Kudgel catches the warning look from Karzin and keeps his head down as they hurry out of the shack. Once they're out of earshot of the guard, he turns to his companions.
Follow me! I think I know the way to Rory's Exports.
Alignment: Good Religion: Tyr Languages: Common, Giant
Human, Human Power Selection Option: Heroic EffortShow
Your grim focus and unbridled energy means that failure is not an option. Encounter No ActionPersonal Trigger: You miss with an attack or fail a saving throw. Effect: You gain a +4 racial bonus to the attack roll or the saving throw.
You are proficient with the club and the mace, and you can use those weapons with Sneak Attack or any rogue power or rogue paragon path power that normally requires a light blade. If you use a club or a mace to deliver an attack that has the rattling keyword, add your Strength modifier to the damage roll.
If a creature has training in Intimidate and deals damage with a power that has the rattling keyword, the target takes a -2 penalty to attack rolls until the end of the user’s next turn. A target that is immune to fear is not subject to this penalty.
You have inherited a martial heirloom that has been passed through the generations. It might be a weapon, a shield, a helmet, a scabbard, a quiver, or any other piece of equipment. You and your family cherish the heirloom for its connection to your heritage. Perhaps the item played a pivotal role in a historic battle or was a beloved possession of a famous ancestor. The heirloom might also be the subject of a legend. Regardless of the item’s history, you have acquired it through merit, necessity, or perhaps greed. How does your ownership of the item affect your decisions? How do you feel about being its owner? Do you shrink under the mantle of obligation and responsibility, or do you rise up to earn stewardship of the item?
Kudgel's heirloom is his gray cloak of resistance, symbol of Neverwinter's original militia, passed down to him from his father and grandfather before him. Benefit: +2 to Intimidate
Starting Feature: You’ve honed your combat skills against the heavily armored Mintarn mercenaries Lord Neverember has brought to the city, requiring you to perfect the art of exploiting weaknesses. When you spot an opening in a foe’s defenses, you don’t hesitate to let your allies know. Benefit: While you flank an enemy, your allies gain a +1 power bonus to attack rolls against that enemy. In addition, you gain the low blow power.
At the opportune moment, you hit your foe where it counts. Encounter Martial No Action Special Trigger: Your melee attack hits a creature grantingcombat advantage to you. Effect: The creature is dazed until the end of your next turn.
Your grim focus and unbridled energy means that failure is not an option. Encounter No ActionPersonal Trigger: You miss with an attack or fail a saving throw. Effect: You gain a +4 racial bonus to the attack roll or the saving throw.
The bite of your weapon is deepened by the sting of your ire. At-WillMartial, Rattling, Weapon Standard ActionMelee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Target: One creature Attack: Mace: +9 vs. AC; Dagger: +11 vs. AC Hit: Mace: 1d8+8; Dagger: 1d4+5
A final lunge brings you into an advantageous position. At-WillMartial, Weapon Standard ActionMelee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Effect: Before the attack, you can move up to 2 squares. Target: One creature Attack: Mace: +9 vs. AC; Dagger: +11 vs. AC Hit: Mace: 1d8+6; Dagger: 1d4+5
Your attack unnerves your foe, possibly freezing it in its tracks. EncounterMartial, Rattling, Weapon Standard ActionMelee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Mace: +9 vs. AC; Dagger: +11 vs. AC Hit: Mace: 1d8+10; Dagger: 1d4+7 Ruthless Ruffian: If the target is already taking the attack penalty from one of your rattling attacks, the target is also immobilized until the end of your next turn.
The way you stand appears to allow a foe an opening, but in truth your skill is such that you use your foe’s attack to draw it in for your own quick strike. DailyMartial, Stance Minor ActionPersonal Effect: Until the stance ends, each time an enemy hits or misses you, you can use the Duelist's Prowess Attack power against it.
DailyMartial, Weapon Immediate InterruptMelee weapon Requirement: The power Duelist's Prowess must be active in order to use this power. Requirement: You must be wielding a light blade. Trigger: An enemy adjacent to you attacks you Target: The triggering enemy Attack: Mace: +9 vs. Reflex; Dagger: +11 vs. Reflex Hit: Mace: 1d8+6; Dagger: 1d4+5
Rolling with a blow that knocked you down, you hop up just a few steps away. EncounterMartial Immediate ReactionPersonal Trigger: You are knocked prone Prerequisite: You must be trained in Acrobatics. Effect: You stand up and can shift 1 square.
Your weapon backs up your threats, extracting its toll in blood. EncounterMartial, Rattling, Weapon Standard ActionMelee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Target: One creature Attack: Mace: +9 vs. AC; Dagger: +11 vs. AC Ruthless Ruffian: If the target is taking the attack penalty from one of your rattling attacks, you gain combat advantage against the target for this attack. Hit: Mace: 2d8+8; Dagger: 2d4+5
Benefit: You gain a +1 feat bonus to the attack rolls of weapon attacks. The bonus increases to +2 at 11th level and +3 at 21st level. Also, you can use a minor action to sheathe a weapon and then draw a weapon.
Enhancement Bonus: +1 to attack rolls and damage rolls Critical: +1d8 damage Power Encounter (Free Action) Use this power before making a melee attack against an adjacent target. You gain a power bonus to that attack's damage roll equal to twice this weapon's enhancement bonus. You take a -2 penalty to AC until the end of your next turn.
Enhancement Bonus: +1 to attack rolls and damage rolls Critical: None Property Increase the weapon’s normal range by 5 squares and the long range by 10 squares.
Neck Slot Enhancement Bonus: +1 to Fortitude, Reflex, and Will Power Daily (Minor Action) Gain resist 5 to all damage until the start of your next turn.
Enhancement Bonus: AC Power Encounter (Free Action) Trigger: You or an ally within 5 squares of you bloodies an enemy. Effect: The attacker gains a +2 power bonus to AC until the end of his or her next turn.
This kit includes a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, and a waterskin.
To use the Thievery skill properly, you need the right picks and pries, skeleton keys, clamps, and so on. Thieves’ tools grant a +2 bonus to Thievery checks to open a lock or to disable a trap.
Consumable: Potion Power (Healing) Consumable (Minor Action) Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.
Kudgel wears his tattered gray cloak with pride. It has been handed down from father to son from the days before Neverwinter's destruction, when the city's militia were known as the Graycloaks.
These days he strives to be a champion of the common man in Neverwinter, opposing the rule of the foreign interloper, Lord Neverember. As such, he fell in with the Sons of Alagondar faction, but now feels that some within the movement have turned away from defending the rights of Neverwinter's citizens towards general lawlessness.
He seeks new allies who are eager to make Neverwinter great again.
"Yah, one mystery at a time is quite enough. Sometimes a beggars jus a beggar, ya know? Wouldn't put it past someone livin' on the streets to know his way 'round them," Bethrynna resigns as the party retraces their steps.
She is fairly quiet when they are met by a watch member, but seeing as he is living up to his profession and only watching, she pays him little mind. As they are moving away from what surely will be referred to as 'the scene of the crime' in a later proceeding, Kudgel states his renewed intentions.
"Aw, we already went off into one possible trap tonight! Can't we at least break them up with something fun? Didn't someone mention something about a bar? I think I know where that is," she states as she starts heading off in what she presumes to be the correct direction. That the elf seems to know where the bar lies probably comes as no surprise to the others.
"Walking headfirst into a trap always tends to bring some interesting situations. We could always check the bar, though. Cross-examine our lead. Maybe pick up another one. Who knows?" Rhamea says, walking beside the group. "All else fails, I'm sure we'd do perfectly fine kicking in doors."
Well, it looks as though you have two possibilities: the warehouse at the docks or the tavern. Which do you pursue? Or do you split the group and pursue both?
Alignment: Good Religion: Tyr Languages: Common, Giant
Human, Human Power Selection Option: Heroic EffortShow
Your grim focus and unbridled energy means that failure is not an option. Encounter No ActionPersonal Trigger: You miss with an attack or fail a saving throw. Effect: You gain a +4 racial bonus to the attack roll or the saving throw.
You are proficient with the club and the mace, and you can use those weapons with Sneak Attack or any rogue power or rogue paragon path power that normally requires a light blade. If you use a club or a mace to deliver an attack that has the rattling keyword, add your Strength modifier to the damage roll.
If a creature has training in Intimidate and deals damage with a power that has the rattling keyword, the target takes a -2 penalty to attack rolls until the end of the user’s next turn. A target that is immune to fear is not subject to this penalty.
You have inherited a martial heirloom that has been passed through the generations. It might be a weapon, a shield, a helmet, a scabbard, a quiver, or any other piece of equipment. You and your family cherish the heirloom for its connection to your heritage. Perhaps the item played a pivotal role in a historic battle or was a beloved possession of a famous ancestor. The heirloom might also be the subject of a legend. Regardless of the item’s history, you have acquired it through merit, necessity, or perhaps greed. How does your ownership of the item affect your decisions? How do you feel about being its owner? Do you shrink under the mantle of obligation and responsibility, or do you rise up to earn stewardship of the item?
Kudgel's heirloom is his gray cloak of resistance, symbol of Neverwinter's original militia, passed down to him from his father and grandfather before him. Benefit: +2 to Intimidate
Starting Feature: You’ve honed your combat skills against the heavily armored Mintarn mercenaries Lord Neverember has brought to the city, requiring you to perfect the art of exploiting weaknesses. When you spot an opening in a foe’s defenses, you don’t hesitate to let your allies know. Benefit: While you flank an enemy, your allies gain a +1 power bonus to attack rolls against that enemy. In addition, you gain the low blow power.
At the opportune moment, you hit your foe where it counts. Encounter Martial No Action Special Trigger: Your melee attack hits a creature grantingcombat advantage to you. Effect: The creature is dazed until the end of your next turn.
Your grim focus and unbridled energy means that failure is not an option. Encounter No ActionPersonal Trigger: You miss with an attack or fail a saving throw. Effect: You gain a +4 racial bonus to the attack roll or the saving throw.
The bite of your weapon is deepened by the sting of your ire. At-WillMartial, Rattling, Weapon Standard ActionMelee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Target: One creature Attack: Mace: +9 vs. AC; Dagger: +11 vs. AC Hit: Mace: 1d8+8; Dagger: 1d4+5
A final lunge brings you into an advantageous position. At-WillMartial, Weapon Standard ActionMelee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Effect: Before the attack, you can move up to 2 squares. Target: One creature Attack: Mace: +9 vs. AC; Dagger: +11 vs. AC Hit: Mace: 1d8+6; Dagger: 1d4+5
Your attack unnerves your foe, possibly freezing it in its tracks. EncounterMartial, Rattling, Weapon Standard ActionMelee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Mace: +9 vs. AC; Dagger: +11 vs. AC Hit: Mace: 1d8+10; Dagger: 1d4+7 Ruthless Ruffian: If the target is already taking the attack penalty from one of your rattling attacks, the target is also immobilized until the end of your next turn.
The way you stand appears to allow a foe an opening, but in truth your skill is such that you use your foe’s attack to draw it in for your own quick strike. DailyMartial, Stance Minor ActionPersonal Effect: Until the stance ends, each time an enemy hits or misses you, you can use the Duelist's Prowess Attack power against it.
DailyMartial, Weapon Immediate InterruptMelee weapon Requirement: The power Duelist's Prowess must be active in order to use this power. Requirement: You must be wielding a light blade. Trigger: An enemy adjacent to you attacks you Target: The triggering enemy Attack: Mace: +9 vs. Reflex; Dagger: +11 vs. Reflex Hit: Mace: 1d8+6; Dagger: 1d4+5
Rolling with a blow that knocked you down, you hop up just a few steps away. EncounterMartial Immediate ReactionPersonal Trigger: You are knocked prone Prerequisite: You must be trained in Acrobatics. Effect: You stand up and can shift 1 square.
Your weapon backs up your threats, extracting its toll in blood. EncounterMartial, Rattling, Weapon Standard ActionMelee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Target: One creature Attack: Mace: +9 vs. AC; Dagger: +11 vs. AC Ruthless Ruffian: If the target is taking the attack penalty from one of your rattling attacks, you gain combat advantage against the target for this attack. Hit: Mace: 2d8+8; Dagger: 2d4+5
Benefit: You gain a +1 feat bonus to the attack rolls of weapon attacks. The bonus increases to +2 at 11th level and +3 at 21st level. Also, you can use a minor action to sheathe a weapon and then draw a weapon.
Enhancement Bonus: +1 to attack rolls and damage rolls Critical: +1d8 damage Power Encounter (Free Action) Use this power before making a melee attack against an adjacent target. You gain a power bonus to that attack's damage roll equal to twice this weapon's enhancement bonus. You take a -2 penalty to AC until the end of your next turn.
Enhancement Bonus: +1 to attack rolls and damage rolls Critical: None Property Increase the weapon’s normal range by 5 squares and the long range by 10 squares.
Neck Slot Enhancement Bonus: +1 to Fortitude, Reflex, and Will Power Daily (Minor Action) Gain resist 5 to all damage until the start of your next turn.
Enhancement Bonus: AC Power Encounter (Free Action) Trigger: You or an ally within 5 squares of you bloodies an enemy. Effect: The attacker gains a +2 power bonus to AC until the end of his or her next turn.
This kit includes a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, and a waterskin.
To use the Thievery skill properly, you need the right picks and pries, skeleton keys, clamps, and so on. Thieves’ tools grant a +2 bonus to Thievery checks to open a lock or to disable a trap.
Consumable: Potion Power (Healing) Consumable (Minor Action) Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.
Kudgel wears his tattered gray cloak with pride. It has been handed down from father to son from the days before Neverwinter's destruction, when the city's militia were known as the Graycloaks.
These days he strives to be a champion of the common man in Neverwinter, opposing the rule of the foreign interloper, Lord Neverember. As such, he fell in with the Sons of Alagondar faction, but now feels that some within the movement have turned away from defending the rights of Neverwinter's citizens towards general lawlessness.
He seeks new allies who are eager to make Neverwinter great again.
Scarblade Bastard Sword 1d20+18 vs AC. 1d10+8 Damage Hungry Spear Greatspear+3 1d20+19 vs AC. 1d10+9 +2d8 to damage in Bersker Fury.
Ranged Basic Attack: Hungry Spear Greatspear+3 1d20+19 vs AC Damage: 1d10+9
Jarring Smash: MBA + target grants CA until end of my next turn.
Run Down: MBA + target is slowed until end of my next turn.
Defender Aura: Aura 1. Enemery takes -2 to attacks rolls that do not include me or ally with this aura active. Marked enemies not subject
Vengeful Guardian: OA. Enemy subject of defender aura either **** or makes attack that targets an ally without targeting me or ally with active defender aura. MBA+2d8 extra damage.
Badge of The Berserker- The movement of charge attacks does not provoke OA
[] Stone Panoply [X] Savage Cut Used [] Brutal Slam [] Second Wind [X] Nomad's Rush Used [] Earthforger's Passage [X] Furious Assault Used [] A Thousand Ways to Die [] Curtain of Steel [] Hungry Spear Encounter Power
Encounter: Roots of Stone [] Rough Strike [] Mountain Hammer [] Form of Winter’s Herald attack [] Goring Charge[x] Mark of Thunder [] Elven Battle Hide Armor [] Boots of Free Movement []
Daily: Form of Winter’s Herald [] Boiling Cloud: [x] Boiling Cloud Attack: [] Endure Pain [] Treacherous Ice []
OOC: Yeah, I don't really preference, either, if you think that the previous post was threatening to split the group. I always figured that Bethrynna wants to go to the bar, but will follow the group in the end.
OOC: Very sorry about the delay. The holidays are always very hectic around the Smokus household. Kids' band concerts, company Christmas parties, blah, blah, blah. I'll try to get an update in very soon, though.