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<blockquote data-quote="ryryguy" data-source="post: 4957225" data-attributes="member: 64945"><p>[sblock=OOC @renau1g, Kalidrev]renau1g, so sorry about your minions... not! <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /> But by the way, in DMG2 they advise not throwing all the minions into the fray at once, but letting them come in waves. They are less likely to get all wiped out at once that way.</p><p></p><p>Also, it looks like you forgot the 1 THP Ingot granted to Crag. Though he took such a pummeling it's hard to tell...[/sblock]</p><p></p><p>Ingot's eyes blaze brightly as it watches its comrade Crag take a pounding from the hammerers. It starts to move to the other warforged's aid, only to be rocked back by the wild magic bursting forth from Dorn. Shaking its head, it resumes its course, praying as it closes with its target. <span style="color: SlateGray">"What our enemies' hammers have damaged, let Vulkar's hammer repair..."</span> Divine energy flows around Crag, and his damaged chassis groans and pops as it is repaired. </p><p></p><p>Reaching the closest hammerer, Ingot draws its fullblade back for a big swing. The steel glows as it fills with divine light.</p><p></p><p>[sblock=Actions]</p><p>Invisible Castle seems to be down. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> So no rolls... renau1g, if you feel like rolling real dice to keep things moving, go for it.</p><p>Move: Move to... ?? Not sure where everyone stands after the wild magic push. Ideally I'd like Ingot to flank Hammerer 1 with Crag. I'm not even 100% sure Ingot will be able to close to melee range (Move 5) after the push... but I think so, since the push on Ingot can just push him one square north, and none to the west.</p><p>Minor: Healing Word on Crag: Healing Surge value + 1d6 + 3</p><p>Standard: If Ingot can flank, Healing Strike vs. Hammerer 1; +9 vs AC; Hit: 2d12+4 radiant damage (Hit Crit), and the target is marked until the end of Ingot's next turn. In addition, Crag can spend a healing surge (adding +3 hp for Healer's Lore). If Ingot can't flank, it will use Righteous Brand. +7 vs AC, 1d12+4 damage, +4 to crag's next melee attack vs. the target. (I'm sick of missing with Healing Strike!)</p><p><strong>EDIT</strong>: Crag is popping his second wind and warforged resolve. I'd like Ingot to delay until after that, and definitely use Righteous Brand instead of Healing Strike, if it's not too late for me to change...</p><p>(If Ingot can't get into melee range because of the push, it will use Sacred Flame instead.)[/sblock]</p><p></p><p>[sblock=Ingot stat block]<u><strong>Ingot</strong></u>- Neuter Warforged Cleric 1</p><p>Passive Perception: 13, Passive Insight: 13</p><p>AC:16, Fort:14, Reflex:11, Will:16 -- Speed:5</p><p>HP:<span style="color: white">27/27</span>, Bloodied:13, Surge Value:6, Surges left:9/9</p><p>Initiative -1</p><p>Action Points: 1, Second Wind: NOT USED</p><p>Powers: <span style="color: Green">Sacred Flame</span>, <span style="color: green">Righteous Brand</span>, <span style="color: red">Healing Word<s>(x2)</s></span>, <span style="color: red"><s>Healing Strike</s></span>, <span style="color: gray">Avenging Flame</span>, <span style="color: red">Channel Divinity (Divine Fortune/Turn Undead)</span>, <span style="color: red">Warforged Resolve</span></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="ryryguy, post: 4957225, member: 64945"] [sblock=OOC @renau1g, Kalidrev]renau1g, so sorry about your minions... not! :devil: But by the way, in DMG2 they advise not throwing all the minions into the fray at once, but letting them come in waves. They are less likely to get all wiped out at once that way. Also, it looks like you forgot the 1 THP Ingot granted to Crag. Though he took such a pummeling it's hard to tell...[/sblock] Ingot's eyes blaze brightly as it watches its comrade Crag take a pounding from the hammerers. It starts to move to the other warforged's aid, only to be rocked back by the wild magic bursting forth from Dorn. Shaking its head, it resumes its course, praying as it closes with its target. [COLOR="SlateGray"]"What our enemies' hammers have damaged, let Vulkar's hammer repair..."[/COLOR] Divine energy flows around Crag, and his damaged chassis groans and pops as it is repaired. Reaching the closest hammerer, Ingot draws its fullblade back for a big swing. The steel glows as it fills with divine light. [sblock=Actions] Invisible Castle seems to be down. :( So no rolls... renau1g, if you feel like rolling real dice to keep things moving, go for it. Move: Move to... ?? Not sure where everyone stands after the wild magic push. Ideally I'd like Ingot to flank Hammerer 1 with Crag. I'm not even 100% sure Ingot will be able to close to melee range (Move 5) after the push... but I think so, since the push on Ingot can just push him one square north, and none to the west. Minor: Healing Word on Crag: Healing Surge value + 1d6 + 3 Standard: If Ingot can flank, Healing Strike vs. Hammerer 1; +9 vs AC; Hit: 2d12+4 radiant damage (Hit Crit), and the target is marked until the end of Ingot's next turn. In addition, Crag can spend a healing surge (adding +3 hp for Healer's Lore). If Ingot can't flank, it will use Righteous Brand. +7 vs AC, 1d12+4 damage, +4 to crag's next melee attack vs. the target. (I'm sick of missing with Healing Strike!) [B]EDIT[/B]: Crag is popping his second wind and warforged resolve. I'd like Ingot to delay until after that, and definitely use Righteous Brand instead of Healing Strike, if it's not too late for me to change... (If Ingot can't get into melee range because of the push, it will use Sacred Flame instead.)[/sblock] [sblock=Ingot stat block][U][B]Ingot[/B][/U]- Neuter Warforged Cleric 1 Passive Perception: 13, Passive Insight: 13 AC:16, Fort:14, Reflex:11, Will:16 -- Speed:5 HP:[color=white]27/27[/color], Bloodied:13, Surge Value:6, Surges left:9/9 Initiative -1 Action Points: 1, Second Wind: NOT USED Powers: [color=Green]Sacred Flame[/color], [color=green]Righteous Brand[/color], [color=red]Healing Word[s](x2)[/s][/color], [color=red][s]Healing Strike[/s][/color], [color=gray]Avenging Flame[/color], [color=red]Channel Divinity (Divine Fortune/Turn Undead)[/color], [color=red]Warforged Resolve[/color] [/sblock] [/QUOTE]
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