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[Adventure] Little Workshop of Horrors (Judge: stonegod)

Pentius

First Post
As the golem's hand weighs on Canus's shoulders, his pupils contract sharply, and temperature in the room drops noticeably. Canus gasps, his breath coming out as steam, as he stabs his sword upward at the golem's arm.

[sblock=mechanics]
Standard: Piercing Shard on Vat Golem
Attack Roll: 1d20+12=16 vs Will. Hit?
Damage Roll(just in case): 2d10+9=20, and Canus would be invisible to him until the start of my next turn.
[facepalm]

[/sblock]

[sblock=Canus]
Canus Meran
Male Revenant(Human) Hexblade 4
Initiative: +6
Passive Perception: 12
Passive Insight: 12
Senses: Low-Light Vision
AC:22
Fort:15
Reflex:18
Will:18
HP:25/40
Bloodied:20
Surge Value:10
Surges left:6/7
Action Points: 1
Powers:
Eldritch Bolt
Icy Skewer

Piercing Shard[][]
Ethereal Stride[]
Shadow Step[]
Dark Reaping[]
Second Wind[]

Star Shackles[]
Lesser Planar Ally[]



Important Stuff:
-When Canus reduces an enemy to 0hp, or an enemy adjacent to him reaches 0hp, he can teleport up to 4 squares as a free action(maximum once per round).
-Whenever Canus drops to 0 hit points or fewer, he is dying but can choose to remain conscious until he attempts his first death saving throw. If he remains conscious, he can take only one standard action before he attempts his first death saving throw.

Conditions:

Full sheet: LEB:pC:Canus_Meran_(Pentius)[/sblock]
 

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Neurotic

I plan on living forever. Or die trying.
"Moses, gods don't forsake their servants that easily. Heads up, bask in the glory of Dol'Arrah!"

Venakhad's wounds close and all allies feel the presence of divine power as they are fortified against the attacks.

[sblock=Actions]
Start of the turn: Save vs Dazed (1d20=7)

Minor: Healing word on self for 12 + Healing word (1d6+7=11) = 23hp

Everyone within 5 gets 5thp (all active PCs), Venakhad gets +2 all defenses TENT
[/sblock]
 
Last edited:


GROMkill

First Post
OOC: [MENTION=82251]TwoHeadsBarking[/MENTION] Hey, so when the Golem attacks next, I'm readying Disruptive Strike to go off. I give you permission to roll it and narrate it within your update post!


Watching his friend getting pummeled by the massive golem, Belanaar decides to try something, as foolish as it is. He makes his way away from the group, stepping toward one of the large columns. "Over here, you ninny! You're not as tough as you look!"

He fires two arrows at the golem. Both of them find purchase amongst the tough shell of it, but seem to not to much.

[sblock=Mechanics]
[/b]Move:[/b] Walk to J7

[/b]Minor:[/b] Hunter's Quarry on Vat Golem.

[/b]Standard:[/b] Twin Strike on Vat Golem. Hits AC 27 and AC 28 for 10 damage total.

[sblock=rolls]

Attack Rolls: 1d20+11=27, 1d20+11=28

Damage Rolls: 1d12+2=3, 1d12+2=3 Q_Q

Hunter's Quarry Roll: 1d6=4[/sblock]
[/sblock]

[sblock=Belanaar]Belanaar Zalyth Male Elf Archer-Ranger 4
Initiative: +7
Passive Perception: 24
Passive Insight: 15
Senses: Normal
AC:21
Fort:16
Reflex:20
Will:17
HP:22+5/40
Bloodied:20
Surge Value:10
Surges left:6/7
Action Points: 0

Powers:

Twin Strike
Nimble Strike

Two-Fanged Strike [x]
Invigorating Stride [x]
Disruptive Strike [ ]
Elven Accuracy [ ]

Sure Shot [x]

Other Abilities:

Second Wind [x]

Cloak of Resistance +2 [ ]

Frost Weapon +1

Conditions:

+1 to all defenses against Vat Golem.

[sblock=Important Features] Predator's Hide +1: When you hit a target you have designated with your Hunter's Quarry class feature, you gain a +1 bonus to all defenses against attacks by the designated quarry until the end of your next turn.

Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.

Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).

Hunter's Quarry: Once per turn as a minor action, you can designate the enemy nearest to you as your quarry. Once per round, you deal an extra 1d6 damage to your quarry. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. The hunter’s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry. You can designate one enemy as your quarry at a time.

Prime Shot: If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.

Defensive Mobility: You gain a +2 bonus to AC against opportunity attacks.

Weapon Proficiency: +2 to attack roll with Greatbows.

Weapon Focus: +1 to damage roll with Bows.

Bow Expertise: You gain a +1 feat bonus to weapon attack rolls that you make with a bow. In addition, you gain a +1 bonus to the damage roll of any weapon attack you make with a bow against a single creature that is not adjacent to any other creature.
[/sblock] [/sblock]
 
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rb780nm

First Post
Moving towards the vat golem, kal'Tarron once more intones the holy curse, calling on his God's guidance. His axe flashes out, slicing a cut into the things flesh.

OOC:
Move: H14
Minor: OoE on Vat Golem
Standard: Bond of Retribution
BoR on VG (OoE) (1d20+12=25, 1d20+12=16, 1d12+6=13)

Hits AC 25 for 13, The first time an enemy other than my Oath target hits or misses me before the end of my next turn, the target takes radiant damage +4(int)
 




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