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Brawl for Fresh Blood — IC
Posted: Thu Dec 12, 2019 3:51 pm
by ratwizard
Brawl for Fresh Blood I
Hroka — Summer
"Get out there, fresh meat!" The Overseer's golden voice echoes through the caverns of the Underbelly, and you heed the call to action.
This is it. There's no going back.
Eleven other pairs of steps clack along the mosaic floor beneath you. The sides of the corridor are lined with worn yet gleaming carvings of gladiators long dead — but only in body and not in memory. Even now, as the blood has begun coursing through your veins and your breathing has heightened, you feel a surreal calmness sinking into your mind. Then, the doors open.
Light breaches your vision, your eyes aching from the sudden clear skies above you. The tiled patterns give way to a deep, yellow sand, and you crunch forward en masse to the heavy ironwrought gate before you.
The Ring Gate begins to groan — a relic from ages ago, when steelworking was only exhibited in the most advanced of dwarven smithing societies. Like clockwork, its monstrous frame sets into motion with a grinding creak, and for once you notice the crowds and their cheering.
The twelve of you step beneath the gate into the arena. Before you, the layered sand spreads afar like an infinite, flat, and barren desert, only curtailed in the distance by the sheer brick walls that climb upward to the viewing rises. It feels... much larger down here, down on the sands. You find your position and place your back to the wall.
"And now, my delighted guests of the Tjordek Ring," comes the unmistakable voice once more. The Overseer stands upon a platform across from the gate itself. His hands cupped to his bearded mouth, he continues. "Today you will witness a brawl for fresh blood! These harrowed strangers you see gathered before you represent the lowest of the low. They come to you from all walks of life, desperate and seeking your approval on their path to glory. Give a round of applause for these twelve men and women!"
The crowds above you roar in excitement and fervor, their booming voices amplified along the stone walls at your back.
Mechanics- [SHOW]
Flex, pose, pray, or don't. Now's the time to ham it up.
Also, please roll initiative.
Map -- warning, big as fuck- [SHOW]
Re: Brawl for Fresh Blood — IC
Posted: Thu Dec 12, 2019 4:06 pm
by BartNL
"WHO WANTS TO SEE BLOOD?" Kork shouts to the audience and his fellow gladiators. Kork pulls out his waraxe and tries to get the attention he craves by waving it around like a madman.
Mechanics- [SHOW]
1(1d20) +1 = 2
Re: Brawl for Fresh Blood — IC
Posted: Thu Dec 12, 2019 4:10 pm
by benderfan
Bartholemew slams his axes against his chest, and lets out a fierce battle cry. "I'M GONNA RIP YOU ALL TO BITS!!!!!!"
Mechanics- [SHOW]
Initiative: 3(1d20) +3 = 6
Re: Brawl for Fresh Blood — IC
Posted: Thu Dec 12, 2019 6:47 pm
by Fialova
Mechanics- [SHOW]
Initiative: 22
Re: Brawl for Fresh Blood — IC
Posted: Thu Dec 12, 2019 6:56 pm
by Scratcherclaw
Seeking their approval? Fazien ponders, leaning against the arena's stone perimeter. Hardly true. I was forced to be here. And if I die, so be it. Better than continuing to serve that cruel demoness. He scans the battlefield, eyeing his potential competition with mild interest.
Mechanics- [SHOW]
Init: 1(1d20) = 1
haha rip
Re: Brawl for Fresh Blood — IC
Posted: Thu Dec 12, 2019 9:25 pm
by FinalTemplar
Morthil holds his rod at the ready, looking around at the others in the ring. He is, for the first time, scared for his life.
mechanics- [SHOW]
8(1d20) +5 = 13
Re: Brawl for Fresh Blood — IC
Posted: Sat Dec 14, 2019 6:07 am
by ratwizard
Brawl for Fresh Blood I
Round 1
From above you, the throngs of arena-goers cheer and shout in anticipation. The Overseer waves his hands around, signalling for silence. It takes a long moment, but the chatter eventually dies down.
"Now, we begin!"
Behind him, another man slams a heavy mallet into the massive gong.
Go: Judgement Day
Mechanics- [SHOW]
No yet.
Status- [SHOW]
Map -- warning, big as fuck- [SHOW]
Re: Brawl for Fresh Blood — IC
Posted: Sat Dec 14, 2019 11:03 am
by Fialova
Judgement Day watches in anticipation to see what the other fighters will do.
Mechanics- [SHOW]
Delay turn until after Zea
Notes:
- If an enemy misses me, I will use Disciplined Counter
- If an enemy hits me, I will use Iron Mind
Re: Brawl for Fresh Blood — IC
Posted: Sat Dec 14, 2019 8:12 pm
by ratwizard
Brawl for Fresh Blood I
Round 1
The first to act, a lanky elvish axeman rushes toward Kork, throwing a handaxe. The dwarf is able to parry it with his own axes, and the projectile slams into the heavy brick wall with a dull clack.
Go: Judgement Day
Mechanics- [SHOW]
Judgement Day: delays turn.
Zea: changes stances, moves, misses Kork, 19 vs AC, shifts.
Status- [SHOW]
Map -- warning, big as fuck- [SHOW]
Re: Brawl for Fresh Blood — IC
Posted: Sun Dec 15, 2019 3:20 pm
by Fialova
Mechanics- [SHOW]
Boring again, but delay until after Gauthier
Notes:
- If an enemy misses me, I will use Disciplined Counter
- If an enemy hits me, I will use Iron Mind
Re: Brawl for Fresh Blood — IC
Posted: Mon Dec 16, 2019 4:29 pm
by ratwizard
Brawl for Fresh Blood I
Round 1
A tall, aging Imardanian wielding a heavy two-headed flail growls at Judgement Day, tearing across the sands toward her. He slams his weapon hard against her left side, and she feels the unmistakable shock of a broken rib course through her body.
However, she holds on. The lanky man grits what remaining teeth he has in a callous sneer.
Go: Judgement Day, then Morthil
Mechanics- [SHOW]
Judgement Day: delays turn.
Trunga: moves, readies attack.
Gauthier: changes stance, moves, charges Judgement Day, hits 30 vs AC...
— Judgement Day: procs Iron Mind, buffing defense...
Gauthier: for 18 damage, bloodying her.
Status- [SHOW]
Map -- warning, big as fuck- [SHOW]
Re: Brawl for Fresh Blood — IC
Posted: Mon Dec 16, 2019 7:46 pm
by Fialova
Faced with the decrepit old man, Judgement Day grips her sword tightly and swings it powerfully at the man. However, he is more nimble than he appears and manages to only take a glancing blow. She spits some blood on the ground and eyes the man in frustration, eager to cleave him in two.
Mechanics- [SHOW]
Minor Action: Oath of Enmity on Gauthier
Standard Action: Aspect of Might on Gauthier
Attack: 14 vs AC = miss
Miss: 21/2 = 10 damage
Effect: gain +2 speed, +2 damage on melee attacks, and +5 athletics until the end of the encounter
If an enemy misses me, I will use Disciplined Counter
Combat Block- [SHOW]
Judgement Day
Gender Race Class Level
Languages: Irrelevant
Age: ??
Height: 5' 7"
Weight: 165 lbs.
Speed: 6+2
Initiative: +2
Passive Perception: 21
Passive Insight: 19
Senses: Normal Vision
AC: 18+2
Fort: 11+2
Reflex: 16+2
Will: 15+2
HP: 6/24
Bloodied: 12
Surge Value: 6
Surges left: 7/7
Action Points: 0
Current Oath Target: Gauthier
MBA: +4 vs AC, 1d12+2 damage
RBA: +3 vs AC, 1d4 damage
Resistances: none
Vulnerabilities: none
Saves:
+2 vs daze, dominate, stun
Active Effects:
- when something other than my Oath target hits me, I gain +5 damage to my next attack against my Oath target made before the end of my next turn. This bonus is cumulative.
+2 defenses until EONT
+2 speed, +2 damage on melee attacks, and +5 athletics until the end of the encounter
Powers:
Overwhelming Strike
Bond of Retribution
Second Wind []
Disciplined Counter []
Iron Mind [X]
Oath of Enmity [X]♦
Avenging Echo []
Abjure Undead []♣
Divine Guidance [_]♣
Aspect of Might [X]
♦ recharges when target drops to 0 hp
♣ can only use one per encounter
Consumables: none
Important Features:- [SHOW]
Class Features
Armor of Faith: while wearing cloth armor or no armor, and not wielding a shield, I have +3 AC
Censure of Retribution: when something other than my Oath target hits me, I gain +5 damage to my next attack against my Oath target made before the end of my next turn. This bonus is cumulative.
Racial Features
Defended Mind: +2 to saves vs daze, dominate, stun
Shifting Fortunes: when I use Second Wind I can shift 3 squares as a free action.
Theme Features
Elemental Initiate Lv. 1 Feature: gain +2 proficiency with unarmed attacks and do 1d6 damage with them. Can use Ki Foci.
Feat(ures)
Two-handed Weapon Expertise: +1 to charge damage with these weapons
Githzerai Blade Master: proficiency with all military heavy blades, fullblade, and bastard sword. +2 damage with such weapons
Re: Brawl for Fresh Blood — IC
Posted: Mon Dec 16, 2019 9:05 pm
by FinalTemplar
Morthil moves next, running towards Muzlos as he begins to shimmer partially out of existence. He now waves his hands in a quick pattern before thrusting his rod upwards, as snow begins to fall from just above and then swirl around him, covering him in icey armor.
Mechanics- [SHOW]
Move: N1 to H7.
Minor Action: Curse Muzlos with my Warlock's Curse.
Standard: Cast "Armor of Agathys" gaining 13 Temp HP and AOE damage around me until the end of the encounter.
AoE damage: 1d6+4 Cold damage to enemies who start their turn adjacent to me.
Combat Block- [SHOW]
Morthil
Male Tiefling Warlock Level 1
Languages: Common, Elven, Tulrissian
Age: 27
Height: 6' 2"
Weight: 190 lbs.
Speed: 6
Initiative: +5
Passive Perception: 10
Passive Insight: 10
Senses: Low-light Vision
AC: 16
Fort: 14
Reflex: 15
Will: 14
HP: 30/30
Bloodied: 15
Surge Value: 7
Surges left: 10/10
Action Points: 1
MBA (Unarmed): -1 vs AC, 1d4-1 damage
RBA (Eldritch Blast): +5 vs Reflex, 1d10+4 damage
Resistances:
Vulnerabilities: none
Saves: none
Active Effects:
- gain 1 THP when a Marked target dies
Powers:
Eldritch Blast
Hellish Rebuke
Dark One's Blessing
Warlock's Curse
Second Wind []
Dark Speech []
Infernal Wrath []
Arms of Hadar []
Armor of Agathys [_]
Consumables: none
Important Features:- [SHOW]
Power Descriptions- [SHOW]
Eldritch Blast - Standard Action - Ranged 10 - 5 vs Reflex - One Creature - 1d10+4 damage. This power counts as a Ranged Basic Attack.
Hellish Rebuke - Standard Action - Ranged 10 - 5 vs Reflex - One Creature - 1d6 + 4 (ConMod) fire damage. The first time I take damage before the end of my next turn, the target takes an additional 1d6+4 fire damage.
Dark One's Blessing Free Action - Personal - Trigger: When an enemy under my Warlock's Curse is reduced to 0 hit points or lower. Effect: Immediately gain THP equal to my Level.
Warlock's Curse Minor Action - Once per turn as a minor action, I can place a warlock's curse on the enemy nearest to myself that I can see. A cursed enemy is more vulnerable to my attacks, meaning once per turn if I hit that target with an attack I may decide to do bonus damage. This may only apply once per turn. The curse stays in effect until either a) the end of the encounter or b) when the target drops to 0 HP. Multiple targets may be afflicted by my curse at once, but each application takes a minor action. Any given target may only be afflicted by one Warlock's Curse.
Dark Speech Standard Action - Ranged 5 - One target who can hear me - Attack 4 (Charisma) vs Fortitude, Reflex, and Will. I make a single attack roll vs all three saves. Hit (Fortitude): Target falls prone. Hit (Reflex): Target grants CA until the end of my next turn. Hit (Will): Push the target up to it's speed.
Infernal Wrath Free Action - Close Burst 10 - Triggering Enemy In Burst - Trigger: An enemy within 10 squares of me hits me. Effect: Target takes 1d6+3 Fire damage.
Arms of Hadar Standard Action - Close Burst 2 - Each Creature in Burst - 5 vs Reflex - Hit: 1d8 + 4 damage, and push the targets hit back 4 squares.
Armor of Agathys Standard Action - Personal - Effect: Gain THP equal to 10 + 3 (Intelligence Mod). Until the End of the Encounter, an enemy that starts it's turn adjacent to me takes 1d6+4 (Con Mod) cold damage.
Class Features
Warlock Lv 1 Features: My eldritch blast scales with Constitution. By taking the Infernal Pact, I also gain "Dark One's Blessing" as an at will power, and the "Hellish Rebuke" spell. Gain the Prime Shot ability.
Prime Shot: If none of my allies are nearer to my target than I am, I receive a +1 bonus to ranged attack rolls against that target.
Shadow Walk: During my turn if I move 3 or more squares away from where I started my turn, I gain partial concealment until the end of my next turn.
Racial Features
Fire Resistance: I have resist fire 5 + 0 (one-half my level)
Skill Bonuses: +2 bonus to Stealth and Bluff.
Bloodhunt: I gain a +1 racial bonus to attack rolls against Bloodied foes.
Infernal Wrath: You can use infernal wrath as an encounter power.
Theme Features
Vile Scholar Lv1 Feature: I gain the Dark Speech power. I gain an additional language, and get a +2 bonus to Bluff, Diplomacy, and Intimidate checks when interacting with evil creatures.
Feat(ures)
Improved Initiative: gain +4 to Initiative.
Rod Expertise: Gain +1 to implement attacks with Rods; while holding a rod, gain +1 AC and +1 reflex.
Item Features
Re: Brawl for Fresh Blood — IC
Posted: Tue Dec 17, 2019 5:46 pm
by ratwizard
Brawl for Fresh Blood I
Round 1
The Imardanian grunts as his compatriot's attack leaves him with a shallow, but stinging gash on his chest.
Elsewhere, Morthil and a lanky half-orc carrying twin blades close in on a tall, handsome orc covered from neck to toe in shining, white plate armor.
A brutish looking orcish woman advances on Fazien, her massive axe gripped tightly.
Go: Bartholemew
Mechanics- [SHOW]
Judgement Day: oaths, misses and damages and buffs.
Morthil: moves, curses, gains THP and AOE aura.
Kikirri: moves, moves.
Lym: changes stance, moves, moves.
Status- [SHOW]
Map -- warning, big as fuck- [SHOW]
Re: Brawl for Fresh Blood — IC
Posted: Thu Dec 19, 2019 4:59 pm
by ratwizard
Re: Brawl for Fresh Blood — IC
Posted: Thu Dec 19, 2019 5:19 pm
by benderfan
Bartholemew, with bloodlust in his eyes, charges at Ungart.
Mechanics- [SHOW]
Move: Move to AI7
Standard: Charge to AL12 and attack Ungart
MBA Attack Roll: 14(1d20) +7 +2 = 23
MBA Damage Roll: 6(2d6) +4 = 10
Re: Brawl for Fresh Blood — IC
Posted: Thu Dec 19, 2019 5:59 pm
by ratwizard
Brawl for Fresh Blood I
Round 1
As Bartholemew barrels into Ungart, the latter raises his shield and slams it against his enemy. Both dwarves take a grievous blow, but Ungart seems to recover quicker than his counterpart.
Elsewhere, the orc in plate armor steps toward lanky Lym and attacks, but his gaping swing is easily sidestepped.
Go: Kork, then Fazien
Mechanics- [SHOW]
Bartholemew: moves, charges, hits.
Muzlos Almari: shifts, misses Lym 11 vs AC.
Ungart: hits Bartholemew 24 vs AC for 15 damage, buffs, heals for 7 damage.
Status- [SHOW]
Map -- warning, big as fuck- [SHOW]
Re: Brawl for Fresh Blood — IC
Posted: Thu Dec 19, 2019 6:37 pm
by BartNL
Kork's assailant is smart to remain out of Kork's reach. But Kork can charge. Kork says to himself.
"THAT'S NOT AN AXE! THIS IS AN AXE!" Kork shouts while charging his foe with his mighty axe of superior dwarven craftmanship.
Mechanics- [SHOW]
Minor: Hunter's Quarry targetting Zea.
Move+Standard: Walk and charge to E47
Standard: Charge MBA:
2(1d20) +9 = 11; 3(1d12.reroll1) +7 = 10
Reaction- [SHOW]
Use Fox's cunning against Zea if he makes an melee attack against Kork.
Re: Brawl for Fresh Blood — IC
Posted: Fri Dec 20, 2019 7:22 pm
by Scratcherclaw
With the blue-hued orc setting her sights on him, Fazien frantically attempts to unleash a bolt of flame. However, he's barely able to muster a fizzle. A great start to things, he thinks, as he scampers away from his would-be hunter in hopes of creating protective distance.
Mechanics- [SHOW]
Standard: Elemental Bolt on Kikirri
Attack: 1(1d20) +7 = 8 vs Ref = mmkay
Move: Walk to AJ33
Ready Action: Infernal Wrath
If an enemy within 10 squares hits me, the target takes 1d6+5 fire damage
Combat Block- [SHOW]
Fazien
Male Tiefling Elementalist 1
Languages: English
Age: 20-some
Height: 5' 6"
Weight: 120 lbs.
Speed: 6
Initiative: +0
Passive Perception: 9
Passive Insight: 9
Senses: Low-light
AC: 14
Fort: 14
Reflex: 10
Will: 17
HP: 30/30
Bloodied: 15
Surge Value: 7
Surges left: 10/10
Action Points: 0
MBA: +3 vs AC, 1d8 damage
RBA (Elemental Bolt): +7 vs Reflex, 1d12+1d6+9 damage
(+1 to attack if target is bloodied)
Resistances: 5 Fire
Vulnerabilities: None
Saves: None
Active Effects: None
Powers:
Elemental Bolt
Ignition
Second Wind []
Hellfire Heart []
Infernal Wrath []
Elemental Escalation []
Consumables: none
Important Features:- [SHOW]
Class Features
Elemental Power: I gain a bonus to my damage rolls equal to my Con mod (+4)
Elemental Resilience: While I'm not wearing heavy armor, I can use my Con mod to determine AC
Racial Features
Bloodhunt: I gain a +1 to attack against bloodied enemies
Fire Resistance: I have resist fire 5 + 1/2 lvl
Theme Features
Infernal Prince Lv. 1 Feature: I gain a +1 bonus to fire attack rolls
Feat(ures)
Staff Expertise: +1 attack rolls & I don't provoke OAs with ranged/area attacks
Arcane Spellfury: When I hit an enemy with an at-will, I gain a +1 bonus to attack rolls against that enemy until EONT
Re: Brawl for Fresh Blood — IC
Posted: Sat Dec 21, 2019 3:50 pm
by ratwizard
Brawl for Fresh Blood I
Round 2
Kork's attack is dodged by Zea, who disappears in a flash of smoke that begins to fill the immediate area. Those near can hear arguing and raised voices up at the overseer's stand about the legality of this.
Elsewhere, Trunga lumbers toward Bartholemew and Ungart, fists clenched. He throws a massive haymaker at Ungart, who leans out of the way. Bartholemew is taken by surprise, and the blinding punch knocks him to the sands momentarily.
Gauthier grins at Judgement day, changing the grip on his flail. He swings it twice at her, but despite her broken rib, she slips free from its reach.
Go: Judgement Day, then Morthil
Mechanics- [SHOW]
Kork: quarries, moves, charges and misses, readies reaction.
Fazien: crit-misses, moves, readies reaction.
Zea: changes stance, creates cloud of darkness blinding Kork, misses 16 vs AC, shifts.
Trunga: moves, moves, misses Ungart 7 vs Reflex, hits Bartholemew Smash, 21 vs reflex for 15 damage, bloodying him and knocking him prone.
Gauthier: changes stance, misses 16 vs AC, misses 12 vs AC.
Status- [SHOW]
Map -- warning, big as fuck- [SHOW]
Map Info- [SHOW]
Cloud of Darkness: You are blinded while within it. Lasts til end of Zea's turn on R3.
Rules on Action Points- [SHOW]
Characters do not begin with an action point. Instead, when you down an enemy, you gain an immediately-spent action point. This allows you to make an additional action of your choice on your turn. You can ready an action with this additional action, but you cannot save it by other means.
Re: Brawl for Fresh Blood — IC
Posted: Sun Dec 22, 2019 9:29 am
by Fialova
As Gauthier fumbles with his flail, Judgement Day is able to duck and catch him off guard by landing a solid blow against one of his legs. After he misses the second time she follows up with a spinning sweep attack that sends the man's head flying off his shoulders, landing a ways away on the sand. "May your sins be absolved in the afterlife."
Feeling invigorated by the kill, she rushes towards where Kork and Zea are squaring off, waiting to pick one to be her next victim.
Mechanics- [SHOW]
On Gauthier's turn
Immediate Reaction: Disciplined Counter
Attack: 27 vs Reflex = hit
Hit: 10 damage and Gauthier grants CA until my EONT
On my turn
Standard Action: Overwhelming Strike on Gauthier
Attack: 22+2 vs AC = hit (+2 is from CA)
Hit: Target takes 10 damage and dies. I shift to (M, 61). Oath of Enmity reacharges.
Move Action: move to (F, 54)
Action Point: Second Wind
Effect: I regain 6 hp (still Bloodied) and gain +2 to defenses until the start of my next turn.
Combat Block- [SHOW]
Judgement Day
Gender Race Class Level
Languages: Irrelevant
Age: ??
Height: 5' 7"
Weight: 165 lbs.
Speed: 6+2
Initiative: +2
Passive Perception: 21
Passive Insight: 19
Senses: Normal Vision
AC: 18+2
Fort: 11+2
Reflex: 16+2
Will: 15+2
HP: 12/24
Bloodied: 12
Surge Value: 6
Surges left: 6/7
Action Points: 0
Current Oath Target: none
MBA: +4 vs AC, 1d12+2 damage
RBA: +3 vs AC, 1d4 damage
Resistances: none
Vulnerabilities: none
Saves:
+2 vs daze, dominate, stun
Active Effects:
- when something other than my Oath target hits me, I gain +5 damage to my next attack against my Oath target made before the end of my next turn. This bonus is cumulative.
+2 defenses until EONT
+2 speed, +2 damage on melee attacks, and +5 athletics until the end of the encounter
Powers:
Overwhelming Strike
Bond of Retribution
Second Wind [X]
Disciplined Counter [X]
Iron Mind [X]
Oath of Enmity []♦
Avenging Echo []
Abjure Undead []♣
Divine Guidance []♣
Aspect of Might [X]
♦ recharges when target drops to 0 hp
♣ can only use one per encounter
Consumables: none
Important Features:- [SHOW]
Class Features
Armor of Faith: while wearing cloth armor or no armor, and not wielding a shield, I have +3 AC
Censure of Retribution: when something other than my Oath target hits me, I gain +5 damage to my next attack against my Oath target made before the end of my next turn. This bonus is cumulative.
Racial Features
Defended Mind: +2 to saves vs daze, dominate, stun
Shifting Fortunes: when I use Second Wind I can shift 3 squares as a free action.
Theme Features
Elemental Initiate Lv. 1 Feature: gain +2 proficiency with unarmed attacks and do 1d6 damage with them. Can use Ki Foci.
Feat(ures)
Two-handed Weapon Expertise: +1 to charge damage with these weapons
Githzerai Blade Master: proficiency with all military heavy blades, fullblade, and bastard sword. +2 damage with such weapons
Re: Brawl for Fresh Blood — IC
Posted: Sun Dec 22, 2019 9:44 am
by FinalTemplar
Morthil moves again, walking over a few feet and aiming at the rather large orc. "Chwyth Eldritch!" He shouts in elvish, shooting off a purple beam at the orc.
Mechanics- [SHOW]
Move action: H7 -> H10
Minor Action: Curse Lym with my Warlock's curse.
Standard: Eldritch Blast vs Reflex @ Muzlos: 19(1d20) +6 = 25; 3(1d10) +1(1d6) +4 = 8
AoE- [SHOW]
Dealing 1d6+4 Cold damage to enemies to start their turn adjacent to me.
Combat Block- [SHOW]
Morthil
Male Tiefling Warlock Level 1
Languages: Common, Elven, Tulrissian
Age: 27
Height: 6' 2"
Weight: 190 lbs.
Speed: 6
Initiative: +5
Passive Perception: 10
Passive Insight: 10
Senses: Low-light Vision
AC: 16
Fort: 14
Reflex: 15
Will: 14
HP: 30/30
Bloodied: 15
Surge Value: 7
Surges left: 10/10
Action Points: 1
MBA (Unarmed): -1 vs AC, 1d4-1 damage
RBA (Eldritch Blast): +5 vs Reflex, 1d10+4 damage
Resistances:
Vulnerabilities: none
Saves: none
Active Effects:
- gain 1 THP when a Marked target dies
Powers:
Eldritch Blast
Hellish Rebuke
Dark One's Blessing
Warlock's Curse
Second Wind []
Dark Speech []
Infernal Wrath []
Arms of Hadar []
Armor of Agathys [*][/color]
Consumables: none
Important Features:- [SHOW]
Power Descriptions- [SHOW]
Eldritch Blast - Standard Action - Ranged 10 - 5 vs Reflex - One Creature - 1d10+4 damage. This power counts as a Ranged Basic Attack.
Hellish Rebuke - Standard Action - Ranged 10 - 5 vs Reflex - One Creature - 1d6 + 4 (ConMod) fire damage. The first time I take damage before the end of my next turn, the target takes an additional 1d6+4 fire damage.
Dark One's Blessing Free Action - Personal - Trigger: When an enemy under my Warlock's Curse is reduced to 0 hit points or lower. Effect: Immediately gain THP equal to my Level.
Warlock's Curse Minor Action - Once per turn as a minor action, I can place a warlock's curse on the enemy nearest to myself that I can see. A cursed enemy is more vulnerable to my attacks, meaning once per turn if I hit that target with an attack I may decide to do bonus damage. This may only apply once per turn. The curse stays in effect until either a) the end of the encounter or b) when the target drops to 0 HP. Multiple targets may be afflicted by my curse at once, but each application takes a minor action. Any given target may only be afflicted by one Warlock's Curse.
Dark Speech Standard Action - Ranged 5 - One target who can hear me - Attack 4 (Charisma) vs Fortitude, Reflex, and Will. I make a single attack roll vs all three saves. Hit (Fortitude): Target falls prone. Hit (Reflex): Target grants CA until the end of my next turn. Hit (Will): Push the target up to it's speed.
Infernal Wrath Free Action - Close Burst 10 - Triggering Enemy In Burst - Trigger: An enemy within 10 squares of me hits me. Effect: Target takes 1d6+3 Fire damage.
Arms of Hadar Standard Action - Close Burst 2 - Each Creature in Burst - 5 vs Reflex - Hit: 1d8 + 4 damage, and push the targets hit back 4 squares.
Armor of Agathys Standard Action - Personal - Effect: Gain THP equal to 10 + 3 (Intelligence Mod). Until the End of the Encounter, an enemy that starts it's turn adjacent to me takes 1d6+4 (Con Mod) cold damage.
Class Features
Warlock Lv 1 Features: My eldritch blast scales with Constitution. By taking the Infernal Pact, I also gain "Dark One's Blessing" as an at will power, and the "Hellish Rebuke" spell. Gain the Prime Shot ability.
Prime Shot: If none of my allies are nearer to my target than I am, I receive a +1 bonus to ranged attack rolls against that target.
Shadow Walk: During my turn if I move 3 or more squares away from where I started my turn, I gain partial concealment until the end of my next turn.
Racial Features
Fire Resistance: I have resist fire 5 + 0 (one-half my level)
Skill Bonuses: +2 bonus to Stealth and Bluff.
Bloodhunt: I gain a +1 racial bonus to attack rolls against Bloodied foes.
Infernal Wrath: You can use infernal wrath as an encounter power.
Theme Features
Vile Scholar Lv1 Feature: I gain the Dark Speech power. I gain an additional language, and get a +2 bonus to Bluff, Diplomacy, and Intimidate checks when interacting with evil creatures.
Feat(ures)
Improved Initiative: gain +4 to Initiative.
Rod Expertise: Gain +1 to implement attacks with Rods; while holding a rod, gain +1 AC and +1 reflex.
Item Features
Re: Brawl for Fresh Blood — IC
Posted: Sun Dec 22, 2019 10:18 am
by ratwizard
Brawl for Fresh Blood I
Round 2
Gauthier's headless corpse drops to the sand, and the crowds roar with a deafening vigor at the first death of the match.
Elsewhere, the hulking orcish woman runs to Fazien's left before feinting and cutting straight toward him. She lands a goring strike on him, almost tearing him in two. A flash of fire courses up her arms, however, and Kikirri grunts in pain.
As Morthil closes in on the two orcs engaging each other, his arcane projectile takes the plate-wearer off-guard, causing Lym to cut deeply into the man's side with a ravaging blow. Lym grins and dives away from Muzlos and toward the elf, sliding across the sand past him in a flanking maneuver. He brandishes a sword at Morthil, blood running off of it.
Go: Bartholemew
Mechanics- [SHOW]
Judgement Day: (hits and bloodies), hits and kills, moves, heals.
Morthil: moves, curses, hits.
Kikirri: moves, charges and hits Fazien, 18 vs AC for 22 damage, bloodying him and taking 10 fire damage, debuffs enemies.
Lym: quarries Muzlos, hits 20 vs AC for 20 damage and slows and bloodies, moves, quarries Morthil.
Status- [SHOW]
Map -- warning, big as fuck- [SHOW]
Map Info- [SHOW]
Cloud of Darkness: You are blinded while within it. Lasts til end of Zea's turn on R3.
Rules on Action Points- [SHOW]
Characters do not begin with an action point. Instead, when you down an enemy, you gain an immediately-spent action point. This allows you to make an additional action of your choice on your turn. You can ready an action with this additional action, but you cannot save it by other means.
Re: Brawl for Fresh Blood — IC
Posted: Sun Dec 22, 2019 10:51 am
by benderfan
Bartholemew chugs a healing potion, and then gets up, and gives a tremendous warcry as he brings his massive waraxe down on Ungart.
Mechanics- [SHOW]
Minor: Chug a Potion of Cure Light Wounds, healing for 2(1d8) +1 = 3
Move: Get up
Standard: Use Bloodhunt Rage on Ungart
Attack: 5(1d20) +7 = 12 vs. AC
Damage: 23(6d6) +4 = 27 damage
Effect: I enter Bloodhunt Rage. Until the rage ends, I do +3 damage if either I or my target is bloodied.
Re: Brawl for Fresh Blood — IC
Posted: Sun Dec 22, 2019 2:35 pm
by ratwizard
Brawl for Fresh Blood I
Round 2
Bartholemew manages to catch Ungart with a glancing blow that leaves the dwarf with a couple fingers less. The latter slips out of the way with a grunt, bringing his shield up in a defensive posture as he manages to steel himself.
Elsewhere, Muzlos, the orc in full plate, bears down on Morthil with a quick dash and thrust. However, the elf is ready, and narrowly leaps aside. Despite his wounds, the orc looks like he's just getting started.
Go: Kork, then Fazien
Mechanics- [SHOW]
Bartholemew: heals, stands, misses for 13 damage and bloodies and buffs.
Muzlos Almari: heals, blocks, flies and misses Morthil 15 vs AC.
Ungart: heals and unbloodies, second winds, shifts.
Status- [SHOW]
Map -- warning, big as fuck- [SHOW]
Map Info- [SHOW]
Cloud of Darkness: You are blinded while within it. Lasts til end of Zea's turn on R3.
Rules on Action Points- [SHOW]
Characters do not begin with an action point. Instead, when you down an enemy, you gain an immediately-spent action point. This allows you to make an additional action of your choice on your turn. You can ready an action with this additional action, but you cannot save it by other means.
Re: Brawl for Fresh Blood — IC
Posted: Sun Dec 22, 2019 5:30 pm
by BartNL
"You think the darkness is your ally?" Kork shouts. "You merely adopted the dark. I was born in it, molded by it. I didn't see the light until I was already a man, by then it was nothing to me but blinding!”
Kork decides to use his strongest attack to punish the elf for thinking he can hide in the dark.
Kork mumbles a prayer to the dwarven gods of war and battle and then his axes start to glow. Kork then swing's his mighty axe around, aiming at the dark cloud itself, and sending a loud shockwave into the darkness.
Mechanics- [SHOW]
Move action: shift to D46
Minor action: perception check to find Zea
18(1d20) +8 = 26
Standard action: Daily attack: Shield of the gods targetting the dark cloud.
The attack is a blast so Kork takes no penalty from not being able to see his target. Kork also gets +1 AC and +3 Reflex untill the end of the encounter.
18(1d20) +8 = 26; 4(1d12.reroll1) +7 = 11
26 against reflex for 11 damage.
Reaction- [SHOW]
Use Fox's cunning after Kork is targeted by a melee attack from a space Kork can see.
Bonuses- [SHOW]
+1 AC; +3 Reflex
Re: Brawl for Fresh Blood — IC
Posted: Sun Dec 22, 2019 8:55 pm
by Scratcherclaw
Fazien grits his teeth as he sustains the harsh blow from the orcish woman. His expression turns to a grin as his flames begin to overtake her. "If you mess with fire, you're gonna get burned, bitch." Calling upon all of his strength, he conjures a fiery mass in his palms. He unleashes it near their feet, engulfing the pair in a momentary explosion.
As the smoke clears, Kikirri lies motionless. His work done for now, the Firebrand makes his way towards his next quarry.
Mechanics- [SHOW]
Standard: Elemental Bolt on Kikirri (doesn't provoke OA per Staff Expertise)
Attack: 20(1d20) +7 = 27 vs Reflex = CRIT!
Damage: 27 fire damage
Goodbye Kikirri
Move: Walk to AJ27
Action point for killing Kikirri
Standard: Second Wind
Spend a surge to get to 15 HP & gain +2 to all defenses until start of next turn
Combat Block- [SHOW]
Fazien
Male Tiefling Elementalist 1
Languages: English
Age: 20-some
Height: 5' 6"
Weight: 120 lbs.
Speed: 6
Initiative: +0
Passive Perception: 9
Passive Insight: 9
Senses: Low-light
AC: 14
Fort: 14
Reflex: 10
Will: 17
HP: 15/30
Bloodied: 15
Surge Value: 7
Surges left: 10/10
Action Points: 0
MBA: +3 vs AC, 1d8 damage
RBA (Elemental Bolt): +7 vs Reflex, 1d12+1d6+9 damage
(+1 to attack if target is bloodied)
Resistances: 5 Fire
Vulnerabilities: None
Saves: None
Active Effects: None
Powers:
Elemental Bolt
Ignition
Second Wind [X]
Hellfire Heart []
Infernal Wrath [X]
Elemental Escalation []
Consumables: none
Important Features:- [SHOW]
Class Features
Elemental Power: I gain a bonus to my damage rolls equal to my Con mod (+4)
Elemental Resilience: While I'm not wearing heavy armor, I can use my Con mod to determine AC
Racial Features
Bloodhunt: I gain a +1 to attack against bloodied enemies
Fire Resistance: I have resist fire 5 + 1/2 lvl
Theme Features
Infernal Prince Lv. 1 Feature: I gain a +1 bonus to fire attack rolls
Feat(ures)
Staff Expertise: +1 attack rolls & I don't provoke OAs with ranged/area attacks
Arcane Spellfury: When I hit an enemy with an at-will, I gain a +1 bonus to attack rolls against that enemy until EONT
Re: Brawl for Fresh Blood — IC
Posted: Mon Dec 23, 2019 4:02 pm
by ratwizard
Brawl for Fresh Blood I
Round 3
As the smoke cloud begins to dissipate, Zea leaps out at Kork but the dwarf is able to back away from the strike. The elf steps aside, noticing Judgement Day approaching from their flank.
Elsewhere, Trunga reels delivers a jaw-breaking punch to Bartholemew, almost snapping his neck from the resultant force. The dwarf sinks to the sand as his vision fades and his soul departs, his untamed rage having finally subsided.
The chubby fighter roars with vigor as he steps over the fallen body. He throws a wild punch that catches Ungart in the chest, before grabbing him brusquely and dragging him along the sand. "You, I, we have debt to settle!"
Go: Judgement Day, then Morthil
Mechanics- [SHOW]
Kork: shifts, sights Zea, hits and prones, buffs defenses.
Fazien: crits and kills, moves, action points and second winds.
Zea: stands, misses Kork, 11 vs AC, shifts with a free action.
Trunga: hits Bartholemew, 19 vs AC for 8 damage, killing him, shifts, hits Ungart, 29 vs AC for 8 damage, marking, grabbing, and sliding him.
Status- [SHOW]
Map -- warning, big as fuck- [SHOW]
Rules on Action Points- [SHOW]
Characters do not begin with an action point. Instead, when you down an enemy, you gain an immediately-spent action point. This allows you to make an additional action of your choice on your turn. You can ready an action with this additional action, but you cannot save it by other means.
Re: Brawl for Fresh Blood — IC
Posted: Mon Dec 23, 2019 9:39 pm
by Fialova
Seeing that Zea seems to be the weaker of her two potential foes, Judgement Day rushes forward and takes a might swing a them. An aura of divine energy engulfs her body as she does so, waiting for someone to try to fight back.
Mechanics- [SHOW]
Minor Action: Oath of Enmity on Zea
Move Action: move to (B, 47), avoiding OAs
Standard Action: Avenging Echo on Zea
Attack: 22 vs AC = hit?
Hit: 10 damage. Until the end of my next turn anyone that hits me, misses me, or ends their turn adjacent to me takes 10 radiant damage.
Combat Block- [SHOW]
Judgement Day
Gender Race Class Level
Languages: Irrelevant
Age: ??
Height: 5' 7"
Weight: 165 lbs.
Speed: 6+2
Initiative: +2
Passive Perception: 21
Passive Insight: 19
Senses: Normal Vision
AC: 18+2
Fort: 11+2
Reflex: 16+2
Will: 15+2
HP: 12/24
Bloodied: 12
Surge Value: 6
Surges left: 6/7
Action Points: 0
Current Oath Target: Zea
MBA: +4 vs AC, 1d12+2 damage
RBA: +3 vs AC, 1d4 damage
Resistances: none
Vulnerabilities: none
Saves:
+2 vs daze, dominate, stun
Active Effects:
- when something other than my Oath target hits me, I gain +5 damage to my next attack against my Oath target made before the end of my next turn. This bonus is cumulative.
+2 speed, +2 damage on melee attacks, and +5 athletics until the end of the encounter
- anyone that hits me, misses me, or ends their turn adjacent to me takes 10 radiant damage until EONT
Powers:
Overwhelming Strike
Bond of Retribution
Second Wind [X]
Disciplined Counter [X]
Iron Mind [X]
Oath of Enmity [X]♦
Avenging Echo [X]
Abjure Undead []♣
Divine Guidance []♣
Aspect of Might [X]
♦ recharges when target drops to 0 hp
♣ can only use one per encounter
Consumables: none
Important Features:- [SHOW]
Class Features
Armor of Faith: while wearing cloth armor or no armor, and not wielding a shield, I have +3 AC
Censure of Retribution: when something other than my Oath target hits me, I gain +5 damage to my next attack against my Oath target made before the end of my next turn. This bonus is cumulative.
Racial Features
Defended Mind: +2 to saves vs daze, dominate, stun
Shifting Fortunes: when I use Second Wind I can shift 3 squares as a free action.
Theme Features
Elemental Initiate Lv. 1 Feature: gain +2 proficiency with unarmed attacks and do 1d6 damage with them. Can use Ki Foci.
Feat(ures)
Two-handed Weapon Expertise: +1 to charge damage with these weapons
Githzerai Blade Master: proficiency with all military heavy blades, fullblade, and bastard sword. +2 damage with such weapons
Re: Brawl for Fresh Blood — IC
Posted: Tue Dec 24, 2019 6:42 am
by FinalTemplar
Morthil, now face-to-face with the rather large orc, gulps. "This is unexpected." and then does a complex movement with his rod, shouting: "Boed i'ch enaid gael ei rwygo'n uffern!" Before blasting him in the chest, attempting to blast him back. After casting the spell, I attempt to run, sprinting to the right.
Mechanics- [SHOW]
Dark Speech, Charisma vs the target's Reflex, Will, and Fortitude: 8(1d20) +5 = 13
Hit vs Reflex: grant CA until EONT.
Hit vs Fortitude: Knock target prone.
Hit vs Will: Push target up to it's speed away from me.
Move Action: Walk to H16.
Elvish Translation- [SHOW]
"May your soul be torn apart in hell!"
AoE- [SHOW]
Dealing 1d6+4 Cold damage to enemies to start their turn adjacent to me.
Combat Block- [SHOW]
Morthil
Male Tiefling Warlock Level 1
Languages: Common, Elven, Tulrissian
Age: 27
Height: 6' 2"
Weight: 190 lbs.
Speed: 6
Initiative: +5
Passive Perception: 10
Passive Insight: 10
Senses: Low-light Vision
AC: 16
Fort: 14
Reflex: 15
Will: 14
HP: 30/30
Bloodied: 15
Surge Value: 7
Surges left: 10/10
Action Points: 1
MBA (Unarmed): -1 vs AC, 1d4-1 damage
RBA (Eldritch Blast): +5 vs Reflex, 1d10+4 damage
Resistances:
Vulnerabilities: none
Saves: none
Active Effects:
- gain 1 THP when a Marked target dies
Powers:
Eldritch Blast
Hellish Rebuke
Dark One's Blessing
Warlock's Curse
Second Wind []
Dark Speech []
Infernal Wrath []
Arms of Hadar []
Armor of Agathys [*][/color]
Consumables: none
Important Features:- [SHOW]
Power Descriptions- [SHOW]
Eldritch Blast - Standard Action - Ranged 10 - 5 vs Reflex - One Creature - 1d10+4 damage. This power counts as a Ranged Basic Attack.
Hellish Rebuke - Standard Action - Ranged 10 - 5 vs Reflex - One Creature - 1d6 + 4 (ConMod) fire damage. The first time I take damage before the end of my next turn, the target takes an additional 1d6+4 fire damage.
Dark One's Blessing Free Action - Personal - Trigger: When an enemy under my Warlock's Curse is reduced to 0 hit points or lower. Effect: Immediately gain THP equal to my Level.
Warlock's Curse Minor Action - Once per turn as a minor action, I can place a warlock's curse on the enemy nearest to myself that I can see. A cursed enemy is more vulnerable to my attacks, meaning once per turn if I hit that target with an attack I may decide to do bonus damage. This may only apply once per turn. The curse stays in effect until either a) the end of the encounter or b) when the target drops to 0 HP. Multiple targets may be afflicted by my curse at once, but each application takes a minor action. Any given target may only be afflicted by one Warlock's Curse.
Dark Speech Standard Action - Ranged 5 - One target who can hear me - Attack 5 (Charisma) vs Fortitude, Reflex, and Will. I make a single attack roll vs all three saves. Hit (Fortitude): Target falls prone. Hit (Reflex): Target grants CA until the end of my next turn. Hit (Will): Push the target up to it's speed.
Infernal Wrath Free Action - Close Burst 10 - Triggering Enemy In Burst - Trigger: An enemy within 10 squares of me hits me. Effect: Target takes 1d6+3 Fire damage.
Arms of Hadar Standard Action - Close Burst 2 - Each Creature in Burst - 5 vs Reflex - Hit: 1d8 + 4 damage, and push the targets hit back 4 squares.
Armor of Agathys Standard Action - Personal - Effect: Gain THP equal to 10 + 3 (Intelligence Mod). Until the End of the Encounter, an enemy that starts it's turn adjacent to me takes 1d6+4 (Con Mod) cold damage.
Class Features
Warlock Lv 1 Features: My eldritch blast scales with Constitution. By taking the Infernal Pact, I also gain "Dark One's Blessing" as an at will power, and the "Hellish Rebuke" spell. Gain the Prime Shot ability.
Prime Shot: If none of my allies are nearer to my target than I am, I receive a +1 bonus to ranged attack rolls against that target.
Shadow Walk: During my turn if I move 3 or more squares away from where I started my turn, I gain partial concealment until the end of my next turn.
Racial Features
Fire Resistance: I have resist fire 5 + 0 (one-half my level)
Skill Bonuses: +2 bonus to Stealth and Bluff.
Bloodhunt: I gain a +1 racial bonus to attack rolls against Bloodied foes.
Infernal Wrath: You can use infernal wrath as an encounter power.
Theme Features
Vile Scholar Lv1 Feature: I gain the Dark Speech power. I gain an additional language, and get a +2 bonus to Bluff, Diplomacy, and Intimidate checks when interacting with evil creatures.
Feat(ures)
Improved Initiative: gain +4 to Initiative.
Rod Expertise: Gain +1 to implement attacks with Rods; while holding a rod, gain +1 AC and +1 reflex.
Item Features
Re: Brawl for Fresh Blood — IC
Posted: Thu Dec 26, 2019 11:21 am
by ratwizard
Brawl for Fresh Blood I
Round 3
Judgement Day's blade catches Zea in the shoulder and he grunts in pain, just barely hanging onto consciousness.
As Morthil brandishes his rod at Muzlos with a blinding blast of energy, the plate-wearing orc is able to catch him off-guard with a shoulder check. Morthil is able to tear free from the engagement just in time for Lym to come from behind. The limber orc lands a sweeping slash at Muzlos, who struggles to breathe as a torrent of blood erupts from his throat and he falls to the sands. Lym circles around, before rushing toward Morthil next, a smile on his face.
Elsewhere, Ungart struggles against Trunga's grip, landing a grazing cut against the brawny man's belly.
Go: Kork, then Fazien
Mechanics- [SHOW]
Judgement Day: oaths, moves, hits and bloodies.
Morthil: hits reflex, miss fort / will...
— Muzlos Almari: hits 18 vs AC for 12 damage...
Morthil: ...moves.
Lym: quarries, moves and hits Muzlos, 20 vs AC for 20 damage, killing him, moves, action points, charges Morthil, misses AC 12.
Ungart: misses Trunga for 11 damage, buffs.
Status- [SHOW]
Map -- warning, big as fuck- [SHOW]
Rules on Action Points- [SHOW]
Characters do not begin with an action point. Instead, when you down an enemy, you gain an immediately-spent action point. This allows you to make an additional action of your choice on your turn. You can ready an action with this additional action, but you cannot save it by other means.
Re: Brawl for Fresh Blood — IC
Posted: Fri Dec 27, 2019 4:16 pm
by BartNL
"Any last words elf?" Kork shouts while smashing his axe into the elfs belly.
"You're next. Whatever you are supposed to be." Kork growls at Judgement Day before announcing his victory over Zea to the public: "KORK PROMISED BLOOD. KORK DELIVERED!"
Mechanics- [SHOW]
Move action: shift to C45
18(1d20) +8 = 26
Standard action: Twin strike Zea
20(1d20) +10 = 30; 4(1d12.reroll(1)) +2 = 6
Crit vs AC; for 14 damage instead of 6
[I assume Zea is gone, so I won't roll my second strike or hunter's mark.]
Minor action: Hunter's mark at Judgement Day
Action point: Total Defense
Reaction- [SHOW]
Use Fox's cunning after Kork is targeted by a melee attack from a space Kork can see.
Bonuses- [SHOW]
+3 AC; +5 Reflex, +2 Will, +2 Fort
Re: Brawl for Fresh Blood — IC
Posted: Fri Dec 27, 2019 4:35 pm
by Scratcherclaw
The Firebrand sets his eyes upon the pair of men engaged in a fierce quarrel nearby. Hoping to take them by surprise while they're occupied with their own duel, the elf launches a blast of fire towards the dwarf.
Mechanics- [SHOW]
Move: Walk to AI21
Standard: Elemental Bolt on Ungart
Attack: 4(1d20) +7 = 11 vs Ref = Normally I'd say miss but Fazien himself has a 0 in Reflex, so ???
Damage: 9(1d12) +3(1d6) +9 = 21
Combat Block- [SHOW]
Fazien
Male Tiefling Elementalist 1
Languages: English
Age: 20-some
Height: 5' 6"
Weight: 120 lbs.
Speed: 6
Initiative: +0
Passive Perception: 9
Passive Insight: 9
Senses: Low-light
AC: 14
Fort: 14
Reflex: 10
Will: 17
HP: 15/30
Bloodied: 15
Surge Value: 7
Surges left: 10/10
Action Points: 0
MBA: +3 vs AC, 1d8 damage
RBA (Elemental Bolt): +7 vs Reflex, 1d12+1d6+9 damage
(+1 to attack if target is bloodied)
Resistances: 5 Fire
Vulnerabilities: None
Saves: None
Active Effects: None
Powers:
Elemental Bolt
Ignition
Second Wind [X]
Hellfire Heart []
Infernal Wrath [X]
Elemental Escalation []
Consumables: none
Important Features:- [SHOW]
Class Features
Elemental Power: I gain a bonus to my damage rolls equal to my Con mod (+4)
Elemental Resilience: While I'm not wearing heavy armor, I can use my Con mod to determine AC
Racial Features
Bloodhunt: I gain a +1 to attack against bloodied enemies
Fire Resistance: I have resist fire 5 + 1/2 lvl
Theme Features
Infernal Prince Lv. 1 Feature: I gain a +1 bonus to fire attack rolls
Feat(ures)
Staff Expertise: +1 attack rolls & I don't provoke OAs with ranged/area attacks
Arcane Spellfury: When I hit an enemy with an at-will, I gain a +1 bonus to attack rolls against that enemy until EONT
Re: Brawl for Fresh Blood — IC
Posted: Fri Dec 27, 2019 6:21 pm
by ratwizard
Brawl for Fresh Blood I
Round 4
Zea gurgles blood as Kork's axe bites deep into the elf's belly. His eyes are distant now, and unfocused — the pale blue sky reflecting off them as they glaze over. The macabre scene is overshadowed by the intense roar of the crowd as Kork cheers them on.
Across the sandpit, Fazien's attack goes wide. The brawling pair hardly notice.
Go: Judgement Day, then Morthil
Mechanics- [SHOW]
Kork: shifts, crits and kills, quarries, action points, defends.
Fazien: moves, misses.
Trunga: misses ungart, 16 vs AC.
Status- [SHOW]
Map -- warning, big as fuck- [SHOW]
Rules on Action Points- [SHOW]
Characters do not begin with an action point. Instead, when you down an enemy, you gain an immediately-spent action point. This allows you to make an additional action of your choice on your turn. You can ready an action with this additional action, but you cannot save it by other means.
Re: Brawl for Fresh Blood — IC
Posted: Sat Jan 04, 2020 10:48 am
by Fialova
With her foe dead, Judgement Day sets her sights on Kork. Circling around the man, she slams into him with her blade and shoves him against the arena wall, placing herself between him and the rest of the pit.
Mechanics- [SHOW]
Oath of Enmity recharges when Zea dies
Minor Action: Oath of Enmity on Kork
Move Action: move to (B, 44), avoiding OAs
Standard Action: Overwhelming Strike on Kork
Attack: 25 vs AC = hit
Hit: 14 damage. I shift to (C, 44) and Kork is slid to (B, 44)
Reminder: anyone that hits me, misses me, or ends their turn adjacent to me takes 10 radiant damage until the end of this turn. This will apply if Kork chooses to use his reaction against me.
Combat Block- [SHOW]
Judgement Day
Gender Race Class Level
Languages: Irrelevant
Age: ??
Height: 5' 7"
Weight: 165 lbs.
Speed: 6+2
Initiative: +2
Passive Perception: 21
Passive Insight: 19
Senses: Normal Vision
AC: 18
Fort: 11
Reflex: 16
Will: 15
HP: 12/24
Bloodied: 12
Surge Value: 6
Surges left: 6/7
Action Points: 0
Current Oath Target: Zea
MBA: +4 vs AC, 1d12+2 damage
RBA: +3 vs AC, 1d4 damage
Resistances: none
Vulnerabilities: none
Saves:
+2 vs daze, dominate, stun
Active Effects:
- when something other than my Oath target hits me, I gain +5 damage to my next attack against my Oath target made before the end of my next turn. This bonus is cumulative.
+2 speed, +2 damage on melee attacks, and +5 athletics until the end of the encounter
Powers:
Overwhelming Strike
Bond of Retribution
Second Wind [X]
Disciplined Counter [X]
Iron Mind [X]
Oath of Enmity [X]♦
Avenging Echo [X]
Abjure Undead []♣
Divine Guidance []♣
Aspect of Might [X]
♦ recharges when target drops to 0 hp
♣ can only use one per encounter
Consumables: none
Important Features:- [SHOW]
Class Features
Armor of Faith: while wearing cloth armor or no armor, and not wielding a shield, I have +3 AC
Censure of Retribution: when something other than my Oath target hits me, I gain +5 damage to my next attack against my Oath target made before the end of my next turn. This bonus is cumulative.
Racial Features
Defended Mind: +2 to saves vs daze, dominate, stun
Shifting Fortunes: when I use Second Wind I can shift 3 squares as a free action.
Theme Features
Elemental Initiate Lv. 1 Feature: gain +2 proficiency with unarmed attacks and do 1d6 damage with them. Can use Ki Foci.
Feat(ures)
Two-handed Weapon Expertise: +1 to charge damage with these weapons
Githzerai Blade Master: proficiency with all military heavy blades, fullblade, and bastard sword. +2 damage with such weapons
Re: Brawl for Fresh Blood — IC
Posted: Sat Jan 04, 2020 11:05 am
by FinalTemplar
"That didn't go so well... uh... lets try this...!" Morthil pulls his arm back then shoots it forward again."Chwyth Eldritch!" He shouts as a beam of purple energy shoots out at Lym.
Mechanics- [SHOW]
Eldritch Blast vs Reflex 14(1d20) +5 = 19; 9(1d10) +4 = 13
Re: Brawl for Fresh Blood — IC
Posted: Sat Jan 04, 2020 2:01 pm
by ratwizard
Brawl for Fresh Blood I
Round 4
Lym is taken off-guard by the point blank blast, grunting in pain. He lands a quick riposte on Morthil before darting away across the sands. Circling around, he lands a devastating slash on the elf's torso, the blade biting deep into flesh.
Elsewhere, Ungart thrashes around at the massive fistfighter holding him. The blade slices into Trunga's cheek, severing a chunk of his ear off and causing him to roar in pain.
Go: Kork, then Fazien
Mechanics- [SHOW]
Judgement Day: oaths, moves, hits and shifts and slides and bloodies.
Morthil: attacks...
— Lym: hits AC 16 for 12 damage.
Morthil: hits.
Lym: takes 8 damage and bloodies, moves...
— Morthil: crit-misses OA...
Lym: finishes move and buffs, charges and misses, rerolls, hits 27 vs AC for 18 damage, bloodying Morthil.
Ungart: hits Trunga 22 vs AC for 13 damage, bloodying him, but is granting combat advantage now.
Status- [SHOW]
Map -- warning, big as fuck- [SHOW]
Rules on Action Points- [SHOW]
Characters do not begin with an action point. Instead, when you down an enemy, you gain an immediately-spent action point. This allows you to make an additional action of your choice on your turn. You can ready an action with this additional action, but you cannot save it by other means.
Re: Brawl for Fresh Blood — IC
Posted: Sat Jan 04, 2020 2:45 pm
by BartNL
"So, you do want to be the next one, eh. Good." Kork spits at the cloaked figure that has piqued his interest.
A dwarf with his back against a wall, is a dwarf that can't be attacked from behind. Kork grins, realising his luck has not run out yet. His glowing axe cuts low through the legs of his foe, dropplets of blood from Zea and Judgement Day flying into the arena seats above him. Stepping over Judgement Day, Kork looks up into the sky. After taking a moment to catch his breath, Kork bellows even louder than before: "KORK PROMISED BLOOD. KORK DELIVERED AGAIN!"
As Korks words echo through the arena his wounds start healing.
Mechanics- [SHOW]
Standard action: Twin strike Judgement Day:
13(1d20) +8 = 21; 9(1d12.reroll1) = 9
Hunter's quarry damage:
2(1d6) = 2
21 v AC for 13 damage. Is dead. [+ 2 bonus damage from dwarven weapon training in roll]
Action point: Total Defense
Minor Action: Healing word: 4(1d6) +7 = 11
Kork heals for 11 and is no longer bloodied.
Move action: Walk to G39
Reaction- [SHOW]
Use Fox's cunning after Kork is targeted by a melee attack from a space Kork can see.
Bonuses- [SHOW]
+3 AC; +5 Reflex, +2 Fortitude, +2 Will
Re: Brawl for Fresh Blood — IC
Posted: Sat Jan 04, 2020 3:03 pm
by Scratcherclaw
Spotting an opening as Ungart unleashes a fierce blow against Trunga, Fazien conjures a fiery mass and launches it at the man. The enemy of my enemy is still my enemy.
Mechanics- [SHOW]
Standard: Elemental Bolt on Ungart
Attack: 17(1d20) +9 = 26 vs Reflex = Hit
Damage: 1(1d12) +3(1d6) +9 = 13
Combat Block- [SHOW]
Fazien
Male Tiefling Elementalist 1
Languages: English
Age: 20-some
Height: 5' 6"
Weight: 120 lbs.
Speed: 6
Initiative: +0
Passive Perception: 9
Passive Insight: 9
Senses: Low-light
AC: 14
Fort: 14
Reflex: 10
Will: 17
HP: 15/30
Bloodied: 15
Surge Value: 7
Surges left: 10/10
Action Points: 0
MBA: +3 vs AC, 1d8 damage
RBA (Elemental Bolt): +7 vs Reflex, 1d12+1d6+9 damage
(+1 to attack if target is bloodied)
Resistances: 5 Fire
Vulnerabilities: None
Saves: None
Active Effects: None
Powers:
Elemental Bolt
Ignition
Second Wind [X]
Hellfire Heart []
Infernal Wrath [X]
Elemental Escalation []
Consumables: none
Important Features:- [SHOW]
Class Features
Elemental Power: I gain a bonus to my damage rolls equal to my Con mod (+4)
Elemental Resilience: While I'm not wearing heavy armor, I can use my Con mod to determine AC
Racial Features
Bloodhunt: I gain a +1 to attack against bloodied enemies
Fire Resistance: I have resist fire 5 + 1/2 lvl
Theme Features
Infernal Prince Lv. 1 Feature: I gain a +1 bonus to fire attack rolls
Feat(ures)
Staff Expertise: +1 attack rolls & I don't provoke OAs with ranged/area attacks
Arcane Spellfury: When I hit an enemy with an at-will, I gain a +1 bonus to attack rolls against that enemy until EONT
Re: Brawl for Fresh Blood — IC
Posted: Sat Jan 04, 2020 3:42 pm
by ratwizard
Brawl for Fresh Blood I
Round 5
The slain Imardanian slumps to the sands and the crowds roar with excitement.
"The sixth death!" the Overseer calls from his box. "But we're not here to see half of these scum walk, are we?" He shakes his head with a manic grin. "No. Today, we're going to see only one! Fight to the death!" The cheering above becomes deafening, and the surprise runs through you like a blade.
The world feels colder, despite the burning blood running through your veins. You need to push on. You need to win.
Go: Morthil
Mechanics- [SHOW]
Kork: hits and kills, action points and defends, heals, moves.
Fazien: hits and bloodies.
Status- [SHOW]
Map -- warning, big as fuck- [SHOW]
Rules on Action Points- [SHOW]
Characters do not begin with an action point. Instead, when you down an enemy, you gain an immediately-spent action point. This allows you to make an additional action of your choice on your turn. You can ready an action with this additional action, but you cannot save it by other means.
Re: Brawl for Fresh Blood — IC
Posted: Sat Jan 04, 2020 3:50 pm
by FinalTemplar
Morthil shifts back slightly and aims again at Lym, repeating the incantation another time.
Mechanics- [SHOW]
Shift to I 15.
Eldritch Blast vs Reflex: 9(1d20) +5 = 14; 7(1d10) +4 = 11
Re: Brawl for Fresh Blood — IC
Posted: Sat Jan 04, 2020 4:12 pm
by ratwizard
Brawl for Fresh Blood I
Round 5
As Morthil's beam goes wide, Lym dips out of the way before rushing forward and running the elf through with a savage thrust of his longsword. Morthil slides limply to the sands, the magic fizzling from his gripped fist.
Elsewhere, Trunga and Ungart wrestle and trade blows, but to no avail.
Go: Kork, then Fazien
Mechanics- [SHOW]
Trunga: Misses Ungart, 14 vs AC, shifts.
Morthil: shifts, misses.
Lym: moves and buffs, charges Morthil, hits 25 vs AC for 20 damage, killing Morthil, action points and heals.
Ungart: shifts, misses Trunga, 15 vs AC.
Status- [SHOW]
Map -- warning, big as fuck- [SHOW]
Rules on Action Points- [SHOW]
Characters do not begin with an action point. Instead, when you down an enemy, you gain an immediately-spent action point. This allows you to make an additional action of your choice on your turn. You can ready an action with this additional action, but you cannot save it by other means.
Re: Brawl for Fresh Blood — IC
Posted: Sun Jan 05, 2020 6:55 am
by BartNL
Kork advances slowly to middle of the arena, keeping his eyes on Lym.
Mechanics- [SHOW]
Standard action: Total defense
Move action: Walk to L34
Reaction- [SHOW]
Use Fox's cunning after Kork is targeted by a melee attack from a space Kork can see.
Bonuses- [SHOW]
+3 AC; +5 Reflex, +2 Fortitude, +2 Will
Re: Brawl for Fresh Blood — IC
Posted: Sun Jan 05, 2020 12:10 pm
by Scratcherclaw
Seeing his foes senselessly beating one another, Fazien takes the opportunity to scorch both birds with one molten stone. Focusing his energy, he thrusts a blast of fiery ruin towards his foes. The flames and smoke linger, singeing their flesh as they meet their makers. Imagine being so foolhardy as to ignore the real threat. Oh well, their loss.
Mechanics- [SHOW]
Move: Walk to AJ18
Standard: Ignition centered on AK10 (Burst 1)
Attack (Ungart): 10(1d20) +9 = 19 +2 = 21 vs Fort = Hit (forgot Bloodhunt & Arcane Spellfury)
Attack (Trunga): 10(1d20) +7 = 17 +1 = 18 vs Fort = Miss (forgot Bloodhunt)
Damage: 5(1d10) +9 = 14
The burst creates a zone that lasts until SONT. Anyone who enters the zone or ends their turn there takes 4 fire damage
Ungart is ded
ACTION POINT
Standard: Elemental Bolt on Trunga
Attack: 4(1d20) +8 = 12 vs Reflex = Hit!
Damage: 4(1d12) +4(1d6) +9 = 17
he ded
ACTION POINT AGAIN!
Walk to AD12
Combat Block- [SHOW]
Fazien
Male Tiefling Elementalist 1
Languages: English
Age: 20-some
Height: 5' 6"
Weight: 120 lbs.
Speed: 6
Initiative: +0
Passive Perception: 9
Passive Insight: 9
Senses: Low-light
AC: 14
Fort: 14
Reflex: 10
Will: 17
HP: 15/30
Bloodied: 15
Surge Value: 7
Surges left: 10/10
Action Points: 0
MBA: +3 vs AC, 1d8 damage
RBA (Elemental Bolt): +7 vs Reflex, 1d12+1d6+9 damage
(+1 to attack if target is bloodied)
Resistances: 5 Fire
Vulnerabilities: None
Saves: None
Active Effects: None
Powers:
Elemental Bolt
Ignition
Second Wind [X]
Hellfire Heart []
Infernal Wrath [X]
Elemental Escalation []
Consumables: none
Important Features:- [SHOW]
Class Features
Elemental Power: I gain a bonus to my damage rolls equal to my Con mod (+4)
Elemental Resilience: While I'm not wearing heavy armor, I can use my Con mod to determine AC
Racial Features
Bloodhunt: I gain a +1 to attack against bloodied enemies
Fire Resistance: I have resist fire 5 + 1/2 lvl
Theme Features
Infernal Prince Lv. 1 Feature: I gain a +1 bonus to fire attack rolls
Feat(ures)
Staff Expertise: +1 attack rolls & I don't provoke OAs with ranged/area attacks
Arcane Spellfury: When I hit an enemy with an at-will, I gain a +1 bonus to attack rolls against that enemy until EONT
Re: Brawl for Fresh Blood — IC
Posted: Sun Jan 05, 2020 4:02 pm
by ratwizard
Brawl for Fresh Blood I
Round 6
The bare-chested brawler and the dwarven scout both scream in agony as the flames overtake them. Horrified groans echo throughout the stadium, eventually forming raucous cheers once more at the fall of two fighters at once.
Lym, the quick-footed orcish bladesman, eyes Kork and Fazien carefully. He darts along the sand, blades at the ready in a defensive manner.
Go: Kork, then Fazien
Mechanics- [SHOW]
Kork: defends, moves.
Fazien: moves, hits and kills and misses, action points and hits and kills, moves.
Lym: moves and buffs, defends.
Status- [SHOW]
Map -- no longer big as fuck- [SHOW]
Rules on Action Points- [SHOW]
Characters do not begin with an action point. Instead, when you down an enemy, you gain an immediately-spent action point. This allows you to make an additional action of your choice on your turn. You can ready an action with this additional action, but you cannot save it by other means.
Re: Brawl for Fresh Blood — IC
Posted: Sun Jan 05, 2020 4:22 pm
by BartNL
Just three left, eh. And I was just getting excited.
Kork continues his advance wary of his opponents.
Mechanics- [SHOW]
Standard action: Total defense
Move action: Walk to M29
Reaction- [SHOW]
Use Fox's cunning after Kork is targeted by a melee attack from a space Kork can see.
Bonuses- [SHOW]
+3 AC; +5 Reflex, +2 Fortitude, +2 Will
Re: Brawl for Fresh Blood — IC
Posted: Sun Jan 05, 2020 4:35 pm
by Scratcherclaw
With only two targets left, Fazien scurries through the sands, hoping to end this once and for all. He launches a blast of fire towards the half-orc man, though it sizzles out before meeting its mark. Wonderful.
Mechanics- [SHOW]
Move: Walk to Z10
Standard: Elemental Bolt on Lym
Attack: 3(1d20) +7 = 10 vs Reflex = Haha nope
Combat Block- [SHOW]
Fazien
Male Tiefling Elementalist 1
Languages: English
Age: 20-some
Height: 5' 6"
Weight: 120 lbs.
Speed: 6
Initiative: +0
Passive Perception: 9
Passive Insight: 9
Senses: Low-light
AC: 14
Fort: 14
Reflex: 10
Will: 17
HP: 15/30
Bloodied: 15
Surge Value: 7
Surges left: 10/10
Action Points: 0
MBA: +3 vs AC, 1d8 damage
RBA (Elemental Bolt): +7 vs Reflex, 1d12+1d6+9 damage
(+1 to attack if target is bloodied)
Resistances: 5 Fire
Vulnerabilities: None
Saves: None
Active Effects: None
Powers:
Elemental Bolt
Ignition
Second Wind [X]
Hellfire Heart []
Infernal Wrath [X]
Elemental Escalation []
Consumables: none
Important Features:- [SHOW]
Class Features
Elemental Power: I gain a bonus to my damage rolls equal to my Con mod (+4)
Elemental Resilience: While I'm not wearing heavy armor, I can use my Con mod to determine AC
Racial Features
Bloodhunt: I gain a +1 to attack against bloodied enemies
Fire Resistance: I have resist fire 5 + 1/2 lvl
Theme Features
Infernal Prince Lv. 1 Feature: I gain a +1 bonus to fire attack rolls
Feat(ures)
Staff Expertise: +1 attack rolls & I don't provoke OAs with ranged/area attacks
Arcane Spellfury: When I hit an enemy with an at-will, I gain a +1 bonus to attack rolls against that enemy until EONT
Re: Brawl for Fresh Blood — IC
Posted: Sun Jan 05, 2020 4:43 pm
by ratwizard
Brawl for Fresh Blood I
Round 7
Lym makes a mad dash behind Fazien, but the elf is able to sidestep the orc's mighty swing with ease.
Go: Kork, then Fazien
Mechanics- [SHOW]
Kork: defends, moves.
Fazien: moves, misses.
Lym: moves and buffs, charges and crit-misses.
Status- [SHOW]
Map -- no longer big as fuck- [SHOW]
Rules on Action Points- [SHOW]
Characters do not begin with an action point. Instead, when you down an enemy, you gain an immediately-spent action point. This allows you to make an additional action of your choice on your turn. You can ready an action with this additional action, but you cannot save it by other means.
Re: Brawl for Fresh Blood — IC
Posted: Sun Jan 05, 2020 4:48 pm
by BartNL
Seeing an opening Kork suddenly moves in fast.
Mechanics- [SHOW]
Standard action + Move action: Double Move: Walk to W19
Reaction- [SHOW]
Use Fox's cunning after Kork is targeted by a melee attack from a space Kork can see.
Bonuses- [SHOW]
+1 AC; +3 Reflex,
Re: Brawl for Fresh Blood — IC
Posted: Sun Jan 05, 2020 5:10 pm
by Scratcherclaw
"You really shouldn't get this close to fire," Fazien says with a shrug, a pillar of fire overtaking the pair. One to go, he thinks, eyes set upon the approaching dwarf. He attempts to quickly take the dwarf out, but his firebolt goes wide. Not wanting to meet the pair of axes, he backpeddles, using distance to his advantage.
Mechanics- [SHOW]
Standard: Elemental Bolt on Lym
Attack: 17(1d20) +7 = 24 vs Reflex = Hit!
Damage: 5(1d12) +6(1d6) +9 = 20 fire damage
Goodnight, Lym
Action Point!
Standard: Elemental Bolt on Kork
Attack: 4(1d20) +7 = 11
Move: Walk to AF7