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Switch to Forum Live View The New Mercenaries
6 months ago  ::  Nov 28, 2012 - 2:36PM #21
AllGame1
Date Joined: Jun 11, 2012
Posts: 94
Newt moved into the graveyard on Mizuki's right and crouched behind the gravestone two over from him and next to the last one in the first row of gravestones.

After a quick look around Newt looked over her left shoulder at the others for a sign on their next move.  
IC Show

Crossbow has a Alchemist's Spark Bolt loaded in it.
Minor: DC +11 Stealth (InvisibleCastle isn't working?)
Move: To R17
Minor: DC +9 Peception.

Initiative: +4
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6 months ago  ::  Nov 29, 2012 - 7:16AM #22
Wellby10
Date Joined: Feb 5, 2011
Posts: 422
Flint moves forward with his spear ready, watching for an ambush. He signals to his allies if he sees possible hostiles.

Actions Show
 
Greatspear is out

Move: L20 

Full Round Actions

Move: O17 
Stealth: 1d20+1=14

Use Eyes of the Hawk utility power
Perception: 1d20+15=22 

Initiative 1d20+2=12
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6 months ago  ::  Nov 29, 2012 - 9:13AM #23
VoyRager
Date Joined: Nov 17, 2009
Posts: 4,472
Welby10's DC 22 And Games1's DC19 Perception:
Newt noticed immediately that the ground thru the gate had was pound down and filled with many tracks and other indications of constant traffic that has been taken place thru the gates and as well as seen signs inside of the same.

Welby10 DC 22 Perception:
It was Flint who moved in cautiously and ready for anything while making a detailed measure on the graveyard's scene that caught a slight sound and then a motion drawn his eyes to a shadow all the way across the small graveyard on the left in front of a dugout mound of dirt in front of the far fence of the graveyard borders. Flint discern the hidden figure shadow as an armored hobgoblin riding on an unmistaken figure of a Clawfoot Drakes in wait lurking there. Flint then focused to hear and locate more straining on a drake's breathing and discovered two more.

Flint lifted his hand to the last two entering the gate and signal telling them... 


MAP Show

TRACKER Show

Underlined denoted taking ongoing damage.

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

Until the end of the encounter, whenever Hana restore hit points with a healing power, the recipient regains 5 additional hit points.


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

F -- (O17) Flint/Welby10 {0/1AP}{36/36}-- (I=12)

Flint's Def Show
AC: 20/20 Fort: 17/17 Ref: 14/14 Will: 17/17 Surges: -2/?
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

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

N -- (R17) Newt/AllGame1 {0/1AP} {34/34} -- (I=04)

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

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

A
-- (H24) Azer Twiceborn/Karsaroth, {1/1AP} {33/33} -- (I=12)

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

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

H -- (G24) Hana Tailya/Crow{1/1AP} {30/30} -- (I=05)

Hana Tailya's Def Show
AC: 16/16 Fort: 13/13 Ref: 12/12 Will: 18/18

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

M-- (J17) Mizuki Stormreaver/Calcipher27 {1/1AP} {41 /41} -- (I=09)

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

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


Monster's Stats Show

Antecedent Clawfoot Show

X3 Antecedent Clawfoot Level 3 Skirmisher
Medium natural animated (mount, reptile, undead) XP 150


Initiative: +6 Senses: Perception +1
HP 46; Bloodied 23
AC 17; Fortitude 16, Reflex 16, Will 13
Speed 6
Vulnerable: When undead only; 5 Radiant (see Cold Light’s Blessings power below)
Resist: 10 Necrotic, has Resist 5 Fire until bloodied.


Medium Steed


A Medium creature can ride a clawfoot.


Cold Talons (standard, at-will)


+10 vs AC; 1d8+3 cold and necrotic damage.


Clawfoot Charge (while mounted by a friendly rider of 3rd level or higher; at-will) Mount


When a clawfoot’s rider charges, both the clawfoot and the rider make melee basic attacks.


Cold Light’s Blessings ( when first bloodied; encounter)


Antecedent Clawfoot gains -2 penalty to attack rolls with the cold keyword powers and +4 bonus to necrotic damage rolls as well become an undead creature for the rest of the encounter.


Alignment Evil Languages Understands Goblin, Understands Elven
Str 16 (+4) Dex 16 (+4) Wis 11 (+1)
Con 14 (+3) Int 2 (-3) Cha 6 (-1)
Equipment: black crystal amulet
Published in Eberron Campaign Setting, page(s) 42.



Transcending Zombies Show


x?? Transcending Zombie Level 3 Lurker (Minion)
Medium natural animate (undead, ) XP 38


Initiative: +7 Senses: Perception +2 low-light vision
HP 1; a missed attack never damages a minion
AC 17; Fortitude 16, Reflex 15, Will 13
Vulnerable: 5 Radiant
Resist: 10 Necrotic
Speed: 6


Zombie Weakness


Trigger: A creature scores a critical hit against the transcending zombie.
Effect (No Action): The transcending zombie drops to 0 hit points.


Pack Feeders


Transcending zombie gains +2 to all defenses and basic attack rolls versus a target grabbed by an ally and is adjacent to two or more allies.


Slam (standard, at-will)


+8 vs AC; 5 damage.


Grab and Held (standard, at-will)


+6 vs Fortitude; 5 damage, and the transcending zombie shifts up to half its speed pulling the target and any ally grabbing the target the same number of squares toward or into the closest unoccupied open grave. The target is grabbed until escape, and while grabbed the target can make attacks.


Live Food (standard, at-will)


Targets creature this transcending zombie has under a grabbed condition only; +12 vs AC or Reflex (which of the two is highest); 5 ongoing poison damage, vulnerable 2 poison and target is slowed (save ends both)
Effect: On the hit the grab condition ends with the transcending zombie gains a compoundable 5 temporary hitpoints and transcending zombie shifts up to speed toward or enters the closest open grave . If transcending zombie is in an open grave then its starts this effect’s shifting toward the next closest grave.


Instinctive Hunger (immediate reaction, when a grabbed creature escapes from the grave hunger transcending zombie and either moves or shifts away; encounter)


The transcending zombie shifts up to half its speed remaining adjacent to target.


Alignment Unaligned Languages Understands Goblin
Skills: Athletics +9, Stealth +8
Str 16 (+4) Dex 14 (+3) Wis 13 (+2)
Con 11 (+1) Int 4 (-2) Cha 6 (-1)
Published in Dungeon Magazine 176, page(s) 45.



Antecedent Dharkaani Warrior Show


2x Antecedent Dharkaani Warrior Level 4 Soldier
Medium natural animate, hobgoblin (undead) XP 200


Initiative + Senses: Perception +; low-light vision
HP 53; Bloodied 26
AC 20; Fortitude 17, Reflex 15, Will 18
Speed 5
Vulnerable: When undead only; 5 Radiant (see Cold Light’s Blessings power below)
Resist: 10 Necrotic, has Resist 5 Fire until bloodied.


Mounted Combat


Antecedent Dharkaani Warrior is considered to have the mounted combat feat for purposes of commanding his Clawfoot


Flail of Cold Reach (standard, at-will) Cold, Necrotic, Weapon


Reach; +13 vs AC; 1d10+4 cold and necrotic damage and the target is grabbed and treated as immobilized (escape as minor) Also target takes a -2 penalty to all defenses against next attack against it while immobilized.
Effect: The target takes a -2 penalty to all defenses against the first attack made against it by Antecedent Dharkaani Warrior until the end of Antecedent Dharkaani Warrior next turn.


Flail of Tyranny (standard; requires flail, recharge )


Reach; +11 vs AC; 3d8+4 cold damage, and the target is stunned until the end of the Antecedent Dharkaani Warrior’s next turn.


Cold Light’s Blessings ( when first bloodied; encounter)


The Antecedent Dharkaani Warrior gains -2 penalty to attack rolls with the cold keyword and +4 bonus to necrotic damage rolls as well as treated as an undead creature for the rest of the encounter.


Hobgoblin Resilience (immediate reaction, when the Antecedent Dharkaani Warrior suffers an effect that a save can end; encounter)


The Antecedent Dharkaani Warrior rolls a saving throw against the triggering effect.


Alignment Evil Languages Goblin
Skills: Athletics +11, Dungeoneering +10, History +9, Religion +7
Str 16 (+4) Dex 12 (+2) Wis 18 (+5)
Con 13 (+2) Int 13 (+2) Cha 12 (+2)
Equipment: spiked chain, plate armor, black crystal amulet.



Dhakaani Antecedent Chief Show


1x Dhakaani Antecedent Chief Level 6 Elite Controller (Leader)
Medium natural humanoid , hobgoblin XP 500


Initiative +7 Senses Perception +4; low-light vision
Drawing Dearth aura 1; Each non-undead creature in this aura’s zone at the end of their turn takes 5 cold damage and grants combat advantage to all attacks. Any creature remaining in the aura for consecutive turns then at the end of each the next turns loses a healing surge.
HP 146; Bloodied 73
AC 20 (22 with phalanx soldier); Fortitude 18, Reflex 19, Will 18
Saving Throws +2
Speed 6
Action Points 1
Vulnerable: When undead only; 5 Radiant (see Cold Light’s Blessings power below)
Resist: 10 Necrotic, has Resist 5 Fire until bloodied.


Mounted Combat


Antecedent Dharkaani Chief is considered to have the mounted combat feat for purposes of commanding his Clawfoot


Scimitar (standard, at-will) Weapon


Melee 1; +10 vs AC; 1d8+6 damage (crit 1d8+14) and target is pull 1 square.


Guided Scimitar Strikes (standard; requires combat advantage against a target that isn’t adjacent to another enemy; at-will) Arcane, Weapon


The Antecedent Dharkaani Warrior makes two scimitar attacks against up to two targets: Melee 1; +8 vs Will; 1d8+6 cold and necrotic damage (crit 1d8+14) and the target takes a -2 penalty to their AC and Reflex defense until the end of Antecedent Dharkaani Warrior next turn.
Effect: Target is pulled up to 2 square.


Double Blade Flurry (standard, at-will) Weapon


Close burst 1; targets enemies; +11 vs AC and Dhakaani Antecedent Chief may shift 1 to make another close burst 1 attack against new targets; 3d4+4 damage, and Dhakaani Antecedent Chief slides the target 2 squares. The target must end the slide within 2 squares of the Dhakaani Antecedent Chief.


Follow Me (Recharge when first bloodied)


Effect: Dhakaani Antecedent Chief charges an enemy. One or two allies within 5 squares of Dhakaani Antecedent Chiefcan each take a free action to charge different enemies.


Cold Light’s Blessings ( when first bloodied; encounter)


Dhakaani Antecedent Chief gains -2 penalty to attack rolls with the cold keyword powers and +4 bonus to necrotic damage rolls as well as becoming an undead creature for the rest of the encounter.


Dark Cold Resilience 2/Encounter


Trigger: Dhakaani Antecedent Chief or an undead nonminion ally within 5 squares of it is subjected to an effect that a save can end.
Effect: (Immediate Reaction): The creature subjected to the effect can make a saving throw against it. If the attempt saves then target regains 10 hps. If attempt fails target receives 5 temporary hit points


Genuine Finesse (free; usable only while charging; at-will)


Dhakaani Antecedent Chief doesn’t provoke opportunity attacks when leaving the initial square of its charge.


Dhakaani Footwork (free, when Dhakaani Antecedent Chief hits with a melee basic attack; at-will)


Dhakaani Antecedent Chief shifts 1 square.


Phalanx Soldier


A Dhakaani Antecedent Chief gains a +2 bonus to AC while at least one ally is adjacent to it.


Alignment Evil Languages Goblin, Understands Common.
Adjusted Skills: Acrobatics +12, Athletics +12, Arcana +9, Endurance +8, History +6
Str 14 (+5) Dex 19 (+7) Wis 12 (+4)
Con 17 (+6) Int 12 (+4) Cha 16 (+6)
Equipment: chain armor, double scimitar, black crystal amulet


Published in Monster Manual 2, page(s) 132, Dungeon Magazine Annual, page(s) 137, Dungeon Magazine 167, page(s) 13.



Dreadmaster’s Acolyte Show


Dreadmaster’s Acolyte Level 6 Controller
Small natural humanoid (goblin) XP 250


Initiative +5 Senses Perception +7; low-light vision
HP
51; Bloodied 25
AC: 20 Fort: 17 Ref: 17 Will: 18
Speed 6
Immune Necrotic
Vulnerable While under a radiance keyword power's condition is weakened with vulnerable 5 radiant and loses resist 5 radiant.
Resist 5 all (until first bloodied) Regeneration 5 (while bloodied)


Traits


Defeated


Effect: The dreadmaster’s acolyte loses a minor action as long as an enemy is adjacent to her each of her turns and enemies adjacent to her are weakened and takes 5 psychic damage (1/round) at the start of their turn. Whenever an enemy is no longer adjacent to the dreadmaster's acolyte the enemy remains weakened (save ends).


Standard Actions


Mace (standard, at-will) Radiant, Necrotic, Implement,


Melee or Ranged 10 +9 vs Ref, high crit. 1d6+4 radiant damage and target takes 5 ongoing radiance and necrotic damage
Effect: On the hit target takes –2 penalty to attack roll until the end of target next turn.
Miss: Reroll attack and use new results
After-Effect: Target takes a –2 penalty to its next attack roll.
This is a basic attack and it doesn’t provoke opportunity attacks.


The Giver, The Taker (standard, recharge ) Implement Radiance, Necrotic


Area burst 1 within 10 centered on an undead minion ally within range (targets all creatures in burst)
Effect: Triggering undead ally is reduced to 0hps and targets in burst takes 5 ongoing radiance and necrotic damage (saves end)


Minor Actions:


Invitations (minor, encounter) Psychic, Implement, Weapon


The minor action spent for this power can also be accounted toward the defeated trait power.
Close burst 5 (targets enemies) +9 vs. Will, and hit targets are pulled 5 squares.


Reanimate (minor, 2/encounter) Healing


Effect: Dreadmaster’s Acolyte chooses a target dead nonminion creature within 10 squares of her that was a living creature. The target is restored to life until the end of the encounter as a level 4 undead minion ally with 17 to all defenses, speed 4, gains resist 5 necrotic and radiant and stands up as a free action and this dreadmaster’s acolyte regains 10 hitpoints, and +1 to defense until the end of her next turn. The target acts on this dreadmaster’s acolyte’ initiative placement, can only make slam attacks of +10 vs AC (one creature) dealing on the hit 6 damage.


Other Actions:


Goblin Tactics (Immediate Reaction, triggered when dreadmaster’s acolyte is missed by a melee attack; at will)


Effect: Dreadmaster’s acolyte shifts 1 square.


Dredging (immediate interrupt, when an undead minion ally within 10 squares is missed by a melee or reach attack, at-will) Radiance, Necrotic, Implement


Area burst 1 within 10 centered on an undead minion ally within range (targets all creatures in burst)
Effect: Triggering undead minion ally may shift 1 and is reduced to 0hps. Targets in burst takes 5 ongoing radiance and necrotic damage (saves end)


Scepter Of Bane (Free, the dreadmaster’s acolyte score a critical hit with an implement attack, encounter.) Psychic, Implement


Effect: Attack’s target(s) is dominate until the end of the dreadmaster’s acolyte’s next turn.


Alignment Evil Languages Goblin, Common,
Skills: Insight +12, Intimidate +12, Religion +7, Thievery +6, Dungeoneering +9, Stealth +6.
Str 10 (+3) Dex 12 (+4) Wis 18 (+7)
Con 13 (+4) Int 9 (+2) Cha 18 (+7)
Equipment: Scepter Of Bane (mace size) +1, chainmail , light shield .


These are young, dangerous and ambitious students of Darguun's dreadmasters with an unique mace with a metal bust resembling an orc-like head and under closer inspecton a small black crystal splinter can be found in between and above its eyes.
When dreadmasters or one of their acolytes' choose to demonstrate a different dedication for their pledges to their country with loyalties toward The Mockery Cult's designs even Darguun strong military becomes scarce when they approach.
The Mockery Cult positions with Darguun's new government designs and attempts to win loyalty from all of its regional's goblin-kind populations and tribes is considered more questionable than favorable.




CROW AND KARSAROTH YUR TURN TO ENTER THE GATE:

MAKE A MOVE ACTION TOWARD OR THRU THE GATE THEN A FULL TURN OF ACTION BEYOND THE GATE'S OPENING AND AFTER ALL THIS ROLL YOUR INTIATIVE.


REMEMBER:

A DC ROLL COST A MINOR ACTION AND YOUR PASSIVES TRIGGERS (1O+PERCEPTION AND INSIGHT SKILL SCORES ONLY) WITH HARD INFORMATION ONLY (DC 19s).

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I'm a fighter...  --

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6 months ago  ::  Dec 01, 2012 - 4:04AM #24
TheOneWhoCallCrow
Date Joined: May 14, 2010
Posts: 1,500
Hanna moves to R 21 and tries to hide in the ditch. (take 10, sleath 7)

Intiative is 5.
invisiblecastle.com/roller/view/3807793/
 
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6 months ago  ::  Dec 01, 2012 - 9:58AM #25
VoyRager
Date Joined: Nov 17, 2009
Posts: 4,472

Dec 1, 2012 -- 4:04AM, TheOneWhoCallCrow wrote:

Hanna moves to R 21 and tries to hide in the ditch. (take 10, sleath 7)

Intiative is 5.
invisiblecastle.com/roller/view/3807793/
 


IC @Crow: c/Map Location Show


You must mean R21 because R19 puts you between the fence and the mound that surrounds the graveyard blocking all line of sight into it.  If you didn't mean R21 let me know where, please.
Who/What Am I? Show
"I might have been a hmmm... eh-eh well, y'kno but, instead"
I'm a fighter...  --

peacekeepermedc.gif
                 -- ...not a lover.
This signature concept is from "http://www.pathguy.com/index2.htm"
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What I Doing Here? Show

@MTG Forums.
Contestant: A Contest Like No Other hosted by Fakeartist.
An Angelic Aspect In The Wild, Wild World Of The Mata Hari's Agency.

@DnD Forums.
Digital Artist In Training: What Do YOU Think MY Character Looks Like's Thread - @4e Character Development forum.
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)
Player (Blyne Munro) - Happy-Go-Lucky Scout/Explorer (Warlock 4e) Domain of Shadows-Darkness Falls - Play By Post Haven (DM by WhisperMagellan)
Player (Ansmril) - Vistani Blessed Psalmist (Bard/Shaman 4e) The Dragon Below Can't Have It This Good - (And I'm The DM)
DM - The Young Mercenaries/Ps'V-GoodShip Drow Diplomacy.
DM - The Unlikely Diplomats/Ps'V- GoodShip Drow Diplomacy.
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Referee - People Of Oz @Dorothy's Kansas Games(inactive).
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6 months ago  ::  Dec 02, 2012 - 4:25AM #26
Karsaroth
Date Joined: Mar 9, 2009
Posts: 352
Azar moves to J23, then:

Move: L21
Standard: Triggered action when an enemy is in range (10) - Guardian Harrier
Initiative = 12
 
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6 months ago  ::  Dec 05, 2012 - 1:24AM #27
VoyRager
Date Joined: Nov 17, 2009
Posts: 4,472
IC Initiative Rolls Show

W3 (Chief) =26
Dreadmaster Acolyte=18
W2 =06
W1 =22
(1d20+7=26, 1d20+2=22, 1d20+2=6, 1d20+5 =18)


The dreadmaster Acolyte came walking slowly out of the door on the right of the tomb building in the rear left of the graveyard screaming across the graveyard from the entrance gate
"Welcome To The Passage To The Deep Lands"

She momentarily pause in her words when she saw some of the adventurers crouching behind headstones and ridges or standing in plain sight.


She cried out to Flint "Cat-Warrior!! You here! With new constables too and early!! Hmm, been early surprises me but will change!!"

Then the crystal on the Acolyte's skull shaped mace begin glowing and three badly discolored hobgoblin can charging from both side of the two tomb buildings on the far left and far right riding fitting discolored Clawfoot drakes. One of the drakes with rider was moving toward Muziki in unbelievable speed (Chief's Move Action's Follow Me Power Assisted)
Muziki managed to fend away the drake's attack yet the creature's rider took full advantage of the distracted battlemind to swing his flail up, over and in catching Muziki attention with physical pain.
SURPRISE ROUND ACTIONS Show

Dreadmaster Acolyte:
Move: To K08

Chief (M3)
Move: Follow Me - to K13 and M1(Targets Clawfoot w/rider) to E17
END OF SURPRISE TURN

Warrior (M1): (On E17)
Standard: Clawfoot Charge To H18 vsMuzuki(AC22):
Talons: 17vs22 MISS
Flail: 21vs21 HIT: 7 Cold Damage
END OF SURPRISE TURN

M2:
Move: To W17
END OF SUPRISE ROUND

(1d20+10=17, 1d8+3=7, 1d20+11=21, 1d10+4=7)


The acolyte then shouted "I will entrusted my new ascending warriors to bring decend you in. They are not all well yet but ascended well beyond your early condition, Cat-Man"

Then the female necromancer once again lifted her now fully glowing mace and this time Flint knew this angling and pulled himself quickly against the headstone cover!

IC ACOLYTE'S 1ST ROUND ACTIONS Show

Acolyte (On K08)
Standard: Ranged Basic Mace Attack vsFlint(AC20) w/-5 Superior Cover 9vs20 MISS. Reroll 21vs20 HIT: 6 Radiant and Necrotic Damage and Flint takes 5 ongoing radiance and necrotic damage .
Move: Shift to crouching on L08. May have Superior Cover by Headstone from ranged attacks.
END OF TURN.


The black light ray followed thumping against the headstone to seeked Flint who was behind headstone will good cover its prolonged beam crawled outlining the mason's cut object until finding a small exposed area of the Shifter's body stinging the cat-warrior and placing that familiar lingering discomfort into him

The largest of all the grumesome raggedy garb hobgoblin carry a double-end double-blade scimitar kept closing the space between him and Newt's cover. As the large warrior riding the equally impressive drake came around the headstone that newt was using for cover they both strike at her yet only the drake creature manage to get by her defenses.

IC WARRIOR(M3) ACTIONS Show

Stanard: Clawfoot Charge Attack To Q17:
Talons: vsNewt(AC19) 30vs19 CRITICAL HIT: 11 cold and necrotic damage.
Scimitar: vsNewt(AC19) 11vs19 MISS.
END OF 1st ROUND TURN

(1d20+9-5=9, 1d20+9-5=21, 1d6+4=6, 1d20+10=30, 1d8+3=11, 1d20+10=11, 1d8+6=7)[/url]


Acolyte looking proud watching her newest created Mockery's members Continued on vebally taunting Flint. "I've offering a lot of gold for your ascension and you brought your body here yourself?
Would you believe I knew since the day my bears you bested caught your scent on my warchief's last body that you will come and come to call the Deep Lands' Passage your new home but I didn't expect you to come walking you aren't leaving walking."

MAP Show


TRACKER Show

This color on the hps total indicates PC taking ongoing damage.

This color indicates creature is subjected by Dharkaani's Chief's Drawing Dearth aura 1; Each non-undead creature in this aura’s zone at the end of their turn takes 5 cold damage and grants combat advantage to all attacks. Any creature remaining in the aura for consecutive turns then at the end of each the next turns loses a healing surge.

This color indicates 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

Until the end of the encounter, whenever Hana restore hit points with a healing power, the recipient regains 5 additional hit points.


This color indicates that the PC is adjacent to The Dreadmaster Acolyte and is weakened while taking 5 psychic damage (1/round) at the start of the PC's turn. Whenever an enemy is no longer adjacent to the dreadmaster's acolyte the enemy remains weakened (save ends).

Map Symbol(Map Position) Name {AP} {Remaining HPs/Max,HPs} (Initiative)


M3/W3 -- (Q17) Dharkhaani Chief/NPC  {1/1AP}        {131/146}       -- {I=26}
M3/C3 -- (Q17) Clawfoot Mount/NPC                            {46/46}           -- {I=26}
Both marked  by Flint. Phalanx bonus active while riding
W3's/C3's Def Show

Dharkhaani Chief: AC 20 (22 with phalanx soldier); Fortitude 18, Reflex 19, Will 18 Saving Throws +2
Mount: AC 17; Fortitude 16, Reflex 16, Will 13
Both has Resist 10 Necrotic also until first bloodied Resist 5 Fire then afterward gains Vulnerable 5 Radiant

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

A -- (K08) --Dreadmaster’s Acolyte/NPC                    {51/51}                          -- {I=18}
Dreadmaster's Acolyte's Defs Show
AC: 20 Fort: 17 Ref: 17 Will: 18
Resist 5 all (until first bloodied) Regeneration 5 (while bloodied)
Immune Necrotic.
Vulnerable While under a radiance keyword power's condition is weakened with vulnerable 5 radiant and loses resist 5 radiant.

______________________________________________________
F -- (O17) Flint/Welby10                        {1/1AP}         {30/36}                      -- (I=12)
Crouching with superior cover from Acolyte's ranged attacks.
Flint's Def Show
AC: 20/20 Fort: 17/17 Ref: 14/14 Will: 17/17 Surges: -2/?
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

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

A
-- (L16) Azer Twiceborn/Karsaroth,  {1/1AP}              {33/33}                      -- (I=12)

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

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

M-- (I17) Mizuki Stormreaver/Calcipher27 {1/1AP}        {35+2THP/41}           -- (I=09)

Mizuki Stormreaver's Def Show
AC: 21 Fort: 14 Ref: 16 Will: 16 Surges: 10/10 Resist: 1

_____________________________________________________

M1/W1 -- (H18) Dharkhaani Warrior/NPC                    {35/53}                           -- (I=06)
M1/C1 -- (H18) Clawfoot Mount/NPC                           {46/46}                           -- (I=06)
Both mark by  Mizuki
W1's/C1's Def Show
Dharkhaani Warrior: AC 20; Fortitude 17, Reflex 15, Will 18
Mount: AC 17; Fortitude 16, Reflex 16, Will 13
Both has Resist: 10 Necrotic also Resist 5 Fire until first bloodied then gains Vulnerable 5 Radiant Has Vulnerable 5 Radiant and -2 penalty to weapon attack rolls and +4 bonus to necrotic damage rolls as well as treated as an undead creature UTEOT-Encounter.

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

M2/W2 -- (W17) Dharkhaani Warrior/NPC                 {53/53}                               -- (I=06}
M2/C2 -- (W17) Clawfoot Mount/NPC                        {46/46}                                -- (I=06)

W1's/C1's Def Show
Dharkhaani Warrior: AC 20; Fortitude 17, Reflex 15, Will 18
Mount: AC 17; Fortitude 16, Reflex 16, Will 13
Both has Resist: 10 Necrotic also Resist 5 Fire until first bloodied then gains Vulnerable 5 Radiant

_____________________________________________________

H
-- (R21) Hana Tailya/Crow           {1/1AP}               {30/30}                               -- (I=05)

Hana Tailya's Def Show
AC: 16/16 Fort: 13/13 Ref: 12/12 Will: 18/18

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


N -- (R17) Newt/AllGame1              {1/1AP}                {23/34}                               -- (I=04)

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

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


Monster's Stats Show

Antecedent Clawfoot Show

X3 Antecedent Clawfoot Level 3 Skirmisher
Medium natural animated (mount, reptile, undead) XP 150


Initiative: +6 Senses: Perception +1
HP 46; Bloodied 23
AC 17; Fortitude 16, Reflex 16, Will 13
Speed 6
Vulnerable: When undead only; 5 Radiant (see Cold Light’s Blessings power below)
Resist: 10 Necrotic, has Resist 5 Fire until bloodied.


Medium Steed


A Medium creature can ride a clawfoot.


Cold Talons (standard, at-will)


+10 vs AC; 1d8+3 cold and necrotic damage.


Clawfoot Charge (while mounted by a friendly rider of 3rd level or higher; at-will) Mount


When a clawfoot’s rider charges, both the clawfoot and the rider make melee basic attacks.


Cold Light’s Blessings ( when first bloodied; encounter)


Antecedent Clawfoot gains -2 penalty to attack rolls with the cold keyword powers and +4 bonus to necrotic damage rolls as well become an undead creature for the rest of the encounter.


Alignment Evil Languages Understands Goblin, Understands Elven
Str 16 (+4) Dex 16 (+4) Wis 11 (+1)
Con 14 (+3) Int 2 (-3) Cha 6 (-1)
Equipment: black crystal amulet
Published in Eberron Campaign Setting, page(s) 42.



Transcending Zombies Show


x?? Transcending Zombie Level 3 Lurker (Minion)
Medium natural animate (undead, ) XP 38


Initiative: +7 Senses: Perception +2 low-light vision
HP 1; a missed attack never damages a minion
AC 17; Fortitude 16, Reflex 15, Will 13
Vulnerable: 5 Radiant
Resist: 10 Necrotic
Speed: 6


Zombie Weakness


Trigger: A creature scores a critical hit against the transcending zombie.
Effect (No Action): The transcending zombie drops to 0 hit points.


Pack Feeders


Transcending zombie gains +2 to all defenses and basic attack rolls versus a target grabbed by an ally and is adjacent to two or more allies.


Slam (standard, at-will)


+8 vs AC; 5 damage.


Grab and Held (standard, at-will)


+6 vs Fortitude; 5 damage, and the transcending zombie shifts up to half its speed pulling the target and any ally grabbing the target the same number of squares toward or into the closest unoccupied open grave. The target is grabbed until escape, and while grabbed the target can make attacks.


Live Food (standard, at-will)


Targets creature this transcending zombie has under a grabbed condition only; +12 vs AC or Reflex (which of the two is highest); 5 ongoing poison damage, vulnerable 2 poison and target is slowed (save ends both)
Effect: On the hit the grab condition ends with the transcending zombie gains a compoundable 5 temporary hitpoints and transcending zombie shifts up to speed toward or enters the closest open grave . If transcending zombie is in an open grave then its starts this effect’s shifting toward the next closest grave.


Instinctive Hunger (immediate reaction, when a grabbed creature escapes from the grave hunger transcending zombie and either moves or shifts away; encounter)


The transcending zombie shifts up to half its speed remaining adjacent to target.


Alignment Unaligned Languages Understands Goblin
Skills: Athletics +9, Stealth +8
Str 16 (+4) Dex 14 (+3) Wis 13 (+2)
Con 11 (+1) Int 4 (-2) Cha 6 (-1)
Published in Dungeon Magazine 176, page(s) 45.



Antecedent Dharkaani Warrior Show


2x Antecedent Dharkaani Warrior Level 4 Soldier
Medium natural animate, hobgoblin (undead) XP 200


Initiative +2 Senses: Perception +2; low-light vision
HP 53; Bloodied 26
AC 20; Fortitude 17, Reflex 15, Will 18
Speed 5
Vulnerable: When undead only; 5 Radiant (see Cold Light’s Blessings power below)
Resist: 10 Necrotic, has Resist 5 Fire until bloodied.


Mounted Combat


Antecedent Dharkaani Warrior is considered to have the mounted combat feat for purposes of commanding his Clawfoot


Flail (standard, at-will) Cold, Weapon


Reach; +11 vs AC; 1d10+4 cold and necrotic damage


Flail of Cold Reach (standard, at-will) Cold, Necrotic, Weapon


Reach; +13 vs AC; 1d10+4 cold and necrotic damage and the target is grabbed and treated as immobilized (escape as minor) Also target takes a -2 penalty to all defenses against next attack against it while immobilized.
Effect: The target takes a -2 penalty to all defenses against the first attack made against it by Antecedent Dharkaani Warrior until the end of Antecedent Dharkaani Warrior next turn.


Flail of Tyranny (standard; requires flail, recharge )


Reach; +11 vs AC; 2d8+4 cold damage, and the target is stunned until the end of the Antecedent Dharkaani Warrior’s next turn.


Cold Light’s Blessings ( when first bloodied; encounter)


The Antecedent Dharkaani Warrior gains -2 penalty to attack rolls with the cold keyword and +4 bonus to necrotic damage rolls as well as treated as an undead creature for the rest of the encounter.


Hobgoblin Resilience (immediate reaction, when the Antecedent Dharkaani Warrior suffers an effect that a save can end; encounter)


The Antecedent Dharkaani Warrior rolls a saving throw against the triggering effect.


Alignment Evil Languages Goblin
Skills: Athletics +11, Dungeoneering +10, History +9, Religion +7
Str 16 (+4) Dex 12 (+2) Wis 18 (+5)
Con 13 (+2) Int 13 (+2) Cha 12 (+2)
Equipment: spiked chain, plate armor, black crystal amulet.



Dhakaani Antecedent Chief Show


1x Dhakaani Antecedent Chief Level 6 Elite Controller (Leader)
Medium natural humanoid , hobgoblin XP 500


Initiative +7 Senses Perception +4; low-light vision
Drawing Dearth aura 1; Each non-undead creature in this aura’s zone at the end of their turn takes 5 cold damage and grants combat advantage to all attacks. Any creature remaining in the aura for consecutive turns then at the end of each the next turns loses a healing surge.
HP 146; Bloodied 73
AC 20 (22 with phalanx soldier); Fortitude 18, Reflex 19, Will 18
Saving Throws +2
Speed 6
Action Points 1
Vulnerable: When undead only; 5 Radiant (see Cold Light’s Blessings power below)
Resist: 10 Necrotic, has Resist 5 Fire until bloodied.


Mounted Combat


Antecedent Dharkaani Chief is considered to have the mounted combat feat for purposes of commanding his Clawfoot


Scimitar (standard, at-will) Weapon


Melee 1; +10 vs AC; 1d8+6 damage (crit 1d8+14) and target is pull 1 square.


Guided Scimitar Strikes (standard; requires combat advantage against a target that isn’t adjacent to another enemy; at-will) Arcane, Weapon


The Antecedent Dharkaani Warrior makes two scimitar attacks against up to two targets: Melee 1; +8 vs Will; 1d8+6 cold and necrotic damage (crit 1d8+14) and the target takes a -2 penalty to their AC and Reflex defense until the end of Antecedent Dharkaani Warrior next turn.
Effect: Target is pulled up to 2 square.


Double Blade Flurry (standard, at-will) Weapon


Close burst 1; targets enemies; +11 vs AC and Dhakaani Antecedent Chief may shift 1 to make another close burst 1 attack against new targets; 3d4+4 damage, and Dhakaani Antecedent Chief slides the target 2 squares. The target must end the slide within 2 squares of the Dhakaani Antecedent Chief.


Follow Me (Recharge when first bloodied)


Effect: Dhakaani Antecedent Chief charges an enemy. One or two allies within 5 squares of Dhakaani Antecedent Chiefcan each take a free action to charge different enemies.


Cold Light’s Blessings ( when first bloodied; encounter)


Dhakaani Antecedent Chief gains -2 penalty to attack rolls with the cold keyword powers and +4 bonus to necrotic damage rolls as well as becoming an undead creature for the rest of the encounter.


Dark Cold Resilience 2/Encounter


Trigger: Dhakaani Antecedent Chief or an undead nonminion ally within 5 squares of it is subjected to an effect that a save can end.
Effect: (Immediate Reaction): The creature subjected to the effect can make a saving throw against it. If the attempt saves then target regains 10 hps. If attempt fails target receives 5 temporary hit points


Genuine Finesse (free; usable only while charging; at-will)


Dhakaani Antecedent Chief doesn’t provoke opportunity attacks when leaving the initial square of its charge.


Dhakaani Footwork (free, when Dhakaani Antecedent Chief hits with a melee basic attack; at-will)


Dhakaani Antecedent Chief shifts 1 square.


Phalanx Soldier


A Dhakaani Antecedent Chief gains a +2 bonus to AC while at least one ally is adjacent to it.


Alignment Evil Languages Goblin, Understands Common.
Adjusted Skills: Acrobatics +12, Athletics +12, Arcana +9, Endurance +8, History +6
Str 14 (+5) Dex 19 (+7) Wis 12 (+4)
Con 17 (+6) Int 12 (+4) Cha 16 (+6)
Equipment: chain armor, double scimitar, black crystal amulet


Published in Monster Manual 2, page(s) 132, Dungeon Magazine Annual, page(s) 137, Dungeon Magazine 167, page(s) 13.



Dreadmaster’s Acolyte Show


Dreadmaster’s Acolyte Level 6 Controller
Small natural humanoid (goblin) XP 250


Initiative +5 Senses Perception +7; low-light vision
HP
51; Bloodied 25
AC: 20 Fort: 17 Ref: 17 Will: 18
Speed 6
Immune Necrotic
Vulnerable While under a radiance keyword power's condition is weakened with vulnerable 5 radiant and loses resist 5 radiant.
Resist 5 all (until first bloodied) Regeneration 5 (while bloodied)


Traits


Defeated


Effect: The dreadmaster’s acolyte loses a minor action as long as an enemy is adjacent to her each of her turns and enemies adjacent to her are weakened and takes 5 psychic damage (1/round) at the start of their turn. Whenever an enemy is no longer adjacent to the dreadmaster's acolyte the enemy remains weakened (save ends).


Standard Actions


Mace (standard, at-will) Radiant, Necrotic, Implement,


Melee or Ranged 10 +9 vs Ref, high crit. 1d6+4 radiant damage and target takes 5 ongoing radiance and necrotic damage
Effect: On the hit target takes –2 penalty to attack roll until the end of target next turn.
Miss: Reroll attack and use new results
After-Effect: Target takes a –2 penalty to its next attack roll.
This is a basic attack and it doesn’t provoke opportunity attacks.


The Giver, The Taker (standard, recharge ) Implement Radiance, Necrotic


Area burst 1 within 10 centered on an undead minion ally within range (targets all creatures in burst)
Effect: Triggering undead ally is reduced to 0hps and targets in burst takes 5 ongoing radiance and necrotic damage (saves end)


Minor Actions:


Invitations (minor, encounter) Psychic, Implement, Weapon


The minor action spent for this power can also be accounted toward the defeated trait power.
Close burst 5 (targets enemies) +9 vs. Will, and hit targets are pulled 5 squares.


Reanimate (minor, 2/encounter) Healing


Effect: Dreadmaster’s Acolyte chooses a target dead nonminion creature within 10 squares of her that was a living creature. The target is restored to life until the end of the encounter as a level 4 undead minion ally with 17 to all defenses, speed 4, gains resist 5 necrotic, vulnerable 5 radiant and stands up as a free action and this dreadmaster’s acolyte regains 10 hitpoints, and +1 to defense until the end of her next turn. The target acts on this dreadmaster’s acolyte’ initiative placement, can only make slam attacks of +10 vs AC (one creature) dealing on the hit 6 damage.


Other Actions:


Goblin Tactics (Immediate Reaction, triggered when dreadmaster’s acolyte is missed by a melee attack; at will)


Effect: Dreadmaster’s acolyte shifts 1 square.


Dredging (immediate interrupt, when an undead minion ally within 10 squares is missed by a melee or reach attack, at-will) Radiance, Necrotic, Implement


Area burst 1 within 10 centered on an undead minion ally within range (targets all creatures in burst)
Effect: Triggering undead minion ally may shift 1 and is reduced to 0hps. Targets in burst takes 5 ongoing radiance and necrotic damage (saves end)


Scepter Of Bane (Free, the dreadmaster’s acolyte score a critical hit with an implement attack, encounter.) Psychic, Implement


Effect: Attack’s target(s) is dominate until the end of the dreadmaster’s acolyte’s next turn.


Alignment Evil Languages Goblin, Common,
Skills: Insight +12, Intimidate +12, Religion +7, Thievery +6, Dungeoneering +9, Stealth +6.
Str 10 (+3) Dex 12 (+4) Wis 18 (+7)
Con 13 (+4) Int 9 (+2) Cha 18 (+7)
Equipment: Scepter Of Bane (mace size) +1, chainmail , light shield .


These are young, dangerous and ambitious students of Darguun's dreadmasters with an unique mace with a metal bust resembling an orc-like head and under closer inspecton a small black crystal splinter can be found in between and above its eyes.
When dreadmasters or one of their acolytes' choose to demonstrate a different dedication for their pledges to their country with loyalties toward The Mockery Cult's designs even Darguun strong military becomes scarce when they approach.
The Mockery Cult positions with Darguun's new government designs and attempts to win loyalty from all of its regional's goblin-kind populations and tribes is considered more questionable than favorable.



WELLBY10, KARSAROTH AND CALICIPHER YUR IN ANY ORDER.

Who/What Am I? Show
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6 months ago  ::  Dec 07, 2012 - 10:36AM #28
Calcipher27
Date Joined: Feb 3, 2010
Posts: 110
As the drake riding hobgoblin closes with her, Mizuki thrusts with her blade into the hobgoblin riding it. She winced as his flail connected with her, but allowed the momentum from the blow to carry her into her next attack against the the hobgoblin.

ACTIONSSpoiler: Show
Readied Action from Surprise Round: Frigid Blade against Hobgoblin Rider at H19 Attack and Damage (1d20+10=23, 1d8+5=10) Cold Damage

On her turn

Minor Action: Aegis of Shielding(burst 2) Mark Hobgoblin Rider in M1

Standard Action: Frigid Blade against Hobgoblin Rider at H19. Attack and Damage (1d20+10=24, 1d8+5=8) Cold Damage

Gain 2 temp Hit Points from Gauntlets of Arcane Might for striking enemy marked by Mizuki with Arcane attack power.

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6 months ago  ::  Dec 08, 2012 - 5:06PM #29
Wellby10
Date Joined: Feb 5, 2011
Posts: 422
Flint shudders as the bolt grazes him, but his primal energy helps him remove the affliction before it does further harm. He turns towards the warrior attacking Mizuki, but halfway to him he whirls around and lunges at the Chieftain with suprising speed. He just manages to slip his spear under the hobgoblin's guard, slicing into his side. 

Flint moves back behind the gravestone, remembering the Alcolyte is still a threat. A pair of spirit wolves materialize around the Chief and his mount, harrying them.

He does not grant the Alcolyte any reply, but does growl "Watch behind you, Newt." gesturing to the third warrior advancing from the east.

Actions Show

Start of Turn: Font of Life saving throw
1d20=10 Success vs. ongoing damage

Move: L17
Standard: Warden's Lunge (charge) vs. Dharkhaani Chief to P17(flanking)

1d20+12=20 vs. AC Hit for 15 damage and mark the Chief

Free Action: Nature's Wrath, marking Chief and Mount
Free Action: Boots of Adept charge shift to O17, crouch behind gravestone

Statblock Show

AC: 
20  Fort: 17  Ref: 14  Will: 17
HP: 30/36   BV: 18   SV: 9
Surges: 9/10  Init: +2    Speed: 6
Status: 

Warden's Fury
Warden's Grasp
Resilience of Life
Warden's Lunge
[]Longtooth Shifting 
[]Rending Fury
[X]Eyes of the Hawk

[]Form of the Fearsome Ram
[]Beastial Hide Armor
[]Vanguard Greatspear


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6 months ago  ::  Dec 09, 2012 - 6:13PM #30
Karsaroth
Date Joined: Mar 9, 2009
Posts: 352
Moving cautiously into the graveyard, Azar's hammer attempts to connect with the warrior adjacent to Mizuki, but the throw glances off the creature's armour. There is a gruff curse from him in response.

Actions Show
Statblock Show
AC: 17 Fort: 15 Ref: 13 Will: 16
HP: 33 Surges: 10 Surge Value: 8

TRAINED SKILLS
Athletics +9, Insight +9, Nature +9, Perception +10

UNTRAINED SKILLS
Acrobatics +1, Arcana +3, Bluff +1, Diplomacy +1, Dungeoneering +8, Endurance +6, Heal +4, History +1, Intimidate +1, Religion +1, Stealth +1, Streetwise +1, Thievery +1

ENCOUNTER POWERS
Serpent Arrow
Inevitable Shot
Spirit's Rebuke
Stone Spirit Ward


DAILY POWERS
Spirit Rider
CET Hammer


EXPENDABLES
Potion of Healing (3)
Adventurer's Kit
1pp; 95gp

 

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