A Tale of Two Orphans — IC

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Fialova
Magical Liopleurodon
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Re: Tulrissian Unification IC

Post by Fialova »

Seeing the others begin to move forward, cautiously, Farjad directs his men to fan out in both directions. Zara follows along, sticking further back than the rest, but still closer to the 'front lines' than the ranged-weapon wielders. She glances towards the woods after a moment, possibly having spotted something.

Drake, Embla
[SHOW]

As you near the trees you spot more movement further into the woods. Though you do not get a good look at it, you do catch the tail end of some human or humanoid creature moving behind one of the trees in the distance, to your right-hand side.

Valcus, Gedric
[SHOW]

You do not quite spot the source, your attention turned elsewhere, but as you near the trees you can hear rustling again from the section of trees to your right. It stops shortly after it begins

Embla
[SHOW]

You are unable to sense any magic in the area. Fluffy also seems to pick up on the movement you spotted, and looks in that direction attentively.

Mechanics
[SHOW]

Zara Initiative: 17

Since this is not yet an encounter you are free to move around the map to check the edge of the forest/the road into it. Take these like normal move actions, but feel free to do a couple at a time if you want until further notice. Feel free to perform any skill checks you like as well, again until further notice.

Map
[SHOW]

Image

Map Info
[SHOW]

Trees: The vibrant green portions of the map represent tree canopies, with the black sections representing their trunks (or areas not visible due to the trunks). The areas under the canopies are traversable as normal terrain. The trunks are impassable, block line of sight and line of effect, and provide superior cover. If you are unsure of whether or not a square has enough trunk in it to be impassable, just ask.

Shrubs & Underbrush: The dark green portions of the map, which are almost the same color as the grass, are various types of undergrowth that litters the forest floor. These bushes and brambles are traversable as difficult terrain, and can obscure (but not completely block) vision. As such, they provide partial concealment to all creatures and total concealment to prone creatures.

Path: The yellow portion of the map represents the path leading through the countryside and into the woods. It is traversable as normal terrain and provides no special benefits.

Party Coordinates
[SHOW]

Since the map is large and possible difficult to read, here is a list of the current locations of each token:

25 Caelen - (S, 12)
19 Drake - (K, 16)
19 Rorin - (R, 10)
19 Valcus - (L, 23)
18 Gedric - (M, 20)
17 Zara - (N, 17)
14 Embla - (S, 11)
Captain Farjad - (L, 12)
Serran Veteran - (M, 10)
Serran Mercenary 1 - (N, 8)
Serran Mercenary 2 - (P, 4)
Serran Mercenary 3 - (O, 24)
Serran Mercenary 4 - (O, 6)
Serran Mercenary 5 - (L, 14)
Serran Mercenary 6 - (P, 26)
Fluffy - (N, 22)

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ratwizard
A Wan Smile
Posts: 5469
Registered for: 11 years 3 months
Location: Hellworld

Re: Tulrissian Unification IC

Post by ratwizard »

Hearing noises again coming from the section on his right, Valcus continues to move forward. "Don't cluster -- keep some space between you," he commands to the comrades near him. If we spread ourselves out, it will be harder for that sorcerer to attack our unit, the knight reasons.

Mechanics
[SHOW]

Move toward F26.

Bravura Presence for Action Point Spending
[SHOW]

Bravura Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, the ally can choose to take advantage of this feature before the attack roll. If the ally chooses to do so and the attack hits, the ally can either make a basic attack or take a move action after the attack as a free action. If the attack misses, the ally grants combat advantage to all enemies until the end of his or her next turn.

Combat Block
[SHOW]

Valcus Torinn

Male Dragonborn Warlord 3
Languages: Common, Tulrissian
Age: 25
Height: 6'0"
Weight: 185 lbs.

Speed: 5
Initiative: +1
Passive Perception: 11
Passive Insight: 11
Senses: Normal Vision

AC: 19
Fort: 17
Reflex: 13
Will: 15
HP: 35/35
Bloodied: 17
Surge Value: 9
Surges left: 8/8
Action Points: 1

MBA: +11 vs AC, 1d10+6
RBA: +9 vs AC, 1d6+6

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
None.

Powers:

Intuitive Strike
Brash Assault


Dragonfear []
Inspiring Word [] []
Hammer and Anvil []
Cunning Adjustment []
Battlefront Shift []
Flattening Charge [_]


Leader's Instincts [_]

Consumables:

None.

Important Features:
[SHOW]

Heavy Blade Expertise: +2 bonus to defenses against OAs.

Dragonborn Fury: +1 racial bonus to attack rolls when bloodied.

Harlequin Style: You gain a +3 bonus to defenses against your target when using Brash Assault.

Bravura Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, the ally can choose to take advantage of this feature before the attack roll. If the ally chooses to do so and the attack hits, the ally can either make a basic attack or take a move action after the attack as a free action. If the attack misses, the ally grants combat advantage to all enemies until the end of his or her next turn.

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Namelessjake
Plane Wings Sharp Like Katana
Posts: 4003
Registered for: 11 years 3 months
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Re: Tulrissian Unification IC

Post by Namelessjake »

Drake silently continues forward. He looks to Valcus and firmly points towards the right hand trees in the distance, where he saw movement, trying to alert the knight. Trusting in those to the right of him, he turns his gaze to the left of the road.

Mechanics
[SHOW]

Move: Walk to (F, 14)

Combat Block
[SHOW]

Drake Aerden

Male Dwarf Warrior 3
Languages: Common, Tulrissian
Age: 24
Height: 6'1"
Weight: 210 lbs.

Speed: 5
Initiative: +2
Passive Perception: 13
Passive Insight: 13
Senses: Low-light Vision

AC: 20
Fort: 17
Reflex: 14
Will: 13
HP: 43/43
Bloodied: 21
Surge Value: 10
Surges left: 12/12
Action Points: 1

MBA: +11 vs AC, 1d8+5 damage
RBA: +3 vs AC, 1d4+2 damage

Resistances: None

Vulnerabilities: None

Saves: +5 against poison

Active Effects: None

Powers:

Cleave
Footwork Lure


Second Wind []
Dwarven Resilience []
Sohei Flurry []
Shield Bash []
Glowering Threat []
Parry and Riposte []


Driving Attack [_]

Consumables:

None.

Important Features:
[SHOW]

Combat Superiority: You gain a bonus to opportunity attacks equal to your Wisdom modifier (+2). An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.

Combat Challenge: Every time you attack an enemy, whever the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While the target is marked, it takes a -2 penalty to attack rolls if its attack doesn't include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against the enemy.

Encumbered Speed: You move at your normal speed even when it would be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magic) affect you normally.

Bow Expertise: You gain a +1 feat bonus to weapon attack rolls that you make with a bow. In addition, you gain a +1 bonus to the damage roll of any weapon attack you make with a bow against a single creature that is not adjacent to any other creature.

Stand Your Ground: When an effect forces you to move -through a pull, push, or a slide-you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to. In addition, when an attack would knock you prone, you can make a saving throw to avoid falling prone.

Heavy Blade Expertise: You gain a +2 bonus to all defenses against opportunity attacks.

Shield Push: If you hit a foe with an attack granted by your Combat Challenge class feature, you push the target 1 square after dealing damage.

Resilience of Stone: You can use your Second Wind as an immediate interrupt when damaged by an attack.

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Fialova
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Re: Tulrissian Unification IC

Post by Fialova »

No other movement seems to happen as Drake and Valcus step further into the forest, or at least none that anyone detects. Their quiet advance is interrupted by a rumbling sound coming from the distance. Anyone who turns to face the source notices that the clouds in the distance have grown ever closer, and that the sound was almost certainly the roar of thunder. At the rate it seems to have moved, the coming storm will be on top of you in no time.

Mechanics
[SHOW]

Since this is not yet an encounter you are free to move around the map to check the edge of the forest/the road into it. Take these like normal move actions, but feel free to do a couple at a time if you want until further notice. Feel free to perform any skill checks you like as well, again until further notice.

Map
[SHOW]

Image

Map Info
[SHOW]

Trees: The vibrant green portions of the map represent tree canopies, with the black sections representing their trunks (or areas not visible due to the trunks). The areas under the canopies are traversable as normal terrain. The trunks are impassable, block line of sight and line of effect, and provide superior cover. If you are unsure of whether or not a square has enough trunk in it to be impassable, just ask.

Shrubs & Underbrush: The dark green portions of the map, which are almost the same color as the grass, are various types of undergrowth that litters the forest floor. These bushes and brambles are traversable as difficult terrain, and can obscure (but not completely block) vision. As such, they provide partial concealment to all creatures and total concealment to prone creatures.

Path: The yellow portion of the map represents the path leading through the countryside and into the woods. It is traversable as normal terrain and provides no special benefits.

Party Coordinates
[SHOW]

Since the map is large and possible difficult to read, here is a list of the current locations of each token:

25 Caelen - (S, 12)
19 Drake - (F, 14)
19 Rorin - (R, 10)
19 Valcus - (F, 26)
18 Gedric - (M, 20)
17 Zara - (N, 17)
14 Embla - (S, 11)
Captain Farjad - (L, 12)
Serran Veteran - (M, 10)
Serran Mercenary 1 - (N, 8)
Serran Mercenary 2 - (P, 4)
Serran Mercenary 3 - (O, 24)
Serran Mercenary 4 - (O, 6)
Serran Mercenary 5 - (L, 14)
Serran Mercenary 6 - (P, 26)
Fluffy - (N, 22)

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ratwizard
A Wan Smile
Posts: 5469
Registered for: 11 years 3 months
Location: Hellworld

Re: Tulrissian Unification IC

Post by ratwizard »

"Lord Aerden, Gedric, Farjad! On me," Valcus whispers, unsure why the others have lagged behind. He looks back at the others impatiently. "Get in a spearhead formation, or something close to it," he relays over his shoulder, taking another few steps forward.

Mechanics
[SHOW]

Walk to D28.

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Namelessjake
Plane Wings Sharp Like Katana
Posts: 4003
Registered for: 11 years 3 months
Location: Blockbuster

Re: Tulrissian Unification IC

Post by Namelessjake »

Heeding Valcus' orders, Drake continues to push forward but makes his across the road towards the treeline to the right.

Mechanics
[SHOW]

Move: Walk to (D, 19)

Combat Block
[SHOW]

Drake Aerden

Male Dwarf Warrior 3
Languages: Common, Tulrissian
Age: 24
Height: 6'1"
Weight: 210 lbs.

Speed: 5
Initiative: +2
Passive Perception: 13
Passive Insight: 13
Senses: Low-light Vision

AC: 20
Fort: 17
Reflex: 14
Will: 13
HP: 43/43
Bloodied: 21
Surge Value: 10
Surges left: 12/12
Action Points: 1

MBA: +11 vs AC, 1d8+5 damage
RBA: +3 vs AC, 1d4+2 damage

Resistances: None

Vulnerabilities: None

Saves: +5 against poison

Active Effects: None

Powers:

Cleave
Footwork Lure


Second Wind []
Dwarven Resilience []
Sohei Flurry []
Shield Bash []
Glowering Threat []
Parry and Riposte []


Driving Attack [_]

Consumables:

None.

Important Features:
[SHOW]

Combat Superiority: You gain a bonus to opportunity attacks equal to your Wisdom modifier (+2). An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.

Combat Challenge: Every time you attack an enemy, whever the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While the target is marked, it takes a -2 penalty to attack rolls if its attack doesn't include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against the enemy.

Encumbered Speed: You move at your normal speed even when it would be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magic) affect you normally.

Bow Expertise: You gain a +1 feat bonus to weapon attack rolls that you make with a bow. In addition, you gain a +1 bonus to the damage roll of any weapon attack you make with a bow against a single creature that is not adjacent to any other creature.

Stand Your Ground: When an effect forces you to move -through a pull, push, or a slide-you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to. In addition, when an attack would knock you prone, you can make a saving throw to avoid falling prone.

Heavy Blade Expertise: You gain a +2 bonus to all defenses against opportunity attacks.

Shield Push: If you hit a foe with an attack granted by your Combat Challenge class feature, you push the target 1 square after dealing damage.

Resilience of Stone: You can use your Second Wind as an immediate interrupt when damaged by an attack.

kalis5
Hm...
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Re: Tulrissian Unification IC

Post by kalis5 »

Rorin moves to catch up with the others, trying to keep his distance, just in case something happens and he needs to react. That, and the best eyes towards the rear means fewer surprise attacks.

Mechanics
[SHOW]

Move to F17

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Scratcherclaw
YUO ARE SMART
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Registered for: 11 years 3 months

Re: Tulrissian Unification IC

Post by Scratcherclaw »

With the group quickly advancing through the forest, Caelen spreads further out too, heeding Valcus' advice to avoid clustering.

Mechanics
[SHOW]

Move: Walk to R20

Combat Block
[SHOW]

Caelen

Male Elf Ranger 3
Languages: Common, Tulrissian
Age: 22
Height: 5'4"
Weight: 115 lbs.

Speed: 7
Initiative: +6
Passive Perception: 23
Passive Insight: 19
Senses: Low-light Vision

AC: 19
Fort: 13
Reflex: 17
Will: 14
HP: 33/34
Bloodied: 17
Surge Value: 8
Surges left: 2/7
Action Points: 1

MBA: +3 vs AC, 1d4+2 damage
RBA: +10 vs AC, 1d12+6 damage (1d6 once per round with Hunter's Quarry; +1 to attack if no allies are closer; +1 to damage if target isn't adjacent to any other creatures)

Resistances: None

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Twin Strike
Nimble Strike
Hunter's Quarry


Second Wind []
Surprise Strike []
Two-Fanged Strike []
Disruptive Strike []
Elven Accuracy []
Invigorating Stride []


Sure Shot [X]

Consumables:

None.

Important Features:
[SHOW]

Prime Shot: If no allies are closer to the target than you, get +1 on ranged attacks against that target.

Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.

Wild Step: You ignore difficult terrain when you shift.

Bow Expertise: You gain a +1 feat bonus to weapon attack rolls that you make with a bow. In addition, you gain a +1 bonus to the damage roll of any weapon attack you make with a bow against a single creature that is not adjacent to any other creature.

Distant Advantage: You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.

Defensive Mobility: You gain a +2 bonus to AC against opportunity attacks.

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TemplarsBane
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Posts: 46
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Re: Tulrissian Unification IC

Post by TemplarsBane »

Gedric quickly follows Valcus, eyes darting in eager yet nervous anticipation for a brawl.

Mechanics
[SHOW]

Move to E 25

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Fialova
Magical Liopleurodon
Posts: 4784
Registered for: 11 years 3 months
Location: The Great North
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Re: Tulrissian Unification IC

Post by Fialova »

On Valcus' orders the others begin to follow. Zara moves to stay near the advancing group, maintaining her position towards the rear. Farjad and the more experienced mercenary make their way near Valcus, with the rest of Farjad's men shoring up the sides.

There is the occasional rustling to be heard moving forward, though nothing like what the group had experienced before venturing into the tree line. The occasional animal skitters about, most rushing to escape the advancing party. Whatever they'd spotted before, however, is keeping still and silent.

Valcus
[SHOW]

As you move a little further into the woods, you begin to feel uneasy. It is a sudden feeling that washes over you, a feeling of fear. Fear of the unknown, fear of what lurks in the forest, fear for your life and the lives of those around you.

Mechanics
[SHOW]

Make a saving throw to resist the fear

Mechanics
[SHOW]

Zara: move to (H, 23)

Serran mercs: move to various locations

Since this is not yet an encounter you are free to move around the map to check the edge of the forest/the road into it. Take these like normal move actions, but feel free to do a couple at a time if you want until further notice. Feel free to perform any skill checks you like as well, again until further notice.

Map
[SHOW]

Image

Map Info
[SHOW]

Trees: The vibrant green portions of the map represent tree canopies, with the black sections representing their trunks (or areas not visible due to the trunks). The areas under the canopies are traversable as normal terrain. The trunks are impassable, block line of sight and line of effect, and provide superior cover. If you are unsure of whether or not a square has enough trunk in it to be impassable, just ask.

Shrubs & Underbrush: The dark green portions of the map, which are almost the same color as the grass, are various types of undergrowth that litters the forest floor. These bushes and brambles are traversable as difficult terrain, and can obscure (but not completely block) vision. As such, they provide partial concealment to all creatures and total concealment to prone creatures.

Path: The yellow portion of the map represents the path leading through the countryside and into the woods. It is traversable as normal terrain and provides no special benefits.

Party Coordinates
[SHOW]

Since the map is large and possible difficult to read, here is a list of the current locations of each token:

25 Caelen - (R, 20)
19 Drake - (D, 19)
19 Rorin - (F, 17)
19 Valcus - (D, 28)
18 Gedric - (E, 25)
17 Zara - (H, 23)
14 Embla - (S, 11)
Captain Farjad - (I, 30)
Serran Veteran - (G, 28)
Serran Mercenary 1 - (G, 15)
Serran Mercenary 2 - (J, 12)
Serran Mercenary 3 - (M, 30)
Serran Mercenary 4 - (H, 13)
Serran Mercenary 5 - (E, 22)
Serran Mercenary 6 - (K, 31)
Fluffy - (N, 22)

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ratwizard
A Wan Smile
Posts: 5469
Registered for: 11 years 3 months
Location: Hellworld

Re: Tulrissian Unification IC

Post by ratwizard »

Valcus slows to a halt momentarily, feeling a wave of fear wash over him. There is so much that I must protect... How can the Gods put this weight upon me? He begins to question himself inwardly, but the knight is able to calm his idle mind. Worrying won't make it any easier, he concludes, before continuing on again.

Mechanics
[SHOW]

Save throw versus fear: 11(1d20) = 11

Does Valcus know this is a magical effect? Or does he just think it is an inward, sudden anxiety? Let me know what to roll.

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Namelessjake
Plane Wings Sharp Like Katana
Posts: 4003
Registered for: 11 years 3 months
Location: Blockbuster

Re: Tulrissian Unification IC

Post by Namelessjake »

While Drake continues pushing forward, he still heeds Valcus' orders and makes his way towards the knight and the forest to the right.

Mechanics
[SHOW]

Walk to (A,24)

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Fialova
Magical Liopleurodon
Posts: 4784
Registered for: 11 years 3 months
Location: The Great North
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Re: Tulrissian Unification IC

Post by Fialova »

Drake's movement doesn't cause anything else to happen in the woods, apart from more small animals skittering off into the trees.

Valcus
[SHOW]

The fear remains, but you are able to push it to the back of your mind. It shouldn't affect you going forward. While you do not know if the effect is magical or simply a natural reaction to the uncertainty of your situation, you do remember a similar feeling of unease washing over you when you encountered Natalia and Antonio in the basement of the abandoned manor in the Violet Keep.

Mechanics
[SHOW]

Since this is not yet an encounter you are free to move around the map to check the edge of the forest/the road into it. Take these like normal move actions, but feel free to do a couple at a time if you want until further notice. Feel free to perform any skill checks you like as well, again until further notice.

Map
[SHOW]

Image

Map Info
[SHOW]

Trees: The vibrant green portions of the map represent tree canopies, with the black sections representing their trunks (or areas not visible due to the trunks). The areas under the canopies are traversable as normal terrain. The trunks are impassable, block line of sight and line of effect, and provide superior cover. If you are unsure of whether or not a square has enough trunk in it to be impassable, just ask.

Shrubs & Underbrush: The dark green portions of the map, which are almost the same color as the grass, are various types of undergrowth that litters the forest floor. These bushes and brambles are traversable as difficult terrain, and can obscure (but not completely block) vision. As such, they provide partial concealment to all creatures and total concealment to prone creatures.

Path: The yellow portion of the map represents the path leading through the countryside and into the woods. It is traversable as normal terrain and provides no special benefits.

Party Coordinates
[SHOW]

Since the map is large and possible difficult to read, here is a list of the current locations of each token:

25 Caelen - (R, 20)
19 Drake - (A, 24)
19 Rorin - (F, 17)
19 Valcus - (D, 28)
18 Gedric - (E, 25)
17 Zara - (H, 23)
14 Embla - (S, 11)
Captain Farjad - (I, 30)
Serran Veteran - (G, 28)
Serran Mercenary 1 - (G, 15)
Serran Mercenary 2 - (J, 12)
Serran Mercenary 3 - (M, 30)
Serran Mercenary 4 - (H, 13)
Serran Mercenary 5 - (E, 22)
Serran Mercenary 6 - (K, 31)
Fluffy - (N, 22)

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ratwizard
A Wan Smile
Posts: 5469
Registered for: 11 years 3 months
Location: Hellworld

Re: Tulrissian Unification IC

Post by ratwizard »

Valcus manages to overcome the feelings of fear, but not without a feeling of nausea and remembrance. This... cloud of terror, it feels familiar. This must be them, he thinks to himself, trekking further into the woods, his feet steady.

Mechanics
[SHOW]

Move to B31.

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Namelessjake
Plane Wings Sharp Like Katana
Posts: 4003
Registered for: 11 years 3 months
Location: Blockbuster

Re: Tulrissian Unification IC

Post by Namelessjake »

Drake continues onward, his shield and sword raised, ready for an attack.

Mechanics
[SHOW]

Walk to (-C, 29)

kalis5
Hm...
Posts: 818
Registered for: 10 years 2 months

Re: Tulrissian Unification IC

Post by kalis5 »

Rorin, glancing about, notices that Embla is lagging behind a little bit, as is Caelen. He motions to the other mercenaries to keep going onwards.
"Hang on, I'd better not leave those two back there behind. Keep close to Ser Valcus, I'll catch up."

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Fialova
Magical Liopleurodon
Posts: 4784
Registered for: 11 years 3 months
Location: The Great North
Contact:

Re: Tulrissian Unification IC

Post by Fialova »

As the noblemen move further into the forest the mercenaries continue to follow their lead, maintaining a roughly arrow-head sort of formation as they step past the brush and the trees. As they continue their march the weather only continues to worsen in turn. Though not quite upon you, the clouds seem ready to cover the forest canopy within minutes.

"I don't like this," Zara says, eyeing the skies warily. "It is getting dark. If the luck we've been having the last few nights continues, Imardanian assassins could be the least of our worries..."

"I don't like it either." The older mercenary looks around with caution as well, the sort of caution that comes from years of experience with bad situations and not that of a run-of-the-mill craven. "We may have them outnumbered, but they certainly have the terrain advantage at the moment. I'm sure they know exactly where we are. The same cannot be said for us," he says, looking about the forest for any sign of where their quarry may be hiding.

Caelen, Zara
[SHOW]

As the group moves forward you can notice some more shuffling happening on the opposite side of the road from you. As before, you do not get a good enough look to tell what it is moving about, but it is definitely larger than the various small animals that have skittered about.

Drake
[SHOW]

As you move a little further into the woods, you begin to feel uneasy. It is a sudden feeling that washes over you, a feeling of fear. Fear of the unknown, fear of what lurks in the forest, fear for your life and the lives of those around you.

Mechanics
[SHOW]

Make a saving throw to resist the fear

Mechanics
[SHOW]

Zara: move to (B, 26)

Since this is not yet an encounter you are free to move around the map to check the edge of the forest/the road into it. Take these like normal move actions, but feel free to do a couple at a time if you want until further notice. Feel free to perform any skill checks you like as well, again until further notice.

Map
[SHOW]

Image

Map Info
[SHOW]

Trees: The vibrant green portions of the map represent tree canopies, with the black sections representing their trunks (or areas not visible due to the trunks). The areas under the canopies are traversable as normal terrain. The trunks are impassable, block line of sight and line of effect, and provide superior cover. If you are unsure of whether or not a square has enough trunk in it to be impassable, just ask.

Shrubs & Underbrush: The dark green portions of the map, which are almost the same color as the grass, are various types of undergrowth that litters the forest floor. These bushes and brambles are traversable as difficult terrain, and can obscure (but not completely block) vision. As such, they provide partial concealment to all creatures and total concealment to prone creatures.

Path: The yellow portion of the map represents the path leading through the countryside and into the woods. It is traversable as normal terrain and provides no special benefits.

Party Coordinates
[SHOW]

Since the map is large and possibly difficult to read, here is a list of the current locations of each token:

25 Caelen - (R, 20)
19 Drake - (-C, 29)
19 Rorin - (F, 17)
19 Valcus - (B, 31)
18 Gedric - (E, 25)
17 Zara - (B, 26)
14 Embla - (S, 11)
Captain Farjad - (E, 32)
Serran Veteran - (B, 28)
Serran Mercenary 1 - (-A, 22)
Serran Mercenary 2 - (C, 19)
Serran Mercenary 3 - (I, 31)
Serran Mercenary 4 - (A, 20)
Serran Mercenary 5 - (-B, 26)
Serran Mercenary 6 - (G, 32)
Fluffy - (N, 22)

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ratwizard
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Re: Tulrissian Unification IC

Post by ratwizard »

"I don't either," Valcus responds to Zara as he keeps his eyes forward. "I know they're here, though." Continuing to step through the woods, Valcus readies himself in case he needs to react quickly to an ambusher.

Mechanics
[SHOW]

Move to -C34. Ready Battlefront Shift for when initiative is rolled and combat begins. I or an ally get to shift half their speed prior to turn order.

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TemplarsBane
Nickapotamus
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Re: Tulrissian Unification IC

Post by TemplarsBane »

Gedric keeps pace with the others, the eagerness from moments ago slowly ebbing from his body. A shiver of expectation, apprehension, and possibly fear makes it way down his spine. He shuffles his shoulders slightly to renew his vigor.

In careful tones he speaks, "Sers, do you think it wise to continue in this storm? Surely our foes, if they be present, will wait for this storm to break upon us before they strike? That's what I'd do. Use the chaos to pick us off." Quickly realizing he may have just given a tactic to any enemy within earshot he added, "Of course, we would still best them. But...that might be what they try. Maybe."

Mechanics
[SHOW]

Move towards -B, 32

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Scratcherclaw
YUO ARE SMART
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Re: Tulrissian Unification IC

Post by Scratcherclaw »

Hearing the movement across the road, Caelen grows nervous and begins walking closer to the group. Trying his best not to alert the foes, he quietly calls ahead, "One of them is moving across the road!"

Mechanics
[SHOW]

Move to H25

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Namelessjake
Plane Wings Sharp Like Katana
Posts: 4003
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Re: Tulrissian Unification IC

Post by Namelessjake »

As Drake continues forward he becomes more hesitant as fear takes hold.

Mechanics
[SHOW]

Walk to (-D, 34)

Save: 2(1d20) = 2

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ratwizard
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Re: Tulrissian Unification IC

Post by ratwizard »

"Keep your bow steady," Valcus replies to the Caelen's sighting. "Don't let them get away."

"And Gedric, this storm is most likely their doing," the knight explains, quickly.

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PureZaros
The Enigma
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Location: *Calculating...*

Re: Tulrissian Unification IC

Post by PureZaros »

Moving on the right side of the path along with the others, Embla lags behind slightly as she keeps her senses tuned to her surroundings, hoping to sense any magics before they happen. Fluffy mingles in the crowd of guards ahead, just as alert. At Valcus' comment, Embla shakes her head. "That storm is way too large scale for just the two of them. They're unrelated."

MECHANICS
[SHOW]

Embla to [H, 25]
Fluffy to [D, 23]

Perception check for Fluffy: 11
Arcana check to sense magical effects in the area for Embla: 26

Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
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Fialova
Magical Liopleurodon
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Re: Tulrissian Unification IC

Post by Fialova »

Encounter 9

As the group walks the weather continues its downward trend, the winds of the coming storm now whipping the trees and bushes around them. Movement can be heard from all around, it no longer clear what of it is the result of the wind and what is due to their prey stalking them in the distance.

Moving forward, the mercenary group finally condenses its formation into more of the arrowhead shape Valcus had ordered earlier. Zara maintains her distance from the front, sticking more towards the middle of the group behind Gedric, though still within the formation itself. "You really think they are capable of creating a storm like this?" Zara asks, both skeptical and a little worried at the thought. She nods to herself at Embla's reply. Truly, no one is capable of doing such things.

Just as Embla and Fluffy begin moving forward a louder rustling can be heard once more from the other side of the road. One does not need to guess if it is simply the wind or something else, as the sight of a body falling to the ground can be seen by all looking in that direction. The person tumbles and stands gracefully, revealing herself to be the Lady Tasha, or Natalia as the group now knows. She produces her daggers from her sleeves, looking menacingly towards the group.

With her appearance Captain Farjad motions for his men to stop and gives them a nod. Instantly they ready their weapons and turn to face their foe - the party they now surround. "Take them out," the Captain orders, setting his sights on Valcus and Drake ahead of him.

Gedric, Zara
[SHOW]

As you move a little further into the woods, you begin to feel uneasy. It is a sudden feeling that washes over you, a feeling of fear. Fear of the unknown, fear of what lurks in the forest, fear for your life and the lives of those around you.


Gedric is able to push the fear to the back of his mind, his eagerness for battle beating out any nervousness the situation brings.

Mechanics
[SHOW]

Make a saving throw to resist the fear (I did them since I didn't have time to wait for a result, Gedric is good)

Drake
[SHOW]

You are unable to shake the feeling of fear washing over you, and it causes your movement to become more erratic than normal. You find yourself having more trouble walking in a straight line than you would otherwise, and your hands tense up more than usual as you grip your weapon and shield.


The fear only grows worse as the mercenaries turn on you, and you feel yourself loosening your grip even more. Will everything really be fine? Can you truly make it out of this alive? The thought eats at you.

Mechanics
[SHOW]

You take -2 to attack, and must make a second saving throw to resist the fear growing even worse. I made the roll below since stuff is moving now, failure = now weakened

Embla
[SHOW]

You can sense that there is magic at play further into the woods, where the party is mostly gathered. Whatever effect is at play does not quite reach to where you are now.

Go: Valcus' Battlefront Shift

Mechanics
[SHOW]

Zara: move to (A, 31). Save vs fear = 2, failure. Zara now takes -2 to attacks and must make a second save on her next turn

Gedric: save vs fear = 12, success (sorry, didn't have time to wait for this)

Drake: save vs fear = 7, failure. Drake is now weakened (sorry, didn't have time to wait for this)

Valcus: gets to shift before anyone else can go...

Map
[SHOW]

Image

Map Info
[SHOW]

Trees: The vibrant green portions of the map represent tree canopies, with the black sections representing their trunks (or areas not visible due to the trunks). The areas under the canopies are traversable as normal terrain. The trunks are impassable, block line of sight and line of effect, and provide superior cover. If you are unsure of whether or not a square has enough trunk in it to be impassable, just ask.

Shrubs & Underbrush: The dark green portions of the map, which are almost the same color as the grass, are various types of undergrowth that litters the forest floor. These bushes and brambles are traversable as difficult terrain, and can obscure (but not completely block) vision. As such, they provide partial concealment to all creatures and total concealment to prone creatures.

Path: The yellow portion of the map represents the path leading through the countryside and into the woods. It is traversable as normal terrain and provides no special benefits.

Character Info
[SHOW]

NPCs
Serran Veteran: Older and more battles-scarred than most of the other mercenaries, this man seems to have been through many fights in his time. Like his compatriots he wields a large falchion, though he also has a bit heavier armor in addition. Hopefully he is as skilled as he seems.

Enemies
Natalia: A ruthless killer who had posed as a noblewoman to assassinate the parents of her faux fiancee, Wilhelm von Trahl, who has now become Lord of Volberg. She wields daggers and a garrote, and based on the last fight it seems clear she utilizes poisons as well

Captain Farjad: Though clean-cut and well-dressed compared to his lackeys, Farjad appears a formidable foe. He wields two scimitars, not unlike Zara's, and his lack of scars and high position suggest he is very good at using them

Serran Mercenaries: These are apparently the best of the best of the mercenary group stationed in Greywood. Each man wields a large falchion and little armor. Some bear scars, others none, but all look like capable fighters.

Status
[SHOW]

26 Natalia (-U, 22) | HP: ??/?? |
25 Captain Farjad (E, 32) | HP: ??/?? |
25 Caelen (H, 25) | HP: 34/34 | Surges: 7/7 | AP: 1/1 |
23 Serran Mercenary 6 (G, 32) | HP: ??/?? |
21 Serran Mercenary 1 (-A, 22) | HP: ??/?? |
19 Drake (-C, 29) | HP: 43/43 | Surges: 12/12 | AP: 1/1 | -2 to attacks and weakened
19 Rorin (F, 17) | HP: 34/34 | Surges: 7/7 | AP: 1/1 |
19 Valcus (-C, 34) | HP: 35/35 | Surges: 8/8 | AP: 1/1 |
18 Gedric (-B, 32) | HP: 44/44 | Surges: 11/11 | AP: 1/1 |
17 Serran Mercenary 3 (I, 31) | HP: ??/?? |
17 Zara (B, 26) | HP: 35/35 | Surges: 8/8 | AP: 1/1 | -2 to attacks
14 Embla (H, 26) | HP: 36/36 | Surges: 8/8 | AP: 1/1 |
12 Serran Veteran (B, 28) | HP: 51/51 | Surges: 13/13 | AP: 1/1 |
9 Serran Mercenary 5 (-B, 26) | HP: ??/?? |
8 Serran Mercenary 2 (C, 19) | HP: ??/?? |
6 Serran Mercenary 4 (A, 20) | HP: ??/?? |

Fluffy (D, 23) | HP: 15/15 | grants +1 to defenses of adjacent allies

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ratwizard
A Wan Smile
Posts: 5469
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Location: Hellworld

Re: Tulrissian Unification IC

Post by ratwizard »

"Inara take you," Valcus growls, realizing the bait that they've taken. The highest bidder above moral character, he comments sourly to himself.

The knight slides out of the way as Lord Aerden surges past him. "Deal with the Captain," Valcus advises. "Those of you still loyal, on me!" He brandishes his blade, ready to put his enemies to rest.

Mechanics
[SHOW]

Battlefront Shift Drake into -A34, engaging Captain Farjad

Bravura Presence for Action Point Spending
[SHOW]

Bravura Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, the ally can choose to take advantage of this feature before the attack roll. If the ally chooses to do so and the attack hits, the ally can either make a basic attack or take a move action after the attack as a free action. If the attack misses, the ally grants combat advantage to all enemies until the end of his or her next turn.

Combat Block
[SHOW]

Valcus Torinn

Male Dragonborn Warlord 3
Languages: Common, Tulrissian
Age: 25
Height: 6'0"
Weight: 185 lbs.

Speed: 5
Initiative: +1
Passive Perception: 11
Passive Insight: 11
Senses: Normal Vision

AC: 19
Fort: 17
Reflex: 13
Will: 15
HP: 35/35
Bloodied: 17
Surge Value: 9
Surges left: 8/8
Action Points: 1

MBA: +11 vs AC, 1d10+6
RBA: +9 vs AC, 1d6+6

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
None.

Powers:

Intuitive Strike
Brash Assault


Dragonfear []
Inspiring Word [] []
Hammer and Anvil []
Cunning Adjustment []
Battlefront Shift [x]
Flattening Charge []


Leader's Instincts [_]

Consumables:

None.

Important Features:
[SHOW]

Heavy Blade Expertise: +2 bonus to defenses against OAs.

Dragonborn Fury: +1 racial bonus to attack rolls when bloodied.

Harlequin Style: You gain a +3 bonus to defenses against your target when using Brash Assault.

Bravura Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, the ally can choose to take advantage of this feature before the attack roll. If the ally chooses to do so and the attack hits, the ally can either make a basic attack or take a move action after the attack as a free action. If the attack misses, the ally grants combat advantage to all enemies until the end of his or her next turn.

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Fialova
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Re: Tulrissian Unification IC

Post by Fialova »

"Ha! Come on, then, lordling. Let us see what you've got," Captain Farjad says as Drake closes in on him. He sidesteps as the young lord approaches, landing a solid blow against him and then kicking him to the ground. He turns and attempts to kick Valcus down as well, but the man is more prepared for the blow after seeing it against Drake.

As the men fight on within the trees, Natalia from her position towards the group, stopping just short of the wall of mercenaries. She twirls a dagger in her hands, eyeing her foes menacingly, but ultimately not saying a word.

Go: Caelen

Mechanics
[SHOW]

Valcus: shifts Drake

Natalia: moves to (-D, 25)

Captain Farjad: Hunter's Quarry on Drake. Evasive Strike on Drake, shifting to (-B, 35), 23 vs AC = hit for 20 damage. Takedown Strike on Drake, dealing 4 more damage and knocking him prone and bloodying him. Forward Kick on Valcus, 13 vs AC = miss.

Map
[SHOW]

Image

Map Info
[SHOW]

Trees: The vibrant green portions of the map represent tree canopies, with the black sections representing their trunks (or areas not visible due to the trunks). The areas under the canopies are traversable as normal terrain. The trunks are impassable, block line of sight and line of effect, and provide superior cover. If you are unsure of whether or not a square has enough trunk in it to be impassable, just ask.

Shrubs & Underbrush: The dark green portions of the map, which are almost the same color as the grass, are various types of undergrowth that litters the forest floor. These bushes and brambles are traversable as difficult terrain, and can obscure (but not completely block) vision. As such, they provide partial concealment to all creatures and total concealment to prone creatures.

Path: The yellow portion of the map represents the path leading through the countryside and into the woods. It is traversable as normal terrain and provides no special benefits.

Character Info
[SHOW]

NPCs
Serran Veteran: Older and more battles-scarred than most of the other mercenaries, this man seems to have been through many fights in his time. Like his compatriots he wields a large falchion, though he also has a bit heavier armor in addition. Hopefully he is as skilled as he seems.

Enemies
Natalia: A ruthless killer who had posed as a noblewoman to assassinate the parents of her faux fiancee, Wilhelm von Trahl, who has now become Lord of Volberg. She wields daggers and a garrote, and based on the last fight it seems clear she utilizes poisons as well

Captain Farjad: Though clean-cut and well-dressed compared to his lackeys, Farjad appears a formidable foe. He wields two scimitars, not unlike Zara's, and his lack of scars and high position suggest he is very good at using them

Serran Mercenaries: These are apparently the best of the best of the mercenary group stationed in Greywood. Each man wields a large falchion and little armor. Some bear scars, others none, but all look like capable fighters.

Status
[SHOW]

26 Natalia (-D, 25) | HP: ??/?? |
25 Captain Farjad (-B, 35) | HP: ??/?? | Evasive Strike, Takedown Strike
25 Caelen (H, 25) | HP: 34/34 | Surges: 7/7 | AP: 1/1 |
23 Serran Mercenary 6 (G, 32) | HP: ??/?? |
21 Serran Mercenary 1 (-A, 22) | HP: ??/?? |
19 Drake (-A, 34) | HP: 19/43 | Surges: 12/12 | AP: 1/1 | Bloodied, -2 to attacks and weakened, Farjad's quarry, prone
19 Rorin (F, 17) | HP: 34/34 | Surges: 7/7 | AP: 1/1 |
19 Valcus (-C, 34) | HP: 35/35 | Surges: 8/8 | AP: 1/1 |
18 Gedric (-B, 32) | HP: 44/44 | Surges: 11/11 | AP: 1/1 |
17 Serran Mercenary 3 (I, 31) | HP: ??/?? |
17 Zara (B, 26) | HP: 35/35 | Surges: 8/8 | AP: 1/1 | -2 to attacks
14 Embla (H, 26) | HP: 36/36 | Surges: 8/8 | AP: 1/1 |
12 Serran Veteran (B, 28) | HP: 51/51 | Surges: 13/13 | AP: 1/1 |
9 Serran Mercenary 5 (-B, 26) | HP: ??/?? |
8 Serran Mercenary 2 (C, 19) | HP: ??/?? |
6 Serran Mercenary 4 (A, 20) | HP: ??/?? |

Fluffy (D, 23) | HP: 15/15 | grants +1 to defenses of adjacent allies

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Scratcherclaw
YUO ARE SMART
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Registered for: 11 years 3 months

Re: Tulrissian Unification IC

Post by Scratcherclaw »

With the Imardanian assassin now revealed, and the Serran mercenaries having betrayed the party, Caelen grows frustrated. "You know, there's some irony with you lot siding with the same nation that helped destroy your empire," the elf shouts at the mercs, firing off two arrows at Natalia.

Mechanics
[SHOW]

Move: Shift to H26

Minor: Hunter's Quarry on Serran Mercenary 3

Standard: Twin Strike on Natalia
Attacks: 9(1d20) +10 = 19; 10(1d20) +10 = 20

Combat Block
[SHOW]

Caelen

Male Elf Ranger 3
Languages: Common, Tulrissian
Age: 22
Height: 5'4"
Weight: 115 lbs.

Speed: 7
Initiative: +6
Passive Perception: 23
Passive Insight: 19
Senses: Low-light Vision

AC: 19
Fort: 13
Reflex: 17
Will: 14
HP: 34/34
Bloodied: 17
Surge Value: 8
Surges left: 7/7
Action Points: 1

MBA: +3 vs AC, 1d4+2 damage
RBA: +10 vs AC, 1d12+6 damage (1d6 once per round with Hunter's Quarry; +1 to attack if no allies are closer; +1 to damage if target isn't adjacent to any other creatures)

Resistances: None

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Twin Strike
Nimble Strike
Hunter's Quarry


Second Wind []
Surprise Strike []
Two-Fanged Strike []
Disruptive Strike []
Elven Accuracy []
Invigorating Stride []


Sure Shot [_]

Consumables:

None.

Important Features:
[SHOW]

Prime Shot: If no allies are closer to the target than you, get +1 on ranged attacks against that target.

Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.

Wild Step: You ignore difficult terrain when you shift.

Bow Expertise: You gain a +1 feat bonus to weapon attack rolls that you make with a bow. In addition, you gain a +1 bonus to the damage roll of any weapon attack you make with a bow against a single creature that is not adjacent to any other creature.

Distant Advantage: You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.

Defensive Mobility: You gain a +2 bonus to AC against opportunity attacks.

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Fialova
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Re: Tulrissian Unification IC

Post by Fialova »

Natalia methodically parries the arrows flying her way with her daggers, now looking towards the ranged members of the party in the distance. One of the mercenaries rushes forward to swipe at Caelen in response to his attack, though the man's blow is easily dodged by the elf.

Back in the fray, another of the mercenaries rushes at Zara. Not as nimble as Caelen, she is grazed by the attack and turns to face her foe. She is still a bit struck by whatever strange fear had washed over her, and being so close to a human foe does not help to alleviate the feeling.

Go: Drake, Rorin, Valcus, Gedric

Mechanics
[SHOW]

Caelen: shifts, quarries, misses, misses

Serran Merc 6: moves to (B, 32). Attacks Zara, 19 vs AC = hit for 12 damage.

Serran Merc 1: moves to (C, 26). Charges to (G, 26) on Caelen, 15 vs AC = miss

Map
[SHOW]

Image

Map Info
[SHOW]

Trees: The vibrant green portions of the map represent tree canopies, with the black sections representing their trunks (or areas not visible due to the trunks). The areas under the canopies are traversable as normal terrain. The trunks are impassable, block line of sight and line of effect, and provide superior cover. If you are unsure of whether or not a square has enough trunk in it to be impassable, just ask.

Shrubs & Underbrush: The dark green portions of the map, which are almost the same color as the grass, are various types of undergrowth that litters the forest floor. These bushes and brambles are traversable as difficult terrain, and can obscure (but not completely block) vision. As such, they provide partial concealment to all creatures and total concealment to prone creatures.

Path: The yellow portion of the map represents the path leading through the countryside and into the woods. It is traversable as normal terrain and provides no special benefits.

Character Info
[SHOW]

NPCs
Serran Veteran: Older and more battles-scarred than most of the other mercenaries, this man seems to have been through many fights in his time. Like his compatriots he wields a large falchion, though he also has a bit heavier armor in addition. Hopefully he is as skilled as he seems.

Enemies
Natalia: A ruthless killer who had posed as a noblewoman to assassinate the parents of her faux fiancee, Wilhelm von Trahl, who has now become Lord of Volberg. She wields daggers and a garrote, and based on the last fight it seems clear she utilizes poisons as well

Captain Farjad: Though clean-cut and well-dressed compared to his lackeys, Farjad appears a formidable foe. He wields two scimitars, not unlike Zara's, and his lack of scars and high position suggest he is very good at using them

Serran Mercenaries: These are apparently the best of the best of the mercenary group stationed in Greywood. Each man wields a large falchion and little armor. Some bear scars, others none, but all look like capable fighters.

Status
[SHOW]

26 Natalia (-D, 25) | HP: ??/?? |
25 Captain Farjad (-B, 35) | HP: ??/?? | Evasive Strike, Takedown Strike
25 Caelen (H, 26) | HP: 34/34 | Surges: 7/7 | AP: 1/1 |
23 Serran Mercenary 6 (B, 32) | HP: ??/?? |
21 Serran Mercenary 1 (G, 26) | HP: ??/?? |
19 Drake (-A, 34) | HP: 19/43 | Surges: 12/12 | AP: 1/1 | Bloodied, -2 to attacks and weakened, Farjad's quarry, prone
19 Rorin (F, 17) | HP: 34/34 | Surges: 7/7 | AP: 1/1 |
19 Valcus (-C, 34) | HP: 35/35 | Surges: 8/8 | AP: 1/1 |
18 Gedric (-B, 32) | HP: 44/44 | Surges: 11/11 | AP: 1/1 |
17 Serran Mercenary 3 (I, 31) | HP: ??/?? | Caelen's quarry
17 Zara (B, 26) | HP: 23/35 | Surges: 8/8 | AP: 1/1 | -2 to attacks
14 Embla (H, 26) | HP: 36/36 | Surges: 8/8 | AP: 1/1 |
12 Serran Veteran (B, 28) | HP: 51/51 | Surges: 13/13 | AP: 1/1 |
9 Serran Mercenary 5 (-B, 26) | HP: ??/?? |
8 Serran Mercenary 2 (C, 19) | HP: ??/?? |
6 Serran Mercenary 4 (A, 20) | HP: ??/?? |

Fluffy (D, 23) | HP: 15/15 | grants +1 to defenses of adjacent allies

Combat Block
[SHOW]

Zara

Female Half-Elf Warpriest 2
Languages: Common, Tulrissian, Imardanian
Age: 37
Height: 5' 5"
Weight: 136 lbs.

Speed: 6
Initiative: +4
Passive Perception: 20
Passive Insight: 22
Senses: Low-light Vision

AC: 17
Fort: 13
Reflex: 14
Will: 16
HP: 23/35
Bloodied: 17
Surge Value: 8
Surges left: 8/8
Action Points: 1

Daggers Remaining: 5/5

MBA (Scimitar): +6 vs AC, 1d8+2 damage
RBA (Dagger): +8 vs AC, 1d4+4 damage

Resistances: none

Vulnerabilities: none

Saves: none

Active Effects:
+1 diplo to allies within 10 squares (racial bonus)
+2 to defenses against OAs

Powers:

Blessing of the Wild
Graceful Switch
Agile Recovery


Second Wind []
Disciplined Counter []
Twin Strike []
Smite Undead []*
Healing Word [][]
Step Together []*
Faerie-Flame Strike []
Allied Accuracy [_]


Moment of Glory []
Fey Sight []

  • can only use one per encounter

Consumables: none.

Important Features:
[SHOW]

Class Features
Level 1 Corellon Domain Features: While you are subject to a charm effect that a save can end, you can make a saving throw against that effect at the start of each of your turns, as well as at the end.

In addition, when you use healing word, you and each ally in the burst can ignore difficult terrain when shifting until the start of your next turn.

Racial Features
Dual Heritage: can take human, elf, and half-elf feats

Group Diplomacy: +1 racial bonus to diplomacy checks to allies within 10 squares

Dilettante: can choose one level 1 at-will power from another class and use it as an encounter power

Theme Features
Level 1 Elemental Initiate Feature: +2 proficiency bonus to unarmed attacks, unarmed attacks deal 1d6 instead of 1d4 damage, gain proficiency with ki foci.

Feat(ures)
Heavy Blade Expertise: +1 to attacks with heavy blades, +2 to defense against OAs.

Two-Blade Warrior: Can wield a one-handed weapon in the off-hand as if it were and off-hand weapon. Gain 1 ranger skill.

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ratwizard
A Wan Smile
Posts: 5469
Registered for: 11 years 3 months
Location: Hellworld

Re: Tulrissian Unification IC

Post by ratwizard »

Valcus doesn't flinch as the sellsword Captain engages him, the knight's shield deflecting the man's kick. Taking a step back, he calls out to his ailing companion. "Come, Lord Aerden! Show the Captain what the Aerden name stands for! You can take more than that!" It seems to bring some fight back into the downed man's heart.

In the corner of his eye, Valcus catches one of the sellswords managing an attack on the night priestess. "Zara!" he cries out, making a tactical charge through the fray. With distressed might, the Valleyman slams into his enemy, bowling him over onto the forest floor. "Do what must be done," he says with solemnity as his eyes meet hers.

The knight turns to face the majority of the Serranborn. "And for the rest of you men here, including you Captain," Valcus calls out to the mercenaries. "Side with me -- or stand down, even -- and I'll pay you double what these murderous northerners are promising. The coin goes both ways," he shouts. "You'll sleep better at night, too, knowing you're not in hostile territory in the middle of a war, having tarried against the defending side."

Mechanics
[SHOW]

Move: Shift to -C33.

Minor: Inspiring Word on Drake, healing him for 16 HP, bringing him to 35 and unbloodying. Stand up, bro!
Roll: 6(1d6) +10 = 16

Standard: Flattening Charge to A33, targeting SM6. Hits AC 18 for 9 damage and knocks him prone. Power recharges on hit.
Attack: 6(1d20) +12 = 18
Damage: 3(1d10) +6 = 9

Diplo check to convince mercenaries to fight for us or stand down: 5(1d20) +11 = 16

Bravura Presence for Action Point Spending
[SHOW]

Bravura Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, the ally can choose to take advantage of this feature before the attack roll. If the ally chooses to do so and the attack hits, the ally can either make a basic attack or take a move action after the attack as a free action. If the attack misses, the ally grants combat advantage to all enemies until the end of his or her next turn.

Combat Block
[SHOW]

Valcus Torinn

Male Dragonborn Warlord 3
Languages: Common, Tulrissian
Age: 25
Height: 6'0"
Weight: 185 lbs.

Speed: 5
Initiative: +1
Passive Perception: 11
Passive Insight: 11
Senses: Normal Vision

AC: 19
Fort: 17
Reflex: 13
Will: 15
HP: 35/35
Bloodied: 17
Surge Value: 9
Surges left: 8/8
Action Points: 1

MBA: +11 vs AC, 1d10+6
RBA: +9 vs AC, 1d6+6

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
None.

Powers:

Intuitive Strike
Brash Assault


Dragonfear []
Inspiring Word [] []
Hammer and Anvil []
Cunning Adjustment []
Battlefront Shift [x]
Flattening Charge []


Leader's Instincts [_]

Consumables:

None.

Important Features:
[SHOW]

Heavy Blade Expertise: +2 bonus to defenses against OAs.

Dragonborn Fury: +1 racial bonus to attack rolls when bloodied.

Harlequin Style: You gain a +3 bonus to defenses against your target when using Brash Assault.

Bravura Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, the ally can choose to take advantage of this feature before the attack roll. If the ally chooses to do so and the attack hits, the ally can either make a basic attack or take a move action after the attack as a free action. If the attack misses, the ally grants combat advantage to all enemies until the end of his or her next turn.

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TemplarsBane
Nickapotamus
Posts: 46
Registered for: 8 years 2 months

Re: Tulrissian Unification IC

Post by TemplarsBane »

"Blast you fools! Gedric spits at the Serrans he had recently been aligned with. His tone changes to an odd calm immediately after. "Mostly because you never offered to cut me in on this deal, which hurts. It really hurts. Now, I've got to kill you. A pity really."

His shock at betrayal quickly being replaced by eagerness to cut down those who had treated him with such disdain simply because of where he called home.

Surging forward, Gedric sweeps his hammer up towards the Serran next to him, catching him squarely in the chest. As the Serran falters slightly, Gedric slams his shield forward and pushes the soldier backwards, as he steps up to follow the staggering man.

Mechanics
[SHOW]

Move to -B, 31

Attacking: Serran Merc 2 with Tides of Iron vs AC: 9(1d20) +10 = 19
Damage (if it hits, idk if I roll this or you do): 6(1d10) +7 = 13 The hit also moves the target backwards to -B, 29 and Gedric steps forward to -B, 30 and the target is marked.

Combat Block
[SHOW]

Gedric Krell

Male Mul Fighter 3
Languages: Common
Age: 26
Height: 6'2"
Weight: 210 lbs.

Speed: 5
Initiative: +2
Passive Perception: 13
Passive Insight: 11
Senses: Normal Vision

AC: 21
Fort: 18
Reflex: 14
Will: 11
HP: 45/45
Bloodied: 22
Surge Value: 11
Surges left: 13/13
Action Points: 1

MBA: +9 vs AC, 1d10+7 damage

Resistances: None

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Combat Challenge
Combat Agility
Footwork Lure
Tide of Iron


Second Wind []
Glowering Threat []
Guardian's Counter []
Incredible Toughness []
Hack and Hew []
Sweeping Blow []


Driving Attack []
Armor of Dwarven Vigor []

Consumables:

None.

Features
[SHOW]

Combat Challenge: Whenever and enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy.

Combat Agility: When an enemy adjacent to you takes and action that provokes and OA, after that action is completed, you shift Dex Mod (1) squares closer to the target and make the following attack: Str vs AC, 1[W]+5 and knock the target prone.

Incredible Toughness:At the start of your turn you may end any ongoing damage or any dazed, slowed, stunned, or weakened condition currently affecting you.

Guardian's Counter:When an ally within 2 squares of you is hit by an attack and you are not included in that attack, you and the ally shift up to 2 squares as a free action swapping positions. You become the target of the triggering attack, in place of the ally. After the attack is resolved, you can make a MBA against the attacker.

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Namelessjake
Plane Wings Sharp Like Katana
Posts: 4003
Registered for: 11 years 3 months
Location: Blockbuster

Re: Tulrissian Unification IC

Post by Namelessjake »

Mechanics
[SHOW]

Move: Stand

Standard: Shield Bash on Captain Dickface.

20 vs Ref

If hit deal 9 damage, push Captain Farjad to (-C, 36) and knock him prone.

14(1d20) +6 = 20; 2(1d10) +7 = 9

Save:1(1d20) = 1 great

Combat Block
[SHOW]

Drake Aerden

Male Dwarf Warrior 3
Languages: Common, Tulrissian
Age: 24
Height: 6'1"
Weight: 210 lbs.

Speed: 5
Initiative: +2
Passive Perception: 13
Passive Insight: 13
Senses: Low-light Vision

AC: 20
Fort: 17
Reflex: 14
Will: 13
HP: 35/43
Bloodied: 21
Surge Value: 10
Surges left: 11/12
Action Points: 1

MBA: +11 vs AC, 1d8+5 damage
RBA: +3 vs AC, 1d4+2 damage

Resistances: None

Vulnerabilities: None

Saves: +5 against poison

Active Effects: None

Powers:

Cleave
Footwork Lure


Second Wind []
Dwarven Resilience []
Sohei Flurry []
Shield Bash [x]
Glowering Threat []
Parry and Riposte [_]


Driving Attack [_]

Consumables:

None.

Important Features:
[SHOW]

Combat Superiority: You gain a bonus to opportunity attacks equal to your Wisdom modifier (+2). An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.

Combat Challenge: Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While the target is marked, it takes a -2 penalty to attack rolls if its attack doesn't include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against the enemy.

Encumbered Speed: You move at your normal speed even when it would be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magic) affect you normally.

Bow Expertise: You gain a +1 feat bonus to weapon attack rolls that you make with a bow. In addition, you gain a +1 bonus to the damage roll of any weapon attack you make with a bow against a single creature that is not adjacent to any other creature.

Stand Your Ground: When an effect forces you to move -through a pull, push, or a slide-you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to. In addition, when an attack would knock you prone, you can make a saving throw to avoid falling prone.

Heavy Blade Expertise: You gain a +2 bonus to all defenses against opportunity attacks.

Shield Push: If you hit a foe with an attack granted by your Combat Challenge class feature, you push the target 1 square after dealing damage.

Resilience of Stone: You can use your Second Wind as an immediate interrupt when damaged by an attack.

kalis5
Hm...
Posts: 818
Registered for: 10 years 2 months

Re: Tulrissian Unification IC

Post by kalis5 »

Rorin spots Natalia, hanging back from the rest of the group, her blade flashing this way and that and he furrows his brown, frowning.
"... I'll show you what a real agent looks like..."
He doesn't bother being stealthy, or even trying to mask his footsteps, he lets himself be known as he walks up the main path, because he already knows she's open. He brings his crossbow up and launches a bolt, aimed right as she's parrying another arrow to slip past her guard.

Mechanics
[SHOW]

Move to -A17
Crossbow Expertise might come in handy here... No Partial Cover for miss Natalia.
Stalking the prey, new power! Goes against AC: 18(1d20) +11 = 29
If the target and myself not adjacent to any members of the party, I gain CA for the attack. If the attack hits, I gain CA until the end of my next turn. So... Sneak attack!
Damage: 5(2d6) +4 = 9
Sneak Attack: 8(2d8) = 8
Musta rolled two fours... But that's a total of 17 damage.

Combat Block
[SHOW]

Rorin

Male Half-Elf Rogue 3
Speed: 6
Initiative: +5
Passive Perception: 16
Passive Insight: 13
Senses: Low-light Vision
Languages: Common, Tulrissian
AC: 17
Fort: 12
Ref: 17
Will: 14
HP:34/34
Bloodied: 17
Surge Value: 8
Surges: 7/7
AP: 1

Resistances:
Vulnerabilities: None
Active Effects: None

Powers:

Melee Basic Attack: 1d20+5 to hit. 1d4+1 Damage.
Ranged Basic Attack: 1d20+7 to Hit. 1d6+4 Damage.

Bull Rush Attack
Grab Attack
Opportunity Attack
Sly Flourish
Duelist's Flourish
Fleeting Ghost


Dilettante Feature: Guiding Strike [ ]
L1 Acrobat's Blade Trick [ ]
L3 Stalking the Prey [X]


L1 Easy Target [ ]

Important Features
[SHOW]

Class Feats:
Sneak Attack: When attacking a target that grants CA, deal an extra 2d8 damage.

First Strike: Gain CA against any target that hasn't acted in combat.

Sharpshooter Talent (Crossbow): +1 to Attack rolls with Crossbows. Gain Far Shot feat for Crossbows. +5 to Short and Long Range with Crossbows.

Artful Dodger: Gain Charisma (+3) AC against Opportunity Attacks.

Theme Feats:
Grants access to Wasteland Fury.

Racial Traits:
Group Diplomacy: +1 Diplomacy to all allies within 10 squares.

Dual Heritage: Gain access to Half-elf, Human, and Elven feats.

Dilettante: Gain access to an at-will from another class as an encounter power.

Notable Feats:

Crossbow Expertise: Gain +1 to attacks made with Crossbows. Ignore Partial and Superior Cover.

Backstabber: Increase Sneak attack dice from d6s to d8s.

Wood Elf Agility: Rolls of 2-7 count as 8s.

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Fialova
Magical Liopleurodon
Posts: 4784
Registered for: 11 years 3 months
Location: The Great North
Contact:

Re: Tulrissian Unification IC

Post by Fialova »

Valcus' plea falls on deaf ears, the only response coming from the disheartened veteran of the group. "...they are northerners, the lot of them," he replies, as he readies his own weapon against the others. "I should have made the connection sooner. All of the men the Captain picked for this had joined us over the last couple of years, all from Imardin."

The others do not speak to confirm or deny the man's allegations, too focused are they on their assault. While a few of the men suffer blows from the party members, another of them rushes towards Valcus, weapon ready to attack. Unfortunately for him, the knight is able to swiftly avoid the attack.

Go: Zara, Embla

Mechanics
[SHOW]

Valcus: shifts, heals, charges & hits

Gedric: moves, hits & pushes, shifts, marks

Drake: stands, hits

Rorin: moves, hits

Serran Merc 3: moves to (B, 34). Attacks Valcus, 16 vs AC = miss

Map
[SHOW]

Image

Map Info
[SHOW]

Trees: The vibrant green portions of the map represent tree canopies, with the black sections representing their trunks (or areas not visible due to the trunks). The areas under the canopies are traversable as normal terrain. The trunks are impassable, block line of sight and line of effect, and provide superior cover. If you are unsure of whether or not a square has enough trunk in it to be impassable, just ask.

Shrubs & Underbrush: The dark green portions of the map, which are almost the same color as the grass, are various types of undergrowth that litters the forest floor. These bushes and brambles are traversable as difficult terrain, and can obscure (but not completely block) vision. As such, they provide partial concealment to all creatures and total concealment to prone creatures.

Path: The yellow portion of the map represents the path leading through the countryside and into the woods. It is traversable as normal terrain and provides no special benefits.

Character Info
[SHOW]

NPCs
Serran Veteran: Older and more battles-scarred than most of the other mercenaries, this man seems to have been through many fights in his time. Like his compatriots he wields a large falchion, though he also has a bit heavier armor in addition. Hopefully he is as skilled as he seems.

Enemies
Natalia: A ruthless killer who had posed as a noblewoman to assassinate the parents of her faux fiancee, Wilhelm von Trahl, who has now become Lord of Volberg. She wields daggers and a garrote, and based on the last fight it seems clear she utilizes poisons as well

Captain Farjad: Though clean-cut and well-dressed compared to his lackeys, Farjad appears a formidable foe. He wields two scimitars, not unlike Zara's, and his lack of scars and high position suggest he is very good at using them

Serran Mercenaries: These are apparently the best of the best of the mercenary group stationed in Greywood. Each man wields a large falchion and little armor. Some bear scars, others none, but all look like capable fighters.

Status
[SHOW]

26 Natalia (-D, 25) | HP: -18/?? |
25 Captain Farjad (-C, 36) | HP: -9/?? | Evasive Strike, Takedown Strike, prone, marked (-2) until Drake EONT
25 Caelen (H, 26) | HP: 34/34 | Surges: 7/7 | AP: 1/1 |
23 Serran Mercenary 6 (B, 32) | HP: -9/?? | prone
21 Serran Mercenary 1 (G, 26) | HP: ??/?? |
19 Drake (-A, 34) | HP: 35/43 | Surges: 12/12 | AP: 1/1 | Shield Bash, -2 to attacks and weakened, Farjad's quarry
19 Rorin (-A, 17) | HP: 34/34 | Surges: 7/7 | AP: 1/1 | Stalking the Prey, has CA against Captain Farjad until EONT
19 Valcus (A, 33) | HP: 35/35 | Surges: 8/8 | AP: 1/1 | Inspiring Word (1/2)
18 Gedric (-B, 30) | HP: 44/44 | Surges: 11/11 | AP: 1/1 |
17 Serran Mercenary 3 (I, 31) | HP: ??/?? | Caelen's quarry
17 Zara (B, 26) | HP: 23/35 | Surges: 8/8 | AP: 1/1 | -2 to attacks
14 Embla (H, 26) | HP: 36/36 | Surges: 8/8 | AP: 1/1 |
12 Serran Veteran (B, 28) | HP: 51/51 | Surges: 13/13 | AP: 1/1 |
9 Serran Mercenary 5 (-B, 26) | HP: ??/?? |
8 Serran Mercenary 2 (-B, 29) | HP: -13/?? | marked (-2) until Gedric EONT
6 Serran Mercenary 4 (A, 20) | HP: ??/?? |

Fluffy (D, 23) | HP: 15/15 | grants +1 to defenses of adjacent allies

Combat Block
[SHOW]

Zara

Female Half-Elf Warpriest 2
Languages: Common, Tulrissian, Imardanian
Age: 37
Height: 5' 5"
Weight: 136 lbs.

Speed: 6
Initiative: +4
Passive Perception: 20
Passive Insight: 22
Senses: Low-light Vision

AC: 17
Fort: 13
Reflex: 14
Will: 16
HP: 23/35
Bloodied: 17
Surge Value: 8
Surges left: 8/8
Action Points: 1

Daggers Remaining: 5/5

MBA (Scimitar): +6 vs AC, 1d8+2 damage
RBA (Dagger): +8 vs AC, 1d4+4 damage

Resistances: none

Vulnerabilities: none

Saves: none

Active Effects:
+1 diplo to allies within 10 squares (racial bonus)
+2 to defenses against OAs

Powers:

Blessing of the Wild
Graceful Switch
Agile Recovery


Second Wind []
Disciplined Counter []
Twin Strike []
Smite Undead []*
Healing Word [][]
Step Together []*
Faerie-Flame Strike []
Allied Accuracy [_]


Moment of Glory []
Fey Sight []

  • can only use one per encounter

Consumables: none.

Important Features:
[SHOW]

Class Features
Level 1 Corellon Domain Features: While you are subject to a charm effect that a save can end, you can make a saving throw against that effect at the start of each of your turns, as well as at the end.

In addition, when you use healing word, you and each ally in the burst can ignore difficult terrain when shifting until the start of your next turn.

Racial Features
Dual Heritage: can take human, elf, and half-elf feats

Group Diplomacy: +1 racial bonus to diplomacy checks to allies within 10 squares

Dilettante: can choose one level 1 at-will power from another class and use it as an encounter power

Theme Features
Level 1 Elemental Initiate Feature: +2 proficiency bonus to unarmed attacks, unarmed attacks deal 1d6 instead of 1d4 damage, gain proficiency with ki foci.

Feat(ures)
Heavy Blade Expertise: +1 to attacks with heavy blades, +2 to defense against OAs.

Two-Blade Warrior: Can wield a one-handed weapon in the off-hand as if it were and off-hand weapon. Gain 1 ranger skill.

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PureZaros
The Enigma
Posts: 651
Registered for: 10 years 10 months
Location: *Calculating...*

Re: Tulrissian Unification IC

Post by PureZaros »

MECHANICS
[SHOW]

Move Action: Walk to [E, 24]
Minor Action: Warlock's Curse on Serran Mercenary 1
Standard Action: Eldritch Blast on Serran Mercenary 6
Attack: 15 vs Reflex
Hit: 14

COMBAT BLOCK
[SHOW]

Embla

Female Shardmind Deception Warlock 3
Age: 27
Height: 6'2"
Weight: 170
Languages: Common, Tulrissian, Dwarven

Initiative: +2
Speed: 6
Passive Perception: 10
Passive Insight: 10
Senses: Normal

AC: 16
Fort: 13
Reflex: 15
Will: 16
HP: 36/36
Bloodied: 18
Surge Value: 9
Surges left: 8/8
Action Points: 1

Resistances:
5 psychic
Vulnerabilities:
None
Active Effects:
None

Powers:

Trained Displacer Beast
Eldritch Blast
Eyebite
Misty Step
Warlock's Curse
_________________________________

[] Second Wind
[] Shard Swarm
[] Witchfire
[] Eldritch Rain
_________________________________

[] Crown of Stars
[] Assassin's Bane

Important Stuff
[SHOW]

Crystalline Mind: You have resist 5 psychic.
Living Construct: You do not need to eat, drink, breathe, or sleep. You never make Endurance checks to resist the effect of starvation, thirst, or suffocation. All other conditions and effects affect you normally.
Telepathy: You can communicate telepathically with any creature within 5 squares of you that has a language.

Prime Shot: If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.
Shadow Walk: During your turn, if you move 3 or more squares from where you started your turn, you gain partial concealment until the end of your next turn.

Eldritch Blast: When a power allows you to make a ranged basic attack, you can use this power.

White Lotus Dueling Expertise: You gain a +1/2/3 bonus to attack rolls of arcane powers and basic attacks that you make with any weapon or implement with which you have proficiency.
You gain proficiency with staffs.
Improved Misty Step: Your Misty Step allows you to teleport an additional two squares.
Sacrifice to Caiphon: When you attack with a warlock encounter power that has targets and you miss all targets, then you can deal damage to yourself equal to the level of the power. If you do, you immediately recover the power.

Fluffy, the Displacer Beast
[SHOW]

Image

Medium Fey Beast
Languages: Uh... Yeah

ABILITY SCORES
Str 15, Dex 20, Wis 16, Con 16, Int 2, Cha 6

Initiative: +2
Speed: 8
Perception: 12
Senses: Low-light

AC: 18
Fort: 14
Reflex: 18
Will: 18
HP: 18/18
Bloodied: 9

Displacement (Illusion, Aura 1):
Allies gain a +1 power bonus to all defenses while in the aura.

Powers:
Tentacle (At-will, Illusion): Fluffy gains partial concealment until the end of it's next turn.

Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
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Fialova
Magical Liopleurodon
Posts: 4784
Registered for: 11 years 3 months
Location: The Great North
Contact:

Re: Tulrissian Unification IC

Post by Fialova »

Zara fumbles with her swords as she attempts to fight the men before her, finding just as much difficulty as Embla. The veteran mercenary has better luck, managing a solid blow against one of his former comrades, and easily dodging the man's attempt to counterattack. Things are looking up, or so it seems, but not for long.

In between the trees, not far from Caelen, a black spot appears in the air a few feet off the ground. Its blackness is so pure, as if there is simply a void in space in the area. It begins to draw the group towards it, and one by one they are pulled against their will towards the void. As they draw nearer they find it difficult to move, frozen in place by the spell.

Looking around, the group can see that the void's appearance has been caused by Antonio, who is hiding up in one of the trees nearby. As he draws and holds the group in place, some of the mercenaries take the opportunity to attack the group in their vulnerable state.

It is only moments after the spell is cast that a group of armed individuals can be seen moving down the road, swiftly. As they draw near, one of them calls out, "We heard the commotion and assumed there'd be fighting, but nothing like this. Why are you fighting easterners?" The voice is recognizable to most as that of Captain Stroeker, the Garland Ranger captain the party had run into.

The Rangers waste no time coming to the party's aid, one of the men loosing an arrow at Captain Farjad while Natalia makes her way for Rorin. The archer is not nearly as skilled as the assassin, who rushes forward and sinks her dagger into the party's spy, causing him to nearly collapse in pain. "We didn't plan for reinforcements," she calls to Antonio.

"Are you worried?" he responds, to no answer.

Go: Caelen

Mechanics
[SHOW]

Embla: moves, curses, misses

Zara:
Move Action: shifts to (B, 31).

Standard Action: Blessing of the Wild on Serran Merc 6
Attack: 12 vs AC = miss
Effect: shift to (C, 31).

Save to resist fear worsening: 7, failure. Zara is now weakened

Serran Veteran: moves to (-C, 30). Daunting Onslaught on Serran Mercenary 2, 21 vs AC = hit for 20 damage. SM2 and SM5 takes -2 to hit until my EONT. SM2 is bloodied...

Serran Merc 2: ...attacks Serran Veteran, 19 vs AC = miss

Antonio: Visions of Avarice centered on (D, 28), targeting Caelen (30 vs Will = crit!, he is pulled to [D, 28]), Embla (21 vs Will = hit, she is pulled to [E, 27]), Fluffy (26 vs Will = hit, he is pulled to [D, 27]), Gedric (15 vs Will = hit, he is pulled to [C, 28]), Valcus (20 vs Will = hit, he is pulled to [C, 29]), Zara (14 vs Will = miss). Caelen, Embla, Fluffy, Gedric, and Valcus are all immobilized (save ends)

Serran Merc 5: attacks Serran Veteran, 21 vs AC = hit for 10 damage.

Serran Merc 2: attacks Serran Veteran, 16 vs AC = miss

Serran Merc 4: moves to (B, 27). Attacks Gedric, 12 vs AC = miss

Garland Rangers appear on the map, roll inits

Natalia: Mark of the Vigilante stance. Moves to (-C, 19). Quick Lunge on Rorin, shifting to (-B, 18), 27 vs AC = hit for 12 damage, plus 6 extra poison damage, and is dazed (save ends). Rorin is marked until her EONT, and bloodied.

Garland Ranger 1: moves to (-R, 36). Attacks Captain Farjad, 20 vs AC = miss

Captain Farjad: leaps up, moves to (-B, 35). Twin Strike on Drake, 19 vs AC = miss, 16 vs AC = miss

Map
[SHOW]

Image

Map Info
[SHOW]

Trees: The vibrant green portions of the map represent tree canopies, with the black sections representing their trunks (or areas not visible due to the trunks). The areas under the canopies are traversable as normal terrain. The trunks are impassable, block line of sight and line of effect, and provide superior cover. If you are unsure of whether or not a square has enough trunk in it to be impassable, just ask.

Shrubs & Underbrush: The dark green portions of the map, which are almost the same color as the grass, are various types of undergrowth that litters the forest floor. These bushes and brambles are traversable as difficult terrain, and can obscure (but not completely block) vision. As such, they provide partial concealment to all creatures and total concealment to prone creatures.

Path: The yellow portion of the map represents the path leading through the countryside and into the woods. It is traversable as normal terrain and provides no special benefits.

Character Info
[SHOW]

NPCs
Serran Veteran: Older and more battles-scarred than most of the other mercenaries, this man seems to have been through many fights in his time. Like his compatriots he wields a large falchion, though he also has a bit heavier armor in addition. Hopefully he is as skilled as he seems.

Enemies
Natalia: A ruthless killer who had posed as a noblewoman to assassinate the parents of her faux fiancee, Wilhelm von Trahl, who has now become Lord of Volberg. She wields daggers and a garrote, and based on the last fight it seems clear she utilizes poisons as well

Captain Farjad: Though clean-cut and well-dressed compared to his lackeys, Farjad appears a formidable foe. He wields two scimitars, not unlike Zara's, and his lack of scars and high position suggest he is very good at using them

Serran Mercenaries: These are apparently the best of the best of the mercenary group stationed in Greywood. Each man wields a large falchion and little armor. Some bear scars, others none, but all look like capable fighters.

Status
[SHOW]

26 Natalia (-C, 19) | HP: -18/?? | Mark of the Vigilante, +2 to defenses against OAs provoked by moving
26 Garland Ranger 1 (-R, 36) | HP: 39/39 |
25 Captain Farjad (-B, 35) | HP: -9/?? | Evasive Strike, Takedown Strike, marked (-2) until Drake EONT
25 Caelen (D, 28) | HP: 34/34 | Surges: 7/7 | AP: 1/1 | immobilized (save ends), +1 to defenses from Fluffy
25 Garland Ranger 3 (-X, 32) | HP: 39/39 |
23 Serran Mercenary 6 (B, 32) | HP: -9/?? | prone
23 Garland Ranger 5 (-Y, 35) | HP: 39/39 |
22 Garland Ranger 6 (-W, 35) | HP: 39/39 |
21 Serran Mercenary 1 (G, 26) | HP: ??/?? | cursed by Embla
21 Garland Ranger 4 (-V, 33) | HP: 39/39 |
19 Drake (-A, 34) | HP: 35/43 | Surges: 12/12 | AP: 1/1 | Shield Bash, -2 to attacks and weakened, Farjad's quarry
19 Rorin (-A, 17) | HP: 16/34 | Surges: 7/7 | AP: 1/1 | Bloodied, Stalking the Prey, has CA against Captain Farjad until EONT
19 Valcus (C, 29) | HP: 35/35 | Surges: 8/8 | AP: 1/1 | Inspiring Word (1/2), immobilized (save ends)
18 Gedric (C, 28) | HP: 44/44 | Surges: 11/11 | AP: 1/1 | immobilized (save ends), +1 to defenses from Fluffy
17 Serran Mercenary 3 (I, 31) | HP: ??/?? | Caelen's quarry
17 Zara (C, 31) | HP: 23/35 | Surges: 8/8 | AP: 1/1 | -2 to attacks, weakened
14 Embla (E, 27) | HP: 36/36 | Surges: 8/8 | AP: 1/1 | +1 to defenses from Fluffy, immobilized (save ends)
14 Garland Ranger 2 (-U, 31) | HP: 39/39 |
12 Serran Veteran (-C, 30) | HP: 41/51 | Surges: 13/13 | AP: 1/1 | Daunting Onslaught
11 Antonio (-G, 38, 3) | HP: ??/?? | Visions of Avarice
9 Serran Mercenary 5 (-B, 26) | HP: ??/?? | -2 to attack until Serran Veteran EONT
8 Serran Mercenary 2 (-B, 29) | HP: -33/?? | Bloodied, -2 to attack until Serran Veteran EONT, marked (-2) until Gedric EONT
8 Captain Stroeker (-U, 29) | HP: 37/37 | Surges: 7/7 | AP: 1/1 |
6 Serran Mercenary 4 (B, 27) | HP: ??/?? |

Fluffy (D, 27) | HP: 15/15 | grants +1 to defenses of adjacent allies, immobilized (save ends)

Combat Block
[SHOW]

Zara

Female Half-Elf Warpriest 2
Languages: Common, Tulrissian, Imardanian
Age: 37
Height: 5' 5"
Weight: 136 lbs.

Speed: 6
Initiative: +4
Passive Perception: 20
Passive Insight: 22
Senses: Low-light Vision

AC: 17
Fort: 13
Reflex: 14
Will: 16
HP: 23/35
Bloodied: 17
Surge Value: 8
Surges left: 8/8
Action Points: 1

Daggers Remaining: 5/5

MBA (Scimitar): +6 vs AC, 1d8+2 damage
RBA (Dagger): +8 vs AC, 1d4+4 damage

Resistances: none

Vulnerabilities: none

Saves: none

Active Effects:
+1 diplo to allies within 10 squares (racial bonus)
+2 to defenses against OAs

Powers:

Blessing of the Wild
Graceful Switch
Agile Recovery


Second Wind []
Disciplined Counter []
Twin Strike []
Smite Undead []*
Healing Word [][]
Step Together []*
Faerie-Flame Strike []
Allied Accuracy [_]


Moment of Glory []
Fey Sight []

  • can only use one per encounter

Consumables: none.

Important Features:
[SHOW]

Class Features
Level 1 Corellon Domain Features: While you are subject to a charm effect that a save can end, you can make a saving throw against that effect at the start of each of your turns, as well as at the end.

In addition, when you use healing word, you and each ally in the burst can ignore difficult terrain when shifting until the start of your next turn.

Racial Features
Dual Heritage: can take human, elf, and half-elf feats

Group Diplomacy: +1 racial bonus to diplomacy checks to allies within 10 squares

Dilettante: can choose one level 1 at-will power from another class and use it as an encounter power

Theme Features
Level 1 Elemental Initiate Feature: +2 proficiency bonus to unarmed attacks, unarmed attacks deal 1d6 instead of 1d4 damage, gain proficiency with ki foci.

Feat(ures)
Heavy Blade Expertise: +1 to attacks with heavy blades, +2 to defense against OAs.

Two-Blade Warrior: Can wield a one-handed weapon in the off-hand as if it were and off-hand weapon. Gain 1 ranger skill.

User avatar
Scratcherclaw
YUO ARE SMART
Posts: 3739
Registered for: 11 years 3 months

Re: Tulrissian Unification IC

Post by Scratcherclaw »

Caelen grumbles as the black void pulls him towards it, but get his bearing straight, firing off a pair of arrows at the nearest mercenary. As the familiar Garland ranger appears, the elf is a bit astonished, but glad to have more countrymen on the field.

At Captain Stroeker's comment, Caelen shouts back, "These easterners have sided with the invaders, it seems. And the Imardanian pair are the assassins responsible for murdering the late Lord and Lady of Violet Keep!"

Mechanics
[SHOW]

Minor: Hunter's Quarry on Serran Merc 4

Standard: Twin Strike on Serran Merc 4
Attacks: 6(1d20) +10 = 16; 16(1d20) +10 = 26 vs AC = Hit & Hit
Damage: 12(1d12) +3(1d6) +1 = 16 + 12(1d12) +1 = 13 = 29 Total Damage

Save: 16(1d20) = 16 vs Immobilized = Saved

Combat Block
[SHOW]

Caelen

Male Elf Ranger 3
Languages: Common, Tulrissian
Age: 22
Height: 5'4"
Weight: 115 lbs.

Speed: 7
Initiative: +6
Passive Perception: 23
Passive Insight: 19
Senses: Low-light Vision

AC: 19
Fort: 13
Reflex: 17
Will: 14
HP: 34/34
Bloodied: 17
Surge Value: 8
Surges left: 7/7
Action Points: 1

MBA: +3 vs AC, 1d4+2 damage
RBA: +10 vs AC, 1d12+6 damage (1d6 once per round with Hunter's Quarry; +1 to attack if no allies are closer; +1 to damage if target isn't adjacent to any other creatures)

Resistances: None

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Twin Strike
Nimble Strike
Hunter's Quarry


Second Wind []
Surprise Strike []
Two-Fanged Strike []
Disruptive Strike []
Elven Accuracy []
Invigorating Stride []


Sure Shot [_]

Consumables:

None.

Important Features:
[SHOW]

Prime Shot: If no allies are closer to the target than you, get +1 on ranged attacks against that target.

Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.

Wild Step: You ignore difficult terrain when you shift.

Bow Expertise: You gain a +1 feat bonus to weapon attack rolls that you make with a bow. In addition, you gain a +1 bonus to the damage roll of any weapon attack you make with a bow against a single creature that is not adjacent to any other creature.

Distant Advantage: You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.

Defensive Mobility: You gain a +2 bonus to AC against opportunity attacks.

Last edited by Scratcherclaw on Sat Aug 13, 2016 5:58 pm, edited 1 time in total.
User avatar
Fialova
Magical Liopleurodon
Posts: 4784
Registered for: 11 years 3 months
Location: The Great North
Contact:

Re: Tulrissian Unification IC

Post by Fialova »

"Pas à leur sujet, non. Si les choses vont mal, nous pouvons toujours sortir. Mais Geneviève ne sera pas content," Natalia finally responds, seemingly after a period of thought. "Cela aurait dû être plus facile."

"Non chaque plan est parfait," Antonio responds, the duo seeming only half-invested in the fight.

As the Imardanians speak once more in their own tongue, the battle rages on around them. Two of the mercenaries - or Imardanian soldiers, if the veteran's hunch is correct - move forwards to strike Zara and Embla respectively. Zara is able to dodge in time, but the effects of the void still linger and cause Embla to stand in place as the blow connects.

Through the trees the Garland Rangers assemble into a volley formation, and in unison most of them loose their arrows towards one of their foes. Their skill combined with the sheer number of arrows leave the man little room to maneuver, and he is either nicked or hit directly by all four.

Go: Drake, Rorin, Valcus, Gedric

Mechanics
[SHOW]

Caelen: quarries, hits x2, saves

Garland Ranger 3: moves to (-R, 35). Attacks Serran Merc 5, 17 vs AC = hit for 3 damage and Garland Ranger 5 gains +2 to their next attack against Serran Merc 5.

Serran Merc 6: shifts to (B, 31). Attacks Zara, 14 vs AC = miss.

Garland Ranger 5: moves to (-S, 34). Attacks Serran Merc 5, 19 vs AC = hit for 7 damage and Garland Ranger 6 gains +2 to their next attack against Serran Merc 5.

Garland Ranger 6: moves to (-S, 33). Attacks Serran Merc 5, 15 vs AC = hit for 8 damage and Garland Ranger 4 gains +2 to their next attack against Serran Merc 5.

Serran Merc 1: moves to (F, 26). Attacks Embla, 26 vs AC = hit for 14 damage.

Garland Ranger 4: moves to (-S, 32). Attacks Serran Merc 5, 21 vs AC = hit for 6 damage and Garland Ranger 2 gains +2 to their next attack against Serran Merc 5.

Map
[SHOW]

Image

Map Info
[SHOW]

Trees: The vibrant green portions of the map represent tree canopies, with the black sections representing their trunks (or areas not visible due to the trunks). The areas under the canopies are traversable as normal terrain. The trunks are impassable, block line of sight and line of effect, and provide superior cover. If you are unsure of whether or not a square has enough trunk in it to be impassable, just ask.

Shrubs & Underbrush: The dark green portions of the map, which are almost the same color as the grass, are various types of undergrowth that litters the forest floor. These bushes and brambles are traversable as difficult terrain, and can obscure (but not completely block) vision. As such, they provide partial concealment to all creatures and total concealment to prone creatures.

Path: The yellow portion of the map represents the path leading through the countryside and into the woods. It is traversable as normal terrain and provides no special benefits.

Character Info
[SHOW]

NPCs
Serran Veteran: Older and more battles-scarred than most of the other mercenaries, this man seems to have been through many fights in his time. Like his compatriots he wields a large falchion, though he also has a bit heavier armor in addition. Hopefully he is as skilled as he seems.

Enemies
Natalia: A ruthless killer who had posed as a noblewoman to assassinate the parents of her faux fiancee, Wilhelm von Trahl, who has now become Lord of Volberg. She wields daggers and a garrote, and based on the last fight it seems clear she utilizes poisons as well

Captain Farjad: Though clean-cut and well-dressed compared to his lackeys, Farjad appears a formidable foe. He wields two scimitars, not unlike Zara's, and his lack of scars and high position suggest he is very good at using them

Serran Mercenaries: These are apparently the best of the best of the mercenary group stationed in Greywood. Each man wields a large falchion and little armor. Some bear scars, others none, but all look like capable fighters.

Status
[SHOW]

26 Natalia (-C, 19) | HP: -18/?? | Mark of the Vigilante, +2 to defenses against OAs provoked by moving
26 Garland Ranger 1 (-R, 36) | HP: 39/39 | has cover
25 Captain Farjad (-B, 35) | HP: -9/?? | Evasive Strike, Takedown Strike, marked (-2) until Drake EONT
25 Caelen (D, 28) | HP: 34/34 | Surges: 7/7 | AP: 1/1 | +1 to defenses from Fluffy
25 Garland Ranger 3 (-R, 35) | HP: 39/39 | has cover
23 Serran Mercenary 6 (B, 31) | HP: -9/?? | prone
23 Garland Ranger 5 (-S, 34) | HP: 39/39 |
22 Garland Ranger 6 (-S, 33) | HP: 39/39 |
21 Serran Mercenary 1 (F, 26) | HP: ??/?? | cursed by Embla
21 Garland Ranger 4 (-S, 32) | HP: 39/39 |
19 Drake (-A, 34) | HP: 35/43 | Surges: 12/12 | AP: 1/1 | Shield Bash, -2 to attacks and weakened, Farjad's quarry
19 Rorin (-A, 17) | HP: 16/34 | Surges: 7/7 | AP: 1/1 | Bloodied, Stalking the Prey, has CA against Captain Farjad until EONT
19 Valcus (C, 29) | HP: 35/35 | Surges: 8/8 | AP: 1/1 | Inspiring Word (1/2), immobilized (save ends)
18 Gedric (C, 28) | HP: 44/44 | Surges: 11/11 | AP: 1/1 | immobilized (save ends), +1 to defenses from Fluffy
17 Serran Mercenary 3 (I, 31) | HP: ??/?? |
17 Zara (C, 31) | HP: 23/35 | Surges: 8/8 | AP: 1/1 | -2 to attacks, weakened
14 Embla (E, 27) | HP: 22/36 | Surges: 8/8 | AP: 1/1 | +1 to defenses from Fluffy, immobilized (save ends)
14 Garland Ranger 2 (-U, 31) | HP: 39/39 | +2 to next attack against Serran Merc 5
12 Serran Veteran (-C, 30) | HP: 41/51 | Surges: 13/13 | AP: 1/1 | Daunting Onslaught
11 Antonio (-G, 38, 3) | HP: ??/?? | Visions of Avarice
9 Serran Mercenary 5 (-B, 26) | HP: -24/?? | -2 to attack until Serran Veteran EONT
8 Serran Mercenary 2 (-B, 29) | HP: -33/?? | Bloodied, -2 to attack until Serran Veteran EONT, marked (-2) until Gedric EONT
8 Captain Stroeker (-U, 29) | HP: 37/37 | Surges: 7/7 | AP: 1/1 |
6 Serran Mercenary 4 (B, 27) | HP: -29/?? | Caelen's quarry

Fluffy (D, 27) | HP: 15/15 | grants +1 to defenses of adjacent allies, immobilized (save ends)

Combat Block
[SHOW]

Zara

Female Half-Elf Warpriest 2
Languages: Common, Tulrissian, Imardanian
Age: 37
Height: 5' 5"
Weight: 136 lbs.

Speed: 6
Initiative: +4
Passive Perception: 20
Passive Insight: 22
Senses: Low-light Vision

AC: 17
Fort: 13
Reflex: 14
Will: 16
HP: 23/35
Bloodied: 17
Surge Value: 8
Surges left: 8/8
Action Points: 1

Daggers Remaining: 5/5

MBA (Scimitar): +6 vs AC, 1d8+2 damage
RBA (Dagger): +8 vs AC, 1d4+4 damage

Resistances: none

Vulnerabilities: none

Saves: none

Active Effects:
+1 diplo to allies within 10 squares (racial bonus)
+2 to defenses against OAs

Powers:

Blessing of the Wild
Graceful Switch
Agile Recovery


Second Wind []
Disciplined Counter []
Twin Strike []
Smite Undead []*
Healing Word [][]
Step Together []*
Faerie-Flame Strike []
Allied Accuracy [_]


Moment of Glory []
Fey Sight []

  • can only use one per encounter

Consumables: none.

Important Features:
[SHOW]

Class Features
Level 1 Corellon Domain Features: While you are subject to a charm effect that a save can end, you can make a saving throw against that effect at the start of each of your turns, as well as at the end.

In addition, when you use healing word, you and each ally in the burst can ignore difficult terrain when shifting until the start of your next turn.

Racial Features
Dual Heritage: can take human, elf, and half-elf feats

Group Diplomacy: +1 racial bonus to diplomacy checks to allies within 10 squares

Dilettante: can choose one level 1 at-will power from another class and use it as an encounter power

Theme Features
Level 1 Elemental Initiate Feature: +2 proficiency bonus to unarmed attacks, unarmed attacks deal 1d6 instead of 1d4 damage, gain proficiency with ki foci.

Feat(ures)
Heavy Blade Expertise: +1 to attacks with heavy blades, +2 to defense against OAs.

Two-Blade Warrior: Can wield a one-handed weapon in the off-hand as if it were and off-hand weapon. Gain 1 ranger skill.

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ratwizard
A Wan Smile
Posts: 5469
Registered for: 11 years 3 months
Location: Hellworld

Re: Tulrissian Unification IC

Post by ratwizard »

Valcus is hardly surprised when Antonio reveals his presence via his arcane skill. The knight bites down hard and tries to fight through the powerful magic, but is pulled against his will toward the void's center. This is going poorly, he notes, but reconsiders once the Garland Rangers arrive.

"They're Imardanian sympathizers!" Valcus shouts out to Captain Stroeker from across the forest floor. "And we will put these honorless dogs down to rest," he growls, his words booming out through the woods. "For Tulrisse!" His warcry sends a chill down the spines of those near him, causing them to draw their attention away momentarily.

Letting go of his hand-and-a-half sword, Valcus claws at a handaxe at his thigh, having no chance at pulling away from the void's grip. With practiced aim, he sends it twirling towards one of the mercenaries engaging their temporary ally. The axe embeds itself into the man's hardly armored shoulder with a sickening thud. "Fight on, my brother!" the knight shouts to the veteran, exchanging a quick nod with him.

Mechanics
[SHOW]

Minor: Dragonfear, targeting SM1, 2, 3, 4, 6. Hits Will 29, 23, 29, 20, 29. Terrifying! They take a -2 penalty to attack rolls and grant CA until the EONT.
Attacks: 20(1d20) +9 = 29; 14(1d20) +9 = 23; 20(1d20) +9 = 29; 11(1d20) +9 = 20; 20(1d20) +9 = 29 <-the fuck is that triple crit

Free: Drop bastard sword in C30

Minor: Equip handaxe

Standard: RBA on SM2. Hits AC 19 for 11 damage.
Attack: 8(1d20) +11 = 19; 5(1d6) +6 = 11

Save: Versus Immobilization: 13(1d20) = 13 Success!

Bravura Presence for Action Point Spending
[SHOW]

Bravura Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, the ally can choose to take advantage of this feature before the attack roll. If the ally chooses to do so and the attack hits, the ally can either make a basic attack or take a move action after the attack as a free action. If the attack misses, the ally grants combat advantage to all enemies until the end of his or her next turn.

Combat Block
[SHOW]

Valcus Torinn

Male Dragonborn Warlord 3
Languages: Common, Tulrissian
Age: 25
Height: 6'0"
Weight: 185 lbs.

Speed: 5
Initiative: +1
Passive Perception: 11
Passive Insight: 11
Senses: Normal Vision

AC: 19
Fort: 17
Reflex: 13
Will: 15
HP: 35/35
Bloodied: 17
Surge Value: 9
Surges left: 8/8
Action Points: 1

MBA: +11 vs AC, 1d10+6
RBA: +9 vs AC, 1d6+6

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
None.

Powers:

Intuitive Strike
Brash Assault


Dragonfear [x]
Inspiring Word [x] []
Hammer and Anvil []
Cunning Adjustment []
Battlefront Shift [x]
Flattening Charge []


Leader's Instincts [_]

Consumables:

None.

Important Features:
[SHOW]

Heavy Blade Expertise: +2 bonus to defenses against OAs.

Dragonborn Fury: +1 racial bonus to attack rolls when bloodied.

Harlequin Style: You gain a +3 bonus to defenses against your target when using Brash Assault.

Bravura Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, the ally can choose to take advantage of this feature before the attack roll. If the ally chooses to do so and the attack hits, the ally can either make a basic attack or take a move action after the attack as a free action. If the attack misses, the ally grants combat advantage to all enemies until the end of his or her next turn.

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TemplarsBane
Nickapotamus
Posts: 46
Registered for: 8 years 2 months

Re: Tulrissian Unification IC

Post by TemplarsBane »

Gedric feels the pull of dark and unknown arcane forces. In spite of its pull, he is heartened by Valcus' courage. With all of his combat techniques relying on fluid movement and mobility, Gedric clumsily adapts on the fly.

Thankfully, with his years of training and Valcus cowing the man in front of Gedric, the hammer falls with resounding force.

The arrival of reinforcements further bolsters Gedric's courage that the battle may turn in their favor. With a heroic surge of of willpower, Gedric wrenches himself from the clutches of magic. No force could withhold him from a good brawl.

A cheeky grin on his face, he continues to face down the opponent in front of him, this time giving him a cocky wink to taunt his foe further.

Mechanics
[SHOW]

Footwork Lure on SM4: 9(1d20) +10 = 19

Damage: 3(1d10) +7 = 10

Saving Throw (NAT 20!): 20(1d20) = 20

Aaaand SM4 is still marked

Combat Block
[SHOW]

Gedric Krell

Male Mul Fighter 3
Languages: Common
Age: 26
Height: 6'2"
Weight: 210 lbs.

Speed: 5
Initiative: +2
Passive Perception: 13
Passive Insight: 11
Senses: Normal Vision

AC: 21
Fort: 18
Reflex: 14
Will: 11
HP: 45/45
Bloodied: 22
Surge Value: 11
Surges left: 13/13
Action Points: 1

MBA: +9 vs AC, 1d10+7 damage

Resistances: None

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Combat Challenge
Combat Agility
Footwork Lure
Tide of Iron


Second Wind []
Glowering Threat []
Guardian's Counter []
Incredible Toughness []
Hack and Hew []
Sweeping Blow []


Driving Attack []
Armor of Dwarven Vigor []

Consumables:

None.

Features
[SHOW]

Combat Challenge: Whenever and enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy.

Combat Agility: When an enemy adjacent to you takes and action that provokes and OA, after that action is completed, you shift Dex Mod (1) squares closer to the target and make the following attack: Str vs AC, 1[W]+5 and knock the target prone.

Incredible Toughness:At the start of your turn you may end any ongoing damage or any dazed, slowed, stunned, or weakened condition currently affecting you.

Guardian's Counter:When an ally within 2 squares of you is hit by an attack and you are not included in that attack, you and the ally shift up to 2 squares as a free action swapping positions. You become the target of the triggering attack, in place of the ally. After the attack is resolved, you can make a MBA against the attacker.

kalis5
Hm...
Posts: 818
Registered for: 10 years 2 months

Re: Tulrissian Unification IC

Post by kalis5 »

Rorin shakes his head, trying to clear it but fails, gritting his teeth and taking a deep breath. He knows he can't draw his dagger quick enough at this range, and not with his senses gummed up by whatever was on that blade. He glares at Natalia, spitting out.
"Go ahead and run... You'll find a bolt in your back, from me or those rangers... I know you... I can find you..."

Mechanics
[SHOW]

Damn that daze. Standard Action to restore 8 hit points and get +2 to defenses using Second Wind.

Save against daze: 4(1d20) = 4

Damn. I'm in a bad spot.

Combat Block
[SHOW]

Rorin

Male Half-Elf Rogue 3
Speed: 6
Initiative: +5
Passive Perception: 16
Passive Insight: 13
Senses: Low-light Vision
Languages: Common, Tulrissian
AC: 17
Fort: 12
Ref: 17
Will: 14
HP:24/34
Bloodied: 17
Surge Value: 8
Surges: 7/7
AP: 1

Resistances:
Vulnerabilities: None
Active Effects: None

Powers:

Melee Basic Attack: 1d20+5 to hit. 1d4+1 Damage.
Ranged Basic Attack: 1d20+7 to Hit. 1d6+4 Damage.

Bull Rush Attack
Grab Attack
Opportunity Attack
Sly Flourish
Duelist's Flourish
Fleeting Ghost


Dilettante Feature: Guiding Strike [ ]
L1 Acrobat's Blade Trick [ ]
L3 Stalking the Prey [X]
Second Wind [X]


L1 Easy Target [ ]

Important Features
[SHOW]

Class Feats:
Sneak Attack: When attacking a target that grants CA, deal an extra 2d8 damage.

First Strike: Gain CA against any target that hasn't acted in combat.

Sharpshooter Talent (Crossbow): +1 to Attack rolls with Crossbows. Gain Far Shot feat for Crossbows. +5 to Short and Long Range with Crossbows.

Artful Dodger: Gain Charisma (+3) AC against Opportunity Attacks.

Theme Feats:
Grants access to Wasteland Fury.

Racial Traits:
Group Diplomacy: +1 Diplomacy to all allies within 10 squares.

Dual Heritage: Gain access to Half-elf, Human, and Elven feats.

Dilettante: Gain access to an at-will from another class as an encounter power.

Notable Feats:

Crossbow Expertise: Gain +1 to attacks made with Crossbows. Ignore Partial and Superior Cover.

Backstabber: Increase Sneak attack dice from d6s to d8s.

Wood Elf Agility: Rolls of 2-7 count as 8s.

User avatar
Namelessjake
Plane Wings Sharp Like Katana
Posts: 4003
Registered for: 11 years 3 months
Location: Blockbuster

Re: Tulrissian Unification IC

Post by Namelessjake »

"My ancestors drove the Serran people out of our lands once before. I'm happy to follow in their footsteps," Drake says as he attacks Farjad.

"You're just as dishonourable as the Imardanians," he adds as he feels his strength returning, as the fear disapates.

Mechanics
[SHOW]

Standard: Footwork Lure on Captain Crunch.

24 vs AC

Hits? for 10/2 = 5 damage

Shift to (-B, 34) and slide Captain Farjad to (-A, 34)

15(1d20) +9 = 24; 5(1d8) +5 = 10

Save:10(1d20) = 10 woo!

Combat Block
[SHOW]

Drake Aerden

Male Dwarf Warrior 3
Languages: Common, Tulrissian
Age: 24
Height: 6'1"
Weight: 210 lbs.

Speed: 5
Initiative: +2
Passive Perception: 13
Passive Insight: 13
Senses: Low-light Vision

AC: 20
Fort: 17
Reflex: 14
Will: 13
HP: 35/43
Bloodied: 21
Surge Value: 10
Surges left: 11/12
Action Points: 1

MBA: +11 vs AC, 1d8+5 damage
RBA: +3 vs AC, 1d4+2 damage

Resistances: None

Vulnerabilities: None

Saves: +5 against poison

Active Effects: None

Powers:

Cleave
Footwork Lure


Second Wind []
Dwarven Resilience []
Sohei Flurry []
Shield Bash [x]
Glowering Threat []
Parry and Riposte [_]


Driving Attack [_]

Consumables:

None.

Important Features:
[SHOW]

Combat Superiority: You gain a bonus to opportunity attacks equal to your Wisdom modifier (+2). An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.

Combat Challenge: Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While the target is marked, it takes a -2 penalty to attack rolls if its attack doesn't include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against the enemy.

Encumbered Speed: You move at your normal speed even when it would be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magic) affect you normally.

Bow Expertise: You gain a +1 feat bonus to weapon attack rolls that you make with a bow. In addition, you gain a +1 bonus to the damage roll of any weapon attack you make with a bow against a single creature that is not adjacent to any other creature.

Stand Your Ground: When an effect forces you to move -through a pull, push, or a slide-you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to. In addition, when an attack would knock you prone, you can make a saving throw to avoid falling prone.

Heavy Blade Expertise: You gain a +2 bonus to all defenses against opportunity attacks.

Shield Push: If you hit a foe with an attack granted by your Combat Challenge class feature, you push the target 1 square after dealing damage.

Resilience of Stone: You can use your Second Wind as an immediate interrupt when damaged by an attack.

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Fialova
Magical Liopleurodon
Posts: 4784
Registered for: 11 years 3 months
Location: The Great North
Contact:

Re: Tulrissian Unification IC

Post by Fialova »

Valcus' battlecry seems to have an immediate effect. Though a few of the mercenaries retaliate against their targets, none are able to land an attack, visibly shaken are they by the man's intensity. While they fumble, Valcus' allies join him in striking back against their foes. He, Gedric, and Drake all land solid blows, while Rorin braces himself for Natalia's next attack.

Go: Zara, Embla

Mechanics
[SHOW]

Valcus: scares people, drops sword, draws axe, hits, saves

Gedric: hits & bloodies...

Serran Merc 4: Attacks Gedric, 18 vs AC = miss

Gedric: ...saves

Rorin: heals & unbloodies, fails save

Drake: hits, saves against nothing? (you have no save-end effects)

Serran Merc 3: moves to (B, 28). Attacks Valcus, 6 vs AC = critical miss!

Map
[SHOW]

Image

Map Info
[SHOW]

Trees: The vibrant green portions of the map represent tree canopies, with the black sections representing their trunks (or areas not visible due to the trunks). The areas under the canopies are traversable as normal terrain. The trunks are impassable, block line of sight and line of effect, and provide superior cover. If you are unsure of whether or not a square has enough trunk in it to be impassable, just ask.

Shrubs & Underbrush: The dark green portions of the map, which are almost the same color as the grass, are various types of undergrowth that litters the forest floor. These bushes and brambles are traversable as difficult terrain, and can obscure (but not completely block) vision. As such, they provide partial concealment to all creatures and total concealment to prone creatures.

Path: The yellow portion of the map represents the path leading through the countryside and into the woods. It is traversable as normal terrain and provides no special benefits.

Character Info
[SHOW]

NPCs
Serran Veteran: Older and more battles-scarred than most of the other mercenaries, this man seems to have been through many fights in his time. Like his compatriots he wields a large falchion, though he also has a bit heavier armor in addition. Hopefully he is as skilled as he seems.

Enemies
Natalia: A ruthless killer who had posed as a noblewoman to assassinate the parents of her faux fiancee, Wilhelm von Trahl, who has now become Lord of Volberg. She wields daggers and a garrote, and based on the last fight it seems clear she utilizes poisons as well

Captain Farjad: Though clean-cut and well-dressed compared to his lackeys, Farjad appears a formidable foe. He wields two scimitars, not unlike Zara's, and his lack of scars and high position suggest he is very good at using them

Serran Mercenaries: These are apparently the best of the best of the mercenary group stationed in Greywood. Each man wields a large falchion and little armor. Some bear scars, others none, but all look like capable fighters.

Status
[SHOW]

26 Natalia (-C, 19) | HP: -18/?? | Mark of the Vigilante, +2 to defenses against OAs provoked by moving
26 Garland Ranger 1 (-R, 36) | HP: 39/39 | has cover
25 Captain Farjad (-A, 34) | HP: -14/?? | Evasive Strike, Takedown Strike, marked (-2) until Drake EONT
25 Caelen (D, 28) | HP: 34/34 | Surges: 7/7 | AP: 1/1 | +1 to defenses from Fluffy
25 Garland Ranger 3 (-R, 35) | HP: 39/39 | has cover
23 Serran Mercenary 6 (B, 31) | HP: -9/?? | prone, -2 to attack and granting CA until Valcus EONT
23 Garland Ranger 5 (-S, 34) | HP: 39/39 |
22 Garland Ranger 6 (-S, 33) | HP: 39/39 |
21 Serran Mercenary 1 (F, 26) | HP: ??/?? | cursed by Embla, -2 to attack and granting CA until Valcus EONT
21 Garland Ranger 4 (-S, 32) | HP: 39/39 |
19 Drake (-B, 34) | HP: 35/43 | Surges: 12/12 | AP: 1/1 | Shield Bash, -2 to attacks and weakened, Farjad's quarry
19 Rorin (-A, 17) | HP: 24/34 | Surges: 6/7 | AP: 1/1 | Stalking the Prey, Second Wind, +2 to defenses until SONT
19 Valcus (C, 29) | HP: 35/35 | Surges: 8/8 | AP: 1/1 | Inspiring Word (1/2), Dragonfear, Handaxes left (1/2), unarmed
18 Gedric (C, 28) | HP: 44/44 | Surges: 11/11 | AP: 1/1 | +1 to defenses from Fluffy
17 Serran Mercenary 3 (B, 28) | HP: ??/?? | -2 to attack and granting CA until Valcus EONT
17 Zara (C, 31) | HP: 23/35 | Surges: 8/8 | AP: 1/1 | -2 to attacks, weakened
14 Embla (E, 27) | HP: 22/36 | Surges: 8/8 | AP: 1/1 | +1 to defenses from Fluffy, immobilized (save ends)
14 Garland Ranger 2 (-U, 31) | HP: 39/39 | +2 to next attack against Serran Merc 5
12 Serran Veteran (-C, 30) | HP: 41/51 | Surges: 13/13 | AP: 1/1 | Daunting Onslaught
11 Antonio (-G, 38, 3) | HP: ??/?? | Visions of Avarice
9 Serran Mercenary 5 (-B, 26) | HP: -24/?? | -2 to attack until Serran Veteran EONT
8 Serran Mercenary 2 (-B, 29) | HP: -44/?? | Bloodied, Battle Fury, -2 to attack until Serran Veteran EONT, -2 to attack and granting CA until Valcus EONT
8 Captain Stroeker (-U, 29) | HP: 37/37 | Surges: 7/7 | AP: 1/1 |
6 Serran Mercenary 4 (B, 27) | HP: -39/?? | Bloodied, Battle Fury, Caelen's quarry, -2 to attack and granting CA until Valcus EONT, marked (-2) until Gedric EONT

Fluffy (D, 27) | HP: 15/15 | grants +1 to defenses of adjacent allies, immobilized (save ends)

Valcus' Bastard Sword (C, 30) | prone

Combat Block
[SHOW]

Zara

Female Half-Elf Warpriest 2
Languages: Common, Tulrissian, Imardanian
Age: 37
Height: 5' 5"
Weight: 136 lbs.

Speed: 6
Initiative: +4
Passive Perception: 20
Passive Insight: 22
Senses: Low-light Vision

AC: 17
Fort: 13
Reflex: 14
Will: 16
HP: 23/35
Bloodied: 17
Surge Value: 8
Surges left: 8/8
Action Points: 1

Daggers Remaining: 5/5

MBA (Scimitar): +6 vs AC, 1d8+2 damage
RBA (Dagger): +8 vs AC, 1d4+4 damage

Resistances: none

Vulnerabilities: none

Saves: none

Active Effects:
+1 diplo to allies within 10 squares (racial bonus)
+2 to defenses against OAs

Powers:

Blessing of the Wild
Graceful Switch
Agile Recovery


Second Wind []
Disciplined Counter []
Twin Strike []
Smite Undead []*
Healing Word [][]
Step Together []*
Faerie-Flame Strike []
Allied Accuracy [_]


Moment of Glory []
Fey Sight []

  • can only use one per encounter

Consumables: none.

Important Features:
[SHOW]

Class Features
Level 1 Corellon Domain Features: While you are subject to a charm effect that a save can end, you can make a saving throw against that effect at the start of each of your turns, as well as at the end.

In addition, when you use healing word, you and each ally in the burst can ignore difficult terrain when shifting until the start of your next turn.

Racial Features
Dual Heritage: can take human, elf, and half-elf feats

Group Diplomacy: +1 racial bonus to diplomacy checks to allies within 10 squares

Dilettante: can choose one level 1 at-will power from another class and use it as an encounter power

Theme Features
Level 1 Elemental Initiate Feature: +2 proficiency bonus to unarmed attacks, unarmed attacks deal 1d6 instead of 1d4 damage, gain proficiency with ki foci.

Feat(ures)
Heavy Blade Expertise: +1 to attacks with heavy blades, +2 to defense against OAs.

Two-Blade Warrior: Can wield a one-handed weapon in the off-hand as if it were and off-hand weapon. Gain 1 ranger skill.

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PureZaros
The Enigma
Posts: 651
Registered for: 10 years 10 months
Location: *Calculating...*

Re: Tulrissian Unification IC

Post by PureZaros »

Frowning in irritation as Antonio's magic drags her backwards, Embla tuts at her predicament. "Such underhanded methods..." she mutters to herself, facing the mercenary rushing her.

As the man's blade bites into her, Embla's form dissolves into mist, disorienting him as she reforms on the other side of the tree. Glaring at the traitorous group, she sends spears of dark light lancing towards them, several piercing some of the men.

MECHANICS
[SHOW]

Move Action: Shard Swarm, marking Serran Merc 1 (uselessly) and Embla teleports to [D, 30]

Gain partial concealment from Shadow Walk feat.

Minor Action: Warlock's Curse on Serran Merc 3

Standard Action: Eldritch Rain, targeting Merc 3 and Merc 4
Attack on Merc 3: 21 vs Reflex
Attack on Merc 4: 25 vs Reflex
Hit: 13 damage on Merc 4
23 damage on Merc 3 due to curse

Saves:
Embla save vs Immobile: 19 yay
Fluffy save vs Immobile: 8 nuu

COMBAT BLOCK
[SHOW]

Embla

Female Shardmind Deception Warlock 3
Age: 27
Height: 6'2"
Weight: 170
Languages: Common, Tulrissian, Dwarven

Initiative: +2
Speed: 6
Passive Perception: 10
Passive Insight: 10
Senses: Normal

AC: 16
Fort: 13
Reflex: 15
Will: 16
HP: 22/36
Bloodied: 18
Surge Value: 9
Surges left: 8/8
Action Points: 1

Resistances:
5 psychic
Vulnerabilities:
None
Active Effects:
None

Powers:

Trained Displacer Beast
Eldritch Blast
Eyebite
Misty Step
Warlock's Curse
_________________________________

[] Second Wind
[X] Shard Swarm
[] Witchfire
[X] Eldritch Rain
_________________________________

[] Crown of Stars
[] Assassin's Bane

Important Stuff
[SHOW]

Crystalline Mind: You have resist 5 psychic.
Living Construct: You do not need to eat, drink, breathe, or sleep. You never make Endurance checks to resist the effect of starvation, thirst, or suffocation. All other conditions and effects affect you normally.
Telepathy: You can communicate telepathically with any creature within 5 squares of you that has a language.

Prime Shot: If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.
Shadow Walk: During your turn, if you move 3 or more squares from where you started your turn, you gain partial concealment until the end of your next turn.

Eldritch Blast: When a power allows you to make a ranged basic attack, you can use this power.

White Lotus Dueling Expertise: You gain a +1/2/3 bonus to attack rolls of arcane powers and basic attacks that you make with any weapon or implement with which you have proficiency.
You gain proficiency with staffs.
Improved Misty Step: Your Misty Step allows you to teleport an additional two squares.
Sacrifice to Caiphon: When you attack with a warlock encounter power that has targets and you miss all targets, then you can deal damage to yourself equal to the level of the power. If you do, you immediately recover the power.

Fluffy, the Displacer Beast
[SHOW]

Image

Medium Fey Beast
Languages: Uh... Yeah

ABILITY SCORES
Str 15, Dex 20, Wis 16, Con 16, Int 2, Cha 6

Initiative: +2
Speed: 8
Perception: 12
Senses: Low-light

AC: 18
Fort: 14
Reflex: 18
Will: 18
HP: 18/18
Bloodied: 9

Displacement (Illusion, Aura 1):
Allies gain a +1 power bonus to all defenses while in the aura.

Powers:
Tentacle (At-will, Illusion): Fluffy gains partial concealment until the end of it's next turn.

Last edited by PureZaros on Fri Aug 26, 2016 5:54 pm, edited 1 time in total.
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
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Fialova
Magical Liopleurodon
Posts: 4784
Registered for: 11 years 3 months
Location: The Great North
Contact:

Re: Tulrissian Unification IC

Post by Fialova »

Zara continues to fumble with her swords, though she manages to maneuver into a better position. The battle rages on all around, with the veteran and one of the mercenaries trading blows, Gedric taking a hit, and the Rangers continuing their volley from the south.

Antonio continues his magical onslaught, lashing out at the group he'd clustered and causing them to remain unbalanced, Gedric and Valcus hurting themselves in the confusion. As his magic grips the party, the weather only continues to grow worse. By now the skies have grown darker, nearly dark enough to impair the party's vision.

From the road, now darker than ever, emerges more of the Garland Rangers, either stragglers or simply more of a much larger group. "Merde," Antonio exclaims as they emerge from the trees, leaping down from his perch. "Plus archers," he shouts to Natalia, who turns and glances at the road. She quickly maneuvers away from Rorin and begins making her way toward her partner.

Farjad, seeing the newcomers and Natalia, kicks Drake to the ground and moves to join up with Antonio. "Ce n'est pas bien. Nous avons peut-être courir dans l'armée de Garland, pas seulement une patrouille," he says, looking annoyed.

Go: Caelen

Mechanics
[SHOW]

Embla: swarms, curses, hits x2 [needs damage roll for merc 3 still, don't post until that is resolved], saves

Fluffy: fails save

Zara:
Move Action: shift to (B, 32)

Standard Action: Blessing of the Wild on Serran Merc 6
Attack: 8 vs AC = critical miss
Effect: shift to (A, 32)

Garland Ranger 2: moves to (-S, 30). Attacks Serran Merc 5, 16 vs AC = hit for 9 damage and Captain Stroeker gains +2 to their next attack against Serran Merc 5. Serran Merc 5 is bloodied...

Serran Merc 5: Battle Fury on Serran Veteran, 23 vs AC = hit for 18 damage. Serran Veteran is bloodied.

Serran Veteran: Crushing Surge on Serran Merc 2, 28 vs AC = hit for 14 damage, and the veteran gains 4 thp

Antonio: sustains Visions of Avarice zone vs Embla, 19 vs Will = miss. Horrid Whispers centered on (D, 29) vs Caelen (11 vs Will = miss), Gedric (27 = hit), Valcus (20 = hit), and Embla (12 = miss). Gedric and Valcus take 10 psychic damage and all four are slowed and take -2 to attack (save ends both). Drops to (-F, 39).

Serran Merc 5: attacks Serran Veteran, 11 vs AC = miss. Shifts to (-D, 30).

Serran Merc 2: shifts to (-B, 30). Attacks Serran Veteran, 18 vs AC = miss.

Captain Stroeker: moves to (-S, 29). Martial Doom on Natalia, 17 vs AC = miss. Anyone who hits Natalia with an attack granted by an AP does +5 damage until his EONT.

Serran Merc 4: attacks Gedric, 26 vs AC = hits for 13 damage.

Weather worsens, more rangers arrive

Natalia: shifts to (-B, 19). Moves to (-E, 31).

Garland Ranger 1: moves to (-Q, 34). Attacks Natalia, 11 vs AC = miss.

Captain Farjad: Forward Kick on Drake, 29 vs AC = hit for 11 damage and Drake is knocked prone. Shifts to (A, 35) then moves to (-E, 38).

Map
[SHOW]

Image

Map Info
[SHOW]

Trees: The vibrant green portions of the map represent tree canopies, with the black sections representing their trunks (or areas not visible due to the trunks). The areas under the canopies are traversable as normal terrain. The trunks are impassable, block line of sight and line of effect, and provide superior cover. If you are unsure of whether or not a square has enough trunk in it to be impassable, just ask.

Shrubs & Underbrush: The dark green portions of the map, which are almost the same color as the grass, are various types of undergrowth that litters the forest floor. These bushes and brambles are traversable as difficult terrain, and can obscure (but not completely block) vision. As such, they provide partial concealment to all creatures and total concealment to prone creatures.

Path: The yellow portion of the map represents the path leading through the countryside and into the woods. It is traversable as normal terrain and provides no special benefits.

Character Info
[SHOW]

NPCs
Serran Veteran: Older and more battles-scarred than most of the other mercenaries, this man seems to have been through many fights in his time. Like his compatriots he wields a large falchion, though he also has a bit heavier armor in addition. Hopefully he is as skilled as he seems.

Enemies
Natalia: A ruthless killer who had posed as a noblewoman to assassinate the parents of her faux fiancee, Wilhelm von Trahl, who has now become Lord of Volberg. She wields daggers and a garrote, and based on the last fight it seems clear she utilizes poisons as well

Captain Farjad: Though clean-cut and well-dressed compared to his lackeys, Farjad appears a formidable foe. He wields two scimitars, not unlike Zara's, and his lack of scars and high position suggest he is very good at using them

Serran Mercenaries: These are apparently the best of the best of the mercenary group stationed in Greywood. Each man wields a large falchion and little armor. Some bear scars, others none, but all look like capable fighters.

Status
[SHOW]

26 Natalia (-E, 31) | HP: -18/?? | Mark of the Vigilante, +2 to defenses against OAs provoked by moving, takes +5 damage from AP-granted attacks until Captain Stroeker EONT
26 Garland Ranger 1 (-Q, 34) | HP: 39/39 |
25 Captain Farjad (-A, 34) | HP: -14/?? | Evasive Strike, Takedown Strike, marked (-2) until Drake EONT
25 Caelen (D, 28) | HP: 34/34 | Surges: 7/7 | AP: 1/1 | +1 to defenses from Fluffy, slowed & -2 to attack (save ends both)
25 Garland Ranger 3 (-R, 35) | HP: 39/39 | has cover
23 Serran Mercenary 6 (B, 31) | HP: -9/?? | prone, -2 to attack and granting CA until Valcus EONT
23 Garland Ranger 5 (-S, 34) | HP: 39/39 |
23 Garland Ranger 10 (-X, 37) | HP: 39/39 |
22 Garland Ranger 6 (-S, 33) | HP: 39/39 |
21 Serran Mercenary 1 (F, 26) | HP: ??/?? | -2 to attack and granting CA until Valcus EONT, granting CA to Embla until her EONT
21 Garland Ranger 4 (-S, 32) | HP: 39/39 |
19 Drake (-B, 34) | HP: 24/43 | Surges: 12/12 | AP: 1/1 | Shield Bash, -2 to attacks and weakened, Farjad's quarry, prone
19 Rorin (-A, 17) | HP: 24/34 | Surges: 6/7 | AP: 1/1 | Stalking the Prey, Second Wind, +2 to defenses until SONT
19 Valcus (C, 29) | HP: 25/35 | Surges: 8/8 | AP: 1/1 | Inspiring Word (1/2), Dragonfear, Handaxes left (1/2), unarmed, slowed & -2 to attack (save ends both)
19 Garland Ranger 9 (-Y, 35) | HP: 39/39 |
18 Gedric (C, 28) | HP: 21/44 | Surges: 11/11 | AP: 1/1 | Bloodied, +1 to defenses from Fluffy, slowed & -2 to attack (save ends both)
17 Serran Mercenary 3 (B, 28) | HP: -6/?? | -2 to attack and granting CA until Valcus EONT, cursed by Embla
17 Zara (A, 32) | HP: 23/35 | Surges: 8/8 | AP: 1/1 | -2 to attacks, weakened
15 Garland Ranger 8 (-W, 34) | HP: 39/39 |
14 Embla (D, 30) | HP: 22/36 | Surges: 8/8 | AP: 1/1 | Shard Swarm, Eldritch Rain, has partial concealment until EONT, slowed & -2 to attack (save ends both)
14 Garland Ranger 2 (-S, 30) | HP: 39/39 |
12 Serran Veteran (-C, 30) | HP: 23+4/51 | Surges: 13/13 | AP: 1/1 | Bloodied, Daunting Onslaught
11 Antonio (-F, 39) | HP: ??/?? | Visions of Avarice, Horrid Whispers,
9 Serran Mercenary 5 (-D, 30) | HP: -33/?? | Bloodied, Battle Fury
8 Serran Mercenary 2 (-B, 30) | HP: -58/?? | Bloodied, Battle Fury, -2 to attack and granting CA until Valcus EONT
8 Captain Stroeker (-U, 29) | HP: 37/37 | Surges: 7/7 | AP: 1/1 |
8 Garland Ranger 7 (-X, 32) | HP: 39/39 |
6 Serran Mercenary 4 (B, 27) | HP: -52/?? | Bloodied, Battle Fury, Caelen's quarry, -2 to attack and granting CA until Valcus EONT, marked (-2) until Gedric EONT

Fluffy (D, 27) | HP: 15/15 | grants +1 to defenses of adjacent allies, immobilized (save ends)

Valcus' Bastard Sword (C, 30) | prone

Combat Block
[SHOW]

Zara

Female Half-Elf Warpriest 2
Languages: Common, Tulrissian, Imardanian
Age: 37
Height: 5' 5"
Weight: 136 lbs.

Speed: 6
Initiative: +4
Passive Perception: 20
Passive Insight: 22
Senses: Low-light Vision

AC: 17
Fort: 13
Reflex: 14
Will: 16
HP: 23/35
Bloodied: 17
Surge Value: 8
Surges left: 8/8
Action Points: 1

Daggers Remaining: 5/5

MBA (Scimitar): +6 vs AC, 1d8+2 damage
RBA (Dagger): +8 vs AC, 1d4+4 damage

Resistances: none

Vulnerabilities: none

Saves: none

Active Effects:
+1 diplo to allies within 10 squares (racial bonus)
+2 to defenses against OAs

Powers:

Blessing of the Wild
Graceful Switch
Agile Recovery


Second Wind []
Disciplined Counter []
Twin Strike []
Smite Undead []*
Healing Word [][]
Step Together []*
Faerie-Flame Strike []
Allied Accuracy [_]


Moment of Glory []
Fey Sight []

  • can only use one per encounter

Consumables: none.

Important Features:
[SHOW]

Class Features
Level 1 Corellon Domain Features: While you are subject to a charm effect that a save can end, you can make a saving throw against that effect at the start of each of your turns, as well as at the end.

In addition, when you use healing word, you and each ally in the burst can ignore difficult terrain when shifting until the start of your next turn.

Racial Features
Dual Heritage: can take human, elf, and half-elf feats

Group Diplomacy: +1 racial bonus to diplomacy checks to allies within 10 squares

Dilettante: can choose one level 1 at-will power from another class and use it as an encounter power

Theme Features
Level 1 Elemental Initiate Feature: +2 proficiency bonus to unarmed attacks, unarmed attacks deal 1d6 instead of 1d4 damage, gain proficiency with ki foci.

Feat(ures)
Heavy Blade Expertise: +1 to attacks with heavy blades, +2 to defense against OAs.

Two-Blade Warrior: Can wield a one-handed weapon in the off-hand as if it were and off-hand weapon. Gain 1 ranger skill.

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Scratcherclaw
YUO ARE SMART
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Registered for: 11 years 3 months

Re: Tulrissian Unification IC

Post by Scratcherclaw »

Caelen braces himself for another arcane onslaught from the Imardanian mage, which proves successful, though leaving him slightly sluggish. Attempting to regain his composure, Caelen fires two arrows at his quarry. With both arrows piercing their target, the mercenary slumps over, defeated.

Feeling invigorated as more of Garland's Rangers emerge from the woods, Caelen grins and sets his sights on Natalia. This one's for Violet Keep. As swift as the arrows he fires, Caelen readies another pair, but finds less luck, with only a single arrow succeeding. Not quite satisfied, the elf boy sends the assassin another steel-tipped gift.

Mechanics
[SHOW]

Standard: Twin Strike on Serran Merc 4
Attacks: 5(1d20) +8 = 13 +2 = 15 & 17(1d20) +8 = 25 +2 = 27 vs AC = Hit & Hit
Damage: 8(1d12) +1(1d6) +1 = 10 + 8(1d12) +1 = 9 = 19 Total Damage he ded

Minor: Hunter's Quarry on Serran Merc 3

ACTION POINT!
Using Valcus' Bravura Presence
Standard: Twin Strike on Natalia
Attacks: 17(1d20) +8 = 25; 13(1d20) +8 = 21 vs AC = Hit & Miss
Damage: 6(1d12) +6 = 12

Bravura Presence grants free RBA
Attack: 20(1d20) +8 = 28 vs AC = CRIT for 18 damage

Saving Throw: 15(1d20) = 15 = Saved!

Combat Block
[SHOW]

Caelen

Male Elf Ranger 3
Languages: Common, Tulrissian
Age: 22
Height: 5'4"
Weight: 115 lbs.

Speed: 7
Initiative: +6
Passive Perception: 23
Passive Insight: 19
Senses: Low-light Vision

AC: 19
Fort: 13
Reflex: 17
Will: 14
HP: 34/34
Bloodied: 17
Surge Value: 8
Surges left: 7/7
Action Points: 1

MBA: +3 vs AC, 1d4+2 damage
RBA: +10 vs AC, 1d12+6 damage (1d6 once per round with Hunter's Quarry; +1 to attack if no allies are closer; +1 to damage if target isn't adjacent to any other creatures)

Resistances: None

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Twin Strike
Nimble Strike
Hunter's Quarry


Second Wind []
Surprise Strike []
Two-Fanged Strike []
Disruptive Strike []
Elven Accuracy []
Invigorating Stride []


Sure Shot [_]

Consumables:

None.

Important Features:
[SHOW]

Prime Shot: If no allies are closer to the target than you, get +1 on ranged attacks against that target.

Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.

Wild Step: You ignore difficult terrain when you shift.

Bow Expertise: You gain a +1 feat bonus to weapon attack rolls that you make with a bow. In addition, you gain a +1 bonus to the damage roll of any weapon attack you make with a bow against a single creature that is not adjacent to any other creature.

Distant Advantage: You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.

Defensive Mobility: You gain a +2 bonus to AC against opportunity attacks.

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Fialova
Magical Liopleurodon
Posts: 4784
Registered for: 11 years 3 months
Location: The Great North
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Re: Tulrissian Unification IC

Post by Fialova »

Seeing the dagger-wielding woman racing through the trees to her allies, Captain Stroeker orders his men to change focus and loose their volleys at her. They comply and the arrows fly. While she manages to avoid some of them, the woman is simply not fast enough to avoid them all. The few that do hit their mark leave her noticeably weakened, more so than the group had ever seen before.

"Nous devons partir. Nous pouvons les tuer une autre fois, quand il n'y a pas une armée à leur retour," Natalia says between gasps, the volley knocking the wind out of her. "Oui je suis d'accord," Antonio replies. "Geneviève comprendra. Même si elle ne le fait pas, ça ne vaut pas mourir ici."

Go: Drake, Rorin, Valcus, Gedric

Mechanics
[SHOW]

Caelen: hits x2 & kills, quarries, AP -> hits, crits!, saves

Garland Ranger 3: shoots Natalia, 16 vs AC = miss

Serran Merc 6: stands. Attacks Zara, 15 vs AC = miss

Garland Ranger 5: shoots Natalia, 14 vs AC = miss

Garland Ranger 10: moves to (-T, 32). Shoots Natalia, 23 vs AC hit for 5 damage and Garland Ranger 6 gains +2 to their next attack against Natalia.

Garland Ranger 6: shoots Natalia, 29 vs AC = hit for 12 damage and Garland Ranger 4 gains +2 to their next attack against Natalia. Natalia is bloodied.

Serran Merc 1: moves to (E, 31). Attacks Embla, 12 vs AC = miss

Garland Ranger 4: shoots Natalia, 25 vs AC = hit for 5 damage and Garland Ranger 9 gains +2 to their next attack against Natalia.

Map
[SHOW]

Image

Map Info
[SHOW]

Trees: The vibrant green portions of the map represent tree canopies, with the black sections representing their trunks (or areas not visible due to the trunks). The areas under the canopies are traversable as normal terrain. The trunks are impassable, block line of sight and line of effect, and provide superior cover. If you are unsure of whether or not a square has enough trunk in it to be impassable, just ask.

Shrubs & Underbrush: The dark green portions of the map, which are almost the same color as the grass, are various types of undergrowth that litters the forest floor. These bushes and brambles are traversable as difficult terrain, and can obscure (but not completely block) vision. As such, they provide partial concealment to all creatures and total concealment to prone creatures.

Path: The yellow portion of the map represents the path leading through the countryside and into the woods. It is traversable as normal terrain and provides no special benefits.

Character Info
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NPCs
Serran Veteran: Older and more battles-scarred than most of the other mercenaries, this man seems to have been through many fights in his time. Like his compatriots he wields a large falchion, though he also has a bit heavier armor in addition. Hopefully he is as skilled as he seems.

Enemies
Natalia: A ruthless killer who had posed as a noblewoman to assassinate the parents of her faux fiancee, Wilhelm von Trahl, who has now become Lord of Volberg. She wields daggers and a garrote, and based on the last fight it seems clear she utilizes poisons as well

Captain Farjad: Though clean-cut and well-dressed compared to his lackeys, Farjad appears a formidable foe. He wields two scimitars, not unlike Zara's, and his lack of scars and high position suggest he is very good at using them

Serran Mercenaries: These are apparently the best of the best of the mercenary group stationed in Greywood. Each man wields a large falchion and little armor. Some bear scars, others none, but all look like capable fighters.

Status
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26 Natalia (-E, 31) | HP: -70/?? | Bloodied, Mark of the Vigilante, +2 to defenses against OAs provoked by moving, takes +5 damage from AP-granted attacks until Captain Stroeker EONT
26 Garland Ranger 1 (-Q, 34) | HP: 39/39 |
25 Captain Farjad (-A, 34) | HP: -14/?? | Evasive Strike, Takedown Strike, marked (-2) until Drake EONT
25 Caelen (D, 28) | HP: 34/34 | Surges: 7/7 | AP: 1/1 | +1 to defenses from Fluffy
25 Garland Ranger 3 (-R, 35) | HP: 39/39 | has cover
23 Serran Mercenary 6 (B, 31) | HP: -9/?? | -2 to attack and granting CA until Valcus EONT
23 Garland Ranger 5 (-S, 34) | HP: 39/39 |
23 Garland Ranger 10 (-T, 32) | HP: 39/39 |
22 Garland Ranger 6 (-S, 33) | HP: 39/39 |
21 Serran Mercenary 1 (E, 31) | HP: ??/?? | -2 to attack and granting CA until Valcus EONT, granting CA to Embla until her EONT
21 Garland Ranger 4 (-S, 32) | HP: 39/39 |
19 Drake (-B, 34) | HP: 24/43 | Surges: 12/12 | AP: 1/1 | Shield Bash, -2 to attacks and weakened, Farjad's quarry, prone
19 Rorin (-A, 17) | HP: 24/34 | Surges: 6/7 | AP: 1/1 | Stalking the Prey, Second Wind
19 Valcus (C, 29) | HP: 25/35 | Surges: 8/8 | AP: 1/1 | Inspiring Word (1/2), Dragonfear, Handaxes left (1/2), unarmed, slowed & -2 to attack (save ends both)
19 Garland Ranger 9 (-Y, 35) | HP: 39/39 | +2 to next attack against Natalia.
18 Gedric (C, 28) | HP: 21/44 | Surges: 11/11 | AP: 1/1 | Bloodied, +1 to defenses from Fluffy, slowed & -2 to attack (save ends both)
17 Serran Mercenary 3 (B, 28) | HP: -6/?? | -2 to attack and granting CA until Valcus EONT, cursed by Embla, Caelen's quarry
17 Zara (A, 32) | HP: 23/35 | Surges: 8/8 | AP: 1/1 | -2 to attacks, weakened
15 Garland Ranger 8 (-W, 34) | HP: 39/39 |
14 Embla (D, 30) | HP: 22/36 | Surges: 8/8 | AP: 1/1 | Shard Swarm, Eldritch Rain, has partial concealment until EONT, slowed & -2 to attack (save ends both)
14 Garland Ranger 2 (-S, 30) | HP: 39/39 |
12 Serran Veteran (-C, 30) | HP: 23+4/51 | Surges: 13/13 | AP: 1/1 | Bloodied, Daunting Onslaught
11 Antonio (-F, 39) | HP: ??/?? | Visions of Avarice, Horrid Whispers,
9 Serran Mercenary 5 (-D, 30) | HP: -33/?? | Bloodied, Battle Fury
8 Serran Mercenary 2 (-B, 30) | HP: -58/?? | Bloodied, Battle Fury, -2 to attack and granting CA until Valcus EONT
8 Captain Stroeker (-U, 29) | HP: 37/37 | Surges: 7/7 | AP: 1/1 |
8 Garland Ranger 7 (-X, 32) | HP: 39/39 |
6 Serran Mercenary 4 (B, 27) | HP: -71/?? | Bloodied, Battle Fury, -2 to attack and granting CA until Valcus EONT, marked (-2) until Gedric EONT

Fluffy (D, 27) | HP: 15/15 | grants +1 to defenses of adjacent allies, immobilized (save ends)

Valcus' Bastard Sword (C, 30) | prone

Combat Block
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Zara

Female Half-Elf Warpriest 2
Languages: Common, Tulrissian, Imardanian
Age: 37
Height: 5' 5"
Weight: 136 lbs.

Speed: 6
Initiative: +4
Passive Perception: 20
Passive Insight: 22
Senses: Low-light Vision

AC: 17
Fort: 13
Reflex: 14
Will: 16
HP: 23/35
Bloodied: 17
Surge Value: 8
Surges left: 8/8
Action Points: 1

Daggers Remaining: 5/5

MBA (Scimitar): +6 vs AC, 1d8+2 damage
RBA (Dagger): +8 vs AC, 1d4+4 damage

Resistances: none

Vulnerabilities: none

Saves: none

Active Effects:
+1 diplo to allies within 10 squares (racial bonus)
+2 to defenses against OAs

Powers:

Blessing of the Wild
Graceful Switch
Agile Recovery


Second Wind []
Disciplined Counter []
Twin Strike []
Smite Undead []*
Healing Word [][]
Step Together []*
Faerie-Flame Strike []
Allied Accuracy [_]


Moment of Glory []
Fey Sight []

  • can only use one per encounter

Consumables: none.

Important Features:
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Class Features
Level 1 Corellon Domain Features: While you are subject to a charm effect that a save can end, you can make a saving throw against that effect at the start of each of your turns, as well as at the end.

In addition, when you use healing word, you and each ally in the burst can ignore difficult terrain when shifting until the start of your next turn.

Racial Features
Dual Heritage: can take human, elf, and half-elf feats

Group Diplomacy: +1 racial bonus to diplomacy checks to allies within 10 squares

Dilettante: can choose one level 1 at-will power from another class and use it as an encounter power

Theme Features
Level 1 Elemental Initiate Feature: +2 proficiency bonus to unarmed attacks, unarmed attacks deal 1d6 instead of 1d4 damage, gain proficiency with ki foci.

Feat(ures)
Heavy Blade Expertise: +1 to attacks with heavy blades, +2 to defense against OAs.

Two-Blade Warrior: Can wield a one-handed weapon in the off-hand as if it were and off-hand weapon. Gain 1 ranger skill.

User avatar
ratwizard
A Wan Smile
Posts: 5469
Registered for: 11 years 3 months
Location: Hellworld

Re: Tulrissian Unification IC

Post by ratwizard »

As Valcus feels the pain caused by the sorcerer's arcane power, he sluggishly resists the forces and steps toward his bastard sword. Picking it up from the root-filled underbrush, the knight makes an advance on the nearest Serranborn, trying to flank with the night priestess. He groans, however, when he trips on a thick root, losing his footing. "Don't let those two get away!" Valcus calls to the Garland Rangers, noticing Natalia losing steam. "Ride them down if need be!"

Mechanics
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Move: Shift to C30.

Minor: Grab Valcus' Bastard Sword off of the ground, making it prone no longer.

Standard: Intuitive Strike, with CA but -2 to attack. Nat 1.
Attack: 1(1d20) +11 = 12; 2(1d10) +1 = 3

Free: Save versus Slow and -2 to attack:
14(1d20) = 14 Success!

Bravura Presence for Action Point Spending
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Bravura Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, the ally can choose to take advantage of this feature before the attack roll. If the ally chooses to do so and the attack hits, the ally can either make a basic attack or take a move action after the attack as a free action. If the attack misses, the ally grants combat advantage to all enemies until the end of his or her next turn.

Combat Block
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Valcus Torinn

Male Dragonborn Warlord 3
Languages: Common, Tulrissian
Age: 25
Height: 6'0"
Weight: 185 lbs.

Speed: 5
Initiative: +1
Passive Perception: 11
Passive Insight: 11
Senses: Normal Vision

AC: 19
Fort: 17
Reflex: 13
Will: 15
HP: 25/35
Bloodied: 17
Surge Value: 9
Surges left: 8/8
Action Points: 1

MBA: +11 vs AC, 1d10+6
RBA: +9 vs AC, 1d6+6

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
None.

Powers:

Intuitive Strike
Brash Assault


Dragonfear [x]
Inspiring Word [x] []
Hammer and Anvil []
Cunning Adjustment []
Battlefront Shift [x]
Flattening Charge []


Leader's Instincts [_]

Consumables:

None.

Important Features:
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Heavy Blade Expertise: +2 bonus to defenses against OAs.

Dragonborn Fury: +1 racial bonus to attack rolls when bloodied.

Harlequin Style: You gain a +3 bonus to defenses against your target when using Brash Assault.

Bravura Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, the ally can choose to take advantage of this feature before the attack roll. If the ally chooses to do so and the attack hits, the ally can either make a basic attack or take a move action after the attack as a free action. If the attack misses, the ally grants combat advantage to all enemies until the end of his or her next turn.

User avatar
Namelessjake
Plane Wings Sharp Like Katana
Posts: 4003
Registered for: 11 years 3 months
Location: Blockbuster

Re: Tulrissian Unification IC

Post by Namelessjake »

Farjad's kick connects with Drake, however the young Lord manages to stay on his feet. He is spurred on by the arrival of yet more rangers and charges at Natalia as Valcus shouts orders to stop the Imardanians from escaping.

Hitting the spy, he follows up with a flurry of attacks. Two of these attacks miss but with one large swing he manages to strike both Natalia and the Mercenary next to her. He keeps his blade and his shield raised ready for retaliation.

Mechanics
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Resilience of Stone Feature: I use my Second Wind as an immediate interrupt to being hit by an attack. Spending a surge and gaining 10 HP and gaining +2 to defenses until SONT.

Stand Your Ground Feature: save against being knocked prone: 13(1d20) = 13

Drake isn't knocked prone.

Standard: Charge to (-D, 31) attacking Natalia.

Crits!!! for 13/2 = 6 damage

20(1d20) +11 = 31; 7(1d8) +5 = 12

Natalia is marked

Minor: Sohei Flurry on Natalia.

14 vs AC

misses.

5(1d20) +9 = 14; 8(1d8) +1 = 9

Using Bravura Presence

Action Point -> Standard: Cleave on Natalia

27 vs AC = hits for 10/2 = 5 damage.

18(1d20) +9 = 27; 5(1d8) +5 = 10

Serran Merc 5 is hit for 4 damage (probably 2 depending on how weakened is applied).

Free: Due to Bravura Presence, MBA on Natalia.

critical miss :(

1(1d20) +9 = 10; 5(1d8) +5 = 10

Ready Action: Ready Parry and Riposte

Combat Block
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Drake Aerden

Male Dwarf Warrior 3
Languages: Common, Tulrissian
Age: 24
Height: 6'1"
Weight: 210 lbs.

Speed: 5
Initiative: +2
Passive Perception: 13
Passive Insight: 13
Senses: Low-light Vision

AC: 20
Fort: 17
Reflex: 14
Will: 13
HP: 34/43
Bloodied: 21
Surge Value: 10
Surges left: 11/12
Action Points: 0

MBA: +11 vs AC, 1d8+5 damage
RBA: +3 vs AC, 1d4+2 damage

Resistances: None

Vulnerabilities: None

Saves: +5 against poison

Active Effects: None

Powers:

Cleave
Footwork Lure


Second Wind [x]
Dwarven Resilience []
Sohei Flurry [x]
Shield Bash [x]
Glowering Threat []
Parry and Riposte [_]


Driving Attack [_]

Consumables:

None.

Important Features:
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Combat Superiority: You gain a bonus to opportunity attacks equal to your Wisdom modifier (+2). An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.

Combat Challenge: Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While the target is marked, it takes a -2 penalty to attack rolls if its attack doesn't include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against the enemy.

Encumbered Speed: You move at your normal speed even when it would be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magic) affect you normally.

Stand Your Ground: When an effect forces you to move -through a pull, push, or a slide-you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to. In addition, when an attack would knock you prone, you can make a saving throw to avoid falling prone.

Heavy Blade Expertise: You gain a +2 bonus to all defenses against opportunity attacks.

Shield Push: If you hit a foe with an attack granted by your Combat Challenge class feature, you push the target 1 square after dealing damage.

Resilience of Stone: You can use your Second Wind as an immediate interrupt when damaged by an attack.

kalis5
Hm...
Posts: 818
Registered for: 10 years 2 months

Re: Tulrissian Unification IC

Post by kalis5 »

Rorin rains bolts after Natalia, his focus solely on her.
"You're... Not getting away that easily!"
He seems to get bolder and to be shrugging off her poison as one of the bolts nicks her in the leg.

Mechanics
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Sly Flourish on Natalia: 10(1d20) +9 = 19
Damage: 5(1d6) +7 = 12 maybe it's a hit?

Action Point for Easy Target on Natalia!: 4(1d20) +9 = 13
Well. I miss... but that was a daily! I still deal damage to the target!
Damage: 10(2d6) +9 = 19 divided in half for 9 damage. And she grants me CA. If I can make my save, I can chase her down next turn, and slam that last bolt home with a sneak attack.

Save against being dazed: 20(1d20) = 20 ... Ha.

Well. I didn't say it but I was trying to use Bravura presence and failed. So I'm granting CA right now. Yay.

Combat Block
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Rorin

Male Half-Elf Rogue 3
Speed: 6
Initiative: +5
Passive Perception: 16
Passive Insight: 13
Senses: Low-light Vision
Languages: Common, Tulrissian
AC: 17
Fort: 12
Ref: 17
Will: 14
HP:24/34
Bloodied: 17
Surge Value: 8
Surges: 7/7
AP: 1

Resistances:
Vulnerabilities: None
Active Effects: None

Powers:

Melee Basic Attack: 1d20+5 to hit. 1d4+1 Damage.
Ranged Basic Attack: 1d20+7 to Hit. 1d6+4 Damage.

Bull Rush Attack
Grab Attack
Opportunity Attack
Sly Flourish
Duelist's Flourish
Fleeting Ghost


Dilettante Feature: Guiding Strike [ ]
L1 Acrobat's Blade Trick [ ]
L3 Stalking the Prey [X]
Second Wind [X]


L1 Easy Target [X]

Important Features
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Class Feats:
Sneak Attack: When attacking a target that grants CA, deal an extra 2d8 damage.

First Strike: Gain CA against any target that hasn't acted in combat.

Sharpshooter Talent (Crossbow): +1 to Attack rolls with Crossbows. Gain Far Shot feat for Crossbows. +5 to Short and Long Range with Crossbows.

Artful Dodger: Gain Charisma (+3) AC against Opportunity Attacks.

Theme Feats:
Grants access to Wasteland Fury.

Racial Traits:
Group Diplomacy: +1 Diplomacy to all allies within 10 squares.

Dual Heritage: Gain access to Half-elf, Human, and Elven feats.

Dilettante: Gain access to an at-will from another class as an encounter power.

Notable Feats:

Crossbow Expertise: Gain +1 to attacks made with Crossbows. Ignore Partial and Superior Cover.

Backstabber: Increase Sneak attack dice from d6s to d8s.

Wood Elf Agility: Rolls of 2-7 count as 8s.

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TemplarsBane
Nickapotamus
Posts: 46
Registered for: 8 years 2 months

Re: Tulrissian Unification IC

Post by TemplarsBane »

Finally growing weary of these foul sorcerers who would rather cower behind magic than face a man with an honest weapon, Gedric lets loose a mighty roar! He seems to shake off the cuts he has endured and ridding his mind and body of the twisted witchery of the two assassins.

With resolve in his eyes and bloodlust in his heart, he turns to face his new foe. Gedric's armor glows softly with a pale white shimmer. He points his hammer at his foe and proclaims, "You're MINE!" over the clamor of battle.

Pulling his hammer towards him in a baiting motion, Gedric shifts backwards and goads the man to follow. "Come at me you black hearted, cowardly sack of filth. You Serran bastards fight about as well as my horse!" Falling for the bait, the man steps forward to contest Gedric and is met by a thundering hammer blow.

Mechanics
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Incredible Toughness as a free action to gain 8 temp HP and end slowed effect (Invigorating Toughness feat adds the temp HP)

Scale Armor of Dwarven Vigor: Second Wind + 1d6 as a minor. 1(1d6) = 1 Total healing: 12 HP (plus that 8 temp HP from Toughness), and +2 to all defenses.

SM 3 is marked as part of the attack.

Footwork Lure on SM 3, moving me to C, 27 and him to C, 28 9(1d20) +10 = 19

Damage: 3(1d10) +7 = 10

Saving Throw: 17(1d20) = 17

Combat Block
[SHOW]

Gedric Krell

Male Mul Fighter 3
Languages: Common
Age: 26
Height: 6'2"
Weight: 210 lbs.

Speed: 5
Initiative: +2
Passive Perception: 13
Passive Insight: 11
Senses: Normal Vision

AC: 21
Fort: 18
Reflex: 14
Will: 11
HP: 45/45
Bloodied: 22
Surge Value: 11
Surges left: 13/13
Action Points: 1

MBA: +9 vs AC, 1d10+7 damage

Resistances: None

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Combat Challenge
Combat Agility
Footwork Lure
Tide of Iron


Second Wind []
Glowering Threat []
Guardian's Counter []
Incredible Toughness [X]
Hack and Hew []
Sweeping Blow [_]


Driving Attack [_]
Armor of Dwarven Vigor [X]

Consumables:

None.

Features
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Combat Challenge: Whenever and enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy.

Combat Agility: When an enemy adjacent to you takes and action that provokes and OA, after that action is completed, you shift Dex Mod (1) squares closer to the target and make the following attack: Str vs AC, 1[W]+5 and knock the target prone.

Incredible Toughness:At the start of your turn you may end any ongoing damage or any dazed, slowed, stunned, or weakened condition currently affecting you.

Guardian's Counter:When an ally within 2 squares of you is hit by an attack and you are not included in that attack, you and the ally shift up to 2 squares as a free action swapping positions. You become the target of the triggering attack, in place of the ally. After the attack is resolved, you can make a MBA against the attacker.

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