Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- "Your delve into the supposedly-bottomless Frostfire Well under the Wellington family's castle proved fruitful- At the bottom, the effigy of the ancient dragon Trishula greeted you. Her soul resonated with yours, and you learned of the anguish that she has experienced in all this time, waiting for a worthy champion to once again take up her banner. She intends to test you with the last remaining memory of her first and greatest knight- Avance. Can you weather the oncoming storm?"
- -description of the Frozen Gaol
- Avance (Level 14 Boss/Standard Soldier)
- Medium natural humanoid (conceptual, draconic)
- 80 HP, 30 AC/27 Fort/25 Ref/26 Will
- +11 Initiative, +7 Perception, +5 Saves
- 6 sq. Speed, 1 Action Point
- TRAITS
- Unflinching Resolve
- When Avance would be forced to move by an effect that pushes, pulls, or slides, he moves that many squares minus 1 instead.
- Duel Stance
- As Avance enters the battlefield, he marks target [Defender]. While there are any "Fey Watcher" on the field, Avance is unaffected by creatures other than [Defender].
- STANDARD ACTIONS
- Goring Blade - At-will basic melee attack
- Attack: Melee 1 (one creature); +19 vs. AC
- Hit: 2d10+14 damage, and this attack deals extra damage equal to double the total ongoing damage on the target before removing all instances of ongoing damage from the target.
- Glory Slash - At-will melee attack
- Attack: Close blast 3 (all creatures in blast, and it must include a creature marked by Avance that is adjacent to him); +19 vs. AC
- Hit: 3d8+11 damage.
- MOVE ACTIONS
- Round Break - At-will melee attack
- Attack: Close burst 1 (each creature in burst); +17 vs. AC
- Hit: 2d6+7 damage.
- Effect: Avance stands up if he is prone, and he is no longer immobilized, restrained, or grabbed. For each of those conditions he removes by this effect, he increases his vulnerable all by 2 until the end of his next turn.
- MINOR ACTIONS
- Fast Blade - At-will melee attack
- Attack: Melee 1 (one creature); +19 vs. AC
- Hit: 2d8+4 damage, and Avance chooses one of the following.
- * Avance shifts 1 square, and the target is slid into that square.
- * Avance moves 3 squares through the target, and pulls the target to an adjacent square.
- TRIGGERED ACTIONS
- Knight's Resolve - At-will non-action
- Trigger: Avance becomes stunned or dominated.
- Effect: Avance makes an immediate saving throw with his normal +5 bonus. If the save succeeds, the triggering condition ends immediately even if it cannot normally be ended by a save, and he increases his vulnerable all by 10 for the next instance of damage he takes.
- Atonement - At-will immediate reaction (melee attack)
- Trigger: A creature Avance has marked makes an attack that does not include him as a target.
- Attack: Melee 1 (the triggering creature); +17 vs. Fortitude
- Hit: 2d8+16 damage, and the target takes ongoing 5 damage.
- Dragonfrost Dive - Encounter non-action
- Trigger: Avance is reduced to 0 or fewer HP.
- Special: Avance can use this power even if a condition exists that would normally prevent him from doing so.
- Effect: Avance is not removed from the battlefield and becomes untargetable. At the start of his next turn, he teleports to the centermost square that he can stand on, and makes the following attack.
- Attack: Close burst 100 (each creatures in burst); +19 vs. Fortitude
- Hit: 36 cold damage, reduced by 2 for every square away from the origin that the target was.
- Effect: Each target within [close burst 2] is also pushed 2 squares. After this attack resolves, Avance is removed from the battlefield and is replaced with the First Knight. The First Knight rolls initiative and fights normally as a new creature entering the combat.
- _____
- Blade Brother (Level 14 Standard Skirmisher)
- Medium natural humanoid (conceptual)
- _____
- Guard Brother (Level 14 Standard Soldier)
- Medium natural humanoid (conceptual)
- _____
- Fey Watcher (Level 14 Minion Skirmisher)
- Tiny fey humanoid (conceptual)
- 1 HP, 30 AC/27 Fort/25 Ref/26 Will
- +11 Initiative, +7 Perception, +5 Saves
- 6 sq. Speed, 1 Action Point
- TRAITS
- Preserver of Sanctity
- Avance is unaffected by actions not made by a creature that is marked by him.
- (This is for redundancy.)
- STANDARD ACTIONS
- __________
- The First Knight (Level 14 Boss Controller)
- Medium natural humanoid (conceptual, draconic)
- 110 HP, 30 AC/27 Fort/25 Ref/26 Will
- +11 Initiative, +7 Perception, +5 Saves
- 6 sq. Speed, 1 Action Point
- TRAITS
- Threatening Reach
- The First Knight can make opportunity attacks against all enemies within 2 squares of him with his trident.
- Unflinching Resolve
- When the First Knight would be forced to move by an effect that pushes, pulls, or slides, he moves that many squares minus 1 instead.
- STANDARD ACTIONS
- Trident - At-will melee basic attack
- Attack: Melee 2 (one creature); +19 vs. AC
- Hit: 3d8+11 damage, and target is slowed.
- Breath Weapon (cold) - Recharge 5-6 ranged attack
- Attack: Close blast 5 (each creature in the blast); +17 vs. Fortitude
- Hit: 3d8+12 cold damage, and the target is slowed (save ends).
- Miss: Half damage.
- MOVE ACTIONS
- Round Break - At-will melee attack
- Attack: Close burst 1 (each creature in burst); +17 vs. AC
- Hit: 2d6+7 damage.
- Effect: Avance stands up if he is prone, and he is no longer immobilized, restrained, or grabbed. For each of those conditions he removes by this effect, he increases his vulnerable all by 2 until the end of his next turn.
- MINOR ACTIONS
- Bloodsworn Oaths - At-will
- The First Knight declares one of the below oaths. After an interval of time passes (most likely at the start of his next turn), he makes an attack whose range and targets are based on that oath.
- (1) To Purify the Land: Close burst 3 (each creature in burst).
- (2) To Slay Evildoers: Close burst 3 (each creature not in burst).
- (3) To Maintain Peace: Area burst 2 (each enemy in burst) on each enemy.
- The attack has the following properties:
- Attack: +17 vs. Fortitude
- Hit: 2d10+10 cold damage and the target gains vulnerable 5 cold cumulative with any vulnerability to cold damage, if any (save ends). (It will also apply to any cold damage applied simultaneously with it.)
- Standard of the Just Scales - Encounter
- The First Knight plants this battle standard in his space or an adjacent square, and it creates a zone in a close burst 5. A bloodied player character that starts its turn within the zone takes 5 cold damage and is slowed until the start of its next turn.
- TRIGGERED ACTIONS
- Knight's Resolve - At-will non-action
- Trigger: The First Knight becomes stunned or dominated.
- Effect: The First Knight makes an immediate saving throw with his normal +5 bonus. If the save succeeds, the triggering condition ends immediately even if it cannot normally be ended by a save, and he increases his vulnerable all by 10 for the next instance of damage he takes.
- Phase Transition 2 - Encounter non-action
- Trigger: The First Knight is reduced to 0 or fewer HP.
- Special: The First Knight can use this power even if a condition exists that would normally prevent him from doing so.
- Effect: It does something.
- Effect: After this attack resolves, the First Knight is removed from the battlefield and is replaced with Bloodied Avance. Bloodied Avance rolls initiative and fights normally as a new creature entering the combat.
- __________
- Bloodied Avance (Level 14 Boss Soldier)
- Medium natural humanoid (conceptual, draconic)
- 110 (bl.) HP, 30 AC/27 Fort/25 Ref/26 Will
- +11 Initiative, +7 Perception, +5 Saves
- 6 sq. Speed, 1 Action Point
- TRAITS
- Threatening Reach
- Avance can make opportunity attacks against all enemies within 2 squares of him with his trident.
- Bloodied
- Avance is considered bloodied for all purposes, regardless of his hit point total.
- STANDARD ACTIONS
- Trident - At-will melee basic attack
- Attack: Melee 2 (one creature); +19 vs. AC
- Hit: 3d8+11 damage, and target is slowed.
- MOVE ACTIONS
- MINOR ACTIONS
- TRIGGERED ACTIONS
- Indomitable Will - At-will non-action
- Trigger: The First Knight becomes stunned or dominated.
- Effect: The First Knight makes an immediate saving throw with his normal +5 bonus. If the save succeeds, the triggering condition ends immediately even if it cannot normally be ended by a save.
Advertisement
Add Comment
Please, Sign In to add comment