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[D&D 4E IC] Residuum Revolution Arcane- Above ground!

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    DacDac Registered User regular
    edited April 2011
    Hibiki reversed his grip, turning the sword to the side and back as he positioned himself in the fore. Magical sigils burned to life in the air around him, crackling like arcane spiders.

    Move Action: Move to G15.

    Standard Action: Ready Action - Sword Burst. Triggering condition: an enemy moves into a square adjacent to me.

    Hopefully I won't just die this time.

    And will also remember that I have White Lotus Riposte. (Duururuururhrhrurhur completely forgot about it last combat.)

    Dac on
    Steam: catseye543
    PSN: ShogunGunshow
    Origin: ShogunGunshow
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    FinkleFinkle Registered User regular
    edited April 2011
    His blade already drawn, Dietrich runs up to stand beside Hibiki, bracing himself for the inevitable charge. He is startled by the energies materialising around Hibiki, and the witchhunter's natural reaction is to greet the show of magic with hostilities of his own. It takes great effort for Dietrich to instead set his teeth and growl at the boy, "Do you have that energy under control?"

    ACTIONS
    ACTIONS CHANGED TO SOMETHING A BIT COOLER

    Move to K13

    Standard: Ready action - charge using Raging Tempest. Triggering condition - an enemy comes within 4 squares of Dietrich.
    Rolls (to speed up play if the trigger takes place):
    25 vs AC to hit, dealing 12 untyped damage and 6 lightning damage. In addition, anyone who hits the target before the start of my next go deals an extra 1d6 thunder damage.

    STATS
    Blood Flock 1: 35/35 HP, AC 16, Fortitude 13, Reflex 16, Will 14
    Blood Flock 2: 35/35 HP, AC 16, Fortitude 13, Reflex 16, Will 14
    Flesh Ripper 1: 27/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12
    Flesh Ripper 2: 27/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12
    Flesh Ripper 3: 27/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12

    Blood Flock Aura 1: Any enemy that starts its turn within the aura takes 4 damage and is slowed until the start of its next turn.

    The flock can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or range attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises. Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks

    Riishi: 24/24 HP, AC 15, Fort 12, Reflex 13, Will 15, 1 AP
    Fyden: 27/27 HP, AC 17, Fort 12, Reflex 14, Will 15, 1 AP
    Hibiki: 25/25 HP, AC 18, Fort 13, Reflex 16, Will 13, 1 AP
    Alise: 23/23 HP, AC 14, Fort 12, Reflex 15, Will 15, 1 AP
    Nk'barros: 28/28 HP, AC 14, Fort 12, Reflex 13, Will 13, 1 AP
    Dietrich: 25/25 HP, AC 16, Fort 12, Reflex 15, Will 16, 1 AP

    MAP
    pub?id=14GhPT4wWa1xHWr5C2kTCQUqtVsTDYnB5oiMhFjO1jdc&w=1127&h=1142

    Finkle on
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    daniantdaniant Columbus, OhioRegistered User regular
    edited April 2011
    As the first flock passes forward, it swarms Hibiki, raking tiny claws all over his body. Hibiki strikes back (please make your attack any time) and Dietrich also rushes forward and knocks some birds dead with his charge.

    Then the blood hawk flies in to attack Hibiki, scraping claws and drawing lots of blood. It lands on the rock next to him, just above his head.

    The rest of the birds fly in closer, all landing, drawn by the smell of blood.

    Stats:
    Blood Flock 1: 26/35 HP, AC 16, Fortitude 13, Reflex 16, Will 14
    Blood Flock 2: 35/35 HP, AC 16, Fortitude 13, Reflex 16, Will 14
    Flesh Ripper 1: 27/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12
    Flesh Ripper 2: 27/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12
    Flesh Ripper 3: 27/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12

    Blood Flock Aura 1: Any enemy that starts its turn within the aura takes 4 damage and is slowed until the start of its next turn.

    The flock can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or range attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises. Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks

    Riishi: 24/24 HP, AC 15, Fort 12, Reflex 13, Will 15, 1 AP
    Fyden: 27/27 HP, AC 17, Fort 12, Reflex 14, Will 15, 1 AP
    Hibiki: 5/25 HP, AC 18, Fort 13, Reflex 16, Will 13, 1 AP 2 ongoing damage, save ends
    Alise: 23/23 HP, AC 14, Fort 12, Reflex 15, Will 15, 1 AP
    Nk'barros: 28/28 HP, AC 14, Fort 12, Reflex 13, Will 13, 1 AP
    Dietrich: 25/25 HP, AC 16, Fort 12, Reflex 15, Will 16, 1 AP

    Map:
    pub?id=14GhPT4wWa1xHWr5C2kTCQUqtVsTDYnB5oiMhFjO1jdc&w=1127&h=1142

    Initiative:
    Up: Nk'barros, Fyden, Riishi, Alise, Dietrich, Hibiki
    Then: Birds

    daniant on
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    DacDac Registered User regular
    edited April 2011
    Hibiki's sword flashed out, the air sizzling in its wake as it carved a trail of arcane power straight through the center of the flock.

    Innumerable birds fell to the ground, screeches ringing the air as their claws laid into him.

    Unfortunately for them, that was just what he wanted.

    The air around him thickened, seemed to shimmer, and then exploded, igniting in pale blue fire as it blasted out like a bomb, flinging the birds in every direction.

    "Hah! As if I'm going to lay down and die over a bunch of birds!"
    Readied Action: Sword Burst vs Reflex: 1d20+5 25 CRITICAL HIT! Max damage! 1d6+5 11. It's a Close attack, so it takes a total of 16 damage.

    Hitting the Flock with a Sword Burst made it subject to my White Lotus Riposte. When I hit an enemy with an arcane at-will power (which Sword Burst is), the struck enemy(ies) will take an amount of damage equal to my Int modifier if they hit me before the beginning of my next turn, of the same type as the attack that I hit them with.

    So the flock takes 5 more damage on top of that (I don't think WLR counterattacks inherit the Close property, or it'd actually take 10).

    In all, Blood Flock 1 takes 21 damage. Not bad.


    Stats:
    Blood Flock 1: 5/35 HP, AC 16, Fortitude 13, Reflex 16, Will 14
    Blood Flock 2: 35/35 HP, AC 16, Fortitude 13, Reflex 16, Will 14
    Flesh Ripper 1: 27/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12
    Flesh Ripper 2: 27/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12
    Flesh Ripper 3: 27/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12

    Blood Flock Aura 1: Any enemy that starts its turn within the aura takes 4 damage and is slowed until the start of its next turn.

    The flock can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or range attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises. Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks

    Riishi: 24/24 HP, AC 15, Fort 12, Reflex 13, Will 15, 1 AP
    Fyden: 27/27 HP, AC 17, Fort 12, Reflex 14, Will 15, 1 AP
    Hibiki: 5/25 HP, AC 18, Fort 13, Reflex 16, Will 13, 1 AP 2 ongoing damage, save ends
    Alise: 23/23 HP, AC 14, Fort 12, Reflex 15, Will 15, 1 AP
    Nk'barros: 28/28 HP, AC 14, Fort 12, Reflex 13, Will 13, 1 AP
    Dietrich: 25/25 HP, AC 16, Fort 12, Reflex 15, Will 16, 1 AP

    Dac on
    Steam: catseye543
    PSN: ShogunGunshow
    Origin: ShogunGunshow
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    streeverstreever Registered User regular
    edited April 2011
    As Hibiki decimates the first flock, Fyden cheers, revealing himself in the bush. Although bloodied and wounded, the boy feels a surge of confidence in his abilities. Hibiki +3 THP

    Seeing how desperate the young man is, Fyden rushes forward, skewering the remaining birds with a series of heavy swings.

    "You're good with that blade," he remarks to the man. "Stand tall now, and we'll receive the second charge together."

    Interrupt and Fyden's Turn
    Hibiki's Turn:
    Fyden uses his Virtue of Valor to spot him 3 THP for reducing an enemy to bloodied within 5 squares

    Fyden's Turn

    Move: G15

    Standard:
    War Song Strike vs AC: 1d20+7 27 1d8+4 8
    CRITICAL! The bird takes full damage and dies.

    Minor:
    Majestic Word on Hibiki, allowing him to spend a surge and regain his surge +4 hp. Hibiki may also slide one if he cares to.

    Summary:
    Fyden in G15 (next to Hibiki)
    Flock 1 dead
    Hibiki regains surge+4 and 3 THP

    Stats:
    Blood Flock 1: -7/35 HP, AC 16, Fortitude 13, Reflex 16, Will 14 Status DEAD
    Blood Flock 2: 35/35 HP, AC 16, Fortitude 13, Reflex 16, Will 14
    Flesh Ripper 1: 27/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12
    Flesh Ripper 2: 27/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12
    Flesh Ripper 3: 27/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12

    Blood Flock Aura 1: Any enemy that starts its turn within the aura takes 4 damage and is slowed until the start of its next turn.

    The flock can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or range attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises. Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks

    Riishi: 24/24 HP, AC 15, Fort 12, Reflex 13, Will 15, 1 AP
    Fyden: 27/27 HP, AC 17, Fort 12, Reflex 14, Will 15, 1 AP
    Hibiki: 15/25 HP 3 THP, AC 18, Fort 13, Reflex 16, Will 13, 1 AP 2 ongoing damage, save ends
    Alise: 23/23 HP, AC 14, Fort 12, Reflex 15, Will 15, 1 AP
    Nk'barros: 28/28 HP, AC 14, Fort 12, Reflex 13, Will 13, 1 AP
    Dietrich: 25/25 HP, AC 16, Fort 12, Reflex 15, Will 16, 1 AP

    streever on
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    BhowBhow Sunny day, sweeping the clouds away. On my way to where the air is sweet.Registered User regular
    edited April 2011
    Riishi moves quick and low to the next tree, hugging its trunk. Cherka watches her closely, and at Riishi’s signal bounds forward to the nearest bird. Cherka leaps, and a giant paw rakes the sinister poultry before it can launch into the air.
    Riishi moves to J10
    Cherka moves to F12
    Watcher's Strike: 1d20+4 22 1d8+4 9, until eont, all allies have +1 attack/+5 perception when adjacent to Cherka.
    Blood Flock 1: -7/35 HP, AC 16, Fortitude 13, Reflex 16, Will 14 Status DEAD
    Blood Flock 2: 35/35 HP, AC 16, Fortitude 13, Reflex 16, Will 14
    Flesh Ripper 1: 18/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12
    Flesh Ripper 2: 27/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12
    Flesh Ripper 3: 27/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12

    Blood Flock Aura 1: Any enemy that starts its turn within the aura takes 4 damage and is slowed until the start of its next turn.

    The flock can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or range attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises. Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks

    Riishi: 24/24 HP, AC 15, Fort 12, Reflex 13, Will 15, 1 AP
    Fyden: 27/27 HP, AC 17, Fort 12, Reflex 14, Will 15, 1 AP
    Hibiki: 15/25 HP 3 THP, AC 18, Fort 13, Reflex 16, Will 13, 1 AP 2 ongoing damage, save ends
    Alise: 23/23 HP, AC 14, Fort 12, Reflex 15, Will 15, 1 AP
    Nk'barros: 28/28 HP, AC 14, Fort 12, Reflex 13, Will 13, 1 AP
    Dietrich: 25/25 HP, AC 16, Fort 12, Reflex 15, Will 16, 1 AP

    Bhow on
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    mightyjongyomightyjongyo Sour Crrm East Bay, CaliforniaRegistered User regular
    edited April 2011
    Alise focuses her will on the second flock while she chants the words to her spell, attempting to instill a sense of terror in them. It may have worked on normal birds, but on a bloodthirsty pack bent on feeding? Not a chance. She would have to find some other way to affect them.
    Nightmare Eruption vs. Will: 1d20+4+1 = 8, miss

    mightyjongyo on
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    FinkleFinkle Registered User regular
    edited April 2011
    Seeing the boy holding his own, Dietrich slips off to the left to deal with the larger bird that was hovering over the rocky outcrop. "Clip the wings!" he shouts to Hibiki while batting the predator with his greatsword.

    ACTIONS
    Move to G13
    Minor - Oath of Enmity on Flesh Ripper 3
    Action - Leading Strike on Flesh Ripper 3 - 22 vs AC for 8 damage

    Hibiki gets +3 to his next damage roll on Flesh Ripper 3

    STATS
    Blood Flock 1: -7/35 HP, AC 16, Fortitude 13, Reflex 16, Will 14 Status DEAD
    Blood Flock 2: 35/35 HP, AC 16, Fortitude 13, Reflex 16, Will 14
    Flesh Ripper 1: 18/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12
    Flesh Ripper 2: 27/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12
    Flesh Ripper 3: 19/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12

    Blood Flock Aura 1: Any enemy that starts its turn within the aura takes 4 damage and is slowed until the start of its next turn.

    The flock can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or range attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises. Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks

    Riishi: 24/24 HP, AC 15, Fort 12, Reflex 13, Will 15, 1 AP
    Fyden: 27/27 HP, AC 17, Fort 12, Reflex 14, Will 15, 1 AP
    Hibiki: 15/25 HP 3 THP, AC 18, Fort 13, Reflex 16, Will 13, 1 AP 2 ongoing damage, save ends
    Alise: 23/23 HP, AC 14, Fort 12, Reflex 15, Will 15, 1 AP
    Nk'barros: 28/28 HP, AC 14, Fort 12, Reflex 13, Will 13, 1 AP
    Dietrich: 25/25 HP, AC 16, Fort 12, Reflex 15, Will 16, 1 AP

    Finkle on
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    Witch_Hunter_84Witch_Hunter_84 Registered User regular
    edited April 2011
    Moving from under his cover of the tree Nkbarros levels a curse at the closest Flesh Ripper before unleashing a blast of eldricht energy toward it. The energy is channeled through his arcane rod and hits true, searing the Flesh Ripper and burning away many of its feathers.
    Move Action: Move to J14
    Minor Action: Warlock's Curse upon Flesh Ripper #3 (+1d6 damage suffered upon successful attacks, when HP on cursed enemies reaches zero Nkbarros gains temp HP equal to his level).
    Standard Action: Eldricht Blast: 1d20+3 vs. Reflex 14= 16 Hit!, Damage: 1d10+3+1d6(curse damage)= 7 total

    STATS
    Blood Flock 1: -7/35 HP, AC 16, Fortitude 13, Reflex 16, Will 14 Status DEAD
    Blood Flock 2: 35/35 HP, AC 16, Fortitude 13, Reflex 16, Will 14
    Flesh Ripper 1: 18/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12
    Flesh Ripper 2: 27/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12
    Flesh Ripper 3: 12/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12 (CURSED)

    Blood Flock Aura 1: Any enemy that starts its turn within the aura takes 4 damage and is slowed until the start of its next turn.

    The flock can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or range attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises. Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks

    Riishi: 24/24 HP, AC 15, Fort 12, Reflex 13, Will 15, 1 AP
    Fyden: 27/27 HP, AC 17, Fort 12, Reflex 14, Will 15, 1 AP
    Hibiki: 15/25 HP 3 THP, AC 18, Fort 13, Reflex 16, Will 13, 1 AP 2 ongoing damage, save ends
    Alise: 23/23 HP, AC 14, Fort 12, Reflex 15, Will 15, 1 AP
    Nk'barros: 28/28 HP, AC 14, Fort 12, Reflex 13, Will 13, 1 AP
    Dietrich: 25/25 HP, AC 16, Fort 12, Reflex 15, Will 16, 1 AP

    Witch_Hunter_84 on
    If you can't beat them, arrange to have them beaten in your presence.
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    DacDac Registered User regular
    edited April 2011
    Whoa, what happened to the map? It's all kinds of eff'd up.

    Dac on
    Steam: catseye543
    PSN: ShogunGunshow
    Origin: ShogunGunshow
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    daniantdaniant Columbus, OhioRegistered User regular
    edited April 2011
    The Flesh Ripper (3) flies over Hibiki and Dietrich's heads, scraping its claws on Nk'barros and landing at his feet. As it lands, Nk'barros' curse makes it stumble a bit.

    Then the Blood Flock circles above the reach of the warriors and swarms Dietrich. Suddenly, the birds burst out, snagging most with tiny claws, starting with Dietrich. They also hit Cherka, Hibiki, and Nk'barros. A sonic boom deafens you all and you are blown back (your speed). Cherka disappears and Riishi cries out in pain.

    Flesh Ripper 1 flies in and attacks Riishi, just snagging her with a claw. It lands in a tree by her, concealed by the branches.

    Finally, Flesh Ripper 2 flies over Fyden and yanks a strip of flesh out of his arm. It lands and looks up at him hungrily.

    Map:
    pub?id=14GhPT4wWa1xHWr5C2kTCQUqtVsTDYnB5oiMhFjO1jdc&w=1127&h=1142

    Stats:
    Blood Flock 2: 35/35 HP, AC 16, Fortitude 13, Reflex 16, Will 14
    Flesh Ripper 1: 18/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12
    Flesh Ripper 2: 27/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12
    Flesh Ripper 3: 10/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12 (CURSED)

    Blood Flock Aura 1: Any enemy that starts its turn within the aura takes 4 damage and is slowed until the start of its next turn.

    The flock can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or range attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises. Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks

    Riishi: 13/24 HP, AC 15, Fort 12, Reflex 13, Will 15, 1 AP 2 ongoing damage, save ends
    Fyden: 17/27 HP, AC 17, Fort 12, Reflex 14, Will 15, 1 AP 2 ongoing damage, save ends
    Hibiki: 3/25 HP 3 THP, AC 18, Fort 13, Reflex 16, Will 13, 1 AP 2 ongoing damage, save ends
    Alise: 23/23 HP, AC 14, Fort 12, Reflex 15, Will 15, 1 AP
    Nk'barros: 9/28 HP, AC 14, Fort 12, Reflex 13, Will 13, 1 AP 5 ongoing damage, save ends
    Dietrich: 13/25 HP, AC 16, Fort 12, Reflex 15, Will 16, 1 AP

    Initiative:
    Up: Nk'barros, Fyden, Riishi, Alise, Dietrich, Hibiki
    Then: Birds


    Don't forget to take your damage and roll your saves vs. ongoing damage at the end of your turn!

    daniant on
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    DacDac Registered User regular
    edited April 2011
    Dani, I still had a turn to take.

    Dac on
    Steam: catseye543
    PSN: ShogunGunshow
    Origin: ShogunGunshow
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    daniantdaniant Columbus, OhioRegistered User regular
    edited April 2011
    Dac wrote: »
    Dani, I still had a turn to take.
    Ooops, go ahead and do that. Sorry, I didn't realize your turn was actually your OA. The only thing you could have reached without taking an OA was Flesh Ripper 3 before I changed things.

    daniant on
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    DacDac Registered User regular
    edited April 2011
    Hibiki took a swing at the Flesh Ripper as it passed, but his blade went just wide. One hand released the hilt of his sword, snapping out to blast the bird, working the blade's magic into its feathers, causing its claws to go wide of its intended target.
    Standard Action: Greenflame Blade vs AC: 1d20+8 14 Miss. By ONE. FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFUUUUUUUU

    Minor: Aegis of Assault on Flesh Ripper 3

    Because Flesh Ripper 3 had a -2 to attack targets other than me at it previously rolled a 14, it no longer hits Nk'barros. Didn't realize that at the time, which is why I rolled an erroneous melee basic attack against it on the roll history. So I at least spared him some damage.

    Action Point!: Second Wind. Belle actually had 3 THP that weren't used by the attacks against him, so he should be at 6/25. With Second Wind, he sits at 12/25.

    Saving Throw: 1d20 8 Failure. Again.

    I edited Nk'barros hp to reverse the relevant hit of the Flesh Ripper 3, but I'm not sure if the damage over time he's suffering is part of that attack or not. Please notify me if it was, so it can be removed as well.

    Stats:
    Blood Flock 2: 35/35 HP, AC 16, Fortitude 13, Reflex 16, Will 14
    Flesh Ripper 1: 18/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12
    Flesh Ripper 2: 27/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12
    Flesh Ripper 3: 10/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12 (CURSED)

    Blood Flock Aura 1: Any enemy that starts its turn within the aura takes 4 damage and is slowed until the start of its next turn.

    The flock can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or range attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises. Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks

    Riishi: 13/24 HP, AC 15, Fort 12, Reflex 13, Will 15, 1 AP 2 ongoing damage, save ends
    Fyden: 17/27 HP, AC 17, Fort 12, Reflex 14, Will 15, 1 AP 2 ongoing damage, save ends
    Hibiki: 12/25 HP 3 THP, AC 18, Fort 13, Reflex 16, Will 13, 0 AP 2 ongoing damage, save ends
    Alise: 23/23 HP, AC 14, Fort 12, Reflex 15, Will 15, 1 AP
    Nk'barros: 16/28 HP, AC 14, Fort 12, Reflex 13, Will 13, 1 AP 5 ongoing damage, save ends
    Dietrich: 13/25 HP, AC 16, Fort 12, Reflex 15, Will 16, 1 AP

    Initiative:
    Up: Nk'barros, Fyden, Riishi, Alise, Dietrich, Hibiki
    Then: Birds

    Dac on
    Steam: catseye543
    PSN: ShogunGunshow
    Origin: ShogunGunshow
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    daniantdaniant Columbus, OhioRegistered User regular
    edited April 2011
    Dac wrote: »
    I edited Nk'barros hp to reverse the relevant hit of the Flesh Ripper 3, but I'm not sure if the damage over time he's suffering is part of that attack or not. Please notify me if it was, so it can be removed as well.

    Ongoing damage is new to Nk'barros this round, so everything is back to normal. Woot!

    daniant on
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    Witch_Hunter_84Witch_Hunter_84 Registered User regular
    edited April 2011
    Nkbarros' head was swimming as he got back onto his feet after that last attack. He had been thrown quite a distance due to that concussive blast, luckily the frustration he felt burned the feeling of weakness out of his system and was easily focused on the Flesh Ripper that had raked him with its claws earlier. Fixing his gaze upon the target of his ire, he spoke an ugly set of arcane words toward the creature, hitting it with its unholy fury. The air shimmered around the large bird and its flesh rippled and cracked as the unholy power tore through it.
    Minor Action: Get up
    Standard Action: Hellish Rebuke: 1d20+3 vs. Reflex=14 Hit! Damage: 1d6+3+1d6(curse damage)= 9 total
    Save to end ongoing damage: 1d20=17
    Blood Flock 2: 35/35 HP, AC 16, Fortitude 13, Reflex 16, Will 14
    Flesh Ripper 1: 18/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12
    Flesh Ripper 2: 27/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12
    Flesh Ripper 3: 1/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12 (CURSED) (Hellish Rebuke ongoing: Any further damage Nkbarros recieves causes this creature to suffer 1d6+3 damage)

    Blood Flock Aura 1: Any enemy that starts its turn within the aura takes 4 damage and is slowed until the start of its next turn.

    The flock can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or range attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises. Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks

    Riishi: 13/24 HP, AC 15, Fort 12, Reflex 13, Will 15, 1 AP 2 ongoing damage, save ends
    Fyden: 17/27 HP, AC 17, Fort 12, Reflex 14, Will 15, 1 AP 2 ongoing damage, save ends
    Hibiki: 12/25 HP 3 THP, AC 18, Fort 13, Reflex 16, Will 13, 0 AP 2 ongoing damage, save ends
    Alise: 23/23 HP, AC 14, Fort 12, Reflex 15, Will 15, 1 AP
    Nk'barros: 16/28 HP, AC 14, Fort 12, Reflex 13, Will 13, 1 AP 5 ongoing damage, save ends
    Dietrich: 13/25 HP, AC 16, Fort 12, Reflex 15, Will 16, 1 AP


    Up: Fyden, Riishi, Alise, Dietrich, Hibiki
    Then: Birds

    Witch_Hunter_84 on
    If you can't beat them, arrange to have them beaten in your presence.
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    BhowBhow Sunny day, sweeping the clouds away. On my way to where the air is sweet.Registered User regular
    edited April 2011
    Through eyes slitted by pain, Riishi sees Cherka disappear in a storm of feathers, and nausea washes through her body. Steadying herself against the tree, her high voice wails “CHERKA!”

    With a low roar, Cherka answers from near Hibiki, across the field.

    “Cherka!” Riishi’s wail becomes a trill, her joy enlivening several of her companions.
    2 Ongoing Damage
    Minor: Call Spirit Companion
    Move=>Minor: Healing Spirit: Dietrich can spend a healing surge (6), Hibiki heals: 1d6 3
    Standard: second wind Riishi regains 6hp and has +2 to all defenses
    Save: 1d20 9

    Blood Flock 2: 35/35 HP, AC 16, Fortitude 13, Reflex 16, Will 14
    Flesh Ripper 1: 18/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12
    Flesh Ripper 2: 27/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12
    Flesh Ripper 3: 1/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12 (CURSED) (Hellish Rebuke ongoing: Any further damage Nkbarros recieves causes this creature to suffer 1d6+3 damage)

    Blood Flock Aura 1: Any enemy that starts its turn within the aura takes 4 damage and is slowed until the start of its next turn.

    The flock can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or range attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises. Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks

    Riishi: 17/24 HP, AC 15, Fort 12, Reflex 13, Will 15, 1 AP 2 ongoing damage, save ends
    Fyden: 17/27 HP, AC 17, Fort 12, Reflex 14, Will 15, 1 AP 2 ongoing damage, save ends
    Hibiki: 15/25 HP 3 THP, AC 18, Fort 13, Reflex 16, Will 13, 0 AP 2 ongoing damage, save ends
    Alise: 23/23 HP, AC 14, Fort 12, Reflex 15, Will 15, 1 AP
    Nk'barros: 16/28 HP, AC 14, Fort 12, Reflex 13, Will 13, 1 AP 5 ongoing damage, save ends
    Dietrich: 19/25 HP, AC 16, Fort 12, Reflex 15, Will 16, 1 AP


    Up: Fyden, Alise, Dietrich, Hibiki
    Then: Birds

    Bhow on
  • Options
    mightyjongyomightyjongyo Sour Crrm East Bay, CaliforniaRegistered User regular
    edited April 2011
    Without warning, the flesh ripper harassing Fyden starts flailing around, trying to avoid some danger only it could see. Smiling grimly at the success of her spell, Alise looks around to see how else she can help.
    Illusory Ambush vs. Will: 1d20+4 = 16, hit; 1d6+4 = 5 damage

    stats:
    Blood Flock 2: 35/35 HP, AC 16, Fortitude 13, Reflex 16, Will 14
    Flesh Ripper 1: 18/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12
    Flesh Ripper 2: 22/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12, -2 to attacks until EOAliseNT
    Flesh Ripper 3: 1/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12 (CURSED) (Hellish Rebuke ongoing: Any further damage Nkbarros recieves causes this creature to suffer 1d6+3 damage)

    Blood Flock Aura 1: Any enemy that starts its turn within the aura takes 4 damage and is slowed until the start of its next turn.

    The flock can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or range attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises. Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks

    Riishi: 17/24 HP, AC 15, Fort 12, Reflex 13, Will 15, 1 AP 2 ongoing damage, save ends
    Fyden: 17/27 HP, AC 17, Fort 12, Reflex 14, Will 15, 1 AP 2 ongoing damage, save ends
    Hibiki: 15/25 HP 3 THP, AC 18, Fort 13, Reflex 16, Will 13, 0 AP 2 ongoing damage, save ends
    Alise: 23/23 HP, AC 14, Fort 12, Reflex 15, Will 15, 1 AP
    Nk'barros: 16/28 HP, AC 14, Fort 12, Reflex 13, Will 13, 1 AP 5 ongoing damage, save ends
    Dietrich: 19/25 HP, AC 16, Fort 12, Reflex 15, Will 16, 1 AP

    mightyjongyo on
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    streeverstreever Registered User regular
    edited April 2011
    Fyden winces from the wound the bird gave him, and decides that Dietrich can handle the bird menacing him easily enough, before launching a savage blow at the deadly creature.

    "The bird protects it's left wing," he calls out to his allies, pointing out an obvious weakness.

    Standard: Guiding Strike vs AC: 1d20+9 26 1d8+4 10
    (26-2 because I am not waiting for the flank--24 hits!)
    Flesh Ripper 2 takes 10 damage and Flesh Ripper 2 takes -2 to AC (End of Fyden NT)

    Stats:
    Blood Flock 2: 35/35 HP, AC 16, Fortitude 13, Reflex 16, Will 14
    Flesh Ripper 1: 18/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12
    Flesh Ripper 2: 12/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12, -2 to attacks until EOAliseNT, -2 to AC defense
    Flesh Ripper 3: 1/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12 (CURSED) (Hellish Rebuke ongoing: Any further damage Nkbarros recieves causes this creature to suffer 1d6+3 damage)

    Blood Flock Aura 1: Any enemy that starts its turn within the aura takes 4 damage and is slowed until the start of its next turn.

    The flock can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or range attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises. Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks

    Riishi: 17/24 HP, AC 15, Fort 12, Reflex 13, Will 15, 1 AP 2 ongoing damage, save ends
    Fyden: 15/27 HP, AC 17, Fort 12, Reflex 14, Will 15, 1 AP
    Hibiki: 15/25 HP 3 THP, AC 18, Fort 13, Reflex 16, Will 13, 0 AP 2 ongoing damage, save ends
    Alise: 23/23 HP, AC 14, Fort 12, Reflex 15, Will 15, 1 AP
    Nk'barros: 16/28 HP, AC 14, Fort 12, Reflex 13, Will 13, 1 AP 5 ongoing damage, save ends
    Dietrich: 19/25 HP, AC 16, Fort 12, Reflex 15, Will 16, 1 AP

    streever on
  • Options
    DacDac Registered User regular
    edited April 2011
    Hibiki felt a fresh, hot surge of energy pulse through him. The arcane runes flickering in the air around his body like falling snowflakes briefly flared as he threw himself back into the battle, skidding to a stop between two of the larger birds before lashing out, his blade glowing as the air blasted away from him in a cacophony of sand and sound.

    One of the injured birds screeched in anger or pain, Hibiki couldn't tell which, while the one hanging on by a thread weaved away from the concussive force.
    Hibiki takes 2 damage as part of the ongoing effect.

    Move Action: Move to I15 (G21 -> H20 -> I19 -> J18 -> J17 -> J16 -> I15)
    Standard Action: Sword Burst vs Reflex (FleshRip 3 then FleshRip 2): 2#1d20+5 9 Miss 16 Hit 1d6+5 7

    Flesh Ripper 2 takes 7 damage and is now subject to White Lotus Riposte.

    Saving Throw: 1d20 4

    Still bleeding.

    Stats:
    Blood Flock 2: 35/35 HP, AC 16, Fortitude 13, Reflex 16, Will 14
    Flesh Ripper 1: 18/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12
    Flesh Ripper 2: 5/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12, -2 to attacks until EOAliseNT, -2 to AC defense
    Flesh Ripper 3: 1/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12 (Aegis of Assault) (CURSED) (Hellish Rebuke ongoing: Any further damage Nkbarros recieves causes this creature to suffer 1d6+3 damage)

    Blood Flock Aura 1: Any enemy that starts its turn within the aura takes 4 damage and is slowed until the start of its next turn.

    The flock can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or range attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises. Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks

    Riishi: 17/24 HP, AC 15, Fort 12, Reflex 13, Will 15, 1 AP 2 ongoing damage, save ends
    Fyden: 15/27 HP, AC 17, Fort 12, Reflex 14, Will 15, 1 AP
    Hibiki: 13/25 HP 3 THP, AC 18, Fort 13, Reflex 16, Will 13, 0 AP 2 ongoing damage, save ends
    Alise: 23/23 HP, AC 14, Fort 12, Reflex 15, Will 15, 1 AP
    Nk'barros: 16/28 HP, AC 14, Fort 12, Reflex 13, Will 13, 1 AP
    Dietrich: 19/25 HP, AC 16, Fort 12, Reflex 15, Will 16, 1 AP

    Up: Dietrich
    Then: Birds

    Dac on
    Steam: catseye543
    PSN: ShogunGunshow
    Origin: ShogunGunshow
  • Options
    daniantdaniant Columbus, OhioRegistered User regular
    edited April 2011
    Does Nk'barros have some special ability to save vs. ongoing at the beginning of his turn? Because ongoing effects happen at the beginning of turns, and saves happen at the end.

    daniant on
  • Options
    DacDac Registered User regular
    edited April 2011
    daniant wrote: »
    Does Nk'barros have some special ability to save vs. ongoing at the beginning of his turn? Because ongoing effects happen at the beginning of turns, and saves happen at the end.

    I thought you said that, because I prevented the hit before, everything was gravy now with regards to that, so he wouldn't have had in anyway.

    Dac on
    Steam: catseye543
    PSN: ShogunGunshow
    Origin: ShogunGunshow
  • Options
    Witch_Hunter_84Witch_Hunter_84 Registered User regular
    edited April 2011
    Oh, sorry, my other character on this forum is a Warden and he can make saves at the beggining of his turn. I just got a little mixed up. Editing my post to show the save at the end of my turn.

    Edit: does that mean I take the 5 damage?

    Witch_Hunter_84 on
    If you can't beat them, arrange to have them beaten in your presence.
  • Options
    daniantdaniant Columbus, OhioRegistered User regular
    edited April 2011
    Oh, sorry, my other character on this forum is a Warden and he can make saves at the beggining of his turn. I just got a little mixed up. Editing my post to show the save at the end of my turn.

    Edit: does that mean I take the 5 damage?


    I've been trying to post this all afternoon, but keep getting server errors. You did not take the hit before, because Hibiki blocked it, so you don't take the original damage nor the 5 ongoing, and if you could update your HP to reflect that, I would be oh so happy.

    daniant on
  • Options
    FinkleFinkle Registered User regular
    edited April 2011
    Dietrich gives the flesh ripper that he was focussing on a good slap with the flat side of his blade, the power of Kord running through the blade to cause the predator to explode in a cloud of feathers and grizzle.

    Grunting with satisfaction, he turns to the ripper worrying Riishi closeby.

    ACTIONS
    Move to K14

    Standard: Leading Strike vs Ripper 3 - Critical Hit for 14 damage (worst use of a crit ever?) Bird goes down!

    Minor: Oath of Enmity on Ripper 1
    Dietrich has an encounter power called Divine Guidence - someone within 10 squares of him can roll two attack dice against my Oat of Enmity target (at the moment, Flesh Ripper 1). This action is triggered as soon as you make your first attack roll - feel free to assume that Dietrich uses it if you make a rubbish attack roll against the birdy!

    STATS
    Blood Flock 2: 35/35 HP, AC 16, Fortitude 13, Reflex 16, Will 14
    Flesh Ripper 1: 18/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12 Oath of Enmity - feel free to use Divince Guidence if you miss an attack against this bird!
    Flesh Ripper 2: 5/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12, -2 to attacks until EOAliseNT, -2 to AC defense

    Blood Flock Aura 1: Any enemy that starts its turn within the aura takes 4 damage and is slowed until the start of its next turn.

    The flock can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or range attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises. Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks

    Riishi: 17/24 HP, AC 15, Fort 12, Reflex 13, Will 15, 1 AP 2 ongoing damage, save ends
    Fyden: 15/27 HP, AC 17, Fort 12, Reflex 14, Will 15, 1 AP
    Hibiki: 13/25 HP 3 THP, AC 18, Fort 13, Reflex 16, Will 13, 0 AP 2 ongoing damage, save ends
    Alise: 23/23 HP, AC 14, Fort 12, Reflex 15, Will 15, 1 AP
    Nk'barros: 16/28 HP, AC 14, Fort 12, Reflex 13, Will 13, 1 AP
    Dietrich: 19/25 HP, AC 16, Fort 12, Reflex 15, Will 16, 1 AP

    Finkle on
  • Options
    daniantdaniant Columbus, OhioRegistered User regular
    edited May 2011
    The blood flock swoops in again and swarms around Hibiki. Suddenly, the birds shoot out again and attempt to rake Fyden, Hibiki, and Dietrich, but they are only successful with Dietrich. He is pushed far away from the others, back with Nk'barros.

    The first flesh ripper tears into Riishi, doing serious damage, then flies off to a rock to wait. Then the second flesh ripper rips into Fyden, tearing into his shoulder. It flaps off unharmed, leaving Fyden bleeding profusely.

    Map:
    pub?id=14GhPT4wWa1xHWr5C2kTCQUqtVsTDYnB5oiMhFjO1jdc&w=1127&h=1142

    Stats:
    Blood Flock 2: 35/35 HP, AC 16, Fortitude 13, Reflex 16, Will 14
    Flesh Ripper 1: 18/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12 Oath of Enmity - feel free to use Divine Guidance if you miss an attack against this bird!
    Flesh Ripper 2: 5/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12, -2 to attacks until EOAliseNT, -2 to AC defense

    Blood Flock Aura 1: Any enemy that starts its turn within the aura takes 4 damage and is slowed until the start of its next turn.

    The flock can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or range attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises. Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks

    Riishi: 11/24 HP, AC 15, Fort 12, Reflex 13, Will 15, 1 AP 2 ongoing damage, save ends
    Fyden: 6/27 HP, AC 17, Fort 12, Reflex 14, Will 15, 1 AP 5 ongoing damage, save ends
    Hibiki: 13/25 HP 3 THP, AC 18, Fort 13, Reflex 16, Will 13, 0 AP 2 ongoing damage, save ends
    Alise: 23/23 HP, AC 14, Fort 12, Reflex 15, Will 15, 1 AP 2 ongoing damage, save ends
    Nk'barros: 16/28 HP, AC 14, Fort 12, Reflex 13, Will 13, 1 AP
    Dietrich: 13/25 HP, AC 16, Fort 12, Reflex 15, Will 16, 1 AP

    Initiative:
    Arcane Crew
    On Deck: Birds


    Remember that anyone who starts their turn next to the Blood Flock takes 4 damage and to take your ongoing and then save!

    daniant on
  • Options
    DacDac Registered User regular
    edited May 2011
    My Lotus Riposte only does damage if the target damages me during its turn, so it actually doesn't do anything this turn. Aegis of Assault was on FR3, but that died.

    Sooo move on!

    Dac on
    Steam: catseye543
    PSN: ShogunGunshow
    Origin: ShogunGunshow
  • Options
    FinkleFinkle Registered User regular
    edited May 2011
    Snarling as he recovers from the flurry of wings that forced him away from his companions, Dietrich eyes the large flock that is bearing down upon Hibiki and the bard. Although the witchhunter can feel Kord's urge for him to smite the larger bird that he had promised to dispatch for the glory of his god, Dietrich knows that the flock has the potential to wreck havoc amoung those whom he was quickly coming to think of as his allies.

    Holding his holy symbol aloft, Dietrich shouted, "Face me now, beasts, and look upon your death!" The holy man's words caught in his throat as Kord turned a blind eye to his plea. Could Kord finally have chosen to forsake Dietrich for walking away from his calling? Had Dietrich's corruption from his recent association with the arcane already sullied him in the eyes of his god?

    "Hear me now Kord - bring the enemy to me so that I may dispatch them in your honour!" A bolt of lightning struck the flock from the heavens, somehow forcing the mass of birds away from their current targets and into the path of the witchhunter's hungry blade.

    ACTIONS
    Move to L13

    Standard: Bond of Censure vs Flock 2 - MISS :(

    ACTION POINT: Bond of Censure vs Flock 2 - 19, hitting, pull Flock to K14 and hit it for 9 damage

    STATS
    Blood Flock 2: 26/35 HP, AC 16, Fortitude 13, Reflex 16, Will 14
    Flesh Ripper 1: 18/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12 Oath of Enmity - feel free to use Divine Guidance if you miss an attack against this bird (make a second attack roll and choose which one to use)
    Flesh Ripper 2: 5/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12, -2 to attacks until EOAliseNT, -2 to AC defense

    Blood Flock Aura 1: Any enemy that starts its turn within the aura takes 4 damage and is slowed until the start of its next turn.

    The flock can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or range attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises. Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks

    Riishi: 11/24 HP, AC 15, Fort 12, Reflex 13, Will 15, 1 AP 2 ongoing damage, save ends
    Fyden: 6/27 HP, AC 17, Fort 12, Reflex 14, Will 15, 1 AP 5 ongoing damage, save ends
    Hibiki: 13/25 HP 3 THP, AC 18, Fort 13, Reflex 16, Will 13, 0 AP 2 ongoing damage, save ends
    Alise: 23/23 HP, AC 14, Fort 12, Reflex 15, Will 15, 1 AP 2 ongoing damage, save ends
    Nk'barros: 16/28 HP, AC 14, Fort 12, Reflex 13, Will 13, 1 AP
    Dietrich: 13/25 HP, AC 16, Fort 12, Reflex 15, Will 16, 0 AP, 6/7 surges remaining

    Finkle on
  • Options
    Witch_Hunter_84Witch_Hunter_84 Registered User regular
    edited May 2011
    Nkbarros snickers lightly as Dietrich lands next to him, "Oh why hello there friend glad you could join me over here!", without a word Dietrich got up and rushed the flock of birds, "At some point I'm gonna get you talking to me buddy!"

    Good natured taunting aside, they were in the middle of a fight, and that flock of birds was getting to be a particularly nasty thorn in the group's side. Calling upon the infernal powers within him, Nkbarros cursed the flock in a language that gave everyone within earshot chills and stole the life essence out of several birds in the flock. They fell down in a rain at Dietrich's feet, the flock was noticeably smaller now. Channeling the dead energy of the birds Nkbarros guided it into him, healing wounds caused earlier in the fight. By the Hells Nkbarros loved doing this.
    Minor Action: Curse Blood Flock 2
    Standard Action: Vampiric Embrace: 1d20+3 vs. Will= 17 Hit! Damage: 2d8+3=13 (+1d6 curse damage=2 for a total of 15 damage)

    Nkbaros gains 5 temp HP.

    Stats
    Blood Flock 2: 11/35 HP, AC 16, Fortitude 13, Reflex 16, Will 14 (CURSED)
    Flesh Ripper 1: 18/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12 Oath of Enmity - feel free to use Divine Guidance if you miss an attack against this bird (make a second attack roll and choose which one to use)
    Flesh Ripper 2: 5/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12, -2 to attacks until EOAliseNT, -2 to AC defense

    Blood Flock Aura 1: Any enemy that starts its turn within the aura takes 4 damage and is slowed until the start of its next turn.

    The flock can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or range attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises. Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks

    Riishi: 11/24 HP, AC 15, Fort 12, Reflex 13, Will 15, 1 AP 2 ongoing damage, save ends
    Fyden: 6/27 HP, AC 17, Fort 12, Reflex 14, Will 15, 1 AP 5 ongoing damage, save ends
    Hibiki: 13/25 HP 3 THP, AC 18, Fort 13, Reflex 16, Will 13, 0 AP 2 ongoing damage, save ends
    Alise: 23/23 HP, AC 14, Fort 12, Reflex 15, Will 15, 1 AP 2 ongoing damage, save ends
    Nk'barros: 21/28 HP, AC 14, Fort 12, Reflex 13, Will 13, 1 AP
    Dietrich: 13/25 HP, AC 16, Fort 12, Reflex 15, Will 16, 0 AP, 6/7 surges remaining

    Witch_Hunter_84 on
    If you can't beat them, arrange to have them beaten in your presence.
  • Options
    BhowBhow Sunny day, sweeping the clouds away. On my way to where the air is sweet.Registered User regular
    edited May 2011
    Hugging the tree to steady herself, Riishi slides around the trunk to better see her companions. Her arms burn, flayed by the hunting birds, but she focuses on Fyden and Hibiki who both seem nearly faint from their efforts.
    Closing her eyes, she sees the battlefield in her mind. At Riishi’s prompting, another figure joins the scene: a dull-toned woman steps from the tree Riishi embraces, unnoticed by the others. The languorous form sweeps softly towards Fyden and Hibiki, stepping neatly between them, a pale hand caressing each brow as she passes. Turning lightly on her toes, the dryad threw a quick, high wave in Riishi’s direction, completed her spin and stepped into another tree. Opening her eyes, Riishi began to smile when she saw Fyden and Hibiki looking more attentive.

    Her lips immediately fell as she watched the flock’s gyrations increase in speed, their caws becoming shrieks. Pointing her spear at the flock, Riishi whistled shrilly, and Cherka raced in between Hibiki and the bird-cloud. With a furious flurry of claws each as long a finger, Cherka sliced, tore and grabbed much, but not all, of the flock.
    Ongoing damage = 2
    Move Riishi: K11
    Move Cherka: J15
    Minor: Healing Spirit=> Fyden spends a healing surge (6hp), Healing Spirit Hibiki: 1d6 5
    Standard: Stalker’s Strike against Flock: Stalker's Strike: 1d20+5 23 1d10+4 8 = 4dmg & Cherka flanks
    Action point: Watcher’s Strike against flock: Watcher's Strike: 1d20+6 14 1d8+4 11 MISS!
    Save: 1d20 9

    Stats
    Blood Flock 2: 7/35 HP, AC 16, Fortitude 13, Reflex 16, Will 14 (CURSED)
    Flesh Ripper 1: 18/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12 Oath of Enmity - feel free to use Divine Guidance if you miss an attack against this bird (make a second attack roll and choose which one to use)
    Flesh Ripper 2: 5/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12, -2 to attacks until EOAliseNT, -2 to AC defense

    Blood Flock Aura 1: Any enemy that starts its turn within the aura takes 4 damage and is slowed until the start of its next turn.

    The flock can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or range attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises. Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks

    Riishi: 9/24 HP, AC 15, Fort 12, Reflex 13, Will 15, 1 AP 2 ongoing damage, save ends
    Fyden: 12/27 HP, AC 17, Fort 12, Reflex 14, Will 15, 1 AP 5 ongoing damage, save ends
    Hibiki: 18/25 HP 3 THP, AC 18, Fort 13, Reflex 16, Will 13, 0 AP 2 ongoing damage, save ends
    Alise: 23/23 HP, AC 14, Fort 12, Reflex 15, Will 15, 1 AP 2 ongoing damage, save ends
    Nk'barros: 21/28 HP, AC 14, Fort 12, Reflex 13, Will 13, 1 AP
    Dietrich: 13/25 HP, AC 16, Fort 12, Reflex 15, Will 16, 0 AP, 6/7 surges remaining

    Bhow on
  • Options
    streeverstreever Registered User regular
    edited May 2011
    Something... strange passes before Fyden, and he feels curiously refreshed. "What was that?" he asks himself, but he gives it little thought, as he rushes the flock of birds.

    His blow is off, as the pain he is in from the flesh rippers continues to wrack his sword arm, and he misses all of the foul creatures.

    He dances back, out of range of the birds, and tries to steel himself for the butcher's work ahead.
    Take 5 ongoing (7/27)
    Move: K15
    Standard:
    Inspiring Refrain vs AC: 1d20+7 10 2d8+4 8
    Miss :( Damn!
    Minor:
    Majestic Word, Self (Sorry to use my last healing power on myself....) I botched this turn.
    Fyden regains 10 hp, and can shift 1 square, moving backward, to K16
    Saving throw:
    failed :(

    Summary
    Fyden in K16, a big fat failure, 17/27, still 5 ongoing!

    Stats
    Blood Flock 2: 7/35 HP, AC 16, Fortitude 13, Reflex 16, Will 14 (CURSED)
    Flesh Ripper 1: 18/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12 Oath of Enmity - feel free to use Divine Guidance if you miss an attack against this bird (make a second attack roll and choose which one to use)
    Flesh Ripper 2: 5/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12, -2 to attacks until EOAliseNT, -2 to AC defense

    Blood Flock Aura 1: Any enemy that starts its turn within the aura takes 4 damage and is slowed until the start of its next turn.

    The flock can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or range attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises. Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks

    Riishi: 9/24 HP, AC 15, Fort 12, Reflex 13, Will 15, 1 AP 2 ongoing damage, save ends
    Fyden: 17/27 HP, AC 17, Fort 12, Reflex 14, Will 15, 1 AP 5 ongoing damage, save ends
    Hibiki: 18/25 HP 3 THP, AC 18, Fort 13, Reflex 16, Will 13, 0 AP 2 ongoing damage, save ends
    Alise: 23/23 HP, AC 14, Fort 12, Reflex 15, Will 15, 1 AP 2 ongoing damage, save ends
    Nk'barros: 21/28 HP, AC 14, Fort 12, Reflex 13, Will 13, 1 AP
    Dietrich: 13/25 HP, AC 16, Fort 12, Reflex 15, Will 16, 0 AP, 6/7 surges remaining

    streever on
  • Options
    FinkleFinkle Registered User regular
    edited May 2011
    Just realised that the flock should have resisted half of the damage from my last attack - I should have hit it for 4 damage, not 9 :(. Could the next person to post the stat block retcon the flock to having 12 hp right now? Sorry 'bout that

    Finkle on
  • Options
    mightyjongyomightyjongyo Sour Crrm East Bay, CaliforniaRegistered User regular
    edited May 2011
    Alise had a better idea of how to get into the minds of these creatures now, and she put it to good use. The flock turned on itself as the last words of the spell left her lips, and a horrendous screeching noise rent the air as the birds tore at each other.
    Illusory Ambush vs. Will on Flock 2: 1d20+4 = 24 (crit); 1d6+4 = 10 max damage -> flock takes 5 damage

    stats:
    Blood Flock 2: 7/35 HP, AC 16, Fortitude 13, Reflex 16, Will 14, (CURSED), -2 to attacks until EONT
    Flesh Ripper 1: 18/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12 Oath of Enmity - feel free to use Divine Guidance if you miss an attack against this bird (make a second attack roll and choose which one to use)
    Flesh Ripper 2: 5/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12, -2 to AC defense

    Blood Flock Aura 1: Any enemy that starts its turn within the aura takes 4 damage and is slowed until the start of its next turn.

    The flock can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or range attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises. Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks

    Riishi: 9/24 HP, AC 15, Fort 12, Reflex 13, Will 15, 1 AP 2 ongoing damage, save ends
    Fyden: 17/27 HP, AC 17, Fort 12, Reflex 14, Will 15, 1 AP 5 ongoing damage, save ends
    Hibiki: 18/25 HP 3 THP, AC 18, Fort 13, Reflex 16, Will 13, 0 AP 2 ongoing damage, save ends
    Alise: 23/23 HP, AC 14, Fort 12, Reflex 15, Will 15, 1 AP 2 ongoing damage, save ends
    Nk'barros: 21/28 HP, AC 14, Fort 12, Reflex 13, Will 13, 1 AP
    Dietrich: 13/25 HP, AC 16, Fort 12, Reflex 15, Will 16, 0 AP, 6/7 surges remaining

    mightyjongyo on
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    DacDac Registered User regular
    edited May 2011
    Oh God how has it been over 48 hours already, I'm sorry.

    His wound throbbed, the blood continuing to flow down his arm. Hibiki released a hand from his hilt and gripped the cut, squeezing hard and gritting his teeth. The pain brought with it a kind of clarity - or was it the battle?

    The flock screeched around them, darting in and out in a confusing mass of pinioning wings. Hibiki brought the flat of the sword up to block; heard a satisfying clunk and squawk as the beak of one of the brasher members of the swarm slammed into steel.

    The two larger birds were circling around the edges, waiting more chances to sneak in and try to grace them with fresh scars.

    Hibiki loathed depending on the sword's abilities so much. He had never considered it 'his' - not really. It inflicted itself upon him. It had taken him away from his village. It had put him in the company of elves and magic users and Gods knew what else.

    But it gave him the power to protect. That was enough.

    He swept his sword arm around. Magic surged in every directions, a clear wave expanding from the tip of the blade, passing over the flock as he shifted through the maelstrom, closer to the larger birds.

    They seemed to see he was coming; they cocked their heads to stare directly at him with singularly black, hard eyes. Their wings tilted, bringing them around on a course towards him.

    Hibiki raised his arm again, the texture of the power around him changing. The un-words whispering in his ear barely perceptible on the edge of consciousness nevertheless carried the arcane knowledge into his waiting mind, and he accepted it, allowing the sword's will to guide his action.

    The blade's edge suddenly glowed white hot, scorching the sweltering air like a brand on a cow's flank. The rippers opened their beaks, fresh thirsty cries rising above the chaos.

    Cut.

    The sword chopped down.

    The ground in front him exploded in a hail of shrapnel and fire. The flame blossomed in a fraction of a second, rising in the blink of an eye into an all-devouring inferno. One of the birds screamed as it twisted in the withering heat, caged on all sides, before a twisting tongue swallowed it completely.

    Its partner abandoned caution and charged out of the blaze, tearing from the side a moment later, trailing smoke as its feathers continued to burn.
    Hibiki takes 2 damage.

    Minor: Aegis of Assault on Blood Flock 2. -2 to attack targets that aren't me.

    Move: I15->H12

    Standard: Flame Cyclone vs Reflex: 2#1d20+5 23 23 TWO HITS! 1d8+7 = 13 damage to Flesh Ripper 1+2

    Saving Throw: 1d20 4. Hibiki continues to bleed.

    Stats
    Blood Flock 2: 7/35 HP, AC 16, Fortitude 13, Reflex 16, Will 14, (CURSED), (Aegis of Assault). -4 to attacks until EONT (-2 if targeting Hibiki)
    Flesh Ripper 1: 5/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12 Oath of Enmity - feel free to use Divine Guidance if you miss an attack against this bird (make a second attack roll and choose which one to use)

    Blood Flock Aura 1: Any enemy that starts its turn within the aura takes 4 damage and is slowed until the start of its next turn.

    The flock can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or range attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises. Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks

    Riishi: 9/24 HP, AC 15, Fort 12, Reflex 13, Will 15, 1 AP 2 ongoing damage, save ends
    Fyden: 17/27 HP, AC 17, Fort 12, Reflex 14, Will 15, 1 AP 5 ongoing damage, save ends
    Hibiki: 16/25 HP 3 THP, AC 18, Fort 13, Reflex 16, Will 13, 0 AP 2 ongoing damage, save ends
    Alise: 23/23 HP, AC 14, Fort 12, Reflex 15, Will 15, 1 AP 2 ongoing damage, save ends
    Nk'barros: 21/28 HP, AC 14, Fort 12, Reflex 13, Will 13, 1 AP
    Dietrich: 13/25 HP, AC 16, Fort 12, Reflex 15, Will 16, 0 AP, 6/7 surges remaining

    Dac on
    Steam: catseye543
    PSN: ShogunGunshow
    Origin: ShogunGunshow
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    daniantdaniant Columbus, OhioRegistered User regular
    edited May 2011
    Dietrich, standing next to the terrible little birds, feels myriad claws rake his skin. The blood flock sails up and over his head, landing next to Riishi. Then the birds shoot out again in all directions. The only ones not in the way are Fyden and Nk'barros, and Nk'barros' curse has no effect on their mini reign of terror. However, distracted by Hibiki, they are only able to tear into Alise. She can feel their tiny beaks drinking her blood.

    The remaining Flesh Ripper bears down on Hibiki and hits an artery. Critical Hit! Hibiki feels his life pumping away into the sand...

    Map:
    pub?id=14GhPT4wWa1xHWr5C2kTCQUqtVsTDYnB5oiMhFjO1jdc&w=1127&h=1142
    Stats:
    Blood Flock 2: 12/35 HP, AC 16, Fortitude 13, Reflex 16, Will 14, (CURSED), (Aegis of Assault). -4 to attacks until EONT (-2 if targeting Hibiki)
    Flesh Ripper 1: 5/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12 Oath of Enmity - feel free to use Divine Guidance if you miss an attack against this bird (make a second attack roll and choose which one to use)

    Blood Flock Aura 1: Any enemy that starts its turn within the aura takes 4 damage and is slowed until the start of its next turn.

    The flock can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or range attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises. Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks

    Riishi: 9/24 HP, AC 15, Fort 12, Reflex 13, Will 15, 1 AP 2 ongoing damage, save ends
    Fyden: 17/27 HP, AC 17, Fort 12, Reflex 14, Will 15, 1 AP 5 ongoing damage, save ends
    Hibiki: 5/25 HP 3 THP, AC 18, Fort 13, Reflex 16, Will 13, 0 AP 5 ongoing damage, save ends
    Alise: 13/23 HP, AC 14, Fort 12, Reflex 15, Will 15, 1 AP 2 ongoing damage, save ends
    Nk'barros: 21/28 HP, AC 14, Fort 12, Reflex 13, Will 13, 1 AP
    Dietrich: 9/25 HP, AC 16, Fort 12, Reflex 15, Will 16, 0 AP, 6/7 surges remaining

    Initiative:
    Up: You guys
    Next: Birds

    Remember your ongoing damage!

    daniant on
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    BhowBhow Sunny day, sweeping the clouds away. On my way to where the air is sweet.Registered User regular
    edited May 2011
    Riishi ducked to the earth, arms over her head, and the flock sped around her before regrouping near the tree. As they reassembled, she crawled away, but not far. As she came around the tree trunk, she spied Hibiki, sorely wounded, and beyond him the cause of his injuries preening boastfully on a jutting rock.

    Watching the Fleshripper intently, Riishi mouthed a voiceless rhyme that caused Cherka to prick its ears. Before she finished, a loud roar grated through the clearing, immediately echoed by a second. Before anyone saw it coming, a spectral panther—leaner, longer and more ghostly than Cherka—pounces from the north upon the fleshripper atop the rocks tearing it to shreds. As the fleshripper gives up it's spirit, the spirit panther drops the carcass and leaps into the swirling flock. A few of the birds fall dead, but their rapid circling breaks the spectre into smoky wisps that quickly disappear. Cherka, meanwhile, has moved low to the ground, closer to the flock, just the tip of its tail twitching slightly.

    Ongoing damage 2
    Move Riishi: shift to 10J
    Move Cherka: move to 13J
    Standard: Twin Panther Strike: Twin Panther #1: 1d20+7 13 Miss! Wait--Divine Guidance:: 1d20+7 24 Hit! dmg: 1d8+4 10 Fleshripper down!
    Twin Panther #2: 1d20+7 24 Hit! dmg: 1d8+4 7 = 3 damage and everyone has CA when making melee attacks adjacent to Cherka

    Save: 1d20 8


    Stats:
    Blood Flock 2: 9/35 HP, AC 16, Fortitude 13, Reflex 16, Will 14, (CURSED), (Aegis of Assault). -4 to attacks until EONT (-2 if targeting Hibiki)
    Flesh Ripper 1: 0/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12 Oath of Enmity - feel free to use Divine Guidance if you miss an attack against this bird (make a second attack roll and choose which one to use)

    Blood Flock Aura 1: Any enemy that starts its turn within the aura takes 4 damage and is slowed until the start of its next turn.

    The flock can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or range attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises. Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks

    Riishi: 7/24 HP, AC 15, Fort 12, Reflex 13, Will 15, 2 ongoing damage, save ends
    Fyden: 17/27 HP, AC 17, Fort 12, Reflex 14, Will 15, 1 AP 5 ongoing damage, save ends
    Hibiki: 5/25 HP 3 THP, AC 18, Fort 13, Reflex 16, Will 13, 0 AP 5 ongoing damage, save ends
    Alise: 13/23 HP, AC 14, Fort 12, Reflex 15, Will 15, 1 AP 2 ongoing damage, save ends
    Nk'barros: 21/28 HP, AC 14, Fort 12, Reflex 13, Will 13, 1 AP
    Dietrich: 9/25 HP, AC 16, Fort 12, Reflex 15, Will 16, 0 AP, 6/7 surges remaining

    Initiative:
    Up: You guys
    Next: Birds

    Remember your ongoing damage!

    Bhow on
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    streeverstreever Registered User regular
    edited May 2011
    As Riishi and Cherka down the Ripper, Fyden roars approval, and the strange girl feels stronger. Riishi gains 3 THP for killing an enemy due to Virtue of Valor

    Seeing his companions fighting bravely, Fyden moves in, taking a flank of the blood flock L11, but the injuries inflicted by the Rippers slow him, and the Flock moves up and beyond his reach before he can swing his sword. War Song Strike miss

    He even tries to bolster the reluctant young man with the sword, but his words feel hollow, and fail to inspire.
    Move
    L11

    War Song Strike vs AC: 1d20+9 10 1d8+4 10
    Miss!

    knack for success: Grant save to Hibiki: 1d20 1

    my save:
    : 1d20 5
    fail!

    Stats:
    Blood Flock 2: 9/35 HP, AC 16, Fortitude 13, Reflex 16, Will 14, (CURSED), (Aegis of Assault). -4 to attacks until EONT (-2 if targeting Hibiki)
    Flesh Ripper 1: 0/27 HP, AC 15; Fortitude 12, Reflex 14, Will 12 Oath of Enmity - feel free to use Divine Guidance if you miss an attack against this bird (make a second attack roll and choose which one to use)

    Blood Flock Aura 1: Any enemy that starts its turn within the aura takes 4 damage and is slowed until the start of its next turn.

    The flock can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or range attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises. Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks

    Riishi: 7/24 HP, AC 15, Fort 12, Reflex 13, Will 15, 2 ongoing damage, save ends, 3 THP
    Fyden: 12/27 HP, AC 17, Fort 12, Reflex 14, Will 15, 1 AP 5 ongoing damage, save ends
    Hibiki: 5/25 HP 3 THP, AC 18, Fort 13, Reflex 16, Will 13, 0 AP 5 ongoing damage, save ends
    Alise: 13/23 HP, AC 14, Fort 12, Reflex 15, Will 15, 1 AP 2 ongoing damage, save ends
    Nk'barros: 21/28 HP, AC 14, Fort 12, Reflex 13, Will 13, 1 AP
    Dietrich: 9/25 HP, AC 16, Fort 12, Reflex 15, Will 16, 0 AP, 6/7 surges remaining

    Initiative:
    Up: You guys
    Next: Birds

    Remember your ongoing damage!

    streever on
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    Witch_Hunter_84Witch_Hunter_84 Registered User regular
    edited May 2011
    Nkbarros moves to his left to get a better angle upon the cursed Blood Flock. Calling forth eldricht power from within, he channels it through his arcane rod and toward the ever weakening flock of birds that Dietrich and Fyden were attacking. His blast flies wide and Nkbarros curses inwardly at his luck.
    Move Action: Move to P12
    Standard Action: Eldricht Blast: 1d20+3=13, Miss!

    STATS
    Blood Flock 2: 9/35 HP, AC 16, Fortitude 13, Reflex 16, Will 14, (CURSED), (Aegis of Assault). -4 to attacks until EONT (-2 if targeting Hibiki)

    Blood Flock Aura 1: Any enemy that starts its turn within the aura takes 4 damage and is slowed until the start of its next turn.

    The flock can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or range attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises. Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks

    Riishi: 7/24 HP, AC 15, Fort 12, Reflex 13, Will 15, 2 ongoing damage, save ends, 3 THP
    Fyden: 12/27 HP, AC 17, Fort 12, Reflex 14, Will 15, 1 AP 5 ongoing damage, save ends
    Hibiki: 5/25 HP 3 THP, AC 18, Fort 13, Reflex 16, Will 13, 0 AP 5 ongoing damage, save ends
    Alise: 13/23 HP, AC 14, Fort 12, Reflex 15, Will 15, 1 AP 2 ongoing damage, save ends
    Nk'barros: 21/28 HP, AC 14, Fort 12, Reflex 13, Will 13, 1 AP
    Dietrich: 9/25 HP, AC 16, Fort 12, Reflex 15, Will 16, 0 AP, 6/7 surges remaining

    Witch_Hunter_84 on
    If you can't beat them, arrange to have them beaten in your presence.
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    DacDac Registered User regular
    edited May 2011
    Hibiki thought he heard Fyden shouting encouragement at him. It sounded vaguely like: "Oh my god that's a lot of blood."

    Uninspired, Hibiki rolled his eyes into his skull and fell onto his back.

    "Fuck."
    Take 5 damage. 0 hp!

    Now unconscious.

    Dac on
    Steam: catseye543
    PSN: ShogunGunshow
    Origin: ShogunGunshow
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    mightyjongyomightyjongyo Sour Crrm East Bay, CaliforniaRegistered User regular
    edited May 2011
    Alise grits her teeth against the pain of her open wounds. They had to take care of this flock fast before they all bled to death - and some of her companions were already starting to fall. She attacks the minds of the birds in the flock again, but with minimal effect.
    Illusory ambush vs. will: 1d20+4 = 16 (hit), 1d6+4 = 6 -> blood flock takes 3 damage

    save vs. ongoing: 1d20 = 18, success

    stats:
    Blood Flock 2: 6/35 HP, AC 16, Fortitude 13, Reflex 16, Will 14, (CURSED), (Aegis of Assault). -4 to attacks until EONT (-2 if targeting Hibiki)

    Blood Flock Aura 1: Any enemy that starts its turn within the aura takes 4 damage and is slowed until the start of its next turn.

    The flock can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or range attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises. Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks

    Riishi: 7/24 HP, AC 15, Fort 12, Reflex 13, Will 15, 2 ongoing damage, save ends, 3 THP
    Fyden: 12/27 HP, AC 17, Fort 12, Reflex 14, Will 15, 1 AP 5 ongoing damage, save ends
    Hibiki: 0/25 HP 3 THP, AC 18, Fort 13, Reflex 16, Will 13, 0 AP 5 ongoing damage, save ends
    Alise: 11/23 HP, AC 14, Fort 12, Reflex 15, Will 15, 1 AP
    Nk'barros: 21/28 HP, AC 14, Fort 12, Reflex 13, Will 13, 1 AP
    Dietrich: 9/25 HP, AC 16, Fort 12, Reflex 15, Will 16, 0 AP, 6/7 surges remaining

    mightyjongyo on
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