[4E] Characters of Sagaris

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Welcome to the City of Sagaris


IMAGE(http://www.caterane.de/CoCo/Struktur/Gladius-Stadt.jpg)

For Player Characters only!



This thread is for Player Characters only so please do not post here unless it is a new pair of gladiators. If you are new to the Core Coliseum, you will find everything you need in the [post=18116720]Rules of Sagaris[/post]. Those who visit the Core Coliseum for the first time should read the [post=18208544]Quickstart Guide[/post] first, and if you have any questions, ask in the Tavern.

The following sample character sheet template is recommended, but not required. However, please be sure to include all the same information, including breakdowns of the various values. It's also best if you keep all the information in the same order, to make things easier on your pitlords. Do not reprint entire powers or items verbatim from the Player's Handbook; since 4th edition does not have an Open Game License, such reprinting is illegal. Summarize only enough information that the pitlord can run your fights; if the exact phrasing has to be looked up, the books will be used.

To use the sample sheet, click the IMAGE(http://forums.gleemax.com/images/buttons/community/quote.gif) button and delete the [QUOTE=MindWandererB;16354331] and[/quote]
tags at the beginning and end.

"Edison didn't succeed the first time he invented Benjamin Franklin, either." Albert the Alligator, Walt Kelly's Pogo Sunday Book  
The Core Coliseum: test out your 4e builds and fight to the death.

Ready for Month Day [Fight 1]

Team Name



Character Name 1
Character Name
Sex Race Class Level
Hit Points....??......Bloodied....??
Healing Surge.??......Surges/day..??
Initiative....+?......Speed.......?

AC...?? (10 +? level, +? abil, +? armor, +? shield, +? enh)
Fort.?? (10 +? level, +? abil, +? class, +? enh)
Ref..?? (10 +? level, +? abil, +? class, +? shield, +? enh)
Will.?? (10 +? level, +? abil, +? class, +? enh)

Attacks:
Melee Basic...+?(weapon).....Damage: ?d?+?
(+? level, +? Str, +? prof, +? enh)
Ranged Basic..+?(weapon).....Damage: ?d?+?...Range ??/??
(+? level, +? Dex, +? prof, +? enh)
Ranged Basic..+?(power)......Damage: ?d?+?...Range ??
(+? level, +? Int/Cha, +? enh)

At-Will Powers:
Name
Source (e.g. class, racial) Type (attack, utility) Level
Weapon, range, or area....+? vs. Defense
(Optional: Action type....Target)
Hit: ?d?+? damage and ???
Miss: ???
Effect: ???

Encounter Powers:
Name
Source (e.g. class, racial) Type (attack, utility) Level
Weapon, range, or area....+? vs. Defense
(Optional: Action type....Target)
Hit: ?d?+? damage and ???
Miss: ???
Effect: ???

Daily Powers:
Name
Source (e.g. class, racial) Type (attack, utility) Level
Weapon, range, or area....+? vs. Defense
(Optional: Action type....Target)
Hit: ?d?+? damage and ???
Miss: ???
Effect: ???

Item Powers:
Name of item
Weapon, range, or area....+? vs. Defense
(Optional: Action type....Target)
Hit: ?d?+? damage and ???
Miss: ???
Effect: ???


Ability Scores
STR ?? (+?) [?? pts] [?? base, +? racial, +? advancement]
CON ?? (+?) [?? pts] [?? base, +? racial, +? advancement]
DEX ?? (+?) [?? pts] [?? base, +? racial, +? advancement]
INT ?? (+?) [?? pts] [?? base, +? racial, +? advancement]
WIS ?? (+?) [?? pts] [?? base, +? racial, +? advancement]
CHA ?? (+?) [?? pts] [?? base, +? racial, +? advancement]


Feats
Feat Name (effect)

Class Features
Feature Name (effect)

Racial Features
Feature Name (effect)

Skills
Acrobatics.......+? (Trained)
Arcana...........+?
Athletics........+?
Bluff............+?
Diplomacy........+?
Dungeoneering....+?
Endurance........+?
Heal.............+?
History..........+?
Insight..........+?
Intimidate.......+?
Nature...........+?
Perception.......+?
Religion.........+?
Stealth..........+?
Streetwise.......+?
Thievery.........+?

Equipment:
??? armor [? gp][? lb]
??? melee weapon [? gp][? lb]
??? ranged weapon [? gp][? lb]
??? ammunition [? gp][? lb]
??? miscellaneous [? gp][? lb]
??? magic item [? gp][? lb]

Total: ??/??? gp, ??/??? lb
Retraining
Level 2: ...
Level 3: ...
Character Name 2
Character Name
Sex Race Class Level
Hit Points....??......Bloodied....??
Healing Surge.??......Surges/day..??
Initiative....+?......Speed.......?

AC...?? (10 +? level, +? abil, +? armor, +? shield, +? enh)
Fort.?? (10 +? level, +? abil, +? class, +? enh)
Ref..?? (10 +? level, +? abil, +? class, +? shield, +? enh)
Will.?? (10 +? level, +? abil, +? class, +? enh)

Attacks:
Melee Basic...+?(weapon).....Damage: ?d?+?
(+? level, +? Str, +? prof, +? enh)
Ranged Basic..+?(weapon).....Damage: ?d?+?...Range ??/??
(+? level, +? Dex, +? prof, +? enh)
Ranged Basic..+?(power)......Damage: ?d?+?...Range ??
(+? level, +? Int/Cha, +? enh)

At-Will Powers:
Name
Source (e.g. class, racial) Type (attack, utility) Level
Weapon, range, or area....+? vs. Defense
(Optional: Action type....Target)
Hit: ?d?+? damage and ???
Miss: ???
Effect: ???

Encounter Powers:
Name
Source (e.g. class, racial) Type (attack, utility) Level
Weapon, range, or area....+? vs. Defense
(Optional: Action type....Target)
Hit: ?d?+? damage and ???
Miss: ???
Effect: ???

Daily Powers:
Name
Source (e.g. class, racial) Type (attack, utility) Level
Weapon, range, or area....+? vs. Defense
(Optional: Action type....Target)
Hit: ?d?+? damage and ???
Miss: ???
Effect: ???

Item Powers:
Name of item
Weapon, range, or area....+? vs. Defense
(Optional: Action type....Target)
Hit: ?d?+? damage and ???
Miss: ???
Effect: ???


Ability Scores
STR ?? (+?) [?? pts] [?? base, +? racial, +? advancement]
CON ?? (+?) [?? pts] [?? base, +? racial, +? advancement]
DEX ?? (+?) [?? pts] [?? base, +? racial, +? advancement]
INT ?? (+?) [?? pts] [?? base, +? racial, +? advancement]
WIS ?? (+?) [?? pts] [?? base, +? racial, +? advancement]
CHA ?? (+?) [?? pts] [?? base, +? racial, +? advancement]


Feats
Feat Name (effect)

Class Features
Feature Name (effect)

Racial Features
Feature Name (effect)

Skills
Acrobatics.......+? (Trained)
Arcana...........+?
Athletics........+?
Bluff............+?
Diplomacy........+?
Dungeoneering....+?
Endurance........+?
Heal.............+?
History..........+?
Insight..........+?
Intimidate.......+?
Nature...........+?
Perception.......+?
Religion.........+?
Stealth..........+?
Streetwise.......+?
Thievery.........+?

Equipment:
??? armor [? gp][? lb]
??? melee weapon [? gp][? lb]
??? ranged weapon [? gp][? lb]
??? ammunition [? gp][? lb]
??? miscellaneous [? gp][? lb]
??? magic item [? gp][? lb]

Total: ??/??? gp, ??/??? lb
Retraining
Level 2: ...
Level 3: ...
Fight Summary
Current Fight Cycle:




Results
1: [post=???]Win/Loss[/post] vs. Opponent (Player)
Total: ?? wins, ?? losses = ?? victory points

"Edison didn't succeed the first time he invented Benjamin Franklin, either." Albert the Alligator, Walt Kelly's Pogo Sunday Book  
The Core Coliseum: test out your 4e builds and fight to the death.

Power and Endurance



Brag
Brag
Male Bugbear Rogue 5
Hit Points....49......Bloodied....24
Healing Surge.12......Surges/day..7
Initiative....+6......Speed.......6

AC....Fort....Ref.....Will
19.....18......20......15

Attacks:
Melee Basic...+12(dagger).....Damage: 1d6+6
(+2 level, +4 Str, +3 prof, +1 rogue, +2 enhancement)
Ranged Basic..+12(dagger).....Damage: 1d6+6...Range5/10
(+2 level, +4 Dex, +3 prof, +1 rogue, +2 enhancement)



At-Will Powers:
Piercing Strike
dagger....+12 vs. Reflex
Hit: 1d6+6 damage

Deft Strike
dagger....+12 vs. AC
Hit: 1d6+6 damage
Special: You can move 2 squares before the attack


Encounter Powers:
Torturous Strike
dagger....+12 vs. AC
Hit: 2d6+10 damage

Tumble
Move Action
Effect: You can shift a number of squares equal to half your speed.

Bait and Switch
dagger....+12 vs. Will
Hit: 2d6+6 damage. In addition, you switch places with the target and can then shift 1 square.

Predatory Eye
Minor Action
Effect: If you have combat advantage against a target, you deal +1d6 damage on the next attack you make against that target. You must apply this bonus before the end of your next turn.

Daily Powers:
Easy Target
Dagger....+12 vs. AC
Hit: 2d6+6 damage and target is slowed and grants combat advantage to you (save ends both).
Miss: Half damage, and the target grants combat advantage to you until the end of your next turn.

Deep Cut
Dagger....+12 vs. Fortitude
Hit: 2d6+6 damage and target gets 9 ongoing damage (save ends).
Miss: Half damage, and no ongoing damage

Item Powers:
Bloodcut Armor
Power(Healing Surge): Minor action. While you are bloodied gain resist 10 to all damage until the end of your next turn

Ability Scores
Ability....Check......... Ability....Check
Scores....Modifier....... Scores....Modifier
STR 19.....+4............ CON 12.....+1
DEX 19.....+4............ INT 08.....-1
WIS 10.....+0............ CHA 12.....+1


Feats
Nimble BladeLvl 1 +1 attack with light & heavy blades while having combat advantage
ToughnessLvl 2
BackstabberLvl 4

Rogue Features
First Strike
Rogue Tactics(Brutal Scoundrel)
Rogue Weapon Talent
Sneak Attack(+2d8+4)

Racial Features
+2 Str, +2 Dex
Size: Medium
Speed: 6 squares
Languages: Common, Goblin
Vision: Low-light
Skill Bonuses: +2 Intimidate, +2 Stealth
Oversized: You can use weapons of your size or one size larger than you as if they were your size.


Skills
Acrobatics.......+11
Arcana...........+1
Athletics........+11
Bluff............+3
Diplomacy........+3
Dungeoneering....+2
Endurance........+3
Heal.............+2
History..........+1
Insight..........+2
Intimidate.......+10
Nature...........+2
Perception.......+7
Religion.........+1
Stealth..........+13
Streetwise.......+3
Thievery.........+11

Equipment:
Large Dagger +2[1800 gp][1 lb]
Bloodcut Leather Armor +1[840 gp][15 lb]
Amulet of Protection +2 [1800 gp][- lb]
Standard Adventurers Kit [15 gp][33 lb]
Thieves’ tools [20 gp][1 lb]
Climbers Kit [2 gp][11 lb]


Total: 4477/4750 gp, 61/180 lb


Halo
Halo
Male Dwarven Fighter 5
Hit Points....58......Bloodied....29
Healing Surge.14......Surges/day..11
Initiative....+3......Speed.......5

AC....Fort....Ref.....Will
23.....19......17......16

Attacks:
melee basic...+12(bastardsword).....Damage: 1d10+6
(+2 level, +4 Str, +3 prof, +1 fighter, +2 enhancement)
Ranged Basic..+10(javelin).....Damage: 1d6+5...Range 10/20
(+2 level, +4 Str, +2 prof, +1 fighter, +1 enhancement)


At-Will Powers:
Reaping Strike
bastardsword....+12 vs. AC
Hit: 1d10+6 damage
Miss: 2 damage

Tide of Iron
bastardsword....+12 vs. AC
Hit: 1d10+6 damage, push the target 1 square and shift after it


Encounter Powers:
Spinning Sweep
bastardsword....+12 vs. AC
Hit: 1d10+6 damage, and you knock the target prone

No Opening
Immediate Interrupt
Trigger: An enemy attacks you and has combat advantage against you
Effect: cancel the combat advantage you were about to grant to the attack

Sweeping Blow
Close burst 1
Target: each enemy in the burst you can see
bastardsword....+14 vs. AC
Hit: 1d10+6 damage

Daily Powers:
Comeback Strike[Reliable]
bastardsword....+12 vs. AC
Hit: 2d10+6 damage and you can spend a Healing surge

Crack the Shell[Reliable]
bastardsword....+12 vs. AC
Hit: 2d10+6 damage and the target takes ongoing 5 damage and a -2 penalty to AC(save ends both)


Healing Word
Cleric Feature
Close burst 5
Minor Action Target: One ally in burst
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.


Item Powers:
Cloak of resistance
Power(Daily): Minor action. Gain resist 5 to all damage until the end of your next turn

Ability Scores
Ability....Check......... Ability....Check
Scores....Modifier....... Scores....Modifier
STR 18.....+4............ CON 14.....+2
DEX 14.....+2............ INT 10.....+0
WIS 16.....+3............ CHA 08.....-1


Feats
Initiate of the Faithlvl 1 multiclass into Cleric, trained in Religion, use Healing word 1/day
Toughnesslvl 2
Weapon Proficiency(bastardsword)lvl 4


Class Features
Combat Challenge
Combat Superiority
Fighter Weapon Talent(one-handed)

Racial Features
+2 Con, +2 Wis
Lowlight vision
Languages: Common, Dwarven
+2 Dungeoneering, +2 Endurance
+5 racial bonus to saves vs poison
use second wind as minor action
reduce enemy push/pull/slides against you by 1 square


Skills
Acrobatics.......+4
Arcana...........+2
Athletics........+11
Bluff............+1
Diplomacy........+1
Dungeoneering....+7
Endurance........+12
Heal.............+10
History..........+2
Insight..........+5
Intimidate.......+1
Nature...........+5
Perception.......+5
Religion.........+7
Stealth..........+3
Streetwise.......+1
Thievery.........+3

Equipment:
scale armor +2[1800 gp][45 lb]
Heavy Shield[10 gp][15 lb]
Bastardsword +2[1800 gp][4 lb]
Javelin+1[360 gp][2 lb]
Cloak of Resistance +1[520 gp][- lb]
Lantern [7 gp][2 lb]

Total: 4497/4750 gp, 68/180 lb

retraining

lvl2: Cleave => Reaping Strike
lvl3: Passing attack => Spinning Sweep




Fight Summary
Current Fight Cycle:
Fight 1
-- Brag used an action point, one healing surge and his bloodcut armor ability (can be refreshed with a healing surge)
-- Halo used Comeback Strike, Healing Word, 2 healing surges

Prebuff: use one healing surge to refresh bloodcut armor
Fight 2

Power & endurance win and gain 2 VP. Brag used nothing. Halo used 1 healing surge and Crack the shell



Results
1: [post=18335823]Loss[/post] vs. Drow Hunting Party (whitebaron)
2: [post=18440668]Victory[/post] vs. Hermes Strike (TelinArtho)
3: [post=18502457]Victory[/post] vs. Sehanine's Stalkers (LinkN)
4: [post=18555194]Victory[/post] vs. Charcoal Radiance (Douglas Zuver)
5: [post=18601664]Loss[/post] vs. Sehanine's Stalkers (LinkN)
6: [post=18661476]Victory[/post] vs. Sons of the Hunt (post_ironic)
7: [post=18715370]Loss[/post] vs. The Duelettes (Salratol)
8: [post=18759200]Victory[/post] vs. Bareth´kuls Minions (Salratol)
9: [post=18808316]Loss[/post] vs. Sons of the Hunt (post_ironic)
10: [post=19120590]Victory[/post] vs. The Duelettes (Salratol)

Total: 6 wins, 4 losses = 16 victory points

Team Longshot



Kage
Kage
Good Male Elf Ranger 1
Hit Points....25......Bloodied....12
Healing Surge. 6......Surges/day.. 7
Initiative....+5......Speed....... 7

AC....Fort....Ref.....Will
18.....12......16......12

Attacks:
Melee Basic...+3 Longsword.....Damage: 1d8+0
(+0 level, +0 Str, +3 prof, +0 enh)
Ranged Basic..+7 Longbow.....Damage: 1d10+6...Range 20/40
(+0 level, +5 Dex, +2 prof, +0 enh)


At-Will Powers:
Nimble Strike
Longbow 20/40....+7 vs. AC
Standard....One Creature
Hit: 1d10+6 damage
Effect: Shift 1 square before or after you attack

Twin Strike
Longbow 20/40....+7 vs. AC, two attacks
Standard....One or Two Creatures
Hit: 1d10+1 damage

Encounter Powers:
Two-Fanged Strike
Weapon, range, or area....+7 vs. AC, two attacks
Standard....One creature
Hit: 1d10+6 damage and if both hit an additional 2 damage

Elven Accuracy
Free Action....Personal
Effect: Reroll an attack roll. Use the second roll, even if its lower.


Daily Powers:
Hunter's Bear Trap
Longbow 20/40 ....+7 vs. AC
Standard....One Creature
Hit: 2d10+6 damage and target is slowed and takes 5 ongoing damage (save ends both)
Miss: Half damage, no ongoing damage and target is slowed until the end of your next turn

Utility Powers:

Item Powers:

Ability Scores
STR 10 (+0) [0 pts] [10 base]
CON 13 (+1) [3 pts] [13 base]
DEX 20 (+5) [16 pts] [18 base, +2 racial]
INT 10 (+0) [0 pts] [10 base]
WIS 15 (+2) [3 pts] [13 base, +2 racial]
CHA 8 (-1) [0 pts] [8 base]

Feats
Bonus: Defensive Mobility (+2 AC vs Opportunity attacks)
1: Weapon Focus (Bows)

Class Features
Archer Fighting Style (Bonus feat: Defensive Mobility)
Hunter's Quarry (Minor;Once per turn designate Quarry, deal an extra 1d6 damage to quarry 1/round)
Prime Shot (+1 to hit while closest ally to target)

Racial Features
Elven Weapon Proficiency (Proficient in Longbow and shortbow)
Fey Origin (Considered Fey)
Group Awareness (Grant non-elf allies within 5 square +1 racial bonus to perception)
Wild Step (Ignore difficult terrain when shifting)
Elven Accuracy (Racial Power)

Skills
Acrobatics.......+9 (Trained)
Arcana...........+0
Athletics........+4 (Trained)
Bluff............-1
Diplomacy........-1
Dungeoneering....+0
Endurance........+1
Heal.............+2
History..........+0
Insight..........+2
Intimidate.......-1
Nature...........+7 (Trained)
Perception.......+9 (Trained)
Religion.........+0
Stealth..........+9 (Trained)
Streetwise.......-1
Thievery.........+4

Equipment:
Hide armor [30 gp][25 lb]
Longsword [15 gp][4 lb]
Longbow weapon [30 gp][3 lb]
150 arrows (5 quivers) [5 gp][15 lb]
Standard Adventuring Kit [15 gp][33 lb]

Total: 95/100 gp, 80/100 lb

Shahai
Shahai
Evil Female Human Wizard 1
Hit Points....22......Bloodied....11
Healing Surge. 5......Surges/day.. 7
Initiative....+0......Speed.......6

AC....Fort....Ref.....Will
16.....12......15......16

Attacks:
Melee Basic...+2 Dagger.....Damage: 1d4-1
(+0 level, -1 Str, +3 prof, +0 enh)
Ranged Basic..+4 Magic Missile......Damage: 2d4+4...Range 20
(+0 level, +4 Int, +0 enh)

At-Will Powers:
Magic Missile
Range 20....+4 vs. Reflex
Standard....One Creature
Hit: 2d4+4 force damage
Effect: Counts as a basic ranged attack

Ray of Frost
Range 10....+4 vs. Fortitude
Standard....One Creature
Hit: 1d6+4 cold damage and the target is slowed until the end of your next turn

Thunderwave
Close Blast 3....+4 vs. Fortitude
Standard....Each creature in burst
Hit: 1d6+4 damage and push the target 3 squares

Ghost Sound
Range 10
Standard....One object or unoccupied square
Effect: Creates a sound

Light
Range 5
Minor....One object or unoccupied square
Effect: Lights object or square and all within 4 square of it

Mage Hand
Range 5
Minor
Effect: Conjures a hand, manipulates up to 20 lbs, can move up to 5 squares, can exchange items in your hand
Move action to move hand 5 squares, minor to manipulate, free to drop
Sustain Minor: The hand persists

Prestigitation
Range 2
Minor
Effect: Many random non-combat effects

Encounter Powers:
Icy Terrain
Area burst 1 within 10....+4 vs. Reflex
Standard....Each creature in burst
Hit: 1d6+4 damage and target is knocked prone
Effect: Area is difficult terrain until the end of your next turn, can end as minor action

Daily Powers:
Sleep (Prepared)
Area burst 2 within 20....+4 vs. Will
Standard....Each creature in burst
Hit: Target is slowed (save ends). If the target fails the first saving throw, the target falls unconscious (save ends).
Miss: Target is slowed (save ends).

[b]Freezing Cloud (Not Prepared)[b]
Area burst 2 within 10....+4 vs. Fortitude
Standard....Each creature in burst
Hit: 1d8+4 cold damage.
Miss: Half damage.
Effect: Cloud lasts until end of your next turn. Creatures that enter or start in the cloud are subject to another attack.

Utility Powers:

Item Powers:
Ability Scores
STR 8 (-1) [0 pts] [8 base]
CON 12 (+1) [2 pts] [12 base]
DEX 10 (+0) [0 pts] [10 base]
INT 18 (+4) [9 pts] [16 base, +2 racial]
WIS 16 (+3) [9 pts] [16 base]
CHA 12 (+1) [2 pts] [12 base]



Feats
Bonus: Ritual Caster
Bonus: Action Surge (+3 to hit with Action Point use)
1: Leather Armor Proficiency

Class Features
Arcane Implement Mastery: Orb (-3 to one effect's save or extend an at-will until end of next turn)
Cantrips
Spell Book
Ritual Casting

Racial Features
Bonus At-will power
Bonus Feat
Bonus Skill
Human Defense Bonus

Skills
Acrobatics.......+0
Arcana...........+9 (Trained)
Athletics........-1
Bluff............+1
Diplomacy........+1
Dungeoneering....+3
Endurance........+1
Heal.............+3
History..........+9 (Trained)
Insight..........+8 (Trained)
Intimidate.......+1
Nature...........+9 (Trained)
Perception.......+3
Religion.........+9 (Trained)
Stealth..........+0
Streetwise.......+1
Thievery.........+0

Equipment:
Leather armor [25 gp][15 lb]
Dagger [1 gp][1 lb]
Orb [15 gp][2 lb]
Spellbook [Free][3 lb]
Standard Adventurer's Kit [15 gp][33 lb]

Total: 56/100 gp, 54/80 lb

Fight Summary
Current Fight Cycle:




Results
1: [post=???]Win/Loss[/post] vs. Opponent (Player)
Total: ?? wins, ?? losses = ?? victory points

The Cataclysm



Xanian
Xanian
Male Elf Warlock
Hit Points....28......Bloodied....14
Healing Surge.7......Surges/day..9
Initiative....+1......Speed.......7

AC....Fort....Ref.....Will
15.....13......14......11

Attacks:
Melee Basic...N/A
Ranged Basic..N/A
Ranged Basic..+3(Eldritch Blast)......Damage: 1d10+3...Range 10
(+0 level, +3 Con, +0 enh)

At-Will Powers:
Eldritch Blast (Con)
Implement, range 10....+3 vs. Reflex
Standard Action....One Creature
Hit: 1d10+3 damage

Hellish Rebuke
Implement, Range 10....+3 vs. Reflex
Standard Action....One Creature)
Hit: 1d6+3 fire damage and If you take damage before the end of you next turn, the target takes and extra 1d6+3 fire damage.

Encounter Powers:
Vampiric Embrace
Implement, range 5....+3 vs. Will
Standard Action....One Creature)
Hit: 2d8+3 necrotic damage and you gain 5 temporary hit points
Effect: Infernal Pact: You gain temporary hit points equal to 5+3

Name
Weapon, range, or area....+? vs. Defense
(Optional: Action type....Target)
Hit: ?d?+? damage and ???
Miss: ???
Effect: ???

Daily Powers:
Flames of Phlegathos
Implement, range 10....+3 vs. Reflex
Standard Action....One Creature)
Hit: 3d10+3 fire damage
Effect: The Target take ongoing 5 fire damage (save ends)

Name
Weapon, range, or area....+? vs. Defense
(Optional: Action type....Target)
Hit: ?d?+? damage and ???
Miss: ???
Effect: ???

Item Powers:
Name of item
Weapon, range, or area....+? vs. Defense
(Optional: Action type....Target)
Hit: ?d?+? damage and ???
Miss: ???
Effect: ???


Ability Scores
Ability....Check......... Ability....Check
Scores....Modifier....... Scores....Modifier
STR 10.....+0............ CON 16.....+3
DEX 12.....+1............ INT 16.....+3
WIS 12.....+1............ CHA 12.....+1


Feats
Improved Dark One's Blessing (Your Dark One's Blessing now give you 3 additional temporary hit points)

Class Features
Cloth, Leather armor proficientcies
Simple, Melee and Ranged proficientcies
Eldritch Blast (You have Eldritch Blast as an at-will power)
Eldritch Pact, Infernal (You know the Hellish rebuke at-will spell, Dark One's Blessing: When an enemy under your Warlock's curse is reduced to 0 hit points or fewer, you immediately gain tempory hit points equal to your level)
Prime Shot (If none of your allies are nearer to your target then you are you gain +1 bonus to ranged attack rolls against that target)
Shadow Walk (On your turn if you move at least 3 squares away from where you started your turn you gain concealment until the end of your next turn)
Warlock's Curse +1d6 (Once per turn as a minor action, you can place a
Warlock’s Curse on the enemy nearest to you that
you can see. A cursed enemy is more vulnerable to
your attacks. If you damage a cursed enemy, you deal
extra damage. You decide whether to apply the extra
damage after making the damage roll. You can deal
this extra damage once per round.
A Warlock’s Curse remains in effect until the end of
the encounter or until the cursed enemy drops to 0 hit
points or fewer.
You can place a Warlock’s Curse on multiple targets
over the course of an encounter; each curse requires
the use of a minor action. You can’t place a Warlock’s
Curse on a creature that is already affected by your or
another character’s Warlock’s Curse)


Racial Features
Bow Proficientcy: (N/A)
Fey Origin: (you are considered a fey creature for the purpose
of effects that relate to creature origin.)
Group Awareness: (You grant non-elf allies within
5 squares of you a +1 racial bonus to Perception
checks.)
Wild Step: (You ignore difficult terrain when you shift
even if you have a power that allows you to shift
multiple squares).
Elven Accuracy: You can use elven accuracy as an
encounter power.
Encounter
Free Action Personal
Effect: Reroll an attack roll. Use the second roll, even if it’s
lower.


Skills
Acrobatics.......+1
Arcana...........+8
Athletics........+0
Bluff............+1
Diplomacy........+1
Dungeoneering....+1
Endurance........+3
Heal.............+3
History..........+8
Insight..........+1
Intimidate.......+6
Nature...........+3
Perception.......+3
Religion.........+8
Stealth..........+1
Streetwise.......+1
Thievery.........+1

Equipment:
Leather armor [25 gp][15 lb]
Wand Implement [7 gp][- lb]
??? miscellaneous [? gp][? lb]
??? magic item [? gp][? lb]

Total: 53/100 gp, 15/100 lb

Xander
Xander
Male Human Fighter
Hit Points....31......Bloodied....15
Healing Surge.7......Surges/day..12
Initiative....+0......Speed.......5

AC....Fort....Ref.....Will
18.....17......12......11

Attacks:
Melee Basic...+8(Greatsword).....Damage: 1d10+5
(+0level, +4 Str, +3 prof, +0 enh)

At-Will Powers:
Cleave
Melee....+8 vs. AC
Standard Action, One Creature
Hit: 1d10+5 damage and an adjacent enemy takes 5 damage

Reaping Strike
Melee....+8 vs. AC
Standard Action, One Creature
Hit: 1d10+5 damage
Miss: You deal damage equal to your strength modifier

Sure Strike
Melee....+10 vs. AC
Standard Action, One Creature
Hit: 1d10 damage

Name
Weapon, range, or area....+? vs. Defense
(Optional: Action type....Target)
Hit: ?d?+? damage and ???
Miss: ???
Effect: ???

Encounter Powers:
Steel Serpent Strike
Melee....+8 vs. AC
Standard Action, One Creature
Hit: 2d10+5 damage and the target is slowed and cannot shift until end of your turn

Name
Weapon, range, or area....+? vs. Defense
(Optional: Action type....Target)
Hit: ?d?+? damage and ???
Miss: ???
Effect: ???

Daily Powers:
Villian's Menace
Melee....+8 vs. AC
Standard Action, One Creature
Hit: 2d10+5 damage and you gain a +2 power bonus to attack rolls and a +4 bonus power bonus to damage rolls against the target until the end of the encounter.
Miss: Gain a +1 power bonus to attack rolls and +2 power bonus to damage rolls against the target until the end of the encounter.

Name
Weapon, range, or area....+? vs. Defense
(Optional: Action type....Target)
Hit: ?d?+? damage and ???
Miss: ???
Effect: ???

Item Powers:
Name of item
Weapon, range, or area....+? vs. Defense
(Optional: Action type....Target)
Hit: ?d?+? damage and ???
Miss: ???
Effect: ???


Ability Scores
Ability....Check......... Ability....Check
Scores....Modifier....... Scores....Modifier
STR 18.....+4............ CON 16.....+3
DEX 16.....+3............ INT 10.....+0
WIS 10.....+0............ CHA 10.....+0


Feats
Plate Armor Proficientcy
Greatsword Focus (+1 to damage rolls with a Greatsword)

Class Features
Simple and Military, Melee and Ranged weapon proficientcy
Weapon Talent, Two-handed (+1 to attack rolls with two-handed weapons)
Combat superiority (No effect, because of +0 wisdom modifier)
Combat Challenge (Every time you attack an enemy, whether the attack hits or
misses, you can choose to mark that target. The mark
lasts until the end of your next turn. While a target
is marked, it takes a –2 penalty to attack rolls for any
attack that doesn’t include you as a target. A creature
can be subject to only one mark at a time. A new mark
supersedes a mark that was already in place.
In addition, whenever a marked enemy that is
adjacent to you shifts or makes an attack that does not
include you, you can make a melee basic attack against
that enemy as an immediate interrupt)

Racial Features
+2 Str
Bonus Feat (Plate Proficientcy)
Bonus SKill (Heal)
Bonus At-Will (Cleave)

Skills
Acrobatics.......-1
Arcana...........+0
Athletics........+7
Bluff............+0
Diplomacy........+0
Dungeoneering....+0
Endurance........+6
Heal.............+5
History..........+0
Insight..........+0
Intimidate.......+5
Nature...........+0
Perception.......+0
Religion.........+0
Stealth..........-1
Streetwise.......+0
Thievery.........-1

Equipment:
Plate armor [50 gp][50 lb]
Greatsword melee weapon [30 gp][8 lb]
??? miscellaneous [? gp][? lb]
??? magic item [? gp][? lb]

Total: 5/100 gp, 80/180 lb

Fight Summary
Current Fight Cycle:




Results
1: [post=???]Win/Loss[/post] vs. Opponent (Player)
Total: ?? wins, ?? losses = ?? victory points

The Arcane Initiates
VP: 12 (Record: 5/2)


Lyta Frostbringer
Lyta Frostbringer
Female Half-Elf Spellslinger (Warlock)
Hit Points....55......Bloodied....27
Healing Surge.13......Surges/day..10
Initiative....+2......Speed.......6
Passive Perception................11

AC....Fort....Ref.....Will
18.....17......17......16
[HP: 12(starting)+18(con)+5(Toughness)+4*5(lvl)]
[Speed: 6(base)] [Surges: 6(warlock)+4(con)]
[AC: 10(base)+2(lvl)+2(armor)+3(int)+1(enh)]
[Fo: 10(base)+2(lvl)+4(con)+1(enh)]
[Re: 10(base)+2(lvl)+1(class)+3(int)+1(enh)]
[Wi: 10(base)+2(lvl)+1(class)+2(cha)+1(enh)]


Attack Workspace:
Ranged Basic.. Eldritch Blast +8, 1d10+8 (Range: 10) [crit:2d6+18]
(+1 to-hit when no ally is nearer to the enemy)
[Con-based: +2 Level, +4 Con, +2 Enh]
[Cha-based: +2 Level, +2 Cha, +2 Enh]
[Int-based: +2 Level, +3 Int, +2 Enh]


At-Will Attack Powers:
Eldritch Blast (Warlock 1)
Ranged 10....+8 vs. Reflex
Hit: 1d10+8 damage.
[crit:2d6+18]
Special: This counts as a ranged basic attack

Hellish Rebuke (Warlock 1)
Ranged 10....+8 vs. Reflex
Hit: 1d6+6 fire damage, if I take damage before the end of my next turn, the target takes additional 1d6+6 fire damage.
[crit:2d6+12]

Encounter Attack Powers:
Vampiric Embrace (Warlock 1)
Ranged 5....+8 vs. Will
Hit: 2d8+6 necrotic damage, gain 8 temporary hitpoints
[crit:2d6+22]

Frigid Darkness (Warlock 3)
Ranged 10....+8 vs. Fortitude
Hit: 2d8+6 cold damage, and the target grants combat advantage to me and my allies until the end of my next turn.
[crit:2d6+22]

Ray of Frost (Half-Elf Racial)
Ranged 10....+7 vs. Fortitude
Hit: 1d6+5 Cold Damage, the target is slowed until the end of my next turn.
[crit:2d6+11]

Scorching Burst (Arcane Initiate)
Area Burst 1 within 10....+7 vs. Reflex
Hit: 1d6+5 fire Damage
[crit:2d6+11]

Daily Attack Powers:
Armor of Agathys (Warlock 1) [used]
Personal
Effect: Gain 13 temporary hitpoints. Until end of encounter, every enemy starting next to me takes 1d6+4 cold damage

Avernian Eruption (Warlock 5)
Area Burst 1 within 10....+8 vs. Reflex
Hit: 2d10+6 fire damage.
[crit:2d6+26]
Effect: The targets take ongoing 5 fire damage(save ends).

Utility Powers:
Ethereal Stride (Warlock 2)
Move Action
Effect: I can teleport 3 squares, and gain a +2 power bonus to all defenses until the end of my next turn.

Item Powers:
Wand of Icy Terrain x2
Area Burst 1 within 10....+6 vs. Reflex
Hit: 1d6+4 cold damage, and the target is knocked prone.
[crit:1d6+10]
Effect: The powers area is difficult terrain until the end of my next turn.

Ability Scores
Ability....Check......... Ability....Check
Scores....Modifier....... Scores....Modifier
STR 10.....+2............ CON 19.....+6
DEX 10.....+2............ INT 17.....+5
WIS 09.....+1............ CHA 15.....+4

[Starting Con 16 (9), Int 16(9), Wis 9(1), Cha 13(3)]
[Racial: Con+2 to 18, Cha+2 to 15]
[Lvl: Con+1(4) Int+1(4)]


Skills
Acrobatics.......+2
Arcana...(T).....+10
Athletics........+2
Bluff.....(T)....+9
Diplomacy........+6°
Dungeoneering....+1
Endurance........+6
Heal.............+1
History....(T)...+10
Insight...(T)....+6°
Intimidate..(T)..+9
Nature...........+1
Perception.......+1
Religion.........+5
Stealth..........+2
Streetwise.......+4
Thievery.........+2
° .. Including +2 Racial Bonus

Feats
Arcane InitiateLevel 1 (Arcana Training, gain Scorching Burst, proficiency with wizard implements)
Action Surge Level 2 (+3 to attacks when spending an action point)
Toughness Level 4 (+5 HP/tier)

Class Features
Prime Shot (+1 to hit if closest to opponent)
Shadow Walk (concealment if moving 3+ squares)
Warlock's Curse (minor, place curse on nearest opponent, +1d6 damage to cursed enemies)
Infernal Pact(Dark One's blessing - When a cursed opponent falls to 0 or below, gain 5 temphp)

Racial Features
Dilletante (gain Ray of Frost)
Dual Heritage (take feats of human and elves)
Group Diplomacy (as if i'd ever use that...)

Equipment:
---
Amulet of Protection +1 [360 gp]
Bracers of the Perfect Shot (heroic tier) [680 gp]
---
Magic Wand +2 [1800 gp]
2* Wand of Icy Terrain +1 [2*680 gp]
Magic Leather armor +1 [360 gp][15 lb]

Total: 4560/4750 gp, 15/100 lb

Argor Frostbringer
Argor Frostbringer
Male Dragonborn Bodyguard (Fighter)
Hit Points....53......Bloodied....26
Healing Surge.15......Surges/day..11
Initiative....+4......Speed.......5
Passive Perception................13

AC....Fort....Ref.....Will
22.....19......17......14
[HP: 15(starting)+14(con)+4*6(lvl)]
[Speed: 6(base)-1(scale)] [Surges: 9(fighter)+2(con)]
[AC: 10(base)+2(lvl)+2(shield)+7(armor)+1(enh)]
[Fo: 10(base)+2(lvl)+2(class)+4(str)+1(enh)]
[Re: 10(base)+2(lvl)+2(dex)+1(enh)+2(shield)]
[Wi: 10(base)+2(lvl)+1(cha)+1(enh)]


Attack Workspace:
Melee Basic... Battleaxe +11, 1d10+7 [crit: 2d12+17]
Ranged Basic.. Handaxe +10, 1d6+6 (Range 5/10) [crit: 1d12+13]
(+1 to-hit, +2 damage when bloodied)
[Battleaxe: +2 Level, +4 Str, +2 Enh, +2 Prof, +1 Fighter]
[Handaxe: +2 Level, +4 Str, +1 Enh, +2 Prof, +1 Fighter]


At-Will Attack Powers:
Sure Strike (Fighter 1)
Melee Weapon....+13 vs. AC
Hit: 1d10+3 damage.
[crit: 2d12+13]

Tide of Iron (Fighter 1)
Melee Weapon....+11 vs. AC
Hit: 1d10+7 damage, optional push 1 and shift into targets square.
[crit: 2d12+17]

Encounter Attack Powers:
Steel Serpent Strike (Fighter 1)
Melee Weapon....+11 vs. AC
Hit: 2d10+7 damage and target is slowed, cannot shift until the end of my next turn.
[crit: 2d12+27]

Crushing Blow (Fighter 3)
Melee Weapon....+11 vs. AC
Hit: 2d10+9 damage.
[crit: 2d12+29]

Dragon Breath (Dragonborn Racial)
Minor Action
Close Blast 5....+8 vs. Reflex (STR-based)
Hit: 1d6+2 cold damage
[crit: 8]

Daily Powers:
Villain's Menace (Fighter 1)
Melee Weapon....+11 vs. AC
Hit: 2d10+7 damage and gain +2 to-hit, +4 damage against that target until the end of the encounter
[crit: 2d12+27]
Miss: +1 to-hit, +2 damage against that target until the end of the encounter

Rain of Steel (Fighter 5)
Minor Action....Stance
Effect: Any enemy that starts its turn adjacent to me takes 1d10+7(battleaxe) or 1d6+6(handaxe) damage.

Utility Powers:
No Opening (Fighter 2)
Immediate Interrupt....An Enemy attacks with CA
Effect: Cancel the combat advantage I was about to grant for the attack.

Item Powers:
When an enemy scores a melee crit on me, he takes 1d10+2 damage. (razor armor)

Shield of Protection
Standard Action....Personal
You and an adjacent ally gain resist 10 to all damage until the end of your next turn.

Ability Scores
Ability....Check......... Ability....Check
Scores....Modifier....... Scores....Modifier
STR 19.....+6............ CON 15.....+4
DEX 14.....+4............ INT 08.....+1
WIS 12.....+3............ CHA 13.....+3

[Starting Str 16 (9), Dex 14(5), Con 14(5), Wis 12(2), Cha 11(1)]
[Racial: Str+2 to 18, Cha+2 to 13]
[Lvl: Str+1(4) Con+1(4)]


Skills
Acrobatics.......+2*
Arcana...........+1
Athletics..(T)...+9*
Bluff............+3
Diplomacy........+3
Dungeoneering....+3
Endurance..(T)...+7*
Heal.....(T).....+8
History..........+3°
Insight..........+3
Intimidate.......+5°
Nature...........+3
Perception.......+3
Religion.........+1
Stealth..........+2*
Streetwise.......+3
Thievery.........+2*
* .. Including -2 Armor Penalty due to shield
° .. Including +2 Racial Bonus

Feats
Dragonborn FrenzyLevel 1 (+2 damage when bloodied)
Weapon Focus(Axe)Level 2 (+1 damage with axes)
Enlarged Dragon BreathLevel 4 (Breath => blast 5)

Class Features
Combat Challenge (mark, make immediate attack against non-compliers)
Combat Superiority (+1 to AoO, stop opponents movement if hit)
Fighter Weapon Talent (One-Handed - +1 to-hit)

Racial Features
Dragonborn Fury (+1 to-hit when bloodied)
Draconic Heritage (HS-value increased by CON-Modifier)
Dragon Breath(Encounter Power)

Equipment:
Heavy Shield of Protection [680 gp][15 lb]
--
Amulet of Protection +1 [360 gp]
Razor Scale Armor +1 [520 gp][45 lb]
--
Vicious Battle Axe +2 [2600 gp][6 lb]
Vicious Handaxe +1 [520 gp][2 lb]

Total: 4680/4750 gp, 74/180 lb

Fight Summary
Current Fight Cycle:
Fight 1
Fight 2
Fight 3


Results
[post=18208696]Win[/post] vs. The Astral Antipodes (MindwandererB) [Their Warlock was really freaking me out.]
[post=18257103]Loss[/post] vs. Eagle Eye Twins (lonewolf) [Dual striker is just nasty in such a format...]
[post=18305249]Win[/post] vs. Hermes' Strike (TelinArtho) [Everything's under control.]
[post=18372761]Win[/post] vs. The Astral Antipodes (MindwandererB) [My demonic powers controlled the dice.]
---
[post=18449758]Loss[/post] vs. Eagle Eye Twins (lonewolf) [Dual striker is to nasty in such a format.]
[post=18559306]Win[/post] vs. Sons of the Hunt (post_ironic) [My positioning was better.]
[post=18660377]Win[/post] vs. Sehanine's Stalkers (LinkN) [He charged to eager into the fray]
[post=18715083]?????[/post] vs. The Astral Antipodes (MindwandererB) [Currently being Re-run]
---

Total: 5 wins, 2 losses = 12 victory points
Here be dragons: IMAGE(http://tinyurl.com/cydyvkj/.gif)IMAGE(http://tinyurl.com/c54g6ac/.gif)IMAGE(http://tinyurl.com/csw6fhj/.gif)IMAGE(http://tinyurl.com/cbxbgmp/.gif)IMAGE(http://tinyurl.com/cz7v5bd/.gif)IMAGE(http://tinyurl.com/ccg9eld/.gif)IMAGE(http://tinyurl.com/c8szhnn/.gif)IMAGE(http://tinyurl.com/cp68b5u/.gif)
56767308 wrote:
Sadly, I don't think this has anything to do with wanting Next to be a great game. It has to do with wanting Next to determine who won the Edition War. [...] For those of us who just want D&D Next to be a good game, this is getting to be a real drag.
57870548 wrote:
I think I figured it out. This program is a character builder, not a character builder. It teaches patience, empathy, and tolerance. All most excellent character traits.
Work in progress

Ready for Month Day [Fight 1]

Team Name



Incanus Darkwind
Incanus Darkwind
Male Half Elf Warlock 1
Hit Points....32......Bloodied....16
Healing Surge.8......Surges/day..11
Initiative....+0......Speed.......6 squares

AC....Fort....Ref.....Will
??.....??......??......??

At-Will Powers:
Eldritch Blast
Warlock Attack Level 1
Standard Action, Implement, 10 Squares
Constitution vs. Reflex
Hit: 1d10+5 damage
Hellish Rebuke
Warlock (Infernal) Attack Level 1
Standard Action, Implement, 10 Squares
Constitution vs. Reflex
Hit: 1d6+5 damage and if Incanus is hit again before his next turn, target takes 1d6+5 damage

Encounter Powers:
Name
Source (e.g. class, racial) Type (attack, utility) Level
Weapon, range, or area....+? vs. Defense
(Optional: Action type....Target)
Hit: ?d?+? damage and ???
Miss: ???
Effect: ???

Daily Powers:
Name
Source (e.g. class, racial) Type (attack, utility) Level
Weapon, range, or area....+? vs. Defense
(Optional: Action type....Target)
Hit: ?d?+? damage and ???
Miss: ???
Effect: ???

Item Powers:
Name of item
Weapon, range, or area....+? vs. Defense
(Optional: Action type....Target)
Hit: ?d?+? damage and ???
Miss: ???
Effect: ???


Ability Scores
STR ?? (+?) [?? pts] [?? base, +? racial, +? advancement]
CON ?? (+?) [?? pts] [?? base, +? racial, +? advancement]
DEX ?? (+?) [?? pts] [?? base, +? racial, +? advancement]
INT ?? (+?) [?? pts] [?? base, +? racial, +? advancement]
WIS ?? (+?) [?? pts] [?? base, +? racial, +? advancement]
CHA ?? (+?) [?? pts] [?? base, +? racial, +? advancement]


Feats
Feat Name (effect)

Class Features
Infernal Pact (Hellish Rebuke known, Dark One's Blessing pact boon)

Racial Features
Feature Name (effect)

Skills
Acrobatics.......+? (Trained)
Arcana...........+?
Athletics........+?
Bluff............+?
Diplomacy........+?
Dungeoneering....+?
Endurance........+?
Heal.............+?
History..........+?
Insight..........+?
Intimidate.......+?
Nature...........+?
Perception.......+?
Religion.........+?
Stealth..........+?
Streetwise.......+?
Thievery.........+?

Equipment:
??? armor [? gp][? lb]
??? melee weapon [? gp][? lb]
??? ranged weapon [? gp][? lb]
??? ammunition [? gp][? lb]
??? miscellaneous [? gp][? lb]
??? magic item [? gp][? lb]

Total: ??/??? gp, ??/??? lb

Character Name 2
Character Name
Sex Race Class
Hit Points....??......Bloodied....??
Healing Surge.??......Surges/day..??
Initiative....+?......Speed.......?

AC....Fort....Ref.....Will
??.....??......??......??

Attacks:
Melee Basic...+?(weapon).....Damage: ?d?+?
(+? level, +? Str, +? prof, +? enh)
Ranged Basic..+?(weapon).....Damage: ?d?+?...Range ??/??
(+? level, +? Dex, +? prof, +? enh)
Ranged Basic..+?(power)......Damage: ?d?+?...Range ??
(+? level, +? Int/Cha, +? enh)

At-Will Powers:
Name
Source (e.g. class, racial) Type (attack, utility) Level
Weapon, range, or area....+? vs. Defense
(Optional: Action type....Target)
Hit: ?d?+? damage and ???
Miss: ???
Effect: ???

Encounter Powers:
Name
Source (e.g. class, racial) Type (attack, utility) Level
Weapon, range, or area....+? vs. Defense
(Optional: Action type....Target)
Hit: ?d?+? damage and ???
Miss: ???
Effect: ???

Daily Powers:
Name
Source (e.g. class, racial) Type (attack, utility) Level
Weapon, range, or area....+? vs. Defense
(Optional: Action type....Target)
Hit: ?d?+? damage and ???
Miss: ???
Effect: ???

Item Powers:
Name of item
Weapon, range, or area....+? vs. Defense
(Optional: Action type....Target)
Hit: ?d?+? damage and ???
Miss: ???
Effect: ???


Ability Scores
STR ?? (+?) [?? pts] [?? base, +? racial, +? advancement]
CON ?? (+?) [?? pts] [?? base, +? racial, +? advancement]
DEX ?? (+?) [?? pts] [?? base, +? racial, +? advancement]
INT ?? (+?) [?? pts] [?? base, +? racial, +? advancement]
WIS ?? (+?) [?? pts] [?? base, +? racial, +? advancement]
CHA ?? (+?) [?? pts] [?? base, +? racial, +? advancement]


Feats
Feat Name (effect)

Class Features
Feature Name (effect)

Racial Features
Feature Name (effect)

Skills
Acrobatics.......+? (Trained)
Arcana...........+?
Athletics........+?
Bluff............+?
Diplomacy........+?
Dungeoneering....+?
Endurance........+?
Heal.............+?
History..........+?
Insight..........+?
Intimidate.......+?
Nature...........+?
Perception.......+?
Religion.........+?
Stealth..........+?
Streetwise.......+?
Thievery.........+?

Equipment:
??? armor [? gp][? lb]
??? melee weapon [? gp][? lb]
??? ranged weapon [? gp][? lb]
??? ammunition [? gp][? lb]
??? miscellaneous [? gp][? lb]
??? magic item [? gp][? lb]

Total: ??/??? gp, ??/??? lb

Fight Summary
Current Fight Cycle:




Results
1: [post=???]Win/Loss[/post] vs. Opponent (Player)
Total: ?? wins, ?? losses = ?? victory points

Arcanists of the Raven Queen
VP: 2 (Record: 0/2)




Owen Ir'Tolden
Owen Ir'Tolden
Male Shadar-Kai Wizard (MM 279)
Hit Points....24......Bloodied....12
Healing Surge.06......Surges/day..08
Initiative....+2......Speed.......6

AC....Fort....Ref.....Will
14.....13......14......14

Attacks:
Use Spells

At-Will Powers:
Ray of Frost
Standard: Arcane, Cold, Implement
Range 10....+4 vs. Fort
Hit: 1d6+4 damage and Slow target till end of next turn

Scorching Burst
Standard: Arcane, Fire, Implement
Area Burst 1 (range 10)....+4 vs. Rflx
Hit: 1d6+4 damage

Encounter Powers:
Icy Terrain
Standard: Arcane, Cold, Implement
Area Burst 1 (range 10)....+4 vs. Rflx
Hit: 1d6+4 damage and knock target prone
Effect: Area is difficult terrain till end of next turn

Shadow Jaunt (Racial)
Move: Teleport
Effect: Teleport 3 squares and become insubstantial till start of next turn

Daily Powers:
Sleep
Standard: Arcane, Sleep, Implement
Area Burst 2 (range 20)....+4 vs. Will
Hit: Slow (save ends) Failed save -> Unconscious (save ends)
Miss: Slow (save ends)

Healing Word
Minor: Divine, Healing
Close Burst 5
Effect: Self or Target ally spends healing surge and gains value +1d6

Spellbook
Lvl 1 Attack: Sleep/Freezing Cloud
Item Powers:
N/A

Ability Scores
STR 08 (-1) [0 pts] [08 base]
CON 14 (+2) [5 pts] [10 base]
DEX 13 (+2) [1 pts] [10 base, +2 racial]
INT 18 (+4) [9 pts] [10 base, +2 racial]
WIS 14 (+2) [5 pts] [10 base]
CHA 12 (+1) [2 pts] [10 base]

Feats
Initiate of the Faith

Class Features
Implement: Orb of Imposition
Ritual Casting

Racial Features
Shadow Jaunt - Encounter
+2 Int, +2 dex
Low Light vision
+1 Fort
+2 Stealth, Acrobatics

Skills
Acrobatics.......+6
*Arcana...........+9
Athletics.......-1
Bluff............+1
Diplomacy........+1
*Dungeoneering....+7
Endurance........+2
Heal.............+2
History..........+4
*Insight..........+7
Intimidate.......+1
Nature...........+2
Perception.......+2
*Religion.........+9
Stealth..........+6
Streetwise.......+1
Thievery.........+1

Equipment:
Orb Implement [15 gp][2 lb]

Total: 15/100 gp, 2/80 lb

Nest Freemark
Nest Freemark
Female Tiefling Warlock (Star Pact)
Hit Points....27......Bloodied....13
Healing Surge.6......Surges/day..8
Initiative....+0......Speed.......6

AC....Fort....Ref.....Will
15.....12......14......15

Attacks:
Melee Basic... (none)
Ranged Basic..(see Eldrich Blast)

At-Will Powers:
Dire Radiance
Standard: Arcane, Fear, Radiant, Implement
Range 10....+3 vs. Fort
Hit: 1d6+3 damage
Effect: If Target moves closer on next turn, it takes 1d6+2

Eldritch Blast
Standard: Arcane, Implement
Range 10....+4 vs. Rflx
Hit: 1d10+4 damage

Encounter Powers:
Dreadful Word
Standard: Arcane, Fear, Psychic, Implement
Range 5....+5 vs. Will
Hit: 2d8+5 damage and -4 to will defense till end of next turn

Infernal Wrath
Minor
Effect: +1 to attack roll vs target hit last turn, Add Cha mod to damage

Daily Powers:
Dread Star
Standard: Arcane, Fear, Radiant, Implement
Range 10....+5 vs. Will
Hit: 3d6+5 damage and target is immobilized till end of next turn
Effect: Target takes -2 to will saves (save ends)

Item Powers:
N/A

Ability Scores
STR 08 (-1) [00 pts] [08 base]
CON 15 (+2) [07 pts] [10 base]
DEX 11 (+0) [01 pts] [10 base]
INT 16 (+3) [05 pts] [10 base, +2 racial]
WIS 10 (+0) [00 pts] [10 base]
CHA 18 (+4) [09 pts] [10 base, +2 racial]

Feats
Hellfire Blood (+1 Atk/Dmg: Fear or Fire effects: included)

Class Features
Star Pact
- +1 to any d20 roll when a cursed target is reduced to 0
Prime shot (+1 if closest to target)
Shadow Walk (move 3 squares gain concealment)
Warlocks Curse (+1d6)

Racial Features
Infernal Wrath - Encounter
+2 Int, +2 Cha
Low Light vision
+1 to attack vs Bloodied
Resist fire (5)
+2 Bluff, Stealth

Skills
Acrobatics.......+0
Arcana...........+3
Athletics........-1
*Bluff............+11
Diplomacy........+4
Dungeoneering....+0
Endurance........+2
Heal.............+0
History..........+3
*Insight..........+5
*Intimidate.......+9
Nature...........+0
Perception.......+0
Religion.........+3
Stealth..........+2
*Streetwise.......+9
Thievery.........+0

Equipment:
Leather armor [25 gp][15 lb]
Rod Implement [12 gp][2 lb]


Total: 37/100 gp, 17/80 lb

Fight Summary
Current Fight Cycle:
Fight 1: No Resources Used.
Fight 2: Owen used AP, Nest used 2 healing surges and D1

Results
1: [post=18212207]Loss[/post] vs. Eagle Eye Twins
2: [post=18289807]Loss[/post] vs Swift Hammer
The COre COliseum - Home of a few of my Gladiators
Ready for Month Day [Fight 1]

Archons



Theo
Theo
Male Elf Cleric of Corellon
Hit Points....25 Bloodied....14
Healing Surge..7 Surges/day..8
Initiative....+0 Speed.......7

AC...17 [10, +6 Chain Armor, +1 Dex]
Fort.12 [10, +2 Str]
Ref..11 [10, +1 Dex]
Will.16 [10, +2 Cleric, +4 Wis]

Attacks:
Melee Basic...+5(Longsword).....Damage: 1d8+3
(+0 level, +2 Str, +3 prof, +0 enh)(+1 Damage Versatile)
Ranged Basic..+3(Longbow).....Damage: 1d10+1...Range 20/40
(+0 level, +1 Dex, +2 prof, +0 enh)

At-Will Powers:
1)Lance of Faith (*Divine, Implement, Radiant)[+4 vs Reflex](Range 5)(Standard Action)
Effect: 1d8+4 radiant damage, and one ally you can see gains +2 power bonus to his or her next attack against the target.
2)Priest’s Shield (*Divine, Weapon)[+4 vs AC](Melee)(Standard Action)
Effect: 1d8+2 damage, you and one adjacent ally gain +1 power bonus to AC until the end of your next turn.

Encounter Powers:
1)Healing Word (*Divine, Healing)(Burst 5)(Minor Action)
Effect: Target can spend a healing surge and regain an additional 1d6hp.
Special: Usable 2/encounter but 1/round.
2)Channel Divinity Turn Undead (*Divine, Implement, Radiant)[+4 vs Will](Burst 2)(Standard Action)
Hit: Target each undead in burst for 1d10+4 radiant damage and push the target 5 squares.
Target is immobilized until the end of your next turn.
3)Channel Divinity Divine Fortune (*Divine)(Personal)(Free Action)
Effect: Gain +1 bonus on your next attack roll or save before the end of your next turn.
4)Divine Glow (*Divine, Implement, Radiant)[+4 vs Reflex](Burst 3)(Standard Action)
Effect: Target each enemy in blast for 1d8+4 radiant damage, allies in blast gain +2 power bonus to attack rolls until the end of your next turn.

Daily Powers:
1)Cascade of Light (*Divine, Implement, Radiant)[+4 vs Will](Range 10)(Standard Action)
Effect: 3d8+4 radiant damage, and the target gains vulnerability 5 to all your attacks (save ends).
Miss: Half damage and no vulnerability.

Item Powers:

Ability Scores
STR 14(+2)[5 pts][10 base]
CON 13(+1)[3 pts][10 base]
DEX 12(+1)[0 pts][10 base, +2 Elf]
INT 8 (-1)[0 pts][8 base]
WIS 18(+4)[9 pts][10 base, +2 Elf]
CHA 14(+2)[5 pts][10 base]

Feats
Elven Precision 1st Level: Gain +2 bonus on the new attack roll when you use Elven Accuracy.

Class Features
Channel Divinity: Divine Fortune
Channel Divinity: Turn Undead
Healing Word

Racial Features
Elven Accuracy (Use a free action to reroll an attack roll 1/round.)
Fey Origin (You are treated as a fey creature for effects that relate to creature origin.)
Group Awareness (Non-Elf allies within 5 squares receive a +1 bonus on Perception checks.)
Wild Step (You ignore difficult terrain when you shift.)

Skills
Acrobatics.......+?
Arcana...........+? (Trained)
Athletics........+5
Bluff............+?
Diplomacy........+?
Dungeoneering....+?
Endurance........+7
Heal.............+8 (Trained)
History..........+?
Insight..........+? (Trained)
Intimidate.......+?
Nature...........+? (+2 Elf)
Perception.......+? (+2 Elf)
Religion.........+? (Trained)
Stealth..........+?
Streetwise.......+?
Thievery.........+?

Equipment:
Chain Armor [? gp][? lb]
Longsword [? gp][? lb]
Longbow [? gp][? lb]
100 ammunition [? gp][? lb]
Holy Symbol [? gp][? lb]
??? magic item [? gp][? lb]

Total: ??/??? gp, ??/??? lb


Yarnack
Yarnack
Male Githyanki Warlock
Hit Points....30......Bloodied....15
Healing Surge..7......Surges/day..10
Initiative....+2......Speed.......6

AC...15 [10, Leather +2, Int +3]
Fort.14 [10, Con +4]
Ref..14 [10, +1 Warlock, Int +3]
Will.14 [10, +1 Warlock, +1 Githyanki, Cha +2]

Attacks:
Melee Basic...+3(Dagger).....Damage: 1d6
(+0 level, +3 prof, +0 enh)
+1 to ranged attacks if no allies are closer to the target than you.

At-Will Powers:
1)Eldritch Blast (Arcane, Implement)
Warlock Ranged (10) Target: One Creature [+4 vs Reflex] 1d10+4
Special: This attack counts as a ranged basic attack.
2)Hellish Rebuke (Arcane, Fire, Implement)
Warlock Ranged (10) Target: One Creature [+4 vs Reflex] 1d6+5 (Standard)
Special: If you take damage before the end of your next turn, the target takes an extra 1d6+5 damage.

Encounter Powers:
1)Telekinetic Leap
Githyanki Ranged (10) Target: You or one ally (Move Action)
Effect: Target can fly up to 5 squares.
2)Vampiric Embrace (*Arcane, Implement, Necrotic)
Warlock Ranged (5) Target: One Creature [+4 vs Will] 1d8+4 (Standard)
Effect: Hit causes additional gain of 8hp.

Daily Powers:
1)Flames of Phlegethos (*Arcane, Implement, Fire)
Warlock Ranged (5) Target: One Creature [+4 vs Reflex] 3d10+5 fire (Standard)
Effect: Hit causes ongoing 5 fire damage (save ends).

Item Powers:
None

Ability Scores
STR 10(+0)[0 pts][10 base]
CON 18(+4)[9 pts][10 base, +2 Githyanki]
DEX 13(+1)[3 pts][10 base]
INT 16(+3)[5 pts][10 base, +2 Githyanki]
WIS 8(-1)[0 pts][8 base]
CHA 14(+2)[5 pts][10 base]

Feats
Astral Fire 1st Level: +1 Feat Bonus to Damage on fire or radiant powers.

Class Features
Eldritch Blast: Gain Eldritch Blast as a at will power.
Eldritch Pact: Infernal Pact. Gain Hellish Rebuke and Dark One’s Blessing.
Prime Shot: +1 attack bonus to ranged attacks, if no allies are closer to the target. Shadow Walk: If on your turn you move at least 3 squares from where you started, you gain concealment till the end of your next turn.
Warlock’s Curse: Use Warlock’s Curse on the nearest enemy you can see (1/turn Minor). You can place multiple curses. +1d6 damage.
Dark One’s Blessing: When a cursed enemy falls to 0HP or less, immediately gain temp HP equal to level.

Racial Features
Telekinetic Leap 1/encounter
Githyanki Willpower: +1 will defense and +2 on saves vs charm effects.

Skills
Acrobatics.......+?
Arcana...........+? (Trained)
Athletics........+?
Bluff............+?
Diplomacy........+?
Dungeoneering....+?
Endurance........+?
Heal.............+?
History..........+? (Trained, +2 Githyanki)
Insight..........+? (Trained)
Intimidate.......+?
Nature...........+?
Perception.......+?
Religion.........+?
Stealth..........+?
Streetwise.......+? (Trained)
Thievery.........+?

Equipment:
Leather armor [? gp][? lb]
Dagger melee weapon [? gp][? lb]
Wand ranged weapon [? gp][? lb]

Total: ??/??? gp, ??/??? lb




Fight Summary
Current Fight Cycle:




Results
1: [post=???]Win/Loss[/post] vs. Opponent (Player)
Total: ?? wins, ?? losses = ?? victory points
just in time for 1st fight, I promise.

Unionized Labor



Sledgehammer
Sledgehammer
Male Minotaur Fighter 1

Hit Points......33 [base 15 Fighter, + 18 Con Score]
Bloodied........16 [half of above]
Healing Surge...8 [1/4 of 33 = 8]
Surges per day..13 [base 9 fighter, + 4 Con Modifier]
Initiative......+1 [+1 Dex]
Speed...........5 [6 base,-1 Scale Armor]

Defenses
AC.....17 (10 +0 level, +7 Scale Armor, +0 enh)
Fort...16 (10 +0 level, +4 Str, +2 Fighter, +0 enh)
Ref....11 (10 +0 level, +1 Dex, +0 enh)
Will...11 (10 +0 level, +1 Cha, +0 enh)

Basic Attacks:

Melee Basic

Large Maul
Attack +7 vs. AC (+0 level, +4 Str, +2 prof, +1 Fighter Weapon Talent, +0 enh)
Damage 2d8 + 4

Ranged Basic

Large Javelin
Attack +6 vs. AC (+0 level, +4 Str, +2 prof, +0 enh)
Damage 1d8 + 4
Range 10/20

At-Will Powers:
Reaping Strike
Fighter Attack 1
Martial, Weapon
Standard Action Melee
Target: 1
Attack: +7 vs. AC
Hit: 2d8 + 4 damage
Miss: 4 damage

Tide of Iron
Fighter Attack 1
Martial, Weapon
Standard Action Melee
Target: 1
Attack: +7 vs. AC
Hit: 2d8 + 4 damage and push target 1 if it's Small, Medium or Large.

Encounter Powers:
Spinning Sweep
Fighter Attack 1
Martial, Weapon
Standard Action Melee
Target: 1
Attack: +7 vs. AC
Hit: 2d8 + 4 damage and knock target prone.

Goring Charge
Minotaur Racial
Standard Action Melee 1
Special: Must Charge
Attack: +7 vs. AC
Hit: 1d6 + 6 damage and knock target prone.
(I'm pretty sure Powerful Charge adds to this. Hence why it's added in.)

Daily Powers:
Brute Strike
Fighter Attack 1
Martial, Weapon, Reliable
Standard Action Melee
Target: 1
Attack: +7 vs. AC
Hit: 6d8 + 4 damage.

Ability Scores
STR 18 (+4) [9 pts] [16 base, +2 racial, +0 advancement]
CON 18 (+4) [9 pts] [16 base, +2 racial, +0 advancement]
DEX 12 (+1) [2 pts] [12 base, +0 advancement]
INT 08 (-1) [0 pts] [08 base, +0 advancement]
WIS 10 (+0) [0 pts] [10 base, +0 advancement]
CHA 12 (+1) [2 pts] [12 base, +0 advancement]


Feats
Powerful Charge - +2 bonus damage to charge attacks, +2 bonus to bull rush attempts.

Class Features
Combat Challenge - Enemies that you attack are marked.
Combat Superiority - +0 bonus on opportunity attacks
Fighter Weapon Talent[Two-Handed] - +1 bonus to attacks with two-handed weapons.

Racial Features
Ferocity - When reduced to 0 or less hit points, you can make a basic attack as a free action against an adjacent target.
Oversized - Can use medium or large weapons as though they were medium.

Skills
Acrobatics.......+1 [+1 Dex, +0 level]
Arcana...........-1 [-1 Int, +0 level]
Athletics........+9 [+4 Str, +5 Trained, +0 level]
Bluff............+1 [+1 Cha, +0 level]
Diplomacy........+1 [+1 Cha, +0 level]
Dungeoneering....+0 [+0 Wis, +0 level]
Endurance........+9 [+4 Con, +5 Trained, +0 level]
Heal.............+5 [+0 Wis, +5 Trained, +0 level]
History..........-1 [-1 Int, +0 level]
Insight..........+0 [+0 Wis, +0 level]
Intimidate.......+1 [+1 Cha, +0 level]
Nature...........+2 [+0 Wis, +2 racial, +0 level]
Perception.......+2 [+0 Wis, +2 racial, +0 level]
Religion.........-1 [-1 Int, +0 level]
Stealth..........+1 [+1 Dex, +0 level]
Streetwise.......+1 [+1 Cha, +0 level]
Thievery.........+1 [+1 Dex, +0 level]

Equipment:
Scale Armor [45 gp][45 lb]
Large Maul [30 gp][12 lb]
2 Javelins [10 gp][4 lb]
Standard Adventurer's Kit [15 gp][33 lb]

Total: 100/100 gp, 94/180 lb


Piledriver
Piledriver
Male Bugbear Rogue 1

Hit Points......24 [base 12 Rogue, + 12 Con Score]
Bloodied........12 [half of above]
Healing Surge...6 [1/4 of 24 = 6]
Surges per day..7 [base 6 rogue, + 1 Con Modifier]
Initiative......+4 [+4 Dex]
Speed...........6 [6 base]

Defenses
AC.....16 (10 +0 level, +2 Leather Armor, +4 Dex, +0 enh)
Fort...14 (10 +0 level, +4 Str, +0 enh)
Ref....16 (10 +0 level, +4 Dex, +2 Rogue, +0 enh)
Will...11 (10 +0 level, +1 Cha, +0 enh)

Basic Attacks:

Melee Basic

Large Rapier
Attack: +7 vs. AC (+0 level, +4 Str, +3 prof, +0 enh)
Damage: 1d10 + 4 [Str][d8 base, d10 large]

Large Dagger
Attack: +8 vs. AC (+0 level, +4 Str, +3 prof, +1 Rogue Weapon Talent, +0 enh)
Damage: 1d6 + 4 [Str][d4 base, d6 large]

Ranged Basic

Large Dagger
Attack +8 vs. AC (+0 level, +4 Dex, +3 prof, +1 Rogue Weapon Talent, +0 enh)
Damage 1d6 + 4 [Dex][d4 base, d6 large]
Range 5/10

Large Shuriken
Attack +7 vs. AC (+0 level, +4 Dex, +3 prof,, +0 enh)
Damage 1d8 + 4 [Dex][d4 base, d6 large, d8 Rogue Weapon Talent]
Range 6/12

At-Will Powers:
Deft Strike
Rogue Attack 1
Martial, Weapon
Standard Action Melee or Ranged
Requirement: Must use light blade, crossbow, or sling.
Special: You can move 2 before attack.
Target: 1
Attack: (only one of the below)
+7 vs. AC (rapier)
+8 vs. AC (dagger [thrown or melee])
+7 vs. AC (shuriken)
Hit:
1d10 + 4 damage (rapier)
1d6 + 4 damage (dagger)
1d8 + 4 damage (shuriken)

Piercing Strike
Rogue Attack 1
Martial, Weapon
Standard Action Melee
Requirement: Must use light blade.
Target: 1
Attack: (only one of the below)
+7 vs. Ref (rapier)
+8 vs. Ref (dagger)
Hit:
1d10 + 4 damage (rapier)
1d6 + 4 damage (dagger)

Encounter Powers:
Torturous Strike
Rogue Attack 1
Martial, Weapon
Standard Action Melee
Requirement: Must use light blade.
Target: 1
Attack: (only one of the below)
+7 vs. AC (rapier)
+8 vs. AC (dagger)
Hit:
2d10 + 8 damage (rapier)
2d6 + 8 damage (dagger)

Predatory Eye
Bugbear Racial
Minor Action Personal
Effect: If you have combat advantage against a foe, add +1d6 to the damage against that foe. This power is wasted if not used before next turn.

Daily Powers:
Trick Strike
Rogue Attack 1
Martial, Weapon
Standard Action Melee or Ranged
Requirement: Must use light blade, crossbow, or sling.
Target: 1
Attack: (only one of the below)
+7 vs. AC (rapier)
+8 vs. AC (dagger [thrown or melee])
+7 vs. AC (shuriken)
Hit:
3d10 + 4 damage and slide target 1. (rapier)
3d6 + 4 damage and slide target 1. (dagger)
3d8 + 4 damage and slide target 1. (shuriken)
Effect: Until end of encounter, each you hit the target, slide it 1.

Ability Scores
STR 18 (+4) [9 pts] [16 base, +2 racial, +0 advancement]
CON 12 (+1) [2 pts] [10 base, +0 advancement]
DEX 18 (+4) [9 pts] [16 base, +2 racial, +0 advancement]
INT 10 (+0) [0 pts] [10 base, +0 advancement]
WIS 08 (-1) [0 pts] [08 base, +0 advancement]
CHA 12 (+1) [2 pts] [12 base, +0 advancement]


Feats
Weapon Proficiency(Rapier) - You can use Rapiers proficiently.

Class Features
First Strike - During first round, you have combat advantage against targets that haven't acted yet.
Brutal Scoundrel - +4 bonus damage to Sneak Attacks
Rogue Weapon Talent - +1 bonus to attacks with daggers, shurkiens increase die size by 1.
Sneak Attack - +2d6+4 against targets granting combat advantage to you.

Racial Features
Oversized - Can use medium or large weapons as though they were medium.

Skills
Acrobatics.......+9 [+4 Dex, +5 Trained, +0 level]
Arcana...........+0 [+0 Int, +0 level]
Athletics........+9 [+4 Str, +5 Trained, +0 level]
Bluff............+6 [+1 Cha, +5 Trained, +0 level]
Diplomacy........+1 [+1 Cha, +0 level]
Dungeoneering....-1 [-1 Wis, +0 level]
Endurance........+1 [+1 Con, +5 Trained, +0 level]
Heal.............-1 [-1 Wis, +0 level]
History..........+1 [+1 Int, +0 level]
Insight..........-1 [-1 Wis, +0 level]
Intimidate.......+8 [+1 Cha, +2 racial, +5 Trained, +0 level]
Nature...........-1 [-1 Wis, +0 level]
Perception.......-1 [-1 Wis, +0 level]
Religion.........+0 [+0 Int, +0 level]
Stealth..........+11 [+4 Dex, +2 racial, +5 Trained, +0 level]
Streetwise.......+1 [+1 Cha, +0 level]
Thievery.........+9 [+4 Dex, +5 Trained, +0 level]

Equipment:
Leather Armor [25 gp][12 lb]
Large Rapier [25 gp][15 lb]
10 Large Dagger [10 gp][10 lb]
25 Large Shuriken [25 gp][2.5 lb]
Standard Adventurer's Kit [15 gp][33 lb]

Total: 100/100 gp, 54.5/180 lb

Fight Summary
Current Fight Cycle:




Results
1: [post=???]Win/Loss[/post] vs. Opponent (Player)
Total: ?? wins, ?? losses = ?? victory points


Sledgehammer Level 3
Sledgehammer
Male Minotaur Fighter 3

Hit Points......45 [base 15 Fighter, + 18 Con Score + 6x2 levels]
Bloodied........22 [half of above]
Healing Surge...11 [1/4 of 45 = 11]
Surges per day..13 [base 9 fighter, + 4 Con Modifier]
Initiative......+2 [+1 Dex + 1 level mod]
Speed...........5 [6 base,-1 Scale Armor]

Defenses
AC.....19 (10 +1 level, +7 Scale Armor, +1 enh)
Fort...17 (10 +1 level, +4 Str, +2 Fighter, +0 enh)
Ref....12 (10 +1 level, +1 Dex, +0 enh)
Will...12 (10 +1 level, +1 Cha, +0 enh)

Basic Attacks:

Melee Basic

Large Terror Maul
Attack +9 vs. AC (+1 level, +4 Str, +2 prof, +1 Fighter Weapon Talent, +1 enh)
Damage 2d8 + 5

Ranged Basic

Large Javelin
Attack +6 vs. AC (+0 level, +4 Str, +2 prof, +0 enh)
Damage 1d8 + 4
Range 10/20

At-Will Powers:
Reaping Strike
Fighter Attack 1
Martial, Weapon
Standard Action Melee
Target: 1
Attack: +9 vs. AC
Hit: 2d8 + 5 damage
Miss: 4 damage

Tide of Iron
Fighter Attack 1
Martial, Weapon
Standard Action Melee
Target: 1
Attack: +9 vs. AC
Hit: 2d8 + 5 damage and push target 1 if it's Small, Medium or Large.

Encounter Powers:
Crushing Blow
Fighter Attack 1
Martial, Weapon
Standard Action Melee
Target: 1
Attack: +9 vs. AC
Hit: 4d8 + 9 (Str and Con added to damage)

Spinning Sweep
Fighter Attack 1
Martial, Weapon
Standard Action Melee
Target: 1
Attack: +9 vs. AC
Hit: 2d8 + 5 damage and knock target prone.

Goring Charge
Minotaur Racial
Standard Action Melee 1
Special: Must Charge
Attack: +8 vs. AC
Hit: 1d6 + 6 damage and knock target prone.
(I'm pretty sure Powerful Charge adds to this. Hence why it's added in.)

Daily Powers:
Brute Strike
Fighter Attack 1
Martial, Weapon, Reliable
Standard Action Melee
Target: 1
Attack: +9 vs. AC
Hit: 6d8 + 5 damage.

[u]Utility Powers[/u]
Unstoppable
Daily, Healing Martial
Minor Action
Personal
You gain 2d6 + 4 temporary hit points.

Ability Scores
STR 18 (+4) [9 pts] [16 base, +2 racial, +0 advancement]
CON 18 (+4) [9 pts] [16 base, +2 racial, +0 advancement]
DEX 12 (+1) [2 pts] [12 base, +0 advancement]
INT 08 (-1) [0 pts] [08 base, +0 advancement]
WIS 10 (+0) [0 pts] [10 base, +0 advancement]
CHA 12 (+1) [2 pts] [12 base, +0 advancement]


Feats
Powerful Charge - +2 bonus damage to charge attacks, +2 bonus to bull rush attempts.
Power Attack - Can take a -2 on attacks with maul to get a +3 damage bonus.

Class Features
Combat Challenge - Enemies that you attack are marked.
Combat Superiority - +0 bonus on opportunity attacks
Fighter Weapon Talent[Two-Handed] - +1 bonus to attacks with two-handed weapons.

Racial Features
Ferocity - When reduced to 0 or less hit points, you can make a basic attack as a free action against an adjacent target.
Oversized - Can use medium or large weapons as though they were medium.

Skills
Acrobatics.......+2 [+1 Dex, +1 level]
Arcana...........+0 [-1 Int, +1 level]
Athletics........+10 [+4 Str, +5 Trained, +1 level]
Bluff............+2 [+1 Cha, +1 level]
Diplomacy........+2 [+1 Cha, +1 level]
Dungeoneering....+1 [+0 Wis, +1 level]
Endurance........+10 [+4 Con, +5 Trained, +1 level]
Heal.............+6 [+0 Wis, +5 Trained, +1 level]
History..........+0 [-1 Int, +1 level]
Insight..........+1 [+0 Wis, +1 level]
Intimidate.......+2 [+1 Cha, +1 level]
Nature...........+3 [+0 Wis, +2 racial, +1 level]
Perception.......+3 [+0 Wis, +2 racial, +1 level]
Religion.........+0 [-1 Int, +1 level]
Stealth..........+2 [+1 Dex, +1 level]
Streetwise.......+2 [+1 Cha, +1 level]
Thievery.........+2 [+1 Dex, +1 level]

Equipment:
+1 Black Iron Scale Armor [840 gp][45 lb]
+1 Large Terror Maul [840 gp][12 lb]
2 Javelins [10 gp][4 lb]
Standard Adventurer's Kit [15 gp][33 lb]

Total: 1705/1750 gp, 94/180 lb
Ready for ????, 2009 [Fight 3]

The Underdark Yakuza!

Hrrokh
Hrrokh
Male Bugbear Ranger
Hit Points: 35 [12 Ranger + 13 Con + (2 x 5 Level)] Bloodied: 17
Healing Surge: 8 Surges/day: 75 [6 Ranger +1 Con]
Initiative: +5 [+1 Level +4 Dex] Speed: 6 [6 Bugbear]
Action Points: 0 Daily Magic Item Power Uses: 1

AC: 19 [10 +1 Level +4 Dex +3 Hide +1 Enh]
Fort: 16 [10 +1 Level +3 Str +1 Ranger +1 Enh]
Ref: 17 [10 +1 Level +4 Dex +1 Ranger +1 Enh]
Will: 14 [10 +1 Level +2 Wis +1 Enh]

Attacks:
Melee Basic: Large Longsword +8 (1d10+4) [+1 Level +3 Str +3 Prof +1 Enh][+3 Str +1 Enh][Critical Hit: 1d6+14]
Melee Basic (Off-Hand): Large Short Sword +6 (1d8+3) [+1 Level +3 Str +3 Prof][Critical Hit: 11]
Ranged Basic: Large Longbow +8 (1d12+6) Range 20/40
[+1 Level +4 Dex +2 Prof +1 Enh][+4 Dex +1 Feat +1 Enh][Critical Hit: 1d6+18]

At-Will Powers:
Nimble Strike
Ranger Attack 1
Special: Shift 1 square before or after you attack
Standard Action Ranged Weapon
Target: One creature +8 vs. AC
Hit: 1d12+6 damage.
[Critical Hit: 1d6+18]

Twin Strike
Ranger Attack 1
Standard Action Melee or Ranged Weapon
Targets: One or two creatures +8/+8 vs. AC ranged or +8/+6 vs. AC melee
Hit: 1d12+2/1d12+2 damage ranged or 1d10+1/1d8 damage melee
[Critical Hit: 1d6+14/1d6+14 ranged or 1d6+11/8 melee]

Encounter Powers:
Predatory Eye
Bugbear Racial Power
Minor Action Personal
Effect: If Hrrokh has combat advantage against a target, he deals +1d6 damage on the next attack he makes against that target. He must apply this bonus before the end of his next turn.

Fox's Cunning
Ranger Attack 1
Immediate Reaction Melee or Ranged Weapon
Trigger: An enemy makes a melee attack against Hrrokh.
Attack: Hrrokh can shift 1 square, then make a basic attack against the enemy, with a power bonus of +2 to hit.

Disruptive Strike
Ranger Attack 3
Immediate Interrupt Melee or Ranged Weapon
Trigger: Hrrokh or Syalith is attacked by a creature
Target: Triggering creature +8 vs. AC
Hit: 1d12+6 damage ranged or 1d10+4 damage melee. The triggering creature takes -5 to the triggering attack.
[Critical Hit: 1d6+18 ranged or 1d6+14 melee]

Yield Ground
Ranger Utility 2
Immediate Reaction Personal
Trigger: An enemy damages Hrrokh with a melee attack
Effect: Hrrokh can shift 2 squares and gains +2 power to all defenses until the end of his next turn.

Daily Powers:
Hunter's Bear Trap
Ranger Attack 1
Standard Action Melee or Ranged Weapon
Target: One creature +8 vs. AC
Hit: 2d12+6 damage (ranged) or 2d10+4 damage (melee). Target is slowed and takes ongoing 5 damage (save ends both).
Miss: Half damage, no ongoing damage, and the target is slowed until the end of Hrrokh's next turn.
[Critical Hit: 1d6+30 ranged or 1d6+24 melee]

Healing Word [Used]
Initiate of the Faith Feat
Close burst 5
Minor Action Target: Hrrokh or one ally in burst
Effect: The target can spend a healing surge +1d6.

Ability Scores
STR 16 (+3) [5 pts] [14 Base, +2 Bugbear]
CON 13 (+1) [3 pts] [13 Base]
DEX 18 (+4) [9 pts] [16 Base, +2 Bugbear]
INT 10 (+0) [0 pts] [10 Base]
WIS 14 (+2) [5 pts] [14 Base]
CHA 8 (-1) [0 pts] [8 Base]

Feats
Initiate of the Faith [Torog] [Lvl 1]
Defensive Mobility [Ranger 1]
Weapon Focus [bow] [Lvl 2]

Class Features
Archer Fighting Style
Hunter's Quarry +1d6 1/round
Prime Shot +1

Racial Features
Oversized [can use Large weapons]
Low-Light Vision

Skills
Acrobatics: +9 [+5 Trained +4 Dex +1 Level -1 Armor]
Arcana: +1 [+0 Int +1 Level]
Athletics: +3 [+3 Str +1 Level -1 Armor]
Bluff: +0 [-1 Cha +1 Level]
Diplomacy: +0 [-1 Cha +1 Level]
Dungeoneering: +8 [+5 Trained +2 Wis +1 Level]
Endurance: +1 [+1 Con +1 Level -1 Armor]
Heal: +3 [+2 Wis +1 Level]
History: +1 [+0 Int +1 Level]
Insight: +3 [+2 Wis +1 Level]
Intimidate: +2 [-1 Cha +1 Level +2 Bugbear]
Nature: +8 [+5 Trained +2 Wis +1 Level]
Perception: +8 [+5 Trained +2 Wis +1 Level]
Religion: +6 [+5 Trained +0 Int +1 Level]
Stealth: +11 [+5 Trained +4 Dex +1 Level +2 Bugbear -1 Armor]
Streetwise: +0 [-1 Cha +1 Level]
Thievery: +4 [+4 Dex +1 Level -1 Armor]

Languages: Common, Goblin

Equipment:
hide armor [30 gp][25 lb]
Large longsword [15 gp][4 lb]
Large short sword [10 gp][2 lb]
Large longbow [30 gp][3 lb]
450 arrows [15 gp][45 lbs]
Large magic longsword +1 [360 gp][4 lb]
Large magic longbow +1 [360 gp][3 lb]
magic hide armor +1 [360 gp][25 lb]
amulet of protection +1 [360 gp]

Total: 1540/1750 gp, 112/160 lb
Syalith
Syalith
Male Drow Rogue
Hit Points: 35 [12 Rogue + 13 Con + (2 x 5 Level)] Bloodied: 17
Healing Surge: 8 Surges/day: 7 [6 Rogue +1 Con]
Initiative: +7 [+1 Level +4 Dex +2 Feat] Speed: 6 [6 Drow]
Action Points: 1 Daily Magic Item Uses: 1

AC: 18 [10 +1 Level +4 Dex +2 Leather +1 Enh]
Fort: 13 [10 +1 Level +1 Con +1 Enh]
Ref: 18 [10 +1 Level +4 Dex +2 Rogue +1 Enh]
Will: 16 [10 +1 Level +4 Cha +1 Enh]

Attacks:
Melee Basic: Dagger +6 (1d4+1) [+1 Level +0 Str +3 Prof +1 Rogue +1 Enh][+0 Str +1 Enh][Critical Hit: 1d6+5]
Melee Basic: Short Sword +4 (1d6) [+1 Level +0 Str +3 Prof]
Ranged Basic: Dagger +10 (1d4+5) 5/10 [+1 Level +4 Dex +3 Prof +1 Rogue +1 Enh][+4 Dex +1 Enh][Critical Hit: 1d6+9]
Ranged Basic: Hand Crossbow + 8 (1d6+5) 10/20 [+1 Level, +4 Dex, +2 Prof +1 Enh][+4 Dex +1 Enh]

At-Will Powers:
Sly Flourish
Rogue Attack 1
Standard Action Melee or Ranged Weapon
Target: One creature +10 vs. AC (dagger) or +8 vs. AC (hand crossbow)
Hit: 1d4+9 damage (dagger) or 1d6+9 damage (hand crossbow).
[Critical Hit: 1d6+13 (dagger) or 1d6+15 (hand crossbow)]

Deft Strike
Rogue Attack 1
Standard Action Melee or Ranged Weapon
Target: One creature +10 vs. AC (dagger) or +8 vs. AC (hand crossbow)
Special: Move 2 before the attack.
Hit: 1d4+5 damage (dagger) or 1d6+5 damage (hand crossbow).
[Critical Hit: 1d6+9 (dagger) or 1d6+11 (hand crossbow)]

Fleeting Ghost
Rogue Utility 2
Move Action Personal
Effect: Syalith moves 6 and makes a Stealth check with no penalty for movement.

Encounter Powers:
Positioning Strike
Rogue Attack 1
Standard Action Melee Weapon
Target: One creature +10 vs. Will
Hit: 1d4+5 damage. Slide target 4.
[Critical Hit: 1d6+9]

Bait and Switch
Rogue Attack 3
Standard Action Melee Weapon
Target: One creature +10 vs. Will
Hit: 2d4+5 damage. Syalith switches places with the target then shifts 4.
[Critical Hit: 1d6+13]

Cloud of Darkness
Drow Racial Power
Close burst 1
Minor Action
Effect: Cloud of Darkness blocks line of sight and blinds all inside until the end of Syalith's next turn. Syalith is unaffected.
Special: Once per encounter, Syalith can use either Cloud of Darkness or Darkfire.

Darkfire
Drow Racial Power
Ranged 10 +7 vs. Reflex
Minor Action Target: One creature
Hit: Until the end of Syalith's next turn, target gets no benefit from invisibility or concealment, and grants combat advantage to all attacks.
Special: Once per encounter, Syalith can use either Cloud of Darkness or Darkfire.

Daily Powers:
Easy Target
Rogue Attack 1
Standard Action Melee Weapon
Target: One creature +10 vs. AC (dagger) or +8 vs. AC (hand crossbow)
Hit: 2d4+5 damage (dagger) or 2d6+5 damage (hand crossbow). Target is slowed and grants combat advantage to Syalith (save ends both).
Miss: Half damage. Target grants combat advantage to Syalith until the end of Syalith's next turn.
[Critical Hit: 1d6+13 (dagger) or 1d6+17 (hand crossbow)]

Item Powers:

Ability Scores
STR 10 (+0) [0 pts] [10 Base]
CON 13 (+1) [3 pts] [13 Base]
DEX 18 (+4) [9 pts] [16 Base +2 Drow]
INT 8 (-1) [0 pts] [8 Base]
WIS 11 (+0) [1 pt] [11 Base]
CHA 18 (+4) [9 pts] [16 base +2 Drow]

Feats
Quick Draw [Lvl 1]
Warrior of the Wild [Endurance] [Lvl 2]

Class Features
First Strike (combat advantage against creatures that have not yet acted this encounter)
Artful Dodger (+4 AC vs. opportunity attacks)
Rogue Weapon Talent
Sneak Attack +2d8 1/round
Hunter's Quarry +1d6 1/encounter

Racial Features
Trance
Darkvision

Skills
Acrobatics: +10 [+1 Level +4 Dex +5 Trained]
Arcana: +0 [+1 Level -1 Int]
Athletics: +1 [+1 Level +0 Str]
Bluff: +10 [+1 Level +4 Cha +5 Trained]
Diplomacy: +5 [+1 Level +4 Cha]
Dungeoneering: +1 [+1 Level +0 Wis]
Endurance: +2 [+1 Level +1 Con +5 Trained]
Heal: +5 [+1 Level +0 Wis]
History: +0 [+1 Level -1 Int]
Insight: +1 [+1 Level +0 Wis]
Intimidate: +12 [+1 Level +4 Cha +5 Trained +2 Drow]
Nature: +1 [+1 Level +0 Wis]
Perception: +6 [+1 Level +0 Wis +5 Trained]
Religion: +0 [+1 Level -1 Int]
Stealth: +12 [+1 Level +4 Dex +5 Trained +2 Drow]
Streetwise: +5 [+1 Level +4 Cha]
Thievery: +10 [+1 Level +4 Cha +5 Trained]

Languages: Common, Elven

Equipment:
leather armor [25 gp][15 lb]
short sword [10 gp][2 lb]
hand crossbow [25 gp][2 lb]
10 daggers [10 gp][10 lb]
thieves' tools [20 gp][1 lb]
200 crossbow bolts [10 gp][20 lbs]
magic leather armor +1 [360 gp][15 lb]
magic dagger +1 [360 gp][1 lb]
amulet of protection +1 [360 gp]
magic hand crossbow +1 [360 gp][2 lb]

Total: 1540/1750 gp, 68/100 lb
Retraining
Level 2: Piercing Strike -> Deft Strike
Fight Summary
Current Fight Cycle:
Fight 1
Hrrokh used an action point
Syalith used nothing
Fight 2
Hrrokh used 2 healing surges and Healing Word, and Syalith used nothing.
Results
1: [post=18268213]Loss[/post] vs. The Reapers (Rauul)
2: [post=18375311]Loss[/post] vs. Eagle Eye Twins (lonewolf)
3: [post=18450390]Loss[/post] vs. Gith Raiding Party (Erithmu)
4: [post=18867156]Loss[/post] vs. Defenders of the Faith (lonewolf)
----
5: [post=18966001]Win[/post] vs. The Outcasts (Sjiggie)
6: [post=19232373]Win[/post] vs. Strike from the Past (Sjiggie)
Total: 2 wins, 4 losses = 8 victory points

Swift Hammer



Barandor Stronghammer

Barandor Stronghammer
Male Dwarf Cleric of Moradin
Level 1, Lawful Good

Str 12 (+1) [2 pts]
Con 16 (+3) [5 pts] [14, +2 racial]
Dex 8 (-1)
Int 11 (+0) [1 pts]
Wis 18 (+4) [9 pts] [16, +2 racial]
Cha 14 (+2) [5 pts]

Hit Points 28 [12 (base) + 16 (con)]; Bloodied 14
Healing Surge (hp healed/per day): 7hp / 10/day [7 (cleric) + 3 (con)]
Second Wind: 7hp + 2 to all defenses until next action [Use as a Minor Action]
Armor Class 16 [10 + 0 (level) + 6 (Armor) + [0 (Int/Dex) in light armor]]
Fortitude Defense 13 [10 + 0 (level) + 3 (Str/Con)]
Reflex Defense 10 [10 + 0 (level) + 0 (Dex/Int)]
Will Defense 16 [10 + 0 (level) + 4 (Wis/Cha) +2 (cleric)]

Initiative -1
Speed 5 squares

Basic Attacks
Warhammer +3 vs AC [+1 Str, +2 proficiency], 1d10+1 dmg, Versatile [+1 dmg when wielded 2-handed]
Throwing Hammer +3 vs AC [+1 Str, +2 proficiency], 1d6+1 dmg, Range 5/10, Heavy Thrown, Off-hand

Prayers
At-will (2 base)
Sacred Flame (Class 1, Divine, Implement, Radiant, Standard, Ranged 5)
  • Target: One Creature
  • Attack: +4 [Wis] vs Reflex
  • Hit: 1d6+4 [Wis] radiant damage and one ally in sight gains either +2 temporary HP [Cha + 1/2 level] or to make a saving throw

Lance of Faith (Class 1, Divine, Implement, Radiant, Standard, Ranged 5)
  • Target: One Creature
  • Attack: +4 [Wis] vs Reflex
  • Hit: 1d8+4 [Wis] radiant damage and one ally in sight gains +2 power bonus on the next attack against the target

Encounter (1 base +3 cleric +1 feat)
Channel Divinity: Divine Fortune (Cleric, Divine, Free Action, Personal)
  • Special: Only one channel divinity power can be used once per encounter
  • Effect: +1 bonus to next attack roll or saving throw before your next turn

Channel Divinity: Turn Undead (Cleric, Divine, Implement, Radiant, Standard, Close Burst 2):
  • Special: Only one channel divinity power can be used once per encounter
  • Target: Each undead creature in burst
  • Attack: +4 [Wis] vs Will
  • Hit: 1d10+4 [Wis] radiant damage and you push the target 5 [3 + Cha] squares. The target is immobilized until your next turn
  • Miss: Half damage, target is not pushed and not immobilized

Channel Divinity: Moradin's Resolve (Feat, Divine, Minor Action, Personal)
  • Special: Only one channel divinity power can be used once per encounter
  • Effect: Until the end of your next turn, you gain a +2 bonus to attack rolls against Large or larger creatures

Healing Word (Cleric, Divine, Implement, Healing, Minor Action, Close Burst 5):
  • Special: can be used twice per encounter but only once per round.
  • Target: You or one ally
  • Effect: Target can spend a healing surge and regain an additional 1d6+4 [Wis] hit points

Divine Glow (Class 1, Divine, Implement, Radiant, Standard, Close Blast 3)
  • Target: Each enemy in blast
  • Attack: +4 [Wis] vs Reflex
  • Hit: 1d8+4 [Wis] radiant damage
  • Effect: Allies in the blast gain a +2 power bonus to attack rolls until the end of your next turn.

Daily (1 base)
Cascade of Light (Class 1, Divine, Implement, Radiant, Standard, Ranged 10)
  • Target: One Creature
  • Attack: +4 [Wis] vs Will
  • Hit: 3d8+4 [Wis] radiant damage and the target gains vulnerability 5 to all your attacks (save ends)
  • Miss: Half damage and no vulnerability.


Feats
Moradin's Resolve [1st]
Ritual Casting [Cleric bonus]

Skills
+6 Dungeoneering (+4 Wis, +2 racial)
+4 Endurance (+3 Con, +2 racial, -1 ACP)
+9 Heal (+4 Wis, +5 trained)
+5 History (+0 Int, +5 trained)
+9 Insight (+4 Wis, +5 trained) [Passive 19]
+4 Perception (+4 Wis) [Passive 14]
+5 Religion (+0 Int, +5 trained)

Race and Class Features
Dwarf
Vision: Low-light
Languages: Common, Dwarven
Cast-Iron Stomach: +5 to saving throws vs Poison
Dwarven Weapon Proficiency: Proficient with Throwing Hammer and Warhammer
Encumbered Speed: Move at normal speed even when it would normally be reduced by armor or heavy load.
Dwarven Resilience: Use Second Wind as a minor action
Stand your Ground: Move 1 square less when subject to a push, pull or slide; When knocked prone, make an immediate saving throw to stay standing

Cleric
Armor Proficiencies: Cloth, leather, hide, chainmail
Weapon Proficiencies: Simple Melee, Simple Ranged
Implement: Holy Symbol
Healing Lore: When healing with a cleric power with the healing key-word, add wisdom bonus to total healed

Equipment
Chainmail [40lbs] [40gp]
Warhammer [5lbs] [15gp]
2 Throwing Hammers [4lbs] [10gp]
Holy Symbol [1lbs] [10gp]
Standard Adventurer's Kit [33lbs] [15gp]
10gp left

[86lbs] [90gp]


Felamir Halfswift

Felamir Halfswift
Male Halfling Star-pact Warlock
Level 1, Good

Str 8 (-1)
Con 14 (+2) [5 pts]
Dex 16 (+3) [5 pts] [14, +2 racial]
Int 13 (+1) [3 pts]
Wis 10 (+0) [0 pts]
Cha 18 (+4) [9 pts] [16, +2 racial]

Hit Points 26 [12 (base) + 14 (con)]; Bloodied 13
Healing Surge (hp healed/per day): 6hp / 8/day [6 (warlock) + 2 (con)]
Second Wind: 7hp + 2 to all defenses until next action
Armor Class 15 [10 + 0 (level) + 2 (Armor) + 3 (Int/Dex) in light armor]
Fortitude Defense 12 [10 + 0 (level) + 2 (Str/Con)]
Reflex Defense 14 [10 + 0 (level) + 3 (Dex/Int) +1 (warlock)]
Will Defense 15 [10 + 0 (level) + 4 (Wis/Cha) +1 (warlock)]

Initiative +3
Speed 6 squares

Basic Attacks
Dagger +2 vs AC (+6 vs AC when thrown) [-1 Str/+3 Dex, +3 proficiency], 1d4-1 dmg, Range 5/10, Off-hand, Light Thrown
Hand Crossbow +5 vs AC [+3 Dex, +2 proficiency], 1d6 dmg, Range 10/20, Load Free
Eldritch Blast +4 vs Reflex [+4 Cha], 1d10+4 dmg, Range 10

Spells
At-will
Dire Radiance (Class 1, Arcane, Fear, Implement, Radiant, Standard, Ranged 10)
  • Target: One Creature
  • Attack: +2 [Con] vs Fortitude
  • Hit: 1d6+3 [Con +1 feat] radiant damage. If the target comes closer to Felamir during its next turn, it takes an addition 1d6+2 damage.

Eldritch Blast (Class 1, Arcane, Implement, Standard, Ranged 10)
  • Target: One Creature
  • Attack: +4 [Cha] vs Reflex
  • Hit: 1d10+4 [Cha] damage
  • Special: This attack counts as a basic attack.

Encounter
Second Chance (Race, Immediate Interrupt, Personal)
  • Effect: When an attack hits, reroll the attack and use the new value

Dreadful Word (Class 1, Arcane, Fear, Implement, Psychic, Standard, Ranged 5)
  • Target: One Creature
  • Attack: +4 [Cha] vs Will
  • Hit: 2d8+4 [Cha] psychic damage and the target takes a -2 [1 base, +1 int] penalty to Will defense until the end of Felamir's next turn

Daily
Dread Star (Class 1, Arcane, Fear, Implement, Radiant, Standard, Ranged 10)
  • Target: One Creature
  • Attack: +4 [Cha] vs Will
  • Hit: 3d6+5 [Cha +1 feat] radiant damage and the target is immobilized until the end of Felamir's next turn.
  • Effect: Target takes a -2 penalty to Will defense (save ends)


Feats
Astral Fire [1st]

Skills
+5 Acrobatics (+3 Dex, +2 racial)
+6 Arcana (+1 Int, +5 trained)
+5 Insight (+0 Wis, +5 trained) [Passive 15]
+9 Intimidate (+4 Cha, +5 trained)
+0 Perception (+0 Wis) [Passive 10]
+9 Streetwise (+4 Cha, +5 trained)
+5 Thievery (+3 Dex, +2 racial)

Race and Class Features
Halfling
Small Size
Vision: Normal
Languages: Common, Dwarven
Bold: +5 racial bonus to saving throws vs fear
Nimble Reaction: +2 racial bonus to AC versus opportunity attacks

Star-pact Warlock
Armor Proficiencies: Cloth, Leather
Weapon Proficiencies: Simple Melee, Simple Ranged
Implements: Rods, Wands
Star pact - Fate of the Void (when a cursed enemy is brought to 0hp or fewer, gain +1 bonus to a d20 roll during his next turn. If multiple enemies are cursed and brought below 0hp, the bonus is cumulative)
Prime Shot - If no one is closer to the target than Felamir, Felamir receives a +1 to hit
Shadow Walk - If Felamir moves at least 3 squares away from his starting point, he gains concealment until the end of his next turn
Warlock's Curse - As a minor action, Felamir can place a curse on any opponent. After being cursed, Felamir deals an extra 1d6 damage on a successful hit. Multiple opponents can be cursed.

Equipment
Leather Armor [15lbs] [25gp]
Hand Crossbow [2lbs] [25gp]
40 crossbow bolts [4lbs] [2gp]
2 Daggers [2lbs] [2gp]
Rod [2lbs] [12gp]
Standard Adventurer's Kit [33lbs] [15gp]
19gp left

[57lbs] [81gp]


Fight Summary
Current Fight Cycle:
Fight 1
Barandor used 1 action point, Cascade of Light, 3 healing surges
Felamir used 3 healing surges

Fight 2
Barandor used 2 healing surges
Felamir used 1 action point and 1 healing surge
Both gain Action point from milestone

Results
1: [post=18289807]Win[/post] vs. Arcanists of the Raven Queen (Erithmu) [lonewolf] [thread=1170824][Separate thread][/thread]
2: [post=18334068]Loss[/post] vs. The Duelettes (Salrantol) [lonewolf] [thread=1174016][Separate thread][/thread]
Total: 1 wins, 1 losses = 3 victory points


Background and Story

Third cousin to Dentik, Barandor is another member of the Stronghammer clan - a Dwarven clan known for its penchant for dragon-hunting. Barandor has come of age and is now looking to ply his abilities in ways that his ancestors and predecessors were unable.

Barandor is a devout follower of Moradin and has grown up with his teachings as a guidebook for life.

Feramir is a strange fellow out of the forests to the south from where the Stronghammer clan resides. He was an outcast of his family and homeland as he turned out to be a prophet and of things not so pleasant to come. He wasn't evil by any means, but his visions involved the death of loved ones, of those around him - this left him ostracized and shunned.

Feramir left his homeland in search of purpose and came across Barandor - an individual who had a strong presence in this life and into the next - someone whom Feramir could not foresee dying, someone who might be able to change the star's portents.

In other words - he found solace in Barandor.

At learning of the Stronghammer clan's pride and history - Feramir was concerned. A life of such dangerous travels would surely lead to a swift death and yet one he could not himself see. This intrigued him enough to want to tag along with the dwarf and so it was that they became traveling companions.

At the entrance to Sagaris, Barandor hoped to hear word of Bulgar - his most recent clan-member to embark on the dragon-hunting quests. He hoped also to find word of his own first dragon. Feramir, in the mean time, was just looking for a quick drink and a place to rest his hair-covered feet.
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The Reapers



Albuur Lightfoot

Albuur Lightfoot
Male Halfling Warlock
Unaligned
Hit Points....34......Bloodied...17
Healing Surge..8....Surges/day..7
Initiative....+9.......Speed.......6

AC....Fort....Ref.....Will
17.....13......17......17

Attacks:
Melee Basic...+5 (Pact Blade Dagger +1)...Damage: 1d4+1
(prof +2, Ability +1, 1/2 level +1, Enh +1)
Range Basic...+6 (Eldritch blast)..Damage: 1d10+4
(Ability +4, 1/2 level +1, Enh +1)

At-Will Powers:

Eldritch blast
Ranged basic attack, Standard Action, Ranged 10.... Dark Energy bolt.
Cha (+6) vs Ref
Hit: 1d10+5 force damage

Eye bite
Ranged basic attack, Standard Action, Ranged 10.... Mental Assault.
Cha (+6) vs Will
Hit: 1d6+5 psychic damage

Encounter Powers:

WitchFire
Ranged basic attack, Standard Action, Ranged 10.... Mystical Energy.
Cha (+6) vs Will
Hit: 2d6+5 Fire damage,and the target takes a –2 penalty to attack rolls until the end of your next turn

Eldritch Rain
Standard Action, Ranged 10
Targets: One creature, or two creatures no more than 5 squares apart from each other
Attack: Cha (+6) vs. Reflex, one attack per target
Hit: 1d10 + 5.
Fey Pact: Gain a bonus to each attack’s damage roll equal to
your Intelligence modifier. (+0)

Second Chance
Personnel, Immediate interrupt
force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.

Daily Power:

Curse of the Dark Dream
Standard Action, Ranged 10
Cha (+6) vs Will.
Hit: 3d8+5 psychic damage, And Slide the target 3 squares
Sustain Minor: Slide target 1 square wheather you hit or miss (save ends)

Utility Powers

Ethereal Stride
Encounter ✦ Arcane, Teleportation
Move Action, Personal
Effect: You can teleport 3 squares, and you gain a +2 power bonus to all defenses until the end of your next turn.

Weapon Powers

Rod of Dark Reward +1 Whenever you place a warlocks curse on an enemy, you gain +1 power bonus to AC until the start of your next turn

Pact blade Dagger +1 When a creature you have cursed with your Warlock’s Curse makes a melee attack against you, deal damage to the creature equal to the pact blade’s enhancement bonus.

Special: You do not gain your weapon proficiency bonus to the attack roll when using a pact blade as an implement.

Special instructions

Unless stated otherwise, the Rod of dark reward is the primary implement, and the Pact blade dagger is my melee weapon, unless disarmed of the rod. But please note the power of the pact blade works even when used as melee weapon


Ability Scores
Ability....Check..........Ability....Check
Scores....Modifier........Scores....Modifier
STR 10.....+0.............INT 10.....+0
CON 12....+1............WIS 10.....+0
DEX 18....+4............CHA 18.....+4

Feats:

Warrior of the Wild: [Multiclass Ranger]
Prerequisite: Dex 13
Benefit: You gain training in the ranger skill. Once per encounter, you can use Hunters Quarry class feature.

Improved Initiative - +4 to initiative checks

Class Features:
Fey pact

Eldritch Pact (Fey)
Eyebite: You know the eyebite at-will spell.

Misty Step: When an enemy under your Warlock’s Curse is reduced to 0 hit points or fewer, you can immediately teleport 3 squares as a free action.

Prime Shot :If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target

Shadow Walk :On your turn, if you move at least 3 squares away from where you started your turn, you gain concealment until the end of your next turn

Warlock’s Curse :minor action +1d6

Hunters Quarry : 1/encounter minor action +1d6


Skills:
Skills
Acrobatics........7
Arcana (T).......6
Athletics..........1
Bluff................5
Diplomacy.........5
Dungeoneering.. 1
Endurance.........2
Heal.................1
History ............1
Insight(T).........6
Intimidate(T).....10
Nature ............1
Perception........1
Religion ...........1
Stealth(T)........10
Streetwise........5
Thievery(T)......12 (14 with tools)

retraining

Lvl 2: Replace Sneak of shadows with Warrior of the Wild
Lvl 3: Replace Streetwise with Stealth (from Warrior of the Wild)


Racial Features
Second Chance Power

Bold: You gain a +5 racial bonus to saving throws against fear.

Nimble Reaction: You gain a +2 racial bonus to AC against opportunity attacks.

BEING SMALL
*You can’t use two-handed weapons, such as greatswords and halberds.
* When you use a versatile weapon, such as a longsword, you must use it two-handed, but you don’t deal additional damage for doing so.

Equipment
Leather Armor +2 Ac, 25 gp
Arcane Implement-- Rod 0, 12 gp
Thieving tools (Varies), 20 gp
Dagger 1 gp

Gold left.. 42gp
----new purchases---

Rod of Dark Reward +1 (520 gp)
Pact blade Dagger +1 (681gp)
Amulet of protection +1 (360gp) (Enhancement: Fortitude, Reflex, and Will)

total 1561gp Spent, 89 gp left +42gp from level 1)


Mind shadow

Mind Shadow
Male Githyanki Ranger (Archer Ranger)
Hit Points....34......Bloodied...17
Healing Surge..8......Surges/day..7
Initiative....+7......Speed.......6

AC....Fort....Ref.....Will
19.....13......16......13

Attacks:
Melee Basic...+4(Handaxe)...Damage: 1d6 +1
(prof +2 Ability +1, 1/2 levels +1)
Range Basic...+8 (Thundering Longbow +1)..Damage: 1d10+1 (20-40)
(prof +2 Ability +4, 1/2 levels +1, Enh +1 )

At-Will Powers:
Nimble strike
Ranged Weapon
Hit: Dexterity(+8) vs. AC (ranged)
Special:Shift 1 square before or after you attack
Hit: 1d10+5

Twin Strike
Range: Melee or ranged
Hit: Dexterity (+8) vs. AC (ranged), two attacks
Damage: 1d10+1 damage per attack

Encounter Powers:
Two-Fanged Strike
Ranged weapon
Hit: Dexterity (+8) vs. AC (ranged), two attacks
Damage: 1d10+5 (ranged)
Special: If both attacks hit, you deal extra damage equal to your Wisdom modifier.

Shadow Wasp Strike
Standard Action Melee or Ranged weapon
Target: One creature that is your quarry
Attack: Dexterity(+8) vs. AC (ranged)
Hit: 2d10+5

Telekinetic Leap
Move Action
Ranged 10
Target: You or one ally
Effect: The target can fly up to 5 squares. If this power is used on an ally, that ally must remain in your line of sight at all times during the effect.

Daily Powers:
Hunter’s Bear Trap
Ranged weapon
Attack: Dexterity(+8) vs. AC (ranged)
Hit:2d10+4 (ranged), and Target is slowed and takes an ongoing 5 damage (save ends both)
Miss: 1/2 damage and is slowed till end of my next turn


Healing Word. Minor Action
close burst 5
Target:self or 1 ally
Effects: Target can spend a Healing surge and regain and extra 1d6 hps

Utility Powers
Encounter ✦ Martial
Immediate Reaction Personal
Trigger: An enemy damages you with a melee attack
Effect: You can shift a number of squares equal to your Wisdom modifier(1). Gain a +2 power bonus to all defenses until the end of your next turn.

Weapon Powers
Thundering Longbow
Power (Daily ✦ Thunder): Free Action.
Use this power when you hit with the weapon. Deal an extra 1d8 thunder damage and push the target 1 square

Delver's Armor
Power (Daily): Free Action. Gain a +2 power bonus to a saving throw you just rolled; use the new result.

Ability Scores
Ability....Check..........Ability.....Check
Scores....Modifier........Scores....Modi fier
STR 13.....+1.............INT 12.....+1
CON 12.....+1.............WIS 13.....+1
DEX 18.....+4.............CHA 8.....-1


Feats
Initiate of the Faith [Multiclass Cleric]

Defensive Mobility: You gain a +2 bonus to AC against opportunity attacks.

Lethal Hunter- Hunter Quarry Damage increases to d8's

Class Feature
Archer Fighting Style
Hunter’s Quarry +1d6 1d8 damage
prime shot +1 bonus if your the closest to the target

Skills
Acrobatics(T)....10
Arcana ..............2
Athletics.............2
Bluff.................0
Diplomacy..........0
Dungeoneering.....2
Endurance..........2
Heal(T)..............7
History...............4
Insight...............2
Intimidate..........0
Nature (T)..........7
Perception(t)......7
Religion(T)..........7
Stealth(t)...........10
Streetwise........0
Thievery............5

Racial Features
Skill Bonuses: +2 History
Danger Sense: You gain a +2 bonus to initiative checks.
Githyanki Willpower: You gain a +1 bonus to your Will defense and a +2 bonus to saving throws against charm effects.
Telekinetic Leap: You can use telekinetic leap as an encounter power.

Equipment
Longbow 30 gp 3 lbs
handaxe (1) 5 gp 4 lbs
Leather armor 25 gp 15 lbs
Arrows (30) 1 gp 3 lbs
Sunrods (4) 8 gp 4 lbs
Holy Symbol 10 gp 1 lb
(79 gp spent)
----new purchases---
Thundering LongBow (680 gp)
Delver's Leather Armor +1 (680 gp)

Total Spent 1360 gp, left 290 gp

Fight Summary
Current Fight Cycle:



Results
1: [post=18268213]Win[/post] vs. The Underdark Yakuza (Salrantol)
2: [post=18295494]Win[/post] vs. Eagle Eye Twins (Lonewolf)
3: [post=18355962]Win[/post] vs. Arcanists of the Raven Queen(Erithmu)
4: [post=18441786]Lost[/post] vs. Drow Hunting Party (whitebaron)
Total: 3 wins, 1 losses = 7 victory points
Ready for July 23 [Fight 1]

The Brothers Whitworth



Tommy Whitworth
Tommy Whitworth
Male Elf Ranger 1 (Unaligned)
Hit Points: 23 Bloodied: 11 Healing Surge: 7
Initiative: +5 Speed: 7
AC/Fort/Ref/Will: 18/11/16/13 OA: +2 AC

Attacks:
Basic Melee (Punch): -1 Damage: 1d4-1
(att: +0 lvl, -1 str, +0 prof, +0 enh) (dmg: -1 str)
Basic Ranged (Longbow): +7 Damage: 1d10+6 Range: 20/40
(att: +0 lvl, +5 dex, +2 prof, +0 enh) Prime Shot: +1 att
(dmg: +5 dex +1 feat)

At-Will Powers:
Nimble Strike
Twin Strike
Descriptions
Nimble Strike
Martial, Weapon
Standard Action: One creature, (Ranged) +7 vs. AC
Shift 1 square before attack
Hit: 1d10+6 damage.

Twin Strike
Martial, Weapon
Standard Action: One or two creatures, 2x (Ranged) +7 vs. AC
Hit: 1d10+1 damage.


Encounter Powers:
Elven Accuracy
Two-Fanged Strike
Descriptions
Elven Accuracy
Free Action: Personal
Effect: Reroll an attack roll, use the second roll.

Two-Fanged Strike
Martial, Weapon
Standard Action: One creature, 2x (Ranged) +7 vs. AC
Hit: 1d10+6 damage. If both hit, deal 3 more damage.


Daily Powers: Uses Remaining/Uses Per Day
Healing Surges: 6/6
Hunter’s Bear Trap 1/1

Descriptions
Hunter’s Bear Trap
Martial, Weapon
Standard Action: One creature, (Ranged) +7 vs. AC
Hit: 2d10+6 damage and target is slowed and takes ongoing 5 damage (save ends both).
Miss: Half damage, no ongoing damage, and the target is slowed until eoynt.


Ability Scores
STR 10 (+0) [00 pts] [10 base, +0 racial, +0 advancement]
CON 11 (+0) [01 pts] [11 base, +0 racial, +0 advancement]
DEX 20 (+5) [16 pts] [18 base, +2 racial, +0 advancement]
INT 10 (+0) [00 pts] [10 base, +0 racial, +0 advancement]
WIS 16 (+3) [05 pts] [14 base, +2 racial, +0 advancement]
CHA 08 (-1) [00 pts] [08 base, +0 racial, +0 advancement]

Feats
[Cl]: Defensive Mobility
[01]: Weapon Focus (Longbow)

Class Features
Archer Fighting Style: Gain Defensive Mobility
Hunter’s Quarry: Minor action to mark nearest enemy, +1d6 damage 1/turn
Prime Shot: +1 ranged attack if nearest to target

Racial Features
Languages: Common, Elven
Low-Light Vision
Skill Bonuses: +2 Nature, +2 Perception
Fey Origin: Considered fey
Group Awareness: +1 Perception to allies in 5 squares
Wild Step: Ignore difficult terrain while shifting
Elven Accuracy: 1/encounter reroll attack

Skills * Trained Skill
Acrobatics* +9
Arcana +0
Athletics -1
Bluff -1
Diplomacy -1
Dungeoneering +5
Endurance -1
Heal* +8
History +0
Insight +3
Intimidate -1
Nature* +10
Perception* +10
Religion +3
Stealth* +9
Streetwise -1
Thievery +4

Equipment:
Hide Armor [30 gp][25 lb]
Longbow[30 gp][3 lb]
360 Arrows [12 gp][36 lb]

Total: 72/100 gp, 64/100 lb


Gatling Whitworth
Gatling Whitworth
Male Elf Ranger 1 (Unaligned)
Hit Points: 23 Bloodied: 11 Healing Surge: 7
Initiative: +5 Speed: 7
AC/Fort/Ref/Will: 18/11/16/13 OA: +2 AC

Attacks:
Basic Melee (Punch): -1 Damage: 1d4-1
(att: +0 lvl, -1 str, +0 prof, +0 enh) (dmg: -1 str)
Basic Ranged (Longbow): +7 Damage: 1d10+6 Range: 20/40
(att: +0 lvl, +5 dex, +2 prof, +0 enh) Prime Shot: +1 att
(dmg: +5 dex +1 feat)

At-Will Powers:
Nimble Strike
Twin Strike
Descriptions
Nimble Strike
Martial, Weapon
Standard Action: One creature, (Ranged) +7 vs. AC
Shift 1 square before attack
Hit: 1d10+6 damage.

Twin Strike
Martial, Weapon
Standard Action: One or two creatures, 2x (Ranged) +7 vs. AC
Hit: 1d10+1 damage.


Encounter Powers:
Elven Accuracy
Two-Fanged Strike
Descriptions
Elven Accuracy
Free Action: Personal
Effect: Reroll an attack roll, use the second roll.

Two-Fanged Strike
Martial, Weapon
Standard Action: One creature, 2x (Ranged) +7 vs. AC
Hit: 1d10+6 damage. If both hit, deal 3 more damage.


Daily Powers: Uses Remaining/Uses Per Day
Healing Surges: 6/6
Hunter’s Bear Trap 1/1

Descriptions
Hunter’s Bear Trap
Martial, Weapon
Standard Action: One creature, (Ranged) +7 vs. AC
Hit: 2d10+6 damage and target is slowed and takes ongoing 5 damage (save ends both).
Miss: Half damage, no ongoing damage, and the target is slowed until eoynt.


Ability Scores
STR 10 (+0) [00 pts] [10 base, +0 racial, +0 advancement]
CON 11 (+0) [01 pts] [11 base, +0 racial, +0 advancement]
DEX 20 (+5) [16 pts] [18 base, +2 racial, +0 advancement]
INT 10 (+0) [00 pts] [10 base, +0 racial, +0 advancement]
WIS 16 (+3) [05 pts] [14 base, +2 racial, +0 advancement]
CHA 08 (-1) [00 pts] [08 base, +0 racial, +0 advancement]

Feats
[Cl]: Defensive Mobility
[01]: Weapon Focus (Longbow)

Class Features
Archer Fighting Style: Gain Defensive Mobility
Hunter’s Quarry: Minor action to mark nearest enemy, +1d6 damage 1/turn
Prime Shot: +1 ranged attack if nearest to target

Racial Features
Languages: Common, Elven
Low-Light Vision
Skill Bonuses: +2 Nature, +2 Perception
Fey Origin: Considered fey
Group Awareness: +1 Perception to allies in 5 squares
Wild Step: Ignore difficult terrain while shifting
Elven Accuracy: 1/encounter reroll attack

Skills * Trained Skill
Acrobatics* +9
Arcana +0
Athletics -1
Bluff -1
Diplomacy -1
Dungeoneering +5
Endurance -1
Heal* +8
History +0
Insight +3
Intimidate -1
Nature* +10
Perception* +10
Religion +3
Stealth* +9
Streetwise -1
Thievery +4

Equipment:
Hide Armor [30 gp][25 lb]
Longbow[30 gp][3 lb]
360 Arrows [12 gp][36 lb]

Total: 72/100 gp, 64/100 lb


Fight Summary
Current Fight Cycle:





Results
1: [post=???]Win/Loss[/post] vs. Opponent (Player)
Total: ?? wins, ?? losses = ?? victory points
Changes
Changes:

Drow Hunting Party
VP: 14 (Record: 6/2)


Masoj Hun'ett
Masoj Hun'ett
Male Drow Property of Lolth (Ranger)
Hit Points....50......Bloodied....25
Healing Surge.12......Surges/day..7
Initiative....+6......Speed.......6
Passive Perception................19

AC....Fort....Ref.....Will
20.....16......16......15
[HP: 12(starting)+13(con)+5(Toughness)+4*5(lvl)]
[Speed: 6(base)] [Surges: 6(ranger)+1(con)]
[AC: 10(base)+2(lvl)+4(dex)+4(armor)]
[Fo: 10(base)+2(lvl)+1(class)+2(str)+1(enh)]
[Re: 10(base)+2(lvl)+1(class)+4(dex)+1(enh)]
[Wi: 10(base)+2(lvl)+2(wis)+1(enh)]


Attack Workspace:
Melee Basic... Short Sword +7, 1d6+2 [crit: 8]
Ranged Basic.. Longbow +10, 1d10+7 (Range 20/40) [crit: 2d12+17]
[+1 to-hit on ranged attacks when no ally is nearer to the enemy]
[Shortsword: +2 Level, +2 Str, +3 Prof]
[Longbow: +2 Level, +4 Dex, +2 Enh, +2 Prof]
[Wis-based: +2 Level, +2 Wis


At-Will Attack Powers:
Twin Strike (Ranger 1)
Weapon....2* +7 vs. AC(shortsword) or 2* +10 vs. AC(longbow)
Hit: 1d6(shortsword) or 1d10+3(longbow) damage per hit
[crit: 6 or 2d12+13]

Nimble Strike (Ranger 1)
Ranged Weapon....+10 vs. AC(longbow)
Hit: 1d10+7(longbow) damage
[crit: 2d12+17]
Special: I may shift 1 square before or after the attack.

Encounter Attack Powers:
Two-Fanged Strike (Ranger 1)
Weapon....2* +7 vs. AC(shortsword) or 2* +10 vs. AC(longbow)
Hit: 1d6+2(shortsword) or 1d10+7(longbow) damage per hit
[crit: 8 or 2d12+17]
Special: If both attacks hit, I deal 2 extra damage.

Thundertusk Boar Strike (Ranger 3)
Weapon....2* +7 vs. AC(shortsword) or 2* +10 vs. AC(longbow)
Hit: 1d6+2(shortsword) or 1d10+7(longbow) damage per hit, and each hit pushes the target 1 square.
[crit: 8 or 2d12+17]
Special: If both attacks hit, the target is pushed 3 squares instead

Darkfire (Drow Racial)
Minor Action
Ranged 10....+6 vs. Reflex (WIS-based)
Hit: Until the end of my next turn, all attacks against the target have combat advantage, and the target cannot benefit from concealment or invisibility.
Special: I can only use Cloud of Darkness or Darkfire.

Daily Attack Powers:
Hunter’s Bear Trap
Weapon....+7 vs. AC(shortsword) or +10 vs. AC(longbow)
Hit: 2d6+2(shortsword) or 2d10+7(longbow) damage, and the target is slowed, takes ongoing 5 damage (save ends both).
[crit: 14 or 2d12+27]
Miss: Half damage, no ongoing damage, and the target is slowed until the end of my next turn.

Splintering Shot
Weapon....+7 vs. AC(shortsword) or +10 vs. AC(longbow)
Hit: 3d6+2(shortsword) or 3d10+7(longbow) damage, and the target takes a -2 penalty to attack rolls until the end of the encounter.
[crit: 14 or 2d12+37]
Miss: Half damage, and the target takes a -1 penalty to attack rolls until the end of the encounter.

Utility Powers:
Hunters Quarry (Ranger Feature, Lethal Hunter)
Minor Action
Effect: Dedicate the nearest enemy as my quarry. On hit, deal +1d8 damage to my quarry. (max 1/round)

Cloud of Darkness (Drow Racial)
Minor Action
Close Burst 1
Effect: Create a cloud of darkness until the end of my next turn. It blocks Line of Sight for any creature except me. (Any other creature within the cloud is blinded)
Special: I can only use Cloud of Darkness or Darkfire.

Unbalancing Parry (Ranger 2)
Immediate Reaction...An enemy missed me with a melee attack
Effect: Slide the enemy into a square adjacent to me and I have Combat Advantage against it until the end of my next turn.

Inspiring Word (Student of Battle)
Minor action....Close Burst 5
Target: I or one ally in burst
Effect: The target can spend a healing surge and gains an additional 1d6 HP.

Item Powers:
none yet

Ability Scores
Ability....Check......... Ability....Check
Scores....Modifier....... Scores....Modifier
STR 14.....+4............ CON 13.....+3
DEX 19.....+6............ INT 08.....+1
WIS 15.....+4............ CHA 12.....+3

[Starting Str 14(5), Con 13(3), Dex 16(9), Wis 14(5)]
[Racial: Dex+2 to 18, Cha+2 to 12]
[Lvl: Dex+1(4) Wis+1(4)]


Skills
Acrobatics..(T)..+11
Arcana...........+1
Athletics........+5^
Bluff............+3
Diplomacy........+3
Dungeoneering....+4
Endurance..(T)...+8
Heal.............+4
History..........+1
Insight..........+3
Intimidate.(T)...+10°
Nature....(T)....+9
Perception..(T)..+9
Religion.........+1
Stealth....(T)...+14°^
Streetwise.......+3
Thievery.........+6
° .. Including +2 Racial Bonus
^ .. Including +1 Item Bonus

Feats
ToughnessRanger Bonus (+5 HP/tier)
Weapon Focus(Bows)Level 1 (+1 to damage rolls)
Lethal HunterLevel 2 (quarry deals d8)
Student of BattleLevel 4 (gain Intimidate Training, Inspiring word 1/day)

Class Features
Two-Blade Fighting Style (Gain Toughness, Wield 1H-Weapon in Offhand)
Prime Shot (+1 to hit if closest to opponent)
Hunter's Quarry (see powers)

Racial Features
Darkvision
Lolthtouched (1/encounter use Cloud of Darkness or Darkfire)

Equipment:
2*30 Arrows [2*1 gp][2*3 lb]
2*Short Sword [2*10 gp][2*2 lb]
Adventurers Kit [15 gp][33 lb]
---
Amulet of Protection +1 [360 gp]
Sylvan Hide Armor +1 [680 gp][25 lb]
--
Vicious Longbow +2 [2600 gp][3 lb]


Total: 3677/4750 gp, 71/140 lb
Brizza Hun'ett
Brizza Hun'ett
Female Drow Third Grade (Rogue)
Hit Points....46......Bloodied....23
Healing Surge.11......Surges/day..8
Initiative....+8......Speed.......6

AC....Fort....Ref.....Will
18.....15......19......16
[+4 AC against OAs]
[HP: 12(starting)+14(con)+4*5(lvl)]
[Speed: 6(base)] [Surges: 6(rogue)+2(con)]
[AC: 10(base)+2(lvl)+4(dex)+2(armor)]
[Fo: 10(base)+2(lvl)+2(con)+1(enh)]
[Re: 10(base)+2(lvl)+2(class)+4(dex)+1(enh)]
[Wi: 10(base)+2(lvl)+3(cha)+1(enh)]


Attack Workspace:
Melee Basic... Dagger +8, 1d4+2 [crit: 2d12+6]
Ranged Basic.. Dagger +12, 1d4+6 (Range 5/10) [crit: 2d12+10]
Ranged Basic.. Handcrossbow +9, 1d6+5 (Range 10/20) [crit: 1d12+11]
[M/ Vicious Dagger: +2 Level, +1 Rogue, +2 Enh, +3 Prof]
[R/ Vicious Dagger: +2 Level, +1 Rogue, +4 Dex, +2 Enh, +3 Prof]
[Handcrossbow: +2 Level, +4 Dex, +1 Enh, +2 Prof]

[+1 to-hit if attacking with light blade and CA]

At-Will Attack Powers:
Sly Flourish (Rogue 1)
Weapon....+12 vs. AC(dagger) or +9 vs. AC(handcrossbow)
Hit: 1d4+9(dagger) or 1d6+8(handcrossbow)
[crit: 2d12+13, or 1d12+14]

Piercing Strike (Rogue 1)
Melee Weapon....+12 vs. Reflex(dagger)
Hit: 1d4+6 damage
[crit: 2d12+10]

Encounter Attack Powers:
King's Castle (Rogue 1)
Weapon....+12 vs. Reflex(dagger) or +9 vs. Reflex(handcrossbow)
Hit: 2d4+6(dagger) or 2d6+5(handcrossbow)
[crit: 2d12+14 or 1d12+17]
Effect: Switch places with a willing adjacent ally

Trickster's Blade (Rogue 3)
Weapon....+12 vs. AC(dagger) or +9 vs. AC(handcrossbow)
Hit: 2d4+6(dagger) or 2d6+5(handcrossbow), and I gain +4 to AC until the start of my next turn
[crit: 2d12+14 or 1d12+17]

Eyebite (Pact Initiate)
Ranged 10....+5 vs. Will
Hit: 1d6+4 psychic damage, and I am invisible to the target until the start of my next turn
[crit: 10]

Darkfire (Drow Racial)
Minor Action
Ranged 10....+8 vs. Reflex (CHA-based)
Hit: Until the end of my next turn, all attacks against the target have combat advantage, and the target cannot benefit from concealment or invisibility.
Special: I can only use Cloud of Darkness or Darkfire.

Daily Attack Powers:
Blinding Barrage (Rogue 1)
Close Blast 3....+12 vs. AC(dagger) or +9 vs. AC(handcrossbow)
Hit: 2d4+6(dagger) or 2d6+5(handcrossbow) and the target is blinded until the end of my next turn.
[crit: 2d12+14 or 1d12+17]
Miss: Half damage, and the target is not blinded.

Walking Wounded (Rogue 5)
Weapon....+12 vs. Fort(dagger) or +9 vs. Fort(handcrossbow)
Hit: 2d4+6(dagger) or 2d6+5(handcrossbow) and the target is knocked prone. Until the end of the encounter, whenever my target moves more than half its speed, it falls prone at the end of its movement.
[crit: 2d12+14 or 1d12+17]
Miss: Half damage, and the target is not knocked prone.

Utility Powers:
Sneak Attack (Rogue Feature)
No Action
Effect: When I have combat advantage against an enemy, deal +2d6 damage on a hit. (light blade, crossbow or sling, decide after damage is rolled to apply Sneak, 1/round)

Cloud of Darkness (Drow Racial)
Minor Action
Close Burst 1
Effect: Create a cloud of darkness until the end of my next turn. It blocks Line of Sight for any creature except me. (Any other creature within the cloud is blinded)
Special: I can only use Cloud of Darkness or Darkfire.

Fleeting Ghost (Rogue 2)
Move Action
Effect: I can move my speed and make a Stealth check. I do not suffer the usual penalty from movement on this check.

Item Powers:
Duelist's Dagger
Minor Action
Effect: I have CA against the next creature I attack with this weapon on this turn.
[duelists daggers attack bonus is not listed with the powers]

Ability Scores
Ability....Check......... Ability....Check
Scores....Modifier....... Scores....Modifier
STR 10.....+2............ CON 14.....+4
DEX 19.....+6............ INT 10.....+2
WIS 09.....+1............ CHA 18.....+6

[Starting Con 14 (5), Dex 16(9), Wis 9(1), Cha 15(7)]
[Racial: Dex+2 to 18, Cha+2 to 17]
[Lvl: Dex+1(4) Cha+1(4)]


Skills
Acrobatics..(T)..+11
Arcana...........+2
Athletics........+2
Bluff....(T).....+9
Diplomacy........+4
Dungeoneering....+1
Endurance........+4
Heal.............+1
History..........+2
Insight..........+1
Intimidate.(T)...+12°
Nature...........+1
Perception..(T)..+6
Religion.........+2
Stealth....(T)...+13°
Streetwise..(T)..+10
Thievery.........+6
° .. Including +2 Racial Bonus

Feats
Pact InitiateLevel 1 (Intimidate Training, gain Eyebite)
Quick DrawLevel 2 (+2 Ini, Draw weapon as part of attack action)
Nimble BladeLevel 4 (+1 to-hit if attacking with light blade and CA)

Class Features
Artful Dodger (+4 AC against OAs)
Sneak Attack
Rogue Weapon Talent (Dagger +1 to-hit, increase damage for Shuriken)
First Strike (Have CA against opponents who have not yet acted)

Racial Features
Darkvision
Lolthtouched (1/encounter use Cloud of Darkness or Darkfire)

Equipment:
2*20 Bolts [2*1 gp][2*2 lb]
Silk Rope [10 gp][5 lb]
Thieves' Tools [20 gp][1 lb]
---
Vicious Handcrossbow +1 [520 gp][2 lb]
Amulet of Protection +1 [360 gp]
---
Magic Leather armor +1 [360 gp][15 lb]
Vicious Dagger +2 [2600 gp][1 lb]

Total: 3872/4750 gp, 38/100 lb

Retraining
Masoj
Level 2: Sneak of Shadows => Weapon Focus (Bow)
Level 3: Evasive Strike => Two-Fanged Strike

Brizza
Level 2: Trick Strike => Blinding Barrage
Level 3: Dazing Strike => King's Castle
Fight Summary
Current Fight Cycle:
Fight 1
Fight 2
Fight 3


Results
[post=18269265]Win[/post] vs. Sons of the Hunt(post_ironic) [First Strike, First Kill. Over in 2 rounds.]
[post=18335823]Win[/post] vs. Power and Endurance(lonewolf) [This took much longer than expected.]
[post=18374865]Win[/post] vs. The Duelettes(Salrantol) [Good Fight, Dead Opponents.]
[post=18441786]Win[/post] vs. The The Reapers(Rauul) [Excellent Fight - I was really scared.]
---
[post=18487597]Win[/post] vs. Sons of the Hunt(post_ironic) [First Strike, First Kill. Again. Poor Mephodyn.]
[post=18584425]Loss[/post] vs. Eagle Eye Twins(lonewolf) [Well. next time we should just flip some coins to decide who wins...]
[post=18661680]Win[/post] vs. The Duelettes(Salrantol) [Better Fight, Still dead Opponents.]
[post=18873487]Loss[/post] vs. Sons of the Hunt(post_ironic) see the [post=18880591]full comment[/post]
---

Total: 6 wins, 2 losses = 14 victory points
Here be dragons: IMAGE(http://tinyurl.com/cydyvkj/.gif)IMAGE(http://tinyurl.com/c54g6ac/.gif)IMAGE(http://tinyurl.com/csw6fhj/.gif)IMAGE(http://tinyurl.com/cbxbgmp/.gif)IMAGE(http://tinyurl.com/cz7v5bd/.gif)IMAGE(http://tinyurl.com/ccg9eld/.gif)IMAGE(http://tinyurl.com/c8szhnn/.gif)IMAGE(http://tinyurl.com/cp68b5u/.gif)
56767308 wrote:
Sadly, I don't think this has anything to do with wanting Next to be a great game. It has to do with wanting Next to determine who won the Edition War. [...] For those of us who just want D&D Next to be a good game, this is getting to be a real drag.
57870548 wrote:
I think I figured it out. This program is a character builder, not a character builder. It teaches patience, empathy, and tolerance. All most excellent character traits.
Ready for ????, 2009 [Fight 4]

The Duelettes

Vratta
Vratta
Female Bugbear Fighter 5
Hit Points: 53 [15 Class + 14 Con + (6 Level x 4)] Bloodied: 26
Healing Surge: 13 Surges/day: 115 [9 Class +2 Con]
Initiative: +7 [+2 Level +3 Dex, +2 Chirakka] Speed: 5 [6 Race -1 Armor][+2 run or charge]
Action Points: 1 Daily Magic Item Uses: 1

AC: 22 [10 +2 Level +7 Armor +1 Enh +2 Shield]
Fort: 19 [10 +2 Level +4 Str +1 Enh +2 Fighter]
Ref: 18 [10 +2 Level +3 Dex +1 Enh +2 Shield]
Will: 15 [10 +2 Level +2 Wis +1 Enh]

Attacks:
Melee Basic: Large Rapier + 12 (1d10+8) [+2 Level +4 Str +3 Prof +1 Fighter +2 Enh][+4 Str +2 Enh +2 Item][Critical Hit: 2d6+18]
Ranged Basic: Large Javelin + 9 (1d8+4) 10/20 [+2 Level +4 Str +2 Prof +1 Fighter]

At-Will Powers:
Tide of Iron
Fighter Attack 1
Standard Action Melee Weapon
Target: One creature +12 vs. AC
Hit: 1d10+6 damage. Push Large or smaller target 1. Vratta may shift into target's original square.
[Critical Hit: 2d6+16]

Reaping Strike
Fighter Attack 1
Standard Action Melee Weapon
Target: One creature +12 vs. AC
Hit: 1d10+6 damage.
Miss: 2 damage.
[Critical Hit: 2d6+16]

Encounter Powers:
Steel Serpent Strike
Fighter Attack 1
Standard Action Melee Weapon
Target: One creature +12 vs. AC
Hit: 2d10+6 damage. Target is slowed and cannot shift until the end of Vratta's next turn.
[Critical Hit: 2d6+26]

Rain of Blows
Fighter Attack 3
Standard Action Melee Weapon
Primary Target: One creature +12/+12 vs. AC
Hit: 1d10+2 damage.
Effect: Make a secondary attack against either foe:
- Melee Weapon +12 vs. AC for 1d10+2 damage.
[Critical Hit: 2d6+12]

Predatory Eye
Bugbear Racial Power
Minor Action Personal
Effect: +1d6 damage on next attack with combat advantage before end of Vratta's next turn.

Daily Powers:
Comeback Strike [Used]
Fighter Attack 1
Standard Action Melee Weapon
Target: One creature +12 vs. AC [Reliable]
Hit: 2d10+6 damage. Vratta spends a healing surge.
[Critical Hit: 2d6+26]

Rain of Steel [Used]
Fighter Attack 5
Minor Action Personal [Stance]
Effect: Unless Vratta is unable to make opportunity attacks, when a foe starts its turn adjacent to her, it takes 1d10+2 damage.

Boundless Endurance
Fighter Utility 2
Minor Action Personal [Stance]
Effect: Vratta gains regeneration 3 while bloodied.

Item Powers:
Acrobat Boots
Minor Action
Effect: Stand up from prone.

Dwarven Scale [Used]
Free Action
Effect: Vratta regains 13 HP.

Ability Scores
STR 19 (+4) [9 pts] [16 Base +2 Bugbear +1 Level]
CON 14 (+2) [3 pts] [13 Base +1 Level]
DEX 16 (+3) [5 pts] [14 Base +2 Bugbear]
INT 10 (+0) [0 pts] [10 Base]
WIS 14 (+2) [5 pts] [14 Base]
CHA 8 (-1) [0 pts] [8 Base]

Feats
Warrior of the Wild [Perception] [Level 1]
Fast Runner [Level 2]
Weapon Proficiency [Rapier] [Level 4]

Class Features
Combat Challenge (mark attacked target; make melee basic attack against adjacent marked enemy who shifts or makes attack not targetting Vratta)
Combat Superiority (+2 on opportunity attacks; stops movement if movement provoked OA)
Hunter's Quarry +1d6 1/encounter

Racial Features
Oversized (can use Large weapons as though they were Medium)
Low-light vision

Skills
Acrobatics: +3 [+2 Level +3 Dex -2 Shield]
Arcana: +2 [+2 Level +0 Int]
Athletics: +9 [+2 Level +4 Str +5 Trained -2 Shield]
Bluff: +1 [+2 Level -1 Cha]
Diplomacy: +1 [+2 Level -1 Cha]
Dungeoneering: +4 [+2 Level +2 Wis]
Endurance: +7 [+2 Level +2 Con +5 Trained -2 Shield]
Heal: +4 [+2 Level +2 Wis]
History: +2 [+2 Level +0 Int]
Insight: +4 [+2 Level +2 Wis]
Intimidate: +8 [+2 Level -1 Cha +5 Trained +2 Bugbear]
Nature: +4 [+2 Level +2 Wis]
Perception: +9 [+2 Level +2 Wis +5 Trained]
Religion: +2 [+2 Level +0 Int]
Stealth: +5 [+2 Level +3 Dex +2 Racial -2 Shield]
Streetwise: +1 [+2 Level -1 Cha]
Thievery: +3 [+2 Level +3 Dex -2 Shield]

Languages: Common, Goblin

Equipment:
Large magic rapier +2 [1800 gp][2 lb]
dwarven scale armor +1 [520 gp][45 lb]
magic scale armor +1 [360 gp][45 lb]
Large magic longsword +1 [360 gp][4 lb]
heavy shield [10 gp][15 lb]
4 Large javelins [20 gp][8 lb]
bracers of mighty striking [520 gp]
acrobat boots [520 gp]
amulet of protection +1 [360 gp]

Total: 4470/4750 gp, 117/180 lb
Retraining
Level 2: Warrior of the Wild [Stealth] -> Warrior of the Wild [Perception]
Level 4: Unstoppable -> Boundless Endurance
Level 5: Cleave -> Tide of Iron
Chirakka
Chirakka
Female Dragonborn Warlord 5
Hit Points: 44 [12 Class + 12 Con + (5 Level x 4)] Bloodied: 22
Healing Surge: 12 [11 HP +1 Dragonborn] Surges/day: 86 [7 Class +1 Con]
Initiative: +4 [+2 Level +0 Dex +2 Warlord] Speed: 6 [6 Dragonborn]
Action Points: 1 Daily Magic Item Uses: 2

AC: 19 [10 +2 Level +3 Int +3 Armor +1 Shield] [+2 vs. first attack]
Fort: 17 [10 +2 Level +4 Str +1 Warlord]
Ref: 16 [10 +2 Level +3 Int +1 Shield]
Will: 15 [10 +2 Level +2 Cha +1 Warlord]

Attacks:
Melee Basic: Halberd + 10 (1d10+7) [Reach] [+2 Level +4 Str +2 Prof +2 Enh][+4 Str +2 Enh +1 Feat][Critical Hit: 2d6+17]
Ranged Basic: Javelin + 9 (1d6+5) 10/20 [+2 Level +4 Str +2 Prof +1 Enh][+4 Str +1 Enh][Critical Hit: 1d6+11]

At-Will Powers:
Commander's Strike
Warlord Attack 1
Standard Action Melee Weapon
Target: One creature
Attack: Vratta makes a melee basic attack against the target with +3 damage.

Wolf Pack Tactics
Warlord Attack 1
Standard Action Melee Weapon
Target: One creature +10 vs. AC
Hit: 1d10+7 damage.
Special: Vratta, if adjacent to Chirakka or the target, shifts 1 square before the attack.
[Critical Hit: 2d6+17]

Encounter Powers:
Hammer and Anvil
Warlord Attack 1
Standard Action Melee Weapon
Target: One creature +10 vs. Reflex
Hit: 1d10+7 damage. Vratta, if adjacent to the target, makes a melee basic attack against the target with +2 damage.
[Critical Hit: 2d6+17]

Dragon Breath
Dragonborn Racial Power
Minor Action Close Blast 3
Targets: All creatures in blast +8 vs. Reflex
Hit: 1d6+1 lightning damage.
[Critical Hit: 7]

Warlord's Favor
Warlord Attack 1
Standard Action Melee Weapon
Target: One creature +10 vs. AC
Hit: 2d10+7 damage. Vratta, if within 5, gains +4 power to hit the target until the end of Chirakka's next turn.
[Critical Hit: 2d6+27]

Knight's Move
Warlord Utility 2
Move Action Ranged 10
Target: Vratta
Effect: Vratta takes a move action.

Inspiring Word
Warlord Feature
Minor Action Close Burst 5
Target: Chirakka, or Vratta, if in burst
Effect: The target can spend a healing surge +1d6.
Special: Chirakka can use this power twice per encounter, but only once per round.

Daily Powers:
Lead the Attack [Used]
Warlord Attack 1
Standard Action Melee Weapon
Target: One creature +10 vs. AC
Hit: 3d10+7 damage. Until EOE, Chirakka, and Vratta if within 5, get a +4 power bonus to attacks against the target.
Miss: Until EOE, Chirakka, and Vratta if within 5, get a +1 power bonus to attacks against the target.
[Critical Hit: 2d6+37]

Stand the Fallen: [Used]
Warlord Attack 5
Standard Action Melee Weapon
Target: One creature +10 vs. AC
Hit: 3d10+7 damage.
Effect: Vratta, if within 10, can spend a healing surge +2.
[Critical Hit: 2d6+37]

Item Powers:
Acrobat Boots
Minor Action
Effect: Stand up from prone.

Ability Scores
STR 19 (+4) [9 pts] [16 Base +2 Dragonborn +1 Level]
CON 12 (+1) [2 pts] [12 Base]
DEX 10 (+0) [0 pts] [10 Base]
INT 17 (+3) [9 pts] [16 Base +1 Level]
WIS 8 (-1) [0 pts] [8 Base]
CHA 14 (+2) [2 pts] [12 Base +2 Dragonborn]

Feats
Warrior of the Wild [Perception] [Level 1]
Weapon Focus [axe] [Level 2]
Tactical Assault [Level 4]

Class Features
Combat Leader
Tactical Presence (When Vratta uses an action point for an extra attack, she gets a +1 bonus on the attack and +3 to damage.)
Hunter's Quarry +1d6, 1/encounter

Racial Features
Dragonborn Fury (+1 to attacks when bloodied)

Skills
Acrobatics: +1 [+2 Level +0 Dex -1 Armor]
Arcana: +5 [+2 Level +3 Int]
Athletics: +10 [+2 Level +4 Str +5 Trained -1 Armor]
Bluff: +4 [+2 Level +2 Cha]
Diplomacy: +9 [+2 Level +2 Cha +5 Trained]
Dungeoneering: +1 [+2 Level -1 Wis]
Endurance: +7 [+2 Level +1 Con +5 Trained -1 Armor]
Heal: +1 [+2 Level -1 Wis]
History: +7 [+2 Level +3 Int +2 Dragonborn]
Insight: +1 [+2 Level -1 Wis]
Intimidate: +11 [+2 Level +2 Cha +5 Trained +2 Dragonborn]
Nature: +1 [+2 Level -1 Wis]
Perception: +6 [+2 Level -1 Wis +5 Trained]
Religion: +5 [+2 Level +3 Int]
Stealth: +1 [+2 Level +0 Dex -1 Armor]
Streetwise: +4 [+2 Level +2 Cha]
Thievery: +1 [+2 Level +0 Dex -1 Armor]

Languages: Common, Draconic

Equipment:
darkleaf hide armor +1 [840 gp][25 lb]
magic hide armor +1 [360 gp][25 lb]
magic halberd +2 [1800 gp][12 lb]
magic halberd +1 [360 gp][12 lb]
magic javelin +1 [360 gp][2 lb]
amulet of protection +1 [360 gp]
acrobat boots [520 gp]

Total: 4600/4750 gp, 76/180 lb
Fight Summary
Current Fight Cycle:
Fight 1
Vratta used an action point comeback strike and 3 healing surges.
Chirakka used Lead the attack
Fight 2
Vratta used 2 healing surges and her Dwarven Armor.
Chirakka used an action point.
Fight 3
Vratta used rain of steel, and 1 healing surges. Chirraka used stand the fallen and 2 healing surges.
[u]Results[/u]<br /> 01: [post=18334068]Win[/post] vs. Swift Hammer (TelinArtho)<br /> 02: [post=18374865]Loss[/post] vs. Drow Hunting Party (whitebaron)<br /> 03: [post=18493828]Loss[/post] vs. Protectors of Mithos (Dr. Funk)<br /> 04: [post=18559995]Win[/post] vs. The Outcasts (Sjiggie)<br /> --<br /> 05: [post=18611981]Loss[/post] vs. Sons of the Hunt (post_ironic)<br /> 06: [post=18661680]Loss[/post] vs. Drow Hunting Party (whitebaron)<br /> 07: [post=18715370]Win[/post] vs. Power and Endurance (lonewolf)<br /> 08: [post=18749722]Loss[/post] vs. Eternal Glory (whitebaron)<br /> --<br /> 09: [post=18819200]Loss[/post] vs. Spring Twins (Douglas Zuver)<br /> 10: [post=18964117]Loss[/post] vs. Eagle Eye Twins (lonewolf)<br /> 11: [post=19120590]Loss[/post] vs. Power and Endurance (lonewolf)<br /> Total: 3 wins, 8 losses = 14 victory points

Ready for August 6 [Fight 1]

Paladins of Bane

Masuugh Isol
Masuugh Isol
Male Orc Paladin
Hit Points....31......Bloodied....15
Healing Surge.7......Surges/day..13
Initiative....+1......Speed.......5

AC....Fort....Ref.....Will
20.....14......14......14

Attacks:
Melee Basic...+6(Longsword).....Damage: 1d8+3
(+? level, +3 Str, +3 prof, +? enh)
Ranged Basic..+6(Hammer).....Damage: 1d6+3...Range 5/10
(+? level, +3 Str, +3 prof, +? enh)

At-Will Powers:
Divine Challenge
Paladin Feature
Minor action, 1 creaure in close burst 5
Effect: Marks target. If target makes an attack whose target doesn't include ~, it takes 3 radiant damage.

Lay on Hands
Paladin Feature
Minor Action, 1 creature in touch range
Effect: ~ spends a healing surge but target regains health as though he had spent it

Holy Strike
Paladin Attack Level 1
Melee....+6 vs. AC
Hit: 1d8+3 radiant damage and if target was marked by ~, it takes 3 additional damage

Valiant Strike
Paladin Attack Level 1
Melee....+6+1 per enemy adjacent to ~ vs. AC
Hit: 1d8+3 damage

Encounter Powers:
Warrior's Surge
Racial Attack
Melee...+6 vs AC
Hit: 1d8+3, ~ may spend a healing surge

Channel Divinity: Divine Mettle
Paladin Feature, Minor Action
One target in Close burst 10
Effect: Target makes a savings throw
Special: ~ may use only 1 Channel Divinity power during an encounter

Channel Divinity: Divine Strength
Paladin Feature, Minor Action
Personal
Effect: ~ adds 3 damage to his next successful attack this turn
Special: ~ may use only 1 Channel Divinity power during an encounter

Radiant Smite
Paladin Attack Level 1
Melee...+6 vs AC
Hit: 2d8+6 radiant damage

Daily Powers:
Paladin's Judgement
Paladin Attack Level 1
Melee....+6 vs. AC
Hit: 3d8+3 damage
Effect: One ally within 5 squares can spend a healing surge

Item Powers:

Ability Scores
STR 16 (+3) [?? pts] [14 base, +2 racial]
CON 16 (+3) [?? pts] [14 base, +2 racial]
DEX 13 (+1) [?? pts] [13 base]
INT 8 (-1) [?? pts] [8 base]
WIS 16 (+3) [?? pts] [16 base]
CHA 10 (0) [?? pts] [10 base]

Feats
Warrior of the Wild

Class Features
Channel Divinity: Divine Strength, Divine Mettle
Divine Challenge
Lay on Hands 3/day
Hunter's Quarry 1/encounter

Racial Features
Low light Vision
When ~ charges, he adds 2 to his speed
Warrior's Surge

Skills
Acrobatics.......-1
Arcana...........-1
Athletics........+1
Bluff............+0
Diplomacy........+0
Dungeoneering....+3
Endurance........+6(Trained)
Heal.............+3
History..........-1
Insight..........+8(Trained)
Intimidate.......+5(Trained)
Nature...........+3
Perception.......+8(Trained)
Religion.........+4(Trained)
Stealth..........-1
Streetwise.......+0
Thievery.........-2

Equipment:
Plate armor [50 gp][50 lb]
Heavy Shield [10 gp] [15 lb]
Longsword [15 gp][4 lb]
5 Throwing Hammers [25 gp][10 lbs]

Total: 100/100 gp, 79/160 lb

Fen Night
Fen Night
Male Hobgoblin Warlock
Hit Points....30......Bloodied....15
Healing Surge.7......Surges/day..10
Initiative....+1......Speed.......6

AC....Fort....Ref.....Will
14.....14......13......14

Attacks:
Melee Basic...+3(Greatclub).....Damage: 2d4+1
(+? level, +1 Str, +2 prof, +? enh)
Ranged Basic..+4(Eldritch Blast)......Damage: 1d10+4...Range 10
(+? level, +4 Con, +? enh)

At-Will Powers:
Eldritch Blast
Warlock Attack
Ranged 10....+4 vs. Ref
Hit: 1d10+4 damage
Special: This counts as a ranged basic attack

Hellish Rebuke
Warlock Attack
Ranged 10....+4 vs. Ref
Hit: 1d6+4 fire damage and if ~ takes damage before the start of his next turn the target takes an additional 1d6+4 fire damage

Encounter Powers:
Hobgoblin Resilience
Racial Utility, Immediate Action
Trigger: ~ suffers an effect a save can end
Effect: ~ makes a saving throw against the effect

Vampiric Embrace
Warlock Attack Level 1
Ranged 5....+4 vs. Will
Hit: 2d8+4 necrotic damage and ~ gains 7 temporary hit points

Divine Challenge
Paladin Feature
Minor action, 1 creaure in close burst 5
Effect: Marks target. If target makes an attack whose target doesn't include ~, it takes 6 radiant damage.

Daily Powers:
Flames of Phlegethos
Warlock Attack Level 1
Ranged 10...+4 vs Ref
Hit: 310+4 fire damage
Effect: Ongoing 5 fire damage(save ends)

Item Powers:

Ability Scores
STR 13 (+1) [?? pts] [13 base]
CON 18 (+4) [?? pts] [16 base, +2 racial]
DEX 8 (-1) [?? pts] [8 base]
INT 14 (+2) [?? pts] [14 base]
WIS 10 (0) [?? pts] [10 base]
CHA 16 (+3) [?? pts] [14 base, +2 racial]

Feats
Student of the Faith

Class Features
Infernal Pact
Warlock's Curse - extra 1d6 damage to target on successful hit
Dark One's Blessing - ~ gains 1 temporary hp after defeating an enemy under his curse
Prime Shot - +1 attack to ranged attacks made while ~ is closer to target than any ally
Shadow Walk - Movement greater than 2 squares grants ~ concealment till the end of his next turn
Divine Challenge 1/encounter

Racial Features
Lowlight Vision
Battle Ready - +2 to initiative
Hobgoblin Resilience

Skills
Acrobatics.......-1
Arcana...........+2
Athletics........+3
Bluff............+3
Diplomacy........+3
Dungeoneering....+0
Endurance........+9(Trained)
Heal.............+0
History..........+9(Trained)
Insight..........+5(Trained)
Intimidate.......+3
Nature...........+0
Perception.......+0
Religion.........+7(Trained)
Stealth..........-1
Streetwise.......+8(Trained)
Thievery.........-1

Equipment:
Leather armor [25 gp][15 lb]
Greatclub [1 gp][10 lb]
??? miscellaneous [? gp][? lb]
??? magic item [? gp][? lb]

Total: 26/100 gp, 25/130 lb

Ready for August 13 [Fight 1]

Ymuckin It Up



Urantikkel Pin Slamminfools
Urantikkel Pin Slamminfools
Male Gnome Fighter
Hit Points....36......Bloodied....18
Healing Surge.9......Surges/day..12
Initiative....+1......Speed.......4

AC....Fort....Ref.....Will
19.....15......13......11

Attacks:
Melee Basic...+7(Short Sword).....Damage: 1d6+3
(+0 level, +3 Str, +3 prof, +1 Fighter)
Ranged Basic..+6(Throwing Hammer).....Damage: 1d6+3...Range 5/10
(+0 level, +3 Str, +2 prof, +1 Fighter)
Ranged Basic..+6(Javelin)......Damage: 1d6+3...Range 10/20
(+0 level, +3 Str, +2 prof, +1 Fighter)
Ranged Basic..+6(Throwing Axe).....Damage: 1d6+3...Range 5/10
(+0 level, +3 Str, +2 prof, +1 Fighter)
Ranged Basic..+5(Dagger).....Damage: 1d4+1...Range 5/10
(+0 level, +1 Str, +3 prof, +1 Fighter)

At-Will Powers:
Reaping Strike
Fighter Attack 1
Weapon..+7 vs. AC
Hit: 1d6+3 damage
Miss: Half Strength modifier damage.


Cleave
Fighter Attack 1
Weapon..+7 vs. AC
Hit: 1d6+3 damage and an enemy adjacent to me takes 3 points of damage

Encounter Powers:
Spinning Sweep
Fighter Attack 1
Weapon...+7vs. AC
(Optional: Action type....Target)
Hit: 1d6+3 damage and you knock the target prone

Fade Away
Gnome Racial Power
Encounter; Illusion
(Immediate Reaction:
Trigger: You take damage
Effect: You are invisible until you attack or until the end of your next turn.

Daily Powers:
Villain's Menace
Fighter Attack 1
Weapon +7 vs. AC
Hit: 2d6+3 damage and you gain a +2 power bonus to attack rolls and a +4 power bonus to damage rolls against the target until the end of the encounter
Miss: Gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls against the target until the end of the encounter.


Ability Scores
STR 16 (+3) [9 pts] [16 base]
CON 16 (+3) [9 pts] [16 base]
DEX 12 (+1) [2 pts] [12 base]
INT 10 (0) [0 pts] [8 base, +2 racial]
WIS 12 (+1) [2 pts] [12 base]
CHA 12 (+1) [0 pts] [10 base, +2 racial]


Feats
Toughness (When you take this feat you gain five additional hit points)

Class Features
Combat Challenge
Combat Superiority
Fighter Weapon Talent(one-handed)

Racial Features
Reactive Stealth (If you have cover or concealment when you make an initiative check, you can make a stealth check to escape notice.)
Fade Away: You can use fade away as an encounter power.


Skills
Acrobatics.......-1
Arcana...........+2
Athletics........+6 (Trained)
Bluff............+1
Diplomacy........+1
Dungeoneering....+1
Endurance........+6 (Trained)
Heal.............+6 (Trained)
History..........0
Insight..........+1
Intimidate.......+1
Nature...........+1
Perception.......+1
Religion.........0
Stealth.......... +1
Streetwise.......+1
Thievery.........-1

Equipment:
Scale armor [45 gp][45 lb]
Heavy Shield [10 gp][15 lb]
Short Sword [10 gp][2 lb]
Javelin [5 gp][2 lb]
Throwing hammer [5gp][2 lb]
Dagger [1gp][1 lb]
Handaxe [5gp][3 lb]
Standard Adventurer's Kit [15 gp][33 lb]


Total: 96/100 gp, 85/160lb

Ymuckluck
Ymuckluck
Male Kobold Rogue
Hit Points....26......Bloodied....13
Healing Surge.6......Surges/day..8
Initiative....+4......Speed.......6

AC....Fort....Ref.....Will
16.....13......16.......11

Attacks:
Dagger +7(Dagger).....Damage: 1d4+3
(+0 level, +3 Str, +3 prof, +1 Rouge)
Ranged Basic..+8(Dagger).....Damage: 1d4+4...Range 5/10
(+0 level, +4Dex, +3 prof, +1 Rouge)

At-Will Powers:
Riposte Strike
Rouge Attack 1
Weapon +8 vs. AC
Hit: 1d4+4 damage. If the target attacks you before the start of your next turn, you make your riposte against the target as an immediate interrupt: A Strength vs. AC attack that deals 1[W] + Strength modifier damage.

Piercing Strike
Rouge Attack 1
Weapon +8 vs. Reflex
Hit: 1d4+4 damage.


Shifty
Kobold Racial Power
Minor Action
Effect: You shift 1 square.


Encounter Powers:
Torturous Strike
Rogue Attack 1
Weapon +8 vs. AC
Hit: 2d4+4 Dex + 3 Strength

Daily Powers:
Blinding Barrage
Rouge Attack 1
Close Blast 3 +8 vs. AC
Hit: 2d4+3 damage and the target is blinded until the end of your next turn.
Miss: Half damage and the target is not blinded.

Inspiring Word
Warlord Feature
Minor Action Close burst 5
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.

Ability Scores
STR 16 (+3) [9 pts] [16 base
CON 14 (+2) [2 pts] [12 base, +2 racial
DEX 18 (+4) [9 pts] [16 base, +2racial
INT 10 (0) [0 pts] [10 base
WIS 8 (-1) [0 pts] [8 base
CHA 12 (+1) [2 pts] [12 base


Feats
Student of Battle (You gain training in one skill from the warlord's class skill list.
Once per day, you can use the warlord's inspiring word power.

Class Features
First Strike
Brutal Scoundrel
Rouge Weapon Talent
Sneak Attack

Racial Features
+2 bonus against traps
Shifty: You can use shifty as an at-will power.
+2 Stealth, +2 Thievery

Skills
Acrobatics.......+9 (Trained)
Arcana...........0
Athletics........+3
Bluff............+6 (Trained)
Diplomacy........+1
Dungeoneering....-1
Endurance........+2
Heal.............+4 (Trained)
History..........0
Insight..........+4 (Trained)
Intimidate.......+1
Nature...........-1
Perception.......+4 (Trained)
Religion.........0
Stealth..........+11 (Trained)
Streetwise.......+1
Thievery.........+11 (Trained)

Equipment:
Leather armor [25 gp][15 lb]
Dagger X 25 [25 gp][25 lb]
Standard Adventurer's Kit [15 gp][33 lb]
Thieves' Tools [20 gp][1lb]

Total: 85/100 gp, 56/160 lb

Fight Summary
Current Fight Cycle:




Results
1: [post=???]Win/Loss[/post] vs. Opponent (Player)
Total: ?? wins, ?? losses = ?? victory points
oops.
Fuller

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Fuller<br /> Male Dragonborn Paladin<br /> Hit Points....27......Bloodied....13<br /> Healing Surge.6+1......Surges/day..11<br /> Initiative....+0......Speed.......5<br /> <br /> AC....Fort....Ref.....Will<br /> 20.....12......11......14<br /> <br /> Attacks:<br /> Melee Basic...+6(SCIMITAR).....Damage: 1d8+4<br /> (+0 level, +4 Str, +2 prof, +0 enh)<br /> Ranged Basic..+6(THROWING HAMMER).....Damage: 1d6+4...Range 5/10<br /> (+0 level, +4 STR, +2 prof, +0 enh)<br /> <br /> At-Will Powers:<br /> <br /> HOLY STRIKE<br /> <br /> VALIANT STRIKE<br /> <br /> Encounter Powers:<br /> <br /> RADIANT SMITE<br /> <br /> Daily Powers:<br /> <br /> PALADIN JUDGEMENT<br /> <br /> <br /> <br /> Ability Scores<br /> STR 18 (+4) [9 pts] [16 base, +2 racial, +0 advancement]<br /> CON 12 (+1) [2 pts] [12 base, +0 racial, +0 advancement]<br /> DEX 10 (+?) [0 pts] [10 base, +0 racial, +0 advancement]<br /> INT 10 (+0) [0 pts] [10 base, +0 racial, +0 advancement]<br /> WIS 16 (+3) [9 pts] [16 base, +0 racial, +0 advancement]<br /> CHA 10 (+0) [0 pts] [8 base, +2 racial, +0 advancement]<br /> <br /> <br /> Feats<br /> DRAGONBORN FRENZY(effect)<br /> <br /> Class Features<br /> Channel Divinity: Divine Strength, Divine Mettle<br /> Divine Challenge<br /> Lay on Hands 3/day<br /> <br /> Racial Features<br /> Dragonborn Fury (+1 to attacks when bloodied)<br /> <br /> Skills<br /> Acrobatics.......+? <br /> Arcana...........+?<br /> Athletics........+?<br /> Bluff............+?<br /> Diplomacy........+?<br /> Dungeoneering....+?<br /> Endurance........+? (Trained)<br /> Heal.............+? (Trained)<br /> History..........+?<br /> Insight..........+?<br /> Intimidate .....+? (Trained)<br /> Nature...........+?<br /> Perception.......+?<br /> Religion.........+? (Trained)<br /> Stealth..........+?<br /> Streetwise.......+?<br /> Thievery.........+?<br /> <br /> Equipment: <br /> PLATE armor [50 gp][50 lb]<br /> SCIMITAR melee weapon [10 gp][4 lb]<br /> THROWING HAMMERS x6 ranged weapon [30 gp][12 lb]<br /> HEAVY SHIELD [10 GP][15 LB]<br /> <br /> Total: 100/100 gp, 81/180 lb



Metalhead

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<br /> Metalhead<br /> Male Dwarf Fighter<br /> Hit Points....33......Bloodied....16<br /> Healing Surge...8....Surges/day..13<br /> Initiative....+0......Speed.......5<br /> <br /> AC....Fort....Ref.....Will<br /> 20.....16......11......12<br /> <br /> Attacks:<br /> Melee Basic...+6 (SCIMITAR).....Damage: 1d8+3<br /> (+0 level, +3 Str, +2 prof, +1 one-handed Talent, +0 enh)<br /> Ranged Basic..+6 (THROWING HAMMER).....Damage: 1d6+4...Range 5/10<br /> (+0 level, +3 STR, +2 prof, +1 one-handed Talent, +0 enh)<br /> <br /> <br /> At-Will Powers:<br /> <br /> Tide of Iron<br /> Reaping Strike<br /> <br /> Encounter Powers:<br /> <br /> Steel Seprent Strike<br /> <br /> Daily Powers:<br /> <br /> Comeback Strike<br /> <br /> <br /> Ability Scores<br /> STR 16(+3) [9 pts] [16 base, +0 racial, +0 advancement]<br /> CON 18 (+4) [9 pts] [16 base, +2 racial, +0 advancement]<br /> DEX 12 (+1) [2 pts] [12 base, +0 racial, +0 advancement]<br /> INT 8 (+0) [0 pts] [8 base, +0 racial, +0 advancement]<br /> WIS 14 (+2) [2 pts] [11 base, +2 racial, +0 advancement]<br /> CHA 10 (+0) [0 pts] [10 base, +0 racial, +0 advancement]<br /> <br /> <br /> Feats<br /> Armor Proficiency (Plate)<br /> <br /> Class Features<br /> Combat Challenge<br /> Combat Superiority<br /> Fighter Weapon Talent(one-handed)<br /> <br /> <br /> Racial Features<br /> +2 Con, +2 Wis<br /> Lowlight vision<br /> Languages: Common, Dwarven<br /> +2 Dungeoneering, +2 Endurance<br /> +5 racial bonus to saves vs poison<br /> use second wind as minor action<br /> reduce enemy push/pull/slides against you by 1 square<br /> <br /> <br /> Skills<br /> Acrobatics.......+? <br /> Arcana...........+?<br /> Athletics........+?<br /> Bluff............+?<br /> Diplomacy........+?<br /> Dungeoneering....+?<br /> Endurance........+? (Trained)<br /> Heal.............+? (Trained)<br /> History..........+?<br /> Insight..........+?<br /> Intimidate .....+? (Trained)<br /> Nature...........+?<br /> Perception.......+?<br /> Religion.........+?<br /> Stealth..........+?<br /> Streetwise.......+?<br /> Thievery.........+?<br /> <br /> Equipment: <br /> PLATE armor [50 gp][50 lb]<br /> SCIMITAR melee weapon [10 gp][4 lb]<br /> THROWING HAMMERS x6 ranged weapon [30 gp][12 lb]<br /> HEAVY SHIELD [10 GP][15 LB]<br /> <br /> Total: 100/100 gp, 81/160 lb

My RPG Campaigns

 

I joke that D&D Next is what happens when, A Christmas Carol-like, 3rd & 4th edition's ghosts travel back in time to an evening near the end of AD&D 2E's life, and say "this is what is coming" and so AD&D 2E heads off in a different direction. So, it's like alt-reality AD&D 3rd, maybe?Cam Banks

 

Ready for 4/2/09 [Fight 1]

Raven's Gaurds



Character Name 1
Azriel
Male Dragonborn Paladin
Hit Points....32......Bloodied....16
Healing Surge.9......Surges/day..11
Initiative....+3......Speed.......5

AC....Fort....Ref.....Will
20.....15......14......14

Attacks:
Melee Basic...+7(Longsword).....Damage: 1d8+4
(+0 level, +4 Str, +3 prof, +0 enh)
Ranged Basic..+6(Javelin).....Damage: 1d6+4...Range 10/20
(+0 level, +4 Str, +2 prof, +0 enh)
Ranged Basic..+?(power)......Damage: ?d?+?...Range ??
(+? level, +? Int/Cha, +? enh)

At-Will Powers:
Divine Challenge
Paladin @will Divine, Radiant
Close Burst 5
Minor Action.......Target- One creature in burst
Effect: You mark the target, and it remains until you use this power to mark another target, or if you fail to engage the target(Attack every round, or be adjacent to mark every round)
While target is marked, it takes a -2 penalty to attack rolls for any attack that doesn't include you as a target. Also, it takes radiant damage equal to 3+CHA(1) the first time it makes an attack that doesn't include you as a target before the start of your next turn.
Lay on Hands
Paladin @ will Special Level 1
Special: You can use this power 3 times per day, only once per round
Minor Action- Target- One creature Melee Touch
Effect: You spend a healing surge but regain no hit points. Instead the target regains hit points as if it had spend a healing surge. You must have at least one healing surge remaining to use this power.
Holy Strike
Paladin attack Level 1 (Divine, Radiant, Weapon)
Melee Weapon+7 vs. AC
Standard Action one creature
Hit: 1d8+4 Radiant damage and if you marked the target, you gain a bonus to the damage roll equal to your wisdom modifier(+3)
Valiant Strike
Paladin attack Level 1 (Divine, Weapon)
Melee Weapon +7 +1 per enemy adjacent to you vs. AC
Attack One creature
Hit: 1d8+4 damage


Encounter Powers:
Channel Divinity: Divine Mettle
Paladin Feature Divine
area....Close burst 10
Minor action. Target- 1 creature in burst
Effect: Target makes a saving throw with a bonus equal to your Cha modifier(+1)

Channel Divinity : Divine Strength
Paladin Feature Divine
Minor Action Personal
Effect: Apply your Str(4) modifier as extra damage on your next attack this turn
Radiant Smite
Paladin attack, Level 1 Divine, Radiant, Weapon
Melee Weapon....+7 vs. AC
Standar Action Target- One Creature
Hit: 2d8+Str(4)+Wis(3) radiant damage
Dragon Breath
Dragonborn racial Type attack
Close blast 3....+STR(4)+2 vs. Reflex
Minor Action- Targets- All creatures in area
Hit: 1d6+1 damage
Special- STR based attack, COLD type.

Daily Powers:
Paladin's Judgement
Paladin attack Level 1 Divine, Healing, Weapon
Melee Weapon +7 vs. AC
Standard Action Target- One Creature
Hit: 3d8+Str(4), One ally within 5 squares of you can spend a healing surge.
Miss: One ally within 5 squares of you can spend a healing surge.

Item Powers:
Name of item
Weapon, range, or area....+? vs. Defense
(Optional: Action type....Target)
Hit: ?d?+? damage and ???
Miss: ???
Effect: ???


Ability Scores
STR 18 (+4) [9 pts] [16 base, +2 racial, +? advancement]
CON 12 (+1) [2 pts] [12 base, +? racial, +? advancement]
DEX 12 (+1) [2 pts] [?? base, +? racial, +? advancement]
INT 8 (-1) [0 pts] [?? base, +? racial, +? advancement]
WIS 16 (+3) [9 pts] [16 base, +? racial, +? advancement]
CHA 12 (+1) [0 pts] [10 base, +2 racial, +? advancement]


Feats
Toughness (+5 HP per tier)

Class Features
Channel Divinity: Divine Strength, Divine Mettle
Divine Challenge
Lay on Hands 3/day
Racial Features
Dragonbreath (attack as an encounter power)
Dragonborn Fury(+1 attack when bloodied)
Draconic Heritage(+con mod(+1) to surges)
Skills
Acrobatics.......-3
Arcana...........-1
Athletics........+0
Bluff............+1
Diplomacy........+1
Dungeoneering....+3
Endurance........-3
Heal.............+8(Trained)
History..........+1(racial)
Insight..........+8(Trained)
Intimidate.......+8(Trained, racial)
Nature...........+3
Perception.......+3
Religion.........+4(trained)
Stealth..........-3
Streetwise.......+1
Thievery.........-3

Equipment:
Plate armor [50 gp][50 lb]
Longsword [15 gp][4 lb]
Javelin x5 [25 gp][10 lb]
Heavy Shield [10 gp][15 lb]


Total: 100/100 gp, 79/180 lb

Character Name 2
Loki
Male Dragonborn Warlord
Hit Points....31......Bloodied....15
Healing Surge.9......Surges/day..9
Initiative....3.......Speed.......5

AC....Fort....Ref.....Will
17.....15......11......14

Attacks:
Melee Basic...+7(Longsword).....Damage: 1d8+4
(+? level, +? Str, +4 prof, +3 enh)
Ranged Basic..+6(Javelin).....Damage: 1d6+4...Range 10/20
(+? level, +4 Str, +2 prof, +? enh)
Ranged Basic..+?(power)......Damage: ?d?+?...Range ??
(+? level, +? Int/Cha, +? enh)

At-Will Powers:
Furious Smash
Warlord attack Level 1 Martial Weapon
Melee Weapon...+7 vs. Fort
Standard Action- One target
Hit: Damage equal to Str modifier(4), and then choose one ally adjacent to either you or the target. This ally applies your Cha(3) modifier as a power bonus to the attack roll and the damage roll on his or her next attack against the target. If the ally does not attack the target by the end of his or her next turn, the bonus is lost.
Wolf Pack Tactics
Warlord attack Level 1 Martial, Weapon
Melee Weapon...+7 vs. AC
Standard Action Target- One creature
Special: Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action.
Hit: 1d8+4

Encounter Powers:
Hammer and Anvil
Warlord Attack Level 1 Martial, Weapon
Melee Weapon....+7 vs. Ref
Standard Action Target- One creature
Hit: 1d8+4 damage. One ally adjacent to the target makes a melee basic attack against it as a free action. The ally adds your Cha(3) modifier to the damage

Inspiring Word
Warlord Feature Martial, Healing
Special: You can use this power twice per encounter, but only once per round
Close burst 5
Minor action Target- You or one ally in burst
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.

Dragon Breath
Racial attack
Close burst 3....+Str mod(4)+2 vs. Ref
Minor Action- Targets- All creatures in area
Hit: 1d6+2 damage
Special: Str based attack. COLD type.

Daily Powers:
Bastion of Defense
Warlord Attack Level 1 Martial Weapon
Melee Weapon....+7 vs. AC
Standard Action Target- One creature
Hit: 3d8+4 damage. Allies within 5 squares of you gain a +1 power bonus to all defenses until the end of the encounter
Effect: Allies within 5 squares of you gain temporary hit points equal to 5+ your Cha(3) modifier

Item Powers:
Name of item
Weapon, range, or area....+? vs. Defense
(Optional: Action type....Target)
Hit: ?d?+? damage and ???
Miss: ???
Effect: ???


Ability Scores
STR 18 (+4) [9 pts] [16 base, +2 racial, +? advancement]
CON 14 (+2) [5 pts] [14 base, +? racial, +? advancement]
DEX 10 (+0) [0 pts] [10 base, +? racial, +? advancement]
INT 8 (-1) [0 pts] [8 base, +? racial, +? advancement]
WIS 13 (+1) [3 pts] [13 base, +? racial, +? advancement]
CHA 16 (+3) [5 pts] [14 base, +2 racial, +? advancement]


Feats
Toughness (+5 HP per tier)

Class Features
Combat Leader(You and allies within 10 who can hear you and see you get +2 initiative)
Commanding Presence- Inspiring(When an ally you can see spends an action point they regain lost hit points equal to half your level + your Cha(3) modifier.
Inspiring word: close burst 5(target spends healing surge and adds 1d6 hp healed)
Racial Features
Dragonbreath (attack as an encounter power)
Dragonborn Fury(+1 attack when bloodied)
Draconic Heritage(+con mod(+2) to surges)

Skills
Acrobatics.......-1
Arcana...........-1
Athletics........+8(Trained)
Bluff............+3
Diplomacy........+3
Dungeoneering....+1
Endurance........+6(Trained)
Heal.............+6(Trained)
History..........+1
Insight..........+1
Intimidate.......+10(Trained)
Nature...........+1
Perception.......+1
Religion.........-1
Stealth..........-1
Streetwise.......+3
Thievery.........-1

Equipment:
Chainmail armor [40 gp][40 lb]
Longsword melee weapon [15 gp][4 lb]
Javelin x6[30 gp][12 lb]
Light Shield [5 gp][6 lb]
Sunrods x4[8 gp][4 lb]

Total: 98/100 gp, 66/180 lb

Fight Summary
Current Fight Cycle:




Results
1: [post=???]Win/Loss[/post] vs. Opponent (Player)
Total: ?? wins, ?? losses = ?? victory points
Ready for Month Day [Fight 1]

The Brothers Rhellet



Character Name 1
Fasin
Male Dwarf Fighter
Hit Points....33......Bloodied....16
Healing Surge.8......Surges/day..13
Initiative....+1......Speed.......5 squares

AC....Fort....Ref.....Will
20.....16......13......12

Attacks:
Melee Basic...+6 Battleaxe.....Damage: 1d10+3
(+3 Str, +2 prof, +1 fighter feature)
Melee Basic..+6 Throwing hammer.....Damage: 1d6+3
(+3 Str, +2 prof, +1 fighter feature)
Ranged Basic..+6Throwing Hammer......Damage: 1d6+3...Range 5/10
(+3 Str, +2 prof, +1 fighter feature)

At-Will Powers:
Reaping Strike
Fighter Attack 1
Melee weapon Strength vs. AC
Hit: 1d10+3 damage
Miss: 1 damage

Tide of Iron
Fighter Attack 1
Melee weapon Strength vs. AC
Hit: 1d10+3 damage, pushes the target 1 square if my size or smaller, can shift into space target occupied

Encounter Powers:
Spinning Sweep
Fighter Attack 1
Melee weapon Strength vs. AC
Hit: 1d10+3 damage and knocks target prone

Daily Powers:
Comeback Strike
Fighter Attack 1
Healing, reliable
Melee weapon Strength vs. AC
Hit:2d10+3 damage and you can spend a healing surge

Item Powers:
Name of item



Ability Scores
STR 16 (+3) [9 pts] [16 base]
CON 18 (+4) [9 pts] [16 base, +2 racial]
DEX 12 (+1) [2 pts] [12 base]
INT 8 (-1) [0 pts] [8base]
WIS 14 (+2) [2 pts] [12 base, +2 racial]
CHA 10 (0) [0 pts] [10 base]


Feats
Armor proficiency (Plate)

Class Features
Combat challenge: My target suffers -2 to attacks if not targeting me, I can make an immediate basic attack interrupt if marked target is adjacent and shifts or makes an attack not including me as a target

Combat superiority: Bonus to opportunity attacks equal to wis mod

Fighter weapon talent: one handed (+1 to attack with one handed weapons)

Racial Features
Low-light Vision
Cast-iron stomach (+5 bonus to saving throws vs poison)
Dwarven Resilience (can use second wind as minor action)
Encumbered Speed (move at normal speed despite load or armor)
Stand Your Ground (can choose to move 1 less space when pushed)

Skills
Acrobatics.......-3
Arcana...........-1
Athletics........+4 (Trained)
Bluff............0
Diplomacy........0
Dungeoneering....+4
Endurance........+2
Heal.............+2
History..........-1
Insight..........+2
Intimidate.......+5 (Trained)
Nature...........+2
Perception.......+2
Religion.........-1
Stealth..........-3
Streetwise.......+5 (Trained)
Thievery.........-3

Equipment:
Full Plate [50 gp][50 lb]
Heavy Shield [10 gp][15 lb]
Battleaxe [15 gp][6 lb]
3 throwing hammers [15 gp][6 lb]
2 belt pouch [2 gp][1 lb]
2 sunrods [4 gp][2 lb]

Total: 96/100 gp, 89/160 lb

Character Name 2
Nicoch
Lawful Good Male Dwarf Cleric of Moradin
Hit Points....26......Bloodied....13
Healing Surge.6......Surges/day..9
Initiative....+0......Speed.......5

AC....Fort....Ref.....Will
17.....12......11......16

Attacks:
Melee Basic...+4Warhammer.....Damage: 1d10+2
(+2 Str, +2 prof,
Ranged Basic..+4Throwing Hammer.....Damage: 1d6+2...Range 5/10
+2 Str, +2 prof)

At-Will Powers:
Priest's Shield
Cleric Attack 1
Weapon, Strength vs.AC
Hit: 1d10+2 damage and you and one adjacent ally gain +1 power bonus to AC until the end of your next turn

Lance of Faith
Cleric Attack 1
Range 5, Wisdon vs. Reflex
Radiant, Implement
Hit: 1d8+4 damage and one ally you can see gains a +2 attack bonus on his next attack against the target


Encounter Powers:
Healing Word (Twice per encounter)
Cleric Feature
The target can spend a healing surge and regain an additional 1d6+4 hit points
Close burst 5, minor action, you or one ally
Healing

Channel Divinity: Divine Fortune
Cleric Feature
You gain a +1 bonus to your next attack roll or saving throw until the end of your next turn
Free action, personal

OR

Channel Divinity: Turn Undead
Cleric Feature
Close burst 2, Wisdom vs Will
Hit: 1d10+4 damage, push the target 5 squares, target immobilized until end of next turn
Any undead in area, radiant
Miss: Half damage, target not pushed or immobilized

Healing Strike
Cleric Attack 1
Melee, Strength vs AC
Hit: 2d10+2 damage, target is marked until end of next turn. You or one ally within 5 squares may spend a healing surge with an additional 4 points of healing
Radiant, Healing


Daily Powers:
Cascade of Light
Cleric Attack 1
Range 10, Wisdom vs. Will
Hit: 3d8+4 damage and the target gains vulnerability 5 to all your attacks (save ends)
Miss: Half damage, no vulnerability


Rituals:
Gentle Repose
Comprehend Language

Item Powers:
Name of item


Ability Scores
STR 14 (+2) [4 pts] [14 base]
CON 14 (+2) [2 pts] [12 base, +2 racial]
DEX 11 (0) [1 pts] [11 base]
INT 8 (-1) [0 pts] [8 base]
WIS 18 (+4) [9 pts] [16 base, +2 racial]
CHA 14 (+2) [4 pts] [14 base]


Feats
Light shield proficiency

Class Features
Healer's Lore (adds wisdom modifier to hit points regained by an ability with healing keyword)
Ritual Casting

Racial Features
Low-light Vision
Cast-iron stomach (+5 bonus to saving throws vs poison)
Dwarven Resilience (can use second wind as minor action)
Encumbered Speed (move at normal speed despite load or armor)
Stand Your Ground (can choose to move 1 less space when pushed)
Weapon proficiency warhammer and throwing hammer

Skills
Acrobatics.......-1
Arcana...........-1
Athletics........+1
Bluff............+2
Diplomacy........+7 (trained)
Dungeoneering....+4
Endurance........+2
Heal.............+9 (trained)
History..........-1
Insight..........+9 (trained)
Intimidate.......+2
Nature...........+4
Perception.......+4
Religion.........+4 (trained)
Stealth..........-1
Streetwise.......+2
Thievery.........-1

Equipment:
Chainmail[40 gp][40 lb]
Light shield[5 gp][6 lb]
2 Throwing hammer[10 gp][4 lb]
Warhammer[15 gp][5 lb]
2 sunrods [4 gp][2 lb]
2 belt pouches [2 gp][1 lb]
Ritual book

Total: 76/100 gp, 58/140 lb

Fight Summary
Current Fight Cycle:




Results
1: [post=???]Win/Loss[/post] vs. Opponent (Player)
Total: ?? wins, ?? losses = ?? victory points

Sons of the Hunt



Romulus Greyblood
Romulus Greyblood
Sex: Male Race: Longtooth Shifter Class: Ranger (2 Blade) Level: 5
Hit Points....50......Bloodied....25
Healing Surge.12......Surges/day..7
Initiative....+4......Speed.......5 (6 base, -1 armor)

AC....Fort....Ref.....Will
20.....18......16......16

Attacks:
Melee Basic...+11(Bastard Sword).....Damage: 1d10+6 (+4 Str, +2 Enh)
(+2 level, +4 Str, +3 prof, +2 enh)
Ranged Basic..+8(javelin, heavy thrown).....Damage: 1d6+4 (4 str)...Range 10/20
(+2 level, +4 Str, +2 prof)

At-Will Powers:
Twin Strike
Ranger attack 1
Weapon (melee) Strength (+11) vs. AC. 2 attacks, main hand (+11) and off-hand(+11).
Hit: 1d10+2 (2 enh) dmg per attack.

Hit and Run
Ranger attack 1
Weapon (melee) Strength (+11) vs. AC
Hit: 1d10 dmg +6 (4 Str, 2 enh) and leaving the first square does not provoke.

Encounter Powers:
Longtooth Shifting
Longtooth Shifter
Healing, Minor action, personal
Effect: Must be bloodied. +2 bonus to dmg rolls. Gain regeneration 2, as long as you are bloodied.

Two Fanged Strike
Ranger Encounter 1
Melee weapon Strength (+11) vs. AC. 2 attacks:main hand (+11) and off-hand(+11)
Hit: 1d10 + 6 (4 Str, 2 enh) per attack. If both hit, add Wisdom modifier (+3) in damage.

Yield Ground
Ranger Utility 2
Immediate Reaction-when damaged with a melee attack, shift squares equal to Wis mod (3) and +2 to all defenses until end of next turn.

Disruptive Strike
Ranger Encounter 3
Immediate Reaction- when you or ally is attacked by a creature: +11(melee) or +8 (ranged) vs. AC
Hit: 1d10+6(4 str, 2 enh: melee)or d6+4 (4 str: ranged)and target takes penalty equal to 3 + (3)wis mod, 6 total.

Daily Powers:
Jaws of the Wolf
Ranger Daily 1
Weapon melee Strength (+11) vs. AC. 2 attacks: main hand (+11) and off-hand(+11)
Hit: 2d10+6 (4 Str, 2 enh) per hit.
Miss: Half damage.

Frenzied Skirmish
Ranger Daily 5
Weapon melee Strength (+11) vs. AC. 2 attacks: main/off (+11)
Special: Before or after these attacks, I can move my speed without provoking OAs.
Hit: 1d10+6 (4 str, 2 enh) per attack. If an attack hits, the target is dazed until the end of my next turn. If both attacks hit the same target, it is dazed and slowed until the end of my next turn.

Item Powers:
Dwarven Scale: Daily, free action- Regain HP as if a healing surge was spent.


Ability Scores
STR 19 (+4) [9 pts] [16 base, +2 racial, +1 advancement]
CON 13 (+1) [3 pts] [13 base, 0 racial, +0 advancement]
DEX 14 (+2) [5 pts] [14 base, +0 racial, +0 advancement]
INT 10 (+0) [0 pts] [10 base, +0 racial, +0 advancement]
WIS 17 (+3) [5 pts] [14 base, +2 racial, +1 advancement]
CHA 8 (-2) [0 pts] [8 base, +0 racial, +0 advancement]


Feats
Armor Proficiency: Chainmail1
Toughness (Ranger bonus)
Armor Proficiency: Scale2
Weapon Proficiency: Bastard Sword4

Class Features
Two Blade style, Hunter's Quarry, Prime Shot.

Racial Features
Low-light Vision
+2 Athletics, +2 Endurance
Longtooth Shifting as encounter power.

Skills
Acrobatics.......+4 (+2 Dex, 2 lvl)
Arcana...........+2
Athletics........+13 (+4 Str, +5 Trained, +2 race, 2 lvl)
Bluff............+1
Diplomacy........+1
Dungeoneering....+ 5
Endurance........+11 (+5 Trained, +1 Con, +2 Race, 2 lvl, 1 armor)
Heal.............+5
History..........+2
Insight..........+5
Intimidate.......+1
Nature...........+10 (+5 Trained, +3 Wis, 2 lvl)
Perception.......+10 (+5 Trained, +3 Wis, 2 lvl)
Religion.........+2
Stealth..........+9 (+5 Trained, +2 Dex, 2 lvl)
Streetwise.......+1
Thievery.........+4 (+2 Dex, 2 lvl)

Equipment:
+2 Magic Bastard Sword x2 [1800 gp each][6 lbs each]
+1 Dwarven Scale [520 gp][45 lbs]
+1 Amulet of protection[360 gp][0lbs]
Javelin X2 [color=gray][5 gp][2 lbs][/scolo]
standard adventurer's kit miscellaneous [15 gp][33 lb]

Total: 4505/4750gp 94/180 lb

Mephodyn Steelpaw
Mephodyn Steelpaw
Sex: Male Race: Longtooth Shifter Class: Cleric Level: 5
Hit Points....45......Bloodied....22
Healing Surge.11......Surges/day..8
Initiative....+2......Speed.......5 (6, -1 for armor)

AC....Fort....Ref.....Will
21.....17......15......19

Attacks:
Melee Basic...+11(Bastard Sword).....Damage: 1d10+6
(+2 level, +4 Str, +3 prof, +2 enh)
\Ranged Basic..+9(Javelin)......Damage: 1d6+5...Range 10/20
(+2 level, +4 Str, +2 prof, +1 enh)

At-Will Powers:
Righteous Brand
Cleric Prayer 1
Weapon, Str (+11) vs. AC
Hit: 1d10+6 damage and one ally within 5 squares gains +4 attack bonus on melee.

Sacred Flame
Cleric Prayer 1
Divine, Implement, +7 (4 wis, 2 lvl, 1 implement) vs. Reflex
Hit: 1d6+5(4 Wis, 1 imp) radiant dmg; one ally you can see gains either temp hp = Cha mod +1/2 level (2 hp) or makes a save.

Encounter Powers:
Healing Strike
Cleric Prayer 1
Weapon, strength (+11) vs. AC
Hit: 2d10+6 (4 str, 2 enh) radiant damage and the target is marked until end of my next turn. In addition, you or one ally within 5 can spend a healing surge.

Longtooth Shifting
Longtooth Shifter
Healing, Minor action, personal
Effect: Must be bloodied. +2 bonus to dmg rolls. Gain regeneration 2, as long as you are bloodied.

Divine Fortune
Add +1 to the next attack roll.

Healing Word
Cleric Feature
Special: can be used twice per encounter, once per round
Close Burst 5
Minor action - self or one ally
Effect: Target spends HS+1d6+4 HP.

Sanctuary
Cleric Utility 2
Standard action, Range 10
Target: you or one creature.
Target receives +5 to all defenses until it attacks or end of your next turn.

Split the Sky
Cleric Prayer 3
Standard action melee weapon, divine, thunder
+11 (4 str, 2 lvl, 3 prof, 2 enh) vs Fort
d10+6 thunder dmg. Push target 2 squares and knock prone.

Daily Powers:
Avenging Flame
Cleric Prayer 1, Daily, Divine, Fire, Weapon, standard
+11 vs. AC.
Hit: 2d10+6 (4 str, 2 enh) +5 ongoing fire.
Miss: Half damage, no ongoing.
Special: If the target attacks on its turn, it cannot attempt a save against ongoing damage.

Rune of Peace
Cleric Prayer 5, Daily, Divine, Charm, Weapon, standard
+11 vs. Will
Hit: 1d10+6 (4 str, 2 enh), and the target cannot attack (save ends).
Miss: The target cannot attack you until the end of your next turn.

Item Powers:
Dwarven Chain: Daily, free action- Regain HP as if a healing surge was spent.
Symbol of Hope: Daily, immediate reaction-when you or any ally is hit by an effect that a save can end, gain a +5 bonus to save against that effect.
Gauntlets of Ogre Power: +1 to athletics/Strength checks. Daily, free action- when you hit with a melee attack, add +5 damage to the roll.

Ability Scores
STR 19 (+4) [9 pts] [16 base, +2 racial, +1 advancement]
CON 13 (+1) [3 pts] [13 base, +0 racial, +0 advancement]
DEX 10 (+0) [0 pts] [10 base, +0 racial, +0 advancement]
INT 8 (-1) [0 pts] [8 base, +0 racial, +0 advancement]
WIS 19 (+4) [9 pts] [16 base, +2 racial, +1 advancement]
CHA 11 (+0) [1 pts] [11 base, +0 racial, +0 advancement]


Feats
Light Shield Proficiency1
Heavy Shield Proficiency2
Weapon Proficiency: Bastard Sword4

Class Features
Healing Word, Channel Divinity, Healer's Lore, Ritual Casting.

Racial Features
Low light vision, +2 Athletics, +2 Endurance, Longtooth Shifting.

Skills
Acrobatics.......1 (-1 armor, 2 lvl)
Arcana...........+6 (+5 Trained, -1 Int, 2 lvl)
Athletics........+8 (+4 Str, +2 Racial, 2 lvl, 1 item, -1 armor)
Bluff............+2
Diplomacy........+2
Dungeoneering....+6 (+4 Wis, 2 lvl)
Endurance........+6 (+1 Con, +2 Racial, +2 level, 1 item)
Heal.............+11 (+5 Trained, +4 Wis, 2 lvl)
History..........1
Insight..........+11 (+5 Trained, +4 Wis, 2 lvl)
Intimidate.......+2
Nature...........+6 (+4 Wis)
Perception.......+6 (+4 Wis)
Religion.........+11 (+5 Trained, +4 Wis)
Stealth..........1 (-1 armor, 1 lvl)
Streetwise.......+2
Thievery.........1 (-1 armor, 2 lvl)

Equipment:
+2 Magic Bastard Sword [1800 gp][6 lb]
+1 Magic Javelin [360 gp][2 lbs]
+1 Dwarven Chain [520 gp][40 lbs]
+1 Magic Holy Symbol of Hope[680gp][1 lb]
Guantlets of Ogre Power[1000gp][-]
+1 Amulet of Protection[360gp][-]
Heavy Shield [10 gp][15 lbs]
Adventurer's kit [15 gp][33 lbs]
Total: 4750/4750 gp 92/180 lbs
Retraining
Cascade of Light-> Avenging Flame (4th level)

Fight Summary
Current Fight Cycle:
Fight 1
Sons of the Hunt lose and gain 1 VP
Sons of the Hunt used nothing

Fight 2
Sons of the Hunt win and gain 2VP.
-- Mephodyn used Avenging Flame, action point, and a healing surge
-- Romulus used Jaws of the Wolf, an action point and a healing surge


Fight 3
Sons of the Hunt win, and gain 2 VP!
Mephodyn spent an AP and 1 healing surge.
Romulus used Frenzied Skirmish, Dwarven Armor, and 2 healing surges.


Results
1: [post=18269265]Loss[/post] vs. Drow Hunting Party (whitebaron)
2: [post=18298962]Win[/post] vs. Astral Antipodes (MindWandererB)
3: [post=18359065]Win[/post] vs. Tiefling Twins (Billiam)
4: [post=18426900]Win[/post] vs. Tiefling Twins (Billiam)
5: [post=18487597]Loss[/post] vs. Drop Hunting Party (whitebaron)
6: [post=18559306]Loss[/post] vs. Arcane Initiates (whitebaron)
7: [post=18611981]Win[/post] vs. Duelettes (Salrantol)
8: [thread=1192754]Loss[/thread] vs. Power & Endurance (lonewolf)
9: [post=18692189]Loss[/post] vs. Eagle Eye Twins (lonewolf)
10: [post=18808316]Win[/post] vs. Power & Endurance (lonewolf)
11: [thread=1205142]Win[/post] vs. Drow Hunting Party (whitebaron)
Total: 6 wins, 5 losses = 17 victory points


Background
Show
Romulus and Mephodyn trace the lineage of their people back to a mighty and long fallen empire of weretouched. The broken remnants of the Shifter kingdoms have fallen on difficult times, and have sent heroes far and wide in search of aid. A determined ranger and a stoic cleric, these brothers-in-arms have come to Sagaris seeking fame, fortune, and a chance to return their nation to its former glory.
Ready for February 25th

Fey Guards



Alycia Tyrbelel
Alycia Tyrbelel
Female Human Paladin
Hit Points....28......Bloodied....14
Healing Surge..7......Surges/day..11
Initiative....+0......Speed.......5

AC....Fort....Ref.....Will
20.....14......14......16

Attacks:
Melee Basic...+?(weapon).....Damage: ?d?+?
(+? level, +? Str, +? prof, +? enh)
Ranged Basic..+?(weapon).....Damage: ?d?+?...Range ??/??
(+? level, +? Dex, +? prof, +? enh)
Ranged Basic..+?(power)......Damage: ?d?+?...Range ??
(+? level, +? Int/Cha, +? enh)

At-Will Powers:
Name
Source (e.g. class, racial) Type (attack, utility) Level
Weapon, range, or area....+? vs. Defense
(Optional: Action type....Target)
Hit: ?d?+? damage and ???
Miss: ???
Effect: ???

Encounter Powers:
Name
Source (e.g. class, racial) Type (attack, utility) Level
Weapon, range, or area....+? vs. Defense
(Optional: Action type....Target)
Hit: ?d?+? damage and ???
Miss: ???
Effect: ???

Daily Powers:
Name
Source (e.g. class, racial) Type (attack, utility) Level
Weapon, range, or area....+? vs. Defense
(Optional: Action type....Target)
Hit: ?d?+? damage and ???
Miss: ???
Effect: ???

Item Powers:
Name of item
Weapon, range, or area....+? vs. Defense
(Optional: Action type....Target)
Hit: ?d?+? damage and ???
Miss: ???
Effect: ???


Ability Scores
STR 14 (+2) [05 pts] [14 base]
CON 13 (+1) [03 pts] [13 base]
DEX 10 (+0) [00 pts] [10 base]
INT 08 (-1) [00 pts] [08 base]
WIS 14 (+2) [05 pts] [14 base]
CHA 18 (+4) [09 pts] [16 base, +2 racial]


Feats
Feat Name (effect)

Class Features
Feature Name (effect)

Racial Features
Feature Name (effect)

Skills
Acrobatics.......+? (Trained)
Arcana...........+?
Athletics........+?
Bluff............+?
Diplomacy........+?
Dungeoneering....+?
Endurance........+?
Heal.............+?
History..........+?
Insight..........+?
Intimidate.......+?
Nature...........+?
Perception.......+?
Religion.........+?
Stealth..........+?
Streetwise.......+?
Thievery.........+?

Equipment:
??? armor [? gp][? lb]
??? melee weapon [? gp][? lb]
??? ranged weapon [? gp][? lb]
??? ammunition [? gp][? lb]
??? miscellaneous [? gp][? lb]
??? magic item [? gp][? lb]

Total: ??/??? gp, ??/??? lb

Volderon Stillshaper
Volderon Stillshaper
Male Tiefling Warlock
Hit Points....??......Bloodied....??
Healing Surge.??......Surges/day..??
Initiative....+?......Speed.......?

AC....Fort....Ref.....Will
??.....??......??......??

Attacks:
Melee Basic...+?(weapon).....Damage: ?d?+?
(+? level, +? Str, +? prof, +? enh)
Ranged Basic..+?(weapon).....Damage: ?d?+?...Range ??/??
(+? level, +? Dex, +? prof, +? enh)
Ranged Basic..+?(power)......Damage: ?d?+?...Range ??
(+? level, +? Int/Cha, +? enh)

At-Will Powers:
Name
Source (e.g. class, racial) Type (attack, utility) Level
Weapon, range, or area....+? vs. Defense
(Optional: Action type....Target)
Hit: ?d?+? damage and ???
Miss: ???
Effect: ???

Encounter Powers:
Name
Source (e.g. class, racial) Type (attack, utility) Level
Weapon, range, or area....+? vs. Defense
(Optional: Action type....Target)
Hit: ?d?+? damage and ???
Miss: ???
Effect: ???

Daily Powers:
Name
Source (e.g. class, racial) Type (attack, utility) Level
Weapon, range, or area....+? vs. Defense
(Optional: Action type....Target)
Hit: ?d?+? damage and ???
Miss: ???
Effect: ???

Item Powers:
Name of item
Weapon, range, or area....+? vs. Defense
(Optional: Action type....Target)
Hit: ?d?+? damage and ???
Miss: ???
Effect: ???


Ability Scores
STR ?? (+?) [?? pts] [?? base, +? racial, +? advancement]
CON ?? (+?) [?? pts] [?? base, +? racial, +? advancement]
DEX ?? (+?) [?? pts] [?? base, +? racial, +? advancement]
INT ?? (+?) [?? pts] [?? base, +? racial, +? advancement]
WIS ?? (+?) [?? pts] [?? base, +? racial, +? advancement]
CHA ?? (+?) [?? pts] [?? base, +? racial, +? advancement]


Feats
Feat Name (effect)

Class Features
Feature Name (effect)

Racial Features
Feature Name (effect)

Skills
Acrobatics.......+? (Trained)
Arcana...........+?
Athletics........+?
Bluff............+?
Diplomacy........+?
Dungeoneering....+?
Endurance........+?
Heal.............+?
History..........+?
Insight..........+?
Intimidate.......+?
Nature...........+?
Perception.......+?
Religion.........+?
Stealth..........+?
Streetwise.......+?
Thievery.........+?

Equipment:
??? armor [? gp][? lb]
??? melee weapon [? gp][? lb]
??? ranged weapon [? gp][? lb]
??? ammunition [? gp][? lb]
??? miscellaneous [? gp][? lb]
??? magic item [? gp][? lb]

Total: ??/??? gp, ??/??? lb

Fight Summary
Current Fight Cycle:




Results
1: [post=???]Win/Loss[/post] vs. Opponent (Player)
Total: ?? wins, ?? losses = ?? victory points

Eagle Eye Twins



Finrod
Finrod
Male Elven Ranger 7
Hit Points....60......Bloodied....30
Healing Surge.15......Surges/day..7
Initiative....+8......Speed.......7

AC....Fort....Ref.....Will
22.....16......20......17


Attacks:
Ranged Basic..+12(longbow).....Damage: 1d10+8...Range 20/40
(+3 level, +5 Dex, +2 prof, +2 enhancement)
crit: 2d6+18

At-Will Powers:
Twin Strike
Longbow....+12 vs. AC, two attacks
Hit: 1d10+3 damage
crit: 2d6+13

Nimble Strike
Longbow....+12 vs. AC
Hit: 1d10+8 damage
Special: You can shift 1 before or after the attack
crit: 2d6+18

Encounter Powers:
Two fanged Strike
Longbow....+12 vs. AC, two attacks
Hit: 1d10+8 damage, +3 damage if both attacks hit
crit: 2d6+18

Disruptive Strike
immediate Interrupt
Trigger: You or an Ally is attacked by a creature
Target: The attacking creature
Longbow....+12 vs. AC
Hit: 1d10+8 damage. The target takes a -6 penalty to its attack roll for the triggering attack.
crit: 2d6+18

Spikes of the Manticore
Standard action
Target: one or two creatures
Longbow....+12 vs. AC, One attack per target
Hit: 2d10+8 damage(first shot), 1d10+8 damage(second shot)
crit: 2d6+28 / 2d6+18

Yield Ground
Immediate Reaction
Trigger: An enemy damages you with a melee attack
Effect: shift 3 and gain a +2 power bonus to all defenses until the end of your next turn

Weave through the Fray
Immediate Interrups
Trigger: An enemy moves adjacent to you
Effect: you can shift 3

Elven Accuracy
free Action
Effect: Reroll an Attack roll with a +2 bonus. Use the second roll, even if its lower


Daily Powers:
Hunters Bear Trap
Longbow....+12 vs. AC
Hit: 2d10+8 damage and target is slowed and takes ongoing 5 damage (save ends both).
Miss: Half damage, and the target is slowed until the end of your next turn.
crit: 2d6+28

Splintering Shot
Longbow....+12 vs. AC
Hit: 3d10+8 damage and target takes a -2 penalty to attack rolls until the end of the encounter.
Miss: Half damage, and the target takes a -1 penalty to attack rolls until the end of the encounter.
crit: 2d6+38

Healing Word
Cleric Feature
Close burst 5
Minor Action Target: One ally in burst
Effect: The target can spend a healing surge and regain an additional 2d6 hit points.


Item Powers:
Bloodcut Armor
Power(Healing Surge): Minor action. While you are bloodied gain resist 10 to all damage until the end of your next turn

Frost Bow
Power(At Will, Cold): Free Action. All damage dealt by this weapon is cold damage. Another free action returns the damage to normal.
Power(Daily, Cold): Free Action. Use this power when you hit with the weapon. The target takes another 1d8 cold damage and is slowed until the end of your next turn.

Ability Scores
Ability....Check......... Ability....Check
Scores....Modifier....... Scores....Modifier
STR 10.....+0............ CON 13.....+1
DEX 21.....+5............ INT 10.....+0
WIS 16.....+3............ CHA 08.....-1


Feats
Defensive MobilityRanger Bonus
Elven PrecisionLvl 1
Weapon Focus(Bow)Lvl 2
ToughnessLvl 4
Initiate of the FaithLvl 4

Ranger Features
Archer fighting style
Hunters Quarry(+1d6)
Prime Shot

Racial Features
+2 Dex, +2 Wis
Size: Medium
Speed: 7 squares
Languages: Common, Elven
Vision: Low-light
Skill Bonuses: +2 Nature, +2 Perception
Elven Weapon proficiency: You gain proficiency with the longbow and the shortbow
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creaturefor the purpose of effects that relate to creature origin.
Group awareness: You grant non-elf allies within 5 squares of you a +1 bonus to perception checks.
Wild Step: You ignore difficult terrain when you shift.


Skills
Acrobatics.......+12
Arcana...........+3
Athletics........+2
Bluff............+2
Diplomacy........+2
Dungeoneering....+6
Endurance........+3
Heal.............+11
History..........+3
Insight..........+6
Intimidate.......+2
Nature...........+13
Perception.......+13
Religion.........+8
Stealth..........+14
Streetwise.......+2
Thievery.........+7

Equipment:
+2 Frost Longbow [3400 gp][3 lb]
+2 Bloodcut Hide Armor [4200 gp][25 lb]
Elven Cloak +2[2600 gp][- lb]
Standard Adventurers Kit [15 gp][33 lb]
120/120 arrows[4 gp][12 lb]
Total: 10219/10500 gp, 73/100 lb





Finduilas
Twin brother of Finrod
=> identical stats and equipment


Fight Summary
Current Fight Cycle:
Fight 1
The Eagle Eye Twins win and gain 2 Victory Points. Finrod used nothing but Finduilas used Splintering Shot.




Results
1: [post=18212207]Win[/post] vs. Arcanists of the Raven Queen (Erithmu)
2: [post=18257103]Win[/post] vs. Arcane Initiates (whitebaron)
3: [post=18295494]Loss[/post] vs. The Reapers (Rauul)
4: [post=18375311]Win[/post] vs. The Underdark Yakuza (Salratol)
5: [post=18449758]Win[/post] vs. Arcane Initiates (whitebaron)
6: [post=18527800]Win[/post] vs. Astral Antipodes (MindWandererB)
7: [post=18584425]Win[/post] vs. Drow Hunting Party (whitebaron)
8: [post=18692189]Win[/post] vs. Sons of the Hunt (post_ironic)
9: [post=18845387]Win[/post] vs. Spring Twins (Douglas Zuver)
10: [post=18964117]Win[/post] vs. Spring Twins (Douglas Zuver)
Total: 9 wins, 1 losses = 19 victory points
Ready for Month Day [Fight 1]

[center]The Astral Antipodes
Heaven or Hell... what matters is victory.[/center]

Koritaea
Koritaea
Female Elf Cleric
Hit Points....49......Bloodied....24
Healing Surge..12......Surges/day...8
Initiative....+4......Speed........6

AC...22 (10 +2 level, +6 armor, +2 enh, +2 shield)
Fort.17 (10 +2 level, +3 Str, +2 enh)
Ref..18 (10 +2 level, +2 Dex, +2 enh, +2 shield)
Will.20 (10 +2 level, +4 Wis, +2 enh, +2 class)

Attacks:
Melee Basic...+9(Bastard Sword).....Damage: 1d10+4, crit +1d6
(+2 level, +3 Str, +3 prof, +1 enh)
Ranged Basic..+6(Longbow)..........Damage: 1d10+2...Range 20/40
(+2 level, +2 Dex, +2 prof, +0 enh)

At-Will Powers:
Lance of Faith
Cleric Attack 1
Ranged 5 - +7 vs. Reflex
Hit: 1d8+5 radiant damage and ally gets +2 power bonus to next attack against target.

Righteous Brand
Cleric Attack 1
Melee Weapon - +9 vs. AC
Hit: 1d10+4 damage and ally within 5 gains +3 power bonus to attack rolls against target for 1 round.

Encounter Powers:
Elven Accuracy
Elf Racial
Free Action - Personal
Effect: Reroll an attack roll.

Healing Word
Cleric Feature
Special: can be used twice per encounter, once per round
Close Burst 5
Minor action - self or one ally
Effect: Target spends HS+1d6+4 HP.

Channel Divinity: Divine Fortune
Cleric Feature
Free Action - Personal
Effect: Gain +1 to next attack roll or saving throw.

Channel Divinity: Turn Undead
Cleric Feature
Close Burst 2 - +7 vs. Will - Undead only
Hit: 1d10+5 radiant damage, push 3, immobilized 1 round.
Miss: Half damage

Healing Strike
Cleric Attack 1
Melee Weapon - +9 vs. AC
Hit: 2d10+4 radiant damage, target is marked 1 round, self or ally within 5 can spend a healing surge+4 HP.

Daunting Light
Cleric Attack 3
Ranged 10 - +7 vs. Reflex
Hit: 2d10+5 radiant damage and an ally I can see gains CA against the target for 1 round.

Daily Powers:
Beacon of Hope
Cleric Attack 1
Close Burst 3 - +7 vs. Will
Hit: Target is weakened 1 round.
Effect: Self and allies in burst regain 9 HP, and self's healing powers restore +5 HP for encounter.

Shield of Faith
Cleric Utility 2
Standard Action - Close Burst 5
Effect: Self and allies in burst gain +2 power bonus to AC for encounter.

Rune of Peace
Cleric Attack 5
Melee Weapon - +9 vs. AC
Hit: 1d10+4 damage and the target cannot attack (save ends).
Miss: The target cannot attack until the end of self's next turn.

Item Powers:
Holy Symbol of Hope
Daily Power: Immediate Reaction:
Trigger: Self or an ally within 5 is hit with an effect a save can end.
Effect: Gains a +5 power bonus to saves against that effect.


Ability Scores
STR 17 (+3) [9 pts] [16 base, +1 advancement]
CON 12 (+1) [2 pts] [12 base]
DEX 14 (+2) [2 pts] [12 base, +2 racial]
INT 08 (-1) [0 pts] [08 base]
WIS 19 (+4) [9 pts] [16 base, +2 racial, +1 advancement]
CHA 10 (+0) [0 pts] [10 base]


Feats
Weapon Proficiency: bastard sword
Shield Proficiency (light)
Shield Proficiency (heavy)

Class Features
Healer's Lore: +Wis to cleric healing powers
Ritual Casting (Gentle Repose, Make Whole)

Racial Features
Low-light vision
Elven Weapon Proficiency: bows
Fey Origin
Group Awareness: allies within 5 gain +1 Perception
Wild Step: ignore difficult terrain while shifting

Skills
Acrobatics.......+1 (ACP)
Arcana...........+6 (trained)
Athletics........+2 (ACP)
Bluff............+2
Diplomacy........+2
Dungeoneering....+7
Endurance........+1 (ACP)
Heal.............+11 (trained)
History..........+1
Insight..........+11 (trained)
Intimidate.......+2
Nature...........+8
Perception.......+8
Religion.........+6 (trained)
Stealth..........+1 (ACP)
Streetwise.......+2
Thievery.........+1 (ACP)

Equipment:
Chainmail +2 [1800 gp][40 lb]
Heavy Shield [10 gp][15 lb]
Amulet of Protection +2 [1800 gp][0 lb]
Bastard Sword +1 [360 gp][6 lb]
Holy Symbol of Hope +1 [680 gp][0 lb]
Longbow [30 gp][3 lb]
Arrows, 60 [2 gp][6 lb]
Standard Adventurer's Kit [15 gp][33 lb]

Total: 4697/4750 gp, 102/170 lb

Pak
Pak
Male Human Warlock
Hit Points....58......Bloodied....29
Healing Surge..14......Surges/day..11
Initiative....+2......Speed........6

AC...17 (10 +2 level, +2 Int, +2 armor, +1 enh) (+2 vs. OAs)
Fort.20 (10 +2 level, +5 Con, +2 enh, +1 racial)
Ref..18 (10 +2 level, +2 Int, +2 enh, +1 class, +1 racial)
Will.16 (10 +2 level, +0 Wis, +2 enh, +1 class, +1 racial)
(Shadow Walk)

Attacks:
Melee Basic...+5(dagger).............Damage: 1d4......Range 5/10
(+2 level, +0 Str/Dex, +3 prof, +0 enh)
Ranged Basic..+9(Eldritch Blast).....Damage: 1d10+7...Range 10
(+2 level, +5 Con, +2 enh)
(Prime Shot, Warlock's Curse)

At-Will Powers:
Eldritch Blast
Warlock (All) Attack 1
Ranged 10 - +9 vs. Reflex
Hit: 1d10+7 damage.
Special: Counts as a ranged basic attack.

Hellish Rebuke
Warlock (Infernal) Attack 1
Ranged 10 - +9 vs. Reflex
Hit: 1d6+7 fire damage and if self takes damage before end next turn, target takes 1d6+6 fire damage.

Dire Radiance
Warlock (Star) Attack 1
Ranged 10 - +9 vs. Fortitude
Hit: 1d6+7 radiant damage and if the target moves nearer to self on next turn, takes 1d6+6 damage.

Encounter Powers:
Vampiric Embrace
Warlock Attack 1
Ranged 5 - +9 vs. Will
Hit: 2d8+7 necrotic damage and self gains 7 (Int+5) temp HP.

Ethereal Stride
Warlock Utility 2
Move Action - Personal
Effect: Teleport 3 and gain a +2 power bonus to all defenses for 1 round.

Fiery Bolt
Warlock Attack 3
Ranged 10 - +9 vs. Reflex
Hit: 3d6+7 fire damage, and creatures adjacent to the target take 1d6+9 (Con+Int+misc) fire damage.

Daily Powers:
Armor of Agathys
Warlock Attack 1
Standard Action - Personal
Effect: Gain 12 temp HP. For encounter, enemies that start adjacent take 1d6+5 cold damage.

Hunger of Hadar
Warlock Attack 5
Area Burst 1 within 10
Effect: Creates a cloud of impenetrable darkness. Creatures that enter or start there take 2d10+2 necrotic damage.
Sustain Minor: Make a secondary attack against each creature in the zone: +9 vs. Fort, 1d6+7 necrotic damage.

Item Powers:
Bloodcut Armor
Healing Surge: Minor Action: Gain resist 10 all until start of next turn. Use only when bloodied.


Ability Scores
STR 10 (+0) [0 pts] [10 base]
CON 21 (+5) [16 pts][18 base, +2 racial, +1 advancement]
DEX 10 (+0) [0 pts] [10 base]
INT 15 (+2) [5 pts] [14 base, +1 advancement]
WIS 11 (+0) [1 pts] [11 base]
CHA 08 (-1) [0 pts] [08 base]


Feats
Toughness: +5 HP/tier
Human Perseverance: +1 to saving throws
Defensive Mobility: +2 AC vs. opportunity attacks
Jack of All Trades: +2 to untrained skills

Class Features
Warlock's Curse: minor action to curse nearest enemy, deal +1d6 damage 1/round.
Shadow Walk: gain concealment 1 round when move 3 squares on turn.
Prime Shot: +1 to ranged attacks when no ally closer to target
Infernal Pact Boon, Dark One's Blessing: gain temp HP = level when cursed opponent drops.


Skills
Acrobatics.......+4
Arcana...........+9 (trained)
Athletics........+4
Bluff............+3
Diplomacy........+3
Dungeoneering....+4
Endurance........+9
Heal.............+6
History..........+9 (trained)
Insight..........+7 (trained)
Intimidate.......+3
Nature...........+4
Perception.......+4 (Group Awareness)
Religion.........+9 (trained)
Stealth..........+4
Streetwise.......+3
Thievery.........+7 (trained) (Thieves' Tools)

Equipment:
Bloodcut Leather Armor +1 [840 gp][15 lb]
Amulet of Protection +2 [1800 gp][0 lb]
Magic Rod +2 [1800 gp][0 lb]
Dagger [1 gp][1 lb]
Thieves' tools [20 gp][1 lb]
Standard Adventurer's Kit [15 gp][33 lb]

Total: 4476/4750 gp, 50/100 lb

Fight Summary
Current Fight Cycle:




Results
1: [post=18208696]Loss[/post] vs. Arcane Initiates (whitebaron)
2: [post=18247559]Win[/post] vs. Raven's Guards (Zillah)
3: [post=18298962]Loss[/post] vs. Sons of the Hunt (post_ironic)
4: [post=18372761]Loss[/post] vs. Arcane Initiates (whitebaron)
5: [post=18413370]Win[/post] vs. Paladins of New Promethia (TelinArtho)
6: [post=18509386]Win[/post] vs. The Reapers (Rauul)
7: [post=18527800]Loss[/post] vs. Eagle Eye Twins (lonewolf)
8: [post=18586099]Win[/post] vs. Khyber's Spawn (lonewolf)
9: [post=18715083]Loss[/post] vs. Arcane Initiates (whitebaron)
10:[post=18949054]Win[/post] vs. Power and Endurance (lonewolf)
11:[post=19004886]3rd[/post] (1 VP) vs. Khyber's Spawn (lonewolf) and Spring Twins (Douglas Zuver)
12:[post=19076120]Loss[/post] vs. The Spring Twins (Douglas Zuver)

Total: 5 wins, 6 losses = 16 + 1 from FFAs = 17 victory points

"Edison didn't succeed the first time he invented Benjamin Franklin, either." Albert the Alligator, Walt Kelly's Pogo Sunday Book  
The Core Coliseum: test out your 4e builds and fight to the death.

Hermes' Strike



Gaglack "Speed-Demon"

Gaglack "Speed-Demon"
Male Orc Ranger
Level 3, Unaligned

Str 18 (+4) [9 pts] [16, +2 racial]
Con 15 (+2) [3 pts] [13, +2 racial]
Dex 14 (+2) [5 pts]
Int 8 (+0)
Wis 14 (+2) [5 pts]
Cha 10 (+0)

Hit Points 42 [12 (base) +10 (level) +15 (con) +5 (feat)]; Bloodied 21
Healing Surge (hp healed/per day): 10hp / 8/day [6 (ranger) + 2 (con)]
Second Wind: 10hp + 2 to all defenses until end of next turn
Armor Class 17 [10 + 1 (level) + 4 (Armor) + 2 (Dex)]
Fortitude Defense 17 [10 + 1 (level) + 4 (Str/Con) +1 (ranger), +1 (cloak)]
Reflex Defense 15 [10 + 1 (level) + 2 (Dex/Int) +1 (ranger), +1 (cloak)]
Will Defense 14 [10 + 1 (level) + 2 (Wis/Cha), +1 (cloak)]

Initiative +3
Speed 6 squares [+2 when charging]

Basic Attacks
Magic Longsword +9 vs AC [+1 level, +4 Str, +3 proficiency, +1 enh], 1d8+6 dmg, Versatile
Javelin +7 vs AC [+1 level, +4 Str, +2 proficiency], 1d6+4 dmg, Range 10/20, Heavy Thrown

Exploits
At-will
Hit-and-Run (Martial, Weapon, Standard)
  • Target: One Creature
  • Attack: +9 vs AC
  • Hit: 1d8+6 damage
  • Effect: If Gaglack moves in the same round after the attack, the movement doesn't provoke an opportunity attack from the target

Twin Strike (Martial, Weapon, Standard)
  • Target: One Creature
  • Attack: +9/+9 vs AC [two attacks]
  • Hit: 1d8+2/1d8+2 damage

Encounter
Warrior's Surge (Racial, Healing, Weapon, Standard):
  • Attack: +9 vs AC
  • Hit: 1d8+6 damage and Gaglack can spend a healing surge

Two-Fanged Strike (Martial, Weapon, Standard)
  • Requirement: Must be wielding 2 weapons in hand
  • Target: One Creature
  • Attack: +9/+9 vs AC [two attacks]
  • Hit: 1d8+6/1d8+6 damage; If both attacks hit +2 [Wis] bonus damage

Disruptive Strike (Martial, Weapon, Immediate Interrupt)
  • Trigger: Gaglack or an ally is attacked by a creature
  • Target: The attacking creature
  • Attack: +9 vs AC
  • Hit: 1d8+6 damage and the target takes a -5 (3+Wis) penalty to the triggering attack

Unbalancing Parry (Martial, Weapon, Immediate Reaction, Melee 1)
  • Trigger: An enemy misses Gaglack with a melee attack.
  • Effect: Slide the enemy into a square adjacent to Gaglack and Gaglack gains Combat Advantage against the target until the end of his next turn.

Daily
Jaws of the Wolf (Martial, Weapon, Standard)
  • Requirement: Must be wielding 2 weapons in hand
  • Target: One Creature
  • Attack: +9/+9 vs AC [two attacks]
  • Hit: 2d8+6/2d8+6 damage
  • Miss: Half damage per attack

Item Daily Powers
Cloak of Resistance (Minor action)
  • Gain Resist 5 to all damage until the start of Gaglack's next turn


Feats
Weapon Focus: Heavy Blade [1st]
Toughness [Ranger Bonus]
Blade Opportunist [2nd]

Skills
+7 Acrobatics (+1 level, +2 Dex, +5 trained, -1 armor)
+9 Athletics (+1 level, +4 Str, +5 trained, -1 armor)
+8 Dungeoneering (+1 level, +2 Wis, +5 trained)
+3 Insight (+1 level, +2 Wis) [Passive 13]
+8 Perception (+1 level, +2 Wis, +5 trained) [Passive 18]
+7 Stealth (+1 level, +2 Dex, +5 trained, -1 armor)

Race and Class Features
Orc
Vision: Low-light
Languages: Common, Giant
Running Charge: When Gaglack charges, he adds 2 to his speed
Warrior's Surge: Able to use Warrior's Surge as an encounter power

Ranger
Armor Proficiencies: Cloth, leather, hide
Weapon Proficiencies: Simple Melee, Military Melee, Simple Ranged, Military Ranged
Fighting Style: Two-blade fighting style (can declare a one-handed weapon as an off-hand weapon; toughness bonus feat)
Hunter's Quarry: As a minor action, declare a target as a "quarry"; on a successful attack, deal +1d6 damage to the target (only applies to one attack per round)
Prime Shot: +1 on ranged attack rolls against a target if no other ally is closer to the target than Gaglack

Equipment
2 Magic Longswords +1 [8lbs] [720gp]
Magic Hide Armor +1 [25lbs] [360gp]
Cloak of Resistance +1 [520gp]
8 Javelins [16lbs] [40gp]

[49lbs] [1640gp]


Gundmir Bulltorn

Gundmir Bulltorn
Male Minotaur Fighter
Level 3, Unaligned

Str 18 (+4) [9 pts] [16, +2 racial]
Con 16 (+3) [5 pts] [14, +2 racial]
Dex 13 (+1) [3 pts]
Int 10 (+0)
Wis 14 (+2) [5 pts]
Cha 8 (-1)

Hit Points 43 [15 (base) +12 (level) + 16 (con)]; Bloodied 21
Healing Surge (hp healed/per day): 10hp / 12/day [9 (fighter) + 3 (con)]
Second Wind: 10hp + 2 to all defenses until next action
Armor Class 20 [10 + 1 (level) + 9 (Armor) + [1 (Int/Dex) in light armor]
Fortitude Defense 18 [10 + 1 (level) + 4 (Str/Con) +2 (fighter), +1 amulet]
Reflex Defense 13 [10 + 1 (level) + 1 (Dex/Int), +1 amulet]
Will Defense 14 [10 + 1 (level) + 2 (Wis/Cha), +1 amulet]

Initiative +2
Speed 5 squares [+2 when charging or running]

Basic Attacks
Large Terror Halberd +9 vs AC [+1 level, +4 Str, +2 proficiency, +1 class, +1 enh], 1d12+5 dmg, Axe, Polearm, Reach; Critical +1d8
Large Handaxe +7 vs AC [+1 level, +4 Str, +2 proficiency], 1d8+4 dmg, Range 5/10, Axe, Heavy Thrown, Off-hand

Exploits
At-will
Reaping Strike (Martial, Weapon, Standard)
  • Target: One Creature
  • Attack: +9 vs AC
  • Hit: 1d12+5 [Str] damage
  • Miss: 4 [Str] damage

Cleave (Martial, Weapon, Standard)
  • Target: One Creature
  • Attack: +9 vs AC
  • Hit: 1d12+5 [Str] damage and 4 [Str] damage to an adjacent enemy.

Encounter
Goring Charge (Racial, Melee 1, Standard):
  • Attack: +8 [Str+2+1 charge] vs AC
  • Special: Must charge as a part of the attack
  • Hit: 1d6+4 [Str] and the target is knocked prone

Steel Serpent Strike (Martial, Weapon, Standard)
  • Target: One Creature
  • Attack: +9 vs AC
  • Hit: 2d12+5 [Str] damage and the target is slowed and cannot shift until the end of Gundmir's next turn

Crushing Blow (Martial, Weapon, Standard)
  • Target: One Creature
  • Attack: +9 vs AC
  • Hit: 2d12+8 [Str+Con] damage

Daily
Comeback Strike (Healing, Martial, Reliable, Weapon, Standard)
  • Target: One Creature
  • Attack: +9 vs AC
  • Hit: 2d12+5 [Str] damage and Gundmir can spend a healing surge

Unstoppable (Healing, Martial, Minor, Personal)
  • Effect: Gundmir gains 2d6+3 [Con] temporary hit points

Item Daily Powers
Terror Halberd (Fear, Free action)
  • Use the power when Gundmir hits with the halberd. The target takes a -2 penalty to all defenses (save ends)

Dwarven Plate Armor (Healing, Free action)
  • Regain hit points as if Gundmir had spent a healing surge


Feats
Fast Runner [1st] [+2 speed when charging or running]
Armor Proficiency (Plate) [2nd]

Skills
+8 Athletics (+1 level, +4 Str, +5 trained, -2 armor)
+9 Endurance (+1 level, +4 Con, +5 trained, +1 item, -2 armor)
+2 Insight (+1 level, +1 Wis) [Passive 12]
+5 Intimidate (+1 level, -1 Cha, +5 trained)
+4 Nature (+1 level, +1 Wis, +2 racial)
+4 Perception (+1 level, +1 Wis, +2 racial) [Passive 14]
+0 Stealth (+1 level, +1 Dex, -2 armor)

Race and Class Features
Minotaur
Medium Size
Vision: Normal
Languages: Common
Ferocity: If reduced to 0 hit points, Gundmir can make a melee basic attack as a free action before falling down
Oversized: Gundmir can use weapons of one size larger than himself without penalty
Goring Charge: Able to use Goring Charge as an encounter power

Fighter
Armor Proficiencies: Cloth, Leather, Hide, Chain, Scale, Light and Heavy Shields
Weapon Proficiencies: Simple Melee, Simple Ranged, Martial Melee, Martial Ranged
Combat Challenge: mark an opponent whether an attack hits or misses; if the marked target shifts or makes an attack that doesn't include Gundmir, Gundmir can make a basic attack as an immediate interrupt.
Combat Superiority: +2 [Wis] on Opportunity attacks. If an opportunity attack is provoked by movement and hits, the target stops moving with that action.
Fighter Weapon Talent: Gundmir gains a +1 to hit with 2-handed weapons

Equipment
Large Terror Halberd +1 [12lbs] [840gp]
Dwarven Plate Armor +1 [50lbs] [520gp]
Amulet of Protection +1 [360gp]
Large Handaxe [3lbs] [5gp]
Standard Adventurer's Kit [33lbs] [15gp]

[98lbs] [1740gp]


Fight Summary
Current Fight Cycle:
Fight 1: Gaglack used a healing surge, one magic item use and his cloak of resistance item power. Gundmir used an action point
Fight 2: Gundmir spent an Action Point and a Healing Surge, and used Comeback Strike and Dwarven Armor. Gaglack spent a Healing Surge.

Results
1: [post=18484632]Win[/post] vs. Spring Twins (Douglas Zuver) [post_ironic] [thread=1183832][Separate Thread][/thread]
2: [post=18549570]Win[/post] vs. Sehanine's Stalkers (LinkN) [MindWandererB]
3: [post=18622304]Win[/post] vs. The Feyshadows (MindWandererB) [Salrantol]
4: [post=18713770]Win[/post] vs. Spring Twins (Douglas Zuver) [lonewolf] [thread=1195893][Separate Thread][/thread]
5: [post=18749325]Loss[/post] vs Dwarven Misfits (whitebaron) [lonewolf] [thread=1198952][Separate Thread][/thread]
6: [post=18817882]Loss[/post] vs Khybers Spawn (lonewolf) [LinkN] [thread=1202319][Separate Thread][/thread]

Total: 4 wins, 2 losses = 10 victory points

Previous incarnation
Results
1: [post=18305249]Loss[/post] vs. The Arcane Initiates (whitebaron) [MindWandererB]
2: [post=18384333]Loss[/post] vs. Sehanine's Stalkers (LinkN) [MindWandererB]
3: [post=18440668]Loss[/post] vs. Power and Endurance (lonewolf) [Salrantol] [thread=1180141][Separate Thread][/thread]

Total: 0 wins, 3 losses = 3 victory points


Retraining

Gaglack
Level 2: Switched Endurance for Perception

Background and History

Both born into slavery Gaglack and Gundmir served the same lord for years of hard labor and trial. When their master started pitting them in fights for entertaining his guests, he underestimated their power and they broke away from that place and led a life on the run for quite a while.

Coming into Sagaris as unknowns, they still have the shadow of their master leering overhead - his bloodied form haunting them forever it seems...
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Raijin
Male Elf Druid

Ability Scores
STR 10 (+0) [0 pts] [10 base]
CON 14 (+2) [5 pts] [14 base]
DEX 16 (+3) [5 pts] [14 base, +2 racial]
INT 11 (+1) [3 pts] [08 base]
WIS 18 (+4) [9 pts] [16 base, +2 racial]
CHA 10 (+0) [0 pts] [10 base]


Hit Points 26 (12 Druid + 14 Con) Bloodied 13
Healing Surge 6hp / 9/day
Second Wind 6hp + 2 to all defenses until next action
Armor Class 14 [10 + 0 (level) +2 armor + 2 (Dex)]
Fortitude Defense 12 [10 + 0 (level) + 2 (Str/Con)]
Reflex Defense 14 [10 + 0 (level) + 3 (Dex/Int) +1 (druid)]
Will Defense 15 [10 + 0 (level) + 4 (Wis/Cha) +1 (druid)]

Initiative +3
Speed 7 squares


Attacks:
Spear +2 1d8 (+1dmg 2handed)
LongBow +5 1d10 20/40

Feats
Ritual Caster (Druid)
Primal Fury lvl 1 (+1 attack vs bloodied)

At-Will Powers:
Wild Shape
Druid Feature, Polymorph, Primal, Minor Action (special)

• Target: Personal
• Effect:change Human to beast, in beast form must use keyword Beast powers, When going from Beast to human shift 1 square.
• Special: can use once per round

Pounce
Druid 1 Beast Form, Implement, Primal, Standard

• Target: One Creature
• Range: Melee
• Attack: +4 (Wis) vs Reflex
• Hit: 1d8 + 4 (Wis damage)
• Effect: The target grants combat advantage to the next creature that attacks it before the end of your next turn.
• Special: When charging, you can use this power in place of a melee basic attack

Chill Wind
Druid 1 cold, Implement, Primal, Standard

• Target: each creature in burst
• Range: burst 1 within 10
• Attack: +4 (Wis) vs Fort
• Hit: 1d6 (cold damage)
• Effect: Slide target 1 square

Storm Spike
Druid 1 Lightning, Implement, Primal, Standard

• Target: One Creature
• Range: 10
• Attack: Wis vs Reflex
• Hit: 1d8 + 4 (Wis lightning damage)
• Effect: If target doesnt move atleast 2 sqaures on its next turn it takes lightning damage equal to wisdom

Encounter Powers:
Elven Accuracy
Elf Racial Power, Free Action, Personal

• Effect: Reroll an attack roll. Use the second roll, even if it's lower


Twisting Vines
Druid 1 Implement, Primal, Standard

• Target: Each creature in burst
• Range: burst 1 within 10
• Attack: Wis vs Reflex
• Hit: 1d8 + 4 (Wis damage)
• Effect: Each sqaure adjacent to target becomes difficult terrain until end of next turn.


Daily Powers:
Faerie Fire
Druid 1 Implement, Primal, Radiant, Standard

• Target: Each creature in burst
• Range: burst 1 within 10
• Attack: Wis vs Will
• Hit: 3d6 + 4 (Wis radiant damage)
• Effect: Slowed and grants combat advantage untill end of your next turn
• Miss: 1d6 + 4 (wis radiant damage) grants combat advantage untill end of your next turn


Race and Class Features
Elf
Low-light vision
Elven Weapon Proficiency: bows
Fey Origin
Group Awareness: allies within 5 gain +1 Perception
Wild Step: ignore difficult terrain while shifting

Druid
Armor: Cloth, leather, hide
Weapon: Simple Melee/Ranged
Implements: Staffs/Totems
Primal Predator: Not wearing heavy armor, +1 bonus speed
Wild Shape
Ritual Casting
1/day use animal messenger w/o using components

Skills
Arcana...........+6 (+1 int, +5 Trained)
Athletics........+5 (+0 str, +5 Trained)
Heal.............+9 (+4 wis, +5 Trained)
Nature...........+11 (+4 wis, +5 Trained, +2 Elf)
Perception.......+11 (+4 wis, +5 Trained, +2 Elf)

Equipment:
Leather armor [25 gp][15 lb]
Spear [5 gp][6 lb]
Long Bow [30 gp][3 lb]
30 arrows [1 gp][3 lb]
Totem [5 gp][2 lb]


Total: ??/??? gp, ??/??? lb
Ready for ????, 2009 [Fight 4]

Bareth`kul's Minions

Enoch the Prophet
Enoch the Prophet
Male Human ClericHit Points: 34 [+12 Class + 12 Con + (5 x 2 Level)] Bloodied: 17
Healing Surge: 8 Surges/day: 85 [+7 Class +1 Con]
Initiative: +0 [+1 Level -1 Dex] Speed: 5 [6 Human -1 Armor]
Action Points: 1 Daily Magic Item Uses: 0

AC: 19 [10 +1 Level +6 Armor +1 Enh +1 Shield]
Fort: 13 [10 +1 Level +1 Str +1 Racial]
Ref: 15 [10 +1 Level +2 Int +1 Racial +1 Shield]
Will: 189 [10 +1 Level +4 Wis +1 Racial +2 Class]

Attacks:
Melee Basic: Mace +4 (1d8+1) [+1 Level +1 Str +2 Prof +0 Enh]
Implement Powers: +6 [+1 Level +4 Wis +1 Enh]

At-Will Powers:
Lance of Faith
Cleric Attack 1 * Radiant
Standard Action Ranged 5
Target: One creature +6 vs. Reflex
Hit: 1d8+5 radiant damage and Nemeia gains a +2 power bonus to her next attack roll against the target.
[Critical Hit: 1d6+13]

Priest's Shield
Cleric Attack 1
Standard Action Melee Weapon
Target: One creature +4 vs. AC
Hit: 1d8+1 damage and Nemeia, if adjacent, gains a +1 power bonus to AC until the end of Enoch's next turn.

Sacred Flame
Cleric Attack 1 * Radiant
Standard Action Ranged 5
Target: One creature +6 vs. Reflex
Hit: 1d6+5 radiant damage and Nemeia, if Enoch can see her, makes a saving throw.
[Critical Hit: 1d6+11]

Encounter Powers:
Divine Glow
Cleric Attack 1 * Radiant
Standard Action Close Blast 3
Target: Each enemy in blast +6 vs. Reflex
Hit: 1d8+5 radiant damage.
Effect: Nemeia, if in the blast, gains a +2 power bonus to attack rolls until the end of Enoch's next turn.
[Critical Hit: 1d6+13]

Daunting Light
Cleric Attack 3 * Radiant
Standard Action Ranged 10
Target: One creature +6 vs. Reflex
Hit: 2d10+5 radiant damage
Effect: Nemeia, if Enoch can see her, gains combat advantage agains the target until the end of Enoch's next turn.
[Critical Hit: 1d6+25]

Thunderwave
Arcane Initiate Feat * Thunder
Standard Action Close Blast 3
Target: Each creature in blast +4 vs. Fortitude
Hit: 1d6+2 thunder damage. Push the target 4 squares.
[Critical Hit: 1d6+8]

Channel Divinity: Divine Fortune
Cleric Feature
Free Action Personal
Effect: Enoch gains a +1 bonus to his next attack roll or saving throw before the end of his turn.

Channel Divinity: Turn Undead
Cleric Feature * Radiant
Standard Action Close Burst 2
Target: Each undead creature in burst +6 vs. Will
Hit: 1d10+5 radiant damage and Enoch pushes the target 2 squares. The target is immobilized until the end of Enoch's next turn.
[Critical Hit: 1d6+15]

Healing Word
Cleric Feature * Healing
Minor Action Close burst 5
Target: Enoch or Nemeia in burst
Effect: The target can spend a healing surge and regain an additional 1d6+4 hit points.
Special: Enoch can use this power twice per encounter, but only once per round.

Daily Powers:
Cascade of Light [Used]
Cleric Attack 1 * Radiant
Standard Action Ranged 10
Target: One creature +6 vs. Will
Hit: 3d8+5 damage and the target gains vulnerability 5 to Enoch's attacks (save ends).
[Critical Hit: 1d6+29]

Shield of Faith [Used]
Cleric Utility 2
Standard Action Close Burst 5
Targets: Enoch and Nemeia in burst
Effect: Targets gain +2 power to AC until the end of the encounter.

Item Powers:
Dwarven Chainmail
Free Action Personal
Effect: Enoch regains 8 HP.

Unholy Symbol of Life [Used]
Minor Action Personal
Effect: Until the end of Enoch's turn, any character healed by one of his encounter or daily powers regains an additional 1d6 HP.

Wand of Chill Strike [Used]
Standard Action Ranged 10
Target: One creature +4 vs. Fortitude
Hit: 2d8+3 cold damage. The target is dazed until the end of Enoch's next turn.

Ability Scores
STR 13 (+1) [3 pts] [13 Base]
CON 12 (+1) [2 pts] [12 Base]
DEX 10 (+0) [0 pts] [10 Base]
INT 14 (+2) [5 pts] [14 Base]
WIS 19 (+4) [12 pts] [17 Base, +2 racial]
CHA 8 (-1) [0 pts] [8 Base]

Feats
Arcane Initiate [Lvl 1]
Shield Proficiency (Light) [Human]
Ritual Caster [Cleric]
Action Surge [Lvl 2]

Class Features
Channel Divinity 1/encounter
Healer's Lore

Skills
Acrobatics: +0 [+1 Level +0 Dex -1 Armor]
Arcana: +8 [+1 Level +2 Int +5 Trained]
Athletics: +1 [+1 Level +1 Str -1 Armor]
Bluff: +0 [+1 Level -1 Cha]
Diplomacy: +0 [+1 Level -1 Cha]
Dungeoneering: +5 [+1 Level +4 Wis]
Endurance: +2 [+1 Level +1 Con -1 Armor +1 Item]
Heal: +10 [+1 Level +4 Wis +5 Trained]
History: +8 [+1 Level +2 Int +5 Trained]
Insight: +10 [+1 Level +4 Wis +5 Trained]
Intimidate: +0 [+1 Level -1 Cha]
Nature: +5 [+1 Level +4 Wis]
Perception: +5 [+1 Level +4 Wis]
Religion: +8 [+1 Level +2 Int +5 Trained]
Stealth: +0 [+1 Level +0 Dex -1 Armor]
Streetwise: +0 [+1 Level -1 Cha]
Thievery: +0 [+1 Level +0 Dex -1 Armor]

Languages: Common, Primordial

Equipment:
dwarven chainmail +1 [520 gp][25 lb]
mace [5 gp][6 lb]
unholy symbol of life of Bareth`kul +1 [520 gp][1 lb]
wand of Chill Strike +1 [680 gp][0 lb]
light shield [5 gp][6 lb]

Total: 1730/1750 gp, 38/130 lb
Rituals
Gentle Repose [Level 1][Heal (no check)]
Silence [Level 1][Arcana (no check)]
Retraining
Level 2: Warrior of the Wild --> Arcane Initiate
Nemeia the Inquisitor
Nemeia the Inquisitor
Female Tiefling PaladinHit Points: 40 [+15 Class + 13 Con + (6 x 2 Level)] Bloodied: 20
Healing Surge: 10 Surges/day: 117 [+10 Class +1 Con]
Initiative: +0 [+1 Level -1 Dex] Speed: 5 [6 Race -1 Armor]
Action Points: 1 Daily Magic Item Uses: 1

AC: 22 [10 +1 Level +8 Armor +1 Enh +2 Shield]
Fort: 14 [10 +1 Level +2 Str +1 Class]
Ref: 15 [10 +1 Level +1 Int +1 Class +2 Shield]
Will: 16 [10 +1 Level +4 Cha +1 Class]

Attacks:
Melee Basic: Longsword + 9 (1d8+5) [+1 Level +4 Cha +3 Prof +1 Enh][Critical Hit: 1d6+13]
Ranged Basic: Javelin +6 (1d6+3) 10/20 [+1 Level +2 Str +2 Prof +1 Enh]
Charisma Powers: Longsword + 9 [+1 Level +4 Cha +3 Prof +1 Enh]
Implement Powers: +6 [+1 Level +4 Cha +1 Enh]

At-Will Powers:
Divine Challenge
Paladin Feature
Minor Action Close Burst 5
Target: One creature in burst
Effect: Nemeia marks the target, who remains marked until Nemeia marks another target. While marked, the target takes 7 radiant damage the first time it makes an attack that doesn't include Nemeia before the start of each of Nemeia's turns. On Nemeia's turn, she must either engage the target (by attacking it or ending her turn adjacent to it) or challenge a different target. If she fails to engage the target, the target ceases to be marked by her and she can't use this power on her next turn. This power is usable once per turn.

Lay on Hands [2/2 Used]
Paladin Feature
Minor Action Melee touch
Target: Enoch or Nemeia
Effect: Nemeia spends a healing surge. If Enoch is the target, he regains 8 HP instead of her.
Special: Nemeia may use this power twice per day, but only once per round.

Bolstering Strike
Paladin Attack 1
Standard Action Melee Weapon
Target: One creature +9 vs. AC
Hit: 1d8+5 damage. Nemeia gains 2 temporary hit points.
[Critical Hit: 1d6+13]

Enfeebling Strike
Paladin Attack 1
Standard Action Melee Weapon
Target: One creature +9 vs. AC
Hit: 1d8+5 damage. If Nemeia marked the target, it takes a -2 penalty to attack rolls until the end of Nemeia's next turn.
[Critical Hit: 1d6+13]

Encounter Powers:
Shielding Smite
Paladin Attack 1
Standard Action Melee Weapon
Target: One creature +9 vs. AC
Hit: 2d8+5 damage.
Effect: If within 5 squares, Enoch gains a +2 power bonus to AC until the end of Nemeia's next turn.
[Critical Hit: 1d6+21]

Invigorating Smite
Paladin Attack 3
Standard Action Melee Weapon
Target: One creature +9 vs. Will
Hit: 2d8+5 damage. If Nemeia is bloodied, she regains 7 HP. If Enoch is within 5 and bloodied, he regains 7 HP.
[Critical Hit: 1d6+21]

Infernal Wrath
Tiefling Racial Power
Minor Action Personal
Effect: Nemeia gains a +1 power bonus to her next attack roll against an enemy that hit her since her last turn, dealing +4 damage.

Channel Divinity: Divine Mettle
Paladin Feature
Minor Action Close Burst 10
Target: One creature in burst
Effect: The target makes a saving throw with a +4 bonus.

Channel Divinity: Divine Strength
Paladin Feature
Minor Action Personal
Effect: Nemeia deals +2 damage on her next attack this turn.

Daily Powers:
Radiant Delirium
Paladin Attack 1
Standard Action Ranged 5
Target: One creature +6 vs. Reflex
Hit: 3d8+5 radiant damage and the target is dazed until the end of Nemeia's next turn. The target takes a -2 penalty to AC (save ends).
Miss: Half damage and the target is dazed until the end of Nemeia's next turn.
[Critical Hit: 1d6+29]

Martyr's Blessing
Paladin Utility 2
Immediate Interrupt Close Burst 1
Trigger: Enoch is in burst and is hit by a melee or ranged attack
Effect: Nemeia is hit by the attack instead of Enoch.

Item Powers:
Dwarven Plate Armor [Used]
Free Action
Effect: Nemeia regains 10 HP.

Ability Scores
STR 14 (+2) [5 pts] [14 Base]
CON 13 (+1) [3 pts] [13 Base]
DEX 8 (-1) [0 pts] [8 Base]
INT 12 (+1) [0 pts] [10 Base, +2 racial]
WIS 14 (+2) [5 pts] [14 Base]
CHA 18 (+4) [9 pts] [16 Base, +2 racial]

Feats
Warrior of the Wild [Perception] [Lvl 1]
Melee Training [Charisma] [Lvl 2]

Class Features
Channel Divinity 1/encounter
Hunter's Quarry +1d6 1/encounter

Racial Features
Bloodhunt: +1 racial bonus to attack rolls vs. bloodied foes
Resist Fire 5
Low-light vision

Skills
Acrobatics: -4 [+1 Level -1 Dex -2 Armor -2 Shield]
Arcana: +2 [+1 Level +1 Int]
Athletics: -1 [+1 Level +2 Str -2 Armor -2 Shield]
Bluff: +7 [+1 Level +4 Cha +2 Racial]
Diplomacy: +10 [+1 Level +4 Cha +5 Trained]
Dungeoneering: +3 [+1 Level +2 Wis]
Endurance: +1 [+1 Level +1 Con -2 Armor -2 Shield +1 Item]
Heal: +8 [+1 Level +2 Wis +5 Trained]
History: +2 [+1 Level +1 Int]
Insight: +3 [+1 Level +2 Wis]
Intimidate: +10 [+1 Level +4 Cha +5 Trained]
Nature: +3 [+1 Level +2 Wis]
Perception: +8 [+1 Level +2 Wis, +5 Trained]
Religion: +7 [+1 Level +1 Int +5 Trained]
Stealth: -2 [+1 Level -1 Dex +2 Racial -2 Armor -2 Shield]
Streetwise: +5 [+1 Level +4 Cha]
Thievery: -4 [+1 Level -1 Dex -2 Armor -2 Shield]

Languages: Common, Primordial

Equipment:
dwarven plate armor +1 [520 gp][50 lb]
magic longsword +1 [360 gp][4 lb]
heavy shield [10 gp][15 lb]
magic javelin +1 [360 gp][6 lb]
magic unholy symbol of Bareth`kul +1 [360 gp][1 lb]

Total: 1610/1750 gp, 85/140 lb
Fight Summary
Current Fight Cycle:
Fight 1
Enoch used Shield of Faith.
Fight 2
Enoch used an action point, unholy symbol of life, and Cascade of Light. Nemeia used an action point, dwarven plate, lay on hands once, and three healing surges.
Results
1: [post=18333477]Win[/post] vs. Sehanine's Stalkers (LinkN)
2: [post=18456707]Loss[/post] vs. Khybers Spawn (lonewolf)
3: [post=18567176]Win[/post] vs. Eternal Glory (whitebaron)
4: [post=18654709]Loss[/post] vs. Dwarven Misfits (whitebaron)
----
5: [post=18759200]Loss[/post] vs. Power and Endurance (lonewolf)
6: [post=18986491]Win[/post] vs. Defenders of the Faith (lonewolf)
7: [post=19246837]Loss[/post] vs. The Feyshadows (MindWandererB)
Total: 3 wins, 4 losses = 10 victory points
Ready for July 30th [Fight 1]

Sehanine's Stalkers



Aventhressa
Aventhressa


Female Drow Rogue
Diety: Sehanine
Hit Points....43......Bloodied....21
Healing Surge.10......Surges/day..6
Initiative....+7......Speed.......6

AC: 20 (10, +2 level, +5 Dex, +2 armor, +1 enh) (23 vs Opportunity Attacks)
Fort: 13 (10, +2 level, +0 Con, +1 enh)
Ref: 20 (10, +2 level, +5 Dex, +1 enh, +2 class)
Will: 16 (10, +2 level, +3 Cha, +1 enh)

Attacks:
Melee Basic...+13(Dagger).....Damage: 1d4+8
(+2 level, +5 dex, +3 prof, +2 enh, +1 misc)
Ranged Basic..+13(Dagger).....Damage: 1d4+8...Range 5/10
(+2 level, +5 dex, +3 prof, +2 enh, +1 misc)

At-Will Powers:
Sly Flourish
Rogue Attack 1, Standard Action
Melee or Range, + 13 vs. AC
Hit: 1d4+11 damage

Deft Strike
Rogue Attack 1, Standard Action
Melee or Range, + 13 vs. AC
SpeciaL: Move 2 squares before attack
Hit: 1d4+8 damage

Fleeting Ghost
Rogue Utility 2, Move Action
Effect: Aventhressa moves her speed and can make a Stealth check after the move. She does not take the normal -5 penalty for movement on this check.

Encounter Powers:
Dazing Strike
Rogue Attack 1, Standard Action
Melee, +13 vs. AC
Hit: 1d4+8 damage, target is dazed until end of Aventhressa's next turn.

Bait and Switch
Rogue Attack 3, Standard Action
Melee, +13 vs. Will
Hit: 2d4+8 damage, switch places with the target, and shift 3 squares.

Cloud of Darkness
Drow Racial, Minor Action
Close burst 1
Effect: Creates a zone of darkness until end of Aventhressa's next turn; all other creatures are blind while in area, grants full concealment to all creatures in area, blocks Line of Sight.
Special: Can only use Cloud of Darkness or Darkfire once per encounter.

Darkfire
Drow Racial, Minor Action
Ranged 10, +7 vs Reflex
Hit: Target grants combat advantage to all attackers and cannot benefit from invisibility or concealment (but can benefit from cover) until end of Aventhressa's next turn.
Special: Can only use Cloud of Darkness or Darkfire once per encounter.

Daily Powers:
Blinding Barrage
Rogue Attack 1, Standard Action
Close blast 3, + 13 vs. AC, target all enemies in blast
Hit: 2d4+8 damage; target is blind until end of Aventhressa's next turn.
Miss: Half damage, no blind.

Clever Riposte
Rogue Attack 5, Standard Action
+ 13 vs. AC, Melee Weapon
Hit: 2d4+8 damage
Effect: Until the end of the encounter, target takes 5 damage every time it attacks Aventhressa, and she can shift as an immediate reaction after such an attack.

Item Powers:
[b]Duelist's Dagger[/b]
Critical: +2d6 (+2d8 if Aventhressa has combat advantage)
Daily Power, Minor Action
Effect: Aventhressa has combat advantage against the next creature she attacks with the Duelist's Dagger this turn.

[b]Bloodcut Leather Armor[/b]
Healing Surge Power, Minor Action
Effect: Gain resist 10 all until the end of Aventhressa's next turn. Can only be used while bloodied.

Ability Scores
STR 10 (+0) [0 pts] [10 base, +0 racial, +0 advancement]
CON 11 (+0) [1 pts] [10 base, +0 racial, +0 advancement]
DEX 21 (+5) [16 pts] [18 base, +2 racial, +1 advancement]
INT 10 (+0) [0 pts] [10 base, +0 racial, +0 advancement]
WIS 8 (-1) [0 pts] [9 base, +0 racial, +0 advancement]
CHA 17 (+3) [5 pts] [14 base, +2 racial, +1 advancement]

Feats
Melee Training (Dex): Can use Dex in place of Str for damage/attack rolls on basic melee attacks.
Weapon Focus (Light Blades): +1 damage with light blades
Backstabber: Sneak Attack damage dice become d8s

Class Features
First Strike (at start of encounter, get combat advantage against foes that haven't acted yet)
Artful Dodger (Add Cha mod (+3) to AC against opportunity attacks)
Rogue Weapon Talent (Shuriken damage die increased by 1, +1 to attacks with daggers)
Sneak Attack (once/round, if Aventhressa has combat advantage and hits with light blade, sling, or hand crossbow, deal 2d8 extra damage)

Racial Features
Trance: Meditate 4 hours instead of sleep.
Lolthtouched: Gain access to the Darkfire and Cloud of Darkness powers.
Fey Origin: Origin is fey, not natural.

Skills
Acrobatics.......+12 (Trained)
Arcana...........+1
Athletics........+7 (Trained)
Bluff............+5
Diplomacy........+5
Dungeoneering....+2
Endurance........+2
Heal.............+2
History..........+1
Insight..........+2
Intimidate.......+6
Nature...........+2
Perception.......+7 (Trained)
Religion.........+1
Stealth..........+14 (Trained)
Streetwise.......+10 (Trained)
Thievery.........+12 (Trained)

Equipment:
Bloodcut Leather Armor +1 [840 gp][15 lb]
Duelist's Dagger +2 [3400 gp][1 lb]
Amulet of Protection +1 [360 gp][3 lb]

Total: 4600/4750 gp, 19/100 lb

Sethala
Sethala


Female Elf Ranger
Diety: Sehanine
Hit Points....48......Bloodied....24
Healing Surge.12......Surges/day..6
Initiative....+7......Speed.......7

AC: 21 (10, +2 level, +5 Dex, +3 armor, +1 enh)
Fort: 15 (10, +2 level, +0 Con, +2 enh, +1 class)
Ref: 20 (10, +2 level, +5 Dex, +2 enh, +1 class)
Will: 17 (10, +2 level, +3 Wis, +2 enh)

Attacks:
Melee Basic...+5(Longsword).....Damage: 1d8
(+2 level, +0 Str, +3 prof, +0 enh)
Ranged Basic..+11(Longbow).....Damage: 1d10+8...Range 20/40
(+2 level, +5 Dex, +2 prof, +2 enh)

At-Will Powers:
Twin Strike
Ranger Attack 1, Standard Action
Melee or Ranged, +11 vs AC (Longbow); two attacks; one or two targets
Hit: 1d10+3 damage (Longbow)

Nimble Strike
Ranger Attack 1, Standard Action
Ranged weapon, +11 vs AC
Special: Shift 1 square before or after attack.
Hit: 1d10+8 damage

Hunter's Quarry
Ranger Special, Minor Action
Effect: Designate nearest enemy Sethala can see as her quarry. Once per round, when Sethala hits her quarry with an attack, attack deals 1d8 extra damage. Can decide which attack gets extra damage after all attacks are rolled. May only have one quarry at a time, and quarry lasts until end of encounter or when used against new target.

Encounter Powers:
Two-Fanged Strike
Ranger Attack 1, Standard Action
Melee or ranged weapon, +11 vs AC (Longbow); two attacks.
Hit: 1d10+8 damage (Longbow)
Special: If both attacks hit, deal +3 damage.

Shadow Wasp Strike
Ranger Attack 3, Standard Action
Melee or ranged weapon, +11 vs Reflex (Longbow)
Hit: 2d10+7 damage (Longbow)

Unbalancing Parry
Ranger Utility 2, Immediate Reaction
Trigger: An enemy misses Sethala with a melee attack
Effect: Slide the enemy into a square adjacent to Sethala. She gains combat advantage against it until the end of her next turn.

Elven Accuracy
Elf Special, Free Action
Effect: Reroll an attack roll. Use the second roll, even if it's lower.

Daily Powers:
Split the Tree
Ranger Attack 1, Standard Action
Ranged weapon, +11 vs. AC; two attacks; targets two creatures within 3 squares of each other.
Special: Make two attack rolls, take the highest result, and apply it to both targets.
Hit: 2d10+8 damage (Longbow)

Excruciating Shot
Ranger Attack 5, Standard Action
Ranged weapon, +11 vs. AC
Hit: 3d10+8 damage (Longbow), and the target is weakened (save ends)
Miss: Half damage, no weakened.


Item Powers:
[b]Magic Longbow[/b]
Critical: +2d6 damage

[b]Bloodcut Hide Armor[/b]
Healing Surge Power, Minor Action
Effect: Gain resist 10 all until the end of Aventhressa's next turn. Can only be used while bloodied.

Ability Scores
STR 10 (+0) [0 pts] [10 base, +0 racial, +0 advancement]
CON 11 (+0) [1 pts] [11 base, +0 racial, +0 advancement]
DEX 21 (+5) [16 pts] [18 base, +2 racial, +0 advancement]
INT 8 (-1) [0 pts] [8 base, +0 racial, +0 advancement]
WIS 17 (+3) [5 pts] [14 base, +2 racial, +0 advancement]
CHA 10 (+0) [0 pts] [10 base, +0 racial, +0 advancement]


Feats
Defensive Mobility: +2 AC vs Opportunity Attacks
Weapon Focus (Bow): +1 damage with bows
Lethal Hunter: Quarry bonus dice increase to d8s
Toughness: 5 bonus health

Class Features
Archer Fighting Style (gain Defensive Mobility bonus feat)
Hunter's Quarry (gain access to Hunter's Quarry at-will power)
Prime Shot (if no allies are closer to target than Sethala, get +1 on ranged attacks against that target)

Racial Features
Elven Weapon Prof (proficient with longbow and shortbow)
Group Awareness (Non-elf allies within 5 get +1 to Perception)
Elven Accuracy (see encounter powers)
Fey Origin (Origin is fey, not natural)
Wild Step (Ignore difficult terrain while shifting, even while shifting multiple squares)

Skills
Acrobatics.......+11 (Trained)
Arcana...........+1
Athletics........+1
Bluff............+2
Diplomacy........+2
Dungeoneering....+5
Endurance........+1
Heal.............+10 (Trained)
History..........+1
Insight..........+5
Intimidate.......+2
Nature...........+12 (Trained)
Perception.......+12 (Trained)
Religion.........+1
Stealth..........+11 (Trained)
Streetwise.......+2
Thievery.........+6

Equipment:
Magic Longbow +2[1800 gp][3 lb]
Longsword x2 [15 gp][4 lb]
Arrows x60 (two quivers) [1 gp][3 lb]
Bloodcut Hide Armor +1 [840 gp][25 lb]
Amulet of Protection +2 [1800 gp][1 lb]

Total: 4472/4750 gp, 42/100 lb

Fight Summary
Current Fight Cycle:

Previous Incarnation
Record:
[post=18333477][/post] to Bareth'kul's Minions [April 9]: +1 VP
[post=18384333][/post] to Hermes' Strike [April 16]: +2 VP
[post=18458913][/post] to Knights of the Order [April 23]: +1 VP
[post=18502457][/post] to Power and Endurance [April 30]: +1 VP
[post=18549570][/post] to Hermes' Strike [May 7th]: +1 VP
[post=18601664][/post] to Power and Endurance [May 14th]: +2 VP

[post=18715999][/post] vs Eternal Glory [May 28th]: +2 VP Fights tend to be easy when my opponents can't roll above a 5.
[post=18749398][/post] vs Glory Through Cunning [June 4th]: +2 VP Step 1: Crit on Split the Tree. Step 2: ????? Step 3: PROFIT!
[post=18823855][/post] vs Defenders of the Faith [June 11th]: +2 VP A tough battle, but it's hard for my opponents to hit what they can't see.
[post=18868267][/post] vs Eternal Glory [June 18th]: +2 VP Once again, strike first and strike hard, and the battle's won.
[post=18973910][/post]: For Their Husbands [June 25th, 4 weeks]: +4 VP. Level 4 quest.
Total VP: 12
4/0 W/L

Epsilon-6



Show


Warforged Paladin
Level 1, Lawful Good

Str 16 (+3) [5 pts] [14, +2 racial]
Con 14 (+2) [2 pts] [12, +2 racial]
Dex 14 (+2) [5 pts]
Int 9 (-1) [1 pts]
Wis 10 (+0)
Cha 16 (+3) [9 pts]

Hit Points 29 [15 (base) + 14 (con)]; Bloodied 14
Healing Surge (hp healed/per day): 7hp / 12/day [? (paladin) + 2 (con)]
Second Wind: 7hp + 2 to all defenses until next action
Armor Class ? [10 + 0 (level) + ? (Armor) + [2 (Int/Dex) in light armor]]
Fortitude Defense 14 [10 + 0 (level) + 3 (Str/Con)]
Reflex Defense 13 [10 + 0 (level) + 2 (Dex/Int)]
Will Defense 14 [10 + 0 (level) + 3 (Wis/Cha)]

Initiative +2
Speed 5 squares

Basic Attacks
Flail +? vs AC [+3 Str, +? proficiency], 1d?+? dmg
Crossbow +? vs AC [+2 Str, +? proficiency], 1d?+? dmg, Range ?

Feats
Warrior of the Wild [1st]

Skills
+5 Dungeoneering (+0 Wis, +5 trained)
+6 Endurance (+2 Con, +5 trained, -1 ACP)
+4 History (-1 Int, +5 trained)
+8 Intimidate (+3 Cha, +5 trained)
+4 Religion (-1 Int, +5 trained)

Race and Class Features
Warforged
Vision: ?
Languages: ?
?

Paladin
Armor Proficiencies: Cloth, leather, hide, chainmail, plate
Weapon Proficiencies: Simple Melee, Simple Ranged, Martial Weapon
Implement: Holy Symbol
?

Prayers
At-will (2 base)
Bolstering Strike (Class 1, Divine, ?)
  • Target: ?
  • Attack: +? [] vs ?
  • Hit: ?

Valiant Strike (Class 1, Divine, ?)
  • Target: ?
  • Attack: +? [?] vs ?
  • Hit: ?

Encounter (1 base +? paladin)
Fearsome Strike (Class 1, Divine, ?)
  • Target: ?
  • Attack: +? [] vs ?
  • Hit: ?

Daily (1 base)
Radiant Delirium (Class 1, Divine, ?)
  • Target: ?
  • Attack: +? [] vs ?
  • Hit: ?


Equipment
Plate Armor [?lbs] [50gp]
Flail [?lbs] [10gp]
Crossbow [?lbs] [25gp]
Holy Symbol [1lbs] [10gp]
Bolts (20) [?lbs] [1gp]
4gp left

[?lbs] [96gp]


Show


Warforged Wizard
Level 1, Good

Str 15 (+2) [3 pts] [13, +2 racial]
Con 16 (+3) [5 pts] [14, +2 racial]
Dex 8 (-1)
Int 16 (+3) [9 pts]
Wis 13 (+1) [3 pts]
Cha 10 (+0)

Hit Points 26 [10 (base) + 16 (con)]; Bloodied 13
Healing Surge (hp healed/per day): 6hp / 9/day [? (wizard) + 3 (con)]
Second Wind: 6hp + 2 to all defenses until next action
Armor Class ? [10 + 0 (level) + ? (Armor) + 3 (Int/Dex) in light armor]
Fortitude Defense 13 [10 + 0 (level) + 3 (Str/Con)]
Reflex Defense 13 [10 + 0 (level) + 3 (Dex/Int)]
Will Defense 13 [10 + 0 (level) + 1 (Wis/Cha)]

Initiative -1
Speed 5 squares

Basic Attacks
Dagger +? vs AC (+? vs AC when thrown) [+2 Str/-1 Dex, +3 proficiency], 1d4+2 dmg, Range 5/10, Off-hand, Light Thrown
Magic Missile +? vs Reflex [+?], 1d?+? dmg, Range ?

Feats
Shield Proficiency (Light) [1st]

Skills
+8 Arcana (+3 Int, +5 trained)
+6 Dugeoneering (+1 Wis, +5 trained)
+8 History (+3 Int, +5 trained)
+? Insight (+?, +5 trained) [Passive 10]

Race and Class Features
Warforged
Vision: ?
Languages: ?
?

Wizard
Armor Proficiencies: Cloth
Weapon Proficiencies: ?
Implement: Orb
?

Prayers
At-will (2 base)
Cloud of Daggers (Class 1, Arcane, ?)
  • Target: ?
  • Attack: +? [] vs ?
  • Hit: ?

Magic Missile (Class 1, Arcane, ?)
  • Target: ?
  • Attack: +? [] vs ?
  • Hit: ?
  • Special: This attack counts as a basic attack.

Encounter (1 base)
Icy Terrain (Class 1, Arcane, ?)
  • Target: ?
  • Attack: +? [] vs ?
  • Hit: ?

Daily (1 base)
Freezing Cloud (Class 1, Arcane, ?)
  • Target: ?
  • Attack: +? [] vs ?
  • Hit: ?


Equipment
Plate Armor [?lbs] [50gp]
Light Shield [?lbs] [5gp]
Dagger [?lbs] [1gp]
Orb [?lbs] [15gp]
Standard Adventurer's Kit [33lbs] [15gp]
Spellbook
14gp left

[?lbs] [86gp]


Fight Summary
Current Fight Cycle:

Results
Total: 0 wins, 0 losses = 0 victory points


Identical Games

D&D Published World foums at The Piazza (Dark Sun, Mystara, Spelljammer, Planescape, and more); Core Coliseum; D&D Material including my Master/Expert DM Competition entries

Remnants of the Wild
VP: 5
(2v2 Record: 1/0)
(Multiperson Record (1st/2nd/3rd): 1/0/0)



Torel Silvanus
Torel Silvanus
Male Longtooth Shifter Cleric of Meloria
Hit Points....25......Bloodied....12
Healing Surge.06......Surges/day..08
Initiative....+1......Speed.......5

AC....Fort....Ref.....Will
17.....14......11......16

Attacks:
Basic Melee +6 vs AC 1d8+4

At-Will Powers:
Lance of Faith
Standard: Implement, Divine, Radiant
Range 5....+4 vs. Reflex // Hit: 1d8+4
Hit Effect: Ally gains +2 to hit target next attack

Sacred Flame
Standard: Implement, Divine, Radiant
Range 5....+4 vs. Rflx // Hit: 1d6+4 damage
Hit Effect: Ally gains 0 Temp HP, or can make a Saving Throw

Encounter Powers:
Healing Strike
Standard: Divine, Healing, Weapon, Radiant
Melee....+4 vs. AC + weapon
Hit: 2d8+4 damage and target is marked
Hit Effect: Ally or self in 5 squares can spend healing surge

Longtooth Shifting (Racial)
Minor
Effect: Until end of encounter, or unconscious +2 on Damage Rolls. If Bloodied Regen 2

Healing Word (2x Encounter)
Minor: Divine, Healing
Close Burst 5
Effect: Self or Target ally spends healing surge and gains value +1d6+4

Daily Powers:
Avenging Flame
Standard: Divine, Fire, Weapon
Melee....+4 vs. AC (Add Weapon)
Hit: 2d8+4 Damage and ongoing 5 Fire Damage (Save Ends)
Miss: Half Damage, no ongoing Fire
Special: If target attacks, it cannot make a save vs the Fire Damage

Item Powers:
N/A

Ability Scores
STR 18 (+4) [9 pts] [10 base, +2 racial]
CON 12 (+1) [2 pts] [10 base]
DEX 12 (+1) [2 pts] [10 base]
INT 08 (-1) [0 pts] [08 base]
WIS 18 (+4) [9 pts] [10 base, +2 racial]
CHA 10 (+0) [0 pts] [10 base]

Feats
Ritual Caster
Shield Prof (Light)

Class Features
Channel Divinity: Turn Undead, Divine Fortune
Healer's Lore
Healing Word
Ritual Caster

Racial Features
Longtooth Shifting - Encounter
+2 Str, +2 Wis
Low Light vision
+2 Athletics, Endurance

Skills -1 From Chain (included)
Acrobatics.......+0
Arcana...........-1
Athletics.......+5
Bluff............+0
*Diplomacy........+5
Dungeoneering....+4
Endurance........+2
*Heal.............+9
History..........-1
*Insight..........+9
Intimidate.......+0
Nature...........+4
Perception.......+4
*Religion.........+4
Stealth..........+0
Streetwise.......+0
Thievery.........+0

Equipment:
Mace 5gp
Chain 40gp
Shield 5gp

Total: 50/100 gp, 52/180 lb

Loddick Saffarion
Loddick Saffarion
Male Elf [post=18600278]Avenger[/post] of Meloria (Censure of Pursuit)
Hit Points....28......Bloodied....14
Healing Surge.7......Surges/day..9
Initiative....+3......Speed.......7

AC....Fort....Ref.....Will
16.....13......14......15

Attacks:
Melee Basic... +7 Longsword 1d8+4/5 (Versatile)
Ranged Basic..+5 Longbow 1d10+3 Range 20/40

At-Will Powers:
Bond of Pursuit
+7 vs AC // Hit: 1d8+4/5 (Versatile)
Hit: If target does not end turn adjacent to me, I can shift 4 as a free action before taking other actions. I must shift closer to the target

Radiant Vengance
Range 10 // Divine, Implement, Radiant
+4 vs Rflx // Hit: 1d8+4 damage, Loddick gains 4 Temp HP

Encounter Powers:
Angelic Alcarity
+7 vs AC // Hit: 2d10+4/5 (Versatile)
Effect: Shift 4 squares before the attack.

Elven Accuracy
Free: Reroll an Attack Roll

Oath of Enmity
Minor // Close Burst 10 // 1 Target
When I make a melee attack against the target and there are no other enemies adjacent to me I can roll 2 attacks and take the better. This effect lasts to the end of the encounter or until the target drops to 0 hp, which allows me to use this power again.
Oath has no effect on powers that make me roll 2 dice and take a higher or lower value.
If a power allows me to reroll the attack, I can reroll both dice.
Full Text

Channel Divinity: Abjure Undead
+4 vs Will // Close Blast 5 // 1 Undead creature
3d10+4 and pull the target 5 squares, the target is immobilized till the end of my next turn

Channel Divinity: Divine Guidance
Immediate Interrupt // Close Blast 10 // Triggering Ally
Trigger: Ally makes an attack against target of Oath of Enmity.
Effect: Target makes 2nd attack roll and uses either result.

Daily Powers:
Renewing Strike
+4 vs Reflex // Ranged 10 // Divine, Healing, Lightning, Impliment
Hit: 2d10+4, Miss: Half Damage
Effect: Spend a Healing surge

Item Powers:
N/A

Ability Scores
STR 11 (+0) [01 pts] [10 base]
CON 14 (+2) [05 pts] [10 base]
DEX 17 (+3) [07 pts] [10 base, +2 racial]
INT 10 (+0) [00 pts] [10 base]
WIS 18 (+4) [09 pts] [10 base, +2 racial]
CHA 08 (-1) [00 pts] [08 base]

Feats
[post=18600278]Melee Training (Wis)[/post]

Class Features
Armor of Faith +3AC
Censure of Pursuit (If Oath target moves away from me willingly I gain +5 to damage rolls till the end of my next turn)
Channel Divinity (Abjure Undead, Divine Guidance)
Oath of Enmity

Racial Features
Elven Accuracy - Encounter
+2 Dex, +2 Wis
Low Light vision
Non-Elf Allies get +1 to Perception w/in 5 Squares
+2 Nature, Perception
Ignore Difficult Terrain when shifting

Skills
*Acrobatics.......+8
Arcana...........+0
Athletics........+0
Bluff............-1
Diplomacy........-1
Dungeoneering....+4
Endurance........+1
Heal.............+5
History..........+0
Insight..........+3
Intimidate.......-1
Nature...........+6
*Perception.......+11
*Religion.........+5
*Stealth..........+8
Streetwise.......-1
Thievery.........+3

Equipment:
Longsword 15gp
Longbow 30gp
Cloth Armor 1gp
Hide Armor 30gp (not worn)

Total: 76/100 gp, 28/110 lb

Fight Summary
Current Fight Cycle:
Fight 1: Torel - 2 Healing Surges, Loddick - 1 Healing Surge
Fight 2: Loddick - 2 Healing Surges, Torel - Avenging Flame (Both gain an Action Point)

Results
1: [post=18651882]Win[/post] vs Strike from the Past
2: [post=19288658]1st[/post] vs Large Weapons vs Forrel Sisters
The COre COliseum - Home of a few of my Gladiators
Ready for April 15 09 [Fight 1]

Tiefling Twins



Skoka
Character Skoka
Male Tiefling Warlock(Fey)
Hit Points....23......Bloodied....11
Healing Surge.5......Surges/day..6
Initiative....+0......Speed.......6

AC....Fort....Ref.....Will
15.....10......14......16

Attacks:

Ranged Basic..+5(Eldritch Blast)......Damage: 1d10+5...Range 10
(+0 level, +5 Cha, +0 enh)

At-Will Powers:
Eldritch Blast
Warlock Attack Level 1
Range 10....+5 vs. Reflex
Standard action....Target: One Creature
Hit: 1d10+5 damage

Eyebite
Warlock Attack Level 1
Range 10....+5 vs. Will
Standard action....Target: One creature
Hit: 1d6+5 damage and you are invisible to target until the start of your next turn

Encounter Powers:
Witchfire
Warlock Attack Level 1
Range 10....+5 vs. Reflex
Standard action....Target: One Creature
Hit: 2d6+5 damage and the target takes a -5 penalty to attack rolls until the end of your next turn

Infernal Wrath
Tiefling Racial Power
Minor action....Target: Personal
Effect: Channel your fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage add +5 as extra damage.

Daily Powers:
Dread Star
Warlock Attack Level 1
Range 10....+5 vs. Will
Standard action....Target: One creature
Hit: 3d6+5 radiant damage and the target is immobilized until the end of your next turn
Effect: The target takes a -2 penalty to Will defense (save ends)


Ability Scores
STR 10 (+0) [?? pts] [10 base, +0 racial, +0 advancement]
CON 11 (+0) [?? pts] [11 base, +0 racial, +0 advancement]
DEX 10 (+0) [?? pts] [10 base, +0 racial, +0 advancement]
INT 16 (+3) [?? pts] [14 base, +2 racial, +0 advancement]
WIS 8 (-1) [?? pts] [8 base, +0 racial, +0 advancement]
CHA 20 (5?) [?? pts] [18 base, +2 racial, +0 advancement]


Feats
Improved misty step. (+2 squares to misty step)

Class Features
Misty Step (Whenever an enemy under your warlock's curse is reduced to 0 hit points or fewer, you can immediately teleport 3 squares as a free action.)

Prime shot (If none of your allies are nearer to your target than you are you receive a +1 bonus to ranges attack rolls against that target.

Shadow Walk (If you move at least 3 squares away from where you started your turn you gain concealment until the end of your next turn)

Warlocks curse (Minor action curse +1d6 damage to 1 source of damage per round.)

Racial Features
Bloodhunt (+1 on attack rolls against bloodied foes.)

Fire resistance (Fire resistance 5)

Infernal Wrath

Skills
Acrobatics.......+0
Arcana...........+8 (Trained)
Athletics........+0
Bluff............+12 (Trained) (Racial)
Diplomacy........+5
Dungeoneering....-1
Endurance........+0
Heal.............-1
History..........+8 (Trained)
Insight..........-1
Intimidate.......+10 (Trained)
Nature...........-1
Perception.......-1
Religion.........+3
Stealth..........+2 (Racial)
Streetwise.......+5
Thievery.........+0

Equipment:
Leather armor [25 gp][15 lb]
Standard adventurers kit [15 gp][33 lb]
Climbers kit [2 gp][11 lb]

Total: 42/100 gp, 59/100 lb

Neila
Neila
Female Tiefling Warlock(Fey)
Hit Points....23......Bloodied....11
Healing Surge.5......Surges/day..6
Initiative....+0......Speed.......6

AC....Fort....Ref.....Will
15.....10......14......16

Attacks:

Ranged Basic..+5(Eldritch Blast)......Damage: 1d10+5...Range 10
(+0 level, +5 Cha, +0 enh)

At-Will Powers:
Eldritch Blast
Warlock Attack Level 1
Range 10....+5 vs. Reflex
Standard action....Target: One Creature
Hit: 1d10+5 damage

Eyebite
Warlock Attack Level 1
Range 10....+5 vs. Will
Standard action....Target: One creature
Hit: 1d6+5 damage and you are invisible to target until the start of your next turn

Encounter Powers:
Witchfire
Warlock Attack Level 1
Range 10....+5 vs. Reflex
Standard action....Target: One Creature
Hit: 2d6+5 damage and the target takes a -5 penalty to attack rolls until the end of your next turn

Infernal Wrath
Tiefling Racial Power
Minor action....Target: Personal
Effect: Channel your fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage add +5 as extra damage.

Daily Powers:
Dread Star
Warlock Attack Level 1
Range 10....+5 vs. Will
Standard action....Target: One creature
Hit: 3d6+5 radiant damage and the target is immobilized until the end of your next turn
Effect: The target takes a -2 penalty to Will defense (save ends)


Ability Scores
STR 10 (+0) [?? pts] [10 base, +0 racial, +0 advancement]
CON 11 (+0) [?? pts] [11 base, +0 racial, +0 advancement]
DEX 10 (+0) [?? pts] [10 base, +0 racial, +0 advancement]
INT 16 (+3) [?? pts] [14 base, +2 racial, +0 advancement]
WIS 8 (-1) [?? pts] [8 base, +0 racial, +0 advancement]
CHA 20 (5?) [?? pts] [18 base, +2 racial, +0 advancement]


Feats
Improved misty step. (+2 squares to misty step)

Class Features
Misty Step (Whenever an enemy under your warlock's curse is reduced to 0 hit points or fewer, you can immediately teleport 3 squares as a free action.)

Prime shot (If none of your allies are nearer to your target than you are you receive a +1 bonus to ranges attack rolls against that target.

Shadow Walk (If you move at least 3 squares away from where you started your turn you gain concealment until the end of your next turn)

Warlocks curse (Minor action curse +1d6 damage to 1 source of damage per round.)

Racial Features
Bloodhunt (+1 on attack rolls against bloodied foes.)

Fire resistance (Fire resistance 5)

Infernal Wrath

Skills
Acrobatics.......+0
Arcana...........+8 (Trained)
Athletics........+0
Bluff............+12 (Trained) (Racial)
Diplomacy........+5
Dungeoneering....-1
Endurance........+0
Heal.............-1
History..........+8 (Trained)
Insight..........-1
Intimidate.......+10 (Trained)
Nature...........-1
Perception.......-1
Religion.........+3
Stealth..........+2 (Racial)
Streetwise.......+5
Thievery.........+0

Equipment:
Leather armor [25 gp][15 lb]
Standard adventurers kit [15 gp][33 lb]
Climbers kit [2 gp][11 lb]

Total: 42/100 gp, 59/100 lb

Fight Summary
Current Fight Cycle:




Results
1: [post=???]Win/Loss[/post] vs. Opponent (Player)
Total: ?? wins, ?? losses = ?? victory points

Infernal Siblings



Night Star

Night Star
Male tiefling trickster rogue
Evil

Hit Points....23......Bloodied...11
Healing Surge..5....Surges/day..6
Initiative....+7.......Speed.......6

AC....Fort....Ref.....Will
15.....10......15......14

Attacks:
Melee Basic...+3 (short sword)...Damage: 1d6
(prof +3 Ability +0)
Range Basic...+5 (hand crossbow)..Damage: 1d6+3
(prof +2 Ability +3)


At-Will Powers:
Deft Strike
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade,or a sling.
Target: One creature
Special: You can move 2 squares before the attack.
Attack: Dexterity vs. AC
Hit: 1d6+3

Sly Flourish
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade,or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1d6+3+ 4

Encounter Powers:

King's castle
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade,or a sling.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2d6+3
Effect: Switch places with a willing adjacent ally.

Infernal wrath
Minor Action Personal
Effect: You can channel your fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, add your Charisma modifier as extra damage.

Daily Power:

Easy Target
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade,or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2d6+3, and the target is slowed and grants combat advantage to you (save ends both).
Miss: Half damage, and the target grants combat advantage to you until the end of your next turn.

Ability Scores
Ability....Check..........Ability....Check
Scores....Modifier........Scores....Modifier
STR 10.....+0.............INT 12.....+1
CON 11....+0............WIS 8......-1
DEX 17....+3............CHA 18.....+4

Feats:
improved Initiative: +4 to initiative checks


Class Features:

First Strike :At Encounter Start, Get Combat Advantage against foes that haven't acted yet

Artful Dodger :Add cha mod to AC against Opportunity attacks

Rogue Weapon Talent : Damage die increase one size with Shuriken, and +1 on attack with daggers

Sneak Attack :Once per Round, when you have combat advantage against an enemy and are using a weapon from the light blade, the crossbow, or the sling weapon group, an attack you make against that enemy deals extra damage if the attack hits. You decide whether to apply the extra damage after making the damage roll. As you advance in level, your extra damage increases.(lvls 1-10= 2d6 dmg)

Skills:
Skills
Acrobatics(T).....8
Arcana ..........1
Athletics..........0
Bluff(T)............11
Diplomacy.........4
Dungeoneering..-1
Endurance.........0
Heal................-1
History ............1
Insight............-1
Intimidate(T).....9
Nature ...........-1
Perception(T).....4
Religion ...........1
Stealth(T).........10
Streetwise......4
Thievery(T)......8 (10 with tools)

Racial Features
Infernal Wrath- Use Infernal Wrath as an encounter power
Fire Resistance- resist fire 5 +1/2 level
Bloodhunt- +1 on attacks against bloodied Foes


Equipment
Leather Armor +2 Ac, 25 gp
Hand Crossbow , 25gp
Short Sword, 10 gp
Crossbow Bolts (60), 2gp
Thieving tools (Varies), 20 gp
Adventures kit, 15 gp


Gold left.. 3gp

Ice

Ice
Female tiefling wizard

Hit Points....21......Bloodied...10
Healing Surge..5......Surges/day..6
Initiative....+4......Speed.......6

AC....Fort....Ref.....Will
15.....10......15......13

Attacks:
Melee Basic...+3(Handaxe)...Damage: 1d6
(prof +2 Ability +1)
Range Basic...+5(Magic Missile)..Damage: 2d4+5 (20-40)
(prof +2 Ability +4)

At-Will Powers:
cantrips

Ghost sound
Standard Action Ranged 10
Target: One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
Light
Minor Action Ranged 5
Target: One object or unoccupied square
Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action.
Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.
Mage Hand
Minor Action Ranged 5
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or
worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.

Magic Missile
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d4 + 5 force damage.
Increase damage to 4d4 + Intelligence modifier at 21st level.
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power

Ray of Frost
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d6 + 5 cold damage, and the target is slowed until the end of your next turn.

Encounter Powers:
Chill Spike
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d8 + 5 cold damage, and the target is dazed until the end of your next turn.
Infernal wrath
Minor Action Personal
Effect: You can channel your fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, add your Charisma modifier as extra damage.

Daily Powers:
Sleep
Standard Action
Area: burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).
Miss: The target is slowed (save ends).

Daily Powers(in book):
Flaming Sphere
Standard Action Ranged 10
Target: One creature adjacent to the flaming sphere
Attack: Intelligence vs. Reflex
Hit: 2d6 + 5 fire damage.
Effect: You conjure a Medium flaming sphere in an unoccupied square within range, and the sphere attacks an adjacent creature. Any creature that starts its turn next to the flaming sphere takes 1d4 + 5 fire damage. As a move action, you can move the sphere up to 6 squares.
Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere.

Ability Scores
Ability....Check..........Ability.....Check
Scores....Modifier........Scores....Modi fier
STR 10.....+0.............INT 20.....+5
CON 11.....+0.............WIS 13.....+1
DEX 10.....+0.............CHA 12.....+1


Feats
improved Initiative: +4 to initiative checks
Ritual Casting: You gain the Ritual Caster feat (page 200) as a bonus feat, allowing you to use magical rituals


Class Feature
Arcane Implement Mastery


Orb of Imposition: Once per encounter as a free action, you can use your orb to gain one of the following two effects.

1: You can designate one creature you have cast a wizard spell upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to its saving throws against that effect equal to your Wisdom modifier.
2: You can choose to extend the duration of an effect created by a wizard at-will spell (such as cloud of daggers or ray of frost) that would otherwise end at the end of your current turn. The effect instead ends at the end of your next turn.

You must wield an orb to use this ability. Control wizards select this form of mastery because it helps extend the duration of their control effects.


Cantrips
Cantrips are minor spells you gain at 1st level. You can use the ghost sound, light, mage hand, and prestidigitation cantrips as at-will powers.

Ritual Casting
You gain the Ritual Caster feat (page 200) as a bonus feat, allowing you to use magical rituals (seeChapter 10).
rituals
Brew potion, tenser's floating disc, secret page

Spellbook
You possess a spellbook, a book full of mystic lore in which you store your rituals and your daily and utility spells.
Rituals: Your book contains three 1st-level rituals
of your choice that you have mastered.

Daily and Utility Spells: Your spellbook also holds your daily and utility spells. You begin knowing two daily spells, one of which you can use on any given day.

Skills
Acrobatics........0
Arcana(T) ............10
Athletics.............0
Bluff..................3
Diplomacy(T).......6
Dungeoneering.....1
Endurance..........0
Heal.................1
History...............5
Insight(T)............6
Intimidate...........1
Nature .............1
Perception.........1
Religion(T).........10
Stealth..............2
Streetwise.........1
Thievery............0

Racial Features
Infernal Wrath- Use Infernal Wrath as an encounter power
Fire Resistance- resist fire 5 +1/2 level
Bloodhunt- +1 on attacks against bloodied Foes


Equipment
Spellbook (free)
Cloth Clothing (Ice blue) 1gp
Dagger, 1gp
implement orb, 15gp

(17 gp spent)

Fight Summary
Current Fight Cycle:




Results
1: [post=]Win/lost[/post] vs. ()
Total: 0 wins, 0 losses = 0 victory points
Ready for ?? [Fight 1]
Tactics Battle this week

The Spring Twins



April and May
April and May, the Spring Twins
Female Elf Devoted Clerics of Melora Level 7
Alignment: Good
Hit Points....61......Bloodied....30
Healing Surge.16 (15+1 item)......Surges/day...11

Initiative....+6......Speed.......7 (7 -0 hide armor)

AC....Fort....Ref.....Will
21.....17......18......21
(10, +3 level, +3 Hide, +3 Dex, +2 enh)
(10, +3 level, +2 Con, +3 Dex, +4 Wis, +2 enh)


Attacks:
Melee Basic...+3 (Unarmed).....Damage: 1d4
(+3 level, +0 Str, +0 prof, +0 enh)
Ranged Basic…+10 (Longbow).....Damage: 1d10+7 (20/40)
(+3 level, +3 Dex, +2 prof, +2 enh)…(+3 Dex, +2 enh, +2 Bracers)

At-Will Powers:
Lance of Faith
Standard: Divine, Implement, Radiant
Ranged 5….+9 vs. Ref
Hit: 1d8+7 damage and one ally gains a +2 bonus to next attack roll on same target

Sacred Flames
Standard: Divine, Implement, Radiant
Ranged 5…+9 vs. Ref
Hit: 1d6+7 damage and one ally chooses either 5 temp hp or to make a free saving throw

Acrobat Boots Power
Minor
Effect: Stand up from prone.

First Aid – Use Second Wind
Standard
Adjacent Target: Auto success.
Effect: Target uses their Second Wind as a free action but does not gain the defensive bonus.
{Notes: this does not provoke an AoO.}

Encounter Powers:
Second Wind
Standard: Personal
Effect: Spend a healing surge and regain 16 hit points. Gain +2 to all defenses until the start of your next turn.

Hunter’s Quarry (Ranger MC)
Minor
Effect: Designate the nearest enemy that you can see as your quarry. Until the end of your next turn, you may deal an extra 1d6 damage once per a round to your quarry, when an attack hits your quarry.

Elven Accuracy (Racial)
Free: Personal
Effect: Reroll an attack roll. Apply the second roll.

Divine Fortune (Channel Divinity)
Free: Personal
Effect: Gain a +1 bonus on next attack roll or saving throw.
{Notes: Only use one channel divinity power per encounter.}

Turn Undead (Channel Divinity)
Standard: Divine, Implement, Radiant
Close Burst 2 (each undead in burst)….+9 vs. Will
Hit: 2d10+7 radiant damage and push target 5 squares. Target is immobilized until the end of your next turn.
{Notes: Only use one channel divinity power per encounter.}

Healing Word
Minor: Divine, Healing
Close Burst 5 (You or one ally)
Special: you can use this power twice per encounter but once per round.
Effect: Target spends a healing surge and regains 1d6+4 extra hit points.

Bastion of Health
Minor: Divine, Healing
Ranged 10 (You or one ally)
Effect: Target spends a healing surge and regains 6 extra hit points.
{Notes: This provokes an AoO.}

Divine Glow
Standard: Divine, Implement, Radiant
Close Blast 3 (each enemy in blast)...+9 vs. Ref
Hit: 1d8+7 radiant damage.
Effect: Allies in blast gain +2 power bonus to attack rolls until the end of your next turn.

Sanctuary
Standard: Divine
Ranged 10 (you or one ally)
Effect: Target receives a +5 bonus to all defenses. The effect lasts until the target attacks or until the end of your next turn.

Daunting Light
Standard: Divine, Implement, Radiant
Ranged 10...+9 vs. Ref
Hit: 2d10+7 radiant damage.
Effect: One ally (within line of sight) gains CA vs. target until the end of your next turn.

Searing Light
Standard: Divine, Implement, Radiant
Ranged 10...+9 vs. Ref
Hit: 2d6+7 radiant damage and target is blinded.

Daily Powers:
Cascade of Light
Standard: Divine, Implement
Ranged 10…+9 vs. Will
Hit: 3d8+7 radiant damage and target gains vulnerability 5 to your attacks (save ends)
Miss: Half damage and no vulnerability.

Consecrated Ground
Standard: Divine, Healing, Radiant, Zone
Close Burst 1
Effect: Creates a zone. Zone is movable 3 squares as a move action. Foes starting their turn inside the zone take 1d6+3 radiant damage. If April or May are bloodied and start their turn within the zone they regain 7 hit points. If they are dying, they start their turn with 7 hit points. The creator of the zone need not be within the zone in order to maintain the zone. Do not activate both zones in the same battle.
Sustain Minor: The zone persists.

Item Powers:
Sunleaf Armor
Free action: Radiant
Effect: Deal 1d10+4 radiant damage to a foe that just hit you with an AoO.

Heroic Gloves of Piercing
Minor action
Effect: Until the end of the encounter, ignore any resistance of 10 or lower.

Ability Scores
STR 10 (+0) [00 pts] [10 base, +0 advancement]
CON 14 (+2) [03 pts] [13 base, +1 advancement 4th]
DEX 16 (+3) [05 pts] [14 base, +2 racial, +0 advancement]
INT 08 (-1) [00 pts] [08 base, +0 advancement]
WIS 19 (+4) [09 pts] [16 base, +2 racial, +1 advancement4th]
CHA 14 (+2) [05 pts] [14 base, +0 advancement]

Feats
Ritual Caster Class
Warrior of the Wild 1st
Toughness 2nd
Durable 4th
Astral Fire 6th

Class Features
Channel Divinity: gain encounter powers – choose to use one per encounter
Healer’s Lore: add Wisdom bonus to all clerical healing powers.
Healing Word
Ritual Casting
Hunter’s Quarry

Racial Features
Elven Weapon Proficiency – gain longbow and shortbow proficiency
Group Awareness – non elf allies gain +1 to perception
Elven Accuracy – gain encounter power of same name
Fey Origin – treat as Fey
Wild Step – Ignore difficult terrain while shifting one or more squares

Item Properties
Resist 5 radiant

Skills (-1 acp)
Acrobatics.......+6 (acp)(item)
Arcana...........+2
Athletics........+2 (acp)
Bluff............+5
Diplomacy........+10 (trained)
Dungeoneering....+7
Endurance........+4 (acp)
Heal.............+12 (trained)
History..........+2
Insight..........+12 (trained)
Intimidate.......+5
Nature...........+9 (racial)
Perception.......+14 (trained)(racial)
Religion.........+7 (trained)
Stealth..........+5 (acp)
Streetwise.......+5
Thievery.........+5 (acp)

Languages
Common, Elven

Equipment:
+2 Sunleaf Hide Armor [2,600 gp][40 lb] Equipped Body
+2 Magic Longbow [1,800 gp][3 lb] held
+2 Amulet of Protection [1,800 gp][1 lb] Equipped Neck
+2 Melora’s Magic Holy Symbol [1,800 gp][1 lb] worn
Heroic Bracers of the Perfect Shot [680 gp][1 lb] Equipped Arm
Acrobatic Boots [520 gp][1 Lb] Equipped Feet
Heroic Gloves of Piercing [680 gp][1 Lb] Equipped Hands
Heroic Belt of Vigor [520 gp][2 lb] Equipped Waist
Standard Adventurer’s Kit [15 gp][33 lb] backpack
30 Arrows [1 gp][3 lb] quiver
Everburning Torch [50 gp][1 lb] backpack
April’s Ritual Book with Gentle Repose and Animal Messenger [free gp][3 lb] backpack
May’s Ritual Book with Gentle Repose and Make Whole [free gp][3 lb] backpack
Mystic Salves 0 units [0 gp][0 lb] backpack

Total: 10,466/10,500 gp, 89/100 lb

Spring Twins Tactics for Battle 1

Tactics Battle this time as I am busy due to real life stuff.
Thanks for the time and effort spent running this battle.

First battle Use default tactics unless otherwise instructed.

Default Tactics
Starting the game:
April and May start the game holding their only weapons-their magic longbows (which they will not drop). Place the Twin with the most healing surges at the front of the starting area where they can see good, place the other two squares away in a random fashion. The Twins will use a minor action for perception rolls to find their foes if they are not aware of them unless their actions are needed elsewhere such as for healing.

Round 1:
The Twins will move forward once, make an active perception check (if necessary), and use Sanctuary on themselves. The Twin with the most healing surges will be forward of the other Twin.

Round 2:
If they see any foes, they will (move forward if necessary) then use Daunting Light (at a target without superior cover) with Hunter’s Quarry. If they have an action point, they will use it now for a Lance of Faith attack.

If they still don’t see any foes, they will make an active perception check and ready to use Daunting Light at the first target they see without superior cover.

Round 3:
After they have used Daunting Light, they will use Searing Light (at a target without superior cover) (applying Hunter’s Quarry or activating if necessary). If they still have an action point, they will use it now for a Lance of Faith attack.

Round 4+ and onward:
Divine Glow should be used when it will hit multiple targets and help the other twin’s attack –or- to avoid an AoO attack.

If the other Twin needs a saving throw or does not have any temp hp, then use Sacred Flames in preference to Lance of Faith. Use the longbow for longer shots as needed.

General Tactics
Apply Divine Fortune to the daily Cascade of Light (if used) or the Searing Light clerical attack being used in this encounter. Use Elven Accuracy to reroll that attack and any clerical attacks that follow.

April and May will save their Cascade of Light daily powers to attack a fighter character (without cover or concealment) as fighters are the most problematic characters for them to face.

They will kick opponents in the shins (unarmed basic attack) only if there is no repercussions such as a fighter’s combat challenge.

April and May will stay within sight of each other, spreading out at least far enough to avoid a blast 3 attack from hitting both of them when possible, especially when facing foes that have area attacks.

April and May will back off (shifting) to avoid triggering AoO attacks in such a way to avoid being pinned against a wall. They will not engage in melee combat, instead shifting or even moving to avoid it. If one of the Twins has significantly more healing surges then they should be placed closer to the foes in order to draw more of the attacks during the battle.

They prefer to concentrate their attacks on a single foe, trying to outlast their foes with healing and double teaming the remaining foe.

Items
{Don’t forget to apply the Sunleaf Armor’s Property: Resist 5 Radiant.}
Activate the Sunleaf armor power when it is triggered by a Twin being hit by an AoO.
Activate Gloves of Piercing to counter any permanent resistance to radiant powers.

Healing
Anytime one of them is bloodied, use healing resources.
Do not use more than 4 healing surges from a Twin during a battle.
Plan using Bastion of Health when it will not provoke an AoO, particularly when facing a Melee Focused Team.
Activate one Consecrated Ground power when facing a Melee Focused Team; try to have the clerics stay on the zone, with the cleric who did not cast the prayer forward of the one who created it.

Readied Actions
Ready actions to attack foes that are using cloud of darkness or other means of superior cover themselves by attacking right after the effect ends.

Prolonged ranged battles
April and May will consider dropping prone after they attack (minor action) to make ranged foes have a harder time hitting them as they can easily stand up from prone due to their boots (minor action) and attack from a standing position.

Fluff

background
The twins were born deep in the Sacred Forest of Sharmlock many years ago. They were carefully raised by the tribal clan Hisr until they came of age and left to adventure. The tribal healer accepted the twins as apprentices for seven years while they prepared for the coming of age Forkut test. The twins value nature and seek to learn mystical lore as they roam the countryside.

appearance
April and May are identical twins.
They have long blond hair with brown eye and a heart-like face.
They are currently wearing blue cloaks over their sunleaf armor.

personality
April is outgoing and cheerful, while May is shy and artistic.

Fight Summary
Current Fight Cycle:




Results
1: Loss vs. Dwarven Misfits (whitebaron)
2: Loss vs. Hermes Strike (TelinArtho)
3: Win vs. Elemental Insurgence (TelinArtho)
4: Loss vs. Sexy Shawtys (Cespinar)
5: Win vs. Paladins of New Promethia (TelinArtho)
6: Loss vs. Hermes Strike (TelinArtho)
7: 2nd place in multibattle vs. Sexy Shawtys & Khybers Spawn
8: Win vs. The Duelettes (Salranto)
9: Loss vs. Eagle Eye Twins (lonewolf)
10: Win vs. Sons of the Hunt (post_ironic)
11: 2nd place in multi-battle vs. Astral Antipodes & Khybers Spawn
12: Win vs. Astral Antipodes (MindWanderB)

Total: 5 wins, 2 Second Place, 5 losses = 19 victory points

Retraining

Level 2…nothing
Level 3…nothing
Level 4...Cure Light Wounds into Sanctuary
Level 5...nothing
Level 6…Beacon of Hope into Cascade of Light
Level 7…nothing

Combat Tracker

April

April’s current data: Healing Surges 11/11 ; Magic Item Personal Uses: 1/1 ; Action Points: 1/1 ; Milestones:
Hit points: 61/61
Health Tracker:
Current Effects and Conditions: Resist 5 Radiant
Powers Used (X indicates a power is expended):
Second Wind [ ]
Hunter’s Quarry (Ranger MC) [ ]
Elven Accuracy (Racial) [ ]
Channel Divinity [ ] Divine Fortune [ ] Turn Undead [ ]
Healing Word [ ] [ ]
Bastion of Health [ ]
Divine Glow [ ]
Sanctuary [ ]
Daunting Light [ ]
Searing Light [ ]
Cascade of Light [ ]
Consecrated Ground [ ]
Sunleaf Armor [ ]
Gloves of Piercing [ ]

May

May’s current data: Healing Surges 11/11 ; Magic Item Personal Uses: 1/1 ; Action Points: 1/1 ; Milestones:
Hit points: 61/61
Health Tracker:
Current Effects and Conditions: Resist 5 Radiant
Powers Used (X indicates a power is expended):
Second Wind [ ]
Hunter’s Quarry (Ranger MC) [ ]
Elven Accuracy (Racial) [ ]
Channel Divinity [ ] Divine Fortune [ ] Turn Undead [ ]
Healing Word [ ] [ ]
Bastion of Health [ ]
Divine Glow [ ]
Sanctuary [ ]
Daunting Light [ ]
Searing Light [ ]
Cascade of Light [ ]
Consecrated Ground [ ]
Sunleaf Armor [ ]
Gloves of Piercing [ ]

Notes on Foes

Stuff know by me:

Character Builder Import

====== Created Using Wizards of the Coast D&D Character Builder ======
April, level 7
Elf, Cleric
Build: Devoted Cleric

FINAL ABILITY SCORES
Str 10, Con 14, Dex 16, Int 8, Wis 19, Cha 14.

STARTING ABILITY SCORES
Str 10, Con 13, Dex 14, Int 8, Wis 16, Cha 14.


AC: 21 Fort: 17 Reflex: 18 Will: 21
HP: 61 Surges: 11 Surge Value: 16

TRAINED SKILLS
Religion +7, Insight +12, Heal +12, Diplomacy +10, Perception +14

UNTRAINED SKILLS
Acrobatics +6, Arcana +2, Bluff +5, Dungeoneering +7, Endurance +4, History +2, Intimidate +5, Nature +9, Stealth +5, Streetwise +5, Thievery +5, Athletics +2

FEATS
Cleric: Ritual Caster
Level 1: Warrior of the Wild
Level 2: Toughness
Level 4: Durable
Level 6: Astral Fire

POWERS
Cleric at-will 1: Sacred Flame
Cleric at-will 1: Lance of Faith
Cleric encounter 1: Divine Glow
Cleric daily 1: Beacon of Hope (retrained to Cascade of Light at Level 6)
Cleric utility 2: Cure Light Wounds (retrained to Sanctuary at Level 4)
Cleric encounter 3: Daunting Light
Cleric daily 5: Consecrated Ground
Cleric utility 6: Bastion of Health
Cleric encounter 7: Searing Light

ITEMS
Ritual Book, Magic Holy Symbol +2, Belt of Vigor (heroic tier), Magic Longbow +2, Bracers of the Perfect Shot (heroic tier), Adventurer's Kit, Arrows (30), Everburning Torch, Acrobat Boots (heroic tier), Amulet of Protection +2, Gloves of Piercing (heroic tier), Sunleaf Hide Armor +2
RITUALS
Gentle Repose, Comprehend Language
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Gith Raiding Party
VP: 3 (Record: 1/1)



Ixton
Ixton Dreamwalker
Male Githyanki Wizard (MM 277)
Hit Points....26......Bloodied....13
Healing Surge.06......Surges/day..09
Initiative....+2......Speed.......6

AC....Fort....Ref.....Will
16.....13......14......15

Attacks:
Melee ... +1 Quarter Staff 1d6-1

At-Will Powers:
Ray of Frost
Standard: Arcane, Cold, Implement
Range 10....+4 vs. Fort
Hit: 1d6+4 damage and Slow target till end of next turn

Scorching Burst
Standard: Arcane, Fire, Implement
Area Burst 1 (range 10)....+4 vs. Rflx
Hit: 1d6+4 damage

Ghost Sound
Mage Hand
Light
Presidigitation

Encounter Powers:
Icy Terrain
Standard: Arcane, Cold, Implement
Area Burst 1 (range 10)....+4 vs. Rflx
Hit: 1d6+4 damage and knock target prone
Effect: Area is difficult terrain till end of next turn

Telekentic Leap (Racial)
Move: You or one Ally
Effect: Target can fly 5 squares

Staff of Defense (Class)
Immediate Interrupt: Damage announced
Ixton gains +3 to his defenses vs the attack

Daily Powers:
Freezing Cloud
Standard: Arcane, Cold, Implement
Area Burst 2 (range 10)....+4 vs. Fort
Hit: 1d8+4
Miss: Half Damage
Effect: Cloud lasts till end of next turn. Any creature that moves into the cloud or starts it's turn in the cloud is subject to another attack.

Spellbook
Lvl 1 Attack:
Sleep
Standard: Arcane, Sleep, Implement
Area Burst 2 (range 20)....+4 vs. Will
Hit: Slow (save ends) Failed save -> Unconscious (save ends)
Miss: Slow (save ends)
Item Powers:
N/A

Ability Scores
STR 08 (-1) [0 pts] [08 base]
CON 16 (+3) [5 pts] [10 base, +2 racial]
DEX 10 (+0) [0 pts] [10 base]
INT 18 (+4) [9 pts] [10 base, +2 racial]
WIS 14 (+2) [5 pts] [10 base]
CHA 12 (+1) [2 pts] [10 base]

Feats
Armor Proficiency (Leather)

Race/Class Features
Wizard
Implement: Staff of Defense
Cantrips:
Ritual Casting
+2 Will

Githyanki
Telekentic Leap - Encounter
+2 Int, +2 Con
+2 Init
+2 History
+1 to Will +2 on Saves VS Charm
Skills
Acrobatics.......+0
Arcana.*.........+9
Athletics.......-1
Bluff............+1
Diplomacy........+1
Dungeoneering.*..+7
Endurance........+3
Heal.............+2
History..........+6
Insight.*.......+7
Intimidate.......+1
Nature...........+2
Perception.......+2
Religion.*.......+9
Stealth..........+0
Streetwise.......+1
Thievery.........+0

Equipment:
Staff Implement [5 gp][4 lb]
Leather Armor [25 gp][15 lb]

Total: 30/100 gp, 19/80 lb

Vaxlu
Vaxlu
Female Githyanki Warlock (Star Pact)
Hit Points....31......Bloodied....15
Healing Surge.7......Surges/day..10
Initiative....+2......Speed.......6

AC....Fort....Ref.....Will
15.....14......14......13

Attacks:
Melee Basic... (none)
Ranged Basic..(see Eldrich Blast)

At-Will Powers:
Dire Radiance
Standard: Arcane, Fear, Radiant, Implement
Range 10....+4 vs. Fort
Hit: 1d6+4 damage
Effect: If Target moves closer on next turn, it takes 1d6+4

Eldritch Blast
Standard: Arcane, Implement
Range 10....+4 vs. Rflx
Hit: 1d10+4 damage

Encounter Powers:
Diabolic Grasp
Standard: Arcane, Implement
Range 5....+4 vs. Fort
Hit: 2d8+4 damage and slide the target 2 Squares

Telekentic Leap (Racial)
Move: You or one Ally
Effect: Target can fly 5 squares

Daily Powers:
Armor of Agathys
Standard: Arcane, Cold
Effect: Gain 13 Temporary hp, Till the end of the encounter an enemy that starts its turn adjacent takes 1d6+4 dmg

Item Powers:
N/A

Ability Scores
STR 08 (-1) [00 pts] [08 base]
CON 19 (+4) [12 pts] [10 base, +2 racial]
DEX 10 (+0) [00 pts] [10 base]
INT 16 (+3) [05 pts] [10 base, +2 racial]
WIS 10 (+0) [00 pts] [10 base]
CHA 14 (+2) [05 pts] [10 base]

Feats
Improved Fate of the Void

Racial/Class Features
Warlock
Star Pact
- +2 to any d20 roll when a cursed target is reduced to 0
Prime shot (+1 if closest to target)
Shadow Walk (move 3 squares gain concealment)
Warlocks Curse (+1d6)
Eldritch Blast (Con based)
+1 Rflx, +1 Will

Githyanki
Telekentic Leap - Encounter
+2 Int, +2 Con
+2 Init
+2 History
+1 to Will +2 on Saves VS Charm
Skills
Acrobatics.......+0
Arcana...........+3
Athletics........-1
Bluff.*..........+7
Diplomacy........+2
Dungeoneering....+0
Endurance........+4
Heal.............+0
History..........+5
Insight.*........+5
Intimidate.*.....+7
Nature...........+0
Perception.......+0
Religion.........+3
Stealth..........+0
Streetwise.*.....+7
Thievery.........+0

Equipment:
Leather armor [25 gp][15 lb]
Rod Implement [12 gp][2 lb]


Total: 37/100 gp, 17/80 lb

Fight Summary
Current Fight Cycle:
Fight 1:
Vaxlu: Armor of Agathys, Action point, 1 Healing Surge
Fight 2:
Ixton: Healing Surge

Results
[post=18450390]Win[/post] vs Underdark Yakuza!
[post=18502342]Loss[/post] vs Khyber's Spawn
The COre COliseum - Home of a few of my Gladiators

The Paladins of New Promethia



Sir Edwin

Sir Edwin
Male Human Paladin of Pelor
Level 1, Lawful Good

Str 14 (+2) [5 pts]
Con 16 (+3) [5 pts] [14, +2 racial]
Dex 12 (+1) [2 pts]
Int 8 (-1)
Wis 14 (+2) [5 pts]
Cha 14 (+2) [5 pts]

Hit Points 31 [15 (base) + 16 (con)]; Bloodied 15
Healing Surge (hp healed/per day): 7hp / 13/day [10 (paladin) + 3 (con)]
Second Wind: 7hp + 2 to all defenses until next action
Armor Class 20 [10 + 0 (level) + 8 (Armor) +2 (shield) + [1 (Int/Dex) in light armor]]
Fortitude Defense 15 [10 + 0 (level) + 3 (Str/Con) +1 (human) +1 (paladin)]
Reflex Defense 15 [10 + 0 (level) +2 (shield) + 1 (Dex/Int) +1 (human) +1 (paladin)]
Will Defense 14 [10 + 0 (level) + 2 (Wis/Cha) +1 (human) +1 (paladin)]

Initiative +1
Speed 5 squares [6 base, -1 armor] [+2 speed when running/charging]

Basic Attacks
Longsword +5 vs AC [+2 Str, +3 proficiency], 1d8+2 dmg, Versatile [+1 dmg when wielded 2-handed]
Throwing Hammer +4 vs AC [+2 Str, +2 proficiency], 1d6+2 dmg, Range 5/10, Heavy Thrown, Off-hand

Prayers
At-will
Divine Challenge (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 me 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 me, he takes 5 [3+Cha] radiant damage.
  • Special: I must atttack/engage the marked target or challenge a different target. Failure to do so removes the marked condition and makes me unable to challenge someone until the end of my next turn.

Lay on Hands (Divine, Healing, Minor Action, Melee touch)
  • Target: One Creature
  • Effect: I spend a healing surge but gain no hit points. Instead, the target gains hit points as if he had spent a healing surge. Must have at least 1 healing surge in order to use this power.
  • Special: Can be used up to 2 [Wis] times per day but only once per round.

Holy Strike (Divine, Radiant, Weapon, Standard, Melee weapon)
  • Target: One Creature
  • Attack: +5 [+2 Str, +3 proficiency] vs AC
  • Hit: 1d8+2 [Str] radiant damage. If I marked the target, target also takes +2 [Wis] damage

Enfeebling Strike (Divine, Weapon, Standard, Melee weapon)
  • Target: One Creature
  • Attack: +5 [+2 Cha, +3 proficiency] vs AC
  • Hit: 1d8+2 [Cha] damage. If I marked the target, target also takes -2 penalty to attack rolls until the end of my next turn

Bolstering Strike (Divine, Radiant, Weapon, Standard, Melee weapon)
  • Target: One Creature
  • Attack: +5 [+2 Cha, +3 proficiency] vs AC
  • Hit: 1d8+2 [Cha] radiant damage and I gain 2 [Wis] temporary hit points

Encounter
Channel Divinity: Divine Mettle (Divine, Minor Action, Close Burst 10)
  • Target: One Creature in burst
  • Effect: Target makes a saving throw with a +2 [Cha] bonus

Channel Divinity: Divine Strength (Divine, Minor Action, Personal):
  • Effect: Apply +2 [Str] as extra damage on my next attack this turn

Shielding Smite (Divine, Weapon, Standard, Melee Weapon)
  • Target: One Creature
  • Attack: +5 [+2 Cha, +3 proficiency] vs AC
  • Hit: 2d8+2 [Cha] damage
  • Effect: Until the end of my next turn, one ally within 5 squares of me gains a +2 [Wis] power bonus to AC

Daily (1 base)
Radiant Delirium (Divine, Implement, Radiant, Standard, Ranged 5)
  • Target: One Creature
  • Attack: +2 [Cha] vs Reflex
  • Hit: 3d8+2 [Cha] radiant damage and the target is dazed until the end of my next turn. In addition, target takes a -2 to AC (save ends)
  • Miss: Half damage and target is dazed until the end of my next turn.


Feats
Fast Runner [1st] [+2 speed when running or charging]
Powerful Charge [human] [+2 bonus to damage on a charge, +2 bonus to bull rush attempts]

Skills
+7 Diplomacy (+2 Cha, +5 trained)
+4 Endurance (+3 Con, +5 trained, -2 armor, -2 shield)
+7 Heal (+2 Wis, +5 trained)
+7 Insight (+2 Wis, +5 trained) [Passive 17]
+2 Perception (+2 Wis) [Passive 12]
+5 Religion (+0 Int, +5 trained)
-3 Stealth (+1 Dex, -2 armor, -2 shield)

Race and Class Features
Human
Vision: Normal
Languages: Common, Dwarven
Bonus at-will power
Bonus feat
Bonus skill
Human defense bonus

Paladin
Armor Proficiencies: Cloth, leather, hide, chainmail, scale, plate, light shield, heavy shield
Weapon Proficiencies: Simple Melee, Military Melee, Simple Ranged
Implement: Holy Symbol
Bonus to defense +1 to Fortitude, Reflex, Will

Equipment
Plate armor [50lbs] [50gp]
Heavy Shield [15lbs] [10gp]
Longsword [4lbs] [15gp]
2 Throwing Hammers [4lbs] [10gp]
Holy Symbol [1lbs] [10gp]
5gp left

[74lbs] [95gp]


Sir Kaye

Sir Kaye
Male Dragonborn Paladin of Pelor
Level 1, Lawful Good

Str 16 (+3) [5 pts] [14, +2 racial]
Con 14 (+2) [5 pts]
Dex 12 (+1) [2 pts]
Int 8 (-1)
Wis 14 (+2) [5 pts]
Cha 16 (+3) [5 pts] [14, +2 racial]

Hit Points 34 [15 (base) + 14 (con) +5 (toughness)]; Bloodied 17
Healing Surge (hp healed/per day): 10hp / 12/day [10 (paladin) + 2 (con)]
Second Wind: 10hp + 2 to all defenses until next action
Armor Class 20 [10 + 0 (level) + 8 (Armor) +2 (shield) + [1 (Int/Dex) in light armor]]
Fortitude Defense 14 [10 + 0 (level) + 3 (Str/Con) +1 (paladin)]
Reflex Defense 14 [10 + 0 (level) +2 (shield) + 1 (Dex/Int) +1 (paladin)]
Will Defense 14 [10 + 0 (level) + 3 (Wis/Cha) +1 (paladin)]

Initiative +1
Speed 5 squares [6 base, -1 armor]

Basic Attacks
Longsword +6 vs AC [+3 Str, +3 proficiency], 1d8+3 dmg, Versatile [+1 dmg when wielded 2-handed]
Throwing Hammer +5 vs AC [+3 Str, +2 proficiency], 1d6+3 dmg, Range 5/10, Heavy Thrown, Off-hand

Prayers
At-will
Divine Challenge (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 me 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 me, he takes 6 [3+Cha] radiant damage.
  • Special: I must atttack/end my turn next to the marked target or challenge a different target. Failure to do so removes the marked condition and makes me unable to challenge someone until the end of my next turn.

Lay on Hands (Divine, Healing, Minor Action, Melee touch)
  • Target: One Creature
  • Effect: I spend a healing surge but gain no hit points. Instead, the target gains hit points as if he had spent a healing surge. Must have at least 1 healing surge in order to use this power.
  • Special: Can be used up to 2 [Wis] times per day but only once per round.

Holy Strike (Divine, Radiant, Weapon, Standard, Melee weapon)
  • Target: One Creature
  • Attack: +6 [+3 Str, +3 proficiency] vs AC
  • Hit: 1d8+3 [Str] radiant damage. If I marked the target, target also takes +2 [Wis] damage

Enfeebling Strike (Divine, Weapon, Standard, Melee weapon)
  • Target: One Creature
  • Attack: +6 [+3 Cha, +3 proficiency] vs AC
  • Hit: 1d8+3 [Cha] damage. If I marked the target, target also takes -2 penalty to attack rolls until the end of my next turn

Encounter
Channel Divinity: Divine Mettle (Divine, Minor Action, Close Burst 10)
  • Target: One Creature in burst
  • Effect: Target makes a saving throw with a +3 [Cha] bonus

Channel Divinity: Divine Strength (Divine, Minor Action, Personal):
  • Effect: Apply +3 [Str] as extra damage on my next attack this turn

Shielding Smite (Divine, Weapon, Standard, Melee Weapon)
  • Target: One Creature
  • Attack: +6 [+3 Cha, +3 proficiency] vs AC
  • Hit: 2d8+3 [Cha] damage
  • Effect: Until the end of my next turn, one ally within 5 squares of me gains a +2 [Wis] power bonus to AC

Dragon Breath (Encounter, Racial, Minor action, Close Blast 3)
  • Targets: All creatures in area
  • Attack: +5 [Str +2] vs Reflex
  • Hit: 1d6 + 2 [Con] Cold damage

Daily (1 base)
Radiant Delirium (Divine, Implement, Radiant, Standard, Ranged 5)
  • Target: One Creature
  • Attack: +3 [Cha] vs Reflex
  • Hit: 3d8+3 [Cha] radiant damage and the target is dazed until the end of my next turn. In addition, target takes a -2 to AC (save ends)
  • Miss: Half damage and target is dazed until the end of my next turn.


Feats
Toughness [1st] [+5 hit points per tier]

Skills
+7 Diplomacy (+2 Cha, +5 trained)
+3 Endurance (+2 Con, +5 trained, -2 armor, -2 shield)
+7 Heal (+2 Wis, +5 trained)
+1 History (-1 Int, +2 racial)
+2 Insight (+2 Wis) [Passive 17]
+5 Intimidate (+3 Cha, +2 racial)
+2 Perception (+2 Wis) [Passive 12]
+4 Religion (-1 Int, +5 trained)
-3 Stealth (+1 Dex, -2 armor, -2 shield)

Race and Class Features
Dragonborn
Vision: Normal
Languages: Common, Draconic
Dragonborn Fury (when bloodied, +1 to attack rolls)
Draconic Heritage (Healing surge value is 1/4 of hit points plus Con modifier)
Dragon Breath (can use dragon breath as an encounter power)

Paladin
Armor Proficiencies: Cloth, leather, hide, chainmail, scale, plate, light shield, heavy shield
Weapon Proficiencies: Simple Melee, Military Melee, Simple Ranged
Implement: Holy Symbol
Bonus to defense +1 to Fortitude, Reflex, Will

Equipment
Plate armor [50lbs] [50gp]
Heavy Shield [15lbs] [10gp]
Longsword [4lbs] [15gp]
2 Throwing Hammers [4lbs] [10gp]
Holy Symbol [1lbs] [10gp]
5gp left

[74lbs] [95gp]


Fight Summary
Current Fight Cycle:

Results
1: [post=18413370]Loss[/post] vs. The Astral Antipodes (MindWandererB) [post_ironic]
2: [post=18483703]Win[/post] vs. Charcoal Radiance (Douglas Zuver) [lonewolf] [thread=1183559][Separate Thread][/thread]
3: [post=18559949]Loss[/post] vs. Sexy Shawtys (Cespinar) [lonewolf] [thread=1186872][Separate Thread][/thread]
4: [post=18660325]Loss[/post] vs. Spring Twins (Douglas Zuver) [lonewolf] [thread=1192983][Separate Thread][/thread]

Total: 1 wins, 3 losses = 5 victory points


Background and Story

On word of the new continent, the dukes of Promethia sent out a contingent of their paladins to explore and to set up New Promethia. Sir Kaye and Sir Edwin are a part of this initial group and are the first protectors of the city that is being built to the south of Sagaris.

Both paladins are devout followers of Pelor and seek to spread good will and to bring the light to the people of Sagaris. They hope to do their homeland proud.
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Dwarven Misfits
VP: 10 (Record: 4/2)


Borin
Borin
Male Dwarf Wizard
Hit Points....39......Bloodied....19
Healing Surge.09......Surges/day..9
Initiative....+2......Speed.......5
Passive Perception................13

AC....Fort....Ref.....Will
18.....15......15......16
[HP: 10(starting)+16(con)+2*4(lvl)+5(Toughness)]
[Speed: 5(base)] [Surges: 6(wizard)+3(con)]
[AC: 10(base)+2(armor)+3(int)+1(staff)+1(enh)+1(lvl)]
[Fo: 10(base)+3(con)+1(enh)+1(lvl)]
[Re: 10(base)+3(int)+1(enh)+1(lvl)]
[Wi: 10(base)+2(class)+2(wis)+1(enh)+1(lvl)]


Attack Workspace:
[Int-based: +3 Int, +1 Lvl, +1 Enh]

At-Will Attack Powers:
Cloud of Daggers (Wizard 1)
Ranged 10....+5 vs. Reflex
Hit: 1d6+4 damage.
[crit:10]
Effect: Any creature that enters or starts its turn in the area takes 2 force damage. The cloud remains in place until the end of my next turn.

Thunderwave (Wizard 1)
Close blast 3....+5 vs. Fortitude
Hit: 1d6+4 thunder damage, and you push the target 2 squares.
[crit:10]

Encounter Attack Powers:
Icy Terrain (Wizard 1)
Area Burst 1 within 10....+5 vs. Reflex
Hit: 1d6+4 cold damage, and the target is knocked prone.
[crit:10]
Effect: The powers area is difficult terrain until the end of my next turn.

Icy Rays (Wizard 3)
Ranged 10....+5 vs. Reflex
Targets: One or two creatures
Hit: 1d10+4 cold damage, and the target is immobilized until the end of my next turn.
[crit:14]

Daily Attack Powers:
Flaming Sphere (Wizard 1)
Ranged 10....+5 vs. Reflex
Hit: 2d6+4 fire damage.
[crit:16]
Target: One creature adjacent to the flaming sphere
Effect: I conjure a medium flaming sphere in an unoccupied square, the sphere attacks an adjacent creature. Any creature starting next to my sphere take 1d4+3 damage. As a move action, I can move the sphere 6 squares.
Sustain: Minor

Utility Powers:
Staff of Defense (Wizard Feature)
Immediate Interrupt....When hit by an attack
Effect: I gain a +3 bonus to defense.
Special: I can decide after the DM told me the damage total.

Shield (Wizard 2)
Immediate Interrupt....When hit by an attack
Effect: I gain a +4 bonus to AC and Reflex until the end of my next turn.

Item Powers:
none yet

Ability Scores
Ability....Check......... Ability....Check
Scores....Modifier....... Scores....Modifier
STR 13.....+2............ CON 16.....+4
DEX 13.....+2............ INT 16.....+4
WIS 14.....+3............ CHA 08.....+0

[Starting Str 13 (3), Dex 13(3), Con 14(5) Int 16(9), Wis 12(2), Cha 8]
[Racial: Con+2 to 16, Wis+2 to 14]


Skills
Acrobatics.......+2
Arcana...(T).....+9
Athletics........+2
Bluff............+0
Diplomacy........+0
Dungeoneering....+5°
Endurance........+6°
Heal.............+3
History..........+4
Insight...(T)....+8
Intimidate.......+0
Nature.....(T)...+9
Perception.......+3
Religion...(T)...+9
Stealth..........+2
Streetwise.......+0
Thievery.........+2
° .. Including +2 Racial Bonus

Feats
Ritual Caster Wizard
Armor Prof: Leather Level 1
Toughness Level 2 (+5HP/tier)

Class Features
Cantrips (Light, Prestidigitation, Ghost Sound, Mage Hand)
Spellbook
Implement Mastery (Staff of Defense)

Racial Features
Low-light Vision
Cast-Iron Stomach (+5 to saving throws vs. poison)
Dwarven Resilience (second wind as minor action)
Dwarven Weapon Proficiency (throwing hammer+warhammer)
Encumbered speed (dwarves move at normal speed with armor or heavy load)
Stand Your Ground (Move 1 less if subject to forced movement)

Equipment:
Ritual/Spellbook
Level 1
Sleep, Flaming Sphere
Level 2
Shield, Expeditious Retreat

3 currently unimportant rituals

Magic Leather armor +1[360 gp][15 lb]
Magic Staff +1[360 gp][4 lb]
Amulet of Protection +1[360 gp]

Total: 1080/1750 gp, 19/130 lb

Yurin
Yurin
Male Dwarf Warlock
Hit Points....40......Bloodied....20
Healing Surge.10......Surges/day..10
Initiative....+1......Speed.......5
Passive Perception................13

AC....Fort....Ref.....Will
19.....16......14......15
[HP: 12(starting)+18(con)+2*5(lvl)]
[Speed: 5(base)] [Surges: 6(warlock)+4(con)]
[AC: 10(base)+7(armor)+1(lvl)+1(enh)]
[Fo: 10(base)+4(con)+1(lvl)+1(enh)]
[Re: 10(base)+1(class)+1(int)+1(lvl)+1(enh)]
[Wi: 10(base)+1(class)+2(wis)+1(lvl)+1(enh)]


Attack Workspace:
Melee Basic... Warhammer +7, 1d10+4 [crit: 1d6+14]
Ranged Basic.. Eldritch Blast +6, 1d10+5 (Range 10) [crit: 1d6+15]
(+1 to-hit when no ally is nearer to the enemy)
[Warhammer: +3 Str, +2 Prof, +1 Lvl, +1 Enh]
[Con-Based: +4 Con, +1 Lvl, +1 Enh]


At-Will Attack Powers:
Eldritch Blast (Warlock 1)
Ranged 10....+6 vs. Reflex
Hit: 1d10+5 damage.
[crit: 1d6+15]
Special: This counts as a ranged basic attack.

Hellish Rebuke (Warlock 1)
Ranged 10....+6 vs. Reflex
Hit: 1d6+5 fire damage, if I take damage before the end of my next turn, the target takes additional 1d6+5 fire damage.
[crit: 1d6+11]

Encounter Attack Powers:
Diabolic Grasp (Warlock 1)
Ranged 10....+6 vs. Fortitude
Hit: 2d8+5 damage and I slide the target 2 squares.
[crit: 1d6+21]

Firey Bolt (Warlock 3)
Ranged 10....+6 vs. Reflex
Hit: 3d6+5 fire damage and creatures adjacent to the target take 1d6+6 fire damage.
[crit: 1d6+23, and 12]

Daily Powers:
Flames of Phlegethos (Warlock 1)
Ranged 10....+6 vs. Reflex
Hit: 3d10+5 fire damage.
[crit: 1d6+35]
Effect: the target takes ongoing 5 fire damage(save ends).

Utility Powers:
Ethereal Stride (Warlock 2)
Move Action
Effect: I can teleport 3 squares, and gain a +2 power bonus to all defenses until the end of my next turn.

Item Powers:
Dwarven Armor
Free Action....Personal
Regain hit points as if i had spent a healing surge.

Ability Scores
Ability....Check......... Ability....Check
Scores....Modifier....... Scores....Modifier
STR 16.....+4............ CON 18.....+5
DEX 10.....+1............ INT 12.....+2
WIS 14.....+3............ CHA 08.....+0

[Starting Str 16 (9), Con 16(9), Int 12(2), Wis 12(2)]
[Racial: Con+2 to 18, Wis+2 to 14]


Skills
Acrobatics.......+0*
Arcana.....(T)...+7
Athletics........+3*
Bluff............+0
Diplomacy........+0
Dungeoneering....+5°
Endurance........+7°*+
Heal.............+3
History....(T)...+7
Insight....(T)...+8
Intimidate.......+0
Nature...........+2
Perception.......+3
Religion...(T)...+7
Stealth..........+0*
Streetwise.......+0
Thievery.........+0*
* .. Including -1 ACP
° .. Including +2 Racial Bonus
+ .. Including +1 Item Bonus

Feats
Armor Prof:ChainmailLevel 1
Armor Prof:ScaleLevel 2

Class Features
Prime Shot (+1 to hit if closest to opponent)
Shadow Walk (concealment if moving 3+ squares)
Warlock's Curse (minor, place curse on nearest opponent, +1d6 damage to cursed enemies)
Infernal Pact(Dark One's blessing - When a cursed opponent falls to 0 or below, gain 3 temphp)

Racial Features
Low-light Vision
Cast-Iron Stomach (+5 to saving throws vs. poison)
Dwarven Resilience (second wind as minor action)
Dwarven Weapon Proficiency (throwing hammer+warhammer)
Encumbered speed (dwarves move at normal speed with armor or heavy load)
Stand Your Ground (Move 1 less if subject to forced movement)

Equipment:
Magic Rod +1 [360 gp][2 lb]
Magic Warhammer +1[360 gp][5 lb]
Dwarven Scale Armor +1 [520 gp][45 lb]
Amulet of Protection +1 [360 gp]

Total: 1600/1750 gp, 52/160 lb

Fight Summary
Current Fight Cycle:
Fight 1
Borin used nothing.
Yurin used 1 healing surge and an action point.
Fight 2
-- Borin used an action point and a healing surge
-- Yurin used a healing surge
(both gain an action point)
Fight 3


Results
[post=18421233]Win[/post] vs. The Spring Twins(Douglar Zuver)[lucky us...]
[post=18481224]Loss[/post] vs. Sexy Shawtys(cespinar)[very unlucky us...]
[post=18654709]Win[/post] vs. Bereth'kul's Minions(Salrantol)[noone ever hit...]
[post=18713804]Loss[/post] vs. Flames of Heaven(LinkN)[again, very unlucky us...]
---
[post=18749325]Win[/post] vs. Hermes' Strike(TelinArtho)[their reflexes failed to dodge our fire and ice]
[post=18871178]Win[/post] vs. The Feyshadows(MindWandererB)[once again, lucky us...]

Total: 4 wins, 2 losses = 10 victory points
Here be dragons: IMAGE(http://tinyurl.com/cydyvkj/.gif)IMAGE(http://tinyurl.com/c54g6ac/.gif)IMAGE(http://tinyurl.com/csw6fhj/.gif)IMAGE(http://tinyurl.com/cbxbgmp/.gif)IMAGE(http://tinyurl.com/cz7v5bd/.gif)IMAGE(http://tinyurl.com/ccg9eld/.gif)IMAGE(http://tinyurl.com/c8szhnn/.gif)IMAGE(http://tinyurl.com/cp68b5u/.gif)
56767308 wrote:
Sadly, I don't think this has anything to do with wanting Next to be a great game. It has to do with wanting Next to determine who won the Edition War. [...] For those of us who just want D&D Next to be a good game, this is getting to be a real drag.
57870548 wrote:
I think I figured it out. This program is a character builder, not a character builder. It teaches patience, empathy, and tolerance. All most excellent character traits.
Retired [Fight 2 next]

Charcoal Radiance



Ash and Lilly
Ash of the Rising Sun
and
Lilly of the Twilight Moon

Male and Female Dwarf Devoted Clerics of Bahamut
Alignment: Lawful Good
Hit Points....30......Bloodied....15
Healing Surge.7......Surges/day...11

Initiative....+1......Speed.......5 (6-1 armor)

AC....Fort....Ref.....Will
16.....14......11......16

Attacks:
Melee Basic...+2 (Greatclub).....Damage: 2d4
(+0 level, +0 Str, +2 prof, +0 enh)
Melee Basic...+0 (Unarmed).....Damage: 1d4
(+0 level, +0 Str, +0 prof, +0 enh)

At-Will Powers:
Lance of Faith
Standard: Divine, Implement, Radiant
Ranged 5….+4 vs. Ref
Hit: 1d8+4 damage and one ally gains a +2 bonus to next attack roll on same target

Sacred Flames
Standard: Divine, Implement, Radiant
Ranged 5…+4 vs. Ref
Hit: 1d6+4 damage and one ally chooses either 1 temp hp or to make a free saving throw

First Aid – Use Second Wind
Standard
Adjacent Target: Auto success.
Effect: Target uses their Second Wind as a free action but does not gain the defensive bonus.
{Notes: this does not provoke an AoO.}

Encounter Powers:
Second Wind
Minor: Personal
Effect: Spend a healing surge and regain 7 hit points. Gain +2 to all defenses until the start of your next turn.

Divine Fortune (Channel Divinity)
Free: Personal
Effect: Gain a +1 bonus on next attack roll or saving throw.
{Notes: Only use one channel divinity power per encounter.}

Turn Undead (Channel Divinity)
Standard: Divine, Implement, Radiant
Close Burst 2 (each undead in burst)….+4 vs. Will
Hit: 1d10+4 radiant damage and push target 5 squares. Target is immobilized until the end of your next turn.
{Notes: Only use one channel divinity power per encounter.}

Armor of Bahamut (Channel Divinity)
Immediate Interrupt: Ranged 5
Trigger: An enemy scores a critical hit on you or an ally.
Effect: Turn the critical hit within 5 squares of you into a normal hit.
{Notes: Only use one channel divinity power per encounter.}

Healing Word
Minor: Divine, Healing
Close Burst 5 (You or one ally)
Special: you can use this power twice per encounter but once per round.
Effect: Target spends a healing surge and regains 1d6+4 extra hit points.

Divine Glow
Standard: Divine, Implement, Radiant
Close Blast 3 (each enemy in blast)…+4 vs. Ref
Hit: 1d8+4 radiant damage.
Effect: Allies in blast gain +2 power bonus to attack rolls until the end of your next turn.

Daily Powers:
Beacon of Hope
Standard: Divine, Healing, Implement
Close Burst 3 (each enemy in burst)…+4 vs. Will
Hit: target is weakened until the end of its next turn.
Effect: you and all allies in burst regain 9 hit points, and your healing powers restore an extra 5 hit points thru this encounter.

Item Powers:
N/A

Ability Scores
STR 10 (+0) [00 pts] [10 base, +0 advancement]
CON 18 (+4) [09 pts] [16 base, +2 racial, +0 advancement]
DEX 12 (+1) [02 pts] [12 base, +0 advancement]
INT 08 (-1) [00 pts] [08 base, +0 advancement]
WIS 18 (+4) [09 pts] [16 base, +2 racial, +0 advancement]
CHA 12 (+1) [02 pts] [12 base, +0 advancement]

Feats
Ritual Caster
Armor of Bahamut-gain channel divinity power

Class Features
Channel Divinity: gain encounter powers – choose to use one per encounter
Healer’s Lore: add Wisdom bonus to all clerical healing powers.
Healing Word
Ritual Casting

Racial Features
Dwarven Weapon Proficiency – Proficient with hammers.
Cast-Iron Stomach - +5 bonus to saving throws against poison.
Encumbered Speed – Armor or heavy load does not reduce your speed. (Other effects still can.)
Dwarven Resilience – Second wind is a minor action.
Stand your ground – can move 1 less when forced to move. Immediate saving throw to avoid being knocked prone.

Skills
Acrobatics.......+0 (acp)
Arcana...........-1
Athletics........-1 (acp)
Bluff............+1
Diplomacy........+6 (trained)
Dungeoneering....+6 (racial)
Endurance........+5 (acp)
Heal.............+9 (trained)
History..........-1
Insight..........+9 (trained)
Intimidate.......+1
Nature...........+4
Perception.......+4
Religion.........+4 (trained)
Stealth..........+0
Streetwise.......+1
Thievery.........+0 (acp)

Languages
Common, Dwarven

Equipment:
Standard Chainmail Armor [40 gp][40 lb] Equipped
Standard Holy Symbol of Bahamut [10 gp][1 lb] worn
Standard Adventurer’s Kit [15 gp][33 lb] backpack
Standard Greatclub [1 gp][10 lb] held
Ash’s Ritual Book with Gentle Repose and Comprehend Language [free gp][3 lb] backpack
Lilly’s Ritual Book with Gentle Repose and Make Whole [free gp][3 lb] backpack

Total: 66/100 gp, 87/100 lb

Default Tactics

Ash and Lilly will stay within sight of each other, spreading out if necessary. They start the game holding their Greatclubs (which they will not drop). They will start at the front corners of the box. They will move toward the center of the arena if they do not spot any foes.

If possible, back off (shifting) to avoid triggering AoO attacks in such a way to avoid being pinned against a wall, unless facing a fighter. They will not engage in melee combat, instead shifting or even moving to avoid it. They will move forward to get within 5 squares of a target when possible, so as to use clerical powers.

Keep healing resources balanced by using from whichever one has more, but try not to spend more than four healing surges from a single character. (Don’t worry about battle #4 and try to use up action points and dailies before that battle occurs.)
Use Sacred Flames to provide temp hp or a saving throw when they are needed.
Use Armor of Bahamut to stop the first critical hits that happen. Use Armor of Bahamut to turn a CDG critical into a normal hit. Never use any other channel divinity unless undead are present.
Use Divine Glow when it can target both foes if possible or when melee combat is unavoidable.
Use one Beacon of Hope early in the first and third encounters if it can target at least one enemy or heal both teammates. Save the other Beacon of Hope for the other battle.
Use action points in the first and third battles in order to use an at-will cleric power.
They prefer to concentrate their attacks on a single foe that seems easier to hit, but will adjust as the situation merits due to marking and other problems.

Fight Summary
Current Fight Cycle:
Fight 1
Ash used beacon of hope, one AP and 4 healing surges
Lilly used one AP and 4 healing surges




Results
1: Third Place vs. Elemental Insurgence (TelinArtho) and The Feyshadows (MindWanderB)
Total: 0 wins, 1 losses = 1 victory points

Past Records before Retraining

Results after first retraining
1: Resigned to comtemplate retraining (battle finished for fun with interesting results) vs. Flames of Heaven (LinkN)
Total: 0 wins, 1 losses = 1 victory points
{Victory points reset to zero in order to change from Longtooth Shifter to the Dwarf race and to change from balanced cleric to devoted cleric. I found the main problem of dual leader teams is that they can burn thru 5 of their 8 healing surges in a single battle. Therefore, I decided to get as high a constitution as possible in order to have enough healing surges to survive until the third battle. The obvious choice was a dwarf (which looking at further offered two feats to increase healing surges instead of the usual one). A very high 18 constitution resulted in normal strength, so I had to switch to a devoted cleric instead of a balanced cleric. I will pick up melee training (for my 18+ wisdom) later along with some armbands to help with melee combat. The last four points were balanced with a 12 Dex and 12 Cha, looking forward to Astral Fire and Multiclassing at Paragon Levels. Armor of Bahamut was chosen as the first level feat to stop the often game deciding critical hits. Durable will follow, then Toughness as I wait for the PHB 2 feats to become available or earn a few credits to buy them.}
Results from original build
1: Win vs. Infernal Siblings (Rauul)
2: Resigned to comtemplate retraining (battle undecided) vs. Paladins of New Promethia (TelinArtho)
3: Surrender after Ash fell (battle obvious loss) vs. Power and Endurance (lonewolf)
Total: 1 win, 2 losses = 4 victory points
{Victory points reset to zero in order for Ash to retrain from Warlord to Cleric. Warlord did not combo so well with a devoted/partial balanced cleric and I wanted the larger healing of the cleric.}

Combat Tracker

Ash
Ash’s current data: Healing Surges 7/11 ; Magic Item Personal Uses: 1/1 ; Action Points: /1 ; Milestones:
Hit points: 40/40
Health Tracker:
Current Effects and Conditions:
Powers Used (X indicates a power is expended):
Second Wind [ ]
Divine Fortune (Channel Divinity) [ ]
Turn Undead (Channel Divinity) [ ]
Armor of Bahamut (Channel Divinity) [ ]
Healing Word [ ] [ ]
Divine Glow [ ]
Beacon of Hope [X]

Lilly
Lilly’s current data: Healing Surges 7/11 ; Magic Item Personal Uses: 1/1 ; Action Points: /1 ; Milestones:
Hit points: 40/40
Health Tracker:
Current Effects and Conditions:
Powers Used (X indicates a power is expended):
Second Wind [ ]
Divine Fortune (Channel Divinity) [ ]
Turn Undead (Channel Divinity) [ ]
Armor of Bahamut (Channel Divinity) [ ]
Healing Word [ ] [ ]
Divine Glow [ ]
Beacon of Hope [ ]

Notes on Foes

Stuff know by me:

Khybers Spawn




Kerat´kul
Kerat´kul
Male Tiefling Warlock(Fey pact) 7/ multiclass Bard
Hit Points....60......Bloodied....30
Healing Surge.15......Surges/day..7
Initiative....+3......Speed.......6

AC: 21 (+3 Level, +4 Int, +4 Armor)
Fort: 16 (+3 Level, +1 Con, +2 Item)
Ref: 20 (+3 Level, +4 Int, +1 Warlock, +2 Item)
Will: 21 (+3 Level, +5 Cha, +1 Warlock, +2 Item)



At-Will Powers:
Eldritch Blast
Warlock attack Level 1 [arcane], [implement]
ranged 10....+10 vs. Reflex
Hit: 1d10+7 damage

Eyebite
Warlock attack Level 1 [arcane], [implement], [charm], [psychic]
ranged 10....+10 vs. Will
Hit: 1d6+7 damage and you are invisible to the target until the start of your next turn

Encounter Powers:
Witchfire
Warlock Attack Level 1 [arcane], [implement], [fire]
ranged 10....+11 vs. Reflex
Hit: 2d6+8 damage and the target takes a -6 penalty to attack rolls until the end of your next turn

Beguiling Tongue
minor action
Effect: You gain a +5 power bonus to your next Bluff, Diplomacy or Intimidate check

Eldritch Rain
Warlock Attack Level 3 [arcane], [implement]
Target: one creature, or two creatures no more than 5 squares apart from each other
ranged 10....+10 vs. Reflex, one attack per target
Hit: 1d10+11 damage

Mire the Mind
Warlock Attack Level 7 [arcane], [illusion], [implement], [psychic]
Target: one creature
ranged 10....+10 vs. Will
Hit: 1d10+7 damage and you and all allies in range are invisible to the target until the end of your next turn. You gain a +4 bonus to Stealth until end of encounter.

Infernal Wrath
Tiefling racial power
minor action
Effect: You can channel your fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, add your charisma modifier as extra damage.

Daily Powers:
Dread Star
Warlock Attack Level 1 [arcane], [implement], [fear], [radiant]
ranged 10....+11 vs. Will
Hit: 3d6+8 radiant damage and the target is immobilized until the end of your next turn
Effect: The target takes a -2 penalty to will defense(save ends).

Armor of Agathys
Warlock Attack Level 1 [arcane], [cold]
Standard action
Effect: gain 14 temporary hitpoints. Until the end of the encounter, an enemy that starts its turn adjacent to you takes 1d6+1 cold damage

Shroud of Black Steel
Personal
Minor action
Effect: You change your skin into living steel. You gain a +2 power bonus to AC and Fortitude defense but take a -2 penalty to speed until the end of encounter. You can end this effect as a minor action.

Majestic Word
Close burst 5
Minor action
Target: you or one target in burst
Effect: The target can spend a healing surge and regain 4 additional hitpoints. You can also slide it 1 square.



Item Powers:
Bloodcut armor
Power(healing surge): Minor action. While you are bloodied, gain resist 10 to all damage until the end of your next turn

Icy Rays
Item power [arcane], [implement], [cold]
Target: one or two creatures
ranged 10....+9 vs. Reflex, one attack per target
Hit: 1d10+6 cold damage and the target is immobilized until the end of your next turn

Ability Scores
STR 08 (-1) [0 pts] [08 base]
CON 13 (+1) [3 pts] [13 base]
DEX 10 (+0) [0 pts] [10 base]
INT 18 (+4) [7 pts] [15 base, +2 racial, +1 Advancement]
WIS 10 (+0) [0 pts] [10 base]
CHA 20 (+5) [12 pts] [17 base, +2 racial, +1 Advancement]


Feats
Toughnesslvl1
Bardic Dilettante(Perception)lvl2
Hellfire Bloodlvl4
Skill Training(stealth)lvl6

Warlock Features
Fey Pact
- teleport 3 when a cursed target is reduced to 0
Prime shot (+1 if closest to target)
Shadow Walk (move 3 squares gain concealment)
Warlocks Curse (+1d6)

Tiefling Features
Infernal Wrath - Encounter
+2 Int, +2 Cha
Low Light vision
+1 to attack vs Bloodied
Resist fire (8)
+2 Bluff, Stealth

Skills
Acrobatics.......+3
Arcana...........+12 (Trained)
Athletics........+2
Bluff............+15 (Trained)
Diplomacy........+8
Dungeoneering....+3
Endurance........+4
Heal.............+3
History..........+7
Insight..........+3
Intimidate.......+13 (Trained)
Nature...........+3
Perception.......+8 (Trained)
Religion.........+7
Stealth..........+12 (Trained)
Streetwise.......+13 (Trained)
Thievery.........+3

Equipment:
Bloodcut leather armor +2[4200 gp][15 lb]
Wand of Icy Rays +2[3400 gp][2 lb]
Elven Cloak +2[2600 gp][- lb]

Total: 10200/10500 gp, 17/80 lb
Retraining
Level 2: ...
Level 3: ...


Doredan
Doredan
Male Drow Rogue 7
Hit Points....58......Bloodied....29
Healing Surge.14......Surges/day..6
Initiative....+8......Speed.......6


AC: 22 (+3 Level, +5 Dex, +4 Armor)
Fort: 15 (+3 Level, +0 Con, +2 Item)
Ref: 22 (+3 Level, +5 Dex, +2 Rogue, +2 Item)
Will: 18 (+3 Level, +3 Cha, +2 Item)


Attacks:
Dagger...+14.....Damage: 1d4+7
(+3 level, +5 Dex, +3 prof, +1 class, +2 enhancement)


At-Will Powers:
Sly Flourish (Rogue 1)
Weapon....+14 vs. AC(dagger)
Hit: 1d4+10(dagger)

Deft Strike (Rogue 1)
Weapon....+14 vs. AC(dagger)
Hit: 1d4+7(dagger)
Special: You can move 2 squares before the attack

Fleeting Ghost (Rogue 2)
Move action
Personal
Effect: You can move and make a stealth check. You do not take the normal penalty for movement on this check

Chameleon (Rogue 6)
Immediate Interrupt
Personal
Trigger: You are hidden and lose cover or concealment against an opponent
Effect: make a stealth check. Until the end of your next turn, you remain hidden if a creature that has a clear line of sight to you does not beat your check result with its perception check. If at the end of your turn you do not have cover or concealment against a creature, that creature automatically notices you.

Encounter Powers:
Dazing Strike (Rogue 1)
Weapon....+14 vs. AC(dagger)
Hit: 1d4+7(dagger) and the target is dazed until the end of next turn


Bait and Switch (Rogue 3)
dagger....+14 vs. Will
Hit: 2d4+7 damage, In addition, you switch places with the target and can then shift 3 squares.

Sand in the Eyes (Rogue 7)
dagger....+14 vs. Reflex
Hit: 1d4+7 damage, and the target is blinded until the end of your next turn

Darkfire (Drow Racial)
Minor Action
Ranged 10....+8 vs. Reflex
Hit: Until the end of my next turn, all attacks against the target have combat advantage, and the target cannot benefit from concealment or invisibility.
Special: I can only use Cloud of Darkness or Darkfire.

Cloud of Darkness (Drow Racial)
Minor Action
Close Burst 1
Effect: Create a cloud of darkness until the end of my next turn. It blocks Line of Sight for any creature except me.
Special: I can only use Cloud of Darkness or Darkfire.

Daily Powers:
Blinding barrage
Close Blast 3
Target: each enemy in blast you can see
Weapon....+14 vs. AC(dagger)
Hit: 2d4+7(dagger) and the target is blinded until the end of your next turn
Miss: half damage and the target is not blinded

Walking Wounded
Weapon....+14 vs. Fortitude(dagger)
Hit: 2d4+7(dagger) and the target is knocked prone. Until the end of the encounter, if the target moves more than half its speed in a single action, it falls prone at the end of the movement.
Miss: half damage and the target is not knocked prone

Item Powers:
Bloodcut armor
Power(healing surge): Minor action. While you are bloodied, gain resist 10 to all damage until the end of your next turn

Duelists Dagger
Power(Daily): Minor action. You have combat advantage against the next creature you attack with this weapon on this turn.

Ability Scores
STR 08 (-1) [0 pts] [08 base]
CON 11 (+0) [1 pts] [11 base]
DEX 21 (+5) [16 pts] [18 base, +2 racial, +1 Advancement]
INT 10 (+0) [0 pts] [10 base]
WIS 10 (+0) [0 pts] [10 base]
CHA 17 (+3) [5 pts] [14 base, +2 racial, +1 Advancement]


Feats
BackstabberLvl1
ToughnessLvl2
Melee Training(Dex)Lvl4
Nimble BladeLvl6

Class Features
Artful Dodger (+3 AC against OAs)
Sneak Attack(+2d8 damage with CA; 1/turn)
Rogue Weapon Talent (Dagger +1 to-hit, increase damage for Shuriken)
First Strike (Have CA against opponents who have not yet acted)


Racial Features
Darkvision
Lolthtouched (1/encounter use Cloud of Darkness or Darkfire)

Skills
Acrobatics.......+13 (Trained)
Arcana...........+3
Athletics........+2
Bluff............+11 (Trained)
Diplomacy........+6
Dungeoneering....+3
Endurance........+3
Heal.............+3
History..........+3
Insight..........+3
Intimidate.......+13 (Trained)
Nature...........+3
Perception.......+8 (Trained)
Religion.........+3
Stealth..........+17 (Trained)
Streetwise.......+6
Thievery.........+13 (Trained)

Equipment:
Duelists Dagger +2[3400 gp][1 lb]
Bloodcut Leather Armor +2[4200 gp][15 lb]
Elven Cloak +2 [2600 gp][- lb]
Standard Adventurers Kit [15 gp][33 lb]
Thieves’ tools [20 gp][1 lb]
Climbers Kit [2 gp][11 lb]


Total:10237/10500 gp, 63/80 lb

Retraining
Level 4: Easy Target => Blinding Barrage
Level 6: Tumble => Fleeting Ghost
Fight Summary
Current Fight Cycle:
Fight 1
Kerat'kul used an action point and Bloodcut Armor(refreshed with a healing surge).
Doredan used an action point.

Fight 2
Doredan uses Blinding Barrage 1 healing surge and Bloodcut Armor(refreshed with a healing surge).
Kerat"kul used Majestic Word



Results
1: [post=18456707]Win[/post] vs. Bareth'kul's Minions (Salratol)
2: [post=18502342]Win[/post] vs. Gith Raiding Party (Erithmu)
3: [post=18559920]Win[/post] vs. Strike From the Past (Cespinar)
4: [post=18586099]Loss[/post] vs. Astral Antipodes (MindwandererB)
5: [post=18713308]Loss[/post] vs. Sexy Shawtys (Cespinar)
6: [post=18763584]Loss[/post] vs. Sexy Shawtys (Cespinar) vs Spring Twins (Douglas Zuver)
7: [post=18817882]Win[/post] vs. Hermes Strike (TelinArtho)
8: [post=18850337]Win[/post] vs. Elemental Insurgence (TelinArtho)
9: [post=19025925]Win[/post] vs. The Astral Antipodes (MindwandererB) vs Spring Twins (Douglas Zuver)
10: [post=19078837]Win[/post] vs. Flames of Heaven (LinkN)
Total: 7 wins, 3 losses = 18 victory points