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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:
Alpha & Omega (The same)Longtooth Shifter Hybrid Avenger|Runepriest 3 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; 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
Victory Points: 10 Total: 1 wins, 7 losses |