a +5 to saving throws against that (Eladrin Will).
_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jul 2008
Posts: 5245
OOC: Good thinking, but the domination attack, called "Eye of Insanity" was a fear based attack.
Michael Doss wrote
OOC: If the domination was the result of a charm effect, Hedoni has a +5 to saving throws against that (Eladrin Will).
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Salazar unleashes a blast of thunder and light at the nearby cultists.

Standard action - Blazing Starfall, area burst 2, centered D22, all creatures, targeting Yellow Cultist and Red Cultist.

Blazing Starfall, area burst 2, centered D22, all creatures, targeting Yellow Cultist and Red Cultis: 1D20+26 = [19]+26 = 45 1D20+26 = [20]+26 = 46 2D4+36 = [3, 3]+36 = 42 / Crit Damage - Staff of Ruin / Bracers of Flame: 4D10 = [7, 8, 4, 1] = 20 1D6 = [4] = 4

Hits Reflex 45 for 42 radiant and thunder damage on Yellow Cultist, and hits Reflex 46 - CRIT! - for 62 radiant and thunder damage and 4 fire damage (66 total damage) on Red Cultist. (Didn't apply CA since I don't think they're blinded anymore... if they are, add 2 to the attack rolls)

"Readying" Fog Form.


  •  Salazar Miller
    • Male Human Sorcerer 21 / Dragon Guardian / Draconic Incarnation
    • Full Character Sheet
    • Passive Perception: 20, Passive Insight: 20, Senses: Normal
    • AC: 35, Fort: 36, Reflex: 33, Will: 39 - Speed: 6
    • HP: 84/126, Bloodied: 63, Surge Value: 42, Surges left: 9/14
    • Action Points: 1
    • Resists: 15 Fire, 15 Poison, 15 Necrotic, 9 Ongoing

    • 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.
    • Arcane Admixture (Feat): Add "Thunder" type to damage done by Blazing Starfall.
    • Arcane Familiar (Feat): Add 4 to surge value, speak Draconic.
    • Resilient Focus (Feat): +2 feat bonus to saving throws.
    • Resounding Thunder (Feat): Can choose to add 1 to the size of blasts or bursts with thunder powers.
    • Staff Expertise (Feat): +2 to hit with staffs, do not provoke OA's with ranged attacks, gain reach 1 with melee attacks.
    • Superior Fortitude (Feat): +2/3/4 tier feat bonus to Fortitude defense. In addition, resist 9 ongoing damage
    • 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.
    • Powers
    • -Blazing Starfall (Radiant and Thunder)
    • -Burning Spray
    • -Dragonfrost
    • -Azure Talons
    • -Blazing Starfall (Quickened Spellcasting)
    • -Draconic Majesty
    • -Dragon's Breath (requires familiar in active mode)
    • -Elemental Prism (Item Power)
    • -Fog Form
    • -Guardian's Breath
    • -Necklace of Fate +4 (Item Power)
    • -Rimestorm
    • -Second Wind
    • -Spatial Trip
    • -Sudden Scales
    • -Thunder and Strike
    • -Aspect of the Dragon
    • -Belt of Mountain Endurance (Item Power)
    • -Flame Bracers (Item Power)
    • -Lasting Breath
    • -Lightning Daggers
    • -Ring of Borrowed Spells: Greater Void Burst OR Resounding War Cry (Item Power)
    • -Ring of Tenacious Will (Item Power)
    • -Shield of Dragon Might
    • -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.
    • -Anathema Armor of Resistance (Necrotic Resist) +5 - Resist 15 Necrotic.
    • -Necklace of Fate +4 - Encounter Power - Free action. Trigger: You make a saving throw at a time other than the end of your turn. Effect: You gain an item bonus to that saving throw equal to thenecklace's enhancement bonus.
    • -Gauntlets of Blood (Paragon) - +4 damage against bloodied targets.
    • -Belt of Mountain Endurance (Property) - When you spend a healing surge, you can add your Strength modifier to your healing surge value. (Character Builder and PDF does not do the math on this. Surge value listed above in stat block is correct.)
    • -Belt of Mountain Endurance (Daily) - Free action. You can trigger this power when you spend an action point. You gain a +2 bonus to all of your defenses until the start of your next turn.
    • -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 (Paragon) - When you spend an action point to take an extra action, you gain 10 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.
    • -Ring of Tenacious Will (Property) - Use Charisma instead of Constitution to determine the number of healing surges you possess.
    • -Ring of Tenacious Will (Daily) - No action. Effect: Use this power when you would be reduced to 0 hi points of fewer. You are reduced to 1 hit point instead. If you've reached at least one milestone today, you also gain a number of hit points equal to your level.
    • -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
The cultists cannot avoid Salazar's wave of the thunder and lightning that washes over them.

Initiative - Status:
Ravix: 100/149, +1AC and Ref ENT, +8 dam res vs Orange and Purple ENT (12 surges)
Yellow cultist: down 104, bloodied
Red cultist: down 103, bloodied
Sir Murrak: 128/167, dominated SE (11 surges)
Valor: 41/83
Hedoni: 52/108, +2 to AC and Ref UENT, dominated SE, bloodied (7 surges)
Green Cambion: dead
Blue Cambion: dead
Salazar: 84/126 (9 surges)
->Mal: 74/127, +2 att UENT Mur (8 surges)
Purple Cambion: dead
Red Cambion: down 38
Orange Cambion: down 41, marked
Ravenblade: 148 (+20) /148, +2 att UENT Mur (9 surges)

User posted image
  •   Features
      Lighting:The brazier provides bright, reddish light throughout the chamber.
      Ceiling:The ceiling of the cavern is 20 feet high.
      Decor: The seven stone statues seem historic or religious but in a disturbing way. The tapestries lining the walls look like decorative maps of various regions.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
"Hedoni, Murrak, shake yourselves out of it!" Mal steps between the cultists. "You and all of your foul allies have chosen the wrong side in this war and you shall pay the price!"

Move Action: Walk (Move 5)

Standard Action: Rousing Assault (Melee 2; +26 vs. AC; Hit: 4d4+12 Fire dam, and +7 to Warlord healing powers UENT; Crit: 28+4d6 Fire dam)

Rousing Assault (+26 W, +1 24hr, +1 vs. bloodied): 1D20+28 = [6]+28 = 34 4D4+12 = [3, 4, 4, 1]+12 = 24

Minor Action: Improved Inspiring Word +4 (Close burst 15; Two allies or an ally and I get Healing Surge +5d6+11 HP)

Inspiring Word (Mal, Hedoni: 37+5D6+11+7 = 37+[6, 4, 2, 4, 2]+11+7 = 73 27+5D6+11+7 = 27+[3, 6, 5, 2, 2]+11+7 = 63

OOC: Walk to D21. Rousing Assault on Yellow Cultist, hitting AC 34 (+2 if Murrak's bonus still applies) for 26 Fire damage (change a 1 to a 3). If I hit, +7 to healing UENT. InspWord on Mal and Hedoni, healing Mal 73 to full and Hedoni 63 to full.


  •  Mal Geminous
    • Male Tiefling Inspiring Warlord, Captain of Fortune, Legendary Sovereign 21
    • Passive Perception: 23, Passive Insight: 23
    • AC:33, Fort:31, Reflex:28, Will:36 - Speed:5
    • HP:127/127, Bloodied:63, Surge Value:37, Surges left:7/14
    • Action Points: 1, Second Wind: not used, Resist Fire 15 Cold 15
    •  
    • Powers
      • Intuitive Strike
      • Rousing Assault
      • IS Inspiring Word +4 1 2 3 4
      • Inspired Belligerence
      • Tactical Orders
      • Rousing Words +4
      • Favored Fortune
      • Press On Together
      • Great Captain
      • Sacrificial Lure
      • Lady Luck Smiles
      • Death From Two Sides
      • Hail of Steel
      • Lamb to the Slaughter
      • War Master's Assault
      • Victory Surge
      • Strike of Foul Fate
      • Diabolic Transformation
      • Black Wrath of Hell
      • Foe Stone
      • Flaming Glaive +4
      • Rebounding Throwing Hammer +1
      • Couters of Second Chances +2
      • Power Jewel
      • Dimensional Stride Boots
      • Strikebacks
      • Belt of Mountain Endurance
      • Ring of Tenacious Will
      • Ring of Winter (Int) (Minor)
       
    • Items
      • Bloodfire Crysteel +4
      • Healer's Brooch +4
      • 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 +26 (+10 lvl, +6 Str, +2 Prof, +3 Exp, +4 Enh, +1 HB), Reach 2
      • Damage: 4d4+12 (2d4 Glaive, 2d4 lvl 21, +6 Str, +4 W, +1 HB, +1 KSoFD)
      • Ranged Basic Attack +19 (+10 lvl, +6 Str, +2 Prof, +1 Enh), Ranged 5/10
      • Damage: 2d6+7 (1d6 Thr Hammer, +6 Str, +1 W)
      • Bloodhunt (+1 att vs. bloodied)
      • Inspiring Presence (W1) (Allies regain 15 HP w/ AP)
      • Combat Leader (W1) (+2 Init to me and allies w/in 10)
      • Know Your Strength (CoF11) (Dam rolls of 1 or 2 become 3)
      • Seize the Day (CoF11) (AP: even roll grants allies w/in 5 sq 10 THP, odd grants Mal 15 THP)
      • Presence of Greatness (CoF16) (Can use 2 APs in an encounter)
      • Legendary Presence (LS21) (Increase Cha by 2)
      • Homeland (LS21) (Gain +4 on Cha checks in realm)
      • Hellfire Blood (1) (+1 att and dam with Fire)
      • Heavy Blade Expertise (2) (+2 def vs. OAs)
      • Improved Inspiring Word (4) (Add Cha mod (+7) to IW HP)
      • Hafted Defense (6) (+1 AC/Ref with polearm)
      • Polearm Flanker (8) (Flank in Reach)
      • Diabolic Soul (10) (+2 att UEE against enemy that Crits me)
      • Fight On (11) (Gain one more use of IW per encounter)
      • Vexing Flanker (12) (Flanking grants CA to allies)
      • Polearm Gamble (14) (When enemy moves adj, take OA and grant CA UENT)
      • Dispater's Iron Discipline (16) (+5 to saves vs. Stun, Dominate, or Daze)
      • Opportunity Sidestep (18) (On OA hit, shift 1 square as Free Action)
      • Combat Commander (20) (Use Cha mod (+7) instead of +2 for init bonus)
      • Supreme Inspiration (21) (Heal two with each use of Inspiring Word)
      • Strikebacks (I) (+1 bonus to OAs)
      • Bloodfire (I) (When bloodied, Aura 1, 2 Fire damage)
       
    • Skills
      • Acrobatics +9
      • Arcana +12
      • Athletics +20
      • Bluff +18
      • Diplomacy +21
      • Dungeoneering +13
      • Endurance +11
      • Heal +18
      • History +12
      • Insight +13
      • Intimidate +21
      • Nature +13
      • Perception +13
      • Religion +12
      • Stealth +11
      • Streetwise +16
      • Thievery +9
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Mal's words seem to jar something in the enemies and the cultists send each other questioning glances.

The cambion next to Ravix gets in a swift jab for 13 damage. The other can't pierce his defenses.

Initiative - Status:
Ravix: 87/149, +1AC and Ref ENT, +8 dam res vs Orange and Purple ENT (12 surges)
Yellow cultist: down 138, bloodied
Red cultist: down 103, bloodied
Sir Murrak: 128/167, dominated SE (11 surges)
Valor: 41/83
Hedoni: 108/108, +2 to AC and Ref UENT, dominated SE (6 surges)
Green Cambion: dead
Blue Cambion: dead
Salazar: 84/126 (9 surges)
Mal: 127/127, +2 att UENT Mur (7 surges)
Purple Cambion: dead
Red Cambion: down 38
Orange Cambion: down 41, marked
->Ravenblade: 148 (+20) /148, +2 att UENT Mur (9 surges)

User posted image
  •   Features
      Lighting:The brazier provides bright, reddish light throughout the chamber.
      Ceiling:The ceiling of the cavern is 20 feet high.
      Decor: The seven stone statues seem historic or religious but in a disturbing way. The tapestries lining the walls look like decorative maps of various regions.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
Mal notices something off with the cultists.

Insight check (+13 skill, +1 24hr): 1D20+14 = [14]+14 = 28

OOC: Insight 28 to figure out what is up with the cultists.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Mal feels that something about his appearance and voice is throwing the cultists off balance. Their expressions are questioning and puzzled.
Josh wrote
Mal notices something off with the cultists.

Insight check (+13 skill, +1 24hr): 1D20+14 = [14]+14 = 28

OOC: Insight 28 to figure out what is up with the cultists.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
Mal, sensing an opportunity, growls at the two cultists. "Why are you fighting me? You are supposed to be on my side."

Bluff check (+18 skill): 1D20+18 = [15]+18 = 33
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Mal's bluff seems to convince the two cultists and they blink in surprise. One mutters "But I thought you said..." when a cambion interupts "That's not Master Drawlight you mindless idiot. These are the ones he said would be coming!"

Initiative - Status:
Ravix: 87/149, +1AC and Ref ENT, +8 dam res vs Orange and Purple ENT (12 surges)
Yellow cultist: down 138, bloodied
Red cultist: down 103, bloodied
Sir Murrak: 128/167, dominated SE (11 surges)
Valor: 41/83
Hedoni: 108/108, +2 to AC and Ref UENT, dominated SE (6 surges)
Green Cambion: dead
Blue Cambion: dead
Salazar: 84/126 (9 surges)
Mal: 127/127, +2 att UENT Mur (7 surges)
Purple Cambion: dead
Red Cambion: down 38
Orange Cambion: down 41, marked
->Ravenblade: 148 (+20) /148, +2 att UENT Mur (9 surges)

User posted image
  •   Features
      Lighting:The brazier provides bright, reddish light throughout the chamber.
      Ceiling:The ceiling of the cavern is 20 feet high.
      Decor: The seven stone statues seem historic or religious but in a disturbing way. The tapestries lining the walls look like decorative maps of various regions.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
"Hey cambion! You'll be a mindless idiot after my hammers are done with you!"

Move: to H10
Minor: Ruffling Sting red cambion, AC, on a hit the target grans Rav CA until end of this turn.: 1D20+26 = [12]+26 = 38 1D10.MIN(3)+18 = [10]+18 = 28
Standard: Twin Strike red cambion, AC, adding CA bonus assuming that ruffling sting had hit: 1D20+26+2 = [18]+26+2 = 46 1D10.MIN(3)+12 = [9]+12 = 21 1D20+26+2 = [8]+26+2 = 36 1D10.MIN(3)+12 = [6]+12 = 18

OOC: Ruffling Sting hits AC 38 for 28 damage. 1st twin strike hits AC 46 for 21 damage. 2nd twin strik hits AC 36 for 18 damage.

    Ravenblade
  • Male Dwarf Ranger, Dual Wielder, Hammer of Moradin, Star-Favored Champion
  • AC: 35 (33 when bloodied), Fort: 36, Reflex: 29, Will: 32, Speed: 6
  • HP: 148, Bloodied: 74, Surge Value: 42, Surges: 13
  • Resist: Acid 15, Cold 15, Fire 15, Lightning 15, Poison 15, Necrotic 10, Pyschic 10, Ongoing: 9
  • Champion's Aura: You and allies within 3 squares gain +4 to all defenses against fear effects
  • Action Point(s) Left: 1/1, not used this battle
  •  Features/Feats/Powers/Items
    • Passive Perception: 30, Passive Insight: 25
    • Cast-Iron Stomach: +5 to poison save throws
    • Stand Your Ground: move 1 less when forced to move, immediate save throw to avoid prone
    • Running Attack: +1 to attack rolls after moving 2+ squares as part of the attack power
    • Powerful Action: action point attacks cause dazed or prone until the end of Rav's next turn
    • Favored Tenacity: 1st attack of an encounter power misses, minor action basic attacks that turn
    • Divine Health: resist poison for 1/2 level + WIS mod, immune to diseases
    • Bludgeon Expertise: +1 hammer/mace attacks, +1 push/slide effects from your attacks
    • Flank on the Run: don't provoke OA when moving around an enemy while remaining adjacent
    • Bludgeon Mastery: critical hit with bludgeoning melee attack rolls of 19 or 20
    •  
    • Powers
      • Melee/Ranged Basic: +26, 2d10+18
      • Hunter's Quarry: +3d6
      • Throw and Stab
      • Twin Strike
      • Incendiary Ring of Fireblazing basic attacks can deal fire damage instead
      • Backlash Tattoo basic attack immediate when first bloodied
      • Death Threat free, you reduce quarry to 0 hp
      • Elemental Legacy free, +9 acid, cold, fire, or lightning damage
      • Hammer Throw
      • Invigorating Stride shift WIS mod and can use
      • Iron Hand Unbreakable Form move, 20/10 thp on hit/miss
      • Off-Hand Diversion
      • Melora's Storm Blessing fly 6 squares, shift 1 free after forced move
      • Ruffling Sting
      • Second Wind
      • Symbol of Scorned Fate free, negate save fail effect
      • Untamed Outburst
      • Attacks on the Run
      • Blade Cascade
      • Blood of the Fallen
      • Cruel Cage of Steel
      • Dwarven Thrower +4 free, 8 extra damage to large+ creatures
      • Howling Winds
      • Incendiary Ring of Fireblazing deal ongoing 10/20 fire damage
      • Mental Block no action, save throw vs fear or charm effect
      • Quake Strike
      • Raven Cloak reroll a saving throw
      • Stalwart Defense
      • Virtue's Touch
       
    • Items
      • Dwarven Thrower Craghammer +4 range 6/12, +4d6 crit damage
      • Silt Striders ignore difficult terrain from earth, no tracks, move/stand liquid surfaces
      • Gauntlets of Blood +4 damage to bloodied targets
      • Bracers of Brachiation climb speed equals speed
      • Stalwart Belt when critting, gain thp equal to twice CON mod
      • Ring of Giants +2 bonus to crit damage per weapon enhancement
      • Ioun Stone of Might +4 to STR skill checks and ability checks, +5 damage to STR attacks
      • Magic Craghammer +4 +4d6 crit damage
      • Agile Crysteel Armor +4
      • Life Shroud
      •  
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
Ravenblade beats on the outspoken cambion leaving her seriously injured.

Initiative - Status:
->Ravix: 87/149, +1AC and Ref ENT, +8 dam res vs Orange and Purple ENT (12 surges)
Yellow cultist: down 138, bloodied
Red cultist: down 103, bloodied
Sir Murrak: 128/167, dominated SE (11 surges)
Valor: 41/83
Hedoni: 108/108, +2 to AC and Ref UENT, dominated SE (6 surges)
Green Cambion: dead
Blue Cambion: dead
Salazar: 84/126 (9 surges)
Mal: 127/127, +2 att UENT Mur (7 surges)
Purple Cambion: dead
Red Cambion: down 105, bloodied
Orange Cambion: down 41, marked
Ravenblade: 148 (+20) /148, +2 att UENT Mur (9 surges)

User posted image
  •   Features
      Lighting:The brazier provides bright, reddish light throughout the chamber.
      Ceiling:The ceiling of the cavern is 20 feet high.
      Decor: The seven stone statues seem historic or religious but in a disturbing way. The tapestries lining the walls look like decorative maps of various regions.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2009
Posts: 361
Location: Scottsdale
Unfazed by the his assailants, Ravix continues to harry his enemies. In a single motion he deftly twists his torso to toss his sword again while slashing at the foe before him.

Standard action: Cleave VS orange AC:

Cleave vs Orange AC: 1D20+30 = [2]+30 = 32 2D12+24 = [9, 9]+24 = 42

OOC: I am assuming Ravix missed with an attack of 32 vs orange AC. If so rolling the RBA against red is unnecessary.

  •  Ravix the Ravager
    • Male Half-Orc Fighter 21 / Kensei
    • Full Character Sheet
    • Passive Perception: 21, Passive Insight: 21, Senses: Low-Light Vision
    • AC: 36+1 UENT, Fort: 37, Reflex: 35 +1 UENT, Will: 31 - Speed: 6
    • HP: 87/149, Bloodied: 75, Surge Value: 37+6, Surges left: 12/17
    • Action Points: 1
    • Resists: 10 Cold, 10 Psychic, 10 Necrotic, [color=gold10 lightning, 10 fire, 10 thunder

    • 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.
    • Mobile Warrior (Feat): shift 1 square after making an attack with certain weapons.
    • Long Step (Feat): Add 1 square to any shift you make.

    • 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
    • -Belt of Mountain Endurance (Item Power)
    • -Jackal Strike
    • -Persistence of Blades
    • -Rain of Steel
    • -Raven Cloak +4 (Item Power)
    • -Serpent Dance Strike
    • -Tyrian Battle Stance
    • -Ultimate Parry

    • Items
    • Stormcatcher ring Daily - immediate interrupt - Trigger: An enemy hits you with a lightning attack. Effect: The attacker makes the attack against itself. If you reached a milestone, you can pick a second enemy within 5 squares and have the attacker make a second attack against that enemy.
    • -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 Mountain Endurance - +6 strength bonus to healing surge value
    • - Belt of Mountain Endurance - Minor action: +2 defense USNT
    • -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
The cambion deflects Ravix's sword with her quarterstaff.

Off balance and unsure, the two cultists send jets of fire at Mal. The tiefling resists most of the burn, but still takes 9 damage and is knocked prone.

Unable to help himself, Hedoni walks past one of the cambions. The wizard is hit in the head for 16 damage, but it doesn't knock his senses back. save vs dominated: 1D20+1 = [8]+1 = 9

Then Sir Murrak charges Hedoni for 34 more damage. charge vs Hedoni: 1D20+27+1 = [19]+27+1 = 47 2D10+18 = [7, 9]+18 = 34 The knight remains under the cultist's control. save vs dominated: 1D20+2+1 = [2]+2+1 = 5

Initiative - Status:
Ravix: 87/149, +1AC and Ref ENT, +8 dam res vs Orange and Purple ENT (12 surges)
Yellow cultist: down 138, bloodied
Red cultist: down 103, bloodied
Sir Murrak: 128/167, dominated SE (11 surges)
Valor: 41/83
Hedoni: 58/108, dominated SE (6 surges)
Green Cambion: dead
Blue Cambion: dead
->Salazar: 84/126 (9 surges)
Mal: 118/127, prone (7 surges)
Purple Cambion: dead
Red Cambion: down 105, bloodied
Orange Cambion: down 41, marked
Ravenblade: 148 (+20) /148, +2 att UENT Mur (9 surges)

User posted image
  •   Features
      Lighting:The brazier provides bright, reddish light throughout the chamber.
      Ceiling:The ceiling of the cavern is 20 feet high.
      Decor: The seven stone statues seem historic or religious but in a disturbing way. The tapestries lining the walls look like decorative maps of various regions.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Frustrated that their foes are so spread out, Salazar sends a spear of ice at the more wounded cambion, piercing his chest with the frozen missile.

Standard action - Dragonfrost against Red Cambion.

Dragonfrost against Red Cambion. (24H, Gauntlets of Blood): 1D20+26+1 = [20]+26+1 = 47 2D8+33+4 = [1, 7]+33+4 = 45 / Crit Damage - Staff of Ruin / Bracers of Flame: 4D10 = [4, 1, 8, 3] = 16 1D6 = [5] = 5

Hits Fort 47 - CRIT! - for 69 cold damage and 5 fire damage (74 total damage) on Red Cambion, and on a hit, decline to push.

"Readying" Fog Form.


  •  Salazar Miller
    • Male Human Sorcerer 21 / Dragon Guardian / Draconic Incarnation
    • Full Character Sheet
    • Passive Perception: 20, Passive Insight: 20, Senses: Normal
    • AC: 35, Fort: 36, Reflex: 33, Will: 39 - Speed: 6
    • HP: 84/126, Bloodied: 63, Surge Value: 42, Surges left: 9/14
    • Action Points: 1
    • Resists: 15 Fire, 15 Poison, 15 Necrotic, 9 Ongoing

    • 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.
    • Arcane Admixture (Feat): Add "Thunder" type to damage done by Blazing Starfall.
    • Arcane Familiar (Feat): Add 4 to surge value, speak Draconic.
    • Resilient Focus (Feat): +2 feat bonus to saving throws.
    • Resounding Thunder (Feat): Can choose to add 1 to the size of blasts or bursts with thunder powers.
    • Staff Expertise (Feat): +2 to hit with staffs, do not provoke OA's with ranged attacks, gain reach 1 with melee attacks.
    • Superior Fortitude (Feat): +2/3/4 tier feat bonus to Fortitude defense. In addition, resist 9 ongoing damage
    • 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.
    • Powers
    • -Blazing Starfall (Radiant and Thunder)
    • -Burning Spray
    • -Dragonfrost
    • -Azure Talons
    • -Blazing Starfall (Quickened Spellcasting)
    • -Draconic Majesty
    • -Dragon's Breath (requires familiar in active mode)
    • -Elemental Prism (Item Power)
    • -Fog Form
    • -Guardian's Breath
    • -Necklace of Fate +4 (Item Power)
    • -Rimestorm
    • -Second Wind
    • -Spatial Trip
    • -Sudden Scales
    • -Thunder and Strike
    • -Aspect of the Dragon
    • -Belt of Mountain Endurance (Item Power)
    • -Flame Bracers (Item Power)
    • -Lasting Breath
    • -Lightning Daggers
    • -Ring of Borrowed Spells: Greater Void Burst OR Resounding War Cry (Item Power)
    • -Ring of Tenacious Will (Item Power)
    • -Shield of Dragon Might
    • -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.
    • -Anathema Armor of Resistance (Necrotic Resist) +5 - Resist 15 Necrotic.
    • -Necklace of Fate +4 - Encounter Power - Free action. Trigger: You make a saving throw at a time other than the end of your turn. Effect: You gain an item bonus to that saving throw equal to thenecklace's enhancement bonus.
    • -Gauntlets of Blood (Paragon) - +4 damage against bloodied targets.
    • -Belt of Mountain Endurance (Property) - When you spend a healing surge, you can add your Strength modifier to your healing surge value. (Character Builder and PDF does not do the math on this. Surge value listed above in stat block is correct.)
    • -Belt of Mountain Endurance (Daily) - Free action. You can trigger this power when you spend an action point. You gain a +2 bonus to all of your defenses until the start of your next turn.
    • -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 (Paragon) - When you spend an action point to take an extra action, you gain 10 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.
    • -Ring of Tenacious Will (Property) - Use Charisma instead of Constitution to determine the number of healing surges you possess.
    • -Ring of Tenacious Will (Daily) - No action. Effect: Use this power when you would be reduced to 0 hi points of fewer. You are reduced to 1 hit point instead. If you've reached at least one milestone today, you also gain a number of hit points equal to your level.
    • -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
Intense cold slams through the cambion, eliminating her from the equation.

Initiative - Status:
Ravix: 87/149, +1AC and Ref ENT, +8 dam res vs Orange and Purple ENT (12 surges)
Yellow cultist: down 138, bloodied
Red cultist: down 103, bloodied
Sir Murrak: 128/167, dominated SE (11 surges)
Valor: 41/83
Hedoni: 58/108, dominated SE (6 surges)
Green Cambion: dead
Blue Cambion: dead
Salazar: 84/126 (9 surges)
->Mal: 118/127, prone (7 surges)
Purple Cambion: dead
Red Cambion: dead
Orange Cambion: down 41, marked
Ravenblade: 148 (+20) /148, +2 att UENT Mur (9 surges)

User posted image
  •   Features
      Lighting:The brazier provides bright, reddish light throughout the chamber.
      Ceiling:The ceiling of the cavern is 20 feet high.
      Decor: The seven stone statues seem historic or religious but in a disturbing way. The tapestries lining the walls look like decorative maps of various regions.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
"You have made your last mistake!" Mal rumbles furiously. He stands back up and hacks hard at the nearby cultist. "Keep one of them alive!"

Move Action: Stand

Standard Action: Sacrificial Lure (Melee 2; +26 vs. AC; Hit: 4d4+19 Fire dam, USNT, one ally w/in 5 gains +7 to next attack roll; Effect: Take -2 to AC USNT; Crit: 35+4d6 Fire dam)

Sacrificial Lure (+26 W, +1 24hr, +1 vs. bloodied): 1D20+28 = [8]+28 = 36 4D4+19 = [3, 1, 2, 1]+19 = 26

OOC: Stand, Sac Lure on Yellow, hitting AC 36 for 31 fire damage (change two 1s and a 2 to 3s). Salazar gets +7 to hit on next attack and I take -2 AC USNT. Non-lethal damage.


  •  Mal Geminous
    • Male Tiefling Inspiring Warlord, Captain of Fortune, Legendary Sovereign 21
    • Passive Perception: 23, Passive Insight: 23
    • AC:33, Fort:31, Reflex:28, Will:36 - Speed:5
    • HP:118/127, Bloodied:63, Surge Value:37, Surges left:7/14
    • Action Points: 1, Second Wind: not used, Resist Fire 15 Cold 15
    •  
    • Powers
      • Intuitive Strike
      • Rousing Assault
      • IS Inspiring Word +4 1 2 3 4
      • Inspired Belligerence
      • Tactical Orders
      • Rousing Words +4
      • Favored Fortune
      • Press On Together
      • Great Captain
      • Sacrificial Lure
      • Lady Luck Smiles
      • Death From Two Sides
      • Hail of Steel
      • Lamb to the Slaughter
      • War Master's Assault
      • Victory Surge
      • Strike of Foul Fate
      • Diabolic Transformation
      • Black Wrath of Hell
      • Foe Stone
      • Flaming Glaive +4
      • Rebounding Throwing Hammer +1
      • Couters of Second Chances +2
      • Power Jewel
      • Dimensional Stride Boots
      • Strikebacks
      • Belt of Mountain Endurance
      • Ring of Tenacious Will
      • Ring of Winter (Int) (Minor)
       
    • Items
      • Bloodfire Crysteel +4
      • Healer's Brooch +4
      • 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 +26 (+10 lvl, +6 Str, +2 Prof, +3 Exp, +4 Enh, +1 HB), Reach 2
      • Damage: 4d4+12 (2d4 Glaive, 2d4 lvl 21, +6 Str, +4 W, +1 HB, +1 KSoFD)
      • Ranged Basic Attack +19 (+10 lvl, +6 Str, +2 Prof, +1 Enh), Ranged 5/10
      • Damage: 2d6+7 (1d6 Thr Hammer, +6 Str, +1 W)
      • Bloodhunt (+1 att vs. bloodied)
      • Inspiring Presence (W1) (Allies regain 15 HP w/ AP)
      • Combat Leader (W1) (+2 Init to me and allies w/in 10)
      • Know Your Strength (CoF11) (Dam rolls of 1 or 2 become 3)
      • Seize the Day (CoF11) (AP: even roll grants allies w/in 5 sq 10 THP, odd grants Mal 15 THP)
      • Presence of Greatness (CoF16) (Can use 2 APs in an encounter)
      • Legendary Presence (LS21) (Increase Cha by 2)
      • Homeland (LS21) (Gain +4 on Cha checks in realm)
      • Hellfire Blood (1) (+1 att and dam with Fire)
      • Heavy Blade Expertise (2) (+2 def vs. OAs)
      • Improved Inspiring Word (4) (Add Cha mod (+7) to IW HP)
      • Hafted Defense (6) (+1 AC/Ref with polearm)
      • Polearm Flanker (8) (Flank in Reach)
      • Diabolic Soul (10) (+2 att UEE against enemy that Crits me)
      • Fight On (11) (Gain one more use of IW per encounter)
      • Vexing Flanker (12) (Flanking grants CA to allies)
      • Polearm Gamble (14) (When enemy moves adj, take OA and grant CA UENT)
      • Dispater's Iron Discipline (16) (+5 to saves vs. Stun, Dominate, or Daze)
      • Opportunity Sidestep (18) (On OA hit, shift 1 square as Free Action)
      • Combat Commander (20) (Use Cha mod (+7) instead of +2 for init bonus)
      • Supreme Inspiration (21) (Heal two with each use of Inspiring Word)
      • Strikebacks (I) (+1 bonus to OAs)
      • Bloodfire (I) (When bloodied, Aura 1, 2 Fire damage)
       
    • Skills
      • Acrobatics +9
      • Arcana +12
      • Athletics +20
      • Bluff +18
      • Diplomacy +21
      • Dungeoneering +13
      • Endurance +11
      • Heal +18
      • History +12
      • Insight +13
      • Intimidate +21
      • Nature +13
      • Perception +13
      • Religion +12
      • Stealth +11
      • Streetwise +16
      • Thievery +9
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Mal gets to his feet. Angry and wanting answers, the tiefling knocks the enemy senseless. Sir Murrak suddenly regains control over his own body.

Ravix easily blocks the cambion's thrust.

Initiative - Status:
Ravix: 87/149, +1AC and Ref ENT, +8 dam res vs Orange and Purple ENT (12 surges)
Yellow cultist: unconscious
Red cultist: down 103, bloodied
Sir Murrak: 128/167 (11 surges)
Valor: 41/83
Hedoni: 58/108, dominated SE (6 surges)
Green Cambion: dead
Blue Cambion: dead
Salazar: 84/126, +7 to next att (9 surges)
Mal: 118/127, -2 AC SNT(7 surges)
Purple Cambion: dead
Red Cambion: dead
Orange Cambion: down 41, marked
->Ravenblade: 148 (+20) /148(9 surges)

User posted image
  •   Features
      Lighting:The brazier provides bright, reddish light throughout the chamber.
      Ceiling:The ceiling of the cavern is 20 feet high.
      Decor: The seven stone statues seem historic or religious but in a disturbing way. The tapestries lining the walls look like decorative maps of various regions.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Seeing Ravix snap out of his delirium at the cultist's death, Ravenblade does what he can for Hedoni via the same resolution. To no avail.

Move: to J16
Minor: HQ on red cultist
Standard: Throw and Bash 1st attack vs cambion, AC.: 1D20+26 = [8]+26 = 34 2D10.MIN(3)+12 = [3, 10]+12 = 25
Throw and Bash 2nd attack vs red cultist after moving to J19 as part of the at-will, AC, +4 bloodied: 1D20+26 = [1]+26 = 27 2D10.MIN(3)+12+4 = [10, 9]+12+4 = 35 FLUB

    Ravenblade
  • Male Dwarf Ranger, Dual Wielder, Hammer of Moradin, Star-Favored Champion
  • AC: 35 (33 when bloodied), Fort: 36, Reflex: 29, Will: 32, Speed: 6
  • HP: 148, Bloodied: 74, Surge Value: 42, Surges: 13
  • Resist: Acid 15, Cold 15, Fire 15, Lightning 15, Poison 15, Necrotic 10, Pyschic 10, Ongoing: 9
  • Champion's Aura: You and allies within 3 squares gain +4 to all defenses against fear effects
  • Action Point(s) Left: 1/1, not used this battle
  •  Features/Feats/Powers/Items
    • Passive Perception: 30, Passive Insight: 25
    • Cast-Iron Stomach: +5 to poison save throws
    • Stand Your Ground: move 1 less when forced to move, immediate save throw to avoid prone
    • Running Attack: +1 to attack rolls after moving 2+ squares as part of the attack power
    • Powerful Action: action point attacks cause dazed or prone until the end of Rav's next turn
    • Favored Tenacity: 1st attack of an encounter power misses, minor action basic attacks that turn
    • Divine Health: resist poison for 1/2 level + WIS mod, immune to diseases
    • Bludgeon Expertise: +1 hammer/mace attacks, +1 push/slide effects from your attacks
    • Flank on the Run: don't provoke OA when moving around an enemy while remaining adjacent
    • Bludgeon Mastery: critical hit with bludgeoning melee attack rolls of 19 or 20
    •  
    • Powers
      • Melee/Ranged Basic: +26, 2d10+18
      • Hunter's Quarry: +3d6
      • Throw and Stab
      • Twin Strike
      • Incendiary Ring of Fireblazing basic attacks can deal fire damage instead
      • Backlash Tattoo basic attack immediate when first bloodied
      • Death Threat free, you reduce quarry to 0 hp
      • Elemental Legacy free, +9 acid, cold, fire, or lightning damage
      • Hammer Throw
      • Invigorating Stride shift WIS mod and can use
      • Iron Hand Unbreakable Form move, 20/10 thp on hit/miss
      • Off-Hand Diversion
      • Melora's Storm Blessing fly 6 squares, shift 1 free after forced move
      • Ruffling Sting
      • Second Wind
      • Symbol of Scorned Fate free, negate save fail effect
      • Untamed Outburst
      • Attacks on the Run
      • Blade Cascade
      • Blood of the Fallen
      • Cruel Cage of Steel
      • Dwarven Thrower +4 free, 8 extra damage to large+ creatures
      • Howling Winds
      • Incendiary Ring of Fireblazing deal ongoing 10/20 fire damage
      • Mental Block no action, save throw vs fear or charm effect
      • Quake Strike
      • Raven Cloak reroll a saving throw
      • Stalwart Defense
      • Virtue's Touch
       
    • Items
      • Dwarven Thrower Craghammer +4 range 6/12, +4d6 crit damage
      • Silt Striders ignore difficult terrain from earth, no tracks, move/stand liquid surfaces
      • Gauntlets of Blood +4 damage to bloodied targets
      • Bracers of Brachiation climb speed equals speed
      • Stalwart Belt when critting, gain thp equal to twice CON mod
      • Ring of Giants +2 bonus to crit damage per weapon enhancement
      • Ioun Stone of Might +4 to STR skill checks and ability checks, +5 damage to STR attacks
      • Magic Craghammer +4 +4d6 crit damage
      • Agile Crysteel Armor +4
      • Life Shroud
      •  
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)

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