[adventure]:The Search for Vlastoes (DM: Dimsdale, Judge ??)

stonegod

Spawn of Khyber/LEB Judge
Over on the other side of the battle, the assassin continues his quiet work, drawing the last breath from the last priest. Switching his armaments for a single blade, Dox mutters a brief arcane curse against the undead orb and moves behind for the kill. With practiced ease, the unremarkable man remarkably stabs the undead orb in its most vital point, and grabs it fast with his free hand. Striking now is advised.
OOC: Sustain grab: With Min dmg + Death Attack, CP4 dead. Move, use free to swap garrote for rapier, Minor to curse, then spend AP to use Hidden Blade on Death Orb: Hit (barely), 45 hp dmg (by expending curse & Assassin's strike), it is grabbed (so it can't move), it grants CA, and takes a -2 on its escape check the first time. Use Low blow to also daze the beast.
[sblock=Dox (Resist 4 all Death Orb, grabbing, concealed)]Dox—Male Shade Son of Peresefa Executioner 8
Initiative: +10, Passive Perception: 19, Passive Insight: 14
AC: 25 (26 w/ TWF), Fort: 23, Reflex: 22 (23 w/ TWF) Will: 18 — Speed: 6
HP: 64/64, Bloodied: 32, Surge: 16, Surges left: 9/9
Resist 3 ongoing, 4 all vs target last hit
Action Points: 0/1, Second Wind: Not Used, Milestones: 0
Powers -
Garrote Strangle
Poisoned Dagger
Quick Lunge
Hidden Stab

Assassin's Strike
Low Blow

One with Shadow
Darting Shadow

Warlock's Curse
Fleeting Shade

2 Assassin Poisons (daily)
Elven Battle Leather Armor (encounter)
Rope of Climbing (free)


Dox - PC:Dox (stonegod) - L4W Wiki[/sblock]
 
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dimsdale

First Post
[sblock=DM: Notes Please Ignore]
Although the monk can't hold on to the death orb, the assassin takes his place delivering a powerful blow that leaves the orb dazed and held in place. Prime takes a swing at it, but misses. The construct's moves at blinding speed however, hitting all surrounding foes. However, in doing so, the bone shard skeleton blasts outward a mixture of bone shards and necrotic filth which hits the fighter and the monk. Vermitrax curses at himself as his magic can't penetrate the defenses of the orb. The bard misses with his attack but manages to provide some aide to his allies. Kamotz hits the zombie. The orb demonstrates its true power with its counter attack. As soon as the assassin delivered his blow an eye locks onto him. Dox is lifted into the air moved, not backwards, but around the orb to within reach of the orbs allies, which in turn swing lustfully at the vulnerable target. Both miss with their attacks. With the assassin now out of the orb's way, another eye locks onto the dragon besides it. The dragon, and its rider, slide in an arc close to one of the fighters, which hits the dragon as it passes by. The zombie also hit with a minor wound. Ignoring the monk, one more eye locks onto the construct, delivering another wave of necrotic energy to the already vulnerable fighter. More skin on the fighter starts to decay, revealing a complex piece of machinery. Two more foes, a fighter and the bone shard attack the Prime, but miss. The zombie misses with an attack at the wolf, missing, but receiving a blast of radiant energy for choosing the wolf as the target. The other fighter, moves forward to the now exposed assassin and delivers a solid blow.


[sblock=Hero Actions]
Heros Turn
Dox: kills CP4, hits orb for 45, grabs orb (grants CA, -2 to escape check), dazed
Vermitrax: miss with attack
Prime: reduced damage taken by 10, 10 temp hp negated, takes 5 from ongoing, gain 14 THP, mark orb, rain of steel (all adj enemies take 6 damage at start of turn), fail vs vulnerable, save vs ongoing.
Drew: Miss
Sharpe: drew gains surge +3 hp and shift 1 square
Sharpe Pet Dragon:
Kamotz: hits Z for 15
Kamotz Familiar:

Total Damage to Enemy:
Death Orb: -45, dazed and grabbed -6 more at start of turn: -51 + ongoing -59
CP4: dead
BS1: -6 at start of turn
CM2: -6
Z: -15 -11 (radiant damage and vulnerability) = -26
[/sblock]

[sblock=Enemy Actions]
Enemy Turn
Death Orb:

-8 ongoing damage

Free attack: Eye of the Death Orb: aura 5: random attack vs ally within 5 with a random ray:
Possible targets:
1. Kamotz
2. kamotz pet
3: Vermitrax
4. Drew
5. Sharpe
6. Sharpe
7. Prime
8. SK
9. Dox

roll: 1d9: Dox
random attack:

1. fear ray
2. necrotic ray
3. telekinesis ray
roll: 1d3 = 3

Eye stalk attack 3: telekinesis ray: Ranged 8; +17 vs. Dox reflex = (Hit 36) Dox slides to current location on map, drawingOA's from CM2 and BS1:

OA BS!: 1d20+9 vs Dox AC: +9 vs. AC; 1d8 + 3 damage (crit 1d8 + 11) plus 5 necrotic damage = Miss
OA CM2: 1d20+16 vs Dox AC: 2d8+7 damage = Miss


Attack:
Eye stalk attack 1: telekinesis ray: Ranged 8; +17 vs. Sharpe's Dragon reflex = Hit (31)

slide dragon to L9, L10, L11, L12

triggers OA CM1 and Z
OA CM1 1d20+16 vs Sharpe Dragon AC: 2d8+7= Hit 20 for 10
OA Z 1d20+11 vs Sharpe Dragon AC: 2d6+2 = (Hit 24) for 4

Eye stalk attack 2: Necrotic ray: Ranged 8; +17 vs. Reflex; 2d8 + 6 necrotic damage vs Prime Reflex: Hit for 12 + 10 (vulnerable) = 22

save vs ongoing damage: 1d20+2= 13 save

Priest 1 through Priest 6: Summon Undead
Note: This round the chance of summoning an undead creature is 4 out of 6. CP2 can't speak. CP3, though prone still continues to chant.
A roll = 6 causes a summon failure. This causes 10 points damage to all priest involved in the ritual. Perhaps there is a way to lesson the chance of the priest summoning the foes.

Roll = 5 summons an undead
Roll = 1, 2, 3, 4, Nothing happens
Roll = 6 (see above)

This round the summoning roll is: 4: Nothing Happens

CF1:
attack: 1d20+16, 2d8+7 damage vs Prime AC: Hit for 22

Dox Marked by CF1

CF2:
attack: 1d20+16, 2d8+7 damage vs Prime AC: Miss

prime marked by CF2

BS1:
free attack when bloodied: Close burst 3; +8 vs. Drew and Prime (not Dox since the burst took place before Dox was moved) Reflex; 2d6 + 3 necrotic damage:
Prime: hit for 11
Drew Hit for 11 (forgot to include to-hit roll for Drew so doing it here)

scimitar attack vs prime: 1d20+9 vs Prime ac, 1d8+3 +5 necrotic damage = Miss

Z1:
move to current location
Attack: attack wolfy 1d20+6 vs wolfy AC for 2d6+2 = Miss


Total Damage to Heros:
Pirme: -22 vulnerable (save ends) (14 damage absorbed by Temp HP) (1 damage absorb from construct) =7 and -11 (-1) = -10 for total of 17 damage, marked by cf2
Dox: -22 marked by cf1
Sharpe's Dragon: -14
Drew: -11

[/sblock]
[sblock=map]
map
[/sblock]
[sblock=stats]
Heros Stats

Dox:
AC: 25 (26 w/ TWF), Fort: 23, Reflex: 22 (23 w/ TWF) Will: 18 — Speed: 6
HP: 42/64, Bloodied: 32, Surge: 16, Surges left: 9/9
Resist 3 ongoing, 4 all vs target last hit
Action Points: 1/1, Second Wind: Not Used, Milestones: 0

Vermitrax:
AC: 22 Fort: 20 Ref: 22 Will: 22
Others Saving Throws: Resistances: 5 Cold, 10 Force Immunities:
HP: 54/54 Surges value: 13 Surges/day: 9

Prime: Vulnerable (save ends)
Defenses: AC: 27/27, Fort: 22/22, Ref: 19/19, Will: 20/20 Damage resistance 1
HP:50/83 THP: 0 Bloodied: 41, Surge value: 20, Surges/day: 14/14 Speed: 5 squares
AP: 0 Power points 4/4

Drew:
AC: 23 Fort: 19 Reflex: 22 Will: 20
HP: 8/54 Surges: 8/8 Surge Value: 13

Sharpe:
AC 21 Fortitude 17 Reflex 15 Will 19, Spd: 5
HP 61/61Bloodied 30 Surge Value 15; Surges Per-Day 11/11
AP: 1, Milestones:0

Sharpe Pet Dragon:
HP 46/60; Bloodied 30 Surge 1/1
AC 21; Fortitude 21; Reflex 18; Will 18

Kamotz:
HP 27/50; TempHP 0; Bloodied 25; Surge Value 12; Surges Per-Day 8/9
AC 24 Fortitude 18 Reflex 17 Will 19

Kamotz Pet: -2 to attacks (save ends)
HP 62/67 AC 19 Fortitude 18 Reflex 17 Will 16 Surges Per-Day 1
Resist 0 (5 all damage while ridden, Impenetrable Barding)
Speed 8 (9 While ridden, Riding Boots)


Enemy Stats
Death Orb: 92/200: Bloodied
F1: 130/156
F2: 111/158
P1: DEAD
P2: DEAD
P3: DEAD
P4: DEAD
P5: 50/50
BS1: 36/77 bloodied
Z1: 14/40

[/sblock]

[sblock=Enemy Descriptions]
Priest: (Special)
HP 60 F 10 R 10 W (Not possible due to trance)

Death Orb
HP 200 AC 25 F 24 R 25 W 26
Special attacks: ???

BoneShard Skeleton
HP 77; Bloodied 38; see also boneshard burst
AC 17; Fortitude 16, Refl ex 16, Will 15
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 6
mScimitar (standard; at-will) ✦ Necrotic, Weapon
+9 vs. AC; 1d8 + 3 damage (crit 1d8 + 11) plus 5 necrotic damage.
mBoneshard (standard; at-will) ✦ Necrotic
+9 vs. AC; 1d4 + 3 damage, and ongoing 5 necrotic damage (save
ends).
C Boneshard Burst (when first bloodied and again when the
boneshard skeleton is reduced to 0 hit points) ✦ Necrotic
Close burst 3; +8 vs. Refl ex; 2d6 + 3 necrotic damage.

Zombie
HP 40; Bloodied 20; see also zombie weakness
AC 13; Fortitude 13, Refl ex 9, Will 10
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 4
mSlam (standard; at-will)
+6 vs. AC; 2d6 + 2 damage.
M Zombie Grab (standard; at-will)
+4 vs. Refl ex; the target is grabbed (until escape). Checks made
to escape the zombie’s grab take a –5 penalty.
Zombie Weakness
Any critical hit to the zombie reduces it to 0 hit points instantly.

Cult Fighter
HP 156; Bloodied 78
AC 24; Fortitude 23, Reflex 25, Will 20
attack: 1d20+16, 2d8+7 damage
Fighter Mark: An enemy adjacent to the fighter is marked until
then end of the fighter's next turn. The adjacent enemies does
not receive CA when flanking the fighter when marked.
[/sblock]
[/sblock]

GM: Waiting on Kamotz, then here comes the badguys
 
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CaBaNa

First Post
OOC: if Z1 attacked Whiggins instead of Kamotz, they took 6 radiant (before vulnerabilities)

Kamotz takes a swing at the Zed if it is still alive.

Sorry for the delay and lack of fluff text.
 

dimsdale

First Post
Although the monk can't hold on to the death orb, the assassin takes his place delivering a powerful blow that leaves the orb dazed and held in place. Prime takes a swing at it, but misses. The construct's moves at blinding speed however, hitting all surrounding foes. However, in doing so, the bone shard skeleton blasts outward a mixture of bone shards and necrotic filth which hits the fighter and the monk. Vermitrax curses at himself as his magic can't penetrate the defenses of the orb. The bard misses with his attack but manages to provide some aide to his allies. Kamotz hits the zombie. The orb demonstrates its true power with its counter attack. As soon as the assassin delivered his blow an eye locks onto him. Dox is lifted into the air moved, not backwards, but around the orb to within reach of the orbs allies, which in turn swing lustfully at the vulnerable target. Both miss with their attacks. With the assassin now out of the orb's way, another eye locks onto the dragon besides it. The dragon, and its rider, slide in an arc close to one of the fighters, which hits the dragon as it passes by. The zombie also hit with a minor wound. Ignoring the monk, one more eye locks onto the construct, delivering another wave of necrotic energy to the already vulnerable fighter. More skin on the fighter starts to decay, revealing a complex piece of machinery. Two more foes, a fighter and the bone shard attack the Prime, but miss. The zombie misses with an attack at the wolf, missing, but receiving a blast of radiant energy for choosing the wolf as the target. The other fighter, moves forward to the now exposed assassin and delivers a solid blow.


[sblock=Hero Actions]
Heros Turn
Dox: kills CP4, hits orb for 45, grabs orb (grants CA, -2 to escape check), dazed
Vermitrax: miss with attack
Prime: reduced damage taken by 10, 10 temp hp negated, takes 5 from ongoing, gain 14 THP, mark orb, rain of steel (all adj enemies take 6 damage at start of turn), fail vs vulnerable, save vs ongoing.
Drew: Miss
Sharpe: drew gains surge +3 hp and shift 1 square
Sharpe Pet Dragon:
Kamotz: hits Z for 15
Kamotz Familiar:

Total Damage to Enemy:
Death Orb: -45, dazed and grabbed -6 more at start of turn: -51 + ongoing -59
CP4: dead
BS1: -6 at start of turn
CM2: -6
Z: -15 -11 (radiant damage and vulnerability) = -26
[/sblock]

[sblock=Enemy Actions]
Enemy Turn
Death Orb:

-8 ongoing damage

Free attack: Eye of the Death Orb: aura 5: random attack vs ally within 5 with a random ray:
Possible targets:
1. Kamotz
2. kamotz pet
3: Vermitrax
4. Drew
5. Sharpe
6. Sharpe
7. Prime
8. SK
9. Dox

roll: 1d9: Dox
random attack:

1. fear ray
2. necrotic ray
3. telekinesis ray
roll: 1d3 = 3

Eye stalk attack 3: telekinesis ray: Ranged 8; +17 vs. Dox reflex = (Hit 36) Dox slides to current location on map.


Attack:
Eye stalk attack 1: telekinesis ray: Ranged 8; +17 vs. Sharpe's Dragon reflex = Hit (31)

slide dragon to L9, L10, L11, L12

Eye stalk attack 2: Necrotic ray: Ranged 8; +17 vs. Reflex; 2d8 + 6 necrotic damage vs Prime Reflex: Hit for 12 + 10 (vulnerable) = 22

save vs ongoing damage: 1d20+2= 13 save

Priest 1 through Priest 6: Summon Undead
Note: This round the chance of summoning an undead creature is 4 out of 6. CP2 can't speak. CP3, though prone still continues to chant.
A roll = 6 causes a summon failure. This causes 10 points damage to all priest involved in the ritual. Perhaps there is a way to lesson the chance of the priest summoning the foes.

Roll = 5 summons an undead
Roll = 1, 2, 3, 4, Nothing happens
Roll = 6 (see above)

This round the summoning roll is: 4: Nothing Happens

CF1:
attack: 1d20+16, 2d8+7 damage vs Prime AC: Hit for 22

Dox Marked by CF1

CF2:
attack: 1d20+16, 2d8+7 damage vs Prime AC: Miss

prime marked by CF2

BS1:
free attack when bloodied: Close burst 3; +8 vs. Drew and Prime (not Dox since the burst took place before Dox was moved) Reflex; 2d6 + 3 necrotic damage:
Prime: hit for 11-5(temp HP) 6
Drew Hit for 11 (forgot to include to-hit roll for Drew so doing it here)

scimitar attack vs prime: 1d20+9 vs Prime ac, 1d8+3 +5 necrotic damage = Miss

Z1:
move to current location
Attack: attack wolfy 1d20+6 vs wolfy AC for 2d6+2 = Miss


Total Damage to Heros:
Pirme: -22 vulnerable (save ends) (14 damage absorbed by Temp HP) (1 damage absorb from construct) =7 and -11 (-1) = -10 for total of 17 damage, marked by cf2
Dox: -22 marked by cf1
Sharpe's Dragon: -14
Drew: -6

[/sblock]
[sblock=map]
map
[/sblock]
[sblock=stats]
Heros Stats

Dox:
AC: 25 (26 w/ TWF), Fort: 23, Reflex: 22 (23 w/ TWF) Will: 18 — Speed: 6
HP: 42/64, Bloodied: 32, Surge: 16, Surges left: 9/9
Resist 3 ongoing, 4 all vs target last hit
Action Points: 1/1, Second Wind: Not Used, Milestones: 0

Vermitrax:
AC: 22 Fort: 20 Ref: 22 Will: 22
Others Saving Throws: Resistances: 5 Cold, 10 Force Immunities:
HP: 54/54 Surges value: 13 Surges/day: 9

Prime: Vulnerable (save ends)
Defenses: AC: 27/27, Fort: 22/22, Ref: 19/19, Will: 20/20 Damage resistance 1
HP:50/83 THP: 0 Bloodied: 41, Surge value: 20, Surges/day: 14/14 Speed: 5 squares
AP: 0 Power points 4/4

Drew:
AC: 23 Fort: 19 Reflex: 22 Will: 20
HP:49/54 Temp 3 Surges: 8/8 Surge Value: 13

Sharpe:
AC 21 Fortitude 17 Reflex 15 Will 19, Spd: 5
HP 61/61Bloodied 30 Surge Value 15; Surges Per-Day 11/11
AP: 1, Milestones:0

Sharpe Pet Dragon:
HP 61/61; Bloodied 30 Surge 1/1
AC 21; Fortitude 21; Reflex 18; Will 18

Kamotz:
HP 27/50; TempHP 0; Bloodied 25; Surge Value 12; Surges Per-Day 8/9
AC 24 Fortitude 18 Reflex 17 Will 19

Kamotz Pet: -2 to attacks (save ends)
HP 62/67 AC 19 Fortitude 18 Reflex 17 Will 16 Surges Per-Day 1
Resist 0 (5 all damage while ridden, Impenetrable Barding)
Speed 8 (9 While ridden, Riding Boots)


Enemy Stats
Death Orb: 92/200: Bloodied
F1: 130/156
F2: 111/158
P1: DEAD
P2: DEAD
P3: DEAD
P4: DEAD
P5: 50/50
BS1: 36/77 bloodied
Z1: 14/40

[/sblock]

[sblock=Enemy Descriptions]
Priest: (Special)
HP 60 F 10 R 10 W (Not possible due to trance)

Death Orb
HP 200 AC 25 F 24 R 25 W 26
Special attacks: ???

BoneShard Skeleton
HP 77; Bloodied 38; see also boneshard burst
AC 17; Fortitude 16, Refl ex 16, Will 15
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 6
mScimitar (standard; at-will) ✦ Necrotic, Weapon
+9 vs. AC; 1d8 + 3 damage (crit 1d8 + 11) plus 5 necrotic damage.
mBoneshard (standard; at-will) ✦ Necrotic
+9 vs. AC; 1d4 + 3 damage, and ongoing 5 necrotic damage (save
ends).
C Boneshard Burst (when first bloodied and again when the
boneshard skeleton is reduced to 0 hit points) ✦ Necrotic
Close burst 3; +8 vs. Refl ex; 2d6 + 3 necrotic damage.

Zombie
HP 40; Bloodied 20; see also zombie weakness
AC 13; Fortitude 13, Refl ex 9, Will 10
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 4
mSlam (standard; at-will)
+6 vs. AC; 2d6 + 2 damage.
M Zombie Grab (standard; at-will)
+4 vs. Refl ex; the target is grabbed (until escape). Checks made
to escape the zombie’s grab take a –5 penalty.
Zombie Weakness
Any critical hit to the zombie reduces it to 0 hit points instantly.

Cult Fighter
HP 156; Bloodied 78
AC 24; Fortitude 23, Reflex 25, Will 20
attack: 1d20+16, 2d8+7 damage
Fighter Mark: An enemy adjacent to the fighter is marked until
then end of the fighter's next turn. The adjacent enemies does
not receive CA when flanking the fighter when marked.
[/sblock]

GM: A couple things
1. Drew is still on top of the orb, which means that the orb can't levitate upwards. [MENTION=87106]MetaVoid[/MENTION] I'll let you roll an acrobatics check for future rounds

2. [MENTION=5656]Someone[/MENTION] Dox was hit with a force movement. He was slid past two foes, one of which was marked by Prime. The foe attacked Dox but missed. I believe this triggers an OA from Prime. I didn't roll Prime's OA attack. I wanted to make sure that the OA would be the correct ruling. If it is, go ahead and roll the attack. Let me know if it is not.

3. Please check for fuzzy math. [MENTION=87106]MetaVoid[/MENTION], I have drew at 13 hp Temp HP 0. Let me know if that's what you have.

4. It's the party's turn
 
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Voda Vosa

First Post
The skeleton commanded by Vermitrax follows behind the orb, and delivers a deep cut with its weapon. The thing somehow keeps avoiding the blows.

OOC: Forced movement doesn't provoke AoO as far as I know. Minor: Move skeleton. Standard: Skeleton attacks, crappy fail again, even with CA. The orb is marked by the skeleton. Move: Move the Ice hand over the orb.
 
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Someone

Adventurer
OOC: As Voda Vosa said, forced movement doesn't provoke opportunity attacks; firing Ranged attack do, however

Marked punishment are never opportunity attacks as far as I remember, in all classes that can mark they are immediate interrupts or immediate reactions. I could have done it against the orb as I had Marked it (remember to include the Marked penalty in your rolls) but as you only have 1 interrupt per turn, I had to use it on the Shield Edge Block exploit.
 
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Someone

Adventurer
As a second ray hits the clockwork construct, a patina of rust starts forming on him and a grinding sound comes from his battered mechanisms. Only a machine could withstand such punishment: a living man would be dead by now.

Perceiving this as weakness, the other mausoleum guardians pile on him, one of them getting only a shield hit in the face for his eagerness, and the rest of the attacks just bouncing on his admantine armor (skin?) Turning to the orb, he hits it again with great force, crushing the orb into the ground.

[sblock=actions]
I'm assuming again the bad guys take their turns in the order it appears in the post.

Opportunity attack: As the Orb fires against Dox, fails to hit.

The orb fires against Prime and deals 21 damage (resistance 1) and 5 ongoing. 14 of those cancel Prime's temporary hit points (from Sharpe's power) and deal 7 real damage and 5 ongoing.

Immediate interrupt: As CF1 hits Prime, Shield Edge Block. As an effect it gives it a -4 penalty to hit, which means the attack hits AC 27, 1 point lower than Prime's modified AC (it's now 28 thanks to the boots). The atacks hits for 12 damage. Prime gains 5 temporary hit points since he's hit with a melee attack.

The bone shard's actions take place here, Prime takes 20 damage (resistance 1), 5 of these cancelling the newly acquired temp HPs damage (he's still vulnerable to necrotic) so 16 real and ongoing 5. Ongoing damage of the same type or untyped however don't stack, so it remains 5 ongoing necrotic.

Start of turn: Take 4 (resistance 1) ongoing damage. 25 damage so far, Prime is almost Bloodied.

Standard action: Crushing surge on orb, with bonuses from it being Dazed from Dox's actions last round and Warforge Tactics feat, and Marked penalty. It hits for 17 damage, the Orb is Marked and Prime gets 10 THP.
Move Shift to current location, gaining boots' bonuses (marked in ministats)
End of turn Failed save Vs Vulnerability, made save Vs ongoing damage.

At the start of each adjacent enemy's turn, they take 11 damage from Rain of Steel. Damage values for this and Crushing surge include the bonus from Kamotz's Gavesite[/sblock]

[sblock=mini-stats] Prime Warforged Fighter|Battlemind 9

Status:
Initiative: +5, Passive perception: 23, Passive Insight: 18
Defenses: AC: 28/27, Fort: 22/22, Ref: 20/19, Will: 20/20
Damage resistance 1
HP: 42/83 THP: 10 Bloodied: 41, Surge value: 20, Surges/day: 14/14 Speed: 5 squares
Languages: Common
AP: 0 Power points 4/4
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, Shattered Time, Endure Pain, Moradin's Blessing of Iron, Knockback Warhammer[/sblock]

[sblock=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.

[/sblock]
 
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[MENTION=79956]dimsdale[/MENTION]
Drew was healed by Sharpe and slid 1 (since I didn't say anything before, let's leave it at that, he would have slid somewhere to flank) AND got 14THP from Sharpe, before that he had 5thp from Sharpes valor (such as it is) and after that 5 thp from orbs failed saving throw

So I have:
34/54 + 5thp Here
hit for 9 (take 4 "real" damage)
30/54
fall for 2
28/54
gain 5thp from failed save of the orb
get 14 thp and 21 hp from healing
total: 49/54 and 3 temp hp
 

CaBaNa

First Post
Panting heavily, Kamotz signals Whiggins to charge and the pair dash beyond the reach of the assaulting zombie in their dust. The shifter points to the Mausoleum guardian and he is ringed in dark flames.

Then Kamotz swings his flail in an arcing blow, leaving himself off balance but crushing the boneshard skeleton. The shards burst skywards, everyone recoils and ducks away, as the explosion of bones erupts! The Orb and Drew have no way of dodging the skeletal shrapnel and take the full force of the attack, necrotic energy washing over them.

Kamotz shield and Whiggins plate mail take the bone brittle with ease and what passes by the pair, continues through the shadow skeleton; the shards come out the other side of the shadow skeleton intact. Even in the cacophony of the explosion, the skeleton's remains make pleasant tinkling noises against Prime's frame, as the sturdy metallic structure easily repels the onslaught. Dox moved as if he could see the future, both flattening to the ground and bouncing back up in the same instant fragments of necrotic energy passed through the space his body filled.


[sblock=OOC]
Roll Lookup

move From starting position, draws OA from Z MISS, => K9-L10 => L8-M9

minor Divine Challenge CF1
Effect: Kamotz marks the target, The first time the target makes an attack that doesn't include Kamotz, it takes 6 radiant damage. If Kamotz doesn't attack the target, or finish his turn adjacent to it, this effect ends. Kamotz can use this power only once per turn. (Hybrid, Mighty Challenge)

standard
Heedless Fury on BS1 CRIT
35 + 6 Crit Dice total = 41 damage

BS1 is destroyed @dimsdale

BS1 BSBurst close burst 3
25 vs Ref Drew Hit 14 necrotic damage @MetaVoid
17 vs Ref Prime Miss
19 vs Ref Dox Miss
10 vs Ref Shadow Skeleton Miss
12 vs Ref Kamotz Miss
10 vs Ref Whiggins Miss
Roll Lookup
(Just noticed it targets creatures not enemies)
15 vs Ref CF1
22 vs Ref CF2
17 vs Ref Orb of Death Hit 14 necrotic damage @dimsdale
Roll Lookup

Whiggins fails save vs -2 att.
[/sblock]


[sblock=Ministat]



Kamotz (Cleric|Paladin)
Initiative +3 Passive Insight 24 Passive Perception 22 Senses Low-Light
HP 27/50; TempHP 0; Bloodied 25; Surge Value 12; Surges Per-Day 7/9
AC (19)24 Fortitude (13)18 Reflex (12)17 Will (14)19 (heedless fury hit)
Second wind; Not Used
Action point; 0
Speed 5
At-will: Holy Strike, Lance of Faith, Divine Challenge
Encounter: Longtooth Shifting, Healing Word, Heedless Fury, Call of Challenge, Death Surge, Shining Symbol
Daily:Blood of the Mighty, Avenging Flame, Gravesite
Consumable; Fey Step Potion, Unguent of Darkvision, Vial of Darkness

Whiggins (-2 att)
Passive Insight 14 Passive Perception 19; Senses Low-Light
HP 62/67 Bloodied 33 Surge Value 16; Surges Per-Day 1
AC 19 Fortitude 18 Reflex 17 Will 16
Resist 0 (5 all damage while ridden, Impenetrable Barding)
Speed 8 (9 While ridden, Riding Boots)
At-Will: Bite
[/sblock]
 
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