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Switch to Forum Live View Mirthomir 2: broader travels
4 months ago  ::  Jan 29, 2013 - 2:49PM #451
Nahab
Date Joined: Dec 13, 2009
Posts: 986


Seeing Droth fixed on another enemy, Gem shouts a quick warning. "Look out!" Droth dodges easily away from a large, ravenous rat. "Hit it!" she segues from defense to offense, and bringing his weapon easily to bear in the same motion, Droth cleaves through the swarm, sending rats flying in all directions.
Gem then quickly drops her sword, equips her throwing hammer and sends it flying dangerously past the swarm nearest Gurdain, nearly almost hitting it!
Seeing Rorin still seems to be getting pasted, she cheers him on. "Keep working the flanks, Rorin. C'mon, it's easy work for easy pay!" she cracks. Rorin feels his fighting edge returning.


ooc: All Gem's allies get a +1 power bonus to all defenses until the end of the encounter.  Rorin spend  a (another) surge, gets a surge plus 5 hp.Also, what is Rorin's current hp?

Round three (3) Show


Taking no damage in previous round, again, or did I?
Ret-con swarm's attack on Gem from previous round: +6 vs AC, 1d6+3 and ong 3.
Ret-con Swarm attack on Gem from round 2 (1d20+6=8, 1d6+3=8)
looks like the swarm missed.
This turn, Gem starts with no swarm adjacent, so zip city there.

immediate reaction, on the swarm's turn: powerful warning, Droth is missed by the last attack and hits back. Droth MBA vs swarm 7 in square I16: 1d20+10, 2d8+12
Powerful warning for Droth attacking swarm 7 in square I16 (1d20+10=22, 2d8+12=24)
Droth hits the swarm, 24 halved for 12 real damage

free action: drop long sword
minor action: access throwing hammer
standard action: ranged basic attack against swarm #1 in square D15
+9 vs AC, 1d6+5
lightning extra damage to all enemies within 2 (swarm #'s 1, 3 and 50: 1d6
Gem Steeler, Lightning throwing hammer, swarm #1 (1d20+9=11, 1d6+5=6, 1d6=4)
a miss, so no lightning joy.

move to minor: inspiring word, Rorin
Gem Steeler, inspiring word bonus for Rorin (round 3) (1d6+3=5)
sigh. Rorin spend a surge, gets a surge plus 5 hp.
end of turn

COMBAT STAT BLOCK (LEVEL 4) Show

HP 29/43 Healing Surges 2/7 Surge Value 10 BV 21
Str
19, Con 11, Dex 10, Int 14, Wis 8, Cha 16.
AC 20, Fort 19, Reflex 17, Will 18;
+1 all defenses against range attacks from more than
5 squares away, (cloak of distortion +1)
Speed 6/6
Init +6 (Expert Combat Leader (+3), Gritty Sergeant background(+1), 1/2lvl.)
Status: Warlord: Combat Leader and L2 FEAT Expert Combat Leader gives +3 bonus to init for all allies w/in 10sq 
Commanding Presence: Inspiring Presence, improved by L4 Feat Improved Inspiration
When an ally who can see Gem spends AP, that ally gains hp  equal to 1/2 Gem's Level (4/2=2) plus her Cha Mod (+3) +2 (feat bonus) =7

Action Points 0 []
Second Wind []
[x]Minor Action
[x]Move Action
[x]Standard Action
[]Free Action
[]Immediate Action (Interrupt)

POWERS
Mercenary Theme Power: Takedown Strike
Bonus At-Will Power: Inevitable Wave
Warlord at-will 1: Commander's Strike
Warlord at-will 1: Direct the Strike
Warlord Power Inspiring Word [] []
Warlord encounter 1: Powerful Warning

Warlord daily 1: Bastion of Defense
Warlord (daily) utility 2: Inspiring Fortitude
Warlord Encounter 3: Warlord's Strike
Lightning Throwing Hammer Daily
Vanguard Long Sword Daily

SKILLS Show
TRAINED SKILLS Endurance +7, Intimidate +10, Heal +6, Athletics +14, Diplomacy +10
UNTRAINED SKILLS Acrobatics 2, Arcana +4, Bluff +5, Dungeoneering 1, History +4,
Insight 1, Nature 1, Perception 1, Religion +4, Stealth 2, Streetwise +5, Thievery 2

FEATS Show
Human: Improved Inspiring Word
Level 1: Toughness
Level 2: Expert Combat Leader
Level 3 Bonus: Action Surge
Level 4: Improved Inspiration


Property: 612 gp, Adventurer's Kit, Climbing Kit, crowbar, rope, 4 wound patches

Magic Items Show

Lightning Throwing Hammer +1 Show

Level 5, +1d6 lighting critical damage,
off-hand, heavy thrown
mba: +9 vs AC, 1d6+5 dmg
rba: +9 vs AC, 1d6+5 dmg
Power (At-Will * Lightning): Free Action. All damage dealt by this weapon is lightning damage. Another free action returns the damage to normal. Power (Daily * Lightning): Free Action. Use this power when you hit with the weapon. The target and each enemy within 2 squares of the target take 1d6 lightning damage.

Eladrin Chainmail +1 Show

Properties: Add 1 square to the maximum distance of any teleport you make. This armor has no speed or skill check penalties.

Cloak of Distortion +1 Show

Level 4 Neck Slot Item, +1 Fortitude, Reflex Will
Properties: You gain a bonus to all defenses against ranged attacks from more than 5 squares away equal to this item's enhancement bonus.

Vanguard Longsword +1 Show

Level 3, +1d8 critical
Properties: Deal 1d8 damage on any successful charge.
Melee Basic Attack: +10 attack vs AC, 1d8+5 damage
Power (Daily): Minor Action. Use this power when you make a charge attack. If you hit with your charge attack, all allies within 10 squares of you gain a +1 bonus to attack rolls and gain your Charisma bonus as a bonus to damage rolls until the start of your next turn.

Reading Spectacles (heroic tier) Show

Level 2 Head Slot Item
Properties: You can read any language while wearing this item.

Viper Belt (heroic tier) Show

Level 4 Waist Slot Item
Property: Resist 5 Poison
Daily: Free Action. +2 to save vs Ongoing Poison damage.
 Voran's Floating Lantern (heroic tier) Show

Level 2 Woundrous Item
Properties: provides illumination, controlled with mental commands, must stay within 10 squares.

 Wound Patchez (4) (heroic tier) Show

Level 2 alchemical item
Properties: + 5 hp with a healing surge, minor action to apply.

POWER DESCRIPTIONS Show

Melee Basic Attack Show
Keywords: weapon
Standard Action, Vanguard Longsword +1 +10 vs. AC
Target One creature  Hit 1d8+5 damage.
Special: Vanguard Longsword deals +1d8 damage on any successful charge.

Ranged Basic Attack Show
Standard Action, Lightning Throwing Hammer, +9 vs. AC Range 5/10 Target One creature Hit 1d6+5 damage

Direct the Strike Show
At-Will, Standard Action Direct the Strike (At-Will) Martial, Weapon Range 5 Target: One Ally Effect: The target makes a basic attack as a free action against an enemy of your choice that you can see and is within 10 squares of you.

Commander's Strike Show
At Will, Standard Action Commander's Strike (At-Will) Martial, Weapon An ally of your choice makes a melee basic attack against the target. Hit: Ally's basic attack damage + your Intelligence modifier (+2)

Inevitable Wave Show
Inevitable Wave (At-Will) Martial, Weapon Use this power as a melee basic attack when you charge. Allies who charge the target before the end of your next turn do your intel modifier extra damage. Vanguard Longsword+1: +10 vs AC, 1d8+5 damage

Powerful Warning Show
Keywords: Martial, Encounter, Immediate Interrupt Close Burst 5 Trigger: an ally within 5 squares is hit by an enemy Target Triggering Ally in burst Effect: The target gains a +2 power bonus to all defenses against the attack. The target can make a melee basic attack against the enemy as a free action.

Warlord's Strike Show
Keywords: Martial, Encounter, Standard Action  Melee weapon, Strength vs AC, Vanguard Longsword +1, +10 vs AC, Target One creature Hit: 2d8+5 damage (vanguard longsword +1) and all my allies gain a +3 bonus to damage rolls against the target UEoMNT.

Takedown Strike Show
Keywords: Martial, Encounter, No Action  Melee 1, Trigger: You hit an enemy adjacent to you with an attack. Target: The triggering enemyEffect: The target takes extra damage from the triggering attack equal to the ability modifier used in the triggering attack, and you knock the target prone.

Inspiring Word Show
Keywords: Healing, Martial, Encounter, Minor Action Close Burst 5 Target One Ally in burst Effect: The target can spend a healing surge and regain an additional 1d6 hit points. (+Feat Bonus; improved inspiring word adds Gem's Charisma modifer to this. Currently 3.

Bastion of Defense Show
Keywords: martial, weapon Daily, Standard Action, Range melee Vanguard Longsword +1 +10 vs. AC Target One creature Hit 3d8+5 damage Allies within 5 squares of you gain a +1 power bonus to all defenses until the end of the encounter.Effect Allies within 5 gain temporary hitpoints equal to 5 + my charisma modifier (3) (Totaling to 8 Temp HP).

Inspiring Fortitude Show
Keywords: Martial, Healing Daily, Standard Action Close Burst 5 Target Allies in burst Effect: You use your second wind. Allies in the burst gain 10 + your con modifier (0) temporary hit points.

Lightning Throwing Hammer Show
Power (Daily Lightning): Free Action. Use this power when you hit with the weapon. The target and each enemy within 2 squares of the target take 1d6 lightning damage.

Vanguard Long Sword +1 Show
Power (Daily): Minor Action. Use this power when you make a charge attack. If you hit with your charge attack, all allies within 10 squares of you gain a +1 bonus to attack rolls and gain your Charisma bonus (+3) as a bonus to damage rolls until the start of your next turn.


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4 months ago  ::  Jan 29, 2013 - 3:33PM #452
WhisperMagellan
Date Joined: Jun 8, 2010
Posts: 2,703
The rodents near Droth die with Gem's warning. Still, the other swarms, in spite of being severely depopulated, continue on.

Map Show



Floating map and move as needed.
Outer wall is 5ft tall rough-hewn rock, DC 10 athletics to climb.
Darkest squares are open graves 5ft deep, slippery mud (something about a recent rain storm?). DC 15 athletics to climb out
Thin light boxes are grave stones--they can provide partial cover/concealment to someone adjacent to them.
Medium gray rectangles are doors into crypts. The doors into the central crypt are open, and there is light inside.


Monster Stats Show


Rat Swarm
AC: 15     Fort: 12     Ref: 14   Will:11
HP: 36   BL: 18
Swarms take 1/2 damage from melee & ranged attacks
Rat swarms get a free basic (+6 vs AC, d6+3 and ongoing 3) melee against each enemy that starts its turn adjacent to them. Ongoing damage is the same type/same cause, so it does NOT stack. If you get hit by 7 attacks, you still only have Ongoing 3 once.
Vulnerable 5 to close and area attacks


Conditions Show

Rat Swarms
1: -31/36  Bloodied,  Marked. Next hit will probably kill it
2: DEAD
3: -20/36  Bloodied
4: DEAD
5: -29/36  Bloodied
6: -35/36  Bloodied Next hit will kill it
7: -41/36  DEAD


Initiative Show

  Droth                         24
   Gurdain                     23
   Rorin:                        19
   Rat Swarm                 17
   Gem                          15
   Bast                          7


TAG: Droth, Gurdain, Rorin

Colors Show
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You are both rational and emotional. You value creation and discovery, and feel strongly about what I create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable.

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4 months ago  ::  Jan 29, 2013 - 5:06PM #453
crimson_vampr
Date Joined: Jan 17, 2010
Posts: 3,071
Rats (1d20+6=15)
Triggers retaliation from Bast: MBA (1d20+10=21) Enough to kill it. (minimum 6)
Gurdain watches as Bast smashes the group of rats in front of him as they move to attack him yet again. Looking around, he decides to give Rorin a hand as he seems to be fairing far worse, but the squirming bunch is thin enough to evade the swing from his blade. The others notice that there are several rats hanging on him and gnawing at some fleshy bits they've found, but it doesn't seem to register with Gurdain at the moment.
mechanics Show
Trigger on death of #2: Ebon Scale gain 5 temps
Ongoing reduces these to 2 then refreshed by Bast killing #1
Move: step to F16
Triggers OA from Rats OA rats (1d20+6=17) Rats died from Bast, oopsie
Standard: Unraveling Strike on swarm 5 Cha vs AC (1d20+10=12) not so good from me though.
End: Aura drops
Save: vs ongoing 3 (1d20=3)

Gurdain
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4 months ago  ::  Jan 31, 2013 - 4:52PM #454
Shadow_Geist
Date Joined: Aug 1, 2012
Posts: 392
Rats Show
Sporting a couple of scratches that look infected and taking damage from only one of the swarms thanks to Gem's quick response and decisive combat instincts, Droth manages to dodge an attack and finally put a finishing blow to yet another swarm. "Sad food not in Droth tummy."
Interaction Show
Standard Action: MBA vs I18; 1d20+10=18, 2d8+14=20
Move Action: move to F20
Minor Action: Berserker's Charge stance
Total Damage: I18=20/2=10, DEAD
Save against ongoing damage: 1d20=9 (so close)

Killing off the last of the uppity mound of rats nearest him Droth moves to a more advantagous position to see if he can help anyone else. "Be back for food soon."
Combat Stat Block Show
Initiative: +6
HP: 52, Bloodied: 26; Current: 25
Surges: 
5/10, Surge Value: 13
STR 19(+4), DEX 19(+4), CON 12(+1), INT 8(-1), WIS 10(+0), CHA 12(+1)
AC
: 20(21) Fort: 19(20) Ref: 17(18) Will: 14(15)
Speed: 5
Passive Perception: 12; Passive Insight: 12
Languages: Common, Goblin
Low-Light Vision

Active
 Effects: Ongoing 3

FEATURES/PROPERTIES Show
Arcane Student Who Saw Too Much Benefit: +1 to saving throws to end effects that daze, stun, immobilize, or restrain you
Quick Swap: Once during each of your turns, you can take a free action to draw or stow a weapon and then draw another weapon.
Dwarven Scale Armor: You gain an item bonus to Endurance checks equal to the armor’s enhancement bonus.
Badge of the Berseker: When you charge, your movement made as part of the charge doesn’t provoke opportunity attacks.
Boots of Adept Charging: After charging, you can shift 1 square before your turn ends.
SKILLS Show
TRAINED SKILLS
Athletics+11, Endurance+9, Intimidate+10
UNTRAINED SKILLS
Acrobatics+6, Arcana+1, Bluff+3, Diplomacy+3, Dungeoneering+2, Heal+2, History+1, Insight+2, Nature+2, Perception+2, Religion+1, Stealth+8, Streetwise+3, Thievery+6
Powers/Stances
Fighter Utility: Berserker's Charge [X]
Fighter Utility: Battle Wrath []
Sohei Attack: Sohei Flurry []
Bugbear Racial Power: Predatory Eye []
Multiple Class Attack: Power Strike [X]
Fighter Utility 2: Single Out []
Fighter Attack 3: Rain of Blows []
Vanguard Gouge (Large) []
Flameburst Javelin (Large) [X]
Dwarven Scale Armor []
Action Point [X]
Second Wind []
Death Saving Throw [] [] []
POWERS Show
Berserker’s Charge Show
At Will: Martial, Stance
Minor Action, Personal
Effect:  You assume the berserker’s charge stance. Until the stance ends, you gain a +2 power bonus to your speed when charging and a +2 power bonus to the attack rolls of your charge attacks.
Battle Wrath Show
At Will: Martial, Stance
Minor Action, Personal
Effect: You assume the battle wrath stance. Until the stance ends, you gain +2 power bonus to the damage rolls of basic attacks using a weapon.
                Level 11: +3 power bonus
                Level 21: +4 power bonus
MBA Show
At Will: Weapon
Standard Action, Melee Weapon
Target: One creature
Attack: +10 vs. AC
Hit: 1[W] + Strength modifier damage; 2d8+12
                Level 21: 2[W] + Strength modifier damage
(+1d8 damage on a successful charge)
(+2 to damage against bloodied targets)
RBA Show
At Will: Weapon
Standard Action, Ranged Weapon
Target: One creature
Attack: +7 vs. AC
Hit: 1[W] + Dexterity modifier damage; 1d8+8
                Level 21: 2[W] + Dexterity modifier damage
(+2 to damage against bloodied targets)
Single Out Show
Encounter: Fear, Martial
Minor Action, Ranged 5
Prerequisite: You must have training in Intimidate.
Target: One enemy
Effect: The target grants combat advantage to you until the end of your next turn.
Predatory Eye Show
Encounter
Minor Action, Personal
Effect: If you have combat advantage against a target, you deal +1d6 damage on the next attack you make against that target. You must apply this bonus before the end of your next turn.
                Increase extra damage to +2d6 at 11th and +3d6 at 21st level.
Sohei Flurry Show
Encounter: Divine, Weapon
Minor Action, Melee Weapon
Requirement: You must have hit an enemy with a weapon attack during this turn.
Target: One creature
                Level 21: One or two creatures
Attack: +10 vs. AC
Hit: 1[W] damage; 2d8+6
                Level 21: 2[W] damage
(+2 to damage against bloodied targets)
Power Strike Show
Encounter: Martial, Weapon
No Action, Special
Trigger: You hit an enemy with a melee basic attack using a weapon.
Target: The enemy you hit.
Effect: The target takes 1[W] extra damage from the triggering attack.
                Level 17: 2[W] extra damage
                Level 27: 3[W[ extra damage
(+2 to damage against bloodied targets)
Rain of Blows Show
Encounter: Martial, Weapon
Standard Action, Melee Weapon
Target: One creature
Attack: +10 vs. AC. Make the attack twice against the target.
Hit: 1[W] damage; 2d8+6
Weapon: If you’re wielding a flail, a light blade, or a spear and have a Dexterity 15 or higher, make the attack a third time against either the target or a different creature.
(+2 to damage against bloodied targets)
ITEMS Show
Vanguard Gouge (Large) +1 Show
Damage: +2d8
Critical: +1d8 per plus
Property: Deal +1d8 damage on any successful charge.
Power, Daily (Minor Action): Use this power when you make a charge attack. If you hit with your charge attack, all allies within 10 squares of you gain a +1 bonus to attack rolls and gain your Charisma bonus as a bonus to damage rolls until the start of your next turn.
Flameburst Javelin (Large) +1 Show
Damage: +1d8
Critical: +1d6 fire per plus
Range: 10/20
Power, Daily, Fire (Minor Action): The next ranged basic attack you make with this weapon before the end of your turn becomes a burst 1 centered on the target. Use your normal attack bonus for the basic attack, but against Reflex. Instead of normal damage, each target hit takes ongoing 5 fire damage. (save ends)
               Level 13 or 18: Burst 2; Ongoing 10 fire damage.
               Level 23 or 28: Burst 3; Ongoing 15 fire damage.
Dwarven Scale Armor +1 Show
Property: You gain an item bonus to Endurance checks equal to the armor’s enhancement bonus.
Power(Healing), Daily(Free Action): You regain hit points as if you had spent a healing surge.
Bracers of Mighty Striking (Heroic Tier) Show
Property: When you hit with a melee basic attack, you gain a +2 item bonus to the damage roll.
                Level 12: Gain a +4 item bonus to the damage roll
                Level 22: Gain a +6 item bonus to the damage roll
Badge of the Berserker +1 Show
Property: When you charge, your movement made as part of the charge doesn’t provoke opportunity attacks.
Boots of Adept Charging Show
Property: After charging, you can shift 1 square before your turn ends.
Gauntlets of Blood (Heroic Tier) Show
Property: You gain a +2 bonus to damage rolls against bloodied targets.
                Level 14: Gain a +4 bonus to damage
                Level 24: Gain a +6 bonus to damage
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4 months ago  ::  Feb 01, 2013 - 1:39PM #455
WhisperMagellan
Date Joined: Jun 8, 2010
Posts: 2,703
The swarms move around to be next to each other, Gurdain, and Bast. One is even fortunate enough to be next to Rorin.

rodent retaliation Show

#3 vs Bast, #5 vs Gurdain
1d20+6=7, 1d6+3=8, 1d20+6=23, 1d6+3=6
AC 7 vs Bast: a 1 is a 1.
AC 23 vs Gurdain for 6 + ongoing 3


Map Show



Floating map and move as needed.
Outer wall is 5ft tall rough-hewn rock, DC 10 athletics to climb.
Darkest squares are open graves 5ft deep, slippery mud (something about a recent rain storm?). DC 15 athletics to climb out
Thin light boxes are grave stones--they can provide partial cover/concealment to someone adjacent to them.
Medium gray rectangles are doors into crypts. The doors into the central crypt are open, and there is light inside.


Monster Stats Show


Rat Swarm
AC: 15     Fort: 12     Ref: 14   Will:11
HP: 36   BL: 18
Swarms take 1/2 damage from melee & ranged attacks
Rat swarms get a free basic (+6 vs AC, d6+3 and ongoing 3) melee against each enemy that starts its turn adjacent to them. Ongoing damage is the same type/same cause, so it does NOT stack. If you get hit by 7 attacks, you still only have Ongoing 3 once.
Vulnerable 5 to close and area attacks


Conditions Show

Rat Swarms
1: -39/36  DEAD
2: DEAD
3: -20/36  Bloodied
4: DEAD
5: -29/36  Bloodied
6: -65/36  DEAD
7: DEAD


Initiative Show

  Droth                         24
   Gurdain                     23
   Rorin:                        19
   Rat Swarm                 17
   Gem                          15
   Bast                          7


TAG: Rorin (delaying), Let's speed this up--whole party

Colors Show
You are Red/Blue!
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Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.

You are both rational and emotional. You value creation and discovery, and feel strongly about what I create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable.

Bow down, my subjects, for I am your master! Yesss..... Show


For some reason, none of my friends were surprised by this...
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4 months ago  ::  Feb 01, 2013 - 2:35PM #456
kalis5
Date Joined: Aug 8, 2012
Posts: 910
Rorin snaps out of his moment and strikes out at the Rat swarm between him and Droth. Once again catching them off guard. Honestly, he's getting sick of killing rats over and over again.

Mechanics Show


Rats: 1d20+6=14

Sly Flourish on Rat swarm 5: 1d20+13=26 Geeze, getting close to Rorin's just a bad idea in general with these boosts...

Damage: 1d6+9=11, 2d8=5
8 damage dealt, but hey, pretty high attack roll.



Stats Show


Rorin Swordwalker
Level 4
Human, Rogue
Human Option: Extra At-Will
Rogue Feature (Rogue Tactics): Artful Dodger: Bonus to AC equal to Charisma modifier against opportunity attacks.
Languages: Common, Elven

Rogue Feature: Rogue Weapon Talent: When using a shuriken, increase weapon damage by one dice size. When using a light blade, gain +1 to attack rolls.

Rogue Feature: Sneak Attack: Once per round when using a light blade, sling, or crossbow weapon type against an opponenet that you have combat advantage against, increase damage by 2d6. (Increase sneak attack damage to 2d8 thanks to Backstabber Feat.)

Rogue Feature: First Strike: Combat advantage at start of encounter against any opponents that have not acted.

Background: Desert (+2 Bonus to Endurance)

Final Ability Scores

STR 14, CON 11, DEX 19, INT 8, WIS 12, CHA 15

Starting Ability Scores

STR 14, CON 11, DEX 16, INT 8, WIS 12, CHA 14

AC:19 Fort: 16 Reflex: 20 Will: 16
HP: 38 Surges: 6 Value: 9

Trained Skills

Stealth 13, Thievery 11, Acrobatics 15, Athletics 11, Bluff 9, Perception 8, Intimidate 9

Untrained Skills

Arcana 1, Diplomacy 4, Dungeoneering 3, Endurance 4, Heal 3, History 1, Insight 3, Nature 3, Religion 1, Streetwise 4

Powers

Basic Attack: Melee Basic Attack: +7 to attack roll due to prof, enchantment and class feature. 1d6 + 3 damage.

Basic Attack: Ranged Attack: +3 to attack roll thanks to enchantment and prof. 1d6+1 damage.

Rogue Attack 1: Deft Strike (At-Will):

Dexterity(4) vs AC. 1[W] + Dex(4). Shift two squares before attack.

Rogue Attack 1: Riposte Strike (At-Will): 
Dex(4) vs AC. 1[W] + Dex(4). If attacked before next turn, strike back with 1[W] + Strength(2)

Rogue Attack 1: Sly Flourish (At-Will)
Dex(4) vs AC. 1[W] + Dex(4) + Cha(2)

Rogue Attack 1: Positioning Strike (Encounter)
Dex(4) vs Will. 1[W] + Dex(4). Slide the target 1 square, but due to Artful Dodger class feature, I can slide the target a number of squares equal to my Cha(2) modifier. 

Rogue Attack1: Easy Target (Daily)
Dex(4) vs AC. 2[W] + Dex(4). Target is slowed and grants CA, save stops both. On Miss, half damage and target grants CA until end of next turn.

Rogue Utility 2: Fleeting Ghost (At-Will)
Move at normal speed and make a stealth check. No penalty.

Rogue Attack 3: Topple Over (Encounter)
Dex(4) vs AC. 1[W] + Dex(4). Target is knocked prone.


Feats
Human Bonus Feat 1: Backstabber: Sneak attack Dice increase to d8s
Level 1: Two-Fisted-Shooter (Martial Power 1): Able to use hand crossbow in off-hand as well as reload as a free action.
Level 2: Escape Artist: Perform grapple escapes as a minor action and gain +2 to Acrobatics.
Racial Feat 3: Human Perserverance: +1 to saving throws
Level 4: Quick Draw: Able to draw weapon and attack as a single action. +2 intiative.


Items
Adventurers Kit 
Lesser Cloaked Dagger +1
Spiked Jacket Leather Armor +1
Distance Hand Crossbow +1
Periapt of Proof Against Poison +1
Sandals of Precise Stepping 
Chime of Openings (Mordenkainen's Magnificent Emporium)
Crossbow Bolts (200)
Climber's Kit
Thieves tools
Everburning torch
Crowbar
3GP 
 
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4 months ago  ::  Feb 01, 2013 - 4:51PM #457
WhisperMagellan
Date Joined: Jun 8, 2010
Posts: 2,703
Don't knock it--that 8HP was enough to kill the swarm.
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Created with Rum and Monkey's Personality Test Generator.

You are both rational and emotional. You value creation and discovery, and feel strongly about what I create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable.

Bow down, my subjects, for I am your master! Yesss..... Show


For some reason, none of my friends were surprised by this...
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4 months ago  ::  Feb 03, 2013 - 2:41PM #458
Nahab
Date Joined: Dec 13, 2009
Posts: 986


Gem drops her throwing hammer and picks up her sword, moves away from the combat, then charges back in at the single remaining swarm of rats, her sword flashing high overhead. Down she swings with fatal accuracy, completely and utterly destroying... one very large rat. So cleanly cleaved in twain, the poor creature does not even squeak. The rest of the swarm now regards her with frenzied hunger.

ooc: All Gem's allies get a +1 power bonus to all defenses until the end of the encounter. 

Round Four (4) Show


Gem takes no damage in previous round. No swarms are adjacent
moe action: set up her charge, moving to square A17
standard action: charge to square D18 to attack swarm 3 with flank and charge,
+13 vs AC;
1d8 + 5 + 1d8 (vanguard property) dmg.

Gem Steeler, charge attack swarm #3 (1d20+13=22, 1d8+5+1d8=7)
a hit, I guess...
wow, snake eyes on the d8s. 7 dmg, halved for 3 to the swarm.
It still has 13 hp!

COMBAT STAT BLOCK (LEVEL 4) Show

HP 29/43 Healing Surges 2/7 Surge Value 10 BV 21
Str
19, Con 11, Dex 10, Int 14, Wis 8, Cha 16.
AC 20, Fort 19, Reflex 17, Will 18;
+1 all defenses against range attacks from more than
5 squares away, (cloak of distortion +1)
Speed 6/6
Init +6 (Expert Combat Leader (+3), Gritty Sergeant background(+1), 1/2lvl.)
Status: Warlord: Combat Leader and L2 FEAT Expert Combat Leader gives +3 bonus to init for all allies w/in 10sq 
Commanding Presence: Inspiring Presence, improved by L4 Feat Improved Inspiration
When an ally who can see Gem spends AP, that ally gains hp  equal to 1/2 Gem's Level (4/2=2) plus her Cha Mod (+3) +2 (feat bonus) =7

Action Points 0 []
Second Wind []
[x]Minor Action
[x]Move Action
[x]Standard Action
[]Free Action
[]Immediate Action (Interrupt)

POWERS
Mercenary Theme Power: Takedown Strike
Bonus At-Will Power: Inevitable Wave
Warlord at-will 1: Commander's Strike
Warlord at-will 1: Direct the Strike
Warlord Power Inspiring Word [] []
Warlord encounter 1: Powerful Warning

Warlord daily 1: Bastion of Defense
Warlord (daily) utility 2: Inspiring Fortitude
Warlord Encounter 3: Warlord's Strike
Lightning Throwing Hammer Daily
Vanguard Long Sword Daily

SKILLS Show
TRAINED SKILLS Endurance +7, Intimidate +10, Heal +6, Athletics +14, Diplomacy +10
UNTRAINED SKILLS Acrobatics 2, Arcana +4, Bluff +5, Dungeoneering 1, History +4,
Insight 1, Nature 1, Perception 1, Religion +4, Stealth 2, Streetwise +5, Thievery 2

FEATS Show
Human: Improved Inspiring Word
Level 1: Toughness
Level 2: Expert Combat Leader
Level 3 Bonus: Action Surge
Level 4: Improved Inspiration


Property: 612 gp, Adventurer's Kit, Climbing Kit, crowbar, rope, 4 wound patches

Magic Items Show

Lightning Throwing Hammer +1 Show

Level 5, +1d6 lighting critical damage,
off-hand, heavy thrown
mba: +9 vs AC, 1d6+5 dmg
rba: +9 vs AC, 1d6+5 dmg
Power (At-Will * Lightning): Free Action. All damage dealt by this weapon is lightning damage. Another free action returns the damage to normal. Power (Daily * Lightning): Free Action. Use this power when you hit with the weapon. The target and each enemy within 2 squares of the target take 1d6 lightning damage.

Eladrin Chainmail +1 Show

Properties: Add 1 square to the maximum distance of any teleport you make. This armor has no speed or skill check penalties.

Cloak of Distortion +1 Show

Level 4 Neck Slot Item, +1 Fortitude, Reflex Will
Properties: You gain a bonus to all defenses against ranged attacks from more than 5 squares away equal to this item's enhancement bonus.

Vanguard Longsword +1 Show

Level 3, +1d8 critical
Properties: Deal 1d8 damage on any successful charge.
Melee Basic Attack: +10 attack vs AC, 1d8+5 damage
Power (Daily): Minor Action. Use this power when you make a charge attack. If you hit with your charge attack, all allies within 10 squares of you gain a +1 bonus to attack rolls and gain your Charisma bonus as a bonus to damage rolls until the start of your next turn.

Reading Spectacles (heroic tier) Show

Level 2 Head Slot Item
Properties: You can read any language while wearing this item.

Viper Belt (heroic tier) Show

Level 4 Waist Slot Item
Property: Resist 5 Poison
Daily: Free Action. +2 to save vs Ongoing Poison damage.
 Voran's Floating Lantern (heroic tier) Show

Level 2 Woundrous Item
Properties: provides illumination, controlled with mental commands, must stay within 10 squares.

 Wound Patchez (4) (heroic tier) Show

Level 2 alchemical item
Properties: + 5 hp with a healing surge, minor action to apply.

POWER DESCRIPTIONS Show

Melee Basic Attack Show
Keywords: weapon
Standard Action, Vanguard Longsword +1 +10 vs. AC
Target One creature  Hit 1d8+5 damage.
Special: Vanguard Longsword deals +1d8 damage on any successful charge.

Ranged Basic Attack Show
Standard Action, Lightning Throwing Hammer, +9 vs. AC Range 5/10 Target One creature Hit 1d6+5 damage

Direct the Strike Show
At-Will, Standard Action Direct the Strike (At-Will) Martial, Weapon Range 5 Target: One Ally Effect: The target makes a basic attack as a free action against an enemy of your choice that you can see and is within 10 squares of you.

Commander's Strike Show
At Will, Standard Action Commander's Strike (At-Will) Martial, Weapon An ally of your choice makes a melee basic attack against the target. Hit: Ally's basic attack damage + your Intelligence modifier (+2)

Inevitable Wave Show
Inevitable Wave (At-Will) Martial, Weapon Use this power as a melee basic attack when you charge. Allies who charge the target before the end of your next turn do your intel modifier extra damage. Vanguard Longsword+1: +10 vs AC, 1d8+5 damage

Powerful Warning Show
Keywords: Martial, Encounter, Immediate Interrupt Close Burst 5 Trigger: an ally within 5 squares is hit by an enemy Target Triggering Ally in burst Effect: The target gains a +2 power bonus to all defenses against the attack. The target can make a melee basic attack against the enemy as a free action.

Warlord's Strike Show
Keywords: Martial, Encounter, Standard Action  Melee weapon, Strength vs AC, Vanguard Longsword +1, +10 vs AC, Target One creature Hit: 2d8+5 damage (vanguard longsword +1) and all my allies gain a +3 bonus to damage rolls against the target UEoMNT.

Takedown Strike Show
Keywords: Martial, Encounter, No Action  Melee 1, Trigger: You hit an enemy adjacent to you with an attack. Target: The triggering enemyEffect: The target takes extra damage from the triggering attack equal to the ability modifier used in the triggering attack, and you knock the target prone.

Inspiring Word Show
Keywords: Healing, Martial, Encounter, Minor Action Close Burst 5 Target One Ally in burst Effect: The target can spend a healing surge and regain an additional 1d6 hit points. (+Feat Bonus; improved inspiring word adds Gem's Charisma modifer to this. Currently 3.

Bastion of Defense Show
Keywords: martial, weapon Daily, Standard Action, Range melee Vanguard Longsword +1 +10 vs. AC Target One creature Hit 3d8+5 damage Allies within 5 squares of you gain a +1 power bonus to all defenses until the end of the encounter.Effect Allies within 5 gain temporary hitpoints equal to 5 + my charisma modifier (3) (Totaling to 8 Temp HP).

Inspiring Fortitude Show
Keywords: Martial, Healing Daily, Standard Action Close Burst 5 Target Allies in burst Effect: You use your second wind. Allies in the burst gain 10 + your con modifier (0) temporary hit points.

Lightning Throwing Hammer Show
Power (Daily Lightning): Free Action. Use this power when you hit with the weapon. The target and each enemy within 2 squares of the target take 1d6 lightning damage.

Vanguard Long Sword +1 Show
Power (Daily): Minor Action. Use this power when you make a charge attack. If you hit with your charge attack, all allies within 10 squares of you gain a +1 bonus to attack rolls and gain your Charisma bonus (+3) as a bonus to damage rolls until the start of your next turn.



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4 months ago  ::  Feb 03, 2013 - 6:54PM #459
crimson_vampr
Date Joined: Jan 17, 2010
Posts: 3,071
Wow, can't believe I'd forgotten to take my turn already... 13 damage, doubt that I'll be the one to finish it, but here goes!
Rats: 1d20+6=15 no hit.
Gurdain finally realizes that several rats are still clinging to him. Without his fires available to burn them off, he spends the round stabbing them one by one, finally freeing himself from their pestering bites.
mechanics Show
+5 temps when Rorin kills rats #5
Start of turn: ongoing 3 reduces temps to 2.
Standard: Unraveling Strike on rats 3 Cha vs AC (1d20+10+2=13) I think Gurdain is done fighting rats...
End of Turn: Save vs ongoing (1d20=15) ongoing damage ends.

Gurdain
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4 months ago  ::  Feb 04, 2013 - 10:29PM #460
WhisperMagellan
Date Joined: Jun 8, 2010
Posts: 2,703
Of the 250 or so rats that errupted from the bag when it openned, Darwinian sellection has weaned them down to about a score. These top-of-the-litter rodents, aware of both the plentiful supply of meat surrounding them and the large hostile creatures capable of inflicting great harm and death, each attempt to grab a handy meal, then scatter.

There is the sound of distant thunder coming from the west.

Map Show



Floating map and move as needed.
Outer wall is 5ft tall rough-hewn rock, DC 10 athletics to climb.
Darkest squares are open graves 5ft deep, slippery mud (something about a recent rain storm?). DC 15 athletics to climb out
Thin light boxes are grave stones--they can provide partial cover/concealment to someone adjacent to them.
Medium gray rectangles are doors into crypts. The doors into the central crypt are open, and there is light inside.


Monster Stats Show


Rat Swarm
AC: 15     Fort: 12     Ref: 14   Will:11
HP: 36   BL: 18
Swarms take 1/2 damage from melee & ranged attacks

Vulnerable 5 to close and area attacks


Conditions Show

Rat Swarms
1: DEAD
2: DEAD
3: -23/36  Bloodied
4: DEAD
5: -37/36  DEAD
6: DEAD
7: DEAD


Initiative Show

  Droth                         24
   Gurdain                     23
   Rorin:                        19
   Rat Swarm                 17
   Gem                          15
   Bast                          7


TAG: Droth (delaying), Everyone gets an oppie, as the rat swarm is moving away, provoking. If the swarm isn't killed, then they get away, each carrying the carcass of one one of their fallen dead (some partially cooked).
Colors Show
You are Red/Blue!
You are Red/Blue!
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.

You are both rational and emotional. You value creation and discovery, and feel strongly about what I create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable.

Bow down, my subjects, for I am your master! Yesss..... Show


For some reason, none of my friends were surprised by this...
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