Adventure:A Jaz of all Trades (DM:Luinnar Judge: H.M.Gimlord). - Page 15


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  1. #141
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    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!

    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

    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


    Terrain

    The crypts are difficult terrain.

    Creatures may be pushed into the hole and must save or fall through.


    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


    GM: Party & Uncle Jaz is up! Feel free to give him dialogue if you want Dekana

    Note: Jaz does not need to reload his crossbow.
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    Last edited by Luinnar; Thursday, 10th May, 2012 at 08:19 AM.
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  • #142
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    Dorn's hair turns a pale yellow as he instinctively responds to the threat before him (+5 tmp hp start of encounter, Minor - variable resistance - acid.). He moves into position (Move to D11), hurling a lightning bolt mid-stride and blasting one of the 'treasure chests' (Primordial Storm misses cube, hits mimic 2 for 21 lightning and thunder damage, and it takes 10 fire and cold damage at the start of its turn.)


    Dorn Stat Block

    Dorn, Half-Orc Sorcerer/Demon-Soul Adept 13

    Immediate Reactions:
    If hit would bloody Dorn or do 25+ damage, use Narrow Escape to take 1/2 damage and teleport away

    Current Effects:
    +1 AC TENT from even roll
    resist 10 acid, ignore 10 acid 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 +5TMP 93/93 Bloodied 46 Surge Value 23, Surges 7/7
    Speed 7, Initiative +14
    Action Points: 1

    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
    Bedeviling Burst
    Spark Form
    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
    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
    Last edited by nerdytenor; Thursday, 10th May, 2012 at 09:15 PM. Reason: not,so,many,commas,please

  • #143
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    Ignore Iron Sky
    THIS REMINDS ME OF THAT WARLOCK'S FORTRESS WHERE EVEN THE VERY WALLS AND SHADOWS WERE ATTACKING US, Sir Exsixten says as he walks forward, a ear-shattering noise blaring out as a panel in his chest flies open, a multi-colored light strobes, and the enemy stumble towards it in shock. Sir Exsixten continues as though nothing unusual just happened. WHY, IT SEEMS LIKE ONLY YESTERDAY THAT... HEY, IS THIS A JELLO CUBE? QUICK, COMPANIONS, KNOCK IT PRONE!

    OOC: Summary:
    Sir Exsixten is in E8 at 5+85/116, at E8.
    Mimic 1 is still at F8, marked TenT.
    Mimic 2 is at D7, takes 11 damage, -1 to AC(save ends), and is marked TenT.
    Cube is at E6-F7, takes 11 damage, -1 to AC(save ends), and is marked TenT.

    Notes: Enemies adjacent to Sir Exsixten and any other PC grant CA. If an enemy fails a save against one of Sir Exsixten's effects, Sir Exsixten gains 5 THP.


    Actions
    Immediate Reaction<when Mimic 1 attacks Sir Exsixten>: StrikebacksMBA: 1d20+17=23 AC, miss, marked TenT.
    Free: Bonded Charge(Jax)→Sir Exsixten gains +1 to hit against any enemy that attacks Jax until the start of the enemy's next turn.
    Move: Shift to E8.
    Standard: Come and Get It(Close Burst 3):
    *Attack 1: 1d20+17=22 Will vs Mimic 1, miss.
    *Attack 2: 1d20+17=36 Will vs Mimic 2, hit, pull to D7, marked TenT, Sir Exsixten gains 5 THP.
    *Attack 3: 1d20+17=27 Will vs Gelatinous Cube, hit, pull to E6-F7, marked TenT.
    *Damage: 1d12+3=11 damage.

    Immediate Actions(in order of priority):
    *If Sir Exsixten is bloodiedReactive Surge + Amulet of Life: Sir Exsixten spends two healing surges, gaining 10THP+66HP
    *If an enemy hits an ally within 2 squares of Sir Exsixten with a melee attack→Guardian's Charge: Sir Exsixten and the ally shift to each other's squares, Sir Exsixten becomes the target of the attack, and then makes an MBA against the attacker.
    *If a marked enemy adjacent to Sir Exsixten shifts or makes an attack that doesn't include himCombat Challenge: MBA against that enemy

    Sir Exsixten's Statblock
    Sir Exsixten, Male Warforged Fighter/Dreadnaught 11
    Passive Perception: 19, Passive Insight: 19
    AC: 28, Fort:27, Reflex:22, Will:22 -- Speed:5
    HP:5+85/116, Bloodied:58, Surge Value:33, Surges left:14/14
    Initiative +6, Action Points: 1

    Powers
    : Crushing Surge, Brash Strike, Combat Challenge, Unfailing Resources, Hack and Hew, Sweeping Blow, Come and Get It, Guardian's Charge, Daring Shot, Warforged Resolve, Reactive Surge, Second Wind, Comeback Strike, Victorious Surge, Rain of Steel, Boundless Endurance
    Items: Potion of Healing, Potion of Resistance x 1, Madstone x 3, Strikebacks, Amulet of Life, Dwarven Thrower, Dwarven Armor, Diamond Cincture, Werewolf Boon
    MBA/RBA: +17(+20 OA) vs. AC, 1d12+10 damage and enemy movement is stopped and Sir Exsixten gains 5 temporary hitpoints.
    Notes: *Enemies hit take cumulative -1 to AC(save ends) *Gain 5 THP when enemy fails save *Gain 10 THP on healing surge. *Reroll the first 1 on damage rolls *+2 damage with THP *Gain DR10 TsnT on AP *Gain 5+Healing Surges spent THP on short rest *Adjacent enemy grants CA if ally also adjacent to enemy
    Last edited by Iron Sky; Thursday, 10th May, 2012 at 10:11 PM.

  • #144
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    Uncle Jaz follows Dorn into medium-range combat, fiddling with his crossbow as he walks. He seems quite nervous and it takes him awhile to ready his weapon, but at last, he brings it to bear against one of the treasure chests.

    "This is ridiculous! Mister Orc? Er, Dorn, was it? You're big! Right? Hold that chest off if it comes here!" Uncle Jaz fires a bolt at the mimic closest to his nephew and strikes it quite accurately. It seems he's a natural shot.

    Jax ducks to the ground, unused to having crossbow bolts flying almost straight at him. Or at least, it hasn't happened recently. He picks himself up a moment later and then moves to flank the false-treasure chest with Sir Exsixten. "I don't know what a jello is, but I do know treasure when I see it!" He points his frosty dagger at the mimic and makes a throat-cutting gesture with his off-hand blade. "Dead or alive, you're coming with me!"

    Jax enters into his dance-like combat stance, now familiar to the party, and makes a series of dagger strikes against the mimic: two with his frost dagger and one with his off-hand. Each blow lands with a solid "thunk" of steel hitting wood, a difference that almost throws off Jax's combat rhythm (flesh is easier to pull a dagger from). He pulls back after it becomes clear that Dorn's magic will finish the mimic off.

    OOC: Mimic 2 will die at the start of its turn. 2 crits will do that...
    Kobold actions / stats
    Uncle Jaz
    Move: Technical Trick to D12 and gain CA against everything.
    Free: Backstab.
    Standard: RBA vs Mimic 2 hits AC 31 for 32 damage. (1d20+18+2+3=31; 1d8+8=11; 3d6=10; 2d6=11)
    Minor: Sneak in the Attack vs Mimic 2. The next ally's attack with CA that hits Mimic 2 deals 3d6 extra damage, TENT Uncle Jaz .

    Jax
    Move: Shift to C6.
    Standard: Imperiling Strike vs Mimic 2 crits on an 18 for 77 cold damage and it has vulnerability cold 5 and -4 AC and Reflex TENT Jax. (1d20+20+3=41; [1d4+15+2+2+3d8+4+3d6]=69; 3d6=8)
    Free: Two-Weapon Opening MBA vs Mimic 2 hits Reflex 29 for 19 damage. (1d20+19+3=29; 1d4+14+2=17)
    Minor: Critical Opportunity vs Mimic 2 crits on an 18 for 50 cold damage. The mimic will die at the start of its turn from Dorn's damage. (1d20+20+3=41; [3d4+15+2+2+5]=36; 3d6=14)


    PC:Jax (Dekana) - L4W Wiki- Male Kobold, 13 Rogue / Daggermaster
    Passive Perception: 23, Passive Insight: 22
    AC:26, Fort:22, Reflex:26, Will:19, Resist 5 cold, 5 necrotic, Speed:7
    HP:88/89, Bloodied:44, Surge Value:22, Surges left:9/9
    Initiative +14
    Action Points: 1 (encounter)

    Conditions

    Powers
    MBA: +19 vs Reflex, 1d4+14; or with CA, +22 vs Reflex, 1d4+16 + 3d8+4 (1/turn)
    RBA: +20 vs Reflex, 1d4+11; or with CA, +23 vs Reflex, 1d4+13 + 3d8+4 (1/turn)
    Frost Dagger, Piercing Strike, Riposte Strike, Shifty
    Combat Tumbleset, Critical Opportunity, Feytouched, Imperiling Strike, Low Slash, Perfect Feint, Royal Scamper, Running Slash, Second Wind, Sneak in the Attack, Stunning Strike
    Battlemaster's Dagger, Bloodbath, Frost Dagger, Knockout, Meditation of the Blade, Press the Advantage, Raven Cloak, Royal Blood

    Combat notes: +2 damage with CA; +2 damage with cold; 18-20 crit range (except basic attacks); on crit, make MBA with offhand (not cold damage)
    Last edited by Dekana; Friday, 11th May, 2012 at 01:27 AM.
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  • #145
    Andras moves forward and fires an arrow. The missile sinks into the large cube as Andras calls out, "That's the spirit, Jax! Let's sweep these creatures aside and see what they were guarding!"

    OOC: Important: until the end of my next turn, allies can roll twice when making ranged or melee attack rolls while within 5 squares of me.


    Actions
    Move: Move to G10
    Standard: Lady Luck Smiles vs Gelatinous Cube. Hits AC 34 for 22 damage. Until the end of my next turn, allies can roll twice when making ranged or melee attack rolls while within 5 squares of me.


    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 | Bloodied: 40 | Surge value: 20 | Surges: 9/9
    Resist: 10 Fire
    Speed: 6 | Languages: Allarian, Primordial
    AP: 1 | 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 (2/2), 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:


  • #146
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    Brenn stepped forward a bit and took more careful aim. This time his arrow punched into the cube, and the magical force of the strike caused it to wobble for a moment...


    OOC

    >Move: walk to F 14
    >Standard: Disruptive shot at cube (1 of 4, vs. AC); 1d20+18= 29 (hit for 12 force damage and cube is dazed, save ends); rolls Roll Lookup

    >End of turn/free: shift to F15


    Stats at 11

    Brenn Blackfeather
    Elf Ranger 11 (e-Hunter)/Peerless hunter PP
    Initiative +13/Passive Perception 31/Passive Insight 20; Low-light vision; cannot be surprised
    HP 76 (76)/Bloodied 38/Surge value 19/Per day= 7 (0 used)
    AC 25/FORT 22/REF 26/WILL 24 (attacks from more than 5 square range take a -2)
    Resist 5 necrotic, 5 poison; Vulnerable 5 platinum
    Speed 7 (Wild Step, Forest walk)/Size medium/Saves normal
    STR 13 (+1)/DEX 22 (+6)/WIS 20 (+5)
    CON 14 (+2)/INT 11 (+0)/CHA 10 (-1)
    Melee basic: Short sword, +10 (AC), 1d6+2 damage
    Ranged basic: +3 Force longbow +20 (AC), 1d10+16 force damage, range 20/40
    Skills: Acrobatics +13; Athletics +13; Dungeoneering +15; Endurance +12; Nature +17 (knowledge/monster checks +22); Perception +21; Stealth +18; Thievery +11 (+13 tools)
    Powers:
    Aimed shot (at will)(improved)
    Clever shot (at will)(improved)
    Rapid shot (at will)(improved)
    Aspect of the dancing serpent (at will/Stance)(active)
    Aspect of the seeking falcon (at will/Stance)
    Aspect of the Lurking Spider (at will/Stance)
    Form of the raven (at-will/boon)
    Disruptive shot (Encounter, x4/1 used)
    Reactive shift (Encounter)
    Weave through the fray (Encounter)
    Invigorating stride (Encounter/utility)
    Elven accuracy (Encounter)
    Grappling spirits (Encounter)
    Safe passage (Daily/utility)
    Inevitable shot (Daily)
    Soul of the raven (Daily/boon)
    Deathcut armor (Daily/item)
    Force longbow (Daily/item)
    >Action points: 1 left (of 1)
    >Second wind: not used

    http://l4w.wikia.com/wiki/PC:Numu_Nukoni_(pathfinderq1)

  • #147
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    Quagmire sees that Jax has one side of the battle well in hand, so he moves to flank the other treasure chest, daring it to attack him as he moves into position. His well-practiced distraction gives Sir Exsixten an opening to strike another blow at the box.

    actions
    Move: to G8. Provokes an OA from Mimic1. I'll let Luinnar decide if the mimic takes the OA, since it's marked by Sir Ex and would take another attack if it does.
    Standard: Commander's strike, Sir Ex gets an MBA on mimic 1: 35 vs. AC hits for 15 dmg. (2nd attack roll also hits, but doesn't crit.) That might be 17 dmg; does Sir Ex get a bonus for having temp hp? I don't quite understand that line of his 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:82/82, 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)

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  • #148
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    Ignore Iron Sky
    Quote Originally Posted by covaithe View Post
    That might be 17 dmg; does Sir Ex get a bonus for having temp hp? I don't quite understand that line of his sblock.
    OOC: Yes, Sir Exsixten gains +2 damage any time he has THP. Mimic 1 also now has -1 to AC(save ends).

  • #149
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    The mimic lashes out at Quagmire as he runs past, but the Warlord is too quick. Sir ExSixTen retaliates but mimics the mimic and misses. The mimic then lashes out at the warforge, grabbing him with a tentacle.

    The Gelatinous Cube sensing tasty prey next to it tries to eat both Quagmire and Sir ExSixTen. The Warforged manages to get engulfed into the creature, which feels more like acid than jello.

    Actions

    Mimic 1 OA: miss
    Sir ExSixTen OA:miss Does Sir ExSixTen get 5 THP?

    Mimic 1:
    Move:G5
    Standard:Crushing tendrils vs Sir ExSixTen. Crit, 31 damage and Sir ExSixTen is grabbed and takes -5 to escape,
    save succeed

    Gelatinous Cube:Engulf Quagmire & Sir ExSixTen hits Sir ExSixTen 26 vs ref.
    On a hit, the target is grabbed and pulled into the cube’s space; the target is dazed and takes ongoing 20 acid damage at the start of its turn until it escapes the grab. A creature that escapes the grab shifts to a square of its choosing adjacent to the cube. The cube can move normally while creatures are engulfed within it.

    Mimic has 3 reach with this so it does not break grab.

    save failed

    Combatants

    Gelatinous Cube:Marked EONT, dazed save ends.
    HP:391/476
    AC: 29, Fort: 28, Reflex: 26, Will: 26
    Immune Gaze, Resist 5 Acid

    Mimic:
    Mimic 1 HP:197/216:Marked EONT,
    AC: 30, Fort: 28, Reflex: 27, Will: 27
    Resist 5 Acid

    Sir ExSixTen:59/116, Sir Exsixten gains +1 to hit against any enemy that attacks Jax until the start of the enemy's next turn, Sir ExSixTen is grabbed by Mimic 1 and takes -5 to escape,dazed
    Jax:89/89
    Quagmire:82/82
    Brenn:76/76
    Andras:81/81, until the end of my next turn, allies can roll twice when making ranged or melee attack rolls while within 5 squares of me (Dorn,Andras, Jax and Sir ExSixTen).
    Dorn:5+93/93
    Uncle Jaz:91/91


    Terrain

    The crypts are difficult terrain.

    Creatures may be pushed into the hole and must save or fall through.


    Uncle Jaz

    Backstab, Sneak in the Attack used.

    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
    Attached Thumbnails Attached Thumbnails cubebattle3.jpg  
    My PBP characters: http://tinyurl.com/yy9skz2

  • #150
    "Don't worry, knight. I'll get you out of there." Andras fires a broad headed arrow into the rough center of the cube's mass. The force of the shot pushes the cube back with a wet *squelsh* as it leaves Sir Exsixten behind.

    Actions
    Minor: Inspiring Word on Sir Exsixten. Heals surge + 11.
    Standard: Staggering Shot vs Gelatinous Cube. Hits AC 34 for 18 damage and the cube is pushed 2 squares directly east. The cube is also knocked prone after the first time it moves on its next turn.
    Move: Shift 1 square east, gain a +1 item bonus to AC and Reflex


    Andras's mini-stats
    Andras genasi Warlord/Captain of Fortune 12
    Initiative: +18 | Passive perception: 26 | Passive Insight: 26
    AC: 27 (28) | For: 29 | Ref: 26 (27) | Will: 25
    HP: 81/81 | Bloodied: 40 | Surge value: 20 | Surges: 9/9
    Resist: 10 Fire
    Speed: 6 | Languages: Allarian, Primordial
    AP: 1 | 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:


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