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Ready for Currently Updating Two brothers (adoptive) looking to make a name for themselves.
Aldrick ValerianMale Human Fighter 11 {Standard}, {Martial, Weapon}
{Cleave} {Standard}, {Martial, Weapon}
{Sure Strike} {Standard}, {Martial, Weapon}
Encounter Powers: {Steel Serpent Strike} {Standard}, {Martial, Weapon} {Melee Weapon}, {Attack: +19 vs. AC}, {Hit: 2d10+8 damage, and the target is slowed and cannot shift
until the end of Aldrick’s next turn.}
{Special: (Ambitious Effort) Aldrick can use Steel Serpent Strike twice per encounter.} {Sweeping Blow} {Standard}, {Martial, Weapon} {Close Burst 1}, {Attack: +21 vs. AC}, {Weapon: If you are weilding an axe, a flail,
a heavy blade, or a pick, you gain a bonus to the attack roll equal to 1/2 your Str modifier.Hit: 1d10+8 damage.} {Griffon's Wrath} {Standard}, {Martial, Weapon} {One creature}, {Attack: +19 vs. AC}
{Hit: 2d10+8 damage, and the target takes a -2 penalty to AC until the end of Aldrick's next turn.} Daily Powers: {Brute Strike} {Standard}, {Martial, Reliable, Weapon} (Retrained from Comeback Strike at level 2)}
{Melee Weapon}, {Attack: +19 vs. AC}, {Hit: 3d10+8 damage} {Dizzying Blow} {Standard}, {Martial, Reliable, Weapon}
{Melee Weapon}, {Attack: +19 vs. AC}, {Hit: 3d10+8 damage, and the target is immobilized (save ends).}{Victorious Surge} {Standard}, {Healing, Martial, Reliable, Weapon}
{Melee Weapon}, {Attack: +19 vs. AC}, {Hit: 3d10+8 damage, and Aldrick regains hit points as if he had spent a healing surge.}Utility Powers: {No Opening} {Encounter, Immediate Interrupt}, {Personal}
{Trigger: An enemy attacks Aldrick and has combat advantage against him.Effect: Cancel the combat advantage Aldrick was about to grant.} {Unbreakable} {Encounter, Immediate Reaction}, {Personal}
{Trigger: Aldrick is hit by an attackEffect: Reduce the damage from the attack by 5+Con modifier (+2).} {Swift Recovery} {Encounter, Minor}, {Melee 1}
{Target: One ally}{Effect: The target can take his or her second wind without taking an action to do so. You must be trained in Heal.} Item Powers: Cloak of Resistance +3: Daily, Minor- Aldrick gains Resist 10 to all damage until the end of his next turn. Belt of Sacrifice: Daily, Minor- Aldrick loses 2 healing surges, and Araris gains a healing surge if he is within 5 squares. Dwarven Scale Armor +3: Daily, Free- Aldrick regains hit points as if he had spent a healing surge. Acrobat Boots: At-Will, Minor- Aldrick stands up from prone. Gloves of Piercing: Daily, Minor- Until the end of the encounter Aldrick's attacks ignore any resistance of ten or lower. Ability Scores STR 21 (+5) {9 pts} {10 base, +2 racial, +3 advancement } CON 15 (+2) {5 pts} {10 base, +0 racial, +1 advancement } DEX 15 (+2) {3 pts} {10 base, +0 racial, +2 advancement } INT 9 (-1) {0 pts} {8 base, +0 racial, +1 advancement } WIS 16 (+3) {5 pts} {10 base, +0 racial, +2 advancement } CHA 10 (+0) {0 pts} {10 base, +0 racial, +1 advancement } Feats Human: Weapon Expertise (Heavy Blade) (+1 to attack rolls with Heavy Blades) Toughness (+5 hp per tier) Weapon Proficiency (Bastard Sword) Iron Will (+2/+3/+4 to Will defence per tier) Timely Respite (When Aldrick uses second wind or total defense, he can make a saving throw) Durable (2 more healing surges) Fast Runner: +2 speed when running or charging Shield Specialization: +1 AC and Reflex when wielding a shield that you are proficient with. Class Features Combat Challenge - Every time Aldrick attacks an enemy, he marks the target until the end of his next turn. Whenever an enemy marked by Aldrick is adjacent and shifts or makes an attack that does not include him, Aldrick can make a melee basic attack against that enemy. Combat Superiority – Aldrick gains a bonus to opportunity attacks equal to his wisdom modifier (+3). An enemy struck by Aldrick’s opportunity attack stops moving with that action if a move provoked the attack. One-Handed Weapon Talent – Aldrick gains a +1 bonus to attack rolls when wielding a one-handed weapon. Paragon Path: Adroit ExplorerAmbitious Effot: Existing Power (Steel Serpent Strike) Bloody Determination: The first time Aldrick is bloodied in an encounter he gains a +5 power bonus to his next attack roll against the enemy that bloodied him before the end of his next turn. Heroic Action: When Aldrick spends an Action Point, he gains resist 10 to all damage until the end of his next turn. Racial Features +2 to ability score of choice (Strength) Extra at-will power from class Extra feat at level 1 Extra skill training from class skill list Human Defense Bonus: +1 to Fort, Reflex, and Will SkillsAcrobatics.......+6 Arcana...........+4 Athletics........+13 (trained) Bluff............+5 Diplomacy........+5 Dungeoneering....+8 Endurance........+13 (trained) Heal.............+13 (trained) History..........+4 Insight..........+8 Intimidate.......+10 (trained) Nature...........+8 Perception.......+8 Religion.........+4 Stealth..........+5 Streetwise.......+5 Thievery.........+5 Equipment: Dwarven Wyvernscale armor +3 {13000 gp}{45 lb} Magic Bastard Sword +3 {9000 gp}{4 lb} Cloak of Resistance +3 {13000 gp} Magic Javelin +2 (1) {1800 gp}{2 lb} Acrobat Boots (Heroic) {520 gp} Bracers of Mighty Striking (Heroic) {520 gp} Gloves of Piercing (Heroic) {680 gp} Belt of Sacrifice (Heroic) {2600 gp} Heavy Shield {10 gp}{15 lb} Total: 40610/41000 gp, 66/180 lb Araris ValerianMale Eladrin Warlord 11 {Standard}, {Martial Weapon}
{Hit: 1d10+15 damage (5 Aldrick's str, 5 Araris's int, 3 enh, 2 Aldrick's item} {Viper’s Strike} {Standard}, {Martial Weapon}
{Effect: If the target shifts before the beginning of Araris’s next turn, it provokes an opportunity attack from the ally of your choice.}Encounter Powers: {Warlord’s Favor} {Standard}, {Martial, Weapon} {Melee Weapon}, {Attack: +16 vs. AC}, {Hit: 1d10+7 damage. Aldrick gains a +6 power bonus
to attack rolls against the target until the end of Araris’s next turn.} {Steel Monsoon} {Standard}, {Martial. Weapon} {Melee Weapon}, {Attack: +16 vs. AC}, {Hit: 2d10+7 damage, Aldrick can shift 1 square if he is within 5 squares.}
{Surround Foe} {Standard}, {Martial, Weapon} {Melee Weapon}, {Attack: +16 vs. AC}, {Hit: 2d10+7 damage}{Effect: If he is adjacent to the target, slide Aldrick to any other square adjacent to the target. Aldrick can move through the target's space.} {Slash and Press} {Standard}, {Martial, Weapon} {Melee Weapon}, {Attack: +16 vs. AC}, {Hit: 3d10+7 damage}{Effect: After the attack, push each adjacent enemy 1 square.} {Inspiring Word} {Minor}, {Healing, Martial} {Close burst 5}
{Effect: Araris or one ally in the burst may spend a healing surge and regain an additional 3d6 hitpoints} {Fey Step} {Move}, {Personal} {Effect: Araris teleports up to five squares}
Daily Powers: {Lead the Attack} {Standard}, {Martial, Weapon}
{Melee Weapon}, {Attack: +16 vs. AC}, {3d10+7 damage. Until the end of Araris's next turn, Araris and each ally within 5 squares gain a +6 power bonus to attack rolls against the target.} {Miss: Araris and each ally within 5 squares gain a +1 power bonus to attack rolls against the target.} {Stand the Fallen} {Standard}, {Martial, Weapon}
{Melee Weapon}, {Attack: +16 vs. AC}, {3d10+7 damage.} {Effect: Aldrick can spend a healing surge and regains additional hitpoints equal to your Charisma modifier (+1) if he is within 10 squares.} {Iron Dragon Charge} {Standard}, {Martial, Weapon}
{Melee Weapon}, {Attack: +17 vs. AC}, {3d10+7 damage.} {Special: You must charge as a part of this attack.} {Effect: Until the end of the encounter, as an immediate reaction, an ally of your choice within 5 squares of you can charge a target that you charge.} Utility Powers: {Shake It Off} {Minor}, {Martial}
{Ranged 10}, {Target: You or one ally}, {Effect: Target makes a saving throw with a Cha mod power bonus}{Inspiring Reaction} {Immediate Reaction}, {Healing, Martial}
{Melee touch}, {Trigger: You or an adjacent ally takes damage}, {Effect: You or the ally can spend a healing surge and regain additional hit points equal to Araris's Charisma modifier (+1).}{Time Out} {Minor}, {Melee 1}
{Target: One ally}, {Effect: The target regains the use of second wind if he or she has already used it this encounter.}Item Powers: Cloak of Resistance +3: Daily, Minor- Araris gains resist 5 to all damage until the end of his next turn. Horn Tusk Hide Armor +3: Encounter, Immediate Interrupt- Trigger: An enemy reduces Araris to 0hp or fewer. Effect: Araris makes a MBA against the target with a +2 bonus to hit and damage. Belt of Sacrifice: Daily, Minor- Araris loses 2 healing surges, and Aldrick gains a healing surge if he is within 5 squares. Acrobat Boots: At-Will, Minor- Stand up from prone. Gloves of Piercing: Daily, Minor- Until the end of the encounter Araris's attacks ignore any resistance of ten or lower. Ability Scores STR 19 (+4) {9 pts} {10 base, +0 racial, +3 advancement } CON 13 (+1) {2 pts} {10 base, +0 racial, +1 advancement } DEX 13 (+1) {0 pts} {10 base, +2 racial, +1 advancement } INT 21 (+5) {9 pts} {10 base, +2 racial, +3 advancement } WIS 9 (-1) {0 pts} {8 base, +0 racial, +1 advancement } CHA 13 (+1) {2 pts} {10 base, +0 racial, +1 advancement } Feats Weapon Expertise Spear (+1 to attack rolls per tier with spears) (Retrained from Eladrin Soldier at lvl 2) Toughness (+5 hp per tier) Polearm Flanker (When you make a melee attack with a polearm against a target that is not adjacent to you, choose an unoccupied square that is adjacent to both you and the target. You are considered to occupy that square for the purpose of determining if you flank the target for that attack.) Iron Will (+2/+3/+4 to Will defense per tier.) Hafted Defense (+1 to AC and reflex while weilding a polearm or staff) Timely Respite (Second Wind or total defense grants a saving throw) Combat Commander (Combat Leader initiative bonus is equal to your Intelligence modifier) Class Features Combat Leader (Araris and all allies within 10 squares gain +5 to initiative checks) Commanding Presence (Whenever an ally that can see Araris spends an action point to make an attack; they gain a bonus to the attack roll equal to ½ Araris’s Int modifier} Inspiring Word (Araris can use the inspiring word power) Paragon Path: Knight CommanderHonor and Glory: Aldrick gains +2 to attack rolls while he is adjacent to Araris. Knight Commander's Action: When Araris spends an Action Point, Aldrick gains a +1 bonus to all defenses until the start of Araris's next turn, if Araris is in his line of sight. Racial Features +2 Dex, +2 Int +2 Arcana, +2 History Fey Step (Gain the Fey Step encounter power) Eladrin education (gain training in any one skill) Eladrin Weapon Proficiency (gain proficiency with the longsword) Eladrin Will (+1 Will, +5 to saves vs. charm effects) Trance (4 hour trance rather than 6 hour sleep; remain alert to surroundings) SkillsAcrobatics.......+6 Arcana...........+12 Athletics........+13 (trained) Bluff............+11 (trained, retrained from Dipolmacy at level 4) Diplomacy........+6 Dungeoneering....+4 Endurance........+10 (trained) Heal.............+9 (trained) History..........+17 (trained) Insight..........+4 Intimidate.......+6 Nature...........+4 Perception.......+4 Religion.........+10 Stealth..........+5 Streetwise.......+6 Thievery.........+5 Equipment: Horn Tusk Hide armor +3 {13000 gp}{25 lb} Magic Longspear +3 {9000 gp}{9 lb} Cloak of Resistance +3 {13000 gp} Gloves of Piercing {680 gp} Belt of Sacrifice {2600 gp} Acrobat Boots {520 gp} Magic Javelin +2 {1800 gp}{2 lb} Total: 40600/41000 gp, 36/160 lb Current Fight Cycle
Results
159 Total: 13 wins, 4 losses = 30 victory points |