DeadGoblins.com » Scales of War » Intregue in Sherrbyr

Intregue in Sherrbyr

Moderators: Emily, Michael Doss.

Page: « < ... 2 3 4 5 6 7 >

Author Post
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Fearing another ice ball, Hedoni teleports back, then again works his magic on the killer snowflakes.

Move Action: Teleport to T3.
Standard Action: Hammerfall Step, hitting Navy Ice Spirit, Purple Ice Spirit and Blue Ice Spirit.


Hammerfall Step:
1D20+26+1 = [19]+26+1 = 46
1D20+26+1 = [11]+26+1 = 38
1D20+26+1 = [17]+26+1 = 44
2D6+21 = [5, 2]+21 = 28

Hammerfall Step Crit damage: 5D10+3D6 = [1, 6, 9, 1, 10]+[2, 6, 6] = 41

Hammerfall Step hits Fort 46 on Navy Ice Spirit (CRIT), Fort 38 on Purple Ice Spirit and Fort 44 on Blue Ice Spirit for 28 damage. Navy takes an additional 41 Crit damage (for 74 total).

On a hit, targets are teleported 30 feet in the air and dropped (Navy is teleported 50 feet up and dropped). Allies can teleport 6 squares if they want.

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
        « Last edit by Michael Doss on Wed Dec 07, 2016 12:51 pm. »
Moderator
Registered: Jul 2008
Posts: 5245
Hedoni reappears a few paces back and send a wave of teleportation at the enemies. One of the ice spirits shatters completely before it even hits the ground.

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 194, bloodied
Orange ice spirit: dead
Lime ice spirit: dead
Green ice spirit: down 94
Blue ice spirit: down 92
Navy ice spirit: dead
Brown ice spirit: dead
White ice spirit: down 43
Hedoni: 111+11/116
->Ravenblade: 148+11/158
Salazar: 100/136

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Seeking to help his half-cousin thrice removed, Ravenblade aims to bash one of the ice spirits haranguing Murak. However, his throws go wide twice. Not wanting Mal to think bad of him, Ravenblade lines up for one more hurl and it is definitely an improvement.

Move: to P8
Minor: HQ on purple
Standard: 1st Hammer Throw at purple ice spirit vs FORTITUDE, +1 24h, +4 dam bloodied, +3d6 HQ: 1D20+28+1 = [1]+28+1 = 30 2D10.MIN(3)+19+4+3D6 = [8, 10]+19+4+[5, 1, 4] = 51
2nd Hammer Throw at blue ice spirit vs FORTITUDE, +1 24h, knocks prone on a hit.: 1D20+28+1 = [3]+28+1 = 32 2D10.MIN(3)+19 = [4, 8]+19 = 31
Free basic attack from Mal: Ranged Basic Attack at blue ice spirit vs AC, +1 24h, +4 dam bloodied: 1D20+28+1 = [9]+28+1 = 38 2D10.MIN(3)+19+4 = [6, 7]+19+4 = 36

OOC: First attack flubs vs purple. Second attack is 32 vs FORT on blue (likely misses), third attack is 38 vs AC on purple for 36 damage plus the previously rolled 10 from HQ for 46 total. If this kills purple will use Death Threat to move the HQ to blue.

    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: Actually, I can only apply it to one per round now and I chose Salazar this time.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Ravenblade darts past the ice creature in front of him (OA missed) to get a clear shot one across the room. Unfortunately, both his throws crash harmlessly into the large rock.

Initiative Status:
Victory Surge: Salazar 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 194, bloodied
Orange ice spirit: dead
Lime ice spirit: dead
Green ice spirit: down 94
Blue ice spirit: down 92
Navy ice spirit: dead
Brown ice spirit: dead
White ice spirit: down 43
Hedoni: 111+11/116
Ravenblade: 148+11/158
->Salazar: 100/136

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 blasts more flame at the ice spirit next to him, then - having seen the ineffectiveness of his last ice spell - at his cousin's urging goes for the simple expedient of swinging his staff at the ice spirit, hoping to knock some shards of ice off. At the least, the swing invigorates him.

Standard action - Burning Spray, close blast 3, covering S-U/13-15, all creatures, targeting Green Ice Spirit.

Burning Green (24H): 1D20+28+1 = [8]+28+1 = 37 2D8+37 = [3, 2]+37 = 42

Hits Reflex 37 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.

Free action (from Mal) - MBA against Green Ice Spirit.

MBA Green (24H): 1D20+28+1 = [10]+28+1 = 39 2D8+17 = [5, 6]+17 = 28

Hits AC 39 for 28 (plus another 4 extra from Gauntlets of Blood if the target is bloodied) damage on Green 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: 100 + 11 THP/136, Bloodied: 68, Surge Value: 45, Surges left: 14/14
    • Action Points: 1
    • Resists: 15 Fire, 15 Poison, 15 Necrotic, 9 Ongoing

    • Dragon Scales (Class): +2 AC until the end of an encounter once first bloodied.
    • Dragon Soul (Class) and Guardian's Resistance (Paragon Path): Resist 15 fire and 15 poison, pierce 15 fire resistance and 15 poison resistance in enemies.
    • Dragon Breath Action (Paragon Path): When you make a close blast attack with an action point, score a crit on 16-20.
    • Indomitable Breath (Paragon Path): When you make an attack roll with a close blast power, you ignore any resistance and immunity that creatures have to the attack.
    • Action Surge (Feat): +3 to hit with attacks gained via Action Point.
    • Arcane Admixture (Feat): Add "Thunder" type to damage done by Blazing Starfall.
    • Arcane Familiar (Feat): Add 4 to surge value, speak Draconic.
    • Resilient Focus (Feat): +2 feat bonus to saving throws.
    • Resounding Thunder (Feat): Can choose to add 1 to the size of blasts or bursts with thunder powers.
    • Squire of Righteousness (Feat): Multiclass Paladin (Cavalier), gain training in one Cavalier skill (Intimidate), gain Defender Aura power, gain Righteous Radiance as an encounter power, gain proficiency in holy symbol implements.
    • Staff Expertise (Feat): +2 to hit with staffs, do not provoke OA's with ranged attacks, gain reach 1 with melee attacks.
    • Superior Fortitude (Feat): +2/3/4 tier feat bonus to Fortitude defense. In addition, resist 9 ongoing damage
    • Superior Will (Feat): +2/3/4 tier feat bonus to Will defense. In addition, may make a save against Dazed or Stunned conditions at the beginning of my turn, even if the effect does not allow for a save.
    • Powers
    • -Blazing Starfall (Radiant and Thunder)
    • -Burning Spray
    • -Defender Aura
    • -Dragonfrost
    • -Azure Talons
    • -Blazing Starfall (Quickened Spellcasting)
    • -Chaos Orbs
    • -Draconic Majesty
    • -Dragon's Breath (requires familiar in active mode)
    • -Elemental Prism (Item Power)
    • -Fog Form
    • -Guardian's Breath
    • -Necklace of Fate +5 (Item Power)
    • -Righteous Radiance
    • -Second Wind
    • -Spatial Trip
    • -Sudden Scales
    • -Thunder and Strike
    • -Aspect of the Dragon
    • -Belt of Mountain Endurance (Item Power)
    • -Flame Bracers (Item Power)
    • -Lasting Breath
    • -Lightning Daggers
    • -Platinum Scales
    • -Ring of Borrowed Spells: Greater Void Burst OR Resounding War Cry (Item Power)
    • -Ring of Tenacious Will (Item Power)
    • -Shield of Dragon Might
    • -Winds of Change

    • Items
    • -Accurate Staff of Ruin +5 - +5 attack / +10 damage, +5d10 damage on a crit. Additional +1 bonus to hit from Accurate superior implement.
    • -Anathema Armor of Resistance (Necrotic Resist) +5 - Resist 15 Necrotic.
    • -Necklace of Fate +5 - Encounter Power - Free action. Trigger: You make a saving throw at a time other than the end of your turn. Effect: You gain an item bonus to that saving throw equal to thenecklace's enhancement bonus.
    • -Gauntlets of Blood (Paragon) - +4 damage against bloodied targets.
    • -Belt of Mountain Endurance (Property) - When you spend a healing surge, you can add your Strength modifier to your healing surge value. (Character Builder and PDF does not do the math on this. Surge value listed above in stat block is correct.)
    • -Belt of Mountain Endurance (Daily) - Free action. You can trigger this power when you spend an action point. You gain a +2 bonus to all of your defenses until the start of your next turn.
    • -Gem of Colloquy (Head Slot) (Paragon) - +3 to item bonus to Bluff and Diplomacy checks and understand and speak two languages chosen at the time of gem's creation (Abyssal, Supernal).
    • -Siberys Shard of the Mage (Epic) - +5 to implement damage rolls with Accurate Staff of Ruin +5. PDF does not include this in the damage calculations.
    • -Flame Bracers (Heroic) - Property: When you score a critical hit, the target takes 1d6 extra fire damage.
    • -Flame Bracers (Heroic) - Power (Daily): Minor Action. The next time you hit with an attack, the target takes 1d6 extra fire damage.
    • -Elemental Prism - Power (Encounter): Free Action. Use this power when you make an attack that deals acid, cold, lightning, poison, or thunder damage. Change all your attack's damage to a different type of your choice among those above. You gain resist 15 to your attack's original damage type until the end of your next turn.
    • -Boots of Quickness (Paragon) - Gain a +2 bonus to Reflex defense.
    • -Fireheart Tattoo (Paragon) - When you spend an action point to take an extra action, you gain 10 temporary hit points.
    • -Ring of Borrowed Spells (Paragon) (Daily) - Standard action. The ring contains two arcane encounter attack powers of level 17 or lower that the wearer can employ using the ring's power. The powers contained in the ring are determined when it is created and cannot be changed (Greater Void Burst and Resounding War Cry). Milestone: If you've reached at least one milestone today, you gain a +2 bonus to the attack rolls of the stored power you use.
    • -Ring of Tenacious Will (Property) - Use Charisma instead of Constitution to determine the number of healing surges you possess.
    • -Ring of Tenacious Will (Daily) - No action. Effect: Use this power when you would be reduced to 0 hi points of fewer. You are reduced to 1 hit point instead. If you've reached at least one milestone today, you also gain a number of hit points equal to your level.
    • -Potion of Healing (Heroic) x2
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Oct 2008
Posts: 7786
OOC: Isn't the brown ice spirit dead and couldn't try for an OA. I assumed you just hadn't yet updated the map to remove the brown icon.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
Viktor wrote
OOC: Isn't the brown ice spirit dead and couldn't try for an OA. I assumed you just hadn't yet updated the map to remove the brown icon.

OOC: Yes, you're right. Thanks. I forgot to update the map.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
The ice creature is engulfed in fire, leaving the thing half-melted.

Initiative Status:
Victory Surge: Salazar 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 194, bloodied
Orange ice spirit: dead
Lime ice spirit: dead
Green ice spirit: down 164, bloodied
Blue ice spirit: down 92
Navy ice spirit: dead
Brown ice spirit: dead
White ice spirit: down 43
Hedoni: 111+11/116
Ravenblade: 148+11/158
Salazar: 100/136

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Wed Dec 14, 2016 12:32 pm. »
Moderator
Registered: Jun 2009
Posts: 3164
Sir Murrak smashes another foe.

Standard: Valiant strike vs purple _: 1D20+28+2 = [12]+28+2 = 42 2D10.MIN(3)+18 = [9, 7]+18 = 34 Hits AC 42 for 34 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
The ice creature shatters under Sir Murrak's hammer.

Initiative Status:
Victory Surge: Salazar 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: dead
Orange ice spirit: dead
Lime ice spirit: dead
Green ice spirit: down 164, bloodied
Blue ice spirit: down 92
Navy ice spirit: dead
Brown ice spirit: dead
White ice spirit: down 43
Hedoni: 111+11/116
Ravenblade: 148+11/158
Salazar: 100/136

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
Mal mods at Murrak as they hack at the snow creature from both sides. Then Mal says, "Stand tall, Murrak, this fight is nearly won. Salazar, press on!"

Standard Action: Death From Two Sides (Melee 2; +28 vs. AC; Hit: 2d4+13 Fire damage; Effect: Ally makes MBA against target and gains 11 THP. If both attacks hit, ally's attack is a crit; Crit: 21+5d6 Fire dam)

Death from Two Sides (+28, +1 24hr): 1D20+29 = [14]+29 = 43 2D4+13 = [2, 1]+13 = 16

Murrak MBA (+28, +1 24hr): 1D20+29 = [11]+29 = 40 2D10.MIN(3)+18 = [6, 3]+18 = 27 4D10 = [10, 5, 4, 10] = 29

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

Inspiring Word (Mal, Murrak): 41+5D6+11 = 41+[1, 2, 3, 4, 6]+11 = 68 55+5D6+11 = 55+[4, 2, 3, 1, 1]+11 = 77

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)

OOC: Salazar should have 11 THP. Df2S on Blue, hitting AC 43 for 19 fire damage and Murrak hits Blue AC 40 for 27 damage. Assuming both hit, Murrak's hit is a crit, doing 67 damage instead. Total damage is either 19 from Mal if only he hits or 86 damage if both do. Murrak also gains 11 THP. IW on Mal healing 68 HP to 114 HP and on Murrak, healing 77 HP to 173 HP. Sustain Victory Surge, on Salazar.


  •  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:114/137, Bloodied:68, Surge Value:41, Surges left:13/14
    • 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
Sir Murrak catches Mal's signal and the two coordinate their attacks, leaving the enemy badly hurt.

Desperate, the ice creature lashes out, striking both Sir Murrak and Mal. Salazar easily ducks to avoid an icicle in his side. You feel a cold wind blow through the chamber, but it doesn't seem to cause any harm.

Initiative Status:
Victory Surge: Salazar 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: 169/179
Valor: squashed
Mal: 96/137
Red ice spirit: dead
Purple ice spirit: dead
Orange ice spirit: dead
Lime ice spirit: dead
Green ice spirit: down 164, bloodied
Blue ice spirit: down 178, bloodied
Navy ice spirit: dead
Brown ice spirit: dead
White ice spirit: down 43
->Hedoni: 111+11/116
Ravenblade: 148+11/158
Salazar: 100+11/136

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
"Damn these snowflakes, all over the place" mutters Hedoni, not having a clear shot at more than one enemy at once. He teleports and decides to take a shot at the one not getting any attention.

Move Action: Teleport to R8.
Standard Action: Chain Lightning, hitting White Ice Spirit.


Chain Lightning: 1D20+26+1 = [6]+26+1 = 33 4D6+21 = [5, 3, 6, 1]+21 = 36

Chain Lightning hits Reflex 33 on White Ice Spirit for 36 Lightning damage. Target takes 18 damage on a miss.

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
Some small sparks of electric light hit the ice leader at the back of the chamber.

Initiative Status:
Victory Surge: Salazar 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: 169/179
Valor: squashed
Mal: 96/137
Red ice spirit: dead
Purple ice spirit: dead
Orange ice spirit: dead
Lime ice spirit: dead
Green ice spirit: down 164, bloodied
Blue ice spirit: down 178, bloodied
Navy ice spirit: dead
Brown ice spirit: dead
White ice spirit: down 61
Hedoni: 111+11/116, +2 AC and Ref EUNT
->Ravenblade: 148+11/158
Salazar: 100+11/136

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: Emily and I are heading out on vacation and will be back next Thursday.
_______________
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
OOC: Thanks for fixing the website Mike. Saturday, Jan 29 will be our next live session. Let's see if we can finish off this encounter before then.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Ravenblade hurries to finish the skirmish. He moves into a flanking position, but in his haste swings wildly.

Move: to T6
Minor: HQ on blue
Standard: Twin Strike blue, AC, +2 flanking, +4 damage bloodied: 1D20+24+2 = [5]+24+2 = 31 2D10.MIN(3)+13+4 = [9, 9]+13+4 = 35 1D20+24+2 = [4]+24+2 = 30 2D10.MIN(3)+13+4 = [3, 4]+13+4 = 24

OOC: 31 and 30 AC both likely miss. If not, please roll an extra 3d6 HQ damage for me.

    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, his fingers growing numb in the cold, looses focus and misses.

Initiative Status:
Victory Surge: Salazar 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: 169/179
Valor: squashed
Mal: 96/137
Red ice spirit: dead
Purple ice spirit: dead
Orange ice spirit: dead
Lime ice spirit: dead
Green ice spirit: down 164, bloodied
Blue ice spirit: down 178, bloodied
Navy ice spirit: dead
Brown ice spirit: dead
White ice spirit: down 61
Hedoni: 111+11/116, +2 AC and Ref EUNT
Ravenblade: 148+11/158
->Salazar: 100+11/136

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 blasts more flame at the ice spirit next to him but comes closer to singing his own fire-resistant skin, then at his cousin's urging swings his staff at the ice spirit.

Standard action - Burning Spray, close blast 3, covering S-U/13-15, all creatures, targeting Green Ice Spirit.

Burning Spray Green Ice Spirit. (24H, GoB): 1D20+28+1 = [1]+28+1 = 30 2D8+37+4 = [4, 4]+37+4 = 49 / Burning Spray Flub: 1D20 = [3] = 3

Hits Reflex 30 - FLUB! but no further trouble - for 49 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.

Free action (from Mal) - MBA against Green Ice Spirit.

MBA Green (24H, GoB): 1D20+28+1 = [6]+28+1 = 35 2D8+17+4 = [5, 2]+17+4 = 28

Hits AC 35 for 28 damage on Green 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: 100 + 11 THP/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's magic nearly backfires. And what was that sound? Did the ice spirit just snicker at him?

Initiative Status:
Victory Surge: Salazar 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: 169/179
Valor: squashed
Mal: 96/137
Red ice spirit: dead
Purple ice spirit: dead
Orange ice spirit: dead
Lime ice spirit: dead
Green ice spirit: down 164, bloodied
Blue ice spirit: down 178, bloodied
Navy ice spirit: dead
Brown ice spirit: dead
White ice spirit: down 61
Hedoni: 111+11/116, +2 AC and Ref EUNT
Ravenblade: 148+11/158
Salazar: 100+11/136

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
Sir Murrak tries to finish off a spirit.

Standard: Valiant strike vs blue _: 1D20+28+1 = [12]+28+1 = 41 2D10.MIN(3)+18 = [7, 3]+18 = 28 Hits AC 41 for 28 damage
If this killed him, Move: Walk to V11
_______________
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
For the first time in ages, Sir Murrak stands in one place while he attacks, his boots firmly planted on the icy ground. The ice spirit is left alive, but barely.

Initiative Status:
Victory Surge: Salazar 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: 169/179
Valor: squashed
->Mal: 96/137
Red ice spirit: dead
Purple ice spirit: dead
Orange ice spirit: dead
Lime ice spirit: dead
Green ice spirit: down 164, bloodied
Blue ice spirit: down 206, bloodied
Navy ice spirit: dead
Brown ice spirit: dead
White ice spirit: down 61
Hedoni: 111+11/116, +2 AC and Ref EUNT
Ravenblade: 148+11/158
Salazar: 100+11/136

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
Mal steps back and hacks at the ice in front of him. "Liberators, finish this! Murrak, get moving!"

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

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)

Rousing Assault (+28 W, +1 vs. bloodied, +2 CA, +1 24hr): 1D20+32 = [19]+32 = 51 4D4+13 = [1, 2, 4, 1]+13 = 21

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)

OOC: Shift to W7. Rousing Assault on Blue, hitting AC 51 for 26 Fire damage and gain +7 to heals UENT. Sustain Victory Surge, granting basic attack to Sir Murrak on his Standard Action (he gets 11 THP if he uses it).


  •  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:96/137, Bloodied:68, Surge Value:41, Surges left:13/14
    • 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 dissolves under Mal's heated attack.

The leader speaks an order and retreats. You can just see the last ice spirit as it moves up the steps to the northeast.
  •   For those who speak Elven
      "Enough! Rouse the others and I will inform Chillreaver. "

Initiative Status:
Victory Surge: Sir Murrak 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: 169/179
Valor: squashed
Mal: 96/137
Red ice spirit: dead
Purple ice spirit: dead
Orange ice spirit: dead
Lime ice spirit: dead
Green ice spirit: down 164, bloodied
Blue ice spirit: dead
Navy ice spirit: dead
Brown ice spirit: dead
White ice spirit: down 61, fled
->Hedoni: 111+11/116, +2 AC and Ref EUNT
Ravenblade: 148+11/158
Salazar: 100+11/136

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

Page: « < ... 2 3 4 5 6 7 >

DeadGoblins.com » Scales of War » Intregue in Sherrbyr

DeadGoblins.com is powered by UseBB 1 Forum Software