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Re: The War of Three Kings IC
Posted: Sun Sep 08, 2019 2:43 pm
by Fialova
So much for the thought of them being neutral merchants we can ally with. Perhaps, then, we can match their suspicions and relieve them of their cargo instead. Figuring it best to leave the talking to Wes for now, Adrian instead takes a closer look at the current caravan guard, hoping to glean some insight into which side they fight for.
Mechanics- [SHOW]
Perception to spot anything that might suggest where the caravan's allegiance lies: 12
Re: The War of Three Kings IC
Posted: Mon Sep 09, 2019 10:44 am
by Namelessjake
The woman looks the six of you up and down for a moment. "You look like you can handle yourselves," She says, her tone less standoffish than before. "We're headed for Gresham. We should arrive before nightfall, but as you say there are armies about and it get's more likely you'll run into them the further West you go," she adds before pausing, clearly thinking your offer over.
"What would the price of this aid be?" She asks with a hint of suspicion. "You don't often come across many groups of armed strangers offering their services to you, especially not in times like these."
Brannik and Adrian- [SHOW]
You don't spot anything on the woman or the other members of the caravan that would allow you to identify their allegiances. However from the women's words and their destination of Gresham, you can infer they are likely from Lorkan held territory.
Re: The War of Three Kings IC
Posted: Wed Sep 11, 2019 3:34 pm
by ratwizard
Letting Wes continue the charade, Brannik leans closer to Adrian, nodding toward the city as a misdirected gesture. "Seems a ripe chance to deny Lorkan supplies and gain them for our own plight," he whispers nonchalantly, keeping a calm demeanor.
Uncorking his waterskin and taking a quick pull from it, he meets the man's eyes. "Your call, Wind Dancer."
Re: The War of Three Kings IC
Posted: Thu Sep 12, 2019 12:34 pm
by Fialova
"Might not be worth the hassle if we can get a good deal on the protection," Adrian responds to the man, quietly as well. "We may already be enemies of Lorkhan, but an entire caravan going missing is much more likely to draw attention than simply a few scouts. Let's see what sort of deal Wes can make first." As he talks keeps a bored look on his face, looking towards the direction Brannik had nodded, in hopes that the lack of interest in his face helps to avoid suspicion.
Re: The War of Three Kings IC
Posted: Fri Sep 13, 2019 3:59 pm
by ratwizard
Brannik grunts in agreement, turning his feigned focus back to Wes and the caravan members. Let's hope this is worth it, either way.
Re: The War of Three Kings IC
Posted: Sat Sep 14, 2019 8:32 am
by Scratcherclaw
"What might you offer?" Wes mentions, unaware of how much their services might be worth. "We don't wish to empty your coffers, after all," he adds, hopeful that the woman will name a reasonable payment.
Re: The War of Three Kings IC
Posted: Mon Sep 16, 2019 11:56 am
by Namelessjake
"Hmmm... There's what, six of you?" The woman asks rhetorically looking over the party with a thoughtful expression. "As I said we should reach Gresham by nightfall, so does fifteen pieces of gold each sound fair?" She asks looking to Wes.
Re: The War of Three Kings IC
Posted: Tue Sep 17, 2019 3:31 pm
by ratwizard
"Aye," Brannik juts in with a curt nod. "Fifteen'll do. Is everyone ready?" he asks, both to his own companions and the caravan.
Re: The War of Three Kings IC
Posted: Wed Sep 18, 2019 5:47 pm
by Fialova
Adrian nods as well. "Yes, that is an agreeable sum," he says, eager to get on their way. I don't like helping those 'Kings,' but these folk seem innocent enough. No need to cause them harm.
Re: The War of Three Kings IC
Posted: Thu Sep 19, 2019 12:32 pm
by Scratcherclaw
"Indeed, that will do," Wes remarks with a beaming smile. "Might we be on our way, then? Lingering about the road for too long invites trouble." And gods know we'd like to avoid that if we can. Especially with any of the kings' armies involved.
Re: The War of Three Kings IC
Posted: Mon Sep 23, 2019 6:22 am
by Namelessjake
Your companions respond in the affirmative. The caravan master gives you a firm nod. "I'd shake on it but you've already not robbed us, so that's enough for me,'" she says as she picks up the reins and starts the cart moving again. The rest of the caravan quickly following suit as it sets off at the pace of a slow walk.
Re: The War of Three Kings IC
Posted: Mon Sep 23, 2019 4:57 pm
by ratwizard
Sharing an uneasy but civil-for-the-moment sentiment with the caravan, Brannik settles in for the long walk ahead. He's quiet at first, listening in on the conversations of the strangers. Just as much as we were questioning their allegiances, I am sure they are questioning ours. Let's play this carefully, he reminds himself.
Mechanics- [SHOW]
Insight check to eavesdrop and glean whatever tactical updates, person-to-person relationships, or overall morale I can: 1(1d20) +3 = 4
Cool post, thanks GROM
Re: The War of Three Kings IC
Posted: Wed Sep 25, 2019 5:48 am
by Fialova
As they walk, Adrian reminisces quietly about his many past jaunts as a caravan guard, and the vast array of personalities and cargoes he's helped protect over the years. Though the circumstances differ now as to how and why he came to protect this specific group, the procedure is still the same - a lot of walking, not much of anything else.
He keeps conversation to a minimum as they go, not wanting to risk revealing anything to their potential prey, or give them cause for alarm. He does as he always does, and listens in to anything they may be speaking about. In the past this was simply a way to pick up new business leads, but now there is the war effort and their camp to thing about as well. As he does he occasionally glances over to Chloë to see how she is doing, and makes sure to keep an eye on their surroundings as well for danger.
Mechanics- [SHOW]
Insight to listen in same as Grom, see his block: 33
Perception to watch the surrounding area for bandits or hostile creatures: 12
Re: The War of Three Kings IC
Posted: Sat Sep 28, 2019 10:36 am
by Scratcherclaw
Wes offers a subtle smile, somewhat surprised the woman had agreed to hire on such a peculiar set of guards so easily. Seeing this as an opportunity to get information, he asks the leader, "I would imagine you've been traveling for some time. Have you any news from the rest of the realm?"
Re: The War of Three Kings IC
Posted: Tue Oct 01, 2019 8:15 am
by Namelessjake
"We're from the capital originally, so we've mostly just been ferrying supplies between there and the Steppe. Fairly safe for the most part. The news of the battle of Parth didn't go down too well with people in Kingsport though. Most people were expecting an easy victory for the King, but it's starting to look like this war might last some time. Still, it's unlikely the war will go on long enough to put a dent in the city's grain reserves, especially if the fighting stays in the Steppe and doesn't move into the Valley. The city folk won't complain as long as they don't go without," the caravan master says to Wes as he strikes up conversation."What about you folks? What brings six well armed people out into the wilderness offering to protect caravans that pass by?"
Brannik- [SHOW]
The members of the caravan within earshot of you don't make much more than simple smalltalk. You can gather most of them seem to either be from Kingsport itself or the other outlying towns and villages in the Valley and that they've made a couple of trips similar to this already during the course of the war without incident.
Adrian- [SHOW]
Chloë catches you looking at her and winks back with a smile, clearly in good spirits. The members of the caravan within earshot of you don't make much more than simple smalltalk. You can gather most of them seem to either be from Kingsport itself or the other outlying towns and villages in the Valley and that they've made a couple of trips similar to this already during the course of the war without incident. One of the cart drivers you're keeping an eye on suddenly appears to notice something in the distance and he tries to quietly point it out to his companion riding shotgun, although the other man dismisses it as nothing after craning to see whatever it is. Looking it that direction yourself you fail to spot anything out of the ordinary, just the towers of Stag's Rest slowly growing bigger.
Re: The War of Three Kings IC
Posted: Tue Oct 01, 2019 5:35 pm
by ratwizard
"Opportunity," Brannik admits truthfully. Though perhaps not quite the same sort they'd expect. He doesn't elaborate, instead trusting his companions to assure the caravaneers.
Re: The War of Three Kings IC
Posted: Wed Oct 02, 2019 6:47 am
by Fialova
"Safety in numbers is always good when traveling, especially in such trying times," Adrian responds to the woman. "We travel in a group for our own safety, and you offer your own host of armed men to travel alongside. A little extra coin for our efforts is merely icing on the cake," he continues, use to speaking with merchants and knowing they understand the value of a little coin here and there.
Re: The War of Three Kings IC
Posted: Wed Oct 02, 2019 1:50 pm
by Scratcherclaw
"Indeed. We've been across the Steppe for some time now, aiding the King's people where we can. Gresham was to be our next stop when we chanced upon your caravan," Wes remarks, electing to leave out their deserter status and letting their noble intentions bear the heavy lifting. "With most trained folk on the frontlines, someone has to help those at home. And such a duty falls to us."
Re: The War of Three Kings IC
Posted: Mon Oct 07, 2019 3:41 pm
by Namelessjake
"All very true," she replies. "Hopefully I didn't need to hire you, but I'd still rather the protection over nothing else - and it's good to know everyone in the Steppe hasn't immediately started robbing every one that passes by. It's all too common in wartime. It even happens when there's small border skirmishes between Lords. I don't suppose you've heard of any bandit or troop movements in the Steppe? It'd be useful to know for our next journey."
Re: The War of Three Kings IC
Posted: Mon Oct 07, 2019 7:22 pm
by ratwizard
It's sure been difficult to separate bandit from troop these last few weeks, Brannik considers. They wear the colors of their King, but if it looks like shit, smells like shit, and feels like shit... He snorts to himself. Course, I might've been thinking to take their plunder an hour ago, though I'd like to think there's a difference between those pigheaded brutes burning crops and what our cause is truly for.
Re: The War of Three Kings IC
Posted: Tue Oct 08, 2019 2:45 pm
by Fialova
"Nothing specific, no," Adrian responds. "We've had our own run-ins with brutes looking to make a quick haul of some peasantry, but not frequently enough or consistent enough to get any sort of idea of their patterns, if there even area any. We'd not be offering our services as readily to strangers if we weren't already aware of the dangers of wartime travel, though. As I said, we benefit nearly as much from your company as you do. We may not have wares to lose, but we still have our lives."
Re: The War of Three Kings IC
Posted: Tue Oct 08, 2019 5:20 pm
by Scratcherclaw
"It's as my friend says," Wes replies to the woman, giving a quick nod to both her and Adrian. "We've too little information to go on. That's part of why we elected to pay Gresham a visit. There's sure to be someone there with this sort of knowledge."
Re: The War of Three Kings IC
Posted: Wed Oct 16, 2019 10:18 am
by Namelessjake
"You're probably right about that. Rumours are easy to come by in war time, although the closer you are to the source the more reliable the information," the caravan master agrees.
"The name's Vanora by the way," she adds after a pause. "If we're spending most of the day together we should probably know each others' names. What are yours?" She asks.
Adrian, Wes, Brannik- [SHOW]
As Vanora asks the question, you hear the faint sound of a horn on the wind.
Re: The War of Three Kings IC
Posted: Wed Oct 16, 2019 2:59 pm
by ratwizard
Brannik opens his mouth to offer a false name, when the familiar sound of a warhorn sends his mind racing.
"Did you hear that?" he asks the others, the dwarf gazing afar to catch sight of any trouble. No matter who it is, I don't like the sound of that.
Mechanics- [SHOW]
Perception to listen and locate with direction the horn came from: 4(1d20) +10 = 14
Re: The War of Three Kings IC
Posted: Wed Oct 16, 2019 7:28 pm
by Scratcherclaw
"Wesley," Wes remarks with a smile and a nod. He sees no point in being dishonest about something as simple as names, though elects to choose his full name for formality's sake. "A pleasure to meet you. Then again, it's a pleasure to meet anyone not looking to rob or kill you on these roads." As he hears the horn, he stops for a moment, looking towards its source. At the dwarf's words, he nods, replying, "Aye, I heard it. A warhorn, perhaps?"
Re: The War of Three Kings IC
Posted: Thu Oct 17, 2019 7:20 am
by Fialova
"I am Adrian," responds Adrian, as he too turns to listen more closely to the sound. "Warhorn seems most likely," he continues in response to Wes, once the sound of the horn is heard. "Who else would so readily want to announce their position during a war?"
Mechanics- [SHOW]
Perception as well to listen for horn/other sounds: 18
Re: The War of Three Kings IC
Posted: Sat Oct 19, 2019 5:32 pm
by Namelessjake
"Well you lot were just about as brazen, although somehow I don't think whoever is blowing that horn is out looking for a caravan to protect," Vanora says.
Adrian, Brannik- [SHOW]
As you try to listen and scan the surroundings, you see a lone rider come into view a couple of low hills away to the West. He brings his horse to a halt and pauses for a second, as if surveying you, before raising the horn to his lips and blowing on it once more. A few moments pass before you hear the sound of another horn coming from the East
Wes- [SHOW]
You look for the source of the horn but don't spot anything, although you do hear the horn sound once more and then after a few moments comes a reply from the opposite direction.
Re: The War of Three Kings IC
Posted: Sun Oct 20, 2019 5:46 am
by ratwizard
"Single rider, but more coming," Brannik says. He turns to his companions, drawing close. "Prepare for a storm of shit to start raining down on us."
Re: The War of Three Kings IC
Posted: Sun Oct 20, 2019 4:20 pm
by Fialova
"Doesn't seem to be a bandit if he's carrying around a warhorn to announce his position," Adrian adds. "Likely a scouting or raiding party, and given their response to spotting us I'd wager a different army. We should prepare for combat," he continues as he draws his blade and faces west in anticipation of the others to follow. Depending on how this goes we may be able to weaken two armies at once. We'll see what happens.
Re: The War of Three Kings IC
Posted: Sun Oct 20, 2019 10:33 pm
by Scratcherclaw
Wes can't help rolling his eyes as his companions alert the caravan to the warhorn's source. "Traveling can never just be uneventful, can it? At least those fools alerted us to their presence before attacking."
Re: The War of Three Kings IC
Posted: Mon Oct 21, 2019 1:16 pm
by Namelessjake
"I'm suddenly very glad we ran into you lot, hopefully you're worth the coin," Vanora says as the lone rider to the West is joined by four more men on horseback.
The five Western riders form up before spurring their horses forward, charging towards you. As they ride, the leader sounds his horn once more. Again the blast of the horn is answered by another to the East after a few seconds, this time much closer than before. As the five riders near, you can see one of them holds a banner emblazoned with the Griffin of house Fulsen.
Mechanics- [SHOW]
Roll Initiative.
You also have time to choose your positioning. The caravan is oriented north to south with the riders coming from the West. You can choose where you will start the combat, both how far along the caravan and on which side.
Re: The War of Three Kings IC
Posted: Mon Oct 21, 2019 6:22 pm
by ratwizard
"I think you'll find that we're quite the bargain," Brannik grunts, unraveling his warhammer from its straps on his back and hefting it between his hands. Turning to his mentee, he slaps on the wooden cart with a gloved hand to get her attention.
"Things are about to get dicey. Stay by me," the dwarf commands her.
Mechanics- [SHOW]
Initiative for Brannik, Gemma: 6(1d20) +3 = 9; 2(1d20) +2 = 4
Edit: Brannik uses Nature Sense, using his Nature +8 instead of Init +3, and thus getting a roll of 14. All allies (including merchants) get a +4 bonus to all defenses until the end of the first round of the encounter.
Plus 2 to each for Kass's bonus.
End rolls: Brannik 11, Gemma 6.
Brannik will be at the front left of the cart, with Gemma at the front right.
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: 15/15
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[]
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
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:
None.
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 Oct 22, 2019 11:11 am
by Scratcherclaw
"Indeed, we've yet to have a foe best us. Just stay out of the way unless you're joining the fray," Wes answers, conjuring his arcane blade from its hilt. They look more competent than those bandits, but they're no match for us.
Mechanics- [SHOW]
Wes Init: 15(1d20) +3 = 18 +2 = 20
Kass Init: 18(1d20) +13 = 31
Anyone with an init lower than Kass gets a +2 bonus to their init
Both start on the western side of the caravan, towards the front-middle
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 []
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: Tue Oct 22, 2019 7:51 pm
by Fialova
"True, but we've also yet to face men on horseback. That is nothing to scoff at," Adrian responds to his companions, as he moves towards the back of the caravan to protect Chloë. "We should focus on dismounting them if possible. Their horses will be useful, much more so than killing them," he adds, as he adopts his usual fighting stance.
Mechanics- [SHOW]
Adrian Initiative: 19 (no bonus from Kass since he already has a racial bonus to init)
Chloë Initiative: 14 +2 = 16
Adrian will be on the western side towards the rear of the cart. Chloë will be directly behind the cart with Adrian in front of her, a few squares away. She will be closer to the east side of the cart while he is closer to the west.
Adrian Combat Block- [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: 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
Chloë Combat Block- [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: Wed Oct 23, 2019 2:11 pm
by ratwizard
"Myself, I don't quite have the reach to bring the fuckers off their horses," Brannik admits, cracking his knuckles and spinning his hammer. "But that's what I've got you for, eh?" he smiles across the cart at his spear-wielding mentee.
Re: The War of Three Kings IC
Posted: Wed Jan 08, 2020 4:25 am
by Namelessjake
As the riders approach the caravan several of the men driving the carts hop down from their seats and pull out weapons hidden in the carts, Vanora included. A couple of old swords and some sharpened farm equipment - they are clearly not seasoned warriors but they form up to defend the caravan alongside you.
Round 1
Go: Kass, Wes, Adrian
Map- [SHOW]
Map Info- [SHOW]
Auras: None
Carts: Impassable terrain, which also block sight for ranged attacks.
Mules: The mules are technically creatures however they are currently unable to move due to pulling the carts of the caravan. While not being able to move they may kick if they feel threatened. You could also cut them lose if you wish to with a standard action.
Enemy Info- [SHOW]
Rider: A rider a top a riding horse (while be added to status block if ever necessary). They are fairly lightly armoured and wield only a sword and shield, although as parts of Fulsen's army their equipment is likely of better quality than a peasant militia and they are likely experienced or trained in combat.
Commander: Slightly better equipped than than his men, this man appears to be the leader of the group, fighting with an axe and shield.
Status- [SHOW]
Re: The War of Three Kings IC
Posted: Wed Jan 08, 2020 4:29 pm
by Scratcherclaw
With the riders quickly approaching, Wes takes to the frontlines, beckoning his cousin to follow. They won't be so tough if we get them off horseback. If only that were easy, though.
Mechanics- [SHOW]
Kass
Move: Walk to E7
Standard: Walk to B3
Wes
Move: Walk to B8
Standard: Walk to B2
Ready Action: Guardian's Counter
If an ally within 2 squares is hit with an attack I'm not included in, we shift and swap spaces. I become the target of said attack and can make a BA against the attacker
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 []
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: Wed Jan 08, 2020 7:22 pm
by Fialova
As the men come into view, Adrian realized they are much too far away and too clustered together to make his usual tactic of rushing in of much use. Instead he opts to shift to a more defensive stance, ready to dodge or deflect their blows as they approach. These men are in for a rude awakening. Hope they are more reasonable than the last soliders, maybe we can avoid killing them.
Mechanics- [SHOW]
Move Action: Move to (S, 14)
Standard Action: Total Defense
Effect: +2 to defenses until SONT
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+2
Fort: 15+2
Reflex: 20+2
Will: 19+2
HP: 60/60
Bloodied: 30
Surge Value: 15
Surges left: 7/7
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
+2 to defenses until SONT
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: Wed Jan 08, 2020 8:45 pm
by Namelessjake
As you move forward, the Commander of the riders spurs his horse forward, leading he charge. The horse and rider thunder towards Wes and Kass, he brings up his sword and brings it down on Wes, however the young knight manages to parry the attack away harmlessly.
Go: Brannik, Chloe
Mechanics- [SHOW]
Kass: Moves
Wes: Moves readies
Adrian: Moves, Total Defense
Commander: Moves to (C, -2) top left square, Charges Wes, 20 vs AC misses.
Map- [SHOW]
Map Info- [SHOW]
Auras: None
Carts: Impassable terrain, which also block sight for ranged attacks.
Mules: The mules are technically creatures however they are currently unable to move due to pulling the carts of the caravan. While not being able to move they may kick if they feel threatened. You could also cut them lose if you wish to with a standard action.
Enemy Info- [SHOW]
Rider: A rider a top a riding horse (while be added to status block if ever necessary). They are fairly lightly armoured and wield only a sword and shield, although as parts of Fulsen's army their equipment is likely of better quality than a peasant militia and they are likely experienced or trained in combat.
Commander: Slightly better equipped than than his men, this man appears to be the leader of the group, fighting with an axe and shield.
Status- [SHOW]
Re: The War of Three Kings IC
Posted: Wed Jan 08, 2020 9:05 pm
by ratwizard
Brannik takes off at a dead sprint, a few lengths behind the others. "On your right!" he calls out, barreling torward the commander. Sorry for this, you poor bastard. The dwarf slams his greatmaul into the soldier's horse with bone-breaking might, sweeping both mount and rider off their feet and onto the grass.
Mechanics- [SHOW]
Brannik
Move
Walk to -A8
Minor
Form of Winter's Herald, granting me +1 to AC and resist 5 cold til the end of the encounter. Every square within 2 squares of me is considered difficult terrain for my enemies. (Picture a 5x5 with Brannik at the center.)
Standard
Charge to A2, targeting Commander's mount with an MBA.
16(1d20) +14 = 30; 8(2d6.reroll(2)) +9 = 17
Hits AC 30, procs Takedown Strike, dealing 22 total (very lethally-intended) damage as well as knocking the mount and rider prone.
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: 79/79
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:
None.
Powers:
Warden's Fury
Warden's Grasp
Thorn Strike
Weight of Earth
Acrobat Boots
Second Wind[]
Takedown Strike[X]
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
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:
None.
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: Thu Jan 09, 2020 8:40 am
by Fialova
Not in range of any of her spells, and not the type to rush into battle, Chloë repositions herself further out of harm's way and more towards the center of the caravan.
Mechanics- [SHOW]
Double-move to (O, 21)
readied action: Shield if hit by AC or Reflex
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: 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 Jan 09, 2020 4:43 pm
by Namelessjake
The Commander's horse whinnies in pain as it crashes to the ground, throwing its rider to the ground. However the commander's men are not far behind him, following his charge. Two of the riders charge in from either side of their downed commander, swinging at Wes and Brannik. However both knights are able to dodge or parry away the attacks.
A third rider is close behind, seeing an opening and swooping in towards Brannik. Wes Pushes past the Bull and meets the rider's sword before making his own counterattack as the two parry each other's attacks.
The merchants also begin to push up, although they clearly lack the confidence of trained warriors.
Go: Gemma
Mechanics- [SHOW]
Brannik: Moves, auras, charges, hits, bloodies, prones x 2
Chole: Moves, readies
Rider 3: Moves to (F, -1), Charges Wes, 28 vs AC misses.
Rider 2: Moves to (-B, -3), Charges Brannik, 18 vs AC misses
Merchant 4: Moves to (O, 11), Total Defense
Rider 1: Moves to (-D, -1), Charges Brannik, 29 vs AC hits - Wes interrupts with Guardian's Counter, Brannik and Wes swap positions, 29 vs AC misses, Wes makes MBA against Rider 1, 16 vs AC misses.
2(1d20) +14 = 16; 7(1d10) +7 = 14
Merchant 2: Moves to (K, 9), Total Defense
Map- [SHOW]
Map Info- [SHOW]
Auras: Brannick - Black - considered difficult terrain for enemies.
Carts: Impassable terrain, which also block sight for ranged attacks.
Mules: The mules are technically creatures however they are currently unable to move due to pulling the carts of the caravan. While not being able to move they may kick if they feel threatened. You could also cut them lose if you wish to with a standard action.
Enemy Info- [SHOW]
Rider: A rider a top a riding horse (while be added to status block if ever necessary). They are fairly lightly armoured and wield only a sword and shield, although as parts of Fulsen's army their equipment is likely of better quality than a peasant militia and they are likely experienced or trained in combat.
Commander: Slightly better equipped than than his men, this man appears to be the leader of the group, fighting with an axe and shield.
Status- [SHOW]
Re: The War of Three Kings IC
Posted: Thu Jan 09, 2020 4:53 pm
by ratwizard
Seeing her mentor in the thick of things, Gemma rushes toward the fray. "Right behind you, old man!" she cries, her spear and targe at the ready.
Mechanics- [SHOW]
Gemma Turadin
Move x2
Walk to -E13, then to B7.
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: 79/79
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:
None.
Powers:
Warden's Fury
Warden's Grasp
Thorn Strike
Weight of Earth
Acrobat Boots
Second Wind[]
Takedown Strike[X]
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
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:
None.
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: Thu Jan 09, 2020 5:09 pm
by Namelessjake
Vanora and one of the other merchants charge into the fray, with Vanora striking a light blow against a rider. The last of the riders decides not to join the main fight and instead turns his horse towards the merchants in the middle of the caravan, charging into them.
Round 2
Go: Kass, Wes, Adrian
Mechanics- [SHOW]
Gemma: Moves
Vanora: Moves to (-A, 8), Charges Rider 1, hits for 5 damage
Merchant 1: Moves to (-B, 6), Charges Rider 1, misses
Merchant 3: Moves to (M, 8), Total Defense
Rider 4: Moves to (J, -1), Charges Merchant 2, 32 vs AC hits for 9 damage
Map- [SHOW]
Map Info- [SHOW]
Auras: Brannick - Black - considered difficult terrain for enemies.
Carts: Impassable terrain, which also block sight for ranged attacks.
Mules: The mules are technically creatures however they are currently unable to move due to pulling the carts of the caravan. While not being able to move they may kick if they feel threatened. You could also cut them lose if you wish to with a standard action.
Enemy Info- [SHOW]
Rider: A rider a top a riding horse (while be added to status block if ever necessary). They are fairly lightly armoured and wield only a sword and shield, although as parts of Fulsen's army their equipment is likely of better quality than a peasant militia and they are likely experienced or trained in combat.
Commander: Slightly better equipped than than his men, this man appears to be the leader of the group, fighting with an axe and shield.
Status- [SHOW]
Re: The War of Three Kings IC
Posted: Thu Jan 09, 2020 6:04 pm
by Scratcherclaw
As Kass conjures her signature black mist, Wes leaps into battle. He lunges at one of the riders, the foe dodging his blade. Emboldened by the failure, Wes unleashes a flurry of thunderous magic, its booming force echoing across the battlefield. "I should hope your horses don't frighten easily, or you're in for a rough ride!" the Menoran shouts over the claps of arcane thunder.
Mechanics- [SHOW]
Kass
Minor: Assassin's Bane
Close burst 3 zone lasts until EONT (unless sustained). Enemies within cannot shift, teleport, or benefit from invisibility, concealment, or total concealment.
Standard: Piercing Strike on Rider 3
Attack: 11(1d20) +14 = 25 vs AC = Hit?
Damage: 4(1d8) +8 = 12
Wes
Minor: Aegis of Shielding on Rider 3
Rider 3 is marked, takes a -3 to attack rolls, and get their damage reduced by 9 should they land an attack that doesn't include me as a target
Move: Shift to A3
Standard: Frigid Blade on Rider 1
Attack: 3(1d20) +14 = 17 vs AC = Miss
Free Action: Echoes of Sword Magic on Rider 1, Rider 2, Riding Horse 1, Riding Horse 2
Triggered by Frigid Blade missing
Attack (Close Blast 3, A2 to -B0): 8(1d20) +11 = 19; 14(1d20) +11 = 25; 3(1d20) +11 = 14; 6(1d20) +11 = 17 vs Fort = Hit? Hit, Miss, Hit
Damage: 7(2d6) +7 = 14 Thunder Damage
All hits are marked until EONT
Ready Action: Dimensional Vortex (+11 vs Will)
If an enemy attacks an ally with a melee attack within 10 squares (Rider 4 is within 10 squares I think), I can teleport the enemy 6 squares and it then makes that melee attack against a target of my choosing. If the enemy is marked by me, their melee attack deals an extra 4 damage.
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 [X]
Sword of Sigils []
Dimensional Vortex []
Firedeath []
Echoes of Sword Magic [X]
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 [X]
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: Sat Jan 11, 2020 10:21 am
by Fialova
Adrian smirks as he notice one of riders split off from its companions. Bad move, he says to himself as he rushes the man. Drawing near, he first lands a powerful blow against the rider's steed, causing it to lose its footing and topple over. The rider falls to the ground, and before he can stand Adrian is already upon him, landing another powerful blow against the scrambling man. "You picked the wrong caravan to attack, friend."
Mechanics- [SHOW]
Minor Action: Oath of Enmity on Rider 4
Move Action: move to (S, 8)
Standard Action: Charge > Overwhelming Strike to (M, 7) on Rider 4's horse
Attack: 31 vs AC = hit
Hit: 26 non-lethal damage. I shift to (L, 6) and the rider/horse are slid to (M, 7 - L, 8)
No Action: Wolf's Bound
Trigger: I hit with the above attack
Effect: Rider 4's horse is knocked prone, causing Rider 4 to also fall prone in space (J, 6). I shift to (I, 7) and make a followup attack against Rider 4
Attack: 23+2=25 vs AC (forgot to add CA from prone in roller) = hit
Hit: 26 damage and the target takes -2 to attack rolls until the end of my next turn.
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: Rider 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 []
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 [_]
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 Jan 11, 2020 5:39 pm
by Namelessjake
The commander stands and charges into the fray, striking Wes who doesn't see the man coming in time to block the attack. His horse also stands and, clearly in pain and enraged, it lashes out at Brannik with a kick which strikes the dwarf firmly in his head, luckily with his helmet easily absorbing most of the impact.
Go: Brannik, Chloe
Mechanics- [SHOW]
Kass: Aura, hits.
Wes: marks, shifts, misses, misses, hits, misses, hits, readies.
Adrian: Oaths, moves, charges, hits, bloodies, shifts, slides, prones, shifts, hits
Commander: Charges to (A, 2) attacking Wes, 34 vs AC hits for 13 damage.
Riding Horse C: Stands, Kicks Brannik, crits for 9 damage
Map- [SHOW]
Map Info- [SHOW]
Auras: Brannick - Black - considered difficult terrain for enemies.
Kass - Purple - Enemies within cannot shift, teleport, or benefit from invisibility, concealment, or total concealment.
Carts: Impassable terrain, which also block sight for ranged attacks.
Mules: The mules are technically creatures however they are currently unable to move due to pulling the carts of the caravan. While not being able to move they may kick if they feel threatened. You could also cut them lose if you wish to with a standard action.
Enemy Info- [SHOW]
Rider: A rider a top a riding horse (while be added to status block if ever necessary). They are fairly lightly armoured and wield only a sword and shield, although as parts of Fulsen's army their equipment is likely of better quality than a peasant militia and they are likely experienced or trained in combat.
Commander: Slightly better equipped than than his men, this man appears to be the leader of the group, fighting with an axe and shield.
Riding Horse: It's a horse.
Status- [SHOW]
Re: The War of Three Kings IC
Posted: Sat Jan 11, 2020 6:17 pm
by ratwizard
Brannik groans after having his bell rung with a horseshoe to the helmet. "It's time to slow down a bit," he shouts, spitting on his maul and slamming it into the earth. The ground around his enemies cracks, releasing a spray of groundwater into the air that cools and freezes their feet in place. "Don't go anywhere just yet."
Mechanics- [SHOW]
Brannik Luhoum
Free
Mark Riders 2-3, Commander 1, Riding Horse C, 2, and 3. (6 total).
Standard:
Form of Winter's Herald Attack, targeting above six enemies.
Attack: 15(1d20) +13 = 28; 16(1d20) +13 = 29; 20(1d20) +13 = 33; 8(1d20) +13 = 21; 10(1d20) +13 = 23; 14(1d20) +13 = 27; 9(2d6.reroll(2)) +14 = 23
Crit damage: 7(2d6) = 7
All are hit for 23 cold damage except for Commander 1 who is crit for 33 cold damage. All are immobilized (save ends). I gain 5 THP for critting. My aura persists.
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+5/79
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:
None.
Powers:
Warden's Fury
Warden's Grasp
Thorn Strike
Weight of Earth
Acrobat Boots
Second Wind[]
Takedown Strike[X]
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
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:
None.
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: Sat Jan 11, 2020 7:19 pm
by Fialova
Not in range to aid with the larger cluster of enemies, Chloë instead focuses on the one Adrian is fighting. She calls down a ray of light from the sky to sear the man, attempting to knock him away from his horse.
Mechanics- [SHOW]
Move Action: move to (L, 16)
Standard Action: Sun Strike on Rider 4
Attack: 16 vs AC = hit?
Hit: 15 radiant damage and target is slid to (J, 6)
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: Rider 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 []
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 [_]
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 Jan 11, 2020 7:41 pm
by Namelessjake
Brannik's icy blast finishes off two of the wounded horses, sending one of the riders tumbling to the ground as his mount collapses beneath him. The rider thrown from his horse manages to stand but Brannik's attack leaves him unable to rejoin the fight immediately. The two other riders attack back, hitting both Wes and the Bull.
Meanwhile in the smaller fight, the two merchants move to assist Adrian as they close in on the dismounted rider, after one of them puts his crippled horse out of its misery with a quick plunge of his rusty sword into its skull.
Go: Gemma
Mechanics- [SHOW]
Brannik: marks x 6, hits x 6, kills x 2.
Chloe: moves, misses.
Rider 3: Attacks Brannik, 32 vs AC hits for 6 damage, saves.
Rider 2: stands, fails save.
Merchant 4: Walks to (K, 11), charges Rider 4, 16 vs AC misses.
Rider 1: Attacks Wes, 28 vs AC, hits for 13 damage.
Merchant 2: Attacks Riding Horse 4, 18 vs AC hits for 10 damage, killing Riding Horse 4, walks to (L, 7)
Map- [SHOW]
Map Info- [SHOW]
Auras: Brannick - Black - considered difficult terrain for enemies.
Kass - Purple - Enemies within cannot shift, teleport, or benefit from invisibility, concealment, or total concealment.
Carts: Impassable terrain, which also block sight for ranged attacks.
Mules: The mules are technically creatures however they are currently unable to move due to pulling the carts of the caravan. While not being able to move they may kick if they feel threatened. You could also cut them lose if you wish to with a standard action.
Enemy Info- [SHOW]
Rider: A rider a top a riding horse (while be added to status block if ever necessary). They are fairly lightly armoured and wield only a sword and shield, although as parts of Fulsen's army their equipment is likely of better quality than a peasant militia and they are likely experienced or trained in combat.
Commander: Slightly better equipped than than his men, this man appears to be the leader of the group, fighting with an axe and shield.
Riding Horse: It's a horse.
Status- [SHOW]