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Assassination! DM: FourMonos Judge: Renau1g
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<blockquote data-quote="KarinsDad" data-source="post: 5912397" data-attributes="member: 2011"><p>Chael and Dusk move closer. Chael challenges those closest and pelts the rest with a burst of wind that keeps going.</p><p></p><p><span style="color: Lime"><strong>"You guys can surrender at any time."</strong></span></p><p></p><p></p><p>Chael has a +2 power bonus to all defenses due to Dusk. Dusk has a +1 item bonus plus partial cover. Anyone adjacent to Dusk at the end of the turn has a +2 power bonus to all defenses due to Dusk.</p><p></p><p>As a reminder, 3, 4, and 6 were hit by Hymn of Resurgence (by the last PC last round with Mal's rules), so Chael should hit 3 and 4 and knock them prone this round and the first PC who hits 6 should knock him prone. Hence, everyone else who attacks 3, 4, or 6 should probably have combat advantage plus the 2 penalty to defense due to Hymn of Resurgence (hence, the equivalent of +4 to hit).</p><p></p><p>[sblock=Actions]</p><p>Move: Move to E24, Dusk moves to E23</p><p>Minor: Battlemind's Demand Augment 1, Mark 5 and 6. Both are at -3 to hit anyone but Chael</p><p>Standard: Wind Wall vs. 3, 4, 5, 7, and RL.</p><p></p><p>The wall creates a zone that lasts until the end of Chael's next turn. The zone grants superior cover against ranged attacks made through it that target AC or Reflex</p><p></p><p>Slide NPCs to new squares on map. I assume that the 22 (24 because of Hymn of Resurgence) hits, but if it doesn't than #3 has to be moved back to square F28.</p><p></p><p><a href="http://invisiblecastle.com/roller/view/3520989/" target="_blank">Vs Fort, 22 on #3, 27 on the rest (except RL who is below), 15 damage.</a></p><p></p><p>3 and 4 should be prone due to Hymn of Resurgence.</p><p></p><p>Chael will not attempt to kill foes, only knock them unconscious.</p><p></p><p>I did not realize that RL was RingLeader (sorry, I'm having a hard time with the map, I thought initials were for PCs and numbers were for NPCs).</p><p></p><p><a href="http://invisiblecastle.com/roller/view/3521008/" target="_blank">Vs Fort, 16 probably doesn't hit anyway.</a></p><p></p><p>[/sblock]</p><p></p><p>[sblock=Immediate Interrupts]</p><p>Chael will use whichever II or IR occurs first.</p><p></p><p>1) Chael will use Guardian's Counter if an enemy hits Kal or Dusk without attacking Chael and she will swap places with the target (Kal or Dusk). Her defenses will drop by 2 if she is no longer next to Dusk (but the attack still has to be resolved, she is not automatically hit). After attack is resolved, she can make MBA; +15 vs AC, 1d8+4.</p><p></p><p>[/sblock]</p><p></p><p>[sblock=Immediate Reaction]</p><p>2) Chael will use Forceful Reversal (augment 1) if an enemy melee attacks her.</p><p></p><p>Trigger: An enemy hits Chael.</p><p>Attack: +14 vs AC</p><p>Hit: 1d8+6 force damage, and Chael pushes the target 1 square.</p><p>Effect: Chael doesn’t get her normal standard action on her turn.</p><p>Augment 1:</p><p>Hit: 1d8+6 force damage, and Chael pushes the target 1 square and then shifts 1 square to the square the target vacated. In addition, she gains combat advantage against the target until the end of her next turn.</p><p>Effect: Chael gets her normal standard action on her turn.</p><p>Augment 2</p><p>Hit: 2d8+6 force damage, and Chael knocks the target prone. The target cannot stand up until the start of its next turn.</p><p>Effect: Chael gets her normal standard action on her turn.</p><p></p><p>3) Chael will use Mind Spike if 5 or 6 ever becomes adjacent to her and attack an ally and not her.</p><p></p><p>Melee weapon; Target: The triggering creature</p><p>Trigger: An adjacent enemy marked by Chael deals damage to her ally with an attack that doesn’t include her as a target.</p><p>Effect: The target takes force and psychic damage equal to the damage that its attack dealt to Chael's ally.</p><p>[/sblock]</p><p></p><p>[sblock=stat block]</p><p>Chael - Female Longtooth Shifter Hybrid Battlemind | Sentinel Druid</p><p>Advantageous Conditions: 5 temp hit points at the start of all encounters (Psionic Vigor)</p><p>Adverse Conditions:</p><p>Initiative: +4 Passive Insight: 26 Passive Perception: 26</p><p>Senses: Low Light Vision</p><p>Power Points: 3/4</p><p>HP 66/66</p><p>Bloodied 33</p><p>Surge Value 17; Surges Per-Day 12/12</p><p>AC 28 Fortitude 23 Reflex 19 Will 22 Speed 5</p><p><strong>Currently AC: 30, Fortitude: 25, Reflex: 21, Will: 24r</strong></p><p></p><p>Action Points: 1</p><p>Second Wind: Not Used</p><p></p><p>Dusk:</p><p>HP: 33 Senses: low light vision</p><p>Speed: 6, Initiative: equal to Chael's</p><p>AC: 21, Fortitude: 23, Reflex: 19, Will: 15</p><p><strong>Currently AC: 22, Fortitude: 24, Reflex: 20, Will: 16 plus partial cover</strong></p><p></p><p>Powers:</p><p><span style="color: lime">At will: </span></p><p><span style="color: lime">Battlemind's Demand</span></p><p><span style="color: lime">Conductive Defense</span></p><p><span style="color: lime">Forceful Reversal</span></p><p><span style="color: lime">Magic Stone</span></p><p><span style="color: lime">Melee Basic</span></p><p><span style="color: lime">Mind Spike</span></p><p></p><p><span style="color: red">Encounter: </span></p><p><span style="color: red">Camouflage Cloak</span></p><p><span style="color: red">Guardian's Counter</span></p><p><s><span style="color: red">Healing Word</span></s></p><p><span style="color: red">Longtooth Shifting</span></p><p><s><span style="color: red">Psionic Vigor</span></s></p><p><span style="color: red">Second Wind</span></p><p><s><span style="color: red">Wind Wall</span></s></p><p></p><p><span style="color: gray">Daily: </span></p><p><span style="color: gray">Aspect Of Elevated Harmony</span></p><p><span style="color: gray">Wall of Thorns</span></p><p></p><p></p><p>Trained: 11 Athletics, 13 Endurance, 16 Insight, 16 Perception</p><p>Untrained: 2 Acrobatics, 5 Arcana, 4 Bluff, 4 Diplomacy, 9 Dungeoneering, 9 Heal, 5 History, 4 Intimidate, 11 Nature, 5 Religion, 2 Stealth, 4 Streetwise, 2 Thievery</p><p></p><p>Feats:</p><p>Hybrid Talent</p><p>Heart of the Blade</p><p>Melee Training (Wisdom)</p><p>Mark of Warding</p><p>Longtooth Spirit Shifter</p><p></p><p>Magic Items:</p><p>Belt of Vigor </p><p><span style="color: red">Boots of Fencing Master</span></p><p>Amulet of Protection +2 </p><p><span style="color: red">Twilight Heavy Shield</span></p><p><span style="color: red">Blood Fury Longsword +2</span></p><p><span style="color: gray">Dragonrider Scale +3</span></p><p>Siberys Shard of the Mage </p><p>2 Potions of Healing </p><p>Companion Defender </p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5912397, member: 2011"] Chael and Dusk move closer. Chael challenges those closest and pelts the rest with a burst of wind that keeps going. [COLOR=Lime][B]"You guys can surrender at any time."[/B][/COLOR] Chael has a +2 power bonus to all defenses due to Dusk. Dusk has a +1 item bonus plus partial cover. Anyone adjacent to Dusk at the end of the turn has a +2 power bonus to all defenses due to Dusk. As a reminder, 3, 4, and 6 were hit by Hymn of Resurgence (by the last PC last round with Mal's rules), so Chael should hit 3 and 4 and knock them prone this round and the first PC who hits 6 should knock him prone. Hence, everyone else who attacks 3, 4, or 6 should probably have combat advantage plus the 2 penalty to defense due to Hymn of Resurgence (hence, the equivalent of +4 to hit). [sblock=Actions] Move: Move to E24, Dusk moves to E23 Minor: Battlemind's Demand Augment 1, Mark 5 and 6. Both are at -3 to hit anyone but Chael Standard: Wind Wall vs. 3, 4, 5, 7, and RL. The wall creates a zone that lasts until the end of Chael's next turn. The zone grants superior cover against ranged attacks made through it that target AC or Reflex Slide NPCs to new squares on map. I assume that the 22 (24 because of Hymn of Resurgence) hits, but if it doesn't than #3 has to be moved back to square F28. [url=http://invisiblecastle.com/roller/view/3520989/]Vs Fort, 22 on #3, 27 on the rest (except RL who is below), 15 damage.[/url] 3 and 4 should be prone due to Hymn of Resurgence. Chael will not attempt to kill foes, only knock them unconscious. I did not realize that RL was RingLeader (sorry, I'm having a hard time with the map, I thought initials were for PCs and numbers were for NPCs). [url=http://invisiblecastle.com/roller/view/3521008/]Vs Fort, 16 probably doesn't hit anyway.[/url] [/sblock] [sblock=Immediate Interrupts] Chael will use whichever II or IR occurs first. 1) Chael will use Guardian's Counter if an enemy hits Kal or Dusk without attacking Chael and she will swap places with the target (Kal or Dusk). Her defenses will drop by 2 if she is no longer next to Dusk (but the attack still has to be resolved, she is not automatically hit). After attack is resolved, she can make MBA; +15 vs AC, 1d8+4. [/sblock] [sblock=Immediate Reaction] 2) Chael will use Forceful Reversal (augment 1) if an enemy melee attacks her. Trigger: An enemy hits Chael. Attack: +14 vs AC Hit: 1d8+6 force damage, and Chael pushes the target 1 square. Effect: Chael doesn’t get her normal standard action on her turn. Augment 1: Hit: 1d8+6 force damage, and Chael pushes the target 1 square and then shifts 1 square to the square the target vacated. In addition, she gains combat advantage against the target until the end of her next turn. Effect: Chael gets her normal standard action on her turn. Augment 2 Hit: 2d8+6 force damage, and Chael knocks the target prone. The target cannot stand up until the start of its next turn. Effect: Chael gets her normal standard action on her turn. 3) Chael will use Mind Spike if 5 or 6 ever becomes adjacent to her and attack an ally and not her. Melee weapon; Target: The triggering creature Trigger: An adjacent enemy marked by Chael deals damage to her ally with an attack that doesn’t include her as a target. Effect: The target takes force and psychic damage equal to the damage that its attack dealt to Chael's ally. [/sblock] [sblock=stat block] Chael - Female Longtooth Shifter Hybrid Battlemind | Sentinel Druid Advantageous Conditions: 5 temp hit points at the start of all encounters (Psionic Vigor) Adverse Conditions: Initiative: +4 Passive Insight: 26 Passive Perception: 26 Senses: Low Light Vision Power Points: 3/4 HP 66/66 Bloodied 33 Surge Value 17; Surges Per-Day 12/12 AC 28 Fortitude 23 Reflex 19 Will 22 Speed 5 [B]Currently AC: 30, Fortitude: 25, Reflex: 21, Will: 24r[/B] Action Points: 1 Second Wind: Not Used Dusk: HP: 33 Senses: low light vision Speed: 6, Initiative: equal to Chael's AC: 21, Fortitude: 23, Reflex: 19, Will: 15 [B]Currently AC: 22, Fortitude: 24, Reflex: 20, Will: 16 plus partial cover[/B] Powers: [COLOR=lime]At will: [/COLOR] [COLOR=lime]Battlemind's Demand[/COLOR] [COLOR=lime]Conductive Defense[/COLOR] [COLOR=lime]Forceful Reversal[/COLOR] [COLOR=lime]Magic Stone[/COLOR] [COLOR=lime]Melee Basic[/COLOR] [COLOR=lime]Mind Spike[/COLOR] [COLOR=red]Encounter: [/COLOR] [COLOR=red]Camouflage Cloak[/COLOR] [COLOR=red]Guardian's Counter[/COLOR] [s][COLOR=red]Healing Word[/COLOR][/s] [COLOR=red]Longtooth Shifting[/COLOR] [s][COLOR=red]Psionic Vigor[/COLOR][/s] [COLOR=red]Second Wind[/COLOR] [s][COLOR=red]Wind Wall[/COLOR][/s] [COLOR=gray]Daily: [/COLOR] [COLOR=gray]Aspect Of Elevated Harmony[/COLOR] [COLOR=gray]Wall of Thorns[/COLOR] Trained: 11 Athletics, 13 Endurance, 16 Insight, 16 Perception Untrained: 2 Acrobatics, 5 Arcana, 4 Bluff, 4 Diplomacy, 9 Dungeoneering, 9 Heal, 5 History, 4 Intimidate, 11 Nature, 5 Religion, 2 Stealth, 4 Streetwise, 2 Thievery Feats: Hybrid Talent Heart of the Blade Melee Training (Wisdom) Mark of Warding Longtooth Spirit Shifter Magic Items: Belt of Vigor [COLOR=red]Boots of Fencing Master[/COLOR] Amulet of Protection +2 [COLOR=red]Twilight Heavy Shield[/COLOR] [COLOR=red]Blood Fury Longsword +2[/COLOR] [COLOR=gray]Dragonrider Scale +3[/COLOR] Siberys Shard of the Mage 2 Potions of Healing Companion Defender [/sblock] [/QUOTE]
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