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Re: Blackwood's Dogs IC

Posted: Wed Feb 17, 2016 9:49 pm
by PureZaros

"Hey now, Darcell. If anyone's leading the charge it'd be me." Isabelle growls as she makes her way to the group, a viscious smile playing across her face as she brandishes her sword. "I'd love to drop in on these shits, get to know 'em a bit better. Maybe share a drink with them. Someone open that grate for me."

MECHANICS
[SHOW]

Initiative: 22

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: 88/91 +9 THP
Bloodied: 45
Surge Value: 22
Surges left: 7/11
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


[] Second Wind
[] 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 Feb 17, 2016 10:33 pm
by ratwizard

Grommak chuckles at Isabelle's resolve. "Aye, I'll get it. Prepare yourself," he warns the others. Stepping over to the grate, he grits his teeth, adrenaline rising from the anxiety of bullets to soon whiz past him. With an incredible deadlift, the orc thrusts the gate up in a swift motion and throws it to the side. It clangs to the deck's floor loudly and he surges to the side to avoid the firing. "Now!" he cries.

Mechanics
[SHOW]

Strength Check: 20(1d20) +10 = 30

Initiative: 12(1d20) +11 = 23

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: 86+4/86
Bloodied: 43
Surge Value: 21
Surges left: 3/9
Action Points: 0

MBA: +18, 1d10+13

Resistances:
None.

Vulnerabilities:
None.

Saves:
+1 against fear, daze, domination, or stun effects.

Active Effects:

None.

Powers:

Hunter's Quarry
Marauder's Rush
Twin Strike


Second Wind [ ]
Sohei Flurry [ ]
Furious Assault [ ]
Off-Hand Strike [ ]
Invigorating Stride [ ]
Ruffling Sting [ ]
Lashing Leaves [ ]
Cross-Body Parry [ ]
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 Feb 21, 2016 8:48 pm
by Namelessjake

"Good effort," Darcell says as Grommak single handedly lifts up the cargo door. As Grommak jumps down, Darcell follows him. Trying to get into cover when he hits the deck.

Mechanics
[SHOW]

Initiative: 3(1d20) +16 = 19

Combat Block
[SHOW]

Darcell

Male Half-Elf Cunning Bard 11
Languages: Common, Gleiosian, 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: 79/79 THP: 5
Bloodied: 39
Surge Value: 20
Surges left: 9/10
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 [][] **
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[x]
Song of Discord [x]
Counterpoint [x]
Headband of Intellect [_]
Sitar of restfulness [x]

  • 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 Apr 13, 2016 2:33 pm
by Fialova

Encounter 4

Isabelle and Grommak jump down below, with Darcell and Big John quick behind. Unlike the merchant ship, this one's lower deck is well-illuminated by the various open gun ports, lighting spewing in both from the sides and from the grates above. The sight before them, though, is not a promising one. Lined up behind each of the cannons is a man with a musket, all aimed towards the Dogs. More officers stand with their swords at the ready, looking eager to spill the pirate's blood. Jean-Claude is not currently visible.

Immediately after the Dogs make their entrance, the shots begin to fire. Five musket balls fly towards them from the distance, three finding their marks in Grommak and Darcell. While the men are distracted by the pot shots, one of the officers comes up from behind, summoning the brilliant flash of light many of the other officers had done before. Isabelle is unaffected, but the men feel its sting.

Go: Grommak, Isabelle

Mechanics
[SHOW]

Big John:
Initative: 11

Seaman 12: shoots Darcell, 33 vs AC = hit for 7 damage.

Seaman 9: moves to (-W, 1). Shoots Grommak, 34 vs AC = hit for 7 damage.

Seaman 10: moves to (-Y, 1). Shoots Darcell, 24 vs AC = hit for 11 damage.

Seaman 5: shoots Isabelle, 18 vs AC = miss.

Seaman 6: shoots Big John, 19 vs AC = miss.

Officer 4: moves to (-X, 17). Holy Blast on Big John (31 vs Will = hit), Grommak (34 vs Will = hit), Darcell (28 vs Will = hit), and Isabelle (21 vs Will = miss). John, Grommak, and Darcell take 11 psychic damage and are marked (save ends)

** Note: Those who didn't roll initiative are considered to still be above deck, and not yet in the fight. If you wish to have your PC join the fight in-progress, roll initiative and RP how you enter the lower deck and you will be inserted into the initiative order for the next round. **

Map
[SHOW]

Image

Map Info
[SHOW]

Masts: The 3 masts, shown by large black circle, are impassable and provide cover. If a mast blocks your line of sight to a creature completely, it has superior cover from you, and vice versa.

Upper Grates: The large wooden grates that opens up to the lower decks can be opened by single person with a strength check DC: 30, by 2 people with a strength check DC: 20 each, by 3 people with a strength check DC: 15 each, or by 4 or more people with a strength check DC: 10 each. It can be walked on like any other part of the deck, with no penalty. The grates cover the narrow staircases which lead lower into the ship, and must be opened before one can descend deeper into the hold. These two are above the players heads, one of which Grommak tossed aside.

Lower Grate: This third grate is on the lower deck, and leads ever deeper into the bowels of the ship, likely to a cargo hold or sleeping quarters. It shares the same mechanics as the other grates, but these are now below the players' feet.

Cannons: The many cannons on this deck provide cover and are not passable by normal means. To pass through a space with a cannon requires squeezing and all of the downsides that come with that, otherwise they are effectively impassable terrain. Ask if you are unsure if a move will require squeezing.

Enemy Info
[SHOW]

Seamen: Imardanian seamen are masters of combat on the decks of ships, and receive extensive training in the art. They wear padded cloth and leather uniforms and primarily fight with muskets equipped with bayonets, or knives if closed in on.

Officers: While rank and file seamen are trained to be adept with their footwork and with their guns, officer training tends to be more involved, consisting both of martial training as well as spiritual training. Their connection with the Goddess endows them with abilities beyond that of normal men, which they use to devastating effectiveness in close combat.

Jean-Claude Olivier: Jean-Claude is one of the Imardin Navy's most skilled marksmen, which has earned him a comfortable position as the marksmanship instructor at the Fort Ellis Naval Academy in Ellisport. He was apparently on the ship to track down his sister, and pretended to parley with his crew to gain time to organize a counter-attack against you.

Status
[SHOW]

29 Seaman 12 (-Z, 20) | HP: 1/1 |
28 Seaman 9 (-W, 1) | HP: 1/1 |
28 Seaman 10 (-Y, 1) | HP: 1/1 |
27 Seaman 5 (-V, 5) | HP: 1/1 |
26 Seaman 6 (-Z, 5) | HP: 1/1 |
25 Officer 4 (-X, 17) | HP: -4/?? | Holy Blast
23 Grommak (-W, 16) | HP: 77/86 | Surges: 4/9 | AP: 0/1 | Begin the Hunt, Blood of the Fallen, Jaws of the Wolf, Periapt of Cascading Health, marked (-2) by Officer 4 (save ends)
22 Isabelle (-X, 15) | HP: 88+9/91 | Surges: 7/11 | AP: 0/1 | Eldritch Quagmire, Swordmage Shielding Fire,
21 Seaman 2 (-Z, 12) | HP: 1/1 |
21 Seaman 7 (-V, 2) | HP: 1/1 |
20 Seaman 3 (-V, 9) | HP: 1/1 |
19 Darcell (-Y, 16) | HP: 59/79 | Surges: 9/10 | AP: 1/1 | Stirring Shout, Counterpoint, Sitar of Restfulness, marked (-2) by Officer 4 (save ends)
18 Officer 5 (-W, 3) | HP: -4/?? |
17 Seaman 1 (-V, 12) | HP: 1/1 |
16 Seaman 11 (-V, 20) | HP: 1/1 |
15 Officer 1 (-W, 12) | HP: -4/?? |
14 Jean-Claude Olivier (??, ??) | HP: -4/?? |
13 Seaman 4 (-Z, 9) | HP: 1/1 |
13 Seaman 8 (-Z, 2) | HP: 1/1 |
11 Officer 6 (-Y, 3) | HP: -4/?? |
11 Big John (-X, 16) | HP: 87/89 | Surges: 8/11 | AP: 1/1 | Chain Ward, Tempest Dance, Staggering Spiked Chain +3, marked (-2) by Officer 4 (save ends)
10 Officer 3 (-W, 19) | HP: -4/?? |
9 Officer 2 (-Y, 12) | HP: -4/?? |

?? Liam (??, ??) | HP: 75+9/75 | Surges: 4/9 | AP: 0/1 | Skwering Spikes, Charm of the Defender, Enemies Abound, still above deck (not yet in fight)
?? Henri (??, ??) | HP: 74+9/74 | Surges: 6/8 | AP: 0/1 | Warlord's Recovery, Create Opportunity, Stone of Wind, Relentless Wounding, still above deck (not yet in fight)
?? Constance (??, ??) | HP: 20/64 | Surges: 6/8 | AP: 1/1 | still above deck (not yet in fight)

Combat Block
[SHOW]

Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 87/89
Bloodied: 44
Surge Value: 22
Surges left: 8/11
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 []
Stone's Endurance []
Funneling Flurry []
Glowering Threat []
Sweeping Blow []
Come and Get It []
Defensive Advance []
Mountain Sweep [_]


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: Wed Apr 13, 2016 5:55 pm
by kalis5
Initiative for Liam
[SHOW]

Init: 15(1d20) +12 = 27
... Speedy.


Re: Blackwood's Dogs IC

Posted: Wed Apr 13, 2016 7:47 pm
by ratwizard

Grommak manages to reposition hastily after the blinding flash from the officer, but despite the flanking maneuver his eyes throb too badly for him to connect any blows. Fucking navymen and their white magic, the orc curses to himself. He rubs his forearm across his eyes and prepares to trade swings with the man.

Mechanics
[SHOW]

Minor: Boots of the Fencing Master +1. Shift to -X18.
Effect: +1 item bonus to AC and Ref TENT.

Minor: Hunter's Quarry on Officer 4.

Standard: Lashing Leaves on Officer 4 with CA. Both whiff 25 vs AC.
Attacks: 5(1d20) +20 = 25; 1(1d10) +13 = 14; 8(1d20) +17 = 25; 7(1d10) +10 = 17; 8(2d6) = 8

Free: Ready Cross-Body Parry.
Effect: Triggers when an enemy swings, before they hit or miss. I make two attacks (+18 vs Ref, 1d10+11; +15 vs Ref, 1d10+8). If both of them hit, target is weakened until end of my next turn. Can proc Hunter's Quarry (+2d6 damage).

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: 77/86
Bloodied: 43
Surge Value: 21
Surges left: 4/9
Action Points: 0

MBA: +18, 1d10+13

Resistances:
None.

Vulnerabilities:
None.

Saves:
+1 against fear, daze, domination, or stun effects.

Active Effects:

+1 AC/Ref (Shiftboots)

Powers:

Hunter's Quarry
Marauder's Rush
Twin Strike


Second Wind [ ]
Sohei Flurry [ ]
Furious Assault [ ]
Off-Hand Strike [ ]
Invigorating Stride [ ]
Ruffling Sting [ ]
Lashing Leaves [x]
Cross-Body Parry [ ]
Periapt of Cascading Health +2 [ ]
Boots of the Fencing Master [x]


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: Fri Apr 15, 2016 7:41 pm
by PureZaros

Despite managing to avoid the scattered musket shot and blinding light, Isabelle stumbles into a cannon as she charges one of the officers, making her swings go wide as the man easily sidesteps them. "Fuck yer mothers! What are ye pansy lot doing hiding behind these hunks of metal! Fight like real men!"

MECHANICS
[SHOW]

Standard Action: Charge attack on Officer 2 using Foesnare
No Action: Inevitable Strike
Attack1: 23
Attack2: 25
Both miss. Fuck everything.

Free Action: Strength Against Strength on Officer 2
Athletics check: 20
If my athletics check exceeds the highest defense of the target which iT DOES NOOOOT FUUUUUUUUUUCK

Minor Action: Aegis of Ensnarement
Marking Officer 2 and Officer 1

Ready Immediate Action: Dimensional Vortex
Triggered if an enemy hits an ally with a melee attack.
Ranged 10
1d20 + 16 INT vs WILL
Teleport the triggering enemy up to 5 squares and have it make its attack against a target of my choice.

If any of the officers hit an ally, teleport them to the nearest officer and make the attack. If any seamen hit, do the same. Prioritize officers over seamen.

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: 88/91 +9 THP
Bloodied: 45
Surge Value: 22
Surges left: 7/11
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


[] Second Wind
[] 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: Sun Apr 17, 2016 10:47 am
by Fialova

As soon as Isabelle crosses swords with the nearby officer, the sailor nearest to her backs up and fires a close range shot at the woman, though she manages to duck out of the way. Two more of the navymen loose shots at John, one of which manages to graze his flesh while the other goes wide and embeds itself in the central mast of the ship.

Go: Darcell

Mechanics
[SHOW]

Liam: rolls init, will join encounter at the start of the next round...

Grommak: shifts, quarries, misses x2, readies immediate action (see mechanics above)

Isabelle: charges (in the future, specify to which square), misses x2, can't perform actions (other than free/no action) after charging, so nothing is marked, readies immediate action (see mechanics above)

Seaman 2: shifts to (-AA, 11). Shoots Isabelle, 25 vs AC = miss

Seaman 7: shoots Big John, 26 vs AC = hit for 9 damage.

Seaman 3: shoots Big John, 22 vs AC = miss.

** Note: Those who didn't roll initiative are considered to still be above deck, and not yet in the fight. If you wish to have your PC join the fight in-progress, roll initiative and RP how you enter the lower deck and you will be inserted into the initiative order for the next round. **

Map
[SHOW]

Image

Map Info
[SHOW]

Masts: The 3 masts, shown by large black circle, are impassable and provide cover. If a mast blocks your line of sight to a creature completely, it has superior cover from you, and vice versa.

Upper Grates: The large wooden grates that opens up to the lower decks can be opened by single person with a strength check DC: 30, by 2 people with a strength check DC: 20 each, by 3 people with a strength check DC: 15 each, or by 4 or more people with a strength check DC: 10 each. It can be walked on like any other part of the deck, with no penalty. The grates cover the narrow staircases which lead lower into the ship, and must be opened before one can descend deeper into the hold. These two are above the players heads, one of which Grommak tossed aside.

Lower Grate: This third grate is on the lower deck, and leads ever deeper into the bowels of the ship, likely to a cargo hold or sleeping quarters. It shares the same mechanics as the other grates, but these are now below the players' feet.

Cannons: The many cannons on this deck provide cover and are not passable by normal means. To pass through a space with a cannon requires squeezing and all of the downsides that come with that, otherwise they are effectively impassable terrain. Ask if you are unsure if a move will require squeezing.

Enemy Info
[SHOW]

Seamen: Imardanian seamen are masters of combat on the decks of ships, and receive extensive training in the art. They wear padded cloth and leather uniforms and primarily fight with muskets equipped with bayonets, or knives if closed in on.

Officers: While rank and file seamen are trained to be adept with their footwork and with their guns, officer training tends to be more involved, consisting both of martial training as well as spiritual training. Their connection with the Goddess endows them with abilities beyond that of normal men, which they use to devastating effectiveness in close combat.

Jean-Claude Olivier: Jean-Claude is one of the Imardin Navy's most skilled marksmen, which has earned him a comfortable position as the marksmanship instructor at the Fort Ellis Naval Academy in Ellisport. He was apparently on the ship to track down his sister, and pretended to parley with his crew to gain time to organize a counter-attack against you.

Status
[SHOW]

29 Seaman 12 (-Z, 20) | HP: 1/1 |
28 Seaman 9 (-W, 1) | HP: 1/1 |
28 Seaman 10 (-Y, 1) | HP: 1/1 |
27 Seaman 5 (-V, 5) | HP: 1/1 |
27 Liam (??, ??) | HP: 75+9/75 | Surges: 4/9 | AP: 0/1 | Skwering Spikes, Charm of the Defender, Enemies Abound, will join at the start of the next round
26 Seaman 6 (-Z, 5) | HP: 1/1 |
25 Officer 4 (-X, 17) | HP: -4/?? | Holy Blast, Grommak's quarry
23 Grommak (-X, 18) | HP: 77/86 | Surges: 4/9 | AP: 0/1 | Boots of the Fencing Master, Lashing Leaves Begin the Hunt, Blood of the Fallen, Jaws of the Wolf, Periapt of Cascading Health, marked (-2) by Officer 4 (save ends), +1 to AC & Reflex until EONT, prepared to use immediate action (see mechanics above)
22 Isabelle (-Y, 13) | HP: 88+9/91 | Surges: 7/11 | AP: 0/1 | Foesnare, Inevitable Strike, Strength Against Strength, Eldritch Quagmire, Swordmage Shielding Fire, prepared to use immediate action (see mechanics above)
21 Seaman 2 (-AA, 11) | HP: 1/1 |
21 Seaman 7 (-V, 2) | HP: 1/1 |
20 Seaman 3 (-V, 9) | HP: 1/1 |
19 Darcell (-Y, 16) | HP: 59/79 | Surges: 9/10 | AP: 1/1 | Stirring Shout, Counterpoint, Sitar of Restfulness, marked (-2) by Officer 4 (save ends)
18 Officer 5 (-W, 3) | HP: -4/?? |
17 Seaman 1 (-V, 12) | HP: 1/1 |
16 Seaman 11 (-V, 20) | HP: 1/1 |
15 Officer 1 (-W, 12) | HP: -4/?? |
14 Jean-Claude Olivier (-X, 5) | HP: -4/?? |
13 Seaman 4 (-Z, 9) | HP: 1/1 |
13 Seaman 8 (-Z, 2) | HP: 1/1 |
11 Officer 6 (-Y, 3) | HP: -4/?? |
11 Big John (-X, 16) | HP: 78/89 | Surges: 8/11 | AP: 1/1 | Chain Ward, Tempest Dance, Staggering Spiked Chain +3, marked (-2) by Officer 4 (save ends)
10 Officer 3 (-W, 19) | HP: -4/?? |
9 Officer 2 (-Y, 12) | HP: -4/?? |

?? Henri (??, ??) | HP: 74+9/74 | Surges: 6/8 | AP: 0/1 | Warlord's Recovery, Create Opportunity, Stone of Wind, Relentless Wounding, still above deck (not yet in fight)
?? Constance (??, ??) | HP: 20/64 | Surges: 6/8 | AP: 1/1 | still above deck (not yet in fight)

Combat Block
[SHOW]

Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 78/89
Bloodied: 44
Surge Value: 22
Surges left: 8/11
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 []
Stone's Endurance []
Funneling Flurry []
Glowering Threat []
Sweeping Blow []
Come and Get It []
Defensive Advance []
Mountain Sweep [_]


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: Sun Apr 17, 2016 11:29 am
by Namelessjake

Darcell grits his teeth as the volley of musket balls slam into the Dogs. He moves back from the closest Navy Officer, leaving him to John and Grommak. Instead he sets his sights on the man fighting Isabelle. He whispers a few quick words, running his hand along his blade, which starts to quiver. He starts to break down the Officer's mental defences, fogging the man's mind. The Officer stumbles forward past Isabelle ending up inbetween her and Darcell. Both of the dogs quickly manage to land attacks on the man before he regains his composure.

Mechanics
[SHOW]

Move: Shift to (-Y, 15)

Standard: Blunder on Officer 2

8(1d20) +14 = 22; 6(1d6) +9 = 15; 10(2d6) = 10

20 vs Will = miss

Officer 2 takes 15 damage + 10 thunder damage for a total of 25 damage.

Officer 2 is slid to (-X, 13) and then to (-Y, 14). During the slide Isabelle makes a MBA.

29 vs AC = hit for 14 damage.

10(1d20) +19 = 29; 5(1d8) +9 = 14

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, Gleiosian, 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: 59/79
Bloodied: 39
Surge Value: 20
Surges left: 9/10
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 [][] **
Words of Friendship []
Blunder [x]
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[x]
Song of Discord [x]
Counterpoint [x]
Headband of Intellect [_]
Sitar of restfulness [x]

  • 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: Sun Apr 17, 2016 3:28 pm
by Fialova

"A real man knows when to lay down arms and talk rather than fight," Jean-Claude responds to Isabelle's taunt, as he steps out from the center of the ship and focus his attention on the woman. He produces from his pouch a rather large, heavy-looking bullet, and loads it into his rifle, before carefully taking aim at the woman.

"I was willing to let a notorious pirate crew go, no questions asked, if they were only kind enough to unhand my sister. I did not ask for this fight, you did, so you will now suffer the consequences." He lines up the shot and fires, the lead bullet soaring through the air and piercing Isabelle's flesh. A stinging sensation comes instantly as the poisonous metal reacts with her blood, weakening the woman.

The melee rages on in the distance, with John violently swing his chain at the two nearest officers, hitting both men and moving one towards the edge of the ship. All the while, more shots are fired and more bullets find their marks. Liam jumps down into the fray as the fighting rages on, finding an already-somewhat-weakened group of his friends below.

Go: Liam

Mechanics
[SHOW]

Darcell: shifts, enchances weapon (but doesn't affect Blunder), takes -2 to hit from mark so Blunder misses

Officer 5: double-moves to (-W, 13)

Seaman 1: shoots Grommak, 19 vs AC = miss

Seaman 11: shoots Big John, 24 vs AC = miss

Officer 1: moves to (-X, 15). Holy Blast on Isabelle (36 vs Will = crit!), on Darcell (29 vs Will = hit), on Big John (19 vs Will =miss), and on Grommak (24 vs Will = hit). Isabelle takes 16 psychic damage, Darcell and Grommak take 11 psychic damage, and all are marked (save ends)

Jean-Claude Olivier: moves to (-Y, 5). Lead Bullet on Isabelle, 34 vs Reflex = hit for 15 necrotic damage and Isabelle cannot spend healing surges (save ends).

Seaman 4: attacks Darcell, 16 vs AC = miss.

Seaman 8: attacks Isabelle, 20 vs AC = miss

Officer 6: moves to (-Y, 8). Charges to (-Z, 12) on Isabelle, 37 vs AC = hit for 19 damage, and Isabelle is marked until the end of the officer's next turn.

Big John:
Minor Action: Dancing Defense
Effect: Enter the Dancing Defense stance. Until the stance ends, once per round whenever I hit with my primary weapon I can choose either to make a free MBA with my off-hand weapon against a different target, or to shift 1 square and gain +3 to AC & Reflex until SONT.

Standard Action: Funneling Flurry on Officers 1 & 4
Attack vs Officer 1: 32 vs AC = hit
Hit: 18 damage, and target is marked until EONT. Officer 1 is slid to (-Z, 14)
Attack vs Officer 4: 36 vs AC = hit
Hit: 16 damage, and target is marked until EONT

No Action: MBA on Seaman 11
Trigger: I hit with my main hand weapon
Attack: 24 vs AC = miss

Officer 3: attacks Grommak...

Grommak: Cross-Body Parry on Officer 3
Attack 1: 34 vs Reflex = hit
Hit: 12 damage
Attack 2: 16 vs Reflex = critical miss

Officer 3: ...34 vs AC = hit...

Isabelle: Dimensional Vortex on Officer 3
Attack: 34 vs Will = hit
Hit: Officer 3 is teleported to (-W, 14) and its target changes to Officer 5

Officer 3: ...hits Officer 5 for 18 damage, and he is marked until the end of the officer 3's next turn.

Officer 2: attacks Isabelle, 34 vs AC = hit for 18 damage. Isabelle is bloodied, and marked until the end of the officer's next turn.

Liam: joins the fight at (-Y, 16)

Seaman 12: shoots Big John, 33 vs AC = hit for 11 damage.

Seaman 9: moves to (-Y, 3). Shoots Darcell, 25 vs AC = hi for 8 damage.

Seaman 10: shoots Isabelle, 27 vs AC = miss.

Seaman 5: shoots Big John, 29 vs AC = hit for 10 damage.

** Note: Those who didn't roll initiative are considered to still be above deck, and not yet in the fight. If you wish to have your PC join the fight in-progress, roll initiative and RP how you enter the lower deck and you will be inserted into the initiative order for the next round. **

Map
[SHOW]

Image

Map Info
[SHOW]

Masts: The 3 masts, shown by large black circle, are impassable and provide cover. If a mast blocks your line of sight to a creature completely, it has superior cover from you, and vice versa.

Upper Grates: The large wooden grates that opens up to the lower decks can be opened by single person with a strength check DC: 30, by 2 people with a strength check DC: 20 each, by 3 people with a strength check DC: 15 each, or by 4 or more people with a strength check DC: 10 each. It can be walked on like any other part of the deck, with no penalty. The grates cover the narrow staircases which lead lower into the ship, and must be opened before one can descend deeper into the hold. These two are above the players heads, one of which Grommak tossed aside.

Lower Grate: This third grate is on the lower deck, and leads ever deeper into the bowels of the ship, likely to a cargo hold or sleeping quarters. It shares the same mechanics as the other grates, but these are now below the players' feet.

Cannons: The many cannons on this deck provide cover and are not passable by normal means. To pass through a space with a cannon requires squeezing and all of the downsides that come with that, otherwise they are effectively impassable terrain. Ask if you are unsure if a move will require squeezing.

Enemy Info
[SHOW]

Seamen: Imardanian seamen are masters of combat on the decks of ships, and receive extensive training in the art. They wear padded cloth and leather uniforms and primarily fight with muskets equipped with bayonets, or knives if closed in on.

Officers: While rank and file seamen are trained to be adept with their footwork and with their guns, officer training tends to be more involved, consisting both of martial training as well as spiritual training. Their connection with the Goddess endows them with abilities beyond that of normal men, which they use to devastating effectiveness in close combat.

Jean-Claude Olivier: Jean-Claude is one of the Imardin Navy's most skilled marksmen, which has earned him a comfortable position as the marksmanship instructor at the Fort Ellis Naval Academy in Ellisport. He was apparently on the ship to track down his sister, and pretended to parley with his crew to gain time to organize a counter-attack against you.

Status
[SHOW]

29 Seaman 12 (-Z, 20) | HP: 1/1 |
28 Seaman 9 (-W, 1) | HP: 1/1 |
28 Seaman 10 (-Y, 1) | HP: 1/1 |
27 Seaman 5 (-V, 5) | HP: 1/1 |
27 Liam (-Y, 16) | HP: 75+9/75 | Surges: 4/9 | AP: 0/1 | Skwering Spikes, Charm of the Defender, Enemies Abound,
26 Seaman 6 (-Z, 5) | HP: 1/1 |
25 Officer 4 (-X, 17) | HP: -20/?? | Holy Blast, Grommak's quarry, marked (-3) until Big John EONT
23 Grommak (-X, 18) | HP: 66/86 | Surges: 4/9 | AP: 0/1 | Boots of the Fencing Master, Lashing Leaves, Cross-Body Parry, Begin the Hunt, Blood of the Fallen, Jaws of the Wolf, Periapt of Cascading Health, marked (-2) by Officer 1 (save ends), +1 to AC & Reflex until EONT, prepared to use immediate action (see mechanics above)
22 Isabelle (-Y, 13) | HP: 29/91 | Surges: 7/11 | AP: 0/1 | Bloodied, Dimensional Vortex, Foesnare, Inevitable Strike, Strength Against Strength, Eldritch Quagmire, Swordmage Shielding Fire, prepared to use immediate action (see mechanics above), marked (-2) until Officer 2 EONT, cannot spend healing surges (save ends)
21 Seaman 2 (-AA, 11) | HP: 1/1 |
21 Seaman 7 (-V, 2) | HP: 1/1 |
20 Seaman 3 (-V, 9) | HP: 1/1 |
19 Darcell (-Y, 16) | HP: 40/79 | Surges: 9/10 | AP: 1/1 | Stirring Shout, Counterpoint, Sitar of Restfulness, marked (-2) by Officer 1 (save ends)
18 Officer 5 (-W, 13) | HP: -22/?? | marked (-2) until Officer 3 EONT
17 Seaman 1 (-V, 12) | HP: 1/1 |
16 Seaman 11 (-V, 20) | HP: 1/1 |
15 Officer 1 (-Z, 14) | HP: -22/?? | Holy Blast, marked (-3) until Big John EONT
14 Jean-Claude Olivier (-Y, 5) | HP: -4/?? | Lead Bullet
13 Seaman 4 (-Z, 9) | HP: 1/1 |
13 Seaman 8 (-Z, 2) | HP: 1/1 |
11 Officer 6 (-Z, 12) | HP: -4/?? |
11 Big John (-X, 16) | HP: 57/89 | Surges: 8/11 | AP: 1/1 | Funneling Flurry, Chain Ward, Tempest Dance, Staggering Spiked Chain +3, Dancing Defense, marked (-2) by Officer 4 (save ends), Dancing Defense stance (see combat block)
10 Officer 3 (-W, 14) | HP: -16/?? |
9 Officer 2 (-Y, 12) | HP: -4/?? |

?? Henri (??, ??) | HP: 74+9/74 | Surges: 6/8 | AP: 0/1 | Warlord's Recovery, Create Opportunity, Stone of Wind, Relentless Wounding, still above deck (not yet in fight)
?? Constance (??, ??) | HP: 20/64 | Surges: 6/8 | AP: 1/1 | still above deck (not yet in fight)

Combat Block
[SHOW]

Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 78/89
Bloodied: 44
Surge Value: 22
Surges left: 8/11
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
Dancing Defense: Until the stance ends, once per round whenever I hit with my primary weapon I can choose either to make a free MBA with my off-hand weapon against a different target, or to shift 1 square and gain +3 to AC & Reflex until SONT.

Powers:

Combat Challenge
Dual Strike
Footwork Lure


Second Wind []
Disciplined Counter []
Stone's Endurance []
Funneling Flurry [X]
Glowering Threat []
Sweeping Blow []
Come and Get It []
Defensive Advance []
Mountain Sweep []


Tempest Dance [X]
Dancing Defense [X]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [X]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop

Important Features:
[SHOW]

Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind

Summary
[SHOW]

* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

  • With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

  • Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

  • Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.


Re: Blackwood's Dogs IC

Posted: Sun Apr 17, 2016 4:24 pm
by kalis5

Liam, realizing John and Grommak have the officer pinned between them, shifts back a bit and slices into the officer behind him. He raises a hand, summoning a beam of light through the cracks, searing Jean's eyes.
"Nao, thas just daft! Yah risk yah sister attacken us lad. Personahly, Ah'd laik tah see her live. Circumstances jus make that preference difficult."

Mechancis
[SHOW]

Shift to -z15.
Melee Basic Attack against Officer 1:14(1d20) +18 = 32
Damage if hit: 6(1d8) +10 = 16
Bladesinger feature time! Casting Dazzling Sunray on Jean-Claude Van Dam over there. He takes, without rolling to hit, 7 radiant damage and a -2 to all attack rolls until end of Liam's next turn.

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: Tue Apr 19, 2016 6:23 pm
by Fialova

As the Dirge steps aside, one of the officers follows after, once more engulfing the deck in a brilliant flash of light. John and Liam manage to shield their eyes just in time, but the others are affected by it. However, one of the sailors is also affected, as his attempt to shoot Liam goes wide.

Go: Grommak, Isabelle

Mechanics
[SHOW]

Liam: shifts, hits, dazzles

Seaman 6: shoots Liam, 21 vs AC = miss

Officer 4: Holy Blast recharges. Shifts to (-Y, 16). Holy Blast on Isabelle (26 vs Will = hit), Darcell (34 vs Will = hit), Liam (20 vs Will = miss), Big John (23 vs Will = miss), Grommak (36 vs Will = crit!). Grommak takes 16 psychic damage, Isabelle and Darcell take 10 psychic damage, Isabelle resists 4 of that, and all 3 are marked (save ends). Darcell is bloodied.

** Note: Those who didn't roll initiative are considered to still be above deck, and not yet in the fight. If you wish to have your PC join the fight in-progress, roll initiative and RP how you enter the lower deck and you will be inserted into the initiative order for the next round. **

Map
[SHOW]

Image

Map Info
[SHOW]

Masts: The 3 masts, shown by large black circle, are impassable and provide cover. If a mast blocks your line of sight to a creature completely, it has superior cover from you, and vice versa.

Upper Grates: The large wooden grates that opens up to the lower decks can be opened by single person with a strength check DC: 30, by 2 people with a strength check DC: 20 each, by 3 people with a strength check DC: 15 each, or by 4 or more people with a strength check DC: 10 each. It can be walked on like any other part of the deck, with no penalty. The grates cover the narrow staircases which lead lower into the ship, and must be opened before one can descend deeper into the hold. These two are above the players heads, one of which Grommak tossed aside.

Lower Grate: This third grate is on the lower deck, and leads ever deeper into the bowels of the ship, likely to a cargo hold or sleeping quarters. It shares the same mechanics as the other grates, but these are now below the players' feet.

Cannons: The many cannons on this deck provide cover and are not passable by normal means. To pass through a space with a cannon requires squeezing and all of the downsides that come with that, otherwise they are effectively impassable terrain. Ask if you are unsure if a move will require squeezing.

Enemy Info
[SHOW]

Seamen: Imardanian seamen are masters of combat on the decks of ships, and receive extensive training in the art. They wear padded cloth and leather uniforms and primarily fight with muskets equipped with bayonets, or knives if closed in on.

Officers: While rank and file seamen are trained to be adept with their footwork and with their guns, officer training tends to be more involved, consisting both of martial training as well as spiritual training. Their connection with the Goddess endows them with abilities beyond that of normal men, which they use to devastating effectiveness in close combat.

Jean-Claude Olivier: Jean-Claude is one of the Imardin Navy's most skilled marksmen, which has earned him a comfortable position as the marksmanship instructor at the Fort Ellis Naval Academy in Ellisport. He was apparently on the ship to track down his sister, and pretended to parley with his crew to gain time to organize a counter-attack against you.

Status
[SHOW]

29 Seaman 12 (-Z, 20) | HP: 1/1 |
28 Seaman 9 (-W, 1) | HP: 1/1 |
28 Seaman 10 (-Y, 1) | HP: 1/1 |
27 Seaman 5 (-V, 5) | HP: 1/1 |
27 Liam (-Y, 16) | HP: 75+9/75 | Surges: 4/9 | AP: 0/1 | Skwering Spikes, Charm of the Defender, Enemies Abound,
26 Seaman 6 (-Z, 5) | HP: 1/1 |
25 Officer 4 (-Y, 16) | HP: -20/?? | Holy Blast, Grommak's quarry, marked (-3) until Big John EONT
23 Grommak (-X, 18) | HP: 50/86 | Surges: 4/9 | AP: 0/1 | Boots of the Fencing Master, Lashing Leaves, Cross-Body Parry, Begin the Hunt, Blood of the Fallen, Jaws of the Wolf, Periapt of Cascading Health, marked (-2) by Officer 4 (save ends), +1 to AC & Reflex until EONT,
22 Isabelle (-Y, 13) | HP: 22/91 | Surges: 7/11 | AP: 0/1 | Bloodied, Dimensional Vortex, Foesnare, Inevitable Strike, Strength Against Strength, Eldritch Quagmire, Swordmage Shielding Fire, marked (-2) by Officer 4 (save ends), cannot spend healing surges (save ends)
21 Seaman 2 (-AA, 11) | HP: 1/1 |
21 Seaman 7 (-V, 2) | HP: 1/1 |
20 Seaman 3 (-V, 9) | HP: 1/1 |
19 Darcell (-Y, 16) | HP: 29/79 | Surges: 9/10 | AP: 1/1 | Bloodied, Stirring Shout, Counterpoint, Sitar of Restfulness, marked (-2) by Officer 4 (save ends)
18 Officer 5 (-W, 13) | HP: -22/?? | marked (-2) until Officer 3 EONT
17 Seaman 1 (-V, 12) | HP: 1/1 |
16 Seaman 11 (-V, 20) | HP: 1/1 |
15 Officer 1 (-Z, 14) | HP: -38/?? | Holy Blast, marked (-3) until Big John EONT
14 Jean-Claude Olivier (-Y, 5) | HP: -11/?? | Lead Bullet, -2 to attack rolls until Liam EONT
13 Seaman 4 (-Z, 9) | HP: 1/1 |
13 Seaman 8 (-Z, 2) | HP: 1/1 |
11 Officer 6 (-Z, 12) | HP: -4/?? |
11 Big John (-X, 16) | HP: 57/89 | Surges: 8/11 | AP: 1/1 | Funneling Flurry, Chain Ward, Tempest Dance, Staggering Spiked Chain +3, Dancing Defense, marked (-2) by Officer 4 (save ends), Dancing Defense stance (see combat block)
10 Officer 3 (-W, 14) | HP: -16/?? |
9 Officer 2 (-Y, 12) | HP: -4/?? |

?? Henri (??, ??) | HP: 74+9/74 | Surges: 6/8 | AP: 0/1 | Warlord's Recovery, Create Opportunity, Stone of Wind, Relentless Wounding, still above deck (not yet in fight)
?? Constance (??, ??) | HP: 20/64 | Surges: 6/8 | AP: 1/1 | still above deck (not yet in fight)

Combat Block
[SHOW]

Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 78/89
Bloodied: 44
Surge Value: 22
Surges left: 8/11
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
Dancing Defense: Until the stance ends, once per round whenever I hit with my primary weapon I can choose either to make a free MBA with my off-hand weapon against a different target, or to shift 1 square and gain +3 to AC & Reflex until SONT.

Powers:

Combat Challenge
Dual Strike
Footwork Lure


Second Wind []
Disciplined Counter []
Stone's Endurance []
Funneling Flurry [X]
Glowering Threat []
Sweeping Blow []
Come and Get It []
Defensive Advance []
Mountain Sweep []


Tempest Dance [X]
Dancing Defense [X]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [X]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop

Important Features:
[SHOW]

Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind

Summary
[SHOW]

* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

  • With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

  • Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

  • Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.


Re: Blackwood's Dogs IC

Posted: Tue Apr 19, 2016 6:35 pm
by ratwizard

Angered by the amount of opposition belowdeck, Grommak slides into a flanking position on one of the officers that is hindering his crew. He makes a flurry of swings that cut into the man, tearing at his flesh.

Mechanics
[SHOW]

Move: Shift to -Y17, flanking Officer 4.

Standard: Twin Strike on Officer 4. Misses 26 AC and hits 31 AC (pops HQ+FA) for 12+3+4=19 damage.
Attacks: 6(1d20) +20 = 26; 1(1d10) +8 = 9; 14(1d20) +17 = 31; 7(1d10) +5 = 12
Hunter's Quarry: 3(2d6) = 3
Furious Assault: 4(1d10) = 4

Minor: Sohei Flurry on Officer 4. Hits AC 28 for 23 damage.
Attack: 8(1d20) +20 = 28; 15(2d10) +8 = 23

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+3
Fort: 25
Reflex: 23+3
Will: 23
HP: 50/86
Bloodied: 43
Surge Value: 21
Surges left: 4/9
Action Points: 0

MBA: +18, 1d10+13

Resistances:
None.

Vulnerabilities:
None.

Saves:
+1 against fear, daze, domination, or stun effects.

Active Effects:

+1 AC/Ref (Shiftboots)
+2 AC/Ref (Feat)

Powers:

Hunter's Quarry
Marauder's Rush
Twin Strike


Second Wind [ ]
Sohei Flurry [x]
Furious Assault [x]
Off-Hand Strike [ ]
Invigorating Stride [ ]
Ruffling Sting [ ]
Lashing Leaves [x]
Cross-Body Parry [x]
Periapt of Cascading Health +2 [ ]
Boots of the Fencing Master [x]


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: Wed Apr 20, 2016 9:09 pm
by PureZaros
MECHANICS
[SHOW]

Minor Action: Mythal Recovery to make a saving throw against my mark.
nat 20 on the goddamn saving throw. Of course.

Move Action->Minor Action: Aegis of Ensnarement
Marking Officer 2 and Officer 6 with my aegis. It's -3.

Standard Action: Troll Rampage on Officer 2
Attack: 28+2 because I'm dumb. 30 vs AC
Damage: 15 damage
I gain regeneration 5 while bloodied until the end of the encounter.

EoT Saving Throw: 2
Fuck you too, roller.

Prepare Immediate Action:
If one of my marked targets moves away from me then:
Interrupt: Fettering Aegis
no roll
1d8+9 damage
Triggering target is pulled to an adjacent square and immobilized until the end of its next turn.

If above is not used, or if an attack would hit me for 10 or more damage after my damage resist then:
Interrupt: Firedeath
All rolled damage die of the triggering attack are treated as having rolled a 1.

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: 22/91
Bloodied: 45
Surge Value: 22
Surges left: 7/11
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
Regeneration 5 while bloodied
Can't spend healing surges (save ends)

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


[] Second Wind
[X] Inevitable Strike
[X] Foesnare
[X] 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
[X] 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: Thu Apr 21, 2016 6:28 pm
by Fialova

Both Grommak and Isabelle land powerful blows against their foes, while some of the soldiers off in the distance fail to hit their own marks.

Go: Darcell

Mechanics
[SHOW]

Grommak: shifts, misses, hits, hits & bloodies

Isabelle: saves, marks x2, hits, fails save, readies immediate action (see mechanics above)

Seaman 2: Attacks Isabelle, 27 vs AC = miss.

Seaman 7: Attacks Big John, 25 vs AC = miss.

Seaman 3: Attacks Big John, 24 vs AC = miss.

** Note: Those who didn't roll initiative are considered to still be above deck, and not yet in the fight. If you wish to have your PC join the fight in-progress, roll initiative and RP how you enter the lower deck and you will be inserted into the initiative order for the next round. **

Map
[SHOW]

Image

Map Info
[SHOW]

Masts: The 3 masts, shown by large black circle, are impassable and provide cover. If a mast blocks your line of sight to a creature completely, it has superior cover from you, and vice versa.

Upper Grates: The large wooden grates that opens up to the lower decks can be opened by single person with a strength check DC: 30, by 2 people with a strength check DC: 20 each, by 3 people with a strength check DC: 15 each, or by 4 or more people with a strength check DC: 10 each. It can be walked on like any other part of the deck, with no penalty. The grates cover the narrow staircases which lead lower into the ship, and must be opened before one can descend deeper into the hold. These two are above the players heads, one of which Grommak tossed aside.

Lower Grate: This third grate is on the lower deck, and leads ever deeper into the bowels of the ship, likely to a cargo hold or sleeping quarters. It shares the same mechanics as the other grates, but these are now below the players' feet.

Cannons: The many cannons on this deck provide cover and are not passable by normal means. To pass through a space with a cannon requires squeezing and all of the downsides that come with that, otherwise they are effectively impassable terrain. Ask if you are unsure if a move will require squeezing.

Enemy Info
[SHOW]

Seamen: Imardanian seamen are masters of combat on the decks of ships, and receive extensive training in the art. They wear padded cloth and leather uniforms and primarily fight with muskets equipped with bayonets, or knives if closed in on.

Officers: While rank and file seamen are trained to be adept with their footwork and with their guns, officer training tends to be more involved, consisting both of martial training as well as spiritual training. Their connection with the Goddess endows them with abilities beyond that of normal men, which they use to devastating effectiveness in close combat.

Jean-Claude Olivier: Jean-Claude is one of the Imardin Navy's most skilled marksmen, which has earned him a comfortable position as the marksmanship instructor at the Fort Ellis Naval Academy in Ellisport. He was apparently on the ship to track down his sister, and pretended to parley with his crew to gain time to organize a counter-attack against you.

Status
[SHOW]

29 Seaman 12 (-Z, 20) | HP: 1/1 |
28 Seaman 9 (-W, 1) | HP: 1/1 |
28 Seaman 10 (-Y, 1) | HP: 1/1 |
27 Seaman 5 (-V, 5) | HP: 1/1 |
27 Liam (-Y, 16) | HP: 75+9/75 | Surges: 4/9 | AP: 0/1 | Skwering Spikes, Charm of the Defender, Enemies Abound,
26 Seaman 6 (-Z, 5) | HP: 1/1 |
25 Officer 4 (-Y, 16) | HP: -62/?? | Bloodied, Holy Blast, Grommak's quarry, marked (-3) until Big John EONT
23 Grommak (-Y, 17) | HP: 50/86 | Surges: 4/9 | AP: 0/1 | Boots of the Fencing Master, Lashing Leaves, Cross-Body Parry, Sohei Flurry, Begin the Hunt, Blood of the Fallen, Jaws of the Wolf, Periapt of Cascading Health, marked (-2) by Officer 4 (save ends)
22 Isabelle (-Y, 13) | HP: 22/91 | Surges: 7/11 | AP: 0/1 | Bloodied, Foesnare, Inevitable Strike, Strength Against Strength, Dimensional Vortex, Mythal Recovery, Eldritch Quagmire, Swordmage Shielding Fire, cannot spend healing surges (save ends), regen 5 while bloodied, prepared to use immediate action(s) (see mechanics above)
21 Seaman 2 (-AA, 11) | HP: 1/1 |
21 Seaman 7 (-V, 2) | HP: 1/1 |
20 Seaman 3 (-V, 9) | HP: 1/1 |
19 Darcell (-Y, 16) | HP: 29/79 | Surges: 9/10 | AP: 1/1 | Bloodied, Stirring Shout, Counterpoint, Sitar of Restfulness, marked (-2) by Officer 4 (save ends)
18 Officer 5 (-W, 13) | HP: -22/?? | marked (-2) until Officer 3 EONT
17 Seaman 1 (-V, 12) | HP: 1/1 |
16 Seaman 11 (-V, 20) | HP: 1/1 |
15 Officer 1 (-Z, 14) | HP: -38/?? | Holy Blast, marked (-3) until Big John EONT
14 Jean-Claude Olivier (-Y, 5) | HP: -11/?? | Lead Bullet, -2 to attack rolls until Liam EONT
13 Seaman 4 (-Z, 9) | HP: 1/1 |
13 Seaman 8 (-Z, 2) | HP: 1/1 |
11 Officer 6 (-Z, 12) | HP: -4/?? | marked (-3) by Isabelle
11 Big John (-X, 16) | HP: 57/89 | Surges: 8/11 | AP: 1/1 | Funneling Flurry, Chain Ward, Tempest Dance, Staggering Spiked Chain +3, Dancing Defense, marked (-2) by Officer 4 (save ends), Dancing Defense stance (see combat block)
10 Officer 3 (-W, 14) | HP: -16/?? |
9 Officer 2 (-Y, 12) | HP: -19/?? | marked (-3) by Isabelle

?? Henri (??, ??) | HP: 74+9/74 | Surges: 6/8 | AP: 0/1 | Warlord's Recovery, Create Opportunity, Stone of Wind, Relentless Wounding, still above deck (not yet in fight)
?? Constance (??, ??) | HP: 20/64 | Surges: 6/8 | AP: 1/1 | still above deck (not yet in fight)

Combat Block
[SHOW]

Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 78/89
Bloodied: 44
Surge Value: 22
Surges left: 8/11
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
Dancing Defense: Until the stance ends, once per round whenever I hit with my primary weapon I can choose either to make a free MBA with my off-hand weapon against a different target, or to shift 1 square and gain +3 to AC & Reflex until SONT.

Powers:

Combat Challenge
Dual Strike
Footwork Lure


Second Wind []
Disciplined Counter []
Stone's Endurance []
Funneling Flurry [X]
Glowering Threat []
Sweeping Blow []
Come and Get It []
Defensive Advance []
Mountain Sweep []


Tempest Dance [X]
Dancing Defense [X]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [X]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop

Important Features:
[SHOW]

Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind

Summary
[SHOW]

* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

  • With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

  • Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

  • Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.


Re: Blackwood's Dogs IC

Posted: Thu Apr 21, 2016 6:49 pm
by Namelessjake

Darcell takes a moment to catch his breath. While doing so he places his hand on John's chains and whispers a few words, causing the chains to rumble quietly. Next he turns his attention to Isabelle. He says a quick incantation, filling her with strength and stamina to continue fighting.

Mechanics
[SHOW]

Standard: Second Wind on self, spending a surge to regain 20 HP and gain +2 to defences until SONT.

Minor: Echoing Weapon on John's weapon. Until Darcell's EONT, the next weapon attack John makes deals 2d6 thunder damage regardless of hit or miss.

Minor: Revitalizing Incantation on Isabelle, she spends a healing surge regaining 22 HP and also gains 22 THP.

15 = save against mark

15(1d20) = 15

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, Gleiosian, 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: 49/79
Bloodied: 39
Surge Value: 20
Surges left: 8/10
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 [x]
Guardian's Counter []
Demoralizing Strike []
Majestic Word [x][] **
Words of Friendship []
Blunder [x]
Moment of Escape []
Echoing Weapon [x]
Revitalizing Incantation [x]
Unluck []
Illusory Erasure []
Lying Lights []
Harper Pin
Mielikki's Endurance [] *
Lliira's Grace [] *
Tymora's Luck [] *
Feytouched Hide Armor +3 []


Stirring Shout[x]
Song of Discord [x]
Counterpoint [x]
Headband of Intellect [_]
Sitar of restfulness [x]

  • 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: Fri Apr 22, 2016 8:32 pm
by Fialova

The assault of the navymen doesn't let up as Darcell takes a moment to breath. While many of the rank and file miss their marks, the officers prove their superiority as they all hit their targets. While the melee rages on, Jean-Claude produces another of the large, heavy bullets from his pouch and takes aim at Grommak. Once more, his shot finds itself lodged in the flesh of his foe, and the orc begins to feel the same stinging sensation that Isabelle had felt only moments earlier.

Go: Liam

Mechanics
[SHOW]

Darcell: heals & unbloodies, buffs, heals, saves

Officer 5: moves to (-X, 14). Holy Blast on Isabelle (20 vs Will = miss), Darcell (28 vs Will = hit), Liam (17 vs Will = miss), Grommak (18 vs Will = miss), Big John (24 vs Will = hit). Darcell and John take 10 damage, and both are marked by the officer (save ends). Darcell is bloodied.

Seaman 1: shoots Liam, 22 vs AC = miss.

Seaman 11: shoots Big John, 20 vs AC = miss.

Officer 1: Rejuvenating Smite on Liam...

Big John:
Immediate Interrupt: Combat Challenge on Officer 1
Attack: 30 vs AC = hit
Hit: 16 damage, plus 2 more from Echoing Weapon, for a total of 18 damage. Officer 1 is bloodied.

Officer 1: ...33 vs AC = hits Liam for 13 damage, and the officer recovers 6 hp, unbloodying. Shifts to (-AA, 14).

Jean-Claude Olivier: Lead Bullet recharges. Lead Bullet on Grommak, 35 vs AC = hit for 15 necrotic damage. Grommak is bloodied and cannot spend healing surges (save ends). Grommak gains 10 THP first time bloodied.

Seaman 4: shoots Liam, 18 vs AC = miss.

Seaman 8: shoots Isabelle, 26 vs AC = miss.

Officer 6: attacks Isabelle, 38 vs AC = hit for 15 damage, 4 of which is resisted. Isabelle is marked by Officer 6 until the end of its next turn.

Big John:
Move Action: shift to (-X, 17)

Standard Action: Come and Get It
Attack vs Officer 3: 32 vs Will = hit
Hit: Target is pulled to (-W, 16) and takes 12 damage. Target is marked until the end of my next turn.
Attack vs Officer 4: 21 vs Will = miss
Miss: Target is marked until the end of my next turn.
Attack vs Officer 5: 35 vs Will = hit
Hit: Target is pulled to (-X, 16) and takes 11 damage. Target is marked until the end of my next turn.
Attack vs Seaman 11: 22 vs Will = hit
Hit: pulled, heded
Attack vs Seaman 12: 29 vs Will = hit
Hit: pulled, heded

Minor Action: Glowering Threat
Effect: Officers 3, 4, and 5 take -5 to hit anyone but me until the end of my next turn

Save vs mark: 10 = success

Officer 3: Rejuvenating Smite on Big John, 26 vs AC = hit for 8 damage, and the officer recovers 4 hp.

Officer 2: Rejuvenating Smite on Isabelle, 33 vs AC = hit for 7 damage, 4 of which is resisted, for a total of 3 damage. Officer recovers 3 hp.

Seaman 9: shoots Liam, 18 vs AC = miss.

Seaman 10: shoots Isabelle, 18 vs AC = miss.

Seaman 5: shoots Big John, 25 vs AC = miss.

** Note: Those who didn't roll initiative are considered to still be above deck, and not yet in the fight. If you wish to have your PC join the fight in-progress, roll initiative and RP how you enter the lower deck and you will be inserted into the initiative order for the next round. **

Map
[SHOW]

Image

Map Info
[SHOW]

Masts: The 3 masts, shown by large black circle, are impassable and provide cover. If a mast blocks your line of sight to a creature completely, it has superior cover from you, and vice versa.

Upper Grates: The large wooden grates that opens up to the lower decks can be opened by single person with a strength check DC: 30, by 2 people with a strength check DC: 20 each, by 3 people with a strength check DC: 15 each, or by 4 or more people with a strength check DC: 10 each. It can be walked on like any other part of the deck, with no penalty. The grates cover the narrow staircases which lead lower into the ship, and must be opened before one can descend deeper into the hold. These two are above the players heads, one of which Grommak tossed aside.

Lower Grate: This third grate is on the lower deck, and leads ever deeper into the bowels of the ship, likely to a cargo hold or sleeping quarters. It shares the same mechanics as the other grates, but these are now below the players' feet.

Cannons: The many cannons on this deck provide cover and are not passable by normal means. To pass through a space with a cannon requires squeezing and all of the downsides that come with that, otherwise they are effectively impassable terrain. Ask if you are unsure if a move will require squeezing.

Enemy Info
[SHOW]

Seamen: Imardanian seamen are masters of combat on the decks of ships, and receive extensive training in the art. They wear padded cloth and leather uniforms and primarily fight with muskets equipped with bayonets, or knives if closed in on.

Officers: While rank and file seamen are trained to be adept with their footwork and with their guns, officer training tends to be more involved, consisting both of martial training as well as spiritual training. Their connection with the Goddess endows them with abilities beyond that of normal men, which they use to devastating effectiveness in close combat.

Jean-Claude Olivier: Jean-Claude is one of the Imardin Navy's most skilled marksmen, which has earned him a comfortable position as the marksmanship instructor at the Fort Ellis Naval Academy in Ellisport. He was apparently on the ship to track down his sister, and pretended to parley with his crew to gain time to organize a counter-attack against you.

Status
[SHOW]

29 Seaman 12 (-Z, 20) | HP: 1/1 |
28 Seaman 9 (-W, 1) | HP: 1/1 |
28 Seaman 10 (-Y, 1) | HP: 1/1 |
27 Seaman 5 (-V, 5) | HP: 1/1 |
27 Liam (-Y, 16) | HP: 75+9/75 | Surges: 4/9 | AP: 0/1 | Skwering Spikes, Charm of the Defender, Enemies Abound,
26 Seaman 6 (-Z, 5) | HP: 1/1 |
25 Officer 4 (-Y, 16) | HP: -62/?? | Bloodied, Holy Blast, Grommak's quarry, marked (-3) until Big John EONT, -5 to hit anyone but Big John until his EONT
23 Grommak (-Y, 17) | HP: 35+10/86 | Surges: 4/9 | AP: 0/1 | Bloodied, Boots of the Fencing Master, Lashing Leaves, Cross-Body Parry, Sohei Flurry, Begin the Hunt, Blood of the Fallen, Jaws of the Wolf, Periapt of Cascading Health, marked (-2) by Officer 4 (save ends), cannot spend healing surges (save ends)
22 Isabelle (-Y, 13) | HP: 22+8/91 | Surges: 7/11 | AP: 0/1 | Bloodied, Foesnare, Inevitable Strike, Strength Against Strength, Dimensional Vortex, Mythal Recovery, Eldritch Quagmire, Swordmage Shielding Fire, cannot spend healing surges (save ends), regen 5 while bloodied, prepared to use immediate action(s) (see mechanics above), marked (-2) until Officer 6 EONT
21 Seaman 2 (-AA, 11) | HP: 1/1 |
21 Seaman 7 (-V, 2) | HP: 1/1 |
20 Seaman 3 (-V, 9) | HP: 1/1 |
19 Darcell (-Y, 16) | HP: 39/79 | Surges: 8/10 | AP: 1/1 | Bloodied, Second Wind, Echoing Weapon, Revitalizing Incantation, Stirring Shout, Counterpoint, Sitar of Restfulness, marked (-2) by Officer 4 (save ends), +2 to defenses until SONT, marked by Officer 5 (save ends)
18 Officer 5 (-X, 16) | HP: -33/?? | Holy Blast, marked (-3) until Big John EONT, -5 to hit anyone but Big John until his EONT
17 Seaman 1 (-V, 12) | HP: 1/1 |
16 Seaman 11 (-V, 20) | HP: 1/1 |
15 Officer 1 (-Z, 14) | HP: -50/?? | Holy Blast, Rejuvenating Smite,
14 Jean-Claude Olivier (-Y, 5) | HP: -11/?? | Lead Bullet, -2 to attack rolls until Liam EONT
13 Seaman 4 (-Z, 9) | HP: 1/1 |
13 Seaman 8 (-Z, 2) | HP: 1/1 |
11 Officer 6 (-Z, 12) | HP: -4/?? | marked (-3) by Isabelle
11 Big John (-X, 16) | HP: 39/89 | Surges: 8/11 | AP: 1/1 | Bloodied, Funneling Flurry, Come and Get It, Glowering Threat, Chain Ward, Tempest Dance, Staggering Spiked Chain +3, Dancing Defense, Dancing Defense stance (see combat block)
10 Officer 3 (-W, 16) | HP: -24/?? | Rejuvenating Smite, marked (-3) until Big John EONT, -5 to hit anyone but Big John until his EONT
9 Officer 2 (-Y, 12) | HP: -16/?? | Rejuvenating Smite, marked (-3) by Isabelle

?? Henri (??, ??) | HP: 74+9/74 | Surges: 6/8 | AP: 0/1 | Warlord's Recovery, Create Opportunity, Stone of Wind, Relentless Wounding, still above deck (not yet in fight)
?? Constance (??, ??) | HP: 20/64 | Surges: 6/8 | AP: 1/1 | still above deck (not yet in fight)

Combat Block
[SHOW]

Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 78/89
Bloodied: 44
Surge Value: 22
Surges left: 8/11
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
Dancing Defense: Until the stance ends, once per round whenever I hit with my primary weapon I can choose either to make a free MBA with my off-hand weapon against a different target, or to shift 1 square and gain +3 to AC & Reflex until SONT.

Powers:

Combat Challenge
Dual Strike
Footwork Lure


Second Wind []
Disciplined Counter []
Stone's Endurance []
Funneling Flurry [X]
Glowering Threat [X]
Sweeping Blow []
Come and Get It [X]
Defensive Advance []
Mountain Sweep []


Tempest Dance [X]
Dancing Defense [X]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [X]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop

Important Features:
[SHOW]

Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind

Summary
[SHOW]

* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

  • With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

  • Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

  • Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.


Re: Blackwood's Dogs IC

Posted: Sat Apr 23, 2016 5:52 pm
by kalis5

Liam steps left, breaking his position stuck between two officers as he slices into the man in front of him once more.
"Damn... Best even tha odds yeah?"
He brings a hand up as he strikes, and with a flick, a small fire flies out, striking the seaman on opposite side of Isabelle.
"Gettin sick of ya tryin ta hit me! Why don' ya hit ya friend fa once!"

Mechanics
[SHOW]

Shift to -Z14 to escape flanking. Not that flanking matters, I'm more just getting close to the front lines for something...

Melee Basic Attack on Officer 1: 16(1d20) +18 = 34
Boundlessly a hit.
Damage: 6(1d8) +10 = 16

Erupting Flare on Seaman 2. It deals 5 damage and kills it, and any creature that ends their turn next to the target, takes 5 damage as well as the spell erupts.

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: 75/75 +9 Temp HP
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: Sun Apr 24, 2016 1:26 pm
by Fialova

As Liam moves wildly about, another of the musket-wielding sailors fails to hit him. An officer has better luck against John, though, sinking his blade into the man before stepping back out of danger.

Go: Grommak, Isabelle

Mechanics
[SHOW]

Liam: shifts, hits & bloodies, uses something other than Erupting Flare that does trigger on MBA hit, kills minion

Seaman 6: shoots Liam, 20 vs AC = miss.

Officer 4: Rejuvenating Smite on Big John, 32 vs AC = hit for 12 damage, and the officer recovers 6 hp. Shifts to (-X, 15).

Isabelle: regains 5 hp...

** Note: Those who didn't roll initiative are considered to still be above deck, and not yet in the fight. If you wish to have your PC join the fight in-progress, roll initiative and RP how you enter the lower deck and you will be inserted into the initiative order for the next round. **

Map
[SHOW]

Image

Map Info
[SHOW]

Masts: The 3 masts, shown by large black circle, are impassable and provide cover. If a mast blocks your line of sight to a creature completely, it has superior cover from you, and vice versa.

Upper Grates: The large wooden grates that opens up to the lower decks can be opened by single person with a strength check DC: 30, by 2 people with a strength check DC: 20 each, by 3 people with a strength check DC: 15 each, or by 4 or more people with a strength check DC: 10 each. It can be walked on like any other part of the deck, with no penalty. The grates cover the narrow staircases which lead lower into the ship, and must be opened before one can descend deeper into the hold. These two are above the players heads, one of which Grommak tossed aside.

Lower Grate: This third grate is on the lower deck, and leads ever deeper into the bowels of the ship, likely to a cargo hold or sleeping quarters. It shares the same mechanics as the other grates, but these are now below the players' feet.

Cannons: The many cannons on this deck provide cover and are not passable by normal means. To pass through a space with a cannon requires squeezing and all of the downsides that come with that, otherwise they are effectively impassable terrain. Ask if you are unsure if a move will require squeezing.

Enemy Info
[SHOW]

Seamen: Imardanian seamen are masters of combat on the decks of ships, and receive extensive training in the art. They wear padded cloth and leather uniforms and primarily fight with muskets equipped with bayonets, or knives if closed in on.

Officers: While rank and file seamen are trained to be adept with their footwork and with their guns, officer training tends to be more involved, consisting both of martial training as well as spiritual training. Their connection with the Goddess endows them with abilities beyond that of normal men, which they use to devastating effectiveness in close combat.

Jean-Claude Olivier: Jean-Claude is one of the Imardin Navy's most skilled marksmen, which has earned him a comfortable position as the marksmanship instructor at the Fort Ellis Naval Academy in Ellisport. He was apparently on the ship to track down his sister, and pretended to parley with his crew to gain time to organize a counter-attack against you.

Status
[SHOW]

28 Seaman 9 (-W, 1) | HP: 1/1 |
28 Seaman 10 (-Y, 1) | HP: 1/1 |
27 Seaman 5 (-V, 5) | HP: 1/1 |
27 Liam (-Z, 14) | HP: 75+9/75 | Surges: 4/9 | AP: 0/1 | Skwering Spikes, Charm of the Defender, Enemies Abound,
26 Seaman 6 (-Z, 5) | HP: 1/1 |
25 Officer 4 (-X, 15) | HP: -56/?? | Bloodied, Holy Blast, Grommak's quarry, marked (-3) until Big John EONT, -5 to hit anyone but Big John until his EONT
23 Grommak (-Y, 17) | HP: 35+10/86 | Surges: 4/9 | AP: 0/1 | Bloodied, Boots of the Fencing Master, Lashing Leaves, Cross-Body Parry, Sohei Flurry, Begin the Hunt, Blood of the Fallen, Jaws of the Wolf, Periapt of Cascading Health, marked (-2) by Officer 4 (save ends), cannot spend healing surges (save ends)
22 Isabelle (-Y, 13) | HP: 27+8/91 | Surges: 7/11 | AP: 0/1 | Bloodied, Foesnare, Inevitable Strike, Strength Against Strength, Dimensional Vortex, Mythal Recovery, Eldritch Quagmire, Swordmage Shielding Fire, cannot spend healing surges (save ends), regen 5 while bloodied, marked (-2) until Officer 6 EONT
21 Seaman 2 (-AA, 11) | HP: 1/1 |
21 Seaman 7 (-V, 2) | HP: 1/1 |
20 Seaman 3 (-V, 9) | HP: 1/1 |
19 Darcell (-Y, 16) | HP: 39/79 | Surges: 8/10 | AP: 1/1 | Bloodied, Second Wind, Echoing Weapon, Revitalizing Incantation, Stirring Shout, Counterpoint, Sitar of Restfulness, marked (-2) by Officer 5 (save ends), +2 to defenses until SONT
18 Officer 5 (-X, 16) | HP: -33/?? | Holy Blast, marked (-3) until Big John EONT, -5 to hit anyone but Big John until his EONT
17 Seaman 1 (-V, 12) | HP: 1/1 |
15 Officer 1 (-Z, 14) | HP: -66/?? | Bloodied, Holy Blast, Rejuvenating Smite,
14 Jean-Claude Olivier (-Y, 5) | HP: -11/?? | Lead Bullet,
13 Seaman 4 (-Z, 9) | HP: 1/1 |
13 Seaman 8 (-Z, 2) | HP: 1/1 |
11 Officer 6 (-Z, 12) | HP: -4/?? | marked (-3) by Isabelle
11 Big John (-X, 16) | HP: 27/89 | Surges: 8/11 | AP: 1/1 | Bloodied, Funneling Flurry, Come and Get It, Glowering Threat, Chain Ward, Tempest Dance, Staggering Spiked Chain +3, Dancing Defense, Dancing Defense stance (see combat block)
10 Officer 3 (-W, 16) | HP: -24/?? | Rejuvenating Smite, marked (-3) until Big John EONT, -5 to hit anyone but Big John until his EONT
9 Officer 2 (-Y, 12) | HP: -16/?? | Rejuvenating Smite, marked (-3) by Isabelle

?? Henri (??, ??) | HP: 74+9/74 | Surges: 6/8 | AP: 0/1 | Warlord's Recovery, Create Opportunity, Stone of Wind, Relentless Wounding, still above deck (not yet in fight)
?? Constance (??, ??) | HP: 20/64 | Surges: 6/8 | AP: 1/1 | still above deck (not yet in fight)

Combat Block
[SHOW]

Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 78/89
Bloodied: 44
Surge Value: 22
Surges left: 8/11
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
Dancing Defense: Until the stance ends, once per round whenever I hit with my primary weapon I can choose either to make a free MBA with my off-hand weapon against a different target, or to shift 1 square and gain +3 to AC & Reflex until SONT.

Powers:

Combat Challenge
Dual Strike
Footwork Lure


Second Wind []
Disciplined Counter []
Stone's Endurance []
Funneling Flurry [X]
Glowering Threat [X]
Sweeping Blow []
Come and Get It [X]
Defensive Advance []
Mountain Sweep []


Tempest Dance [X]
Dancing Defense [X]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [X]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop

Important Features:
[SHOW]

Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind

Summary
[SHOW]

* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

  • With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

  • Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

  • Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.


Re: Blackwood's Dogs IC

Posted: Sun Apr 24, 2016 2:05 pm
by Scratcherclaw

Henri sighs for a moment, contemplating his next move. Despite owing his loyalty to the Dogs, he still feels some distaste in slaughtering his former Naval comrades when the fight could have been over. I don't think I'll be able to talk Jean-Claude out of it this time. Oh well, he was kind of a douche anyways. With his mind made up to finally assist his crew, he hops down the hole, ready to fire some lead.

Mechanics
[SHOW]

Init: 8(1d20) +13 = 21


Re: Blackwood's Dogs IC

Posted: Mon Apr 25, 2016 4:40 pm
by ratwizard

Grommak follows after the navy officer, not letting him retreat properly. The orc's onslaught has slowed from his blurred vision, but he manages to land at least one good slash on the man's body.

Mechanics
[SHOW]

Move: Shift to -Y16.

Standard: Twin Strike on Officer 4. Hits AC 27 for 22 damage and critical misses.
Attacks: 9(1d20) +18 = 27; 7(1d10) +8 = 15; 1(1d20) +15 = 16; 2(1d20) +5 = 7; 7(2d6) = 7

Minor: Off-Hand Strike on Officer 4. Miss.
Attack: 3(1d20) +15 = 18; 7(1d10) +10 = 17

Saving throws versus mark, no-heal:
9(1d20) = 9; 6(1d20) = 6
Christ

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: 35+10/86
Bloodied: 43
Surge Value: 21
Surges left: 4/9
Action Points: 0

MBA: +18, 1d10+13

Resistances:
None.

Vulnerabilities:
None.

Saves:
+1 against fear, daze, domination, or stun effects.

Active Effects:

+1 AC/Ref (Shiftboots)
Bloodied.

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 [ ]
Lashing Leaves [x]
Cross-Body Parry [x]
Periapt of Cascading Health +2 [ ]
Boots of the Fencing Master [x]


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 Apr 25, 2016 9:02 pm
by PureZaros
MECHANICS
[SHOW]

Start of Turn: Regen 5

Standard Action: Frigid Blade on Officer 6
Attack: 25 vs AC for FUCK sake

Minor Action: Aegis of Ensnarement
Aegis marks are moved to Officer 1 and Officer 4

Free Action: By virtue of Defender of the Wild feat, I mark all enemies adjacent to me until the end of my next turn. This is not an aegis mark. Still -3 to hit, though.

Ready Immediate Action: Fettering Aegis
If an aegis mark willingly moves away from me.
Interrupt, no attack roll, ranged 10
1d8+9 damage
Triggering target is pulled to an adjacent square and immobilized until the end of its next turn.

Prioritize officer 4 over 1

End of Turn: Saving throw. 16 Well, something went right here at least.

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: 27+8/91
Bloodied: 45
Surge Value: 22
Surges left: 7/11
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
Regeneration 5 while bloodied
Can't spend healing surges (save ends)

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


[] Second Wind
[X] Inevitable Strike
[X] Foesnare
[X] 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
[X] 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 Apr 27, 2016 5:14 pm
by Fialova

Grommak's fumble on his second swipe at his foe is followed immediately after by a fumble of Isabelle's. Unlike the Dogs, the navymen begin to start hitting their marks, bullets finding themselves piercing the flesh of both Darcell and John.

Go: Darcell

Mechanics
[SHOW]

Henri: rolls initiative, will join encounter at the start of the next turn.

Grommak: shifts, hits, misses, misses, fails save x2

Isabelle: misses, marks, marks more, saves, readies immediate action (see mechanics above)

Seaman 7: shoots Big John, 28 vs AC = hit for 8 damage.

Seaman 3: shoots Darcell, 31 vs AC = hit for 9 damage.

** Note: Those who didn't roll initiative are considered to still be above deck, and not yet in the fight. If you wish to have your PC join the fight in-progress, roll initiative and RP how you enter the lower deck and you will be inserted into the initiative order for the next round. **

Map
[SHOW]

Image

Map Info
[SHOW]

Masts: The 3 masts, shown by large black circle, are impassable and provide cover. If a mast blocks your line of sight to a creature completely, it has superior cover from you, and vice versa.

Upper Grates: The large wooden grates that opens up to the lower decks can be opened by single person with a strength check DC: 30, by 2 people with a strength check DC: 20 each, by 3 people with a strength check DC: 15 each, or by 4 or more people with a strength check DC: 10 each. It can be walked on like any other part of the deck, with no penalty. The grates cover the narrow staircases which lead lower into the ship, and must be opened before one can descend deeper into the hold. These two are above the players heads, one of which Grommak tossed aside.

Lower Grate: This third grate is on the lower deck, and leads ever deeper into the bowels of the ship, likely to a cargo hold or sleeping quarters. It shares the same mechanics as the other grates, but these are now below the players' feet.

Cannons: The many cannons on this deck provide cover and are not passable by normal means. To pass through a space with a cannon requires squeezing and all of the downsides that come with that, otherwise they are effectively impassable terrain. Ask if you are unsure if a move will require squeezing.

Enemy Info
[SHOW]

Seamen: Imardanian seamen are masters of combat on the decks of ships, and receive extensive training in the art. They wear padded cloth and leather uniforms and primarily fight with muskets equipped with bayonets, or knives if closed in on.

Officers: While rank and file seamen are trained to be adept with their footwork and with their guns, officer training tends to be more involved, consisting both of martial training as well as spiritual training. Their connection with the Goddess endows them with abilities beyond that of normal men, which they use to devastating effectiveness in close combat.

Jean-Claude Olivier: Jean-Claude is one of the Imardin Navy's most skilled marksmen, which has earned him a comfortable position as the marksmanship instructor at the Fort Ellis Naval Academy in Ellisport. He was apparently on the ship to track down his sister, and pretended to parley with his crew to gain time to organize a counter-attack against you.

Status
[SHOW]

28 Seaman 9 (-W, 1) | HP: 1/1 |
28 Seaman 10 (-Y, 1) | HP: 1/1 |
27 Seaman 5 (-V, 5) | HP: 1/1 |
27 Liam (-Z, 14) | HP: 75+9/75 | Surges: 4/9 | AP: 0/1 | Skwering Spikes, Charm of the Defender, Enemies Abound,
26 Seaman 6 (-Z, 5) | HP: 1/1 |
25 Officer 4 (-X, 15) | HP: -78/?? | Bloodied, Holy Blast, Grommak's quarry, -5 to hit anyone but Big John until his EONT, marked (-3) by Isabelle
23 Grommak (-Y, 16) | HP: 35+10/86 | Surges: 4/9 | AP: 0/1 | Bloodied, Boots of the Fencing Master, Lashing Leaves, Cross-Body Parry, Sohei Flurry, Begin the Hunt, Blood of the Fallen, Jaws of the Wolf, Periapt of Cascading Health, marked (-2) by Officer 4 (save ends), cannot spend healing surges (save ends)
22 Isabelle (-Y, 13) | HP: 27+8/91 | Surges: 7/11 | AP: 0/1 | Bloodied, Foesnare, Inevitable Strike, Strength Against Strength, Dimensional Vortex, Mythal Recovery, Eldritch Quagmire, Swordmage Shielding Fire, regen 5 while bloodied, marked (-2) until Officer 6 EONT, prepared to use immediate action (see mechanics above)
21 Seaman 7 (-V, 2) | HP: 1/1 |
21 Henri (??, ??) | HP: 74+9/74 | Surges: 6/8 | AP: 0/1 | Warlord's Recovery, Create Opportunity, Stone of Wind, Relentless Wounding, will join fight at the start of the next round (not yet in fight)
20 Seaman 3 (-V, 9) | HP: 1/1 |
19 Darcell (-Y, 16) | HP: 30/79 | Surges: 8/10 | AP: 1/1 | Bloodied, Second Wind, Echoing Weapon, Revitalizing Incantation, Stirring Shout, Counterpoint, Sitar of Restfulness, marked (-2) by Officer 5 (save ends)
18 Officer 5 (-X, 16) | HP: -33/?? | Holy Blast, marked (-3) until Big John EONT, -5 to hit anyone but Big John until his EONT
17 Seaman 1 (-V, 12) | HP: 1/1 |
15 Officer 1 (-Z, 14) | HP: -66/?? | Bloodied, Holy Blast, Rejuvenating Smite, marked (-3) by Isabelle
14 Jean-Claude Olivier (-Y, 5) | HP: -11/?? | Lead Bullet,
13 Seaman 4 (-Z, 9) | HP: 1/1 |
13 Seaman 8 (-Z, 2) | HP: 1/1 |
11 Officer 6 (-Z, 12) | HP: -4/?? | marked (-3) until Isabelle EONT
11 Big John (-X, 16) | HP: 19/89 | Surges: 8/11 | AP: 1/1 | Bloodied, Funneling Flurry, Come and Get It, Glowering Threat, Chain Ward, Tempest Dance, Staggering Spiked Chain +3, Dancing Defense, Dancing Defense stance (see combat block)
10 Officer 3 (-W, 16) | HP: -24/?? | Rejuvenating Smite, marked (-3) until Big John EONT, -5 to hit anyone but Big John until his EONT
9 Officer 2 (-Y, 12) | HP: -16/?? | Rejuvenating Smite, marked (-3) until Isabelle EONT

?? Constance (??, ??) | HP: 20/64 | Surges: 6/8 | AP: 1/1 | still above deck (not yet in fight)

Combat Block
[SHOW]

Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 78/89
Bloodied: 44
Surge Value: 22
Surges left: 8/11
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
Dancing Defense: Until the stance ends, once per round whenever I hit with my primary weapon I can choose either to make a free MBA with my off-hand weapon against a different target, or to shift 1 square and gain +3 to AC & Reflex until SONT.

Powers:

Combat Challenge
Dual Strike
Footwork Lure


Second Wind []
Disciplined Counter []
Stone's Endurance []
Funneling Flurry [X]
Glowering Threat [X]
Sweeping Blow []
Come and Get It [X]
Defensive Advance []
Mountain Sweep []


Tempest Dance [X]
Dancing Defense [X]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [X]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop

Important Features:
[SHOW]

Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind

Summary
[SHOW]

* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

  • With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

  • Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

  • Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.


Re: Blackwood's Dogs IC

Posted: Thu Apr 28, 2016 6:09 pm
by Namelessjake

Darcell strikes out at one of the Officers near by, however he joins the rest of the dogs in embarrassment, as the Officer parries away his attack with ease.

Mechanics
[SHOW]

Standard: Vicious Mockery on Officer 5.

Critical miss yay!

1(1d20) +15 = 16; 5(1d6) +9 = 14

15(1d20) = 15

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, Gleiosian, 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: 30/79
Bloodied: 39
Surge Value: 20
Surges left: 8/10
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 [x]
Guardian's Counter []
Demoralizing Strike []
Majestic Word [x][] **
Words of Friendship []
Blunder [x]
Moment of Escape []
Echoing Weapon [x]
Revitalizing Incantation [x]
Unluck []
Illusory Erasure []
Lying Lights []
Harper Pin
Mielikki's Endurance [] *
Lliira's Grace [] *
Tymora's Luck [] *
Feytouched Hide Armor +3 []


Stirring Shout[x]
Song of Discord [x]
Counterpoint [x]
Headband of Intellect [_]
Sitar of restfulness [x]

  • 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 Apr 30, 2016 12:29 pm
by Fialova

Henri leaps down onto the gun deck just as two more officers unleash their blinding flashes of light, once more disorienting the surrounding Dogs. In their distracted state, the men are left vulnerable to enemy fire, and they are once more bombarded by musket balls from the other side of ship.

Barely able to keep his footing, John steps to the side and skillfully whips his chain overhead. In rapid succession he sends it flying forward, hitting two of the officers in their sides, but failing to hit his 3rd target. He grunts in pain as he pulls his weapon back, feeling the sting from earlier wounds when he moves. "It's about damn time," the man says to Henri as the younger man finally joins the fight.

Go: Liam

Mechanics
[SHOW]

Darcell: misses

Officer 5: shifts to (-Y, 17). Rejuvenating Smite on Big John, 30 vs AC = hit for 16 damage, and the officer recovers 8 hp.

Seaman 1: Shoots Liam, 18 vs AC = miss.

Officer 1: Attacks Liam, 34 vs AC = hit for 12 damage, and Liam is marked until the end of the officer's next turn.

Isabelle: can punish mark violation if she wants

Jean-Claude Olivier: Twin Shot on Liam (30 vs Reflex = hit for 7 damage) and Isabelle (39 vs Reflex = hit for 11 damage). Isabelle resists 4 of the damage.

Seaman 4: shoots Isabelle, 32 vs AC = hit 9 damage. Isabelle resists 4 of the damage.

Seaman 8: shoots Liam, 16 vs AC = critical miss.

Officer 6: Holy Blast on Isabelle (26 vs Will = hit), on Liam (20 vs Will = miss), and on Darcell (29 vs Will = hit). Isabelle and Darcell take 10 psychic damage and are marked (save ends), Isabelle resists 4 of the damage.

Big John:
Move Action: shift to (-Y, 18)

Standard Action: Second Wind
Effect: I spend a healing surge to regain hp and gain +4 to all defenses until the start of my next turn.

Action Point: Mountain Sweep on Officers 5 and 4
Attack vs Officer 5: 22 vs AC = miss
Miss: target is marked until the end of John's next turn.
Attack vs Officer 4: 29 vs AC = hit
Hit: 24 damage

Free Action: MBA on Officer 1
Trigger: hit with main-hand weapon in Dancing Defense stance
Attack: 35 vs AC = hit
Hit: 14 damage

Officer 3: moves to (-X, 16). Holy Blast on Darcell (27 vs Will = hit), Grommak (21 vs Will = miss), and Big John (28 vs Will = hit). Darcell and Big John take 11 psychic damage and are marked by the officer (save ends)

Officer 2: attacks Isabelle, 21 vs AC = miss

Henri: joins the fight at (-W, 14)

Seaman 9: shoots Liam, 29 vs AC = hit for 9 damage.

Seaman 10: shoots Isabelle, 21 vs AC = miss

Seaman 5: shoots Henri, 21 vs AC = miss

** Note: Those who didn't roll initiative are considered to still be above deck, and not yet in the fight. If you wish to have your PC join the fight in-progress, roll initiative and RP how you enter the lower deck and you will be inserted into the initiative order for the next round. **

Map
[SHOW]

Image

Map Info
[SHOW]

Masts: The 3 masts, shown by large black circle, are impassable and provide cover. If a mast blocks your line of sight to a creature completely, it has superior cover from you, and vice versa.

Upper Grates: The large wooden grates that opens up to the lower decks can be opened by single person with a strength check DC: 30, by 2 people with a strength check DC: 20 each, by 3 people with a strength check DC: 15 each, or by 4 or more people with a strength check DC: 10 each. It can be walked on like any other part of the deck, with no penalty. The grates cover the narrow staircases which lead lower into the ship, and must be opened before one can descend deeper into the hold. These two are above the players heads, one of which Grommak tossed aside.

Lower Grate: This third grate is on the lower deck, and leads ever deeper into the bowels of the ship, likely to a cargo hold or sleeping quarters. It shares the same mechanics as the other grates, but these are now below the players' feet.

Cannons: The many cannons on this deck provide cover and are not passable by normal means. To pass through a space with a cannon requires squeezing and all of the downsides that come with that, otherwise they are effectively impassable terrain. Ask if you are unsure if a move will require squeezing.

Enemy Info
[SHOW]

Seamen: Imardanian seamen are masters of combat on the decks of ships, and receive extensive training in the art. They wear padded cloth and leather uniforms and primarily fight with muskets equipped with bayonets, or knives if closed in on.

Officers: While rank and file seamen are trained to be adept with their footwork and with their guns, officer training tends to be more involved, consisting both of martial training as well as spiritual training. Their connection with the Goddess endows them with abilities beyond that of normal men, which they use to devastating effectiveness in close combat.

Jean-Claude Olivier: Jean-Claude is one of the Imardin Navy's most skilled marksmen, which has earned him a comfortable position as the marksmanship instructor at the Fort Ellis Naval Academy in Ellisport. He was apparently on the ship to track down his sister, and pretended to parley with his crew to gain time to organize a counter-attack against you.

Status
[SHOW]

28 Seaman 9 (-W, 1) | HP: 1/1 |
28 Seaman 10 (-Y, 1) | HP: 1/1 |
27 Seaman 5 (-V, 5) | HP: 1/1 |
27 Liam (-Z, 14) | HP: 56/75 | Surges: 4/9 | AP: 0/1 | Skwering Spikes, Charm of the Defender, Enemies Abound, marked (-2) until Officer 1 EONT
26 Seaman 6 (-Z, 5) | HP: 1/1 |
25 Officer 4 (-X, 15) | HP: -102/?? | Bloodied, Holy Blast, Grommak's quarry, marked (-3) by Isabelle
23 Grommak (-Y, 16) | HP: 35+10/86 | Surges: 4/9 | AP: 0/1 | Bloodied, Boots of the Fencing Master, Lashing Leaves, Cross-Body Parry, Sohei Flurry, Begin the Hunt, Blood of the Fallen, Jaws of the Wolf, Periapt of Cascading Health, marked (-2) by Officer 4 (save ends), cannot spend healing surges (save ends)
22 Isabelle (-Y, 13) | HP: 17/91 | Surges: 7/11 | AP: 0/1 | Bloodied, Foesnare, Inevitable Strike, Strength Against Strength, Dimensional Vortex, Mythal Recovery, Eldritch Quagmire, Swordmage Shielding Fire, regen 5 while bloodied, marked (-2) by Officer 6 (save ends), prepared to use immediate action (see mechanics above)
21 Seaman 7 (-V, 2) | HP: 1/1 |
21 Henri (-W, 14) | HP: 74+9/74 | Surges: 6/8 | AP: 0/1 | Warlord's Recovery, Create Opportunity, Stone of Wind, Relentless Wounding
20 Seaman 3 (-V, 9) | HP: 1/1 |
19 Darcell (-Y, 16) | HP: 9/79 | Surges: 8/10 | AP: 1/1 | Bloodied, Second Wind, Echoing Weapon, Revitalizing Incantation, Stirring Shout, Counterpoint, Sitar of Restfulness, marked (-2) by Officer 3 (save ends)
18 Officer 5 (-Y, 17) | HP: -25/?? | Holy Blast, Rejuvenating Smite, marked (-3) until Big John EONT
17 Seaman 1 (-V, 12) | HP: 1/1 |
15 Officer 1 (-Z, 14) | HP: -80/?? | Bloodied, Holy Blast, Rejuvenating Smite, marked (-3) by Isabelle
14 Jean-Claude Olivier (-Y, 5) | HP: -11/?? | Lead Bullet,
13 Seaman 4 (-Z, 9) | HP: 1/1 |
13 Seaman 8 (-Z, 2) | HP: 1/1 |
11 Officer 6 (-Z, 12) | HP: -4/?? | Holy Blast, marked (-3) until Isabelle EONT
11 Big John (-X, 16) | HP: 14/89 | Surges: 7/11 | AP: 0/1 | Bloodied, Funneling Flurry, Come and Get It, Glowering Threat, Second Wind, Mountain Sweep, Chain Ward, Tempest Dance, Staggering Spiked Chain +3, Dancing Defense, Dancing Defense stance (see combat block), +4 to defenses until SONT, marked (-2) by Officer 3 (save ends)
10 Officer 3 (-X, 16) | HP: -24/?? | Rejuvenating Smite, Holy Blast
9 Officer 2 (-Y, 12) | HP: -16/?? | Rejuvenating Smite, marked (-3) until Isabelle EONT

?? Constance (??, ??) | HP: 20/64 | Surges: 6/8 | AP: 1/1 | still above deck (not yet in fight)

Combat Block
[SHOW]

Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 14/89
Bloodied: 44
Surge Value: 22
Surges left: 7/11
Action Points: 0

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
Dancing Defense: Until the stance ends, once per round whenever I hit with my primary weapon I can choose either to make a free MBA with my off-hand weapon against a different target, or to shift 1 square and gain +3 to AC & Reflex until SONT.

Powers:

Combat Challenge
Dual Strike
Footwork Lure


Second Wind [X]
Disciplined Counter []
Stone's Endurance []
Funneling Flurry [X]
Glowering Threat [X]
Sweeping Blow []
Come and Get It [X]
Defensive Advance []
Mountain Sweep [X]


Tempest Dance [X]
Dancing Defense [X]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [X]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop

Important Features:
[SHOW]

Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind

Summary
[SHOW]

* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

  • With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

  • Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

  • Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.


Re: Blackwood's Dogs IC

Posted: Sun May 01, 2016 6:56 pm
by PureZaros

Seeing one of the officers swinging down at Liam, Isabelle momentarily shifts most of her attention to him. As the sword bites into her comrade, the officer's vision goes black for a moment, before he finds himself standing several feet away from where he was a moment ago.
"He doesn't make for a very good target, you know. That's pretty rude of ya."

MECHANICS
[SHOW]

Immediate Reaction: Aegis of Ensnarement secondary effect on Officer 1 due to mark violation.
Officer 1 is teleported to [-X, 13] and grants CA to all creatures until the end of my next turn.

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: 27+8/91
Bloodied: 45
Surge Value: 22
Surges left: 7/11
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
Regeneration 5 while bloodied
Can't spend healing surges (save ends)

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


[] Second Wind
[X] Inevitable Strike
[X] Foesnare
[X] 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
[X] 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 May 02, 2016 1:01 pm
by kalis5

Liam, cursing his luck as a blade digs into him, blinks at where the officer once was, glancing back to his new location. He grins at him, and moves so that Isabelle is between him and the officer.
"T'anks Lass! Nao, le' meh return tha favor!"

He doesn't actually move much. And the officers before him don't even really see him move, but they can feel his shadow, cast from what light of the upper deck, crawling up their stomachs. By the time they look down, the shadows have stabbed them with thin blades, weighing them down as they move.
"Sorry lads... Nothin' personal. Jus' getting tired of ya shite."

Mechanics
[SHOW]

Well since I'm not in melee... Move to -aa12 for good reasons, such as this.

Grim Shadow. A Close Blast 3 centered in -Z12. Against Will: 20(1d20) +13 = 33
JEE. ZUS.

Damage to start! Max damage! A base of 27 damage, thanks to the feat that grants +3 damage with area attacks, destructive wizardry. And for the crit damage...: 10(3d6) = 10 that makes the total 37 damage!

Second Roll on Officer 2: 19(1d20) +13 = 32

Crit thanks to Melegaunt's Darkblade property as it's my implement.

So again. Max damage is 27 for the basic strike. Total damage is that plus: 14(3d6) = 14 for 41 points of damage. Wow.

On top of that, both officers take -2 to their attack rolls until the end of my next turn. AND they take -2 to their will until the end of my next turn. Enjoy.

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: 56/75
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 [X]
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: Tue May 03, 2016 1:19 pm
by Fialova

Liam's magic is strong, though the officer's appear to resist some of its effects. As soon as Liam makes it to the other side of the cannon, he is hit by a stray bullet from one of the distant seaman. Isabelle, meanwhile, is struck from behind by one of the more weakened officers, the woman collapsing to the floor at his feet.

Go: Grommak, Isabelle

Mechanics
[SHOW]

Isabelle: punishes mark, TPs

Liam: moves/squeezes...

Officer 6: OA on Liam, 20 vs AC = miss

Liam: ...crits! x2 (some necrotic damage is resisted)

Seaman 6: attacks Liam, 28 vs AC = hit for 8 damage.

Officer 4: shifts to (-X, 14). Rejuvenating Smite on Isabelle, 40 vs AC = crit! for 22 damage (4 is resisted), and the officer regains 11 hp. Isabelle is now unconscious and dying.

Isabelle: does not regen while dying...

** Note: Those who didn't roll initiative are considered to still be above deck, and not yet in the fight. If you wish to have your PC join the fight in-progress, roll initiative and RP how you enter the lower deck and you will be inserted into the initiative order for the next round. **

Map
[SHOW]

Image

Map Info
[SHOW]

Masts: The 3 masts, shown by large black circle, are impassable and provide cover. If a mast blocks your line of sight to a creature completely, it has superior cover from you, and vice versa.

Upper Grates: The large wooden grates that opens up to the lower decks can be opened by single person with a strength check DC: 30, by 2 people with a strength check DC: 20 each, by 3 people with a strength check DC: 15 each, or by 4 or more people with a strength check DC: 10 each. It can be walked on like any other part of the deck, with no penalty. The grates cover the narrow staircases which lead lower into the ship, and must be opened before one can descend deeper into the hold. These two are above the players heads, one of which Grommak tossed aside.

Lower Grate: This third grate is on the lower deck, and leads ever deeper into the bowels of the ship, likely to a cargo hold or sleeping quarters. It shares the same mechanics as the other grates, but these are now below the players' feet.

Cannons: The many cannons on this deck provide cover and are not passable by normal means. To pass through a space with a cannon requires squeezing and all of the downsides that come with that, otherwise they are effectively impassable terrain. Ask if you are unsure if a move will require squeezing.

Enemy Info
[SHOW]

Seamen: Imardanian seamen are masters of combat on the decks of ships, and receive extensive training in the art. They wear padded cloth and leather uniforms and primarily fight with muskets equipped with bayonets, or knives if closed in on.

Officers: While rank and file seamen are trained to be adept with their footwork and with their guns, officer training tends to be more involved, consisting both of martial training as well as spiritual training. Their connection with the Goddess endows them with abilities beyond that of normal men, which they use to devastating effectiveness in close combat.

Jean-Claude Olivier: Jean-Claude is one of the Imardin Navy's most skilled marksmen, which has earned him a comfortable position as the marksmanship instructor at the Fort Ellis Naval Academy in Ellisport. He was apparently on the ship to track down his sister, and pretended to parley with his crew to gain time to organize a counter-attack against you.

Status
[SHOW]

28 Seaman 9 (-W, 1) | HP: 1/1 |
28 Seaman 10 (-Y, 1) | HP: 1/1 |
27 Seaman 5 (-V, 5) | HP: 1/1 |
27 Liam (-AA, 12) | HP: 48/75 | Surges: 4/9 | AP: 0/1 | Skwering Spikes, Charm of the Defender, Enemies Abound, Grim Shadow, marked (-2) until Officer 1 EONT
26 Seaman 6 (-Z, 5) | HP: 1/1 |
25 Officer 4 (-X, 14) | HP: -91/?? | Bloodied, Holy Blast, Rejuvenating Smite, Grommak's quarry
23 Grommak (-Y, 16) | HP: 35+10/86 | Surges: 4/9 | AP: 0/1 | Bloodied, Boots of the Fencing Master, Lashing Leaves, Cross-Body Parry, Sohei Flurry, Begin the Hunt, Blood of the Fallen, Jaws of the Wolf, Periapt of Cascading Health, marked (-2) by Officer 4 (save ends), cannot spend healing surges (save ends)
22 Isabelle (-Y, 13) | HP: -1/91 | Surges: 7/11 | AP: 0/1 | Unconscious, Dying (failed death saves 0/3), Foesnare, Inevitable Strike, Strength Against Strength, Dimensional Vortex, Mythal Recovery, Eldritch Quagmire, Swordmage Shielding Fire, regen 5 while bloodied, marked (-2) by Officer 6 (save ends)
21 Seaman 7 (-V, 2) | HP: 1/1 |
21 Henri (-W, 14) | HP: 74+9/74 | Surges: 6/8 | AP: 0/1 | Warlord's Recovery, Create Opportunity, Stone of Wind, Relentless Wounding
20 Seaman 3 (-V, 9) | HP: 1/1 |
19 Darcell (-Y, 16) | HP: 9/79 | Surges: 8/10 | AP: 1/1 | Bloodied, Second Wind, Echoing Weapon, Revitalizing Incantation, Stirring Shout, Counterpoint, Sitar of Restfulness, marked (-2) by Officer 3 (save ends)
18 Officer 5 (-Y, 17) | HP: -25/?? | Holy Blast, Rejuvenating Smite, marked (-3) until Big John EONT
17 Seaman 1 (-V, 12) | HP: 1/1 |
15 Officer 1 (-X, 13) | HP: -80/?? | Bloodied, Holy Blast, Rejuvenating Smite, granting CA until Isabelle EONT
14 Jean-Claude Olivier (-Y, 5) | HP: -11/?? | Lead Bullet,
13 Seaman 4 (-Z, 9) | HP: 1/1 |
13 Seaman 8 (-Z, 2) | HP: 1/1 |
11 Officer 6 (-Z, 12) | HP: -31/?? | Holy Blast, -2 to attack and -2 to will until Liam EONT
11 Big John (-X, 16) | HP: 14/89 | Surges: 7/11 | AP: 0/1 | Bloodied, Funneling Flurry, Come and Get It, Glowering Threat, Second Wind, Mountain Sweep, Chain Ward, Tempest Dance, Staggering Spiked Chain +3, Dancing Defense, Dancing Defense stance (see combat block), +4 to defenses until SONT, marked (-2) by Officer 3 (save ends)
10 Officer 3 (-X, 16) | HP: -24/?? | Rejuvenating Smite, Holy Blast
9 Officer 2 (-Y, 12) | HP: -47/?? | Rejuvenating Smite, -2 to attack and -2 to will until Liam EONT

?? Constance (??, ??) | HP: 20/64 | Surges: 6/8 | AP: 1/1 | still above deck (not yet in fight)

Combat Block
[SHOW]

Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 14/89
Bloodied: 44
Surge Value: 22
Surges left: 7/11
Action Points: 0

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
Dancing Defense: Until the stance ends, once per round whenever I hit with my primary weapon I can choose either to make a free MBA with my off-hand weapon against a different target, or to shift 1 square and gain +3 to AC & Reflex until SONT.

Powers:

Combat Challenge
Dual Strike
Footwork Lure


Second Wind [X]
Disciplined Counter []
Stone's Endurance []
Funneling Flurry [X]
Glowering Threat [X]
Sweeping Blow []
Come and Get It [X]
Defensive Advance []
Mountain Sweep [X]


Tempest Dance [X]
Dancing Defense [X]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [X]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop

Important Features:
[SHOW]

Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind

Summary
[SHOW]

* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

  • With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

  • Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

  • Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.


Re: Blackwood's Dogs IC

Posted: Tue May 03, 2016 1:50 pm
by ratwizard

Growing more and more irritated by the power of the Imardanian navy, Grommak charges after his quarry. "Get back here, you coward! I'm not done carving you to fucking pieces," he shouts. With a flurry of perhaps unnecessary measure, the orc's blades flash out in front of him, bringing the officer to a slumping mess on the floor of the deck.

Without any hesitation, he spins toward another officer next to him and slams his heavy scimitar into the man's core. The navyman gurgles and collapses as Grommak steps over his fallen body to take cover behind the mast. "You're gonna need more men than this, you little shit!" he shouts to Jean-Claude over the gunfire and clashing of blades.

Mechanics
[SHOW]

Standard: Frenzied Skirmish. Move to -Y14 without provoking any attacks. I make two swings. Attack 1 crits Officer 4 for 27 damage, killing him, and procs a free off-hand MBA on his dead body. I am not marked by him anymore.

Attack 2 crits Officer 1 for 20 damage, dazing him.

Attack 1: 20(1d20) +21 = 41; 3(1d10) +13 = 16
Hunter's Quarry: 4(2d6) = 4
Attack 2: 20(1d20) +16 = 36; 8(1d10) +10 = 18

Minor: Ruffling Sting on Officer 1. Hits 29 to AC, dealing 15 damage and killing him.
Attack: 14(1d20) +15 = 29; 5(1d10) +10 = 15

Move: Shift to -X13, seeking cover from the mast. I gain a +3 to AC and Reflex from feat support for this turn.

Saving Throw vs. No-Surges: 14(1d20) = 14 Saved.

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+3
Fort: 25
Reflex: 23+3
Will: 23
HP: 35+10/86
Bloodied: 43
Surge Value: 21
Surges left: 4/9
Action Points: 0

MBA: +18, 1d10+13

Resistances:
None.

Vulnerabilities:
None.

Saves:
+1 against fear, daze, domination, or stun effects.

Active Effects:

+1 AC/Ref (Shiftboots)
+2 AC/Ref (Dancing Defense)
Bloodied.

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 [x]


Jaws of the Wolf [x]
Frenzied Skirmish [x]
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: Wed May 04, 2016 12:29 pm
by PureZaros
MECHANICS
[SHOW]

Death saving throw: 9
I'm with Scratch on this one. Wal is literally Hitler.

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: -1/91
Bloodied: 45
Surge Value: 22
Surges left: 7/11
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
Regeneration 5 while bloodied
Can't spend healing surges (save ends)

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


[] Second Wind
[X] Inevitable Strike
[X] Foesnare
[X] 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
[X] 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: Thu May 05, 2016 7:47 pm
by Fialova

"You'd not even be alive to make such taunts had this fight begun with a head-on encounter," the Imardanian retorts. "And we'd not even be having this fight if you lot had any honor amongst you."

Go: Henri

Mechanics
[SHOW]

Grommak: moves, crits! & kills, crits! again, hits, saves

Isabelle: fails first death save

Seaman 7: attacks Henri, 30 vs AC = hit for 7 damage.

** Note: Those who didn't roll initiative are considered to still be above deck, and not yet in the fight. If you wish to have your PC join the fight in-progress, roll initiative and RP how you enter the lower deck and you will be inserted into the initiative order for the next round. **

Map
[SHOW]

Image

Map Info
[SHOW]

Masts: The 3 masts, shown by large black circle, are impassable and provide cover. If a mast blocks your line of sight to a creature completely, it has superior cover from you, and vice versa.

Upper Grates: The large wooden grates that opens up to the lower decks can be opened by single person with a strength check DC: 30, by 2 people with a strength check DC: 20 each, by 3 people with a strength check DC: 15 each, or by 4 or more people with a strength check DC: 10 each. It can be walked on like any other part of the deck, with no penalty. The grates cover the narrow staircases which lead lower into the ship, and must be opened before one can descend deeper into the hold. These two are above the players heads, one of which Grommak tossed aside.

Lower Grate: This third grate is on the lower deck, and leads ever deeper into the bowels of the ship, likely to a cargo hold or sleeping quarters. It shares the same mechanics as the other grates, but these are now below the players' feet.

Cannons: The many cannons on this deck provide cover and are not passable by normal means. To pass through a space with a cannon requires squeezing and all of the downsides that come with that, otherwise they are effectively impassable terrain. Ask if you are unsure if a move will require squeezing.

Enemy Info
[SHOW]

Seamen: Imardanian seamen are masters of combat on the decks of ships, and receive extensive training in the art. They wear padded cloth and leather uniforms and primarily fight with muskets equipped with bayonets, or knives if closed in on.

Officers: While rank and file seamen are trained to be adept with their footwork and with their guns, officer training tends to be more involved, consisting both of martial training as well as spiritual training. Their connection with the Goddess endows them with abilities beyond that of normal men, which they use to devastating effectiveness in close combat.

Jean-Claude Olivier: Jean-Claude is one of the Imardin Navy's most skilled marksmen, which has earned him a comfortable position as the marksmanship instructor at the Fort Ellis Naval Academy in Ellisport. He was apparently on the ship to track down his sister, and pretended to parley with his crew to gain time to organize a counter-attack against you.

Status
[SHOW]

28 Seaman 9 (-W, 1) | HP: 1/1 |
28 Seaman 10 (-Y, 1) | HP: 1/1 |
27 Seaman 5 (-V, 5) | HP: 1/1 |
27 Liam (-AA, 12) | HP: 48/75 | Surges: 4/9 | AP: 0/1 | Skwering Spikes, Charm of the Defender, Enemies Abound, Grim Shadow,
26 Seaman 6 (-Z, 5) | HP: 1/1 |
25 Officer 4 (-X, 14) | HP: -118/?? | Bloodied, Holy Blast, Rejuvenating Smite, Grommak's quarry
23 Grommak (-X, 13) | HP: 35+10/86 | Surges: 4/9 | AP: 0/1 | Bloodied, Boots of the Fencing Master, Lashing Leaves, Cross-Body Parry, Sohei Flurry, Ruffling String, Begin the Hunt, Blood of the Fallen, Jaws of the Wolf, Periapt of Cascading Health, Frenzied Skirmish, +2 to AC & Reflex until SONT, +1 to AC & Reflex until EONT
22 Isabelle (-Y, 13) | HP: -1/91 | Surges: 7/11 | AP: 0/1 | Unconscious, Dying (failed death saves 1/3), Foesnare, Inevitable Strike, Strength Against Strength, Dimensional Vortex, Mythal Recovery, Eldritch Quagmire, Swordmage Shielding Fire, regen 5 while bloodied, marked (-2) by Officer 6 (save ends)
21 Seaman 7 (-V, 2) | HP: 1/1 |
21 Henri (-W, 14) | HP: 74+2/74 | Surges: 6/8 | AP: 0/1 | Warlord's Recovery, Create Opportunity, Stone of Wind, Relentless Wounding
20 Seaman 3 (-V, 9) | HP: 1/1 |
19 Darcell (-Y, 16) | HP: 9/79 | Surges: 8/10 | AP: 1/1 | Bloodied, Second Wind, Echoing Weapon, Revitalizing Incantation, Stirring Shout, Counterpoint, Sitar of Restfulness, marked (-2) by Officer 3 (save ends)
18 Officer 5 (-Y, 17) | HP: -25/?? | Holy Blast, Rejuvenating Smite, marked (-3) until Big John EONT
17 Seaman 1 (-V, 12) | HP: 1/1 |
15 Officer 1 (-X, 13) | HP: -115/?? | Bloodied, Holy Blast, Rejuvenating Smite
14 Jean-Claude Olivier (-Y, 5) | HP: -11/?? | Lead Bullet,
13 Seaman 4 (-Z, 9) | HP: 1/1 |
13 Seaman 8 (-Z, 2) | HP: 1/1 |
11 Officer 6 (-Z, 12) | HP: -31/?? | Holy Blast, -2 to attack and -2 to will until Liam EONT
11 Big John (-X, 16) | HP: 14/89 | Surges: 7/11 | AP: 0/1 | Bloodied, Funneling Flurry, Come and Get It, Glowering Threat, Second Wind, Mountain Sweep, Chain Ward, Tempest Dance, Staggering Spiked Chain +3, Dancing Defense, Dancing Defense stance (see combat block), +4 to defenses until SONT, marked (-2) by Officer 3 (save ends)
10 Officer 3 (-X, 16) | HP: -24/?? | Rejuvenating Smite, Holy Blast
9 Officer 2 (-Y, 12) | HP: -47/?? | Rejuvenating Smite, -2 to attack and -2 to will until Liam EONT

?? Constance (??, ??) | HP: 20/64 | Surges: 6/8 | AP: 1/1 | still above deck (not yet in fight)

Combat Block
[SHOW]

Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 14/89
Bloodied: 44
Surge Value: 22
Surges left: 7/11
Action Points: 0

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
Dancing Defense: Until the stance ends, once per round whenever I hit with my primary weapon I can choose either to make a free MBA with my off-hand weapon against a different target, or to shift 1 square and gain +3 to AC & Reflex until SONT.

Powers:

Combat Challenge
Dual Strike
Footwork Lure


Second Wind [X]
Disciplined Counter []
Stone's Endurance []
Funneling Flurry [X]
Glowering Threat [X]
Sweeping Blow []
Come and Get It [X]
Defensive Advance []
Mountain Sweep [X]


Tempest Dance [X]
Dancing Defense [X]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [X]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop

Important Features:
[SHOW]

Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind

Summary
[SHOW]

* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

  • With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

  • Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

  • Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.


Re: Blackwood's Dogs IC

Posted: Thu May 05, 2016 8:57 pm
by Scratcherclaw

Henri groans as he hops down and sees the large amount of sailors, ready to slay their pirate adversaries. Idiots... Look what they got themselves into. Looking over, he spots his brash comrade on the ground. Rolling his eyes, he shouts, "Get up off the ground, you slug!"

Seeing Big John struggling as well, he gestures to Grommak to help the goliath-like man. Henri fires a swift bullet at the officer before Big John, piercing his flesh. Grommak, however, isn't as successful.

Mechanics
[SHOW]

Minor: Inspiring Word on Isabelle
7(3d6) +22 = 29
Isabelle regains 29HP

Standard: On My Mark on Officer 5
Before attack: Grommak shifts to -Y16
Attack: 16(1d20) +17 = 33 vs AC = Hit
Damage: 5(1d6) +10 = 15
Attack: 2(1d20) +23 = 25 vs AC = Miss

Ready Action: Shifting Tides
If an enemy enters a square adjacent to me, I can shift up to half my speed, ignoring difficult terrain. The first time I hit the triggering enemy before EONT, it is immobilized

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: 74/74 +2THP
Bloodied: 37
Surge Value: 18
Surges left: 6/8
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] [] []
Vengeance is Mine []
Race the Arrow []
On My Mark [X]
Tempest of Triumph []
Lifeblood []
Inspiring Belligerence []
Dragon's Tenacity []
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: Tue May 10, 2016 5:45 pm
by Fialova

As Henri focuses on the officer, one of the other sailors takes the opportunity to shoot the distracted ex-seaman.

Go: Darcell

Mechanics
[SHOW]

Henri: heals, hits & grants attack...

Grommak: shifts, misses

Henri: ...readies immediate action (see mechanics above)

Seaman 3: shoots Henri, 29 vs AC = hit for 10 damage.

** Note: Those who didn't roll initiative are considered to still be above deck, and not yet in the fight. If you wish to have your PC join the fight in-progress, roll initiative and RP how you enter the lower deck and you will be inserted into the initiative order for the next round. **

Map
[SHOW]

Image

Map Info
[SHOW]

Masts: The 3 masts, shown by large black circle, are impassable and provide cover. If a mast blocks your line of sight to a creature completely, it has superior cover from you, and vice versa.

Upper Grates: The large wooden grates that opens up to the lower decks can be opened by single person with a strength check DC: 30, by 2 people with a strength check DC: 20 each, by 3 people with a strength check DC: 15 each, or by 4 or more people with a strength check DC: 10 each. It can be walked on like any other part of the deck, with no penalty. The grates cover the narrow staircases which lead lower into the ship, and must be opened before one can descend deeper into the hold. These two are above the players heads, one of which Grommak tossed aside.

Lower Grate: This third grate is on the lower deck, and leads ever deeper into the bowels of the ship, likely to a cargo hold or sleeping quarters. It shares the same mechanics as the other grates, but these are now below the players' feet.

Cannons: The many cannons on this deck provide cover and are not passable by normal means. To pass through a space with a cannon requires squeezing and all of the downsides that come with that, otherwise they are effectively impassable terrain. Ask if you are unsure if a move will require squeezing.

Enemy Info
[SHOW]

Seamen: Imardanian seamen are masters of combat on the decks of ships, and receive extensive training in the art. They wear padded cloth and leather uniforms and primarily fight with muskets equipped with bayonets, or knives if closed in on.

Officers: While rank and file seamen are trained to be adept with their footwork and with their guns, officer training tends to be more involved, consisting both of martial training as well as spiritual training. Their connection with the Goddess endows them with abilities beyond that of normal men, which they use to devastating effectiveness in close combat.

Jean-Claude Olivier: Jean-Claude is one of the Imardin Navy's most skilled marksmen, which has earned him a comfortable position as the marksmanship instructor at the Fort Ellis Naval Academy in Ellisport. He was apparently on the ship to track down his sister, and pretended to parley with his crew to gain time to organize a counter-attack against you.

Status
[SHOW]

28 Seaman 9 (-W, 1) | HP: 1/1 |
28 Seaman 10 (-Y, 1) | HP: 1/1 |
27 Seaman 5 (-V, 5) | HP: 1/1 |
27 Liam (-AA, 12) | HP: 48/75 | Surges: 4/9 | AP: 0/1 | Skwering Spikes, Charm of the Defender, Enemies Abound, Grim Shadow,
26 Seaman 6 (-Z, 5) | HP: 1/1 |
23 Grommak (-Y, 16) | HP: 35+10/86 | Surges: 4/9 | AP: 0/1 | Bloodied, Boots of the Fencing Master, Lashing Leaves, Cross-Body Parry, Sohei Flurry, Ruffling String, Begin the Hunt, Blood of the Fallen, Jaws of the Wolf, Periapt of Cascading Health, Frenzied Skirmish, +2 to AC & Reflex until SONT, +1 to AC & Reflex until EONT
22 Isabelle (-Y, 13) | HP: 29/91 | Surges: 6/11 | AP: 0/1 | Bloodied, (failed death saves 1/3), Foesnare, Inevitable Strike, Strength Against Strength, Dimensional Vortex, Mythal Recovery, Eldritch Quagmire, Swordmage Shielding Fire, regen 5 while bloodied, marked (-2) by Officer 6 (save ends)
21 Seaman 7 (-V, 2) | HP: 1/1 |
21 Henri (-W, 14) | HP: 66/74 | Surges: 6/8 | AP: 0/1 | Inspiring Word (1/3), On My Mark, Warlord's Recovery, Create Opportunity, Stone of Wind, Relentless Wounding, prepared to use immediate action (see mechanics above)
20 Seaman 3 (-V, 9) | HP: 1/1 |
19 Darcell (-Y, 16) | HP: 9/79 | Surges: 8/10 | AP: 1/1 | Bloodied, Second Wind, Echoing Weapon, Revitalizing Incantation, Stirring Shout, Counterpoint, Sitar of Restfulness, marked (-2) by Officer 3 (save ends)
18 Officer 5 (-Y, 17) | HP: -40/?? | Holy Blast, Rejuvenating Smite, marked (-3) until Big John EONT
17 Seaman 1 (-V, 12) | HP: 1/1 |
14 Jean-Claude Olivier (-Y, 5) | HP: -11/?? | Lead Bullet,
13 Seaman 4 (-Z, 9) | HP: 1/1 |
13 Seaman 8 (-Z, 2) | HP: 1/1 |
11 Officer 6 (-Z, 12) | HP: -31/?? | Holy Blast, -2 to attack and -2 to will until Liam EONT
11 Big John (-X, 16) | HP: 14/89 | Surges: 7/11 | AP: 0/1 | Bloodied, Funneling Flurry, Come and Get It, Glowering Threat, Second Wind, Mountain Sweep, Chain Ward, Tempest Dance, Staggering Spiked Chain +3, Dancing Defense, Dancing Defense stance (see combat block), +4 to defenses until SONT, marked (-2) by Officer 3 (save ends)
10 Officer 3 (-X, 16) | HP: -24/?? | Rejuvenating Smite, Holy Blast
9 Officer 2 (-Y, 12) | HP: -47/?? | Rejuvenating Smite, -2 to attack and -2 to will until Liam EONT

?? Constance (??, ??) | HP: 20/64 | Surges: 6/8 | AP: 1/1 | still above deck (not yet in fight)

Combat Block
[SHOW]

Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 14/89
Bloodied: 44
Surge Value: 22
Surges left: 7/11
Action Points: 0

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
Dancing Defense: Until the stance ends, once per round whenever I hit with my primary weapon I can choose either to make a free MBA with my off-hand weapon against a different target, or to shift 1 square and gain +3 to AC & Reflex until SONT.

Powers:

Combat Challenge
Dual Strike
Footwork Lure


Second Wind [X]
Disciplined Counter []
Stone's Endurance []
Funneling Flurry [X]
Glowering Threat [X]
Sweeping Blow []
Come and Get It [X]
Defensive Advance []
Mountain Sweep [X]


Tempest Dance [X]
Dancing Defense [X]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [X]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop

Important Features:
[SHOW]

Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind

Summary
[SHOW]

* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

  • With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

  • Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

  • Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.


Re: Blackwood's Dogs IC

Posted: Tue May 10, 2016 6:02 pm
by Namelessjake

Darcell quickly unleashes a flurry of spells targeted at the navy seamen firing on the dogs. One succumbs to the attacks, but with another few words Darcell and John, the two most injured of the dogs, begin to shimmer before disappearing into thin air.

Mechanics
[SHOW]

Move: Shift to (-Y, 14)

Standard: Vicious Mockery on Seaman 1.

28 vs AC = hit

15(1d20) +13 = 28

Use action point -> Big John and Darcell become invisible until the start of my next turn

Action->Standard: Vicious Mockery on Seaman 3

21 vs AC = miss

8(1d20) +13 = 21

No Action Lliira's Grace adds 1 to the roll...

1(1d6) = 1

saves vs mark 19(1d20) = 19

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, Gleiosian, 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: 9/79
Bloodied: 39
Surge Value: 20
Surges left: 8/10
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 [x]
Guardian's Counter []
Demoralizing Strike []
Majestic Word [x][] **
Words of Friendship []
Blunder [x]
Moment of Escape []
Echoing Weapon [x]
Revitalizing Incantation [x]
Unluck []
Illusory Erasure []
Lying Lights []
Harper Pin
Mielikki's Endurance [x] *
Lliira's Grace [x] *
Tymora's Luck [x] *
Feytouched Hide Armor +3 [_]


Stirring Shout[x]
Song of Discord [x]
Counterpoint [x]
Headband of Intellect [_]
Sitar of restfulness [x]

  • 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 May 11, 2016 3:10 pm
by Fialova

One of the officers takes a swing at John just before he vanishes from sight, his blow easily avoided by the now-invisible man. Ignoring his current foe, John rushes to the front lines of the fight to aid the Dirge and Isabelle, taking advantage of his temporary invisibility to easily hit the officers nearby.

One of the men retaliates, unleashing yet another brilliant flash of light. Most are able to notice his movements and shield their eyes in time, though Liam is not so fortunate. The power of the spell causes him to collapse to the ground, the second Dog to do so in the battle. As he falls the bullets continue to fly, some finding their marks while others embed themselves in the hull of the ship.

Go: Liam

Mechanics
[SHOW]

Darcell: shifts, hits & kills, Action Points -> grants invisibility, misses, saves

Officer 5: shifts to (-Z, 18). Attacks Big John, 28 vs AC = miss...

Big John:
Immediate Reaction: Disciplined Counter on Officer 5
Attack: 21 vs Reflex = miss

Jean-Claude Olivier: Twin Shot on Liam (30 vs Reflex = hit for 13 damage) and Isabelle (25 vs Reflex = hit for 13 damage [4 is resisted]). Liam is bloodied.

Seaman 4: shoots Liam, 35 vs AC = crit! for 12 damage.

Seaman 8: shoots Isabelle, 29 vs AC = miss

Officer 6: shifts to (-AA, 11). Rejuvenating Smite on Liam, 35 vs AC = hit for 16 damage, and the officer regains 8 hp.

Big John:
Move Action: Defensive Advance
Effect: gain +3 to defenses until the end of my next turn, and shift to (-Z, 12).

Standard Action: Sweeping Blow
Attack vs Officer 2: 33 vs AC = hit
Attack vs Officer 6: 38 vs AC = hit
Hit: 16 damage, and both targets are marked until the end of my next turn. Officer 2 is bloodied.

Free Action: MBA on Seaman 4
Trigger: hit with main hand weapon while in Dancing Defense stance
Attack: 30 vs AC = hit
Hit: heded

Save vs mark: 20 = success

Officer 3: shifts to (-X, 15)...

Henri:
Immediate Reaction: Shifting Tides
Effect: shifts to (-Z, 14). The first time he hits Officer 3 before the end of his next turn, the target is immobilized (save ends).

Officer 3: ...attacks Grommak, 29 vs AC = hit for 14 damage, and Rejuvenating Smite recharges.

Officer 2: Holy Blast on Liam (33 vs Will = hit), Big John (16 vs Will = miss), Henri (18 vs Will = miss), Darcell (20 vs Will = miss), and Isabelle (16 vs Will = miss). Liam takes 11 psychic damage and is marked (save ends). Liam is now unconscious and dying.

Seaman 9: shoots Henri, 29 vs AC = hit for 8 damage.

Seaman 10: shoots Henri, 23 vs AC = hit for 11 damage.

Seaman 5: shoots Isabelle, 21 vs AC = miss.

** Note: Those who didn't roll initiative are considered to still be above deck, and not yet in the fight. If you wish to have your PC join the fight in-progress, roll initiative and RP how you enter the lower deck and you will be inserted into the initiative order for the next round. **

Map
[SHOW]

Image

Map Info
[SHOW]

Masts: The 3 masts, shown by large black circle, are impassable and provide cover. If a mast blocks your line of sight to a creature completely, it has superior cover from you, and vice versa.

Upper Grates: The large wooden grates that opens up to the lower decks can be opened by single person with a strength check DC: 30, by 2 people with a strength check DC: 20 each, by 3 people with a strength check DC: 15 each, or by 4 or more people with a strength check DC: 10 each. It can be walked on like any other part of the deck, with no penalty. The grates cover the narrow staircases which lead lower into the ship, and must be opened before one can descend deeper into the hold. These two are above the players heads, one of which Grommak tossed aside.

Lower Grate: This third grate is on the lower deck, and leads ever deeper into the bowels of the ship, likely to a cargo hold or sleeping quarters. It shares the same mechanics as the other grates, but these are now below the players' feet.

Cannons: The many cannons on this deck provide cover and are not passable by normal means. To pass through a space with a cannon requires squeezing and all of the downsides that come with that, otherwise they are effectively impassable terrain. Ask if you are unsure if a move will require squeezing.

Enemy Info
[SHOW]

Seamen: Imardanian seamen are masters of combat on the decks of ships, and receive extensive training in the art. They wear padded cloth and leather uniforms and primarily fight with muskets equipped with bayonets, or knives if closed in on.

Officers: While rank and file seamen are trained to be adept with their footwork and with their guns, officer training tends to be more involved, consisting both of martial training as well as spiritual training. Their connection with the Goddess endows them with abilities beyond that of normal men, which they use to devastating effectiveness in close combat.

Jean-Claude Olivier: Jean-Claude is one of the Imardin Navy's most skilled marksmen, which has earned him a comfortable position as the marksmanship instructor at the Fort Ellis Naval Academy in Ellisport. He was apparently on the ship to track down his sister, and pretended to parley with his crew to gain time to organize a counter-attack against you.

Status
[SHOW]

28 Seaman 9 (-W, 1) | HP: 1/1 |
28 Seaman 10 (-Y, 1) | HP: 1/1 |
27 Seaman 5 (-V, 5) | HP: 1/1 |
27 Liam (-AA, 12) | HP: -4/75 | Surges: 4/9 | AP: 0/1 | Unconscious, Dying, (failed death saves 0/3) Skwering Spikes, Charm of the Defender, Enemies Abound, Grim Shadow, marked (-2) by Officer 2 (save ends)
26 Seaman 6 (-Z, 5) | HP: 1/1 |
23 Grommak (-Y, 16) | HP: 31/86 | Surges: 4/9 | AP: 0/1 | Bloodied, Boots of the Fencing Master, Lashing Leaves, Cross-Body Parry, Sohei Flurry, Ruffling String, Begin the Hunt, Blood of the Fallen, Jaws of the Wolf, Periapt of Cascading Health, Frenzied Skirmish, +2 to AC & Reflex until SONT, +1 to AC & Reflex until EONT
22 Isabelle (-Y, 13) | HP: 20/91 | Surges: 6/11 | AP: 0/1 | Bloodied, (failed death saves 1/3), Foesnare, Inevitable Strike, Strength Against Strength, Dimensional Vortex, Mythal Recovery, Eldritch Quagmire, Swordmage Shielding Fire, regen 5 while bloodied, marked (-2) by Officer 6 (save ends)
21 Seaman 7 (-V, 2) | HP: 1/1 |
21 Henri (-Z, 14) | HP: 47/74 | Surges: 6/8 | AP: 0/1 | Inspiring Word (1/3), On My Mark, Shifting Tides, Warlord's Recovery, Create Opportunity, Stone of Wind, Relentless Wounding, first time he hits Officer 3 before his EONT the target is immobilized (save ends)
20 Seaman 3 (-V, 9) | HP: 1/1 |
19 Darcell (-Y, 14) | HP: 9/79 | Surges: 8/10 | AP: 0/1 | Bloodied, Second Wind, Echoing Weapon, Revitalizing Incantation, Lliira's Grace*, Stirring Shout, Counterpoint, Sitar of Restfulness, invisible (has total concealment, CA, and doesn't provoke OAs) until SONT
18 Officer 5 (-Z, 18) | HP: -40/?? | Holy Blast, Rejuvenating Smite
17 Seaman 1 (-V, 12) | HP: 1/1 |
14 Jean-Claude Olivier (-Y, 5) | HP: -11/?? | Lead Bullet
13 Seaman 4 (-Z, 9) | HP: 1/1 |
13 Seaman 8 (-Z, 2) | HP: 1/1 |
11 Officer 6 (-AA, 11) | HP: -39/?? | Holy Blast, Rejuvenating Smite, -2 to attack and -2 to will until Liam EONT, marked (-3) until Big John EONT
11 Big John (-Z, 12) | HP: 14/89 | Surges: 7/11 | AP: 0/1 | Bloodied, Funneling Flurry, Come and Get It, Glowering Threat, Second Wind, Mountain Sweep, Disciplined Counter, Defensive Advance, Sweeping Blow, Chain Ward, Tempest Dance, Staggering Spiked Chain +3, Dancing Defense, Dancing Defense stance (see combat block), +3 to defenses until EONT, invisible (has total concealment, CA, and doesn't provoke OAs) until Darcell SONT
10 Officer 3 (-X, 15) | HP: -24/?? | Holy Blast
9 Officer 2 (-Y, 12) | HP: -63/?? | Bloodied, Rejuvenating Smite, Holy Blast, -2 to attack and -2 to will until Liam EONT, marked (-3) until Big John EONT

?? Constance (??, ??) | HP: 20/64 | Surges: 6/8 | AP: 1/1 | still above deck (not yet in fight)

Combat Block
[SHOW]

Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 14/89
Bloodied: 44
Surge Value: 22
Surges left: 7/11
Action Points: 0

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
Dancing Defense: Until the stance ends, once per round whenever I hit with my primary weapon I can choose either to make a free MBA with my off-hand weapon against a different target, or to shift 1 square and gain +3 to AC & Reflex until SONT.

Powers:

Combat Challenge
Dual Strike
Footwork Lure


Second Wind [X]
Disciplined Counter [X]
Stone's Endurance [_]
Funneling Flurry [X]
Glowering Threat [X]
Sweeping Blow [X]
Come and Get It [X]
Defensive Advance [X]
Mountain Sweep [X]


Tempest Dance [X]
Dancing Defense [X]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [X]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop

Important Features:
[SHOW]

Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind

Summary
[SHOW]

* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

  • With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

  • Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

  • Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.


Re: Blackwood's Dogs IC

Posted: Wed May 11, 2016 3:19 pm
by Namelessjake
Mechanics
[SHOW]

Virtue of Cunning: Officer 2 misses Big John, slide Big John to (-Y, 11), and Grommak gains Combat Advantage against the target of his next attack.


Re: Blackwood's Dogs IC

Posted: Wed May 11, 2016 5:43 pm
by kalis5
Mechanics
[SHOW]

Saving throw against death... Wish me luck?: 13(1d20) = 13
Phew...


Re: Blackwood's Dogs IC

Posted: Thu May 12, 2016 8:14 pm
by Fialova

As John repositions himself, taking advantage of his opponent's poor accuracy, one of the seaman tries and fails to hit the invisible giant of a man.

Go: Grommak, Isabelle

Mechanics
[SHOW]

Drake: slides John, buffs Grommak

Liam: doesn't fail death save

Seaman 6: attacks Big John, 26 vs AC = miss

Isabelle: regains 5 hp...

** Note: Those who didn't roll initiative are considered to still be above deck, and not yet in the fight. If you wish to have your PC join the fight in-progress, roll initiative and RP how you enter the lower deck and you will be inserted into the initiative order for the next round. **

Map
[SHOW]

Image

Map Info
[SHOW]

Masts: The 3 masts, shown by large black circle, are impassable and provide cover. If a mast blocks your line of sight to a creature completely, it has superior cover from you, and vice versa.

Upper Grates: The large wooden grates that opens up to the lower decks can be opened by single person with a strength check DC: 30, by 2 people with a strength check DC: 20 each, by 3 people with a strength check DC: 15 each, or by 4 or more people with a strength check DC: 10 each. It can be walked on like any other part of the deck, with no penalty. The grates cover the narrow staircases which lead lower into the ship, and must be opened before one can descend deeper into the hold. These two are above the players heads, one of which Grommak tossed aside.

Lower Grate: This third grate is on the lower deck, and leads ever deeper into the bowels of the ship, likely to a cargo hold or sleeping quarters. It shares the same mechanics as the other grates, but these are now below the players' feet.

Cannons: The many cannons on this deck provide cover and are not passable by normal means. To pass through a space with a cannon requires squeezing and all of the downsides that come with that, otherwise they are effectively impassable terrain. Ask if you are unsure if a move will require squeezing.

Enemy Info
[SHOW]

Seamen: Imardanian seamen are masters of combat on the decks of ships, and receive extensive training in the art. They wear padded cloth and leather uniforms and primarily fight with muskets equipped with bayonets, or knives if closed in on.

Officers: While rank and file seamen are trained to be adept with their footwork and with their guns, officer training tends to be more involved, consisting both of martial training as well as spiritual training. Their connection with the Goddess endows them with abilities beyond that of normal men, which they use to devastating effectiveness in close combat.

Jean-Claude Olivier: Jean-Claude is one of the Imardin Navy's most skilled marksmen, which has earned him a comfortable position as the marksmanship instructor at the Fort Ellis Naval Academy in Ellisport. He was apparently on the ship to track down his sister, and pretended to parley with his crew to gain time to organize a counter-attack against you.

Status
[SHOW]

28 Seaman 9 (-W, 1) | HP: 1/1 |
28 Seaman 10 (-Y, 1) | HP: 1/1 |
27 Seaman 5 (-V, 5) | HP: 1/1 |
27 Liam (-AA, 12) | HP: -4/75 | Surges: 4/9 | AP: 0/1 | Unconscious, Dying, (failed death saves 0/3) Skwering Spikes, Charm of the Defender, Enemies Abound, Grim Shadow, marked (-2) by Officer 2 (save ends)
26 Seaman 6 (-Z, 5) | HP: 1/1 |
23 Grommak (-Y, 16) | HP: 31/86 | Surges: 4/9 | AP: 0/1 | Bloodied, Boots of the Fencing Master, Lashing Leaves, Cross-Body Parry, Sohei Flurry, Ruffling String, Begin the Hunt, Blood of the Fallen, Jaws of the Wolf, Periapt of Cascading Health, Frenzied Skirmish, +1 to AC & Reflex until EONT, has CA against the target of his next attack
22 Isabelle (-Y, 13) | HP: 25/91 | Surges: 6/11 | AP: 0/1 | Bloodied, (failed death saves 1/3), Foesnare, Inevitable Strike, Strength Against Strength, Dimensional Vortex, Mythal Recovery, Eldritch Quagmire, Swordmage Shielding Fire, regen 5 while bloodied, marked (-2) by Officer 6 (save ends)
21 Seaman 7 (-V, 2) | HP: 1/1 |
21 Henri (-Z, 14) | HP: 47/74 | Surges: 6/8 | AP: 0/1 | Inspiring Word (1/3), On My Mark, Shifting Tides, Warlord's Recovery, Create Opportunity, Stone of Wind, Relentless Wounding, first time he hits Officer 3 before his EONT the target is immobilized (save ends)
20 Seaman 3 (-V, 9) | HP: 1/1 |
19 Darcell (-Y, 14) | HP: 9/79 | Surges: 8/10 | AP: 0/1 | Bloodied, Second Wind, Echoing Weapon, Revitalizing Incantation, Lliira's Grace*, Stirring Shout, Counterpoint, Sitar of Restfulness, invisible (has total concealment, CA, and doesn't provoke OAs) until SONT
18 Officer 5 (-Z, 18) | HP: -40/?? | Holy Blast, Rejuvenating Smite
14 Jean-Claude Olivier (-Y, 5) | HP: -11/?? | Lead Bullet
13 Seaman 8 (-Z, 2) | HP: 1/1 |
11 Officer 6 (-AA, 11) | HP: -39/?? | Holy Blast, Rejuvenating Smite, marked (-3) until Big John EONT
11 Big John (-Y, 11) | HP: 14/89 | Surges: 7/11 | AP: 0/1 | Bloodied, Funneling Flurry, Come and Get It, Glowering Threat, Second Wind, Mountain Sweep, Disciplined Counter, Defensive Advance, Sweeping Blow, Chain Ward, Tempest Dance, Staggering Spiked Chain +3, Dancing Defense, Dancing Defense stance (see combat block), +3 to defenses until EONT, invisible (has total concealment, CA, and doesn't provoke OAs) until Darcell SONT
10 Officer 3 (-X, 15) | HP: -24/?? | Holy Blast
9 Officer 2 (-Y, 12) | HP: -63/?? | Bloodied, Rejuvenating Smite, Holy Blast, marked (-3) until Big John EONT

?? Constance (??, ??) | HP: 20/64 | Surges: 6/8 | AP: 1/1 | still above deck (not yet in fight)

Combat Block
[SHOW]

Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 14/89
Bloodied: 44
Surge Value: 22
Surges left: 7/11
Action Points: 0

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
Dancing Defense: Until the stance ends, once per round whenever I hit with my primary weapon I can choose either to make a free MBA with my off-hand weapon against a different target, or to shift 1 square and gain +3 to AC & Reflex until SONT.

Powers:

Combat Challenge
Dual Strike
Footwork Lure


Second Wind [X]
Disciplined Counter [X]
Stone's Endurance [_]
Funneling Flurry [X]
Glowering Threat [X]
Sweeping Blow [X]
Come and Get It [X]
Defensive Advance [X]
Mountain Sweep [X]


Tempest Dance [X]
Dancing Defense [X]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [X]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop

Important Features:
[SHOW]

Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind

Summary
[SHOW]

* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

  • With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

  • Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

  • Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.


Re: Blackwood's Dogs IC

Posted: Thu May 12, 2016 9:27 pm
by ratwizard

Seeing his comrades begin to falter, Grommak stands strong in the fray of the battle. With a careless charge past one of the officers, he crashes into the heated melee of another enemy engaged with Isabelle and Big John. The orc lashes out with his scimitar and cutlass, his blades finding purchase in the man's torso, killing him outright. Feeling a sense of pride and recklessness, the swashbuckler slips behind a close-by cannon. I'll fucking hack and slash through all of these navy bastards to get to that real, special cunt-of-a-navyman back there, he swears.

Mechanics
[SHOW]

Minor: Hunter's Quarry on Officer 2.

Standard: Attacks on the Run, moving to -X13, provoking an OA from Officer 3. (Remember +2 vs OAs and my +1 to AC/Ref) I make two attacks on Officer 2, first of which has CA. Attack 1 hits AC 28 for 28+7=35 damage. Attack 2 hits AC 28 [again :^) ] for 27 damage, killing Occifer 2.
Attack 1: 7(1d20) +21 = 28; 15(3d10) +13 = 28
HQ: 7(2d6) = 7
Attack 2: 12(1d20) +16 = 28; 17(3d10) +10 = 27

Move: Invigorating Stride, motherfucker! Shift to -V10. Grommak uses his Second Wind, gaining +2 to def and 21 HP, now at 52 HP.

Dat +5 to defenses

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+3
Fort: 25
Reflex: 23+3
Will: 23
HP: 52/86
Bloodied: 43
Surge Value: 21
Surges left: 3/9
Action Points: 0

MBA: +18, 1d10+13

Resistances:
None.

Vulnerabilities:
None.

Saves:
+1 against fear, daze, domination, or stun effects.

Active Effects:

+1 AC/Ref (Shiftboots)
+2 AC/Ref (Dancing Defense)
+2 Def (2nd Wind)
Partial Cover vs minions/boss? (Cannons)

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 [x]


Jaws of the Wolf [x]
Frenzied Skirmish [x]
Begin the Hunt [x]
Attacks on the Run [x]
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 May 17, 2016 6:53 pm
by PureZaros

Stumbling back to her feet as she regains consciousness, Isabelle lurches towards another officer, swinging wildly with her blade at the man's legs. The blade impacts against a nearby cannon, deflecting off and spraying sparks as it whizzes past her target. Damn, that probably put another notch in it...

MECHANICS
[SHOW]

Minor Action: Acrobat Boots to stand.

Move Action: Shift to [-Z, 11]

Standard Action: Frigid Blade on Officer 6
Attack: 24 vs AC
Hit: Fuck you Wal.

End of Turn Save: 10
Save vs markOH MY GOD SOMETHING WORKED

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: 25/91
Bloodied: 45
Surge Value: 22
Surges left: 7/11
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
Regeneration 5 while bloodied
Can't spend healing surges (save ends)

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


[] Second Wind
[X] Inevitable Strike
[X] Foesnare
[X] 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
[X] 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 May 18, 2016 10:51 am
by Fialova

Grommak's assault against one officer does not come without a price. As he rushes past another of the men to reach his prey, he takes a painful blow to his side. A sailor in the distance also launches his own attack against the man, though his is less effective.

Go: Henri

Mechanics
[SHOW]

Grommak: quarries, moves...

Officer 3: OA on Grommak, 38 vs AC = crit! for 22 damage.

Grommak: ...hits x2 & kills, shifts

Isabelle: stands, moves, misses, saves

Seaman 7: shoots Grommak, 24 vs AC = miss

** Note: Those who didn't roll initiative are considered to still be above deck, and not yet in the fight. If you wish to have your PC join the fight in-progress, roll initiative and RP how you enter the lower deck and you will be inserted into the initiative order for the next round. **

Map
[SHOW]

Image

Map Info
[SHOW]

Masts: The 3 masts, shown by large black circle, are impassable and provide cover. If a mast blocks your line of sight to a creature completely, it has superior cover from you, and vice versa.

Upper Grates: The large wooden grates that opens up to the lower decks can be opened by single person with a strength check DC: 30, by 2 people with a strength check DC: 20 each, by 3 people with a strength check DC: 15 each, or by 4 or more people with a strength check DC: 10 each. It can be walked on like any other part of the deck, with no penalty. The grates cover the narrow staircases which lead lower into the ship, and must be opened before one can descend deeper into the hold. These two are above the players heads, one of which Grommak tossed aside.

Lower Grate: This third grate is on the lower deck, and leads ever deeper into the bowels of the ship, likely to a cargo hold or sleeping quarters. It shares the same mechanics as the other grates, but these are now below the players' feet.

Cannons: The many cannons on this deck provide cover and are not passable by normal means. To pass through a space with a cannon requires squeezing and all of the downsides that come with that, otherwise they are effectively impassable terrain. Ask if you are unsure if a move will require squeezing.

Enemy Info
[SHOW]

Seamen: Imardanian seamen are masters of combat on the decks of ships, and receive extensive training in the art. They wear padded cloth and leather uniforms and primarily fight with muskets equipped with bayonets, or knives if closed in on.

Officers: While rank and file seamen are trained to be adept with their footwork and with their guns, officer training tends to be more involved, consisting both of martial training as well as spiritual training. Their connection with the Goddess endows them with abilities beyond that of normal men, which they use to devastating effectiveness in close combat.

Jean-Claude Olivier: Jean-Claude is one of the Imardin Navy's most skilled marksmen, which has earned him a comfortable position as the marksmanship instructor at the Fort Ellis Naval Academy in Ellisport. He was apparently on the ship to track down his sister, and pretended to parley with his crew to gain time to organize a counter-attack against you.

Status
[SHOW]

28 Seaman 9 (-W, 1) | HP: 1/1 |
28 Seaman 10 (-Y, 1) | HP: 1/1 |
27 Seaman 5 (-V, 5) | HP: 1/1 |
27 Liam (-AA, 12) | HP: -4/75 | Surges: 4/9 | AP: 0/1 | Unconscious, Dying, (failed death saves 0/3) Skwering Spikes, Charm of the Defender, Enemies Abound, Grim Shadow, marked (-2) by Officer 2 (save ends), prone
26 Seaman 6 (-Z, 5) | HP: 1/1 |
23 Grommak (-V, 11) | HP: 30/86 | Surges: 4/9 | AP: 0/1 | Bloodied, Boots of the Fencing Master, Lashing Leaves, Cross-Body Parry, Sohei Flurry, Ruffling String, Attacks on the Run, Begin the Hunt, Blood of the Fallen, Jaws of the Wolf, Periapt of Cascading Health, Frenzied Skirmish, Invigorating Stride, Second Wind +2 to AC & Reflex until SONT, +1 to Ac & Reflex until EONT, +2 to defenses until SONT
22 Isabelle (-Z, 11) | HP: 25/91 | Surges: 6/11 | AP: 0/1 | Bloodied, (failed death saves 1/3), Foesnare, Inevitable Strike, Strength Against Strength, Dimensional Vortex, Mythal Recovery, Eldritch Quagmire, Swordmage Shielding Fire, regen 5 while bloodied
21 Seaman 7 (-V, 2) | HP: 1/1 |
21 Henri (-Z, 14) | HP: 47/74 | Surges: 6/8 | AP: 0/1 | Inspiring Word (1/3), On My Mark, Shifting Tides, Warlord's Recovery, Create Opportunity, Stone of Wind, Relentless Wounding, first time he hits Officer 3 before his EONT the target is immobilized (save ends)
20 Seaman 3 (-V, 9) | HP: 1/1 |
19 Darcell (-Y, 14) | HP: 9/79 | Surges: 8/10 | AP: 0/1 | Bloodied, Second Wind, Echoing Weapon, Revitalizing Incantation, Lliira's Grace*, Stirring Shout, Counterpoint, Sitar of Restfulness, invisible (has total concealment, CA, and doesn't provoke OAs) until SONT
18 Officer 5 (-Z, 18) | HP: -40/?? | Holy Blast, Rejuvenating Smite
14 Jean-Claude Olivier (-Y, 5) | HP: -11/?? | Lead Bullet
13 Seaman 8 (-Z, 2) | HP: 1/1 |
11 Officer 6 (-AA, 11) | HP: -39/?? | Holy Blast, Rejuvenating Smite, marked (-3) until Big John EONT
11 Big John (-Y, 11) | HP: 14/89 | Surges: 7/11 | AP: 0/1 | Bloodied, Funneling Flurry, Come and Get It, Glowering Threat, Second Wind, Mountain Sweep, Disciplined Counter, Defensive Advance, Sweeping Blow, Chain Ward, Tempest Dance, Staggering Spiked Chain +3, Dancing Defense, Dancing Defense stance (see combat block), +3 to defenses until EONT, invisible (has total concealment, CA, and doesn't provoke OAs) until Darcell SONT
10 Officer 3 (-X, 15) | HP: -24/?? | Holy Blast
9 Officer 2 (-Y, 12) | HP: -125/?? | Bloodied, Rejuvenating Smite, Holy Blast, marked (-3) until Big John EONT, Grommak's quarry

?? Constance (??, ??) | HP: 20/64 | Surges: 6/8 | AP: 1/1 | still above deck (not yet in fight)

Combat Block
[SHOW]

Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 14/89
Bloodied: 44
Surge Value: 22
Surges left: 7/11
Action Points: 0

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
Dancing Defense: Until the stance ends, once per round whenever I hit with my primary weapon I can choose either to make a free MBA with my off-hand weapon against a different target, or to shift 1 square and gain +3 to AC & Reflex until SONT.

Powers:

Combat Challenge
Dual Strike
Footwork Lure


Second Wind [X]
Disciplined Counter [X]
Stone's Endurance [_]
Funneling Flurry [X]
Glowering Threat [X]
Sweeping Blow [X]
Come and Get It [X]
Defensive Advance [X]
Mountain Sweep [X]


Tempest Dance [X]
Dancing Defense [X]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [X]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop

Important Features:
[SHOW]

Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind

Summary
[SHOW]

* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

  • With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

  • Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

  • Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.


Re: Blackwood's Dogs IC

Posted: Wed May 18, 2016 8:00 pm
by Scratcherclaw

Noticing the Dogs' weary state, Henri shouts, "C'mon, Dogs. You got yourself into this fight, so you'd better get yourselves out!" Looking at Big John in particular, he adds, "Buck up, big guy! Why don't you use that chain of yours to down some of these saps?"

With the fire in his comrades' hearts hopefully reignited, he fires a bullet at the closest naval officer.

Mechanics
[SHOW]

Minor: Dragon's Tenacity
Until EONT, each bloodied ally and I (burst 5, so everyone fits) gain a +2 bonus to attack rolls (+3 if dragonborn)

Move -> Minor: Inspiring Word on Big John
Big John regains 7(3d6) +22 = 29 HP

Standard: Paint the Bulls-Eye on Officer 3
Attack: 14(1d20) +19 = 33 vs AC = Hit
Damage: 4(1d6) +5 = 9
Officer 3 is immobilized (save ends)

Ready Action: Vengeance is Mine
If an enemy hits me, I can make a basic attack against it and an ally within 5 squares can move his/her speed or make an MBA against that enemy

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: 47/74
Bloodied: 37
Surge Value: 18
Surges left: 6/8
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 []
On My Mark [X]
Tempest of Triumph []
Lifeblood []
Inspiring Belligerence [_]
Dragon's Tenacity [X]
Shifting Tides [X]


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: Thu May 19, 2016 6:20 pm
by Fialova

John feels a surge of energy as the spell hiding him fades away, once more towering over the others in plain view. Darcell comes into view as well, just as one of the seamen tries and fails to lunge at Grommak with his bayonet.

Go: Darcell

Mechanics
[SHOW]

Henri: buffs, heals, hits & immobilizes, readies immediate action

Seaman 3: attacks Grommak, 22 vs AC = miss

Darcell & Big John: become visible

** Note: Those who didn't roll initiative are considered to still be above deck, and not yet in the fight. If you wish to have your PC join the fight in-progress, roll initiative and RP how you enter the lower deck and you will be inserted into the initiative order for the next round. **

Map
[SHOW]

Image

Map Info
[SHOW]

Masts: The 3 masts, shown by large black circle, are impassable and provide cover. If a mast blocks your line of sight to a creature completely, it has superior cover from you, and vice versa.

Upper Grates: The large wooden grates that opens up to the lower decks can be opened by single person with a strength check DC: 30, by 2 people with a strength check DC: 20 each, by 3 people with a strength check DC: 15 each, or by 4 or more people with a strength check DC: 10 each. It can be walked on like any other part of the deck, with no penalty. The grates cover the narrow staircases which lead lower into the ship, and must be opened before one can descend deeper into the hold. These two are above the players heads, one of which Grommak tossed aside.

Lower Grate: This third grate is on the lower deck, and leads ever deeper into the bowels of the ship, likely to a cargo hold or sleeping quarters. It shares the same mechanics as the other grates, but these are now below the players' feet.

Cannons: The many cannons on this deck provide cover and are not passable by normal means. To pass through a space with a cannon requires squeezing and all of the downsides that come with that, otherwise they are effectively impassable terrain. Ask if you are unsure if a move will require squeezing.

Enemy Info
[SHOW]

Seamen: Imardanian seamen are masters of combat on the decks of ships, and receive extensive training in the art. They wear padded cloth and leather uniforms and primarily fight with muskets equipped with bayonets, or knives if closed in on.

Officers: While rank and file seamen are trained to be adept with their footwork and with their guns, officer training tends to be more involved, consisting both of martial training as well as spiritual training. Their connection with the Goddess endows them with abilities beyond that of normal men, which they use to devastating effectiveness in close combat.

Jean-Claude Olivier: Jean-Claude is one of the Imardin Navy's most skilled marksmen, which has earned him a comfortable position as the marksmanship instructor at the Fort Ellis Naval Academy in Ellisport. He was apparently on the ship to track down his sister, and pretended to parley with his crew to gain time to organize a counter-attack against you.

Status
[SHOW]

28 Seaman 9 (-W, 1) | HP: 1/1 |
28 Seaman 10 (-Y, 1) | HP: 1/1 |
27 Seaman 5 (-V, 5) | HP: 1/1 |
27 Liam (-AA, 12) | HP: -4/75 | Surges: 4/9 | AP: 0/1 | Unconscious, Dying, (failed death saves 0/3) Skwering Spikes, Charm of the Defender, Enemies Abound, Grim Shadow, marked (-2) by Officer 2 (save ends), prone
26 Seaman 6 (-Z, 5) | HP: 1/1 |
23 Grommak (-V, 11) | HP: 30/86 | Surges: 4/9 | AP: 0/1 | Bloodied, Boots of the Fencing Master, Lashing Leaves, Cross-Body Parry, Sohei Flurry, Ruffling String, Attacks on the Run, Begin the Hunt, Blood of the Fallen, Jaws of the Wolf, Periapt of Cascading Health, Frenzied Skirmish, Invigorating Stride, Second Wind +2 to AC & Reflex until SONT, +1 to Ac & Reflex until EONT, +2 to defenses until SONT, +2 to attack until Henri EONT
22 Isabelle (-Z, 11) | HP: 25/91 | Surges: 6/11 | AP: 0/1 | Bloodied, (failed death saves 1/3), Foesnare, Inevitable Strike, Strength Against Strength, Dimensional Vortex, Mythal Recovery, Eldritch Quagmire, Swordmage Shielding Fire, regen 5 while bloodied, +2 to attack until Henri EONT
21 Seaman 7 (-V, 2) | HP: 1/1 |
21 Henri (-Z, 14) | HP: 47/74 | Surges: 6/8 | AP: 0/1 | Inspiring Word (2/3), On My Mark, Shifting Tides, Dragon's Tenacity, Warlord's Recovery, Create Opportunity, Stone of Wind, Relentless Wounding, +2 to attack until EONT, prepared to use immediate action (see mechanics above)
20 Seaman 3 (-V, 9) | HP: 1/1 |
19 Darcell (-Y, 14) | HP: 9/79 | Surges: 8/10 | AP: 0/1 | Bloodied, Second Wind, Echoing Weapon, Revitalizing Incantation, Lliira's Grace*, Stirring Shout, Counterpoint, Sitar of Restfulness, +2 to attack until Henri EONT
18 Officer 5 (-Z, 18) | HP: -40/?? | Holy Blast, Rejuvenating Smite
14 Jean-Claude Olivier (-Y, 5) | HP: -11/?? | Lead Bullet
13 Seaman 8 (-Z, 2) | HP: 1/1 |
11 Officer 6 (-AA, 11) | HP: -39/?? | Holy Blast, Rejuvenating Smite, marked (-3) until Big John EONT
11 Big John (-Y, 11) | HP: 43/89 | Surges: 6/11 | AP: 0/1 | Bloodied, Funneling Flurry, Come and Get It, Glowering Threat, Second Wind, Mountain Sweep, Disciplined Counter, Defensive Advance, Sweeping Blow, Chain Ward, Tempest Dance, Staggering Spiked Chain +3, Dancing Defense, Dancing Defense stance (see combat block), +3 to defenses until EONT, +2 to attack until Henri EONT
10 Officer 3 (-X, 15) | HP: -33/?? | Holy Blast, allies of Henri deal +3 damage until his EONT, immobilized (save ends)

?? Constance (??, ??) | HP: 20/64 | Surges: 6/8 | AP: 1/1 | still above deck (not yet in fight)

Combat Block
[SHOW]

Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 14/89
Bloodied: 44
Surge Value: 22
Surges left: 7/11
Action Points: 0

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
Dancing Defense: Until the stance ends, once per round whenever I hit with my primary weapon I can choose either to make a free MBA with my off-hand weapon against a different target, or to shift 1 square and gain +3 to AC & Reflex until SONT.

Powers:

Combat Challenge
Dual Strike
Footwork Lure


Second Wind [X]
Disciplined Counter [X]
Stone's Endurance [_]
Funneling Flurry [X]
Glowering Threat [X]
Sweeping Blow [X]
Come and Get It [X]
Defensive Advance [X]
Mountain Sweep [X]


Tempest Dance [X]
Dancing Defense [X]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [X]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop

Important Features:
[SHOW]

Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind

Summary
[SHOW]

* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

  • With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

  • Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

  • Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.


Re: Blackwood's Dogs IC

Posted: Sat May 21, 2016 8:01 am
by Namelessjake

With Liam on the floor unconscious, Darcell backs off from the Officer nearest to him. He quickly says a few works, the incantation invigorating Liam, causing him to regain consciousness. He then casts another spell on the Officer engaged by Liam, Isabelle and Big John.

Mechanics
[SHOW]

Move: Shift to (-Y, 13)

Minor: Majestic word on Liam.

Liam spends a healing surge and gains 15 HP

9(2d6) +6 = 15

Standard: Lying Lights on Officer 6
34 vs Will = hit for 22 radiant damage.

Each ally who hits Officer 6 until Darcell EONT becomes invisible until the end of their next turn or until they make an attack roll.

[URL=http://dice.brainclouds.net/Result.aspx?ID=YJRCK6QU]18(1d20) +16 = 34; 13(3d8) +9 = 22[/URL

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, Gleiosian, 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: 9/79
Bloodied: 39
Surge Value: 20
Surges left: 8/10
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 [x]
Guardian's Counter []
Demoralizing Strike []
Majestic Word [x][] **
Words of Friendship []
Blunder [x]
Moment of Escape []
Echoing Weapon [x]
Revitalizing Incantation [x]
Unluck []
Illusory Erasure []
Lying Lights [x]
Harper Pin
Mielikki's Endurance [x] *
Lliira's Grace [x] *
Tymora's Luck [x] *
Feytouched Hide Armor +3 []


Stirring Shout[x]
Song of Discord [x]
Counterpoint [x]
Headband of Intellect [_]
Sitar of restfulness [x]

  • 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: Sun May 22, 2016 11:50 am
by Fialova

With Darcell's aid, Liam comes to, though he is still in a bad situation, directly next to the man he'd been fighting before. As the bullets fly, Big John use the new opening in the deck to make his way further in, easily taking out 3 of the rank and file on his way towards their commander.

Go: Liam, Grommak, Isabelle

Mechanics
[SHOW]

Darcell: shifts, heals, hits (some radiant damage is resisted), hits

Officer 5: moves to (-Y, 15). Attacks Henri, 21 vs AC = miss.

Jean-Claude Olivier: Twin Shot on Isabelle (37 vs AC = hit for 15 damage, 4 of which is resisted) and Big John (40 vs AC = crit! for 15 damage). moves to (-Y, 2).

Seaman 8: shoots Liam, 20 vs AC = miss

Officer 6: Attacks Liam, 23 vs AC = miss

Big John:
Minor Action: Stone's Endurance
Effect: I gain resist 10 to all damage until the end of my next turn

Move Action: move to (-X, 5)

Standard Action: Dual Strike on Seamen 5 & 6
Attack vs Seaman 5: 26 vs AC = hit
Hit: heded
Attack vs Seaman 6: 36 vs AC = hit
Hit: heded

Free Action: MBA on Seaman 9
Trigger: I hit with my main-hand weapon while in the Dancing Defense stance
Attack: 40 vs AC = hit
Hit: heded

Officer 3: Total Defense, +2 to defenses until SONT. Save vs Immobilize, 10 = success

Seaman 10: Shoots Isabelle, 27 vs AC = miss

Isabelle: recovers 5hp...

** Note: Those who didn't roll initiative are considered to still be above deck, and not yet in the fight. If you wish to have your PC join the fight in-progress, roll initiative and RP how you enter the lower deck and you will be inserted into the initiative order for the next round. **

Map
[SHOW]

Image

Map Info
[SHOW]

Masts: The 3 masts, shown by large black circle, are impassable and provide cover. If a mast blocks your line of sight to a creature completely, it has superior cover from you, and vice versa.

Upper Grates: The large wooden grates that opens up to the lower decks can be opened by single person with a strength check DC: 30, by 2 people with a strength check DC: 20 each, by 3 people with a strength check DC: 15 each, or by 4 or more people with a strength check DC: 10 each. It can be walked on like any other part of the deck, with no penalty. The grates cover the narrow staircases which lead lower into the ship, and must be opened before one can descend deeper into the hold. These two are above the players heads, one of which Grommak tossed aside.

Lower Grate: This third grate is on the lower deck, and leads ever deeper into the bowels of the ship, likely to a cargo hold or sleeping quarters. It shares the same mechanics as the other grates, but these are now below the players' feet.

Cannons: The many cannons on this deck provide cover and are not passable by normal means. To pass through a space with a cannon requires squeezing and all of the downsides that come with that, otherwise they are effectively impassable terrain. Ask if you are unsure if a move will require squeezing.

Enemy Info
[SHOW]

Seamen: Imardanian seamen are masters of combat on the decks of ships, and receive extensive training in the art. They wear padded cloth and leather uniforms and primarily fight with muskets equipped with bayonets, or knives if closed in on.

Officers: While rank and file seamen are trained to be adept with their footwork and with their guns, officer training tends to be more involved, consisting both of martial training as well as spiritual training. Their connection with the Goddess endows them with abilities beyond that of normal men, which they use to devastating effectiveness in close combat.

Jean-Claude Olivier: Jean-Claude is one of the Imardin Navy's most skilled marksmen, which has earned him a comfortable position as the marksmanship instructor at the Fort Ellis Naval Academy in Ellisport. He was apparently on the ship to track down his sister, and pretended to parley with his crew to gain time to organize a counter-attack against you.

Status
[SHOW]

28 Seaman 9 (-W, 1) | HP: 1/1 |
28 Seaman 10 (-Y, 1) | HP: 1/1 |
27 Seaman 5 (-V, 5) | HP: 1/1 |
27 Liam (-AA, 12) | HP: 33/75 | Surges: 3/9 | AP: 0/1 | Bloodied, (failed death saves 0/3) Skwering Spikes, Charm of the Defender, Enemies Abound, Grim Shadow, marked (-2) by Officer 2 (save ends), prone
26 Seaman 6 (-Z, 5) | HP: 1/1 |
23 Grommak (-V, 11) | HP: 30/86 | Surges: 4/9 | AP: 0/1 | Bloodied, Boots of the Fencing Master, Lashing Leaves, Cross-Body Parry, Sohei Flurry, Ruffling String, Attacks on the Run, Begin the Hunt, Blood of the Fallen, Jaws of the Wolf, Periapt of Cascading Health, Frenzied Skirmish, Invigorating Stride, Second Wind, +1 to AC & Reflex until EONT, +2 to attack until Henri EONT
22 Isabelle (-Z, 11) | HP: 19/91 | Surges: 6/11 | AP: 0/1 | Bloodied, (failed death saves 1/3), Foesnare, Inevitable Strike, Strength Against Strength, Dimensional Vortex, Mythal Recovery, Eldritch Quagmire, Swordmage Shielding Fire, regen 5 while bloodied, +2 to attack until Henri EONT
21 Seaman 7 (-V, 2) | HP: 1/1 |
21 Henri (-Z, 14) | HP: 47/74 | Surges: 6/8 | AP: 0/1 | Inspiring Word (2/3), On My Mark, Shifting Tides, Dragon's Tenacity, Warlord's Recovery, Create Opportunity, Stone of Wind, Relentless Wounding, +2 to attack until EONT, prepared to use immediate action (see mechanics above)
20 Seaman 3 (-V, 9) | HP: 1/1 |
19 Darcell (-Y, 13) | HP: 9/79 | Surges: 8/10 | AP: 0/1 | Bloodied, Second Wind, Echoing Weapon, Revitalizing Incantation, Lliira's Grace*, Majestic Word, Lying Lights, Stirring Shout, Counterpoint, Sitar of Restfulness, +2 to attack until Henri EONT
18 Officer 5 (-Y, 15) | HP: -40/?? | Holy Blast, Rejuvenating Smite
14 Jean-Claude Olivier (-Y, 2) | HP: -11/?? | Lead Bullet
13 Seaman 8 (-Z, 2) | HP: 1/1 |
11 Officer 6 (-AA, 11) | HP: -51/?? | Holy Blast, Rejuvenating Smite, enemies who hit him before Darcell's EONT become invisible until their EONT or until they make an attack
11 Big John (-Y, 11) | HP: 28/89 | Surges: 6/11 | AP: 0/1 | Bloodied, Funneling Flurry, Come and Get It, Glowering Threat, Second Wind, Mountain Sweep, Disciplined Counter, Defensive Advance, Sweeping Blow, Chain Ward, Tempest Dance, Staggering Spiked Chain +3, Dancing Defense, Dancing Defense stance (see combat block), +2 to attack until Henri EONT, resist 10 all until EONT
10 Officer 3 (-X, 15) | HP: -33/?? | Holy Blast, allies of Henri deal +3 damage until his EONT, +2 to defenses until SONT

?? Constance (??, ??) | HP: 20/64 | Surges: 6/8 | AP: 1/1 | still above deck (not yet in fight)

Combat Block
[SHOW]

Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 14/89
Bloodied: 44
Surge Value: 22
Surges left: 7/11
Action Points: 0

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
Dancing Defense: Until the stance ends, once per round whenever I hit with my primary weapon I can choose either to make a free MBA with my off-hand weapon against a different target, or to shift 1 square and gain +3 to AC & Reflex until SONT.

Powers:

Combat Challenge
Dual Strike
Footwork Lure


Second Wind [X]
Disciplined Counter [X]
Stone's Endurance [X]
Funneling Flurry [X]
Glowering Threat [X]
Sweeping Blow [X]
Come and Get It [X]
Defensive Advance [X]
Mountain Sweep [X]


Tempest Dance [X]
Dancing Defense [X]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [X]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop

Important Features:
[SHOW]

Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind

Summary
[SHOW]

* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

  • With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

  • Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

  • Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.


Re: Blackwood's Dogs IC

Posted: Sun May 22, 2016 3:57 pm
by ratwizard

Grommak shouts in triumph as Big John lumbers past him, taking down three of the navymen. Fuck, I want to get in there, but I need to deal with the bastards mopping up the other Dogs. Growling in annoyance at a difficult decision, the orc decides to help Darcell and Henri. Surging toward one of the officers that the latter had just fired upon, Grommak lands a powerful swing with his scimitar.

Mechanics
[SHOW]

Move: Walk to -W15.

Minor: Hunter's Quarry on Officer 3.

Standard: Twin Strike on Officer 3.
Hits AC 38 for 25 damage, Misses AC 26.
Attacks: 18(1d20) +20 = 38; 4(1d10) +11 = 15; 9(1d20) +17 = 26; 1(1d10) +8 = 9; 10(2d6) = 10

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: 52/86
Bloodied: 43
Surge Value: 21
Surges left: 3/9
Action Points: 0

MBA: +18, 1d10+13

Resistances:
None.

Vulnerabilities:
None.

Saves:
+1 against fear, daze, domination, or stun effects.

Active Effects:

None.

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 [x]


Jaws of the Wolf [x]
Frenzied Skirmish [x]
Begin the Hunt [x]
Attacks on the Run [x]
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 May 23, 2016 10:00 pm
by PureZaros
MECHANICS
[SHOW]

Free Action: Virtue of Cunning to slide Isabelle to [-X, 13] and Officer 6 to [-Z, 11]

Minor Action: Aegis of Ensnarement on Officer 6 and Officer 5

Move Action:
Shift to [-Y, 14]

Standard Action:
Four Corners Attack on Officer 5
Attack: 29 vs AC
Hit: 13 damage and a secondary attack.
Attack: 25 vs Will
Hit: 3+4 = 7 damage and Officer 5 is dazed until the end of my next turn.
Enhancement bonus is added on always, right? If not, remove that 3+.

Ready Opportunity Action: Firedeath
Reduce all damage dice rolled for the triggering attack to 1.
Use if hit for >10.

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: 19/91
Bloodied: 45
Surge Value: 22
Surges left: 7/11
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
Regeneration 5 while bloodied
Can't spend healing surges (save ends)

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


[] Second Wind
[X] Inevitable Strike
[X] Foesnare
[X] Mythal Recovery
[X] Dimensional Vortex
[] Fettering Aegis
[X] 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
[X] 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 May 23, 2016 10:01 pm
by kalis5

Liam, finally getting up once again, shakes his head as he stands up.
"Too many naps in one day... Bloody hells..."

He slashes at the officer before him with a yawn, sending a ray of light to blind Jean.

Mechanics
[SHOW]

Move action to stand up.
Melee Basic attack against Officer 6: 15(1d20) +18 = 33
Damage: 7(1d8) +10 = 17

Ok. Now, if this hits, I'll use Dazzling Sunray on Jean to lower his attack rolls by -2 and deal 5 damage.

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: 33/75
Bloodied: 37
Surge Value: 18
Surges left: 3/9
Action Points: 0

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 [X]
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: Wed May 25, 2016 4:04 pm
by Fialova

As men fall the other Dogs gain a surge of momentum, striking true against their foes and leaving the remaining officers noticeably weakened. One of the sailors shoots at Big John, who merely shrugs off the bullet as it skims his arm. The man stares the navyman down, twirling his chain in preparation for his next attack.

Across the deck, Liam finally takes to his feet once more. In anger he attacks the man who'd brought him down, and as his sword connects with flesh the man vanishes from view.

Go: Henri

Mechanics
[SHOW]

Grommak: moves, quarries, hits & bloodies, misses

Darcell: uses virtue, moving Isabelle and Officer 6

Isabelle: marks x2, shifts, hits x2 & bloodies, prepares to use immediate action (see mechanics above)

Liam: stands, hits & bloodies, becomes invisible

Seaman 7: shoots Big John, 26 vs AC = hit for 7 damage, all of which is resisted.

** Note: Those who didn't roll initiative are considered to still be above deck, and not yet in the fight. If you wish to have your PC join the fight in-progress, roll initiative and RP how you enter the lower deck and you will be inserted into the initiative order for the next round. **

Map
[SHOW]

Image

Map Info
[SHOW]

Masts: The 3 masts, shown by large black circle, are impassable and provide cover. If a mast blocks your line of sight to a creature completely, it has superior cover from you, and vice versa.

Upper Grates: The large wooden grates that opens up to the lower decks can be opened by single person with a strength check DC: 30, by 2 people with a strength check DC: 20 each, by 3 people with a strength check DC: 15 each, or by 4 or more people with a strength check DC: 10 each. It can be walked on like any other part of the deck, with no penalty. The grates cover the narrow staircases which lead lower into the ship, and must be opened before one can descend deeper into the hold. These two are above the players heads, one of which Grommak tossed aside.

Lower Grate: This third grate is on the lower deck, and leads ever deeper into the bowels of the ship, likely to a cargo hold or sleeping quarters. It shares the same mechanics as the other grates, but these are now below the players' feet.

Cannons: The many cannons on this deck provide cover and are not passable by normal means. To pass through a space with a cannon requires squeezing and all of the downsides that come with that, otherwise they are effectively impassable terrain. Ask if you are unsure if a move will require squeezing.

Enemy Info
[SHOW]

Seamen: Imardanian seamen are masters of combat on the decks of ships, and receive extensive training in the art. They wear padded cloth and leather uniforms and primarily fight with muskets equipped with bayonets, or knives if closed in on.

Officers: While rank and file seamen are trained to be adept with their footwork and with their guns, officer training tends to be more involved, consisting both of martial training as well as spiritual training. Their connection with the Goddess endows them with abilities beyond that of normal men, which they use to devastating effectiveness in close combat.

Jean-Claude Olivier: Jean-Claude is one of the Imardin Navy's most skilled marksmen, which has earned him a comfortable position as the marksmanship instructor at the Fort Ellis Naval Academy in Ellisport. He was apparently on the ship to track down his sister, and pretended to parley with his crew to gain time to organize a counter-attack against you.

Status
[SHOW]

28 Seaman 10 (-Y, 1) | HP: 1/1 |
27 Liam (-AA, 12) | HP: 33/75 | Surges: 3/9 | AP: 0/1 | Bloodied, (failed death saves 0/3) Skwering Spikes, Charm of the Defender, Enemies Abound, Grim Shadow, invisible (has total concealment, CA, and doesn't provoke OAs) until EONT or until he makes an attack
23 Grommak (-W, 15) | HP: 30/86 | Surges: 4/9 | AP: 0/1 | Bloodied, Boots of the Fencing Master, Lashing Leaves, Cross-Body Parry, Sohei Flurry, Ruffling String, Attacks on the Run, Begin the Hunt, Blood of the Fallen, Jaws of the Wolf, Periapt of Cascading Health, Frenzied Skirmish, Invigorating Stride, Second Wind, +2 to attack until Henri EONT
22 Isabelle (-Y, 14) | HP: 19/91 | Surges: 6/11 | AP: 0/1 | Bloodied, (failed death saves 1/3), Foesnare, Inevitable Strike, Strength Against Strength, Dimensional Vortex, Mythal Recovery, Four Corners Attack, Eldritch Quagmire, Swordmage Shielding Fire, regen 5 while bloodied, +2 to attack until Henri EONT, prepared to use immediate action (see mechanics above)
21 Seaman 7 (-V, 2) | HP: 1/1 |
21 Henri (-Z, 14) | HP: 47/74 | Surges: 6/8 | AP: 0/1 | Inspiring Word (2/3), On My Mark, Shifting Tides, Dragon's Tenacity, Warlord's Recovery, Create Opportunity, Stone of Wind, Relentless Wounding, +2 to attack until EONT
20 Seaman 3 (-V, 9) | HP: 1/1 |
19 Darcell (-Y, 13) | HP: 9/79 | Surges: 8/10 | AP: 0/1 | Bloodied, Second Wind, Echoing Weapon, Revitalizing Incantation, Lliira's Grace*, Majestic Word, Lying Lights, Stirring Shout, Counterpoint, Sitar of Restfulness, +2 to attack until Henri EONT
18 Officer 5 (-Y, 15) | HP: -60/?? | Bloodied, Holy Blast, Rejuvenating Smite, marked (-3) by Isabelle, dazed until Isabelle EONT
14 Jean-Claude Olivier (-Y, 2) | HP: -18/?? | Lead Bullet, -2 to attacks until Liam EONT
13 Seaman 8 (-Z, 2) | HP: 1/1 |
11 Officer 6 (-Z, 11) | HP: -68/?? | Bloodied, Holy Blast, Rejuvenating Smite, enemies who hit him before Darcell's EONT become invisible until their EONT or until they make an attack, marked (-3) by Isabelle
11 Big John (-Y, 11) | HP: 28/89 | Surges: 6/11 | AP: 0/1 | Bloodied, Funneling Flurry, Come and Get It, Glowering Threat, Second Wind, Mountain Sweep, Disciplined Counter, Defensive Advance, Sweeping Blow, Chain Ward, Tempest Dance, Staggering Spiked Chain +3, Dancing Defense, Dancing Defense stance (see combat block), +2 to attack until Henri EONT, resist 10 all until EONT
10 Officer 3 (-X, 15) | HP: -58/?? | Bloodied, Holy Blast, allies of Henri deal +3 damage until his EONT, +2 to defenses until SONT, Grommak's quarry

?? Constance (??, ??) | HP: 20/64 | Surges: 6/8 | AP: 1/1 | still above deck (not yet in fight)

Combat Block
[SHOW]

Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 14/89
Bloodied: 44
Surge Value: 22
Surges left: 7/11
Action Points: 0

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
Dancing Defense: Until the stance ends, once per round whenever I hit with my primary weapon I can choose either to make a free MBA with my off-hand weapon against a different target, or to shift 1 square and gain +3 to AC & Reflex until SONT.

Powers:

Combat Challenge
Dual Strike
Footwork Lure


Second Wind [X]
Disciplined Counter [X]
Stone's Endurance [X]
Funneling Flurry [X]
Glowering Threat [X]
Sweeping Blow [X]
Come and Get It [X]
Defensive Advance [X]
Mountain Sweep [X]


Tempest Dance [X]
Dancing Defense [X]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [X]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop

Important Features:
[SHOW]

Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind

Summary
[SHOW]

* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

  • With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

  • Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

  • Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.


Re: Blackwood's Dogs IC

Posted: Wed May 25, 2016 5:03 pm
by Scratcherclaw

With one of the Imardanian officers getting much too close for comfort, Henri backs up against the hull, firing a bullet into the man. With the naval man distracted from the bullet, Isabelle is able to strike at him with her blade. Henri can't help but smirk, though his moment is ruined as he notices the struggling Darcell. He shouts, "Fight harder, Darcell! We can't have a victory song if you're dead!"

Mechanics
[SHOW]

Move: Shift to -AA14

Standard: Race the Arrow on Officer 5
Henri Attack: 16(1d20) +19 = 35 vs AC = Hit
Henri Damage: 2(1d6) +10 = 12
Isabelle Attack: 9(1d20) +24 = 33 vs AC = Hit
Isabelle Damage: 6(1d8) +12 = 18

Minor: Inspiring Word on Darcell
Darcell regains 6(3d6) +20 = 26 HP for a total of 35 HP

Ready Action: Still Vengeance is Mine, so it isn't lost or forgotten

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: 47/74
Bloodied: 37
Surge Value: 18
Surges left: 6/8
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 [X]
Shifting Tides [X]


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.