The Closed Eye (DM: Halford, Judge: garyh)


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[sblock=OOC]
Inspiring Word and Second Wind
Hey, Dunamin, wouldn't Woe have more HP now? He gets 7+1d6 from Inspiring Word. 7 from Second Wind. You've added 14 to his total, but not the 1d6.
OOC: Yes I spotted that rolled a 6 for him, see above.
Oh. Oh yeah. Completely forgot. I guess Woe might not be on the brink of death after all now :). Wow, what a hp rollercoaster that was!

Maybe if Woe screamed something about how he loved Adie from the moment he saw her and knew that love would give her the power to save him...

You know, a little Diplomacy check to assist a Bluff...
That's a good one! I might try it if things turn very ugly (again), but I guess we still got a shot at this crazy hard fight.

Nice try on Adie, though! I'd recommend against attacking her further, however - she's probably a minion with 1 hp so she might drop if you tried thunderwave'ing her into the mix (which would waste both a standard action and her use as cannonfodder).

By the way, DM Man, any of the environment that counts as special terrain of some sort?[/sblock]
 
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OOC: The more I play 4th edition the more I like toughness, I too am a frequent rider of the hp rollercoaster. :confused:
OOC: Yeah, I hadn't originally envisioned Woe as a fighter focused on taking too many hits, but now I'm pretty sure I'll retrain Skill Training (Stealth) for Toughness at level 2 (if I survive to that point).
Especially if I'm the lone man at the front when the scuffles break out.
 

With Woe on the floor, Tander reaches deep within himself, searching for some hidden power. His soul answers, and a white glow rises from the floor, bathing Woe and the two enemies in light. Woe's wounds melt away in a flash, and his assailants feel their strength sucked away.

His energy spent, Tander reaches for his dagger, drawing some comfort from the nearness of the blade.

OOC: Draw dagger. Beacon of hope. Woe heals 9 hp (to full). My healing powers heal additional +5 till end of encounter. Attack vs northern baddie hits will 24. Attack vs southern baddie hits will 14. (I forgot the +1 time bonus so that is 25 and 15). On hit, baddie(s) is/are weakened until the end of their next turn.
 


[sblock=Tander Stats]
Tander Oaksmith, Human Cleric 1
Passive Perception 14, Passive Insight 19
AC 16, Fort 12, Reflex 13, Will 17
HP 24/24, Bloodied 12, Surge Value 6, Surges 8/8
Speed 5, Initiative +6
Action Points: 1


Current Effects
Healing powers heal additional +5 until end of encounter

Encounter Powers
Divine Glow
Healing Word One
Healing Word Two
Channel Divinity (Turn Undead or Divine Fortune)
Second Wind
Use Action Point

Daily Powers
Used - Beacon of hope
[/sblock]
 


OOC: Yeah, it is a pretty sick power. Didn't get optimal healing out of it, but oh well. Now my two healing words heal surge value and an additional 1d6+9. Bring on the (un)hurt!
 

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