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Living 4th Edition
Adventure: Lord Byron's High-Seas High-Stakes (DM: Tenchuu, Judge: H.M.Gimlord)
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<blockquote data-quote="Tenchuu" data-source="post: 5182296" data-attributes="member: 85539"><p>The Archer at the bow of the ship panicked as Kane drew near. He raised his crossbow to fire, but Kane acted first, crushing the pirate's skull with his war axe. Spinning on his feet, the barbarian repositioned himself on the other side of the captain, adding another wound to the old man. <strong><span style="color: DarkRed"></span></strong></p><p><strong><span style="color: DarkRed"></span></strong></p><p><strong><span style="color: DarkRed">"Damn you,"</span></strong> The Captain muttered, making to whip his chains against Kane. </p><p></p><p><span style="color: DarkOrchid"><strong>"Kane! Duck!" </strong></span>Wil shouted, letting an arrow fly loose, aiming for the captain's face. But the wind pushed the arrow slightly, and instead the arrow pierced the Pirate leader's ear. As the captain wailed in pain, Wil shouted, <span style="color: DarkOrchid"><strong>"Now!"</strong></span></p><p></p><p>Kane stepped into a horizontal cleave which cut the captain's head clean off. It sailed through the air, hitting the rail, and tumbling over the side of the ship. The captain's body fell slump at the Half-Orc's feet. </p><p></p><p>On the pirate ship, the remaining archer fired again, targeting the Wolf and Kane. Both attacks were true, and deadly, dropping both the barbarian and the summoned creature. The archer smiled smugly, until he noticed the rest of the crew was dead or missing. <strong><span style="color: Red">"</span></strong><span style="color: Red">What the.. oh my.. </span><strong><span style="color: Red">Sails full! Hard to Port!"</span></strong></p><p></p><p>[sblock=Mechanics] </p><p>Pirate Archer I21</p><p>Standard: Quickshot vs Kane and Wil</p><p>OA Kane: <a href="http://invisiblecastle.com/roller/view/2517993/" target="_blank">1d20+11=16</a> <a href="http://invisiblecastle.com/roller/view/2517993/" target="_blank">http://invisiblecastle.com/roller/view/2517993/</a>Hits and Kills Archer</p><p>Effect: Triggers Whirling Lung. Kane Shifts to I19 and deals <a href="http://invisiblecastle.com/roller/view/2518005/" target="_blank">1d12+3=6</a> damage to Captain</p><p></p><p>Captain Smargat</p><p> Standard: Flail attack vs Kane</p><p>Interupt: Arrow of Warning</p><p>Wil Attack: <a href="http://invisiblecastle.com/roller/view/2518007/" target="_blank">1d20+10=16</a> Miss</p><p>Wil Damage: <a href="http://invisiblecastle.com/roller/view/2518007/" target="_blank">3d6+10=21</a> / 2 = 10</p><p>Kane Attack: <a href="http://invisiblecastle.com/roller/view/2518009/" target="_blank">1d20+11+2=25</a> Hit</p><p></p><p>Pirate Archer K25</p><p>Standard: Quickshot vs Wolf and Kane</p><p>Attack Wolf: <a href="http://invisiblecastle.com/roller/view/2518014/" target="_blank">1d20+11-2=19</a></p><p> Damage: <a href="http://invisiblecastle.com/roller/view/2518014/" target="_blank">1d8+5=6</a></p><p> Attack Kane: <a href="http://invisiblecastle.com/roller/view/2518014/" target="_blank">1d20+11-2=27</a></p><p> Damage: <a href="http://invisiblecastle.com/roller/view/2518014/" target="_blank">1d8+5=12</a></p><p> Move: to L23</p><p>[/sblock][sblock=Status]</p><p> Wil Rando: I16 <span style="color: Lime">21/40</span> HS 10/10 AP 1 MW 0/2 </p><p> Hergunna: F16 <span style="color: DarkRed"><span style="color: DarkRed">18/46</span> </span>HS 7/9 AP 1, <span style="color: DarkRed">Bloodied</span></p><p> Kane: I19 <span style="color: DimGray">-11/53</span> THP <span style="color: Lime">0/5</span> HS 9/10 AP 0, <span style="color: DimGray">Dying</span>, SW Used</p><p> Kruk: <span style="color: Lime"><span style="color: White">G19 </span><span style="color: DarkRed">25/55</span> </span>THP <span style="color: Lime">0/13 </span>HS 10/12 AP 0, <span style="color: DarkRed">Bloodied</span>, SW Used, Resist-5-cloak</p><p> Carolina: F18 <span style="color: Lime">39/39 </span>HS 7/7 AP 1 </p><p><span style="color: DimGray"><s>Summoned Wolf:</s> L24 </span><span style="color: DimGray">0/23 </span><span style="color: DimGray">Dead</span></p><p></p><p> <strong>Enemies:</strong></p><p> Pirate Archer: L23 <span style="color: Lime">45/45 </span>Bolts <span style="color: Plum">10/20</span></p><p></p><p><span style="color: DimGray"><s>Captain Smargat: I20</s> </span><span style="color: DimGray">3/178 AP 0, </span><span style="color: DimGray">decapitated</span></p><p><span style="color: DimGray"><s>Pirate Archer: I21 </s> </span><span style="color: DimGray">-/45 Bolts </span><span style="color: DimGray">12/20, dead</span></p><p><span style="color: DimGray"><s>Pirate Quartermaster: F21 </s></span><s><span style="color: DimGray">-3/82</span></s><span style="color: DimGray">, Dead</span></p><p><span style="color: DimGray"><s>Pirate Archer: M20</s> </span><span style="color: DimGray">0/45 Bolts </span><span style="color: DimGray">12/20 , in the drink</span></p><p><span style="color: DimGray"><s>Javelin Dancer: I14</s> </span><span style="color: DimGray">0/70 Jav </span><span style="color: DimGray">1/3, In the Drink</span></p><p><span style="color: DimGray"><s>Thug: G20</s> </span><span style="color: DimGray">0/1 Dead</span></p><p><span style="color: DimGray"><s>Thug: I20</s> </span><span style="color: DimGray">0/1 Dead</span></p><p> <span style="color: DimGray"><s>Pirate 1st Mate: </s></span><span style="color: DimGray">G18</span> <span style="color: DimGray">-1/136 AP 0, Dead</span></p><p> [/sblock][sblock=map]</p><p> <img src="http://www.nexusnine.net/images/L4E/Byron2-1-7.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p> [/sblock][sblock=Enemies]</p><p> <strong>Captain Smargat</strong></p><p>Medium natural humanoid, human Level 8 Elite Skirmisher</p><p>Initiative +9 Senses Perception +6</p><p>HP 178; Bloodied 89</p><p>AC 22; Fortitude 21, Reflex 20, Will 20</p><p>Saving Throws +2</p><p>Speed 6</p><p>Action Points 1</p><p><strong>Flail (standard, at-will) Weapon</strong></p><p>+13 vs AC; 1d10+7 damage, and Smargat shifts 1 square. Reach 2.</p><p><strong>Flail Trip (standard; requires a flail and combat advantage against the target, recharge 4,5,6 ) Weapon</strong></p><p>+11 vs Fortitude; 2d10+7 damage, and Smargat slides the target 1 square and the target falls prone. Smargat shifts 1 square. </p><p><strong>Parrying Chains (immediate interrupt, when a melee attack hits or misses smargat; requires two flails, at-will) Weapon</strong></p><p>+13 vs AC; 1d10+5 damage, and Smargat gains a +2 bonus to the defense that the triggering attack targeted against the triggering attack.</p><p><strong>Whirling Escape (free, when a melee or close attack misses smargat; at-will)</strong></p><p>Smargat shifts 1 square.</p><p></p><p><strong>Pirate Archers </strong>(reskin: Chevkos's Crossbowman, customized) </p><p>Medium natural humanoid, human Level 4* Artillery</p><p>Initiative +6 Senses Perception +4</p><p>HP 45; Bloodied 22</p><p>AC 16; Fortitude 16, Reflex 18, Will 16</p><p>Speed 6</p><p><strong>Short Sword (standard, at-will) Weapon</strong></p><p>+9 vs AC; 1d6+2 damage.</p><p><strong>Crossbow (standard, at-will) Weapon</strong></p><p>15/30; +11 vs AC; 1d8+5 damage.</p><p><strong>Quick Shot (standard, </strong><strong>at-will</strong><strong>)</strong></p><p>The crossbowman makes crossbow attacks against two different targets.</p><p></p><p><strong>Pirate Quartermaster </strong>(reskin: Waterdeep Street Thug)</p><p>Medium natural humanoid, human Level 7 Soldier</p><p>Initiative +9 Senses Perception +5</p><p>HP 82; Bloodied 41</p><p>AC 21; Fortitude 19, Reflex 20, Will 17</p><p>Speed 6</p><p><strong>Morningstar (standard, at-will) Weapon</strong></p><p>+14 vs AC; 1d10+5 damage, and target is marked until the end of the thug’s next turn.</p><p><strong>Poisoned Dagger (standard, encounter) Poison, Weapon</strong></p><p>Ranged 5/10; +14 vs AC; 1d4+6 damage, ongoing 5 poison damage, and the target grants combat advantage (save ends both).</p><p><strong>Rattling Smash (standard, encounter) Fear, Weapon</strong></p><p>+12 vs Will; 2d10+8 damage, and the target takes a –2 penalty to attack rolls until the end of its next turn. If the target was marked by the tough, the target is also dazed until the end of the tough’s next turn.</p><p></p><p><strong>Human Javelin Dancer</strong></p><p>Medium natural humanoid, human Level 6 Skirmisher</p><p>Initiative +8 Senses Perception +4</p><p>HP 70; Bloodied 35</p><p>AC 21; Fortitude 18, Reflex 19, Will 17</p><p>Speed 6</p><p><strong>Spear (standard, at-will) Weapon</strong></p><p>+11 vs AC; 1d8+3 damage.</p><p><strong>Mobile Attack (standard, at-will)</strong></p><p>The human javelin dancer shifts 3 squares and makes one spear attack during the move.</p><p><strong>Javelin (standard, at-will) Weapon</strong></p><p>Ranged 10/20; +12 vs AC; 1d6+3 damage.</p><p><strong>Adept Retreat</strong></p><p>A human javelin dancer does not grant combat advantage from running.</p><p><strong>Skirmish</strong></p><p>If a human javelin dancer ends its move at least 4 squares from the square where it started the move, its attacks deal 1d6 extra damage until the start of its next turn.</p><p><strong>Notable Equipment:</strong> Enduring Beast Armor +1 </p><p></p><p><strong>Pirate 1st Mate </strong>(Reskin: Amreth Gaunt)</p><p> Medium natural humanoid, human Level 6 Elite Skirmisher (Leader)</p><p> Initiative +9 Senses Perception +11</p><p> HP 136; Bloodied 68</p><p> AC 21; Fortitude 17, Reflex 19, Will 18 ; +2 to all defenses against opportunity attacks</p><p> Saving Throws +2</p><p> Speed 6</p><p> Action Points 1</p><p> <strong>Short Sword (standard, at-will) Weapon</strong></p><p> +11 vs AC; 2d6+5 damage.</p><p> <strong>Dagger (standard, at-will) Weapon</strong></p><p> +11 vs AC; 2d4+5 damage.</p><p> <strong>Dagger (standard, at-will) Weapon</strong></p><p> Ranged 5/10; +11 vs AC; 2d4+5 damage.</p><p> <strong>Fencing Strikes (standard, at-will) Weapon</strong></p><p> Gaunt makes a short sword attack and a dagger attack (melee or ranged), and he shifts 1 square after each attack.</p><p> <strong>Surprise Counter (immediate interrupt, when hit or missed by a melee attack, recharge 5,6 ) Weapon</strong></p><p> Gaunt can shift 1 square before the attack; he gains combat advantage against the target (included in attack and damage); targets the triggering attacker; +13 vs AC; 3d6+4 damage, and the target grants combat advantage until the end of Gaunt’s next turn.</p><p> <strong>Muddling Slash (standard; requires short sword, encounter) Weapon</strong></p><p> +11 vs AC; 2d6+5 damage, and the target is slowed and grants combat advantage (save ends both), and it slides 2 squares.</p><p> <strong>Blinding Bomb (standard, at-will) Weapon</strong></p><p> Area burst 1 within 10; +8 vs Fortitude; the target treats all nonadjacent squares as lightly obscured until the end of Gaunt’s next turn. This attack doesn’t provoke opportunity attacks.</p><p> <strong>Ignoble Escape (move; encounter)</strong></p><p> Gaunt ends any marked condition currently affecting him, and he shifts 6 squares.</p><p> <strong>Combat Advantage</strong></p><p> Gaunt deals 2d6 extra damage when he hits a creature he has combat advantage against.</p><p> <strong>Quick Draw</strong></p><p> Gaunt can draw an item as part of the same action required to use that item.</p><p>[/sblock][sblock=Dim Light]</p><p> Characters who have normal vision can’t see well in dim light: Creatures in the area have concealment. Characters who have low-light vision or darkvision see normally in dim light.</p><p> </p><p> So, all of the enemies will have -2 to hit everyone else.</p><p> [/sblock]</p></blockquote><p></p>
[QUOTE="Tenchuu, post: 5182296, member: 85539"] The Archer at the bow of the ship panicked as Kane drew near. He raised his crossbow to fire, but Kane acted first, crushing the pirate's skull with his war axe. Spinning on his feet, the barbarian repositioned himself on the other side of the captain, adding another wound to the old man. [B][COLOR=DarkRed] "Damn you,"[/COLOR][/B] The Captain muttered, making to whip his chains against Kane. [COLOR=DarkOrchid][B]"Kane! Duck!" [/B][/COLOR]Wil shouted, letting an arrow fly loose, aiming for the captain's face. But the wind pushed the arrow slightly, and instead the arrow pierced the Pirate leader's ear. As the captain wailed in pain, Wil shouted, [COLOR=DarkOrchid][B]"Now!"[/B][/COLOR] Kane stepped into a horizontal cleave which cut the captain's head clean off. It sailed through the air, hitting the rail, and tumbling over the side of the ship. The captain's body fell slump at the Half-Orc's feet. On the pirate ship, the remaining archer fired again, targeting the Wolf and Kane. Both attacks were true, and deadly, dropping both the barbarian and the summoned creature. The archer smiled smugly, until he noticed the rest of the crew was dead or missing. [B][COLOR=Red]"[/COLOR][/B][COLOR=Red]What the.. oh my.. [/COLOR][B][COLOR=Red]Sails full! Hard to Port!"[/COLOR][/B] [sblock=Mechanics] Pirate Archer I21 Standard: Quickshot vs Kane and Wil OA Kane: [URL="http://invisiblecastle.com/roller/view/2517993/"]1d20+11=16[/URL] [URL="http://invisiblecastle.com/roller/view/2517993/"][COLOR=White][/COLOR][/URL]Hits and Kills Archer Effect: Triggers Whirling Lung. Kane Shifts to I19 and deals [URL="http://invisiblecastle.com/roller/view/2518005/"]1d12+3=6[/URL] damage to Captain Captain Smargat Standard: Flail attack vs Kane Interupt: Arrow of Warning Wil Attack: [URL="http://invisiblecastle.com/roller/view/2518007/"]1d20+10=16[/URL] Miss Wil Damage: [URL="http://invisiblecastle.com/roller/view/2518007/"]3d6+10=21[/URL] / 2 = 10 Kane Attack: [URL="http://invisiblecastle.com/roller/view/2518009/"]1d20+11+2=25[/URL] Hit Pirate Archer K25 Standard: Quickshot vs Wolf and Kane Attack Wolf: [URL="http://invisiblecastle.com/roller/view/2518014/"]1d20+11-2=19[/URL] Damage: [URL="http://invisiblecastle.com/roller/view/2518014/"]1d8+5=6[/URL] Attack Kane: [URL="http://invisiblecastle.com/roller/view/2518014/"]1d20+11-2=27[/URL] Damage: [URL="http://invisiblecastle.com/roller/view/2518014/"]1d8+5=12[/URL] Move: to L23 [/sblock][sblock=Status] Wil Rando: I16 [COLOR=Lime]21/40[/COLOR] HS 10/10 AP 1 MW 0/2 Hergunna: F16 [COLOR=DarkRed][COLOR=DarkRed]18/46[/COLOR] [/COLOR]HS 7/9 AP 1, [COLOR=DarkRed]Bloodied[/COLOR] Kane: I19[COLOR=DimGray] [/COLOR][COLOR=DimGray]-11/53[/COLOR] THP [COLOR=Lime]0/5[/COLOR] HS 9/10 AP 0, [COLOR=DimGray]Dying[/COLOR], SW Used Kruk: [COLOR=Lime][COLOR=White]G19 [/COLOR][COLOR=DarkRed]25/55[/COLOR] [/COLOR]THP [COLOR=Lime]0/13 [/COLOR]HS 10/12 AP 0, [COLOR=DarkRed]Bloodied[/COLOR], SW Used, Resist-5-cloak Carolina: F18 [COLOR=Lime]39/39 [/COLOR]HS 7/7 AP 1 [COLOR=DimGray][s]Summoned Wolf:[/s] L24 [/COLOR][COLOR=DimGray]0/23 [/COLOR][COLOR=DimGray]Dead[/COLOR] [B]Enemies:[/B] Pirate Archer: L23 [COLOR=Lime]45/45 [/COLOR]Bolts [COLOR=Plum]10/20[/COLOR] [COLOR=DimGray][s]Captain Smargat: I20[/s] [/COLOR][COLOR=DimGray]3/178 AP 0, [/COLOR][COLOR=DimGray]decapitated[/COLOR] [COLOR=DimGray][s]Pirate Archer: I21 [/s] [/COLOR][COLOR=DimGray]-/45 Bolts [/COLOR][COLOR=DimGray]12/20, dead[/COLOR] [COLOR=DimGray][s]Pirate Quartermaster: F21 [/s][/COLOR][s][COLOR=DimGray]-3/82[/COLOR][/s][COLOR=DimGray], Dead[/COLOR] [COLOR=DimGray][s]Pirate Archer: M20[/s] [/COLOR][COLOR=DimGray]0/45 Bolts [/COLOR][COLOR=DimGray]12/20 , in the drink[/COLOR] [COLOR=DimGray][s]Javelin Dancer: I14[/s] [/COLOR][COLOR=DimGray]0/70 Jav [/COLOR][COLOR=DimGray]1/3, In the Drink[/COLOR] [COLOR=DimGray][s]Thug: G20[/s] [/COLOR][COLOR=DimGray]0/1 Dead [s]Thug: I20[/s] [/COLOR][COLOR=DimGray]0/1 Dead[/COLOR] [COLOR=DimGray][s]Pirate 1st Mate: [/s][/COLOR][COLOR=DimGray]G18[/COLOR] [COLOR=DimGray]-1/136 AP 0, Dead[/COLOR] [/sblock][sblock=map] [IMG]http://www.nexusnine.net/images/L4E/Byron2-1-7.png[/IMG] [/sblock][sblock=Enemies] [B]Captain Smargat[/B] Medium natural humanoid, human Level 8 Elite Skirmisher Initiative +9 Senses Perception +6 HP 178; Bloodied 89 AC 22; Fortitude 21, Reflex 20, Will 20 Saving Throws +2 Speed 6 Action Points 1 [B]Flail (standard, at-will) Weapon[/B] +13 vs AC; 1d10+7 damage, and Smargat shifts 1 square. Reach 2. [B]Flail Trip (standard; requires a flail and combat advantage against the target, recharge 4,5,6 ) Weapon[/B] +11 vs Fortitude; 2d10+7 damage, and Smargat slides the target 1 square and the target falls prone. Smargat shifts 1 square. [B]Parrying Chains (immediate interrupt, when a melee attack hits or misses smargat; requires two flails, at-will) Weapon[/B] +13 vs AC; 1d10+5 damage, and Smargat gains a +2 bonus to the defense that the triggering attack targeted against the triggering attack. [B]Whirling Escape (free, when a melee or close attack misses smargat; at-will)[/B] Smargat shifts 1 square. [B]Pirate Archers [/B](reskin: Chevkos's Crossbowman, customized) Medium natural humanoid, human Level 4* Artillery Initiative +6 Senses Perception +4 HP 45; Bloodied 22 AC 16; Fortitude 16, Reflex 18, Will 16 Speed 6 [B]Short Sword (standard, at-will) Weapon[/B] +9 vs AC; 1d6+2 damage. [B]Crossbow (standard, at-will) Weapon[/B] 15/30; +11 vs AC; 1d8+5 damage. [B]Quick Shot (standard, [/B][B]at-will[/B][B])[/B] The crossbowman makes crossbow attacks against two different targets. [B]Pirate Quartermaster [/B](reskin: Waterdeep Street Thug) Medium natural humanoid, human Level 7 Soldier Initiative +9 Senses Perception +5 HP 82; Bloodied 41 AC 21; Fortitude 19, Reflex 20, Will 17 Speed 6 [B]Morningstar (standard, at-will) Weapon[/B] +14 vs AC; 1d10+5 damage, and target is marked until the end of the thug’s next turn. [B]Poisoned Dagger (standard, encounter) Poison, Weapon[/B] Ranged 5/10; +14 vs AC; 1d4+6 damage, ongoing 5 poison damage, and the target grants combat advantage (save ends both). [B]Rattling Smash (standard, encounter) Fear, Weapon[/B] +12 vs Will; 2d10+8 damage, and the target takes a –2 penalty to attack rolls until the end of its next turn. If the target was marked by the tough, the target is also dazed until the end of the tough’s next turn. [B]Human Javelin Dancer[/B] Medium natural humanoid, human Level 6 Skirmisher Initiative +8 Senses Perception +4 HP 70; Bloodied 35 AC 21; Fortitude 18, Reflex 19, Will 17 Speed 6 [B]Spear (standard, at-will) Weapon[/B] +11 vs AC; 1d8+3 damage. [B]Mobile Attack (standard, at-will)[/B] The human javelin dancer shifts 3 squares and makes one spear attack during the move. [B]Javelin (standard, at-will) Weapon[/B] Ranged 10/20; +12 vs AC; 1d6+3 damage. [B]Adept Retreat[/B] A human javelin dancer does not grant combat advantage from running. [B]Skirmish[/B] If a human javelin dancer ends its move at least 4 squares from the square where it started the move, its attacks deal 1d6 extra damage until the start of its next turn. [B]Notable Equipment:[/B] Enduring Beast Armor +1 [B]Pirate 1st Mate [/B](Reskin: Amreth Gaunt) Medium natural humanoid, human Level 6 Elite Skirmisher (Leader) Initiative +9 Senses Perception +11 HP 136; Bloodied 68 AC 21; Fortitude 17, Reflex 19, Will 18 ; +2 to all defenses against opportunity attacks Saving Throws +2 Speed 6 Action Points 1 [B]Short Sword (standard, at-will) Weapon[/B] +11 vs AC; 2d6+5 damage. [B]Dagger (standard, at-will) Weapon[/B] +11 vs AC; 2d4+5 damage. [B]Dagger (standard, at-will) Weapon[/B] Ranged 5/10; +11 vs AC; 2d4+5 damage. [B]Fencing Strikes (standard, at-will) Weapon[/B] Gaunt makes a short sword attack and a dagger attack (melee or ranged), and he shifts 1 square after each attack. [B]Surprise Counter (immediate interrupt, when hit or missed by a melee attack, recharge 5,6 ) Weapon[/B] Gaunt can shift 1 square before the attack; he gains combat advantage against the target (included in attack and damage); targets the triggering attacker; +13 vs AC; 3d6+4 damage, and the target grants combat advantage until the end of Gaunt’s next turn. [B]Muddling Slash (standard; requires short sword, encounter) Weapon[/B] +11 vs AC; 2d6+5 damage, and the target is slowed and grants combat advantage (save ends both), and it slides 2 squares. [B]Blinding Bomb (standard, at-will) Weapon[/B] Area burst 1 within 10; +8 vs Fortitude; the target treats all nonadjacent squares as lightly obscured until the end of Gaunt’s next turn. This attack doesn’t provoke opportunity attacks. [B]Ignoble Escape (move; encounter)[/B] Gaunt ends any marked condition currently affecting him, and he shifts 6 squares. [B]Combat Advantage[/B] Gaunt deals 2d6 extra damage when he hits a creature he has combat advantage against. [B]Quick Draw[/B] Gaunt can draw an item as part of the same action required to use that item. [/sblock][sblock=Dim Light] Characters who have normal vision can’t see well in dim light: Creatures in the area have concealment. Characters who have low-light vision or darkvision see normally in dim light. So, all of the enemies will have -2 to hit everyone else. [/sblock] [/QUOTE]
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Adventure: Lord Byron's High-Seas High-Stakes (DM: Tenchuu, Judge: H.M.Gimlord)
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