1. You forgot to roll the crit dice as you have an magical implement
2. You forgot to add the bonus from Kama'zer tactical prescence(+1 and +3 to damage) on your ap attack
Hospital!? Hope it was nothing serious and that you are feeling better ELec.
Nothing life threatening or anything like that, I just end up in the hospital a few times a year. While I'm still not feeling great, I'm feeling MUCH better than before.
1. You forgot to roll the crit dice as you have an magical implement
2. You forgot to add the bonus from Kama'zer tactical prescence(+1 and +3 to damage) on your ap attack
Thank you. In that case, I believe my first attack kills the turret (since I'm guaranteed at least 1 on the crit dice), so I won't spend the AP.
Seeing the dire straights they were in, Kama'zer calls on the power of her magical armor to bolster her ability to keep her allies going. Feeling the confidence of impending victory rush through her, she calls out to Soldier "Bring that caster DOWN! We WILL win this!" Yanking the latest crossbow bolt out of her body, Kama'zer redoubles her efforts and charges forward at the dwarf with a war cry tumbling from her lips like an avalanche while her scimitar tries to find its way to his flesh.
Actions/Stat block
OOC: IC is down so I can't roll for the following. If DM wants to roll for them and post the rolls, fine. Otherwise, I'll keep checking IC and edit in the rolls as soon as possible. Start= bloodied Minor= Activate Exalted Armor power to add 1d10+1 to any healing this round. Standard= Aid the Injured on self Heals 10(surge) + 1d10+1 hps to Kama'zer Move (converted to Minor)= Inspiring Word on Soldier: Heals 12(surge) + 1d6 + 1d10+1 hps Action Point - Standard Action= Charge attack at Dwarven Bolter to square D10 then basic melee attack at +9 to hit (including +1 bonus from charge) for 1d8+4 damage if it hits. End= n/a
stat block
Kama'zer Anma'giduu- Female Githyanki Warlord 4 Passive Perception: +13, Passive Insight: +13 AC: 20, Fort: 18, Reflex: 17, Will: 16 -- Speed: 5 HP: 14/41, Bloodied: 20, Surge Value: 10, Surges left: 6/9 Action Points: 0, Second Wind:not used Powers- Opening Shove, Wolf Pack Tactics Warlord's Favor, Inspiring Word x2, Telekinetic Leap, Steel Monsoon, Aid the Injured Lead the Attack, Exalted Armor, Cloak of Resistance, Shield of Bashing Combat notes:-Commanding (Tactical) Presence: When ally who can see warlord spends an action point to make an attack, they gain +1 bonus on attack roll (1/2 Int modifier) and +3 bonus to damage from Tactical Assault feat
Mri'Thas: "Useless primates... " Sheng Zim: "Your existence brings the world out of balance. The chaos I bring shall revert it; unfortunately, your soul will be destroyed in the process."
-------------------------------------- Tuk Heavy Hands Apeldan: "Trolls are afraid to cats. Good to know" (Yttermayn's "Saga of the Dragon Cult") Cnosos: "I bet there's plenty of wonderful devices in that ship. Let's scavenge them at once!" (Blackrat's "After Earth") Metliz: Sounds like fun! (Arkandus's "The First") Thok: "Thok eats a lot, Thok big. Thok not good at first impressions." (MnL's "Valley of the Dead")
The last guards fanatically swarms the mage but they are fairly clumsy. Only one gets close to slicing into Callen but the wizards deftly deflect by summoning a quick force field.
Inside, the last automated turret relies on its programming and keeps engaging the closest enemy engaged with an ally. The results are devastating and the valiant Soldier drops to the floor with two bolts in his chest. The machine then whirls ominously toward Tsi'Ri.
The Dwarf steps quickly back and fires another bolt at Kamazer but she deflects it with her shield.
-''Damn you! Damn you all!''
The monks sends the tentacle toward 7 Rabbit with a wave of his hands. The shadowy snake lashes around the warlock and immobilize him. Then the shadow monk engages Tsi'ri with, a sadistic grin on his lips.
Actions
Guards vs the Mages (1:vs Mrithas 2&3 vs Callen).
I stay continue on my pitiful streak and roll: 8+8, 9+8 and 6+8. 17 vs Callen hits for 4 but he uses his staff power to negate
Turret vs Soldier
Rolled 17+8 and 12+8 = 25 and 20, 2 hits.
2*2d8+3= 15 + 16 = 31
Ah, now I am rolling strong again. VERY strong. That's exactly what it takes to drop Soldier to precisely 0. 8 + 4 temp (since last status) + 19 (Inspiring word) -31 = 0
Dwarf vs Kama:
Shifts back
1d20+8+2= 13 miss
Cultist:
Standard : Moves the tentacle toward 7 Rabbit. It attacks; 1d20+8=26 vs reflex, 4 damage (1d6+2), grabbed
Move: adjacent to Tsi'ri.
The tentacle is a conjuration. It can't be targeted, it can be moved through and will disappear if the Cultist can't sustain it (minor).
7 Rabbit: 18/40 [10/10] +2 fate of the void, shadow walk, bloodied, grabbed
Kama'Zer: 28/41 [6/9] Second-Wind Used
Soldier: 0 (-5) /50 [12/13) Ongoing 5 necro (Save ends), dying
Tsi'Ri: 40+9 /40 [10/10] shadow walk
Mrithas: 22/34
Callen: 24/32
Turrets:
38/38
16 AC 13 fortitude and reflex, immune to will effect, can't be cursed (though you are free to curse at them)
Dwarf Bolter
Perception 18; low-light vision
HP 46; Bloodied 23
AC 17; Fortitude 16, Reflex 16, Will 14
Saving Throws +5 against poison effects
OA Warhammer (Standard, at-will) Weapon (if drawn)
+8 vs Armor Class; 1d10+2 damage.
creatures that don’t have cover.
Stand Your Ground
When an effect forces a dwarf to move—through a push, a pull, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf gains an immediate saving throw to avoid falling prone.
Guards
Perception 10
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 14, Reflex 12, Will 12
OA : Club (Standard, at-will)
+7 vs Armor Class; 4 damage.
Mob Rule
The scurvy dog gains a +2 power bonus to all defenses while at least two other scurvy dogs are within 5 squares of it.
Dark Cultist
Perception 10
HP 52; Bloodied 26
AC 20; Fortitude 14, Reflex 18, Will 16
OA Unarmedd Strike (Standard, at-will)
+10 vs Armor Class; 1d8+3 damage.
Last edited by Mal Malenkirk; 25th October 2009 at 09:51 PM..
Seriously, the tentacle was still on the map so I thought this was implicit. Plus I did say it's a minor to sustain and you can see the cultist always had his minor action available. He has strictly nothing else to do with his minor action beside sustaining the tentacle. Unless you stun him (or perhaps daze him) that tentacle stays here.
Last edited by Mal Malenkirk; 26th October 2009 at 05:01 AM..
After Callen and MriThas acted, there was only one guard left near you plus two on the edge of the map. These two charged, no new guard appeared on the edge, so these are the last 3 guards. Yeah, I guess the one East now occupy the same spot as his fallen comrade.
Shadowalk, bloodied and dying
I swapped the dying token for the bloodied token as you can see. I think they are intuitive.
Can anyone suggest a good token for 'Shadow Walk'?
Remember that they have to be tiny and still be understandable.
Last edited by Mal Malenkirk; 26th October 2009 at 05:02 AM..
Mri'Thas: "Useless primates... " Sheng Zim: "Your existence brings the world out of balance. The chaos I bring shall revert it; unfortunately, your soul will be destroyed in the process."
-------------------------------------- Tuk Heavy Hands Apeldan: "Trolls are afraid to cats. Good to know" (Yttermayn's "Saga of the Dragon Cult") Cnosos: "I bet there's plenty of wonderful devices in that ship. Let's scavenge them at once!" (Blackrat's "After Earth") Metliz: Sounds like fun! (Arkandus's "The First") Thok: "Thok eats a lot, Thok big. Thok not good at first impressions." (MnL's "Valley of the Dead")
Callen swirls his staff around spinning the tip end over end creating a powerful wind that knocks both his opponents off their feat and back a few feet, dead.
He then moves inside to take stock of the situation deteriorating there. Spotting Soldier on the ground Callen calls out to his wife's goddess Mireva for help.
ooc: Where is the cultist and the turret? Now that I'm concentrating on the inside I can only see the bolter and the tentacle. Oh and roger that on the extra guards.
Conditionals: 1. if damaged by an attack w/in 2 of any 1 defense use Staff of Defense to prevent the damage.
2. if damaged by an attack > 10hp w/in 4 AC/Ref use Shield to prevent damage.
You do remember that the skull with a book on a black background no longer stands for Stonegod's rogue, right?
PS: Thunderwave is VS fortitude, not reflex. Makes no difference on these rolls but there is often a huge difference between For and Ref so don't forget that!
The North Turret hasn't had to move in the entire fight; it's on the ceiling at J10
You may want to reconsider; I stated earlier that the ceiling is 4 square high. Assuming that these effects are cubes, your scorching burst can't quite do both a turret and the cultist. You'd need an area 4 for that (or an enlarged scorching burst).
Yeah, I know that 4 square is high for a ceiling but it was designed to put them out of reach of melee weapons.
ooc: nah thats fine, just target the cultist. The only other thing he could do from there is magic missile, which has only a small chance of doing an extra 2-5 points of damage.
The tentacle is a conjuration. It can't be targeted, it can be moved through and will disappear if the Cultist can't sustain it (minor).
Cultist: 40/52
7 Rabbit: 18/40 [10/10] +2 fate of the void, shadow walk, bloodied, grabbed
Kama'Zer: 28/41 [6/9] Second-Wind Used
*Soldier: 16 /50 [11/13) bloodied, prone
Tsi'Ri: 40+9 /40 [10/10] shadow walk
Mrithas: 22/34
*Callen: 24/32
Turrets:
38/38
16 AC 13 fortitude and reflex, immune to will effect, can't be cursed (though you are free to curse at them)
Dwarf Bolter
Perception 18; low-light vision
HP 46; Bloodied 23
AC 17; Fortitude 16, Reflex 16, Will 14
Saving Throws +5 against poison effects
OA Warhammer (Standard, at-will) Weapon (if drawn)
+8 vs Armor Class; 1d10+2 damage.
creatures that don’t have cover.
Stand Your Ground
When an effect forces a dwarf to move—through a push, a pull, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf gains an immediate saving throw to avoid falling prone.
Guards
Perception 10
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 14, Reflex 12, Will 12
OA : Club (Standard, at-will)
+7 vs Armor Class; 4 damage.
Mob Rule
The scurvy dog gains a +2 power bonus to all defenses while at least two other scurvy dogs are within 5 squares of it.
Dark Cultist
Perception 10
HP 52; Bloodied 26
AC 20; Fortitude 14, Reflex 18, Will 16
OA Unarmedd Strike (Standard, at-will)
+10 vs Armor Class; 1d8+3 damage.