A Night at the Four Seasons (DM: renau1g, Judge:Ozymandias79)

Phoenix moves towards where she saw the Eladrin last, nearly stumbling into him as he suddenly appears before her. She unleashes a massive blast of flame, hoping none of her allies are in the way...

OOC: Oops - Orbmasters that I used last turn should created a zone that would have dealt 2 fire damage(ignores resist) to the Dragon and the Eladrin riding it at the start of their last turn.


[sblock=Actions]Immediate Reaction: Infernal Wrath(when Eladrin 1 hits her): 1d6+6=10 fire damage(ignores resist).
Start: Take 5 poison damage.

Move
: Move to P13.
Standard: Color Spray(Blast 5, N14 to R18): 1d20+9=16 Will vs Eladrin 1, 16 Will vs Large Scorpion. Should either of those hit, 1d6+11=14 fire damage(ignores resist) and dazed until the end of Phoenix's next turn.
Minor: -

Immediate Actions:
1) If an enemy hits Phoenix's AC or Reflex and would miss if Phoenix's AC/Ref was 4 higher, she triggers Shield as an Immediate Interrupt, gaining +4 AC/Ref TENT.

[sblock=Phoenix's Statblock]Phoenix, Female Tiefling Mage 4
Passive Perception: 18, Passive Insight: 18
AC: 18, Fort:16, Reflex:19, Will:17, Resist Fire 7 -- Speed:6
HP:8/36, Bloodied:13, Surge Value:9, Surges left:7/8
Initiative +3, Action Points: 0
MBA: +6 AC, 1d4+4 fire damage. RBA: Range 20, 8 fire damage.

Powers: Magic Missile, Freezing Burst, Arc Lightning, Infernal Wrath, Orbmaster's Incendiary Detonation, Color Spray, Shield, Second Wind, Flaming Sphere, Flaming Dagger, Cloak of Resistance
Notes: Phoenix does not provoke OAs for Ranged or Area attacks. Phoenix's attacks ignore fire resistance. Phoenix gains +1 to hit against bloodied foes.
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Kaeysari gets groggily to her feet, still wincing at the poison. Before moving, she pauses to try her clear her head.
[sblock=actions]
-10 HP from poison
+2 HP from regeneration
Move: stand up
Standard: Second Wind, +11HP
Save vs. Poison/Slow: 1d20+2=8
Save vs. Confusion: 1d20=16[/sblock][sblock=Kaeysari stat block]Kaeysari Female Longtooth Shifter Fighter 4
Initiative: +4, Passive Perception: 20, Passive Insight: 15, Senses: Low-light
AC:21, Fort:19, Reflex:16, Will:16
HP:21/46, Bloodied:23, Surge Value:11, Surges left:5/10
Action Points: 1, Second Wind: used
+2 to saving throws against poison or effects that render Kaeysari weakened, slowed, or immobilized.
Powers: Cleave, Footwork Lure, Pass Forward, Covering Attack, Dance of Steel, Longtooth Shifting, Villain's Menace, Healing Word Staggering Glaive (Daily)

Conditions:
ongoing 10 poison damage/slowed
bloodied
longtooth shifting (regen 2 when bloodied, +2 to damage)
+2 to all defenses from second wind
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OOC: I need small clarification, [MENTION=54810]renau1g[/MENTION], [MENTION=36973]stonegod[/MENTION]: if I use the Staff of the Warmage (daily) and then get to the milestone, do I get to use it again? I think not, so I should cling to it, but just checking? I can get both scorpions and one eladrin in blast 2, but I'd like to be sure...

Also, when I use encounter power, I get to slide one ally so if you need movement, call out, I'll update later today
 

[sblock=Staff of the Warmage]
Once you use the daily power it is used up. The milestone thing used to allow another daily item power (ex. say you had Staff of the Warmage & a Cloak of Resistance you could only use 1 until you got to a milestone). Thankfully recent errata has corrected that so you can use as many daily item powers as you have available and now Milestones only affect AP's and a few more specialized things [/sblock]
 

[sblock=Tactics]
I'm too busy to post right now, but I want to note that I can move the angels 3 squares on my turn, and if you're next to them you get extra hp when spending a healing surge, so you might want to wait for me to go before you to move them next to you if you need healing. Or if you want me to put them between you and a creature, go before me, put yourself where you want me to be and then let me know where to put them.

Once you use the daily power it is used up. The milestone thing used to allow another daily item power (ex. say you had Staff of the Warmage & a Cloak of Resistance you could only use 1 until you got to a milestone). Thankfully recent errata has corrected that so you can use as many daily item powers as you have available and now Milestones only affect AP's and a few more specialized things

Wait, are you telling me I can use my Symbol of Resilience even though I already used my Hero's Chainmail this milestone?

EDIT: also, if you're in need of healing, for God's sake wait for me to post or at least ask me what I intend to do before you go! Now that everybody who's bloodied has scattered I can't use Healer's Mercy!

EDIT: if you're suffering a status effect (especially a major one like taking 10 damage a turn!) remember that I have lots of powers granting you extra saves: it might be a good idea to wait for me to go so you can save before having to take that damage again.

EDIT: Kauldron, is there a reason you used your power to give everyone vulnerability to radiant AFTER you hit them with all that radiant damage?
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Tarkus raises his holy symbol and calls, "Holy Juna, wash away the blood of..." but he stumbles to a halt as his allies scatter. "Wait!" he yells in frustration. "You need healing to continue this fight!"

Cursing in frustration, he turns his back on Papolstaanas (although the watching angel, possibly responding to the kobold's childlike innocence, drifts after him protecticely) and scrambles southward over the dunes, placing himself directly between Kaeysari and Phoenix. He sinks to one knee to finish his prayer: "Holy Juna, wash away the blood of these warriors, that they may arise to fight again for Your truth!" The blood streaming from their wounds glows silver and evaporates.

As he rises, he suddenly realises that his back is nearly pressing against the giant scorpion. Headless of his own wounds, he whirls and sends a lance of gleaming light towards it. "Now to finish you off!" he snarls. The light strikes the scorpion and outlines it in a shining halo that seems to tug the eye - and weapons - towards it. Tarkus's amulet glows with a similar halo, and Kaeysari feels the poison in her veins being disrupted.

[sblock]
Minor: sustain Angelic Witnesses, move angel to K22, angel1 to N16
Move: to K16
Standard: Healer's Mercy on Kaeysari and Phoenix: Healer's Mercy on Kaeysari and Phoenix (1d6+6=11, 1d6+6=12) Spend a HS and regain HS+11 for Kaeysari, HS+12 for Phoenix. Sorry, Papol, that could have been you too if you hadn't moved!
AP: Astral Seal at the Large Scorpion if still alive, the Dragon otherwise: Astral Seal (1d20+8=20). Until end of my next turn, the target takes -2 to all defenses. The next ally who hits it before end of my next turn regains 4 hp. (The attack triggers an OA from the Large Scorpion.)
Free: Symbol of Resilience +1 (triggered by hit with AStral Seal): Kaeysari can roll a save against slow+poison with a +1 bonus
Free: Hero's Chainmail +1 (triggered by spending AP): gain +2 to all defenses until end of my next turn

Papol: now that that angel is next to you, if you use Second Wind next turn, wait for me to Healing Word you, or otherwise spend a HS next round, you regain an extra 4 hp
Everyone else: now would be a good time to go before me to get that Astral Seal bonus against the Scorpion or Dragon.
[/sblock]

[sblock=L4W Tarkus the Crusader]
Init: +0 Speed: 5 Perception:15 Insight: 20
AC: 18 20 Fort: 14 16 Ref: 13 15 Will: 18 20
HP: 22/31 Surges: 6/9 Surge Value: 7 AP: 0
Str:13 Con:14 Dex:8 Int:13 Wis:18 Cha:14

Powers:
Gaze of Defiance
Astral Seal
Sacred Flame
Second Wind
Exacting Utterance
Channel Divinity: Divine Fortune
Channel Divinity: Healer's Mercy
Healing Word
Healing Word
Font of Tears
Angelic Witnesses
Rune of Mending
Symbol of Resilience
Hero's Chainmail
[/sblock]
 

OOC: Tarkus: Valorous Smite doesn't deal any radiant damage at all. So whether I used it before or after I used Solar enemy to give all the enemies vulnerability to radiant damage really doesn't matter. All I was trying to do was mark everything around me with Valorous Smite.

It missed anyways. At a whopping 14 I don't think I hit her.

All Call to Arms does is mark everything around me. So basically the same thing Valorous Smite would of done if it had actually hit. Call to Arms deals no damage whatsoever. Generally my mark makes creatures take 10 radiant damage if they don't attack Kauldron. Though now with Solar Enemy going they will take 15 radiant damage if they don't attack Kauldron. All this is doing is reassuring that Kauldron will be there next target for sure. Pulling everything off everyone else.

Hopefully this helps those understand exactly what Kauldron does. Plus with two other divine characters in the party vulnerable radiant is always a good thing. :)
 



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