Blackwood's Dogs — IC

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Fialova
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Blackwood's Dogs — IC

Post by Fialova »

The sun is shining, and the wind billows beneath the sails of the Salacious Saint, carrying her swiftly towards her prey. You've been chasing this merchant vessel for most of the day so far, following a lead the captain found recently - rumors of untold riches aboard. It is fast, but not as fast as you, and with a bit of magical help from Alador you are finally closing in.

"Prepare to board!" comes a shout from the back of the ship, the familiar voice of Marian. The Captain watches from the helm, eyes set intently on the prize ship ahead. Orson makes the rounds on the deck, talking to the men and raising spirits. It is not often a ship resists when they see the flag of the Dogs, but this time is an exception.

From a distance you can see the other crew preparing for battle, and the occasional stray shot hits the Saint. A few unlucky Dogs fall victim to these shots by the enemy, falling fast and as first blood. Some of the men push to retaliate, but there is a loud "No!" from the helm, the captain himself. "Everyone stay down and out of sight, we will face them head on." Only a few hundred feet more and you will be upon them.

Mechanics
[SHOW]
Roll initiative and choose where you will begin the encounter. Anywhere in the blue section of the deck (not the water, obviously) is where you are allowed to begin.
Map
[SHOW]
Image
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ratwizard
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Re: Blackwood's Dogs IC

Post by ratwizard »

Grommak grunts in obedience to the first mate's words, and he stands next to the mid-mast of the Salacious Saint, his Serran scimitar in one hand and his rapier in the other. He frowns, disappointedly, at the cries of fellow Dogs taking arrows or bullets amidst the chase. At least these goons aren't firing cannons at us. Just got finished patching up the holes from the last time we had a melee. This lot better be worth it, he thinks to himself as he keeps his eyes peeled toward the ship they are closing in on.

The orc lowers his body at the behest of the Captain Blackwood himself, dipping below sight level and taking cover next to the boxes near him. "Hope we don't lose too many more Dogs," he thinks aloud, focusing on readying himself for an inevitable battle.
Mechanics
[SHOW]
Initiative: 14.
1(1d20) +11 = 12 +2 for Combat Leader from Henri

Start in (-)L20.
Combat Block
[SHOW]
Grommak

Male Half-Orc Two-Weapon Ranger 11
Languages: Common, Kurnish
Age: 29
Height: 6'2"
Weight: 200 lbs.

Speed: 6
Initiative: +11+2
Passive Perception: 26
Passive Insight: 21
Senses: Low-light Vision

AC: 24
Fort: 25
Reflex: 23
Will: 23
HP: 86/86
Bloodied: 43
Surge Value: 21
Surges left: 9/9
Action Points: 1

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

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 [_]
Frenzied Skirmish [_]
Begin the Hunt [_]
Attacks on the Run [_]
Blood of the Fallen [_]

Consumables:

None.
Important Features:
[SHOW]
Racial Traits and Class or Path Features:

Running Attack: Using a standard action that allows movement and I move 2+ squares away, I gain +1 to attack rolls as part of that action.
Dancing Defense: If hitting with at least two melee attacks on my turn, I gain a +2 bonus to AC and Reflex TSNT.
Dual-Blade Action: On AP-spend, I can take an attack with both hands with a +4 WISmod bonus to damage.
Half-Orc Resilience: First time being blooded in an encounter, gain 10 THP.
Swift Charge: +2 bonus to speed while charging.

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.
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Scratcherclaw
YUO ARE SMART
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Re: Blackwood's Dogs IC

Post by Scratcherclaw »

Here we go again, Henri thinks. To think, I could have spent the day grooming, but whatever. More treasure is always a good thing. Drawing his Imardanian pistols, he carefully loads them with ammunition, taking the time to admire the glistening craftsmanship in the sunlight.

"Ignorant fools should have given up sooner. Now I suppose I'll have to fill their stomachs with lead. Pathétique." As the wind briskly whips away at the sails, Henri elegantly flips his hair, intent on looking perfect for the coming battle. After all, people deserve to know just how handsome the man that killed them is. He's doing them a favor, gracing their last sights with his appearance. Perfect... he thinks, glancing at his mirror. Grinning, he whispers to himself, "Absolutely perfect."
Mechanics
[SHOW]
Initiative: 5(1d20) +13 = 18

Start at -L17
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PureZaros
The Enigma
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Re: Blackwood's Dogs IC

Post by PureZaros »

Isabelle adjusts her grip in the rigging, squinting her eyes as she eagerly looks towards the slowly approaching ship. It's a good day for a fight. Her sword draws small, lazy circles in the air as she sways back and forth in the ropes. "I'm sure you'd be filling their stomachs with lead anyway, Henri." she calls to the man behind her. "Don't get lost in your reflection now, you'll miss all the fun!"

At the captain's order, she jumps out of the rigging to duck behind a nearby crate. Peeking over the top, Isabelle continues to watch their prey, still scribing small circles in the air with her sword. If only we were a little faster. I've been aching to see these supposed treasures up close.
MECHANICS
[SHOW]
Initiative: 26
Included the +2 from Henri's combat Leader in the roll.

Start in [-J, 16]

currently manifesting Cindersoul
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
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Namelessjake
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Re: Blackwood's Dogs IC

Post by Namelessjake »

As the ships draw nearer, Darcell draws his rapier. A musket ball clips the side of the ship nearby, showing the Bard in splinters. That was close. He ducks down into cover as per the Captain's orders, not keen on taking the next shot in the chest.

"That just means a bigger share for each of us," Darcell calls to Grommak. "If they're putting up this much of a fight then, chances are the rumours are true," he continues, more just voicing his thoughts aloud than making conversation.
Mechanics
[SHOW]
Initiative:32
16(1d20) +14 = 30 +2 from Henri

Start at (-J, 21)
Combat Block
[SHOW]
Darcell

Male Half-Elf Cunning Bard 11
Languages: Common, Forellian, Serran, Imardanian.
Age: 25
Height: 5'11"
Weight: 165 lbs.

Speed: 6
Initiative: +14 (+16 when within 10 of Henri)
Passive Perception: 21
Passive Insight: 19
Senses: Low-light Vision

AC: 24
Fort: 21
Reflex: 22
Will: 26
HP: 79/79
Bloodied: 39
Surge Value: 20
Surges left: 10/10
Action Points: 1

MBA: +13 vs AC, 1d8+3 damage. (+2 to damage rolls when you have combat advantage)
RBA: +9 vs AC, 1d4+2 damage.

Resistances: None
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Vicious Mockery
Staggering Note
__________________________________

Second Wind [_]
Guardian's Counter [_]
Demoralizing Strike [_]
Majestic Word [_][_] **
Words of Friendship [_]
Blunder [_]
Moment of Escape [_]
Echoing Weapon [_]
Revitalizing Incantation [_]
Unluck [_]
Illusory Erasure [_]
Lying Lights [_]
Harper Pin
Mielikki's Endurance [_] *
Lliira's Grace [_] *
Tymora's Luck [_] *
Feytouched Hide Armor +3 [_]
__________________________________

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

* Can only use one per encounter
** Can be used twice per encounter but only once per round

Consumables:

None.
Important Features:
[SHOW]
Racial Traits and Class or Path Features:

Group Diplomacy: I grant allies within 10 squares of me a +1 racial bonus to Diplomacy checks.

Bardic Training: I can perform two bard rituals per day of my level or lower without expending components.

Virtue of Cunning: Once per round, when an enemy attack misses an ally within 8 squares of me, I can slide that ally 1 square as a free action.

Song of Rest: When I play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier (+6) with each healing surge.

Shrouding Action: When I spend an action point to take an extra action, one ally I choose within 5 squares of me and I become invisible until the end of my next turn.

Virtue of Deceit: When I use Virtue of Cunning, one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.

Notable Feats:

Resourceful Leader: When an ally I can see spends an action point to make an attack, the ally gains a +5 bonus to damage rolls on a hit or gains 5 temporary hit points on a miss.

Superior Will: If I am dazed or stunned I can make a saving throw at the start of my turn to end that effect, even if the effect doesn't normally end on a save.

Advantage of Cunning: When I slide an ally with my Virtue of Cunning, I can also slide an enemy that was adjacent to that ally into the space the ally vacated.

Battle Song Expertise: I gain a +1 feat bonus to the number of squares that I can pull, push, or slide creatures with my bard attacks and bard paragon path attacks.

Improved Cunning: When I use Virtue of Cunning to slide an ally, I can slide the ally 2 squares instead of 1.

Item Features:

Headband of Intellect: Gain a +2 item bonus to knowledge or monster knowledge checks, and a +1 item bonus to attack rolls on powers that have the psychic keyword.

Spyglass of Perception: Gain a +3 item bonus to Perception checks when using this device.
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ratwizard
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Re: Blackwood's Dogs IC

Post by ratwizard »

Grommak cracks a grin at his partner. "Good line of thinking, mate," he responds. Despite the tense atmosphere around him, the orc is calm and at ease inside. "I'd bet an eighth of my share that Rusty the Chicken-shit's gonna try and bow out of fighting this one," he says, turning to observe the rest of the crew around him. "S'alright, anyhow. We'll spill enough blood for him should it come to that. I'm getting real sick of getting shot at." The damn merchants seem to have made their decision to die before they part with their wares. Idiots. You can't bring gold to the Great Beyond, what point is there to die for it? the orc thinks to himself, not understanding their reasoning.
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Namelessjake
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Re: Blackwood's Dogs IC

Post by Namelessjake »

Darcell laughs at Grommak. "You know, I'd take you up on that if I didn't think you're probably right," he says, quickly poking his head up to see how close the vessels had gotten. "I wouldn't worry too much about the shooting. They're only merchants, the only way they'd hit you is if they were aiming for someone else."
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ratwizard
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Re: Blackwood's Dogs IC

Post by ratwizard »

The orc chuckles in response. "Yeah, you're right, Darcell. But look, they're gonna see Big John, shit their britches, and unleash a hail of gunfire on our lad. Per your theory, that's all gonna rain down on us," he reasons, mostly joking. "And keep your head down, mate," he says as he pulls his friend back into cover. "I don't wanna be the one to swab your brain off the deck."
kalis5
Hm...
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Re: Blackwood's Dogs IC

Post by kalis5 »

Liam steps to the front of the group, taking position alongside the Orc. He starts to smile at the prospect of a fight, anything to break the monotony and all.
"If ye ask me, I'm glad the din' surrenda. Beta thin clenin the deck all dai. Afta all, tha bes loout is tha loout ya work fer right?!"
He looks to the others, an almost mad grin on his face. It looks like in the commotion he managed to get his hands on some alcohol, but it doesn't matter. He still looks as able as always.
Initiative Round
[SHOW]
Initiative: 20(1d20) +12 = 32 + 2 from henri for 34.

Start in -J20
Stat Block
[SHOW]
Liam "Dirge" Rend

Human Bladesinger Level 11
Languages: Common, Elven, Dwarven
Age: 23

Speed: 6
Initiative: 12 (+2 if within 10 squares of Henry)
Passive Perception: 21
Passive Insight: 16
Senses: Low-light

AC: 26
Fort: 21
Reflex: 25
Will: 23
HP: 75/75
Bloodied: 37
Surge Value: 18
Surges left: 9/9
Action Points: 1

Resistances:
Vulnerabilities: None
Active Effects: None

Powers:

Bull Rush Attack
Grab Attack
Opportunity Attack
Erupting Flare
Dancing Fire
Dazzling Sunray
Unseen Hand
Cantrip Prestidigitation

Versatile Spellbook
_____________________________

Class Feature Bladesong [ ]
Cantrip Suggestion [ ]
Cantrip Chameleon's Mask
L2 Shield [ ]
L6 Dispel Magic [ ]
L10 Flush with Success [ ]
Theme Feature Iron Wolf Charge [ ]


_____________________________


Boon Spell Enemies Abound [ ]
L1 Skewering Spikes [ ]
L5 Grim Shadow [ ]
L9 Charm of the Defender [ ]


Shadowdance Armor +2 [ ]

________________________________________________________

Unused Powers:
L1 Charm of Misplaced Wrath [ ]
L2 Arcane Mutterings [ ]
L5 Radiant Pillar [ ]
L6 Revitalizing Charm [ ]
L9 Fire Burst [ ]
L10 Phoenix Step [ ]



Important Features
[SHOW]
Class Feats:
Blade Magic - Upon scoring a hit with any MBA during turn triggers any skill with the "Bladespell" keyword as a free action, however only one per attack.

Instinctive Attack - When making a melee attack, use Intelligence rather than strength for damage and attack.

Guarded Flourish - Ranged and melee attacks do not provoke OAs while holding a one-handed weapon with a free hand. +2 AC while wearing light or no armor and with a hand free using a one-handed blade.

Arcane Strike - When a daily is used, a melee strike can be performed with a minor action.

Steely Retort - When bladesong is active, any enemy adjacent that hits provokes an OA.


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.
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Scratcherclaw
YUO ARE SMART
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Re: Blackwood's Dogs IC

Post by Scratcherclaw »

"Have you been drinking, Liam? I swear to Elys, if you touched my wine, I'm throwing you overboard," Henri says, glaring at the drunkard.
kalis5
Hm...
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Re: Blackwood's Dogs IC

Post by kalis5 »

Liam looks over at Henri and looks him up and down.
"De ye expict ma to tak that resk? Nah, I touk it frm the galleh."

He hiccups a bit and looks unstable for a moment as a wave hits the side of the ship before raising his blade with a merry grin.
"Chuuuuurge!"
Then stops as he realizes the ship is not close enough yet.
"I maen, dun churge yet. Give it... giver a menut."
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ratwizard
A Wan Smile
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Location: Hellworld

Re: Blackwood's Dogs IC

Post by ratwizard »

Grommak grimaces, knowing that Liam isn't supposed to be drinking aboard the Saint, especially not before combat. "Quiet down, y'idiot. Shoutin' orders like that, jokes or not, n' you'll get the lash. Keep by me and Darcell," he advises his friend. "We'll get through this, with loot to show for it." He cracks a smile.
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Fialova
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Re: Blackwood's Dogs IC

Post by Fialova »

Encounter 1

It is not much longer before the Saint is finally upon its prey, the merchant ship hooked to it with ropes. Big John comes forward with a large plank and drops it across the gap between the two decks, and some other crewmen bring forward a second one. With these in place the boarding can finally begin. "Sic 'em, boys!" comes the order from above.

Go: Liam, Darcell, Isabelle
Mechanics
[SHOW]
Big John: Initiative - 21, begin in (-J, 18)
Map
[SHOW]
Image
Map Info
[SHOW]
Bowsprit: The horizontal mast at the front of the ship. This can be walked upon, with a DC: 20 to balance, and is accessible from atop the forecastle. Moving along it counts as being in between the squares that are shown on either side of it.

Forecastle: The enclosed structure at the front of the main deck, which can be entered from its 2 doors or moved on top of via staircases.

Aftcastle: The encloses structure at the rear of the main deck, where the steering wheel is located. It can be entered from its 2 doors or moved on top of via staircases.

Planks: There are two of these, one spanning (-I, 18) to (-G, 18) and the other spanning (-I, 23) to (-G, 23). These are narrow and somewhat wobbly, and as such they must be crossed with caution. You can either treat them as difficult terrain and move across them slowly and cautiously, or you can try your luck at going a bit faster. The faster route requires an acrobatics check to balance while moving, DC: 25, but does not require you to move at half speed. Only one person can be on them at a time or they will collapse.

Railings: The railings of both ships can be walked on (squares that are half water, half railing on the merchant ship count as railing squares), but follow standard balance rules (DC: 25, move half speed on them).

Rigging: Each ship has rigging holding up the masts, which can be climbed on. For the Saint, the ones on this side of the ship can be entered from (-I, 15-16) or (-I, 25-26). For the merchant vessel, they can be entered from (-G, 14-15), (-G, 22-23), (C, 14-15), and (C, 22-23). Each square closer to the center of the ship is also 1 square higher than the previous one, moving diagonally upward. The rigging on the Saint moves in a straight line from the railings to the masts, but on the other ship it moves diagonally in both the vertical and horizontal planes. Climbing in the rigging follows the standard athletics climbing rules, DC: 10.

Stairs: There are 4 staircases moving up to the tops of the forecastle and aftcastle, as well as 3 heading lower into the ship all squares that are entirely stairs count as difficult terrain.

Masts: The 3 masts, shown by large circles with 4 smaller circles around them, are impassable and provide cover. The squares that their images occupy can be entered, but you cannot move through the masts themselves (functioning like corners).

Doors: There are 4 doors, at (-A, 12), (-D, 12), (-A, 25), and (-D, 25). These lead into either the forecastle or aftcastle, but are currently closed.

Grate: The large wooden grate that opens up to the cargo hold 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.

Wheel: The wheel turns the rudder, and thus the ship. Use with caution.
Enemy Info
[SHOW]
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.

Archers: These men are trained in marksmanship, making them much greater threats than the average crewman of this ship. They can rain arrows down on you from afar while you wade through the rabble to get to them. Despite their skill, though, they are still only lightly armored, and a few strong swings of a blade will bring them down.

Axemen: These armored members of the merchant crew are likely hired muscle with real combat experience. They were thick hides and hold heavy axes, and look like they can pack quite a punch.
Status
[SHOW]
34 Liam (-J, 20) | HP: 75/75 | Surges: 9/9 | AP: 1/1 |
32 Darcell (-J, 21) | HP: 79/79 | Surges: 10/10 | AP: 1/1 |
26 Isabelle (-J, 16) | HP: 91/91 | Surges: 11/11 | AP: 1/1 |
25 Archer 1 (-A, 10) | HP: ??/?? |
25 Archer 2 (B, 28) | HP: ??/?? |
24 Sailor 1 (-F, 14) | HP: 1/1 |
24 Sailor 2 (-F, 16) | HP: 1/1 |
24 Sailor 3 (-F, 18) | HP: 1/1 |
24 Sailor 4 (-F, 20) | HP: 1/1 |
24 Sailor 5 (-F, 22) | HP: 1/1 |
24 Sailor 6 (-F, 26) | HP: 1/1 |
24 Sailor 7 (-C, 29) | HP: 1/1 |
24 Sailor 8 (-D, 12) | HP: 1/1 |
24 Sailor 9 (-C, 22) | HP: 1/1 |
24 Sailor 10 (-A, 15) | HP: 1/1 |
24 Sailor 11 (A, 19) | HP: 1/1 |
24 Sailor 12 (-F, 11) | HP: 1/1 |
24 Sailor 13 (B, 14) | HP: 1/1 |
24 Sailor 14 (B, 23) | HP: 1/1 |
21 Big John (-J, 18) | HP: 89/89 | Surges: 11/11 | AP: 1/1 |
20 Axeman 1 (-A, 12) | HP: ??/?? |
20 Axeman 2 (-A, 25) | HP: ??/?? |
18 Henri (-L, 17) | HP: 74/74 | Surges: 8/8 | AP: 1/1 |
14 Grommak (-L, 20) | HP: 86/86 | Surges: 9/9 | AP: 1/1 |
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Namelessjake
Plane Wings Sharp Like Katana
Posts: 4469
Registered for: 11 years 10 months
Location: Blockbuster

Re: Blackwood's Dogs IC

Post by Namelessjake »

As the planks are laid down, Darcell stands up from his cover and turns to face the crew of their prize. He raises his rapier, pointing it and one of the sailors closest to him. "You're a weak and pathetic excuse for a man. Ten minutes from now you'll be dead and I won't even remember your face," he shouts across the ships at his target, imbuing his words with magic, attacking the man's mind. The man crumples to the deck, and Darcell smiles slightly. Too easy. With the area around the plank now cleared of enemy crew, for now, Darcell begins to carefully make his way across, not too keen on taking a swim.
Mechanics
[SHOW]
Standard: Vicious Mockery on Sailor 5
Attack: 29 vs. Will
Damage: 15 Psychic

14(1d20) +15 = 29; 6(1d6) +9 = 15

Move: Walk to (-H, 23)
Combat Block
[SHOW]
Darcell

Male Half-Elf Cunning Bard 11
Languages: Common, Forellian, Serran, Imardanian.
Age: 25
Height: 5'11"
Weight: 165 lbs.

Speed: 6
Initiative: +14 (+16 when within 10 of Henri)
Passive Perception: 21
Passive Insight: 19
Senses: Low-light Vision

AC: 24
Fort: 21
Reflex: 22
Will: 26
HP: 79/79
Bloodied: 39
Surge Value: 20
Surges left: 10/10
Action Points: 1

MBA: +13 vs AC, 1d8+3 damage. (+2 to damage rolls when you have combat advantage)
RBA: +9 vs AC, 1d4+2 damage.

Resistances: None
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Vicious Mockery
Staggering Note
__________________________________

Second Wind [_]
Guardian's Counter [_]
Demoralizing Strike [_]
Majestic Word [_][_] **
Words of Friendship [_]
Blunder [_]
Moment of Escape [_]
Echoing Weapon [_]
Revitalizing Incantation [_]
Unluck [_]
Illusory Erasure [_]
Lying Lights [_]
Harper Pin
Mielikki's Endurance [_] *
Lliira's Grace [_] *
Tymora's Luck [_] *
Feytouched Hide Armor +3 [_]
__________________________________

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

* Can only use one per encounter
** Can be used twice per encounter but only once per round

Consumables:

None.
Important Features:
[SHOW]
Racial Traits and Class or Path Features:

Group Diplomacy: I grant allies within 10 squares of me a +1 racial bonus to Diplomacy checks.

Bardic Training: I can perform two bard rituals per day of my level or lower without expending components.

Virtue of Cunning: Once per round, when an enemy attack misses an ally within 8 squares of me, I can slide that ally 1 square as a free action.

Song of Rest: When I play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier (+6) with each healing surge.

Shrouding Action: When I spend an action point to take an extra action, one ally I choose within 5 squares of me and I become invisible until the end of my next turn.

Virtue of Deceit: When I use Virtue of Cunning, one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.

Notable Feats:

Resourceful Leader: When an ally I can see spends an action point to make an attack, the ally gains a +5 bonus to damage rolls on a hit or gains 5 temporary hit points on a miss.

Superior Will: If I am dazed or stunned I can make a saving throw at the start of my turn to end that effect, even if the effect doesn't normally end on a save.

Advantage of Cunning: When I slide an ally with my Virtue of Cunning, I can also slide an enemy that was adjacent to that ally into the space the ally vacated.

Battle Song Expertise: I gain a +1 feat bonus to the number of squares that I can pull, push, or slide creatures with my bard attacks and bard paragon path attacks.

Improved Cunning: When I use Virtue of Cunning to slide an ally, I can slide the ally 2 squares instead of 1.

Item Features:

Headband of Intellect: Gain a +2 item bonus to knowledge or monster knowledge checks, and a +1 item bonus to attack rolls on powers that have the psychic keyword.

Spyglass of Perception: Gain a +3 item bonus to Perception checks when using this device.
User avatar
PureZaros
The Enigma
Posts: 651
Registered for: 11 years 5 months
Location: *Calculating...*

Re: Blackwood's Dogs IC

Post by PureZaros »

As the other Dogs around her begin to surge forward, Isabelle jogs back a few paces to stand near Henri. "Hey, fancyface. Watch this!" She calls, shooting him a crooked smile before sprinting to the edge of the ship and launching herself out across the gap to land on the deck of their quarry.

"Come get a taste of my sword, you cowards!" She yells, swinging wildly at the sailors around her. "I reckon none of you'll be able to touch me anyway. You're all too busy pissin' your britches!"
MECHANICS
[SHOW]
Move Action: Run! Jump!
28/5 = 5 squares of jumping potential.
Run back to [-L, 16], then continue running to [-F, 17], jumping the gap.

Standard Action: Sword Burst targeting Sailor 2 and Sailor 3
Attack on Sailor 2: 12 (nat 1)
Attack on Sailor 3: 13
Damage: 13

Minor Action: Aegis of Ensnarement
Sailor 1 and Sailor 4 are marked by my Aegis.

Isabelle is granting CA until SoNT
Isabelle has -5 to attacks until SoNT
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: 91/91
Bloodied: 45
Surge Value: 22
Surges left: 11/11
Action Points: 1

Resistances:
5 Poison
10 Fire while manifesting Cindersoul
4 All while bloodied

Vulnerabilities: None

Active Effects:
Manifesting Cindersoul
+2 racial bonus to saving throws against ongoing damage while manifesting Watersoul
-5 to attack until SoNT
Granting CA until SoNT

Powers:

MBA: +19 to attack, 1d8+9 damage
RBA: +16 to attack, 1d4+6 damage (using dagger)

Bull Rush Attack
Grab Attack
Opportunity Attack
Aegis of Ensnarement
Sword Burst
Frigid Blade

Summoned Armor +3
Acrobat Boots
__________________________________

[_] Second Wind
[_] Inevitable Strike
[_] Foesnare
[_] Mythal Recovery
[_] Dimensional Vortex
[_] Fettering Aegis
[_] Four Corners Attack
[_] Strength Against Strength
[_] Explosive Runes

[_] Periapt of Cascading Health +2
[_] Viper Belt
[_] Ruby Scabbard

Require Manifestation:
[_] Firedeath §
[_] Swiftcurrent
__________________________________

[_] Binding Aegis
[_] Swordmage Shielding Fire
[_] Eldritch Quagmire
[_] Troll Rampage

* Immediate Reaction
§ Indicates Active Manifestation
Important Features:
[SHOW]
Aegis of Ensnarement:
I mark the target. The target remains marked until I use this power against another target. If I mark another creature using other powers, the target is still marked.
Until the mark ends, if the target makes an attack that doesn't include me as a target, it takes a -2 penalty to the attack roll.
I fa 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 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.

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
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
kalis5
Hm...
Posts: 818
Registered for: 10 years 9 months

Re: Blackwood's Dogs IC

Post by kalis5 »

Liam stumbles a bit as he walks the plank. He's not quite so flashy as the others, especially when drunk as he doesn't have the legs for it, but he does hum a small tune as he approaches the first sailor on the other side.
"Och, ullo there f-friend... Mai thes bems instable... Scuse me, I'm jus gonna..."

He looks about the battle and spots the person he wants to enchant, calling on some minor hexes to make it look like some of the other dogs have crossed the ship and taken out his friends, appearing in their places, menacing at him.
"Thar we go nau, less me say hear..."

He brings his blade up and slices at the sailor standing there, flashing his still free hand out to the axeman standing on the deck, sliding him right up next to where he wants the sailor he enchanted to go, making him appear as another Dog.
Mechanics
[SHOW]
Move to -G23
Standard action Charm of the Defender on Sailor 9: 9(1d20) +13 = 22
If Charm of the Defender hits, slide Sailor 9 to -E21. Until the end of my next turn, that target is immobalized and any enemy that starts its turn adjacent to that target is hit by an MBA from the target with an enhancement and damage bonus equal to my weapons enhancement, +3.

Using Arcane Strike to perform an MBA against AC of Sailor 5 with a minor action: 8(1d20) +18 = 26
If hits: 8(1d8) +10 = 18
Trigger! Use unseen hand on Axeman 2, dragging him to -D22, dealing 7 Force damage and putting him in range of Sailor 9s MBA.
Stat Block
[SHOW]
Liam "Dirge" Rend

Human Bladesinger Level 11
Languages: Common, Elven, Dwarven
Age: 23

Speed: 6
Initiative: 12 (+2 if within 10 squares of Henry)
Passive Perception: 21
Passive Insight: 16
Senses: Low-light

AC: 26
Fort: 21
Reflex: 25
Will: 23
HP: 75/75
Bloodied: 37
Surge Value: 18
Surges left: 9/9
Action Points: 1

Resistances:
Vulnerabilities: None
Active Effects: None

Powers:

Bull Rush Attack
Grab Attack
Opportunity Attack
Erupting Flare
Dancing Fire
Dazzling Sunray
Unseen Hand
Cantrip Prestidigitation

Versatile Spellbook
_____________________________

Class Feature Bladesong [ ]
Cantrip Suggestion [ ]
Cantrip Chameleon's Mask
L2 Shield [ ]
L6 Dispel Magic [ ]
L10 Flush with Success [ ]
Theme Feature Iron Wolf Charge [ ]


_____________________________


Boon Spell Enemies Abound [ ]
L1 Skewering Spikes [ ]
L5 Grim Shadow [ ]
L9 Charm of the Defender [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.


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.
User avatar
Fialova
Magical Liopleurodon
Posts: 5027
Registered for: 11 years 10 months
Location: The Great North
Contact:

Re: Blackwood's Dogs IC

Post by Fialova »

As Darcell moves across one of the planks and completely demoralizes one of the nearby sailors, who leaps overboard, he is quickly followed by the drunken Liam. The plank is unable to support both men's weight and collapses beneath them. Darcell is able to leap off onto the merchant vessel's railing before it falls, but Liam is not so lucky and crashes into the water with a loud splash.

On the other side of the battle Isabelle takes the faster route of leaping from ship to ship, landing in between two men who immediately take the opportunity to swing at the woman, both hits connecting. She attempts to strike back but fails, and is quickly swarmed by other men who were nearby, leaving her severely weakened and looking to be in a pinch.

The men, who were quite eager to fight when Isabelle landed on their deck, but that changes when they see the towering mass of John stepping across the plank he'd just dropped, leering down at the puny men as he approaches. As a show of force the highlander whips his chain out many feet away, grasping one of the men who though he was safely out of harm's way and yanking him into the sea. He then turns back to face those surrounding Isabelle, and the fear is noticeable in their eyes, not to mention their wobbling legs.

Go: Everyone
Mechanics
[SHOW]
Darcell: hits, moves

Isabelle: moves/jumps

Sailor 2: OA, 30 vs AC = hit for 15 damage.

Sailor 3: OA, 19 vs AC = miss.

Isabelle: misses, misses, marks, marks

Liam: moves, causes the plank to collapse, falls into the water. Rest of the turn is voided.

Darcell: Acrobatics check to jump off before it falls, 20 = success, and he shifts to (-G, 23).

Archer 1: attacks Isabelle, 30 vs AC = hit for 5 damage, and Big John, 28 vs AC = hit for 4 damage.

Archer 2: attacks Darcell, 31 vs AC = hit for 4 damage, and Liam, 23 vs AC = miss.

Sailor 1: moves to (-E, 16). Attacks Isabelle, 33 vs AC = hit for 15 damage.

Sailor 2: attacks Isabelle, 35 vs AC = hit for 12 damage. Isabelle is bloodied.

Sailor 3: attacks Isabelle, 31 vs AC = hit for 15 damage, 4 is resisted, meaning 11 total damage.

Sailor 4: moves to (-E, 18). Attacks Isabelle, 34 vs AC = hit for 13 damage, 4 is resisted, meaning 9 total damage.

Sailor 6: moves to (-F, 24). Attacks Darcell, 21 vs AC = miss.

Sailor 7: moves to (-F, 23). Attacks Darcell, 29 vs AC = hit for 10 damage.

Sailor 8: moves to (-E, 17). Attacks Isabelle, 35 vs AC = hit for 10 damage, 4 is resisted, meaning 6 total damage.

Sailor 9: total defense.

Sailor 10: total defense.

Sailor 11: move to (-F, 22). Attacks Darcell, 29 vs AC = hit for 15 damage.

Sailor 12: total defense.

Sailor 13: total defense.

Sailor 14: total defense.

Big John:
Move Action: move to (-G, 18) the slow way.

Minor Action: Glowering Threat
Effect: Sailors 1, 2, 3, 4, & 8 now have -5 to attacks vs anyone but me.

Standard Action: Footwork Lure on Sailor 9
Attack: 27 vs AC = hit.
Hit: Sailor 9 is shifted to (-H, 19) and killed.

Axeman 1: total defense

Axeman 2: total defense
Map
[SHOW]
Image
Map Info
[SHOW]
Bowsprit: The horizontal mast at the front of the ship. This can be walked upon, with a DC: 20 to balance, and is accessible from atop the forecastle. Moving along it counts as being in between the squares that are shown on either side of it.

Forecastle: The enclosed structure at the front of the main deck, which can be entered from its 2 doors or moved on top of via staircases.

Aftcastle: The encloses structure at the rear of the main deck, where the steering wheel is located. It can be entered from its 2 doors or moved on top of via staircases.

Planks: There are two of these, one spanning (-I, 18) to (-G, 18) and the other spanning (-I, 23) to (-G, 23). These are narrow and somewhat wobbly, and as such they must be crossed with caution. You can either treat them as difficult terrain and move across them slowly and cautiously, or you can try your luck at going a bit faster. The faster route requires an acrobatics check to balance while moving, DC: 25, but does not require you to move at half speed. Only one person can be on them at a time or they will collapse.

Railings: The railings of both ships can be walked on (squares that are half water, half railing on the merchant ship count as railing squares), but follow standard balance rules (DC: 25, move half speed on them).

Rigging: Each ship has rigging holding up the masts, which can be climbed on. For the Saint, the ones on this side of the ship can be entered from (-I, 15-16) or (-I, 25-26). For the merchant vessel, they can be entered from (-G, 14-15), (-G, 22-23), (C, 14-15), and (C, 22-23). Each square closer to the center of the ship is also 1 square higher than the previous one, moving diagonally upward. The rigging on the Saint moves in a straight line from the railings to the masts, but on the other ship it moves diagonally in both the vertical and horizontal planes. Climbing in the rigging follows the standard athletics climbing rules, DC: 10.

Stairs: There are 4 staircases moving up to the tops of the forecastle and aftcastle, as well as 3 heading lower into the ship all squares that are entirely stairs count as difficult terrain.

Masts: The 3 masts, shown by large circles with 4 smaller circles around them, are impassable and provide cover. The squares that their images occupy can be entered, but you cannot move through the masts themselves (functioning like corners).

Doors: There are 4 doors, at (-A, 12), (-D, 12), (-A, 25), and (-D, 25). These lead into either the forecastle or aftcastle, but are currently closed.

Grate: The large wooden grate that opens up to the cargo hold 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.

Wheel: The wheel turns the rudder, and thus the ship. Use with caution.

The Sea: For those who end up in the water, it is athletics DC: 15 to swim. Each turn in the water you must make the check, failure by 4 or less means you can't move, failure by 5 or more means you can't move and sink 1 square, success means you are allowed to move that turn. In the water you move at one-half your speed.

There are notches in the side of the Saint at (-I, 25), and it is an athletics DC: 15 to climb up, using standard climb rules. The deck of the ship is 4 squares above the water level, meaning you need to move upwards a total of 5 squares to be back on the deck.
Enemy Info
[SHOW]
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.

Archers: These men are trained in marksmanship, making them much greater threats than the average crewman of this ship. They can rain arrows down on you from afar while you wade through the rabble to get to them. Despite their skill, though, they are still only lightly armored, and a few strong swings of a blade will bring them down.

Axemen: These armored members of the merchant crew are likely hired muscle with real combat experience. They were thick hides and hold heavy axes, and look like they can pack quite a punch.
Status
[SHOW]
34 Liam (-I, 23, e-4) | HP: 75/75 | Surges: 9/9 | AP: 1/1 | in the water
32 Darcell (-G, 23) | HP: 50/79 | Surges: 10/10 | AP: 1/1 |
26 Isabelle (-F, 17) | HP: 18/91 | Surges: 11/11 | AP: 1/1 | Bloodied, -5 to attacks and granting CA until SONT
25 Archer 1 (-A, 10) | HP: ??/?? |
25 Archer 2 (B, 28) | HP: ??/?? |
24 Sailor 1 (-E, 16) | HP: 1/1 | marked by Isabelle, -5 to attack anyone but Big John
24 Sailor 2 (-F, 16) | HP: 1/1 | -5 to attack anyone but Big John
24 Sailor 3 (-F, 18) | HP: 1/1 | -5 to attack anyone but Big John
24 Sailor 4 (-E, 18) | HP: 1/1 | marked by Isabelle, -5 to attack anyone but Big John
24 Sailor 5 (-F, 22) | HP: 1/1 | ded
24 Sailor 6 (-F, 24) | HP: 1/1 |
24 Sailor 7 (-F, 23) | HP: 1/1 |
24 Sailor 8 (-E, 17) | HP: 1/1 | -5 to attack anyone but Big John
24 Sailor 9 (-C, 22) | HP: 1/1 | ded
24 Sailor 10 (-A, 15) | HP: 1/1 | +2 to defense until SONT
24 Sailor 11 (-F, 22) | HP: 1/1 |
24 Sailor 12 (-F, 11) | HP: 1/1 | +2 to defense until SONT
24 Sailor 13 (B, 14) | HP: 1/1 | +2 to defense until SONT
24 Sailor 14 (B, 23) | HP: 1/1 | +2 to defense until SONT
21 Big John (-G, 18) | HP: 85/89 | Surges: 11/11 | AP: 1/1 | Glowering Threat
20 Axeman 1 (-A, 12) | HP: ??/?? | +2 to defense until SONT
20 Axeman 2 (-A, 25) | HP: ??/?? | +2 to defense until SONT
18 Henri (-L, 17) | HP: 74/74 | Surges: 8/8 | AP: 1/1 |
14 Grommak (-L, 20) | HP: 86/86 | Surges: 9/9 | AP: 1/1 |
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: 85/89
Bloodied: 44
Surge Value: 22
Surges left: 11/11
Action Points: 1

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away

Powers:

Combat Challenge
Dual Strike
Footwork Lure
__________________________________

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

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

* Limit 2 per day, must be from different items. This increases by 1 per milestone reached.

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.
User avatar
ratwizard
A Wan Smile
Posts: 6003
Registered for: 11 years 11 months
Location: Hellworld

Re: Blackwood's Dogs IC

Post by ratwizard »

Grommak holds off for a moment, waiting until just the right time to act, surveying the scene. I need to get those goddamned archers. I'm not taking another arrow this time, he thinks to himself. Noticing the drunken Liam fall into the sea and Isabelle in trouble, the orc snaps into motion, cursing at their impatience, and vaults across the gap between ships with muscular ease. He dodges just in time as he lands to avoid the massive man's chain. "Almost took my head off, Little John," he shouts with a grin, before seeing his friend Darcell surrounded by three enemies.

Changing his course of action, he twists his body, avoiding the swing of a blade or two, as his expert footwork leaves him flanking the three men who would dare plague his friend. His heavy and brutal scimitar slashes into the torso of one, while his cutlass catches another one of them in the stomach region. With a quick follow-up, he runs the remaining aggressor through with the point of the cutlass, giving Darcell the opportunity to properly board the ship after the man's narrow success. "Let's go, mate. We've got tough lookin' ones to deal with," he says.
Mechanics
[SHOW]
Move: Walk to -J19 and then Running Jump to -F19.
Athletics: 18(1d20) +14 = 32 Pass.

Standard: Frenzied Skirmish. Move without provoking OAs to -E23, attacking Sailor 11 and 7.
Attacks: 16(1d20) +19 = 35
5(1d20) +18 = 23
Hits 35 AC on Sailor 11 and hits 23 AC on Sailor 7, killing him.

Minor: Off-Hand Strike on Sailor 6.
Attack: 14(1d20) +16 = 30-1 for bad math. Hits 29 AC, killing him.
Combat Block
[SHOW]
Grommak

Male Half-Orc Two-Weapon Ranger 11
Languages: Common, Kurnish
Age: 29
Height: 6'2"
Weight: 200 lbs.

Speed: 6
Initiative: +11+2
Passive Perception: 26
Passive Insight: 21
Senses: Low-light Vision

AC: 24+2
Fort: 25
Reflex: 23+2
Will: 23
HP: 86/86
Bloodied: 43
Surge Value: 21
Surges left: 9/9
Action Points: 1

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
Bonus AC and Reflex -- Dancing Defense

Powers:

Hunter's Quarry
Marauder's Rush
Twin Strike
__________________________________

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

Jaws of the Wolf [_]
Frenzied Skirmish [x]
Begin the Hunt [_]
Attacks on the Run [_]
Blood of the Fallen [_]

Consumables:

None.
Important Features:
[SHOW]
Racial Traits and Class or Path Features:

Running Attack: Using a standard action that allows movement and I move 2+ squares away, I gain +1 to attack rolls as part of that action.
Dancing Defense: If hitting with at least two melee attacks on my turn, I gain a +2 bonus to AC and Reflex TSNT.
Dual-Blade Action: On AP-spend, I can take an attack with both hands with a +4 WISmod bonus to damage.
Half-Orc Resilience: First time being blooded in an encounter, gain 10 THP.
Swift Charge: +2 bonus to speed while charging.

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.
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Scratcherclaw
YUO ARE SMART
Posts: 4079
Registered for: 11 years 11 months

Re: Blackwood's Dogs IC

Post by Scratcherclaw »

Henri looks up from his mirror for but a moment to watch Isabelle act like an acrobat, and rolls his eyes as she fails to strike any of the men and soon finds herself surrounded and assaulted by the men. Dashing over to the rigging, the Imardanian climbs up and shouts, "Yeah, real nice job, Isabelle. I thought you were better than this, but I guess not! Ha!" A smug grin on his face, he fires a shot at one of the sailors, but the strong gusts manage to curve the musket ball away from the man and toward the sea.
Mechanics
[SHOW]
Move: Walk to -I16
Climb to -K16 e2

Minor: Inspiring Word on Isabelle
Isabelle regains +22 +13(3d6) +5 = 40 HP

Standard: Paint the Bullseye on Sailor 12
Attack: 1(1d20) +19 = 20 vs AC = Miss
Combat Block
[SHOW]
Henri LaBelle

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

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

AC: 23
Fort: 24
Ref: 21
Will: 24
HP: 74
Bloodied: 37
Surge Value: 18
Surges left: 8/8
Action points: 1

MBA: +13 vs AC, 1d6+5 damage.
RBA: +17 vs AC, 1d6+7 damage.

Resistances: 10 Necrotic (5+1/2 level)
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Direct the Strike
Paint the Bulls-Eye
Sea Legs

Acrobat Boots
__________________________________

Second Wind [_]
Inspiring Word [X] [_] [_]
Vengeance is Mine [_]
Race the Arrow [_]
On My Mark [_]
Tempest of Triumph [_]
Lifeblood [_]
Inspiring Belligerence [_]
Dragon's Tenacity [_]
Shifting Tides [_]

__________________________________

Relentless Wounding [_]
Create Opportunity [_]
Warlord's Recovery [_]

Gloves of Piercing [_]
Bracers of Archery [_]
Stone of Wind [_]


Consumables:

None
Important Features
[SHOW]
Crossbow Expertise: You gain a +1 feat bonus to attack rolls that you make with a crossbow. This bonus increases to +2 at 11th level and +3 at 21st level. Also, you ignore partial cover or superior cover with weapon attacks you make with a crossbow.

Improved Defenses: You gain a +1 feat bonus to Fortitude, Reflex, and Will. This bonus increases to +2 at 11th level and +3 at 21st level.

Archer Captain: You and any ally within 5 squares of you ignore the penalty for attacking at long range.

Improved Inspiring Word: Add your Charisma modifier to the hit points restored by your inspiring word.

Cunning Stalker: You gain combat advantage against enemies that have no creatures adjacent to them other than you.

Duty's Virtue: Once per round, you can use the aid defense action as a minor action, but only if the chosen ally is bloodied. Also, you gain a +2 feat bonus to initiative checks.

Far Shot: When you use a projectile weapon such as a bow or a crossbow, increase both the normal range and the long range by 5 squares.

Jack of All Trades You gain a +2 feat bonus to untrained skill checks.

Fight On: You can use your inspiring word one additional time per encounter.

Resourceful Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, that attack gains a bonus to damage equal to one-half your level + your Intelligence modifier. If the attack hits no target, the ally gains temporary hit points equal to one-half your level + your Charisma modifier.

Mighty Action: When you spend an action point to take an extra action, any ally who can see and hear you gains a +1 bonus to attack rolls and damage rolls until the start of your next turn.

Tempestuous Inspiration: When you use your inspiring word power, you can give the target of the power a +2 bonus to attack rolls and a bonus to damage rolls equal to your Charisma modifier that lasts until the end of your next turn. If the target's first attack misses during that time misses, the target grants a combat advantage to attackers until the end of your next turn.

Archer Warlord When you make a ranged basic attack with a bow, you can use Strength instead of Dexterity for the attack roll and the damage roll.

Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.

Blood Dependency: When you are bloodied, your healing surge value drops by 2.

Living Dead: If a power has different effects on living creatures and undead creatures, you choose which effect applies to you.

Necrotic Resistance: You have a necrotic resistance equal to 5 + one-half your level.

The Mariner: While aboard a ship, gain a +1 bonus (+2 at Level 10) to any skill or ability check related to life at sea; gain the sea legs power. You gain a +2 power bonus to initiative checks. You ignore difficult terrain when you shift. While aboard a ship, you can use a minor action once per round to shift 1 square.

Distance Imardanian Officer's Pistol +3: Increases the weapon's normal range by 5 squares and the long range by 10 squares.

Lifeblood Hide Armor +2: You gain 5 temporary hit points after each rest. If you remove the armor, you lose these hit points.

Gem of Colloquy: You gain a +1 item bonus to Bluff and Diplomacy checks.

Cloak of Distortion: You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item's enhancement bonus.

Bracers of Archery: You gain a +2 item bonus to damage rolls while attacking with a bow or crossbow.

Acrobat Boots: You gain a +1 item bonus to Acrobatics checks.
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Namelessjake
Plane Wings Sharp Like Katana
Posts: 4469
Registered for: 11 years 10 months
Location: Blockbuster

Re: Blackwood's Dogs IC

Post by Namelessjake »

"Seriously Liam!?!" Darcell shouts as he leaps from the collapsing plank and onto the merchant vessel. He gives a quick two finger salute to Grommak as the Orc cuts down the men surrounding him.

He turns his attention to the archer who had nicked him with an arrow as he boarded the ship. Making his way up onto the Aftcastle, he grabs hold of his lute and strums it. Putting power behind the notes, they hit the archer sending him staggering backwards towards the railing of the ship.
Mechanics
[SHOW]
Move Action: Walk to (-B, 26)

Standard Action: Staggering Note on Archer 2.
33 vs. Will hitting for 6 thunder damage and pushing Archer 2, 3 squares to (E, 28) .
19(1d20) +14 = 33
Combat Block
[SHOW]
Darcell

Male Half-Elf Cunning Bard 11
Languages: Common, Forellian, Serran, Imardanian.
Age: 25
Height: 5'11"
Weight: 165 lbs.

Speed: 6
Initiative: +14 (+16 when within 10 of Henri)
Passive Perception: 21
Passive Insight: 19
Senses: Low-light Vision

AC: 24
Fort: 21
Reflex: 22
Will: 26
HP: 79/79
Bloodied: 39
Surge Value: 20
Surges left: 10/10
Action Points: 1

MBA: +13 vs AC, 1d8+3 damage. (+2 to damage rolls when you have combat advantage)
RBA: +9 vs AC, 1d4+2 damage.

Resistances: None
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Vicious Mockery
Staggering Note
__________________________________

Second Wind [_]
Guardian's Counter [_]
Demoralizing Strike [_]
Majestic Word [_][_] **
Words of Friendship [_]
Blunder [_]
Moment of Escape [_]
Echoing Weapon [_]
Revitalizing Incantation [_]
Unluck [_]
Illusory Erasure [_]
Lying Lights [_]
Harper Pin
Mielikki's Endurance [_] *
Lliira's Grace [_] *
Tymora's Luck [_] *
Feytouched Hide Armor +3 [_]
__________________________________

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

* Can only use one per encounter
** Can be used twice per encounter but only once per round

Consumables:

None.
Important Features:
[SHOW]
Racial Traits and Class or Path Features:

Group Diplomacy: I grant allies within 10 squares of me a +1 racial bonus to Diplomacy checks.

Bardic Training: I can perform two bard rituals per day of my level or lower without expending components.

Virtue of Cunning: Once per round, when an enemy attack misses an ally within 8 squares of me, I can slide that ally 1 square as a free action.

Song of Rest: When I play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier (+6) with each healing surge.

Shrouding Action: When I spend an action point to take an extra action, one ally I choose within 5 squares of me and I become invisible until the end of my next turn.

Virtue of Deceit: When I use Virtue of Cunning, one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.

Notable Feats:

Resourceful Leader: When an ally I can see spends an action point to make an attack, the ally gains a +5 bonus to damage rolls on a hit or gains 5 temporary hit points on a miss.

Superior Will: If I am dazed or stunned I can make a saving throw at the start of my turn to end that effect, even if the effect doesn't normally end on a save.

Advantage of Cunning: When I slide an ally with my Virtue of Cunning, I can also slide an enemy that was adjacent to that ally into the space the ally vacated.

Battle Song Expertise: I gain a +1 feat bonus to the number of squares that I can pull, push, or slide creatures with my bard attacks and bard paragon path attacks.

Improved Cunning: When I use Virtue of Cunning to slide an ally, I can slide the ally 2 squares instead of 1.

Item Features:

Headband of Intellect: Gain a +2 item bonus to knowledge or monster knowledge checks, and a +1 item bonus to attack rolls on powers that have the psychic keyword.

Spyglass of Perception: Gain a +3 item bonus to Perception checks when using this device.
User avatar
Fialova
Magical Liopleurodon
Posts: 5027
Registered for: 11 years 10 months
Location: The Great North
Contact:

Re: Blackwood's Dogs IC

Post by Fialova »

Mechanics
[SHOW]
Archer 2: save to catch self, 5 = fail. Falls into the water at (D, 28, e-4)
kalis5
Hm...
Posts: 818
Registered for: 10 years 9 months

Re: Blackwood's Dogs IC

Post by kalis5 »

Liam sighs as the water starts to sober him up, swimming to the side of the other boat and starting to climb his way up, cursing to himself the whole way.
Mechanics
[SHOW]
Swim to -I25: 11(1d20) +10 = 21
Climb the side of the Saint: 8(1d20) +10 = 18
Combat Block
[SHOW]
Liam "Dirge" Rend

Human Bladesinger Level 11
Languages: Common, Elven, Dwarven
Age: 23

Speed: 6
Initiative: 12 (+2 if within 10 squares of Henry)
Passive Perception: 21
Passive Insight: 16
Senses: Low-light

AC: 26
Fort: 21
Reflex: 25
Will: 23
HP: 75/75
Bloodied: 37
Surge Value: 18
Surges left: 9/9
Action Points: 1

Resistances:
Vulnerabilities: None
Active Effects: None

Powers:

Bull Rush Attack
Grab Attack
Opportunity Attack
Erupting Flare
Dancing Fire
Dazzling Sunray
Unseen Hand
Cantrip Prestidigitation

Versatile Spellbook
_____________________________

Class Feature Bladesong [ ]
Cantrip Suggestion [ ]
Cantrip Chameleon's Mask
L2 Shield [ ]
L6 Dispel Magic [ ]
L10 Flush with Success [ ]
Theme Feature Iron Wolf Charge [ ]


_____________________________


Boon Spell Enemies Abound [ ]
L1 Skewering Spikes [ ]
L5 Grim Shadow [ ]
L9 Charm of the Defender [ ]


Shadowdance Armor +2 [ ]

________________________________________________________

Unused Powers:
L1 Charm of Misplaced Wrath [ ]
L2 Arcane Mutterings [ ]
L5 Radiant Pillar [ ]
L6 Revitalizing Charm [ ]
L9 Fire Burst [ ]
L10 Phoenix Step [ ]



Important Features
[SHOW]
Class Feats:
Blade Magic - Upon scoring a hit with any MBA during turn triggers any skill with the "Bladespell" keyword as a free action, however only one per attack.

Instinctive Attack - When making a melee attack, use Intelligence rather than strength for damage and attack.

Guarded Flourish - Ranged and melee attacks do not provoke OAs while holding a one-handed weapon with a free hand. +2 AC while wearing light or no armor and with a hand free using a one-handed blade.

Arcane Strike - When a daily is used, a melee strike can be performed with a minor action.

Steely Retort - When bladesong is active, any enemy adjacent that hits provokes an OA.


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.
Last edited by kalis5 on Sun Mar 01, 2015 10:33 am, edited 1 time in total.
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PureZaros
The Enigma
Posts: 651
Registered for: 11 years 5 months
Location: *Calculating...*

Re: Blackwood's Dogs IC

Post by PureZaros »

"Ha!" Isabelle cries out in response to Henri's snark, wiping blood off of her face with a forearm."I'm just gettin' warmed up, mate! I thought you were supposed to be a good shot, though! Where the hell were ye aiming!"

Recovering herself from the leap between decks, Isabelle waves her free hand at the hulking man coming up behind her. "Thanks for the support, Big John, but I think I got this." she says, as she suddenly launches into a flurry of attacks at the sailors around her. The men, surprised by her immediate transition from conversation to combat, fall to the whirling steel, one even being near decapitated by a lucky strike to the neck.

"Now then," Isabelle growls, stalking forward. "That little dance got me all worked up, and I'll admit that you shits can sting if you get lucky. I was afraid this wouldn't be entertainin' at all."
MECHANICS
[SHOW]
Standard Action: Sword Burst
Attack on Sailor 1: 28 vs Reflex... Hit!
Attack on Sailor 2: 34 vs Reflex... Hit!
Attack on Sailor 3: 28 vs Reflex... Hit!
Attack on Sailor 4: 36 vs Reflex... Crit!
Attack on Sailor 8: 32 vs Reflex... Hit!
Damage: 14 force damage.
I guess I didn't need this roll. They were all minions.
And they all died.
Horribly.

Move Action: Isabelle moves to [-B, 13]

Minor Action: Aegis of Ensnarement
Axeman 1 and Archer 1 are marked by my Aegis

Ready Immediate Interrupt: Firedeath
Triggers when I take damage.
All damage dice for the triggering attack are considered to have a result of 1.
If I'm hit by an attack and it would do more than 10 damage, I will use this.
COMBAT BLOCK
[SHOW]
Isabelle

Female Genasi Swordmage 11
Languages: Common, Elven
Age: 37
Height: 5'7"
Weight: 180

Speed: 6
Initiative: +6
Passive Perception: 23
Passive Insight: 17
Senses: Normal Vision

AC: 30
Fort: 22
Reflex: 25
Will: 23
HP: 58/91
Bloodied: 45
Surge Value: 22
Surges left: 11/11
Action Points: 1

Resistances:
5 Poison
10 Fire while manifesting Cindersoul
4 All while bloodied

Vulnerabilities: None

Active Effects:
Manifesting Cindersoul
+2 racial bonus to saving throws against ongoing damage while manifesting Watersoul

Powers:

MBA: +19 to attack, 1d8+9 damage
RBA: +16 to attack, 1d4+6 damage (using dagger)

Bull Rush Attack
Grab Attack
Opportunity Attack
Aegis of Ensnarement
Sword Burst
Frigid Blade

Summoned Armor +3
Acrobat Boots
__________________________________

[_] Second Wind
[_] Inevitable Strike
[_] Foesnare
[_] Mythal Recovery
[_] Dimensional Vortex
[_] Fettering Aegis
[_] Four Corners Attack
[_] Strength Against Strength
[_] Explosive Runes

[_] Periapt of Cascading Health +2
[_] Viper Belt
[_] Ruby Scabbard

Require Manifestation:
[_] Firedeath §
[_] Swiftcurrent
__________________________________

[_] Binding Aegis
[_] Swordmage Shielding Fire
[_] Eldritch Quagmire
[_] Troll Rampage

* Immediate Reaction
§ Indicates Active Manifestation
Important Features:
[SHOW]
Aegis of Ensnarement:
I mark the target. The target remains marked until I use this power against another target. If I mark another creature using other powers, the target is still marked.
Until the mark ends, if the target makes an attack that doesn't include me as a target, it takes a -2 penalty to the attack roll.
I fa 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 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.

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
Last edited by PureZaros on Sun Mar 01, 2015 6:47 pm, edited 1 time in total.
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
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Fialova
Magical Liopleurodon
Posts: 5027
Registered for: 11 years 10 months
Location: The Great North
Contact:

Re: Blackwood's Dogs IC

Post by Fialova »

As the drunken swordsman and one of the archers attempt to climb back aboard their ships, many of the merchant sailors are felled by the dogs. The other archer launches a powerful arrow towards Isabelle, causing her to stagger and fall. Some of the other sailors, who were hesitant to face her after her vicious assault only moments before, are now inspired and rush towards the woman, landing multiple blows. At the behest of one of their officers they strike once more, leaving her in a weakened state again.

As this is happening, John walks by, too imposing for the men to try to swipe against him. He walks up to the officer that rallied the crew and with a wide arc of his chain lands a powerful blow against the man, nearly hitting the nearby archer as well in the process. On the other side of the deck one of the men and the other officer rush Grommak, flanking the orc and landing some solid blows of their own. More men appear from the aftcastle and forecastle, bolstering the merchant crew's resistance.

Go: Everyone
Mechanics
[SHOW]
Grommak: moves, jumps, hits and kills, hits and kills, hits and kills

Henri: moves, climbs, heals, misses

Darcell: moves to (-C, 26) (since -B is too far with the stairs counting as diffuclt terrain), hits and pushes

Archer 2: fails save, falls overboard

Liam: swims, climbs to the top of the ladder portion and can move to the deck or railing next turn

Isabelle: hits and kills x5, moves, marks, prepares immediate action

Archer 1: attacks Isabelle, 24 vs Fortitude = hit for 12 damage. Isabelle is pushed to (-E, 16) and knocked prone.

Isabelle: Firedeath, reduces damage dealt by Archer 1 to 3.

Archer 2: swims to (C, 24) and climbs to e-2

Sailor 10: moves to (-D, 17). Attacks Isabelle, 29 vs AC = miss.

Sailor 12: moves to (-F, 15). Attacks Isabelle, 26 vs AC = miss.

Sailor 13: moves to (-D, 16). Attacks Isabelle, 33 vs AC = hit for 9 damage.

Sailor 14: moves to (-D, 23). Attacks Grommak, 23 vs AC = miss.

Sailor 15: joins the battle

Sailor 16: joins the battle

Sailor 17: joins the battle

Big John:
Move Action: Defensive Advance
Effect: +3 to defenses until EONT, and shift to (-B, 13)

Standard Action: Mountain Sweep on Archer 1 and Axeman 1
Attack vs Archer 1: 22 vs AC = miss.
Attack vs Axeman 1: 34 vs AC = hit.
25 damage.

Axeman 1: Vicious Mockery, Embla provokes an OA from each adjacent enemy...

Sailor 10: 27 vs AC = miss.

Sailor 12: 34 vs AC = hit for 8 damage, bloodying Isabelle.

Sailor 13: 30 vs AC = hit for 8 damage, 4 is resisted.

Axeman 1: attacks Big John, 28 vs AC = miss.

Axeman 2: moves to (-F, 23). Attacks Grommak, 38 vs AC = hit for 20 damage.
Map
[SHOW]
Image
Map Info
[SHOW]
Bowsprit: The horizontal mast at the front of the ship. This can be walked upon, with a DC: 20 to balance, and is accessible from atop the forecastle. Moving along it counts as being in between the squares that are shown on either side of it.

Forecastle: The enclosed structure at the front of the main deck, which can be entered from its 2 doors or moved on top of via staircases. The top level is at elevation 2.

Aftcastle: The encloses structure at the rear of the main deck, where the steering wheel is located. It can be entered from its 2 doors or moved on top of via staircases. The top level is at elevation 2.

Planks: There are two of these, one spanning (-I, 18) to (-G, 18) and the other spanning (-I, 23) to (-G, 23). These are narrow and somewhat wobbly, and as such they must be crossed with caution. You can either treat them as difficult terrain and move across them slowly and cautiously, or you can try your luck at going a bit faster. The faster route requires an acrobatics check to balance while moving, DC: 25, but does not require you to move at half speed. Only one person can be on them at a time or they will collapse.

Railings: The railings of both ships can be walked on (squares that are half water, half railing on the merchant ship count as railing squares), but follow standard balance rules (DC: 25, move half speed on them).

Rigging: Each ship has rigging holding up the masts, which can be climbed on. For the Saint, the ones on this side of the ship can be entered from (-I, 15-16) or (-I, 25-26). For the merchant vessel, they can be entered from (-G, 14-15), (-G, 22-23), (C, 14-15), and (C, 22-23). Each square closer to the center of the ship is also 1 square higher than the previous one, moving diagonally upward. The rigging on the Saint moves in a straight line from the railings to the masts, but on the other ship it moves diagonally in both the vertical and horizontal planes. Climbing in the rigging follows the standard athletics climbing rules, DC: 10.

Stairs: There are 4 staircases moving up to the tops of the forecastle and aftcastle, as well as 3 heading lower into the ship all squares that are entirely stairs count as difficult terrain.

Masts: The 3 masts, shown by large circles with 4 smaller circles around them, are impassable and provide cover. The squares that their images occupy can be entered, but you cannot move through the masts themselves (functioning like corners).

Doors: There are 4 doors, at (-A, 12), (-D, 12), (-A, 25), and (-D, 25). These lead into either the forecastle or aftcastle, but are currently closed.

Grate: The large wooden grate that opens up to the cargo hold 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.

Wheel: The wheel turns the rudder, and thus the ship. Use with caution.

The Sea: For those who end up in the water, it is athletics DC: 15 to swim. Each turn in the water you must make the check, failure by 4 or less means you can't move, failure by 5 or more means you can't move and sink 1 square, success means you are allowed to move that turn. In the water you move at one-half your speed.

There are notches in the side of the Saint at (-I, 25), and it is an athletics DC: 15 to climb up, using standard climb rules. The deck of the ship is 4 squares above the water level, meaning you need to move upwards a total of 5 squares to be back on the deck.
Enemy Info
[SHOW]
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.

Archers: These men are trained in marksmanship, making them much greater threats than the average crewman of this ship. They can rain arrows down on you from afar while you wade through the rabble to get to them. Despite their skill, though, they are still only lightly armored, and a few strong swings of a blade will bring them down.

Axemen: These armored members of the merchant crew are likely hired muscle with real combat experience. They were thick hides and hold heavy axes, and look like they can pack quite a punch.
Status
[SHOW]
34 Liam (-I, 25) | HP: 75/75 | Surges: 9/9 | AP: 1/1 |
32 Darcell (-C, 26) | HP: 50/79 | Surges: 10/10 | AP: 1/1 |
26 Isabelle (-E, 16) | HP: 34/91 | Surges: 10/11 | AP: 1/1 | Bloodied, Firedeath, prone
25 Archer 1 (-A, 10) | HP: ??/?? | marked by Isabelle
25 Archer 2 (C, 24, e-2) | HP: -6/?? |
24 Sailor 1 (-E, 16) | HP: 1/1 | ded
24 Sailor 2 (-F, 16) | HP: 1/1 | ded
24 Sailor 3 (-F, 18) | HP: 1/1 | ded
24 Sailor 4 (-E, 18) | HP: 1/1 | ded
24 Sailor 6 (-F, 24) | HP: 1/1 | ded
24 Sailor 7 (-F, 23) | HP: 1/1 | ded
24 Sailor 8 (-E, 17) | HP: 1/1 | ded

24 Sailor 10 (-D, 17) | HP: 1/1 |
24 Sailor 11 (-F, 22) | HP: 1/1 | ded
24 Sailor 12 (-F, 15) | HP: 1/1 |
24 Sailor 13 (-D, 16) | HP: 1/1 |
24 Sailor 14 (-D, 23) | HP: 1/1 |
24 Sailor 15 (-D, 25) | HP: 1/1 |
24 Sailor 16 (-A, 25) | HP: 1/1 |
24 Sailor 17 (-D, 12) | HP: 1/1 |
21 Big John (-B, 13) | HP: 85/89 | Surges: 11/11 | AP: 1/1 | Glowering Threat, Defensive Advance, Mountain Sweep, +3 to defenses until EONT
20 Axeman 1 (-A, 12) | HP: -25/?? | Vicious Mockery, marked by Isabelle
20 Axeman 2 (-F, 23) | HP: ??/?? |
18 Henri (-K, 16, e2) | HP: 74/74 | Surges: 8/8 | AP: 1/1 | Inspiring Word (1/3)
14 Grommak (-E, 23) | HP: 66/86 | Surges: 9/9 | AP: 1/1 | Off-Hand Strike, Frenzied Skirmish
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: 85/89
Bloodied: 44
Surge Value: 22
Surges left: 11/11
Action Points: 1

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away
+3 to defenses until EONT

Powers:

Combat Challenge
Dual Strike
Footwork Lure
__________________________________

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

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

* Limit 2 per day, must be from different items. This increases by 1 per milestone reached.

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.
User avatar
Namelessjake
Plane Wings Sharp Like Katana
Posts: 4469
Registered for: 11 years 10 months
Location: Blockbuster

Re: Blackwood's Dogs IC

Post by Namelessjake »

Now alone on the Aftcastle, Darcell surveys the chaos on the deck below him. With Grommak engaging one of the more experienced fighters on the enemy crew, he mutters a curse under his breath, directing it towards the axe wielding crewman. "You've got the bastard Grommak!" He shouts, egging the Orc on.
Mechanics
[SHOW]
Standard Action: Unluck on Axeman 2.
24 vs. Ref for 10 damage.
10(1d20) +14 = 24; 1(1d8) +9 = 10

The next time Axeman 2 makes an attack before the end of my next turn, I roll 4 and can replace the roll with mine. In addition the next time Grommak attacks the target before the end of my next turn, I roll 5 and can replace the roll with mine.

4(1d20) = 4; 5(1d20) = 5

Minor Action: Revitalizing Incantation on Grommak. He can spend a healing surge and additionally he gains temporary hit points equal to the value of his healing surge.
Combat Block
[SHOW]
Darcell

Male Half-Elf Cunning Bard 11
Languages: Common, Forellian, Serran, Imardanian.
Age: 25
Height: 5'11"
Weight: 165 lbs.

Speed: 6
Initiative: +14 (+16 when within 10 of Henri)
Passive Perception: 21
Passive Insight: 19
Senses: Low-light Vision

AC: 24
Fort: 21
Reflex: 22
Will: 26
HP: 79/79
Bloodied: 39
Surge Value: 20
Surges left: 10/10
Action Points: 1

MBA: +13 vs AC, 1d8+3 damage. (+2 to damage rolls when you have combat advantage)
RBA: +9 vs AC, 1d4+2 damage.

Resistances: None
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Vicious Mockery
Staggering Note
__________________________________

Second Wind [_]
Guardian's Counter [_]
Demoralizing Strike [_]
Majestic Word [_][_] **
Words of Friendship [_]
Blunder [_]
Moment of Escape [_]
Echoing Weapon [_]
Revitalizing Incantation [x]
Unluck [x]
Illusory Erasure [_]
Lying Lights [_]
Harper Pin
Mielikki's Endurance [_] *
Lliira's Grace [_] *
Tymora's Luck [_] *
Feytouched Hide Armor +3 [_]
__________________________________

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

* Can only use one per encounter
** Can be used twice per encounter but only once per round

Consumables:

None.
Important Features:
[SHOW]
Racial Traits and Class or Path Features:

Group Diplomacy: I grant allies within 10 squares of me a +1 racial bonus to Diplomacy checks.

Bardic Training: I can perform two bard rituals per day of my level or lower without expending components.

Virtue of Cunning: Once per round, when an enemy attack misses an ally within 8 squares of me, I can slide that ally 1 square as a free action.

Song of Rest: When I play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier (+6) with each healing surge.

Shrouding Action: When I spend an action point to take an extra action, one ally I choose within 5 squares of me and I become invisible until the end of my next turn.

Virtue of Deceit: When I use Virtue of Cunning, one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.

Notable Feats:

Resourceful Leader: When an ally I can see spends an action point to make an attack, the ally gains a +5 bonus to damage rolls on a hit or gains 5 temporary hit points on a miss.

Superior Will: If I am dazed or stunned I can make a saving throw at the start of my turn to end that effect, even if the effect doesn't normally end on a save.

Advantage of Cunning: When I slide an ally with my Virtue of Cunning, I can also slide an enemy that was adjacent to that ally into the space the ally vacated.

Battle Song Expertise: I gain a +1 feat bonus to the number of squares that I can pull, push, or slide creatures with my bard attacks and bard paragon path attacks.

Improved Cunning: When I use Virtue of Cunning to slide an ally, I can slide the ally 2 squares instead of 1.

Item Features:

Headband of Intellect: Gain a +2 item bonus to knowledge or monster knowledge checks, and a +1 item bonus to attack rolls on powers that have the psychic keyword.

Spyglass of Perception: Gain a +3 item bonus to Perception checks when using this device.
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Scratcherclaw
YUO ARE SMART
Posts: 4079
Registered for: 11 years 11 months

Re: Blackwood's Dogs IC

Post by Scratcherclaw »

"You don't seem to comprehend how wind can affect accuracy," Henri shouts at Isabelle. "And for someone so sure of herself, you seem to get overcome quite a lot. Real nice." Noticing that Grommak has gotten himself surrounded, Henri expertly shoots at the larger man, smirking as the lead ball pierces the man's armor. "You're mistaken, Isabelle. I'm not supposed to be a good shot. I'm the best shot."
Mechanics
[SHOW]
Minor: Inspiring Word on Isabelle AGAIN
She regains +22 +15(3d6) +5 = 42 HP

Standard: Relentless Wounding on Axeman 2
Attack: 15(1d20) +17 = 32 vs AC = Hit
Damage: 11(3d6) +10 = 21
Allies gain +3 to damage rolls against Axeman 2

Move: Move to -J16 e1
Combat Block
[SHOW]
Henri LaBelle

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

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

AC: 23
Fort: 24
Ref: 21
Will: 24
HP: 74
Bloodied: 37
Surge Value: 18
Surges left: 8/8
Action points: 1

MBA: +13 vs AC, 1d6+5 damage.
RBA: +17 vs AC, 1d6+7 damage.

Resistances: 10 Necrotic (5+1/2 level)
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Direct the Strike
Paint the Bulls-Eye
Sea Legs

Acrobat Boots
__________________________________

Second Wind [_]
Inspiring Word [X] [X] [_]
Vengeance is Mine [_]
Race the Arrow [_]
On My Mark [_]
Tempest of Triumph [_]
Lifeblood [_]
Inspiring Belligerence [_]
Dragon's Tenacity [_]
Shifting Tides [_]

__________________________________

Relentless Wounding [X]
Create Opportunity [_]
Warlord's Recovery [_]

Gloves of Piercing [_]
Bracers of Archery [_]
Stone of Wind [_]


Consumables:

None
Important Features
[SHOW]
Crossbow Expertise: You gain a +1 feat bonus to attack rolls that you make with a crossbow. This bonus increases to +2 at 11th level and +3 at 21st level. Also, you ignore partial cover or superior cover with weapon attacks you make with a crossbow.

Improved Defenses: You gain a +1 feat bonus to Fortitude, Reflex, and Will. This bonus increases to +2 at 11th level and +3 at 21st level.

Archer Captain: You and any ally within 5 squares of you ignore the penalty for attacking at long range.

Improved Inspiring Word: Add your Charisma modifier to the hit points restored by your inspiring word.

Cunning Stalker: You gain combat advantage against enemies that have no creatures adjacent to them other than you.

Duty's Virtue: Once per round, you can use the aid defense action as a minor action, but only if the chosen ally is bloodied. Also, you gain a +2 feat bonus to initiative checks.

Far Shot: When you use a projectile weapon such as a bow or a crossbow, increase both the normal range and the long range by 5 squares.

Jack of All Trades You gain a +2 feat bonus to untrained skill checks.

Fight On: You can use your inspiring word one additional time per encounter.

Resourceful Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, that attack gains a bonus to damage equal to one-half your level + your Intelligence modifier. If the attack hits no target, the ally gains temporary hit points equal to one-half your level + your Charisma modifier.

Mighty Action: When you spend an action point to take an extra action, any ally who can see and hear you gains a +1 bonus to attack rolls and damage rolls until the start of your next turn.

Tempestuous Inspiration: When you use your inspiring word power, you can give the target of the power a +2 bonus to attack rolls and a bonus to damage rolls equal to your Charisma modifier that lasts until the end of your next turn. If the target's first attack misses during that time misses, the target grants a combat advantage to attackers until the end of your next turn.

Archer Warlord When you make a ranged basic attack with a bow, you can use Strength instead of Dexterity for the attack roll and the damage roll.

Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.

Blood Dependency: When you are bloodied, your healing surge value drops by 2.

Living Dead: If a power has different effects on living creatures and undead creatures, you choose which effect applies to you.

Necrotic Resistance: You have a necrotic resistance equal to 5 + one-half your level.

The Mariner: While aboard a ship, gain a +1 bonus (+2 at Level 10) to any skill or ability check related to life at sea; gain the sea legs power. You gain a +2 power bonus to initiative checks. You ignore difficult terrain when you shift. While aboard a ship, you can use a minor action once per round to shift 1 square.

Distance Imardanian Officer's Pistol +3: Increases the weapon's normal range by 5 squares and the long range by 10 squares.

Lifeblood Hide Armor +2: You gain 5 temporary hit points after each rest. If you remove the armor, you lose these hit points.

Gem of Colloquy: You gain a +1 item bonus to Bluff and Diplomacy checks.

Cloak of Distortion: You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item's enhancement bonus.

Bracers of Archery: You gain a +2 item bonus to damage rolls while attacking with a bow or crossbow.

Acrobat Boots: You gain a +1 item bonus to Acrobatics checks.
Last edited by Scratcherclaw on Mon Mar 02, 2015 5:59 pm, edited 1 time in total.
User avatar
PureZaros
The Enigma
Posts: 651
Registered for: 11 years 5 months
Location: *Calculating...*

Re: Blackwood's Dogs IC

Post by PureZaros »

Don't let looks fool ye, Henri!" Isabelle yells as she springs to her feet. "I'll always be right back up!"

She whirls her sword around at the three sailors standing around her, catching two with devastating blows across the torso. The third manages to step out of the way in time, but in his dodge Isabelle settles into a different stance, not giving him a single opening to back away. "You were so eager to stick me with your sword while I was down. How do you feel about it now?"
MECHANICS
[SHOW]
Minor Action: Acrobat Boots
Isabelle stands up.

Standard Action: Sword Burst
Attack on Sailor 10: 33 vs Reflex... Hit!
Attack on Sailor 12: 22 vs Reflex... Hit!
Attack on Sailor 13: 17 vs Reflex... Crit fail.
This +16 to attack doesn't help me when I do that.
Sailors 10 and 12 die.

Move Action -> Minor Action: Eldritch Quagmire
I activate an Aura 2 that lasts for the encounter or until I end it as a free action. Ground in the aura is difficult terrain for enemies.
When I end the aura, one enemy within 2 squares of me is immobilized until EoNT.

Ready Immediate Action:
Dimensional Vortex
1d20+16 attack
Ranged 10
If an enemy hits an ally with a melee attack, teleport that enemy 5 squares and have it make the attack against a target of your choice instead. If no creatures are in range of the target, the attack is expended.

If Axeman 1 hits Big John, I will teleport it to [-A, 11] and have it attack Archer 1.
If Axeman 2 hits Grommak, I'll teleport it to [-C, 23] and have it attack Sailor 14.
Prioritize Grommak. If he's not hit, then Big John.
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: 76/91
Bloodied: 45
Surge Value: 22
Surges left: 9/11
Action Points: 1

Resistances:
5 Poison
10 Fire while manifesting Cindersoul
4 All while bloodied

Vulnerabilities: None

Active Effects:
Manifesting Cindersoul
+2 racial bonus to saving throws against ongoing damage while manifesting Watersoul

Powers:

MBA: +19 to attack, 1d8+9 damage
RBA: +16 to attack, 1d4+6 damage (using dagger)

Bull Rush Attack
Grab Attack
Opportunity Attack
Aegis of Ensnarement
Sword Burst
Frigid Blade

Summoned Armor +3
Acrobat Boots
__________________________________

[_] Second Wind
[_] Inevitable Strike
[_] Foesnare
[_] Mythal Recovery
[_] Dimensional Vortex
[_] Fettering Aegis
[_] Four Corners Attack
[_] Strength Against Strength
[_] Explosive Runes

[_] Periapt of Cascading Health +2
[_] Viper Belt
[_] Ruby Scabbard

Require Manifestation:
[X] Firedeath §
[_] Swiftcurrent
__________________________________

[_] Binding Aegis
[_] Swordmage Shielding Fire
[X] Eldritch Quagmire
[_] Troll Rampage

* Immediate Reaction
§ Indicates Active Manifestation
Important Features:
[SHOW]
Aegis of Ensnarement:
I mark the target. The target remains marked until I use this power against another target. If I mark another creature using other powers, the target is still marked.
Until the mark ends, if the target makes an attack that doesn't include me as a target, it takes a -2 penalty to the attack roll.
I fa 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 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.

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
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
kalis5
Hm...
Posts: 818
Registered for: 10 years 9 months

Re: Blackwood's Dogs IC

Post by kalis5 »

Liam climbs up to the top of the ladder, pulling himself up onto the deck with a shake of his head, looking a bit hungover and angry.
"Bloody hell I shouldn't drink before a fight... Sorry about that Henri! Forgot how fragile the planks are. No doubt I'm going to get hell from the captain for that one..."

As if not even paying attention he flicks his wrist, dragging one of the sailors towards the fray around Grommack in an attempt to aid him, his legs freezing up and walking on their own as if against his will, the images of the sailors ahead of him turning into those of the dogs, making him fearful for his life.
"And now I have a bleeding headache... Why do I even get drunk in the first place... Oh. Right."
Mechanics
[SHOW]
Move action to get up on the deck.
Standard to use Charm of the Defender for real this time on Sailor 16 vs Reflex: 17(1d20) +13 = 30
Same as before, slide to -C24, if an enemy adjacent starts his turn before end of my next turn, Sailor 16 strikes at the target within melee range. Target is also immobilized until the end of my next turn and gains a +3 on attack and damage rolls triggered by spell.
Combat Block
[SHOW]
Liam "Dirge" Rend

Human Bladesinger Level 11
Languages: Common, Elven, Dwarven
Age: 23

Speed: 6
Initiative: 12 (+2 if within 10 squares of Henry)
Passive Perception: 21
Passive Insight: 16
Senses: Low-light

AC: 26
Fort: 21
Reflex: 25
Will: 23
HP: 75/75
Bloodied: 37
Surge Value: 18
Surges left: 9/9
Action Points: 1

Resistances:
Vulnerabilities: None
Active Effects: None

Powers:

Bull Rush Attack
Grab Attack
Opportunity Attack
Erupting Flare
Dancing Fire
Dazzling Sunray
Unseen Hand
Cantrip Prestidigitation

Versatile Spellbook
_____________________________

Class Feature Bladesong [ ]
Cantrip Suggestion [ ]
Cantrip Chameleon's Mask
L2 Shield [ ]
L6 Dispel Magic [ ]
L10 Flush with Success [ ]
Theme Feature Iron Wolf Charge [ ]


_____________________________


Boon Spell Enemies Abound [ ]
L1 Skewering Spikes [ ]
L5 Grim Shadow [ ]
L9 Charm of the Defender [ ]


Shadowdance Armor +2 [ ]

________________________________________________________

Unused Powers:
L1 Charm of Misplaced Wrath [X]
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.


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.
Last edited by kalis5 on Mon Mar 02, 2015 3:42 pm, edited 1 time in total.
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ratwizard
A Wan Smile
Posts: 6003
Registered for: 11 years 11 months
Location: Hellworld

Re: Blackwood's Dogs IC

Post by ratwizard »

Surrounded by enemies, the rampaging orc swashbuckler is thankful for Darcell and Liam's help with the sailors slashing at him. He makes a series of quick parries and stabs to try and block, but an axe-swing finds purchase and Grommak grunts in pain. His eyes narrow at the man in front of him, and he makes a vicious chop at him with his scimitar, cutting into his torso before tearing his blade free. They're putting up a fight, he thinks to himself. But not much.
Mechanics
[SHOW]
Free: Cross-Body Parry on Axeman 2 as he strikes me.
Attack: 1(1d20) +18 = 19; 8(1d10) +11 = 19; 3(1d20) +15 = 18; 6(1d20) +8 = 14 Miss, miss.

Minor: Hunter's Quarry on Axeman 2.

Minor: Ruffling Sting on Axeman 2.
Attack: 2(1d20) +15 = 17; 9(1d10) +10 = 19 Miss

Standard: Lashing Leaves on Axeman 2.
Attack: 11(1d20) +18 = 29; 2(1d10) +13 = 15; 6(1d20) +15 = 21; 16(1d20) +10 = 26; 8(2d6) = 8 Hit, miss. Axeman 2 takes 26 damage (including Furious Assault below) and takes 2 extra damage whenever hit until the end of my next turn.

Free: Furious Assault:
Roll: 3(1d10) = 3
Combat Block
[SHOW]
Grommak

Male Half-Orc Two-Weapon Ranger 11
Languages: Common, Kurnish
Age: 29
Height: 6'2"
Weight: 200 lbs.

Speed: 6
Initiative: +11+2
Passive Perception: 26
Passive Insight: 21
Senses: Low-light Vision

AC: 24
Fort: 25
Reflex: 23
Will: 23
HP: 86+21/86
Bloodied: 43
Surge Value: 21
Surges left: 9/9
Action Points: 1

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
None.

Powers:

Hunter's Quarry
Marauder's Rush
Twin Strike
__________________________________

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

Jaws of the Wolf [_]
Frenzied Skirmish [x]
Begin the Hunt [_]
Attacks on the Run [_]
Blood of the Fallen [_]

Consumables:

None.
Important Features:
[SHOW]
Racial Traits and Class or Path Features:

Running Attack: Using a standard action that allows movement and I move 2+ squares away, I gain +1 to attack rolls as part of that action.
Dancing Defense: If hitting with at least two melee attacks on my turn, I gain a +2 bonus to AC and Reflex TSNT.
Dual-Blade Action: On AP-spend, I can take an attack with both hands with a +4 WISmod bonus to damage.
Half-Orc Resilience: First time being blooded in an encounter, gain 10 THP.
Swift Charge: +2 bonus to speed while charging.

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.
User avatar
Fialova
Magical Liopleurodon
Posts: 5027
Registered for: 11 years 10 months
Location: The Great North
Contact:

Re: Blackwood's Dogs IC

Post by Fialova »

As more sailors fall, once again others take their place, emerging from the doors to the interior. The officers are greatly weakened due to the dogs' combined efforts, but they rally their crew to fight back even harder, leaving many in weakened states of their own.

Go: Everyone
Mechanics
[SHOW]
Darcell: hits, heals

Henri: heals, hits, moves

Isabelle: stands, hits, hits, misses, auras, readies immediate action

Liam: moves onto the deck, hits and slides

Grommak: misses, misses, quarries, misses, hits and bloodies...

Axeman 2: Call to Arms, allies within 10 make a free MBA or shift 3...

Sailor 13: attacks Isabelle, 33 vs AC = hit for 11 damage.

Sailor 14: attacks Grommak, 29 vs AC = hit for 13 damage.

Sailor 15: shifts to (-E, 24)

Archer 2: shifts to (A, 20)

Grommak: ...misses, hits

Archer 1: Triple Shot vs Big John, 26 vs AC = miss, vs Isabelle, 36 vs AC = hit for 10 damage, and vs Henri, 39 vs AC = hit for 17 damage.

Archer 2: moves to (B, 23), back on deck. Triple Shot vs Darcell, 32 vs AC = hit for 13 damage (bloodying him), vs Grommak, 26 vs AC = hit for 8 damage, and vs Liam, 22 vs AC = miss.

Sailor 13: attacks Isabelle, 19 vs AC = miss.

Sailor 16: free attack vs Sailor 14, hits and kills.

Sailor 15: attacks Grommak, 29 vs AC = hit for 17 damage.

Sailor 16: does nothing

Sailor 17: moves to (-F, 16). Attacks Isabelle, 33 vs AC = hit for 11 damage. Isabelle is bloodied.

Sailor 18: joins the battle

Sailor 19: joins the battle

Sailor 20: joins the battle

Big John:
Standard Action: Funneling Flurry vs Archer 1 and Axeman 1
Attack vs Archer 1: 21 vs AC = miss.
Attack vs Axeman 1: 32 vs AC = hit.
Hit: 17 damage and Axeman 1 is slid to (-C, 14).

Axeman 1: Attacks Big John, 22 vs AC = miss.

Big John: Immediate Reaction, Disciplined Counter on Axeman 1
Attack: 22 vs Reflex = hit.
Hit: 15 damage, Axeman 1 is knocked prone and grants CA until the end of my next turn.

Axeman 1: Call to Arms, allies within 10 make a free MBA or shift 3...

Archer 1: shifts to (-A, 9)

Archer 2: does nothing

Sailor 13: attacks Isabelle, 30 vs AC = hit for 11 damage, 4 is resisted.

Sailor 15: attacks Grommak, 27 vs AC = hit for 16 damage.

Sailor 17: attacks Isabelle, 21 vs AC = miss.

Sailor 18: shifts to (-A, 12)

Axeman 2: attacks Grommak, 22 vs AC = miss. Shifts to (-E, 22). Attacks Grommak, 23 vs AC = miss. Vicious Mockery, Grommak provokes an OA from each adjacent enemy...

Sailor 15: attacks Grommak, 23 vs AC = miss.

Axeman 2: attacks Grommak, 34 vs AC = hit for 19 damage. Grommak is bloodied.
Map
[SHOW]
Image
Map Info
[SHOW]
Bowsprit: The horizontal mast at the front of the ship. This can be walked upon, with a DC: 20 to balance, and is accessible from atop the forecastle. Moving along it counts as being in between the squares that are shown on either side of it.

Forecastle: The enclosed structure at the front of the main deck, which can be entered from its 2 doors or moved on top of via staircases. The top level is at elevation 2.

Aftcastle: The encloses structure at the rear of the main deck, where the steering wheel is located. It can be entered from its 2 doors or moved on top of via staircases. The top level is at elevation 2.

Planks: There are two of these, one spanning (-I, 18) to (-G, 18) and the other spanning (-I, 23) to (-G, 23). These are narrow and somewhat wobbly, and as such they must be crossed with caution. You can either treat them as difficult terrain and move across them slowly and cautiously, or you can try your luck at going a bit faster. The faster route requires an acrobatics check to balance while moving, DC: 25, but does not require you to move at half speed. Only one person can be on them at a time or they will collapse.

Railings: The railings of both ships can be walked on (squares that are half water, half railing on the merchant ship count as railing squares), but follow standard balance rules (DC: 25, move half speed on them).

Rigging: Each ship has rigging holding up the masts, which can be climbed on. For the Saint, the ones on this side of the ship can be entered from (-I, 15-16) or (-I, 25-26). For the merchant vessel, they can be entered from (-G, 14-15), (-G, 22-23), (C, 14-15), and (C, 22-23). Each square closer to the center of the ship is also 1 square higher than the previous one, moving diagonally upward. The rigging on the Saint moves in a straight line from the railings to the masts, but on the other ship it moves diagonally in both the vertical and horizontal planes. Climbing in the rigging follows the standard athletics climbing rules, DC: 10.

Stairs: There are 4 staircases moving up to the tops of the forecastle and aftcastle, as well as 3 heading lower into the ship all squares that are entirely stairs count as difficult terrain.

Masts: The 3 masts, shown by large circles with 4 smaller circles around them, are impassable and provide cover. The squares that their images occupy can be entered, but you cannot move through the masts themselves (functioning like corners).

Doors: There are 4 doors, at (-A, 12), (-D, 12), (-A, 25), and (-D, 25). These lead into either the forecastle or aftcastle, but are currently closed.

Grate: The large wooden grate that opens up to the cargo hold 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.

Wheel: The wheel turns the rudder, and thus the ship. Use with caution.

The Sea: For those who end up in the water, it is athletics DC: 15 to swim. Each turn in the water you must make the check, failure by 4 or less means you can't move, failure by 5 or more means you can't move and sink 1 square, success means you are allowed to move that turn. In the water you move at one-half your speed.

There are notches in the side of the Saint at (-I, 25), and it is an athletics DC: 15 to climb up, using standard climb rules. The deck of the ship is 4 squares above the water level, meaning you need to move upwards a total of 5 squares to be back on the deck.

Eldritch Quagmire Aura: squares in the aura are difficult terrain to enemies of Isabelle.
Enemy Info
[SHOW]
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.

Archers: These men are trained in marksmanship, making them much greater threats than the average crewman of this ship. They can rain arrows down on you from afar while you wade through the rabble to get to them. Despite their skill, though, they are still only lightly armored, and a few strong swings of a blade will bring them down.

Axemen: These armored members of the merchant crew are likely hired muscle with real combat experience. They were thick hides and hold heavy axes, and look like they can pack quite a punch.
Status
[SHOW]
34 Liam (-J, 25) | HP: 75/75 | Surges: 9/9 | AP: 1/1 | Charm of the Defender
32 Darcell (-C, 26) | HP: 37/79 | Surges: 10/10 | AP: 1/1 | Bloodied, Unluck, Revitalizing Incantation
26 Isabelle (-E, 16) | HP: 37/91 | Surges: 9/11 | AP: 1/1 | Bloodied, Firedeath, Eldritch Quagmire
25 Archer 1 (-A, 9) | HP: ??/?? | Triple Shot, marked by Isabelle
25 Archer 2 (A, 20) | HP: -6/?? | Triple Shot
24 Sailor 10 (-D, 17) | HP: 1/1 | ded
24 Sailor 12 (-F, 15) | HP: 1/1 | ded

24 Sailor 13 (-D, 16) | HP: 1/1 |
24 Sailor 14 (-D, 23) | HP: 1/1 | ded
24 Sailor 15 (-E, 24) | HP: 1/1 |
24 Sailor 16 (-C, 24) | HP: 1/1 | immobilized until Liam EONT
24 Sailor 17 (-F, 16) | HP: 1/1 |
24 Sailor 18 (-A, 12) | HP: 1/1 |
24 Sailor 19 (-D, 25) | HP: 1/1 |
24 Sailor 20 (-A, 25) | HP: 1/1 |
21 Big John (-B, 13) | HP: 85/89 | Surges: 11/11 | AP: 1/1 | Glowering Threat, Defensive Advance, Mountain Sweep, Funneling Flurry, Disciplined Counter
20 Axeman 1 (-C, 14) | HP: -57/?? | Bloodied, Vicious Mockery, Call to Arms, marked by Isabelle, prone, granting CA until Big John EONT
20 Axeman 2 (-E, 22) | HP: -60/?? | Bloodied, Call to Arms, Vicious Mockery, everyone does +3 damage to him for the rest of the encounter, Grommak's quarry, takes 2 extra damage when hit until Grommak EONT
18 Henri (-J, 16, e1) | HP: 57/74 | Surges: 8/8 | AP: 1/1 | Inspiring Word (2/3), Relentless Wounding
14 Grommak (-E, 23) | HP: 34+10/86 | Surges: 8/9 | AP: 1/1 | Bloodied, Off-Hand Strike, Cross-Body Parry, Ruffling Sting, Lashing Leaves, Furious Assault, Frenzied Skirmish
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: 85/89
Bloodied: 44
Surge Value: 22
Surges left: 11/11
Action Points: 1

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away
+3 to defenses until EONT

Powers:

Combat Challenge
Dual Strike
Footwork Lure
__________________________________

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

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

* Limit 2 per day, must be from different items. This increases by 1 per milestone reached.

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.
User avatar
Scratcherclaw
YUO ARE SMART
Posts: 4079
Registered for: 11 years 11 months

Re: Blackwood's Dogs IC

Post by Scratcherclaw »

Hopping down from the riggings, Henri dashes across the plank to the other ship. "Could we hurry it up with this? The wind is ruining my hair." he says, firing away at one of the many sailors near Grommak. "C'mon, you two!" he shouts at Isabelle at the Orc. "Kill this pathetic lot already!"
Mechanics
[SHOW]
Move: Walk to -F19
10(1d20) +9 = 19+2=21
SEA LEGS
9(1d20) +11 = 20 Wal sucks

Minor: Dragon's Tenacity
Grommak, Isabelle, and I gain +2 to attack rolls until EONT

Standard: Paint the Bullseye on Sailor 16
Attack: 20(1d20) +19 = 39 vs AC = Hit
Combat Block
[SHOW]
Henri LaBelle

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

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

AC: 23
Fort: 24
Ref: 21
Will: 24
HP: 74
Bloodied: 37
Surge Value: 18
Surges left: 8/8
Action points: 1

MBA: +13 vs AC, 1d6+5 damage.
RBA: +17 vs AC, 1d6+7 damage.

Resistances: 10 Necrotic (5+1/2 level)
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Direct the Strike
Paint the Bulls-Eye
Sea Legs

Acrobat Boots
__________________________________

Second Wind [_]
Inspiring Word [X] [X] [_]
Vengeance is Mine [_]
Race the Arrow [_]
On My Mark [_]
Tempest of Triumph [_]
Lifeblood [_]
Inspiring Belligerence [_]
Dragon's Tenacity [X]
Shifting Tides [_]

__________________________________

Relentless Wounding [X]
Create Opportunity [_]
Warlord's Recovery [_]

Gloves of Piercing [_]
Bracers of Archery [_]
Stone of Wind [_]


Consumables:

None
Important Features
[SHOW]
Crossbow Expertise: You gain a +1 feat bonus to attack rolls that you make with a crossbow. This bonus increases to +2 at 11th level and +3 at 21st level. Also, you ignore partial cover or superior cover with weapon attacks you make with a crossbow.

Improved Defenses: You gain a +1 feat bonus to Fortitude, Reflex, and Will. This bonus increases to +2 at 11th level and +3 at 21st level.

Archer Captain: You and any ally within 5 squares of you ignore the penalty for attacking at long range.

Improved Inspiring Word: Add your Charisma modifier to the hit points restored by your inspiring word.

Cunning Stalker: You gain combat advantage against enemies that have no creatures adjacent to them other than you.

Duty's Virtue: Once per round, you can use the aid defense action as a minor action, but only if the chosen ally is bloodied. Also, you gain a +2 feat bonus to initiative checks.

Far Shot: When you use a projectile weapon such as a bow or a crossbow, increase both the normal range and the long range by 5 squares.

Jack of All Trades You gain a +2 feat bonus to untrained skill checks.

Fight On: You can use your inspiring word one additional time per encounter.

Resourceful Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, that attack gains a bonus to damage equal to one-half your level + your Intelligence modifier. If the attack hits no target, the ally gains temporary hit points equal to one-half your level + your Charisma modifier.

Mighty Action: When you spend an action point to take an extra action, any ally who can see and hear you gains a +1 bonus to attack rolls and damage rolls until the start of your next turn.

Tempestuous Inspiration: When you use your inspiring word power, you can give the target of the power a +2 bonus to attack rolls and a bonus to damage rolls equal to your Charisma modifier that lasts until the end of your next turn. If the target's first attack misses during that time misses, the target grants a combat advantage to attackers until the end of your next turn.

Archer Warlord When you make a ranged basic attack with a bow, you can use Strength instead of Dexterity for the attack roll and the damage roll.

Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.

Blood Dependency: When you are bloodied, your healing surge value drops by 2.

Living Dead: If a power has different effects on living creatures and undead creatures, you choose which effect applies to you.

Necrotic Resistance: You have a necrotic resistance equal to 5 + one-half your level.

The Mariner: While aboard a ship, gain a +1 bonus (+2 at Level 10) to any skill or ability check related to life at sea; gain the sea legs power. You gain a +2 power bonus to initiative checks. You ignore difficult terrain when you shift. While aboard a ship, you can use a minor action once per round to shift 1 square.

Distance Imardanian Officer's Pistol +3: Increases the weapon's normal range by 5 squares and the long range by 10 squares.

Lifeblood Hide Armor +2: You gain 5 temporary hit points after each rest. If you remove the armor, you lose these hit points.

Gem of Colloquy: You gain a +1 item bonus to Bluff and Diplomacy checks.

Cloak of Distortion: You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item's enhancement bonus.

Bracers of Archery: You gain a +2 item bonus to damage rolls while attacking with a bow or crossbow.

Acrobat Boots: You gain a +1 item bonus to Acrobatics checks.
Last edited by Scratcherclaw on Tue Mar 03, 2015 4:42 pm, edited 1 time in total.
User avatar
ratwizard
A Wan Smile
Posts: 6003
Registered for: 11 years 11 months
Location: Hellworld

Re: Blackwood's Dogs IC

Post by ratwizard »

Spurred on by Henri's words, Grommak swings his cutlass and scimitar in a whirlwind slash at the two men surrounding him. His cutlass easily fells the riff-raff sailor while his scimitar catches on the armored axeman's shoulder, slipping through his padding and embedding itself into flesh. The orc finishes his spin by pulling his jagged weapon free and plunging his cutlass deep into the man's stomach cavity, spilling his guts upon the deck.

Not hesitating, Grommak flinches as Henri's bullet goes past him, sliding next to the remaining sailor underneath his friend Darcell. He lands a heavy cleave with his scimitar at the man's neck, before pulling his weapons up defensively and checking for more threats.
Mechanics
[SHOW]
Standard: Twin Strike on Sailor 15 and Axeman 2.
Attacks: 9(1d20) +15 = 24; 20(1d20) +18 = 38 +2
Hunter's Quarry: 12(2d6) = 12 +5 from buffs
Hits Sailor 15 on 26 AC, killing him. Crits Axeman 2 for 35 damage. He takes a -2 penalty to attack rolls until end of my next turn.

Free: Two-Weapon Opening MBA --
Attack: 9(1d20) +17 = 26+2
Damage: 9(1d10) +15 = 24
Hits AC 28 for 24 damage, killing Axeman 2.

Move: Shift to -D24.

Minor: Sohei Flurry on Sailor 19.
Attack: 18(1d20) +18 = 36+2+2
Hits 40 AC, killing Sailor 19.

I gain +3 to AC and Reflex for hitting both Twin Strike attacks, and shifting.
Combat Block
[SHOW]
Grommak

Male Half-Orc Two-Weapon Ranger 11
Languages: Common, Kurnish
Age: 29
Height: 6'2"
Weight: 200 lbs.

Speed: 6
Initiative: +11+2
Passive Perception: 26
Passive Insight: 21
Senses: Low-light Vision

AC: 24+3
Fort: 25
Reflex: 23+3
Will: 23
HP: 34+10/86
Bloodied: 43
Surge Value: 21
Surges left: 9/9
Action Points: 1

Resistances:
None.

Vulnerabilities:
None.

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

Active Effects:
+3 AC/Reflex from feat support

Powers:

Hunter's Quarry
Marauder's Rush
Twin Strike
__________________________________

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

Jaws of the Wolf [_]
Frenzied Skirmish [x]
Begin the Hunt [_]
Attacks on the Run [_]
Blood of the Fallen [_]

Consumables:

None.
Important Features:
[SHOW]
Racial Traits and Class or Path Features:

Running Attack: Using a standard action that allows movement and I move 2+ squares away, I gain +1 to attack rolls as part of that action.
Dancing Defense: If hitting with at least two melee attacks on my turn, I gain a +2 bonus to AC and Reflex TSNT.
Dual-Blade Action: On AP-spend, I can take an attack with both hands with a +4 WISmod bonus to damage.
Half-Orc Resilience: First time being blooded in an encounter, gain 10 THP.
Swift Charge: +2 bonus to speed while charging.
Sohei Indomitability: +1 power bonus to save throws against fear, daze, domination, or stun effects.

Notable Feats:

Impending Doom Style: If both Twin Strikes hit, one target takes a -2 penalty to attack rolls til my next turn end.
Cunning Stalker: I gain CA against creatures with no other creatures adjacent.
Two-Weapon Opening: When scoring a crit with my main hand, I can take a MBA with my off-hand against the target as a free action.
Heavy Blade Expertise: +2 to defenses against Op Attacks while wielding HB.

Item Features:

Jagged Weapon +3: Crits on a 19 or 20, and crits do 10 ongoing damage (save ends).
Boots of the Fencing Master: When shifting, gain a +1 item bonus to AC and Reflex TENT.
User avatar
PureZaros
The Enigma
Posts: 651
Registered for: 11 years 5 months
Location: *Calculating...*

Re: Blackwood's Dogs IC

Post by PureZaros »

I'm probably gonna end up with a couple scars from this scrap. Heh! Trophies of war, I'll call 'em. Isabelle smirks.
"When they keep popping up from below it takes a while!" she shouts back to Henri as she swipes at the sailors on either side of her. They both keel over sideways as her sword smashes them in the ribs, bones crunching as it tears through.

"And you!" Isabelle says, stalking over to the fallen officer. "I'll give you back that favor from a bit ago." Taking her sword, she slashes the man across the chest, tearing a massive gash in the fabric of his shirt and the flesh underneath. "How d'ye like it, eh? Not so fun now, is it!" she yells, slamming the flat of the blade against the side of the man's head as hard as she can.

Straightening, Isabelle levels her sword in the direction of the bowman that had knocked her over before. "And you're next!"
MECHANICS
[SHOW]
Standard Action: Sword Burst
+2 to attack from Henri's Dragon's Tenacity
Attack on Sailor 13: 35 vs Reflex... Hit!
Attack on Sailor 17: 34 vs Reflex... Hit!
Sailors 13 and 17 die.

Move Action: Isabelle to [-D, 15]

Action Point: Four Corners Attack on Axeman 1
Using Inevitable Strike
I make two attack rolls. If both hit, the attack does an extra 1d8 damage.
Attacks: 41 and 40 vs AC. Both hit.
Damage: 21 damage
I make a secondary attack against Axeman 1
Attack: 27 vs Will... Hit!
Damage: 10 damage
Axeman 1 is dazed until EoNT

Minor Action: Aegis of Ensnarement
Marking Archer 1 and Sailor 18 with my Aegis.
Yes, I know that Archer 1 is already marked by me. I'm overwriting it.
That's a thing, right?

Ready Immediate Action: Fettering Aegis
If Archer 1 willingly moves away from me, it takes 1d8+9 force damage and is pulled to a square adjacent to me. Archer 1 is then immobilized until the end of its next turn.

I have +1 to melee attack rolls until EoNT due to Ironwrought lv10 feature.
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: 37/91
Bloodied: 45
Surge Value: 22
Surges left: 9/11
Action Points: 0

Resistances:
5 Poison
10 Fire while manifesting Cindersoul
4 All while bloodied

Vulnerabilities: None

Active Effects:
Manifesting Cindersoul
+2 racial bonus to saving throws against ongoing damage while manifesting Watersoul

Powers:

MBA: +19 to attack, 1d8+9 damage
RBA: +16 to attack, 1d4+6 damage (using dagger)

Bull Rush Attack
Grab Attack
Opportunity Attack
Aegis of Ensnarement
Sword Burst
Frigid Blade

Summoned Armor +3
Acrobat Boots
__________________________________

[_] Second Wind
[X] Inevitable Strike
[_] Foesnare
[_] Mythal Recovery
[_] Dimensional Vortex
[_] Fettering Aegis
[X] Four Corners Attack
[_] Strength Against Strength
[_] Explosive Runes

[_] Periapt of Cascading Health +2
[_] Viper Belt
[_] Ruby Scabbard

Require Manifestation:
[X] Firedeath §
[_] Swiftcurrent
__________________________________

[_] Binding Aegis
[_] Swordmage Shielding Fire
[X] Eldritch Quagmire
[_] Troll Rampage

* Immediate Reaction
§ Indicates Active Manifestation
Important Features:
[SHOW]
Aegis of Ensnarement:
I mark the target. The target remains marked until I use this power against another target. If I mark another creature using other powers, the target is still marked.
Until the mark ends, if the target makes an attack that doesn't include me as a target, it takes a -2 penalty to the attack roll.
I fa 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 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
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
kalis5
Hm...
Posts: 818
Registered for: 10 years 9 months

Re: Blackwood's Dogs IC

Post by kalis5 »

Liam sighs as the others kill most of the sailors off. Now he's certainly going to get some hell for this, he didn't even really help this fight. This is what he gets for drinking before a fight. He takes a step back, deciding not to trust the planks because of his history with them, and makes a running jump!... That falls just short, ending with him hitting the water with a splash.
Mechanics
[SHOW]
Move to -L24 first.
Ok... Running jump from the top of the ladder at -J24 for reasons explained in skype chat:4(1d20) +10 = 14
Of course.
Combat Block
[SHOW]
Liam "Dirge" Rend

Human Bladesinger Level 11
Languages: Common, Elven, Dwarven
Age: 23

Speed: 6
Initiative: 12 (+2 if within 10 squares of Henry)
Passive Perception: 21
Passive Insight: 16
Senses: Low-light

AC: 26
Fort: 21
Reflex: 25
Will: 23
HP: 75/75
Bloodied: 37
Surge Value: 18
Surges left: 9/9
Action Points: 1

Resistances:
Vulnerabilities: None
Active Effects: None

Powers:

Bull Rush Attack
Grab Attack
Opportunity Attack
Erupting Flare
Dancing Fire
Dazzling Sunray
Unseen Hand
Cantrip Prestidigitation

Versatile Spellbook
_____________________________

Class Feature Bladesong [ ]
Cantrip Suggestion [ ]
Cantrip Chameleon's Mask
L2 Shield [ ]
L6 Dispel Magic [ ]
L10 Flush with Success [ ]
Theme Feature Iron Wolf Charge [ ]


_____________________________


Boon Spell Enemies Abound [ ]
L1 Skewering Spikes [ ]
L5 Grim Shadow [ ]
L9 Charm of the Defender [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.
Last edited by kalis5 on Tue Mar 03, 2015 5:41 pm, edited 4 times in total.
User avatar
Namelessjake
Plane Wings Sharp Like Katana
Posts: 4469
Registered for: 11 years 10 months
Location: Blockbuster

Re: Blackwood's Dogs IC

Post by Namelessjake »

As more of the sailors fall, Darcell moves down the Aftcastle. "How was your swim? Your friends are dead and you're next!" He calls out to the archer he had previously knocked off the boat, trying to break the man's will.
Mechanics
[SHOW]
Move Action:Walk to (A, 26)

Standard Action:Vicious Mockery on Archer 1.
25 vs. Will for 10 damage.

If hit Archer 1 takes -2 to attack rolls until the end of my next turn.

10(1d20) +15 = 25; 1(1d6) +9 = 10
Combat Block
[SHOW]
Darcell

Male Half-Elf Cunning Bard 11
Languages: Common, Forellian, Serran, Imardanian.
Age: 25
Height: 5'11"
Weight: 165 lbs.

Speed: 6
Initiative: +14 (+16 when within 10 of Henri)
Passive Perception: 21
Passive Insight: 19
Senses: Low-light Vision

AC: 24
Fort: 21
Reflex: 22
Will: 26
HP: 79/79
Bloodied: 39
Surge Value: 20
Surges left: 10/10
Action Points: 1

MBA: +13 vs AC, 1d8+3 damage. (+2 to damage rolls when you have combat advantage)
RBA: +9 vs AC, 1d4+2 damage.

Resistances: None
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Vicious Mockery
Staggering Note
__________________________________

Second Wind [_]
Guardian's Counter [_]
Demoralizing Strike [_]
Majestic Word [_][_] **
Words of Friendship [_]
Blunder [_]
Moment of Escape [_]
Echoing Weapon [_]
Revitalizing Incantation [x]
Unluck [x]
Illusory Erasure [_]
Lying Lights [_]
Harper Pin
Mielikki's Endurance [_] *
Lliira's Grace [_] *
Tymora's Luck [_] *
Feytouched Hide Armor +3 [_]
__________________________________

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

* Can only use one per encounter
** Can be used twice per encounter but only once per round

Consumables:

None.
Important Features:
[SHOW]
Racial Traits and Class or Path Features:

Group Diplomacy: I grant allies within 10 squares of me a +1 racial bonus to Diplomacy checks.

Bardic Training: I can perform two bard rituals per day of my level or lower without expending components.

Virtue of Cunning: Once per round, when an enemy attack misses an ally within 8 squares of me, I can slide that ally 1 square as a free action.

Song of Rest: When I play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier (+6) with each healing surge.

Shrouding Action: When I spend an action point to take an extra action, one ally I choose within 5 squares of me and I become invisible until the end of my next turn.

Virtue of Deceit: When I use Virtue of Cunning, one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.

Notable Feats:

Resourceful Leader: When an ally I can see spends an action point to make an attack, the ally gains a +5 bonus to damage rolls on a hit or gains 5 temporary hit points on a miss.

Superior Will: If I am dazed or stunned I can make a saving throw at the start of my turn to end that effect, even if the effect doesn't normally end on a save.

Advantage of Cunning: When I slide an ally with my Virtue of Cunning, I can also slide an enemy that was adjacent to that ally into the space the ally vacated.

Battle Song Expertise: I gain a +1 feat bonus to the number of squares that I can pull, push, or slide creatures with my bard attacks and bard paragon path attacks.

Improved Cunning: When I use Virtue of Cunning to slide an ally, I can slide the ally 2 squares instead of 1.

Item Features:

Headband of Intellect: Gain a +2 item bonus to knowledge or monster knowledge checks, and a +1 item bonus to attack rolls on powers that have the psychic keyword.

Spyglass of Perception: Gain a +3 item bonus to Perception checks when using this device.
User avatar
Fialova
Magical Liopleurodon
Posts: 5027
Registered for: 11 years 10 months
Location: The Great North
Contact:

Re: Blackwood's Dogs IC

Post by Fialova »

As Henri occupies the plank Dirge attempts to leap to the ship, but once more the drunkard finds himself in the water as he fails to make it across the gap. Many more of the enemy crewmen die before the combined efforts of the Dogs, and now only a few stand, with the remaining officer only barely left alive.

Go: Everyone
Mechanics
[SHOW]
Henri: moves, shifts, buffs, hits and kills

Grommak: hits and kills, hits, hits and kills, shifts, hits and kills

Isabelle: hits and kills x2, shifts, hits, hits and dazes, readies immediate action

Liam: moves, jumps and falls into the water again

Darcell: moves, hits

Archer 1: attacks Isabelle, 35 vs AC = hit for 13 damage (4 is resisted), and Big John, 27 vs AC = hit for 6 damage.

Archer 2: attacks Grommak, 37 vs AC = hit for 8 damage, and Darcell, 24 vs AC = hit for 12 damage.

Sailor 18:
attacks Big John, 25 vs AC = miss.

Sailor 20: moves to (-C, 24). Attacks Grommak, 31 vs AC = hit for 11 damage.

Big John:
Standard Action: Sweeping Blow
Attack vs Axeman 1: 27 vs AC = hit.
Attack vs Sailor 18: 26 vs AC = hit.
Hit: 15 damage, killing Sailor 18.

Axeman 1: stands
Map
[SHOW]
Image
Map Info
[SHOW]
Bowsprit: The horizontal mast at the front of the ship. This can be walked upon, with a DC: 20 to balance, and is accessible from atop the forecastle. Moving along it counts as being in between the squares that are shown on either side of it.

Forecastle: The enclosed structure at the front of the main deck, which can be entered from its 2 doors or moved on top of via staircases. The top level is at elevation 2.

Aftcastle: The encloses structure at the rear of the main deck, where the steering wheel is located. It can be entered from its 2 doors or moved on top of via staircases. The top level is at elevation 2.

Planks: There are two of these, one spanning (-I, 18) to (-G, 18) and the other spanning (-I, 23) to (-G, 23). These are narrow and somewhat wobbly, and as such they must be crossed with caution. You can either treat them as difficult terrain and move across them slowly and cautiously, or you can try your luck at going a bit faster. The faster route requires an acrobatics check to balance while moving, DC: 25, but does not require you to move at half speed. Only one person can be on them at a time or they will collapse.

Railings: The railings of both ships can be walked on (squares that are half water, half railing on the merchant ship count as railing squares), but follow standard balance rules (DC: 25, move half speed on them).

Rigging: Each ship has rigging holding up the masts, which can be climbed on. For the Saint, the ones on this side of the ship can be entered from (-I, 15-16) or (-I, 25-26). For the merchant vessel, they can be entered from (-G, 14-15), (-G, 22-23), (C, 14-15), and (C, 22-23). Each square closer to the center of the ship is also 1 square higher than the previous one, moving diagonally upward. The rigging on the Saint moves in a straight line from the railings to the masts, but on the other ship it moves diagonally in both the vertical and horizontal planes. Climbing in the rigging follows the standard athletics climbing rules, DC: 10.

Stairs: There are 4 staircases moving up to the tops of the forecastle and aftcastle, as well as 3 heading lower into the ship all squares that are entirely stairs count as difficult terrain.

Masts: The 3 masts, shown by large circles with 4 smaller circles around them, are impassable and provide cover. The squares that their images occupy can be entered, but you cannot move through the masts themselves (functioning like corners).

Doors: There are 4 doors, at (-A, 12), (-D, 12), (-A, 25), and (-D, 25). These lead into either the forecastle or aftcastle, but are currently closed.

Grate: The large wooden grate that opens up to the cargo hold 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.

Wheel: The wheel turns the rudder, and thus the ship. Use with caution.

The Sea: For those who end up in the water, it is athletics DC: 15 to swim. Each turn in the water you must make the check, failure by 4 or less means you can't move, failure by 5 or more means you can't move and sink 1 square, success means you are allowed to move that turn. In the water you move at one-half your speed.

There are notches in the side of the Saint at (-I, 25), and it is an athletics DC: 15 to climb up, using standard climb rules. The deck of the ship is 4 squares above the water level, meaning you need to move upwards a total of 5 squares to be back on the deck.

Eldritch Quagmire Aura: squares in the aura are difficult terrain to enemies of Isabelle.
Enemy Info
[SHOW]
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.

Archers: These men are trained in marksmanship, making them much greater threats than the average crewman of this ship. They can rain arrows down on you from afar while you wade through the rabble to get to them. Despite their skill, though, they are still only lightly armored, and a few strong swings of a blade will bring them down.

Axemen: These armored members of the merchant crew are likely hired muscle with real combat experience. They were thick hides and hold heavy axes, and look like they can pack quite a punch.
Status
[SHOW]
34 Liam (-H, 24, e-4) | HP: 75/75 | Surges: 9/9 | AP: 1/1 | Charm of the Defender
32 Darcell (A, 26) | HP: 25/79 | Surges: 10/10 | AP: 1/1 | Bloodied, Unluck, Revitalizing Incantation
26 Isabelle (-D, 15) | HP: 28/91 | Surges: 9/11 | AP: 1/1 | Bloodied, Firedeath, Four Corners Attack, Inevitable Strike, Eldritch Quagmire, +1 to melee weapon attacks until EONT
25 Archer 1 (-A, 9) | HP: ??/?? | Triple Shot, marked by Isabelle
25 Archer 2 (A, 20) | HP: -16/?? | Triple Shot, -2 to attacks until Darcell EONT
24 Sailor 13 (-D, 16) | HP: 1/1 | ded
24 Sailor 15 (-E, 24) | HP: 1/1 | ded
24 Sailor 16 (-C, 24) | HP: 1/1 | ded
24 Sailor 17 (-F, 16) | HP: 1/1 | ded
24 Sailor 18 (-A, 12) | HP: 1/1 | ded
24 Sailor 19 (-D, 25) | HP: 1/1 | ded

24 Sailor 20 (-C, 24) | HP: 1/1 |
21 Big John (-B, 13) | HP: 79/89 | Surges: 11/11 | AP: 1/1 | Glowering Threat, Defensive Advance, Mountain Sweep, Funneling Flurry, Disciplined Counter, Sweeping Blow
20 Axeman 1 (-C, 14) | HP: -103/?? | Bloodied, Vicious Mockery, Call to Arms, dazed until Isabelle EONT
20 Axeman 2 (-E, 22) | HP: -119/?? | ded
18 Henri (-H, 18) | HP: 57/74 | Surges: 8/8 | AP: 1/1 | Inspiring Word (2/3), Dragon's Tenacity, Relentless Wounding, +2 to attacks until EONT
14 Grommak (-D, 24) | HP: 25/86 | Surges: 8/9 | AP: 1/1 | Bloodied, Off-Hand Strike, Cross-Body Parry, Ruffling Sting, Lashing Leaves, Furious Assault, Sohei Flurry, Frenzied Skirmish, +2 to AC & Ref until SONT, +1 to AC & Ref until EONT
Combat Block
[SHOW]
Johannes Galben, aka Big John

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

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

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 79/89
Bloodied: 44
Surge Value: 22
Surges left: 11/11
Action Points: 1

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away
+3 to defenses until EONT

Powers:

Combat Challenge
Dual Strike
Footwork Lure
__________________________________

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

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

* Limit 2 per day, must be from different items. This increases by 1 per milestone reached.

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.
User avatar
ratwizard
A Wan Smile
Posts: 6003
Registered for: 11 years 11 months
Location: Hellworld

Re: Blackwood's Dogs IC

Post by ratwizard »

As the sailor pinned by the wall manages to step past and injure Grommak, the orc grunts in pain as he takes an arrow to the shoulder and sees one find purchase in Darcell as well. "I warned you about the arrows!" he yells, losing his temper while he takes his anger out at the man next to him. Grommak raises his cutlass to follow-up before realizing he had already cut him down. With his eyes dark with a bitter grudge, he snaps the shaft off, dodging across the deck of the merchant vessel before veering left and cutting straight for the archer.

The vicious orc makes a sweeping arc from his side up to his shoulder as he dashes forward, his scimitar chopping its way through the armor of the man. "You'll never nock again, you coward!" he shouts in the man's face as he engages him with his dual blades, stained with the life-blood of several men before him.
Mechanics
[SHOW]
Standard: Twin Strike on Sailor 20.
Attacks: 9(1d20) +20 = 29; 12(1d20) +17 = 29

Move: Invigorating Stride. Expend Second Wind to heal 21 HP and shift to -D20.

Minor: Hunter's Quarry on Archer 2.

AP: Charge to -A20, using Marauder's Rush on Archer 2. Hits AC 34 for 31 damage.
Attack: 12(1d20) +22 = 34
Damage: 7(1d10) +17 +7(2d6) = 31
Combat Block
[SHOW]
Grommak

Male Half-Orc Two-Weapon Ranger 11
Languages: Common, Kurnish
Age: 29
Height: 6'2"
Weight: 200 lbs.

Speed: 6
Initiative: +11+2
Passive Perception: 26
Passive Insight: 21
Senses: Low-light Vision

AC: 24+2
Fort: 25 +2
Reflex: 23+2
Will: 23+2
HP: 55+10/86
Bloodied: 43
Surge Value: 21
Surges left: 9/9
Action Points: 0

Resistances:
None.

Vulnerabilities:
None.

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

Active Effects:
+2 to defenses from Second Wind.
CA on Archer 2.

Powers:

Hunter's Quarry
Marauder's Rush
Twin Strike
__________________________________

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

Jaws of the Wolf [_]
Frenzied Skirmish [x]
Begin the Hunt [_]
Attacks on the Run [_]
Blood of the Fallen [_]

Consumables:

None.
Important Features:
[SHOW]
Racial Traits and Class or Path Features:

Running Attack: Using a standard action that allows movement and I move 2+ squares away, I gain +1 to attack rolls as part of that action.
Dancing Defense: If hitting with at least two melee attacks on my turn, I gain a +2 bonus to AC and Reflex TSNT.
Dual-Blade Action: On AP-spend, I can take an attack with both hands with a +4 WISmod bonus to damage.
Half-Orc Resilience: First time being blooded in an encounter, gain 10 THP.
Swift Charge: +2 bonus to speed while charging.
Sohei Indomitability: +1 power bonus to save throws against fear, daze, domination, or stun effects.

Notable Feats:

Impending Doom Style: If both Twin Strikes hit, one target takes a -2 penalty to attack rolls til my next turn end.
Cunning Stalker: I gain CA against creatures with no other creatures adjacent.
Two-Weapon Opening: When scoring a crit with my main hand, I can take a MBA with my off-hand against the target as a free action.
Heavy Blade Expertise: +2 to defenses against Op Attacks while wielding HB.

Item Features:

Jagged Weapon +3: Crits on a 19 or 20, and crits do 10 ongoing damage (save ends).
Boots of the Fencing Master: When shifting, gain a +1 item bonus to AC and Reflex TENT.
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Scratcherclaw
YUO ARE SMART
Posts: 4079
Registered for: 11 years 11 months

Re: Blackwood's Dogs IC

Post by Scratcherclaw »

Henri shrugs as he watches Dirge splash into the water belong again. Maybe this'll teach him not to drink before battle The nobleman walks onto the ship with swagger, showing the remaining foes that he's better than them. With a quick-draw attitude, the Imardanian fires away at the archer near Grommak, sending lead into the man's chest. "Nice primitive weapon," he shouts at the archer. "I heard my ancestors used those back in the fourth era!" With the bowman distracted, Henri hopes to give Grommak a chance to strike, but the archer regains his senses in time to dodge the blow.

Whatever. He still has that hole in his chest to worry about. Looking over, Henri sees the remaining axeman surrounded by the towering Big John and Isabelle. With a smirk, he yells, "Are you going to finish that poor sap off, Isabelle? Or are you going to let Big John do all the work?"
Mechanics
[SHOW]
Move: Walk to -F21

Standard: Create Opportunity on Archer 2
Attack: 7(1d20) +19 = 26 vs AC = Hit
Damage: 7(2d6) +10 = 17
Grommak gets a MBA against Archer 2
Attack: 4(1d20) +20 = 24 vs AC = Miss because wal is literally Joseph Stalin

Minor: Inspiring Word on Isabelle
Isabelle regains +21 +9(3d6) +5 = 35 +1 =36 HP

Free Action: Lifeblood from bloodying Archer 2
I gain +2 to attack rolls until EONT
Combat Block
[SHOW]
Henri LaBelle

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

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

AC: 23
Fort: 24
Ref: 21
Will: 24
HP: 74
Bloodied: 37
Surge Value: 18
Surges left: 8/8
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 [_]
On My Mark [_]
Tempest of Triumph [_]
Lifeblood [X]
Inspiring Belligerence [_]
Dragon's Tenacity [X]
Shifting Tides [_]

__________________________________

Relentless Wounding [X]
Create Opportunity [X]
Warlord's Recovery [_]

Gloves of Piercing [_]
Bracers of Archery [_]
Stone of Wind [_]


Consumables:

None
Important Features
[SHOW]
Crossbow Expertise: You gain a +1 feat bonus to attack rolls that you make with a crossbow. This bonus increases to +2 at 11th level and +3 at 21st level. Also, you ignore partial cover or superior cover with weapon attacks you make with a crossbow.

Improved Defenses: You gain a +1 feat bonus to Fortitude, Reflex, and Will. This bonus increases to +2 at 11th level and +3 at 21st level.

Archer Captain: You and any ally within 5 squares of you ignore the penalty for attacking at long range.

Improved Inspiring Word: Add your Charisma modifier to the hit points restored by your inspiring word.

Cunning Stalker: You gain combat advantage against enemies that have no creatures adjacent to them other than you.

Duty's Virtue: Once per round, you can use the aid defense action as a minor action, but only if the chosen ally is bloodied. Also, you gain a +2 feat bonus to initiative checks.

Far Shot: When you use a projectile weapon such as a bow or a crossbow, increase both the normal range and the long range by 5 squares.

Jack of All Trades You gain a +2 feat bonus to untrained skill checks.

Fight On: You can use your inspiring word one additional time per encounter.

Resourceful Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, that attack gains a bonus to damage equal to one-half your level + your Intelligence modifier. If the attack hits no target, the ally gains temporary hit points equal to one-half your level + your Charisma modifier.

Mighty Action: When you spend an action point to take an extra action, any ally who can see and hear you gains a +1 bonus to attack rolls and damage rolls until the start of your next turn.

Tempestuous Inspiration: When you use your inspiring word power, you can give the target of the power a +2 bonus to attack rolls and a bonus to damage rolls equal to your Charisma modifier that lasts until the end of your next turn. If the target's first attack misses during that time misses, the target grants a combat advantage to attackers until the end of your next turn.

Archer Warlord When you make a ranged basic attack with a bow, you can use Strength instead of Dexterity for the attack roll and the damage roll.

Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.

Blood Dependency: When you are bloodied, your healing surge value drops by 2.

Living Dead: If a power has different effects on living creatures and undead creatures, you choose which effect applies to you.

Necrotic Resistance: You have a necrotic resistance equal to 5 + one-half your level.

The Mariner: While aboard a ship, gain a +1 bonus (+2 at Level 10) to any skill or ability check related to life at sea; gain the sea legs power. You gain a +2 power bonus to initiative checks. You ignore difficult terrain when you shift. While aboard a ship, you can use a minor action once per round to shift 1 square.

Distance Imardanian Officer's Pistol +3: Increases the weapon's normal range by 5 squares and the long range by 10 squares.

Lifeblood Hide Armor +2: You gain 5 temporary hit points after each rest. If you remove the armor, you lose these hit points.

Gem of Colloquy: You gain a +1 item bonus to Bluff and Diplomacy checks.

Cloak of Distortion: You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item's enhancement bonus.

Bracers of Archery: You gain a +2 item bonus to damage rolls while attacking with a bow or crossbow.

Acrobat Boots: You gain a +1 item bonus to Acrobatics checks.
kalis5
Hm...
Posts: 818
Registered for: 10 years 9 months

Re: Blackwood's Dogs IC

Post by kalis5 »

Liam bubbles the water around his mouth as he surfaces and swims back to the ladder, looking up it and wondering just how many times he's going to have to climb it today.
Mechanics
[SHOW]
Swim to -I25 in order to climb... again...:15(1d20) +10 = 25
Climb: 8(1d20) +10 = 18
Combat Block
[SHOW]
Liam "Dirge" Rend

Human Bladesinger Level 11
Languages: Common, Elven, Dwarven
Age: 23

Speed: 6
Initiative: 12 (+2 if within 10 squares of Henry)
Passive Perception: 21
Passive Insight: 16
Senses: Low-light

AC: 26
Fort: 21
Reflex: 25
Will: 23
HP: 75/75
Bloodied: 37
Surge Value: 18
Surges left: 9/9
Action Points: 1

Resistances:
Vulnerabilities: None
Active Effects: None

Powers:

Bull Rush Attack
Grab Attack
Opportunity Attack
Erupting Flare
Dancing Fire
Dazzling Sunray
Unseen Hand
Cantrip Prestidigitation

Versatile Spellbook
_____________________________

Class Feature Bladesong [ ]
Cantrip Suggestion [ ]
Cantrip Chameleon's Mask
L2 Shield [ ]
L6 Dispel Magic [ ]
L10 Flush with Success [ ]
Theme Feature Iron Wolf Charge [ ]


_____________________________


Boon Spell Enemies Abound [ ]
L1 Skewering Spikes [ ]
L5 Grim Shadow [ ]
L9 Charm of the Defender [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.
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PureZaros
The Enigma
Posts: 651
Registered for: 11 years 5 months
Location: *Calculating...*

Re: Blackwood's Dogs IC

Post by PureZaros »

"Way ahead of you, Henri!" Isabelle calls out as she plants her sword through the officer's torso. "An' I'm sure you've seen just how many of these shit heads I've taken out from yer comfy little roost. Hiding out with Rusty or somethin'? When's the marriage?"

Pulling her blade free of the officer, she lets his body slump to the deck behind her as she darts forward, stopping directly in front of the nearby archer. "Wanna try stickin' me with one of those again?" She says, breaking off one of the shafts embedded in her arm. "You're not escapin' me now, you know. These things sting, and that makes me mad, and me mad is you dead."
MECHANICS
[SHOW]
Standard Action: Frigid Blade on Axeman 1
Attack: 39 vs AC... Hit!
Damage: 14 cold damage
If Axeman 1 starts its turn next to me, it takes a -3 penalty to speed until the end of its next turn.
It dies anyway, so whatever.

Move action: Isabelle runs to [-A, 10]

Ready Immediate Action: Fettering Aegis
Ranged 10
If Archer 1 willingly moves away from me, it takes 1d8+9 force damage and is pulled to a square adjacent to me. Archer 1 is then immobilized until the end of its next turn.

-5 to attacks until SoNT
granting CA until SoNT
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: 64/91
Bloodied: 45
Surge Value: 22
Surges left: 8/11
Action Points: 0

Resistances:
5 Poison
10 Fire while manifesting Cindersoul
4 All while bloodied

Vulnerabilities: None

Active Effects:
Manifesting Cindersoul
+2 racial bonus to saving throws against ongoing damage while manifesting Watersoul
+1 attack when making a melee weapon attack

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
[_] Foesnare
[_] Mythal Recovery
[_] Dimensional Vortex
[_] Fettering Aegis
[X] Four Corners Attack
[_] Strength Against Strength
[_] Explosive Runes

[_] Periapt of Cascading Health +2
[_] Viper Belt
[_] Ruby Scabbard

Require Manifestation:
[X] Firedeath §
[_] Swiftcurrent
__________________________________

[_] Binding Aegis
[_] Swordmage Shielding Fire
[X] Eldritch Quagmire
[_] Troll Rampage

* Immediate Reaction
§ Indicates Active Manifestation
Important Features:
[SHOW]
Aegis of Ensnarement:
I mark the target. The target remains marked until I use this power against another target. If I mark another creature using other powers, the target is still marked.
Until the mark ends, if the target makes an attack that doesn't include me as a target, it takes a -2 penalty to the attack roll.
I fa 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 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
Last edited by PureZaros on Thu Mar 05, 2015 8:11 pm, edited 2 times in total.
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
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Scratcherclaw
YUO ARE SMART
Posts: 4079
Registered for: 11 years 11 months

Re: Blackwood's Dogs IC

Post by Scratcherclaw »

"I don't think you quite understood how foolish it can be to bring a gun to a sword fight. Take a moment to reload, and you've got sharpened steel through you. Though I'm sure you're familiar with having swords in you," Henri shouts back, an impish grin on his face.
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Namelessjake
Plane Wings Sharp Like Katana
Posts: 4469
Registered for: 11 years 10 months
Location: Blockbuster

Re: Blackwood's Dogs IC

Post by Namelessjake »

"I think you're starting to piss off my Orcish friend here. That's not going to end well for you," Darcell calls once again to the bowman down on the deck. He then takes a moment, reciting an incantation laden with preternatural inspiration. He wounds start to feel better and he feels himself regaining stamina.
Mechanics
[SHOW]
Standard Action:Vicious Mockery on Archer 2.
21 vs. Will for 13 damage.

If hit Archer 2 takes -2 to attack rolls until the end of my next turn.

6(1d20) +15 = 21; 4(1d6) +9 = 13

Minor Action: Majestic Word on self spending a healing surge to gain 20+6 HP, unbloodying.
Combat Block
[SHOW]
Darcell

Male Half-Elf Cunning Bard 11
Languages: Common, Forellian, Serran, Imardanian.
Age: 25
Height: 5'11"
Weight: 165 lbs.

Speed: 6
Initiative: +14 (+16 when within 10 of Henri)
Passive Perception: 21
Passive Insight: 19
Senses: Low-light Vision

AC: 24
Fort: 21
Reflex: 22
Will: 26
HP: 51/79
Bloodied: 39
Surge Value: 20
Surges left: 9/10
Action Points: 1

MBA: +13 vs AC, 1d8+3 damage. (+2 to damage rolls when you have combat advantage)
RBA: +9 vs AC, 1d4+2 damage.

Resistances: None
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Vicious Mockery
Staggering Note
__________________________________

Second Wind [_]
Guardian's Counter [_]
Demoralizing Strike [_]
Majestic Word [x][_] **
Words of Friendship [_]
Blunder [_]
Moment of Escape [_]
Echoing Weapon [_]
Revitalizing Incantation [x]
Unluck [x]
Illusory Erasure [_]
Lying Lights [_]
Harper Pin
Mielikki's Endurance [_] *
Lliira's Grace [_] *
Tymora's Luck [_] *
Feytouched Hide Armor +3 [_]
__________________________________

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

* Can only use one per encounter
** Can be used twice per encounter but only once per round

Consumables:

None.
Important Features:
[SHOW]
Racial Traits and Class or Path Features:

Group Diplomacy: I grant allies within 10 squares of me a +1 racial bonus to Diplomacy checks.

Bardic Training: I can perform two bard rituals per day of my level or lower without expending components.

Virtue of Cunning: Once per round, when an enemy attack misses an ally within 8 squares of me, I can slide that ally 1 square as a free action.

Song of Rest: When I play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier (+6) with each healing surge.

Shrouding Action: When I spend an action point to take an extra action, one ally I choose within 5 squares of me and I become invisible until the end of my next turn.

Virtue of Deceit: When I use Virtue of Cunning, one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.

Notable Feats:

Resourceful Leader: When an ally I can see spends an action point to make an attack, the ally gains a +5 bonus to damage rolls on a hit or gains 5 temporary hit points on a miss.

Superior Will: If I am dazed or stunned I can make a saving throw at the start of my turn to end that effect, even if the effect doesn't normally end on a save.

Advantage of Cunning: When I slide an ally with my Virtue of Cunning, I can also slide an enemy that was adjacent to that ally into the space the ally vacated.

Battle Song Expertise: I gain a +1 feat bonus to the number of squares that I can pull, push, or slide creatures with my bard attacks and bard paragon path attacks.

Improved Cunning: When I use Virtue of Cunning to slide an ally, I can slide the ally 2 squares instead of 1.

Item Features:

Headband of Intellect: Gain a +2 item bonus to knowledge or monster knowledge checks, and a +1 item bonus to attack rolls on powers that have the psychic keyword.

Spyglass of Perception: Gain a +3 item bonus to Perception checks when using this device.
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Fialova
Magical Liopleurodon
Posts: 5027
Registered for: 11 years 10 months
Location: The Great North
Contact:

Re: Blackwood's Dogs IC

Post by Fialova »

On one side of the action, Darcell, Grommak, and Henri gang up on one of the remaining archers, though it retaliates in kind, sending Grommak staggering and falling over on the deck. Liam, meanwhile, manages to once more climb back on board the Saint, now thoroughly soaked.

On the other side, Isabelle finishes off the last officer and races up the stairs to confront the archer, but as soon as she reaches him he unleashes a powerful shot that sends her staggering backwards and over the side, falling to the deck below. Big John swings his huge chain towards the man, attempting to pull down as well, but the archer manages to catch himself on the railing.

Go: Everyone
Mechanics
[SHOW]
Grommak: hits with both and kills, moves and heals, quarries, APs: charges and hits

Henri: moves, hits and bloodies...

Grommak: free MBA, misses

Henri: ...heals, buffs self

Liam: swims, climbs aboard

Isabelle: hits and kills, runs, readies immediate action

Darcell: misses, heals

Archer 1: attacks Isabelle, 25 vs Fortitude = hit for 10 damage. Isabelle is pushed to (-A, 12)...

Isabelle: save to catch self = 4, failure. Falls, takes 3 falling damage (negated by acro training and mod being higher than 5), and falls prone.

Archer 2: attacks Grommak, 34 vs Fortitude = hit for 14 damage, bloodying him. Grommak is pushed to (-D, 20) and falls prone.

Big John:
Move Action: shift to (-C, 12)

Standard Action: Footwork Lure on Archer 1
Attack: 20 vs AC = critical miss ._.

Action Point: Footwork Lure on Archer 1
Attack: 34 vs AC = hit
Hit: 13 damage, and Archer 1 is slid (-B, 12)...

Archer 1: saves, catches self at (-B, 11)
Map
[SHOW]
Image
Map Info
[SHOW]
Bowsprit: The horizontal mast at the front of the ship. This can be walked upon, with a DC: 20 to balance, and is accessible from atop the forecastle. Moving along it counts as being in between the squares that are shown on either side of it.

Forecastle: The enclosed structure at the front of the main deck, which can be entered from its 2 doors or moved on top of via staircases. The top level is at elevation 2.

Aftcastle: The encloses structure at the rear of the main deck, where the steering wheel is located. It can be entered from its 2 doors or moved on top of via staircases. The top level is at elevation 2.

Planks: There are two of these, one spanning (-I, 18) to (-G, 18) and the other spanning (-I, 23) to (-G, 23). These are narrow and somewhat wobbly, and as such they must be crossed with caution. You can either treat them as difficult terrain and move across them slowly and cautiously, or you can try your luck at going a bit faster. The faster route requires an acrobatics check to balance while moving, DC: 25, but does not require you to move at half speed. Only one person can be on them at a time or they will collapse.

Railings: The railings of both ships can be walked on (squares that are half water, half railing on the merchant ship count as railing squares), but follow standard balance rules (DC: 25, move half speed on them).

Rigging: Each ship has rigging holding up the masts, which can be climbed on. For the Saint, the ones on this side of the ship can be entered from (-I, 15-16) or (-I, 25-26). For the merchant vessel, they can be entered from (-G, 14-15), (-G, 22-23), (C, 14-15), and (C, 22-23). Each square closer to the center of the ship is also 1 square higher than the previous one, moving diagonally upward. The rigging on the Saint moves in a straight line from the railings to the masts, but on the other ship it moves diagonally in both the vertical and horizontal planes. Climbing in the rigging follows the standard athletics climbing rules, DC: 10.

Stairs: There are 4 staircases moving up to the tops of the forecastle and aftcastle, as well as 3 heading lower into the ship all squares that are entirely stairs count as difficult terrain.

Masts: The 3 masts, shown by large circles with 4 smaller circles around them, are impassable and provide cover. The squares that their images occupy can be entered, but you cannot move through the masts themselves (functioning like corners).

Doors: There are 4 doors, at (-A, 12), (-D, 12), (-A, 25), and (-D, 25). These lead into either the forecastle or aftcastle, but are currently closed.

Grate: The large wooden grate that opens up to the cargo hold 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.

Wheel: The wheel turns the rudder, and thus the ship. Use with caution.

The Sea: For those who end up in the water, it is athletics DC: 15 to swim. Each turn in the water you must make the check, failure by 4 or less means you can't move, failure by 5 or more means you can't move and sink 1 square, success means you are allowed to move that turn. In the water you move at one-half your speed.

There are notches in the side of the Saint at (-I, 25), and it is an athletics DC: 15 to climb up, using standard climb rules. The deck of the ship is 4 squares above the water level, meaning you need to move upwards a total of 5 squares to be back on the deck.

Eldritch Quagmire Aura: squares in the aura are difficult terrain to enemies of Isabelle.
Enemy Info
[SHOW]
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.

Archers: These men are trained in marksmanship, making them much greater threats than the average crewman of this ship. They can rain arrows down on you from afar while you wade through the rabble to get to them. Despite their skill, though, they are still only lightly armored, and a few strong swings of a blade will bring them down.

Axemen: These armored members of the merchant crew are likely hired muscle with real combat experience. They were thick hides and hold heavy axes, and look like they can pack quite a punch.
Status
[SHOW]
34 Liam (-J, 25) | HP: 75/75 | Surges: 9/9 | AP: 1/1 | Charm of the Defender
32 Darcell (A, 26) | HP: 51/79 | Surges: 9/10 | AP: 1/1 | Unluck, Revitalizing Incantation, Majestic Word (1/2)
26 Isabelle (-A, 12) | HP: 54/91 | Surges: 8/11 | AP: 1/1 | Firedeath, Four Corners Attack, Inevitable Strike, Eldritch Quagmire, -5 to attacks and granting CA until SONT, prone
25 Archer 1 (-B, 11) | HP: -13/?? | Triple Shot, marked by Isabelle
25 Archer 2 (A, 20) | HP: -64/?? | Bloodied, Triple Shot, Grommak's quarry
24 Sailor 20 (-C, 24) | HP: 1/1 | ded
21 Big John (-C, 12) | HP: 79/89 | Surges: 11/11 | AP: 0/1 | Glowering Threat, Defensive Advance, Mountain Sweep, Funneling Flurry, Disciplined Counter, Sweeping Blow
20 Axeman 1 (-C, 14) | HP: -117/?? | ded
18 Henri (-F, 21) | HP: 57/74 | Surges: 8/8 | AP: 1/1 | Inspiring Word (3/3), Dragon's Tenacity, Lifeblood, Relentless Wounding, Create Opportunity, +2 to attacks until EONT
14 Grommak (-D, 20) | HP: 32/86 | Surges: 7/9 | AP: 0/1 | Bloodied, Off-Hand Strike, Cross-Body Parry, Ruffling Sting, Lashing Leaves, Furious Assault, Sohei Flurry, Invigorating Stride, Second Wind, Frenzied Skirmish, +2 to defenses until SONT, prone
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: 79/89
Bloodied: 44
Surge Value: 22
Surges left: 11/11
Action Points: 0

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away
+3 to defenses until EONT

Powers:

Combat Challenge
Dual Strike
Footwork Lure
__________________________________

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

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

* Limit 2 per day, must be from different items. This increases by 1 per milestone reached.

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.
User avatar
Namelessjake
Plane Wings Sharp Like Katana
Posts: 4469
Registered for: 11 years 10 months
Location: Blockbuster

Re: Blackwood's Dogs IC

Post by Namelessjake »

Seeing Grommak knocked to the floor, Darcell makes his way down to the deck. He tries to distract the archer with his lute however the man is not phased by the Bard's attempt. Frustrated Darcell bends down and places his hand on Grommak's Scimitar. It begins to rumble softly as though a booming thunderhead is contained within. "This should surprise him," he says to the Orc with a smirk.
Mechanics
[SHOW]
Move Action: Walk to (-C, 21)

Standard Action: Blunder on Archer 2
20 vs. Will misses

6(1d20) +14 = 20; 4(1d6) +9 = 13

Minor Action: Echoing Weapon on Grommak's Scimitar.

Until the end of my next turn, the next weapon attack made with the target weapon deals 2d6 thunder damage to one target of the attack, regardless of whether the attack hits or misses.
Combat Block
[SHOW]
Darcell

Male Half-Elf Cunning Bard 11
Languages: Common, Forellian, Serran, Imardanian.
Age: 25
Height: 5'11"
Weight: 165 lbs.

Speed: 6
Initiative: +14 (+16 when within 10 of Henri)
Passive Perception: 21
Passive Insight: 19
Senses: Low-light Vision

AC: 24
Fort: 21
Reflex: 22
Will: 26
HP: 51/79
Bloodied: 39
Surge Value: 20
Surges left: 9/10
Action Points: 1

MBA: +13 vs AC, 1d8+3 damage. (+2 to damage rolls when you have combat advantage)
RBA: +9 vs AC, 1d4+2 damage.

Resistances: None
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Vicious Mockery
Staggering Note
__________________________________

Second Wind [_]
Guardian's Counter [_]
Demoralizing Strike [_]
Majestic Word [x][_] **
Words of Friendship [_]
Blunder [x]
Moment of Escape [_]
Echoing Weapon [x]
Revitalizing Incantation [x]
Unluck [x]
Illusory Erasure [_]
Lying Lights [_]
Harper Pin
Mielikki's Endurance [_] *
Lliira's Grace [_] *
Tymora's Luck [_] *
Feytouched Hide Armor +3 [_]
__________________________________

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

* Can only use one per encounter
** Can be used twice per encounter but only once per round

Consumables:

None.
Important Features:
[SHOW]
Racial Traits and Class or Path Features:

Group Diplomacy: I grant allies within 10 squares of me a +1 racial bonus to Diplomacy checks.

Bardic Training: I can perform two bard rituals per day of my level or lower without expending components.

Virtue of Cunning: Once per round, when an enemy attack misses an ally within 8 squares of me, I can slide that ally 1 square as a free action.

Song of Rest: When I play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier (+6) with each healing surge.

Shrouding Action: When I spend an action point to take an extra action, one ally I choose within 5 squares of me and I become invisible until the end of my next turn.

Virtue of Deceit: When I use Virtue of Cunning, one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.

Notable Feats:

Resourceful Leader: When an ally I can see spends an action point to make an attack, the ally gains a +5 bonus to damage rolls on a hit or gains 5 temporary hit points on a miss.

Superior Will: If I am dazed or stunned I can make a saving throw at the start of my turn to end that effect, even if the effect doesn't normally end on a save.

Advantage of Cunning: When I slide an ally with my Virtue of Cunning, I can also slide an enemy that was adjacent to that ally into the space the ally vacated.

Battle Song Expertise: I gain a +1 feat bonus to the number of squares that I can pull, push, or slide creatures with my bard attacks and bard paragon path attacks.

Improved Cunning: When I use Virtue of Cunning to slide an ally, I can slide the ally 2 squares instead of 1.

Item Features:

Headband of Intellect: Gain a +2 item bonus to knowledge or monster knowledge checks, and a +1 item bonus to attack rolls on powers that have the psychic keyword.

Spyglass of Perception: Gain a +3 item bonus to Perception checks when using this device.
User avatar
ratwizard
A Wan Smile
Posts: 6003
Registered for: 11 years 11 months
Location: Hellworld

Re: Blackwood's Dogs IC

Post by ratwizard »

Grommak is knocked on his hind as the powerful bow-shot from point blank catches him by surprise with its force and embeds into his heavy-padded chest, piercing the flesh underneath. He stands up, weary, and makes a charging slash at the Archer but his senses are dulled and he fails to connect. Small bits of lightning dissipate from his heavy scimitar, however, shocking the archer minorly. "I'll wager I can take more arrows than you can take stab wounds," he growls through his gritted teeth, readying himself.
Mechanics
[SHOW]
Move: Stand up from prone.

Standard: Charge to -A20, using Marauder's Rush on Archer 2. Nat miss but 5 thunder damage from Darcell's power.
Attack: http://dice.brainclouds.net/Result.aspx?ID=FPQN6JUU
Miss Thunder Damage: 5(2d6) = 5
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: 32/86
Bloodied: 43
Surge Value: 21
Surges left: 7/9
Action Points: 0

MBA: +18, 1d10+13

Resistances:
None.

Vulnerabilities:
None.

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

Active Effects:

CA on Archer 2.

Powers:

Hunter's Quarry
Marauder's Rush
Twin Strike
__________________________________

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

Jaws of the Wolf [_]
Frenzied Skirmish [x]
Begin the Hunt [_]
Attacks on the Run [_]
Blood of the Fallen [_]

Consumables:

None.
Important Features:
[SHOW]
Racial Traits and Class or Path Features:

Running Attack: Using a standard action that allows movement and I move 2+ squares away, I gain +1 to attack rolls as part of that action.
Dancing Defense: If hitting with at least two melee attacks on my turn, I gain a +2 bonus to AC and Reflex TSNT.
Dual-Blade Action: On AP-spend, I can take an attack with both hands with a +4 WISmod bonus to damage.
Half-Orc Resilience: First time being blooded in an encounter, gain 10 THP.
Swift Charge: +2 bonus to speed while charging.
Sohei Indomitability: +1 power bonus to save throws against fear, daze, domination, or stun effects.

Notable Feats:

Impending Doom Style: If both Twin Strikes hit, one target takes a -2 penalty to attack rolls til my next turn end.
Cunning Stalker: I gain CA against creatures with no other creatures adjacent.
Two-Weapon Opening: When scoring a crit with my main hand, I can take a MBA with my off-hand against the target as a free action.
Heavy Blade Expertise: +2 to defenses against Op Attacks while wielding HB.

Item Features:

Jagged Weapon +3: Crits on a 19 or 20, and crits do 10 ongoing damage (save ends).
Boots of the Fencing Master: When shifting, gain a +1 item bonus to AC and Reflex TENT.
kalis5
Hm...
Posts: 818
Registered for: 10 years 9 months

Re: Blackwood's Dogs IC

Post by kalis5 »

Liam, continuing to grumble at his rotten luck this day, decides to just suck it up and walk slowly over the plank. At least he'll have made it to the other ship and accomplished something.
Mechanics
[SHOW]
Double move to -H18
Combat Block
[SHOW]
Liam "Dirge" Rend

Human Bladesinger Level 11
Languages: Common, Elven, Dwarven
Age: 23

Speed: 6
Initiative: 12 (+2 if within 10 squares of Henry)
Passive Perception: 21
Passive Insight: 16
Senses: Low-light

AC: 26
Fort: 21
Reflex: 25
Will: 23
HP: 75/75
Bloodied: 37
Surge Value: 18
Surges left: 9/9
Action Points: 1

Resistances:
Vulnerabilities: None
Active Effects: None

Powers:

Bull Rush Attack
Grab Attack
Opportunity Attack
Erupting Flare
Dancing Fire
Dazzling Sunray
Unseen Hand
Cantrip Prestidigitation

Versatile Spellbook
_____________________________

Class Feature Bladesong [ ]
Cantrip Suggestion [ ]
Cantrip Chameleon's Mask
L2 Shield [ ]
L6 Dispel Magic [ ]
L10 Flush with Success [ ]
Theme Feature Iron Wolf Charge [ ]


_____________________________


Boon Spell Enemies Abound [ ]
L1 Skewering Spikes [ ]
L5 Grim Shadow [ ]
L9 Charm of the Defender [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.
User avatar
Scratcherclaw
YUO ARE SMART
Posts: 4079
Registered for: 11 years 11 months

Re: Blackwood's Dogs IC

Post by Scratcherclaw »

"These poor suckers just don't know when to give up when they're down," Henri shouts, leisurely walking closer to the nearby bowman. "Have some more of this!" he calls out, unleashing more musket balls to barrage the man. With the foe properly distracted, Grommak is able to land a powerful blow. Such an ignorant man just letting himself get slaughtered.
Mechanics
[SHOW]
Move: Walk to -C23

Standard: Race the Arrow on Archer 2
Attack: 15(1d20) +19 = 34 vs AC = Hit
Damage: 5(1d6) +10 = 15
Grommak gets a free MBA
1(1d20) +23 = 24 vs AC = Miss

Grommak gets another free MBA from Create Opportunity
16(1d20) +20 = 36 vs AC = Hit
Damage: 3(1d10) +8(2d6) +13 = 24
Combat Block
[SHOW]
Henri LaBelle

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

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

AC: 23
Fort: 24
Ref: 21
Will: 24
HP: 74
Bloodied: 37
Surge Value: 18
Surges left: 8/8
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 [_]
Tempest of Triumph [_]
Lifeblood [X]
Inspiring Belligerence [_]
Dragon's Tenacity [X]
Shifting Tides [_]

__________________________________

Relentless Wounding [X]
Create Opportunity [X]
Warlord's Recovery [_]

Gloves of Piercing [_]
Bracers of Archery [_]
Stone of Wind [_]


Consumables:

None
Important Features
[SHOW]
Crossbow Expertise: You gain a +1 feat bonus to attack rolls that you make with a crossbow. This bonus increases to +2 at 11th level and +3 at 21st level. Also, you ignore partial cover or superior cover with weapon attacks you make with a crossbow.

Improved Defenses: You gain a +1 feat bonus to Fortitude, Reflex, and Will. This bonus increases to +2 at 11th level and +3 at 21st level.

Archer Captain: You and any ally within 5 squares of you ignore the penalty for attacking at long range.

Improved Inspiring Word: Add your Charisma modifier to the hit points restored by your inspiring word.

Cunning Stalker: You gain combat advantage against enemies that have no creatures adjacent to them other than you.

Duty's Virtue: Once per round, you can use the aid defense action as a minor action, but only if the chosen ally is bloodied. Also, you gain a +2 feat bonus to initiative checks.

Far Shot: When you use a projectile weapon such as a bow or a crossbow, increase both the normal range and the long range by 5 squares.

Jack of All Trades You gain a +2 feat bonus to untrained skill checks.

Fight On: You can use your inspiring word one additional time per encounter.

Resourceful Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, that attack gains a bonus to damage equal to one-half your level + your Intelligence modifier. If the attack hits no target, the ally gains temporary hit points equal to one-half your level + your Charisma modifier.

Mighty Action: When you spend an action point to take an extra action, any ally who can see and hear you gains a +1 bonus to attack rolls and damage rolls until the start of your next turn.

Tempestuous Inspiration: When you use your inspiring word power, you can give the target of the power a +2 bonus to attack rolls and a bonus to damage rolls equal to your Charisma modifier that lasts until the end of your next turn. If the target's first attack misses during that time misses, the target grants a combat advantage to attackers until the end of your next turn.

Archer Warlord When you make a ranged basic attack with a bow, you can use Strength instead of Dexterity for the attack roll and the damage roll.

Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.

Blood Dependency: When you are bloodied, your healing surge value drops by 2.

Living Dead: If a power has different effects on living creatures and undead creatures, you choose which effect applies to you.

Necrotic Resistance: You have a necrotic resistance equal to 5 + one-half your level.

The Mariner: While aboard a ship, gain a +1 bonus (+2 at Level 10) to any skill or ability check related to life at sea; gain the sea legs power. You gain a +2 power bonus to initiative checks. You ignore difficult terrain when you shift. While aboard a ship, you can use a minor action once per round to shift 1 square.

Distance Imardanian Officer's Pistol +3: Increases the weapon's normal range by 5 squares and the long range by 10 squares.

Lifeblood Hide Armor +2: You gain 5 temporary hit points after each rest. If you remove the armor, you lose these hit points.

Gem of Colloquy: You gain a +1 item bonus to Bluff and Diplomacy checks.

Cloak of Distortion: You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item's enhancement bonus.

Bracers of Archery: You gain a +2 item bonus to damage rolls while attacking with a bow or crossbow.

Acrobat Boots: You gain a +1 item bonus to Acrobatics checks.
User avatar
PureZaros
The Enigma
Posts: 651
Registered for: 11 years 5 months
Location: *Calculating...*

Re: Blackwood's Dogs IC

Post by PureZaros »

"Right, then." Isabelle growls, vaulting into a standing position again. "No more talk." She dashes back up the stairs, coming in low and savagely slashing at the archer's legs. The blade catches the man full on the thigh, shearing right through the material covering the area and leaving a gaping gash in its wake, which immediately begins to bleed heavily. "Just die."
MECHANICS
[SHOW]
Minor Action: Acrobat Boots to stand from prone.

Move Action: Isabelle moves to [-A, 11]

Standard Action: Frigid Blade on Archer 1
Attack: 38 vs AC... Crit!
Damage: 17 cold damage.
Archer 1 takes ongoing 10 damage (save ends).
If Archer 1 starts its turn adjacent to me, it has -3 to speed until the end of its next turn.

Ready Immediate Action: Fettering Aegis
Ranged 10
If Archer 1 willingly moves away from me, it takes 1d8+9 force damage and is pulled to a square adjacent to me. Archer 1 is then immobilized until the end of its 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: 54/91
Bloodied: 45
Surge Value: 22
Surges left: 8/11
Action Points: 0

Resistances:
5 Poison
10 Fire while manifesting Cindersoul
4 All while bloodied

Vulnerabilities: None

Active Effects:
Manifesting Cindersoul
+2 racial bonus to saving throws against ongoing damage while manifesting Watersoul

Powers:

MBA: +19 to attack, 1d8+9 damage
RBA: +16 to attack, 1d4+6 damage (using dagger)

Bull Rush Attack
Grab Attack
Opportunity Attack
Aegis of Ensnarement
Sword Burst
Frigid Blade

Summoned Armor +3
Acrobat Boots
__________________________________

[_] Second Wind
[X] Inevitable Strike
[_] Foesnare
[_] Mythal Recovery
[_] Dimensional Vortex
[_] Fettering Aegis
[X] Four Corners Attack
[_] Strength Against Strength
[_] Explosive Runes

[_] Periapt of Cascading Health +2
[_] Viper Belt
[_] Ruby Scabbard

Require Manifestation:
[X] Firedeath §
[_] Swiftcurrent
__________________________________

[_] Binding Aegis
[_] Swordmage Shielding Fire
[X] Eldritch Quagmire
[_] Troll Rampage

* Immediate Reaction
§ Indicates Active Manifestation
Important Features:
[SHOW]
Aegis of Ensnarement:
I mark the target. The target remains marked until I use this power against another target. If I mark another creature using other powers, the target is still marked.
Until the mark ends, if the target makes an attack that doesn't include me as a target, it takes a -2 penalty to the attack roll.
I fa 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 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
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
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Fialova
Magical Liopleurodon
Posts: 5027
Registered for: 11 years 10 months
Location: The Great North
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Re: Blackwood's Dogs IC

Post by Fialova »

With more combined effort the archer to the rear of the ship is finally brought down, leaving only the one at the front left standing among the crew. Big John moves up behind while he is distracted by Isabelle and yanks him to the ground, pulling the man directly beneath where he is standing before leering down.

Go: Everyone
Mechanics
[SHOW]
Darcell: moves, misses, buffs

Grommak: stands, charges and misses

Liam: moves

Henri: moves, hits

Grommak: 2 free attacks, misses, hits and kills

Isabelle: stands, moves, crits

Archer 1: takes 10 damage. Attacks Isabelle, 22 vs AC = miss. Fails to save.

Big John:
Move Action: move to (-D, 11)

Standard Action: Footwork Lure on Archer 1
Attack: 27 vs AC = hit
Hit: 18 damage, bloodying the archer, who is knocked prone and slid to (-C, 11).
Map
[SHOW]
Image
Map Info
[SHOW]
Bowsprit: The horizontal mast at the front of the ship. This can be walked upon, with a DC: 20 to balance, and is accessible from atop the forecastle. Moving along it counts as being in between the squares that are shown on either side of it.

Forecastle: The enclosed structure at the front of the main deck, which can be entered from its 2 doors or moved on top of via staircases. The top level is at elevation 2.

Aftcastle: The encloses structure at the rear of the main deck, where the steering wheel is located. It can be entered from its 2 doors or moved on top of via staircases. The top level is at elevation 2.

Planks: There are two of these, one spanning (-I, 18) to (-G, 18) and the other spanning (-I, 23) to (-G, 23). These are narrow and somewhat wobbly, and as such they must be crossed with caution. You can either treat them as difficult terrain and move across them slowly and cautiously, or you can try your luck at going a bit faster. The faster route requires an acrobatics check to balance while moving, DC: 25, but does not require you to move at half speed. Only one person can be on them at a time or they will collapse.

Railings: The railings of both ships can be walked on (squares that are half water, half railing on the merchant ship count as railing squares), but follow standard balance rules (DC: 25, move half speed on them).

Rigging: Each ship has rigging holding up the masts, which can be climbed on. For the Saint, the ones on this side of the ship can be entered from (-I, 15-16) or (-I, 25-26). For the merchant vessel, they can be entered from (-G, 14-15), (-G, 22-23), (C, 14-15), and (C, 22-23). Each square closer to the center of the ship is also 1 square higher than the previous one, moving diagonally upward. The rigging on the Saint moves in a straight line from the railings to the masts, but on the other ship it moves diagonally in both the vertical and horizontal planes. Climbing in the rigging follows the standard athletics climbing rules, DC: 10.

Stairs: There are 4 staircases moving up to the tops of the forecastle and aftcastle, as well as 3 heading lower into the ship all squares that are entirely stairs count as difficult terrain.

Masts: The 3 masts, shown by large circles with 4 smaller circles around them, are impassable and provide cover. The squares that their images occupy can be entered, but you cannot move through the masts themselves (functioning like corners).

Doors: There are 4 doors, at (-A, 12), (-D, 12), (-A, 25), and (-D, 25). These lead into either the forecastle or aftcastle, but are currently closed.

Grate: The large wooden grate that opens up to the cargo hold 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.

Wheel: The wheel turns the rudder, and thus the ship. Use with caution.

The Sea: For those who end up in the water, it is athletics DC: 15 to swim. Each turn in the water you must make the check, failure by 4 or less means you can't move, failure by 5 or more means you can't move and sink 1 square, success means you are allowed to move that turn. In the water you move at one-half your speed.

There are notches in the side of the Saint at (-I, 25), and it is an athletics DC: 15 to climb up, using standard climb rules. The deck of the ship is 4 squares above the water level, meaning you need to move upwards a total of 5 squares to be back on the deck.

Eldritch Quagmire Aura: squares in the aura are difficult terrain to enemies of Isabelle.
Enemy Info
[SHOW]
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.

Archers: These men are trained in marksmanship, making them much greater threats than the average crewman of this ship. They can rain arrows down on you from afar while you wade through the rabble to get to them. Despite their skill, though, they are still only lightly armored, and a few strong swings of a blade will bring them down.

Axemen: These armored members of the merchant crew are likely hired muscle with real combat experience. They were thick hides and hold heavy axes, and look like they can pack quite a punch.
Status
[SHOW]
34 Liam (-H, 18) | HP: 75/75 | Surges: 9/9 | AP: 1/1 | Charm of the Defender
32 Darcell (-C, 21) | HP: 51/79 | Surges: 9/10 | AP: 1/1 | Unluck, Revitalizing Incantation, Majestic Word (1/2), Blunder, Echoing Weapon
26 Isabelle (-A, 11) | HP: 54/91 | Surges: 8/11 | AP: 1/1 | Firedeath, Four Corners Attack, Inevitable Strike, Eldritch Quagmire
25 Archer 1 (-C, 11) | HP: -58/?? | Bloodied, Triple Shot, marked by Isabelle, ongoing 10 damage (save ends), prone
25 Archer 2 (A, 20) | HP: -108/?? | ded
21 Big John (-D, 11) | HP: 79/89 | Surges: 11/11 | AP: 0/1 | Glowering Threat, Defensive Advance, Mountain Sweep, Funneling Flurry, Disciplined Counter, Sweeping Blow
18 Henri (-C, 23) | HP: 57/74 | Surges: 8/8 | AP: 1/1 | Inspiring Word (3/3), Dragon's Tenacity, Lifeblood, Race the Arrow, Relentless Wounding, Create Opportunity
14 Grommak (-A, 20) | HP: 32/86 | Surges: 7/9 | AP: 0/1 | Bloodied, Off-Hand Strike, Cross-Body Parry, Ruffling Sting, Lashing Leaves, Furious Assault, Sohei Flurry, Invigorating Stride, Second Wind, Frenzied Skirmish
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: 79/89
Bloodied: 44
Surge Value: 22
Surges left: 11/11
Action Points: 0

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away
+3 to defenses until EONT

Powers:

Combat Challenge
Dual Strike
Footwork Lure
__________________________________

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

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

* Limit 2 per day, must be from different items. This increases by 1 per milestone reached.

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.
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PureZaros
The Enigma
Posts: 651
Registered for: 11 years 5 months
Location: *Calculating...*

Re: Blackwood's Dogs IC

Post by PureZaros »

Sliding forward as Big John trips the archer and drags him away, Isabelle tries to plant her sword in the archer's other leg. Unfortunately, the man gets very lucky and manages to dodge the blade, which catches for a moment in the deck. "Can't play hide and seek forever, y'know."
MECHANICS
[SHOW]
Move Action: Isabelle shifts to [-B, 11]

Standard Action: Frigid Blade on Archer 1
Attack: 22 vs AC... crit fail
Damage: Nope.

Ready Immediate Action: Fettering Aegis
Ranged 10
If Archer 1 willingly moves away from me, it takes 1d8+9 force damage and is pulled to a square adjacent to me. Archer 1 is then immobilized until the end of its 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: 54/91
Bloodied: 45
Surge Value: 22
Surges left: 8/11
Action Points: 0

Resistances:
5 Poison
10 Fire while manifesting Cindersoul
4 All while bloodied

Vulnerabilities: None

Active Effects:
Manifesting Cindersoul
+2 racial bonus to saving throws against ongoing damage while manifesting Watersoul

Powers:

MBA: +19 to attack, 1d8+9 damage
RBA: +16 to attack, 1d4+6 damage (using dagger)

Bull Rush Attack
Grab Attack
Opportunity Attack
Aegis of Ensnarement
Sword Burst
Frigid Blade

Summoned Armor +3
Acrobat Boots
__________________________________

[_] Second Wind
[X] Inevitable Strike
[_] Foesnare
[_] Mythal Recovery
[_] Dimensional Vortex
[_] Fettering Aegis
[X] Four Corners Attack
[_] Strength Against Strength
[_] Explosive Runes

[_] Periapt of Cascading Health +2
[_] Viper Belt
[_] Ruby Scabbard

Require Manifestation:
[X] Firedeath §
[_] Swiftcurrent
__________________________________

[_] Binding Aegis
[_] Swordmage Shielding Fire
[X] Eldritch Quagmire
[_] Troll Rampage

* Immediate Reaction
§ Indicates Active Manifestation
Important Features:
[SHOW]
Aegis of Ensnarement:
I mark the target. The target remains marked until I use this power against another target. If I mark another creature using other powers, the target is still marked.
Until the mark ends, if the target makes an attack that doesn't include me as a target, it takes a -2 penalty to the attack roll.
I fa 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 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
Last edited by PureZaros on Fri Mar 06, 2015 8:08 pm, edited 1 time in total.
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
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