Seeing Droth fixed on another enemy, Gem shouts a quick warning. "Lookout!" 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?
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.
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.
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
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.
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.
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.
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.
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.
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 (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
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.
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.
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.
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.
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).
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.
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.
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.
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.
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
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
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
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. mechanicsShow
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)
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." InteractionShow
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 BlockShow
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.
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.
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
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)
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)
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.
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.
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)
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)
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)
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.
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.
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.
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
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.
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
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
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.
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.
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
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
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.
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.
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
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.
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.
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.
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.
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.
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 (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
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.
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.
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.
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.
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).
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.
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.
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.
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. mechanicsShow
+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.
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.
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.
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).
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