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<blockquote data-quote="Mal Malenkirk" data-source="post: 4740105" data-attributes="member: 834"><p>[sblock=Garrick]I removed the sneak attack damage from the attack on the beraded devil; as a rule of thumb sneak attack is always delivered on the first attack to avoid wasting it.</p><p></p><p>I didn't note the invisible status on the report because it last until the beginning of your turn. But you'll note that no one targeted you with a melee or ranged attack. It didn't protect against the blast.[/sblock]</p><p></p><p>The halfling hellcaster suffers the radiant powers of Melora. He blinks a moment and then snarls. Rushing forward he tries his best to return the favor and unleashes a wave of psychic energy that creates fear and horror in the agents.</p><p></p><p>Everyone caught in the blast feels an overwhelming but short lived urge to flee from the source of the psychic anguish. Kendrick and Garrick almost throw themselve through the nearby doors while Dagran and Leyra are pushed outside.</p><p></p><p>They all back away in disorganized fashion and many get mauled by their enemies as a result. As the bearded devil scores blood on Dagran, a tendril flares from the Golem to disgustingly suck it in along with some flesh around the wound. Dagran staggers back while the Golem appears stronger.</p><p></p><p>As the agents scaterred, the flesh Golem can't help but follow the blood and lumbers after Dagran and hits him with his meaty fist again. The Bearded devil follows in order to maintain the close ranks but instead attacks Leyra with his glaive, smelling that she is vulnerable. His weapon pierces her flank and again the Golem's horrifyingly absorbs some flesh and now seems as intact as he was at the beginning of the fight!</p><p></p><p>To make matters worse, the imp suddenly reappears out of thin air as he stabs Mirage with his tails. He feels poisons coursing through his veins and making his reaction sluggish. Having succeeded, the Imp dissapears in a flash, having apparently teleported elsewhere.</p><p></p><p>[sblock]</p><p><a href="http://invisiblecastle.com/roller/view/2008301/" target="_blank">close blast 5, vs will, Kendrick 23; Dagran 21; Garrick 24; Leyra 26 (1d20+14=26, 1d20+16=28, 1d20+16=24, 1d20+16=33)</a> hits everyone</p><p><a href="http://invisiblecastle.com/roller/view/2008304/" target="_blank">damage (3d8+5=18)</a> </p><p></p><p>Effect: Target are slid to the nearest square outside the blast area. There is no ongoing effect. This movement provokes Opportunity attack.</p><p></p><p>Kendrick is pushed through the square J31; OA from the Golem and Beardy</p><p><a href="http://invisiblecastle.com/roller/view/2008318/" target="_blank">vs AC 30 (1d20+16=26, 2d8+5=11, 1d20+18=31, 2d4+5=10)</a> Beardy hits, ongoing 5</p><p></p><p>Dagran is also the target of both OA</p><p><a href="http://invisiblecastle.com/roller/view/2008323/" target="_blank">VS AC 30 (1d20+16=33, 2d8+5=11, 1d20+18=36, 2d4+5=13)</a> 2 hit, 24 hp total</p><p></p><p>Ps : the daze from the Golem is (Save ends), last time I forgot and just treated it as "Till the end of next turn".</p><p></p><p>As Dagran becomes bloodied; The Golem uses his Assimilate flesh power :</p><p></p><p><a href="http://invisiblecastle.com/roller/view/2008324/" target="_blank">Golem vs Dagran's fortitude 26 (1d20+13=29, 2d12+5=10)</a> hit, 10 hp, the Golem heals 57 hp</p><p></p><p>This attacks occurs whenever you become bloodied or fall to 0 adjacent to the Golem. I may have forgotten one such occurence earlier, if so, good for you.</p><p></p><p>If you were wondering, the odds of all three of my attacks hitting were 6%...</p><p></p><p>Garrick only provokes an OA from the Golem</p><p><a href="http://invisiblecastle.com/roller/view/2008333/" target="_blank">vs 33 (1d20+16-5=27, 2d8+5=11)</a> miss</p><p>With the -5 penalty from insisibility, he pretty much needed a 20.</p><p></p><p>Leyra suffers no OA.</p><p></p><p>The golem follows Dagran to L34</p><p><a href="http://invisiblecastle.com/roller/view/2008336/" target="_blank">+2 CA dazed, vs AC 30 (1d20+16+2=26, 2d8+5=16, 1d20+16+2=36, 2d8+5=7)</a> hit, 7hp</p><p></p><p>The bearded devil moves to K34 and attacks vs Leyra</p><p><a href="http://invisiblecastle.com/roller/view/2008346/" target="_blank">vs AC 30 (1d20+18=35, 2d4+5=10)</a> hit, marked, 10 hp</p><p></p><p>She becomes bloodied, Golem uses assimilate flesh:</p><p></p><p><a href="http://invisiblecastle.com/roller/view/2008367/" target="_blank">Golem VS Leyra's fortitude 20 (1d20+13=20, 2d12+5=17)</a> hit, Golem is fresh again, 17hp</p><p></p><p>The Imp vs Mirage</p><p></p><p><a href="http://invisiblecastle.com/roller/view/2008386/" target="_blank">vs Mirage AC 27; vs Fortitude 20 (1d20+17+2=33, 1d8+6=13, 1d20+10=22)</a> 1st hit, 13 hp, then secondary also hits, poisoned and slowed</p><p>[/sblock]</p><p></p><p>Kendrick clears his thought and is embarassed at having showed even a second of weakness. He exit the west room and re-enters the main room. He sees the halfling alone and is really tempted to mount his head on a spike but he sees that the other agents are having trouble with the infernal duo. After a second of hesitation he rushes outside to scatter the enemies. </p><p></p><p>-''I killed your twin brother beardy, I want me a matching set of heads, now!"</p><p></p><p>A violent outburst of blow sends them both stumbling away.</p><p></p><p>[sblock]</p><p>Minor: Beardy is the quarry</p><p>Move : to a flanking position vs Beardy</p><p><a href="http://invisiblecastle.com/roller/view/2008408/" target="_blank">Sweeping Blade, Bearded, Golem (1d20+20=35, 1d20+17=32, 1d8+13=18)</a> +2 for flanking and +1 for bloodied vs Beardy, he also takes an additional 6 points of damage because he is bloodied and an humanoid.</p><p><a href="http://invisiblecastle.com/roller/view/2008413/" target="_blank">quarry (2d8=6)</a> </p><p>total; Beardy 30, Golem 18. </p><p></p><p>Golem and Beardy are pushed 3 square and fall prone.</p><p></p><p>I figured that Leyra and Dagran had enough trouble as it is without having to start in the bearded evil's aura. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />. </p><p></p><p><a href="http://invisiblecastle.com/roller/view/2008466/" target="_blank">save (1d20=6)</a> </p><p></p><p>Also, I realize after the fact that Kendrick also had become bloodied while adjacent to the Golem during the OA;</p><p><a href="http://invisiblecastle.com/roller/view/2008468/" target="_blank">1d20+13=24, 2d12+5=12</a> miss (Fortitude 26)</p><p>[/sblock]</p><p></p><p>The warrior circles back again through the appartments. It is faster now that he has already made a hole through the adjoining wall. He charges Nathan but misses, so does the halfling.</p><p></p><p>[sblock]<a href="http://invisiblecastle.com/roller/view/2008433/" target="_blank">Charge vs AC 31 (1d20+17=24, 1d10+4=13)</a> </p><p><a href="http://invisiblecastle.com/roller/view/2008445/" target="_blank">vs AC 31 (1d20+15=28)</a> </p><p></p><p>This is turning into a damn cake walk! I was too cautious of not overhwleming a small party.[/sblock] </p><p></p><p></p><p></p><p><a href="http://www.4shared.com/file/96767349/3d01923c/split5.html" target="_blank"><img src="http://dc97.4shared.com/img/96767349/3d01923c/split5.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></a></p><p></p><p></p><p></p><p></p><p><strong>Status</strong></p><p></p><p>Golem : 210 / 228, prone</p><p>Hell caster : 71 / 96 ; Quill Storm Spent</p><p>Bearded Devil : 18 / 129, bloodied, prone</p><p>Succubus : Dead</p><p>Imp : 71 / 96</p><p></p><p>Hafling : 33 / 82 ; Marked (Nathan), bloodied</p><p>Warrior: 105 / 136; Marked (Nathan),</p><p></p><p></p><p>Leyra 20 (15) /81 [9] [2] AP,SW, ongoing 5 (save ends), bloodied, Marked (Beardyl)</p><p>Garrick 51 /80 [5] [2] SW, </p><p>Mirage 38 (28) /78 [5] [2] SW. Ongoing 10 + Slowed (save ends both), bloodied </p><p>Dagran 37 (32) /119 [12] [2] SW, ongoing 5 (save ends), Dazed (save ends), bloodied</p><p>Kendrick 41 (36) / 92, ongoing 5 (save ends), Bloodied </p><p></p><p>Kern 77 (73) /90 [6] [2] AP,SW, slowed + ongoing 4 (save ends both)</p><p>Nathan 107 +14 /109 [10] [2] AP,SW</p><p></p><p>Zealot (Ze) : Minions</p><p>Perception : 17</p><p>HP 1; a missed attack never damages a minion.</p><p>AC 25; Fortitude 23, Reflex 22, Will 22</p><p>Short Sword (Standard, at-will) Poison, Weapon</p><p>+16 vs Armor Class; 6 damage, and the zealot makes a secondary attack.</p><p>Secondary Attack </p><p>+14 vs Fortitude; ongoing 3 poison damage (save ends).</p><p></p><p>Zealot Warrior (Wa) </p><p>Perception. 16</p><p>HP 136; Bloodied 68</p><p>AC 23; Fortitude 21, Reflex 20, Will 20</p><p>Resist 10 poison</p><p>Greatsword (Standard, at-will) Poison, Weapon</p><p>+16 vs Armor Class; 1d10+4 damage (1d10 + 6 damage while bloodied) and a secondary attack.</p><p>Secondary Attack </p><p>+14 vs Fortitude; ongoing 5 poison damage (save ends).</p><p></p><p>Halfling Prowler </p><p>Perception 20</p><p>HP 82; Bloodied 41</p><p>AC 23; Fortitude 19, Reflex 22, Will 20</p><p>Short Sword (Standard, at-will) Poison, Weapon</p><p>+15 vs Armor Class; 1d6+6 damage, and the halfling prowler makes a secondary attack.</p><p>Secondary Attack </p><p>+12 vs Fortitude; the target takes ongoing 3 poison damage and is slowed (save ends both).</p><p>Crowd Shield</p><p>The halfling prowler gains a +2 bonus to its AC and Reflex defense if it has one creature adjacent to it, or a +4 bonus if two or more creatures are adjacent to it. (Being IN the crowd qualifies for 2 or more)</p><p></p><p>vs the rest</p><p></p><p>Halfling (Ha)</p><p>Perception 23</p><p>HP 96; Bloodied 48</p><p>AC 25; Fortitude 22, Reflex 24, Will 25</p><p>Short swod (Standard, at-will) Weapon</p><p>Melee 1; +20 vs Armor Class; 1d6+5 damage.</p><p></p><p>Bearded Devil (Be) </p><p>Perception 24</p><p>Beard Tendrils aura 1; enemies that begin their turns adjacent to the bearded devil take 5 damage.</p><p>HP 129; Bloodied 64</p><p>AC 29; Fortitude 25, Reflex 22, Will 23</p><p>Resist 20 fire</p><p>Glaive (Standard, at-will) Weapon</p><p>Reach 2; +18 vs Armor Class; 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)</p><p></p><p>Flesh Golem (Go)</p><p>Perception 15</p><p>HP 228; Bloodied 114</p><p>AC 26 (28 currently because of the devil); Fortitude 27, Reflex 22, Will 25</p><p>Immune disease, poison, sleep</p><p>Saving Throws +2</p><p>Slam (Standard, at-will) </p><p>Reach 2; +16 vs Armor Class; 2d8+5 damage, and the target is dazed (save ends) </p><p></p><p>Succubus </p><p>Perception 19</p><p>HP 106; Bloodied 53</p><p>AC 25 (currently 27 because of the devil); Fortitude 19, Reflex 23, Will 25</p><p>Resist 20 fire</p><p>Corrupting Touch (Standard, at-will) </p><p>+16 vs Armor Class; 1d6+7 damage.</p><p></p><p>Assassin Imp </p><p>Perception 26</p><p>HP 96; Bloodied 48</p><p>AC 25; Fortitude 23, Reflex 25, Will 24</p><p>Resist 20 fire</p><p>Speed 4, fly 7 (hover)</p><p>Razor (Standard, at-will) </p><p>+17 vs Armor Class; 2d6+4 damage.</p></blockquote><p></p>
[QUOTE="Mal Malenkirk, post: 4740105, member: 834"] [sblock=Garrick]I removed the sneak attack damage from the attack on the beraded devil; as a rule of thumb sneak attack is always delivered on the first attack to avoid wasting it. I didn't note the invisible status on the report because it last until the beginning of your turn. But you'll note that no one targeted you with a melee or ranged attack. It didn't protect against the blast.[/sblock] The halfling hellcaster suffers the radiant powers of Melora. He blinks a moment and then snarls. Rushing forward he tries his best to return the favor and unleashes a wave of psychic energy that creates fear and horror in the agents. Everyone caught in the blast feels an overwhelming but short lived urge to flee from the source of the psychic anguish. Kendrick and Garrick almost throw themselve through the nearby doors while Dagran and Leyra are pushed outside. They all back away in disorganized fashion and many get mauled by their enemies as a result. As the bearded devil scores blood on Dagran, a tendril flares from the Golem to disgustingly suck it in along with some flesh around the wound. Dagran staggers back while the Golem appears stronger. As the agents scaterred, the flesh Golem can't help but follow the blood and lumbers after Dagran and hits him with his meaty fist again. The Bearded devil follows in order to maintain the close ranks but instead attacks Leyra with his glaive, smelling that she is vulnerable. His weapon pierces her flank and again the Golem's horrifyingly absorbs some flesh and now seems as intact as he was at the beginning of the fight! To make matters worse, the imp suddenly reappears out of thin air as he stabs Mirage with his tails. He feels poisons coursing through his veins and making his reaction sluggish. Having succeeded, the Imp dissapears in a flash, having apparently teleported elsewhere. [sblock] [url=http://invisiblecastle.com/roller/view/2008301/]close blast 5, vs will, Kendrick 23; Dagran 21; Garrick 24; Leyra 26 (1d20+14=26, 1d20+16=28, 1d20+16=24, 1d20+16=33)[/url] hits everyone [url=http://invisiblecastle.com/roller/view/2008304/]damage (3d8+5=18)[/url] Effect: Target are slid to the nearest square outside the blast area. There is no ongoing effect. This movement provokes Opportunity attack. Kendrick is pushed through the square J31; OA from the Golem and Beardy [url=http://invisiblecastle.com/roller/view/2008318/]vs AC 30 (1d20+16=26, 2d8+5=11, 1d20+18=31, 2d4+5=10)[/url] Beardy hits, ongoing 5 Dagran is also the target of both OA [url=http://invisiblecastle.com/roller/view/2008323/]VS AC 30 (1d20+16=33, 2d8+5=11, 1d20+18=36, 2d4+5=13)[/url] 2 hit, 24 hp total Ps : the daze from the Golem is (Save ends), last time I forgot and just treated it as "Till the end of next turn". As Dagran becomes bloodied; The Golem uses his Assimilate flesh power : [url=http://invisiblecastle.com/roller/view/2008324/]Golem vs Dagran's fortitude 26 (1d20+13=29, 2d12+5=10)[/url] hit, 10 hp, the Golem heals 57 hp This attacks occurs whenever you become bloodied or fall to 0 adjacent to the Golem. I may have forgotten one such occurence earlier, if so, good for you. If you were wondering, the odds of all three of my attacks hitting were 6%... Garrick only provokes an OA from the Golem [url=http://invisiblecastle.com/roller/view/2008333/]vs 33 (1d20+16-5=27, 2d8+5=11)[/url] miss With the -5 penalty from insisibility, he pretty much needed a 20. Leyra suffers no OA. The golem follows Dagran to L34 [url=http://invisiblecastle.com/roller/view/2008336/]+2 CA dazed, vs AC 30 (1d20+16+2=26, 2d8+5=16, 1d20+16+2=36, 2d8+5=7)[/url] hit, 7hp The bearded devil moves to K34 and attacks vs Leyra [url=http://invisiblecastle.com/roller/view/2008346/]vs AC 30 (1d20+18=35, 2d4+5=10)[/url] hit, marked, 10 hp She becomes bloodied, Golem uses assimilate flesh: [url=http://invisiblecastle.com/roller/view/2008367/]Golem VS Leyra's fortitude 20 (1d20+13=20, 2d12+5=17)[/url] hit, Golem is fresh again, 17hp The Imp vs Mirage [url=http://invisiblecastle.com/roller/view/2008386/]vs Mirage AC 27; vs Fortitude 20 (1d20+17+2=33, 1d8+6=13, 1d20+10=22)[/url] 1st hit, 13 hp, then secondary also hits, poisoned and slowed [/sblock] Kendrick clears his thought and is embarassed at having showed even a second of weakness. He exit the west room and re-enters the main room. He sees the halfling alone and is really tempted to mount his head on a spike but he sees that the other agents are having trouble with the infernal duo. After a second of hesitation he rushes outside to scatter the enemies. -''I killed your twin brother beardy, I want me a matching set of heads, now!" A violent outburst of blow sends them both stumbling away. [sblock] Minor: Beardy is the quarry Move : to a flanking position vs Beardy [url=http://invisiblecastle.com/roller/view/2008408/]Sweeping Blade, Bearded, Golem (1d20+20=35, 1d20+17=32, 1d8+13=18)[/url] +2 for flanking and +1 for bloodied vs Beardy, he also takes an additional 6 points of damage because he is bloodied and an humanoid. [url=http://invisiblecastle.com/roller/view/2008413/]quarry (2d8=6)[/url] total; Beardy 30, Golem 18. Golem and Beardy are pushed 3 square and fall prone. I figured that Leyra and Dagran had enough trouble as it is without having to start in the bearded evil's aura. ;). [url=http://invisiblecastle.com/roller/view/2008466/]save (1d20=6)[/url] Also, I realize after the fact that Kendrick also had become bloodied while adjacent to the Golem during the OA; [url=http://invisiblecastle.com/roller/view/2008468/]1d20+13=24, 2d12+5=12[/url] miss (Fortitude 26) [/sblock] The warrior circles back again through the appartments. It is faster now that he has already made a hole through the adjoining wall. He charges Nathan but misses, so does the halfling. [sblock][url=http://invisiblecastle.com/roller/view/2008433/]Charge vs AC 31 (1d20+17=24, 1d10+4=13)[/url] [url=http://invisiblecastle.com/roller/view/2008445/]vs AC 31 (1d20+15=28)[/url] This is turning into a damn cake walk! I was too cautious of not overhwleming a small party.[/sblock] [URL=http://www.4shared.com/file/96767349/3d01923c/split5.html][IMG]http://dc97.4shared.com/img/96767349/3d01923c/split5.jpg[/IMG][/URL] [B]Status[/B] Golem : 210 / 228, prone Hell caster : 71 / 96 ; Quill Storm Spent Bearded Devil : 18 / 129, bloodied, prone Succubus : Dead Imp : 71 / 96 Hafling : 33 / 82 ; Marked (Nathan), bloodied Warrior: 105 / 136; Marked (Nathan), Leyra 20 (15) /81 [9] [2] AP,SW, ongoing 5 (save ends), bloodied, Marked (Beardyl) Garrick 51 /80 [5] [2] SW, Mirage 38 (28) /78 [5] [2] SW. Ongoing 10 + Slowed (save ends both), bloodied Dagran 37 (32) /119 [12] [2] SW, ongoing 5 (save ends), Dazed (save ends), bloodied Kendrick 41 (36) / 92, ongoing 5 (save ends), Bloodied Kern 77 (73) /90 [6] [2] AP,SW, slowed + ongoing 4 (save ends both) Nathan 107 +14 /109 [10] [2] AP,SW Zealot (Ze) : Minions Perception : 17 HP 1; a missed attack never damages a minion. AC 25; Fortitude 23, Reflex 22, Will 22 Short Sword (Standard, at-will) Poison, Weapon +16 vs Armor Class; 6 damage, and the zealot makes a secondary attack. Secondary Attack +14 vs Fortitude; ongoing 3 poison damage (save ends). Zealot Warrior (Wa) Perception. 16 HP 136; Bloodied 68 AC 23; Fortitude 21, Reflex 20, Will 20 Resist 10 poison Greatsword (Standard, at-will) Poison, Weapon +16 vs Armor Class; 1d10+4 damage (1d10 + 6 damage while bloodied) and a secondary attack. Secondary Attack +14 vs Fortitude; ongoing 5 poison damage (save ends). Halfling Prowler Perception 20 HP 82; Bloodied 41 AC 23; Fortitude 19, Reflex 22, Will 20 Short Sword (Standard, at-will) Poison, Weapon +15 vs Armor Class; 1d6+6 damage, and the halfling prowler makes a secondary attack. Secondary Attack +12 vs Fortitude; the target takes ongoing 3 poison damage and is slowed (save ends both). Crowd Shield The halfling prowler gains a +2 bonus to its AC and Reflex defense if it has one creature adjacent to it, or a +4 bonus if two or more creatures are adjacent to it. (Being IN the crowd qualifies for 2 or more) vs the rest Halfling (Ha) Perception 23 HP 96; Bloodied 48 AC 25; Fortitude 22, Reflex 24, Will 25 Short swod (Standard, at-will) Weapon Melee 1; +20 vs Armor Class; 1d6+5 damage. Bearded Devil (Be) Perception 24 Beard Tendrils aura 1; enemies that begin their turns adjacent to the bearded devil take 5 damage. HP 129; Bloodied 64 AC 29; Fortitude 25, Reflex 22, Will 23 Resist 20 fire Glaive (Standard, at-will) Weapon Reach 2; +18 vs Armor Class; 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) Flesh Golem (Go) Perception 15 HP 228; Bloodied 114 AC 26 (28 currently because of the devil); Fortitude 27, Reflex 22, Will 25 Immune disease, poison, sleep Saving Throws +2 Slam (Standard, at-will) Reach 2; +16 vs Armor Class; 2d8+5 damage, and the target is dazed (save ends) Succubus Perception 19 HP 106; Bloodied 53 AC 25 (currently 27 because of the devil); Fortitude 19, Reflex 23, Will 25 Resist 20 fire Corrupting Touch (Standard, at-will) +16 vs Armor Class; 1d6+7 damage. Assassin Imp Perception 26 HP 96; Bloodied 48 AC 25; Fortitude 23, Reflex 25, Will 24 Resist 20 fire Speed 4, fly 7 (hover) Razor (Standard, at-will) +17 vs Armor Class; 2d6+4 damage. [/QUOTE]
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