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Escort to Phandelin


Delia2531

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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

As affirming Valens words Goliath makes as much free room as possible between himself and the door, besides Valen, all the rest of the scared prisoners likely looked as a significant downgrade from the dead Bandits. Especially including his banter with a strange winged woman. He also lowered his weapon now leaning on it.

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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Urak watched with his fox companion at his feet. Seeing no threat from the winged woman nor anyone else at the moment he lowered his club as well though he still bristled with confusion and thanks to the sudden shift. He looked about the bloodied group at the moment. What are we hunting by the way? He asked as he moved out of the way for the mother and children to pass himself.

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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 stepped a little closer to the woman and spoke in a soft voice "My name is Faith and even though I might look a little ghastly I can assure you that I will not harm you or the little ones, I will escort you out of this place then you can head back to the village. I did not mean to scare you but I sometimes cannot help but lighten the mood with some talk of me doing bad stuff, so come along and I will make sure you get out safe" she then gestured for the captives to follow her out.

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Posted (edited)
A Family Rescue

The woman stands her ground in front of the others, then relaxes when it is obvious you are not another threat.

 

"Thank you, thank you. My name is Mirna, Mirna Dendrar I'm from Phandelin; this is Nilsa and Nars my children. Their father, Thel, was killed by those ruffians for standing up to them and refusing to pay their fees. They came and dragged us here after they killed him, I think we were to be sold as slaves. None of the thugs have the brains to come up with such a plan, but their boss is a clever man; some sort of wizard I think, we haven't seen him directly but the guards talked about him and his 'big furry guards'; they weren't always very positive about him either. I've no means to reward your for the great service you've done us, the bandits took everything we had; but, before I came to Phandelin with Thel my family lived in Thundertree, a few days away. We fled when the town became overrun with undead creatures; my mother kept her valuables in a box hidden under some shelves in the store-room. We left so suddenly she didn't have time to grab them before we left; I am sure the box will still be there are the town is deserted. If you ever go to Thundertree be sure to look out for the Alchemist and Herbist store; if you find the box you are welcome to its contents in exchange for having saved my family. Mother's emerald necklace should be there, perhaps more I didn't know about at the time."

The children stand with their mother, Nilsa is a young woman of perhaps eighteen and Nars is a boy just on the verge of manhood, perhaps 13. Nilsa looks determined, and angry, Nars looks upset but just about holding it together. He keeps looking towards the fox.

 

Edited by Delia2531 (see edit history)
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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 seems more interested in "big furry guards" and the leader than thank you's or treasure. He wasn't one fighting after all. And he asks as softly as he can, which just gives the effect of a voice coming from a smaller barrel than usual "Would you know which way we should go to reach those furry things and as wizard?"

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

Nodding in greeting at the introductions of the two new members, Yasei points to her chest as well, "Yasei, Mistress of the Forest and Mother Nature." Shaking her head at Fatih's bit of a joke to lighten the mood, Yasei wonders if perhaps she wasn't the better one to speak to the children? Not that she actually had much interaction with children aside those the tribe would raise as hunters... Shaking her head to get through the thoughts Yasei sniffs around to see if there's any other potential danger to the ground.

It seems this was a large group of hunters which would make engaging with the other, if they still live, bandits would be much easier to deal with when/should they be found. "The information of that which we hunt is appreciated. I am not familiar with magics... Faith, you seem versed as well as you Valen. What should we be most worried about? As for large furry creatures, I believe Tham, Urak, and myself will deal with them swiftly. I have yet to actually unleash my claws fully. First we should finish with the bandits before checking this tower.. Our original reason for being here has drifted a bit."

 

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

Tham nods and moves his axe in a battle-ready position again "Any explanation can wait until killing ay hand is done and we sit around the campfire, I knew what I signed up for when I entered that Tavern. Although I did expect some more warning."

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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Urak looked to Yasei when she spoke. It is good to see another from the tribes here even if it not mine. Relaxing some around the tribeswoman he turned his head to the battle hungry Tham. We should be able to take the wizard given our number but the furry ones really worry me. Wizards tend to fall like snow when faced with a real combatant. But I'm not so eager to get into a fight. Not until we know a bit about these furry guards. Finally he urgedDo I need to make a handle animal check? the fox over to the little boy that was eyeing him.

 

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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 just taped his other trophy, Hill Giants' upper part of the skull on his shoulder guard "More dangerous opponent, a greater glory." He furrows his nose like he's disappointed in advance "These are small people, a lot of things seem large and dangerous to them, I bet you 10 gold these will be Owlbears, Bugbears, or something like that." When you are 8'1" apparently concepts as Large and Small are relative.

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


"Your gratitude is appreciated but you really should follow Faith out of the building before more of these bandits show up"

The prospect of fighting off a wizard was concerning to Valen but she questioned why someone of such education would become the leader of a bandit crew. It seemed there were some questions worth finding the answer to in this place; and greater potential for relics to be discovered. With a casual step she turns to face her other companions, facing away from the cage to the south of the room. Now facing Yasei she does her best to answer her question.

"Well in my brief experience.. expect explosions" She shrugged, offering a wry smirk as if the answer was in some way amusing. Still, she was quite serious about her response and expected that the journey forward would be made more difficult by the inclusion of a wizard among the ranks of the thieves.

Effect

 

Edited by IWantBapo (see edit history)
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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 also offers his two cents from the limited knowledge he gathered fighting other Clan shamans. "If one of us gets lucky enough to move before the Wizard, close the distance. They have issues concentrating on large spells when someone is in their face trying to chop them to pieces. I have some tools in my arsenal that might help with that, otherwise if one of the others gets to the spellchucker first, I'll do my best to keep furry things, whatever they are, off your back. Just concentrate on putting it down." He makes a sour face "And just hope we're able to fall upon them before it can start casting spells"

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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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 escorted Mirna and her children out of the dungeon, when no one was looking she slipped Mirna a few gold coins (11gp) "Here, get you and your little ones some food and some new clothing. Do not worry about it, you do not have to repay this and trust me, I can afford it. Now get back as quickly as you can, good luck" and with that Faith heads back to the others just in time to hear the mention of wizards. "What do we have to worry about a wizard, nothing as there are more of us than them. As it has been already pointed out, wizards lack the toughness that these three have" she said.

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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 just again nods then says "Well, with civilians off some of you might take the point or at least point the way since me and...Urak, came last." He looks around for him no doubt claustrophobic room "I don't know what dimension we're in let alone this place."

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

With Faith freeing the three from their cell, Yasei kept a small eye on the non-combatants as the group discussed methods of dealing with the Wizard and these so call large fuzzy creatures. If these creatures weren't anything more dangerous than the few humans and skeletons she'd seen thus far there was nothing to worry about. "We should all move together to escort these three at least to the entrance. There were hidden enemies about not to mention the skeletons that came back to life. If these are the work of the Wizard then there may be more hidden surprises. "

"Not to mention, I believe Urak and Tham would be used to protecting the smaller ones of their tribes or families. I'll follow from the back.. Aside that, it seems we're mostly ready to engage with our fists or weapons. I hear magic can sometimes grant flight and other abilities to those... I do not have a means to deal aside leaping high enough. Does anyone else have a way to reach those in the sky?"

 

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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Urak shook his head. Unfortunately my magic is as basic as it comes at the moment. Flight would be way beyond my means. As for protecting the the woman and two children I understand that. Besides this wizard and his companions could be anywhere by now. It seems best not to split up. He said before recalling his fox.

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