As Henri and Isabelle launch their joint attack on the nearby officer, one of the distant seamen tries and fails to hit Big John, the bullet ricocheting off a cannon before embedding itself in the ceiling.
Go: Darcell
- Mechanics
- [SHOW]
Henri: shifts, hits, grants attack...
Isabelle: hits
Henri: ...heals & unbloodies, prepares to use immediate action (see mechanics above)
Seaman 3: shoots Big John, 20 vs AC = miss
** Note: Those who didn't roll initiative are considered to still be above deck, and not yet in the fight. If you wish to have your PC join the fight in-progress, roll initiative and RP how you enter the lower deck and you will be inserted into the initiative order for the next round. **
- Map
- [SHOW]
- Map Info
- [SHOW]
Masts: The 3 masts, shown by large black circle, are impassable and provide cover. If a mast blocks your line of sight to a creature completely, it has superior cover from you, and vice versa.
Upper Grates: The large wooden grates that opens up to the lower decks can be opened by single person with a strength check DC: 30, by 2 people with a strength check DC: 20 each, by 3 people with a strength check DC: 15 each, or by 4 or more people with a strength check DC: 10 each. It can be walked on like any other part of the deck, with no penalty. The grates cover the narrow staircases which lead lower into the ship, and must be opened before one can descend deeper into the hold. These two are above the players heads, one of which Grommak tossed aside.
Lower Grate: This third grate is on the lower deck, and leads ever deeper into the bowels of the ship, likely to a cargo hold or sleeping quarters. It shares the same mechanics as the other grates, but these are now below the players' feet.
Cannons: The many cannons on this deck provide cover and are not passable by normal means. To pass through a space with a cannon requires squeezing and all of the downsides that come with that, otherwise they are effectively impassable terrain. Ask if you are unsure if a move will require squeezing.
- Enemy Info
- [SHOW]
Seamen: Imardanian seamen are masters of combat on the decks of ships, and receive extensive training in the art. They wear padded cloth and leather uniforms and primarily fight with muskets equipped with bayonets, or knives if closed in on.
Officers: While rank and file seamen are trained to be adept with their footwork and with their guns, officer training tends to be more involved, consisting both of martial training as well as spiritual training. Their connection with the Goddess endows them with abilities beyond that of normal men, which they use to devastating effectiveness in close combat.
Jean-Claude Olivier: Jean-Claude is one of the Imardin Navy's most skilled marksmen, which has earned him a comfortable position as the marksmanship instructor at the Fort Ellis Naval Academy in Ellisport. He was apparently on the ship to track down his sister, and pretended to parley with his crew to gain time to organize a counter-attack against you.
- Status
- [SHOW]
28 Seaman 10 (-Y, 1) | HP: 1/1 |
27 Liam (-AA, 12) | HP: 33/75 | Surges: 3/9 | AP: 0/1 | Bloodied, (failed death saves 0/3) Skwering Spikes, Charm of the Defender, Enemies Abound, Grim Shadow, invisible (has total concealment, CA, and doesn't provoke OAs) until EONT or until he makes an attack
23 Grommak (-W, 15) | HP: 30/86 | Surges: 4/9 | AP: 0/1 | Bloodied, Boots of the Fencing Master, Lashing Leaves, Cross-Body Parry, Sohei Flurry, Ruffling String, Attacks on the Run, Begin the Hunt, Blood of the Fallen, Jaws of the Wolf, Periapt of Cascading Health, Frenzied Skirmish, Invigorating Stride, Second Wind
22 Isabelle (-Y, 14) | HP: 19/91 | Surges: 6/11 | AP: 0/1 | Bloodied, (failed death saves 1/3), Foesnare, Inevitable Strike, Strength Against Strength, Dimensional Vortex, Mythal Recovery, Four Corners Attack, Eldritch Quagmire, Swordmage Shielding Fire, regen 5 while bloodied, prepared to use immediate action (see mechanics above)
21 Seaman 7 (-V, 2) | HP: 1/1 |
21 Henri (-AA, 14) | HP: 47/74 | Surges: 6/8 | AP: 0/1 | Inspiring Word (3/3), On My Mark, Shifting Tides, Dragon's Tenacity, Race the Arrow, Warlord's Recovery, Create Opportunity, Stone of Wind, Relentless Wounding, prepared to use immediate action (see mechanics above)
20 Seaman 3 (-V, 9) | HP: 1/1 |
19 Darcell (-Y, 13) | HP: 40/79 | Surges: 9/10 | AP: 0/1 | Second Wind, Echoing Weapon, Revitalizing Incantation, Lliira's Grace*, Majestic Word, Lying Lights, Stirring Shout, Counterpoint, Sitar of Restfulness
18 Officer 5 (-Y, 15) | HP: -90/?? | Bloodied, Holy Blast, Rejuvenating Smite, marked (-3) by Isabelle, dazed until Isabelle EONT
14 Jean-Claude Olivier (-Y, 2) | HP: -18/?? | Lead Bullet, -2 to attacks until Liam EONT
13 Seaman 8 (-Z, 2) | HP: 1/1 |
11 Officer 6 (-Z, 11) | HP: -68/?? | Bloodied, Holy Blast, Rejuvenating Smite, enemies who hit him before Darcell's EONT become invisible until their EONT or until they make an attack, marked (-3) by Isabelle
11 Big John (-Y, 11) | HP: 28/89 | Surges: 6/11 | AP: 0/1 | Bloodied, Funneling Flurry, Come and Get It, Glowering Threat, Second Wind, Mountain Sweep, Disciplined Counter, Defensive Advance, Sweeping Blow, Chain Ward, Tempest Dance, Staggering Spiked Chain +3, Dancing Defense, Dancing Defense stance (see combat block), resist 10 all until EONT
10 Officer 3 (-X, 15) | HP: -58/?? | Bloodied, Holy Blast, +2 to defenses until SONT, Grommak's quarry?? Constance (??, ??) | HP: 20/64 | Surges: 6/8 | AP: 1/1 | still above deck (not yet in fight)
- Combat Block
- [SHOW]
Johannes Galben, aka Big John
Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal VisionAC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 14/89
Bloodied: 44
Surge Value: 22
Surges left: 7/11
Action Points: 0MBA: Melee Range 4 (with chain), +19 vs AC, 2d4+11 damage. +22 vs AC on OAs.
RBA: +13 vs AC, 1d4+3 damage.Resistances: None.
Vulnerabilities: None.
Saves: None.
Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away
Dancing Defense: Until the stance ends, once per round whenever I hit with my primary weapon I can choose either to make a free MBA with my off-hand weapon against a different target, or to shift 1 square and gain +3 to AC & Reflex until SONT.Powers:
Combat Challenge
Dual Strike
Footwork Lure
Second Wind [X]
Disciplined Counter [X]
Stone's Endurance [X]
Funneling Flurry [X]
Glowering Threat [X]
Sweeping Blow [X]
Come and Get It [X]
Defensive Advance [X]
Mountain Sweep [X]
Tempest Dance [X]
Dancing Defense [X]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [X]Consumables:
Four-Sided Caltrop
Four-Sided Caltrop- Important Features:
- [SHOW]
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
- Summary
- [SHOW]
* 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.