D&D 4th Edition [Adventure]: The Bane of the Black Dragon (DM: Dimsdale, Judge ??) - Page 82





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  1. #811
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    ° Ignore MetaVoid
    The monk focuses inward and moves behind Prime. Getting in the middle of the enemies, he spins in a tight circle around one of the skeletons, lashing around all enemies. So tight and masterful spiral was, that no one reacted in retaliation, while archers were hit by monks iron-hard legs. Using the momentum, Drew flinks himself toward great skeleton breaking few more bones. On the way, he smashes his elbow into skeleton he used for pivot and it's skull flies away from the body.

    draconic

    "The dragon raids the castle!"


    "Prime, ready your attacks, I'll try to get an opening for you!"

    OOC: @Someone , I'll try drunken monkey next, you'll get your combat challenge if I hit
    Actions

    Move: H9-E9-D8
    Standard: Masterful Spiral vs Ref (SA1; BG; SW15; SA2); damage (1d20+11=26, 3d8+7=23) - hit SA 1
    Forgot the rest: Masterful Spiral vs Ref (BG; SW15; SA2) (1d20+11=17, 1d20+11=14, 1d20+11=20) - hit SA2 - Drew gets increased reach for the duration of the stance
    SW15 takes 8 damage and dies (from flurry of blows)

    Minor: using Fallen needle move technique: shift 1 to E7

    AP:Fallen Needle vs AC (BG); damage (1d20+11=28, 1d10+7=9) - BG is at -2 to hit Drew, Drew gains +1 AC & Ref

    If golem hits Drew use
    Water Gives Way (Daily Immediate Interrupt Melee 1 ✦ Implement, Psionic)
    Target: Triggering Enemy
    Trigger: Adjacent enemy hits Drew with melee attack
    Attack: +11 vs. Fortitude (add +2 from flanking)
    Hit: 3d10+7 damage and target is slid 3 (due to ki focus) and falls prone. - slide one up next to the wall so it remains locked in
    Miss: Drew regains the use of this power, but cannot use it again in the encounter

    Last edited by MetaVoid; Sunday, 3rd June, 2012 at 12:39 PM.

 

  • #812
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    ° Ignore Someone
    Prime maneuvers behind the animated pile of bones and strikes. However the creature seems invulnerable to his blows, and the construct just chips away some of it. Even then, it surely fall with some patience.

    actions

    Minor: Battlemind's demand on golem (marked until end or encounter or until I use the power again)
    Move: Shift to current position. Gains bonuses to AC and reflex defenses thanks to boots of the fencing master.
    Standard: Living fortress daily power on golem, with bonuses from flaking and Warforged tactics feat. Even then, it fails to hit. Prime gains effect: he and adjacent allies gain cover until the end of the encounter (usually -2 to hit them)

    Have in mind the sblocked list of out of turn actions, and have Prime use them if the conditions are met


    mini-stats
    Prime Warforged Fighter|Battlemind 8

    Status:
    Initiative: +5, Passive perception: 23, Passive Insight: 18
    Defenses: AC: 28/27, Fort: 22/22, Ref: 20/19, Will: 20/20
    HP:77/77 THP: 5 Bloodied: 38, Surge value:19, Surges/day: 14/14 Speed: 5 squares
    Languages: Common
    AP: 1, Power points 2/4
    Powers:
    Bull's Strength, Crushing Surge, Lightning Rush, Battlemind's Demand, Blurred Step, Combat Challenge
    Shield Edge Block, Warforged Resolve, Unbreakable, Guardian’s Counter, Boots of the fencing master, Second Wind
    Living Fortress, Rain of Steel, Endure Pain, Knockback Warhammer


    A guide to Prime's out of turn actions

    With all the immediate action Prime is gathering, he’s becoming a complex character to have in pbp. In order to reduce the amount of retconning, do not hesitate to use one of these actions at the first chance it could be reasonably useful, in the following order of priority. Notice that many though not all are immediate actions and are mutually exclusive (you can take only one immediate action per round):

    • Blurred Step (Battlemind feature, at will). Prime can, once per turn as a free action, shift 1 when an adjacent marked enemy shifts. Use this along with Combat Challenge for maximum benefit.
    • Combat Challenge (fighter feature, at will, immediate interrupt), a MBA he can make against a Marked enemy who shifts or makes an attack that doesn’t include Prime. Notice that he can push enemies up to 3 squares with this attack: since combat challenge is an interrupt, this has the potential to completely negate an attack if it pushes the enemy beyond melee range. Otherwise use the push to disrupt the enemy strategy as much as possible.
    • Guardian’s counter (Encounter power, immediate interrupt), If an ally within 2 is being hit but the attack wouldn’t hit Prime or the damage to the ally would be severe. Prime exchanges positions with an ally within 2 squares, becomes the target of the attack and can retaliate with a MBA.
    • Fully augmented Lightning Rush (using 2 power points, immediate interrupt): Same case as guardian's counter, when guardian's Counter can't be used. Prime can move 5 squares, becomes the target of the attack, and deals a +13 VS AC, 2d10+8 damage attack.
    • Shield Edge Block (Encounter power, immediate interrupt), when he’s hit by a melee or close attack and a -4 penalty to hit would make the attack fail.
    • Unbreakable (Encounter power, immediate interrupt), if hit by an attack that can't be negated by Shield Edge Block that deals 11 or more damage (he’d negate 10 with the power -which isn’t described as damage reduction-, then 1 from armor property)

    If you roll any attack granted by any of these actions, don't forget Prime's Warforged Tactics feat: +1 to hit enemies adjacent to at least one ally.

    Last edited by Someone; Sunday, 3rd June, 2012 at 11:01 AM.

  • #813
    The dragon casually flies in the middle of the battle field. Look a giant skeleton! I wonder who made it? Did you make it necromancer? I wonder if it is fun to make undead. Do you think so Mr. Monk? It could be. Anyone have the recipe for Cauldron Born? I wonder if Julia Child wrote it down. Do you think so Robot Man?

    ..Hey where are you going?! Sharpe shouts as the Bone Golem throws up his hands and runs away screaming from the mad bard.

    actions

    Free:Grant necromancer 5 THp with virtue of valor.

    Move: Fly to G10-H11 drawing OA from SW13 and SW14.
    Minor:Knack for success on Sharpe, he gets +2 power bonus to next attack roll EONT.

    Standard:Song of discord on Bone golem ,
    28 vs will hit golem is dominated EONT.
    no valid targets for the effect.

    On bone golem's turn.
    Standard:Charge SA1:
    moving south, south. then west 4 squares and makes MBA against SA1.
    30 vs AC 9 damage.

    And @Someone , @MetaVoid will get a opportunity attack.

    The dragon will also take's Sharpe's OA.
    Dragon bite: Crit! for 6+6+6+5=23 damage.


    Moment of Escape

    Moment of Escape. (Encounter Move Ranged 10 ✦ Arcane)
    Target:
    One ally
    Effect: Sharpe slides the target 4 squares.

    Sharpe

    Sharpe Wellington- Male Half-Elf Bard 6
    Init: +3, Passive Perception: 18, Passive Insight: 16
    AC 20 Fortitude 17 Reflex 15 Will 19, Spd: 5
    HP 56/56
    Bloodied 25 Surge Value 12; Surges Per-Day 11/11
    AP: 1, Milestones:0

    Basic Attacks:
    Basic Attack +5 vs AC, Longsword, 1d8 damage
    Ranged Basic Attack N/A

    Powers:
    Staggering Note, Guiding Strike
    Majestic Word X2, Shout of Triumph, Knack for Success, Words of Friendship, Thunder's Calling, Second Wind, Shield of Devotion, Moment of Escape, Noxious Breath (Dragon), Revitalizing Incantation
    Stirring Shout, Inspiring Fortitude (AKA Invigorating Presence), Song of Discord, Come and Become Sharpe's Pet! (Ring of Dragon's power #1), Dragon I Choose You! (Ring of Dragon's power #2)

    Misc: Once per round, when an ally within 5 squares bloodies or reduces to 0 hp an enemy, you can grant the ally 5 THP as a free action.

    Conditions:
    Nil

    Note:

    Virtue of Valor: Once per round, when an ally within 5 squares bloodies or reduces to 0 hp an enemy, you can grant the ally 5 THP as a free action.

    Priority:

    Malifixindalaunt The White Dragon

    Malifixindalaunt (Veserab) Level 6 Lurker
    Large shadow beast (mount)
    HP 60/60; Bloodied 30 Surge 1/1
    AC 20; Fortitude 20; Reflex 17; Will 17
    Speed 4, fly 8 (clumsy)
    Immune noxious breath
    Initiative +11
    Perception +11
    Blindsight 20

    Traits:
    Combat Advantage
    Malifixindalaunt deals an extra 1d6 damage on melee attacks against any target it has combat advantage against.

    Standard Actions
    Bite • At-Will
    Attack: +11 vs. AC
    Hit: 2d6 + 5 damage.

    Wing Claw • At-Will
    Attack: +11 vs. AC
    Hit: 1d6 + 5 damage.

    Noxious Breath (poison, zone) • Encounter
    Attack: Close blast 4; +9 vs. Fortitude
    Hit: 2d6 + 3 poison damage, and the target takes a -2 penalty to all defenses until the end of the
    Malifixindalaunt's next turn. This power creates a zone of black, noxious fumes that remains in place until the end of the encounter. This zone blocks line of sight, and a creature that enters or ends its turn in the zone takes 5 poison damage. Malifixindalaunt is immune to this power's effects.

    Diving Wing Rake • Standard, At-Will
    Effect:
    Malifixindalaunt makes a charge attack, making two wing claw attacks. After attacking, Malifixindalaunt moves up to 1 square and moves in an unoccupied square.

    Skills Stealth +12
    Str 20 (+8) Dex 18 (+7) Wis 17 (+6)
    Con 17 (+6) Int 2 (–1) Cha 4 (+0)
    Alignment Evil Languages —

    Last edited by Luinnar; Sunday, 3rd June, 2012 at 09:36 PM.
    My PBP characters: http://tinyurl.com/yy9skz2

  • #814
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    ° Ignore Someone
    OOC: May as well roll the OA now

  • #815

  • #816
    OOC: Remember dominated creatures are dazed and thus grant CA
    My PBP characters: http://tinyurl.com/yy9skz2

  • #817
    Zharne assume his beast form

    OOC: save Vs daze = fails

  • #818
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    ° Ignore dimsdale
    OOC: holy moly! You guys are turning my golem into bone shards!

    Just a quick note: I'm out of town until Thrusday with limited access to the internet. Expect a full post on Thursday night...late. Sorry for the delay.
    Characters: Kruk (Lvl 11), Max (Lvl 11), Lerrick (Lvl 6)

  • #819
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    ° Ignore dimsdale
    DM Notes: Please Ignore

    More foes fall to the allies. The skeletons' attack focus on the dragon, with three of the four attackers striking for minor wounds. The golem remains dazed on the mind control of the bard. To the right a large skeleton with four arms equipped with scimitars moves from a collapsing alcove and makes his way towards the construct. Its first two attacks miss, but he last two penetrate deep into the armor plates of the fighter.

    Mechanics

    Heroes
    Drew: kills SW15, hit SA1 for 23, hit SA2 for 23, triggered attack if BG attacks Drew, OA miss
    Prime: misses BG, adjacent allies including prime have cover, OA hits BG for 11
    Vermitrax: hit SA3 for 11, kills SW11
    Sharpe: Grant 5 THP to Vermitrax, BG dominated, attacks SA! for 9 damage, OAs for Dragon, Prime, and Drew
    Pet Dragon: OA on BG hits for 23
    Zharne: fails vs dazed, moves to current position

    Total Damage to Enemy
    BG: Hit for 34 and dominated TENT
    SW11: Dead
    SW15: Dead
    SA1: Hit for 32
    SA2: Hit for 23
    SA3: Hit for 11




    Baddies turn:



    Bone Golem
    Dominated by Sharpe

    SW12
    Attack: +11 +2 flank vs AC; 5 damage vs Dragon AC:
    Dragon: miss
    Roll Lookup

    SW13:
    OA: Attack: +11 vs AC; 5 damage vs Dragon AC:
    Dragon hit for 5
    Roll Lookup

    Regular Attack: +11 vs AC; 5 damage vs Dragon AC:
    Dragon hit for 5
    Roll Lookup

    SW14:
    OA: Attack: +11 +2 Flank vs AC; 5 damage vs Dragon AC:
    Dragon hit for 5
    Roll Lookup

    SA2
    Attack: ranged attack: 1d20+8 vs Dragon AC for 6:
    Dragon: Miss
    Roll Lookup

    SA3
    Attack: ranged attack: 1d20+8 vs Prime AC for 6:
    Prime: Crit for 8 damage
    Roll Lookup

    Tomb Guardian
    Attack: Cascade of Blades Attack (4 attacks) vs Prime 1d20+13 for 1d8+4
    Attack 1: miss
    Attack 2: miss
    Roll Lookup
    Attack 3: Crit for 12
    Attack 4: Crit for 12
    Roll Lookup

    recharge power: nope
    Total Damage to Allies:
    Zharne: (dazed save ends)
    Dragon: -15
    Prime: -32 +3 = -29



    Stats


    Palyers


    Prime:
    Defenses: AC: 27, Fort: 22, Ref: 19, Will: 20 AP 1
    HP: 45/77 THP: 0 Bloodied: 38, Surge value:19, Surges left: 14/14

    Sharpe:
    AC 20, Fort: 17, Ref: 15, Will: 19 AP 1
    HP 56/56, THP: Bloodied 28 Surge Value 14; Surges left 11/11

    Malifixindalaunt: Dragon Mount
    AC 20; Fort: 20; Ref: 17; Will: 17 Speed 4, fly 8 (clumsy)
    HP 45/60 THP 0; Bloodied 30

    Vermitrax: Not Updated Stats
    AC 20; Fort: 18, Ref: 20, Will 20
    HP 38/38 THP 5 Bloodied 19 Surge Value 9; Surges left 8/9
    Resist 5 Cold 10 Force

    Zharne: Not Updated Stats Dazed (Save Ends)
    AC 20 Fort: 15, Ref: 18, Will 18 AP 0
    HP 32/51 THP Bloodied 25 Surge Value 12(14 in Beastform); Surges left 9/9
    Resist 5 Cold

    Drew: Not Updated Stats [COLOR="Red"]
    AC 21 Fortitude 15 Reflex 19 Will 15 AP 0
    HP 34/34 THP 0 Bloodied 17 Surge Value 8 Surges left 6/8

    Enemies:
    BG1 131/240
    SW1 1/1 Dead
    SW2 1/1 Dead
    SW3 1/1 Dead
    SW4 1/1 Dead
    SW5 1/1 Dead
    SW6 1/1 Dead
    SW7 1/1 Dead
    SW8 1/1 Dead
    SW9 1/1 Dead
    SW10 1/1 Dead
    SW11 1/1 Dead
    SW12 1/1
    SW13 1/1
    SW14 1/1
    SW15 1/1 Dead
    SW16 1/1
    SA1 30/30 Dead
    SA2 7/30
    SA3 19/30




    map

    map


    Enemies

    Skeleton Warrior Minions
    HP 1; a missed attack never damages a minion.
    AC 21; Fortitude 18, Reflex 19, Will 18
    Immune disease, poison
    Speed 6
    Longsword (standard, at-will) Weapon
    +11 vs AC; 5 damage.

    Skeleton Archers
    HP 30/39
    AC 16; Fortitude 13, Refl ex 14, Will 13
    Immune disease, poison
    Speed 6
    rShortbow (standard; at-will) ✦ Weapon
    Ranged 15/30; +8 vs. AC; 6 damage.


    Bone Golem
    Bone Golem
    HP 250; Bloodied 125; see also berserk attack
    AC 24; Fortitude 29, Refl ex 21, Will 22
    Saving Throws +2
    Speed 6; can’t shift
    Action Points 1
    m Slam (standard; at-will)
    Reach 2; +16 vs. AC (+18 while bloodied); 2d8 + 5 damage, and
    the target is dazed (save ends).
    M Double Attack (standard; at-will)
    The bone golem makes two slam attacks.
    M Berserk Attack (immediate reaction, when damaged by an attack
    while bloodied; at-will)
    The bone golem makes a slam attack against a random target
    within its reach.
    M Golem Rampage (standard; recharge 5,6 )
    The bone golem moves up to its speed plus 2 and can move
    through enemies’ spaces, provoking opportunity attacks as
    normal. When it enters a creature’s space (ally or enemy), the
    golem makes a slam attack against that creature. The creature
    remains in its space, and the golem must leave the space after
    it attacks. The golem must end its rampage in an unoccupied space.

    Tomb Warrior
    Tomb Guardian
    HP 126; Bloodied 63
    AC 23; Fortitude 22, Refl ex 23, Will 20
    Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
    Speed 8
    mTwin Scimitar Strike (standard; at-will) ✦ Weapon
    The skeletal tomb guardian makes two scimitar attacks against
    the same target: +13 vs. AC; 1d8 + 4 damage (crit 1d8 + 12). This
    also holds true for opportunity attacks.
    M Cascade of Steel (standard; at-will) ✦ Weapon (recharge: 5, 6)
    The skeletal tomb guardian makes two twin scimitar strike attacks
    (four scimitar attacks total).
    M Sudden Strike (immediate reaction, when an adjacent enemy
    shifts; at-will) ✦ Weapon
    The skeletal tomb guardian makes a melee basic attack against
    the enemy.

    Last edited by dimsdale; Monday, 11th June, 2012 at 11:12 PM.
    Characters: Kruk (Lvl 11), Max (Lvl 11), Lerrick (Lvl 6)

  • #820
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    ° Ignore dimsdale
    More foes fall to the allies. The skeletons' attack focus on the dragon, with three of the four attackers striking for minor wounds. The golem remains dazed on the mind control of the bard. To the right a large skeleton with four arms equipped with scimitars moves from a collapsing alcove and makes his way towards the construct. Its first two attacks miss, but he last two penetrate deep into the armor plates of the fighter.

    ooc: @Someone : sorry, Prime got hit with three crits.

    Mechanics

    Heroes
    Drew: kills SW15, hit SA1 for 23, hit SA2 for 23, triggered attack if BG attacks Drew, OA miss
    Prime: misses BG, adjacent allies including prime have cover, OA hits BG for 11
    Vermitrax: hit SA3 for 11, kills SW11
    Sharpe: Grant 5 THP to Vermitrax, BG dominated, attacks SA! for 9 damage, OAs for Dragon, Prime, and Drew
    Pet Dragon: OA on BG hits for 23
    Zharne: fails vs dazed, moves to current position

    Total Damage to Enemy
    BG: Hit for 34 and dominated TENT
    SW11: Dead
    SW15: Dead
    SA1: Hit for 32
    SA2: Hit for 23
    SA3: Hit for 11




    Baddies turn:

    Bone Golem
    Dominated by Sharpe

    SW12
    Attack: +11 +2 flank vs AC; 5 damage vs Dragon AC:
    Dragon: miss
    Roll Lookup

    SW13:
    OA: Attack: +11 vs AC; 5 damage vs Dragon AC:
    Dragon hit for 5
    Roll Lookup

    Regular Attack: +11 vs AC; 5 damage vs Dragon AC:
    Dragon hit for 5
    Roll Lookup

    SW14:
    OA: Attack: +11 +2 Flank vs AC; 5 damage vs Dragon AC:
    Dragon hit for 5
    Roll Lookup

    SA2
    Attack: ranged attack: 1d20+8 vs Dragon AC for 6:
    Dragon: Miss
    Roll Lookup

    SA3
    Attack: ranged attack: 1d20+8 vs Prime AC for 6:
    Prime: Crit for 8 damage
    Roll Lookup

    TG
    Attack: Cascade of Blades Attack (4 attacks) vs Prime 1d20+13 for 1d8+4
    Attack 1: miss
    Attack 2: miss
    Roll Lookup
    Attack 3: Crit for 12
    Attack 4: Crit for 12
    Roll Lookup

    recharge power: nope


    Total Damage to Allies:

    Zharne: (dazed save ends)
    Dragon: -15
    Prime: -32 +3 = -29



    Stats


    Palyers

    Prime:
    Defenses: AC: 27, Fort: 22, Ref: 19, Will: 20 AP 1
    HP: 45/77 THP: 0 Bloodied: 38, Surge value:19, Surges left: 14/14

    Sharpe:
    AC 20, Fort: 17, Ref: 15, Will: 19 AP 1
    HP 56/56, THP: Bloodied 28 Surge Value 14; Surges left 11/11

    Malifixindalaunt: Dragon Mount
    AC 20; Fort: 20; Ref: 17; Will: 17 Speed 4, fly 8 (clumsy)
    HP 45/60 THP 0; Bloodied 30

    Vermitrax: Not Updated Stats
    AC 20; Fort: 18, Ref: 20, Will 20
    HP 38/38 THP 5 Bloodied 19 Surge Value 9; Surges left 8/9
    Resist 5 Cold 10 Force

    Zharne: Not Updated Stats Dazed (Save Ends)
    AC 20 Fort: 15, Ref: 18, Will 18 AP 0
    HP 32/51 THP Bloodied 25 Surge Value 12(14 in Beastform); Surges left 9/9
    Resist 5 Cold

    Drew: Not Updated Stats [COLOR="Red"]
    AC 21 Fortitude 15 Reflex 19 Will 15 AP 0
    HP 34/34 THP 0 Bloodied 17 Surge Value 8 Surges left 6/8

    Enemies:
    BG1 131/240
    SW1 1/1 Dead
    SW2 1/1 Dead
    SW3 1/1 Dead
    SW4 1/1 Dead
    SW5 1/1 Dead
    SW6 1/1 Dead
    SW7 1/1 Dead
    SW8 1/1 Dead
    SW9 1/1 Dead
    SW10 1/1 Dead
    SW11 1/1 Dead
    SW12 1/1
    SW13 1/1
    SW14 1/1
    SW15 1/1 Dead
    SW16 1/1
    SA1 30/30 Dead
    SA2 7/30
    SA3 19/30
    TG 126/126




    map

    map


    Enemies

    Skeleton Warrior Minions
    HP 1; a missed attack never damages a minion.
    AC 21; Fortitude 18, Reflex 19, Will 18
    Immune disease, poison
    Speed 6
    Longsword (standard, at-will) Weapon
    +11 vs AC; 5 damage.

    Skeleton Archers
    HP 30/39
    AC 16; Fortitude 13, Refl ex 14, Will 13
    Immune disease, poison
    Speed 6
    rShortbow (standard; at-will) ✦ Weapon
    Ranged 15/30; +8 vs. AC; 6 damage.


    Bone Golem
    Bone Golem
    HP 250; Bloodied 125; see also berserk attack
    AC 24; Fortitude 29, Refl ex 21, Will 22
    Saving Throws +2
    Speed 6; can’t shift
    Action Points 1
    m Slam (standard; at-will)
    Reach 2; +16 vs. AC (+18 while bloodied); 2d8 + 5 damage, and
    the target is dazed (save ends).
    M Double Attack (standard; at-will)
    The bone golem makes two slam attacks.
    M Berserk Attack (immediate reaction, when damaged by an attack
    while bloodied; at-will)
    The bone golem makes a slam attack against a random target
    within its reach.
    M Golem Rampage (standard; recharge 5,6 )
    The bone golem moves up to its speed plus 2 and can move
    through enemies’ spaces, provoking opportunity attacks as
    normal. When it enters a creature’s space (ally or enemy), the
    golem makes a slam attack against that creature. The creature
    remains in its space, and the golem must leave the space after
    it attacks. The golem must end its rampage in an unoccupied space.

    Tomb Guardian
    Tomb Guardian
    HP 126; Bloodied 63
    AC 23; Fortitude 22, Refl ex 23, Will 20
    Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
    Speed 8
    mTwin Scimitar Strike (standard; at-will) ✦ Weapon
    The skeletal tomb guardian makes two scimitar attacks against
    the same target: +13 vs. AC; 1d8 + 4 damage. This
    also holds true for opportunity attacks.
    M Cascade of Steel (standard; at-will) ✦ Weapon (recharge: 5, 6)
    The skeletal tomb guardian makes two twin scimitar strike attacks
    (four scimitar attacks total).
    M Sudden Strike (immediate reaction, when an adjacent enemy
    shifts; at-will) ✦ Weapon
    The skeletal tomb guardian makes a melee basic attack against
    the enemy.


    ooc: sorry for the delay everyone. I'll take next time next time
    Last edited by dimsdale; Monday, 11th June, 2012 at 11:21 PM.
    Characters: Kruk (Lvl 11), Max (Lvl 11), Lerrick (Lvl 6)

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