[Adventure]: The Bane of the Black Dragon (DM: Dimsdale, Judge ??)

[sblock=Drew Stats]
AC: 23 Fort: 19 Reflex: 22 Will: 20
STATUS: +1 AC & Ref TENT
NOTE: each time SM2 fails his saving throw, Drew gets 5thp

HP: 48+9thp/49 Surges: 6/8 Surge Value: 12

MBA: +14 vs AC 1d8+6 (unarmed strike); 1d4+6 with the dagger
RBA: +11 vs AC 1d4+5 (dagger)

FEATS
Superior Implement (Mountain Ki), Internalize Basic Kata, Unarmored Agility, Slashing Kama Style, Ki Expertise, Beshaba's Boon

POWERS

Fallen Needle
Five Storms
Crane's Wings
Centered Flurry of Blows



Drunken Monkey
Second Wind
Eternal Mountain
Iron Wolf Charge
Echoing Thunder



Masterful Spiral
Water Gives Way - for this encounter only


Mountain Ki Rain of Hammers- On a hit gain +1 AC and Ref; any forced movement (from this focus) is increased 1 square
Property: If Drew drops an enemy, one enemy adjacent to Drew takes 3 damage
Daily Minor: Make one at-will attack vs enemy already hit this turn.
Acrobat Boots - stand up as minor
Bloodthread cloth armor - +1 to AC when bloodied

Acrobatics +14; Athletics +10; Perception +13; Stealth +14; Thievery +14
[/sblock]
 

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dimsdale

First Post
[sblock=Drew Stats]
AC: 23 Fort: 19 Reflex: 22 Will: 20
STATUS: +1 AC & Ref TENT
NOTE: each time SM2 fails his saving throw, Drew gets 5thp

HP: 48+9thp/49 Surges: 6/8 Surge Value: 12

MBA: +14 vs AC 1d8+6 (unarmed strike); 1d4+6 with the dagger
RBA: +11 vs AC 1d4+5 (dagger)

FEATS
Superior Implement (Mountain Ki), Internalize Basic Kata, Unarmored Agility, Slashing Kama Style, Ki Expertise, Beshaba's Boon

POWERS

Fallen Needle
Five Storms
Crane's Wings
Centered Flurry of Blows



Drunken Monkey
Second Wind
Eternal Mountain
Iron Wolf Charge
Echoing Thunder



Masterful Spiral
Water Gives Way - for this encounter only


Mountain Ki Rain of Hammers- On a hit gain +1 AC and Ref; any forced movement (from this focus) is increased 1 square
Property: If Drew drops an enemy, one enemy adjacent to Drew takes 3 damage
Daily Minor: Make one at-will attack vs enemy already hit this turn.
Acrobat Boots - stand up as minor
Bloodthread cloth armor - +1 to AC when bloodied

Acrobatics +14; Athletics +10; Perception +13; Stealth +14; Thievery +14
[/sblock]

ooc: thank you :)

[sblock=DM Notes: Please Ignore]
[sblock=Mechanics]
Heroes
Drew: kills SA2, hits SM2 for 19, SM2 is prone, ongoing damage 8 (save ends), +1 to AC and Ref
Prime: -2 damage from last round, loses all TEMP, attack misses
Vermitrax: Hit's Mage for 22 and creates zone
Vermitrax: Skeleton Hits TG for 14 and marks TG
Sharpe: Grants Drew 5 THP, heals Zharne for HS and grants zharne HS in THP (Zharne has to spend a HS though), Hits TG for 15 and TG -2 to attack rolls
Pet Dragon:
Zharne: OA agains SM1 hit for 27, Kills SM1

Total Damage to Enemy
SA2: Killed
SM2: -19, prone, 8 ongoing damage (save ends)
SM1: Killed
TG: -29

Baddies turn:
Bone Golem:
Attack: Rampage
Double attack: 1d20+18 vs Prime, Zharne, Dragon, Sharpe, Skeleton Minion AC for 2d8+5
Attack 1: Prime: Crit for 21 and dazed (save ends)
Attack 2: Zharne: Hit for 16 adn dazed (save ends)
roll lookup
Attack 3: Dragon: Hit for 7 and dazed (save ends)
Attack 4: Sharpe: Hit for 10 and dazed (save ends)
Roll Lookup
Attack 5: Skelton Minion
Verimitrex Minion: Hit for 15 and dazed (save ends)Roll Lookup

recharge rampage: nope

Note: When BG receives 10 hp damage, he'll be bloodied, which triggers BG Berserk Attack:
M Berserk Attack (immediate reaction, when damaged by an attack
while bloodied; at-will) The bone golem makes a slam attack against a random target
within its reach.

SW13:
Regular Attack: +11 vs AC; 5 damage vs Dragon AC:
Dragon hit for 5
Roll Lookup

TG
Attack: Double attack vs dragon 1d20+13 for 1d8+4:
Attack 1: Miss
Attack 2: Miss
Roll Lookup

recharge power: nope

Skeleton Mage
Attack: Quarter Staff 1d20+4 vs Drew AC for 1d8
Drew: Miss
Roll Lookup


Total Damage to Allies:


Zharne: -10 (temp hp negates) THP = 4
Dragon: -15 (temp hp negates): damage = -1
Drew: -15 and dazed (temp hp negates): damage = -1 and dazed (save ends)
Sharpe: -5

[/sblock]

[sblock=Stats]

Palyers

Prime:
Defenses: AC: 27, Fort: 22, Ref: 19, Will: 20 AP 1
HP: 70/77 THP: 14 Bloodied: 38, Surge value:19, Surges left: 14/14

Sharpe:
AC 20, Fort: 17, Ref: 15, Will: 19 AP 1
HP 51/56, THP 0: Bloodied 28 Surge Value 14; Surges left 11/11

Malifixindalaunt: Dragon Mount
AC 20; Fort: 20; Ref: 17; Will: 17 Speed 4, fly 8 (clumsy)
HP 44/60 THP 0; Bloodied 30

Vermitrax: Not Updated Stats
AC 20; Fort: 18, Ref: 20, Will 20
HP 38/38 THP 14 Bloodied 19 Surge Value 9; Surges left 8/9
Resist 5 Cold 10 Force

Zharne: Not Updated Stats
AC 20 Fort: 15, Ref: 18, Will 18 AP 0
HP 33/51 THP 4 Bloodied 25 Surge Value 12(14 in Beastform); Surges left 9/9
Resist 5 Cold

Drew: Not Updated Stats (Dazed Save Ends)
AC 21 Fortitude 15 Reflex 19 Will 15 AP 0
HP 33/34 THP 14 Bloodied 17 Surge Value 8 Surges left 6/8

Enemies:
BG1 130/250
SW1 1/1 Dead
SW2 1/1 Dead
SW3 1/1 Dead
SW4 1/1 Dead
SW5 1/1 Dead
SW6 1/1 Dead
SW7 1/1 Dead
SW8 1/1 Dead
SW9 1/1 Dead
SW10 1/1 Dead
SW11 1/1 Dead
SW12 1/1 Dead
SW13 1/1
SW14 1/1 Dead
SW15 1/1 Dead
SW16 1/1 Dead
SW17 1/1 Dead
SW18 1/1 Dead
SA1 30/30 Dead
SA2 Dead
SA3 Dead
TG 185/126
SM1 42/42 Dead
SM2 23/42 8 ongoing damage (save ends)

[/sblock]


[sblock=map]
map
[/sblock]

[sblock=Enemies]
Skeleton Warrior Minions
HP 1; a missed attack never damages a minion.
AC 21; Fortitude 18, Reflex 19, Will 18
Immune disease, poison
Speed 6
Longsword (standard, at-will) Weapon
+11 vs AC; 5 damage.

Skeleton Archers
HP 30/39
AC 16; Fortitude 13, Refl ex 14, Will 13
Immune disease, poison
Speed 6
rShortbow (standard; at-will) ✦ Weapon
Ranged 15/30; +8 vs. AC; 6 damage.


Bone Golem
Bone Golem
HP 250; Bloodied 125; see also berserk attack
AC 24; Fortitude 29, Refl ex 21, Will 22
Saving Throws +2
Speed 6; can’t shift
Action Points 1
m Slam (standard; at-will)
Reach 2; +16 vs. AC (+18 while bloodied); 2d8 + 5 damage, and
the target is dazed (save ends).
M Double Attack (standard; at-will)
The bone golem makes two slam attacks.
M Berserk Attack (immediate reaction, when damaged by an attack
while bloodied; at-will)
The bone golem makes a slam attack against a random target
within its reach.
M Golem Rampage (standard; recharge 5,6 )
The bone golem moves up to its speed plus 2 and can move
through enemies’ spaces, provoking opportunity attacks as
normal. When it enters a creature’s space (ally or enemy), the
golem makes a slam attack against that creature. The creature
remains in its space, and the golem must leave the space after
it attacks. The golem must end its rampage in an unoccupied space.

Tomb Guardian
Tomb Guardian
HP 126; Bloodied 63
AC 23; Fortitude 22, Refl ex 23, Will 20
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 8
mTwin Scimitar Strike (standard; at-will) ✦ Weapon
The skeletal tomb guardian makes two scimitar attacks against
the same target: +13 vs. AC; 1d8 + 4 damage. This
also holds true for opportunity attacks.
M Cascade of Steel (standard; at-will) ✦ Weapon (recharge: 5, 6)
The skeletal tomb guardian makes two twin scimitar strike attacks
(four scimitar attacks total).
M Sudden Strike (immediate reaction, when an adjacent enemy
shifts; at-will) ✦ Weapon
The skeletal tomb guardian makes a melee basic attack against
the enemy.

Skeleton Mage
HP 42; Bloodied 21
AC 17; Fortitude 13, Refl ex 14, Will 15
Speed 6
mQuarterstaff (standard; at-will) ✦ Weapon
+4 vs. AC; 1d8 damage.
rMagic Missile (standard; at-will) ✦ Force
Ranged 20; +7 vs. Refl ex; 2d4 + 4 force damage.
R Dancing Lightning (standard; encounter) ✦ Lightning
The mage makes a separate attack against three diff erent targets:
ranged 10; +7 vs. Refl ex; 1d6 + 4 lightning damage.
A Thunder Burst (standard; encounter) ✦ Thunder
Area burst 1 within 10; +7 vs. Fortitude; 1d8 + 4

[/sblock]
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dimsdale

First Post
The allies pound away at the remaining skeletons, killing another mage and archer and seriously injuring the four-armed skeleton, which affects the skeleton's ability to hit the dragon. The mage fumbles at an attempt to hit the monk with his quarter staff. The pesky skeleton warrior swipes at the dragon yet again, but misses. However, the bone golem goes on the rampage, pounding Prime, then leaving a trial of allies injured, dazed and confused before ending it's attack, standing menacingly next to the wizard. The one remaining notch shows movement, but no new skeletons come out.

[sblock=Mechanics]
Heroes
Drew: kills SA2, hits SM2 for 19, SM2 is prone, ongoing damage 8 (save ends), +1 to AC and Ref
Prime: -2 damage from last round, loses all TEMP, attack misses
Vermitrax: Hit's Mage for 22 and creates zone
Vermitrax: Skeleton Minion: Hits TG for 14 and marks TG
Sharpe: Grants Drew 5 THP, heals Zharne for HS and grants zharne HS in THP (Zharne has to spend a HS though), Hits TG for 15 and TG -2 to attack rolls
Pet Dragon:
Zharne: OA agains SM1 hit for 27, Kills SM1

Total Damage to Enemy
SA2: Killed
SM2: -19, prone, 8 ongoing damage (save ends)
SM1: Killed
TG: -29

Baddies turn:
Bone Golem:
Attack: Rampage
Double attack: 1d20+18 vs Prime, Zharne, Dragon, Sharpe, Skeleton Minion AC for 2d8+5
Attack 1: Prime: Crit for 21 and dazed (save ends)
Attack 2: Zharne: Hit for 16 adn dazed (save ends)
roll lookup
Attack 3: Dragon: Hit for 7 and dazed (save ends)
Attack 4: Sharpe: Hit for 10 and dazed (save ends)
Roll Lookup
Attack 5: Skeleton Minion: Hit for 15 and dazed (save ends)
Roll Lookup

recharge rampage: nope

Note: When BG receives 10 hp damage, he'll be bloodied, which triggers BG Berserk Attack:
M Berserk Attack (immediate reaction, when damaged by an attack while bloodied; at-will) The bone golem makes a slam attack against a random target within its reach.

SW13:
Regular Attack: +11 vs AC; 5 damage vs Dragon AC:
Dragon: Miss
Roll Lookup

TG
Attack: Double attack vs dragon 1d20+13 for 1d8+4:
Attack 1: Miss
Attack 2: Miss
Roll Lookup

recharge power: nope

Skeleton Mage
-8 ongoing damage

Attack: Quarter Staff 1d20+4 vs Drew AC for 1d8
Drew: Miss
Roll Lookup

save vs ongoing: nope


Total Damage to Allies:

Zharne: -16 and dazed (save ends)
Dragon: -7 and dazed (save ends)
Minion: -15 and dazed (save ends)
Sharpe: -10 and dazed (save ends)
Prime: -20 and dazed (save ends)

[/sblock]

[sblock=Stats]
Palyers
Prime: Dazed (save ends)
Defenses: AC: 27, Fort: 22, Ref: 19, Will: 20 AP 1
HP: 48/77 THP: 0 Bloodied: 38, Surge value:19, Surges left: 14/14

Sharpe: Dazed (save ends)
AC 20, Fort: 17, Ref: 15, Will: 19 AP 1
HP 41/56, THP 0: Bloodied 28 Surge Value 14; Surges left 11/11

Malifixindalaunt: Dragon Mount Dazed (save ends)
AC 20; Fort: 20; Ref: 17; Will: 17 Speed 4, fly 8 (clumsy)
HP 30/60 THP 0; Bloodied 30

Vermitrax: Not Updated Stats
AC 20; Fort: 18, Ref: 20, Will 20
HP 38/38 THP 14 Bloodied 19 Surge Value 9; Surges left 8/9
Resist 5 Cold 10 Force

Minion
-15 dazed (save ends)

Zharne: Not Updated Stats Dazed (save ends)
AC 20 Fort: 15, Ref: 18, Will 18 AP 0
HP 43/51 THP 7 Bloodied 25 Surge Value 12(14 in Beastform); Surges left 8/9
Resist 5 Cold

Drew
AC: 23 Fort: 19 Reflex: 22 Will: 20 STATUS: +1 AC & Ref TENT
NOTE: each time SM2 fails his saving throw, Drew gets 5thp
HP: 48+9thp/49 Surges: 6/8 Surge Value: 12

Enemies:
BG1 130/250
SW1 1/1 Dead
SW2 1/1 Dead
SW3 1/1 Dead
SW4 1/1 Dead
SW5 1/1 Dead
SW6 1/1 Dead
SW7 1/1 Dead
SW8 1/1 Dead
SW9 1/1 Dead
SW10 1/1 Dead
SW11 1/1 Dead
SW12 1/1 Dead
SW13 1/1
SW14 1/1 Dead
SW15 1/1 Dead
SW16 1/1 Dead
SW17 1/1 Dead
SW18 1/1 Dead
SA1 30/30 Dead
SA2 Dead
SA3 Dead
TG 85/126
SM1 Dead
SM2 15/42 8 ongoing damage (save ends)
[/sblock]

[sblock=map]
map
[/sblock]

[sblock=Enemies]
Skeleton Warrior Minions
HP 1; a missed attack never damages a minion.
AC 21; Fortitude 18, Reflex 19, Will 18
Immune disease, poison
Speed 6
Longsword (standard, at-will) Weapon
+11 vs AC; 5 damage.

Skeleton Archers
HP 30/39
AC 16; Fortitude 13, Refl ex 14, Will 13
Immune disease, poison
Speed 6
rShortbow (standard; at-will) ✦ Weapon
Ranged 15/30; +8 vs. AC; 6 damage.

Bone Golem
HP 250; Bloodied 125; see also berserk attack
AC 24; Fortitude 29, Refl ex 21, Will 22
Saving Throws +2
Speed 6; can’t shift
Action Points 1
m Slam (standard; at-will)
Reach 2; +16 vs. AC (+18 while bloodied); 2d8 + 5 damage, and
the target is dazed (save ends).
M Double Attack (standard; at-will)
The bone golem makes two slam attacks.
M Berserk Attack (immediate reaction, when damaged by an attack
while bloodied; at-will)
The bone golem makes a slam attack against a random target
within its reach.
M Golem Rampage (standard; recharge 5,6 )
The bone golem moves up to its speed plus 2 and can move
through enemies’ spaces, provoking opportunity attacks as
normal. When it enters a creature’s space (ally or enemy), the
golem makes a slam attack against that creature. The creature
remains in its space, and the golem must leave the space after
it attacks. The golem must end its rampage in an unoccupied space.

Tomb Guardian
HP 126; Bloodied 63
AC 23; Fortitude 22, Refl ex 23, Will 20
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 8
mTwin Scimitar Strike (standard; at-will) ✦ Weapon
The skeletal tomb guardian makes two scimitar attacks against
the same target: +13 vs. AC; 1d8 + 4 damage. This
also holds true for opportunity attacks.
M Cascade of Steel (standard; at-will) ✦ Weapon (recharge: 5, 6)
The skeletal tomb guardian makes two twin scimitar strike attacks
(four scimitar attacks total).
M Sudden Strike (immediate reaction, when an adjacent enemy
shifts; at-will) ✦ Weapon
The skeletal tomb guardian makes a melee basic attack against
the enemy.

Skeleton Mage
HP 42; Bloodied 21
AC 17; Fortitude 13, Refl ex 14, Will 15
Speed 6
mQuarterstaff (standard; at-will) ✦ Weapon
+4 vs. AC; 1d8 damage.
rMagic Missile (standard; at-will) ✦ Force
Ranged 20; +7 vs. Refl ex; 2d4 + 4 force damage.
R Dancing Lightning (standard; encounter) ✦ Lightning
The mage makes a separate attack against three diff erent targets:
ranged 10; +7 vs. Refl ex; 1d6 + 4 lightning damage.
A Thunder Burst (standard; encounter) ✦ Thunder
Area burst 1 within 10; +7 vs. Fortitude; 1d8 + 4
[/sblock]
 
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Voda Vosa

First Post
The recently animated dead reacts to his target's attack, cleaving the tomb guardian again.
Meanwhile, Vermitrax looks up the Bone Golem, with rather wide open eyes and gulps. The massive construct casts a shadow over the frail frame of the wizard. But there is no hesitation in Vermitrax's eyes as he quickly produces a vial of dark liquid and smashes it at his feet. As the vial cracks, a cloud of dark vapour fills the corner of the room, as the liquid vaporizes.
From a midst the dark fumes, emerges the mage, sticking his tongue out while his hand searches for somatic components for a spell his spellpouch.
Reaching his new destination he releases another burst of Beguiling lights. The bone golem is pushed against the wall, and the skeleton attacking the dragon is shattered in pieces.

Skeleton gets a AoO vs TG: hits for 15 and mark it again.
Vermitraz uses Alchemist's escape to move to his current position without granting AoO, and then Beguiling strands. Hits Bone golem for 7 and push him, and kill SW13
 



Luinnar

First Post
Attack! attack! ATTACK! aTtAcK! Sharpe shouts kicking his heels and causing the dragon to snap at the skeleton, biting it and ripping off one of its arm.
[sblock=actions]
Standard: Dragon bite 30 vs AC 14 damage
AP Standard:
Dragon bit: miss
[/sblock]

[sblock=Moment of Escape]
Moment of Escape. (Encounter Move Ranged 10 &#1 0022; Arcane)
Target:
One ally
Effect: Sharpe slides the target 4 squares.[/sblock]
[sblock=Sharpe]
Sharpe Wellington- Male Half-Elf Bard 6
Init: +3, Passive Perception: 18, Passive Insight: 16
AC 20 Fortitude 17 Reflex 15 Will 19, Spd: 5
HP 56/56
Bloodied 25 Surge Value 12; Surges Per-Day 11/11
AP: 0, Milestones:0

Basic Attacks:
Basic Attack +5 vs AC, Longsword, 1d8 damage
Ranged Basic Attack N/A

Powers:
Staggering Note, Guiding Strike
Majestic Word X2, Shout of Triumph, Knack for Success, Words of Friendship, Thunder's Calling, Second Wind, Shield of Devotion, Moment of Escape, Noxious Breath (Dragon), Revitalizing Incantation
Stirring Shout, Inspiring Fortitude (AKA Invigorating Presence), Song of Discord, Come and Become Sharpe's Pet! (Ring of Dragon's power #1 ), Dragon I Choose You! (Ring of Dragon's power #2 )

Misc: Once per round, when an ally within 5 squares bloodies or reduces to 0 hp an enemy, you can grant the ally 5 THP as a free action.

Conditions:
Nil

Note:

Virtue of Valor: Once per round, when an ally within 5 squares bloodies or reduces to 0 hp an enemy, you can grant the ally 5 THP as a free action.

Priority:
[/sblock]
[sblock=Malifixindalaunt The White Dragon]
Malifixindalaunt (Veserab) Level 6 Lurker
Large shadow beast (mount)
HP 14+45/60; Bloodied 30 Surge 1/1
AC 20; Fortitude 20; Reflex 17; Will 17
Speed 4, fly 8 (clumsy)
Immune noxious breath
Initiative +11
Perception +11
Blindsight 20

Traits:
Combat Advantage
Malifixindalaunt deals an extra 1d6 damage on melee attacks against any target it has combat advantage against.

Standard Actions
:bmelee: Bite • At-Will
Attack: +11 vs. AC
Hit: 2d6 + 5 damage.

:bmelee: Wing Claw • At-Will
Attack: +11 vs. AC
Hit: 1d6 + 5 damage.

:close: Noxious Breath (poison, zone) • Encounter
Attack: Close blast 4; +9 vs. Fortitude
Hit: 2d6 + 3 poison damage, and the target takes a -2 penalty to all defenses until the end of the
Malifixindalaunt's next turn. This power creates a zone of black, noxious fumes that remains in place until the end of the encounter. This zone blocks line of sight, and a creature that enters or ends its turn in the zone takes 5 poison damage. Malifixindalaunt is immune to this power's effects.

:melee:Diving Wing Rake • Standard, At-Will
Effect:
Malifixindalaunt makes a charge attack, making two wing claw attacks. After attacking, Malifixindalaunt moves up to 1 square and moves in an unoccupied square.

Skills Stealth +12
Str 20 (+8) Dex 18 (+7) Wis 17 (+6)
Con 17 (+6) Int 2 (–1) Cha 4 (+0)
Alignment Evil Languages —

[/sblock]
 

Someone

Adventurer
Prime finally regains his bearings. He throws himself after the golem and smashed his hammer on it repeteadly, while at the same time defelectin its blows with the shield.

[sblock=actions]
Standard action: Charge the bone golem, moving through row 6 to avoid OAs from the tomb guardian. MBA hits, provoking the golem's Berkerk response which luckily fails just by 1 (notice that the golem's total rolls include a +2 from combat advantage since Prime is still Dazed and a -2 from cover from Living Fortress)
AP - Standard action: Crushing surge on golem. It hits (combined damage from this and charge attack is 27 - I rolled it together) and Prime gains 10 temporary hit points (hit point values in in ministats is accurate)
End of turn: Succesfully saves VS Daze.

Edit: Note: I've noticed that you keep saving against golem immobilization, I think because of the effects of Vermitrax's Phantom Chasm spell (which by the way I now realize it should be a 3x3 square zone, not a 4x4). If so, notice that the zone just drops enemies prone, it doesn't subject them to further immobilization -that's only with the initial attack- and only if the enemies enter the zone, which means that those who merely start their turn inside are not affected; the powers description are usually very clear on when zones have their effect.[/sblock]

[sblock=mini-stats] Prime Warforged Fighter|Battlemind 8

Status:
Initiative: +5, Passive perception: 23, Passive Insight: 18
Defenses: AC: 27/27, Fort: 22/22, Ref: 19/19, Will: 20/20
HP:54/77 THP: 10 Bloodied: 38, Surge value:19, Surges/day: 14/14 Speed: 5 squares
Languages: Common
AP: 0, Power points 2/4
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, Endure Pain, 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]
 
Last edited:

Drew finishes off skeleton mage and comes closer to the group, going around the dragon to help Prime.

[sblock=Draconic]
"Dragon stomps over the knight!"
[/sblock]

[sblock=Actions]
Standard: Fallen Needle vs Ref (SM2); damage (1d20+11+2=22, 1d10+6+1+1=9) - hit, Drew gains +1 AC & Ref

@dimsdale, SM2 should be at -27 (19 from my previous attack and 8 from ongoing) - this should be enough to kill on the next tick of ongoing damage - I'll save my flurry for potential OA

Minor: Fallen Needle movement: Shift 1 to D8
Move: J5

[/sblock]
 

Ozymandias79

First Post
Zharne follows the warforged's example and charges the bone golem


[sblock=Action Details]
Standard Action:Charge bone golem(move to L5; grasping claw attack hits ref 23 for 13 damage and the bone golem is slowed tent)
Move Action:N/A
Minor Action:N/A

save vs daze: success


oh and [MENTION=79956]dimsdale[/MENTION] the bone golem has only 1 immediate action per round so no berserk response on Zharne's attack due to that

[/sblock]
 

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