6 Eagle Down (Judge : Garyh)

[SBLOCK=OOC]Yeah, I assumed that if I was hit by C3, I could hit it... but with your discussion with elec, I see now it is not clear. Anyway, if I can't do what I have done, just shift me to AB11, Mark C3 and attack C2, pulling it to AB12.[/SBLOCK]
 

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[SBLOCK=OOC]
Yeah, I assumed that if I was hit by C3, I could hit it... but with your discussion with elec, I see now it is not clear.
LOL good assumsion. That was the part I missed, that it was making ranged attacks from where it was. That didn't even enter my mind since I was treating objects like 5' blocks.

It seems that you'd have a -2 or -5 to attack back and you can't pull C3. So you can attack back, it just isn't going to work like you thought it would. If your intent was to keep both C's busy, then you're new set of acrions would do that.[/SBLOCK]
 

[sblock=OOC]No, the action stand. It was a ranged attack against a foe with cover. Perfectly normal, it's not like you attempted an impossible action like unknowingly punching through a wall, you only forgot about cover. You only missed by 1 and had you hit you would have negated the regen with your smite which would have been a solid move. I see no reason for a retcon.

I'll stick with a -2 to cover from most angle. The wolf isn't that high and doesn't cover entirely the upperbody of C3.
[/sblock]
 
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Kama'zer/P8: I/Soldier would appriciate a another word from Kam also I would like to ask you which target Kama'zer prefer Soldier to strike at this turn(or if someone else favors a target that they would Soldier to attack then please tell)
[sblock=Ozy]Soldier can go after whomever he wants and another Inspiring Word shouldn't be a problem. Kama'zer doesn't have any preference. She's gonna be busy with Rinch herself since she's still blinded.[/sblock]
 
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[SBLOCK=OOC]Well, by definition, this attack was impossible, in the sense that if I can't pull an enemy to me, he receive no damage. That's how the power work. So the attack become totally worthless. It's almost like punching in a wall.

But if you rule it stand after that, I don't mind. It's not like I just waste an AP or a daily.[/SBLOCK]
 

"Keep at them, Soldier. As soon as my eyes clear, I'm going to ... ah, there you are! Now, we shall defeat you all!" Kama'zer finishes as her eyes finally clear and she swings at Rinch hard. Unfortunately she misses, but her attitude is infectious and helps to rally the whole group against their common foes.

[sblock= Actions/stat block]Start= 26/46 hps, blind (save ends)
Move= n/a
Minor= Inspiring Word on Soldier (1d6+12=15) Soldier spends a surge+3, gaining 15 hps total.
Ready an action to attack Rinch with 'Stand the Fallen' as soon as blindness ends!
End= Save vs Blindness (1d20=15) Made the save to end blinded condition!
Standard= Readied action to attack Rinch when not blind anymore: Stand the Fallen attack at Rinch AC22 after blindness ends (1d20+9=17, 3d8+4=17) Missed the attack, but still get the effect that each ally in 10 squares can spend a healing surge and gain +1 hp beyond their surge value! This heals Talon up from 26 to 38 with one surge remaining.
[sblock=stat block]Kama'zer Anma'giduu- Female Githyanki Warlord 5
Conditions: none
Passive Perception: +13, Passive Insight: +13, Init: +10
AC: 20, Fort: 18, Reflex: 17, Will: 16 -- Speed: 5
HP: 38/46, Bloodied: 23, Surge Value: 11, Surges left: 1/9
Action Points: 1, Second Wind: not used, Milestones: 1
:bmelee:Basic Attack Scimitar +9 vs AC 1d8+4 damage -- High Crit (Max+1d8+4 dmg)
:branged: Ranged Basic Attack Javelin +9 vs AC 1d6+4 damage Range 10/20 -- Hvy Thrown
Powers- Opening Shove, Wolf Pack Tactics
Warlord's Favor, Inspiring Word x2, Telekinetic Leap, Steel Monsoon, Aid the Injured
Lead the Attack, Stand the Fallen
Exalted Armor, Cloak of Resistance, Shield of Bashing
Combat notes:-Commanding (Tactical) Presence: When ally who can see warlord spends an action point to make an attack, they gain +1 bonus on attack roll (1/2 Int modifier) and +3 bonus to damage from Tactical Assault feat[/sblock][/sblock]
 

Soldier takes a step towards the undead giant and attacks it with a giant swing with his axe, which shines blue and emits a massive blue spark when the attack hits the Zombie Hulk.

[sblock=Details]
Move Action:Shift to P9
Free
Action: all damage done by greataxe is COLD damage.
Standard Action:Lasting Threat on Zombie hulk(Hits Ac22 for 31 Cold Damage, Soldier Permamarks the zombie hulk and soldier get 4 THP.)
Free Action: Activate Frost weapon's power(Add 6 cold damage to the zombie hulk and it is slowed until the end of Soldier's next turn.
Free Action: all damage done by greataxe is normal damage.
Minor Action:N/A

Saves: fails save VS slow
[/sblock]

[sblock=Soldier stat Line]Soldier- Male Warforged Fighter 3
Passive Perception: 13, Passive Insight: 13
AC:20, Fort:17, Reflex:12, Will:14 -- Speed:6
HP:45/50, +4Thp, Bloodied:25, Surge Value:12, Surges left:1/13
Initiative +2, Action Points: 0, Second Wind: not used
Powers: Crushing Surge, Brash Strike , Steel Serpent Strike,Sweeping Blow(used), Warforged Resolve, Lasting Threat(used), Boundless Endurance(in use/used), Frost Weapon(used).
[/sblock]
 
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[sblock=Kama'Zer]
I don't think you can use the end of a condition (such as blindness) as a trigger. The rules clearly state you need to identify an action as your trigger. Doesn't change anything to the outcome so we'll let it stand but don't do that anynmore.

http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=332

Also, Stand the fallen heals every ally, it doesn't heal Kama'Zer.

It did heal a lot of HP, though, about 70 hp or so. Pretty darn powerful power in a large group![/sblock]

Rinch once more uses his fell power to cast a cloak of darkness over the eyes of his amassing enemies, striking most of them blind.

The Zombie hulk ignores Montroya's injonction in favor of Soldier's challenge. The outcome isn't to his benefit...

The dark emissary is more successful in exploiting the warrior's blindness and hits him solidly.

The corruption corpse have decided that their mortal enemy is Jarel and focus on him

The hound takes a bite out of Tsiri, tripping her to the ground and infecting her, then shies away from the intense cold.

[sblock=Actions]
Armor of Agathys (2d6+8=14, 2d6+8=15) only first roll counts


Forgot to post this previous turn but it was rolled a while back as you can see
Recharge 1:Curse of blindness (5) 2:Commanding voice (6) (1d6=5, 1d6=3)

Curse of Blindness (Close burst 3)
vs For 1:Soldier, 2:Kama, 3:Callen, 4:Tsi'ri, 5:7 Rabbit, 6:Mrithas, 7:Montroya (1st damage counts for all) (1d20+10=22, 1d6+5=6, 1d20+10=20, 1d6+5=11, 1d20+10=16, 1d6+5=8, 1d20+10=23, 1d6+5=6, 1d20+10=14, 1d6+5=7, 1d20+10=25, 1d6+5=7, 1d20+10=26, 1d6+5=8) Everybody hit except 7 Rabbit. He's special.

1: Curse of blindness (5) 2:Commanding Voice (6) (1d6=1, 1d6=5) nothing recharges

Zombie Hulk:
vs AC; damage, recharge Zombie smash (6) (1d20+12+2=15, 2d8+5=18, 1d6=6)

he is cursed.

Dark emissary
vs AC 20 (1d20+10+2=20, 1d4+5+2d6=12) hit
Use move and minor to jig around an end TPL.

Corruption corpse
vs Ref (1d20+7=14, 2d6+3=5, 1d20+7=25, 2d6+3=14) 1 hit, 1 miss

Zombies
+2 for blindness or flanking, 1:Tsiri 2:Andrec 3:Callen (1d20+6+2=18, 2d6+2=5, 1d20+6+2=25, 2d6+2=4, 1d20+6+2=10, 2d6+2=11) miss Tsiri and callen, hit Andrec for 11

Hound:
vs Tsiri (1d20+7+2=28, 1d6+3=7)
shift TPL
[/sblock]






[sblock=status]Dark Emissary 2: Concealed

Hound 2: 14/54 cursed (tsi'ri)

Corruption Corpse 2: 5/46 cursed (Tsi'Ri) marked
Corruption Corpse 3: 41/46

Rinch: 75 /136

Hulk: 39 / 88 offering of justice, marked (soldier)

Zombie 3: 1/40 cursed (7 Rabbit)
Zombie 8: 8/40 Dazed

Jarel: 25/43 [4/11] weakened
Montroya: 26/37 [6/8] blind (save ends)
Andrec: 26/32 [3/7]
7 Rabbit: 46 /46 [6/10] Armor of Agathys
Kama'Zer: 20 /46 [2/9] blind (save ends)
Soldier: 43 /50 [1/13) Regenerate 6 when bloodied, slowed (save), blind (save ends)
Tsi'Ri: 44 +1 (40) /46 [8/10] armor or agathys, blind (save ends), prone, ongoing 5 (save ends)
Mrithas: 26 / 38 [3/9] Dazed TENT, blind (save ends)
Callen: 31/37 [5/8], blind (save ends)

Rinch (Same picture as for Damon from the first fight)
HP 136; Bloodied 68 ; see terrible visage
AC 22; Fortitude 19, Reflex 18, Will 22
Cold Resistance 5
Scepter of Striking (standard, at-will) Weapon
+11 vs AC; 2d6 + 7 damage, and the target is dazed until the end of Rinch’s next turn.

Z = Good old Zombie
HP 40; Bloodied 20
AC 13; Fortitude 13, Reflex 9, Will 10
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Slam (standard, at-will)
+6 vs AC; 2d6+2 damage.
Zombie Grab (standard, at-will)
Zombie Weakness (dies on a crit)

Gravehound (You know the picture. You love grave hounds!)
HP 54; Bloodied 27
AC 14; Fortitude 14, Reflex 12, Will 11
+7 vs AC; 1d6+3 damage, and the target takes ongoing 5 necrotic damage (save ends) and is knocked prone if it is Medium size or smaller.
Death Jaws (when reduced to 0 hit points) Necrotic
The gravehound makes a bite attack against a target within its reach.
Zombie Weakness

Corruption Corpse (The humanoid looking Zombies with punched in face)
Grave Stench aura 1; living enemies in the aura take a -5 penalty to attack rolls.
HP 46; Bloodied 23
Regeneration 5 (if the corruption corpse takes radiant damage, regeneration doesn’t function on its next turn)
AC 17; Fortitude 16, Reflex 14, Will 14
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
+8 vs AC; 1d6+3 damage.

Dark One Emisarry (Did you not have enough of the last one? Here is a double treat!)
HP 48; Bloodied 24
AC 20; Fortitude 16, Reflex 20, Will 17
Dagger (standard, at-will) Weapon
+10 vs AC; 1d4+5 damage.
Killing Dark (when reduced to 0 hit points, )
Close burst 1; targets enemies; each target is blinded (save ends). When slain, a dark one emissary explodes in a spout of darkness.

Zombie Hulk

HP 88; Bloodied 44
AC 20; Fortitude 23, Reflex 17, Will 18
Immune disease, poison; Resist 10 necrotic; Vulnerable 10 radiant
Slam (standard, at-will)
Reach 2; +12 vs AC; 2d8+5 damage.
[/sblock]
 
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Ts'ir was starting to get really pissed. She was on the *beeping* ground again, she couldn't *beeping* see and the *beep beep beep beeping* hound moved the *beep* away from her. "Come back here you *beep ... beep.*" see note #1.

Note #1 :What comes next is a series of curses and obscenities that no mortal should hear. Even some infernal creatures may want to use cation and not listen.

[sblock=OCC]
Move Action: Stand up
Move Action: shift from U14 to V15
End: Save (made one, failed one)
1d20=17
1d20=3

I'd rolled for the blindness and forgotten about the stupid hound bite, so blindness over, still taking 5 damage per round.

[sblock=stat block]
Initiative: +4, Passive Perception: 11, Passive Insight: 17
AC: 21/19, Fort: 17, Reflex: 18, Will: 17 - Speed: 6
HP: 40/46, Bloodied: 22, Surge Value: 11, Surges left:9/10
Action Points: 0

Powers:
1/1 Second wind
1/1 Vampiric Embrace
0/2 Scorching Burst
1/1 Telekinetic Leap
1/1 Fiery Bolt
0/1 Armor of Agathys
0/1 Fiendish Resilience

Darkleaf armor (+2 AC vs first attack)[/sblock][/sblock]

[sblock=OCC]H2 should have taken a point of damage from my pact dagger when he attackes me. [/sblock]
 


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