[4E]Lvl1: Swift Hammer (TelinArtho) vs. Arcanists of the Raven Queen (Erithmu)

Post/Author/DateTimePost
#1

lonewolf

Apr 02, 2009 3:46:16
This is a seperate thread fight between the team "Swift Hammer" against the "Arcanists of the Raven Queen. If you are not TelinArtho, Erithmu or myself please do not post here.

Swift Hammer

Ready for 25 March 2009 [Fight 1]

Swift Hammer



Barandor Stronghammer

Barandor Stronghammer
Male Dwarf Cleric of Moradin
Level 1, Lawful Good

Str 12 (+1) [2 pts]
Dex 8 (-1)
Con 16 (+3) [5 pts] [14, +2 racial]
Int 11 (+0) [1 pts]
Wis 18 (+4) [9 pts] [16, +2 racial]
Cha 14 (+2) [5 pts]

Hit Points 28 [12 (base) + 16 (con)]; Bloodied 14
Healing Surge (hp healed/per day): 7hp / 10/day [7 (cleric) + 3 (con)]
Second Wind: 7hp + 2 to all defenses until next action [Use as a Minor Action]
Armor Class 16 [10 + 0 (level) + 6 (Armor) + [0 (Int/Dex) in light armor]]
Fortitude Defense 13 [10 + 0 (level) + 3 (Str/Con)]
Reflex Defense 10 [10 + 0 (level) + 0 (Dex/Int)]
Will Defense 16 [10 + 0 (level) + 4 (Wis/Cha) +2 (cleric)]

Initiative -1
Speed 5 squares

Basic Attacks
Warhammer +3 vs AC [+1 Str, +2 proficiency], 1d10+1 dmg, Versatile [+1 dmg when wielded 2-handed]
Throwing Hammer +3 vs AC [+1 Str, +2 proficiency], 1d6+1 dmg, Range 5/10, Heavy Thrown, Off-hand

Feats
Moradin's Resolve [1st]
Ritual Casting [Cleric bonus]

Skills
+6 Dungeoneering (+4 Wis, +2 racial)
+4 Endurance (+3 Con, +2 racial, -1 ACP)
+9 Heal (+4 Wis, +5 trained)
+5 History (+0 Int, +5 trained)
+9 Insight (+4 Wis, +5 trained) [Passive 19]
+4 Perception (+4 Wis) [Passive 14]
+5 Religion (+0 Int, +5 trained)

Race and Class Features
Dwarf
Vision: Low-light
Languages: Common, Dwarven
Cast-Iron Stomach: +5 to saving throws vs Poison
Dwarven Weapon Proficiency: Proficient with Throwing Hammer and Warhammer
Encumbered Speed: Move at normal speed even when it would normally be reduced by armor or heavy load.
Dwarven Resilience: Use Second Wind as a minor action
Stand your Ground: Move 1 square less when subject to a push, pull or slide; When knocked prone, make an immediate saving throw to stay standing

Cleric
Armor Proficiencies: Cloth, leather, hide, chainmail
Weapon Proficiencies: Simple Melee, Simple Ranged
Implement: Holy Symbol
Healing Lore: When healing with a cleric power with the healing key-word, add wisdom bonus to total healed

Prayers
At-will (2 base)
Sacred Flame (Class 1, Divine, Implement, Radiant, Standard, Ranged 5)
  • Target: One Creature
  • Attack: +4 [Wis] vs Reflex
  • Hit: 1d6+4 [Wis] radiant damage and one ally in sight gains either +2 temporary HP [Cha + 1/2 level] or to make a saving throw

Lance of Faith (Class 1, Divine, Implement, Radiant, Standard, Ranged 5)
  • Target: One Creature
  • Attack: +4 [Wis] vs Reflex
  • Hit: 1d8+4 [Wis] radiant damage and one ally in sight gains +2 power bonus on the next attack against the target

Encounter (1 base +3 cleric +1 feat)
Channel Divinity: Divine Fortune (Cleric, Divine, Free Action, Personal)
  • Special: Only one channel divinity power can be used once per encounter
  • Effect: +1 bonus to next attack roll or saving throw before your next turn

Channel Divinity: Turn Undead (Cleric, Divine, Implement, Radiant, Standard, Close Burst 2):
  • Special: Only one channel divinity power can be used once per encounter
  • Target: Each undead creature in burst
  • Attack: +4 [Wis] vs Will
  • Hit: 1d10+4 [Wis] radiant damage and you push the target 5 [3 + Cha] squares. The target is immobilized until your next turn
  • Miss: Half damage, target is not pushed and not immobilized

Channel Divinity: Moradin's Resolve (Feat, Divine, Minor Action, Personal)
  • Special: Only one channel divinity power can be used once per encounter
  • Effect: Until the end of your next turn, you gain a +2 bonus to attack rolls against Large or larger creatures

Healing Word (Cleric, Divine, Implement, Healing, Minor Action, Close Burst 5):
  • Special: can be used twice per encounter but only once per round.
  • Target: You or one ally
  • Effect: Target can spend a healing surge and regain an additional 1d6+4 [Wis] hit points

Divine Glow (Class 1, Divine, Implement, Radiant, Standard, Close Blast 3)
  • Target: Each enemy in blast
  • Attack: +4 [Wis] vs Reflex
  • Hit: 1d8+4 [Wis] radiant damage
  • Effect: Allies in the blast gain a +2 power bonus to attack rolls until the end of your next turn.

Daily (1 base)
Cascade of Light (Class 1, Divine, Implement, Radiant, Standard, Ranged 10)
  • Target: One Creature
  • Attack: +4 [Wis] vs Will
  • Hit: 3d8+4 [Wis] radiant damage and the target gains vulnerability 5 to all your attacks (save ends)
  • Miss: Half damage and no vulnerability.


Equipment
Chainmail [40lbs] [40gp]
Warhammer [5lbs] [15gp]
2 Throwing Hammers [4lbs] [10gp]
Holy Symbol [1lbs] [10gp]
Standard Adventurer's Kit [33lbs] [15gp]
10gp left

[86lbs] [90gp]
#2

lonewolf

Apr 02, 2009 3:55:14
Telin
You start in the eastern box.
#3

TelinArtho

Apr 02, 2009 7:02:47
Swift Hammer
Barandor will start at 29,18 with a throwing axe in hand.

Felamir will start at 29,14 with his rod in hand.
#42

Erithmu

Apr 07, 2009 15:15:18
Nest
Nest will take a move action to the edge and see what I can target. I might continue my move from there.

Confirm: Barandor is cursed, Felamir isn't
#43

lonewolf

Apr 07, 2009 15:23:43
Nest comes towards the corner, finds Felamir and is missed by a readied action Eldritch Blast from the halfling. Minor and standard action remaining

#44

Erithmu

Apr 07, 2009 15:29:10
Nest
Curse and Dire Radiance.

Just confirming stuff here, Barandor has used both healing abilities. and then what is my hp status at the moment?
#45

lonewolf

Apr 07, 2009 15:42:20
Nest curses Felamir and hits him with Dire Radiance. Felamir is bloodied again.

Rith
Owen is still at full hp
Nest is at 14

Barandor has already used both healing words
#46

TelinArtho

Apr 07, 2009 16:11:39
Swift Hammer
Barandor will move 5 towards Nest (north 4, west 3 from my current position).

If I haven't spotted Owen yet - use a second move action to move to 21,22 and a minor action to draw another throwing axe.

If I get there unmolested, use an action point:
1. If both are in range - hit them both with Divine Glow
2. If only Nest is in range - hit him with Lance of Faith and give Felamir the bonus if it hits.
#82

Erithmu

Apr 08, 2009 16:08:42
Nest should hit ... +1 Prime shot, +1 For Felamir being bloodied (Tiefling Racial)

Edit: +1 for Star pact activating w/ Barador going KO.
#83

TelinArtho

Apr 08, 2009 16:10:42
I'm not sure if Felamir is bloodied - Felamir has 2 temp hp that drive him above the bloodied value. I was wrong here too...

EDIT: Actually - you get the +1 from Fate of the Void for Barandor goes down (as does Felamir for Owen going down) - so you do hit.

Swift Hammer

Well - time to hopefully drive this home!

Felamir moves to (11,10) and uses dreadful word on Nest.