Darcell stands, starting to get frustrated. He directs his attacks at the Captain, making him lash out at the Robed Man. Darcell mutters another incantation weaving healing magic into it. Feeling his body become invigorated, he then attacks the Robed Man with a magical melody which makes both Big John and the Bard vanish in a cloud of glittering lights.
Once per round when an enemy attack misses an ally within 8 squares of me, I can slide that ally up to 2 square as a free action, and I can also slide an enemy that was adjacent to that ally into the space the ally vacated. In addition one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.
Group Diplomacy: I grant allies within 10 squares of me a +1 racial bonus to Diplomacy checks.
Bardic Training: I can perform two bard rituals per day of my level or lower without expending components.
Virtue of Cunning: Once per round, when an enemy attack misses an ally within 8 squares of me, I can slide that ally 1 square as a free action.
Song of Rest: When I play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier (+6) with each healing surge.
Shrouding Action: When I spend an action point to take an extra action, one ally I choose within 5 squares of me and I become invisible until the end of my next turn.
Virtue of Deceit: When I use Virtue of Cunning, one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.
Notable Feats:
Resourceful Leader: When an ally I can see spends an action point to make an attack, the ally gains a +5 bonus to damage rolls on a hit or gains 5 temporary hit points on a miss.
Superior Will: If I am dazed or stunned I can make a saving throw at the start of my turn to end that effect, even if the effect doesn't normally end on a save.
Advantage of Cunning: When I slide an ally with my Virtue of Cunning, I can also slide an enemy that was adjacent to that ally into the space the ally vacated.
Battle Song Expertise: I gain a +1 feat bonus to the number of squares that I can pull, push, or slide creatures with my bard attacks and bard paragon path attacks.
Improved Cunning: When I use Virtue of Cunning to slide an ally, I can slide the ally 2 squares instead of 1.
Item Features:
Headband of Intellect: Gain a +2 item bonus to knowledge or monster knowledge checks, and a +1 item bonus to attack rolls on powers that have the psychic keyword.
Spyglass of Perception: Gain a +3 item bonus to Perception checks when using this device.
The captain unwillingly shoots at the man in the robes, who winces in pain. Knowing that Darcell is to blame for this treachery he turns his attention to the man, sending out a wave of cold energy towards him. However, it is just this moment when the bard and the highlander blink out of view, and the mage's attack misses its mark as a result.
Merchant Captain: shoots Robed Man, 38 vs AC = hit for 13 damage.
Darcell: ...heals, APs to attack, hits, saves
Robed Man: chills Darcell, 20 vs Reflex = miss. Attacks Darcell, 18 vs Reflex = miss.
*OOC: While I am not suggesting one way or the other, I feel at this point it would be a nice reminder that it is possible to withdraw from a fight if it seems necessary, regroup (short rest or something), and come back, in any situation where that is feasible. For this fight, controlling the main deck means that getting up there would be a pretty-much-guaranteed safe spot if you guys end up deciding to do so, though you would have to all go up to benefit from a short rest. Hiding around a corner or something in other settings, where the enemy isn't pursuing, would be another similar situation. Just something to keep in mind both now and in any other future encounter.*
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).
Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.
Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.
When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.
Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.
Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.
Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.
Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.
Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this
Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.
I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.
Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.
Unusual Reach: +1 reach
Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.
Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.
Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).
Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).
Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC
Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.
Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.
Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.
Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.
Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.
Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.
Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.
Iron Armbands of Power (heroic tier): +2 to melee damage rolls
Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.
* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.
* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.
* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
Running Attack: Using a standard action that allows movement and I move 2+ squares away, I gain +1 to attack rolls as part of that action. Dancing Defense: If hitting with at least two melee attacks on my turn, I gain a +2 bonus to AC and Reflex TSNT. Dual-Blade Action: On AP-spend, I can take an attack with both hands with a +4 WISmod bonus to damage. Half-Orc Resilience: First time being blooded in an encounter, gain 10 THP. Swift Charge: +2 bonus to speed while charging. Sohei Indomitability: +1 power bonus to save throws against fear, daze, domination, or stun effects.
Notable Feats:
Impending Doom Style: If both Twin Strikes hit, one target takes a -2 penalty to attack rolls til my next turn end. Cunning Stalker: I gain CA against creatures with no other creatures adjacent. Two-Weapon Opening: When scoring a crit with my main hand, I can take a MBA with my off-hand against the target as a free action. Heavy Blade Expertise: +2 to defenses against Op Attacks while wielding HB.
Item Features:
Jagged Weapon +3: Crits on a 19 or 20, and crits do 10 ongoing damage (save ends). Boots of the Fencing Master: When shifting, gain a +1 item bonus to AC and Reflex TENT.
Liam sighs as he hears the fighting below. Sometimes you gotta fight smarter to win after all, and as he walks down the hallway, he pauses to take a jump at the frightened sailor in the corner to see how he reacts, humming to himself as he goes. When he makes it past the mast and sees Isabelle in combat with the archers he grins and rushes headlong, and though his blade doesn't strike he knows they'll mop up faster with him there. "Well hello! A two on one fight? Trying to gang up on Isabelle are ya lads? Now, that's not very smart, or nice. Guess we'll just have to kick your asses up and down the decks!"
He grins widely, despite the annoyance of the captain below, he has been having some fun with these fights, despite himself.
Class Feats:
Blade Magic - Upon scoring a hit with any MBA during turn triggers any skill with the "Bladespell" keyword as a free action, however only one per attack.
Instinctive Attack - When making a melee attack, use Intelligence rather than strength for damage and attack.
Guarded Flourish - Ranged and melee attacks do not provoke OAs while holding a one-handed weapon with a free hand. +2 AC while wearing light or no armor and with a hand free using a one-handed blade.
Arcane Strike - When a daily is used, a melee strike can be performed with a minor action.
Steely Retort - When bladesong is active, any enemy adjacent that hits provokes an OA.
Theme Feats:
Iron Wolf Warrior: Gain Access to the Iron Wolf Charge power.
Level 5: +2 nature and perception checks.
Level 10: When dropped below 1HP by an enemy, make a MBA against the enemy as a free action.
Racial Traits:
Notable Feats:
Eager Advance - Add 4 to speed during first round of combat.
Low-Light Adaptation - Count sense as Low-light.
Tainted Wounds - Enemies struck by attacks cannot heal until my EoNT.
Destructive Wizardry - If an arcane power strikes two or more foes, increase damage by +3.
Quick Draw - Draw a weapon or item stored in an accessible pouch or bandolier as a free action. +2 initiative.
Heavy Blade Expertise - +2 to weapon attacks using a heavy blade. +2 AC to OAs.
Improved Defenses - +2 to Will, Reflex, and Fortitude.
Eyes in the Back of Your Head - Never grant CA from flanking.
Choir of Swords - While Bladesong is active, spend an AP to strike all enemies adjacent as a standard action.
Item Feats:
Iron Armbands of Power - +2 bonus to damage rolls.
Amulet of Protection +2 - +2 to Will, Reflex, Fortitude.
Last edited by kalis5 on Mon Apr 27, 2015 9:17 pm, edited 1 time in total.
"C'mon, Isabelle. Are you just going to let them hit you like that? Pathetic. Step it up!" Henri yells at the half-elf. Joining Isabelle and Dirge, the Imardaian walks towards the new foes. He fires a shot at one of the archers, but it fails to achieve its purpose. Distracted by the bullet, although it missed, the archer leaves himself open to Isabelle's weapon.
Direct the Strike
Paint the Bulls-Eye
Sea Legs Acrobat Boots
__________________________________
Second Wind [_]
Inspiring Word [X] [X] [X]
Vengeance is Mine [_]
Race the Arrow [X]
On My Mark [X]
Tempest of Triumph [_]
Lifeblood [_]
Inspiring Belligerence [_]
Dragon's Tenacity [_]
Shifting Tides [_]
__________________________________
Relentless Wounding [X]
Create Opportunity [X]
Warlord's Recovery [_] Gloves of Piercing [_]
Bracers of Archery [_]
Stone of Wind [X]
Crossbow Expertise: You gain a +1 feat bonus to attack rolls that you make with a crossbow. This bonus increases to +2 at 11th level and +3 at 21st level. Also, you ignore partial cover or superior cover with weapon attacks you make with a crossbow.
Improved Defenses: You gain a +1 feat bonus to Fortitude, Reflex, and Will. This bonus increases to +2 at 11th level and +3 at 21st level.
Archer Captain: You and any ally within 5 squares of you ignore the penalty for attacking at long range.
Improved Inspiring Word: Add your Charisma modifier to the hit points restored by your inspiring word.
Cunning Stalker: You gain combat advantage against enemies that have no creatures adjacent to them other than you.
Duty's Virtue: Once per round, you can use the aid defense action as a minor action, but only if the chosen ally is bloodied. Also, you gain a +2 feat bonus to initiative checks.
Far Shot: When you use a projectile weapon such as a bow or a crossbow, increase both the normal range and the long range by 5 squares.
Jack of All Trades You gain a +2 feat bonus to untrained skill checks.
Fight On: You can use your inspiring word one additional time per encounter.
Resourceful Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, that attack gains a bonus to damage equal to one-half your level + your Intelligence modifier. If the attack hits no target, the ally gains temporary hit points equal to one-half your level + your Charisma modifier.
Mighty Action: When you spend an action point to take an extra action, any ally who can see and hear you gains a +1 bonus to attack rolls and damage rolls until the start of your next turn.
Tempestuous Inspiration: When you use your inspiring word power, you can give the target of the power a +2 bonus to attack rolls and a bonus to damage rolls equal to your Charisma modifier that lasts until the end of your next turn. If the target's first attack misses during that time misses, the target grants a combat advantage to attackers until the end of your next turn.
Archer Warlord When you make a ranged basic attack with a bow, you can use Strength instead of Dexterity for the attack roll and the damage roll.
Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.
Blood Dependency: When you are bloodied, your healing surge value drops by 2.
Living Dead: If a power has different effects on living creatures and undead creatures, you choose which effect applies to you.
Necrotic Resistance: You have a necrotic resistance equal to 5 + one-half your level.
The Mariner: While aboard a ship, gain a +1 bonus (+2 at Level 10) to any skill or ability check related to life at sea; gain the sea legs power. You gain a +2 power bonus to initiative checks. You ignore difficult terrain when you shift. While aboard a ship, you can use a minor action once per round to shift 1 square.
Distance Imardanian Officer's Pistol +3: Increases the weapon's normal range by 5 squares and the long range by 10 squares.
Lifeblood Hide Armor +2: You gain 5 temporary hit points after each rest. If you remove the armor, you lose these hit points.
Gem of Colloquy: You gain a +1 item bonus to Bluff and Diplomacy checks.
Cloak of Distortion: You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item's enhancement bonus.
Bracers of Archery: You gain a +2 item bonus to damage rolls while attacking with a bow or crossbow.
Acrobat Boots: You gain a +1 item bonus to Acrobatics checks.
The archers, seemingly annoyed that the dogs have finally closed in on them, fire rapidly at the gathered pirates, though only some of their shots manage to hit their marks. John, meanwhile, is still unable to move.
*OOC: While I am not suggesting one way or the other, I feel at this point it would be a nice reminder that it is possible to withdraw from a fight if it seems necessary, regroup (short rest or something), and come back, in any situation where that is feasible. For this fight, controlling the main deck means that getting up there would be a pretty-much-guaranteed safe spot if you guys end up deciding to do so, though you would have to all go up to benefit from a short rest. Hiding around a corner or something in other settings, where the enemy isn't pursuing, would be another similar situation. Just something to keep in mind both now and in any other future encounter.*
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).
Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.
Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.
When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.
Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.
Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.
Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.
Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.
Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this
Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.
I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.
Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.
Unusual Reach: +1 reach
Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.
Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.
Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).
Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).
Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC
Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.
Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.
Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.
Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.
Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.
Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.
Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.
Iron Armbands of Power (heroic tier): +2 to melee damage rolls
Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.
* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.
* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.
* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
Isabelle growls fiercely as Liam steps up next to her. "Aye! A good cleaning this place needs, but I doubt these brown-pants sissies will make for good mops!"
Fighting with renewed vigour, she sends a vicious slash at one of the archer's unprotected arms. "I don't need you telling me how to hit things, Henri! You just keep hitting them too!", she calls back, too focused on the fight to really care what Henri is saying.
Minor Action: Aegis of Ensnarement
Marking both Archers 1 and 2 with my Aegis.
Standard Action: Frigid Blade on Archer 1
I have a +1 to attack rolls until EoNT due to using Inevitable Strike, I forgot to mention this effect before.
Attack on Archer 1: 37 vs AC...
Damage: 10 cold damage.
If Archer 1 starts its next turn adjacent to me, it takes a -3 penalty to speed until the end of its next turn.
Aegis of Ensnarement:
I mark the target. The target remains marked until I use this power against another target. If I mark another creature using other powers, the target is still marked.
Until the mark ends, if the target makes an attack that doesn't include me as a target, it takes a -2 penalty to the attack roll.
If a target marked by this power is within 10 squares of me when it hits with an attack that doesn't include me, I can use an Immediate Reaction after the target's attack resolves to teleport the target to a square adjacent to me. The target grants CA until EoNT. If there is no unoccupied space, I can't use this effect.
Racial Traits and Class/Path/Race Features: Swordmage Warding: When conscious and wielding a light/heavy blade, I have a magical field around me. This field grants +1 bonus to AC, or +3 bonus if I'm wielding a blade in one hand and have my other hand free.
Swordbond: By spending 1 hour of meditation with my weapon, I forge a special bond with it. As a Standard Action I can call my bonded weapon to hand from up to 10 squares away. If my bonded weapon is broken or damaged I can spend 1 hour of meditation to recreate the blade from a fragment. I can spend 1 hour of meditation with a different blade to forge a new bond, dissipating the old one.
Aegis Insight: When I use my Aegis power, I add my Wisdom mod (+2) to the burst radius.
People's History: I add my Wisdom mod (+2) to my history checks.
Teleportation Action: When I spend an AP to take an extra action, I can teleport 5 squares before taking the extra action.
Ironwrought Starting Feature: I gain a +1 power bonus to athletics and endurance checks. Whenever I use my second wind, this power bonus increases to +4 until EoNT
Ironwrought Level 5 Feature: When I'm bloodied, I gain resist 2/4/6 all damage.
Ironwrought Level 10 Feature: When I use Inevitable Strike, I gain a +1 power bonus to melee weapon attack rolls until EoNT
Cindersoul: Resist 5/10/15 fire Watersoul: I can breathe underwater.
Notable Feats: Intelligent Blademaster: I can use my Int mod instead of my Str mod when making a basic attack with a melee weapon.
Mark of Warding: When one of my powers grants a bonus to defense, increase that bonus by 1. Whenever I mark an enemy, it takes -3 to attacks that don't include me, instead of the normal -2. I can master and perform rituals in the Warding category and the Fluid Funds, Knock, and Leomund's Secret Chest rituals as if I had Ritual Caster.
Defender of the Wild: Once per encounter as a free action, I can mark each enemy adjacent to me as a free action.
Sudden Roots: Whenever I hit an enemy with an OA, that enemy is slowed until the end of its turn.
Double Aegis: When I use my Aegis power, I can choose to mark a second target in the burst. If they both attack allies, I have to choose which to respond to, since I still only have one immediate action per round.
Item Features: Jagged Longsword +3: Scores critical hits on 19 or 20. Critical = ongoing 10 damage (save ends).
Ruby Scabbard: Resizes to fit any weapon placed in it. I can draw a weapon from this in the same action used to make an attack with the weapon.
Raven's Feather: Attuned to Isabelle's father.
Executioner's Bracers: When I score a critical, the attack does an extra 1d6 damage.
Gauntlets of Blood: +2 to damage roll against bloodied targets
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
Merchant Captain: attacks Darcell, 17 vs AC = miss, and Big John, 27 vs AC = miss
*OOC: While I am not suggesting one way or the other, I feel at this point it would be a nice reminder that it is possible to withdraw from a fight if it seems necessary, regroup (short rest or something), and come back, in any situation where that is feasible. For this fight, controlling the main deck means that getting up there would be a pretty-much-guaranteed safe spot if you guys end up deciding to do so, though you would have to all go up to benefit from a short rest. Hiding around a corner or something in other settings, where the enemy isn't pursuing, would be another similar situation. Just something to keep in mind both now and in any other future encounter.*
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).
Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.
Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.
When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.
Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.
Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.
Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.
Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.
Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this
Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.
I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.
Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.
Unusual Reach: +1 reach
Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.
Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.
Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).
Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).
Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC
Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.
Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.
Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.
Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.
Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.
Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.
Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.
Iron Armbands of Power (heroic tier): +2 to melee damage rolls
Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.
* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.
* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.
* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
Once per round when an enemy attack misses an ally within 8 squares of me, I can slide that ally up to 2 square as a free action, and I can also slide an enemy that was adjacent to that ally into the space the ally vacated. In addition one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.
Group Diplomacy: I grant allies within 10 squares of me a +1 racial bonus to Diplomacy checks.
Bardic Training: I can perform two bard rituals per day of my level or lower without expending components.
Virtue of Cunning: Once per round, when an enemy attack misses an ally within 8 squares of me, I can slide that ally 1 square as a free action.
Song of Rest: When I play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier (+6) with each healing surge.
Shrouding Action: When I spend an action point to take an extra action, one ally I choose within 5 squares of me and I become invisible until the end of my next turn.
Virtue of Deceit: When I use Virtue of Cunning, one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.
Notable Feats:
Resourceful Leader: When an ally I can see spends an action point to make an attack, the ally gains a +5 bonus to damage rolls on a hit or gains 5 temporary hit points on a miss.
Superior Will: If I am dazed or stunned I can make a saving throw at the start of my turn to end that effect, even if the effect doesn't normally end on a save.
Advantage of Cunning: When I slide an ally with my Virtue of Cunning, I can also slide an enemy that was adjacent to that ally into the space the ally vacated.
Battle Song Expertise: I gain a +1 feat bonus to the number of squares that I can pull, push, or slide creatures with my bard attacks and bard paragon path attacks.
Improved Cunning: When I use Virtue of Cunning to slide an ally, I can slide the ally 2 squares instead of 1.
Item Features:
Headband of Intellect: Gain a +2 item bonus to knowledge or monster knowledge checks, and a +1 item bonus to attack rolls on powers that have the psychic keyword.
Spyglass of Perception: Gain a +3 item bonus to Perception checks when using this device.
Darcell manages to strike the man in the robes, but as he does so he fades back into view. Seeing an opportunity to strike unimpeded, the mage once more sends out a blast of cold energy, and then a second, both engulfing the bard and causing him to feel the same chill that had been plaguing John.
Robed Man: chills Darcell, 22 vs Reflex = hit. Darcell is weakened (save ends), and if he takes cold damage while weakened by this effect he also becomes immobilized until no longer weakened. Attacks Darcell, 25 vs Reflex = hit for 17 cold damage, immobilizing Darcell as well.
*OOC: While I am not suggesting one way or the other, I feel at this point it would be a nice reminder that it is possible to withdraw from a fight if it seems necessary, regroup (short rest or something), and come back, in any situation where that is feasible. For this fight, controlling the main deck means that getting up there would be a pretty-much-guaranteed safe spot if you guys end up deciding to do so, though you would have to all go up to benefit from a short rest. Hiding around a corner or something in other settings, where the enemy isn't pursuing, would be another similar situation. Just something to keep in mind both now and in any other future encounter.*
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).
Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.
Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.
When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.
Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.
Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.
Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.
Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.
Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this
Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.
I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.
Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.
Unusual Reach: +1 reach
Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.
Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.
Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).
Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).
Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC
Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.
Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.
Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.
Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.
Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.
Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.
Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.
Iron Armbands of Power (heroic tier): +2 to melee damage rolls
Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.
* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.
* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.
* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
Grommak fumbles through the dark room, relying on his other senses to not fall into the cargo hold again. "I'll deal with you soon," he says as he passes by the terrified sailor, unsure if the man is still even standing there. He better not shank me, the fucking chickenshit.
Running Attack: Using a standard action that allows movement and I move 2+ squares away, I gain +1 to attack rolls as part of that action. Dancing Defense: If hitting with at least two melee attacks on my turn, I gain a +2 bonus to AC and Reflex TSNT. Dual-Blade Action: On AP-spend, I can take an attack with both hands with a +4 WISmod bonus to damage. Half-Orc Resilience: First time being blooded in an encounter, gain 10 THP. Swift Charge: +2 bonus to speed while charging. Sohei Indomitability: +1 power bonus to save throws against fear, daze, domination, or stun effects.
Notable Feats:
Impending Doom Style: If both Twin Strikes hit, one target takes a -2 penalty to attack rolls til my next turn end. Cunning Stalker: I gain CA against creatures with no other creatures adjacent. Two-Weapon Opening: When scoring a crit with my main hand, I can take a MBA with my off-hand against the target as a free action. Heavy Blade Expertise: +2 to defenses against Op Attacks while wielding HB.
Item Features:
Jagged Weapon +3: Crits on a 19 or 20, and crits do 10 ongoing damage (save ends). Boots of the Fencing Master: When shifting, gain a +1 item bonus to AC and Reflex TENT.
"Hey Dirge! Make yourself useful and help Isabelle out," the Imardanian shouts at the drunkard. Egged on, Liam strikes the archer, leaving him more battered than he was a moment ago.
Direct the Strike
Paint the Bulls-Eye
Sea Legs Acrobat Boots
__________________________________
Second Wind [_]
Inspiring Word [X] [X] [X]
Vengeance is Mine [_]
Race the Arrow [X]
On My Mark [X]
Tempest of Triumph [_]
Lifeblood [X]
Inspiring Belligerence [_]
Dragon's Tenacity [_]
Shifting Tides [_]
__________________________________
Relentless Wounding [X]
Create Opportunity [X]
Warlord's Recovery [_] Gloves of Piercing [_]
Bracers of Archery [_]
Stone of Wind [X]
Crossbow Expertise: You gain a +1 feat bonus to attack rolls that you make with a crossbow. This bonus increases to +2 at 11th level and +3 at 21st level. Also, you ignore partial cover or superior cover with weapon attacks you make with a crossbow.
Improved Defenses: You gain a +1 feat bonus to Fortitude, Reflex, and Will. This bonus increases to +2 at 11th level and +3 at 21st level.
Archer Captain: You and any ally within 5 squares of you ignore the penalty for attacking at long range.
Improved Inspiring Word: Add your Charisma modifier to the hit points restored by your inspiring word.
Cunning Stalker: You gain combat advantage against enemies that have no creatures adjacent to them other than you.
Duty's Virtue: Once per round, you can use the aid defense action as a minor action, but only if the chosen ally is bloodied. Also, you gain a +2 feat bonus to initiative checks.
Far Shot: When you use a projectile weapon such as a bow or a crossbow, increase both the normal range and the long range by 5 squares.
Jack of All Trades You gain a +2 feat bonus to untrained skill checks.
Fight On: You can use your inspiring word one additional time per encounter.
Resourceful Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, that attack gains a bonus to damage equal to one-half your level + your Intelligence modifier. If the attack hits no target, the ally gains temporary hit points equal to one-half your level + your Charisma modifier.
Mighty Action: When you spend an action point to take an extra action, any ally who can see and hear you gains a +1 bonus to attack rolls and damage rolls until the start of your next turn.
Tempestuous Inspiration: When you use your inspiring word power, you can give the target of the power a +2 bonus to attack rolls and a bonus to damage rolls equal to your Charisma modifier that lasts until the end of your next turn. If the target's first attack misses during that time misses, the target grants a combat advantage to attackers until the end of your next turn.
Archer Warlord When you make a ranged basic attack with a bow, you can use Strength instead of Dexterity for the attack roll and the damage roll.
Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.
Blood Dependency: When you are bloodied, your healing surge value drops by 2.
Living Dead: If a power has different effects on living creatures and undead creatures, you choose which effect applies to you.
Necrotic Resistance: You have a necrotic resistance equal to 5 + one-half your level.
The Mariner: While aboard a ship, gain a +1 bonus (+2 at Level 10) to any skill or ability check related to life at sea; gain the sea legs power. You gain a +2 power bonus to initiative checks. You ignore difficult terrain when you shift. While aboard a ship, you can use a minor action once per round to shift 1 square.
Distance Imardanian Officer's Pistol +3: Increases the weapon's normal range by 5 squares and the long range by 10 squares.
Lifeblood Hide Armor +2: You gain 5 temporary hit points after each rest. If you remove the armor, you lose these hit points.
Gem of Colloquy: You gain a +1 item bonus to Bluff and Diplomacy checks.
Cloak of Distortion: You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item's enhancement bonus.
Bracers of Archery: You gain a +2 item bonus to damage rolls while attacking with a bow or crossbow.
Acrobat Boots: You gain a +1 item bonus to Acrobatics checks.
Liam rolls his blade in his hand once before cutting his way through the archers guard, catching him in the shoulder, light flashing off the blade into the mans eyes, blinding him. As he fights he shouts back at Henri. "You know Henri, this fight would be going a lot faster if you actually hit something yourself! Feel free to join in any time, the more's the merrier! So far Grommak's already ahead of you!"
Standard action MBA on Archer 2 vs AC: 10(1d20) +18 = 28
Damage: 1(1d8) +10 = 11
Trigger to use Dazzling Sunray on Archer 2, deals 5 damage, target takes -2 to attack rolls.
Class Feats:
Blade Magic - Upon scoring a hit with any MBA during turn triggers any skill with the "Bladespell" keyword as a free action, however only one per attack.
Instinctive Attack - When making a melee attack, use Intelligence rather than strength for damage and attack.
Guarded Flourish - Ranged and melee attacks do not provoke OAs while holding a one-handed weapon with a free hand. +2 AC while wearing light or no armor and with a hand free using a one-handed blade.
Arcane Strike - When a daily is used, a melee strike can be performed with a minor action.
Steely Retort - When bladesong is active, any enemy adjacent that hits provokes an OA.
Theme Feats:
Iron Wolf Warrior: Gain Access to the Iron Wolf Charge power.
Level 5: +2 nature and perception checks.
Level 10: When dropped below 1HP by an enemy, make a MBA against the enemy as a free action.
Racial Traits:
Notable Feats:
Eager Advance - Add 4 to speed during first round of combat.
Low-Light Adaptation - Count sense as Low-light.
Tainted Wounds - Enemies struck by attacks cannot heal until my EoNT.
Destructive Wizardry - If an arcane power strikes two or more foes, increase damage by +3.
Quick Draw - Draw a weapon or item stored in an accessible pouch or bandolier as a free action. +2 initiative.
Heavy Blade Expertise - +2 to weapon attacks using a heavy blade. +2 AC to OAs.
Improved Defenses - +2 to Will, Reflex, and Fortitude.
Eyes in the Back of Your Head - Never grant CA from flanking.
Choir of Swords - While Bladesong is active, spend an AP to strike all enemies adjacent as a standard action.
Item Feats:
Iron Armbands of Power - +2 bonus to damage rolls.
Amulet of Protection +2 - +2 to Will, Reflex, Fortitude.
Grommak inches forward, though soon the pain in his legs subside. The Dirge responds to Henri's taunts, lashing out against the nearby men successfully, leaving one quite weakened. However, the archers are not ready to let up, and once more their arrows send Liam and Isabelle staggering backwards, the two falling to the ground at Henri's feet.
Below deck, John once more braces himself for the combined assault of the captain and his magical lackey. However, he does manage to finally shake off the cold feeling that was keeping him from moving his legs. Those bastards are going down now.
*OOC: While I am not suggesting one way or the other, I feel at this point it would be a nice reminder that it is possible to withdraw from a fight if it seems necessary, regroup (short rest or something), and come back, in any situation where that is feasible. For this fight, controlling the main deck means that getting up there would be a pretty-much-guaranteed safe spot if you guys end up deciding to do so, though you would have to all go up to benefit from a short rest. Hiding around a corner or something in other settings, where the enemy isn't pursuing, would be another similar situation. Just something to keep in mind both now and in any other future encounter.*
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).
Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.
Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.
When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.
Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.
Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.
Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.
Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.
Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this
Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.
I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.
Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.
Unusual Reach: +1 reach
Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.
Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.
Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).
Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).
Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC
Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.
Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.
Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.
Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.
Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.
Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.
Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.
Iron Armbands of Power (heroic tier): +2 to melee damage rolls
Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.
* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.
* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.
* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
Jumping back to her feet and breaking off the arrow embedded in her shoulder, Isabelle charges back into the fray with a yell. Her sword whirls in a flash of steel and pain, biting into both of the archers.
Standard Action:Sword Burst
Attack on Archer 1: 31 vs Reflex... Hit
Attack on Archer 2: 26 vs Reflex... Hit
Damage: 11 force damage
Plus an extra 2 damage on Archer 1 due to Gauntlets of Blood, for a total of 13 damage to Archer 1, and 11 to Archer 2.
Aegis of Ensnarement:
I mark the target. The target remains marked until I use this power against another target. If I mark another creature using other powers, the target is still marked.
Until the mark ends, if the target makes an attack that doesn't include me as a target, it takes a -2 penalty to the attack roll.
If a target marked by this power is within 10 squares of me when it hits with an attack that doesn't include me, I can use an Immediate Reaction after the target's attack resolves to teleport the target to a square adjacent to me. The target grants CA until EoNT. If there is no unoccupied space, I can't use this effect.
Racial Traits and Class/Path/Race Features: Swordmage Warding: When conscious and wielding a light/heavy blade, I have a magical field around me. This field grants +1 bonus to AC, or +3 bonus if I'm wielding a blade in one hand and have my other hand free.
Swordbond: By spending 1 hour of meditation with my weapon, I forge a special bond with it. As a Standard Action I can call my bonded weapon to hand from up to 10 squares away. If my bonded weapon is broken or damaged I can spend 1 hour of meditation to recreate the blade from a fragment. I can spend 1 hour of meditation with a different blade to forge a new bond, dissipating the old one.
Aegis Insight: When I use my Aegis power, I add my Wisdom mod (+2) to the burst radius.
People's History: I add my Wisdom mod (+2) to my history checks.
Teleportation Action: When I spend an AP to take an extra action, I can teleport 5 squares before taking the extra action.
Ironwrought Starting Feature: I gain a +1 power bonus to athletics and endurance checks. Whenever I use my second wind, this power bonus increases to +4 until EoNT
Ironwrought Level 5 Feature: When I'm bloodied, I gain resist 2/4/6 all damage.
Ironwrought Level 10 Feature: When I use Inevitable Strike, I gain a +1 power bonus to melee weapon attack rolls until EoNT
Cindersoul: Resist 5/10/15 fire Watersoul: I can breathe underwater.
Notable Feats: Intelligent Blademaster: I can use my Int mod instead of my Str mod when making a basic attack with a melee weapon.
Mark of Warding: When one of my powers grants a bonus to defense, increase that bonus by 1. Whenever I mark an enemy, it takes -3 to attacks that don't include me, instead of the normal -2. I can master and perform rituals in the Warding category and the Fluid Funds, Knock, and Leomund's Secret Chest rituals as if I had Ritual Caster.
Defender of the Wild: Once per encounter as a free action, I can mark each enemy adjacent to me as a free action.
Sudden Roots: Whenever I hit an enemy with an OA, that enemy is slowed until the end of its turn.
Double Aegis: When I use my Aegis power, I can choose to mark a second target in the burst. If they both attack allies, I have to choose which to respond to, since I still only have one immediate action per round.
Item Features: Jagged Longsword +3: Scores critical hits on 19 or 20. Critical = ongoing 10 damage (save ends).
Ruby Scabbard: Resizes to fit any weapon placed in it. I can draw a weapon from this in the same action used to make an attack with the weapon.
Raven's Feather: Attuned to Isabelle's father.
Executioner's Bracers: When I score a critical, the attack does an extra 1d6 damage.
Gauntlets of Blood: +2 to damage roll against bloodied targets
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
Merchant Captain: dominated, so his one action this turn is decided by Darcell
*OOC: While I am not suggesting one way or the other, I feel at this point it would be a nice reminder that it is possible to withdraw from a fight if it seems necessary, regroup (short rest or something), and come back, in any situation where that is feasible. For this fight, controlling the main deck means that getting up there would be a pretty-much-guaranteed safe spot if you guys end up deciding to do so, though you would have to all go up to benefit from a short rest. Hiding around a corner or something in other settings, where the enemy isn't pursuing, would be another similar situation. Just something to keep in mind both now and in any other future encounter.*
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).
Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.
Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.
When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.
Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.
Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.
Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.
Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.
Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this
Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.
I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.
Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.
Unusual Reach: +1 reach
Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.
Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.
Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).
Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).
Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC
Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.
Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.
Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.
Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.
Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.
Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.
Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.
Iron Armbands of Power (heroic tier): +2 to melee damage rolls
Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.
* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.
* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.
* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
Once per round when an enemy attack misses an ally within 8 squares of me, I can slide that ally up to 2 square as a free action, and I can also slide an enemy that was adjacent to that ally into the space the ally vacated. In addition one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.
Group Diplomacy: I grant allies within 10 squares of me a +1 racial bonus to Diplomacy checks.
Bardic Training: I can perform two bard rituals per day of my level or lower without expending components.
Virtue of Cunning: Once per round, when an enemy attack misses an ally within 8 squares of me, I can slide that ally 1 square as a free action.
Song of Rest: When I play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier (+6) with each healing surge.
Shrouding Action: When I spend an action point to take an extra action, one ally I choose within 5 squares of me and I become invisible until the end of my next turn.
Virtue of Deceit: When I use Virtue of Cunning, one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.
Notable Feats:
Resourceful Leader: When an ally I can see spends an action point to make an attack, the ally gains a +5 bonus to damage rolls on a hit or gains 5 temporary hit points on a miss.
Superior Will: If I am dazed or stunned I can make a saving throw at the start of my turn to end that effect, even if the effect doesn't normally end on a save.
Advantage of Cunning: When I slide an ally with my Virtue of Cunning, I can also slide an enemy that was adjacent to that ally into the space the ally vacated.
Battle Song Expertise: I gain a +1 feat bonus to the number of squares that I can pull, push, or slide creatures with my bard attacks and bard paragon path attacks.
Improved Cunning: When I use Virtue of Cunning to slide an ally, I can slide the ally 2 squares instead of 1.
Item Features:
Headband of Intellect: Gain a +2 item bonus to knowledge or monster knowledge checks, and a +1 item bonus to attack rolls on powers that have the psychic keyword.
Spyglass of Perception: Gain a +3 item bonus to Perception checks when using this device.
Try as he might, the captain is unable to resist Darcell's hold on his mind and body, lifting his pistol and shooting his ally point blank. The attack lands, though the man immediately finds himself free of the bard's hold. While the mage reels Darcell once more strikes out at him, landing another blow. He is quick to retaliate, though, once more leaving the man shivering and leaving John frozen to the deck.
Merchant Captain: shoots Robed Man, 37 vs AC = hit for 7 damage.
Darcell: hits, saves
Robed Man: chills Darcell, 26 vs Reflex = hit. Darcell is weakened (save ends) and the first time he takes cold damage while weakened he becomes immobilized until no longer weakened. Attacks Big John, 32 vs Reflex = hit for 9 damage. John takes ongoing 5 cold damage and is immobilized (save ends both).
*OOC: While I am not suggesting one way or the other, I feel at this point it would be a nice reminder that it is possible to withdraw from a fight if it seems necessary, regroup (short rest or something), and come back, in any situation where that is feasible. For this fight, controlling the main deck means that getting up there would be a pretty-much-guaranteed safe spot if you guys end up deciding to do so, though you would have to all go up to benefit from a short rest. Hiding around a corner or something in other settings, where the enemy isn't pursuing, would be another similar situation. Just something to keep in mind both now and in any other future encounter.*
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).
Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.
Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.
When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.
Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.
Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.
Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.
Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.
Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this
Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.
I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.
Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.
Unusual Reach: +1 reach
Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.
Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.
Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).
Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).
Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC
Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.
Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.
Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.
Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.
Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.
Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.
Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.
Iron Armbands of Power (heroic tier): +2 to melee damage rolls
Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.
* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.
* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.
* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
With a grunt, Grommak rushes through the hallway, his limbs finally feeling able. He whips out his cutlass as he charges past his comrades, slashing wildly at them. His cutlass is deflected, but his scimitar gouges into one of the archers with ease.
Running Attack: Using a standard action that allows movement and I move 2+ squares away, I gain +1 to attack rolls as part of that action. Dancing Defense: If hitting with at least two melee attacks on my turn, I gain a +2 bonus to AC and Reflex TSNT. Dual-Blade Action: On AP-spend, I can take an attack with both hands with a +4 WISmod bonus to damage. Half-Orc Resilience: First time being blooded in an encounter, gain 10 THP. Swift Charge: +2 bonus to speed while charging. Sohei Indomitability: +1 power bonus to save throws against fear, daze, domination, or stun effects.
Notable Feats:
Impending Doom Style: If both Twin Strikes hit, one target takes a -2 penalty to attack rolls til my next turn end. Cunning Stalker: I gain CA against creatures with no other creatures adjacent. Two-Weapon Opening: When scoring a crit with my main hand, I can take a MBA with my off-hand against the target as a free action. Heavy Blade Expertise: +2 to defenses against Op Attacks while wielding HB.
Item Features:
Jagged Weapon +3: Crits on a 19 or 20, and crits do 10 ongoing damage (save ends). Boots of the Fencing Master: When shifting, gain a +1 item bonus to AC and Reflex TENT.
With the pair in front knocked backwards by the archers, Henri rolls his eyes. Guess I really do have to do something myself. Letting other do the work and still having much of the credit is more fun though. Eyeing the archer that has already taken quite the beating, the nobleman fires his flintlock and lands a hit. Although it fails to pierce the armor, the musket ball still manages to inflict its pain.
Minor: Dragon's Tenacity
Liam, Isabelle, and I gain +2 to attack rolls until EONT
Standard: Paint the Bullseye on Archer 1
Attack: 15(1d20) +19 = 34 vs AC = Hit
Damage: 1(1d6) +5 = 6
Until SONT, allies gain +3 to damage rolls against archer 1
Direct the Strike
Paint the Bulls-Eye
Sea Legs Acrobat Boots
__________________________________
Second Wind [_]
Inspiring Word [X] [X] [X]
Vengeance is Mine [_]
Race the Arrow [X]
On My Mark [X]
Tempest of Triumph [_]
Lifeblood [_]
Inspiring Belligerence [_]
Dragon's Tenacity [X]
Shifting Tides [_]
__________________________________
Relentless Wounding [X]
Create Opportunity [X]
Warlord's Recovery [_] Gloves of Piercing [_]
Bracers of Archery [_]
Stone of Wind [X]
Crossbow Expertise: You gain a +1 feat bonus to attack rolls that you make with a crossbow. This bonus increases to +2 at 11th level and +3 at 21st level. Also, you ignore partial cover or superior cover with weapon attacks you make with a crossbow.
Improved Defenses: You gain a +1 feat bonus to Fortitude, Reflex, and Will. This bonus increases to +2 at 11th level and +3 at 21st level.
Archer Captain: You and any ally within 5 squares of you ignore the penalty for attacking at long range.
Improved Inspiring Word: Add your Charisma modifier to the hit points restored by your inspiring word.
Cunning Stalker: You gain combat advantage against enemies that have no creatures adjacent to them other than you.
Duty's Virtue: Once per round, you can use the aid defense action as a minor action, but only if the chosen ally is bloodied. Also, you gain a +2 feat bonus to initiative checks.
Far Shot: When you use a projectile weapon such as a bow or a crossbow, increase both the normal range and the long range by 5 squares.
Jack of All Trades You gain a +2 feat bonus to untrained skill checks.
Fight On: You can use your inspiring word one additional time per encounter.
Resourceful Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, that attack gains a bonus to damage equal to one-half your level + your Intelligence modifier. If the attack hits no target, the ally gains temporary hit points equal to one-half your level + your Charisma modifier.
Mighty Action: When you spend an action point to take an extra action, any ally who can see and hear you gains a +1 bonus to attack rolls and damage rolls until the start of your next turn.
Tempestuous Inspiration: When you use your inspiring word power, you can give the target of the power a +2 bonus to attack rolls and a bonus to damage rolls equal to your Charisma modifier that lasts until the end of your next turn. If the target's first attack misses during that time misses, the target grants a combat advantage to attackers until the end of your next turn.
Archer Warlord When you make a ranged basic attack with a bow, you can use Strength instead of Dexterity for the attack roll and the damage roll.
Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.
Blood Dependency: When you are bloodied, your healing surge value drops by 2.
Living Dead: If a power has different effects on living creatures and undead creatures, you choose which effect applies to you.
Necrotic Resistance: You have a necrotic resistance equal to 5 + one-half your level.
The Mariner: While aboard a ship, gain a +1 bonus (+2 at Level 10) to any skill or ability check related to life at sea; gain the sea legs power. You gain a +2 power bonus to initiative checks. You ignore difficult terrain when you shift. While aboard a ship, you can use a minor action once per round to shift 1 square.
Distance Imardanian Officer's Pistol +3: Increases the weapon's normal range by 5 squares and the long range by 10 squares.
Lifeblood Hide Armor +2: You gain 5 temporary hit points after each rest. If you remove the armor, you lose these hit points.
Gem of Colloquy: You gain a +1 item bonus to Bluff and Diplomacy checks.
Cloak of Distortion: You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item's enhancement bonus.
Bracers of Archery: You gain a +2 item bonus to damage rolls while attacking with a bow or crossbow.
Acrobat Boots: You gain a +1 item bonus to Acrobatics checks.
Liam slides on the floor a bit before looking up at Henri and smiling. "Hey, what's up?"
He stands up and stretches, brushing himself off and snapping the arrow off of his chest. He cracks his neck and and slices with his blade, a small bolt cracking out and striking the archer Henri shot.
Class Feats:
Blade Magic - Upon scoring a hit with any MBA during turn triggers any skill with the "Bladespell" keyword as a free action, however only one per attack.
Instinctive Attack - When making a melee attack, use Intelligence rather than strength for damage and attack.
Guarded Flourish - Ranged and melee attacks do not provoke OAs while holding a one-handed weapon with a free hand. +2 AC while wearing light or no armor and with a hand free using a one-handed blade.
Arcane Strike - When a daily is used, a melee strike can be performed with a minor action.
Steely Retort - When bladesong is active, any enemy adjacent that hits provokes an OA.
Theme Feats:
Iron Wolf Warrior: Gain Access to the Iron Wolf Charge power.
Level 5: +2 nature and perception checks.
Level 10: When dropped below 1HP by an enemy, make a MBA against the enemy as a free action.
Racial Traits:
Notable Feats:
Eager Advance - Add 4 to speed during first round of combat.
Low-Light Adaptation - Count sense as Low-light.
Tainted Wounds - Enemies struck by attacks cannot heal until my EoNT.
Destructive Wizardry - If an arcane power strikes two or more foes, increase damage by +3.
Quick Draw - Draw a weapon or item stored in an accessible pouch or bandolier as a free action. +2 initiative.
Heavy Blade Expertise - +2 to weapon attacks using a heavy blade. +2 AC to OAs.
Improved Defenses - +2 to Will, Reflex, and Fortitude.
Eyes in the Back of Your Head - Never grant CA from flanking.
Choir of Swords - While Bladesong is active, spend an AP to strike all enemies adjacent as a standard action.
Item Feats:
Iron Armbands of Power - +2 bonus to damage rolls.
Amulet of Protection +2 - +2 to Will, Reflex, Fortitude.
As the men and woman up above continue to chip away at the defenses of the archers, their foes launch more arrows. Only half manage to hit their marks. Down below, John once more finds himself unable to shake the chill on his legs, and has to continue to brace for more attacks.
*OOC: While I am not suggesting one way or the other, I feel at this point it would be a nice reminder that it is possible to withdraw from a fight if it seems necessary, regroup (short rest or something), and come back, in any situation where that is feasible. For this fight, controlling the main deck means that getting up there would be a pretty-much-guaranteed safe spot if you guys end up deciding to do so, though you would have to all go up to benefit from a short rest. Hiding around a corner or something in other settings, where the enemy isn't pursuing, would be another similar situation. Just something to keep in mind both now and in any other future encounter.*
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).
Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.
Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.
When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.
Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.
Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.
Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.
Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.
Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this
Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.
I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.
Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.
Unusual Reach: +1 reach
Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.
Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.
Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).
Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).
Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC
Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.
Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.
Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.
Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.
Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.
Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.
Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.
Iron Armbands of Power (heroic tier): +2 to melee damage rolls
Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.
* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.
* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.
* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
Shaking off the barely-penetrated arrow, Isabelle brandishes her sword in vicious arcs, steel glinting dangerously in the torchlight. As her blade bites into the two archers before her, she laughs. "Yer little pea shooters might work better if ye were further away." She remarks, smirk flitting across her face. "Course, ye wont survive turning yer back on me anyway. Feel like putting down the weapons yet?"
Standard Action:Sword Burst
Attack on Archer 1: 35 vs Reflex... Hit
Attack on Archer 2: 29 vs Reflex... Hit
Damage: 14 force damage to both, plus another two to Archer 1 from Gauntlets of Blood, plus another three from Henri.
Total - Archer 1: 19 force damage; Archer 2: 14 force damage
If Archer 1 dies... Move Action: Isabelle shifts to [AC, 25]
If Archer 2 tries to move away from me on its next turn... Ready Immediate Interrupt:Fettering Aegis
Target marked by me that I can see willingly moves away from me.
1d8+9 force damage, I pull the target to a square adjacent to me, and the target is immobilized until the end of its next turn.
Aegis of Ensnarement:
I mark the target. The target remains marked until I use this power against another target. If I mark another creature using other powers, the target is still marked.
Until the mark ends, if the target makes an attack that doesn't include me as a target, it takes a -2 penalty to the attack roll.
If a target marked by this power is within 10 squares of me when it hits with an attack that doesn't include me, I can use an Immediate Reaction after the target's attack resolves to teleport the target to a square adjacent to me. The target grants CA until EoNT. If there is no unoccupied space, I can't use this effect.
Racial Traits and Class/Path/Race Features: Swordmage Warding: When conscious and wielding a light/heavy blade, I have a magical field around me. This field grants +1 bonus to AC, or +3 bonus if I'm wielding a blade in one hand and have my other hand free.
Swordbond: By spending 1 hour of meditation with my weapon, I forge a special bond with it. As a Standard Action I can call my bonded weapon to hand from up to 10 squares away. If my bonded weapon is broken or damaged I can spend 1 hour of meditation to recreate the blade from a fragment. I can spend 1 hour of meditation with a different blade to forge a new bond, dissipating the old one.
Aegis Insight: When I use my Aegis power, I add my Wisdom mod (+2) to the burst radius.
People's History: I add my Wisdom mod (+2) to my history checks.
Teleportation Action: When I spend an AP to take an extra action, I can teleport 5 squares before taking the extra action.
Ironwrought Starting Feature: I gain a +1 power bonus to athletics and endurance checks. Whenever I use my second wind, this power bonus increases to +4 until EoNT
Ironwrought Level 5 Feature: When I'm bloodied, I gain resist 2/4/6 all damage.
Ironwrought Level 10 Feature: When I use Inevitable Strike, I gain a +1 power bonus to melee weapon attack rolls until EoNT
Cindersoul: Resist 5/10/15 fire Watersoul: I can breathe underwater.
Notable Feats: Intelligent Blademaster: I can use my Int mod instead of my Str mod when making a basic attack with a melee weapon.
Mark of Warding: When one of my powers grants a bonus to defense, increase that bonus by 1. Whenever I mark an enemy, it takes -3 to attacks that don't include me, instead of the normal -2. I can master and perform rituals in the Warding category and the Fluid Funds, Knock, and Leomund's Secret Chest rituals as if I had Ritual Caster.
Defender of the Wild: Once per encounter as a free action, I can mark each enemy adjacent to me as a free action.
Sudden Roots: Whenever I hit an enemy with an OA, that enemy is slowed until the end of its turn.
Double Aegis: When I use my Aegis power, I can choose to mark a second target in the burst. If they both attack allies, I have to choose which to respond to, since I still only have one immediate action per round.
Item Features: Jagged Longsword +3: Scores critical hits on 19 or 20. Critical = ongoing 10 damage (save ends).
Ruby Scabbard: Resizes to fit any weapon placed in it. I can draw a weapon from this in the same action used to make an attack with the weapon.
Raven's Feather: Attuned to Isabelle's father.
Executioner's Bracers: When I score a critical, the attack does an extra 1d6 damage.
Gauntlets of Blood: +2 to damage roll against bloodied targets
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
Isabelle's ferocious assault eliminates one of the bowmen, leaving only one left in the hallway. Meanwhile, the captain unleashes two more rapid shots, both grazing the two dogs down below.
Isabelle: regens, hits and kills, hits and bloodies, shifts, readies interrupt
Merchant Captain: attacks Darcell, 34 vs AC = hit for 3 damage, and Big John, 34 vs AC = hit for 3 damage. Big John is bloodied.
*OOC: While I am not suggesting one way or the other, I feel at this point it would be a nice reminder that it is possible to withdraw from a fight if it seems necessary, regroup (short rest or something), and come back, in any situation where that is feasible. For this fight, controlling the main deck means that getting up there would be a pretty-much-guaranteed safe spot if you guys end up deciding to do so, though you would have to all go up to benefit from a short rest. Hiding around a corner or something in other settings, where the enemy isn't pursuing, would be another similar situation. Just something to keep in mind both now and in any other future encounter.*
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).
Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.
Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.
When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.
Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.
Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.
Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.
Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.
Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this
Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.
I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.
Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.
Unusual Reach: +1 reach
Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.
Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.
Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).
Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).
Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC
Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.
Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.
Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.
Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.
Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.
Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.
Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.
Iron Armbands of Power (heroic tier): +2 to melee damage rolls
Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.
* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.
* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.
* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
Once per round when an enemy attack misses an ally within 8 squares of me, I can slide that ally up to 2 square as a free action, and I can also slide an enemy that was adjacent to that ally into the space the ally vacated. In addition one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.
Group Diplomacy: I grant allies within 10 squares of me a +1 racial bonus to Diplomacy checks.
Bardic Training: I can perform two bard rituals per day of my level or lower without expending components.
Virtue of Cunning: Once per round, when an enemy attack misses an ally within 8 squares of me, I can slide that ally 1 square as a free action.
Song of Rest: When I play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier (+6) with each healing surge.
Shrouding Action: When I spend an action point to take an extra action, one ally I choose within 5 squares of me and I become invisible until the end of my next turn.
Virtue of Deceit: When I use Virtue of Cunning, one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.
Notable Feats:
Resourceful Leader: When an ally I can see spends an action point to make an attack, the ally gains a +5 bonus to damage rolls on a hit or gains 5 temporary hit points on a miss.
Superior Will: If I am dazed or stunned I can make a saving throw at the start of my turn to end that effect, even if the effect doesn't normally end on a save.
Advantage of Cunning: When I slide an ally with my Virtue of Cunning, I can also slide an enemy that was adjacent to that ally into the space the ally vacated.
Battle Song Expertise: I gain a +1 feat bonus to the number of squares that I can pull, push, or slide creatures with my bard attacks and bard paragon path attacks.
Improved Cunning: When I use Virtue of Cunning to slide an ally, I can slide the ally 2 squares instead of 1.
Item Features:
Headband of Intellect: Gain a +2 item bonus to knowledge or monster knowledge checks, and a +1 item bonus to attack rolls on powers that have the psychic keyword.
Spyglass of Perception: Gain a +3 item bonus to Perception checks when using this device.
The man in the robes shrugs off Darcell's attack, and turns to face the man again. With a flick of his wrist, the chilling feeling engulfing Darcell intensifies, leaving him once more unable to move his legs.
Robed Man: attacks Darcell, 35 vs Reflex = hit for 9 cold damage. Darcell is now immobilized until no longer weakened.
*OOC: While I am not suggesting one way or the other, I feel at this point it would be a nice reminder that it is possible to withdraw from a fight if it seems necessary, regroup (short rest or something), and come back, in any situation where that is feasible. For this fight, controlling the main deck means that getting up there would be a pretty-much-guaranteed safe spot if you guys end up deciding to do so, though you would have to all go up to benefit from a short rest. Hiding around a corner or something in other settings, where the enemy isn't pursuing, would be another similar situation. Just something to keep in mind both now and in any other future encounter.*
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).
Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.
Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.
When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.
Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.
Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.
Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.
Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.
Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this
Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.
I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.
Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.
Unusual Reach: +1 reach
Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.
Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.
Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).
Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).
Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC
Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.
Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.
Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.
Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.
Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.
Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.
Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.
Iron Armbands of Power (heroic tier): +2 to melee damage rolls
Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.
* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.
* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.
* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
Feeling invigorated now that he is back in the fight, Grommak makes a series of powerful swings at the archer, two of them landing. The orc's enemy is cut asunder and falls in a heap, while Grommak flicks the blood from his swords. "C'mon! Let's move down! The bastards down below are still alive, for now."
Running Attack: Using a standard action that allows movement and I move 2+ squares away, I gain +1 to attack rolls as part of that action. Dancing Defense: If hitting with at least two melee attacks on my turn, I gain a +2 bonus to AC and Reflex TSNT. Dual-Blade Action: On AP-spend, I can take an attack with both hands with a +4 WISmod bonus to damage. Half-Orc Resilience: First time being blooded in an encounter, gain 10 THP. Swift Charge: +2 bonus to speed while charging. Sohei Indomitability: +1 power bonus to save throws against fear, daze, domination, or stun effects.
Notable Feats:
Impending Doom Style: If both Twin Strikes hit, one target takes a -2 penalty to attack rolls til my next turn end. Cunning Stalker: I gain CA against creatures with no other creatures adjacent. Two-Weapon Opening: When scoring a crit with my main hand, I can take a MBA with my off-hand against the target as a free action. Heavy Blade Expertise: +2 to defenses against Op Attacks while wielding HB.
Item Features:
Jagged Weapon +3: Crits on a 19 or 20, and crits do 10 ongoing damage (save ends). Boots of the Fencing Master: When shifting, gain a +1 item bonus to AC and Reflex TENT.
Liam sighs as the Archer dies, shaking his head. "Honestly. More of an annoyance than a fun fight... Come on. Let's go kill the captain and his friend. I'm sure that will be funner. Not really. At all."
He continues to mutter as he goes, walking down the side hallway from the archers, examining the rooms as he goes. He pauses in his step when he sees the storage room and smiles. "Oi, found the goods! They're over here. What do ya think, should we rob them, then kill the captain? Better than leaving the stuff here while we fight him."
As he waits for a response, he moves past the room, examining the next part of the hallway. "Seems empty over here. Looks like it's just the captain, his sidekick, and the coward back there."
Class Feats:
Blade Magic - Upon scoring a hit with any MBA during turn triggers any skill with the "Bladespell" keyword as a free action, however only one per attack.
Instinctive Attack - When making a melee attack, use Intelligence rather than strength for damage and attack.
Guarded Flourish - Ranged and melee attacks do not provoke OAs while holding a one-handed weapon with a free hand. +2 AC while wearing light or no armor and with a hand free using a one-handed blade.
Arcane Strike - When a daily is used, a melee strike can be performed with a minor action.
Steely Retort - When bladesong is active, any enemy adjacent that hits provokes an OA.
Theme Feats:
Iron Wolf Warrior: Gain Access to the Iron Wolf Charge power.
Level 5: +2 nature and perception checks.
Level 10: When dropped below 1HP by an enemy, make a MBA against the enemy as a free action.
Racial Traits:
Notable Feats:
Eager Advance - Add 4 to speed during first round of combat.
Low-Light Adaptation - Count sense as Low-light.
Tainted Wounds - Enemies struck by attacks cannot heal until my EoNT.
Destructive Wizardry - If an arcane power strikes two or more foes, increase damage by +3.
Quick Draw - Draw a weapon or item stored in an accessible pouch or bandolier as a free action. +2 initiative.
Heavy Blade Expertise - +2 to weapon attacks using a heavy blade. +2 AC to OAs.
Improved Defenses - +2 to Will, Reflex, and Fortitude.
Eyes in the Back of Your Head - Never grant CA from flanking.
Choir of Swords - While Bladesong is active, spend an AP to strike all enemies adjacent as a standard action.
Item Feats:
Iron Armbands of Power - +2 bonus to damage rolls.
Amulet of Protection +2 - +2 to Will, Reflex, Fortitude.
The Dirge moves forward, not finding any indications that there are more crewmen on this deck. When he rounds the first corner, past Isabelle, he passes a staircase to his right that leads up to the top deck, the sun shining brightly through the opening. Continuing forward he passes some sleeping cubbies to his right and what seems to be a storage room to his left.
He stops when he reaches a larger opening. To his left is a portion of the rear mast, and more sleeping cubbies visible past it. Before him, though, appears to be an even larger storage room taking up the back portion of this deck.
"Or we could just rob them and then sink the ship. That'll take care of the captain and his lackey," Henri says. "Unless there are more goods down below as well, but even so, might as well get these first. But I want to see what's below first." Henri moves back towards the stairs the group had originally descended from and goes down the second set.
Direct the Strike
Paint the Bulls-Eye
Sea Legs Acrobat Boots
__________________________________
Second Wind [_]
Inspiring Word [X] [X] [X]
Vengeance is Mine [_]
Race the Arrow [X]
On My Mark [X]
Tempest of Triumph [_]
Lifeblood [_]
Inspiring Belligerence [_]
Dragon's Tenacity [X]
Shifting Tides [_]
__________________________________
Relentless Wounding [X]
Create Opportunity [X]
Warlord's Recovery [_] Gloves of Piercing [_]
Bracers of Archery [_]
Stone of Wind [X]
Crossbow Expertise: You gain a +1 feat bonus to attack rolls that you make with a crossbow. This bonus increases to +2 at 11th level and +3 at 21st level. Also, you ignore partial cover or superior cover with weapon attacks you make with a crossbow.
Improved Defenses: You gain a +1 feat bonus to Fortitude, Reflex, and Will. This bonus increases to +2 at 11th level and +3 at 21st level.
Archer Captain: You and any ally within 5 squares of you ignore the penalty for attacking at long range.
Improved Inspiring Word: Add your Charisma modifier to the hit points restored by your inspiring word.
Cunning Stalker: You gain combat advantage against enemies that have no creatures adjacent to them other than you.
Duty's Virtue: Once per round, you can use the aid defense action as a minor action, but only if the chosen ally is bloodied. Also, you gain a +2 feat bonus to initiative checks.
Far Shot: When you use a projectile weapon such as a bow or a crossbow, increase both the normal range and the long range by 5 squares.
Jack of All Trades You gain a +2 feat bonus to untrained skill checks.
Fight On: You can use your inspiring word one additional time per encounter.
Resourceful Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, that attack gains a bonus to damage equal to one-half your level + your Intelligence modifier. If the attack hits no target, the ally gains temporary hit points equal to one-half your level + your Charisma modifier.
Mighty Action: When you spend an action point to take an extra action, any ally who can see and hear you gains a +1 bonus to attack rolls and damage rolls until the start of your next turn.
Tempestuous Inspiration: When you use your inspiring word power, you can give the target of the power a +2 bonus to attack rolls and a bonus to damage rolls equal to your Charisma modifier that lasts until the end of your next turn. If the target's first attack misses during that time misses, the target grants a combat advantage to attackers until the end of your next turn.
Archer Warlord When you make a ranged basic attack with a bow, you can use Strength instead of Dexterity for the attack roll and the damage roll.
Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.
Blood Dependency: When you are bloodied, your healing surge value drops by 2.
Living Dead: If a power has different effects on living creatures and undead creatures, you choose which effect applies to you.
Necrotic Resistance: You have a necrotic resistance equal to 5 + one-half your level.
The Mariner: While aboard a ship, gain a +1 bonus (+2 at Level 10) to any skill or ability check related to life at sea; gain the sea legs power. You gain a +2 power bonus to initiative checks. You ignore difficult terrain when you shift. While aboard a ship, you can use a minor action once per round to shift 1 square.
Distance Imardanian Officer's Pistol +3: Increases the weapon's normal range by 5 squares and the long range by 10 squares.
Lifeblood Hide Armor +2: You gain 5 temporary hit points after each rest. If you remove the armor, you lose these hit points.
Gem of Colloquy: You gain a +1 item bonus to Bluff and Diplomacy checks.
Cloak of Distortion: You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item's enhancement bonus.
Bracers of Archery: You gain a +2 item bonus to damage rolls while attacking with a bow or crossbow.
Acrobat Boots: You gain a +1 item bonus to Acrobatics checks.
"It's no fun if we leave some of them alive. Besides, Blackwood'd kill us if we sunk the loot." Isabelle says, moving back along the ship before dropping through the hole into the lower deck.
Aegis of Ensnarement:
I mark the target. The target remains marked until I use this power against another target. If I mark another creature using other powers, the target is still marked.
Until the mark ends, if the target makes an attack that doesn't include me as a target, it takes a -2 penalty to the attack roll.
If a target marked by this power is within 10 squares of me when it hits with an attack that doesn't include me, I can use an Immediate Reaction after the target's attack resolves to teleport the target to a square adjacent to me. The target grants CA until EoNT. If there is no unoccupied space, I can't use this effect.
Racial Traits and Class/Path/Race Features: Swordmage Warding: When conscious and wielding a light/heavy blade, I have a magical field around me. This field grants +1 bonus to AC, or +3 bonus if I'm wielding a blade in one hand and have my other hand free.
Swordbond: By spending 1 hour of meditation with my weapon, I forge a special bond with it. As a Standard Action I can call my bonded weapon to hand from up to 10 squares away. If my bonded weapon is broken or damaged I can spend 1 hour of meditation to recreate the blade from a fragment. I can spend 1 hour of meditation with a different blade to forge a new bond, dissipating the old one.
Aegis Insight: When I use my Aegis power, I add my Wisdom mod (+2) to the burst radius.
People's History: I add my Wisdom mod (+2) to my history checks.
Teleportation Action: When I spend an AP to take an extra action, I can teleport 5 squares before taking the extra action.
Ironwrought Starting Feature: I gain a +1 power bonus to athletics and endurance checks. Whenever I use my second wind, this power bonus increases to +4 until EoNT
Ironwrought Level 5 Feature: When I'm bloodied, I gain resist 2/4/6 all damage.
Ironwrought Level 10 Feature: When I use Inevitable Strike, I gain a +1 power bonus to melee weapon attack rolls until EoNT
Cindersoul: Resist 5/10/15 fire Watersoul: I can breathe underwater.
Notable Feats: Intelligent Blademaster: I can use my Int mod instead of my Str mod when making a basic attack with a melee weapon.
Mark of Warding: When one of my powers grants a bonus to defense, increase that bonus by 1. Whenever I mark an enemy, it takes -3 to attacks that don't include me, instead of the normal -2. I can master and perform rituals in the Warding category and the Fluid Funds, Knock, and Leomund's Secret Chest rituals as if I had Ritual Caster.
Defender of the Wild: Once per encounter as a free action, I can mark each enemy adjacent to me as a free action.
Sudden Roots: Whenever I hit an enemy with an OA, that enemy is slowed until the end of its turn.
Double Aegis: When I use my Aegis power, I can choose to mark a second target in the burst. If they both attack allies, I have to choose which to respond to, since I still only have one immediate action per round.
Item Features: Jagged Longsword +3: Scores critical hits on 19 or 20. Critical = ongoing 10 damage (save ends).
Ruby Scabbard: Resizes to fit any weapon placed in it. I can draw a weapon from this in the same action used to make an attack with the weapon.
Raven's Feather: Attuned to Isabelle's father.
Executioner's Bracers: When I score a critical, the attack does an extra 1d6 damage.
Gauntlets of Blood: +2 to damage roll against bloodied targets
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
With the last archer defeated, the fight shifts more fully to the lower deck, with the dogs ignoring Liam's suggestion and heading deeper into the bowels of the ship instead. As Isabelle emerges from the opened cargo door, the captain once more fires off two rapid shots, both managing to hit their marks.
Merchant Captain: attacks Isabelle, 29 vs AC = hit for 5 damage, and Darcell, 32 vs AC = hit for 8 damage. Isabelle is bloodied.
*OOC: While I am not suggesting one way or the other, I feel at this point it would be a nice reminder that it is possible to withdraw from a fight if it seems necessary, regroup (short rest or something), and come back, in any situation where that is feasible. For this fight, controlling the main deck means that getting up there would be a pretty-much-guaranteed safe spot if you guys end up deciding to do so, though you would have to all go up to benefit from a short rest. Hiding around a corner or something in other settings, where the enemy isn't pursuing, would be another similar situation. Just something to keep in mind both now and in any other future encounter.*
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).
Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.
Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.
When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.
Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.
Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.
Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.
Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.
Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this
Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.
I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.
Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.
Unusual Reach: +1 reach
Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.
Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.
Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).
Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).
Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC
Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.
Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.
Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.
Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.
Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.
Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.
Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.
Iron Armbands of Power (heroic tier): +2 to melee damage rolls
Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.
* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.
* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.
* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
"Nice of you to show up," Darcell says as the other members of the Vanguard begin to drop down onto the lower deck. "I think me and the big guy have just about had enough of this cold," he says, shooting a glare at the robed man behind the iron bars, before attacking the man once more.
Once per round when an enemy attack misses an ally within 8 squares of me, I can slide that ally up to 2 square as a free action, and I can also slide an enemy that was adjacent to that ally into the space the ally vacated. In addition one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.
Group Diplomacy: I grant allies within 10 squares of me a +1 racial bonus to Diplomacy checks.
Bardic Training: I can perform two bard rituals per day of my level or lower without expending components.
Virtue of Cunning: Once per round, when an enemy attack misses an ally within 8 squares of me, I can slide that ally 1 square as a free action.
Song of Rest: When I play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier (+6) with each healing surge.
Shrouding Action: When I spend an action point to take an extra action, one ally I choose within 5 squares of me and I become invisible until the end of my next turn.
Virtue of Deceit: When I use Virtue of Cunning, one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.
Notable Feats:
Resourceful Leader: When an ally I can see spends an action point to make an attack, the ally gains a +5 bonus to damage rolls on a hit or gains 5 temporary hit points on a miss.
Superior Will: If I am dazed or stunned I can make a saving throw at the start of my turn to end that effect, even if the effect doesn't normally end on a save.
Advantage of Cunning: When I slide an ally with my Virtue of Cunning, I can also slide an enemy that was adjacent to that ally into the space the ally vacated.
Battle Song Expertise: I gain a +1 feat bonus to the number of squares that I can pull, push, or slide creatures with my bard attacks and bard paragon path attacks.
Improved Cunning: When I use Virtue of Cunning to slide an ally, I can slide the ally 2 squares instead of 1.
Item Features:
Headband of Intellect: Gain a +2 item bonus to knowledge or monster knowledge checks, and a +1 item bonus to attack rolls on powers that have the psychic keyword.
Spyglass of Perception: Gain a +3 item bonus to Perception checks when using this device.
As if on cue, Darcell begins to once more feel a chilling sensation immediately after mentioning the cold. However, the robed man turns his attention to Isabelle when she comes into view, and she experiences the sensation that the others had been dreading: immovable legs.
Robed Man: chills Darcell, 37 vs Reflex = hit. Darcell is weakened (save ends), and if he takes cold damage while weakened by this power he becomes immobilized until no longer weakened. Attacks Isabelle, 29 vs Reflex = hit for 7 cold damage (4 is resisted, resulting in 3 total damage dealt). Isabelle takes ongoing 5 cold damage and is immobilized (save ends both).
*OOC: While I am not suggesting one way or the other, I feel at this point it would be a nice reminder that it is possible to withdraw from a fight if it seems necessary, regroup (short rest or something), and come back, in any situation where that is feasible. For this fight, controlling the main deck means that getting up there would be a pretty-much-guaranteed safe spot if you guys end up deciding to do so, though you would have to all go up to benefit from a short rest. Hiding around a corner or something in other settings, where the enemy isn't pursuing, would be another similar situation. Just something to keep in mind both now and in any other future encounter.*
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).
Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.
Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.
When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.
Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.
Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.
Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.
Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.
Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this
Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.
I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.
Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.
Unusual Reach: +1 reach
Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.
Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.
Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).
Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).
Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC
Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.
Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.
Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.
Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.
Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.
Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.
Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.
Iron Armbands of Power (heroic tier): +2 to melee damage rolls
Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.
* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.
* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.
* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
Liam, at hearing everyone rush off down below, walks out to the left of the archers bodies, looking at another staircase up. "Odd. Usually ships have staircases at the bow and stern when they're designed like this. Hm. Well... If they want to go the hard way, good luck to 'em. 'ey, Grommak, mind humorin' me? Let's check the storage room, there's bound to be another way around that gate."
He turns back and walks into the storage room, looking about. Though he just sees barrels full of food and such. Not much in terms of good loot... But still, he looks about for anything like a hatch.
"What do ye mean, you've had enough?" Isabelle responds, wiping blood off of her face. "The fun's only just st-" She pauses in surprise as ice forms underneath her feet, freezing her in place. She shivers involuntarily from the sudden, intense cold. "Oh. I see."
Recovering from her surprise, Isabelle calmly tears her feet away from the floor, making quick strides over to the iron gate that the two enemies hide behind. "You're annoying." She says, leaning in towards the gate. "Hiding behind bars? What a cowardly lot."
Start of Turn: Try to take 5 cold damage
Fail and only take 1 cold damage due to resistance
Heal 5 from regeneration
Minor Action:Periapt of Cascading Health
Auto save against immobilize and cold damage
Move Action: Isabelle to [AS, 25]
Standard Action->Minor Action:Aegis of Ensnarement
Marking Robed Man and the Captain with my aegis.
Ready Fettering Aegis
Target marked by me that I can see willingly moves away from me.
1d8+9 force damage, I pull the target to a square adjacent to me, and the target is immobilized until the end of its next turn.
Aegis of Ensnarement:
I mark the target. The target remains marked until I use this power against another target. If I mark another creature using other powers, the target is still marked.
Until the mark ends, if the target makes an attack that doesn't include me as a target, it takes a -2 penalty to the attack roll.
If a target marked by this power is within 10 squares of me when it hits with an attack that doesn't include me, I can use an Immediate Reaction after the target's attack resolves to teleport the target to a square adjacent to me. The target grants CA until EoNT. If there is no unoccupied space, I can't use this effect.
Racial Traits and Class/Path/Race Features: Swordmage Warding: When conscious and wielding a light/heavy blade, I have a magical field around me. This field grants +1 bonus to AC, or +3 bonus if I'm wielding a blade in one hand and have my other hand free.
Swordbond: By spending 1 hour of meditation with my weapon, I forge a special bond with it. As a Standard Action I can call my bonded weapon to hand from up to 10 squares away. If my bonded weapon is broken or damaged I can spend 1 hour of meditation to recreate the blade from a fragment. I can spend 1 hour of meditation with a different blade to forge a new bond, dissipating the old one.
Aegis Insight: When I use my Aegis power, I add my Wisdom mod (+2) to the burst radius.
People's History: I add my Wisdom mod (+2) to my history checks.
Teleportation Action: When I spend an AP to take an extra action, I can teleport 5 squares before taking the extra action.
Ironwrought Starting Feature: I gain a +1 power bonus to athletics and endurance checks. Whenever I use my second wind, this power bonus increases to +4 until EoNT
Ironwrought Level 5 Feature: When I'm bloodied, I gain resist 2/4/6 all damage.
Ironwrought Level 10 Feature: When I use Inevitable Strike, I gain a +1 power bonus to melee weapon attack rolls until EoNT
Cindersoul: Resist 5/10/15 fire Watersoul: I can breathe underwater.
Notable Feats: Intelligent Blademaster: I can use my Int mod instead of my Str mod when making a basic attack with a melee weapon.
Mark of Warding: When one of my powers grants a bonus to defense, increase that bonus by 1. Whenever I mark an enemy, it takes -3 to attacks that don't include me, instead of the normal -2. I can master and perform rituals in the Warding category and the Fluid Funds, Knock, and Leomund's Secret Chest rituals as if I had Ritual Caster.
Defender of the Wild: Once per encounter as a free action, I can mark each enemy adjacent to me as a free action.
Sudden Roots: Whenever I hit an enemy with an OA, that enemy is slowed until the end of its turn.
Double Aegis: When I use my Aegis power, I can choose to mark a second target in the burst. If they both attack allies, I have to choose which to respond to, since I still only have one immediate action per round.
Item Features: Jagged Longsword +3: Scores critical hits on 19 or 20. Critical = ongoing 10 damage (save ends).
Ruby Scabbard: Resizes to fit any weapon placed in it. I can draw a weapon from this in the same action used to make an attack with the weapon.
Raven's Feather: Attuned to Isabelle's father.
Executioner's Bracers: When I score a critical, the attack does an extra 1d6 damage.
Gauntlets of Blood: +2 to damage roll against bloodied targets
Last edited by PureZaros on Fri May 22, 2015 1:23 pm, edited 1 time in total.
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
"Fuck the storage room, I'm going to smash through those bars if I have to," Grommak growls to the Dirge as he turns back, feeling his way toward the cargo doors where he hops down. Landing on his feet and rejoining his companions, he quickly pads to the other side of the hold, hoping to keep out of sight.
Running Attack: Using a standard action that allows movement and I move 2+ squares away, I gain +1 to attack rolls as part of that action. Dancing Defense: If hitting with at least two melee attacks on my turn, I gain a +2 bonus to AC and Reflex TSNT. Dual-Blade Action: On AP-spend, I can take an attack with both hands with a +4 WISmod bonus to damage. Half-Orc Resilience: First time being blooded in an encounter, gain 10 THP. Swift Charge: +2 bonus to speed while charging. Sohei Indomitability: +1 power bonus to save throws against fear, daze, domination, or stun effects.
Notable Feats:
Impending Doom Style: If both Twin Strikes hit, one target takes a -2 penalty to attack rolls til my next turn end. Cunning Stalker: I gain CA against creatures with no other creatures adjacent. Two-Weapon Opening: When scoring a crit with my main hand, I can take a MBA with my off-hand against the target as a free action. Heavy Blade Expertise: +2 to defenses against Op Attacks while wielding HB.
Item Features:
Jagged Weapon +3: Crits on a 19 or 20, and crits do 10 ongoing damage (save ends). Boots of the Fencing Master: When shifting, gain a +1 item bonus to AC and Reflex TENT.
Henri descends down the stairs and finds himself in a dark room. Walking towards the light, he spots his companions from behind the iron bars. He attempts to open the gate, but to no avail. Stupid thing... After a moment, he bashes the gate with his body, attempting to force it open.
Direct the Strike
Paint the Bulls-Eye
Sea Legs Acrobat Boots
__________________________________
Second Wind [_]
Inspiring Word [X] [X] [X]
Vengeance is Mine [_]
Race the Arrow [X]
On My Mark [X]
Tempest of Triumph [_]
Lifeblood [_]
Inspiring Belligerence [_]
Dragon's Tenacity [X]
Shifting Tides [_]
__________________________________
Relentless Wounding [X]
Create Opportunity [X]
Warlord's Recovery [_] Gloves of Piercing [_]
Bracers of Archery [_]
Stone of Wind [X]
Crossbow Expertise: You gain a +1 feat bonus to attack rolls that you make with a crossbow. This bonus increases to +2 at 11th level and +3 at 21st level. Also, you ignore partial cover or superior cover with weapon attacks you make with a crossbow.
Improved Defenses: You gain a +1 feat bonus to Fortitude, Reflex, and Will. This bonus increases to +2 at 11th level and +3 at 21st level.
Archer Captain: You and any ally within 5 squares of you ignore the penalty for attacking at long range.
Improved Inspiring Word: Add your Charisma modifier to the hit points restored by your inspiring word.
Cunning Stalker: You gain combat advantage against enemies that have no creatures adjacent to them other than you.
Duty's Virtue: Once per round, you can use the aid defense action as a minor action, but only if the chosen ally is bloodied. Also, you gain a +2 feat bonus to initiative checks.
Far Shot: When you use a projectile weapon such as a bow or a crossbow, increase both the normal range and the long range by 5 squares.
Jack of All Trades You gain a +2 feat bonus to untrained skill checks.
Fight On: You can use your inspiring word one additional time per encounter.
Resourceful Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, that attack gains a bonus to damage equal to one-half your level + your Intelligence modifier. If the attack hits no target, the ally gains temporary hit points equal to one-half your level + your Charisma modifier.
Mighty Action: When you spend an action point to take an extra action, any ally who can see and hear you gains a +1 bonus to attack rolls and damage rolls until the start of your next turn.
Tempestuous Inspiration: When you use your inspiring word power, you can give the target of the power a +2 bonus to attack rolls and a bonus to damage rolls equal to your Charisma modifier that lasts until the end of your next turn. If the target's first attack misses during that time misses, the target grants a combat advantage to attackers until the end of your next turn.
Archer Warlord When you make a ranged basic attack with a bow, you can use Strength instead of Dexterity for the attack roll and the damage roll.
Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.
Blood Dependency: When you are bloodied, your healing surge value drops by 2.
Living Dead: If a power has different effects on living creatures and undead creatures, you choose which effect applies to you.
Necrotic Resistance: You have a necrotic resistance equal to 5 + one-half your level.
The Mariner: While aboard a ship, gain a +1 bonus (+2 at Level 10) to any skill or ability check related to life at sea; gain the sea legs power. You gain a +2 power bonus to initiative checks. You ignore difficult terrain when you shift. While aboard a ship, you can use a minor action once per round to shift 1 square.
Distance Imardanian Officer's Pistol +3: Increases the weapon's normal range by 5 squares and the long range by 10 squares.
Lifeblood Hide Armor +2: You gain 5 temporary hit points after each rest. If you remove the armor, you lose these hit points.
Gem of Colloquy: You gain a +1 item bonus to Bluff and Diplomacy checks.
Cloak of Distortion: You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item's enhancement bonus.
Bracers of Archery: You gain a +2 item bonus to damage rolls while attacking with a bow or crossbow.
Acrobat Boots: You gain a +1 item bonus to Acrobatics checks.
As the dogs make their way to the lower deck, John says, "It's about time you bastards came to help. This ice man is going down." Following Isabelle, he rushes towards the nearest of the metal gates and attempts to grab the robed man with his chain. He fails, barely, and repositions himself before trying against the captain instead. This time he succeeds, violently yanking the man against the metal bars before staring him down menacingly.
The light of Isabelle's torch shines further into the room that the captain and his lackey had been hiding in, revealing that the cage in the back is occupied by a beautiful young woman who seems quite terrified of the entire situation. She sits quietly in her makeshift cell, cowering at the sight of the two dogs waiting to bust in.
Isabelle: takes damage, heals, saves, moves, marks, readies immediate action (I assume you meant Fettering Aegis)
Grommak: moves
Henri: moves, fails to open gate, manages to kick it open forcefully
Big John:
Minor Action: Dancing Defense
Effect: I enter a stance. Until the stance ends, once per round when I hit a target with an attack using my main weapon I can make an MBA with my off-hand weapon against a different target, or shift 1 square and gain a +2 power bonus to AC and Reflex until the start of my next turn.
Move Action: move to (AS, 23).
Standard Action: Tempest Dance on Robed Man
Attack: 24 vs AC = miss.
Effect: I shift to (AS, 24) and attack the Merchant Captain.
Attack: 30 vs AC = hit.
Hit: 19 damage.
- Free Action: Staggering Spiked Chain +3
- Effect: I slide the Merchant Captain to (AS, 26)
No Action: I shift to (AT, 25) and gain +3 to AC & Reflex until the start of my next turn.
Merchant Captain: Triple Shot on Isabelle, 34 vs AC = hit for 8 damage (minus 4, for 4 dealt), on Big John, 25 vs AC = miss, and on Grommak, 31 vs AC = hit for 12 damage.
*OOC: While I am not suggesting one way or the other, I feel at this point it would be a nice reminder that it is possible to withdraw from a fight if it seems necessary, regroup (short rest or something), and come back, in any situation where that is feasible. For this fight, controlling the main deck means that getting up there would be a pretty-much-guaranteed safe spot if you guys end up deciding to do so, though you would have to all go up to benefit from a short rest. Hiding around a corner or something in other settings, where the enemy isn't pursuing, would be another similar situation. Just something to keep in mind both now and in any other future encounter.*
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).
Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.
Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.
When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.
Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.
Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.
Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.
Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
35 Merchant Captain (AS, 26) | HP: -19/?? | Vicious Mockery, marked (-3) by Isabelle
33 Darcell (AR, 19) | HP: 41/79 | Surges: 7/10 | AP: 0/1 | Echoing Weapon, Blunder, Majestic Word (2/2), Unluck, Revitalizing Incantation, Lying Lights,Song of Discord, holding torch, weakened (save ends)
32 Robed Man (AS, 27) | HP: -64/?? | -2 to attacks until Darcell EONT, marked (-3) by Isabelle
31 Grommak (AO, 20) | HP: 60/86 | Surges: 3/9 | AP: 0/1 | Invigorating Stride, Second Wind, PoCH+2, Cross-Body Parry, Furious Assault, Sohei Flurry,Frenzied Skirmish, Begin the Hunt, Blood of the Fallen
26 Henri (AR, 12) | HP: 51/74 | Surges: 6/8 | AP: 1/1 | Vengeance is Mine, Race the Arrow, Inspiring Word (3/3), Dragon's Tenacity,Relentless Wounding, Create Opportunity, Stone of Wind
24 Liam (AA, 30) | HP: 25/75 | Surges: 7/9 | AP: 1/1 | Bloodied,Shield, Second Wind,Charm of the Defender, Enemies Abound, holding torch
18 Sailor 1 (Y, 18) | HP: 1/1 | prone, unarmed
18 Big John (AT, 25) | HP: 44/89 | Surges: 9/11 | AP: 0/1 | Bloodied,Funneling Flurry, Second WindChain Ward, Dancing Defense, Tempest Dance, Staggering Spiked Chain +3, threatening reach, +3 to AC & Reflex until SONT
12 Isabelle (AS, 25) | HP: 38/91 | Surges: 6/11 | AP: 0/1 | Bloodied,Dimensional Vortex, Firedeath, Inevitable Strike, Periapt of Cascading Health,Eldritch Quagmire, Swordmage Shielding Fire, Troll Rampage, holding torch, resist 4 all & regen 5 when bloodied
Prisoner (AR, 29 - AQ, 30) | HP: ??/?? | in a cage, not in any particular square within it but just in the middle Grommak's Torch (AT, 24) Henri's Torch (AC, 19)
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.
Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this
Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.
I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.
Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.
Unusual Reach: +1 reach
Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.
Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.
Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).
Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).
Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC
Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.
Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.
Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.
Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.
Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.
Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.
Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.
Iron Armbands of Power (heroic tier): +2 to melee damage rolls
Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.
* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.
* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.
* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
As Isabelle and Big John close in on the Captain and his ally, Darcell goes for the other iron grate, hoping to flank the last defenders. Nearing the grate, he sees the prisoner. "Looks like the rumours about this ship were true," he says mostly to himself. "Don't be scared, we won't hurt you. I'm Darcell and I'll have you out of there in no time. What's your name beautiful?" He calls out to her, weaving magic into his words to try and calm the girl as he attempts to open the door barring his way.
Once per round when an enemy attack misses an ally within 8 squares of me, I can slide that ally up to 2 square as a free action, and I can also slide an enemy that was adjacent to that ally into the space the ally vacated. In addition one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.
Group Diplomacy: I grant allies within 10 squares of me a +1 racial bonus to Diplomacy checks.
Bardic Training: I can perform two bard rituals per day of my level or lower without expending components.
Virtue of Cunning: Once per round, when an enemy attack misses an ally within 8 squares of me, I can slide that ally 1 square as a free action.
Song of Rest: When I play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier (+6) with each healing surge.
Shrouding Action: When I spend an action point to take an extra action, one ally I choose within 5 squares of me and I become invisible until the end of my next turn.
Virtue of Deceit: When I use Virtue of Cunning, one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.
Notable Feats:
Resourceful Leader: When an ally I can see spends an action point to make an attack, the ally gains a +5 bonus to damage rolls on a hit or gains 5 temporary hit points on a miss.
Superior Will: If I am dazed or stunned I can make a saving throw at the start of my turn to end that effect, even if the effect doesn't normally end on a save.
Advantage of Cunning: When I slide an ally with my Virtue of Cunning, I can also slide an enemy that was adjacent to that ally into the space the ally vacated.
Battle Song Expertise: I gain a +1 feat bonus to the number of squares that I can pull, push, or slide creatures with my bard attacks and bard paragon path attacks.
Improved Cunning: When I use Virtue of Cunning to slide an ally, I can slide the ally 2 squares instead of 1.
Item Features:
Headband of Intellect: Gain a +2 item bonus to knowledge or monster knowledge checks, and a +1 item bonus to attack rolls on powers that have the psychic keyword.
Spyglass of Perception: Gain a +3 item bonus to Perception checks when using this device.
The captain's eyes widen as he is yanked forward by the large highlander, and he quickly shouts out to his comrade, "Get these scum off me!" The mage attempts to comply, launching a barrage of cold-based attacks at the two dogs by the gate. Unfortunately for him they mostly miss their marks, with only the last one sending Isabelle sliding backwards further into the hold.
On the other side of the deck, Darcell's attempt to calm the prisoner doesn't seem to do much. She gazes on in fear, but does speak up meekly. "You are p- pirates... You j- just want to have your way with m- m- me..." She slides further back in the cell, eyeing Darcell suspiciously before Isabelle is slid away and the torchlight (or lack thereof) leaves her once more shrouded in darkness.
Robed Man: chills Isabelle, 23 vs Reflex = miss. Attacks Big John, 23 vs Reflex = miss. Attacks Big John, 19 vs Fortitude = miss. Attacks Isabelle, 37 vs Fortitude = hit. Isabelle slides to (AS, 19).
*OOC: While I am not suggesting one way or the other, I feel at this point it would be a nice reminder that it is possible to withdraw from a fight if it seems necessary, regroup (short rest or something), and come back, in any situation where that is feasible. For this fight, controlling the main deck means that getting up there would be a pretty-much-guaranteed safe spot if you guys end up deciding to do so, though you would have to all go up to benefit from a short rest. Hiding around a corner or something in other settings, where the enemy isn't pursuing, would be another similar situation. Just something to keep in mind both now and in any other future encounter.*
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).
Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.
Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.
When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.
Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.
Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.
Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.
Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
35 Merchant Captain (AS, 26) | HP: -19/?? | Vicious Mockery, marked (-3) by Isabelle
33 Darcell (AP, 25) | HP: 41/79 | Surges: 7/10 | AP: 0/1 | Echoing Weapon, Blunder, Majestic Word (2/2), Unluck, Revitalizing Incantation, Lying Lights,Song of Discord, holding torch
32 Robed Man (AS, 27) | HP: -64/?? | marked (-3) by Isabelle
31 Grommak (AO, 20) | HP: 60/86 | Surges: 3/9 | AP: 0/1 | Invigorating Stride, Second Wind, PoCH+2, Cross-Body Parry, Furious Assault, Sohei Flurry,Frenzied Skirmish, Begin the Hunt, Blood of the Fallen
26 Henri (AR, 12) | HP: 51/74 | Surges: 6/8 | AP: 1/1 | Vengeance is Mine, Race the Arrow, Inspiring Word (3/3), Dragon's Tenacity,Relentless Wounding, Create Opportunity, Stone of Wind
24 Liam (AA, 30) | HP: 25/75 | Surges: 7/9 | AP: 1/1 | Bloodied,Shield, Second Wind,Charm of the Defender, Enemies Abound, holding torch
18 Sailor 1 (Y, 18) | HP: 1/1 | prone, unarmed
18 Big John (AT, 25) | HP: 44/89 | Surges: 9/11 | AP: 0/1 | Bloodied,Funneling Flurry, Second WindChain Ward, Dancing Defense, Tempest Dance, Staggering Spiked Chain +3, threatening reach, +3 to AC & Reflex until SONT
12 Isabelle (AS, 19) | HP: 38/91 | Surges: 6/11 | AP: 0/1 | Bloodied,Dimensional Vortex, Firedeath, Inevitable Strike, Periapt of Cascading Health,Eldritch Quagmire, Swordmage Shielding Fire, Troll Rampage, holding torch, resist 4 all & regen 5 when bloodied
Prisoner (AR, 29 - AQ, 30) | HP: ??/?? | in a cage, not in any particular square within it but just in the middle Grommak's Torch (AT, 24) Henri's Torch (AC, 19)
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.
Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this
Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.
I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.
Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.
Unusual Reach: +1 reach
Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.
Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.
Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).
Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).
Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC
Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.
Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.
Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.
Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.
Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.
Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.
Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.
Iron Armbands of Power (heroic tier): +2 to melee damage rolls
Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.
* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.
* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.
* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
Liam sighs and starts to walk back. Hard way it is then. They could have at least tried to look for another way down but no, course it has to be with the bloodlust, always with the bloodlust.
Brushing off the bullet graze on his shoulder, Grommak rushes forward to the bars, his scimitar and cutlass very ready. "You fucked with the wrong crowd," he cries out, the gate hardly stopping his vicious series of slashes and stabs. The orc manages to land a number of deep wounds on the pirate captain, leaving him quite worse for wear. Grommak fumes, his blades pulled back defensively.
Running Attack: Using a standard action that allows movement and I move 2+ squares away, I gain +1 to attack rolls as part of that action. Dancing Defense: If hitting with at least two melee attacks on my turn, I gain a +2 bonus to AC and Reflex TSNT. Dual-Blade Action: On AP-spend, I can take an attack with both hands with a +4 WISmod bonus to damage. Half-Orc Resilience: First time being blooded in an encounter, gain 10 THP. Swift Charge: +2 bonus to speed while charging. Sohei Indomitability: +1 power bonus to save throws against fear, daze, domination, or stun effects.
Notable Feats:
Impending Doom Style: If both Twin Strikes hit, one target takes a -2 penalty to attack rolls til my next turn end. Cunning Stalker: I gain CA against creatures with no other creatures adjacent. Two-Weapon Opening: When scoring a crit with my main hand, I can take a MBA with my off-hand against the target as a free action. Heavy Blade Expertise: +2 to defenses against Op Attacks while wielding HB.
Item Features:
Jagged Weapon +3: Crits on a 19 or 20, and crits do 10 ongoing damage (save ends). Boots of the Fencing Master: When shifting, gain a +1 item bonus to AC and Reflex TENT.
Irritated by the robed man's constant interference, Isabelle stalks off to the other gate as Grommak rushes in to take her spot. She throws her weight at the gate in an attempt to break through it.
Aegis of Ensnarement:
I mark the target. The target remains marked until I use this power against another target. If I mark another creature using other powers, the target is still marked.
Until the mark ends, if the target makes an attack that doesn't include me as a target, it takes a -2 penalty to the attack roll.
If a target marked by this power is within 10 squares of me when it hits with an attack that doesn't include me, I can use an Immediate Reaction after the target's attack resolves to teleport the target to a square adjacent to me. The target grants CA until EoNT. If there is no unoccupied space, I can't use this effect.
Racial Traits and Class/Path/Race Features: Swordmage Warding: When conscious and wielding a light/heavy blade, I have a magical field around me. This field grants +1 bonus to AC, or +3 bonus if I'm wielding a blade in one hand and have my other hand free.
Swordbond: By spending 1 hour of meditation with my weapon, I forge a special bond with it. As a Standard Action I can call my bonded weapon to hand from up to 10 squares away. If my bonded weapon is broken or damaged I can spend 1 hour of meditation to recreate the blade from a fragment. I can spend 1 hour of meditation with a different blade to forge a new bond, dissipating the old one.
Aegis Insight: When I use my Aegis power, I add my Wisdom mod (+2) to the burst radius.
People's History: I add my Wisdom mod (+2) to my history checks.
Teleportation Action: When I spend an AP to take an extra action, I can teleport 5 squares before taking the extra action.
Ironwrought Starting Feature: I gain a +1 power bonus to athletics and endurance checks. Whenever I use my second wind, this power bonus increases to +4 until EoNT
Ironwrought Level 5 Feature: When I'm bloodied, I gain resist 2/4/6 all damage.
Ironwrought Level 10 Feature: When I use Inevitable Strike, I gain a +1 power bonus to melee weapon attack rolls until EoNT
Cindersoul: Resist 5/10/15 fire Watersoul: I can breathe underwater.
Notable Feats: Intelligent Blademaster: I can use my Int mod instead of my Str mod when making a basic attack with a melee weapon.
Mark of Warding: When one of my powers grants a bonus to defense, increase that bonus by 1. Whenever I mark an enemy, it takes -3 to attacks that don't include me, instead of the normal -2. I can master and perform rituals in the Warding category and the Fluid Funds, Knock, and Leomund's Secret Chest rituals as if I had Ritual Caster.
Defender of the Wild: Once per encounter as a free action, I can mark each enemy adjacent to me as a free action.
Sudden Roots: Whenever I hit an enemy with an OA, that enemy is slowed until the end of its turn.
Double Aegis: When I use my Aegis power, I can choose to mark a second target in the burst. If they both attack allies, I have to choose which to respond to, since I still only have one immediate action per round.
Item Features: Jagged Longsword +3: Scores critical hits on 19 or 20. Critical = ongoing 10 damage (save ends).
Ruby Scabbard: Resizes to fit any weapon placed in it. I can draw a weapon from this in the same action used to make an attack with the weapon.
Raven's Feather: Attuned to Isabelle's father.
Executioner's Bracers: When I score a critical, the attack does an extra 1d6 damage.
Gauntlets of Blood: +2 to damage roll against bloodied targets
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
Entering the main cargo hold, Henri notices the other bars that the foes are hidden behind. Of course... Pathetic men hiding though. He cues the orc-man to take a strike at the merchant captain once more, although the captain dodges it.
Direct the Strike
Paint the Bulls-Eye
Sea Legs Acrobat Boots
__________________________________
Second Wind [_]
Inspiring Word [X] [X] [X]
Vengeance is Mine [_]
Race the Arrow [X]
On My Mark [X]
Tempest of Triumph [_]
Lifeblood [_]
Inspiring Belligerence [_]
Dragon's Tenacity [X]
Shifting Tides [_]
__________________________________
Relentless Wounding [X]
Create Opportunity [X]
Warlord's Recovery [_] Gloves of Piercing [_]
Bracers of Archery [_]
Stone of Wind [X]
Crossbow Expertise: You gain a +1 feat bonus to attack rolls that you make with a crossbow. This bonus increases to +2 at 11th level and +3 at 21st level. Also, you ignore partial cover or superior cover with weapon attacks you make with a crossbow.
Improved Defenses: You gain a +1 feat bonus to Fortitude, Reflex, and Will. This bonus increases to +2 at 11th level and +3 at 21st level.
Archer Captain: You and any ally within 5 squares of you ignore the penalty for attacking at long range.
Improved Inspiring Word: Add your Charisma modifier to the hit points restored by your inspiring word.
Cunning Stalker: You gain combat advantage against enemies that have no creatures adjacent to them other than you.
Duty's Virtue: Once per round, you can use the aid defense action as a minor action, but only if the chosen ally is bloodied. Also, you gain a +2 feat bonus to initiative checks.
Far Shot: When you use a projectile weapon such as a bow or a crossbow, increase both the normal range and the long range by 5 squares.
Jack of All Trades You gain a +2 feat bonus to untrained skill checks.
Fight On: You can use your inspiring word one additional time per encounter.
Resourceful Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, that attack gains a bonus to damage equal to one-half your level + your Intelligence modifier. If the attack hits no target, the ally gains temporary hit points equal to one-half your level + your Charisma modifier.
Mighty Action: When you spend an action point to take an extra action, any ally who can see and hear you gains a +1 bonus to attack rolls and damage rolls until the start of your next turn.
Tempestuous Inspiration: When you use your inspiring word power, you can give the target of the power a +2 bonus to attack rolls and a bonus to damage rolls equal to your Charisma modifier that lasts until the end of your next turn. If the target's first attack misses during that time misses, the target grants a combat advantage to attackers until the end of your next turn.
Archer Warlord When you make a ranged basic attack with a bow, you can use Strength instead of Dexterity for the attack roll and the damage roll.
Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.
Blood Dependency: When you are bloodied, your healing surge value drops by 2.
Living Dead: If a power has different effects on living creatures and undead creatures, you choose which effect applies to you.
Necrotic Resistance: You have a necrotic resistance equal to 5 + one-half your level.
The Mariner: While aboard a ship, gain a +1 bonus (+2 at Level 10) to any skill or ability check related to life at sea; gain the sea legs power. You gain a +2 power bonus to initiative checks. You ignore difficult terrain when you shift. While aboard a ship, you can use a minor action once per round to shift 1 square.
Distance Imardanian Officer's Pistol +3: Increases the weapon's normal range by 5 squares and the long range by 10 squares.
Lifeblood Hide Armor +2: You gain 5 temporary hit points after each rest. If you remove the armor, you lose these hit points.
Gem of Colloquy: You gain a +1 item bonus to Bluff and Diplomacy checks.
Cloak of Distortion: You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item's enhancement bonus.
Bracers of Archery: You gain a +2 item bonus to damage rolls while attacking with a bow or crossbow.
Acrobat Boots: You gain a +1 item bonus to Acrobatics checks.
Following Grommak's example, John once more lashes out through the bars, hitting both men and causing the captain to fall, lifeless, to the ground, laying in a pool of his own blood. The highlander then glowers through the bars at the robed man, saying only, "You're next."
As the captain falls, the mage looks on without feeling, lowering his hands a bit from their defensive posture, before speaking for the first time to the men in front of him. "This man is dead, so my contract with him is void. Shall we stop this fighting? Promise me safe passage and I will not resist any further." His voice is cold and his face serious.
Grommak: moves, hits x2 and bloodies, misses, hits
Isabelle: heals, moves, fails to open gate
Henri: moves, grants attack
Grommak: misses
Big John:
Standard Action: Mountain Sweep
Attack vs Robed Man: 26 vs AC = hit
Hit: 22 damage
Attack vs Merchant Captain: 27 vs AC = hit
Hit: 25 damage. The captain dies.
No Action: shift 0 squares and gain +3 to AC and Reflex until the start of my next turn.
Minor Action: Glowering Threat
Effect: Robed Man takes -5 to attacks against targets other than Big John until the end of my next turn
*OOC: While I am not suggesting one way or the other, I feel at this point it would be a nice reminder that it is possible to withdraw from a fight if it seems necessary, regroup (short rest or something), and come back, in any situation where that is feasible. For this fight, controlling the main deck means that getting up there would be a pretty-much-guaranteed safe spot if you guys end up deciding to do so, though you would have to all go up to benefit from a short rest. Hiding around a corner or something in other settings, where the enemy isn't pursuing, would be another similar situation. Just something to keep in mind both now and in any other future encounter.*
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).
Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.
Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.
When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.
Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.
Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.
Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.
Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
35 Merchant Captain (AS, 26) | HP: -124/?? | ded
33 Darcell (AP, 25) | HP: 41/79 | Surges: 7/10 | AP: 0/1 | Echoing Weapon, Blunder, Majestic Word (2/2), Unluck, Revitalizing Incantation, Lying Lights,Song of Discord, holding torch
32 Robed Man (AS, 27) | HP: -86/?? | marked (-3) by Isabelle, -5 to attacks against anyone other than Big John until his EONT
31 Grommak (AS, 25) | HP: 60/86 | Surges: 3/9 | AP: 0/1 | Invigorating Stride, Second Wind, PoCH+2, Cross-Body Parry, Furious Assault, Sohei Flurry, Ruffling Sting, Off-Hand Strike,Frenzied Skirmish, Begin the Hunt, Blood of the Fallen, Attacks on the Run, +2 to AC & Reflex until SONT
26 Henri (AR, 12) | HP: 51/74 | Surges: 6/8 | AP: 1/1 | Vengeance is Mine, Race the Arrow, Inspiring Word (3/3), Dragon's Tenacity,Relentless Wounding, Create Opportunity, Stone of Wind
24 Liam (AB, 19) | HP: 25/75 | Surges: 7/9 | AP: 1/1 | Bloodied,Shield, Second Wind,Charm of the Defender, Enemies Abound, holding torch
18 Sailor 1 (Y, 18) | HP: 1/1 | prone, unarmed
18 Big John (AT, 25) | HP: 44/89 | Surges: 9/11 | AP: 0/1 | Bloodied,Funneling Flurry, Second Wind, Mountain Sweep, Glowering Threat,Chain Ward, Dancing Defense, Tempest Dance, Staggering Spiked Chain +3, threatening reach, +3 to AC & Reflex until SONT
12 Isabelle (AO, 25) | HP: 43/91 | Surges: 6/11 | AP: 0/1 | Bloodied,Dimensional Vortex, Firedeath, Inevitable Strike, Periapt of Cascading Health,Eldritch Quagmire, Swordmage Shielding Fire, Troll Rampage, holding torch, resist 4 all & regen 5 when bloodied
Prisoner (AR, 29 - AQ, 30) | HP: ??/?? | in a cage, not in any particular square within it but just in the middle Grommak's Torch (AT, 24) Henri's Torch (AC, 19)
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.
Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this
Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.
I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.
Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.
Unusual Reach: +1 reach
Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.
Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.
Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).
Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).
Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC
Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.
Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.
Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.
Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.
Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.
Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.
Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.
Iron Armbands of Power (heroic tier): +2 to melee damage rolls
Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.
* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.
* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.
* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
Darcell tries to open the gate once more but it doesn't budge. "Okay then, if you truly wish to surrender, open these gates," he says to the Robed Man. Not that that will stop us killing you.
Once per round when an enemy attack misses an ally within 8 squares of me, I can slide that ally up to 2 square as a free action, and I can also slide an enemy that was adjacent to that ally into the space the ally vacated. In addition one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.
Group Diplomacy: I grant allies within 10 squares of me a +1 racial bonus to Diplomacy checks.
Bardic Training: I can perform two bard rituals per day of my level or lower without expending components.
Virtue of Cunning: Once per round, when an enemy attack misses an ally within 8 squares of me, I can slide that ally 1 square as a free action.
Song of Rest: When I play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier (+6) with each healing surge.
Shrouding Action: When I spend an action point to take an extra action, one ally I choose within 5 squares of me and I become invisible until the end of my next turn.
Virtue of Deceit: When I use Virtue of Cunning, one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.
Notable Feats:
Resourceful Leader: When an ally I can see spends an action point to make an attack, the ally gains a +5 bonus to damage rolls on a hit or gains 5 temporary hit points on a miss.
Superior Will: If I am dazed or stunned I can make a saving throw at the start of my turn to end that effect, even if the effect doesn't normally end on a save.
Advantage of Cunning: When I slide an ally with my Virtue of Cunning, I can also slide an enemy that was adjacent to that ally into the space the ally vacated.
Battle Song Expertise: I gain a +1 feat bonus to the number of squares that I can pull, push, or slide creatures with my bard attacks and bard paragon path attacks.
Improved Cunning: When I use Virtue of Cunning to slide an ally, I can slide the ally 2 squares instead of 1.
Item Features:
Headband of Intellect: Gain a +2 item bonus to knowledge or monster knowledge checks, and a +1 item bonus to attack rolls on powers that have the psychic keyword.
Spyglass of Perception: Gain a +3 item bonus to Perception checks when using this device.
"Do we have an agreement, then?" the man asks, shouting back to Darcell. "Bear in mind, I take my agreements very seriously. Break your word and I will end every last one of you."
"I give you my word, no harm will come to you as long as you cooperate. You may even sail with us until we make port somewhere you wish to disembark," Darcell says, sheathing his sword and casually leaning against the bars.