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Switch to Forum Live View 2 Floor Down Encounter IC (L18)
3 months ago  ::  Mar 06, 2013 - 3:00AM #101
VoyRager
Date Joined: Nov 17, 2009
Posts: 4,480
THE RUMBLERS
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Rumbler#1

Druid vs machine started to takes it toll on Shiro as the arcane protection invested into the machine ward away the hampering effect of the fierce cold projected by Shiro into his immediate vicinity but the wheeled automaton so keyed in on the Psychic Sword Shiro has discovered and confiscated seem to induced the machine to remained focused on remaining neext to Shiro like it wanted it back; desperately remained focused on Shiro.

Using its double spinning razor shields attempted to slam a cleaving thrust into Shiro who proved prepared for. Shiro in his wild ice beastial form sank his claws clutching hard on the inside of the machinations shields while sending more cold energy into its systems that caused the wheeled machine parts to stall and sputtered as well as induced a missed from thrusting spinning shield. The metal monster was forced back against the wall and made contented with making clearing swipes at Shiro which led for no avcviled of cusing anymore damage to the druid.

RUMBLER #1's ACTIONS Show

Move: To B07(2), Crash vsShiro(Fort24) (but first) Triggering OA from Shiro
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Shiro's Opportunity Action:

Opportunity Action w/-5 to attack roll: vsRumbler(AC30)



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Move (cont) : At B07(6) Ricochet Strike
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 Standard: Twin Slashing vsShiro(AC34)


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Rumbler #2
The trapped Rumbler been struck at from all directions at the cotner outside the bars that kept the powerful Gurora in check resorted to a hard spinning burrowing tactics at its last assailant to find some space. It wasn't Mieaal that triggered this machine defensive manuevered for when cornered but the hit that did the triggering computed as coming from her direction.

RUMBLER #2's ACTIONS Show

Move: To G14(2), Crash vsMieaal(Fort29) (but first) Triggering OA from Mieaal, Eelen and Seisyll (again!)
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Mieaal's Opportunity Action:

Opportunity Action (w/-5 to attack roll) : vsRumbler(AC30)



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Eelen's Opportunity Action:

Opportunity Action: vsRumbler(AC30)



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Seisyll's Opportunity Action:

Opportunity Action: vsRumbler(AC30)



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At J12(6) Crash vsMieaal(Fort29) pending and if hit Mieaal to H14 and Rumbler#2 to G14
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Standard: Twin Slashing vsMieaal(AC35) pending only if the machine survives the manuever.


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Rumbler#3
The wheeled contraption Ansmril's and Seigfried's toyed a destruction tantrum against start showing wearing as parts starts breaking off of it and it self-repairing start working eagerly didn't dispassionate the unfeeling automaton as the machine turned the sharp hooking strike delivered by Seigfrield into an arcing momentum toward both the strongman and the lurer. With razor shields leading the recoving machine turned on Seigfreid first to...

RUMBLER #3's ACTIONS Show

Move: To J14(2), Ricochet Strike vsSeigfreid(AC33) (but first) Triggering OA from Seigfried
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Seigfried's Opportunity Action:

Opportunity Action w/-5 to attack roll: vsRumbler(AC30)



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Move (cont.) : At J12(6) Ricochet Strike vsSeigfreid(AC36)
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Standard: Converted Into More Ricochet Strikes and these roll pending


 
Rumbler #1's, #2's and #3's ROLLS Show
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   MONSTERS STATS (officially) Show

Diehard Rumbler Automaton Show
RUMBLER AUTOMATON is a smaller version of the automatons created as an extras insurance against its creator’s enemies and allies.
Diehard Rumbler Level 18 BruteMedium natural animated (construct) XP 2,000
Initiative +15 Senses Perception +9; darkvision
Whirling Blades aura 1; Enemies that start their turn within this aura takes 5 damage.
HP 212; Bloodied 106
AC 30; Fortitude 31, Reflex 30, Will 28 (see also Improved Tunnel Fighting)
Resist: 10 Fire, 10 Thunder,
Immune: lightning, disease, poison, non-weapon effects causing prone, immobilized, slowed or grabbed conditions, attacks targeting will defense.
Regeneration: Regains 20 hps when taking lightning damage(see Diehard power
)Speed 10
Traits
Improved Tunnel Fighting
Automaton Rumbler takes no penalty to attack rolls while squeezing nor grants combat advantage while squeezing or been flanked. Also the first opportunity attack trigger by any of the rumbler automaton movement that made by an enemy targeted by an attack of this rumbler automaton takes -5 penalty to it attack roll.
Volatile Shield (no action; at-will)
Trigger: Whenever automaton rumbler hits with an weapon attack after ending a movement without using the crash attack power or hasn’t move in the previous action.
Effect: As long as automaton rumbler remains within up to speed -5 for the action; rumbler automaton may lose a minor action for the turn and deal an additional 1d8 on the triggering hit.
Standard Actions
Slashing Twin (at-will) Weapon Fear
Melee (one creature) +21 vs AC; 2d8+7 damage (crit 4d8 + 28).
Miss: Automaton Rumbler rerolls the attack roll, if second roll hits the attack deals half damage.
This is power can be used in place of a basic attack
Triggered and Other Actions
Ricochet Strikes (no action, active during one action per turn ; at-will) Weapon
Special: This attack must be part of a movement but never made at the end of the movement and automaton rumbler must travel at least one square before attacking the same target twice in a single action.
Effect: If able Automaton Rumbler while remaining up to speed may enter and exit a target’s square as difficult terrain to make the following attack:
Touch; +19 vsReflex, 1d10+7 damage
Secondary Effect: As long as automaton rumbler remains within up to speed for the move action; rumbler automaton may lose a standard action for the turn and make multiple attacks during move action.
Crash (Free; at-will) • Weapon
Trigger: This melee attack may be made when ending any movement or in place of a basic attack as part of the movement.
Melee (one creature) Attack: +20 vs Fortitude; 1d10+7 damage (crit 4d8 + 28); target is push 1 and automaton rumbler shifts into vacating square.
Miss: While charging Shifts up to two into a vacate square adjacent to target.
Superior Wrapped in Armor (Interrupt; Trigger: Enemy leaves an adjacent square of Automaton Rumbler), recharge 5-6
Effect: Diehard Rumbler if able can shift up to speed while remaining adjacent with triggering enemy doing the movement and if automaton rumbler causes triggering enemy to take damage while this interrupt is active, the triggering enemy’s movement ends.
Diehard (free, when first bloodied; encounter)
Effect: The diehard rumbler gains regeneration 10 until all master diehard guardians within 40 squares of it reaches 0hps. While this regeneration is active and the diehard rumbler reaches 0hps; it becomes stunned, deactivate and makes a saving throw that doesn’t count as an end of turn saving throw; If saving throws succeeds, all conditions effecting this diehard rumbler that a save can end ends. Stunned and deactivated conditions end when it reaches 10hps. When last master diehard automaton within range 40 squares reaches 0 hps; this diehard rumbler loses all regeneration abilities.
Alignment - Languages -
Str 25 (+16) Dex 22 (+15) Wis 10 (+09)
Con22 (+15) Int 01 (+04) Cha 03 (+05)
Equipment: Plate Armor, Helm, Light Razor Shield (x2)
(Special: Head slot award)



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1x MASTER DIEHARD GUARDIAN Show
Master Diehard Guardian Level 20 Brute, Leader
Large immortal animate (construct) XP 2800
HP 149; Bloodied 74 Initiative +22 Senses: Perception+16; Darkvision
AC 34, Fortitude 32, Reflex 34, Will 32
Immune: charm, disease, fear, poison, blinded, sleep, forced movement, teleportation
Resist: 20 fire
Speed: Stationary Saving Throws: +2 against ongoing damage
Slam (standard, at-will)
Melee 2 (one creature); +25 vs. AC, 4d6 + 10 damage, and the target is dazed until the start of the master diehard guardian’s next turn.
Commander Of Steel (standard, at will)
Ranged 10 (Targeting a construct ally)
Effect:
Target makes either a basic melee attack or charge attack against an enemy.
Shield Slam (free, recharge )
Effect: The master diehard guardian’s uses slam. On a hit, the target falls prone and the master diehard guardian’s gains a +2 bonus to all defenses until the end of its next turn.
Thunderstone's Crystals (Standard, Consumable; 2/encounter) Alchemical
Special: This attack power when use expends one thunderstone and one resonance crystal and this attack don’t provoke opportunity attacks.
Area burst 1 within 10; +23 vs. Fortitude; 2d4 thunder damage, target(s) is pushed 1 square from the center of the burst, and deafened (save ends.) Target(s) also gains vulnerable 10 Lightning until the end of their next turn.
Charged Up Steel (standard, recharge when the guardian uses shield slam)
Ranged 5 (Targeting a diehard guardian ally)
Effect: A target charges up to speed+2 and makes the following attack in place of a basic attack against an enemy.
Melee 2 (targeting one enemy in range); +23 vs. Fortitude, 2d12 + 5 damage, and on the hit the enemy falls prone and is stunned (save ends).
Diehard (free, when first bloodied; encounter)
The master diehard guardian’s gains regeneration 10 until the end of the encounter.
Alignment: Unaligned Languages:
Str 21 (+15) Dex 26 (+18) Wis 23 (+16)
Con 23 (+16) Int 12 (+11) Cha 13 (+11)
Equipment: Alchemical Launcher, Resonance Crystal(x2), Thunderstone(x2)


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1x Forsaken Engineer Show
Forsaken Engineer Level 20 Controller (Leader)
Medium natural humanoid (blind) XP 2800
Initiative +8
Senses: Perception +6, Truesight 5, Blindsight 20, blind
HP 194 Bloodied 97
AC 34 Fortitude 33, Reflex 33 Will 32
Speed 6
Immune blinded, gaze, lightning
Power Points: 4
Traits
Reactive Defusion
Aura 2: Unless enemies in zone spends a minor action to activate one of their magic items in zone; enemies’ magic items loses any enhancement bonuses, non-mundane properties and powers until its wielder leaves zone.
Lightning Field (combat advantage)
Effect: Forsaken engineer can gain combat advantage by flanking with tagged enemies or when target is adjacent to two or more of either tagged enemies or animates. When weapon damage dealt to target granting combat advantage by tagged targets’ assistance or summoned animates, its deals an additional +1d10 lightning and force damage.
Standard Actions
Scepter’s Bash
Reach (one creature) +25 vsAC; 3d6+8 and target grants combat advantage to forsaken engineer until the end of the forsaken engineer next turn.
Effect: Targets granting combat advantage when hit is also dazed until the end of the target’s next turn and prone.
Hand Crossbow (weapon) At-Will
Attack: (Load Minor) Ranged 10/20 (one creature); +25vs. AC
Hit: 2d6+7 damage, and the target is tagged. (Target can spend a standard action or any of target’s adjacent allies can spend a minor action to end tagged this condition, if tagged condition is end by an ally then all adjacent creatures to tagged target is dealt 5 lightning damage)
Delirium Burst (at will) Arcane, Lightning, Psychic, Implement
Burst 2 (target all creatures) +25 vsAC; 2d6+7 psychic and lightning damage. If target is granting combat advantage to this attack then target is prone and also dazed until the end of the target’s next turn.
Effect: Target that is prone by this attack treats all enemies except the forsaken engineer as invisible during the target’s next turn.
Lightning Tails (recharge, )Arcane, Lightning, Force, Implement
Burst 10 (one creature) +23vs Reflex 3d10 lightning and force damage and target is push 2, also stunned and immobilized until the end of target’s next turn.
Effect: If attack roll die equals 1d20=10 or higher hitting or missing then choose a secondary target within burst area and repeated this power against secondary target but never the same target twice per round. Hit secondary targets are dazed and slowed instead of stunned and immoblized.
Miss: Miss targets that are tagged takes half damage, dazed and immobilized until the end of their next turn.
Swarming Bolt ( Consumable; 3/encounter) Arcane, Implement, Summon, Zone
Area Wall 4 within 20 (any 4 adjacent squares) (targets all creatures in zone) +23vs Fortitude and target is tagged; on the hit target takes 10 lightning damage and slowed (save ends)
Effect: The burst creates a large magical animate swarm. All the swarm’s defenses equals 32, and it starts with 1 hp with a missed attack never damages a minion, speed 4, takes only half damage to weapon and ranged attacks, vulnerable to area attacks, immuned to lightning damage and when receiving lightning damage it gains temporary hit-points equaling that damage amount.
Animate swarm always occupies 4 adjacent squares and can enter and share other creatures’ squares without squeezing penalties while squares the animate swarm occupies are difficult terrain for enemies. Animate swarm can't make opportunity attacks.
When animate swarm enter a square occupied by another creature, it deals 5 lightning damage to that creature and target is tagged (target can spend a standard action or any of target’s adjacent allies can spend a minor action to end tagged this condition, if tagged condition is end by an ally then all adjacent creatures to tagged target is dealt 5 lightning damage).
Any enemy starting a turn or entering any of the squares occupied by an animated swarm is dealt 10 lightning damage, 5 ongoing lightning damage and slowed, (Ongoing is compoundable per triggering instances with save ending all instances).
Move Minor: The forsaken engineer can move the animate swarm up to speed.
Minor Action:
Release Small Automaton (encounter) • Arcane, Summon, Item,
Effect: The forsaken engineer summoned a small automaton construct creature from its armor in an unoccupied adjacent square. (Stats below).
Other Actions
Impregnable Mind (immediate interrupt; recharge: 1 power point) Item
Trigger: Forsaken engineer’s will defense become targeted.
Effect: Until the start of the engineer forsaken next turn all of forsaken engineer defenses increase by 4.
Unwelcome Gift (free; 1 power point) Item
Trigger: Forsaken engineer is under an ongoing damage condition and makes an attack.
Effect: If the attack hits, forsaken engineer transfers ongoing effect to target with attack damage.
Sympathetic Eye (free; Encounter) Psychic, Item
Trigger: Forsaken engineer hit a target with an implement keyword.
Effect: Any enemy adjacent to target and isn’t target by triggering hit takes the same damage amount as psychic damage.
Fragment of Immortality (no action, when forsaken engineer reaches 0 hit points; encounter)
Effect: Forsaken engineer disappears (remove from play) until start of his next turn then reappear within 5 squares of last square position in game with surge value in hit points.
Alignment: Chaotic Evil Language: Common, Supernal, Primordal
History +15, Religion +15, Arcana +13, Endurance +12, Intimidate +8
Strength: 20 (+5) Dexterity: 25 (+7) Wisdom: 22 (+6)
Constitution: 26 (+8) Intelligence: 26 (+8) Charisma: 23 (+6)
Equipment: Leather armor with elven chain shirt armor, hand crossbow with shoulder-strap, 10 special tagging bolts, special bolt ammunition x3, Two handed Scepter weapon +4 (composed of Staff of Impregnable Mind +3, Orb of the Sympathic Eye, and its ragged multi-blade shelled end have the properties of Longspear of Myrdroon's Shard +4 this scepter is value at 5,900pps for adventuruers or dismantled for use) , Rare gems x6: valued 30,000pp per.


Small Diehard Automaton Show
Summoned Small AutomatonSmall summoned animated (construct)
Initiative +8 Senses: Perception +6, Darkvision
HP 97 Bloodied 48
AC 34 Fortitude 33, Reflex 33 Will 32 (also see automaton as armor trait power)
Speed 5
Immune: Lightning, disease, blinded, gaze, charm, fear, poison, sleep
Resist: 15 Force
Regeneration: See Lightning Sustain trait power.
Speed 7
Traits
Instinctive Action
When given no orders by its summoner the small automaton moves up to speed if able to a square adjacent to its summomer that is either adjacent or in-between its summoner’s closest enemy.
Creator’s Armor
When small automaton ends its turn adjacent to its keyholder; until the start of its next turn it loses -4 to AC and Reflex, and its keyholder gains +2 to AC and Reflex. Also the small automaton can shift up to speed to remain adjacent to its keyholder as a no action and its may switch place at any time becoming the new target of any weapon and ranged attack targeting its keyholder.
Lightning Sustained
When Small automaton receives lightning damage it gains temporary hit-points equaling that damage amount.
Lightning Field (combat advantage)
Effect: Small automaton can gain combat advantage by flanking enemies with tagged targets or when target enemy is adjacent to two or more tagged targets. When dealing weapon damage to targets granting combat advantage by this effect’s condition or to tagged targets, its deals an additional +1d10 lightning and force damage.
Standard Actions
Bludgeon Tacks Weapon Lighting
Melee; (one creature) 25 vs. AC; 1d10 + 7 lightning damage
Effect: Target is tagged; (target can spend a standard action or any of target’s adjacent allies can spend a minor action to end tagged this condition, if tagged condition is end by an ally then all adjacent creatures to tagged target is dealt 5 lightning damage)
Other Actions
Wrapped in Armor (Immediate Reaction; Trigger: A creature adjacent to the small automaton moves or shifts at-will)
Effect: The small automaton shifts to stay adjacent to the triggering creature.
Magnetic Static (free action; Trigger: the small automaton starts its turn or a tagged target exits a square within this power range; at-will 2/round)
Ranged 3; (targets tagged targets only) +23 vsFortitude; 5 lightning and force damage and target is pull 2 squares. If this power is triggered then this forced movement accounts toward target’s speed and can’t end triggering movement.
Effect: During the small automaton’s turn; If tagged target is pulled to an adjacent square of small automaton or its’ keyholder as its keyholder’s minor action for the turn either the keyholder or this small automaton may make a basic attack against the target.
Summoned Creature (free, When it keyholder reaches 0hps or becomes unconscious, encounter)
Effect: This small automaton is removed from game.
Alignment: Same as its keyholder Language: Understands Supernal
Ability Scores: Same as its keyholder
Equipment: None.


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Forsaken Battle Shadow Show

Forsaken Battle Shadow Level 20 Skimirsher (Elite)MediumImmortalHumanoid 5600XP


Initiative: +18 Senses: Perception +27, Blindsight 20, Truesight 5; Blind
HP: 434 Bloodied: 217
AC: 37 Fortitude: 35 Reflex: 36 Will: 32
Contagious Despair (Psychic, Fear) aura 2; Effect: Natural creatures within the aura receive a –2 penalty to die rolls for attack, damage, skills and saving throw rolls.
Speed 6 Fly 6 (hover 2)
Immune: Blinded, Gaze
Resist: 15 Psychic
+2 to Saving Throw; +4 (non-compounding) to saving throws against ongoing damage;
Action Point: 1, Power Points: 5


Traits


Psionic Swordbond


Effect: Unless otherwise ordered, forsaken battle shadow’s silver swords return to her hands from mile away as a no action at the start of her turns.


Quick Augur (no action)


Effect: When the forsaken battle shadow’s or an enemy that is adjacent to an adjacent ally makes a weapon attack roll, the forsaken battle shadow’s and adjacent ally both can trade places by shifting one squares as free action. This movement doesn’t change the target of the triggering attack.


Standard Actions


Shuddering Touch (at will) Unarmed, Psychic


(Special: Forsaken battle shadow must be holding either one or no swords in her hands to activate this power.)
Melee or Touch (one creature) +25 vs AC; 2d6+6 psychic damage. Target gains vulnerable psychic 5 until the end of forsaken battle shadow’s next turn and grants combat advantage (save ends). This is a basic attack


Tainted Silvered Longsword (at will) Weapon, Fear


Melee (one creature) +25 vs AC; 2d8+9 psychic damage If target granting combat advantage then target is also prone and if target have vulnerable psychic then target is dazed until the end of target’s next turn.


Tainted Silvered Short Sword (at will) Weapon, Fear


Melee (one creature) +25 vs AC; 2d6+9 psychic damage If target granting combat advantage then target is also prone and if target have vulnerable psychic then target is dazed until the end of target’s next turn.


Crushing Despair (recharge when first bloodied) Psionic, Psychic, Fear


Burst 1 (targets enemies) +23 vsWill; 4d10 psychic damage, target is stunned (save ends).
Augment 2: As above and target gains vulnerability 10 psychic until the end of the encounter.
Miss: Half damage and may be Augment 1, if so target is stunned (save ends).


Silver Knives ( Free; 2/Encounter but one use per sword ) Teleportation, Item


Trigger: Forsaken battle shadow hit with one of her tainted silvered swords.
Effect:. The target is banished to a demiplane (save ends). Target disappears from sight, cannot take actions, and cannot be targeted. On a save, the target reappears in the space it last occupied. If that space is occupied, the target returns to the nearest unoccupied space of its choosing.


Minor Actions


Psionically Charged Swordplay (at-will) Psionic, Implement, Psychic


Effect: Forsaken battle shadow’s loses -2 to AC and reflex defenses and one of her silver swords gains fly 12 (hover) as long as the forsaken battle shadow can see it. The silver sword while flying or hovering can make weapon attacks from any square as a minor action.
Sustain Minor: The sword will hover in the square it is in until the end of the forsaken battle shadow’s next turn unless otherwise ordered.


Forged As Foe (rechargeable cost: 1 power point) Psionic, Fear


Effect: Until the end of forsaken battle shadow’s next turn one target forsaken battle shadow’s can see grants combat advantage.


Other Actions


Augur’s Fancy (immediate interrupt; Trigger: An enemy adjacent to the forsaken battle shadow makes a weapon attack, encounter)


Effect: The forsaken battle shadow’s switch places with an adjacent ally. The adjacent ally shifts one square becoming the target of the triggering attack while the forsaken battle shadow moves into the ally vacating square. This forsaken battle shadow movement can provoke an opportunity attack.


Silvery Glint (Immediate reaction, Trigger: an enemy exits square within 3 squares of forsaken battle shadow; at will 1/round) Psionic, Psychic, Implement, Threatening Reach


(Special: Forsaken battle shadow must be holding one of her swords to activate this power.)
Effect: Forsaken battle shadow’s loses -2 to AC and reflex defenses until sword returns.
Ranged 3 (one creature) sword fly up to 3 squares and hovers then makes the following attack: +25 vsAC; 2d6+7 psychic damage and forsaken battle shadow gains resist 10 all to target’s attacks and powers until the start of her next turn. This power can be made in place of an opportunity attack .


Cleansing Wounds (immediate reaction Trigger: forsaken battle shadow’s fails a saving throw; encounter)


Effect: All effects on forsaken battle shadow caused by enemies that end by saves ends.


Fragment of Immortality (no action, when forsaken battle shadow reaches 0 hit points; encounter)


Effect: Forsaken battle shadow disappears (remove from play) until start of his next turn then reappear within 5 squares of last square position in game with 146 hit points.


Alignment: Evil


Language: Common, Supernal, Primordal


Intimidate; +26, History+24; Endurance +20


Strength: 26 (+18)


Dexterity: 18 (+16)23


Wisdom: 22 (+17)


Constitution: 26 (+18)


Intelligence: 28 (+19)


Charisma: 22 (+19)


Equipment: Silver Longsword, Silver Short Sword, Leather armor, Chainmail Shirt. (As a reward for recovering these Githyanki swords, players causing the forsaken battle shadow’s to reach 0hps earned alternative reward of a boon of the player’s character’s deity and if both instances of causing forsaken battle shadow’s to reach 0hps is by the same player’s character then the player that cause the most damage to forsaken battle shadow during the encounter receives the second boon (If same player again then second highest in damage total receives the second boon)
All PCs earning this reward also received a Greater Dancing Weapon +4.



Githyanki Silvered Weapon Level 9+ Uncommon


The rune-engraved weapon assaults a creature's mind and has the power to banish it to another plane.


Lvl 19 +4 105,000 gp


Weapon: Heavy blade
Enhancement Bonus: attack rolls and damage rolls
Critical: +1d8 psychic damage per plus


Power (Psychic) (Free Action)


All damage dealt by this weapon is psychic damage. Another free action returns the damage to normal.


Power (Teleportation) Daily (Free Action)


Use this power when you hit with this weapon. The target is banished to a demiplane (save ends). It disappears from sight, cannot take actions, and cannot be targeted. On a save, the target reappears in the space it last occupied. If that space is occupied, the target returns to the nearest unoccupied space of its choosing.



Greater Dancing WeaponLevel 15+ Rare


This weapon leaps from your grasp, then darts and weaves through the air toward your enemies.


Lvl 15 +3 25,000 gp
Lvl 20 +4 125,000 gp
Lvl 25 +5 625,000 gp
Lvl 30 +6 3,125,000 gp
Weapon: Any melee
Enhancement Bonus: Attack rolls and damage rolls
Critical: +1d8 damage per plus


Utility Power At-Will (Minor Action)


Effect: The weapon animates and dances in the air in an unoccupied square adjacent to you. You can use a move action to cause the weapon to fly up to 6 squares to a square that you can see.
The object occupies 1 square, and it cannot flank. Its defenses equal 10 + its level, although it cannot be harmed by any attack. If an attack hits the weapon, it returns to your hand (or it falls in your space if you don’t have a hand free or in the nearest square if it can’t reach you), and this power ends. You can use a minor action to end this power if the weapon is adjacent to you, causing the weapon to return to your hand.
While you can see the weapon, you can make weapon attacks with it while it dances, using its square as the origin square of the attacks (Including all attack and damage modifiers that you would normally apply).


Attack Power At-Will (Opportunity Action)


Trigger: An enemy that you can see takes an action that provokes opportunity attacks and is adjacent to the weapon while the weapon’s utility power is in effect.
Effect: You make a melee basic attack against that enemy, using the weapon.


Attack Power Daily (Minor Action)


Requirement: The weapon’s utility power must be in effect, and you must be able to see the weapon.
Effect: You make a melee basic attack using the weapon.


Published in Mordenkainen's Magnificent Emporium, page(s) 27.



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Lanterns Of Arcane Dampening's (Hazard) Properties and Stats Show

Lantern of Arcane Dampening Level 20
Hazard.
Hazard: A purpleish flame emits an aura out to 4 squares. Each square in the aura is treated as under dim light, regardless of the presense of any other light source.
Property: Lantern of Arcane Dampening is a functional light source emitting a dim light to a radius of 4 squares from its base and also is the point of origin for an aura 5 hazard area.
This hazard effects creatures relying on eyesight while it doesn’t hampers the vision of creatures that uses other senses besides eyesight for sight
The lantern of arcane dampening also absorbs and blocks all other lighting sources area of effect. Unless a different lighting source is placed on a square inside a Lantern of Arcane Dampening’s lighting radius, every square inside this item’s aura is under its hazards’ effects’ conditions.
Lighting Hazard’s Effects:
When a secondary light source is triggered in the Lantern of Arcane Dampening lighting radius; that secondary light source is prevented from emitting a lighting radius of more than one square from the square of its point of origin.

Creatures inside the aura are invisible to creatures outside of the aura having normal and low-light vision while creatures with dark-vision that are outside of aura treats the squares inside the aura as heavily obscured squares.

Creatures inside the aura with normal and low-light vision treat each square outside of the aura as if they are blinded to those squares.

Creatures inside the aura with dark-vision treat each square outside of the aura as if those squares are heavily obscured squares.

Creatures inside the aura with true-sight, blind-sight or doesn’t rely on eyesight for sight is unaffected by this Lantern of Arcane Dampening lighting property.

Arcane Keyword Hazard’s Effects:
When a creature inside the lantern of arcane dampening’s aura targets or subject a creature to any power, effect or an attack with the arcane keyword; the attack takes a -2 penalty to its attack rolls and all damage dealt are treated as if under the weakened condition.

Unless a magic item is activated as a free action during its wielder’s turn or as a no action at any time then all magic item’s used within the Lantern of Arcane Dampening’s lighting radius, powers or triggered effects cannot be activated nor triggered.

Lantern of Arcane Dampening is a lighting source emitting dim light for a radius of 4 squares from its base.
Counter Measures:
A PC using a successful DC 28 skill roll or having a DC Skill Modifier +10 = DC 26 skill score results of either the Arcana, Heal, Nature or Perception while within 15 squares of the Lantern of Arcane Dampening’s lighting radius area would recognized the area as a hazard and its light source as the source of the threat.

A PC using a successful DC 32 skill roll or having a DC Skill Modifier+10 = DC 28 skill score results of either the Arcana, Heal, Nature or Perception skills while within 5 square of the Lantern of Arcane Dampening’s lighting radius area would immediately surmised the following actions:

As A Minor Action
a PC on or in an adjacent square that have a Lantern of Arcane Dampening on it using a successful DC 22 skill roll or having a DC Skill Modifier +10 = DC 26 skill score results of either the Athletic, Acrobatic, Endurance Thievery, Dungeoneering, Nature or Streetwise skills can extinguish a single Lantern of Arcane Dampening flames which ends all of that lantern’s aura’s effects for the rest of an encounter.

As A Standard Action
a PC can tipped over and extinguished a single Lantern of Arcane Dampening base which ends all of that lantern’s aura’s effects for the rest of an encounter.


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Fountain’s Item +4 (Psychic Silvered Swords) Show


Psychic Charged Silvered Weapon Level 19+ Uncommon


This augur’s forged monstrosity of a fountain drenching silvered weapons’ blades with pure life energy mixed with charged arcane energy making the blade unstable with uncontrollable psionic energies until first contact which break up its instability and the creature it struck steadiness.


Lvl 19 +4 21,000 gp


Special: This item can be used as an implement for non-divine keyword powers .
Weapon: Heavy blade or Light blade
Enhancement Bonus: Attack rolls and damage rolls
Critical: +1d12 psychic damage per plus


Properties


This weapon is always to be treated as a silvered weapon.
All damage dealt by this weapon is psychic damage and it always deals additional damage with a critical hit even when its enhancement bonus is inactive but this property can end if this weapon is enchanted with a different magic item’s enchantment’s properties.


Power (Consumable Free Action) Psychic


Triggered: The first time in combat after this weapon is removed from fountain and hit a target with a weapon attack.
Effect: The target drops any weapons it’s holding and this weapon loses it enhancement bonuses until it subjected to the fountain energy again or enchanted. All of its other properties remain active.



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

EVERYONE WITH AN OPPORTUNITY ACTIONS TO GIVE ARE UP NOW AND THEN AFTERWARDS THE RUMBLERS THAT ARE ABLE WILL ATTACK !

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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3 months ago  ::  Mar 06, 2013 - 8:56AM #102
Calcipher27
Date Joined: Feb 3, 2010
Posts: 111
Shiro's OA
Spoiler: Show
Grasping Claws vs Reflex, Hit:34(39-5) for 22 Damage and the target is slowed until the end of your next turn.

1d20+21=39, 1d8+3d6+10=22

OOC: why is this action at -5 and you still have Shiro marked as having the components attached but I used his standard action to clear those, so he should be free of the components
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3 months ago  ::  Mar 06, 2013 - 12:01PM #103
0akenshield9
Date Joined: May 24, 2012
Posts: 65
Seisyll pulls a metal loop attached to a string on his bandelier, firing a small explosive charge at the rumbler. He also sends a command to his rapier, having it make another swing at the rumbler.

Actions:
Immidiate Reaction: Trip the Trap, triggered when the rumbler enters a square adjacent to Seisyll.; 1d20+18=31 vs Reflex 2d6+16=26 and the target grabs combat advantage until the end of Seisyll's next turn.
Opportunity Attack with Dancing Rapier 1d20+21=37 1d8+18=23 The Radiant Sigil on the rapier grants Seisyll 15 HP.
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3 months ago  ::  Mar 06, 2013 - 8:27PM #104
Wellby10
Date Joined: Feb 5, 2011
Posts: 422
Mieaal continues to hack at the automaton, seeing that it is on it's last wheels.

OA Show

1d20+24=31 Misses w/ penalty

Actions Show

Take 20 damage
Standard: Righteous Smite vs. R2
1d20+24=30 Hits for 16 damage. T, R, A, E, C, and Mieaal gain 9 THP
Heal: invisiblecastle.com/roller/view/3960314/ 18 HP

Move: Shift to G13

Minor: Lay on Hands on Seisyll for 39 HP (Mieaal's surge value+7)
Save: invisiblecastle.com/roller/view/3960315/ 20, success


Statblock Show

AC: 35 Fort: 29 Ref: 31 Will: 32
HP: 72/125 Surges: 5/13 Surge Value: 31 
Status: Tagged

[]Knack for Success
[X]Divine Mettle/Divine Strength
[X][][][]Lay on Hands (uses Mieaal's surge value+7 HP)
Divine Challenge (-3 penalty to attacks, slows target until start of Mieaal's turn when triggered. Slide 1 when triggered after attack is resolved. When I Sanction an adjacent enemy, I can slide it 1 square. When I hit a Challenged target, I can Sanction an enemy adjacent to it. When a Challenged target hits me, I gain 4 temporary hit points)
Ardent Strike

Virtuous Strike
[]Majestic Halo
[]Divine Counter
[X]Righteous Smite
[]Valiant Rush
[X]Resurgent Smite
[X]Reaper's Harvest
[]Guiding Verse
[X]Protecting Smite
[]Constant Shield
[]Castigating Strike
[]Knight's Defiance
[]Liberation 
 
Mieaal will use Divine Counter on the next attack to hit her on any non-AC defense. It reduces the damage by half as an interrupt and marks the target with Divine Sanction. 
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3 months ago  ::  Mar 08, 2013 - 1:43PM #105
WhisperMagellan
Date Joined: Jun 8, 2010
Posts: 2,698

The nightmare construct dares to ignore Eelen's Mark? That is a challenge that cannot stand.
"You useless pile of gears! Time to die. Disassemble. Dead!"
Mechanics Show

Minor:
Move:
Standard:
Immediate: Fighter Challenge
1d20+21=26, 1d8+16=18
REF 26 vs Blades 2 for 18+mark
Probably misses. Wish I'd taken that damage-on-a-miss feat. Oh well


Eelen FrostSilver, level 18 Show

Eladrin, Fighter, Shock Trooper (side of off-hand damage D increases 1, +3 damage 1/round with CA, Action Point: +2 AC & Ref--if Melee attack misses during this time, shift 1 for free)
Build: Tempest Fighter
Fighter: Combat Superiority
Fighter Talents: Tempest Technique
Background: Auspicious Birth
Theme: Guardian

ABILITY SCORES: Show

Str 22, Con 11, Dex 16, Int 13, Wis 19, Cha 9.
Init: +13 Low-Light Vision
Speed 5

Defences: Show

AC: 31 Fort: 21 Reflex: 27 Will: 28
+5 saves vs Charm, Resist 10 Fire, Resist 10 Cold
HP: 139 Surges: 11 Surge Value: 34

Skills Show

TRAINED SKILLS
Perception +22, Endurance +13, Heal +18, Athletics +19
UNTRAINED SKILLS
Acrobatics +11, Arcana +12, Bluff +8, Diplomacy +8, Dungeoneering +13, History +12, Insight +17, Intimidate +8, Nature +13, Religion +10, Stealth +11, Streetwise +8, Thievery +11

FEATS: Show

Two-Weapon Fighting (+1 dam wi Main Weapon when using 2 weapons)
Eladrin Soldier (+2 damage with Longsword and all Spears)
Fey Blades (+1 damage when using 2 heavy blades, 2 light blades, or one of each)
Wary Fighter (wis mod for INIT, +2 Perception & Insight)
Two-Weapon Threat (+3 dam with Opportunity attacks)
Durable (+2 surges)
Deft Blade (attack AC or Ref with Melee Basic)
Two-Weapon Opening (when crit with Main Weapon, make free Basic Melee with off-hand)
Repel Charge (when someone charges me, I get to make Basic Melee Opportunity)
Danger Sense (make 2 INIT rolls, use Higher)

POWERS: Show

Threatening Rush +21 vs AC, 1d8+8 + mark all adjacent enemies UEMNT
Dual Strike +21 vs AC, 1d8+8 + mark UEMNT, attack second target +19 vs AC or Ref, 1d8+7 + mark UEMNT
Basic Melee +21 vs AC or Ref, 1d8+13 + mark UEMNT
Basic Ranged +21 vs AC, 1d6+10 + mark UEMNT
Basic Off-hand Melee +21 vs AC or Ref, 1d8+11 (+2d6 vs Enemies at full HP) + mark UEMNT
Fighter Challenge Immediate Interrupt: Marked enemy shifts or makes an attack that does not include me, +21 vs AC or Ref, 1d8+16 + mark UEMNT
Opportunity Attack +27 vs AC or Ref, 1d8+16 + mark UEMNT + stops movement
Boots of Fencing Master: Minor Shift 2
Who's Next? Move, drop non-minion enemy to 0, Shift speed, Bonus to next damage roll before UEMNT = number of spaces moved
Guardian's Counter Immed Interrupt, CBurst 2, ally within 2 is attacked and I am not included in attack: We shift switch positions. Attack now vs me. After attack, I get to retaliate with Basic Melee.
Walk It Off No Action: I get to made a save vs Ongoing at the beginning of my turn. If failed, I still make a save at end of turn.
Come and Get It CBurst 3, each enemy I can see: Pull 2. Attack all adjacent Enemies: +21 vs AC, 1d8+13 + mark UEMNT
Fighter's Grit Minor: UEMNT ignore Dazed, Immobilized, Slowed, and Weakened
Shocking Twister +23 vs AC, 1d8+13 + mark UEMNT, I can shift one, +19 vs AC, 1d8+11 (+2d6 vs Enemy at max HP)+ mark UEMNT, I can shift one, +19 vs AC, 1d8+13 + mark UEMNT + Dazed, I can shift 1
Scattering Swing CBurst1, Each enemy I can see, +21 vs AC, 2d8+13 + mark UEMNT + slide 1. Miss: Push 1
Tangle Up Free: Hit or Miss enemy with Opportunity Attack: Knock prone + Mark(save ends)
Mountain Breaking Blow +21 vs AC, 3d8+13 + mark UEMNT + push 3, I can shift 3, Must end adjacent.
Lightning Reflex Gloves: Free: take opportunity attack even if already have this turn
Dervish's Challenge
Gale of Steel:
CBurst1, Each enemy I can see, +21 vs AC, 2d8+16 + mark UEMNT. I can then shift 1 and repeat attack against any enemy that I missed the first time
Sunblade: CBurst1 Enemies, +18 vs REF, 2d8 RADIANT
Defender's Armor: Minor, UEMNT, any attack that hits&marks also Dazes(save ends)

ITEMS: Show

Adventurer's Kit, Javelin (3), Defender's Braidmail Armor +3 (resist 10 Fire, resist 10 cold), Sunblade Longsword +3 (damage can be normal or Radiant, 20 squares bright or dim light), Challenge-Seeking Short sword +3 (+2d6 damage vs enemies at full HP), Amulet of Protection +4, Lightning Reflex Gloves (+2 w Opportunity Attacks), Boots of the Fencing Master (+1 to AC and Ref UEMNT after shifting)

Conditional Modifiers:
+3 dam vs Combat Advantage once per round,
+1 AC & Ref after shifting
Action Point: +2 AC & Ref, melee misses = I can shift
+1 to hit anyone who hits my Bonded Charge


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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2 months ago  ::  Mar 20, 2013 - 1:39PM #106
VoyRager
Date Joined: Nov 17, 2009
Posts: 4,480
The piece that clinged from the older adversary's crossbow's bolt exploding into a mechanical living swarm suddenly lit up an eletrical current into Ansmrnil body's forcing the elf to move with a fierce determination with actions that didn't decieved how much pain he was enduring.

The elf's eye seems to flow slowly to the corner of their sockets toward the wheeled monstrosity that Seifreid and he was quickly and roughly dismantling. Upon the sighting the elf leaped passed the wheeled monster while thrusting a burying stab with his spear into it using a throwing fashion that cracked a connection on its arm leading to one of its razor shield it was equipped with. The impact also threw the craft in a tedious angling stance in front of Siefried who saw it as an opportunity to possible place more damge to the volatile creature.

Weaponless now Ansrmil thoughts when to Shiro and Fiddenmar as he took a detailed survey attempt peeering into the purple light field to make out the silhouette of the grayish skinned female and the grayish skinned older male but couldn't find a figure of Fiddenmar in the direction of where the female silhouette was looking and screaming toward. Yet in the right corner of his eyes he saw Shiro attenpting to corner and put down another of the wheeled monsters all by himself as well as looking how such a bad idea that was to attempt to do toe to toe.

Ansrmil turned his head toward his left shoulder and say "Siegfried? Do you know Shiro and Fiddenmar? Let's finiished making garbage of this machine so we can saved their fololish courageous arse and I can inrtroduced you to them."


Gurora hearing Ansrmil's words to  screamed at him loudly "At last! He finally regains his virtuous self! Thank you, Arawai and thank you patrons of Melora of the Wilderness.
Ansmril! Get in there and stop that woman! Slay that beast fast!! It is killing our people for entertainment, get that one before this day is done!!"

Ansmril's Actions Show

Ansmril:
SOTT-Triggers: Takes 20 Lightning damage + 10 damage (Whirling Blades) becoming bloodied
While Bloodied: Survivor's Boots:' properties activates with the following effect:
Ansmril don’t provoke OAs when moving, using ranged powers, or using area powers.
Minor: Hunter's Focus: Effect Until the end of Ansmril's next turn, he gains a +5 power bonus to Perception checks and a +2 power bonus to ranged attack rolls. In addition, he also ignore the penalty for using ranged weapons at long range, and your ranged attacks ignore partial cover and partial concealment.
Standard: Arrow Of Ill Omen (with Short Spear RBA Converted to a MBA Targeting #3 w/Survivor's Boots properties)
vsRumbler #3(AC30) 33vs32 HIT: 19 damage and Anrmil's regains 20hps (Seifried's Vampiric Weapons power's effect) Also Ansmril is no longer bloodied.
Effect: Until the end of the encounter, while Seifred is within 10 squares of Ansmril and hits Rumbler#3 that attack hit becomes a critical hit, and this effect ends. (First Ill Omen d20 attempt for Seigfried was made with this posting.)  
Move: Shift to I12 (Wild Guidance properties)
Free: DC 29 Perception: Ansmril can see Shiro's plight the Rumbler #1, track the silhouettes of the Battle Shadow  and The Forsaken Engineer (Now Partially concealed insted of hidden (Low-light vison+Hunter Focus) thru the purple lighting soup but can't make out where Fiddenmar is.
Saving throw: vsSlowed 1d20=16 SUCCESS and besides the tagged condition; all conditions from the swarm minion ends.
END OF TURN

ANSMRIL'S ROLLS Show


=======================================================

  THE RUMBLERS
 

RUMBLER #1's ACTIONS Show

Recharging Rolls: Wrapped In Armor: 1d20=1 Fails. 
Move: To B07(2), Crash vsShiro(Fort24) (but first) Triggering OA from Shiro
--------------------------------------------------------------------
Shiro's Opportunity Action:

Opportunity Action: Grasping Claws w/-5 to attack roll: vsRumbler(Ref30) 39-5vs30 HIT: 22 damage and Rumbler#1 is slowed UTEO-Shiro's-NT which also prevents the crash attack since the attack movement must be up to speed with the exiting from sharing enemies squares accounted for. Crash attack prevented.
END OF ACTION.



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Move (cont) : Ends where it started on A07
----------------------------------------------------------------------------------

 Standard: Twin Slashing vsShiro(AC34) 26vs34 MISS and Rumbler#1 gets a reroll for half damage 23vs34 MISS.
END OF TURN.  


==============================================

RUMBLER #2's ACTIONS Show

Move: To G14(2), Crash vsMieaal(Fort29) (but first) Triggering OA from Mieaal, Eelen and Seisyll (again!) and since Mieaal marked Rumbler#2 her trigger has priority.
--------------------------------------------------------------------
Mieaal's Opportunity Action:

Opportunity Action (w/-5 to attack roll) : vsRumbler(AC30) 31-5=26vs30 MISS.
END OF ACTION 
 



--------------------------------------------------------------------
Eelen's Opportunity Action:

Opportunity Action: vsRumbler(AC30) : vsRumbler(Ref30) 26vs30 MISS and Rumbler#2 is marked by Eelen's Fighter Challange
END OF ACTION  



--------------------------------------------------------------------
Seisyll's Opportunity Action: one opportunity per turn while one Immediate Reaction/Interrupt power per round.

Immidiate Reaction: Trip the Trap, triggered when the rumbler enters a square adjacent to Seisyll.; 1d20+18=31 vs Reflex 2d6+16=26 and the target grabs combat advantage until the end of Seisyll's next turn.
Opportunity Action: OA with Dancing Rapier 1d20+21=37 1d8+18=23 The Radiant Sigil on the rapier grants Seisyll 15 HP.
END OF ACTION. 



-------------------------------------------------------------------------------------
Move(cont.): Crash (w/Fighter's challenge penalty) vsMieaal(Fort29) 30-2=28vs29 MISS and Rumbler#2 is back on G13 (no charge)
Standard: Twin Slashing vsMieaal(AC35) 31vs35 MISS and Rumbler#2 rerolls for half damage. 40vs35 HIT: 7 damage. 
END OF TURN 


==============================================

RUMBLER #3's ACTIONS Show

Move: To J13(2), Ricochet Strike vsSeigfreid(AC33) (but first) Triggering OA from Seigfried
--------------------------------------------------------------------
Seigfried's Opportunity Action:

Opportunity Action w/-5 to attack roll: Overwhelming Strike vsRumbler(AC30) 41-5=36 HIT: Adding on Ill Omen 1d20=16 AUTO-CRIT 26 damage + Critical Hit bonuses pending. Rumbler#3 is slid to I13 and Seigfried shifts to I14



--------------------------------------------------------------------
Move (concludes): At I13 
Standard: Converted Into More Ricochet Strikes
to I14(3) Ricochet Strike vsSeigfreid
(Ref32) Provoking OA from Ansmril.
--------------------------------------------------------------------
Ansmril's Opportunity Action:
Oportunity Action: Melee Unarmed Attack vsRumbler#3(AC30) 36-3(no enh)-2 (no prof)=31vs30 HIT: 5 damage 
---------------------------------------------------------------------
Standard(cont): Ricochet strike vsSeigfreid concluding with 39vs36 CRITICAL HIT: 17 damage 
to J13,(4)
to I12(6) Ricochet Strike vsAnsmril
(Ref29) 25vs29 MISS.
to I13,(7)
to I14 (9) Crash vsSeigfreid(Fort29) 34vs29 HIT: 10 damage and Seigfried is pushed toJ15 and Rumbler#3 shifts to I14 
(When what was first rolled maintains validity then that the roll that will be accounted.) 
Saving Throws: vsDeafened 1d20=15 and Deafened condition ends 
END OF TURN.



Rumbler #1's, #2's, and #3's turn rolss Also Seigfreid's and Ansmril's OA's ROLLS Show
==================================================


 MAP Show =======================================================================
2FloorDown TRACKER Show

Ansrmil's (Wild Guidance) Aura 3: Allies within of aura starts his or her turn in the aura, that ally can shift up to 2 squares as a move action during their turn.

The Torchieres have A Counter-Measures Effect On Ansrmil's Aura Power: The aura remains as a personal ability while Ansmril is under the conditons of the strange purple light's aura.

Allies in Storm Spirit Zone between E09-E16/N09 N016 does +1d6 additional damage in thunder damage to enemies in zone (Note: Rumblers are immuned to lightning damage and regains up to 20hps in trade for up to 20 lightning damage.)

¥ = Spirit Regeneration: Until the end of the encounter, Mieaal And Eelen while bloodied has regeneration 5. The regeneration increases to 10 when either of them are adjacent to Ansmril's Spirit Companion.

This color denoted that the PC is in the Battle Shadow's Contagious Despair aura 2; Effect: Natural creatures within the aura receive a –2 penalty to die rolls for attack, damage, skills and saving throw rolls.

*# = Threatened by Whirling Blades this number of instances at the start of this character next turn.

Animate Swarm Effects: Occupies 4 adjacent squares and can enter as well as share other creatures’ squares without either taking squeezing penalties. Any enemy starting a turn or entering any of the squares occupied by an animated swarm is dealt 10 lightning damage while gaining 5 ongoing lightning damage and slowed, (ongoing is compoundable per triggering instances with save ending all instances)

Tagged is having Animate Swarm components attached means the targeted PCcan spend a standard action or any of target’s allies on an adjacent squares can spend a minor action to end the target's tagged condition, if tagged condition is end by an ally then all adjacent creatures to tagged target is dealt 5 lightning damage.

F = Forsaken engineer or the small automaton can gain combat advantage by flanking with tagged enemies or when target is adjacent to two or more of either tagged enemies or animates. When weapon damage dealt to target granting combat advantage by tagged targets’ assistance or summoned animates, its deals an additional +1d10 lightning and force damage.

This color indicates creature is under Shiro's Jaws of Ice Aura's effects: Shiro activate an aura 1 that lasts UTEO-Encounter or until dismissed as a minor action. Shiro's Enemies are slowed and cannot shift while in the aura. In addition, any enemy that ends its turn in the aura takes 10 cold damage and is grabbed.

Token (Map Position) PC's Name - Player {remaining HPs/Max Hps}{Action pts/ttl}-(Initiative)

S (B07) - Shiro -- Calcipher27 {34/112}bloodied AP {1/1}-- (I=33)
F Shiro have a saving throw pending for the slowed condition.
Shiro is holding a charged psychic shortsword.
Shiro's Defs Show
AC: 34/33 Fort: 24/24 Ref: 27/28 Will: 29/29, Wolf's Vitality: UTEOT-Encounter while in beast form has +1 to speed; while bloodied and in beast form has Regeneration 4 HS: 9/9

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

R (K14) - Siegfried-- SNIPER4HIRE7 {87+9THPs/139} AP {1/1}--(I=33)

Siefried Defs Show
AC: 36 Fort: 29 Reflex: 32 Will: 33; Resist ??-Fire, ??-Cold +?? saves vs ???? HS: 8/8

==========================================================
 
#1 (A07) - Rumbler Automaton -- Enemy {67/212}bloodied -- (I=33)
Regeneration 10 activated can't shift UTEO-Its-NT. (read defs below c/Jaws Of Ice implement power) Marked by Eelen
Rumbler Automaton's Defs Show
AC 30; Fortitude 31, Reflex 30, Will 28 Speed 10 Resist: 10 Fire, 10 Thunder Immune: lightning, disease, poison, non-weapon effects causing prone, immobilized, slowed or grabbed conditions, attacks targeting will defense. Regeneration: Regains 20 hps when taking lightning damage

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

#2 (G13) - Rumbler Automaton -- Enemy {00}-- (I=33)
Rumbler Automaton's Defs Show
AC 30; Fortitude 31, Reflex 30, Will 28 Speed 10 Resist: 10 Fire, 10 Thunder Immune: lightning, disease, poison, non-weapon effects causing prone, immobilized, slowed or grabbed conditions, attacks targeting will defense. Regeneration: Regains 20 hps when taking lightning damage

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

#3
(I14) - Rumbler Automaton -- Enemy {27/212}bloodied -- (I=33)
Regeneration activated.
#3 is deafened (save ends)
Rumbler Automaton's Defs Show
AC 30; Fortitude 31, Reflex 30, Will 28 Speed 10 Resist: 10 Fire, 10 Thunder Immune: lightning, disease, poison, non-weapon effects causing prone, immobilized, slowed or grabbed conditions, attacks targeting will defense. Regeneration: Regains 20 hps when taking lightning damage

===================================================

M (G13) Mieaal
-- Welby10 {57+9THPs/125}bloodied AP {1/1}-- (I=31)yur up
¥+F : Mieaal is tagged and while tagged unless she in a square outside of the swarm ATSO-her-NT she will take 20 lightning damage, triggered a 5 ongoing lightning damage and slowed(saves end both), (this ongoing is compoundable per triggering instances with one save ending all instances).
Mieaal's Defs Show
AC: 35/35 Fort: 29/28 Ref: 31/31 Will: 32/32, HS: 12/13

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

F
(?D03?) -
Fiddenmar -- Astromath {
93/109} AP {0/1}-- (I=31)
Hidden from everyone but the Forsaken Battleshadow. While within the The Forsaken Battleshadow Contagious Despair aura (2) receiving a –2 penalty to die rolls for attack, damage, skills and saving throw rolls. Has vulnerable psychic 5 UTEO- Forsaken Battleshadow's-NT and grants combat advantage (save ends).
Fiddenmar's Defs Show
AC: 31/31 Fort: 25/25 Ref: 30/30 Will: 27/27 HS: 7/7. +3 item bonus to defenses vs ranged attacks of 5 squares or more sqs.
=========================================

G
(L/M12-13) - Guardian Automaton -- Enemy {95/149} -- (I=30)
Shield Slam uncharged @5,6
Guardian Automaton's Defs Show
AC 34/34, Fortitude 32/32, Reflex 34/34, Will 32/32 Speed: Stationary Resist: 20 fire Immune: charm, disease, fear, poison, blinded, sleep, forced movement, teleportation. Saving Throws: +2 against ongoing damage
 
-----------------------------------------------------------------------------------------

S - (E02) - Forsaken Battle Shadow-- Enemy {434/434} AP {1/1} P.Pts {5/5} -- (I=30)
Besides from Fiddenmar has total concealment and hidden from all her enemies. Granted combat advantage versus Fiddenmar UTEO-her-NT. Longsword hovering over E03(5up)
Forsaken Battle Shadow's Defs Show
AC: 37/37 Fortitude: 35/35 Reflex: 36/36 Will: 32/32 Speed 6 Fly 6 (hover 2) Immune: Blinded, Gaze Resist: 15 Psychic Saving Throw: +2; +4 against ongoing damage (non-compounding); Forged As Foe (X)

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

I
- (O06) Forsaken Artificier -- Enemy {180/194} P.Pts {4/4} -- (I=30)
Has +2 to all defenses while the summoned automaton is adjacent to him. Scecpter-staff is unmanned on N14. Lightning Tail uncharged @6
Forsaken Artificier's Defs Show
AC 34 Fortitude 33, Reflex 33 Will 32 Speed 6 Immune blinded, gaze, lightning


4 - (O07) Summoned Automaton -- Enemy {68/97} -- (I=30)

Forsaken Artificier's Defs Show
AC 34 Fortitude 33, Reflex 33 Will 32 Speed 5 Immune: Lightning, disease, blinded, gaze, charm, fear, poison, sleep Resist: 15 Force Regeneration: {*} Speed 7


5
- (A/B07-08) Summoned Swarm Automaton -- Enemy {1/1/0 thps} -- (I=30
Half damage from weapon & ranged attacks, vulnerable to area attacks, Missed attack never damages a minion.

Forsaken Artificier's Defs Show
AC 32 Fortitude 32, Reflex 32 Will 32 Speed: 4 Immune: Lightning damage Regeneration: Gains temporary hit-points equaling the amount of lightning damages recieved.
 

6 - (F13/14, G14, H14) Summoned Swarm Automaton -- Enemy {0/0/0 thps} Show
-- (I=30)
Half damage from weapon & ranged attacks, vulnerable to area attacks, Missed attack never damages a minion.
 
Forsaken Artificier's Defs AC 32 Fortitude 32, Reflex 32 Will 32 Speed: 4 Immune: Lightning damage Regeneration: Gains temporary hit-points equaling the amount of lightning damages recieved.

 ====================================================


E(F12) - Eelen FrostSilver--Whispermagellen{81+1d6/139} AP{1/1}--(I=28)
¥+F
 
Eelen FrostSilver Defs Show
AC: 31 Fort: 21 Reflex: 27 Will: 28 +5 saves vs Charm, Resist 10 Fire, Resist 10 Cold HS: 8/11

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

A (H14) - (→
Ansmril ←CLICK HERE)-- VoyRager {68+9THPs/109} AP {0/1} -- (I=27)
Ansmril is tagged and while tagged unless he in a square outside of the swarm ATSO-his-NT he will take 10 lightning damage, triggered a 5 ongoing lightning damage and slowed(saves end both), (this ongoing is compoundable per triggering instances with one save ending all instances).
Ansmril's Defs Show
AC: 33 Fort: 25 Ref: 29 Will: 28 HS: 7/8

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

T
(F14)
- Seisyll--0akenshield9 -- {104/121} AP{1/1}-- (I=19)

UTEOT-Encounter or ntil this condition is end by a dazed condition placeed in the stead this condition by Seisyll's has on his rapier, the rapier also deals radiant damages with what damage it dealt by it.

Seisyll's Defs Show
AC 34/34 Fort 32/32 Ref 32/32 Will 27/27 Resist 0(All), HS: 12/12

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

G (D13) - Gurora-- NPC {???/???} AP {1/1}--(I=)

Gurora Defs Show
AC: ?? Fort: ?? Reflex: ?? Will: ??; Resist ??-Fire, ??-Cold +?? saves vs ???? HS: ??/?? Gurora stats is on my profile page.

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Mieaal, Fiddenmar! Yur Up! 
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2 months ago  ::  Mar 21, 2013 - 6:51AM #107
Astromath
Date Joined: Sep 20, 2007
Posts: 6,201
Fiddenmar is looking deperate to get out of the corner he's in.  So he takes a gamble and shoots the Shadow point-blank while leaving himself open to an attack and hopes his defenses hold up.  Seeing that he hits he tumbles past the Forsaken beast to land running toward the basin to retrieve the sword there then head over to Ansrmil to hand him the sword.  Turning back he looses another arrow at the Forsaken, but in his rush his aim was off.

Ansrmil, take this.  Fiddenmar says in his reedy voice.  Use this to disarm the enemy.  At least I think it works that ways since it was used against me to do that maneuver. 

Fiddenmar Mechanics Show
Fading Shot vs S:  Attack (+CA) vs AC, damage (+HQ): (1d20+22+2=39,  1d10+9+2d8=27)  Hit! for 27 damage and Fiddenmar shifts to G4
Provokes OA but Fiddenmar has +4 to AC against OAs from using a ranged attack (Hunter Fighting Style). 
Move:  to E6
Minor:  take sword from basin
Free:  Action Point:  Move:  to H11 (extra move from paragon path feature)
Free:  Hand Ansrmil the sword 
Standard:  Fading Shot vs S:  Attack (+CA) vs AC, damage (+feat): (1d20+22+2=26,  1d10+9+2=18)  Miss for no damage and no shift.
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