The gelatinous cube slowly gloops forward, unsuccessfully trying to reach the tasty Kobold.
Suddenly the two treasure chests spring to life! Tentacles burst from the bottom of the chests and one charges Sir ExSixTen, box slamming against the Warforged's body. Another slithers next to Jax and a tentacle pops out of the box, trying to grab the Kobold, who easily leaps aside.
This is not suppose to happen! Uncle Jaz cries. Treasure chests are suppose to stay put! Gold is not suppose to attack! This is crazy!
[sblock=Actions]
Gelatinous Cube:
Double move 4 squares east.
Mimic 1:
Move:G5
Standard:Charge Sir ExSixTen with slam 29 vs AC (forgot the +1 from charge) hit for 31.
Mimic 2:
Move: D5
Standard:Crushing Tendrils vs Jax miss
[/sblock]
[sblock=Combatants]
Gelatinous Cube:slowed TENT Jax, and it is vulnerable 5 cold TENT Jax.
HP:436/476
AC: 29, Fort: 28, Reflex: 26, Will: 26
Immune Gaze, Resist 5 Acid
Mimic:
Mimic 1 HP:216/216
Mimic 2 HP:216/216
AC: 30, Fort: 28, Reflex: 27, Will: 27
Resist 5 Acid
Sir ExSixTen:85/116
Jax:89/89
Quagmire:82/82
Brenn:76/76
Andras:81/81
Dorn:93/93
Uncle Jaz:91/91
[/sblock]
[sblock=Terrain]
The crypts are difficult terrain.
Creatures may be pushed into the hole and must save or fall through.
[/sblock]
[sblock=Uncle Jaz (updated with MBA)]
Uncle Jaz (Male Kobold Thief) Level 13 Elite Skirmisher Small
HP 91; Bloodied 46
AC 27; Fortitude 25; Reflex 29; Will 24
Speed 6
Saving Throws +2; Action Points 1
Initiative +17 Perception +19
Traits:
Sneak Attack
Enemies granting combat advantage to Jaz take an extra 3d6 damage once per round.
Masterful Action
When spending an AP with an attack power and with combat advantage against the target, Jaz can use his sneak attack against the target regardless of if he used it this turn.
Standard Actions: (Note: Jaz does not have to reload his crossbow).
RBA: Custom Made Hand Crossbow • At-Will
Attack: Ranged 5; +18 vs. AC
Hit: 1d8 + 8.
Standard Actions:
MBA: Dagger
Attack: Melee 1; +18 vs. AC
Hit: 1d4
Move Actions:
Technical Trick • At-Will
Effect: Jaz moves up to his speed and does not draw OA. Every enemy within 5 squares grants combat advantage to him.
Trapmaker's Trick • At-Will
Effect: No movement. Every enemy within 5 squares grants combat advantage to Jaz. The next basic attack Jaz makes this round also causes the enemy to take a -2 to defenses until the end of Jaz's next turn.
Coward's Trick • At-Will
Effect: No movement. Every enemy within 5 squares grants combat advantage to Jaz. The next basic attack Jaz makes this round also causes the enemy to take a -2 to hit until the end of Jaz's next turn.
Minor Actions
R Sneak in the Attack • Encounter
Effect: Ranged 5 Until the start of Jaz's next turn the first ally's attack with CA that hits the target deals an extra 3d6 damage to the targeted enemy.
Shifty • At-Will
Effect: Jaz shifts 1 square.
Free Actions:
Backstab • Encounter
Effect: Jaz gains an extra +3 power bonus to hit and the enemy takes an extra 2d6 damage if it hits.
Triggered Actions:
It's a Trap! • Encounter
Requirements: An enemy hits Jaz with a melee attack.
Effect (Immediate Reaction): Jaz shifts 5 squares and makes an RBA against the target.
Skills Acrobatics +20, Athletics +12, Dungeoneering +12, Insight +12, Stealth +20, Streetwise +12, Thievery +20
Alignment: unaligned Languages: Common, Draconic
[/sblock]
Suddenly the two treasure chests spring to life! Tentacles burst from the bottom of the chests and one charges Sir ExSixTen, box slamming against the Warforged's body. Another slithers next to Jax and a tentacle pops out of the box, trying to grab the Kobold, who easily leaps aside.
This is not suppose to happen! Uncle Jaz cries. Treasure chests are suppose to stay put! Gold is not suppose to attack! This is crazy!
[sblock=Actions]
Gelatinous Cube:
Double move 4 squares east.
Mimic 1:
Move:G5
Standard:Charge Sir ExSixTen with slam 29 vs AC (forgot the +1 from charge) hit for 31.
Mimic 2:
Move: D5
Standard:Crushing Tendrils vs Jax miss
[/sblock]
[sblock=Combatants]
Gelatinous Cube:slowed TENT Jax, and it is vulnerable 5 cold TENT Jax.
HP:436/476
AC: 29, Fort: 28, Reflex: 26, Will: 26
Immune Gaze, Resist 5 Acid
Mimic:
Mimic 1 HP:216/216
Mimic 2 HP:216/216
AC: 30, Fort: 28, Reflex: 27, Will: 27
Resist 5 Acid
Sir ExSixTen:85/116
Jax:89/89
Quagmire:82/82
Brenn:76/76
Andras:81/81
Dorn:93/93
Uncle Jaz:91/91
[/sblock]
[sblock=Terrain]
The crypts are difficult terrain.
Creatures may be pushed into the hole and must save or fall through.
[/sblock]
[sblock=Uncle Jaz (updated with MBA)]
Uncle Jaz (Male Kobold Thief) Level 13 Elite Skirmisher Small
HP 91; Bloodied 46
AC 27; Fortitude 25; Reflex 29; Will 24
Speed 6
Saving Throws +2; Action Points 1
Initiative +17 Perception +19
Traits:
Sneak Attack
Enemies granting combat advantage to Jaz take an extra 3d6 damage once per round.
Masterful Action
When spending an AP with an attack power and with combat advantage against the target, Jaz can use his sneak attack against the target regardless of if he used it this turn.
Standard Actions: (Note: Jaz does not have to reload his crossbow).
RBA: Custom Made Hand Crossbow • At-Will
Attack: Ranged 5; +18 vs. AC
Hit: 1d8 + 8.
Standard Actions:
MBA: Dagger
Attack: Melee 1; +18 vs. AC
Hit: 1d4
Move Actions:
Technical Trick • At-Will
Effect: Jaz moves up to his speed and does not draw OA. Every enemy within 5 squares grants combat advantage to him.
Trapmaker's Trick • At-Will
Effect: No movement. Every enemy within 5 squares grants combat advantage to Jaz. The next basic attack Jaz makes this round also causes the enemy to take a -2 to defenses until the end of Jaz's next turn.
Coward's Trick • At-Will
Effect: No movement. Every enemy within 5 squares grants combat advantage to Jaz. The next basic attack Jaz makes this round also causes the enemy to take a -2 to hit until the end of Jaz's next turn.
Minor Actions
R Sneak in the Attack • Encounter
Effect: Ranged 5 Until the start of Jaz's next turn the first ally's attack with CA that hits the target deals an extra 3d6 damage to the targeted enemy.
Shifty • At-Will
Effect: Jaz shifts 1 square.
Free Actions:
Backstab • Encounter
Effect: Jaz gains an extra +3 power bonus to hit and the enemy takes an extra 2d6 damage if it hits.
Triggered Actions:
It's a Trap! • Encounter
Requirements: An enemy hits Jaz with a melee attack.
Effect (Immediate Reaction): Jaz shifts 5 squares and makes an RBA against the target.
Skills Acrobatics +20, Athletics +12, Dungeoneering +12, Insight +12, Stealth +20, Streetwise +12, Thievery +20
Alignment: unaligned Languages: Common, Draconic
[/sblock]
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