DeadGoblins.com » Scales of War » Legacy of Io

Legacy of Io

Moderators: Emily, Michael Doss.

Page: « < ... 4 5 6 7 8 9 10 > »

Author Post
Moderator
Registered: Jul 2008
Posts: 5245
Mal holds off, not wanting to antagonize the new arrivals.

The coughing and sputtering continues.

Enormous dragon tails whip across the room smashing Salazar, Valor and Sir Murrak senseless (42, 58, and 36 damage respectively +dazed SE).

Two of the fighters move to flank Valor and easily take the steed down from two sides. Another emerges from Hedoni's fumes and a very similar noxious cloud appears centered on Ravenblade.

With a terrifying crack, Ravenblade, Mal and the librarian disappear (17 damage and teleported to an interplanar space, SE).

A rush of burning slices through Sir Murrak's leg. The heat doens't bother him much, but he still feel the cut in his flesh for 17 damage (ignores 15 fire, immobilized SE) Two knives also sink into his shoulder for 36 damage.

Initiative/ Status
Silver dragon A: down 128
Silver dragon B: down 98
Fighter Brown: down 24
Fighter Red: down 90
Fighter Blue: down 123
Fighter Purple: down 22
->Sir Murrak: 79/185, +2 def and +2 att ENT Mur, dazed SE, immobilized
Valor: vanished
Ravenblade: 107/164; stunned SE, +2 def ENT Mur, vanished SE
Salazar: 83/141, +2 def ENT Mur, dazed SE
Chief Librarian: unconscious
Hedoni: 76/120, +2 def ENT Mur
Mal: 104/142, +2 def ENT Mur, vanished SE

User posted image
  •   Features:
      Illumination: Bright light.
      Chief Librarian'ws Desk: This solid desk can be mounted at the cost of a square of movement. It provides cover to those sheltering behind it.
      Statues: The two statues flanking the seal depict Ioun.
      Seal: The stone seal carved into the wall

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
Mal immediately reappears.

Save (+1 24hr): 1D20+1 = [15]+1 = 16

OOC: I was delaying until they finished their turn, so maybe I can take my save ends now? Save 16.


  •  Mal Geminous
    • Male Tiefling Inspiring Warlord, Captain of Fortune, Legendary Sovereign 24
    • Passive Perception: 25, Passive Insight: 25
    • AC:38, Fort:37, Reflex:34, Will:39 - Speed:5
    • HP:142+1 THP/142, Bloodied:71, Surge Value:42, Surges left:14/14
    • Action Points: 1, Second Wind: not used, Resist Fire 17 Cold 15
    •  
    • Powers
      • Intuitive Strike
      • Rousing Assault
      • IS Inspiring Word +5 1 2 3 4
      • Inspired Belligerence
      • Tactical Orders
      • Rousing Words +5
      • Favored Fortune
      • Press On Together
      • Great Captain
      • Stunning Display +5
      • 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 +5
      • This Is Not My Fate
      • 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 +5
      • Ring of Winter (Int) (Minor)
       
    • Items
      • Khyber Shard of Fiery Depth
      • Bloodfire Weavemail +5
      • Healer's Brooch +5
      • Fey-Blessed Circlet
      • Fire Horn
      • Hempen Rope (50ft)
      • Grappling Hook, Hammer, Pitons (10)
      • Hand Axe x2
      • Waraxe, Light Shield
       
    • Abilities
      • Melee Basic Attack +29 (+12 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 +21 (+12 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 19 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 12 THP, odd grants Mal 17 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)
      • This Is Not My Fate (LS24) (Once per)
      • 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) (+7 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 (12) THP)
      • Improved Defenses (24) (+3 to Fort, Ref, and Will)
      • Strikebacks (I) (+1 bonus to OAs)
      • Bloodfire (I) (When bloodied, Aura 1, 5 Fire damage)
       
    • Skills
      • Acrobatics +11
      • Arcana +14
      • Athletics +22
      • Bluff +21
      • Diplomacy +24
      • Dungeoneering +15
      • Endurance +13
      • Heal +20
      • History +14
      • Insight +15
      • Intimidate +24
      • Nature +15
      • Perception +15
      • Religion +14
      • Stealth +13
      • Streetwise +19
      • Thievery +11
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
Sir Murrak gathers his breath and smites the dragon, causing a thunderous clap!

Immediate Interrupt when damaged: Second Wind (I don't remember Mal's bonus)
Standard: Thundering Smite vs dragon _: 1D20+29+2+1 = [16]+29+2+1 = 48 3D10.MIN(3)+18 = [10, 7, 8]+18 = 43 Hits AC 48 for 48 thunder damage - forgot the 5 bonus (half on a miss). All enemies within 2 of the dragon fall prone. On a hit, same bonuses apply for another round.
Save vs dazed: _: 1D20+2+1 = [14]+2+1 = 17 Success, triggering Hero's Poise
_______________
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: Oct 2008
Posts: 7786
Flabbergasted by the viciousness of the attacks, Ravenblade tries to regain his mental capacity and join his friends once more. He does wonder however, what went wrong. Weren't they trying to restore Bahamut and why are good dragons fighting them on this?

Save vs stunned and save vs vanished.: 1D20+1 = [6]+1 = 7 1D20+1 = [18]+1 = 19
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
Thunder ripples through the room, knocking more books to the ground. The silver dragon and two of the fighters drop to their knees.

Mal and Ravenblade reappear; the librarian does not.

Initiative/ Status
Hero's Poise: +5 to saves ENT Mur Silver dragon A: down 176, prone
Silver dragon B: down 98
Fighter Brown: down 24, prone
Fighter Red: down 90, prone
Fighter Blue: down 123
Fighter Purple: down 22
Mal: 104/142
Sir Murrak: 136/185, immobilized ENT dragon, +2 def ENT Mur
Valor: vanished
Ravenblade: 107/164; stunned SE
->Salazar: 83/141, dazed SE
Chief Librarian: vanished
Hedoni: 76/120

User posted image
  •   Features:
      Illumination: Bright light.
      Chief Librarian'ws Desk: This solid desk can be mounted at the cost of a square of movement. It provides cover to those sheltering behind it.
      Statues: The two statues flanking the seal depict Ioun.
      Seal: The stone seal carved into the wall

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Salazar shakes his head clear, then does his best to continue the lighting and radiant thunder.

Start of turn - Save vs. Dazed from Superior Will.

Save vs Dazed: 1D20+5+5+2 = [12]+5+5+2 = 24

Success! Bonuses from Hero's Poise, Necklace of Fate Encounter Power, and Resilient Focus feat.

Free action - Lightning Daggers against Fighter Blue.

Lightning Daggers against Fighter Blue: 1D20+29+1 = [15]+29+1 = 45 2D4+37 = [4, 2]+37 = 43

Hits Reflex 45 for 43 lightning on Silver Dragons A. All damage non-lethal.

Standard action - Blazing Starfall, area blast 2, centered on F15, all creatures, including SD-B, F-Red, F-Brown, F-Purple, and F-Blue.

Blazing Starfall, SD-B, F-Red, F-Brown, F-Purple, F-Blue: 1D20+29+2 = [1]+29+2 = 32 1D20+29+2 = [19]+29+2 = 50 1D20+29+2 = [3]+29+2 = 34 1D20+29+2 = [19]+29+2 = 50 2D4+37 = [1, 2]+37 = 40 / Blazing Starfall F-Blue attack, SD-B flub: 1D20+29+2 = [5]+29+2 = 36 1D20 = [10] = 10

Hits Reflex 1 - FLUB! but not a critical failure - for 40 radiant and thunder damage on Silver Dragon B, hits Reflex 50 for 40 radiant and thunder damage on Fighter Red, hits Reflex 34 for 40 radiant and thunder damage on Fighter Brown, hits Reflex 50 for 50 radiant and thunder damage on Fighter Purple, and hits Reflex 36 for 50 radiant and thunder damage on Fighter Blue. All damage non-lethal.

OOC: Silver Dragon A was accidentally dropped from the initiative list.

Currently in effect powers / status effects for Salazar (not including general buffs from Mal or Murrak):

Lightning Daggers - effect from using the daily power, can use the attack once per round as a free action until the end of the encounter..

Platinum Scales - +7 to all defenses until the end of the encounter.

Aspect of the Dragon - Can use the attack again when first bloodied in this encounter.

Action point already used this encounter.


  •  Salazar Miller
    • Male Human Sorcerer 24 / Dragon Guardian / Draconic Incarnation
    • Full Character Sheet
    • Passive Perception: 22, Passive Insight: 22, Senses: Normal
    • AC: 38, Fort: 39, Reflex: 38, Will: 42 - Speed: 6 / Teleport 2
    • HP: 119/141, Bloodied: 70, Surge Value: 46, Surges left: 10/14
    • 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.
    • Fey Shift (Feat): You can teleport up to 2 squares as a move action.
    • 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.
    • -Swordwing Armor of Resistance (Necrotic Resist) +6 - 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 hit 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
Flashes of light and sound dance through the room. Blue dodges and rolls while the purple enemy disappears before the spell can hit her. Red stabs Salazar in the ankle and leaves a smoking hole in the sorcerer's sock (28 damage +15 ogd fire, immob SE).

Initiative/ Status
Hero's Poise: +5 to saves ENT Mur
Silver dragon A: down 221, prone
Silver dragon B: down 98
Fighter Brown: down 24, prone
Fighter Red: down 130, prone
Fighter Blue: down 123
Fighter Purple: down 22
Mal: 104/142
Sir Murrak: 136/185, immobilized ENT dragon, +2 def ENT Mur
Valor: vanished
Ravenblade: 107/164; stunned SE
Salazar: 54/141, immob SE
Chief Librarian: vanished
->Hedoni: 76/120

User posted image
  •   Features:
      Illumination: Bright light.
      Chief Librarian'ws Desk: This solid desk can be mounted at the cost of a square of movement. It provides cover to those sheltering behind it.
      Statues: The two statues flanking the seal depict Ioun.
      Seal: The stone seal carved into the wall

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Liking how his spell turned out, Hedoni decides to maintain it. Seeing Sir Murrak in the way, he creates a small space of breathable air in the cloud.

Move Action: Teleport to I5.
Move Action: Move cloud up two spaces to encompass fighters.
Free Action: Omit I15, J15, I16 and J16 from the cloud using Spell Accuracy.
Minor Action: Sustain Cloudkill, hitting Silver dragon A, Silver dragon B, Fighter Brown, Fighter Red, and Fighter Blue.


Cloudkill attack:
1D20+27+1 = [9]+27+1 = 37
1D20+27+1 = [20]+27+1 = 48
1D20+27+1 = [8]+27+1 = 36
1D20+27+1 = [15]+27+1 = 43
1D20+27+1 = [2]+27+1 = 30


Cloudkill damage:
1D10+25 = [3]+25 = 28
3D10 = [5, 6, 6] = 17
4D10 = [3, 3, 9, 1] = 16
3D6 = [1, 1, 2] = 4


Cloudkill damage II:
1D10 = [5] = 5


Cloudkill hits Fort 37 on Silver dragon A, Fort 48 (CRIT) on Silver dragon B, Fort 36 on Fighter Brown, Fort 43 on Fighter Red, and Fort 30 on Fighter Blue for 28 poison damage.

The burst creates a zone that lasts until the end of Hedoni's next turn. the zone is heavily obscured. Any creature that enters the zone or starts its turn there takes 1d10+20 poison damage. A creature can take this damage only once per turn.

OOC: Hedoni has +2 to AC and Reflex UENT for using a teleportation power. Silver Dragon B takes an additional 49 damage (77 total) for crit - 7 more for max damage, 21 for Staff of Ruin (rolled a 4d10 plus 1d10, because I messed up - should have been 5d10), 4 for my Executioner's Bracers, and 17 for teleporting up and falling (assuming it can be teleported upwards and fall). If not, crit damage is only 32 (60 total).

  •  Hedoni Mindartis
    • Male Eladrin Wizard 24 | Character PDF
    • Paragon Path: Arcane Wayferer | Epic Destiny: Keybearer
    • AC:36, Fort:33, Reflex:36, Will:38 - Speed:6
    • (+1 to defenses against ranged, area, close attacks; +2 to AC and Reflex UENT when I use a teleportation power)
    • HP:120, Bloodied:60, Surge Value:30, Surges left:10/10, Action Points: 1
    • Resistance: 16 Poison (Divine Health feat), 15 Necrotic (Bone Ring of Preservation), 5+1/2 level (17) Cold (Winterkin Heritage), 10 Acid, 10 Cold, 10 Fire, 10 Lightning (Dawn Warrior Armor)
    • Passive Perception: 28, Passive Insight: 28
    •  
    • 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 +5 (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)
      • Executioner's Bracers (Deal 3d6 extra damage on crit)
      • 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)
      • Belt of Breaching (Teleport 8 when I reduce an enemy to 0 hit points)
      • Siberys Shard of the Mage (+5 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 adjacent 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 11 with Eladrin Boots (no +2 for these)
      • Regain a teleportation power with Cloak of Translocation
      • Teleport 8 with 18+ attack roll with Traveler's Tricks
      • _______________
        Hedoni Midartis - Eladrin Wizard, Scales of War
        « Last edit by Michael Doss on Thu Aug 24, 2017 4:29 pm. »
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
As his blood drips to the floor, Salazar unleashes a draconic blast of fury before Hedoni's spell is woven.

Did you remember my Resist 15 fire? Even if you did, that'll let me ignore the fire OGD.

Dragon Scales grants +2 AC the rest of the encounter now that I'm bloodied.

Free action - Aspect of the Dragon, close blast 5, covering E-I/15-19, all enemies, including SD-A, SD-B, F-Red, F-Brown, and F-Blue.

SD-A, SD-B, F-Red, F-Brown, and F-Blue (24H, CA A, Red, Brown): 1D20+31+2+1 = [19]+31+2+1 = 53 1D20+31+1 = [14]+31+1 = 46 1D20+31+2+1 = [14]+31+2+1 = 48 1D20+31+2+1 = [8]+31+2+1 = 42 / SD-A, SD-B, F-Red, F-Brown, and F-Blue (24H, CA A, Red, Brown): 1D20+31+1 = [13]+31+1 = 45 3D8+37 = [7, 6, 2]+37 = 52

Hits Reflex 53 for 52 fire damage on Silver Dragon A, hits Reflex 46 for 52 fire damage on Silver Dragon B, hits Reflex 48 for 52 fire damage on Fighter Red, hits Reflex 42 for 52 fire damage on Fighter Brown, and hits Reflex 45 for 52 fire damage on Fighter Blue. Half damage done on a miss. All damage non-lethal.

Currently in effect powers / status effects for Salazar (not including general buffs from Mal or Murrak):

Lightning Daggers - effect from using the daily power, can use the attack once per round as a free action until the end of the encounter..

Platinum Scales - +7 to all defenses until the end of the encounter.

Aspect of the Dragon - Can use the attack again when first bloodied in this encounter.

Action point already used this encounter.


  •  Salazar Miller
    • Male Human Sorcerer 24 / Dragon Guardian / Draconic Incarnation
    • Full Character Sheet
    • Passive Perception: 22, Passive Insight: 22, Senses: Normal
    • AC: 38, Fort: 39, Reflex: 38, Will: 42 - Speed: 6 / Teleport 2
    • HP: 119/141, Bloodied: 70, Surge Value: 46, Surges left: 10/14
    • 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.
    • Fey Shift (Feat): You can teleport up to 2 squares as a move action.
    • 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.
    • -Swordwing Armor of Resistance (Necrotic Resist) +6 - 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 hit 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 fury rips through the room. Then, Hedoni directs the cloud forward and he is rewarded with more sounds of coughing and choking.

The leader gives orders, "Ghena, lock them down. Talis, you're with me on the knight. Madrick, shine it up." Sir Murrak feels sharp stabs in both his kidneys for 69 damage. Almost simultaneously, he is pummeled from both sides by the leader and her crew for 81 damage (dazed SE). The knight drops to the floor, unconscious.

A woman in purple robes, a mage you now assume, appears in the back room. Bursts of multicolored light shoot through Hedoni, Ravenblade, and Mal leaving them seeing stars (39, 29 and 46 damage and blinded ENT Purple).

The leader launches a glob of oozing red entropy at Salazar, but his dragon scales repel the scalding goo.

OOC: Let me know if you have interrupts or reactions you want to use.

Initiative/ Status
Hero's Poise: +5 to saves ENT Mur
Silver dragon A: down 306, bloodied
Silver dragon B: down 259
Fighter Brown: down 81
Fighter Red: down 240
Fighter Blue: down 179
Fighter Purple: down 22
->Mal: 58/142, bloodied, blinded ENT Purple
Sir Murrak: -35/185, +2 def ENT Mur, unconscious, dazed SE
Valor: vanished
Ravenblade: 78/164; bloodied, stunned SE, blinded ENT Purple
Salazar: 54/141, bloodied, immob SE
Chief Librarian: vanished
Hedoni: 37/120, bloodied, blinded ENT Purple

User posted image
  •   Features:
      Illumination: Bright light.
      Chief Librarian'ws Desk: This solid desk can be mounted at the cost of a square of movement. It provides cover to those sheltering behind it.
      Statues: The two statues flanking the seal depict Ioun.
      Seal: The stone seal carved into the wall

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Hedoni tries his best to avoid the assault.

OOC: Hedoni will use Staff of Defense (Immediate Interrupt; +4 to defense against one attack) to try to defend against the attack.

  •  Hedoni Mindartis
    • Male Eladrin Wizard 24 | Character PDF
    • Paragon Path: Arcane Wayferer | Epic Destiny: Keybearer
    • AC:36, Fort:33, Reflex:36, Will:38 - Speed:6
    • (+1 to defenses against ranged, area, close attacks; +2 to AC and Reflex UENT when I use a teleportation power)
    • HP:120, Bloodied:60, Surge Value:30, Surges left:10/10, Action Points: 1
    • Resistance: 16 Poison (Divine Health feat), 15 Necrotic (Bone Ring of Preservation), 5+1/2 level (17) Cold (Winterkin Heritage), 10 Acid, 10 Cold, 10 Fire, 10 Lightning (Dawn Warrior Armor)
    • Passive Perception: 28, Passive Insight: 28
    •  
    • 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 +5 (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)
      • Executioner's Bracers (Deal 3d6 extra damage on crit)
      • 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)
      • Belt of Breaching (Teleport 8 when I reduce an enemy to 0 hit points)
      • Siberys Shard of the Mage (+5 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 adjacent 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 11 with Eladrin Boots (no +2 for these)
      • Regain a teleportation power with Cloak of Translocation
      • Teleport 8 with 18+ attack roll with Traveler's Tricks
      • _______________
        Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Oct 2008
Posts: 4627
"Those names, that voice..." Mal mutters to himself, "Miss Swiftblade, what are you doing here?!?!" Just after that, he hears a squelch come from Murrak's mouth, and then a thump on the floor before sparkling lights blank out his vision. "Freeriders, Liberators, STOP!!!! We are friends, fighting on the same side! "

Standard Action: Diplomacy check

Diplomacy (+24 skill): 1D20+24 = [4]+24 = 28

Minor Action: Improved Inspiring Word +5 (Close burst 15; Two allies or an ally and I get Healing Surge +5d6+12 HP)

Inspiring Word (Mal, Hedoni): 42+5D6+12 = 42+[4, 4, 5, 6, 6]+12 = 79 30+5D6+12 = 30+[4, 5, 4, 3, 4]+12 = 62

Save vs. Blinded: 1D20+5 = [16]+5 = 21

OOC: Mal tries Diplomacy (28) on the Freeriders. Inspiring Word on Mal and Hedoni. Mal heals 79 HP to 137 HP and Hedoni heals 62 HP to 99 HP. Save vs. Blindness success.
  •  Mal Geminous
    • Male Tiefling Inspiring Warlord, Captain of Fortune, Legendary Sovereign 24
    • Passive Perception: 25, Passive Insight: 25
    • AC:38, Fort:37, Reflex:34, Will:39 - Speed:5
    • HP:137/142, Bloodied:71, Surge Value:42, Surges left:13/14
    • Action Points: 1, Second Wind: not used, Resist Fire 17 Cold 15
    •  
    • Powers
      • Intuitive Strike
      • Rousing Assault
      • IS Inspiring Word +5 1 2 3 4
      • Inspired Belligerence
      • Tactical Orders
      • Rousing Words +5
      • Favored Fortune
      • Press On Together
      • Great Captain
      • Stunning Display +5
      • 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 +5
      • This Is Not My Fate
      • 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 +5
      • Ring of Winter (Int) (Minor)
       
    • Items
      • Khyber Shard of Fiery Depth
      • Bloodfire Weavemail +5
      • Healer's Brooch +5
      • Fey-Blessed Circlet
      • Fire Horn
      • Hempen Rope (50ft)
      • Grappling Hook, Hammer, Pitons (10)
      • Hand Axe x2
      • Waraxe, Light Shield
       
    • Abilities
      • Melee Basic Attack +29 (+12 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 +21 (+12 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 19 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 12 THP, odd grants Mal 17 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)
      • This Is Not My Fate (LS24) (Once per)
      • 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) (+7 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 (12) THP)
      • Improved Defenses (24) (+3 to Fort, Ref, and Will)
      • Strikebacks (I) (+1 bonus to OAs)
      • Bloodfire (I) (When bloodied, Aura 1, 5 Fire damage)
       
    • Skills
      • Acrobatics +11
      • Arcana +14
      • Athletics +22
      • Bluff +21
      • Diplomacy +24
      • Dungeoneering +15
      • Endurance +13
      • Heal +20
      • History +14
      • Insight +15
      • Intimidate +24
      • Nature +15
      • Perception +15
      • Religion +14
      • Stealth +13
      • Streetwise +19
      • Thievery +11
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Mal's shout has the desired effect. The group of fighters pauses to look to their leader, a blond woman with a jagged scar down the front of her face.

"No, it can't be..." She says frowning. "The Liberators were defeated by Chillreaver weeks ago. The Nefalese scouts reported it to the council - the white dragon brought down the entire mountain and there were no survivors."

The mage in purple studies Hedoni, Mal and Ravenblade; she seems to be peering into their very souls. "Bloody Hells! Megan, it is them. How often to you see a group with a cocky eladrin, a righteous tiefling and a nature-loving dwarf?"

A tiefling holding two short swords kicks the unconscious Sir Murrak in the side. She snarls, "Yeah, then who's this guy? And why didn't they send word to Amyira? They could be impostors trying to get their hands on the artifact first."

OOC: We play Saturday at 1pm at Gary and my house.

Initiative/ Status
Hero's Poise: +5 to saves ENT Mur
Silver dragon A: down 306, bloodied
Silver dragon B: down 259
Fighter Brown: down 81
Fighter Red: down 240
Fighter Blue: down 179
Fighter Purple: down 22
Mal: 137/142, blinded ENT Purple
->Sir Murrak: -35/185, +2 def ENT Mur, unconscious, dazed SE
Valor: vanished
Ravenblade: 78/164; bloodied, stunned SE, blinded ENT Purple
Salazar: 54/141, bloodied, immob SE
Chief Librarian: vanished
Hedoni: 99/120, blinded ENT Purple

User posted image
  •   Features:
      Illumination: Bright light.
      Chief Librarian'ws Desk: This solid desk can be mounted at the cost of a square of movement. It provides cover to those sheltering behind it.
      Statues: The two statues flanking the seal depict Ioun.
      Seal: The stone seal carved into the wall

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
OOC: Gary, how does Forever War work?
_______________
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: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: Jonathan, here's the text of Forever War, which is a part of Murrak's epic destiny, recently earned at 24th level.

Forever War (24th level): The first time each day when you drop to 0 hit points or fewer, you regain hit points equal to your bloodied value. As a free action, you then stand up, shift 2 squares, and make a charge attack. If the attack hits, you gain temporary hit points equal to your bloodied value.

Josh, I controlled Mal during the live session. I'll let Emily recap things, but we wrapped the encounter we were in the middle of online and took an extended rest. After two fights the next day, Mal is at 121/142 HP, used no surges, used no dailies, and used no AP (just earning a second after the second fight). So pretty easy for you to get up to speed powerwise.

Salazar is at 134/141 HP, 13/14 surges, just used an AP and earned one back, and has used no dailies.
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Oct 2008
Posts: 4627
OOC: Great, thanks! We ended up having a mini emergency. Our neighbor had a water leak Thursday night that went through our shared wall and under our floor. Today, they ripped out a large section of our floor.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
OOC: Thank you to whoever ran Murrak while I wasn't there. Or to the other defenders who stepped in.
_______________
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: Oct 2008
Posts: 7786
I'm sorry I missed it. Looking forward to the recap and continued play online here.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
After the Liberators and Freeriders sort out their little misunderstanding, the two groups decide to divide and conquer. Your group goes to the Dawnbell Bastion, Pelor's domain, while the Freeriders move for Moradin's stronghold. You save Asmodeus's seal for last.

At the Pelor's grand cathedral, gleaming doors seemingly crafted from solid gold and covered with bas-reliefs of angels triumphing over the forces of darkness are thrown open, revealing a scene of intense serenity. An immaculately manicured sand garden lies surrounded by reflecting pools in the center of a circular room. A number of angelic figures in deep contemplation are spread about the area or perched on the balcony that runs the circumference of the room.

Once your intent to destroy Pelor's seal is revealed, the angels unleash their blinding radiance, keeping most of you weak and at a disadvantage. Finally, you defeat all the angelic guardians and twice prevent a runner from bringing reinforcements. All that remains is the final chamber and the seal itself.

User posted image

A massive figure radiating a palpable aura of righteousness and power awaits you at the top of the tower. Its armor, crafted from gold and mithral, bears impossibly detailed scenes of angelic forces waging war against all manner of dire foes, as does the titanic greatsword it holds before itself. Turning its featureless face to you, a voice like echoing thunder intones: “The charge to defend the Dawnbell was laid upon me by the lord Pelor, master of the Radiant Host, the Dawn Bringer. You shall not stand against his will.”

Initiative/ Status
->Ravenblade: 141/164
Salazar: 134/141
Hedoni: 120/120
Archangel: no damage
Mal: 121/142
Sir Murrak: 160/185
Valor: 92/92

User posted image
  •   Features:
      Illumination: Bright light.
      Dawnbell: The Dawnbell fills the squares it occupies, preventing movement through them.
      Pillars: The white marble pillars are wound about with silver and gold. They do not hinder movement but provide cover against melee attacks as normal.
      Stairs: Squares containing stairs are difficult terrain.
      Open Balcony: This level is open to the heavens, and any creature forced off faces a long drop to the earthmote below. A low wall running around the exterior allows a creature a saving throw to avoid the fall, with those successful falling prone in the nearest square of the tower. Those that fail fall 50 feet to the second balcony, where they make a second saving throw. If the second save succeeds, the character catches the second balcony and stops there but takes 5d10 damage from the fall. If the second save fails, the character falls another 50 feet to hit the earthmote at the level of the first balcony and take 10d10 damage. Returning to the combat requires a great deal of stair climbing: 10 squares of difficult terrain if they landed on the second balcony, or 20 squares of difficult terrain if they fell to the ground. Creatures capable of flying fall eight squares before managing to halt themselves, take no falling damage, and are free to fly back into the combat on their turn.

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
"Hmmmm....." In that sound, the rest of the Liberators can hear Ravenblade's reluctance at fighting an archangel. It's one thing to fight species of the material plane, but fighting emissaries of the gods another thing altogether.

Taking a deep breath, Ravenblade speaks more eloquently than you've ever heard him speak before. "Protector of Pelor's seal, hear us. We are on a quest to restore Bahamut to his former glory so that he may continue his fight against the five headed queen. Though we were unable to thwart a plot to quench his divine essence, we have found a way to rekindle that essence via the divine seals. The balance of good and evil must be restored and to do so Bahamut must return. I have been guided by Moradin, the forge father, to help bring back Bahamut, no more and no less. Surely, you can understand the need for Tiamat's greatest rival to return and continue to thwart her machinations."

Diplomacy to make the archangel understand the need for returning Bahamut via the seals.: 1D20+13 = [19]+13 = 32

OOC: BAM, 19 on my diplomacy roll! It's a first for Ravenblade. I think I've missed too many in-person sessions to fully understand why we're killing to obtain the seals instead of other methods. I just recall a vision from Moradin and figure it would be wrong to not try the peaceful route first. Feel free to back this play up if you think it's feasible or just attack if past encounters mean we have no other recourse.

  • Ravenblade
    • Male Dwarf Ranger, Dual Wielder, Hammer of Moradin, Star-Favored Champion
    • AC: 37 (35 when bloodied), Fort: 39, Reflex: 31, Will: 34, Speed: 6
    • HP: 164, Bloodied: 82, Surge Value: 47, Surges: 14
    • Resist: Acid 15, Cold 15, Fire 15, Lightning 15, Poison 17, Necrotic 10, Pyschic 10, Ongoing: 9
    • Champion's Aura: You and allies within 3 squares gain +4 to all defenses against fear effects
    • Resurgent Star: automatically roll a 20 on death saves if I have at least one healing surge left
    • Hammer Rhythm: 6 damage on a melee attack miss that would be zero damage otherwise
    • Slashing Storm: 5 damage to adj enemies starting their turn if I melee hit a creature last turn
    • Crit Roll (19 or 20): gain 12 thp (Stalwart Belt) and inflict 10 extra damage (Ring of Giants)
    • Healing Surge Use: resist all next damage received equal to twice number of surges used
    • Action Point(s) Left: 1/1, not used this battle

  • Features/Feats
    • Passive Perception: 32, Passive Insight: 27
    • 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: if 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
    • Hammer Rhythm: if melee hammer/mace attack misses, deal CON mod damage unless damage on a miss is already stated
    • Slashing Storm: enemies that start adjacent to me take WIS mod damage if I’ve hit a creature with a melee attack last turn
  • Powers
    • Melee/Ranged Basic: +30, 2d10+20
    • Hunter's Quarry: +3d6
    • Throw and Stab
    • Twin Strike
    • Incendiary Ring of Fireblazing: basic attacks can deal fire damage instead
    • Avalanche of Fury:
    • 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 +5: reroll a saving throw
    • Stalwart Defense:
    • Virtue's Touch: five uses per day
  • Items
    • Vicious Craghammer +5: +5d12 crit damage
    • Ironheart Tattoo: when spending a healing surge, gain resistance to next damage dealt me equal to twice the number of healing surges spent
    • 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
    • Agile Crysteel Armor +4:
    • Life Shroud:
    • _______________
      Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
The archangel is impressed with the dwarf's eloquence. He says, "Your quest is admirable. We all grieve the loss of Bahamut. Even now, his absence creates instability among the dragons as the remnants of his council vie for power. Yet your actions speak for themselves. You have defeated Pelor's most intimate servants and befouled to this holy place with their blood. You must answer for these crimes."

Initiative/ Status
Ravenblade: 141/164
->Salazar: 134/141
Mal: 137/142
Hedoni: 120/120
Archangel: no damage
Sir Murrak: 160/185
Valor:92/92

User posted image
  •   Features:
      Illumination: Bright light.
      Dawnbell: The Dawnbell fills the squares it occupies, preventing movement through them.
      Pillars: The white marble pillars are wound about with silver and gold. They do not hinder movement but provide cover against melee attacks as normal.
      Stairs: Squares containing stairs are difficult terrain.
      Open Balcony: This level is open to the heavens, and any creature forced off faces a long drop to the earthmote below. A low wall running around the exterior allows a creature a saving throw to avoid the fall, with those successful falling prone in the nearest square of the tower. Those that fail fall 50 feet to the second balcony, where they make a second saving throw. If the second save succeeds, the character catches the second balcony and stops there but takes 5d10 damage from the fall. If the second save fails, the character falls another 50 feet to hit the earthmote at the level of the first balcony and take 10d10 damage. Returning to the combat requires a great deal of stair climbing: 10 squares of difficult terrain if they landed on the second balcony, or 20 squares of difficult terrain if they fell to the ground. Creatures capable of flying fall eight squares before managing to halt themselves, take no falling damage, and are free to fly back into the combat on their turn.

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Ignoring Ravenblade's words, Salazar roars, "Bahamut MUST be restored! None shall stop me from returning my draconic patron to power!" The sorcerer unleashes lightning at the archangel.

OOC: Can we have all used a surge to get to full HP before the fight? We have plenty of surges and knew this was a boss fight.

Standard action - Lightning Daggers against Archangel.

Lightning Daggers against Archangel. (24H): 1D20+29+1 = [16]+29+1 = 46 2D4+37 = [1, 1]+37 = 39

Hits Reflex 46 for 39 lighting damage on Archangel. All damage non-lethal. Can use Lightning Daggers attack as a free action once per round on my turn for the rest of the encounter.

Currently in effect powers / status effects for Salazar (not including general buffs from Mal or Murrak):

Lightning Daggers - effect from using the daily power, can use the attack once per round as a free action until the end of the encounter.


  •  Salazar Miller
    • Male Human Sorcerer 24 / Dragon Guardian / Draconic Incarnation
    • Full Character Sheet
    • Passive Perception: 22, Passive Insight: 22, Senses: Normal
    • AC: 38, Fort: 39, Reflex: 38, Will: 42 - Speed: 6 / Teleport 2
    • HP: 134/141, Bloodied: 70, Surge Value: 46, Surges left: 13/14
    • 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.
    • Fey Shift (Feat): You can teleport up to 2 squares as a move action.
    • 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.
    • -Swordwing Armor of Resistance (Necrotic Resist) +6 - 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 hit 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
Lightning splinters across the tower, singeing the tips of the angel's feathers.

With a deafening peal, the magnificent bell before you sounds. Reflexively, everyone presses their hands to their ears. Hedoni and Sir Murrak are caught off guard as the deafening sound assaults them (38 damage - thunder and radiant, and weakened SE)

OOC: You all had the chance to heal and take a short rest at the end of the last encounter. We talked about it at the live session. Your characters did not know then that this was a boss fight. I don't think you get to decide now that you should all be at full HP.

Initiative/ Status
Ravenblade: 141/164
Salazar: 134/141
Dawnbell: no damage
->Mal: 137/142
Hedoni: 82/120, weakened SE
Archangel: no damage
Sir Murrak: 122/185, weakened SE
Valor:92/92

User posted image
  •   Features:
      Illumination: Bright light.
      Dawnbell: The Dawnbell fills the squares it occupies, preventing movement through them.
      Pillars: The white marble pillars are wound about with silver and gold. They do not hinder movement but provide cover against melee attacks as normal.
      Stairs: Squares containing stairs are difficult terrain.
      Open Balcony: This level is open to the heavens, and any creature forced off faces a long drop to the earthmote below. A low wall running around the exterior allows a creature a saving throw to avoid the fall, with those successful falling prone in the nearest square of the tower. Those that fail fall 50 feet to the second balcony, where they make a second saving throw. If the second save succeeds, the character catches the second balcony and stops there but takes 5d10 damage from the fall. If the second save fails, the character falls another 50 feet to hit the earthmote at the level of the first balcony and take 10d10 damage. Returning to the combat requires a great deal of stair climbing: 10 squares of difficult terrain if they landed on the second balcony, or 20 squares of difficult terrain if they fell to the ground. Creatures capable of flying fall eight squares before managing to halt themselves, take no falling damage, and are free to fly back into the combat on their turn.

_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
Mal looks at the Dawnbell carefully, searching his mind for this structure in any of his studies.

"We must apologize for our methods, but we WILL succeed in restoring Bahamut and bring down his murderer. I promise we will not kill you even if you fight us." Mal yells to the archangel.

Turning to the Liberators, Mal says, "I didn't want to do this in Pelor's house, but we must succeed. Non-lethal damage only!"

Arcana check (+14), History check (+14), Perception check (+15), Religion check (+14): 1D20+14 = [6]+14 = 20 1D20+14 = [17]+14 = 31 1D20+15 = [16]+15 = 31 1D20+14 = [6]+14 = 20

Minor Action: Diabolic Transformation (Personal; Transform into Diabolic Brute: Regen 6, +5 Fire Resist, +2 damage, extra +1 to attack vs. bloodied enemies)

Move Action: Walk (Move 5)

Ready Action Standard Action: Victory Surge (Melee 2; +29 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 12 THP; Miss: USNT, one ally w/in 10 can follow up a Standard Action w/ a Basic Attack as a Free Action and gain 12 THP; Sustain Minor: Same as Miss effect; Crit: 29+5d6 Fire dam)

OOC: Skill checks to see what the Dawnbell is/does/its significance: Arcana 20, History 31, Perception 31, Religion 20. Diabolic Transformation, giving Mal Resist Fire 22, +2 damage, Regen 6, +1 attack vs. bloodied enemies. Walk up the stairs to V11. Ready Action Victory Surge if the angel attacks me or an ally and is range of me (feel free to roll for.e).


  •  Mal Geminous
    • Male Tiefling Inspiring Warlord, Captain of Fortune, Legendary Sovereign 24
    • Passive Perception: 25, Passive Insight: 25
    • AC:38, Fort:37, Reflex:34, Will:39 - Speed:5
    • HP:137/142, Bloodied:71, Surge Value:42, Surges left:14/14
    • Action Points: 1, Second Wind: not used, Resist Fire 17 Cold 15
    •  
    • Powers
      • Intuitive Strike
      • Rousing Assault
      • IS Inspiring Word +5 1 2 3 4
      • Inspired Belligerence
      • Tactical Orders
      • Rousing Words +5
      • Favored Fortune
      • Press On Together
      • Great Captain
      • Stunning Display +5
      • 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 +5
      • This Is Not My Fate
      • 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 +5
      • Ring of Winter (Int) (Minor)
       
    • Items
      • Khyber Shard of Fiery Depth
      • Bloodfire Weavemail +5
      • Healer's Brooch +5
      • Fey-Blessed Circlet
      • Fire Horn
      • Hempen Rope (50ft)
      • Grappling Hook, Hammer, Pitons (10)
      • Hand Axe x2
      • Waraxe, Light Shield
       
    • Abilities
      • Melee Basic Attack +29 (+12 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 +21 (+12 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 19 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 12 THP, odd grants Mal 17 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)
      • This Is Not My Fate (LS24) (Once per)
      • 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) (+7 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 (12) THP)
      • Improved Defenses (24) (+3 to Fort, Ref, and Will)
      • Strikebacks (I) (+1 bonus to OAs)
      • Bloodfire (I) (When bloodied, Aura 1, 5 Fire damage)
       
    • Skills
      • Acrobatics +11
      • Arcana +14
      • Athletics +22
      • Bluff +21
      • Diplomacy +24
      • Dungeoneering +15
      • Endurance +13
      • Heal +20
      • History +14
      • Insight +15
      • Intimidate +24
      • Nature +15
      • Perception +15
      • Religion +14
      • Stealth +13
      • Streetwise +19
      • Thievery +11
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Mal can see the Bright City spread out below from this vantage. The uppermost balcony of the tower is open to the air to allow the tolling of the Dawnbell to be heard throughout the city. The bell is wrought from silver and gold.

Mal knows that in order to open the seal dedicated to Pelor, the group must fight their way past the angelic guardian of the Dawnbell Bastion to sunder the bell in which the seal has been bound and that gives the small fortification its name. He guesses that the selfless defenders must be unaware of the nature of the bell (and would not be moved even if they knew), and they will resist violently any attempts to trespass or tamper with the rightful property of their master. Mal recognizes that the bell will continue to defend itself and its guardian unless it is broken.

Determined, Mal climbs the steps and stands ready to fight.

Initiative/ Status
Ravenblade: 141/164
Salazar: 134/141
Dawnbell: no damage
Mal: 137/142, Res Fire 22, +2 dam, Regen 6, +1 att vs. bloodied
->Hedoni: 82/120, weakened SE
Archangel: no damage
Sir Murrak: 122/185, weakened SE
Valor:92/92

User posted image
  •   Features:
      Illumination: Bright light.
      Dawnbell: The Dawnbell fills the squares it occupies, preventing movement through them.
      Pillars: The white marble pillars are wound about with silver and gold. They do not hinder movement but provide cover against melee attacks as normal.
      Stairs: Squares containing stairs are difficult terrain.
      Open Balcony: This level is open to the heavens, and any creature forced off faces a long drop to the earthmote below. A low wall running around the exterior allows a creature a saving throw to avoid the fall, with those successful falling prone in the nearest square of the tower. Those that fail fall 50 feet to the second balcony, where they make a second saving throw. If the second save succeeds, the character catches the second balcony and stops there but takes 5d10 damage from the fall. If the second save fails, the character falls another 50 feet to hit the earthmote at the level of the first balcony and take 10d10 damage. Returning to the combat requires a great deal of stair climbing: 10 squares of difficult terrain if they landed on the second balcony, or 20 squares of difficult terrain if they fell to the ground. Creatures capable of flying fall eight squares before managing to halt themselves, take no falling damage, and are free to fly back into the combat on their turn.

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

Page: « < ... 4 5 6 7 8 9 10 > »

DeadGoblins.com » Scales of War » Legacy of Io

DeadGoblins.com is powered by UseBB 1 Forum Software