None of you actually didnt hear him since he vanished the last time in F2 (last two rounds ago - so he played a Move action + a full round already... if that can help you decide where to go)
Right now, you do not hear the Imp (if you keep searching tell me where you go).
Note that you just leveled up.
It is time to update your characters combat info please (see bellow) (check them out even if you dont feel there is changes.... sometimes I have old number that havent been updated when you acquired new gear or something).
Shadow, you also level (your characters stay on par with the main game level)
Ashe :
Spoiler
Ini : +6
HP : 43/43
Surge value : 10
Surge/day : 7
AC: 21
Fortitude : 14
Reflex : 18
Will : 18
Passive Perception: 25
Passive insight : 16
Basic attack bonus/damages/effects (for OAs) : +10, 1d12+5 damage
Effect: I shift 1 square and slide the target 1 square into the space I occupied.
Initiative : +4
HP: 47
Surge Value : 11
Surge per day : 12
AC : 22 (21 if armor is set for speed)
Fortitude : 18
Reflex : 17
Will : 17
Basic attack bonus and damage (or anything that replace it - for OA) : +11 / 1d10+5 (+6 / 1d10+3 Radiant)
Passive Perception : 13
Passive insight : 13
Resist : None
Default Action when players unavailable : DELAY
Mark damage : 5 radiant
Languages : Common, Giant
Greenbane = 19
Monique :
Spoiler
Initiative : +2
HP : 39
Surge value : 9
Surge/day : 8
AC: 20
Fortitude : 14
Reflex : 18
Will : 19
Resist : None
Passive Perception: 14
Passive insight : 18
Basic attack bonus/damages/effects (for OAs) : +6 v ac, 1d8+1 dmg Longsword.
Default Action when players unavailable : Vicious Mockery +9 v W 1d6+7 psychic dmg and the target takes -2 to attack rolls until the end of my next turn
Laguages : common
INI : +5
HP : 36
Surge value : 9
Surge/day : 6
AC: 15
Fortitude : 14
Reflex : 17
Will : 20
Passive Perception: 13
Passive Insight : 18
Basic attack bonus/damages/effects (for OAs) : +7 Attack/+9 Damage (spells). Ace doesn't take OAs, there is no point.
REsist : Resist 10 (Random each day) (Fire , set in ooc #1817)
Default Action when players unavailable : Chaos Bolt biggest threat OR use Mists of Disarray or Diamond Flush if at least three targets can be hit without hitting allies.
Laguages : Common, Primordial
UNG :
Spoiler
INI : 4
HP : 47
Surge value : 11
Surge/day : 10
AC: 19
Fortitude : 20
Reflex : 15
Will : 13
Passive Perception: 12
Passive Insight : 12
Basic attack bonus/damages/effects (for OAs) : +11 VS AC, 1D10+6 damage. +1d8 to dmg rolls whil in Berserker Fury
Resist : 5 Cold
Default Action when players unavailable :
Laguages : Common, Giant.
Wolf Mount :
Spoiler
Young Dire Wolf Level 3 Skirmisher
Large natural beast (mount) XP 150
Initiative +5 Senses Perception +7; low-light vision
HP 50; Bloodied 33
AC 17; Fortitude 16, Refl ex 15, Will 14
Speed 8
mBite (standard; at-will)
+8 vs. AC; 1d8 + 3 damage, or 2d8 + 3 damage against a prone
target.
Combat Advantage
The dire wolf gains combat advantage against a target that has
one or more of the dire wolf’s allies adjacent to it. If the dire
wolf has combat advantage against the target, the target is also
knocked prone on a hit.
Pack Hunter (while mounted by a friendly rider of 3th level or
higher; at-will) ✦ Mount
The dire wolf’s rider gains combat advantage against an enemy if
it has at least one ally other than its mount adjacent to the target.
Alignment Unaligned Languages —
Str 19 (+5) Dex 16 (+4) Wis 14 (+3)
Con 19 (+5) Int 5 (–2) Cha 11 (+1)
Ok, there will be a number of changes to mine. Looks like there are old numbers in it anyway, lol. Will hopefully get on the builder and level Ashe up tonight and then let you know.
__________________ Playing: Ashe Natura - Grandpre Academy (Second Group) - D&D 4E Gustavo - The Fires of War - D&D 4E
Gained: Arc of Vengeance Daily Power.
Retrained: Enfeebling Strike At-will power lost in favor of Heroic Effort Human Encounter Power. This should add a good degree of reliability to Righteous Smite and those yummy THPs it bestows on us.
Character Summary
Initiative : +4
HP: 53
Surge Value : 13 (Belt of Vigor)
Surge per day : 12
AC : 22 (21 if armor is set for speed)
Fortitude : 18
Reflex : 17
Will : 17
Basic attack bonus and damage (or anything that replace it - for OA) : +11 / 1d10+5 (+6 / 1d10+3 Radiant)
Passive Perception : 13
Passive insight : 18 (this skill is trained)
Resist : None
Default Action when players unavailable : DELAY
Mark damage : 5 radiant
Languages : Common, Giant, (Goblin - from Greenbane)
Bolerum : I just realised something about Pressing strike. I think you use it incorrectly (sometimes). I beleive you need to already be adjacent to the targetted monster when you use the power (before you shift) since the target is melee weapon...
I might be wrong on that account though... I'll check.
Effect: Before the attack, you shift 2 squares. You can
move through an enemy's space during the shift, but
you can't end there.
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier (+6) damage, and you
push the target 1 square. If you are raging, the attack
deals 1d6 extra damage.
Level 21: 2[W] + Strength modifier (+6) damage.
Since the shift is an effect explicitly resolved before the attack, I've (unknowingly) assumed that the attacker can be anywhere on the map as long as he is within weapon range when the attack is resolved.
Edit: Having thought this through some more, I'd add that while it may be useful to move through an enemy due to effects such as Thunderhooves Rage, the general use for shifting through enemies would be to reach your desired target.
INI : 4
HP : 53
Surge value : 13
Surge/day : 10
AC: 19
Fortitude : 20
Reflex : 16
Will : 13
Passive Perception: 12
Passive Insight : 12
Basic attack bonus/damages/effects (for OAs) : +11 VS AC, 1D10+6 damage. +1d8 to dmg rolls whil in Berserker Fury
Resist : 5 Cold
Default Action when players unavailable : delay
Laguages : Common, Giant.
Wolf Mount : (He's Gone)
Spoiler
Young Dire Wolf Level 3 Skirmisher
Large natural beast (mount) XP 150
Initiative +5 Senses Perception +7; low-light vision
HP 50; Bloodied 33
AC 17; Fortitude 16, Refl ex 15, Will 14
Speed 8
mBite (standard; at-will)
+8 vs. AC; 1d8 + 3 damage, or 2d8 + 3 damage against a prone
target.
Combat Advantage
The dire wolf gains combat advantage against a target that has
one or more of the dire wolf’s allies adjacent to it. If the dire
wolf has combat advantage against the target, the target is also
knocked prone on a hit.
Pack Hunter (while mounted by a friendly rider of 3th level or
higher; at-will) ✦ Mount
The dire wolf’s rider gains combat advantage against an enemy if
it has at least one ally other than its mount adjacent to the target.
Alignment Unaligned Languages —
Str 19 (+5) Dex 16 (+4) Wis 14 (+3)
Con 19 (+5) Int 5 (–2) Cha 11 (+1)
Do you want to short rest there or do you move to a more secure (hidden) place? (Timlaff : Ung was actually hidden in some natural cavern when he spoted (up the mountainside)
Shall I assume you take time to search the bodies?
I'm thinking we should cut across the mountains. Since we've been discovered, it seems sensible to put rough terrain where wolf mounts can't pass between us and the goblin army.
Well you could always try to travel in the mountains... while it isnt impossible, it will be difficult and possibly slow you down alittle (depends on your group Athletic check : either medium DC (12) if you stay low - easyer to spot or Hard DC (17) to be nearly undetectable , need 3 out of 4 success among the group)
NOTE that you'd all need to roll on the same DC... you choose if you go that way (before any roll are done or I assume harder DC)
Assuming Monique's charisma bonus applies to healing surges, two will put Bolerum to his full total. Bolerum will take one of the healing potions to replace the one he used in battle. He's also interested in those gauntlets, but this can be negotiated.
By the way, for level-ups, Ace will acquire the level 5 Daily power Moon and Stars, and will exchange Arc of Fire for Ensorcelled Blade in his at-wills. Now he can make opportunity attacks and take advantage of Monique's spell list as well (so everyone will have decent basic attacks for use!). Jieung will learn Ungol Dust, for those days when he needs a powerful single-target ability.
__________________ My Homebrew
Currently DMing: Heroes on a Sea of Swords - IC - OOC - OOC II
Thanks to Arokh for all the wonderful avatars! May his computer never crash and his mouse arm never cramp!
Hey guys, I need your help. I'm torn for retraining my Utility Power. I have Concerted Effort, which I've only used once, and its a Standard Action so I'm gonna get rid of it.
My question is, which of the following should I take?
Moment of Escape:
Spoiler
Move Action, Encounter Power
Ranged 10 Target 1 Ally
You slide the target 4 squares
This power is great for maneuvering you guys. I could have slid Ashe into the room with the homunculi, slid people out of the gnats, etc etc.
If Ace gets mobbed, I can slide him to safety.
If Bol gets locked down, I can slide him back into melee.
This seems like a rock solid power.
Inspire Competence:
Spoiler
Minor Action, Encounter Power
Burst 5 Targets You and each Ally in Burst
Choose a Skill. Until the end of the encounter, each target gets a +2 bonus to the next check they make using that skill.
I don't have to be trained in the Skill, so I can buff our Endurance, Stealth, Athletics, Acrobatics, or whatever. It would really help in Dekkah's prolific skill challenges, especially those that require us all to make the same check. For pretty much any physical skill, there are at least two of us that suck at it, and for mental skills, I think I'm the only one trained in most of em.
So, what do you think? +2 isn't game changing, so I am leaning towards Moment of Escape, but I'd like your opinions.
__________________
Thanks Gigi Digi for the avatar.
I'm not too impressed by either utility power, to be honest. Have you looked into the PHB3 Skill Powers? There are probably some decent ones in there for your trained skills. I'll fill in more later tonight. Here ya go:
Spoiler
Arcana
Arcane Senses (EP; Minor): Arcana check to learn number of elemental, fey and shadow creatures within a number of squares equal to the result.
Arcane Mutterings (EP; Free): substitute Arcana for a social skill. Meh.
Bluff
Battle Feint (EP; Minor): grant adjacent ally CA against adjacent enemy on next attack before your EONT.
False Bravado (AW; Minor): Shrug off marks forever after as a minor action. Not bad.
History
Legend Lore (EP; Free): Substitute History for another skill in a creature knowledge check.
Perfect Recall (AW; Free): Don't bother. Only useful in games where the DM asks for Intelligence checks - which I've never heard of, nor seen a need for.
Strategist's Epiphany (DP; Free): Errata'd to be self-only, but still pretty reasonable. Substitute a History check for your Initiative roll.
Religion
Faith Healing (DP; Standard): Allow a creature you can touch to spend a Healing Surge once per day. The Standard Action cost makes this almost too dumb to describe.
Streetwise
City Rat (EP; Free): Essentially, substitute Streetwise for Stealth once per encounter. Not bad for skill contests.
Nose for Trouble (DP; Free): Like Strategist's Epihpany, but use Streetwise in place of initiative.
Ok, I updated the summary Ive got (still missing Moniques, Ace and Jieung ).
Bolerum, you wrote beside your surge value (Belt of vigor)... but 13 is the actual real surge value of 53HP. Shouldnt it be 14 instead (if you wear the belt of vigor)?
Monique : Personnaly I like moment escape as it can be really usefull... and well my other bard forcus on moving characters on the battlefield.
It is mostly a personnal preference.
Bolerum, you wrote beside your surge value (Belt of vigor)... but 13 is the actual real surge value of 53HP. Shouldnt it be 14 instead (if you wear the belt of vigor)?