The new forums will be named Coin Return (based on the most recent vote)! You can check on the status and timeline of the transition to the new forums here.
The Guiding Principles and New Rules document is now in effect.
Crits max out your normal damage dice, correct? If so, he takes 15+2+4
Also, he is prone.
Shift to L 11.
Fails all around for not taking fire damage. Save vs Fire: 1d205
Shoulders hunched for a moment due to the burning sensation, Shield quickly gains control of himself, pushing though the pain. Setting his shoulders, he points his hammer at the nearest skeleton, calling on Bahamut to help him bring it to its knees. As the holy light bathes the warrior, Shield raises his hammer and brings down into the bitch with a resounding crack.
Stay dead. Now.
Brody on
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
Nope, not radiant. My only Radiant attack at present is Radiant Vengeance, and it's pretty piddly. Bad aim, mediocre damage - it's only saving grace is that on the rare occasion that it does hit, I get some THP. Oh, and it's ranged.
Kevin R Brown on
' As always when their class interests are at stake, the capitalists can dispense with noble sentiments like the right to free speech or the struggle against tyranny.'
Zamiel steps forward and raises his holy symbol upwards, letting it catch the flickering light.
"This is our moment of glory, friends. Do it justice."
Move: Shift to K11 Standard Action: Moment of Glory vs. Skeletons (17) = 20, 25, 16. Skeletons 3 and 1 are pushed 3 squares and knocked prone. Minor: Healing Word on Alester (Healing surge + 14 hit points gained)
MoG Effect: All allies and myself now have resist 5 all damage until the end of my next turn, I can sustain the effect as a minor action.
There, now you guys are immune to the ongoing fire, how about that?
Keldyn raises his orb and squints at the skeletons that have been pushed unceremoniously across the room. Suddenly he shakes his head in pain and the shadows of his mind spill out onto the floor around the creatures, keeping one of them down and clawing at his bones. One half of the shadow breaks attempts to attack the other skeleton, but the attempt is futile, so they instead break off from the zone and slam into one of the flaming skeletons instead. The corner of the room cleared of danger, Keldyn wanders in.
Grasping Shadows vs Will centered at P9: 2#1d20+51571d8+48
Skellie 3 in O9 is hit, Skellie 1 in O10 is missed.
I thought orokos had the dice wrong, so I rolled an extra 1d8 Missing damage on grasping shadows: 1d86, but it looks like the damage has been errata'd down to 1d8, which makes it about a billion times less useful.
I'll also use my orb of imposition to turn my miss on Skellie 1 into an attack on blazing skellie 1: Grasping Shadows vs Will: 1d20+5+727
Summary:
Skeleton 1 takes 8 damage and is slowed till EONT
Blazing 1 takes 8 damage and is slowed till EONT
Any creature entering the zone around P9 before EONT takes 4 damage.
Also, I Move to L9
Pulling Blazing 1 into the zone with a thorn attack thingy would probably be a good idea.
' As always when their class interests are at stake, the capitalists can dispense with noble sentiments like the right to free speech or the struggle against tyranny.'
0
BrodyThe WatchThe First ShoreRegistered Userregular
edited December 2009
My 21 damage was radiant. ^..^
Brody on
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
The two blazing undead creatures launch additional balls of fire from their aura. One connects with Rune but not before Zamiel's magic reduces the effectiveness of it. The other almost hits Keldyn but he ducks under the attack. It harmlessly scorches the wall behind him.
The skeleton warriors that were facing off against Shield stand back up and charge forward. Both swing their swords for what would be powerful blows against the wizard. Once again, the power of Zamiel shines as he stops one attack and only allows a small scrape from the other to affect Keldyn.
During Rune's turn:
He takes 5 electrical damage for stepping into the water. It is electrically charged. This is prior to the zone so Rune does take the damage. Sorry, just noticed you moved there when I was updating the map.
Blazing Skeleton 1:
Standard: Flame Orb vs Keldyn (Ref:15) = 13 Miss!
Blazing Skeleton 2:
Standard: Flame Orb vs Rune (Ref:13+2) = 26 Hit for 7 damage! Reduced to 2 because of Zamiel's zone.
Rune is now taking ongoing 5 fire damage (save ends).
Skeleton Warrior 1:
Move: Stand from prone. Standard: Charge to M9 vs Keldyn (AC:16) = 26 Hit for 6 damage! Reduced to 1 due to Zamiel's ability.
Skeleton takes 9 damage from Divine Challenge.
Skeleton Warrior 2:
Standard: Longsword vs Rune (AC:14+2) = 18 Hit for 5 damage! Reduced to 0 due to Zamiel's power.
Rune is now Marked.
Skeleton Warrior 3:
Move: Stand from prone Standard: Charge to M9 vs Keldyn (AC:16) = 28 Hit for 4 damage! Reduced to 0 due to Zamiel's ability.
Keldyn is now Marked.
-The water is NOT difficult terrain
-The water is, however, charged with magical electricity. Anything that steps into it takes 5 damage. Anyone pushed/slid/etc into it gets a chance to save and go prone prior to entering the water.
-Yellow zone is Zamiel's damage resistance zone.
...Hm. Avengers are interesting. I like that whiffing is basically a non-issue, but I really dunno about this damage output.
Kevin R Brown on
' As always when their class interests are at stake, the capitalists can dispense with noble sentiments like the right to free speech or the struggle against tyranny.'
Keldyn looks down at the thin trickly of blood running from the cut on his arm and begins screaming like a little girl. Scrambling away from the zombies as best he can, his scream turns into a piercing shriek and shards of ice form in the air around him, coating the zombies in a fine frost that hampers their attacks.
Eeep. That'll teach me for making an update after lots of movement without checking a map - I thought they were 3 squares away. I knew I should've taken thunderwave.
Skeleton 1 takes 4 damage
Zone centered on M9 - enemies in the zone take -2 to attack rolls.
Skeleton 1 gets an opportunity attack against me
Also, Skeleton 1 should have taken divine challenge damage (4) for attacking me and not shield - he'll also take a -2 for being marked on this OA attack.
Kevin - what pursuit avengers are awesome at is chasing down artillery and staying in their face... you know - like those guys lobbing fireballs at us
You make a compelling case... but TEH FYRE AURA DAMAGES.
Yeah, I'll need to get on that, I think. Doing 8-9 damage per round and not much else seems just... wrong for a Striker. Too bad I can't switch the target of my Oath.
I should probably, like, talk to you guys before I charge in and set my Oath down all willy nilly in the future. Or something.
Kevin R Brown on
' As always when their class interests are at stake, the capitalists can dispense with noble sentiments like the right to free speech or the struggle against tyranny.'
Thank you for pointing that out. I forgot about the Divine Challenge damage. That actually means you've killed it with that attack. However, it still gets its OA against you.
Keldyn gets his attack off but not before the skeleton can create a matching scratch on the other arm of the wizard. This time its deeper, though.
The ice freezes the skeleton as it finishes its attack. For a moment, the skeleton becomes a frozen statue, perfectly preserving it in mid swing, before shattering into countless pieces.
Skeleton Warrior 1 OA vs Keldyn (AC:16) = 17 (after taking into account the -2 from being marked and the +2 from Speed of the Dead) Hit for 13 damage! Reduced to 8 damage after Zamiel's power.
And then it dies...
robp85 on
Skard, Shifter Warden
Basic Attack +26 vs AC -- Damage 1d10+19 (+5 if enemy is prone) (+2 if Longtooth Shifting is active)
Oh well. At least it doesn't hurt me while I'm still inside the shiny burst.
Kevin R Brown on
' As always when their class interests are at stake, the capitalists can dispense with noble sentiments like the right to free speech or the struggle against tyranny.'
0
BrodyThe WatchThe First ShoreRegistered Userregular
edited December 2009
Move to N9, Divine Challenge them bones, and pop a Holy Strike all over its face.
+2 to the damage from being marked means Bones 3 takes 13 damage radiant.
Fire Save: 1d20+214 And I save against the fire damage that didnt even hurt.
Emboldened by the death of one of the warriors, Shield swiftly steps forward, trying to keep himself between the warrior and the group while getting as close to the mage as possible.
Brody on
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
Zamiel, content that the holy protections he prayed for are doing their work, turns his attention to Alester's foe. He reaches out, and the skeleton erupts in flame, disrupting whatever foul force powers it. He feels a momentary pang of regret, but he owes it to his allies not to hold back.
Staying Put Standard: Sacred Flame on Skeleton 2 (R:16) = 21 Hit, Skeleton takes 7radiant damage and Alester gains 3 temp hp OR a saving throw, whichever he prefers.
Minor: Sustain Moment of Glory
' As always when their class interests are at stake, the capitalists can dispense with noble sentiments like the right to free speech or the struggle against tyranny.'
Assaulted from every direction, Rune hurls his infernal orb at the closest skeleton and moves to a more advantageous position after receiving advice from his allies. He causes fire to burst forth from the bones of his nearest assailant.
"Come now, hit me if you like, friend."
As he focuses his attentions on the skeleton, Rune seems to absorb the flames burning him into his artificial frame.
+1 THP for SW1 dying
Take my 5 Fire Damage, so -4HP off the top? (Unless that gets reduced from Zam's stuff).
Minor: Curse SW2
Move to O15 for Concealment (+2 yadda yadda) provoking OA from SW2
Standard:Hellish Rebuke vs SW2 (16): 1d20+7+1231d6+6+1d610
SW2 takes 10 damage, is Cursed and if I take damage before my EONT, SW2 will take 12 Fire Damage.
Ummm.. Why are you provoking an OA from SW2? You can just walk straight there, and you're not adjacent at the start of your turn, and your hellish rebuke isn't in effect, so you don't want to be hit. Provoking from the skellies is a bad idea.
Oh - never mind - you are adjacent. You also need to get to O15 to be 3 squares away and get your shadow walk concealment.
I'm taking the long way to O14 to get my 3 squares..
Eldritch Strike targets AC, so I'm better off eating an OA with a ranged attack at this distance. Plus, most of my powers are fiery, and something tells me Blazing Skeletons are somewhat resistant to that.
I'm afraid that taking the long way around won't work for triggering Shadow Walk, cyt. You have to end-up in a square that is 3 spaces away from the one you started in; the number of steps taken to get there is irrelevant.
Kevin R Brown on
' As always when their class interests are at stake, the capitalists can dispense with noble sentiments like the right to free speech or the struggle against tyranny.'
The difference is that the power says "if you move at least 3 squares away from where you started your turn", not "move at least 3 squares". The move from M14 to N14 isn't moving away - you haven't increased your distance from your point of origin. O14 is only 2 squares away from M12 (->N13->O14).
I've edited it, but that seems like a very strict interpretation of that particular rule. Like I said, it's largely irrelevant, because I just want to avoid being base-to-base with any other enemies.
All the skeletons continue their attacks. Only one can connect. Alester feels the blade of the skeleton standing in front of him as he was not quick enough to dodge the assault. Fortunately, Zamiel is able to protect him from the full blow allowing him to escape with a scratch instead of a gouge.
Blazing Skeleton 1:
Standard: Flame Orb vs Shield (Ref:13) = 9 Miss!
Blazing Skeleton 2:
Standard: Flame Orb vs Rune (Ref:13+2) = 10 Miss!
Skeleton Warrior 2:
Standard: Longsword vs Alester (AC:19) = 24 Hit for 10 damage! Reduced to 5 due to Zamiel's power.
Alester is now Marked.
-The water is NOT difficult terrain
-The water is, however, charged with magical electricity. Anything that steps into it takes 5 damage. Anyone pushed/slid/etc into it gets a chance to save and go prone prior to entering the water.
Status:
All allies have damage resist 5 (Zamiel can sustain with minor) Alester Cromwell - 20/25 - AC19/F12/R15/W16 - HS 5/7 - AP 1/2 @K12 - Status: Marked by Skeleton Warrior 2. Chloro - 28/28 - AC16/F13/R13/W15 - HS 10/10 - AP 2/2 @J12 - Status: Normal. Keldyn Sodosa - 14/23 - AC16/F12/R15/W15 - HS 7/7 - AP 1/2 @L10 - Status: Marked by Skeleton 3. Rune - 25/32 - AC14/F15/R13/W12 - HS 10/11 - AP 1/2 @O14 - Status: Normal. Shield - 24/36 - AC20/F15/R13/W14 - HS 12/13 - AP 2/2 @N9 - Status: Normal. Zamiel - 22/22 - AC16/F10/R11/W16 - HS 6/7 - AP 2/2 @K11 - Status: Normal.Skeleton Warrior 2 - 2/45 - AC18/F15/R16/W15 @L13 - Status: Bloodied. Oath of Enmity. Skeleton Warrior 3 - 27/45 - AC18/F15/R16/W15 @M8 - Status: Normal. Blazing Skeleton 1 - 45/53 - AC19/F15/R18/W16 @R9 - Status: Blazing Body (aura 1, anyone starting their turn in aura takes 5 fire damage). Blazing Skeleton 2 - 53/53 - AC19/F15/R18/W16 @R14 - Status: Blazing Body (aura 1, anyone starting their turn in aura takes 5 fire damage).
Next up: Everyone!
robp85 on
Skard, Shifter Warden
Basic Attack +26 vs AC -- Damage 1d10+19 (+5 if enemy is prone) (+2 if Longtooth Shifting is active)
0
BrodyThe WatchThe First ShoreRegistered Userregular
So anyways, Divine challenge on the skellie closest to me.
And shift one square down
Imbuing his hammer with divine power, Shield brings it down hard. Into the floor. Looking up the Warrior with hatred in his eyes, he backs up a step, beckoning it closer.
Brody on
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
Though his allies are protected, the skeletons are still managing to chip through their defenses inch by inch, and Zamiel won't stand for this.
He attempts to cast one of the skeleton's minds into sorrowful contemplation, but the prayer washes over and through the creature's simple instincts, leaving it unaffected and Zamiel with a cold sensation for brushing up against something so inhuman. Annoyed at this lack of effect, he gestures again, bringing divine fire down on the undead, scorching its bones to brittleness.
Move: Shift down to L11 Standard: Bane on Skeleton 3 (W15) = 10 Miss ACTION POINT: Sacred Flame on Skeleton 3 (R16) = 23 Hit Skeleton 3 takes 9radiant damage and one ally can either take 3 temp hp OR make a saving throw, their choice and I don't particularly care who takes it.
Minor: Sustain Moment of Glory effect.
Rune hurls his infernal orb once again at the blazing foe. The warlock hurls several thick ice chains around the undead, daring the creature to follow. After restraining the skeleton, Rune slinks back into the corner of the room, wrapping shadows around his metallic frame.
Critical! He takes 24 cold damage + 4 rod damage for a total of 28 damage. If he moves before my EONT, he'll take 6 damage, and I'll gain a +2 to my attack roll against him.
Blazing Skeleton takes 11 points of radiant damage and is pulled to Q15. This should trigger 6 cold damage from Rune's chains.
*fist-pump*
EDIT: Oh, and I'll go ahead and be the greedy one: those 3 THP that Zam offered up are now in my possession.
Kevin R Brown on
' As always when their class interests are at stake, the capitalists can dispense with noble sentiments like the right to free speech or the struggle against tyranny.'
Relieved that he is no longer surrounded by undead bones, Keldyn relaxes and looks around the room. Spotting the chains that have erupted around one of the blazing skeletons, a smile crosses his face as he closes his eyes and directs his orb, expecting an eruption of darkness to assault the creature. Opening his eyes again, however, he realizes that somehow he has instead summoned a mass of illusionary flowers to sprout from the top of the creature's head. "GODDAMMIT! Stop doing that!".
If chloro is around by the end of this round, can we assume that he would have tried doing the same thing with his Thorn thing (trying to pull the skeleton out of its chains and into the water).
Chloro musters his strength and puts more force behind his vine. As it leaps from under his robe it's aim is true and grabs the blazing skeleton's leg, shrugging off the flames. Chloro pulls the skeleton's leg from under him and drags him toward the electrified pool. The skeleton writhes free of the snare just in time to avoid falling in.
"You won't get away that easy!" a dark voice emanates from under the dark hood.
He thrusts his hand forward and a swarm of insects rush forth around the skeleton, assailing him with bites and stings and promising the same treatment should the skeleton stick around to find out.
Thorn Whip vs Blaz 1 20 vs FORT hits for 11 damage
that pulls him to P10. he makes a saving throw for falling in the water: He Saves
Move up to: L12
Action Point! to then cast Stinging Cloud vs Blaz 1 19 vs REF hits for 12 damage
burst 1 centered at Q9 creates a zone of stinging insects that last until EOMNT any creature that ends it's turn in the zone takes 5+3(CON) Poison damage. I center it at Q9 so if he tries to just shift out it'll be towards Shield and i didn't want to put shield in the danger zone.
Summary: Blazing Skeleton 1 pulled to P10 and delt 23 damage total.
Zone centered at Q9 of stinging insects. 8 poison to those who end turn in it.
Move up to L12
Move: Shift to S9 Standard: Flame Orb vs Shield (Ref:13) = 24 Hit for 11 damage! Reduced to 6 after Zamiel's protection.
Shield is now taking 5 ongoing fire damage.
Blazing Skeleton 2:
Move: Shift to R15 Standard: Flame Orb vs Alester (Ref:16) = 23 Hit for 9 damage! Reduced to 4 damage after Zamiel's protection.
Alester is now taking 5 ongoing fire damage.
Skeleton Warrior 3:
Move: Shift to N8 Standard: Longsword vs Shield (AC:20) = 13 Miss!
-The water is NOT difficult terrain
-The water is, however, charged with magical electricity. Anything that steps into it takes 5 damage. Anyone pushed/slid/etc into it gets a chance to save and go prone prior to entering the water.
-Green zone is Chloro's burst effect of stinging insects.
Status:
All allies have damage resist 5 (Zamiel can sustain with minor) Alester Cromwell - 19/27 - AC18/F13/R16/W15 - HS 5/7 - AP 0/2 @P15 - Status: Ongoing 5 fire damage (save ends). Chloro - 28/28 - AC16/F13/R13/W15 - HS 10/10 - AP 1/2 @L12 - Status: Normal. Keldyn Sodosa - 14/23 - AC16/F12/R15/W15 - HS 7/7 - AP 1/2 @L10 - Status: Normal Rune - 25/32 - AC14/F15/R13/W12 - HS 10/11 - AP 1/2 @L15 - Status: Normal. Shield - 18/36 - AC20/F15/R13/W14 - HS 12/13 - AP 2/2 @O9 - Status: Ongoing 5 fire damage (save ends). Bloodied. Zamiel - 22/22 - AC16/F10/R11/W16 - HS 6/7 - AP 1/2 @l11 - Status: Normal.Skeleton Warrior 3 - 13/45 - AC18/F15/R16/W15 @N8 - Status: Bloodied. Divine Challenge Blazing Skeleton 1 - 22/53 - AC19/F15/R18/W16 @S9 - Status: Blazing Body (aura 1, anyone starting their turn in aura takes 5 fire damage). Bloodied. Blazing Skeleton 2 - 3/53 - AC19/F15/R18/W16 @R15 - Status: Blazing Body (aura 1, anyone starting their turn in aura takes 5 fire damage). Bloodied. Oath of Enmity.
Next up: Everyone!
robp85 on
Skard, Shifter Warden
Basic Attack +26 vs AC -- Damage 1d10+19 (+5 if enemy is prone) (+2 if Longtooth Shifting is active)
Alester steps forward and swings at the hellfire spewing entity of undeath, but his jagged blade goes wide of it's mark. Only a few stray licks of fire are met by it's edge.
' As always when their class interests are at stake, the capitalists can dispense with noble sentiments like the right to free speech or the struggle against tyranny.'
Cursing in frustration at his failed attempt to attack one of the blazing skeletons, Keldyn instead turns his attention to the other fiery pile of bones. Unfortunately, his powers fail him once again, instead just sprouting another head of illusionary flowers. "Stop that already! Yes, yes, I know they look prettier that way, but it's hard to admire the beauty of a creature that's hurling fire at you."
Sensing that his infernal flames will have little effect on the fiery undead, Rune rushes to the opposite side of the room. He raises his palm, and in one swoop, the warlock curses, ignites, and destroys the remaining skeleton warrior.
+1 THP for SW2 falling.
Move to L9 for Concealment.
Minor: Curse SW3
Standard: Hellish Rebuke vs SW3 (16): 1d20+7231d6+6+1d615
A blur rushes past Zamiel as Chloro pushes past his ally. As he enters the swarm of insects, it begins to thin out. The insects return to Chloro's hand as a burst of larger bugs flowed from under his robes. The locusts flew at the skeleton, causing it to flail wildly, creating openings for his friends to take advantage of.
Move: to Q8
Minor: Beast Form
Standard: Swarming Locusts vs BS1: 22 vs REF that hits for 6 damage
EFFECT: Creatures in blast 3 grant combat advantage to my allies while within the zone. Lasts until EOMNT. The zone is centered at S9.
Zamiel, noting Shield's somewhat battered appearance and willingness to charge into the fray, makes a quick prayer for his ally's success. In response, one of the burning skeletons is enveloped by a divine mist, slowing it's movements and outlining the weaknesses in its defense.
Standard: Astral Seal vs. Blazing Skeleton 1 (R18) = 24 Hit! Blazing Skeleton takes a -2 penalty to all defenses and the next ally to hit it gains 9 hp.
Minor: Sustain Moment of Glory.
Posts
Holy strike on L 10 Holy Strike vs AC: 1d20+8 28 1d10+5 6 Fuck yeah Seaking! Crit Dice: 1d6 4
Crits max out your normal damage dice, correct? If so, he takes 15+2+4
Also, he is prone.
Shift to L 11.
Fails all around for not taking fire damage. Save vs Fire: 1d20 5
Shoulders hunched for a moment due to the burning sensation, Shield quickly gains control of himself, pushing though the pain. Setting his shoulders, he points his hammer at the nearest skeleton, calling on Bahamut to help him bring it to its knees. As the holy light bathes the warrior, Shield raises his hammer and brings down into the bitch with a resounding crack.
Stay dead. Now.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
"This is our moment of glory, friends. Do it justice."
Move: Shift to K11
Standard Action: Moment of Glory vs. Skeletons (17) = 20, 25, 16. Skeletons 3 and 1 are pushed 3 squares and knocked prone.
Minor: Healing Word on Alester (Healing surge + 14 hit points gained)
MoG Effect: All allies and myself now have resist 5 all damage until the end of my next turn, I can sustain the effect as a minor action.
There, now you guys are immune to the ongoing fire, how about that?
Grasping Shadows vs Will centered at P9: 2#1d20+5 15 7 1d8+4 8
Skellie 3 in O9 is hit, Skellie 1 in O10 is missed.
I thought orokos had the dice wrong, so I rolled an extra 1d8 Missing damage on grasping shadows: 1d8 6, but it looks like the damage has been errata'd down to 1d8, which makes it about a billion times less useful.
I'll also use my orb of imposition to turn my miss on Skellie 1 into an attack on blazing skellie 1: Grasping Shadows vs Will: 1d20+5+7 27
Summary:
Skeleton 1 takes 8 damage and is slowed till EONT
Blazing 1 takes 8 damage and is slowed till EONT
Any creature entering the zone around P9 before EONT takes 4 damage.
Also, I Move to L9
Pulling Blazing 1 into the zone with a thorn attack thingy would probably be a good idea.
Play with me on Steam
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Chloro threw a whip of vines at the skeletons, but it burned into nothing in the skeleton's aura.
"Seems like things may get a little heated guys."
Thorn Whip 14 vs FORT Blazing 1 So unless I have any pluses I have missed.
Move: to J12
Sorry for the obvious puns. Please don't fire me
PSN: ChemENGR
The two blazing undead creatures launch additional balls of fire from their aura. One connects with Rune but not before Zamiel's magic reduces the effectiveness of it. The other almost hits Keldyn but he ducks under the attack. It harmlessly scorches the wall behind him.
The skeleton warriors that were facing off against Shield stand back up and charge forward. Both swing their swords for what would be powerful blows against the wizard. Once again, the power of Zamiel shines as he stops one attack and only allows a small scrape from the other to affect Keldyn.
During Rune's turn:
He takes 5 electrical damage for stepping into the water. It is electrically charged. This is prior to the zone so Rune does take the damage. Sorry, just noticed you moved there when I was updating the map.
Blazing Skeleton 1:
Standard: Flame Orb vs Keldyn (Ref:15) = 13 Miss!
Blazing Skeleton 2:
Standard: Flame Orb vs Rune (Ref:13+2) = 26 Hit for 7 damage! Reduced to 2 because of Zamiel's zone.
Rune is now taking ongoing 5 fire damage (save ends).
Skeleton Warrior 1:
Move: Stand from prone.
Standard: Charge to M9 vs Keldyn (AC:16) = 26 Hit for 6 damage! Reduced to 1 due to Zamiel's ability.
Skeleton takes 9 damage from Divine Challenge.
Skeleton Warrior 2:
Standard: Longsword vs Rune (AC:14+2) = 18 Hit for 5 damage! Reduced to 0 due to Zamiel's power.
Rune is now Marked.
Skeleton Warrior 3:
Move: Stand from prone
Standard: Charge to M9 vs Keldyn (AC:16) = 28 Hit for 4 damage! Reduced to 0 due to Zamiel's ability.
Keldyn is now Marked.
Initiative:
Chloro (19)
Alester (17)
Zamiel (16)
Rune (14)
Keldyn (6)
Shield (6)
Map:
-The water is NOT difficult terrain
-The water is, however, charged with magical electricity. Anything that steps into it takes 5 damage. Anyone pushed/slid/etc into it gets a chance to save and go prone prior to entering the water.
-Yellow zone is Zamiel's damage resistance zone.
Status:
@K12 - Status: Ongoing 5 fire damage (save ends).
Chloro - 28/28 - AC16/F13/R13/W15 - HS 10/10 - AP 2/2
@J12 - Status: Normal.
Keldyn Sodosa - 22/23 - AC16/F12/R15/W15 - HS 7/7 - AP 1/2
@L9 - Status: Marked by Skeleton 3.
Rune - 27/32 - AC14/F15/R13/W12 - HS 10/11 - AP 1/2
@M12 - Status: Ongoing 5 fire damage (save ends). Marked.
Shield - 24/36 - AC20/F15/R13/W14 - HS 12/13 - AP 2/2
@L11 - Status: Ongoing 5 fire damage (save ends).
Zamiel - 22/22 - AC16/F10/R11/W16 - HS 6/7 - AP 2/2
@K11 - Status: Normal.
Skeleton Warrior 1 - 4/45 - AC18/F15/R16/W15
@M9 - Status: Divine Challenge. Bloodied.
Skeleton Warrior 2 - 32/45 - AC18/F15/R16/W15
@L13 - Status: Oath of Enmity.
Skeleton Warrior 3 - 45/45 - AC18/F15/R16/W15
@M8 - Status: Normal.
Blazing Skeleton 1 - 45/53 - AC19/F15/R18/W16
@R9 - Status: Blazing Body (aura 1, anyone starting their turn in aura takes 5 fire damage).
Blazing Skeleton 2 - 53/53 - AC19/F15/R18/W16
@R14 - Status: Blazing Body (aura 1, anyone starting their turn in aura takes 5 fire damage).
Next up: Everyone!
Basic Attack +26 vs AC -- Damage 1d10+19 (+5 if enemy is prone) (+2 if Longtooth Shifting is active)
Standard: Bond of Pursuit vs Skeletal Warrior 2
Bond of Pursuit vs Skeletal Warrior 2: 1d20+8 26 1d20+8 23
Bond of Pursuit DMG: 1d10+4 8
...Hm. Avengers are interesting. I like that whiffing is basically a non-issue, but I really dunno about this damage output.
Eeep. That'll teach me for making an update after lots of movement without checking a map - I thought they were 3 squares away. I knew I should've taken thunderwave.
Move: Shift to L10
Standard: Chilling Cloud vs Fortitude: 2#1d20+5 13 23 4 4 - Hit on Skellie 1.
Skeleton 1 takes 4 damage
Zone centered on M9 - enemies in the zone take -2 to attack rolls.
Skeleton 1 gets an opportunity attack against me
Also, Skeleton 1 should have taken divine challenge damage (4) for attacking me and not shield - he'll also take a -2 for being marked on this OA attack.
Kevin - what pursuit avengers are awesome at is chasing down artillery and staying in their face... you know - like those guys lobbing fireballs at us
Play with me on Steam
Yeah, I'll need to get on that, I think. Doing 8-9 damage per round and not much else seems just... wrong for a Striker. Too bad I can't switch the target of my Oath.
I should probably, like, talk to you guys before I charge in and set my Oath down all willy nilly in the future. Or something.
Keldyn gets his attack off but not before the skeleton can create a matching scratch on the other arm of the wizard. This time its deeper, though.
The ice freezes the skeleton as it finishes its attack. For a moment, the skeleton becomes a frozen statue, perfectly preserving it in mid swing, before shattering into countless pieces.
Skeleton Warrior 1 OA vs Keldyn (AC:16) = 17 (after taking into account the -2 from being marked and the +2 from Speed of the Dead) Hit for 13 damage! Reduced to 8 damage after Zamiel's power.
And then it dies...
Basic Attack +26 vs AC -- Damage 1d10+19 (+5 if enemy is prone) (+2 if Longtooth Shifting is active)
Save vs Ongoing Fire: 1d20 5
Doh.
Oh well. At least it doesn't hurt me while I'm still inside the shiny burst.
Holy Strike vs AC: 1d20+8 21 1d10+5 11
+2 to the damage from being marked means Bones 3 takes 13 damage radiant.
Fire Save: 1d20+2 14 And I save against the fire damage that didnt even hurt.
Emboldened by the death of one of the warriors, Shield swiftly steps forward, trying to keep himself between the warrior and the group while getting as close to the mage as possible.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Staying Put
Standard: Sacred Flame on Skeleton 2 (R:16) = 21 Hit, Skeleton takes 7 radiant damage and Alester gains 3 temp hp OR a saving throw, whichever he prefers.
Minor: Sustain Moment of Glory
Save vs BURNING: 1d20 12
Woot. Poof go the flames of flaming.
"Come now, hit me if you like, friend."
As he focuses his attentions on the skeleton, Rune seems to absorb the flames burning him into his artificial frame.
+1 THP for SW1 dying
Take my 5 Fire Damage, so -4HP off the top? (Unless that gets reduced from Zam's stuff).
Minor: Curse SW2
Move to O15 for Concealment (+2 yadda yadda) provoking OA from SW2
Standard:Hellish Rebuke vs SW2 (16): 1d20+7+1 23 1d6+6+1d6 10
SW2 takes 10 damage, is Cursed and if I take damage before my EONT, SW2 will take 12 Fire Damage.
Save vs. Fire: 1d20 18
Oh - never mind - you are adjacent. You also need to get to O15 to be 3 squares away and get your shadow walk concealment.
Play with me on Steam
Eldritch Strike targets AC, so I'm better off eating an OA with a ranged attack at this distance. Plus, most of my powers are fiery, and something tells me Blazing Skeletons are somewhat resistant to that.
It doesn't really matter what square I'm in as long as I'm not all up in a skeleton when I'm done.
Play with me on Steam
Skeleton Warrior 2's OA against Rune (AC:16) = 30 Hit for 7 damage! Reduced to 2 damage after Zamiel's protection.
Basic Attack +26 vs AC -- Damage 1d10+19 (+5 if enemy is prone) (+2 if Longtooth Shifting is active)
Round 3
All the skeletons continue their attacks. Only one can connect. Alester feels the blade of the skeleton standing in front of him as he was not quick enough to dodge the assault. Fortunately, Zamiel is able to protect him from the full blow allowing him to escape with a scratch instead of a gouge.
Blazing Skeleton 1:
Standard: Flame Orb vs Shield (Ref:13) = 9 Miss!
Blazing Skeleton 2:
Standard: Flame Orb vs Rune (Ref:13+2) = 10 Miss!
Skeleton Warrior 2:
Standard: Longsword vs Alester (AC:19) = 24 Hit for 10 damage! Reduced to 5 due to Zamiel's power.
Alester is now Marked.
Skeleton Warrior 3:
Standard: Longsword vs Shield (AC:20) = 12 Miss!
Initiative:
Chloro (19)
Alester (17)
Zamiel (16)
Rune (14)
Keldyn (6)
Shield (6)
Map:
-The water is NOT difficult terrain
-The water is, however, charged with magical electricity. Anything that steps into it takes 5 damage. Anyone pushed/slid/etc into it gets a chance to save and go prone prior to entering the water.
Status:
Alester Cromwell - 20/25 - AC19/F12/R15/W16 - HS 5/7 - AP 1/2
@K12 - Status: Marked by Skeleton Warrior 2.
Chloro - 28/28 - AC16/F13/R13/W15 - HS 10/10 - AP 2/2
@J12 - Status: Normal.
Keldyn Sodosa - 14/23 - AC16/F12/R15/W15 - HS 7/7 - AP 1/2
@L10 - Status: Marked by Skeleton 3.
Rune - 25/32 - AC14/F15/R13/W12 - HS 10/11 - AP 1/2
@O14 - Status: Normal.
Shield - 24/36 - AC20/F15/R13/W14 - HS 12/13 - AP 2/2
@N9 - Status: Normal.
Zamiel - 22/22 - AC16/F10/R11/W16 - HS 6/7 - AP 2/2
@K11 - Status: Normal.
Skeleton Warrior 2 - 2/45 - AC18/F15/R16/W15
@L13 - Status: Bloodied. Oath of Enmity.
Skeleton Warrior 3 - 27/45 - AC18/F15/R16/W15
@M8 - Status: Normal.
Blazing Skeleton 1 - 45/53 - AC19/F15/R18/W16
@R9 - Status: Blazing Body (aura 1, anyone starting their turn in aura takes 5 fire damage).
Blazing Skeleton 2 - 53/53 - AC19/F15/R18/W16
@R14 - Status: Blazing Body (aura 1, anyone starting their turn in aura takes 5 fire damage).
Next up: Everyone!
Basic Attack +26 vs AC -- Damage 1d10+19 (+5 if enemy is prone) (+2 if Longtooth Shifting is active)
Wow...
So anyways, Divine challenge on the skellie closest to me.
And shift one square down
Imbuing his hammer with divine power, Shield brings it down hard. Into the floor. Looking up the Warrior with hatred in his eyes, he backs up a step, beckoning it closer.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
He attempts to cast one of the skeleton's minds into sorrowful contemplation, but the prayer washes over and through the creature's simple instincts, leaving it unaffected and Zamiel with a cold sensation for brushing up against something so inhuman. Annoyed at this lack of effect, he gestures again, bringing divine fire down on the undead, scorching its bones to brittleness.
Move: Shift down to L11
Standard: Bane on Skeleton 3 (W15) = 10 Miss
ACTION POINT: Sacred Flame on Skeleton 3 (R16) = 23 Hit Skeleton 3 takes 9 radiant damage and one ally can either take 3 temp hp OR make a saving throw, their choice and I don't particularly care who takes it.
Minor: Sustain Moment of Glory effect.
Minor: Curse BS2
Chains of Levistus vs BS2 (15): 1d20+7+1 28 2d6+6+1d6 18
Critical! He takes 24 cold damage + 4 rod damage for a total of 28 damage. If he moves before my EONT, he'll take 6 damage, and I'll gain a +2 to my attack roll against him.
Move to L15 for concealment.
His blade is swung beneath the guard of the skeleton, splitting it's spinal column cleanly in two.
"You're next."
Alester dashes towards one of the flaming spectres as he swears his oath against it, divine light painfully compelling the creature forward.
Standard: Overwhelming Strike vs Skeleton Warrior 2.
Overwhelming Strike vs Skeleton 2: 1d20+7 8 1d20+7 17 (...Oh, I forgot about my magical weapon's +1 Enhancement. Whew! That's just barely a hit).
Overwhelming Strike DMG: 1d12+1+4 14
Minor: Cast Oath of Enmity on Blazing Skeleton 2.
Move: Move to P15
Spend Action Point: Channel Divinity - Abjure Undead.
Abjure Undead vs Blazing Skeleton 2: 1d20+3 14
Abjure Undead DMG: 3d10+3/2 22 (So, half damage = 11)
Blazing Skeleton takes 11 points of radiant damage and is pulled to Q15. This should trigger 6 cold damage from Rune's chains.
*fist-pump*
EDIT: Oh, and I'll go ahead and be the greedy one: those 3 THP that Zam offered up are now in my possession.
Phantom Bolt vs BS2 (Will: 16): 1d20+5 7 1d8+4 6
If chloro is around by the end of this round, can we assume that he would have tried doing the same thing with his Thorn thing (trying to pull the skeleton out of its chains and into the water).
Play with me on Steam
"You won't get away that easy!" a dark voice emanates from under the dark hood.
He thrusts his hand forward and a swarm of insects rush forth around the skeleton, assailing him with bites and stings and promising the same treatment should the skeleton stick around to find out.
Thorn Whip vs Blaz 1 20 vs FORT hits for 11 damage
that pulls him to P10. he makes a saving throw for falling in the water: He Saves
Move up to: L12
Action Point! to then cast Stinging Cloud vs Blaz 1 19 vs REF hits for 12 damage
burst 1 centered at Q9 creates a zone of stinging insects that last until EOMNT any creature that ends it's turn in the zone takes 5+3(CON) Poison damage. I center it at Q9 so if he tries to just shift out it'll be towards Shield and i didn't want to put shield in the danger zone.
Summary: Blazing Skeleton 1 pulled to P10 and delt 23 damage total.
Zone centered at Q9 of stinging insects. 8 poison to those who end turn in it.
Move up to L12
PSN: ChemENGR
Blazing Skeleton 1:
Move: Shift to S9
Standard: Flame Orb vs Shield (Ref:13) = 24 Hit for 11 damage! Reduced to 6 after Zamiel's protection.
Shield is now taking 5 ongoing fire damage.
Blazing Skeleton 2:
Move: Shift to R15
Standard: Flame Orb vs Alester (Ref:16) = 23 Hit for 9 damage! Reduced to 4 damage after Zamiel's protection.
Alester is now taking 5 ongoing fire damage.
Skeleton Warrior 3:
Move: Shift to N8
Standard: Longsword vs Shield (AC:20) = 13 Miss!
Initiative:
Chloro
Alester
Zamiel
Rune
Keldyn
Shield
Map:
-The water is NOT difficult terrain
-The water is, however, charged with magical electricity. Anything that steps into it takes 5 damage. Anyone pushed/slid/etc into it gets a chance to save and go prone prior to entering the water.
-Green zone is Chloro's burst effect of stinging insects.
Status:
Alester Cromwell - 19/27 - AC18/F13/R16/W15 - HS 5/7 - AP 0/2
@P15 - Status: Ongoing 5 fire damage (save ends).
Chloro - 28/28 - AC16/F13/R13/W15 - HS 10/10 - AP 1/2
@L12 - Status: Normal.
Keldyn Sodosa - 14/23 - AC16/F12/R15/W15 - HS 7/7 - AP 1/2
@L10 - Status: Normal
Rune - 25/32 - AC14/F15/R13/W12 - HS 10/11 - AP 1/2
@L15 - Status: Normal.
Shield - 18/36 - AC20/F15/R13/W14 - HS 12/13 - AP 2/2
@O9 - Status: Ongoing 5 fire damage (save ends). Bloodied.
Zamiel - 22/22 - AC16/F10/R11/W16 - HS 6/7 - AP 1/2
@l11 - Status: Normal.
Skeleton Warrior 3 - 13/45 - AC18/F15/R16/W15
@N8 - Status: Bloodied. Divine Challenge
Blazing Skeleton 1 - 22/53 - AC19/F15/R18/W16
@S9 - Status: Blazing Body (aura 1, anyone starting their turn in aura takes 5 fire damage). Bloodied.
Blazing Skeleton 2 - 3/53 - AC19/F15/R18/W16
@R15 - Status: Blazing Body (aura 1, anyone starting their turn in aura takes 5 fire damage). Bloodied. Oath of Enmity.
Next up: Everyone!
Basic Attack +26 vs AC -- Damage 1d10+19 (+5 if enemy is prone) (+2 if Longtooth Shifting is active)
Move: Move to Q15
Standard: Overwhelming Strike
Overwhelming Strike vs Blazing Skeleton: 1d20+7 13 1d20+7 14
Phantom Bolt vs Will: 1d20+5 11 1d8+4 8 - I think this thing is broken. Bah
Play with me on Steam
Play with me on Steam
+1 THP for SW2 falling.
Move to L9 for Concealment.
Minor: Curse SW3
Standard: Hellish Rebuke vs SW3 (16): 1d20+7 23 1d6+6+1d6 15
Summary: SW3 is dead.
Rune is at +2 THP.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Move: to Q8
Minor: Beast Form
Standard: Swarming Locusts vs BS1: 22 vs REF that hits for 6 damage
EFFECT: Creatures in blast 3 grant combat advantage to my allies while within the zone. Lasts until EOMNT. The zone is centered at S9.
Old Zone disappears. Go get him Shield...
PSN: ChemENGR
Standard: Astral Seal vs. Blazing Skeleton 1 (R18) = 24 Hit! Blazing Skeleton takes a -2 penalty to all defenses and the next ally to hit it gains 9 hp.
Minor: Sustain Moment of Glory.