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Intregue in Sherrbyr

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Salazar unleashes a blast of flame at the two nearest ice spirits. The sorcerer then imitates his classmate by blinking out of sight and reappearing among the enemies. Unleashing a powerful draconic roar, Salazar's foes are left shaking and unable to focus on his allies.

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

Burning Spray, close blast 3, targeting Brown Ice Spirit, and Green Ice Spririt (24H): 1D20+28+1 = [5]+28+1 = 34 1D20+28+1 = [17]+28+1 = 46 2D8+37 = [2, 3]+37 = 42

Hits Reflex 34 for 46 (4 extra from Gauntlets of Blood) fire damage on Brown Ice Spirit, and hits Reflex 46 for 42 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 damage.

Move action - Spatial Trip to teleport to S12.

Minor action - Draconic Majesty, burst 3, zone of fear centered on me until the end of my next turn. The zone is difficult terrain for enemies, and enemies within the zone take -7 to attack rolls.

"Readying" 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
Salazar sends waves of heat into the chamber blasting one of the icelings. He transports himself to a central spot and creates a magical zone of fear.

Initiative Status:
Hero's poise: +5 to saves ENT Murrak
Zone of fear: Difficult terrain and -7 to attack ENT Sal
->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 94
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
Moderator
Registered: Jun 2009
Posts: 3164
With a WHACK, Sir Murrak brings down one of the spirits.

Standard: Valiant strike vs red_: 1D20+28+1+4 = [19]+28+1+4 = 52 2D10.MIN(3)+18+2 = [10, 3]+18+2 = 33 Hits AC 52 for 33 damage.
_______________
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
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Registered: Jul 2008
Posts: 5245
A jagged crack appears down the middle of the ice creature, splitting the enemy in two.

Initiative Status:
Hero's poise: +5 to saves ENT Murrak
Zone of fear: Difficult terrain and -7 to attack ENT Sal
Sir Murrak: 171/179
Valor: 31/89, bloodied
->Mal: 102/137
Red ice spirit: dead
Purple ice spirit: down 99
Orange ice spirit: dead
Lime ice spirit: down 28
Green ice spirit: down 94
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
Moderator
Registered: Oct 2008
Posts: 4627
"Liberators, it's time to ice these snowflakes!" Mal shouts as his glaive swings down giving momentum to the others. The tiefling then disappears and reappears on the other side of the fighting line.

Standard Action: Victory Surge (Melee 2; +28 vs. AC; Hit: 4d4+13 Fire damage and USNT, each ally w/in 10 can follow a Standard Action with a Basic Attack as a Free Action and gains 11 THP; Miss: USNT, one ally w/in 10 can follow up a Standard Action w/ a Basic Attack as a Free Action and gain 11 THP; Sustain Minor: Same as Miss effect; Crit: 29+5d6 Fire dam)

Victory Surge (+28 W, +2 CA): 1D20+30 = [8]+30 = 38 4D4+13 = [1, 3, 2, 2]+13 = 21

Move Action: Dimensional Stride Boots Encounter Item (Teleport 2 sq; If at max HP, teleport 5 sq)

OOC: Victory Surge on Blue, hitting AC 38 for 25 fire damage. On a hit, all allies can follow a Standard with a Basic Attack and gain 11 THP. Teleport to T12.


  •  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:102/137, 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 melts off some of the closest enemy then teleports next to his cousin.

Confused and afraid, the ice spirits only make half-hearted attacks. Only gets lucky (crit!) and manages to Valor's leg while the mount stamps his forelegs in impatience. The steed's leg looks pretty bad. (This was double attack that targeted both Sir Murrak and Valor. It missed Murrak and got a crit on Valor.) Still brave and proud, the leader shouts a command and the icelings teleport away.
  •   For those who speak Elven (Salazar and Hedoni) only
      "Do not be afraid. I will call forth a great sphere. Move away now."


The chamber shakes and you hear an ominous rumbling from the stairs to the northeast.

Initiative Status:
Hero's poise: +5 to saves ENT Murrak
Zone of fear: Difficult terrain and -7 to attack ENT Sal
Sir Murrak: 171/179
Valor: 3/89, bloodied
Mal: 102/137
Red ice spirit: dead
Purple ice spirit: down 99
Orange ice spirit: dead
Lime ice spirit: down 28
Green ice spirit: down 94
Blue ice spirit: down 45
Navy ice spirit: down 96
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
"Get away from the stairs!" yells Hedoni, surprised at his ability to decipher the odd Elven ice language. He teleports and makes one last attack at the creatures around him.

Move Action: Teleport to O8.
Standard Action: Beguiling Strands (with Enlarge Spell), hitting Blue Ice Spirit, Navy Ice Spirit and Lime Ice Spirit.


Beguiling Strands: 1D20+26+1 = [8]+26+1 = 35
1D20+26+1 = [9]+26+1 = 36
1D20+26+1 = [7]+26+1 = 34


Beguiling Strands hits Will 35 on Blue Ice Spirit, Will 36 on Navy Ice Spirit and Will 34 on Lime Ice Spirit for 19 psychic damage each. Any enemies hit are pushed 3 squares into the Northwest corner of the cave.

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: Oct 2008
Posts: 4627
OOC: Did Mal hit? Description sounds like it, but Blue isn't down any HP.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Josh wrote
OOC: Did Mal hit? Description sounds like it, but Blue isn't down any HP.

Yes, Mal hit. I had you attack Navy instead of Blue since Navy was adjacent and attacking Blue would have provoked an OA. Also, they are almost the same color. I can change it and do an OA on Mal if you prefer.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Hedoni warns the others to move away and positions himself far away from the staircase. His colorful strands of magic move three of the enemies. The deep crunching sound from the northeast stairs gets louder.

Initiative Status:
Hero's poise: +5 to saves ENT Murrak
Zone of fear: Difficult terrain and -7 to attack ENT Sal
Sir Murrak: 171/179
Valor: 3/89, bloodied
Mal: 102/137
Red ice spirit: dead
Purple ice spirit: down 99
Orange ice spirit: dead
Lime ice spirit: down 47
Green ice spirit: down 94
Blue ice spirit: down 64
Navy ice spirit: down 115, bloodied
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
Moderator
Registered: Oct 2008
Posts: 4627
OOC: No, that is fine. It is important though, because now everyone can make a basic attack after their Standard Action. So, Mike, if you can, make one.
_______________
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: No, that is fine. It is important though, because now everyone can make a basic attack after their Standard Action. So, Mike, if you can, make one.
OOC: Hedoni's basic attacks are useless. But thanks!
_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Oct 2008
Posts: 7786
Heeding Hedoni's words, Ravenblade moves back towards the water and staunchly attempts to melt an ice spirit. Overeager, he misses wildly, recovers with a frustrated outburst, then misses again.

Move: to O14 using Iron Hand Unbreakable Form
Standard: Untamed Outburst vs brown ice spirit, AC, +1 24h, +4 damage bloodied: 1D20+30+1 = [1]+30+1 = 32 2D10.MIN(3)+19+4 = [3, 7]+19+4 = 33 1D20+30+1 = [16]+30+1 = 47 2D10.MIN(3)+19+4 = [10, 5]+19+4 = 38
Free: HQ extra damage: 3D6 = [2, 6, 4] = 12
Minor: MBA vs brown ice spirit, AC, +1 24h, +4 bloodied: 1D20+28+1 = [8]+28+1 = 37 2D10+28+4 = [10, 10]+28+4 = 52

OOC: First untamed outburst misses (flub), so iron hand grants Rav only 10 thp, but this triggers favored tenacity for minor action MBA's this turn. Assuming the AC 37 misses with the MBA, the total damage to brown is 50. EDIT: Looks like I messed up the damage of the MBA, but it shouldn't matter as it missed.

    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
      •  
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
« Last edit by Viktor on Fri Nov 25, 2016 12:55 pm. »
Moderator
Registered: Oct 2008
Posts: 4627
OOC: Not sure if you included it, but you get a Basic Attack, too.
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Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Josh wrote
OOC: Not sure if you included it, but you get a Basic Attack, too.


OOC: I did not. Here goes.

Sensing that Mal sees victory as close, Ravenblade surges forward with his dominant arm once more to slam a craghammer into the ice spirit. He smashes the frigid air into thousands of atoms.....and the ice spirit shivers in amusement.

Victory Surge MBA from Mal, +4 damage bloodied: 1D20+28 = [3]+28 = 31 2D10.MIN(3)+19+4 = [5, 4]+19+4 = 32
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
OOC: Are posts disappearing? I'm getting email notifications, then not seeing the new posts. This is a test.
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Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: I see your test, Mike.
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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
Ravenblade follows Hedoni's instructions and backs away from the stairs. He nearly slips on the ice, but recovers smoothly. He pummels the ice spirit next to him for 134 damage, leaving only a pile tiny ice crystals on the ground. (All but the first attack hit.)

A moment later an enormous ball of ice rolls down the stairs, fast. The mages can sense this is no ordinary ice rushing towards them, but something tinged with fey magic. (Targets fall prone, take cold damage, and lose any immunity or resistance to cold until they find a cure.) Salazar turns to fog, but cannot avoid the crushing cold. Mal, Sir Murrak and Valor are also knocked down. Valor does not looks like he will be getting up. Barely slowed down, the massive ice ball rolls towards Hedoni.

OOC: Mike, do you want to use an interrupt to have Hedoni teleport away? It will hit him otherwise.

Initiative Status:
Hero's poise: +5 to saves ENT Murrak
Zone of fear: Difficult terrain and -7 to attack ENT Sal
Sir Murrak: 156/179, prone
Valor: squashed
Mal: 88/137, prone
Red ice spirit: dead
Purple ice spirit: down 99
Orange ice spirit: dead
Lime ice spirit: down 47
Green ice spirit: down 94
Blue ice spirit: down 64
Navy ice spirit: down 115, bloodied
Brown ice spirit: dead
White ice spirit: down 43
Hedoni: 111/116, +2 to AC and Ref ENT
Ravenblade: 148/158
->Salazar: 117/136, insub ENT, prone

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's eyes grow wide at the abominable ice ball, but he's able to avoid it just in time.

OOC: Hedoni will use Wayfarer's Evasion (Immediate Interrupt) and teleport out of the way - to T4 if safe, or toward the stairs otherwise (he can teleport up to 13).
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Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Salazar picks himself up and unleashes a storm of light and thunder amongst the ice spirits, even blasting one so hard it briefly catches fire. He then, at his cousin's urging, tosses a bolt of ice, hoping the impact hurts his foes if not the cold.

Move action - Stand up.

Standard action - Blazing Starfall, area burst 2, centered on T4, all creatures, targeting Navy Ice Spirit, Purple Ice Spirit, and Lime Ice Spirit.

Blazing Starfall, rargeting Navy Ice Spirit, Purple Ice Spirit, Lime Ice Spirit (24H): 1D20+28+1 = [9]+28+1 = 38 1D20+28+1 = [8]+28+1 = 37 1D20+28+1 = [20]+28+1 = 49 2D4+37 = [3, 2]+37 = 42 / Crit check, damage: 1D20 = [9] = 9 5D10 = [5, 4, 7, 6, 10] = 32 1D6 = [1] = 1

Hits Reflex 38 for 46 (already includes 4 extra from Gauntlets of Blood) radiant and thunder damage on Navy Ice Spirit, hits Reflex 37 for 42 radiant and thunder damage on Purple Ice Spirit, and hits Reflex 49 - CRIT! but no double crit - for 77 radiant and thunder damage and 1 fire damage (from Flame Braces property, triggering fire vulnerability) on Lime Ice Spirit.

Free action (from Mal) Dragonfrost Bolt against Navy Ice Spirit (or the most damaged ice spirit I can see if Navy died in the previous attack).

Dragonfrost Bolt against Navy Ice Spirit (24H): 1D20+28+1 = [17]+28+1 = 46 2D8+37 = [4, 7]+37 = 48

Hits Fort 46 for 48 (plus another 4 extra from Gauntlets of Blood if the target is bloodied) cold damage on Navy Ice Spirit.


  •  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: 117/136, 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 shivers and gets to his feet. The blaze of intense light leaves cracks in three of the icelings. His frost spell seems powerful enough but does nothing (as the enemies are immune to cold damage.)

Initiative Status:
->Sir Murrak: 156/179, prone
Valor: squashed
Mal: 88/137, prone
Red ice spirit: dead
Purple ice spirit: down 141, bloodied
Orange ice spirit: dead
Lime ice spirit: down 124, bloodied
Green ice spirit: down 94
Blue ice spirit: down 64
Navy ice spirit: down 151, bloodied
Brown ice spirit: dead
White ice spirit: down 43
Hedoni: 111/116, +2 to AC and Ref ENT
Ravenblade: 148/158
Salazar: 117/136

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
Sir Murrak wishes Valor a nice rest in the celestial realms, gets up, and charges an enemy.

Move: Stand
Standard: Charge to U6 vs lime _: 1D20+28+2+1 = [10]+28+2+1 = 41 3D10.MIN(3)+18+2+1D6+13 = [4, 8, 10]+18+2+[2]+13 = 57 Hits AC 41 for 57 damage (if lime is still alive, he is dazed UENT)
Free: Basic vs purple (assuming lime is dead) _: 1D20+28+1 = [12]+28+1 = 41 2D10.MIN(3)+18 = [9, 5]+18 = 32 Hits AC 41 for 32 damage
_______________
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
Unconcerned about his steed, the knight wastes no time in charging across the cavern at the enemy. (I applied the free MBA to Lime since the first attack did not kill it.)

Initiative Status:
Sir Murrak: 156+11/179
Valor: squashed
->Mal: 88/137, prone
Red ice spirit: dead
Purple ice spirit: down 141, bloodied
Orange ice spirit: dead
Lime ice spirit: dead
Green ice spirit: down 94
Blue ice spirit: down 64
Navy ice spirit: down 151, bloodied
Brown ice spirit: dead
White ice spirit: down 43
Hedoni: 111/116, +2 to AC and Ref ENT
Ravenblade: 148+11/158
Salazar: 117+11/136

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
Mal starts shivering on the floor. "Salazar, keep it up!" The tiefling then stands up and charges at a snowflake with a loud roar.

Minor Action: Sustain Victory Surge (USNT, one ally w/in 10 can follow a Standard Action w/ a Basic Attack as a Free Action and gain 11 THP)

Move Action: Stand

Standard Action: Charge (Melee 2; +29 vs. AC; Hit: 4d4+13 Fire dam; Crit: 29+5d6 Fire dam)

Charge (+28 W, +1 charge, +1 vs. bloodied): 1D20+30 = [18]+30 = 48 4D4+13 = [2, 2, 3, 1]+13 = 21

OOC: Sustain Victory Surge, granting to Salazar a Basic after his Standard Action and 11 THP when he does it (also, everyone should have gotten 11 THP when they had a Basic Attack this past round). Stand. Charge to V8, hitting Purple AC 48 for 25 fire damage. Can you clarify the status effects of the snowball? Mal, Murrak, and Salazar have lost all possibility of Cold Immunity and Resistance until a cure is found? This includes those conferred by equipment? And powers that apply after this snowball has applied?


  •  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:88/137, 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 urges his friends on to victory and they gain strength from his words. Then the warlord charges at an enemy.

The icelings flit across the chamber to attack. Hedoni and Ravenblade aren't bothered by the cold. However, Sir Murrak is struck three times for 71 damage, Mal is hit once for 21 damage, and Salazar is hit for 28 damage. A shard of ice flies into Mal from behind for 21 more cold damage and the tiefling's muscles start to cramp up in agony (slowed ENT Mal).

OOC: The magical snowball took away any immunity or resistance to cold, including powers from equipment, as soon as the individuals were struck by the attack. Mal, Sir Murrak, Valor and Salazar will need to figure out or find a cure to regain their resistance to cold.

Initiative Status:
Victory Surge: Mal's allies can follow a standard action with a free basic action and gain 11 temp HP USNT Mal
Cold: Mal, Sir Murrak, Valor and Salazar have lost any immunity or resistance to cold attacks until a cure for them is found. Sir Murrak: 96/179
Valor: squashed
Mal: 46/137, bloodied, slowed
Red ice spirit: dead
Purple ice spirit: down 166, bloodied
Orange ice spirit: dead
Lime ice spirit: dead
Green ice spirit: down 94
Blue ice spirit: down 64
Navy ice spirit: down 151, bloodied
Brown ice spirit: dead
White ice spirit: down 43
->Hedoni: 111+11/116, +2 to AC and Ref ENT
Ravenblade: 148+11/158
Salazar: 100/136

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

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