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Re: Blackwood's Dogs IC

Posted: Fri May 27, 2016 8:58 pm
by Fialova

As Henri and Isabelle launch their joint attack on the nearby officer, one of the distant seamen tries and fails to hit Big John, the bullet ricocheting off a cannon before embedding itself in the ceiling.

Go: Darcell

Mechanics
[SHOW]

Henri: shifts, hits, grants attack...

Isabelle: hits

Henri: ...heals & unbloodies, prepares to use immediate action (see mechanics above)

Seaman 3: shoots Big John, 20 vs AC = miss

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

Map
[SHOW]

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
22 Isabelle (-Y, 14) | HP: 19/91 | Surges: 6/11 | AP: 0/1 | Bloodied, (failed death saves 1/3), Foesnare, Inevitable Strike, Strength Against Strength, Dimensional Vortex, Mythal Recovery, Four Corners Attack, Eldritch Quagmire, Swordmage Shielding Fire, regen 5 while bloodied, prepared to use immediate action (see mechanics above)
21 Seaman 7 (-V, 2) | HP: 1/1 |
21 Henri (-AA, 14) | HP: 47/74 | Surges: 6/8 | AP: 0/1 | Inspiring Word (3/3), On My Mark, Shifting Tides, Dragon's Tenacity, Race the Arrow, Warlord's Recovery, Create Opportunity, Stone of Wind, Relentless Wounding, prepared to use immediate action (see mechanics above)
20 Seaman 3 (-V, 9) | HP: 1/1 |
19 Darcell (-Y, 13) | HP: 40/79 | Surges: 9/10 | AP: 0/1 | Second Wind, Echoing Weapon, Revitalizing Incantation, Lliira's Grace*, Majestic Word, Lying Lights, Stirring Shout, Counterpoint, Sitar of Restfulness
18 Officer 5 (-Y, 15) | HP: -90/?? | Bloodied, Holy Blast, Rejuvenating Smite, marked (-3) by Isabelle, dazed until Isabelle EONT
14 Jean-Claude Olivier (-Y, 2) | HP: -18/?? | Lead Bullet, -2 to attacks until Liam EONT
13 Seaman 8 (-Z, 2) | HP: 1/1 |
11 Officer 6 (-Z, 11) | HP: -68/?? | Bloodied, Holy Blast, Rejuvenating Smite, enemies who hit him before Darcell's EONT become invisible until their EONT or until they make an attack, marked (-3) by Isabelle
11 Big John (-Y, 11) | HP: 28/89 | Surges: 6/11 | AP: 0/1 | Bloodied, Funneling Flurry, Come and Get It, Glowering Threat, Second Wind, Mountain Sweep, Disciplined Counter, Defensive Advance, Sweeping Blow, Chain Ward, Tempest Dance, Staggering Spiked Chain +3, Dancing Defense, Dancing Defense stance (see combat block), resist 10 all until EONT
10 Officer 3 (-X, 15) | HP: -58/?? | Bloodied, Holy Blast, +2 to defenses until SONT, Grommak's quarry

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

Combat Block
[SHOW]

Johannes Galben, aka Big John

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

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal 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: Sat May 28, 2016 4:57 pm
by Namelessjake

"I never knew you were such a fan of mine," Darcell smirks as he replies to Henri. He attacks the officer near Liam, cursing the man's fortunes with an incantation. With another few words and a flick of his blade, Isabelle shimmers before disappearing from view.

Mechanics
[SHOW]

Standard: Unluck on Officer 6

32 vs Will hits for 17 necrotic damage.

Darcell maybe becomes invisible?

The next attack roll Officer 6 makes is replaced by a 1 and in addition if Liam attacks Officer 6 before Darcell's EONT then his attack roll can be replaced by a 19.

18(1d20) +14 = 32; 8(1d8) +9 = 17; 1(1d20) = 1; 19(1d20) = 19

Minor: Illusory Erasure on Isabelle. Isabelle becomes invisible until the end of my next turn.

Virtue of Cunning
[SHOW]

Once per round when an enemy attack misses an ally within 8 squares of me, I can slide that ally up to 2 square as a free action, and I can also slide an enemy that was adjacent to that ally into the space the ally vacated. In addition one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.

Feel free to use this.

Combat Block
[SHOW]

Darcell

Male Half-Elf Cunning Bard 11
Languages: Common, 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: 40/79
Bloodied: 39
Surge Value: 20
Surges left: 7/10
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 [x]
Illusory Erasure [x]
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 29, 2016 10:48 am
by Fialova

As men continue to shoot at him, John just shrugs their attacks off and once more violently whips his chain, taking out a few more of the seamen. With the playing field leveled, he makes his way back to the rear of the ship, prepared to aid the others with the officers once more.

Note: since we are now in larger blocks of action, just keep in mind that stuff that lasts until the start/end of someone's turn will affect their allies/enemies exactly once - no more, no less.

Go: Everyone

Mechanics
[SHOW]

Darcell: hits (some damage is resisted), vanishes

Officer 5: attacks Isabelle, 27 vs AC = miss

Jean-Claude Olivier: Twin Shot on Henri (31 vs AC = hit for 14 damage) and Darcell (33 vs AC = hit for 12 damage), bloodying both men.

Seaman 8: shoots Big John, 26 vs AC = hit for 11 damage (10 is resisted).

Officer 6: attacks Liam, 16 vs AC = miss

Big John:
Standard Action: Dual Strike on Seamen 7 & 8
Attack vs Seaman 7: 38 vs AC = hit
Hit: heded
Attack vs Seaman 8: 31 vs AC = hit
Hit: heded

Free Action: MBA on Seaman 3
Trigger: hit with main hand weapon while in Dancing Defense stance
Attack: 39 vs AC = crit!
Hit: heded

Move Action: move to (-Y, 10)

Officer 3: Rejuvenating Smite on Grommak, 23 vs AC = miss. Shifts to (-W, 16).

Seaman 10: shoots Big John, 21 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 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, the next time he attacks Officer 6 before Darcell's EONT he can replace his attack roll with a 19
23 Grommak (-W, 15) | HP: 30/86 | Surges: 4/9 | AP: 0/1 | Bloodied, Boots of the Fencing Master, Lashing Leaves, Cross-Body Parry, Sohei Flurry, Ruffling String, Attacks on the Run, Begin the Hunt, Blood of the Fallen, Jaws of the Wolf, Periapt of Cascading Health, Frenzied Skirmish, Invigorating Stride, Second Wind
22 Isabelle (-Y, 14) | HP: 24/91 | Surges: 6/11 | AP: 0/1 | Bloodied, (failed death saves 1/3), Foesnare, Inevitable Strike, Strength Against Strength, Dimensional Vortex, Mythal Recovery, Four Corners Attack, Eldritch Quagmire, Swordmage Shielding Fire, regen 5 while bloodied, prepared to use immediate action (see mechanics above), invisible (has total concealment, CA, and doesn't provoke OAs) until Darcell EONT
21 Seaman 7 (-V, 2) | HP: 1/1 |
21 Henri (-AA, 14) | HP: 33/74 | Surges: 6/8 | AP: 0/1 | Bloodied, Inspiring Word (3/3), On My Mark, Shifting Tides, Dragon's Tenacity, Race the Arrow, Warlord's Recovery, Create Opportunity, Stone of Wind, Relentless Wounding, prepared to use immediate action (see mechanics above)
20 Seaman 3 (-V, 9) | HP: 1/1 |
19 Darcell (-Y, 13) | HP: 28/79 | Surges: 7/10 | AP: 0/1 | Bloodied, Second Wind, Echoing Weapon, Revitalizing Incantation, Lliira's Grace*, Majestic Word, Lying Lights, Unluck, Illusory Erasure, Stirring Shout, Counterpoint, Sitar of Restfulness
18 Officer 5 (-Y, 15) | HP: -90/?? | Bloodied, Holy Blast, Rejuvenating Smite, marked (-3) by Isabelle, dazed until Isabelle EONT
14 Jean-Claude Olivier (-Y, 2) | HP: -18/?? | Lead Bullet, -2 to attacks until Liam EONT
13 Seaman 8 (-Z, 2) | HP: 1/1 |
11 Officer 6 (-Z, 11) | HP: -75/?? | Bloodied, Holy Blast, Rejuvenating Smite, marked (-3) by Isabelle
11 Big John (-Y, 10) | HP: 27/89 | 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)
10 Officer 3 (-W, 16) | HP: -58/?? | Bloodied, Holy Blast, Rejuvenating Smite, 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: Sun May 29, 2016 10:59 am
by ratwizard

Managing to catch a glance of Big John rushing into the fray and taking down a half-dozen men, Grommak grins smugly. He turns back to his prey, feinting an off-hand swing that leads to a chop with his heavy scimitar. The orc begins backpedaling, daring the officer to follow him. I'm going to put down that navy bastard myself, as soon as I can rid myself of this damn idiot.

Mechanics
[SHOW]

Standard: Twin Strike on Officer 3 with advantage from feat support. Hits AC 29, misses AC 25 for 18 damage.
Attacks: 9(1d20) +20 = 29; 6(1d10) +8 = 14; 8(1d20) +17 = 25; 8(1d10) +5 = 13; 4(2d6) = 4

Move: Shift left to -W14

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 30, 2016 9:25 pm
by PureZaros

Looking down at her arms momentarily, Isabelle notes the transparent quality to them. Nice. Love that trick. Maneuvering herself around an officer, she viciously slashes his legs from her state of invisibility, tripping him towards Darcell. Using the momentum of the attack, she again slides forward to stand behind the man, smiling threateningly at him with her blade slowly dripping. "Watch yerself now, mate. Wouldn't want to lose a limb."

MECHANICS
[SHOW]

Virtue of Cunning:
Isabelle shifts to [-Z, 14]
Officer 5 is shifted to [-Y, 14]
Henri gets CA against his next target.

Standard Action: Frigid Blade on Officer 5
Attack: 30 vs AC
Hit: 18 cold damage, and if Officer 5 starts his next turn adjacent to me, he takes a -3 to speed until the end of his next turn.

Move Action: Isabelle shifts to [-Y, 15]

Ready Immediate Action: Firedeath
Reduce all damage dice rolled by triggering attack to 1.
Use if I would be dropped again.

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: 24/91
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: Tue May 31, 2016 5:48 pm
by Namelessjake

As Isabelle sends the Officer tumbling towards Darcell, the Bard thrusts forward with his blade. However the Imardanian manages to parry the attack away at the last moment.

Having disengaged from one Officer, and with Darcell and Isabelle fighting the other, Grommak is able to walk further along the hold, towards Jean-Claude.

Mechanics
[SHOW]

Standard: Demoralizing Strike on Officer 5.

25 vs AC = miss

4(1d20) +21 = 25; 6(1d8) +9 = 15

Minor: Majestic Word on Grommak who regains 17 hit points for a total of 47. Grommak slides to (-W, 12)

11(2d6) +6 = 17

Move: Moment of Escape on Grommak, sliding him to (-X, 7)

Ready Immediate Action: Guardian's Counter is readied. If an ally within 2 squares of me is hit by an attack then we slide 2 squares to swap places. I become the target of the attack. After the attack is resolved, I make a MBA against the attacker.

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: 28/79
Bloodied: 39
Surge Value: 20
Surges left: 7/10
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 [x]
Majestic Word [x][x] **
Words of Friendship []
Blunder [x]
Moment of Escape [x]
Echoing Weapon [x]
Revitalizing Incantation [x]
Unluck [x]
Illusory Erasure [x]
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: Wed Jun 01, 2016 7:08 pm
by kalis5

Liam looks at himself as he disappears. He'd whistle, but that'd break it. Instead, he slices into the officer in front of him. As he does, he yanks at Jean, tugging him along with a very rough, shadowy hand.
"Come on now lad, join the brawl!"

Mechanics
[SHOW]

You know. All things considered. You handed Liam a crit there. Thank you for that one.
Damage is maxed thanks to the crit. Crit damage: 10(3d6) = 10
Max damage is 18 on MBA, +10 from crit for 28 damage. The 10 damage is cold damage if that matters.

Unseen Hand on John. Deals 7 damage and slides John 3 squares to -Y5.

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: WAS invisible.

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 Jun 01, 2016 7:57 pm
by Scratcherclaw

Seeing that the nearest officer is on the fringes of death, Henri urges on Isabelle, saying, "Finish him, Isabelle! This fool has no business living anymore." At his instruction, Isabelle strikes the man and sends his straight to Elys. With his eyes locked on his next target, he steps closer, careful to avoid Jean-Claude's sights.

Mechanics
[SHOW]

Standard: Direct the Strike on Officer 5
Isabelle gets free MBA
Isabelle Attack: 13(1d20) +21 = 34 vs AC = Hit
Isabelle Damage: 1(1d8) +9 = 10
Officer 5 ded

Move: Shift to -Z14

Free Action: Lifeblood
Gain 10 THP

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: 33/74+10THP
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 [X]
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: Mon Jun 06, 2016 9:25 pm
by Fialova

John grunts as Liam's spell sends him staggering forward, but he quickly takes advantage of the new position to lash out at both officers near him. One quickly falls in a lifeless heap on the ground, while the other - their leader - seems barely affected. Multiple gunshots from the men in the distance cause the giant of a man to finally succumb and fall to the deck, slowly bleeding out as his comrades had begun to do earlier.

Note: since we are now in larger blocks of action, just keep in mind that stuff that lasts until the start/end of someone's turn will affect their allies/enemies exactly once - no more, no less.

Go: Everyone

Mechanics
[SHOW]

Grommak: hits, misses, shifts

Isabelle: shifts, hits, shifts, prepares to use immediate action (see mechanics above)

Darcell: misses, heals & slides, slides, prepares to use immediate action (see mechanics above)

Liam: crits!, hits John? & slides

Henri: grants attack...

Isabelle: hits & kills

Henri: ...shifts, doesn't use lifeblood since didn't kill anything (Isabelle did)

Jean-Claude Olivier: Lead Bullet recharges. Lead Bullet on Big John, 32 vs Reflex = hit for 12 necrotic damage and Big John cannot spend healing surges (save ends)

Officer 6: attacks Liam, 33 vs AC = hit for 10 damage, and Liam is marked until the end of the officer's next turn. Rejuvenating Smite recharges. Shifts to (-Z, 10)

Big John:
Move Action: shift to (-Y, 6).

Standard Action: Dual Strike on Officer 6 and JC
Attack vs Officer 6: 35 vs AC = hit
Hit: 9 damage. heded
Attack vs Jean-Claude: 35 vs AC = hit
Hit: 9 damage. Target is marked until the end of John's next turn.

Free Action: MBA on JC
Trigger: hit with main hand weapon while in Dancing Defense stance
Attack: 36 vs AC = hit
Hit: 15 damage.

Officer 3: moves to (-X, 13). Attacks Darcell, 32 vs AC = hit for 18 damage. Darcell is marked until the end of the officer's next turn.

Seaman 10: shoots Big John, 26 vs AC = hit for 10 damage.

Isabelle: regains 5 hp...

Sorry Jake, forgot your power after finishing all the mechanics. But dude still died, so had no motivation to go back and change it.

** 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: 23/75 | Surges: 3/9 | AP: 0/1 | Bloodied, (failed death saves 0/3) Skwering Spikes, Charm of the Defender, Enemies Abound, Grim Shadow
23 Grommak (-X, 7) | HP: 47/86 | Surges: 3/9 | AP: 0/1 | Boots of the Fencing Master, Lashing Leaves, Cross-Body Parry, Sohei Flurry, Ruffling String, Attacks on the Run, Begin the Hunt, Blood of the Fallen, Jaws of the Wolf, Periapt of Cascading Health, Frenzied Skirmish, Invigorating Stride, Second Wind
22 Isabelle (-Y, 15) | 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, Four Corners Attack, Eldritch Quagmire, Swordmage Shielding Fire, regen 5 while bloodied, prepared to use immediate action (see mechanics above)
21 Henri (-Z, 14) | HP: 33/74 | Surges: 6/8 | AP: 0/1 | Bloodied, Inspiring Word (3/3), On My Mark, Shifting Tides, Dragon's Tenacity, Race the Arrow, Warlord's Recovery, Create Opportunity, Stone of Wind, Relentless Wounding,
19 Darcell (-Y, 13) | HP: 10/79 | Surges: 7/10 | AP: 0/1 | Bloodied, Second Wind, Echoing Weapon, Revitalizing Incantation, Lliira's Grace*, Majestic Word (2/2), Lying Lights, Unluck, Illusory Erasure, Demoralizing Strike, Moment of Escape, Stirring Shout, Counterpoint, Sitar of Restfulness, prepared to use immediate action (see mechanics above), marked until Officer 3 EONT
18 Officer 5 (-Y, 14) | HP: -118/?? | Bloodied, Holy Blast, Rejuvenating Smite, marked (-3) by Isabelle
14 Jean-Claude Olivier (-Y, 2) | HP: -42/?? | Lead Bullet,
11 Officer 6 (-Z, 10) | HP: -112/?? | Bloodied, Holy Blast, marked (-3) by Isabelle
11 Big John (-Y, 6) | HP: -2/89 | Surges: 6/11 | AP: 0/1 | Unconscious, Dying, failed death saves (0/3), 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, cannot spend healing surges (save ends), prone
10 Officer 3 (-X, 13) | HP: -76/?? | Bloodied, Holy Blast, Rejuvenating Smite, 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

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: Mon Jun 06, 2016 9:43 pm
by ratwizard

"What the fuck?" Grommak asks, when he notices a flurry of crossfire stagger Big John. "Watch your aim, you lot," he calls back to the other Dogs. Taking advantage of the shellshock, the orc charges forward, closing the distance with the Imardanian leader. A large rifle pointed straight at him, however, causes him to flinch and lose momentum as he engages.

Mechanics
[SHOW]

Minor: Quarry "John"-Claude.

Charge: Move to -Y3, doing Marauder's Rush at the end.
Attack: 4(1d20) +20 = 24; 6(1d10) +17 = 23; 4(2d6) = 4

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: 47/86
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: Wed Jun 08, 2016 8:36 am
by Namelessjake

Darcell jumps back, out of the range of the officer's swing, before attacking the man with a spell.

Mechanics
[SHOW]

Move: Shift to (-Z, 12)

Standard: Vicious Mockery on Officer 3
27 vs Will = Hit? for 11 psychic damage and target takes -2 to attack rolls until Darcell EONT.

12(1d20) +15 = 27; 2(1d6) +9 = 11

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: 10/79
Bloodied: 39
Surge Value: 20
Surges left: 7/10
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 [x]
Majestic Word [x][x] **
Words of Friendship []
Blunder [x]
Moment of Escape [x]
Echoing Weapon [x]
Revitalizing Incantation [x]
Unluck [x]
Illusory Erasure [x]
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: Thu Jun 09, 2016 8:46 pm
by PureZaros
MECHANICS
[SHOW]

Move Action: Move to [-W, 13] avoiding OA's

Standard Action: Frigid Blade on Officer 3
Attack: 37 vs AC...
Hit: 14 cold damage.
If Officer 3 starts his next turn adjacent to me, he takes a -3 to speed until the end of his next turn.

Ready Immediate Action: Firedeath
Reduce all damage dice rolled by triggering attack to 1.
Use if I would be dropped again.

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: 24/91
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: Thu Jun 09, 2016 11:27 pm
by Scratcherclaw

His eyes on his prey, Henri steps closer to the remaining naval officer, intent on ending him once and for all. Unfortunately, the ex-aristocrat is rusty with his sword arm and fails to land a decisive blow.

Mechanics
[SHOW]

Minor: Shift to -Y13

Standard: Tempest of Triumph on Officer 3
Attack: 11(1d20) +15 = 26 vs AC = Miss :(

Ready Immediate Action: Vengeance is Mine

Combat Block
[SHOW]

Henri LaBelle

Male Vryloka Warlord 11
Languages: Common, Imardanian, Forellian
Age: 21
Height: 5'11"
Weight: 150 lbs.

Speed: 7
Initiative: +13
Passive Perception: 20
Passive Insight: 16
Senses: Low-light vision

AC: 23
Fort: 24
Ref: 21
Will: 24
HP: 33/74
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 [X]
Lifeblood [X]
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: Fri Jun 10, 2016 1:57 am
by kalis5
Mechanics
[SHOW]

Move to -Y12.

MBA against Officer 3: 12(1d20) +18 = 30
Bound to be a hit. Damage: 2(1d8) +10 = 12

Dancing Fire on JEAN-CLAUDE this time. Deals 7 damage and the big bad guy grants CA to everything until the end of my 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: 23/75
Bloodied: 37
Surge Value: 18
Surges left: 3/9
Action Points: 0

Resistances:
Vulnerabilities: None
Active Effects: WAS invisible.

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: Sat Jun 11, 2016 6:00 pm
by Fialova

As Grommak swings wide against the naval commander, the man attempts to knock one of the orc's swords from his hands with the butt of his gun. His attempt fails, and he backs further into the ship. Producing yet another of the dreaded bullets he'd hit Grommak with before, the orc's flesh is yet again pierced and the horrible sensation he'd felt before returns. Meanwhile, the last of the crewmen rushes forward and thrusts at the man with his bayonet, nicking him in the side.

Back on the other side of the deck, through a combined effort by the other Dogs, the last remaining of the middle rank crewman falls. All that remains now is Jean-Claude and his sole lackey. The leader backs further into the ship, standing in the doorway to a room at the bow. He maintains his aim at the Dogs, but he seems less devoted to the fight than he had only moments earlier.

Go: Everyone

Mechanics
[SHOW]

Grommak: quarries, moves, misses...

Jean-Claude Olivier: Disarm on Grommak, 19 vs Reflex = miss

Darcell: shifts, hits

Isabelle: moves, hits, prepares to use immediate action (see mechanics above)

Henri: shifts, misses, prepares to use immediate action (see mechanics above)

Liam: moves, hits & kills

Jean-Claude Olivier: Lead Bullet recharges. Shifts to (-X, 3). Lead Bullet on Grommak, 33 vs Reflex = hit for 8 necrotic damage. Grommak is bloodied and cannot spend healing surges (save ends). Moves to (-X, -1).

Big John:
Save vs death: 16 = still kicking
Save vs inability to heal: 16 = success

Seaman 10: shifts to (-Y, 0). Charges to (-Y, 2) on Grommak, 30 vs AC = hit for 6 damage and Grommak takes 3 ongoing damage (save ends)

Grommak: takes 3 ongoing damage...

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 10 (-Y, 1) | HP: 1/1 |
27 Liam (-Y, 12) | HP: 23/75 | Surges: 3/9 | AP: 0/1 | Bloodied, (failed death saves 0/3) Skwering Spikes, Charm of the Defender, Enemies Abound, Grim Shadow
23 Grommak (-Y, 3) | HP: 30/86 | Surges: 3/9 | 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, cannot spend healing surges (save ends), ongoing 3 damage (save ends)
22 Isabelle (-W, 13) | HP: 34/91 | Surges: 6/11 | AP: 0/1 | Bloodied, (failed death saves 1/3), Foesnare, Inevitable Strike, Strength Against Strength, Dimensional Vortex, Mythal Recovery, Four Corners Attack, Eldritch Quagmire, Swordmage Shielding Fire, regen 5 while bloodied, prepared to use immediate action (see mechanics above)
21 Henri (-Y, 13) | HP: 33/74 | Surges: 6/8 | AP: 0/1 | Bloodied, Inspiring Word (3/3), On My Mark, Shifting Tides, Dragon's Tenacity, Race the Arrow, Tempest of Triumph, Warlord's Recovery, Create Opportunity, Stone of Wind, Relentless Wounding, prepared to use immediate action (see mechanics above)
19 Darcell (-Z, 12) | HP: 10/79 | Surges: 7/10 | AP: 0/1 | Bloodied, Second Wind, Echoing Weapon, Revitalizing Incantation, Lliira's Grace*, Majestic Word (2/2), Lying Lights, Unluck, Illusory Erasure, Demoralizing Strike, Moment of Escape, Stirring Shout, Counterpoint, Sitar of Restfulness,
14 Jean-Claude Olivier (-X, -1) | HP: -49/?? | Lead Bullet, Grommak's quarry, granting CA until Liam EONT
11 Big John (-Y, 6) | HP: -2/89 | Surges: 6/11 | AP: 0/1 | Unconscious, Dying, failed death saves (0/3), 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, prone
10 Officer 3 (-X, 13) | HP: -113/?? | Bloodied, Holy Blast, Rejuvenating Smite, -2 to attack until Darcell 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

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: Sat Jun 11, 2016 6:30 pm
by Scratcherclaw

With the final officer finally felled, Henri turns his sights on his former instructor. Rushing towards him, he shouts, "I'd like to say I'm sorry it's come to this, but I'm not." With this, Henri fires a bullet of his own, which pierces the flesh of his ex-mentor. Lest Jean-Claude retaliate, Henri takes cover behind a cannon. I hope Daphne isn't too close with her brother. Oh well.

Mechanics
[SHOW]

Move: Walk to -W6

Standard: Paint the Bullseye on Jean-Claude
Attack: 12(1d20) +19 = 31 vs AC = Hit
Damage: 1(1d6) +5 = 6
Until SONT, allies gain a +3 bonus to damage rolls against Jean-Claude

Minor: Shift to -V5

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: 33/74
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 [X]
Lifeblood [X]
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: Sat Jun 11, 2016 7:26 pm
by ratwizard

Grommak takes a risk as he slips past the remaining lackey to take on his leader. The orc's strength is fading, however, and his blades are parried deftly by the navyman. No prisoners, he thinks to himself. I'll run him through myself.

Mechanics
[SHOW]

Move: Walk to -X0, proccing an OA from the remaining Seaman.

Standard: Twin Strike on Jean-Claude, with CA and +3 to damage rolls. Misses AC 24, Misses AC 27.
Attacks: 4(1d20) +20 = 24; 10(1d10) +11 = 21; 10(1d20) +17 = 27; 6(1d10) +8 = 14; 6(2d6) = 6

Saves: 15(1d20) = 15; 1(1d20) = 1
Success vs. No Healing, Fail vs. Ongoing dmg

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: 30/86
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: Sat Jun 11, 2016 7:39 pm
by Fialova

As Grommak fails once again to hit his foe, Jean-Claude once again whips the butt of his gun forward, this time knocking the orc's main-hand weapon to the ground at his feet.

Mechanics
[SHOW]

Seaman 10: as Grommak moves, OA - 28 vs AC = hit for 6 damage.

Jean-Claude Olivier: Disarm on Grommak, 32 vs Reflex = hit. Grommak's main-hand weapon is dislodged from his hand and drops to the ground in his square.


Re: Blackwood's Dogs IC

Posted: Sun Jun 12, 2016 1:27 pm
by Namelessjake

Darcell follows after Henri, taking cover one canon behind him. He attacks the last remaining soldier, however the man resists the Bard's magical onslaught.

Mechanics
[SHOW]

Move: Walk to (-V, 7)

Standard: Vicious Mockery on Seaman 10

5(1d20) +15 = 20; 1(1d6) +9 = 10

Virtue of Cunning
[SHOW]

Once per round when an enemy attack misses an ally within 8 squares of me, I can slide that ally up to 2 square as a free action, and I can also slide an enemy that was adjacent to that ally into the space the ally vacated. In addition one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.

Feel free to use this.

Combat Block
[SHOW]

Darcell

Male Half-Elf Cunning Bard 11
Languages: Common, 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: 10/79
Bloodied: 39
Surge Value: 20
Surges left: 7/10
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 [x]
Majestic Word [x][x] **
Words of Friendship []
Blunder [x]
Moment of Escape [x]
Echoing Weapon [x]
Revitalizing Incantation [x]
Unluck [x]
Illusory Erasure [x]
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 Jun 12, 2016 3:53 pm
by PureZaros

Stalking along the ship, Isabelle makes her way towards the now hesitant looking man at the prow. "You know. This would've been so much simpler if you had just done as told. But ye had to try and be the hero. Heroes don't last long on the seas, and even less under 'em." she growls, a menacing smile playing on her lips as she flicks her bloody sword lightly, spraying sanguine fluid across the planks in front of her.

MECHANICS
[SHOW]

Move Action: Walk to [-W, 7]

Standard Action -> Move Action: Walk to [-W, 1]

Minor Action: Aegis of Ensnarement
Placing Aegis on both Olivier and Seaman 10.

Ready Opportunity Action: Fettering Aegis
If Olivier moves away from me willingly.
No attack roll.
1d8+9 force damage (+2 if he is bloodied)
Olivier is pulled to a square adjacent to me and immobilized until the end of his 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: 34/91
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

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: Sun Jun 12, 2016 6:44 pm
by kalis5

Liam walks forward, launching a bolt of magic energy into the Seaman's chest with a sigh.
"Knock it off lad. Fight's over. Should've just laid down and accepted it."

Mechanics
[SHOW]

Move to -Y7.

Magic Missile on Seaman. Auto hit, auto kill.

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: 23/75
Bloodied: 37
Surge Value: 18
Surges left: 3/9
Action Points: 0

Resistances:
Vulnerabilities: None
Active Effects: WAS invisible.

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: Sun Jun 12, 2016 7:38 pm
by Fialova

"Neither am I," the man responds to Henri, calmly, as he drops his rifle to the floor. Reaching into the room behind him, he grabs a torch from the wall. "I hear dogs don't do too well either," he continues, now in response to Isabelle, as the vanguard begins to close in on his position.

As the last of his crewmen falls to the Dirge's spell, he says, "you may take my life and those of my crewmen, but your captain will not get another of our ships out of it." The man quickly turns and flings the torch into a cluster of barrels behind them, whose contents become clear immediately after.

The gunpowder barrels explode, and though Grommak is quickly able to duck aside, Jean-Claude and Isabelle are both hit by the powerful blast. Some nearby cannonballs and other shot fly forward blasting holes in parts of the ship and sending splinters flying throughout the cramped corridor. Immediately an inferno begins to rage, engulfing the bow in an instant as it rapidly spreads further into the deck.

Go: Everyone

Mechanics
[SHOW]

Henri: moves, hits, shifts

Grommak: moves...

Seaman 10: OA on Grommak, 28 vs AC = hit for 6 damage.

Grommak: ...misses...

Jean-Claude Olivier: Disarm on Grommak, 32 vs Reflex = hit. Grommak's main-hand weapon is dislodged from his hand and drops to the ground in his square.

Grommak: ...saves, fails save

Darcell: moves, misses

Isabelle: moves, marks x2, prepares to use immediate action (see mechanics above)

Liam: moves, hits & kills

Jean-Claude Olivier: drops gun, grabs torch, throws torch into nearby barrels.

Barrels: Explode vs Jean-Claude (34 vs Reflex = hit), Grommak (19 vs Reflex = miss), and Isabelle (27 vs Reflex = hit). Jean-Claude and Isabelle are each hit for 29 fire damage (Isabelle resists 10). Jean-Claude is now bloodied. The explosion and ensuing inferno creates an area of fire that is engulfing the ship (see map info for details).

Big John:
Save vs death: 12 = no change

Grommak: takes 3 ongoing damage and 10 fire damage...

Isabelle: takes 10 fire damage (which is resisted) and 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.

Flames: Any creature that begins its turn in the flames takes 10 fire damage. Any creature that ends its turn in the flames takes ongoing 10 fire damage (save ends).

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 | marked (-3) by Isabelle
27 Liam (-Y, 7) | HP: 23/75 | Surges: 3/9 | AP: 0/1 | Bloodied, (failed death saves 0/3) Skwering Spikes, Charm of the Defender, Enemies Abound, Grim Shadow
23 Grommak (-X, 0) | HP: 11/86 | Surges: 3/9 | 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, ongoing 3 damage (save ends), main-hand weapon has been knocked out of his hand and is in (-X, 0)
22 Isabelle (-W, 1) | 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, Four Corners Attack, Eldritch Quagmire, Swordmage Shielding Fire, regen 5 while bloodied, prepared to use immediate action (see mechanics above)
21 Henri (-V, 5) | HP: 33/74 | Surges: 6/8 | AP: 0/1 | Bloodied, Inspiring Word (3/3), On My Mark, Shifting Tides, Dragon's Tenacity, Race the Arrow, Tempest of Triumph, Warlord's Recovery, Create Opportunity, Stone of Wind, Relentless Wounding
19 Darcell (-V, 7) | HP: 10/79 | Surges: 7/10 | AP: 0/1 | Bloodied, Second Wind, Echoing Weapon, Revitalizing Incantation, Lliira's Grace*, Majestic Word (2/2), Lying Lights, Unluck, Illusory Erasure, Demoralizing Strike, Moment of Escape, Stirring Shout, Counterpoint, Sitar of Restfulness,
14 Jean-Claude Olivier (-X, -1) | HP: -84/?? | Bloodied, Lead Bullet, Grommak's quarry, marked (-3) by Isabelle
11 Big John (-Y, 6) | HP: -2/89 | Surges: 6/11 | AP: 0/1 | Unconscious, Dying, failed death saves (0/3), 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, prone

?? 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

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 Jun 12, 2016 9:03 pm
by PureZaros

Momentarily staggered by the explosion, Isabelle suddenly vanishes, reappearing in front of Jean-Claude. Skewering his foot to the planks with a handy piece of debris, she makes a quick swipe, which unfortunately goes wide.

With flames dancing around her body, Isabelle lets a twisted, gleeful smile cover her face. "Oh, but my dear Jean-Claude. Us dogs've learned how to handle th' sea. We know how to survive. But ye stuck yerself in a room with me, and then set it ablaze. I want to see how you survive this. I want to see your face as the fire starts eating at your flesh. Ye put yerself in this situation. Better enjoy the whole experience."

MECHANICS
[SHOW]

Standard Action: Binding Aegis on Olivier
Olivier is Immobilized (save ends)
Aftereffect: Free action: Isabelle teleports to [-X, -1] and makes an at-will attack against Olivier.
Frigid Blade
Attack: 23 vs AC...
Fuck.

Ready Opportunity Action:
Firedeath if Olivier were to hit me for >10 damage.
Reduce all damage dice rolled to 1.

Fettering Aegis if he were to somehow try to run.
1d8+11 force damage
He is pulled adjacent to me and immobilized until the end of his 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: 34/91
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

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 Jun 13, 2016 7:01 pm
by ratwizard

The flash of burning flame enangers Grommak, and for a moment he loses his wits. Whiffing a haymaker, he quickly scrabbles for his heavy scimitar. The orc savagely swingsit at the remaining navyman with such force that it rends the man's torso, likely fatally. He follows up by a brutish hack with his cutlass. I'll let him burn, or bleed to death. Whichever.

His bloodthirst sated, Grommak takes a quick look at Isabelle through the creeping flames. "Get the fuck out, shit-for-brains!" he cries, noticing her for the first time behind Jean-Claude. The flames licking at his ankles and the pain unbearable, Grommak turns his back to the man before sprinting away.

Mechanics
[SHOW]

Reaction: Free OA from JC's ranged torch throw, with CA from feat support. Whiff, 21 to AC.
Attack: 9(1d20) +12 = 21; 3(1d4) +7 = 10


Minor: Pick up runic scimitar from the ground

Standard: Twin Strike on Jean-Claude, with CA (assuming PZ put Isabelle in -X -2 not -1.) Crits with main hand, dealing 18+12=30 damage. JC takes 10 ongoing damage, save ends. Off hand misses 26 to AC. Main hand crit procs another off-hand MBA.
Attacks: 19(1d20) +20 = 39; 9(1d10) +11 = 20; 9(1d20) +17 = 26; 5(1d10) +8 = 13; 12(2d6) = 12

Free: Free off-hand MBA. Hits AC 29 for 11 damage.
Attack: 12(1d20) +17 = 29; 6(1d10) +5 = 11

Move: Run to -x8, proccing OA from JC.

Save: 15(1d20) = 15 Saved vs. ongoing dmg.

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: 30/86
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 Jun 13, 2016 7:36 pm
by Scratcherclaw

As Jean-Claude ignites the gunpowder, Henri ducks behind his cannon, his eyes lighting up in amazement. As the initial smoke clears, he pops his head up and shouts, "Look on the bright side, Jean-Claude. Maybe you'll get to meet Elys. Then again, probably not."

Spotting his bold fellow Dog braving the flames, Henri says, "Cut him down already, Isabelle! And grab me his rifle once you do. It'd make a lovely souvenir." Fired up from his words, Isabelle strikes the man with her blade, cutting through his charring flesh.

Mechanics
[SHOW]

Minor: Shift to -W4

Standard: Direct the Strike on Isabelle
Isabelle MBA on Jean-Claude: 18(1d20) +19 = 37 vs AC = Hit
Damage: 2(1d8) +9 = 11

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: 33/74
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 [X]
Lifeblood [X]
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: Wed Jun 15, 2016 7:28 am
by Namelessjake

Seeing the flames start to engulf the ship, Darcell's flight reflex kicks in. "There's no point dying over a rifle Henri. Let's get out of here. If he wants to go down with the ship he is more than welcome to," he says pointing to Jean-Claude as he starts to make his way back to where the dogs entered the hold. "On the other hand I'm not too excited by the prospect though," he adds, reaching the open grate and starting to hoist himself out of the hold.

Mechanics
[SHOW]

Move: Run to (-W, 15)

Standard -> Move: Run (-X, 17), Climb up to top deck if possible.

Athletics Check: 26

18(1d20) +8 = 26

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: 10/79
Bloodied: 39
Surge Value: 20
Surges left: 7/10
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 [x]
Majestic Word [x][x] **
Words of Friendship []
Blunder [x]
Moment of Escape [x]
Echoing Weapon [x]
Revitalizing Incantation [x]
Unluck [x]
Illusory Erasure [x]
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 Jun 19, 2016 2:12 pm
by kalis5

Liam curses as he starts to rush his way back to the top deck.
"Damnable ol' fool, coulda seen his siste fa a bit longa if he'd just lain his weapons down..."

Mechanics of noping
[SHOW]

Liam gonna nope da fug out. Double move to -X18.


Re: Blackwood's Dogs IC

Posted: Mon Jun 20, 2016 5:11 pm
by Fialova

As Isabelle continues to hack away at her foe, the others mostly make their way towards the stern of the ship. The flames only get worse as time goes by, with the heat drastically increasing in the room Isabelle finds herself in.

Darcell
[SHOW]

Up above deck, the rest of the Dogs are scrambling around the navy deck and back to the Saint. Marian shouts orders, and turns angrily to face you as she spots you emerge from the bowels of the ship.

As you look around, you can see that the flames are licking up the side of the ship, though they have not quite made it through the floorboards of the deck. However, it is clearly that the initial explosion took many casualties with it, as dead are being dragged out of the burning forecastle at the bow.

Old lefty steps up to you as you get to your feet. "Now that is an explosion. Almost brings a tear to me eye," the old man says with a smirk, helping you up. "Best make our way back to the Saint, though, else we end up burnt to a crisp. Come on, lad."

Go: Everyone

Mechanics
[SHOW]

Isabelle: immobilizes & teleports, misses, takes ongoing 10 fire damage (save ends)

Grommak: misses OA, picks up weapon, crits!, misses, hits, saves

Henri: shifts, grants attack...

Isabelle: hits

Henri: ...takes 10 ongoing fire damage (save ends)

Darcell: runs, succeeds in climbing, is no longer in the encounter

Liam: moves

Jean-Claude Olivier: takes 10 fire damage and 10 ongoing damage, takes 10 ongoing fire damage (save ends)

Big John: Save vs death = 10, no change

Flames: expands and intensifies (see map info for current details)

Isabelle: takes 10 damage from ongoing fire damage (all of which is resisted) and 15 fire damage from the square (10 of which is resisted). Regains 5 hp...

Henri: takes 10 damage from ongoing fire damage and 10 damage from the square...

Big John: takes 10 damage from the square...

** 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.

Flames: Any creature that begins its turn in the flames takes fire damage once, and any creature that ends its turn in the flames takes ongoing fire damage (save ends). For flame squares at or to the left of the 0 column this damage is equal to 15, right of the 0 column the damage is equal to 10.

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]

27 Liam (-X, 18) | HP: 23/75 | Surges: 3/9 | AP: 0/1 | Bloodied, (failed death saves 0/3) Skwering Spikes, Charm of the Defender, Enemies Abound, Grim Shadow
23 Grommak (-X, 8) | HP: 11/86 | Surges: 3/9 | AP: 0/1 | Bloodied, Boots of the Fencing Master, Lashing Leaves, Cross-Body Parry, Sohei Flurry, Ruffling String, Attacks on the Run, Begin the Hunt, Blood of the Fallen, Jaws of the Wolf, Periapt of Cascading Health, Frenzied Skirmish, Invigorating Stride, Second Wind
22 Isabelle (-X, -2) | 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, Four Corners Attack, Eldritch Quagmire, Swordmage Shielding Fire, Binding Aegis, regen 5 while bloodied, prepared to use immediate action (see mechanics above), ongoing 10 fire damage (save ends)
21 Henri (-W, 4) | HP: 13/74 | Surges: 6/8 | AP: 0/1 | Bloodied, Inspiring Word (3/3), On My Mark, Shifting Tides, Dragon's Tenacity, Race the Arrow, Tempest of Triumph, Warlord's Recovery, Create Opportunity, Stone of Wind, Relentless Wounding, ongoing 10 fire damage (save ends)
14 Jean-Claude Olivier (-X, -1) | HP: -156/?? | Bloodied, Lead Bullet, Grommak's quarry, marked (-3) by Isabelle, immobilized (save ends), ongoing 10 damage (save ends), ongoing 10 fire damage (save ends)
11 Big John (-Y, 6) | HP: -12/89 | Surges: 6/11 | AP: 0/1 | Unconscious, Dying, failed death saves (0/3), 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, prone

19 Darcell (-V, 7) | HP: 10/79 | Surges: 7/10 | AP: 0/1 | Bloodied, Second Wind, Echoing Weapon, Revitalizing Incantation, Lliira's Grace*, Majestic Word (2/2), Lying Lights, Unluck, Illusory Erasure, Demoralizing Strike, Moment of Escape, Stirring Shout, Counterpoint, Sitar of Restfulness,, above deck (no longer 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: -12/89
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

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: Mon Jun 20, 2016 5:39 pm
by Scratcherclaw

With a sigh, Henri responds to Darcell, "Fine, I guess you're right." As the flames begin to move around him, he mutters, "Dammit..." while he takes off running toward the grate. He does, however, manage to extinguish himself and momentarily breathes a sigh of relief, despite still being in the inferno.

Mechanics
[SHOW]

Move: Run to -W12

Minor: Shift to -W13

Standard: Second Wind
Spend a surge to get to 29HP & gain +2 to AC

Saving Throw: 17(1d20) = 17

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: 29/74
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 [X]
Inspiring Word [X] [X] [X]
Vengeance is Mine []
Race the Arrow [X]
On My Mark [X]
Tempest of Triumph [X]
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: Mon Jun 20, 2016 5:53 pm
by ratwizard

Grommak takes a look back as he books it toward the way out, spying the highlander starting to sizzle from the advancing flames. "Oh, shit... Not this time," the orc grumbles to himself, circling back with gritted teeth to Big John. Now I gotta lug this big fucker myself, cos he'd do the same for me. Of-fucking-course. The orc grabs onto the man's foot with a powerful grip, dragging him while walking backwards at a good pace.

As he backpedals, Grommak catches glimpses through the blaze of Isabelle, Henri, and Jean-Claude, the latter near-succumbing to the flames. "Get your asses out here and help me get John up!" he cries out to his fellow Dogs, struggling but managing to pull Big John closer to the grating.

Mechanics
[SHOW]

Move: Shift left a square.

Minor: Grab Big John's Big Johnson (nah, his leg)

Standard: Drag Big John to the right. Athletics 26 allows full move speed. Grommak moves to -Y13, dragging Big John with him.
Athletics to drag the big fucker: 12(1d20) +14 = 26

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: 11/86
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: Sat Jun 25, 2016 7:05 pm
by PureZaros

Sighing as she sees the other dogs start to run to the trapdoor. "Well, looks like we have t' part ways now Jeanny." Isabelle quips, brushing off the cinders falling around her. "See you in hell, maybe."

Sheathing her sword in his gut, she tosses the burning now-corpse to the side and bends down to pick up his gun, as per Henri's request.

MECHANICS
[SHOW]

Standard Action: Frigid Blade on Jean-Claude
Attack: 33 vs AC... Hit
Free Action: Ruby Scabbard to add +1 to my next damage roll.
Hit: 14 damage and [REDACTED] heded

Move Action: shift into [-X, -1]

Minor Action: Pick up Jean-Claude's gun. You're welcome, scratch.

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: 20/91
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

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
[X] 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: Sun Jun 26, 2016 9:16 pm
by kalis5

Liam, noticing that John has fallen down and is seemingly injured, gives a curse and starts doubling back. "Gods-damn you fools need to learn when to disengage!"

Mechanics
[SHOW]

Move to -Y12
Standard to use Second Wind to heal a bit for this. +18 HP.

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: 41/75
Bloodied: 37
Surge Value: 18
Surges left: 2/9
Action Points: 0

Resistances:
Vulnerabilities: None
Active Effects: WAS invisible.

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 Jun 28, 2016 4:33 pm
by Fialova

The inferno rages as Isabelle cuts down the last of the navymen and reaches for his gun, which is ablaze in her hands. The wood is rapidly becoming a charred husk of its formerly pristine glory, though the barrel remains mostly unaffected by the fire for the time being.

As she finally finishes her business at the bow, the others are hard at work further in trying to pull John to safety. First Grommak and then Liam rush to his aid, with Darcell waiting above to help pull the man back to the main deck.

Darcell
[SHOW]

Old Lefty, watching as Darcell ignores his warning, throws his hands up in frustration before making way to the planks back to the Saint. Just as he does so, the navy ship begins to tilt forward some. It is not enough to cause anyone to lose their footing, but the tilt does not bode well for the future of the ship.

Go: Everyone

Mechanics
[SHOW]

Henri: runs, shifts, heals, saves

Grommak: shifts, grabs John, moves and drags him to (-Y, 12)

Isabelle: hits & kills, shifts, picks up gun, ongoing fire damage is now 15

Liam: moves (to a different square since that is where John would be), heals & unbloodies

Big John: save vs death = 2, failure

Flames: expands and intensifies (see map info for current details)

Ship: begins to tilt forward. The tilt is noticeable, but so far is not enough to affect movement.

Isabelle: takes 20 fire damage (10 is resisted) and 15 damage from her pre-existing ongoing fire damage (10 is resisted). Regains 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.

Flames: Any creature that begins its turn in the flames takes fire damage once, and any creature that ends its turn in the flames takes ongoing fire damage (save ends). For flame squares at or to the left of the 0 column this damage is equal to 20, for flames squares in columns 1-3 the damage is equal to 15, and in flames squares right of the 3 column the damage is equal to 10.

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]

27 Liam (-X, 13) | HP: 41/75 | Surges: 2/9 | AP: 0/1 | (failed death saves 0/3) Second Wind,Skwering Spikes, Charm of the Defender, Enemies Abound, Grim Shadow +2 to defenses until SONT
23 Grommak (-Y, 13) | HP: 11/86 | Surges: 3/9 | AP: 0/1 | Bloodied, Boots of the Fencing Master, Lashing Leaves, Cross-Body Parry, Sohei Flurry, Ruffling String, Attacks on the Run, Begin the Hunt, Blood of the Fallen, Jaws of the Wolf, Periapt of Cascading Health, Frenzied Skirmish, Invigorating Stride, Second Wind
22 Isabelle (-X, -1) | HP: 10/91 | 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, Binding Aegis, regen 5 while bloodied, ongoing 15 fire damage (save ends)
21 Henri (-W, 13) | HP: 31/74 | Surges: 1/8 | AP: 0/1 | Bloodied, Inspiring Word (3/3), On My Mark, Shifting Tides, Dragon's Tenacity, Race the Arrow, Tempest of Triumph, Second Wind, Warlord's Recovery, Create Opportunity, Stone of Wind, Relentless Wounding, +2 to defenses until SONT
14 Jean-Claude Olivier (-X, -1) | HP: -170/?? | Bloodied, Lead Bullet, Grommak's quarry, marked (-3) by Isabelle, immobilized (save ends), ongoing 10 damage (save ends), ongoing 10 fire damage (save ends)
11 Big John (-Y, 12) | HP: -12/89 | Surges: 6/11 | AP: 0/1 | Unconscious, Dying, failed death saves (1/3), 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, prone

19 Darcell (-V, 7) | HP: 10/79 | Surges: 7/10 | AP: 0/1 | Bloodied, Second Wind, Echoing Weapon, Revitalizing Incantation, Lliira's Grace*, Majestic Word (2/2), Lying Lights, Unluck, Illusory Erasure, Demoralizing Strike, Moment of Escape, Stirring Shout, Counterpoint, Sitar of Restfulness,, above deck (no longer 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: -12/89
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

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: Tue Jun 28, 2016 5:00 pm
by Scratcherclaw

With the inferno engulfing the ship further, Henri darts to the grate. Looking back at the others, he shouts, "Hurry the hell up, Dogs! Let's get out of here! Especially you, Isabelle!" With this, he starts to climb his way out of the hold.

Mechanics
[SHOW]

Move: Walk to -X17 & climb to top deck

Athletics Check: 5(1d20) +16 = 21

Combat Block
[SHOW]

Henri LaBelle

Male Vryloka Warlord 11
Languages: Common, Imardanian, Forellian
Age: 21
Height: 5'11"
Weight: 150 lbs.

Speed: 7
Initiative: +13
Passive Perception: 20
Passive Insight: 16
Senses: Low-light vision

AC: 23
Fort: 24
Ref: 21
Will: 24
HP: 29/74
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 [X]
Inspiring Word [X] [X] [X]
Vengeance is Mine []
Race the Arrow [X]
On My Mark [X]
Tempest of Triumph [X]
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: Tue Jun 28, 2016 6:10 pm
by ratwizard
Mechanics
[SHOW]

Standard: Drag Big John to the right, and possibly to the grate.

Athletics check: 20(1d20) +14 = 34

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: 11/86
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: Tue Jun 28, 2016 7:51 pm
by kalis5
Mechanics
[SHOW]

Athletics check to help move John!: 16(1d20) +10 = 26


Re: Blackwood's Dogs IC

Posted: Tue Jun 28, 2016 8:09 pm
by PureZaros
MECHANICS
[SHOW]

Standard Action->Move Action: Run to [-Y, 7]

Move Action: Run to [-X, 15]

Minor Action: Periapt of Cascading Health +2
Autosave against 15 ongoing fire damage.

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: 10/91
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

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

[X] Periapt of Cascading Health +2
[_] Viper Belt
[X] 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 Jun 29, 2016 3:21 am
by Namelessjake

As the ship starts to tilt, Darcell shouts down to the others. "Whatever you're doing down there, you're going to want to get out, and fast."

With that he follows after Rusty and makes his way back onto the Saint, joining the rest of the crew in watching the flames engulf the other ship.


Re: Blackwood's Dogs IC

Posted: Sun Jul 03, 2016 10:22 am
by Fialova
Grommak, Liam
[SHOW]

You succeed in dragging John, and still have a standard action and minor action left if you want to do something else.


Re: Blackwood's Dogs IC

Posted: Wed Jul 06, 2016 4:52 pm
by ratwizard

"Lift, Liam! Now!" Grommak cries as he pushes through the pain of his wounds, trying to bring the deadweight of Big John's body up through the grate. Nothing but adrenaline and the danger of an impending fiery death give him courage. "Henri!" he manages, through stunted breaths.

Mechanics
[SHOW]

Standard: Lift Big John up through the open grate, or at least attempt to with help from Liam/Henri.

Athletics check: 14(1d20) +14 = 28

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: 11/86
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: Thu Jul 07, 2016 5:00 pm
by kalis5

Liam, after having dragged John over with Grommak, attempts to aid him in lifting the man, struggling a little bit.
"Ach, hurry up will ya! I'm too damn sober fa this!"

Mechanics
[SHOW]

1(1d20) +10 = 11
My luck. It has left me.


Re: Blackwood's Dogs IC

Posted: Thu Jul 07, 2016 6:45 pm
by Fialova
Grommak, Liam, Isabelle
[SHOW]

The two men struggle, but eventually manage to pull John's bulky body to the grate. With all their might, they successfully lift him to the upper deck shortly after Henri makes his way above. Meanwhile, Isabelle races through the flaming ship, passing debris and rapidly deteriorating floorboards, to make it back to the rear of the ship with the others.

Darcell, Henri
[SHOW]

Henri makes it above deck only moments after Darcell, only to find that most of the Dogs have already made way back to the Saint. A few stragglers remain, gathering up the last of the items they could loot from the navyman corpses in the short time the ship was occupied.

Shortly after Henri rises from below, The limp body of John is hoisted onto the deck, still motionless. A few of the watching crewmen gasp at the sight. Some mumbling can be heard, amazement at the thought of someone managing to take down the giant of a man. It is clear they've assumed him dead.

Orson, clearly not as convinced as the other crewman, makes his way back across one of the planks to help move the man. "He's still alive, right?" he says, as he nears Henri. "Come on, we've little time. We need to get him over to the Saint before this piece of shit is swallowed by the sea."

Go: Everyone

Mechanics
[SHOW]

Henri: moves, climbs

Grommak: moves, drags, lifts (with help)

Liam: moves, drags, lifts (with help)

Isabelle: runs, saves

Big John: save vs death =14, no change

Flames: expands and intensifies (see map info for current details)

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.

Flames: Any creature that begins its turn in the flames takes fire damage once, and any creature that ends its turn in the flames takes ongoing fire damage (save ends). For flame squares at or to the left of the 0 column this damage is equal to 25, for flames squares in columns 1-3 the damage is equal to 20, for flames squares in columns 4-6 the damage is equal to 15, and in flames squares right of the 6 column the damage is equal to 10.

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]

27 Liam (-X, 16) | HP: 41/75 | Surges: 2/9 | AP: 0/1 | (failed death saves 0/3) Second Wind,Skwering Spikes, Charm of the Defender, Enemies Abound, Grim Shadow +2 to defenses until SONT
23 Grommak (-Y, 17) | HP: 11/86 | Surges: 3/9 | AP: 0/1 | Bloodied, Boots of the Fencing Master, Lashing Leaves, Cross-Body Parry, Sohei Flurry, Ruffling String, Attacks on the Run, Begin the Hunt, Blood of the Fallen, Jaws of the Wolf, Periapt of Cascading Health, Frenzied Skirmish, Invigorating Stride, Second Wind
22 Isabelle (-Y, 15) | HP: 15/91 | 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, Binding Aegis, regen 5 while bloodied,

19 Darcell (-V, 7) | HP: 10/79 | Surges: 7/10 | AP: 0/1 | Bloodied, Second Wind, Echoing Weapon, Revitalizing Incantation, Lliira's Grace*, Majestic Word (2/2), Lying Lights, Unluck, Illusory Erasure, Demoralizing Strike, Moment of Escape, Stirring Shout, Counterpoint, Sitar of Restfulness,, above deck (no longer in fight)
21 Henri (-W, 13) | HP: 31/74 | Surges: 1/8 | AP: 0/1 | Bloodied, Inspiring Word (3/3), On My Mark, Shifting Tides, Dragon's Tenacity, Race the Arrow, Tempest of Triumph, Second Wind, Warlord's Recovery, Create Opportunity, Stone of Wind, Relentless Wounding, above deck (no longer in fight)
11 Big John (-Y, 12) | HP: -12/89 | Surges: 6/11 | AP: 0/1 | Unconscious, Dying, failed death saves (1/3), 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, prone, above deck (no longer in fight but still unconscious and dying)
?? 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: -12/89
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

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: Thu Jul 07, 2016 6:57 pm
by ratwizard

Despite Liam's struggling, Grommak is able to lift the brunt of Big John's weight above deck. With a dextrous leap, the orc pulls himself to the upper deck, where he again grabs hold of Big John's foot after quickly taking stock of the situation. "He's heavy as a fucking milkcow, you selfless pricks! Help me get him across to the Saint," Grommak calls out to the scavenging Dogs near him as he drags Big John across the deck. "John's too big for the plank across. We'll need to hoist him aboard! Get him atop some flotsam," the orc explains hastily. "Give me a fucking hand, Darcell! Henri, see if you can work together a pulley hoist!"

Mechanics
[SHOW]

Move: Climb to upper deck

Minor: Grab hold of Big John again

Standard: Drag Big John toward the Saint
Athletics check to manhandle the fucker: 18(1d20) +14 = 32

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: 11/86
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: Fri Jul 08, 2016 6:12 pm
by Scratcherclaw

Henri nods to Orson, saying, "I think so. Just out cold." At Grommak's urgency, the Imardanian rushes over to the Saint to construct a pulley. Grabbing some rope, he tosses it over a beam and crafts the crude device. This had better lift him.


Re: Blackwood's Dogs IC

Posted: Sat Jul 16, 2016 3:02 am
by kalis5

Liam follows Grommak up, a bit tired. Though, despite being tired, he does attempt to help him move John.
"We're gonta need mor'n flotsam Grommak. Man's a havy one. I got an idea though... One'a you lads go to the saint and get some rope. Tie it ta the railin, and we'll tie it ta John. Drop him in tha water. Then pull him up tha other side."

Mechanics
[SHOW]

Move to climb up... Should be a simple climb.

Athletics to help Grommak move John: 14(1d20) +10 = 24


Re: Blackwood's Dogs IC

Posted: Sun Jul 17, 2016 10:57 am
by Namelessjake

Darcell grabs another rope from the Saint and throws it to Liam. "Here," he says, moving over to Henri and grabbing hold of the rope, knowing it's unlikely Henri would be able to lift John on his own.


Re: Blackwood's Dogs IC

Posted: Sun Jul 17, 2016 5:12 pm
by PureZaros

Vaulting her way back onto the top deck, Isabelle brushes the ash off of her singed vest before moving to help the others hoist Big John over to the Salacious Saint. "Got yer souvenir, Henri." She quips cheerfully. "It's a bit singed, though."

MECHANICS
[SHOW]

Move Action: Climb to the top deck.
Standard Action: Move and help with moving John.
Athletics check: 16

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: 10/91
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

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

[X] Periapt of Cascading Health +2
[_] Viper Belt
[X] 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 Jul 20, 2016 6:23 pm
by Fialova

As the remaining members of the vanguard emerge from the bowels of the navy ship, the rest of the stragglers finally make their way back to the Saint. Many watch in horror as the ship's tilt worsens, sending the plank connecting the two toppling into the sea. The rest, at least of the men still able-bodied, do their best to help Henri in Darcell in constructing their makeshift pulley.

With the combined might of the Orson, Grommak, Liam, and Isabelle it is a trivial matter getting John into the ropes and sent back to the Saint. Once he is back safely on the still-floating ship, the others use the ropes to swing themselves back across as well. Their escape comes just as the floor of the top deck bursts into flames towards the front of the ship, the inferno engulfing the whole of the hull and ready to turn the entire ship to ash were it not for the turbulent seas coming from below.

Everyone safely back where they belong, the Dogs cut the ropes connecting the two ships to one another. Some of which had already come apart of their own accord, the flames weakening them to the point of snapping. Captain Blackwood immediately turns the Saint hard to port, eager to get as far from the burning, sinking wreckage as quickly as possible.

After a few moments, with the ship out of danger, the men finally have a moment to relax. Some watch in awe, or sadistic pleasure, as the warship is swallowed by the waves. Others look over their recently-looted treasures, some of the men trying to stash away small coins and knick knacks, hoping to hide their hauls from Phil. Most, however, simply take the time to catch their breaths. As they do, John's eyes finally open for the first time since the battle raged below deck, his life still his own thanks to the courage and persistence of his fellow Dogs.

Short Rest, and then?

Mechanics
[SHOW]

Grommak: climbs, grabs, drags

Liam: climbs, helps drag

Isabelle: climbs, helps drag

Big John: save vs death = 10, no change

Short Rest: regain encounter powers and can spend healing surges to regain hp. Since this is the end of the second encounter of the day, you also each gain one Action Point.

Big John: regain encounter powers, gain action point, spend 3 surges to get back to 82 hp (assuming Darcell does Song of Rest)

Status
[SHOW]

19 Darcell (-V, 7) | HP: 10/79 | Surges: 7/10 | AP: 1/2 | Bloodied, Second Wind, Echoing Weapon, Revitalizing Incantation, Lliira's Grace*, Majestic Word (2/2), Lying Lights, Unluck, Illusory Erasure, Demoralizing Strike, Moment of Escape, Stirring Shout, Counterpoint, Sitar of Restfulness,, above deck (no longer in fight)
21 Henri (-W, 13) | HP: 31/74 | Surges: 1/8 | AP: 1/2 | Bloodied, Inspiring Word (3/3), On My Mark, Shifting Tides, Dragon's Tenacity, Race the Arrow, Tempest of Triumph, Second Wind, Warlord's Recovery, Create Opportunity, Stone of Wind, Relentless Wounding, above deck (no longer in fight)
11 Big John (-Y, 12) | HP: 82/89 | Surges: 3/11 | AP: 1/2 | Chain Ward, Tempest Dance, Staggering Spiked Chain +3, Dancing Defense,
27 Liam (-X, 16) | HP: 41/75 | Surges: 2/9 | AP: 1/2 | (failed death saves 0/3) Second Wind,Skwering Spikes, Charm of the Defender, Enemies Abound, Grim Shadow +2 to defenses until SONT, above deck (no longer in fight)
23 Grommak (-Y, 17) | HP: 11/86 | Surges: 3/9 | AP: 1/2 | 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, above deck (no longer in fight)
22 Isabelle (-Y, 15) | HP: 15/91 | Surges: 6/11 | AP: 1/2 | Bloodied, (failed death saves 1/3), Foesnare, Inevitable Strike, Strength Against Strength, Dimensional Vortex, Mythal Recovery, Four Corners Attack, Eldritch Quagmire, Swordmage Shielding Fire, Binding Aegis, regen 5 while bloodied, above deck (no longer in fight)

?? Constance (??, ??) | HP: 20/64 | Surges: 6/8 | AP: 2/2 | 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: 82/89
Bloodied: 44
Surge Value: 22
Surges left: 3/11
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 [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 Jul 20, 2016 9:28 pm
by ratwizard

Grommak claps a hand on John's shoulder as he helps the man to a sitting position. "Thought we lost you back there for a bit, ya big bastard," the orc says with a grin. He seats himself against a crate, tending to his own wounds that have started to ache and sting. "Feels good to be back on the Saint. Wasn't sure how many of us were going to make it back with that crazy, fucking navyman trying to blow us all to the void."

He uses a gruddy fingernail to pick out some shot that had lodged itself into his shoulder. "'Course, it would've been nice if we captured their vessel in one piece. Trash the sails, the maidenhead, repaint the bitch, and we could have sold it to some other sods looking to do some piracy of their own. Oh well." Grommak shrugs idly, unhindered by the loss. Many more ships in the sea, he reasons.

Mechanics
[SHOW]

Short rest, recovering 3 surges of health for 63 HP, or max HP if Darcell uses Song of Rest. Encounter powers recover.

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: 74/86
Bloodied: 43
Surge Value: 21
Surges left: 0/9
Action Points: 1

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 [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: Wed Jul 20, 2016 9:35 pm
by Fialova

"It was not to be sold, but used," Orson says, stepping towards the other large men and taking a seat with them. "The Captain looks to build a fleet, and what better source than the warships that hunt us? They are already fitted for war. His trap was working perfectly until the damned thing caught fire. What the hell was that?"