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Ready for Oct 14th {Fight 1}

Carric




Male Half-Elf Ranger Level 7
Hit Points....63......Bloodied...31
Healing Surge.15......Surges/day.09
Initiative....+7......Speed......6

AC...20 (10 +3 level, +3 armor, +2 enh, +2 dex)
Fort.19 (10 +3 level, +4 abil, +1 enh, +1 class)
Ref..17 (10 +3 level, +2 abil, +1 enh, +1 class)
Will.15 (10 +3 level, +1 abil, +1 enh)

Attacks:
Melee Basic...+12(Viscious Scimitar +2).....Damage: 1d8+6 (+1d8 +2d12 on crit)
(+3 level, +4 Str, +2 prof, +2 enh, +1 feat)
Ranged Basic..+8(Viscious Longbow +1).......Damage: 1d10+5 (+1d12 on crit)...Range 20/40
(+2 level, +2 Dex, +2 prof, +1 enh)

At-Will Powers:
Hunter's Quarry
Minor Action,
Effect: Designate nearest enemy you can see as quarry. 1/round deal extra 1d8 damage on a hit.

Twin Strike
Standard Action, Martial, Weapon
Melee or Ranged Weapon,
Two attacks at +8 vs AC (bow), 1d10+1 (+1d12 on crit)
or Two attacks at +12 vs AC (scimitar +2), 1d8+2 (+1d8+2d12 on crit)
Additional Effects: +1d8 to damage 1/ round (Hunter's Quarry)
+1 to attack rolls if no ally is closer to target (Prime Shot)

Careful Attack
Standard Action, Martial Weapon
Melee or Ranged Weapon,
+14 vs AC (Scimitar +2), 1d8+6 (+1d8 +2d12 on crit)
+10 vs AC (bow), 1d10+3 (+1d12 on crit)
Additional Effects: +1d8 to damage 1/ round (Hunter's Quarry)
+1 to attack rolls if no ally is closer to target (Prime Shot)

Encounter Powers:

Evasive Strike
Standard Action, Martial, Weapon
Melee or Ranged,
Special: You can shift a number of squares equal to 1 + Wisdom modifier (+1)either before or after the attack.
+8 vs AC (bow), 2d10+3 (+1d12 on crit)
+12 vs AC (scimitar +2), 2d8+6 (+1d8 +2d12 on crit)
Additional Effects: +1d8 to damage 1/ round (Hunter's Quarry)
+1 to attack rolls if no ally is closer to target (Prime Shot)

Pressing Strike
Standard Action, Primal, Weapon
Effect: before the attack, you can shift 2 squares. You can move through an enemy's space during the shift, but you can't end there.
Melee Weapon, +12 vs AC (scimitar +2), 1d8+6 (+1d8 +2d12 on crit)
Additional Effects: +1d8 to damage 1/ round (Hunter's Quarry)

Thundertusk Boar Strike
Standard Action, Martial, weapon
Melee or Ranged Weapon,
Required: you must be weilding two melee weapons or a ranged weapon.
Two attacks at +12 vs AC (scimitar +2), 1d8+6 (+1d8 +2d12 on crit)
or Two attacks at +8 vs AC (bow), 1d10+3 (+1d12 on crit)
With each hit you push the target 1 square. If both attacks hit the same target, you push the target the target 2 squares.
Additional Effects: +1d8 to damage 1/ round (Hunter's Quarry)
+1 to attack rolls if no ally is closer to target (Prime Shot)

Sweeping Whirlwind
Standard Action, Martial, weapon
Close Burst 1, Target: each enemy in burst.
Required: you must be weilding two melee weapons or a ranged weapon.
+12 vs AC (scimitar +2), 1d8+6 (+1d8 +2d12 on crit) damage and you push the target a number of squares equal to your Wisdom modifier (+1) and it is knocked prone.
Additional Effects: +1d8 to damage 1/ round (Hunter's Quarry)

Yield Ground
Immediate Reaction, Martial
Personal
Trigger: an enemy damages you with a melee attack.
Effect: You can shift 1 square and gain a +2 power bonus to all defenses until the end of your next turn.

Weave Through the Fray
Immediate Interruption, Martial
Personal
Trigger: an enemy moves adjacent to you.
Effect: You can shift a number of squares equal to your Wisdom modifier (+1).

Daily Powers:
Jaws of the Wolf
Standard Action, Martial, Weapon
Melee Weapon,
Requirement: you must be wielding two melee weapons.
Two attacks at +12 vs AC (scimitar +2), 2d8+6 (+1d8 +2d12 on crit) per attack
Miss: Half damage per attack
Additional Effects: +1d8 to damage 1/ round (Hunter's Quarry)

Two-Wolf Pounce

Standard Action, Martial, Weapon
Melee Weapon,
Requirement: you must be wielding two melee weapons.
Special: You can shift 2 squares before this attack.
+12 vs AC (scimitar +2), 2d8+6 (+1d8 +2d12 on crit) main weapon
+12 vs AC (scimitar +2), 1d8+6 (+1d8 +2d12 on crit) off hand weapon
Effect: After attacking the primary target, you can shift 2 squares and make a secondary attack.
Secondary Attack: +12 vs AC (scimitar +2), 2d8+6 (+1d8 +1d12 on crit)

Item Powers:
Sunleaf Hide Armor +2: Daily, Free Action
You can use this power when an enemy hits you with an opportunity attack. Deal 1d10 + Dexterity modifier (+2) radiant damage to that enemy.

Cloak of Resistance +1:
Daily, Minor Action
Gain resist 5 to all damage until start of your next turn.

Gloves of Piercing:
Daily, Minor Action
Until the end of the encounter, your attacks ignore any resistance of 10 or lower.

Bracers of the Perfect Shot
When you hit with a ranged basic attack, you gain a +2 item bonus to the damage roll.

Ability Scores
STR 18  (+4) {12 pts} {17 base,  +1 advancement }
CON 16 (+3) {3 pts} {13 base, +2 racial, +1 advancement }
DEX 14 (+2) {5 pts} {14 base }
INT 10 (+0) {0 pts}10}
WIS 12 (+1) {2 pts} {12 base }
CHA 10 (+0) {0 pts} {08 base, +2 racial}

Feats
Toughness - Gain 5 hit points per tier.
Lethal Hunter - Hunters Quarry damage dice increases to d8s.
Quick Draw - Draw a weapon with attack action, +2 to initiative.
Weapon Expertise (Heavy Blade) - Gain bonus to attack roll with heavy blades.

Class Features
Fighting Style - Two Blade Fighting Style - wield one-handed weapon as off-hand weapon, gain Toughness as a bonus feat.
Hunter's Quarry
Prime Shot: If no ally is closer to traget than you, get +1 on ranged attacks against that target.

Racial Features
Dillettante - choose at-will power from other class; use as encounter power (Pressing Strike)
Dual Heritage - Count as elf, half-elf, and human for choosing feats.
Group Diplomacy - Allies within 10 get +1 to Diplomacy

Skills
Acrobatics.......+9 (trained)
Arcana...........+3
Athletics........+11 (trained)
Bluff............+3
Diplomacy........+5
Dungeoneering....+3
Endurance........+5
Heal.............+4
History..........+3
Insight..........+6
Intimidate.......+3
Nature...........+9 (trained)
Perception.......+9 (trained)
Religion.........+3
Stealth..........+9 (trained)
Streetwise.......+3
Thievery.........+4

Equipment:
Sunleaf Hide Armor +2 {2,600 gp}{25 lb}
Vicious Scimitar +2 {2,600 gp}{4 lb}
Vicious Scimitar +2 {2,600 gp}{4 lb}
Vicious Longbow +1 {520 gp}{3 lb}
30 Arrows {1 gp}{3 lb}
Cloak of Resistance +1 {520 gp}
Gloves of Piercing {680 gp}
Bracers of the Perfect Shot {680 gp}
Adventurers Kit {15 gp}{33 lb}

Total:
284/10,500 gp, 73/180 lb




Maveith




Female Goliath Barbarian Level 7
Hit Points....68......Bloodied...34
Healing Surge.18......Surges/day.11
Initiative....+5......Speed......6

AC...21 (10 +3 level, +3 armor, +2 dex, +2 enh, +1 class)
Fort.20 (10 +3 level, +4 abil, +1 enh, +2 class)
Ref..17 (10 +3 level, +2 abil, +1 enh, +1 class)
Will.16 (10 +3 level, +1 abil, +1 enh, +1 race)

Attacks:
Melee Basic...+12(Vicious Greataxe +2).....Damage: 1d12+10 (+3d12 on crit)
(+3 level, +4 Str, +2 prof, +2 enh, +1 feat)
Melee Basic...+11(Vicious Handaxe +1).....Damage: 1d6+7 (+1d6 +1d12 on crit)
(+3 level, +4 Str, +2 prof, +1 enh, +1 feat)
Ranged Basic...+11(Vicious Handaxe +1).....Damage: 1d6+5 (+1d6 +1d12 on crit)
(+3 level, +4 Str, +2 prof, +1 enh, +1 feat)

At-Will Powers:
Devastating Strike
Standard Action, Primal, Weapon
Melee Weapon,
Requirement: you must be wielding a melee weapon in two hands.
+12 vs AC (greataxe), 1d12+1d8+8 (+3d12 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.

Howling Strike
Standard Action, Primal, Weapon
Melee Weapon,
Requirement: you must be wielding a melee weapon in two hands.
+12 vs AC (greataxe), 1d12+1d6+8 (+3d12 on crit)
Special: When charging, you can use this power in place of a melee basic attack. If you are raging, you can move 2 extra squares as part of the charge.

Encounter Powers:
Stone's 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 ponts
Effect: you can charge an enemy

Avalanche Strike
Standard Action, Primal, Weapon
Melee Weapon,
+12 vs AC (greataxe), 3d12+11 (+3d12 on crit)
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,
+12 vs AC (greataxe), 2d12+8 (+3d12 on crit)
If you or the target are bloodied, the attack deals and extra 1d12 damage.

Curtain of Steel
Immediate Reaction, Primal Weapon
Melee 1, Target is the triggering enemy.
Trigger: An enemy adjecent to you hits or misses you.
+12 vs AC (greataxe), 3d12+8 (+3d12 on crit)

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

Graceful Maneuver
Move Action
Personal
Effect: You shift half your speed.
Prerequisite: You must be trained in Acrobatics

Daily Powers:
Swift Panther Rage
Standard Action, Primal, Rage, Weapon
Melee Weapon,
+12 vs AC (greataxe), 3d12+8 (+3d12 on crit)
Miss: half damage.
Effect: You enter the rage of the swift panther. Until the rage ends, you gain a +2 bonus to speed and can shift 2 squares as a move action.

Frost Wolf Rage
Standard Action, Cold, Primal, Rage, Weapon
Melee Weapon,
Effect: Before the attack, the target can make a melee basic attack against you as a free action. If it does so, your attack deals 1 extra weapon die of cold damage.
+12 vs AC (greataxe), 3d12+8 (+3d12 on a crit)
Miss: Half damage
Effect: You enter the rage of the frost wolf. Until the rage ends, any enemy that hits you with a melee attack takes 6 cold damage. (3 + Con mod)

Rage Strike
Standard Action Type}, Primal, Weapon
Melee Weapon,
Requirement: You must be raging and have at least one unused rage power.
+12 vs AC (greataxe), 3d12+8 (1st level power) 4d12+8 (5th level power) (+3d12 on a crit)
Miss: half damage
Special: you expend your unused barbarian rage power to use this. You can use this power twice per day.

Item Powers:
Horn Tusk Hide Armor +2: Encounter, Immediate Interupt
Trigger: An enemy reduces you to 0 hit points or fewer.
Effect: You make a melee basic attack with a bonus to the attack roll and the damage roll equal to the armors enhancement bonus.
+12 vs AC (greataxe), 1d12+10 (+3d12 on crit)

Gloves of Piercing:
Daily, Minor Action
Until the end of the encounter, your attacks ignore any resistance of 10 or lower.

Dwarven Greaves:
Daily, Immediate Interrupt
You can use this power when you are hit by a power that has a pull, push, or slide effect. You negate the forced movement.

Bracers of Mighty Striking:
When you hit with a melee basic attack, you gain a +2 item bonus to the damage roll.

Belt of Vigor:
You gain a +1 item bonus to your healing surge value.

Ability Scores
STR 19 (+4) {9 pts} {16 base, +2 racial, +1 advancement }
CON 17 (+3) {5 pts} {14 base, +2 racial, +1 advancement }
DEX 14 (+2) {5 pts} {14 base}
INT 09 (-1) {1 pts} {08 base}
WIS 10 (+0) {0 pts} {10 base}
CHA 12 (+1) {2 pts} {12 base}

Feats
Goliath Greatweapon Prowess - gain proficiency, +2 damage with simple and military two-handed melee weapons.
Powerful Charge - +2 damage, +2 to bull rush on a charge.
Markings of Victor - Roll twice for first attack roll each encounter.
Weapon Expertise (Axe) - gain a +1 bonus to attack rolls with axes

Class Features
Barbarian Agility - gain +1 to AC and reflex when not wearing heavy armor. (+2 at 11th level, +3 at 21st level)
Feral Might - Rageblood Vigor - Swift charge power, temporary hp equal to Con mod (+5 at 11th, +10 at 21st) when you drop enemy to 0 hp.
Rage Strike - gain Rage Strike power at 5th level.
Rampage - Critical hits grant free melee basic attack; 1/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.......+9 (trained)
Arcana...........+2
Athletics........+13 (trained)
Bluff............+4
Diplomacy........+4
Dungeoneering....+3
Endurance........+5
Heal.............+3
History..........+2
Insight..........+3
Intimidate.......+4
Nature...........+5
Perception.......+8 (trained)
Religion.........+2
Stealth..........+4
Streetwise.......+4
Thievery.........+4

Equipment:
Horn tusk Hide Armor +2 {2,600 gp}{25 lb}
Vicious Greataxe +2 {2,600 gp}{12 lb}
Amulet of Protection +1 {360 gp}
Vicious Handaxe +1 {520 gp}{3 lb}
Gloves of Piercing {680 gp}
Dwarven Greaves {2,600 gp}
Bracers of Mighty Striking {520 gp}
Belt of Vigor {520 gp}
Adventurers Kit {15 gp}{33 lb}

Total:
85/10,500 gp, 74/190 lb




Current Fight Cycle

  • Fight 1: vs. ??
    Carric used
    Mavieth used
  • Fight 2: vs. ??
    Carric used
    Mavieth used
  • Fight 3: vs. ??
    Carric used
    Mavieth used

Battle History
1.  Win vs. The Bladebully Babes (upho)
2.  Loss vs. Swift Hammer (TelinArtho)
3.  Loss vs. Thunderstorm (alttprules)
4.  Win vs. Bardbarians (alttprules)
5.  Loss vs. Dirtyfighting (TelinArtho)
6.  Loss vs elemental Insurgence (TelinArtho)
7.  Loss vs Bardbarians (alttprules)
8.  Win vs Paladins of New Promethia (TelinArtho)
9.  Loss vs Thunderstorm (alttprules) 
10.  Loss vs. Elemental Insurgence (Telinartho)
11. Loss vs Sehanine's Stalkers (LinkN)
12. Win vs. Paladins of Promethia (Telinartho)
13. Win vs. Dirty Fighting (TelinArthoe)
14. Win vs Hermes Strike (TelinArtho)
15. Loss vs Power and Endurance (lonewolf)
16. Loss vs. Eagle Eye Twins (lonewolf)

Total: 6 wins, 10 losses = 22 victory points