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Re: Blackwood's Dogs IC
Posted: Tue Sep 22, 2015 3:41 am
by Namelessjake
Darcell swims over the rope and finally manages to haul himself back onto the Saint.
"Are you done already?" Darcell teases Constance. With a smirk he utters a few words, rejuvenating Constance.
Mechanics- [SHOW]
- Double Move: Swim and climb to (-S, 17)
Athletics check to swim: 7(1d20) +8 = 15
Athletics check to climb: 14(1d20) +8 = 22
Walk to (-R, 18)
Minor: Majestic Word on Constance. She can spend a healing surge to gain 16 HP.
10(2d6) +6 = 16
Virtue of Cunning- [SHOW]
- 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.
Feel free to use this.
Combat Block- [SHOW]
- Darcell
Male Half-Elf Cunning Bard 11
Languages: Common, Forellian, Serran, Imardanian.
Age: 25
Height: 5'11"
Weight: 165 lbs.
Speed: 6
Initiative: +14 (+16 when within 10 of Henri)
Passive Perception: 21
Passive Insight: 19
Senses: Low-light Vision
AC: 24
Fort: 21
Reflex: 22
Will: 26
HP: 70/79 THP:
Bloodied: 39
Surge Value: 20
Surges left: 10/10
Action Points: 1
MBA: +13 vs AC, 1d8+3 damage. (+2 to damage rolls when you have combat advantage)
RBA: +9 vs AC, 1d4+2 damage.
Resistances: None
Vulnerabilities: None
Saves: None
Active Effects: None
Powers:
Vicious Mockery
Staggering Note
__________________________________
Second Wind [_]
Guardian's Counter [_]
Demoralizing Strike [_]
Majestic Word [x][_] **
Words of Friendship [_]
Blunder [_]
Moment of Escape [_]
Echoing Weapon [_]
Revitalizing Incantation [ ]
Unluck [_]
Illusory Erasure [_]
Lying Lights [_]
Harper Pin
Mielikki's Endurance [_] *
Lliira's Grace [_] *
Tymora's Luck [_] *
Feytouched Hide Armor +3 [_]
__________________________________
Stirring Shout[_]
Song of Discord [_]
Counterpoint [_]
Headband of Intellect [_]
Sitar of restfulness [_]
* Can only use one per encounter
** Can be used twice per encounter but only once per round
Consumables:
None.
Important Features:- [SHOW]
- Racial Traits and Class or Path Features:
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.
Re: Blackwood's Dogs IC
Posted: Tue Sep 22, 2015 1:59 pm
by Fialova
"You would turn your back on the Goddess just as you turn your back on civilization, then?" the marksman shouts, just as the door to Blackwood's cabin opens and Daphne steps out, ducking behind the railing and observing the action. The man notices, and turns his attention.
"Daphne! Daphne, is that you?" he shouts.
"Jean-Claude!" she responds, perking up for a moment, but immediately ducking back down as a bullet ricochets nearby. At her response he turns back towards Henri, lowering his rifle to aim.
"So you were the one who took her! And I thought being a pirate was low enough. I'd resigned myself to putting you down before, but now I will enjoy it," he says, before unleashing two more bullets on the young man, leaving him gasping for breath. Daphne gasps, and shouts back,
"no, brother! He helped me!"
While the apparent siblings shout to another, Darcell finally pulls himself out of the water just as Henri and Grommak manage to team up against one of the officers. Seeing the carnage of the front of the ship, John whisks past the men he'd been focusing on and moves to the orc's side. Chain still whipping about, he manages to send one of the sailors flying into the water, and it cuts into the flesh of the same officer Grommak had been facing.
Back on the other side of the deck, two of the other officers gang up on Isabelle. With skillful teamwork they manage to surround the woman and support one another, leaving her in a much less stable state than she'd been in only moments earlier.
Go: Grommak
Mechanics- [SHOW]
- Henri: heals & unbloodies Grommak, misses, grants attack...
Grommak: shifts, hits
Darcell: swims, climbs onboard, heals & unbloodies Constance
Big John:
Move Action: Defensive Advance
Effect: +2 to defenses until EONT and I shift to (-V, 12)
Standard Action: Tempest Dance vs Officer 5
Attack: 27 vs AC = hit
Hit: 17 damage, Officer 5 is marked until the end of John's next turn.
Effect: I shift to (-V, 11) and attack Seaman 11
Attack: 24 vs AC = miss
Effect: I shift to (-W, 10) and attack Seaman 5
Attack: 37 vs AC = crit! yay...
Hit: Seaman 5 ded
Minor Action: Glowering Threat
Effect: Seamen 2, 3, and 9, and Officer 5 take -5 to attacks against anyone other than John until the end of my next turn.
Save vs mark: 14 = success
Officer 3: moves to (-V, 10)...
Big John: OA on Officer 3
Attack: 37 vs AC = hit
Hit: 15 damage and Officer 3 stops moving and is marked until the end of my next turn.
Officer 3: ...is stopped at (-V, 7). Charges to (-V, 9) against Big John, 27 vs AC = hit for 10 damage. John is marked until the end of Officer 3's next turn
Seaman 11: attacks Grommak, 36 vs AC = hit for 12 damage and 3 ongoing damage (save ends). Grommak is bloodied.
Jean-Claude Olivier: Twin Shot on Henri, 32 vs AC = hit for 14 damage and Henri is bloodied, 39 vs AC = hit for 10 damage.
Seaman 9: attacks Big John, 34 vs AC = hit for 12 damage and 3 ongoing damage (save ends).
Officer 4: Health Transfer, giving Officer 2 25 of his hp, unbloodying him. Rejuvenating Smite on Isabelle, 36 vs AC = hit for 17 damage and Officer 4 regains 8hp. Isabelle is bloodied.
Officer 2: moves to (-V, 19). Attacks Isabelle, 39 vs AC = hit for 14 damage. Isabelle is marked until the end of Officer 2's next turn, and his Rejuvenating Smite recharges.
Grommak: takes 3 ongoing damage...
Map- [SHOW]
Map Info- [SHOW]
- Forecastle: The enclosed structure at the front of the main deck, which can be entered from its door at (-X, 1), or moved on top of via staircases.
Aftcastle: The enclosed structure at the rear of the main deck, where the steering wheel is located. It can be entered from its door at (-X, 21), or moved on top of via staircases.
Planks: There are two of these, one spanning (-U, 12) to (-R, 12) and the other spanning (-U, 18) to (-R, 18). These are narrow and somewhat wobbly, and as such they must be crossed with caution. You can either treat them as difficult terrain and move across them slowly and cautiously, or you can try your luck at going a bit faster. The faster route requires an acrobatics check to balance while moving, DC: 25, but does not require you to move at half speed. Only one person can be on them at a time or they will collapse.
Railings: The railings of both ships can be walked on (squares that are half water, half railing on the merchant ship count as railing squares), but follow standard balance rules (DC: 25, move half speed on them).
Stairs: There are 4 staircases moving up to the tops of the forecastle and aftcastle, and all squares that are entirely stairs count as difficult terrain. The ones that are part stair, part railing follow the rules for railings.
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.
Doors: There are 2 doors, at (-X, 1) and (-X, 21). These lead into either the forecastle or aftcastle, with the forecastle's now open but the aftcastle's still closed.
Grate: 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.
Wheel: The wheel turns the rudder, and thus the ship. Use with caution.
Hull: If you fall in the water, it is a DC: 20 athletics check to climb back up the side of the ship, and requires a total of 7 movement (2 for each square moving up the ship, and one more to climb from the top over the edge).
Rope: Thanks to one of the dogs on the Saint, there is now a rope between squares (-S, 17) and (-R, 17), making climbing out of the water from (-S, 17) only DC: 10.
Eldritch Quagmire (Isabelle): Brown overlay on map. Enemies treat squares in the aura as difficult terrain. When manually deactivated, Isabelle gets to choose one enemy within 2 squares of her to immobilize until her EONT.
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.
Captain: Captains generally receive training meant for both officers and standard seamen, employing the tactics of both schools effectively in a fight to make them formidable foes worthy of their rank.
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. One can only guess why he is accompanying the crew of the ship you are engaging.
Status- [SHOW]
- 31 Grommak (-W, 11) | HP: 40/86 | Surges: 8/9 | AP: 1/1 | Bloodied, Ruffling Sting, Lashing Leaves, Cross-Body Parry, Begin the Hunt, +2 to attacks vs Officer 5 while he is quarried, ongoing 3 damage (save ends), +1 to AC and Reflex until EONT
30 Seaman 15 (-Z, 7) | HP: 1/1 |
29 Seaman 1 (-V, 13) | HP: 1/1 |
25 Officer 5 (-X, 10) | HP: -109/?? | Bloodied, Rejuvenating Smite, Grommak's quarry, marked (-3) until Big John EONT, -5 to attack anyone but Big John until his EONT
24 Seaman 16 (-Y, 6) | HP: 1/1 |
24 Isabelle (-V, 20) | HP: 25/91 | Surges: 11/11 | AP: 1/1 | Bloodied, Inevitable Strike, Eldritch Quagmire, ongoing 3 damage (save ends), prone, prepared to use immediate action (see mechanics above), marked (-2) until Officer 2 EONT
23 Officer 1 (-U, 7, -3) | HP: -13/?? | Holy Blast
23 Officer 6 (-V, 17) | HP: -65/?? | Bloodied, Holy Blast, marked (-3) until Big John EONT, cannot regain HP until Liam EONT
23 Seaman 2 (-W, 9) | HP: 1/1 | -5 to attack anyone but Big John until his EONT
23 Seaman 17 (-W, 1) | HP: 1/1 |
22 Captain (-X, 20) | HP: -20/?? | AP: 0/1 |
21 Liam (-W, 16) | HP: 19/75 | Surges: 9/9 | AP: 0/1 | Bloodied, Bladesong, Skwering Spikes, ongoing 3 damage (save ends), prepared to shield self (see mechanics above)
21 Constance (-R, 11) | HP: 53/64 | Surges: 7/8 | AP: 1/1 | Shadowy Tendrils, Walk Through Shadow
20 Seaman 3 (-X, 8) | HP: 1/1 | -5 to attack anyone but Big John until his EONT
19 Big John (-W, 10) | HP: 56/89 | Surges: 11/11 | AP: 1/1 | Come and Get It, Defensive Advance, Glowering Threat, Chain Ward, Tempest Dance, threatening reach, +2 to defenses until EONT, marked (-2) until Officer 3 EONT, ongoing 3 damage (save ends)
17 Darcell (-R, 18) | HP: 70/79 | Surges: 10/10 | AP: 1/1 | Majestic Word (1/2)
17 Henri (-R, 12) | HP: 26/74 | Surges: 8/8 | AP: 1/1 | Bloodied, Race the Arrow, Inspiring Word (1/3), On My Mark
15 Officer 3 (-W, 5) | HP: -19/?? | marked (-3) until Big John EONT
15 Seaman 11 (-X, 13) | HP: 1/1 |
14 Jean-Claude Olivier (-X, 0, 2) | HP: -4/?? | shrouded by Constance (1/4)
13 Seaman 5 (-U, 14) | HP: 1/1 |
13 Seaman 9 (-Y, 9) | HP: 1/1 | -5 to attack anyone but Big John until his EONT
12 Officer 4 (-V, 21, 1) | HP: -21/?? | Holy Blast, Health Transfer, Rejuvenating Smite, +2 to defenses*
9 Officer 2 (-V, 19) | HP: -42/?? | +2 to defenses*, marked (-3) by Isabelle, -3 speed until EONT
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 Vision
AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 78/89
Bloodied: 44
Surge Value: 22
Surges left: 11/11
Action Points: 1
Resistances:
None.
Vulnerabilities:
None.
Saves:
None.
Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away
Powers:
Combat Challenge
Dual Strike
Footwork Lure
__________________________________
Second Wind [_]
Disciplined Counter [_]
Stone's Endurance [_]
Funneling Flurry [_]
Glowering Threat [X]
Sweeping Blow [_]
Come and Get It [X]
Defensive Advance [X]
Mountain Sweep [_]
__________________________________
Tempest Dance [X]
Dancing Defense [_]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [_]
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.
Re: Blackwood's Dogs IC
Posted: Tue Sep 22, 2015 3:15 pm
by ratwizard
"Thanks, big man," Grommak huffs, as the chain-wielding warrior steps in to help, and the orc is reassured when Big John manages to brutalize a few of the sailors. However, Grommak grunts in frustration while trying to maneuver around the swinging of the heavy chain, and it seems that he can't get a good slash in.
"Push forward! I've got your back," he shouts to his friend, ready to finally lay some of the sailors to rest.
Mechanics- [SHOW]
- Standard: Twin Strike on Officer 5.
Attacks: 2(1d20) +20 = 22; 5(1d20) +17 = 22 Misses AC 22
Saving Throw: 1(1d20) = 1
Combat Block- [SHOW]
- Grommak
Male Half-Orc Two-Weapon Ranger 11
Languages: Common, Kurnish
Age: 29
Height: 6'2"
Weight: 200 lbs.
Speed: 6
Initiative: +11+2
Passive Perception: 26
Passive Insight: 21
Senses: Low-light Vision
AC: 24
Fort: 25
Reflex: 23
Will: 23
HP: 48/86
Bloodied: 43
Surge Value: 21
Surges left: 9/9
Action Points: 0
MBA: +18, 1d10+13
Resistances:
None.
Vulnerabilities:
None.
Saves:
+1 against fear, daze, domination, or stun effects.
Active Effects:
+2 to attacks on Officer 5, cos he's marked like a lil bitch
Powers:
Hunter's Quarry
Marauder's Rush
Twin Strike
__________________________________
Second Wind [ ]
Sohei Flurry [ ]
Furious Assault [ ]
Off-Hand Strike [x]
Invigorating Stride [ ]
Ruffling Sting [x]
Lashing Leaves [x]
Cross-Body Parry [x]
Periapt of Cascading Health +2 [ ]
Boots of the Fencing Master [_]
__________________________________
Jaws of the Wolf [_]
Frenzied Skirmish [ ]
Begin the Hunt [x]
Attacks on the Run [ ]
Blood of the Fallen [ ]
Consumables:
None.
Important Features:- [SHOW]
- Racial Traits and Class or Path Features:
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.
Re: Blackwood's Dogs IC
Posted: Tue Sep 22, 2015 7:07 pm
by Fialova
John nods to the orc as he continues to whirl his chain, lashing out at a few other crew members but only managing to snag one this time. The others manage to pierce Grommak's flesh, though John is able to avoid the attacks directed his way.
Go: Isabelle
Mechanics- [SHOW]
- Grommak: misses, misses, fails save (you get the worst rolls holy shit)
Seaman 15: moves to (-Y, 14)...
Big John: OA vs Seaman 15
Attack: 31 vs AC = hit
Hit: Seaman 15 ded
Seaman 1: attacks Grommak, 28 vs AC = hit for 12 damage and 3 ongoing damage (save ends).
Officer 5: attacks Big John, 27 vs AC = miss...
Big John: Disciplined Counter vs Officer 5
Attack: 21 vs AC = miss
Seaman 16: moves to (-Y, 12)...
Big John: OA vs Seaman 16
Attack: 24 vs AC = miss. Seaman 16 is marked until the end of John's next turn.
Seaman 16: attacks Grommak, 25 vs AC = hit for 9 damage and 3 ongoing damage (save ends)
Isabelle: takes 3 ongoing damage, but resists...
Map- [SHOW]
Map Info- [SHOW]
- Forecastle: The enclosed structure at the front of the main deck, which can be entered from its door at (-X, 1), or moved on top of via staircases.
Aftcastle: The enclosed structure at the rear of the main deck, where the steering wheel is located. It can be entered from its door at (-X, 21), or moved on top of via staircases.
Planks: There are two of these, one spanning (-U, 12) to (-R, 12) and the other spanning (-U, 18) to (-R, 18). These are narrow and somewhat wobbly, and as such they must be crossed with caution. You can either treat them as difficult terrain and move across them slowly and cautiously, or you can try your luck at going a bit faster. The faster route requires an acrobatics check to balance while moving, DC: 25, but does not require you to move at half speed. Only one person can be on them at a time or they will collapse.
Railings: The railings of both ships can be walked on (squares that are half water, half railing on the merchant ship count as railing squares), but follow standard balance rules (DC: 25, move half speed on them).
Stairs: There are 4 staircases moving up to the tops of the forecastle and aftcastle, and all squares that are entirely stairs count as difficult terrain. The ones that are part stair, part railing follow the rules for railings.
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.
Doors: There are 2 doors, at (-X, 1) and (-X, 21). These lead into either the forecastle or aftcastle, with the forecastle's now open but the aftcastle's still closed.
Grate: 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.
Wheel: The wheel turns the rudder, and thus the ship. Use with caution.
Hull: If you fall in the water, it is a DC: 20 athletics check to climb back up the side of the ship, and requires a total of 7 movement (2 for each square moving up the ship, and one more to climb from the top over the edge).
Rope: Thanks to one of the dogs on the Saint, there is now a rope between squares (-S, 17) and (-R, 17), making climbing out of the water from (-S, 17) only DC: 10.
Eldritch Quagmire (Isabelle): Brown overlay on map. Enemies treat squares in the aura as difficult terrain. When manually deactivated, Isabelle gets to choose one enemy within 2 squares of her to immobilize until her EONT.
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.
Captain: Captains generally receive training meant for both officers and standard seamen, employing the tactics of both schools effectively in a fight to make them formidable foes worthy of their rank.
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. One can only guess why he is accompanying the crew of the ship you are engaging.
Status- [SHOW]
- 31 Grommak (-W, 11) | HP: 19/86 | Surges: 8/9 | AP: 1/1 | Bloodied, Ruffling Sting, Lashing Leaves, Cross-Body Parry, Begin the Hunt, +2 to attacks vs Officer 5 while he is quarried, ongoing 3 damage (save ends)
30 Seaman 15 (-Z, 7) | HP: 1/1 |
29 Seaman 1 (-V, 13) | HP: 1/1 |
25 Officer 5 (-X, 10) | HP: -109/?? | Bloodied, Rejuvenating Smite, Grommak's quarry, marked (-3) until Big John EONT, -5 to attack anyone but Big John until his EONT
24 Seaman 16 (-Y, 12) | HP: 1/1 | marked (-3) until Big John EONT
24 Isabelle (-V, 20) | HP: 25/91 | Surges: 11/11 | AP: 1/1 | Bloodied, Inevitable Strike, Eldritch Quagmire, ongoing 3 damage (save ends), prone, marked (-2) until Officer 2 EONT
23 Officer 1 (-U, 7, -3) | HP: -13/?? | Holy Blast
23 Officer 6 (-V, 17) | HP: -65/?? | Bloodied, Holy Blast, marked (-3) until Big John EONT, cannot regain HP until Liam EONT
23 Seaman 2 (-W, 9) | HP: 1/1 | -5 to attack anyone but Big John until his EONT
23 Seaman 17 (-W, 1) | HP: 1/1 |
22 Captain (-X, 20) | HP: -20/?? | AP: 0/1 |
21 Liam (-W, 16) | HP: 19/75 | Surges: 9/9 | AP: 0/1 | Bloodied, Bladesong, Skwering Spikes, ongoing 3 damage (save ends), prepared to shield self (see mechanics above)
21 Constance (-R, 11) | HP: 53/64 | Surges: 7/8 | AP: 1/1 | Shadowy Tendrils, Walk Through Shadow,
20 Seaman 3 (-X, 8) | HP: 1/1 | -5 to attack anyone but Big John until his EONT
19 Big John (-W, 10) | HP: 56/89 | Surges: 11/11 | AP: 1/1 | Come and Get It, Defensive Advance, Glowering Threat, Disciplined Counter, Chain Ward, Tempest Dance, threatening reach, +2 to defenses until EONT, marked (-2) until Officer 3 EONT, ongoing 3 damage (save ends)
17 Darcell (-R, 18) | HP: 70/79 | Surges: 10/10 | AP: 1/1 | Majestic Word (1/2)
17 Henri (-R, 12) | HP: 26/74 | Surges: 8/8 | AP: 1/1 | Bloodied, Race the Arrow, Inspiring Word (1/3), On My Mark
15 Officer 3 (-W, 5) | HP: -19/?? | marked (-3) until Big John EONT
15 Seaman 11 (-X, 13) | HP: 1/1 |
14 Jean-Claude Olivier (-X, 0, 2) | HP: -4/?? | shrouded by Constance (1/4)
13 Seaman 9 (-Y, 9) | HP: 1/1 | -5 to attack anyone but Big John until his EONT
12 Officer 4 (-V, 21, 1) | HP: -21/?? | Holy Blast, Health Transfer, Rejuvenating Smite, +2 to defenses*
9 Officer 2 (-V, 19) | HP: -42/?? | +2 to defenses*, marked (-3) by Isabelle
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 Vision
AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 56/89
Bloodied: 44
Surge Value: 22
Surges left: 11/11
Action Points: 1
Resistances:
None.
Vulnerabilities:
None.
Saves:
None.
Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away
Powers:
Combat Challenge
Dual Strike
Footwork Lure
__________________________________
Second Wind [_]
Disciplined Counter [X]
Stone's Endurance [_]
Funneling Flurry [_]
Glowering Threat [X]
Sweeping Blow [_]
Come and Get It [X]
Defensive Advance [X]
Mountain Sweep [_]
__________________________________
Tempest Dance [X]
Dancing Defense [_]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [_]
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.
Re: Blackwood's Dogs IC
Posted: Tue Sep 22, 2015 9:06 pm
by PureZaros
"Easy, ya mutts! One at a time!" Isabelle yells, springing to her feet.
"You salty sods've gotten my blood boilin' now."
Taking a few deep breaths, she makes taunting motions at the officers surrounding her, before suddenly disappearing from between them. She reappears next to Liam, stealing the explosion out of a cannon as it goes off and sending it flying towards the captain as she does.
"Ah, there ye are, Liam. Lovely weather, innit?"
MECHANICS- [SHOW]
- EAT DAT DAMAGE! YOU CAN'T HURT ME!
Minor Action: Acrobat Boots to stand.
Move Action -> Minor Action: Aegis of Ensnarement
Marking Officer 2 and Officer 4 with my Aegis.
Standard Action: Second Wind
Gain a +3 bonus to all defenses until end of my next turn. +4 to acrobatics and endurance checks until end of next turn.
Gain 22 HP, unbloodying Isabelle.
AP -> Standard Action:
Teleportation Action proc. Isabelle teleports to [-W, 17]
Swordmage Shielding Fire on Captain.
Attack: 22 vs Fortitude... Miss
On miss, Captain is marked as if by my Aegis, but it doesn't cancel the others that I have. Other marks can supersede this one. Lasts until end of encounter or until superseded.
Saving Throw: 11
Saved! Woo!
Ready Immediate Interrupts:
-Dimensional Vortex
+16 vs Will, range 10
If an enemy hits an ally with a melee attack, I can teleport that enemy 5 squares and force it to make the attack on another target of my choosing.
If Liam or Grommak is hit, teleport the offending enemy to the railing to the south and make the attack against either officer 3 or officer 1, depending on who is in reach. If officer 1 can be knocked back into the water, do that.
-If no viable targets are created, Firedeath (Reduce all damage dice rolled to a result of 1) a connecting attack that would deal more than 10 damage to me.
COMBAT BLOCK- [SHOW]
- Isabelle
Female Genasi Swordmage 11
Languages: Common, Elven
Age: 37
Height: 5'7"
Weight: 180
Speed: 6
Initiative: +6
Passive Perception: 23
Passive Insight: 17
Senses: Normal Vision
AC: 30
Fort: 22
Reflex: 25
Will: 23
HP: 47/91
Bloodied: 45
Surge Value: 22
Surges left: 10/11
Action Points: 1
Resistances:
5 Poison
10 Fire while manifesting Cindersoul
4 All while bloodied
Vulnerabilities: None
Active Effects:
+2 racial bonus to saving throws against ongoing damage while manifesting Watersoul
Powers:
MBA: +19 to attack, 1d8+9 damage
RBA: +16 to attack, 1d4+6 damage (using dagger)
Bull Rush Attack
Grab Attack
Opportunity Attack
Aegis of Ensnarement
Sword Burst
Frigid Blade
Summoned Armor +3
Acrobat Boots
__________________________________
[X] Second Wind
[X] Inevitable Strike
[_] Foesnare
[_] Mythal Recovery
[_] Dimensional Vortex
[_] Fettering Aegis
[_] Four Corners Attack
[_] Strength Against Strength
[_] Explosive Runes
[_] Periapt of Cascading Health +2
[_] Viper Belt
[_] Ruby Scabbard
Require Manifestation:
[_] Firedeath §
[_] Swiftcurrent
__________________________________
[_] Binding Aegis
[X] Swordmage Shielding Fire
[X] Eldritch Quagmire
[_] Troll Rampage
* Immediate Reaction
§ Indicates Active Manifestation
Important Features:- [SHOW]
- 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/Theme 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
Re: Blackwood's Dogs IC
Posted: Wed Sep 23, 2015 8:01 pm
by Fialova
While Isabelle regroups near Liam, the nearby officer swipes at the man. Just as his blow is about to connect, she sends him zipping to the railing, where he cuts into another officer's flesh instead. The Captain chases after the woman, though his attempt to overpower her a second time is easily dodged. On the other side of the deck, John makes short work of another man who gets too near to him.
Go: Liam, Constance
Mechanics- [SHOW]
- Isabelle: stands, marks x2, second winds, action points, teleports, misses & marks, saves, readies immediate action
Officer 1: recharges Holy Blast, climbs to (-U, 7, -1)
Officer 6: attacks Liam, 31 vs AC = hit...
Isabelle: Dimensional Vortex on Officer 6
Attack: 36 vs Will = crit!
Hit: Officer 6 is teleported to (-U, 20) and his new target becomes Officer 2
Officer 6: attacks Officer 2, 31 vs AC = hit for 13 damage and Officer 2 is marked until the end of Officer 6's next turn.
Seaman 2: shifts to (-V, 10). Attacks Big John, 27 vs AC = miss
Seaman 17: moves to (-W, 8)...
Big John: OA vs Seaman 17
Attack: 28 vs AC = hit
Hit: Seaman 17 ded
Captain: moves to (-Z, 17). Swift Charge to (-X, 17) on Isabelle, 28 vs AC = miss
Liam: takes 3 ongoing damage...
Map- [SHOW]
Map Info- [SHOW]
- Forecastle: The enclosed structure at the front of the main deck, which can be entered from its door at (-X, 1), or moved on top of via staircases.
Aftcastle: The enclosed structure at the rear of the main deck, where the steering wheel is located. It can be entered from its door at (-X, 21), or moved on top of via staircases.
Planks: There are two of these, one spanning (-U, 12) to (-R, 12) and the other spanning (-U, 18) to (-R, 18). These are narrow and somewhat wobbly, and as such they must be crossed with caution. You can either treat them as difficult terrain and move across them slowly and cautiously, or you can try your luck at going a bit faster. The faster route requires an acrobatics check to balance while moving, DC: 25, but does not require you to move at half speed. Only one person can be on them at a time or they will collapse.
Railings: The railings of both ships can be walked on (squares that are half water, half railing on the merchant ship count as railing squares), but follow standard balance rules (DC: 25, move half speed on them).
Stairs: There are 4 staircases moving up to the tops of the forecastle and aftcastle, and all squares that are entirely stairs count as difficult terrain. The ones that are part stair, part railing follow the rules for railings.
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.
Doors: There are 2 doors, at (-X, 1) and (-X, 21). These lead into either the forecastle or aftcastle, with the forecastle's now open but the aftcastle's still closed.
Grate: 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.
Wheel: The wheel turns the rudder, and thus the ship. Use with caution.
Hull: If you fall in the water, it is a DC: 20 athletics check to climb back up the side of the ship, and requires a total of 7 movement (2 for each square moving up the ship, and one more to climb from the top over the edge).
Rope: Thanks to one of the dogs on the Saint, there is now a rope between squares (-S, 17) and (-R, 17), making climbing out of the water from (-S, 17) only DC: 10.
Eldritch Quagmire (Isabelle): Brown overlay on map. Enemies treat squares in the aura as difficult terrain. When manually deactivated, Isabelle gets to choose one enemy within 2 squares of her to immobilize until her EONT.
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.
Captain: Captains generally receive training meant for both officers and standard seamen, employing the tactics of both schools effectively in a fight to make them formidable foes worthy of their rank.
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. One can only guess why he is accompanying the crew of the ship you are engaging.
Status- [SHOW]
- 31 Grommak (-W, 11) | HP: 19/86 | Surges: 8/9 | AP: 1/1 | Bloodied, Ruffling Sting, Lashing Leaves, Cross-Body Parry, Begin the Hunt, +2 to attacks vs Officer 5 while he is quarried, ongoing 3 damage (save ends)
29 Seaman 1 (-V, 13) | HP: 1/1 |
25 Officer 5 (-X, 10) | HP: -109/?? | Bloodied, Rejuvenating Smite, Grommak's quarry, marked (-3) until Big John EONT, -5 to attack anyone but Big John until his EONT
24 Seaman 16 (-Y, 12) | HP: 1/1 | marked (-3) until Big John EONT
24 Isabelle (-W, 17) | HP: 47/91 | Surges: 10/11 | AP: 0/1 | Inevitable Strike, Second Wind, Dimensional Vortex, Eldritch Quagmire, Swordmage Shielding Fire, marked (-2) until Officer 2 EONT, +3 defenses and +4 acrobatics and endurance until EONT, prepared to use immediate actions (see mechanics above)
23 Officer 1 (-U, 7, -1) | HP: -13/?? | climbing
23 Officer 6 (-U, 20) | HP: -65/?? | Bloodied, Holy Blast, marked (-3) until Big John EONT, cannot regain HP until Liam EONT, balancing (DC: 25 to move)
23 Seaman 2 (-V, 10) | HP: 1/1 | -5 to attack anyone but Big John until his EONT
23 Seaman 17 (-W, 1) | HP: 1/1 |
22 Captain (-X, 17) | HP: -20/?? | AP: 0/1 | marked (-3) by Isabelle
21 Liam (-W, 16) | HP: 19/75 | Surges: 9/9 | AP: 0/1 | Bloodied, Bladesong, Skwering Spikes, ongoing 3 damage (save ends)
21 Constance (-R, 11) | HP: 53/64 | Surges: 7/8 | AP: 1/1 | Shadowy Tendrils, Walk Through Shadow,
20 Seaman 3 (-X, 8) | HP: 1/1 | -5 to attack anyone but Big John until his EONT
19 Big John (-W, 10) | HP: 56/89 | Surges: 11/11 | AP: 1/1 | Come and Get It, Defensive Advance, Glowering Threat, Disciplined Counter, Chain Ward, Tempest Dance, threatening reach, +2 to defenses until EONT, marked (-2) until Officer 3 EONT, ongoing 3 damage (save ends)
17 Darcell (-R, 18) | HP: 70/79 | Surges: 10/10 | AP: 1/1 | Majestic Word (1/2)
17 Henri (-R, 12) | HP: 26/74 | Surges: 8/8 | AP: 1/1 | Bloodied, Race the Arrow, Inspiring Word (1/3), On My Mark
15 Officer 3 (-W, 5) | HP: -19/?? | marked (-3) until Big John EONT
15 Seaman 11 (-X, 13) | HP: 1/1 |
14 Jean-Claude Olivier (-X, 0, 2) | HP: -4/?? | shrouded by Constance (1/4)
13 Seaman 9 (-Y, 9) | HP: 1/1 | -5 to attack anyone but Big John until his EONT
12 Officer 4 (-V, 21, 1) | HP: -21/?? | Holy Blast, Health Transfer, Rejuvenating Smite, +2 to defenses*, marked (-3) by Isabelle
9 Officer 2 (-V, 19) | HP: -55/?? | +2 to defenses*, marked (-2) until Officer 6 EONT
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 Vision
AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 56/89
Bloodied: 44
Surge Value: 22
Surges left: 11/11
Action Points: 1
Resistances:
None.
Vulnerabilities:
None.
Saves:
None.
Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away
Powers:
Combat Challenge
Dual Strike
Footwork Lure
__________________________________
Second Wind [_]
Disciplined Counter [X]
Stone's Endurance [_]
Funneling Flurry [_]
Glowering Threat [X]
Sweeping Blow [_]
Come and Get It [X]
Defensive Advance [X]
Mountain Sweep [_]
__________________________________
Tempest Dance [X]
Dancing Defense [_]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [_]
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.
Re: Blackwood's Dogs IC
Posted: Sun Sep 27, 2015 4:49 pm
by kalis5
Liam smiles at the Captain, and with his free hand gives a taunting wave bye as the captain's feet move on their own, walking himself around Liam and Isabelle, to the edge of the plank.
"Sorry Isabelle, had an idea."
Without the captain there to stop him, he walks over to one of the Seamen and cleaves into it, looking over to Constance and shouting to her.
"Oi, Constance! How's bout the Captain takes a drink?"
And with a yank of his hand, the Captain moves to the center of the VERY easily knocked over plank. Just waiting for someone to topple it.
Mechanics- [SHOW]
- Charm of the Defender on Captain against Will: 3(1d20) +13 = 16
Slide to -U18
Move to -X14
MBA as a free action against Seaman 11. Please hit against his AC...:15(1d20) +18 = 33
That Seaman's dead... And... Time to set things up by sliding the Captain to -T18. Right on the plank. Constance?...
Stat Block- [SHOW]
- Liam "Dirge" Rend
Human Bladesinger Level 11
Languages: Common, Imardin, Tulrissian
Age: 23
Speed: 6
Initiative: 12 (+2 if within 10 squares of Henry)
Passive Perception: 21
Passive Insight: 16
Senses: Low-light
AC: 26
Fort: 21
Reflex: 25
Will: 23
HP: 66/75
Bloodied: 37
Surge Value: 18
Surges left: 9/9
Action Points: 1
Resistances:
Vulnerabilities: None
Active Effects: None
Powers:
Bull Rush Attack
Grab Attack
Opportunity Attack
Erupting Flare
Dancing Fire
Dazzling Sunray
Unseen Hand
Cantrip Prestidigitation
Versatile Spellbook
_____________________________
Class Feature Bladesong [ ]
Cantrip Suggestion [ ]
Cantrip Chameleon's Mask
L2 Shield [ ]
L6 Dispel Magic [ ]
L10 Flush with Success [ ]
Theme Feature Iron Wolf Charge [ ]
_____________________________
Boon Spell Enemies Abound [ ]
L1 Skewering Spikes [ ]
L5 Grim Shadow [ ]
L9 Charm of the Defender [ ]
Shadowdance Armor +2 [ ]
________________________________________________________
Unused Powers:
L1 Charm of Misplaced Wrath [ ]
L2 Arcane Mutterings [ ]
L5 Radiant Pillar [ ]
L6 Revitalizing Charm [ ]
L9 Fire Burst [ ]
L10 Phoenix Step [ ]
Important Features- [SHOW]
- 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.
Re: Blackwood's Dogs IC
Posted: Tue Sep 29, 2015 6:36 pm
by AdorablyDevious
Constance grins a little bit as she nods at Liam and without thinking twice starts to move. She almost seems to move before Liam even finishes his thought and sighs a little bit as she hops over Henri, moving about him with a twist and a tap of his shoulder with her her hand.
"Excuse me Henri..." she says before stopping just before the plank.
"This will take a little bit to get back up..." she says as she kicks the plank...hard.
After this she grins a bit and jumps over towards the ship, not actually catching herself just yet until she's a little bit underneath the ship's actual top. She sighs softly
"I'll have to play this my way..." aaaaannd she falls into the water cause of rolls. Splash.
Mechanics- [SHOW]
- Movement: Ghost of the Rooftops to jump to -T17
Minor: Kick down Plank
Standard: Ghost of the Rooftops to Jump to -U13
1(1d20) +13 = 14
Stat Block- [SHOW]
- Constance Ellstrom
Human Assassin Level 11
Languages: Common, Ghian
Age: 27
Speed: 7 (+1 When starting her turn in Dim-Light or more)
Initiative: 10
Passive Perception: 20
Passive Insight: 15
Senses: Darkvision (2 Squares)
AC: 24
Fort: 21
Reflex: 23
Will: 23
HP: 64/64
Bloodied: 32
Surge Value: 16
Surges left: 8/8
Action Points: 1
Resistances:
Vulnerabilities: None
Active Effects: None
Powers:
Bull Rush Attack
Grab Attack
Opportunity Attack
Assassin's Shroud
Shadow Step
Inescapable Blade
Executioner's Noose
Ghost of the Rooftops
Kord's Force
_____________________________
Second Wind
Create Shadow-Wrought Weapon (Khopesh)
Shade Form
Nightmare Shades
Scrambling Climb
Inescapable Shadow
Shrouding Gloom
Echoing Threat
Walk Through Shadow [x]
Shadowy Tendrils [x]
_____________________________
Targeted for Death [ ]
Unleash Corruption [ ]
Black Garrote [ ]
Item based Abilities
_____________________________
Shadowdance Armor +2 [ ]
Notable Feats, Features, Items, and Powers:- [SHOW]
- Notable Passive Abilities
___________________
Night Stalker: Whenever Constance hits someone who is not adjacent to another enemy they take an extra amount of damage equal to her cha modifier (+4).
Dancer's Action: When Constance spends an action point to make an attack she can teleport up to five squares as a free action before or after the attack.
Dancer's Ambush: When Constance teleports at all during her turn, she gains combat advantage on the next person she attacks for that round.
Shadowdancer's Gloves: When she's hidden, Constances attacks do an extra 1d6 damage.
Contortionist's Cord: When Constance is squeezing, she moves at full speed and takes no penalty to attack rolls. She still grants combat advantage however.
Axe Expertise (Free Feat): When wielding axes and whatnot, Constance gains +2 to attack. In addition, she can reroll damage whenever she rolls a natural 1 but must take the second result.
Escape Tattoo (On her back): When a non-minion scores a critical hit against Constance and does damage, she may teleport 3 squares away as a free action.
Secret Stride: Constance does not take a -5 penalty when moving more than 2 squares while using the stealth skill.
Notable Active Abilities
__________________
Assassin's Shroud: Thanks to her feats Constance's shrouds deal 1d8+5 damage each. In addition, while Constance is hidden the shrouds do not cause the creatures to be aware.
Shadow-Step: When Constance is adjacent to a creature she may, as a move action, teleport up to 4 squares away as long as she stops while adjacent to another creature.
Shadow-Wrought Weapon: Constance is able to create a weapon for her as long as she has a free-hand. This is an encounter power that lasts until she dismisses it or she uses this power again. The Shadow-Wrought weapon is a Khopesh that has a +3 enhancement to attack and damage. It deals an extra 3d8 damage on a critical hit.
Utility
________________
Kord's Force: This at-will allows Constance to use Athletics in place of Strength whenever making a strength check.
Scrambling Climb: This encounter power lets Constance make an athletics check + 5 to climb. If she succeeds she can climb up a number of squares equal to 2 + her speed.
Shrouding Gloom: Using this encounter power, if Constance has cover or concealment she may use the stealth skill.
Re: Blackwood's Dogs IC
Posted: Wed Sep 30, 2015 11:03 am
by Fialova
With the combined efforts of the Dirge and Constance, the plank slips out from the enemy captain's feet and he plunges into the sea. Unfortunately, Constance finds herself falling in shortly after.
Go: Big John, Darcell, Henri
Mechanics- [SHOW]
- Liam: misses & slides, moves, hits & kills, slides
Constance: jumps, kicks, jumps, falls
Seaman 3: attacks Big John, 23 vs AC = miss
Big John: takes 3 ongoing damage...
Map- [SHOW]
Map Info- [SHOW]
- Forecastle: The enclosed structure at the front of the main deck, which can be entered from its door at (-X, 1), or moved on top of via staircases.
Aftcastle: The enclosed structure at the rear of the main deck, where the steering wheel is located. It can be entered from its door at (-X, 21), or moved on top of via staircases.
Planks: There are two of these, one spanning (-U, 12) to (-R, 12) and the other spanning (-U, 18) to (-R, 18). These are narrow and somewhat wobbly, and as such they must be crossed with caution. You can either treat them as difficult terrain and move across them slowly and cautiously, or you can try your luck at going a bit faster. The faster route requires an acrobatics check to balance while moving, DC: 25, but does not require you to move at half speed. Only one person can be on them at a time or they will collapse.
Railings: The railings of both ships can be walked on (squares that are half water, half railing on the merchant ship count as railing squares), but follow standard balance rules (DC: 25, move half speed on them).
Stairs: There are 4 staircases moving up to the tops of the forecastle and aftcastle, and all squares that are entirely stairs count as difficult terrain. The ones that are part stair, part railing follow the rules for railings.
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.
Doors: There are 2 doors, at (-X, 1) and (-X, 21). These lead into either the forecastle or aftcastle, with the forecastle's now open but the aftcastle's still closed.
Grate: 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.
Wheel: The wheel turns the rudder, and thus the ship. Use with caution.
Hull: If you fall in the water, it is a DC: 20 athletics check to climb back up the side of the ship, and requires a total of 7 movement (2 for each square moving up the ship, and one more to climb from the top over the edge).
Rope: Thanks to one of the dogs on the Saint, there is now a rope between squares (-S, 17) and (-R, 17), making climbing out of the water from (-S, 17) only DC: 10.
Eldritch Quagmire (Isabelle): Brown overlay on map. Enemies treat squares in the aura as difficult terrain. When manually deactivated, Isabelle gets to choose one enemy within 2 squares of her to immobilize until her EONT.
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.
Captain: Captains generally receive training meant for both officers and standard seamen, employing the tactics of both schools effectively in a fight to make them formidable foes worthy of their rank.
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. One can only guess why he is accompanying the crew of the ship you are engaging.
Status- [SHOW]
- 31 Grommak (-W, 11) | HP: 19/86 | Surges: 8/9 | AP: 1/1 | Bloodied, Ruffling Sting, Lashing Leaves, Cross-Body Parry, Begin the Hunt, +2 to attacks vs Officer 5 while he is quarried, ongoing 3 damage (save ends)
29 Seaman 1 (-V, 13) | HP: 1/1 |
25 Officer 5 (-X, 10) | HP: -109/?? | Bloodied, Rejuvenating Smite, Grommak's quarry, marked (-3) until Big John EONT, -5 to attack anyone but Big John until his EONT
24 Seaman 16 (-Y, 12) | HP: 1/1 | marked (-3) until Big John EONT
24 Isabelle (-W, 17) | HP: 47/91 | Surges: 10/11 | AP: 0/1 | Inevitable Strike, Second Wind, Dimensional Vortex, Eldritch Quagmire, Swordmage Shielding Fire, marked (-2) until Officer 2 EONT, +3 defenses and +4 acrobatics and endurance until EONT, prepared to use immediate actions (see mechanics above)
23 Officer 1 (-U, 7, -1) | HP: -13/?? | climbing
23 Officer 6 (-U, 20) | HP: -65/?? | Bloodied, Holy Blast, marked (-3) until Big John EONT, balancing (DC: 25 to move)
23 Seaman 2 (-V, 10) | HP: 1/1 | -5 to attack anyone but Big John until his EONT
22 Captain (-T, 18, -4) | HP: -25/?? | AP: 0/1 | marked (-3) by Isabelle, in the water
21 Liam (-X, 14) | HP: 19/75 | Surges: 9/9 | AP: 0/1 | Bloodied, Bladesong, Skwering Spikes, Charm of the Defender, ongoing 3 damage (save ends)
21 Constance (-U, 13, -4) | HP: 53/64 | Surges: 7/8 | AP: 1/1 | Shadowy Tendrils, Walk Through Shadow, in the water
20 Seaman 3 (-X, 8) | HP: 1/1 | -5 to attack anyone but Big John until his EONT
19 Big John (-W, 10) | HP: 56/89 | Surges: 11/11 | AP: 1/1 | Come and Get It, Defensive Advance, Glowering Threat, Disciplined Counter, Chain Ward, Tempest Dance, threatening reach, +2 to defenses until EONT, marked (-2) until Officer 3 EONT, ongoing 3 damage (save ends)
17 Darcell (-R, 18) | HP: 70/79 | Surges: 10/10 | AP: 1/1 | Majestic Word (1/2)
17 Henri (-R, 12) | HP: 26/74 | Surges: 8/8 | AP: 1/1 | Bloodied, Race the Arrow, Inspiring Word (1/3), On My Mark
15 Officer 3 (-W, 5) | HP: -19/?? | marked (-3) until Big John EONT
15 Seaman 11 (-X, 13) | HP: 1/1 |
14 Jean-Claude Olivier (-X, 0, 2) | HP: -4/?? | shrouded by Constance (1/4)
13 Seaman 9 (-Y, 9) | HP: 1/1 | -5 to attack anyone but Big John until his EONT
12 Officer 4 (-V, 21, 1) | HP: -21/?? | Holy Blast, Health Transfer, Rejuvenating Smite, +2 to defenses*, marked (-3) by Isabelle
9 Officer 2 (-V, 19) | HP: -55/?? | +2 to defenses*, marked (-2) until Officer 6 EONT
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 Vision
AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 56/89
Bloodied: 44
Surge Value: 22
Surges left: 11/11
Action Points: 1
Resistances:
None.
Vulnerabilities:
None.
Saves:
None.
Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away
Powers:
Combat Challenge
Dual Strike
Footwork Lure
__________________________________
Second Wind [_]
Disciplined Counter [X]
Stone's Endurance [_]
Funneling Flurry [_]
Glowering Threat [X]
Sweeping Blow [_]
Come and Get It [X]
Defensive Advance [X]
Mountain Sweep [_]
__________________________________
Tempest Dance [X]
Dancing Defense [_]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [_]
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.
Re: Blackwood's Dogs IC
Posted: Thu Oct 01, 2015 11:15 am
by Namelessjake
Darcell tries to help out Isabelle, attacking one of the Officers towards the back of the ship. However seeing Big John and Grommak surrounded he makes his way to the front of the Saint. Seeing Grommak wounded he mutters another incantation, similar to the one he used on Constance, although this time directed towards the Orc.
Mechanics- [SHOW]
- Standard: Lying Lights on Officer 6.
16 vs Reflex. If hit Officer 6 takes 19 damage and any ally which hits him before Darcell's EONT becomes invisible to their EONT or until they make an attack roll.
2(1d20) +14 = 16; 10(3d8) +9 = 19
Move: Walk to (-R, 11)
Minor: Revitalizing Incantation on Grommak. Grommak can spend a healing surge and also gains temporary hit points equal to the value of his healing surge.
Virtue of Cunning- [SHOW]
- 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.
Feel free to use this.
Combat Block- [SHOW]
- Darcell
Male Half-Elf Cunning Bard 11
Languages: Common, Forellian, Serran, Imardanian.
Age: 25
Height: 5'11"
Weight: 165 lbs.
Speed: 6
Initiative: +14 (+16 when within 10 of Henri)
Passive Perception: 21
Passive Insight: 19
Senses: Low-light Vision
AC: 24
Fort: 21
Reflex: 22
Will: 26
HP: 70/79
Bloodied: 39
Surge Value: 20
Surges left: 10/10
Action Points: 1
MBA: +13 vs AC, 1d8+3 damage. (+2 to damage rolls when you have combat advantage)
RBA: +9 vs AC, 1d4+2 damage.
Resistances: None
Vulnerabilities: None
Saves: None
Active Effects: None
Powers:
Vicious Mockery
Staggering Note
__________________________________
Second Wind [_]
Guardian's Counter [_]
Demoralizing Strike [_]
Majestic Word [x][_] **
Words of Friendship [_]
Blunder [_]
Moment of Escape [_]
Echoing Weapon [_]
Revitalizing Incantation [x]
Unluck [_]
Illusory Erasure [_]
Lying Lights [x]
Harper Pin
Mielikki's Endurance [_] *
Lliira's Grace [_] *
Tymora's Luck [_] *
Feytouched Hide Armor +3 [_]
__________________________________
Stirring Shout[_]
Song of Discord [_]
Counterpoint [_]
Headband of Intellect [_]
Sitar of restfulness [_]
* Can only use one per encounter
** Can be used twice per encounter but only once per round
Consumables:
None.
Important Features:- [SHOW]
- Racial Traits and Class or Path Features:
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.
Re: Blackwood's Dogs IC
Posted: Thu Oct 01, 2015 7:28 pm
by Scratcherclaw
Brother? Who would have thought they'd be related. Attempting to take advantage of the situation, Henri shouts,
"Listen to your sister! We found her aboard a Talgut merchant ship, caged up like a prisoner. Do you see her in a cage now? No, because we rescued her. She can attest to that herself."
Attempting to focus back on the fight, the Imardanian shouts to Grommak,
"Hey, take care of that officer already, would you?"
Seeing that the orc swiftly ends the officer's life, Henri returns to his inter-ship conversation, adding,
"Your sister has been safe with us. I've personally made sure of that. Just because I fell into this line of work doesn't mean I abandoned all of my Imardanian etiquette."
Mechanics- [SHOW]
- Minor: Inspiring Word on self
Regain +16 +12(3d6) = 28 for a total of 54 HP
Standard: Direct the Strike
Grommak can make a free MBA against Officer 5
Attack: 12(1d20) +20 = 32 vs AC = Hit
Damage: 7(1d10) +6(2d6) +13 = 26
No Action: Diplo check to try and convince Jean-Claude to not be a douche and whatnot: 6(1d20) +16 = 22
Ready action: Vengeance is Mine
Combat Block- [SHOW]
- Henri LaBelle
Male Vryloka Warlord 11
Languages: Common, Imardanian, Forellian
Age: 21
Height: 5'11"
Weight: 150 lbs.
Speed: 7
Initiative: +13
Passive Perception: 20
Passive Insight: 16
Senses: Low-light vision
AC: 23
Fort: 24
Ref: 21
Will: 24
HP: 54/74
Bloodied: 37
Surge Value: 18
Surges left: 7/8
Action points: 1
MBA: +13 vs AC, 1d6+5 damage.
RBA: +17 vs AC, 1d6+7 damage.
Resistances: 10 Necrotic (5+1/2 level)
Vulnerabilities: None
Saves: None
Active Effects: None
Powers:
Direct the Strike
Paint the Bulls-Eye
Sea Legs
Acrobat Boots
__________________________________
Second Wind [_]
Inspiring Word [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 [_]
Create Opportunity [_]
Warlord's Recovery [_]
Gloves of Piercing [_]
Bracers of Archery [_]
Stone of Wind [_]
Consumables:
None
Important Features- [SHOW]
- 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.
Re: Blackwood's Dogs IC
Posted: Thu Oct 01, 2015 9:10 pm
by ratwizard
Grommak grunts as he follows through with the blow, spraying blood across him and Big John. He smiles through the act, feeling envigorated to do the same to the other sailors aboard.
"Oh-hoh, you are fucked now!" he cries to them.
Mechanics- [SHOW]
- Free: Killing Officer 5 procs Bloof of the Fallen. Grommak heals 26 HP, bringing him up to 66 HP with 21 THP and unbloodying him.
Combat Block- [SHOW]
- Grommak
Male Half-Orc Two-Weapon Ranger 11
Languages: Common, Kurnish
Age: 29
Height: 6'2"
Weight: 200 lbs.
Speed: 6
Initiative: +11+2
Passive Perception: 26
Passive Insight: 21
Senses: Low-light Vision
AC: 24
Fort: 25
Reflex: 23
Will: 23
HP: 66+21/86
Bloodied: 43
Surge Value: 21
Surges left: 6/9
Action Points: 0
MBA: +18, 1d10+13
Resistances:
None.
Vulnerabilities:
None.
Saves:
+1 against fear, daze, domination, or stun effects.
Active Effects:
Ongoing 3 damage.
Powers:
Hunter's Quarry
Marauder's Rush
Twin Strike
__________________________________
Second Wind [ ]
Sohei Flurry [ ]
Furious Assault [ ]
Off-Hand Strike [x]
Invigorating Stride [ ]
Ruffling Sting [x]
Lashing Leaves [x]
Cross-Body Parry [x]
Periapt of Cascading Health +2 [ ]
Boots of the Fencing Master [_]
__________________________________
Jaws of the Wolf [_]
Frenzied Skirmish [ ]
Begin the Hunt [x]
Attacks on the Run [ ]
Blood of the Fallen [x]
Consumables:
None.
Important Features:- [SHOW]
- Racial Traits and Class or Path Features:
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.
Re: Blackwood's Dogs IC
Posted: Fri Oct 02, 2015 7:48 pm
by Fialova
Jean-Claude lowers his gun at Henri's words, conflicted.
"A Talgut merchant ship which you are now aiding, that is," he retorts, without firing another shot. It's clear the boy's words had some effect, though he likely still needs convincing of the Dogs' motivations. He watches and winces as the brutal orc slays one of his comrades, before finishing,
"explain yourself quickly, or you will meet the same fate as my friend there!"
As the officer falls bleeding to the deck, John turns his attentions to the others surrounding he and Grommak. With one quick, powerful whip of his chain he sends two more of the seaman into the sea, and focuses on the other remaining officer.
"You might as well just give up, you've lost already," he says, glaring down at the comparatively-puny man.
The officer retaliates, but fails to find his mark. His attack does manage to distract the highlander enough for someone to hit him from behind, however. On the other side of the deck two of the officers try to team up against Isabelle, but once more she is easily able to avoid their attacks.
Go: Grommak
Mechanics- [SHOW]
- Darcell: misses, moves (-R, 12)(that's how far you can walk), heals
Henri: heals & unbloodies, grants attack...
Grommak: hits & kills, heals self & unbloodies
Henri: diplos, readies immediate action
Big John:
Move Action: shift to (-W, 9)
Standard Action: Sweeping Blow
Attack vs Officer 3: 37 vs AC = hit
Attack vs Seaman 2: 40 vs AC = hit
Attack vs Seaman 3: 42 vs AC = crit!
Hit: 15 damage, semen die, officer marked until EONT
Save vs ongoing damage: 15 = success
Officer 3: Rejuvenating Smite on Big John, 21 vs AC = miss. Remember Your Training to add to the roll, 24 vs AC = miss.
Jean-Claude Olivier: delays
Seaman 9: shifts to (-X, 9). Attacks Big John, 30 vs AC = hit for 8 damage and 3 ongoing damage (save ends).
Officer 4: moves to (-X, 18). Attacks Isabelle, 31 vs AC = miss.
Officer 2: moves to (-V, 17). Attacks Isabelle, 18 vs AC = miss.
Grommak: takes 3 ongoing damage...
Map- [SHOW]
Map Info- [SHOW]
- Forecastle: The enclosed structure at the front of the main deck, which can be entered from its door at (-X, 1), or moved on top of via staircases.
Aftcastle: The enclosed structure at the rear of the main deck, where the steering wheel is located. It can be entered from its door at (-X, 21), or moved on top of via staircases.
Planks: There are two of these, one spanning (-U, 12) to (-R, 12) and the other spanning (-U, 18) to (-R, 18). These are narrow and somewhat wobbly, and as such they must be crossed with caution. You can either treat them as difficult terrain and move across them slowly and cautiously, or you can try your luck at going a bit faster. The faster route requires an acrobatics check to balance while moving, DC: 25, but does not require you to move at half speed. Only one person can be on them at a time or they will collapse.
Railings: The railings of both ships can be walked on (squares that are half water, half railing on the merchant ship count as railing squares), but follow standard balance rules (DC: 25, move half speed on them).
Stairs: There are 4 staircases moving up to the tops of the forecastle and aftcastle, and all squares that are entirely stairs count as difficult terrain. The ones that are part stair, part railing follow the rules for railings.
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.
Doors: There are 2 doors, at (-X, 1) and (-X, 21). These lead into either the forecastle or aftcastle, with the forecastle's now open but the aftcastle's still closed.
Grate: 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.
Wheel: The wheel turns the rudder, and thus the ship. Use with caution.
Hull: If you fall in the water, it is a DC: 20 athletics check to climb back up the side of the ship, and requires a total of 7 movement (2 for each square moving up the ship, and one more to climb from the top over the edge).
Rope: Thanks to one of the dogs on the Saint, there is now a rope between squares (-S, 17) and (-R, 17), making climbing out of the water from (-S, 17) only DC: 10.
Eldritch Quagmire (Isabelle): Brown overlay on map. Enemies treat squares in the aura as difficult terrain. When manually deactivated, Isabelle gets to choose one enemy within 2 squares of her to immobilize until her EONT.
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.
Captain: Captains generally receive training meant for both officers and standard seamen, employing the tactics of both schools effectively in a fight to make them formidable foes worthy of their rank.
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. One can only guess why he is accompanying the crew of the ship you are engaging.
Status- [SHOW]
- 31 Grommak (-W, 11) | HP: 66+18/86 | Surges: 7/9 | AP: 1/1 | Ruffling Sting, Lashing Leaves, Cross-Body Parry, Begin the Hunt, Blood of the Fallen, ongoing 3 damage (save ends)
29 Seaman 1 (-V, 13) | HP: 1/1 |
25 Officer 5 (-X, 10) | HP: -135/?? | Bloodied, Rejuvenating Smite, Grommak's quarry, marked (-3) until Big John EONT, -5 to attack anyone but Big John until his EONT
24 Seaman 16 (-Y, 12) | HP: 1/1 |
24 Isabelle (-W, 17) | HP: 47/91 | Surges: 10/11 | AP: 0/1 | Inevitable Strike, Second Wind, Dimensional Vortex, Eldritch Quagmire, Swordmage Shielding Fire, +3 defenses and +4 acrobatics and endurance until EONT
23 Officer 1 (-U, 7, -1) | HP: -13/?? | climbing
23 Officer 6 (-U, 20) | HP: -65/?? | Bloodied, Holy Blast, balancing (DC: 25 to move)
23 Seaman 2 (-V, 10) | HP: 1/1 | -5 to attack anyone but Big John until his EONT
22 Captain (-T, 18, -4) | HP: -25/?? | AP: 0/1 | marked (-3) by Isabelle, in the water
21 Liam (-X, 14) | HP: 19/75 | Surges: 9/9 | AP: 0/1 | Bloodied, Bladesong, Skwering Spikes, Charm of the Defender, ongoing 3 damage (save ends)
21 Constance (-U, 13, -4) | HP: 53/64 | Surges: 7/8 | AP: 1/1 | Shadowy Tendrils, Walk Through Shadow, in the water
20 Seaman 3 (-X, 8) | HP: 1/1 | -5 to attack anyone but Big John until his EONT
19 Big John (-W, 9) | HP: 45/89 | Surges: 11/11 | AP: 1/1 | Come and Get It, Defensive Advance, Glowering Threat, Disciplined Counter, Sweeping Blow, Chain Ward, Tempest Dance, threatening reach, ongoing 3 damage (save ends)
17 Darcell (-R, 12) | HP: 70/79 | Surges: 10/10 | AP: 1/1 | Majestic Word (1/2), Lying Lights, Revitalizing Incantation
17 Henri (-R, 12) | HP: 56/74 | Surges: 7/8 | AP: 1/1 | Race the Arrow, Inspiring Word (2/3), On My Mark, prepared to use immediate action (see mechanics above)
15 Officer 3 (-W, 5) | HP: -34/?? | Rejuvenating Smite, Remember Your Training, marked (-3) until Big John EONT
13 Seaman 9 (-X, 9) | HP: 1/1 |
12 Officer 4 (-X, 18) | HP: -21/?? | Holy Blast, Health Transfer, Rejuvenating Smite, marked (-3) by Isabelle
9 Officer 2 (-V, 17) | HP: -55/?? | marked (-2) until Officer 6 EONT
?? Jean-Claude Olivier (-X, 0, 2) | HP: -4/?? | shrouded by Constance (1/4), delaying turn
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 Vision
AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 53/89
Bloodied: 44
Surge Value: 22
Surges left: 11/11
Action Points: 1
Resistances:
None.
Vulnerabilities:
None.
Saves:
None.
Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away
Powers:
Combat Challenge
Dual Strike
Footwork Lure
__________________________________
Second Wind [_]
Disciplined Counter [X]
Stone's Endurance [_]
Funneling Flurry [_]
Glowering Threat [X]
Sweeping Blow [X]
Come and Get It [X]
Defensive Advance [X]
Mountain Sweep [_]
__________________________________
Tempest Dance [X]
Dancing Defense [_]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [_]
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.
Re: Blackwood's Dogs IC
Posted: Fri Oct 02, 2015 9:00 pm
by ratwizard
Ignoring the pissing match between the halted man and Grommak's turncoat partner, the orc fights on with the massive human. Seeing one of the sailors land a well-placed stab on the man, Grommak steps in and slashes him right at the belly, fatally. He swings at the officer nearby, but is parried deftly.
Mechanics- [SHOW]
- Move: Shift to -W10
Minor: Hunter's Quarry Officer 3.
Standard: Twin Strike on Officer 3 and Seaman 9. Misses AC 21 and Hits AC 33 on Seaman 9, killing him.
Attacks: 3(1d20) +18 = 21; 18(1d20) +15 = 33
Saving throw: 12(1d20) = 12 Success
Combat Block- [SHOW]
- Grommak
Male Half-Orc Two-Weapon Ranger 11
Languages: Common, Kurnish
Age: 29
Height: 6'2"
Weight: 200 lbs.
Speed: 6
Initiative: +11+2
Passive Perception: 26
Passive Insight: 21
Senses: Low-light Vision
AC: 24+1
Fort: 25
Reflex: 23+1
Will: 23
HP: 66+21/86
Bloodied: 43
Surge Value: 21
Surges left: 6/9
Action Points: 0
MBA: +18, 1d10+13
Resistances:
None.
Vulnerabilities:
None.
Saves:
+1 against fear, daze, domination, or stun effects.
Active Effects:
-- +1 to AC and Ref from feat support
Powers:
Hunter's Quarry
Marauder's Rush
Twin Strike
__________________________________
Second Wind [ ]
Sohei Flurry [ ]
Furious Assault [ ]
Off-Hand Strike [x]
Invigorating Stride [ ]
Ruffling Sting [x]
Lashing Leaves [x]
Cross-Body Parry [x]
Periapt of Cascading Health +2 [ ]
Boots of the Fencing Master [_]
__________________________________
Jaws of the Wolf [_]
Frenzied Skirmish [ ]
Begin the Hunt [x]
Attacks on the Run [ ]
Blood of the Fallen [x]
Consumables:
None.
Important Features:- [SHOW]
- Racial Traits and Class or Path Features:
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.
Re: Blackwood's Dogs IC
Posted: Sat Oct 03, 2015 4:41 pm
by Scratcherclaw
"The true crew of the Talgut ship no longer lives. It's been commandeered by some of the other crew members. One can't let a ship like that just drift, abandoned in the open sea. It would cause trouble for others, and would be a waste of a fine vessel," the Imardanian replied to his former instructor, hoping he'll see reason and lower his weapon for good. "The crew of that ship, and its captain, the very man who imprisoned your sister, now lie dead."
Re: Blackwood's Dogs IC
Posted: Sat Oct 03, 2015 8:48 pm
by Fialova
As Grommak cuts another sailor down, two more surround the Dirge and bring him dropping to the ground as well.
On the aftcastle Jean-Claude frowns and lowers his gun, watching as the drunkard and another of his comrades falls.
"The fuck are you doing?" one of the officers shouts back at him.
"They're the enemy, fight them!"
"I came here for my sister, if what she and this boy say are true then we are shedding blood for no reason - her captors are already dead."
"No reason?! They're pirates! Her captors or not, they need to be put down."
"They seem to be doing a much better job of putting us down than the other way around. I think I will stay right here and see what this boy has to say."
Go: Isabelle
Mechanics- [SHOW]
- Grommak: shifts, quarries, misses, hits & kills, saves
Seaman 1: attacks Liam, 37 vs AC = crit! for 12 damage and 3 ongoing damage (save ends). Shifts to (-Y, 14).
Seaman 16: shifts to (-W, 14). Attacks Liam, 38 vs AC = hit...
Liam: Shield on self, +4 AC & Reflex until EONT
Seaman 16: ...hit for 9 damage and 3 ongoing damage (save ends). Liam is now unconscious and dying.
Map- [SHOW]
Map Info- [SHOW]
- Forecastle: The enclosed structure at the front of the main deck, which can be entered from its door at (-X, 1), or moved on top of via staircases.
Aftcastle: The enclosed structure at the rear of the main deck, where the steering wheel is located. It can be entered from its door at (-X, 21), or moved on top of via staircases.
Planks: There are two of these, one spanning (-U, 12) to (-R, 12) and the other spanning (-U, 18) to (-R, 18). These are narrow and somewhat wobbly, and as such they must be crossed with caution. You can either treat them as difficult terrain and move across them slowly and cautiously, or you can try your luck at going a bit faster. The faster route requires an acrobatics check to balance while moving, DC: 25, but does not require you to move at half speed. Only one person can be on them at a time or they will collapse.
Railings: The railings of both ships can be walked on (squares that are half water, half railing on the merchant ship count as railing squares), but follow standard balance rules (DC: 25, move half speed on them).
Stairs: There are 4 staircases moving up to the tops of the forecastle and aftcastle, and all squares that are entirely stairs count as difficult terrain. The ones that are part stair, part railing follow the rules for railings.
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.
Doors: There are 2 doors, at (-X, 1) and (-X, 21). These lead into either the forecastle or aftcastle, with the forecastle's now open but the aftcastle's still closed.
Grate: 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.
Wheel: The wheel turns the rudder, and thus the ship. Use with caution.
Hull: If you fall in the water, it is a DC: 20 athletics check to climb back up the side of the ship, and requires a total of 7 movement (2 for each square moving up the ship, and one more to climb from the top over the edge).
Rope: Thanks to one of the dogs on the Saint, there is now a rope between squares (-S, 17) and (-R, 17), making climbing out of the water from (-S, 17) only DC: 10.
Eldritch Quagmire (Isabelle): Brown overlay on map. Enemies treat squares in the aura as difficult terrain. When manually deactivated, Isabelle gets to choose one enemy within 2 squares of her to immobilize until her EONT.
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.
Captain: Captains generally receive training meant for both officers and standard seamen, employing the tactics of both schools effectively in a fight to make them formidable foes worthy of their rank.
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. One can only guess why he is accompanying the crew of the ship you are engaging.
Status- [SHOW]
- 31 Grommak (-W, 10) | HP: 66+18/86 | Surges: 7/9 | AP: 1/1 | Ruffling Sting, Lashing Leaves, Cross-Body Parry, Begin the Hunt, Blood of the Fallen
29 Seaman 1 (-Y, 14) | HP: 1/1 |
24 Seaman 16 (-Y, 12) | HP: 1/1 |
24 Isabelle (-W, 17) | HP: 47/91 | Surges: 10/11 | AP: 0/1 | Inevitable Strike, Second Wind, Dimensional Vortex, Eldritch Quagmire, Swordmage Shielding Fire, +3 defenses and +4 acrobatics and endurance until EONT
23 Officer 1 (-U, 7, -1) | HP: -13/?? | climbing
23 Officer 6 (-U, 20) | HP: -65/?? | Bloodied, Holy Blast, balancing (DC: 25 to move)
22 Captain (-T, 18, -4) | HP: -25/?? | AP: 0/1 | marked (-3) by Isabelle, in the water
21 Liam (-X, 14) | HP: -2/75 | Surges: 9/9 | AP: 0/1 | Dying (failed saves 0/3) Bladesong, Shield, Skwering Spikes, Charm of the Defender, ongoing 3 damage (save ends), +4 to AC & Reflex until EONT, unconscious, prone
21 Constance (-U, 13, -4) | HP: 53/64 | Surges: 7/8 | AP: 1/1 | Shadowy Tendrils, Walk Through Shadow, in the water
19 Big John (-W, 9) | HP: 45/89 | Surges: 11/11 | AP: 1/1 | Come and Get It, Defensive Advance, Glowering Threat, Disciplined Counter, Sweeping Blow, Chain Ward, Tempest Dance, threatening reach, ongoing 3 damage (save ends)
17 Darcell (-R, 12) | HP: 70/79 | Surges: 10/10 | AP: 1/1 | Majestic Word (1/2), Lying Lights, Revitalizing Incantation
17 Henri (-R, 12) | HP: 56/74 | Surges: 7/8 | AP: 1/1 | Race the Arrow, Inspiring Word (2/3), On My Mark, prepared to use immediate action (see mechanics above)
15 Officer 3 (-W, 5) | HP: -34/?? | Rejuvenating Smite, Remember Your Training, marked (-3) until Big John EONT, Grommak's quarry
13 Seaman 9 (-X, 9) | HP: 1/1 |
12 Officer 4 (-X, 18) | HP: -21/?? | Holy Blast, Health Transfer, Rejuvenating Smite, marked (-3) by Isabelle
9 Officer 2 (-V, 17) | HP: -55/?? | marked (-2) until Officer 6 EONT
?? Jean-Claude Olivier (-X, 0, 2) | HP: -4/?? | shrouded by Constance (1/4), delaying turn
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 Vision
AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 53/89
Bloodied: 44
Surge Value: 22
Surges left: 11/11
Action Points: 1
Resistances:
None.
Vulnerabilities:
None.
Saves:
None.
Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away
Powers:
Combat Challenge
Dual Strike
Footwork Lure
__________________________________
Second Wind [_]
Disciplined Counter [X]
Stone's Endurance [_]
Funneling Flurry [_]
Glowering Threat [X]
Sweeping Blow [X]
Come and Get It [X]
Defensive Advance [X]
Mountain Sweep [_]
__________________________________
Tempest Dance [X]
Dancing Defense [_]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [_]
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.
Re: Blackwood's Dogs IC
Posted: Sat Oct 03, 2015 10:33 pm
by PureZaros
MECHANICS- [SHOW]
- Move Action: Shift to [-V, 16]
Standard Action: Frigid Blade on Officer 2
Attack: 21 vs AC... Miss
Because I missed, Free Action: Strength Against Strength.
If my athletics check equals or exceeds officer 2's highest defence, then I can knock him prone or slide him 1 square.
Check: 24 fuck
Ready Immediate Action:
Fettering Aegis
range 10, no attack roll
If an enemy I can see that has been marked with my aegis willingly moves away from me, I can pull that enemy to a square adjacent to me and deal 1d8+9 force damage. The target is the immobilized until the end of its next turn.
If no targets proc this, then
Firedeath
Reduce all damage dice rolled by a connecting attack to 1.
If something hits me for more than 15 damage then use this.
COMBAT BLOCK- [SHOW]
- Isabelle
Female Genasi Swordmage 11
Languages: Common, Elven
Age: 37
Height: 5'7"
Weight: 180
Speed: 6
Initiative: +6
Passive Perception: 23
Passive Insight: 17
Senses: Normal Vision
AC: 30
Fort: 22
Reflex: 25
Will: 23
HP: 47/91
Bloodied: 45
Surge Value: 22
Surges left: 10/11
Action Points: 0
Resistances:
5 Poison
10 Fire while manifesting Cindersoul
4 All while bloodied
Vulnerabilities: None
Active Effects:
+2 racial bonus to saving throws against ongoing damage while manifesting Watersoul
Powers:
MBA: +19 to attack, 1d8+9 damage
RBA: +16 to attack, 1d4+6 damage (using dagger)
Bull Rush Attack
Grab Attack
Opportunity Attack
Aegis of Ensnarement
Sword Burst
Frigid Blade
Summoned Armor +3
Acrobat Boots
__________________________________
[X] Second Wind
[X] Inevitable Strike
[_] Foesnare
[_] Mythal Recovery
[X] Dimensional Vortex
[_] Fettering Aegis
[_] Four Corners Attack
[X] Strength Against Strength
[_] Explosive Runes
[_] Periapt of Cascading Health +2
[_] Viper Belt
[_] Ruby Scabbard
Require Manifestation:
[_] Firedeath §
[_] Swiftcurrent
__________________________________
[_] Binding Aegis
[X] Swordmage Shielding Fire
[X] Eldritch Quagmire
[_] Troll Rampage
* Immediate Reaction
§ Indicates Active Manifestation
Important Features:- [SHOW]
- 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/Theme 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
Re: Blackwood's Dogs IC
Posted: Sun Oct 04, 2015 7:45 pm
by Fialova
As Isabelle blunders against one of the officers, two more move forward. One sends a bright flash of light streaming down, the same as before he was knocked overboard, causing John and Grommak to shield their eyes in pain. The other takes a swipe at Isabelle, which only glances her as she is able to nearly evade the attack.
Go: Liam, Constance, Big John, Darcell, Henri
Mechanics- [SHOW]
- Isabelle: shifts, misses x2, readies immediate actions
Officer 1: climbs on deck and moves to (-V, 8). Holy Blast on Big John (25 vs Will = hit) and Grommak (34 vs Will = hit). Both men take 12 psychic damage and are marked (save ends). Big John is bloodied.
Officer 6: moves to (-W, 17). Rejuvenating Smite on Isabelle, 32 vs AC = hit for 15 damage...
Isabelle: Firedeath, reducing Officer's damage dice rolls to 1
Officer 6: ...hits for 4 damage and Officer 6 regains 2 hp. Isabelle is bloodied.
Captain: climbs some of the way
Liam: takes 3 ongoing damage...
Big John: takes 3 ongoing damage...
Map- [SHOW]
Map Info- [SHOW]
- Forecastle: The enclosed structure at the front of the main deck, which can be entered from its door at (-X, 1), or moved on top of via staircases.
Aftcastle: The enclosed structure at the rear of the main deck, where the steering wheel is located. It can be entered from its door at (-X, 21), or moved on top of via staircases.
Planks: There are two of these, one spanning (-U, 12) to (-R, 12) and the other spanning (-U, 18) to (-R, 18). These are narrow and somewhat wobbly, and as such they must be crossed with caution. You can either treat them as difficult terrain and move across them slowly and cautiously, or you can try your luck at going a bit faster. The faster route requires an acrobatics check to balance while moving, DC: 25, but does not require you to move at half speed. Only one person can be on them at a time or they will collapse.
Railings: The railings of both ships can be walked on (squares that are half water, half railing on the merchant ship count as railing squares), but follow standard balance rules (DC: 25, move half speed on them).
Stairs: There are 4 staircases moving up to the tops of the forecastle and aftcastle, and all squares that are entirely stairs count as difficult terrain. The ones that are part stair, part railing follow the rules for railings.
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.
Doors: There are 2 doors, at (-X, 1) and (-X, 21). These lead into either the forecastle or aftcastle, with the forecastle's now open but the aftcastle's still closed.
Grate: 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.
Wheel: The wheel turns the rudder, and thus the ship. Use with caution.
Hull: If you fall in the water, it is a DC: 20 athletics check to climb back up the side of the ship, and requires a total of 7 movement (2 for each square moving up the ship, and one more to climb from the top over the edge).
Rope: Thanks to one of the dogs on the Saint, there is now a rope between squares (-S, 17) and (-R, 17), making climbing out of the water from (-S, 17) only DC: 10.
Eldritch Quagmire (Isabelle): Brown overlay on map. Enemies treat squares in the aura as difficult terrain. When manually deactivated, Isabelle gets to choose one enemy within 2 squares of her to immobilize until her EONT.
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.
Captain: Captains generally receive training meant for both officers and standard seamen, employing the tactics of both schools effectively in a fight to make them formidable foes worthy of their rank.
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. One can only guess why he is accompanying the crew of the ship you are engaging.
Status- [SHOW]
- 31 Grommak (-W, 10) | HP: 66+6/86 | Surges: 7/9 | AP: 1/1 | Ruffling Sting, Lashing Leaves, Cross-Body Parry, Begin the Hunt, Blood of the Fallen, marked by Officer 1 (save ends)
29 Seaman 1 (-Y, 14) | HP: 1/1 |
24 Seaman 16 (-Y, 12) | HP: 1/1 |
24 Isabelle (-V, 16) | HP: 43/91 | Surges: 10/11 | AP: 0/1 | Bloodied, Inevitable Strike, Second Wind, Dimensional Vortex, Strength Against Strength, Firedeath, Eldritch Quagmire, Swordmage Shielding Fire
23 Officer 1 (-V, 8) | HP: -13/?? | Holy Blast
23 Officer 6 (-W, 17) | HP: -63/?? | Bloodied, Holy Blast, Rejuvenating Smite,
22 Captain (-U, 18, -1) | HP: -25/?? | AP: 0/1 | marked (-3) by Isabelle, climbing
21 Liam (-X, 14) | HP: -5/75 | Surges: 9/9 | AP: 0/1 | Dying (failed saves 0/3) Bladesong, Shield, Skwering Spikes, Charm of the Defender, ongoing 3 damage (save ends), +4 to AC & Reflex until EONT, unconscious, prone
21 Constance (-U, 13, -4) | HP: 53/64 | Surges: 7/8 | AP: 1/1 | Shadowy Tendrils, Walk Through Shadow, in the water
19 Big John (-W, 9) | HP: 30/89 | Surges: 11/11 | AP: 1/1 | Bloodied, Come and Get It, Defensive Advance, Glowering Threat, Disciplined Counter, Sweeping Blow, Chain Ward, Tempest Dance, threatening reach, ongoing 3 damage (save ends), marked by Officer 1 (save ends)
17 Darcell (-R, 12) | HP: 70/79 | Surges: 10/10 | AP: 1/1 | Majestic Word (1/2), Lying Lights, Revitalizing Incantation
17 Henri (-R, 12) | HP: 56/74 | Surges: 7/8 | AP: 1/1 | Race the Arrow, Inspiring Word (2/3), On My Mark
15 Officer 3 (-W, 5) | HP: -34/?? | Rejuvenating Smite, Remember Your Training, marked (-3) until Big John EONT, Grommak's quarry
12 Officer 4 (-X, 18) | HP: -21/?? | Holy Blast, Health Transfer, Rejuvenating Smite, marked (-3) by Isabelle
9 Officer 2 (-V, 17) | HP: -55/?? |
?? Jean-Claude Olivier (-X, 0, 2) | HP: -4/?? | shrouded by Constance (1/4), delaying turn
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 Vision
AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 53/89
Bloodied: 44
Surge Value: 22
Surges left: 11/11
Action Points: 1
MBA: 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
Powers:
Combat Challenge
Dual Strike
Footwork Lure
__________________________________
Second Wind [_]
Disciplined Counter [X]
Stone's Endurance [_]
Funneling Flurry [_]
Glowering Threat [X]
Sweeping Blow [X]
Come and Get It [X]
Defensive Advance [X]
Mountain Sweep [_]
__________________________________
Tempest Dance [X]
Dancing Defense [_]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [_]
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.
Re: Blackwood's Dogs IC
Posted: Sun Oct 04, 2015 9:15 pm
by Scratcherclaw
Henri smiles as his former instructor finally sees reason and refuses to fight. Noticing his drunkard crewmate downed on the deck, he shouts out,
"By the Goddess, Dirge. Get your lazy self up! Not all of these men are as smart as Lt. Olivier. They've still got the fighting spirit in them, even though it is a rather poor plan."
Turning his attention back to the marksman, the aristocrat says,
"Thank you, sir. I can assure you that your sister has been unharmed under our care. She can verify that as well."
Mechanics- [SHOW]
- Minor: Inspiring Word on Liam, even though he wanted to die apparently
Liam regains +18 +15(3d6) = 33
Move: Walk to -R,11
Standard: Warlord's Recovery on Grommak
Grommak uses Lashing Leaves on Officer 3
Attack One: 12(1d20) +16 = 28 vs AC = Hit
Damage: 7(1d10) +13 = 20 + 6(2d6) = 6 = 26 damage
Attack Two: 11(1d20) +13 = 24 vs AC = Miss
Ready action: Vengeance is Mine
Combat Block- [SHOW]
- Henri LaBelle
Male Vryloka Warlord 11
Languages: Common, Imardanian, Forellian
Age: 21
Height: 5'11"
Weight: 150 lbs.
Speed: 7
Initiative: +13
Passive Perception: 20
Passive Insight: 16
Senses: Low-light vision
AC: 23
Fort: 24
Ref: 21
Will: 24
HP: 56/74
Bloodied: 37
Surge Value: 18
Surges left: 7/8
Action points: 1
MBA: +13 vs AC, 1d6+5 damage.
RBA: +17 vs AC, 1d6+7 damage.
Resistances: 10 Necrotic (5+1/2 level)
Vulnerabilities: None
Saves: None
Active Effects: None
Powers:
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 [_]
Create Opportunity [_]
Warlord's Recovery [X]
Gloves of Piercing [_]
Bracers of Archery [_]
Stone of Wind [_]
Consumables:
None
Important Features- [SHOW]
- 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.
Re: Blackwood's Dogs IC
Posted: Mon Oct 05, 2015 11:23 am
by Namelessjake
Mechanics- [SHOW]
- Standard: Blunder on Officer 3.
33 vs. Will, hits for 12 damage.
19(1d20) +14 = 33; 3(1d6) +9 = 12
Slide Officer 3 to (-V, 11). During the slide Grommak makes an MBA as a free action with a +4 bonus to the attack roll:
41 vs. AC crits for 23 damage.
19(1d20) +22 = 41; 8(1d10) +13 = 21
Grommak 2nd MBA;
33 vs AC crits for 20 damage and 10 ongoing damage (save ends)
20(1d20) +15 = 35; 9(1d10) +10 = 19
+Furious Assault damage (+10)
Minor: Majestic Word on Big John. He spends a healing surge and regains 11 additional hitpoints.
http://dice.brainclouds.net/Result.aspx?ID=RUW3PEUM
Virtue of Cunning- [SHOW]
- 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.
Feel free to use this.
Combat Block- [SHOW]
- Darcell
Male Half-Elf Cunning Bard 11
Languages: Common, Forellian, Serran, Imardanian.
Age: 25
Height: 5'11"
Weight: 165 lbs.
Speed: 6
Initiative: +14 (+16 when within 10 of Henri)
Passive Perception: 21
Passive Insight: 19
Senses: Low-light Vision
AC: 24
Fort: 21
Reflex: 22
Will: 26
HP: 70/79
Bloodied: 39
Surge Value: 20
Surges left: 10/10
Action Points: 1
MBA: +13 vs AC, 1d8+3 damage. (+2 to damage rolls when you have combat advantage)
RBA: +9 vs AC, 1d4+2 damage.
Resistances: None
Vulnerabilities: None
Saves: None
Active Effects: None
Powers:
Vicious Mockery
Staggering Note
__________________________________
Second Wind [_]
Guardian's Counter [_]
Demoralizing Strike [_]
Majestic Word [x][x] **
Words of Friendship [_]
Blunder [_]
Moment of Escape [_]
Echoing Weapon [_]
Revitalizing Incantation [x]
Unluck [_]
Illusory Erasure [_]
Lying Lights [x]
Harper Pin
Mielikki's Endurance [_] *
Lliira's Grace [_] *
Tymora's Luck [_] *
Feytouched Hide Armor +3 [_]
__________________________________
Stirring Shout[_]
Song of Discord [_]
Counterpoint [_]
Headband of Intellect [_]
Sitar of restfulness [_]
* Can only use one per encounter
** Can be used twice per encounter but only once per round
Consumables:
None.
Important Features:- [SHOW]
- Racial Traits and Class or Path Features:
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.
Re: Blackwood's Dogs IC
Posted: Tue Oct 06, 2015 6:14 pm
by kalis5
Liam sighs as he stands up, looking at the two seamen next to him with a grimace.
"I noticed you two want ta die. Did you not just see what I did to your Captain or... Nah. Nah. You're idiots. 'Course."
He slices the seaman on his right and decides, you know what, this other guy's gonna go flying, and makes his shadow form a large hand, slamming into the man's chest and sending him sprawling back as Liam cracks his neck.
"Ugh... Mah neck... I swear, battlefields suck as beds."
Mechanics- [SHOW]
- Move action to stand up.
MBA on Seaman 16: 13(1d20) +18 = 31
That's a kill.
Unseen hand on Seaman 1 and there he goes!... Cause minion kill.
Save against ongoing: 1(1d20) = 1
What a nice screw you from the dice roller.
Stat Block- [SHOW]
- Liam "Dirge" Rend
Human Bladesinger Level 11
Languages: Common, Imardin, Tulrissian
Age: 23
Speed: 6
Initiative: 12 (+2 if within 10 squares of Henry)
Passive Perception: 21
Passive Insight: 16
Senses: Low-light
AC: 26
Fort: 21
Reflex: 25
Will: 23
HP: 32/75
Bloodied: 37
Surge Value: 18
Surges left: 9/9
Action Points: 1
Resistances:
Vulnerabilities: None
Active Effects: None
Powers:
Bull Rush Attack
Grab Attack
Opportunity Attack
Erupting Flare
Dancing Fire
Dazzling Sunray
Unseen Hand
Cantrip Prestidigitation
Versatile Spellbook
_____________________________
Class Feature Bladesong [ ]
Cantrip Suggestion [ ]
Cantrip Chameleon's Mask
L2 Shield [X]
L6 Dispel Magic [ ]
L10 Flush with Success [ ]
Theme Feature Iron Wolf Charge [ ]
_____________________________
Boon Spell Enemies Abound [ ]
L1 Skewering Spikes [X]
L5 Grim Shadow [ ]
L9 Charm of the Defender [X]
Shadowdance Armor +2 [ ]
________________________________________________________
Unused Powers:
L1 Charm of Misplaced Wrath [ ]
L2 Arcane Mutterings [ ]
L5 Radiant Pillar [ ]
L6 Revitalizing Charm [ ]
L9 Fire Burst [ ]
L10 Phoenix Step [ ]
Important Features- [SHOW]
- 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.
Re: Blackwood's Dogs IC
Posted: Thu Oct 08, 2015 3:06 pm
by AdorablyDevious
Constance sighs as she feels the cold water. A little grimace and she places her hands against the hull of the ship before pulling herself up effortlessly, silently. She knows her target, he was someone that she had thought of a bit earlier but now it's just a sort of matter of pride. He had fallen off before, he decided he didn't want to drown. Now he was going to choke, drown in his own blood... The thought of it made Constance snicker silently to herself. (Aaand into the water because Dice...)
Mechanics- [SHOW]
- Free Action: Assassin's Shroud on Officer 1
Minor Action: Shrouding Gloom stealth check: 14(1d20) +19 = 33
Move Action: Ghost of the Rooftops to climb up to just before going over onto the surface of the ship.
Standard: Scrambling Climb: 1(1d20) +18 = 19 ...Words cannot describe the amount of disdain I hold for the world right now.
Stat Block- [SHOW]
- Constance Ellstrom
Human Assassin Level 11
Languages: Common, Ghian
Age: 27
Speed: 7 (+1 When starting her turn in Dim-Light or more)
Initiative: 10
Passive Perception: 20
Passive Insight: 15
Senses: Darkvision (2 Squares)
AC: 24
Fort: 21
Reflex: 23
Will: 23
HP: 64/64
Bloodied: 32
Surge Value: 16
Surges left: 8/8
Action Points: 1
Resistances:
Vulnerabilities: None
Active Effects: None
Powers:
Bull Rush Attack
Grab Attack
Opportunity Attack
Assassin's Shroud
Shadow Step
Inescapable Blade
Executioner's Noose
Ghost of the Rooftops
Kord's Force
_____________________________
Second Wind
Create Shadow-Wrought Weapon (Khopesh)
Shade Form
Nightmare Shades
Scrambling Climb [x]
Inescapable Shadow
Shrouding Gloom [x]
Echoing Threat
Walk Through Shadow [x]
Shadowy Tendrils [x]
_____________________________
Targeted for Death [ ]
Unleash Corruption [ ]
Black Garrote [ ]
Item based Abilities
_____________________________
Shadowdance Armor +2 [ ]
Notable Feats, Features, Items, and Powers:- [SHOW]
- Notable Passive Abilities
___________________
Night Stalker: Whenever Constance hits someone who is not adjacent to another enemy they take an extra amount of damage equal to her cha modifier (+4).
Dancer's Action: When Constance spends an action point to make an attack she can teleport up to five squares as a free action before or after the attack.
Dancer's Ambush: When Constance teleports at all during her turn, she gains combat advantage on the next person she attacks for that round.
Shadowdancer's Gloves: When she's hidden, Constances attacks do an extra 1d6 damage.
Contortionist's Cord: When Constance is squeezing, she moves at full speed and takes no penalty to attack rolls. She still grants combat advantage however.
Axe Expertise (Free Feat): When wielding axes and whatnot, Constance gains +2 to attack. In addition, she can reroll damage whenever she rolls a natural 1 but must take the second result.
Escape Tattoo (On her back): When a non-minion scores a critical hit against Constance and does damage, she may teleport 3 squares away as a free action.
Secret Stride: Constance does not take a -5 penalty when moving more than 2 squares while using the stealth skill.
Notable Active Abilities
__________________
Assassin's Shroud: Thanks to her feats Constance's shrouds deal 1d8+5 damage each. In addition, while Constance is hidden the shrouds do not cause the creatures to be aware.
Shadow-Step: When Constance is adjacent to a creature she may, as a move action, teleport up to 4 squares away as long as she stops while adjacent to another creature.
Shadow-Wrought Weapon: Constance is able to create a weapon for her as long as she has a free-hand. This is an encounter power that lasts until she dismisses it or she uses this power again. The Shadow-Wrought weapon is a Khopesh that has a +3 enhancement to attack and damage. It deals an extra 3d8 damage on a critical hit.
Utility
________________
Kord's Force: This at-will allows Constance to use Athletics in place of Strength whenever making a strength check.
Scrambling Climb: This encounter power lets Constance make an athletics check + 5 to climb. If she succeeds she can climb up a number of squares equal to 2 + her speed.
Shrouding Gloom: Using this encounter power, if Constance has cover or concealment she may use the stealth skill.
Re: Blackwood's Dogs IC
Posted: Sat Oct 10, 2015 9:32 pm
by Fialova
Beckoned by both men on the Saint, Grommak lashes out at the nearest officer, leaving the man barely standing. A swift whip of John's chain finishes him off, his body toppling into the sea. The other officer, meanwhile, is knocked to the ground by the force of the metal links, and John moves to surround him.
On the other side of the deck, one of the officers watches in anger as Liam quickly dispatches two of the sailors. He rushes forward and, taking advantage of the Dirge's weakened state, lands a solid blow against him. Another tries and fails yet again to land an attack on Isabelle.
Go: Grommak, Isabelle
Mechanics- [SHOW]
- Henri: heals, moves, grants attack & readies immediate action...
Grommak: hits & bloodies, misses
Darcell: hits & grants attack...
Grommak: crits x2
Darcell: heals
Liam: stands, hits & kills x2, fails save
Constance: shrouds, climbs, falls
Big John:
Standard Action: Mountain Sweep on Officers 1 & 3
Attack vs Officer 1: 30 vs AC = hit
Hit: 22 damage. Officer 1 is marked until EONT
Staggering Spiked Chain +3: I use Flail Expertise to knock Officer 1 prone and Dragging Flail to slide him to (-V, 9)
Attack vs Officer 3: 29 vs AC = hit
Hit: 22 damage. Officer 3 ded
Move Action: shift to (-V, 8)
Save vs ongoing damage: 14 = success
Save vs mark: 10 = success
Officer 4: moves to (-Y, 15). Attacks Liam, 33 vs AC = hit for 15 damage. Rejuvenating Smite recharges, and Liam is marked until the end of the officer's next turn.
Officer 2: Rejuvenating Smite on Isabelle, 24 vs AC = miss.
Map- [SHOW]
Map Info- [SHOW]
- Forecastle: The enclosed structure at the front of the main deck, which can be entered from its door at (-X, 1), or moved on top of via staircases.
Aftcastle: The enclosed structure at the rear of the main deck, where the steering wheel is located. It can be entered from its door at (-X, 21), or moved on top of via staircases.
Planks: There are two of these, one spanning (-U, 12) to (-R, 12) and the other spanning (-U, 18) to (-R, 18). These are narrow and somewhat wobbly, and as such they must be crossed with caution. You can either treat them as difficult terrain and move across them slowly and cautiously, or you can try your luck at going a bit faster. The faster route requires an acrobatics check to balance while moving, DC: 25, but does not require you to move at half speed. Only one person can be on them at a time or they will collapse.
Railings: The railings of both ships can be walked on (squares that are half water, half railing on the merchant ship count as railing squares), but follow standard balance rules (DC: 25, move half speed on them).
Stairs: There are 4 staircases moving up to the tops of the forecastle and aftcastle, and all squares that are entirely stairs count as difficult terrain. The ones that are part stair, part railing follow the rules for railings.
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.
Doors: There are 2 doors, at (-X, 1) and (-X, 21). These lead into either the forecastle or aftcastle, with the forecastle's now open but the aftcastle's still closed.
Grate: 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.
Wheel: The wheel turns the rudder, and thus the ship. Use with caution.
Hull: If you fall in the water, it is a DC: 20 athletics check to climb back up the side of the ship, and requires a total of 7 movement (2 for each square moving up the ship, and one more to climb from the top over the edge).
Rope: Thanks to one of the dogs on the Saint, there is now a rope between squares (-S, 17) and (-R, 17), making climbing out of the water from (-S, 17) only DC: 10.
Eldritch Quagmire (Isabelle): Brown overlay on map. Enemies treat squares in the aura as difficult terrain. When manually deactivated, Isabelle gets to choose one enemy within 2 squares of her to immobilize until her EONT.
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.
Captain: Captains generally receive training meant for both officers and standard seamen, employing the tactics of both schools effectively in a fight to make them formidable foes worthy of their rank.
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. One can only guess why he is accompanying the crew of the ship you are engaging.
Status- [SHOW]
- 31 Grommak (-W, 10) | HP: 66+6/86 | Surges: 7/9 | AP: 1/1 | Ruffling Sting, Lashing Leaves, Cross-Body Parry, Furious Assault, Begin the Hunt, Blood of the Fallen, marked by Officer 1 (save ends)
29 Seaman 1 (-Y, 14) | HP: 1/1 |
24 Seaman 16 (-Y, 12) | HP: 1/1 |
24 Isabelle (-V, 16) | HP: 43/91 | Surges: 10/11 | AP: 0/1 | Bloodied, Inevitable Strike, Second Wind, Dimensional Vortex, Strength Against Strength, Firedeath, Eldritch Quagmire, Swordmage Shielding Fire
23 Officer 1 (-V, 9) | HP: -35/?? | Holy Blast, shrouded by Constance (1/4), prone, marked (-3) until Big John EONT
23 Officer 6 (-W, 17) | HP: -63/?? | Bloodied, Holy Blast, Rejuvenating Smite,
22 Captain (-U, 18, -1) | HP: -25/?? | AP: 0/1 | marked (-3) by Isabelle, climbing
21 Liam (-X, 14) | HP: 18/75 | Surges: 8/9 | AP: 0/1 | Bloodied, Bladesong, Shield, Skwering Spikes, Charm of the Defender, ongoing 3 damage (save ends), marked (-2) until Officer 4 EONT
21 Constance (-U, 13, -4) | HP: 53/64 | Surges: 7/8 | AP: 1/1 | Shadowy Tendrils, Walk Through Shadow, Shrouding Gloom, Scrambling Climb, in the water
19 Big John (-V, 8) | HP: 63/89 | Surges: 10/11 | AP: 1/1 | Bloodied, Come and Get It, Defensive Advance, Glowering Threat, Disciplined Counter, Sweeping Blow, Mountain Sweep, Chain Ward, Tempest Dance, Staggering Spiked Chain +3, threatening reach
17 Darcell (-R, 12) | HP: 70/79 | Surges: 10/10 | AP: 1/1 | Majestic Word (2/2), Lying Lights, Revitalizing Incantation, Blunder
17 Henri (-R, 11) | HP: 56/74 | Surges: 7/8 | AP: 1/1 | Race the Arrow, Inspiring Word (3/3), On My Mark, Warlord's Recovery, prepared to use immediate action (see mechanics above)
15 Officer 3 (-W, 5) | HP: -132/?? | Bloodied, Rejuvenating Smite, Remember Your Training, Grommak's quarry, 10 ongoing damage (save ends)
12 Officer 4 (-Y, 15) | HP: -21/?? | Holy Blast, Health Transfer, marked (-3) by Isabelle
9 Officer 2 (-V, 17) | HP: -55/?? | Rejuvenating Smite
?? Jean-Claude Olivier (-X, 0, 2) | HP: -4/?? | delaying turn
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 Vision
AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 53/89
Bloodied: 44
Surge Value: 22
Surges left: 11/11
Action Points: 1
MBA: 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
Powers:
Combat Challenge
Dual Strike
Footwork Lure
__________________________________
Second Wind [_]
Disciplined Counter [X]
Stone's Endurance [_]
Funneling Flurry [_]
Glowering Threat [X]
Sweeping Blow [X]
Come and Get It [X]
Defensive Advance [X]
Mountain Sweep [X]
__________________________________
Tempest Dance [X]
Dancing Defense [_]
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.
Re: Blackwood's Dogs IC
Posted: Sat Oct 10, 2015 10:07 pm
by ratwizard
With Big John's help in cutting down one of the officers, Grommak beams with confidence at overcoming the odds. He looks down at the man at his feet that the highlander had already brutalized.
"You surrounded me like cowards. Shot at me. Now look where you are," the orc mocks, gripping his heavy blades with malice.
With a start, the officer brings a knee up to try and stand, but the orc's mind has been made. Grommak brings both of his swords down in a brutal fashion. His scimitar severs the man's left forearm completely off while the cutlass embeds itself into his right shoulder. The orc ignores the man's cries of pain, instead tearing the blade free with a spray of blood. He swings again, this time bringing both of his blades into the man's neck, splitting it asunder. With a hard boot to the chest by Grommak, the officer's body and head fall freely to the deck beneath.
The orc grimaces at the sight of arm, body, and head separated.
"That might not have been necessary, but by the damned Gods above did it feel good," he says to John.
Mechanics- [SHOW]
- Minor: Hunter's Quarry on Officer 1.
Standard: Jaws of the Wolf on Officer 1. Crits for 33 damage and misses AC 19 for 7 damage = 40 total. Procs free MBA.
Attacks: 19(1d20) +20 = 39; 2(1d20) +17 = 19; 11(2d10) +13 = 24; 5(2d10) +10 = 15
Free: MBA on Officer 1. Hits AC 36 for 23 damage.
Attack: 19(1d20) +17 = 36; 5(1d10) +10 = 15
Hunter's Quarry: 8(2d6) = 8
Minor: Sohei Flurry on Officer 1. Misses AC 26.
Attack: 6(1d20) +20 = 26; 9(2d10) +8 = 17
Action Point: MBAs with both hands on Officer 1. Crits for 23 damage, Hits AC 27 for 17 damage. 40 total. Procs free off-hand MBA
Attack: 19(1d20) +20 = 39; 10(1d20) +17 = 27; 8(1d10) +13 = 21; 7(1d10) +10 = 17
Free: MBA on Officer 1. Hits AC 28 for 15 damage.
Attack: 11(1d20) +17 = 28; 5(1d10) +10 = 15
Total damage to Officer 1: 118
Saving Throw: 20(1d20) = 20
Combat Block- [SHOW]
- Grommak
Male Half-Orc Two-Weapon Ranger 11
Languages: Common, Kurnish
Age: 29
Height: 6'2"
Weight: 200 lbs.
Speed: 6
Initiative: +11+2
Passive Perception: 26
Passive Insight: 21
Senses: Low-light Vision
AC: 24+1
Fort: 25
Reflex: 23+1
Will: 23
HP: 66+21/86
Bloodied: 43
Surge Value: 21
Surges left: 6/9
Action Points: 0
MBA: +18, 1d10+13
Resistances:
None.
Vulnerabilities:
None.
Saves:
+1 against fear, daze, domination, or stun effects.
Active Effects:
-- +1 to AC and Ref from feat support
Powers:
Hunter's Quarry
Marauder's Rush
Twin Strike
__________________________________
Second Wind [ ]
Sohei Flurry [x]
Furious Assault [x]
Off-Hand Strike [x]
Invigorating Stride [ ]
Ruffling Sting [x]
Lashing Leaves [x]
Cross-Body Parry [x]
Periapt of Cascading Health +2 [ ]
Boots of the Fencing Master [_]
__________________________________
Jaws of the Wolf [x]
Frenzied Skirmish [ ]
Begin the Hunt [x]
Attacks on the Run [ ]
Blood of the Fallen [x]
Consumables:
None.
Important Features:- [SHOW]
- Racial Traits and Class or Path Features:
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.
Re: Blackwood's Dogs IC
Posted: Sun Oct 11, 2015 8:20 pm
by PureZaros
With the opening created by the officer's clumsy swing, Isabelle dodges backwards, one of the other officers chasing after her. Suddenly standing her ground, she advances on the man, taking advantage of the swift back and forth to slash and beat at his head.
"I'd get your ass back a ways, Dirge. Yer better company with a head attached to those shoulders." she growls, eyeing down the two closest officers.
MECHANICS- [SHOW]
- Virtue of Cunning: Shift to [-W, 15], pull Officer 6 into [-V, 16], gain CA on next attack.
Standard Action: Four Corners Attack on Officer 6
Free Action: Ruby Scabbard for a +1 power bonus to damage this attack roll.
Attack: 39 vs AC... Hit
Damage: 17 damage and I make a secondary attack
Attack: 27 vs Will... Hit
Damage: 9 damage and Officer 6 is dazed until the end of my next turn.
Minor Action: Aegis of Ensnarement
Marking Officer 6 and Officer 4.
Captain remains marked due to that being from Swordmage Shielding Fire
Ready Immediate Action:
Fettering Aegis
Range 10. No attack roll.
Triggered if aegis'd target moves away from me willingly.
1d8+9 force damage, and the target is pulled to a square adjacent to me. The target is immobilized until the end of its next turn.
If officer 4 goes after Liam, use this.
COMBAT BLOCK- [SHOW]
- Isabelle
Female Genasi Swordmage 11
Languages: Common, Elven
Age: 37
Height: 5'7"
Weight: 180
Speed: 6
Initiative: +6
Passive Perception: 23
Passive Insight: 17
Senses: Normal Vision
AC: 30
Fort: 22
Reflex: 25
Will: 23
HP: 43/91
Bloodied: 45
Surge Value: 22
Surges left: 10/11
Action Points: 0
Resistances:
5 Poison
10 Fire while manifesting Cindersoul
4 All while bloodied
Vulnerabilities: None
Active Effects:
+2 racial bonus to saving throws against ongoing damage while manifesting Watersoul
Powers:
MBA: +19 to attack, 1d8+9 damage
RBA: +16 to attack, 1d4+6 damage (using dagger)
Bull Rush Attack
Grab Attack
Opportunity Attack
Aegis of Ensnarement
Sword Burst
Frigid Blade
Summoned Armor +3
Acrobat Boots
__________________________________
[X] Second Wind
[X] Inevitable Strike
[_] Foesnare
[_] Mythal Recovery
[X] Dimensional Vortex
[_] Fettering Aegis
[X] Four Corners Attack
[X] Strength Against Strength
[_] Explosive Runes
[_] Periapt of Cascading Health +2
[_] Viper Belt
[X] Ruby Scabbard
Require Manifestation:
[_] Firedeath §
[_] Swiftcurrent
__________________________________
[_] Binding Aegis
[X] Swordmage Shielding Fire
[X] Eldritch Quagmire
[_] Troll Rampage
* Immediate Reaction
§ Indicates Active Manifestation
Important Features:- [SHOW]
- 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/Theme 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
Re: Blackwood's Dogs IC
Posted: Mon Oct 12, 2015 9:05 pm
by Fialova
Grommak's brutality does not go unnoticed, and the remaining officers are too unnerved to manage to land blows against Isabelle, try as they might. Even the captain, who began the battle so arrogantly, now shows some fear in the face of the Dogs as his numbers dwindle.
Go: Liam, Constance, Big John, Darcell, Henri
Mechanics- [SHOW]
- Grommak: quarries, crits! & misses & bloodies, hits, misses, AP: crits! & kills, saves
Isabelle: shifts, hits x2, marks x2, readies immediate action
Officer 6: attacks Isabelle, 27 vs AC = miss.
Captain: climbs and moves to (-W, 18). Inspire, Officer 2 regains 22 hp. Swift Charge to (-X, 16) vs Isabelle, 22 vs AC = miss.
Liam: takes 3 ongoing damage...
Map- [SHOW]
Map Info- [SHOW]
- Forecastle: The enclosed structure at the front of the main deck, which can be entered from its door at (-X, 1), or moved on top of via staircases.
Aftcastle: The enclosed structure at the rear of the main deck, where the steering wheel is located. It can be entered from its door at (-X, 21), or moved on top of via staircases.
Planks: There are two of these, one spanning (-U, 12) to (-R, 12) and the other spanning (-U, 18) to (-R, 18). These are narrow and somewhat wobbly, and as such they must be crossed with caution. You can either treat them as difficult terrain and move across them slowly and cautiously, or you can try your luck at going a bit faster. The faster route requires an acrobatics check to balance while moving, DC: 25, but does not require you to move at half speed. Only one person can be on them at a time or they will collapse.
Railings: The railings of both ships can be walked on (squares that are half water, half railing on the merchant ship count as railing squares), but follow standard balance rules (DC: 25, move half speed on them).
Stairs: There are 4 staircases moving up to the tops of the forecastle and aftcastle, and all squares that are entirely stairs count as difficult terrain. The ones that are part stair, part railing follow the rules for railings.
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.
Doors: There are 2 doors, at (-X, 1) and (-X, 21). These lead into either the forecastle or aftcastle, with the forecastle's now open but the aftcastle's still closed.
Grate: 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.
Wheel: The wheel turns the rudder, and thus the ship. Use with caution.
Hull: If you fall in the water, it is a DC: 20 athletics check to climb back up the side of the ship, and requires a total of 7 movement (2 for each square moving up the ship, and one more to climb from the top over the edge).
Rope: Thanks to one of the dogs on the Saint, there is now a rope between squares (-S, 17) and (-R, 17), making climbing out of the water from (-S, 17) only DC: 10.
Eldritch Quagmire (Isabelle): Brown overlay on map. Enemies treat squares in the aura as difficult terrain. When manually deactivated, Isabelle gets to choose one enemy within 2 squares of her to immobilize until her EONT.
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.
Captain: Captains generally receive training meant for both officers and standard seamen, employing the tactics of both schools effectively in a fight to make them formidable foes worthy of their rank.
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. One can only guess why he is accompanying the crew of the ship you are engaging.
Status- [SHOW]
- 31 Grommak (-W, 10) | HP: 66+6/86 | Surges: 7/9 | AP: 1/1 | Ruffling Sting, Lashing Leaves, Cross-Body Parry, Furious Assault, Sohei Flurry, Begin the Hunt, Blood of the Fallen, Jaws of the Wolf
24 Isabelle (-W, 15) | HP: 43/91 | Surges: 10/11 | AP: 0/1 | Bloodied, Inevitable Strike, Second Wind, Dimensional Vortex, Strength Against Strength, Firedeath, Four Corners Attack, Ruby Scabbard, Eldritch Quagmire, Swordmage Shielding Fire, prepared to use immediate action (see mechanics above)
23 Officer 1 (-V, 9) | HP: -121/?? | Bloodied, Holy Blast, shrouded by Constance (1/4), prone, marked (-3) until Big John EONT, Grommak's quarry, ongoing 10 damage (save ends)
23 Officer 6 (-V, 16) | HP: -89/?? | Bloodied, Holy Blast, Rejuvenating Smite, dazed until Isabelle EONT, marked (-3) by Isabelle
22 Captain (-X, 16) | HP: -25/?? | AP: 0/1 | Inspire, marked (-3) by Isabelle
21 Liam (-X, 14) | HP: 15/75 | Surges: 8/9 | AP: 0/1 | Bloodied, Bladesong, Shield, Skwering Spikes, Charm of the Defender, ongoing 3 damage (save ends), marked (-2) until Officer 4 EONT
21 Constance (-U, 13, -4) | HP: 53/64 | Surges: 7/8 | AP: 1/1 | Shadowy Tendrils, Walk Through Shadow, Shrouding Gloom, Scrambling Climb, in the water
19 Big John (-V, 8) | HP: 63/89 | Surges: 10/11 | AP: 1/1 | Bloodied, Come and Get It, Defensive Advance, Glowering Threat, Disciplined Counter, Sweeping Blow, Mountain Sweep, Chain Ward, Tempest Dance, Staggering Spiked Chain +3, threatening reach
17 Darcell (-R, 12) | HP: 70/79 | Surges: 10/10 | AP: 1/1 | Majestic Word (2/2), Lying Lights, Revitalizing Incantation, Blunder
17 Henri (-R, 11) | HP: 56/74 | Surges: 7/8 | AP: 1/1 | Race the Arrow, Inspiring Word (3/3), On My Mark, Warlord's Recovery, prepared to use immediate action (see mechanics above)
12 Officer 4 (-Y, 15) | HP: -21/?? | Holy Blast, Health Transfer, marked (-3) by Isabelle
9 Officer 2 (-V, 17) | HP: -33/?? | Rejuvenating Smite
?? Jean-Claude Olivier (-X, 0, 2) | HP: -4/?? | delaying turn
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 Vision
AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 53/89
Bloodied: 44
Surge Value: 22
Surges left: 11/11
Action Points: 1
MBA: 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
Powers:
Combat Challenge
Dual Strike
Footwork Lure
__________________________________
Second Wind [_]
Disciplined Counter [X]
Stone's Endurance [_]
Funneling Flurry [_]
Glowering Threat [X]
Sweeping Blow [X]
Come and Get It [X]
Defensive Advance [X]
Mountain Sweep [X]
__________________________________
Tempest Dance [X]
Dancing Defense [_]
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.
Re: Blackwood's Dogs IC
Posted: Mon Oct 12, 2015 10:15 pm
by Scratcherclaw
Turning his head away from Grommak's grotesque display, the Imardanian instead focuses on the remaining navy men, namely their captain.
This crew might fall apart if their captain falls. He fires a shot at the captain, but the wind falls out of his favor and takes the bullet straight to a woody grave instead. Unhappy with the result, he grumbles to himself, hoping no one else noticed the misfire.
Mechanics- [SHOW]
- Move: Walk to -R17
Standard: Create Opportunity
Attack: 6(1d20) +17 = 23 vs AC = Miss
Free action: Stone of Wind Reroll
Attack: 5(1d20) +17 = 22 vs AC = Miss again because THE ROLLER IS RIGGED
Every time I hit Captain with a ranged attack, an ally adjacent to him can make a free MBA against Captain or shift 3 squares
Combat Block- [SHOW]
- Henri LaBelle
Male Vryloka Warlord 11
Languages: Common, Imardanian, Forellian
Age: 21
Height: 5'11"
Weight: 150 lbs.
Speed: 7
Initiative: +13
Passive Perception: 20
Passive Insight: 16
Senses: Low-light vision
AC: 23
Fort: 24
Ref: 21
Will: 24
HP: 56/74
Bloodied: 37
Surge Value: 18
Surges left: 7/8
Action points: 1
MBA: +13 vs AC, 1d6+5 damage.
RBA: +17 vs AC, 1d6+7 damage.
Resistances: 10 Necrotic (5+1/2 level)
Vulnerabilities: None
Saves: None
Active Effects: None
Powers:
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 [_]
Create Opportunity [X]
Warlord's Recovery [X]
Gloves of Piercing [_]
Bracers of Archery [_]
Stone of Wind [X]
Consumables:
None
Important Features- [SHOW]
- 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.
Re: Blackwood's Dogs IC
Posted: Tue Oct 13, 2015 10:48 am
by Namelessjake
Darcell moves over to the rear of the ship. He attacks one of the remaining officers, Stabbing into the man's mind. He then turns his attention to Liam who appears to be wounded. A quick song imbued with magic makes the Dirge vanish in front of the navy's eyes.
Mechanics- [SHOW]
- Free: Slide Isabelle to (-V, 16) and slide Officer 6 to (-W, 15) using my Virtue of Cunning. Also Grommak gains CA against the target of his next attack.
Move: Walk to (-R, 16)
Standard: Stirring Shout on Officer 4.
20(1d20) +15 = 35; 6(2d6) +9 = 15
Crit! Hits for 23 damage.
Until the end of the encounter, whenever an ally hits the target, that ally regains 6 hitpoints.
Minor: Illusory Erasure on Liam. Liam becomes invisible until the end of my next turn.
Virtue of Cunning- [SHOW]
- 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.
Feel free to use this.
Combat Block- [SHOW]
- Darcell
Male Half-Elf Cunning Bard 11
Languages: Common, Forellian, Serran, Imardanian.
Age: 25
Height: 5'11"
Weight: 165 lbs.
Speed: 6
Initiative: +14 (+16 when within 10 of Henri)
Passive Perception: 21
Passive Insight: 19
Senses: Low-light Vision
AC: 24
Fort: 21
Reflex: 22
Will: 26
HP: 70/79
Bloodied: 39
Surge Value: 20
Surges left: 10/10
Action Points: 1
MBA: +13 vs AC, 1d8+3 damage. (+2 to damage rolls when you have combat advantage)
RBA: +9 vs AC, 1d4+2 damage.
Resistances: None
Vulnerabilities: None
Saves: None
Active Effects: None
Powers:
Vicious Mockery
Staggering Note
__________________________________
Second Wind [_]
Guardian's Counter [_]
Demoralizing Strike [_]
Majestic Word [x][x] **
Words of Friendship [_]
Blunder [_]
Moment of Escape [_]
Echoing Weapon [_]
Revitalizing Incantation [x]
Unluck [_]
Illusory Erasure [x]
Lying Lights [x]
Harper Pin
Mielikki's Endurance [_] *
Lliira's Grace [_] *
Tymora's Luck [_] *
Feytouched Hide Armor +3 [_]
__________________________________
Stirring Shout[x]
Song of Discord [_]
Counterpoint [_]
Headband of Intellect [_]
Sitar of restfulness [_]
* Can only use one per encounter
** Can be used twice per encounter but only once per round
Consumables:
None.
Important Features:- [SHOW]
- Racial Traits and Class or Path Features:
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.
Re: Blackwood's Dogs IC
Posted: Sat Oct 17, 2015 5:11 pm
by kalis5
Liam sighs as he looks at the captain and the remaining officers. As his body fades from view, he grins slightly, his words echoing in the air as he vanishes.
"This is jus' borin' now. Time ta' end this quickly."
Invisible he steps to the side and casts a spell, the officers near Isabelle glaring at each other as they start shouting insults towards one another, getting more heated as they stop trying to work together and rather against each other. His blade flashes past the officer that was close to him, though he misses his target by a hair.
Mechanics- [SHOW]
- Shift up one square to -Y14 and become hidden: 13(1d20) +10 = 23
If I have CA add +2 to this attack. Enemies Abound focused on -W16, attack vs Will.
Against Captain: http://dice.brainclouds.net/Result.aspx?ID=VDYDPPEE Forgot to copy paste again. 18.
Against Officer 6: 14(1d20) +13 = 27
Against Officer 2: 15(1d20) +13 = 28
Damage to those hit: 7(2d8) +11 = 18
Enemies hit now count as allies for purposes of flanking enemies until the end of my next turn.
MBA on Officer 4: 9(1d20) +18 = 27
Apparently I get CA without being hidden. Yay.
Damage: 2(1d8) +10 = 12
Dazzling Sunray on Captain. Captain takes 7 damage and takes -2 to attack rolls.
Stat Block- [SHOW]
- Liam "Dirge" Rend
Human Bladesinger Level 11
Languages: Common, Imardin, Tulrissian
Age: 23
Speed: 6
Initiative: 12 (+2 if within 10 squares of Henry)
Passive Perception: 21
Passive Insight: 16
Senses: Low-light
AC: 26
Fort: 21
Reflex: 25
Will: 23
HP: 21/75
Bloodied: 37
Surge Value: 18
Surges left: 9/9
Action Points: 1
Resistances:
Vulnerabilities: None
Active Effects: None
Powers:
Bull Rush Attack
Grab Attack
Opportunity Attack
Erupting Flare
Dancing Fire
Dazzling Sunray
Unseen Hand
Cantrip Prestidigitation
Versatile Spellbook
_____________________________
Class Feature Bladesong [ ]
Cantrip Suggestion [ ]
Cantrip Chameleon's Mask
L2 Shield [X]
L6 Dispel Magic [ ]
L10 Flush with Success [ ]
Theme Feature Iron Wolf Charge [ ]
_____________________________
Boon Spell Enemies Abound [X]
L1 Skewering Spikes [X]
L5 Grim Shadow [ ]
L9 Charm of the Defender [X]
Shadowdance Armor +2 [ ]
________________________________________________________
Unused Powers:
L1 Charm of Misplaced Wrath [ ]
L2 Arcane Mutterings [ ]
L5 Radiant Pillar [ ]
L6 Revitalizing Charm [ ]
L9 Fire Burst [ ]
L10 Phoenix Step [ ]
Important Features- [SHOW]
- 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.
Re: Blackwood's Dogs IC
Posted: Mon Oct 19, 2015 7:06 pm
by Fialova
Out of sight of the navy crew, the Dirge is easily able to take the remaining men by surprising, unleashing a power spell on the ones nearby. However, the one nearest him retaliates and sends the man crumpling to the floor once more, still invisible.
Constance makes her way up the side of the ship and sneaks up behind one of the remaining officers, stabbing him in the back and leaving him on the ground as well. Meanwhile, John walks over and knocks two men to the ground. Both quickly stand back up, and one once more causes a beam of light to flash around them, a shock to everyone's senses.
Go: Grommak, Isabelle
Mechanics- [SHOW]
- Henri: moves, misses x2
Darcell: slides things, moves, crits! for 31 damage (you forgot the extra dice), turns Liam invisible
Liam: shifts & hits, misses, hits x3 & bloodies, regains hp, dazzles
Constance:
Move Action: Ghost of the Rooftops
Effect: Climb and move to (-W, 14)
Free Action: Assassin's Shroud on Captain
Standard Action: Inescapable Blade on Officer 6
Attack: 35 vs AC = hit
Hit: 6 damage. Officer 6 is dead.
Big John:
Move Action: move to (-V, 14)
Standard Action: Funneling Flurry on Officers 2 & 4
Attack vs Officer 2: 35 vs AC = hit
Hit: 19 damage, and Officer 2 is knocked prone and slid to (-W, 17). Officer 2 is bloodied and marked until the end of John's next turn.
Attack vs Officer 4: 32 vs AC = hit
Hit: 14 damage, and Officer 4 is knocked prone and slid to (-X, 15). Big John regains 6 hp.
Officer 4: stands. Rejuvenating Smite on Liam, 30 vs AC = 17 damage and the officer regains 8 hp.
Officer 2: stands. Holy Blast on Isabelle (20 vs Will = miss), on Liam (36 vs Will = crit! for 16 psychic damage, marked by officer [save ends]. Liam is now unconscious and dying.), on Constance (22 vs Will = miss), and on Big John (31 vs Will = hit for 13 psychic damage, marked by officer [save ends]).
Map- [SHOW]
Map Info- [SHOW]
- Forecastle: The enclosed structure at the front of the main deck, which can be entered from its door at (-X, 1), or moved on top of via staircases.
Aftcastle: The enclosed structure at the rear of the main deck, where the steering wheel is located. It can be entered from its door at (-X, 21), or moved on top of via staircases.
Planks: There are two of these, one spanning (-U, 12) to (-R, 12) and the other spanning (-U, 18) to (-R, 18). These are narrow and somewhat wobbly, and as such they must be crossed with caution. You can either treat them as difficult terrain and move across them slowly and cautiously, or you can try your luck at going a bit faster. The faster route requires an acrobatics check to balance while moving, DC: 25, but does not require you to move at half speed. Only one person can be on them at a time or they will collapse.
Railings: The railings of both ships can be walked on (squares that are half water, half railing on the merchant ship count as railing squares), but follow standard balance rules (DC: 25, move half speed on them).
Stairs: There are 4 staircases moving up to the tops of the forecastle and aftcastle, and all squares that are entirely stairs count as difficult terrain. The ones that are part stair, part railing follow the rules for railings.
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.
Doors: There are 2 doors, at (-X, 1) and (-X, 21). These lead into either the forecastle or aftcastle, with the forecastle's now open but the aftcastle's still closed.
Grate: 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.
Wheel: The wheel turns the rudder, and thus the ship. Use with caution.
Hull: If you fall in the water, it is a DC: 20 athletics check to climb back up the side of the ship, and requires a total of 7 movement (2 for each square moving up the ship, and one more to climb from the top over the edge).
Rope: Thanks to one of the dogs on the Saint, there is now a rope between squares (-S, 17) and (-R, 17), making climbing out of the water from (-S, 17) only DC: 10.
Eldritch Quagmire (Isabelle): Brown overlay on map. Enemies treat squares in the aura as difficult terrain. When manually deactivated, Isabelle gets to choose one enemy within 2 squares of her to immobilize until her EONT.
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.
Captain: Captains generally receive training meant for both officers and standard seamen, employing the tactics of both schools effectively in a fight to make them formidable foes worthy of their rank.
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. One can only guess why he is accompanying the crew of the ship you are engaging.
Status- [SHOW]
- 31 Grommak (-W, 10) | HP: 66+6/86 | Surges: 7/9 | AP: 1/1 | Ruffling Sting, Lashing Leaves, Cross-Body Parry, Furious Assault, Sohei Flurry, Begin the Hunt, Blood of the Fallen, Jaws of the Wolf, has CA against target of next attack
24 Isabelle (-W, 16) | HP: 43/91 | Surges: 10/11 | AP: 0/1 | Bloodied, Inevitable Strike, Second Wind, Dimensional Vortex, Strength Against Strength, Firedeath, Four Corners Attack, Ruby Scabbard, Eldritch Quagmire, Swordmage Shielding Fire
23 Officer 6 (-W, 15) | HP: -113/?? | Bloodied, Holy Blast, Rejuvenating Smite, dazed until Isabelle EONT, marked (-3) by Isabelle, counts as an ally for flanking until Liam EONT
22 Captain (-X, 16) | HP: -30/?? | AP: 0/1 | Inspire, marked (-3) by Isabelle, when hit by Henri's ranged attack an adjacent ally can make a free MBA or shift 3 squares, -2 to attack until Liam EONT, shrouded by Constance (1/4)
21 Liam (-Y, 14) | HP: -12/75 | Surges: 8/9 | AP: 0/1 | Unconscious, Dying (failed saves (0/3) Bloodied, Bladesong, Shield, Skwering Spikes, Charm of the Defender, Enemies Abound, ongoing 3 damage (save ends), invisible until Darcell EONT, marked (-2) by Officer 2 (save ends), prone
21 Constance (-W, 14) | HP: 53/64 | Surges: 7/8 | AP: 1/1 | Shadowy Tendrils, Walk Through Shadow, Shrouding Gloom, Scrambling Climb
19 Big John (-V, 14) | HP: 56/89 | Surges: 10/11 | AP: 1/1 | Come and Get It, Defensive Advance, Glowering Threat, Disciplined Counter, Sweeping Blow, Mountain Sweep, Funneling Flurry, Chain Ward, Tempest Dance, Staggering Spiked Chain +3, threatening reach, marked (-2) by Officer 2 (save ends)
17 Darcell (-R, 16) | HP: 70/79 | Surges: 10/10 | AP: 1/1 | Majestic Word (2/2), Lying Lights, Revitalizing Incantation, Blunder, Illusory Erasure, Stirring Shout
17 Henri (-R, 17) | HP: 56/74 | Surges: 7/8 | AP: 1/1 | Race the Arrow, Inspiring Word (3/3), On My Mark, Warlord's Recovery, Create Opportunity, Stone of Wind
12 Officer 4 (-X, 15) | HP: -70/?? | Bloodied, Holy Blast, Health Transfer, Rejuvenating Smite, Remember Your Training, marked (-3) by Isabelle, when an ally of Darcell hits him they regain 6 hp
9 Officer 2 (-W, 17) | HP: -70/?? | Bloodied, Rejuvenating Smite, Holy Blast, counts as an ally for flanking until Liam EONT, marked (-3) until Big John EONT
?? Jean-Claude Olivier (-X, 0, 2) | HP: -4/?? | delaying turn
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 Vision
AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 53/89
Bloodied: 44
Surge Value: 22
Surges left: 11/11
Action Points: 1
MBA: 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
Powers:
Combat Challenge
Dual Strike
Footwork Lure
__________________________________
Second Wind [_]
Disciplined Counter [X]
Stone's Endurance [_]
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 [_]
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.
Re: Blackwood's Dogs IC
Posted: Tue Oct 20, 2015 9:22 am
by PureZaros
As Liam is once again sent sprawling, Isabelle growls in frustration.
"That's why I said back the hell up, you half-wit!" Dipping around the blades humming past her, she slips in between two of the sailors, taunting the third into chasing after her. Whirling around again much like the last time, she crouches and aims a vicious slash at one of the officer's legs, almost taking his feet out from under him.
MECHANICS- [SHOW]
- Virtue of Cunning: Shift to [-V, 15], Pull Officer 4 to [-W, 16]. Gain CA on next attack roll.
Minor Action: Aegis of Ensnarement
Marking Officer 2 and Officer 4 with my aegis. Captain remains marked due to that being from Swordmage Shielding Fire
Standard Action: Frigid Blade on Officer 2
Attack: 32 vs AC... Hit
Damage: 16 cold damage. Officer 2 takes -3 to speed until the end of its next turn.
Ready Immediate Action:
Fettering Aegis
Range 10. No attack roll.
Triggered if aegis'd target moves away from me willingly.
1d8+9 force damage (+11 if bloodied because gauntlets), and the target is pulled to a square adjacent to me. The target is immobilized until the end of its next turn.
Prioritize Captain, then Officer 4, then Officer 2
By the way, keep an eye on my feat Sudden Roots.
COMBAT BLOCK- [SHOW]
- Isabelle
Female Genasi Swordmage 11
Languages: Common, Elven
Age: 37
Height: 5'7"
Weight: 180
Speed: 6
Initiative: +6
Passive Perception: 23
Passive Insight: 17
Senses: Normal Vision
AC: 30
Fort: 22
Reflex: 25
Will: 23
HP: 43/91
Bloodied: 45
Surge Value: 22
Surges left: 10/11
Action Points: 0
Resistances:
5 Poison
10 Fire while manifesting Cindersoul
4 All while bloodied
Vulnerabilities: None
Active Effects:
+2 racial bonus to saving throws against ongoing damage while manifesting Watersoul
Powers:
MBA: +19 to attack, 1d8+9 damage
RBA: +16 to attack, 1d4+6 damage (using dagger)
Bull Rush Attack
Grab Attack
Opportunity Attack
Aegis of Ensnarement
Sword Burst
Frigid Blade
Summoned Armor +3
Acrobat Boots
__________________________________
[X] Second Wind
[X] Inevitable Strike
[_] Foesnare
[_] Mythal Recovery
[X] Dimensional Vortex
[_] Fettering Aegis
[X] Four Corners Attack
[X] Strength Against Strength
[_] Explosive Runes
[_] Periapt of Cascading Health +2
[_] Viper Belt
[X] Ruby Scabbard
Require Manifestation:
[_] Firedeath §
[_] Swiftcurrent
__________________________________
[_] Binding Aegis
[X] Swordmage Shielding Fire
[X] Eldritch Quagmire
[_] Troll Rampage
* Immediate Reaction
§ Indicates Active Manifestation
Important Features:- [SHOW]
- 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/Theme 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
Re: Blackwood's Dogs IC
Posted: Tue Oct 20, 2015 2:14 pm
by ratwizard
With the rest of the Dogs making short work of the remaining navymen, Grommak rushes in to catch a piece of the action as well. He slips around the mast, taking a moment to regroup, before surging forward. The orc manages to chop at the Captain with a painful swing of his scimitar.
Mechanics- [SHOW]
- Move: Invigorating Stride to -Y10, popping Second Wind. Grommak heals fully.
Minor: Hunter's Quarry on Captain.
Standard: Charge to -X15, popping Marauder's Rush. Hits AC 31 for 22 damage.
Attack: 9(1d20) +22 = 31; 3(1d10) +17 +2(2d6) = 22.
Combat Block- [SHOW]
- Grommak
Male Half-Orc Two-Weapon Ranger 11
Languages: Common, Kurnish
Age: 29
Height: 6'2"
Weight: 200 lbs.
Speed: 6
Initiative: +11+2
Passive Perception: 26
Passive Insight: 21
Senses: Low-light Vision
AC: 24+2
Fort: 25+2
Reflex: 23+2
Will: 23+2
HP: 86+6/86
Bloodied: 43
Surge Value: 21
Surges left: 5/9
Action Points: 0
MBA: +18, 1d10+13
Resistances:
None.
Vulnerabilities:
None.
Saves:
+1 against fear, daze, domination, or stun effects.
Active Effects:
-- +1 to AC and Ref from feat support
Powers:
Hunter's Quarry
Marauder's Rush
Twin Strike
__________________________________
Second Wind [x]
Sohei Flurry [x]
Furious Assault [x]
Off-Hand Strike [x]
Invigorating Stride [x]
Ruffling Sting [x]
Lashing Leaves [x]
Cross-Body Parry [x]
Periapt of Cascading Health +2 [ ]
Boots of the Fencing Master [_]
__________________________________
Jaws of the Wolf [x]
Frenzied Skirmish [ ]
Begin the Hunt [x]
Attacks on the Run [ ]
Blood of the Fallen [x]
Consumables:
None.
Important Features:- [SHOW]
- Racial Traits and Class or Path Features:
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.
Re: Blackwood's Dogs IC
Posted: Tue Oct 27, 2015 11:02 am
by Fialova
As Isabelle skillfully maneuvers around the deck, taking a solid swipe at one of the officers, Grommak rushes forward and lands his own solid blow against the captain. Eager to punish the woman who has been hindering him the entire fight, the Captain moves forward and takes a swing at Isabelle, though she is easily able to dodge it.
Go: Liam, Constance, Big John, Darcell, Henri
Mechanics- [SHOW]
- Isabelle: cunnings, marks x2, hits Officer 4 (2 was not in range), heals 6 hp & unbloodies, readies immediate action
Grommak: shifts & heals, quarries, charges & hits
Captain: shifts to (-W, 15). Rejuvenating Smite on Isabelle, 20 vs AC = miss
Liam: takes 3 ongoing damage...
Map- [SHOW]
Map Info- [SHOW]
- Forecastle: The enclosed structure at the front of the main deck, which can be entered from its door at (-X, 1), or moved on top of via staircases.
Aftcastle: The enclosed structure at the rear of the main deck, where the steering wheel is located. It can be entered from its door at (-X, 21), or moved on top of via staircases.
Planks: There are two of these, one spanning (-U, 12) to (-R, 12) and the other spanning (-U, 18) to (-R, 18). These are narrow and somewhat wobbly, and as such they must be crossed with caution. You can either treat them as difficult terrain and move across them slowly and cautiously, or you can try your luck at going a bit faster. The faster route requires an acrobatics check to balance while moving, DC: 25, but does not require you to move at half speed. Only one person can be on them at a time or they will collapse.
Railings: The railings of both ships can be walked on (squares that are half water, half railing on the merchant ship count as railing squares), but follow standard balance rules (DC: 25, move half speed on them).
Stairs: There are 4 staircases moving up to the tops of the forecastle and aftcastle, and all squares that are entirely stairs count as difficult terrain. The ones that are part stair, part railing follow the rules for railings.
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.
Doors: There are 2 doors, at (-X, 1) and (-X, 21). These lead into either the forecastle or aftcastle, with the forecastle's now open but the aftcastle's still closed.
Grate: 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.
Wheel: The wheel turns the rudder, and thus the ship. Use with caution.
Hull: If you fall in the water, it is a DC: 20 athletics check to climb back up the side of the ship, and requires a total of 7 movement (2 for each square moving up the ship, and one more to climb from the top over the edge).
Rope: Thanks to one of the dogs on the Saint, there is now a rope between squares (-S, 17) and (-R, 17), making climbing out of the water from (-S, 17) only DC: 10.
Eldritch Quagmire (Isabelle): Brown overlay on map. Enemies treat squares in the aura as difficult terrain. When manually deactivated, Isabelle gets to choose one enemy within 2 squares of her to immobilize until her EONT.
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.
Captain: Captains generally receive training meant for both officers and standard seamen, employing the tactics of both schools effectively in a fight to make them formidable foes worthy of their rank.
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. One can only guess why he is accompanying the crew of the ship you are engaging.
Status- [SHOW]
- 31 Grommak (-X, 15) | HP: 86+6/86 | Surges: 6/9 | AP: 1/1 | Ruffling Sting, Lashing Leaves, Cross-Body Parry, Furious Assault, Sohei Flurry, Invigorating Stride, Second Wind, Begin the Hunt, Blood of the Fallen, Jaws of the Wolf
24 Isabelle (-V, 15) | HP: 49/91 | Surges: 10/11 | AP: 0/1 | Inevitable Strike, Second Wind, Dimensional Vortex, Strength Against Strength, Firedeath, Four Corners Attack, Ruby Scabbard, Eldritch Quagmire, Swordmage Shielding Fire, prepared to use immediate action (see mechanics above)
22 Captain (-X, 16) | HP: -52/?? | AP: 0/1 | Inspire, marked (-3) by Isabelle, when hit by Henri's ranged attack an adjacent ally can make a free MBA or shift 3 squares, shrouded by Constance (1/4), Grommak's quarry
21 Liam (-Y, 14) | HP: -15/75 | Surges: 8/9 | AP: 0/1 | Unconscious, Dying (failed saves (0/3) Bloodied, Bladesong, Shield, Skwering Spikes, Charm of the Defender, Enemies Abound, ongoing 3 damage (save ends), marked (-2) by Officer 2 (save ends), prone
21 Constance (-W, 14) | HP: 53/64 | Surges: 7/8 | AP: 1/1 | Shadowy Tendrils, Walk Through Shadow, Shrouding Gloom, Scrambling Climb
19 Big John (-V, 14) | HP: 56/89 | Surges: 10/11 | AP: 1/1 | Come and Get It, Defensive Advance, Glowering Threat, Disciplined Counter, Sweeping Blow, Mountain Sweep, Funneling Flurry, Chain Ward, Tempest Dance, Staggering Spiked Chain +3, threatening reach, marked (-2) by Officer 2 (save ends)
17 Darcell (-R, 16) | HP: 70/79 | Surges: 10/10 | AP: 1/1 | Majestic Word (2/2), Lying Lights, Revitalizing Incantation, Blunder, Illusory Erasure, Stirring Shout
17 Henri (-R, 17) | HP: 56/74 | Surges: 7/8 | AP: 1/1 | Race the Arrow, Inspiring Word (3/3), On My Mark, Warlord's Recovery, Create Opportunity, Stone of Wind
12 Officer 4 (-W, 16) | HP: -86/?? | Bloodied, Holy Blast, Health Transfer, Rejuvenating Smite, Remember Your Training, marked (-3) by Isabelle, when an ally of Darcell hits him they regain 6 hp, -3 speed until EONT, +2 to defenses*
9 Officer 2 (-W, 17) | HP: -70/?? | Bloodied, Rejuvenating Smite, Holy Blast, counts as an ally for flanking until Liam EONT, marked (-3) by Isabelle, +2 to defenses*
?? Jean-Claude Olivier (-X, 0, 2) | HP: -4/?? | delaying turn
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 Vision
AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 53/89
Bloodied: 44
Surge Value: 22
Surges left: 11/11
Action Points: 1
MBA: 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
Powers:
Combat Challenge
Dual Strike
Footwork Lure
__________________________________
Second Wind [_]
Disciplined Counter [X]
Stone's Endurance [_]
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 [_]
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.
Re: Blackwood's Dogs IC
Posted: Tue Oct 27, 2015 12:00 pm
by Namelessjake
Darcell, seeing the Captain surrounded, strikes out with a magical song. Matching the beat of the Captain's attacks so that the rest of the Dogs can match him strike for strike.
Noticing Henri is about to attack, The Bard places his hand on the Imardanian's pistol, imbuing it with a thunderous power.
Mechanics- [SHOW]
- Free: Virtue of cunning, Constance gains CA for her next attack.
Standard: Counterpoint on Captain.
29 vs. Will Hits for 23 damage. Whenever the target misses an attack it provokes opportunity attacks from me and my allies.
15(1d20) +14 = 29; 14(2d8) +9 = 23
Minor: Echoing Weapon on Henri's pistol. Until Darcell EONT the next weapon attack made with Henri's pistol deals 2d6 thunder damage to one target of the attack regardless of whether the attack hits or misses.
Virtue of Cunning- [SHOW]
- 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.
Feel free to use this.
Combat Block- [SHOW]
- Darcell
Male Half-Elf Cunning Bard 11
Languages: Common, Forellian, Serran, Imardanian.
Age: 25
Height: 5'11"
Weight: 165 lbs.
Speed: 6
Initiative: +14 (+16 when within 10 of Henri)
Passive Perception: 21
Passive Insight: 19
Senses: Low-light Vision
AC: 24
Fort: 21
Reflex: 22
Will: 26
HP: 70/79
Bloodied: 39
Surge Value: 20
Surges left: 10/10
Action Points: 1
MBA: +13 vs AC, 1d8+3 damage. (+2 to damage rolls when you have combat advantage)
RBA: +9 vs AC, 1d4+2 damage.
Resistances: None
Vulnerabilities: None
Saves: None
Active Effects: None
Powers:
Vicious Mockery
Staggering Note
__________________________________
Second Wind [_]
Guardian's Counter [_]
Demoralizing Strike [_]
Majestic Word [x][x] **
Words of Friendship [_]
Blunder [x]
Moment of Escape [_]
Echoing Weapon [x]
Revitalizing Incantation [x]
Unluck [_]
Illusory Erasure [x]
Lying Lights [x]
Harper Pin
Mielikki's Endurance [_] *
Lliira's Grace [_] *
Tymora's Luck [_] *
Feytouched Hide Armor +3 [_]
__________________________________
Stirring Shout[x]
Song of Discord [_]
Counterpoint [x]
Headband of Intellect [_]
Sitar of restfulness [_]
* Can only use one per encounter
** Can be used twice per encounter but only once per round
Consumables:
None.
Important Features:- [SHOW]
- Racial Traits and Class or Path Features:
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.
Re: Blackwood's Dogs IC
Posted: Tue Oct 27, 2015 3:21 pm
by Scratcherclaw
Henri glares at Darcell, slightly confused and slightly annoyed.
Why is he touching my gun? He shouldn't be touching my gun. His confusion is soon cleared up as he fires his pistol, unleashing the thunderous power along with the speeding bullet at the naval captain. With a smirk, he says,
"Not bad, my friend. That must have packed quite the punch, but he's still standing, so we're not done yet." Shouting at the other ship, he calls out,
"Hey Grommak! Do some more of that sword-swinging and all!"
Mechanics- [SHOW]
- Minor: Inspired Belligerence on Captain
Until SONT, all allies gain a CA and +5 to damage rolls against Captain
Standard: Paint the Bulls-Eye on Captain
Attack: 18(1d20) +19 = 37 vs AC = Hit
Damage: 2(1d6) +10 = 12 untyped + 5(2d6) = 5 thunder damage for 17 total damage
Grommak gets a free MBA on Captain
Attack: 9(1d20) +22 = 31 vs AC = Hit
Damage: 3(1d10) +18 = 21
Combat Block- [SHOW]
- Henri LaBelle
Male Vryloka Warlord 11
Languages: Common, Imardanian, Forellian
Age: 21
Height: 5'11"
Weight: 150 lbs.
Speed: 7
Initiative: +13
Passive Perception: 20
Passive Insight: 16
Senses: Low-light vision
AC: 23
Fort: 24
Ref: 21
Will: 24
HP: 56/74
Bloodied: 37
Surge Value: 18
Surges left: 7/8
Action points: 1
MBA: +13 vs AC, 1d6+5 damage.
RBA: +17 vs AC, 1d6+7 damage.
Resistances: 10 Necrotic (5+1/2 level)
Vulnerabilities: None
Saves: None
Active Effects: None
Powers:
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 [X]
Dragon's Tenacity [_]
Shifting Tides [_]
__________________________________
Relentless Wounding [_]
Create Opportunity [X]
Warlord's Recovery [X]
Gloves of Piercing [_]
Bracers of Archery [_]
Stone of Wind [X]
Consumables:
None
Important Features- [SHOW]
- 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.
Re: Blackwood's Dogs IC
Posted: Wed Oct 28, 2015 6:04 pm
by kalis5
Liam is unconcious, not much else to say... Is he snoring? Least he stopped bleeding.
Mechanics- [SHOW]
- Death Save: 1(1d20) = 1
That's one failed roll.
Save against ongoing damage: 11(1d20) = 11
Save against mark: 5(1d20) = 5
Still marked but no more damage. Just need a stabilize.
Re: Blackwood's Dogs IC
Posted: Mon Nov 02, 2015 1:48 pm
by Fialova
Following the others' leads, Constance and Big John Strike out, the former at the Captain and the latter at the remaining officers. While the pirate hunter's attack is dodged, the highlander manages to land blows against both targets. He gets yet another hit in as one of the men attempts to reposition himself.
The enemy crew meanwhile makes attacks of their own, with one officer trying and failing yet again to land a blow against the ever-elusive Isabelle, and the other rushing Grommak with a solid strike from the side.
Go: Grommak, Isabelle
Mechanics- [SHOW]
- Darcell: hits, buffs
Henri: inspires, hits & grants attack...
Grommak: hits
Liam: fails death save, saves, fails save
Constance:
Free Action: Assassin's Shroud on Captain
Standard Action: Inescapable Blade on Captain
Attack: 21 vs AC = miss
Big John:
Move Action: shift to (-W, 13)
Standard Action: Dual Strike on Officers 2 & 4
Attack vs Officer 2: 38 vs AC = hit
Hit: 12 damage. Officer 2 is marked until the end of John's next turn.
Attack vs Officer 4: 34 vs AC = hit
Hit: 7 damage, and Big John regains 6 hp. Officer 4 is marked until the end of John's next turn.
Save vs mark: 1 = lolno
Officer 4: attacks Isabelle, 20 vs AC = miss.
Officer 2: moves to (-Y, 15)...
Big John:
Standard Action: Opportunity Attack on Officer 2
Attack: 35 vs AC = hit
Hit: 19 damage. Officer 2 stops moving.
Officer 2: moves to (-X, 18). Charages to (-Y, 16) at Grommak, 33 vs AC = hit for 8 damage. Rejuvenating Smite recharges.
Map- [SHOW]
Map Info- [SHOW]
- Forecastle: The enclosed structure at the front of the main deck, which can be entered from its door at (-X, 1), or moved on top of via staircases.
Aftcastle: The enclosed structure at the rear of the main deck, where the steering wheel is located. It can be entered from its door at (-X, 21), or moved on top of via staircases.
Planks: There are two of these, one spanning (-U, 12) to (-R, 12) and the other spanning (-U, 18) to (-R, 18). These are narrow and somewhat wobbly, and as such they must be crossed with caution. You can either treat them as difficult terrain and move across them slowly and cautiously, or you can try your luck at going a bit faster. The faster route requires an acrobatics check to balance while moving, DC: 25, but does not require you to move at half speed. Only one person can be on them at a time or they will collapse.
Railings: The railings of both ships can be walked on (squares that are half water, half railing on the merchant ship count as railing squares), but follow standard balance rules (DC: 25, move half speed on them).
Stairs: There are 4 staircases moving up to the tops of the forecastle and aftcastle, and all squares that are entirely stairs count as difficult terrain. The ones that are part stair, part railing follow the rules for railings.
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.
Doors: There are 2 doors, at (-X, 1) and (-X, 21). These lead into either the forecastle or aftcastle, with the forecastle's now open but the aftcastle's still closed.
Grate: 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.
Wheel: The wheel turns the rudder, and thus the ship. Use with caution.
Hull: If you fall in the water, it is a DC: 20 athletics check to climb back up the side of the ship, and requires a total of 7 movement (2 for each square moving up the ship, and one more to climb from the top over the edge).
Rope: Thanks to one of the dogs on the Saint, there is now a rope between squares (-S, 17) and (-R, 17), making climbing out of the water from (-S, 17) only DC: 10.
Eldritch Quagmire (Isabelle): Brown overlay on map. Enemies treat squares in the aura as difficult terrain. When manually deactivated, Isabelle gets to choose one enemy within 2 squares of her to immobilize until her EONT.
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.
Captain: Captains generally receive training meant for both officers and standard seamen, employing the tactics of both schools effectively in a fight to make them formidable foes worthy of their rank.
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. One can only guess why he is accompanying the crew of the ship you are engaging.
Status- [SHOW]
- 31 Grommak (-X, 15) | HP: 84/86 | Surges: 6/9 | AP: 1/1 | Ruffling Sting, Lashing Leaves, Cross-Body Parry, Furious Assault, Sohei Flurry, Invigorating Stride, Second Wind, Begin the Hunt, Blood of the Fallen, Jaws of the Wolf
24 Isabelle (-V, 15) | HP: 49/91 | Surges: 10/11 | AP: 0/1 | Inevitable Strike, Second Wind, Dimensional Vortex, Strength Against Strength, Firedeath, Four Corners Attack, Ruby Scabbard, Eldritch Quagmire, Swordmage Shielding Fire
22 Captain (-X, 16) | HP: -113/?? | AP: 0/1 | Inspire, marked (-3) by Isabelle, when hit by Henri's ranged attack an adjacent ally can make a free MBA or shift 3 squares, shrouded by Constance (2/4), Grommak's quarry, when he misses he provokes OAs (save ends), party gains CA and +5 damage to him until Henri SONT
21 Liam (-Y, 14) | HP: -15/75 | Surges: 8/9 | AP: 0/1 | Unconscious, Dying (failed saves (1/3) Bloodied, Bladesong, Shield, Skwering Spikes, Charm of the Defender, Enemies Abound, marked (-2) by Officer 2 (save ends), prone
21 Constance (-W, 14) | HP: 53/64 | Surges: 7/8 | AP: 1/1 | Shadowy Tendrils, Walk Through Shadow, Shrouding Gloom, Scrambling Climb
19 Big John (-W, 13) | HP: 62/89 | Surges: 10/11 | AP: 1/1 | Come and Get It, Defensive Advance, Glowering Threat, Disciplined Counter, Sweeping Blow, Mountain Sweep, Funneling Flurry, Chain Ward, Tempest Dance, Staggering Spiked Chain +3, threatening reach, marked (-2) by Officer 2 (save ends)
17 Darcell (-R, 16) | HP: 70/79 | Surges: 10/10 | AP: 1/1 | Majestic Word (2/2), Lying Lights, Revitalizing Incantation, Blunder, Illusory Erasure, Echoing Weapon, Stirring Shout, Counterpoint
17 Henri (-R, 17) | HP: 56/74 | Surges: 7/8 | AP: 1/1 | Race the Arrow, Inspiring Word (3/3), On My Mark, Inspired Belligerence, Warlord's Recovery, Create Opportunity, Stone of Wind
12 Officer 4 (-W, 16) | HP: -93/?? | Bloodied, Holy Blast, Health Transfer, Rejuvenating Smite, Remember Your Training, marked (-3) until Big John EONT, when an ally of Darcell hits him they regain 6 hp, +2 to defenses*
9 Officer 2 (-Y, 16) | HP: -101/?? | Bloodied, Holy Blast, marked (-3) until Big John EONT, +2 to defenses*
?? Jean-Claude Olivier (-X, 0, 2) | HP: -4/?? | delaying turn
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 Vision
AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 62/89
Bloodied: 44
Surge Value: 22
Surges left: 11/11
Action Points: 1
MBA: 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
Powers:
Combat Challenge
Dual Strike
Footwork Lure
__________________________________
Second Wind [_]
Disciplined Counter [X]
Stone's Endurance [_]
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 [_]
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.
Re: Blackwood's Dogs IC
Posted: Mon Nov 02, 2015 5:14 pm
by ratwizard
Grommak grunts from the strike he receives, but it only fuels his battle rage. Surrounding the captain with the rest of the Dogs, he cuts into the man's flesh viciously with snake-like slashes.
"Your flesh will be fed to the sharks," he tells the man mockingly.
Mechanics- [SHOW]
- Standard: Twin Strike on Captain. Hits him for 19, 20, and 7 damage from HQ, for a total of 46 damage. Captain has a -2 to attack rolls until end of my next turn.
Roll: 11(1d20) +20 = 31; 6(1d10) +13 = 19; 19(1d20) +17 = 36; 10(1d10) +10 = 20; 7(2d6) = 7
Combat Block- [SHOW]
- Grommak
Male Half-Orc Two-Weapon Ranger 11
Languages: Common, Kurnish
Age: 29
Height: 6'2"
Weight: 200 lbs.
Speed: 6
Initiative: +11+2
Passive Perception: 26
Passive Insight: 21
Senses: Low-light Vision
AC: 24+2
Fort: 25+2
Reflex: 23+2
Will: 23+2
HP: 84/86
Bloodied: 43
Surge Value: 21
Surges left: 5/9
Action Points: 0
MBA: +18, 1d10+13
Resistances:
None.
Vulnerabilities:
None.
Saves:
+1 against fear, daze, domination, or stun effects.
Active Effects:
-- +1 to AC and Ref from feat support
Powers:
Hunter's Quarry
Marauder's Rush
Twin Strike
__________________________________
Second Wind [x]
Sohei Flurry [x]
Furious Assault [x]
Off-Hand Strike [x]
Invigorating Stride [x]
Ruffling Sting [x]
Lashing Leaves [x]
Cross-Body Parry [x]
Periapt of Cascading Health +2 [ ]
Boots of the Fencing Master [_]
__________________________________
Jaws of the Wolf [x]
Frenzied Skirmish [ ]
Begin the Hunt [x]
Attacks on the Run [ ]
Blood of the Fallen [x]
Consumables:
None.
Important Features:- [SHOW]
- Racial Traits and Class or Path Features:
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.
Re: Blackwood's Dogs IC
Posted: Mon Nov 02, 2015 10:47 pm
by PureZaros
Weaving between the flying steel of friend and foe alike, Isabelle nearly sends one of the officers reeling into the captain. Taking advantage of the momentary distraction, she aims a vicious swipe at the captain's legs, morbid satisfaction painted across her face as the blade cuts deeply into flesh.
"Why'd anyone think it was a good idea to let this oaf be captain? Hell, even Brent'd be better at it!"
MECHANICS- [SHOW]
- Virtue of Cunning: Isabelle shifts to [-W, 16], and slides Officer 4 to [-V, 15].
Minor Action: Aegis of Ensnarement
Marking Officer 2 and Officer 4 with my aegis.
Captain stays aegis'd due to that being from Swordmage Shielding Fire
Standard Action: Frigid Blade on Captain
Attack: 39 vs AC... Hit. One off of a crit again, dammit.
Damage: 19 cold damage and if Captain starts his next turn adjacent to me, he takes -3 to speed until the end of his next turn.
Ready Immediate Action:
Fettering Aegis
Range 10. No attack roll.
Triggered if aegis'd target moves away from me willingly.
1d8+9 force damage (+11 if bloodied because gauntlets), and the target is pulled to a square adjacent to me. The target is immobilized until the end of its next turn.
Prioritize Officer 2, then Officer 4, then Captain
By the way, keep an eye on my feat Sudden Roots.
COMBAT BLOCK- [SHOW]
- Isabelle
Female Genasi Swordmage 11
Languages: Common, Elven
Age: 37
Height: 5'7"
Weight: 180
Speed: 6
Initiative: +6
Passive Perception: 23
Passive Insight: 17
Senses: Normal Vision
AC: 30
Fort: 22
Reflex: 25
Will: 23
HP: 49/91
Bloodied: 45
Surge Value: 22
Surges left: 10/11
Action Points: 0
Resistances:
5 Poison
10 Fire while manifesting Cindersoul
4 All while bloodied
Vulnerabilities: None
Active Effects:
+2 racial bonus to saving throws against ongoing damage while manifesting Watersoul
Powers:
MBA: +19 to attack, 1d8+9 damage
RBA: +16 to attack, 1d4+6 damage (using dagger)
Bull Rush Attack
Grab Attack
Opportunity Attack
Aegis of Ensnarement
Sword Burst
Frigid Blade
Summoned Armor +3
Acrobat Boots
__________________________________
[X] Second Wind
[X] Inevitable Strike
[_] Foesnare
[_] Mythal Recovery
[X] Dimensional Vortex
[_] Fettering Aegis
[X] Four Corners Attack
[X] Strength Against Strength
[_] Explosive Runes
[_] Periapt of Cascading Health +2
[_] Viper Belt
[X] Ruby Scabbard
Require Manifestation:
[X] Firedeath §
[_] Swiftcurrent
__________________________________
[_] Binding Aegis
[X] Swordmage Shielding Fire
[X] Eldritch Quagmire
[_] Troll Rampage
* Immediate Reaction
§ Indicates Active Manifestation
Important Features:- [SHOW]
- 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/Theme 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
Re: Blackwood's Dogs IC
Posted: Tue Nov 03, 2015 12:36 pm
by Fialova
Ignoring the taunts of his pirate foes, the Captain maneuvers around the deck, taking a swipe at Constance as he repositions himself further from the Dogs.
Go: Liam, Constance, Big John, Darcell, Henri
Mechanics- [SHOW]
- Grommak: hits x2 & bloodies
Isabelle: cunning move was illegal, so it didn't happen. marks Officer 4 but not 2, due to illegal movement not happening. hits
Captain: becomes slowed from Isabelle's power. Shifts to (-V, 14). Rejuvenating Strike on Constance, 30 vs AC = hit for 13 damage and the Captain regains 6 hp. shifts to (-V, 16). Save vs OA provocation = 18, success.
Map- [SHOW]
Map Info- [SHOW]
- Forecastle: The enclosed structure at the front of the main deck, which can be entered from its door at (-X, 1), or moved on top of via staircases.
Aftcastle: The enclosed structure at the rear of the main deck, where the steering wheel is located. It can be entered from its door at (-X, 21), or moved on top of via staircases.
Planks: There are two of these, one spanning (-U, 12) to (-R, 12) and the other spanning (-U, 18) to (-R, 18). These are narrow and somewhat wobbly, and as such they must be crossed with caution. You can either treat them as difficult terrain and move across them slowly and cautiously, or you can try your luck at going a bit faster. The faster route requires an acrobatics check to balance while moving, DC: 25, but does not require you to move at half speed. Only one person can be on them at a time or they will collapse.
Railings: The railings of both ships can be walked on (squares that are half water, half railing on the merchant ship count as railing squares), but follow standard balance rules (DC: 25, move half speed on them).
Stairs: There are 4 staircases moving up to the tops of the forecastle and aftcastle, and all squares that are entirely stairs count as difficult terrain. The ones that are part stair, part railing follow the rules for railings.
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.
Doors: There are 2 doors, at (-X, 1) and (-X, 21). These lead into either the forecastle or aftcastle, with the forecastle's now open but the aftcastle's still closed.
Grate: 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.
Wheel: The wheel turns the rudder, and thus the ship. Use with caution.
Hull: If you fall in the water, it is a DC: 20 athletics check to climb back up the side of the ship, and requires a total of 7 movement (2 for each square moving up the ship, and one more to climb from the top over the edge).
Rope: Thanks to one of the dogs on the Saint, there is now a rope between squares (-S, 17) and (-R, 17), making climbing out of the water from (-S, 17) only DC: 10.
Eldritch Quagmire (Isabelle): Brown overlay on map. Enemies treat squares in the aura as difficult terrain. When manually deactivated, Isabelle gets to choose one enemy within 2 squares of her to immobilize until her EONT.
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.
Captain: Captains generally receive training meant for both officers and standard seamen, employing the tactics of both schools effectively in a fight to make them formidable foes worthy of their rank.
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. One can only guess why he is accompanying the crew of the ship you are engaging.
Status- [SHOW]
- 31 Grommak (-X, 15) | HP: 84/86 | Surges: 6/9 | AP: 1/1 | Ruffling Sting, Lashing Leaves, Cross-Body Parry, Furious Assault, Sohei Flurry, Invigorating Stride, Second Wind, Begin the Hunt, Blood of the Fallen, Jaws of the Wolf
24 Isabelle (-V, 15) | HP: 49/91 | Surges: 10/11 | AP: 0/1 | Inevitable Strike, Second Wind, Dimensional Vortex, Strength Against Strength, Firedeath, Four Corners Attack, Ruby Scabbard, Eldritch Quagmire, Swordmage Shielding Fire, prepared to use immediate action (see mechanics above)
22 Captain (-V, 16) | HP: -172/?? | AP: 0/1 | Bloodied, Inspire, Rejuvenating Smite, marked (-3) by Isabelle, when hit by Henri's ranged attack an adjacent ally can make a free MBA or shift 3 squares, shrouded by Constance (2/4), Grommak's quarry, Darcell gains CA and +5 damage to him until Henri SONT, -2 to attack until Grommak EONT, -3 speed until EONT
21 Liam (-Y, 14) | HP: -15/75 | Surges: 8/9 | AP: 0/1 | Unconscious, Dying (failed saves (1/3) Bloodied, Bladesong, Shield, Skwering Spikes, Charm of the Defender, Enemies Abound, marked (-2) by Officer 2 (save ends), prone
21 Constance (-W, 14) | HP: 40/64 | Surges: 7/8 | AP: 1/1 | Shadowy Tendrils, Walk Through Shadow, Shrouding Gloom, Scrambling Climb
19 Big John (-W, 13) | HP: 62/89 | Surges: 10/11 | AP: 1/1 | Come and Get It, Defensive Advance, Glowering Threat, Disciplined Counter, Sweeping Blow, Mountain Sweep, Funneling Flurry, Chain Ward, Tempest Dance, Staggering Spiked Chain +3, threatening reach, marked (-2) by Officer 2 (save ends)
17 Darcell (-R, 16) | HP: 70/79 | Surges: 10/10 | AP: 1/1 | Majestic Word (2/2), Lying Lights, Revitalizing Incantation, Blunder, Illusory Erasure, Echoing Weapon, Stirring Shout, Counterpoint
17 Henri (-R, 17) | HP: 56/74 | Surges: 7/8 | AP: 1/1 | Race the Arrow, Inspiring Word (3/3), On My Mark, Inspired Belligerence, Warlord's Recovery, Create Opportunity, Stone of Wind
12 Officer 4 (-W, 16) | HP: -93/?? | Bloodied, Holy Blast, Health Transfer, Rejuvenating Smite, Remember Your Training, marked (-3) by Isabelle, when an ally of Darcell hits him they regain 6 hp, +2 to defenses*
9 Officer 2 (-Y, 16) | HP: -101/?? | Bloodied, Holy Blast, marked (-3) until Big John EONT
?? Jean-Claude Olivier (-X, 0, 2) | HP: -4/?? | delaying turn
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 Vision
AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 62/89
Bloodied: 44
Surge Value: 22
Surges left: 11/11
Action Points: 1
MBA: 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
Powers:
Combat Challenge
Dual Strike
Footwork Lure
__________________________________
Second Wind [_]
Disciplined Counter [X]
Stone's Endurance [_]
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 [_]
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.
Re: Blackwood's Dogs IC
Posted: Tue Nov 03, 2015 2:50 pm
by Namelessjake
Darcell tries attacking one of the officers and then the ship's captain, but with little success.
Mechanics- [SHOW]
- Standard: Song of Discord on Officer 4.
16 vs. Will misses.
2(1d20) +14 = 16
Action Point -> Standard: Staggering Note on Captain.
16 vs. Will misses.
2(1d20) +14 = 16
Use Lliira's Grace to add 6 to the attack roll.
6(1d6) = 6
22 vs. Will misses.
Virtue of Cunning- [SHOW]
- 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.
Feel free to use this.
Combat Block- [SHOW]
- Darcell
Male Half-Elf Cunning Bard 11
Languages: Common, Forellian, Serran, Imardanian.
Age: 25
Height: 5'11"
Weight: 165 lbs.
Speed: 6
Initiative: +14 (+16 when within 10 of Henri)
Passive Perception: 21
Passive Insight: 19
Senses: Low-light Vision
AC: 24
Fort: 21
Reflex: 22
Will: 26
HP: 70/79
Bloodied: 39
Surge Value: 20
Surges left: 10/10
Action Points: 0
MBA: +13 vs AC, 1d8+3 damage. (+2 to damage rolls when you have combat advantage)
RBA: +9 vs AC, 1d4+2 damage.
Resistances: None
Vulnerabilities: None
Saves: None
Active Effects: None
Powers:
Vicious Mockery
Staggering Note
__________________________________
Second Wind [_]
Guardian's Counter [_]
Demoralizing Strike [_]
Majestic Word [x][x] **
Words of Friendship [_]
Blunder [x]
Moment of Escape [_]
Echoing Weapon [x]
Revitalizing Incantation [x]
Unluck [_]
Illusory Erasure [x]
Lying Lights [x]
Harper Pin
Mielikki's Endurance [_] *
Lliira's Grace [x] *
Tymora's Luck [_] *
Feytouched Hide Armor +3 [_]
__________________________________
Stirring Shout[x]
Song of Discord [x]
Counterpoint [x]
Headband of Intellect [_]
Sitar of restfulness [_]
* Can only use one per encounter
** Can be used twice per encounter but only once per round
Consumables:
None.
Important Features:- [SHOW]
- Racial Traits and Class or Path Features:
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.
Re: Blackwood's Dogs IC
Posted: Wed Nov 04, 2015 4:48 pm
by Scratcherclaw
Henri smirks as the remainder of the Naval crew seems to be scrambling to survive.
They should have given up the moment Lieutenant Olivier quit on them. Noticing the captain's feeble attempt to escape, Henri fires at it, though the gusts of the sea carry the bullet away.
Dammit.
Mechanics- [SHOW]
- Standard: Paint the Bulls-eye on Captain
Attack: 10(1d20) +17 = 27 vs AC = Miss THE ROLLER IS RIGGED
Combat Block- [SHOW]
- Henri LaBelle
Male Vryloka Warlord 11
Languages: Common, Imardanian, Forellian
Age: 21
Height: 5'11"
Weight: 150 lbs.
Speed: 7
Initiative: +13
Passive Perception: 20
Passive Insight: 16
Senses: Low-light vision
AC: 23
Fort: 24
Ref: 21
Will: 24
HP: 56/74
Bloodied: 37
Surge Value: 18
Surges left: 7/8
Action points: 1
MBA: +13 vs AC, 1d6+5 damage.
RBA: +17 vs AC, 1d6+7 damage.
Resistances: 10 Necrotic (5+1/2 level)
Vulnerabilities: None
Saves: None
Active Effects: None
Powers:
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 [X]
Dragon's Tenacity [_]
Shifting Tides [_]
__________________________________
Relentless Wounding [_]
Create Opportunity [X]
Warlord's Recovery [X]
Gloves of Piercing [_]
Bracers of Archery [_]
Stone of Wind [X]
Consumables:
None
Important Features- [SHOW]
- 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.
Re: Blackwood's Dogs IC
Posted: Fri Nov 06, 2015 5:25 pm
by kalis5
Liam lays there. Still injured. In need of medical attention.
Mechanics- [SHOW]
- Death Save: 2(1d20) = 2
Could really do with being stabilized guys.
Save against mark: 3(1d20) = 3
Re: Blackwood's Dogs IC
Posted: Sun Nov 08, 2015 10:20 pm
by Fialova
As the Dogs fumble for a moment, Constance moves to Liam's aid, helping the dying man to relax. John, meanwhile, lashes out once more at the remaining officers, positioning himself between one of them and his bleeding ally. However, while his attention is divided the nearby officer lands an attack of his own against the large man.
Go: Grommak, Isabelle
Mechanics- [SHOW]
- Darcell: misses a bunch
Henri: misses
Liam: fails both saves
Constance:
Move Action: move to (-X, 14)
Standard Action: First Aid to stabilize Liam
Effect: 23 = success, Liam is stabilized and no longer needs to make death saving throws until he takes more damage.
Free Action: Assassin's Shroud on Captain
Big John:
Move Action: moves to (-Y, 15)
Standard Action: Dual Strike on Officers 2 & 4
Attack vs Officer 2: 22 vs AC = miss
Attack vs Officer 4: 32 vs AC = hit
Hit: 8 damage and Big John regains 6 hp. Officer 4 is marked until Big John EONT...
Officer 2: ...OA vs Big John, 22 vs AC = miss
Big John:
Save vs Mark: 6 = still nope
Officer 4: attacks Grommak, 26 vs AC = hit for 20 damage. Grommak is marked until the end of the officer's next turn. Rejuvenating Smite recharges.
Officer 2: attacks Big John, 30 vs AC = hit for 13 damage, and the officer regains 6 hp.
Map- [SHOW]
Map Info- [SHOW]
- Forecastle: The enclosed structure at the front of the main deck, which can be entered from its door at (-X, 1), or moved on top of via staircases.
Aftcastle: The enclosed structure at the rear of the main deck, where the steering wheel is located. It can be entered from its door at (-X, 21), or moved on top of via staircases.
Planks: There are two of these, one spanning (-U, 12) to (-R, 12) and the other spanning (-U, 18) to (-R, 18). These are narrow and somewhat wobbly, and as such they must be crossed with caution. You can either treat them as difficult terrain and move across them slowly and cautiously, or you can try your luck at going a bit faster. The faster route requires an acrobatics check to balance while moving, DC: 25, but does not require you to move at half speed. Only one person can be on them at a time or they will collapse.
Railings: The railings of both ships can be walked on (squares that are half water, half railing on the merchant ship count as railing squares), but follow standard balance rules (DC: 25, move half speed on them).
Stairs: There are 4 staircases moving up to the tops of the forecastle and aftcastle, and all squares that are entirely stairs count as difficult terrain. The ones that are part stair, part railing follow the rules for railings.
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.
Doors: There are 2 doors, at (-X, 1) and (-X, 21). These lead into either the forecastle or aftcastle, with the forecastle's now open but the aftcastle's still closed.
Grate: 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.
Wheel: The wheel turns the rudder, and thus the ship. Use with caution.
Hull: If you fall in the water, it is a DC: 20 athletics check to climb back up the side of the ship, and requires a total of 7 movement (2 for each square moving up the ship, and one more to climb from the top over the edge).
Rope: Thanks to one of the dogs on the Saint, there is now a rope between squares (-S, 17) and (-R, 17), making climbing out of the water from (-S, 17) only DC: 10.
Eldritch Quagmire (Isabelle): Brown overlay on map. Enemies treat squares in the aura as difficult terrain. When manually deactivated, Isabelle gets to choose one enemy within 2 squares of her to immobilize until her EONT.
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.
Captain: Captains generally receive training meant for both officers and standard seamen, employing the tactics of both schools effectively in a fight to make them formidable foes worthy of their rank.
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. One can only guess why he is accompanying the crew of the ship you are engaging.
Status- [SHOW]
- 31 Grommak (-X, 15) | HP: 64/86 | Surges: 6/9 | AP: 1/1 | Ruffling Sting, Lashing Leaves, Cross-Body Parry, Furious Assault, Sohei Flurry, Invigorating Stride, Second Wind, Begin the Hunt, Blood of the Fallen, Jaws of the Wolf, marked (-2) until Officer 4 EONT
24 Isabelle (-V, 15) | HP: 49/91 | Surges: 10/11 | AP: 0/1 | Inevitable Strike, Second Wind, Dimensional Vortex, Strength Against Strength, Firedeath, Four Corners Attack, Ruby Scabbard, Eldritch Quagmire, Swordmage Shielding Fire
22 Captain (-V, 16) | HP: -172/?? | AP: 0/1 | Bloodied, Inspire, Rejuvenating Smite, marked (-3) by Isabelle, when hit by Henri's ranged attack an adjacent ally can make a free MBA or shift 3 squares, shrouded by Constance (3/4), Grommak's quarry, -2 to attack until Grommak EONT, -3 speed until EONT
21 Liam (-Y, 14) | HP: -15/75 | Surges: 8/9 | AP: 0/1 | Unconscious, Dying, *Stabilized* (failed saves (2/3)) Bloodied, Bladesong, Shield, Skwering Spikes, Charm of the Defender, Enemies Abound, marked (-2) by Officer 2 (save ends), prone
21 Constance (-W, 14) | HP: 40/64 | Surges: 7/8 | AP: 1/1 | Shadowy Tendrils, Walk Through Shadow, Shrouding Gloom, Scrambling Climb
19 Big John (-W, 13) | HP: 55/89 | Surges: 10/11 | AP: 1/1 | Come and Get It, Defensive Advance, Glowering Threat, Disciplined Counter, Sweeping Blow, Mountain Sweep, Funneling Flurry, Chain Ward, Tempest Dance, Staggering Spiked Chain +3, threatening reach, marked (-2) by Officer 2 (save ends)
17 Darcell (-R, 16) | HP: 70/79 | Surges: 10/10 | AP: 1/1 | Majestic Word (2/2), Lying Lights, Revitalizing Incantation, Blunder, Illusory Erasure, Echoing Weapon, Stirring Shout, Counterpoint
17 Henri (-R, 17) | HP: 56/74 | Surges: 7/8 | AP: 1/1 | Race the Arrow, Inspiring Word (3/3), On My Mark, Inspired Belligerence, Warlord's Recovery, Create Opportunity, Stone of Wind
12 Officer 4 (-W, 16) | HP: -101/?? | Bloodied, Holy Blast, Health Transfer, Remember Your Training, marked (-3) until Big John EONT, when an ally of Darcell hits him they regain 6 hp, +2 to defenses*
9 Officer 2 (-Y, 16) | HP: -95/?? | Bloodied, Holy Blast, Rejuvenating Smite, marked (-3) until Big John EONT
?? Jean-Claude Olivier (-X, 0, 2) | HP: -4/?? | delaying turn
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 Vision
AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 55/89
Bloodied: 44
Surge Value: 22
Surges left: 11/11
Action Points: 1
MBA: 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
Powers:
Combat Challenge
Dual Strike
Footwork Lure
__________________________________
Second Wind [_]
Disciplined Counter [X]
Stone's Endurance [_]
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 [_]
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.
Re: Blackwood's Dogs IC
Posted: Tue Nov 10, 2015 6:29 pm
by ratwizard
Grommak takes a quick chop at the two officers next to him, ending ones' life and maiming the other one. Feeling satisfied that the other Dogs will finish him off, the orc steps over to where the captain of the vessel and Isabelle face off, ready to aid.
Mechanics- [SHOW]
- Minor: Hunter's Quarry on Officer 4.
Standard: Twin Strike on Officer 4 and Officer 2. Hits AC 30, killing O4 and gaining Grommak 6 HP. Hits AC 31, dealing 13 damage to Officer 2.
Attacks: 12(1d20) +18 = 30; 16(1d20) +15 = 31; 5(1d10) +8 = 13; 8(1d10) +5 = 13
Move: Shift to -W16.
Combat Block- [SHOW]
- Grommak
Male Half-Orc Two-Weapon Ranger 11
Languages: Common, Kurnish
Age: 29
Height: 6'2"
Weight: 200 lbs.
Speed: 6
Initiative: +11+2
Passive Perception: 26
Passive Insight: 21
Senses: Low-light Vision
AC: 24+2
Fort: 25+2
Reflex: 23+2
Will: 23+2
HP: 70/86
Bloodied: 43
Surge Value: 21
Surges left: 5/9
Action Points: 0
MBA: +18, 1d10+13
Resistances:
None.
Vulnerabilities:
None.
Saves:
+1 against fear, daze, domination, or stun effects.
Active Effects:
-- +1 to AC and Ref from feat support
Powers:
Hunter's Quarry
Marauder's Rush
Twin Strike
__________________________________
Second Wind [x]
Sohei Flurry [x]
Furious Assault [x]
Off-Hand Strike [x]
Invigorating Stride [x]
Ruffling Sting [x]
Lashing Leaves [x]
Cross-Body Parry [x]
Periapt of Cascading Health +2 [ ]
Boots of the Fencing Master [_]
__________________________________
Jaws of the Wolf [x]
Frenzied Skirmish [ ]
Begin the Hunt [x]
Attacks on the Run [ ]
Blood of the Fallen [x]
Consumables:
None.
Important Features:- [SHOW]
- Racial Traits and Class or Path Features:
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.
Re: Blackwood's Dogs IC
Posted: Thu Nov 12, 2015 8:38 pm
by PureZaros
Taking advantage of the captain's ally falling, Isabelle darts in and quickly spears him through the leg before jumping back, violently ripping the blade out as she goes. She shuffles back a few steps to join Grommak, making insulting gestures at the two remaining sailors the whole way.
MECHANICS- [SHOW]
- Standard Action: Frigid Blade on Captain
Attack: 32 vs AC...
Damage: 16 cold damage.
Captain takes -3 to speed until the end of his next turn.
Move Action: Shift to [-W, 15]
Minor Action: Aegis of Ensnarement
Officer 2 is marked with my aegis. Captain stays marked due to that being from Swordmage Shielding Fire
Ready Immediate Action:
Fettering Aegis
Range 10. No attack roll.
Triggered if aegis'd target moves away from me willingly.
1d8+9 force damage (+11 if bloodied because gauntlets), and the target is pulled to a square adjacent to me. The target is immobilized until the end of its next turn.
Prioritize Officer 2, then Captain.
By the way, keep an eye on my feat Sudden Roots.
COMBAT BLOCK- [SHOW]
- Isabelle
Female Genasi Swordmage 11
Languages: Common, Elven
Age: 37
Height: 5'7"
Weight: 180
Speed: 6
Initiative: +6
Passive Perception: 23
Passive Insight: 17
Senses: Normal Vision
AC: 30
Fort: 22
Reflex: 25
Will: 23
HP: 49/91
Bloodied: 45
Surge Value: 22
Surges left: 10/11
Action Points: 0
Resistances:
5 Poison
10 Fire while manifesting Cindersoul
4 All while bloodied
Vulnerabilities: None
Active Effects:
+2 racial bonus to saving throws against ongoing damage while manifesting Watersoul
Powers:
MBA: +19 to attack, 1d8+9 damage
RBA: +16 to attack, 1d4+6 damage (using dagger)
Bull Rush Attack
Grab Attack
Opportunity Attack
Aegis of Ensnarement
Sword Burst
Frigid Blade
Summoned Armor +3
Acrobat Boots
__________________________________
[X] Second Wind
[X] Inevitable Strike
[_] Foesnare
[_] Mythal Recovery
[X] Dimensional Vortex
[_] Fettering Aegis
[X] Four Corners Attack
[X] Strength Against Strength
[_] Explosive Runes
[_] Periapt of Cascading Health +2
[_] Viper Belt
[X] Ruby Scabbard
Require Manifestation:
[X] Firedeath §
[_] Swiftcurrent
__________________________________
[_] Binding Aegis
[X] Swordmage Shielding Fire
[X] Eldritch Quagmire
[_] Troll Rampage
* Immediate Reaction
§ Indicates Active Manifestation
Important Features:- [SHOW]
- 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/Theme 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
Re: Blackwood's Dogs IC
Posted: Fri Nov 13, 2015 6:29 pm
by Fialova
Seeing another of his comrades fall, the enemy captain seems to break, his stance shifting from that of a trained soldier to an wild and enraged man, his eyes seething with hatred. He quickly maneuvers to Isabelle's other side and aims his sword directly at the Dogs in his sight.
"The Goddess will take you, whether it is through my blade or another's. Mark my words, godless heathens!"
As he speaks the air around him shines bright, like when the other officers called forth their divine. This time it is a much more blinding light than anything unleashed before, as if the white heat of the sun were surrounding the Dogs nearest the man. When the light dissipates they are left disoriented and dizzy, a feeling of agony washing over them as they struggle to remain standing.
Go: Liam, Constance, Big John, Darcell, Henri
Mechanics- [SHOW]
- Grommak: quarries, hits x2 and kills, heals, shifts
Isabelle: hits, shifts, marks, readies immediate action (see mechanics for details)
Captain: shifts to (-V, 15). Divine Will on Isabelle (38 vs Will = crit! for 45 damage), Grommak (24 vs Will = hit for 36 damage), and Constance (34 vs Will = hit for 36 damage). All 3 are now bloodied and dazed (save ends).
Map- [SHOW]
Map Info- [SHOW]
- Forecastle: The enclosed structure at the front of the main deck, which can be entered from its door at (-X, 1), or moved on top of via staircases.
Aftcastle: The enclosed structure at the rear of the main deck, where the steering wheel is located. It can be entered from its door at (-X, 21), or moved on top of via staircases.
Planks: There are two of these, one spanning (-U, 12) to (-R, 12) and the other spanning (-U, 18) to (-R, 18). These are narrow and somewhat wobbly, and as such they must be crossed with caution. You can either treat them as difficult terrain and move across them slowly and cautiously, or you can try your luck at going a bit faster. The faster route requires an acrobatics check to balance while moving, DC: 25, but does not require you to move at half speed. Only one person can be on them at a time or they will collapse.
Railings: The railings of both ships can be walked on (squares that are half water, half railing on the merchant ship count as railing squares), but follow standard balance rules (DC: 25, move half speed on them).
Stairs: There are 4 staircases moving up to the tops of the forecastle and aftcastle, and all squares that are entirely stairs count as difficult terrain. The ones that are part stair, part railing follow the rules for railings.
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.
Doors: There are 2 doors, at (-X, 1) and (-X, 21). These lead into either the forecastle or aftcastle, with the forecastle's now open but the aftcastle's still closed.
Grate: 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.
Wheel: The wheel turns the rudder, and thus the ship. Use with caution.
Hull: If you fall in the water, it is a DC: 20 athletics check to climb back up the side of the ship, and requires a total of 7 movement (2 for each square moving up the ship, and one more to climb from the top over the edge).
Rope: Thanks to one of the dogs on the Saint, there is now a rope between squares (-S, 17) and (-R, 17), making climbing out of the water from (-S, 17) only DC: 10.
Eldritch Quagmire (Isabelle): Brown overlay on map. Enemies treat squares in the aura as difficult terrain. When manually deactivated, Isabelle gets to choose one enemy within 2 squares of her to immobilize until her EONT.
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.
Captain: Captains generally receive training meant for both officers and standard seamen, employing the tactics of both schools effectively in a fight to make them formidable foes worthy of their rank.
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. One can only guess why he is accompanying the crew of the ship you are engaging.
Status- [SHOW]
- 31 Grommak (-W, 16) | HP: 34/86 | Surges: 6/9 | AP: 1/1 | Bloodied, Ruffling Sting, Lashing Leaves, Cross-Body Parry, Furious Assault, Sohei Flurry, Invigorating Stride, Second Wind, Begin the Hunt, Blood of the Fallen, Jaws of the Wolf, dazed (save ends)
24 Isabelle (-W, 15) | HP: 4/91 | Surges: 10/11 | AP: 0/1 | Bloodied, Inevitable Strike, Second Wind, Dimensional Vortex, Strength Against Strength, Firedeath, Four Corners Attack, Ruby Scabbard, Eldritch Quagmire, Swordmage Shielding Fire, prepared to use immediate action (see mechanics above), dazed (save ends)
22 Captain (-V, 16) | HP: -188/?? | AP: 0/1 | Bloodied, Inspire, Rejuvenating Smite, Divine Will, marked (-3) by Isabelle, when hit by Henri's ranged attack an adjacent ally can make a free MBA or shift 3 squares, shrouded by Constance (3/4), -3 speed until EONT
21 Liam (-Y, 14) | HP: -15/75 | Surges: 8/9 | AP: 0/1 | Unconscious, Dying, *Stabilized* (failed saves (2/3)) Bloodied, Bladesong, Shield, Skwering Spikes, Charm of the Defender, Enemies Abound, marked (-2) by Officer 2 (save ends), prone
21 Constance (-W, 14) | HP: 4/64 | Surges: 7/8 | AP: 1/1 | Bloodied, Shadowy Tendrils, Walk Through Shadow, Shrouding Gloom, Scrambling Climb, dazed (save ends)
19 Big John (-W, 13) | HP: 55/89 | Surges: 10/11 | AP: 1/1 | Come and Get It, Defensive Advance, Glowering Threat, Disciplined Counter, Sweeping Blow, Mountain Sweep, Funneling Flurry, Chain Ward, Tempest Dance, Staggering Spiked Chain +3, threatening reach, marked (-2) by Officer 2 (save ends)
17 Darcell (-R, 16) | HP: 70/79 | Surges: 10/10 | AP: 1/1 | Majestic Word (2/2), Lying Lights, Revitalizing Incantation, Blunder, Illusory Erasure, Echoing Weapon, Stirring Shout, Counterpoint
17 Henri (-R, 17) | HP: 56/74 | Surges: 7/8 | AP: 1/1 | Race the Arrow, Inspiring Word (3/3), On My Mark, Inspired Belligerence, Warlord's Recovery, Create Opportunity, Stone of Wind
12 Officer 4 (-W, 16) | HP: -114/?? | Bloodied, Holy Blast, Health Transfer, Remember Your Training, marked (-3) until Big John EONT, when an ally of Darcell hits him they regain 6 hp, +2 to defenses*
9 Officer 2 (-Y, 16) | HP: -108/?? | Bloodied, Holy Blast, Rejuvenating Smite, marked (-3) by Isabelle
?? Jean-Claude Olivier (-X, 0, 2) | HP: -4/?? | delaying turn
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 Vision
AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 55/89
Bloodied: 44
Surge Value: 22
Surges left: 11/11
Action Points: 1
MBA: 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
Powers:
Combat Challenge
Dual Strike
Footwork Lure
__________________________________
Second Wind [_]
Disciplined Counter [X]
Stone's Endurance [_]
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 [_]
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.
Re: Blackwood's Dogs IC
Posted: Sat Nov 14, 2015 5:11 pm
by Scratcherclaw
Henri shields his eyes from the bright light the Captain summons.
Dammit, Elys. Don't help him. He's the one senselessly fighting even after Olivier said it wasn't necessary. Getting his head back into the fight, he fires another shot at the Captain, which sadly veers off-course. Not giving up, he fires another, which meets its mark.
He shouts to Isabelle,
"Get it together, Isabelle! He's right next to you! Just swing!" to which the half-elf obliges, striking at the man.
Mechanics- [SHOW]
- Minor: Dragon's Tenacity
Grommak, Isabelle, and I gain +2 to attack rolls until EONT
Standard: Paint the Bulls-eye on Captain
Attack: 2(1d20) +19 = 21 vs AC = Miss
ACTION POINT
Standard: Relentless Wounding on Captain
Attack: 9(1d20) +19 = 28 vs AC = Hit!
Damage: 6(3d6) +10 = 16
Until the end of encounter, allies gain +3 to damage rolls against Captain
Isabelle MBA on Captain
Attack: 20(1d20) +21 = 41 vs AC = CRIT
Damage: 17 +6 +3 +2 = 28 damage & Captain has ongoing 10 damage (save ends)
Combat Block- [SHOW]
- Henri LaBelle
Male Vryloka Warlord 11
Languages: Common, Imardanian, Forellian
Age: 21
Height: 5'11"
Weight: 150 lbs.
Speed: 7
Initiative: +13
Passive Perception: 20
Passive Insight: 16
Senses: Low-light vision
AC: 23
Fort: 24
Ref: 21
Will: 24
HP: 56/74
Bloodied: 37
Surge Value: 18
Surges left: 7/8
Action points: 1
MBA: +13 vs AC, 1d6+5 damage.
RBA: +17 vs AC, 1d6+7 damage.
Resistances: 10 Necrotic (5+1/2 level)
Vulnerabilities: None
Saves: None
Active Effects: None
Powers:
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 [X]
Dragon's Tenacity [X]
Shifting Tides [_]
__________________________________
Relentless Wounding [X]
Create Opportunity [X]
Warlord's Recovery [X]
Gloves of Piercing [_]
Bracers of Archery [_]
Stone of Wind [X]
Consumables:
None
Important Features- [SHOW]
- 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.
Re: Blackwood's Dogs IC
Posted: Sat Nov 14, 2015 6:32 pm
by Namelessjake
Seeing the enemy Captain becoming desperate, Darcell tries to focus his attacks on him. However the Bard fails to to make an impact on the fight.
Mechanics- [SHOW]
- Standard: Unluck on el Capitan.
20 vs. Will misses.
6(1d20) +14 = 20; 1(1d8) +9 = 10
Virtue of Cunning- [SHOW]
- 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.
Feel free to use this.
Combat Block- [SHOW]
- Darcell
Male Half-Elf Cunning Bard 11
Languages: Common, Forellian, Serran, Imardanian.
Age: 25
Height: 5'11"
Weight: 165 lbs.
Speed: 6
Initiative: +14 (+16 when within 10 of Henri)
Passive Perception: 21
Passive Insight: 19
Senses: Low-light Vision
AC: 24
Fort: 21
Reflex: 22
Will: 26
HP: 70/79
Bloodied: 39
Surge Value: 20
Surges left: 10/10
Action Points: 0
MBA: +13 vs AC, 1d8+3 damage. (+2 to damage rolls when you have combat advantage)
RBA: +9 vs AC, 1d4+2 damage.
Resistances: None
Vulnerabilities: None
Saves: None
Active Effects: None
Powers:
Vicious Mockery
Staggering Note
__________________________________
Second Wind [_]
Guardian's Counter [_]
Demoralizing Strike [_]
Majestic Word [x][x] **
Words of Friendship [_]
Blunder [x]
Moment of Escape [_]
Echoing Weapon [x]
Revitalizing Incantation [x]
Unluck [x]
Illusory Erasure [x]
Lying Lights [x]
Harper Pin
Mielikki's Endurance [_] *
Lliira's Grace [x] *
Tymora's Luck [_] *
Feytouched Hide Armor +3 [_]
__________________________________
Stirring Shout[x]
Song of Discord [x]
Counterpoint [x]
Headband of Intellect [_]
Sitar of restfulness [_]
* Can only use one per encounter
** Can be used twice per encounter but only once per round
Consumables:
None.
Important Features:- [SHOW]
- Racial Traits and Class or Path Features:
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.
Re: Blackwood's Dogs IC
Posted: Sat Nov 14, 2015 8:31 pm
by Fialova
Barely able to move after the last attack, Constance shifts to a defensive stance and takes a moment to gather her surroundings. John, meanwhile, continues where she left off and helps Liam come to with a hard nudge. While still in great pain, and on the ground, the man is at least conscious once more.
While his back is turned, the nearby officer sinks his blade into John's flesh, causing the giant of a man to yell out in a mix of pain and anger.
"You will regret that, little man!" he roars, as he whirls back to face the man, fire in his eyes.
Go: Grommak, Isabelle
Mechanics- [SHOW]
- Henri: buffs, misses, APs, hits & grants attack...
Isabelle: crits!
Darcell: misses
Liam:
Save vs mark: 5 = failure
Constance:
Standard Action: Second Wind
Effect: spend a healing surge and regain 16 hp.
Save vs dazed: 4 = failure
Big John:
Standard Action: First aid to grant Liam Second Wind
Effect: 16 = success, Liam spends a healing surge and regains 18 hp.
Save vs mark: 3 = failure
Officer 2: attacks Big John, 35 vs AC = hit for 14 damage and Rejuvenating Smite recharges. Big John is bloodied.
Map- [SHOW]
Map Info- [SHOW]
- Forecastle: The enclosed structure at the front of the main deck, which can be entered from its door at (-X, 1), or moved on top of via staircases.
Aftcastle: The enclosed structure at the rear of the main deck, where the steering wheel is located. It can be entered from its door at (-X, 21), or moved on top of via staircases.
Planks: There are two of these, one spanning (-U, 12) to (-R, 12) and the other spanning (-U, 18) to (-R, 18). These are narrow and somewhat wobbly, and as such they must be crossed with caution. You can either treat them as difficult terrain and move across them slowly and cautiously, or you can try your luck at going a bit faster. The faster route requires an acrobatics check to balance while moving, DC: 25, but does not require you to move at half speed. Only one person can be on them at a time or they will collapse.
Railings: The railings of both ships can be walked on (squares that are half water, half railing on the merchant ship count as railing squares), but follow standard balance rules (DC: 25, move half speed on them).
Stairs: There are 4 staircases moving up to the tops of the forecastle and aftcastle, and all squares that are entirely stairs count as difficult terrain. The ones that are part stair, part railing follow the rules for railings.
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.
Doors: There are 2 doors, at (-X, 1) and (-X, 21). These lead into either the forecastle or aftcastle, with the forecastle's now open but the aftcastle's still closed.
Grate: 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.
Wheel: The wheel turns the rudder, and thus the ship. Use with caution.
Hull: If you fall in the water, it is a DC: 20 athletics check to climb back up the side of the ship, and requires a total of 7 movement (2 for each square moving up the ship, and one more to climb from the top over the edge).
Rope: Thanks to one of the dogs on the Saint, there is now a rope between squares (-S, 17) and (-R, 17), making climbing out of the water from (-S, 17) only DC: 10.
Eldritch Quagmire (Isabelle): Brown overlay on map. Enemies treat squares in the aura as difficult terrain. When manually deactivated, Isabelle gets to choose one enemy within 2 squares of her to immobilize until her EONT.
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.
Captain: Captains generally receive training meant for both officers and standard seamen, employing the tactics of both schools effectively in a fight to make them formidable foes worthy of their rank.
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. One can only guess why he is accompanying the crew of the ship you are engaging.
Status- [SHOW]
- 31 Grommak (-W, 16) | HP: 34/86 | Surges: 6/9 | AP: 0/1 | Bloodied, Ruffling Sting, Lashing Leaves, Cross-Body Parry, Furious Assault, Sohei Flurry, Invigorating Stride, Second Wind, Begin the Hunt, Blood of the Fallen, Jaws of the Wolf, dazed (save ends), +2 to attacks until Henri EONT
24 Isabelle (-W, 15) | HP: 4/91 | Surges: 10/11 | AP: 0/1 | Bloodied, Inevitable Strike, Second Wind, Dimensional Vortex, Strength Against Strength, Firedeath, Four Corners Attack, Ruby Scabbard, Eldritch Quagmire, Swordmage Shielding Fire, dazed (save ends), +2 to attacks until Henri EONT
22 Captain (-V, 16) | HP: -232/?? | AP: 0/1 | Bloodied, Inspire, Rejuvenating Smite, Divine Will, marked (-3) by Isabelle, when hit by Henri's ranged attack an adjacent ally can make a free MBA or shift 3 squares, shrouded by Constance (3/4), -3 speed until EONT, allies of Henri deal +3 damage to him, ongoing 10 damage (save ends)
21 Liam (-Y, 14) | HP: 18/75 | Surges: 7/9 | AP: 0/1 | (failed saves (2/3) Bloodied, Bladesong, Shield, Second Wind, Skwering Spikes, Charm of the Defender, Enemies Abound, marked (-2) by Officer 2 (save ends), prone
21 Constance (-W, 14) | HP: 20/64 | Surges: 6/8 | AP: 1/1 | Bloodied, Shadowy Tendrils, Walk Through Shadow, Shrouding Gloom, Scrambling Climb, Second Wind, dazed (save ends)
19 Big John (-W, 13) | HP: 41/89 | Surges: 10/11 | AP: 1/1 | Bloodied, Come and Get It, Defensive Advance, Glowering Threat, Disciplined Counter, Sweeping Blow, Mountain Sweep, Funneling Flurry, Chain Ward, Tempest Dance, Staggering Spiked Chain +3, threatening reach, marked (-2) by Officer 2 (save ends)
17 Darcell (-R, 16) | HP: 70/79 | Surges: 10/10 | AP: 1/1 | Majestic Word (2/2), Lying Lights, Revitalizing Incantation, Blunder, Illusory Erasure, Echoing Weapon, Unluck, Stirring Shout, Counterpoint
17 Henri (-R, 17) | HP: 56/74 | Surges: 7/8 | AP: 0/1 | Race the Arrow, Inspiring Word (3/3), On My Mark, Inspired Belligerence, Dragon's Tenacity, Warlord's Recovery, Create Opportunity, Stone of Wind, Relentless Wounding, +2 to attacks until EONT
9 Officer 2 (-Y, 16) | HP: -108/?? | Bloodied, Holy Blast, marked (-3) by Isabelle
?? Jean-Claude Olivier (-X, 0, 2) | HP: -4/?? | delaying turn
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 Vision
AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 55/89
Bloodied: 44
Surge Value: 22
Surges left: 11/11
Action Points: 1
MBA: 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
Powers:
Combat Challenge
Dual Strike
Footwork Lure
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Second Wind [_]
Disciplined Counter [X]
Stone's Endurance [_]
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 [_]
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.