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Legacy of Io

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Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Knowing he's weakened, Hedoni defends instead of attacks, and gives his allies a bit of protection in this high, exposed battle. He raises his arms as if lifting a large weight, then watches as tiny, flying lights surround his comrades.

Standard Action: Mass Fly, cast on all allies.
Minor Action: Healing Word.


Healing word: 5D6+30 = [1, 2, 2, 6, 1]+30 = 42
Save from Weakened: 1D20+1 = [12]+1 = 13

OOC: Mass Fly gives Hedoni and all allies a fly speed of 8 UENT Hedoni. Healing Word heals 42, giving Hedoni 120/120 HP. Save from Weakened is successful.



  •  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:9/10, 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)
      • Mass Fly/Dimensional Journey
      • 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: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: Salazar's Lightning Daggers hit the archangel, so he should be down 39 HP.
_______________
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
Realizing the group is up pretty high and might need a boost, Hedoni wisely gives his allies the ability to fly temporarily.

Mal senses the archangel about the strike and makes his attack. Mal's glaive crashes into the angel's fullplate armor. Mal looks around to see who wants to try to get take the angel on next. (Who will take the free basic attack and temp HP?)

The angel spreads his wings and hovers above the bell, raising his greatsword over head. "Surrender to the Light." He commands.

Light spills down, overwhelming your minds with radiance. All but Valor are stunned and take 13 radiant damage (FYI Salazar was hit for 46 Will if you want to use sudden scales).

Initiative/ Status
Ravenblade: 128/164, stunned ENT angel
Salazar: 121/141, stunned ENT angel
Dawnbell: no damage
Hedoni: 107/120, stunned ENT angel
Mal: 124/142, Res Fire 22, +2 dam, Regen 6, +1 att vs. bloodied, stunned ENT angel
Archangel: down 39, hovering 15 feet up
->Sir Murrak: 109/185, weakened SE, , stunned ENT angel
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 2009
Posts: 3164
OOC: Did we take a full rest before this fight? Do I have my dailies?
_______________
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: Salazar will actually use Platinum Scales. Daily immediate interrupt, +7 to all defenses until the end of the encounter. Avoids this attack and makes me harder to hit the rest of the fight, too.
_______________
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: You took a short rest before this fight. This is the third encounter of the day. I don't remember if you'd used any dailies yet.
Jonathan Berg wrote
OOC: Did we take a full rest before this fight? Do I have my dailies?
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Salazar seems to absorb the light and glows faintly.

Initiative/ Status
Ravenblade: 128/164, stunned ENT angel
Salazar: 154/141, +7 def EE
Dawnbell: no damage
Hedoni: 107/120, stunned ENT angel
Mal: 124/142, Res Fire 22, +2 dam, Regen 6, +1 att vs. bloodied, stunned ENT angel
Archangel: down 39, hovering 15 feet up
->Sir Murrak: 109/185, weakened SE, , stunned ENT angel
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 2009
Posts: 3164
Sir Murrak shakes his head to clear it, then he and Valor charge the menacing angel.

Free: Incredible toughness, ending stunned and weakened
Minor: Divine aegis, activating an aura 2 for +2 def
Standard: Charge angel (moving straight up to it) _: 1D20+29+2+3+1+1 = [12]+29+2+3+1+1 = 48 3D10.MIN(3)+18+2+2+2D6+13 = [3, 10, 7]+18+2+2+[4, 6]+13 = 65 Hits AC 48 for 65 damage (13 radiant) and dazed UENT.
ACTION POINT!: Burden of Valor vs angel _: 1D20+29+2+4+1 = [20]+29+2+4+1 = 56 5D10.MIN(3)+18+2 = [10, 9, 3, 9, 5]+18+2 = 56 CRIT for 70+_: 4D10 = [7, 9, 9, 1] = 26 for 96 damage total (mostly radiant) and the angel is knocked prone. Effect of BoV - until the end of the encounter, the angel takes -5 to all attack rolls vs anyone other than Sir Murrak unless Sir Murrak ends his turn without attacking the angel.

OOC: I think Incredible toughness will end both conditions. If not, Murrak is still weakened, so the total damage is 80 instead of 161, and he will save vs weakened with +2.
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Jul 2008
Posts: 5245
Sir Murrak takes aim and charges the angel. Radiant sparks shoot in all directions as the two collide. The immortal creature reflects some of the radiance damage back onto the knight (Sir Murrak takes 24-15 resist =9 radiant damage). Spirals of light emanate from the angel, slowing any future flight (see aura).

OOC: Yes. Incredible toughness is a Mul encounter power that allows you to end any ongoing damage or any dazed, slowed, stunned, or weakened condition currently affecting you.

Initiative/ Status
Blazing Radiance: aura 5 around Angel. The space is treated as difficult terrain and the angel's enemies take -2 to attack
->Ravenblade: 128/164, stunned ENT angel
Salazar: 154/141, +7 def EE
Dawnbell: no damage
Hedoni: 107/120, stunned ENT angel
Mal: 124/142, Res Fire 22, +2 dam, Regen 6, +1 att vs. bloodied, stunned ENT angel
Archangel: down 172, hovering 15 feet up, prone, -5 to att if not Mur EE, dazed ENT Mur
Sir Murrak: 100/185, hovering 15 feet up, +2 def
Valor:92/92, hovering 15 feet up

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
Ravenblade is stunned....absolutely stunned by the violent display exhibited by the angel.

OOC: Sorry for the delay. Work has been....don't get me started. Since the stunned is not a save ends, I don't think there's anything I can do. Also, I anticipate all my future posts will be delayed since I still can't use the quote button to copy my last post and I don't have gmail access during regular hours to copy/paste the statblock AND my home computer is very unhappy, freezing every day AND work will not relent. It's quite tedious to copy/paste the statblock and go back to check what powers have and haven't been used to use strikethrough on them.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
OOC: You might want to try a new simple statblock, just a list of your spells. The length of your current statblock might be what's making it not work - I've seen it happen in some of my posts too.
_______________
Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jul 2008
Posts: 5245
Ravenblade can do little but watch as the fight unfolds around him.

OOC: I hear you Viktor. I have the same fires to put out at work and no personal e-mail in the office. (Coincidence? I think not.)

Initiative/ Status
Blazing Radiance: aura 5 around Angel. The space is treated as difficult terrain and the angel's enemies take -2 to attack
Ravenblade: 128/164, stunned ENT angel
->Salazar: 154/141, +7 def EE
Dawnbell: no damage
Hedoni: 107/120, stunned ENT angel
Mal: 124/142, Res Fire 22, +2 dam, Regen 6, +1 att vs. bloodied, stunned ENT angel
Archangel: down 172, hovering 15 feet up, prone, -5 to att if not Mur EE, dazed ENT Mur
Sir Murrak: 100/185, hovering 15 feet up, +2 def
Valor:92/92, hovering 15 feet up

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
Salazar hurls more magic at the angel. His lightning fails to connect, but his flames singe the divine creatures wings badly.

OOC: Salazar should be at 134 HP.

Free action - Lightning Daggers against Archangel.

Lightning Daggers against Archangel.: 1D20+29 = [2]+29 = 31 2D4+37 = [3, 4]+37 = 44

Hits Reflex 31 for 44 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.

Standard action - Aspect of the Dragon against Archangel and Dawnbell (close burst 5, enemies only, targeting S-W/6-10)

Aspect of the Dragon against Archangel, Dawnbell.: 1D20+29 = [20]+29 = 49 1D20+29 = [5]+29 = 34 3D8+37 = [1, 8, 3]+37 = 49 / Aspect of the Dragon against Archangel, CRIT: 1D20 = [8] = 8 5D10 = [5, 3, 7, 4, 9] = 28 1D6 = [5] = 5

Hits Reflex 49 - CRIT!!! - for 92 fire damage on Archangel, Hits Reflex 34 for 49 fire damage on Dawnbell. Half damage on a miss. All damage non-lethal. Can use Aspect of the Dragon attack again as a free action the first time Salazar is bloodied this encounter.

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

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

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.

Aspect of the Dragon - Can use Aspect of the Dragon attack again as a free action the first time Salazar bloodied 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: 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
Fire blossoms around the angel and the bell. The bell automatically responds to the damage with a thunderous boom. Valor, Sir Murrak, Mal and Hedoni are flung back, their ears ringing in pain, (37 thunder and force damage, pushed 3 squares and are deafened, SE (can't hear and -10 to perception)). Luckily, thanks to Hedoni's spell, you all temporarily have the ability to fly and do not plummet down.

The bell sounds again, summoning a flock of angels. Ravenblade and Hedoni are blasted by the thunderous sound (45 thunder and radiant damage and weakened SE). Hedoni, Mal and Sir Murrak are struck by angelic blades (15 weapon damage).

Initiative/ Status
Blazing Radiance: aura 5 around Angel. The space is treated as difficult terrain and the angel's enemies take -2 to attack
Ravenblade: 83/164, stunned ENT angel, weakened SE
Salazar: 134/141, +7 def EE
Dawnbell: down 24
Angel 1: no damage
Angel 2: no damage
Angel 3: no damage
Angel 4: no damage
Angel 5: no damage
Angel 6: no damage
->Hedoni: 10/120, stunned ENT angel, weakened SE, deafened SE
Mal: 72/142, Res Fire 22, +2 dam, Regen 6, +1 att vs. bloodied, stunned ENT angel, , deafened SE
Archangel: down 264, hovering 15 feet up, prone, -5 to att if not Mur EE, dazed ENT Mur
Sir Murrak: 48/185, hovering 15 feet up, +2 def, deafened SE
Valor:55/92, hovering 15 feet up, deafened SE

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
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Hedoni, in shock from multiple attacks, digs deep and wills himself out of his stunned condition. He then sustains his friends' ability to fly, and finds the strength to cast a spell that won't be affected by his weakened condition. Finally, he calls out to his comrades, "I could use some help here...not feeling too good..."

Saving Roll: Superior Will - Additional saving throw at start of turn against Stunned, even if the condition is not "Save ends".
Minor Action: Sustain Mass Fly, cast on all allies.
Move Action: Fey Step to T6.
Standard Action: Beguiling Strands (with Enlarge Spell) Hitting Angel 1, Angel 4, Angel 3, Archangel, and Dawnbell.

Save from Stunned: 1D20+1 = [16]+1 = 17
Beguiling Strands:
1D20+27+1 = [2]+27+1 = 30
1D20+27+1 = [6]+27+1 = 34
1D20+27+1 = [10]+27+1 = 38
1D20+27+1 = [8]+27+1 = 36
Beguiling Strands (Dawnbell): 1D20+27+1 = [6]+27+1 = 34
Save against Weakened and Deafened:
1D20+1 = [4]+1 = 5
1D20+1 = [14]+1 = 15


Beguiling Strands hits Will 30 against Angel 1, Will 34 against Angel 4, Will 38 against Angel 3, Will 36 against Archangel, and Will 34 against Dawnbell for 24 psychic damage (no half damage, as damage for this spell doesn't require roll. Total is 26-2 for Enlarge Spell). On a hit, targets are pushed 3 squares away from Hedoni.

OOC: Mass Fly gives Hedoni and all allies a fly speed of 8 UENT Hedoni (sustained minor). Hedoni has +2 to AC and Reflex UENT for using a teleportation power. Assuming two separate saves, fail save from Weakened, successful save from Deafened.



  •  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:9/10, 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)
      • Mass Fly/Dimensional Journey
      • 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: Jul 2008
Posts: 5245
In bad shape, Hedoni remains calm and collected. Hovering in the air, he sends strings of color and light at the angels. One of the angels burst into blinding rays of light; everyone but Salazar winces at the bright light.

Initiative/ Status
Blazing Radiance: aura 5 around Angel. The space is treated as difficult terrain and the angel's enemies take -2 to attack
Ravenblade: 83/164, stunned ENT angel, weakened SE, blinded ENT
Salazar: 134/141, +7 def EE
Dawnbell: down 30
Angel 1: no damage
Angel 2: no damage
Angel 3: gone
Angel 4: no damage
Angel 5: no damage
Angel 6: no damage
Hedoni: 10/120, +2 AC and Ref ENT, weakened SE, blinded ENT
-> Mal: 72/142, Res Fire 22, +2 dam, Regen 6, +1 att vs. bloodied, stunned ENT angel, deafened SE, blinded ENT
Archangel: down 264+10 temp, hovering 15 feet up, prone, -5 to att if not Mur EE, dazed ENT Mur
Sir Murrak: 48/185, hovering 15 feet up, +2 def, deafened SE, blinded ENT
Valor:55/92, hovering 15 feet up, deafened SE, blinded ENT

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.

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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
OOC: Here is the map, if the other link doesn't show up. User posted image
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
Mak can't see, hear or move. He simply shakes his head to clear it.

Save: 1D20 = [2] = 2

OOC: Failed save vs. deafened. I believe being stunned means I can't do anything. Also, gain 6 HP from regen.


  •  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:78/142, 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
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Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
The lead angel regains his form at charges at Sir Murrak (AP) for 23 damage.

Initiative/ Status
Blazing Radiance: aura 5 around Angel. The space is treated as difficult terrain and the angel's enemies take -2 to attack
Ravenblade: 83/164, stunned ENT angel, weakened SE, blinded ENT
Salazar: 134/141, +7 def EE
Dawnbell: down 30
Angel 1: no damage
Angel 2: no damage
Angel 3: gone
Angel 4: no damage
Angel 5: no damage
Angel 6: no damage
Hedoni: 10/120, +2 AC and Ref ENT, weakened SE, blinded ENT
Mal: 78/142, Res Fire 22, +2 dam, Regen 6, +1 att vs. bloodied, deafened SE
Archangel: down 264+10 temp, hovering 15 feet up, -5 to att if not Mur EE
-> Sir Murrak: 25/185, hovering 15 feet up, +2 def, deafened SE, blinded ENT
Valor:55/92, hovering 15 feet up, deafened SE, blinded ENT

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.

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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
Sir Murrak gathers his strength and then, unable to see, lashes out all around him.

Free: Second wind
Minor: Activate Banner of Valor (whenever Murrak hits, he and all allies within 2 get +2 def and att UENT)
Minor: Restore vitality on Murrak (takes a surge and makes a save vs deaf _: 1D20+2 = [4]+2 = 6 fail)
Standard: Beacon of Valor vs archangel, 1, 4 _: 1D20+29+2 = [2]+29+2 = 33 1D20+29 = [3]+29 = 32 1D20+29 = [12]+29 = 41 2D10.MIN(3)+18+2 = [9, 4]+18+2 = 33 Hits AC 33 on Arch, 32 on 1, 41 on 4 for 33 damage and immobilized UENT. If any hit, Banner of Valor activates
Free: Save vs deaf _: 1D20+2 = [11]+2 = 13 Success!
Free: Valor save vs deaf _: 1D20+5 = [9]+5 = 14 Success!
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Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Jul 2008
Posts: 5245
Sir Murrak flails around, decapitating one of the nearby angels by shear luck. The creature bursts into a cloud of radiance, blinding everyone.

OOC: Can you use restore vitality on yourself? I'll let Gary be the judge. I gave Sir Murrak double surge value.

Initiative/ Status
Banner of Valor: Murrak's allies get +2def and att
Blazing Radiance: aura 5 around Angel. The space is treated as difficult terrain and the angel's enemies take -2 to attack
->Ravenblade: 83/164, stunned ENT angel, weakened SE, blinded ENT
Salazar: 134/141, +7 def EE
Dawnbell: down 30
Angel 1: no damage
Angel 2: no damage
Angel 3: gone
Angel 4: no damage
Angel 5: no damage
Angel 6: no damage
Hedoni: 10/120, +2 AC and Ref ENT, weakened SE, blinded ENT
Mal: 78/142, Res Fire 22, +2 dam, Regen 6, +1 att vs. bloodied, deafened SE , blinded ENT
Archangel: down 264+10 temp, hovering 15 feet up, -5 to att if not Mur EE
-> Sir Murrak: 139/185, hovering 15 feet up, +2 def, blinded ENT
Valor:55/92, hovering 15 feet up, deafened SE, blinded ENT

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.

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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: Despite the flavor text mentioning "ally" and "comrade," the official target of Restore Vitality is "one creature," which can be anyone, including yourself. Contrast that to the official target of Righteous Shield, which say's "the triggering ally in burst," to see something can only be used in relation to an ally.
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Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Oct 2008
Posts: 7786
Still stunned, but perhaps a little less so as he is unable to see the angelic brutality occurring around him, Ravenblade tries to shake out his indolent muscles.

:

OOC: I tried using coyote dice and the above is all I got when I put in 1d20+1. Emily, your turn to help me and roll some actual, real-life, gawdang it dice with pips on them and all. ;)
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jul 2008
Posts: 5245
Ravenblade breathes in and breathes out, waiting for his time to strike.

Initiative/ Status
Banner of Valor: Murrak's allies get +2def and att
Blazing Radiance: aura 5 around Angel. The space is treated as difficult terrain and the angel's enemies take -2 to attack
Ravenblade: 83/164, stunned ENT angel
->Salazar: 134/141, +7 def EE
Dawnbell: down 30
Angel 1: no damage
Angel 2: no damage
Angel 3: gone
Angel 4: no damage
Angel 5: no damage
Angel 6: no damage
Hedoni: 10/120, +2 AC and Ref ENT, weakened SE, blinded ENT
Mal: 78/142, Res Fire 22, +2 dam, Regen 6, +1 att vs. bloodied, deafened SE , blinded ENT
Archangel: down 264+10 temp, hovering 15 feet up, -5 to att if not Mur EE
Sir Murrak: 139/185, hovering 15 feet up, +2 def, blinded ENT
Valor:55/92, hovering 15 feet up, deafened SE, blinded ENT

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
Salazar hurls more lightning at the archangel, then brilliant thunder at the angels and dawnbell.

Free action - Lightning Daggers against Archangel.

Lightning Daggers against Archangel. : 1D20+29 = [3]+29 = 32 2D4+37 = [4, 2]+37 = 43

Hits Reflex 32 for 43 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.

Standard action - Blazing Starfall, area burst 2, centered on T11, all creatures, including Angels 2, 5, 6, and Dawnbell.

Blazing Starfall, including Angels 2, 5, 6, and Dawnbell: 1D20+29 = [3]+29 = 32 1D20+29 = [6]+29 = 35 1D20+29 = [9]+29 = 38 1D20+29 = [13]+29 = 42 2D4+37 = [4, 4]+37 = 45

Hits Reflex 32 for 45 radiant and thunder damage on Angel 2, hits Reflex 35 for 45 radiant and thunder damage on Angel 5, hits Reflex 38 for 45 radiant and thunder damage on Angel 6, and hits Reflex 42 for 45 radiant and thunder damage on Dawnbell. All damage non-lethal.

Forgot to include -2 from Archangels Blazing Radiance, but fortunately, I also forgot Banner of Valor's +2 from Murrak, which balances it out.

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

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

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.

Aspect of the Dragon - Can use Aspect of the Dragon attack again as a free action the first time Salazar bloodied 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: 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

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