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Old 04-21-2012, 03:02 PM   Top  -  End  -  #31
Scylfing
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Default Re: Guildmage [OOC]

I'll also have Valen spend a healing surge. Never a good idea to go into a dark, potentially mob-filled room missing 1/4 your health.

Since Valen isn't a true defender, he's more of a single-target striker-controller, I'd rather he not be the first one in actually.
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Old 04-21-2012, 09:05 PM   Top  -  End  -  #32
Chambers
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Default Re: Guildmage [OOC]

Stealth (1d20+21)[29]

Shadow_Elf

Please post a link to your character sheet in this thread, preferably in your first post in this thread. Went looking for your passive perception and realized you hadn't posted a link yet.
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Last edited by Chambers : 04-21-2012 at 09:07 PM.
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Old 04-21-2012, 09:22 PM   Top  -  End  -  #33
Shadow_Elf
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Default Re: Guildmage [OOC]

Oops. I assumed you just transferred over the table from recruitment. Its here.
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Old 04-21-2012, 09:38 PM   Top  -  End  -  #34
Chambers
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Default Re: Guildmage [OOC]

Like ships passing in the night...no one spots the hiding monsters and the hiding monsters don't spot Riley.

As for everyone else...

Claw vs Elise
Attack (1d20+25)[37] vs AC 28
Hit (2d8+7)[15] damage and ongoing 5 damage (save ends)

Claw vs Flavius
Attack (1d20+25)[41] vs AC 31
Hit (2d8+7)[16] damage and ongoing 5 damage (save ends)

Sword vs Jarl
Attack (1d20+22)[26] vs Ref 28
Hit (2d8+7)[13] necrotic damage and you are weakened (save ends).
Effect (2d6)[9] necrotic damage.

Sword vs Valen
Attack (1d20+22)[23] vs Ref 30
Hit (2d8+7)[17] necrotic damage and you are weakened (save ends).
Effect (2d6)[9] necrotic damage.

---

Initiative:
Wraiths (1d20+19)[35]
Gargoyles (1d20+20)[38]

Flavius (1d20+11)[24]
Riley (1d20+14)[32]
Elise (1d20+13)[26]
Valen (1d20+10)[20]
Jarl (1d20+7)[24]
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Old 04-21-2012, 09:56 PM   Top  -  End  -  #35
Chambers
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Default Re: Guildmage [OOC]

Hey, the bad guys won initiative. Keen.

Sword vs Jarl
Attack (1d20+22)[40] vs Ref 28
Hit (2d8+7)[16] necrotic damage and you are weakened (save ends).
Effect (2d6)[3] necrotic damage.

Sword vs Valen
Attack (1d20+22)[39] vs Ref 30
Hit (2d8+7)[9] necrotic damage and you are weakened (save ends).
Effect (2d6)[12] necrotic damage.

Claw vs Jarl
Attack (1d20+25)[37] vs AC 34
Hit (2d8+7)[14] damage and ongoing 5 damage (save ends)

Claw vs Valen
Attack (1d20+25)[35] vs AC 28
Hit (2d8+7)[13] damage and ongoing 5 damage (save ends)
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Old 04-21-2012, 10:26 PM   Top  -  End  -  #36
Chambers
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Default Re: Guildmage [OOC]

Okay, go ahead and post actions.

Monster Knowledge checks.

Wraith (Arcana or Religion)
DC 23
Spoiler


DC 31
Spoiler


Gargoyle (Arcana)
DC 23
Spoiler


DC 32
Spoiler
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Old 04-21-2012, 11:49 PM   Top  -  End  -  #37
PChubby
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Default Re: Guildmage [OOC]

Do you want us to list immediate actions and conditions/priority to speed things up?
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Old 04-22-2012, 12:19 AM   Top  -  End  -  #38
Shadow_Elf
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Default Re: Guildmage [OOC]

Those are... some scarily high attack bonuses! I hope we don't get totalled in our first encounter .

Also, is no one trained in Perception?
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Old 04-22-2012, 01:11 AM   Top  -  End  -  #39
NecroRebel
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Default Re: Guildmage [OOC]

Unfortunately, I'm not trained in Perception, and my Wis score sucks, too Also unfortunately, I botched my knowledge roll on the gargoyles; apparently Elise has no idea at all what the things are.

I'm hoping the Deep Shroud hurts them but not us. It affects me little, as bursts don't take any penalty from going through obscured squares, but anyone who relies on melee and ranged attacks will take a -5 penalty if they try to attack something heavily obscured and not adjacent and a -2 penalty if they try to attack something heavily obscured and adjacent.

I'm not sure whether I hit Flavius or not; I can't find his character sheet to check (post a link, please?). It is only 7 damage if I hit, though, so not too terrible.

Edit: Oh, and where are the wraiths? They're not on the map, and it'd be nice to know where they are so I can intentionally catch them in my bursts instead of doing it by accident.

Last edited by NecroRebel : 04-22-2012 at 01:15 AM.
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Old 04-22-2012, 02:02 AM   Top  -  End  -  #40
Shadow_Elf
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Default Re: Guildmage [OOC]

Yeah, that's a hit on Flavius, and my Staff of Defense is only a +2, so I can't block it. So, we're essentially weakened (save ends) from the gargoyles, b/c we're weakened until we save vs. the ongoing. And the wraiths do weakening too. And they're probably insubstantial. They are going to take for-freaking-ever to kill.

My sheet is linked a few posts up. Also, it is my understanding that the wraiths phased into the ground, but since they can't end turn in a solid object, there must be a room beneath us.

Is it too late for me to respond the gargoyle initial attack with my Genie's Intercession? It would teleport me and Elise out of the area as an immediate reaction and damage the triggering gargoyle, and then she could use her AoE without targeting us.
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Old 04-22-2012, 08:21 AM   Top  -  End  -  #41
Scylfing
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Default Re: Guildmage [OOC]

I'm going to assume at least 2 points of their attack bonus is from combat advantage, though that's still pretty nasty. Valen should have concealment from those attacks due to moving up to the mausoleum (unstealthed like an idiot), though it wouldn't have mattered with those rolls.

Anyway, I would like to use Caiphon's Leap as an immediate reaction to the first hit in the normal combat round, reducing damage by 5 and teleporting 4 squares to the left. I know that affects the second attack, sorry. Edit: sorry, meant to the right, we'll say to T3. That's what I get for writing right after waking up.
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Last edited by Scylfing : 04-22-2012 at 08:46 AM.
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Old 04-22-2012, 09:43 AM   Top  -  End  -  #42
Chambers
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Default Re: Guildmage [OOC]

The wraiths are underground, correct. And neither them nor the gargoyles seemed to be affected by the gloom.

No immediate actions during rhe surprise round, but you can take them as normal in round 1. I know it'll take a little rewritting but that's fine. Also if you can include some brief conditions in your post for future immediates that'd help too.
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Old 04-22-2012, 02:23 PM   Top  -  End  -  #43
Reverent-One
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Default Re: Guildmage [OOC]

Rolling my knowledge skills here before taking my turn IC:

Wraith-(1d20+18)[30]
Gargoyle-(1d20+18)[31]

EDIT:Hmm, are the knowledge checks to identify the Resistances/Vulnerabilities not the standard 25 + 5 for Paragon? If they're in the harder DCs spoilers, then I missed them, but I'm just checking.
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Last edited by Reverent-One : 04-22-2012 at 02:33 PM.
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Old 04-22-2012, 02:49 PM   Top  -  End  -  #44
NecroRebel
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Default Re: Guildmage [OOC]

Quote:
Originally Posted by Reverent-One View Post
EDIT:Hmm, are the knowledge checks to identify the Resistances/Vulnerabilities not the standard 25 + 5 for Paragon? If they're in the harder DCs spoilers, then I missed them, but I'm just checking.
The wraiths' vulnerabilities are described in the harder DC's text; specifics, as in OOC game information, aren't given, but you can tell what they are from it. Having not read the gargoyles' entries, I can't be certain what is there, but if you can't tell what vulnerabilities they have from the text my guess would be they don't have any.
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Old 04-22-2012, 06:40 PM   Top  -  End  -  #45
Shadow_Elf
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Default Re: Guildmage [OOC]

Turn is up. In future, some conditions for Flavius's spells.
Spoiler


I will try to mention ahead of time when I want to use certain spells, but in case you roll stealth for everyone in secret, please use Chameleon's Mask if it is available.

If you're wondering why I rolled a d19 for Flavius' saving throw, it is because he gets to reroll 1's. 1d19+1 is how you roll d20, reroll 1's without having to make contingent rolls.

Here is the broken Arcana roll for the Gargoyles: (1d20+24)[28]

EDIT: And I just read that it is starting the turn in the Aura that causes the weakened condition. So I guess my damage this turned was halved regardless. Still good to be out of the auras, however.
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Last edited by Shadow_Elf : 04-22-2012 at 06:44 PM.
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Old 04-23-2012, 04:31 PM   Top  -  End  -  #46
Scylfing
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Default Re: Guildmage [OOC]

Rolling monster knowledge checks for the wraiths and gargoyles.

Wraiths: (1d20+18)[34]
Gargoyles: (1d20+18)[28]
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Old 04-25-2012, 08:39 AM   Top  -  End  -  #47
Chambers
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Default Re: Guildmage [OOC]

Claw vs Jarl
Attack (1d20+24)[31] vs AC 34
Hit (2d8+7)[9] necrotic damage and ongoing 5 damage (save ends)
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Old 04-25-2012, 02:47 PM   Top  -  End  -  #48
PChubby
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Default Re: Guildmage [OOC]

Did the wraiths do anything on their turn?

Trying to figure out if it's Riley's turn or not :)
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Old 04-25-2012, 03:35 PM   Top  -  End  -  #49
NecroRebel
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Default Re: Guildmage [OOC]

I think the wraiths are trying to be stealthy-like, or maybe they're running for help Chambers said that it was going our turn-their turn, so if they took their turn, it must be ours again.

The dice don't seem to like me much. I seem to be getting a lot of rolls of less than 10 on my d20s. Oh well. Hopefully Flavius can give that right gargoyle vulnerability to cold before its turn so that I get bonus damage from it on it.
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Old 04-25-2012, 03:41 PM   Top  -  End  -  #50
Shadow_Elf
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Default Re: Guildmage [OOC]

Saving Throw vs. Ongoing: (1d19+2)[13]

I wanted to use Frostburn, but it would hit (and probably severely damage) allies in the burst, so I will refrain. After seeing what combat plays like for the party, I was wondering if I could retrain Flavius' free expertise feat from Orb Expertise (which improves Slides, of which I only have a few) to War Wizard's Expertise (which gives me a penalty to attacks vs. allies). At next level-up, I'll also take War Wizardry, so the total penalty against allies is -10 to the attack roll, half damage on a hit, no damage on a miss, which should make my attacks significantly more party-friendly.
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Old 04-25-2012, 05:22 PM   Top  -  End  -  #51
Chambers
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Default Re: Guildmage [OOC]

The wraiths did...something, on their turn.

It is indeed Team PC's turn, so let loose! Also, it's not hard to figure out by now that the Gargoyles aura is roughly 10ft wide (so Aura 2).

If everyone could include a little stat block in a spoiler at the bottom of their combat posts like some have done, that'd be a big help. Doesn't have to have all the powers, just the basic defenses, hp, surges, etc.

Shadow_Elf

I'll let you switch it out after the fight. I'm fine with people changing a few things here and there, after realizing that they don't work the way they expected or some such.
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Old 04-25-2012, 05:41 PM   Top  -  End  -  #52
Shadow_Elf
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Default Re: Guildmage [OOC]

Thanks, I will switch it once the battle is done. Additionally, I have added a status spoiler at the bottom of my last IC post. It lists all of Flavius' defenses and health and whatnot, as well as his passive bonuses and power availability. I also forgot one of his interrupts when I was talking about spell use. If a hit could be made into a miss by gaining +2 to the defense, I will use Staff of Defense as an interrupt.
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Old 04-25-2012, 06:48 PM   Top  -  End  -  #53
Chambers
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Default Re: Guildmage [OOC]

Rileys attack missed. If you want, you can include things like "if I hit, use this power" and roll for it. Speeds things up some.
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Old 04-25-2012, 06:52 PM   Top  -  End  -  #54
PChubby
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Default Re: Guildmage [OOC]

Rolling SA dice since it didn't like adding it :)

(3d6)[12]


Just an FYI: Almost every heal/boost Riley has is burst/range 5 so keep that in mind when moving.

Last edited by PChubby : 04-25-2012 at 07:34 PM.
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Old 04-25-2012, 06:59 PM   Top  -  End  -  #55
Reverent-One
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Default Re: Guildmage [OOC]

Sorry, Shadow, if I had gotten online sooner, I could have done my Aegis of Assault move, which would have helped you out. Doing that now, my turn post will come later.

Teleport into the right Gargoyles square, sliding it to N2 (Baldric of Assault), attack with Blastback strike.
Attack vs Fort: (1d20+21)[35]
Damage: (2d10+9)[20] thunder damage (still halved? Not sure on the duration in the weakened I got on my turn), and push it to L2 on a hit.
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Old 04-25-2012, 07:23 PM   Top  -  End  -  #56
Chambers
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Default Re: Guildmage [OOC]

Sorry, forgot to include it in the IC fluff. The weakened from the aura ends when you leave the aura. It only triggers on the start of your turn, so moving into the other gargoyles aura won't reapply it (unless you then start in that one).
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Old 04-25-2012, 07:33 PM   Top  -  End  -  #57
PChubby
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Default Re: Guildmage [OOC]

Quote:
Originally Posted by Chambers View Post
Rileys attack missed. If you want, you can include things like "if I hit, use this power" and roll for it. Speeds things up some.
Holy hell, he missed a 27 reflex?
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Old 04-25-2012, 08:03 PM   Top  -  End  -  #58
PChubby
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Default Re: Guildmage [OOC]

Thanks for the offer Shadow_Elf but not necessary now that the auras are up.

They're a little strange to convey. They don't have to be sustained or require singing or speech for that matter but they take a minor action to trigger and stay till the EoE or Riley drops. I didn't have the actions to start both of them up the 1st round.
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Old 04-25-2012, 08:05 PM   Top  -  End  -  #59
Shadow_Elf
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Default Re: Guildmage [OOC]

Quote:
Originally Posted by PChubby View Post
Thanks for the offer Shadow_Elf but not necessary now that the auras are up.

They're a little strange to convey. They don't have to be sustained or require singing or speech for that matter but they take a minor action to trigger and stay till the EoE or Riley drops. I didn't have the actions to start both of them up the 1st round.
I know there's no mechanical need to chant to keep your auras active, the offer was purely from a fluff perspective .
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Old 04-25-2012, 09:13 PM   Top  -  End  -  #60
Scylfing
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Default Re: Guildmage [OOC]

I only blinked away so far because I didn't know how wide the aura is. I'll go ahead and get a little closer this round.
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