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24 4e Style : Day 2
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<blockquote data-quote="Mal Malenkirk" data-source="post: 4704590" data-attributes="member: 834"><p>[sblock=Dagran]PS : By the way, you throw hand axes at +15, not +14 as I saw on your character sheet. Noted that a while ago and forgot to mention it but it could be useful in the current situation.</p><p></p><p>PS2 : I added the 4 points of damage from hammer rythm this round, thanks for the reminder.</p><p>[/sblock]</p><p></p><p>[sblock=Mirage]So you didn't need help to disengage, after all. That's a pretty nifty item for a combat mage, will have to remember it for my own PC.[/sblock]</p><p></p><p>The Dragon gets back painfully on his feet. He is rattled, clearly the only thing keeping him fighting is the complete disbelief that he could lose to such puny beings. He rakes the little hafling in front of him but hits empty air.</p><p></p><p><a href="http://invisiblecastle.com/roller/view/1974005/" target="_blank">Claws (1d20+17=22, 1d20+16=32, 2d8+6=10)</a> </p><p></p><p>[sblock]The two attack rolls are because it is about the last chance to use second chance and I am lazy. Still, the first roll was a miss and so it is not expanded.[/sblock]</p><p></p><p>Back at the inn, the fight is also winding down. The devil is also facing defeat. The wizard disappeared so he has to turn his attention on the bounty hunter. Kendrick parries handily but fails to land the counter strike. </p><p></p><p><a href="http://invisiblecastle.com/roller/view/1974021/" target="_blank">disruptive strike vs AC 29 (1d20+18=24, 1d8+14=16)</a> </p><p></p><p><a href="http://invisiblecastle.com/roller/view/1974033/" target="_blank">vs AC 31 (1d20+18=27, 2d4+5=10)</a> </p><p></p><p>Undeterred, he keeps pressing his opponent. </p><p></p><p><a href="http://invisiblecastle.com/roller/view/1974039/" target="_blank">Twin Strike vs AC 29 (1d20+18=23, 1d8+15=20, 1d20+16=33, 1d8+14=17)</a> </p><p><a href="http://invisiblecastle.com/roller/view/1974040/" target="_blank">hunter's quarry (2d8=3)</a> </p><p></p><p>His instinct is to use his agile footwork to step back up the stairs and make it harder for the devil to hit him, but then he remembers that he has an ally to cover. Gritting his teeth, he sticks insiude the devils guard and harry him.</p><p></p><p></p><p></p><p><a href="http://www.4shared.com/file/92216608/86bfab90/PB12.html" target="_blank"><img src="http://dc128.4shared.com/img/92216608/86bfab90/PB12.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></a></p><p></p><p></p><p></p><p><strong>Status</strong></p><p></p><p>Bearded Devil : 17 / 129 ; bloodied </p><p>Kendrick 65 / 92 </p><p></p><p>Dragon : 96 / 615, </p><p></p><p>Dragon is on the ground.</p><p></p><p>Leyra 33 /81 [11] [2] AP,SW, </p><p>Nathan 55 /109 [11] [2] AP,SW </p><p>Garrick 39 /80 [6] [2] AP,SW,SC;</p><p>Mirage 26 /78 [7] [2] SW,IW, bloodied</p><p>Dagran 40 / 119 [14] [2] AP,SW</p><p>Kern 59 / 90 [7] [2] AP,SW</p><p></p><p>Gray Dragon</p><p>Perception : 25 ; darkvision</p><p>Aura of Terror (Fear) aura 5; any enemy within the aura takes a –2</p><p>penalty to saving throws.</p><p>HP 615; Bloodied 307;</p><p>AC 29; Fortitude 27, Refl ex 26, Will 26</p><p>OA : +17, 2D8+6, ongoing 5 + immobilized</p><p></p><p>Bearded Devil</p><p>Senses Perception 24; darkvision</p><p>Beard Tendrils aura 1; enemies that begin their turns adjacent to</p><p>the bearded devil take 5 damage.</p><p>HP 129; Bloodied 64; see also battle frenzy</p><p>AC 29; Fortitude 25, Refl ex 22, Will 23</p><p>Resist 20 fire</p><p>OA : Reach 2; +18 vs. AC; 2d4 + 5 damage, and the target is marked</p><p>until the end of the bearded devil’s next turn and takes ongoing</p><p>5 damage (save ends).</p><p>Battle Frenzy : While the bearded devil is bloodied, it gains a +2 bonus to attack</p><p>rolls and deals an extra 5 damage with its melee attacks.</p><p>Devilish Teamwork : Allies adjacent to the bearded devil gain a +2 bonus to AC</p></blockquote><p></p>
[QUOTE="Mal Malenkirk, post: 4704590, member: 834"] [sblock=Dagran]PS : By the way, you throw hand axes at +15, not +14 as I saw on your character sheet. Noted that a while ago and forgot to mention it but it could be useful in the current situation. PS2 : I added the 4 points of damage from hammer rythm this round, thanks for the reminder. [/sblock] [sblock=Mirage]So you didn't need help to disengage, after all. That's a pretty nifty item for a combat mage, will have to remember it for my own PC.[/sblock] The Dragon gets back painfully on his feet. He is rattled, clearly the only thing keeping him fighting is the complete disbelief that he could lose to such puny beings. He rakes the little hafling in front of him but hits empty air. [url=http://invisiblecastle.com/roller/view/1974005/]Claws (1d20+17=22, 1d20+16=32, 2d8+6=10)[/url] [sblock]The two attack rolls are because it is about the last chance to use second chance and I am lazy. Still, the first roll was a miss and so it is not expanded.[/sblock] Back at the inn, the fight is also winding down. The devil is also facing defeat. The wizard disappeared so he has to turn his attention on the bounty hunter. Kendrick parries handily but fails to land the counter strike. [url=http://invisiblecastle.com/roller/view/1974021/]disruptive strike vs AC 29 (1d20+18=24, 1d8+14=16)[/url] [url=http://invisiblecastle.com/roller/view/1974033/]vs AC 31 (1d20+18=27, 2d4+5=10)[/url] Undeterred, he keeps pressing his opponent. [url=http://invisiblecastle.com/roller/view/1974039/]Twin Strike vs AC 29 (1d20+18=23, 1d8+15=20, 1d20+16=33, 1d8+14=17)[/url] [url=http://invisiblecastle.com/roller/view/1974040/]hunter's quarry (2d8=3)[/url] His instinct is to use his agile footwork to step back up the stairs and make it harder for the devil to hit him, but then he remembers that he has an ally to cover. Gritting his teeth, he sticks insiude the devils guard and harry him. [URL=http://www.4shared.com/file/92216608/86bfab90/PB12.html][IMG]http://dc128.4shared.com/img/92216608/86bfab90/PB12.jpg[/IMG][/URL] [B]Status[/B] Bearded Devil : 17 / 129 ; bloodied Kendrick 65 / 92 Dragon : 96 / 615, Dragon is on the ground. Leyra 33 /81 [11] [2] AP,SW, Nathan 55 /109 [11] [2] AP,SW Garrick 39 /80 [6] [2] AP,SW,SC; Mirage 26 /78 [7] [2] SW,IW, bloodied Dagran 40 / 119 [14] [2] AP,SW Kern 59 / 90 [7] [2] AP,SW Gray Dragon Perception : 25 ; darkvision Aura of Terror (Fear) aura 5; any enemy within the aura takes a –2 penalty to saving throws. HP 615; Bloodied 307; AC 29; Fortitude 27, Refl ex 26, Will 26 OA : +17, 2D8+6, ongoing 5 + immobilized Bearded Devil Senses Perception 24; darkvision Beard Tendrils aura 1; enemies that begin their turns adjacent to the bearded devil take 5 damage. HP 129; Bloodied 64; see also battle frenzy AC 29; Fortitude 25, Refl ex 22, Will 23 Resist 20 fire OA : Reach 2; +18 vs. AC; 2d4 + 5 damage, and the target is marked until the end of the bearded devil’s next turn and takes ongoing 5 damage (save ends). Battle Frenzy : While the bearded devil is bloodied, it gains a +2 bonus to attack rolls and deals an extra 5 damage with its melee attacks. Devilish Teamwork : Allies adjacent to the bearded devil gain a +2 bonus to AC [/QUOTE]
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