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Adv: The Path of Light; DM: ScorpiusRisk; Judge: Ozymandias79
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<blockquote data-quote="johnmeier1" data-source="post: 5208677" data-attributes="member: 73730"><p>Georg looks at the opponents in the distance and seems to come to a decision. He lifts up his staff and shouts an arcane spell causing a line of fire to shoot towards the ground between an Ogre and the humanoids. From the ground where it strikes arises a beast of pure, molten magma. Georg then turns towards the other group near Rurdev and flicks his staff to bring a hail of insects on them, which seem to drip magma as the buzz around. He kicks the horse and pulls on the reigns to move it back from the conflagration, but as he concentrates on the beast his movements seem to slow. The beast seems to take an action of its own, lashing out at the nearest Ogre with a limb.</p><p></p><p>[sblock=mounted combat] Actually the rules for mounts used by adventurers are pretty restrictive on actions, unless conjured are an exception:</p><p>✦ Actions (Adventurers Only): An adventurer and his or her mount have one combined set of actions: a standard action, a move action, and a minor action. The player chooses how the two creatures use the actions on the adventurer’s turn. Most commonly, the mount takes a move action to walk or fly, and the adventurer takes a standard action to attack. The adventurer and the mount also share a single immediate action each round and a single opportunity action each turn. If the adventurer dismounts, the two still share one set of actions on that turn, but have separate sets of actions thereafter.</p><p>[/sblock]</p><p></p><p>[sblock=OOC] Wow, got a big turn here. Check this out.</p><p>Minor: Summon Magma Beast in D2</p><p>Standard: Winged Horde in Q3 targeting 2 enemies</p><p><a href="http://invisiblecastle.com/roller/view/2557890/" target="_blank">1d20+9=29 (vs Ref) CRIT</a></p><p><a href="http://invisiblecastle.com/roller/view/2557890/" target="_blank">1d20+9=29 (vs Ref) Double CRIT</a></p><p><a href="http://invisiblecastle.com/roller/view/2557890/" target="_blank">1d6+4=10</a> (+2 from destructive wizardry) psychic damage, and the target cannot take opportunity actions until the end of your next turn. Also due to Magma Beast they cannot shift until the end of their next turn.</p><p>Move: Horse walks to E10:F11</p><p>Intrinsic Action: Magma Beast attacks Orge <a href="http://invisiblecastle.com/roller/view/2557891/" target="_blank">1d20+9=14 (vs Ref) for 1d10+6=15</a> (fire damage) and takes 5 ongoing fire and is slowed (save ends), Georg is also slowed TENT</p><p>[/sblock]</p><p></p><p>[sblock=ministats]</p><p>Triggers: Staff of Defense (if any defense hit by less than 4) and Shield (if AC/Ref hit by less than 4)</p><p>Status:</p><p>Init: +3 Speed: 5 Perception:14 Insight: 19</p><p>AC: 19 NAD:17/17/17</p><p>HP: 44/44 Surges: 10/10 Surge Value: 11 AP: 1</p><p>Languages: Common (Allarian), Dwarven</p><p>Str:8 Dex:13 Wis:15 Con:18 Int:18 Cha:10</p><p></p><p>Powers:</p><p><strong>At Will:</strong> Winged Horde, Thunderwave, Cantrips</p><p><strong>Encounter:</strong> Burning Hands, Fire Shroud, Second Wind, Shield, Staff of Defense</p><p><strong>Daily:</strong> Flaming Sphere, Fireball, Staff of Fiery Might, Cloak of Resistance</p><p></p><p><a href="http://l4w.wikia.com/index.php?title=L4W:PC:Georg_Stoneburner_%28johnmeier1%29" target="_blank">Full Character Sheet</a></p><p>[/sblock] </p><p></p><p></p><p>[sblock=magma beast]</p><p>Status:</p><p>AC: 19 NAD:17/17/17 Resist: fire 5 Speed 4 (8 while charging)</p><p>HP: 22/22 (When the summoned creature drops to 0 hit points, it is destroyed, and you lose a healing surge. If you have no healing surges left, you instead take damage equal to half your bloodied value).</p><p><strong>Standard Action:</strong> Melee 1; targets one creature; +9 vs Reflex; 1d10+6 fire damage, and the target takes ongoing 5 fire damage and is slowed (save ends both).</p><p><strong>Intrinsic Nature:</strong> If you haven't given the magma beast any commands by the end of your turn, it attacks an adjacent creature or charges the nearest creature it can charge and makes its listed attack (above) in place of a melee basic attack. Otherwise it moves its speed toward the nearest enemy. In addition, you are slowed until the end of your next turn</p><p><strong>Symbiosis:</strong> While the summoned magma beast is present, you can shift 2 squares with a move action. Each creature that you hit with a basic or at-will attack cannot shift until the end of its next turn.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="johnmeier1, post: 5208677, member: 73730"] Georg looks at the opponents in the distance and seems to come to a decision. He lifts up his staff and shouts an arcane spell causing a line of fire to shoot towards the ground between an Ogre and the humanoids. From the ground where it strikes arises a beast of pure, molten magma. Georg then turns towards the other group near Rurdev and flicks his staff to bring a hail of insects on them, which seem to drip magma as the buzz around. He kicks the horse and pulls on the reigns to move it back from the conflagration, but as he concentrates on the beast his movements seem to slow. The beast seems to take an action of its own, lashing out at the nearest Ogre with a limb. [sblock=mounted combat] Actually the rules for mounts used by adventurers are pretty restrictive on actions, unless conjured are an exception: ✦ Actions (Adventurers Only): An adventurer and his or her mount have one combined set of actions: a standard action, a move action, and a minor action. The player chooses how the two creatures use the actions on the adventurer’s turn. Most commonly, the mount takes a move action to walk or fly, and the adventurer takes a standard action to attack. The adventurer and the mount also share a single immediate action each round and a single opportunity action each turn. If the adventurer dismounts, the two still share one set of actions on that turn, but have separate sets of actions thereafter. [/sblock] [sblock=OOC] Wow, got a big turn here. Check this out. Minor: Summon Magma Beast in D2 Standard: Winged Horde in Q3 targeting 2 enemies [URL="http://invisiblecastle.com/roller/view/2557890/"]1d20+9=29 (vs Ref) CRIT 1d20+9=29 (vs Ref) Double CRIT 1d6+4=10[/URL] (+2 from destructive wizardry) psychic damage, and the target cannot take opportunity actions until the end of your next turn. Also due to Magma Beast they cannot shift until the end of their next turn. Move: Horse walks to E10:F11 Intrinsic Action: Magma Beast attacks Orge [URL="http://invisiblecastle.com/roller/view/2557891/"]1d20+9=14 (vs Ref) for 1d10+6=15[/URL] (fire damage) and takes 5 ongoing fire and is slowed (save ends), Georg is also slowed TENT [/sblock] [sblock=ministats] Triggers: Staff of Defense (if any defense hit by less than 4) and Shield (if AC/Ref hit by less than 4) Status: Init: +3 Speed: 5 Perception:14 Insight: 19 AC: 19 NAD:17/17/17 HP: 44/44 Surges: 10/10 Surge Value: 11 AP: 1 Languages: Common (Allarian), Dwarven Str:8 Dex:13 Wis:15 Con:18 Int:18 Cha:10 Powers: [b]At Will:[/b] Winged Horde, Thunderwave, Cantrips [b]Encounter:[/b] Burning Hands, Fire Shroud, Second Wind, Shield, Staff of Defense [b]Daily:[/b] Flaming Sphere, Fireball, Staff of Fiery Might, Cloak of Resistance [URL="http://l4w.wikia.com/index.php?title=L4W:PC:Georg_Stoneburner_%28johnmeier1%29"]Full Character Sheet[/URL] [/sblock] [sblock=magma beast] Status: AC: 19 NAD:17/17/17 Resist: fire 5 Speed 4 (8 while charging) HP: 22/22 (When the summoned creature drops to 0 hit points, it is destroyed, and you lose a healing surge. If you have no healing surges left, you instead take damage equal to half your bloodied value). [b]Standard Action:[/b] Melee 1; targets one creature; +9 vs Reflex; 1d10+6 fire damage, and the target takes ongoing 5 fire damage and is slowed (save ends both). [b]Intrinsic Nature:[/b] If you haven't given the magma beast any commands by the end of your turn, it attacks an adjacent creature or charges the nearest creature it can charge and makes its listed attack (above) in place of a melee basic attack. Otherwise it moves its speed toward the nearest enemy. In addition, you are slowed until the end of your next turn [b]Symbiosis:[/b] While the summoned magma beast is present, you can shift 2 squares with a move action. Each creature that you hit with a basic or at-will attack cannot shift until the end of its next turn. [/sblock] [/QUOTE]
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Adv: The Path of Light; DM: ScorpiusRisk; Judge: Ozymandias79
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