The Overseer's Challenge IC

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Re: The Overseer's Challenge IC

Post  SilentBelle on Mon Apr 08, 2013 1:45 am

Lyntermas wrote:Blitz pauses, then points to himself. "...Blitzkrieg." He then points to the others behind him. "Friends. Let us pass?"

"Kobold!" They point their crossbows at you menacingly, as if daring you to take a step closer.
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Re: The Overseer's Challenge IC

Post  Curunir on Mon Apr 08, 2013 2:02 am

Hussar does take a step closer, pulling out his lance. "Really? You're outnumbered- There's four of you, and five of us- six if you count the... watcher thing. Unless you have some 'friends' hiding- some 'allies' to let you be in the front with the ranged weapons." He pawed at the ground with his hoof. "Now move out of the way, or I will make a way!"

"Sorry Blitzkrieg, I feel diplomacy is failing us, if they can even understand you. If these... creatures actually wanted to get out of here as much as we do, I'm sure they'd have been happy to line up to join us."

Spoiler:
Going to again assume its initiative time! Unless for some reason the kobolds surrender/join us, or move out of the way (not that I'm trusting them if they do that!)

Initiative: 17

[+3] “For Faith, Law, and King!” Sanctity of Faith - Standard Utility
You gain regeneration 2 (save ends).

[+2] Offensive Formation (Crazy Concoction) - Standard Utility
You suffer vulnerability 2, a -5 penalty to saving throws and gain a +2 bonus to damage (save ends all).

[-2] Charge down the line (Chain Lightning) - Standard Attack
Deal 1d10 to target creature. If you roll a 6 or higher you may copy this effect, choosing a new target for the copy.

[-2] Trample (Slashback) - Interrupt Attack
Trigger – A creature hits you with an attack.
Effect - Deal 1d12 damage to the triggering creature.

[-7-4] Winged Hussar Charge (Hurricane Blade) – Minor Utility
...Yeah... no need to put the full text of that here. Will probably just list the moveset if/when I use this as a reminder.

Gonna steal Dusk Raven's format below and put my Item Talent here too (and maybe not have a repeat of last battle where Belle thought I was out of responses!)

[0] Glancing Blow (Endure Pain) - Interrupt Utility [1/Battle]
Trigger - You would be reduced to 0 hp or less.
Effect - You are reduced to 1 hp instead.

Status: HP 30 (4 THP), PIPS 4, Resist 2 single-target attack(item), d12 roll of 11-12 ignore attack effect on Hussar (trait)


Last edited by Curunir on Mon Apr 08, 2013 3:08 am; edited 2 times in total
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Re: The Overseer's Challenge IC

Post  Dusk Raven on Mon Apr 08, 2013 3:02 am

SilentBelle wrote:"Kobold!" They point their crossbows at you menacingly, as if daring you to take a step closer.

"Tucker! I mean-" He adopted a battle stance (at least as far as one could be adopted for a mage) and began to mentally prepare himself. "If there's a password, I don't think we know it!" He telekinetically took his glasses off and stuffed them in one of his vest pockets... and kept a couple other pockets open should he need their contents.

The hound, meanwhile, had not followed them into the tunnel... but now, it stood alert, and in a swift vortex of darkness, appeared at Wandering Eye's side, facing the opposing force, jaws open ever-so-slightly and dripping with malice.

Spoiler:
Okay... this'll be a long list.

Wandering Eye's initiative: 13
Hound's initiative: 16 (assuming it doesn't just use Wander's initiative, which come to think of it I think conjurations do...

Trait: Conjurer’s Pet
When you roll initiative, you may conjure an allied Conjurer’s Pet (Stat block at the end of this spoiler)

Talents:
[+3] Dark Pact (Draw Blood) [Standard Utility]
Target creature suffers 1 ongoing damage (save ends).

[+1] Hemophiliac Hex (Kindle Pain) [Standard Utility]
If target enemy is suffering ongoing damage, increase that damage by 5.

[-3] Torment’s End (Despair) [Standard Attack]
Deal 2d12 to up to six creatures currently suffering from (save-ends) effects.

[-5] Conjure Spectre - Standard Utility
Conjure an allied Dark Spectre. (Stat block is at the end of this list)

[-6] Star of Hope (Second Sunrise) [Standard Utility]
You and up to five allies gain 2d12 hp and may make a saving throw with a +5 bonus.


Item Talents:

[0] Soulworm (Blood Drain) [Minor Action, 1/Battle]
Target creature suffers 4 ongoing damage (save ends). Whenever it takes damage from this effect, you gain 4 hp.

Trait: Talisman of Illness.
Enemies suffer a -2 penalty to saving throws against (save ends) effects that you bestow on them.

[0] Endure Pain - Interrupt Utility [1/Battle]
Trigger - You would be reduced to 0 hp or less.
Effect - You are reduced to 1 hp instead.

Hound of Recurring Nightmares (Conjurer’s Pet) - 20 hp

[0] Bite - Standard Attack
The Conjurer’s Pet deals 1d6 damage to target creature.

[0] Mine and Mine Alone (Defend the Master) - Interrupt Utility
Trigger - An enemy targets you with a single target attack
Effect - The attack targets the Conjurer’s Pet instead.


Dark Spectre - 10 HP

Trait - Otherworldly Presence (Midnight Haunting)
All enemies suffer a -1 penalty to saving throws.

Trait - Spectral Possession
When the Dark Spectre is destroyed, target creature is dominated by you until the end of its next turn.

[+1] Dark Gaze (Spook) [Standard Attack]
Target creature suffers a -2 penalty on its damage rolls (save ends).

[-1] Deathwish [Standard Attack]
Target creature must attack the Dark Spectre on its next turn if able.

That should be everything, right?

HP: 30
PiPs: 4
Condition: Good
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Re: The Overseer's Challenge IC

Post  Lyntermas on Mon Apr 08, 2013 3:14 am

Blitzkrieg sighed. "I'm sorry, but my comrades and I need to continue onwards, and we will not let you stand in our way."


Spoiler:
Initiative...6

Talents:
[+2] Perfect Focus - Standard Utility
You gain resist 3 until the end of your next turn. At the start of your next turn, if you have not taken damage since you last used this ability, you gain 2 more pips.

[-3] Fireswath - Standard Attack
Deal 1d10 damage to up to six creatures.

[-3] Misdirection – Interrupt Attack
Trigger – An enemy damages you with a combat talent.
Effect - A random enemy takes the damage instead.

[-2] Blink - Interrupt Utility
Trigger - An enemy targets you with an attack.
Effect - Flip a coin. If heads, you are not affected by the attack. If tails, gain 5 temporary hp

[-7] Hammer of Thunder - Minor Utility
You conjure a Thunder Hammer in your hands.[*] You can dismiss the Thunder Hammer as a free action. While you are wielding a Thunder Hammer, you cannot use your other combat talents. Instead you may use the combat talents below.
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Re: The Overseer's Challenge IC

Post  thematthew on Mon Apr 08, 2013 9:07 am

Maretoko immediately perks up when the crossbows are brandished, "Target Aquired... Initiating Plan B."

Combat Stuff:
Initiative: 19
Combat Talents

[+6] Chargin’ Mah Lazer! (Grab For Power) - Standard Utility
Lose 1d8 Pips.

[+3] Furiously Hitting Buttons (Critfisher) – Standard Utility
Choose one;
A) Roll two dice of your choice from amongst d8s, d10s and d12s (you could choose to roll both dice from one of these types, or a mix from amongst these types).
B) Pay 2 pips. If you do, roll five dice of your choice from amongst d8s, d10s and d12s (you could choose to roll all five from one of these types, or a mix from amongst these types).

[-1] Buzzsaws for Hands! (Whirling Blades) - Minor Attack
Deal 1d4 damage to target creature. If you roll a 3 or higher, the creature suffers vulnerability 1 to your attacks until the end of your next turn.

[-X] Draw Lifeforce (Drain Blood) - Minor Attack
Deal X damage to target creature. Target creature gains X+2 life. X cannot be less than 1.

[-10] Perpetual Motion Protocol (Royal Command) - Standard Utility
You and up to four allies can take a Standard Action. If that action deals damage, it deals 1d8 additional damage.

Traits
I Meant To Do That
Whenever you roll a 1 on a d8, d10 or d12; you may gain 1 pip.
Items
Spellblade - 2000 Gold
Weapon
You may use the following combat talent once per round.

[0] Bladespell - Reaction Attack
Trigger - You make an attack that targets only one enemy.
Effect - Choose one of the following;
A) Deal 3 damage to target creature.
B) Move up 1 slot in the initiative order.
C) Target ally gains 4 temporary hp.

Iron Shield - 1000 Gold
Trinket
Once per battle you may use the following combat talent.

[0] Endure Pain - Interrupt Utility [1/Battle]
Trigger - You would be reduced to 0 hp or less.
Effect - You are reduced to 1 hp instead.

Amulet of Protection - 500 Gold
Trinket
You begin the battle with 4 temporary hp.

Ring of Resilience - 500 Gold
Trinket
You gain a +3 bonus to saving throws.
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Re: The Overseer's Challenge IC

Post  Xel Unknown on Mon Apr 08, 2013 2:42 pm

Proto's new and improved Spell-Shield Flares up as it takes aim, trying to judge which enemy would be the best to target first.
combat data:
Initiative: 18...

Combat Talents:
[+3] Magical Reload (Form of the Serene Armadillo) - Standard Utility*
You gain 1d4 temporary hp.

[-3] Explosive Arrow - Standard Attack*
Deal 1d8 damage to target creature. At the beginning of that creature’s next turn, it and all creatures adjacent to it take 1d10 damage and are dazed (save ends).

[-3] Magic Arrow (Furious Rage) - Standard Attack*
Deal 2d10 damage to target creature. If you are bloodied, you 3d12 damage instead.

[-3] Light Arrow (Sunlance) - Standard Attack*
Deal 1d10 damage to target creature. That creature and all enemies adjacent to it are blinded until the end of your next turn.

[-3] Blazing Fire Bolt (Contagious Curse) - Standard Attack*
Target creature and all creatures adjacent to it are subjected to your Fiery Flames (save ends). A creature that is suffering from your Fiery Flames suffers 5 ongoing damage.

Items:
Weapon
Supercharged Bolt (Oversized Sword) - 1500 Bits
You may use the following combat talent.

[-4] POWER SHOT! (Not Compensating For Something) - Standard Attack
Deal 1d20+1d12 damage to target creature. If you roll a 19-20 on your d20, you may activate all three of your Special Move Features.
Armor
Spell Shield v 2.0 (Full Plate) - 2500 gold
You have resist 2 and suffer a -1 penalty to initiative.
status:
HP: 30
PiPs: 4
Condition: Spell Shield (Resist 2 & -1 to initiative)
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Re: The Overseer's Challenge IC

Post  SilentBelle on Mon Apr 08, 2013 3:10 pm

initiative order:

Initiative:
Maretoko = 19
Archer 1 = 18
Proto = 18
Hussar = 17
Wandering = 13
Archer 2 = 11
Archer 3 = 8
Blitzkrieg = 6
Archer 4 = 3

adjacency:
Blitz, Hussar, Proto, Maretoko, Conjurer's Pet, Wandering
(If you want me to tweak any of those let me know.)

(Maretoko starts this combat off)
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Re: The Overseer's Challenge IC

Post  thematthew on Mon Apr 08, 2013 4:12 pm

Maretoko begins stamping at the ground and snorting, then leaps forward at Archer #1 striking with all manner of sharpened objects that start flingng themselves put of her.

Standard Action:
[+6] Chargin’ Mah Lazer! (Grab For Power) - Standard Utility
Lose 1d8 Pips.
d8 roll: 5

Minor Action:
[-1] Buzzsaws for Hands! (Whirling Blades) - Minor Attack
Deal 1d4 damage to target creature. If you roll a 3 or higher, the creature suffers vulnerability 1 to your attacks until the end of your next turn.
d4 roll: 4 -> Archer #1 also suffers vuln 1 to Maretoko's attacks until the end of her next turn

Reaction:
[0] Bladespell - Reaction Attack
Trigger - You make an attack that targets only one enemy.
Effect - Choose one of the following;
A) Deal 3 damage to target creature.
B) Move up 1 slot in the initiative order.
C) Target ally gains 4 temporary hp.

Choice: A-> Archer 1 (unless for some reason it's already dead, then Archer 2)

Combat Stats:
HP: 30 + 4 temp
Pips:4
Situation: Nominal
Passives: +3 to saves
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Re: The Overseer's Challenge IC

Post  SilentBelle on Wed Apr 10, 2013 1:28 am

You rush a pitfall trap, which you leap over deftly.

The Archer is hurting, and bleeding from the attack and let's our a harsh barking sound. "KOBOLD!!!" and fires its crossbow in retaliation. Moments later you can hear more shouts of "Kobold" echoing down the tunnel. More are coming.

Attack/Status:

Targeting Martoko. Adjacents: Proto, Conjurer's Pet
Trapped Arrow - Standard Attack
Deal 1d8 damage to target creature. At the beginning of that creature’s next turn, it and all creatures adjacent to it take 1d10 damage and are dazed (save ends)
7 Damage to Maretoko.

Status: Bloodied.

Next up is: Proto, Hussar, Wandering + Summon, Kobolds.


Last edited by SilentBelle on Fri Apr 12, 2013 3:40 pm; edited 1 time in total
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Re: The Overseer's Challenge IC

Post  Xel Unknown on Fri Apr 12, 2013 2:33 pm

Proto fires off all the magic it can at what the first to have acted of these odd creatures. And the magics seemed to be extremely deadly, but sadly, the main brought of the magics missed it's target, and just grazed the enemy. Still did quite a bit of damage, but clearly it could've done a LOT more.

combat talent:
[-3] Power Shot (Not Compensating For Something) - Standard Attack
You must expend a minor action to activate this combat talent. If you do, deal 1d20+1d8 damage to target creature. If you roll a 20 on your d20, you may activate all three of your Special Move Features.
1D20+1D8 => [ 3 ] + [ 5 ] = 8 damage to Archer 1 Koblad...
status:
HP: 30
PiPs: 1
Condition: Spell Shield (Resist 2)
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Re: The Overseer's Challenge IC

Post  Curunir on Fri Apr 12, 2013 4:30 pm

Hussar moves out into the open, presenting himself as a target as he looks around for an opening to attack.

Combat:

[+2] Offensive Formation (Crazy Concoction) - Standard Utility
You suffer vulnerability 2, a -5 penalty to saving throws and gain a +2 bonus to damage (save ends all).

Saving Throw: 4 -5 = -1!

Status:

HP: 30 +4 THP, PIPS 6, Status: Resist 2 Single-target, Vulnerability 2, -5 saving throws, +2 damage
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Re: The Overseer's Challenge IC

Post  Dusk Raven on Fri Apr 12, 2013 7:23 pm

Wandering Eye:

"Oh, bother!" Wandering Eye grimaced, then began to work his magic. An indigo glow surrounded his horn, followed by a large number of small, strange, glowing glyphs and symbols, half-appearing and disappearing, ghostly in their passing, most too faint to be noticeable. A moment later, a larger, more complex symbol within a circle appeared before his horn... upon which a mirrored version of that sigil appeared on the ground beneath Archer 2, surrounding it and flashing with violet light for a brief moment before fading... leaving only tiny, faint purple sparks in its wake, arcing around the archer's body.

Effect:
[+3] Dark Pact (Draw Blood) [Standard Utility]
Archer 2 suffers 1 ongoing damage (save ends).

Hound of Recurring Nightmares (Conjurer’s Pet):

The hound's course of action was far simpler - in a blur, it dashed over to the already wounded Archer 1, and opened its maw wide - impossibly wide, jaws seeming to dislocate in their drive to build up leverage... and then, like a bear trap, it bit down on its target.

Effect:
[0] Bite - Standard Attack
The Conjurer’s Pet deals 1d6 damage to Archer 1
Roll: 5

Status:

Wandering Eye:
HP: 30
PiPs: 7
Status: Good

Hound:
HP: 20
Status: Good
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Re: The Overseer's Challenge IC

Post  SilentBelle on Sun Apr 14, 2013 4:21 pm

One of the kobolds falls to the ground, felled by the attack. Two other ones spring into action, one firing bolts with bombs on them, and one has bolts dripping with poison. One of them target's Hussar, thinking he'll be an easy target, while the other aims to add to the hurt of the first archer.

attacks/stats:
Archer 2 uses:
Arrow of Filth - Standard Attack
Deal 1d8 damage to target creature. That creature suffers 1d6 ongoing damage (save ends).
Target: Hussar
Hussar is struck for 3 damage (resist 2 vuln 2 = 3 total) and is suffering 1d6 ongoing damage (save ends)

Archer 3 uses: Trapped Arrow - Standard Attack
Deal 1d8 damage to target creature. At the beginning of that creature’s next turn, it and all creatures adjacent to it take 1d10 damage and are dazed (save ends).
Target: Maretoko
Maretoko is dealt 7 damage. And at the start of Maretoko's next turn another explosion will occur.

Archer 2 is suffering 1 ongoing damage

Next up is: Blitzkrieg, then archer 4.
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Re: The Overseer's Challenge IC

Post  Lyntermas on Sun Apr 14, 2013 4:35 pm

Blitzkrieg assessed the situation. "Let's see if we can level the playing field before more reinforcements arrive." Blitz summoned his Thunder Hammer, then quickly struck at the second..."kobold". Unfortunately, it wasn't a very powerful strike.

Combat:
[-7] (made -3 due to Talsiman of Weapons and Nothing Up My Sleeve) Hammer of Thunder - Minor Utility
You conjure a Thunder Hammer in your hands.[*] You can dismiss the Thunder Hammer as a free action. While you are wielding a Thunder Hammer, you cannot use your other combat talents. Instead you may use the combat talents below.

[+1] Ringing Blow - Standard Attack
Deal 2d10 damage to target creature, and that creature is dazed until the end of your next turn.
Target: Archer
Rolling...1+2=3

Stats:
HP: 30
Pips: 2
Status: Fine
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Re: The Overseer's Challenge IC

Post  Curunir on Sun Apr 14, 2013 4:38 pm

Hussar leaps into action, charging towards the archer that shot at him. He failed to dodge the bolt, but managed to land a solid hit on his foe as he ran by.

Response:
Improved Defense Roll= 9: No effect

[-2] Trample (Slashback) - Interrupt Attack
Trigger – A creature hits you with an attack.
Effect - Deal 1d12 damage to the triggering creature.

Roll 8 + 2 = 10 damage to Archer 2

Status:
HP 30 THP 1 PIPS 4 Status: Resist 2 Single-target, (Vulnerability 2, -5 saving throws, +2 damage), 1d6 ongoing damage
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Re: The Overseer's Challenge IC

Post  SilentBelle on Sun Apr 14, 2013 4:48 pm

Curunir wrote:Hussar leaps into action, charging towards the archer that shot at him. He failed to dodge the bolt, but managed to land a solid hit on his foe as he ran by.

Response:
Improved Defense Roll= 9: No effect

[-2] Trample (Slashback) - Interrupt Attack
Trigger – A creature hits you with an attack.
Effect - Deal 1d12 damage to the triggering creature.

Roll 8 + 2 = 10 damage to Archer 2

Status:
HP 30 THP 1 PIPS 4 Status: Resist 2 Single-target, (Vulnerability 2, -5 saving throws, +2 damage), 1d6 ongoing damage

"Kobold!" it moans in pain.
(Archer 2 is Bloodied)
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Re: The Overseer's Challenge IC

Post  SilentBelle on Tue Apr 16, 2013 12:26 pm

Lyntermas wrote:Blitzkrieg assessed the situation. "Let's see if we can level the playing field before more reinforcements arrive." Blitz summoned his Thunder Hammer, then quickly struck at the second..."kobold". Unfortunately, it wasn't a very powerful strike.

Combat:
[-7] (made -3 due to Talsiman of Weapons and Nothing Up My Sleeve) Hammer of Thunder - Minor Utility
You conjure a Thunder Hammer in your hands.[*] You can dismiss the Thunder Hammer as a free action. While you are wielding a Thunder Hammer, you cannot use your other combat talents. Instead you may use the combat talents below.

[+1] Ringing Blow - Standard Attack
Deal 2d10 damage to target creature, and that creature is dazed until the end of your next turn.
Target: Archer
Rolling...1+2=3

Stats:
HP: 30
Pips: 2
Status: Fine

(Missed this post by accident)
The attack fells another archer (archer 2)

The fourth kobold launches another bolt at Maretoko.

Attack:

Trapped Arrow - Standard Attack
Deal 1d8 damage to target creature. At the beginning of that creature’s next turn, it and all creatures adjacent to it take 1d10 damage and are dazed (save ends)
Deals 8 Damage to Maretoko. And will explode, along with the other two on Maretoko's turn.

From tunnels in the rock, 5 more kobolds enter the battle. Two more of the crossbow wielding ones, 2 armoured ones, and one carrying a giant syringe, filled with glowing liquid.
New Initiative:

Maretoko = 19
Proto = 18
Hussar = 17
Archer 6 = 15
Guard 1 = 14
Wandering = 13
Archer 3 = 8
Archer 5 = 8
Blitzkrieg = 6
Archer 4 = 3
Guard 2 = 2
Cleric 1 = 2

Maretoko goes first, then Proto, then Hussar. But first:
Exploding Bolts:

Maretoko, Proto, and conjurer's pet are all hit with three consecutive explosions. You each take: 3, 2, then 2 damage = 7 damage total. However, you are all dazed (save ends) after the first explosion, 11 from vulnerability off of daze)
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Re: The Overseer's Challenge IC

Post  thematthew on Wed Apr 17, 2013 12:29 am

Maretoko begins sputtering and sparking, then states "WARNING STRUCTURAL INTEGRITY MINIMAL, COMMENCE ALTERNATIVE ACTIONS... PREPARE OMEGA PROTOCOL."
Action:
Critfisher: spend 2 pips 5d10-> 8 8 8 0 0.
Special: heal self for 4d12-> 5 9 2 12
Special: self + allies can use all abilities. Give self 3d8 resist-> 3 4 8
Special: Archer 3 takes 1d10 damage -> 5
End of Turn:
save vs daze: 1d20+3= 1...
HP: 29
Pips: 5
Status: resist 15, dazed
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Re: The Overseer's Challenge IC

Post  Xel Unknown on Wed Apr 17, 2013 5:26 pm

Proto's targeting system seems to narrow in on the as the auto-ballista reloads itself and magically adds a minor extra to it's spellshield.

combat talent:
[+3] Magical Reload (Form of the Serene Armadillo) - Standard Utility*
You gain 1d4 temporary hp.

1d4 => 1
status:
Save Throw d20+3 = 7 + 3 = 10 Saved for Dazed.

HP: 29 + 1
PiPs: 4
Condition: Spell Shield (Resist 2) (+3 to saves)
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Re: The Overseer's Challenge IC

Post  Curunir on Wed Apr 17, 2013 11:05 pm

"Pro Fide, Lege et Rege!" Hussar yelled, taking a bite onto the shaft of the filthy arrow that had pierced him, ripping it unpleasantly from where it had lodged itself in his flesh. Ignoring the pain from the wound, he began running, charging towards the new horde of enemies.

Combat:
Start of turn take 1d6 = 4 damage (+2 vuln= 6 damage... does vulnerability apply to ongoing damage?) (unless you wanted to roll that, SilentBelle)

[+3] “For Faith, Law, and King!” (Sanctity of Faith) - Standard Utility
You gain regeneration 2 (save ends).

[-7 -4] Winged Hussar Charge (Hurricane Blade) – Minor Utility
Entering the Winged Hussar Charge- Leaping to top of initiative order (which doesn't really do much in this case...)

Saves (vs Regen, Offensive Formation, then ongoing damage)
5-5=0, 10-5=5, 18-5= 13

Status:
HP 25 PIPS 3 Status: Resist 2 Single-target, (Vulnerability 2, -5 saving throws, +2 damage), Regeneration 2, Top of Initiative
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Re: The Overseer's Challenge IC

Post  SilentBelle on Thu Apr 18, 2013 11:59 am

One of the new Kobolds fires another one of those pesky explosive arrows, this time at that weird creature that follows around Wandering Eye. While another one of the other new kobolds charges at Proto and throws a flask of billowing fumes.

Attacks:

Archer 6: Targets Conjurer's pet with: Trapped Arrow - Standard Attack
Deal 1d8 damage to target creature. At the beginning of that creature’s next turn, it and all creatures adjacent to it take 1d10 damage and are dazed (save ends).
Dealing 5 damage (+2 from vuln due to daze) = 7 damage to Conjurer's Pet. At the beginning of the pet's next turn it does 1d10 damage to the pet, Maretoko and Wandering and they will all be dazed (Save ends).

Guard 1 uses: Dirty Fighting - Standard Attack
Deal 1d10 damage to target creature. That creature and all enemies adjacent to it are blinded until the end of their next turns.
Targeting Proto. Proto is dealt 10 damage. (-2 resistance) = 8 Proto, Maretoko, and Hussar are all Blinded until the end of their next turns.

Next up is Wandering Eye and the conjuration, followed by 2 archers.
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Re: The Overseer's Challenge IC

Post  Dusk Raven on Thu Apr 18, 2013 6:01 pm

[Sorry I'm late!

Wandering Eye:

It all began with Maretoko's "Omega Protocol."

Suddenly Wandering Eye felt a surge of power... which pulsed through his body, bringing him to his knees as violet lightning crackled around him. "Argh... what in Luna's name!? What just happened!?"

He found new abilities at his disposal, somehow... but for now, he had wounded to attend to. He focused his energy, and at the tip of his horn, a small but brilliant point of light formed... and in a moment, it erupted outwards, its power washing over all his allies.

Spoiler:
[-6] Star of Hope (Second Sunrise) [Standard Utility]
You and up to five allies gain 2d12 hp and may make a saving throw with a +5 bonus.
Roll: 7 + 12

CRITICAL: Blind target enemy and it suffers vulnerability 3 and 5 ongoing damage (save ends all). Target: Kobold Cleric.

The Hound:

The hound, meanwhile, reels from the arrow dealt it... and then Wandering's magic washes over it, rebuilding its damaged structure. It then hunkers down, letting out a seething snarl...

Spoiler:
Roll from Star of Hope: 7 + 5 = 12. Enough to shake off the Dazed, I hope?
Using Maretoko's talent: [+1] Waiting for Target Lock (Gather Energy) - Standard Utility
On your next turn, you may take 2 standard actions. You cannot use this talent two turns in a row.

Status:

Wandering Eye:
HP: 30
PiPs: 1
Status: Good

Hound:
HP: 20
PiPs: 1
Status: Booby-Trapped
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Re: The Overseer's Challenge IC

Post  SilentBelle on Fri Apr 19, 2013 7:41 pm

The booby-trapped hound explodes, and then two more archers attack with their crossbows. One Shooting at, Blitzkrieg, then running away, while the other aims for Proto.

Attacks and Effects:

The exploding arrow does 4 damage to Wandering, the Hound, and Maretoko (who resists it all).

Archer 3 Fires: Precise Shot - Standard Attack
Deal 1d10 damage to target creature and that creature is dazed until the end of its next turn.
Dealing 4 damage to Blitzkrieg
Archer 3 then uses: Flee Battle – Minor Utility
This creature is removed from combat. Only usable when the Coward trait's conditions are met.

Archer 5 Attacks Proto: Trapped Arrow - Standard Attack
Deal 1d8 damage to target creature. At the beginning of that creature’s next turn, it and all creatures adjacent to it take 1d10 damage and are dazed (save ends).
Proto is dealt 5 damage (-2 for resist) = 3 damage. At the start of Proto's next turn, Proto, Maretoko and Hussar all take 1d10 damage.

Next up is: Blitz, then 3 more Kobolds.
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Re: The Overseer's Challenge IC

Post  Lyntermas on Fri Apr 19, 2013 7:55 pm

"Comrades, we need to hit as many as we can at once! Breadth, not power! They are individually weak, but if we let them gang up on us, we're done for!" Blitz looked over at an archer, a guard, and...what WAS that kobold doing with a syringe? "Best to take them out before they get a chance to attack!" Blitz charged up his Thunder Hammer and slammed it down on each of them.

Combat:
[+1] Ringing Blow - Standard Attack
Deal 2d10 damage to target creature, and that creature is dazed until the end of your next turn.

[0] This is my Boomstick! - Interrupt Utility
Trigger - You make a single target attack
Effect - The attack also targets all creatures adjacent to the target

Target: Guard 2 (which will also hit Archer 4 and Cleric 1)
Rolling...5+9 = 14

Stats:
HP: 26
Pips: 3
Status: Dazed until end of next turn
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Re: The Overseer's Challenge IC

Post  SilentBelle on Fri Apr 19, 2013 8:25 pm

Lyntermas wrote:"Comrades, we need to hit as many as we can at once! Breadth, not power! They are individually weak, but if we let them gang up on us, we're done for!" Blitz looked over at an archer, a guard, and...what WAS that kobold doing with a syringe? "Best to take them out before they get a chance to attack!" Blitz charged up his Thunder Hammer and slammed it down on each of them.

Combat:
[+1] Ringing Blow - Standard Attack
Deal 2d10 damage to target creature, and that creature is dazed until the end of your next turn.

[0] This is my Boomstick! - Interrupt Utility
Trigger - You make a single target attack
Effect - The attack also targets all creatures adjacent to the target

Target: Guard 2 (which will also hit Archer 4 and Cleric 1)
Rolling...5+9 = 14

Stats:
HP: 26
Pips: 3
Status: Dazed until end of next turn

Your blow devestates the kobolds. The archer and syringe-wielding cleric are killed outright, and the remaining guard tries to riposte, but the ringing of the blow is too much for him. The guard does managed to gather himself enough to strike back at Blitzkrieg though.

Attacks:

Guard 2 uses: Cheap Shot - Standard Attack
Deal 1d8 damage to target creature. If you roll 5 or higher, that creature loses 1 pip and you gain 1 pip.
Targeting Blitzkrieg. Deals 7 damage and steals a pip from Blitzkrieg.

A fully armour-clad Kobold comes in with an entourage of 6 other kobolds. 2 More Crossbow wielders, 2 more Guards, and two more Syringe-wielding clerics. "Kobolds Unite!" he cries out, rallying his faltering forces. He carries a body-sized shield which looks quite resilient.

New initiatives::
Hussar = 19
Maretoko = 19
Archer 8 = 19
Proto = 18
Cleric 3 = 17
Guard 4 = 15
Archer 6 = 15
Guard 1 = 14
Wandering = 13
Cleric 2 = 12
Archer 5 = 8
Blitzkrieg = 6
Guard 3 = 5
Guard 2 = 2
Archer 7=2
Leader = 1

New Enemy Adjacency::

A6, G1, A3, A5, C2, G2, G3, Leader, G4, A7, A8, C3.
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Re: The Overseer's Challenge IC

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