T'Chai lines up another shot and fires at the rabid dwarf, doing his part to put the mad creature down. He still didn't understand why others in the market were backing away. Sure, it could be dangerous if the dwarf were to bite anyone, but the greater danger lie in letting him live. The arrow finds its mark and the spirits of the land do their part to sap the dwarf's fighting spirit.
Standard: Biting Swarm vs dwarf: 21 vs AC; 11 damage and target takes a -2 to attack rolls until the end of T'Chai's next turn. 9(1d20) +10 +2 = 21; 5(1d10) +6 = 11
AC: 16 Fort: 11 Reflex: 15 Will: 17 HP: 19/42 Healing Surges Remaining: 7/7 (10) Init +4, Speed: 7 Status: Action Points: 1/1 [ ] Other combat related info: - Can shift as a minor action. - Once per turn, can stow or retrieve an item or weapon as a free action. PowersShow
Standard Action Ranged Weapon (20/40) Target: One Creature Attack: +10 vs AC Hit: 1d10+6 damage and the target and each enemy adjacent to it take a -2 penalty to attack rolls until the start of your next turn. Note: +1 to damage rolls against a single creature that is not adjacent to any other creature.
Standard Action Ranged Weapon (20/40) Target: One Creature Special: Choose cold, fire, lightning, or thunder whenever you use this power. Your choice determines the power's damage type. Attack: +10 vs AC Hit: 1d10+6 damage of the chosen type. Until the end of your next turn, any creature that starts adjacent to the target takes 3 (DEX mod) damage of the chosen type. Note: +1 to damage rolls against a single creature that is not adjacent to any other creature.
Standard Action Ranged Weapon (20/40) Target: One Creature Attack: +10 vs AC Hit: 1d10+1d6+6 damage and the target can't benefit from cover, concealment, or total concealment, and enemies take a -2 penalty to attack rolls while within 5 squares of the target. Note: +1 to damage rolls against a single creature that is not adjacent to any other creature.
Starndard Action Melee or Ranged Weapon Target: One creature Attack: +10 vs AC Effect: If you use this power while you are not adjacent to any of your allies, you can shift 1 square before or after the attack. Hit: 1d10+6. If you have combat advantage against the target, you deal extra damage equal to you highest ability modifier (+5).
Minor Action Melee 1 Target: One, two or three creatures Attack: +10 vs AC Hit: 1d8+6. You gain a bonus to the attack roll equal to the number of targets.
Minor Action Close Burst 1 Target: Each enemy in burst Effect: You push each target 1 square, and each target is slowed until the end of your next turn.
Free Action Personal Trigger: You miss a creature with a ranged attack. Effect: You make a ranged basic attack against an enemy within 5 squares of the creature you missed, using that creature's space as the attack's origin square. Special: You regain the use of this power when you spend an action point.
Standard Action Ranged Weapon Target: One creature Attack: +10 vs Will Hit: 1d10+6 psychic damage, and the target is dazed until the end of your next turn. Effect: You shift 3 squares. Special: Making this attack does not provoke an opportunity attack from the target.
Free Action Personal Trigger: You start your turn while not adjacent to any of your allies. Effect: You can make a saving throw with a bonus equal to your primary ability modifier (+5). If the saving throw fails, you do not expend this power.
Minor Action Close Burst 1 Target: Each enemy in burst Effect: You push each target 1 square, and each target is slowed until the end of your next turn.
As T'Chai's arrow lodges itself in the dwarf's chest, he howls in pain and enters a state of pure rage. He runs around like a maniac, foaming at the mouth even more than before, completely wild eyed. He hits Fiona and Sand nearby, knocing the wind out of the two.
T'Chai bloodies the dwarf and triggers the following reaction:
Immediate interrupt: Rage: Close Burst 3 attack for 21 Damage, vs Reflex and with -2 ATK from T'Chai: Aldalec: 15 miss Fiona: 21 hit Sand: 14 hit Nerris: 10 miss
Sand is now bloodied
Three nearby strangers die, two humans and one elf.
Immediate reaction: All ongoing negative effects are removed from the Dwarf.
triangles are difficult terrain it take an athletics check DC14 to climb on a wagon, fighting from the top of a wagon a target on the ground grants CA. Squares with people are impassable
Seeing thoes nearby cut down Sand's eyes flash with anger and he shouts, "You killed them! You son of a kank! Drop your weapons NOW or I'll rip you limb from limb and let my friend over there eat what's left of you!" He points to T'Chai for emphasis.
Sadly, Sand does not get any reaction out of the Dwarf. In fact, it feels as if he does not understand common, worse, even, that the concept of language is totally foreign to him. It is as if you were dealing with an enraged bloodthirsty beast, that you cannot tame, and that will keep this rampage going until it is killed or dies of exhaustion.
Nerris sees the dwarf is surrounded by her allies and takes clever advantage of the distraction they offer, striking at the lunatic's flank with precise, deadly strikes.
Flashing Blade Mastery: You gain a +1 bonus to weapon attack rolls when you wield a light blade in your off-hand. Attack Finesse: Use Dex instead of Str when making attack and damage rolls for melee basic attacks.
Free Action, Spiked Chain Requirement: You must be wielding two melee weapons Trigger: You hit with a MBA on your turn Target: One Creature Attack: +10 vs. AC Hit: 2d4 + 5 damage
Minor Action, Stance Target: Personal Effect: -You do not provoke OAs when leaving squares adjacent to your allies. -When you make a Basic Attack against an enemy adjacent to two or more of your allies, you gain a +1 power bonus to the attack roll. You also gain a power bonus to the damage roll equal to the number of allies adjacent to the enemy.
Minor Action, Stance Target: Personal Effect: -You gain a +2 power bonus to Stealth checks. -You gain a +5 power bonus to Athletics checks to climb. -While you have combat advantage against an enemy, you gain a +2 power bonus to damage rolls against it.
No Action, Spiked Chain Trigger: You hit an enemy with a MBA using a weapon Target: The enemy you hit Effect: The target takes 1[W] extra damage from the triggering attack
Standard Action Ranged 10 Target: One creature Attack: +6 vs. Ref Hit: 1d8 + 5 psychic damage, and and your attacks against the target before the end of your next turn can score a critical hit on a roll of 18-20.
Aldalec sings words of encouragement for Sand and pushes the dwarf away with one a of his spell-lyrics. That gives and opportunity for Sand to catch his breath and take a swing at the Dwarf. However, the frenzied beast had already moved too quickly, jumping on Fiona and punching her in the face. Under the fury of the assault, she immediatly drops to the ground unconscious. MechanicsShow
Nerris hits twice for 28 damage.
NPC'ing Aldalec for 1 week:
Minor: Majestic Word on Sand to grant him 1HS + 4hp to 25hp Standard: Staggering Note on Dwarf. Hit for 4 Damage and push the target 2 - 1 (stand the ground) = 1 square to Y13 Sand make an MBA but misses. Bluff roll succeeds to hide Arcane use.
Crazed Dwarf's turn: Recharge: Fail! Double attack on Fiona: Miss & Miss! ACTION POINT! Double attack on Fiona: Two hits for 13+16=29 damage and Fiona is Dazed UEONT. Fiona is now Dying. Move: to Z13
triangles are difficult terrain it take an athletics check DC14 to climb on a wagon, fighting from the top of a wagon a target on the ground grants CA. Squares with people are impassable
Sand quickly steps overtop of Fiona's downed body attempting to shield it from the crazed dwarf. He then, with a furious cry, swings his shortsword into the dwarf. He hits the dwarf with such force that he appears dazed.
T'Chai worries as the giantess goes down in a silent heap. Then he realizes that more firing lanes have opened up and sends an arrow whizzing at the dwarf. The stone arrowhead gives the dwarf a solid thunk. Despite what Sand was shouting earlier, T'Chai is saddened that the dwarf's madness likely means that the meat is not safe to eat. Such a waste.
AC: 16 Fort: 11 Reflex: 15 Will: 17 HP: 19/42 Healing Surges Remaining: 7/7 (10) Init +4, Speed: 7 Status: Action Points: 1/1 [ ] Other combat related info: - Can shift as a minor action. - Once per turn, can stow or retrieve an item or weapon as a free action. PowersShow
Standard Action Ranged Weapon (20/40) Target: One Creature Attack: +10 vs AC Hit: 1d10+6 damage and the target and each enemy adjacent to it take a -2 penalty to attack rolls until the start of your next turn. Note: +1 to damage rolls against a single creature that is not adjacent to any other creature.
Standard Action Ranged Weapon (20/40) Target: One Creature Special: Choose cold, fire, lightning, or thunder whenever you use this power. Your choice determines the power's damage type. Attack: +10 vs AC Hit: 1d10+6 damage of the chosen type. Until the end of your next turn, any creature that starts adjacent to the target takes 3 (DEX mod) damage of the chosen type. Note: +1 to damage rolls against a single creature that is not adjacent to any other creature.
Standard Action Ranged Weapon (20/40) Target: One Creature Attack: +10 vs AC Hit: 1d10+1d6+6 damage and the target can't benefit from cover, concealment, or total concealment, and enemies take a -2 penalty to attack rolls while within 5 squares of the target. Note: +1 to damage rolls against a single creature that is not adjacent to any other creature.
Starndard Action Melee or Ranged Weapon Target: One creature Attack: +10 vs AC Effect: If you use this power while you are not adjacent to any of your allies, you can shift 1 square before or after the attack. Hit: 1d10+6. If you have combat advantage against the target, you deal extra damage equal to you highest ability modifier (+5).
Minor Action Melee 1 Target: One, two or three creatures Attack: +10 vs AC Hit: 1d8+6. You gain a bonus to the attack roll equal to the number of targets.
Minor Action Close Burst 1 Target: Each enemy in burst Effect: You push each target 1 square, and each target is slowed until the end of your next turn.
Free Action Personal Trigger: You miss a creature with a ranged attack. Effect: You make a ranged basic attack against an enemy within 5 squares of the creature you missed, using that creature's space as the attack's origin square. Special: You regain the use of this power when you spend an action point.
Standard Action Ranged Weapon Target: One creature Attack: +10 vs Will Hit: 1d10+6 psychic damage, and the target is dazed until the end of your next turn. Effect: You shift 3 squares. Special: Making this attack does not provoke an opportunity attack from the target.
Free Action Personal Trigger: You start your turn while not adjacent to any of your allies. Effect: You can make a saving throw with a bonus equal to your primary ability modifier (+5). If the saving throw fails, you do not expend this power.
Minor Action Close Burst 1 Target: Each enemy in burst Effect: You push each target 1 square, and each target is slowed until the end of your next turn.