-Quotes from The Rebellion of the Four players- alright, first round and our leader crited on our defender. Go team. Those were, in order, my facial expressions after reading Talis's move.-Dark9174 after A slick move by the enemy swordmage
(I apologize ahead of time, guys. I hit the only PC I was almost certain I'd miss. I shall join Grunn in the "I've critted on my teammate" corner of shame, now.)- TheDracon
M11: Hit for 19 damage O12: Hit for 19 damage Critical hit M13: 30 base damage ... +5(1d6) for bracers ... +4(1d12) = 4 for high crit weapon = 39 damage.
MBA: Challenge-Seeking Greataxe +3: +18 vs AC, 1d12+11 damage +2d6 vs targets with full health RBA: Challenge-Seeking Handaxe +1: +16 vs AC, 1d6+9 damage +1d6 vs targets with full health Bull Rush (Standard):+11 vs Fortitude
Powers:
AT-WILL: Howl of Fury Devastating Strike ENCOUNTER: []Warrior's Surge [X]Great Cleave []Blade Sweep [X]Great Shout []Persistent Frenzy []Swift Charge (Free) [X]Enraged Surge (Free) []Shrug It Off (Immediate Reaction) []Laugh It Off (Immediate Reaction) [X]Action Point DAILY: []Rage Strike [X]Thunder Hooves Rage [X]Thunder Hawk Rage []Rage of the Death Spirit
Feats of Note: Running Charge (Racial): +2 to speed while charging Master at Arms: Can sheathe one weapon and draw another as minor action. Rageblood Vigor: +9 THP when enemy down to 0HP Rampage: Critical hits grant free melee basic attack Frenzied Blood: When spending an AP on a melee attack, deal 1/2 damage on miss Warpath: Deal while raging, +2 damage with melee attacks, must attack adjacent enemy at start of turn or be stunned. Impending Victory: +1 to attack with at-will powers against bloodied creatures Eyes in Back of Head: Don't grant CA if flanked
Immediate Interrupts/Reactions: Swift Charge (Free): When attack reduces enemy to 0 HP, can charge an enemy Enraged Surge (Free): If miss with an attack while raging, gain +2 to melee attack and damage until end of next turn Shrug it Off (Reaction): If subjected to an effect that ends in save, take immediate save. On success, shift 1 square as free action. Laugh It Off (Reaction): When hit by an enemy attack, reduce damage by 4 and gain +2 bonus to attack and damage to enemy until end of enxt turn.
Other effects: Morg gains the following benefits until the end of his next extended rest. * +2 power bonus to damage rolls that include Morg's Strength modifier. * +2 power bonus to Athletics checks and Strength ability checks. * Morg's Strength increases by 4 for the purpose of determining carrying capacity.
Morg shouldn't be bloodied. Victoria healed him (1 Surge +10 hp worth).
Victoria dodges the blow, relief showing on her face at the close call. Well, so far so good with this plan. she thinks. A cheer erupts from her as she sees Morg start tearing their opponents to shreds.
Valkair circles around Firlasher 1 moving to M,5. He then activates his Cloud of Darkness, Close burst 2 dropping Firelasher 1 and Emberguard 1into total darkness. Of course the darkness does not affect Valkair.
He then attacks the Firelasher using Piercing Shard.
Att: 7(1d20) +23 = 30; 8(2d10) +17 +7(3d6) = 32 Effect: not that it matters in the cloud of darkness, but he becomes invisibile to Fire Lasher 1 till the start of his next turn.
Clooud fo Darkenss - Close Burst 2, lasts until the end of my next turn. Anyone completely in the cloud is blind. It does not affect Valkair.
Wash: "Yeah well, if she doesn't give us some extra flow from the engine room to offset the burn through, this landing is gonna get pretty interesting."
Mal: "Define interesting."
Wash: "Oh god oh god we're all gonna die?"
Mal: "This is the captain. We have a...little problem with our engine sequence, so we may experience some slight turbulence and then...explode."
The emberguard on the ground shakes his head and tries to attack Victoria, but is not succesfull Round three summaryShow
(M,11)Emberguard (2)(1/???hp)(Bloodied)(Prone)(Dazed) : misses Victoria, makes throw against dazed (Q,9)Valkiar(70/86 hp): hits firelasher, drops cloud of darkness (N,12)Morg(71/103 hp)(Prone):kills a firelasher (O,12)Firelasher (4)(71/???hp): Burst attack, hit emberguard, pack wolf, Morg, Victoria is missed, Hit draxus (N9)Zayla(63/91 HP): (N,10)Draxus(52/76 HP): (M,13)Firelasher (3)(20/??? hp)(Bloodied): Dead (L,9)Aldra(62/74hp)(Prone): (P,14) Pack wolf(26/37 hp)(24/21/23/24): (M,6)firelasher(1)(51/???hp)(Bloodied)(Blind): (K16)Talis(67/102 hp)(5 ongoing fire until save): (K,6)Emberguard (1)(109/??? hp)(Blind) : (M,11)Victoria(62/78 hp): (L,12)Rift(66/84 hp)(+2 AC and +4 reflex until EONT):
-Quotes from The Rebellion of the Four players- alright, first round and our leader crited on our defender. Go team. Those were, in order, my facial expressions after reading Talis's move.-Dark9174 after A slick move by the enemy swordmage
(I apologize ahead of time, guys. I hit the only PC I was almost certain I'd miss. I shall join Grunn in the "I've critted on my teammate" corner of shame, now.)- TheDracon
1) I should not be prone. 2) Rageblood Vigor: When I drop a target to 0 HP, I gain 10 temporary hit points.
3) Swift Charge(Encounter, Free Action): When I drop an enemy to 0 hit points, I can charge an enemy as a free action. I'm having a hard time seeing the map from where I'm at (it's blocked by firewall), so I'm not even sure if I can charge any enemies without taking some OAs (which I don't want to take right now). I'll have to decide on this tonight.
1) the enemy attack knocks those he hits prone. 2)will edit in 3) will be glad to see what you do.
-Quotes from The Rebellion of the Four players- alright, first round and our leader crited on our defender. Go team. Those were, in order, my facial expressions after reading Talis's move.-Dark9174 after A slick move by the enemy swordmage
(I apologize ahead of time, guys. I hit the only PC I was almost certain I'd miss. I shall join Grunn in the "I've critted on my teammate" corner of shame, now.)- TheDracon
Standard action: Grasping Claws vs. Emberguard at L10. Attack:1d20+19=32 vs. Reflex Hit:1d8+10=17 + 1d10=2 = 19 damage, and the Emberguard is slowed until the end of Aldra's next turn.
Individual Bonuses +2 Saving Throws against ongoing poison damage. +2 Saving Throws against effects that apply the slowed, immobilized, or restrained condition. Find north automatically. +5 to skill checks to avoid becoming lost, find specific location, or spot landmark. While you have at least one summoned creature present, you gain a +1 bonus to attack rolls and all defenses. While you are in beast form, you regain 2 additional hit points whenever you spend a healing surge. +1d10 damage against enemies granting combat advantage while in beast form. Group Bonuses Travel speed for group becomes slowest member's speed +1. Group gains +2 to Endurance when traveling.
Grasping Claws PHB2:Melee touch. One creature. +16 vs. Reflex. 1d8+10 damage, and the target is slowed until the end of your next turn. This power can be used as a melee basic attack. Savage Rend PHB2:Melee touch. One creature. +16 vs. Reflex. 1d8+10 damage, and you slide the target 1 square. This power can be used as a melee basic attack. Grasping Tide PHH:Area burst 1 within 10. Each creature. +16 vs. Fortitude. 1d6+10 damage. Until the end of your next turn, if the target leaves the burst's area of effect, you can use an opportunity action to make a secondary attack against it. Secondary attack: +16 vs. Reflex, you knock the target prone. Fire Hawk PP:Ranged 10. One creature. +16 vs. Reflex. 1d8+10 damage. Until the start of your next turn, you can use the Fire Hawk Attack against the target. Fire Hawk Attack PP:Opportunity action. Trigger: The target takes and action that can provoke opportunity attacks. Ranged 10. One creature. +16 vs. Reflex. 1d8+10 damage.
[] Thorn Spray PP:(Level 1) Close blast 5. Each creature. +16 vs. Fortitude. 1d6+10 damage, and the target takes a -5 penalty to all defenses until the end of your next turn. [x] Predator's Flurry PHB2: (Level 3) Beast Form. Melee touch. One creature. +16 vs. Reflex. 1d6+10 damage, and the target is dazed until the end of you next turn. Effect: shift 4 squares and repeat the attack against another creature. [] Blood-Spray Bite PP:(Level 7) Beast Form. Melee touch. One creature. +16 vs. Fortitude. 2d10+10 damage, and you push each enemy within 4 squares of you, other than the target, 2 squares. [x] Alpha's Command PP: (Paragon Path) Beast Form. Melee touch. One creature. +16 vs. Reflex. 2d8+10 damage, and you command one of your summoned creatures to make one of its standard action attacks. If you don't have a summoned creature present, roll a d20. If you roll 10 or higher, one ally within 5 squares of you can charge or make a basic attack as a free action. [] Surefooted Stride DR399:(Theme Utility) Move action. You move up to your speed, ignoring difficult terrain. Until the end of your next turn, you gain a +2 bonus to AC and Reflex if you are in difficult terrain, and you gain combat advantage against enemies that are in difficult terrain. [] Boots of Free Movement (heroic tier) AV:(Level 6 Item) Minor action. Make a saving throw against a slow, immobilize, or restrain effect that a save can end.
[x] Summon Pack Wolf PP: (Level 1) Ranged 5. You summon a Medium wolf in an unoccupied square within range. The wolf has speed 6. [] Summon Shadow Ape PP:(Level 5) Ranged 5. You summon a Medium shadow ape in an unoccupied square within range. The shadow ape has speed 6 and climb 4. [] Summon Crocodile PP:(Level 9) Ranged 5. You summon a Large crocodile in an unoccupied square within range. The crocodile has speed 6 and swim 8. [x] Bear's Strength HFK:(Utility Level 2) Minor action. Melee 1. You or one ally, The target gains the following benefits until the end of his or next extended rest. +2 power bonus to damage rolls that include the target's Str modifier. +2 power bonus to Athletics checks and Strength ability checks. The target's Strength increases by 4 for the purpose of determining carrying capacity. [] Rebuking Thorns PP:(Utility Level 6) Minor action. Until the end of the encounter, when any enemy hits you with a melee attack, that enemy takes damage equal to your Dex modifier (+4). [] Animal Clan PP:(Utility Level 10) Minor action. Once per round until the end of the encounter, you can use a minor action to command one of your summoned creatures to use its instictive effect.
Draxus tries to gather himself and force the ringing in his head and smoldering scales to the back of his attention. He feels better afterward, but the result isn't complete as his swing at the battered firelasher comes up significnatly short.
Minor: Inspiring word on self. Surge + 12 + 10 (IIW) = 43. Draxus back up to full health. Move: Shift to M8 (Draxus isn't prone, per the Summary. He stood up previously and hasn't been hit since I don't believe. Let me know if I'm wrong on that). Standard: MBA vs. Firelasher 4. Major Miss (a 2 on the attack and 1 on damage, boo invisible castle!) Minor.
Note: I think Aldra should have 10 additional Hit Points. I didn't include the Improved Inspiring Word when I listed the amount healed last round.