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Tomb of the Tiefling Empress

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Moderator
Registered: Jun 2009
Posts: 3164
While everyone pauses to heal up, Elinar scouts ahead.

User posted image

Elinar sneaks to the stairs leading to a small antechamber, and spots the skeletons you were warned about lying in wait in the alcoves. He dares go no further, or he will be seen, but notices that there is another entrance to this small chamber from the left. He cannot make out anything down that path.

OOC: Waiting for everyone to heal up, and for Josh to decide what to do, then we will start the final encounter.
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Oct 2008
Posts: 4627
OOC: I can't take my turn until late tonight. Unless anyone wants to stop me, I'll probably just charge into the fray for my surprise round benefits.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
Elinar charges down the corridor to stab one of the skeletons. As he passes the other hallway he looks down it, turns back to the skeleton and yells, "Banzai!"

Standard Action: Charge (Str vs. AC; +1 to att.; Hit: 1W+5 dam)

Charge (+13 W, +1 24hr, +1 charge, +2 CA, +1 ItF) (1d20+18=20, 1d4+6+2d6=18)

Elven Accuracy (+13 W, +1 24hr, +1 charge, +2 CA, +1 ItF) (1d20+18=27)

Perception (+10 skill, +1 24hr) (1d20+11=29)

OOC: Elinar charges straight across to Skeleton at G2? Hits AC 20 for 18 damage. If that misses, use Elven Accuracy to hit AC 27 for 18 damage. Perception 29 down the hall. We don't have to actually start the encounter, I am just getting the surprise round done.


  •  Elinar
    • Male Elf Rogue 5
    • Passive Perception: 20, Passive Insight: 13
    • AC:20, Fort:16, Reflex:21, Will:16 - Speed:7
    • HP:52/52, Bloodied:26, Surge Value:13, Surges left:3/8
    •  
    • Powers
      • Deft Strike (1W, move 2 sq before attack)
      • Piercing Strike (1W, vs. Reflex)
      • Second Wind (Lose surge, gain 13 HP, +2 to defenses)
      • Action Point x1 (Take an extra action)
      • Elven Accuracy (Reroll an attack roll)
      • Tumble (Shift one-half speed)
      • Fox's Gambit (1W, negate marks and ability to mark, shift 5 sq)
      • Bait and Switch (2W, switch places and shift 2)
      • Handspring Assault (3W, shift 2 sq, use as charge attack)
      • Downward Spiral (Cb1; 1W, rattling; Effect: Knock prone)
      • Lifedrinker Dagger +1 (+1d6 nec crit; when you drop enemy to 0HP, gain 5 temp HP)
      • Darkleaf Leather +1 (+2 AC vs. first attack against in encounter)
      • Protection Amulet +2
      • Feyleaf Vambraces (Daily: Free, teleport before attack to flank)
      •    
      • Items
        • Sling (20 bullets)
        • Climbers Kit (+2 to climbing checks)
        • Thieves' Tools (+2 to open locks, disarm traps)
        • Sunrod x2
        • Hempen Rope (50 ft)
         
      • Abilities
        • Basic Melee Attack +8 (+0 Str, +3 Prof, +1 Talent, +2 lvl, +1 W, +1 Exp)
        • Damage 1d4+6 (1d4 Dagger, +5 Dex, +1 W)
        • Group Awareness (+1 Per. check for non-elf allies)
        • Wild Step (Ignore difficult terrain when shifting)
        • Artful Dodger (+2 AC vs. OA)
        • Weapon Talent (d6 damage with shurikens, +1 to hit with daggers)
        • Sneak Attack (On hit with CA, +2d6 damage once per round)
        • First Strike (CA vs. foes that haven't acted)
        • Into the Fray (+1 to melee attacks/speed in 1st round)
        • Martial Alacrity (+2 init. and shift as minor action on first turn)
        • Implement Expertise (light blade) (+1 to attack rolls)
         
      • Skills
        • Acrobatics +12 (+5 Dex, +5 trained, +2 1/2 lvl)
        • Arcana +2 (+0 Int, +2 1/2 lvl)
        • Athletics +7 (+0 Str, +5 trained, +2 1/2 lvl)
        • Bluff +4 (+2 Cha, +2 1/2 lvl)
        • Diplomacy +4 (+2 Cha, +2 1/2 lvl)
        • Dungeoneering +3 (+1 Wis, +2 1/2 lvl)
        • Endurance +4 (+2 Con, +2 1/2 lvl)
        • Heal +3 (+1 Wis, +2 1/2 lvl)
        • History +2 (+0 Int, +2 1/2 lvl)
        • Insight +3 (+1 Wis, +2 1/2 lvl)
        • Intimidate +9 (+2 Cha, +5 trained, +2 1/2 lvl)
        • Nature +5 (+1 Wis, +2 race, +2 1/2 lvl)
        • Perception +10 (+1 Wis, +2 race, +5 trained, +2 1/2 lvl)
        • Religion +2 (+0 Int, +2 1/2 lvl)
        • Stealth +12 (+5 Dex, +5 trained, +2 1/2 lvl)
        • Streetwise +4 (+2 Cha, +2 1/2 lvl)
        • Thievery +12 (+5 Dex, +5 trained, +2 1/2 lvl)
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
OOC: Josh, I just want to wait 1 more day for the others to use surges and the like. If we don't have posts from them by tomorrow evening, I will do it for them.
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Oct 2008
Posts: 4627
OOC: No prob. I wasn't sure how much time I would have over the next few days, so I just decided to go.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Member
Registered: Dec 2009
Posts: 115
Location: california
johan will use 2 surges to bring him back to full HP.
Moderator
Registered: Jun 2009
Posts: 3164
Zhadr saves vs ogd, and both he and Betty use surges to get back to full.

Again, Elinar charges in. His blade looks to go wide, but a last second correction causes dagger to meet bone, and the skeleton collapses. He looks around the room, noticing the largest zombie he has ever seen framed by a couple of large burning braziers. Pillars at the other end of the room are in shadow.

User posted image

OOC: All other characters are a square back of what you can see. Stairs, as always, are difficult terrain. Pillars provide cover to medium or smaller creatures.

Iniative Order

-->Betty - 52/52
Elinar - 52/52
Johan - 57/57
Red Skellie - no damage
Green Skellie - no damage
Blue Skellie - no damage
Zombie - no damage
Zhadr - 52/52
Embris - 38/38
Srivath - 45/45
_______________
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
Member
Registered: Dec 2009
Posts: 115
Location: california
can I write up a turn in advance?
Moderator
Registered: Jun 2009
Posts: 3164
OOC: I would prefer not in this case, as what the others do will affect your turn.
_______________
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
Member
Registered: Dec 2009
Posts: 17
Betty swiftly darts into the room to take aim at her opponents. As she sees the large zombie, she gasps to herself "I've never seen the likes of this creature in my life!" She wants nothing more than to take her first shot at the oversized piece of evil, but decides to aim for the red skeleton instead. The magic greatbow that has been her steadfast weapon has done the job thus far, so she tries her luck again, and draws in two rapid motions at her foe.

Move to E14

Standard Action: Twin Strike vs. Red Skeleton

Twin Strike vs. Red Skeleton (1d20+12+1=17, 1d12+3=8, 1d20+12+1=23, 1d12+3=4)

HQ on Red Skeleton

HQ on Red Skeleton (1d6=6)

OOC: Hits AC 17 for 8 damage, second hit is AC 23 for 4 damage, with an extra 6 damage from HQ. P.S. Sorry I was a little late in posting!

  •   Betty
    •  Female Elf Ranger 5
    •  Passive Perception: 21, Passive Insight: 14
    •  AC:21, Fort:17, Reflex:19, Will:15 - Speed:7
    •  HP:52/52, Bloodied:26, Surge Value:13, Surges left:6/6
    •  Action Points: 1
    •  Resist 5 Necrotic, Resist 5 Poison; +2 AC vs Opp Attacks; +1 all defenses vs attacks from 5+ squares away
    •  
    •  Powers
    •  Hunterís Quarry
    •  Twin Strike
    •  Careful Attack
    •  Elven Accuracy
    •  Evasive Strike
    •  Disruptive Strike
    •  Unbalancing Parry
    •  Second Wind
    •  Split the Tree
    •  Splintering Shot
    •  Deathcut Hide Armor
    •  Bloodstinger Poison (3)
Moderator
Registered: Jun 2009
Posts: 3164
Betty enters the fray. Her first arrow misses wide, but the second reduces the skeleton to a simple pile of bones.

User posted image

OOC: Jasmine, stairs are difficult terrain, meaning each square takes 2 squares of movement. I have moved Betty as far as she can go.


Iniative Order
Betty - 52/52
-->Elinar - 52/52
Johan - 57/57
Red Skellie - dead
Green Skellie - no damage
Blue Skellie - no damage
Zombie - no damage
Zhadr - 52/52
Embris - 38/38
Srivath - 45/45
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Oct 2008
Posts: 4627
"Thanks! Now I can redead these guys! Hee hee hee!" Elinar walks forward and stabs a skeleton before dancing away and walking towards the big zombie. "The bigger they are, the more places to stab! Hee hee hee!" The elf then quickly stabs what passes for a vital organ on the zombie and dances away quickly back up the stairs.

Standard Action: Deft Strike (Move 2 sq before att.; Dex vs. AC; Hit: 1W+6 damage) to E17

Deft Strike (+13 W, +1 24hr, +1 ItF, +2 CA) (1d20+17=32, 1d4+6=7)

Minor Action: Shift 1 (Martial Alacrity) to E16

Move Action: Walk (Move speed) to E10

Action Point!

Standard Action: Fox's Gambit (Dex vs. Ref; Hit: 1W+6 dam and negate all target's marks and target can't mark until end of my next turn; Effect: Shift 5 sq)

Fox's Gambit (+13 W, +1 24hr, +1 ItF, +2 CA) (1d20+17=29, 1d4+6+2d6=17)

OOC: Thanks, Jasmine. Didn't need that skeleton dead, but it certainly opened up my options. Also, Elinar should have 5 temp HP from his armor (5 temp HP when reduce an enemy to 0 HP. Elinar uses DS to move to E17 and hit Green AC 32 for 7 damage, then shifts 1 (Martial Alacrity) to E16 and move to E10 (Elinar has 8 speed this round) and use FG on zombie, hitting Reflex 29 for 17 damage. Elinar can shift 5, and will go back to E15. Also, Zombie cannot mark until end of my next turn.


  •  Elinar
    • Male Elf Rogue 5
    • Passive Perception: 20, Passive Insight: 13
    • AC:20, Fort:16, Reflex:21, Will:16 - Speed:7
    • HP:52/52, Bloodied:26, Surge Value:13, Surges left:3/8
    •  
    • Powers
      • Deft Strike (1W, move 2 sq before attack)
      • Piercing Strike (1W, vs. Reflex)
      • Second Wind (Lose surge, gain 13 HP, +2 to defenses)
      • Action Point x1 (Take an extra action)
      • Elven Accuracy (Reroll an attack roll)
      • Tumble (Shift one-half speed)
      • Fox's Gambit (1W, negate marks and ability to mark, shift 5 sq)
      • Bait and Switch (2W, switch places and shift 2)
      • Handspring Assault (3W, shift 2 sq, use as charge attack)
      • Downward Spiral (Cb1; 1W, rattling; Effect: Knock prone)
      • Lifedrinker Dagger +1 (+1d6 nec crit; when you drop enemy to 0HP, gain 5 temp HP)
      • Darkleaf Leather +1 (+2 AC vs. first attack against in encounter)
      • Protection Amulet +2
      • Feyleaf Vambraces (Daily: Free, teleport before attack to flank)
      •    
      • Items
        • Sling (20 bullets)
        • Climbers Kit (+2 to climbing checks)
        • Thieves' Tools (+2 to open locks, disarm traps)
        • Sunrod x2
        • Hempen Rope (50 ft)
         
      • Abilities
        • Basic Melee Attack +8 (+0 Str, +3 Prof, +1 Talent, +2 lvl, +1 W, +1 Exp)
        • Damage 1d4+6 (1d4 Dagger, +5 Dex, +1 W)
        • Group Awareness (+1 Per. check for non-elf allies)
        • Wild Step (Ignore difficult terrain when shifting)
        • Artful Dodger (+2 AC vs. OA)
        • Weapon Talent (d6 damage with shurikens, +1 to hit with daggers)
        • Sneak Attack (On hit with CA, +2d6 damage once per round)
        • First Strike (CA vs. foes that haven't acted)
        • Into the Fray (+1 to melee attacks/speed in 1st round)
        • Martial Alacrity (+2 init. and shift as minor action on first turn)
        • Implement Expertise (light blade) (+1 to attack rolls)
         
      • Skills
        • Acrobatics +12 (+5 Dex, +5 trained, +2 1/2 lvl)
        • Arcana +2 (+0 Int, +2 1/2 lvl)
        • Athletics +7 (+0 Str, +5 trained, +2 1/2 lvl)
        • Bluff +4 (+2 Cha, +2 1/2 lvl)
        • Diplomacy +4 (+2 Cha, +2 1/2 lvl)
        • Dungeoneering +3 (+1 Wis, +2 1/2 lvl)
        • Endurance +4 (+2 Con, +2 1/2 lvl)
        • Heal +3 (+1 Wis, +2 1/2 lvl)
        • History +2 (+0 Int, +2 1/2 lvl)
        • Insight +3 (+1 Wis, +2 1/2 lvl)
        • Intimidate +9 (+2 Cha, +5 trained, +2 1/2 lvl)
        • Nature +5 (+1 Wis, +2 race, +2 1/2 lvl)
        • Perception +10 (+1 Wis, +2 race, +5 trained, +2 1/2 lvl)
        • Religion +2 (+0 Int, +2 1/2 lvl)
        • Stealth +12 (+5 Dex, +5 trained, +2 1/2 lvl)
        • Streetwise +4 (+2 Cha, +2 1/2 lvl)
        • Thievery +12 (+5 Dex, +5 trained, +2 1/2 lvl)
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
Elinar stabs a skeleton, sending it to its demise, then approaches and stabs the huge zombie. While his dagger penetrates its tough hide, it merely laughs as though being tickled. The rogue then scampers back up the stairs.

User posted image

Iniative Order
Betty - 52/52
Elinar - 52 (+5 temp)/52
-->Johan - 57/57
Red Skellie - dead
Green Skellie - dead

Blue Skellie - no damage
Zombie - down 17
Zhadr - 52/52
Embris - 38/38
Srivath - 45/45
_______________
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
Member
Registered: Dec 2009
Posts: 115
Location: california
"Whoa that's a big zombie!" johan says. "I think i'll deal with the little guy first"

Move Action: move to d17

Standard Action: Brash Strike against blue skeleton, 1d20+13+1=24 to hit for 1d10+11=18 damage.


  •   Johan
    •  Male Dwarf Fighter 5
    •  Passive Perception: 13, Passive Insight: 13
    •  AC:24, Fort:19, Reflex:16, Will:14 - Speed:5
    •  HP:57/57, Bloodied:28, Surge Value:14, Surges left:13/13
    •  Action Points: 1
    •  Forced move moves 1 less square; Resist 10 force
    •  
    •   +5 save vs. poison; Imm. Saving throw vs. Prone
    •   +1 to Opp Attacks, hit ends movement
    •  Powers
    •  Combat Challenge
    •  Brash Strike
    •  Tide of Iron
    •  Covering Attack
    •  Parry and Riposte
    •  Second Wind
    •  Comeback Strike
    •  Cometfall Charge
    •  Boundless Endurance
    •  Flaming Battleaxe
    •  Battleforged Shield
    •  Brooch of Shielding
    •  Potion of Healing (2)
Moderator
Registered: Jun 2009
Posts: 3164
OOC: Sam, as a dwarf, you only have a speed of 5, so you cannot make it to D17. Remember, each square of stairs takes 2 movement squares.
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Oct 2008
Posts: 7786
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2009
Posts: 3164
Johan charges the last skeleton, knocking it into a pile of fragmented bones. The zombie moves forward, climbing to the top of the stairs. Its long arms can easily reach Elinar from there, and a powerful backhanded smash knocks him to the floor, severely hurt (25 damage).

User posted image

Iniative Order
Betty - 52/52
Elinar - 32/52, prone
Johan - 57/57
Skellies - dead
Zombie - down 17
-->Zhadr - 52/52
Embris - 38/38
Srivath - 45/45
_______________
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
Member
Registered: Jan 2010
Posts: 17
Zhard advances, and once again throws his signature globe of acid, melting the undead's skin. He growls: "Taking on the small ones first is for those not confident of their power."
Move to D16, Acid orb on zombie.
1d20+10=25 Cha v Ref
1d10+13=16 Acid damage.
Moderator
Registered: Jun 2009
Posts: 3164
The sorcerer scorches the zombie with acid, but the undead creature seems to hardly notice.

User posted image

Iniative Order
Betty - 52/52
Elinar - 32/52, prone
Johan - 57/57
Skellies - dead
Zombie - down 33
Zhadr - 52/52
-->Embris - 38/38
Srivath - 45/45
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Oct 2008
Posts: 7786
Embris moves up the stairs, but not all the way. Wouldn't do to get hurt instead of his companions, he thinks and toughens himself with his stoneskin armor just in case. With a sinking thought he causes the behemoth of a zombie to have a sinking feeling.

1d20+10+1=24, 1d6+9=10 Dishearten, no augment, centered on E13, burst 1.

OOC: Move to B16. Minor action activate stoneskin armor for 5 temp hp. Dishearten hits zombie 24 vs WILL for 10 psychic damage and causing -2 to it's attack until end of Emris' next turn. I wasn't sure if I have an angle for attack or not from B16. If not, he will double-move and end at D18 instead with no attack.

  •  Embris Malarion
    • Male Tiefling Telephathic Psion, Level 5
    • Passive Perception: 17, Passive Insight: 23
    • AC: 18, Fort: 13, Reflex: 18, Will: 19, Speed: 6, Initiative: +2
    • HP: 38, Bloodied: 19, Surge Value: 9, Surges: 6/6
    • Resist Fire: 7
    • +1 to hit bloodied foes (Bloodhunt)
    • +1 to hit after using augmented power (precise mind)
    • +2 damage for all attacks that target will (Resplendent Gloves)
    • +1d6 extra damage if hitting an undamaged enemy (Challenge-Seeking Quarterstaff)
    • Discipline Adept: can use Distract or Send Thoughts twice per encounter
    •    
    • Powers
    • Dishearten
    • Mindthrust
    • Betrayel
    • Infernal Wrath
    • Distract or Send Thoughts
    • Distract or Send Thoughts
    • Intellect Fortress
    • Stoneskin Cloth Armor
    • Power Points:1 2 3 4
    • Ravening Thought
    • Hypnotic Pulse
    • Cape of the Mountebank


    • (Key: At-Will, Encounter, Daily, Magical Equipment, Consumable, Used)
    • _______________
      Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Oct 2008
Posts: 4627
OOC: Can anyone push the thing back a square or so? I would really like to get behind him.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
Embris burns the mind of the zombie after moving onto the stairs. Before Srivath has a chance to act, a dark cloud appears in the middle of the party. Betty, Elinar, and Johan have the fortitude to resist the fumes, but Embris and Zhadr each take 11 necrotic damage. The cloud seems to have a rejuvenating effect on the zombie, and it regains 10 hp.

User posted image

Iniative Order
Betty - 52/52
Elinar - 32/52, prone
Johan - 57/57
Skellies - dead
Zombie - down 33
Zhadr - 41/52
Embris - 27/38
Unseen enemy - no damage
-->Srivath - 45/45
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Oct 2008
Posts: 7786
Having glimpsed a bit of the future, Embris prepares a mental shield of fortitude just before the dark cloud hits the party.

OOC: Using Intellect Fortress immediate interrupt to give Embris +4 fortitude (since it sounds like that was the defense needed). Hope it causes a miss. :D

  •  Embris Malarion
    • Male Tiefling Telephathic Psion, Level 5
    • Passive Perception: 17, Passive Insight: 23
    • AC: 18, Fort: 13, Reflex: 18, Will: 19, Speed: 6, Initiative: +2
    • HP: 38, Bloodied: 19, Surge Value: 9, Surges: 6/6
    • Resist Fire: 7
    • +1 to hit bloodied foes (Bloodhunt)
    • +1 to hit after using augmented power (precise mind)
    • +2 damage for all attacks that target will (Resplendent Gloves)
    • +1d6 extra damage if hitting an undamaged enemy (Challenge-Seeking Quarterstaff)
    • Discipline Adept: can use Distract or Send Thoughts twice per encounter
    •    
    • Powers
    • Dishearten
    • Mindthrust
    • Betrayel
    • Infernal Wrath
    • Distract or Send Thoughts
    • Distract or Send Thoughts
    • Intellect Fortress
    • Stoneskin Cloth Armor
    • Power Points:1 2 3 4
    • Ravening Thought
    • Hypnotic Pulse
    • Cape of the Mountebank


    • (Key: At-Will, Encounter, Daily, Magical Equipment, Consumable, Used)
    • _______________
      Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Srivath moves into the room, then jabs at the zombie with his greatspear. His well-aimed strike gives Elinar additional confidence to shrug off future attacks.

Move action - Move to C15.

Standard action - Energizing Strike (no power points) against Zombie.

ES (0 PP, 24H) (1d20+12+1=30, 1d10+6=10)

Hits AC 30 (28 if Zombie has cover from the corner wall) for 10 damage, and on a hit, Elinar receives 7 temp HP.


  •  Srivath Vedeya
    • Male Kalashtar Ardent 5
    • Passive Perception: 18, Passive Insight: 23, Senses: Telepathy 5
    • AC: 21, Fort: 14, Reflex: 13, Will: 18 - Speed: 5
    • HP: 45/45, Bloodied: 22, Surge Value: 11, Surges left: 5/8
    • Action Points: 1
    • Resists: None.

    • Dual Soul (Race): Make saves vs. dazed and dominated at the start of your turn instead of the end.
    • Mantle of Clarity (Class): Srivath and allies within 5 squares of him gain a +4 bonus to defenses against OA's, and +2 to Insight and Perception.

    • Powers (Power Points 4/4)
    • -Distracting Strike
    • -Energizing Strike
    • -Focusing Strike
    • -Ardent Alacrity
    • -Ardent Surge x2
    • -Bastion of Mental Clarity
    • -Dimensional Swap
    • -Oath of Enmity
    • -Second Wind
    • -Enlightening Pulse
    • -Implanted Suggestion

    • Items
    • -Bloodthirst Bracers (Daily): Free Action. Use this power when you hit an enemy with a melee attack. In addition to the normal damage from that attack, the target takes ongoing damage equal to 2 + your Charisma modifier (+5) (save ends).
    • -Healer's Brooch +1: When you use a power that enables you or an ally to regain hit points, add the brooch's enhancement bonus to the hit points gained.
    • -Impostor's Finemail +2 (At-Will): Minor Action. You can transform this armor into a normal-looking set of clothes. While in clothes form, the armor does not provide an armor bonus, but neither does it impose an armor check penalty or speed reduction. You can add this armor's enhancement bonus to any Bluff check made to attempt to disguise your appearance. You can change this armor back into its true form as a minor action.
    • -Vengeful Greatspear +1 (Encounter): Free Action. Use this power when an attack hits a bloodied ally within 10 squares of you. Gain a +2 power bonus to attack rolls and +1d10 on damage rolls with this weapon against the attacker until the end of your next turn.
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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: Jun 2009
Posts: 3164
Embris increases his fortitude, but not nearly enough. Srivath pokes the zombie with his spear and bolsters Elinar's stamina.

User posted image

Iniative Order

-->Betty - 52/52
Elinar - 32 (+7 temp)/52, prone
Johan - 57/57
Skellies - dead
Zombie - down 43
Zhadr - 41/52
Embris - 27/38, +4 FORT
Unseen enemy - no damage
Srivath - 45/45
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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
« Last edit by Jonathan Berg on Sun Mar 07, 2010 2:53 pm. »

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