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Ready for Fight 1 (June 2)

Used:
Alpha:Omega:

Alpha and Omega where born together, one male, the other female, but clearly twins, which is an oddity among there tribe, but not unheard of. They also both had lot's of markings in there fur, which again, is an oddity, but not unheard of. Growing up together they have learned to protect eachothers backs and while both are strong individually, together they're strength seems to multiply. When they stand next to eachother, no matter which one is on what side, or what direction there facing, there markings seem to always match up and form patterns. Many disregard this, saying it's only a trick of the eye and there strength together comes simply from thinking alike and having intimate familiar with eachother, Yet one has to wonder if there markings have anything to do with there power or not.

Tactics:

  • General: They should keep close to each other, and try and take one enemy down at a time, giving each other bonuses to do so. I'm putting them in a general order of use.
  • Word of the Blinding Shield: Use at the first opportunity, unless it's a minion, or won't help (they hit by more then 5).
  • Word of Exchange: This is the go-to power. Use this in Protection, reducing defenses to focus fire, and giving a defense bonus (which makes Defiant Word more likely to activate). If your not attacking the same target (e.g. the other is down, or immoblized to far away), and you can get the oath, use overwhelming strike instead.
  • Whirlwind Charge: Use this to get close to an enemy.
  • Overwhelming Strike: Use this (with the oath of enmity) for repositioning, killing minions, when you can't attack the same target, or are under a penalty to hit (blind).
  • Rune of The Undeniable Dawn: Save this for battles with lot's of creatures or swarms. Use one at a time, and try and stay in the zone.
  • Melee Basic Attack: Only useful for OA's and charging.
  • Ranged Basic Attack: Purely backup. If you have other options, use them.


  • Oath of Enmity: I put a next to the avenger powers, which qualify for Oath of Enmity. If your not getting your oath bonus, there is very little reason to use those powers.
  • Action Points: Use this when you have an advantage on someone (like you hit with word of exchange, have flanking, or have the defiant word bonus). However, try and only use 1 per combat, and don't use it if the battle looks like you've already won.
  • Longtooth Shifting: Use as soon as you can (when first bloodied).
  • Rune of the Final Effort: Use as soon as you can (when ally is first bloodied).
  • Rune of Mending: Wait till your under 1/4 of your HP, start longtooth shifting first. In protection mode.
  • Second Wind: This is a last resort. Note that they are trained in healing, so they can use this on eachother if needed.


  • Scale Armor of Eyes: Use it as soon as it will help (cause a miss, prevent sneak attack).


Alpha & Omega (The same)

Longtooth Shifter Hybrid Avenger|Runepriest 3
Hit Points....34......Bloodied...17
Healing Surge.8 ......Surges/day.7
Initiative....2......Speed......5

AC...21 (10 +1 level, +7 armor, +1 enh, +2 shield)
Fort.16 (10 +1 level, +4 abil, +1 enh, +0 class)
Ref..16 (10 +1 level, +1 abil, +1 enh, +1 class, +2 shield)
Will.17 (10 +1 level, +4 abil, +1 enh, +1 class)

Attacks: All attacks (except the javelin) are at +9.
Melee Basic...(+9 Longsword).....Damage: 1d8+5
(+1 level, +4 Str, +3 prof, +1 enh)
Ranged Basic..+7(Javelin)..........Damage: 1d8+4...Range ??/??
(+0 level, +4 Str, +2 prof, +0 enh)

At-Will Powers:
Overwhelming Strike
{Standard} {Weapon Divine}
{Melee} {vs AC}
Hit: 1d8+4; You shift 1 square and slide the target into the space you left

Word of Exchange
{Standard}, {Weapon, Divine, Runic}
{Melee} {vs AC}
Hit: 1d8+4

 Destruction: Before the end of your next turn, the next attack against the target from one of your allies deals 4 extra damage and that ally gains 4 THP;
Protection: The target takes a -2 penalty to defenses, and the next ally to hit the target gains a +4 power bonus to AC. Both last until the end of your next turn


Encounter Powers:
Oath of Emnity
{Minor}, {Divine, Healing, Runic}
{Close Burst 10}
Effect: When you make an Avenger melee attack against the target and the target is the only enemy adjacent to you, you make two attack rolls and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point you regain the use of this power.If another effect lets you roll twice and use the higher result when making an attack roll, this power has no effect on that attack. If an effect forces you to roll twice and use the lower result when making an attack roll, this power has no effect on that attack either.If an effect lets you reroll an attack roll and you rolled twice because of this power, you reroll both dice.

Rune of Mending
{Minor}, {Divine, Healing, Runic}
{Close Burst 5} {You or one ally}
Effect: The target can spend a surge
Destruction: You and each ally gain a +2 power bonus to damage until the end of your next turn
Protection: You and each ally gain a +1 bonus to all defenses until the end of your next turn

Longtooth Shifting
{Minor}, {Healing}
{Personal; You must be bloodied}
Effect: Until the end of the encounter you gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 2

Whirlwind Charge
{Standard}, {Divine, Weapon}
{Melee}, {vs AC}, {2d8+4;}
Special: You can use this power in place of a MBA on a charge. If you charge, you gain a +4 bonus to opportunity attacks you provoke while charging}

Word of the Blinding Shield
{Immediate Interrupt}, {Divine, Weapon, Runic}
{Trigger: An enemy makes an attack roll against your ally}
Close Burst 5, vs Fort,
Hit: The target is blind until the end of his next turn.
Destruction: The target takes 0 damage.
Protection: The ally gains 0 THP.

Rune of the Final Effort
{Minor}, {Divine}
{Melee 1} {One bloodied Ally}
Effect: Until the end of your next turn, the target gains a +5 power bonus to all defenses.

Daily Powers:
Rune of The Undeniable Dawn
{Standard}, {Divine, Radiant, Weapon, Zone}
{Close Burst 3} {vs AC}
Hit: 1d8+4
Miss: Half Damage
Effect: The burst creates a zone that last until the end of your next turn. You and allies in the zone gain a +2 power bonus to all defenses while in the zone.
Sustain Minor: the zone persists.

Equipment:
Scale Armor of Eyes +1{520} Encounter: Free: Trigger: An enemy attacks you with combat advantage. You do not grant combat advantage for the attack.
Heavy Shield {10}
Thundering Longsword +1 {680}Daily {Thunder} Free: Use this power when you hit with this weapon, the target takes 1d8 thunder and is pushed 1 square.
Amulet of Protection +1 {360}
Javalin (x5) {25 gp}

Total: 1595 gp



Feats
Hybrid Talent (Runepriest Armor Proficency): Scale and Light shields
Heavy Shield Proficiency

Class Features
Defiant Word; When an enemy misses you. You gain a +4 bonus to damage rolls against that enemy until the end of your next turn.

Skills
Acrobatics.......+2
Arcana...........+0
Athletics........+12 (trained)
Bluff............+1
Diplomacy........+1
Dungeoneering....+5
Endurance........+3
Heal.............+10 (trained)
History..........+0
Insight..........+5
Intimidate.......+1
Nature...........+5
Perception.......+10 (trained)
Religion.........+0
Stealth..........+0
Streetwise.......+1
Thievery.........+2

Ability Scores
STR 18 {? pts} {16 base, +2 racial, +0 advancement }
CON 11 {? pts} {11 base, +0 racial, +0 advancement }
DEX 13 {? pts} {13 base, +0 racial, +0 advancement }
INT 8 {? pts} { 8 base, +0 racial, +0 advancement }
WIS 18 {? pts} {16 base, +2 racial, +0 advancement }
CHA 10 {? pts} {10 base, +0 racial, +0 advancement }

Current Fight Cycle

  • Fight 1:
  • Fight 2:
  • Fight 3:


Victory Points: 10

Total: 1 wins, 7 losses