Can Dextyr Keep All These Strikers Alive? (DM: JoeNotCharles, Ozymandias79 Judging)


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[sblock=OOC]Aside from what HM brought up - that we may well need Tonk's damage - leaving Tonk down kind of sucks for Ken, since all he gets to do is make death saving throws each turn. But, if Ken would rather have Tonk stay down, then that's fine.

We really, really need an extended rest ...[/sblock]
[sblock=Tristan stats]Tristan Moonblade - Male Elf Avenger (Dayna) 1
Passive Perception: 21, Passive Insight: 14; Low-light vision
AC:17, Fort:13, Reflex:15, Will:15 -- Speed:7
HP:22/28 +4 thp, Bloodied:14, Surge Value:7, Surges Left:6/9
Action Points: 0, Second Wind: available
Powers
Bond of Pursuit
Overwhelming Strike

Angelic Alacrity
Channel Divinity
Elven Accuracy
Oath of Enmity

Oath of the Final Duel
Luckblade

Group Awareness: All non-elf allies within 5 squares of Tristan gain a +1 bonus to Perception.[/sblock]
 



"Finish off the rest, the leader's mine!" Blade calls out as the others appear to be doing ok and that necromancer was trouble.

Blade is fueled by Maros' spirit and bounds out of the forest, his prey in sight, the deva stalks forward toward the enemy. He whirls his axe down hard on the necromancer, leaving behind a glowing radiance that threatens to further harm the foe.

[sblock=OOC]
Minor: Oath the Necromancer
Move: To L19 (G17->H18->I19->J19->K19->L19)
Standard: Avenging Echo on Necromancer- 1D20 + 6 => 26
1D12 => 2 extra damage (high crit) so hits for 18 damage plus if an enemy ends its turn adjacent or hits or misses Blade it takes 9 radiant damage
Online Dice Roller
[/sblock]

[sblock=Mini-Me]Blade- Male (Deva) Avenger 1
Passive Perception: 21, Passive Insight: 14
AC:17, Fort:13, Ref:15, Will:15-- Speed:6
HP:29/29 , Bloodied:14, Surge Value:7, Surges Per-Day 7/9
Initiative +0
Action Points: 0, Second Wind: not used
Powers: Bond of Retribution, Radiant Vengeange, Channel Divinity, Memory of a Thousand Lifetimes, Avenging Echo,Oath of Enmity, Aspect of Might
[/sblock]
 


Dextyr Stands up and takes a step back. Looking down he sees Tonk once again bleeding on the ground.

"Tonk Get up Brother, we are close to victory" Dextyr shouts, filling Tonk with renewed energy.

He then looks over to the little wisp.

"And for you little one.." Dextyr points towards it, "Stay dead this time!", his words powered with magical energies slam into the little wisp wraith and burst it into nothingness.

[sblock=Mechanics]
I used the Alternate Dice Roller for these rolls: Online Dice Roller#

OA vs the spectre = Hit for 2 points of damage (after DR)
Move Action = Stand up from Prone
Standard Action = convert to move action = shift to G12
Minor Action = Majestic Word on Tonk; gain HS+4 hit points & slide to F12 (refuse if you want to)
Action Point = Vicious Mockery vs Wisp Wraith; Hit, for 4 damage (after DR)
[/sblock]
[sblock=ooc]
Ken, when IC is down, you can use the alternate roller site that HMG found. It is the one I used, as IC is blocked for me when I am at work.
[/sblock]
[sblock=Stat Block]
Dextyr M’rgan- Male Half-Elf Bard 1
Current Conditions: none
Senses: Low-light vision
Passive Perception: 11, Passive Insight: 17
AC:17, Fort:13, Reflex:13, Will:15
Speed:5 (w/ heavy armor)
Temp Hit Points: 0
Hit Points:[28]: 28
Bloodied:14,
Surge Value:7,
Surges [10] Used:4
Action Points: [1] - used 1 this encounter..
Second Wind: available
Powers
Virtue of Valor (1/round, ally within 5 squares bloodies or kills enemy, grant 4 temp hit points)
Guiding Strike
Vicious Mockery
Majestic Word [2] - used 2
Words of Friendship
Shout of Triumph - used
Eldritch Blast
Stirring Shout - used
Inspiring Word
*Cloak of Distortion: Ranged attacks over 5 squares (-5 attack).*
Group Diplomacy: All allies within 10 squares of Dextyr gain a +1 bonus to Diplomacy checks.
[/sblock]
 
Last edited:

Invisible Castle is up...
Tonk's OA v. Spectre -- (prone) v. AC (1d20+6-2=6, 1d8+4+1=8) [*sigh*]


Dextyr's magic slides Tonk away from the spectre, nearer to the fire. Tonk's eyes open, and the half-orc sighs. With a grunt, he stands. [Move Action: Stand]

"Okay. This get much old, much fast. I am like the paper caught on draft of fire. I go up, and I go down. Sometime, much to close to flame. Is bittersweet poetry, which also cause much loss of the blood."

"But I do thank for the heal, my Punch Brother. I know is much work for to keep me alive this night."


Tonk picks up his mace, takes a deep breath, and readies himself for battle. [Minor: Get Mace. Standard: Second Wind - +2 to all defenses, heal 6 HP]

Save v. Weakness (1d20=14)

It's becoming painfully obvious that I need to get some better defenses for the boy!

[sblock=Tonk's Stats]Tonk - Half-Orc Rogue 1
Passive Perception 17, Passive Insight 17
AC 18, Fort 16, Reflex 18, Will 14
HP 16/24, Bloodied 12, Surge Value 6, Surges 0/7
Speed 6 (+2 on charge), Initiative +4
Action Points: 1, Second Wind
At-Will Powers: Deft Strike, Disheartening Strike
Encounter Powers: Furious Assault, King's Castle
Daily Powers: Handspring Assault
[/sblock]
 

[sblock=ooc]
Actually, your defenses are very, very good for a striker. Your AC is nearly defender level (especially if they use two-handed/dual weapons) and your NAD's are also a couple points higher than I'd expect them to be. never mind, realized you added +2 in there. Still, your AC is respectable, your will's a bit low, but your a rogue, it happens.
[/sblock]
 

[sblock=OOC] OK. I guess we're waiting on Joe now. ...*sigh* Yes. The part where Mikara gets clobbered, takes a deadly fall, and goes unconscious... *sigh* again. You think she would learn not to hide in high places.[/sblock]
 

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