[Adventure] Trouble in Moonwatch (Judge: THB) - Part II


log in or register to remove this ad

River moves forward and shoot a bolt at the leader then makes a quick prayer to Arawai, and heals the captive.

[SBLOCK=OOC]Move: Walk to N49

Standard: Sacred Flame vs Refl on M1 (1d20+13=22, 1d6+7=12) If that hit, 12 damages on M1 (the first damage of River in his career) and Faell gain 8 THP.
Note: If M1 is Bloodied at that moment, River will rather target B1. No need to get stunned.

Minor: Rumbum can spend an HS and gains an extra 28 hp. => Healing Word (3d6+14=28)[/SBLOCK]
 


In a reflex motion, Rumbum shoves his shield towards the foe to his right who had wounded him badly. But the pain and severity of the wound limited Rumbum's motion and the attack misses. Rumbum feels more intense pain and staggers a bit.

But in an instant the pain was gone. What? Turning back he sees that there are others who are helping. Ah haaaa ha! Don't worry new friends of Rumbum. Rumbum wont let you down. Turning back to his original foe, ignoring the two that flank him, Rumbum not done with you yet. He lashes out again with his axe, which connects with a sickening thud.


[sblock=attack]

immediate vengence: 1d20+12 vs B2 AC: 14 miss

River heals rumbum for 28+15 HS = 43 which brings him back to 59. Rumbum only had 65 hp to start.

Brash strike vs M1: 1d20+14+1 (axe power) = 32 for 14

Continue mark on M1. CA is granted to M2 until beginning of Rumbum's next attack.

+1 to attack is now gone...until rumbum misses with another attack.

[/sblock]

[sblock=stats]
Rumbum: Orc Guardain Fighter Level 6

*Adverse Condition:

*Initiative: +3
*Passive Insight 12
*Passive Perception 12
*Senses low light vision
*HP 64
*Bloodied 32 Surge Value 15; Surges Per-Day 13 12
*AC 26 Fortitude 22 Reflex 17 Will 15 Speed 5
*action Points: USED
*Second Wind: 1
basic attack: Inescapable Waraxe +1: To Hit: +12: Damage 1d12+6: additional 1d6 for a crit

Powers
*At will:
Brash Strike
Tide of Iron
Combat Challenge
*Encounter:
Warrior's Surge
Unbreakable
Boot Power
Immediate Vengence USED
Lunging Strike
*Daily
Comeback Strike
boundless Endurance
Bedeviling Assault
Thundering Weapon power
Boot Power
[/sblock]
 
Last edited:

[sblock=River's Healing]
Speaking as a judge, River's Healing Word amounts are not accurate. He does not get Pacifist Healer for Healing Word since Healing Word is not a divine power anymore.

1d6+4 Pacifist Healer


+1 Healer's Brooch
+2 Healer's Finemail
+2 Healer's Implement feat
2d6+5 Healing Word

As far as I can tell, River should be healing 2d6+10 on a Healing Word, not 3d6+14.

It looks like WotC hates River, just like renau1g does.
[/sblock]
 

[SBLOCK=OOC]Oh yeah, I forgot that stupid errata. Why Healing Word is not Divine while Ardent Surge is Psionic, Healing Infusion and Majestic Word are Arcane, Rune of Mending is Divine, Healing Spirit is Primal And Inspiring Word is Martial... what was the bloody sense of that errata?

And what is more classic as a Divine power than healing?

After a second thought, I have agreed with every bloody errata they have made and that affect the Pacifist healer, except that one.

If Pacifist healer is the problem, modify the feat, not Healing's Word power.

Now that a bit of frustration is gone, Rumbum have 8 less hp. (51/65)[/SBLOCK]
 

[sblock=Actions]
Minor: Stoneskin for 5 temporary hit points
Move: O55
Standard: Howling Tempest on O45, ignoring Rumbum

Howling Tempest vs. Fort on B1, B2, and M1 in that order: to hit 21, 20, 23

renau1g, ignore the damage in that post. I fat fingered the change to it and it didn't stick. Here is the damage.

19 damage, I forgot to add in +1 for Siberys Shard of the Mage

Any target hit is deafened (saves ends).

Each creature that starts its turn in the zone takes 5 Thunder damage.


I need to know which of these hit before I slide the targets.[/sblock]

[sblock=stat block]
Sheeva - Female Drow Sorcerer
Advantageous Conditions: 5 temp hit points, resist 5 Lightning and Thunder
Adverse Conditions:
Initiative: +7 Passive Insight: 18 Passive Perception: 13
Senses: Low Light Vision
HP 42/48
Bloodied 24
Surge Value 10; Surges Per-Day 6/6
AC 19 Fortitude 14 Reflex 18 Will 21 Speed 6
Action Points: 1
Second Wind: Not Used

Powers:
At will:
Blazing Starfall
Lightning Strike

Encounter:
Bedeviling Burst
Cloud of Darkness
Darkfire
Dragonflame Mantel
Darkfire
Second Wind
Storm Soul
Sudden Scales
Stoneskin
Thundering Gust

Daily:
Howling Tempest
Lucky Charm
Thunder Leap


Trained: 7 Arcana, 13 Bluff, 8 Insight, 13 Streetwise

Untrained: 7 Acrobatics, 3 Athletics, 8 Diplomacy, 3 Dungeoneering, 3 Endurance, 3 Heal, 2 History, 10 Intimidate, 3 Nature, 3 Perception, 2 Religion, 9 Stealth, 7 Thievery

Feats:
Mark of Storm
Superior Implement Training (Accurate Dagger)
Dual Implement Spellcaster
White Lotus Riposte

Magic Items:
Belt of Nourishment
Lucky Charm +1
Magic Dagger +1
Magic Dagger +2
Potion of Healing
Siberys Shard of the Mage
Stoneskin Cloth Armor +1
Stoneskin Cloth Armor +2
[/sblock]
 
Last edited:

[SBLOCK=OOC]
Why Healing Word is not Divine while Ardent Surge is Psionic, Healing Infusion and Majestic Word are Arcane, Rune of Mending is Divine, Healing Spirit is Primal And Inspiring Word is Martial... what was the bloody sense of that errata?

...

If Pacifist healer is the problem, modify the feat, not Healing's Word power.
[/SBLOCK]

[sblock=OOC]
That's what I think is exactly the problem. They should have never allowed Pacifist Healer in the game system in the first place. Clerics were already the strongest healers in the game and then they went and made them a whole lot stronger. Nobody would ever want to play a healer PC for any other class with it in place. I played a Pacifist Healer in our home game and dropped the feat the moment the errata came out. I'm really glad that it got nerfed for Healing Word. It made the game non-challenging and quite frankly, non-fun. It became TOO easy to survive.
[/sblock]
 

[sblock=OOC]
That's what I think is exactly the problem. They should have never allowed Pacifist Healer in the game system in the first place. Clerics were already the strongest healers in the game and then they went and made them a whole lot stronger. Nobody would ever want to play a healer PC for any other class with it in place. I played a Pacifist Healer in our home game and dropped the feat the moment the errata came out. I'm really glad that it got nerfed for Healing Word. It made the game non-challenging and quite frankly, non-fun. It became TOO easy to survive.
[/sblock]

[sblock=ooc]
What's wrong with survival?
[/sblock]
 

[sblock=ooc]
What's wrong with survival?
[/sblock]

[sblock=OOC]
Nothing wrong with survival.

Broken feats on the other hand.

Major problem. WotC didn't change the Healing Word power to non-divine on a whim. PS. Knoepf doesn't get to do this either. I'll go put a post into the other thread on Garrick's total hit points.
[/sblock]
 

Remove ads

Top