Adventure:A Jaz of all Trades (DM:Luinnar Judge: H.M.Gimlord).


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Dekana

Explorer
Uncle Jaz withdraws another firecracker-type object from his pouch. He lobs it in a high arc to the gelatinous cube and fires his crossbow. This time, his aim is flawless. The bomb explodes just as it lands on top of the cube, sending small pieces of it flying off to the side.

"AHH" Jax cries out! "What do you think you're doing? Don't throw those so close to us!" Despite his protest, Jax knows to take advantage of the explosion. He makes a pair of dagger thrusts into a smoking section of the cube, careful not to strike too far into it and get his hand stuck.

[sblock=Kobold actions / stats]Uncle Jaz
Move: Trapmaker's Trick to gain CA against the Cube.
Standard: RBA vs Cube crits for 34 damage, and it takes a -2 penalty to defenses TENT Uncle Jaz. (1d20+18+2-2=38; [1d8+8+3d6]=34)

Jax
Move: Shifty to E7. (Sir X610's post says he's there, but I don't see how. If Jax can't make this move, he'll use Combat Tumbleset to go to F7 instead.)
Standard: Riposte Strike vs Cube hits AC 28 (thanks to Uncle Jaz's -2 defense penalty) for 39 cold damage, the 5 vuln to cold lasts another round, and Jax can counter with a riposte if the cube attacks him. (1d20+20+3=28; 1d4+15+2+2+5=25; 3d8+4=14)
  • Immediate interrupt: +19 vs AC, 1d4+14+2+5 cold damage, or with CA, +22 vs AC, 1d4+14+2+2+5+3d8+4 cold damage.
Minor: Low Slash vs Cube hits Reflex 34 for 31 cold damage. (1d20+20+3=34; 1d4+15+4+2+2+5=31)


PC:Jax (Dekana) - L4W Wiki- Male Kobold, 13 Rogue / Daggermaster
Passive Perception: 23, Passive Insight: 22
AC:26, Fort:22, Reflex:26, Will:19, Resist 5 cold, 5 necrotic, Speed:7
HP:88/89, Bloodied:44, Surge Value:22, Surges left:9/9
Initiative +14
Action Points: 1 (encounter)

Conditions

Powers
MBA: +19 vs Reflex, 1d4+14; or with CA, +22 vs Reflex, 1d4+16 + 3d8+4 (1/turn)
RBA: +20 vs Reflex, 1d4+11; or with CA, +23 vs Reflex, 1d4+13 + 3d8+4 (1/turn)
Frost Dagger, Piercing Strike, Riposte Strike, Shifty
Combat Tumbleset, Critical Opportunity, Feytouched, Imperiling Strike, Low Slash, Perfect Feint, Royal Scamper, Running Slash, Second Wind, Sneak in the Attack, Stunning Strike
Battlemaster's Dagger, Bloodbath, Frost Dagger, Knockout, Meditation of the Blade, Press the Advantage, Raven Cloak, Royal Blood

Combat notes: +2 damage with CA; +2 damage with cold; 18-20 crit range (except basic attacks); on crit, make MBA with offhand (not cold damage)
[/sblock]
 


covaithe

Explorer
Quagmire looks at the translucent jello for a place to harry and distract it. Finally he waves his sword at and shouts "booga booga!" It seems to be good enough, as the blob reacts ponderously, and Jax gashes it with his dagger again.

[sblock=actions]Standard: commander's strike. Jax attacks, 27 vs. reflex hits for 38 damage.

We think the cube can't engulf us 'cause it's dazed, right? That being the case, I'll withhold on any other powers this round. I've got a "you and an ally shift your speed" power that we can use to get off a full melee round and then GTFO, but that's wasted if its dazed, I think. [/sblock]
 

nerdytenor

First Post
Dorn moves closer to the cube (Move to F12) and reaches out with his mind. His mental assault rips into the creature; it retreats across the room leaving a slimy, acid-laden trail behind. (Bedevilling Burst hits for 24 psychic damage and the cube is pushed 5 squares west).

[sblock=Dorn Stat Block]
Dorn, Half-Orc Sorcerer/Demon-Soul Adept 13

Immediate Reactions:
If hit, use Narrow Escape to take 1/2 damage and teleport away

Current Effects:
resist 10 acid, ignore 10 acid resistance
Enemies need 1 extra square of movement to move adjacent to Dorn

Passive Perception 15, Passive Insight 15
AC 26, Fort 24, Reflex 24, Will 27 (base defenses)
HP +5TMP 93/93 Bloodied 46 Surge Value 23, Surges 7/7
Speed 7, Initiative +14
Action Points: 1

Notes
Daily Wild Soul: psychic
Dorn starts each combat with 5 tmp hp (from Fey Blessed Circlet)
Dorn has CA on surprise round and against enemies with lower init 1st round
Dorn uses the raw d20 (no mods) for all even/odd effects
Dorn scores a crit on 19 or 20
Dorn gets CA against enemies that are being flanked by his allies
When an enemy crits Dorn, Dorn can crit that enemy on a roll of 17-20 TENT
When using a close arcane attack power, Dorn can choose a square within 2 as the origin

Encounter Resources
USED Primordial Storm
USED Demon-Soul Bolts
USED Bedeviling Burst
Spark Form
USED Furious Assault (no action)
Lightning Shift (move)
USED Variable Resistance (minor)
Narrow Escape
Periapt of Cascading Health (minor)
Half-Orc Resilience (no action)
Second Wind
Use Action Point

Daily Resources
Chromatic Orb
Moon and the Stars
Winds of Change
Demonic Wrath (minor)
Gambit Armor (minor)
Luckblade Dagger
Deep Shroud (minor)
Diamond Cincture (minor)
Antipathy Gloves (std)
Soul of the Bat (minor)

2x potion of healing
[/sblock]
 

pathfinderq1

First Post
Brenn waited for the proper moment- as the cube was blasted backwards he launched another arrow. The force-empowered arrow blasted another chunk out of the gelatinous shape, hindering its ability to move easily...

[sblock= OOC]
>Standard: Clever Shot RBA at cube (vs. AC); 1d20+21= 38 (hit for 20 force and cube is slowed (save ends) ; rolls Roll Lookup . (includes bonuses from Dancing Serpent and bow expertise)

>So cube is slowed, dazed, prone, and pushed. Who has another condition to add?
[/sblock]
 

Luinnar

First Post
Trying to cope with all the status aliments, the Gelatinous Cube slowly reforms back into its usual cube shape. It still is very wobbily however, like it is about to burst apart at any moment.

[sblock=Actions]
Move: Stand up from prone

daze save succeded, slow failed.

[/sblock]
[sblock=Combatants]
Gelatinous Cube:Marked EONT, -2 penalty to defenses TENT Uncle Jaz, slowed (save ends), 5 cold vulnerability EONT
HP:87/476
AC: 29-2, Fort: 28-2, Reflex: 26-2, Will: 26-2
Immune Gaze, Resist 5 Acid

Sir ExSixTen:7+70/116,
Jax:89/89
Quagmire:82/82
Brenn:76/76
Andras:81/81, +1 AC and Ref EONT
Dorn:5+93/93
Uncle Jaz:91/91
[/sblock]

[sblock=Terrain]
The crypts are difficult terrain.

Creatures may be pushed into the hole and must save or fall through.
[/sblock]

[sblock=Uncle Jaz]
Backstab, Sneak in the Attack used.

Uncle Jaz (Male Kobold Thief)
Level 13 Elite Skirmisher Small
HP 91; Bloodied 46
AC
27; Fortitude 25; Reflex 29; Will 24
Speed
6
Saving Throws
+2; Action Points 1
Initiative
+17 Perception +19

Traits:
Sneak Attack

Enemies granting combat advantage to Jaz take an extra 3d6 damage once per round.

Masterful Action

When spending an AP with an attack power and with combat advantage against the target, Jaz can use his sneak attack against the target regardless of if he used it this turn.

Standard Actions:
(Note: Jaz does not have to reload his crossbow).
RBA: Custom Made Hand Crossbow • At-Will
Attack:
Ranged 5; +18 vs. AC
Hit:
1d8 + 8.

Standard Actions:
MBA: Dagger
Attack:
Melee 1; +18 vs. AC
Hit:
1d4

Move Actions:
Technical Trick • At-Will

Effect:
Jaz moves up to his speed and does not draw OA. Every enemy within 5 squares grants combat advantage to him.

Trapmaker's Trick • At-Will

Effect:
No movement. Every enemy within 5 squares grants combat advantage to Jaz. The next basic attack Jaz makes this round also causes the enemy to take a -2 to defenses until the end of Jaz's next turn.

Coward's Trick • At-Will

Effect:
No movement. Every enemy within 5 squares grants combat advantage to Jaz. The next basic attack Jaz makes this round also causes the enemy to take a -2 to hit until the end of Jaz's next turn.

Minor Actions

R Sneak in the Attack • Encounter
Effect:
Ranged 5 Until the start of Jaz's next turn the first ally's attack with CA that hits the target deals an extra 3d6 damage to the targeted enemy.

Shifty • At-Will

Effect:
Jaz shifts 1 square.

Free Actions:

Backstab • Encounter

Effect:
Jaz gains an extra +3 power bonus to hit and the enemy takes an extra 2d6 damage if it hits.

Triggered Actions:

It's a Trap! • Encounter

Requirements:
An enemy hits Jaz with a melee attack.
Effect (Immediate Reaction):
Jaz shifts 5 squares and makes an RBA against the target.

Skills
Acrobatics +20, Athletics +12, Dungeoneering +12, Insight +12, Stealth +20, Streetwise +12, Thievery +20

Alignment:
unaligned Languages: Common, Draconic
[/sblock]
 

Attachments

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pathfinderq1

First Post
Brenn fired another arrow into the cube. Once again, there was a splatter of jelly as the force-empowered arrow struck, and the cube wobbled, almost collapsing...

[sblock= OOC]
>Standard: Clever shot RBA (vs. AC); 1d20+21=38; hit for 21 force and cube is knocked prone (and thus grants CA); rolls Roll Lookup

[/sblock]
 

nerdytenor

First Post
Dorn steps right up to the cube (Move to F5) and spins himself into a whirlwind of lightning, zapping the cube and reappearing far away. Unfortunately, the half-orc's display of power is not enough to finish off the slimy foe (Spark Form misses (nat 3 - ah well). Dorn ends his 9-square shift in J12).

[sblock=Dorn Stat Block]
Dorn, Half-Orc Sorcerer/Demon-Soul Adept 13

Immediate Reactions:
If hit, use Narrow Escape to take 1/2 damage and teleport away

Current Effects:
resist 10 acid, ignore 10 acid resistance
Enemies need 1 extra square of movement to move adjacent to Dorn

Passive Perception 15, Passive Insight 15
AC 26, Fort 24, Reflex 24, Will 27 (base defenses)
HP +5TMP 93/93 Bloodied 46 Surge Value 23, Surges 7/7
Speed 7, Initiative +14
Action Points: 1

Notes
Daily Wild Soul: psychic
Dorn starts each combat with 5 tmp hp (from Fey Blessed Circlet)
Dorn has CA on surprise round and against enemies with lower init 1st round
Dorn uses the raw d20 (no mods) for all even/odd effects
Dorn scores a crit on 19 or 20
Dorn gets CA against enemies that are being flanked by his allies
When an enemy crits Dorn, Dorn can crit that enemy on a roll of 17-20 TENT
When using a close arcane attack power, Dorn can choose a square within 2 as the origin

Encounter Resources
USED Primordial Storm
USED Demon-Soul Bolts
USED Bedeviling Burst
USED Spark Form
USED Furious Assault (no action)
Lightning Shift (move)
USED Variable Resistance (minor)
Narrow Escape
Periapt of Cascading Health (minor)
Half-Orc Resilience (no action)
Second Wind
Use Action Point

Daily Resources
Chromatic Orb
Moon and the Stars
Winds of Change
Demonic Wrath (minor)
Gambit Armor (minor)
Luckblade Dagger
Deep Shroud (minor)
Diamond Cincture (minor)
Antipathy Gloves (std)
Soul of the Bat (minor)

2x potion of healing
[/sblock]
 

Iron Sky

Procedurally Generated
JUMPING!* Sir Exsixten shouts as he leaps into the air and cleaves the cube in half. It wobbly forms back together but with an obvious line down the center where it was split.

*Bonus points if you know the (recent, fantasy) movie reference.

OOC: Summary:
Sir Exsixten is in G8 at 7+70/116.
Cube takes 37 damage, -1 to AC(save ends), marked TenT.

Notes: *Enemies adjacent to Sir Exsixten and any other PC grant CA. *If an enemy fails a save against one of Sir Exsixten's effects, Sir Exsixten gains 5 THP.


[sblock=Actions]Move: -
Minor: -
Standard: Brash Strike: 1d20+19+2(CA)=Crit, 3d6+29=35, reroll first 1 = 37 damage, -1 to AC(save ends), marked TenT.
End of Turn: Save vs Immobilize: 1d20=17, saved.

Immediate Actions(in order of priority):
*If Sir Exsixten is bloodiedReactive Surge + Amulet of Life: Sir Exsixten spends two healing surges, gaining 10THP+66HP
*If an enemy hits an ally within 2 squares of Sir Exsixten with a melee attack→Guardian's Charge: Sir Exsixten and the ally shift to each other's squares, Sir Exsixten becomes the target of the attack, and then makes an MBA against the attacker.
*If a marked enemy adjacent to Sir Exsixten shifts or makes an attack that doesn't include himCombat Challenge: MBA against that enemy

[sblock=Sir Exsixten's Statblock] Sir Exsixten, Male Warforged Fighter/Dreadnaught 11
Passive Perception: 19, Passive Insight: 19
AC: 28, Fort:27, Reflex:22, Will:22 -- Speed:5
HP:7+70/116, Bloodied:58, Surge Value:33, Surges left:13/14
Initiative +6, Action Points: 1

Powers
: Crushing Surge, Brash Strike, Combat Challenge, Unfailing Resources, Hack and Hew, Sweeping Blow, Come and Get It, Guardian's Charge, Daring Shot, Warforged Resolve, Reactive Surge, Second Wind, Comeback Strike, Victorious Surge, Rain of Steel, Boundless Endurance
Items: Potion of Healing, Potion of Resistance x 1, Madstone x 3, Strikebacks, Amulet of Life, Dwarven Thrower, Dwarven Armor, Diamond Cincture, Werewolf Boon
MBA/RBA: +17(+20 OA) vs. AC, 1d12+10 damage and enemy movement is stopped and Sir Exsixten gains 5 temporary hitpoints.
Notes: *Enemies hit take cumulative -1 to AC(save ends) *Gain 5 THP when enemy fails save *Gain 10 THP on healing surge. *Reroll the first 1 on damage rolls *+2 damage with THP *Gain DR10 TsnT on AP *Gain 5+Healing Surges spent THP on short rest *Adjacent enemy grants CA if ally also adjacent to enemy[/sblock][/sblock]
 

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