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Ready if needed 25/07/2012


Current Fight Cycle:

  • Fight 1: ???


Arnash Pathkeeper

Male Longtooth Shifter Fighter
Level 1, Unaligned
Str 17 (+3) {7 pts} {15, +2 racial}
Con 16 (+3) {9 pts}
Dex 14 (+2) {5 pts}
Int 10 (+0)
Wis 13 (+1) {1 pt } {11, +2 racial}
Cha 8 (-1)

Hit Points 31 {15 (Fighter) + 16 (Con)}; Bloodied 15
Healing Surge (hp healed/per day): 7hp / 12/day {9 (Fighter) + 3 (Con)}
Second Wind: 7hp or +2 to all defenses until next action
Armour Class 19 {10 + 0 (L1) + 7 Armour + 2 Shield}
Fortitude Defense 15 {10 + 0 (L1) + 2 (Fighter) + 3 (Str/Con)}
Reflex Defense 14 {10 + 0 (L1) + 2 (Dex/Int) + 2 Shield}
Will Defense 11 {10 + 0 (L1) + 1 (Wis/Cha)}
Initiative +2
Speed 5 squares {6 base, -1 armour}
Vision Low-Light

Basic Attacks
Battleaxe +5 vs AC {+3 Str, +2 Proficient}, 1d10+2, Versatile {+1 dmg when wielded 2-handed}

At-will
Cleave (Fighter 1, Martial, Weapon, Standard Action, Melee)

  • Target: One Creature
  • Attack: Str vs AC
  • Hit: 1 [W] + 3 {Str +3} damage, enemy adjacent to you takes 3 {Str +3} damage.
Reaping Strike (Fighter 1, Martial, Weapon, Standard Action, Melee)
  • Target: One Creature
  • Attack: Str vs AC
  • Hit: 1 [W] + 3 {Str +3} damage.
  • Miss: 1 {Str +3, /2} damage.
Call Spirit Companion (Shaman 1, Conjuration, Primal, Standard Action, Close Burst 20)
  • Effect: Summon Spirit Companion to a square within the burst. Moves up to 5 squares when you move {Speed 5}. A single attack of 10 dmg or more destroys it and you take 5 dmg {L1, /2}.

Encounter
Spinning Sweep (Fighter 1, Martial, Weapon, Standard Action, Melee)
  • Target: One Creature
  • Attack: Str vs AC
  • Hit: 2 [W] + 3 {Str +3} damage, knocks target prone.
Longtooth Shifting (Racial, Healing, Minor Action, Personal)
  • Requirement: Must be Bloodied
  • Effect: +2 damage for encounter. Whilst Bloodied, Regeneration 2
Spirit Fangs (Shaman 1, Implement, Primal, Spirit, Opportunity Action, Melee Spirit)
  • Trigger: Enemy leaves square adjacent to spirit without shifting
  • Target: Triggering enemy
  • Attack: +1 {Wis +1} vs Reflex
  • Hit: 1d10 + 1 {Wis +1} damage

Daily
Comeback Strike (Fighter 1, Martial, Weapon, Standard Action, Melee)
  • Target: One Creature
  • Attack: Str vs AC
  • Hit: 2 [W] + 3 {Str +3} damage, may spend a Healing Surge
Speak with Spirits (Shaman 1, Primal, Minor Action, Personal)
  • Effect: +1 {Wis +1} bonus to next skill check this turn

Feats
Spirit Talker [Shaman Multiclass] {1st}

Skills
+8 Athletics (+3 Str, +2 Racial, +5 trained, -2 ACP)
+3 Endurance (+3 Con, +2 Racial, +5 trained, -2 ACP)
+6 Heal (+1 Wis, +5 trained)
+9 Insight (+1 Wis) {Passive 11}
+1 Perception (+1 Wis) {Passive 11}

Race and Class Features
Shifter
Vision: Low-light
Languages: Common, ???
Skill Bonuses: +2 Athletics, +2 Endurance
Longtooth Shifting

Fighter
Armor Proficiencies: Cloth, leather, hide, chainmail, scale, light shield, heavy shield
Weapon Proficiencies: Simple Melee, Simple Ranged, Military Melee, Military Ranged

Equipment
Scale Armour (+7 AC, Speed -1) {45lbs} {45gp}
Battleaxe (1d10, 1H, Versetile) {15gp} {6lbs}
Heavy Shield (+2 AC, -2 Check) {15lbs} {10gp}
30gp left
{61lbs} {70gp}



Tylish the Shadowcaster

Female Shadar-kai Wizard
Level 1, Unaligned

Str 8 (-1)
Con 14 (+2) {5 pts} {14}
Dex 15 (+2) {3 pts} {13, +2 Racial}
Int 18 (+4) {9 pts} {16, +2 Racial}
Wis 14 (+2) {5 pts} {14}
Cha 10 (+0)

Hit Points 24 {10 (Wizard) + 14 (Con)}; Bloodied 12
Healing Surge (hp healed/per day): 6hp / 8/day {6 (Wizard) + 2 (Con)}
Second Wind: 6hp or +2 to all defenses until next action
Armour Class 15 {10 + 0 (L1) + 4 Int, + 1 Staff of Defence}
Fortitude Defense 13 {10 + 0 (L1) + 2 (Str/Con) + 1 Racial}
Reflex Defense 14 {10 + 0 (L1) + 4 (Dex/Int)}
Will Defense 14 {10 + 0 (L1) + 2 (Wis/Cha) + 2 (Wizard)}
Initiative +2
Speed 6 squares
Vision Low-Light

Basic Attacks
Staff +1 {-1 Str, +2 Proficient}, 1d8-1
Magic Missile +4 vs Reflex, 2d4+4 force {+4 Int}, Range 20

At-will
Ghost Sound (Wizard Cantrip, Arcane, Illusion, Standard Action, Ranged 10)

  • Target: One object or unoccupied square
  • Effect: Produce sound or whisper to creatures adjacent to square
Light (Wizard Cantrip, Arcane, Minor Action, Ranged 5)
  • Target: One object or unoccupied square
  • Effect: Light fills target's square and all squares within 4. Lasts 5 minutes. May be ended as a free action.
  • Special: You may have only one Light active at once.
Mage Hand (Wizard Cantrip, Arcane, Conjuration, Minor Action, Ranged 5)
  • Effect: Hand can lift up to 20lbs. Moves 5 squares with a Move Action, drops item with a Free Action, picks up another item with a Minor Action
  • Sustain Minor: May sustain indefinitely
  • Special: You may have only one Mage Hand active at once
Prestidigitation (Wizard Cantrip, Arcane, Standard Action, Ranged 2)
  • Effect: Do multiple useless things
  • Special: You may have up to three Prestidigitations active at once
Magic Missile (Wizard 1, Arcane, Force, Implement, Standard Action, Ranged 20)
  • Target: One creature
  • Attack: +4 {+4 Int} vs Reflex
  • Hit: 2d4 + 4 {+4 Int} force
  • Special: Counts as ranged basic
Thunderwave (Wizard 1, Arcane, Implement, Thunder, Standard Action, Close Blast 3)
  • Target: Each creature in blast
  • Attack: +4 {Int +4} vs Fort
  • Hit: 1d6 + 4 {Int +4} thunder damage, push target 2 {Wis +2} squares

Encounter
Force Orb (Wizard 1, Arcana, Force, Implement, Standard Action, Ranged 20)
  • Target: One Creature
  • Attack: +4 {Int +4} vs Reflex
  • Hit: 2d8 + 4 {Int +4} force, secondary attack
  • Secondary Target: All foes adjacent to primary target
  • Secondary Attack: +4 {Int +4} vs Reflex
  • Secondary Hit: 1d10 + 4 {Int +4} force
Icy Terrain (Wizard 1, Arcana, Cold, Implement, Standard Action)
  • Area: Burst 1 within 10 squares
  • Target: Each Creature in Burst
  • Attack: +4 {Int +4} vs Reflex
  • Hit: 1d6 + 4 {Int +4} cold, target is knocked prone
  • Effect: Power's area becomes difficult terrain until end of your next turn
Hunter's Quarry (Ranger, Minor Action)
  • Target: The enemy nearest to you
  • Effect: Designate the enemy as your quarry. Once per round you deal +1d6 damage with an attack to it. This lasts until the end of your next turn.
Shadow Jaunt (Shadar-Kai, Teleportation, Move Action)
  • Target: Personal
  • Effect: Teleport 3 squares, become insubstantial until start of next turn

Daily
Flaming Sphere (Wizard 1, Arcane, Conjuration, Fire, Implement, Ranged 10)
  • Area: Burst 2 within 20 squares
  • Target: One creature adjacent to sphere
  • Attack: +4 {Int +4} vs Reflex
  • Hit: 2d6 + 4 {Int +4} fire
  • Effect: Conjure sphere in unoccupied space. It attacks an adjacent creature. Any creature starting its turn adjacent to sphere takes 1d4 + 4 {Int +4} fire. May move sphere up to 6 as Move Action.
  • Sustain Minor: May sustain until end of encounter. May make additional sphere attack as Standard Action.
Sleep (Wizard 1, Arcane, Implement, Sleep)
  • Area: Burst 2 within 20 squares
  • Target: Each Creature in Burst
  • Attack: +4 {Int +4} vs Will
  • Hit: Slowed (save ends). If target fails its first saving throw, it is unconscious (save ends)
  • Miss: Target is slowed (save ends).

Feats
Ritual Caster {Wizard}
Warrior of the Wild [Ranger Multiclass] {1st}

Skills
+5 Acrobatics (+3 Dex, +2 Racial)
+9 Arcana (+4 Int, +5 trained)
+7 Insight (+2 Wis, +5 trained) {Passive 17}
+7 Nature (+2 Wis, +5 trained)
+2 Perception (+2 Wis) {Passive 12}
+9 Religion (+4 Int, +5 trained)
+10 Stealth (+3 Dex, +2 Racial, +5 trained)

Race and Class Features
Shadar-Kai
Vision: Low-light
Languages: Common, ???
Skill Bonuses: +2 Acrobatics, +2 Stealth
Winterkin: +1 Fort
Shadow Jaunt

Wizard
Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger, Quarterstaff
Arcane Implement Mastery: Staff of Defense (+1 AC, 1/encounter +1 to defence)
Rituals: Tenser's Floating Disk

Equipment
Staff {4lbs} {5gp}
Spellbook {3lbs} {50gp}
45gp left
{4lbs} {55gp}


Results

1: Win/Loss vs Team (Player) | Pitlord
Total: 0 wins, 0 losses = 0 victory points