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Meet the new girl... Ashe, Aura, Blade, Telgarth

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Krystoff wrote:Last map is accurate as far as I can tell. None of the baddies have gotten to go yet and I believe the only action is from Aura heading SE 6 to the edge of the roof. I moved 1 west in case someone charged in on my vamp for the flank as well but that isn't significant.

Exactly. I was going to wait until after Telgarth's turn to post a map, since that's when the baddies go, but...



Note: token has Avenging Shackles as 1d8 +6 wis +1 enh. What's the other +3? (adding damage, but remind me next time if token is wrong)

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Avenging Shackles is Dam + slow

d8 + 6(wis) +2(holy symbol) +2 energized

Avenger Attack 1 Avenging Shackles
Your prayers call for your enemy to stumble before you, and your enemy is bathed in radiant light that sears like fire.

At-Will Divine, Implement, Radiant
Standard Action Ranged 5

Target: One creature

Attack: Wisdom vs. Will

Hit: 1d8 + Wisdom modifier radiant damage. If the target is your oath of enmity target, the target is also slowed until the end of your next turn.
Level 21: 2d8 + Wisdom modifier damage.

Special: You can use this power as a ranged basic attack.


Astral symbol

Superior

An astral symbol is crafted of solidified mist from the Astral Sea and glows with a faint silvery light.

Properties:
Distant (The range of your area and ranged attack powers increases by 2 when they’re used through a distant implement.).
Energized (radiant) (When you use an attack power through an energized implement, you gain a +2 bonus to damage rolls if the power has the keyword that matches the implement’s damage type. The bonus increases to +3 at 11th level and +4 at 21st level.).


And what kind of damage did I take? necrotic?

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Telgarth used a ready action and didn't Oath anyone yet. The Vamp hasn't had her turn yet anyway. Telgarth took unnamed damage, I'll try to note when it's otherwise.

Still Telgarth's turn...

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jibuki wrote:(Avenging Shackles dam is 1d8 + 10 radiant)

Map please,

I believe there is a vamp attacking me,
minor oath the vamp
standard bond of pursuit

waiting for map to finish

I assume you want to do a move action too?

Telgarth Oath's the Vampiress attacking him and 17+14=31 hit for 1+9=10 radiant +vulnerability. Too bad Oath doesn't let you roll damage twice, that's two minimum damage rolls out of two.

Waiting to resolve your move action before the baddies go...

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bradly wrote:
jibuki wrote:(Avenging Shackles dam is 1d8 + 10 radiant)

Map please,

I believe there is a vamp attacking me,
minor oath the vamp
standard bond of pursuit

waiting for map to finish

I assume you want to do a move action too?

Telgarth Oath's the Vampiress attacking him and 17+14=31 hit for 1+9=10 radiant +vulnerability. Too bad Oath doesn't let you roll damage twice, that's two minimum damage rolls out of two.

Waiting to resolve your move action before the baddies go...

Did you resolve the damage on my first attack? Min dam is 11

minimum damage on any oath weapon damage die roll is 3.

I'm good where I am right now.

Avenging Resolution
Heroic Tier
Prerequisite: Avenger, oath of enmity power
Benefit: When you attack a target of your oath of enmity with a weapon attack, treat all rolls of a 1 or 2 on the damage dice as though the result were a 3 on the die.

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jibuki wrote:Did you resolve the damage on my first attack? Min dam is 11

minimum damage on any oath weapon damage die roll is 3.

I'm good where I am right now.

Yes...

bradly wrote:Note: token has Avenging Shackles as 1d8 +6 wis +1 enh. What's the other +3? (adding damage, but remind me next time if token is wrong)

Adding 2 more from 'brutal'.

Baddies turn...

Vamp fighting Ashe claws 17+13=30 hit for 10 hits +8 flurry.

Vamp fighting Telgarth claws 4+13=17 miss.

first Vamp on roof athletics 4+14=18, barely cleared jump and does 2nd move (stil not to Aura, did not jump adjacent to spirit... don't know if it gets AoO anyway)

2nd Vamp on roof athletics 18+14=32 easily cleared jump, run/charge (did go right by spirit, provoking AoO if applicable) and 18+13-5run=26 hit for 13 +8flurry on Aura.

After Vamps the Floating Brain in Iron Jar goes and floats 6 SE (25' in air) and does a 'Psychic Overload' but Telgarth's mental toughness is too strong, 6+12=18 v will miss.

Blade, Aura, Ashe, Telgarth, then baddies again...



Blade 50/50
Aura 37/58
Ashe 40/58
Telgarth 43/64

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bradly wrote:
Trevor wrote:It's a +12 vs Will attack that does no damage. If it hits then the enemy's movement is stopped just like a fighter's combat superiority class feature.

How would this affect if in mid-leap? Where would the Vamp land?

Damn, damn, damn. This does matter. Spirit 19+12+2CA=33 hit. We have to figure out where the Vamp stops movement (on roof or fall between buildings). Adding 21 hits back to Aura. Sad

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Ross

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It would stop and fall as soon as it moved while adjacent to the Spirit.
------------------------
World Speaker's Command
The voices and growls of primal spirits cascade on your foe, stopping it in its tracks.
At-Will Implement, Primal, Spirit
Opportunity Action Melee spirit 1
Trigger: An enemy leaves a square adjacent to your spirit companion without shifting
Target: The triggering enemy
Attack: Wisdom vs. Will
Hit: The target stops moving and must use a different action to resume moving.


_________________
CHARACTERS:
Morbius Von Kas - Vryloka/Blackguard [4e-Rainbow Warriors Campaign]
Man'Tis Man'Todea - Thri-Kreen/Berserker [4e-Slave Lords Campaign]
Danilo Rand - Monk/Human [5e-Princes of the Apocalypse Campaign]
Nathan Grey - Ardent (4e-Terran One Campaign)
Walt Dixon - Bladesinger (4e-Terran One Campaign)
Battlefield 4 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.
View user profile http://twitter.com/NWGamerDude
Ross wrote:It would stop and fall as soon as it moved while adjacent to the Spirit.

Alright, that might affect Blade's actions. 15' up and trained in athletics +14, she would land on her feet, and since slowed (& didn't spot you) would use her remaining action to move 2 towards Telgarth putting her adjacent to you directly S.

Blade's turn...

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Ross

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Who's more hurt, the one that fell or the one Telgarth has been attacking?


_________________
CHARACTERS:
Morbius Von Kas - Vryloka/Blackguard [4e-Rainbow Warriors Campaign]
Man'Tis Man'Todea - Thri-Kreen/Berserker [4e-Slave Lords Campaign]
Danilo Rand - Monk/Human [5e-Princes of the Apocalypse Campaign]
Nathan Grey - Ardent (4e-Terran One Campaign)
Walt Dixon - Bladesinger (4e-Terran One Campaign)
Battlefield 4 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.
View user profile http://twitter.com/NWGamerDude
Ross wrote:Who's more hurt, the one that fell or the one Telgarth has been attacking?

Telgarth's. He hit her 2x, both for min damage, but isn't regenerating. Aura hit the other 1x, but is regenerating & took no damage from the spirit or fall.

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Ross

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Free: Throw a 2nd Shroud onto Vampire Telgarth is Attacking.
Move: Shadow Step to Flank the Vampire with Telgarth.
Standard: Gloom Thief on Vampire (Dexterity (+15) vs. AC)
Damage: 4d4+10
+Shrouds(2d6 on hit, or 1d6 miss)
+2 Item Bonus from Iron Armbands of Power

If I miss by less than 4 I will use my Lucky Charm (see below)
If I hit I will use Assassin's Cloak (see below) to hide in addition to becoming invisible.

---------------------------------------
Gloom Thief
As you slash at your foe, you seize part of its shadow, which you use to hide yourself from your enemies’ eyes.
Encounter Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC (Dexterity (+15) vs. AC 4d4+10 damage)
Hit: 2[W] + Dexterity modifier damage. Until the end of your next turn, you are invisible while within 2 squares of the target.


Lucky Charm
Level 4 Uncommon
Monkey’s paw or rabbit’s foot, this lucky charm helps you snatch victory from the jaws of defeat.
Price: 840 gp
Item Slot: Neck
Enhancement: +1 Fortitude, Reflex, and Will
Power (Daily): No Action. Trigger: You miss with an attack or fail a skill check, ability check, or saving throw. Effect: Roll a d6 and add the result to the attack roll, skill check, ability check, or saving throw.

Assassin's Cloak
Make a Stealth check to hide when you turn invisible


_________________
CHARACTERS:
Morbius Von Kas - Vryloka/Blackguard [4e-Rainbow Warriors Campaign]
Man'Tis Man'Todea - Thri-Kreen/Berserker [4e-Slave Lords Campaign]
Danilo Rand - Monk/Human [5e-Princes of the Apocalypse Campaign]
Nathan Grey - Ardent (4e-Terran One Campaign)
Walt Dixon - Bladesinger (4e-Terran One Campaign)
Battlefield 4 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.
View user profile http://twitter.com/NWGamerDude
Ross wrote:
Damage: 4d4+10
...
+2 Item Bonus from Iron Armbands of Power

The +10 to damage includes the Iron Armbands, (at least it does in the Character Builder)
+6 Dex
+2 Enhancement
+2 item bonus from IAoP

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Ross

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Admin
K. Wasn't sure so displayed it just in case.


_________________
CHARACTERS:
Morbius Von Kas - Vryloka/Blackguard [4e-Rainbow Warriors Campaign]
Man'Tis Man'Todea - Thri-Kreen/Berserker [4e-Slave Lords Campaign]
Danilo Rand - Monk/Human [5e-Princes of the Apocalypse Campaign]
Nathan Grey - Ardent (4e-Terran One Campaign)
Walt Dixon - Bladesinger (4e-Terran One Campaign)
Battlefield 4 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.
View user profile http://twitter.com/NWGamerDude
Ross wrote:Free: Throw a 2nd Shroud onto Vampire Telgarth is Attacking.
Move: Shadow Step to Flank the Vampire with Telgarth.
Standard: Gloom Thief on Vampire (Dexterity (+15) vs. AC)
Damage: 4d4+10
+Shrouds(2d6 on hit, or 1d6 miss)
+2 Item Bonus from Iron Armbands of Power

If I miss by less than 4 I will use my Lucky Charm (see below)
If I hit I will use Assassin's Cloak (see below) to hide in addition to becoming invisible.

From his hidden position, Blade throws another Shroud on the Vampiress fighting Telgarth and teleports opposite of Telgarth's Vamp and attacks with Gloom Thief which 15+15+2CA=32 hit for yet another min damage roll for the PCs (not easy with 4 dice!) 14+8 shrouds=22 hits. She is now bloodied. As Blade hits, he turns invisible and 16+14=30 stealth thinks he's hidden pretty well.

Aura's turn...



Aura can't see the Vampiress that you shot last round because she fell off the roof, but can see everyone else excpet Blade.

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Standard action: Attack rooftop vampiress with Bramble Ally encounter power (+12 vs Ref, 2d6+8 dmg on hit).
Move action: Move spirit companion adjacent to vampiress on roof. Move Aura south along edge of roof.
Action Point: Ranged Basic Attack vs. rooftop vampiress.

If bramble ally hits and rooftop vampiress is still adjacent to spirit companion at the start of her turn, then she is immobilized during her turn.

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Trevor wrote:Standard action: Attack rooftop vampiress with Bramble Ally encounter power (+12 vs Ref, 2d6+8 dmg on hit).
Move action: Move spirit companion adjacent to vampiress on roof. Move Aura south along edge of roof.
Action Point: Ranged Basic Attack vs. rooftop vampiress.

If bramble ally hits and rooftop vampiress is still adjacent to spirit companion at the start of her turn, then she is immobilized during her turn.

Hottie on the roof 12+10+2 enhance=24 v ref hits for (2d6=Cool+6 +2 enhance=16 hits. After summoning more powerful magics, she seems to be abandoning the bystanders in the street fighting the Vamps that were chasing her moving 7 S. She then fires her bow using an AP and 13+11+2=26 hit for 1+6+2=9 damage. You guys are hitting a lot, but I don't think I've seen so many min damages!

Ashe, then Telgarth, then baddies...

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I don't believe it's my turn yet since I delayed until after the baddies. I will go just in case something else happened.

EDIT: There it is. I was supposed to go right after the vamps last attack but Blade and Aura got to go. Anyways, the order shouldn't matter since it didn't affect my turn.

Free action: Shed bright light from the sword for 2 squares.
Free action: Have you ever tasted pure bright sunlight? It is SO refreshing.
Move: Shift 1NW
Standard: Blazing Starfall 1NW of the vamp that Ashe and Telgarth are on.

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Krystoff wrote:Free action: Shed bright light from the sword for 2 squares.
Free action: Have you ever tasted pure bright sunlight? It is SO refreshing.
Move: Shift 1NW
Standard: Blazing Starfall 1NW of the vamp that Ashe and Telgarth are on.

Whoops! Yes, Ashe should have gone before Blade...

free action Sunlight radiates from Ashe's sword and and the Vampiress next to him begins to smoke... (taking damage & not regenerating) "I'll taste your blood, boy!"

Ashe then shifts and casts BS on the Vampiress between BLADE and Telgarth Smile but 3+12=15 v ref, miss.

Telgarth's turn then baddies...


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Standard attack oathed target - Abjure Undead. Since it is a close burst, I'm not subject to opportunity attacks right?

Avenger Feature Abjure Undead
You send a brilliant ray of radiant power at an undead foe, compelling it to stagger toward you.

Encounter Divine, Implement, Radiant
Standard Action Close burst 5

Channel Divinity: You can use only one channel divinity power per encounter

Target: One undead creature in the burst

Attack: Wisdom vs. Will

Hit: 4d10 + Wisdom modifier radiant damage, and you pull the target a number of squares equal to 1 + your Wisdom modifier. The target is also immobilized until the end of your next turn.

Miss: Half damage, and you pull the target 1 square.



depending on what happens, I might do other actions

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jibuki wrote:Standard attack oathed target - Abjure Undead. Since it is a close burst, I'm not subject to opportunity attacks right?
depending on what happens, I might do other actions

Correct, no AoO on close bursts.

Telgarth uses Abjure Undead and 9+12=21 v will, hit for 39 radiant! "Aaaghhh!!.." and with her vulnerability, she explodes into dust.

minor/move left then baddies...

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Move NE, E, E, E,
Minor Vampire to the S of Telgarth

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jibuki wrote:Move NE, E, E, E,
Minor Vampire to the S of Telgarth

Telgarth moves and I assume the minor is to Oath the S Vampire...

Baddies turn.

Immobilized Vamp on roof attacks spirit hitting AC 22 for 10+8 flurry. (Aura, let me know if that hits, what that does)

Vamp near Ashe (took sunlight damage on your turn when created sunlight, not regenerating, starting next round if still in sunlight will take ongoing at beginning of her turn)

move action: shift 1 W
standard action: Vampiric shift/attack and 2+13=15 miss, then shifts 5 SE +1 S (she tasted pure sunlight, she doesn't like it.)

Vamp that fell off roof
standard action: shift/attack to Telgarth's SE 12+13=25 hit Telgarth for 12 +8flurry
move action: Shift E Telgarth is bloodied.

brain in iron jar special still doesn't recharge.

move action: float down 2 squares from 25' up to 15' up for close burst 3.
standard action: Electical Discharge
v Ashe 18+14=32 v ref hit for 6 lightning +daze
v Telgarth 13+14=27 v ref hit for 6 lightning +daze
v Blade (couldn't see you but was hoping you're still in burst) 19+14=33 v ref hit for 6 +daze. (save ends for everybody)

Note: 2 Vamps that were on roof regenerate 5, Vamp that was in sunlight didn't (nor the dusted one...)

Ashe, Blade, Aura, Telgarth, then baddies...

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Sorry didn't see this until today.

Since I am dazed I will use Blazing Starfall on the vamp that Telgarth and Blade were flanking. I will cast it NE of him so it doesn't affect allies.

Save for Daze.

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Krystoff wrote:Since I am dazed I will use Blazing Starfall on the vamp that Telgarth and Blade were flanking. I will cast it NE of him so it doesn't affect allies.

Save for Daze.

I assume you meant SE, since Telgarth is directly N... Ashe summons a Blazing Starfall and 14+12=26 v ref, hit for 17+ vulnerability, then save '10' recovers from daze.

Blade's turn...

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