Date Joined:
Jun 11, 2012
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Newt's duel with the clawfoot continued with her parry, thrust and slid back to no avail of putting anymore hurt to the abomination as she prepare in shaking the persistent creature and gain some ranged advantage against its creator. Newt’s Actions
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Newt on T17 (Has loaded Hand Crossbow and shielding short sword +1 in hands) Minor: Purple Dragon: Tactics Standard: Duelist Fury vsC3(AC17) at S16 1d20+8=15, 2d6+4=10 Miss. Move: Shift to U17 End Of Turn
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Date Joined:
May 14, 2010
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Hana realizing she can't take much more of this and use a healing word to recover her strength. Using healing word Spend a healing surge, 8. http://invisiblecastle.com/roller/view/3929992/ another 8 invisiblecastle.com/roller/view/3929993/ that's a 7 and a 8 for total of 31 of healing. Little bit of an overkill. I use a standerd action to ready a healing word if one of my allies fall.
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Date Joined:
Nov 17, 2009
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THE ACTIONS
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Ancient Dharkaani Chief - (D) Move: Shift to N19 Standard: Double Blade Flurry: vsFlint(AC22) 16vs22 MISS Shift to M20 vsHana(AC19) 24vs19 HIT:12 damage and Hana no longing grabbing anything and is slid to L22 Minor: Slamming gate closed (Hana must use a minor action to re-open gate to re-entered graveyard to save lives?) END OF TURN
Chief's Clawfoot - (C3) Move: to T17 Standard: Talon vsNewt(AC19) 20vs19 HIT: 8 damage END OF TURN
Acolyte: Standard: Ranged Mace Attack: vsAzer(AC19) 12vs19 12vs19 MISS w/No half damage Move: To J05 END OF TURN
(1d20+11=16, 1d20+11=24, 3d4+4=12, 1d20+10=20, 1d8+3=8, 1d20+9=12, 1d20+9=12, 1d6+4=7) =============================================MAP
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UPDATED TRACKER
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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). This color indicates that the PC or NPC is adjacent to Flint and marked while under the Wild Warden Effect in so taking an additional -4 penalty to attack rolls with attacks that do not include Flint until the end of my next turn.
Map Symbol(Map Position) Name {AP} {Remaining HPs/Max,HPs} (Initiative)D -- (M20) Ancient Dharkhaani Chief/NPC {0/1AP} {122/146} -- {I=26} Marked by Flint C3 -- (T17) Clawfoot Mount/NPC {41/46} -- {I=26}
D's/C3's Def
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Ancient 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 -- (J05) --Dreadmaster’s Acolyte/NPC {51/51} -- {I=18}
Dreadmaster's Acolyte's Defs
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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 -- (M19) Flint/Welby10 {1/1AP} {14/36}bloodied/Regen2 -- (I=12) +2 to damage rolls and regeneration 2 for the rest of the encounter Marking C2, D2, D. Flint's Def
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AC: 20/20 Fort: 17/17 Ref: 14/14 Will: 17/17 Surges: -2/? While bloodied has Regeneration 2. Add push 1 to at-will power's hits or increase their push conditions by 1 --------------------------------------------------------------------------
A -- (O12) Azer Twiceborn/Karsaroth, {1/1AP} {13/33}bloodied -- (I=12) Azer takes a -2 penalty to attack rolls to next attack roll. Azer Twiceborn's Def
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AC: 17/17 Fort: 15/15 Ref: 13/13 Will: 16/16 Surges: / --------------------------------------------------------------------------
M-- (J18) Mizuki Stormreaver/Calcipher27 {1/1AP} {37/41} -- (I=09) Have +2 to defenses UTSO-his-NT Mizuki Stormreaver's Def
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AC: 23/21 Fort: 16/14 Ref: 18/16 Will: 18/16 Surges: 8/10 Resist: 1 _____________________________________________________
M1/W1 -- (L19) Dharkhaani Warrior/NPC {13/53}bloodied -- (I=06) M1/C1 -- (L19) Clawfoot Mount/NPC {46/46} -- (I=06) Marked by Flint. 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. W1's/C1's Def
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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 DESTROYED. -----------------------------------------------------------------------------
W2 -- (O20) Dharkhaani Warrior/NPC {39/53} -- (I=06} Granting CA to all attackers UTEO-Flint's-NT; Marked by Flint C2 -- (P12) Clawfoot Mount/NPC {46/46} -- (I=06)
W1's/C1's Def
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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 -- (L22) Hana Tailya/Crow {1/1AP} {18/30} -- (I=05)
Hana Tailya's Def
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AC: 16/16 Fort: 13/13 Ref: 12/12 Will: 18/18 -----------------------------------------------------------------------------
N -- (U17) Newt/AllGame1 {0/1AP} {10/34}bloodied -- (I=04)
Newt's Def
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AC: 19 Fort: 13 Ref: 16 Will: 15 Surges: -2/?? -----------------------------------------------------------------------------
Monster's Stats
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Antecedent Clawfoot
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X3 Antecedent Clawfoot Level 3 Skirmisher Medium natural animated (mount, reptile, undead) XP 150
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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.
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Medium Steed
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A Medium creature can ride a clawfoot.
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Cold Talons (standard, at-will)
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+10 vs AC; 1d8+3 cold and necrotic damage.
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Clawfoot Charge (while mounted by a friendly rider of 3rd level or higher; at-will) Mount
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When a clawfoot’s rider charges, both the clawfoot and the rider make basic melee attacks for the charge attack.
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Cold Light’s Blessings ( when first bloodied; encounter)
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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.
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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.
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Transcending Zombies
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x?? Transcending Zombie Level 3 Lurker (Minion) Medium natural animate (undead, ) XP 38
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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
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Zombie Weakness
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Trigger: A creature scores a critical hit against the transcending zombie. Effect (No Action): The transcending zombie drops to 0 hit points.
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Pack Feeders
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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.
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Slam (standard, at-will)
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+8 vs AC; 5 damage.
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Grab and Held (standard, at-will)
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+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.
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Live Food (standard, at-will)
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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.
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Instinctive Hunger (immediate reaction, when a grabbed creature escapes from the grave hunger transcending zombie and either moves or shifts away; encounter)
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The transcending zombie shifts up to half its speed remaining adjacent to target.
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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.
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Antecedent Dharkaani Warrior
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2x Antecedent Dharkaani Warrior Level 4 Soldier Medium natural animate, hobgoblin (undead) XP 200
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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.
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Mounted Combat
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Antecedent Dharkaani Warrior is considered to have the mounted combat feat for purposes of commanding his Clawfoot
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Flail (standard, at-will) Cold, Weapon
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Reach; +11 vs AC; 1d10+4 cold and necrotic damage
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Flail of Cold Reach (standard, at-will) Cold, Necrotic, Weapon
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Reach; +13 vs AC; 1d10+4 cold and necrotic damage and the target is grabbed and can't make attacks until escape. (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.
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Flail of Tyranny (standard; requires flail, recharge )
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Reach; +11 vs AC; 2d8+4 cold damage, and the target is stunned until the end of the Antecedent Dharkaani Warrior’s next turn.
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Cold Light’s Blessings ( when first bloodied; encounter)
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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.
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Hobgoblin Resilience (immediate reaction, when the Antecedent Dharkaani Warrior suffers an effect that a save can end; encounter)
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The Antecedent Dharkaani Warrior rolls a saving throw against the triggering effect.
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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.
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(Ancient) Dhakaani Antecedent Chief
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1x Dhakaani Antecedent Chief Level 6 Elite Controller (Leader) Medium natural humanoid , hobgoblin XP 500
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Initiative +7 Senses Perception +4; low-light vision Drawing Dearth aura 1; Each enemy 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.
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Mounted Combat
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Antecedent Dharkaani Chief is considered to have the mounted combat feat for purposes of commanding his Clawfoot
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Scimitar (standard, at-will) Weapon
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Melee 1; +10 vs AC; 1d8+6 damage (crit 1d8+14) and target is pull 1 square.
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Guided Scimitar Strikes (standard; requires combat advantage against a target that isn’t adjacent to another enemy; at-will) Arcane, Weapon
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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.
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Double Blade Flurry (standard, at-will) Weapon
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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.
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Follow Me (Recharge when first bloodied)
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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.
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Cold Light’s Blessings ( when first bloodied; encounter)
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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.
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Dark Cold Resilience 2/Encounter
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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
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Genuine Finesse (free; usable only while charging; at-will)
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Dhakaani Antecedent Chief doesn’t provoke opportunity attacks when leaving the initial square of its charge.
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Dhakaani Footwork (free, when Dhakaani Antecedent Chief hits with a melee basic attack; at-will)
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Dhakaani Antecedent Chief shifts 1 square.
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Phalanx Soldier
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A Dhakaani Antecedent Chief gains a +2 bonus to AC while at least one ally is adjacent to it.
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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
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Published in Monster Manual 2, page(s) 132, Dungeon Magazine Annual, page(s) 137, Dungeon Magazine 167, page(s) 13.
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Dreadmaster’s Acolyte
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Dreadmaster’s Acolyte Level 6 Controller Small natural humanoid (goblin) XP 250
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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)
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Traits
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Defeated
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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).
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Standard Actions
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Mace (standard, at-will) Radiant, Necrotic, Implement,
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Melee or Ranged 10 +9 vs Ref, high crit. 1d6+4 radiant damage and target takes 5 ongoing radiance and necrotic damage until the end of the target's next turn. Effect: On the hit target takes –2 penalty to attack rolls 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.
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The Giver, The Taker (standard, recharge ) Implement Radiance, Necrotic
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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)
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Minor Actions:
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Invitations (minor, encounter) Psychic, Implement, Weapon
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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.
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Reanimate (minor, 2/encounter) Healing
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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.
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Other Actions:
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Goblin Tactics (Immediate Reaction, triggered when dreadmaster’s acolyte is missed by a melee attack; at will)
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Effect: Dreadmaster’s acolyte shifts 1 square.
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Dredging (immediate interrupt, when an undead minion ally within 10 squares is missed by a melee or reach attack, at-will) Radiance, Necrotic, Implement
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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)
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Scepter Of Bane (Free, the dreadmaster’s acolyte score a critical hit with an implement attack, encounter.) Psychic, Implement
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Effect: Attack’s target(s) is dominate until the end of the dreadmaster’s acolyte’s next turn.
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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 .
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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.
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FLINT, AZER, MIZUKI, YUR UP IN ANY ORDER
Who/What Am I?
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"I might have been a hmmm... eh-eh well, y'kno but, instead" I'm a fighter... --
  -- ...not a lover. This signature concept is from "http://www.pathguy.com/index2.htm" html_removed What I Doing Here?
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@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. DM - The Dragon Below Can't Have It This Good/Ps'V GoodShip Diplomacy. Referee - People Of Oz @Dorothy's Kansas Games(inactive). Oz League: The Ardent Lord w/People Of Oz @Dorothy's Kansas Games(inactive). Ps'V = The Players' Vault Forum Group In Which I'm The Owner Of.
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Feeling freshly invigorated Mizuki steps up to the closest rider and mount sweeping her blade around in an arc striking them both, first the Clawfoot and then deeper into the Hobgoblin's flesh. ACTIONSSpoiler:
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Edited to add Mark
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