"If I wanted to kill you then you'd be dead," Darcell says, the man's stubbornness starting to wear on him. "You realistically have two options, give yourself up or die," he says trying to force the man's hand.
Walking over to the poorly hidden man, Henri chuckles, saying, "Great hiding spot! I didn't realize that this ship was full of schoolchildren. Now then, you master of stealth, what's in these barrels? Anything good?" In case the man needs more encouragement, the nobleman begins to fiddle with his pistols, a smirk on his face.
Liam sighs and jumps down after Grommak once the sailor is spotted, shaking his head. Why is it always the desperate that seem to think fighting is the best option? As he gets close he rolls his shoulder and draws his blade, pointed at the man. "Listen lad. Do yourself and us a favor. Drop the weapon and kick it away, and we both won't have to get blood on our clothes any more than there already is. Believe me, you don't want to see this guy when he's upset about his laundry."
He nods to Grommak and waits for the man to respond.
As Grommak moves further towards the stern, his torch illuminates another sailor, and another, before revealing a total of 6 standing before him. Two of which, both more important looking-than the others, stand behind two more barred metal gates behind their comrades. "Now!" shouts the one to Grommak's left, his voice echoing up to the middle deck as well before loosing a shot at the orc that catches him off guard. As he staggers backwards and falls to the ground, the man - the captain, it seems - unleashes two more shots, this time aimed at both he and Dirge, both of which connect.
Captain: initiates combat by attacking Grommak, 34 vs Fortitude = hit for 17 damage. Grommak is pushed to (AS, 19) and knocked prone. Attacks Grommak, 26 vs AC = hit for 13 damage, and Liam, 34 vs AC = hit for 3 damage.
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).
Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.
Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.
When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.
Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.
Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.
Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.
Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this
Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.
I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.
Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.
Unusual Reach: +1 reach
Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.
Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.
Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).
Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).
Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC
Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.
Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.
Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.
Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.
Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.
Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.
Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.
Iron Armbands of Power (heroic tier): +2 to melee damage rolls
Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.
* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.
* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.
* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
Hearing the ambush being sprung below Darcell quickly acts."Well I guess this leaves me no choice..." Darcell says striking out at the man. I did give him a chance...
Group Diplomacy: I grant allies within 10 squares of me a +1 racial bonus to Diplomacy checks.
Bardic Training: I can perform two bard rituals per day of my level or lower without expending components.
Virtue of Cunning: Once per round, when an enemy attack misses an ally within 8 squares of me, I can slide that ally 1 square as a free action.
Song of Rest: When I play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier (+6) with each healing surge.
Shrouding Action: When I spend an action point to take an extra action, one ally I choose within 5 squares of me and I become invisible until the end of my next turn.
Virtue of Deceit: When I use Virtue of Cunning, one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.
Notable Feats:
Resourceful Leader: When an ally I can see spends an action point to make an attack, the ally gains a +5 bonus to damage rolls on a hit or gains 5 temporary hit points on a miss.
Superior Will: If I am dazed or stunned I can make a saving throw at the start of my turn to end that effect, even if the effect doesn't normally end on a save.
Advantage of Cunning: When I slide an ally with my Virtue of Cunning, I can also slide an enemy that was adjacent to that ally into the space the ally vacated.
Battle Song Expertise: I gain a +1 feat bonus to the number of squares that I can pull, push, or slide creatures with my bard attacks and bard paragon path attacks.
Improved Cunning: When I use Virtue of Cunning to slide an ally, I can slide the ally 2 squares instead of 1.
Item Features:
Headband of Intellect: Gain a +2 item bonus to knowledge or monster knowledge checks, and a +1 item bonus to attack rolls on powers that have the psychic keyword.
Spyglass of Perception: Gain a +3 item bonus to Perception checks when using this device.
While Darcell's attack fails to connect against the enemy cook, a sudden chill begins to engulf Grommak. Before he can react to it, a sudden blast of frigid air hits him where he lays, sending a violent shiver up and down the man's spine, leaving him in a cold heap on the ground, barely able to move.
Grommak: Uses Begin the Hunt, see his follow-up post for details
Darcell: misses
Robed Man: chills Grommak, 39 vs Reflex = hit. Grommak is weakened (save ends), and if he takes cold damage before he saves he also becomes immobilized (save ends). Attacks Grommak, 32 vs AC = hit for 17 cold damage. Grommak is bloodied, and now immobilized as well (save ends both).
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).
Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.
Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.
When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.
Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.
Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.
Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.
Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this
Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.
I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.
Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.
Unusual Reach: +1 reach
Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.
Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.
Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).
Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).
Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC
Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.
Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.
Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.
Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.
Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.
Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.
Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.
Iron Armbands of Power (heroic tier): +2 to melee damage rolls
Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.
* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.
* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.
* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
Surprised by the shot of the flintlock and now chilled by a strange, frigid, arcane attack, Grommak grunts in pain. "Goddamn ambush," he mutters to himself. Knocked me lying on my back like some cheap whore. I'll just hack down the pussy-shits who surrender next time. It's always an ambush. Work, legs! He bites down hard to ignore the pain as barely manages to stand up. "You'll pay for this with your life-blood!" he vows, loudly. With a stiff movement, he heaves the torch away from himself, but it misses the man in view. The orc takes the moment to draw his cutlass in his left hand, despite the stiffness.
No Action:Begin the Hunt. +2 to initiative. Hunter's Quarry is on the Cap'n, and Grommak gets +2 to attacks against him until the Cap'n ain't the quarry no more. (That means when he ded)
Move:Stand up (for ya rights)
Standard: Chuck torch at Sailor 5 (RBA): Miss 19 AC.
Attack: 11(1d20) +8 = 19
Running Attack: Using a standard action that allows movement and I move 2+ squares away, I gain +1 to attack rolls as part of that action. Dancing Defense: If hitting with at least two melee attacks on my turn, I gain a +2 bonus to AC and Reflex TSNT. Dual-Blade Action: On AP-spend, I can take an attack with both hands with a +4 WISmod bonus to damage. Half-Orc Resilience: First time being blooded in an encounter, gain 10 THP. Swift Charge: +2 bonus to speed while charging. Sohei Indomitability: +1 power bonus to save throws against fear, daze, domination, or stun effects.
Notable Feats:
Impending Doom Style: If both Twin Strikes hit, one target takes a -2 penalty to attack rolls til my next turn end. Cunning Stalker: I gain CA against creatures with no other creatures adjacent. Two-Weapon Opening: When scoring a crit with my main hand, I can take a MBA with my off-hand against the target as a free action. Heavy Blade Expertise: +2 to defenses against Op Attacks while wielding HB.
Item Features:
Jagged Weapon +3: Crits on a 19 or 20, and crits do 10 ongoing damage (save ends). Boots of the Fencing Master: When shifting, gain a +1 item bonus to AC and Reflex TENT.
Hearing the commotion below deck, Henri says to the sailor before him, "So, it would appear that your pals wanted to start a fight down below, but you're too smart to do that, right? We're both smart men, so let's avoid an altercation between us and you can go on your way."
Direct the Strike
Paint the Bulls-Eye
Sea Legs Acrobat Boots
__________________________________
Second Wind [_]
Inspiring Word [_] [_] [_]
Vengeance is Mine [_]
Race the Arrow [_]
On My Mark [_]
Tempest of Triumph [_]
Lifeblood [_]
Inspiring Belligerence [_]
Dragon's Tenacity [_]
Shifting Tides [_]
__________________________________
Relentless Wounding [X]
Create Opportunity [X]
Warlord's Recovery [_] Gloves of Piercing [_]
Bracers of Archery [_]
Stone of Wind [X]
Crossbow Expertise: You gain a +1 feat bonus to attack rolls that you make with a crossbow. This bonus increases to +2 at 11th level and +3 at 21st level. Also, you ignore partial cover or superior cover with weapon attacks you make with a crossbow.
Improved Defenses: You gain a +1 feat bonus to Fortitude, Reflex, and Will. This bonus increases to +2 at 11th level and +3 at 21st level.
Archer Captain: You and any ally within 5 squares of you ignore the penalty for attacking at long range.
Improved Inspiring Word: Add your Charisma modifier to the hit points restored by your inspiring word.
Cunning Stalker: You gain combat advantage against enemies that have no creatures adjacent to them other than you.
Duty's Virtue: Once per round, you can use the aid defense action as a minor action, but only if the chosen ally is bloodied. Also, you gain a +2 feat bonus to initiative checks.
Far Shot: When you use a projectile weapon such as a bow or a crossbow, increase both the normal range and the long range by 5 squares.
Jack of All Trades You gain a +2 feat bonus to untrained skill checks.
Fight On: You can use your inspiring word one additional time per encounter.
Resourceful Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, that attack gains a bonus to damage equal to one-half your level + your Intelligence modifier. If the attack hits no target, the ally gains temporary hit points equal to one-half your level + your Charisma modifier.
Mighty Action: When you spend an action point to take an extra action, any ally who can see and hear you gains a +1 bonus to attack rolls and damage rolls until the start of your next turn.
Tempestuous Inspiration: When you use your inspiring word power, you can give the target of the power a +2 bonus to attack rolls and a bonus to damage rolls equal to your Charisma modifier that lasts until the end of your next turn. If the target's first attack misses during that time misses, the target grants a combat advantage to attackers until the end of your next turn.
Archer Warlord When you make a ranged basic attack with a bow, you can use Strength instead of Dexterity for the attack roll and the damage roll.
Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.
Blood Dependency: When you are bloodied, your healing surge value drops by 2.
Living Dead: If a power has different effects on living creatures and undead creatures, you choose which effect applies to you.
Necrotic Resistance: You have a necrotic resistance equal to 5 + one-half your level.
The Mariner: While aboard a ship, gain a +1 bonus (+2 at Level 10) to any skill or ability check related to life at sea; gain the sea legs power. You gain a +2 power bonus to initiative checks. You ignore difficult terrain when you shift. While aboard a ship, you can use a minor action once per round to shift 1 square.
Distance Imardanian Officer's Pistol +3: Increases the weapon's normal range by 5 squares and the long range by 10 squares.
Lifeblood Hide Armor +2: You gain 5 temporary hit points after each rest. If you remove the armor, you lose these hit points.
Gem of Colloquy: You gain a +1 item bonus to Bluff and Diplomacy checks.
Cloak of Distortion: You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item's enhancement bonus.
Bracers of Archery: You gain a +2 item bonus to damage rolls while attacking with a bow or crossbow.
Acrobat Boots: You gain a +1 item bonus to Acrobatics checks.
Grommak's torch lands at the sailors feet, once more illuminating the men waiting to pounce on himself and the Dirge. The robes of the man on the right now seem to be billowing somewhat in a mystical field of energy surrounding him, with a fine mist surrounding his location. Shards of ice float overhead, aimed at their location.
"And your men won't attack me?" the sailor responds to Henri, cautiously looking past him to the room where the chef had just been attacked. He keeps his guard up all the while, ready to strike at the young man if he changes his tune.
As the Imardanian talks, two more axe-wielding crewmen, the officers it seems, come rushing down the hallway, taking swipes at Henri and Darcell once in range. "Don't listen to his lies, fight!" one of the men shouts, before landing a blow against the unsuspecting Henri.
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).
Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.
Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.
When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.
Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.
Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.
Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.
Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.
Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this
Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.
I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.
Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.
Unusual Reach: +1 reach
Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.
Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.
Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).
Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).
Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC
Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.
Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.
Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.
Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.
Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.
Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.
Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.
Iron Armbands of Power (heroic tier): +2 to melee damage rolls
Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.
* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.
* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.
* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
Liam sighs and looks at the men before him, shaking his head, a small graze on his arm. "Now. Now you've gone and done it."
He grins as he rushes forwards, his blade already drawn, raising it up and bringing it down on the sailor in front of him. Normally, this would seem fairly silly charging into a large group with so few allies, but he has plans.
Move to AT23
Melee Basic attack on Sailor 5: 19(1d20) +18 = 37
Damage: 7(1d8) +10 = 17
Trigger: Melee hit: Dazzling Sunray on Robed Man. Robed man takes 5 points of damage and has a -2 attack penalty until Liam's EoNT.
Class Feats:
Blade Magic - Upon scoring a hit with any MBA during turn triggers any skill with the "Bladespell" keyword as a free action, however only one per attack.
Instinctive Attack - When making a melee attack, use Intelligence rather than strength for damage and attack.
Guarded Flourish - Ranged and melee attacks do not provoke OAs while holding a one-handed weapon with a free hand. +2 AC while wearing light or no armor and with a hand free using a one-handed blade.
Arcane Strike - When a daily is used, a melee strike can be performed with a minor action.
Steely Retort - When bladesong is active, any enemy adjacent that hits provokes an OA.
Theme Feats:
Iron Wolf Warrior: Gain Access to the Iron Wolf Charge power.
Level 5: +2 nature and perception checks.
Level 10: When dropped below 1HP by an enemy, make a MBA against the enemy as a free action.
Racial Traits:
Notable Feats:
Eager Advance - Add 4 to speed during first round of combat.
Low-Light Adaptation - Count sense as Low-light.
Tainted Wounds - Enemies struck by attacks cannot heal until my EoNT.
Destructive Wizardry - If an arcane power strikes two or more foes, increase damage by +3.
Quick Draw - Draw a weapon or item stored in an accessible pouch or bandolier as a free action. +2 initiative.
Heavy Blade Expertise - +2 to weapon attacks using a heavy blade. +2 AC to OAs.
Improved Defenses - +2 to Will, Reflex, and Fortitude.
Eyes in the Back of Your Head - Never grant CA from flanking.
Choir of Swords - While Bladesong is active, spend an AP to strike all enemies adjacent as a standard action.
Item Feats:
Iron Armbands of Power - +2 bonus to damage rolls.
Amulet of Protection +2 - +2 to Will, Reflex, Fortitude.
Below decks Liam's attack connects, slaying the nearby sailor and weakening the man behind the gate. However, the other sailors are quick to swarm him, though none manage to land a blow. From his position closer to the gates, Dirge can see that past the robed man is a metal cage, though he is not able to tell who or what may be inside. There are also various crates and barrels in the room ahead.
Up above, the man near Henri hesitates, but eventually heeds his superior's order and strikes out at the young man. His attack connects at the same time as the chef's against Darcell. Other men step into the doorways up ahead, preparing to join the fight.
Seeing the fighting up ahead, John slowly steps forward, twirling his chain menacingly. As he nears the officers he harumphs, "filthy cowards," before lashing out at both men with his chain. Before they can react they are both yanked to the ground and pulled out of the way, out into the open. "Fight out here, like men."
Sailor 3: attacks Henri, 34 vs AC = hit for 13 damage.
Sailor 4: attacks Darcell, 29 vs AC = hit for 7 damage.
Sailor 6: moves to (AT, 24). Attacks Liam, 19 vs AC = miss.
Sailor 7: moves to (AS, 23). Attacks Liam, 20 vs AC = miss.
Sailor 8: moves to (AT, 22). Attacks Liam, 23 vs AC = miss.
Sailor 9: moves to (AA, 21).
Sailor 10: moves to (AD, 21).
Big John:
Minor Action: Chain Ward
Effect: Threatening reach...
Move Action: move to (AC, 18)
Standard Action: Funneling Flurry on Axeman 1 and Axeman 2
Attack vs Axeman 1: 29 vs AC = hit
Hit: 18 damage, and Axeman 1 is knocked prone and slid to (AA, 18). Target is marked until the end of my next turn.
Attack vs Axeman 2: 32 vs AC = hit
Hit: 15 damage, and Axeman 2 is knocked prone and slid to (AD, 18). Target is marked until the end of my next turn.
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).
Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.
Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.
When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.
Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.
Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.
Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.
Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.
Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this
Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.
I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.
Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.
Unusual Reach: +1 reach
Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.
Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.
Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).
Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).
Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC
Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.
Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.
Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.
Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.
Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.
Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.
Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.
Iron Armbands of Power (heroic tier): +2 to melee damage rolls
Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.
* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.
* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.
* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
Hearing the shout from below, Isabelle quickly unsheathes her sword and runs out into the main area. "Seems your friends are pretty dull!" She calls out to the sailor cowering in the corner. "You seem like a smart fellow, though. Let's continue our tour after me 'n my mates deal with them."
Having said that, she whips her sword through her torch's flame, sending a gout of fire leaping across the ship to immolate one of the downed officers. "See? That guy's face is burning. You don't want that, do you?"
Standard Action:Swordmage Shielding Fire on Axeman 2
Draw Sword using Ruby Scabbard passive.
Attack: 30 vs Fortitude... Hit!
Damage: 23 fire damage.
Axeman 2 is marked with my Aegis until the end of the encounter. This isn't removed by using my Aegis power, but can be superseded by another mark.
Ready Opportunity Actions:
If Axeman 2 tries to move away from me, then: Fettering Aegis on Axeman 2
1d8+6 force damage, pulled to a square adjacent to Isabelle, and immobilized.
Otherwise: Dimensional Vortex
+16 vs Will
If an enemy hits an ally with an attack, teleport the triggering enemy 5 squares and make the attack against a target of my choice.
Prioritize Henri.
If Axeman 2 hits Henri, teleport him to [AB, 17] and make the attack against Axeman 1.
If Axeman 1 hits Darcell or Big John, teleport him to [AB, 21] and make the attack against Sailor 9. Only do this one if he hits for 10 or more damage.
Aegis of Ensnarement:
I mark the target. The target remains marked until I use this power against another target. If I mark another creature using other powers, the target is still marked.
Until the mark ends, if the target makes an attack that doesn't include me as a target, it takes a -2 penalty to the attack roll.
I fa target marked by this power is within 10 squares of me when it hits with an attack that doesn't include me, I can use an Immediate Reaction after the target's attack resolves to teleport the target to a square adjacent to me. The target grants CA until EoNT. If there is no unoccupied space, I can't use this effect.
Racial Traits and Class/Path/Race Features: Swordmage Warding: When conscious and wielding a light/heavy blade, I have a magical field around me. This field grants +1 bonus to AC, or +3 bonus if I'm wielding a blade in one hand and have my other hand free.
Swordbond: By spending 1 hour of meditation with my weapon, I forge a special bond with it. As a Standard Action I can call my bonded weapon to hand from up to 10 squares away. If my bonded weapon is broken or damaged I can spend 1 hour of meditation to recreate the blade from a fragment. I can spend 1 hour of meditation with a different blade to forge a new bond, dissipating the old one.
Aegis Insight: When I use my Aegis power, I add my Wisdom mod (+2) to the burst radius.
People's History: I add my Wisdom mod (+2) to my history checks.
Teleportation Action: When I spend an AP to take an extra action, I can teleport 5 squares before taking the extra action.
Ironwrought Starting Feature: I gain a +1 power bonus to athletics and endurance checks. Whenever I use my second wind, this power bonus increases to +4 until EoNT
Ironwrought Level 5 Feature: When I'm bloodied, I gain resist 2/4/6 all damage.
Ironwrought Level 10 Feature: When I use Inevitable Strike, I gain a +1 power bonus to melee weapon attack rolls until EoNT
Cindersoul: Resist 5/10/15 fire Watersoul: I can breathe underwater.
Notable Feats: Intelligent Blademaster: I can use my Int mod instead of my Str mod when making a basic attack with a melee weapon.
Mark of Warding: When one of my powers grants a bonus to defense, increase that bonus by 1. Whenever I mark an enemy, it takes -3 to attacks that don't include me, instead of the normal -2. I can master and perform rituals in the Warding category and the Fluid Funds, Knock, and Leomund's Secret Chest rituals as if I had Ritual Caster.
Defender of the Wild: Once per encounter as a free action, I can mark each enemy adjacent to me as a free action.
Sudden Roots: Whenever I hit an enemy with an OA, that enemy is slowed until the end of its turn.
Double Aegis: When I use my Aegis power, I can choose to mark a second target in the burst. If they both attack allies, I have to choose which to respond to, since I still only have one immediate action per round.
Item Features: Jagged Longsword +3: Scores critical hits on 19 or 20. Critical = ongoing 10 damage (save ends).
Ruby Scabbard: Resizes to fit any weapon placed in it. I can draw a weapon from this in the same action used to make an attack with the weapon.
Raven's Feather: Attuned to Isabelle's father.
Executioner's Bracers: When I score a critical, the attack does an extra 1d6 damage.
Gauntlets of Blood: +2 to damage roll against bloodied targets
Last edited by PureZaros on Mon Apr 06, 2015 6:30 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.
While moving into the open area, Isabelle briefly spots some other sailors gathered in one of the doorways near the stairs, possibly planning a sneak attack. "S- s- sure, ok," the terrified sailor responds to the woman, cowering on the ground in the corner as she sends fire across the ship at one of his mates.
Down below, the captain circles around the small chamber he is in, appearing behind the robed man and giving a signal to his men outside. On command, they simultaneously swipe at Liam, though is is somehow able to avoid all three attacks at once. While he dodges the captain unleashes two shots, though, which is unable to dodge, the other hitting Grommak.
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).
Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.
Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.
When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.
Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.
Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.
Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.
Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.
Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this
Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.
I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.
Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.
Unusual Reach: +1 reach
Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.
Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.
Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).
Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).
Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC
Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.
Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.
Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.
Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.
Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.
Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.
Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.
Iron Armbands of Power (heroic tier): +2 to melee damage rolls
Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.
* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.
* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.
* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
Shit, this isn't good, Darcell thinks as they're ambushed on the mid deck as well. He quickly places his hand against his blade, imbuing it like he had done to Grommak's on the top deck. He strikes out at the axe wielding man, choosing the stronger of his openents. The blast sends the man staggering backwards towards the open cargo doors. "Have a nice trip," Darcell quips, well aware of the cheesiness of the line.
Once per round when an enemy attack misses an ally within 8 squares of me, I can slide that ally up to 2 square as a free action, and I can also slide an enemy that was adjacent to that ally into the space the ally vacated. In addition one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.
Group Diplomacy: I grant allies within 10 squares of me a +1 racial bonus to Diplomacy checks.
Bardic Training: I can perform two bard rituals per day of my level or lower without expending components.
Virtue of Cunning: Once per round, when an enemy attack misses an ally within 8 squares of me, I can slide that ally 1 square as a free action.
Song of Rest: When I play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier (+6) with each healing surge.
Shrouding Action: When I spend an action point to take an extra action, one ally I choose within 5 squares of me and I become invisible until the end of my next turn.
Virtue of Deceit: When I use Virtue of Cunning, one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.
Notable Feats:
Resourceful Leader: When an ally I can see spends an action point to make an attack, the ally gains a +5 bonus to damage rolls on a hit or gains 5 temporary hit points on a miss.
Superior Will: If I am dazed or stunned I can make a saving throw at the start of my turn to end that effect, even if the effect doesn't normally end on a save.
Advantage of Cunning: When I slide an ally with my Virtue of Cunning, I can also slide an enemy that was adjacent to that ally into the space the ally vacated.
Battle Song Expertise: I gain a +1 feat bonus to the number of squares that I can pull, push, or slide creatures with my bard attacks and bard paragon path attacks.
Improved Cunning: When I use Virtue of Cunning to slide an ally, I can slide the ally 2 squares instead of 1.
Item Features:
Headband of Intellect: Gain a +2 item bonus to knowledge or monster knowledge checks, and a +1 item bonus to attack rolls on powers that have the psychic keyword.
Spyglass of Perception: Gain a +3 item bonus to Perception checks when using this device.
Darcell's attack sends the man flying across the deck, before he falls to the one below. Meanwhile, the robed man sends more cold energy towards the Dirge this time, though once more the man is able to avoid the attack.
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).
Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.
Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.
When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.
Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.
Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.
Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.
Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.
Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this
Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.
I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.
Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.
Unusual Reach: +1 reach
Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.
Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.
Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).
Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).
Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC
Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.
Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.
Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.
Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.
Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.
Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.
Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.
Iron Armbands of Power (heroic tier): +2 to melee damage rolls
Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.
* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.
* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.
* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
Grommak hardly feels the sting of the bullet pierce through his armor, as he growls in anger. Rage builds inside his mind as he finally shakes off the chill from the mage's spell. This boat will run red with their blood when I am finished here, he vows to himself, readying his blades in a defensive stance, soon to launch forth.
Running Attack: Using a standard action that allows movement and I move 2+ squares away, I gain +1 to attack rolls as part of that action. Dancing Defense: If hitting with at least two melee attacks on my turn, I gain a +2 bonus to AC and Reflex TSNT. Dual-Blade Action: On AP-spend, I can take an attack with both hands with a +4 WISmod bonus to damage. Half-Orc Resilience: First time being blooded in an encounter, gain 10 THP. Swift Charge: +2 bonus to speed while charging. Sohei Indomitability: +1 power bonus to save throws against fear, daze, domination, or stun effects.
Notable Feats:
Impending Doom Style: If both Twin Strikes hit, one target takes a -2 penalty to attack rolls til my next turn end. Cunning Stalker: I gain CA against creatures with no other creatures adjacent. Two-Weapon Opening: When scoring a crit with my main hand, I can take a MBA with my off-hand against the target as a free action. Heavy Blade Expertise: +2 to defenses against Op Attacks while wielding HB.
Item Features:
Jagged Weapon +3: Crits on a 19 or 20, and crits do 10 ongoing damage (save ends). Boots of the Fencing Master: When shifting, gain a +1 item bonus to AC and Reflex TENT.
"I would have let you go, but not after this!" Henri says to the sailor. Stepping back, he throws his torch at the axe-wielding man, but it pathetically falls to the floor, barely singeing the man. Expecting more up-close action, the Imardanian draws his sword and readies himself.
Direct the Strike
Paint the Bulls-Eye
Sea Legs Acrobat Boots
__________________________________
Second Wind [_]
Inspiring Word [_] [_] [_]
Vengeance is Mine [_]
Race the Arrow [_]
On My Mark [_]
Tempest of Triumph [_]
Lifeblood [_]
Inspiring Belligerence [_]
Dragon's Tenacity [_]
Shifting Tides [_]
__________________________________
Relentless Wounding [X]
Create Opportunity [X]
Warlord's Recovery [_] Gloves of Piercing [_]
Bracers of Archery [_]
Stone of Wind [X]
Crossbow Expertise: You gain a +1 feat bonus to attack rolls that you make with a crossbow. This bonus increases to +2 at 11th level and +3 at 21st level. Also, you ignore partial cover or superior cover with weapon attacks you make with a crossbow.
Improved Defenses: You gain a +1 feat bonus to Fortitude, Reflex, and Will. This bonus increases to +2 at 11th level and +3 at 21st level.
Archer Captain: You and any ally within 5 squares of you ignore the penalty for attacking at long range.
Improved Inspiring Word: Add your Charisma modifier to the hit points restored by your inspiring word.
Cunning Stalker: You gain combat advantage against enemies that have no creatures adjacent to them other than you.
Duty's Virtue: Once per round, you can use the aid defense action as a minor action, but only if the chosen ally is bloodied. Also, you gain a +2 feat bonus to initiative checks.
Far Shot: When you use a projectile weapon such as a bow or a crossbow, increase both the normal range and the long range by 5 squares.
Jack of All Trades You gain a +2 feat bonus to untrained skill checks.
Fight On: You can use your inspiring word one additional time per encounter.
Resourceful Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, that attack gains a bonus to damage equal to one-half your level + your Intelligence modifier. If the attack hits no target, the ally gains temporary hit points equal to one-half your level + your Charisma modifier.
Mighty Action: When you spend an action point to take an extra action, any ally who can see and hear you gains a +1 bonus to attack rolls and damage rolls until the start of your next turn.
Tempestuous Inspiration: When you use your inspiring word power, you can give the target of the power a +2 bonus to attack rolls and a bonus to damage rolls equal to your Charisma modifier that lasts until the end of your next turn. If the target's first attack misses during that time misses, the target grants a combat advantage to attackers until the end of your next turn.
Archer Warlord When you make a ranged basic attack with a bow, you can use Strength instead of Dexterity for the attack roll and the damage roll.
Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.
Blood Dependency: When you are bloodied, your healing surge value drops by 2.
Living Dead: If a power has different effects on living creatures and undead creatures, you choose which effect applies to you.
Necrotic Resistance: You have a necrotic resistance equal to 5 + one-half your level.
The Mariner: While aboard a ship, gain a +1 bonus (+2 at Level 10) to any skill or ability check related to life at sea; gain the sea legs power. You gain a +2 power bonus to initiative checks. You ignore difficult terrain when you shift. While aboard a ship, you can use a minor action once per round to shift 1 square.
Distance Imardanian Officer's Pistol +3: Increases the weapon's normal range by 5 squares and the long range by 10 squares.
Lifeblood Hide Armor +2: You gain 5 temporary hit points after each rest. If you remove the armor, you lose these hit points.
Gem of Colloquy: You gain a +1 item bonus to Bluff and Diplomacy checks.
Cloak of Distortion: You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item's enhancement bonus.
Bracers of Archery: You gain a +2 item bonus to damage rolls while attacking with a bow or crossbow.
Acrobat Boots: You gain a +1 item bonus to Acrobatics checks.
As Henri readies to toss his torch at the nearby officer the man takes a swipe from the ground, though Henri manages to jump out of the way. Darcell takes this opportunity to use his magical energy to slide both men further into the hall, flanking the officer between Henri and John. Before Henri lets go of his torch, there is a brief moment where more men are illuminated further down the hallway, but for too short a time to really get a glimpse of any details. More are also spotted in the nearby rooms, though again only barely.
On the lower deck, the other officer stands and makes his way into the brighter area of the hold, signaling the men around Liam once again to strike at the man. This time the drunkard is not so lucky, only managing to dodge one of the attacks and taking fairly decent blows from the other two. While he attempts to avoid the assault of the standard crewman, the robed man once more sends an icy blast his way, freezing his feet to the deck and leaving the Dirge quite weakened. Back upstairs the first officer stands and strikes out at Big John, landing a hit against the large man.
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).
Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.
Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.
When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.
Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.
Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.
Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.
Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.
Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this
Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.
I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.
Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.
Unusual Reach: +1 reach
Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.
Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.
Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).
Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).
Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC
Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.
Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.
Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.
Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.
Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.
Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.
Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.
Iron Armbands of Power (heroic tier): +2 to melee damage rolls
Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.
* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.
* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.
* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
Liam growls as the sailors bring their blades down on him, looking at each and every one, only just managing to block one strike from one of them. He's getting tired of this. When he finds a breach he raises his sword, as if impaling something in the air, the sailors standing up stiff as he looks at them all, then he brings the blade down and they crumple to the floor, their minds broken, bodies dead.
He turns to the Axeman and with a burst of speed rushes behind him and slashes his backside, light flashing from the blade is if from nowhere, glaring right into the mans eyes even as the light burns his skin.
Move action to get in range of the Axeman at AO23 to prep for flanking maneuver. MBA as a minor on the Axeman: 17(1d20) +18 = 35
Damage: 6(1d8) +10 = 16 Dazzling Sunray deals 5 damage and the Axeman takes -2 to attack rolls until EoNT.
Class Feats:
Blade Magic - Upon scoring a hit with any MBA during turn triggers any skill with the "Bladespell" keyword as a free action, however only one per attack.
Instinctive Attack - When making a melee attack, use Intelligence rather than strength for damage and attack.
Guarded Flourish - Ranged and melee attacks do not provoke OAs while holding a one-handed weapon with a free hand. +2 AC while wearing light or no armor and with a hand free using a one-handed blade.
Arcane Strike - When a daily is used, a melee strike can be performed with a minor action.
Steely Retort - When bladesong is active, any enemy adjacent that hits provokes an OA.
Theme Feats:
Iron Wolf Warrior: Gain Access to the Iron Wolf Charge power.
Level 5: +2 nature and perception checks.
Level 10: When dropped below 1HP by an enemy, make a MBA against the enemy as a free action.
Racial Traits:
Notable Feats:
Eager Advance - Add 4 to speed during first round of combat.
Low-Light Adaptation - Count sense as Low-light.
Tainted Wounds - Enemies struck by attacks cannot heal until my EoNT.
Destructive Wizardry - If an arcane power strikes two or more foes, increase damage by +3.
Quick Draw - Draw a weapon or item stored in an accessible pouch or bandolier as a free action. +2 initiative.
Heavy Blade Expertise - +2 to weapon attacks using a heavy blade. +2 AC to OAs.
Improved Defenses - +2 to Will, Reflex, and Fortitude.
Eyes in the Back of Your Head - Never grant CA from flanking.
Choir of Swords - While Bladesong is active, spend an AP to strike all enemies adjacent as a standard action.
Item Feats:
Iron Armbands of Power - +2 bonus to damage rolls.
Amulet of Protection +2 - +2 to Will, Reflex, Fortitude.
The Dirge makes quick work of the men surrounding him, successfully blocking one of their attacks with his spells before lashing out and sending them all to their graves. Once he moves across the deck and strikes at the officer he calls out to his allies, who move closer to the man in their room.
Up above, Henri and John are caught off guard by arrows from the darkness, both men staggering backwards and the larger of the two collapsing over the edge and dropping to the lower deck. Seeing their foes pushed back, many other sailors rush forwards and take swipes at the dogs, though some are quickly dispatched in retaliation. Isabelle takes the opportunity to rush into the fray, but her quarry is felled before she's able to get close enough to land a blow.
Back below deck, John stumbles to his feet and limps forward, his legs sore from the officer's previous attack. "Just you wait," he growls to the nearby man, as he twirls his chain in the darkness menacingly.
Liam: shields, takes cold damage, hits and kills x3, moves, hits and bloodies...
Axeman 1: Call to Arms
Captain: shifts to (AP, 28)
Robed Man: shifts to (AS, 28)
Liam: ...dazzles, saves
Henri: hit by an arrow for 13 damage and pushed to (AB, 17) before falling prone.
Big John: hit by an arrow for 16 damage and pushed to (AC, 15). Save to catch self: 2 = failure. John falls to (AR, 15), taking 6 falling damage and falling prone.
Sailor 1: cowers
Sailor 2: moves to (AB, 19). Attacks Darcell, 20 vs AC = miss.
Sailor 3: moves to (AC, 18). Attacks Henri, 28 vs AC = hit...
Isabelle: Dimensional Vortex, Sailor 3 is teleported to (AB, 21).
Sailor 3: attacks Sailor 9, 28 vs AC = hit and kill.
Sailor 4: attacks Darcell, 27 vs AC = hit for 12 damage.
Sailor 10: moves to (AC, 18). Attacks Henri, 28 vs AC = hit for 9 damage.
Henri:Vengeance is Mine, MBA on Sailor 10, 23 vs AC = hit for 7 damage.
Isabelle: moves to (AB, 18).
Sailor 11: moves to (AC, 18). Attacks Isabelle, 17 vs AC = miss.
Sailor 12: moves to (AC, 17). Attacks Henri, 27 vs AC = hit for 11 damage.
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).
Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.
Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.
When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.
Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.
Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.
Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.
Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.
Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this
Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.
I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.
Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.
Unusual Reach: +1 reach
Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.
Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.
Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).
Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).
Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC
Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.
Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.
Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.
Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.
Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.
Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.
Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.
Iron Armbands of Power (heroic tier): +2 to melee damage rolls
Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.
* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.
* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.
* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
Isabelle quickly lashes out at the sailors as they close in around her and Henri, lopping heads off of two of them with almost contemptuous ease. As the bodies fall to the deck around her, she steps forward, gesturing wildly to the other sailors she can see. "What are ye? Just fodder, content to leap to yer own deaths! Well come at me, I'll give ye the death you want."
Minor Action: Aegis of Ensnarement
Marking Sailor 13 and Sailor 3 with my aegis.
Axeman 2 stays marked because it was marked from Swordmage Shielding Fire
Ready Opportunity Actions:
If Axeman 2 tries to move away from me, then: Fettering Aegis on Axeman 2
1d8+6 force damage, pulled to a square adjacent to Isabelle, and immobilized.
Aegis of Ensnarement:
I mark the target. The target remains marked until I use this power against another target. If I mark another creature using other powers, the target is still marked.
Until the mark ends, if the target makes an attack that doesn't include me as a target, it takes a -2 penalty to the attack roll.
I fa target marked by this power is within 10 squares of me when it hits with an attack that doesn't include me, I can use an Immediate Reaction after the target's attack resolves to teleport the target to a square adjacent to me. The target grants CA until EoNT. If there is no unoccupied space, I can't use this effect.
Racial Traits and Class/Path/Race Features: Swordmage Warding: When conscious and wielding a light/heavy blade, I have a magical field around me. This field grants +1 bonus to AC, or +3 bonus if I'm wielding a blade in one hand and have my other hand free.
Swordbond: By spending 1 hour of meditation with my weapon, I forge a special bond with it. As a Standard Action I can call my bonded weapon to hand from up to 10 squares away. If my bonded weapon is broken or damaged I can spend 1 hour of meditation to recreate the blade from a fragment. I can spend 1 hour of meditation with a different blade to forge a new bond, dissipating the old one.
Aegis Insight: When I use my Aegis power, I add my Wisdom mod (+2) to the burst radius.
People's History: I add my Wisdom mod (+2) to my history checks.
Teleportation Action: When I spend an AP to take an extra action, I can teleport 5 squares before taking the extra action.
Ironwrought Starting Feature: I gain a +1 power bonus to athletics and endurance checks. Whenever I use my second wind, this power bonus increases to +4 until EoNT
Ironwrought Level 5 Feature: When I'm bloodied, I gain resist 2/4/6 all damage.
Ironwrought Level 10 Feature: When I use Inevitable Strike, I gain a +1 power bonus to melee weapon attack rolls until EoNT
Cindersoul: Resist 5/10/15 fire Watersoul: I can breathe underwater.
Notable Feats: Intelligent Blademaster: I can use my Int mod instead of my Str mod when making a basic attack with a melee weapon.
Mark of Warding: When one of my powers grants a bonus to defense, increase that bonus by 1. Whenever I mark an enemy, it takes -3 to attacks that don't include me, instead of the normal -2. I can master and perform rituals in the Warding category and the Fluid Funds, Knock, and Leomund's Secret Chest rituals as if I had Ritual Caster.
Defender of the Wild: Once per encounter as a free action, I can mark each enemy adjacent to me as a free action.
Sudden Roots: Whenever I hit an enemy with an OA, that enemy is slowed until the end of its turn.
Double Aegis: When I use my Aegis power, I can choose to mark a second target in the burst. If they both attack allies, I have to choose which to respond to, since I still only have one immediate action per round.
Item Features: Jagged Longsword +3: Scores critical hits on 19 or 20. Critical = ongoing 10 damage (save ends).
Ruby Scabbard: Resizes to fit any weapon placed in it. I can draw a weapon from this in the same action used to make an attack with the weapon.
Raven's Feather: Attuned to Isabelle's father.
Executioner's Bracers: When I score a critical, the attack does an extra 1d6 damage.
Gauntlets of Blood: +2 to damage roll against bloodied targets
Last edited by PureZaros on Wed Apr 08, 2015 8:06 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.
As Isabelle makes quick work of the men surrounding her, the captain in the lower deck unleashes another powerful shot, sending this time Dirge staggering backward before falling to the ground.
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).
Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.
Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.
When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.
Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.
Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.
Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.
Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.
Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this
Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.
I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.
Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.
Unusual Reach: +1 reach
Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.
Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.
Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).
Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).
Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC
Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.
Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.
Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.
Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.
Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.
Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.
Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.
Iron Armbands of Power (heroic tier): +2 to melee damage rolls
Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.
* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.
* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.
* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
Darcell finally cuts down the chef. Seeing Henri wounded he utters a brief incantation, boosting the Imardanian's stamina and numbing his pain. The Bard then turns his attention to the source of the arrows, moving towards the back of the ship.
Once per round when an enemy attack misses an ally within 8 squares of me, I can slide that ally up to 2 square as a free action, and I can also slide an enemy that was adjacent to that ally into the space the ally vacated. In addition one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.
Group Diplomacy: I grant allies within 10 squares of me a +1 racial bonus to Diplomacy checks.
Bardic Training: I can perform two bard rituals per day of my level or lower without expending components.
Virtue of Cunning: Once per round, when an enemy attack misses an ally within 8 squares of me, I can slide that ally 1 square as a free action.
Song of Rest: When I play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier (+6) with each healing surge.
Shrouding Action: When I spend an action point to take an extra action, one ally I choose within 5 squares of me and I become invisible until the end of my next turn.
Virtue of Deceit: When I use Virtue of Cunning, one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.
Notable Feats:
Resourceful Leader: When an ally I can see spends an action point to make an attack, the ally gains a +5 bonus to damage rolls on a hit or gains 5 temporary hit points on a miss.
Superior Will: If I am dazed or stunned I can make a saving throw at the start of my turn to end that effect, even if the effect doesn't normally end on a save.
Advantage of Cunning: When I slide an ally with my Virtue of Cunning, I can also slide an enemy that was adjacent to that ally into the space the ally vacated.
Battle Song Expertise: I gain a +1 feat bonus to the number of squares that I can pull, push, or slide creatures with my bard attacks and bard paragon path attacks.
Improved Cunning: When I use Virtue of Cunning to slide an ally, I can slide the ally 2 squares instead of 1.
Item Features:
Headband of Intellect: Gain a +2 item bonus to knowledge or monster knowledge checks, and a +1 item bonus to attack rolls on powers that have the psychic keyword.
Spyglass of Perception: Gain a +3 item bonus to Perception checks when using this device.
As the chef falls and Darcel steps out into the hall, the robed man below steps forward and once more sends a wave of cold air towards Grommak, who begins to shiver.
Robed Man: shifts to (AS, 27). chills Grommak, 33 vs Reflex = hit. Grommak is weakened (save ends), and if hit by cold damage while weakened by this attack he also becomes immobilized until no longer weakened. Attacks Grommak, 25 vs Reflex = miss.
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).
Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.
Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.
When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.
Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.
Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.
Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.
Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.
Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this
Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.
I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.
Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.
Unusual Reach: +1 reach
Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.
Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.
Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).
Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).
Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC
Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.
Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.
Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.
Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.
Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.
Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.
Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.
Iron Armbands of Power (heroic tier): +2 to melee damage rolls
Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.
* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.
* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.
* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
Getting up from the ground, Henri walks to get a better line of sight, and upon finding it fires a bullet at the axe-wielding man. Isabelle, seeing the opportunity to strike against the distracted man, lands a sharp blow. As the man is momentarily dazed, the bullet meets its mark. Maybe this will teach the man to act more intelligently. It's a shame he won't live much longer.
Direct the Strike
Paint the Bulls-Eye
Sea Legs Acrobat Boots
__________________________________
Second Wind [_]
Inspiring Word [_] [_] [_]
Vengeance is Mine [_]
Race the Arrow [X]
On My Mark [_]
Tempest of Triumph [_]
Lifeblood [_]
Inspiring Belligerence [_]
Dragon's Tenacity [_]
Shifting Tides [_]
__________________________________
Relentless Wounding [X]
Create Opportunity [X]
Warlord's Recovery [_] Gloves of Piercing [_]
Bracers of Archery [_]
Stone of Wind [X]
Crossbow Expertise: You gain a +1 feat bonus to attack rolls that you make with a crossbow. This bonus increases to +2 at 11th level and +3 at 21st level. Also, you ignore partial cover or superior cover with weapon attacks you make with a crossbow.
Improved Defenses: You gain a +1 feat bonus to Fortitude, Reflex, and Will. This bonus increases to +2 at 11th level and +3 at 21st level.
Archer Captain: You and any ally within 5 squares of you ignore the penalty for attacking at long range.
Improved Inspiring Word: Add your Charisma modifier to the hit points restored by your inspiring word.
Cunning Stalker: You gain combat advantage against enemies that have no creatures adjacent to them other than you.
Duty's Virtue: Once per round, you can use the aid defense action as a minor action, but only if the chosen ally is bloodied. Also, you gain a +2 feat bonus to initiative checks.
Far Shot: When you use a projectile weapon such as a bow or a crossbow, increase both the normal range and the long range by 5 squares.
Jack of All Trades You gain a +2 feat bonus to untrained skill checks.
Fight On: You can use your inspiring word one additional time per encounter.
Resourceful Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, that attack gains a bonus to damage equal to one-half your level + your Intelligence modifier. If the attack hits no target, the ally gains temporary hit points equal to one-half your level + your Charisma modifier.
Mighty Action: When you spend an action point to take an extra action, any ally who can see and hear you gains a +1 bonus to attack rolls and damage rolls until the start of your next turn.
Tempestuous Inspiration: When you use your inspiring word power, you can give the target of the power a +2 bonus to attack rolls and a bonus to damage rolls equal to your Charisma modifier that lasts until the end of your next turn. If the target's first attack misses during that time misses, the target grants a combat advantage to attackers until the end of your next turn.
Archer Warlord When you make a ranged basic attack with a bow, you can use Strength instead of Dexterity for the attack roll and the damage roll.
Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.
Blood Dependency: When you are bloodied, your healing surge value drops by 2.
Living Dead: If a power has different effects on living creatures and undead creatures, you choose which effect applies to you.
Necrotic Resistance: You have a necrotic resistance equal to 5 + one-half your level.
The Mariner: While aboard a ship, gain a +1 bonus (+2 at Level 10) to any skill or ability check related to life at sea; gain the sea legs power. You gain a +2 power bonus to initiative checks. You ignore difficult terrain when you shift. While aboard a ship, you can use a minor action once per round to shift 1 square.
Distance Imardanian Officer's Pistol +3: Increases the weapon's normal range by 5 squares and the long range by 10 squares.
Lifeblood Hide Armor +2: You gain 5 temporary hit points after each rest. If you remove the armor, you lose these hit points.
Gem of Colloquy: You gain a +1 item bonus to Bluff and Diplomacy checks.
Cloak of Distortion: You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item's enhancement bonus.
Bracers of Archery: You gain a +2 item bonus to damage rolls while attacking with a bow or crossbow.
Acrobat Boots: You gain a +1 item bonus to Acrobatics checks.
Last edited by Scratcherclaw on Wed Apr 08, 2015 7:42 pm, edited 1 time in total.
Grommak shakes off the chilled feeling from yet another blast from the strange, robed man, and rushes forward to the axe-wielding warrior in front of him. He still feels stiff in his limbs, however, and is forced to bring his blades up in defense as they lock up painfully. It ain't goin' my way, its seems, he thinks to himself with a sigh.
Running Attack: Using a standard action that allows movement and I move 2+ squares away, I gain +1 to attack rolls as part of that action. Dancing Defense: If hitting with at least two melee attacks on my turn, I gain a +2 bonus to AC and Reflex TSNT. Dual-Blade Action: On AP-spend, I can take an attack with both hands with a +4 WISmod bonus to damage. Half-Orc Resilience: First time being blooded in an encounter, gain 10 THP. Swift Charge: +2 bonus to speed while charging. Sohei Indomitability: +1 power bonus to save throws against fear, daze, domination, or stun effects.
Notable Feats:
Impending Doom Style: If both Twin Strikes hit, one target takes a -2 penalty to attack rolls til my next turn end. Cunning Stalker: I gain CA against creatures with no other creatures adjacent. Two-Weapon Opening: When scoring a crit with my main hand, I can take a MBA with my off-hand against the target as a free action. Heavy Blade Expertise: +2 to defenses against Op Attacks while wielding HB.
Item Features:
Jagged Weapon +3: Crits on a 19 or 20, and crits do 10 ongoing damage (save ends). Boots of the Fencing Master: When shifting, gain a +1 item bonus to AC and Reflex TENT.
Henri and Isabelle's assault on the nearby officer greatly weakens the man, who calls out. A few of his men respond to the call, moving closer to the group in response. Down below Grommak's failed attack is met with a failed attack of the other officer in response, and the orc manages to land a powerful blow in retaliation.
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).
Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.
Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.
When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.
Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.
Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.
Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.
Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.
Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this
Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.
I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.
Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.
Unusual Reach: +1 reach
Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.
Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.
Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).
Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).
Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC
Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.
Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.
Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.
Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.
Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.
Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.
Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.
Iron Armbands of Power (heroic tier): +2 to melee damage rolls
Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.
* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.
* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.
* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
Liam notices John fall down and grimaces, though he's thankful for the man's timely arrival. They will need his assistance reaching the captain after all. As he moves towards the axeman to strike again, he calls out to Big John. "Hey, good to see you John! When you climb back up, let the rest of the crew know we have the Captain pinned in the lower decks, hiding behind some bars. Good luck up top!"
He swings his blade at the axeman, about to cast a spell before seeing the man fall over, dead, and grimaces at Grommak. "... Uh... Sorry 'bout that one mate. Was gonna bring him closer."
Class Feats:
Blade Magic - Upon scoring a hit with any MBA during turn triggers any skill with the "Bladespell" keyword as a free action, however only one per attack.
Instinctive Attack - When making a melee attack, use Intelligence rather than strength for damage and attack.
Guarded Flourish - Ranged and melee attacks do not provoke OAs while holding a one-handed weapon with a free hand. +2 AC while wearing light or no armor and with a hand free using a one-handed blade.
Arcane Strike - When a daily is used, a melee strike can be performed with a minor action.
Steely Retort - When bladesong is active, any enemy adjacent that hits provokes an OA.
Theme Feats:
Iron Wolf Warrior: Gain Access to the Iron Wolf Charge power.
Level 5: +2 nature and perception checks.
Level 10: When dropped below 1HP by an enemy, make a MBA against the enemy as a free action.
Racial Traits:
Notable Feats:
Eager Advance - Add 4 to speed during first round of combat.
Low-Light Adaptation - Count sense as Low-light.
Tainted Wounds - Enemies struck by attacks cannot heal until my EoNT.
Destructive Wizardry - If an arcane power strikes two or more foes, increase damage by +3.
Quick Draw - Draw a weapon or item stored in an accessible pouch or bandolier as a free action. +2 initiative.
Heavy Blade Expertise - +2 to weapon attacks using a heavy blade. +2 AC to OAs.
Improved Defenses - +2 to Will, Reflex, and Fortitude.
Eyes in the Back of Your Head - Never grant CA from flanking.
Choir of Swords - While Bladesong is active, spend an AP to strike all enemies adjacent as a standard action.
Item Feats:
Iron Armbands of Power - +2 bonus to damage rolls.
Amulet of Protection +2 - +2 to Will, Reflex, Fortitude.
"I'm not going back," John replies, stepping past the man and orc towards the magical robed man. He attempts to snag him through the bars with his chains, but misses the gaps with a loud clashing of metal. He glowers at the robed man, preparing to strike again.
On the higher deck, Isaballe and Darcell are both caught off guard by arrows coming from the darkness, the pair staggering backwards but managing to keep from falling below. The other sailors take this opportunity to rush the temporarily-vulnerable dogs, though many of them still fail to land any blows.
Darcell: hit by an arrow for 11 damage, and slid to (AB, 16) and knocked prone. If standing in this location, it is a an acrobatics check to balance.
Isabelle: hit by an arrow for 9 damage, and slid to (AC, 15) and knocked prone. Saves to avoid going over the edge, 19 = success, staying in (AC, 16). If standing in this location, it is a an acrobatics check to balance.
Sailor 1: cowers
Sailor 3: moves to (AD, 18). Attacks Henri, 30 vs AC = hit for 11 damage. Henri is bloodied.
Sailor 13: moves to (AC, 17). Attacks Isabelle, 29 vs AC = hit for 14 damage.
Sailor 14: moves to (AA, 17). Attacks Darcell, 17 vs AC = miss.
Sailor 15: moves to (AD, 15). Attacks Isabelle, 22 vs AC = miss.
Sailor 16: moves to (AB, 21).
Big John:
Move Action: move to (AS, 23)
Standard Action: Footwork Lure on Robed Man
Attack: 22 vs AC = miss.
Effect: Robed man is marked until the end of my next turn.
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).
Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.
Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.
When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.
Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.
Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.
Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.
Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.
Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this
Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.
I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.
Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.
Unusual Reach: +1 reach
Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.
Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.
Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).
Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).
Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC
Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.
Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.
Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.
Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.
Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.
Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.
Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.
Iron Armbands of Power (heroic tier): +2 to melee damage rolls
Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.
* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.
* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.
* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
Annoyed by the arrows flying from the darkness, Isabelle whirls around, leaping to her feet. One of the sailors finds himself directly in front of her sword unexpectedly, and he barely has time to register flash of steel before her sword bites through him and two other sailors. Shuffling away from the edge, Isabelle flips her hair out of her face, calling to the cowering sailor. "Your friends with the arrows are damn annoying!"
Aegis of Ensnarement:
I mark the target. The target remains marked until I use this power against another target. If I mark another creature using other powers, the target is still marked.
Until the mark ends, if the target makes an attack that doesn't include me as a target, it takes a -2 penalty to the attack roll.
If a target marked by this power is within 10 squares of me when it hits with an attack that doesn't include me, I can use an Immediate Reaction after the target's attack resolves to teleport the target to a square adjacent to me. The target grants CA until EoNT. If there is no unoccupied space, I can't use this effect.
Racial Traits and Class/Path/Race Features: Swordmage Warding: When conscious and wielding a light/heavy blade, I have a magical field around me. This field grants +1 bonus to AC, or +3 bonus if I'm wielding a blade in one hand and have my other hand free.
Swordbond: By spending 1 hour of meditation with my weapon, I forge a special bond with it. As a Standard Action I can call my bonded weapon to hand from up to 10 squares away. If my bonded weapon is broken or damaged I can spend 1 hour of meditation to recreate the blade from a fragment. I can spend 1 hour of meditation with a different blade to forge a new bond, dissipating the old one.
Aegis Insight: When I use my Aegis power, I add my Wisdom mod (+2) to the burst radius.
People's History: I add my Wisdom mod (+2) to my history checks.
Teleportation Action: When I spend an AP to take an extra action, I can teleport 5 squares before taking the extra action.
Ironwrought Starting Feature: I gain a +1 power bonus to athletics and endurance checks. Whenever I use my second wind, this power bonus increases to +4 until EoNT
Ironwrought Level 5 Feature: When I'm bloodied, I gain resist 2/4/6 all damage.
Ironwrought Level 10 Feature: When I use Inevitable Strike, I gain a +1 power bonus to melee weapon attack rolls until EoNT
Cindersoul: Resist 5/10/15 fire Watersoul: I can breathe underwater.
Notable Feats: Intelligent Blademaster: I can use my Int mod instead of my Str mod when making a basic attack with a melee weapon.
Mark of Warding: When one of my powers grants a bonus to defense, increase that bonus by 1. Whenever I mark an enemy, it takes -3 to attacks that don't include me, instead of the normal -2. I can master and perform rituals in the Warding category and the Fluid Funds, Knock, and Leomund's Secret Chest rituals as if I had Ritual Caster.
Defender of the Wild: Once per encounter as a free action, I can mark each enemy adjacent to me as a free action.
Sudden Roots: Whenever I hit an enemy with an OA, that enemy is slowed until the end of its turn.
Double Aegis: When I use my Aegis power, I can choose to mark a second target in the burst. If they both attack allies, I have to choose which to respond to, since I still only have one immediate action per round.
Item Features: Jagged Longsword +3: Scores critical hits on 19 or 20. Critical = ongoing 10 damage (save ends).
Ruby Scabbard: Resizes to fit any weapon placed in it. I can draw a weapon from this in the same action used to make an attack with the weapon.
Raven's Feather: Attuned to Isabelle's father.
Executioner's Bracers: When I score a critical, the attack does an extra 1d6 damage.
Gauntlets of Blood: +2 to damage roll against bloodied targets
Last edited by PureZaros on Mon Apr 20, 2015 8:59 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.
As Isabelle quickly disposes of more men above, two quick shots are fired in the lower deck, one each towards the Dirge and Grommak. The orc manages to avoid being hit, but the drunkard is not so lucky, falling unconscious and bleeding on the deck.
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).
Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.
Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.
When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.
Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.
Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.
Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.
Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.
Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this
Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.
I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.
Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.
Unusual Reach: +1 reach
Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.
Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.
Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).
Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).
Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC
Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.
Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.
Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.
Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.
Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.
Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.
Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.
Iron Armbands of Power (heroic tier): +2 to melee damage rolls
Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.
* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.
* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.
* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
Darcell winces in pain from the arrows as he stands up. "We can come back for those bow wielding bastards," he says to Isabelle and Henri before dropping down through the open cargo door. He lands poorly and trips on landing.
On the floor, he looks around, noticing Dirge knocked unconscious. "Good to see it's going well down here too," he says, before muttering the incantation he had used earlier on Henri, this time directed at Dirge. Not that he deserves this after everything with the planks...
Once per round when an enemy attack misses an ally within 8 squares of me, I can slide that ally up to 2 square as a free action, and I can also slide an enemy that was adjacent to that ally into the space the ally vacated. In addition one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.
Group Diplomacy: I grant allies within 10 squares of me a +1 racial bonus to Diplomacy checks.
Bardic Training: I can perform two bard rituals per day of my level or lower without expending components.
Virtue of Cunning: Once per round, when an enemy attack misses an ally within 8 squares of me, I can slide that ally 1 square as a free action.
Song of Rest: When I play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier (+6) with each healing surge.
Shrouding Action: When I spend an action point to take an extra action, one ally I choose within 5 squares of me and I become invisible until the end of my next turn.
Virtue of Deceit: When I use Virtue of Cunning, one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.
Notable Feats:
Resourceful Leader: When an ally I can see spends an action point to make an attack, the ally gains a +5 bonus to damage rolls on a hit or gains 5 temporary hit points on a miss.
Superior Will: If I am dazed or stunned I can make a saving throw at the start of my turn to end that effect, even if the effect doesn't normally end on a save.
Advantage of Cunning: When I slide an ally with my Virtue of Cunning, I can also slide an enemy that was adjacent to that ally into the space the ally vacated.
Battle Song Expertise: I gain a +1 feat bonus to the number of squares that I can pull, push, or slide creatures with my bard attacks and bard paragon path attacks.
Improved Cunning: When I use Virtue of Cunning to slide an ally, I can slide the ally 2 squares instead of 1.
Item Features:
Headband of Intellect: Gain a +2 item bonus to knowledge or monster knowledge checks, and a +1 item bonus to attack rolls on powers that have the psychic keyword.
Spyglass of Perception: Gain a +3 item bonus to Perception checks when using this device.
While Darcell clumsily hops down to the lower deck, the man in robes sends another chilling blast into the open area, this time aimed at John. The man has much experience in the harsh winters of Volberg, but even this is too much for him and he begins to shiver. A second wave of energy freezes his feet to the deck preventing him from advancing any further.
Robed Man: chills Big John, 39 vs Reflex = hit. Big John is weakened (save ends), and if he takes cold damage while weakened by this power he becomes immobilized until no longer weakened. Attacks Big John, 35 vs reflex = hit for 15 cold damage. Big John is bloodied and immobilized.
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).
Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.
Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.
When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.
Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.
Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.
Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.
Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.
Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this
Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.
I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.
Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.
Unusual Reach: +1 reach
Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.
Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.
Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).
Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).
Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC
Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.
Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.
Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.
Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.
Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.
Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.
Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.
Iron Armbands of Power (heroic tier): +2 to melee damage rolls
Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.
* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.
* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.
* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
Pathetic man. I'm better than him. I can take this, the Imardanian thinks, perking himself up. These people couldn't just give up easily like they should have. Henri fires another shot as the axe-wielding man. "So, are you going to die yet?" he asks.
Standard: Paint the Bullseye on Axeman 2
Attack: 15(1d20) +19 = 34 vs AC = Hit
Damage: 3(1d6) +5 = 8
Until SONT, allies gain +3 bonus to damage rolls against Axeman 2
Direct the Strike
Paint the Bulls-Eye
Sea Legs Acrobat Boots
__________________________________
Second Wind [_]
Inspiring Word [X] [_] [_]
Vengeance is Mine [_]
Race the Arrow [X]
On My Mark [_]
Tempest of Triumph [_]
Lifeblood [_]
Inspiring Belligerence [_]
Dragon's Tenacity [_]
Shifting Tides [_]
__________________________________
Relentless Wounding [X]
Create Opportunity [X]
Warlord's Recovery [_] Gloves of Piercing [_]
Bracers of Archery [_]
Stone of Wind [X]
Crossbow Expertise: You gain a +1 feat bonus to attack rolls that you make with a crossbow. This bonus increases to +2 at 11th level and +3 at 21st level. Also, you ignore partial cover or superior cover with weapon attacks you make with a crossbow.
Improved Defenses: You gain a +1 feat bonus to Fortitude, Reflex, and Will. This bonus increases to +2 at 11th level and +3 at 21st level.
Archer Captain: You and any ally within 5 squares of you ignore the penalty for attacking at long range.
Improved Inspiring Word: Add your Charisma modifier to the hit points restored by your inspiring word.
Cunning Stalker: You gain combat advantage against enemies that have no creatures adjacent to them other than you.
Duty's Virtue: Once per round, you can use the aid defense action as a minor action, but only if the chosen ally is bloodied. Also, you gain a +2 feat bonus to initiative checks.
Far Shot: When you use a projectile weapon such as a bow or a crossbow, increase both the normal range and the long range by 5 squares.
Jack of All Trades You gain a +2 feat bonus to untrained skill checks.
Fight On: You can use your inspiring word one additional time per encounter.
Resourceful Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, that attack gains a bonus to damage equal to one-half your level + your Intelligence modifier. If the attack hits no target, the ally gains temporary hit points equal to one-half your level + your Charisma modifier.
Mighty Action: When you spend an action point to take an extra action, any ally who can see and hear you gains a +1 bonus to attack rolls and damage rolls until the start of your next turn.
Tempestuous Inspiration: When you use your inspiring word power, you can give the target of the power a +2 bonus to attack rolls and a bonus to damage rolls equal to your Charisma modifier that lasts until the end of your next turn. If the target's first attack misses during that time misses, the target grants a combat advantage to attackers until the end of your next turn.
Archer Warlord When you make a ranged basic attack with a bow, you can use Strength instead of Dexterity for the attack roll and the damage roll.
Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.
Blood Dependency: When you are bloodied, your healing surge value drops by 2.
Living Dead: If a power has different effects on living creatures and undead creatures, you choose which effect applies to you.
Necrotic Resistance: You have a necrotic resistance equal to 5 + one-half your level.
The Mariner: While aboard a ship, gain a +1 bonus (+2 at Level 10) to any skill or ability check related to life at sea; gain the sea legs power. You gain a +2 power bonus to initiative checks. You ignore difficult terrain when you shift. While aboard a ship, you can use a minor action once per round to shift 1 square.
Distance Imardanian Officer's Pistol +3: Increases the weapon's normal range by 5 squares and the long range by 10 squares.
Lifeblood Hide Armor +2: You gain 5 temporary hit points after each rest. If you remove the armor, you lose these hit points.
Gem of Colloquy: You gain a +1 item bonus to Bluff and Diplomacy checks.
Cloak of Distortion: You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item's enhancement bonus.
Bracers of Archery: You gain a +2 item bonus to damage rolls while attacking with a bow or crossbow.
Acrobat Boots: You gain a +1 item bonus to Acrobatics checks.
With the captain and the strange wizard behind the bars with no seeming entrance, Grommak growls out a threat to them and begins walking back to the cargo doors. I'll find another way down, where I'll run them through at the same time, he thinks to himself with vague satisfaction, sheathing his blades. With a strong leap, he manages to grip the edge tightly and pull himself up to the next floor.
Running Attack: Using a standard action that allows movement and I move 2+ squares away, I gain +1 to attack rolls as part of that action. Dancing Defense: If hitting with at least two melee attacks on my turn, I gain a +2 bonus to AC and Reflex TSNT. Dual-Blade Action: On AP-spend, I can take an attack with both hands with a +4 WISmod bonus to damage. Half-Orc Resilience: First time being blooded in an encounter, gain 10 THP. Swift Charge: +2 bonus to speed while charging. Sohei Indomitability: +1 power bonus to save throws against fear, daze, domination, or stun effects.
Notable Feats:
Impending Doom Style: If both Twin Strikes hit, one target takes a -2 penalty to attack rolls til my next turn end. Cunning Stalker: I gain CA against creatures with no other creatures adjacent. Two-Weapon Opening: When scoring a crit with my main hand, I can take a MBA with my off-hand against the target as a free action. Heavy Blade Expertise: +2 to defenses against Op Attacks while wielding HB.
Item Features:
Jagged Weapon +3: Crits on a 19 or 20, and crits do 10 ongoing damage (save ends). Boots of the Fencing Master: When shifting, gain a +1 item bonus to AC and Reflex TENT.
Seeing the orc climbing from below, unarmed and defenseless, the remaining officer rushes him and lands a solid below right as Grommak is getting to his feet.
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).
Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.
Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.
When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.
Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.
Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.
Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.
Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.
Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this
Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.
I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.
Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.
Unusual Reach: +1 reach
Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.
Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.
Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).
Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).
Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC
Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.
Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.
Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.
Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.
Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.
Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.
Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.
Iron Armbands of Power (heroic tier): +2 to melee damage rolls
Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.
* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.
* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.
* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
Liam stands after having been shot, groaning slightly and cursing the man behind the bars. He decides heading above may be the better option given the circumstances...
Class Feats:
Blade Magic - Upon scoring a hit with any MBA during turn triggers any skill with the "Bladespell" keyword as a free action, however only one per attack.
Instinctive Attack - When making a melee attack, use Intelligence rather than strength for damage and attack.
Guarded Flourish - Ranged and melee attacks do not provoke OAs while holding a one-handed weapon with a free hand. +2 AC while wearing light or no armor and with a hand free using a one-handed blade.
Arcane Strike - When a daily is used, a melee strike can be performed with a minor action.
Steely Retort - When bladesong is active, any enemy adjacent that hits provokes an OA.
Theme Feats:
Iron Wolf Warrior: Gain Access to the Iron Wolf Charge power.
Level 5: +2 nature and perception checks.
Level 10: When dropped below 1HP by an enemy, make a MBA against the enemy as a free action.
Racial Traits:
Notable Feats:
Eager Advance - Add 4 to speed during first round of combat.
Low-Light Adaptation - Count sense as Low-light.
Tainted Wounds - Enemies struck by attacks cannot heal until my EoNT.
Destructive Wizardry - If an arcane power strikes two or more foes, increase damage by +3.
Quick Draw - Draw a weapon or item stored in an accessible pouch or bandolier as a free action. +2 initiative.
Heavy Blade Expertise - +2 to weapon attacks using a heavy blade. +2 AC to OAs.
Improved Defenses - +2 to Will, Reflex, and Fortitude.
Eyes in the Back of Your Head - Never grant CA from flanking.
Choir of Swords - While Bladesong is active, spend an AP to strike all enemies adjacent as a standard action.
Item Feats:
Iron Armbands of Power - +2 bonus to damage rolls.
Amulet of Protection +2 - +2 to Will, Reflex, Fortitude.
Up above an arrow zips past Isabelle just as two of the sailors flank and hit her. Another arrow from the darkness penetrates Grommak's armor, knocking the man to the ground, though he manages to keep from falling back into the deck below. Below deck John braces for another assault from the man wielding cold spells, unable to break free from the icy grip on his legs.
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).
Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.
Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.
When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.
Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.
Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.
Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.
Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.
Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this
Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.
I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.
Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.
Unusual Reach: +1 reach
Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.
Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.
Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).
Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).
Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC
Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.
Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.
Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.
Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.
Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.
Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.
Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.
Iron Armbands of Power (heroic tier): +2 to melee damage rolls
Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.
* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.
* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.
* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
As the officer strikes at Grommak, he blinks out before reappearing next to Isabelle, confused and disoriented.
"Hi there." She grunts as the sailors assault her. "Hope ye like steel. It's the last thing you'll ever eat." Launching into a bewildering series of swipes, she lashes out at the men around her.
Aegis of Ensnarement:
I mark the target. The target remains marked until I use this power against another target. If I mark another creature using other powers, the target is still marked.
Until the mark ends, if the target makes an attack that doesn't include me as a target, it takes a -2 penalty to the attack roll.
If a target marked by this power is within 10 squares of me when it hits with an attack that doesn't include me, I can use an Immediate Reaction after the target's attack resolves to teleport the target to a square adjacent to me. The target grants CA until EoNT. If there is no unoccupied space, I can't use this effect.
Racial Traits and Class/Path/Race Features: Swordmage Warding: When conscious and wielding a light/heavy blade, I have a magical field around me. This field grants +1 bonus to AC, or +3 bonus if I'm wielding a blade in one hand and have my other hand free.
Swordbond: By spending 1 hour of meditation with my weapon, I forge a special bond with it. As a Standard Action I can call my bonded weapon to hand from up to 10 squares away. If my bonded weapon is broken or damaged I can spend 1 hour of meditation to recreate the blade from a fragment. I can spend 1 hour of meditation with a different blade to forge a new bond, dissipating the old one.
Aegis Insight: When I use my Aegis power, I add my Wisdom mod (+2) to the burst radius.
People's History: I add my Wisdom mod (+2) to my history checks.
Teleportation Action: When I spend an AP to take an extra action, I can teleport 5 squares before taking the extra action.
Ironwrought Starting Feature: I gain a +1 power bonus to athletics and endurance checks. Whenever I use my second wind, this power bonus increases to +4 until EoNT
Ironwrought Level 5 Feature: When I'm bloodied, I gain resist 2/4/6 all damage.
Ironwrought Level 10 Feature: When I use Inevitable Strike, I gain a +1 power bonus to melee weapon attack rolls until EoNT
Cindersoul: Resist 5/10/15 fire Watersoul: I can breathe underwater.
Notable Feats: Intelligent Blademaster: I can use my Int mod instead of my Str mod when making a basic attack with a melee weapon.
Mark of Warding: When one of my powers grants a bonus to defense, increase that bonus by 1. Whenever I mark an enemy, it takes -3 to attacks that don't include me, instead of the normal -2. I can master and perform rituals in the Warding category and the Fluid Funds, Knock, and Leomund's Secret Chest rituals as if I had Ritual Caster.
Defender of the Wild: Once per encounter as a free action, I can mark each enemy adjacent to me as a free action.
Sudden Roots: Whenever I hit an enemy with an OA, that enemy is slowed until the end of its turn.
Double Aegis: When I use my Aegis power, I can choose to mark a second target in the burst. If they both attack allies, I have to choose which to respond to, since I still only have one immediate action per round.
Item Features: Jagged Longsword +3: Scores critical hits on 19 or 20. Critical = ongoing 10 damage (save ends).
Ruby Scabbard: Resizes to fit any weapon placed in it. I can draw a weapon from this in the same action used to make an attack with the weapon.
Raven's Feather: Attuned to Isabelle's father.
Executioner's Bracers: When I score a critical, the attack does an extra 1d6 damage.
Gauntlets of Blood: +2 to damage roll against bloodied targets
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
Isabelle's attack hits two of the men, felling one instantly and leaving the other only barely standing, even more disoriented after having just been magically transported near the woman. Meanwhile, two bullets are shot from the darkness down below deck, one hitting the Dirge and the other narrowly missing Darcell.
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).
Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.
Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.
When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.
Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.
Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.
Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.
Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.
Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this
Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.
I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.
Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.
Unusual Reach: +1 reach
Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.
Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.
Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).
Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).
Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC
Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.
Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.
Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.
Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.
Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.
Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.
Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.
Iron Armbands of Power (heroic tier): +2 to melee damage rolls
Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.
* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.
* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.
* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
Now on the lower deck, Darcell makes his way over to join Big John. "Cowards! Come out from behind those bars," he calls out, cursing the man in robes.
In addition, the next time Big John attacks the
Robed Man before the end of my next turn, you roll a d20
and can replace the ally’s roll with yours, 16.
Once per round when an enemy attack misses an ally within 8 squares of me, I can slide that ally up to 2 square as a free action, and I can also slide an enemy that was adjacent to that ally into the space the ally vacated. In addition one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.
Group Diplomacy: I grant allies within 10 squares of me a +1 racial bonus to Diplomacy checks.
Bardic Training: I can perform two bard rituals per day of my level or lower without expending components.
Virtue of Cunning: Once per round, when an enemy attack misses an ally within 8 squares of me, I can slide that ally 1 square as a free action.
Song of Rest: When I play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier (+6) with each healing surge.
Shrouding Action: When I spend an action point to take an extra action, one ally I choose within 5 squares of me and I become invisible until the end of my next turn.
Virtue of Deceit: When I use Virtue of Cunning, one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.
Notable Feats:
Resourceful Leader: When an ally I can see spends an action point to make an attack, the ally gains a +5 bonus to damage rolls on a hit or gains 5 temporary hit points on a miss.
Superior Will: If I am dazed or stunned I can make a saving throw at the start of my turn to end that effect, even if the effect doesn't normally end on a save.
Advantage of Cunning: When I slide an ally with my Virtue of Cunning, I can also slide an enemy that was adjacent to that ally into the space the ally vacated.
Battle Song Expertise: I gain a +1 feat bonus to the number of squares that I can pull, push, or slide creatures with my bard attacks and bard paragon path attacks.
Improved Cunning: When I use Virtue of Cunning to slide an ally, I can slide the ally 2 squares instead of 1.
Item Features:
Headband of Intellect: Gain a +2 item bonus to knowledge or monster knowledge checks, and a +1 item bonus to attack rolls on powers that have the psychic keyword.
Spyglass of Perception: Gain a +3 item bonus to Perception checks when using this device.
Darcell's curse does very little as the robed man once more sends his cold blasts out at the Dogs, sending John further from the bars and causing Darcell to begin to shiver.
Robed Man: attacks Big John, 29 vs Fortitude = hit and he is slid to (AS, 17). Chills Darcell, 32 vs Reflex = hit, Darcell is weakened (save ends) and the first time he takes cold damage while under this effect he also becomes immobilized until no longer weakened.
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).
Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.
Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.
When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.
Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.
Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.
Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.
Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.
Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this
Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.
I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.
Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.
Unusual Reach: +1 reach
Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.
Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.
Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).
Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).
Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC
Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.
Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.
Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.
Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.
Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.
Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.
Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.
Iron Armbands of Power (heroic tier): +2 to melee damage rolls
Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.
* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.
* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.
* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
Seeing that the orc has taken quite a beating, Henri urges him on, saying, "C'mon, show them what an orc is made of! You'd better not be giving up this easily." With Grommak invigorated, the nobleman shouts to Isabelle, cueing her to slash at the axe-wielding man. As her strike hits, he smiles. Well, she's not completely useless some of the time.
Direct the Strike
Paint the Bulls-Eye
Sea Legs Acrobat Boots
__________________________________
Second Wind [_]
Inspiring Word [X] [X] [_]
Vengeance is Mine [_]
Race the Arrow [X]
On My Mark [_]
Tempest of Triumph [_]
Lifeblood [_]
Inspiring Belligerence [_]
Dragon's Tenacity [_]
Shifting Tides [_]
__________________________________
Relentless Wounding [X]
Create Opportunity [X]
Warlord's Recovery [_] Gloves of Piercing [_]
Bracers of Archery [_]
Stone of Wind [X]
Crossbow Expertise: You gain a +1 feat bonus to attack rolls that you make with a crossbow. This bonus increases to +2 at 11th level and +3 at 21st level. Also, you ignore partial cover or superior cover with weapon attacks you make with a crossbow.
Improved Defenses: You gain a +1 feat bonus to Fortitude, Reflex, and Will. This bonus increases to +2 at 11th level and +3 at 21st level.
Archer Captain: You and any ally within 5 squares of you ignore the penalty for attacking at long range.
Improved Inspiring Word: Add your Charisma modifier to the hit points restored by your inspiring word.
Cunning Stalker: You gain combat advantage against enemies that have no creatures adjacent to them other than you.
Duty's Virtue: Once per round, you can use the aid defense action as a minor action, but only if the chosen ally is bloodied. Also, you gain a +2 feat bonus to initiative checks.
Far Shot: When you use a projectile weapon such as a bow or a crossbow, increase both the normal range and the long range by 5 squares.
Jack of All Trades You gain a +2 feat bonus to untrained skill checks.
Fight On: You can use your inspiring word one additional time per encounter.
Resourceful Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, that attack gains a bonus to damage equal to one-half your level + your Intelligence modifier. If the attack hits no target, the ally gains temporary hit points equal to one-half your level + your Charisma modifier.
Mighty Action: When you spend an action point to take an extra action, any ally who can see and hear you gains a +1 bonus to attack rolls and damage rolls until the start of your next turn.
Tempestuous Inspiration: When you use your inspiring word power, you can give the target of the power a +2 bonus to attack rolls and a bonus to damage rolls equal to your Charisma modifier that lasts until the end of your next turn. If the target's first attack misses during that time misses, the target grants a combat advantage to attackers until the end of your next turn.
Archer Warlord When you make a ranged basic attack with a bow, you can use Strength instead of Dexterity for the attack roll and the damage roll.
Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.
Blood Dependency: When you are bloodied, your healing surge value drops by 2.
Living Dead: If a power has different effects on living creatures and undead creatures, you choose which effect applies to you.
Necrotic Resistance: You have a necrotic resistance equal to 5 + one-half your level.
The Mariner: While aboard a ship, gain a +1 bonus (+2 at Level 10) to any skill or ability check related to life at sea; gain the sea legs power. You gain a +2 power bonus to initiative checks. You ignore difficult terrain when you shift. While aboard a ship, you can use a minor action once per round to shift 1 square.
Distance Imardanian Officer's Pistol +3: Increases the weapon's normal range by 5 squares and the long range by 10 squares.
Lifeblood Hide Armor +2: You gain 5 temporary hit points after each rest. If you remove the armor, you lose these hit points.
Gem of Colloquy: You gain a +1 item bonus to Bluff and Diplomacy checks.
Cloak of Distortion: You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item's enhancement bonus.
Bracers of Archery: You gain a +2 item bonus to damage rolls while attacking with a bow or crossbow.
Acrobat Boots: You gain a +1 item bonus to Acrobatics checks.
Urged on by Henri's annoying words, Grommak feels up to the challenge and grits his teeth in frustration. Although he was knocked to the ground, he deftly surges forward in a half-crawl, half-dive at the man in front of him, tearing his massive scimitar from its sheath as he does. The orc unleashes a diagonal backslash that rends the man's stomach cavity from his right side at navel-height all the way to his left nipple. The savage swing manages to clip some intestines, and they spew dark blood and bile while the sailor falls to the ground. "Gagghh!" he cries, shielding his face and mouth from the spray, spitting on the wood flooring.
Running Attack: Using a standard action that allows movement and I move 2+ squares away, I gain +1 to attack rolls as part of that action. Dancing Defense: If hitting with at least two melee attacks on my turn, I gain a +2 bonus to AC and Reflex TSNT. Dual-Blade Action: On AP-spend, I can take an attack with both hands with a +4 WISmod bonus to damage. Half-Orc Resilience: First time being blooded in an encounter, gain 10 THP. Swift Charge: +2 bonus to speed while charging. Sohei Indomitability: +1 power bonus to save throws against fear, daze, domination, or stun effects.
Notable Feats:
Impending Doom Style: If both Twin Strikes hit, one target takes a -2 penalty to attack rolls til my next turn end. Cunning Stalker: I gain CA against creatures with no other creatures adjacent. Two-Weapon Opening: When scoring a crit with my main hand, I can take a MBA with my off-hand against the target as a free action. Heavy Blade Expertise: +2 to defenses against Op Attacks while wielding HB.
Item Features:
Jagged Weapon +3: Crits on a 19 or 20, and crits do 10 ongoing damage (save ends). Boots of the Fencing Master: When shifting, gain a +1 item bonus to AC and Reflex TENT.
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).
Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.
Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.
When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.
Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.
Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.
Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.
Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.
Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this
Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.
I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.
Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.
Unusual Reach: +1 reach
Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.
Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.
Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).
Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).
Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC
Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.
Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.
Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.
Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.
Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.
Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.
Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.
Iron Armbands of Power (heroic tier): +2 to melee damage rolls
Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.
* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.
* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.
* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
Liam growls as another shot catches him in the backside, swearing he's going to take that pistol and shove it straight down that man's throat before this fight is over. However, now that he is next to the platform, he begins the climb up, making it up top swiftly with a sigh. "Bloody Captain's hiding behind a set of bars with a mage. Bastard... The sailors down there are dealt with though."
As he looks about he spots the man cowering in the corner and turns to the others. "So uh... What's up with him? Not got his sea legs?"
Class Feats:
Blade Magic - Upon scoring a hit with any MBA during turn triggers any skill with the "Bladespell" keyword as a free action, however only one per attack.
Instinctive Attack - When making a melee attack, use Intelligence rather than strength for damage and attack.
Guarded Flourish - Ranged and melee attacks do not provoke OAs while holding a one-handed weapon with a free hand. +2 AC while wearing light or no armor and with a hand free using a one-handed blade.
Arcane Strike - When a daily is used, a melee strike can be performed with a minor action.
Steely Retort - When bladesong is active, any enemy adjacent that hits provokes an OA.
Theme Feats:
Iron Wolf Warrior: Gain Access to the Iron Wolf Charge power.
Level 5: +2 nature and perception checks.
Level 10: When dropped below 1HP by an enemy, make a MBA against the enemy as a free action.
Racial Traits:
Notable Feats:
Eager Advance - Add 4 to speed during first round of combat.
Low-Light Adaptation - Count sense as Low-light.
Tainted Wounds - Enemies struck by attacks cannot heal until my EoNT.
Destructive Wizardry - If an arcane power strikes two or more foes, increase damage by +3.
Quick Draw - Draw a weapon or item stored in an accessible pouch or bandolier as a free action. +2 initiative.
Heavy Blade Expertise - +2 to weapon attacks using a heavy blade. +2 AC to OAs.
Improved Defenses - +2 to Will, Reflex, and Fortitude.
Eyes in the Back of Your Head - Never grant CA from flanking.
Choir of Swords - While Bladesong is active, spend an AP to strike all enemies adjacent as a standard action.
Item Feats:
Iron Armbands of Power - +2 bonus to damage rolls.
Amulet of Protection +2 - +2 to Will, Reflex, Fortitude.
As the Dirge steps up onto the higher deck again, two more arrows emerge from the darkness, sending both Grommak and Isabelle staggering backwards. The woman manages to catch herself, falling to the ground in the process, but the force send the orc tumbling back over the side, once more lying on the ground on the bottom deck. John braces himself for more magic, still unable to move his legs. "What the fuck is happening here?" he shouts out in frustration.
Isabelle: hit by an arrow for 14 damage, and pushed to (AC, 15). Save to avoid going over the edge = 14, success, and she falls prone at (AC, 16) instead.
Grommak: hit by an arrow for 17 damage, and pushed to (AB, 15). Save to avoid going over the edge = 4, failure, and he falls to (AQ, 15) and remains prone.
Big John:
Standard Action: Total Defense
Effect: +4 to defenses until SONT
*OOC: While I am not suggesting one way or the other, I feel at this point it would be a nice reminder that it is possible to withdraw from a fight if it seems necessary, regroup (short rest or something), and come back, in any situation where that is feasible. For this fight, controlling the main deck means that getting up there would be a pretty-much-guaranteed safe spot if you guys end up deciding to do so, though you would have to all go up to benefit from a short rest. Hiding around a corner or something in other settings, where the enemy isn't pursuing, would be another similar situation. Just something to keep in mind both now and in any other future encounter.*
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).
Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.
Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.
When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.
Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.
Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.
Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.
Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.
Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this
Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.
I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.
Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.
Unusual Reach: +1 reach
Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.
Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.
Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).
Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).
Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC
Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.
Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.
Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.
Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.
Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.
Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.
Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.
Iron Armbands of Power (heroic tier): +2 to melee damage rolls
Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.
* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.
* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.
* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
Grommak falls hard and he grunts in pain from the arrow, but he bellows out to those above. "Grab that goddamned chickenshit! We'll use him as a hostage!" he cries out to them. This fight ain't worth our lives, he thinks to himself as he lays there for a moment. Let's see if they value their men.
"I can still take these bastards!" Isabelle calls down to Grommak, before launching herself back to a standing position and running towards the back of the ship. A few steps in, she catches sight of two archers fumbling for more arrows. Yelling in rage, she charges towards them, sword swinging.
Immediate Interrupt:Firedeath
Only 6 damage from the last attack.
Also, due to my resist all 4 while bloodied, that is reduced to 2.
Minor Action:Acrobat Boots to stand
Move Action: Isabelle to [AC, 22]
Standard Action:Charge Attack on Archer at [AC, 25] Troll Rampage - +2 to attack instead of normal +1
No Action: Inevitable Strike - Make the attack roll twice. If both hit do 1d8 extra damage.
Attack roll 1 on Archer: 23 vs AC...
Attack roll 2 on Archer: 39 vs AC...
The second roll is slightly fucked up because I accidentally put one too many 1's into the roller, but I just subtracted the mistake.
Damage: 24 damage.
Extra Damage: 4 damage if both attacks hit.
Until the end of the encounter, Isabelle gains regeneration 5 while bloodied.
Free Action: If I'm able to do this, I will use feat support to mark both archers until the end of my next turn. This is just a normal mark, not my aegis.
Aegis of Ensnarement:
I mark the target. The target remains marked until I use this power against another target. If I mark another creature using other powers, the target is still marked.
Until the mark ends, if the target makes an attack that doesn't include me as a target, it takes a -2 penalty to the attack roll.
If a target marked by this power is within 10 squares of me when it hits with an attack that doesn't include me, I can use an Immediate Reaction after the target's attack resolves to teleport the target to a square adjacent to me. The target grants CA until EoNT. If there is no unoccupied space, I can't use this effect.
Racial Traits and Class/Path/Race Features: Swordmage Warding: When conscious and wielding a light/heavy blade, I have a magical field around me. This field grants +1 bonus to AC, or +3 bonus if I'm wielding a blade in one hand and have my other hand free.
Swordbond: By spending 1 hour of meditation with my weapon, I forge a special bond with it. As a Standard Action I can call my bonded weapon to hand from up to 10 squares away. If my bonded weapon is broken or damaged I can spend 1 hour of meditation to recreate the blade from a fragment. I can spend 1 hour of meditation with a different blade to forge a new bond, dissipating the old one.
Aegis Insight: When I use my Aegis power, I add my Wisdom mod (+2) to the burst radius.
People's History: I add my Wisdom mod (+2) to my history checks.
Teleportation Action: When I spend an AP to take an extra action, I can teleport 5 squares before taking the extra action.
Ironwrought Starting Feature: I gain a +1 power bonus to athletics and endurance checks. Whenever I use my second wind, this power bonus increases to +4 until EoNT
Ironwrought Level 5 Feature: When I'm bloodied, I gain resist 2/4/6 all damage.
Ironwrought Level 10 Feature: When I use Inevitable Strike, I gain a +1 power bonus to melee weapon attack rolls until EoNT
Cindersoul: Resist 5/10/15 fire Watersoul: I can breathe underwater.
Notable Feats: Intelligent Blademaster: I can use my Int mod instead of my Str mod when making a basic attack with a melee weapon.
Mark of Warding: When one of my powers grants a bonus to defense, increase that bonus by 1. Whenever I mark an enemy, it takes -3 to attacks that don't include me, instead of the normal -2. I can master and perform rituals in the Warding category and the Fluid Funds, Knock, and Leomund's Secret Chest rituals as if I had Ritual Caster.
Defender of the Wild: Once per encounter as a free action, I can mark each enemy adjacent to me as a free action.
Sudden Roots: Whenever I hit an enemy with an OA, that enemy is slowed until the end of its turn.
Double Aegis: When I use my Aegis power, I can choose to mark a second target in the burst. If they both attack allies, I have to choose which to respond to, since I still only have one immediate action per round.
Item Features: Jagged Longsword +3: Scores critical hits on 19 or 20. Critical = ongoing 10 damage (save ends).
Ruby Scabbard: Resizes to fit any weapon placed in it. I can draw a weapon from this in the same action used to make an attack with the weapon.
Raven's Feather: Attuned to Isabelle's father.
Executioner's Bracers: When I score a critical, the attack does an extra 1d6 damage.
Gauntlets of Blood: +2 to damage roll against bloodied targets
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
Isabelle manages to shake off most of the sting from the archer's arrow, as she rushes forward to retaliate. Down below, the captain emerges from the darkness behind his robed lackey, firing two rapid fire shots at Darcell and John. The musician is hit, but John manages to twist out of the way.
Isabelle: reduces damage dealt to 2 damage, stands, moves, charges and hits with one of the roll, marks both
Merchant Captain: moves to (AS, 28). Attacks Darcell, 32 vs AC = hit for 8 damage, and Big John, 21 vs AC = miss. Darcell is bloodied.
*OOC: While I am not suggesting one way or the other, I feel at this point it would be a nice reminder that it is possible to withdraw from a fight if it seems necessary, regroup (short rest or something), and come back, in any situation where that is feasible. For this fight, controlling the main deck means that getting up there would be a pretty-much-guaranteed safe spot if you guys end up deciding to do so, though you would have to all go up to benefit from a short rest. Hiding around a corner or something in other settings, where the enemy isn't pursuing, would be another similar situation. Just something to keep in mind both now and in any other future encounter.*
The torch will be an improvised one-handed weapon, yielding no proficiency bonus and dealing 1d4 damage on hit. In addition, on a hit roll 1d6 and a result of 5 or 6 also means the hit causes ongoing 5 fire damage (save ends).
Stairs: There are two staircases currently visible, the one that the party descended at (AB, 12) and the one heading further down at (AC, 12).
Masts: The masts descend into the ship as support beams, and function the same as before with one caveat; if a mast has a wall adjacent to it (as the currently visible one does), you must squeeze to pass by it.
Cargo Doors: These large, horizontal doors can be opened to make way for cargo to be lowered to the lowest portion of the ship. Each one is a strength check DC: 25 to open by a single person, DC: 15 to open with 2 people, and no check with three or more.
When opened, these doors reach only inches from the ceiling of this level, providing superior cover and blocking line of sight, though that is only assuming they are propped up somehow to stay in an upright position.
Lower Deck: The opened cargo doors allow for the possibility of jumping, or falling, from this deck to the one below. The drop is 10 feet, and the surface directly underneath is a solid sheet of metal.
Sailors: These are your run of the mill sailors, the type you'd find on nearly every crew. They have some amount of combat skill, but they are nothing compared to you Dogs. They wield cutlasses and are not armored.
Merchant Captain: This man wields a pistol, perhaps multiple, and carries a sword on his hip. He seems to be dressed similarly to the other officers, the axemen, and promises to be a formidable opponent.
Robed Man: This man, the other behind the gates along with the captain, wears heavy robes that cover his entire body and a hood that hides his face. He does not seem to be armed.
Axemen: These armored members of the merchant crew, seemingly the officers, have proven to be much more formidable than the standard rabble. They wear thick hides and hold heavy axes, and can pack quite a punch, especially when weakened or surrounded.
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.
Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this
Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.
I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.
Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.
Unusual Reach: +1 reach
Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.
Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.
Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).
Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).
Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC
Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.
Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.
Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.
Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.
Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.
Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.
Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.
Iron Armbands of Power (heroic tier): +2 to melee damage rolls
Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.
* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.
* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.
* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.