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PostPosted: Thu Oct 06, 2016 2:42 pm 
Salmon Bread with the Queen
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Joined: Fri Jan 04, 2013 11:18 am
Posts: 1384
Location: Blighty
With Juliette backing off, one of the archers opens fire on Shira'stasa, but the arrow misses its mark, meanwhile the Blades move to surround the remaining bandit at the Southern entrance. The woman Cleo hands the sword to nods and tries breaking the cage's lock with the sword, however her first attempt has little success.

"This should help," she says to Cleo as she channels a magical energy into the young Tenant, who feels revitalised as her wounds heal.

This is short lived however, as two of the bandits chase after Cleo, one of which manages to land a blow on her.


Go: Geral

Mechanics: show
Cleo: critical miss, miss, miss, hit, flurry of blows, kills, shifts, shifts, draws sword, drops sword.

Shira'stasa: Chastises, walks, hits x 3, kills, sustains.

Juliette: Double run.

Archer 5: takes 8 fire damage, shifts to (L, 8), shoots Shira'stasa, 11 vs AC = miss.

Blade 3: Shifts to (Z, 25), Attacks Brigand 4, 20 vs AC = hits for 4 damage.

Blade 2: Attacks Brigand 4, 20 vs AC hits for 6 damage.

Captive 2: Makes MBA on cage lock, 8 vs AC = miss, Healing Infusion: Curative Admixture on Cleo, Cleo gains 11 HP and is unbloodied.

Bandit 8: Charges to (U, 27) attacking Cleo, 7 vs AC = critical miss.

Brigand 2: Charges to (T, 27) attacking Cleo, 23 vs AC = hit for 5 damage.

Map: show
Image

Map Info: show
Buildings: 10 foot high adobe buildings with a few tile steps in front of the doorway. Athletics DC 15 to climb the sides.

Watch Tower: Wooden towers 20 feet tall. They can be easily climbed with an Athletics Check. Ladder DC 5, rest of tower DC 10.

Wooden Steaks: A form of light defence. They are difficult terrain and deal 1d6 damage for each square travelled through.

Tents: The tents can be moved through easily and will fall down when their squares are entered.

Other Furniture: Difficult terrain, can be interacted with as you would expect.

Cages: Locked cages each containing a captive.

Various Fire: Any creature that begins its turn in the flames takes 8 fire damage once, and any creature that ends its turn in the flames takes 5 ongoing fire damage (save ends). At the end of each round, any fire will attempt to spread to any nearby flammable objects.

Enemy Info: show
Archer: lightly armoured, they strike from range with their bows, resorting to daggers at close quarters.

Brigands: Strong bulky men armed with maces or large scimitars.

Bandits: Lightly armed and armoured, these are likely existing bandits that joined the more experienced and skilled group of rogue Malachite Blades.

Status: show
25 Archer 4 (W, 28) | HP: ??/?? |
23 Cleo (T, 28) | HP: 16/29 | Surges: 8/8 | AP: 0/1 | Masterful Spiral
23 Shira'stasa (O, 1, 2) | HP: 27/27 | Surges: 7/7 | AP: 1/1 |
22 Juliette (V, 0) | HP: 7/33 | Surges: 9/9 | AP: 1/1 | Defender's Aura, Bloodied, granting CA and -5 to attack rolls until SONT
22 Archer 5 (L, 8) | HP: -15/?? |
21 Blade 3 (Z, 25) | HP: 23/36 | Surges: 6/6 |
20 Blade 2 (AB, 25) | HP: 36/36 | Surges: 6/6 |
20 Captive 2 (T, 29) | HP: ??/?? | Healing Infusion: Curative Admixture
20 Bandit 8 (U, 27) | HP: 1/1 |
19 Brigand 2 (T, 27) | HP: ??/?? |
18 Geral (AA, 9) | HP: 31/31 | Surges: 11/11 | AP: 1/1 | Granting CA and -5 to attack until SONT.
18 Archer 6 (H, 10) | HP: -19/?? | Bloodied
18 Brigand 4 (AA, 23) | HP: -25/?? |
17 Archer 2 (E, 7) | HP: ??/?? |
17 Captive 1 (R, 29) | HP: ??/?? |
16 Archer 1 (E, 26) | HP: ??/?? |
16 Bandit 9 (X, 23) | HP: 0/1 | Dead
15 Khaled (AB, 23) | HP: 41/41 | Surges: 6/6 |
15 Brigand 5 (E, 2) | HP: -12/?? | Can't make OAs until Shira EONT
14 Brigand 1 (E, 1) | HP: -6/?? | Can't make OAs until Shira EONT
13 Bandit 7 (AA, 23) | HP: 0/1 | Dead
12 Bandit 4 (AA, 25) | HP: 0/1 | Dead
11 Bandit 1 (D, 1) | HP: 0/1 | Dead
9 Blade 1 (AB, 24) | HP: 36/36 | Surges: 6/6 |
8 Archer 3 (V, 25) | HP: -14/?? |
8 Bandit 6 (O 14) | HP: 1/1 |
7 Bandit 2 (O, 13) | HP: 1/1 |
6 Brigand 3 (X, 24) | HP: -55/?? | Dead
5 Bandit 5 (X, 25) | HP: 0/1 | Dead
4 Bandit 3 (X, 27) | HP: 0/1 | Dead
4 Bandit 10 (Y, 24) | HP: 0/1 | Dead
0 Fire Spread


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PostPosted: Sun Oct 09, 2016 8:28 pm 
Hm...

Joined: Fri Feb 14, 2014 1:12 pm
Posts: 812
Geral, seeing that Cleo was in trouble, moves as fast as he can to try and get in range to support her.
"Damn that's a good number of Bandits... Hope I'm not too late."

Mechanics: show
Double Move to Y20.


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PostPosted: Tue Oct 11, 2016 10:59 am 
Salmon Bread with the Queen
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Joined: Fri Jan 04, 2013 11:18 am
Posts: 1384
Location: Blighty
Being the only remaining visible target on the West side of the camp, Shira'stasa takes two arrows from the nearby Archers. Meanwhile at the South entrance, the last remaining bandit fighting the Malachite Blades, pushes on of them back with a hefty blow of his mace, however Khaled and another Blade take the opportunity to land crippling blows of their own, almost killing their exiled brother in arms.

One of the bandits outside of the camp gives chase after Juliette, albeit at a slower pace, however the other sets his sights on Shira'stasa, making his way to the base of the building she stands on top of.

Geral, now in the camp, becomes a target first taking an arrow in the shoulder before two bandits charge at him in quick succession. However the poorly trained new recruits to the group of bandits are little match for the seasoned mercenary who blocks their attacks with relative ease.

Meanwhile the fires set by Cleo now engulf the entirety of both watch towers.

Go: Cleo, Shira'stasa, Juliette

Mechanics: show
Geral: Double move.

Archer 6: Shoots at Shira'stasa, 23 vs AC = hit for 6 damage.

Brigand 4: Attacks Blade 3, 19 vs AC = hit for 12 damage bloodying and pushes Blade 3 to (Y, 26).

Archer 2: Shoots at Shira'stasa, 19 vs AC = hit for 4 damage.

Captive 1: Does nothing.

Archer 1: Walks to (K, 17), shoots at Geral, 26 vs AC = hit for 4 damage.

Khaled: Attacks Brigand 4, crits for 10 damage, bloodying.

Brigand 5: Double move to (Q, -1).

Brigand 1: Double move to (O, 0, 0).

Blade 1: Attacks Brigand 4, crits for 10 damage.

Archer 3: Shoots at Geral, 27 vs AC = crits for 9 damage.

Bandit 6: Walks to (T, 20), charges to (X, 20) attacking Geral, 19 vs AC = miss.

Bandit 2: Walks to (U, 17), charges to (X, 19) attacking Geral, 11 vs AC = miss.

Fire Spread

Archer 4: Shoots at Blade 3, 9 vs AC = miss.

Map: show

Map Info: show
Buildings: 10 foot high adobe buildings with a few tile steps in front of the doorway. Athletics DC 15 to climb the sides.

Watch Tower: Wooden towers 20 feet tall. They can be easily climbed with an Athletics Check. Ladder DC 5, rest of tower DC 10.

Wooden Steaks: A form of light defence. They are difficult terrain and deal 1d6 damage for each square travelled through.

Tents: The tents can be moved through easily and will fall down when their squares are entered.

Other Furniture: Difficult terrain, can be interacted with as you would expect.

Cages: Locked cages each containing a captive.

Various Fire: Any creature that begins its turn in the flames takes 8 fire damage once, and any creature that ends its turn in the flames takes 5 ongoing fire damage (save ends). At the end of each round, any fire will attempt to spread to any nearby flammable objects.

Enemy Info: show
Archer: lightly armoured, they strike from range with their bows, resorting to daggers at close quarters.

Brigands: Strong bulky men armed with maces or large scimitars.

Bandits: Lightly armed and armoured, these are likely existing bandits that joined the more experienced and skilled group of rogue Malachite Blades.

Status: show
25 Archer 4 (W, 28) | HP: ??/?? |
23 Cleo (T, 28) | HP: 16/29 | Surges: 8/8 | AP: 0/1 | Masterful Spiral
23 Shira'stasa (O, 1, 2) | HP: 17/27 | Surges: 7/7 | AP: 1/1 |
22 Juliette (V, 0) | HP: 7/33 | Surges: 9/9 | AP: 1/1 | Defender's Aura, Bloodied, granting CA and -5 to attack rolls until SONT
22 Archer 5 (L, 8) | HP: -15/?? |
21 Blade 3 (Y, 26) | HP: 11/36 | Surges: 6/6 | Bloodied
20 Blade 2 (AB, 25) | HP: 36/36 | Surges: 6/6 |
20 Captive 2 (T, 29) | HP: ??/?? | Healing Infusion: Curative Admixture
20 Bandit 8 (U, 27) | HP: 1/1 |
19 Brigand 2 (T, 27) | HP: ??/?? |
18 Geral (Y, 20) | HP: 18/31 | Surges: 11/11 | AP: 1/1 |
18 Archer 6 (H, 10) | HP: -19/?? | Bloodied
18 Brigand 4 (AA, 23) | HP: -45/?? | Bloodied
17 Archer 2 (E, 7) | HP: ??/?? |
17 Captive 1 (R, 29) | HP: ??/?? |
16 Archer 1 (K, 17) | HP: ??/?? |
16 Bandit 9 (X, 23) | HP: 0/1 | Dead
15 Khaled (AB, 23) | HP: 41/41 | Surges: 6/6 |
15 Brigand 5 (Q, -1) | HP: -12/?? | Can't make OAs until Shira EONT
14 Brigand 1 (O, 0) | HP: -6/?? | Can't make OAs until Shira EONT
13 Bandit 7 (AA, 23) | HP: 0/1 | Dead
12 Bandit 4 (AA, 25) | HP: 0/1 | Dead
11 Bandit 1 (D, 1) | HP: 0/1 | Dead
9 Blade 1 (AB, 24) | HP: 36/36 | Surges: 6/6 |
8 Archer 3 (V, 25) | HP: -14/?? |
8 Bandit 6 (X 20) | HP: 1/1 |
7 Bandit 2 (X, 19) | HP: 1/1 |
6 Brigand 3 (X, 24) | HP: -55/?? | Dead
5 Bandit 5 (X, 25) | HP: 0/1 | Dead
4 Bandit 3 (X, 27) | HP: 0/1 | Dead
4 Bandit 10 (Y, 24) | HP: 0/1 | Dead
0 Fire Spread


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PostPosted: Tue Oct 11, 2016 5:06 pm 
Magical Liopleurodon
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Joined: Thu Jan 03, 2013 7:46 pm
Posts: 2002
Location: The Great North
"Thanks!" Cleo says, as the woman's spell refreshes the young Tenant. She unleashes another series of blows against the two men near her and, though only one connects, the ferocity of her attacks begin to spread an aura of heat around her.

Backing away again, Cleo grabs the other weapon she'd picked up days before - a dagger - and drops it in the other cell with the other prisoner. "Get yourself out of there," she says, turning back to her foes.

Mechanics: show
Standard Action: Five Storms Attack Technique
Attack vs Bandit 8: 9 vs Reflex = critical miss
Attack vs Brigand 2?: 14 vs Reflex = hit?
Hit: 8 damage

Minor Action: Sarifal's Blessing
Effect: Aura 2 until EONT, enemies in aura have vulnerable 5 fire, allies have resist 5 fire

No Action: Desert Wind Flurry of Blows on Brigand 2
Effect: 5 Fire damage, plus 5 more from vulnerability, for a total of 10 damage. I shift to (S, 28).

Minor Action: draw Dagger

Free Action: drop Dagger in (R, 29) with Captive 1

Combat Block: show
Tn. Cleo

Female Hengeyokai Monk 2
Languages: Serran, Imardanian
Age: 22
Height: 4' 11"
Weight: 106 lbs.

Speed: 7
Climb Speed (as a cat): 7
Initiative: +6
Passive Perception: 11
Passive Insight: 11
Senses: Low-light Vision

AC: 20
Fort: 13
Reflex: 17
Will: 15
HP: 16/29
Bloodied: 14
Surge Value: 7
Surges left: 8/8
Action Points: 0

MBA: +11 vs AC, 1d8+6 damage. (+1 damage to bloodied targets)
RBA: +11 vs AC, 1d4+6 damage. (+1 damage to bloodied targets)

Resistances:
5 Fire

Vulnerabilities: None
Saves:
+2 vs immobilize, restrain, or slow

Active Effects:
+2 to checks to escape grab
+5 to bluff vs insight to discover I am not human
Spiral Stance, +1 reach with melee touch attacks
Aura 2, enemies in aura have vulnerable 5 fire, allies have resist 5 fire

Powers:

Nature's Mask
Desert Wind Flurry of Blows
Blistering Flourish
Five Storms
Agile Recovery
__________________________________

Second Wind [_]
Sarifal's Blessing [X]
Light the Fire [_]
__________________________________

Masterful Spiral [X]

Consumables:

None

Important Features:: show
Mental Crucible: I gain resist 5 fire (or +2 if I already have resist fire of 5+)

Unarmed Combatant: unarmed attack has +3 proficiency, 1d8 damage, unarmed group, can be affected by ki foci. Must have a free hand to use it.

Unarmored Defense: +2 to AC when in cloth armor or no armor and not using a shield.

Full Discipline: Can only use one full discipline power per round, but can use it as many times as the power would allow (at-will's any number of times in a round, encounters once per round, etc.) Can use full discipline techniques in whatever order I like, and if I spend an action point I can choose a different full discipline power.

Beast Nature: I am considered both a magical beast and a humanoid.

Elusive: +2 racial bonus to checks made to escape grabs and to saving throws against effects that immobilize, restrain, or slow me.

Fey Origin: I am considered Fey.

Language of Beasts: I can speak to and understand natural and fey felines in my hybrid or animal form, and understand but not speak to them in human form.

Shapechanger: I am considered a shapechanger.

Ki Focus Expertise: +1 to damage with ki focus vs bloodied targets.

Unarmored Agility: +2 to AC when in cloth armor or no armor.

Internalize the Basic Kata: I use Dexterity instead of Strength for my MBA rolls when using my Monk Unarmed Strike. My Flurry of Blows can trigger on an OA made with my Monk Unarmed Strike.


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PostPosted: Thu Oct 13, 2016 2:23 pm 
YUO ARE SMART
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Joined: Tue Jan 01, 2013 7:12 pm
Posts: 1006
Location: Somewhere between Hell and Lake Michigan
Seeing the bandit giving her chase, Juliette turns around and rushes back towards him, striking at his with her sickle and knocking him back towards his comrade. With her foes briefly disoriented for the moment, the Imardanian takes the opportunity to apply some bandages to her new wounds.

Mechanics: show
Move: Walk to S,-1

Standard: Disrupting Advance on Brigand 5
Attack: 13(1d20) +9 = 22 vs AC = Hit
Damage: 9(2d10) +5 = 14
Brigand 5 is pushed to O,-1, and he and Brigand 1 are slowed until EONT

And since she's in a bit of trouble, Action Point!

Standard: Second Wind
Juliette spends a surge to get to 15HP and gains +2 to defenses until SONT

Combat Block: show
Juliette LeMaire

Female Human Berserker 2
Languages: Imardanian, Serran
Age: 26
Height: 5'6"
Weight: 115 lbs.

Speed: 6
Initiative: +4
Passive Perception: 16
Passive Insight: 11
Senses: Low-light vision

AC: 20
Fort: 18
Ref: 17
Will: 14
HP: 15/33
Bloodied: 16
Surge Value: 8
Surges left: 8/9
Action points: 1

Resistances: None
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Jarring Smash
Run Down
Savage Reach
Vengeful Guardian
Defender Aura

__________________________________

Second Wind [X]
Disrupting Advance [X]
Savage Cut [_]

Shrug It Off [_]
__________________________________

Life-Ending Strike [_]

Consumables:

None

Important Features: show
Flail Expertise: You gain a +1 bonus to attack rolls that you make with a flail. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, when you hit with a melee weapon attack using a flail and the attack lets you slide the target, you can knock the target prone instead of sliding it.

World Serpent's Grasp: Whenever you hit a slowed or immobilized target with an attack, you can knock it prone.

Unarmored Agility: You gain a +2 feat bonus to AC while wearing either cloth armor or no armor.

Weapon Proficiency (Kusari-gama): You gain proficiency with the Kusari-gama.

Poised Defender: While your defender aura is active and you're not wearing heavy armor, you gain a + 2 bonus to AC.

Arid Desert Heartland: While you are wearing cloth armor or no armor and not using a shield, you gain a +3 bonus to AC and a +2 bonus to Reflex. At 4th level, you gain resist 5 fire. The resistance increases to 10 at 14th level and 15 at 24th level.

Berserker Fury: When you use a barbarian primal attack power, you enter your Berserker Fury until the end of the encounter. Alternatively, you can use a minor action while you are bloodied to enter the fury. The fury has the following effects.
+ Your defender aura ends, if it was active, and you cannot use defender aura or vengeful guardian until the fury ends.
+ Some of your powers, such as your barbarian martial at-will attack powers, gain additional benefits, as noted in those powers.
+ Your melee basic attacks deal 1d8 extra damage. This extra damage increases to 2d8 at 11th level and 3d8 at 21st level.

Human Defense Bonuses: You gain a +1 racial bonus to Fortitude, Reflex, and Will.


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PostPosted: Thu Oct 13, 2016 3:27 pm 
A Wan Smile
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Joined: Tue Jan 01, 2013 5:10 pm
Posts: 1615
Shira'stasa somehow shrugs off the incredible pain as the archers turn her into a pincushion. Instead, seeing the brigands below that threaten her and Juliette's lives, she deems their destruction more relevant.

"Hraaagh!" she cries gutturally, using arcane strength to seize control of the terrible, burning skeleton creature hampering the archers. With force, Shira'stasa sends the undead frame careening through the camp, scattering objects and clutter. It careens into place behind the two men that the Imardanian is now engaged with.

Screeching, the skeleton lashes out at one of the men as both of them begin to feel their flesh hiss and boil from the proximity. Up above, the Tenant narrows her eyes momentarily at the archers from afar, ready to deflect their arrows with her own spells. I will deal with you yet, she settles in her mind.

Mechanics: show
Move: Walk Flaming Sphere to M3

Move: Walk Flaming Sphere to N-1, forcing Brigands 5 and 1 to grant CA while adjacent.

Minor: Sustain Flaming Sphere in J9. Enemies beginning their turn adjacent take 1d4+5 fire damage.

--

Action Point!: Flaming Sphere Attack on Brigand 5. Hits Reflex 28 for 12 fire damage.
Attack: 19(1d20) +9 = 28; 7(2d6) +5 = 12

Free: Ready Shield to proc -- which gives me +4 to AC and Ref until the end of my turn -- if it will deflect a blow.

Combat Block: show
Female Deva Wizard 2
Languages: Serran, Tulrissian, Imardanian, Kurnish
Age: 33
Height: 5'9"
Weight: 135 lbs.

Speed: 6
Initiative: +6
Passive Perception: 14
Passive Insight: 19
Senses: Normal

AC: 18
Fort: 12
Ref: 16
Will: 16
HP: 17/27
Bloodied: 13
Surge Value: 6
Surges left: 7/7
Action points: 0

Resistances: 5 necrotic, 5 radiant
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Light
Prestidigitation
Mage Hand
Beguiling Strands
Winged Horde

__________________________________

Second Wind [_]
Use Vulnerability [_]
Memory of a Thousand Lifetimes [_]
Suggestion [_]
Grasping Shadows [_] **
Shield [_] *
Arcane Mutterings [_] *


__________________________________

Flaming Sphere [x]*
Phantom Chasm [_]*

* Only one may be readied at beginning of day.
** Can be traded for Orbmaster's Incendiary Detonation.

Consumables:

None

Important Features: show
Tome Expertise: You gain a +1 feat bonus to implement attack rolls with a tome. Enemies adjacent to your conjurations/summoned creatures grant CA. Enemies immune to fear are immune to this effect.

Astral Majesty: You have a +1 bonus to all defenses against attacks made by bloodied creatures.

Immortal Origin: Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.


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PostPosted: Tue Oct 18, 2016 9:44 am 
Salmon Bread with the Queen
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Joined: Fri Jan 04, 2013 11:18 am
Posts: 1384
Location: Blighty
Shira'stasa takes another arrow from one of the archers in the camp, while the Blades continue to try and push further into the camp from the South. The female captive manages to smash her cage's lock with her second blow. "Thanks yourself," she says to Cleo stepping outside and easily parrying a slow attack from one of the bandits. However Cleo takes a heavy blow from a bandit's mace negating the woman's healing magic.

Go: Geral

Mechanics: show
Cleo: misses, hits, aura activates, deals damage, shifts, draws weapon, drops weapon.

Juliette: moves, hits, uses action point, heals.

Shira'stasa: moves conjuration, moves conjuration, sustains, uses action point, hits, readies.

Archer 5: Shoots at Shira, 23 vs AC hits for 7 damage bloodying her.

Blade 3: Charges to (X, 21) attacking Bandit 6, 16 vs AC = miss.

Blade 2: Attacks Brigand 4, 11 vs AC = miss.

Captive 2: Makes MBA against cage lock 16 vs AC = hit for 9 damage, breaking lock, Walks to (T, 28).

Bandit 8: Attacks Captive 2, 9 vs AC = miss.

Brigand 2: Attacks Cleo, 25 vs AC = crit for 12 damage, bloodying her.

Map: show
Image

Map Info: show
Buildings: 10 foot high adobe buildings with a few tile steps in front of the doorway. Athletics DC 15 to climb the sides.

Watch Tower: Wooden towers 20 feet tall. They can be easily climbed with an Athletics Check. Ladder DC 5, rest of tower DC 10.

Wooden Steaks: A form of light defence. They are difficult terrain and deal 1d6 damage for each square travelled through.

Tents: The tents can be moved through easily and will fall down when their squares are entered.

Other Furniture: Difficult terrain, can be interacted with as you would expect.

Cages: Locked cages each containing a captive.

Various Fire: Any creature that begins its turn in the flames takes 8 fire damage once, and any creature that ends its turn in the flames takes 5 ongoing fire damage (save ends). At the end of each round, any fire will attempt to spread to any nearby flammable objects.

Enemy Info: show
Archer: lightly armoured, they strike from range with their bows, resorting to daggers at close quarters.

Brigands: Strong bulky men armed with maces or large scimitars.

Bandits: Lightly armed and armoured, these are likely existing bandits that joined the more experienced and skilled group of rogue Malachite Blades.

Status: show
25 Archer 4 (W, 28) | HP: ??/?? |
23 Cleo (S, 28) | HP: 4/29 | Surges: 8/8 | AP: 0/1 | Masterful Spiral, Sarifal's Blessing, Aura 2 until EONT, enemies in aura have vulnerable 5 fire, allies have resist 5 fire, Bloodied
23 Shira'stasa (O, 1, 2) | HP: 10/27 | Surges: 7/7 | AP: 0/1 | Flaming Sphere Attack, Bloodied Immediate Interrupt readied
22 Juliette (S, -1) | HP: 22/33 | Surges: 8/9 | AP: 0/1 | Defender's Aura, Disrupting Advance, Second Wind, +2 to defences until SONT
22 Archer 5 (L, 8) | HP: -15/?? |
21 Blade 3 (X, 21) | HP: 11/36 | Surges: 6/6 | Bloodied
20 Blade 2 (AB, 25) | HP: 36/36 | Surges: 6/6 |
20 Captive 2 (T, 28) | HP: ??/?? | Healing Infusion: Curative Admixture
20 Bandit 8 (U, 27) | HP: 1/1 |
19 Brigand 2 (T, 27) | HP: -18/?? |
18 Geral (Y, 20) | HP: 18/31 | Surges: 11/11 | AP: 1/1 |
18 Archer 6 (H, 10) | HP: -19/?? | Bloodied
18 Brigand 4 (AA, 23) | HP: -45/?? | Bloodied
17 Archer 2 (E, 7) | HP: ??/?? |
17 Captive 1 (R, 29) | HP: ??/?? |
16 Archer 1 (K, 17) | HP: ??/?? |
16 Bandit 9 (X, 23) | HP: 0/1 | Dead
15 Khaled (AB, 23) | HP: 41/41 | Surges: 6/6 |
15 Brigand 5 (O, -1) | HP: -38/?? | Bloodied, slowed until EONT
14 Brigand 1 (O, 0) | HP: -6/?? | slowed until EONT
13 Bandit 7 (AA, 23) | HP: 0/1 | Dead
12 Bandit 4 (AA, 25) | HP: 0/1 | Dead
11 Bandit 1 (D, 1) | HP: 0/1 | Dead
9 Blade 1 (AB, 24) | HP: 36/36 | Surges: 6/6 |
8 Archer 3 (V, 25) | HP: -14/?? |
8 Bandit 6 (X 20) | HP: 1/1 |
7 Bandit 2 (X, 19) | HP: 1/1 |
6 Brigand 3 (X, 24) | HP: -55/?? | Dead
5 Bandit 5 (X, 25) | HP: 0/1 | Dead
4 Bandit 3 (X, 27) | HP: 0/1 | Dead
4 Bandit 10 (Y, 24) | HP: 0/1 | Dead
0 Fire Spread


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PostPosted: Mon Oct 24, 2016 6:04 pm 
Hm...

Joined: Fri Feb 14, 2014 1:12 pm
Posts: 812
Geral swings with his blade, trying to pull of his special trick, only to fail to find any real purchase. He grimaces, looking over at the blade next to him.
"I can handle these. Focus the archers, they'll cause us more trouble than these fools."

With that, Geral shifts a bit to the right and breaks the minor engagement, charging right for the Brigand assaulting Cleo with a roar. Though his blade doesn't strike home, he focus on the target, creating the bond he's done so many times, forcing the man to focus on him.
"If you wish for a fight. Face me. Otherwise, die like the dog you are!"

Mechanics: show
Vanishing Blade on Bandit 6: 1(1d20) +10 = 11
... God... Dammit... That was a daily... Ugh... Well. Half damage if it matters. It's a minion so I'm not sure how that works. Sucks too because I could be teleporting all over the place by now, but nope. Alright then...

Time to take risks. Five foot step, Y21.
Action Point, Charge Brigand 2, ending in T26: 2(1d20) +10 = 12
God. Dammit. SCREW IT. Aegis of Assault on him, he takes -2 penalty to all attack rolls not including me, and if he hits an ally in an attack that doesn't include me, I get a free MBA and teleport to a square next to him!


Combat Block: show
Geral

Male Genasi Swordmage Level 2
Languages: Serran, Kurnish
Age: 29
Height: 6'0"
Weight: 160 lbs

Speed: 6
Initiative: 1
Passive Perception: 11
Passive Insight: 16
Senses: Normal Vision

AC: 21
Fort: 14
Ref: 17
Will: 13
HP:28/37
Bloodied: 18
Surge Value: 9
Surges: 11/11
AP: 1

Resistances:
Resist Fire 5

Vulnerabilities:
NONE

Saving throws:
I WISH

Active Effects:
Golden

Powers:
Sword Burst
Booming Blade
Guardian's Counter [ ]
Flame Cyclone [ ]
Vanishing Blade [X]
Arcane Mutterings [ ]

Other Abilities:

Aegis of Assault
Second Wind [ ]
Firepulse [ ]

Conditions: None

Important Features: show
Genasi Firesoul: +1 Reflexes, Resist 5 Fire, and Firepulse.

Swordbond: By spending 1 hour with any light or heavy blade, the blade becomes swordbonded. As a standard action, the blade can be called from 10 squares away. If the bonded weapon is broken, the blade can be reforged with an hour of meditation.

Swordmage Warding: +1 AC or +3 AC when wielding a blade one handed and the other hand is free.

Heavy Blade Expertise: +1 to attack rolls with Heavy Blade. +2 to defenses against OAs.

Rose King's Shield: +2 to Endurance. While using a longsword, once per turn melee attacks grant +5 temporary HP. This is improved to +10 if more than 2 squares are moved before the end of your turn.

Aegis of Assault: Target is marked. It suffers a -2 to all attack rolls that do not include Geral. If a target is hit without Geral being included, Geral teleports up to 10 squares to a spot next to the target and makes a basic melee attack.

White Lotus Riposte: Until the SoNT, a target hit with an at-will takes that abilities modifier damage when attacking Geral.


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PostPosted: Sun Oct 30, 2016 1:03 pm 
Salmon Bread with the Queen
User avatar

Joined: Fri Jan 04, 2013 11:18 am
Posts: 1384
Location: Blighty
The bandit Geral disengages from takes a swing at him, however the Mercenary is too quick and the attack misses. Another volley of two arrows are fired at Shira'stasa with one finding its target.

The Captive, now armed with Cleo's dagger, uses the blade to quickly pick the cage's lock with ease before moving to join the fight.

Meanwhile Khaled puts down the final bandit at the Southern entrance, allowing the Blades to break through into the compound, engaging the archers who drop their bows and draw daggers in response.

Go: Cleo, Shira'stasa, Juliette

Mechanics: show
Geral: misses, kills, moves,

Bandit 2: Opportunity attack vs Geral, 11 vs AC = miss.

Geral: uses action point, charges, misses, marks.

Archer 6: Shoots at Shira'stasa, 8 vs AC = critical miss.

Brigand 4: Attacks Blade 1, 7 vs AC =l miss.

Archer 2: Shoots at Shira'stasa, 18 vs AC = hit for 5 damage.

Captive 1: Thievery Check to open lock with dagger, 25 = success, walks to (S, 27).

Archer 1: Walks to (P, 18), shoots at Geral, 10 vs AC = miss.

Khaled: Attacks Brigand 4, 22 vs AC = hit for 8 damage killing them, walks to (W, 25).

Brigand 5: Takes 8 fire damage, walks to (Q, -1).

Brigand 1: Takes 8 fire damage, climbs, fails check.

Blade 1: Charges to (X, 27) attacking Archer 4, 26 vs AC = hit for 6 damage.

Archer 3: Drops bow, draws dagger, attacks Khaled, 16 vs AC = miss.

Bandit 2: Walks to (X, 20), attacks Blade 3, 23 vs AC = hits for 8 damage.

Fire Spread

Archer 4: Drops bow, draws dagger, attacks Blade 1, 18 vs AC = hit for 7 damage.

Map: show
Image

Map Info: show
Buildings: 10 foot high adobe buildings with a few tile steps in front of the doorway. Athletics DC 15 to climb the sides.

Watch Tower: Wooden towers 20 feet tall. They can be easily climbed with an Athletics Check. Ladder DC 5, rest of tower DC 10.

Wooden Steaks: A form of light defence. They are difficult terrain and deal 1d6 damage for each square travelled through.

Tents: The tents can be moved through easily and will fall down when their squares are entered.

Other Furniture: Difficult terrain, can be interacted with as you would expect.

Cages: Locked cages each containing a captive.

Various Fire: Any creature that begins its turn in the flames takes 8 fire damage once, and any creature that ends its turn in the flames takes 5 ongoing fire damage (save ends). At the end of each round, any fire will attempt to spread to any nearby flammable objects.

Enemy Info: show
Archer: lightly armoured, they strike from range with their bows, resorting to daggers at close quarters.

Brigands: Strong bulky men armed with maces or large scimitars.

Bandits: Lightly armed and armoured, these are likely existing bandits that joined the more experienced and skilled group of rogue Malachite Blades.

Status: show
25 Archer 4 (W, 28) | HP: -6/?? |
23 Cleo (S, 28) | HP: 4/29 | Surges: 8/8 | AP: 0/1 | Masterful Spiral, Sarifal's Blessing, Aura 2 until EONT, enemies in aura have vulnerable 5 fire, allies have resist 5 fire, Bloodied
23 Shira'stasa (O, 1, 2) | HP: 5/27 | Surges: 7/7 | AP: 0/1 | Flaming Sphere Attack, Bloodied Immediate Interrupt readied
22 Juliette (S, -1) | HP: 22/33 | Surges: 8/9 | AP: 0/1 | Defender's Aura, Disrupting Advance, Second Wind, +2 to defences until SONT
22 Archer 5 (L, 8) | HP: -15/?? |
21 Blade 3 (X, 21) | HP: 3/36 | Surges: 6/6 | Bloodied
20 Blade 2 (AB, 25) | HP: 36/36 | Surges: 6/6 |
20 Captive 2 (T, 28) | HP: ??/?? | Healing Infusion: Curative Admixture
20 Bandit 8 (U, 27) | HP: 1/1 |
19 Brigand 2 (T, 27) | HP: -18/?? | Marked by Geral
18 Geral (T, 26) | HP: 18/31 | Surges: 11/11 | AP: 0/1 | Vanishing Blade
18 Archer 6 (H, 10) | HP: -19/?? | Bloodied
18 Brigand 4 (AA, 23) | HP: -53/?? | Dead
17 Archer 2 (E, 7) | HP: ??/?? |
17 Captive 1 (S, 27) | HP: ??/?? |
16 Archer 1 (P, 18) | HP: ??/?? |
16 Bandit 9 (X, 23) | HP: 0/1 | Dead
15 Khaled (AB, 23) | HP: 41/41 | Surges: 6/6 |
15 Brigand 5 (-Q, -1) | HP: -46/?? | Bloodied
14 Brigand 1 (O, 0) | HP: -14/?? |
13 Bandit 7 (AA, 23) | HP: 0/1 | Dead
12 Bandit 4 (AA, 25) | HP: 0/1 | Dead
11 Bandit 1 (D, 1) | HP: 0/1 | Dead
9 Blade 1 (X, 27) | HP: 29/36 | Surges: 6/6 |
8 Archer 3 (V, 25) | HP: -14/?? |
8 Bandit 6 (X 20) | HP: 0/1 | Dead
7 Bandit 2 (X, 20) | HP: 1/1 |
6 Brigand 3 (X, 24) | HP: -55/?? | Dead
5 Bandit 5 (X, 25) | HP: 0/1 | Dead
4 Bandit 3 (X, 27) | HP: 0/1 | Dead
4 Bandit 10 (Y, 24) | HP: 0/1 | Dead
0 Fire Spread


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PostPosted: Wed Nov 02, 2016 1:56 pm 
YUO ARE SMART
User avatar

Joined: Tue Jan 01, 2013 7:12 pm
Posts: 1006
Location: Somewhere between Hell and Lake Michigan
With most of her immediate wounds tended to, Juliette feels invigorated and slashes at the bandit closest to her, swiftly ending his life. Noticing the next foe climbing the building Shira'stasa has perched herself upon, the Imardanian rushes toward him, intent on cutting him down too.

Mechanics: show
Standard: Jarring Smash on Brigand 5
Attack: 13(1d20) +9 = 22 vs AC = Hit
Damage: 10(1d10) +5 = 15
Brigand 5 is dead, and his corpse is knocked prone and grants a CA until EO MY NT

Move: Walk to Q,-1

Combat Block: show
Juliette LeMaire

Female Human Berserker 2
Languages: Imardanian, Serran
Age: 26
Height: 5'6"
Weight: 115 lbs.

Speed: 6
Initiative: +4
Passive Perception: 16
Passive Insight: 11
Senses: Low-light vision

AC: 20
Fort: 18
Ref: 17
Will: 14
HP: 15/33
Bloodied: 16
Surge Value: 8
Surges left: 8/9
Action points: 1

Resistances: None
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Jarring Smash
Run Down
Savage Reach
Vengeful Guardian
Defender Aura

__________________________________

Second Wind [X]
Disrupting Advance [X]
Savage Cut [_]

Shrug It Off [_]
__________________________________

Life-Ending Strike [_]

Consumables:

None

Important Features: show
Flail Expertise: You gain a +1 bonus to attack rolls that you make with a flail. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, when you hit with a melee weapon attack using a flail and the attack lets you slide the target, you can knock the target prone instead of sliding it.

World Serpent's Grasp: Whenever you hit a slowed or immobilized target with an attack, you can knock it prone.

Unarmored Agility: You gain a +2 feat bonus to AC while wearing either cloth armor or no armor.

Weapon Proficiency (Kusari-gama): You gain proficiency with the Kusari-gama.

Poised Defender: While your defender aura is active and you're not wearing heavy armor, you gain a + 2 bonus to AC.

Arid Desert Heartland: While you are wearing cloth armor or no armor and not using a shield, you gain a +3 bonus to AC and a +2 bonus to Reflex. At 4th level, you gain resist 5 fire. The resistance increases to 10 at 14th level and 15 at 24th level.

Berserker Fury: When you use a barbarian primal attack power, you enter your Berserker Fury until the end of the encounter. Alternatively, you can use a minor action while you are bloodied to enter the fury. The fury has the following effects.
+ Your defender aura ends, if it was active, and you cannot use defender aura or vengeful guardian until the fury ends.
+ Some of your powers, such as your barbarian martial at-will attack powers, gain additional benefits, as noted in those powers.
+ Your melee basic attacks deal 1d8 extra damage. This extra damage increases to 2d8 at 11th level and 3d8 at 21st level.

Human Defense Bonuses: You gain a +1 racial bonus to Fortitude, Reflex, and Will.


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PostPosted: Wed Nov 02, 2016 4:16 pm 
Magical Liopleurodon
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Joined: Thu Jan 03, 2013 7:46 pm
Posts: 2002
Location: The Great North
Cleo winces as she is hit once more by the men. Seeing that the Blades, following Geral, have most of the bandits occupied she decides to take a moment to catch her breath, stepping out of the way in the process.

Mechanics: show
Move Action: Five Storms Movement Technique
Effect: shift to (R, 26)

Standard Action: Second Wind
Effect: regain 7 hp and gain +2 to defenses until the start of my next turn

Combat Block: show
Tn. Cleo

Female Hengeyokai Monk 2
Languages: Serran, Imardanian
Age: 22
Height: 4' 11"
Weight: 106 lbs.

Speed: 7
Climb Speed (as a cat): 7
Initiative: +6
Passive Perception: 11
Passive Insight: 11
Senses: Low-light Vision

AC: 20
Fort: 13
Reflex: 17
Will: 15
HP: 11/29
Bloodied: 14
Surge Value: 7
Surges left: 6/8
Action Points: 0

MBA: +11 vs AC, 1d8+6 damage. (+1 damage to bloodied targets)
RBA: +11 vs AC, 1d4+6 damage. (+1 damage to bloodied targets)

Resistances:
5 Fire

Vulnerabilities: None
Saves:
+2 vs immobilize, restrain, or slow

Active Effects:
+2 to checks to escape grab
+5 to bluff vs insight to discover I am not human
Spiral Stance, +1 reach with melee touch attacks
+2 to defenses until SONT

Powers:

Nature's Mask
Desert Wind Flurry of Blows
Blistering Flourish
Five Storms
Agile Recovery
__________________________________

Second Wind [X]
Sarifal's Blessing [X]
Light the Fire [_]
__________________________________

Masterful Spiral [X]

Consumables:

None

Important Features:: show
Mental Crucible: I gain resist 5 fire (or +2 if I already have resist fire of 5+)

Unarmed Combatant: unarmed attack has +3 proficiency, 1d8 damage, unarmed group, can be affected by ki foci. Must have a free hand to use it.

Unarmored Defense: +2 to AC when in cloth armor or no armor and not using a shield.

Full Discipline: Can only use one full discipline power per round, but can use it as many times as the power would allow (at-will's any number of times in a round, encounters once per round, etc.) Can use full discipline techniques in whatever order I like, and if I spend an action point I can choose a different full discipline power.

Beast Nature: I am considered both a magical beast and a humanoid.

Elusive: +2 racial bonus to checks made to escape grabs and to saving throws against effects that immobilize, restrain, or slow me.

Fey Origin: I am considered Fey.

Language of Beasts: I can speak to and understand natural and fey felines in my hybrid or animal form, and understand but not speak to them in human form.

Shapechanger: I am considered a shapechanger.

Ki Focus Expertise: +1 to damage with ki focus vs bloodied targets.

Unarmored Agility: +2 to AC when in cloth armor or no armor.

Internalize the Basic Kata: I use Dexterity instead of Strength for my MBA rolls when using my Monk Unarmed Strike. My Flurry of Blows can trigger on an OA made with my Monk Unarmed Strike.


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PostPosted: Wed Nov 02, 2016 4:59 pm 
A Wan Smile
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Joined: Tue Jan 01, 2013 5:10 pm
Posts: 1615
Almost succumbing to being a pincushion for the archers, Shira'stasa coughs and her flame creation stutters for a moment. Regaining her balance somehow, she almost topples off of the building but manages to keep her conjuration afloat.

"The archers," she manages to Juliette. "I can't take them on from here."

Mechanics: show
Standard: Second Wind.

Move: Walk to R, 0, 2 and attempt to climb down to R, 0, 0 or R, -1, 0, jumping if necessary.

Minor: Sustain Flaming Sphere in J9. Enemies adjacent grant CA and at the start of turn, take 1d4+5 fire damage.

Free: Ready Shield to proc -- which gives me +4 to AC and Ref until the end of my turn -- if it will deflect a blow.

Combat Block: show
Female Deva Wizard 2
Languages: Serran, Tulrissian, Imardanian, Kurnish
Age: 33
Height: 5'9"
Weight: 135 lbs.

Speed: 6
Initiative: +6
Passive Perception: 14
Passive Insight: 19
Senses: Normal

AC: 18+2
Fort: 12+2
Ref: 16+2
Will: 16+2
HP: 11/27
Bloodied: 13
Surge Value: 6
Surges left: 6/7
Action points: 0

Resistances: 5 necrotic, 5 radiant
Vulnerabilities: None
Saves: None

Active Effects: +2 def from SW

Powers:

Light
Prestidigitation
Mage Hand
Beguiling Strands
Winged Horde

__________________________________

Second Wind [x]
Use Vulnerability [_]
Memory of a Thousand Lifetimes [_]
Suggestion [_]
Grasping Shadows [_] **
Shield [_] *
Arcane Mutterings [_] *


__________________________________

Flaming Sphere [x]*
Phantom Chasm [_]*

* Only one may be readied at beginning of day.
** Can be traded for Orbmaster's Incendiary Detonation.

Consumables:

None

Important Features: show
Tome Expertise: You gain a +1 feat bonus to implement attack rolls with a tome. Enemies adjacent to your conjurations/summoned creatures grant CA. Enemies immune to fear are immune to this effect.

Astral Majesty: You have a +1 bonus to all defenses against attacks made by bloodied creatures.

Immortal Origin: Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.


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PostPosted: Thu Nov 03, 2016 1:09 pm 
Salmon Bread with the Queen
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Joined: Fri Jan 04, 2013 11:18 am
Posts: 1384
Location: Blighty
With Shira'stasa no longer in view, one of the archers moves to get closer to the fight by the South entrance to the compound. The Blades meanwhile finish off two more of the weaker bandits and move to engage those locked in battle with the other members of the party and the freed captives.

The female captive unleashes a torrent of blue ethereal thorns from her off hand, which wrap and tighten around the bandit in front of her, who tries and fails to attack Geral as the magical thorns continue to dig into him.

Go: Geral

Mechanics: show
Juliette: hits, kills, moves.

Cleo: shifts, heals.

Shira'stasa: heals, drops down to (R, 0, 0), sustains in (N, -1), readies action.

Archer 5: Double move to (Q, 17).

Blade 3: Attacks Bandit 2, 17 vs AC = hit, Bandit 2 is killed, walks to (U, 25).

Blade 2: Charges to (V, 27) attacking Bandit 8, 27 vs AC = hit, Bandit 8 is killed.

Captive 2: Spike Wire on Brigand 2, 26 vs Fort = hit for 11 force damage, any attack against Brigand 2 deals 4 extra damage until Captive 2 EONT.

Brigand 2: Attacks Geral, 14 vs AC = miss.

Map: show
Image

Map Info: show
Buildings: 10 foot high adobe buildings with a few tile steps in front of the doorway. Athletics DC 15 to climb the sides.

Watch Tower: Wooden towers 20 feet tall. They can be easily climbed with an Athletics Check. Ladder DC 5, rest of tower DC 10.

Wooden Steaks: A form of light defence. They are difficult terrain and deal 1d6 damage for each square travelled through.

Tents: The tents can be moved through easily and will fall down when their squares are entered.

Other Furniture: Difficult terrain, can be interacted with as you would expect.

Cages: Locked cages each containing a captive.

Various Fire: Any creature that begins its turn in the flames takes 8 fire damage once, and any creature that ends its turn in the flames takes 5 ongoing fire damage (save ends). At the end of each round, any fire will attempt to spread to any nearby flammable objects.

Enemy Info: show
Archer: lightly armoured, they strike from range with their bows, resorting to daggers at close quarters.

Brigands: Strong bulky men armed with maces or large scimitars.

Bandits: Lightly armed and armoured, these are likely existing bandits that joined the more experienced and skilled group of rogue Malachite Blades.

Status: show
25 Archer 4 (W, 28) | HP: -6/?? |
23 Cleo (R, 26) | HP: 11/29 | Surges: 7/8 | AP: 0/1 | Second Wind, Masterful Spiral, Sarifal's Blessing, Bloodied, +2 to defences until SONT.
23 Shira'stasa (R, 0) | HP: 11/27 | Surges: 6/7 | AP: 0/1 | Flaming Sphere Attack, Bloodied, +2 to defences until SONT, Immediate Interrupt readied
22 Juliette (Q, -1) | HP: 22/33 | Surges: 8/9 | AP: 0/1 | Defender's Aura, Disrupting Advance, Second Wind, +2 to defences until SONT
22 Archer 5 (Q, 17) | HP: -15/?? |
21 Blade 3 (U, 25) | HP: 3/36 | Surges: 6/6 | Bloodied
20 Blade 2 (V, 27) | HP: 36/36 | Surges: 6/6 |
20 Captive 2 (T, 28) | HP: ??/?? | Healing Infusion: Curative Admixture, Spike Wire
20 Bandit 8 (U, 27) | HP: 0/1 | Dead
19 Brigand 2 (T, 27) | HP: -29/?? | Marked by Geral, Bloodied, any attack against this target deals 4 extra damage until Captive 2 EONT.
18 Geral (T, 26) | HP: 18/31 | Surges: 11/11 | AP: 0/1 | Vanishing Blade
18 Archer 6 (H, 10) | HP: -19/?? | Bloodied
18 Brigand 4 (AA, 23) | HP: -53/?? | Dead
17 Archer 2 (E, 7) | HP: ??/?? |
17 Captive 1 (S, 27) | HP: ??/?? |
16 Archer 1 (P, 18) | HP: ??/?? |
16 Bandit 9 (X, 23) | HP: 0/1 | Dead
15 Khaled (AB, 23) | HP: 41/41 | Surges: 6/6 |
15 Brigand 5 (-Q, -1) | HP: 61/?? | Dead
14 Brigand 1 (O, 0) | HP: -14/?? |
13 Bandit 7 (AA, 23) | HP: 0/1 | Dead
12 Bandit 4 (AA, 25) | HP: 0/1 | Dead
11 Bandit 1 (D, 1) | HP: 0/1 | Dead
9 Blade 1 (X, 27) | HP: 29/36 | Surges: 6/6 |
8 Archer 3 (V, 25) | HP: -14/?? |
8 Bandit 6 (X 20) | HP: 0/1 | Dead
7 Bandit 2 (X, 20) | HP: 0/1 | Dead
6 Brigand 3 (X, 24) | HP: -55/?? | Dead
5 Bandit 5 (X, 25) | HP: 0/1 | Dead
4 Bandit 3 (X, 27) | HP: 0/1 | Dead
4 Bandit 10 (Y, 24) | HP: 0/1 | Dead
0 Fire Spread


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PostPosted: Mon Nov 07, 2016 7:01 pm 
Hm...

Joined: Fri Feb 14, 2014 1:12 pm
Posts: 812
Geral seems to be having an off day as his blade, again, swings wide.

Mechanics: show
Booming Blade on Brigand 2: 1(1d20) +12 = 13
What is with the roller hating me in this game lately...


Combat Block: show
Geral

Male Genasi Swordmage Level 2
Languages: Serran, Kurnish
Age: 29
Height: 6'0"
Weight: 160 lbs

Speed: 6
Initiative: 1
Passive Perception: 11
Passive Insight: 16
Senses: Normal Vision

AC: 21
Fort: 14
Ref: 17
Will: 13
HP:18/37
Bloodied: 18
Surge Value: 9
Surges: 11/11
AP: 1

Resistances:
Resist Fire 5

Vulnerabilities:
NONE

Saving throws:
I WISH

Active Effects:
Golden

Powers:
Sword Burst
Booming Blade
Guardian's Counter [ ]
Flame Cyclone [ ]
Vanishing Blade [X]
Arcane Mutterings [ ]

Other Abilities:

Aegis of Assault
Second Wind [ ]
Firepulse [ ]

Conditions: None

Important Features: show
Genasi Firesoul: +1 Reflexes, Resist 5 Fire, and Firepulse.

Swordbond: By spending 1 hour with any light or heavy blade, the blade becomes swordbonded. As a standard action, the blade can be called from 10 squares away. If the bonded weapon is broken, the blade can be reforged with an hour of meditation.

Swordmage Warding: +1 AC or +3 AC when wielding a blade one handed and the other hand is free.

Heavy Blade Expertise: +1 to attack rolls with Heavy Blade. +2 to defenses against OAs.

Rose King's Shield: +2 to Endurance. While using a longsword, once per turn melee attacks grant +5 temporary HP. This is improved to +10 if more than 2 squares are moved before the end of your turn.

Aegis of Assault: Target is marked. It suffers a -2 to all attack rolls that do not include Geral. If a target is hit without Geral being included, Geral teleports up to 10 squares to a spot next to the target and makes a basic melee attack.

White Lotus Riposte: Until the SoNT, a target hit with an at-will takes that abilities modifier damage when attacking Geral.


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PostPosted: Fri Nov 11, 2016 3:30 pm 
Salmon Bread with the Queen
User avatar

Joined: Fri Jan 04, 2013 11:18 am
Posts: 1384
Location: Blighty
The two archers still near the Northern entrance to the camp move to engage the bulk of the party in the frantic melee to the South. Both loose an arrow, one
luckily whizzes past Cleo's head but the other catches one of the Blade's in the neck, who then falls to the floor gurgling in an expanding pool of his own blood.

Geral and another Malachite Blade also take an arrow each from the other archers yet to be drawn into fighting up close, where the bandits and the party's allies continue to trade blows.

Meanwhile Juliette narrowly blocks an attack from the last remaining bandit outside of the camp.

Go: Cleo, Shira'stasa, Juliette

Mechanics: show
Geral: misses.

Archer 6: walks to (N, 13), shoots at Blade 3, 19 vs AC hits for 4 damage, killing Blade 3.

Archer 2: Walks to (K, 13), shoots at Cleo, 15 vs AC misses.

Captive 1: MBA on Brigand 2, 23 vs AC hits for 10 damage plus 4 extra damage for 14 total.

Archer 1: Shoots at Geral, 26 vs AC hits for 8 damage bloodying him.

Khaled: Attacks Archer 3, 18 vs AC hits for 6 damage, bloodying them.

Brigand 1: Takes 6 fire damage, walks to (P, -1), attacks Juliette, 21 vs AC misses.

Blade 1: Attacks Archer 4, 16 vs AC hits for 6 damage.

Archer 3: Attacks Khaled, 15 vs AC misses.

Fire Spread

Archer 4: Attacks Blade 1, 23 vs AC hits for 6 damage.

Map: show
Image

Map Info: show
Buildings: 10 foot high adobe buildings with a few tile steps in front of the doorway. Athletics DC 15 to climb the sides.

Watch Tower: Wooden towers 20 feet tall. They can be easily climbed with an Athletics Check. Ladder DC 5, rest of tower DC 10.

Wooden Steaks: A form of light defence. They are difficult terrain and deal 1d6 damage for each square travelled through.

Tents: The tents can be moved through easily and will fall down when their squares are entered.

Other Furniture: Difficult terrain, can be interacted with as you would expect.

Cages: Locked cages each containing a captive.

Various Fire: Any creature that begins its turn in the flames takes 8 fire damage once, and any creature that ends its turn in the flames takes 5 ongoing fire damage (save ends). At the end of each round, any fire will attempt to spread to any nearby flammable objects.

Enemy Info: show
Archer: lightly armoured, they strike from range with their bows, resorting to daggers at close quarters.

Brigands: Strong bulky men armed with maces or large scimitars.

Bandits: Lightly armed and armoured, these are likely existing bandits that joined the more experienced and skilled group of rogue Malachite Blades.

Status: show
25 Archer 4 (W, 28) | HP: -12/?? |
23 Cleo (R, 26) | HP: 11/29 | Surges: 7/8 | AP: 0/1 | Second Wind, Masterful Spiral, Sarifal's Blessing, Bloodied, +2 to defences until SONT.
23 Shira'stasa (R, 0) | HP: 11/27 | Surges: 6/7 | AP: 0/1 | Flaming Sphere Attack, Bloodied, +2 to defences until SONT, Immediate Interrupt readied
22 Juliette (Q, -1) | HP: 22/33 | Surges: 8/9 | AP: 0/1 | Defender's Aura, Disrupting Advance, Second Wind, +2 to defences until SONT
22 Archer 5 (Q, 17) | HP: -15/?? |
21 Blade 3 (U, 25) | HP: -1/36 | Surges: 6/6 | Dead
20 Blade 2 (V, 27) | HP: 36/36 | Surges: 6/6 |
20 Captive 2 (T, 28) | HP: ??/?? | Healing Infusion: Curative Admixture, Spike Wire
20 Bandit 8 (U, 27) | HP: 0/1 | Dead
19 Brigand 2 (T, 27) | HP: -43/?? | Marked by Geral, Bloodied, any attack against this target deals 4 extra damage until Captive 2 EONT.
18 Geral (T, 26) | HP: 10/31 | Surges: 11/11 | AP: 0/1 | Vanishing Blade, Bloodied
18 Archer 6 (N, 13) | HP: -19/?? | Bloodied
18 Brigand 4 (AA, 23) | HP: -53/?? | Dead
17 Archer 2 (K, 13) | HP: ??/?? |
17 Captive 1 (S, 27) | HP: ??/?? |
16 Archer 1 (P, 18) | HP: ??/?? |
16 Bandit 9 (X, 23) | HP: 0/1 | Dead
15 Khaled (AB, 23) | HP: 41/41 | Surges: 6/6 |
15 Brigand 5 (-Q, -1) | HP: 61/?? | Dead
14 Brigand 1 (P, -1) | HP: -20/?? |
13 Bandit 7 (AA, 23) | HP: 0/1 | Dead
12 Bandit 4 (AA, 25) | HP: 0/1 | Dead
11 Bandit 1 (D, 1) | HP: 0/1 | Dead
9 Blade 1 (X, 27) | HP: 23/36 | Surges: 6/6 |
8 Archer 3 (V, 25) | HP: -20/?? | Bloodied
8 Bandit 6 (X 20) | HP: 0/1 | Dead
7 Bandit 2 (X, 20) | HP: 0/1 | Dead
6 Brigand 3 (X, 24) | HP: -55/?? | Dead
5 Bandit 5 (X, 25) | HP: 0/1 | Dead
4 Bandit 3 (X, 27) | HP: 0/1 | Dead
4 Bandit 10 (Y, 24) | HP: 0/1 | Dead
0 Fire Spread


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PostPosted: Fri Nov 11, 2016 10:23 pm 
Magical Liopleurodon
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Joined: Thu Jan 03, 2013 7:46 pm
Posts: 2002
Location: The Great North
Noticing her vulnerable position at the edge of the fighting, Cleo rushes back into the fray with a wide attack targeting both the larger man and one of the archers. She weaves in between the amassed fighters, making her way towards a position where she is less vulnerable to the other archers on the other side of the camp.

Mechanics: show
Move Action: move to (U, 26), avoiding OAs

Standard Action: Five Storms Attack Technique
Attack vs Brigand 2: 24 vs Reflex = hit
Attack vs Archer 3: 16 vs Reflex = hit?
Hit: 10 damage to each hit target

No Action: Desert Wind Flurry of Blows
Target: Brigand 2 if still alive, otherwise Archer 3
Effect: target takes 5 fire damage and I shift to (U, 27)

Combat Block: show
Tn. Cleo

Female Hengeyokai Monk 2
Languages: Serran, Imardanian
Age: 22
Height: 4' 11"
Weight: 106 lbs.

Speed: 7
Climb Speed (as a cat): 7
Initiative: +6
Passive Perception: 11
Passive Insight: 11
Senses: Low-light Vision

AC: 20
Fort: 13
Reflex: 17
Will: 15
HP: 11/29
Bloodied: 14
Surge Value: 7
Surges left: 6/8
Action Points: 0

MBA: +11 vs AC, 1d8+6 damage. (+1 damage to bloodied targets)
RBA: +11 vs AC, 1d4+6 damage. (+1 damage to bloodied targets)

Resistances:
5 Fire

Vulnerabilities: None
Saves:
+2 vs immobilize, restrain, or slow

Active Effects:
+2 to checks to escape grab
+5 to bluff vs insight to discover I am not human
Spiral Stance, +1 reach with melee touch attacks


Powers:

Nature's Mask
Desert Wind Flurry of Blows
Blistering Flourish
Five Storms
Agile Recovery
__________________________________

Second Wind [X]
Sarifal's Blessing [X]
Light the Fire [_]
__________________________________

Masterful Spiral [X]

Consumables:

None

Important Features:: show
Mental Crucible: I gain resist 5 fire (or +2 if I already have resist fire of 5+)

Unarmed Combatant: unarmed attack has +3 proficiency, 1d8 damage, unarmed group, can be affected by ki foci. Must have a free hand to use it.

Unarmored Defense: +2 to AC when in cloth armor or no armor and not using a shield.

Full Discipline: Can only use one full discipline power per round, but can use it as many times as the power would allow (at-will's any number of times in a round, encounters once per round, etc.) Can use full discipline techniques in whatever order I like, and if I spend an action point I can choose a different full discipline power.

Beast Nature: I am considered both a magical beast and a humanoid.

Elusive: +2 racial bonus to checks made to escape grabs and to saving throws against effects that immobilize, restrain, or slow me.

Fey Origin: I am considered Fey.

Language of Beasts: I can speak to and understand natural and fey felines in my hybrid or animal form, and understand but not speak to them in human form.

Shapechanger: I am considered a shapechanger.

Ki Focus Expertise: +1 to damage with ki focus vs bloodied targets.

Unarmored Agility: +2 to AC when in cloth armor or no armor.

Internalize the Basic Kata: I use Dexterity instead of Strength for my MBA rolls when using my Monk Unarmed Strike. My Flurry of Blows can trigger on an OA made with my Monk Unarmed Strike.


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PostPosted: Sun Nov 13, 2016 4:34 pm 
A Wan Smile
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Joined: Tue Jan 01, 2013 5:10 pm
Posts: 1615
Using her fading vestiges of arcane energy, Shira'stasa has her terrible, burning skeleton reposition closer to the bandit in front of her and Juliette. With a screech, it lashes out at the man's back, singeing him.

Mechanics: show
Move: Move the Flaming Sphere 1 square south, forcing Brigand 1 to grant CA while adjacent.

Standard: Flaming Sphere Attack on Brigand 1 with CA.
Attack: 14(1d20) +9 = 23; 6(2d6) +5 = 11
Hits 23 vs. Reflex for a total of 11 fire damage.

Minor: Sustain Flaming Sphere in J9. Enemies adjacent grant CA and at the start of turn, take 1d4+5 fire damage.

Free: Ready Shield to proc -- which gives me +4 to AC and Ref until the end of my turn -- if it will deflect a blow.

Combat Block: show
Female Deva Wizard 2
Languages: Serran, Tulrissian, Imardanian, Kurnish
Age: 33
Height: 5'9"
Weight: 135 lbs.

Speed: 6
Initiative: +6
Passive Perception: 14
Passive Insight: 19
Senses: Normal

AC: 18+2
Fort: 12+2
Ref: 16+2
Will: 16+2
HP: 11/27
Bloodied: 13
Surge Value: 6
Surges left: 6/7
Action points: 0

Resistances: 5 necrotic, 5 radiant
Vulnerabilities: None
Saves: None

Active Effects: +2 def from SW

Powers:

Light
Prestidigitation
Mage Hand
Beguiling Strands
Winged Horde

__________________________________

Second Wind [x]
Use Vulnerability [_]
Memory of a Thousand Lifetimes [_]
Suggestion [_]
Grasping Shadows [_] **
Shield [_] *
Arcane Mutterings [_] *


__________________________________

Flaming Sphere [x]*
Phantom Chasm [_]*

* Only one may be readied at beginning of day.
** Can be traded for Orbmaster's Incendiary Detonation.

Consumables:

None

Important Features: show
Tome Expertise: You gain a +1 feat bonus to implement attack rolls with a tome. Enemies adjacent to your conjurations/summoned creatures grant CA. Enemies immune to fear are immune to this effect.

Astral Majesty: You have a +1 bonus to all defenses against attacks made by bloodied creatures.

Immortal Origin: Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.


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PostPosted: Sun Nov 13, 2016 5:01 pm 
YUO ARE SMART
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Joined: Tue Jan 01, 2013 7:12 pm
Posts: 1006
Location: Somewhere between Hell and Lake Michigan
Juliette grins devilishly as only one bandit remains standing before her and her tenant companion. Eager to put an end to his life, she strikes out at him with her sickle.

Mechanics: show
Standard: Savage Cut on Brigand 1
Attack: 5(1d20) +11 = 16 vs AC = ??? plz hit
Damage?: 18(2d10) +4(1d8) +5 = 27

Juliette enters Berserker Fury, ending defender's aura

If this misses, Juliette stays put. If it hits, however,

Move: Walk to W0

Combat Block: show
Juliette LeMaire

Female Human Berserker 2
Languages: Imardanian, Serran
Age: 26
Height: 5'6"
Weight: 115 lbs.

Speed: 6
Initiative: +4
Passive Perception: 16
Passive Insight: 11
Senses: Low-light vision

AC: 20
Fort: 18
Ref: 17
Will: 14
HP: 15/33
Bloodied: 16
Surge Value: 8
Surges left: 8/9
Action points: 1

Resistances: None
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Jarring Smash
Run Down
Savage Reach
Vengeful Guardian
Defender Aura

__________________________________

Second Wind [X]
Disrupting Advance [X]
Savage Cut [X]

Shrug It Off [_]
__________________________________

Life-Ending Strike [_]

Consumables:

None

Important Features: show
Flail Expertise: You gain a +1 bonus to attack rolls that you make with a flail. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, when you hit with a melee weapon attack using a flail and the attack lets you slide the target, you can knock the target prone instead of sliding it.

World Serpent's Grasp: Whenever you hit a slowed or immobilized target with an attack, you can knock it prone.

Unarmored Agility: You gain a +2 feat bonus to AC while wearing either cloth armor or no armor.

Weapon Proficiency (Kusari-gama): You gain proficiency with the Kusari-gama.

Poised Defender: While your defender aura is active and you're not wearing heavy armor, you gain a + 2 bonus to AC.

Arid Desert Heartland: While you are wearing cloth armor or no armor and not using a shield, you gain a +3 bonus to AC and a +2 bonus to Reflex. At 4th level, you gain resist 5 fire. The resistance increases to 10 at 14th level and 15 at 24th level.

Berserker Fury: When you use a barbarian primal attack power, you enter your Berserker Fury until the end of the encounter. Alternatively, you can use a minor action while you are bloodied to enter the fury. The fury has the following effects.
+ Your defender aura ends, if it was active, and you cannot use defender aura or vengeful guardian until the fury ends.
+ Some of your powers, such as your barbarian martial at-will attack powers, gain additional benefits, as noted in those powers.
+ Your melee basic attacks deal 1d8 extra damage. This extra damage increases to 2d8 at 11th level and 3d8 at 21st level.

Human Defense Bonuses: You gain a +1 racial bonus to Fortitude, Reflex, and Will.


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PostPosted: Tue Nov 15, 2016 1:27 pm 
Salmon Bread with the Queen
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Joined: Fri Jan 04, 2013 11:18 am
Posts: 1384
Location: Blighty
Cleo takes down one of the bandits and severely wounds the other with her attacks, while Juliette finishes off the last bandit out side the camp. The female captive steps forward and delivers the killing blow to the bandit wounded by Cleo. As she does so, magic bursts from her blade imbuing Geral's sword, Cleo's fists, and a Malachite Blade's sword with magical energy.

Go: Geral

Mechanics: show
Cleo: moves, hits, kills, hits, hits Archer 3, shifts.

Shira'stasa: moves conjuration, hits, bloodies, sustains, readies action.

Juliette: hits, kills, changes aura, moves.

Archer 5: Shoots at Geral, 17 vs AC = miss.

Blade 2: Attacks Archer 4, 25 vs AC hits for 6 damage, bloodies.

Captive 2: Walks to (U, 26), Magic Weapon on Archer 3, 18 vs AC hits for 10 damage killing Archer 3. Adjacent allies (Geral, Cleo, Blade 2) gain a +1 power bonus to attacks and +4 power bonus to damage rolls until Captive 2 EONT.

Map: show
Image

Map Info: show
Buildings: 10 foot high adobe buildings with a few tile steps in front of the doorway. Athletics DC 15 to climb the sides.

Watch Tower: Wooden towers 20 feet tall. They can be easily climbed with an Athletics Check. Ladder DC 5, rest of tower DC 10.

Wooden Steaks: A form of light defence. They are difficult terrain and deal 1d6 damage for each square travelled through.

Tents: The tents can be moved through easily and will fall down when their squares are entered.

Other Furniture: Difficult terrain, can be interacted with as you would expect.

Cages: Locked cages each containing a captive.

Various Fire: Any creature that begins its turn in the flames takes 8 fire damage once, and any creature that ends its turn in the flames takes 5 ongoing fire damage (save ends). At the end of each round, any fire will attempt to spread to any nearby flammable objects.

Enemy Info: show
Archer: lightly armoured, they strike from range with their bows, resorting to daggers at close quarters.

Brigands: Strong bulky men armed with maces or large scimitars.

Bandits: Lightly armed and armoured, these are likely existing bandits that joined the more experienced and skilled group of rogue Malachite Blades.

Status: show
25 Archer 4 (W, 28) | HP: -18/?? | Bloodied
23 Cleo (U, 27) | HP: 11/29 | Surges: 7/8 | AP: 0/1 | +1 to attacks and + 4 to damage until Captive 2 EONT, Second Wind, Masterful Spiral, Sarifal's Blessing, Bloodied
23 Shira'stasa (R, 0) | HP: 11/27 | Surges: 6/7 | AP: 0/1 | Flaming Sphere Attack, Bloodied, Immediate Interrupt readied
22 Juliette (W, 0) | HP: 22/33 | Surges: 8/9 | AP: 0/1 | Beserkerr's Aura, Disrupting Advance, Savage Cut, Second Wind, +2 to defences until SONT
22 Archer 5 (Q, 17) | HP: -15/?? |
20 Blade 2 (V, 27) | HP: 36/36 | Surges: 6/6 | +1 to attacks and + 4 to damage until Captive 2 EONT
20 Captive 2 (T, 28) | HP: ??/?? | Healing Infusion: Curative Admixture, Spike Wire
18 Geral (T, 26) | HP: 10/31 | Surges: 11/11 | AP: 0/1 | Vanishing Blade, Bloodied, +1 to attacks and + 4 to damage until Captive 2 EONT
18 Archer 6 (N, 13) | HP: -19/?? | Bloodied
17 Archer 2 (K, 13) | HP: ??/?? |
17 Captive 1 (S, 27) | HP: ??/?? |
16 Archer 1 (P, 18) | HP: ??/?? |
15 Khaled (AB, 23) | HP: 41/41 | Surges: 6/6 |
9 Blade 1 (X, 27) | HP: 23/36 | Surges: 6/6
0 Fire Spread


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PostPosted: Thu Nov 17, 2016 5:48 pm 
Hm...

Joined: Fri Feb 14, 2014 1:12 pm
Posts: 812
Geral curses as his mercenary comrade dies from an arrow, marching off to go deal with the archers trying to rain down fire on them, wielding fire from his blade, but ultimately being ineffectual in his attack.

Mechanics: show
Move to R20
Flame Cyclone starting at Q19 with Close Blast 3, catching Archer 1 and 5. Against Reflex: 3(1d20) +7 = 10
... Starting to call bull on this dice roller.


Combat Block: show
Geral

Male Genasi Swordmage Level 2
Languages: Serran, Kurnish
Age: 29
Height: 6'0"
Weight: 160 lbs

Speed: 6
Initiative: 1
Passive Perception: 11
Passive Insight: 16
Senses: Normal Vision

AC: 21
Fort: 14
Ref: 17
Will: 13
HP:18/37
Bloodied: 18
Surge Value: 9
Surges: 11/11
AP: 1

Resistances:
Resist Fire 5

Vulnerabilities:
NONE

Saving throws:
I WISH

Active Effects:
Golden

Powers:
Sword Burst
Booming Blade
Guardian's Counter [ ]
Flame Cyclone [X]
Vanishing Blade [X]
Arcane Mutterings [ ]

Other Abilities:

Aegis of Assault
Second Wind [ ]
Firepulse [ ]

Conditions: None

Important Features: show
Genasi Firesoul: +1 Reflexes, Resist 5 Fire, and Firepulse.

Swordbond: By spending 1 hour with any light or heavy blade, the blade becomes swordbonded. As a standard action, the blade can be called from 10 squares away. If the bonded weapon is broken, the blade can be reforged with an hour of meditation.

Swordmage Warding: +1 AC or +3 AC when wielding a blade one handed and the other hand is free.

Heavy Blade Expertise: +1 to attack rolls with Heavy Blade. +2 to defenses against OAs.

Rose King's Shield: +2 to Endurance. While using a longsword, once per turn melee attacks grant +5 temporary HP. This is improved to +10 if more than 2 squares are moved before the end of your turn.

Aegis of Assault: Target is marked. It suffers a -2 to all attack rolls that do not include Geral. If a target is hit without Geral being included, Geral teleports up to 10 squares to a spot next to the target and makes a basic melee attack.

White Lotus Riposte: Until the SoNT, a target hit with an at-will takes that abilities modifier damage when attacking Geral.


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PostPosted: Sat Nov 19, 2016 4:52 am 
Salmon Bread with the Queen
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Joined: Fri Jan 04, 2013 11:18 am
Posts: 1384
Location: Blighty
As Geral closes down the archers, two more arrows are loosened towards him, with one finding it's mark. The male captive and Khaled follow after Geral, both managing to reach an archer, forcing the ranged fighters to drop their bows and draw daggers to defend themselves.

The sound of wood creaking can be heard coming from the still ablaze watch towers. With a loud crash, the Southern tower falls with the Northern one following soon after. The smouldering debris showers over those nearby as the structures are reduced to piles of charred wood and embers.

Go: Cleo, Shira'stasa, Juliette

Mechanics: show
Geral: moves, misses.

Archer 6: Shoots at Geral, 22 vs AC hits for 5 damage.

Archer 2: Shoots at Geral, 16 vs AC misses.

Captive 1: Walks to (Q, 21), charges to (Q, 19) attacking Archer 1. 23 vs AC hits for 10 damage.

Archer 1: Drops bow, draws dagger, attacks Captive 1, 24 vs AC hits for 4 damage.

Khaled: Walks to (T, 20), charges to (R, 18) attacking Archer 5. 14 vs AC misses.

Blade 1: Attacks Archer 4, 12 vs AC misses.

Fire Spread: The two watch towers collapse leaving two piles of smouldering wood. Dealing 1d8 damage to anyone within 2 squares. Archer 4 takes 6 damage, Blade 1 takes 5 damage and is bloodied, Blade 2 takes 7 damage, Cleo takes 3 damage.

Archer 4: Attacks Blade 1, 24 vs AC hits for 7 damage.

Map: show
Image

Map Info: show
Buildings: 10 foot high adobe buildings with a few tile steps in front of the doorway. Athletics DC 15 to climb the sides.

Watch Tower: Wooden towers 20 feet tall. They can be easily climbed with an Athletics Check. Ladder DC 5, rest of tower DC 10.

Wooden Steaks: A form of light defence. They are difficult terrain and deal 1d6 damage for each square travelled through.

Tents: The tents can be moved through easily and will fall down when their squares are entered.

Other Furniture: Difficult terrain, can be interacted with as you would expect.

Cages: Locked cages each containing a captive.

Various Fire: Any creature that begins its turn in the flames takes 8 fire damage once, and any creature that ends its turn in the flames takes 5 ongoing fire damage (save ends). At the end of each round, any fire will attempt to spread to any nearby flammable objects.

Enemy Info: show
Archer: lightly armoured, they strike from range with their bows, resorting to daggers at close quarters.

Brigands: Strong bulky men armed with maces or large scimitars.

Bandits: Lightly armed and armoured, these are likely existing bandits that joined the more experienced and skilled group of rogue Malachite Blades.

Status: show
25 Archer 4 (W, 28) | HP: -24/?? | Bloodied
23 Cleo (U, 27) | HP: 8/29 | Surges: 7/8 | AP: 0/1 | +1 to attacks and + 4 to damage until Captive 2 EONT, Second Wind, Masterful Spiral, Sarifal's Blessing, Bloodied
23 Shira'stasa (R, 0) | HP: 11/27 | Surges: 6/7 | AP: 0/1 | Flaming Sphere Attack, Bloodied, Immediate Interrupt readied
22 Juliette (W, 0) | HP: 22/33 | Surges: 8/9 | AP: 0/1 | Beserkerr's Aura, Disrupting Advance, Savage Cut, Second Wind, +2 to defences until SONT
22 Archer 5 (Q, 17) | HP: -15/?? |
20 Blade 2 (V, 27) | HP: 29/36 | Surges: 6/6 | +1 to attacks and + 4 to damage until Captive 2 EONT
20 Captive 2 (T, 28) | HP: ??/?? | Healing Infusion: Curative Admixture, Spike Wire
18 Geral (R, 20) | HP: 5/31 | Surges: 11/11 | AP: 0/1 | Vanishing Blade, Flame Cyclone, Bloodied, +1 to attacks and + 4 to damage until Captive 2 EONT
18 Archer 6 (N, 13) | HP: -19/?? | Bloodied
17 Archer 2 (K, 13) | HP: ??/?? |
17 Captive 1 (Q, 19) | HP: -4/?? |
16 Archer 1 (P, 18) | HP: -10/?? |
15 Khaled (R, 18) | HP: 41/41 | Surges: 6/6 |
9 Blade 1 (X, 27) | HP: 11/36 | Surges: 6/6 Bloodied
0 Fire Spread


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PostPosted: Sun Nov 20, 2016 3:02 pm 
Magical Liopleurodon
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Joined: Thu Jan 03, 2013 7:46 pm
Posts: 2002
Location: The Great North
Cleo is shocked by how rapidly the tower collapsed from the flames. She tries to dodge the debris, but is still hit by some as it falls. Wincing, she turns to strike out at the last remaining archer near her before rushing to join the fight with the others in the distance.

Mechanics: show
Standard Action: Blistering Flourish Attack Technique on Archer 4
Attack: 26 vs Reflex = hit
Hit: 11 damage. Until the end of my next turn, my melee attacks deal +5 fire damage

No Action: Desert Wind Flurry of Blows on Archer 4
Effect: The target takes 5 fire damage, + 5 more from Blistering Flourish, for a total of 10 fire damage. I shift to (T, 26).

Move Action: Blistering Flourish Movement Technique
Effect: I move to (Q, 19), avoiding OAs. Enemies that make OAs provoked by this movement take 5 fire damage if they hit.

Combat Block: show
Tn. Cleo

Female Hengeyokai Monk 2
Languages: Serran, Imardanian
Age: 22
Height: 4' 11"
Weight: 106 lbs.

Speed: 7
Climb Speed (as a cat): 7
Initiative: +6
Passive Perception: 11
Passive Insight: 11
Senses: Low-light Vision

AC: 20
Fort: 13
Reflex: 17
Will: 15
HP: 8/29
Bloodied: 14
Surge Value: 7
Surges left: 6/8
Action Points: 0

MBA: +11 vs AC, 1d8+6 damage. (+1 damage to bloodied targets)
RBA: +11 vs AC, 1d4+6 damage. (+1 damage to bloodied targets)

Resistances:
5 Fire

Vulnerabilities: None
Saves:
+2 vs immobilize, restrain, or slow

Active Effects:
+2 to checks to escape grab
+5 to bluff vs insight to discover I am not human
Spiral Stance, +1 reach with melee touch attacks


Powers:

Nature's Mask
Desert Wind Flurry of Blows
Blistering Flourish
Five Storms
Agile Recovery
__________________________________

Second Wind [X]
Sarifal's Blessing [X]
Light the Fire [_]
__________________________________

Masterful Spiral [X]

Consumables:

None

Important Features:: show
Mental Crucible: I gain resist 5 fire (or +2 if I already have resist fire of 5+)

Unarmed Combatant: unarmed attack has +3 proficiency, 1d8 damage, unarmed group, can be affected by ki foci. Must have a free hand to use it.

Unarmored Defense: +2 to AC when in cloth armor or no armor and not using a shield.

Full Discipline: Can only use one full discipline power per round, but can use it as many times as the power would allow (at-will's any number of times in a round, encounters once per round, etc.) Can use full discipline techniques in whatever order I like, and if I spend an action point I can choose a different full discipline power.

Beast Nature: I am considered both a magical beast and a humanoid.

Elusive: +2 racial bonus to checks made to escape grabs and to saving throws against effects that immobilize, restrain, or slow me.

Fey Origin: I am considered Fey.

Language of Beasts: I can speak to and understand natural and fey felines in my hybrid or animal form, and understand but not speak to them in human form.

Shapechanger: I am considered a shapechanger.

Ki Focus Expertise: +1 to damage with ki focus vs bloodied targets.

Unarmored Agility: +2 to AC when in cloth armor or no armor.

Internalize the Basic Kata: I use Dexterity instead of Strength for my MBA rolls when using my Monk Unarmed Strike. My Flurry of Blows can trigger on an OA made with my Monk Unarmed Strike.


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PostPosted: Mon Nov 21, 2016 7:53 pm 
YUO ARE SMART
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Joined: Tue Jan 01, 2013 7:12 pm
Posts: 1006
Location: Somewhere between Hell and Lake Michigan
With her foes outside the camp finally defeated, Juliette begins her trek to join the others in the middle of the camp, intent on putting the bandits down for good.

Mechanics: show
Move: Walk to AB6

Standard->Move:Walk to W12

Combat Block: show
Juliette LeMaire

Female Human Berserker 2
Languages: Imardanian, Serran
Age: 26
Height: 5'6"
Weight: 115 lbs.

Speed: 6
Initiative: +4
Passive Perception: 16
Passive Insight: 11
Senses: Low-light vision

AC: 20
Fort: 18
Ref: 17
Will: 14
HP: 15/33
Bloodied: 16
Surge Value: 8
Surges left: 8/9
Action points: 1

Resistances: None
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Jarring Smash
Run Down
Savage Reach
Vengeful Guardian
Defender Aura

__________________________________

Second Wind [X]
Disrupting Advance [X]
Savage Cut [X]

Shrug It Off [_]
__________________________________

Life-Ending Strike [_]

Consumables:

None

Important Features: show
Flail Expertise: You gain a +1 bonus to attack rolls that you make with a flail. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, when you hit with a melee weapon attack using a flail and the attack lets you slide the target, you can knock the target prone instead of sliding it.

World Serpent's Grasp: Whenever you hit a slowed or immobilized target with an attack, you can knock it prone.

Unarmored Agility: You gain a +2 feat bonus to AC while wearing either cloth armor or no armor.

Weapon Proficiency (Kusari-gama): You gain proficiency with the Kusari-gama.

Poised Defender: While your defender aura is active and you're not wearing heavy armor, you gain a + 2 bonus to AC.

Arid Desert Heartland: While you are wearing cloth armor or no armor and not using a shield, you gain a +3 bonus to AC and a +2 bonus to Reflex. At 4th level, you gain resist 5 fire. The resistance increases to 10 at 14th level and 15 at 24th level.

Berserker Fury: When you use a barbarian primal attack power, you enter your Berserker Fury until the end of the encounter. Alternatively, you can use a minor action while you are bloodied to enter the fury. The fury has the following effects.
+ Your defender aura ends, if it was active, and you cannot use defender aura or vengeful guardian until the fury ends.
+ Some of your powers, such as your barbarian martial at-will attack powers, gain additional benefits, as noted in those powers.
+ Your melee basic attacks deal 1d8 extra damage. This extra damage increases to 2d8 at 11th level and 3d8 at 21st level.

Human Defense Bonuses: You gain a +1 racial bonus to Fortitude, Reflex, and Will.


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PostPosted: Mon Nov 21, 2016 8:41 pm 
A Wan Smile
User avatar

Joined: Tue Jan 01, 2013 5:10 pm
Posts: 1615
Having taken a breather, Shira'stasa takes cover behind the house and commands her flaming skeleton apparition to march forward into battle.

Mechanics: show
Move: Walk to O, 0.

Move: Move Flaming Sphere to N, 5.

Minor: Sustain Flaming Sphere in J9. Enemies adjacent grant CA and at the start of turn, take 1d4+5 fire damage.

Free: Ready Shield to proc -- which gives me +4 to AC and Ref until the end of my turn -- if it will deflect a blow.

Combat Block: show
Female Deva Wizard 2
Languages: Serran, Tulrissian, Imardanian, Kurnish
Age: 33
Height: 5'9"
Weight: 135 lbs.

Speed: 6
Initiative: +6
Passive Perception: 14
Passive Insight: 19
Senses: Normal

AC: 18+2
Fort: 12+2
Ref: 16+2
Will: 16+2
HP: 11/27
Bloodied: 13
Surge Value: 6
Surges left: 6/7
Action points: 0

Resistances: 5 necrotic, 5 radiant
Vulnerabilities: None
Saves: None

Active Effects: +2 def from SW

Powers:

Light
Prestidigitation
Mage Hand
Beguiling Strands
Winged Horde

__________________________________

Second Wind [x]
Use Vulnerability [_]
Memory of a Thousand Lifetimes [_]
Suggestion [_]
Grasping Shadows [_] **
Shield [_] *
Arcane Mutterings [_] *


__________________________________

Flaming Sphere [x]*
Phantom Chasm [_]*

* Only one may be readied at beginning of day.
** Can be traded for Orbmaster's Incendiary Detonation.

Consumables:

None

Important Features: show
Tome Expertise: You gain a +1 feat bonus to implement attack rolls with a tome. Enemies adjacent to your conjurations/summoned creatures grant CA. Enemies immune to fear are immune to this effect.

Astral Majesty: You have a +1 bonus to all defenses against attacks made by bloodied creatures.

Immortal Origin: Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.


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PostPosted: Tue Nov 22, 2016 12:29 pm 
Salmon Bread with the Queen
User avatar

Joined: Fri Jan 04, 2013 11:18 am
Posts: 1384
Location: Blighty
As one of the archers fails to strike Khaled with his dagger, another one of the Blades charges the ranged warrior landing a powerful blow. The female captive, once again uses her magic to heal Cleo before also attacking the archer fending off the Blades.

"What the fuck is going on here? I was trying to sleep!" A voice roars across the camp, emanating from the Eastern building. A woman emerges from the building. She is only lightly armoured with most of her torso exposed, showing a large number of scars and a burned Malachite Blade tattoo on her arm. "Geral Tesharan," she says spotting the Malachite Blade in the camp. She spits in his direction and draws two large scimitars.

Geral recognises her as Acenath, once a member of the Malachite Blades, like him, but dishonoured and expelled from their ranks some time ago.

Go: Geral

Mechanics: show
Cleo: Hits, hits, kills, shifts,

Juliette: Moves.

Shira'stasa: Moves, moves conjuration, sustains, readies.

Archer 5: Attacks Khaled, 13 vs AC misses.

Blade 2: Walks to (V, 21), charges to (R, 17) attacking Archer 5, 27 vs AC hits for 9 damage, bloodying Archer 5.

Captive 2: Walks to (Q, 20), Healing Infusion: Curative Admixture on Cleo who regains 11 HP, charges to (Q, 18) attacking Archer 5, 21 vs AC hits for 9 damage.

Acenath: Enters encounter, rolls initiative, 27.

Map: show
Image

Map Info: show
Buildings: 10 foot high adobe buildings with a few tile steps in front of the doorway. Athletics DC 15 to climb the sides.

Watch Tower: Wooden towers 20 feet tall. They can be easily climbed with an Athletics Check. Ladder DC 5, rest of tower DC 10.

Wooden Steaks: A form of light defence. They are difficult terrain and deal 1d6 damage for each square travelled through.

Tents: The tents can be moved through easily and will fall down when their squares are entered.

Other Furniture: Difficult terrain, can be interacted with as you would expect.

Cages: Locked cages each containing a captive.

Various Fire: Any creature that begins its turn in the flames takes 8 fire damage once, and any creature that ends its turn in the flames takes 5 ongoing fire damage (save ends). At the end of each round, any fire will attempt to spread to any nearby flammable objects.

Enemy Info: show
Acenath: The leader of the rogue Malachite Blades. She is an experienced warrior and wields two scimitars.

Archer: lightly armoured, they strike from range with their bows, resorting to daggers at close quarters.

Brigands: Strong bulky men armed with maces or large scimitars.

Bandits: Lightly armed and armoured, these are likely existing bandits that joined the more experienced and skilled group of rogue Malachite Blades.

Status: show
27 Acenath (K, 25) | HP: ??/?? |
25 Archer 4 (W, 28) | HP: -45/?? | Dead
23 Cleo (Q, 19) | HP: 19/29 | Surges: 7/8 | AP: 0/1 | Second Wind, Masterful Spiral, Sarifal's Blessing, +5 fire damage to attacks until EONT
23 Shira'stasa (O, 0) | HP: 11/27 | Surges: 6/7 | AP: 0/1 | Flaming Sphere Attack, Bloodied, Immediate Interrupt readied
22 Juliette (W, 12) | HP: 22/33 | Surges: 8/9 | AP: 0/1 | Beserkerr's Aura, Disrupting Advance, Savage Cut, Second Wind, +2 to defences until SONT
22 Archer 5 (Q, 17) | HP: -33/?? | Bloodied
20 Blade 2 (R, 17) | HP: 29/36 | Surges: 6/6 |
20 Captive 2 (Q, 19) | HP: ??/?? | Healing Infusion: Curative Admixturex2, Spike Wire
18 Geral (R, 20) | HP: 5/31 | Surges: 11/11 | AP: 0/1 | Vanishing Blade, Flame Cyclone, Bloodied
18 Archer 6 (N, 13) | HP: -19/?? | Bloodied
17 Archer 2 (K, 13) | HP: ??/?? |
17 Captive 1 (Q, 19) | HP: -4/?? |
16 Archer 1 (P, 18) | HP: -10/?? |
15 Khaled (R, 18) | HP: 41/41 | Surges: 6/6 |
9 Blade 1 (X, 27) | HP: 11/36 | Surges: 6/6 Bloodied
0 Fire Spread


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PostPosted: Mon Nov 28, 2016 7:09 pm 
Hm...

Joined: Fri Feb 14, 2014 1:12 pm
Posts: 812
Geral glances over, seeing Acenath, and grimaces as he steps towards her, taking a deep breath to ready himself.
"Acenath. I suppose that with you here, surrender is out of the question. A shame, it seems your men should have cut and run long before we arrived."

He angles his blade at her, inviting her to strike.
"Come. Let's see if anything's changed..."

Mechanics: show
Move to P21
Standard action to use Second Wind and heal myself. I'll need it. Gain 9 hp.


Combat Block: show
Geral

Male Genasi Swordmage Level 2
Languages: Serran, Kurnish
Age: 29
Height: 6'0"
Weight: 160 lbs

Speed: 6
Initiative: 1
Passive Perception: 11
Passive Insight: 16
Senses: Normal Vision

AC: 21
Fort: 14
Ref: 17
Will: 13
HP:14/37
Bloodied: 18
Surge Value: 9
Surges: 11/11
AP: 1

Resistances:
Resist Fire 5

Vulnerabilities:
NONE

Saving throws:
I WISH

Active Effects:
Golden

Powers:
Sword Burst
Booming Blade
Guardian's Counter [ ]
Flame Cyclone [X]
Vanishing Blade [X]
Arcane Mutterings [ ]

Other Abilities:

Aegis of Assault
Second Wind [X]
Firepulse [ ]

Conditions: None

Important Features: show
Genasi Firesoul: +1 Reflexes, Resist 5 Fire, and Firepulse.

Swordbond: By spending 1 hour with any light or heavy blade, the blade becomes swordbonded. As a standard action, the blade can be called from 10 squares away. If the bonded weapon is broken, the blade can be reforged with an hour of meditation.

Swordmage Warding: +1 AC or +3 AC when wielding a blade one handed and the other hand is free.

Heavy Blade Expertise: +1 to attack rolls with Heavy Blade. +2 to defenses against OAs.

Rose King's Shield: +2 to Endurance. While using a longsword, once per turn melee attacks grant +5 temporary HP. This is improved to +10 if more than 2 squares are moved before the end of your turn.

Aegis of Assault: Target is marked. It suffers a -2 to all attack rolls that do not include Geral. If a target is hit without Geral being included, Geral teleports up to 10 squares to a spot next to the target and makes a basic melee attack.

White Lotus Riposte: Until the SoNT, a target hit with an at-will takes that abilities modifier damage when attacking Geral.


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PostPosted: Thu Dec 01, 2016 1:30 pm 
Salmon Bread with the Queen
User avatar

Joined: Fri Jan 04, 2013 11:18 am
Posts: 1384
Location: Blighty
A Blade takes another arrow as Khaled finishes off one of the archers and the male captive wounds another in a duel of daggers. One of the Blades moves up to support Geral as Acenath charges him, narrowly missing him.

Go: Cleo, Shira'stasa, Juliette

Mechanics: show
Geral: moves, heals.

Archer 6: Shoots Blade 2, 24 vs AC hits for 8 damage.

Archer 2: Shoots at Captive 1, 17 vs AC misses.

Captive 1: Attacks Archer 1, MBA 19 vs AC hits for 9 damage, bloodying them.

Archer 1: Attacks Captive 1, 16 vs AC misses.

Khaled: Attacks Archer 5, 21 vs AC hits for 6 damage, killing them.

Blade 1: Double move to (P, 22)

Fire Spread

Acenath: Designates Geral as quarry, charges to (O, 21) attacking Geral, 19 vs AC misses.

Map: show
Image

Map Info: show
Buildings: 10 foot high adobe buildings with a few tile steps in front of the doorway. Athletics DC 15 to climb the sides.

Watch Tower: Wooden towers 20 feet tall. They can be easily climbed with an Athletics Check. Ladder DC 5, rest of tower DC 10.

Wooden Steaks: A form of light defence. They are difficult terrain and deal 1d6 damage for each square travelled through.

Tents: The tents can be moved through easily and will fall down when their squares are entered.

Other Furniture: Difficult terrain, can be interacted with as you would expect.

Cages: Locked cages each containing a captive.

Various Fire: Any creature that begins its turn in the flames takes 8 fire damage once, and any creature that ends its turn in the flames takes 5 ongoing fire damage (save ends). At the end of each round, any fire will attempt to spread to any nearby flammable objects.

Enemy Info: show
Archer: lightly armoured, they strike from range with their bows, resorting to daggers at close quarters.

Brigands: Strong bulky men armed with maces or large scimitars.

Bandits: Lightly armed and armoured, these are likely existing bandits that joined the more experienced and skilled group of rogue Malachite Blades.

Status: show
27 Acenath (P, 22) | HP: ??/?? |
25 Archer 4 (W, 28) | HP: -45/?? | Dead
23 Cleo (Q, 19) | HP: 19/29 | Surges: 7/8 | AP: 0/1 | Second Wind, Masterful Spiral, Sarifal's Blessing, +5 fire damage to attacks until EONT
23 Shira'stasa (O, 0) | HP: 11/27 | Surges: 6/7 | AP: 0/1 | Flaming Sphere Attack, Bloodied, Immediate Interrupt readied
22 Juliette (W, 12) | HP: 22/33 | Surges: 8/9 | AP: 0/1 | Beserkerr's Aura, Disrupting Advance, Savage Cut, Second Wind, +2 to defences until SONT
22 Archer 5 (Q, 17) | HP: -39/?? | Dead
20 Blade 2 (R, 17) | HP: 21/36 | Surges: 6/6 |
20 Captive 2 (Q, 19) | HP: ??/?? | Healing Infusion: Curative Admixturex2, Spike Wire
18 Geral (P, 21) | HP: 14/31 | Surges: 11/11 | AP: 0/1 | Vanishing Blade, Flame Cyclone, Second Wind Bloodied, +2 to defenses till SONT, Acenath's quarry
18 Archer 6 (N, 13) | HP: -19/?? | Bloodied
17 Archer 2 (K, 13) | HP: ??/?? |
17 Captive 1 (Q, 19) | HP: -4/?? |
16 Archer 1 (P, 18) | HP: -19/?? | Bloodied
15 Khaled (R, 18) | HP: 41/41 | Surges: 6/6 |
9 Blade 1 (X, 27) | HP: 11/36 | Surges: 6/6 Bloodied
0 Fire Spread


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PostPosted: Thu Dec 01, 2016 2:45 pm 
Magical Liopleurodon
User avatar

Joined: Thu Jan 03, 2013 7:46 pm
Posts: 2002
Location: The Great North
Cleo glances towards the newcomer to the fight as she barrels towards Geral, but pays her little mind. She can wait. The girl makes quick work of finishing the nearest archer off with a rapid series of blows before rushing the other archers in the distance. These ones can die first.

Mechanics: show
Standard Action: Blistering Flourish Attack Technique on Archer 1
Attack: 22 vs Reflex = hit
Hit: 13 damage, plus 5 more fire damage, for a total of 18 damage dealt. Until the end of my next turn, my melee attacks deal +5 fire damage. Archer 1 is dead.

Move Action: Blistering Flourish Movement Technique
Effect: I move to (M, 14), avoiding OAs. If for some reason I provoke an OA during this move and the attack hits, the attacker takes 5 fire damage.

No Action: Desert Wind Flurry of Blows on Archer 6
Effect: target takes 5 fire damage, plus 5 more from Blistering Flourish, for a total of 10 damage dealt. Archer 6 also takes -2 to hit me until the end of my next turn. I shift to (L, 14)

Combat Block: show
Tn. Cleo

Female Hengeyokai Monk 2
Languages: Serran, Imardanian
Age: 22
Height: 4' 11"
Weight: 106 lbs.

Speed: 7
Climb Speed (as a cat): 7
Initiative: +6
Passive Perception: 11
Passive Insight: 11
Senses: Low-light Vision

AC: 20
Fort: 13
Reflex: 17
Will: 15
HP: 19/29
Bloodied: 14
Surge Value: 7
Surges left: 5/8
Action Points: 0

MBA: +11 vs AC, 1d8+6 damage. (+1 damage to bloodied targets)
RBA: +11 vs AC, 1d4+6 damage. (+1 damage to bloodied targets)

Resistances:
5 Fire

Vulnerabilities: None
Saves:
+2 vs immobilize, restrain, or slow

Active Effects:
+2 to checks to escape grab
+5 to bluff vs insight to discover I am not human
Spiral Stance, +1 reach with melee touch attacks


Powers:

Nature's Mask
Desert Wind Flurry of Blows
Blistering Flourish
Five Storms
Agile Recovery
__________________________________

Second Wind [X]
Sarifal's Blessing [X]
Light the Fire [_]
__________________________________

Masterful Spiral [X]

Consumables:

None

Important Features:: show
Mental Crucible: I gain resist 5 fire (or +2 if I already have resist fire of 5+)

Unarmed Combatant: unarmed attack has +3 proficiency, 1d8 damage, unarmed group, can be affected by ki foci. Must have a free hand to use it.

Unarmored Defense: +2 to AC when in cloth armor or no armor and not using a shield.

Full Discipline: Can only use one full discipline power per round, but can use it as many times as the power would allow (at-will's any number of times in a round, encounters once per round, etc.) Can use full discipline techniques in whatever order I like, and if I spend an action point I can choose a different full discipline power.

Beast Nature: I am considered both a magical beast and a humanoid.

Elusive: +2 racial bonus to checks made to escape grabs and to saving throws against effects that immobilize, restrain, or slow me.

Fey Origin: I am considered Fey.

Language of Beasts: I can speak to and understand natural and fey felines in my hybrid or animal form, and understand but not speak to them in human form.

Shapechanger: I am considered a shapechanger.

Ki Focus Expertise: +1 to damage with ki focus vs bloodied targets.

Unarmored Agility: +2 to AC when in cloth armor or no armor.

Internalize the Basic Kata: I use Dexterity instead of Strength for my MBA rolls when using my Monk Unarmed Strike. My Flurry of Blows can trigger on an OA made with my Monk Unarmed Strike.


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PostPosted: Thu Dec 01, 2016 7:12 pm 
YUO ARE SMART
User avatar

Joined: Tue Jan 01, 2013 7:12 pm
Posts: 1006
Location: Somewhere between Hell and Lake Michigan
Finally within the camp walls, Juliette pays no attention to the newcomer that the mercenary seemed to know and instead sets her sights on the archer nearest to her. Running at him, she swings with her blade, hoping to put the man down.

Mechanics: show
Move: Walk to Q13

Standard: CHARGE! to O13
Attack: 8(1d20) +10 = 18 vs AC = ???
Damage: 5(1d10) +3(1d8) +5 = 13

Combat Block: show
Juliette LeMaire

Female Human Berserker 2
Languages: Imardanian, Serran
Age: 26
Height: 5'6"
Weight: 115 lbs.

Speed: 6
Initiative: +4
Passive Perception: 16
Passive Insight: 11
Senses: Low-light vision

AC: 20
Fort: 18
Ref: 17
Will: 14
HP: 15/33
Bloodied: 16
Surge Value: 8
Surges left: 8/9
Action points: 1

Resistances: None
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Jarring Smash
Run Down
Savage Reach
Vengeful Guardian
Defender Aura

__________________________________

Second Wind [X]
Disrupting Advance [X]
Savage Cut [X]

Shrug It Off [_]
__________________________________

Life-Ending Strike [_]

Consumables:

None

Important Features: show
Flail Expertise: You gain a +1 bonus to attack rolls that you make with a flail. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, when you hit with a melee weapon attack using a flail and the attack lets you slide the target, you can knock the target prone instead of sliding it.

World Serpent's Grasp: Whenever you hit a slowed or immobilized target with an attack, you can knock it prone.

Unarmored Agility: You gain a +2 feat bonus to AC while wearing either cloth armor or no armor.

Weapon Proficiency (Kusari-gama): You gain proficiency with the Kusari-gama.

Poised Defender: While your defender aura is active and you're not wearing heavy armor, you gain a + 2 bonus to AC.

Arid Desert Heartland: While you are wearing cloth armor or no armor and not using a shield, you gain a +3 bonus to AC and a +2 bonus to Reflex. At 4th level, you gain resist 5 fire. The resistance increases to 10 at 14th level and 15 at 24th level.

Berserker Fury: When you use a barbarian primal attack power, you enter your Berserker Fury until the end of the encounter. Alternatively, you can use a minor action while you are bloodied to enter the fury. The fury has the following effects.
+ Your defender aura ends, if it was active, and you cannot use defender aura or vengeful guardian until the fury ends.
+ Some of your powers, such as your barbarian martial at-will attack powers, gain additional benefits, as noted in those powers.
+ Your melee basic attacks deal 1d8 extra damage. This extra damage increases to 2d8 at 11th level and 3d8 at 21st level.

Human Defense Bonuses: You gain a +1 racial bonus to Fortitude, Reflex, and Will.


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PostPosted: Fri Dec 02, 2016 4:07 pm 
A Wan Smile
User avatar

Joined: Tue Jan 01, 2013 5:10 pm
Posts: 1615
Shira'stasa continues to issue her flaming creature forward, eager to cut down the remaining archer plaguing her position.

Mechanics: show
Double-Move: Move Flaming Sphere to K, 12.

Minor: Sustain Flaming Sphere in J9. Enemies adjacent grant CA and at the start of turn, take 1d4+5 fire damage.

Free: Ready Shield to proc -- which gives me +4 to AC and Ref until the end of my turn -- if it will deflect a blow.

Combat Block: show
Female Deva Wizard 2
Languages: Serran, Tulrissian, Imardanian, Kurnish
Age: 33
Height: 5'9"
Weight: 135 lbs.

Speed: 6
Initiative: +6
Passive Perception: 14
Passive Insight: 19
Senses: Normal

AC: 18+2
Fort: 12+2
Ref: 16+2
Will: 16+2
HP: 11/27
Bloodied: 13
Surge Value: 6
Surges left: 6/7
Action points: 0

Resistances: 5 necrotic, 5 radiant
Vulnerabilities: None
Saves: None

Active Effects: +2 def from SW

Powers:

Light
Prestidigitation
Mage Hand
Beguiling Strands
Winged Horde

__________________________________

Second Wind [x]
Use Vulnerability [_]
Memory of a Thousand Lifetimes [_]
Suggestion [_]
Grasping Shadows [_] **
Shield [_] *
Arcane Mutterings [_] *


__________________________________

Flaming Sphere [x]*
Phantom Chasm [_]*

* Only one may be readied at beginning of day.
** Can be traded for Orbmaster's Incendiary Detonation.

Consumables:

None

Important Features: show
Tome Expertise: You gain a +1 feat bonus to implement attack rolls with a tome. Enemies adjacent to your conjurations/summoned creatures grant CA. Enemies immune to fear are immune to this effect.

Astral Majesty: You have a +1 bonus to all defenses against attacks made by bloodied creatures.

Immortal Origin: Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.


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PostPosted: Thu Dec 08, 2016 4:00 pm 
Salmon Bread with the Queen
User avatar

Joined: Fri Jan 04, 2013 11:18 am
Posts: 1384
Location: Blighty
Cleo and Juliette both bring down an archer each while Acenath is engaged by another Blade and the female captive, although to little avail.

Go: Geral

Mechanics: show
Cleo: hits, kills, moves, hits, shifts.

Juliette: moves, charges, hits, kills.

Shira'stasa: Moves conjuration and sustains, readies action.

Blade 2: Charges to (O, 20) attack Acenath, 11 vs AC misses.

Captive 2: Walks to (P,20), Magic Weapon on Acenath, 16 vs AC misses.

Map: show
Image

Map Info: show
Buildings: 10 foot high adobe buildings with a few tile steps in front of the doorway. Athletics DC 15 to climb the sides.

Watch Tower: Wooden towers 20 feet tall. They can be easily climbed with an Athletics Check. Ladder DC 5, rest of tower DC 10.

Wooden Steaks: A form of light defence. They are difficult terrain and deal 1d6 damage for each square travelled through.

Tents: The tents can be moved through easily and will fall down when their squares are entered.

Other Furniture: Difficult terrain, can be interacted with as you would expect.

Cages: Locked cages each containing a captive.

Various Fire: Any creature that begins its turn in the flames takes 8 fire damage once, and any creature that ends its turn in the flames takes 5 ongoing fire damage (save ends). At the end of each round, any fire will attempt to spread to any nearby flammable objects.

Enemy Info: show
Acenath: The leader of the rogue Malachite Blades. She is an experienced warrior and wields two scimitars.

Archer: lightly armoured, they strike from range with their bows, resorting to daggers at close quarters.

Brigands: Strong bulky men armed with maces or large scimitars.

Bandits: Lightly armed and armoured, these are likely existing bandits that joined the more experienced and skilled group of rogue Malachite Blades.

Status: show
27 Acenath (P, 22) | HP: ??/?? |
25 Archer 4 (W, 28) | HP: -45/?? | Dead
23 Cleo (L, 14) | HP: 19/29 | Surges: 7/8 | AP: 0/1 | Second Wind, Masterful Spiral, Sarifal's Blessing, +5 fire damage to attacks until EONT
23 Shira'stasa (O, 0) | HP: 11/27 | Surges: 6/7 | AP: 0/1 | Flaming Sphere Attack, Bloodied, Immediate Interrupt readied
22 Juliette (W, 12) | HP: 22/33 | Surges: 8/9 | AP: 0/1 | Beserkerr's Aura, Disrupting Advance, Savage Cut, Second Wind, +2 to defences until SONT
22 Archer 5 (Q, 17) | HP: -39/?? | Dead
20 Blade 2 (R, 17) | HP: 21/36 | Surges: 6/6 |
20 Captive 2 (Q, 19) | HP: ??/?? | Healing Infusion: Curative Admixturex2, Spike Wire
18 Geral (P, 21) | HP: 14/31 | Surges: 11/11 | AP: 0/1 | Vanishing Blade, Flame Cyclone, Second Wind Bloodied, +2 to defenses till SONT, Acenath's quarry
18 Archer 6 (N, 13) | HP: -42/?? |
17 Archer 2 (K, 13) | HP: ??/?? |
17 Captive 1 (Q, 19) | HP: -4/?? |
16 Archer 1 (P, 18) | HP: -37/?? |
15 Khaled (R, 18) | HP: 41/41 | Surges: 6/6 |
9 Blade 1 (X, 27) | HP: 11/36 | Surges: 6/6 Bloodied
0 Fire Spread


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PostPosted: Sat Dec 10, 2016 5:02 pm 
Hm...

Joined: Fri Feb 14, 2014 1:12 pm
Posts: 812
Geral steps to the side as her blade flashes through the air near him, moving to flank with one of the blades and striking out at her. Though his blade doesn't strike her, he still seems confident.
"I don't think you're getting away from this one Acenath. Perhaps you shouldn't have been attacking merchants."

Mechanics: show
Shift to O22
Booming Blade on Acenath against AC: 5(1d20) +12 = 17
Something is seriously wrong with my roller... Wow these misses have been bad...

Apply Aegis of Assault on Acenath. If she attacks anyone other than me or without including me, I get a free teleport and MBA against her.


Combat Block: show
Geral

Male Genasi Swordmage Level 2
Languages: Serran, Kurnish
Age: 29
Height: 6'0"
Weight: 160 lbs

Speed: 6
Initiative: 1
Passive Perception: 11
Passive Insight: 16
Senses: Normal Vision

AC: 21
Fort: 14
Ref: 17
Will: 13
HP:14/37
Bloodied: 18
Surge Value: 9
Surges: 11/11
AP: 1

Resistances:
Resist Fire 5

Vulnerabilities:
NONE

Saving throws:
I WISH

Active Effects:
Golden

Powers:
Sword Burst
Booming Blade
Guardian's Counter [ ]
Flame Cyclone [X]
Vanishing Blade [X]
Arcane Mutterings [ ]

Other Abilities:

Aegis of Assault
Second Wind [X]
Firepulse [ ]

Conditions: None

Important Features: show
Genasi Firesoul: +1 Reflexes, Resist 5 Fire, and Firepulse.

Swordbond: By spending 1 hour with any light or heavy blade, the blade becomes swordbonded. As a standard action, the blade can be called from 10 squares away. If the bonded weapon is broken, the blade can be reforged with an hour of meditation.

Swordmage Warding: +1 AC or +3 AC when wielding a blade one handed and the other hand is free.

Heavy Blade Expertise: +1 to attack rolls with Heavy Blade. +2 to defenses against OAs.

Rose King's Shield: +2 to Endurance. While using a longsword, once per turn melee attacks grant +5 temporary HP. This is improved to +10 if more than 2 squares are moved before the end of your turn.

Aegis of Assault: Target is marked. It suffers a -2 to all attack rolls that do not include Geral. If a target is hit without Geral being included, Geral teleports up to 10 squares to a spot next to the target and makes a basic melee attack.

White Lotus Riposte: Until the SoNT, a target hit with an at-will takes that abilities modifier damage when attacking Geral.


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PostPosted: Tue Dec 13, 2016 4:00 pm 
Salmon Bread with the Queen
User avatar

Joined: Fri Jan 04, 2013 11:18 am
Posts: 1384
Location: Blighty
Khaled moves to help Cleo as the male captive and other Blades engage Acenath. "Ha! You must be rusty," Acenath taunts Geral following his miss. She follows it up with a quick series of attacks striking both Geral and one of the Blades. "Or perhaps it is you who won't get away so easily."

Go: Cleo, Shira'stasa, Juliette

Mechanics: show
Geral: shifts, misses, marks.

Archer 2: takes 9 fire damage, drops bow, draws dagger, attacks Cleo, 21 vs AC hits for 5 damage bloodying her.

Captive 1: Walks to (P, 21), MBA against Acenath, 12 vs AC = critical miss.

Khaled: Walks and then charges to (L, 13) attacking Archer 2, 17 vs AC hits for 6 damage.

Blade 1: Attacks Acenath, 18 vs AC misses.

Acenath: Twin Strike against Geral and Blade 1.
23 vs AC hits Geral for 10 damage.
21 vs AC hits Blade 1 for 8 damage.

Map: show
Image

Map Info: show
Buildings: 10 foot high adobe buildings with a few tile steps in front of the doorway. Athletics DC 15 to climb the sides.

Watch Tower: Wooden towers 20 feet tall. They can be easily climbed with an Athletics Check. Ladder DC 5, rest of tower DC 10.

Wooden Steaks: A form of light defence. They are difficult terrain and deal 1d6 damage for each square travelled through.

Tents: The tents can be moved through easily and will fall down when their squares are entered.

Other Furniture: Difficult terrain, can be interacted with as you would expect.

Cages: Locked cages each containing a captive.

Various Fire: Any creature that begins its turn in the flames takes 8 fire damage once, and any creature that ends its turn in the flames takes 5 ongoing fire damage (save ends). At the end of each round, any fire will attempt to spread to any nearby flammable objects.

Enemy Info: show
Archer: lightly armoured, they strike from range with their bows, resorting to daggers at close quarters.

Brigands: Strong bulky men armed with maces or large scimitars.

Bandits: Lightly armed and armoured, these are likely existing bandits that joined the more experienced and skilled group of rogue Malachite Blades.

Status: show
27 Acenath (P, 22) | HP: ??/?? | Marked by Geral
23 Cleo (L, 14) | HP: 14/29 | Surges: 7/8 | AP: 0/1 | Second Wind, Masterful Spiral, Sarifal's Blessing, +5 fire damage to attacks until EONT, Bloodied
23 Shira'stasa (O, 0) | HP: 11/27 | Surges: 6/7 | AP: 0/1 | Flaming Sphere Attack, Bloodied, Immediate Interrupt readied
22 Juliette (W, 12) | HP: 22/33 | Surges: 8/9 | AP: 0/1 | Beserkerr's Aura, Disrupting Advance, Savage Cut, Second Wind, +2 to defences until SONT
20 Blade 2 (R, 17) | HP: 21/36 | Surges: 6/6 |
20 Captive 2 (Q, 19) | HP: ??/?? | Healing Infusion: Curative Admixturex2, Spike Wire
18 Geral (O, 22) | HP: 4/31 | Surges: 11/11 | AP: 0/1 | Vanishing Blade, Flame Cyclone, Second Wind Bloodied, Acenath's quarry
17 Archer 2 (K, 13) | HP: -15/?? | Granting CA
17 Captive 1 (P, 21) | HP: -4/?? |
15 Khaled (L, 13) | HP: 41/41 | Surges: 6/6 |
9 Blade 1 (X, 27) | HP: 3/36 | Surges: 6/6 Bloodied
0 Fire Spread


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PostPosted: Tue Dec 13, 2016 8:06 pm 
Magical Liopleurodon
User avatar

Joined: Thu Jan 03, 2013 7:46 pm
Posts: 2002
Location: The Great North
Hm, that took less time I thought. As Cleo manages to finish the last of the archers off with a deadly combo, she turns her sights once more to the newcomer, and obvious leader of the group. "Well, you're all alone now, Ass-nath. How are you feeling about your odds?" she taunts, as she rushes towards the woman.

Mechanics: show
Standard Action: Blistering Flourish Attack Technique on Archer 2
Attack: 20 vs Reflex = hit
Hit: 9 damage, plus 5 more fire damage, for a grand total of 14 damage. Until the end of my next turn, my melee attacks deal +5 fire damage.

No Action: Desert Wind Flurry of Blows on Archer 2
Effect: target takes 5 fire damage, plus 5 more from Blistering Flourish, for a total of 10 damage dealt. Archer 2 dies. I shift to (L, 15)

Move Action: Blistering Flourish Movement Technique
Effect: I move to (M, 19), avoiding OAs. If for some reason I provoke an OA during this move and the attack hits, the attacker takes 5 fire damage.

Combat Block: show
Tn. Cleo

Female Hengeyokai Monk 2
Languages: Serran, Imardanian
Age: 22
Height: 4' 11"
Weight: 106 lbs.

Speed: 7
Climb Speed (as a cat): 7
Initiative: +6
Passive Perception: 11
Passive Insight: 11
Senses: Low-light Vision

AC: 20
Fort: 13
Reflex: 17
Will: 15
HP: 14/29
Bloodied: 14
Surge Value: 7
Surges left: 5/8
Action Points: 0

MBA: +11 vs AC, 1d8+6 damage. (+1 damage to bloodied targets)
RBA: +11 vs AC, 1d4+6 damage. (+1 damage to bloodied targets)

Resistances:
5 Fire

Vulnerabilities: None
Saves:
+2 vs immobilize, restrain, or slow

Active Effects:
+2 to checks to escape grab
+5 to bluff vs insight to discover I am not human
Spiral Stance, +1 reach with melee touch attacks


Powers:

Nature's Mask
Desert Wind Flurry of Blows
Blistering Flourish
Five Storms
Agile Recovery
__________________________________

Second Wind [X]
Sarifal's Blessing [X]
Light the Fire [_]
__________________________________

Masterful Spiral [X]

Consumables:

None

Important Features:: show
Mental Crucible: I gain resist 5 fire (or +2 if I already have resist fire of 5+)

Unarmed Combatant: unarmed attack has +3 proficiency, 1d8 damage, unarmed group, can be affected by ki foci. Must have a free hand to use it.

Unarmored Defense: +2 to AC when in cloth armor or no armor and not using a shield.

Full Discipline: Can only use one full discipline power per round, but can use it as many times as the power would allow (at-will's any number of times in a round, encounters once per round, etc.) Can use full discipline techniques in whatever order I like, and if I spend an action point I can choose a different full discipline power.

Beast Nature: I am considered both a magical beast and a humanoid.

Elusive: +2 racial bonus to checks made to escape grabs and to saving throws against effects that immobilize, restrain, or slow me.

Fey Origin: I am considered Fey.

Language of Beasts: I can speak to and understand natural and fey felines in my hybrid or animal form, and understand but not speak to them in human form.

Shapechanger: I am considered a shapechanger.

Ki Focus Expertise: +1 to damage with ki focus vs bloodied targets.

Unarmored Agility: +2 to AC when in cloth armor or no armor.

Internalize the Basic Kata: I use Dexterity instead of Strength for my MBA rolls when using my Monk Unarmed Strike. My Flurry of Blows can trigger on an OA made with my Monk Unarmed Strike.


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PostPosted: Tue Dec 13, 2016 9:52 pm 
YUO ARE SMART
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Joined: Tue Jan 01, 2013 7:12 pm
Posts: 1006
Location: Somewhere between Hell and Lake Michigan
Seeing Cleo fell the last of the bandit grunts, Juliette turns her attention to the new woman. Her blood boiling with rage, she shouts, "Now it's your turn, bitch!" With this, she charges at the woman and lands a harsh blow, a devilish grin painting her face as she does so.

Mechanics: show
Move: Walk to M19

Standard: CHARGE! to N21 using Life-Ending Strike
Attack: 17(1d20) +12 = 29 vs AC = HIT!
Damage: 21(4d10) +5 = 26 Booooooo, sucky roll

Combat Block: show
Juliette LeMaire

Female Human Berserker 2
Languages: Imardanian, Serran
Age: 26
Height: 5'6"
Weight: 115 lbs.

Speed: 6
Initiative: +4
Passive Perception: 16
Passive Insight: 11
Senses: Low-light vision

AC: 20
Fort: 18
Ref: 17
Will: 14
HP: 15/33
Bloodied: 16
Surge Value: 8
Surges left: 8/9
Action points: 1

Resistances: None
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Jarring Smash
Run Down
Savage Reach
Vengeful Guardian
Defender Aura

__________________________________

Second Wind [X]
Disrupting Advance [X]
Savage Cut [X]

Shrug It Off [_]
__________________________________

Life-Ending Strike [X]

Consumables:

None

Important Features: show
Flail Expertise: You gain a +1 bonus to attack rolls that you make with a flail. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, when you hit with a melee weapon attack using a flail and the attack lets you slide the target, you can knock the target prone instead of sliding it.

World Serpent's Grasp: Whenever you hit a slowed or immobilized target with an attack, you can knock it prone.

Unarmored Agility: You gain a +2 feat bonus to AC while wearing either cloth armor or no armor.

Weapon Proficiency (Kusari-gama): You gain proficiency with the Kusari-gama.

Poised Defender: While your defender aura is active and you're not wearing heavy armor, you gain a + 2 bonus to AC.

Arid Desert Heartland: While you are wearing cloth armor or no armor and not using a shield, you gain a +3 bonus to AC and a +2 bonus to Reflex. At 4th level, you gain resist 5 fire. The resistance increases to 10 at 14th level and 15 at 24th level.

Berserker Fury: When you use a barbarian primal attack power, you enter your Berserker Fury until the end of the encounter. Alternatively, you can use a minor action while you are bloodied to enter the fury. The fury has the following effects.
+ Your defender aura ends, if it was active, and you cannot use defender aura or vengeful guardian until the fury ends.
+ Some of your powers, such as your barbarian martial at-will attack powers, gain additional benefits, as noted in those powers.
+ Your melee basic attacks deal 1d8 extra damage. This extra damage increases to 2d8 at 11th level and 3d8 at 21st level.

Human Defense Bonuses: You gain a +1 racial bonus to Fortitude, Reflex, and Will.


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PostPosted: Sat Dec 17, 2016 1:33 pm 
A Wan Smile
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Joined: Tue Jan 01, 2013 5:10 pm
Posts: 1615
With little apparent danger, Shira'stasa lets her flaming creature crumple to the desert floor, lifelessly, as she treads toward one of the ways into the encampment.

Mechanics: show
Double-Move: Walk 12 squares toward the southern entrance.

Combat Block: show
Female Deva Wizard 2
Languages: Serran, Tulrissian, Imardanian, Kurnish
Age: 33
Height: 5'9"
Weight: 135 lbs.

Speed: 6
Initiative: +6
Passive Perception: 14
Passive Insight: 19
Senses: Normal

AC: 18
Fort: 12
Ref: 16
Will: 16
HP: 11/27
Bloodied: 13
Surge Value: 6
Surges left: 6/7
Action points: 0

Resistances: 5 necrotic, 5 radiant
Vulnerabilities: None
Saves: None

Active Effects: None.

Powers:

Light
Prestidigitation
Mage Hand
Beguiling Strands
Winged Horde

__________________________________

Second Wind [x]
Use Vulnerability [_]
Memory of a Thousand Lifetimes [_]
Suggestion [_]
Grasping Shadows [_] **
Shield [_] *
Arcane Mutterings [_] *


__________________________________

Flaming Sphere [x]*
Phantom Chasm [_]*

* Only one may be readied at beginning of day.
** Can be traded for Orbmaster's Incendiary Detonation.

Consumables:

None

Important Features: show
Tome Expertise: You gain a +1 feat bonus to implement attack rolls with a tome. Enemies adjacent to your conjurations/summoned creatures grant CA. Enemies immune to fear are immune to this effect.

Astral Majesty: You have a +1 bonus to all defenses against attacks made by bloodied creatures.

Immortal Origin: Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.


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PostPosted: Wed Dec 21, 2016 3:34 pm 
Salmon Bread with the Queen
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Joined: Fri Jan 04, 2013 11:18 am
Posts: 1384
Location: Blighty
Cleo brings down the last bandit and Juliette lands a strong blow on Acenath, however both one of the Malachite Blades and the female captive are unsuccessful in hitting the Bandit leader.

Go: Geral

Mechanics: show
Cleo: hits, hits, kills, shifts, moves.

Juliette: moves, charges, hits.

Shira'stasa: moves.

Blade 2: Attacks Acenath, 9 vs AC misses.

Captive 2: Magic Weapon on Acenath, 14 vs AC misses.

Map: show
Image

Map Info: show
Buildings: 10 foot high adobe buildings with a few tile steps in front of the doorway. Athletics DC 15 to climb the sides.

Watch Tower: Wooden towers 20 feet tall. They can be easily climbed with an Athletics Check. Ladder DC 5, rest of tower DC 10.

Wooden Steaks: A form of light defence. They are difficult terrain and deal 1d6 damage for each square travelled through.

Tents: The tents can be moved through easily and will fall down when their squares are entered.

Other Furniture: Difficult terrain, can be interacted with as you would expect.

Cages: Locked cages each containing a captive.

Various Fire: Any creature that begins its turn in the flames takes 8 fire damage once, and any creature that ends its turn in the flames takes 5 ongoing fire damage (save ends). At the end of each round, any fire will attempt to spread to any nearby flammable objects.

Enemy Info: show
Acenath: The leader of the rogue Malachite Blades. She is an experienced warrior and wields two scimitars.

Archer: lightly armoured, they strike from range with their bows, resorting to daggers at close quarters.

Brigands: Strong bulky men armed with maces or large scimitars.

Bandits: Lightly armed and armoured, these are likely existing bandits that joined the more experienced and skilled group of rogue Malachite Blades.

Status: show
27 Acenath (P, 22) | HP: -26/?? | Marked by Geral
23 Cleo (M, 19) | HP: 14/29 | Surges: 7/8 | AP: 0/1 | Second Wind, Masterful Spiral, Sarifal's Blessing, +5 fire damage to attacks until EONT, Bloodied
23 Shira'stasa (AA, 5) | HP: 11/27 | Surges: 6/7 | AP: 0/1 | Flaming Sphere Attack, Bloodied, Immediate Interrupt readied
22 Juliette (N, 21) | HP: 22/33 | Surges: 8/9 | AP: 0/1 | Beserkerr's Aura, Disrupting Advance, Savage Cut, Second Wind, Life-Ending Strike
20 Blade 2 (R, 17) | HP: 21/36 | Surges: 6/6 |
20 Captive 2 (Q, 19) | HP: ??/?? | Healing Infusion: Curative Admixturex2, Spike Wire
18 Geral (O, 22) | HP: 4/31 | Surges: 11/11 | AP: 0/1 | Vanishing Blade, Flame Cyclone, Second Wind Bloodied, Acenath's quarry
17 Archer 2 (K, 13) | HP: -34/?? | Dead
17 Captive 1 (P, 21) | HP: -4/?? |
15 Khaled (L, 13) | HP: 41/41 | Surges: 6/6 |
9 Blade 1 (X, 27) | HP: 3/36 | Surges: 6/6 Bloodied
0 Fire Spread


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PostPosted: Mon Dec 26, 2016 6:25 pm 
Hm...

Joined: Fri Feb 14, 2014 1:12 pm
Posts: 812
Geral stands there for a moment, teetering back slightly as Acenath hit him, letting the others score their own hits, where they could, as he sets a hand to his new wound, looking at the blood.
"... Acenath. You should know better by now. You don't piss me off."

As he speaks those last words, fire erupts up his hand, his skin looking like ash as he strikes at Acenath with a blast of heat. AS the heat disipates, searing Acenath's skin, Geral brings his longsword down on her, hard.
"And here I thought you knew better than to try fighting when outnumbered! Yield damn you!"

Mechanics: show
Fire pulse Immediate Interrupt against Acenath for hitting me: 17(1d20) +6 = 23 against her Reflex.
Damage dealt: 3(1d6) +3 = 6 Fire damage if it matters.

Standard attack to use Booming Blade against Acenath: 18(1d20) +12 = 30 against her AC.
High rolling in the house tonight. Really must be christmas.
Damage: 7(1d8) +5 = 12

Geral, thanks to Rose King's Shield, gains +5 temp HP after that blow, bringing him up to 9 hp.


Combat Block: show
Geral

Male Genasi Swordmage Level 2
Languages: Serran, Kurnish
Age: 29
Height: 6'0"
Weight: 160 lbs

Speed: 6
Initiative: 1
Passive Perception: 11
Passive Insight: 16
Senses: Normal Vision

AC: 21
Fort: 14
Ref: 17
Will: 13
HP:4/37
Bloodied: 18
Surge Value: 9
Surges: 11/11
AP: 1

Temp HP: 5

Resistances:
Resist Fire 5

Vulnerabilities:
NONE

Saving throws:
I WISH

Active Effects:
Golden

Powers:
Sword Burst
Booming Blade
Guardian's Counter [ ]
Flame Cyclone [X]
Vanishing Blade [X]
Arcane Mutterings [ ]

Other Abilities:

Aegis of Assault
Second Wind [X]
Firepulse [X]

Conditions: None

Important Features: show
Genasi Firesoul: +1 Reflexes, Resist 5 Fire, and Firepulse.

Swordbond: By spending 1 hour with any light or heavy blade, the blade becomes swordbonded. As a standard action, the blade can be called from 10 squares away. If the bonded weapon is broken, the blade can be reforged with an hour of meditation.

Swordmage Warding: +1 AC or +3 AC when wielding a blade one handed and the other hand is free.

Heavy Blade Expertise: +1 to attack rolls with Heavy Blade. +2 to defenses against OAs.

Rose King's Shield: +2 to Endurance. While using a longsword, once per turn melee attacks grant +5 temporary HP. This is improved to +10 if more than 2 squares are moved before the end of your turn.

Aegis of Assault: Target is marked. It suffers a -2 to all attack rolls that do not include Geral. If a target is hit without Geral being included, Geral teleports up to 10 squares to a spot next to the target and makes a basic melee attack.

White Lotus Riposte: Until the SoNT, a target hit with an at-will takes that abilities modifier damage when attacking Geral.


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PostPosted: Wed Dec 28, 2016 11:28 am 
Salmon Bread with the Queen
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Joined: Fri Jan 04, 2013 11:18 am
Posts: 1384
Location: Blighty
Geral is quickly silenced as Acenath unleashes a flurry off attacks, her blades spinning and slicing through the air in an almost beautiful display of her prowess. Geral is knocked unconscious by one blow and one of the other Blades is killed. Wasting no time, Acenath turns her attention to Juliette, landing two quick strikes on the Imardanian, before pausing to see where the next attack comes from.

Go: Cleo, Shira'stasa, Juliette

Mechanics: show
Geral: Interrupts and hits, hits, gains THP.

Captive 1: MBA on Acenath, 29 vs AC hits for 10 damage.

Khaled: Double moves to (N, 20) knocking over tents.

Blade 1: Attacks Acenath, 15 vs AC misses.

Acenath: Twin Strike against Geral and Blade 1.
30 vs AC hits Geral for 10 damage. Geral is knocked unconscious.
24 vs AC hits Blade 1 for 6 damage. Blade 1 is killed.

Off Hand Strike on Juliette.
21 vs AC hits for 10 damage, bloodying her.

Furious Assault attack deals 7 extra damage.

Map: show
Image

Map Info: show
Buildings: 10 foot high adobe buildings with a few tile steps in front of the doorway. Athletics DC 15 to climb the sides.

Watch Tower: Wooden towers 20 feet tall. They can be easily climbed with an Athletics Check. Ladder DC 5, rest of tower DC 10.

Wooden Steaks: A form of light defence. They are difficult terrain and deal 1d6 damage for each square travelled through.

Tents: The tents can be moved through easily and will fall down when their squares are entered.

Other Furniture: Difficult terrain, can be interacted with as you would expect.

Cages: Locked cages each containing a captive.

Various Fire: Any creature that begins its turn in the flames takes 8 fire damage once, and any creature that ends its turn in the flames takes 5 ongoing fire damage (save ends). At the end of each round, any fire will attempt to spread to any nearby flammable objects.

Enemy Info: show
Archer: lightly armoured, they strike from range with their bows, resorting to daggers at close quarters.

Brigands: Strong bulky men armed with maces or large scimitars.

Bandits: Lightly armed and armoured, these are likely existing bandits that joined the more experienced and skilled group of rogue Malachite Blades.

Status: show
27 Acenath (P, 22) | HP: -54/?? | Furious Assault, Off Hand Strike
23 Cleo (M, 19) | HP: 14/29 | Surges: 7/8 | AP: 0/1 | Second Wind, Masterful Spiral, Sarifal's Blessing, +5 fire damage to attacks until EONT, Bloodied
23 Shira'stasa (AA, 5) | HP: 11/27 | Surges: 6/7 | AP: 0/1 | Flaming Sphere Attack, Bloodied, Immediate Interrupt readied
22 Juliette (N, 21) | HP: 5/33 | Surges: 8/9 | AP: 0/1 | Beserkerr's Aura, Disrupting Advance, Savage Cut, Second Wind, Life-Ending Strike, Bloodied
20 Blade 2 (R, 17) | HP: 21/36 | Surges: 6/6 |
20 Captive 2 (Q, 19) | HP: ??/?? | Healing Infusion: Curative Admixturex2, Spike Wire
18 Geral (O, 22) | HP: -1/31 | Surges: 11/11 | AP: 0/1 | Unconscious, Dying (failed death saves 0/3), Vanishing Blade, Flame Cyclone, Second Wind, Fire pulse, Bloodied, Prone
17 Captive 1 (P, 21) | HP: -4/?? |
15 Khaled (N, 20) | HP: 41/41 | Surges: 6/6 |
9 Blade 1 (X, 27) | HP: -3/36 | Surges: 6/6
0 Fire Spread


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PostPosted: Wed Dec 28, 2016 6:11 pm 
Magical Liopleurodon
User avatar

Joined: Thu Jan 03, 2013 7:46 pm
Posts: 2002
Location: The Great North
Cleo has some difficulty holding back a chuckle as Geral's boasts are immediately followed by him being knocked out. Guess he's all talk. The seriousness of the situation demands action, though, and Cleo rushes to the man's aid. Approaching next to Geral's now-unconscious body she unleashes her own rapid flurry of blows against the woman, before retreating to a safer distance. I'd rather not end up like that.

Mechanics: show
Move Action: move to (N, 22), avoiding OAs

Standard Action: Light the Fire on Acenath
Attack: 29 vs Reflex = hit
Hit: 14 fire damage, plus 5 more fire damage from Blistering Flourish, for a grand total of 19 fire damage. I activate an aura 1 that lasts until the end of my next turn. If an enemy starts its turn within the aura it takes 5 fire damage

No Action: Desert Wind Flurry of Blows on Acenath
Effect: target takes 5 fire damage, plus 5 more from Blistering Flourish, for a total of 10 damage dealt. I shift to (M, 21)

Combat Block: show
Tn. Cleo

Female Hengeyokai Monk 2
Languages: Serran, Imardanian
Age: 22
Height: 4' 11"
Weight: 106 lbs.

Speed: 7
Climb Speed (as a cat): 7
Initiative: +6
Passive Perception: 11
Passive Insight: 11
Senses: Low-light Vision

AC: 20
Fort: 13
Reflex: 17
Will: 15
HP: 14/29
Bloodied: 14
Surge Value: 7
Surges left: 5/8
Action Points: 0

MBA: +11 vs AC, 1d8+6 damage. (+1 damage to bloodied targets)
RBA: +11 vs AC, 1d4+6 damage. (+1 damage to bloodied targets)

Resistances:
5 Fire

Vulnerabilities: None
Saves:
+2 vs immobilize, restrain, or slow

Active Effects:
+2 to checks to escape grab
+5 to bluff vs insight to discover I am not human
Spiral Stance, +1 reach with melee touch attacks
Light the Fire aura, enemies who start their turn in the aura take 5 fire damage


Powers:

Nature's Mask
Desert Wind Flurry of Blows
Blistering Flourish
Five Storms
Agile Recovery
__________________________________

Second Wind [X]
Sarifal's Blessing [X]
Light the Fire [X]
__________________________________

Masterful Spiral [X]

Consumables:

None

Important Features:: show
Mental Crucible: I gain resist 5 fire (or +2 if I already have resist fire of 5+)

Unarmed Combatant: unarmed attack has +3 proficiency, 1d8 damage, unarmed group, can be affected by ki foci. Must have a free hand to use it.

Unarmored Defense: +2 to AC when in cloth armor or no armor and not using a shield.

Full Discipline: Can only use one full discipline power per round, but can use it as many times as the power would allow (at-will's any number of times in a round, encounters once per round, etc.) Can use full discipline techniques in whatever order I like, and if I spend an action point I can choose a different full discipline power.

Beast Nature: I am considered both a magical beast and a humanoid.

Elusive: +2 racial bonus to checks made to escape grabs and to saving throws against effects that immobilize, restrain, or slow me.

Fey Origin: I am considered Fey.

Language of Beasts: I can speak to and understand natural and fey felines in my hybrid or animal form, and understand but not speak to them in human form.

Shapechanger: I am considered a shapechanger.

Ki Focus Expertise: +1 to damage with ki focus vs bloodied targets.

Unarmored Agility: +2 to AC when in cloth armor or no armor.

Internalize the Basic Kata: I use Dexterity instead of Strength for my MBA rolls when using my Monk Unarmed Strike. My Flurry of Blows can trigger on an OA made with my Monk Unarmed Strike.


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PostPosted: Wed Dec 28, 2016 8:30 pm 
YUO ARE SMART
User avatar

Joined: Tue Jan 01, 2013 7:12 pm
Posts: 1006
Location: Somewhere between Hell and Lake Michigan
Juliette rolls her eyes as Geral falls to the ground, his bark clearly worse than his bite. But she has little time to react as Acenath lands a heavy blow on her. Left hardly standing, she retaliates with her full strength and lands an equally heavy hit on the woman.

Mechanics: show
Standard: Run Down
Attack: 16(1d20) +11 = 27 vs AC = Hit
Damage: 9(1d10) +4(1d8) +5 = 18
Forgot to add that Acenath is slowed until EONT

Move: Shift to M20

Combat Block: show
Juliette LeMaire

Female Human Berserker 2
Languages: Imardanian, Serran
Age: 26
Height: 5'6"
Weight: 115 lbs.

Speed: 6
Initiative: +4
Passive Perception: 16
Passive Insight: 11
Senses: Low-light vision

AC: 20
Fort: 18
Ref: 17
Will: 14
HP: 5/33
Bloodied: 16
Surge Value: 8
Surges left: 8/9
Action points: 1

Resistances: None
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Jarring Smash
Run Down
Savage Reach
Vengeful Guardian
Defender Aura

__________________________________

Second Wind [X]
Disrupting Advance [X]
Savage Cut [X]

Shrug It Off [_]
__________________________________

Life-Ending Strike [X]

Consumables:

None

Important Features: show
Flail Expertise: You gain a +1 bonus to attack rolls that you make with a flail. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, when you hit with a melee weapon attack using a flail and the attack lets you slide the target, you can knock the target prone instead of sliding it.

World Serpent's Grasp: Whenever you hit a slowed or immobilized target with an attack, you can knock it prone.

Unarmored Agility: You gain a +2 feat bonus to AC while wearing either cloth armor or no armor.

Weapon Proficiency (Kusari-gama): You gain proficiency with the Kusari-gama.

Poised Defender: While your defender aura is active and you're not wearing heavy armor, you gain a + 2 bonus to AC.

Arid Desert Heartland: While you are wearing cloth armor or no armor and not using a shield, you gain a +3 bonus to AC and a +2 bonus to Reflex. At 4th level, you gain resist 5 fire. The resistance increases to 10 at 14th level and 15 at 24th level.

Berserker Fury: When you use a barbarian primal attack power, you enter your Berserker Fury until the end of the encounter. Alternatively, you can use a minor action while you are bloodied to enter the fury. The fury has the following effects.
+ Your defender aura ends, if it was active, and you cannot use defender aura or vengeful guardian until the fury ends.
+ Some of your powers, such as your barbarian martial at-will attack powers, gain additional benefits, as noted in those powers.
+ Your melee basic attacks deal 1d8 extra damage. This extra damage increases to 2d8 at 11th level and 3d8 at 21st level.

Human Defense Bonuses: You gain a +1 racial bonus to Fortitude, Reflex, and Will.


Last edited by Scratcherclaw on Wed Jan 11, 2017 2:56 pm, edited 1 time in total.

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PostPosted: Sun Jan 08, 2017 4:27 pm 
A Wan Smile
User avatar

Joined: Tue Jan 01, 2013 5:10 pm
Posts: 1615
Hurrying to help combat the strange woman Geral has some past with, Shira'stasa dips around the edges of the encampment and calls forward her grotesque apparition.

Mechanics: show
Double-Move: Walk to T, 15.

Minor: Cast Mage Hand to the up-right of Acenath, forcing her to grant CA to all allies.

NOTE: My Flaming Sphere is gone

Combat Block: show
Female Deva Wizard 2
Languages: Serran, Tulrissian, Imardanian, Kurnish
Age: 33
Height: 5'9"
Weight: 135 lbs.

Speed: 6
Initiative: +6
Passive Perception: 14
Passive Insight: 19
Senses: Normal

AC: 18
Fort: 12
Ref: 16
Will: 16
HP: 11/27
Bloodied: 13
Surge Value: 6
Surges left: 6/7
Action points: 0

Resistances: 5 necrotic, 5 radiant
Vulnerabilities: None
Saves: None

Active Effects: None.

Powers:

Light
Prestidigitation
Mage Hand
Beguiling Strands
Winged Horde

__________________________________

Second Wind [x]
Use Vulnerability [_]
Memory of a Thousand Lifetimes [_]
Suggestion [_]
Grasping Shadows [_] **
Shield [_] *
Arcane Mutterings [_] *


__________________________________

Flaming Sphere [x]*
Phantom Chasm [_]*

* Only one may be readied at beginning of day.
** Can be traded for Orbmaster's Incendiary Detonation.

Consumables:

None

Important Features: show
Tome Expertise: You gain a +1 feat bonus to implement attack rolls with a tome. Enemies adjacent to your conjurations/summoned creatures grant CA. Enemies immune to fear are immune to this effect.

Astral Majesty: You have a +1 bonus to all defenses against attacks made by bloodied creatures.

Immortal Origin: Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.


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PostPosted: Mon Jan 09, 2017 3:20 pm 
Salmon Bread with the Queen
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Joined: Fri Jan 04, 2013 11:18 am
Posts: 1384
Location: Blighty
The female captive lands a blow on Acenath, with her magic imbuing the male captive's dagger and one of the Blades' sword with energy. The male captive follows this up landing a powerful attack of his own.

As Juliette and Cleo both back off slightly from the frenzied melee, Acenath follows them, striking the remaining Blade as she blocks attacks, before managing to land another attack on the struggling Juliette.

Go: Everyone

Mechanics: show
I know technically Geral will miss a turn with the way I've done this, but he's down and it's in the interest of moving things forward.

Cleo: Moves, hits, hits, bloodies, shifts.

Juliette: hits, shifts.

Shira'stasa: moves, summons.

Blade 2: Attacks Acenath, 18 vs AC misses.

Captive 2: Magic Weapon on Acenath, 21 vs AC hits for 8 damage, Captive 1 and Blade 2 gain +1 to attack rolls and +4 to damage rolls until Captive 2 EONT.

Captive 1: MBA on Acenath, crits for 15 damage.

Khaled: Attacks Acenath, 18 vs AC misses.

Acenath: Shifts to (N, 21), Twin Strike on Blade 2 and Juliette.
25 vs AC hits Blade 2 for 9 damage.
29 vs AC hits Juliette for 4 damge.

Map: show
Image

Map Info: show
Buildings: 10 foot high adobe buildings with a few tile steps in front of the doorway. Athletics DC 15 to climb the sides.

Watch Tower: Wooden towers 20 feet tall. They can be easily climbed with an Athletics Check. Ladder DC 5, rest of tower DC 10.

Wooden Steaks: A form of light defence. They are difficult terrain and deal 1d6 damage for each square travelled through.

Tents: The tents can be moved through easily and will fall down when their squares are entered.

Other Furniture: Difficult terrain, can be interacted with as you would expect.

Cages: Locked cages each containing a captive.

Various Fire: Any creature that begins its turn in the flames takes 8 fire damage once, and any creature that ends its turn in the flames takes 5 ongoing fire damage (save ends). At the end of each round, any fire will attempt to spread to any nearby flammable objects.

Enemy Info: show
Acenath: The leader of the rogue Malachite Blades. She is an experienced warrior and wields two scimitars.

Archer: lightly armoured, they strike from range with their bows, resorting to daggers at close quarters.

Brigands: Strong bulky men armed with maces or large scimitars.

Bandits: Lightly armed and armoured, these are likely existing bandits that joined the more experienced and skilled group of rogue Malachite Blades.

Status: show
27 Acenath (P, 22) | HP: -124/?? | Furious Assault, Off Hand Strike, Bloodied, Granting CA
23 Cleo (M, 21) | HP: 14/29 | Surges: 7/8 | AP: 0/1 | Second Wind, Masterful Spiral, Sarifal's Blessing, Light the Fire, Bloodied, aura 1
23 Shira'stasa (T, 15) | HP: 11/27 | Surges: 6/7 | AP: 0/1 | Flaming Sphere Attack, Bloodied, Immediate Interrupt readied
22 Juliette (M, 20) | HP: 1/33 | Surges: 8/9 | AP: 0/1 | Beserkerr's Aura, Disrupting Advance, Savage Cut, Second Wind, Life-Ending Strike, Bloodied
20 Blade 2 (R, 17) | HP: 12/36 | Surges: 6/6 | +1 to hit +4 to dmg until Captive 2 EONT, Bloodied
20 Captive 2 (Q, 19) | HP: ??/?? | Healing Infusion: Curative Admixturex2, Spike Wire
18 Geral (O, 22) | HP: -1/31 | Surges: 11/11 | AP: 0/1 | Unconscious, Dying (failed death saves 0/3), Vanishing Blade, Flame Cyclone, Second Wind, Fire pulse, Bloodied, Prone
17 Captive 1 (P, 21) | HP: -4/?? | +1 to hit +4 to dmg until Captive 2 EONT
15 Khaled (N, 20) | HP: 41/41 | Surges: 6/6 |
0 Fire Spread


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PostPosted: Tue Jan 10, 2017 12:52 am 
Magical Liopleurodon
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Joined: Thu Jan 03, 2013 7:46 pm
Posts: 2002
Location: The Great North
Cleo continues to back away from the woman as she approaches, wary of her resilience and power. She does not miss an opportunity to lash out at the woman once more before doing so, however.

Mechanics: show
Move Action: shift to (M, 22)

Standard Action: Blistering Flourish Attack Technique on Acenath
Attack: 17 vs Reflex = hit?
Hit: 11 damage. Until the end of my next turn, my melee attacks deal +5 fire damage.

No Action: Desert Wind Flurry of Blows
Effect: Acenath takes 5 fire damage, plus 5 more from Blistering Flourish, for a grand total of 10 damage dealt. I shift to (L, 23)

Combat Block: show
Tn. Cleo

Female Hengeyokai Monk 2
Languages: Serran, Imardanian
Age: 22
Height: 4' 11"
Weight: 106 lbs.

Speed: 7
Climb Speed (as a cat): 7
Initiative: +6
Passive Perception: 11
Passive Insight: 11
Senses: Low-light Vision

AC: 20
Fort: 13
Reflex: 17
Will: 15
HP: 14/29
Bloodied: 14
Surge Value: 7
Surges left: 5/8
Action Points: 0

MBA: +11 vs AC, 1d8+6 damage. (+1 damage to bloodied targets)
RBA: +11 vs AC, 1d4+6 damage. (+1 damage to bloodied targets)

Resistances:
5 Fire

Vulnerabilities: None
Saves:
+2 vs immobilize, restrain, or slow

Active Effects:
+2 to checks to escape grab
+5 to bluff vs insight to discover I am not human
Spiral Stance, +1 reach with melee touch attacks
Blistering Flourish, +5 fire damage on melee attacks until EONT


Powers:

Nature's Mask
Desert Wind Flurry of Blows
Blistering Flourish
Five Storms
Agile Recovery
__________________________________

Second Wind [X]
Sarifal's Blessing [X]
Light the Fire [X]
__________________________________

Masterful Spiral [X]

Consumables:

None

Important Features:: show
Mental Crucible: I gain resist 5 fire (or +2 if I already have resist fire of 5+)

Unarmed Combatant: unarmed attack has +3 proficiency, 1d8 damage, unarmed group, can be affected by ki foci. Must have a free hand to use it.

Unarmored Defense: +2 to AC when in cloth armor or no armor and not using a shield.

Full Discipline: Can only use one full discipline power per round, but can use it as many times as the power would allow (at-will's any number of times in a round, encounters once per round, etc.) Can use full discipline techniques in whatever order I like, and if I spend an action point I can choose a different full discipline power.

Beast Nature: I am considered both a magical beast and a humanoid.

Elusive: +2 racial bonus to checks made to escape grabs and to saving throws against effects that immobilize, restrain, or slow me.

Fey Origin: I am considered Fey.

Language of Beasts: I can speak to and understand natural and fey felines in my hybrid or animal form, and understand but not speak to them in human form.

Shapechanger: I am considered a shapechanger.

Ki Focus Expertise: +1 to damage with ki focus vs bloodied targets.

Unarmored Agility: +2 to AC when in cloth armor or no armor.

Internalize the Basic Kata: I use Dexterity instead of Strength for my MBA rolls when using my Monk Unarmed Strike. My Flurry of Blows can trigger on an OA made with my Monk Unarmed Strike.


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PostPosted: Wed Jan 11, 2017 3:03 pm 
YUO ARE SMART
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Joined: Tue Jan 01, 2013 7:12 pm
Posts: 1006
Location: Somewhere between Hell and Lake Michigan
Juliette grits her teeth as the woman strike her again, leaving the Imardanian barely standing. With the last remains of her energy, she strikes out again at Acenath, knocking the foe down, before withdrawing to a safer distance.

Mechanics: show
Standard: Run Down on Acenath
Attack: 13(1d20) +11 = 24 vs AC = Hit?
Damage: 3(1d10) +2(1d8) +5 = 10
Acenath is knocked prone & slowed again until EONT

Move: Shift to L19

Combat Block: show
Juliette LeMaire

Female Human Berserker 2
Languages: Imardanian, Serran
Age: 26
Height: 5'6"
Weight: 115 lbs.

Speed: 6
Initiative: +4
Passive Perception: 16
Passive Insight: 11
Senses: Low-light vision

AC: 20
Fort: 18
Ref: 17
Will: 14
HP: 1/33
Bloodied: 16
Surge Value: 8
Surges left: 8/9
Action points: 1

Resistances: None
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Jarring Smash
Run Down
Savage Reach
Vengeful Guardian
Defender Aura

__________________________________

Second Wind [X]
Disrupting Advance [X]
Savage Cut [X]

Shrug It Off [_]
__________________________________

Life-Ending Strike [X]

Consumables:

None

Important Features: show
Flail Expertise: You gain a +1 bonus to attack rolls that you make with a flail. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, when you hit with a melee weapon attack using a flail and the attack lets you slide the target, you can knock the target prone instead of sliding it.

World Serpent's Grasp: Whenever you hit a slowed or immobilized target with an attack, you can knock it prone.

Unarmored Agility: You gain a +2 feat bonus to AC while wearing either cloth armor or no armor.

Weapon Proficiency (Kusari-gama): You gain proficiency with the Kusari-gama.

Poised Defender: While your defender aura is active and you're not wearing heavy armor, you gain a + 2 bonus to AC.

Arid Desert Heartland: While you are wearing cloth armor or no armor and not using a shield, you gain a +3 bonus to AC and a +2 bonus to Reflex. At 4th level, you gain resist 5 fire. The resistance increases to 10 at 14th level and 15 at 24th level.

Berserker Fury: When you use a barbarian primal attack power, you enter your Berserker Fury until the end of the encounter. Alternatively, you can use a minor action while you are bloodied to enter the fury. The fury has the following effects.
+ Your defender aura ends, if it was active, and you cannot use defender aura or vengeful guardian until the fury ends.
+ Some of your powers, such as your barbarian martial at-will attack powers, gain additional benefits, as noted in those powers.
+ Your melee basic attacks deal 1d8 extra damage. This extra damage increases to 2d8 at 11th level and 3d8 at 21st level.

Human Defense Bonuses: You gain a +1 racial bonus to Fortitude, Reflex, and Will.


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PostPosted: Sun Jan 15, 2017 11:01 am 
A Wan Smile
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Joined: Tue Jan 01, 2013 5:10 pm
Posts: 1615
Watching the flurry of blades coming from her allies and Acenath and witnessing Geral bleeding out on the ground, the Tenant stands atop one of the nearby tables and dons an arcane-influenced tone with her voice. She sizes up, standing tall and looking down at the rogue Malachite Blade before her. Booming out with inhuman volume, Shira'stasa's voice draws attention from everyone still able.

"Acenath! Hear me now or suffer! You will stand down and drop your weapons, or I myself will draw the soul from your frame with no pity or reluctance. Do it now!" she bellows, her already raspy voice sounding deeper and broader from the powerful magicks. Her face looks entirely unlike her usual self, twisted in rage and tension. Her eyes glower as pure globes of an uncanny white, no iris visible.

Mechanics: show
Move: Stand atop table at R, 15.

Standard: Intimidate Acenath, using Arcane Mutterings and Memory of a Thousand Lifetimes. My roll versus her Will +10 as she is hostile as per PHB. I am attempting to intimidate a bloodied target to surrender.
Intimidate: 18(1d20) +13 +5(1d6) = 36

Minor: Sustain Mage Hand.

Combat Block: show
Female Deva Wizard 2
Languages: Serran, Tulrissian, Imardanian, Kurnish
Age: 33
Height: 5'9"
Weight: 135 lbs.

Speed: 6
Initiative: +6
Passive Perception: 14
Passive Insight: 19
Senses: Normal

AC: 18
Fort: 12
Ref: 16
Will: 16
HP: 11/27
Bloodied: 13
Surge Value: 6
Surges left: 6/7
Action points: 0

Resistances: 5 necrotic, 5 radiant
Vulnerabilities: None
Saves: None

Active Effects: None.

Powers:

Light
Prestidigitation
Mage Hand
Beguiling Strands
Winged Horde

__________________________________

Second Wind [x]
Use Vulnerability [_]
Memory of a Thousand Lifetimes [x]
Suggestion [_]
Grasping Shadows [_] **
Shield [_] *
Arcane Mutterings [x]*


__________________________________

Flaming Sphere [x]*
Phantom Chasm [_]*

* Only one may be readied at beginning of day.
** Can be traded for Orbmaster's Incendiary Detonation.

Consumables:

None

Important Features: show
Tome Expertise: You gain a +1 feat bonus to implement attack rolls with a tome. Enemies adjacent to your conjurations/summoned creatures grant CA. Enemies immune to fear are immune to this effect.

Astral Majesty: You have a +1 bonus to all defenses against attacks made by bloodied creatures.

Immortal Origin: Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.


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PostPosted: Sun Jan 15, 2017 11:51 am 
Salmon Bread with the Queen
User avatar

Joined: Fri Jan 04, 2013 11:18 am
Posts: 1384
Location: Blighty
Acenath, now bloody and sprawled across the floor, listens as Shira'stasa speaks. "Very well, Witch!" She responds, tossing her swords aside, before she slowly stands up, visibly in pain and heavily wounded after the last barrage of attacks. The remaining Blades keep their swords trained on her. "Although I imagine these two will kill me anyway soon enough," she adds, nodding towards Khaled and the other Blade.

Go: Everyone? Short Rest?

Mechanics: show
Cleo: shifts, hits, hits, shifts.

Juliette: Hits, knocks prone, slows, shifts.

Shira'stasa: Moves, intimidates, sustains.

Acenath: Drops swords, surrenders, stands.

Map: show
Image

Map Info: show
Buildings: 10 foot high adobe buildings with a few tile steps in front of the doorway. Athletics DC 15 to climb the sides.

Watch Tower: Wooden towers 20 feet tall. They can be easily climbed with an Athletics Check. Ladder DC 5, rest of tower DC 10.

Wooden Steaks: A form of light defence. They are difficult terrain and deal 1d6 damage for each square travelled through.

Tents: The tents can be moved through easily and will fall down when their squares are entered.

Other Furniture: Difficult terrain, can be interacted with as you would expect.

Cages: Locked cages each containing a captive.

Various Fire: Any creature that begins its turn in the flames takes 8 fire damage once, and any creature that ends its turn in the flames takes 5 ongoing fire damage (save ends). At the end of each round, any fire will attempt to spread to any nearby flammable objects.

Enemy Info: show
Archer: lightly armoured, they strike from range with their bows, resorting to daggers at close quarters.

Brigands: Strong bulky men armed with maces or large scimitars.

Bandits: Lightly armed and armoured, these are likely existing bandits that joined the more experienced and skilled group of rogue Malachite Blades.

Status: show
27 Acenath (P, 22) | HP: -155/?? | Furious Assault, Off Hand Strike, Bloodied, Granting CA, slowed until Juliette EONT, unarmed, surrendered
23 Cleo (L, 23) | HP: 14/29 | Surges: 7/8 | AP: 0/1 | Melee attacks deal +5 fire damage until EONT Second Wind, Masterful Spiral, Sarifal's Blessing, Light the Fire, Bloodied
23 Shira'stasa (R, 15) | HP: 11/27 | Surges: 6/7 | AP: 0/1 | Flaming Sphere Attack, Arcane Mutterings, Memory of a Thousand Lifetimes, Bloodied
22 Juliette (L, 19) | HP: 1/33 | Surges: 8/9 | AP: 0/1 | Beserkerr's Aura, Disrupting Advance, Savage Cut, Second Wind, Life-Ending Strike, Bloodied
20 Blade 2 (R, 17) | HP: 12/36 | Surges: 6/6 | +1 to hit +4 to dmg until Captive 2 EONT, Bloodied
20 Captive 2 (Q, 19) | HP: ??/?? | Healing Infusion: Curative Admixturex2, Spike Wire
18 Geral (O, 22) | HP: -1/31 | Surges: 11/11 | AP: 0/1 | Unconscious, Dying (failed death saves 0/3), Vanishing Blade, Flame Cyclone, Second Wind, Fire pulse, Bloodied, Prone
17 Captive 1 (P, 21) | HP: -4/?? | +1 to hit +4 to dmg until Captive 2 EONT
15 Khaled (N, 20) | HP: 41/41 | Surges: 6/6 |
0 Fire Spread


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PostPosted: Sun Jan 15, 2017 3:35 pm 
YUO ARE SMART
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Joined: Tue Jan 01, 2013 7:12 pm
Posts: 1006
Location: Somewhere between Hell and Lake Michigan
Still seething with rage as the foe lays down her weapon, Juliette refuses to end the fight. The memory of her deceased family still ingrained in her mind, the Imardanian woman shouts back, "Or how about we just kill you now, bitch! Scum like you doesn't deserve a chance at life!" Approaching Acenath with her weapon drawn, Juliette adds, "You and your bastard lackeys killed my son and my husband! Now I think it's time you find the same fate!"

Blood boiling and face as red as a beet, Juliette readies her sickle to deal the final blow to the surrendered foe. Just as she prepares her strike, however, Acenath reveals a hidden dagger and plunges it into the belly of the Imardanian. Juliette's eyes go wide as she drops her weapon and instinctively attempts to cover her new and soon to be mortal wound. Falling to the ground, she mutters her last words. "I can see Elys now... She's more beautiful than I could have imagined... And she brought my family." A placid smile paints her face as the life fades from within her, finally truly at peace.

Mechanics: show
Rest in Peace, Juliette. January 2015-January 2017


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PostPosted: Wed Jan 18, 2017 2:06 pm 
A Wan Smile
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Joined: Tue Jan 01, 2013 5:10 pm
Posts: 1615
Shira'stasa, awaiting the quick death of Acenath, is shaken when Juliette falls to a hidden dagger. "No!" comes the deepened cry from the Tenant's mouth, her form clearly radiating with necrotic energies. Her glowing eyes seething with rage, Shira'stasa raises her hand, crackling with energy, as she cries a short phrase from her open codex.

The Tenant hears Juliette let off a final deathrattle as she passes and falls limp, staring forever into the sky above. It is only a brief second or two, however, before the Imardanian woman's vacant, dead eyes turn a sickly green and flicker. Her wound turning a dark, gangrenous color of bile, she rises from her back to a knee, then to both feet. Her face, moments before wrinkled and strained against the agony of the knife-wound, is now lacking any emotion. Juliette -- or whatever is left of her at this point -- stands above Acenath, at the full command of the witch.

"Your suffering will be quick, though you deserve worse," Shira'stasa shouts with biting tone, spittle cast from her lips as she does. "You and your kind shall be reaved, split asunder, and buried underneath the desert dunes. Only vultures will find you, and your bones will bleach, forgotten and lost. I sentence you to such a fate!"

The risen form of once-Juliette steps forward suddenly, wrapping her hands around the bandit-woman's neck with inhuman power. Gripping tightly, she begins to strangle the life out of Acenath while Shira'stasa stands from afar, her hands contorting in difficult control. Acenath fights against the force, but once-Juliette continues squeezing as tightly as the witch can command.

It is only a short moment before Acenath goes limp. From atop the table, however, Shira'stasa does too, suddenly losing consciousness from the exertion of her arcane powers. Toppling from the table and landing harshly on the desert ground, the woman doesn't move. Juliette's corpse falls lifelessly to the sand as well, no longer possessed by the necromantic powers. The three women lay on the ground, quiet and unmoving.

Mechanics: show
Arcana check to raise Juliette as a corpse: 10(1d20) +13 = 23

Sorry Scratch. RIP Juliette.


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PostPosted: Wed Jan 18, 2017 10:29 pm 
Magical Liopleurodon
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Joined: Thu Jan 03, 2013 7:46 pm
Posts: 2002
Location: The Great North
A wide range of emotions flow through Cleo in quick succession as the events before he unfold. First the death of a companion, however distant, at the hands of an apparently-surrendered foe. This immediately followed by the fresh corpse of said companion rising once more and choking the bandit woman to death, at the command of her friend, before all three collapse. The girl's eyes are wide as she watches it all, not really sure if she should be helping, or how she would do so.

Ignoring the two bodies near her feet, Cleo rushes past the others towards Shira'stasa's now-limp body. She kneels once she approaches and, with much worry, inspects the woman to see if she is safe. That was... something.

Mechanics: show
Heal check to inspect/help Shira: 11


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