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Locked: [IC] Road to Urik [4e Dark Sun]
8 months ago  ::  Oct 06, 2012 - 6:12AM #311
Brys
Date Joined: Jan 10, 2008
Posts: 4,528
Iandak scrambles back to his feet.  He lashes out with one sword, using the attack to duck around the elemental, into the thick of the fight.  The half-giant lashes out with a meaty paw and a massive boot, before ducking back against the wall, trying to block off their escape.
Mechanics Show

Move: Stand

Standard: Whirling Step vs Elemental: 17 vs AC (w/concealment penalty); 7 damage if hit
Effect: Shift from J,14->K,13->K,14->L,15;  If attack hit, Urikite Spy takes 3 damage and Tyrian spy takes 7 damage
9(1d20) +10 -2 = 17; 1(1d10) +6 = 7; 1(1d10) +2 = 3; 5(1d10) +2 = 7

Combat Statblock Show

--in progress--
AC 21; Fort 19, Ref 18, Will 15
HP 37/47
Healing Surges 6/10 (11)
Init +5
Status:
Action Points 0.5/1.5 ( )

Melee Basic Attack Show

Standard Action  Melee weapon
Target: One creature
Attack:  +10 vs AC
Hit: 1d10+6

Ranged Basic Attack Show

Standard Action  Ranged weapon
Target: One creature
Attack:  +9 vs AC (javelin)
Hit: 1d6+5

Pressing Strike Show

Standard Action  Melee weapon
Target: One creature
Effect: Before the attack you can shift 2 squares.  You can move through an enemy's space during the shift but you cannot end there.
Attack:  +10 vs AC
Hit: 1d10+6 damage and you push the target 1 square. If you are raging, the attack deals 1d6 extra damage.

Whirling Rend Show

Standard Action  Melee weapon
Target: One creature
Attack:  +10 vs AC
Hit: 1d10+6 damage and an enemy adjacent to you other than the target takes 1[W] damage (off-hand weapon).  If you are raging, add your Dex Modifier (+3) to both damage rolls.

[X]Whirling Frenzy Show

Standard Action  Close Burst 1
Target: Each creature in the burst
Attack:  +10 vs AC (Whirling Slayer: can target Reflex instead of AC)
Hit: 1d10+1d10+6 (main weapon+off-hand+STR)
Miss: You take 1d6 damage, with no modifiers.

[X]Whirling Step Show

Standard Action  Melee weapon
Target: One creature
Attack:  +10 vs AC
Hit: 1d10+6
Effect: You shift 3 squares.  If the attack hit, you deal 1d10+2 damage to one or two enemies that are adjacent to you at some point during the shift.

[ ]Whirling Lunge Show

Trigger: Your attack reduces an enemy to 0 hit points.
Effect: You shift 2 squares and then deal 1[W] damage (off-hand weapon) to an enemy adjacent to you that you can see.

[ ]Second Wind Show

Effect: You gain 11 hit points and a +2 bonus to all defenses until the start of your next turn.

[X]Combat Sprint Show

Move Action  Personal
Effect: You move your speed+4.  You gain a +4 bonus to all defenses against any opportunity attacks you provoke with this movement.

[ ]Mark of Thunder Show

Standard Action  Melee weapon
Target: One creature
Attack:  +10 vs AC
Hit: 1d10+6 thunder damage
Effect: You mark the target until the end of your next turn.  Until the mark ends, if the target makes an attack that does not include you, it takes 5 thunder damage.

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8 months ago  ::  Oct 07, 2012 - 8:19AM #312
Scyner
Date Joined: Jul 18, 2009
Posts: 2,861
[Next: Zaffa, Az]

Stasi's arrow hits with precision, showing others how it's done. Iandak unfortunately misses with his sword, but, still, that doesn't prevent him from blocking any escape route with his large frame.

"Told you this was a bad meeting spot" Hisses the Tyrian at the Urikite.

Mechanics Show
Stasi: Hits and Heals Iandak.

Iandak: Stands ans misses

MAP Show


Larger Version

Lighting: Dim Light
Debris, crates and barrels: count as difficult terrain (marked by triangles). 

Status Show

Stasi 34/37
Iandak
37/47 
Special Condition *
>>>Zaffa 41/52 Cannot Shift UEO Elemental NT, Resist 5 All UEONT
>>>Azimuth 43/43
Tyrian Traitor [L,14] -37/?? Prone, Marked UEONT (Zaffa)
Urikite Spy [J,12] -26/?? Marked UEONT (Zaffa), Grants +3ATK Ranged UEONT (Stasi)
Luusi 34/37
Minor Earth Elemental [J,13] ??/?? Cursed (Az)

Special: Dim Light, everybody gets partial concealment (-2 ATK to those with normal vision). >> Everybody has -2ATK except Luusi (lowlight vision) and the elemental (tremorsense).

(*) Special Condition (just too long to keep in initiative block): The next ally of the Urikite that hits and damages Iandak before the end of the Urikite's next turn can reroll one attack roll before the end of the ally's next turn, using either result. 


Used powers:
Azimuth: HS: 1/9, AP: 1/1 Stirring Shout
Iandak: HS: 5/10, AP: 1/1 Whirling Frenzy, Whirling Step, Combat Sprint
Luusi: HS: 0/8, AP: 1/1 Arcane Whirlwind
Stasi: HS: 1/7, AP: 1/1 Relentless Wounding, Staggering Shot, Knight's Move, Inspiring Word 1/2, Pin Cushion
Zaffa: HS: 5/14, AP: 1/1, PP: 1/4

Monster knowledge Show
Urikite Spy
Race: Human
Elite Controller
Highest NAD: Will
HP = [52 to ..]
AC = [.. to 21]
Fort = [11 to ..]
Ref = [.. to 19]
Will = [18 to ..]

Tyrian Spy
Race: Human
Elite Controller
Highest NAD: Will
HP = [74 to ..]
AC = [.. to 17]
Fort = [11 to ..]
Ref = [.. to 17]

Minor Elemental
Race: Elemental
Senses: Tremorsense 5
Soldier
Highest NAD: Fort
HP = [.. to ..]
AC = [18 to ..]
Fort = [13 to ..]
Ref = [.. to ..]
Will = [8 to ..]
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8 months ago  ::  Oct 07, 2012 - 8:32PM #313
noneedforaname
Date Joined: Jul 26, 2009
Posts: 786
Azimuth continues to circle the enemy and points a clawed finger of accusation at the tyrian spy, "you fool it isn't too late to buy back your doomed soul!" His voice echoes wretchedly through the spy's mind but the elemtal is predictably obtuse.

Mechanics Spoiler: Show

Move: walk to K,18
Minor: curse tyrian traitor
Standard: echoing dirge
1st attack: 13 vs Will (elemental); 13 dmg
2nd attack: 26 vs Will (traitor); 13 dmg (non lethal)
Echoing dirge w/ curse dmg (1d20+7=13, 1d8+5=7, 1d6=5, 1d20+7=26, 1d8+5=12, 1d6=1)
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8 months ago  ::  Oct 07, 2012 - 9:48PM #314
MightyManrock
Date Joined: Aug 17, 2010
Posts: 827
Zaffa feels herself rooted to the ground by the elemental's blow and yet is still knocked about by Luusi's winds. I ain't movin'... Her eyes glow green as she beckons to the Tyrian spy. How 'bout you come t' me?"

When her psionics are resisted, Zaffa frowns. Seeing that Iandak is in no shape to keep the traitor from running, she decides to take a risk.

Mechanics Show
Standard: Lodestone Lure on Tyrian Traitor (L,14): 1d20+10=13
Move: Walk to (K,13), taking OAs.
Free: Defender of the Wild to mark all adjacent enemies, EOENT.
Battle Resilience ends.
((If Zaffa was slowed by Luusi's attack, here's the save: 1d20=11.))


Combat Statblock Show
AC 22, Fort 18, Reflex 19, Will 18; Speed 5
HP 41/52
Healing Surges 9/14 (13)
Init +5
Status Resist Poison 2
Action Points 1 [ ]
Power Points 3/4

[]Minor Action
[x]Move Action
[x]Standard Action
[]Immediate Action

Skills Show
Endurance +11(+13), Intimidate +9, Perception +9, Athletics +6(+8), Dungeoneering +4, Heal +4, Insight +4, Nature +4, Streetwise +4, Stealth +3(+5), Thievery +3(+5), Bluff +2, Diplomacy +2, Arcana +1, History +1, Religion +1


Powers Show
Melee Basic Attack Show
Standard Action, Warhammer
+7 vs. AC
Target One creature
Hit 1d10+2 damage
Critical +1d6 damage

[][]Ranged Basic Attack Show
Standard Action, Throwing Hammer
+7 vs. AC
Target One creature
Hit 1d6+2 damage
Critical +1d6 damage

Battlemind's Demand Show
Minor Action, Close burst 1
Target One creature in burst
Effect Zaffa marks the target until she uses this power again or until the end of the encounter.
Augment 1
Target
One or two creatures in burst

[]Blurred Step Show
Free Action, Personal
Trigger An adjacent enemy marked by Zaffa shifts.
Effect Zaffa shifts 1 square.
Special Zaffa can use this power only once per turn.

Lodestone Lure Show
Standard Action, Melee 2
+10 vs. Will
Target One creature
Hit 4 damage, and Zaffa pulls the target 1 square. Until the end of her next turn, the target can move only to squares that are adjacent to her.
Augment 1
Range
Melee 5
Hit As above, but Zaffa pulls the target 4 squares.
Augment 2
Range
Melee 5
Hit 1d10+5 damage, and Zaffa pulls the target 4 squares and knocks it prone. Until the end of her next turn, the target can move only to squares that are adjacent to her.

Mind Spike Show
Immediate Reaction, Melee 1
Target
The triggering enemy
Trigger An adjacent enemy marked by Zaffa deals damage to her ally with an attack that doesn't include her as a target.
Effect The target takes force and psychic damage equal to the damage that its attack dealt to Zaffa's ally.

Object Projection Show
Minor Action, Personal
Effect Zaffa teleports an object she is holding in one hand to an unoccupied square within 10 squares of her or to a willing creature within 10 squares of her.

Twisted Eye Show
Standard Action, Warhammer
+10 vs.  AC
Target One creature
Hit 1d10+5 damage. Until the end of Zaffa's next turn, the target takes a penalty to attack rolls equal to the number of Zaffa's allies adjacent to it.
Critical +1d6 damage
Augment 1
Special
When making an opportunity attack, Zaffa can use this power in place of a melee basic attack.
Augment 2
Hit
1d10+5 damage, and the target is blinded until the end of Zaffa's next turn.

Vicious Cobra Strike Show
Standard Action, Warhammer
+10 vs. AC
Target One or two creatures
Hit 5 psychic damage, and Zaffa marks the target until the end of her next turn. If she targets only one creature with this power, the attack deals 1d10 extra damage.
Critical +1d6 damage
Augment 1
Hit
As above, and Zaffa also marks one enemy adjacent to the target until the end of her next turn.
Augment 2
Attack Type: Close burst 1
Target
Each enemy Zaffa can see in burst
Hit 1d10+5 psychic damage, and the target is marked and takes a -2 penalty to attack rolls until the end of Zaffa's next turn.

[x]Battle Resilience Show
Free Action, Personal
Trigger An attack hits or misses Zaffa for the first time during an encounter.
Effect Until the end of her next turn, Zaffa gains 5 resistance to all damage.

[x]Defender of the Wild Show
Free Action
Effect Zaffa marks each enemy adjacent to her until the end of her next turn.

[]Disrupting Advance Show
Standard Action, Warhammer
+10 vs. AC
Target One creature
Hit 2d10+5 damage, and Zaffa pushes the target 2+1 squares. The target and each enemy adjacent to the target at the end of the push are slowed until the end of Zaffa's next turn.
Critical +1d6 damage

[]Incredible Toughness Show
No Action, Personal
Trigger Zaffa starts her turn.
Effect Zaffa ends any ongoing damage or any dazed, slowed, stunned or weakened condition currently affecting her.

[]Second Wind Show
Standard Action, Personal
Effect Zaffa spends a healing surge to regain hit points and gains a +2 bonus to all defenses until the start of her next turn.

[x]Accelerating Strike Show
Standard Action, Warhammer
+10 vs. AC (Zaffa has combat advantage for this attack.)
Target One creature
Effect Before the attack, Zaffa shifts her speed. She can move through enemies' spaces during this movement.
Hit 2d10+5 damage. Zaffa's movement does not provoke opportunity attacks from the target until the end of the encounter.
Critical +1d6 damage
Miss Half damage.
Effect Until the end of the encounter, Zaffa gains a +2 power bonus to speed. In addition, when she shifts, she shifts 1 extra square.

[x]Inspiring Fortitude Show
Standard Action, Close burst 5
Target Each ally in burst
Requirement Zaffa's second wind must be available for her to use.
Effect Zaffa uses her second wind, and each target gains 14 temporary hit points.


Equipment Show
Amulet of Health +1, Backpack, Bedroll, Belt Pouch, Filter Mask, Fire Kit, Giant Hair Rope, Heavy Shield, Sack (x2), Scale Armor, Survival Day (x10), Warhammer, Waterskin, Throwing Hammer (x2), Torch (x2); 2gp, 7sp; -50gp
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8 months ago  ::  Oct 08, 2012 - 9:53AM #315
Scyner
Date Joined: Jul 18, 2009
Posts: 2,861
[Next: Luusi]

The Tyrian traitor moves away from Iandak's blades, and once again tries to summon energy for a spell. However, Zaffa's psionic assault was too much of a distraction and he fails again to produce the spell. The Urikite spy takes advantage of the distraction to shift away from the shield-bearing Mul warrior. He also successfully calls upon his master's powers to attack Zaffa.

"Clearly, Tyrian Templars are worthless without their King! Hamanu! Bestow your strength upon me once more Oh King of the World"

Yellow lion eyes appear once more in front of the Templar. This time the Templar makes a swift movement with his right hand, and they dash forward like arrows. The two yellow bolts hit Zaffa in the back before she can spin around and shield herself. The strength of the blow invades her psyche with searing yellow light, and pushes her away from the Urikite. Zaffa plants her feet in the ground to stop the slide, but only after a dozen yard.

It seems the three opponents have created a small pocket, with the Elemental in front, to facilitate an escape route for the two plotters.

Mechanics Show
Az: Curses. Misses Elemental, Hits Tyrian Spy. Bloodies.

Zaffa: Misses
OAs:
Urikite: 14-2=12 vs AC, Miss!
Elemental: 20 vs AC, Hit! 14-5=9 Damage and Zaffa cannot shifty UEO Elemental NT
Zaffa marks all three.

Tyrian Traitor's turn:
Standard: Eldricht Spear on Zaffa (-2 ATK) 13 vs AC, Miss!
Move: Shift to L13

Urikite Spy's turn:
SoT: Recharge roll: 5, Fettering Glare is recharged!
Move: Shift to [J,11] (Zaffa cannot pursue)
Standard: Hamanu's Glare on Zaffa (-2 ATK): 22 vs AC, Hit! 18 Psychic Damage.
Zaffa is Bloodied 
Effect: Zaffa is pushed to [K,15] 
EoT: condition on Iandak fades

MAP Show


Larger Version

Lighting: Dim Light
Debris, crates and barrels: count as difficult terrain (marked by triangles). 

Status Show

Stasi 34/37
Iandak
37/47

Zaffa 14/52 Bloodied, Cannot Shift UEO Elemental NT
Azimuth 43/43
Tyrian Traitor [L,13] -50/?? Bloodied, Marked UEONT (Zaffa), Cursed (Az)
Urikite Spy [J,11] -26/?? Marked UEONT (Zaffa), Grants +3ATK Ranged UEONT (Stasi)
>>>Luusi 34/37
Minor Earth Elemental [J,13] ??/?? Cursed (Az), Marked UEONT (Zaffa)

Special: Dim Light, everybody gets partial concealment (-2 ATK to those with normal vision). >> Everybody has -2ATK except Luusi (lowlight vision) and the elemental (tremorsense).

(*) Special Condition (just too long to keep in initiative block): The next ally of the Urikite that hits and damages Iandak before the end of the Urikite's next turn can reroll one attack roll before the end of the ally's next turn, using either result. 


Used powers:
Azimuth: HS: 1/9, AP: 1/1 Stirring Shout
Iandak: HS: 5/10, AP: 1/1 Whirling Frenzy, Whirling Step, Combat Sprint
Luusi: HS: 0/8, AP: 1/1 Arcane Whirlwind
Stasi: HS: 1/7, AP: 1/1 Relentless Wounding, Staggering Shot, Knight's Move, Inspiring Word 1/2, Pin Cushion
Zaffa: HS: 5/14, AP: 1/1, PP: 1/4 Battle Resilience, Defender of the Wild

Monster knowledge Show
Urikite Spy
Race: Human
Elite Controller
Highest NAD: Will
HP = [52 to ..]
AC = [.. to 21]
Fort = [11 to ..]
Ref = [.. to 19]
Will = [18 to ..]

Tyrian Spy
Race: Human
Elite Controller
Highest NAD: Will
HP = [74 to 100]
AC = [.. to 17]
Fort = [11 to ..]
Ref = [.. to 17]
Will = [.. to 26]

Minor Elemental
Race: Elemental
Senses: Tremorsense 5
Soldier
Highest NAD: Fort
HP = [.. to ..]
AC = [18 to ..]
Fort = [14 to ..]
Ref = [.. to ..]
Will = [14 to ..]
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8 months ago  ::  Oct 08, 2012 - 9:06PM #316
jrmabie
Date Joined: Nov 14, 2010
Posts: 4,721
Luusi sees that the enemies are sticking to the shadows, so she has Aejej summon the light bearing elementals to make sure that everyone in her party could see clearly.  Next, she tries once again to help the little djinnling cajole the wind spirits into herding the two men and their elemental.


mechanics Show

Move to E-10
Minor:  Light in J-10
Standard:  Howling Wall at J-11, J-13, and L-13 -- Rolls here:  J-11 for 16 vs. Fort -- if hit, slide to K-13; J-13 for 28 vs. Fort, slide to L-11; L-13 for 25, slide to L-14.



Stat block Show

Luusi Pavana



Female Unaligned Eladrin Wizard (Sha'ir) Lv. 4


Vitals: Medium, 5'3" tall, 113 lbs


Senses: 17 Insight, 12 Perception, Low Light Vision


Encounter Powers
[X] Action Point
[_] Second Wind
[_] Skewering Spikes 
[_] Pinioning Vortex
[_] Chameleon's Mask
[_] Fey Step
[_] Poisoned Strike
[_] Suggestion
[_] Whispering Wind
[_] Concealed Weapon


Daily Powers
[X] Arcane Whirlwind

 



HP:
HS:
AC:

Fort:
Ref:
Will:


Core
37
8
18
15
18
17


RndX
34
8



Temp
: 0 hp 


 Surge: 9 hp
Init: +2
Speed: 6


Resist: none
Saves: none
MBA: +4 vs AC,1d6+2 damage







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8 months ago  ::  Oct 09, 2012 - 7:52PM #317
Scyner
Date Joined: Jul 18, 2009
Posts: 2,861
[Next: Stasi, Iandak, Zaffa, Azimuth]

The light brightens the scene greatly, and should help Luusi's companions find their marks more easily.  The winds that she summons push the Elemental back against the wall and through the crates. They also push the Tyrian spy into the arms of Zaffa and Iandak, who are without a doubt, preparing a nice reception committee for him. The powerful Urikite, however, seems unphased and prepares himself for more spellcasting, while his summoned magical pet slowly moves back in front of him to act as a shield.

Mechanics Show
Luusi: creates light (affecting everyone's vision, removing -2ATK within 4 squares of it). Then she misses, Hits, Hits.

Elemental's turn:
Move: back to [J,12]
End of Turn: condition on Zaffa disappears

MAP Show


Larger Version

Lighting: Dim Light
Light Source(s): Light in [J,10] 4 radius.
Debris, crates and barrels: count as difficult terrain (marked by triangles). 

Status Show

>>>Stasi 34/37
>>>Iandak
37/47

>>>Zaffa 14/52 Bloodied
>>>Azimuth 43/43
Tyrian Traitor [L,14] -50/?? Bloodied, Marked UEONT (Zaffa), Cursed (Az), Slowed UEONT (Luusi)
Urikite Spy [J,11] -26/?? Marked UEONT (Zaffa), Grants +3ATK Ranged UEONT (Stasi)
Luusi 34/37
Minor Earth Elemental [J,12] ??/?? Cursed (Az), Marked UEONT (Zaffa),  Slowed UEONT (Luusi)

Special: Dim Light, everybody gets partial concealment (-2 ATK to those with normal vision). >> Everybody has -2ATK except Luusi (lowlight vision) and the elemental (tremorsense).

Light: creatures with normal vision do not suffer -2ATK on targets within 4 squares of the light

(*) Special Condition (just too long to keep in initiative block): The next ally of the Urikite that hits and damages Iandak before the end of the Urikite's next turn can reroll one attack roll before the end of the ally's next turn, using either result. 


Used powers:
Azimuth: HS: 1/9, AP: 1/1 Stirring Shout
Iandak: HS: 5/10, AP: 1/1 Whirling Frenzy, Whirling Step, Combat Sprint
Luusi: HS: 0/8, AP: 1/1 Arcane Whirlwind
Stasi: HS: 1/7, AP: 1/1 Relentless Wounding, Staggering Shot, Knight's Move, Inspiring Word 1/2, Pin Cushion
Zaffa: HS: 5/14, AP: 1/1, PP: 1/4 Battle Resilience, Defender of the Wild

Monster knowledge Show
Urikite Spy
Race: Human
Elite Controller
Highest NAD: Will
HP = [52 to ..]
AC = [.. to 21]
Fort = [17 to ..]
Ref = [.. to 19]
Will = [18 to ..]

Tyrian Spy
Race: Human
Elite Controller
Highest NAD: Will
HP = [74 to 100]
AC = [.. to 17]
Fort = [11 to 25]
Ref = [.. to 17]
Will = [.. to 26]

Minor Elemental
Race: Elemental
Senses: Tremorsense 5
Soldier
Highest NAD: Fort
HP = [.. to ..]
AC = [18 to ..]
Fort = [14 to 28]
Ref = [.. to ..]
Will = [14 to ..]
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8 months ago  ::  Oct 09, 2012 - 8:43PM #318
Brys
Date Joined: Jan 10, 2008
Posts: 4,528
Iandak throws an elbow from the darkness at the Tyrian, slamming it into the man's head and holding him flat against the wall as the half-giant whirls past him to close in on the Urikite spy.  He moves to engage, positioning himself to give chase if necessary, counting on Zaffa to keep the Tyrian in check.
Mechanics Show

Standard: Pressing Strike vs Tyrian (Shift to L,13 before attack): 22 vs AC; 15 damage
12(1d20) +10 = 22; 9(1d10) +6 = 15

Move: Shift to K,12

Combat Statblock Show

--in progress--
AC 21; Fort 19, Ref 18, Will 15
HP 37/47
Healing Surges 6/10 (11)
Init +5
Status:
Action Points 0.5/1.5 ( )

Melee Basic Attack Show

Standard Action  Melee weapon
Target: One creature
Attack:  +10 vs AC
Hit: 1d10+6

Ranged Basic Attack Show

Standard Action  Ranged weapon
Target: One creature
Attack:  +9 vs AC (javelin)
Hit: 1d6+5

Pressing Strike Show

Standard Action  Melee weapon
Target: One creature
Effect: Before the attack you can shift 2 squares.  You can move through an enemy's space during the shift but you cannot end there.
Attack:  +10 vs AC
Hit: 1d10+6 damage and you push the target 1 square. If you are raging, the attack deals 1d6 extra damage.

Whirling Rend Show

Standard Action  Melee weapon
Target: One creature
Attack:  +10 vs AC
Hit: 1d10+6 damage and an enemy adjacent to you other than the target takes 1[W] damage (off-hand weapon).  If you are raging, add your Dex Modifier (+3) to both damage rolls.

[X]Whirling Frenzy Show

Standard Action  Close Burst 1
Target: Each creature in the burst
Attack:  +10 vs AC (Whirling Slayer: can target Reflex instead of AC)
Hit: 1d10+1d10+6 (main weapon+off-hand+STR)
Miss: You take 1d6 damage, with no modifiers.

[X]Whirling Step Show

Standard Action  Melee weapon
Target: One creature
Attack:  +10 vs AC
Hit: 1d10+6
Effect: You shift 3 squares.  If the attack hit, you deal 1d10+2 damage to one or two enemies that are adjacent to you at some point during the shift.

[ ]Whirling Lunge Show

Trigger: Your attack reduces an enemy to 0 hit points.
Effect: You shift 2 squares and then deal 1[W] damage (off-hand weapon) to an enemy adjacent to you that you can see.

[ ]Second Wind Show

Effect: You gain 11 hit points and a +2 bonus to all defenses until the start of your next turn.

[X]Combat Sprint Show

Move Action  Personal
Effect: You move your speed+4.  You gain a +4 bonus to all defenses against any opportunity attacks you provoke with this movement.

[ ]Mark of Thunder Show

Standard Action  Melee weapon
Target: One creature
Attack:  +10 vs AC
Hit: 1d10+6 thunder damage
Effect: You mark the target until the end of your next turn.  Until the mark ends, if the target makes an attack that does not include you, it takes 5 thunder damage.

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8 months ago  ::  Oct 10, 2012 - 9:40PM #319
swmabie
Date Joined: Dec 8, 2009
Posts: 8,224
Mechanics Show

Standard: Risky Shot @ Urikite Spy — 32 vs AC hits for 18 hp damage.  Stasi grants CA until SONT.

Free: Hidden Strike — 14 vs Passive Insights; treated as invisible (until SONT) by any that succeeds against.

Move: Walk to (K,9), drawing OA from Urikite unless Invisible

Minor: Inspiring Word @ Zaffa — 13 + 5 = 18 total hp healed.

Stasi pulls another arrow from her quiver, looking for an angle to inspire Zaffa to the next level; she finds one.  "Halfbreed, pull yerself t'gether.  Th' great arena fighter let herself beat by sissy spies?"  Then making a risky maneuver, she rushes past the Urikite, to try to cut off his escape — but as she passes, she plants an arrow through his shoulder, inflicting some pain into him.  She tries to make herself as small as possible as she ducks into the alley, hoping that the pain of her attack blinds him to her presence.
Statblock Show

Basics:
HP: 34/37 (0 THP) | HS: 2/7 (SV: 9)
AC: 16 | Fort: 19 | Ref: 15 | Will: 18
Init: +10 | Speed: 6 | PPer: 15 | PIns: 15 | Common, Dwarven
AP: 0/1

Conditions:
• Grant CA until SONT
• Invisible (until SONT) vs Passive Insight 14 or less

Notes:
• Allies within 10 & can see or hear Stasi get +3 power bonus to Initiative.
• Allies who spend AP within line-of-sight of Stasi may Shift 3 (free action) before or after using the granted action to Attack.
• +1 bonus to damage from bow to targets that aren't adjacent to other creatures.
• +2 bonus to Bluff, Diplomacy, Intimidate, & Sense Motive vs Slaves

Actions:
MBA: Spear, +9 vs AC, 1d8+5
RBA: Longbow, +10 vs AC, 1d10+5
Standard: [A]Direct the Strike, [A]Paint the Bulls-eye, [A]Risky Shot, [x]Pin Cushion, [x]Staggering Shot, [x]Relentless Wounding, [_]Second Wind
Move: [x]Knight's Move
Minor: [A]Psionic Image, [x][x]Inspiring Word
Free: [x]Action Point, [x]Hidden Strike
Immediate Reaction: [_]Beloved Performer
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A handy dandy list of fallacies: Which have you just committed? Show

• Ad Hominem — Attacking the person's circumstances, not addressing the argument.
Ad Hominem Abusive (Personal Attack) — Insulting the person, not addressing the argument.
• Ad Hominem Tu Quoque — Saying the person's inconsistent, not addressing the argument.
Appeal to Authority/Belief/Common Practice/Consequence of a Belief/Emotion/Fear/Flattery/Novelty/Pity/Popularity/Ridicule/Spite/Tradition — Using emotion instead of Fact.
Bandwagon — Use of peer pressure.
• Begging the Question — Assuming premises which haven't necessarily been agreed to.
Biased Sample — Using a sampling which may not properly represent the whole.
• Burden of Proof — Shifting it to the wrong side.
• Circumstantial Ad Hominem — Attacking the person's interests in supporting their argument.
• Composition — Assuming that the whole has the same qualities as individual parts.
• Confusing Cause & Effect — Assuming that one thing causes another because they appear in conjunction.
• Division — Assuming that the individual parts have the same qualities as the whole.
• False Dilemma — Assuming that only two options exist.
• Gambler's Fallacy — Assuming the odds have changed because of past occurances
• Genetic — Assuming a perceived defect in the origin of a claim is proof of a defect in the claim.
• Guilt by Association — Attacking others who agree with the claim.
• Hasty Generalization — Assuming a quality based on too small a sample size.
• Ignoring the Common Cause — Assuming there is no outside cause of two connected things.
• Middle Ground — Assuming the midpoint of two extremes must be correct.
• Misleading Vividness — Assuming a colorful anecdote outweighs statistical evidence.
• Poisoning the Well — Using unprovable claims about the person instead of addressing the argument.
• Post Hoc — Assuming that something caused something else simply because it happened first.
• Questionable Cause — Assuming that one thing causes another.
• Red Herring — Using irrelevant evidence to divert a discussion.
• Relativist Fallacy — Asserting that a claim may be true for some but not for the speaker.
• Slippery Slope — Assuming the inevitability of one event based on another.
• Special Pleading — Claiming exemption without justification.
• Spotlight — Assuming individuals that get the most attention to be indicative of the whole.
• Straw Man — Misrepresenting the opposing argument.
• Two Wrongs Make a Right — Justifying something unethical/immoral as response or pre-emption to something else unethical/immoral.

Response to those who like to compare 4e to a Video Game Show

Jan 12, 2013 -- 1:49PM, Rogue_Elendae wrote:

Also, I find that the "D&D 4e is like an MMO" argument is often a sign of someone who is deliberately being obtuse and/or is potentially ignorant of actual MMO play.  As someone who only ended a 6-year World of Warcraft addiction a year ago, I can say that most of your bullet points actually don't match up to the truth of it.

In D&D 4e, you can choose a hybrid, you can choose to play one class as though it were another (people played Warlords as Bards frequently, when the edition first came out, and Rangers were refluffed to Monks), you can focus your class on its secondary role (a Warlock who is more controller than striker, for instance), you can multiclass, and you can create a particular concept (a mounted lancer, a charger, etc.) within the mechanics via feats, choice of powers, and choice of skills.  You decide which set of stats you use--are you a Chaladin, Straladin, or Baladin?--and you have ultimate influence on how your character turns out in the end.  Yes, powers require you to be using a particular weapon within your class's available selection, but the powers are not themselves tied to the gear.  Powers tied to weapons or armor are typically powers that belong to the item, not to the character class that's most likely to use it.

Yes, there are only so many powers available, and these will be what you do in battle; this is all that the designers created.  Yes, there is a time-frame in which they can be used; this has always been the case, even in the days of Vancian casting.  Yes, there are suggested builds, but you can routinely ignore those if it pleases you; the only parts of a class you have to take are the class features, and even those have options at this point.  But the only way that this can be considered at all conflatable with MMO character building/playing is if you are deliberately ignoring all of that.

In WoW, you choose a class and you're done.  No multiclassing or hybridization, no way to mimic one class with careful building of a different one.  There is a firm dividing line on what is a WoW class.  No secondary roles or creative concepts, either; you're going to be what the class sets out to be, and that's it.  You'll always have the same stat allocation as another of your class, because you get set numbers as you level up, and you've got at best four options--and that's only the Druid class--to build, and if you plan on running dungeons, particularly heroic level ones, or raiding, you'd better not even think of deviating from the single defined best build on the talent tree for what you want to do.  It was only recently, with the complete tear-down and recreation of talent trees for Mists of Pandaria, that there was a concept of there being anything but the one best build that people who calculated such mechanical advantages (the folks on Elitist Jerks, for example), and the people who did things like achieve "World First" at various top-tier raids set precedent for.

Also, no class will ever not have a specific set of powers; all Priests in WoW have the same baseline, with deviation only based upon their talent tree specialization, where a D&D4e player could take whatever power in their class pleases them.  Any Retribution Paladin will be the same as any other in terms of powers, because that is what a RetPally is.  Any Assassination Rogue will always have the same powers as another, etc.  All powers are always on specific cool-downs, but will always be there when they start a battle, where a 4e PC might enter an encounter with only At-Wills, or without their Daily powers due to what plot has done up until that point.  Furthermore, no power that is not already specifically tied to an item will ever "require" you have that item, to my recollection.  Classes get all their powers based on class; gear only gives bonuses to stats, possibly cuts down cast times for abilities or cooldowns, grants temporary extra bonuses to stats (the latter two most often on the raid tier equipment), and on rare occassions an extra power that may or may not be valuable, as some are only special effects instead of valuable abilities.



Most honest/open response on why DDN needs to be Inclusive Show

Mar 31, 2013 -- 8:40PM, Emerikol wrote:

I've always felt it is in the best interests of D&D to be as inclusive across the playerbase as they can be and still have a game.   I've never felt though that making a game that was inclusive within a group was very useful or even desirable.   DM's and players can decide amongst themselves what options or restrictions they want for their games.  I tend to lean to the DM to make most of those decisions but again that is a group specific thing.

Having said that.  I get the distinct impression that there are a lot of players on these boards who come from groups that generally ruled against their own desires.  It's almost like they are an oppressed minority from a gaming perspective.   I also get the impression that they tend to advocate against things that if available their fellow group members might like and vote them down on.

Do a lot of you feel this way?

Just for clarification...here are some examples...
1.  Alignment restrictions as an option.
2.  Alignment Mechanics
3.  Martial healing
4.  Races being included or not.

and so forth.  Thoughts?


Mar 31, 2013 -- 9:43PM, Authw8 wrote:

I know my perspective is not that I often play at tables where my likes are not represented. Instead, my perspective comes from the many years I spent being a bad DM. I was a bad DM because my guidance came from the books, and the books gave bad advice. The books told me that alignment was a useful approach to roleplaying, so I went with it even though it felt kind of weird to me. Now I know that, at least in my style of running games, alignment destroys rp. I trusted the books to give good advice, and it messed up my game. Now I'm much more mature as a DM, so I know how to take advice with a grain of salt. And I still learn new stuff every session I run.

I don't want future DMs to go through my problems again. There's a big enough DM shortage as it is. DMing well is hard.

The biggest thing I had to unlearn in my process of becoming a good DM was the idea that the game is a simulation of a world. I understand many DMs prefer a more simulationist approach, although I am always skeptical simply because I would have said the same thing until I learned and grew as a DM. This doesn't mean their approach is completely invalid, but it still gives me a personal twinge when I see a regression back to 3e era sim style gaming.

I also have noticed many groups where one or two old-school players run a whole group's playstyle because the newer players aren't even aware there are other ways of doing things. The newer players tell me stories of things they hated in the session, and I end up explaining to them how those things they hate are very fixable, and in fact are fixed in the newer edition of the game their older players have told them is terrible.

In regard to things like martial healing, I don't think it's necessary for it to be in the game for the game to be fun. However, the attitude that says martial healing is terrible and shouldn't exist is an attitude that, to me, reveals a wrongheaded approach to the game. Therefore, my fight for it to be an option is to help legitimize the more narrative approach that I think is what most players want, but many don't know is possible, because they've never been exposed to it.


Why D&D will continue to fail economically. Show

Apr 22, 2013 -- 12:40AM, Mand12 wrote:

Mobile/tablet is not supported by WotC.  They're stuck in the past, with no coherent vision of how technology could benefit their product.

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8 months ago  ::  Oct 11, 2012 - 4:51PM #320
Scyner
Date Joined: Jul 18, 2009
Posts: 2,861
[Next: Zaffa, Azimuth]

Stasi's arrow finds its target but the Urikite is not easily fooled. As she tries to sneak by, he unleashed a powerful mental attack that sends Stasi into the wall and the crates to her right, cursing at the pain in her head.

Mechanics Show
Iandak: Hits

Stasi: Hits. She becomes invisible to the Tyrian and Elemental but not the Urikite.
Provokes OA from the Urikite.
Hamanu's Fist on Stasi (-2 Marked +2 CA): 24 vs AC, Hit! 17 Psychic Damage and slides Stasi to [L,10]
Stasi is now Bloodied.
Heals Zaffa who is no longer bloodied.

MAP Show


Larger Version

Lighting: Dim Light
Light Source(s): Light in [J,10] 4 radius.
Debris, crates and barrels: count as difficult terrain (marked by triangles). 

Status Show

Iandak 37/47
Stasi 17/37
Bloodied, Grants CA USONT (Stasi), Invisible to Tyrian and Elemental
>>>Zaffa 32/52
>>>Azimuth 43/43
Tyrian Traitor [L,14] -65/?? Bloodied, Marked UEONT (Zaffa), Cursed (Az), Slowed UEONT (Luusi)
Urikite Spy [J,11] -44/?? Marked UEONT (Zaffa)
Luusi 34/37
Minor Earth Elemental [J,12] ??/?? Cursed (Az), Marked UEONT (Zaffa),  Slowed UEONT (Luusi)

Special: Dim Light, everybody gets partial concealment (-2 ATK to those with normal vision). >> Everybody has -2ATK except Luusi (lowlight vision) and the elemental (tremorsense).

Light: creatures with normal vision do not suffer -2ATK on targets within 4 squares of the light

(*) Special Condition (just too long to keep in initiative block): The next ally of the Urikite that hits and damages Iandak before the end of the Urikite's next turn can reroll one attack roll before the end of the ally's next turn, using either result. 


Used powers:
Azimuth: HS: 1/9, AP: 1/1 Stirring Shout
Iandak: HS: 5/10, AP: 1/1 Whirling Frenzy, Whirling Step, Combat Sprint
Luusi: HS: 0/8, AP: 1/1 Arcane Whirlwind
Stasi: HS: 1/7, AP: 1/1 Relentless Wounding, Staggering Shot, Knight's Move, Inspiring Word 2/2, Pin Cushion, Hidden Strike
Zaffa: HS: 6/14, AP: 1/1, PP: 1/4 Battle Resilience, Defender of the Wild

Monster knowledge Show
Urikite Spy
Race: Human
Elite Controller
Highest NAD: Will
HP = [88 to ..]
AC = [.. to 21]
Fort = [17 to ..]
Ref = [.. to 19]
Will = [18 to ..]

Tyrian Spy
Race: Human
Elite Controller
Highest NAD: Will
HP = [74 to 100]
AC = [.. to 17]
Fort = [11 to 25]
Ref = [.. to 17]
Will = [.. to 26]

Minor Elemental
Race: Elemental
Senses: Tremorsense 5
Soldier
Highest NAD: Fort
HP = [.. to ..]
AC = [18 to ..]
Fort = [14 to 28]
Ref = [.. to ..]
Will = [14 to ..]
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