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[D&D 4e] IG's "The Witchlight Strand"

"Curse you, ya pox ridden pond scum!" Vatan will bellow after being bathed in the glowing embers. "Ye gonna be payin' dearly wih yer flea bittin hide!" he breaths as he swings both sword and dagger in a double slice that misses by a wide margin.

[sblock=Action]
Comeback Strike (2w+str and healing surge)
att: 1d20+7 = 11
dam: 2d8+4 =
and regain 7 hp from healing surge
Roll Lookup

Save vs ongoing damage
1d20 = 20 (yeah, NOW I roll the 20, yeesh :/ )
Roll Lookup
[/sblock]

[sblock=IG]
a quick calc on damage to Vatan gives 9+5+13=27. His status should have read 2/29, now 9/29 (after healing surge and before next attack, of course)
 

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[sblock=Korash]Looks like the condition of spending a healing surge is dependent on the attack successfully hitting. This one didn't.

That being said, since the power has the "reliable" keyword, you don't lose it if you miss. But since I know Vatan is in a bad way right now, and because I'm a nice guy (;)), I'll give you a choice:

A. Use the power as written and retcon the surge, thus putting you back down to 2 (corrected) hp.

B. Retain the benefits of the surge, but lose the ability to reuse this power until after an extended rest.

This will be an option for this time only. Future use of the power will need to be used as written.
[/sblock]
 

Pier screams as his skin blisters in the heat. Even as his clothing turns to ash, he pushes through the pain and flings his wooden switch toward the orcs. At the apex of its arc, it flashes green and speeds away, striking at one of the orcs and splashing acid all around. Without waiting to see the results of his spell, Pier dashes through the door into one of the buildings, rolling on the ground to extinguish his burning garments.

[sblock]
Standard action: Second Wind
Regain 5 HP, use one Healing Surge
+2 to all defenses (reflected in the quick stats)

Spend Action Point: Acid Arrow
Acid arrow attack v REF against O1 and damage. Secondary attack v REF against O2 and damage (1d20+5,2d8+5,1d20+5,1d8+5=
[16, 5]=21 attack vs O1,
[5, 3, 5]=13 damage vs O1 + 5 ongoing,
[8, 5]=13 attack vs O2,
[3, 5]=8 damage vs O2 + 5 ongoing)


Target: O1
Secondary Target: O2


Acid Arrow +5 (INT) v Reflex 2d8 + 5 (INT) damage
Standard Action Ranged 20
Primary Target: One creature
Sec. Target: Each creature adjacent to Primary Target
+5 (INT) v Reflex 1d8 + 5 (INT)
On hit: 5 ongoing Acid damage (save ends).
Miss: Half damage, 2 ongoing Acid damage (save ends),
no secondary attack.
Arcane, Acid, Implement

Move: Take cover inside the building at Q13
Minor: Stop, drop and roll
Save vs ongoing fire damage (1d20=15)

I cannot figure out why sometimes Invisible Castle adds up the die rolls and sometimes it doesn't. Has anyone else figured it out?
[/sblock]

[sblock=Quick Stats]
Pier Glasser- Human Male Wizard 1
Passive Perception: 11, Passive Insight: 14
AC: 20, Fort: 15, Reflex: 20, Will: 17 -- Speed: 6
HP: 10/20, Bloodied: 10, Surge Value: 5, Surges left: 5/6
Initiative: +2
Action Points: 0, Second Wind: used

Magic Missile +5, 2d4+5 (basic ranged attack)
Dagger +3, 1d4 (basic melee attack)

Prepared Daily Spells:
Acid Arrow

Encounter Spells:
Ray of Enfeeblement
[/sblock]
 
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[sblock=IG]
thanks for the choice :) I will go with option B, as long as you know that the Comeback Strike is a Daily power and wouldn't be back until the next day anyway.
[/sblock]
 



(OOC - Sorry, tis a tough situation, and I took overlong pondering options. :))

Aridha darts out of the 'safe' haven of the ruins; a wolf on fire! She skids across the alley and up to the corner of the building to the north and resumes her natural elfly shape.

Panting and still burning, she nevertheless manages to fire off a potent spell into the midst of the enemy. She hurls a small seed to the ground at their feet, and smirks with satisfaction as almost instantly the Green writhes under the ground and roots and vine tendrils burst up and out, tangling around their feet and squeezing them most painfully!

Satisfied for now, Aridha leans over and starts patting herself down, trying to get the flames out and regain her breath...reminding herself of what's at stake here.

(Moving across and up to I5, then firing off Twisting Vines at G8 to catch both O1 and O2. Attack rolls are 18 and 24 for O1 and O2 respectively, against their Ref defenses. O2 is crit hit! 8 damage for O1, and 12 for O2. Roll Lookup . Oh, and it makes the terrain around both O1 and O2 difficult until the end of Ari's next turn. Aridha then uses her Action Point to use her Second Wind and regains 6 HP and gains +2 to her defenses until her next turn. Saving throw versus ongoing damage: 12 Roll Lookup )

(whew!)
 

[sblock=ooc]
If the enemy shifts away from Jude his Combat Challenge should trigger right?

Sorry for delay, my kids had surgery on Friday and the site's super-sucked this afternoon[/sblock]
 
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[sblock=ooc]
If the enemy shifts away from Jude his Combat Challenge should trigger right?

Sorry for delay, my kids had surgery on Friday and the site's super-sucked this afternoon[/sblock]

[sblock=OOC]It's all good.. I knew your kid had some surgery. All went well, I hope?

And yes, you're CC should trigger. You just can't kill him, otherwise I'll have to retcon the whole post. Again. :-S[/sblock]
 

Jude steps towards the enemy threatening Vatan and slashes at the enemy's calf with his bastard sword, catching the orc and sending it sprawling towards him.

[sblock=Actions]
Surgeries went well, both boys had tubes put in their ears to help with chronic ear infections (>15 in one year). My apologies for holding up anyone.

*Combat Challenge - vs ac; dmg (1d20+8=15, 1d10+4=8)

Move: to H7
Standard: Footwork Lure on B1 - vs ac; dmg (1d20+8=19, 1d10+4=12) if that hits (AC 19 for 12 damage) shift to H6 and bring orc to H7
Free: Mark him
[/sblock]

[sblock=Jude]
20/28 hp; 19 AC; F/R/W: 17/15/13; AP: 1

Passing Attack
Second Wind
Villian's Menace
[/sblock]
 

Into the Woods

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