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My players are in a wee bit of trouble...
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<blockquote data-quote="Piratecat" data-source="post: 5804782" data-attributes="member: 2"><p>I'm ready!</p><p></p><p> - Reymus is statted up: lvl 22 solo, about 800 hp and a 36 AC, basic attack doing about 35 dmg. Bonus attacks when action points are spent. Crits average about 75 dmg, special attack about 45 dmg. Anyone who attacks him takes 10 dmg automatically from a counterattack aura. And he has a rechargeable burst and a bunch of movement powers, and can shake off two effects per round. It's a simplified but accurate version of the character sheet. </p><p></p><p>I have set up the allies to die as soon as they help (Reymus will cut them down), but by aiding another they can add to PC die rolls or damage. The PCs also get 4 healing surges from NPC clerics. The storm wind will push everyone 3 spaces per round if they are not prone -- moving downwind adds +3 move, moving upwind subtracts -3 move. Ranged attacks are at -10 to hit in the storm wind.</p></blockquote><p></p>
[QUOTE="Piratecat, post: 5804782, member: 2"] I'm ready! - Reymus is statted up: lvl 22 solo, about 800 hp and a 36 AC, basic attack doing about 35 dmg. Bonus attacks when action points are spent. Crits average about 75 dmg, special attack about 45 dmg. Anyone who attacks him takes 10 dmg automatically from a counterattack aura. And he has a rechargeable burst and a bunch of movement powers, and can shake off two effects per round. It's a simplified but accurate version of the character sheet. I have set up the allies to die as soon as they help (Reymus will cut them down), but by aiding another they can add to PC die rolls or damage. The PCs also get 4 healing surges from NPC clerics. The storm wind will push everyone 3 spaces per round if they are not prone -- moving downwind adds +3 move, moving upwind subtracts -3 move. Ranged attacks are at -10 to hit in the storm wind. [/QUOTE]
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My players are in a wee bit of trouble...
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