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[Adventure] A Call for Lovers (DM: jbear Judge:Lord Sessadore)
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<blockquote data-quote="Neil1889" data-source="post: 6273429" data-attributes="member: 100292"><p><span style="color: Plum">"So sorry Wat," </span> says the Eladrin rogue, as bleeding and staggered by the onslaught, she reaches for the healing potion at her belt and drinks it down, throwing the empty bottle away.</p><p></p><p>Zuri tries a wild gamble; she throws the dagger in her hand at the witch, but it just shaves the wall in flight, narrowly missing Soryth. But Zuri now stands empty handed; should she be hit by the delusion again, she might not hurt her friends so much.</p><p></p><p>[sblock=Zuri's actions]Starts in G15. Her loaded crossbow is still adjacent in H15.</p><p></p><p>Minor Action: Retrieve her Potion of Healing.</p><p></p><p>Move as a Minor Action: Drink her Potion of Healing. This leaves her with zero Surges and 15 Hit Points, +1 THP.</p><p></p><p>Free Action: Drop empty bottle.</p><p></p><p>Standard Action: Disheartening Strike (using a Thrown dagger - stats calculated below) attack on Soryth (granting Combat Advantage as Sabynha's Lesser Flash of Distraction is in play, but Soryth has Cover, so no net modifiers) - Total to Hit = <a href="http://invisiblecastle.com/roller/view/4424322/" target="_blank">17. Miss versus Soryth's AC of 19.</a> Bugger, I think I'm right about the Cover.</p><p></p><p>Disheartening Strike: Melee: +10 vs AC; 1d4+5 (+6 if dagger in each hand) dmg and target takes -2 to atks TENT</p><p> (Ranged: +9 vs AC; 1d6+5). <u>With a thrown dagger as used here, this would work out as +10 vs AC; 1d4+5.</u></p><p></p><p>Zuri is currently empty handed.</p><p></p><p>[/sblock]</p><p></p><p>[sblock=Zuri Stats]</p><p> Eladrin Rogue lvl 4 </p><p> 15 + 1 THP's / 39 (+5 THP per encounter) HPs. 0/7 surges. Surge Value 9 +1 THP</p><p> AC 18 F/R/W 14/18/15 </p><p> Init +6 Speed 6 </p><p> Str 15 Con 12 Dex 19 Int 14 Wis 10 Cha 14</p><p></p><p> MBA: Dagger +8, 1d4+3 (+4 if dagger in each hand) dmg</p><p> RBA: Dagger +10, 1d4+5 dmg, 5/10; Rebounding Hand crossbow +1 +9, 1d6+5 dmg</p><p></p><p> Skills: Stealth +11, Thievery +11, Athletics +9, Bluff +11, Intimidate +9, Streetwise +9, Arcana +6, History +6, Perception +7</p><p> Feats: Weapon Focus: Light Blades; Backstabber; Two-Weapon Fighting: While wielding a melee weapon in each hand, you gain a +1 bonus to the damage rolls of weapon attacks that you make with a melee weapon;</p><p></p><p> Action Points: 0</p><p></p><p>USED SECOND WIND.</p><p> </p><p> [sblock=At Will Powers]</p><p> Riposte Strike: +10 vs AC; 1d4+5 (+6 if dagger in each hand) dmg and if target attacks before eont make a MBA against it as Imm. Interrupt.</p><p></p><p> Disheartening Strike: Melee: +10 vs AC; 1d4+5 (+6 if dagger in each hand) dmg and target takes -2 to atks TENT</p><p> (Ranged: +9 vs AC; 1d6+5).</p><p></p><p> Sneak Attack: +2d8+2 dmg 1/turn when Zuri hits with CAdv.</p><p> [/sblock]</p><p> [sblock=Encounter Powers]</p><p> Guarded Attack: Melee: +10 vs AC; 2d4+5 (+6 if dagger in each hand) dmg and if target attacks before eont make a MBA against it as Imm. Interrupt and the target takes a -2 penalty to triggering attack roll [ ]</p><p></p><p> Fey Step [X]</p><p></p><p> Sneak in the attack: (minor; melee 1) Until start of Zuri's next turn the next ally who hits the target with CAdv deals 2d8+2 extra dmg [ ]</p><p></p><p> Low Slash: (minor action) Melee: +10 vs Reflex; 1d4+5 (+6 if dagger in each hand) dmg (+2 more dmg if flanking the target) plus the target slides one square and is slowed until eont. [ ]</p><p></p><p> Surprise Strike (Outlaw Theme): (no action) When using a basic attack or an at-will weapon attack power, and you hit an enemy that is granting combat advantage to you, then the enemy is dazed until the end of your next turn. [ ]</p><p> [/sblock]</p><p> [sblock=Daily Powers]</p><p> Precise Incision: (Reliable) +10 vs AC; 3d4+5 (+6 if dagger in each hand) dmg [X]</p><p></p><p> [/sblock][/sblock]</p></blockquote><p></p>
[QUOTE="Neil1889, post: 6273429, member: 100292"] [COLOR=Plum]"So sorry Wat," [/COLOR] says the Eladrin rogue, as bleeding and staggered by the onslaught, she reaches for the healing potion at her belt and drinks it down, throwing the empty bottle away. Zuri tries a wild gamble; she throws the dagger in her hand at the witch, but it just shaves the wall in flight, narrowly missing Soryth. But Zuri now stands empty handed; should she be hit by the delusion again, she might not hurt her friends so much. [sblock=Zuri's actions]Starts in G15. Her loaded crossbow is still adjacent in H15. Minor Action: Retrieve her Potion of Healing. Move as a Minor Action: Drink her Potion of Healing. This leaves her with zero Surges and 15 Hit Points, +1 THP. Free Action: Drop empty bottle. Standard Action: Disheartening Strike (using a Thrown dagger - stats calculated below) attack on Soryth (granting Combat Advantage as Sabynha's Lesser Flash of Distraction is in play, but Soryth has Cover, so no net modifiers) - Total to Hit = [URL="http://invisiblecastle.com/roller/view/4424322/"]17. Miss versus Soryth's AC of 19.[/URL] Bugger, I think I'm right about the Cover. Disheartening Strike: Melee: +10 vs AC; 1d4+5 (+6 if dagger in each hand) dmg and target takes -2 to atks TENT (Ranged: +9 vs AC; 1d6+5). [U]With a thrown dagger as used here, this would work out as +10 vs AC; 1d4+5.[/U] Zuri is currently empty handed. [/sblock] [sblock=Zuri Stats] Eladrin Rogue lvl 4 15 + 1 THP's / 39 (+5 THP per encounter) HPs. 0/7 surges. Surge Value 9 +1 THP AC 18 F/R/W 14/18/15 Init +6 Speed 6 Str 15 Con 12 Dex 19 Int 14 Wis 10 Cha 14 MBA: Dagger +8, 1d4+3 (+4 if dagger in each hand) dmg RBA: Dagger +10, 1d4+5 dmg, 5/10; Rebounding Hand crossbow +1 +9, 1d6+5 dmg Skills: Stealth +11, Thievery +11, Athletics +9, Bluff +11, Intimidate +9, Streetwise +9, Arcana +6, History +6, Perception +7 Feats: Weapon Focus: Light Blades; Backstabber; Two-Weapon Fighting: While wielding a melee weapon in each hand, you gain a +1 bonus to the damage rolls of weapon attacks that you make with a melee weapon; Action Points: 0 USED SECOND WIND. [sblock=At Will Powers] Riposte Strike: +10 vs AC; 1d4+5 (+6 if dagger in each hand) dmg and if target attacks before eont make a MBA against it as Imm. Interrupt. Disheartening Strike: Melee: +10 vs AC; 1d4+5 (+6 if dagger in each hand) dmg and target takes -2 to atks TENT (Ranged: +9 vs AC; 1d6+5). Sneak Attack: +2d8+2 dmg 1/turn when Zuri hits with CAdv. [/sblock] [sblock=Encounter Powers] Guarded Attack: Melee: +10 vs AC; 2d4+5 (+6 if dagger in each hand) dmg and if target attacks before eont make a MBA against it as Imm. Interrupt and the target takes a -2 penalty to triggering attack roll [ ] Fey Step [X] Sneak in the attack: (minor; melee 1) Until start of Zuri's next turn the next ally who hits the target with CAdv deals 2d8+2 extra dmg [ ] Low Slash: (minor action) Melee: +10 vs Reflex; 1d4+5 (+6 if dagger in each hand) dmg (+2 more dmg if flanking the target) plus the target slides one square and is slowed until eont. [ ] Surprise Strike (Outlaw Theme): (no action) When using a basic attack or an at-will weapon attack power, and you hit an enemy that is granting combat advantage to you, then the enemy is dazed until the end of your next turn. [ ] [/sblock] [sblock=Daily Powers] Precise Incision: (Reliable) +10 vs AC; 3d4+5 (+6 if dagger in each hand) dmg [X] [/sblock][/sblock] [/QUOTE]
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