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Intregue in Sherrbyr

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(I believe the final blow was non-lethal. You'd left the villain alive and unconscious for questioning, but we'll presume this is AFTER you got what information you needed from him directly.)

Mal eyes the other priests of Bahamut, silently daring them to speak against him. Most stand wide-eyed in shock, but one of the under-priest steps forward. She kneels down and puts her hands on the corpse, her eyes closed in concentration. Those with keener hearing catch some chanting under her breath about Bahamut and revealing blessed truths. A minute later she looks up and meets Mal's eyes, "It seems our high priest, was ... is ... undead. Did you destroy the phylactery?"

Current Status:
Sir Murrak: 179/179
Valor: 89/89
Mal: 137/137
Ravenblade: 158/158
Salazar: 136/136
Hedoni: 116/116
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Salazar tries to remember what he learned about horcuxes at Hogwart's phylacteries at Olorin's. He seems to recall seeing something in that same book that caused him so much trouble...

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

Arcana check: 38


  •  Salazar Miller
    • Male Human Sorcerer 23 / Dragon Guardian / Draconic Incarnation
    • Full Character Sheet
    • Passive Perception: 21, Passive Insight: 21, Senses: Normal
    • AC: 36, Fort: 38, Reflex: 36, Will: 41 - Speed: 6
    • HP: 136/136, Bloodied: 68, Surge Value: 45, Surges left: 14/14
    • 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 15 fire and 15 poison, pierce 15 fire resistance and 15 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.
    • Squire of Righteousness (Feat): Multiclass Paladin (Cavalier), gain training in one Cavalier skill (Intimidate), gain Defender Aura power, gain Righteous Radiance as an encounter power, gain proficiency in holy symbol implements.
    • 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
    • -Defender Aura
    • -Dragonfrost
    • -Azure Talons
    • -Blazing Starfall (Quickened Spellcasting)
    • -Chaos Orbs
    • -Draconic Majesty
    • -Dragon's Breath (requires familiar in active mode)
    • -Elemental Prism (Item Power)
    • -Fog Form
    • -Guardian's Breath
    • -Necklace of Fate +5 (Item Power)
    • -Righteous Radiance
    • -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
    • -Platinum Scales
    • -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 +5 - +5 attack / +10 damage, +5d10 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 +5 - 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 (Epic) - +5 to implement damage rolls with Accurate Staff of Ruin +5. 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 (Paragon) - Gain a +2 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: Oct 2008
Posts: 4627
Mal works on determining if he might have seen the phylactery and believes he recognizes the type of undead that the "man" is.

Perception check (+14 skill, +1 24hr); Religion check (+13 skill, +1 24hr): 1D20+15 = [12]+15 = 27 1D20+14 = [20]+14 = 34

OOC: Ok, I think I need to know what was said and all of that. Perception check 27 to see if Mal thinks he saw something that may have been a phylactery and Religion check 34 to determine the type of undead.


  •  Mal Geminous
    • Male Tiefling Inspiring Warlord, Captain of Fortune, Legendary Sovereign 23
    • Passive Perception: 24, Passive Insight: 24
    • AC:37, Fort:32, Reflex:29, Will:36 - Speed:5
    • HP:137+7 THP/137, Bloodied:68, Surge Value:41, Surges left:14/14
    • Action Points: 1, Second Wind: not used, Resist Fire 16 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
      • Stunning Display
      • 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
      • Avenge Me
      • Foe Stone
      • Flaming Glaive +5
      • 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
      • Khyber Shard of Fiery Depth
      • Bloodfire Weavemail +5
      • Healer's Brooch +4
      • Fey-Blessed Circlet
      • Fire Horn
      • Hempen Rope (50ft)
      • Grappling Hook, Hammer, Pitons (10)
      • Hand Axe x2
      • Waraxe, Light Shield
       
    • Abilities
      • Melee Basic Attack +28 (+11 lvl, +6 Str, +2 Prof, +3 Exp, +5 Enh, +1 HB), Reach 2
      • Damage: 4d4+13 (2d4 Glaive, 4d4 lvl 21, +6 Str, +5 W, +1 HB, +1 KSoFD)
      • Ranged Basic Attack +20 (+11 lvl, +6 Str, +2 Prof, +1 Enh), Ranged 5/10
      • Damage: 2d6+7 (2d6 Thr Hammer, +6 Str, +1 W)
      • Bloodhunt (+1 att vs. bloodied)
      • Inspiring Presence (W1) (Allies regain 16 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)
      • Call to Glory (22) (Granted attacks give allies 1/2 lvl (11) THP)
      • Strikebacks (I) (+1 bonus to OAs)
      • Bloodfire (I) (When bloodied, Aura 1, 5 Fire damage)
       
    • Skills
      • Acrobatics +10
      • Arcana +13
      • Athletics +21
      • Bluff +20
      • Diplomacy +23
      • Dungeoneering +14
      • Endurance +12
      • Heal +19
      • History +13
      • Insight +14
      • Intimidate +23
      • Nature +14
      • Perception +14
      • Religion +13
      • Stealth +12
      • Streetwise +18
      • Thievery +10
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Salazar had learned about phylacteries. He knows that they are made out of some type of hard, impervious material and contain a sample of tissue or blood from the individual, but otherwise could be anything - a ring, a piece of art, etc.

Mal spends a moment meditating on the undead problem. His vision blurs and his mind is filled with warm, bright light. In his mind, Mal sees a ruby encrusted skullcap being smashed with the pommel of a sword. Then he gets an image of the priest's body crumbling to dust. The tiefling's vision returns to normal. Although they recovered several precious gems and some small art objects, Mal doesn't recall seeing the skullcap.

OOC: What else did you want to know from the enemy? You haven't actually questioned the bad guy directly.

Current Status:
Sir Murrak: 179/179
Valor: 89/89
Mal: 137/137
Ravenblade: 158/158
Salazar: 136/136
Hedoni: 116/116
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
It has been a long day. None of you seem to be thinking straight. Maybe a good night's sleep will help.

User posted image
After spending the night at a decent inn, you receive a message. " Meet us at the Hog's Head Inn. We have some information to share. - Megan and the Freeriders."

Current Status:
Sir Murrak: 179/179
Valor: 89/89
Mal: 137/137
Ravenblade: 158/158
Salazar: 136/136
Hedoni: 116/116
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Hedoni, well rested after a good night's sleep, finds his comrades and heads out to find the Freeriders.

OOC: Let's get this party started!
_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jul 2008
Posts: 5245
You meet Megan and the Freeriders. They had found the missing lady from House Azul; she'd gone on a spending spree with her cousin from Overlook.

You decide to follow up on what the corrupt high priest mentioned before he expired. He's said something about giving a ritual to Chillreaver, the two headed white dragon you failed to defeat near Nefelus. It takes some time, something you suspect you have precious little left, but you travel to IceHolme, Chillreaver's lair.

User posted image

A path winds up the icy slope, but you remember a cave entrance you used the last time you were here.

OOC: Will you go up the trail on the side of the mountain or explore through the cave?

Current Status:
Sir Murrak: 179/179
Valor: 89/89
Mal: 137/137
Ravenblade: 158/158
Salazar: 136/136
Hedoni: 116/116
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
While it's already cold, Hedoni shivers anew at the sight of the climb ahead. "I think I'd rather get warmer quicker - let's see if the cave still goes where we need it to."
_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Salazar nods in agreement with Hedoni. "I also don't want to be exposed to Chillreaver's winged advantage on the side of this mountain. He flies, but only one of us does."
_______________
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
You slog through the icy sea water into the cave at the base of the mountain. The temperature drops but the cold doesn't bother any of you.

Endurance rolls vs Cold environment for Sir Murrak, Mal, Ravenblade, Salazar, and Hedoni

Large, intricate wisps of ice dart around the cavern.

OOC: I think coyote dice roller is down. Does anyone know of another decent dice roller?

Initiative Status:
->Mal: 137+7/137
Sir Murrak: 179+13/179
Valor: 89/89
Red ice spirit: no damage
Orange ice spirit: no damage
Yellow ice spirit: no damage
White ice spirit: no damage
Hedoni: 116/116
Ravenblade: 158/158
Salazar: 136/136

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
OOC: Sorry I have been absent. Super busy lately. I will post shortly.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
Mal swims to the edge and climbs up, preparing for the sure onslaught to come.

Move Action: Swim (Move 5)

Standard Action: Intuitive Strike (Melee 2; +28 vs. Will; Hit: 4d4+7 Fire dam, allies that attack target with CA gain additional +2 to hit USNT; Crit: 23+5d6 Fire dam)

OOC: Move to land and, if I have a standard action still available, Ready Intuitive Strike for the first thing that comes in range.

  •  Mal Geminous
    • Male Tiefling Inspiring Warlord, Captain of Fortune, Legendary Sovereign 23
    • Passive Perception: 24, Passive Insight: 24
    • AC:37, Fort:32, Reflex:29, Will:36 - Speed:5
    • HP:137+7 THP/137, Bloodied:68, Surge Value:41, Surges left:14/14
    • Action Points: 1, Second Wind: not used, Resist Fire 16 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
      • Stunning Display
      • 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
      • Avenge Me
      • Foe Stone
      • Flaming Glaive +5
      • 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
      • Khyber Shard of Fiery Depth
      • Bloodfire Weavemail +5
      • Healer's Brooch +4
      • Fey-Blessed Circlet
      • Fire Horn
      • Hempen Rope (50ft)
      • Grappling Hook, Hammer, Pitons (10)
      • Hand Axe x2
      • Waraxe, Light Shield
       
    • Abilities
      • Melee Basic Attack +28 (+11 lvl, +6 Str, +2 Prof, +3 Exp, +5 Enh, +1 HB), Reach 2
      • Damage: 4d4+13 (2d4 Glaive, 4d4 lvl 21, +6 Str, +5 W, +1 HB, +1 KSoFD)
      • Ranged Basic Attack +20 (+11 lvl, +6 Str, +2 Prof, +1 Enh), Ranged 5/10
      • Damage: 2d6+7 (2d6 Thr Hammer, +6 Str, +1 W)
      • Bloodhunt (+1 att vs. bloodied)
      • Inspiring Presence (W1) (Allies regain 16 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)
      • Call to Glory (22) (Granted attacks give allies 1/2 lvl (11) THP)
      • Strikebacks (I) (+1 bonus to OAs)
      • Bloodfire (I) (When bloodied, Aura 1, 5 Fire damage)
       
    • Skills
      • Acrobatics +10
      • Arcana +13
      • Athletics +21
      • Bluff +20
      • Diplomacy +23
      • Dungeoneering +14
      • Endurance +12
      • Heal +19
      • History +13
      • Insight +14
      • Intimidate +23
      • Nature +14
      • Perception +14
      • Religion +13
      • Stealth +12
      • Streetwise +18
      • Thievery +10
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Mal gets on dry land and gets ready for any who attack.

OOC: I'm back at work after a week off.

Initiative Status:
Mal: 137+7/137
->Sir Murrak: 179+13/179
Valor: 89/89
Red ice spirit: no damage
Orange ice spirit: no damage
Yellow ice spirit: no damage
White ice spirit: no damage
Hedoni: 116/116
Ravenblade: 158/158
Salazar: 136/136

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
Sir Murrak and Valor charge ahead to put themselves in harm's way, cursing the disappearance of yet another fighter from the group.

Standard: Charge to TU10/11 (1 space up) vs red _: 1D20+28+1+3 = [12]+28+1+3 = 44 3D10.MIN(3)+18+2+2+2D6+13 = [4, 3, 6]+18+2+2+[6, 4]+13 = 58 Hits AC 44 for 58 damage (13 radiant) and dazed UENT. If this missed, red still grants CA UENT.
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Jul 2008
Posts: 5245
Galloping through the water, Valor smashes into the ice spirit.

The icelings converge on the knight and his horse, for 19 cold damage (less resist 10 cold). Ice crystals grow on Valor's legs for 20 ice damage, (less 10 cold resist) immobilizing the mount.

As soon as an enemy gets close, Mal slices a chunk of ice off it. Intuitive Strike vs Purple: 1D20+28 = [14]+28 = 42 4D4+7 = [3, 2, 1, 4]+7 = 17

Initiative Status:
Sir Murrak: 173/179
Valor: 69/89, immob ENT White
Mal: 137+7/137
Red ice spirit: down 58, dazed ENT Murrak
Purple ice spirit: no damage
Orange ice spirit: no damage
Yellow ice spirit: no damage
White ice spirit: no damage
->Hedoni: 116/116
Ravenblade: 158/158
Salazar: 136/136

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
Mal takes another swipe at the ice as it comes closer.

Opportunity Action: Polearm Gamble MBA (Melee 2; +28 vs. AC; Hit: 4d4+13 Fire dam and shift 1 square; Effect: grant CA to target UENT; Crit: 29+5d6 Fire dam)

Polearm Gamble (+28 W, +1 24hr): 1D20+29 = [6]+29 = 35 4D4+13 = [4, 3, 2, 1]+13 = 23

OOC: First attack should be 20 fire damage (not sure if you recorded that, it isn't on the initiative). Then, when Purple moves next to me, I use Polearm Gamble, hitting AC 35 for 26 fire damage. If I hit, I shift 1 to P9. Either way, I am now granting CA to Purple UENT.

  •  Mal Geminous
    • Male Tiefling Inspiring Warlord, Captain of Fortune, Legendary Sovereign 23
    • Passive Perception: 24, Passive Insight: 24
    • AC:37, Fort:32, Reflex:29, Will:36 - Speed:5
    • HP:137+7 THP/137, Bloodied:68, Surge Value:41, Surges left:14/14
    • Action Points: 1, Second Wind: not used, Resist Fire 16 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
      • Stunning Display
      • 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
      • Avenge Me
      • Foe Stone
      • Flaming Glaive +5
      • 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
      • Khyber Shard of Fiery Depth
      • Bloodfire Weavemail +5
      • Healer's Brooch +4
      • Fey-Blessed Circlet
      • Fire Horn
      • Hempen Rope (50ft)
      • Grappling Hook, Hammer, Pitons (10)
      • Hand Axe x2
      • Waraxe, Light Shield
       
    • Abilities
      • Melee Basic Attack +28 (+11 lvl, +6 Str, +2 Prof, +3 Exp, +5 Enh, +1 HB), Reach 2
      • Damage: 4d4+13 (2d4 Glaive, 4d4 lvl 21, +6 Str, +5 W, +1 HB, +1 KSoFD)
      • Ranged Basic Attack +20 (+11 lvl, +6 Str, +2 Prof, +1 Enh), Ranged 5/10
      • Damage: 2d6+7 (2d6 Thr Hammer, +6 Str, +1 W)
      • Bloodhunt (+1 att vs. bloodied)
      • Inspiring Presence (W1) (Allies regain 16 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)
      • Call to Glory (22) (Granted attacks give allies 1/2 lvl (11) THP)
      • Strikebacks (I) (+1 bonus to OAs)
      • Bloodfire (I) (When bloodied, Aura 1, 5 Fire damage)
       
    • Skills
      • Acrobatics +10
      • Arcana +13
      • Athletics +21
      • Bluff +20
      • Diplomacy +23
      • Dungeoneering +14
      • Endurance +12
      • Heal +19
      • History +13
      • Insight +14
      • Intimidate +23
      • Nature +14
      • Perception +14
      • Religion +13
      • Stealth +12
      • Streetwise +18
      • Thievery +10
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
« Last edit by Josh on Fri Oct 07, 2016 10:19 pm. »
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Hedoni teleports himself out of the slushy water, hoping to leave the cold behind. He then slams his staff on the ground, sending a wave of energy at the spirits, hitting one exceedingly well.

Move action: Fey Step; teleport to Q10.
Standard Action: Hammerfall Step, hitting Purple ice spirit, Red ice spirit, Orange ice spirit, and Yellow ice spirit.


Hammerfall Step Attack:
1D20+26+1 = [16]+26+1 = 43
1D20+26+1 = [18]+26+1 = 45
1D20+26+1 = [9]+26+1 = 36
1D20+26+1 = [19]+26+1 = 46
1D20+26+1 = [14]+26+1 = 41

Hammerfall Step damage:
2D6+25 = [6, 5]+25 = 36



Hammerfall Step hits Fortitude 43 on Purple ice spirit, Fortitude 45 on Red ice spirit, Fortitude 36 on Orange ice spirit, and Fortitude 46 (CRIT) on Yellow ice spirit for 36 damage. On a hit, allies in the blast can teleport 6.

OOC: I accidentally rolled 5 attacks - just using the first four. Damage is a separate roll. Also, the site just gave me errors after these two rolls - Total Crit Damage should be 37 + 5d10 for Staff of Ruin and 3d6 for Executioner's Bracers on Yellow

  •  Hedoni Mindartis
    • Male Eladrin Wizard 23 | Character PDF
    • Paragon Path: Arcane Wayferer | Epic Destiny: Keybearer
    • AC:33, Fort:32, Reflex:35, Will:37 - Speed:6
    • (+1 to defenses against ranged, area, close attacks; +2 to AC and Reflex UENT when I use a teleportation power)
    • HP:116, Bloodied:58, Surge Value:29, Surges left:10/10, Action Points: 1
    • Resistance: 15 Necrotic (Bone Ring of Preservation), 5+1/2 level (15) Cold (Winterkin Heritage), 10 Acid, 10 Cold, 10 Fire, 10 Lightning (Dawn Warrior Armor)
    • Passive Perception: 26, Passive Insight: 26
    •  
    • 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)
      • Wall of Fire/Taunting Phantoms
      • Otiluke's Resilient Sphere/Prismatic Beams
      • Disintegrate/Cloudkill
      • Terrifying Journey
      • Wayfarer's Evasion
      • Clever Escape (Minor)/Fly (Standard)
      • Healing Word (Minor)
      • Eladrin Boots (Move)
      • Bracers of Mental Might
      • Helm of Teleportation
      • Cloak of Translocation
      • 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)
      • Planestrider Boots (Teleport 10, 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)

    • Teleportation Options
      • All values include +2 for Eladrin Boots and +1 for Ring of Retreat
      • Teleport 5 as a move action
      • Use Linked Portal or Planar Portal once a day with no cost
      • Teleport allies out of my areas of effect with Twist the Arcane Fabric
      • Teleport others as an attack with Twist of Space, Hammerfall Step, and Terrifying Journey
      • Teleport myself 8 with Fey Step
      • Teleport 6 as an Immediate Reaction with Winter's Shroud
      • Teleport 13 with Dimension Door
      • Teleport 8 as an Immediate Interrupt with Wizard's Escape
      • Open a sustainable teleportation rift for everyone with Arcane Gate
      • Teleport 13 as an Immediate Interrupt with Wayfarer's Evasion
      • Teleport 9 and turn invisible with Clever Escape
      • Teleport 23 with no line of sight needed with Dimensional Journey
      • Teleport 6 when hit by a critical attack with the Escape Tattoo
      • Teleport myself or an ally 9 with Helm of Teleportation
      • Teleport myself and the group to a preset location with Ring of Retreat
      • Teleport 8 when I reduce an enemy to 0 hit points with Belt of Breaching
      • Teleport 13 with Eladrin Boots
      • Regain a teleportation power with Cloak of Translocation
      • _______________
        Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jul 2008
Posts: 5245
After his first taste of a burning glaive, the iceling darts away from Mal's second attack.

The air shimmers around the ice spirits. Cracks appear in their crystalline forms and small chunks of ice fall to the floor. One of them is severally affected and reduced to less than half its original size (110 total damage to yellow). crit: 37 + 5D10 = 37+[5, 6, 2, 7, 7] = 64 3D6 = [4, 6, 1] = 11

Initiative Status:
Sir Murrak: 173/179
Valor: 69/89, immob ENT White
Mal: 137+7/137, grants CA to purple
Red ice spirit: down 94, dazed ENT Murrak
Purple ice spirit: down 56
Orange ice spirit: down 36
Yellow ice spirit: down 110, bloodied
White ice spirit: no damage
Hedoni: 116/116
->Ravenblade: 158/158
Salazar: 136/136

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Walking over the water thanks to his silt striders, Ravenblade comes ashore and rushes around the stalagmite. He uses his bracers of brachiation to go up its side and then crashes down on an ice spirit with the fury of an avalanche.

Move: to R13
Free: use incendiary ring of fireblazing to turn my attacks into fire based
Standard: Avalanche of Fury 1st attack vs yellow ice spirit: 1D20+28 = [1]+28 = 29 2D10.MIN(3)+19+4 = [6, 3]+19+4 = 32
Avalanche of Fury 2nd attack vs yellow ice spirit, bloodied: 1D20+28 = [13]+28 = 41 3D10.MIN(3)+19+4 = [8, 7, 7]+19+4 = 45
Free: elemental legacy does 9 extra fire damage
Minor Melee Basic through Star Favored Champion: _: 1D20+28 = [6]+28 = 34 2D10.MIN(3)+19+4 = [8, 6]+19+4 = 37

OOC: 1st Avalanche attack is a flub. This triggers the paragon path feature Star Favored Tenacity, allowing melee basic attacks as a minor action for the rest of the turn. 2nd Avalanche attack hits 41 AC for 45 fire damage (from the ring), plus another 9 fire damage from elemental legacy assuming a hit. Melee basic hits 34 AC for 37 fire damage (from the ring). If both attacks hit, total fire damage is 91.

    Ravenblade
  • Male Dwarf Ranger, Dual Wielder, Hammer of Moradin, Star-Favored Champion
  • AC: 36 (34 when bloodied), Fort: 37, Reflex: 30, Will: 33, Speed: 6
  • HP: 158, Bloodied: 79, Surge Value: 44, 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: 31, Passive Insight: 26
    • 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
    • Radiant Hunter: Hunter's Quarry damage is radiant
    •  
    • Powers
      • Melee/Ranged Basic: +28, 2d10+19
      • Hunter's Quarry: +3d6
      • Throw and Stab
      • Twin Strike
      • Incendiary Ring of Fireblazing basic attacks can deal fire damage instead

      • Avalanche of Fury
      • 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 second wind
      • Iron Hand Unbreakable Form move, 20/10 thp on hit/miss
      • Off-Hand Diversion
      • Melora's Storm Blessing fly 8 squares, shift 1 free after forced move
      • 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 +5 free, 10 extra damage to large+ creatures
      • Howling Winds
      • Incendiary Ring of Fireblazing deal ongoing 10/20 fire damage
      • Master of the Hunt minor, bonus to damage equals WIS mod (+5)
      • 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 +5 range 6/12, +5d6 crit damage
      • Vicious Craghammer +5 +5d12 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)
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Registered: Jul 2008
Posts: 5245
Without getting wet, the dwarf walks forward and intercepts one the ice creatures. Ravenblade feints the right, then slams his hammer into the ice spirits, melting a good chunk off.

Initiative Status:
Sir Murrak: 173/179
Valor: 69/89, immob ENT White
Mal: 137+7/137, grants CA to purple
Red ice spirit: down 94, dazed ENT Murrak
Purple ice spirit: down 56
Orange ice spirit: down 36
Yellow ice spirit: down 155, bloodied
White ice spirit: no damage
Hedoni: 116/116
Ravenblade: 158/158
-> Salazar: 136/136

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
With a primordial roar, Ravenblade singes the ice spirit for a further 9 fire damage (elemental legacy).
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Salazar moves closer to the fray, then blasts fire at two of the ice spirits.

Move action - Move to R14.

Standard action - Burning Spray, close blast 3, covering S-U/12-14, all creatures, targeting Yellow Ice Spirit and Orange Ice Spirit.

Burning Spray Yellow and Orange (24H): 1D20+28+1 = [16]+28+1 = 45 1D20+28+1 = [8]+28+1 = 37 2D8+37 = [4, 2]+37 = 43

Hits Reflex 45 for 47 (4 extra from Gauntlets of Blood) fire damage on Yellow Ice Spirit, and hits Reflex 37 for 43 fire damage on Orange Ice Spirit, and on a hit, the next enemy that hits Salazar before the end of his next turn takes 7 fire damagede.

"Readying" Sudden Scale and Fog Form.


  •  Salazar Miller
    • Male Human Sorcerer 23 / Dragon Guardian / Draconic Incarnation
    • Full Character Sheet
    • Passive Perception: 21, Passive Insight: 21, Senses: Normal
    • AC: 36, Fort: 38, Reflex: 36, Will: 41 - Speed: 6
    • HP: 136/136, Bloodied: 68, Surge Value: 45, Surges left: 14/14
    • 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 15 fire and 15 poison, pierce 15 fire resistance and 15 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.
    • Squire of Righteousness (Feat): Multiclass Paladin (Cavalier), gain training in one Cavalier skill (Intimidate), gain Defender Aura power, gain Righteous Radiance as an encounter power, gain proficiency in holy symbol implements.
    • 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
    • -Defender Aura
    • -Dragonfrost
    • -Azure Talons
    • -Blazing Starfall (Quickened Spellcasting)
    • -Chaos Orbs
    • -Draconic Majesty
    • -Dragon's Breath (requires familiar in active mode)
    • -Elemental Prism (Item Power)
    • -Fog Form
    • -Guardian's Breath
    • -Necklace of Fate +5 (Item Power)
    • -Righteous Radiance
    • -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
    • -Platinum Scales
    • -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 +5 - +5 attack / +10 damage, +5d10 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 +5 - 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 (Epic) - +5 to implement damage rolls with Accurate Staff of Ruin +5. 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 (Paragon) - Gain a +2 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
Salazar sends jets of fire at two of the icelings leaving as one a puddle on the floor.

Initiative Status:
->Sir Murrak: 173/179
Valor: 69/89, immob ENT White
Mal: 137+7/137, grants CA to purple
Red ice spirit: down 94, dazed ENT Murrak
Purple ice spirit: down 56
Orange ice spirit: down 79
Yellow ice spirit: melted
White ice spirit: no damage
Hedoni: 116/116
Ravenblade: 158/158
Salazar: 136/136

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
Valor may be unable to move, but Sir Murrak's hammer still works. It crashes into both adjacent spirits, preventing THEM from moving.

Standard: Beacon of Valor vs Orange, Red_: 1D20+28 = [18]+28 = 46 1D20+28+2 = [16]+28+2 = 46 2D10.MIN(3)+14+2 = [7, 10]+14+2 = 33 Hits AC 46 on each for 33 radiant damage and immobilized UENT.
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Jul 2008
Posts: 5245
Sir Murrak's powerful attacks carve chunks of ice off the two ice spirits.

Initiative Status:
Sir Murrak: 173/179
Valor: 69/89, immob ENT White
->Mal: 137+7/137, grants CA to purple
Red ice spirit: down 127, bloodied, immob ENT Mur
Purple ice spirit: down 56
Orange ice spirit: down 112, bloodied, immob ENT Mur
Yellow ice spirit: melted
White ice spirit: no damage
Hedoni: 116/116
Ravenblade: 158/158
Salazar: 136/136

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light

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