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Living 4th Edition
Blight Makes Right (DM: TwoHeadsBarking. Judge: Lord Sessadore)
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<blockquote data-quote="TwoHeadsBarking" data-source="post: 4956309" data-attributes="member: 82251"><p>[sblock=ooc]A dying ally can be healed in the same ways a living one can, and they regain hp starting at 0. So even though Lephisto was at -3, your Majestic Word heals him to 10. Which is pretty nice.</p><p></p><p>Also, anyone can use the Heal skill as a standard action to heal an adjacent ally. DC 10 to let someone spend their second wind, although they don't get the defense bonus. If a dying character has already spent their second wind, DC 15 to stabilize them so they don't need to take death saves. Finally, DC 15 to allow an ally to either immediately take a saving throw, or gain +2 to their next saving throw they take at the end of their turn.</p><p></p><p>The above options aren't great from an action economy standpoint, but they're better than nothing.[/sblock]</p><p></p><p>Adran shouts encouragement to his allies. Growl feels a rush of bravery, and Lephisto opens his eyes and crawls away from his attackers. Adran then lunges at the swarm, and in a flurry of hacking and stomping he manages separate the mass, weakening its effectiveness. Alek feels a rush of power as he does so.</p><p></p><p>The goblin caster steps back from Growl and aims his rod at the druid's feet. Spectral vines studded with thorns burst from the ground and lash around Growl's legs. While they don't pierce the warforged's armor, they threaten intense lacerations should he try to move away.</p><p></p><p>The captive collapses and lies still.</p><p></p><p>[sblock=Status]Initiative:</p><p>25: Goblin Sharpshooter (-14)</p><p>20: Adran (28/28) </p><p>19: Goblin Hexer</p><p>18: Alek (29/30+4) <== Your turn.</p><p>17: Feyr (12/26, <span style="color: Red">bloodied<span style="color: White">, ongoing 5 poison (save ends)</span></span>)</p><p>16: Blighted Rat (-23, <span style="color: Red">bloodied</span>)</p><p>10: Centipede Swarm 1 (-44, <span style="color: DarkRed">dead</span>)</p><p>10: Centipede Swarm 2 (-42, <span style="color: Red">bloodied</span>)</p><p>10: Centipede Swarm 3 (Cursed)</p><p>4: Growl (12/30+4, <span style="color: Red">bloodied</span>, +2 to next damage roll, Hexed (save ends)) </p><p>3: Lephisto (10/27,blinded (save ends), prone)</p><p></p><p>Adran's first attack misses, but the second one <a href="http://invisiblecastle.com/roller/view/2279217/" target="_blank">hits</a>, and even with the half damage it's enough to kill the swarm. This triggers Alek's pact, granting him 4 temp hp. So that was a pretty good turn, I'd say.</p><p></p><p>Thanks for reminding me about Strength of Valor. I actually did remember it, but I keep forgetting that it's +2 damage on the next damage roll rather than +2 damage to the next attack. Since Growl had missed his next attack, I thought it had been lost, but that is not the case.</p><p></p><p>The Hexer shifts away and attacks Growl with a Stinging Hex, that <a href="http://invisiblecastle.com/roller/view/2279227/" target="_blank">hits</a>. Growl is now Hexed (save ends). If he moves during his turn, he takes 3d6+1 damage. As a minor, the Hexer sustains the cloud, but leaves it where it is.[/sblock]</p></blockquote><p></p>
[QUOTE="TwoHeadsBarking, post: 4956309, member: 82251"] [sblock=ooc]A dying ally can be healed in the same ways a living one can, and they regain hp starting at 0. So even though Lephisto was at -3, your Majestic Word heals him to 10. Which is pretty nice. Also, anyone can use the Heal skill as a standard action to heal an adjacent ally. DC 10 to let someone spend their second wind, although they don't get the defense bonus. If a dying character has already spent their second wind, DC 15 to stabilize them so they don't need to take death saves. Finally, DC 15 to allow an ally to either immediately take a saving throw, or gain +2 to their next saving throw they take at the end of their turn. The above options aren't great from an action economy standpoint, but they're better than nothing.[/sblock] Adran shouts encouragement to his allies. Growl feels a rush of bravery, and Lephisto opens his eyes and crawls away from his attackers. Adran then lunges at the swarm, and in a flurry of hacking and stomping he manages separate the mass, weakening its effectiveness. Alek feels a rush of power as he does so. The goblin caster steps back from Growl and aims his rod at the druid's feet. Spectral vines studded with thorns burst from the ground and lash around Growl's legs. While they don't pierce the warforged's armor, they threaten intense lacerations should he try to move away. The captive collapses and lies still. [sblock=Status]Initiative: 25: Goblin Sharpshooter (-14) 20: Adran (28/28) 19: Goblin Hexer 18: Alek (29/30+4) <== Your turn. 17: Feyr (12/26, [COLOR=Red]bloodied[COLOR=White], ongoing 5 poison (save ends)[/COLOR][/COLOR]) 16: Blighted Rat (-23, [COLOR=Red]bloodied[/COLOR]) 10: Centipede Swarm 1 (-44, [COLOR=DarkRed]dead[/COLOR]) 10: Centipede Swarm 2 (-42, [COLOR=Red]bloodied[/COLOR]) 10: Centipede Swarm 3 (Cursed) 4: Growl (12/30+4, [COLOR=Red]bloodied[/COLOR], +2 to next damage roll, Hexed (save ends)) 3: Lephisto (10/27,blinded (save ends), prone) Adran's first attack misses, but the second one [URL="http://invisiblecastle.com/roller/view/2279217/"]hits[/URL], and even with the half damage it's enough to kill the swarm. This triggers Alek's pact, granting him 4 temp hp. So that was a pretty good turn, I'd say. Thanks for reminding me about Strength of Valor. I actually did remember it, but I keep forgetting that it's +2 damage on the next damage roll rather than +2 damage to the next attack. Since Growl had missed his next attack, I thought it had been lost, but that is not the case. The Hexer shifts away and attacks Growl with a Stinging Hex, that [URL="http://invisiblecastle.com/roller/view/2279227/"]hits[/URL]. Growl is now Hexed (save ends). If he moves during his turn, he takes 3d6+1 damage. As a minor, the Hexer sustains the cloud, but leaves it where it is.[/sblock] [/QUOTE]
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