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Dwarmaj
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    Kenji


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    Post by Kenji Sat Nov 27, 2010 9:37 pm

    A little ways down the road heading back to the car, and past where any visitor for the casino would logically park, but nowhere near Giles & your car, 4 teenage boys, about your age, catch up to you. They look like roleplaying geeks that most of you would have made fun of in school or at least paid no attention to. You pay attention this time because in addition to wearing cheap leather armor with the same strange symbol that Mr Mui's Casino uses for his logo, they also are brandishing short swords... cheap or not, they are still metal and still sharp and they come around the corner swinging them at you.

    The first 2 of them to catch up flank Angel and both (with flanking) roll a '17' and miss. The other 3 have yet to act this turn. So far, none of the PCs have used any of their class abilities and haven't yet fully understood the talents you were born with.

    Angel <special save '18'> you can act normally this turn though you are still in a great mood. This life/death situation brings out a power swells up within you that you've never felt before... You are starting to believe that not only is magic real, but that magic is within you. One of the actions you must take this turn is your daily power, which from now on recharges & is usable normally. All your other powers except basic attacks none of the PCs have used yet...

    Telgarth is after Angel. <special save '5', you can only use basic actions, but drug save '15', you can act normally)

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    Dwarmaj
    Dwarmaj


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    Post by Dwarmaj Sat Nov 27, 2010 10:24 pm

    Looks like I have to use my Daily...

    Standard: use Spinning Leapoard Maneuver
    Shift 1W and attack the one to my NE
    Shift 1S and attack the one to my E
    Shift 1W and attack the one to my SW
    Shift 1NW and attack the one to my SW

    Free Action: use Flurry of Blows on the one to my SW (if he's still up and I hit something this turn)

    Shift 1NE (no longer adjacent to anything...)

    Each attack is +5 vs Ref and does 2d6+5 damage

    Move: move 2N and 4E

    Note: I can shift up to 6 squares and make an attack on any enemy I shift next to.
    jibuki
    jibuki


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    Post by jibuki Sun Nov 28, 2010 2:09 am

    But I count 5 boys, Telgarth will move to flank the Northern most target flanking Angel and strike with a fist as there aren't many other options right now.
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    Kenji


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    Post by Kenji Sun Nov 28, 2010 5:40 am

    Angel- Nice daily. 1st Human: 19+5=24 hit, 2nd Human: 12+5=17 hit, 3rd Human: 14+5=19 hit, 4th Human: 8+5=13 miss. damage 7+5=12.

    Everyone watches Angel buzz through the air in a near blur spinning and kicking almost everything in his path. Except for Vampires feeding, this is the first magical thing any of you have seen, and it looks like any of the Humans too, except for in movies. Coupled with the drug, Angel is feeling very good right now.

    Flurry: As you finish your action, you realize just where an extra kick could have come in, but no PC has ever used or seen any of their class abilities except for the one you just used, and you haven't unlocked your flurry yet. ...You think there's much more power within you yet though, even though you've never seen anything as powerful as what you just did!

    jibuki wrote:But I count 5 boys, Telgarth will move to flank the Northern most target flanking Angel and strike with a fist as there aren't many other options right now.

    Angel moved all about the road, but actually ended his turn behind you. I'm assuming you instead want to go W 2 unless you say different.

    Telgarth through his drugged out daze, while impresed with what Angel just did, refuses to be outdone. He walks up to the nearest kid and solidly punches him across the jaw 19+6=25 hit for 4+6=10 damage, bloodying the kid!

    The bloodied one yells, "What the hell?!" Another one that Angel hit yells, "Lucky blows. We're still armed and they're still not, plus they're high!" The other 3 kids move up and 2 take big swings at Ember, but miss, the 3rd takes a big swing at Telgarth and hits him for 15 hps.

    Ember's turn: rolled a '3' for special, rolled a '7' for concentration, and was too impressed with Angel's stunt to act. Possibly trying to add up in her head how much she had in chips...

    Blade's turn: rolled a '17' special. You can act as you want to, as long as just like Angel you use your daily power, which is now unlocked as normal.

    After Blade, Ashe rolls a '13' special, and same thing; can act normally but must use daily power.

    Note: If you haven't unlocked a class or racial power yet, you don't have it and can only use mundane basic attacks. Other than that, it looks so far like I didn't put in enough bad guys... :-/

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    Ross
    Ross
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    Number of posts : 3864
    Registration date : 2008-11-26
    Age : 56
    Location : Seattle

    Character sheet
    Campaign: 4e-Against the Giants
    Character Name: Kazoo Noisemaker
    Player Name: Ross

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    Post by Ross Sun Nov 28, 2010 8:47 am

    Free: If allowed I will throw a Shroud on the one adjacent to me.
    Move: Shift 1 South
    Standard: Attack the one to my N,NW using Targeted for Death.



    _________________
    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
    Dwarmaj


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    Post by Dwarmaj Sun Nov 28, 2010 9:12 am

    Ross wrote:Free: If allowed I will throw a Shroud on the one adjacent to me.

    Angel couldn't use Flurry of Blows so I don't think you'll be able to use shrouds yet.

    Its going to take a while if we have to make a save for every class or racial power before we can use them. Especially if we can only unlock one per round.
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    Kenji


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    Post by Kenji Sun Nov 28, 2010 10:51 am

    Ross wrote:Free: If allowed I will throw a Shroud on the one adjacent to me.
    Move: Shift 1 South
    Standard: Attack the one to my N,NW using Targeted for Death.


    There would be 2 to your NW, one fresh, one bloodied. I assume you wanted the bloodied one (farthest N)? If so, 13+6=19 v Will hit; 17+6=23 damage, bloodied Human shivers, frosts over, and falls (subdual blow or fatal blow?)

    This ability more overtly demonstrate magic than Angel's blurringly fast attack, and none of you have ever seen anything like it. Like Angel, you're not sure where it came from but the adrenaline of the life or death situation brought it out, and you're sure you have a lot more power than that yet to be discovered and unleashed.

    While the Humans were in disbelief over Angel's move, they are absolutely stunned (but not literally) over that 'freeze from a distance' power they just watched take down their friend. Do you say anything? Subdue/kill?

    (No, you haven't activated your Shrouds yet, and you think at-wills might be last...)

    Ashe's turn, can act normally this round, but actions must include daily power...
    Ross
    Ross
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    Number of posts : 3864
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    Character sheet
    Campaign: 4e-Against the Giants
    Character Name: Kazoo Noisemaker
    Player Name: Ross

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    Post by Ross Sun Nov 28, 2010 1:15 pm

    Strike to subdue.

    Also,does this Class Feature kick in as well?
    Night Stalker
    You gain a bonus to damage rolls equal to your Charisma modifier against any target that is adjacent to none of your enemies.


    _________________
    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.
    jibuki
    jibuki


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    Post by jibuki Sun Nov 28, 2010 1:34 pm

    When possible and not overly dangerous, I'll pick up a sword.
    Dwarmaj
    Dwarmaj


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    Post by Dwarmaj Sun Nov 28, 2010 2:09 pm

    bradly wrote:Angel- Nice daily. 1st Human: 19+5=24 hit, 2nd Human: 12+5=17 hit, 3rd Human: 14+5=19 hit, 4th Human: 8+5=13 miss. damage 7+5=12.

    Oh, Spinning Leapard Maneuver does 1/2 damage on a miss, unless it's a minion.
    Krystoff
    Krystoff


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    Post by Krystoff Sun Nov 28, 2010 4:38 pm

    Move: W2
    Standard: Majestic Halo on the bloodied one.

    Majestic Halo Paladin Attack 1
    You shine with divine radiance that sears your enemies as you attack and commands their respect.
    Daily Divine, Radiant, Weapon
    Standard Action Melee weapon
    Target: One creature
    Attack: Charisma vs. AC
    Hit: 3(W) + Charisma modifier radiant damage.
    Miss: Half damage.
    Effect: Until the end of the encounter, any enemy that starts its turn adjacent to you is subject to your divine sanction until the end of its turn.

    Hopefully I unlock my divine sanction soon since I am next to three of them.

    Dwarmaj
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    Post by Dwarmaj Sun Nov 28, 2010 4:47 pm

    Krystoff wrote:Move: W2
    Hopefully I unlock my divine sanction soon since I am next to three of them.

    Divine Sanction can only be activated by powers that bring it into play (like the power used).

    It's not a separate power that can be activated.

    Divine Sanction
    Many new paladin powers and some of the new feats subject a target to your divine sanction. Being subject to it means the target is marked by you for a duration specified in the description of the power or feat. Unless otherwise noted, the mark ends before the specified duration if someone else marks the target.

    Until the mark ends, the target takes radiant damage equal to 3 + your Charisma modifier the first time each round it makes an attack that doesn’t include you as a target. The damage increases to 6 + your Charisma modifier at 11th level and 9 + your Charisma modifier at 21st level.

    Divine sanction is meant to complement divine challenge. You can use divine challenge to mark one creature and use divine sanction to mark others. Divine sanction has fewer restrictions than divine challenge so that you can easily use the two in concert.
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    Kenji


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    Post by Kenji Sun Nov 28, 2010 5:29 pm

    Krystoff wrote:Move: W2
    Standard: Majestic Halo on the bloodied one.

    Majestic Halo Paladin Attack 1
    You shine with divine radiance that sears your enemies as you attack and commands their respect.
    Daily Divine, Radiant, Weapon
    Standard Action Melee weapon
    Target: One creature
    Attack: Charisma vs. AC
    Hit: 3(W) + Charisma modifier radiant damage.
    Miss: Half damage.
    Effect: Until the end of the encounter, any enemy that starts its turn adjacent to you is subject to your divine sanction until the end of its turn.

    Hopefully I unlock my divine sanction soon since I am next to three of them.

    Blade finished off the bloodied one (subdued), so I'm going to assume you want to hit the one W of Ember (the next most wounded). Rolled 7+9=16, miss. full damage = 22, takes 1/2 for 11 hits and is now bloodied.

    Note: I added 1/2 damage on the one Angel missed and if divine sanction is part of Majestic Halo, then it's activated too. The magical prowess of the party is beginning to manifest more and more, as a lasting visual magical affect surrounds Ashe, as even in the morning sun, there is a radiant glow about him.

    After Ashe, one of the boys takes a big swing on Ember and hits her for 13 hps. "Yeah! Magic or no we can still cut them down for those that walk at night!"

    Angel's next and is on a roll... rolled '18' special and can act normally, but must use one of your encounter powers, which is now unlocked and recharging normally.

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    Kenji


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    Post by Kenji Sun Nov 28, 2010 5:38 pm

    jibuki wrote:When possible and not overly dangerous, I'll pick up a sword.

    Each of the boys that jumped you has a short sword, including the unconcious one to your W.
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    Kenji


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    Post by Kenji Sun Nov 28, 2010 5:47 pm

    Dwarmaj wrote: Until the mark ends, the target takes radiant damage equal to 3 + your Charisma modifier the first time each round it makes an attack that doesn’t include you as a target.

    Crap! I see the one kid should have attacked Ashe instead of Ember. I subtracted 9 more hits from him, and next time we'll remember who's marked...
    Dwarmaj
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    Post by Dwarmaj Sun Nov 28, 2010 5:53 pm

    bradly wrote:Angel's next and is on a roll... rolled '18' special and can act normally, but must use one of your encounter powers, which is now unlocked and recharging normally.

    On Angel's turn he'll
    Move: move 1W+1Sw+1W+1SW+1S+1SE to get into position to flank with Ember (avoiding AoO)

    Standard: use Scattering of Leaves on the one I'm flanking.
    If I hit push him 1SE, shift 1S, and make a secondary attack on the one to my E.
    If I hit the secondary target push anyone next to it south.

    Scattering of Leaves [Attack Technique]
    You drive two enemies back with quick strikes, then use the momentum of your attacks to scatter other foes.

    Encounter Full Discipline, Implement, Psionic
    Standard Action Melee touch

    Primary Target: One creature

    Primary Attack: Dexterity vs. Reflex

    Hit: 1d10 + Dexterity modifier damage, and you push the primary target 1 square. You then shift 1 square and make a secondary attack.

    Secondary Target: One creature other than the primary target

    Secondary Attack: Dexterity vs. Fortitude

    Hit: 1d10 + Dexterity modifier damage, and you slide the secondary target 1 square. You then push each enemy adjacent to the secondary target 1 square from the secondary target.

    My goal is to move each enemy near Ember south.
    It's a complicated power but if I hit both targets I should be able to push the primary 1SE, push the secondary SE, then slide three enemies 1 south


    Last edited by Dwarmaj on Sun Nov 28, 2010 6:02 pm; edited 1 time in total
    Dwarmaj
    Dwarmaj


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    Post by Dwarmaj Sun Nov 28, 2010 5:57 pm

    bradly wrote:
    Crap! I see the one kid should have attacked Ashe instead of Ember. I subtracted 9 more hits from him, and next time we'll remember who's marked...

    You can right click on a token, select State->Mark->Mark:color.

    It comes in handy to have each token denote the conditions in case you need to shut down maptools or the time between posts is long and you forget.
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    Kenji


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    Post by Kenji Sun Nov 28, 2010 6:22 pm

    Dwarmaj wrote:
    On Angel's turn he'll
    Move: move 1W+1Sw+1W+1SW+1S+1SE to get into position to flank with Ember (avoiding AoO)

    Standard: use Scattering of Leaves on the one I'm flanking.

    scattering of leaves 19+5=24 hit, 14 damage and the kid falls (subdual or lethal?)

    secondary attack 3+5=8, miss.

    Telgarth's turn, rolled '13' special, '4' save v drug, spends the round laughing about something hilarious.

    The kid adjacent to Ashe attacks the guy that has him marked and 18+7=25 slices him open for 11 hps.

    The kid next to Angel 5+7=12 misses.

    The kid next o Blade 19+7=26 hits, but for only 6 hps.

    Ember's next...
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    Kenji


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    Post by Kenji Sun Nov 28, 2010 6:34 pm

    Ember's turn: rolled an '8' special, doesn't unlock any special powers this turn, but rolled a '13' and has her full actions (mundane actions only) this turn.

    Blade is next and you must use the Vampiric ability 'Blood Drain' this turn. Note: Upon being attacked you feel your face change and can now (as a free action) either wear your normal Dark Elf face or your Vampire face. Whenever you use your 'Blood Drain' ability, you must have your Vampire face on.

    After Blade, Ashe rolls a '4' special & '6' drug, and is lost in fascinating thought this round.

    Ember next (mundane only), Blade (must use 'Blood Drain'), Ashe (missed turn), then Angel (mundane only), then Telgarth (must use daily), then whichever boys are left go again.

    back to the car Rescue18
    jibuki
    jibuki


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    Post by jibuki Sun Nov 28, 2010 7:00 pm

    Is it a minor to pick up a sword?
    Ross
    Ross
    Admin


    Number of posts : 3864
    Registration date : 2008-11-26
    Age : 56
    Location : Seattle

    Character sheet
    Campaign: 4e-Against the Giants
    Character Name: Kazoo Noisemaker
    Player Name: Ross

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    Post by Ross Sun Nov 28, 2010 7:01 pm

    I don't think I have a vampire face vs a drow face, unless you mean just showing my fangs. I'm not an actual vampire. Have I been hit for damage as the Blood Drain ability is a healing power? Also, I have to be grabbing someone first. I suppose if I'm hurt I can go and drain the guy I dropped last round.


    _________________
    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.
    avatar
    Kenji


    Number of posts : 3459
    Registration date : 2008-12-02

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    Post by Kenji Sun Nov 28, 2010 7:23 pm

    jibuki wrote:Is it a minor to pick up a sword?

    Yes. If you're in an adjacent square.

    Ross wrote:I don't think I have a vampire face vs a drow face, unless you mean just showing my fangs. I'm not an actual vampire. Have I been hit for damage as the Blood Drain ability is a healing power? Also, I have to be grabbing someone first. I suppose if I'm hurt I can go and drain the guy I dropped last round.

    You just got hit last round for 6 hits, but if you can't use an activated new power, it still goes off and is activated, but otherwise wastes an action that turn (until all your new powers are activated).

    D&D Vampires don't normally have 2 faces, but Buffy-verse full Vampires have a Humanoid face and a Vampire face (just like on Buffy), basically for flavor. As a half Vampire, your fangs can extend & retract, your forehead gets bumpy or not too.
    Dwarmaj
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    Post by Dwarmaj Sun Nov 28, 2010 7:46 pm

    On Angel's turn:
    Move: shift 1S (to get flanking bonus)
    If Ember moves and I can't get flanking on the one to my east, then I'll shift 1N instead to flank with Telgarth.


    Standard: use MBA on the one I'm flanking.

    Should be +10 to hit 1d8+5 damage (unarmed strike)
    Ross
    Ross
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    Number of posts : 3864
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    Age : 56
    Location : Seattle

    Character sheet
    Campaign: 4e-Against the Giants
    Character Name: Kazoo Noisemaker
    Player Name: Ross

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    Post by Ross Sun Nov 28, 2010 7:55 pm

    Can I drain the downed guy without doing a grab? If so I'll do that.


    _________________
    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
    Dwarmaj


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    Post by Dwarmaj Sun Nov 28, 2010 8:07 pm

    Ross wrote:Can I drain the downed guy without doing a grab? If so I'll do that.

    Since you can pick up an unattended object as a minor action, grabbing a downed opponent sounds similar to me.

    I'd charge a minor action, but that's me...
    jibuki
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    Post by jibuki Sun Nov 28, 2010 8:17 pm

    Telgarth - minor pick up sword, move 1NW, 1W, 1SW, 1SE, 1E, to flank the one fighting Ashe
    standard - Oath of Final Duel

    Oath of the Final Duel Avenger Attack 1
    You swear an oath that you will slay the foe before you. As long
    as you work to fulfill this oath, that foe cannot escape.
    Daily ✦ Divine, Teleportation, Weapon
    Standard Action Melee weapon
    Target: One creature
    Attack: Wisdom vs. AC
    Hit: 2[W] + Wisdom modifier damage.
    Miss: Half damage.
    Effect: Until the end of the encounter, if the target is more
    than 3 squares away from you at the start of your turn,
    you can teleport to a space within 3 squares of it as a
    minor action. This effect ends if you end your turn more
    than 3 squares away from the target.
    Mick
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    Post by Mick Sun Nov 28, 2010 8:33 pm

    Ember MBA the one to the south.
    Free action say, I wish I could do some of those cool things. Sad
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    Kenji


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    Post by Kenji Sun Nov 28, 2010 9:25 pm

    Mick wrote:Ember MBA the one to the south.
    Free action say, I wish I could do some of those cool things. Sad

    The guy directly to your S Angel dropped last round (and I assume subdued & not killed). I changed your actions to MBA the SW guy instead. 9+6=15 miss.

    Dwarmaj wrote:
    Ross wrote:Can I drain the downed guy without doing a grab? If so I'll do that.

    Since you can pick up an unattended object as a minor action, grabbing a downed opponent sounds similar to me.

    I'd charge a minor action, but that's me...

    Yeah, that works for me. There are 2 downed guys now, I'm assuming you want the one you dropped, not Angel.

    move action: move to the N downed guy (provoking AoO from the guy near you) AoO 14+7=21 hit, 8 damage.

    minor action: grab unconcious guy

    standard action: 'Blood Drain' hits for 6 damage (and almost kills the unconcious guy), expends a healing surge and you heal 7 hits.

    Dwarmaj wrote:On Angel's turn:
    Move: shift 1S (to get flanking bonus)
    If Ember moves and I can't get flanking on the one to my east, then I'll shift 1N instead to flank with Telgarth.


    Standard: use MBA on the one I'm flanking.

    Should be +10 to hit 1d8+5 damage (unarmed strike)

    Angel shifts 1S, and hits 16+8+2=26 for 8 hps.

    jibuki wrote:Telgarth - minor pick up sword, move 1NW, 1W, 1SW, 1SE, 1E, to flank the one fighting Ashe
    standard - Oath of Final Duel.

    move and 17+9+2=28 hit for 14 hps and bloodies one of the kids.

    NPC's turn...
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    Post by Kenji Sun Nov 28, 2010 9:39 pm

    One of the 3 kids moves next to Ashe & Ember (providing flanking for both friends)

    Kid attacking Ember 13+7+2=22 hit for 8 hps. Ember is bloodied.

    Kid attacking Ashe 6+7+2=15 miss

    Kid attacking Ashe 20+7+2=29 critical 11 hits. Ashe is bloodied.


    Ember's turn and rolls a '15' special and can act normally, but must use her daily (ask & receive, I guess... everyone sees the most impressive display of magic yet!)

    After Ember, it's Blade (MBA's only), Ashe (distracted by hallucinations), Angel (pick an encounter power to activate... haven't missed a save yet!), then Telgarth (MBA's only). Then the NPCs again.

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    Post by Ross Sun Nov 28, 2010 9:48 pm

    Pick up the weapon of the one I just drained and Shift 1 South and attack the bloodied one.


    _________________
    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)
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    Shandral Aurlong - Human/Sorcerer [5e-Horde of the Dragon Queen Campaign]
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    Diablo III Battletag: Saturnus#1572
    Neverwinter: @bobpatrick.com
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    Post by Kenji Sun Nov 28, 2010 9:53 pm

    Ross wrote:Pick up the weapon of the one I just drained and Shift 1 South and attack the bloodied one.

    Sorry, Telgarth just picked that up last round...

    jibuki wrote:Telgarth - minor pick up sword, move...

    ...but you're the only one that has his weapons on him. You grabbed them when you went back to the car the first time.
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    Post by Ross Sun Nov 28, 2010 9:58 pm

    They wouldn't have let me in the casino with them on me.


    _________________
    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.
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    Post by Ross Sun Nov 28, 2010 9:58 pm

    Just shift one south and use an unarmed basic attack on him.


    _________________
    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
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    Post by Kenji Sun Nov 28, 2010 10:03 pm

    Ross wrote:They wouldn't have let me in the casino with them on me.

    True, but I was assuming you had them on you now...

    Ross wrote:Grab my weapons, and go to sleep, or meditation as Drow do.

    bradly wrote:
    Ross wrote:I'll enter the Casino without my weapons again then.

    Blade hides his weapons safely outside and when he goes in finds Telgarth feeling extremely good,...

    As I understood your posts, you left your weapons hidden outside before you went in, but brought them from the car and have them with you now. (the only one of the PCs with a weapon)
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    Post by Ross Sun Nov 28, 2010 10:09 pm

    Oh, okay. Draw my Falcion and attack the bloodied one.


    _________________
    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


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    Post by Kenji Sun Nov 28, 2010 10:16 pm

    Ross wrote:Oh, okay. Draw my Falcion and attack the bloodied one.

    After Ember goes, got it.
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    Post by Dwarmaj Sun Nov 28, 2010 10:20 pm

    On my next turn I'll use my racial encounter power.

    I believe I'm flanking one of the kids

    Standard: use Twin Strike
    Move: shift 1N

    That should be my last encounter power.
    I should have 2 1st level at-will attack powers and 1 class feature at-will power (FoB).
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    Post by Kenji Sun Nov 28, 2010 10:28 pm

    Dwarmaj wrote:
    I believe I'm flanking one of the kids.

    Right now, but Angel goes after Ember and she's probably going to move on her turn.

    Dwarmaj wrote:
    That should be my last encounter power.
    I should have 2 1st level at-will attack powers and 1 class feature at-will power (FoB).

    Yup. Angel was an explosion of magic this battle...
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    Post by Mick Sun Nov 28, 2010 11:05 pm

    move: shift SE
    standard: Flaming Sphere in space 2N & 1E from my location and strike the one 2N from me.

    Effect: You conjure a Medium flaming sphere that
    occupies a square within range, and the sphere attacks.
    Any creature that starts its turn adjacent to the sphere
    takes 1d4 + Intelligence modifier (+6) fire damage. As a
    move action, you can move the sphere 6 squares.
    Attack: Intelligence vs. Reflex
    Hit: 2d6 + Intelligence modifier (+6) fire damage.
    Sustain Minor: You can sustain this power until the end
    of the encounter. As a standard action, you can make
    another attack with the sphere.
    +6 attack, 2d6+12 damage
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    Post by Kenji Sun Nov 28, 2010 11:23 pm

    Mick wrote:move: shift SE
    standard: Flaming Sphere in space 2N & 1E from my location and strike the one 2N from me.

    Ember shifts and summons a ball of fire that 15+6=21 hits one of the boys for 15 hps. This is even more impressive display of magic than the still glowing Ashe...

    Blade strikes the boy between Ashe & Telgarth 14+8=22 hit for 7 hps.

    Angel twin strikes the boy to his NE once ('26' & '15') for 2 hps.

    Ashe is distracted this turn, Telgarth's turn next, then the boys again...
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    Post by jibuki Mon Nov 29, 2010 7:23 am

    If the target I just used my daily on is still up, strike again w/ MBA short sword
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    Post by Kenji Mon Nov 29, 2010 10:09 am

    jibuki wrote:If the target I just used my daily on is still up, strike again w/ MBA short sword

    Telgarth hits with a 12+9=21 hit for 8 hps. The boy is just barely up. Their turn...

    One of them starts their turn adjacent to the flaming sphere and takes 7 hps. The 2 Northern boys both shift and, since they're marked by Ashe for starting adjacent, both attack Ashe. 10+7=17 miss, 18=7=25 hit for 7 hps. The 3rd boy slices open Angel with a 17+7=24 hit for 8 hps.

    Note: Ashe currently has 4 hps left, Ember has 9.

    Ember's turn: special save '19' and must use an encounter power.

    Then Blade (must use encounter), Ashe (MBA only), Angel (MBA only), then Telgarth (must use encounter).

    It's looking bleak for my villians..

    Note: if you unlock a power, you can choose which, but you must unlock all your encounter powers before you can unlock your at-wills...

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    Post by Mick Mon Nov 29, 2010 10:15 am

    Brad shouldn't the sphere be doing 1d4+12 because of Elemental Empowerment?
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    Post by Kenji Mon Nov 29, 2010 10:19 am

    PC statuses:

    (Everyone but Blade is drugged, no other effects since we're fighting 2nd level NPCs)

    Angel: 23/30 10/11 surges
    Ashe: 4/33 13/13 surges
    Blade: 26/34 13/13 surges*
    Ember: 9/30 11/11 surges
    Telgarth: 19/34 12/12surges.

    *Angel's token currently shows him down 2 surges, but I think that's a mistake from when I was playing around with his token before we started. When I figure out how, I'll add the surges back.
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    Post by Kenji Mon Nov 29, 2010 10:25 am

    Mick wrote:Brad shouldn't the sphere be doing 1d4+12 because of Elemental Empowerment?

    If you say so. I just hit the button, so the macro may be missing this.

    Adding 6 more hits changes a couple things... Ashe would have still gotten hit, as the 25 would have only been a 23 without flanking and still hit, but the Northernmost boy wouldn't have swung & missed since he's now down. (He wouldn't have had a chance to shift ether)
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    Post by Mick Mon Nov 29, 2010 10:25 am

    minor: sustain sphere
    move: move sphere 1N & 1NW to be adjacent to kid N of Ashe
    standard: Orbmaster's Incendiary Detonation in space 1S & 1SW adjacent to the one of Angel.

    Attack: Intelligence vs. Reflex
    Hit: 1d6 + Intelligence modifier (+6) force damage, and you
    knock the target prone.
    Effect: The burst creates a zone of licking flames that lasts
    until the end of your next turn. Each enemy that enters the
    zone or starts its turn there takes 2 fire damage.

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    Post by Dwarmaj Mon Nov 29, 2010 10:28 am

    bradly wrote:PC statuses:
    Angel: 23/30 10/11 surges

    *Angel's token currently shows him down 2 surges, but I think that's a mistake from when I was playing around with his token before we started. When I figure out how, I'll add the surges back.

    Angel should have 26/34hp with 13/13 surges

    My max hitpoints and surges seem to be off.
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    Post by Mick Mon Nov 29, 2010 10:29 am

    If the northern most kid is down, I would have moved the sphere to the same spot as Incendiary Detonation.
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    Post by Kenji Mon Nov 29, 2010 10:29 am

    Mick wrote:minor: sustain sphere
    move: move sphere 1N & 1NW to be adjacent to kid N of Ashe...

    Your extra 6 hits got that guy on his turn...
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    Post by Kenji Mon Nov 29, 2010 10:35 am

    Dwarmaj wrote:My max hitpoints and surges seem to be off.

    Whoops! I transposed you and Blade. Sorry about that.

    Ember's turn: sustain & move sphere and Incendiary detonation 5+6=11 miss.


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