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Intregue in Sherrbyr

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Mal steps away from the nearby ice spirit and slashes through the crystalline structure with his blade, making a brilliant harmonic sound in the process.

Move Action: Shift (Move 1, do not provoke OAs)

Standard Action: Lady Luck Smiles (Melee 2; +28 vs. AC; Hit: 4d4+13 Fire dam, allies w/in 5 sq can roll twice on any melee or ranged attack UENT; Crit: 29+5d6 Fire dam)

Lady Luck Smiles (+28 W, +1 24hr): 1D20+29 = [7]+29 = 36 4D4+13 = [3, 3, 3, 1]+13 = 23

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

OOC: Shift 1 to R10, LLS on Purple, hitting AC 36 for 15 fire damage and allies w/in 5 (that's everyone) can roll twice on melee and ranged attacks UENT if I hit. Foe Stone on Ice Spirit.


  •  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
The ice spirit wavers and Mal's blade barely misses the creature. The warlord can tell the creatures are weakest in Will, not vulnerable to fire, or anything else and immune to cold.

The ice mage in the back of the cavern calls out something in Elven.
  •   For those who speak Elven (Salazar and Hedoni) only
      "Let no more invaders contaminate our home! These warm blooded creatures must be killed or forced out."

More icelings materialize out of thin air (teleport). Waves of frost ripple out from the newly arrived enemies. Hedoni, Mal, Salazar and Ravenblade feel their legs go numb (immobilized and 20 on going cold damage, save ends.) Sir Murrak and Valor are stung from behind for 14 cold damage (including 10 his cold resist). Finally, dirty hail rains down from the middle of the chamber. Sir Murrak and Mal are stung by the poisonous ice balls (15 on going poison damage, SE).

OOC: Let me know if you're going to use an interupt power.

Initiative Status:
Sir Murrak: 159/179, 15 ogd poison SE
Valor: 45/89
Mal: 137+7/137, immob, 20 og cold SE, 15 ogd poison SE
Red ice spirit: down 127, bloodied, immob ENT Mur
Purple ice spirit: down 56
Orange ice spirit: down 112, bloodied, immob ENT Mur
Lime ice spirit: no damage
Green ice spirit: no damage
Blue ice spirit: no damage
Navy ice spirit: no damage
Brown ice spirit: no damage
White ice spirit: no damage
->Hedoni: 116/116, immob, 20 ogd cold SE
Ravenblade: 158/158, immob, 20 ogd cold SE
Salazar: 136/136, immob, 20 ogd cold SE

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Hedoni, not particularly worried about the cold or immobilization, teleports back one step, then hits his enemies with a willful attack. He then easily shakes off the cold.

Move action: Teleport to P10.
Standard Action: Beguiling Strands (with Enlarge Spell), hitting Navy Ice Spirit, Red Ice Spirit, Purple Ice Spirit, Blue Ice Spirit, Lime Ice Spirit, Yellow Ice Spirit, Brown Ice Spirit, and Green Ice Spirit.


Beguiling Strands (first four attacks):
1D20+26+1 = [8]+26+1 = 35
1D20+26+1 = [18]+26+1 = 45
1D20+26+1 = [9]+26+1 = 36
1D20+26+1 = [8]+26+1 = 35
Beguiling Strands (second four attacks):
1D20+26+1 = [10]+26+1 = 37
1D20+26+1 = [7]+26+1 = 34
1D20+26+1 = [4]+26+1 = 31
1D20+26+1 = [10]+26+1 = 37


Save attempt: 1D20+1 = [19]+1 = 20

Beguiling Strands hits Will 35 on Navy Ice Spirit, Will 45 on Red Ice Spirit, Will 36 on Purple Ice Spirit, Will 35 on Blue Ice Spirit, Will 37 on Lime Ice Spirit, Will 34 on Yellow Ice Spirit, Will 31 on Brown Ice Spirit, and Will 37 on Green Ice Spirit for 19 psychic damage each.

OOC: Save successful. Hedoni resists 16 cold, for 4 damage taken before the save.
  •  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)
      • Chain Lightning
      • 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
Hedoni's whirl of color saps energy out of all but one of the ice spirits.

Initiative Status:
Sir Murrak: 159/179, 15 ogd poison SE
Valor: 45/89
Mal: 137+7/137, immob, 20 og cold SE, 15 ogd poison SE
Red ice spirit: down 146, bloodied, immob ENT Mur
Purple ice spirit: down 94
Orange ice spirit: down 112, bloodied, immob ENT Mur
Lime ice spirit: down 19
Green ice spirit: down 19
Blue ice spirit: down 19
Navy ice spirit: down 19
Brown ice spirit: no damage
White ice spirit: no damage
Hedoni: 111/116
->Ravenblade: 158/158, immob, 20 ogd cold SE
Salazar: 136/136, immob, 20 ogd cold SE

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Disliking the immobile feeling in his legs, Ravenblade bashes at an ice spirit attempting to gain an advantage. Rooted in place as he is, the swing goes wide. However, newly more tenacious than ever before, Ravenblade follows through with two more swift swings of his craghammer, aiming first slightly better, then decidedly so.

Turn Start: 20 cold damage, minus 15 resistance = 5 cold damage

Minor: Off-Hand Diversion green, vs AC.: 1D20+28 = [2]+28 = 30 1D10.MIN(3)+19 = [8]+19 = 27
Minor: Favored Tenacity Epic Path minor action melee basic attacks for the rest of the turn.: 1D20+28 = [6]+28 = 34 2D10.MIN(3)+19 = [9, 8]+19 = 36
Minor: Favored Tenacity Epic Path minor action melee basic attacks for the rest of the turn.: 1D20+28 = [18]+28 = 46 2D10.MIN(3)+19 = [8, 6]+19 = 33

Turn End: Save roll vs cold 20 ongoing.: 1D20 = [18] = 18

OOC: Assuming the first encounter power attack misses with AC 30 on green ice spirit, Ravenblade's Favored Tenacity triggers and he makes two more minor action melee basic attacks for AC 34 and AC 46 respectively. At turn's end he took 5 cold damage and saved from the ongoing cold.

    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)
Moderator
Registered: Oct 2008
Posts: 4627
OOC: Katherine Sophia was born on Friday, October 21 at 6:12 AM. :)
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Josh wrote
OOC: Katherine Sophia was born on Friday, October 21 at 6:12 AM. :)


OOC: Congrats! I have a Katherine Teresa.
_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Josh wrote
OOC: Katherine Sophia was born on Friday, October 21 at 6:12 AM. :)


OOC: Congrats to the whole family!
_______________
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: 7786
Josh wrote
OOC: Katherine Sophia was born on Friday, October 21 at 6:12 AM. :)


Awesome news! Congratulations!
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
Josh wrote
OOC: Katherine Sophia was born on Friday, October 21 at 6:12 AM. :)
Hurray!
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Distracted by the cold in his feet, Ravenblade manages to hit the ice creature once for 33 damage.

Initiative Status:
Sir Murrak: 159/179, 15 ogd poison SE
Valor: 45/89
Mal: 137+7/137, immob, 20 og cold SE, 15 ogd poison SE
Red ice spirit: down 146, bloodied, immob ENT Mur
Purple ice spirit: down 94
Orange ice spirit: down 112, bloodied, immob ENT Mur
Lime ice spirit: down 19
Green ice spirit: down 52
Blue ice spirit: down 19
Navy ice spirit: down 19
Brown ice spirit: no damage
White ice spirit: no damage
Hedoni: 111/116
Ravenblade: 153/158
->Salazar: 136/136, immob, 20 ogd cold SE

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Salazar feels a bit of the icy chill before blasting more fire at the ice spirits. Then blazing thunder crashes amongst the icy spirits as well before Salazar throws off the chill.

Start of turn - Take 11 (20 - 9 Resist Ongoing from Superior Fortitude) OGD cold.

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

Burning Spray, close blast 3, covering S-U/12-14, all creatures, targeting Orange, Brown, Green: 1D20+28+1 = [6]+28+1 = 35 1D20+28+1 = [16]+28+1 = 45 1D20+28+1 = [4]+28+1 = 33 2D8+37 = [5, 5]+37 = 47

Hits Reflex 35 for 51 (4 extra from Gauntlets of Blood) fire damage on Orange Ice Spirit, hits Reflex 45 for 47 fire damage on Brown Ice Spirit, and hits Reflex 33 for 47 fire damage on Green Ice Spirit, and on a hit, the next enemy that hits Salazar before the end of his next turn takes 7 fire damaged.

Minor action - Quickened Blazing Starfall, area burst 2, centered on U24, all creatures, targeting Orange Ice Spirit, Brown Ice Spirit, Green Ice Spirit, and White Ice Spirit.

Quickened Blazing Starfall, targeting Orange, Brown, Green, White (24H): 1D20+28+1 = [10]+28+1 = 39 1D20+28+1 = [19]+28+1 = 48 1D20+28+1 = [5]+28+1 = 34 1D20+28+1 = [12]+28+1 = 41 2D4+37 = [4, 2]+37 = 43

Hits Reflex 39 for 47 (4 extra from Gauntlets of Blood) radiant and thunder damage on Orange Ice Spirit, hits Reflex 48 for 43 radiant and thunder damage on Brown Ice Spirit, hits Reflex 34 for 43 radiant and thunder damage on Green Ice Spirit, and hits Reflex 41 for 43 radiant and thunder damage on White Ice Spirit. (Extra four damage on Brown or Green if earlier attack bloodied them.)

End of turn - Save vs. OGD Cold: Save Vs. OGD (Resilient Focus, 24H): 1D20+2+1 = [9]+2+1 = 12

Success!

"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: 125/136, 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
At first Salazar's spell mostly fizzles. Angry sparks dance in the air, doing little to two of the enemies, but one is slightly melted. Then the spell reignites and the sparks explode into full flame, harming three more of the ice creatures.

Initiative Status:
->Sir Murrak: 159/179, 15 ogd poison SE
Valor: 45/89
Mal: 137+7/137, immob, 20 og cold SE, 15 ogd poison SE
Red ice spirit: down 146, bloodied, immob ENT Mur
Purple ice spirit: down 94
Orange ice spirit: down 159, bloodied, immob ENT Mur
Lime ice spirit: down 19
Green ice spirit: down 52
Blue ice spirit: down 19
Navy ice spirit: down 19
Brown ice spirit: down 90
White ice spirit: down 43
Hedoni: 111/116
Ravenblade: 153/158
Salazar: 125/136

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
Sir Murrak feels the poison burn his body, then channels the mighty silver dragon, ignoring four of the enemies and smacking their most injured colleague, feeling his body regain some vigor.

Move: Dragon claw fangs and maw, not shifting
Standard: Valiant strike vs orange with HS 2 _: 1D20+28+5+1 = [18]+28+5+1 = 52 2D10.MIN(3)+18+2+13 = [9, 8]+18+2+13 = 50 Hits AC 52 for 50 damage (13 radiant) and dazed UENT

Assuming that hit, DCF&M vs red, purple, blue, lime _: 2D6 = [3, 6] = 9 2D6 = [4, 1] = 5 2D6 = [5, 2] = 7 2D6 = [6, 3] = 9 Deals 9 damage to red, 5 to purple, 7 to blue, and 9 to lime. Sir Murrak heals 30, so should be at 174/179 after taking the OGD.
Free: Save vs OGD _: 1D20+2+1 = [9]+2+1 = 12 Success, giving allies within 5 +5 to saves 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
Lashing out at the enemies, Sir Murrak smashes one to pieces.

Initiative Status:
Hero's poise: +5 to saves ENT Murrak
Sir Murrak: 179/179
Valor: 45/89
->Mal: 137+7/137, immob, 20 og cold SE, 15 ogd poison SE
Red ice spirit: down 155, bloodied
Purple ice spirit: down 99
Orange ice spirit: dead
Lime ice spirit: down 28
Green ice spirit: down 52
Blue ice spirit: down 26
Navy ice spirit: down 19
Brown ice spirit: down 90
White ice spirit: down 43
Hedoni: 111/116
Ravenblade: 153/158
Salazar: 125/136

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
Mal feels the bite of the cold snowflakes on his skin and in his gut. He lashes out at the diminished one and then steps back for more advantage.

Standard Action: Rousing Assault (Melee 2; +28 vs. AC; Hit: 4d4+13 Fire dam, and +7 to Warlord healing powers UENT; Crit: 29+5d6 Fire dam)

Hail of Steel (+28 W, +1 24hr, +1 vs. bloodied): 1D20+30 = [13]+30 = 43 4D4+13 = [1, 1, 1, 4]+13 = 20

Move Action: Shift (Move 1, do not provoke OAs)

Save vs. Cold; Save vs. Poison: 1D20+1 = [7]+1 = 8 1D20+1 = [9]+1 = 10

OOC: Take 20 damage. RA against Red, hitting AC 43 for 26 Fire damage. If I hit, +7 to my heals UENT. Shift to Q10. Save vs. Cold 8 (failure), Save vs. Poison 10 (success).


  •  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:124/137, 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: Jun 2009
Posts: 3164
OOC: With Hero's Poise the saves both succeed.
_______________
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
A cold sickness washes over the warlord, but he fights down the nausea and strikes one of the icelings.

Icy claws rake at Mal, Sir Murrak, Ravenblade and Salazar. Most of you ignore the sharp cold, and Salazar calls on his dragon protection. Frost climbs up Valor's legs paralyzing the steed (14 damage including cold resist and immobilized).

Initiative Status:
Hero's poise: +5 to saves ENT Murrak
Sir Murrak: 171/179
Valor: 31/89, bloodied
Mal: 102/137
Red ice spirit: down 181, bloodied
Purple ice spirit: down 99
Orange ice spirit: dead
Lime ice spirit: down 28
Green ice spirit: down 52
Blue ice spirit: down 26
Navy ice spirit: down 19
Brown ice spirit: down 90
White ice spirit: down 43
->Hedoni: 111/116
Ravenblade: 148/158
Salazar: 125/136

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
OOC: If that was an area attack, Valor can't be targeted. If it was a melee attack, Sir Murrak deals 13 radiant damage to the attacker.
_______________
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
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Hedoni decides that his attack worked well enough the last time, so he might as well do the same again.

Standard Action: Beguiling Strands (with Enlarge Spell), hitting Navy Ice Spirit, Red Ice Spirit, Purple Ice Spirit, Blue Ice Spirit, Lime Ice Spirit, Brown Ice Spirit, and Green Ice Spirit.
Move Action: Teleport to T5.


Beguiling Strands (first four attacks):
1D20+26+1 = [19]+26+1 = 46
1D20+26+1 = [15]+26+1 = 42
1D20+26+1 = [3]+26+1 = 30
1D20+26+1 = [4]+26+1 = 31

Beguiling Strands (second three attacks):
1D20+26+1 = [1]+26+1 = 28
1D20+26+1 = [7]+26+1 = 34
1D20+26+1 = [17]+26+1 = 44

Beguiling Strands (crit dice):
5D10+0 = [3, 10, 5, 1, 5]+0 = 24
3D6+0 = [6, 2, 1]+0 = 9


Beguiling Strands hits Will 46 (CRIT) on Navy Ice Spirit, Will 42 on Red Ice Spirit, Will 30 on Purple Ice Spirit, Will 31 on Blue Ice Spirit, Will 28 (FLUB) on Lime Ice Spirit, Will 34 on Brown Ice Spirit, and Will 44 on Green Ice Spirit for 19 psychic damage each.

Navy Ice Spirit takes an additional 33 Crit damage.

OOC: Hedoni gains +2 to AC and Reflex UENT for using a teleportation power.

  •  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)
      • Chain Lightning
      • 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
Jonathan Berg wrote
OOC: If that was an area attack, Valor can't be targeted. If it was a melee attack, Sir Murrak deals 13 radiant damage to the attacker.


It was a ranged attack from White - Freezing bolt ( standard, at-will) cold.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Flashes of color swirl in the air dazzling four of the enemies.

Initiative Status:
Hero's poise: +5 to saves ENT Murrak
Sir Murrak: 171/179
Valor: 31/89, bloodied
Mal: 102/137
Red ice spirit: down 200, bloodied
Purple ice spirit: down 99
Orange ice spirit: dead
Lime ice spirit: down 28
Green ice spirit: down 52
Blue ice spirit: down 45
Navy ice spirit: down 71
Brown ice spirit: down 109, bloodied
White ice spirit: down 43
Hedoni: 111/116, +2 to AC and Ref ENT
->Ravenblade: 148/158
Salazar: 125/136

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Unsure of how to proceed, Ravenblade swings his craghammers directly in front of him

Minor: HQ on nearest enemy
Standard: Twin Strikes vs nearest enemy, AC, +1 24h, add four to damage rolls if the enemy is bloodied.: 1D20+28+1 = [12]+28+1 = 41 2D10.MIN(3)+9 = [4, 4]+9 = 17 1D20+28+1 = [1]+28+1 = 30 2D10.MIN(3)+9 = [3, 4]+9 = 16
Free: HQ extra damage: 3D6 = [3, 1, 4] = 8

OOC: None of the images are displaying so I can't see the map. Please target the most appropriate enemy. The second swing flubs, but I think the first one will hit with 41 vs AC for a total of 25 damage. Add four more damage if that enemy was bloodied.

    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)
Moderator
Registered: Jul 2008
Posts: 5245
Ravenblade attacks on instinct hitting the more injured enemy for 29 damage.

OOC: Is anyone else having trouble with the images?

Initiative Status:
Hero's poise: +5 to saves ENT Murrak
Sir Murrak: 171/179
Valor: 31/89, bloodied
Mal: 102/137
Red ice spirit: down 200, bloodied
Purple ice spirit: down 99
Orange ice spirit: dead
Lime ice spirit: down 28
Green ice spirit: down 52
Blue ice spirit: down 45
Navy ice spirit: down 71
Brown ice spirit: down 138, bloodied, HQ
White ice spirit: down 43
Hedoni: 111/116, +2 to AC and Ref ENT
Ravenblade: 148/158
->Salazar: 125/136

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
OOC: I was on the same day Viktor was, but not anymore.
_______________
Hedoni Midartis - Eladrin Wizard, Scales of War

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