Community

0 (0 Ratings)
Ready whenever 2011: Fight 2

Current Fight Cycle

  • Week 1: Dragon used Dragonfang Bolt and an Action Point; Granik used nothing


Elemental Dragon

Male Dragonborn Hybrid Paladin/Sorcerer Level 3, Good

Str 17 (+3) {7 pts} {15, +2 racial}
Con 11 (+0) {1 pts}
Dex 14 (+2) {5 pts}
Int 8 (-1)
Wis 10 (+0) {0 pts}
Cha 18 (+4) {9 pts} {16, +2 racial}

Hit Points 34 {13 (base) +10 (level) + 11 (con)}; Bloodied 17
Healing Surge (hp healed/per day): 8hp / 8/day {5 (paladin) + 3 (sorcerer) + 0 (con)}
Armor Class 22 {10 + 1 (level) + 9 (Armor) +2 (Shield) + {3 (Int/Dex or Str) in light armor}}
Fortitude Defense 15 {10 + 1 (level) + 3 (Str/Con) +1 (cloak)}
Reflex Defense 17 {10 + 1 (level) + 2 (Dex/Int) +2 (Shield) +1 (paladin) +1 (cloak)}
Will Defense 17 {10 + 1 (level) + 4 (Wis/Cha) +1 (sorcerer) +1 (cloak)}
Resistances none

Initiative +3 {+2 (dex), +1 (level)}
Speed 5 squares {6 squares, -1 armor}

Feats
Hybrid Talent Option (Paladin Armor Proficiency) {1st}
Versatile Expertise (light blades, dagger (implement)) {2nd}

Skills
Armor Check Penalty -4 {-2 armor, -2 shield}
+5 Arcana {+1 level, -1 Int, +5 trained}
+10 Diplomacy {+1 level, +4 Cha, +5 trained}
+6 Heal {+1 level, +0 Wis, +5 trained}
+2 History (+1 level, -1 Int, +2 racial)
+1 Insight (+1 level, +0 Wis) {Passive 10}
+7 Intimidate (+1 level, +4 Cha, +2 racial)
+1 Perception (+1 level, +0 Wis) {Passive 10}
-1 Stealth (+1 level, +2 Dex, -2 shield, -2 armor) {Passive 10}

Basic Attacks
Melee Basic Attack: Dagger +9 melee, 1d4+4 dmg {+1 level, +3 prof, +3 str, +1 feat, +1 enh}
Ranged Basic Attack: (see Dragonfrost)

Spells
At-will
Divine Challenge (Hybrid) (Paladin, Divine, Radiant, Minor Action, Close Burst 5)

  • Target: One Creature in burst
  • Effect: Target is marked and remains so until another creature is marked by Elemental Dragon or someone else marks this creature. While marked - target takes a -2 to hit penalty on all attacks that don't include me as a target. Also, the first time target attacks someone other than Sum-sears-Skin, he takes 3 {Cha} radiant damage.
  • Special: Elemental Dragon must atttack/engage the marked target or challenge a different target. Failure to do so removes the marked condition and makes Elemental Dragon unable to challenge someone until the end of his next turn.
Enfeebling Strike (At will, Paladin, Divine, Weapon, Standard, Melee Weapon)
  • Target: One creature
  • Attack: +10 {Cha} vs AC
  • Hit: 1d4+5 {Cha} damage. If the target is marked by Elemental Dragon, the target takes a -2 to attack rolls until the end of its next turn.
Dragonfrost (At will, Sorcerer, Arcane, Cold, Implement, Standard, Ranged 10)
  • Target: One Creature
  • Attack: +7 {Cha} vs Fortitude
  • Hit: 1d8+8 {Cha+Str} cold damage and push the target 1 square
  • Special: This power can be used as a ranged basic attack
Encounter
Dragon Breath (Encounter, Racial, Fire, Minor action, Close Blast 3)
  • Targets: All enemies in area
  • Attack: +6 {Str+2} vs Reflex
  • Hit: 1d6+0 {Con} Fire damage
Thunder Slam (Encounter, Sorcerer, Arcane, Implement, Thunder, Standard, Ranged 10)
  • Target: One Creature
  • Attack: +7 {Cha} vs Fortitude
  • Hit: 2d10+8 {Cha+Str} thunder damage and the target is pushed 3 squares
Invigorating Smite (Encounter, Paladin, Divine, Healing, Weapon, Standard, Melee)
  • Target: One Creature
  • Attack: +10 {Cha} vs Will
  • Hit: 2d4+5 {Cha} damage. If Elemental Dragon is bloodied, he regains 5 {5+Wis} hit points. Bloodied allies within 5 squares also regain 5 {5+Wis} hit points.
Dragonflame Mantle (Sorcerer, Utility, Arcane, Fire, Immediate Interrupt, Personal)
  • Trigger: Elemental Dragon is hit by an attack
  • Effect: Until the end of Elemental Dragon's next turn, he gains a +1 power bonus to all defenses and any creature that hits him with a melee attack takes 1d6 fire damage
Daily
Dragonfang Bolt (Daily, Sorcerer, Arcane, Implement, Poison, Standard, Ranged 10)
  • Target: One or Two Creatures
  • Attack: +7 {Cha} vs Fortitude
  • Hit: 2d8+8 {Cha+Str} damage and ongoing 5 poison damage (save ends)
  • Miss: 2d8+8 {Cha+Str} damage
Daily Item Powers
Wyrmtooth Dagger (Daily, Free Action)
  • Effect: Until the end of the encounter, sorcerer attack powers using the dagger ignore the resistance of any creature within 10 squares
Dwarven Armor (Daily, Free Action)
  • Effect: Regain hit points as if Elemental Dragon had spent a healing surge
Cloak of Resistance (Daily, Minor action, personal)
  • Effect: Gain Resist 5 to All damage until the end of Elemental Dragon's next turn
Item Properties and other Powers
Wyrmtooth Dagger
  • Crit: +1d6 damage and the target loses its resistances (save ends)
Dwarven Armor
  • +1 item bonus to Endurance checks

Equipment
Wyrmtooth Dagger +1 {2lbs} {520gp}
Dwarven Plate Mail +1 {50lbs} {520gp}
Heavy Shield {15lbs} {10gp}
Cloak of Resistance +1 {520gp}
180gp

Race and Class Features
Dragonborn
Languages: Common, Dragonborn
Dragonborn Fury: when bloodied, +1 on attack rolls
Draconic Heritage: Healing surge value is 1/4 of hit points + Con modifier
Dragon Breath: encounter power (see below)

Hybrid Sorcerer
Armor Proficiencies: Cloth
Weapon Proficiencies: Simple Melee, Simple Ranged
Implements: Daggers, Staffs
Sorcerous Power: Sorcerer powers gain +3 {Str} damage. Also, while not wearing heavy armor, use Str mod in place of Dex/Int to determine AC

Hybrid Paladin
Armor Proficiencies: Cloth, Leather, Hide, Chainmail, Scale, Plate, Light Shield, Heavy Shield
Weapon Proficiencies: Simple Melee, Military Melee, Simple Ranged
Implements: Holy Symbols
Divine Challenge (Hybrid)



Granik Farseeker

Male Githzerai Seeker Level 3, Good

Str 10 (+0)
Con 13 (+1) {3 pts}
Dex 18 (+4) {9 pts} {16, +2 racial}
Int 8 (-1)
Wis 18 (+4) {9 pts} {16, +2 racial}
Cha 11 (+0) {1 pts}

Hit Points 35 {12 (base) + 10 (level) + 13 (con)}; Bloodied 17
Healing Surge (hp healed/per day): 8hp / 8/day {7 (seeker) + 1 (con)}
Armor Class 18 {10 +1 (level) +3 (Armor) +4 (Int/Dex)}
Fortitude Defense 13 {10 +1 (level) +1 (Str/Con) +1 (amulet)}
Reflex Defense 17 {10 +1 (level) +4 (Dex/Int) +1 (seeker) +1 (amulet)}
Will Defense 17 {10 +1 (level) +4 (Wis/Cha) +1 (seeker) +1 (amulet)}

Initiative +7 {+4 dex, +1 level, +2 race}
Speed 6 squares {6 base}

Basic Attacks
Melee Basic Attack: Unarmed strike +1 vs AC {+1 level, +0 Str}, 1d4 dmg, unarmed
Ranged Basic Attack: Longbow +9 vs AC {+1 level, +4 Dex, +2 proficiency, +1 feat, +1 enh}, 1d10+5 dmg, range 20/40, crit +1d8)
Ranged Basic Attack: (see Biting Swarm)
Ranged Basic Attack: (see Grappling Spirits)

Evocations
At-will
Biting Swarm (Primal, Weapon, Standard, Ranged Weapon)

  • Target: One creature
  • Attack: +9 {Wis} vs AC
  • Hit: 1d10+5 {Wis} damage and the target and each enemy adjacent to the target takes a -2 penalty to attack rolls until the end of Granik's next turn.
  • Special: Granik can use this power as a ranged basic attack
Grappling Spirits (Primal, Weapon, Standard, Ranged Weapon)
  • Target: One creature
  • Attack: +9 {Wis} vs AC
  • Hit: 1d10+5 {Wis} damage and the target is slowed and cannot shift until the end of Granik's next turn.
  • Special: Granik can use this power as a ranged basic attack
Encounter
Iron Mind (Racial, Personal, Immediate Interrupt)
  • Trigger: Granik is hit by an attack
  • Effect: Granik gains a +2 to all defenses until the end of his next turn
Encaging Spirits (Primal, Minor action, Close Burst 1)
  • Target: Each enemy in burst
  • Effect: Push each target 1 square and each target is slowed until the end of Granik's next turn
Inevitable Shot (Primal, Free action, Personal)
  • Trigger: Granik misses a creature with a ranged attack
  • Effect: Make a RBA against an enemy within 10 squares of the original target using the original target as the origin of the attack
  • Special: Granik regains the use of this power when he spends an action point
Spider Spirits (Poison, Primal, Weapon, Standard, Ranged Weapon)
  • Target: One creature
  • Attack: +9 {Wis} vs AC
  • Hit: 1d10+1d8+5 {Wis} poison damage and the target is slowed and takes a -2 penalty to all defenses until the end of Granik's next turn.
Escaping Shot (Primal, Psychic, Weapon, Standard, Ranged Weapon)
  • Target: One creature
  • Attack: +9 {Wis} vs Will
  • Hit: 1d10+5 {Wis} psychic damage and the target is dazed until the end of Granik's next turn
  • Effect: Granik shifts 4 {Dex} squares
  • Special: This attack doesn't provoke opportunity attacks from the target
Daily
Rime Strike (Cold, Primal, Weapon, Zone, Standard, Ranged Weapon)
  • Target: One creature
  • Attack: +9 {Wis} vs AC
  • Hit: 1d10+5 {Wis} cold damage and the target is immobilized (save ends)
  • Miss: Half damage
  • Effect: The attack creates a zone of difficult terrain in a burst 1 centered on the target. The zone lasts until the end of the encounter. Any creature that enters the zone or starts its turn there takes 5 cold damage. As a minor action, Granik can end the zome.
Hunter's Instinct (Primal, Stance, Minor action, Personal)
  • Effect: Until the end of the encounter, when Granik makes a ranged attack against any creature within 2 squares, he scores a critical hit on a 19-20
Item Daily Powers
Retributive Bow (Immediate Reaction)
  • Trigger: An enemy hits Granik with a melee or close attack
  • Effect: Make a ranged basic attack against the triggering enemy using this weapon. This attack does not provoke opportunity attacks. On a hit, Granik can shift 2 squares

Item Properties and Other Powers
Retributive Bow
  • Crit: +1d8 damage

Feats
Weapon Expertise (Bows) {1st}
Inescapable Shot {2nd}

Skills
+12 Acrobatics (+1 level, +4 Dex, +2 racial, +5 trained)
+8 Athletics (+1 level, +0 Str, +2 racial, +5 trained)
+10 Nature (+1 level, +4 Wis, +5 trained)
+10 Perception (+1 level, +4 Wis, +5 trained) {Passive 19}
+5 Stealth (+1 level, +4 Dex)

Equipment
Retributive Longbow +1 {3lbs} {840gp}
Magic Leather Armor +1 {15lbs} {360gp}
Amulet of Protection +1 {360gp}
60 Arrows {6lbs} {2gp}
43gp left

Race and Class Features
Githzerai
Vision: Normal
Languages: Common, Deep Speech
Danger Sense: +2 racial bonus to initiative
Defended Mind: +2 to saving throws against effects that daze, dominate or stun
Shifting Fortunes: when using second wind, can shift up to 3 squares at the same time
Iron Mind (racial encounter power)

Seeker: Bloodbond
Armor Proficiencies: Cloth, Leather
Weapon Proficiencies: Simple Melee, Simple Ranged, Military Ranged
Bonus to Defense: +1 Reflex, +1 Will
Seeker's Bond: Bloodbond (Encaging Spirits power. Also, while not wearing heavy armor, can shift as a minor action)
Inevitable Shot (encounter power)



Results

1: Win vs King and Queen (diamondmine) {Pitlord: dgallaty}
2: Win vs Dead Man's Hand (dgallaty) {Pitlord: diamondmine}
3: Loss vs Wolfriders (diamondmine) {Pitlord: dgallaty}
4: Win vs Goblin Double Line (monster team) {Pitlord: diamondmine}
5: Win vs Judgement Day (dgallaty) {Pitlord: diamondmine}

Total: 4 wins, 1 losses = 9 victory points



Team Background and NotesShow
The Elemental Dragon is a relative child of its race and is the only known one living. His claws are deadly and his magic and breath are akin to the dragons of old. His scales are tough as plate armor and he has the strength and fortitude of a full dragon.

Roleplay Note: Although the Elemental Dragon's race is "dragonborn" for gameplay, he should be portrayed as an actual dragon. His armor/shield are his scales; his dagger are his claws and most of his sorcerer powers are breath weapons or dragon magic. If you choose to write up a fight, please take these notes into account for continuity.

Granik Farseeker is a being from a land forgotten and that he would sooner forget than return to. A powerful marksman with the bow, he was discovered as having a connection with the spirits of the world and his bow took on a life of its own in his hands.

The two discovered each other when Granik was searching for an aberrant-blooded artificer who had caused the deaths of many innocents. The two never found comfort in society, but did find something familiar between them. They have been seen together ever since.