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Sticky: Battles of Sagaris
3 years ago  ::  Jan 20, 2010 - 7:15PM #51
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,722

Pairings: 21 January 2010


Rolls


Characters on Campaigns: {Maximum: 15 Weeks; more with GM Permission}

  • None.

Characters on Quests & Missions:

  • none this week

Characters doing Full Activities:

  • None

BATTLES OF SAGARIS
LEVEL 1 FIGHTS

  • Swift Hammer (TelinArtho) vs. Thunderstorm! (alttprules) : LinkN {Hedge}
  • Beauty and the Beast (NINcubus) vs. Bardbarians (alttprules) : Draidden {Hedge}

LEVEL 3 FIGHTS

  • none this week

LEVEL 5 FIGHTS

  • Flames of Heaven (LinkN) vs. Hermes Strike (TelinArtho) : alttprules {Prison}

Pairings done by TelinArtho.
Credits
TelinArtho +1 (admin)
alttprules +1 (fight)
Draidden +1 (fight)
LinkN +1 (fight)

The COre COliseum just hit 1000 fights! Come join the fun and be a part of this milestone! Next pairings are set for 22 August 2012. Activate TODAY!
Blue Moon Aurora is looking for some fresh blood to populate their forums. Home of the Duet and West Pacific Supers!
Check out the other PbP games around:
Real AdventuresPbP HavenThe Guild House
Garic's CityMap of the PlanesD20 Modern
Castle of FunTerisia City and Fan FictionGleemax Roleplaying
Coalition War GameParanoia ParadiseMagic Puzzles, Fun, & Games!
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3 years ago  ::  Jan 24, 2010 - 12:40PM #52
Draidden
Date Joined: Dec 26, 2001
Posts: 8,973
Beauty and the Beast (NINcubus) vs. Bardbarians (alttprules)

Alttprules wins by default as NINcubus did not send in a set of tactics.

Bardbarians wins and gains 2 VP's

nothing used

Beauty and the Beast lose and gain 1 VP

nothing used.
Wash: "Yeah well, if she doesn't give us some extra flow from the engine room to offset the burn through, this landing is gonna get pretty interesting."

Mal: "Define interesting."

Wash: "Oh god oh god we're all gonna die?"

Mal: "This is the captain. We have a...little problem with our engine sequence, so we may experience some slight turbulence and then...explode."
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3 years ago  ::  Jan 24, 2010 - 2:22PM #53
LinkN
  • Core Coliseum Elder
Date Joined: May 2, 2001
Posts: 1,953
Swift Hammer vs Thunderstorm

Separate thread fight

Results Show
Thunderstorm wins and gains 2 VP!
Lightning used an action point.
Thunder used an action point and two healing surges.

Swift Hammer loses, and gains 1 VP.
Felamir used Dread Star, an action point, and a healing surge.
Barandor used nothing.

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3 years ago  ::  Jan 24, 2010 - 5:00PM #54
alttprules
Date Joined: Feb 2, 2009
Posts: 258
Flames of Heaven vs Hermes Strike

Seperate Thread

results Spoiler: Show

Flames wins = 2 VP
Arkelah used Hunger of Hadar and an AP
Soreah used Beacon of hope, Armor and 3 surges

Hermes Lost = 1VP
Gundmir used Unstopable, Halbred daily power, and 1 surge
Gaglack used 1 AP
Check this out http://community.wizards.com/coco/
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3 years ago  ::  Jan 28, 2010 - 6:17AM #55
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,722

Pairings: 28 January 2010


Rolls


Characters on Campaigns: {Maximum: 15 Weeks; more with GM Permission}

  • None.

Characters on Quests & Missions:

  • none this week

Characters doing Full Activities:

  • None

BATTLES OF SAGARIS
LEVEL 1 FIGHTS

  • Dragon Slayers (TelinArtho) vs. Thunderstorm! (alttprules) : Draidden {Small Arena}
  • Archer's Rage (Draidden) vs. Bardbarians (alttprules) : LinkN {Small Arena}

LEVEL 3 FIGHTS

  • none this week

LEVEL 5 FIGHTS

  • none this week

Pairings done by TelinArtho.
Credits
TelinArtho +1 (admin)
Draidden +1 (fight)
LinkN +1 (fight)

The COre COliseum just hit 1000 fights! Come join the fun and be a part of this milestone! Next pairings are set for 22 August 2012. Activate TODAY!
Blue Moon Aurora is looking for some fresh blood to populate their forums. Home of the Duet and West Pacific Supers!
Check out the other PbP games around:
Real AdventuresPbP HavenThe Guild House
Garic's CityMap of the PlanesD20 Modern
Castle of FunTerisia City and Fan FictionGleemax Roleplaying
Coalition War GameParanoia ParadiseMagic Puzzles, Fun, & Games!
My List of characters for the CoCo and other ventures
NaNoWriMo 2010 WinnerNaNoWriMo 2011 Winner
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3 years ago  ::  Jan 31, 2010 - 9:57PM #56
LinkN
  • Core Coliseum Elder
Date Joined: May 2, 2001
Posts: 1,953

Archer's Rage vs Bardbarians


All rolls are here


Tactics for Bardbarians Show

Simple charge and bash use furious assalt and avalanche strike as soon as possible and hit until the target is negative bloodied. Use majestic word when either is bloodied Whill will use Blunder once the barbarian is adjacent to an enemy, and slide away if it will allow another charge. otherwise default to howling strike and vicious mockery


Tactics for Archer's Rage Show

Carric will start at 18,30 or equivalent space and Maveith will start at 18,20 or equivalent space.


Carric starts out with his bow in hand and Maveith with a Javelin.


Whichever one goes first will delay until the others turn so they move together. They will use a move action to circle clockwise, delaying to attack the first person they see.


If Carric can only see one opponent he will use twin strike if he can see both and they are within 3 squares of each other he will use Split the Tree. After that he will use Evasive Strike. After that if he is in melee he will drop his bow and pull his swords and will try to flank with Maveith using Twin Strike and Nimble Strike to maintain flanking.


Maveith will throw his javelin at the first person he sees. Once one of the opponents close with him, he will use Swift Panther Rage and if the opponent is still standing he will use an action point to use Avalanche Strike as well as Stones Endurance. If he drops one of them he will use Swift Charge to charge the other. After that he will use Recuperating Strike if he is badly injured to gain 8 temp hp, but otherwise he will use Devastating Strike to try to finish off his opponent.


The Fight Show

x.jpg


 


Initiative and Status:


Carric (25/25)
Maveith (31/31)
Thump (29/29)
Whill (24/24)


Round 1:


Carric spots Whill and Thump at the start of the fight, quarries Whill, and uses his Split the Tree power to shoot both enemies at once, bloodying both of them.  Whill fades away, becoming invisible.  Maveith steps forward and throws his javelin at Thump, but misses.  Whill uses a Majestic Word on himself, then laughs at Maveith, viciously mocking him.  Thump charges Maveith and hits him with a howling strike and a furious assault, downing the enemy barbarian.


x.jpg


Initiative and Status:


Carric (25/25)
Maveith (-1/31)
Thump (7/29)
Whill (11+4/24)


Round 2:


Carric fires an Evasive Strike at Whill, downing the bard.  Thump decides to finish off Maverith,   and hits him with a coup de grace, killing him.  Meanwhile, Whill's condition seems to get worse.


x.jpg


Initiative and Status:


Carric (25/25)
Maveith (-1/31)
Thump (7/29)
Whill (-6/24)


Round 3:


Carric fires a Twin Strike at Thump, but only one attack hits.  Thump runs up to Carric and swings with an Avalanche Strike, but misses the ranger.  Meanwhile, Whill continues to bleed to death.


x.jpg


Initiative and Status:


Carric (25/25)
Maveith (-1/31)
Thump (2/29)
Whill (-6/24)


Round 4:


Carric drops his bow, draws both swords, and tries another Twin Strike, but both attacks miss.  Thump attacks with a Howling Strike, but likewise can't hit.  Meanwhile, Whill barely clings to life.


Initiative and Status:


Carric (25/25)
Maveith (-1/31)
Thump (2/29)
Whill (-6/24)


Round 5:


Carric, angry at his recent missing streak, decides to just go all out and manages to critically hit with both swings of Twin Strike, downing and killing the enemy barbarian.  Meanwhile, Whill bleeds to death.


The fight is over, and Archers' Rage wins!


Results Show

Archers' Rage wins, and gains 2 VP!
Carric used Split the Tree
Maveith used nothing.


Bardbarians loses, and gains 1 VP.
Whill used a healing surge.
Thump used nothing.


 

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3 years ago  ::  Feb 02, 2010 - 9:44AM #57
Draidden
Date Joined: Dec 26, 2001
Posts: 8,973
Dragonslayers vs. Thunderstorm

All rolls are here

Tactics for Dragonslayers Show

Dragonslayers  (TelinArtho)

Start off at (16,29) and (17,29) for Urgood and Waltin respectively. Urgood will have his warhammer in hand; Waltin his warhammer and shield.

If no detection happens before hand, each will move out towards the center. If after the first move action, they still don't see anyone, take a second move action to end at (16,20) and (17,20). After that - single moves and ready lance of faith (Urgood) and charge (Waltin).

Once they find the opponents, focus on one at a time to be taken down. In melee, Waltin will use Sure Strike against the warlord and tide of iron against the rogue. If he's benefitting from the bonus from lance of faith, he'll attack with Steel Serpent Strike. After that - if he has the bonus from lance of faith, he'll attack with Tide of Iron no matter the opponent.

Urgood will attack with Lance of Faith exclusively unless he can catch Waltin and at least one opponent with Divine Glow.

Healing: Both dwarves will use a minor action for second winds when they are more than a healing surge away from maximum hps. Urgood will heal either of them after that when they are at least a healing surge +6 away from maximum.

That should be it - have fun running the fight.



Tactics for Thunderstorm Show


Thunderstorm (alttprules)


Whoever is acting first will delay until both are acting on the same initiative, making as much noise as possible as to bait the player to come around the corner Thunder (rouge) will ready to throw a dagger at the first person he sees after which it will be preparing for a flank readying an action trigger being when the flank is set up. Lightning will default to Commander's strike and will use Warlords favor as soon as an oponent is bloodied. Use inspiring word when either members are bloddied no action points no second wind. Thunder will use torturous strike the first time he has CA.



The Fight Show

x.jpg

Initiative order
Urgood
Thunder
Lightning
Waltin

As the fight starts, Thunder and Lightning make a lot of noise drawing the attention of Waltin and Urgood.

Round 1
Urgood double moves towards the noise, but stays out of sight for now.

Thunder delays action, readying a dagger to throw at the first person he sees and keeps making noise.

Lightning delays action waiting for a target and keesp making noise.

Waltin follows Urgood, double move.

x.jpg

Round 2
Urgood moves south 2 squares, at which time he can see Thunder and Thunder can see him.

Thunder uses his readied action and throws a dagger at Urgood. His aim is true and he scores a solid hit. (8 dmg)

Urgood fires off Lance of Faith at Thunder which he just manages to dodge.

Thunder closes and delays his action looking for a flanking opportunity.

Lightning moves closer to Urgood and then cahrges. Urgood just manages to avoid the attack.

Waltin closes with Lightning and uses Sure Strike delivering a minor cut.

Thunder uses he delayed action and using Deft Strike closes with Waltin, but misses his attack.

Status
Urgood (20/28 hp) nothing used
Lightning (21/22 hp) nothing used
Waltin (31/31 hp) nothing used
Thunder (23/23 hp) nothing used

x.jpg

Round 3
Urgood uses Divine Glow catching both opponents and Walting in the blast. Thunder takes 12 dmg but Lightning avoids the blast. Waltin gains a +2 bonus to all attacks till the end of Urgoods next turn.

Lightning uses Inspiring Word to heal Thunder and then uses Commander's Strike to give Thunder a basic attack vs Waltin. Thunder slashes at Walting, but misses.

Waltin attacks Lightning using Serpents Steel, but misses.

Thunder shifts 1 square east and then attacks with Sly Flourish hitting for 8 damage.

Status
Urgood (20/28 hp) Divine Glow used
Lightning (21/22 hp) Inspiring Word used
Waltin (23/31 hp) nothing used, +2 bonus to attacks till Urgood r4.
Thunder (21/23 hp) nothing used

x.jpg

Round 4
Urgood shifts 1 square east and fires Lance of Faith at Lightning, but misses.

Lightning shifts 1 square NE to flank Waltin and uses Commander's Strike to give Thunder a basic attack. Thunders attack misses.

Waltin uses a minor action for a healing surge regaining 7 hit points. He shifts NW 1 square and uses Sure Stirke vs Lightning doing 8 damage.

Thunder uses Deft Strike to close with Waltin and stabs at him, but misses.

Status
Urgood (20/28 hp) Divine Glow used
Lightning (13/22 hp) Inspiring Word used
Waltin (30/31 hp) second Wind used, +2 bonus to def till r5.
Thunder (21/23 hp) nothing used

x.jpg

Round 5
Urgood shifts 1 square NE and fires Lance of Faith at Lightning, but misses.

Lightning shifts 1 square north to provide flanking and uses Commanders Striek to give Thunder a basic attack. Thunder scores a critical hit doing 18 damage.

Waltin shifts 1 square east and attacks Lightning with Sure Strike, but misses.

Thunder moves SE and then NE to set up a flanking position and then uses Tortuous Stirke vs Waltin, but misses.

Status
Urgood (20/28 hp) Divine Glow used
Lightning (13/22 hp) Inspiring Word used
Waltin (12/31 hp) bloodied, second Wind used
Thunder (21/23 hp) Tortuous Strike used

x.jpg

Round 6
Urgood uses Healing Word on Waltin healing 9 damage. He then fires a Lance of Faith at Lightning hitting him for 6 damage and giving Waltin a +2 to hit with his next attack vs Lightning.

Lightning uses Commanders Striek to give Thunder a basic attack. Thunders attack misses.

Waltin uses Tide of Iron vs Lightning, but misses. He then shifts 1 square NE.

Thunder uses Deft strike to close with and attack Waltin and misses. 

Status
Urgood (20/28 hp) Divine Glow, 1 Healing Word used
Lightning (7/22 hp) Inspiring Word used
Waltin (21/31 hp) second Wind used
Thunder (21/23 hp) Tortuous Strike used

x.jpg

Round 7
Urgood shifts N 1 square and then fires a Lance of Faith at Lightning, but misses.

Lightning shifts 1 square NE to set up a flank and uses Commanders Striek to give Thunder a Basic Melee attack. Thunder misses with the attack.

Waltin attacks Lightning with Sure Strike hitting with a crit for 10 damage and dropping Lightning.

Thunder attacks Waltin with Sly Flourish but misses.

Status
Urgood (20/28 hp) Divine Glow, 1 Healing Word used
Lightning (-3/22 hp) Inspiring Word used, bleeding
Waltin (21/31 hp) second Wind used
Thunder (21/23 hp) Tortuous Strike used

x.jpg

Round 8
Urgood fires Lance of Faith at Thunder missing again.

Lightning slips closer to death.

Waltin attacks Thunder with Tide of Iron, but misses.

Thunder attacks Waltin with Sly Flourish and misses.

Status
Urgood (20/28 hp) Divine Glow, 1 Healing Word used
Lightning (-3/22 hp) Inspiring Word used, bleeding, Death Saves Failed 1
Waltin (21/31 hp) second Wind used
Thunder (21/23 hp) Tortuous Strike used

Round 9
Urgood fires Lance of Faith at Thunder missing again.

Lightning makes his save vs death and does not get worse.

Waltin attacks Thunder with Tide of Iron, hits with a cirtical for 13 damage shoving in back one space and shifting into the space where Thunder was.

Thunder attacks Waltin with Sly Flourish and misses.

Status
Urgood (20/28 hp) Divine Glow, 1 Healing Word used
Lightning (-3/22 hp) Inspiring Word used, bleeding, Death Saves Failed 1
Waltin (21/31 hp) second Wind used
Thunder (8/23 hp) Tortuous Strike used

x.jpg

Round 10
Urgood fires Lance of Faith at Thunder hitting for 9 damage and dropping Thunder.

Lightning slips closer to death.

Fight is over!!!

Status
Urgood (20/28 hp) Divine Glow, 1 Healing Word used
Lightning (-3/22 hp) Inspiring Word used, bleeding, Death Saves Failed 2
Waltin (21/31 hp) second Wind used
Thunder (-1/23 hp) Tortuous Strike used


The Results Show

Dragonslayers are victorious over Thunderstorm

Lightning - nothing used
Thunder - 1 healing surge used
Urgood - nothing used
Waltin - 2 healing surges used

Wash: "Yeah well, if she doesn't give us some extra flow from the engine room to offset the burn through, this landing is gonna get pretty interesting."

Mal: "Define interesting."

Wash: "Oh god oh god we're all gonna die?"

Mal: "This is the captain. We have a...little problem with our engine sequence, so we may experience some slight turbulence and then...explode."
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3 years ago  ::  Feb 04, 2010 - 11:31AM #58
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,722

Pairings: 4 February 2010


Rolls


Characters on Campaigns: {Maximum: 15 Weeks; more with GM Permission}

  • None.

Characters on Quests & Missions:

  • none this week

Characters doing Full Activities:

  • None

BATTLES OF SAGARIS
LEVEL 1 FIGHTS

  • none this week

LEVEL 3 FIGHTS

  • Archer's Rage (Draidden) vs. Dirty Fighting (TelinArtho) : LinkN {Prison}

LEVEL 5 FIGHTS

  • none this week

Pairings done by TelinArtho.
Credits
TelinArtho +1 (admin)
LinkN +1 (fight)

The COre COliseum just hit 1000 fights! Come join the fun and be a part of this milestone! Next pairings are set for 22 August 2012. Activate TODAY!
Blue Moon Aurora is looking for some fresh blood to populate their forums. Home of the Duet and West Pacific Supers!
Check out the other PbP games around:
Real AdventuresPbP HavenThe Guild House
Garic's CityMap of the PlanesD20 Modern
Castle of FunTerisia City and Fan FictionGleemax Roleplaying
Coalition War GameParanoia ParadiseMagic Puzzles, Fun, & Games!
My List of characters for the CoCo and other ventures
NaNoWriMo 2010 WinnerNaNoWriMo 2011 Winner
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3 years ago  ::  Feb 09, 2010 - 9:05PM #59
LinkN
  • Core Coliseum Elder
Date Joined: May 2, 2001
Posts: 1,953

Archer's Rage (Draidden) vs. Dirty Fighting (TelinArtho) : Prison Arena


Archer's Rage Show

Ready for Feb 4th {Fight 1}Archers Rage


Carric


Male Half-Elf Ranger 3
Hit Points....35......Bloodied...17
Healing Surge.08......Surges/day.07
Initiative....+6......Speed......6

AC...18 (10 +1 level, +3 armor, +3 dex, +1 enh)
Fort.14 (10 +1 level, +2 str, +1 class)
Ref..15 (10 +1 level, +3 abil, +1 class)
Will.13 (10 +1 level, +2 abil)

Attacks:
Melee Basic...+6(Viscious Scimitar +1).....Damage: 1d8+3 (+1d8+1d12 on crit)
(+1 level, +2 Str, +2 prof, +1 enh)
Melee Basic...+6(Shortsword).....Damage: 1d6+2
(+1 level, +2 Str, +3 prof)
Ranged Basic..+7(Viscious Longbow +1)..........Damage: 1d10+4 (+1d12 on crit)...Range 20/40
(+1 level, +3 Dex, +2 prof, +1 enh)

At-Will Powers:
Hunter's Quarry
Minor Action
Effect: designate nearest enemy you can see as quarry. Gain extra 1d8 damage once per round versus quarry.

Twin Strike
Standard Action, Martial, Weapon
Melee or Ranged weapon, +6 vs. AC x2 (+7 for bow), 1d10+1 each (bow) 1d8+1/1d6 (scimitar/short sword) (+1d12 on crit for bow and +1d8 +1d12 for scimitar)
+1d8 damage 1/round if target is hunters quarry.
+1 to all attack rolls if no allies are closer to the target - Prime Shot

Nimble Strike
Standard Action, Martial Weapon
Ranged Weapon, +7 vs. AC, 1d10+4 (+1d12 on a crit)
Special: shift 1 square before or after you attack.
+1d8 damage 1/round if target is hunters quarry.
+1 to all attack rolls if no allies are closer to the target - Prime Shot

Encounter Powers:
Acid Orb
Standard Action, Acid, Arcane, Implement
Ranged 20, +2 vs Reflex, 1d10+1 acid damage
Special: This power can be used as a ranged basic attack.
+1d8 damage 1/round if target is hunters quarry.
+1 to all attack rolls if no allies are closer to the target - Prime Shot

Evasive Strike
Standard Action, Martial, Weapon
Melee or Ranged Weapon, +6 vs AC (+7 bow), 2d10+4 (longbow) or 2d8+3 (scimitar) (+1d12 on crit for bow and +1d8+1d12 for scimitar)
Special: you can shift 3 squares either before or after the attack.
+1d8 damage 1/round if target is hunters quarry.
+1 to all attack rolls if no allies are closer to the target - Prime Shot

Shadow Wasp Strike
Standard Action, Martial, Weapon
Melee or ranged weapon, +6 vs Refl scimitar (+7 bow), 2d10+4 (longbow) or 2d8+3 (scimitar) (+1d12 on crit for bow and +1d8+1d12 for scimitar)
+1d8 damage 1/round if target is hunters quarry.
+1 to all attack rolls if no allies are closer to the target - Prime Shot

Yield Ground
Immediate Reaction, Personal
Trigger: an enemy damages you with a melee attack
Effect: You can shift 2 squares. Gain a +2 power bonus to all defenses until the end of your next turn.

Daily Powers:
Split the Tree
Standard Action, Martial, Weapon
Target: Two creatures within 2 squares of each other.
Ranged Weapon, +7 vs AC, 2d10+4 (+1d12 on a crit)
+1d8 damage 1/round if target is hunters quarry.
+1 to all attack rolls if no allies are closer to the target - Prime Shot

Item Powers:
Horn Tusk Hide Armor+1: (Immediate Interupt) Encounter
Trigger: an enemy reduces you to 0 or fewer hit points
Effect: you make a melee basic attack with a bonus to the attack and damage rolls equal to the armors enhancement bonus (+1).
Potion of Healing: (Minor Action) Consumable
Effect: spend a healing surge, but heal 10 hit points instead of your normal healing surge.

Ability Scores
STR 14 (+2) {7 pts} {14 base}
CON 13 (+1) {1 pts} {11 base, +2 racial}
DEX 16 (+3) {9 pts} {14 base, +2 racial}
INT 10 (+0) {0 pts} {10 base}
WIS 14 (+2) {5 pts} {14 base}
CHA 12 (+1) {2 pts} {12 base}

Feats
Defensive Mobility - +2 to AC against opportunity attacks.
Lethal Hunter - Hunter's Quarry damage dice increased to d8s.
Qucik Draw - Draw a weapon with the attack action, +2 to initiative.

Class Features
Archer Fighting Style - gain defensive mobility as a bonus feat
Hunter's Quarry - minor action, designate nearest enemy you see as quarry; deal extra damageto quarry once per round.
Prime Shot - If no allies are closer to target than you, get +1 on ranged attacks against that target.


Racial Features
Dilettante - Choose one at-will power from other class; usa as encounter power.
Dual Heritage - Count as elf, half-elf and human for choosing feats.
Group Diplomacy - Allies within 10 spaces get +1 to diplomacy.


Skills
Acrobatics.......+08 (trained)
Arcana...........+01
Athletics........+07 (trained)
Bluff............+02
Diplomacy........+04
Dungeoneering....+03
Endurance........+01
Heal.............+03
History..........+01
Insight..........+05
Intimidate.......+02
Nature...........+08 (trained)
Perception.......+08 (trained)
Religion.........+01
Stealth..........+08 (trained)
Streetwise.......+02
Thievery.........+03

Equipment:
Horn Tusk Hide armor +1 {360 gp}{25 lb}
Viscious Scimitar +1 {520 gp}{4 lb}
Shortsword {10 gp}{2 lb}
Viscious Longbow +1 {520 gp}{3 lb}
30 Arrows {2 gp}{6 lb}
Potion of Healing x3 {150 gp}{0 lb}

Total: 29/1750 gp, 37/140 lb


Maveith


Female Goliath Barbarian 3
Hit Points....43......Bloodied...21
Healing Surge.10......Surges/day.11
Initiative....+3......Speed......6

AC...18 (10 +1 level, +3 armor, +2 dex, +1 ability, +1 enh)
Fort.18 (10 +1 level, +4 str, +2 class, +1 enh)
Ref..15 (10 +1 level, +2 dex, +1 misc, +1 enh)
Will.14 (10 +1 level, +1 cha, +1 racial, +1 enh)

Attacks:
Melee Basic...+8(Viscious Halberd +1).....Damage: 1d10+7 (+1d12 on a crit)
(+1 level, +4 Str, +2 prof, +1 enh)
Ranged Basic..+7(Javelin)..........Damage: 1d6+4...Range 10/20
(+1 level, +4 Str, +2 prof)

At-Will Powers:
Devastating Strike
Standard Action, Primal, Weapon
Melee Weapon, +8 vs. AC, 1d10+1d8+7 (+1d12 on crit) 
Effect: Until the start of your next turn, any attacker gains a +2 bonus to attack rolls against you. If you are raging, attackers do not gain this bonus.

Recuperating Strike
Standard Action, Primal Weapon
Melee Weapon, +8 vs. AC, 1d10+7 (+1d12 on crit) damage and you gain temporary hit points equal to Constitution modifier (+3). If you are raging, the number of temporary hit points you gain 5 + Con mod (+3).

Encounter Powers:
Stones Endurance
Minor Action,
Personal
Effect: You gain resist 5 to all damage until the end of your next turn.

Swift Charge
Free Action, Primal
Personal
Trigger: Your attack reduces an enemy to 0 hit points.
Effect: You charge an enemy.

Avalanche Strike
Standard Action, Primal Weapon
Melee Weapon, +8 vs. AC, 3d10+10 (+1d12 on crit)
Rageblood Vigor: The attack deals extra damage equal to your Constitution modifier (+3)
Effect: Until the start of your next turn, any attacker gains a +4 bonus to attack rolls against you.

Blood Strike
Standard Action, Primal, Weapon
Melee Weapon, +8 vs AC, 2d10+7 (+1d12 on crit)
If he or the target is bloodied, the attack deals 1[W] (1d10) extra damage.

Combat Sprint
Move Action, Personal
Effect: you move your speed +4. You gain a +4 bonus to all defenses against any opportunity attack you provoke with this movement.

Daily Powers:
Swift Panther Rage
Standard Action, Primal, Rage, Weapon
Melee Weapon, +6 vs. AC, 3d10+6
Miss: Half damage
Effect: You enter the rage of the swift panther. Until the rage ends, you gain +2 bonus to speed and can shift 2 squares as a move action.

Item Powers:
Horn Tusk Hide Armor+1: (Immediate Interupt) Encounter
Trigger: an enemy reduces you to 0 or fewer hit points
Effect: you make a melee basic attack with a bonus to the attack and damage rolls equal to the armors enhancement bonus (+1).
Cloak of Resistance +1: (Minor Action) Daily
Effect: gain resist 5 to all damage until the start of your next turn.
Potion of Healing: (Minor Action) Consumable
Effect: spend a healing surge, but heal 10 hit points instead of your normal healing surge.

Ability Scores
STR 18 (+4) {9 pts} {16 base, +2 racial}
CON 16 (+3) {5 pts} {14 base, +2 racial}
DEX 14 (+2) {5 pts} {?? base}
INT 09 (-1) {1 pts} {09 base}
WIS 10 (+0) {0 pts} {10 base}
CHA 12 (+1) {2 pts} {12 base}

Feats
Goliath Weapon Prowess - Gain proficiency, +2 damage with simple and military two-handed weapons.
Powerful Charge - +2 damage, +2 to bull rush on a charge

Class Features
Barbarian Agility - Gain +1 AC and Reflex when not wearing heavy armor.
Rageblood Vigor - Swift charge power; temporary hp equal to Con mod when you drop enemy to 0 hp.
Rage Strike - Gain the rage strike power at 5th level
Rampage - Critical hit grants free melee basic attack; once per round, barbarian attack power only.


Racial Features
Mountain's Tenacity - +1 racial bonus to Will.
Powerful Athlete - Roll twice and use either result when making Athletics check to jump or climb.
Stone's Endurance - Have the stone's endurance power.


Skills
Acrobatics.......+07 (trained)
Arcana...........+00
Athletics........+11 (trained)
Bluff............+02
Diplomacy........+02
Dungeoneering....+01
Endurance........+03
Heal.............+01
History..........+00
Insight..........+01
Intimidate.......+02
Nature...........+03
Perception.......+06 (trained)
Religion.........+00
Stealth..........+02
Streetwise.......+02
Thievery.........+02

Equipment:
Horn Tusk Hide armor +1 {360 gp}{25 lb}
Viscious Halberd +1 {520 gp}{12 lb}
Javelin x2 {10 gp}{4 lb}
Cloak of Resistance +1 {520 gp}{0 lb}
Potion of Healing (heroic tier) x3 {150 gp}{0 lb}


Total: 30/1750 gp, 41/180 lb


Current Fight Cycle


  • Fight 1:

  • Fight 2:

  • Fight 3:

Results


  1. Win vs. The Bladebully Babes (upho)

  2. Loss vs. Swift Hammer (TelinArtho)

  3. Loss vs. Thunderstorm (alttprules)

  4. Win vs. Bardbarians (alttprules)

Total: 2 wins, 2 losses = 6 victory points



Dirty Fighting Show

== Rack Stonecrusher ==


Male Dwarf Fighter


Level 3, Unaligned


 


Str 16 (+3) {9 pts}
Con 16 (+3) {5 pts} {14, +2 racial}
Dex 13 (+1) {3 pts}
Int 8 (-1)
Wis 16 (+3) {5 pts} {14, +2 racial}
Cha 10 (+0)


 


Hit Points 43 {15 (base) +12 (level) + 16 (con)}; Bloodied 21
Healing Surge (hp healed/per day): 10hp / 12/day {9 (fighter) + 3 (con)}
Second Wind: 10hp + 2 to all defenses until next action {Use as a minor action}
Armor Class 21 {10 + 1 (level) + 8 (Armor) + 2 (Shield) + {s}{1 (Int/Dex) in light armor}{/s}
Fortitude Defense 16 {10 + 1 (level) + 3 (Str/Con) +2 (fighter)}
Reflex Defense 14 {10 + 1 (level) +2 (Shield) + 1 (Dex/Int)}
Will Defense 14 {10 + 1 (level) + 3 (Wis/Cha)}


 


Initiative +2
Speed 5 squares


 


Basic Attacks


Vicious Battleaxe  +8 vs AC {+1 level, +3 Str, +2 proficiency, +1 class, +1 enh}, 1d10+8 dmg, +1d12 crit, Axe, Versatile


Longsword +8 vs AC {+1 level, +3 Str, +3 proficiency, +1 class}, 1d8+3 dmg, Heavy Blade, Versatile


Javelin +7 vs AC {+1 level, +3 Str, +2 proficiency, +1 class}, 1d6+3 dmg, Range 10/20, Spear, Heavy Thrown


 


Exploits
At-will
Sure Strike (Martial, Weapon, Standard)


* Target: One Creature


* Attack: +10 {Str+2} vs AC


* Hit: 1d10+3 damage


Tide of Iron (Martial, Weapon, Standard)


* Target: One Creature


* Attack: +8 vs AC


* Hit: 1d10+6 {Str} damage and push the target one square. Also can shift into vacated square.


Encounter
Covering Attack (Martial, Weapon, Standard)


* Target: One Creature


* Attack: +8 vs AC


* Hit: 2d10+6 {Str} damage and an ally adjacent to the target can shift 2 squares


Crushing Blow (Martial, Weapon, Standard)


* Target: One Creature


* Attack: +8 vs AC


* Hit: 2d10+9 {Str+Con} damage


Daily
Comeback Strike (Healing, Martial, Reliable, Weapon, Standard)


* Target: One Creature


* Attack: +8 vs AC


* Hit: 2d10+6 {Str} damage and can spend a healing surge


Healing Word (Divine, Implement, Healing, Minor Action, Close Burst 5):


* Target: You or one ally


* Effect: Target can spend a healing surge and regain an additional 1d6 hit points


Unstoppable (Healing, Martial, Minor, Personal)


* Effect: Rack gains 2d6+3 {Con} temporary hit points


Item Daily Powers
Dwarven Scale Armor (Healing, Free action)


* Regain hit points as if Rack had spent a healing surge


 


Feats


Initiate of the Faith {1st} {Training in Religion, Healing Word as Daily Power}


Dwarven Weapon Training {2nd}


 


Skills


+6 Dungeoneering (+1 level, +3 Wis, +2 racial)


+12 Endurance (+1 level, +3 Con, +2 racial +5 trained, -2 shield, +1 item)


+9 Heal (+1 level, +3 wis, +5 trained)


+4 Insight (+1 level, +3 Wis) {Passive 13}


+6 Intimidate (+1 level, +0 Cha, +5 trained)


+4 Perception (+1 level, +3 Wis) {Passive 13}


+5 Religion (+1 level, -1 Int, +5 trained)


+0 Stealth (+1 level, +1 Dex, -2 shield)


 


Race and Class Features
Dwarf


Vision: Low-light


Languages: Common, Dwarven


Cast-Iron Stomach: +5 to saving throws vs Poison


Dwarven Weapon Proficiency: Proficient with Throwing Hammer and Warhammer


Encumbered Speed: Move at normal speed even when it would normally be reduced by armor or heavy load.


Dwarven Resilience: Use Second Wind as a minor action


Stand your Ground: Move 1 square less when subject to a push, pull or slide; When knocked prone, make an immediate saving throw to stay standing


 


Fighter


Armor Proficiencies: Cloth, Leather, Hide, Chain, Scale, Light and Heavy Shields


Weapon Proficiencies: Simple Melee, Simple Ranged, Martial Melee, Martial Ranged


Combat Challenge: mark an opponent whether an attack hits or misses; if the marked target shifts or makes an attack that doesn't include Rack, Rack can make a basic attack as an immediate interrupt.


Combat Superiority: +3 {Wis} on Opportunity attacks. If an opportunity attack is provoked by movement and hits, the target stops moving with that action.


Fighter Weapon Talent: Rack gains a +1 to hit with 1-handed weapons


 


Equipment


Dwarven Scale Armor +1 {45lbs} {520gp}


Heavy Shield {15lbs} {10gp}


Longsword {4lbs} {15gp}


4 Javelins {8lbs} {20gp}


Vicious Battleaxe {6lbs} {520gp}


Bracers of Mighty Striking {520gp}


{93lbs} {1605gp}


 


 


== Thera Ilyabik ==


Female Kobold Rogue


Level 1, Unaligned


 


Str 10 (+0)
Con 16 (+3) {5 pts} {14, +2 racial}
Dex 19 (+4) {12 pts} {17, +2 racial}
Int 8 (-1)
Wis 10 (+0)
Cha 14 (+2) {5 pts}


 


Hit Points 38 {12 (base) + 10 (level) + 16 (con)}; Bloodied 19
Healing Surge (hp healed/per day): 9hp / 9/day {6 (rogue) + 3 (con)}
Second Wind: 9hp + 2 to all defenses until next action
Armor Class 18 {10 + 1 (level) + 3 (Armor) + 4 (Int/Dex) in light armor
Fortitude Defense 15 {10 + 1 (level) + 1 (Amulet) + 3 (Str/Con)}
Reflex Defense 18 {10 + 1 (level) + 1 (Amulet) + 4 (Dex/Int) +2 (rogue)}
Will Defense 14 {10 + 1 (level) + 1 (Amulet) + 2 (Wis/Cha)}
Resist 5 Poison {Amulet of Health}


 


Initiative +5
Speed 6 squares


 


Basic Attacks


Duelist's Dagger +7/+11 vs AC {+1 level, +0 Str/+4 dex, +3 proficiency, +1 class, +1 feat, +1 enh}, 1d4+1 dmg, +1d6 crit (+1d8 if combat advantage), Range 5/10, Light blade, Off-hand, Light Thrown


Dagger +6/+10 vs AC {+1 level, +0 Str/+4 dex, +3 proficiency, +1 class, +1 feat}, 1d4 dmg, Range 5/10, Light blade, Off-hand, Light Thrown


Shuriken +8 vs AC {+1 level, +4 dex, +3 proficiency}, 1d6 dmg, Range 6/12, Light blade, Light Thrown


 


Exploits
At-will
Shifty (Minor, Personal)


* Effect: Shift 1 square


Piercing Strike (Martial, Weapon, Standard)


* Requirement: Must be wielding a light blade


* Target: One Creature


* Attack: +11 vs Reflex


* Hit: 1d4+5 {Dex} damage


Sly Flourish (Martial, Weapon, Standard)


* Requirement: Must be wielding a light blade, crossbow or sling


* Target: One Creature


* Attack: +8 vs AC (shuriken) or +11 vs AC (dagger)


* Hit: 1d6+6 (shuriken) or 1d4+7 (dagger) {Dex+Cha} damage


Encounter
Positioning Strike (Martial, Weapon, Standard)


* Requirement: Must be wielding a light blade


* Target: One Creature


* Attack: +11 vs Will


* Hit: 1d4+5 {Dex} damage and slide the target 2 {Cha} squares


Eyebite (Arcane, Charm, Implement, Psychic, Standard, Ranged 10)


* Target: One Creature


* Attack: +3 {Cha} vs Will


* Hit: 1d6+2 {Cha} psychic damage and Thera is invisible to the target until the start of her next turn.


Tumble (Martial, Personal, Move action)


* Effect: Thera can shift up to 3 squares.


Setup Strike (Martial, Weapon, Standard)


* Requirement: Must be wielding a light blade


* Target: One Creature


* Attack: +11 vs AC


* Hit: 2d4+5 {Dex} damage and target grants combat advantage to Thera until the end of her next turn.


Daily
Easy Target (Martial, Reliable, Weapon, Standard)


* Requirement: Must be wielding a light blade, crossbow or sling


* Target: One Creature


* Attack: +8 vs AC (shuriken) or +11 vs AC (dagger)


* Hit: 2d6+4 (shuriken) or 2d4+5 (dagger) {Dex} damage and target is slowed and grants Combat Advantage to Thera (save ends both)


* Miss: Half damage and target grants Combat Advantage to Thera until the end of her next turn


Item Daily Powers
Duelist's Dagger (Minor action)


* Gain combat advantage against the next target Thera attacks with this weapon on this turn


 


Feats


Fey Pact Initiate {1st} {Training in Streetwise, Eyebite as Encounter power}


Weapon Expertise (Light Blade) {2nd}


 


Skills


+9 Acrobatics (+1 level, +4 Dex, +5 trained)


+5 Insight (+1 level, +0 Wis, +5 trained) {Passive 15}


+7 Intimidate (+1 level, +2 Cha, +5 trained)


+5 Perception (+1 level, +0 Wis, +5 trained) {Passive 15}


+11 Stealth (+1 level, +4 Dex, +2 racial, +5 trained)


+7 Streetwise (+1 level, +2 Cha, +5 trained)


+11 Thievery (+1 level, +4 Dex, +2 racial, +5 trained)


 


Race and Class Features
Kobold


Small Size


Vision: Normal


Languages: Common


Trap Sense: +2 to defenses against traps


Shifty: at will power


 


Rogue


Armor Proficiencies: Cloth, Leather


Weapon Proficiencies: Dagger, Hand Crossbow, Shuriken, Sling, Short Sword


First Strike: Combat advantage against opponents who have not yet acted in the combat


Rogue Tactics: Artful Dodger +2 {Cha} to AC versus opportunity attacks


Rogue Weapon Talent: Shuriken deal damage as if 1 size larger, +1 to hit with daggers


Sneak Attack: +2d6 damage on one hit per round against a target who grants combat advantage


 


Equipment


Magic Leather Armor +1 {15lbs} {360gp}


Duelist's Dagger +1 {1lbs} {680gp}


5 Daggers {5lbs} {5gp}


20 Shuriken {2lbs} {4gp}


Amulet of Health +1 {680gp}


 


{23lbs} {1728gp}


 


 


=== Current Fight Cycle ===


Week 1: Rack used nothing, Thera used Easy Target


 


=== Results ===


1: Loss vs Flames of Heaven (LinkN) {lonewolf}


2: Win vs Strike from the Past (Sjiggie) {LinkN}


3: [community.wizards.com/coco/go/thread/vie... Loss] vs QuickSilver (Khedron) {LinkN}


4: [community.wizards.com/coco/go/thread/vie... Loss] vs Raging Wrath (lonewolf) {Khedron}


5: [community.wizards.com/coco/go/thread/vie... Loss] vs Hymns of Battle (Azure_mage) {Half_dragon_infernal}


 


Total: 1 wins, 4 losses = 6 victory points


 


 


=== Background and History ===


An unlikely pair from the slums of Sagaris - the team known as "Dirty Fighting" has come quickly to have a reputation of using anything at their disposal in order to secure victory. A paladin might be stunned by their actions, but as yet, they haven't drawn too much attention from the league sponsors - though that might just be a matter of time.


 


Rack Stonecrusher is a dwarf of the Stonecrusher tribe - well known for their efforts in thwarting the orc hordes of yesteryear. Although the clan is diminishing in numbers due to an unhealthy position with regard to volcanoes, those who are left are hardy as ever. Rack however is an exile of his clan - not having been home in several decades after he cheated in a game of cards with a priest of Moradin.


 


Thera is a young kobold woman whom Rack met upon coming to Sagaris. Although their initial meeting was one of necessity (Thera used Rack as a body shield from an errant bottle thrown at her), he liked her style overall and they became fast friends. Their relationship is strong and one will defend the other ferociously.


Tactics for Archer's Rage Show

x.jpg


 


Carric will start with his bow in hand and Mavieth will have his halberd in hand. Whoever has the higher initiative will delay so that Carric goes first. They will start just inside their starting area and move out into the hall and then delay their standard action waiting for someone to come around a corner.


Mavieth will attack the person using Avalanche Strike and the reach of his halberd. He will then activate Stones Endurance. If he missed or the previous target is down, then he will use Blood Strike on the target otherwise he will use Devastating Strike.


Carric will use Hunter's Quarry on and  shoot the first person around a corner using Shadow Wasp Strike. As long as no one is threatening him, he will continue to use his bow otherwise he drops it and pulls out his weapons using his Quickdraw feat . He will use Hunter's Quarry on his target and then attack. If the previous target is still standing, then he will use Twin Strike. Once he targets the other opponent he will use Evasive Strike and then continue with Twin Strike. Carric will stay right behind Maveith to try to prevent either of them getting flanked.


If either one of them is bloodied, then they will use a Potion of Healing, but only 1 each during this fight.


Also if either one is dropped to 0 or fewer hit points, they will use the power of their Horn Tusk Hide Armor to get in one last basic melee attack. Maveith will not use his cloaks power this fight and will not use Swift Panther Rage.


If Maveith drops an opponent and the other is far enough away to allow him to charge, the he will use Swift Charge, but as that requires at least 2 squares to charge I do not see that being possible.


Tactics for Dirty Fighting Show

Dirty Fighting vs Archer's Rage

Prison isn't so bad unless you are locked in with 2 melee strikers... oh wait.

Well - the best I can do here is hope that Rack can divert some blows.

Goal: Rack will mark and Thera will provoke OAs from that target while moving for sneak attacks. Make use of shifting, pushing in order to give Thera sneak attack opportunities.

Rack will start at the door with vicious battle axe and shield equipped. Thera will be behind him with duelist's dagger in hand.

First round, Thera will delay for Rack if she goes first. Rack will open the door and move out. Thera will move to stay behind him for now.

Once able to engage in melee, try to focus on one target - with the above goal in mind. Thera will use Tumble and/or Positioning strike to set up flanking; action point if needed for setup strike once she gets flanking. Eyebite should be used once they are down to one opponent. If using at wills go for Piercing strike exclusively.

Rack will use Covering attack if it will enable Thera to get into flanking. Otherwise, he'll start with Crushing Blow and use Tide of Iron to push people around. Rack will action point if he makes an attack that bloodies an opponent. He'll use Comeback strike (if he needs the healing), a remaining encounter power (if there are any) or tide of iron (if nothing else)

Rack will use second wind when down by a healing surge and he'll use Healing word on Thera if she's bloodied or on himself if he's already used second wind. Thera will not use second wind unless she cannot get an attack with sneak attack.

I think that's about it. Should be a bloody fight - that's for sure.


The Fight Show


 


Initiative and Status


 


Thera (38/38)


Rack (43/43)


Carric (35/35)


Maveith (43/43)


 


Round 1:


 


Thera delays for Rack.  Rack opens the door, and he and Thera both walk out.  Thera tries to hide, but instead nearly trips over her own feet.  Both fighters ready attacks.  Carric delays for Maveith.  Maveith opens the door and steps out, then immediately gets hit by a thrown dagger from Thera (9 damage), and a charge from Rack (Critical, 20 damage).  Maveith swings at Rack with an Avalanche Strike, but misses.  Carric steps out, quarries Rack, and fires a Shadow Wasp Strike at Rack (21 damage).


 



 


Initiative and Status


 


Rack (22/43)


Thera (38/38)


Maveith (14/43) Bloodied


Carric (35/35)


 


Round 2:


 


Rack uses his second wind, then swings at Maveith with a Crushing Blow, but misses.  He steps away, and lets Thera rush in with a Positioning Strike (8 damage), letting her get behind Maveith and hit him with a Setup Strike (Action Point, 17 damage), downing the barbarian.  Maveith tries to make one last attack against Rack, but misses.  Maveith is unconscious, but stable.  Carric quarries Thera, drops his bow, draws his swords, and swings with Twin Strike, but only his scimitar hits the rogue (11 damage).


 



 


Initiative and Status


 


Rack (32/43)


Thera (27/38)


Maveith (-11/43) Dying


Carric (35/35)


 


Round 3:


 


Rack steps up to Carric and bashes him with a Tide of Iron (Critical, 17 damage).  Thera tries to cast Eyebite at Carric, but misses. Maveith's condition isn't looking good.   Carric swings at Rack with another twin strike, getting a strong hit with his scimitar and bloodying Rack (Critical/Miss, 27 damage).


 



 


Initiative and Status


 


Rack (5/43) Bloodied


Thera (27/38)


Maveith (-11/43) Dying, One black mark


Carric (18/35)


 


Round 4:


 


Rack shoves Carric back with another Tide of Iron, then heals himself with a Healing Word.  Thera throws her dagger with a Sly Flourish, downing the rogue.


 



The fight is over, and Dirty Fighting wins!


Results Show


Dirty Fighting wins, and gains 2 VP!


Rack used two healing surges and Healing Word.


Thera used an action point.


 


Archers' Rage loses, and gains 1 VP.


Carric used nothing.


Maveith used nothing.

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3 years ago  ::  Feb 10, 2010 - 7:07PM #60
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,722

Pairings: 11 February 2010


Rolls


Characters on Campaigns: {Maximum: 15 Weeks; more with GM Permission}

  • None.

Characters on Quests & Missions:

  • none this week

Characters doing Full Activities:

  • None

BATTLES OF SAGARIS
LEVEL 1 FIGHTS

  • Bardbarians (alttprules) vs. Garrison of Two (DaButcher) : Draidden {Hedge}
  • Thunderstorm (alttprules) vs. Blue Horizon (Panthine) : LinkN {Hedge}

LEVEL 3 FIGHTS

  • Archer's Rage (Draidden) vs. Elemental Insurgence (TelinArtho) : alttprules {Hedge}

LEVEL 5 FIGHTS

  • none this week

Pairings done by TelinArtho.
Credits
TelinArtho +1 (admin)
alttprules +1 (fight)
Draidden +1 (fight)
LinkN +1 (fight)

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