During a break in the sailors' onslaught, Raiyek calls to Palladys to ease his wounds. Divine energy heals the most grievous injuries and the paladin manages to pant a challenge.
"Very well, captain, if we must fight we will fight. Let us finish this as warriors." Amidst all the incoming attacks the elf somehow manages to launch a divinely empowered blow of his own at the man, catching him off-guard and giving another injury. Raiyek is, however, careful to be sure his strikes will only be incapacitating and won't prove lethal, not wanting to kill him.
[sblock=OOC]I believe that with Raiyek's 10 thp (2 hits with Strength From Valor) and resist 1 all he should be at 16/56, right? Still bloodied, but in a bit better shape
**You know what. My Paladin has both Rimefire Plate and that power. So not only do I know they work, but I know you have them. I even recognized the them both in earlier posts. Did I remember to add the thp to my stat block below? No. Did I remember to factor is the resist this round? No.
Le sigh**
Minor: Lay on Hands on self. Burn a surge, heal 15. No longer bloodied.
Standard: Piercing Smite vs. Captain:
1d20+10=27 vs. Ref, 2d10+4=14 nonlethal damage. Captain and Sailors 4 and 5 are marked TENT.
Minor: DC on captain.
**Bloodied**
[/sblock]
Seeing the Warden flanked, Rurdev steps to his foe after drawing his second axe. The shifter, even through is shifting rage, strikes with the flats of his weapon, seeking to incapacitate, not kill. The first knocks into the sailor's shoulder, keeping his off balance, while the second axe slams into his temple, knocking him out cold.
Calling out to Hadrak, the shifter says,
"Feel free to take out the one in the crow's nest while I work my way around."
[sblock=Actions]
Minor: Draw other battleaxe
Move: Shift to H8
Standard: Twin strike vs sailor one:
twin strike shifted flanking vs sailor 1 (1d20+12=29, 1d20+12=26, 1d10+4=7, 1d10+3=13)nonlethal of course
**Both hit. I just want to point out, though he's unconscious. . . he's still on fire.**[/sblock]
[sblock=Immediate Actions]
If hit by an attack by 5 or less use disrupting strike(interrupt): +10; 1d10+5, and -6 to attack roll. If hit by 6 or more use yield ground(reaction) to shift to J7 and gain +2 to defenses.[/sblock]
-''Uh... Thanks but no thanks! I want to shoot the captain!'' And Hadrak proceeds to do just that but is aim is a little off.
''Uhm. Now see, you distracted me! ...kidding.''
[sblock=Action]
Move: G8
Standard: Daunting Light
Daunting Light vs Captain Reflex (1d20+11=14, 2d10+10=24)
Damn. 24 is good (wasted) damage.
[/sblock]
Georg moves next to his old friend Raiyek.
Keep away you blood-thirsty bastards. He slams his staff into the deck of the ship and a wave of thunder ripples over the three sailors knocking them back and to the deck.
[sblock=OOC] Didn't know I would give them temp HP from my saving throw
Why doesn't Sailor 4 have ongoing damage?
**Because you did not hit him**
Move: Shift to J11
Standard: Thunderwave from H12-J14 hits 3 sailors for non-lethal
1d20+9=25 (vs Sailor 4 Fort) will knock him unconscious
1d20+9=16 (vs Sailor 5 Fort) will knock him unconscious
1d20+9=18 (vs Sailor 6 Fort) and push him to K15
1d6+6=11 thunder damage and push 2
[/sblock]
[sblock=Incarnation]I think you posted at the same time as Georg. You'll want to pick new actions.[/sblock]
--------------------------------------
Initiative
Round 2
22; Enemies; Acted
Captain; K12; 22/63 hp;
Cursed, 5 ongoing fire damage (save ends),
Marked,
Bloodied
Sailor 1; I8; -13/53 hp;
Bloodied,
Cursed, 5 ongoing fire damage (save ends), Unconcious
Sailor 2; K8; 8/53 hp +5 thp;
Bloodied,
Cursed
Sailor 3; I9(Crows Nest); 26/53;
Cursed, 5 ongoing fire damage (save ends),
Bloodied
Sailor 4; H12; -4/53;
Cursed,
Bloodied,
Marked, Unconscious
Sailor 5; I12; -1/53;
Cursed, 5 ongoing fire damage (save ends),
Bloodied,
Marked, Unconscious
Sailor 6; I14; 15/53;
Cursed, 5 ongoing fire damage (save ends),
Bloodied
21; Hadrak; G8; 52/52; Acted
19; Rurdev; H8; 51/51; Acted
18; Raiyek; I11; 31/56; Marked TECNT; Acted
11; Georg; H9; 44/44; Acted
9; Incarnation; J9; 39/53; Pending
6; Dane; H11; 60/60
5; -2 to AC TENT
Warden; J8; -26 hp
Captain
Aura 5: Any crewman within the aura who succeeds on a saving throws gains +5 thp
F 17 W 17
Sailors
F 16 R 16 W 15
[sblock=Map]
[/sblock]
Main Mast is at I9. Provides cover. Square is inaccessible.
All furniture, crates and stairs are difficult terrain. The inside of the main deck is in the corner of the map. There's more below it but I haven't drawn it yet.
The brown dotted lines represent a shroud (rope ladder) and the mainyard (big pole the sail hangs on). It takes a DC 12 Athletics check to climb (half speed) the shroud/mainyard or a DC 19 Acrobatics check to move along either at full speed. Regular climbing rules apply, including falling off.
There is a low wall around the entire ship, and crows nest, except where indicated by the blue lines. A Bullrush or any power that forces movement requires that you beat the defense by 5 or more in order to move them over that wall. They still get a save to avoid falling, but if its over the wall they aren't prone, they're(you're) hanging on the other side.
It takes a Minor action, Athletics/Acrobatics DC 14 check to get over the wall, and that provokes OAs.
The deck of the ship is considered 0 ft for our purposes with the half deck 7 and a half feet up, and the crows nest 7 and a half feet above that.