Way Down in the Hole — IC

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Chanchabruhh
Vigilant Resolution
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Location: Fragments of myself

Post by Chanchabruhh »

Pohaku will continue to move along

Mechanics
pohaku moves to AH31 and hold position
Active Pcs
Boulder(Pohaku)
Kairon Lergaros, The Shaded Jester
Eldrin Stormblade, Tempest-born Avenger
Kaze Mori the Gunpowder Titan 
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ratwizard
A Wan Smile
Posts: 5970
Registered for: 11 years 10 months
Location: Hellworld

Post by ratwizard »

Round 2: Assailing the Sailor Slavers

With a violent start, the double-doors to the main hall burst open, bright light and myriad shouts spilling out. There is a surge of movement as two Powder Kegs, a man and a woman, train their bows on Pohaku, the sole figure on the battlements. The man's shot glances against the Okani's armor, while the woman looses her arrow with a yowling cry — catching Pohaku square in the shoulder and piercing through the other side of it.

Behind them, a tall human with a graying beard emerges, barking orders in Imardanian. "Enlevez-les des murs, putains d'idiots!" he cries, raising a flintlock rifle with an annoyed look. The report of its fire cuts through the heavy storm not unlike a peal of thunder. The bullet scores a groove through Pohaku's arm, leaving him bleeding from many wounds. The older man shoulders his rifle and reaches for a flail at his waist.

From his perch, Velasco sees a woman rush out from the southern building, where a disheveled Josie finds herself cornered. The woman draws a pair of wicked-looking short swords and brandishes them at the Amkharan with a snarl.

Hadrurus & Alerio
You are largely unaware of much outside the tower save for the unmistakable report of rifle fire, as well as growing number of shouts.
Brandys
You are largely unaware of much outside the cells, save for the unmistakable report of rifle fire, as well as growing number of shouts.

Go ahead and make a Perception check if you'd like to. Feel free to take other actions as well.


Go: Brandys & Josie
Mechanics
Josie: slight retcon of previous actions due to my miscommunication, she is now on ground level in the alcove at AG27

Velasco: double-moves.

Pohaku: moves.

Powder Keg 9: ???, opens door, Longbow attacks Pohaku, hits 25 vs AC and pops Furious Assault for 17 damage total.

Powder Keg 11: moves, Longbow attacks Pohaku, hits 17 vs AC for 3 damage.

Powder Keg 14: ???, opens door, moves.

Powder Keg Lieutenant: moves, Flintlock attacks Pohaku, hits 29 vs AC for 11 damage, bloodying him. Swaps weapons.
Status
Image
Map
Image
Map Info
Heights are listed on the map in feet.

Walls & Battlements: Generally 20' tall. The battlement along the front entrance and east wall are in rough shape, and will require an Acrobatics check to cross. The walls can be climbed, but being slick with rain you will face a challenging DC.

Towers: Generally 25' tall, except for the south-western one that is 35' tall (plus an even higher watchtower on it)

Grounds & Enclosure: The fort's grounds are packed dirt, sodden with rain but otherwise traversible as normal.

Stairs: There are stairs in the northwest, leading from the enclosure to the western tower.

Buildings: Heights as listed. The three buildings have sloped rooves and will require an Acrobatics check to move over.
Enemy Info
Powder Kegs: A ragtag band of Imardanian navy deserters, Borstidian pirates, Grystoki slavers & raiders. They seem to be moderately armed, favoring jack of plate, longswords, axes, and bows. The higher-ranking members have been seen to carry firearms.
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greysigil
idk, that's pretty grey
Posts: 272
Registered for: 3 years 8 months

Post by greysigil »

Mechanics
Perception: 8
[1d20+7]=1+7=8
Combat Block
Brandys

Male Human Fighter 3
Languages: Grystok, Kurnish, Modern Serran
Age: 49
Height: 5'11"
Weight: 220 lbs.

Speed: 5 Sq
Initiative: +3
Passive Perception: 17
Passive Insight: 11
Senses: Normal Vision

AC: 19
Fort: 20
Reflex: 14
Will: 14
HP: 41/41
Bloodied: 20
Surge Value: 10
Surges left: 11/11
Action Points: 1

MBA: Bastard Sword +9 vs AC, 1d10+4
RBA:

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
None

Powers:

At-Will
Item At-Will

Bull Rush Attack (Standard)
Grab Attack (Standard)
Opportunity Attack (Opportunity)
Grappling Strike (Can be used as OA)
Combat Challenge (Immediate Interrupt)
Combat Agility (Opportunity)
Footwork Lure (Standard)
Cleave (Standard)
__________________________________

Encounter [_]
Item Encounter [_]

Guardian's Counter [_] (Immediate Interrupt)
Steel Serpent Strike [_] (Standard)
Slamming Rush [_] (Standard)
Second Wind [_] (Standard)
Forceful Drag [_] (Move)
__________________________________

Daily [_]
Item Daily [_]

Seize and Stab [_] (Standard)

Consumables:

None.

Feature:

Important Features:
Class Feature: Combat Challenge Mark foes you attack. They get -2 to attacks not including you. Make basic melee attack against adjacent marked foe who shifts or makes attack not including you. Makr lasts until end of your next turn or marked by other.
Feat: Inescapable Hold Your grabbed creatures must escape against Fortitude with Athletics.
Feat: World Serpent's Grasp Knock slowed or immobilized targets prone on hit.
Feat: Heavy Blade Expertise +1/+2/+3 to weapon attacks with heavy blades; +2 to all defenses vs OAs when wielding a heavy blade.
Feat: Weapon Proficiency (Bastard Sword) Grants proficiency with Bastard Swords

Item Features, None Yet
Item Feature: Explanation of feature. These should be any effects listed as 'Property' on a magic item, as well as any specific traits of the item itself (such as Brutal and other effects on certain weapons, special effects from superior implements, etc.). Again, if it is relevant it needs to be listed.
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ratwizard
A Wan Smile
Posts: 5970
Registered for: 11 years 10 months
Location: Hellworld

Post by ratwizard »

Brandys
Many of the prisoners go silent, their eyes wide as you and a few others make your way to the doors for a better look. The door to the east that faces the main hall has some a set of worn, iron bars along the top you can peer through. Outside, one of the raiders stands beside an open doorway to the larger building, his bow trained on something in the distance. Within the hall, you catch a glimpse of moving bodies within — more raiders, grabbing bows and blades and making for the door. You see at least three of them, but hear what sounds to be more further within.

"All hands, sounds like," comes the whisper of an younger man beside you, clamoring to peer out as well.
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Fialova
Magical Liopleurodon
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Location: The Great North
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Post by Fialova »

Josie frowns as the woman comes into range and snarls at her. She moves to stand, transforming into her wolf form simultaneously so that she rises on all fours, snarling back at the woman through her sharp canine teeth. She then swipes at the woman with one of her front paws, though does not managed to connect.

Mechanics
Move Action + Minor Action: stand and Wolf Shape simultaneously

Standard Action: Grasping Claws on Powder Keg 14
Attack: [1d20+8]=4+8=12 vs Reflex = miss


Combat Block
Zhou Si (Josie)

Female Elf Druid 3
Languages: Amkharan, Elven, Grystok
Age: 28
Height: 5' 8"
Weight: 153 lbs.

Speed: 8
Initiative: +5
Passive Perception: 22
Passive Insight: 15
Senses: Low-light Vision

AC: 18
Fort: 12
Reflex: 16
Will: 16
HP: 35/35
Bloodied: 17
Surge Value: 8
Surges left: 8/8
Action Points: 1

MBA (human form, staff): +5 vs AC, 1d8+1 damage, reach 1
Savage Rend (as MBA, beast form only): +6 vs Reflex, 1d8+4 damage and slide target 1 square
Grasping Claws (as MBA, beast form only): +6 vs Reflex, 1d8+4 damage and target is slowed until my EONT
Wolf Shape Secondary Power (as MBA, Wolf Shape only): +8 vs AC, 1d10+4 damage
RBA (human form, unarmed): +5 vs AC, 1d4+4 damage

Resistances: none

Vulnerabilities: none

Saves: none

Active Effects:
* +1 speed while not in heavy armor
* ignore difficult terrain when shifitng
* roll stealth to hid if I have cover/concealment on initiative roll
* +1 reach with melee staff attacks, and ranged/area implement attacks with staffs don't provoke OAs
* +1 to attack and +2 do damage when charging in beast form
* gain CA vs enemies with no other adjacent creatures
* grant CA to enemies with silvered weapons

Powers:

Wolf Shape Secondary Power*
Wild Shape
Savage Rend
Magic Stones
Grasping Claws
__________________________________

Second Wind [_]
Wolf Shape [X]
Elven Accuracy [_]
Thorn Spray [_]
Wolf's Vitality [_]
__________________________________

Savage Frenzy [_]

* this can only be used while in Wolf Shape, from the associated encounter power, not in any other beast form from Wild Shape or other sources

Consumables: none

Important Features:
Class Features
Primal Predator: +1 speed when not wearing heavy armor

Ritual Casting: gain ritual casting feat, plus Animal Messenger ritual and another free level 1 ritual

Wild Shape: a bunch of stuff regarding transforming into animals, see PHB2 for full rundown of details.

Racial Features
Elven Accuracy: gain Elven Accuracy power

Elven Weapon Proficiency: gain proficiency with longbow and shortbow

Fey Origin: considered Fey for purposes of effect determined by creature origin

Wild Step: ignore difficult terrain when shifting

Wood Elf Reactive Stealth: if I have cover or concealment when rolling initiative, I can roll Stealth to hide at the same time

Theme Features
Werewolf Level 1 Feature: +2 to intimidate. Gain the Shapechanger subtype, making me subject to effects that affect shapechangers. Enemies with silvered weapons have CA against me. I am immune to the Moon Frenzy disease. Gain the Wolf Shape power.

Feat(ures)
Ritual Caster: I can master and perform rituals of my level or lower, provided I am trained in either Arcana or Religion. Each ritual also has its own associated skill I must be trained in, plus I need components. See PHB for more info.

Staff Expertise: +1 to weapon and implement attacks with staffs. Do not provoke OAs when using ranged or area implement attacks with staffs. +1 reach when performing melee attacks with staffs.

Enraged Boar Form: +1 to attack and +2 to damage when charging in beast form.

Cunning Stalker: enemies that have no creatures adjacent to them, other than me, grant me CA
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greysigil
idk, that's pretty grey
Posts: 272
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Post by greysigil »

Brandys
"Mhm." Brandys hums in agreement, still focusing keenly out into the gloom of the storm. Who could they be fighting? "They must think the threat serious. Do you see anything?"
Mechanics
Perception: 14 [1d20+7]=7+7=14
No active actions at this time, we are just going to wait and gather information for the time being.
Last edited by greysigil on Fri Jul 12, 2024 11:20 pm, edited 1 time in total.
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ratwizard
A Wan Smile
Posts: 5970
Registered for: 11 years 10 months
Location: Hellworld

Post by ratwizard »

Round 2: Assailing the Sailor Slavers

As a lupine Josie claws at the woman before her, a man appears in the doorway — cheeks flush, eyes wide, and in a state of undress. Catching sight of the wolf in the corner, he scrambles to pull a sword from a scabbard.

From the main hall, Pohaku sees another pair stream out from the doors. One man rushes in the direction of the south-western tower, a pistol in one hand and a blade in the other. Another woman steps free of the doors, lining up a bowshot on the Okani. It slams into his breast, leaving him nearly overwhelmed with pain and shock.
Brandys
You see another two of the raiders appear in the main hall, headed in the general direction of the cell. The shouting within is faint, but you can hear one man giving direct orders while the raiders seem to spread themselves out.


Go: Samiira
Mechanics
Josie: stands, shifts form, misses.

Powder Keg 13: moves, moves again.

Powder Keg 18: moves, Longbow attacks Pohaku, 19 vs AC = hit for 9 damage.

Powder Keg 7: moves, moves.

Powder Keg 6: moves, moves.

Powder Keg 10: moves, draws weapon.
Status
Image
Map
Brandys
Image
Everyone Else
Image
Map Info
Heights are listed on the map in feet.

Walls & Battlements: Generally 20' tall. The battlement along the front entrance and east wall are in rough shape, and will require an Acrobatics check to cross. The walls can be climbed, but being slick with rain you will face a challenging DC.

Towers: Generally 25' tall, except for the south-western one that is 35' tall (plus an even higher watchtower on it)

Grounds & Enclosure: The fort's grounds are packed dirt, sodden with rain but otherwise traversible as normal.

Stairs: There are stairs in the northwest, leading from the enclosure to the western tower.

Buildings: Heights as listed. The three buildings have sloped rooves and will require an Acrobatics check to move over.
Enemy Info
Powder Kegs: A ragtag band of Imardanian navy deserters, Borstidian pirates, Grystoki slavers & raiders. They seem to be moderately armed, favoring jack of plate, longswords, axes, and bows. The higher-ranking members have been seen to carry firearms.
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Namelessjake
Plane Wings Sharp Like Katana
Posts: 4439
Registered for: 11 years 10 months
Location: Blockbuster

Post by Namelessjake »

Samiira slowly starts to make her way over the roof, hoping to ambush any powder keys on the other side.

Mechanics
Double Move: move as close to Powder Key 5 as possible while remaining unseen, depending on how the roof is gabled.

Acrobatics Check: 16
[1d20+6]=10+6=16

Stealth Check if necessary: 14
[1d20+11]=3+11=14
Combat Block
Samiira Ka’Grappan

Female Changeling Executioner 3
Languages: Grystok , Kurnish
Age: 36
Height: 5' 7"
Weight: 140 lbs.

Speed: 6
Initiative: +6
Passive Perception: 16
Passive Insight: 13
Senses: Normal Vision

AC: 18 (19 when dual wielding)
Fort: 15
Reflex: 16 (17 when dual wielding)
Will: 14
HP: 32/32
Bloodied: 16
Surge Value: 8
Surges left: 7/7
Action Points: 1

MBA (Rapier):+10 vs AC, 1d8+5 damage
MBA (Dagger):+10 vs AC, 1d4+5 damage
MBA (Garrote):+9 vs AC, 1d4+5 damage
RBA (Dagger): +10 vs AC, 1d4+5 damage

Resistances: None.

Vulnerabilities: None.

Saves: None.

Active Effects: None.

Powers:

Changeling Disguise
Garrote Strangle
Poisoned Dagger
Quick Lunge
__________________________________

Second Wind [_]
Sohei Flurry [_]
Changeling Trick [_]
Assassin’s Strike [_]
Cloak of Shades [_]
__________________________________


Consumables:

-MUST BE PREPARED ON LONG REST-
Bloodroot Poison (heroic tier) [_]
-OR-
Carrion Crawler Brain Juice (heroic tier) [_]

Important Features:
Shapechanger: I have the shapechanger quality.

Attack Finesse (Executioner): Once per turn I can deal 1d8 extra damage with a weapon attack using a one-handed weapon, garrote, blowgun or shortbow.

Quick Swap: Once per turn I can draw or stow a weapon as a free action and then draw another weapon.

Death Attack: When I hit an enemy with a melee or a ranged attack that deals damage, I can choose to reduce the enemy to 0 hit points automatically if it has 10 hit points or fewer after the damage is dealt.

Poison Use: I know the recipes for two 1st-level assassin poisons. During an extended rest I can prepare 1 vial. I must know the recipe and have a poisoner’s kit. The vial contains a single use of the poison, which expires if it isn’t used before the start of my next extended rest. An item can benefit from the effects of only one assassin poison at a time. Only I can use my assassin poisons, and I am immune to the effects of the ones I create.

Two-Weapon Defense: +1 AC and Reflex while wielding a weapon in each hand.

Nimble Blade: +1 to attacks with light blades when I have CA.

Cunning Stalker: Gain CA against enemies with no other adjacent creatures.

Light Blade Expertise: +1 to damage rolls with light blade weapon attacks with CA.

Unarmored Agility: +2 feat bonus to AC when wearing cloth armor or no armor.
Known Assassin Poison Recipes
Bloodroot Poison (heroic tier)
Power (Poison) ✦ Consumable (Minor Action)
You apply the poison to your melee weapon or one piece of your ammunition. During this encounter, the next creature you hit with a weapon attack using the poisoned item takes 6 extra poison damage, and it is dazed (save ends).
Power (Poison) ✦ Consumable (Minor Action)
You pour the poison into a drink or onto a plate of food. The first creature to consume the food or drink within the next hour is dazed until the end of its next extended rest.

Carrion Crawler Brain Juice (heroic tier)
Power (Poison) ✦ Consumable (Minor Action)
You apply the poison to your melee weapon or five pieces of your ammunition. Until the end of the encounter, whenever you hit a creature with a weapon attack using the poisoned item, the target takes 4 extra poison damage, and it is slowed until the end of your next turn.
Power (Poison) ✦ Consumable (Minor Action)
You apply the poison to a single handheld object. Within the next hour, the first creature other than you to hold or wear the object for more than 1 minute is immobilized until the end of its next extended rest.
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ratwizard
A Wan Smile
Posts: 5970
Registered for: 11 years 10 months
Location: Hellworld

Post by ratwizard »

Round 2: Assailing the Sailor Slavers

The initial Powder Keg makes a sprint toward the enclosure gate, tearing the bar off and flinging it open. He makes his way up the stairs, catching movement as he goes. Turning his head, he seems to spot Samiira and Velasco, but he redoubles his efforts as he charges up toward the western tower.

Down in the courtyard, several more Powder Kegs emerge from the main hall, making their way westward at the shouts of their commander.
Brandys
You see the first Powder Keg peel off, while a few more rush toward the door to the main hall.


Go: Hadrurus, Alerio
Mechanics
Samiira: moves, drops prone.

Powder Keg 5: runs, opens gates to enclosure, runs up stairs, spots Velasco and Samiira.

Powder Keg 16: ???, opens door, moves.

Powder Keg 8: moves, moves.

Powder Keg 12: moves, moves.

Powder Keg 17: moves, moves.
Status
Image
Map
Brandys
Image
Everyone Else
Image
Map Info
Heights are listed on the map in feet.

Walls & Battlements: Generally 20' tall. The battlement along the front entrance and east wall are in rough shape, and will require an Acrobatics check to cross. The walls can be climbed, but being slick with rain you will face a challenging DC.

Towers: Generally 25' tall, except for the south-western one that is 35' tall (plus an even higher watchtower on it)

Grounds & Enclosure: The fort's grounds are packed dirt, sodden with rain but otherwise traversible as normal.

Stairs: There are stairs in the northwest, leading from the enclosure to the western tower.

Buildings: Heights as listed. The three buildings have sloped rooves and will require an Acrobatics check to move over.
Enemy Info
Powder Kegs: A ragtag band of Imardanian navy deserters, Borstidian pirates, Grystoki slavers & raiders. They seem to be moderately armed, favoring jack of plate, longswords, axes, and bows. The higher-ranking members have been seen to carry firearms.
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BartNL
Swampperson Prime
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Registered for: 5 years 7 months
Location: Neverland
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Post by BartNL »

Hadrurus moves outside the tower, and slams the door open.
Mechanics
Move action: Move to AE23
Standard: Move To AE25
Minor: Open door

Reaction
Immediate Interrupt: If Pohaku is hit by an enemy within 5" use: Word of the Blinding Shield
Immediate Reaction: If Hadrurus is hit use: Vengeance is Mine
Immediate Interrupt: If An ally within 2" is hit, and Hadrurus is not included in the attack: Use Guardian's counter
No Action: Serene Blade: Once per round gain 3 temp hp after receiving damage.
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Scratcherclaw
YUO ARE SMART
Posts: 4067
Registered for: 11 years 10 months

Post by Scratcherclaw »

Gritting his teeth as the clamor of rifle fire echoes across the fort, Alerio hurries to join the fray.
Mechanics
Double run, following behind Hadrurus
Combat Block
Alerio Zavala

Male Deva Warpriest 3
Languages: Modern Serran, Old Serran, Grystok
Age: 26
Height: 6'0"
Weight: 175 lbs.

Speed: 5
Initiative: +1
Passive Perception: 16
Passive Insight: 21
Senses: Normal Vision

AC: 17
Fort: 15
Reflex: 11
Will: 17
HP: 38/38
Bloodied: 19
Surge Value: 9
Surges left: 10/10
Action Points: 1

MBA: +4 vs AC, 1d10 damage
MBA (Charging): +10 vs Fort, 1d10 +6 damage
RBA: +1 vs AC, 1d4 damage

Resistances:
Necrotic 6
Radiant 6
Lightning 5
Thunder 5

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Blessing of Wrath
Storm Hammer
__________________________________

Second Wind [_]
Disciplined Counter [_]
Smite Undead [_]*
Thundering Steel [_]
Memory of a Thousand Lifetimes [_]
Healing Word [_][_]
Storm Surge [_]*
Create Water [_]
Hammering Wind [_]

__________________________________

Moment of Glory [_]
Shield of Faith [_]

*Can only use one Channel Divinity power per encounter

Consumables:

None.
Important Features:
Storm Domain: You gain resist 5 lightning and resist 5 thunder. In addition, when you use your healing word, the target gains a +2 power bonus to the next damage roll they make before the end of their next turn. This bonus increases to +4 at 11th level and +6 at 21st level.

Astral Majesty: You have a +1 bonus to all defenses against attacks made by bloodied creatures.

Astral Resistance: You have resistance to necrotic damage and radiant damage equal to 5 + one-half your level.

Immortal Origin: You are considered an immortal creature for the purpose of effects that relate to creature origin.

Elemental Initiate: You gain a +2 proficiency bonus with unarmed attacks, and your unarmed attack can deal 1d6 damage instead of 1d4. You also gain proficiency with ki focuses.

Mark of Storm: Whenever you hit an enemy with a thunder or lightning power, you can slide that enemy 1 square.

Flail Expertise: You gain a +1 bonus to attack rolls that you make with a flail. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, when you hit with a melee weapon attack using a flail and the attack lets you slide the target, you can knock the target prone instead of sliding it.

Weapon proficiency (Triple-headed flail): You gain proficiency with Triple-headed flail.
User avatar
ratwizard
A Wan Smile
Posts: 5970
Registered for: 11 years 10 months
Location: Hellworld

Post by ratwizard »

Round 3: Assailing the Sailor Slavers

Alerio & Hadrurus
You descend the spiral staircase into a small, L-shaped chamber at the base which must be ground level. With no windows or embrasures, it is quite dark here, save for a lit candle on the far wall.

The dusty room is tiled with old sheets of stone in a loose pattern. On the east wall, you spot a large trunk, as well as a half-dozen barrels about a foot tall that line the wall.

Moving north to another door, you enter a cramped room. There is a dilapidated workstation containing dusty smithing tools and supplies, including an ancient-looking anvil. On the other wall are various sacks. One of them has tipped over, revealing a variety of metal fixings, nails, and other hardware. You imagine this may have been used once for maintenance of the fort and its garrison's equipment, though it has seen little use in the decades since.

The final door ahead of you is open to your courtyards.

As Hadrurus and Alerio scamper down the southwestern tower, they come across a cornered Josie in her lupine form. Another Powder Keg runs out from the sleeping quarters of the hall, unarmored save for a mace in hand.

Go: Pohaku, Velasco
Mechanics
Hadrurus: moves, moves, opens door.

Alerio: runs, runs.

Powder Keg 15: climbs out of bed, grabs weapon, moves.
Status
Image
Map
Brandys
Image
Everyone Else
Image
Map Info
Heights are listed on the map in feet.

Walls & Battlements: Generally 20' tall. The battlement along the front entrance and east wall are in rough shape, and will require an Acrobatics check to cross. The walls can be climbed, but being slick with rain you will face a challenging DC.

Towers: Generally 25' tall, except for the south-western one that is 35' tall (plus an even higher watchtower on it)

Grounds & Enclosure: The fort's grounds are packed dirt, sodden with rain but otherwise traversable as normal.

Stairs: There are stairs in the northwest, leading from the enclosure to the western tower.

Buildings: Heights as listed. The three buildings have sloped rooves and will require an Acrobatics check to move over.
Enemy Info
Powder Kegs: A ragtag band of Imardanian navy deserters, Borstidian pirates, Grystoki slavers & raiders. They seem to be moderately armed, favoring jack of plate, longswords, axes, and bows. The higher-ranking members have been seen to carry firearms.
User avatar
FinalTemplar
Omae Wa Mou Shindeiru
Posts: 1921
Registered for: 6 years 7 months

Post by FinalTemplar »

Velasco's eyes widen as he watches Pohaku get hit multiple times. His eyes shift toward the movement of the Powder Keg ascending the stairs; "Feel your life energy become spent." He says, forming a bolt of violet in his hands, and shooting it towards the man.
Mechanics
Standard Action: Eldritch Blast @ Powder Keg 5 Reflex.
To hit: [1d20+7]=6+7=13. Miss.
Move: Walk to M26?

Combat Block
Velasco "V" Vasquez

Male Vryloka Hexblade 3
Languages: Grystok, (Modern) Serran
Age: 18
Height: 6'2"
Weight: 175 lbs.

Speed: 7
Initiative: +8
Passive Perception: 15
Passive Insight: 11
Senses: Low-light Vision

AC: 14
Fort: 13
Reflex: 14
Will: 17
HP: 29/29
Bloodied: 14
Surge Value: 7
Surges left: 7/7
Action Points: 1

Flesh Rend (MBA): +9 vs AC. 1d10+8 Necrotic damage.
Eldritch Bolt (RBA): +7 vs Reflex. 1d10+8 Force Damage.

Resistances:
Resist 6 Necrotic

Vulnerabilities:


Saves:


Active Effects:


Powers:

At-Will
Eldritch Bolt
Flesh Rend
Convocation of Shadows
Item At-Will
__________________________________

Encounter [_]
Spirit Flay [_][_]
Sign of the Golden Ram [_]
Sign of the Golden Ram (2nd) [_]
Item Encounter [_]
__________________________________

Daily [_]
Malicious Shadow [_]
Malicious Shadow (Secondary) [_]
Unnatural Vitality [_]
Item Daily [_]

Consumables:

None.

Important Features:
Power Details
Convocation of Shadows - Free Action - Trigger: I reduce an enemy to 0 hit points, or an enemy adjacent to me drops to 0 hit points. Effect: I am insubstantial and phasing until the end of my next turn.
Eldritch Bolt - Standard Action - Ranged 10 - Target: One Creature. Attack: Charisma vs Reflex. Hit: 1d10+ Charisma Modifier force damage. Special: I can use this power as a ranged basic attack.
^To hit: +7 vs Reflex. Damage: 1d10+8 Force damage.
Flesh Rend - Standard Action - Target: One creature - Attack: Charisma vs AC - Hit: 1[W] + Charisma modifier necrotic damage, and can slide the target 1 square. The target takes a -2 penalty to attack rolls until the SONT. Special: I can use this power as a melee basic attack.
^To Hit: +9 vs AC. Damage: 1d10+8 Necrotic damage.
Spirit Flay [_] - Standard Action - Target: One or two creatures - Attack: Charisma vs. Reflex - Hit: 1[W] + Charisma modifier necrotic and psychic damage, and the target is dazed until the EONT. Effect: Gain partial concealment until EONT.
^To Hit: +8 vs Reflex. Damage: 1d10+8 Necrotic and Psychic damage.
Lifeblood [_] - Free Action - Trigger: I kill or bloody an enemy. Effect: Gain one of the following benefits - *Shift up to my speed. *Gain temporary hit points equal to 5 + one-half my level. *Gain +2 power bonus to attack rolls until EONT.
Sign of the Golden Ram [_] - Standard Action - Close Burst 2 - Effect: Burst creates a zone that lasts until the end of my next turn. Until the effect ends, I can use it's second power at-will.
Sign of the Golden Ram (2nd) [_] - Opportunity Action - Close Burst 2 - Target: Triggering Enemy - Attack: Highest Ability Modifier vs Will - Trigger: An enemy enters or starts it's turn in my area - hit: Highest Ability Modifier damage and shove target 3 squares from origin square.
Malicious Shadow [_] - Standard Action - Ranged 5 - Target: One creature - Attack: Charisma vs Reflex - Hit: 3d8 + Charisma modifier cold and necrotic damage - Miss: Half damage - Effect: Conjure a shadow figure in a square adjacent to the target. The shadow lasts until EONT. While adjacent to the shadow, enemies grant CA to me. While it persists, can use the secondary power through the shadow at will.
^To hit: +6 vs Reflex. Damage: 3d8+5 cold and necrotic.
Malicious Shadow (Secondary) [_] - Immediate Interrupt - Melee 1 - Target: Triggering enemy - Attack: Charisma vs Reflex - Trigger: An enemy willingly leaves a square adjacent to the shadow on its turn. Hit: 10 cold and necrotic damage, and the target is immobilized until the EOT.
^To hit: +7 vs Reflex. Damage: 10 cold and necrotic.
Unnatural Vitality [_] - Free Action - Trigger: Kill a non-minion enemy with a melee attack - Effect: Gain +2 power bonus to Death saving throws, and to saving throws against ongoing damage. In addition, I don't need to eat, drink, or breathe, making me immune to starvation and suffocation. These effects last until the end of my next extended rest.

Race Features
Blood Dependency: When bloodied, my healing surge value drops by 2.
Human Heritage: +5 to bluff checks to pass as a human.
Living Dead: I count as both living and undead, and can choose which type will apply on spells and effects that treat living creatures and undead creatures differently.
Necrotic Resistance: Gain necrotic resistance equal to 5 +1/2 level.
Vampiric Heritage: I can replace 2nd level+ utility powers with Vryloka utility powers.
Lifeblood: Gain the lifeblood power.

Class/Path/Destiny/Theme Features
Level 1 Occultist Feature: You gain proficiency with tomes.  You can master and perform rituals in the binding category as though you had the Ritual Caster feat.   In addition, you gain the sign of the golden ram power.
Gloom Pact Reward: Gain tiered damage bonus. This bonus is equal to my dex mod. At 5th level add 2, at 15th add 4, and 6 at 25th.
Gloom Pact Weapon: Gain the Scourge of Exquisite Agony warlock item, as well as the Flesh Rend and Spirit Flay attack powers.

Feats
:White Lotus Dueling Expertise: Bonus - I gain a +1 feat bonus to the attack rolls of arcane powers and basic attacks that you make with any weapon or implement with which you have proficiency. This bonus increases to +2 at 11th level, and +3 at 21st level. I also gain proficiency with Orbs.
Arcane Familiar (Shadow Raven): Level One - I gain a familiar. For each familiar feat I have beyond this one, my familiar gains a +1 bonus to its defenses.
Improved Initiative -: Level Two - +4 to Initiative.

Active PCs
Caedus (#4080FF)  
Dessarius (#8e44ad)
Eridas (#4040FF)
Narciso (#FFBF00) 
Taliesin (#4040BF)
Tristan (#2980b9)
Velasco (#800000)
Deimos (#f39c12)
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Chanchabruhh
Vigilant Resolution
Posts: 153
Registered for: 2 years 8 months
Location: Fragments of myself

Post by Chanchabruhh »

Pohaku will breathe heavily and take in his pain with a deep breath focusing on his survival. He starts to make low animalistic growls as he almost forgets about his allies and shoots a piercing gaze towards the Powder kegs before dropping to the ground

Mechanics
Minor Action: Activate Defender Aura
Minor Action 2:Drop prone
Standard action: Healing surge
Combat Block
 
Pōhaku Kāhea ʻo Gore (Boulder Hellscream)
Male Minotaur, Berserker (3)
Languages: Grystok, Okani
Age: 32
Height: 6'0"
Weight: 255 lbs.

Speed: 6
Initiative: +7
Passive Perception: 18
Passive Insight: 11
Senses: Normal Vision

AC: 16
Fort: 16
Reflex: 15
Will: 13
HP: 43/43
Bloodied: 21
Surge Value: 10
Surges left:12/12

MBA: +7 vs AC, 1d10+3

Resistances: None

Vulnerabilities: None

Feats: Brutal Reach, Improved Initiative, Two-Handed Weapon Expertise

Saves: None

Active Effects: None

At-Will Powers:
Bull Rush Attack
Grab Attack
Opportunity Attack
Vengeful Guardian
Savage Reach
Jarring Smash

__________________________________
Encounter Powers:
Second Wind [_]
Takedown Strike [_]
Goring Charge [_]
Batter Down [_]
Savage Cut [_]

__________________________________
Daily Power:
Life Ending Strike [_]

__________________________________
Utility Powers
Second Wind [_]
Defender Aura [x]
Ignore Pain [_]


Consumables:

None.

Class Features

Berserker Fury: When you use a barbarian primal attack power, you enter berserker fury until the end of the encounter. Alternatively, you can use a minor action while you are bloodied to enter the fury. The fury has the following effects,

Your defender aura ends, if it was active, and you cannot use defender aura or vengeful guardian until the fury ends.

Some of your powers, such as your barbarian martial at-will attack powers, gain additional benefits, as noted in those powers.

Your melee basic attacks deal 1d8 extra damage. This extra damage increases to 2d8 at 11th level and 3d8 at 21st level.

Arid Desert: Gain +3 AC and +2 Reflex when Wearing cloth/no armor and no shield: Gain resist 5 Fire at 4th level, Resist Fire 10 at 14th, Resist fire 15 at 24th

Poised Defender: Gain +2 bonus to AC while Defender aura is active and not wearing heavy armor

Racial Features

Ferocity: When minotaur's drop to 0 hit points or fewer, they can make a melee basic attack as an immediate interrupt action.

Heedless Charge: Minotaur's gain a moderate racial bonus to AC against opportunity attacks provoked during a charge.

Goring Charge (use Str): Minotaur's gain one additional healing surge.
Theme Features

Takedown Strike: Gain the Takedown Strike Encounter Power

Feat's

Brutal Reach: When making a Melee attack, Reroll weapon dice that show 1 when you're raging and wielding a two-handed reach weapon

Improved Initiative +4 to Initiative

Two-Handed Weapon Expertise +1/2/3 to attack rolls with two-handed melee weapons, +1/2/3 to damage rolls of charge attacks with two-handed melee
Active Pcs
Boulder(Pohaku)
Kairon Lergaros, The Shaded Jester
Eldrin Stormblade, Tempest-born Avenger
Kaze Mori the Gunpowder Titan 
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ratwizard
A Wan Smile
Posts: 5970
Registered for: 11 years 10 months
Location: Hellworld

Post by ratwizard »

Round 3: Assailing the Sailor Slavers

With Pohaku falling to all fours to center his breathing, the rest of the Powder Kegs seem to reprioritize. They continue push through the grounds in a sporadic onslaught, the greying lieutenant leading the advance. Two with bows train their aim on the imposing form of the bandaged Serran along the inner wall. Deflecting one arrow at great expense, Velasco loses his balance but catches it right in time for a second arrow to bury itself into his leg.

Down by the south wall, the scimitar-wielding woman makes a vicious swing at a lupine Josie. The Amkharan manages to slide under the bite of steel — just as Hadrurus throws himself forward, parrying the blow with his longsword and smashing the slaver in the chest with his pommel.

Go: Brandys, Josie
Mechanics
Velasco: misses, moves.

Pohaku: auras, drops prone, second winds.

Powder Keg 9: moves, Longbow attacks Velasco, 28 vs AC = hit for 5 damage.

Powder Keg 11: moves, Longbow attacks Velasco, 14 vs AC = hit for 10 damage, bloodying him.

Powder Keg 14: Deep Cut on Josie...

Hadrurus: Guardian's Counter! Swaps places with Josie...

Powder Keg 14: Deep Cut on Hadrurus, 15 vs AC = miss...

Hadrurus: MBA against PK14, 17 vs AC = hit for 9 damage.

Powder Keg Lieutenant: moves, moves.
Status
Image
Map
Brandys
Image
Everyone Else
Image
Map Info
Heights are listed on the map in feet.

Walls & Battlements: Generally 20' tall. The battlement along the front entrance and east wall are in rough shape, and will require an Acrobatics check to cross. The walls can be climbed, but being slick with rain you will face a challenging DC.

Towers: Generally 25' tall, except for the south-western one that is 35' tall (plus an even higher watchtower on it)

Grounds & Enclosure: The fort's grounds are packed dirt, sodden with rain but otherwise traversable as normal.

Stairs: There are stairs in the northwest, leading from the enclosure to the western tower.

Buildings: Heights as listed. The three buildings have sloped rooves and will require an Acrobatics check to move over.
Enemy Info
Powder Kegs: A ragtag band of Imardanian navy deserters, Borstidian pirates, Grystoki slavers & raiders. They seem to be moderately armed, favoring jack of plate, longswords, axes, and bows. The higher-ranking members have been seen to carry firearms.
User avatar
Fialova
Magical Liopleurodon
Posts: 5012
Registered for: 11 years 10 months
Location: The Great North
Contact:

Post by Fialova »

Tba

Mechanics
Standard Action: Wolf Shape Secondary Power (as MBA, Wolf Shape only):
Attack: [1d20+10]=4+10=14[1d10+4]=2+4=6

Move Action: shift one square up and right


Combat Block
Zhou Si (Josie)

Female Elf Druid 3
Languages: Amkharan, Elven, Grystok
Age: 28
Height: 5' 8"
Weight: 153 lbs.

Speed: 8
Initiative: +5
Passive Perception: 22
Passive Insight: 15
Senses: Low-light Vision

AC: 18
Fort: 12
Reflex: 16
Will: 16
HP: 33/35
Bloodied: 17
Surge Value: 8
Surges left: 8/8
Action Points: 1

MBA (human form, staff): +5 vs AC, 1d8+1 damage, reach 1
Savage Rend (as MBA, beast form only): +6 vs Reflex, 1d8+4 damage and slide target 1 square
Grasping Claws (as MBA, beast form only): +6 vs Reflex, 1d8+4 damage and target is slowed until my EONT
Wolf Shape Secondary Power (as MBA, Wolf Shape only): +8 vs AC, 1d10+4 damage
RBA (human form, unarmed): +5 vs AC, 1d4+4 damage

Resistances: none

Vulnerabilities: none

Saves: none

Active Effects:
* +1 speed while not in heavy armor
* ignore difficult terrain when shifitng
* roll stealth to hid if I have cover/concealment on initiative roll
* +1 reach with melee staff attacks, and ranged/area implement attacks with staffs don't provoke OAs
* +1 to attack and +2 do damage when charging in beast form
* gain CA vs enemies with no other adjacent creatures
* grant CA to enemies with silvered weapons

Powers:

Wolf Shape Secondary Power*
Wild Shape
Savage Rend
Magic Stones
Grasping Claws
__________________________________

Second Wind [_]
Wolf Shape [X]
Elven Accuracy [_]
Thorn Spray [_]
Wolf's Vitality [_]
__________________________________

Savage Frenzy [_]

* this can only be used while in Wolf Shape, from the associated encounter power, not in any other beast form from Wild Shape or other sources

Consumables: none

Important Features:
Class Features
Primal Predator: +1 speed when not wearing heavy armor

Ritual Casting: gain ritual casting feat, plus Animal Messenger ritual and another free level 1 ritual

Wild Shape: a bunch of stuff regarding transforming into animals, see PHB2 for full rundown of details.

Racial Features
Elven Accuracy: gain Elven Accuracy power

Elven Weapon Proficiency: gain proficiency with longbow and shortbow

Fey Origin: considered Fey for purposes of effect determined by creature origin

Wild Step: ignore difficult terrain when shifting

Wood Elf Reactive Stealth: if I have cover or concealment when rolling initiative, I can roll Stealth to hide at the same time

Theme Features
Werewolf Level 1 Feature: +2 to intimidate. Gain the Shapechanger subtype, making me subject to effects that affect shapechangers. Enemies with silvered weapons have CA against me. I am immune to the Moon Frenzy disease. Gain the Wolf Shape power.

Feat(ures)
Ritual Caster: I can master and perform rituals of my level or lower, provided I am trained in either Arcana or Religion. Each ritual also has its own associated skill I must be trained in, plus I need components. See PHB for more info.

Staff Expertise: +1 to weapon and implement attacks with staffs. Do not provoke OAs when using ranged or area implement attacks with staffs. +1 reach when performing melee attacks with staffs.

Enraged Boar Form: +1 to attack and +2 to damage when charging in beast form.

Cunning Stalker: enemies that have no creatures adjacent to them, other than me, grant me CA
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greysigil
idk, that's pretty grey
Posts: 272
Registered for: 3 years 8 months

Post by greysigil »

Mechanics
Minor: Perception: 19
[1d20+7]=12+7=19
Active Characters
Atropos - #4f8596
Brandys - #50955f
VI-42016 "Jug" JUGGERNAUT - #c1545d
Katherine "Kate" Meecham - #ff6814

Paused
Ezra Wynter // MEDUSA - #91c886
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ratwizard
A Wan Smile
Posts: 5970
Registered for: 11 years 10 months
Location: Hellworld

Post by ratwizard »

Brandys
You filter your way through the tangle of bodies toward the other door, the one that leads toward the enclosure. This one features no bars and thus no viewing port, however you put an ear against it.

The large gate that usually keeps the enclosure locked up has been thrown open with a squeal, and you can hear frantic boots pad their way up the far stairwell to the tower.

In addition, shouting is coming from what must be the main grounds. You also hear what sounds like weight shifting on the roof above you, as a fine dust trickles down from aging stone ceiling.
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greysigil
idk, that's pretty grey
Posts: 272
Registered for: 3 years 8 months

Post by greysigil »

Brandys
Brandys watches for a moment longer, before turning to the man beside him. "Keep watch on this door, while I check the other. What is your name, lad?" He whispers, holds for a moment for his response, then moves through the crowd to look and listen at the other door, the one out to the yard.

Nothing to be done, just waiting. He thinks as he braces himself, before throwing his weight until the door, attempting to break it down.
Mechanics
Minor: Perception: 19
[1d20+7]=12+7=19
Move: walk to L22
Standard: STR check to break down the door: 10
[1d20+5]=5+5=10
Combat Block
Brandys

Male Human Fighter 3
Languages: Grystok, Kurnish, Modern Serran
Age: 49
Height: 5'11"
Weight: 220 lbs.

Speed: 5 Sq
Initiative: +3
Passive Perception: 17
Passive Insight: 11
Senses: Normal Vision

AC: 19
Fort: 20
Reflex: 14
Will: 14
HP: 41/41
Bloodied: 20
Surge Value: 10
Surges left: 11/11
Action Points: 1

MBA: Bastard Sword +9 vs AC, 1d10+4
RBA:

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
None

Powers:

At-Will
Item At-Will

Bull Rush Attack (Standard)
Grab Attack (Standard)
Opportunity Attack (Opportunity)
Grappling Strike (Can be used as OA)
Combat Challenge (Immediate Interrupt)
Combat Agility (Opportunity)
Footwork Lure (Standard)
Cleave (Standard)
__________________________________

Encounter [_]
Item Encounter [_]

Guardian's Counter [_] (Immediate Interrupt)
Steel Serpent Strike [_] (Standard)
Slamming Rush [_] (Standard)
Second Wind [_] (Standard)
Forceful Drag [_] (Move)
__________________________________

Daily [_]
Item Daily [_]

Seize and Stab [_] (Standard)

Consumables:

None.

Feature:

Important Features:
Class Feature: Combat Challenge Mark foes you attack. They get -2 to attacks not including you. Make basic melee attack against adjacent marked foe who shifts or makes attack not including you. Makr lasts until end of your next turn or marked by other.
Feat: Inescapable Hold Your grabbed creatures must escape against Fortitude with Athletics.
Feat: World Serpent's Grasp Knock slowed or immobilized targets prone on hit.
Feat: Heavy Blade Expertise +1/+2/+3 to weapon attacks with heavy blades; +2 to all defenses vs OAs when wielding a heavy blade.
Feat: Weapon Proficiency (Bastard Sword) Grants proficiency with Bastard Swords

Item Features, None Yet
Item Feature: Explanation of feature. These should be any effects listed as 'Property' on a magic item, as well as any specific traits of the item itself (such as Brutal and other effects on certain weapons, special effects from superior implements, etc.). Again, if it is relevant it needs to be listed.
Active Characters
Atropos - #4f8596
Brandys - #50955f
VI-42016 "Jug" JUGGERNAUT - #c1545d
Katherine "Kate" Meecham - #ff6814

Paused
Ezra Wynter // MEDUSA - #91c886
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ratwizard
A Wan Smile
Posts: 5970
Registered for: 11 years 10 months
Location: Hellworld

Post by ratwizard »

Round 3: Assailing the Sailor Slavers

At the growling behest of the greying Imardanian lieutenant, a throng of the Powder Kegs continue toward the stone building on the north side of the grounds. To their east, a lone archer breaks off, heading for the south-eastern tower ladder. From his kneeling position, Pohaku sees her finish her climb, and she looks his way — bow at the ready.

In the alcove along the south wall, violence is escalating. The disheveled and unarmored male Powder Keg moves in on Hadrurus, landing a sweeping cut on the gladiator who ripostes immediately. While the Powder Keg proves too slick, Josie takes the opportunity to pounce on him from behind, tearing at his heels.
Brandys
"Garvelli," the young man responds, already filling your place at the windowed door. "I'll do just that. There's a couple more moving through."

"Give way," comes a softer voice near you as you wind up. "Let him past!"

You slam against the door, finding it far stiffer than you'd expected. A sharp pain lances through your old bones for a moment but you are otherwise unmarred. You reckon that must have made some noise.
Samiira & Velasco
Amidst the clashing of blades and the shouts, one noise sticks out to you — a muffled crunch coming from the building below you.
Samiira
You are almost positive that somebody or something just slammed against the door directly beneath you, from the inside. The metal bar keeping it secure budges but does not give.


Go: Samiira
Mechanics
Josie: misses, shifts

Brandys: moves, perceives, attempts to force door open.

Powder Keg 13: moves, moves.

Powder Keg 18: runs, climbs ladder to SE tower.

Powder Keg 7: moves, Total Defense.

Powder Keg 6: moves, moves.

Powder Keg 10: shifts, attacks Hadrurus, 25 vs AC = hit for 12 damage, proccing Serene Blade for 3 THP, and...

— Hadrurus: Vengeance is Mine! 12 vs AC = miss...

— Josie: moves, Wolf Shape MBA, 15 vs AC = hit for 5 damage.
Status
Image
Map
Brandys
No yet.
Everyone Else
Image
Map Info
Heights are listed on the map in feet.

Walls & Battlements: Generally 20' tall. The battlement along the front entrance and east wall are in rough shape, and will require an Acrobatics check to cross. The walls can be climbed, but being slick with rain you will face a challenging DC.

Towers: Generally 25' tall, except for the south-western one that is 35' tall (plus an even higher watchtower on it)

Grounds & Enclosure: The fort's grounds are packed dirt, sodden with rain but otherwise traversable as normal.

Stairs: There are stairs in the northwest, leading from the enclosure to the western tower.

Buildings: Heights as listed. The three buildings have sloped rooves and will require an Acrobatics check to move over.
Enemy Info
Powder Kegs: A ragtag band of Imardanian navy deserters, Borstidian pirates, Grystoki slavers & raiders. They seem to be moderately armed, favoring jack of plate, longswords, axes, and bows. The higher-ranking members have been seen to carry firearms.
User avatar
Namelessjake
Plane Wings Sharp Like Katana
Posts: 4439
Registered for: 11 years 10 months
Location: Blockbuster

Post by Namelessjake »

"The captives," Samiira says hearing the door below. Changing back into her own form, wary of appearing as one of the powder keys now the fight is truly underway and her allies might not be able to distinguish friend from foe, she makes her way along the wall to the South, realising there is no safe way down from the roof they find themselves on.
Mechanics
Free: Retcon being prone as discussed during novel talk.

Minor: Changeling Disguise to turn back into Samiira.

Move: double move to (V,21).
Combat Block
Samiira Ka’Grappan

Female Changeling Executioner 3
Languages: Grystok , Kurnish
Age: 36
Height: 5' 7"
Weight: 140 lbs.

Speed: 6
Initiative: +6
Passive Perception: 16
Passive Insight: 13
Senses: Normal Vision

AC: 18 (19 when dual wielding)
Fort: 15
Reflex: 16 (17 when dual wielding)
Will: 14
HP: 32/32
Bloodied: 16
Surge Value: 8
Surges left: 7/7
Action Points: 1

MBA (Rapier):+10 vs AC, 1d8+5 damage
MBA (Dagger):+10 vs AC, 1d4+5 damage
MBA (Garrote):+9 vs AC, 1d4+5 damage
RBA (Dagger): +10 vs AC, 1d4+5 damage

Resistances: None.

Vulnerabilities: None.

Saves: None.

Active Effects: None.

Powers:

Changeling Disguise
Garrote Strangle
Poisoned Dagger
Quick Lunge
__________________________________

Second Wind [_]
Sohei Flurry [_]
Changeling Trick [_]
Assassin’s Strike [_]
Cloak of Shades [_]
__________________________________


Consumables:

-MUST BE PREPARED ON LONG REST-
Bloodroot Poison (heroic tier) [_]
-OR-
Carrion Crawler Brain Juice (heroic tier) [_]

Important Features:
Shapechanger: I have the shapechanger quality.

Attack Finesse (Executioner): Once per turn I can deal 1d8 extra damage with a weapon attack using a one-handed weapon, garrote, blowgun or shortbow.

Quick Swap: Once per turn I can draw or stow a weapon as a free action and then draw another weapon.

Death Attack: When I hit an enemy with a melee or a ranged attack that deals damage, I can choose to reduce the enemy to 0 hit points automatically if it has 10 hit points or fewer after the damage is dealt.

Poison Use: I know the recipes for two 1st-level assassin poisons. During an extended rest I can prepare 1 vial. I must know the recipe and have a poisoner’s kit. The vial contains a single use of the poison, which expires if it isn’t used before the start of my next extended rest. An item can benefit from the effects of only one assassin poison at a time. Only I can use my assassin poisons, and I am immune to the effects of the ones I create.

Two-Weapon Defense: +1 AC and Reflex while wielding a weapon in each hand.

Nimble Blade: +1 to attacks with light blades when I have CA.

Cunning Stalker: Gain CA against enemies with no other adjacent creatures.

Light Blade Expertise: +1 to damage rolls with light blade weapon attacks with CA.

Unarmored Agility: +2 feat bonus to AC when wearing cloth armor or no armor.
Known Assassin Poison Recipes
Bloodroot Poison (heroic tier)
Power (Poison) ✦ Consumable (Minor Action)
You apply the poison to your melee weapon or one piece of your ammunition. During this encounter, the next creature you hit with a weapon attack using the poisoned item takes 6 extra poison damage, and it is dazed (save ends).
Power (Poison) ✦ Consumable (Minor Action)
You pour the poison into a drink or onto a plate of food. The first creature to consume the food or drink within the next hour is dazed until the end of its next extended rest.

Carrion Crawler Brain Juice (heroic tier)
Power (Poison) ✦ Consumable (Minor Action)
You apply the poison to your melee weapon or five pieces of your ammunition. Until the end of the encounter, whenever you hit a creature with a weapon attack using the poisoned item, the target takes 4 extra poison damage, and it is slowed until the end of your next turn.
Power (Poison) ✦ Consumable (Minor Action)
You apply the poison to a single handheld object. Within the next hour, the first creature other than you to hold or wear the object for more than 1 minute is immobilized until the end of its next extended rest.
User avatar
ratwizard
A Wan Smile
Posts: 5970
Registered for: 11 years 10 months
Location: Hellworld

Post by ratwizard »

Round 3: Assailing the Sailor Slavers

With Samiira returning to her form and rushing across the inner wall, a cry goes out amongst the surge of Powder Kegs. One of them lines up a pistol shot as she goes. There is the snap of its fire, and then an immediate crack as the ball hits the stone bricks beside her — a spray of metal shrapnel and stone shards catching her in the back. The Powder Keg who had initially spotted the others climbs the stairs to the western tower, spinning on his heels to loose an errant arrow toward the Kurnishwoman.

One Powder Keg moves toward the docks, while another blocks off the front gate. A third rushes toward the scrap in the alcove, rounding the corner to find an unexpected wolf. He slams a mace down on Josie's back.

Go: Hadrurus, Alerio
Mechanics
Samiira: drops disguise, double-moves.

Powder Keg 5: moves, longbow attacks Samiira, 13 vs AC = miss.

Powder Keg 16: moves, charges Josie, 20 vs AC = hit for 8 damage.

Powder Keg 8: moves, total defense.

Powder Keg 12: moves, fires Flintlock Shot at Samiira, 26 vs AC = hit for 11 damage.

Powder Keg 17: moves, moves to front gate.
Status
Image
Map
Brandys
No yet.
Everyone Else
Image
Map Info
Heights are listed on the map in feet.

Walls & Battlements: Generally 20' tall. The battlement along the front entrance and east wall are in rough shape, and will require an Acrobatics check to cross. The walls can be climbed, but being slick with rain you will face a challenging DC.

Towers: Generally 25' tall, except for the south-western one that is 35' tall (plus an even higher watchtower on it)

Grounds & Enclosure: The fort's grounds are packed dirt, sodden with rain but otherwise traversable as normal.

Stairs: There are stairs in the northwest, leading from the enclosure to the western tower.

Buildings: Heights as listed. The three buildings have sloped rooves and will require an Acrobatics check to move over.
Enemy Info
Powder Kegs: A ragtag band of Imardanian navy deserters, Borstidian pirates, Grystoki slavers & raiders. They seem to be moderately armed, favoring jack of plate, longswords, axes, and bows. The higher-ranking members have been seen to carry firearms.
User avatar
Scratcherclaw
YUO ARE SMART
Posts: 4067
Registered for: 11 years 10 months

Post by Scratcherclaw »

With the alarm seemingly already sounded, Alerio lets out a heavy sigh and pulls the bugle from his pouch. He blows through its mouthpiece, a resounding note echoing through the fort and invigorating his allies.
Mechanics
Move: Shift to AE25

Standard: Image
All allies gain +2 to speed and +6 THP for one round

Minor: Shield of Faith
Myself, Hadrurus, and Josie gain +2 to AC until the end of the encounter
Combat Block
Alerio Zavala

Male Deva Warpriest 3
Languages: Modern Serran, Old Serran, Grystok
Age: 26
Height: 6'0"
Weight: 175 lbs.

Speed: 5
Initiative: +1
Passive Perception: 16
Passive Insight: 21
Senses: Normal Vision

AC: 17
Fort: 15
Reflex: 11
Will: 17
HP: 38/38
Bloodied: 19
Surge Value: 9
Surges left: 10/10
Action Points: 1

MBA: +4 vs AC, 1d10 damage
MBA (Charging): +10 vs Fort, 1d10 +6 damage
RBA: +1 vs AC, 1d4 damage

Resistances:
Necrotic 6
Radiant 6
Lightning 5
Thunder 5

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Blessing of Wrath
Storm Hammer
__________________________________

Second Wind [_]
Disciplined Counter [_]
Smite Undead [_]*
Thundering Steel [_]
Memory of a Thousand Lifetimes [_]
Healing Word [_][_]
Storm Surge [_]*
Create Water [_]
Hammering Wind [_]

__________________________________

Moment of Glory [_]
Shield of Faith [X]

*Can only use one Channel Divinity power per encounter

Consumables:

None.
Important Features:
Storm Domain: You gain resist 5 lightning and resist 5 thunder. In addition, when you use your healing word, the target gains a +2 power bonus to the next damage roll they make before the end of their next turn. This bonus increases to +4 at 11th level and +6 at 21st level.

Astral Majesty: You have a +1 bonus to all defenses against attacks made by bloodied creatures.

Astral Resistance: You have resistance to necrotic damage and radiant damage equal to 5 + one-half your level.

Immortal Origin: You are considered an immortal creature for the purpose of effects that relate to creature origin.

Elemental Initiate: You gain a +2 proficiency bonus with unarmed attacks, and your unarmed attack can deal 1d6 damage instead of 1d4. You also gain proficiency with ki focuses.

Mark of Storm: Whenever you hit an enemy with a thunder or lightning power, you can slide that enemy 1 square.

Flail Expertise: You gain a +1 bonus to attack rolls that you make with a flail. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, when you hit with a melee weapon attack using a flail and the attack lets you slide the target, you can knock the target prone instead of sliding it.

Weapon proficiency (Triple-headed flail): You gain proficiency with Triple-headed flail.
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BartNL
Swampperson Prime
Posts: 892
Registered for: 5 years 7 months
Location: Neverland
Contact:

Post by BartNL »

"Get up Pohaku, Josie stand strong!" Hadrurus shouts words of encouragement, bolstering the resolve of his allies.
Mechanics
Move action: Rune of Mending primary activating rune of destruction target Josie, secondary target everyone in burst 5 centred on Hadrurus.
Josie can spend 1 healing surge
Hadrurus and all allies in CB 5 deal +2 damage until the end of my next turn

Minor action: Inspiring word on Pohaku for 1 healing surge + [1d6]=6 hp

Standard: Word of exchange vs PK10 [1d20+12]=16+12=28 vs AC for [1d8+5]=3+5=8 damage.
Before the end of my next turn, the first ally to deal dmg against pk10 deals +3 dmg and gains +3 temp hp.

Rune of destruction state: allies have +1 attack against enemies adjacent to Hadrurus until he changes runestate


Reaction
Immediate Interrupt: If a bloodied ally is hit by an enemy within 5" use: Word of the Blinding Shield
No Action: Serene Blade: Once per round gain 3 temp hp after receiving damage.
Last edited by BartNL on Tue Jul 23, 2024 2:17 pm, edited 1 time in total.
User avatar
ratwizard
A Wan Smile
Posts: 5970
Registered for: 11 years 10 months
Location: Hellworld

Post by ratwizard »

Round 4: Assailing the Sailor Slavers
Brandys
You hear a resounding note play from what can only be a horn of some sort. Whether it is a warning call from the slavers or a triumphant cry from the invading force, you aren't sure. Regardless, it fills you with a sense of resolve.
The booming bleat of the bugle reverberates across the stone walls of the seafort, and the Unfettered agents feel a renewed sense of resolve. Another Powder Keg breaks from the pack moving westward, instead rushing to join the frantic scrum in the alcove.

Go: Pohaku, Velasco
Mechanics
Alerio: shifts, buffs, buffs.

Hadrurus: heals Josie for 8 HP, buffs, heals Pohaku for 16 (unbloodying him), hits.

Powder Keg 15: moves, moves.
Status
Image
Map
Image
Brandys
No yet.
Everyone Else
Map Info
Heights are listed on the map in feet.

Walls & Battlements: Generally 20' tall. The battlement along the front entrance and east wall are in rough shape, and will require an Acrobatics check to cross. The walls can be climbed, but being slick with rain you will face a challenging DC.

Towers: Generally 25' tall, except for the south-western one that is 35' tall (plus an even higher watchtower on it)

Grounds & Enclosure: The fort's grounds are packed dirt, sodden with rain but otherwise traversable as normal.

Stairs: There are stairs in the northwest, leading from the enclosure to the western tower.

Buildings: Heights as listed. The three buildings have sloped rooves and will require an Acrobatics check to move over.
Enemy Info
Powder Kegs: A ragtag band of Imardanian navy deserters, Borstidian pirates, Grystoki slavers & raiders. They seem to be moderately armed, favoring jack of plate, longswords, axes, and bows. The higher-ranking members have been seen to carry firearms.
User avatar
Chanchabruhh
Vigilant Resolution
Posts: 153
Registered for: 2 years 8 months
Location: Fragments of myself

Post by Chanchabruhh »

Pohaku attempts to hop down to the roof
Mechanics
preforming a hop down as part of my move action while prone
Move action:stand up
Move action 2:[1d20+3]=9+3=12 Hop down AG32
Combat Block
 
Pōhaku Kāhea ʻo Gore (Boulder Hellscream)
Male Minotaur, Berserker (3)
Languages: Grystok, Okani
Age: 32
Height: 6'0"
Weight: 255 lbs.

Speed: 6
Initiative: +7
Passive Perception: 18
Passive Insight: 11
Senses: Normal Vision

AC: 16
Fort: 16
Reflex: 15
Will: 13
HP: 43/43
Bloodied: 21
Surge Value: 10
Surges left:12/12

MBA: +7 vs AC, 1d10+3

Resistances: None

Vulnerabilities: None

Feats: Brutal Reach, Improved Initiative, Two-Handed Weapon Expertise

Saves: None

Active Effects: None

At-Will Powers:
Bull Rush Attack
Grab Attack
Opportunity Attack
Vengeful Guardian
Savage Reach
Jarring Smash
__________________________________
Encounter Powers:
Second Wind [_]
Takedown Strike [_]
Goring Charge [_]
Batter Down [_]
Savage Cut [_]
__________________________________
Daily Power:
Life Ending Strike [_]
__________________________________
Utility Powers
Second Wind [_]
Defender Aura [x]
Ignore Pain [_]

Consumables:

None.

Class Features

Berserker Fury: When you use a barbarian primal attack power, you enter berserker fury until the end of the encounter. Alternatively, you can use a minor action while you are bloodied to enter the fury. The fury has the following effects,

Your defender aura ends, if it was active, and you cannot use defender aura or vengeful guardian until the fury ends.

Some of your powers, such as your barbarian martial at-will attack powers, gain additional benefits, as noted in those powers.

Your melee basic attacks deal 1d8 extra damage. This extra damage increases to 2d8 at 11th level and 3d8 at 21st level.

Arid Desert: Gain +3 AC and +2 Reflex when Wearing cloth/no armor and no shield: Gain resist 5 Fire at 4th level, Resist Fire 10 at 14th, Resist fire 15 at 24th

Poised Defender: Gain +2 bonus to AC while Defender aura is active and not wearing heavy armor

Racial Features

Ferocity: When minotaur's drop to 0 hit points or fewer, they can make a melee basic attack as an immediate interrupt action.

Heedless Charge: Minotaur's gain a moderate racial bonus to AC against opportunity attacks provoked during a charge.

Goring Charge (use Str): Minotaur's gain one additional healing surge.
Theme Features

Takedown Strike: Gain the Takedown Strike Encounter Power

Feat's

Brutal Reach: When making a Melee attack, Reroll weapon dice that show 1 when you're raging and wielding a two-handed reach weapon

Improved Initiative +4 to Initiative

Two-Handed Weapon Expertise +1/2/3 to attack rolls with two-handed melee weapons, +1/2/3 to damage rolls of charge attacks with two-handed melee
Active Pcs
Boulder(Pohaku)
Kairon Lergaros, The Shaded Jester
Eldrin Stormblade, Tempest-born Avenger
Kaze Mori the Gunpowder Titan 
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FinalTemplar
Omae Wa Mou Shindeiru
Posts: 1921
Registered for: 6 years 7 months

Post by FinalTemplar »

(narration tba)
mechanics
Standard Action: Malicious Shadow @ PK6
To-Hit: [1d20+6]=10+6=16
Damage: [3d8+5]=8+5=13 Cold and necrotic.
Effect: Conjure a shadow figure in a square adjacent to the target (O30). The shadow lasts until EONT. While adjacent to the shadow, enemies grant CA to me. While the shadow exists, ready Malicious Shadow pt.2
Readied: Malicious Shadow (Secondary) - Immediate Interrupt - Melee 1 - Target: Triggering enemy - Attack: Charisma vs Reflex - Trigger: An enemy willingly leaves a square adjacent to the shadow on its turn. Hit: 10 cold and necrotic damage, and the target is immobilized until the EOT. ^To hit: +7 vs Reflex. Damage: 10 cold and necrotic.

Combat Block
Velasco "V" Vasquez

Male Vryloka Hexblade 3
Languages: Grystok, (Modern) Serran
Age: 18
Height: 6'2"
Weight: 175 lbs.

Speed: 7
Initiative: +8
Passive Perception: 15
Passive Insight: 11
Senses: Low-light Vision

AC: 14
Fort: 13
Reflex: 14
Will: 17
HP: 14+6/29
Bloodied: 14
Surge Value: 7
Surges left: 7/7
Action Points: 1

Flesh Rend (MBA): +9 vs AC. 1d10+8 Necrotic damage.
Eldritch Bolt (RBA): +7 vs Reflex. 1d10+8 Force Damage.

Resistances:
Resist 6 Necrotic

Vulnerabilities:


Saves:


Active Effects:


Powers:

At-Will
Eldritch Bolt
Flesh Rend
Convocation of Shadows
Item At-Will
__________________________________

Encounter [_]
Spirit Flay [_][_]
Sign of the Golden Ram [_]
Sign of the Golden Ram (2nd) [_]
Item Encounter [_]
__________________________________

Daily [_]
Malicious Shadow [_]
Malicious Shadow (Secondary) [_]
Unnatural Vitality [_]
Item Daily [_]

Consumables:

None.

Important Features:
Power Details
Convocation of Shadows - Free Action - Trigger: I reduce an enemy to 0 hit points, or an enemy adjacent to me drops to 0 hit points. Effect: I am insubstantial and phasing until the end of my next turn.
Eldritch Bolt - Standard Action - Ranged 10 - Target: One Creature. Attack: Charisma vs Reflex. Hit: 1d10+ Charisma Modifier force damage. Special: I can use this power as a ranged basic attack.
^To hit: +7 vs Reflex. Damage: 1d10+8 Force damage.
Flesh Rend - Standard Action - Target: One creature - Attack: Charisma vs AC - Hit: 1[W] + Charisma modifier necrotic damage, and can slide the target 1 square. The target takes a -2 penalty to attack rolls until the SONT. Special: I can use this power as a melee basic attack.
^To Hit: +9 vs AC. Damage: 1d10+8 Necrotic damage.
Spirit Flay [_] - Standard Action - Target: One or two creatures - Attack: Charisma vs. Reflex - Hit: 1[W] + Charisma modifier necrotic and psychic damage, and the target is dazed until the EONT. Effect: Gain partial concealment until EONT.
^To Hit: +8 vs Reflex. Damage: 1d10+8 Necrotic and Psychic damage.
Lifeblood [_] - Free Action - Trigger: I kill or bloody an enemy. Effect: Gain one of the following benefits - *Shift up to my speed. *Gain temporary hit points equal to 5 + one-half my level. *Gain +2 power bonus to attack rolls until EONT.
Sign of the Golden Ram [_] - Standard Action - Close Burst 2 - Effect: Burst creates a zone that lasts until the end of my next turn. Until the effect ends, I can use it's second power at-will.
Sign of the Golden Ram (2nd) [_] - Opportunity Action - Close Burst 2 - Target: Triggering Enemy - Attack: Highest Ability Modifier vs Will - Trigger: An enemy enters or starts it's turn in my area - hit: Highest Ability Modifier damage and shove target 3 squares from origin square.
Malicious Shadow [X] - Standard Action - Ranged 5 - Target: One creature - Attack: Charisma vs Reflex - Hit: 3d8 + Charisma modifier cold and necrotic damage - Miss: Half damage - Effect: Conjure a shadow figure in a square adjacent to the target. The shadow lasts until EONT. While adjacent to the shadow, enemies grant CA to me. While it persists, can use the secondary power through the shadow at will.
^To hit: +6 vs Reflex. Damage: 3d8+5 cold and necrotic.
Malicious Shadow (Secondary) [_] - Immediate Interrupt - Melee 1 - Target: Triggering enemy - Attack: Charisma vs Reflex - Trigger: An enemy willingly leaves a square adjacent to the shadow on its turn. Hit: 10 cold and necrotic damage, and the target is immobilized until the EOT.
^To hit: +7 vs Reflex. Damage: 10 cold and necrotic.
Unnatural Vitality [_] - Free Action - Trigger: Kill a non-minion enemy with a melee attack - Effect: Gain +2 power bonus to Death saving throws, and to saving throws against ongoing damage. In addition, I don't need to eat, drink, or breathe, making me immune to starvation and suffocation. These effects last until the end of my next extended rest.

Race Features
Blood Dependency: When bloodied, my healing surge value drops by 2.
Human Heritage: +5 to bluff checks to pass as a human.
Living Dead: I count as both living and undead, and can choose which type will apply on spells and effects that treat living creatures and undead creatures differently.
Necrotic Resistance: Gain necrotic resistance equal to 5 +1/2 level.
Vampiric Heritage: I can replace 2nd level+ utility powers with Vryloka utility powers.
Lifeblood: Gain the lifeblood power.

Class/Path/Destiny/Theme Features
Level 1 Occultist Feature: You gain proficiency with tomes.  You can master and perform rituals in the binding category as though you had the Ritual Caster feat.   In addition, you gain the sign of the golden ram power.
Gloom Pact Reward: Gain tiered damage bonus. This bonus is equal to my dex mod. At 5th level add 2, at 15th add 4, and 6 at 25th.
Gloom Pact Weapon: Gain the Scourge of Exquisite Agony warlock item, as well as the Flesh Rend and Spirit Flay attack powers.

Feats
:White Lotus Dueling Expertise: Bonus - I gain a +1 feat bonus to the attack rolls of arcane powers and basic attacks that you make with any weapon or implement with which you have proficiency. This bonus increases to +2 at 11th level, and +3 at 21st level. I also gain proficiency with Orbs.
Arcane Familiar (Shadow Raven): Level One - I gain a familiar. For each familiar feat I have beyond this one, my familiar gains a +1 bonus to its defenses.
Improved Initiative -: Level Two - +4 to Initiative.

Active PCs
Caedus (#4080FF)  
Dessarius (#8e44ad)
Eridas (#4040FF)
Narciso (#FFBF00) 
Taliesin (#4040BF)
Tristan (#2980b9)
Velasco (#800000)
Deimos (#f39c12)
User avatar
ratwizard
A Wan Smile
Posts: 5970
Registered for: 11 years 10 months
Location: Hellworld

Post by ratwizard »

Round 4: Assailing the Sailor Slavers

The sudden crash of Pohaku's frame atop the shed hardly seems to go noticed as frenetic bloodshed ensues across the grounds. The sudden apparition of a shadowy figure catches many eyes, and a Powder Keg beside it yelps as an ethereal blade catches him in the thigh. Another of the sailors advances, issuing an arrow at its source — this one catching Velasco just below the clavicle, leaving him withering with every moment.

Samiira watches as another Powder Keg pushes into the enclosure, toward the stairs up. Behind him enters the apparent leader, who barks out a complaint in Imardanian — his greying hair belying a confidence and speed in his step. He reaches the locked building, taking stock of the surroundings as he continues to shout amongst the fray.

Down in the alcove, the female Powder Keg initially engaged by Josie instead now turns her attention to the Talon of El-Unod, landing a pair of swings he can hardly parry, before kicking him back. She seizes the advantage, stepping into the doorway to cut off any entry or egress.

Brandys
You suspect your banging around has not gone unnoticed, as you hear the barking of what you believe to be the commander grow near, now right outside your door.

Go: Brandys, Josie
Mechanics
Pohaku: stands, attempts to hop down but falls, takes 9 damage.

Velasco: hits, conjures shadow, readies interrupt.

Powder Keg 9: moves, Longbow attacks Velasco, 26 vs AC = hit for 14 damage.

Powder Keg 11: moves, moves.

Powder Keg 14: Double Slash on Alerio, 20 vs AC = hit for 5 damage, 20 vs AC = hit for 3 damage, push Alerio 1 square, shifts into doorway.

Powder Keg Lieutenant: moves, moves.
Status
Image
Map
Image
Brandys
You can't see out of the prison right now, but there are many others in there with you at the moment. You stand near the door to the enclosure you previously rammed against.
Everyone Else
Map Info
Heights are listed on the map in feet.

Walls & Battlements: Generally 20' tall. The battlement along the front entrance and east wall are in rough shape, and will require an Acrobatics check to cross. The walls can be climbed, but being slick with rain you will face a challenging DC.

Towers: Generally 25' tall, except for the south-western one that is 35' tall (plus an even higher watchtower on it)

Grounds & Enclosure: The fort's grounds are packed dirt, sodden with rain but otherwise traversable as normal.

Stairs: There are stairs in the northwest, leading from the enclosure to the western tower.

Buildings: Heights as listed. The three buildings have sloped rooves and will require an Acrobatics check to move over.
Enemy Info
Powder Kegs: A ragtag band of Imardanian navy deserters, Borstidian pirates, Grystoki slavers & raiders. They seem to be moderately armed, favoring jack of plate, longswords, axes, and bows. The higher-ranking members have been seen to carry firearms.
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Fialova
Magical Liopleurodon
Posts: 5012
Registered for: 11 years 10 months
Location: The Great North
Contact:

Post by Fialova »

As her initial foe moves to attack Alerio, Josie follows behind while positioning herself between the three nearby slavers. She lashes out with a series of strong swipes at each one, aiming for their legs to hinder their movement.

 
Mechanics
Move Action: Shift to (AE, 26)

Standard Action: Savage Frenzy
Attack vs Powder Keg 10: [1d20+6]=5+6=11 vs Reflex = hit?
Attack vs Powder Keg 14: [1d20+6]=18+6=24 vs Reflex = hit
Attack vs Powder Keg 16: [1d20+6]=11+6=17 vs Reflex = hit?
Hit: [1d6+4]=5+4=9 damage and the target is dazed and slowed (save ends both)
Miss: Half damage, and the target is saved until the end of my next turn.


Combat Block
Zhou Si (Josie)

Female Elf Druid 3
Languages: Amkharan, Elven, Grystok
Age: 28
Height: 5' 8"
Weight: 153 lbs.

Speed: 8
Initiative: +5
Passive Perception: 22
Passive Insight: 15
Senses: Low-light Vision

AC: 18
Fort: 12
Reflex: 16
Will: 16
HP: 33+6/35
Bloodied: 17
Surge Value: 8
Surges left: 8/8
Action Points: 1

MBA (human form, staff): +5 vs AC, 1d8+1 damage, reach 1
Savage Rend (as MBA, beast form only): +6 vs Reflex, 1d8+4 damage and slide target 1 square
Grasping Claws (as MBA, beast form only): +6 vs Reflex, 1d8+4 damage and target is slowed until my EONT
Wolf Shape Secondary Power (as MBA, Wolf Shape only): +8 vs AC, 1d10+4 damage
RBA (human form, unarmed): +5 vs AC, 1d4+4 damage

Resistances: none

Vulnerabilities: none

Saves: none

Active Effects:
* +1 speed while not in heavy armor
* ignore difficult terrain when shifitng
* roll stealth to hid if I have cover/concealment on initiative roll
* +1 reach with melee staff attacks, and ranged/area implement attacks with staffs don't provoke OAs
* +1 to attack and +2 do damage when charging in beast form
* gain CA vs enemies with no other adjacent creatures
* grant CA to enemies with silvered weapons

Powers:

Wolf Shape Secondary Power*
Wild Shape
Savage Rend
Magic Stones
Grasping Claws
__________________________________

Second Wind [_]
Wolf Shape [X]
Elven Accuracy [_]
Thorn Spray [_]
Wolf's Vitality [_]
__________________________________

Savage Frenzy [X]

* this can only be used while in Wolf Shape, from the associated encounter power, not in any other beast form from Wild Shape or other sources

Consumables: none

Important Features:
Class Features
Primal Predator: +1 speed when not wearing heavy armor

Ritual Casting: gain ritual casting feat, plus Animal Messenger ritual and another free level 1 ritual

Wild Shape: a bunch of stuff regarding transforming into animals, see PHB2 for full rundown of details.

Racial Features
Elven Accuracy: gain Elven Accuracy power

Elven Weapon Proficiency: gain proficiency with longbow and shortbow

Fey Origin: considered Fey for purposes of effect determined by creature origin

Wild Step: ignore difficult terrain when shifting

Wood Elf Reactive Stealth: if I have cover or concealment when rolling initiative, I can roll Stealth to hide at the same time

Theme Features
Werewolf Level 1 Feature: +2 to intimidate. Gain the Shapechanger subtype, making me subject to effects that affect shapechangers. Enemies with silvered weapons have CA against me. I am immune to the Moon Frenzy disease. Gain the Wolf Shape power.

Feat(ures)
Ritual Caster: I can master and perform rituals of my level or lower, provided I am trained in either Arcana or Religion. Each ritual also has its own associated skill I must be trained in, plus I need components. See PHB for more info.

Staff Expertise: +1 to weapon and implement attacks with staffs. Do not provoke OAs when using ranged or area implement attacks with staffs. +1 reach when performing melee attacks with staffs.

Enraged Boar Form: +1 to attack and +2 to damage when charging in beast form.

Cunning Stalker: enemies that have no creatures adjacent to them, other than me, grant me CA
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greysigil
idk, that's pretty grey
Posts: 272
Registered for: 3 years 8 months

Post by greysigil »

Brandys
Bran winces as the pain lingers in his body. As he reassesses the door, the sound of the Commander(?)'s approach gives him pause. Fortune smiles, a chance. "Pass the word: Any who are able to fight, gather to the doors. Someone approaches." He hisses to the nearest slave, setting his face into a determined smile, raising his hands in preparation for the door being opened.
Mechanics
Standard Action: Ready an Action: If the door is opened by the commander, or a recognizable slaver, then use Grab Attack
Minor Action: Perception 12
[1d20+7]=5+7=12
Combat Block
Brandys

Male Human Fighter 3
Languages: Grystok, Kurnish, Modern Serran
Age: 49
Height: 5'11"
Weight: 220 lbs.

Speed: 5 Sq
Initiative: +3
Passive Perception: 17
Passive Insight: 11
Senses: Normal Vision

AC: 19
Fort: 20
Reflex: 14
Will: 14
HP: 41/41
Bloodied: 20
Surge Value: 10
Surges left: 11/11
Action Points: 1

MBA: Bastard Sword +9 vs AC, 1d10+4
RBA:

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
None

Powers:

At-Will
Item At-Will

Bull Rush Attack (Standard)
Grab Attack (Standard)
Opportunity Attack (Opportunity)
Grappling Strike (Can be used as OA)
Combat Challenge (Immediate Interrupt)
Combat Agility (Opportunity)
Footwork Lure (Standard)
Cleave (Standard)
__________________________________

Encounter [_]
Item Encounter [_]

Guardian's Counter [_] (Immediate Interrupt)
Steel Serpent Strike [_] (Standard)
Slamming Rush [_] (Standard)
Second Wind [_] (Standard)
Forceful Drag [_] (Move)
__________________________________

Daily [_]
Item Daily [_]

Seize and Stab [_] (Standard)

Consumables:

None.

Feature:

Important Features:
Class Feature: Combat Challenge Mark foes you attack. They get -2 to attacks not including you. Make basic melee attack against adjacent marked foe who shifts or makes attack not including you. Makr lasts until end of your next turn or marked by other.
Feat: Inescapable Hold Your grabbed creatures must escape against Fortitude with Athletics.
Feat: World Serpent's Grasp Knock slowed or immobilized targets prone on hit.
Feat: Heavy Blade Expertise +1/+2/+3 to weapon attacks with heavy blades; +2 to all defenses vs OAs when wielding a heavy blade.
Feat: Weapon Proficiency (Bastard Sword) Grants proficiency with Bastard Swords

Item Features, None Yet
Item Feature: Explanation of feature. These should be any effects listed as 'Property' on a magic item, as well as any specific traits of the item itself (such as Brutal and other effects on certain weapons, special effects from superior implements, etc.). Again, if it is relevant it needs to be listed.
Active Characters
Atropos - #4f8596
Brandys - #50955f
VI-42016 "Jug" JUGGERNAUT - #c1545d
Katherine "Kate" Meecham - #ff6814

Paused
Ezra Wynter // MEDUSA - #91c886
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ratwizard
A Wan Smile
Posts: 5970
Registered for: 11 years 10 months
Location: Hellworld

Post by ratwizard »

Round 4: Assailing the Sailor Slavers

Samiira watches as another Powder Keg pushes into the enclosure, taking a stand beside his superior.

The archer advances along the southern wall, loosing an arrow down at a crouched Pohaku, which goes wide.

In the alcove, the Powder Kegs are caught off guard by Josie's sudden and violent thrashing. The disheveled man swings wildly, landing an uncontrolled and lucky slash across her back. He nearly tumbles from the effort, but ends up on the other side of her.

Beyond them, another Powder Keg yelps as Velasco's shadow lunges once more at the man. He jumps clear of its reach, heading towards the alcove to join the fray.
Brandys
Murmurs of understanding spread through the other prisoners, who begin to mill about. A few of them begin to kick at the cots, the wood splintering, while others search for anything else of use.

From outside, distant sounds of violence and shouting reach your ears. You can hear the commander just outside, speaking to somebody else who approaches in a hurry. You wait, though it does not appear that they are opening the door. Instead, you get the sense they may be ensuring it does not get opened.

"Hey," comes the voice of Garvelli from opposite. "Just one this way. The rest look like they're on the move to whatever is happening out there."


Go: Samiira
Mechanics
Josie: shifts, misses and dazes, hits x2 and dazes & slows (save ends).

Brandys: readies action, perceives.

Powder Keg 13: moves, readies attack.

Powder Keg 18: moves, Longbow attacks Pohaku, 14 vs AC = miss.

Powder Keg 7: Total Defense, readies attack.

Powder Keg 6: moves, but suffers Malicious Shadow from Velasco. 12 vs Reflex = miss & no effect, moves.

Powder Keg 10: Seize the Good Ground on Josie, crits! for 13 damage and gets a free shift-3.
Status
Image
Map
Image
Brandys
You can't see out of the prison right now, but there are many others in there with you at the moment. You stand near the door to the enclosure you previously rammed against.
Everyone Else
Map Info
Heights are listed on the map in feet.

Walls & Battlements: Generally 20' tall. The battlement along the front entrance and east wall are in rough shape, and will require an Acrobatics check to cross. The walls can be climbed, but being slick with rain you will face a challenging DC.

Towers: Generally 25' tall, except for the south-western one that is 35' tall (plus an even higher watchtower on it)

Grounds & Enclosure: The fort's grounds are packed dirt, sodden with rain but otherwise traversable as normal.

Stairs: There are stairs in the northwest, leading from the enclosure to the western tower.

Buildings: Heights as listed. The three buildings have sloped rooves and will require an Acrobatics check to move over.
Enemy Info
Powder Kegs: A ragtag band of Imardanian navy deserters, Borstidian pirates, Grystoki slavers & raiders. They seem to be moderately armed, favoring jack of plate, longswords, axes, and bows. The higher-ranking members have been seen to carry firearms.
User avatar
Namelessjake
Plane Wings Sharp Like Katana
Posts: 4439
Registered for: 11 years 10 months
Location: Blockbuster

Post by Namelessjake »

Samiira flinches as she is sprayed by shrapnel. As another powder keg's arrow goes wide, she chases after the man, lunging at him with her rapier. Her blade catches him in the lower leg, toppled him to the floor as she steps back wary of the other powder keg at the bottom of the ramp.
Mechanics
Move: walk to (V,16).

Standard: Quick Lunge on PK 5, shift to (U,15), 21 vs AC = hit for 10 damage, and PK 5 is knocked prone. I shift back to (V,16).
[1d20+13]=8+13=21[1d8+0]=5+0=5[1d8]=5
Combat Block
Samiira Ka’Grappan

Female Changeling Executioner 3
Languages: Grystok , Kurnish
Age: 36
Height: 5' 7"
Weight: 140 lbs.

Speed: 6
Initiative: +6
Passive Perception: 16
Passive Insight: 13
Senses: Normal Vision

AC: 18 (19 when dual wielding)
Fort: 15
Reflex: 16 (17 when dual wielding)
Will: 14
HP: 32/32
Bloodied: 16
Surge Value: 8
Surges left: 7/7
Action Points: 1

MBA (Rapier):+10 vs AC, 1d8+5 damage
MBA (Dagger):+10 vs AC, 1d4+5 damage
MBA (Garrote):+9 vs AC, 1d4+5 damage
RBA (Dagger): +10 vs AC, 1d4+5 damage

Resistances: None.

Vulnerabilities: None.

Saves: None.

Active Effects: None.

Powers:

Changeling Disguise
Garrote Strangle
Poisoned Dagger
Quick Lunge
__________________________________

Second Wind [_]
Sohei Flurry [_]
Changeling Trick [_]
Assassin’s Strike [_]
Cloak of Shades [_]
__________________________________


Consumables:

-MUST BE PREPARED ON LONG REST-
Bloodroot Poison (heroic tier) [_]
-OR-
Carrion Crawler Brain Juice (heroic tier) [_]

Important Features:
Shapechanger: I have the shapechanger quality.

Attack Finesse (Executioner): Once per turn I can deal 1d8 extra damage with a weapon attack using a one-handed weapon, garrote, blowgun or shortbow.

Quick Swap: Once per turn I can draw or stow a weapon as a free action and then draw another weapon.

Death Attack: When I hit an enemy with a melee or a ranged attack that deals damage, I can choose to reduce the enemy to 0 hit points automatically if it has 10 hit points or fewer after the damage is dealt.

Poison Use: I know the recipes for two 1st-level assassin poisons. During an extended rest I can prepare 1 vial. I must know the recipe and have a poisoner’s kit. The vial contains a single use of the poison, which expires if it isn’t used before the start of my next extended rest. An item can benefit from the effects of only one assassin poison at a time. Only I can use my assassin poisons, and I am immune to the effects of the ones I create.

Two-Weapon Defense: +1 AC and Reflex while wielding a weapon in each hand.

Nimble Blade: +1 to attacks with light blades when I have CA.

Cunning Stalker: Gain CA against enemies with no other adjacent creatures.

Light Blade Expertise: +1 to damage rolls with light blade weapon attacks with CA.

Unarmored Agility: +2 feat bonus to AC when wearing cloth armor or no armor.
Known Assassin Poison Recipes
Bloodroot Poison (heroic tier)
Power (Poison) ✦ Consumable (Minor Action)
You apply the poison to your melee weapon or one piece of your ammunition. During this encounter, the next creature you hit with a weapon attack using the poisoned item takes 6 extra poison damage, and it is dazed (save ends).
Power (Poison) ✦ Consumable (Minor Action)
You pour the poison into a drink or onto a plate of food. The first creature to consume the food or drink within the next hour is dazed until the end of its next extended rest.

Carrion Crawler Brain Juice (heroic tier)
Power (Poison) ✦ Consumable (Minor Action)
You apply the poison to your melee weapon or five pieces of your ammunition. Until the end of the encounter, whenever you hit a creature with a weapon attack using the poisoned item, the target takes 4 extra poison damage, and it is slowed until the end of your next turn.
Power (Poison) ✦ Consumable (Minor Action)
You apply the poison to a single handheld object. Within the next hour, the first creature other than you to hold or wear the object for more than 1 minute is immobilized until the end of its next extended rest.
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ratwizard
A Wan Smile
Posts: 5970
Registered for: 11 years 10 months
Location: Hellworld

Post by ratwizard »

Round 4: Assailing the Sailor Slavers

Samiira's blade strikes true as she towers over the initial Powder Keg on the western tower. He drops his bow and reaches for a handaxe as he stands, though she is far too agile for his weakened swing.

Another Powder Keg looses a parting arrow at Velasco, catching him in the belly. He doubles over in pain, losing control over the shadow as he slumps atop the stone building.

In the courtyard, a growing number of Powder Kegs converge on the alcove. One of those ravaged by Josie attempts to hack at her, but in his disoriented state he can do little against the lupine.

Go: Hadrurus, Alerio
Mechanics
Samiira: moves, hits and prones.

Powder Keg 5: drops bow, stands, draws handaxe, attacks Samiira, 8 vs AC = miss.

Powder Keg 16: attacks Josie, 17 vs AC = miss. 5 vs condition = fail.

Powder Keg 8: moves, attacks Velasco, 22 vs AC = hit for 11 damage, downing him and removing Malicious Shadow from play.

Powder Keg 12: moves, moves.

Powder Keg 17: shifts, defends.
Status
Image
Map
Image
Brandys
You can't see out of the prison right now, but there are many others in there with you at the moment. You stand near the door to the enclosure you previously rammed against.
Everyone Else
Map Info
Heights are listed on the map in feet.

Walls & Battlements: Generally 20' tall. The battlement along the front entrance and east wall are in rough shape, and will require an Acrobatics check to cross. The walls can be climbed, but being slick with rain you will face a challenging DC.

Towers: Generally 25' tall, except for the south-western one that is 35' tall (plus an even higher watchtower on it)

Grounds & Enclosure: The fort's grounds are packed dirt, sodden with rain but otherwise traversable as normal.

Stairs: There are stairs in the northwest, leading from the enclosure to the western tower.

Buildings: Heights as listed. The three buildings have sloped rooves and will require an Acrobatics check to move over.
Enemy Info
Powder Kegs: A ragtag band of Imardanian navy deserters, Borstidian pirates, Grystoki slavers & raiders. They seem to be moderately armed, favoring jack of plate, longswords, axes, and bows. The higher-ranking members have been seen to carry firearms.
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Scratcherclaw
YUO ARE SMART
Posts: 4067
Registered for: 11 years 10 months

Post by Scratcherclaw »

Alerio lets out a grunt, gripping his flail tightly as he channels the Eagle's tempest into it. Gods take you all. Unleashing it at the powder keg nearest him, the storm's force leaves her stumbling into the tower. The Talon strides past, tornadic winds swirling around him as his fingers crackle with his god's might. He twirls his weapon, the gusts growing in intensity with each passing moment.

El-unod, grant me your strength to smite these villains! He slams the flail into the ground, a thunderous shockwave sending the kegs skidding across the ground. A fierce determination courses through him, steeling his resolve and numbing his pain.
Mechanics
Standard: Storm Hammer on Keg 14
Attack: [1d20+12]=8+12=20 vs Fort = Hit
Damage: [1d10+6]=1+6=7+2 (Rune of Descruction)=9 lightning & thunder damage
Keg 14 is slid to AE24

Move: Walk to AF27

Minor: Storm Surge
The next time myself, Josie, or Hadrurus make a damage roll with a melee weapon attack before the end of my next turn, an extra 4 lightning damage is dealt

AP:
Standard: Moment of Glory
Close blast 5, targeting Kegs 14, 10, 16, 15, and 12
Attacks: [1d20+6]=9+6=15[1d20+6]=20+6=26[1d20+6]=8+6=14[1d20+6]=16+6=22[1d20+6]=18+6=24 vs Will = ??, hit, ??, hit, hit
All hit are pushed 3 squares away and knocked prone
Myself and each ally within (I think just Josie and I since Hadrurus is in the corner) gain resist 5 all until the end of my next turn
Combat Block
Alerio Zavala

Male Deva Warpriest 3
Languages: Modern Serran, Old Serran, Grystok
Age: 26
Height: 6'0"
Weight: 175 lbs.

Speed: 5
Initiative: +1
Passive Perception: 16
Passive Insight: 21
Senses: Normal Vision

AC: 17
Fort: 15
Reflex: 11
Will: 17
HP: 38/38
Bloodied: 19
Surge Value: 9
Surges left: 10/10
Action Points: 1

MBA: +4 vs AC, 1d10 damage
MBA (Charging): +10 vs Fort, 1d10 +6 damage
RBA: +1 vs AC, 1d4 damage

Resistances:
Necrotic 6
Radiant 6
Lightning 5
Thunder 5

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Blessing of Wrath
Storm Hammer
__________________________________

Second Wind [_]
Disciplined Counter [_]
Smite Undead [_]*
Thundering Steel [_]
Memory of a Thousand Lifetimes [_]
Healing Word [_][_]
Storm Surge [X]*
Create Water [_]
Hammering Wind [_]

__________________________________

Moment of Glory [X]
Shield of Faith [X]

*Can only use one Channel Divinity power per encounter

Consumables:

None.
Important Features:
Storm Domain: You gain resist 5 lightning and resist 5 thunder. In addition, when you use your healing word, the target gains a +2 power bonus to the next damage roll they make before the end of their next turn. This bonus increases to +4 at 11th level and +6 at 21st level.

Astral Majesty: You have a +1 bonus to all defenses against attacks made by bloodied creatures.

Astral Resistance: You have resistance to necrotic damage and radiant damage equal to 5 + one-half your level.

Immortal Origin: You are considered an immortal creature for the purpose of effects that relate to creature origin.

Elemental Initiate: You gain a +2 proficiency bonus with unarmed attacks, and your unarmed attack can deal 1d6 damage instead of 1d4. You also gain proficiency with ki focuses.

Mark of Storm: Whenever you hit an enemy with a thunder or lightning power, you can slide that enemy 1 square.

Flail Expertise: You gain a +1 bonus to attack rolls that you make with a flail. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, when you hit with a melee weapon attack using a flail and the attack lets you slide the target, you can knock the target prone instead of sliding it.

Weapon proficiency (Triple-headed flail): You gain proficiency with Triple-headed flail.
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ratwizard
A Wan Smile
Posts: 5970
Registered for: 11 years 10 months
Location: Hellworld

Post by ratwizard »

Alcove Map Update
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BartNL
Swampperson Prime
Posts: 892
Registered for: 5 years 7 months
Location: Neverland
Contact:

Post by BartNL »

Hadrurus braces himself as he moves forward.
Mechanics
Move action: Move to AE27
Standard: Ready an action: Word of Exchange
Rune of destruction state: allies have +1 attack against enemies adjacent to Hadrurus until he changes runestate


Reaction
Immediate Reaction: When an enemy moves adjacent to Hadrurus use Word of Exchange:

Combat Block
Hadrurus

Longtooth Shifter (human) (Runepriest/Warlord Hybrid) 3
Languages: Grystok, Common
Age: 27
Height: 6'4"
Weight: 220 lbs.

Speed: 6
Initiative: +6
Passive Perception: 19
Passive Insight: 14
Senses: Low-Light Vision

AC: 19
Fort: 16
Reflex: 14
Will: 16
HP: 22+6/34
Bloodied: 17
Surge Value: 8
Surges left: 8/8
Action Points: 0

MBA: +10 vs AC, 1d8+5
RBA: +9 vs AC, 1d6+5

Resistances: None

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Viper's Strike
Word of Exchange

__________________________________
Second Wind [_]
Guardian's Counter [X]
Longtooth Shifting[_]
Battlefront Shift [_]
Rune of Mending [X]
Inspiring Word [X]
Vengeance is Mine [X]
Word of the blinding shield[_]
__________________________________

Lamb to the Slaughter [_]
Shield of Sacrifice [_]

Consumables:
None.
Equipment
ITEMS
Adventurer's Kit, Hide Armor, Heavy Shield, Longsword, Javelin x5, Desert Clothing, Bell and whistle, Crowbar, Filter mask, Footpads, Gambler's gear, Grappling Hook, Shovel, Climber's Kit, Tent, Dagger Boots, Sack x2, Oil 10 pints, (carried in sack) Pitons x20

Important Features
Rune Artistry - Serene Blade: While you are not wearing heavy armor, you can use your Wisdom modifier in place of your Dexterity or Intelligence modifier to determine your AC. Once per round immediately after an enemy deals damage to you with an attack, you gain temporary hit points equal to your Wisdom modifier. The number of temporary hit points increases to 5 + your Wisdom modifier at 11th level and 10 + your Wisdom modifier at 21st level.
Rune Master - Rune of Destruction: Allies gain a +1 bonus to attack rolls against enemies that are adjacent to you or to any other runepriests who are in this rune state.
Rune Master - Rune of Protection: While adjacent to you, allies gain resist 2 to all damage. The resistance increases to 4 at 11th level and 6 at 21st level.
Master At arms: can sheathe and draw a weapon with the same minor action

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ratwizard
A Wan Smile
Posts: 5970
Registered for: 11 years 10 months
Location: Hellworld

Post by ratwizard »

Round 5: Assailing the Sailor Slavers

The winds of justice whip through the tight alcove, casting several of the gangers about the muddy grounds. Pale-faced, one of the men manages to stand, pointing in the direction of Alerio. "La sorcellerie!" he cries out, gripping his mace tight. He rushes toward the Talon, but Hadrurus steps between them, parrying the blow with ease and delivering one of his own.

Go: Pohaku, Velasco
Mechanics
Alerio: hits and bloodies and slides, walks, buffs, action points, hits x5 and pushes and prones and buffs.

Hadrurus: moves, readies attack.

Powder Keg 15: stands, charges Hadrurus, triggering Word of Exchange, hits 22 vs AC for 10 (+4 Storm Surge) = 14 damage... Finishes charge, nat 1.
Status
Image
Map
Image
Brandys
You can't see out of the prison right now, but there are many others in there with you at the moment. You stand near the door to the enclosure you previously rammed against.
Everyone Else
Map Info
Heights are listed on the map in feet.

Walls & Battlements: Generally 20' tall. The battlement along the front entrance and east wall are in rough shape, and will require an Acrobatics check to cross. The walls can be climbed, but being slick with rain you will face a challenging DC.

Towers: Generally 25' tall, except for the south-western one that is 35' tall (plus an even higher watchtower on it)

Grounds & Enclosure: The fort's grounds are packed dirt, sodden with rain but otherwise traversable as normal.

Stairs: There are stairs in the northwest, leading from the enclosure to the western tower.

Buildings: Heights as listed. The three buildings have sloped rooves and will require an Acrobatics check to move over.
Enemy Info
Powder Kegs: A ragtag band of Imardanian navy deserters, Borstidian pirates, Grystoki slavers & raiders. They seem to be moderately armed, favoring jack of plate, longswords, axes, and bows. The higher-ranking members have been seen to carry firearms.
User avatar
FinalTemplar
Omae Wa Mou Shindeiru
Posts: 1921
Registered for: 6 years 7 months

Post by FinalTemplar »

(narration n/a)
mechanics
Death Saving Throw: [1d20]=20
Active PCs
Caedus (#4080FF)  
Dessarius (#8e44ad)
Eridas (#4040FF)
Narciso (#FFBF00) 
Taliesin (#4040BF)
Tristan (#2980b9)
Velasco (#800000)
Deimos (#f39c12)
User avatar
Chanchabruhh
Vigilant Resolution
Posts: 153
Registered for: 2 years 8 months
Location: Fragments of myself

Post by Chanchabruhh »

Pohaku will take a deep breath and stand before letting out a primal roar as he charges towards one of the powder kegs
Mechanics
 
Standard= stand up from prone and Charge to AG36
Attack=[1d20+7]=5+7=12 Savage Cut attack
Combat Block
 
Pōhaku Kāhea ʻo Gore (Boulder Hellscream)
Male Minotaur, Berserker (3)
Languages: Grystok, Okani
Age: 32
Height: 6'0"
Weight: 255 lbs.

Speed: 6
Initiative: +7
Passive Perception: 18
Passive Insight: 11
Senses: Normal Vision

AC: 16
Fort: 16
Reflex: 15
Will: 13
HP: 43/43
Bloodied: 21
Surge Value: 10
Surges left:12/12

MBA: +7 vs AC, 1d10+3

Resistances: None

Vulnerabilities: None

Feats: Brutal Reach, Improved Initiative, Two-Handed Weapon Expertise

Saves: None

Active Effects: None

At-Will Powers:
Bull Rush Attack
Grab Attack
Opportunity Attack
Vengeful Guardian
Savage Reach
Jarring Smash
__________________________________
Encounter Powers:
Second Wind [_]
Takedown Strike [_]
Goring Charge [_]
Batter Down [_]
Savage Cut [x]
__________________________________
Daily Power:
Life Ending Strike [_]
__________________________________
Utility Powers
Second Wind [_]
Defender Aura [x]
Ignore Pain [_]

Consumables:

None.

Class Features

Berserker Fury: When you use a barbarian primal attack power, you enter berserker fury until the end of the encounter. Alternatively, you can use a minor action while you are bloodied to enter the fury. The fury has the following effects,

Your defender aura ends, if it was active, and you cannot use defender aura or vengeful guardian until the fury ends.

Some of your powers, such as your barbarian martial at-will attack powers, gain additional benefits, as noted in those powers.

Your melee basic attacks deal 1d8 extra damage. This extra damage increases to 2d8 at 11th level and 3d8 at 21st level.

Arid Desert: Gain +3 AC and +2 Reflex when Wearing cloth/no armor and no shield: Gain resist 5 Fire at 4th level, Resist Fire 10 at 14th, Resist fire 15 at 24th

Poised Defender: Gain +2 bonus to AC while Defender aura is active and not wearing heavy armor

Racial Features

Ferocity: When minotaur's drop to 0 hit points or fewer, they can make a melee basic attack as an immediate interrupt action.

Heedless Charge: Minotaur's gain a moderate racial bonus to AC against opportunity attacks provoked during a charge.

Goring Charge (use Str): Minotaur's gain one additional healing surge.
Theme Features

Takedown Strike: Gain the Takedown Strike Encounter Power

Feat's

Brutal Reach: When making a Melee attack, Reroll weapon dice that show 1 when you're raging and wielding a two-handed reach weapon

Improved Initiative +4 to Initiative

Two-Handed Weapon Expertise +1/2/3 to attack rolls with two-handed melee weapons, +1/2/3 to damage rolls of charge attacks with two-handed melee
Active Pcs
Boulder(Pohaku)
Kairon Lergaros, The Shaded Jester
Eldrin Stormblade, Tempest-born Avenger
Kaze Mori the Gunpowder Titan 
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ratwizard
A Wan Smile
Posts: 5970
Registered for: 11 years 10 months
Location: Hellworld

Post by ratwizard »

Round 5: Assailing the Sailor Slavers

Velasco clings to consciousness, staying low as he regains his bearings. An archer moves toward the alcove, trying yet failing to line up a shot through the tangled web of bodies and high winds.

An arrowpoint breaks against the stones next to Samiira as its sender tears up the steps, reaching instead for his blade. She sees the lieutenant leave the enclosure, barking in weary Imardanian.

Those fighting in the alcove hear the grizzled man approaching, who surveys the scene before forming a shield wall beside the others. "Rassemblez-vous sur moi!" he shouts, slamming the flail against his shield. "Écrasons ces imbéciles contre les murs!"

Go: Brandys, Josie
Mechanics
Velasco: crit-saves, heals 5 HP, no longer dying or unconscious.

Pohaku: stands, charges, misses.

Powder Keg 9: moves, Longbow attacks Josie, nat 1.

Powder Keg 11: Longbow attacks Samiira, 17 vs AC = miss, lowers bow, moves.

Powder Keg 14: stands, saves 10 vs Dazed and Slowed.

Powder Keg Lieutenant: moves, moves.
Status
Image
Map
Brandys
You can't see out of the prison right now, but there are many others in there with you at the moment. You stand near the door to the enclosure you previously rammed against.
Everyone Else
Image
Map Info
Heights are listed on the map in feet.

Walls & Battlements: Generally 20' tall. The battlement along the front entrance and east wall are in rough shape, and will require an Acrobatics check to cross. The walls can be climbed, but being slick with rain you will face a challenging DC.

Towers: Generally 25' tall, except for the south-western one that is 35' tall (plus an even higher watchtower on it)

Grounds & Enclosure: The fort's grounds are packed dirt, sodden with rain but otherwise traversable as normal.

Stairs: There are stairs in the northwest, leading from the enclosure to the western tower.

Buildings: Heights as listed. The three buildings have sloped rooves and will require an Acrobatics check to move over.
Enemy Info
Powder Kegs: A ragtag band of Imardanian navy deserters, Borstidian pirates, Grystoki slavers & raiders. They seem to be moderately armed, favoring jack of plate, longswords, axes, and bows. The higher-ranking members have been seen to carry firearms.
User avatar
greysigil
idk, that's pretty grey
Posts: 272
Registered for: 3 years 8 months

Post by greysigil »

Brandys
A moment passes, a heartbeat, and when it sounds like the captain? remains outside the door, Brandys shifts his thinking. Well. We make our own fortune then. He looks at the hinges of the door, then sets about finding a suitable chunk of wood to use as a lever. "Quickly, help me lift the door" He says to the nearby slaves, trying to keep quiet to not tip off the slaver outside.
Mechanics
Minor: acquire lever
Move: Get into position
Srandard: Heave (Strength: 10) [1d20+5]=5+5=10
Action Point: HEAVE (Strength: 23) [1d20+5]=18+5=23
Active Characters
Atropos - #4f8596
Brandys - #50955f
VI-42016 "Jug" JUGGERNAUT - #c1545d
Katherine "Kate" Meecham - #ff6814

Paused
Ezra Wynter // MEDUSA - #91c886
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Fialova
Magical Liopleurodon
Posts: 5012
Registered for: 11 years 10 months
Location: The Great North
Contact:

Post by Fialova »

Mechanics
Standard Action: Predator's Flurry [X] on Powder Keg 15
Attack: [1d20+6]=15+6=21 vs Reflex = hit?
Hit: [1d6+4]=6+4=10 damage and the target is dazed until the end of my next turn
Effect: shift to (AA, 25), make secondary attack on Powder Keg 17
Attack: [1d20+6]=2+6=8 vs Reflex = miss



Combat Block
Zhou Si (Josie)

Female Elf Druid 3
Languages: Amkharan, Elven, Grystok
Age: 28
Height: 5' 8"
Weight: 153 lbs.

Speed: 8
Initiative: +5
Passive Perception: 22
Passive Insight: 15
Senses: Low-light Vision

AC: 18
Fort: 12
Reflex: 16
Will: 16
HP: 33+6/35
Bloodied: 17
Surge Value: 8
Surges left: 8/8
Action Points: 1

MBA (human form, staff): +5 vs AC, 1d8+1 damage, reach 1
Savage Rend (as MBA, beast form only): +6 vs Reflex, 1d8+4 damage and slide target 1 square
Grasping Claws (as MBA, beast form only): +6 vs Reflex, 1d8+4 damage and target is slowed until my EONT
Wolf Shape Secondary Power (as MBA, Wolf Shape only): +8 vs AC, 1d10+4 damage
RBA (human form, unarmed): +5 vs AC, 1d4+4 damage

Resistances: none

Vulnerabilities: none

Saves: none

Active Effects:
* +1 speed while not in heavy armor
* ignore difficult terrain when shifitng
* roll stealth to hid if I have cover/concealment on initiative roll
* +1 reach with melee staff attacks, and ranged/area implement attacks with staffs don't provoke OAs
* +1 to attack and +2 do damage when charging in beast form
* gain CA vs enemies with no other adjacent creatures
* grant CA to enemies with silvered weapons

Powers:

Wolf Shape Secondary Power*
Wild Shape
Savage Rend
Magic Stones
Grasping Claws
__________________________________

Second Wind [_]
Wolf Shape [X]
Elven Accuracy [_]
Thorn Spray [_]
Wolf's Vitality [_]
Predator's Flurry [X]
__________________________________

Savage Frenzy [X]

* this can only be used while in Wolf Shape, from the associated encounter power, not in any other beast form from Wild Shape or other sources

Consumables: none

Important Features:
Class Features
Primal Predator: +1 speed when not wearing heavy armor

Ritual Casting: gain ritual casting feat, plus Animal Messenger ritual and another free level 1 ritual

Wild Shape: a bunch of stuff regarding transforming into animals, see PHB2 for full rundown of details.

Racial Features
Elven Accuracy: gain Elven Accuracy power

Elven Weapon Proficiency: gain proficiency with longbow and shortbow

Fey Origin: considered Fey for purposes of effect determined by creature origin

Wild Step: ignore difficult terrain when shifting

Wood Elf Reactive Stealth: if I have cover or concealment when rolling initiative, I can roll Stealth to hide at the same time

Theme Features
Werewolf Level 1 Feature: +2 to intimidate. Gain the Shapechanger subtype, making me subject to effects that affect shapechangers. Enemies with silvered weapons have CA against me. I am immune to the Moon Frenzy disease. Gain the Wolf Shape power.

Feat(ures)
Ritual Caster: I can master and perform rituals of my level or lower, provided I am trained in either Arcana or Religion. Each ritual also has its own associated skill I must be trained in, plus I need components. See PHB for more info.

Staff Expertise: +1 to weapon and implement attacks with staffs. Do not provoke OAs when using ranged or area implement attacks with staffs. +1 reach when performing melee attacks with staffs.

Enraged Boar Form: +1 to attack and +2 to damage when charging in beast form.

Cunning Stalker: enemies that have no creatures adjacent to them, other than me, grant me CA
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ratwizard
A Wan Smile
Posts: 5970
Registered for: 11 years 10 months
Location: Hellworld

Post by ratwizard »

Round 5: Assailing the Sailor Slavers
Brandys
You grab a plank freed from a nearby wooden cot, wedging its tip under the small crack beneath the door. Rolling another block of wood under it as a fulcrum, you leverage your weight against the long-end. There is a sharp ping of metal coming free from the hinge, and the door lifts up a handwidth. It falls inward, leaving you with an unobstructed view of the enclosure.

Rain sprays down in the open enclosure, the puddles illuminated by brief flashes of lightning from far off behind you at sea. Up on the stairwell to the tower, you see a trio of figures locked in a tight and brutal melee. Right before you stands a lone Powder Keg. He turns at a start, a flail and shield in his hands. "Hey! Back inside, shit-heel!" he barks in Grystok, his Imardanian accent thick like mud. The man swings wildly, your improvised crowbar doing little to parry the blow.

Behind you, the looming masses await — tired, hungry, dirty, fearful, yet armed with splinters of wood, or fists wrapped in spare rags.
Samiira
You hear a sharp ping of metal, and the door to the building in the enclosure falls inward. In the doorway stands a hulk of a man, broad-shouldered and aging. He is human, with umber skin, and holding what looks to be a plank of wood. Immediately the Powder Keg standing guard turns, shouting, and swinging wildly at the man. For the briefest of moments, the two on you turn to notice the same — their eyes wider than before.


The archer above Pohaku steps back from the reach of his polearm, loosing another arrow at the man that strikes true. Down in the alcove, Josie's lupine assault does not go unnoticed as a pair of Powder Kegs come to and surround her, bearing down on her. Their sharp strikes are made dull, however, by the channeled wind from the Talon.

Go: Samiira
Mechanics
Brandys: grabs plank, moves to door, pries and fails, pries and succeeds.

Josie: hits and bloodies dazes (extra 3 damage, and 2 THP from Hadrurus), shifts, misses.

Powder Keg 13: shifts, attacks Brandys, 19 vs AC = hit for 7 damage, marking him.

Powder Keg 18: shifts, Longbow attacks Pohaku, 26 vs AC = hit for 14 damage, bloodying him.

Powder Keg 7: Total Defense, readies attack.

Powder Keg 6: moves, attacks Josie, 27 vs AC = hit for 10->5 damage.

Powder Keg 10: stands, attacks Josie, 25 vs AC = hit for 11->6 damage and bloodying her.
Status
Image
Map
Image
Map Info
Heights are listed on the map in feet.

Walls & Battlements: Generally 20' tall. The battlement along the front entrance and east wall are in rough shape, and will require an Acrobatics check to cross. The walls can be climbed, but being slick with rain you will face a challenging DC.

Towers: Generally 25' tall, except for the south-western one that is 35' tall (plus an even higher watchtower on it)

Grounds & Enclosure: The fort's grounds are packed dirt, sodden with rain but otherwise traversable as normal.

Stairs: There are stairs in the northwest, leading from the enclosure to the western tower.

Buildings: Heights as listed. The three buildings have sloped rooves and will require an Acrobatics check to move over.
Enemy Info
Powder Kegs: A ragtag band of Imardanian navy deserters, Borstidian pirates, Grystoki slavers & raiders. They seem to be moderately armed, favoring jack of plate, longswords, axes, and bows. The higher-ranking members have been seen to carry firearms.
User avatar
Namelessjake
Plane Wings Sharp Like Katana
Posts: 4439
Registered for: 11 years 10 months
Location: Blockbuster

Post by Namelessjake »

This isn't going well, Samiira thinks as she sees Velasco go down atop the building across the yard. Determined to fight on, even as another powder keg joins the fight against her, she steels her resolve deciding to try and finish off her first assailant. She quickly changes her face to that of the man in front of her as she moves, hoping to throw him off with the unsettling display. She attacks in a flurry, delivering strike after strike with her rapier, an unrelenting whirlwind of steel.
Mechanics
Minor: Changeling Trick against PK5, 13 Bluff vs Passive Insight. If success I gain CA against PK5 until my EONT.

[1d20+9]=4+9=13

Standard: MBA on PK5, critical miss!

[1d20+13]=1+13=14[1d8+6]=2+6=8[1d8]=8

Action Point -> Standard Action: MBA on PK5, 31 (29 w/o CA) vs AC = hit for 13 damage (12 w/o CA).

[1d20+13]=18+13=31[1d8+6]=5+6=11[1d8]=2

Free: Assassin’s Strike on PK 5 to deal an additional 8 damage for a total of 21 (20 if I don't have CA)

If PK5 now has 10 HP or lower, they are killed instantly, if this was the case pre-assassin's strike damage, I will apply that damage to my next attack.

Move -> Minor: Sohei Flurry on PK 5 if alive, PK 11 if 5 is dead.

27 (30 if CA) vs AC = hit for 3 damage (4 if CA).

Same 10HP or lower instadeath here if applicable.

[1d20+10]=17+10=27[1d8]=3
Combat Block
Samiira Ka’Grappan

Female Changeling Executioner 3
Languages: Grystok , Kurnish
Age: 36
Height: 5' 7"
Weight: 140 lbs.

Speed: 6
Initiative: +6
Passive Perception: 16
Passive Insight: 13
Senses: Normal Vision

AC: 18 (19 when dual wielding)
Fort: 15
Reflex: 16 (17 when dual wielding)
Will: 14
HP: 22+6/32
Bloodied: 16
Surge Value: 8
Surges left: 7/7
Action Points: 0

MBA (Rapier):+10 vs AC, 1d8+5 damage
MBA (Dagger):+10 vs AC, 1d4+5 damage
MBA (Garrote):+9 vs AC, 1d4+5 damage
RBA (Dagger): +10 vs AC, 1d4+5 damage

Resistances: None.

Vulnerabilities: None.

Saves: None.

Active Effects: None.

Powers:

Changeling Disguise
Garrote Strangle
Poisoned Dagger
Quick Lunge
__________________________________

Second Wind [_]
Sohei Flurry [X]
Changeling Trick [X]
Assassin’s Strike [X]
Cloak of Shades [_]
__________________________________


Consumables:

-MUST BE PREPARED ON LONG REST-
Bloodroot Poison (heroic tier) [_]
-OR-
Carrion Crawler Brain Juice (heroic tier) [_]

Important Features:
Shapechanger: I have the shapechanger quality.

Attack Finesse (Executioner): Once per turn I can deal 1d8 extra damage with a weapon attack using a one-handed weapon, garrote, blowgun or shortbow.

Quick Swap: Once per turn I can draw or stow a weapon as a free action and then draw another weapon.

Death Attack: When I hit an enemy with a melee or a ranged attack that deals damage, I can choose to reduce the enemy to 0 hit points automatically if it has 10 hit points or fewer after the damage is dealt.

Poison Use: I know the recipes for two 1st-level assassin poisons. During an extended rest I can prepare 1 vial. I must know the recipe and have a poisoner’s kit. The vial contains a single use of the poison, which expires if it isn’t used before the start of my next extended rest. An item can benefit from the effects of only one assassin poison at a time. Only I can use my assassin poisons, and I am immune to the effects of the ones I create.

Two-Weapon Defense: +1 AC and Reflex while wielding a weapon in each hand.

Nimble Blade: +1 to attacks with light blades when I have CA.

Cunning Stalker: Gain CA against enemies with no other adjacent creatures.

Light Blade Expertise: +1 to damage rolls with light blade weapon attacks with CA.

Unarmored Agility: +2 feat bonus to AC when wearing cloth armor or no armor.
Known Assassin Poison Recipes
Bloodroot Poison (heroic tier)
Power (Poison) ✦ Consumable (Minor Action)
You apply the poison to your melee weapon or one piece of your ammunition. During this encounter, the next creature you hit with a weapon attack using the poisoned item takes 6 extra poison damage, and it is dazed (save ends).
Power (Poison) ✦ Consumable (Minor Action)
You pour the poison into a drink or onto a plate of food. The first creature to consume the food or drink within the next hour is dazed until the end of its next extended rest.

Carrion Crawler Brain Juice (heroic tier)
Power (Poison) ✦ Consumable (Minor Action)
You apply the poison to your melee weapon or five pieces of your ammunition. Until the end of the encounter, whenever you hit a creature with a weapon attack using the poisoned item, the target takes 4 extra poison damage, and it is slowed until the end of your next turn.
Power (Poison) ✦ Consumable (Minor Action)
You apply the poison to a single handheld object. Within the next hour, the first creature other than you to hold or wear the object for more than 1 minute is immobilized until the end of its next extended rest.
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ratwizard
A Wan Smile
Posts: 5970
Registered for: 11 years 10 months
Location: Hellworld

Post by ratwizard »

Round 5: Assailing the Sailor Slavers

Unable to contend with Samiira's onslaught, the Powder Keg who had initially spotted the other agents is cut down atop the tower.

The archer who had focused her aim on Velasco now steps closer to the fray in the alcove, landing a glancing shot on the Talon. Another of the pack breaks free from Josie, aiming at Alerio, but his arrow goes wide. One by one, the Powder Kegs seem to be mostly recovered from the violent winds.

Go: Hadrurus, Alerio
Mechanics
Samiira: buffs, critical misses, action points, hits and bloodies and executes, hits.

Powder Keg 16: stands, saves against Dazed & Slowed.

Powder Keg 8: moves, Longbow attacks Alerio, 23 vs AC = hit for 7->2 damage.

Powder Keg 12: stands, shifts.

Powder Keg 17: shifts, Longbow attacks Alerio, 15 vs AC = miss.
Status
Image
Map
Image
Map Info
Heights are listed on the map in feet.

Walls & Battlements: Generally 20' tall. The battlement along the front entrance and east wall are in rough shape, and will require an Acrobatics check to cross. The walls can be climbed, but being slick with rain you will face a challenging DC.

Towers: Generally 25' tall, except for the south-western one that is 35' tall (plus an even higher watchtower on it)

Grounds & Enclosure: The fort's grounds are packed dirt, sodden with rain but otherwise traversable as normal.

Stairs: There are stairs in the northwest, leading from the enclosure to the western tower.

Buildings: Heights as listed. The three buildings have sloped rooves and will require an Acrobatics check to move over.
Enemy Info
Powder Kegs: A ragtag band of Imardanian navy deserters, Borstidian pirates, Grystoki slavers & raiders. They seem to be moderately armed, favoring jack of plate, longswords, axes, and bows. The higher-ranking members have been seen to carry firearms.
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BartNL
Swampperson Prime
Posts: 892
Registered for: 5 years 7 months
Location: Neverland
Contact:

Post by BartNL »

Mechanics
Standard: Word of Exchange against PK15: [1d20+12]=7+12=19 vs AC for [1d8+5]=1+5=6 damage
The target takes a -2 penalty to all defenses until the end of your next turn, and the next ally to hit the target before the end of your next turn gains a power bonus to AC equal to your Wisdom modifier. The bonus lasts until the end of your next turn.
Rune of protection state: allies have +2 resist damage while adjacent to Hadrurus until he changes runestate
Move: Move to AB26; no AOO as PK15 is dazed


Reaction
No action: Serene blade, once per round gain 3 temp hp after being damaged

Combat Block
Hadrurus

Longtooth Shifter (human) (Runepriest/Warlord Hybrid) 3
Languages: Grystok, Common
Age: 27
Height: 6'4"
Weight: 220 lbs.

Speed: 6
Initiative: +6
Passive Perception: 19
Passive Insight: 14
Senses: Low-Light Vision

AC: 19
Fort: 16
Reflex: 14
Will: 16
HP: 22+6/34
Bloodied: 17
Surge Value: 8
Surges left: 8/8
Action Points: 0

MBA: +10 vs AC, 1d8+5
RBA: +9 vs AC, 1d6+5

Resistances: None

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Viper's Strike
Word of Exchange

__________________________________
Second Wind [_]
Guardian's Counter [X]
Longtooth Shifting[_]
Battlefront Shift [_]
Rune of Mending [X]
Inspiring Word [X]
Vengeance is Mine [X]
Word of the blinding shield[_]
__________________________________

Lamb to the Slaughter [_]
Shield of Sacrifice [_]

Consumables:
None.
Equipment
ITEMS
Adventurer's Kit, Hide Armor, Heavy Shield, Longsword, Javelin x5, Desert Clothing, Bell and whistle, Crowbar, Filter mask, Footpads, Gambler's gear, Grappling Hook, Shovel, Climber's Kit, Tent, Dagger Boots, Sack x2, Oil 10 pints, (carried in sack) Pitons x20

Important Features
Rune Artistry - Serene Blade: While you are not wearing heavy armor, you can use your Wisdom modifier in place of your Dexterity or Intelligence modifier to determine your AC. Once per round immediately after an enemy deals damage to you with an attack, you gain temporary hit points equal to your Wisdom modifier. The number of temporary hit points increases to 5 + your Wisdom modifier at 11th level and 10 + your Wisdom modifier at 21st level.
Rune Master - Rune of Destruction: Allies gain a +1 bonus to attack rolls against enemies that are adjacent to you or to any other runepriests who are in this rune state.
Rune Master - Rune of Protection: While adjacent to you, allies gain resist 2 to all damage. The resistance increases to 4 at 11th level and 6 at 21st level.
Master At arms: can sheathe and draw a weapon with the same minor action

Last edited by BartNL on Tue Aug 06, 2024 1:05 pm, edited 1 time in total.
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Scratcherclaw
YUO ARE SMART
Posts: 4067
Registered for: 11 years 10 months

Post by Scratcherclaw »

"Do not waver!" Alerio barks to the Amkharan as she feels her pain subsiding. Seeing the Powder Kegs closing in again, the Talon steps into the nearby building in hopes of breaking their flank.
Mechanics
Minor: Sustain Moment of Glory
Josie and I continue resisting 5 all

Standard > Minor: Healing Word on Josie
She spends a healing surge and regains [1d6+8]=5+8=13 HP

Move: Walk to AB30
Combat Block
Alerio Zavala

Male Deva Warpriest 3
Languages: Modern Serran, Old Serran, Grystok
Age: 26
Height: 6'0"
Weight: 175 lbs.

Speed: 5
Initiative: +1
Passive Perception: 16
Passive Insight: 21
Senses: Normal Vision

AC: 17
Fort: 15
Reflex: 11
Will: 17
HP: 38/38
Bloodied: 19
Surge Value: 9
Surges left: 10/10
Action Points: 1

MBA: +4 vs AC, 1d10 damage
MBA (Charging): +10 vs Fort, 1d10 +6 damage
RBA: +1 vs AC, 1d4 damage

Resistances:
Necrotic 6
Radiant 6
Lightning 5
Thunder 5

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Blessing of Wrath
Storm Hammer
__________________________________

Second Wind [_]
Disciplined Counter [_]
Smite Undead [_]*
Thundering Steel [_]
Memory of a Thousand Lifetimes [_]
Healing Word [X][_]
Storm Surge [X]*
Create Water [_]
Hammering Wind [_]

__________________________________

Moment of Glory [X]
Shield of Faith [X]

*Can only use one Channel Divinity power per encounter

Consumables:

None.
Important Features:
Storm Domain: You gain resist 5 lightning and resist 5 thunder. In addition, when you use your healing word, the target gains a +2 power bonus to the next damage roll they make before the end of their next turn. This bonus increases to +4 at 11th level and +6 at 21st level.

Astral Majesty: You have a +1 bonus to all defenses against attacks made by bloodied creatures.

Astral Resistance: You have resistance to necrotic damage and radiant damage equal to 5 + one-half your level.

Immortal Origin: You are considered an immortal creature for the purpose of effects that relate to creature origin.

Elemental Initiate: You gain a +2 proficiency bonus with unarmed attacks, and your unarmed attack can deal 1d6 damage instead of 1d4. You also gain proficiency with ki focuses.

Mark of Storm: Whenever you hit an enemy with a thunder or lightning power, you can slide that enemy 1 square.

Flail Expertise: You gain a +1 bonus to attack rolls that you make with a flail. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, when you hit with a melee weapon attack using a flail and the attack lets you slide the target, you can knock the target prone instead of sliding it.

Weapon proficiency (Triple-headed flail): You gain proficiency with Triple-headed flail.
User avatar
ratwizard
A Wan Smile
Posts: 5970
Registered for: 11 years 10 months
Location: Hellworld

Post by ratwizard »

Round 6: Assailing the Sailor Slavers

Alerio enters the shack, finding what appears to be a kitchen and makeshift larder. There are various pots and barrels of dried foodstuff in various array, as well as a stewpot with glowing coals beneath it. There is a large table in the center, where food must be prepped, though at present the various cutlery and serving tools have been haphazardly shoved to one side. Further east, there is a door to the rest of the shack's depths, while a door to the north appears to lead outside.

Outside, the disoriented Powder Keg left behind by Alerio and Hadrurus hobbles toward the gladiator, nearly encircling the two Unfettered leaders.

Behind Brandys, the prisoners huddle tightly, ready to break from their prison as soon as the man has cleared their egress.

Go: Pohaku, Velasco
Mechanics
Hadrurus: hits, changes state, moves.

Alerio: sustains, heals and unbloodies, walks.

Powder Keg 15: shifts.

Prisoners: queue behind Brandys
Status
Image
Map
Image
Map Info
Heights are listed on the map in feet.

Walls & Battlements: Generally 20' tall. The battlement along the front entrance and east wall are in rough shape, and will require an Acrobatics check to cross. The walls can be climbed, but being slick with rain you will face a challenging DC.

Towers: Generally 25' tall, except for the south-western one that is 35' tall (plus an even higher watchtower on it)

Grounds & Enclosure: The fort's grounds are packed dirt, sodden with rain but otherwise traversable as normal.

Stairs: There are stairs in the northwest, leading from the enclosure to the western tower.

Buildings: Heights as listed. The three buildings have sloped rooves and will require an Acrobatics check to move over.
Enemy Info
Powder Kegs: A ragtag band of Imardanian navy deserters, Borstidian pirates, Grystoki slavers & raiders. They seem to be moderately armed, favoring jack of plate, longswords, axes, and bows. The higher-ranking members have been seen to carry firearms.
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FinalTemplar
Omae Wa Mou Shindeiru
Posts: 1921
Registered for: 6 years 7 months

Post by FinalTemplar »

Velasco slowly raises himself to his elbows. His eyes are very unfocused, and there's a soft ringing in his ears. "I'm... Alive?" He whispers, mostly just to make sure he can still hear. "I'm going to make them regret my continued existence." Shakily he stands up, locking his eyes on the nearest enemy. "Die." He growls, channeling energy into his hands.
Mechanics
Move action: Stand.
Standard action: Eldritch Bolt @ PK8 to hit vs Reflex.
To hit: [1d20+7]=12+7=19.
Damage: [1d10+8]=7+8=15.
ACTION SURGE!
Standard Action: Eldritch Bolt @ PK8 to hit vs Reflex.
To hit: [1d20+7]=7+7=14.
Damage: [1d10+8]=10+8=18
Please god let 14 hit their reflex, please god.

IF PK8 becomes bloodied by these, I will use Lifeblood as a free action/trigger to shift up to my speed, moving to J30.

Combat Block
Velasco "V" Vasquez

Male Vryloka Hexblade 3
Languages: Grystok, (Modern) Serran
Age: 18
Height: 6'2"
Weight: 175 lbs.

Speed: 7
Initiative: +8
Passive Perception: 15
Passive Insight: 11
Senses: Low-light Vision

AC: 14
Fort: 13
Reflex: 14
Will: 17
HP: 10/29
Bloodied: 14
Surge Value: 7
Surges left: 5/7
Action Points: 1

Flesh Rend (MBA): +9 vs AC. 1d10+8 Necrotic damage.
Eldritch Bolt (RBA): +7 vs Reflex. 1d10+8 Force Damage.

Resistances:
Resist 6 Necrotic

Vulnerabilities:


Saves:


Active Effects:


Powers:

At-Will
Eldritch Bolt
Flesh Rend
Convocation of Shadows
Item At-Will
__________________________________

Encounter [_]
Spirit Flay [_][_]
Sign of the Golden Ram [_]
Sign of the Golden Ram (2nd) [_]
Item Encounter [_]
__________________________________

Daily [_]
Malicious Shadow [x]
Malicious Shadow (Secondary) [x]
Unnatural Vitality [_]
Item Daily [_]

Consumables:

None.

Important Features:
Power Details
Convocation of Shadows - Free Action - Trigger: I reduce an enemy to 0 hit points, or an enemy adjacent to me drops to 0 hit points. Effect: I am insubstantial and phasing until the end of my next turn.
Eldritch Bolt - Standard Action - Ranged 10 - Target: One Creature. Attack: Charisma vs Reflex. Hit: 1d10+ Charisma Modifier force damage. Special: I can use this power as a ranged basic attack.
^To hit: +7 vs Reflex. Damage: 1d10+8 Force damage.
Flesh Rend - Standard Action - Target: One creature - Attack: Charisma vs AC - Hit: 1[W] + Charisma modifier necrotic damage, and can slide the target 1 square. The target takes a -2 penalty to attack rolls until the SONT. Special: I can use this power as a melee basic attack.
^To Hit: +9 vs AC. Damage: 1d10+8 Necrotic damage.
Spirit Flay [_] - Standard Action - Target: One or two creatures - Attack: Charisma vs. Reflex - Hit: 1[W] + Charisma modifier necrotic and psychic damage, and the target is dazed until the EONT. Effect: Gain partial concealment until EONT.
^To Hit: +8 vs Reflex. Damage: 1d10+8 Necrotic and Psychic damage.
Lifeblood [_] - Free Action - Trigger: I kill or bloody an enemy. Effect: Gain one of the following benefits - *Shift up to my speed. *Gain temporary hit points equal to 5 + one-half my level. *Gain +2 power bonus to attack rolls until EONT.
Sign of the Golden Ram [_] - Standard Action - Close Burst 2 - Effect: Burst creates a zone that lasts until the end of my next turn. Until the effect ends, I can use it's second power at-will.
Sign of the Golden Ram (2nd) [_] - Opportunity Action - Close Burst 2 - Target: Triggering Enemy - Attack: Highest Ability Modifier vs Will - Trigger: An enemy enters or starts it's turn in my area - hit: Highest Ability Modifier damage and shove target 3 squares from origin square.
Malicious Shadow [X] - Standard Action - Ranged 5 - Target: One creature - Attack: Charisma vs Reflex - Hit: 3d8 + Charisma modifier cold and necrotic damage - Miss: Half damage - Effect: Conjure a shadow figure in a square adjacent to the target. The shadow lasts until EONT. While adjacent to the shadow, enemies grant CA to me. While it persists, can use the secondary power through the shadow at will.
^To hit: +6 vs Reflex. Damage: 3d8+5 cold and necrotic.
Malicious Shadow (Secondary) [x] - Immediate Interrupt - Melee 1 - Target: Triggering enemy - Attack: Charisma vs Reflex - Trigger: An enemy willingly leaves a square adjacent to the shadow on its turn. Hit: 10 cold and necrotic damage, and the target is immobilized until the EOT.
^To hit: +7 vs Reflex. Damage: 10 cold and necrotic.
Unnatural Vitality [_] - Free Action - Trigger: Kill a non-minion enemy with a melee attack - Effect: Gain +2 power bonus to Death saving throws, and to saving throws against ongoing damage. In addition, I don't need to eat, drink, or breathe, making me immune to starvation and suffocation. These effects last until the end of my next extended rest.

Race Features
Blood Dependency: When bloodied, my healing surge value drops by 2.
Human Heritage: +5 to bluff checks to pass as a human.
Living Dead: I count as both living and undead, and can choose which type will apply on spells and effects that treat living creatures and undead creatures differently.
Necrotic Resistance: Gain necrotic resistance equal to 5 +1/2 level.
Vampiric Heritage: I can replace 2nd level+ utility powers with Vryloka utility powers.
Lifeblood: Gain the lifeblood power.

Class/Path/Destiny/Theme Features
Level 1 Occultist Feature: You gain proficiency with tomes.  You can master and perform rituals in the binding category as though you had the Ritual Caster feat.   In addition, you gain the sign of the golden ram power.
Gloom Pact Reward: Gain tiered damage bonus. This bonus is equal to my dex mod. At 5th level add 2, at 15th add 4, and 6 at 25th.
Gloom Pact Weapon: Gain the Scourge of Exquisite Agony warlock item, as well as the Flesh Rend and Spirit Flay attack powers.

Feats
:White Lotus Dueling Expertise: Bonus - I gain a +1 feat bonus to the attack rolls of arcane powers and basic attacks that you make with any weapon or implement with which you have proficiency. This bonus increases to +2 at 11th level, and +3 at 21st level. I also gain proficiency with Orbs.
Arcane Familiar (Shadow Raven): Level One - I gain a familiar. For each familiar feat I have beyond this one, my familiar gains a +1 bonus to its defenses.
Improved Initiative -: Level Two - +4 to Initiative.

Active PCs
Caedus (#4080FF)  
Dessarius (#8e44ad)
Eridas (#4040FF)
Narciso (#FFBF00) 
Taliesin (#4040BF)
Tristan (#2980b9)
Velasco (#800000)
Deimos (#f39c12)
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Chanchabruhh
Vigilant Resolution
Posts: 153
Registered for: 2 years 8 months
Location: Fragments of myself

Post by Chanchabruhh »

Pohaku takes a deep breath before tightening his grip on his polearm and takes a few steps before striking at the powder keg
Mechanics
Move Action-Move to AG38
Standard Action- [1d20+7]=15+7=22 Batter Down Attack on Powder keg 18
Damage-[2d10+3]=16+3=19
Combat block
Pōhaku Kāhea ʻo Gore (Boulder Hellscream)
Male Minotaur, Berserker (3)
Languages: Grystok, Okani
Age: 32
Height: 6'0"
Weight: 255 lbs.

Speed: 6
Initiative: +7
Passive Perception: 18
Passive Insight: 11
Senses: Normal Vision

AC: 16
Fort: 16
Reflex: 15
Will: 13
HP: 43/43
Bloodied: 21
Surge Value: 10
Surges left:12/12

MBA: +7 vs AC, 1d10+3

Resistances: None

Vulnerabilities: None

Feats: Brutal Reach, Improved Initiative, Two-Handed Weapon Expertise

Saves: None

Active Effects: None

At-Will Powers:
Bull Rush Attack
Grab Attack
Opportunity Attack
Vengeful Guardian
Savage Reach
Jarring Smash
__________________________________
Encounter Powers:
Second Wind [_]
Takedown Strike [_]
Goring Charge [_]
Batter Down [x]
Savage Cut [x]
__________________________________
Daily Power:
Life Ending Strike [_]
__________________________________
Utility Powers
Second Wind [_]
Defender Aura [x]
Ignore Pain [_]

Consumables:

None.

Class Features

Berserker Fury: When you use a barbarian primal attack power, you enter berserker fury until the end of the encounter. Alternatively, you can use a minor action while you are bloodied to enter the fury. The fury has the following effects,

Your defender aura ends, if it was active, and you cannot use defender aura or vengeful guardian until the fury ends.

Some of your powers, such as your barbarian martial at-will attack powers, gain additional benefits, as noted in those powers.

Your melee basic attacks deal 1d8 extra damage. This extra damage increases to 2d8 at 11th level and 3d8 at 21st level.

Arid Desert: Gain +3 AC and +2 Reflex when Wearing cloth/no armor and no shield: Gain resist 5 Fire at 4th level, Resist Fire 10 at 14th, Resist fire 15 at 24th

Poised Defender: Gain +2 bonus to AC while Defender aura is active and not wearing heavy armor

Racial Features

Ferocity: When minotaur's drop to 0 hit points or fewer, they can make a melee basic attack as an immediate interrupt action.

Heedless Charge: Minotaur's gain a moderate racial bonus to AC against opportunity attacks provoked during a charge.

Goring Charge (use Str): Minotaur's gain one additional healing surge.
Theme Features

Takedown Strike: Gain the Takedown Strike Encounter Power

Feat's

Brutal Reach: When making a Melee attack, Reroll weapon dice that show 1 when you're raging and wielding a two-handed reach weapon

Improved Initiative +4 to Initiative

Two-Handed Weapon Expertise +1/2/3 to attack rolls with two-handed melee weapons, +1/2/3 to damage rolls of charge attacks with two-handed melee
Active Pcs
Boulder(Pohaku)
Kairon Lergaros, The Shaded Jester
Eldrin Stormblade, Tempest-born Avenger
Kaze Mori the Gunpowder Titan 
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