Before everyone else even begins thinking about what to do I am already moving. I weave my way through the others and into the door, attacking the first one I come to.
OOC: IC is finally back up. Yay! Claw attack (1d20+13=19, 1d4+8=11) Looks like a miss. Boo! Do these look as well armored as the last three?
As you rush into the door opening, the first thing you register is that there are more than just three warforged. The second thing you register is the two muskets going off aimed at you. The third is the pain of two bullets hitting you, one in the area of your left lung, the second in your thigh. Both hit you in such a way that you may start bleeding quite a bit from the wounds.
After being hit twice, your aim is way off, but you manage to hit your enemy's right shoulder with a claw. However, this claw is also dampened somewhat by his plating.
You get hit by two shots, dealing 10 and 12 damage respectively. You must also roll two Fort save vs DC 11 or start bleeding and taking 1 hp damage each round/failed save.
The armouring of the warforged varied, but the one you hit is plated in the same way as the earlier, but they don't carry shields.
Also, the map is updated to reflect that Goran sees some new stuff :P
Well, I can't make any plans until everyone ahead of me has gone, which includes the warforged themselves *grumble grumble*. However, what I notice about Goran's view is this: No way out; fireball formation.
As Mort sees a room full of the warforged who're responsible for the deaths of innocents far below you, responsible for the fires burning throughout the city and responsible for so much suffering, a murderous, icy calm comes over him. Determined to kill these creatures, Mort begins to channel this icy calm into a missile of pure cold, just like he did only moments ago with his burning rage. Sending out five of these missiles, they fly unerringly towards their five targets and infuses their targets with their killing cold. However, it seems as though their natural toughness applies towards cold as well, and most of the targets seems to be less affected than they should be.
Mort uses Energy Missile (Cold) against 2, 3, 4, 5 and 1. They take 6, 5, 14, 5, 8 damage respectively.
And it would appear that you did exactly what I was planning to, so no comment until next round.
I duck my head around the door with caution and am not entirely surprised when i am greeted with a spear. It is rare that a single enemy shows up alone in my line of work.
From what I can see of the room, the warforged have a distinct advantage against conventional weaponry. Only two entrances to the room, numerous areas not visible from outside, and solid walls. They could hold this against a far superior number if force of arms was the only concern. Thankfully we have forces arcane to bring to bear. Only an idiot would charge this hornets nest when instead we can blast it.
No sooner have I finished this thought, than one of my associates proves we have idiocy to spare. Goran charges into the room and is fired upon by several Warforged waiting in ambush. Clearly Gorans' role will not be that of tactician.
Cursing under my breath at our enemies, and the loss of inocent life transpiring below, I channel my rage. My gun practically leaps into my hand, and a crackling blade of energy springs to life around it. As my grows cold, the air around me freezes and coalesces into bolts that spring from the guns barrel towards my enemies.
I then step back to the side, taking partial cover from the entranceway. If they want me, they shall have to come to me, and pay in their blood.
More of them? Great, well this time we have them trapped, the advantage is on our side. Wait, what is Goran...
Knowing this will not go well I follow Goran and much as I expected he gets hit pretty badly. I quickly start chanting and channel the positive energy I have built up into Goran to help him continue. Afterwards I quickly disappear behind the wall so that I am not in the line of fire, mumbling "Do not be so reckless" on the way
We're waiting on Luce, (I.E. Matuty74). After him, the enemies go, then Aheros, and then finally Ian (me). Of course, I can't do much forward planning until the warforged move, so my hands are quite tied in the matter.
Sorry for being late. I got lost on the road of life.
When in the middle of battle, they say, people tend to change for the worst. The kindest, gentlest, most compossed people are often the worse to face in straight combat, and after seeing my new comrades spring into action today, I safely assume they fall into this grouping. Well, it's time to join them. I figure I better keep my sharp shooting skills ready for something a little different, so I quickly take a second to think of what to do. First, thing's first; I tell Zeal to keep things cool until the majority of use are through the door.
"Zeal, stay here. No offense, girl, but the door won't fit all of us right this second."
Both arms on my gun, I oh-so-carefully move into a good shooting position just behind the beastly Goran. True, the man could've done something better than just running in the front door, but, someone needs to back him up now. Yeah, I've taken some damage, but still, I can probably help get this one down. Like any good marksman, I place my gaze firmly on any vitals of the first 'Forge to fall into my sight. Time to play executioner. Taking a different, more brutal grasp on the gun, I aim for the second Warforged and pull the trigger.
Being in close quarters calls for a more powerful kind of shot, so that's exactly what I use.
Free: Luces tells Zeal to stay put for the moment. Move: Luce moves to C8. Swift: Luce Luce initiates the boost Elegant Execution. Standard: Luce makes a gunshot using the bonuses granted by Elegant Execution on Warforged #2 (the one that would be 10 feet diagonally from him at C8). Being within ten feet of Luce, Luce gets a +2d6 damage bonus, +1/initiator level.
Maneuvers Known (Desert Wind, Diamond Mind, Black Rain, Shadow Hand, Stone Dragon, and Tiger Claw): 11 Maneuvers Readied: 7 (6 Swordsage, +1 Feat) Stances Known: 3
Current Maneuvers and Stance [s]Black Tempest, Azure Battle Mandala, Blossom of Iron Petals, Iron Caress, [s]Elegant Execution, Shadow Jaunt, Death Mark
Hot-Blooded Gunman Bravado Black Rain (Stance) Level: Crusader 1, Swordsage 1, Warblade 1 Initiation Action: Swift action Range: Personal Target: You Duration: Stance
A true gunslinger must have a deft hand, a calm mind, an unshakable will–but above all, he must have hot blood flowing through his veins, an unconquerable assurance in himself. Gunman who thrive on such bravado can take risky shots with potentially devastating consequences. While in this stance, before you make an attack roll with a ranged weapon (even one that is not a firearm), you may take a penalty on all ranged attack rolls for that round of up to your base attack bonus. If you do, then you gain a bonus equal to the penalty you took on all ranged damage rolls you make in that round.
Iron Caress Black Rain (Strike) Level: Crusader 1, Swordsage 1, Warblade 1 Initiation Action: Standard action Range: Firearms attack Target: One creature Duration: 5 rounds Save: Fortitude partial
Anyone can fire blindly into a mass of soldiers, knowing that their ball of lead will most likely hit a foe. But only a true artist of the gun can aim with superhuman precision, picking out the precise point on their target they wish to hit and then firing flawlessly. As part of this maneuver, you make a single ranged attack with a firearm or ray weapon against an opponent. If the attack hits, the foe hit must make a Fortitude save, DC 11 + your highest mental ability score, or suffer one of the following effects, based on which body part you targets:
Arms: Your bullet lodges itself in your victim’s hand, hindering their use of it. They take a -1 penalty on all attack and damage rolls.
Legs: Your bullet pierces the muscles of your foe’s legs, slowing their every movement. They take a -5 penalty on all Balance, Climb, Jump, Swim, and Tumble checks.
Vitals: Your bullet leaves a messy, bleeding wound. Each subsequent round, the foe takes an additional point of damage.
The additional effects last for 5 rounds. Magical healing equal to the amount of damage dealt by this strike or a Heal check, DC 11 + your highest mental ability score, also ends the effects. Some foes may not be affected by certain called shots. A creature lacking arms, tentacles, claws, or similar appendages cannot be affected by an arms shot; a creature lacking any legs, wings, fins, or similar propulsory appendages cannot be affected by a legs shot, and creature lacking a discernible anatomy (any creature immune to sneak attack damage) is immune to a vitals shot.
Blossom of Iron Petals Black Rain (Strike) Level: Crusader 2, Swordsage 2, Warblade 2 Initiation Action: Standard action Range: 60 ft. Area: Line Duration: Instantaneous
With the patience of a monk watching a lotus flower bloom, a gunslinger can watch the bullet blossom forth from the barrel of his gun, its path guided by calm mind, steady eye, and a quick finger on the trigger. The blossom of iron petals has let a lone gunman slay mobs of foes with a single shot. When you initiate this maneuver, you make a single attack with a firearm or ray weapon as a line attack. You make a single attack roll, and use that for each foe in the area of this maneuver to determine if the attack hits them. However, starting with the third foe, you take a -5 penalty on the attack roll for every target past the first two: -5 for the roll against the third, -10 against the fourth, and so on, to a maximum of -20 against the sixth. If the attack misses a single foe, then it stops, and does not apply to any further foes behind them. You make a separate damage roll for each opponent hit by the attack.
Elegant Execution Black Rain (Boost) Level: Crusader 2, Swordsage 2, Warblade 2 Initiation Action: Swift action Range: Personal Target: You Duration: One round or Instantaneous (see text)
Mercy comes from the barrel of a gun, the warm kiss of iron that ends the misery of the wounded. This maneuver has two uses: first, it can be used to enhance attacks made executioner-style, at close range. For one round, any firearm or ray weapon attack you make against an opponent within 30 ft. of you deals an additional 1d6 damage, +1/initiator level. If they are within 10 ft., the attack instead deals an additional 2d6 damage, +1/initiator level.
Alternatively, this maneuver can be used to rapidly dispatch a fallen foe. As part of this maneuver, you may make a coup de grace attack with a firearm or ray weapon against any opponent who is helpless and within the first range increment of the gun you are attacking with. Delivering a coup de grace with this maneuver does not provoke attacks of opportunity.
Azure Battle Mandala Black Rain (Strike) Level: Crusader 3, Swordsage 3, Warblade 3 Prerequisites: One Black Rain maneuver Initiation Action: Standard action Range: Firearms attack Target: One creature Duration: Instantaneous
A trained gunslinger does not aim with his eyes alone, nor with the sights of his gun–both are unreliable, and can lead him astray. After years of honing their skills, an adept can master the azure battle mandala, a meditation that allows them to envision an intricate ring of blue circles that center around their foe, allowing them to aim and fire with inhuman precision, the only hint of their prowess a light glinting in their eyes. As part of this maneuver, you make a single ranged attack with a firearm or ray weapon against an opponent with a [s]+20 +10 insight bonus on the attack roll. If the attack hits, it deals an additional 2d6 damage.
Black Tempest Black Rain (Boost) Level: Crusader 3, Swordsage 3, Warblade 3 Prerequisites: One Black Rain maneuver Initiation Action: Immediate Action Range: Personal Target: You Duration: Encounter
In the heat of battle, no man has time to be caught reloading his gun. Trained gunslingers can re-arm themselves in seconds, never letting down their onslaught of steel against a foe. For the duration of the encounter, you may reload any firearm you are holding as a swift action.