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Old 14th July 2009, 03:13 PM   #561 (permalink)
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EvolutionKB Goblin Sharpshooter (Lvl 2)
The shifter leaps upon the strange child like a feral beast. He slashes out with his blades, hoping to kill the creature before it can get away again.

Actions

Minor: Hunter's quarry the kid.
Standard: Twin strike him. 11 and 23 to hit. 6 and 4 damage plus three more from quarry(so probably 7 damage).
Move: If the kid goes "down" then he'll use Athletics to climb the building to go after rat2.
Immediate: If the kid hits me(or some other melee opp), then I'll use yield ground to get to the AB 15 if possible.
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Stats
Rurdev HP 36/36[18], HS 5/8[9] SW; D(17|16,15,14); AP 3
Rurdev spent one surge
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Old 14th July 2009, 04:07 PM   #562 (permalink)
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Dane grumbles at the fact that after chasing the "boy" down that an ambush is being set up for them. He'll draw out his shield then make his way to AD13 to knockout the boy.

Ya mages takes out da rooftops, we got dis gobo.

Actions

Minor: Draw Shield
Move: Move to AD13
Standard: Brash Strike to prone "kid" to subdue not kill.

Brash Strike with Damage (1d20+11, 1d12+9=[13, 11], [8, 9]) Hit AC: 24 for 17 dmg.
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Old 16th July 2009, 05:19 PM   #563 (permalink)
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Walking Dad Goblin Sharpshooter (Lvl 2)
With one fluid motion, Riardon draws and throws a javelin at the nearest rat-man.

OOC

Used two surges to get back to full HP

Javelin throw. (1d20+6=12, 1d6+4=8)
Glad I didn't used my daily, what was my first impulse.


Everyone in 20 sq around Riardon gets a +2 to initiative.
When you spend an AP, you get a +3 on attacks.

Mini stat block

Riardon
Perception: 16 Insight: 11 Low-light Vision
AC 18 Fortitude 15 Reflex 14 Will 13
Hit Points: 24 / 24 Bloodied: 12
Temporary Hit Points: 0
Resist: -
Saving Throw: +5 vs Charm
Action Points: 1 Second Wind: 1
Healing Surge:6 Surges per day: 4 / 8
Encounter Powers: Inspiring Word 2/2, Scorching Burst, Warlords Favor, Feystep
Daily Powers: Lead the Attack

Condition: -
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Old 16th July 2009, 09:01 PM   #564 (permalink)
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ooc: hey guys forgot mey usb key with the map software on it and I'm out of town tonight. Expect a post tomorrow
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Old 18th July 2009, 11:29 PM   #565 (permalink)
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ooc
No worries. I'm busy this week/weekend myself, my son is down visiting.
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Old 21st July 2009, 04:54 PM   #566 (permalink)
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ooc: sorry for the delay guys, I finally was able to get on last night, spent an hour writing a post then the database crapped out again... I've created all the rolls and the map changes so hopefully I can get that up quicker today.
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Old 21st July 2009, 05:49 PM   #567 (permalink)
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ooc
No worries, the same thing happened to me with my game. Just making sure you're alive and well.
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Old 22nd July 2009, 08:11 AM   #568 (permalink)
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[Round 1]

Vashik moves to hide under the eaves of the Glassworks as he launches an assault of force missiles. The orb is the only thing that hits the prone kid.

Riardon misses the wererat with his javelin as it thunks into the building above Vashik`s head.

Rurdev manages to hit the kid once with his sword as he tears into it with ferocity.

Dane moves up an shoves the kid hard with his waraxe.

The kid stands up and moves away from Dane and Rurdev towards the northern edge of the little shack. As he moves, the kid transforms into a taller olive-skinned creature. It`s face becomes more twisted with overly large eyes and the needle like teeth. Vashik watches as it fishes something large from a sack at it`s waist and hands it to someone or something hiding behind the tree.

The two wererats jump down into the midst of the party aiming to keep them away from the `kid`. The one that lands nearest Vashik has to take a moment to get down the side of the building, but the one near Dane tries to take a bite out of the dwarf but misses.

Meanwhile two additional thugs move in from either side of the battle. One manages to sneak a club in against the beleaguered Vashik.

~action paused~
Incarnation

Map:
Building to the North = Glassworks (40' high)
Building to the South = empty warehouse (30' high)
Building to the West = small shed (15' high)
Trees = difficult terrain
Rubble = difficult terrain

ooc
thug stealth (1d20=15, 1d20=15, 1d20+9=25) = all successful
1d20+7=12, 1d12+6=8, 1d20+8=13, 1d8+5=9 = 2 missed OAs vs. Kid
bitey (1d20+8=16, 1d4+2=6) = miss from wererat
thug vs. Dane, thug vs. Vaskik (1d20+5=15, 1d20+5=23) = 1 hit = 2 dmg

Incarnation HP 32/32[16], HS 10/11[8] SW; D(14|15,13,13); AP 21;
Riardon HP 13/24[12], HS 6/8[6] SW; D(17|15,14,13); AP 2;
Rurdev HP 36/36[18], HS 5/8[9] SW; D(17|16,15,14); AP 3
Vashik HP 22/24[10], HS 6/6[5] SW; D(15|11,16,15); AP 2;
Dane HP 27/31[15], HS 1/12[7] SW; D(19|16,12,12); AP 1;

Note: please update my stat line above, I think I might be missing some changes from the level up.
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Old 22nd July 2009, 03:57 PM   #569 (permalink)
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ooc: What kind of terrain are AC and AD 15? Impassable, difficult or free?
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Old 22nd July 2009, 04:27 PM   #570 (permalink)
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ooc: free
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Old 22nd July 2009, 05:33 PM   #571 (permalink)
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Walking Dad Goblin Sharpshooter (Lvl 2)
Riardon sees the potential to hit three enemies in one fiery blast, but only the kid is hit with full force.

OOC

Standard: Scorching Burst. Centered on AB 14
Scorching Burst (hit: Kid, Wererat 1, Wererat 2; damage) (1d20+3=21, 1d20+3=9, 1d20+3=7, 1d6+3=4)
Move: Shift to Ad 15

Everyone in 20 sq around Riardon gets a +2 to initiative.
When you spend an AP, you get a +3 on attacks.

Mini stat block

Riardon
Perception: 16 Insight: 11 Low-light Vision
AC 18 Fortitude 15 Reflex 14 Will 13
Hit Points: 24 / 24 Bloodied: 12
Temporary Hit Points: 0
Resist: -
Saving Throw: +5 vs Charm
Action Points: 1 Second Wind: 1
Healing Surge:6 Surges per day: 4 / 8
Encounter Powers: Inspiring Word 2/2, Scorching Burst, Warlords Favor, Feystep
Daily Powers: Lead the Attack

Condition: -
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Old 22nd July 2009, 07:42 PM   #572 (permalink)
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stonegod Hobgoblin Soldier (Lvl 3)
Pinned beyind the warlord, Incarnation steps forward where he can see a little. Drawing upon his arcane bonds, he lays down pain on the nearest werecreature. It resists the power.

OOC: Shift behind Riardon, curse AC14, and Vampiric Embrace: Miss.
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Old 23rd July 2009, 03:53 AM   #573 (permalink)
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ooc
My bad from earlier. My hp is right, but my defenses need to all go up by 1 to 16/12/17/16. Also you forgot to deduct the action point I used first turn.


Vashik looks to either side, then snaps his rod down in a decisive chop, activating magic that allows him to sprint away before either of his opponents can even raise their weapons.

Asessing the battlefield as he rushes by, Vashik sees an opportunity to pin one of the thugs between himself and an ally. Firing one volley of magic missiles after another, Vashik is sure one of them will strike home.

Keep them busy, I'll support from the flanks!

Actions

Move Action to cast expeditious retreat and shift to AD 8 (8 Squares)
Magic Missile 1 (1d20+8=9, 2d4+5=10) Magic Missile 2 (1d20+11=24, 2d4+5=11)
Standard Action to Cast Magic Missle Against AD 12 (Combat Advantage) 10 Damage
Action point to cast Magic Missle Against AD 12 (Combat Advantage and +3 from Riardon) 11 Damage

As an aside, I think I'm using distant advantage correctly. I gain combat advantage because of Dane correct? I am "flanking" from a distance?
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Old 23rd July 2009, 04:30 AM   #574 (permalink)
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Nebten Kobold Slinger (Lvl 1)
Now ye braught ya friends. Tis a shame de not gonna stay for da party.

Dane cleaves into the thug, making his presence known. Should he strike, he'll carry his swing through wererat 2.

Actions

Cleave with Damage. (1d20+7, 1d12+6=[18, 7], [7, 6]) into Thug 2. 25 vs AC for 13 pod. 4 pod into wererat 2 if he hits. If Thug 2 is dead, Dane with attack Wererat 2. In any case, he will mark his target.
Vashik
Sorry you are incorrect. With Distant Advantage, you gain combat advantage (CA) when the target is flanked in melee. So if Dane and Rurdev were flanking wererat 2, then Vashik would get CA with a distant attack againt wererat 2. So it takes 3 allies to make it work.
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Old 23rd July 2009, 02:55 PM   #575 (permalink)
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EvolutionKB Goblin Sharpshooter (Lvl 2)
Rurdev slashes out with his scimitars in a flurry. His rage and the tightness of their surroundings throws off his aim.

Actions
Quarry the rat in front of me. Twin strike and then off-hand strike. 8(nat one), 14 and 15 to hit. 8, 9, and 10 damage with an additional 3 from quarry. If I am damaged in melee, I'll use my yield ground power(immed reaction) to shift to AB 14 and gain +2 to my defenses. twin strike att/off hand strike att/twin st dam/off h str dam/quarry dam (1d20+7=8, 1d20+8=14, 1d20+8=15, 1d8+1=8, 1d8+1=9, 1d8+5=10, 1d6=3)


Stats

Rurdev HP 36/36[18], HS 5/8[9] SW; D(17|16,15,14); AP 3
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Old 25th July 2009, 01:55 AM   #576 (permalink)
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[Round 1]

Incarnation moves into a position where he can see through arms and legs to the nearest werecreature but is unable to affect it.

[Round 2]

Vashik shifts around behind the small building and spots another thug coming to join the rest from the south. Distracted he misses with his magic missile.

Riardon fires his scorching burst but only manages to singe the 'kid'. He then moves out of the basement to suport Rurdev.

Rurdev misses with all three strikes against the wererat in front of him.

Dane cuts down the thug next to him, slashing the wererat in the process.

The kid chases after Vashik and tries to feint but the wizard is too quick to fall for that. The blade however hits as the kid smiles with its big ugly grin.

The two wererats move in on the crew up front. They concentrate their attacks on Rurdev. One misses completely but the other manages to bite the shifter's neck injuring him significantly but much worse inflicting him with some unknown pestilence.

The first thug that Vashik saw the kid hand something to takes off running. The second moves over from where he was following the kid but unable to keep up. A third thug emerges from down the street from Vashik on the far side of the warehouse.


Map:
Building to the North = Glassworks (40' high)
Building to the South = empty warehouse (30' high)
Building to the West = small shed (15' high)
Trees = difficult terrain
Rubble = difficult terrain

ooc
Notes: Nebten is correct on Distance Advantage the target must be flanked already before you get this bonus. Also you can only use one Action Point per combat and I believe Vashik used one already.

feint vs. Vashik Refl; atk Vashik AC (+2 if feint successful); dmg; sneak atk (if feint successful) (1d20+6=9, 1d20+8=23, 1d6+3=5, 1d6=3) = feint miss, but hit with sword = 5 dmg
atk, atk vs. Rurdev AC (1d20+8=16, 1d4+2=4, 1d20+8=28, 1d4+2=6) = miss, crit = 6dmg + 2 ongoing (save ends) + contract filth fever.

Incarnation HP 32/32[16], HS 10/11[8] SW; D(14|15,13,13); AP 21;
Riardon HP 13/24[12], HS 6/8[6] SW; D(17|15,14,13); AP 2;
Rurdev HP 36/36[18], HS 5/8[9] SW; D(17|16,15,14); AP 3
Vashik HP 22/24[10], HS 6/6[5] SW; D(15|11,16,15); AP 2;
Dane HP 27/31[15], HS 1/12[7] SW; D(19|16,12,12); AP 1;

Note: please update my stat line above, I think I might be missing some changes from the level up.
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Old 25th July 2009, 11:40 AM   #577 (permalink)
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Walking Dad Goblin Sharpshooter (Lvl 2)
Riardon tries a secret technique: "Hit them like... this???" and misses.

OOC

Standard: Warlord's Favor (1d20+7=14, 2d8+4=11)

Does anyone need healing? The summary seems to not be correct.

Everyone in 20 sq around Riardon gets a +2 to initiative.
When you spend an AP, you get a +3 on attacks.

Mini stat block

Riardon
Perception: 16 Insight: 11 Low-light Vision
AC 18 Fortitude 15 Reflex 14 Will 13
Hit Points: 24 / 24 Bloodied: 12
Temporary Hit Points: 0
Resist: -
Saving Throw: +5 vs Charm
Action Points: 1 Second Wind: 1
Healing Surge:6 Surges per day: 4 / 8
Encounter Powers: Inspiring Word 2/2, Scorching Burst, Warlords Favor, Feystep
Daily Powers: Lead the Attack

Condition: -
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Last edited by Walking Dad; 25th July 2009 at 08:41 PM..
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Old 25th July 2009, 01:36 PM   #578 (permalink)
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ukingsken Kobold Slinger (Lvl 1)
ooc
Did both my magic missiles miss? And thatnks for the distant advantage clarification.


Vashik looks at the shapeshifter, and then at the escaping thug and shouts.

One of you fools stop him, he's getting away!

Seeing that no one else is close enough to do anything Vashik switches gears. Stepping away from the shapêshifter, he twists his hands through the motions of an unfamiliar spell. Cupping his hands to his mouth Vashik lets out a shout that begins low but quickly rises to a painful tenor, shaking the two thugs.

Not waiting to see whether or not his attack was successful Vashik moves off to the north, trying to distance himself from the thugs and cut off the one attempting to flee, but knowing that he may soon be trapped.

Actions
Thunderwave 1d20+6=23, 1d6+5=9
Move Action to shift one square west
Standard Action to cast Thunderwave (Corner squares being Z7, AB9) if it hits push the SE thug to AD11 and the N thug to Z10
Move Action to move to X5

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Old 26th July 2009, 08:44 PM   #579 (permalink)
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Nebten Kobold Slinger (Lvl 1)
Why you keep runnin' boy. We gots da talk.

Dane carefully shifts away from the wererats, then tucks his shield close to his body to wind up for a mighty swing as he charges towards the shapeshifter.

Actions

Move Action: Shift to AD12.
Standard Action: Charge to AD10 ending with Shield Bash and marking "the kid." He will not push the target.
Shield Bash vs Reflex. If hit, knocked prone. (1d20+7, 1d10+6=[12, 7], [10, 6])
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Old 29th July 2009, 07:54 AM   #580 (permalink)
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EvolutionKB Goblin Sharpshooter (Lvl 2)
Rurdev flexes his neck, ignoring the blood running down it. He growls to Riardon, "Go help V-V-Vashik. Incarnation and I w-w-will take c-c-care of these r-r-rats." The shifter slashes out with his blades, nearly cutting himself with his first slash, but the second draws blood.



Stats/WalkingDad

I'm okay for healing right now. Once I shift, I'll be okay.

Rurdev HP 28/36[18], HS 5/8[9] SW; D(17|16,15,14); AP 3 ongoing 2 damage

Save vs ongoing damage is a fail. save vs ongoing damage (1d20=6)
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