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

nerdytenor

First Post
With Sir Exsixten safe (for now), Dorn decides to focus on the remaining chest. His mouth opens preternaturally wide, and three bolts of demonic thunder fly out with great force, knocking over the mimic. (Demon Soul Bolts vs Mimic with 2x attack rolls misses once, crits twice. Mimic is knocked prone, takes 50 thunder damage, and takes 10 ongoing damage (save ends). I will also use furious assault to do 8 more damage. Dorn moves to K11)

[sblock=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
USED Demon-Soul Bolts
Bedeviling Burst
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
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
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covaithe

Explorer
OOC: Nice, Andras. Can we keep that up, with ranged fighters attacking/pushing the cube? Us melee folks can burst down the mimic pretty easy, unless it has some tricks we don't know about.

Edit: Or we can just blow up the mimic quickly. :)
 

nerdytenor

First Post
OOC:
Ooops - cross post. :) We can leave what's left of the mimic to you melee-ers. I'm planning on trying to draw fire from the cube next round since Dorn hasn't used his get-out-of-melee-free card yet.
 

Iron Sky

Procedurally Generated
IN CURSED ISLAND, JELLO EATS YOU! CHEST BUMP! he shouts, smashing his axe into the nearest one.

OOC: The cube also gets a save vs Sir Exsixten's -1 AC. I'll roll it for you so I know if I have temps or not. Are these elites/solos with the attendant bonuses to saves?

Cube: 1d20+5(?)=17 or 22, saved either way.

Sir Exsixten only gets THP on a miss with Invigorating powers.

Summary:
Sir Exsixten is in E7 at 10+103/116.
Mimic 2 takes 40 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.


[sblock=Actions]Move: Shift to F7.
Standard: Brash Strike: 2d20+17+2(CA)=Crit, 3d6+29=40 damage, -1 AC(save ends), marked TenT.

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

[sblock=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:10+103/116, Bloodied:58, Surge Value:33, Surges left:13/14
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[/sblock][/sblock]
 

Dekana

Explorer
Uncle Jaz sets aside his crossbow, digs around in his satchel, and pulls out a tiny metal globe. In one movement, he tosses the ball at the mimic and fires a snapshot with his crossbow. His bolt strikes the ball mid-air, where it detonates with a small burst of flame. Although Uncle Jaz's aim is spot-on, the mimic is knocked to the ground moments before the explosion and escapes injury.

The mimic is not so safe from Jax. He moves to Sir Exsixten's side and then slams his dagger hilt on the top of the false-treasure chest. The thing falls over to its side, momentarily stunned from the impact.

[sblock=Kobold actions / stats]Uncle Jaz
Move: Trapmaker's Trick to gain CA against Mimic 1.
Standard: RBA vs Mimic 1 misses AC 30 due to the penalty for firing at a prone creature. (1d20+18+2=30)

Jax
Move: Walk to E9.
Standard: Stunning Strike vs Mimic 2 hits AC 40 for 40 cold damage, and it is stunned TENT Jax. (1d20+20+3=40; 1d4+15+2+2=23; 3d8+4=17)
Minor: I might as well roll a perception check. Perception 24. Does Jax see anything else that's dangerous? (1d20+13=24)


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)
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Last edited:

Luinnar

First Post
OOC: I might as well roll a perception check. Perception 24. Does Jax see anything else that's dangerous?

Jax looks around, but does not see anything else that may attack. Hopefully this is the last of the deadly inanimate objects.
 

pathfinderq1

First Post
Brenn aimed at the cube once more- his arrow sank into the hole made by Andras' shot, and there was a small geyser of jellied ooze. The cube wobbled again, almost seeming to lose its regular shape for a moment- it squelched disgustingly as its form drew back together.


[sblock= OOC]
>Standard: Clever Shot RBA at cube; 1d20+21 vs. AC= 38 (hits for 29 force damage and cube is knocked prone); rolls
Roll Lookup . Rolls include bonuses from Dancing Serpent and bow expertise

[/sblock]
 


covaithe

Explorer
Quagmire signals Jax, and with a quick lunge stabs through a corner of the chest, pinning it in place long enough for Jax to strike again. The chest begins to unravel beneath the swirling energies of Dorn's spell; it looks as though it will fall apart in moments. Quagmire's foghorn voice cuts through the din of battle: "This one's done, lads. All together now, let's finish this!"

[sblock=actions]Standard: Hammer and Anvil vs. Mimic 1, 33 vs. reflex hits for 14 dmg, and Jax gets an MBA with +1 to hit and +7 dmg: 35 vs. reflex hits for 47 dmg. Does that really target reflex? Doesn't matter, hits anyway. And I guess it's cold damage? Is there vulnerability? Not sure...

Let's see. Dorn hit for 50, Sir Ex hit for 40, Jax for 40, Quagmire for 14, and Jax for 47. That's 191, and the 10 ongoing from Dorn will kill this mimic at the start of its turn if I've got all that right.

Minor: Inspired Belligerence on the Cube: Until start of my next turn, allies get CA and +5 to damage rolls against it.

Move: none
[/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: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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Luinnar

First Post
GM: Moved Jax to D9 since he would be in the cube in E9 :)

Cube gets +2 to saves

Sensing three tasty victims the Gelatinous Cube lashes out with surprising speed and eats all three heroes at once. Sir ExSixTen, Jax and Quagmire find themselves in close proximity to each other as they struggle to get out of its acidic insides.

[sblock=Actions]
Cube: Engulf vs Jax and Sir ExSixTen
rolls
Sir ExSixTen, 25 vs ref hit
Jax: 23 vs ref miss.

Action point
Cube: Engulf vs Jax and Quagmire
rolls
Jax:37 vs ref hit
Quagmire:28 vs ref hit.

On a hit, the target is grabbed and pulled into the cube’s space; the target is dazed and takes ongoing 20 acid damage 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.

save failed again.
[/sblock]
[sblock=Combatants]
Gelatinous Cube:Marked EONT, dazed save ends., prone next time moves, prone, allies get CA and +5 to damage rolls against it SONT Quagmire.
HP:344/476
AC: 29, Fort: 28, Reflex: 26, Will: 26
Immune Gaze, Resist 5 Acid

Sir ExSixTen:103/116, grabbed, dazed and takes ongoing 20 acid damage (end grab ends)
Jax:89/89 grabbed, dazed and takes 20 acid damage (end grab ends)
Quagmire:82/82 grabbed, dazed and takes 20 acid damage (end grab ends)
Brenn:76/76
Andras:81/81, +1 AC and Ref EONT
Dorn:5+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]
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
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