Page 10 of 33
Re: Fortune's Favor IC
Posted: Mon Jan 20, 2020 5:58 pm
by Scratcherclaw
The tunnel continues straight for a few yards, continuing to slowly descend downwards. You hear the trickle of water as you press onward, growing louder with each passing step. At its terminus, you find yourself in an exchange of sorts, with the tunnels expanding in each cardinal direction. This exchange is dimly lit, with a rays of sunlight flickering in through a grate on the ceiling. In the room's center is a cistern with a shallow pool of water within.
Fanning towards the three tunnels are ducts from the cistern, directing water towards the sea.
"I guess this part got turned into the sewers. Watch your step, or you'll be going for a swim."
The leftmost tunnel appears partially collapsed, with rock and rubble blocking clear passage. The remaining two appear navigable from here, however.
OOC- [SHOW]
Since I've historically been bad at describing these sorts of things, here's a picture to help things along.

Re: Fortune's Favor IC
Posted: Mon Jan 20, 2020 6:07 pm
by Fialova
"Which way should we go?" Nyx asks, looking towards the others. "Straight ahead?" She nervously twirls a bit of her hair as they stand there in the dark, eerie tunnel, thinking about the decisions in her life that led her here.
Re: Fortune's Favor IC
Posted: Mon Jan 20, 2020 6:32 pm
by Namelessjake
"The Villa should be roughly North West of here I think," Ciraco says, thinking back to his knowledge of the city. "And more West than North so I guess we go West?" He adds, starting towards the Westward leading tunnel.
Re: Fortune's Favor IC
Posted: Mon Jan 20, 2020 7:23 pm
by ratwizard
"Aye," Idrig agrees. "Fine by me." He continues along the dank sewer tunnels, using his torch to lead the way.
"Luca, do you suppose we should be wary of any danger down here?" the dwarf asks, looking back at the native Teirosian. "Gutterpunks... local fauna... anything you've heard of?"
Re: Fortune's Favor IC
Posted: Mon Jan 20, 2020 9:55 pm
by Scratcherclaw
Luca offers a shrug at the dwarf's question. "Your guess is as good as mine. Rats? Crazed drunks? Hopefully nothing at all, but it'd be smart to keep our eyes open."
At Ciraco's lead, the party marches on. As you continue down the passage, you notice a light in the distance, likely a fire of some sort, flickering in an alcove or separate tunnel branch.
Nyx, Ciraco, & Narciso- [SHOW]
You hear a low grumble emitting from the fire's source, as well as what sounds like someone whispering. However, you're unable to tell what the voice is whispering.
Re: Fortune's Favor IC
Posted: Tue Jan 21, 2020 3:42 pm
by ratwizard
"Light ahead," Idrig points out in a hushed tone, handing off the torch to Narciso. "Take this and lead the way."
He slips to the back of the group, drawing his crossbow and sliding a bolt out from a pouch along his thigh.
Re: Fortune's Favor IC
Posted: Tue Jan 21, 2020 5:45 pm
by FinalTemplar
Narciso takes a deep breath and trudges forward with the torch, taking the lead and approaching the light. He tries to be as quiet as he can, considering he has a torch.
Mechanics- [SHOW]
Steaaaalth? 7(1d20) +9 = 16
Re: Fortune's Favor IC
Posted: Tue Jan 21, 2020 6:13 pm
by Namelessjake
"Voices too," Ciraco adds softly, drawing his own weapon as Idrig does. "Stay at the back of the group," he says to the woman the others had broken out.
Re: Fortune's Favor IC
Posted: Tue Jan 21, 2020 10:22 pm
by Scratcherclaw
"W-who's there?" the voice calls out, the words echoing off the stone walls of the sewer tunnel. The voice sounds frantic and like it belongs to an aged man. "Don't step any closer!"
Narciso & Anyone else who peeks around the corner- [SHOW]
Peering around the corner, you spot an aged and worn-looking man seated near a campfire, bedroll drawn out nearby. In the center of the room is a stone cistern, older and rougher than the one you had come across earlier. On the other side of the room, you notice a large rusted cage with movement apparent inside, though you're unable to tell what the cage holds.
The floor is littered with rubble, with a large pile of brick and stone built up near the rightmost wall
Map- [SHOW]

Re: Fortune's Favor IC
Posted: Wed Jan 22, 2020 4:18 pm
by Fialova
"Let me," Nyx responds quietly, sending her mind's fragment forth to get a better look.
Mechanics- [SHOW]
Shaped Consciousness, moving to try to get a better look at the room and, more specifically, the cage's contents.
Re: Fortune's Favor IC
Posted: Wed Jan 22, 2020 4:26 pm
by ratwizard
Idrig does not answer, allowing Nyx to scout ahead with her strange talents. I suppose if he's to attack one of us, it had better well be the illusion. The dwarf holds back, out of sight.
Re: Fortune's Favor IC
Posted: Wed Jan 22, 2020 5:00 pm
by Scratcherclaw
Nyx- [SHOW]
As before, your simulacrum appears and enters the room. The room is simple, square in shape. In the corner past the campfire, you immediately spot two intact skeletons. Wandering past the cistern, you peer in and spot an assortment of human bones, many with cracks in their skulls.
As your shadowy conjuration lurches towards the cage, you're able to make out animalistic shapes in the shadow. Their bodies are somewhat large, akin to those of large dogs but plumper. They have thick, long tails which sway back and forth with turgid movement. A low growl emits from within.
Re: Fortune's Favor IC
Posted: Wed Jan 22, 2020 6:43 pm
by FinalTemplar
Narciso waits for Nyx to tell him it's okay to move.
Re: Fortune's Favor IC
Posted: Wed Jan 22, 2020 8:00 pm
by Fialova
Nyx furrows her brow as the fragment reveals the contents of the room. "There are skeletons," she whispers to the others. "Human skeletons, lots of them. And they seem to have died by blows to the head. I think this guy kills people..."
Re: Fortune's Favor IC
Posted: Wed Jan 22, 2020 8:29 pm
by ratwizard
"Is he going to try and kill us? If not, then I don't see what the problem is. Let's just avoid him," Idrig advises, though he loads his crossbow in case.
Re: Fortune's Favor IC
Posted: Thu Jan 23, 2020 1:02 am
by Namelessjake
"How do we avoid him when he's in the way of the only direction we have as an option?" Ciraco asks. "I reckon we tell him we're just passing through, we'll leave him be if he leaves us be. And then, if he does try anything, the Half Man here can just put a bolt between his eyes. Also there's what five of us? We can probably take him."
Re: Fortune's Favor IC
Posted: Thu Jan 23, 2020 6:40 am
by Fialova
"Wait," Nyx responds, holding her hand out in case someone tries to enter. "There are some... things in those cages. I don't know what, but maybe strange dogs? If we do have to fight him to get by, we should make sure he can't release those on us first." Now this town has a creepy old man in the sewer. Why did I ever come to this place?
Re: Fortune's Favor IC
Posted: Thu Jan 23, 2020 1:40 pm
by Scratcherclaw
"I know what you're here for, 'n you ain't gettin' it! It's my treasure," the man shouts out again, his tone more aggressive and defensive than before. "Never, never, never!"
"I think this man breathed in a bit too much sewer gas. He's a lunatic," Luca chimes in, eyeing their path forward uneasily.
Re: Fortune's Favor IC
Posted: Thu Jan 23, 2020 4:45 pm
by ratwizard
Half Man? Idrig thinks, quietly raising his crossbow vaguely in the direction of Ciraco's back. I wonder if my bolt would pierce his skull entirely, or simply stop in the middle.
He lowers his weapon at the mention of treasure, instead stifling a rare laugh. "This old goon's mad. Is he really worth the time? We can creep past him and his dogs. Remember this?"
The dwarf pulls out a long vial filled with an inky whisper of smoke, twiddling it between two fingers with a devilish grin.
OOC- [SHOW]
I can give us +4 stealth and partial concealment with Shadowy Figurine. We have other options than killing him.
Re: Fortune's Favor IC
Posted: Thu Jan 23, 2020 10:20 pm
by Namelessjake
"That would work too," Ciraco says eyeing Idrig's bottled concoction. "What do you think his treasure is? It's probably not anything valuable but you never know..." he adds, raising an eyebrow.
Re: Fortune's Favor IC
Posted: Fri Jan 24, 2020 12:59 pm
by Scratcherclaw
"Well," Luca says before pausing for a moment, seemingly lost in thought. "It would not surprise me if it was something of value. A lot of the city was lost in the earthquake, with everything just built over it. Probably lots of old Brennisian artifacts buried down here." He shrugs. "Or he could just be a lunatic."
Re: Fortune's Favor IC
Posted: Fri Jan 24, 2020 3:47 pm
by ratwizard
Idrig slides a second vial from his waist-pouch. This one appears to contain a crimson, viscous liquid that glows a slight orange. "There's always one, too. I haven't tried this on a living being, yet."
OOC- [SHOW]
Or, you know, we could kill him and take his treasure. Burning Weapons piñata attack.
Re: Fortune's Favor IC
Posted: Sat Jan 25, 2020 11:35 am
by Fialova
"Well one of you go first, then," Nyx responds, as they group discusses what to do. I'm not walking near that man, or those things.
Re: Fortune's Favor IC
Posted: Sat Jan 25, 2020 12:47 pm
by Namelessjake
"Well if no one else will," Ciraco says stepping forward. "Keep that handy, we may need it," he adds, speaking to Idrig.
"I'm sure it is your treasure. What is it exactly?" Ciraco says as he takes a few steps into the chamber. He eyes the cages hoping to get a better look at whatever resides within them.
Re: Fortune's Favor IC
Posted: Sat Jan 25, 2020 2:11 pm
by FinalTemplar
Narciso steps up with Ciraco, ready to charge in if the old man makes a wrong move.
Re: Fortune's Favor IC
Posted: Sat Jan 25, 2020 9:07 pm
by Scratcherclaw
"If I tell ya, you're just gonna take it!" the hermit snaps back. "And no one's gonna take my pretty amulets! I found 'em first!" He babbles incoherently for some time before your surroundings appear to change.
What once was a sewer begins shifting into a woodland grove. The stone floor appears to become grass and the walls a perimeter of trees. Turning back to the sewer channel, you notice it's become a churning river. "Some kind of illusion? That's... unexpected," Luca says, eyeing the changing landscape with great interest.
Ciraco- [SHOW]
The end of the chamber housing the cage is dark, but you're able to make out what appear to be three huddled masses skulking in the darkness. They appear to be the size of large dogs, with particularly thick tails.
Map- [SHOW]

Re: Fortune's Favor IC
Posted: Sat Jan 25, 2020 9:22 pm
by Namelessjake
"Well that's a new one. It's a slightly nicer environment at least. Although you'd be hard pressed to make a sewer worse," Ciraco says as the illusion transforms the room. He stops moving, keeping his sword raised, waiting to see what the hermit does next.
Re: Fortune's Favor IC
Posted: Sat Jan 25, 2020 10:28 pm
by Fialova
Nyx furrows her brow as the appearance of the room changes. We can't truly be outside, she thinks. This must be some sort of spell. Or does he wield some sort of powerful artifact?
Mechanics- [SHOW]
Standard Action: Detect Magic - Identify Magical Effect
Arcana: 27
Effect: For an effect level 15 or lower (DC = 20 + 1/2 level) that is not produced by an item or a ritual, I learn the effect's name, its power source, and keywords, if applicable.
Re: Fortune's Favor IC
Posted: Sun Jan 26, 2020 12:01 pm
by ratwizard
"What the?" Idrig gasps, not expecting the change of scenery. He tightens his grip on his crossbow, patting the ground and sniffing the air to determine the strength of the illusion. This crazy old goon has gone from pathetic to dangerous, the dwarf considers. I haven't seen a spell this powerful in years.
Mechanics- [SHOW]
Perception check to see if the grass feels real, and the air smells like a forest: 16(1d20) +1 = 17
Streetwise to try and pinpoint the man's accent: 18(1d20) +8 = 26
Re: Fortune's Favor IC
Posted: Sun Jan 26, 2020 3:03 pm
by Scratcherclaw
The man cackles wildly before whistling loudly. You hear a loud clang, likely the cage's door slamming open. "Come to steal my treasure? My pets won't like that!" He snaps his fingers and the room sewers seem to brighten, as if the sun was overhead. In the room's corner, you catch sight of three wolves beneath a pergola which was once a cage. They bare their fangs at you, growling in a strangely guttural way.
Nyx- [SHOW]
Nature's Veil - Arcane, Illusion
The effect seems to be caused by the man himself, rather than through a ritual or enchanted item in his possession. The illusion seems purely visual, though still quite convincing.
Idrig- [SHOW]
Though its appearance seems convincing, the forest illusion stops there. The grass below your feet still feels sturdy as stone and the air still remains stale and cool as it had before. The illusion seems purely visual.
As you listen to the man, you notice his accent is similar to Nyx's, leading you to believe he too is from Cru'un.
Everyone- [SHOW]
Roll initiative & choose a starting location between C20 and -C25
Map- [SHOW]

Re: Fortune's Favor IC
Posted: Sun Jan 26, 2020 3:11 pm
by Namelessjake
"Ah fuck...." Ciraco says as he readies himself for a fight. "Now might be a good time for that vial," he says to Igdrig.
Mechanics- [SHOW]
Initiative: 1(1d20) +5 = 6
Start in square (C, 20)
Combat Block- [SHOW]
Ciraco Veturius
Male Elf Avenger 3
Languages: Common, Brennisian
Age: 27
Height: 5'11"
Weight: 175 lbs.
Speed: 7
Initiative: +5
Passive Perception: 22
Passive Insight: 15
Senses: Low-Light Vision
AC: 19
Fort: 13
Reflex: 16
Will: 16
HP: 36/36
Bloodied: 18
Surge Value: 9
Surges left: 7/7
Action Points: 1
MBA: 1d20+7 vs AC, 1d12+2 Damage
RBA: 1d20+6 vs AC, 1d4+5 Damage
Resistances: None
Vulnerabilities: None
Saves: None
Active Effects: None
Powers:
Overwhelming Strike
Bond of Censure
Second Wind []
Oath of Enmity []
Raging Tempest []
Abjure Undead []*
Divine Guidance []*
Relentless Stride []
Skullduggery []
Elven Accuracy []
Holy Blessing [_]
Thunder and Echo [_]
*One per encounter
Consumables:
None
Important Features:- [SHOW]
Heavy Blade Expertise: Gain +2 to defenses against OAs when wielding a heavy blade.
Fey Origin: You have the fey origin.
Wild Step: Ignore difficult terrain when shifting.
Group Awareness: Allies within 5 squares gain +1 to perception.
Re: Fortune's Favor IC
Posted: Sun Jan 26, 2020 3:55 pm
by Fialova
Are we really going to have to kill a crazy old man? Nyx thinks, as she watches the wolves lunge out of their cage. And a bunch of wolves too. I hate this place.
Mechanics- [SHOW]
Start in (C, 23)
Init: 18
Re: Fortune's Favor IC
Posted: Sun Jan 26, 2020 7:33 pm
by ratwizard
"Just a visual illusion," Idrig relays to the rest of the group. "Those dogs are real though. Stay focused."
Mechanics- [SHOW]
Stay in (D, 23).
Initiative: 5(1d20) +1 = 6
Combat Block- [SHOW]
Idrig Mal'talis
Male Genasi Artificer 3
Languages: Common, Dwarven
Age: 32
Height: 5'2"
Weight: 195 lbs.
Speed: 6
Initiative: +1
Passive Perception: 11
Passive Insight: 11
Senses: Normal Vision
AC: 18
Fort: 16
Reflex: 16
Will: 12
HP: 40/40
Bloodied: 20
Surge Value: 10
Surges left: 10/10
Action Points: 1
Arcane Empowerment
MBA: +1 vs AC, 1d4 damage
RBA: +6 vs AC, 1d10+1 damage
Resistances:
Resist 5 acid
Vulnerabilities:
None.
Saves:
None.
Active Effects:
None.
Powers:
Magic Weapon
Static Shock
Second Wind []
Argent Rain[]
Acid Surge [_]
Healing Infusion: Curative Admixture
-OR-
Healing Infusion: Resistive Formula
[][]
Burning Weapons []
Shocking Feedback []
Icebound Sigil[]
Shadowy Figurine[]
Augment Energy[]
Impart Energy[]
Consumables:
None.
Important Features:- [SHOW]
Elemental Origins: Idrig is considered an elemental creature.
Causticsoul: Idrig can breathe underwater. (This is flavored as always having a personal water-breathing concoction.)
Arcane Rejuvenation: Any ally expending a magic item daily power gains 6 THP.
Crossbow Caster / Crossbow Expertise: Idrig may use crossbows as an implement and can ignore partial and superior cover with crossbow attacks.
Re: Fortune's Favor IC
Posted: Sun Jan 26, 2020 9:13 pm
by FinalTemplar
Narciso draws his weapons and steps up beside Ciraco, readying himself.
Mechanics- [SHOW]
initiative: 7(1d20) +4 = 11
Starting in A, 20
Combat Block- [SHOW]
Narciso Angelo
Male Human Ranger 3
Languages: Common, Brennisian
Age: 17
Height: 6'0
Weight: 180 lbs.
Speed: 7
Initiative: +4
Passive Perception: 17
Passive Insight: 12
Senses: Low-light Vision
AC: 17
Fort: 17
Reflex: 15
Will: 12
HP: 38/38
Bloodied: 19
Surge Value: 9
Surges left: 6/6
Action Points: N/A
MBA - Broadsword: +10 vs AC, 1d10+6 damage
MBA - Broadsword: +10 vs AC, 1d10+6 damage
MBA - Unarmed: +8 vs AC, 1d4+6 damage
RBA - Unarmed: +6 vs AC, 1d4+4 damage
Resistances:
None.
Vulnerabilities:
None.
Saves:
None.
Active Effects:
None.
Powers:
At-Will - Bull Rush Attack, Grab Attack, Opportunity Attack, Hunter's Quarry, Careful Attack, Twin Strike
Item At-Will - N/A
Encounter [] Second Wind [], Thri-Kreen Claws [], Dire Wolverine Strike [], Confusion of Blades [], Ruthless Demonstration [], Invigorating Stride [],
Item Encounter [] - N/A
Daily [] Jaws of the Wolf [],
Item Daily [_] - N/A
Consumables:
None.
Important Features- [SHOW]
Powers- [SHOW]
Hunters Quarry - Minor Action - Designate a single enemy as my quarry to deal 1d8 bonus damage a turn when I hit. This mark lasts until either the end of the encounter, they die, or I designate a different target as my quarry. (This damage increases to 2d8 at 11th level, and 3d8 at 21st.)
Careful Attack - Standard Action - One Creature - 1d20+12 vs AC, 1d10+6 damage.
Twin Strike - Standard Action - One or Two creatures - +10 to hit, 1d10+1 damage/+10 to hit, 1d10+1 damage.
Ruthless Demonstration - Free Action - Trigger: Bloody an enemy adjacent to me or reduce an adjacent enemy to 0 hit points or fewer. Effect: Enemies that see me take -2 penalty to hit until I am hit by an attack or the end of the encounter. Also if I bloodied the triggering enemy, can immediately make an Intimidate check to force it to surrender.
Thri-Kreen Claws - Minor Action - One, Two, or Three enemies - +10 to hit, 1d8+6 damage (+1 per target hit, up to +3).
Dire Wolverine Strike - Standard action - Close burst 1 - Each enemy in burst you can see - +10 to hit, 1d10+6 damage to each target in the burst.
Invigorating Stride - Shift a number of squares equal to my Wisdom modifier (+1) and not end the shift adjacent to any enemy. Can use my second wind after.
Confusion of Blades - Standard action - One creature - +10 vs AC, 1d10+6 damage/+10 vs AC, 1d10+6 damage. Deals 1 additional point of damage per enemy adjacent to me.
Jaws of the Wolf - Standard Action - One creature - Two attacks - +10 vs AC, 2d10+6 damage/+10 vs AC, 2d10+6 damage. Miss: Half damage per attack.
Race (Thri-Kreen):
Feature: Multiple Arms 1/turn, draw or stow a weapon or item as a free action
Feature: Natural Jumper You are always considered to have a running start while jumping.
Feature: Torpor Enter aware torpid state for 4 hours instead of sleep for extended resting.
Feature: Thri-Kreen Claws - You have the Thri-Kreen claws power.
Class (Ranger):
Feature: Running Attack - This class feature replaces Prime Shot. If you use a standard action that lets you move (such as Charge) and you move at least 2 squares, you gain +1 to Attack rolls made with that move.
Feature: Two-Blade Fighting Style - Wield one-handed weapon as an off-hand weapon; gain Toughness as a bonus feat.
Feature: Hunter's Quarry - Minor action, designate nearest enemy you see as quarry; deal extra damage to quarry once per round.
Theme (Yakuza):
Feature: Ruthless Demonstration - When I bloody an enemy adjacent to me, or drop an adjacent enemy to 0 HP or fewer, enemies that can see me take a -2 vs AC on attacks against me until I'm either hit by an attack or until the end of the encounter. Also, if I bloodied the triggering enemy, I can immediately make an intimidate check against it to force it to surrender.
Feats:
Toughness - +5 HP (+10 at 11th level, +15 at 21st level)
Master at Arms - +1 bonus to hit with weapons (+2 at 11th, +3 at 21st). Draw and sheathe a weapon as the same minor action.
Lethal Hunter - The damage dice for my Hunter's Quarry class feature increases from d6s to d8s.
Ambush Tactics - The first enemy I damage during the first round of an encounter takes an extra 1d6 damage if it has not acted yet.
Items: N/a.
Re: Fortune's Favor IC
Posted: Sun Jan 26, 2020 10:30 pm
by Scratcherclaw
With the cage now open, one of the wolves darts out, eyeing the strangers cautiously. It keeps its distance, but produces a guttural squeal and shows its fangs. Not wasting a moment, Luca rushes upon the wolf, knocking it off its feet.
Following its brother's lead, a second wolf emerges from the apparent cage, dashing towards its master protectively. From safety, the wounded Salucci huddles up in a defensive stance.
Go: Nyx
Mechanics- [SHOW]
Wolf 2: Moves
Luca: Moves, charges Wolf 2 via Takedown Attack, hits 22 vs AC for 8 damage, marks, knocks prone
Wolf 3: Double-moves
Alina: Uses Total Defense
Map- [SHOW]

Map Info- [SHOW]
Cistern: A large stone cistern appearing to hold water. The cistern is impassable terrain in spaces where 50% or more of the square is taken up by the cistern.
Large Rubble Pile: Large rocks and bricks that have fallen from the ceiling or walls. These squares are difficult terrain.
Small Rubble Pile: Small rocks and pebbles that have fallen from the ceiling. These squares are normal terrain.
Pond: What appears to be a shallow pond with a cluster of plants around it. These squares are normal terrain.
Campfire: An ordinary campfire with a cookpot over it. These squares are difficult terrain and entering them will result in 5 fire damage each turn.
Pergola: A large wooden pergola with flowers growing atop it. It can only be entered and exited via -B7 and -B9.
Treasure: A large treasure chest and a pile of gold coins. These squares are normal terrain.
River: A shallow rushing river flowing to the unknown. Entering these squares requires an Acrobatics roll to not lose your footing.
Enemy Info- [SHOW]
Blind Hermit: A strange old man dwelling in the sewers. He is highly protective of treasure he's found, despite being unable to see it himself. He possesses oddly powerful magics, but does not appear physically imposing with his frail body and tattered robe.
Wolf: Judging by appearance, these are ordinary wolves. However, their strange movements and odd noises leave you to believe they are not truly wolves. While their true identity remains a mystery, they still harness a powerful bite and quick feet.
Status- [SHOW]

Re: Fortune's Favor IC
Posted: Mon Jan 27, 2020 6:56 am
by Fialova
Not wanting to wait and see what the creepy old man will do, Nyx steps forward and attempts to muddle his mind, making it difficult for him to act at all.
Mechanics- [SHOW]
Move Action: move to (B, 20)
Standard Action: Unnerving Suggestion on Blind Hermit
Attack: 17 vs Will = hit?
Hit: 13 damage and the target is dazed until the end of my next turn. Because it has not yet acted in the encounter it also takes -4 to hit me until the end of my next turn.
Effect: No enemies can gain combat advantage against me until the start of my next turn.
No Action: If hit by an attack, prepared to use Intellect Fortress on the target defense. If the attack still hits, I will also use Infernal Wrath
Combat Block- [SHOW]
Nyx
Female Tiefling Psion 3
Languages: Cru'unish, Brennissian, Okani
Age: 22
Height: 5' 4"
Weight: 120 lbs.
Speed: 6
Initiative: +5
Passive Perception: 17
Passive Insight: 12
Senses: Low-light Vision
AC: 15
Fort: 12
Reflex: 15
Will: 17
HP: 33/33
Bloodied: 16
Surge Value: 8
Surges left: 7/7
Action Points: 1
Power Points: 3/5
MBA (dagger): +4 vs AC, 1d4 damage (+1 damage against bloodied foes)
RBA (Mind Thrust): +6 vs Will, 1d10+5 psychic damage (+1 damage against bloodied foes)
RBA (dagger): +5 vs AC, 1d4+1 damage (+1 damage against bloodied foes)
Resistances:
Vulnerabilities: none
Saves: none
Active Effects:
- +1 damage against bloodied foes
- cannot grant CA until EONT when I attack with Holy Symbol
- targets I hit that have not yet acted in encounter take -4 to hit me until my EONT
Powers:
Dishearten
Mind Thrust
Unnerving Suggestion
Second Wind []
Adept's Insight []
Infernal Wrath []
Shaped Consciousness []
Minor Creation []
Intellect Fortress []
Walker of the Dark Path Damage [_]+
Shroud of Shadow []
Living Missile []
- see important feature below for details
Rituals:
Sending [_]*
Silence
- can use for free once per day
Consumables: none
Important Features:- [SHOW]
Class Features
Psion Augmentation: Lots of finnicky rules, see PHB3 for details.
Ritual Casting: gain ritual casting feat, ritual book, and one level 1 ritual for free. Also gain Sending ritual, and can use it for free once per day.
Racial Features
Bloodhunt: gain +1 racial bonus to damage against bloodied foes
Fire Resistance: have fire resistance equal to 5 + half my level
Theme Features
Level 1 Noble Adept Feature: gain 1 PP, can take powers that grant PP when taken in place of non-augmentable powers of the same level. Gain Adept's Insight
Feat(ures)
Ritual Casting: can master and perform rituals of my level or lower, see PHB for more details
Holy Symbol Expertise: when I attack an enemy using a holy symbol, all enemies become unable to gain CA against me until my SONT, unless I use another power or ability that specifically makes me grant CA
Walker of the Dark Path: gain a skill and access to holy symbols. Once per encounter, when I make a weapon attack with CA, target takes CHA mod extra damage from hit
Imperious Majesty: use CHA for Init. When I hit a target that has not yet acted in an encounter, it takes a CHA mod penalty to hit until my EONT
Re: Fortune's Favor IC
Posted: Mon Jan 27, 2020 12:28 pm
by Scratcherclaw
Nyx's mental spear finds purchase in the hermit's mind, causing him to scream out in agony and grip his temples. "Curse you, demoness! No one gets in my head but me!"
In retaliation, he conjures up a swirl of encroaching vines and trees around Narciso, Ciraco, and Nyx, which appear to block their path. The latter two manage to see through this illusion, but Narciso finds his mind racing as the terrain around him changes.
Go: Narciso
Mechanics- [SHOW]
Nyx: Moves, Hits 17 vs Will, Dazes, Debuffs
Blind Hermit: Crits Narciso, dazes & debuffs Narciso, misses Nyx 10 vs AC, misses Ciraco 9 vs AC
Map- [SHOW]

Map Info- [SHOW]
Cistern: A large stone cistern appearing to hold water. The cistern is impassable terrain in spaces where 50% or more of the square is taken up by the cistern.
Large Rubble Pile: Large rocks and bricks that have fallen from the ceiling or walls. These squares are difficult terrain.
Small Rubble Pile: Small rocks and pebbles that have fallen from the ceiling. These squares are normal terrain.
Pond: What appears to be a shallow pond with a cluster of plants around it. These squares are normal terrain.
Campfire: An ordinary campfire with a cookpot over it. These squares are difficult terrain and entering them will result in 5 fire damage each turn.
Pergola: A large wooden pergola with flowers growing atop it. It can only be entered and exited via -B7 and -B9.
Treasure: A large treasure chest and a pile of gold coins. These squares are normal terrain.
River: A shallow rushing river flowing to the unknown. Entering these squares requires an Acrobatics roll to not lose your footing.
Enemy Info- [SHOW]
Blind Hermit: A strange old man dwelling in the sewers. He is highly protective of treasure he's found, despite being unable to see it himself. He possesses oddly powerful magics, but does not appear physically imposing with his frail body and tattered robe.
Wolf: Judging by appearance, these are ordinary wolves. However, their strange movements and odd noises leave you to believe they are not truly wolves. While their true identity remains a mystery, they still harness a powerful bite and quick feet.
Status- [SHOW]

Re: Fortune's Favor IC
Posted: Mon Jan 27, 2020 5:52 pm
by FinalTemplar
Narciso feels dazed as he moves forward, shaking his head to try and clear his vision.
Mechanics- [SHOW]
Move: Walk from A20 to F13.
Combat Block- [SHOW]
Narciso Angelo
Male Human Ranger 3
Languages: Common, Brennisian
Age: 17
Height: 6'0
Weight: 180 lbs.
Speed: 7
Initiative: +4
Passive Perception: 17
Passive Insight: 12
Senses: Low-light Vision
AC: 17
Fort: 17
Reflex: 15
Will: 12
HP: 38/38
Bloodied: 19
Surge Value: 9
Surges left: 6/6
Action Points: N/A
MBA - Broadsword: +10 vs AC, 1d10+6 damage
MBA - Broadsword: +10 vs AC, 1d10+6 damage
MBA - Unarmed: +8 vs AC, 1d4+6 damage
RBA - Unarmed: +6 vs AC, 1d4+4 damage
Resistances:
None.
Vulnerabilities:
None.
Saves:
None.
Active Effects:
None.
Powers:
At-Will - Bull Rush Attack, Grab Attack, Opportunity Attack, Hunter's Quarry, Careful Attack, Twin Strike
Item At-Will - N/A
Encounter [] Second Wind [], Thri-Kreen Claws [], Dire Wolverine Strike [], Confusion of Blades [], Ruthless Demonstration [], Invigorating Stride [],
Item Encounter [] - N/A
Daily [] Jaws of the Wolf [],
Item Daily [_] - N/A
Consumables:
None.
Important Features- [SHOW]
Powers- [SHOW]
Hunters Quarry - Minor Action - Designate a single enemy as my quarry to deal 1d8 bonus damage a turn when I hit. This mark lasts until either the end of the encounter, they die, or I designate a different target as my quarry. (This damage increases to 2d8 at 11th level, and 3d8 at 21st.)
Careful Attack - Standard Action - One Creature - 1d20+12 vs AC, 1d10+6 damage.
Twin Strike - Standard Action - One or Two creatures - +10 to hit, 1d10+1 damage/+10 to hit, 1d10+1 damage.
Ruthless Demonstration - Free Action - Trigger: Bloody an enemy adjacent to me or reduce an adjacent enemy to 0 hit points or fewer. Effect: Enemies that see me take -2 penalty to hit until I am hit by an attack or the end of the encounter. Also if I bloodied the triggering enemy, can immediately make an Intimidate check to force it to surrender.
Thri-Kreen Claws - Minor Action - One, Two, or Three enemies - +10 to hit, 1d8+6 damage (+1 per target hit, up to +3).
Dire Wolverine Strike - Standard action - Close burst 1 - Each enemy in burst you can see - +10 to hit, 1d10+6 damage to each target in the burst.
Invigorating Stride - Shift a number of squares equal to my Wisdom modifier (+1) and not end the shift adjacent to any enemy. Can use my second wind after.
Confusion of Blades - Standard action - One creature - +10 vs AC, 1d10+6 damage/+10 vs AC, 1d10+6 damage. Deals 1 additional point of damage per enemy adjacent to me.
Jaws of the Wolf - Standard Action - One creature - Two attacks - +10 vs AC, 2d10+6 damage/+10 vs AC, 2d10+6 damage. Miss: Half damage per attack.
Race (Thri-Kreen):
Feature: Multiple Arms 1/turn, draw or stow a weapon or item as a free action
Feature: Natural Jumper You are always considered to have a running start while jumping.
Feature: Torpor Enter aware torpid state for 4 hours instead of sleep for extended resting.
Feature: Thri-Kreen Claws - You have the Thri-Kreen claws power.
Class (Ranger):
Feature: Running Attack - This class feature replaces Prime Shot. If you use a standard action that lets you move (such as Charge) and you move at least 2 squares, you gain +1 to Attack rolls made with that move.
Feature: Two-Blade Fighting Style - Wield one-handed weapon as an off-hand weapon; gain Toughness as a bonus feat.
Feature: Hunter's Quarry - Minor action, designate nearest enemy you see as quarry; deal extra damage to quarry once per round.
Theme (Yakuza):
Feature: Ruthless Demonstration - When I bloody an enemy adjacent to me, or drop an adjacent enemy to 0 HP or fewer, enemies that can see me take a -2 vs AC on attacks against me until I'm either hit by an attack or until the end of the encounter. Also, if I bloodied the triggering enemy, I can immediately make an intimidate check against it to force it to surrender.
Feats:
Toughness - +5 HP (+10 at 11th level, +15 at 21st level)
Master at Arms - +1 bonus to hit with weapons (+2 at 11th, +3 at 21st). Draw and sheathe a weapon as the same minor action.
Lethal Hunter - The damage dice for my Hunter's Quarry class feature increases from d6s to d8s.
Ambush Tactics - The first enemy I damage during the first round of an encounter takes an extra 1d6 damage if it has not acted yet.
Items: N/a.
Re: Fortune's Favor IC
Posted: Mon Jan 27, 2020 6:12 pm
by Scratcherclaw
As Narciso charges into the fray, the final wolf bolts out of its cage, lunging for the Talgutan. It bites at his arm, clamping down with ferocity in its eyes.
Go: Idrig, Ciraco
Mechanics- [SHOW]
Narciso: Moves
Wolf 1: Moves, Crits on Narciso for 8 damage, grabs Narciso (Escape ends)
Map- [SHOW]

Map Info- [SHOW]
Cistern: A large stone cistern appearing to hold water. The cistern is impassable terrain in spaces where 50% or more of the square is taken up by the cistern.
Large Rubble Pile: Large rocks and bricks that have fallen from the ceiling or walls. These squares are difficult terrain.
Small Rubble Pile: Small rocks and pebbles that have fallen from the ceiling. These squares are normal terrain.
Pond: What appears to be a shallow pond with a cluster of plants around it. These squares are normal terrain.
Campfire: An ordinary campfire with a cookpot over it. These squares are difficult terrain and entering them will result in 5 fire damage each turn.
Pergola: A large wooden pergola with flowers growing atop it. It can only be entered and exited via -B7 and -B9.
Treasure: A large treasure chest and a pile of gold coins. These squares are normal terrain.
River: A shallow rushing river flowing to the unknown. Entering these squares requires an Acrobatics roll to not lose your footing.
Enemy Info- [SHOW]
Blind Hermit: A strange old man dwelling in the sewers. He is highly protective of treasure he's found, despite being unable to see it himself. He possesses oddly powerful magics, but does not appear physically imposing with his frail body and tattered robe.
Wolf: Judging by appearance, these are ordinary wolves. However, their strange movements and odd noises leave you to believe they are not truly wolves. While their true identity remains a mystery, they still harness a powerful bite and quick feet.
Status- [SHOW]

Re: Fortune's Favor IC
Posted: Mon Jan 27, 2020 6:38 pm
by ratwizard
Idrig steps forward into the illusion, leaving the cover of the sewer walls. "Make way. Tracer bolt coming through," he whispers to Ciraco and Nyx. He pulls the release on his crossbow and a glowing bolt lances through the air, embedding itself into the hermit's shoulder. It illuminates the man's frame clearly against the forest scene behind him.
"And here," the dwarf says, pulling a strange powder from his waistpouch and sprinkling it over Ciraco's shoulderpads with a swift dash of his hand. "Trust me. You'll know when it saves your ass."
Ciraco- [SHOW]
If you choose to pop the THP from my Healing Infusion, narrate it as Ciraco not realizing he was breathing in the powder for a while, then he does, and gains the THP. It's... magic cocaine. The +1 AC is literally a placebo effect of thinking it's special.
Mechanics- [SHOW]
Move
Walk to (C, 21).
Standard
Magic Weapon on Blind Hermit. Hits 21 vs AC for 14 damage. Nyx and Ciraco gain a +1 power bonus to attacks and +4 power bonus to damage rolls TENT Idrig.
7(1d20) +12 +2 = 21; 8(1d10) +6 = 14
Minor
Healing Infusion: Resistive Formula on Ciraco. He gains a +1 power bonus to AC until the end of the encounter. He can end this bonus as a free action to gain 13 THP.
Ready
Shocking Feedback if an ally is hit and takes >=5 damage.
+11 vs AC, 2d10+6 lightning damage.
If this hits, ally gains resist 5 to all damage TENT Idrig (including the triggering attack.)
Combat Block- [SHOW]
Idrig Mal'talis
Male Genasi Artificer 3
Languages: Common, Dwarven
Age: 32
Height: 5'2"
Weight: 195 lbs.
Speed: 6
Initiative: +1
Passive Perception: 11
Passive Insight: 11
Senses: Normal Vision
AC: 18
Fort: 16
Reflex: 16
Will: 12
HP: 40/40
Bloodied: 20
Surge Value: 10
Surges left: 10/10
Action Points: 1
Arcane Empowerment
MBA: +1 vs AC, 1d4 damage
RBA: +6 vs AC, 1d10+1 damage
Resistances:
Resist 5 acid
Vulnerabilities:
None.
Saves:
None.
Active Effects:
None.
Powers:
Magic Weapon
Static Shock
Second Wind []
Acid Surge []
Healing Infusion: Curative Admixture
-OR-
Healing Infusion: Resistive Formula
[X][_]
Burning Weapons []
Shocking Feedback []
Icebound Sigil[]
Shadowy Figurine[]
Augment Energy[]
Impart Energy[]
Consumables:
None.
Important Features:- [SHOW]
Elemental Origins: Idrig is considered an elemental creature.
Causticsoul: Idrig can breathe underwater. (This is flavored as always having a personal water-breathing concoction.)
Arcane Rejuvenation: Any ally expending a magic item daily power gains 6 THP.
Crossbow Caster / Crossbow Expertise: Idrig may use crossbows as an implement and can ignore partial and superior cover with crossbow attacks.
Re: Fortune's Favor IC
Posted: Mon Jan 27, 2020 8:42 pm
by Namelessjake
"Thanks..." Ciraco says, unsure of what the powder he's been given is. He readies his sword and charges the old man, swiping at his legs.
Mechanics- [SHOW]
Minor: Oath of Enmity on Blind Hermit
Move: Walk to (G, 13)
Standard: Charge Blind Hermit, 21 vs AC hits for 13 damage.
5(1d20) +7 +1 +1 = 14; 12(1d20) +7 +1 +1 = 21; 7(1d12) +2 +4 = 13
Combat Block- [SHOW]
Ciraco Veturius
Male Elf Avenger 3
Languages: Common, Brennisian
Age: 27
Height: 5'11"
Weight: 175 lbs.
Speed: 7
Initiative: +5
Passive Perception: 22
Passive Insight: 15
Senses: Low-Light Vision
AC: 19+1
Fort: 13
Reflex: 16
Will: 16
HP: 36/36
Bloodied: 18
Surge Value: 9
Surges left: 7/7
Action Points: 1
MBA: 1d20+7 vs AC, 1d12+2 Damage
RBA: 1d20+6 vs AC, 1d4+5 Damage
Resistances: None
Vulnerabilities: None
Saves: None
Active Effects: +1 to AC from Igdrig's Healing Infusion: Resistive Formula
Powers:
Overwhelming Strike
Bond of Censure
Second Wind []
Oath of Enmity [x]
Raging Tempest []
Abjure Undead []*
Divine Guidance []*
Relentless Stride []
Skullduggery []
Elven Accuracy []
Holy Blessing []
Thunder and Echo [_]
*One per encounter
Consumables:
None
Important Features:- [SHOW]
Heavy Blade Expertise: Gain +2 to defenses against OAs when wielding a heavy blade.
Fey Origin: You have the fey origin.
Wild Step: Ignore difficult terrain when shifting.
Group Awareness: Allies within 5 squares gain +1 to perception.
Re: Fortune's Favor IC
Posted: Mon Jan 27, 2020 9:43 pm
by Scratcherclaw
Through their combined effort, and a bit of magic, Idrig and Ciraco fell the crazed hermit. His fogged eyes go wide as he draws his last breath and slumps to the floor. Almost immediately the illusion begins to fade.
Suddenly, your surroundings are those of the sewer alcove once again, and the light level begins returning to normal. Almost immediately, you notice the change in the wolves. "Am I the only one seeing this? What are these things?" Luca shouts, watching the transformation in horror.
What once was an ordinary wolf has now transformed into an abomination of a creature, appearing to be a mix between a large rat and a crocodile. At his words, one lunges upon him, clasping its jaws around the man's arm. On cue, the dwarf fires an electrified bolt at the creature, loosening its grip. Luca frees himself and slashes at the beast, killing it.
Elsewhere, one of the apparent ratodiles gnashes its teeth as Ciraco, pouncing at him. The mercenary easily avoids the bite, however.
Go: Nyx, then Narciso
Mechanics- [SHOW]
Idrig: Moves, hits Hermit 21 vs AC for 14 damage, bloodies, buffs, readies
Ciraco: Marks, moves, charges, hits Hermit 21 vs AC for 13 damage, kills
Ratodile 2: Stands, hits Luca 20 vs AC for 7 damage, grabs (Escape ends)
Idrig: Interrupts, hits 29 vs AC for 19 damage, bloodies, reduces damage by 5
Luca: Escapes grab, hits Ratodile 2 25 vs AC for 11 damage, kills
Ratodile 3: Moves, misses Ciraco 17 vs AC
Alina: Uses Total Defense
Map- [SHOW]

Map Info- [SHOW]
Cistern: A large stone cistern holding fractured skulls and other bones. The cistern is impassable terrain in spaces where 50% or more of the square is taken up by the cistern.
Large Rubble Pile: Large rocks and bricks that have fallen from the ceiling or walls. These squares are difficult terrain.
Small Rubble Pile: Small rocks and pebbles that have fallen from the ceiling. These squares are normal terrain.
Puddle: A shallow puddle of unknown water. These squares are normal terrain.
Campfire: An ordinary campfire with a cookpot over it. These squares are difficult terrain and entering them will result in 5 fire damage each turn.
Cage: A large rusted metal cage. It can only be entered and exited via -B7 and -B9.
Bedroll: The hermit's bedroll, covered in dirt and various stains. These squares are normal terrain.
Skeletons: The last remains of unassuming victims of the hermit's crimes. These squares are normal terrain.
Sewer Channel: The shallow sewer channel flowing to the unknown. Entering these squares requires an Acrobatics roll to not lose your footing.
Enemy Info- [SHOW]
Blind Hermit: A strange old man dwelling in the sewers. He is highly protective of treasure he's found, despite being unable to see it himself. He possesses oddly powerful magics, but does not appear physically imposing with his frail body and tattered robe.
Ratodile: Your intuition was right. These are not wolves. Instead, they appear to be unholy hybrids of the common rat and the crocodile common in the shallows of the Forelle Sea. How it came to be, you're unsure. However, it must be put down.
Status- [SHOW]

Re: Fortune's Favor IC
Posted: Tue Jan 28, 2020 9:26 pm
by Fialova
Nyx is shocked and appalled by the true forms of the rat creatures, which she could only barely make out before. In her disgust she is unfocused, and her attempt to harm one of them fails.
Mechanics- [SHOW]
Standard Action: Mind Thrust, Augment 2 on Ratodile 1
Attack: 12 vs Will = miss
No Action: If hit by an attack, prepared to use Intellect Fortress on the target defense. If the attack still hits, I will also use Infernal Wrath
Combat Block- [SHOW]
Nyx
Female Tiefling Psion 3
Languages: Cru'unish, Brennissian, Okani
Age: 22
Height: 5' 4"
Weight: 120 lbs.
Speed: 6
Initiative: +5
Passive Perception: 17
Passive Insight: 12
Senses: Low-light Vision
AC: 15
Fort: 12
Reflex: 15
Will: 17
HP: 33/33
Bloodied: 16
Surge Value: 8
Surges left: 7/7
Action Points: 1
Power Points: 1/5
MBA (dagger): +4 vs AC, 1d4 damage (+1 damage against bloodied foes)
RBA (Mind Thrust): +6 vs Will, 1d10+5 psychic damage (+1 damage against bloodied foes)
RBA (dagger): +5 vs AC, 1d4+1 damage (+1 damage against bloodied foes)
Resistances:
Vulnerabilities: none
Saves: none
Active Effects:
- +1 damage against bloodied foes
- cannot grant CA until EONT when I attack with Holy Symbol
- targets I hit that have not yet acted in encounter take -4 to hit me until my EONT
Powers:
Dishearten
Mind Thrust
Unnerving Suggestion
Second Wind []
Adept's Insight []
Infernal Wrath []
Shaped Consciousness []
Minor Creation []
Intellect Fortress []
Walker of the Dark Path Damage [_]+
Shroud of Shadow []
Living Missile []
- see important feature below for details
Rituals:
Sending [_]*
Silence
- can use for free once per day
Consumables: none
Important Features:- [SHOW]
Class Features
Psion Augmentation: Lots of finnicky rules, see PHB3 for details.
Ritual Casting: gain ritual casting feat, ritual book, and one level 1 ritual for free. Also gain Sending ritual, and can use it for free once per day.
Racial Features
Bloodhunt: gain +1 racial bonus to damage against bloodied foes
Fire Resistance: have fire resistance equal to 5 + half my level
Theme Features
Level 1 Noble Adept Feature: gain 1 PP, can take powers that grant PP when taken in place of non-augmentable powers of the same level. Gain Adept's Insight
Feat(ures)
Ritual Casting: can master and perform rituals of my level or lower, see PHB for more details
Holy Symbol Expertise: when I attack an enemy using a holy symbol, all enemies become unable to gain CA against me until my SONT, unless I use another power or ability that specifically makes me grant CA
Walker of the Dark Path: gain a skill and access to holy symbols. Once per encounter, when I make a weapon attack with CA, target takes CHA mod extra damage from hit
Imperious Majesty: use CHA for Init. When I hit a target that has not yet acted in an encounter, it takes a CHA mod penalty to hit until my EONT
Re: Fortune's Favor IC
Posted: Tue Jan 28, 2020 10:15 pm
by FinalTemplar
Narciso finally shakes of the daze and realizes he's been grabbed by the monstrosity. He lashes out now, swinging at it. The daze lasted slightly longer than he expected, causing him to miss, but his wild movements at least tore himself from the monstrosity's grasp.
Mechanics- [SHOW]
Minor Action: Hunter's Quarry on Ratodile 1.
Standard Action: Swing 1: http://dice.brainclouds.net/Result.aspx?ID=EMDP4WWR Swing 2: 4(1d20) +10 = 14
Move Action: Escape: 8(1d20) +13 = 21
Combat Block- [SHOW]
Narciso Angelo
Male Human Ranger 3
Languages: Common, Brennisian
Age: 17
Height: 6'0
Weight: 180 lbs.
Speed: 7
Initiative: +4
Passive Perception: 17
Passive Insight: 12
Senses: Low-light Vision
AC: 17
Fort: 17
Reflex: 15
Will: 12
HP: 38/38
Bloodied: 19
Surge Value: 9
Surges left: 6/6
Action Points: N/A
MBA - Broadsword: +10 vs AC, 1d10+6 damage
MBA - Broadsword: +10 vs AC, 1d10+6 damage
MBA - Unarmed: +8 vs AC, 1d4+6 damage
RBA - Unarmed: +6 vs AC, 1d4+4 damage
Resistances:
None.
Vulnerabilities:
None.
Saves:
None.
Active Effects:
None.
Powers:
At-Will - Bull Rush Attack, Grab Attack, Opportunity Attack, Hunter's Quarry, Careful Attack, Twin Strike
Item At-Will - N/A
Encounter [] Second Wind [], Thri-Kreen Claws [], Dire Wolverine Strike [], Confusion of Blades [], Ruthless Demonstration [], Invigorating Stride [],
Item Encounter [] - N/A
Daily [] Jaws of the Wolf [],
Item Daily [_] - N/A
Consumables:
None.
Important Features- [SHOW]
Powers- [SHOW]
Hunters Quarry - Minor Action - Designate a single enemy as my quarry to deal 1d8 bonus damage a turn when I hit. This mark lasts until either the end of the encounter, they die, or I designate a different target as my quarry. (This damage increases to 2d8 at 11th level, and 3d8 at 21st.)
Careful Attack - Standard Action - One Creature - 1d20+12 vs AC, 1d10+6 damage.
Twin Strike - Standard Action - One or Two creatures - +10 to hit, 1d10+1 damage/+10 to hit, 1d10+1 damage.
Ruthless Demonstration - Free Action - Trigger: Bloody an enemy adjacent to me or reduce an adjacent enemy to 0 hit points or fewer. Effect: Enemies that see me take -2 penalty to hit until I am hit by an attack or the end of the encounter. Also if I bloodied the triggering enemy, can immediately make an Intimidate check to force it to surrender.
Thri-Kreen Claws - Minor Action - One, Two, or Three enemies - +10 to hit, 1d8+6 damage (+1 per target hit, up to +3).
Dire Wolverine Strike - Standard action - Close burst 1 - Each enemy in burst you can see - +10 to hit, 1d10+6 damage to each target in the burst.
Invigorating Stride - Shift a number of squares equal to my Wisdom modifier (+1) and not end the shift adjacent to any enemy. Can use my second wind after.
Confusion of Blades - Standard action - One creature - +10 vs AC, 1d10+6 damage/+10 vs AC, 1d10+6 damage. Deals 1 additional point of damage per enemy adjacent to me.
Jaws of the Wolf - Standard Action - One creature - Two attacks - +10 vs AC, 2d10+6 damage/+10 vs AC, 2d10+6 damage. Miss: Half damage per attack.
Race (Thri-Kreen):
Feature: Multiple Arms 1/turn, draw or stow a weapon or item as a free action
Feature: Natural Jumper You are always considered to have a running start while jumping.
Feature: Torpor Enter aware torpid state for 4 hours instead of sleep for extended resting.
Feature: Thri-Kreen Claws - You have the Thri-Kreen claws power.
Class (Ranger):
Feature: Running Attack - This class feature replaces Prime Shot. If you use a standard action that lets you move (such as Charge) and you move at least 2 squares, you gain +1 to Attack rolls made with that move.
Feature: Two-Blade Fighting Style - Wield one-handed weapon as an off-hand weapon; gain Toughness as a bonus feat.
Feature: Hunter's Quarry - Minor action, designate nearest enemy you see as quarry; deal extra damage to quarry once per round.
Theme (Yakuza):
Feature: Ruthless Demonstration - When I bloody an enemy adjacent to me, or drop an adjacent enemy to 0 HP or fewer, enemies that can see me take a -2 vs AC on attacks against me until I'm either hit by an attack or until the end of the encounter. Also, if I bloodied the triggering enemy, I can immediately make an intimidate check against it to force it to surrender.
Feats:
Toughness - +5 HP (+10 at 11th level, +15 at 21st level)
Master at Arms - +1 bonus to hit with weapons (+2 at 11th, +3 at 21st). Draw and sheathe a weapon as the same minor action.
Lethal Hunter - The damage dice for my Hunter's Quarry class feature increases from d6s to d8s.
Ambush Tactics - The first enemy I damage during the first round of an encounter takes an extra 1d6 damage if it has not acted yet.
Items: N/a.
Re: Fortune's Favor IC
Posted: Wed Jan 29, 2020 3:50 pm
by Scratcherclaw
As Nyx and Narciso both unsuccessfully try to land blows on the sewer creature, it tries to make an attack of its own. However, Narciso expects the lunge and easily dodges it.
Go: Idrig, Ciraco
Mechanics- [SHOW]
Nyx: Misses Ratodile 1 12 vs Will, readies
Narciso: Quarries, misses Ratodile 1 13 & 14 vs AC, escapes grab
Ratodile 1: Misses Narciso 12 vs AC
Map- [SHOW]

Map Info- [SHOW]
Cistern: A large stone cistern holding fractured skulls and other bones. The cistern is impassable terrain in spaces where 50% or more of the square is taken up by the cistern.
Large Rubble Pile: Large rocks and bricks that have fallen from the ceiling or walls. These squares are difficult terrain.
Small Rubble Pile: Small rocks and pebbles that have fallen from the ceiling. These squares are normal terrain.
Puddle: A shallow puddle of unknown water. These squares are normal terrain.
Campfire: An ordinary campfire with a cookpot over it. These squares are difficult terrain and entering them will result in 5 fire damage each turn.
Cage: A large rusted metal cage. It can only be entered and exited via -B7 and -B9.
Bedroll: The hermit's bedroll, covered in dirt and various stains. These squares are normal terrain.
Skeletons: The last remains of unassuming victims of the hermit's crimes. These squares are normal terrain.
Sewer Channel: The shallow sewer channel flowing to the unknown. Entering these squares requires an Acrobatics roll to not lose your footing.
Enemy Info- [SHOW]
Blind Hermit: A strange old man dwelling in the sewers. He is highly protective of treasure he's found, despite being unable to see it himself. He possesses oddly powerful magics, but does not appear physically imposing with his frail body and tattered robe.
Ratodile: Your intuition was right. These are not wolves. Instead, they appear to be unholy hybrids of the common rat and the crocodile common in the shallows of the Forelle Sea. How it came to be, you're unsure. However, it must be put down.
Status- [SHOW]

Re: Fortune's Favor IC
Posted: Wed Jan 29, 2020 4:05 pm
by ratwizard
As Ciraco and Narciso fight off the remaining, oversized rat creatures, Idrig loads another bolt in his crossbow. He fires, but aims wide amidst the chaos.
Get out of the damn way, or you're going to take the next one in your neck, he thinks to himself, slamming another bolt into place.
Mechanics- [SHOW]
Minor
Reload.
Standard
Magic Weapon on Ratodile 3. Misses 15 vs AC.
3(1d20) +12 = 15; 9(1d10) +6 = 15
Minor
Reload.
Combat Block- [SHOW]
Idrig Mal'talis
Male Genasi Artificer 3
Languages: Common, Dwarven
Age: 32
Height: 5'2"
Weight: 195 lbs.
Speed: 6
Initiative: +1
Passive Perception: 11
Passive Insight: 11
Senses: Normal Vision
AC: 18
Fort: 16
Reflex: 16
Will: 12
HP: 40/40
Bloodied: 20
Surge Value: 10
Surges left: 10/10
Action Points: 1
Arcane Empowerment
MBA: +1 vs AC, 1d4 damage
RBA: +6 vs AC, 1d10+1 damage
Resistances:
Resist 5 acid
Vulnerabilities:
None.
Saves:
None.
Active Effects:
None.
Powers:
Magic Weapon
Static Shock
Second Wind []
Acid Surge []
Healing Infusion: Curative Admixture
-OR-
Healing Infusion: Resistive Formula
[X][_]
Burning Weapons [_]
Shocking Feedback [X]
Icebound Sigil[]
Shadowy Figurine[]
Augment Energy[]
Impart Energy[]
Consumables:
None.
Important Features:- [SHOW]
Elemental Origins: Idrig is considered an elemental creature.
Causticsoul: Idrig can breathe underwater. (This is flavored as always having a personal water-breathing concoction.)
Arcane Rejuvenation: Any ally expending a magic item daily power gains 6 THP.
Crossbow Caster / Crossbow Expertise: Idrig may use crossbows as an implement and can ignore partial and superior cover with crossbow attacks.
Re: Fortune's Favor IC
Posted: Thu Jan 30, 2020 7:10 pm
by Namelessjake
"What the fuck are these things!?!" Ciraco exclaims, as one the strange creatures attacks him. Dodging the creature's snapping teeth, he swings his sword down onto the beast, landing a powerful blow against it.
Mechanics- [SHOW]
Minor: Oath of Enmity on Ratodile 3.
Standard: Overwhelming Strike on Ratodile 3, crits for 24 damage.
5(1d20) +10 = 15; 20(1d20) +10 = 30; 9(1d12) +5 = 14
7(1d12) = 7
Combat Block- [SHOW]
Ciraco Veturius
Male Elf Avenger 3
Languages: Common, Brennisian
Age: 27
Height: 5'11"
Weight: 175 lbs.
Speed: 7
Initiative: +5
Passive Perception: 22
Passive Insight: 15
Senses: Low-Light Vision
AC: 19+1
Fort: 13
Reflex: 16
Will: 16
HP: 36/36
Bloodied: 18
Surge Value: 9
Surges left: 7/7
Action Points: 1
MBA: 1d20+7 vs AC, 1d12+2 Damage
RBA: 1d20+6 vs AC, 1d4+5 Damage
Resistances: None
Vulnerabilities: None
Saves: None
Active Effects: +1 to AC from Igdrig's Healing Infusion: Resistive Formula
Powers:
Overwhelming Strike
Bond of Censure
Second Wind []
Oath of Enmity [x]
Raging Tempest []
Abjure Undead []*
Divine Guidance []*
Relentless Stride []
Skullduggery []
Elven Accuracy []
Holy Blessing []
Thunder and Echo [_]
*One per encounter
Consumables:
None
Important Features:- [SHOW]
Heavy Blade Expertise: Gain +2 to defenses against OAs when wielding a heavy blade.
Fey Origin: You have the fey origin.
Wild Step: Ignore difficult terrain when shifting.
Group Awareness: Allies within 5 squares gain +1 to perception.
Re: Fortune's Favor IC
Posted: Thu Jan 30, 2020 7:52 pm
by Scratcherclaw
Idrig's bolt goes wide while Ciraco lands a powerful blow upon the infernal creature. Spotting an opportunity, Luca rushes in and swings wildly at the remaining beasts. The weaker of the two lunges at him in retaliation, but he's quick to deflect its bite.
Go: Nyx, Narciso
Mechanics- [SHOW]
Idrig: Reloads, misses Ratodile 3 15 vs AC, reloads
Ciraco: Marks oath, crits Ratodile 3 for 24 damage, bloodies
Luca: Moves, uses Rain of Blows, hits R1 x2 for 14 damage, hits R3 for 2 damage, marks both
Ratodile 3: Misses 12 vs AC
Alina: Uses Total Defense
Map- [SHOW]

Map Info- [SHOW]
Cistern: A large stone cistern holding fractured skulls and other bones. The cistern is impassable terrain in spaces where 50% or more of the square is taken up by the cistern.
Large Rubble Pile: Large rocks and bricks that have fallen from the ceiling or walls. These squares are difficult terrain.
Small Rubble Pile: Small rocks and pebbles that have fallen from the ceiling. These squares are normal terrain.
Puddle: A shallow puddle of unknown water. These squares are normal terrain.
Campfire: An ordinary campfire with a cookpot over it. These squares are difficult terrain and entering them will result in 5 fire damage each turn.
Cage: A large rusted metal cage. It can only be entered and exited via -B7 and -B9.
Bedroll: The hermit's bedroll, covered in dirt and various stains. These squares are normal terrain.
Skeletons: The last remains of unassuming victims of the hermit's crimes. These squares are normal terrain.
Sewer Channel: The shallow sewer channel flowing to the unknown. Entering these squares requires an Acrobatics roll to not lose your footing.
Enemy Info- [SHOW]
Blind Hermit: A strange old man dwelling in the sewers. He is highly protective of treasure he's found, despite being unable to see it himself. He possesses oddly powerful magics, but does not appear physically imposing with his frail body and tattered robe.
Ratodile: Your intuition was right. These are not wolves. Instead, they appear to be unholy hybrids of the common rat and the crocodile common in the shallows of the Forelle Sea. How it came to be, you're unsure. However, it must be put down.
Status- [SHOW]

Re: Fortune's Favor IC
Posted: Thu Jan 30, 2020 9:49 pm
by Fialova
Getting over her initial disgust Nyx is able to focus more, and her next attack finds its mark. Her magic eats at the furthest creature's mind, causing it to violently convulse before collapsing lifeless to the ground. Pleased with herself, she places her mental fragment in a spot that allows her a good view of the rest of the fight while she heads back into the corridor to make sure the woman they'd saved is still doing well.
Mechanics- [SHOW]
Standard Action: Mind Thrust on Ratodile 3
Attack: 27 vs Will = crit!
Hit: 15 damage
Minor Action: Shaped Consciousness
Effect: conjure fragment in (C, 19). Can see/hear/attack from its square, and move it when I move.
Move Action: move to (F, 24) to check on the woman
Combat Block- [SHOW]
Nyx
Female Tiefling Psion 3
Languages: Cru'unish, Brennissian, Okani
Age: 22
Height: 5' 4"
Weight: 120 lbs.
Speed: 6
Initiative: +5
Passive Perception: 17
Passive Insight: 12
Senses: Low-light Vision
AC: 15
Fort: 12
Reflex: 15
Will: 17
HP: 33/33
Bloodied: 16
Surge Value: 8
Surges left: 7/7
Action Points: 1
Power Points: 1/5
MBA (dagger): +4 vs AC, 1d4 damage (+1 damage against bloodied foes)
RBA (Mind Thrust): +6 vs Will, 1d10+5 psychic damage (+1 damage against bloodied foes)
RBA (dagger): +5 vs AC, 1d4+1 damage (+1 damage against bloodied foes)
Resistances:
Vulnerabilities: none
Saves: none
Active Effects:
- +1 damage against bloodied foes
- cannot grant CA until EONT when I attack with Holy Symbol
- targets I hit that have not yet acted in encounter take -4 to hit me until my EONT
Powers:
Dishearten
Mind Thrust
Unnerving Suggestion
Second Wind []
Adept's Insight []
Infernal Wrath []
Shaped Consciousness [X]
Minor Creation []
Intellect Fortress []
Walker of the Dark Path Damage []+
Shroud of Shadow []
Living Missile []
- see important feature below for details
Rituals:
Sending [_]*
Silence
- can use for free once per day
Consumables: none
Important Features:- [SHOW]
Class Features
Psion Augmentation: Lots of finnicky rules, see PHB3 for details.
Ritual Casting: gain ritual casting feat, ritual book, and one level 1 ritual for free. Also gain Sending ritual, and can use it for free once per day.
Racial Features
Bloodhunt: gain +1 racial bonus to damage against bloodied foes
Fire Resistance: have fire resistance equal to 5 + half my level
Theme Features
Level 1 Noble Adept Feature: gain 1 PP, can take powers that grant PP when taken in place of non-augmentable powers of the same level. Gain Adept's Insight
Feat(ures)
Ritual Casting: can master and perform rituals of my level or lower, see PHB for more details
Holy Symbol Expertise: when I attack an enemy using a holy symbol, all enemies become unable to gain CA against me until my SONT, unless I use another power or ability that specifically makes me grant CA
Walker of the Dark Path: gain a skill and access to holy symbols. Once per encounter, when I make a weapon attack with CA, target takes CHA mod extra damage from hit
Imperious Majesty: use CHA for Init. When I hit a target that has not yet acted in an encounter, it takes a CHA mod penalty to hit until my EONT
Re: Fortune's Favor IC
Posted: Thu Jan 30, 2020 10:31 pm
by FinalTemplar
Confused that he missed last time, he tries again, gritting his teeth.
Mechanics- [SHOW]
Standard Action: Twin Strike vs AC on Ratodile 1
Swing 1: 10(1d20) +10 = 20 3(1d10) +1 = 4
Swing 2: 11(1d20) +10 = 21 7(1d10) +1 = 8
Hunter's Quarry: 5(1d8) = 5
Action Point Pop!
Standard Action: Twin Strike vs AC on Ratodile 1
Swing 1: 19(1d20) +10 = 29 10(1d10) +1 = 11
Swing 2: 7(1d20) +10 = 17 3(1d10) +1 = 4
Combat Block- [SHOW]
Narciso Angelo
Male Human Ranger 3
Languages: Common, Brennisian
Age: 17
Height: 6'0
Weight: 180 lbs.
Speed: 7
Initiative: +4
Passive Perception: 17
Passive Insight: 12
Senses: Low-light Vision
AC: 17
Fort: 17
Reflex: 15
Will: 12
HP: 38/38
Bloodied: 19
Surge Value: 9
Surges left: 6/6
Action Points: N/A
MBA - Broadsword: +10 vs AC, 1d10+6 damage
MBA - Broadsword: +10 vs AC, 1d10+6 damage
MBA - Unarmed: +8 vs AC, 1d4+6 damage
RBA - Unarmed: +6 vs AC, 1d4+4 damage
Resistances:
None.
Vulnerabilities:
None.
Saves:
None.
Active Effects:
None.
Powers:
At-Will - Bull Rush Attack, Grab Attack, Opportunity Attack, Hunter's Quarry, Careful Attack, Twin Strike
Item At-Will - N/A
Encounter [] Second Wind [], Thri-Kreen Claws [], Dire Wolverine Strike [], Confusion of Blades [], Ruthless Demonstration [], Invigorating Stride [],
Item Encounter [] - N/A
Daily [] Jaws of the Wolf [],
Item Daily [_] - N/A
Consumables:
None.
Important Features- [SHOW]
Powers- [SHOW]
Hunters Quarry - Minor Action - Designate a single enemy as my quarry to deal 1d8 bonus damage a turn when I hit. This mark lasts until either the end of the encounter, they die, or I designate a different target as my quarry. (This damage increases to 2d8 at 11th level, and 3d8 at 21st.)
Careful Attack - Standard Action - One Creature - 1d20+12 vs AC, 1d10+6 damage.
Twin Strike - Standard Action - One or Two creatures - +10 to hit, 1d10+1 damage/+10 to hit, 1d10+1 damage.
Ruthless Demonstration - Free Action - Trigger: Bloody an enemy adjacent to me or reduce an adjacent enemy to 0 hit points or fewer. Effect: Enemies that see me take -2 penalty to hit until I am hit by an attack or the end of the encounter. Also if I bloodied the triggering enemy, can immediately make an Intimidate check to force it to surrender.
Thri-Kreen Claws - Minor Action - One, Two, or Three enemies - +10 to hit, 1d8+6 damage (+1 per target hit, up to +3).
Dire Wolverine Strike - Standard action - Close burst 1 - Each enemy in burst you can see - +10 to hit, 1d10+6 damage to each target in the burst.
Invigorating Stride - Shift a number of squares equal to my Wisdom modifier (+1) and not end the shift adjacent to any enemy. Can use my second wind after.
Confusion of Blades - Standard action - One creature - +10 vs AC, 1d10+6 damage/+10 vs AC, 1d10+6 damage. Deals 1 additional point of damage per enemy adjacent to me.
Jaws of the Wolf - Standard Action - One creature - Two attacks - +10 vs AC, 2d10+6 damage/+10 vs AC, 2d10+6 damage. Miss: Half damage per attack.
Race (Thri-Kreen):
Feature: Multiple Arms 1/turn, draw or stow a weapon or item as a free action
Feature: Natural Jumper You are always considered to have a running start while jumping.
Feature: Torpor Enter aware torpid state for 4 hours instead of sleep for extended resting.
Feature: Thri-Kreen Claws - You have the Thri-Kreen claws power.
Class (Ranger):
Feature: Running Attack - This class feature replaces Prime Shot. If you use a standard action that lets you move (such as Charge) and you move at least 2 squares, you gain +1 to Attack rolls made with that move.
Feature: Two-Blade Fighting Style - Wield one-handed weapon as an off-hand weapon; gain Toughness as a bonus feat.
Feature: Hunter's Quarry - Minor action, designate nearest enemy you see as quarry; deal extra damage to quarry once per round.
Theme (Yakuza):
Feature: Ruthless Demonstration - When I bloody an enemy adjacent to me, or drop an adjacent enemy to 0 HP or fewer, enemies that can see me take a -2 vs AC on attacks against me until I'm either hit by an attack or until the end of the encounter. Also, if I bloodied the triggering enemy, I can immediately make an intimidate check against it to force it to surrender.
Feats:
Toughness - +5 HP (+10 at 11th level, +15 at 21st level)
Master at Arms - +1 bonus to hit with weapons (+2 at 11th, +3 at 21st). Draw and sheathe a weapon as the same minor action.
Lethal Hunter - The damage dice for my Hunter's Quarry class feature increases from d6s to d8s.
Ambush Tactics - The first enemy I damage during the first round of an encounter takes an extra 1d6 damage if it has not acted yet.
Items: N/a.