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Legacy of Io

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It takes over a week for you to travel to Celestia. Besides the rumors, you do know something about the divine city.

  •   Celestia information - DC 25 Arcana or Religion
      Celestia, the Bright City, is the pinnacle of civilization: art, innovation, trade, and justice flourish among the many floating earthmotes upon which the ideal city is built. Erathis, Ioun, and Pelor reside within the city, along with hosts of angels and exalted souls. A scattering of beings from every mortal race inhabit or are passing through the city at any time and might rub shoulders with the angelic servants of other deities, eladrin lords, or even the odd devil that comes to the city to conduct business.

User posted image
You arrive upon a pristine white sand bank that winds its way through a peaceful lagoon sparkling in the sunlight. Beyond the beach are open, airy buildings carved from white marble and roofed with gold. Elegant ships ply the lagoon and glide through the sky, darting about within the cloud of earthmotes that rises ever higher. Manicured cobblestone streets and breathtaking buildings of every imaginable architectural style crown these floating neighborhoods. Celestia, the Bright City, lies before you.
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Tue Feb 07, 2017 2:53 pm. »
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Registered: Jul 2008
Posts: 5245
White sand gives way to sculpted marble and manicured cobblestone as you make your way into the city proper. The vast majority of the city lies above you on the many earthmotes that rise to the heavens. Even at ground level, the bustle of an active, thriving metropolis envelops your party. The open, airy streets, lined with beautiful homes and businesses of all descriptions, are thronged with exalted going about their business and troops of angels going about their godsí business. Despite all the activity, there remains a sense of solemnity that no mortal city could duplicate.

OOC: Where to?
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
"I think our first stop should be the temple of Bahamut to investigate what has transpired," Salazar suggests.

  •  Salazar Miller
    • Male Human Sorcerer 24 / Dragon Guardian / Draconic Incarnation
    • Full Character Sheet
    • Passive Perception: 22, Passive Insight: 22, Senses: Normal
    • AC: 37, Fort: 39, Reflex: 37, Will: 42 - Speed: 6 / Teleport 2
    • HP: 141/141, Bloodied: 70, Surge Value: 46, Surges left: 14/14
    • Action Points: 1
    • Resists: 15 Fire, 15 Poison, 15 Necrotic, 9 Ongoing

    • Dragon Scales (Class): +2 AC until the end of an encounter once first bloodied.
    • Dragon Soul (Class) and Guardian's Resistance (Paragon Path): Resist 15 fire and 15 poison, pierce 15 fire resistance and 15 poison resistance in enemies.
    • Dragon Breath Action (Paragon Path): When you make a close blast attack with an action point, score a crit on 16-20.
    • Indomitable Breath (Paragon Path): When you make an attack roll with a close blast power, you ignore any resistance and immunity that creatures have to the attack.
    • Action Surge (Feat): +3 to hit with attacks gained via Action Point.
    • Arcane Admixture (Feat): Add "Thunder" type to damage done by Blazing Starfall.
    • Arcane Familiar (Feat): Add 4 to surge value, speak Draconic.
    • 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.
    • -Anathema Armor of Resistance (Necrotic Resist) +5 - Resist 15 Necrotic.
    • -Necklace of Fate +5 - Encounter Power - Free action. Trigger: You make a saving throw at a time other than the end of your turn. Effect: You gain an item bonus to that saving throw equal to thenecklace's enhancement bonus.
    • -Gauntlets of Blood (Paragon) - +4 damage against bloodied targets.
    • -Belt of Mountain Endurance (Property) - When you spend a healing surge, you can add your Strength modifier to your healing surge value. (Character Builder and PDF does not do the math on this. Surge value listed above in stat block is correct.)
    • -Belt of Mountain Endurance (Daily) - Free action. You can trigger this power when you spend an action point. You gain a +2 bonus to all of your defenses until the start of your next turn.
    • -Gem of Colloquy (Head Slot) (Paragon) - +3 to item bonus to Bluff and Diplomacy checks and understand and speak two languages chosen at the time of gem's creation (Abyssal, Supernal).
    • -Siberys Shard of the Mage (Epic) - +5 to implement damage rolls with Accurate Staff of Ruin +5. PDF does not include this in the damage calculations.
    • -Flame Bracers (Heroic) - Property: When you score a critical hit, the target takes 1d6 extra fire damage.
    • -Flame Bracers (Heroic) - Power (Daily): Minor Action. The next time you hit with an attack, the target takes 1d6 extra fire damage.
    • -Elemental Prism - Power (Encounter): Free Action. Use this power when you make an attack that deals acid, cold, lightning, poison, or thunder damage. Change all your attack's damage to a different type of your choice among those above. You gain resist 15 to your attack's original damage type until the end of your next turn.
    • -Boots of Quickness (Paragon) - Gain a +2 bonus to Reflex defense.
    • -Fireheart Tattoo (Paragon) - When you spend an action point to take an extra action, you gain 10 temporary hit points.
    • -Ring of Borrowed Spells (Paragon) (Daily) - Standard action. The ring contains two arcane encounter attack powers of level 17 or lower that the wearer can employ using the ring's power. The powers contained in the ring are determined when it is created and cannot be changed (Greater Void Burst and Resounding War Cry). Milestone: If you've reached at least one milestone today, you gain a +2 bonus to the attack rolls of the stored power you use.
    • -Ring of Tenacious Will (Property) - Use Charisma instead of Constitution to determine the number of healing surges you possess.
    • -Ring of Tenacious Will (Daily) - No action. Effect: Use this power when you would be reduced to 0 hi points of fewer. You are reduced to 1 hit point instead. If you've reached at least one milestone today, you also gain a number of hit points equal to your level.
    • -Potion of Healing (Heroic) x2
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Nodding, Hedoni says, "Indeed - there's more to this story than we know. I'd like to hear what really happened..."

OOC: Hedoni agrees with Salazar. Let's go.

  •  Hedoni Mindartis
    • Male Eladrin Wizard 24 | Character PDF
    • Paragon Path: Arcane Wayferer | Epic Destiny: Keybearer
    • AC:34, Fort:33, Reflex:36, Will:39 - 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 (15) 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)
      • Thunderous Transformation
      • Wizard's Escape (Immediate Interrupt)/Dimension Door (Move)
      • Illusory Wall/Arcane Gate (Minor)
      • Wall of Fire/Taunting Phantoms
      • Otiluke's Resilient Sphere/Prismatic Beams
      • Disintegrate/Cloudkill
      • Terrifying Journey
      • Wayfarer's Evasion
      • Clever Escape (Minor)/Fly (Standard)
      • Healing Word (Minor)
      • Eladrin Boots (Move)
      • Bracers of Mental Might
      • Helm of Teleportation
      • Cloak of Translocation
      • Dawn Warrior Armor (Minor)
      • Tenebrous Shroud (Immediate Interrupt)
      • Resplendent Gloves
      • Elderwood Falcon
      • (Key: At-Will, Encounter, Daily, Item Power, Utility, Used/Not Available)

    • Magic Items
      • Bag of Holding
      • Amulet of Protection +2
      • Dawn Warrior Armor +4 (Resist 10 Acid, Cold, Fire, Lightning; Radiant strikeback power)
      • Accurate Staff of Ruin +4 (4d10 extra damage on critical attack)
      • Cat Familiar (+2 Acrobatics, no range limit, +5 to cat's Stealth)
      • Resplendent Gloves (+3 damage to Will attacks, CA against target hit by illusion attack - Info)
      • Bracers of Mental Might (Use INT instead of STR, Encounter Power)
      • Planestrider Boots (Teleport 10, Encounter Power)
      • Elderwood Falcon (Conjuration, Daily Power, info)
      • Hat of Disguise (Illusion, At-Will Power, info)
      • Tenebrous Shroud (Resist 15 Necrotic, Invisible UENT when hit by melee - Daily Power, info)
      • Escape Tattoo (Teleport 3 when hit by crit attack)
      • Stalwart Belt (Gain Con mod temp hit points after crit)
      • Siberys Shard of the Mage (+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 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
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Registered: Jul 2008
Posts: 5245
You come to the temple of Bahamut and find the massive front doors barred from the inside.
  •   Perception DC 21
      It seems there was a major battle here recently. You see blood stains on the stone steps, fresh divots in the doors and cracks in some of the walls. You can't hear anything from inside the temple.

Current Status:
Mal: 142/142
Salazar: 141/141
Sir Murrak: 185/185
Valor: 92/92
Ravenblade: 164/164
Hedoni: 120/120

User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Hedoni looks around the front door and surrounding area for windows or any way to see inside. He then adds, "Someone around here must have seen what happened - we should find out more before we all just burst in."

Perception check: 1D20+19 = [19]+19 = 38
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Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Jul 2008
Posts: 5245
Hedoni looks around. The temple is situated on large city square paved in gleaming white stone. At the center of the square sits a formal garden with intricate shrubs and flowering plants. The wizard can pick up the faint scent of roses drifting in the air. The garden hedges are beautifully manicured into fantastic shapes and many resemble magical beasts. Grand houses border the square. A trio of angels, richly garbed, stand talking to on one side of the garden. A pair of devas walks towards one of the houses. On the far side the square, passing behind one of the houses, Hedoni sees a patrol of of seven people wearing matching uniforms. Hedoni can see that the surrounded buildings and garden are not damaged.

In the distance, he can hear the tumult of the vast market square they passed through. It was teeming with activity. The wizard realizes he can find almost any service or item they might be looking for within the city, and it would be easy to lose sight of their mission amid all the bounty the Bright City has to offer.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Knowing that Moradin and Bahamut have fought on the same side in eons past, Ravenblade kneels in front of the closed temple doors. He closes his eyes and chants a prayer for guidance.

Religion roll: praying to Moradin for guidance: 1D20+12+1 = [7]+12+1 = 20
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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Registered: Jul 2008
Posts: 5245
Ravenblade closes his eyes in meditation.

  •   For Ravenblade
      At first, Ravenblade sees and hears nothing, focusing only on his steady breathing - in and out.

      Then the dwarf feels a dense heat around him and the air feels very tight. Ravenblade opens his eyes to find himself face to face with most intense dwarf he has ever seen. An impressive helm with geometric designs covers his head, a thick intricately braided black beard spills down his chest, and a stout pipe is wedged between his lips.

      In a deep, booming voice he tells Ravenblade, "I once called Bahamut friend and ally. I grieve his loss." He pulls a deep breath through his pipe and waves of heat surge through the air.

      "There may yet be a way to restore Bahamut to his divine glory, but there will be a cost. If you tread the road to break my holy seal, beware. Both I and Bahamut will not tolerate betrayal. Pursue justice - no more, no less."

Then Ravenblade is thrust back to the present and fresh air on the steps outside of Bahamut's temple.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Salazar approaches the trio of angels and addresses them in Supernal.

"Forgive me for intruding, oh ye of such grace, but I am a servant of Bahamut, waging the eternal war against Tiamat on the Platinum Dragon's behalf, and my friends and I come to this blessed city seeking the truth of the rumors we have heard. What, if I might beg a moment more of your time, might you tell us of what has transpired here? What has happened to Bahamut?"

Diplomacy (24H): 1D20+30+1 = [9]+30+1 = 40

Diplomacy 40.


  •  Salazar Miller
    • Male Human Sorcerer 24 / Dragon Guardian / Draconic Incarnation
    • Full Character Sheet
    • Passive Perception: 22, Passive Insight: 22, Senses: Normal
    • AC: 37, Fort: 39, Reflex: 37, Will: 42 - Speed: 6 / Teleport 2
    • HP: 141/141, Bloodied: 70, Surge Value: 46, Surges left: 14/14
    • Action Points: 1
    • Resists: 15 Fire, 15 Poison, 15 Necrotic, 9 Ongoing

    • Dragon Scales (Class): +2 AC until the end of an encounter once first bloodied.
    • Dragon Soul (Class) and Guardian's Resistance (Paragon Path): Resist 15 fire and 15 poison, pierce 15 fire resistance and 15 poison resistance in enemies.
    • Dragon Breath Action (Paragon Path): When you make a close blast attack with an action point, score a crit on 16-20.
    • Indomitable Breath (Paragon Path): When you make an attack roll with a close blast power, you ignore any resistance and immunity that creatures have to the attack.
    • Action Surge (Feat): +3 to hit with attacks gained via Action Point.
    • Arcane Admixture (Feat): Add "Thunder" type to damage done by Blazing Starfall.
    • Arcane Familiar (Feat): Add 4 to surge value, speak Draconic.
    • 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.
    • -Anathema Armor of Resistance (Necrotic Resist) +5 - Resist 15 Necrotic.
    • -Necklace of Fate +5 - Encounter Power - Free action. Trigger: You make a saving throw at a time other than the end of your turn. Effect: You gain an item bonus to that saving throw equal to thenecklace's enhancement bonus.
    • -Gauntlets of Blood (Paragon) - +4 damage against bloodied targets.
    • -Belt of Mountain Endurance (Property) - When you spend a healing surge, you can add your Strength modifier to your healing surge value. (Character Builder and PDF does not do the math on this. Surge value listed above in stat block is correct.)
    • -Belt of Mountain Endurance (Daily) - Free action. You can trigger this power when you spend an action point. You gain a +2 bonus to all of your defenses until the start of your next turn.
    • -Gem of Colloquy (Head Slot) (Paragon) - +3 to item bonus to Bluff and Diplomacy checks and understand and speak two languages chosen at the time of gem's creation (Abyssal, Supernal).
    • -Siberys Shard of the Mage (Epic) - +5 to implement damage rolls with Accurate Staff of Ruin +5. PDF does not include this in the damage calculations.
    • -Flame Bracers (Heroic) - Property: When you score a critical hit, the target takes 1d6 extra fire damage.
    • -Flame Bracers (Heroic) - Power (Daily): Minor Action. The next time you hit with an attack, the target takes 1d6 extra fire damage.
    • -Elemental Prism - Power (Encounter): Free Action. Use this power when you make an attack that deals acid, cold, lightning, poison, or thunder damage. Change all your attack's damage to a different type of your choice among those above. You gain resist 15 to your attack's original damage type until the end of your next turn.
    • -Boots of Quickness (Paragon) - Gain a +2 bonus to Reflex defense.
    • -Fireheart Tattoo (Paragon) - When you spend an action point to take an extra action, you gain 10 temporary hit points.
    • -Ring of Borrowed Spells (Paragon) (Daily) - Standard action. The ring contains two arcane encounter attack powers of level 17 or lower that the wearer can employ using the ring's power. The powers contained in the ring are determined when it is created and cannot be changed (Greater Void Burst and Resounding War Cry). Milestone: If you've reached at least one milestone today, you gain a +2 bonus to the attack rolls of the stored power you use.
    • -Ring of Tenacious Will (Property) - Use Charisma instead of Constitution to determine the number of healing surges you possess.
    • -Ring of Tenacious Will (Daily) - No action. Effect: Use this power when you would be reduced to 0 hi points of fewer. You are reduced to 1 hit point instead. If you've reached at least one milestone today, you also gain a number of hit points equal to your level.
    • -Potion of Healing (Heroic) x2
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Oct 2008
Posts: 7786
Ravenblade slowly stands up and opens his eyes, frowning slightly at the embers momentarily burning in his beard before he puts them out. Overwhelmed by his vision, he mumbles a few words he can recall. "...break my holy seal...there will be a cost...pursue justice, no more no less..." Snapping out of his reverie, Ravenblade looks to his companions with determination and hope plain to see. "All is not lost. I have it on....good authority...that Bahamut may be restored. It may be very dangerous and require utmost sacrifice though."

    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/Powers/Items
    • 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 Iíve 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
      • Dwarven Thrower Craghammer +5 range 6/12, +5d6 crit damage
      • 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 angels greet Salazar politely. One replies, her tone grave, "Our condolences on your loss. We all grieve at the death of the Platinum Dragon. Bahamut was admired for his shining grace and regal power."

Another chimes in, "If you're looking for answers, I know a little. I heard that an impostor infiltrated the temple of Bahamut and was able to kill the god. It was last week. Although I must confess, I can't imagine how they did it. Everyone knows gods are immortal and all powerful."

The first argued, "That's not true. Even the gods are not omnipotent and you know immortal being can be killed. One shouldn't take immortality for granted. "

The third says softly, "It is so sad and now the temple is closed."
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
"We shall liberate Bahamut and restore him. There is no choice. Chillreaver will be stopped, as will whoever he is working for. We must prepare, though. Please, let us know any details of the battle you can. Do you know where the Freeriders might be? And we need to lift these curses we have obtained. Do you know how it might be done?"

Diplomacy (+24 skill): 1D20+24 = [5]+24 = 29

  •  Mal Geminous
    • Male Tiefling Inspiring Warlord, Captain of Fortune, Legendary Sovereign 24
    • Passive Perception: 25, Passive Insight: 25
    • AC:38, Fort:36, Reflex:33, Will:38 - Speed:5
    • HP:142+7 THP/137, 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 +4 1 2 3 4
      • Inspired Belligerence
      • Tactical Orders
      • Rousing Words +4
      • Favored Fortune
      • Press On Together
      • Great Captain
      • Stunning Display
      • Lady Luck Smiles
      • Death From Two Sides
      • Hail of Steel
      • Lamb to the Slaughter
      • War Master's Assault
      • Victory Surge
      • Strike of Foul Fate
      • Diabolic Transformation
      • Black Wrath of Hell
      • Avenge Me
      • 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
      • Ring of Winter (Int) (Minor)
       
    • Items
      • Khyber Shard of Fiery Depth
      • Bloodfire Weavemail +5
      • Healer's Brooch +4
      • Fey-Blessed Circlet
      • Fire Horn
      • Hempen Rope (50ft)
      • Grappling Hook, Hammer, Pitons (10)
      • Hand Axe x2
      • Waraxe, Light Shield
       
    • Abilities
      • Melee Basic Attack +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 2008
Posts: 5084
Location: Los Angeles, CA
"Have you heard anything about who the impostor was? And are any of the priests or divine servants still in the temple? If not, do you know where they may have gone?" Salazar inquires, three questions for three angels.

Diplomacy (24H): 1D20+30+1 = [8]+30+1 = 39

Diplomacy 39.


  •  Salazar Miller
    • Male Human Sorcerer 24 / Dragon Guardian / Draconic Incarnation
    • Full Character Sheet
    • Passive Perception: 22, Passive Insight: 22, Senses: Normal
    • AC: 37, Fort: 39, Reflex: 37, Will: 42 - Speed: 6 / Teleport 2
    • HP: 141/141, Bloodied: 70, Surge Value: 46, Surges left: 14/14
    • Action Points: 1
    • Resists: 15 Fire, 15 Poison, 15 Necrotic, 9 Ongoing

    • Dragon Scales (Class): +2 AC until the end of an encounter once first bloodied.
    • Dragon Soul (Class) and Guardian's Resistance (Paragon Path): Resist 15 fire and 15 poison, pierce 15 fire resistance and 15 poison resistance in enemies.
    • Dragon Breath Action (Paragon Path): When you make a close blast attack with an action point, score a crit on 16-20.
    • Indomitable Breath (Paragon Path): When you make an attack roll with a close blast power, you ignore any resistance and immunity that creatures have to the attack.
    • Action Surge (Feat): +3 to hit with attacks gained via Action Point.
    • Arcane Admixture (Feat): Add "Thunder" type to damage done by Blazing Starfall.
    • Arcane Familiar (Feat): Add 4 to surge value, speak Draconic.
    • 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.
    • -Anathema Armor of Resistance (Necrotic Resist) +5 - Resist 15 Necrotic.
    • -Necklace of Fate +5 - Encounter Power - Free action. Trigger: You make a saving throw at a time other than the end of your turn. Effect: You gain an item bonus to that saving throw equal to thenecklace's enhancement bonus.
    • -Gauntlets of Blood (Paragon) - +4 damage against bloodied targets.
    • -Belt of Mountain Endurance (Property) - When you spend a healing surge, you can add your Strength modifier to your healing surge value. (Character Builder and PDF does not do the math on this. Surge value listed above in stat block is correct.)
    • -Belt of Mountain Endurance (Daily) - Free action. You can trigger this power when you spend an action point. You gain a +2 bonus to all of your defenses until the start of your next turn.
    • -Gem of Colloquy (Head Slot) (Paragon) - +3 to item bonus to Bluff and Diplomacy checks and understand and speak two languages chosen at the time of gem's creation (Abyssal, Supernal).
    • -Siberys Shard of the Mage (Epic) - +5 to implement damage rolls with Accurate Staff of Ruin +5. PDF does not include this in the damage calculations.
    • -Flame Bracers (Heroic) - Property: When you score a critical hit, the target takes 1d6 extra fire damage.
    • -Flame Bracers (Heroic) - Power (Daily): Minor Action. The next time you hit with an attack, the target takes 1d6 extra fire damage.
    • -Elemental Prism - Power (Encounter): Free Action. Use this power when you make an attack that deals acid, cold, lightning, poison, or thunder damage. Change all your attack's damage to a different type of your choice among those above. You gain resist 15 to your attack's original damage type until the end of your next turn.
    • -Boots of Quickness (Paragon) - Gain a +2 bonus to Reflex defense.
    • -Fireheart Tattoo (Paragon) - When you spend an action point to take an extra action, you gain 10 temporary hit points.
    • -Ring of Borrowed Spells (Paragon) (Daily) - Standard action. The ring contains two arcane encounter attack powers of level 17 or lower that the wearer can employ using the ring's power. The powers contained in the ring are determined when it is created and cannot be changed (Greater Void Burst and Resounding War Cry). Milestone: If you've reached at least one milestone today, you gain a +2 bonus to the attack rolls of the stored power you use.
    • -Ring of Tenacious Will (Property) - Use Charisma instead of Constitution to determine the number of healing surges you possess.
    • -Ring of Tenacious Will (Daily) - No action. Effect: Use this power when you would be reduced to 0 hi points of fewer. You are reduced to 1 hit point instead. If you've reached at least one milestone today, you also gain a number of hit points equal to your level.
    • -Potion of Healing (Heroic) x2
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Jul 2008
Posts: 5245
The angels frown at Mal. One deigns to address the warlord,"Pardon me, but I'm not sure what you are talking about. Chillreaver? Freeriders? Never heard of them. "

Another rolls his eyes at the tiefling, "Most curses can be cured at Empyron, the City of Healing. You'll find it atop Jusor, the gentlest peak of the Seven Mounting Heavens."

Ignoring Mal completely, the first angel tells Salazar conspiratorially, "I heard it was a two headed man all in white. Have you ever heard of such a being?"

She glances up at the temple across the square. "I haven't seen much activity in the temple. I think all of the priests were killed trying to fight the man with two heads. I can only imagine how powerful he must have been; those priests didn't stand a chance."

Seeing that Salazar is new in town and rewarding his kind manners, the angel adds, "You know this temple is more for visiting devotees to share in worship and practice their arts. It may have been the scene of the crime, but most of Bahamut's inner circle stayed in his palace. I imagine it is all chaos up there now that the god has been slain."
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Fri Feb 10, 2017 11:41 pm. »
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Two-headed and white sounds suspiciously like Chillreaver, Salazar thinks, though he still doesn't see how the dragon could slay Bahamut.

"Thank you for your kind assistance, herald of light," Salazar intones. "Could you point us toward's Bahamut's palace?"

Diplomacy (24H): 1D20+30+1 = [8]+30+1 = 39

Diplomacy 39, again.


  •  Salazar Miller
    • Male Human Sorcerer 24 / Dragon Guardian / Draconic Incarnation
    • Full Character Sheet
    • Passive Perception: 22, Passive Insight: 22, Senses: Normal
    • AC: 37, Fort: 39, Reflex: 37, Will: 42 - Speed: 6 / Teleport 2
    • HP: 141/141, Bloodied: 70, Surge Value: 46, Surges left: 14/14
    • Action Points: 1
    • Resists: 15 Fire, 15 Poison, 15 Necrotic, 9 Ongoing

    • Dragon Scales (Class): +2 AC until the end of an encounter once first bloodied.
    • Dragon Soul (Class) and Guardian's Resistance (Paragon Path): Resist 15 fire and 15 poison, pierce 15 fire resistance and 15 poison resistance in enemies.
    • Dragon Breath Action (Paragon Path): When you make a close blast attack with an action point, score a crit on 16-20.
    • Indomitable Breath (Paragon Path): When you make an attack roll with a close blast power, you ignore any resistance and immunity that creatures have to the attack.
    • Action Surge (Feat): +3 to hit with attacks gained via Action Point.
    • Arcane Admixture (Feat): Add "Thunder" type to damage done by Blazing Starfall.
    • Arcane Familiar (Feat): Add 4 to surge value, speak Draconic.
    • 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.
    • -Anathema Armor of Resistance (Necrotic Resist) +5 - Resist 15 Necrotic.
    • -Necklace of Fate +5 - Encounter Power - Free action. Trigger: You make a saving throw at a time other than the end of your turn. Effect: You gain an item bonus to that saving throw equal to thenecklace's enhancement bonus.
    • -Gauntlets of Blood (Paragon) - +4 damage against bloodied targets.
    • -Belt of Mountain Endurance (Property) - When you spend a healing surge, you can add your Strength modifier to your healing surge value. (Character Builder and PDF does not do the math on this. Surge value listed above in stat block is correct.)
    • -Belt of Mountain Endurance (Daily) - Free action. You can trigger this power when you spend an action point. You gain a +2 bonus to all of your defenses until the start of your next turn.
    • -Gem of Colloquy (Head Slot) (Paragon) - +3 to item bonus to Bluff and Diplomacy checks and understand and speak two languages chosen at the time of gem's creation (Abyssal, Supernal).
    • -Siberys Shard of the Mage (Epic) - +5 to implement damage rolls with Accurate Staff of Ruin +5. PDF does not include this in the damage calculations.
    • -Flame Bracers (Heroic) - Property: When you score a critical hit, the target takes 1d6 extra fire damage.
    • -Flame Bracers (Heroic) - Power (Daily): Minor Action. The next time you hit with an attack, the target takes 1d6 extra fire damage.
    • -Elemental Prism - Power (Encounter): Free Action. Use this power when you make an attack that deals acid, cold, lightning, poison, or thunder damage. Change all your attack's damage to a different type of your choice among those above. You gain resist 15 to your attack's original damage type until the end of your next turn.
    • -Boots of Quickness (Paragon) - Gain a +2 bonus to Reflex defense.
    • -Fireheart Tattoo (Paragon) - When you spend an action point to take an extra action, you gain 10 temporary hit points.
    • -Ring of Borrowed Spells (Paragon) (Daily) - Standard action. The ring contains two arcane encounter attack powers of level 17 or lower that the wearer can employ using the ring's power. The powers contained in the ring are determined when it is created and cannot be changed (Greater Void Burst and Resounding War Cry). Milestone: If you've reached at least one milestone today, you gain a +2 bonus to the attack rolls of the stored power you use.
    • -Ring of Tenacious Will (Property) - Use Charisma instead of Constitution to determine the number of healing surges you possess.
    • -Ring of Tenacious Will (Daily) - No action. Effect: Use this power when you would be reduced to 0 hi points of fewer. You are reduced to 1 hit point instead. If you've reached at least one milestone today, you also gain a number of hit points equal to your level.
    • -Potion of Healing (Heroic) x2
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Oct 2008
Posts: 4627
"They are a group of adventurers like us. We had heard they have been this way. Thank you for your assistance. Is there any way we can help in your recovery?"
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
Several city guards approach, the leader eyeing Mal suspiciously. "Are these ... people bothering you good citizens?" He asks the angels.

"They were just leaving." The angel answers politely, not making eye contact with your party.

One whispers to Salazar, "Bahamut's palace, The Shining Bastion, is on a high spur on the mountain on the edge of the city called Mertion."
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Sun Feb 12, 2017 9:12 am. »
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Salazar thanks the angel, then turns to the other Liberators. "Let's head to the palace," he says. "Also, Mal, it might be best if you borrow Hedoni's hat of disguise while we're here. You seem to be drawing the wrong kind of attention."
_______________
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
"That's a good idea cousin, however, I think it is best I remain like this. Chillreaver came in a disguise. If any of them see through the disguise and see me...the reaction would be far worse. Celestia deserves no deception. I will rely on the light of Pelor and the truth to get through.

We will go to the Bahamut's Palace and then the City of Healing.

Thank you all for your help."
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jul 2008
Posts: 5245
It takes you 3 days to climb the winding path up Mertion mountain to reach Bahamut's palace. A mighty fortress rises from an outcropping jutting out from the snowy mountain. Its gleaming walls catch and reflect the sunís brilliance. Wide towers thrust up, competing with the mountain itself for height, while dizzying ramparts festooned with draconic imagery promise no easy entry to would-be assailants.

  •   Perception DC 29
      From a distance, the scale of the palace is obscured, but as you approach you understand that this place is scaled for gargantuan dragons. Your eye is drawn to a shimmering red light glowing from a small cluster of buildings above the fortress proper.

  •   Perception DC 33
      You hear hushed growling voices from a courtyard in the distance. They are speaking draconic.
      •   For those who speak Draconic
          "The council of the seven are meeting soon, we cannot tarry."
          "I must appeal to your sense of honor. Decorum dictates we not rush into any rash decisions. Is the memory of our beloved Bahamut fading already?"
          "It is in his memory that we must act, and decisively."


  •   Dungeoneering DC 22
      It is obvious to all who have eyes that the upper levels of the bastion contain numerous grand courtyards and halls, but you can tell there is more below. You sense there must be cavernous passages, and endless rooms in the lower levels. It is very likely the Platinum Dragon's treasure is kept in one of these subterranean areas.


User posted image
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Salazar surveys the palace of his deity, and in addition to the scene before him physically, he tries to determine anything magically or divine that can be discerned.

Dungeoneering, Perception, Aracana, Religion (24H): 1D20+12+1 = [18]+12+1 = 31 1D20+12+1 = [19]+12+1 = 32 1D20+19+1 = [5]+19+1 = 25 1D20+14+1 = [16]+14+1 = 31

Dungeoneering 31, Perception 32, Arcana 25, Religion 31.


  •  Salazar Miller
    • Male Human Sorcerer 24 / Dragon Guardian / Draconic Incarnation
    • Full Character Sheet
    • Passive Perception: 22, Passive Insight: 22, Senses: Normal
    • AC: 37, Fort: 39, Reflex: 37, Will: 42 - Speed: 6 / Teleport 2
    • HP: 141/141, Bloodied: 70, Surge Value: 46, Surges left: 14/14
    • Action Points: 1
    • Resists: 15 Fire, 15 Poison, 15 Necrotic, 9 Ongoing

    • Dragon Scales (Class): +2 AC until the end of an encounter once first bloodied.
    • Dragon Soul (Class) and Guardian's Resistance (Paragon Path): Resist 15 fire and 15 poison, pierce 15 fire resistance and 15 poison resistance in enemies.
    • Dragon Breath Action (Paragon Path): When you make a close blast attack with an action point, score a crit on 16-20.
    • Indomitable Breath (Paragon Path): When you make an attack roll with a close blast power, you ignore any resistance and immunity that creatures have to the attack.
    • Action Surge (Feat): +3 to hit with attacks gained via Action Point.
    • Arcane Admixture (Feat): Add "Thunder" type to damage done by Blazing Starfall.
    • Arcane Familiar (Feat): Add 4 to surge value, speak Draconic.
    • 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.
    • -Anathema Armor of Resistance (Necrotic Resist) +5 - Resist 15 Necrotic.
    • -Necklace of Fate +5 - Encounter Power - Free action. Trigger: You make a saving throw at a time other than the end of your turn. Effect: You gain an item bonus to that saving throw equal to thenecklace's enhancement bonus.
    • -Gauntlets of Blood (Paragon) - +4 damage against bloodied targets.
    • -Belt of Mountain Endurance (Property) - When you spend a healing surge, you can add your Strength modifier to your healing surge value. (Character Builder and PDF does not do the math on this. Surge value listed above in stat block is correct.)
    • -Belt of Mountain Endurance (Daily) - Free action. You can trigger this power when you spend an action point. You gain a +2 bonus to all of your defenses until the start of your next turn.
    • -Gem of Colloquy (Head Slot) (Paragon) - +3 to item bonus to Bluff and Diplomacy checks and understand and speak two languages chosen at the time of gem's creation (Abyssal, Supernal).
    • -Siberys Shard of the Mage (Epic) - +5 to implement damage rolls with Accurate Staff of Ruin +5. PDF does not include this in the damage calculations.
    • -Flame Bracers (Heroic) - Property: When you score a critical hit, the target takes 1d6 extra fire damage.
    • -Flame Bracers (Heroic) - Power (Daily): Minor Action. The next time you hit with an attack, the target takes 1d6 extra fire damage.
    • -Elemental Prism - Power (Encounter): Free Action. Use this power when you make an attack that deals acid, cold, lightning, poison, or thunder damage. Change all your attack's damage to a different type of your choice among those above. You gain resist 15 to your attack's original damage type until the end of your next turn.
    • -Boots of Quickness (Paragon) - Gain a +2 bonus to Reflex defense.
    • -Fireheart Tattoo (Paragon) - When you spend an action point to take an extra action, you gain 10 temporary hit points.
    • -Ring of Borrowed Spells (Paragon) (Daily) - Standard action. The ring contains two arcane encounter attack powers of level 17 or lower that the wearer can employ using the ring's power. The powers contained in the ring are determined when it is created and cannot be changed (Greater Void Burst and Resounding War Cry). Milestone: If you've reached at least one milestone today, you gain a +2 bonus to the attack rolls of the stored power you use.
    • -Ring of Tenacious Will (Property) - Use Charisma instead of Constitution to determine the number of healing surges you possess.
    • -Ring of Tenacious Will (Daily) - No action. Effect: Use this power when you would be reduced to 0 hi points of fewer. You are reduced to 1 hit point instead. If you've reached at least one milestone today, you also gain a number of hit points equal to your level.
    • -Potion of Healing (Heroic) x2
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
Heodni looks up in awe at the massive structure, unsure what to make of it. He then whispers to Salazar, "I'm going to follow your lead on this one - lots of gods involved that I've never dealt with or considered..."

OOC: Hedoni will go along with whatever the group decides at this point.

  •  Hedoni Mindartis
    • Male Eladrin Wizard 24 | Character PDF
    • Paragon Path: Arcane Wayferer | Epic Destiny: Keybearer
    • AC:34, Fort:33, Reflex:36, Will:39 - 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 (15) 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)
      • Thunderous Transformation
      • Wizard's Escape (Immediate Interrupt)/Dimension Door (Move)
      • Illusory Wall/Arcane Gate (Minor)
      • Wall of Fire/Taunting Phantoms
      • Otiluke's Resilient Sphere/Prismatic Beams
      • Disintegrate/Cloudkill
      • Terrifying Journey
      • Wayfarer's Evasion
      • Clever Escape (Minor)/Fly (Standard)
      • Healing Word (Minor)
      • Eladrin Boots (Move)
      • Bracers of Mental Might
      • Helm of Teleportation
      • Cloak of Translocation
      • Dawn Warrior Armor (Minor)
      • Tenebrous Shroud (Immediate Interrupt)
      • Resplendent Gloves
      • Elderwood Falcon
      • (Key: At-Will, Encounter, Daily, Item Power, Utility, Used/Not Available)

    • Magic Items
      • Bag of Holding
      • Amulet of Protection +2
      • Dawn Warrior Armor +4 (Resist 10 Acid, Cold, Fire, Lightning; Radiant strikeback power)
      • Accurate Staff of Ruin +4 (4d10 extra damage on critical attack)
      • Cat Familiar (+2 Acrobatics, no range limit, +5 to cat's Stealth)
      • Resplendent Gloves (+3 damage to Will attacks, CA against target hit by illusion attack - Info)
      • Bracers of Mental Might (Use INT instead of STR, Encounter Power)
      • Planestrider Boots (Teleport 10, Encounter Power)
      • Elderwood Falcon (Conjuration, Daily Power, info)
      • Hat of Disguise (Illusion, At-Will Power, info)
      • Tenebrous Shroud (Resist 15 Necrotic, Invisible UENT when hit by melee - Daily Power, info)
      • Escape Tattoo (Teleport 3 when hit by crit attack)
      • Stalwart Belt (Gain Con mod temp hit points after crit)
      • Siberys Shard of the Mage (+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 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
As a follower of Bahamut, Salazar knows quiet a bit a the Platinum Dragon. Bahamut is a deity of good dragons, metallic dragons, wisdom, and enlightened justice. He sprung into existence when the original dragon-god Io was cut down in the Dawn War. The fallen godís sundered remains rose up as the deities Tiamat and Bahamut. The struggle between Bahamut and Tiamat has raged ever since.

Salazar also knows that Bahamut's Council of Seven calls the Shining Bastion home. The council is composed of seven ancient and learned metallic dragons who were Bahamut's chief advisers. One can only guess at the upheaval that Bahamut's death would have caused to those who live in the palace.
_______________
Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Salazar waits to see if any of the other Liberators have any thoughts or observations to offer before he marches up to the gates of the palace.

  •  Salazar Miller
    • Male Human Sorcerer 24 / Dragon Guardian / Draconic Incarnation
    • Full Character Sheet
    • Passive Perception: 22, Passive Insight: 22, Senses: Normal
    • AC: 37, Fort: 39, Reflex: 37, Will: 42 - Speed: 6 / Teleport 2
    • HP: 141/141, Bloodied: 70, Surge Value: 46, Surges left: 14/14
    • Action Points: 1
    • Resists: 15 Fire, 15 Poison, 15 Necrotic, 9 Ongoing

    • Dragon Scales (Class): +2 AC until the end of an encounter once first bloodied.
    • Dragon Soul (Class) and Guardian's Resistance (Paragon Path): Resist 15 fire and 15 poison, pierce 15 fire resistance and 15 poison resistance in enemies.
    • Dragon Breath Action (Paragon Path): When you make a close blast attack with an action point, score a crit on 16-20.
    • Indomitable Breath (Paragon Path): When you make an attack roll with a close blast power, you ignore any resistance and immunity that creatures have to the attack.
    • Action Surge (Feat): +3 to hit with attacks gained via Action Point.
    • Arcane Admixture (Feat): Add "Thunder" type to damage done by Blazing Starfall.
    • Arcane Familiar (Feat): Add 4 to surge value, speak Draconic.
    • 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.
    • -Anathema Armor of Resistance (Necrotic Resist) +5 - Resist 15 Necrotic.
    • -Necklace of Fate +5 - Encounter Power - Free action. Trigger: You make a saving throw at a time other than the end of your turn. Effect: You gain an item bonus to that saving throw equal to thenecklace's enhancement bonus.
    • -Gauntlets of Blood (Paragon) - +4 damage against bloodied targets.
    • -Belt of Mountain Endurance (Property) - When you spend a healing surge, you can add your Strength modifier to your healing surge value. (Character Builder and PDF does not do the math on this. Surge value listed above in stat block is correct.)
    • -Belt of Mountain Endurance (Daily) - Free action. You can trigger this power when you spend an action point. You gain a +2 bonus to all of your defenses until the start of your next turn.
    • -Gem of Colloquy (Head Slot) (Paragon) - +3 to item bonus to Bluff and Diplomacy checks and understand and speak two languages chosen at the time of gem's creation (Abyssal, Supernal).
    • -Siberys Shard of the Mage (Epic) - +5 to implement damage rolls with Accurate Staff of Ruin +5. PDF does not include this in the damage calculations.
    • -Flame Bracers (Heroic) - Property: When you score a critical hit, the target takes 1d6 extra fire damage.
    • -Flame Bracers (Heroic) - Power (Daily): Minor Action. The next time you hit with an attack, the target takes 1d6 extra fire damage.
    • -Elemental Prism - Power (Encounter): Free Action. Use this power when you make an attack that deals acid, cold, lightning, poison, or thunder damage. Change all your attack's damage to a different type of your choice among those above. You gain resist 15 to your attack's original damage type until the end of your next turn.
    • -Boots of Quickness (Paragon) - Gain a +2 bonus to Reflex defense.
    • -Fireheart Tattoo (Paragon) - When you spend an action point to take an extra action, you gain 10 temporary hit points.
    • -Ring of Borrowed Spells (Paragon) (Daily) - Standard action. The ring contains two arcane encounter attack powers of level 17 or lower that the wearer can employ using the ring's power. The powers contained in the ring are determined when it is created and cannot be changed (Greater Void Burst and Resounding War Cry). Milestone: If you've reached at least one milestone today, you gain a +2 bonus to the attack rolls of the stored power you use.
    • -Ring of Tenacious Will (Property) - Use Charisma instead of Constitution to determine the number of healing surges you possess.
    • -Ring of Tenacious Will (Daily) - No action. Effect: Use this power when you would be reduced to 0 hi points of fewer. You are reduced to 1 hit point instead. If you've reached at least one milestone today, you also gain a number of hit points equal to your level.
    • -Potion of Healing (Heroic) x2
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign

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