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Teramotos
Dwarmaj
6 posters

    Pyramid - Level 2

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    Kenji


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    Pyramid - Level 2 - Page 4 Empty Re: Pyramid - Level 2

    Post by Kenji Wed Jan 27, 2010 3:04 pm

    Dwarmaj wrote:Waiting to see if Miri teleports...

    Yeah, I was assuming they'd want to swarm the wizard, but since they didn't, I wouldn't have wanted to teleport anyway.
    Dwarmaj
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    Post by Dwarmaj Wed Jan 27, 2010 4:47 pm

    bradly wrote:
    Dwarmaj wrote:Miri's turn...

    Minor action: sustain 'Wall of Fire'

    Move action: shift 1 square South

    Standard action: cast 'Enemies Abound' burst 1 in square directly S of Thia (hitting 3 enemies). Note, until my next turn, these targets are considered allies for flanking purposes, so no combat advantage against Thia.

    Action point: cast 'Force Orb' on Grue caster with 2ndary target on adjacent Beserker.

    Note: I think I'm only down 7 hits, so Sonya's +9 should put me full up on hits + temp, so not too bad yet.

    end of turn: save vs. slow. done.

    Enemies Abound:
    You and your allies can treat the target as an ally for the purposes of flanking until the end of your next turn.

    That doesn't mean that the enemies treat you as allies. Otherwise they can move around you without provoking AoO.
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    Kenji


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    Post by Kenji Wed Jan 27, 2010 4:57 pm

    Dwarmaj wrote:...That doesn't mean that the enemies treat you as allies. Otherwise they can move around you without provoking AoO.

    True. It's specific to flanking only. But, since that enemy is treated as an ally for purposes of flanking, they can't give another enemy a flanking bonus, same as if another party member were across from the attacking enemy. Otherwise, what could the power mean? Even the name of the power implies it's useful when surrounded by enemies.
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    Kenji


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    Post by Kenji Wed Jan 27, 2010 5:03 pm

    If the Mangler E of Sonya were to shift NW, and the Beserker SE of Sonya were to shift NW, the Mangler would have combat advantage since it's opposite an enemy, but the Beserker wouldn't, since it's opposite "an ally for flanking purposes".

    In Thia's case, this is important since we know these guys do extra damage with combat advantage. It's only until the end of my next turn, but I'm pretty sure that's how the power was meant to be played.
    Teramotos
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    Pyramid - Level 2 - Page 4 Empty Re: Pyramid - Level 2

    Post by Teramotos Wed Jan 27, 2010 6:12 pm

    ...agree with Brad, the enemies remain enemies when they move and provoke AoO from the party but for purposes of flanking only, they are treated as the caster's allies.


    _________________
    Weslocke "What do you wish to know?"

    Sonya Morecut (Human Warlord) - SG1
    Whey Baker (Human Fighter) - SG1
    Archemedies - (Githyanki Artificer) - Slave Ship
    Alysa Redfield (Human Archer Warlord) - Dark Nights Rising
    Dwarmaj
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    Post by Dwarmaj Wed Jan 27, 2010 7:42 pm

    Miri's turn:
    Minor: sustain the wall
    Move: shift 1S
    Standard: cast Enemies Abound targeting the manglers
    EA vs mangler #1 19 vs Will hits for 16hp of damage.
    EA vs mangler #2 16 vs Will miss
    EA vs mangler #3 33 vs Will (critical) hit for 23+5 hp of damage.

    Pyramid - Level 2 - Page 4 Playe111
    Dwarmaj
    Dwarmaj


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    Post by Dwarmaj Wed Jan 27, 2010 7:52 pm

    At the end of Miri's turn she rolled a 7 and remained slowed.

    Beserker's turn:
    Move: shift 1S
    Standard: charge Sonya 16+1 vs Ac miss

    Caster's turn:
    Ability recharged...
    Move: teleport 1NE
    Standard: Wispers of Madness on Miri 24 vs Will hits for 14hp of damage.
    Miri is dazed (save ends).

    Pyramid - Level 2 - Page 4 Playe112

    Thia's turn...
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    Kenji


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    Post by Kenji Thu Jan 28, 2010 2:17 am

    Dwarmaj wrote:Miri's turn:...

    Don't forget I used an action point to hopefully do massive amounts of damage & get back to full up on hits...
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    Post by Kenji Thu Jan 28, 2010 2:30 am

    Dwarmaj wrote:
    Miri is dazed (save ends)...

    Hopefully there's no more baddies behind the wall 'cuz I won't be able to sustain it dazed. :-(
    Dwarmaj
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    Post by Dwarmaj Thu Jan 28, 2010 5:32 am

    Sorry, didn't see the action point...
    Miri's uses an action point and cast Force Orb.
    FO on caster 17 vs Ref miss
    FO on beserker 33 vs Ref (critical) hit for 10+10hp. The beserker is now bloodied.

    Miri is now at 58/58+1hp 7/9 surges.

    Currently Thia's turn...
    Krystoff
    Krystoff


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    Pyramid - Level 2 - Page 4 Empty Re: Pyramid - Level 2

    Post by Krystoff Thu Jan 28, 2010 7:33 am

    I am going to take out that caster I just need to reread Attacks on the Run and figure out if the movement provokes attacks of opportunity.

    I have a daily power available to shift through enemies to get me out of the flank without AoO's but it only goes three. There is only one place that I can see that offers a place to shoot without taking an AoO for using ranged and that is the NE corner above me. Unless Attacks On the Run lets me move without provoking since it is part of the attack but I don't think it does.

    Then I will attack with Attack on the Run and do 3D12 +10(half on miss) twice on the caster. I would split them up but I would have to hit on both and roll fairly high to take out the cast with just one shot. If I do shoot from the top right corner, I will use the movement to go south 6 and east 1 accepting an AoO from the mangler at a +4 to ac from defensive mobility.
    Dwarmaj
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    Post by Dwarmaj Thu Jan 28, 2010 7:52 am

    Krystoff wrote:I am going to take out that caster I just need to reread Attacks on the Run and figure out if the movement provokes attacks of opportunity.

    I have a daily power available to shift through enemies to get me out of the flank without AoO's but it only goes three. There is only one place that I can see that offers a place to shoot without taking an AoO for using ranged and that is the NE corner above me. Unless Attacks On the Run lets me move without provoking since it is part of the attack but I don't think it does.

    Then I will attack with Attack on the Run and do 3D12 +10(half on miss) twice on the caster. I would split them up but I would have to hit on both and roll fairly high to take out the cast with just one shot. If I do shoot from the top right corner, I will use the movement to go south 6 and east 1 accepting an AoO from the mangler at a +4 to ac from defensive mobility.

    Attack on the Run does not prevent AoO.

    Attack on the Run:
    You can move your speed. At any point during your move, you can make two attacks with a melee weapon or two attacks with a ranged weapon.

    Hit 3[W] + (str or dex) per attack.
    Miss Half damage per attack.

    Sorry, having a hard time following what you want to do. Did you want to move 6S+1E and shoot the caster twice with Attack on the Run.
    Krystoff
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    Post by Krystoff Thu Jan 28, 2010 8:13 am

    Thinking about it some more I think I will accept an AoO from the mangler. I have defensive mobility so I should probably use it.

    I will use my serpentskin armor to shift 2 squares as a move action - E SE. That should put me two squares north of the caster and I have prime shot for a +1 to hit since I am the closest.

    I then attacks on the run the caster which should provoke since I am adjacent to the mangler but I have a +2 to my ac. If the caster goes down I will then move S S W W.
    Dwarmaj
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    Post by Dwarmaj Thu Jan 28, 2010 8:24 am

    Thia's turn:
    Move: use armor daily to shift 2 squares.
    Standard: use Attack on the run on the caster
    AoO from the mangler 17 vs Ac miss

    AotR #1 17 vs Ac miss
    AotR #2 29 vs Ac hits for 26hp of damage

    Pyramid - Level 2 - Page 4 Playe113

    Mangler's turn...
    Dwarmaj
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    Post by Dwarmaj Thu Jan 28, 2010 8:37 am

    The manglers seem to be listening to something/one, but the party doesn't hear anything.

    Mangler #2 (NE of Sonya) shifts and throws daggers at Miri
    Dagger #1 26+2 vs Ac hits for 7hp of damage
    Dagger #2 31+2 vs Ac hits for 11hp of damage
    The daggers return...

    Mangler #3 moves south (not provoking AoO) and throws daggers at Miri
    Dagger #1 21+2 vs Ac miss
    Dagger #2 22+2 vs Ac miss
    The daggers return...

    Mangler #1 moves south
    Dagger #1 34+2 vs Ac (critical) hit for18hp of damage
    Dagger #2 24+2 vs Ac miss (I think Miri got a +1 from Sonya Sad)
    The daggers return...
    The mangler that was on fire took damage at the start and doesn't seem to be on fire any more.

    Pyramid - Level 2 - Page 4 Playe114

    Sonya's turn...
    Teramotos
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    Post by Teramotos Thu Jan 28, 2010 8:50 am

    ...summary of party conditions please. I did get the map, thanks.
    Include hit point totals and conditions (e.g. slow/ daze etc.)...running low on heals.


    _________________
    Weslocke "What do you wish to know?"

    Sonya Morecut (Human Warlord) - SG1
    Whey Baker (Human Fighter) - SG1
    Archemedies - (Githyanki Artificer) - Slave Ship
    Alysa Redfield (Human Archer Warlord) - Dark Nights Rising
    Dwarmaj
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    Post by Dwarmaj Thu Jan 28, 2010 8:57 am

    Teramotos wrote:...summary of party conditions please. I did get the map, thanks.
    Include hit point totals and conditions (e.g. slow/ daze etc.)...running low on heals.

    Miri 23/58hp 7/9 surges Slowed, Dazed
    Sonya 54/66hp 8/9 surges
    Thia 65/65hp 6/7 surges
    Beserker xx/xx hp bloodied, would love a heal
    caster xx/xx hp bloodied, would love a heal...
    Teramotos
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    Pyramid - Level 2 - Page 4 Empty Re: Pyramid - Level 2

    Post by Teramotos Thu Jan 28, 2010 9:27 am

    Sonya's Turn...

    Minor Action: Rousing Words on Miri (this should put her back to max)
    Standard Action: Inspiring War Cry on Berserker + 13 vs. AC for 2d12+6 since it is not a daily power, I'm sure to hit. Effect: If I hit or not - Miri gets to make a save as a free action against the Daze. Note, if I hit the Berserker, I'm + 2 AC vs him.
    Move Action: If I downed the Berserker, I'll shift 1S (into his old square). If I didn't down the Berserker, drop Axe as a free action and draw Bastard Sword.

    Done...


    _________________
    Weslocke "What do you wish to know?"

    Sonya Morecut (Human Warlord) - SG1
    Whey Baker (Human Fighter) - SG1
    Archemedies - (Githyanki Artificer) - Slave Ship
    Alysa Redfield (Human Archer Warlord) - Dark Nights Rising
    Dwarmaj
    Dwarmaj


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    Post by Dwarmaj Thu Jan 28, 2010 9:46 am

    Teramotos wrote:Sonya's Turn...

    Minor Action: Rousing Words on Miri (this should put her back to max)
    Standard Action: Inspiring War Cry on Berserker + 13 vs. AC for 2d12+6 since it is not a daily power, I'm sure to hit. Effect: If I hit or not - Miri gets to make a save as a free action against the Daze. Note, if I hit the Berserker, I'm + 2 AC vs him.
    Move Action: If I downed the Berserker, I'll shift 1S (into his old square). If I didn't down the Berserker, drop Axe as a free action and draw Bastard Sword.

    Done...

    Sonya's turn:
    Minor: use Rousing Words on Miri. Miri uses two surges and gains28+10hp. She is now at 58/58hp with 5/9 surges.

    Standard: Inspiring War Cry on the beserker
    IWC 32 vs Ac hits for 13hp of damage. (Sonya should dump her dailies, she has much better luch with at-will and encounter powers).

    Miri is granted a save and roll 10. Miri is no longer dazed.

    Pyramid - Level 2 - Page 4 Playe115

    Miri's turn...
    Krystoff
    Krystoff


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    Post by Krystoff Thu Jan 28, 2010 9:53 am

    Was there half damage on the first miss? At least I hit one of them I suppose.
    Dwarmaj
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    Post by Dwarmaj Thu Jan 28, 2010 10:01 am

    Krystoff wrote:Was there half damage on the first miss? At least I hit one of them I suppose.

    Forgot about that...
    The miss did 11hp of damage. The caster is still up (barely...).
    Teramotos
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    Post by Teramotos Thu Jan 28, 2010 10:01 am

    ...also, did I drop the Berserker? I'm assuming that since you did not indicate as such, the Berserker is still up and I've dropped my axe and drawn my Sword for the resolution of my Move Action.


    _________________
    Weslocke "What do you wish to know?"

    Sonya Morecut (Human Warlord) - SG1
    Whey Baker (Human Fighter) - SG1
    Archemedies - (Githyanki Artificer) - Slave Ship
    Alysa Redfield (Human Archer Warlord) - Dark Nights Rising
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    Kenji


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    Post by Kenji Thu Jan 28, 2010 10:09 am

    Dwarmaj wrote:Miri's turn...

    Free action: "Thanks Sonya!"

    minor action: sustain WoF

    standard action: cast 'Scorching Burst' 2 squares N + 1 square NW (getting 4 in burst 1). Note: Since I used all 3 encounter powers, this should be at a total of +9 since I pulled out my weapons and have 'Arcane Reserves' feat.

    move action: none and done. (save vs. slow)
    Dwarmaj
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    Post by Dwarmaj Thu Jan 28, 2010 10:46 am

    Teramotos wrote:...also, did I drop the Berserker? I'm assuming that since you did not indicate as such, the Berserker is still up and I've dropped my axe and drawn my Sword for the resolution of my Move Action.

    Yes, he's still up.
    Dwarmaj
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    Post by Dwarmaj Thu Jan 28, 2010 10:53 am

    bradly wrote:
    Dwarmaj wrote:Miri's turn...

    Free action: "Thanks Sonya!"

    minor action: sustain WoF

    standard action: cast 'Scorching Burst' 2 squares N + 1 square NW (getting 4 in burst 1). Note: Since I used all 3 encounter powers, this should be at a total of +9 since I pulled out my weapons and have 'Arcane Reserves' feat.

    move action: none and done. (save vs. slow)

    Miri's turn:
    Minor: sustain the wall.
    Standard: cast Scorching Burst
    SB vs mangler #1 21 vs Ref hits for 10hp of damage.
    SB vs mangler #2 30 vs Ref hits for 10hp of damage.
    SB vs mangler #3 26 vs Ref hits for 10hp of damage.
    SB vs the caster 31 vs Ref hits for 10hp of damage, the caster falls.

    At the end of her turn Miri rolls a 19 and is no longer slowed.
    Dwarmaj
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    Post by Dwarmaj Thu Jan 28, 2010 11:08 am

    Beserker's turn:
    Move: shift 1S
    Stanard: charge Miri 15 vs Ac miss

    Pyramid - Level 2 - Page 4 Playe116

    Thia's turn...
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    Post by Kenji Thu Jan 28, 2010 11:14 am

    Dang! I'm +9 to damage & I did 10? At least they all hit, especially the caster that was almost down...
    Dwarmaj
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    Post by Dwarmaj Thu Jan 28, 2010 11:23 am

    bradly wrote:Dang! I'm +9 to damage & I did 10? At least they all hit, especially the caster that was almost down...

    Yea, you rolled a 1... But hitting all of them was still pretty good, doing 40hp of damage in one round.
    Teramotos
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    Post by Teramotos Thu Jan 28, 2010 11:33 am

    yep, I hit with my last encounter power and on 2d12 I rolled 7, but I agree 1 is worse.


    _________________
    Weslocke "What do you wish to know?"

    Sonya Morecut (Human Warlord) - SG1
    Whey Baker (Human Fighter) - SG1
    Archemedies - (Githyanki Artificer) - Slave Ship
    Alysa Redfield (Human Archer Warlord) - Dark Nights Rising
    Krystoff
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    Post by Krystoff Thu Jan 28, 2010 12:15 pm

    I still have the HQ on the berserker so I will twin strike the berserker and then move W W N N N N N provoking an AoO from the mangler.
    Teramotos
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    Post by Teramotos Thu Jan 28, 2010 12:42 pm

    ...if Thia downs the Berserker with the first shot, I assume he can't hit one of the Manglers with the second shot.


    _________________
    Weslocke "What do you wish to know?"

    Sonya Morecut (Human Warlord) - SG1
    Whey Baker (Human Fighter) - SG1
    Archemedies - (Githyanki Artificer) - Slave Ship
    Alysa Redfield (Human Archer Warlord) - Dark Nights Rising
    Dwarmaj
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    Post by Dwarmaj Thu Jan 28, 2010 12:51 pm

    Krystoff wrote:I still have the HQ on the berserker so I will twin strike the berserker and then move W W N N N N N provoking an AoO from the mangler.

    Thia's turn:
    Standard: Twin Strike/HQ the beserker
    TS #1 27 vs Ac hits for 14+3hp
    TS #2 33 vs Ac (critical) hit for 17+5hp, the beserker falls.

    Move: Thia moves west then north provoking an AoO
    AoO on Thia 19 vs Ac miss

    Pyramid - Level 2 - Page 4 Playe117
    Dwarmaj
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    Post by Dwarmaj Thu Jan 28, 2010 12:58 pm

    Mangler's turn:
    Mangler #1 moves around and adjacent to Miri (south), then delays.

    Mangler #3 moves adjacent to Miri (north).

    Mangler #1 attacks Dagger 19 vs Ac miss.

    Mangler #3 recharged his special
    Dagger Dance on Miri
    Dagger #1 19+2 vs Ac miss
    Dagger #2 32+2 vs Ac hits for 11hp of damge
    Dagger #3 27+2 vs Ac hits for 16hp of damage
    Dagger #4 22+2 vs Ac miss

    Pyramid - Level 2 - Page 4 Playe118

    Does Miri use an interrupt? if so where?
    Ross
    Ross
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    Character sheet
    Campaign: 4e-Against the Giants
    Character Name: Kazoo Noisemaker
    Player Name: Ross

    Pyramid - Level 2 - Page 4 Empty Re: Pyramid - Level 2

    Post by Ross Thu Jan 28, 2010 2:07 pm

    How can they move and Delay? Do you mean they are doing a ready action?


    _________________
    CHARACTERS:

    Silk - Human/Hexblade [4e-Dark Nights Rising Campaign]
    Kazoo - Halfling(Kender)/Hybrid(Rogue/Druid) [4e-Against the Giants]
    Morbius Von Kas - Vryloka/Blackguard [4e-Rainbow Warriors Campaign]
    Man'Tis Man'Todea - Thri-Kreen/Berserker [4e-Slave Lords Campaign]
    Nathan Grey - Ardent (4e-Terran One Campaign)
    Walt Dixon - Bladesinger (4e-Terran One Campaign)
    Shandral Aurlong - Human/Sorcerer [5e-Horde of the Dragon Queen Campaign]
    Danilo Rand - Monk/Human [5e-Princes of the Apocalypse Campaign]
    Battlefield Soldier: Saturnicus
    Diablo III Battletag: Saturnus#1572
    Neverwinter: @bobpatrick.com
    XBox GamerTag: Drizityn


    Kazoo the Kender: "Hmm, I'll take....the Wand of Wonder." The rest of the party regretted giving Kazoo the first treasure pick.
    Dwarmaj
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    Post by Dwarmaj Thu Jan 28, 2010 2:15 pm

    Ross wrote:How can they move and Delay? Do you mean they are doing a ready action?

    Yes, they move and ready a standard action to attack when their partner gets into flanking position.
    Teramotos
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    Post by Teramotos Thu Jan 28, 2010 6:41 pm

    Thia, Manglers, Sonya, Miri, is the order

    and currently waiting for Miri to decide to use an interupt, then finish the Mangler's turn. We need to concentrate on the really wounded Mangler first, then of course the next most wounded.


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    Post by Kenji Thu Jan 28, 2010 10:29 pm

    Dwarmaj wrote:Does Miri use an interrupt? if so where?

    Yes, I finally get to use it... teleport 5 with Wizard's Escape directly S of Sonya upon the first melee hit. I don't like being flanked.
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    Post by Dwarmaj Fri Jan 29, 2010 5:31 am

    bradly wrote:
    Yes, I finally get to use it... teleport 5 with Wizard's Escape directly S of Sonya upon the first melee hit. I don't like being flanked.

    You can't go 5S, the wall is in the way...

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    3S would put you adjacent to the wall of fire.
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    Post by Teramotos Fri Jan 29, 2010 7:28 am

    No, Brad didn't mean he wanted to go five squares to the south. Brad meant that he wanted to teleport a distance of five square to the NW which would put him in the square directly South and next to Sonya.


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    Post by Dwarmaj Fri Jan 29, 2010 8:26 am

    Teramotos wrote:No, Brad didn't mean he wanted to go five squares to the south. Brad meant that he wanted to teleport a distance of five square to the NW which would put him in the square directly South and next to Sonya.

    Ok, thanks
    Miri uses an Immediate Interrupt to teleport south of Sonya. This negates the first hit made by the mangler. But...

    The mangler's Dagger Dance ability allows them to move and still attack.

    The mangler follows Miri and it's second attack still hits, but without combat advantage. Miri takes 6hp of damage instead of the 16 it would have been.

    Managler #2 throws two daggers at Miri
    Dagger 25 vs Ac miss
    Dagger 15 vs Ac miss

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    Sonya's turn... then Miri
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    Post by Teramotos Fri Jan 29, 2010 8:34 am

    Standard Action: Basic Melee Attack from the square I'm in using the special power of the Acid Bastard Sword. + 12 vs AC for 1d10+6 on the Mangler to Miri's south. If I do hit, I'll do the 5 points of on-going acid damage. Also if I hit, I'll be + 2 to AC vs. that Mangler that will probably stay on Miri anyway.

    Free Action: Drop Bastard Sword

    Move Action: Pick Up Axe (still at my feet)

    Minor Action: Out of heals.

    ...done.


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    Post by Krystoff Fri Jan 29, 2010 8:51 am

    Yeah that happened to me too. Thats a mean ability to be able to move in the middle of the attacks.
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    Post by Dwarmaj Fri Jan 29, 2010 9:06 am

    Teramotos wrote:Standard Action: Basic Melee Attack from the square I'm in using the special power of the Acid Bastard Sword. + 12 vs AC for 1d10+6 on the Mangler to Miri's south. If I do hit, I'll do the 5 points of on-going acid damage. Also if I hit, I'll be + 2 to AC vs. that Mangler that will probably stay on Miri anyway.

    Free Action: Drop Bastard Sword

    Move Action: Pick Up Axe (still at my feet)

    Minor Action: Out of heals.

    ...done.

    Sonya's turn:
    Standard: use the encounter power of the sword
    BMA 18+10 vs Ac hits for 9hp of damage.
    Free Action: use the swords daily power. The mangler gains 5 ongoing acid damage.
    Free Action: drop sword
    Move: Pick up axe.

    Looking at the Sonya char, using the sword you'd be +4 (1/2 level) +4 (str) +2 (enchantment). Damage is +4 (str) +2 (enchantment). +10 for 1d10+6.

    Miri's turn
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    Post by Kenji Fri Jan 29, 2010 3:02 pm

    Dwarmaj wrote:Miri's turn

    minor action: sustain wall of fire

    move action: move 5 squares N (to corner). Yes, this will provoke an AoO, but so would casting a spell, so it's a wash...

    standard action: cast 'Scorching Burst' 6 squares S + 1 square E getting the 2 Manglers by Sonya

    free action: "You can keep fighting us and die like the others, or you can tell us how the enchanted mouth next door works and we might spare you. TALK!!"
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    Post by Dwarmaj Fri Jan 29, 2010 3:48 pm

    bradly wrote:
    Dwarmaj wrote:Miri's turn

    minor action: sustain wall of fire

    move action: move 5 squares N (to corner). Yes, this will provoke an AoO, but so would casting a spell, so it's a wash...

    standard action: cast 'Scorching Burst' 6 squares S + 1 square E getting the 2 Manglers by Sonya

    free action: "You can keep fighting us and die like the others, or you can tell us how the enchanted mouth next door works and we might spare you. TALK!!"

    Miri's turn:
    Move: Move 5 north
    Miri provokes an AoO from the mangler 30 vs Ac hits for 6hp of damage.

    Standard: Miri casts Scorching Burst and catches two manglers.
    SB #1 on mangler #2 29 vs Ref hits for 9hp of damage.
    SB #2 30 on mangler #3 vs Ref hits for 9hp of damage.

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    Thia's turn...
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    Post by Krystoff Fri Jan 29, 2010 7:21 pm

    Thia will move 2 squares S which I believe qualifies me for the prime shot since I am the same distance as Sonya. I will then HQ the one that is just on fire and twin strike.
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    Post by Dwarmaj Fri Jan 29, 2010 10:22 pm

    Krystoff wrote:Thia will move 2 squares S which I believe qualifies me for the prime shot since I am the same distance as Sonya. I will then HQ the one that is just on fire and twin strike.

    Thai's turn:
    Move: move 2S
    Standard: use Twin Strike/HQ on mangler #2
    TS #1 15 vs Ac miss
    TS #2 27 vs Ac hits for 6+4=10hp

    Mangler's turn...
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    Post by Dwarmaj Fri Jan 29, 2010 10:34 pm

    Mangler #1
    Move: move north adjacent to Thia
    Standard: wait for a flanking buddy...

    Mangler #2:
    Special recharges...
    Move: move north and east to flank Thia

    Mangler #1 makes a dagger attack 14+2 vs Ac miss

    Mangler #2 standard action: Dagger Dance on Thia
    DD #1 24+2 vs Ac hits for 15hp of damage
    DD #2 27+2 vs Ac hits for 11hp of damage
    DD #3 20+2 vs Ac miss
    DD #4 30+2 vs Ac hits for 11hp of damage

    Mangler #3
    Move: move SE
    Standard: throws daggers at Thia
    Dagger #1 28 vs Ac hit for 6hp
    Dagger #2 18 vs Ac miss

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    Sonya's turn... then Miri

    Current PC status:
    Thia 23/65hp with 6/7 surges
    Miri 46/58hp with 5/9 surges
    Sonya 54/66hp with 8/9 surges
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    Post by Dwarmaj Fri Jan 29, 2010 10:37 pm

    Mangler #3 took 5hp of acid damage at the start of his turn. At the end of his turn it doesn't look like he has any acid left on him.
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    Post by Krystoff Sat Jan 30, 2010 12:00 am

    What order do interrupts versus ready actions take?

    I want to use weave through the fray to shift 5 away when the second mangler moves adjacent to me. However if the ready action kicks in first I will shift as soon as the first one moves adjacent.

    SHIFT: SW, SW, W, W to end up just S of Sonya.

    Edit: Changed yield ground to weave through the fray

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