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6 Eagle Down (Judge : Garyh)


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Erekose13

Explorer
Callen swirls his staff around spinning the tip end over end creating a powerful wind that knocks both his opponents off their feat and back a few feet, dead.

He then moves inside to take stock of the situation deteriorating there. Spotting Soldier on the ground Callen calls out to his wife's goddess Mireva for help.

[sblock=ooc]Actions:
Start: n/a
Standard: thunderwave vs. Q12, R12 Reflex (1d20+7=19, 1d20+7=25, 1d6+6=8) = hits both.
Move: to L9
Minor: healing word on Soldier healing word (1d6=4)
End: n/a

ooc: Where is the cultist and the turret? Now that I'm concentrating on the inside I can only see the bolter and the tentacle. Oh and roger that on the extra guards.

Conditionals:
1. if damaged by an attack w/in 2 of any 1 defense use Staff of Defense to prevent the damage.
2. if damaged by an attack > 10hp w/in 4 AC/Ref use Shield to prevent damage.
[sblock=stat block]
Callen Stewart - Human Wizard 3
Initiative: +1, Passive Perception: 13, Passive Insight: 18
AC: 17, Fort: 15, Reflex: 17, Will: 17 - Speed: 6
HP: 32/32, Bloodied: 16, Surge Value: 8, Surges left:8/8
Action Points: 0

Powers:
Magic Missile
Scorching Blast
Thunderwave
Ghost Sound
Light
Mage Hand
Prestidigitation

Burning Hands
Fire Shroud
Staff of Defense
Shield*
/Expeditious Retreat
Summon Fire Warrior/Sleep*/Acid Arrow
Healing Word

Gloves of Piercing
Flame Rose


* memorized
[/sblock][/sblock]
 
Last edited:


Mal Malenkirk

First Post
[sblock=Mirage]You do remember that the skull with a book on a black background no longer stands for Stonegod's rogue, right? ;)

PS: Thunderwave is VS fortitude, not reflex. Makes no difference on these rolls but there is often a huge difference between For and Ref so don't forget that!

The North Turret hasn't had to move in the entire fight; it's on the ceiling at J10
[/sblock]
 


Mal Malenkirk

First Post
ooc: ooh right forgot about sg's avatar. incoming action point then :)

Callen points his staff beyond Tsi'ri and a ball of flame explodes around the cultist and the turret damaging both.

Action Point: scorching burst on cultist and turret vs. reflex (1d20+7=22, 1d20+7=18, 1d6+6=9) = 2 hits

[sblock=OOC]You may want to reconsider; I stated earlier that the ceiling is 4 square high. Assuming that these effects are cubes, your scorching burst can't quite do both a turret and the cultist. You'd need an area 4 for that (or an enlarged scorching burst).

Yeah, I know that 4 square is high for a ceiling but it was designed to put them out of reach of melee weapons.[/sblock]
 

Erekose13

Explorer
ooc: nah thats fine, just target the cultist. The only other thing he could do from there is magic missile, which has only a small chance of doing an extra 2-5 points of damage.
 


Mal Malenkirk

First Post
http://virtualbattlemat.com/game/dm_malenkirk-5/

[sblock=Updated Status]The tentacle is a conjuration. It can't be targeted, it can be moved through and will disappear if the Cultist can't sustain it (minor).

Cultist: 40/52

7 Rabbit: 18/40 [10/10] +2 fate of the void, shadow walk, bloodied, grabbed
Kama'Zer: 28/41 [6/9] Second-Wind Used
*Soldier: 16 /50 [11/13) bloodied, prone
Tsi'Ri: 40+9 /40 [10/10] shadow walk
Mrithas: 22/34
*Callen: 24/32

Turrets:
38/38
16 AC 13 fortitude and reflex, immune to will effect, can't be cursed (though you are free to curse at them)

Dwarf Bolter
Perception 18; low-light vision
HP 46; Bloodied 23
AC 17; Fortitude 16, Reflex 16, Will 14
Saving Throws +5 against poison effects
OA Warhammer (Standard, at-will) Weapon (if drawn)
+8 vs Armor Class; 1d10+2 damage.
creatures that don’t have cover.
Stand Your Ground
When an effect forces a dwarf to move—through a push, a pull, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf gains an immediate saving throw to avoid falling prone.

Guards
Perception 10
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 14, Reflex 12, Will 12
OA : Club (Standard, at-will)
+7 vs Armor Class; 4 damage.
Mob Rule
The scurvy dog gains a +2 power bonus to all defenses while at least two other scurvy dogs are within 5 squares of it.

Dark Cultist
Perception 10
HP 52; Bloodied 26
AC 20; Fortitude 14, Reflex 18, Will 16
OA Unarmedd Strike (Standard, at-will)
+10 vs Armor Class; 1d8+3 damage.
[/sblock]
 

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