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11 months ago  ::  Jul 21, 2012 - 7:49PM #1
VoyRager
Date Joined: Nov 17, 2009
Posts: 4,477

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11 months ago  ::  Jul 21, 2012 - 7:51PM #2
VoyRager
Date Joined: Nov 17, 2009
Posts: 4,477
Until the end of the encounter, whenever Hana restore hit points with a healing power, the recipient regains 5 additional hit points.

Underlined denoted taking ongoing damage.

This color means this PC has cover benefits from enemies while adjacent to Warranyt or Warranyt can use a minor action to end these benefits in order to gain resist 5 to all damage UTSO-his-NT.


This color denotes creature is in Warmaster's Tide aura 5; any ally that starts its turn within the aura gains +2 speed until the start of its next turn.

This color indicated enemies are subjected by Newt's Defender Aura or allies has Newt's Holy Shielding power's +2 bonus to all defenses until the end of the encounter

This color indicated that this PC is the subject of Warmaster's Single Out power thats grants and deals a +2 bonus to all attack rolls and damage rolls made against the PC until the start of the warmaster’s next turn.

Map Symbol(Map Position) Title Name {Action Points} {Remaining HPs/Max,HPs} (Initiative)

BLACK DAWN, THE SPITTING DRAKE AND TARGANA HAS LEFT THE STAGE AND IS GONE: B and S Exiting Stats Show

B -- (B16) Black Dawn Halfling - NPC {48/48} -- (I=22)

Black Dawn Halfling's Defs AC 17; Fortitude 15, Reflex 16, Will 16 Resist: +5 to saving throws against fear
-----------------------------------------------------------------------------

S -- (C17) Spitting Drake - NPC {03/38}Bloodied -- (I=22)

Spitting Drake's Defs AC 17; Fortitude 14, Reflex 16, Will 14 Resist 5 lightning5 Acid Speed 7

T-- (????) Targana Duskridge - TheDracon {1/1AP}{30/41} -- (I=05)
Ran Away. While taking 7 ongoing poison damage and has Resist 5 all until end of next turn
[Targana Duskridge's Def]AC: 19 Fort: 17 Ref: 13 Will: 16
---------------------------------------------------------------------------


----------------------------------------------------------------------------- 

G -- (J37) Gar/SalmonOfDoubt {1/1AP}{23/30} -- (I=20)
Has Shaped Conciousness in H33
Gar's Defs Show
AC: 18 Fort: 13 Ref: 15 Will: 17 Surges: 8/8

---------------------------------------------------------------------------

F -- (P40) Flint/Welby10 {0/1AP}{5 temp.hps+19/36}-- (I=12)
+2 defenses UTEO-Flint's-NT, Nature's vs Warmaster and F3, Also has +2 to charge attacks' rolls, +2 to speed and +2 to all damage roll UTEOT-encounter.
Flint's Def Show
AC: 24/20 Fort: 21/17 Ref: 18/14 Will: 21/17 Surges: -2/?
This color denotes Second Wind:
-1/hs

While bloodied has Regeneration 2. bloodied/Regen2
*Wild Warden Effect: all adjacent enemies marked by me take an additional -4 penalty to attack rolls with attacks that do not include me until the end of my next turn

Add push 1 to at-will power's hits or increase their push conditions by 1

---------------------------------------------------------------------------

 W-- (R40) Warranyt Zant - NPC {0/1AP}   {5 temp.hps+17/34}bloodied -- (I=12)
 Have established telepathy 5 with Warmaster UTEO-Warranyt’s-NT
Warranyt Zant's Def Show
AC: 22+2+2/20 Fort: 18+2+2/16 Ref: 16+2+2/14 Will: 19+2+2/17

--------------------------------------------------------------------------- 

N -- (Q38) Newt/AllGame1 {0/1AP} {5 temp.hps+16/34}Bloodied -- (I=10) 

Newt's Def Show
AC: 19 Fort: 13 Ref: 16 Will: 15 Surges: -2/??

--------------------------------------------------------------------------

A
 -- (S41) Azer Twiceborn/Karsaroth, {1/1AP} {5 temp.hps+18/33} -- (I=09)

Azer Twiceborn's Def Show
AC: 19/17 Fort: 17/15 Ref: 15/13 Will: 18/16

--------------------------------------------------------------------------
F1 -- (S41) Radiating Redspawn - NPC {0/30}-- (I=05)
Downed and isn't moving again.
Radiating Redspawn's Def Show
AC 17, Fortitude 14, Reflex 15, Will 14

-----------------------------------------------------------------------------
F2 -- (Q39) Radiating Redspawn - NPC {0/30} -- (I=05)
Downed and isn't moving again.
Radiating Redspawn's Def Show
AC 17, Fortitude 14, Reflex 15, Will 14

-----------------------------------------------------------------------------

F3 -- (T39) Radiating Redspawn - NPC {0/30} -- (I=05)

Radiating Redspawn's Def Show
AC 17, Fortitude 14, Reflex 15, Will 14

-----------------------------------------------------------------------------
F4 -- (S39) Radiating Redspawn - NPC {07/30}bloodied -- (I=05)

Radiating Redspawn's Def Show
AC 17, Fortitude 14, Reflex 15, Will 14

-----------------------------------------------------------------------------
F5 -- (O40) Radiating Redspawn - NPC {30/30} -- (I=05)

Radiating Redspawn's Def Show
AC 17, Fortitude 14, Reflex 15, Will 14

-----------------------------------------------------------------------------

H -- (K34) Halfling Thief - NPC {0} -- (I=05)
Unconscience on K34
Halfling Thief's Def's Show
AC 17, Fort 13, Ref 16, Will 14

----------------------------------------------------------------------------
 
R1 HAS LEFT THE STAGE AND IS GONE
(Without a scratch too. Amazing!! Each player just accidentally earned 40 Mystery Challenge XPS Money Mouth from the Freedom For Everyone Subplot Sealed)
R1 Exiting Stats Show
 -- (F30) Redspawn Lizardfolk - NPC {44/44} -- (I=05)

Redspawn Lizardfolk's Def]AC 19; Fortitude 14, Reflex 16, Will 13 Resist 5 lightning, 5 thunder, 5 Fire Speed 7

-----------------------------------------------------------------------------
R2 -- (R39) Redspawn Lizardfolk - NPC {0/44}  -- (I=05)
Killed
Redspawn Lizardfolk's Def Show
AC 19; Fortitude 14, Reflex 16, Will 13 Resist 5 lightning, 5 thunder, 5 Fire Speed 7

-----------------------------------------------------------------------------
R3 -- (F29) Redspawn Lizardfolk - NPC {0/44}  -- (I=05)
Unconscious
Redspawn Lizardfolk's Def Show
AC 19; Fortitude 14, Reflex 16, Will 13 Resist 5 lightning, 5 thunder, 5 Fire Speed 7

------------------------------------------------------------------------------ 
 
H -- (R37) Hana Tailya/Crow{1/1AP} {5 temp.hps+24/30} -- (I=05)
Also UTEO-Warranyt-NT Hana has +2 to all defense and enemies cannot gain combat advantage against her.
Hana Tailya's Def Show
AC: 18+2/16 Fort: 15+2/13 Ref: 14+2/12 Will: 20+2/18

--------------------------------------------------------------------------

M-- (T39) Mizuki Stormreaver/Calcipher27 {1/1AP} {5 temp.hps+34 /41} -- (I=05)

Mizuki Stormreaver's Def Show
AC: 21 Fort: 14 Ref: 16 Will: 16 Surges: 10/10

---------------------------------------------------------------------------  

 
D -- (Q40) Dragonborn Warmaster - NPC {0/1AP}{26/92}Bloodied -- (I=04)
Warmaster take -3 on attack and defence UTEO-Hana-NT. Mark w/Nature's Wrath. Also taking a -2 penalty on attack rolls that includes Warranyt as a target UTEO-Warranyt's-NT. Has Telepathy 5 w/Warranyt UTEO-WarMaster-NT
Dragonborn Warmaster's Def Show
AC 21; Fortitude 18, Reflex 17, Will 17
Speed 5, Action Points (0/1) Saving Throws +2

----------------------------------------------------------------------------

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10 months ago  ::  Aug 18, 2012 - 10:54AM #3
VoyRager
Date Joined: Nov 17, 2009
Posts: 4,477


THE GRASS IS HIGH ENOUGH AND MADE FOR HIDING.



Entering, moving thru or exiting from a grass square at any part of your pc movement reduces your PC speed by 1.

As a minor action you can crouch or straighten up in the grass.


When a creature is crouching in the average 4ft high and thick grass (entirely green squares only) on the map that creature is in a heavily obscured square.

While crouching in the grass and the creature becomes a target; as a target in a heavily obscured square that isn't adjacent to the attacker the target has Total Concealment that applies a -5 Penalty to all Reach and Ranged Attacks rolls.

As a free action a creature can fall prone in the grass.

If a searching creature is within 3 squares of the proned creature before the proned creature went prone; the prone creature has the same benefits as crouching.

If the searching creature was 3 or more squares away from the prone creature and has prior knowledge of the proned creature, the proned creature is considered behind blocking terrain as a target for melee and ranged attacks only from searching creature.

A proned creature in high grass has line of sight and line of effect up to 1 square as an attacker.

A proned creature in high grass can't make reach and range attacks beyond 1 squares.

A proned creatures in high grass has line of sight of up to 3 squares without a Perception DC roll.

A proned creature in high grass must make a successful Hard Perception DC to act on knowledge of sight for 3 to 5 squares from proned creature's occupying square.

Proned creature in high grass can't gained sight knowledge beyond 5 squares of their occupying squares.

While proned in the grass; a silent unmoving creature is hidden and can't be detected unless the searching creature has prior knowledge that the prone creature is close by and must be within three squares of the proned creature with a Perception DC of the proned creature's level Hard DC difficulty to detected the proned creature.When a proned creature in high grass is in the vicinity of a creature that has no prior knowledge of the proned creature in the high grass; the proned creature in high grass can remained proned and move half his/her speed with only -2 penalty to his/her Moving with Stealth rolls to remained undetected.

A CREATURE CAN CLIMB A TREE ON THIS MAP AND GAINED COMBAT ADVANTAGE WITH ALL NON-MELEE AND NON-REACH ATTACKS AS WELL AS RANGED DISTANCE BONUSES TO CERTAIN RANGED WEAPONS.

A CREATURE CAN CLIMB A TREE...

...MORE TO COME. 

Who/What Am I? Show
"I might have been a hmmm... eh-eh well, y'kno but, instead"
I'm a fighter...  --

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                 -- ...not a lover.
This signature concept is from "http://www.pathguy.com/index2.htm"
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An Angelic Aspect In The Wild, Wild World Of The Mata Hari's Agency.

@DnD Forums.
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Player (Osborn) - Bounty Hunter (Fighter DnDNext): DnD presents The Walking Dead @Play By Post Forum.
Player (Shana Zorus) - Professional Bodyguard/Adventurer (Hybrid Warden/Paladin 4e): The Unhallowed Gate @Play By Post Haven Forum (DM by ffShadow)
Player (Krist Breeze) - Twiceborn War Mage/Imbuer (Hybrid Warlord/Wizard 4e): Castle Greyhawk - @Real Adventures (DM by Icanus)
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DM - The Unlikely Diplomats/Ps'V- GoodShip Drow Diplomacy.
DM - The Dragon Below Can't Have It This Good/Ps'V GoodShip Diplomacy.
Referee - People Of Oz @Dorothy's Kansas Games(inactive).
Oz League: The Ardent Lord w/People Of Oz @Dorothy's Kansas Games(inactive).
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10 months ago  ::  Aug 18, 2012 - 10:56AM #4
VoyRager
Date Joined: Nov 17, 2009
Posts: 4,477

1x Halfling Thief Show


Halfling Thief                                                     Level 2 Skirmisher 
Small natural humanoid                                                      XP 125


HP 34; Bloodied 17 Initiative +6
 AC 17, Fortitude 13, Reflex 16, Will 14 
 Perception+1 
 Speed 6


Dagger (weapon) At-Will


Attack: Melee (one creature); +7 vs. AC; Hit: 2d4 + 5 damage, plus 1d6 if the halfling has combat advantage against the target.
Effect: The halfling can shift 1 square.


Throwing Dagger (weapon) At-Will


Attack: Ranged 5 (one creature); +7 vs. AC;  Hit: 2d4 + 5 damage, plus 1d6   if the halfling has combat advantage against the target.


Mobile Melee Attack At-Will


Effect: The halfling moves up to 4 squares, using dagger at any point during the move. This movement does not provoke opportunity attacks from the target of the attack.


Nimble Reaction


The halfling gains a +2 bonus to AC against opportunity attacks.


Alignment Evil                               Languages: Common, Goblin
Skills Acrobatics +9, Stealth +9, Thievery +9
Str 12 (+2)             Dex 16 (+4)                  Wis 11 (+1)
Con 10 (+1)            Int 10 (+1)                   Cha 14 (+3)
Equipment: Throwing daggers x12, Dagger arm sheathe (Battle harness (special), leather armor. thieves tools (special: 1/3 ).





1x Dragonborn Warmaster Show


Dragonborn Warmaster Level 3 Elite Soldier (Leader)
Medium natural humanoid , dragonborn XP 300


Initiative -4 Senses Perception -2
Battle Tide aura 5; any ally that starts its turn within the aura gains +2 speed until the start of its next turn.
HP 92; Bloodied 46
AC 21; Fortitude 18, Reflex 17, Will 17
Speed 5,
Action Points 1 Saving Throws +2


Kopesh (standard, at-will) Weapon


Melee (one creature) +10 vs AC; (+11 while bloodied) 2d4+4 damage.


Short Sword (standard, at-will) Weapon


(Warmaster can draw or sheathe this weapon as free action.)
Melee (one creature) +11 vs AC; (+13 while bloodied) 1d6+4 damage (crit. +1d6)


 Hidden Sword Trick (no action, at-will; 1/round).) Weapon


Trigger: Warmaster makes a kopesh basic weapon attack.
Effect: Before triggering attacks resolves Warmaster can either draw then attack or attack then sheathe his short sword to make a secondary attack. If triggering attack misses when the short sword is been drawn; the secondary attack gains +2 to its attack roll and if the short sword is been sheathed then triggering attack misses then reroll triggering attack with +2 added to its attack roll.


Single Out (standard; requires kopesh, at-will) Weapon


+11 vs AC; (+13 while bloodied) 2d4+4 damage and allies of the warmaster gain a +2 bonus to attack rolls and damage rolls made against the target until the start of the warmaster’s next turn.


A Fortunate’s Gift (standard, encounter)


Ranged 6; (targets self or ally)
Effect: Recharge the dragon’s breath weapon of target.


Superior Tactics (minor, at-will)


Ranged 6;
Effect: An ally within range shifts 1 square.


Dragon Breath (minor, encounter) Acid, Cold, Fire, Lightning, or Poison


Close blast 3 (all creature in zone); +8 vs Reflex; (+9 while bloodied) 1d8+6 fire damage.


To Me! (immediate reaction, when first bloodied, encounter)


Close burst 10; allies within the burst can shift 2 squares toward the warmaster.


Chromatic Boon (standard; encounter) Either Acid, Cold, Fire, Lightning, or Poison


The dragonborn warmaster choose and gains resist 5 to one of the following damage type until the end of the encounter: acid, cold, fire or lightning.


Alignment: Evil Languages: Common, Draconic, Goblin
Skills Diplomacy +5, History +2, Insight +5, Intimidate +7
Str 20 (+6) Dex 16 (+4) Wis 14 (+3)
Con 14 (+3) Int 08 (+0) Cha 09 (+0)
Equipment: Kopesh, plate armor, Short sword


Template For this Creature is Published in Draconomicon: Chromatic Dragons, page(s) 215, Dungeon Delve, page(s) 145.


 


Hidden Weapon                                                       Level 3 Uncommon
 
This slender weapon cunningly adopts the characteristics of your   garb when stowed.


Price: 680 gp
  Weapon: Light blade, Mace
  Enhancement: +1 attack rolls and   damage rolls
  Critical: +1d6 damage


Property: You gain an item bonus to initiative checks equal to the weapon’s enhancement bonus.


Power (At-Will): Free Action (1/round). Effect: You draw or sheathe this   weapon. If you sheathe this weapon, it vanishes, and only you can find and   draw it.




3 X Redspawn Lizardfolk Show


Redspawn Lizardfolk                                                 Level 2 Brute 
Medium natural humanoid (Kobold/Dragonborn)             XP 200


Initiative +3 Senses   Perception +3; low-light vision
 HP 44; Bloodied 22
 AC 19; Fortitude 14, Reflex 16, Will 13
 Resist 5 lightning, 5 thunder, 5 Fire
 Speed 7


Bite (standard, at-will)


Effect: Redspawn Lizardfolk can shift up to 1 before making this basic attack.
 Melee 1; +7 vs AC; 1d8+5 damage (Critical: +1d6 fire damage)  


Greatsword (standard, at-will) Weapon


Effect: Redspawn Lizardfolk can shift up to 1 before making this basic attack.
Reach 2; +7 vs AC; 2d6+7 damage.


Awesome Dragonshield (free, at-will)


Effect: Whenever Redspawn Lizardfolk hits or miss with a basic attack while having combat advantage, redspawn lizardfolk can shift up to 1 toward a secondary target to make one of the following attacks or place the missed attack conditions:
  Secondary Attack: (Following a hit basic bite attack only) Melee 1 (against a different target only); +5 vs Reflex; target takes 5 ongoing fire damage (saves end)
  Secondary Attack: (Following either a hit or miss basic weapon attack only) Reach 1 +5 vs Fortitude; the target is pushed 3 squares and knocked prone.

  Miss: (After a missed basic bite attack only) Melee 1 (against missed target only) +5 vs Reflex; target takes 5 ongoing fire damage (saves end)


Alignment Chaos Unaligned Languages Draconic, Common, Goblin
  Skills: Thievery +4, History +10, Stealth +9,   Intimidate +3
  Str 17 (+4)                Dex 15 (+3)                   Wis 14 (+3)
  Con 14 (+3)               Int 08 (+0)                    Cha 10 (+1)
 Equipment: greatsword   , heavy shield.   scale armor


Description: Terrifying big for a kobold, deceitfully quick and obviously more than the ordinary dragonborn, Redspawn Lizardfolk with their red-tinted scale-like skin are a specially breed of Dragonborn/Kobold kin out of slavery as   formiable combatants and shouldn't be underestimated. These creatures are   savagery smart and wise adversaries. In Darguun, they understand well enough to give they loyalty only to the one who capable of keeping them fed.


Scaled from Published in Draconomicon: Chromatic Dragons, page(s) 215, Dungeon Delve, page(s) 145.


5 X Radiating Redspawn Show
Radiating Redspawn                                                              Level 2 Lurker
small natural humanoid (kobold, dragonborn)                                  XP 38
HP 30; Bloodied 15     Initiative +4
AC 17, Fortitude 14, Reflex 15, Will 14         Perception +4
Speed 6 (earth walk)
Traits
Earth Walk
The radiating redspawn ignores all difficult terrain that is cause by natural features or natural material.
Standard Actions
Bite And Claw  Unarmed
Attack: Melee (one creature); +8 vs. AC; 5 ongoing poison damage and target gains vulnerable 2 poison (save ends both). This is a basic attack.
Short Sword  Weapon
Primary Attack: Melee (one creature); +8 vs. AC;  1d6+3 damage.
Effect: After the attack roll radiating redspawn may shift up to 2 square and make the following secondary attack.
Secondary Attack: Touch +5 vs Fortitude; 2 ongoing poison damage, also target is push 1 and gains vulnerable 2 poison (save ends both); radiating redspawn shifts into target’s vacating square. If target was hit by the primary attack then target is also knocked prone
Miss: Radiating redspawn can shift to any of the target’s adjacent squares.
Radiating Force-Shots  Radiant, Force
Attack: Ranged 20 (one creature); +6 vs. Reflex; 1d4+3 radiant and force damage; target is push 1 square
Miss: 2 radiant damage and if target is within ranged 5 then target is also push 1 square.
Minor Actions
Side Swiping (At Will)  Weapon
Effect: Radiating redspawn can spent a minor action for the turn when moving or shifts away from a square adjacent to a prone enemy and if do so as part of the movement action the radiating redspawn makes a bite and claw attack against the prone enemy without combat advantage.  
Shifty (at-will)  Racial
Effect: The radiating redspawn shifts 1 square as a minor action.
Alignment Chaos Unaligned Languages Draconic, Understands Goblin
Skills: Athletics +7, Stealth +9, History +4, Dungeoneering +5, Thievery +6, Intimidate +2
Str 13 (+2)          Dex 17 (+4)                    Wis 14 (+3)
Con 12 (+1)         Int 10 (+1)                      Cha 8 (0)
Equipment: Scale armor, Short Sword, a pebble pendant tied to an animal-skin string(?)
Pebble Penchant:
A PC can examined the pebble with either a Religion or Arcana or Nature check and never examine it twice in a day:
With DC Easy Religion/Arcana/Nature: The PC will determined that the peddle has dormant radiant energy
With DC Moderate Religion/Arcana/Nature: The PC will determine also that if the pebble is enchanted (360gps) it would become any holy symbol of up to level 5 or of the PC’s level+2 or lower that has critical damage with a radiant keyword.
With DC Hard Religion/Nature: The PC will also determine its Fastlight Pebble properties and if the PC perform the creation ritual Continual Light on the pebble the PC will understand that he/she is the only PC that can use the pebble with its wondrous item's propeties.

 
Radiating Redspawn's Tactics: Show
Radiating Redspawn are one of the battle trained variety breed and trained by the Darguun area’s Dragonborn Warmaster at his pens where he been breeding kobold slaves with other lines of lizardfolks including captive and enslaved dragonborns.
They are smaller than the female varieties taking to their kobold lineage more than the dragonborns’ blood for obvious reason and where the female version of this mix has shown to be more practical and rational these counterparts are more primitive and vicious.

Radiating Redspawn are incurably ill-tempered and the Warmaster only trained them for blood-sports, hunting live game and use them in battles as fodder while showing discretion and reservations for the more valuable and exceptionally intelligent females of the same lineage.
When there are a group consisted only of Radiating Redspawn, they are taught to execute their tactics as a team. Half of the numbers used their mysterious radiant aptitude; a signature in which the females lacks, in the form of their Radiating Force Shots power against the nearest or the weakest-looking targets while the others charge in against the stronger-looking targets at top speed using short swords and quickness to knock their adversary prone and as they move away side swiping proned hits the move in for the kill on the target their brothers attacked from a distance.

Radiating Redspawn are too uncontrollable and too weak to be formiable soldiers but are potent natural swarmers so when their tactics fails is when all of them will gang up on strongest resisting enemy then do so again with side swipes while going after the next target that catches their attention.

These particular bred lizardfolks of the Warmaster workings was intentionally mistreated to obtain the results of a combatant that don’t surrender nor retreat after entering a battle even if ordered to.


1x Spitting Drake Show
 
Spitting Drake                                                Level   3 Artillery
Medium natural beast (reptile)                                       XP 150
HP 38; Bloodied 19 Initiative +5
AC 17, Fortitude 14, Reflex 16, Will   14 Perception+3
Speed 7
Resist 10 acid
Standard Actions
Bite        At-Will
Attack: Melee 1 (one creature); +8 vs. AC; 1d6+ 4 damage.
Caustic   Spit (acid)      At-Will
Attack: Ranged 10 (one creature); +8 vs. Reflex;   2d6+4 acid damage.
Alignment unaligned Languages -
Str 14 (+3)                 Dex 18 (+5)                     Wis 14   (+3)
Con 14 (+3)                Int 3 (-3)                         Cha 12 (+2)
Published in Monster Manual, page(s) 91, Dungeon   Magazine 156, page(s) 38, Dungeon   Magazine 172, page(s) 55, FR1 Scepter Tower of Spellgard, page(s) 8, Monster Vault, page(s) 83, Dungeon Master's Kit.

 

1x Black Dawn Halfling Show

Black Dawn Halfling                                                  Level 5   Artillery
Small natural humanoid                                            XP 150
HP 48; Bloodied 19                  Initiative +7
AC 17, Fortitude 15, Reflex 16, Will 16    Perception: +3 
Speed 6
Resist:  +5 to saving throws against fear.
Traits
Nimble Reaction
The wilder gains a +2 bonus to AC against opportunity attacks.
Combat Advantage
When dealing force damage against any target granting combat advantage, Black dawn halfling deals an 1d6 extra force damage to target.
Standard Actions
Perfect Torment   (Radiant, Force)  (This power recharges when no target is effected by it. )
Attack: Ranged 5 (one creature). +6 vs Reflex; 1d6 + 4 radiant damage.
Effect: The every time target is dealt damage; the target is dealt 5 extra force damage (save ends).
Minor Action
Simple   Missile (Force)      At-Will
Attack: Ranged 20 (one creature); 4 force damage and target is push one square.
Special: This power is a basic attack and doesn’t provoke opportunity attack
Triggered Actions
Black Dawn Defense  (Fear), Encounter
Close burst 2 Trigger: Black dawn halfling takes damage.
Target: Each creature in the burst
Attack: +6 vs. Will; On the hit the target is blinded (target taking damage ends this condition) and target is slid up to 3 squares as a free action.
Halfling Force-Shield (force)   Encounter
Trigger: An attack roll targeting black dawn halfling hits.
Effect: Black dawn halfling gains +4 to AC and Reflex until the end of her next turn while the attacker reroll the attack and use the second roll.
Skills Acrobatics +10,  Religion+11, Bluff +8, Thievery +5
Str 08 (+1)           Dex 13 (+3)            Wis 16 (+5)
Con 15 (+4)          Int 17 (+5)             Cha 12(+3)
Alignment Unaligned Languages Common, elven, goblin
Equipment: Staff Of Divinity, Leather .
Published in Dark Sun Creature Catalog, page(s) 60.
Staff of Divinity                                                Level 2+ Common
The glowing symbol of a deity rests atop this majestic staff.
520 gp  
Implement: Staff
Enhancement Bonus:  +1 attack rolls and damage rolls
Critical: +1d8 damage per plus
Property:
Divine characters can use this staff as a holy symbol   implement for divine powers.

 
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