6 Eagle Down (Judge : Garyh)

[sblock=ooc/Mal]Just to be sure I've got it, the asterisk'd people have already gone in this round correct? Also, I should be rolling 3 damage rolls for targets of hand or radiance I believe. It's 3 ranged attacks, not an area attack, so I should be rolling for each target.[/sblock]

[sblock=OOC]If it's a single action, use a single damage roll. It's not a matter of balance, it's a matter of DM sanity!

Yes, * means you have acted. But Montroya can still move (not standard procedure but you stated that you couldn't see the map when you made your action so I will allow it).[/sblock]
 

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OOC: Yeah, forgot to substract that dmg. You are right about the warlord bonus. It was just too many damn rolls to make, I got lost in the way.
 

[sblock=Mal]No problem.[/sblock]

After the deva blasts those foes with divine light, he moves between the pillars past the dazed zombie, knowing it won't be able to strike at him.

[sblock=Action]
With my remaining move action I'll move to Z9.[/sblock]
 

[sblock=New Actions]
Move Action: move to AD14, then AA14.
Downgrade to Move Action: move to Z15, then X15, then W14.
[/sblock]
 

Callen looks forward towards the reinforcements and the easier way out then back towards the freezing sphere that Mri-thas sent in. He knew he could do something similar and soften up the remaining creatures bunched together. Tapping into the power of his gauntlets, the old mage made sure nothing was protected for the incoming inferno.

Then Callen pointed his staff towards Rinch and the swirling runes glowed an angry red before streaming off. As the smoke cleared Rinch stood unharmed but one of the zombies was down.

Knowing that was far from enough, Callen boldly walked towards Rinch and the zombies. Stopping just in front of the lead zombie, Callen summoned the flames again. This time, however he chucked a small orange rose towards the firey runes. They exploded in an inferno that washed over the assembled mass. Many fell to his fire and Rinch and the corruption corpse were still burning as he retreated out of the cavern.

[sblock=ooc]Actions:
Start: n/a
Minor: gloves of piercing. lower resist fire by 10 Till end of Encounter
Standard: scorching burst on Ref
C1(27 vs. 14) = hit for 8,
R(10 vs. 18) = miss,
Z0(29 vs. 9) = crit for 27 = dead
(crit roll 14)
Move: to N9
Free Action: use flame rose
Action Point: burning hands on Ref
D1(20 vs 20) = hit for 20 = dead,
Cz(12 vs 16) = miss, - ongoing 5 fires (save ends)
Z1(12 vs. 9) = hit for 20 = dead,
C1(26 vs. 14) = hit for 20 = will be dead soon - ongoing 5 fire (save ends),
Z2(15 vs 9) = hit for 20 = dead,
R(24 vs 18) = hit for 20 - ongoing 5 fire (save ends)

Bravura Presense: move to T11
End: n/a

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 4
Initiative: +2, Passive Perception: 14, Passive Insight: 19
AC: 19, Fort: 16, Reflex: 19, Will: 18 - Speed: 6
HP: 37/37, Bloodied: 18, Surge Value: 9, Surges left:6/8
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*/Flaming Sphere
Healing Word

Gloves of Piercing
Flame Rose


* memorized
[/sblock][/sblock]
 
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[sblock=OOC- flame rose]flame rose doesn't require you to hit your target, only that you target a creature with a power with the fire keyword[/sblock]
 

[sblock=OOC- flame rose]flame rose doesn't require you to hit your target, only that you target a creature with a power with the fire keyword[/sblock]

[sblock=ooc]Sweet! added the ongoing fire dmg to the chillborn zombie in my summary above. That means it takes 10 dmg from ongoing fire a round right?[/sblock]
 




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