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Am I going to TPK
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<blockquote data-quote="FitzTheRuke" data-source="post: 4148691" data-attributes="member: 59816"><p>Howabout this then. I realize that the Colossus can still kick the fighter over and then hack her with its weapons, but at least she can get up and move on her turn. And they both have less HP, and the Necromancer is nastier.</p><p></p><p>Human Necromancer Level 4 Elite Artillery (Leader) </p><p>Medium Natural Humanoid XP 350</p><p>Initiative +4 Senses Perception +5</p><p>HP 104 Bloodied 52</p><p>AC 16 Fort 14 Ref 14 Will 15</p><p>Speed 6 Saving Throws +1 Action Point 1</p><p>m Staff (Standard, At-Will) Weapon</p><p>+5 vs AC; 1D8 +1 damage (1D8 + 9 Crit)</p><p>r Ray of Pain (Standard, Recharge 4, 5, 6) Necrotic, Range 10</p><p>+6 vs Reflex, 1D6 + 4 Necrotic damage AND target is Weakened until</p><p>end of Human Necromancer’s next turn</p><p>Wave of Nausea (Standard, Recharge 5, 6) Necrotic, Close Burst 3</p><p>+6 vs Fortitude, 1D4 + 4 Necrotic damage AND target is Dazed (save ends), if first save fails, target is Stunned (save ends)</p><p>Shadow Step (Move, Recharge 6)</p><p>Teleport 5 squares and gain concealment until beginning of Human Necromancer’s next turn</p><p>Skills Arcana +11 Stealth +9</p><p>Str 11 (+2) Con 12 (+3) Dex 14 (+4) Int 18 (+6) Wis 17 (+5) Cha 14 (+4)</p><p>Equipment: +1 Staff of Pain, Robes, Wand</p><p></p><p></p><p>Skeletal Colossus Level 4 Elite Skirmisher</p><p>Huge Natural Animate (Undead) XP 350</p><p>Initiative +4 Senses Perception +3, Darkvision</p><p>HP 120 Bloodied 60</p><p>AC 18 Fort 20 Ref 16 Will 15</p><p>Speed 8 Immune Poison Disease </p><p>Resist 10 Necrotic Vulnerable 5 Radiant </p><p>m Huge Sword (Standard, At-Will) Weapon</p><p>Reach 3, +10 vs AC; 2D6 +6 damage</p><p>m Huge Knife (Standard, At-Will) Weapon</p><p>Reach 3, +10 vs AC; 1D10 +6 damage</p><p>M Double Attack (Standard, Recharge 4,5,6)</p><p>Make a Huge Sword and a Huge Knife attack</p><p>Kick (Minor, while making a move action)</p><p>+8 vs Reflex, 1D8 + 6 damage AND slide target 3 squares AND target knocked prone</p><p>Big Step (Special)</p><p>Skeletal Colosus may shift up to 2 squares</p><p>Special: Skeletal Colossus can move through, and end his movement in enemies’ squares</p><p>Too Big to Move</p><p>Immune to forced movement effects</p><p>Str 22 (+8) Con 20 (+7) Dex 14 (+4) Int 3 (-2) Wis 12 (+3) Cha 3 (-2)</p><p></p><p>Any comments?</p><p>Fitz</p></blockquote><p></p>
[QUOTE="FitzTheRuke, post: 4148691, member: 59816"] Howabout this then. I realize that the Colossus can still kick the fighter over and then hack her with its weapons, but at least she can get up and move on her turn. And they both have less HP, and the Necromancer is nastier. Human Necromancer Level 4 Elite Artillery (Leader) Medium Natural Humanoid XP 350 Initiative +4 Senses Perception +5 HP 104 Bloodied 52 AC 16 Fort 14 Ref 14 Will 15 Speed 6 Saving Throws +1 Action Point 1 m Staff (Standard, At-Will) Weapon +5 vs AC; 1D8 +1 damage (1D8 + 9 Crit) r Ray of Pain (Standard, Recharge 4, 5, 6) Necrotic, Range 10 +6 vs Reflex, 1D6 + 4 Necrotic damage AND target is Weakened until end of Human Necromancer’s next turn Wave of Nausea (Standard, Recharge 5, 6) Necrotic, Close Burst 3 +6 vs Fortitude, 1D4 + 4 Necrotic damage AND target is Dazed (save ends), if first save fails, target is Stunned (save ends) Shadow Step (Move, Recharge 6) Teleport 5 squares and gain concealment until beginning of Human Necromancer’s next turn Skills Arcana +11 Stealth +9 Str 11 (+2) Con 12 (+3) Dex 14 (+4) Int 18 (+6) Wis 17 (+5) Cha 14 (+4) Equipment: +1 Staff of Pain, Robes, Wand Skeletal Colossus Level 4 Elite Skirmisher Huge Natural Animate (Undead) XP 350 Initiative +4 Senses Perception +3, Darkvision HP 120 Bloodied 60 AC 18 Fort 20 Ref 16 Will 15 Speed 8 Immune Poison Disease Resist 10 Necrotic Vulnerable 5 Radiant m Huge Sword (Standard, At-Will) Weapon Reach 3, +10 vs AC; 2D6 +6 damage m Huge Knife (Standard, At-Will) Weapon Reach 3, +10 vs AC; 1D10 +6 damage M Double Attack (Standard, Recharge 4,5,6) Make a Huge Sword and a Huge Knife attack Kick (Minor, while making a move action) +8 vs Reflex, 1D8 + 6 damage AND slide target 3 squares AND target knocked prone Big Step (Special) Skeletal Colosus may shift up to 2 squares Special: Skeletal Colossus can move through, and end his movement in enemies’ squares Too Big to Move Immune to forced movement effects Str 22 (+8) Con 20 (+7) Dex 14 (+4) Int 3 (-2) Wis 12 (+3) Cha 3 (-2) Any comments? Fitz [/QUOTE]
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