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Delia2531

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Rhigoxus

i345v2ytv2w61.jpg.d3b70c430c14b361856da7697b0210f7.jpgRhigoxus  HP: 35/47 Saves: Fort 7, Ref 1, Will 1  AC: 23, 8 (touch), 23(flat-footed) DR 2/Adamantine
Breath DC: 15 6d6 (3'0 Cone, Cold)
Initiative: -4, Speed: 40, Spot: +6, Listen: +2, Hide: -2, MS: -2, Intimidate +11


Rhigoxus' body absorbs a small portion of the damage, tilting his head to the one next to Yasei, he strikes with his longsword.

 

Name
Power Attack
20; 14
1d20+10;1d8+10 [10]; [10,4]
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88f1df173a5396bca923eba1500c91d4.jpg.39f009e2081faecf1e85a460519bb2ad.jpgValèn Arabelle Leclair Female Lawful Evil Human, Lvl: 3, Init +1, HP 26/30, Spd: 20ft AC: 21, Touch: 11, Flat-Foot: 20

Fort: 6, Ref: 5, Will: 6, BaB: +3, Str 16, Dex 12, Con 14, Int 12, Wis 15, Cha 8 Conditions: None, Spot/Listen: -3


Stepping through the door to fight one of the bandits, Valen aims at the only one currently not engaged by an ally. (Yellow) She swings her flail tactfully, attempting to mitigate her opponents ability to defend themselves.

Effect

 

Name
Attack Yellow
11
1d20+7 4
Damage
11
1d8+4 7
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Faith the Fallen

b65ffc2d4e74fb09c6f773665bdc5bcd.jpg.2d864ed9190d83aa34f0e5231ced82c7.jpgFaith  HP: 36/36 Saves: Fort 5, Ref 6, Will 8  AC: 21, 15 (touch), 20 (flat-footed) Initiative: -1, Speed: 30
Concentration: +8, Arcana: +6, Religion: +6, The Planes +6, Spellcraft +6, UMD +8


Faith moved through the door and attacked the enemy to her left.

Name
Attacks
7
1d20+4 3
Attack
8
1d20+4 4
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image.jpeg.073bebf457b4d7698f415e6c0af0dc14.jpeg

Yasei

Seeing as how her companions were with her in the fight, Yasei decided to continue her assault into the foe before her. (Purple) Slashing with her claws, following up with a bite aimed at his shoulder, and then a solid knee to the gut.

 

Statblock

[URL=/sheets/?id=2836334][B][SIZE=+1]Yasei Shizen[/SIZE][/B][/URL] Female Neutral Evil Half-Troll Shifter Barbarian, [B]Level[/B] 3, [B]Init[/B] 5, [B]HP[/B] 54/54, [B]Speed[/B] 30 [B]AC[/B] 21, [B]Touch[/B] 13, [B]Flat-footed[/B] 18, [B]Fort[/B] 8, [B]Ref[/B] 4, [B]Will[/B] -2, [B]Base Attack Bonus[/B] 3 [B]Rend 2d4+7 (If two claws hit) Claw x2 [/B] +8 (1d4+5, x2) [B] Bite [/B] +8 (1d6+5, x2) [B] Unarmed strike [/B] +9 (1d4+5, x2) [B] Mithral Chain Shirt[/B] (+4 Armor, +3 Dex, +4 Natural) [B]Abilities[/B] Str 20, Dex 16, Con 20, Int 14, Wis 10, Cha 10 [B]Condition[/B] Shifting 1/day 4+CON, Rage 1/day 3+CON Uncanny Dodge, Trap Sense +1, Illiterate, Pounce, Fast Healing 5, Scent, Dark Vision 60, Low-Light Vision, +2 on Saves Against Fire Spells/Effects, Purge Invisibility at Will
Yasei Shizen
Female Neutral Evil Half-Troll Shifter Barbarian, Level 3, Init 5, HP 54/54, Speed 30
AC 21, Touch 13, Flat-footed 18, Fort 8, Ref 4, Will -2, Base Attack Bonus 3
Rend 2d4+7 (If two claws hit) Claw x2 +8 (1d4+5, x2)
Bite +8 (1d6+5, x2)
Unarmed strike +9 (1d4+5, x2)
Mithral Chain Shirt (+4 Armor, +3 Dex, +4 Natural)
Abilities Str 20, Dex 16, Con 20, Int 14, Wis 10, Cha 10
Condition Shifting 1/day 4+CON, Rage 1/day 3+CON

Uncanny Dodge, Trap Sense +1, Illiterate, Pounce, Fast Healing 5, Scent, Dark Vision 60, Low-Light Vision, +2 on Saves Against Fire Spells/Effects, Purge Invisibility at Will

 

Name
Claw Attack 1
12; 8
01d20+8;1d4+5 [4]; [4,3]
Claw Attack 2
26; 9
1d20+8;1d4+5 [18]; [18,4]
Bite Attack
11; 6
1d20+3;1d6+5 [8]; [8,1]
Unarmed Strike
18; 6
1d20+4;1d4+5 [14]; [14,1]
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  • 2 weeks later...
What was that?

As Yasei moves to attack the whole room blurs and wobbles slightly and Rhigoxus is no longer there when it stops doing so. Yasei wastes no time, seeing that her intended prey has already been despatched she alters her stride and rips the heart out of the second man's chest.

 

And then you here a single name echoing in your ears:

"Cufwell Greenskin!"

"Cufwell Greenskin!"

"Cufwell Greenskin!"

Something big has just happened. You can feel it to your core, to your very soul. This name, "Cufwell Greenskin" means something to you. But you don't don't know what.

 

There is a second quiver in the reality around you and where Rhigoxus once stood two new individuals now stand; you know instinctively that they are from the Tavern and on your side.

 

Cowering inside the cages you can see three hunched figures, one adult and perhaps two children. They are wearing filthy, ragged clothes, and are covered in grime and filth themselves.

IMG_7885.jpeg.9b980049a69810aa9bd8995495dbd217.jpeg

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Tham'mak| AC 16 | Ini: 5 | BAB +3 | Hit Points: 45/45 | Size: Medium | Speed: 30 ft |
Touch: +11| FF: +10 Fort: +7 | Ref: +5 | Will: +4 | Maneuvers Readied: 3/3

 


https://i.pinimg.com/564x/a7/a1/8e/a7a18ee56d15af0ee33da58bdbb09be3.jpg

Goliath is large, overly scarred, and overly muscular even by their kind lofty standards, and is clearly picked up "on the fly" from the tavern as his surprised posture still has a raised hand that, presumably, had a tankard of some kind that he was just raising to take a sip of something. And his mixed light grey/blue eyes were opened as two saucers.

Fortunately, he was likely a newcomer since his backpack was still on his back and hand without now vanished tankard held a Giant Greataxe, giant because of the size but more because it would be identical to an axe used by Giants if it wasn't obviously Dwarven made. Even signed in Runic.

Colossos looks around and grumbles so deeply the bars slightly shake on the jail cells, or whatever they were. "What in the name of the Ram Lord...?

Maneuvers and Stances Readied.

[If the stance is active there will be O next to it, if Maneuver is used there will be X]

Stances: Punishing StanceIron Heart

Level: Warblade 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You chop down violently with your weapon, lending extra force to your blows. These attacks come at a cost, as your enemies slash at your undefended legs and flanks.

You hold your weapon overhead, allowing you to chop down with superior force. However, this fighting stance leaves you vulnerable to an opponent's attacks. Only an initiate of the Iron Heart tradition can manage the perilous balance between trading attack power for defense. A lesser warrior would leave himself nearly helpless to resist an opponent’s attacks. While you are in this stance, you deal an extra 1d6 points of damage with all melee attacks. You also take a -2 penalty to AC, because this fighting stance emphasizes power over a defensive posture.

Maneuvers:

1. Charging MinotaurStone Dragon

Level: Crusader 1 , Swordsage 1 , Warblade 1
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

You charge at your foe, blasting him with such power that he stumbles back.

As you roar across the battlefield, your position yourself to deliver a devastating charge attack. When you slam into an opponent, you crush him with concussive force and send him stumbling backward.

As part of this maneuver, charge, but replace the attack at the end of the charge with a Bull Rush attempt. Resolve the bull rush attempt normally. If your Strength check exceeds the opponent's result, you deal bludgeoning damage equal to 2d6 + your Str modifier in addition to pushing the target back as normal. Assuming your Strength check is high enough, you can push your target back more than 5 feet (as normal for a bull rush, but without having to follow).

If you have the Pounce ability or another ability that lets you make multiple attacks on a charge, those abilities do not apply to this maneuver.

2. Steel WindIron Heart

Level: Warblade 1
Initiation Action: 1 standard action
Range: Melee attack
Target: Two creatures

You swing your weapon in a broad, deadly arc, striking two foes with a single, mighty blow.

Through a combination of sheer power and unmatched talent, you make an attack that injures multiple opponents. As you initiate this strike, you make two melee attacks, each against a different foe that you threaten. Resolve each attack separately.

3. Battle Leader's ChargeWhite Raven

Level: Crusader 2 , Warblade 2
Prerequisite: 1 White Raven maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

You lead from the front, charging your enemies so that your allies can follow in your wake. The White Raven discipline teaches that he who seizes the initiative also seizes victory. You have learned to lead an attack with a mighty charge, the better to disrupt the enemy and inspire your allies in battle.

As part of this maneuver, you charge an opponent. You do not provoke attacks of opportunity for moving as part of this charge. If your charge attack hits, it deals an extra 10 points of damage.

 

 


Tools of the Trade

Weapon:

 

Mwk Greataxe (Large): 1d20+10, 3d6+5 (x3)

Warhammer (Large): 1d20+8, 2d6+5, (×3)

Dagger(Large): 1d20+8, 1d6+5 (19/20x2)

 

Armor: Mithral Chain Shirt

None:

Actions/OOC

Free:

Swift:

Move:

Standard:

Immediate:

Stances:

Level 1: Punishing StanceIron Heart

Level: Warblade 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You chop down violently with your weapon, lending extra force to your blows. These attacks come at a cost, as your enemies slash at your undefended legs and flanks.

You hold your weapon overhead, allowing you to chop down with superior force. However, this fighting stance leaves you vulnerable to an opponent's attacks. Only an initiate of the Iron Heart tradition can manage the perilous balance between trading attack power for defense. A lesser warrior would leave himself nearly helpless to resist an opponent’s attacks. While you are in this stance, you deal an extra 1d6 points of damage with all melee attacks. You also take a -2 penalty to AC, because this fighting stance emphasizes power over a defensive posture.

Maneuvers:

Level 1: Charging MinotaurStone Dragon

Level: Crusader 1 , Swordsage 1 , Warblade 1
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

You charge at your foe, blasting him with such power that he stumbles back.

As you roar across the battlefield, your position yourself to deliver a devastating charge attack. When you slam into an opponent, you crush him with concussive force and send him stumbling backward.

As part of this maneuver, charge, but replace the attack at the end of the charge with a Bull Rush attempt. Resolve the bull rush attempt normally. If your Strength check exceeds the opponent's result, you deal bludgeoning damage equal to 2d6 + your Str modifier in addition to pushing the target back as normal. Assuming your Strength check is high enough, you can push your target back more than 5 feet (as normal for a bull rush, but without having to follow).

If you have the Pounce ability or another ability that lets you make multiple attacks on a charge, those abilities do not apply to this maneuver.
Steely StrikeIron Heart

Level: Warblade 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round; see text

You focus yourself for a single, accurate attack, shrugging off your opponent’s blows and ignoring the need for defense as you make your assault.

The Iron Heart discipline teaches focus, allowing you to engage and defeat one opponent at a time. Your other enemies mean nothing to you as you press your attack.

You make a single melee attack as part of this strike. You gain a +4 bonus on the attack roll. All opponents other than the one you attacked gain a +4 bonus on attack rolls against you for 1 round.
Steel WindIron Heart

Level: Warblade 1
Initiation Action: 1 standard action
Range: Melee attack
Target: Two creatures

You swing your weapon in a broad, deadly arc, striking two foes with a single, mighty blow.

Through a combination of sheer power and unmatched talent, you make an attack that injures multiple opponents. As you initiate this strike, you make two melee attacks, each against a different foe that you threaten. Resolve each attack separately.
Leading the AttackWhite Raven

Level: Crusader 1 , Warblade 1
Initiation Action: 1 standard action
Range: Melee attack; 60 ft
Target: One creature
Duration: 1 round

You boldly strike at your enemy. As you attack, you shout a war cry to demonstrate that victory is at hand. This attack inspires nearby allies to join the fray with renewed vigor.

When you make an attack, your allies take heart in your example and fight with renewed purpose. By stoking the fire of battle in your allies' hearts, you inspire them to greater heroics.

As part of this maneuver, you make a single melee attack. If your attack is successful, your allies gain a +4 morale bonus on attack rolls for 1 round against the creature you hit.

You are your own ally.

Level 2: Battle Leader's ChargeWhite Raven

Level: Crusader 2 , Warblade 2
Prerequisite: 1 White Raven maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

You lead from the front, charging your enemies so that your allies can follow in your wake. The White Raven discipline teaches that he who seizes the initiative also seizes victory. You have learned to lead an attack with a mighty charge, the better to disrupt the enemy and inspire your allies in battle.

As part of this maneuver, you charge an opponent. You do not provoke attacks of opportunity for moving as part of this charge. If your charge attack hits, it deals an extra 10 points of damage.

 

OOC:


 

 

 

 

 

 

 

Edited by Grudge (see edit history)
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image.jpeg.073bebf457b4d7698f415e6c0af0dc14.jpeg

Yasei

Worried that perhaps some magic was taking hold of Yasei she quickly takes care of the two foes while crushing the man's heart in her hand. As the rush of combat begins to subside, Yasei looks around her at the strange calling of Cufwell Greenskin to see if there was someone else present... It wasn't the voice of her allies nor did it sound like it came from the two huddled in the corner.. She had yet to hear the two new comers speak but something told her that it was something more personal related.

Seeing as how Rhigoxus was not gone and two new creatures had appeared, Yasei gestured towards the fallen enemies and the wide area. "Bandits.. Creatures who prey on the week and die to the strong. It seems.. You two are to replace our ally. Fatih or Valen should speak to the ones in the cage.. I don't think they'd enjoy the scent of so much blood."

Looking towards the new comer who spoke Yasei gives an understanding nod. "No Ram Lord here. As a worshiper of the Forest Mother I understand your confusion. Our enemies are currently dispatched but there may be other foes we've yet to find so be ready."

 

Statblock

[URL=/sheets/?id=2836334][B][SIZE=+1]Yasei Shizen[/SIZE][/B][/URL] Female Neutral Evil Half-Troll Shifter Barbarian, [B]Level[/B] 3, [B]Init[/B] 5, [B]HP[/B] 54/54, [B]Speed[/B] 30 [B]AC[/B] 21, [B]Touch[/B] 13, [B]Flat-footed[/B] 18, [B]Fort[/B] 8, [B]Ref[/B] 4, [B]Will[/B] -2, [B]Base Attack Bonus[/B] 3 [B]Rend 2d4+7 (If two claws hit) Claw x2 [/B] +8 (1d4+5, x2) [B] Bite [/B] +8 (1d6+5, x2) [B] Unarmed strike [/B] +9 (1d4+5, x2) [B] Mithral Chain Shirt[/B] (+4 Armor, +3 Dex, +4 Natural) [B]Abilities[/B] Str 20, Dex 16, Con 20, Int 14, Wis 10, Cha 10 [B]Condition[/B] Shifting 1/day 4+CON, Rage 1/day 3+CON Uncanny Dodge, Trap Sense +1, Illiterate, Pounce, Fast Healing 5, Scent, Dark Vision 60, Low-Light Vision, +2 on Saves Against Fire Spells/Effects, Purge Invisibility at Will
Yasei Shizen
Female Neutral Evil Half-Troll Shifter Barbarian, Level 3, Init 5, HP 54/54, Speed 30
AC 21, Touch 13, Flat-footed 18, Fort 8, Ref 4, Will -2, Base Attack Bonus 3
Rend 2d4+7 (If two claws hit) Claw x2 +8 (1d4+5, x2)
Bite +8 (1d6+5, x2)
Unarmed strike +9 (1d4+5, x2)
Mithral Chain Shirt (+4 Armor, +3 Dex, +4 Natural)
Abilities Str 20, Dex 16, Con 20, Int 14, Wis 10, Cha 10
Condition Shifting 1/day 4+CON, Rage 1/day 3+CON

Uncanny Dodge, Trap Sense +1, Illiterate, Pounce, Fast Healing 5, Scent, Dark Vision 60, Low-Light Vision, +2 on Saves Against Fire Spells/Effects, Purge Invisibility at Will

 

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Tham'mak| AC 16 | Ini: 5 | BAB +3 | Hit Points: 45/45 | Size: Medium | Speed: 30 ft |
Touch: +11| FF: +10 Fort: +7 | Ref: +5 | Will: +4 | Maneuvers Readied: 3/3

 


https://i.pinimg.com/564x/a7/a1/8e/a7a18ee56d15af0ee33da58bdbb09be3.jpg

Goliath looks at a smaller but equally feral creature like him for a few seconds then just nods and adjusts the grip on his Greataxe so he now holds it with both hands. There is a brief pause then, as he forgot, he taps himself on the chest. "Tham." Now when he's not preparing to swear up a storm his baritone is much more bearable. He equally seems unfazed about the prospect of more enemies or their kind. Like assuming it will get obvious in time.

Maneuvers and Stances Readied.

[If the stance is active there will be O next to it, if Maneuver is used there will be X]

Stances: Punishing StanceIron Heart

Level: Warblade 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You chop down violently with your weapon, lending extra force to your blows. These attacks come at a cost, as your enemies slash at your undefended legs and flanks.

You hold your weapon overhead, allowing you to chop down with superior force. However, this fighting stance leaves you vulnerable to an opponent's attacks. Only an initiate of the Iron Heart tradition can manage the perilous balance between trading attack power for defense. A lesser warrior would leave himself nearly helpless to resist an opponent’s attacks. While you are in this stance, you deal an extra 1d6 points of damage with all melee attacks. You also take a -2 penalty to AC, because this fighting stance emphasizes power over a defensive posture.

Maneuvers:

1. Charging MinotaurStone Dragon

Level: Crusader 1 , Swordsage 1 , Warblade 1
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

You charge at your foe, blasting him with such power that he stumbles back.

As you roar across the battlefield, your position yourself to deliver a devastating charge attack. When you slam into an opponent, you crush him with concussive force and send him stumbling backward.

As part of this maneuver, charge, but replace the attack at the end of the charge with a Bull Rush attempt. Resolve the bull rush attempt normally. If your Strength check exceeds the opponent's result, you deal bludgeoning damage equal to 2d6 + your Str modifier in addition to pushing the target back as normal. Assuming your Strength check is high enough, you can push your target back more than 5 feet (as normal for a bull rush, but without having to follow).

If you have the Pounce ability or another ability that lets you make multiple attacks on a charge, those abilities do not apply to this maneuver.

2. Steel WindIron Heart

Level: Warblade 1
Initiation Action: 1 standard action
Range: Melee attack
Target: Two creatures

You swing your weapon in a broad, deadly arc, striking two foes with a single, mighty blow.

Through a combination of sheer power and unmatched talent, you make an attack that injures multiple opponents. As you initiate this strike, you make two melee attacks, each against a different foe that you threaten. Resolve each attack separately.

3. Battle Leader's ChargeWhite Raven

Level: Crusader 2 , Warblade 2
Prerequisite: 1 White Raven maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

You lead from the front, charging your enemies so that your allies can follow in your wake. The White Raven discipline teaches that he who seizes the initiative also seizes victory. You have learned to lead an attack with a mighty charge, the better to disrupt the enemy and inspire your allies in battle.

As part of this maneuver, you charge an opponent. You do not provoke attacks of opportunity for moving as part of this charge. If your charge attack hits, it deals an extra 10 points of damage.

 

 


Tools of the Trade

Weapon:

 

Mwk Greataxe (Large): 1d20+10, 3d6+5 (x3)

Warhammer (Large): 1d20+8, 2d6+5, (×3)

Dagger(Large): 1d20+8, 1d6+5 (19/20x2)

 

Armor: Mithral Chain Shirt

None:

Actions/OOC

Free:

Swift:

Move:

Standard:

Immediate:

Stances:

Level 1: Punishing StanceIron Heart

Level: Warblade 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You chop down violently with your weapon, lending extra force to your blows. These attacks come at a cost, as your enemies slash at your undefended legs and flanks.

You hold your weapon overhead, allowing you to chop down with superior force. However, this fighting stance leaves you vulnerable to an opponent's attacks. Only an initiate of the Iron Heart tradition can manage the perilous balance between trading attack power for defense. A lesser warrior would leave himself nearly helpless to resist an opponent’s attacks. While you are in this stance, you deal an extra 1d6 points of damage with all melee attacks. You also take a -2 penalty to AC, because this fighting stance emphasizes power over a defensive posture.

Maneuvers:

Level 1: Charging MinotaurStone Dragon

Level: Crusader 1 , Swordsage 1 , Warblade 1
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

You charge at your foe, blasting him with such power that he stumbles back.

As you roar across the battlefield, your position yourself to deliver a devastating charge attack. When you slam into an opponent, you crush him with concussive force and send him stumbling backward.

As part of this maneuver, charge, but replace the attack at the end of the charge with a Bull Rush attempt. Resolve the bull rush attempt normally. If your Strength check exceeds the opponent's result, you deal bludgeoning damage equal to 2d6 + your Str modifier in addition to pushing the target back as normal. Assuming your Strength check is high enough, you can push your target back more than 5 feet (as normal for a bull rush, but without having to follow).

If you have the Pounce ability or another ability that lets you make multiple attacks on a charge, those abilities do not apply to this maneuver.
Steely StrikeIron Heart

Level: Warblade 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round; see text

You focus yourself for a single, accurate attack, shrugging off your opponent’s blows and ignoring the need for defense as you make your assault.

The Iron Heart discipline teaches focus, allowing you to engage and defeat one opponent at a time. Your other enemies mean nothing to you as you press your attack.

You make a single melee attack as part of this strike. You gain a +4 bonus on the attack roll. All opponents other than the one you attacked gain a +4 bonus on attack rolls against you for 1 round.
Steel WindIron Heart

Level: Warblade 1
Initiation Action: 1 standard action
Range: Melee attack
Target: Two creatures

You swing your weapon in a broad, deadly arc, striking two foes with a single, mighty blow.

Through a combination of sheer power and unmatched talent, you make an attack that injures multiple opponents. As you initiate this strike, you make two melee attacks, each against a different foe that you threaten. Resolve each attack separately.
Leading the AttackWhite Raven

Level: Crusader 1 , Warblade 1
Initiation Action: 1 standard action
Range: Melee attack; 60 ft
Target: One creature
Duration: 1 round

You boldly strike at your enemy. As you attack, you shout a war cry to demonstrate that victory is at hand. This attack inspires nearby allies to join the fray with renewed vigor.

When you make an attack, your allies take heart in your example and fight with renewed purpose. By stoking the fire of battle in your allies' hearts, you inspire them to greater heroics.

As part of this maneuver, you make a single melee attack. If your attack is successful, your allies gain a +4 morale bonus on attack rolls for 1 round against the creature you hit.

You are your own ally.

Level 2: Battle Leader's ChargeWhite Raven

Level: Crusader 2 , Warblade 2
Prerequisite: 1 White Raven maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

You lead from the front, charging your enemies so that your allies can follow in your wake. The White Raven discipline teaches that he who seizes the initiative also seizes victory. You have learned to lead an attack with a mighty charge, the better to disrupt the enemy and inspire your allies in battle.

As part of this maneuver, you charge an opponent. You do not provoke attacks of opportunity for moving as part of this charge. If your charge attack hits, it deals an extra 10 points of damage.

 

OOC:


 

 

 

 

 

 

 

Edited by Grudge (see edit history)
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The neanderthal was pulled into the dungeon himself. Dull witted he stood up and looked around. Where am I? What happened? At first I'm in the great forest now I'm surrounded by bleak stone. He said in a gruff voice that belied his stature. Hoisting the primeval club above his shoulder he moved towards the others. Urak. He announced before looking forward to the other three ahead of him. Looking about the group he fell silent for a moment hoping to find an explanation from them at the moment though not asking for one.

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Faith the Fallen

b65ffc2d4e74fb09c6f773665bdc5bcd.jpg.2d864ed9190d83aa34f0e5231ced82c7.jpgFaith  HP: 36/36 Saves: Fort 5, Ref 6, Will 8  AC: 21, 15 (touch), 20 (flat-footed) Initiative: -1, Speed: 30
Concentration: +8, Arcana: +6, Religion: +6, The Planes +6, Spellcraft +6, UMD +8


Faith looked on as the tavern magic began to play sill magical games, the metal man popped from their plane and a giant popped into his place. Then another appeared from somewhere else "Well, aren't you a big boy? Look at those fine muscles, and you too look like a guy who could go some. So, my name is Faith and I kill things. I have no preference as to whether they should or should not be killed, I do not eat children..... often, oh, look. Children, we must get them out, I could....... oh. Perhaps I should not as you spoilsports will not let me, Let me see if I can get the cages open" she says a little disappointed.

 

I think I get a +2 from Masterworked Thieves Tools?

Edited by paladinred (see edit history)
Name
Open Lock
16
1d20+8 8
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Tham'mak| AC 16 | Ini: 5 | BAB +3 | Hit Points: 45/45 | Size: Medium | Speed: 30 ft |
Touch: +11| FF: +10 Fort: +7 | Ref: +5 | Will: +4 | Maneuvers Readied: 3/3

 


https://i.pinimg.com/564x/a7/a1/8e/a7a18ee56d15af0ee33da58bdbb09be3.jpg

Tham grins showing large white teeth and seemingly for the first time pays actual attention "What a coincidence, killing is my primary occupation too. If you think you can kill me you are free to try. But I bet you 100 gold you'll be disappointed...and bisected. Now, if someone would open the doors and talk to these people so we can find some actual challenge it would be nice."

Maneuvers and Stances Readied.

[If the stance is active there will be O next to it, if Maneuver is used there will be X]

Stances: Punishing StanceIron Heart

Level: Warblade 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You chop down violently with your weapon, lending extra force to your blows. These attacks come at a cost, as your enemies slash at your undefended legs and flanks.

You hold your weapon overhead, allowing you to chop down with superior force. However, this fighting stance leaves you vulnerable to an opponent's attacks. Only an initiate of the Iron Heart tradition can manage the perilous balance between trading attack power for defense. A lesser warrior would leave himself nearly helpless to resist an opponent’s attacks. While you are in this stance, you deal an extra 1d6 points of damage with all melee attacks. You also take a -2 penalty to AC, because this fighting stance emphasizes power over a defensive posture.

Maneuvers:

1. Charging MinotaurStone Dragon

Level: Crusader 1 , Swordsage 1 , Warblade 1
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

You charge at your foe, blasting him with such power that he stumbles back.

As you roar across the battlefield, your position yourself to deliver a devastating charge attack. When you slam into an opponent, you crush him with concussive force and send him stumbling backward.

As part of this maneuver, charge, but replace the attack at the end of the charge with a Bull Rush attempt. Resolve the bull rush attempt normally. If your Strength check exceeds the opponent's result, you deal bludgeoning damage equal to 2d6 + your Str modifier in addition to pushing the target back as normal. Assuming your Strength check is high enough, you can push your target back more than 5 feet (as normal for a bull rush, but without having to follow).

If you have the Pounce ability or another ability that lets you make multiple attacks on a charge, those abilities do not apply to this maneuver.

2. Steel WindIron Heart

Level: Warblade 1
Initiation Action: 1 standard action
Range: Melee attack
Target: Two creatures

You swing your weapon in a broad, deadly arc, striking two foes with a single, mighty blow.

Through a combination of sheer power and unmatched talent, you make an attack that injures multiple opponents. As you initiate this strike, you make two melee attacks, each against a different foe that you threaten. Resolve each attack separately.

3. Battle Leader's ChargeWhite Raven

Level: Crusader 2 , Warblade 2
Prerequisite: 1 White Raven maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

You lead from the front, charging your enemies so that your allies can follow in your wake. The White Raven discipline teaches that he who seizes the initiative also seizes victory. You have learned to lead an attack with a mighty charge, the better to disrupt the enemy and inspire your allies in battle.

As part of this maneuver, you charge an opponent. You do not provoke attacks of opportunity for moving as part of this charge. If your charge attack hits, it deals an extra 10 points of damage.

 

 


Tools of the Trade

Weapon:

 

Mwk Greataxe (Large): 1d20+10, 3d6+5 (x3)

Warhammer (Large): 1d20+8, 2d6+5, (×3)

Dagger(Large): 1d20+8, 1d6+5 (19/20x2)

 

Armor: Mithral Chain Shirt

None:

Actions/OOC

Free:

Swift:

Move:

Standard:

Immediate:

Stances:

Level 1: Punishing StanceIron Heart

Level: Warblade 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You chop down violently with your weapon, lending extra force to your blows. These attacks come at a cost, as your enemies slash at your undefended legs and flanks.

You hold your weapon overhead, allowing you to chop down with superior force. However, this fighting stance leaves you vulnerable to an opponent's attacks. Only an initiate of the Iron Heart tradition can manage the perilous balance between trading attack power for defense. A lesser warrior would leave himself nearly helpless to resist an opponent’s attacks. While you are in this stance, you deal an extra 1d6 points of damage with all melee attacks. You also take a -2 penalty to AC, because this fighting stance emphasizes power over a defensive posture.

Maneuvers:

Level 1: Charging MinotaurStone Dragon

Level: Crusader 1 , Swordsage 1 , Warblade 1
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

You charge at your foe, blasting him with such power that he stumbles back.

As you roar across the battlefield, your position yourself to deliver a devastating charge attack. When you slam into an opponent, you crush him with concussive force and send him stumbling backward.

As part of this maneuver, charge, but replace the attack at the end of the charge with a Bull Rush attempt. Resolve the bull rush attempt normally. If your Strength check exceeds the opponent's result, you deal bludgeoning damage equal to 2d6 + your Str modifier in addition to pushing the target back as normal. Assuming your Strength check is high enough, you can push your target back more than 5 feet (as normal for a bull rush, but without having to follow).

If you have the Pounce ability or another ability that lets you make multiple attacks on a charge, those abilities do not apply to this maneuver.
Steely StrikeIron Heart

Level: Warblade 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round; see text

You focus yourself for a single, accurate attack, shrugging off your opponent’s blows and ignoring the need for defense as you make your assault.

The Iron Heart discipline teaches focus, allowing you to engage and defeat one opponent at a time. Your other enemies mean nothing to you as you press your attack.

You make a single melee attack as part of this strike. You gain a +4 bonus on the attack roll. All opponents other than the one you attacked gain a +4 bonus on attack rolls against you for 1 round.
Steel WindIron Heart

Level: Warblade 1
Initiation Action: 1 standard action
Range: Melee attack
Target: Two creatures

You swing your weapon in a broad, deadly arc, striking two foes with a single, mighty blow.

Through a combination of sheer power and unmatched talent, you make an attack that injures multiple opponents. As you initiate this strike, you make two melee attacks, each against a different foe that you threaten. Resolve each attack separately.
Leading the AttackWhite Raven

Level: Crusader 1 , Warblade 1
Initiation Action: 1 standard action
Range: Melee attack; 60 ft
Target: One creature
Duration: 1 round

You boldly strike at your enemy. As you attack, you shout a war cry to demonstrate that victory is at hand. This attack inspires nearby allies to join the fray with renewed vigor.

When you make an attack, your allies take heart in your example and fight with renewed purpose. By stoking the fire of battle in your allies' hearts, you inspire them to greater heroics.

As part of this maneuver, you make a single melee attack. If your attack is successful, your allies gain a +4 morale bonus on attack rolls for 1 round against the creature you hit.

You are your own ally.

Level 2: Battle Leader's ChargeWhite Raven

Level: Crusader 2 , Warblade 2
Prerequisite: 1 White Raven maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

You lead from the front, charging your enemies so that your allies can follow in your wake. The White Raven discipline teaches that he who seizes the initiative also seizes victory. You have learned to lead an attack with a mighty charge, the better to disrupt the enemy and inspire your allies in battle.

As part of this maneuver, you charge an opponent. You do not provoke attacks of opportunity for moving as part of this charge. If your charge attack hits, it deals an extra 10 points of damage.

 

OOC:


 

 

 

 

 

 

 

Edited by Grudge (see edit history)
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88f1df173a5396bca923eba1500c91d4.jpg.39f009e2081faecf1e85a460519bb2ad.jpgValèn Arabelle Leclair Female Lawful Evil Human, Lvl: 3, Init +1, HP 26/30, Spd: 20ft AC: 21, Touch: 11, Flat-Foot: 20

Fort: 6, Ref: 5, Will: 6, BaB: +3, Str 16, Dex 12, Con 14, Int 12, Wis 15, Cha 8 Conditions: None, Spot/Listen: -3


Focused on the fight Valen continued to battle against the bandits until abruptly interrupted by the sound of chanting. The room filled with an unnatural substance and then the event ended as soon as it began. Where her ally once stood now stands two new figures; instinctively she knew where they had come from.

Magic had always been an interesting topic, whatever power had brought these two new individuals from one place to another had certainly been outside of Valen's scope. She made a mental note to study the foundations of magical transportation and then brought her attention back to matters at hand.

"I am Valen Leclair, welcome to our little adventure" she offered a curt greeting, unsure of how best to handle knowing that Faith might *actually* eat the children in the corner. She thought to speak against it but then reconsidered; allowing her ally to attempt picking the lock on the door.

Effect

 

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The neanderthal watched faith for the moment with curiosity wondering if she would actually eat the children. Not that it was his place to stop her if she chose to. After all children were weak and it was survival of the fittest in the frostfell. Watching Faith with a keen eye he said nothing at the moment waiting for her next move as the cages open. His muscles tensed as he did not trust Faith because of her comments though. Nor did he trust the other newcomer quite yet. Out from behind him pops a white fox that yaps at the newcomers. Urak lowers his hand and the fox quiets down.

Edited by Divinedragonslayer (see edit history)
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Jailbreak?

Faith concentrates for a moment or two and then the lock clicks open to her ministrations.

 

The larger of the three figures looks up and places herself between the door and the two smaller occupants.

 

She, at least it looks like a human woman, has a defiant look in her eye despite her shambolic appearance; but she remains silent in the face of the unusual, and rather blood-soaked, group before her.

 

When the fox appears, one of the smaller creatures peaks around the skirts of the woman to get a better look; it seems to be a, very grubby, human child.

 

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88f1df173a5396bca923eba1500c91d4.jpg.39f009e2081faecf1e85a460519bb2ad.jpgValèn Arabelle Leclair Female Lawful Evil Human, Lvl: 3, Init +1, HP 26/30, Spd: 20ft AC: 21, Touch: 11, Flat-Foot: 20

Fort: 6, Ref: 5, Will: 6, BaB: +3, Str 16, Dex 12, Con 14, Int 12, Wis 15, Cha 8 Conditions: None, Spot/Listen: -3


Studying the woman and her movements its quite clear to Valen that she is either the mother or guardian of these children. She places her hand on Faith's shoulder, expecting that she will allow her to handle the situation.

"Excuse us ma'am, we have happened upon you while clearing what remains of these miscreants.. you are free to leave now but mind the trapped floor on your way out"

Effect

 

Name
Diplomacy (if needed)
9
1d20+3 6
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