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jibuki
Kenji
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    Kenji


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    Post by Kenji Tue Jan 25, 2011 9:19 am

    Dwarmaj wrote:Taking Blade's turn for Ross... (thought he may post last night...)


    Blade's turn:
    Move: move S6

    Free: put a shroud on the north most guardian

    Standard: use Executioner's Noose, pull the creature 1W on hit

    Note: are "dead" but not dusted vampires still considered enemies?

    Blade's power does more damage if his target is not adjacent to an enemy...

    Yes, still enemies. Blade moves S to the doorway and throws up a shroud and 1+6=7 v fort miss. One of the Eladrin hostages must have accidentally bumped him as he was casting since he missed pretty bad.

    Telgarth rolls a '16' and recovers control of his faculties and looks a little embarrassed for attacking Ashe last round.

    baddies turn...

    'dead' Vamp moves between Blade & the Gaurdian attacking him,

    Mr Mui: (is close enough to bloodied for this battle for his liking and)
    standard action: Vampiric shift 6 (E + S2+ SE3)
    free action: (to Ashe) "I have a ritual to get to, but if you're really the Slayers, we don't HAVE to be enemies you know... I'll see you up there unless of course my staff... (yelling now) KILL THEM ALL!!" (smiles & winks at Ashe)
    move action: move down the hall 6 and only barely in view of Ashe

    Mercury (Mr Mui's girlfriend): With a big psychotic smile yells at the Vamps lurking in the shadows, "You heard the man, KILL!" and waves her arm toward you all. Other than that, she seems to be watching and scrutinizing you all very intently but that's it.

    Angel's turn, then Ember, then the rest of the baddies...

    Casino office level - Page 3 Ritual26


    Last edited by bradly on Tue Jan 25, 2011 9:23 am; edited 1 time in total
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    Kenji


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    Post by Kenji Tue Jan 25, 2011 9:21 am

    Dwarmaj wrote:
    So critical damage would be 4+12=16. I don't think the token macro is adding in his Sorcerer Power damage bonus.

    Must not be. I subtracted another 6 hits, but after I exported a new map so it doesn't show yet.

    Post Script: and Ashe is no longer taking poison damage...
    Dwarmaj
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    Post by Dwarmaj Tue Jan 25, 2011 9:40 am

    Angel's turn:

    Standard: use Five Storms attack, FoB on hit (hopefully I hit one and flurry the other).

    Move: use Five Storms movement and shift 2 SW

    Minor: drink potion I took out last round
    Free action: drop potion bottle.

    Note:
    After shifting defenses are (21/17/17/18)
    If still bloodied defenses are (22/17/17/18) & +2 on saves...

    Krystoff
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    Post by Krystoff Tue Jan 25, 2011 9:52 am

    If Ken is right then my starfall should be doing 1d4 + 12 so I shouldn't be able to get a 7 for damage. Min damage should be 13 and max is 16.

    Thanks for posting about the save, was going to ask if I was taking poison.

    I'd say that is a win then that I took Mr. Mui out of the fight without him getting to attack. I think the guardians are going to be tough though.

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    Post by Kenji Tue Jan 25, 2011 9:57 am

    Dwarmaj wrote:Angel's turn:

    Standard: use Five Storms attack, FoB on hit (hopefully I hit one and flurry the other).

    Move: use Five Storms movement and shift 2 SW

    Minor: drink potion I took out last round
    Free action: drop potion bottle.

    Note:
    After shifting defenses are (21/17/17/18)
    If still bloodied defenses are (22/17/17/18) & +2 on saves...


    Angel takes out 2 Vamps with a 15+5=20 hit, flurry on the other. Both are 'dead' but not dusted. He then shifts SW and is no longer single handedly holding the front line. He also heals 10 hits (and litters!)

    Ember's turn...
    Dwarmaj
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    Post by Dwarmaj Tue Jan 25, 2011 9:59 am

    Krystoff wrote:If Ken is right then my starfall should be doing 1d4 + 12 so I shouldn't be able to get a 7 for damage. Min damage should be 13 and max is 16.

    I believe Brad added the additional 6hp.


    Krystoff wrote:I think the guardians are going to be tough though.

    I think the Vampire minions are actually tougher. They may only have 1hp, but they hit harder and have better defenses.
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    Post by Kenji Tue Jan 25, 2011 10:04 am

    status update even though no leaders...

    Ashe: 16/33 8/13 bloodied, just saved v poison
    Angel: 25/34 9/13 since he just healed
    Blade: 25/30 7/11
    Ember: 18/30 8/11
    Telgarth 34/34 9/12, just saved v dominate from brain

    Ashe is the only one bloodied and no one has any effects on them... for now.
    Mick
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    Post by Mick Tue Jan 25, 2011 10:07 am

    standard: scorching burst on dead vamp in space 1S of where Angel was.
    that should hit the two dead vamps and 2 guardians

    move action: pull out a healing potion in case I need it later.

    Do we have a AP?
    Mick
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    Post by Mick Tue Jan 25, 2011 10:10 am

    Hum, since I'm down 12 hp I may as well use my minor to drink the healing potion.
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    Post by Kenji Tue Jan 25, 2011 10:14 am

    Thanks for posting... I added 6 to the crit only. adding 6 to the other too.
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    Post by Kenji Tue Jan 25, 2011 10:36 am

    Mick wrote:standard: scorching burst on dead vamp in space 1S of where Angel was.
    that should hit the two dead vamps and 2 guardians

    move action: pull out a healing potion in case I need it later.

    Do we have a AP?

    This is the 2nd encouner so you'll get a milestone after this encounter. Blade used his AP last round, but I think everyone else has theirs. Let me know if you used yours too.

    Ember casts Scorching Burst and pretty much scraps out... total 25, 10, 12, 11 to hit, dusting the Northern most Vamp only. She then pulls out drinks a healing potion and regains 10 hits.

    baddies turn and we can attack someone other than Angel!

    S 'dead' Vamp moves adjacent to Ashe and a Gaurdian moves behind and attacks and... another critical! This guy HATES Ashe, and Ashe takes 11 & has ongoing poison again.

    A Gaurdian moves 3 to 10' from Telgarth and 8+9=17 miss

    A Gaurdian moves 5 to 10' from Ember and 18+9=27 for 6 +ongoing poison

    The Gaurdian fighting Blade 5+9-2 cover=13 miss

    the 2 hiding in shadows Vamps move to flank Angel and 27+2 hit, 12+2 miss. Angel takes 5 +7 flurry and is bloodied again.

    The brain 8+7=15 missed Telgarth, but then turns back invisible and (you think) moves.

    Ashe's turn, then Blade (by proxy or in person), then Telgarth.

    Start of Ashe's turn he had 5 hits, & takes 5 ongoing. Does exactly zero hits grant any actions, or is it Blade's turn?

    Casino office level - Page 3 Ritual27
    Dwarmaj
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    Post by Dwarmaj Tue Jan 25, 2011 11:00 am

    No, no actions at zero unless the PC has an item or special ability...

    Ashe will have to make his Ongoing damage save and Death save. Oh, Ashe is +1 to hit when bloodied, don't think it made a difference during his previous attacks.


    Unless the "brain" used stealth and beat everyone passive perception and moved less than 2, we know where he's at.


    Sorry guys, I ment to move SE, but wrote SW. Sad



    Blade's turn:
    Standard: Dust the vampire adjacent
    Free: place a 2nd shroud on the guardian

    Minor: take out another potion

    Move: move 1SW into the spot where the vampire was.
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    Post by Kenji Tue Jan 25, 2011 11:17 am

    Dwarmaj wrote:No, no actions at zero unless the PC has an item or special ability...

    Ashe will have to make his Ongoing damage save and Death save. Oh, Ashe is +1 to hit when bloodied, don't think it made a difference during his previous attacks.


    Unless the "brain" used stealth and beat everyone passive perception and moved less than 2, we know where he's at.


    Sorry guys, I ment to move SE, but wrote SW. Sad



    Blade's turn:
    Standard: Dust the vampire adjacent
    Free: place a 2nd shroud on the guardian

    Minor: take out another potion

    Move: move 1SW into the spot where the vampire was.

    Yes, and you don't know where the brain is at, but you can guess pretty close...

    Ashe is in serious trouble as he saved v poison, but missed another death save. He's going to need some help from Telgarth...

    Blade coup de grace'd the Vamp next to him & moves and pulls out a potion. Note: there were 4 potion belts with the potions... is no one using them, or do they no longer allow you to pull out as free?

    Telgarth's turn...
    jibuki
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    Post by jibuki Tue Jan 25, 2011 3:07 pm

    Move SW - I should be just N of Ashe
    St - Heal Ashe
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    Post by Kenji Tue Jan 25, 2011 3:58 pm

    jibuki wrote:Move SW - I should be just N of Ashe
    St - Heal Ashe

    heal with a heal check or potion?
    jibuki
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    Post by jibuki Tue Jan 25, 2011 4:28 pm

    Can't heal w/ potion when the target is at zero can we? If we can, then minor pull potion st heal w/ potion
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    Post by Kenji Tue Jan 25, 2011 5:12 pm

    jibuki wrote:Can't heal w/ potion when the target is at zero can we? If we can, then minor pull potion st heal w/ potion

    Just looked it up and you can, just with a standard instead of a minor...

    Telgarth shifts S to Ashe and uses one of his healing potions to feed to Ashe and he regains 10 hits and is up, but prone.

    Mercury:

    minor: After a couple rounds of scrutinizing all of you, she FINALLY spots Angel's left bicep (Slayer mark) and screams, "AAAHHHH!!" like she's a little bit crazy
    move: She then teleports and appears SE of Ember with her move, and
    free: "You don't have an unusual mark you can show too, do you hon?
    standard: Locks eyes with Ember and 11+13=24 v will and Ember is compelled to reveal her Slayer mark on her neck

    Mercury then immediately releases her hold on Ember and somehow takes another action to teleport 4 squares S of Telgarth. She seems extremely excited and happy all of a sudden...

    Angel's turn then Ember who already took her standard to show the Vampiress her mark...
    Dwarmaj
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    Post by Dwarmaj Tue Jan 25, 2011 6:09 pm

    Angel's turn:

    Standard: use Twin Strike on the one to the west (FoB on the other if I hit)

    Move:
    If I missed with both, then use Lion's Den movement and shift 1N

    If both are dead, move 1NW+4N+1NE to flank the guardian with Blade (I think I have enough movement to get there...)

    Minor: take out another potion.

    Note:
    Defenses should be: 22/1716/18
    If I shifted then defenses are 23/18/18/19
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    Post by Kenji Tue Jan 25, 2011 7:43 pm

    Dwarmaj wrote:Angel's turn:

    Standard: use Twin Strike on the one to the west (FoB on the other if I hit)
    If both are dead, move 1NW+4N+1NE to flank the guardian with Blade (I think I have enough movement to get there...)

    Minor: take out another potion.

    I was wondering why you took that power earlier, but against minions I guess it's pretty good...

    Angel strikes with a Twin strike and 6+5=11, 19+5+24, hit for 2 hits, but a very critical 2 hits as she & the Vamp behind you are both 'dead'. Angel's on a roll... He then moves to flank with Blade.

    Ember just regained control of her faculties and can take a minor & move action, but already used her standard. Ember's turn & she starts off taking 5 poison...


    Mick
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    Post by Mick Tue Jan 25, 2011 7:54 pm

    move: shift 1NE
    minor pull out a healing potion

    AP: scorching blast on space NW of dead vamp by Ashe, that should get the dead vamp and 2 guardians
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    Post by Kenji Tue Jan 25, 2011 9:46 pm

    Mick wrote:move: shift 1NE
    minor pull out a healing potion

    AP: scorching blast on space NW of dead vamp by Ashe, that should get the dead vamp and 2 guardians

    Ember moves, pulls a potion and with an AP, casts Scorching Burst and 6+6=12 v ref, missed the W Gaurdian, 14+6=20, hit the N Gaurdian for 16 fire, and 6+6=12, missed the dead Vamp. The N Gaurdian is very bloodied. At the end of her turn Ember rolls a '4' and is still taking poison damage.

    baddies turn...

    Gaurdian attacking Ashe finally calms down and 9+9=18, miss.

    Gaurdian attacking Telgarth 17+9=26 hit for a ghetto crit of 11 hits + ongoing 5 poison.

    Gaurdian attacking Ember shifts 1 E and 6+9=15 miss.

    Gaurdian attacking Blade 2+9=11 miss.

    Just before the brain's turn, it becomes visible again, shifts SW, and sends a burst of psychic energy that 18+8=26 v will hits Telgarth for 6 psychic and 1+8=9 miss Ashe.

    Horrible round for the baddies!

    Ashe, then Blade, then Telgarth...

    Casino office level - Page 3 Ritual28
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    Post by Kenji Tue Jan 25, 2011 9:52 pm

    Note: you can JUST BARELY see the NW corner of Ember's token as she's mostly in the shade around the corner...

    Also, Telgarth is exactly bloodied now, but I subtracted the brain attack damage after I took the screenshot.
    Krystoff
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    Post by Krystoff Tue Jan 25, 2011 10:36 pm

    I need to pick up my sword, stand, drink a potion, second wind, shift 5 feet sw and cast a spell ...

    Minor: Pick up sword,
    Move: stand
    Standard: second wind.

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    Post by Kenji Tue Jan 25, 2011 10:52 pm

    Krystoff wrote:I need to pick up my sword, stand, drink a potion, second wind, shift 5 feet sw and cast a spell ...

    Minor: Pick up sword,
    Move: stand
    Standard: second wind.

    You forgot 'take out potion'... :-)

    Ashe grabs his heirloom sword and gains 8 hits back (no longer bloodied) and +2 to all defenses after standing.

    Blade's turn...
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    Post by jibuki Wed Jan 26, 2011 12:44 am

    minor - Longtooth Shifting
    move - 3 E
    standard - Bond of Pursuit the jar(still my oath target)



    side note - I didn't know the potion belts made a difference or were available. I would have used one at least until I found a better belt.


    Last edited by jibuki on Wed Jan 26, 2011 9:20 am; edited 1 time in total
    Dwarmaj
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    Post by Dwarmaj Wed Jan 26, 2011 7:45 am

    Blade's turn:

    Free action: place a 3rd shroud on the guardian to the west.

    Standard: attack with Leaping Shade on the one flanked, activating shrouds

    On hit damage should be 2d4+6+6+3d6
    On miss damage should be 2d6



    Move: if the guardian goes down Blade will move.


    Note: Blade wouldn't have pulled out a potion last round since he's not very wounded and is using a two handed weapon.
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    Post by Kenji Wed Jan 26, 2011 9:22 am

    Dwarmaj wrote:Blade's turn:

    Free action: place a 3rd shroud on the guardian to the west.

    Standard: attack with Leaping Shade on the one flanked, activating shrouds

    On hit damage should be 2d4+6+6+3d6
    On miss damage should be 2d6

    Move: if the guardian goes down Blade will move.

    Good thing Blade has flanking... Blade takes a big cut into the Gaurdian with a 9+9+2=20 hit for 15+12=27 hits. The Gaurdian went from fresh to bloodied with 1 blow!
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    Post by Kenji Wed Jan 26, 2011 9:37 am

    jibuki wrote:minor - Longtooth Shifting
    move - 3 E
    standard - Bond of Pursuit the jar(still my oath target)



    side note - I didn't know the potion belts made a difference or were available. I would have used one at least until I found a better belt.

    Note: I made a mistake on potion belts. It used to be a mundane item, now its a level 8 magic item. (You don't have the magic versions)

    And Damn! How can any monster not have a melee attack for AoOs?? (I take it close bursts don't count...)

    Telgarth activates his encounter power and gains 2 hits and is no longer bloodied. 5+9=14 miss, 9+9=18 barely hit for 8+2 damage.

    Mercury: (to Ashe) "I hope most of you make it out of here... Sammy dear will be so pleased!" move/move down hall.

    Angel's turn, then Ember...

    Casino office level - Page 3 Ritual30

    Blade & Angel can see through the dim light to see 3 more figures cautiously coming from the S 2 rooms. They appear to be very wounded...

    Note: noticed Telgarth's token is in the shadows & not showing, but he's adjacent to the brain's SE
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    Post by Dwarmaj Wed Jan 26, 2011 9:49 am

    Angel's turn:

    Standard: MBA on the flanked guardian (FoB on hit)

    Move: if the guardian falls I'll move, otherwise I'll stay for flanking.
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    Post by Dwarmaj Wed Jan 26, 2011 9:58 am

    I'll go ahead and drink the potion I took out last round
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    Post by Kenji Wed Jan 26, 2011 10:04 am

    Dwarmaj wrote:Angel's turn:

    Standard: MBA on the flanked guardian (FoB on hit)

    Move: if the guardian falls I'll move, otherwise I'll stay for flanking.

    Ouch! ...and HA! Angel 18+5+2=25 hit for a solid 10 hits + 8 flurry... but he had 19 hits left! :-) He gets at least one more swing on you all!

    Angel also drinks a potion and regains 10 hits, losing 1 surge.

    Ember's turn and with the poison damage she's taking, is bloodied again...
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    Post by Mick Wed Jan 26, 2011 10:18 am

    move: shift 1SE (maybe someone will come help her if they can get a flanking bonus)
    minor: drink healing potion she pulled out last round

    standard: scorching blast on space NW of dead vamp by Ashe again, that should get the dead vamp and 2 guardians
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    Post by Kenji Wed Jan 26, 2011 11:18 am

    Mick wrote:move: shift 1SE (maybe someone will come help her if they can get a flanking bonus)
    minor: drink healing potion she pulled out last round

    standard: scorching blast on space NW of dead vamp by Ashe again, that should get the dead vamp and 2 guardians

    Did you mean SW? SE you'd have to phase into the wall. Also, if you move SW you'll be adjacent to the Guardian attacking you so casting a ranged spell will provoke an AoO. Please clarify.
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    Post by Mick Wed Jan 26, 2011 11:31 am

    Yes SW
    Should be no AoO for my +1 Shimmering Cloth Armor

    Shimmering Cloth Armor (Basic Clothing) +1
    PROPERTIES
    You do not provoke opportunity attacks when you
    make ranged or area attacks.
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    Post by Kenji Wed Jan 26, 2011 12:21 pm

    Mick wrote:Yes SW
    Should be no AoO for my +1 Shimmering Cloth Armor

    Shimmering Cloth Armor (Basic Clothing) +1
    PROPERTIES
    You do not provoke opportunity attacks when you
    make ranged or area attacks.

    Cool! I think I was thinking glamoured armor.

    Ember shifts SW and re: Vamp 14+6=20 v ref, dusted; W Gaurdian 3+6=9 miss, N Gaurdian 18+6=24 hit for 18 fire and the Gaurdian falls. She then rolls a '14' and is no longer poisoned.

    baddies turn:

    One 'dead' Vamp moves N, the other to Ashe.

    Gaurdian attacking Blade 14+9=23 hit for 6 +ongoing 5 poison.

    Gaurdian attacking Ashe 1+9=10 miss (either critical hits or critical misses)

    Gaurdian attacking Ember 13+9=22 hit for 6 hits and Ember is poisoned again. Note: She has 6 hits and about to take 5 ongoing at the start of her next turn...

    The Brain shifts N 1 and 11+7=18 v will against Telgarth and he is compelled to charge Ashe and 17+9+1=27 hit for 11 hits. Ashe is bloodied again, this time by his new friend that's attacked him a couple times now!

    Up next is Ashe, Blade, then Telgarth (who took his only action, but gets a save)...

    Casino office level - Page 3 Ritual31

    Edit: Ashe took 13 (not 11) from Telgarth because of his longtooth shifting...
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    Post by Mick Wed Jan 26, 2011 12:37 pm

    per post 132 Ember drank a healing potion

    Gaurdian attacking Ember 13+9=22 hit for 6 hits and Ember is poisoned again
    Ember will use her Staff of Defense interupt.

    Effect: you gain a bonus to defense against one
    attack equal to your Constitution modifier (+5).
    You can declare the bonus after the Dungeon
    Master has already told you the damage total.

    That should put my AC 18+5=23
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    Kenji


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    Post by Kenji Wed Jan 26, 2011 12:42 pm

    Mick wrote:per post 132 Ember drank a healing potion

    Gaurdian attacking Ember 13+9=22 hit for 6 hits and Ember is poisoned again
    Ember will use her Staff of Defense interupt.

    Huge difference! (sorry about missing the potion).

    Ember: 22/30 7/11 and not poisoned. Ashe's turn... (sucks being the guy next to the guy attacking the brain!)
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    Post by jibuki Wed Jan 26, 2011 12:45 pm

    Brad

    Can you look at my melee attacks? I think I should be +6(str) & +1 (magic LS). So the damage should have been d8 + 6(str) +1 (LS) + 2(longtooth shifting)

    Also did I save for poison?
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    Post by Kenji Wed Jan 26, 2011 12:51 pm

    jibuki wrote:Brad

    Can you look at my melee attacks? I think I should be +6(str) & +1 (magic LS). So the damage should have been d8 + 6(str) +1 (LS) + 2(longtooth shifting)

    Also did I save for poison?

    +6(str) & +1 (magic LS)... +3 proficiency bonus. That's 9+1 to hit, so I think everything's right...

    Don't know if you saved v poison yet since it's not your turn yet. The brain took over your actions on it's turn. After Ashe & Blade you'll have 2 saves, ongoing poison & domination (& you'll take 5 poison then)
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    Post by jibuki Wed Jan 26, 2011 1:21 pm

    [quote="bradly"]
    jibuki wrote:minor - Longtooth Shifting
    move - 3 E
    standard - Bond of Pursuit the jar(still my oath target)



    side note - I didn't know the potion belts made a difference or were available. I would have used one at least until I found a better belt.

    Note: I made a mistake on potion belts. It used to be a mundane item, now its a level 8 magic item. (You don't have the magic versions)

    And Damn! How can any monster not have a melee attack for AoOs?? (I take it close bursts don't count...)

    Telgarth activates his encounter power and gains 2 hits and is no longer bloodied. 5+9=14 miss, 9+9=18 barely hit for 8+2 damage.


    This is the damage I wanted you to check.

    And I was poisoned on post 121 and I didn't see a save...
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    Post by Kenji Wed Jan 26, 2011 1:57 pm

    jibuki wrote:Telgarth activates his encounter power and gains 2 hits and is no longer bloodied. 5+9=14 miss, 9+9=18 barely hit for 8+2 damage.

    This is the damage I wanted you to check.

    And I was poisoned on post 121 and I didn't see a save...

    Maptools doesn't save rolls between sessions, so there's no way to check back, but it could be right if you rolled a '1'. I'm going to be away from my computer until this evening, but I'll double check then if I missed a save &/or 5 poison damage for Telgarth tonight.

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    Post by Krystoff Wed Jan 26, 2011 2:11 pm

    Telgarth isn't considered my ally while dominated correct? So I can't move through his square?

    If I still can and the brain can only control him on his turn I will:

    Minor: Dragon Breath starting at my NE corner getting the three.
    Move: Move to the Brain
    Standard: Valorous smite the brain

    If not and I can't get to the brain without an attack from Telgarth which would probably get me close to down.

    Minor: Get potion
    Move: Shift 1SE
    Standard: Blazing Starfall on the brain


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    Post by Dwarmaj Wed Jan 26, 2011 2:33 pm

    Krystoff wrote:Minor: Get potion

    I think you have to have a free hand to get a potion... downside of sword/shield fighter. Sad

    With a light shield you can hold an item but not use it.
    With a heavy shield I think you're prohibited from even holding items.

    Not sure how that'll work with Gloves of Storing.
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    Post by Krystoff Wed Jan 26, 2011 2:48 pm

    Doh! Probably change that to dragon breath then since it would take too much to try and get a potion.

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    Post by Dwarmaj Wed Jan 26, 2011 6:07 pm

    Blade's next turn...

    Move: Shift 1 SE

    Free: place a shroud on the guardian next to Ember

    Standard: charge the guardian next to Ember
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    Post by Kenji Wed Jan 26, 2011 10:21 pm

    missed that Telgarth was poisoned... Telgarth took 5 hits at the start of his last turn and is still bloodied, but saved v poison on the nose with a '10'

    Krystoff wrote:
    Minor: Dragon Breath starting at my NE corner getting the three.
    Move: Move to the Brain
    Standard: Valorous smite the brain

    Ashe breaths fire and v 'dead' Vamp 1+8=9 miss, against the Gaurdian 20+9=29 critical for 11 hits and is now bloodied. Ashe then moves to the brain and 5+11=16, missed by a little bit.
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    Post by Kenji Wed Jan 26, 2011 10:29 pm

    Dwarmaj wrote:Blade's next turn...

    Move: Shift 1 SE

    Free: place a shroud on the guardian next to Ember

    Standard: charge the guardian next to Ember

    Blade throws up a shroud and charges to help the girl and 7+9+1=17, missed by a little bit.

    Telgarth rolls a '7' v dominate and is still struggling for control of his body.

    Angel sees the 3 figures slowly coming forward through the darkness.

    Angel's turn then Ember...

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    Post by Dwarmaj Thu Jan 27, 2011 5:39 am

    bradly wrote:Blade throws up a shroud and charges to help the girl and 7+9+1=17, missed by a little bit.

    Did you add the +2 for flanking?


    (If Blade hits he does an additional 6hp since no other enemies are adjacent.)


    Last edited by Dwarmaj on Thu Jan 27, 2011 8:25 am; edited 1 time in total
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    Post by Dwarmaj Thu Jan 27, 2011 5:43 am

    Angel's turn:

    Move: use Lion's Den movement and shift 1S

    Minor: pull out wooden stake

    Standard: Coup de grace the vampire. FoB on the guardian for 10hp.


    Note: defenses increase to: (21/17/17/18) for the round.
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    Post by Mick Thu Jan 27, 2011 8:27 am

    standard: scorching blast on guardians by stairs, that should get the dead vamp and 1 guardians
    minor: cast light spell in space 5SW from her.
    move: none, keep giving Blade flanking bonus.

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