Adventure:A Jaz of all Trades (DM:Luinnar Judge: H.M.Gimlord).

nerdytenor

First Post
Dorn moves into the fray (Move to O15) and conjures a primordial storm which engulfs two of the ghosts in lightning and thunder. (Primordial Storm hits Terror 3 and Warrior 3 for 23 lightning and thunder damage each. Terror 3 takes 10 cold and fire damage at the start of its turn from even roll. Warrior 3 takes 5 cold and fire damage at start of its turn and is slowed TENT from odd roll.)

Dorn lets out a horrific roar, and two pointy horns burst through his skull. He seems engorged with demonic power; even his allies feel the surge of energy. He whips himself into a ball of electricty, sending death and destruction through the ranks of his enemies. (Action point: Spark form. Dorn shifts 9 squares through his enemies, ending in P21, making an attack against each in turn. Roll 1 Roll 2. Terror 1 hit 18 lightning damage. Warrior 2 hit 18 lightning damage. Warrior 1 miss. Samantha hit/killed for 21 lightning damage. Warrior 3 hit for 23 lightning damage. Terror 3 CRIT for 23 lightning + 10 ongoing damage (save ends) + knock prone).

Each of Dorn's allies gets one whole turn with +3 to hit, and Dorn's enemies get +3 to hit Dorn for one turn. Dorn will use Narrow Escape when he is next hit.

[sblock=Dorn Stat Block]
Dorn, Half-Orc Sorcerer/Demon-Soul Adept 13

Immediate Reactions:
If hit, use Narrow Escape to take 1/2 damage and teleport away

Current Effects:
+1 AC from even first roll
resist 10 necrotic, ignore 10 necrotic resistance
Enemies need 1 extra square of movement to move adjacent to Dorn

Passive Perception 15, Passive Insight 15
AC 26, Fort 24, Reflex 24, Will 27 (base defenses)
HP +18TMP 74/93 Bloodied 46 Surge Value 23, Surges 6/7
Speed 7, Initiative +14
Action Points: 0

Notes
Daily Wild Soul: psychic
Dorn starts each combat with 5 tmp hp (from Fey Blessed Circlet)
Dorn has CA on surprise round and against enemies with lower init 1st round
Dorn uses the raw d20 (no mods) for all even/odd effects
Dorn scores a crit on 19 or 20
Dorn gets CA against enemies that are being flanked by his allies
When an enemy crits Dorn, Dorn can crit that enemy on a roll of 17-20 TENT
When using a close arcane attack power, Dorn can choose a square within 2 as the origin

Encounter Resources
USED Primordial Storm
Demon-Soul Bolts
USED Bedeviling Burst
USED Spark Form
USED Furious Assault (no action)
Lightning Shift (move)
USED Variable Resistance (minor)
Narrow Escape
Periapt of Cascading Health (minor)
Half-Orc Resilience (no action)
Second Wind
USED Use Action Point

Daily Resources
Chromatic Orb
Moon and the Stars
Winds of Change
Demonic Wrath (minor)
Gambit Armor (minor)
Luckblade Dagger
Deep Shroud (minor)
Diamond Cincture (minor)
Antipathy Gloves (std)
Soul of the Bat (minor)

2x potion of healing
[/sblock]
 
Last edited:

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Dekana

Explorer
OOC: Nah, attacking doesn't remove invisibility unless the power says it does. (In 3.5 that was true, but it's not part of the invisibility condition in 4e)
 

Luinnar

First Post
OOC: Nah, attacking doesn't remove invisibility unless the power says it does. (In 3.5 that was true, but it's not part of the invisibility condition in 4e)
GM: Thanks, I was not sure what the power said. It missed, I updated the sblock. :)

Also the ghostly terrors had a +2 bonus to defenses I forgot to get rid of this turn.
 

TwoHeadsBarking

First Post
OOC: @nerdytenor you can shift 5 squares after spending your AP if you'd like.


Andras carefully lines up a shot on one of the specters. "Jax, get ready to-whoops! Never mind," he exclaims as his arrow, intended only as a guide, disperses the undead creature. He shrugs, readies another arrow, and lets it fly. He curses as it misses its target, but again he's pleasantly surprised as the shot ricochets into a different ghost.

[sblock=Actions]Standard: On My Mark vs Terror 1. Hits AC 35 for 19 damage. Uh, which kills it, actually.
AP: Staggering Shot vs Warrior 1. Misses by 1.
Free Action: Rebounding Longbow. I get to make a RBA against, oh Terror 3. So that's a crit. 21+6=27 damage.
Move: Move to Q16.

If an ally within 5 is hit by an enemy by 1 or less, I'll use Insightful Warning, giving the ally a +2 power bonus to defenses against the attack and an MBA against the attacker.
[/sblock]

[sblock=Andras's mini-stats]Andras genasi Warlord/Captain of Fortune 12
Initiative: +18 | Passive perception: 26 | Passive Insight: 26
AC: 27 | For: 29 | Ref: 26 | Will: 25
HP: 81/81+18 | Bloodied: 40 | Surge value: 20 | Surges: 9/9
Resist: 10 Fire
Speed: 6 | Languages: Allarian, Primordial
AP: 0 | Second Wind: not used
Melee Basic Attack: +17 vs AC, 1d10+7 damage
Ranged Basic Attack: +18 vs AC, 1d10+10 damage
Powers: Paint the Bulls-Eye, Direct the Strike
Insightful Warning, Staggering Shot, On My Mark, Lady Luck Smiles, Disciplined Counter
Relentless Wounding, Create Opportunity, Coordinated Assault
Firedeath, Inspiring Word (1/2), Shake It Off, Reorient the Axis, Unintended Feint, Favored Fortune
Rebounding Longbow, Boots of the Fencing Master, Feytouched Armor, Boar Tusk Helm, Legacy Undying

Skirmishing Presence:
When an ally who can see Andras spends an Action Point to make an attack, that ally can shift five squares before or after the attack.

Conditions:

[/sblock]
 

nerdytenor

First Post
OOC: Thanks for the reminder! I'm always forgetting those warlord bonuses... Dorn will shift to O24 and heal 13 hp (from Quagmire). Fixed stat block below.


[sblock=Dorn Stat Block]
Dorn, Half-Orc Sorcerer/Demon-Soul Adept 13

Immediate Reactions:
If hit, use Narrow Escape to take 1/2 damage and teleport away

Current Effects:
+1 AC from even first roll
resist 10 necrotic, ignore 10 necrotic resistance
Enemies need 1 extra square of movement to move adjacent to Dorn

Passive Perception 15, Passive Insight 15
AC 26, Fort 24, Reflex 24, Will 27 (base defenses)
HP +18TMP 87/93 Bloodied 46 Surge Value 23, Surges 6/7
Speed 7, Initiative +14
Action Points: 0

Notes
Daily Wild Soul: psychic
Dorn starts each combat with 5 tmp hp (from Fey Blessed Circlet)
Dorn has CA on surprise round and against enemies with lower init 1st round
Dorn uses the raw d20 (no mods) for all even/odd effects
Dorn scores a crit on 19 or 20
Dorn gets CA against enemies that are being flanked by his allies
When an enemy crits Dorn, Dorn can crit that enemy on a roll of 17-20 TENT
When using a close arcane attack power, Dorn can choose a square within 2 as the origin

Encounter Resources
USED Primordial Storm
Demon-Soul Bolts
USED Bedeviling Burst
USED Spark Form
USED Furious Assault (no action)
Lightning Shift (move)
USED Variable Resistance (minor)
Narrow Escape
Periapt of Cascading Health (minor)
Half-Orc Resilience (no action)
Second Wind
USED Use Action Point

Daily Resources
Chromatic Orb
Moon and the Stars
Winds of Change
Demonic Wrath (minor)
Gambit Armor (minor)
Luckblade Dagger
Deep Shroud (minor)
Diamond Cincture (minor)
Antipathy Gloves (std)
Soul of the Bat (minor)

2x potion of healing
[/sblock]
 

pathfinderq1

First Post
Brenn stepped back and fired another arrow into the spectral creature- and again the force-imbued projectile seemed to tear at its ectoplasmic form, spinning it to the ground.

[sblock= OOC]
>Move: to M 13
>Standard: Clever shot RBA at Terror 2, 1d20+21= 36 (hit for 24 force, Terror 2 is knocked prone); rolls Roll Lookup
[/sblock]

[sblock= Be Advised]
>I'm probably going to have to take some time off from online gaming. I'll try to hang in until this fight is over- but Brenn may get stuck in were-raven form, cawing at foes, for an extended period.
[/sblock]
 

covaithe

Explorer
Quagmire sees that none of his friends are in immediate need of healing, so he wades further into the fray and slices across one of the ghostly warriors.

[sblock=actions]Move: shift to O20
Minor: None, I think? Nobody particularly needs healing right now do they?
Standard: War of Attrition vs Ghost Warrior 3: 28 vs. AC hits for 19 damage, and allies gain +1 to hit and +5 damage with basic attacks or at-will powers until start of my next turn. Warrior 3's AC penalty goes up to -3 (save ends).
[/sblock]


[sblock=Quagmire]Quagmire Weaselcrust- Male Hobgoblin Warlord/Battlelord of Kord 12
Passive Perception: 15, Passive Insight: 15
AC:28, Fort:26, Reflex:23, Will:26 -- Speed:5
HP:65/82, Bloodied:41, Surge Value:20, Surges left:9/9
Action Points: 1, Second Wind: not used
MBA +18 vs. AC, 1d8+7 damage
Powers
Rousing Assault, Commander's strike, Body of the Shark, Throwing shield
Inspiring Word x3 [ ][ ][ ], Hammer and Anvil, Hobgoblin resilience, Inspired Belligerence, Warlord's Strike, War of Attrition, Tactical Orders, Tempest of Triumph,
Bastion of Defense, Stand the Fallen, Stand Tough, Knock Them Down, Blood-tested Inspiration, Soul of the Shark, Dwarven Chainmail, Gauntlets of Ogre Power, Throwing Shield, Diamond Cincture

Conditions:

Notes:
  • When I spend an AP, I can make a basic attack as a free action, and Allies who can see and hear me gain +1 to attack and damage rolls until start of my next turn.
  • Allies within 10 who can see and hear Quagmire gain +2 initiative
  • Allies who spend an AP within sight of me regain 13 HP and can make a saving throw at +5
  • When I hit an enemy with withering longsword, they take a cumulative -1 to AC (save ends)
[/sblock]
 

Luinnar

First Post
GM: Thanks for letting me know pathfinderq1 :)

Terror 1 was dead before Andras attacked it, so I changed both attacks to Terror 3 and had Jax take the shift/MBA killing it.

Nooooooo! I will kill...you'll never...I'll.. Samantha whispers as she fades away from view as Dorn hits her with his spell. In response to her demise the ghostly warriors stab into Sir ExSixTen's armor with their spears, ripping metal plates off him. The terrible female ghost near Brenn attempts to get closer to him, but is hindered by his shot. Another warrior charges Brenn,who easily leaps aside.

[sblock=actions]
Ghost Terror 2:
Move:Stand up
Move:08
saved

Ghost warrior 1:
Charge Brenn miss

Ghost warrior 2&3
#3 stand up
rolls
Spirit Spear vs Sir ExSixTen
27 & 26 vs ref, hit for 29+34=63 damage

#3 saved vs AC, no ongoing damage
[/sblock]
[sblock=Combatants]
Ghost Warrior:
HP
185; Bloodied 93
AC
25; Fortitude 27; Reflex 24; Will 23
Immune
disease, poison;
MBA:
Attack: Reach 2; +13 vs. Reflex
Hit:
4d10 + 11 damage.
Ghost Warrior 1: 171/185, marked EONT,
Ghost Warrior 2: 72/185, marked EONT
Ghost Warrior 3: 64/185 slowed EONT, 10 ongoing damage (save ends)

Ghostly Terror:
HP
140; Bloodied 70
AC
27; Fortitude 23; Reflex 25; Will 26
Immune
disease, poison;
MBA:

Attack:
+16 vs. Reflex;
Hit:
5d8 + 6 necrotic damage.
Ghostly Terror 2:106/140

Sir ExSixTen:63/116, Any enemy that starts its turn next to Sir Exsixten takes 12+3(5 if he has THP) damage,
Dorn: 18+84/93, 10 necrotic until end of encounter, +3 to ally hit, +3 to hit Dorn EONT.
Jax:70/88, dagger deals 1d6 damage
Andras:18+81/81,
Quagmire: 65/82,allies gain +1 to hit and +5 damage with basic attacks or at-will powers until start of my next turn.
Brenn: 49/76
Uncle Jaz: 91/91
[/sblock]

[sblock=Uncle Jaz]
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]
[sblock=Terrain]
Treasure is difficult terrain.

The side areas with the jars and statues cannot be moved into.

As a move action you can pick up 100 gold pieces when adjacent to the treasure pile.

The jars can be picked up as a move action and either used as a +3 melee or +3 ranged weapon, dealing 3d6 + str or dex damage, breaking them and scattering gold all over.
[/sblock]
 

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nerdytenor

First Post
With the Warriors locked up in melee combat, Dorn focuses on the remaining terror. He moves a bit closer (Move to R17) and lets loose a triple blast of demonic energy. The first blast seems to rip through the very fabric of space, sending friend and foe flying.

Critical miss - everyone except Terror 3 is pushed one square away from Dorn (currently at R17). This seems like a reasonable outcome (DM correct/approve at will):
Andras -> P15
Brenn -> M12
Ghost Warrior 1 -> M14
Ghost Warrior 2 -> M19
Sir Exsixsten -> N19
Ghost Warrior 3 -> N20
Quagmire -> N21
Jax -> Q21
Jaz -> R20


Dorn regains control for the second and third blasts, sending the terror to the ground in a seeming terror of its own (Second attack CRITS for 25 max lightning damage, Terror 3 is knocked prone, takes 10 ongoing damage (save ends) and slides to N8. Third attack hits for 19 lightning damage, and Terror 3 slides to M8. Rolls here)

[sblock=Dorn Stat Block]
Dorn, Half-Orc Sorcerer/Demon-Soul Adept 13

Immediate Reactions:
If hit, use Narrow Escape to take 1/2 damage and teleport away

Current Effects:
resist 10 necrotic, ignore 10 necrotic resistance
Enemies need 1 extra square of movement to move adjacent to Dorn

Passive Perception 15, Passive Insight 15
AC 26, Fort 24, Reflex 24, Will 27 (base defenses)
HP +18TMP 87/93 Bloodied 46 Surge Value 23, Surges 6/7
Speed 7, Initiative +14
Action Points: 0

Notes
Daily Wild Soul: psychic
Dorn starts each combat with 5 tmp hp (from Fey Blessed Circlet)
Dorn has CA on surprise round and against enemies with lower init 1st round
Dorn uses the raw d20 (no mods) for all even/odd effects
Dorn scores a crit on 19 or 20
Dorn gets CA against enemies that are being flanked by his allies
When an enemy crits Dorn, Dorn can crit that enemy on a roll of 17-20 TENT
When using a close arcane attack power, Dorn can choose a square within 2 as the origin

Encounter Resources
USED Primordial Storm
USED Demon-Soul Bolts
USED Bedeviling Burst
USED Spark Form
USED Furious Assault (no action)
Lightning Shift (move)
USED Variable Resistance (minor)
Narrow Escape
Periapt of Cascading Health (minor)
Half-Orc Resilience (no action)
Second Wind
USED Use Action Point

Daily Resources
Chromatic Orb
Moon and the Stars
Winds of Change
Demonic Wrath (minor)
Gambit Armor (minor)
Luckblade Dagger
Deep Shroud (minor)
Diamond Cincture (minor)
Antipathy Gloves (std)
Soul of the Bat (minor)

2x potion of healing
[/sblock]
 

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