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4 months ago  ::  Jan 23, 2013 - 10:05AM #41
TheOneWhoCallCrow
Date Joined: May 14, 2010
Posts: 1,554
Hanna grabs the fail that entangles her and tries to pull the goblin off. (STR vs ???)
invisiblecastle.com/roller/view/3881021/  (Rolls a 19)

Then she move to N20 and continues to hold on the fail. 



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4 months ago  ::  Jan 26, 2013 - 6:21AM #42
AllGame1
Date Joined: Jun 11, 2012
Posts: 94

Newt takes a couple of empty defensive lunges at the wild clawfoot with her sword and her studies followed by her sliding away from it.

The Actions Show


Newt: S16
Minor: Unsheathed Short Sword
Standard: Duelist Flurry
1d20+8=9, 2d6+4=10 Miss.
Move: Shift to T17
Free: DC 13 Nature in identifying anything diferent about the clawfoot Newt is fighting
1d20+9=13

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4 months ago  ::  Feb 01, 2013 - 2:15AM #43
VoyRager
Date Joined: Nov 17, 2009
Posts: 4,485
IC DC 13 Nature Show

DC EASY NATURE, DC EASY ARCANA AND DC EASY HEAL.
These are the strangest undead creature Newt ever seen in her life.
 
They aren't decaying like living undead bodies do and during every ongoing second they are becoming more and more into a living creature.

Their body seems to be fed by a cold radiance energy that has a strong resmblance of the signature of the black necrotic and radiance energy that the Acolyte is using thru her skull/mace yet this black energy is more radiance and cold with all traces of necrotic type energy fading from detection.

The cold energy they emitting and is surrounding one of them in a threatened strenght resemblance the faint non-necrotic radiance black energy you discovered from examining the black crystal the team recovered from the earlier battle with the Acolyte's as well as have the same type of non-black and pure light radiance energy found in the stones the team found on the strange lizardfolks from the slave-breeding dragonborn.

Anybody can make a DC Skill roll as a minor action but each individual when examining the same object twice with the same DC skill inquiry must wait until a short rest to roll that same skill for that object again.


ANCIENT DHARAKAANI CHIEF

The large Hobgoblin continue screaming in goblin and continued swinging his double-scimitar wildly  moving from Flint and Azer. This time his effort was better met and winded up hitting no one.

THE ACOLYTE
The Acolyte remained in the rear of the graveyard on the left blasting at the constables with the black energy emitting from the metal head bust attached to a mace handle. She target Azer which left him feeling uncomfortable as his life energies felt like it turned to expanding from inside his body and soaked into his skin to caused a painful sensation throughout his frame.

THE ACTIONS Show

Ancient Dharkaani Chief
Move: Shift to N17
Standard
: Double Blade Flurry (Two attacks)
vs Azer(AC17) 16vs17 MISS
w/CA vsFlint(AC20) 17+2vs21 MISS.
Effect: Chief shifts to O18.
END OF TURN.

Clawfoot3
Move: Shift to S16
Standard: Talon vsNewt(AC19) 14vs19 MISS.
END OF TURN

Acolyte
Standard: Mace (Ranged) vsAzer(Ref13) 21vs13 HIT: 9 radiant damage and 5 ongoing radiance and necrotic damage UTEO-Azer's-NT. Also Azer has a –2 penalty to his attack rolls UTEO-his-NT and after this condition ends then with his next attack roll. 
 END OF TURN.

THE ROLLS
(1d20+11=16, 1d20+11=17, 3d4+4=13, 1d20+9=21, 1d20+9=11, 1d6+4=9)
(1d20+10=14, 1d8+3=5)

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

MAP Show


UPDATED 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).

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 -- (O18) Ancient Dharkhaani Chief/NPC {0/1AP} {131/146} -- {I=26}
Marked by Flint
C3
-- (R16) Clawfoot Mount/NPC {46/46} -- {I=26}

Marked by Flint.
D's/C3's Def Show

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 -- (F08) --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} {15/36}bloodied -- (I=12)
Losing a healing surge while taking 5 cold damage and granting combat advantage to all attacks until no longer adjacent to the Ancient Chief at the end of his turn
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
Add push 1 to at-will power's hits or increase their push conditions by 1

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

A
-- (N16) Azer Twiceborn/Karsaroth, {1/1AP} {17/33}bloodied -- (I=12)
Azer has –2 penalty to attack rolls and taking 5 ongoing radiance and necrotic damage both UTEO-AZER-NT then Azer takes a -2 penalty to attack rolls to his first attack roll afterwards.
Azer Twiceborn's Def Show
AC: 17/17 Fort: 15/15 Ref: 13/13 Will: 16/16

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

M-- (J18) Mizuki Stormreaver/Calcipher27 {1/1AP} {17/41} Bloodied -- (I=09)
Muziki is immobilized (escape as minor ends). While immobilized can't attack and takes a -2 penalty to all defenses as well as against the first attack made against him by Warrior1 before TEO-W1-NT.
Mizuki Stormreaver's Def Show
AC: 21 Fort: 14 Ref: 16 Will: 16 Surges: 10/10 Resist: 1

_____________________________________________________

M1/W1 -- (L19) Dharkhaani Warrior/NPC {35/53} -- (I=06)
M1/C1 -- (L19) Clawfoot Mount/NPC {46/46} -- (I=06)
Both marked 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.

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

W2 -- (P18) Dharkhaani Warrior/NPC {53/53} -- (I=06}
Proned on P18;  Marked by Flint

C2 -- (P17) 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
-- (N20) Hana Tailya/Crow {1/1AP} {18+/30} -- (I=05)
In a tug-a-war over a flail with the stronger W2?
Hana Tailya's Def Show
AC: 16/16 Fort: 13/13 Ref: 12/12 Will: 18/18

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


N -- (T17) Newt/AllGame1 {0/1AP} {18/34}Bloodied -- (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 basic melee attacks for the charge attack.


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 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.


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.




(Ancient) 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 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.


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 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.


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.






CROW! I do apologizes for after researching down the tracker to update everything I saw your point.
I believe you have officially spend a healing surge and regained some additional hps. Let me know what the total of the additional hps are with which power again ASAP so I can add it on the tracker!.

Flint, Azer, Mizuki YUR UP!

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4 months ago  ::  Feb 01, 2013 - 6:43AM #44
Calcipher27
Date Joined: Feb 3, 2010
Posts: 115
The last attack left Mizuki light headed.  She but she remained focused enough to extract herself from the  confines of the hobgoblin's flail and quickly down a healing potion.

ActionsSpoiler: Show
Minor: Escape from flail

Minor: Drink Healing Potion

Standard: Second Wind
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4 months ago  ::  Feb 02, 2013 - 9:28AM #45
Wellby10
Date Joined: Feb 5, 2011
Posts: 423
Surrounded and bloodied, Flint's instincts kick in. His fangs and claws grow as his hair bristles; he takes on a more feral appearance. He continues to be too quick for any foes to attack as he moves away, even as more spirit wolves appear to harry his foes. With two vicious attacks he puts one of the warriors on the brink of death.

Actions Show

Minor: Longtooth Shifting (+2 to damage rolls and regeneration 2 for the rest of the encounter)

Free: Nature's Wrath to mark  C2, W2, D

Standard: Warden's Lunge (charge) to M19 attacking W1
1d20+9=25 Hit for 14 damage and W1 is marked.

Free Action: Bestial Armor Daily Power (make a MBA against a target you just hit with a charge with a +1 power bonus to attack and damage)
1d20+10=21 Hit for 16 damage.

Statblock Show



AC: 20  Fort: 17  Ref: 14  Will: 17
HP: 15/36   BV: 18   SV: 9
Surges: 10/10  Init: +2    Speed: 6
Status: +2 damage, 2 regeneration

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

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



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4 months ago  ::  Feb 03, 2013 - 6:02PM #46
Karsaroth
Date Joined: Mar 9, 2009
Posts: 352
He is being harried by foul magic, but nevertheless Azer attempts to hit back at his attackers.

Actions Show
Guardian Harrier vs W1: Miss
Inevitable Shot vs D (GH as RBA): Hit: 9 damage (3 damage pending)
Action Point! (IS regained)
Guardian Harrier vs W1: Miss (dammit!)
Inevitable Shot vs D (GH as RBA): Miss
Dwarven Resilience - Heal (+8)
Move: O12

I wish to trigger Spirits Rebuke on the next Melee attack against me, unless it's not to late to trigger on the attack from D. This is for the damage, so the push doesn't matter.


Statblock Show
AC: 17 Fort: 15 Ref: 13 Will: 16
HP: 25/33 Surges: 9/10 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 (expended)
Spirit's Rebuke
Stone Spirit Ward (expended)

DAILY POWERS
Spirit Rider
CET Hammer

EXPENDABLES
Potion of Healing (3)
Adventurer's Kit
1pp; 95gp
 
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4 months ago  ::  Feb 05, 2013 - 7:58AM #47
VoyRager
Date Joined: Nov 17, 2009
Posts: 4,485
IC DC 13 Nature Reported Again Because The Following Events Of This Battle Tells Much About It! Show

DC EASY NATURE, DC EASY ARCANA AND DC EASY HEAL.
These are the strangest undead creatures Newt ever seen in her life.

They aren't decaying like living undead bodies do and during every ongoing second they are becoming more and more into a living creatures.

Their body seems to be fed by a cold radiance energy that has a strong resemblance of the signature of the black necrotic and radiance energy that the Acolyte is using thru her skull/mace yet this black energy is more radiance and cold with all traces of necrotic type energy fading from detection.

The cold energy they emitting and is surrounding one of them in a threatened strenght resemblance the faint non-necrotic radiance black energy discovered from examining the black crystals the team recovered from the earlier battle with the Acolyte's team as well as having the same type of non-black and pure light radiance energy found in the stones the team found on the strange lizardfolks from the slave-breeding dragonborn's band.

Anybody can make a DC Skill roll as a minor action but each individual when examining the same object can't twice with the same DC skill inquiry and must wait until a short rest to roll that same skill for that object again.


MORE OF THE ACOLYTE'S MAGICKS REVEALED
Mizuki seeing the danger of her confrontation with the greyish skin hobgoblin unraveled the clinging spike flail from her and quickly drank the concoction she hope that will clear her head. The assurance of recovery brought move strength to her body. Then she saw Flint coming at the adversary from behind looking ferocious catching the warrior by surprised with a solid blow with his spear breaking the old helm the warrior was wearing.

The warrior’s body shade grew greyer shrinking thinner as it turned to face Flint’s wrath. Saving This Until It Triggers Show
The Acolyte also saw this and screamed “You, You aren’t that strong, you, you!! You will…“ The goblin’s words abruptly ended as he starts chanting a language that wasn’t goblin while first quickly pulling out a scroll with the hand holding his skull metal-reinforced scepter while with his other hand tossing a vial onto the treated grass in front of the closest gravestone (I09). The chanting was fast indiscernible, and inelegant with pitches and pauses normally heard from the commonly used tongues.

The vial broke on the grass and its contents first slowly flow out across the grass like soft, harmless wet dew vapors then its eagerness grew and accelerated into a flow of the low vaporous morning fog spreading to blanket underneath the field of old sculptured head stones of the center of the graveyard.

and release his hammer saw the unnatural steam only as after view.

The hammer’s evitable hit caused both the bear-man monster and the lizard creature it was riding to instantly dried up while spewing out a cold wind of the foul radiance energy as its fell to the ground into pile of dried up bones and thick powdered caking substance.

 Azer now completing the hesitant double-take looked back to see the acolyte now with the scroll in the hand he have used to toss to vial was chanting incessantly and a strange thick low blanket of fog hiding the greenery of the ground’s fauna creepy everywhere including toward her. She looked up again at the acolyte this time listening to her chanting

Tenk-rhy-dex-ruc-hzion-ah-moen-tich-ast-poew-dex-ruc-themy-iklee-tich-ast-poew-dex ruc-tenk-rhy-dex-ruc-hzion-ah-moen-tich-ast-poew-dex-ruc-themy-iklee- tenk-rhy-dex-ruc-hzion-ah-moen-tich-ast-poew-dex-ruc-themy-iklee-tenk-rhy-dex-ruc-hzion-ah-moen-tich-ast-poew-dex-ruc-themy-iklee-tenk-rhy-dex-ruc-hzion-ah-moen-tich-ast-poew-dex-ruc-themy-iklee…

from inside himself Azer saw thru the foul dew that the soil was shifting and unsettling the

Azer who maneuvered in sync away from the warrior with big Flint pivoted to aim . Azer was intention to assist the big cat’s rescuing of Mizuki by throwing his hammer at the hobgoblin saw his target buckled from the Flint’s strike induced his hammer aim to fly high of its target.

The warrior was in pain flinching from Flint’s spear caused Azer’s hammer zip by missing him. This wasn’t of the same results for the hammer’s returning path back to Azer in which the hammer finally struck the now withering near-living husk and evident living corporeal body’s exposed head.


The hammer turned back floating swiftly across the air looking as something incorporeal has grab it and guiding it back to Azer’s hands. as an uncomfortable sensation of the stomping of one of the strange clawfoots coming up behind him charging.

THE REMAINING DHARKAANI WARRIOR AND HIS CLAWFOOT MOUNT
Azer while turning to face the charging lizard heard the bigger hobgoblin screaming a threatening order toward the warrors and their mounts suddenly. The order was respond with more energy applied to the charging by the clawfoot and in the swipeand cut into Azer while the other smaller warrior frustrated by Hana holding on to his flail snapped the razor hooks on its straps to digged deep into Hana then tear loosed as well as charge. Even though Hana's hands was shredded by the flail hard lax and pull movement the charge proven to no avail versus the steady footed Hana.
As Hana held her grounds against the strange warrior creature...

Feb 5, 2013 -- 10:25AM, Wellby10 wrote:

...This time Flint's wolves make the warrior pay for attacking his ally.




THE ACTIONS Show


Ancient Dharkaani Warrior1
Standard
: Flail Of Tyranny vs Muzuki(Ref18)
---------------------------------------------------------------------------------------
Flint has an another Opportunity Action:
Warden's Fury vs. M2 (triggered by Flail Of Tyranny).
If Flint Fury's MISS-es then
--------------------------------------------------------------------------------------
Standard (cont) : 23vs18 HIT: 11 cold damage and Muziki is stunned UTEO-M1-NT
Move: Shift to M20
END OF TURN.

THE ROLLS:
(1d20+9=23, 2d8+4=11)

Ancient Dharkaani Warrior2
Move: Stand up
Minor:
Snapping trapped flail weapon from Hana grip and this snapping action cause half-damage of the weapon's damage. (1d10+4=5) cold and necrotic damage.
Effect: Hana must make a saving throw to hold on to it or lose her grip of it and this snapping action cause half-damage of the weapon's damage expression. If Hana loses grip then the warrior must be adjacent to the square Hana's is in when failing saving throw in order to retrieve it with a minor action.

Standard
: Bull Rush to O20 vs Hana(Fort13) 8vs13 MISS
---------------------------------------------------------------------------------------
Flint has an another Opportunity Action:

Feb 5, 2013 -- 10:25AM, Wellby10 wrote:

Warden's Fury vs. W2 (triggered by bull rush) 1d20+8=21
 Hit for 9 damage and W2 grants CA until the start of Flint's next turn.



--------------------------------------------------------------------------------------
END OF TURN.

Clawfoot2
Standard: Charge Attack vsAzer(AC17) 29vs17 HIT: 7 damage.
END OF TURN.

THE ROLLS:
(1d20+4=8, 1d20+11=29, 1d8+3=7)



=============================================
MAP Show


UPDATED 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).

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 -- (O18) Ancient Dharkhaani Chief/NPC {0/1AP} {122/146} -- {I=26}
Marked by Flint
C3
-- (S16) Clawfoot Mount/NPC {46/46} -- {I=26}

Marked by Flint.
D's/C3's Def Show

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 -- (F08) --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 -- (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 Show
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 Show
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 Show
AC: 23/21 Fort: 16/14 Ref: 18/16 Will: 18/16 Surges: 8/10 Resist: 1

_____________________________________________________

M1/W1 -- (L19) Dharkhaani Warrior/NPC {5/53} -- (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 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  DESTROYED.

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

W2 -- (O20) Dharkhaani Warrior/NPC {44/53} -- (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 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
-- (N20) Hana Tailya/Crow {1/1AP} {06/30}bloodied -- (I=05)
In a tug-a-war over a flail with the stronger W2?
Hana Tailya's Def Show
AC: 16/16 Fort: 13/13 Ref: 12/12 Will: 18/18

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


N -- (T17) Newt/AllGame1 {0/1AP} {18/34} -- (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 basic melee attacks for the charge attack.


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 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.


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.




(Ancient) 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 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.


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 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.


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.






CROW: You have a saving throw to make in order to hold to that spike flail chain and holding it cause half the weapon damage per attempt to snatch it back from you.
Also if you didn't use your available minor action from your previous turn to use a healing surge then the tracker in this post is as accurate as I can see.

Hana, Newt YUR UP!

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4 months ago  ::  Feb 05, 2013 - 10:25AM #48
Wellby10
Date Joined: Feb 5, 2011
Posts: 423
This time Flint's wolves make the warrior pay for attacking his ally.

Warden's Fury vs. W2 (triggered by bull rush) 1d20+8=21  Hit for 9 damage and W2 grants CA until the start of Flint's next turn.

Also, Azer's Spirit Rebuke would trigger against C3 this turn.
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4 months ago  ::  Feb 05, 2013 - 5:29PM #49
Karsaroth
Date Joined: Mar 9, 2009
Posts: 352
Spirit's Rebuke Show

OOC Show
Yeah, please trigger Spirit Rebuke. If you want me to roll, say so and I'll edit this post.
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4 months ago  ::  Feb 05, 2013 - 7:46PM #50
VoyRager
Date Joined: Nov 17, 2009
Posts: 4,485

IC c/Spirits' Rebuke Show

An enemy must miss Azer with a melee attack to triggered the Spirits Rebuke power. So, the response I have pmed Karsaroth was premature. The trigger have yet pass and rolls for it are to be discard.


IC c/C3 & C2 Confusion Show

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Player (Osborn) - Bounty Hunter (Fighter DnDNext): DnD presents The Walking Dead @Play By Post Forum.
Player (Shana Zorus) - Professional Bodyguard/Adventurer (Hybrid Warden/Paladin 4e): The Unhallowed Gate @Play By Post Haven Forum (DM by ffShadow)
Player (Krist Breeze) - Twiceborn War Mage/Imbuer (Hybrid Warlord/Wizard 4e): Castle Greyhawk - @Real Adventures (DM by Icanus)
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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