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Re: The War of Three Kings IC
Posted: Fri Sep 02, 2016 6:29 pm
by Fialova
Adrian kicks one of the men forward, before rushing back near Brannik. He swipes at the nearest bandit, preparing to follow-up with another kick, but the man manages to block his blow and foil his plan. Dammit.
Mechanics- [SHOW]
Minor Action: Fury's Advance on Bandit 4
Attack: 27 vs AC = hit
Hit: 14 damage and the target is pushed to (F, 6), taking 6 additional damage (3 for each of my allies it is now adjacent to) and I shift to (G, 7).
Move Action: shift to (H, 8)
Standard Action: Charge -> Overwhelming Strike to (K, 10) on Bandit 2
Attack:
16 vs AC = miss, damn
Combat Block - Adrian- [SHOW]
Adrian d'Arcangeli
Male Githzerai Avenger|Swordmage 7
Languages: Gleiosian, Tulrissian
Age: 22
Height: 5' 9"
Weight: 180 lbs.
Speed: 6
Initiative: +5
Passive Perception: 21
Passive Insight: 23
Senses: Normal Vision
AC: 27
Fort: 15
Reflex: 20
Will: 19
HP: 60/60
Bloodied: 30
Surge Value: 15
Surges left: 7/7
Action Points: 1
Current Oath of Enmity Target: Bandit 4
MBA (Overwhelming Strike): +13 vs AC, 1d10+8 damage (+1d8+1d6 damage on charge). On hit, I shift one square and slide the target into the space I vacated (either portion is optional)
RBA: +3 vs AC (+7 with dagger), 1d4 damage
Resistances: none
Vulnerabilities: none
Saves:
+2 vs daze, dominate, stun
Active Effects:
+2d8 damage on crit
On charge, +1d8+1d6 damage and don't provoke OAs
I cannot be blinded
Powers:
Overwhelming Strike
Sword Burst
Acrobat Boots (heroic tier)
Second Wind []
Iron Wolf Charge []
Iron Mind []
Oath of Enmity [X]*
Aegis of Ensnarement []**
Sword of Sigils []
Enduring Spirit []
Fury's Advance [X]
Armathor's Step [_]
Wolf's Bound [X]
Aspect of Might []
Dimensional Thunder []
Vanguard Bastard Sword +2 [_]
- Recharges when Oath dies
** Recharges when target dies or the mark is superseded
Consumables: none
Important Features:- [SHOW]
Class Features
Hybrid: various weird rules for being hybrid, see PHB3 for a full breakdown.
Oath of Enmity (Hybrid): works as normal, except that it only applies to avenger powers.
Armor of Faith: When wearing cloth armor or no armor, and not using a shield, I gain +3 AC.
Swordbond: Weird RP shit, I can meditate to bond a blade to me and can then call that blade to my hand from up to 10 squares away as a standard action. See Forgotten Realm Player's Guide for full breakdown of shit I will never use.
Swordmage Aegis (Hybrid): Can only use aegis once per encounter, but I regain use of it the target dies or the mark is superseded.
Swordmage Warding: While conscious and wielding a light blade or heavy blade, I get a bonus to AC. +1 AC by default, +3 if wielding a one-handed blade in main hand and the other hand is free.
Racial Features
Danger Sense: +2 to initiative
Defended Mind: +2 to saving throws against effects that daze, dominate, or stun
Iron Mind: gain Iron Mind power
Shifting Fortunes: can shift 3 squares as a free action when using Second Wind
Theme Features
Level 1 Iron Wolf Warrior Feature: gain Iron Wolf Charge power
Level 5 Iron Wolf Warrior Feature: +2 to nature and perception checks
Feat(ures)
Versatile Expertise: +1 to attacks with heavy blades and light blades
Hybrid Talent: gain Swordmage Warding class feature
Hybrid Talent 2: gain Armor of Faith class feature
Power of Skill: +1 to trained skill checks, can use Overwhelming Strike as a basic attack
Githzerai Blade Master: gain proficiency with all military heavy blades, bastard swords, and fullblades. +2 damage with these weapons.
Item Features
Vanguard Bastard Sword +2: +2d8 damage on crit, +1d8 damage on charge, gain item daily power
Badge of the Berserker +1: don't provoke OAs while charging
Robe of Eyes Cloth Armor (Basic Clothing) +2: cannot be blinded, +2 to perception
Acrobat Boots (heroic tier): +1 to acrobatics, gain item at-will power
Rhythm Blade Wrist Razors +1: +1 AC & Reflex
Horned Helm (heroic tier): +1d6 damage on charge
Combat Block - Chloë- [SHOW]
Chloë Fialova
Female Hamadryad Controller 7
Languages: Tulrissian, Dwarven
Age: 24
Height: 5' 7"
Weight: 142 lbs.
Speed: 6
Initiative: +3
Passive Perception: 17
Passive Insight: 17
Senses: Low-Light Vision
AC: 20
Fort: 20
Reflex: 20
Will: 20
HP: 46/46
Bloodied: 23
Surge Value: 11
Surges left: 7/7
Action Points: 1
MBA (Dagger): +14 vs AC, 1d4+2 damage
RBA (Dagger): range 5/10, +14 vs AC, 1d4+3 damage
RBA (Sun Strike): range 10, +11 vs AC, 1d8+7 radiant damage and can slide the target 1 square
Resistances:
- +5 to endurance vs starvation, thirst, or suffocation, and survive twice the normal time if forced to make such checks.
Vulnerabilities: none
Saves:
- +2 against daze, dominate, stun
Active Effects:
- ignore difficult terrain that is part of tree, underbrush, or other forest growth
- meditate for 4 hours instead of sleep for 6 for extended rest, fully aware of surroundings while doing so.
Powers:
Sun Strike
Beguiling Strands
Second Wind []
Hamadryad Aspects []
Controller's Extension []
Shield []
Tide of the First Storm [X]
Consumables: none
Important Features:- [SHOW]
Class Features
Controller Features: weird, special rules for being a NPC companion class. See DMG2 for full breakdown.
Racial Features
Fey Origin: origin counts as fey for effects that relate to creature origin
Forest Walk (Hamadryad): ignore difficult terrain that is part of tree, underbrush, or other forest growth
Oaken Vitality: +5 to endurance vs starvation, thirst, or suffocation, and survive twice the normal time if forced to make such checks. Meditate for 4 hours instead of sleep for 6 for extended rest, fully aware of surroundings while doing so.
Tree Mind: +2 to saving throws against daze, dominate, stun.
Re: The War of Three Kings IC
Posted: Sat Sep 03, 2016 6:43 am
by Namelessjake
Brannik easily blows an attack from one of the bandits, however Adrain is not so lucky. After blocking Adrian's attack, the bandit sees an opening in the Gleosian's defences and is quick to exploit it, striking the Wind Dancer hard.
Go: Kass, Wes
Mechanics- [SHOW]
Adrian: hits, bloodies, pushes, shifts, shifts, charges, misses.
Bandit 3: attacks Brannik, 19 vs AC misses.
Bandit 2: attacks Adrian, crits for 16 damage.
Map- [SHOW]
Map Info- [SHOW]
Auras/Bursts:Red - Follows Brannik. Difficult terrain for enemies.
Fire: Starting your turn in a square occupied by fire deals 1d6 fire damage and 5 ongoing save ends fire damage. It will also spread slowly.
Character Info- [SHOW]
NPCs
Theun: Armed with an axe and a buckler shield displaying the sigil of the Rothmans.
Enemies
Bandits: Armed with swords and shields and fairly well armoured, these men are relatively well equipped for bandits, however most lack the scars and manner of a battle hardened veteran.
Status- [SHOW]
26 Brannik (K, 12) | HP: 70/79 | Surges: 15/15 | AP: 1/1 | +1 AC and resist 5 cold and Burst 2 til end of encounter, Form of Nature's Herald, Nature Sense
24 Bandit 4 (F, 6) | HP: -43/?? | Target of Adrian's Oath, Bloodied
23 Adrian (K, 10) | HP: 44/60 | Surges: 7/7 | AP: 1/1 | Wolf's Bound, Fury's Advance
23 Bandit 3 (K, 13) | HP: -40/?? | slowed until Chloe EONT, prone, Bloodied, marked by Brannik
21 Bandit 2 (L, 9) | HP: -18/?? |
20 Kass (F, 7) | HP: 54/54 | Surges: 7/7 | AP: 1/1 |
19 Wes (AC, 17) | HP: 69/69 | Surges: 12/12 | AP: 1/1 |
18 Owin (Y, 22) | HP: 54/54 | Surges: 7/7 | AP: 1/1 |
18 Bandit 5 (C, 8) | HP: -41/?? | Bloodied
17 Gemma (G, 5) | HP: 40/53 | Surges: 8/8 | AP: 1/1 |
16 Bandit 1 (G, 4) | HP: -69/?? Dead
12 Theun (F, 4) | HP: 47/47 | Surges: 7/7 | AP: 1/1 |
8 Rardan (F, 3) | HP: 69/69 | Surges: 13/13 | AP: 1/1 |
5 Chloe (-A, 5) | HP: 46/46 | Surges: 7/7 | AP: 1/1 | Tide of the First Storm, Immediate interrupt readied (see mechanics above)
Re: The War of Three Kings IC
Posted: Sat Sep 03, 2016 11:57 am
by Scratcherclaw
Hoping for better luck than her first attempt, Kass takes another swipe at the bandit with her sword. But once more, he's able to easily dodge it.
Seeing his foe struggling to keep up, Wes smirks and strikes at him once more with his arcane blade. Trusting Owin's arrows to put the Whisperman down once and for all, Wes vanishes into thin air before rematerializing a ways away. These men are pathetic, hardly putting up a fight.
Mechanics- [SHOW]
Kass
Move: Shift to E7
Standard: Low Slash on Bandit 4
Attack: 1(1d20) +16 = 17 vs AC = Miss
Wes
Standard: Frigid Blade on Bandit 5
Attack: 18(1d20) +14 = 32 vs AC = Hit
Damage: 3(1d10) +7 = 10 cold damage
If Bandit 5 starts its next turn adjacent to me, it takes a -4 penalty to speed
Move: Armathor's Step
Teleport to W18
Ready Action: Dimensional Vortex
If an enemy hits an ally within 10 squares of me, I can teleport the enemy 6 squares and make its melee attack against any creature
Wes Combat Block- [SHOW]
Wes Tarkin
Male Genasi Swordmage 7
Languages: Tulrissian, Serran
Age: 19
Height: 5'11"
Weight: 155 lbs.
Speed: 6
Initiative: +3
Passive Perception: 20
Passive Insight: 15
Senses: Normal Vision
AC: 27
Fort: 20
Reflex: 21
Will: 17
HP: 69/69
Bloodied: 34
Surge Value: 17
Surges left: 12/12
Action Points: 1
MBA: +14 vs AC, 1d10+7 damage
RBA: +3 vs AC, 1d4 damage
Resistances:
Fire 5; Cold 5
Vulnerabilities: None
Saves: None
Active Effects: None
Powers:
Aegis of Shielding
Frigid Blade
Sword Burst
Woundstitch Powder (heroic tier)
Second Wind []
Guardian's Counter []
Sword of Sigils []
Dimensional Vortex []
Firedeath []
Echoes of Sword Magic []
Arcane Mutterings [_]
Armathor's Step [X]
Dimensional Thunder []
Swordmage Shielding Fire []
Rubicant Blade Rapier +2 [_]
Consumables:
None.
Important Features:- [SHOW]
Swordbond: By spending 1 hour of meditation with a chosen light or heavy blade, you forge a special bond with the weapon. As a standard action, you can call your bonded weapon to your hand from up to 10 squares away.
Swordmage Warding: While wielding either a light blade or a heavy blade, you maintain a magical field around you that provides a +1 bonus to AC, or a +3 bonus if you are wielding a blade in one hand and have your other hand free.
Elemental Origin: You are considered an elemental creature for the purpose of effects that relate to creature origin.
Cindersoul: You gain a +1 racial bonus to Fortitude and resist 5 fire.
Guardian: You gain a +2 power bonus to Insight and Perception checks.
Mark of Warding: Whenever one of your powers grants a bonus to a defense, increase that bonus by 1. Whenever you mark an enemy, that enemy takes a -3 penalty to attack rolls for attacks that don't target you instead of the normal -2 penalty.
Intelligent Blademaster: You can use your Intelligence modifier instead of your Strength modifier when making a basic attack with a melee weapon.
War Wizard's Expertise You gain a +1 bonus per tier to the attack rolls of arcane powers and basic attacks that you make with a light or heavy blade. Your attack rolls take a -5 penalty against your allies.
Hide Armor of Resistance +2: You gain a resist 5 cold.
Rubicant Blade Bastard Sword: When a power allows you to teleport, you can add 1 square to that distance. While this weapon is bonded to you with the swordmage Swordbond class feature, any other creature takes a -2 penalty to attack rolls with this weapon.
Rhythm Blade Wrist Razors +1: Your shield bonus to AC and Reflex increases by 1.
Gauntlets of Arcane Might (heroic tier): When you hit an enemy marked by you with an arcane attack power, you gain 2 temporary hit points.
Kass Combat Block- [SHOW]
Kass Tommick
Female Elf Striker 7
Languages: Tulrissian, Common
Age: 20
Height: 5'8"
Weight: 135 lbs.
Speed: 7
Initiative: +8
Passive Perception: 23
Passive Insight: 16
Senses: Low-light Vision
AC: 22
Fort: 20
Reflex: 20
Will: 20
HP: 54/54
Bloodied: 27
Surge Value: 13
Surges left: 7/7
Action Points: 1
MBA: +14 vs AC, 1d8+3 damage
RBA: +11 vs AC, 1d4+8 damage
Resistances: None
Vulnerabilities: None
Saves: None
Active Effects: None
Powers:
Striker's Damage
Piercing Strike
Second Wind [_]
Low Slash [X]
Assassin's Bane [_]
Consumables:
None.
Important Features:- [SHOW]
Companion Bonus: You gain tiered attack and damage bonuses.
Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow.
Fey Origin: You are considered a fey creature for the purpose of effects that relate to creature origin.
Wild Step: You ignore difficult terrain when you shift.
Sense Threat: You can use Perception (13) when you roll for initiative. Allies within 10 squares of you who have a lower initiative gain a +2 bonus to initiative.
Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.
Re: The War of Three Kings IC
Posted: Mon Sep 05, 2016 1:34 pm
by Namelessjake
Owin unleashes another volley of arrows. One hits the bandit left for dead by Wes, however the man remains standing and quickly charges after Wes, striking the Menoran. The other arrow just misses the bandit currently crumpled on the floor from fighting Brannik. Meanwhile the fire continues to spread across the dry underbrush.
Go: Gemma, Theun, Rardan, Chloe, Brannik
Mechanics- [SHOW]
Kass: shifts, misses.
Wes: hits, teleports, readies action.
Owin: Twin Strike on Bandit 5 and Bandit 3
23 vs AC hits Bandit 5 for 8 damage.
24 vs AC misses Bandit 3.
Bandit 5: Charges to (X, 18) attacking Wes.
31 vs AC hits for 7 damage.
Map- [SHOW]
Map Info- [SHOW]
Auras/Bursts:Red - Follows Brannik. Difficult terrain for enemies.
Fire: Starting your turn in a square occupied by fire deals 1d6 fire damage and 5 ongoing save ends fire damage. It will also spread slowly.
Character Info- [SHOW]
NPCs
Theun: Armed with an axe and a buckler shield displaying the sigil of the Rothmans.
Enemies
Bandits: Armed with swords and shields and fairly well armoured, these men are relatively well equipped for bandits, however most lack the scars and manner of a battle hardened veteran.
Status- [SHOW]
26 Brannik (K, 12) | HP: 70/79 | Surges: 15/15 | AP: 1/1 | +1 AC and resist 5 cold and Burst 2 til end of encounter, Form of Nature's Herald, Nature Sense
24 Bandit 4 (F, 6) | HP: -43/?? | Target of Adrian's Oath, Bloodied
23 Adrian (K, 10) | HP: 44/60 | Surges: 7/7 | AP: 1/1 | Wolf's Bound, Fury's Advance
23 Bandit 3 (K, 13) | HP: -40/?? | slowed until Chloe EONT, prone, Bloodied, marked by Brannik
21 Bandit 2 (L, 9) | HP: -18/?? |
20 Kass (E, 7) | HP: 54/54 | Surges: 7/7 | AP: 1/1 | Low Slash
19 Wes (W, 18) | HP: 62/69 | Surges: 12/12 | AP: 1/1 | Armathor's Step, Interrupt Readied (See above mechanics)
18 Owin (Y, 22) | HP: 54/54 | Surges: 7/7 | AP: 1/1 |
18 Bandit 5 (X, 18) | HP: -59/?? | Bloodied
17 Gemma (G, 5) | HP: 40/53 | Surges: 8/8 | AP: 1/1 |
16 Bandit 1 (G, 4) | HP: -69/?? Dead
12 Theun (F, 4) | HP: 47/47 | Surges: 7/7 | AP: 1/1 |
8 Rardan (F, 3) | HP: 69/69 | Surges: 13/13 | AP: 1/1 |
5 Chloe (-A, 5) | HP: 46/46 | Surges: 7/7 | AP: 1/1 | Tide of the First Storm, Immediate interrupt readied (see mechanics above)
Re: The War of Three Kings IC
Posted: Wed Sep 07, 2016 11:16 am
by Fialova
Chloë approaches a bit more, attempting to send the man attacking her beloved further into the inferno. She is unable to do so, though, the flames reducing the effectiveness of her wind magic.
Mechanics- [SHOW]
Free Action: Controller's Extension
Effect: Bandit 3 is slowed until the end of my next turn, instead of it ending this turn
Move Action: move to (B, 7)
Standard Action: Sun Strike on Bandit 2
Attack: 16 vs AC = miss
Combat Block - Adrian- [SHOW]
Adrian d'Arcangeli
Male Githzerai Avenger|Swordmage 7
Languages: Gleiosian, Tulrissian
Age: 22
Height: 5' 9"
Weight: 180 lbs.
Speed: 6
Initiative: +5
Passive Perception: 21
Passive Insight: 23
Senses: Normal Vision
AC: 27
Fort: 15
Reflex: 20
Will: 19
HP: 60/60
Bloodied: 30
Surge Value: 15
Surges left: 7/7
Action Points: 1
Current Oath of Enmity Target: Bandit 4
MBA (Overwhelming Strike): +13 vs AC, 1d10+8 damage (+1d8+1d6 damage on charge). On hit, I shift one square and slide the target into the space I vacated (either portion is optional)
RBA: +3 vs AC (+7 with dagger), 1d4 damage
Resistances: none
Vulnerabilities: none
Saves:
+2 vs daze, dominate, stun
Active Effects:
+2d8 damage on crit
On charge, +1d8+1d6 damage and don't provoke OAs
I cannot be blinded
Powers:
Overwhelming Strike
Sword Burst
Acrobat Boots (heroic tier)
Second Wind []
Iron Wolf Charge []
Iron Mind []
Oath of Enmity [X]*
Aegis of Ensnarement []**
Sword of Sigils []
Enduring Spirit []
Fury's Advance [X]
Armathor's Step [_]
Wolf's Bound [X]
Aspect of Might []
Dimensional Thunder []
Vanguard Bastard Sword +2 [_]
- Recharges when Oath dies
** Recharges when target dies or the mark is superseded
Consumables: none
Important Features:- [SHOW]
Class Features
Hybrid: various weird rules for being hybrid, see PHB3 for a full breakdown.
Oath of Enmity (Hybrid): works as normal, except that it only applies to avenger powers.
Armor of Faith: When wearing cloth armor or no armor, and not using a shield, I gain +3 AC.
Swordbond: Weird RP shit, I can meditate to bond a blade to me and can then call that blade to my hand from up to 10 squares away as a standard action. See Forgotten Realm Player's Guide for full breakdown of shit I will never use.
Swordmage Aegis (Hybrid): Can only use aegis once per encounter, but I regain use of it the target dies or the mark is superseded.
Swordmage Warding: While conscious and wielding a light blade or heavy blade, I get a bonus to AC. +1 AC by default, +3 if wielding a one-handed blade in main hand and the other hand is free.
Racial Features
Danger Sense: +2 to initiative
Defended Mind: +2 to saving throws against effects that daze, dominate, or stun
Iron Mind: gain Iron Mind power
Shifting Fortunes: can shift 3 squares as a free action when using Second Wind
Theme Features
Level 1 Iron Wolf Warrior Feature: gain Iron Wolf Charge power
Level 5 Iron Wolf Warrior Feature: +2 to nature and perception checks
Feat(ures)
Versatile Expertise: +1 to attacks with heavy blades and light blades
Hybrid Talent: gain Swordmage Warding class feature
Hybrid Talent 2: gain Armor of Faith class feature
Power of Skill: +1 to trained skill checks, can use Overwhelming Strike as a basic attack
Githzerai Blade Master: gain proficiency with all military heavy blades, bastard swords, and fullblades. +2 damage with these weapons.
Item Features
Vanguard Bastard Sword +2: +2d8 damage on crit, +1d8 damage on charge, gain item daily power
Badge of the Berserker +1: don't provoke OAs while charging
Robe of Eyes Cloth Armor (Basic Clothing) +2: cannot be blinded, +2 to perception
Acrobat Boots (heroic tier): +1 to acrobatics, gain item at-will power
Rhythm Blade Wrist Razors +1: +1 AC & Reflex
Horned Helm (heroic tier): +1d6 damage on charge
Combat Block - Chloë- [SHOW]
Chloë Fialova
Female Hamadryad Controller 7
Languages: Tulrissian, Dwarven
Age: 24
Height: 5' 7"
Weight: 142 lbs.
Speed: 6
Initiative: +3
Passive Perception: 17
Passive Insight: 17
Senses: Low-Light Vision
AC: 20
Fort: 20
Reflex: 20
Will: 20
HP: 46/46
Bloodied: 23
Surge Value: 11
Surges left: 7/7
Action Points: 1
MBA (Dagger): +14 vs AC, 1d4+2 damage
RBA (Dagger): range 5/10, +14 vs AC, 1d4+3 damage
RBA (Sun Strike): range 10, +11 vs AC, 1d8+7 radiant damage and can slide the target 1 square
Resistances:
- +5 to endurance vs starvation, thirst, or suffocation, and survive twice the normal time if forced to make such checks.
Vulnerabilities: none
Saves:
- +2 against daze, dominate, stun
Active Effects:
- ignore difficult terrain that is part of tree, underbrush, or other forest growth
- meditate for 4 hours instead of sleep for 6 for extended rest, fully aware of surroundings while doing so.
Powers:
Sun Strike
Beguiling Strands
Second Wind []
Hamadryad Aspects []
Controller's Extension [X]
Shield [_]
Tide of the First Storm [X]
Consumables: none
Important Features:- [SHOW]
Class Features
Controller Features: weird, special rules for being a NPC companion class. See DMG2 for full breakdown.
Racial Features
Fey Origin: origin counts as fey for effects that relate to creature origin
Forest Walk (Hamadryad): ignore difficult terrain that is part of tree, underbrush, or other forest growth
Oaken Vitality: +5 to endurance vs starvation, thirst, or suffocation, and survive twice the normal time if forced to make such checks. Meditate for 4 hours instead of sleep for 6 for extended rest, fully aware of surroundings while doing so.
Tree Mind: +2 to saving throws against daze, dominate, stun.
Re: The War of Three Kings IC
Posted: Wed Sep 07, 2016 4:14 pm
by ratwizard
Gemma sees an opening, making a reckless swing at the bandit she and Kass flank. "Get ready!" she cries, thrusting her spear at the man powerfully, opening her own guard up.
Elsewhere, Brannik and Adrian fight bandits of their own. The dwarf brings his heavy mace down on the proned Whisperman, smashing into the man's limbs, likely maiming him. "Where're the rest of you little ground-sniffers?" he shouts into the man's face, winding up for another swing.
Mechanics- [SHOW]
Gemma
Standard: Sacrificial Lure on Bandit 4. If hits AC 21, then 22 damage and Kass gains a +5 power bonus to attack on her next roll. Regardless of hitting, Gemma has a -2 to AC TSNT.
Attack: 6(1d20) +15 = 21; 9(2d8) +13 = 22
Brannik
Standard: Weight of Earth on Bandit 3. Hits AC 32 for 26 damage.
Attack: 17(1d20) +15 = 32
Damage: 10(2d6.reroll(2)) +16 = 26
Free: Mark Bandit 3.
Shift: to J13.
Zone: Burst 2 squares of difficult terrain for enemies.
Brannik Luhoum -- Combat Block- [SHOW]
Brannik Luhoum
Male Mul Warden 7
Languages: Dwarven, Tulrissian
Age: 38
Height: 5'2"
Weight: 180 lbs.
Speed: 6
Initiative: +3
Passive Perception: 20
Passive Insight: 13
Senses: Normal Vision
AC: 23+1
Fort: 20
Reflex: 14
Will: 15
HP: 70/79
Bloodied: 39
Surge Value: 19
Surges left: 15/15
Action Points: 1
MBA: 1d20+13 vs. AC, 2d6+9.
RBA: 1d20+3 vs. AC, 1d4.
Resistances:
5 cold.
Vulnerabilities:
None.
Saves:
None.
Active Effects:
Form of Winter's Herald. (+1 AC, resist 5 cold, burst 2 diff. terrain)
Powers:
Warden's Fury
Warden's Grasp
Thorn Strike
Weight of Earth
Acrobat Boots
Second Wind[]
Takedown Strike[]
Incredible Toughness[]
Roots of Stone[]
Rough Strike[]
Mountain Hammer[]
Screaming Armor +2 [_]
Form of Winter's Herald[x]
Nature Sense [x]
Boiling Cloud []
Wildling Strength []
Consumables:
Elixir of Invisibility
Important Features:- [SHOW]
Crippling Crush: Immobilizing or slowing an enemy does an extra 5 damage.
World Serpent's Grasp: When hitting a slowed or immobilized target with an attack, you can knock it prone.
Vicious Advantage: You gain CA against immobilized or slowed targets.
Two-Handed Weapon Expertise: Charging grants +1 to damage rolls.
Tireless: Sleeping 6 hours in a 3-day period gains the benefit of an extended rest.
Subtle Mordenkrad +2: +2 item bonus to damage rolls with this weapon against enemies granting CA.
Stalwart Belt: +5 THP when critting.
Cloak of the Walking Wounded: When using Second Wind while bloodied, you can expend two healing surges.
Equipped Items Format- [SHOW]
Code: Select all
Main Hand: Subtle Mordenkrad +2
Offhand: (n/a)
Body: Screaming Hide Armor +2
Head: ---
Neck: Cloak of the Walking Wounded +1
Arms: ---
Hands: ---
Waist: Stalwart Belt
Feet: Acrobat Boots
Symbol: ---
Ki Focus: ---
Ring: ---
Ring: ---
Tattoo: ---
Boon: ---
Gemma Turadin -- Combat Block- [SHOW]
Gemma Turadin
Female Dragonborn Leader 7
Languages: Common, Tulrissian
Age: 27
Height: 5'5"
Weight: 140 lbs.
Speed: 6
Initiative: +2
Passive Perception: 13
Passive Insight: 13
Senses: Normal Vision
AC: 22-2
Fort: 20
Reflex: 20
Will: 20
HP: 53/53
Bloodied: 26
Surge Value: 13
Surges left: 7/7
Action Points: 1
MBA: 1d20+13 vs. AC, 1d8+8 damage.
RBA: 1d20+11 vs. AC, 1d4+2 damage.
Resistances:
None.
Vulnerabilities:
None.
Saves:
None.
Active Effects:
-2 to AC for turn
Powers:
Intuitive Strike
Second Wind []
Dragonfear []
Sacrificial Lure [x]
Healing Word [] []
Stand Tough[_]
Consumables:
None.
Important Features:- [SHOW]
Dragonborn Fury: Gain +1 racial bonus to attack when bloodied.
Re: The War of Three Kings IC
Posted: Fri Sep 09, 2016 11:38 am
by Namelessjake
Theun and Rardan rush to aid Gemma and Kass' attack on the bandit however they both fail to find their mark. Seeing himself getting surrounded, the bandit takes advantage of the opening presented by Gemma, bashing her with his shield. The attack sends an already off balance Gemma tumbling into the dirt. Meanwhile the flames continue to spread, starting to lick at Wes and his attacker.
Go: Adrian
Mechanics- [SHOW]
Chloe: extends condition, moves, misses.
Gemma: misses.
Brannik: hits, marks, shifts.
Theun: shifts to (E, 5), 18 vs AC misses Bandit 4.
Rardan: walks to (F, 5), 21 vs AC misses Bandit 4.
Bandit 4: Shield Bash on Gemma, 24 vs AC hits for 16 damage bloodying her. Gemma is knocked prone and pushed 1 square to (H, 4).
Map- [SHOW]
Map Info- [SHOW]
Auras/Bursts:Red - Follows Brannik. Difficult terrain for enemies.
Fire: Starting your turn in a square occupied by fire deals 1d6 fire damage and 5 ongoing save ends fire damage. It will also spread slowly.
Character Info- [SHOW]
NPCs
Theun: Armed with an axe and a buckler shield displaying the sigil of the Rothmans.
Enemies
Bandits: Armed with swords and shields and fairly well armoured, these men are relatively well equipped for bandits, however most lack the scars and manner of a battle hardened veteran.
Status- [SHOW]
26 Brannik (J, 13) | HP: 70/79 | Surges: 15/15 | AP: 1/1 | +1 AC and resist 5 cold and Burst 2 til end of encounter, Form of Nature's Herald, Nature Sense
24 Bandit 4 (F, 6) | HP: -43/?? | Target of Adrian's Oath, Shield Bash, Bloodied
23 Adrian (K, 10) | HP: 44/60 | Surges: 7/7 | AP: 1/1 | Wolf's Bound, Fury's Advance
23 Bandit 3 (K, 13) | HP: -66/?? | slowed until Chloe EONT, prone, Bloodied, marked by Brannik
21 Bandit 2 (L, 9) | HP: -18/?? |
20 Kass (E, 7) | HP: 54/54 | Surges: 7/7 | AP: 1/1 | Low Slash
19 Wes (W, 18) | HP: 62/69 | Surges: 12/12 | AP: 1/1 | Armathor's Step, Interrupt Readied (See above mechanics)
18 Owin (Y, 22) | HP: 54/54 | Surges: 7/7 | AP: 1/1 |
18 Bandit 5 (X, 18) | HP: -59/?? | Bloodied
17 Gemma (H, 4) | HP: 24/53 | Surges: 8/8 | AP: 1/1 | Sacrificial Lure , -2 AC TSNT, Bloodied
16 Bandit 1 (G, 4) | HP: -69/?? Dead
12 Theun (E, 5) | HP: 47/47 | Surges: 7/7 | AP: 1/1 |
8 Rardan (F, 5) | HP: 69/69 | Surges: 13/13 | AP: 1/1 |
5 Chloe (B, 7) | HP: 46/46 | Surges: 7/7 | AP: 1/1 | Tide of the First Storm, Controller's Extension, Immediate interrupt readied (see mechanics above)
Re: The War of Three Kings IC
Posted: Sat Sep 10, 2016 5:58 pm
by Fialova
Seeing the flames creep ever closer, Adrian leaves his current foe to suffer from the flames and returns to his clustered allies surrounding another man. Rushing forward, he catches the man off-guard, immediately following up with a second, weaker attack to take full advantage of the man's vulnerable state. "You don't have to fight, you know. You could just cooperate and live," he says, not expecting any of the men to take the bait.
Mechanics- [SHOW]
Minor Action: Aegis of Ensnarement on Bandit 2
Effect: Target is marked. If target hits with an attack that doesn't include me as a target, I can TP him next to me and target will grant CA for a turn to all creatures.
Standard Action: Charge -> Overwhelming Strike to (G, 7) on Bandit 4 (I do not provoke OAs while charging).
Attack: 30(+2 from flanking, forgot to include) vs AC = hit
Hit: 16 damage, opt not to do forced movement.
No Action: Iron Wolf Charge
Effect: Bandit 4 takes 4 additional damage, and I make an attack
Attack vs Bandit 4: 29(+2 from flanking, forgot again) vs Will = hit
Hit: target takes -2 to attacks until the end of my next turn.
This is a close burst attack, so if there are any invisible enemies nearby I roll to attack them too. Just let me know if I need to and I will edit them in.
Combat Block - Adrian- [SHOW]
Adrian d'Arcangeli
Male Githzerai Avenger|Swordmage 7
Languages: Gleiosian, Tulrissian
Age: 22
Height: 5' 9"
Weight: 180 lbs.
Speed: 6
Initiative: +5
Passive Perception: 21
Passive Insight: 23
Senses: Normal Vision
AC: 27
Fort: 15
Reflex: 20
Will: 19
HP: 60/60
Bloodied: 30
Surge Value: 15
Surges left: 7/7
Action Points: 1
Current Oath of Enmity Target: Bandit 4
MBA (Overwhelming Strike): +13 vs AC, 1d10+8 damage (+1d8+1d6 damage on charge). On hit, I shift one square and slide the target into the space I vacated (either portion is optional)
RBA: +3 vs AC (+7 with dagger), 1d4 damage
Resistances: none
Vulnerabilities: none
Saves:
+2 vs daze, dominate, stun
Active Effects:
+2d8 damage on crit
On charge, +1d8+1d6 damage and don't provoke OAs
I cannot be blinded
Powers:
Overwhelming Strike
Sword Burst
Acrobat Boots (heroic tier)
Second Wind []
Iron Wolf Charge [X]
Iron Mind []
Oath of Enmity [X]*
Aegis of Ensnarement [X]**
Sword of Sigils []
Enduring Spirit []
Fury's Advance [X]
Armathor's Step [_]
Wolf's Bound [X]
Aspect of Might []
Dimensional Thunder []
Vanguard Bastard Sword +2 [_]
- Recharges when Oath dies
** Recharges when target dies or the mark is superseded
Consumables: none
Important Features:- [SHOW]
Class Features
Hybrid: various weird rules for being hybrid, see PHB3 for a full breakdown.
Oath of Enmity (Hybrid): works as normal, except that it only applies to avenger powers.
Armor of Faith: When wearing cloth armor or no armor, and not using a shield, I gain +3 AC.
Swordbond: Weird RP shit, I can meditate to bond a blade to me and can then call that blade to my hand from up to 10 squares away as a standard action. See Forgotten Realm Player's Guide for full breakdown of shit I will never use.
Swordmage Aegis (Hybrid): Can only use aegis once per encounter, but I regain use of it the target dies or the mark is superseded.
Swordmage Warding: While conscious and wielding a light blade or heavy blade, I get a bonus to AC. +1 AC by default, +3 if wielding a one-handed blade in main hand and the other hand is free.
Racial Features
Danger Sense: +2 to initiative
Defended Mind: +2 to saving throws against effects that daze, dominate, or stun
Iron Mind: gain Iron Mind power
Shifting Fortunes: can shift 3 squares as a free action when using Second Wind
Theme Features
Level 1 Iron Wolf Warrior Feature: gain Iron Wolf Charge power
Level 5 Iron Wolf Warrior Feature: +2 to nature and perception checks
Feat(ures)
Versatile Expertise: +1 to attacks with heavy blades and light blades
Hybrid Talent: gain Swordmage Warding class feature
Hybrid Talent 2: gain Armor of Faith class feature
Power of Skill: +1 to trained skill checks, can use Overwhelming Strike as a basic attack
Githzerai Blade Master: gain proficiency with all military heavy blades, bastard swords, and fullblades. +2 damage with these weapons.
Item Features
Vanguard Bastard Sword +2: +2d8 damage on crit, +1d8 damage on charge, gain item daily power
Badge of the Berserker +1: don't provoke OAs while charging
Robe of Eyes Cloth Armor (Basic Clothing) +2: cannot be blinded, +2 to perception
Acrobat Boots (heroic tier): +1 to acrobatics, gain item at-will power
Rhythm Blade Wrist Razors +1: +1 AC & Reflex
Horned Helm (heroic tier): +1d6 damage on charge
Combat Block - Chloë- [SHOW]
Chloë Fialova
Female Hamadryad Controller 7
Languages: Tulrissian, Dwarven
Age: 24
Height: 5' 7"
Weight: 142 lbs.
Speed: 6
Initiative: +3
Passive Perception: 17
Passive Insight: 17
Senses: Low-Light Vision
AC: 20
Fort: 20
Reflex: 20
Will: 20
HP: 46/46
Bloodied: 23
Surge Value: 11
Surges left: 7/7
Action Points: 1
MBA (Dagger): +14 vs AC, 1d4+2 damage
RBA (Dagger): range 5/10, +14 vs AC, 1d4+3 damage
RBA (Sun Strike): range 10, +11 vs AC, 1d8+7 radiant damage and can slide the target 1 square
Resistances:
- +5 to endurance vs starvation, thirst, or suffocation, and survive twice the normal time if forced to make such checks.
Vulnerabilities: none
Saves:
- +2 against daze, dominate, stun
Active Effects:
- ignore difficult terrain that is part of tree, underbrush, or other forest growth
- meditate for 4 hours instead of sleep for 6 for extended rest, fully aware of surroundings while doing so.
Powers:
Sun Strike
Beguiling Strands
Second Wind []
Hamadryad Aspects []
Controller's Extension [X]
Shield [_]
Tide of the First Storm [X]
Consumables: none
Important Features:- [SHOW]
Class Features
Controller Features: weird, special rules for being a NPC companion class. See DMG2 for full breakdown.
Racial Features
Fey Origin: origin counts as fey for effects that relate to creature origin
Forest Walk (Hamadryad): ignore difficult terrain that is part of tree, underbrush, or other forest growth
Oaken Vitality: +5 to endurance vs starvation, thirst, or suffocation, and survive twice the normal time if forced to make such checks. Meditate for 4 hours instead of sleep for 6 for extended rest, fully aware of surroundings while doing so.
Tree Mind: +2 to saving throws against daze, dominate, stun.
Re: The War of Three Kings IC
Posted: Sun Sep 11, 2016 1:03 pm
by Namelessjake
"Cooperate? And be taken back to whatever Lord sent you to be hung? We're good," the bandit Adrian disengaged from replies, as he chases after the Gleosian despite the flames starting to burn him. Attacking from behind, Adrian is caught by surprise and the bandit lands a solid hit of the Wind Dancer.
"Hung? Are you a painting? It's hanged," Chloë retorts.
Meanwhile Brannik easily blocks one bandit's attempt to knock the dwarf to the ground.
Go: Kass, Wes, Owin
Mechanics- [SHOW]
Adrian: marks, charges, hits, hits.
Bandit 3: Shield Bash on Brannik, 16 vs AC misses.
Bandit 2: Takes 1 fire damage, Charges to (H, 8) and attacks Adrian, crits. 38 vs AC hits for 18 damage, bloodying Adrian. Rolls a 9 and fails save against ongoing fire damage.
Map- [SHOW]
Map Info- [SHOW]
Auras/Bursts:Red - Follows Brannik. Difficult terrain for enemies.
Fire: Starting your turn in a square occupied by fire deals 1d6 fire damage and 5 ongoing save ends fire damage. It will also spread slowly.
Character Info- [SHOW]
NPCs
Theun: Armed with an axe and a buckler shield displaying the sigil of the Rothmans.
Enemies
Bandits: Armed with swords and shields and fairly well armoured, these men are relatively well equipped for bandits, however most lack the scars and manner of a battle hardened veteran.
Status- [SHOW]
26 Brannik (J, 13) | HP: 70/79 | Surges: 15/15 | AP: 1/1 | +1 AC and resist 5 cold and Burst 2 til end of encounter, Form of Nature's Herald, Nature Sense
24 Bandit 4 (F, 6) | HP: -63/?? | Target of Adrian's Oath, Shield Bash, Bloodied, -2 to attacks until Adrian EONT
23 Adrian (G, 7) | HP: 26/60 | Surges: 7/7 | AP: 1/1 | Wolf's Bound, Fury's Advance , Aegis of Ensnarement, Iron Wolf Charge, Bloodied
23 Bandit 3 (K, 13) | HP: -66/?? | slowed until Chloe EONT, prone, Bloodied, marked by Brannik, Shield Bash
21 Bandit 2 (H, 8) | HP: -19/?? | Marked by Adrian
20 Kass (E, 7) | HP: 54/54 | Surges: 7/7 | AP: 1/1 | Low Slash
19 Wes (W, 18) | HP: 62/69 | Surges: 12/12 | AP: 1/1 | Armathor's Step, Interrupt Readied (See above mechanics)
18 Owin (Y, 22) | HP: 54/54 | Surges: 7/7 | AP: 1/1 |
18 Bandit 5 (X, 18) | HP: -59/?? | Bloodied
17 Gemma (H, 4) | HP: 24/53 | Surges: 8/8 | AP: 1/1 | Sacrificial Lure , -2 AC TSNT, Bloodied
16 Bandit 1 (G, 4) | HP: -69/?? Dead
12 Theun (E, 5) | HP: 47/47 | Surges: 7/7 | AP: 1/1 |
8 Rardan (F, 5) | HP: 69/69 | Surges: 13/13 | AP: 1/1 |
5 Chloe (B, 7) | HP: 46/46 | Surges: 7/7 | AP: 1/1 | Tide of the First Storm, Controller's Extension, Immediate interrupt readied (see mechanics above)
Re: The War of Three Kings IC
Posted: Sun Sep 11, 2016 1:38 pm
by Scratcherclaw
With the nearest bandit all but surrounded, Kass smirks and takes a swipe at him, but once again finds her blade failing to do its job.
Meanwhile, as the harsh flames continue to spread, Wes taunts the bandit, "Getting hot enough for ya?" Striking out at the bandit, he finds similar luck to his cousin, as the flames and smoke briefly obscure his target.
Mechanics- [SHOW]
Kass
Move: Shift to F7
Standard: Piercing Strike on Bandit 4
Attack: 5(1d20) +16 = 21 vs AC = Miss
Wes
Standard: Sword of Sigils on Bandit 5
Attack: 3(1d20) +14 = 17 vs AC = Miss
Ready Action: Firedeath
If I take damage, all damage dice for the triggering attack are considered to have a result of 1.
Priority to Bandit's attacks
Wes Combat Block- [SHOW]
Wes Tarkin
Male Genasi Swordmage 7
Languages: Tulrissian, Serran
Age: 19
Height: 5'11"
Weight: 155 lbs.
Speed: 6
Initiative: +3
Passive Perception: 20
Passive Insight: 15
Senses: Normal Vision
AC: 27
Fort: 20
Reflex: 21
Will: 17
HP: 62/69
Bloodied: 34
Surge Value: 17
Surges left: 12/12
Action Points: 1
MBA: +14 vs AC, 1d10+7 damage
RBA: +3 vs AC, 1d4 damage
Resistances:
Fire 5; Cold 5
Vulnerabilities: None
Saves: None
Active Effects: None
Powers:
Aegis of Shielding
Frigid Blade
Sword Burst
Woundstitch Powder (heroic tier)
Second Wind []
Guardian's Counter []
Sword of Sigils [X]
Dimensional Vortex []
Firedeath []
Echoes of Sword Magic []
Arcane Mutterings []
Armathor's Step [X]
Dimensional Thunder []
Swordmage Shielding Fire []
Rubicant Blade Rapier +2 [_]
Consumables:
None.
Important Features:- [SHOW]
Swordbond: By spending 1 hour of meditation with a chosen light or heavy blade, you forge a special bond with the weapon. As a standard action, you can call your bonded weapon to your hand from up to 10 squares away.
Swordmage Warding: While wielding either a light blade or a heavy blade, you maintain a magical field around you that provides a +1 bonus to AC, or a +3 bonus if you are wielding a blade in one hand and have your other hand free.
Elemental Origin: You are considered an elemental creature for the purpose of effects that relate to creature origin.
Cindersoul: You gain a +1 racial bonus to Fortitude and resist 5 fire.
Guardian: You gain a +2 power bonus to Insight and Perception checks.
Mark of Warding: Whenever one of your powers grants a bonus to a defense, increase that bonus by 1. Whenever you mark an enemy, that enemy takes a -3 penalty to attack rolls for attacks that don't target you instead of the normal -2 penalty.
Intelligent Blademaster: You can use your Intelligence modifier instead of your Strength modifier when making a basic attack with a melee weapon.
War Wizard's Expertise You gain a +1 bonus per tier to the attack rolls of arcane powers and basic attacks that you make with a light or heavy blade. Your attack rolls take a -5 penalty against your allies.
Hide Armor of Resistance +2: You gain a resist 5 cold.
Rubicant Blade Bastard Sword: When a power allows you to teleport, you can add 1 square to that distance. While this weapon is bonded to you with the swordmage Swordbond class feature, any other creature takes a -2 penalty to attack rolls with this weapon.
Rhythm Blade Wrist Razors +1: Your shield bonus to AC and Reflex increases by 1.
Gauntlets of Arcane Might (heroic tier): When you hit an enemy marked by you with an arcane attack power, you gain 2 temporary hit points.
Kass Combat Block- [SHOW]
Kass Tommick
Female Elf Striker 7
Languages: Tulrissian, Common
Age: 20
Height: 5'8"
Weight: 135 lbs.
Speed: 7
Initiative: +8
Passive Perception: 23
Passive Insight: 16
Senses: Low-light Vision
AC: 22
Fort: 20
Reflex: 20
Will: 20
HP: 54/54
Bloodied: 27
Surge Value: 13
Surges left: 7/7
Action Points: 1
MBA: +14 vs AC, 1d8+3 damage
RBA: +11 vs AC, 1d4+8 damage
Resistances: None
Vulnerabilities: None
Saves: None
Active Effects: None
Powers:
Striker's Damage
Piercing Strike
Second Wind [_]
Low Slash [X]
Assassin's Bane [_]
Consumables:
None.
Important Features:- [SHOW]
Companion Bonus: You gain tiered attack and damage bonuses.
Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow.
Fey Origin: You are considered a fey creature for the purpose of effects that relate to creature origin.
Wild Step: You ignore difficult terrain when you shift.
Sense Threat: You can use Perception (13) when you roll for initiative. Allies within 10 squares of you who have a lower initiative gain a +2 bonus to initiative.
Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.
Re: The War of Three Kings IC
Posted: Sun Sep 11, 2016 1:58 pm
by Namelessjake
Owin looses another two arrows, before making his way towards the others, however this time neither arrow finds its mark. The bandit retaliates against Wes, knocking the Menoran to the ground, further into the fire. He tend gives chase after Owin.
Go: Gemma, Theun, Rardan, Chloe, Brannik.
Mechanics- [SHOW]
Kass: shifts, misses.
Wes: Resists 4 fire damage, misses, readies action.
Owin: Walks to (R, 22), Twin Strike on Bandit 5 and Bandit 3
19 vs AC misses Bandit 5
16 vs AC misses Bandit 3.
Bandit 5: Takes 5 fire damage, Shield Bash on Wes, 34 vs AC crits for 18 damage...
Wes: Firedeath reduces damage to 9.
Bandit 5: Wes is knocked prone and pushed to (V, 17), Walks to (S, 22), 11 saves against ongoing fire damage.
Map- [SHOW]
Map Info- [SHOW]
Auras/Bursts:Red - Follows Brannik. Difficult terrain for enemies.
Fire: Starting your turn in a square occupied by fire deals 1d6 fire damage and 5 ongoing save ends fire damage. It will also spread slowly.
Character Info- [SHOW]
NPCs
Theun: Armed with an axe and a buckler shield displaying the sigil of the Rothmans.
Enemies
Bandits: Armed with swords and shields and fairly well armoured, these men are relatively well equipped for bandits, however most lack the scars and manner of a battle hardened veteran.
Status- [SHOW]
26 Brannik (J, 13) | HP: 70/79 | Surges: 15/15 | AP: 1/1 | +1 AC and resist 5 cold and Burst 2 til end of encounter, Form of Nature's Herald, Nature Sense
24 Bandit 4 (F, 6) | HP: -63/?? | Target of Adrian's Oath, Shield Bash, Bloodied, -2 to attacks until Adrian EONT
23 Adrian (G, 7) | HP: 26/60 | Surges: 7/7 | AP: 1/1 | Wolf's Bound, Fury's Advance , Aegis of Ensnarement, Iron Wolf Charge, Bloodied
23 Bandit 3 (K, 13) | HP: -66/?? | slowed until Chloe EONT, prone, Bloodied, marked by Brannik, Shield Bash
21 Bandit 2 (H, 8) | HP: -19/?? | Marked by Adrian, 5 ongoing fire damage (save ends)
20 Kass (F, 7) | HP: 54/54 | Surges: 7/7 | AP: 1/1 | Low Slash
19 Wes (V, 17) | HP: 53/69 | Surges: 12/12 | AP: 1/1 | Armathor's Step, Sword of Sigils, Firedeath, prone
18 Owin (R, 22) | HP: 54/54 | Surges: 7/7 | AP: 1/1 |
18 Bandit 5 (S, 22) | HP: -64/?? | Bloodied, Shield Bash
17 Gemma (H, 4) | HP: 24/53 | Surges: 7/7 | AP: 1/1 | Sacrificial Lure , Bloodied
16 Bandit 1 (G, 4) | HP: -69/?? Dead
12 Theun (E, 5) | HP: 47/47 | Surges: 7/7 | AP: 1/1 |
8 Rardan (F, 5) | HP: 69/69 | Surges: 13/13 | AP: 1/1 |
5 Chloe (B, 7) | HP: 46/46 | Surges: 7/7 | AP: 1/1 | Tide of the First Storm, Controller's Extension, Immediate interrupt readied (see mechanics above)
Re: The War of Three Kings IC
Posted: Sun Sep 11, 2016 3:16 pm
by ratwizard
Battered and breathing hard, Gemma takes a few seconds to reassess the situation. "This fire's getting worse, and quickly," she notes aloud, but mostly to herself. Snapping to, the trainee bursts forward around the combatants. Slamming the haft of her spear into the dirt with a loud clang, Gemma calls out to Adrian. "I didn't know a few bandits could stop the Wind Dancer, eh?" The woman winks toward the Gleiosian while she helps surround the bandit.
Yards away, Brannik manages to repel the flailing kicks of a proned bandit seeking to down him. "Quit squirming, lille skiderik!" the Bull shouts down to him, having to take a moment to bat the bandit's swings aside with a boot of his own. Irritated, he misses an opportunity to bring his hammer down atop the man's vulnerable frame.
Dwarven Translation- [SHOW]
"Quit squirming, little bastard!"
Mechanics- [SHOW]
Gemma
Standard: Second Wind, bringing Gemma to 37 HP and unbloodying her. +2 to def.
Move: Walk to E7 (up, right, down)
Minor: Healing Word on Adrian. He expends a surge to gain 15 HP, bringing him to 41 and unbloodying him.
Brannik
Standard: Weight of Earth on Bandit 3. Whiffs AC 17.
Attack: 2(1d20) +15 = 17; 10(2d6.reroll(2)) +16 = 26
Free: Mark Bandit 3.
Shift: to J13.
Zone: Burst 2 squares of difficult terrain for enemies.
Brannik Luhoum -- Combat Block- [SHOW]
Brannik Luhoum
Male Mul Warden 7
Languages: Dwarven, Tulrissian
Age: 38
Height: 5'2"
Weight: 180 lbs.
Speed: 6
Initiative: +3
Passive Perception: 20
Passive Insight: 13
Senses: Normal Vision
AC: 23+1
Fort: 20
Reflex: 14
Will: 15
HP: 70/79
Bloodied: 39
Surge Value: 19
Surges left: 15/15
Action Points: 1
MBA: 1d20+13 vs. AC, 2d6+9.
RBA: 1d20+3 vs. AC, 1d4.
Resistances:
5 cold.
Vulnerabilities:
None.
Saves:
None.
Active Effects:
Form of Winter's Herald. (+1 AC, resist 5 cold, burst 2 diff. terrain)
Powers:
Warden's Fury
Warden's Grasp
Thorn Strike
Weight of Earth
Acrobat Boots
Second Wind[]
Takedown Strike[]
Incredible Toughness[]
Roots of Stone[]
Rough Strike[]
Mountain Hammer[]
Screaming Armor +2 [_]
Form of Winter's Herald[x]
Nature Sense [x]
Boiling Cloud []
Wildling Strength []
Consumables:
Elixir of Invisibility
Important Features:- [SHOW]
Crippling Crush: Immobilizing or slowing an enemy does an extra 5 damage.
World Serpent's Grasp: When hitting a slowed or immobilized target with an attack, you can knock it prone.
Vicious Advantage: You gain CA against immobilized or slowed targets.
Two-Handed Weapon Expertise: Charging grants +1 to damage rolls.
Tireless: Sleeping 6 hours in a 3-day period gains the benefit of an extended rest.
Subtle Mordenkrad +2: +2 item bonus to damage rolls with this weapon against enemies granting CA.
Stalwart Belt: +5 THP when critting.
Cloak of the Walking Wounded: When using Second Wind while bloodied, you can expend two healing surges.
Equipped Items Format- [SHOW]
Code: Select all
Main Hand: Subtle Mordenkrad +2
Offhand: (n/a)
Body: Screaming Hide Armor +2
Head: ---
Neck: Cloak of the Walking Wounded +1
Arms: ---
Hands: ---
Waist: Stalwart Belt
Feet: Acrobat Boots
Symbol: ---
Ki Focus: ---
Ring: ---
Ring: ---
Tattoo: ---
Boon: ---
Gemma Turadin -- Combat Block- [SHOW]
Gemma Turadin
Female Dragonborn Leader 7
Languages: Common, Tulrissian
Age: 27
Height: 5'5"
Weight: 140 lbs.
Speed: 6
Initiative: +2
Passive Perception: 13
Passive Insight: 13
Senses: Normal Vision
AC: 22+2
Fort: 20
Reflex: 20
Will: 20
HP: 37/53
Bloodied: 26
Surge Value: 13
Surges left: 6/7
Action Points: 1
MBA: 1d20+13 vs. AC, 1d8+8 damage.
RBA: 1d20+11 vs. AC, 1d4+2 damage.
Resistances:
None.
Vulnerabilities:
None.
Saves:
None.
Active Effects:
+2 to AC for turn
Powers:
Intuitive Strike
Second Wind [x]
Dragonfear []
Sacrificial Lure [x]
Healing Word [x] []
Stand Tough[_]
Consumables:
None.
Important Features:- [SHOW]
Dragonborn Fury: Gain +1 racial bonus to attack when bloodied.
Re: The War of Three Kings IC
Posted: Sun Sep 11, 2016 4:51 pm
by Fialova
Chloë gasps as the man rushes up behind Adrian, landing a solid blow against her lover. Annoyed, she steps forward and sends another gust of wind towards the nearby bandits. One is able to resist the force of the wind, but the other - the one who'd landed the attack - is shoved back into the flames.
Mechanics- [SHOW]
Move Action: move to (C, 7)
Standard Action: Beguiling Strands centered on (F, 7)
Attack vs Bandit 4: 19 vs AC = miss
Attack vs Bandit 2: 23 vs AC = hit
Hit: 7 psychic damage and Bandit 2 is pushed to (K, 8)
If Chloë is hit, use Shield.
Combat Block - Adrian- [SHOW]
Adrian d'Arcangeli
Male Githzerai Avenger|Swordmage 7
Languages: Gleiosian, Tulrissian
Age: 22
Height: 5' 9"
Weight: 180 lbs.
Speed: 6
Initiative: +5
Passive Perception: 21
Passive Insight: 23
Senses: Normal Vision
AC: 27
Fort: 15
Reflex: 20
Will: 19
HP: 60/60
Bloodied: 30
Surge Value: 15
Surges left: 7/7
Action Points: 1
Current Oath of Enmity Target: Bandit 4
MBA (Overwhelming Strike): +13 vs AC, 1d10+8 damage (+1d8+1d6 damage on charge). On hit, I shift one square and slide the target into the space I vacated (either portion is optional)
RBA: +3 vs AC (+7 with dagger), 1d4 damage
Resistances: none
Vulnerabilities: none
Saves:
+2 vs daze, dominate, stun
Active Effects:
+2d8 damage on crit
On charge, +1d8+1d6 damage and don't provoke OAs
I cannot be blinded
Powers:
Overwhelming Strike
Sword Burst
Acrobat Boots (heroic tier)
Second Wind []
Iron Wolf Charge [X]
Iron Mind []
Oath of Enmity [X]*
Aegis of Ensnarement [X]**
Sword of Sigils []
Enduring Spirit []
Fury's Advance [X]
Armathor's Step [_]
Wolf's Bound [X]
Aspect of Might []
Dimensional Thunder []
Vanguard Bastard Sword +2 [_]
- Recharges when Oath dies
** Recharges when target dies or the mark is superseded
Consumables: none
Important Features:- [SHOW]
Class Features
Hybrid: various weird rules for being hybrid, see PHB3 for a full breakdown.
Oath of Enmity (Hybrid): works as normal, except that it only applies to avenger powers.
Armor of Faith: When wearing cloth armor or no armor, and not using a shield, I gain +3 AC.
Swordbond: Weird RP shit, I can meditate to bond a blade to me and can then call that blade to my hand from up to 10 squares away as a standard action. See Forgotten Realm Player's Guide for full breakdown of shit I will never use.
Swordmage Aegis (Hybrid): Can only use aegis once per encounter, but I regain use of it the target dies or the mark is superseded.
Swordmage Warding: While conscious and wielding a light blade or heavy blade, I get a bonus to AC. +1 AC by default, +3 if wielding a one-handed blade in main hand and the other hand is free.
Racial Features
Danger Sense: +2 to initiative
Defended Mind: +2 to saving throws against effects that daze, dominate, or stun
Iron Mind: gain Iron Mind power
Shifting Fortunes: can shift 3 squares as a free action when using Second Wind
Theme Features
Level 1 Iron Wolf Warrior Feature: gain Iron Wolf Charge power
Level 5 Iron Wolf Warrior Feature: +2 to nature and perception checks
Feat(ures)
Versatile Expertise: +1 to attacks with heavy blades and light blades
Hybrid Talent: gain Swordmage Warding class feature
Hybrid Talent 2: gain Armor of Faith class feature
Power of Skill: +1 to trained skill checks, can use Overwhelming Strike as a basic attack
Githzerai Blade Master: gain proficiency with all military heavy blades, bastard swords, and fullblades. +2 damage with these weapons.
Item Features
Vanguard Bastard Sword +2: +2d8 damage on crit, +1d8 damage on charge, gain item daily power
Badge of the Berserker +1: don't provoke OAs while charging
Robe of Eyes Cloth Armor (Basic Clothing) +2: cannot be blinded, +2 to perception
Acrobat Boots (heroic tier): +1 to acrobatics, gain item at-will power
Rhythm Blade Wrist Razors +1: +1 AC & Reflex
Horned Helm (heroic tier): +1d6 damage on charge
Combat Block - Chloë- [SHOW]
Chloë Fialova
Female Hamadryad Controller 7
Languages: Tulrissian, Dwarven
Age: 24
Height: 5' 7"
Weight: 142 lbs.
Speed: 6
Initiative: +3
Passive Perception: 17
Passive Insight: 17
Senses: Low-Light Vision
AC: 20
Fort: 20
Reflex: 20
Will: 20
HP: 46/46
Bloodied: 23
Surge Value: 11
Surges left: 7/7
Action Points: 1
MBA (Dagger): +14 vs AC, 1d4+2 damage
RBA (Dagger): range 5/10, +14 vs AC, 1d4+3 damage
RBA (Sun Strike): range 10, +11 vs AC, 1d8+7 radiant damage and can slide the target 1 square
Resistances:
- +5 to endurance vs starvation, thirst, or suffocation, and survive twice the normal time if forced to make such checks.
Vulnerabilities: none
Saves:
- +2 against daze, dominate, stun
Active Effects:
- ignore difficult terrain that is part of tree, underbrush, or other forest growth
- meditate for 4 hours instead of sleep for 6 for extended rest, fully aware of surroundings while doing so.
Powers:
Sun Strike
Beguiling Strands
Second Wind []
Hamadryad Aspects []
Controller's Extension [X]
Shield [_]
Tide of the First Storm [X]
Consumables: none
Important Features:- [SHOW]
Class Features
Controller Features: weird, special rules for being a NPC companion class. See DMG2 for full breakdown.
Racial Features
Fey Origin: origin counts as fey for effects that relate to creature origin
Forest Walk (Hamadryad): ignore difficult terrain that is part of tree, underbrush, or other forest growth
Oaken Vitality: +5 to endurance vs starvation, thirst, or suffocation, and survive twice the normal time if forced to make such checks. Meditate for 4 hours instead of sleep for 6 for extended rest, fully aware of surroundings while doing so.
Tree Mind: +2 to saving throws against daze, dominate, stun.
Re: The War of Three Kings IC
Posted: Mon Sep 12, 2016 10:12 am
by Namelessjake
The surrounded bandit manages to block an attack by Theun, however with enemies on all sides he leaves himself vulnerable to attack. Rardan takes advantage of this and with a hefty blow, he lops the man's arm off and buries his blade in the man's torso. As he pulls his blade free, the bandit falls to the ground breathing his last.
"It's been a while since I killed a man, looks like I haven't lost the knack for it though," the aged knight says, making his way towards Brannik.
The fire continues to spread, although intensity of the flames in the epicentre starts to die down as the fire uses up all the available fuel.
Go: Adrian
Mechanics- [SHOW]
Gemma: heals, walks, heals.
Brannik: misses, marks, shifts?
Chloe: Moves, misses, hits, pushes.
Theun: Attacks Bandit 4, 17 vs AC misses.
Rardan: MBA on Bandit 4
36 vs AC crits for 15 damage, killing Bandit 4.
Walk to (H, 10).
Bandit 4: dies.
Map- [SHOW]
Map Info- [SHOW]
Auras/Bursts:Red - Follows Brannik. Difficult terrain for enemies.
Fire: Starting your turn in a square occupied by fire deals 1d6 fire damage and 5 ongoing save ends fire damage. It will also spread slowly.
Character Info- [SHOW]
NPCs
Theun: Armed with an axe and a buckler shield displaying the sigil of the Rothmans.
Enemies
Bandits: Armed with swords and shields and fairly well armoured, these men are relatively well equipped for bandits, however most lack the scars and manner of a battle hardened veteran.
Status- [SHOW]
26 Brannik (J, 13) | HP: 70/79 | Surges: 15/15 | AP: 1/1 | +1 AC and resist 5 cold and Burst 2 til end of encounter, Form of Nature's Herald, Nature Sense
24 Bandit 4 (F, 6) | HP: -78/?? | Dead
23 Adrian (G, 7) | HP: 41/60 | Surges: 6/7 | AP: 1/1 | Wolf's Bound, Fury's Advance , Aegis of Ensnarement, Iron Wolf Charge, Bloodied
23 Bandit 3 (K, 13) | HP: -66/?? | prone, Bloodied, marked by Brannik, Shield Bash
21 Bandit 2 (H, 8) | HP: -26/?? | Marked by Adrian, 5 ongoing fire damage (save ends)
20 Kass (F, 7) | HP: 54/54 | Surges: 7/7 | AP: 1/1 | Low Slash
19 Wes (V, 17) | HP: 53/69 | Surges: 12/12 | AP: 1/1 | Armathor's Step, Sword of Sigils, Firedeath, prone
18 Owin (R, 22) | HP: 54/54 | Surges: 7/7 | AP: 1/1 |
18 Bandit 5 (S, 22) | HP: -64/?? | Bloodied, Shield Bash
17 Gemma (E, 7) | HP: 37/53 | Surges: 6/7 | AP: 1/1 | Sacrificial Lure , Second Wind, Healing Word , +2 to defenses til SONT
16 Bandit 1 (G, 4) | HP: -69/?? Dead
12 Theun (E, 5) | HP: 47/47 | Surges: 7/7 | AP: 1/1 |
8 Rardan (H, 10) | HP: 69/69 | Surges: 13/13 | AP: 1/1 |
5 Chloe (C, 7) | HP: 46/46 | Surges: 7/7 | AP: 1/1 | Tide of the First Storm, Controller's Extension, Immediate interrupt readied (see mechanics above)
Re: The War of Three Kings IC
Posted: Mon Sep 12, 2016 1:35 pm
by Fialova
"A lucky hit," Adrian responds to Gemma, before spitting a bit of blood on the ground. "It won't happen again." He weaves through the others and slams through the flames into the man who'd hit him, dealing a solid blow that leaves the man barely standing. He gives the man a smirk, then steps back a bit, out of the reach of the flames. May the flames take you.
Mechanics- [SHOW]
Oath of Enmity recharges when Bandit 4 dies
Minor Action: Oath of Enmity on Bandit 2
Move Action: move to (G, 12)
Standard Action: Charge -> Overwhelming Strike to (J, 9) on Bandit 2
Attack: 33 vs AC = hit
Hit: 30 damage and I shift to (I, 10) and choose not to slide the target.
If Adrian is hit, use Iron Mind as an immediate interrupt
Combat Block - Adrian- [SHOW]
Adrian d'Arcangeli
Male Githzerai Avenger|Swordmage 7
Languages: Gleiosian, Tulrissian
Age: 22
Height: 5' 9"
Weight: 180 lbs.
Speed: 6
Initiative: +5
Passive Perception: 21
Passive Insight: 23
Senses: Normal Vision
AC: 27
Fort: 15
Reflex: 20
Will: 19
HP: 41/60
Bloodied: 30
Surge Value: 15
Surges left: 6/7
Action Points: 1
Current Oath of Enmity Target: Bandit 2
MBA (Overwhelming Strike): +13 vs AC, 1d10+8 damage (+1d8+1d6 damage on charge). On hit, I shift one square and slide the target into the space I vacated (either portion is optional)
RBA: +3 vs AC (+7 with dagger), 1d4 damage
Resistances: none
Vulnerabilities: none
Saves:
+2 vs daze, dominate, stun
Active Effects:
+2d8 damage on crit
On charge, +1d8+1d6 damage and don't provoke OAs
I cannot be blinded
Powers:
Overwhelming Strike
Sword Burst
Acrobat Boots (heroic tier)
Second Wind []
Iron Wolf Charge [X]
Iron Mind []
Oath of Enmity [X]*
Aegis of Ensnarement [X]**
Sword of Sigils []
Enduring Spirit []
Fury's Advance [X]
Armathor's Step [_]
Wolf's Bound [X]
Aspect of Might []
Dimensional Thunder []
Vanguard Bastard Sword +2 [_]
- Recharges when Oath dies
** Recharges when target dies or the mark is superseded
Consumables: none
Important Features:- [SHOW]
Class Features
Hybrid: various weird rules for being hybrid, see PHB3 for a full breakdown.
Oath of Enmity (Hybrid): works as normal, except that it only applies to avenger powers.
Armor of Faith: When wearing cloth armor or no armor, and not using a shield, I gain +3 AC.
Swordbond: Weird RP shit, I can meditate to bond a blade to me and can then call that blade to my hand from up to 10 squares away as a standard action. See Forgotten Realm Player's Guide for full breakdown of shit I will never use.
Swordmage Aegis (Hybrid): Can only use aegis once per encounter, but I regain use of it the target dies or the mark is superseded.
Swordmage Warding: While conscious and wielding a light blade or heavy blade, I get a bonus to AC. +1 AC by default, +3 if wielding a one-handed blade in main hand and the other hand is free.
Racial Features
Danger Sense: +2 to initiative
Defended Mind: +2 to saving throws against effects that daze, dominate, or stun
Iron Mind: gain Iron Mind power
Shifting Fortunes: can shift 3 squares as a free action when using Second Wind
Theme Features
Level 1 Iron Wolf Warrior Feature: gain Iron Wolf Charge power
Level 5 Iron Wolf Warrior Feature: +2 to nature and perception checks
Feat(ures)
Versatile Expertise: +1 to attacks with heavy blades and light blades
Hybrid Talent: gain Swordmage Warding class feature
Hybrid Talent 2: gain Armor of Faith class feature
Power of Skill: +1 to trained skill checks, can use Overwhelming Strike as a basic attack
Githzerai Blade Master: gain proficiency with all military heavy blades, bastard swords, and fullblades. +2 damage with these weapons.
Item Features
Vanguard Bastard Sword +2: +2d8 damage on crit, +1d8 damage on charge, gain item daily power
Badge of the Berserker +1: don't provoke OAs while charging
Robe of Eyes Cloth Armor (Basic Clothing) +2: cannot be blinded, +2 to perception
Acrobat Boots (heroic tier): +1 to acrobatics, gain item at-will power
Rhythm Blade Wrist Razors +1: +1 AC & Reflex
Horned Helm (heroic tier): +1d6 damage on charge
Combat Block - Chloë- [SHOW]
Chloë Fialova
Female Hamadryad Controller 7
Languages: Tulrissian, Dwarven
Age: 24
Height: 5' 7"
Weight: 142 lbs.
Speed: 6
Initiative: +3
Passive Perception: 17
Passive Insight: 17
Senses: Low-Light Vision
AC: 20
Fort: 20
Reflex: 20
Will: 20
HP: 46/46
Bloodied: 23
Surge Value: 11
Surges left: 7/7
Action Points: 1
MBA (Dagger): +14 vs AC, 1d4+2 damage
RBA (Dagger): range 5/10, +14 vs AC, 1d4+3 damage
RBA (Sun Strike): range 10, +11 vs AC, 1d8+7 radiant damage and can slide the target 1 square
Resistances:
- +5 to endurance vs starvation, thirst, or suffocation, and survive twice the normal time if forced to make such checks.
Vulnerabilities: none
Saves:
- +2 against daze, dominate, stun
Active Effects:
- ignore difficult terrain that is part of tree, underbrush, or other forest growth
- meditate for 4 hours instead of sleep for 6 for extended rest, fully aware of surroundings while doing so.
Powers:
Sun Strike
Beguiling Strands
Second Wind []
Hamadryad Aspects []
Controller's Extension [X]
Shield [_]
Tide of the First Storm [X]
Consumables: none
Important Features:- [SHOW]
Class Features
Controller Features: weird, special rules for being a NPC companion class. See DMG2 for full breakdown.
Racial Features
Fey Origin: origin counts as fey for effects that relate to creature origin
Forest Walk (Hamadryad): ignore difficult terrain that is part of tree, underbrush, or other forest growth
Oaken Vitality: +5 to endurance vs starvation, thirst, or suffocation, and survive twice the normal time if forced to make such checks. Meditate for 4 hours instead of sleep for 6 for extended rest, fully aware of surroundings while doing so.
Tree Mind: +2 to saving throws against daze, dominate, stun.
Re: The War of Three Kings IC
Posted: Mon Sep 12, 2016 1:56 pm
by Namelessjake
With the fire spreading, the bandit on the ground succumbs to the flames. The man left crippled by Adrian is burned by the flames and rushes out of them. He aims for the gap between Kass and Ser Rardan, looking to escape. However Kass reacts quickly and strikes the man as he tries to pass her, killing him and leaving just one bandit left alive.
Go: Kass, Wes, Owin
Mechanics- [SHOW]
Adrian: Oaths, moves, charges, hits, bloodies, shifts, readies action.
Bandit 3: Takes 6 fire damage, dies.
Bandit 2: Takes 2 fire damage and 5 ongoing fire damage for a total of 7, walks to (E, 10)...
Kass: Make OA as Bandit 2 leaves (G, 8), 29 vs AC hits for 7 damage.
Bandit 2: Dies.
Map- [SHOW]
Map Info- [SHOW]
Auras/Bursts:Red - Follows Brannik. Difficult terrain for enemies.
Fire: Starting your turn in a square occupied by fire deals 1d6 fire damage and 5 ongoing save ends fire damage. It will also spread slowly.
Character Info- [SHOW]
NPCs
Theun: Armed with an axe and a buckler shield displaying the sigil of the Rothmans.
Enemies
Bandits: Armed with swords and shields and fairly well armoured, these men are relatively well equipped for bandits, however most lack the scars and manner of a battle hardened veteran.
Status- [SHOW]
26 Brannik (J, 13) | HP: 70/79 | Surges: 15/15 | AP: 1/1 | +1 AC and resist 5 cold and Burst 2 til end of encounter, Form of Nature's Herald, Nature Sense
24 Bandit 4 (F, 6) | HP: -78/?? | Dead
23 Adrian (I, 10) | HP: 41/60 | Surges: 6/7 | AP: 1/1 | Wolf's Bound, Fury's Advance , Aegis of Ensnarement, Iron Wolf Charge, Immediate Interrupt Readied
23 Bandit 3 (K, 13) | HP: -72/?? | Dead
21 Bandit 2 (G, 8) | HP: -70/?? | Dead
20 Kass (F, 7) | HP: 54/54 | Surges: 7/7 | AP: 1/1 | Low Slash
19 Wes (V, 17) | HP: 53/69 | Surges: 12/12 | AP: 1/1 | Armathor's Step, Sword of Sigils, Firedeath, prone
18 Owin (R, 22) | HP: 54/54 | Surges: 7/7 | AP: 1/1 |
18 Bandit 5 (S, 22) | HP: -64/?? | Bloodied, Shield Bash
17 Gemma (E, 7) | HP: 37/53 | Surges: 6/7 | AP: 1/1 | Sacrificial Lure , Second Wind, Healing Word , +2 to defenses til SONT
16 Bandit 1 (G, 4) | HP: -69/?? Dead
12 Theun (E, 5) | HP: 47/47 | Surges: 7/7 | AP: 1/1 |
8 Rardan (H, 10) | HP: 69/69 | Surges: 13/13 | AP: 1/1 |
5 Chloe (C, 7) | HP: 46/46 | Surges: 7/7 | AP: 1/1 | Tide of the First Storm, Controller's Extension, Immediate interrupt readied (see mechanics above)
Re: The War of Three Kings IC
Posted: Mon Sep 12, 2016 4:49 pm
by Scratcherclaw
Picking himself up from within the flames and dusting himself off, Wes grumbles to himself and sets his sights on the same bandit who had knocked him down. Push me down, will you? I'll show you. Emerging from the fire, the Menoran charges at the foe, knocking him down once and for all. "Good riddance," he says, looking down at the corpse.
Mechanics- [SHOW]
Kass
Uh, there's not really much I can do with her, at this point, so....
Move: Walk to D8
Wes
Move: Stand
Standard: Charge! to T22, towards Bandit 5
Attack: 8(1d20) +16 = 24 vs AC = Hit
Damage: 5(1d10) +7 = 12
heded
Wes Combat Block- [SHOW]
Wes Tarkin
Male Genasi Swordmage 7
Languages: Tulrissian, Serran
Age: 19
Height: 5'11"
Weight: 155 lbs.
Speed: 6
Initiative: +3
Passive Perception: 20
Passive Insight: 15
Senses: Normal Vision
AC: 27
Fort: 20
Reflex: 21
Will: 17
HP: 53/69
Bloodied: 34
Surge Value: 17
Surges left: 12/12
Action Points: 1
MBA: +14 vs AC, 1d10+7 damage
RBA: +3 vs AC, 1d4 damage
Resistances:
Fire 5; Cold 5
Vulnerabilities: None
Saves: None
Active Effects: None
Powers:
Aegis of Shielding
Frigid Blade
Sword Burst
Woundstitch Powder (heroic tier)
Second Wind []
Guardian's Counter []
Sword of Sigils [X]
Dimensional Vortex []
Firedeath []
Echoes of Sword Magic []
Arcane Mutterings []
Armathor's Step [X]
Dimensional Thunder []
Swordmage Shielding Fire []
Rubicant Blade Rapier +2 [_]
Consumables:
None.
Important Features:- [SHOW]
Swordbond: By spending 1 hour of meditation with a chosen light or heavy blade, you forge a special bond with the weapon. As a standard action, you can call your bonded weapon to your hand from up to 10 squares away.
Swordmage Warding: While wielding either a light blade or a heavy blade, you maintain a magical field around you that provides a +1 bonus to AC, or a +3 bonus if you are wielding a blade in one hand and have your other hand free.
Elemental Origin: You are considered an elemental creature for the purpose of effects that relate to creature origin.
Cindersoul: You gain a +1 racial bonus to Fortitude and resist 5 fire.
Guardian: You gain a +2 power bonus to Insight and Perception checks.
Mark of Warding: Whenever one of your powers grants a bonus to a defense, increase that bonus by 1. Whenever you mark an enemy, that enemy takes a -3 penalty to attack rolls for attacks that don't target you instead of the normal -2 penalty.
Intelligent Blademaster: You can use your Intelligence modifier instead of your Strength modifier when making a basic attack with a melee weapon.
War Wizard's Expertise You gain a +1 bonus per tier to the attack rolls of arcane powers and basic attacks that you make with a light or heavy blade. Your attack rolls take a -5 penalty against your allies.
Hide Armor of Resistance +2: You gain a resist 5 cold.
Rubicant Blade Bastard Sword: When a power allows you to teleport, you can add 1 square to that distance. While this weapon is bonded to you with the swordmage Swordbond class feature, any other creature takes a -2 penalty to attack rolls with this weapon.
Rhythm Blade Wrist Razors +1: Your shield bonus to AC and Reflex increases by 1.
Gauntlets of Arcane Might (heroic tier): When you hit an enemy marked by you with an arcane attack power, you gain 2 temporary hit points.
Kass Combat Block- [SHOW]
Kass Tommick
Female Elf Striker 7
Languages: Tulrissian, Common
Age: 20
Height: 5'8"
Weight: 135 lbs.
Speed: 7
Initiative: +8
Passive Perception: 23
Passive Insight: 16
Senses: Low-light Vision
AC: 22
Fort: 20
Reflex: 20
Will: 20
HP: 54/54
Bloodied: 27
Surge Value: 13
Surges left: 7/7
Action Points: 1
MBA: +14 vs AC, 1d8+3 damage
RBA: +11 vs AC, 1d4+8 damage
Resistances: None
Vulnerabilities: None
Saves: None
Active Effects: None
Powers:
Striker's Damage
Piercing Strike
Second Wind [_]
Low Slash [X]
Assassin's Bane [_]
Consumables:
None.
Important Features:- [SHOW]
Companion Bonus: You gain tiered attack and damage bonuses.
Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow.
Fey Origin: You are considered a fey creature for the purpose of effects that relate to creature origin.
Wild Step: You ignore difficult terrain when you shift.
Sense Threat: You can use Perception (13) when you roll for initiative. Allies within 10 squares of you who have a lower initiative gain a +2 bonus to initiative.
Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.
Re: The War of Three Kings IC
Posted: Tue Sep 13, 2016 12:02 pm
by Namelessjake
Wes cutting down the last remaining bandit leaves the party seemingly alone next to their fire. With the relatively quick fight over, the group is left with a chance to rest, however the fire and the other bandits potentially pose problems.
Short Rest?
Mechanics- [SHOW]
Kass: moves.
Wes: stands, charges, kills.
Short Rest: You now have the option to have a short rest, however bear in mind this means doing very little for the next five minutes.
Map- [SHOW]
Map Info- [SHOW]
Auras/Bursts:Red - Follows Brannik. Difficult terrain for enemies.
Fire: Starting your turn in a square occupied by fire deals 1d6 fire damage and 5 ongoing save ends fire damage. It will also spread slowly.
Character Info- [SHOW]
NPCs
Theun: Armed with an axe and a buckler shield displaying the sigil of the Rothmans.
Enemies
Bandits: Armed with swords and shields and fairly well armoured, these men are relatively well equipped for bandits, however most lack the scars and manner of a battle hardened veteran.
Status- [SHOW]
26 Brannik (J, 13) | HP: 70/79 | Surges: 15/15 | AP: 1/1 | +1 AC and resist 5 cold and Burst 2 til end of encounter, Form of Nature's Herald, Nature Sense
24 Bandit 4 (F, 6) | HP: -78/?? | Dead
23 Adrian (I, 10) | HP: 41/60 | Surges: 6/7 | AP: 1/1 | Wolf's Bound, Fury's Advance , Aegis of Ensnarement, Iron Wolf Charge, Immediate Interrupt Readied
23 Bandit 3 (K, 13) | HP: -72/?? | Dead
21 Bandit 2 (G, 8) | HP: -70/?? | Dead
20 Kass (D, 8) | HP: 54/54 | Surges: 7/7 | AP: 1/1 | Low Slash
19 Wes (T, 22) | HP: 53/69 | Surges: 12/12 | AP: 1/1 | Armathor's Step, Sword of Sigils, Firedeath
18 Owin (R, 22) | HP: 54/54 | Surges: 7/7 | AP: 1/1 |
18 Bandit 5 (S, 22) | HP: -76/?? | Dead
17 Gemma (E, 7) | HP: 37/53 | Surges: 6/7 | AP: 1/1 | Sacrificial Lure , Second Wind, Healing Word , +2 to defenses til SONT
16 Bandit 1 (G, 4) | HP: -69/?? Dead
12 Theun (E, 5) | HP: 47/47 | Surges: 7/7 | AP: 1/1 |
8 Rardan (H, 10) | HP: 69/69 | Surges: 13/13 | AP: 1/1 |
5 Chloe (C, 7) | HP: 46/46 | Surges: 7/7 | AP: 1/1 | Tide of the First Storm, Controller's Extension, Immediate interrupt readied (see mechanics above)
Re: The War of Three Kings IC
Posted: Tue Sep 13, 2016 1:55 pm
by ratwizard
"Owin!" Brannik calls out, checking the surroundings for any remaining threats and not seeing any. "We need to start looking for tracks. Which way were they coming from exactly? We'll follow what we can." He scans around again, taking a look especially in the distance or behind any cover for possible remaining bandits in an ambush.
Mechanics- [SHOW]
Perception to look for bandits in the distance, hiding nearby, or any general things afoot.
8(1d20) +10 = 18
Re: The War of Three Kings IC
Posted: Tue Sep 13, 2016 6:43 pm
by Fialova
As the last man falls, Adrian produces a rag from his belt and begins to wipe the blood from his blade as he walks towards the others gathered nearby. Once he reaches them, he puts his rag back and bends down near one of the bodies. "I bet you one of these corpses will have some more of whatever it is the others drank," he says as bends down to check the bodies of the nearby dead.
Mechanics- [SHOW]
Adrian moves out of the way of the flames, towards Chloë and the others. He checks the body of the corpses left near them, looking for potions or other magical items.
Re: The War of Three Kings IC
Posted: Tue Sep 13, 2016 6:54 pm
by Scratcherclaw
"What I'd like to know is how did a gang of random bandits get their hands on invisibility potions in the first place?" Wes responds to Adrian as he cools down after the fight. Hoping the potions left some sort of residual magic in the air, Wes tries his best to sense it, and its trail.
Mechanics- [SHOW]
Arcana to try and detect a magical trail or something left by the invisibility potions please: 5(1d20) +13 = 18
Re: The War of Three Kings IC
Posted: Tue Sep 13, 2016 7:19 pm
by ratwizard
"Well if they're still here, they better get to running. Invisibility isn't going to help if I start swinging my hammer around checking for these chuckleheads," Brannik says in reply about the invisibility potions.
Re: The War of Three Kings IC
Posted: Tue Sep 13, 2016 9:57 pm
by Fialova
"What if it wasn't invisibility?" Adrian responds, as he continues searching. "I'd have thought invisible bandits would have taken the opportunity to flank us while out of sight, but we didn't encounter anyone we couldn't see."
Re: The War of Three Kings IC
Posted: Wed Sep 14, 2016 12:34 pm
by Scratcherclaw
"I'm pretty certain it was invisibility," Wes responds to the Wind Dancer. "They drank something out of a vial and then vanished, though their outlines were still faintly visible."
Recounting what the bandits had said, Wes adds, "The invisible ones mentioned reporting back to Artin, so I'd imagine they were long gone before our little fight began. They also mentioned brewing more of whatever potion they used."
Re: The War of Three Kings IC
Posted: Wed Sep 14, 2016 4:18 pm
by Namelessjake
Owin nods at Brannik's orders and heads over to where the bandits were before they disappeared. He crouches down and begins looking for tracks.
Brannik- [SHOW]
Scanning the horizon you see no sign of any threats or anything out of the ordinary.
Adrian- [SHOW]
You search the three corpses near you, finding an identical small glass vial on each man. The vials are corked and contain a clear liquid which shimmers in the light.
Wes- [SHOW]
You detect a faint presence, which you attribute to the potions and the escaped bandits, coming from the same direction from which the bandits appeared before you ambushed them.
Re: The War of Three Kings IC
Posted: Wed Sep 14, 2016 6:14 pm
by Fialova
"Well I've found some of it on the dead," Adrian says, holding up the vials he's recovered from the corpses of the slain bandits. "Think you can discern more about them with a closer look?" he asks, more towards Wes, Kass and Chloë than the others.
Re: The War of Three Kings IC
Posted: Wed Sep 14, 2016 7:12 pm
by Scratcherclaw
"Lemme take a look," Wes says, walking over to Adrian and examining the vial.
Mechanics- [SHOW]
Arcana for any sort of knowledge on this potion: 19(1d20) +13 = 32
Re: The War of Three Kings IC
Posted: Thu Sep 15, 2016 1:21 pm
by Namelessjake
Wes- [SHOW]
These potions look very similar to those you have seen before, brewed by the alchemists of the Tower. However you recall those potions having less of a shimmer to them, suggesting that these ones are of a lower quality.
Re: The War of Three Kings IC
Posted: Fri Sep 16, 2016 4:06 pm
by Scratcherclaw
Taking a closer look at them, Wes says, "Hmm... They look similar to potions I've seen brewed by alchemists in Menora. Though those ones were a lot less shimmery. I doubt these ones are anywhere near as good as the Tower makes."
Re: The War of Three Kings IC
Posted: Fri Sep 16, 2016 6:05 pm
by Fialova
"So they probably have an amateur alchemist or something working with them, or at least under their influence," Adrian thinks aloud. "Or perhaps their leader dabbles in it. A useful skill to have for raiding, I suppose." Turning to Owin, Adrian asks, "hey, think you can figure out where the others were headed? I doubt we will get much out of them," he says, motioning towards the dead bandits at his feet.
Re: The War of Three Kings IC
Posted: Mon Sep 19, 2016 10:51 am
by Namelessjake
"Working on it, tracking invisible people is a first for me," Owin says as he stands and walks a couple of paces over to a patch of grass, before crouching down once more. "Their base of operations must be close, with the speed they responded to that fire," he adds as he examines the ground. "If anyone else knows anything about tracking then now would be a good time to let it be known," he adds with a chuckle.
Re: The War of Three Kings IC
Posted: Tue Sep 20, 2016 9:43 pm
by Scratcherclaw
At Owin's beckoning, Kass steps forward and says, "Allow me." Kneeling down, she examines the area for any remaining tracks from the bandits.
Mechanics- [SHOW]
Perception to look for trax: 12(1d20) +13 = 25
Re: The War of Three Kings IC
Posted: Wed Sep 21, 2016 12:07 pm
by Fialova
"I don't know anything about tracking, but I will aid the search as best I can," Adrian responds, doing his best to spot any footprints or other signs of disturbance in the grass.
Mechanics- [SHOW]
Perception to find tracks: 18
Re: The War of Three Kings IC
Posted: Wed Sep 21, 2016 2:56 pm
by Namelessjake
Kass- [SHOW]
You quickly spot a few blades of grass bent in the direction the bandits would have left. With a basis to work off, you are able to spot a couple more signs of the bandits further up ahead too.
Adrian- [SHOW]
You search the ground near Owin and Kass, however you can't see any indication of the bandits.
Re: The War of Three Kings IC
Posted: Wed Sep 21, 2016 3:04 pm
by Scratcherclaw
"You don't need to be a tracker to have a keen eye," Kass says with a smirk. Noticing the bent blades of grass and other signs of movement, she points in the direction of the bandits' movement. "They went that way."
Re: The War of Three Kings IC
Posted: Wed Sep 21, 2016 3:45 pm
by ratwizard
"Good eyes," Brannik comments as he notices the signs now that Kass had pointed them out. "Let's see where these weaklings took off to. Maybe we'll run into their entire base." With his hammer at the ready, the dwarf motions for his recruit to follow along.
"We'll have to be careful of a counter-ambush at this point, right, boss?" Gemma asks.
"Right. But we'll shatter any foothold they will be able to set up in the meantime. Literally," comes the reply of Brannik, casually letting the head of his hammer drop to the ground for effect, and the ground seems to bristle at the touch.
Re: The War of Three Kings IC
Posted: Wed Sep 21, 2016 7:50 pm
by Fialova
"Well now that we know where they went, and that they're no longer near us, I think it'd be best to take a breather for a moment before rushing headlong towards their headquarters," Adrian says. His eagerness is admirable, but could be dangerous.
Stepping away from the flames, enough that their expansion won't catch up with him, Adrian takes a moment to rest on the ground, his sword in his lap and his eyes shut in a brief moment of meditation. Chloë steps over to join him, leaning next to him for a bit of rest as well.
Mechanics- [SHOW]
Short Rest: both Adrian and Chloë recover all encounter powers. Adrian spends 1 surge to get back to 56 hp.
Combat Block - Adrian- [SHOW]
Adrian d'Arcangeli
Male Githzerai Avenger|Swordmage 7
Languages: Gleiosian, Tulrissian
Age: 22
Height: 5' 9"
Weight: 180 lbs.
Speed: 6
Initiative: +5
Passive Perception: 21
Passive Insight: 23
Senses: Normal Vision
AC: 27
Fort: 15
Reflex: 20
Will: 19
HP: 56/60
Bloodied: 30
Surge Value: 15
Surges left: 5/7
Action Points: 1
Current Oath of Enmity Target: none
MBA (Overwhelming Strike): +13 vs AC, 1d10+8 damage (+1d8+1d6 damage on charge). On hit, I shift one square and slide the target into the space I vacated (either portion is optional)
RBA: +3 vs AC (+7 with dagger), 1d4 damage
Resistances: none
Vulnerabilities: none
Saves:
+2 vs daze, dominate, stun
Active Effects:
+2d8 damage on crit
On charge, +1d8+1d6 damage and don't provoke OAs
I cannot be blinded
Powers:
Overwhelming Strike
Sword Burst
Acrobat Boots (heroic tier)
Second Wind []
Iron Wolf Charge []
Iron Mind []
Oath of Enmity []*
Aegis of Ensnarement []**
Sword of Sigils []
Enduring Spirit []
Fury's Advance []
Armathor's Step []
Wolf's Bound []
Aspect of Might []
Dimensional Thunder []
Vanguard Bastard Sword +2 [_]
- Recharges when Oath dies
** Recharges when target dies or the mark is superseded
Consumables: none
Important Features:- [SHOW]
Class Features
Hybrid: various weird rules for being hybrid, see PHB3 for a full breakdown.
Oath of Enmity (Hybrid): works as normal, except that it only applies to avenger powers.
Armor of Faith: When wearing cloth armor or no armor, and not using a shield, I gain +3 AC.
Swordbond: Weird RP shit, I can meditate to bond a blade to me and can then call that blade to my hand from up to 10 squares away as a standard action. See Forgotten Realm Player's Guide for full breakdown of shit I will never use.
Swordmage Aegis (Hybrid): Can only use aegis once per encounter, but I regain use of it the target dies or the mark is superseded.
Swordmage Warding: While conscious and wielding a light blade or heavy blade, I get a bonus to AC. +1 AC by default, +3 if wielding a one-handed blade in main hand and the other hand is free.
Racial Features
Danger Sense: +2 to initiative
Defended Mind: +2 to saving throws against effects that daze, dominate, or stun
Iron Mind: gain Iron Mind power
Shifting Fortunes: can shift 3 squares as a free action when using Second Wind
Theme Features
Level 1 Iron Wolf Warrior Feature: gain Iron Wolf Charge power
Level 5 Iron Wolf Warrior Feature: +2 to nature and perception checks
Feat(ures)
Versatile Expertise: +1 to attacks with heavy blades and light blades
Hybrid Talent: gain Swordmage Warding class feature
Hybrid Talent 2: gain Armor of Faith class feature
Power of Skill: +1 to trained skill checks, can use Overwhelming Strike as a basic attack
Githzerai Blade Master: gain proficiency with all military heavy blades, bastard swords, and fullblades. +2 damage with these weapons.
Item Features
Vanguard Bastard Sword +2: +2d8 damage on crit, +1d8 damage on charge, gain item daily power
Badge of the Berserker +1: don't provoke OAs while charging
Robe of Eyes Cloth Armor (Basic Clothing) +2: cannot be blinded, +2 to perception
Acrobat Boots (heroic tier): +1 to acrobatics, gain item at-will power
Rhythm Blade Wrist Razors +1: +1 AC & Reflex
Horned Helm (heroic tier): +1d6 damage on charge
Combat Block - Chloë- [SHOW]
Chloë Fialova
Female Hamadryad Controller 7
Languages: Tulrissian, Dwarven
Age: 24
Height: 5' 7"
Weight: 142 lbs.
Speed: 6
Initiative: +3
Passive Perception: 17
Passive Insight: 17
Senses: Low-Light Vision
AC: 20
Fort: 20
Reflex: 20
Will: 20
HP: 46/46
Bloodied: 23
Surge Value: 11
Surges left: 7/7
Action Points: 1
MBA (Dagger): +14 vs AC, 1d4+2 damage
RBA (Dagger): range 5/10, +14 vs AC, 1d4+3 damage
RBA (Sun Strike): range 10, +11 vs AC, 1d8+7 radiant damage and can slide the target 1 square
Resistances:
- +5 to endurance vs starvation, thirst, or suffocation, and survive twice the normal time if forced to make such checks.
Vulnerabilities: none
Saves:
- +2 against daze, dominate, stun
Active Effects:
- ignore difficult terrain that is part of tree, underbrush, or other forest growth
- meditate for 4 hours instead of sleep for 6 for extended rest, fully aware of surroundings while doing so.
Powers:
Sun Strike
Beguiling Strands
Second Wind []
Hamadryad Aspects []
Controller's Extension []
Shield []
Tide of the First Storm [_]
Consumables: none
Important Features:- [SHOW]
Class Features
Controller Features: weird, special rules for being a NPC companion class. See DMG2 for full breakdown.
Racial Features
Fey Origin: origin counts as fey for effects that relate to creature origin
Forest Walk (Hamadryad): ignore difficult terrain that is part of tree, underbrush, or other forest growth
Oaken Vitality: +5 to endurance vs starvation, thirst, or suffocation, and survive twice the normal time if forced to make such checks. Meditate for 4 hours instead of sleep for 6 for extended rest, fully aware of surroundings while doing so.
Tree Mind: +2 to saving throws against daze, dominate, stun.
Re: The War of Three Kings IC
Posted: Thu Sep 22, 2016 5:32 pm
by Scratcherclaw
Wes nods to Adrian and plops down on the ground himself. "Agreed. As much as I'd love to take the fight to these amateurs right now, it's better to be at my best when I put those barbarians in the ground." Quickly bandaging his minor wound, he takes a breather and admires his blazing inferno.
Following the lead of her cousin, Kass sits as well, giving her a chance to reflect on the recent happenings.
Mechanics- [SHOW]
Both regain encounter powers & Wes spends 1 surge to get to full HP
Wes Combat Block- [SHOW]
Wes Tarkin
Male Genasi Swordmage 7
Languages: Tulrissian, Serran
Age: 19
Height: 5'11"
Weight: 155 lbs.
Speed: 6
Initiative: +3
Passive Perception: 20
Passive Insight: 15
Senses: Normal Vision
AC: 27
Fort: 20
Reflex: 21
Will: 17
HP: 69/69
Bloodied: 34
Surge Value: 17
Surges left: 11/12
Action Points: 1
MBA: +14 vs AC, 1d10+7 damage
RBA: +3 vs AC, 1d4 damage
Resistances:
Fire 5; Cold 5
Vulnerabilities: None
Saves: None
Active Effects: None
Powers:
Aegis of Shielding
Frigid Blade
Sword Burst
Woundstitch Powder (heroic tier)
Second Wind []
Guardian's Counter []
Sword of Sigils []
Dimensional Vortex []
Firedeath []
Echoes of Sword Magic []
Arcane Mutterings []
Armathor's Step []
Dimensional Thunder []
Swordmage Shielding Fire []
Rubicant Blade Rapier +2 [_]
Consumables:
None.
Important Features:- [SHOW]
Swordbond: By spending 1 hour of meditation with a chosen light or heavy blade, you forge a special bond with the weapon. As a standard action, you can call your bonded weapon to your hand from up to 10 squares away.
Swordmage Warding: While wielding either a light blade or a heavy blade, you maintain a magical field around you that provides a +1 bonus to AC, or a +3 bonus if you are wielding a blade in one hand and have your other hand free.
Elemental Origin: You are considered an elemental creature for the purpose of effects that relate to creature origin.
Cindersoul: You gain a +1 racial bonus to Fortitude and resist 5 fire.
Guardian: You gain a +2 power bonus to Insight and Perception checks.
Mark of Warding: Whenever one of your powers grants a bonus to a defense, increase that bonus by 1. Whenever you mark an enemy, that enemy takes a -3 penalty to attack rolls for attacks that don't target you instead of the normal -2 penalty.
Intelligent Blademaster: You can use your Intelligence modifier instead of your Strength modifier when making a basic attack with a melee weapon.
War Wizard's Expertise You gain a +1 bonus per tier to the attack rolls of arcane powers and basic attacks that you make with a light or heavy blade. Your attack rolls take a -5 penalty against your allies.
Hide Armor of Resistance +2: You gain a resist 5 cold.
Rubicant Blade Bastard Sword: When a power allows you to teleport, you can add 1 square to that distance. While this weapon is bonded to you with the swordmage Swordbond class feature, any other creature takes a -2 penalty to attack rolls with this weapon.
Rhythm Blade Wrist Razors +1: Your shield bonus to AC and Reflex increases by 1.
Gauntlets of Arcane Might (heroic tier): When you hit an enemy marked by you with an arcane attack power, you gain 2 temporary hit points.
Kass Combat Block- [SHOW]
Kass Tommick
Female Elf Striker 7
Languages: Tulrissian, Common
Age: 20
Height: 5'8"
Weight: 135 lbs.
Speed: 7
Initiative: +8
Passive Perception: 23
Passive Insight: 16
Senses: Low-light Vision
AC: 22
Fort: 20
Reflex: 20
Will: 20
HP: 54/54
Bloodied: 27
Surge Value: 13
Surges left: 7/7
Action Points: 1
MBA: +14 vs AC, 1d8+3 damage
RBA: +11 vs AC, 1d4+8 damage
Resistances: None
Vulnerabilities: None
Saves: None
Active Effects: None
Powers:
Striker's Damage
Piercing Strike
Second Wind []
Low Slash []
Assassin's Bane [_]
Consumables:
None.
Important Features:- [SHOW]
Companion Bonus: You gain tiered attack and damage bonuses.
Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow.
Fey Origin: You are considered a fey creature for the purpose of effects that relate to creature origin.
Wild Step: You ignore difficult terrain when you shift.
Sense Threat: You can use Perception (13) when you roll for initiative. Allies within 10 squares of you who have a lower initiative gain a +2 bonus to initiative.
Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.
Re: The War of Three Kings IC
Posted: Sun Sep 25, 2016 8:45 am
by ratwizard
"I'm never not at my best," Brannik says with a grin, but he nods along. "But fine, fine. You took a few shots, Gemma. Keep that guard up," the dwarf advises as he takes a knee and stretches his shoulders a bit.
"All defense and no offense never got anyone anywhere," she retorts, bristled. "Besides, I was never in any real danger. Those bandits went down easier than a tall mug of smooth ale."
The Bull chuckles. "You're too much like me."
Mechanics- [SHOW]
Gemma
Short rest, spends 2 surges to heal.
Brannik
Short rest, spends 1 surge to heal.
Brannik Luhoum -- Combat Block- [SHOW]
Brannik Luhoum
Male Mul Warden 7
Languages: Dwarven, Tulrissian
Age: 38
Height: 5'2"
Weight: 180 lbs.
Speed: 6
Initiative: +3
Passive Perception: 20
Passive Insight: 13
Senses: Normal Vision
AC: 23
Fort: 20
Reflex: 14
Will: 15
HP: 79/79
Bloodied: 39
Surge Value: 19
Surges left: 14/15
Action Points: 1
MBA: 1d20+13 vs. AC, 2d6+9.
RBA: 1d20+3 vs. AC, 1d4.
Resistances:
None.
Vulnerabilities:
None.
Saves:
None.
Active Effects:
None.
Powers:
Warden's Fury
Warden's Grasp
Thorn Strike
Weight of Earth
Acrobat Boots
Second Wind[]
Takedown Strike[]
Incredible Toughness[]
Roots of Stone[]
Rough Strike[]
Mountain Hammer[]
Screaming Armor +2 [_]
Form of Winter's Herald[x]
Nature Sense [x]
Boiling Cloud []
Wildling Strength []
Consumables:
Elixir of Invisibility
Important Features:- [SHOW]
Crippling Crush: Immobilizing or slowing an enemy does an extra 5 damage.
World Serpent's Grasp: When hitting a slowed or immobilized target with an attack, you can knock it prone.
Vicious Advantage: You gain CA against immobilized or slowed targets.
Two-Handed Weapon Expertise: Charging grants +1 to damage rolls.
Tireless: Sleeping 6 hours in a 3-day period gains the benefit of an extended rest.
Subtle Mordenkrad +2: +2 item bonus to damage rolls with this weapon against enemies granting CA.
Stalwart Belt: +5 THP when critting.
Cloak of the Walking Wounded: When using Second Wind while bloodied, you can expend two healing surges.
Equipped Items Format- [SHOW]
Code: Select all
Main Hand: Subtle Mordenkrad +2
Offhand: (n/a)
Body: Screaming Hide Armor +2
Head: ---
Neck: Cloak of the Walking Wounded +1
Arms: ---
Hands: ---
Waist: Stalwart Belt
Feet: Acrobat Boots
Symbol: ---
Ki Focus: ---
Ring: ---
Ring: ---
Tattoo: ---
Boon: ---
Gemma Turadin -- Combat Block- [SHOW]
Gemma Turadin
Female Dragonborn Leader 7
Languages: Common, Tulrissian
Age: 27
Height: 5'5"
Weight: 140 lbs.
Speed: 6
Initiative: +2
Passive Perception: 13
Passive Insight: 13
Senses: Normal Vision
AC: 22+2
Fort: 20
Reflex: 20
Will: 20
HP: 53/53
Bloodied: 26
Surge Value: 13
Surges left: 4/7
Action Points: 1
MBA: 1d20+13 vs. AC, 1d8+8 damage.
RBA: 1d20+11 vs. AC, 1d4+2 damage.
Resistances:
None.
Vulnerabilities:
None.
Saves:
None.
Active Effects:
+2 to AC for turn
Powers:
Intuitive Strike
Second Wind []
Dragonfear []
Sacrificial Lure []
Healing Word [] [_]
Stand Tough[_]
Consumables:
None.
Important Features:- [SHOW]
Dragonborn Fury: Gain +1 racial bonus to attack when bloodied.
Re: The War of Three Kings IC
Posted: Tue Sep 27, 2016 11:14 am
by Namelessjake
You sit and catch your breath for a few minutes, watching the flames of the fire. After a little while Ser Rardan stands.
"If no one has an objection I say we start following those tracks," the aged knight says. "I imagine those men will be expected back at some point and it'd be wise to attack before their comrades' suspicions are raised."
Re: The War of Three Kings IC
Posted: Thu Sep 29, 2016 9:15 pm
by Fialova
"Yes, let's," Adrian responds to the man, opening his eyes. He grabs Chloë's hand and helps her up, re-sheathing his sword and looking to the others. Once they begin to move as well he moves towards the general direction of the path that had been spotted, hoping some of the more perceptive members of the group will lead the way.
Re: The War of Three Kings IC
Posted: Thu Sep 29, 2016 11:01 pm
by Scratcherclaw
"Agreed," Wes says following Adrian, picking himself up off the ground. "I'm itching for another fight already, especially if it means we can put these lowlifes in the ground."
Re: The War of Three Kings IC
Posted: Sun Oct 02, 2016 4:29 pm
by ratwizard
"I'm always ready," Brannik says with a smirk as they regroup and begin following the tracks. "Let's make haste. Perhaps we can find these Red Whispers before they can mount much of a planned defense," he suggests.
Re: The War of Three Kings IC
Posted: Mon Oct 03, 2016 11:56 am
by Namelessjake
Setting off, Kass and Owin take the lead, following the tracks left by the escaped bandits. The tracks lead you, for about a quarter of an hour, over one hill and up to the next, which is heavily forested. The tracks stop being easy to follow at the edge of the trees, as the thicker undergrowth obscures them.
"It didn't take them too long to show up at the fire. I'd put my money on their camp being somewhere in there," Owin says pointing into the trees. "Unless they were a patrol and already far from home."
Re: The War of Three Kings IC
Posted: Mon Oct 03, 2016 4:28 pm
by ratwizard
"If only we could torch their forest like they did the fields of the folk," Brannik says gruffly. "But we are not like them. If their camp is within these woods, let's find it quickly and snuff it out."
Re: The War of Three Kings IC
Posted: Mon Oct 03, 2016 5:35 pm
by Fialova
"I can't imagine a patrol venturing too far from camp to begin with. For an army, maybe. But thugs? They don't have much territory to defend," Adrian responds, looking towards the woods. They surely know these woods better than we will. We should aim to stay hidden as long as possible.
"If they do live in those woods, we'd be fools to just stroll through. I suggest, if we do head in, that we keep low and move quietly. The best we can hope for is the element of surprise when fighting on their home turf."
Re: The War of Three Kings IC
Posted: Tue Oct 04, 2016 1:51 pm
by Scratcherclaw
"Yeah, bandits don't seem like the type for patrols, even ones as organized as these. They've gotta be holed up somewhere in the underbrush or something," Wes says, nodding in agreement with Adrian as they approach the forest.
"But we should definitely be careful. No one will know these woods better than they do. And let's not forget their invisibility potions."
Re: The War of Three Kings IC
Posted: Thu Oct 06, 2016 1:50 pm
by Namelessjake
"Keep your eyes open everyone," Owin says as he knocks an arrow and steps towards the treeline.
You head into the trees, weapons at the ready, and slowly make your way deeper into the small patch of woodland, trying to be as stealthy as possible.
Mechanics- [SHOW]
Make a stealth check and a perception check.
Re: The War of Three Kings IC
Posted: Thu Oct 06, 2016 2:13 pm
by Scratcherclaw
As they enter the woods, Wes and Kass keep their eyes open and their steps light, not wanting to alert the bandits of their presence.
Mechanics- [SHOW]
Kass Stealth & Perception: 13(1d20) +7 = 20; 1(1d20) +13 = 14
Wes Stealth & Perception: 6(1d20) +2 = 8; 4(1d20) +10 = 14
Re: The War of Three Kings IC
Posted: Thu Oct 06, 2016 3:00 pm
by ratwizard
Brannik enters the woods alert and with quiet steps, but his trainee however is still a little riled from the skirmish earlier.
Mechanics- [SHOW]
Brannik Stealth & Perception: 20(1d20) +2 = 22; 18(1d20) +10 = 28
Gemma " " : 5(1d20) +1 = 6; 3(1d20) +3 = 6