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Leif's Homebrew 4E, IC02 [closed]

OOC: Hold on a sec, guys! I'll try to get the Monsters' attacks that followed Khellek's action ASAP, and then Lou's last post for Elerosse will happen after the enemy attacks and everyone else can follow. Please hold your posts until I get caught up, ok? Thanks for your eagerness Lou!
 

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OOC: Hold on a sec, guys! I'll try to get the Monsters' attacks that followed Khellek's action ASAP, and then Lou's last post for Elerosse will happen after the enemy attacks and everyone else can follow. Please hold your posts until I get caught up, ok? Thanks for your eagerness Lou!

OOC: So the zombies aren't 'dead'? :eek:
 

OOC: You're not just fighting zombies, and the wights seem to have a nasty habit of reanimating the occasional zombie, too
 
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Exploring the Ex-Temple of Bahamut

Basher7 has made the wights nervous by his proximity, so they both now target him with their attacks. W2, being the closest wight to Basher7, reaches out with a hideous, cold claw and rakes at the face of the Warforged [attack vs. AC], inflicting 6 hp damage and draining one healing surge from Basher7! The second wight, W1 obviously, pulls back the cowl covering his face and Basher7 stands in awe of the incredible ugliness. The Horriffic Visage attack [vs. Will] is also successful against the Warforged and he takes 3 additional hp of damage and he is PUSHED 3 SQUARES. Tarrk feels the Deathwarg before him reaching into his mind to attack him psychically. This attack is vs Tarrk's Will, and the minotaur takes 4 hp psychic damage from the attack.

Both Wights successfully attack Basher7 for 6+3 = 9 hp damage plus B7 is drained of one healing surge and he is also pushed 3 squares.
Tarrk takes 4 hp psychyic damage.

OOC: Lou, we're going to just assume that the wights failed all their saves against your ongoing damage up to now since I forgot to make the saves and you guys need some help with these critters. Both Wights failed their saves this round as well.

Opponent status:
Wight 1: 54-5-5=44-4 Ghraere -8 Elerosse
Wight 2: 54-17-5-5=27-26 B7
Re-Animated Wightwarg: 32

Initiative Order:
19 Elerossse
17 Basher7
16 Ghraere
15 Deathlock Wights
12 Deathwarg (Wightwarg)
09 Khellek
07 Tarrk
05 Zombies
 

Attachments

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Tarrk

"Anyone knows how often the will spring back up?" Tarrk asks while being forced in the defensive

[sblock=OOC]

standard action: second wind (regain 10 HP; +2 on all defenses until his next turn)

Basic attack roll is 1d20+9;2d6.minroll(2)+10

[sblock=Mini stat block]
Tarrk Bloodhoof
Perception: 14 Insight: 12 Normal Vision
AC 19 Fortitude 18 Reflex 15 Will 13
Hit Points: 28/41 Bloodied: 20
Temporary Hit Points: 0
Initiative: +3
Action Points: 1 Second Wind: 0
Milestones: 1
Healing Surge: 10 Surges per day: 10/11
At-Will Powers: Battle Wrath, Berserker's Charge, Passing Forward
Encounter Powers: Goring Charge, Power Strike 1/2
Daily Powers: -

Condition:
[/sblock][/sblock]
 

Basher7

"Too often!" Basher7 charges yet again (to BE137). This time Basher7's attack is fierce and his timing perfect. The Craghammer comes down on the Wight with devastating force.

[sblock=Battlerager Vigor] Each time an enemy hits you with a melee or a close attack, you gain temporary hit points equal to your Constitution modifier (after the attack is resolved).
When you gain temporary hit points by hitting with an attack that has the invigorating keyword, those temporary hit points stack with any other temporary hit points you already have.
When wearing light armor or chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks whenever you have temporary hit points. This bonus increases to +2 if you’re wielding an axe, a hammer, a mace, or a pick.
[/sblock]

[sblock=Actions]
Move: Charge to BE137
Basic Attack
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. (+1[w] from Avalanche Hammer for charging)
[/sblock]

[sblock=mini stat block]Basher7 Warforged Fighter 2-Battlerager build
Passive Perception: 18, Passive Insight: 12
AC:22, Fort:18, Ref:16, Will:14 -- Speed:6
HP: 34/46, Bloodied:23, Surge Value:11 with 12/11 remaining (currently with 3 temp hp)
Initiative +2
Action Points: 1, Second Wind: not used
Fighter Abilities: Battlerager Vigor, Combat Challenge, Combat Superiority
Powers:
At-Will: Brash Strike, Crushing Surge, Basic Attack, Ranged Attack
Encounter: Passing Attack, Warforged Resolve
Daily: Knee Breaker, Sweeping Blow
Utility: Boundless Endurance
+1 Craghammer +2 prof. d10 Hammer Brutal 2 Versatile
Str. 18, Dex. 12, Con. 16, Int. 10, Wis. 13, Cha. 11

Craghammer +2 d10 — 20 gp 6 lb. Hammer Brutal 2, versatile
Avalanche Hammer level 4
Enchanted with the essence of elemental earth, this hammer strikes foes like an avalanche.
Lvl 4 +1 840 gp
Weapon: Hammer (Craghammer)
Enhancement: Attack rolls and damage rolls
Critical: +1d10 damage per plus, and the target is knocked prone.
Property; When you charge an enemy and hit with a melee basic attack using this weapon, the attack deals 1[W]extra damage.[/sblock]
 
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