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Adventure: Lord Byron’s Economic Woes (DM: Tenchuu, Judge: H.M.Gimlord)
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<blockquote data-quote="Tenchuu" data-source="post: 5017324" data-attributes="member: 85539"><p>The shockwave of Tessa's attack creates a wall of flames engulfing much of the clearing. They did not seem to harm the plantlife or her allies, but the kobolds standing in the flames screamed in pain. The blackblade crumbled to the ground, burning to death. </p><p></p><p>[sblock=flames]I have them hidden from map view, but they extend B-1 to H5[/sblock]</p><p>The Kobolds shivered, but showed no signs of effect from Hergunna's nature powers. But they took notice as she changed to beast form and charged the hidden kobold. <strong><span style="color: DarkRed">"ahh-Ahhh!"</span></strong> it cried out in shock, and then pain, before being pushed by the attack. </p><p></p><p>The once hidden Kobold fires a crossbow bolt, which sticks in the wolf's shoulder. <span style="color: DarkRed"><strong>"Away with you, cursed human!"</strong></span> the sharpshooter barks before backing away to the north. </p><p></p><p>The skullcleaver rushes forward, attacking Tessa. <span style="color: DarkRed"><strong>"Kill weak humansss firssst!"</strong></span> it bellowed as it struck the mystic with its ax. </p><p></p><p><span style="color: DarkRed"><strong>"Sssstay in your hole, or die!"</strong></span> the wounded slinger hissed down at Stanng, kicking dirt and rocks into the hole after him. Lining up a shot, he nailed Wil Rando with a firepot, which set the bard's arm ablaze. Pumping it's bloody first in victory, the slinger retreated into the woods. </p><p></p><p>A second Kobold sharpshooter revealed itself from the treeline. Moving back away from the adventures, it fired a shot, which sailed off course. </p><p></p><p>From concealment near the rear, a kobold commander moved up, carrying a hexing rod. The beast cursed in Draconic, <span style="color: DarkRed"><strong>"Ssstay out of our affairsss, bugbear! Thisss isss between usss and the humanssss!"</strong></span></p><p></p><p> [sblock=Mechanics] </p><p></p><p>Sharpshooter F0</p><p>Standard: Crossbow attack on Hergunna</p><p>Attack: <a href="http://rpgp.org/dice/?p=group#" target="_blank">1D20 + 9</a> => 26 </p><p>Damage: <a href="http://rpgp.org/dice/?p=group#" target="_blank">1D6 + 4</a> => 6 </p><p>Move: F0 to E0 to D0 to C0 to B0 to A0</p><p></p><p>Skullcrusher</p><p>Standard: Charge Attack on Tessa</p><p>Attack: <a href="http://rpgp.org/dice/?p=group#" target="_blank">1D20 + 7</a> => 23</p><p>Damage: <a href="http://rpgp.org/dice/?p=group#" target="_blank">1D10 + 5</a> => 7 </p><p> </p><p></p><p>Slinger</p><p>Minor: Heckle Stanng</p><p>Standard: Special shot (fireshot) at Wil</p><p>Attack: <a href="http://rpgp.org/dice/?p=group#" target="_blank">1D20 + 6</a> => 25 </p><p>Damage: <a href="http://rpgp.org/dice/?p=group#" target="_blank">1D6 + 3</a> => 4 + 2 ongoing Fire damage</p><p> </p><p>Move: D5 to C5 to B5 to A6 to A7 to A8</p><p></p><p>Sharpshooter C3</p><p>Move: C3 to B4 to A5</p><p>Standard: Crossbow Attack on Hergunna</p><p>Attack: <a href="http://rpgp.org/dice/?p=group#" target="_blank">1D20 + 9</a> => 10 </p><p></p><p>Hexer</p><p>Move: A2 to B3 to C4 to D5 to D6</p><p>Standard: Stinging Hex on Kane</p><p>Attack: <a href="http://rpgp.org/dice/?p=group#" target="_blank">1D20 + 7</a> => 19 </p><p>Effect: the target takes 3d6 + 1 damage if it moves during its turn (save ends).</p><p></p><p>[/sblock][sblock=Status]</p><p> Wil Rando (4): J6 <span style="color: Lime">24/28</span> HS 10/10 AP 1 <span style="color: DarkRed">ON FIRE</span></p><p> Tessa Tressd'n (6): J5 <span style="color: Lime">16/23</span> HS 7/7 AP 1</p><p> Hergunna (15): J3 <span style="color: Lime">25/31</span> HS 9/9 AP 0</p><p> Kane (17): J4 <span style="color: DarkRed">16/35</span> THP <span style="color: Lime">3/3</span> HS 9/10 AP 0 <span style="color: DarkRed">Bloodied</span></p><p> Stanng (14): J2 <span style="color: Lime">18/25</span> HS 10/10 AP 1</p><p> </p><p> Kobold Skull Cleaver (6) - I5 <span style="color: Lime">36/53</span></p><p><span style="color: Lime"></span>Kobold Sharpshooter (6) - A0 <span style="color: Lime">21/31</span></p><p><span style="color: Lime"></span>Kobold Sharpshooter (6) - A5 <span style="color: Lime">29/31</span></p><p>Kobold Hexer (6) - D6 <span style="color: Lime">46/46</span></p><p> Kobold Slinger (6) - A8 <span style="color: Lime"><span style="color: DarkRed">1/24 Bloodied</span></span></p><p> <s>Kobold Warrior (6) - F2</s> <span style="color: Lime"><span style="color: DimGray">0/29 Dead</span></span></p><p><span style="color: Lime"></span><s>Kobold Blackblade (6) - E2</s> <span style="color: DimGray">0/25</span><span style="color: Lime"><span style="color: DimGray"> Dead</span></span></p><p> <s>Kobold Skirmisher (6) - D3</s> <span style="color: Lime"><span style="color: DimGray">0/27 Dead</span></span></p><p> [/sblock][sblock=map]</p><p> <img src="http://i776.photobucket.com/albums/yy44/Tenchuu_n9/Byron-4.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p> [/sblock][sblock=Enemies]</p><p> <strong>Kobold Sharpshooter (Goblin Sharpshooter reskin)</strong></p><p> HP 31; Bloodied 15</p><p> AC 16; Fortitude 12, Reflex 14, Will 11</p><p> Speed 6</p><p> <strong>Short Sword (standard, at-will) </strong> Weapon</p><p> +6 vs AC; 1d6+2 damage.</p><p> <strong>Hand Crossbow (standard, at-will) </strong> Weapon</p><p> Ranged 10/20; +9 vs AC; 1d6+4 damage.</p><p> <strong>Sniper</strong></p><p> When a goblin sharpshooter makes a ranged attack from hiding and misses, it is still considered to be hiding.</p><p> <strong>Combat Advantage</strong></p><p> The goblin sharpshooter deals an extra 1d6 damage against any target it has combat advantage against.</p><p> <strong>Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)</strong></p><p> The goblin shifts 1 square.</p><p> <strong></strong></p><p><strong>Kobold Warrior (Goblin Warrior reskin)</strong></p><p> HP 29; Bloodied 14</p><p> AC 17; Fortitude 13, Reflex 15, Will 12</p><p> Speed 6</p><p> <strong>Spear (standard, at-will)</strong> Weapon </p><p> +6 vs AC; 1d8+2 damage.</p><p> <strong>Javelin (standard, at-will)</strong> Weapon Ranged 10/20; </p><p> +6 vs AC; 1d6+2 damage.</p><p> <strong>Mobile Ranged Attack (standard, at-will)</strong></p><p> The goblin warrior can move up to half its speed; at any point during that movement, it makes one ranged attack without provoking an opportunity attack..</p><p> <strong>Great Position</strong></p><p> If, on its turn, the goblin warrior ends its move at least 4 squares away from its starting point, it deals an extra 1d6 damage on its ranged attacks until the start of its next turn.</p><p> <strong>Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)</strong></p><p> The goblin shifts 1 square.</p><p> </p><p> <strong>Kobold Blackblade (Goblin Blackblade Reskin)</strong></p><p> HP 25; Bloodied 12</p><p> AC 16; Fortitude 12, Reflex 14, Will 11</p><p> Speed 6</p><p> <strong>Short Sword (standard, at-will)</strong> Weapon </p><p> +5 vs AC; 1d6+2 damage.</p><p> <strong>Combat Advantage</strong></p><p> The goblin blackblade deals an extra 1d6 damage against any target it has combat advantage against.</p><p> <strong>Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)</strong></p><p> The goblin shifts 1 square.</p><p> <strong>Sneaky</strong></p><p> When shifting, a goblin blackblade can move into a space occupied by an ally of its level or lower. The ally shifts into the blackblade’s previous space as a free action.</p><p> </p><p> <strong>Kobold Skull Crusher (Goblin Skullcrusher reskin)</strong></p><p> Initiative +3 Senses Perception +2; low-light vision</p><p> HP 53; Bloodied 26</p><p> AC 16; Fortitude 15, Reflex 14, Will 12</p><p> Speed 5</p><p> <strong>Battleaxe (standard, at-will) Weapon</strong></p><p> +6 vs AC; 1d10+5 damage, or 2d10 + 5 while bloodied.</p><p> <strong>Bloodied Rage (while bloodied)</strong></p><p> While bloodied, the goblin skullcleaver loses the ability to use goblin tactics and can do nothing but attack the nearest enemy, charging when possible.</p><p> <strong>Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)</strong></p><p> The goblin shifts 1 square.</p><p> </p><p><strong>Kobold Hexer (Goblin Hexer reskin)</strong></p><p>HP 46; Bloodied 23</p><p>AC 17; Fortitude 14, Reflex 15, Will 16</p><p>Speed 6</p><p><strong>Hexer Rod (standard, at-will) Weapon</strong></p><p>+7 vs AC; 1d6+1 damage.</p><p><strong>Blinding Hex (standard, at-will)</strong></p><p>Ranged 10; +7 vs Fortitude; 2d6+1 damage, and the target is blinded (save ends).</p><p><strong>Stinging Hex (standard, recharge )</strong></p><p>Ranged 10; +7 vs Will; 3d6+1 the target takes 3d6 + 1 damage if it moves during its turn (save ends).</p><p><strong>Vexing Cloud (standard; sustain minor, encounter) Zone</strong></p><p>Area burst 3 within 10; automatic hit; all enemies within the zone take a -2 penalty to attack rolls. The zone grants concealment to the goblin hexer and its allies. The goblin hexer can sustain the zone as a minor action, moving it up to 5 squares..</p><p><strong>Incite Bravery (immediate reaction, when an ally uses goblin tactics, at-will)</strong></p><p>Ranged 10; the targeted ally can shift 2 squares and make an attack..</p><p><strong>Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)</strong></p><p>The goblin shifts 1 square.</p><p><strong>Lead from the Rear (immediate interrupt, when targeted by a ranged attack; at-will)</strong></p><p>The goblin hexer can change the attack’s target to an adjacent ally of its level or lower.</p><p></p><p> <strong>Kobold Slinger</strong></p><p> HP 24; Bloodied 12</p><p> AC 13; Fortitude 12, Reflex 14, Will 12;</p><p> Speed 6</p><p> <strong>Dagger</strong> (standard; at-will) Weapon</p><p> +5 vs. AC; 1d4 + 3 damage.</p><p> <strong>Sling</strong> (standard; at-will) Weapon</p><p> Ranged 10/20; +6 vs. AC; 1d6 + 3 damage; see also special shot.</p><p> <strong>Special Shot</strong></p><p> The kobold slinger can fi re special ammunition from its sling. It typically carries 3 rounds of special shot, chosen from the types listed below. A special shot attack that hits deals normal damage and has an additional eff ect depending on its type:</p><p> Stinkpot: The target takes a –2 penalty to attack rolls (save ends).</p><p> Firepot (Fire): The target takes ongoing 2 fi re damage (save ends).</p><p> Gluepot: The target is immobilized (save ends).</p><p> <strong>Shifty</strong> (minor; at-will)</p><p> The kobold shifts 1 square.</p><p> [/sblock][sblock=Wil]You are on fire, and taking 2 ongoing fire damage. At the start of your turn, you burn for two. At the end of your turn, making a saving throw of 10 or better to end. Otherwise, at the beginning of your next turn, you burn for two more. </p><p>[/sblock][sblock=Kane]You are under the effect of stinging Hex. You take 3d6 + 1 damage if you move during you turn turn. At the end of your turn, making a saving throw of 10 or better to end the effect.</p><p>[/sblock][sblock=ryryguy]Great job playing those misses out in character. Next time you attack with chill wind, +2 for your introduction. You know, the wind is pretty chill here already. Maybe the monsters are just used to it. They might be Chicago natives. </p><p></p><p>And I feel your pain. My character in HM's game has missed something like 8/11 attack rolls. At one point I think I had at least 4 in a row dual strike attack misses. </p><p>[/sblock][sblock=judge]When I look up Goblin Hexer in the compendium, the stinging hex power reads "Ranged 10; +7 vs Will; 3d6+1 the target takes 3d6 + 1 damage if it moves during its turn (save ends)." I assume this is some kind of typo, and that it only deals damage if Kane decides to move. [/sblock]</p></blockquote><p></p>
[QUOTE="Tenchuu, post: 5017324, member: 85539"] The shockwave of Tessa's attack creates a wall of flames engulfing much of the clearing. They did not seem to harm the plantlife or her allies, but the kobolds standing in the flames screamed in pain. The blackblade crumbled to the ground, burning to death. [sblock=flames]I have them hidden from map view, but they extend B-1 to H5[/sblock] The Kobolds shivered, but showed no signs of effect from Hergunna's nature powers. But they took notice as she changed to beast form and charged the hidden kobold. [B][COLOR=DarkRed]"ahh-Ahhh!"[/COLOR][/B] it cried out in shock, and then pain, before being pushed by the attack. The once hidden Kobold fires a crossbow bolt, which sticks in the wolf's shoulder. [COLOR=DarkRed][B]"Away with you, cursed human!"[/B][/COLOR] the sharpshooter barks before backing away to the north. The skullcleaver rushes forward, attacking Tessa. [COLOR=DarkRed][B]"Kill weak humansss firssst!"[/B][/COLOR] it bellowed as it struck the mystic with its ax. [COLOR=DarkRed][B]"Sssstay in your hole, or die!"[/B][/COLOR] the wounded slinger hissed down at Stanng, kicking dirt and rocks into the hole after him. Lining up a shot, he nailed Wil Rando with a firepot, which set the bard's arm ablaze. Pumping it's bloody first in victory, the slinger retreated into the woods. A second Kobold sharpshooter revealed itself from the treeline. Moving back away from the adventures, it fired a shot, which sailed off course. From concealment near the rear, a kobold commander moved up, carrying a hexing rod. The beast cursed in Draconic, [COLOR=DarkRed][B]"Ssstay out of our affairsss, bugbear! Thisss isss between usss and the humanssss!"[/B][/COLOR] [sblock=Mechanics] Sharpshooter F0 Standard: Crossbow attack on Hergunna Attack: [URL="http://rpgp.org/dice/?p=group#"]1D20 + 9[/URL] => 26 Damage: [URL="http://rpgp.org/dice/?p=group#"]1D6 + 4[/URL] => 6 Move: F0 to E0 to D0 to C0 to B0 to A0 Skullcrusher Standard: Charge Attack on Tessa Attack: [URL="http://rpgp.org/dice/?p=group#"]1D20 + 7[/URL] => 23 Damage: [URL="http://rpgp.org/dice/?p=group#"]1D10 + 5[/URL] => 7 Slinger Minor: Heckle Stanng Standard: Special shot (fireshot) at Wil Attack: [URL="http://rpgp.org/dice/?p=group#"]1D20 + 6[/URL] => 25 Damage: [URL="http://rpgp.org/dice/?p=group#"]1D6 + 3[/URL] => 4 + 2 ongoing Fire damage Move: D5 to C5 to B5 to A6 to A7 to A8 Sharpshooter C3 Move: C3 to B4 to A5 Standard: Crossbow Attack on Hergunna Attack: [URL="http://rpgp.org/dice/?p=group#"]1D20 + 9[/URL] => 10 Hexer Move: A2 to B3 to C4 to D5 to D6 Standard: Stinging Hex on Kane Attack: [URL="http://rpgp.org/dice/?p=group#"]1D20 + 7[/URL] => 19 Effect: the target takes 3d6 + 1 damage if it moves during its turn (save ends). [/sblock][sblock=Status] Wil Rando (4): J6 [COLOR=Lime]24/28[/COLOR] HS 10/10 AP 1 [COLOR=DarkRed]ON FIRE[/COLOR] Tessa Tressd'n (6): J5 [COLOR=Lime]16/23[/COLOR] HS 7/7 AP 1 Hergunna (15): J3 [COLOR=Lime]25/31[/COLOR] HS 9/9 AP 0 Kane (17): J4 [COLOR=DarkRed]16/35[/COLOR] THP [COLOR=Lime]3/3[/COLOR] HS 9/10 AP 0 [COLOR=DarkRed]Bloodied[/COLOR] Stanng (14): J2 [COLOR=Lime]18/25[/COLOR] HS 10/10 AP 1 Kobold Skull Cleaver (6) - I5 [COLOR=Lime]36/53 [/COLOR]Kobold Sharpshooter (6) - A0 [COLOR=Lime]21/31 [/COLOR]Kobold Sharpshooter (6) - A5 [COLOR=Lime]29/31[/COLOR] Kobold Hexer (6) - D6 [COLOR=Lime]46/46[/COLOR] Kobold Slinger (6) - A8 [COLOR=Lime][COLOR=DarkRed]1/24 Bloodied[/COLOR][/COLOR] [s]Kobold Warrior (6) - F2[/s] [COLOR=Lime][COLOR=DimGray]0/29 Dead[/COLOR] [/COLOR][s]Kobold Blackblade (6) - E2[/s] [COLOR=DimGray]0/25[/COLOR][COLOR=Lime][COLOR=DimGray] Dead[/COLOR][/COLOR] [s]Kobold Skirmisher (6) - D3[/s] [COLOR=Lime][COLOR=DimGray]0/27 Dead[/COLOR][/COLOR] [/sblock][sblock=map] [IMG]http://i776.photobucket.com/albums/yy44/Tenchuu_n9/Byron-4.png[/IMG] [/sblock][sblock=Enemies] [B]Kobold Sharpshooter (Goblin Sharpshooter reskin)[/B] HP 31; Bloodied 15 AC 16; Fortitude 12, Reflex 14, Will 11 Speed 6 [B]Short Sword (standard, at-will) [/B] Weapon +6 vs AC; 1d6+2 damage. [B]Hand Crossbow (standard, at-will) [/B] Weapon Ranged 10/20; +9 vs AC; 1d6+4 damage. [B]Sniper[/B] When a goblin sharpshooter makes a ranged attack from hiding and misses, it is still considered to be hiding. [B]Combat Advantage[/B] The goblin sharpshooter deals an extra 1d6 damage against any target it has combat advantage against. [B]Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)[/B] The goblin shifts 1 square. [B] Kobold Warrior (Goblin Warrior reskin)[/B] HP 29; Bloodied 14 AC 17; Fortitude 13, Reflex 15, Will 12 Speed 6 [B]Spear (standard, at-will)[/B] Weapon +6 vs AC; 1d8+2 damage. [B]Javelin (standard, at-will)[/B] Weapon Ranged 10/20; +6 vs AC; 1d6+2 damage. [B]Mobile Ranged Attack (standard, at-will)[/B] The goblin warrior can move up to half its speed; at any point during that movement, it makes one ranged attack without provoking an opportunity attack.. [B]Great Position[/B] If, on its turn, the goblin warrior ends its move at least 4 squares away from its starting point, it deals an extra 1d6 damage on its ranged attacks until the start of its next turn. [B]Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)[/B] The goblin shifts 1 square. [B]Kobold Blackblade (Goblin Blackblade Reskin)[/B] HP 25; Bloodied 12 AC 16; Fortitude 12, Reflex 14, Will 11 Speed 6 [B]Short Sword (standard, at-will)[/B] Weapon +5 vs AC; 1d6+2 damage. [B]Combat Advantage[/B] The goblin blackblade deals an extra 1d6 damage against any target it has combat advantage against. [B]Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)[/B] The goblin shifts 1 square. [B]Sneaky[/B] When shifting, a goblin blackblade can move into a space occupied by an ally of its level or lower. The ally shifts into the blackblade’s previous space as a free action. [B]Kobold Skull Crusher (Goblin Skullcrusher reskin)[/B] Initiative +3 Senses Perception +2; low-light vision HP 53; Bloodied 26 AC 16; Fortitude 15, Reflex 14, Will 12 Speed 5 [B]Battleaxe (standard, at-will) Weapon[/B] +6 vs AC; 1d10+5 damage, or 2d10 + 5 while bloodied. [B]Bloodied Rage (while bloodied)[/B] While bloodied, the goblin skullcleaver loses the ability to use goblin tactics and can do nothing but attack the nearest enemy, charging when possible. [B]Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)[/B] The goblin shifts 1 square. [B]Kobold Hexer (Goblin Hexer reskin)[/B] HP 46; Bloodied 23 AC 17; Fortitude 14, Reflex 15, Will 16 Speed 6 [B]Hexer Rod (standard, at-will) Weapon[/B] +7 vs AC; 1d6+1 damage. [B]Blinding Hex (standard, at-will)[/B] Ranged 10; +7 vs Fortitude; 2d6+1 damage, and the target is blinded (save ends). [B]Stinging Hex (standard, recharge )[/B] Ranged 10; +7 vs Will; 3d6+1 the target takes 3d6 + 1 damage if it moves during its turn (save ends). [B]Vexing Cloud (standard; sustain minor, encounter) Zone[/B] Area burst 3 within 10; automatic hit; all enemies within the zone take a -2 penalty to attack rolls. The zone grants concealment to the goblin hexer and its allies. The goblin hexer can sustain the zone as a minor action, moving it up to 5 squares.. [B]Incite Bravery (immediate reaction, when an ally uses goblin tactics, at-will)[/B] Ranged 10; the targeted ally can shift 2 squares and make an attack.. [B]Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)[/B] The goblin shifts 1 square. [B]Lead from the Rear (immediate interrupt, when targeted by a ranged attack; at-will)[/B] The goblin hexer can change the attack’s target to an adjacent ally of its level or lower. [B]Kobold Slinger[/B] HP 24; Bloodied 12 AC 13; Fortitude 12, Reflex 14, Will 12; Speed 6 [B]Dagger[/B] (standard; at-will) Weapon +5 vs. AC; 1d4 + 3 damage. [B]Sling[/B] (standard; at-will) Weapon Ranged 10/20; +6 vs. AC; 1d6 + 3 damage; see also special shot. [B]Special Shot[/B] The kobold slinger can fi re special ammunition from its sling. It typically carries 3 rounds of special shot, chosen from the types listed below. A special shot attack that hits deals normal damage and has an additional eff ect depending on its type: Stinkpot: The target takes a –2 penalty to attack rolls (save ends). Firepot (Fire): The target takes ongoing 2 fi re damage (save ends). Gluepot: The target is immobilized (save ends). [B]Shifty[/B] (minor; at-will) The kobold shifts 1 square. [/sblock][sblock=Wil]You are on fire, and taking 2 ongoing fire damage. At the start of your turn, you burn for two. At the end of your turn, making a saving throw of 10 or better to end. Otherwise, at the beginning of your next turn, you burn for two more. [/sblock][sblock=Kane]You are under the effect of stinging Hex. You take 3d6 + 1 damage if you move during you turn turn. At the end of your turn, making a saving throw of 10 or better to end the effect. [/sblock][sblock=ryryguy]Great job playing those misses out in character. Next time you attack with chill wind, +2 for your introduction. You know, the wind is pretty chill here already. Maybe the monsters are just used to it. They might be Chicago natives. And I feel your pain. My character in HM's game has missed something like 8/11 attack rolls. At one point I think I had at least 4 in a row dual strike attack misses. [/sblock][sblock=judge]When I look up Goblin Hexer in the compendium, the stinging hex power reads "Ranged 10; +7 vs Will; 3d6+1 the target takes 3d6 + 1 damage if it moves during its turn (save ends)." I assume this is some kind of typo, and that it only deals damage if Kane decides to move. [/sblock] [/QUOTE]
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Adventure: Lord Byron’s Economic Woes (DM: Tenchuu, Judge: H.M.Gimlord)
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