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Sticky: [4E] Battles of Sagaris
4 years ago  ::  Mar 19, 2009 - 9:13AM #1
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,722
Battles of Sagaris



This thread is for Pitlords only!


This is the Battles of Sagaris thread where all Arena Fights occur. Only Pitlords may post here, and they may only post fights. If you want to join the Core Coliseum and see your characters fight here, read the Rules of Sagaris, or use the Quickstart Guide if you can't wait. If you have any questions, you can ask them in the Core Coliseum Tavern.

For Pitlords: There are some rules for pitlording that must be obeyed! Please read the Rules of Sagaris: Pitlording before you post a fight! Here are the most important ones:

  • As soon as you have received tactics, read them and check for any mistakes. If you have encountered a problem, write back to the player and tell him.
  • Check the character sheets of all combatants, and report any mistakes in the Prison.
  • Begin to run your fight as soon as you have all tactics. There might be mistakes in the fight, and the sooner you run it, the more you have later to discuss and fix them.
  • If you encounter a problem, you can ask in the respective Fights of the Week thread for assistance. Try not to give too much away but only if that is possible.
  • Once the fight is done, post it here in the Battles of Sagaris thread. There are certain guidelines that must be met:

    • You must include the character sheets of all combatants into the post. Preferably in (sblock).
    • You also have to include all tactics, including any supplementals. Preferably in (sblock).
    • You must include a end-of-round summary. That includes name, positions, hitpoints, remaining spell levels and powerpoints, spells and effects on the character and the duration.
    • You have to determine the winner at the bottom of the post.
    • You have to make a list with all used items at the bottom of the post. In case of magic items, you have to include the caster level.

  • If you cannot run or finish your fight, tell us on the Fights of the Week thread and we will look for a substitute Pitlord.
  • Never delete a fight unless the GM tells you so.

Fights must be finished and posted here until Wednesday 2AM GMT (Tuesday 9pm EST/10pm EDT). If you post your fight after that deadline, you will lose your credit and gain a negative one on top of that. If you do not post the fight at all before the next pairings are rolled, you lose another credit. Please make sure your fight is finished on time, or at least tell us so that we can find a substitute Pitlord. It is really annoying to the players if their characters have to sit out a week because their fights is being extended.

One final note: Every fight adds a bit to the history of the Core Coliseum. If you have some extra time, try to write a little story around your fight. It doesn't have to be a novel but some simple flowery descriptions make the fight so much more interesting. The best stories will enter the Hall of Fame.

New to CoCo? The Quick Start Guide
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4 years ago  ::  Mar 19, 2009 - 9:14AM #2
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,722
The Character Actions


Every week, I make a post with the pairings for this week here in the Battles of Sagaris thread. This post has several purposes: It marks the beginning of a new week, it lists what characters do in a week so that it can be used as a confirmation link to the things your character did (like crafting), and it will have links to all the fights. Since this thread can get very crowded quickly I will list the previous Pairings here. For links to the individual fights pick the appropriate Pairing Post below; you'll find all links there.

[INDENT][LIST=1]
  • Character Actions 25.March 2009 (2)


  • Character Actions 1.April 2009 (5)
  • Character Actions 9.April 2009 (6)
  • Character Actions 16.April 2009 (6)
  • Character Actions 23.April 2009 (10)
  • Character Actions 30.April 2009 (8)


  • Character Actions 7.May 2009 (10)
  • Character Actions 14.May 2009 (8)
  • Character Actions 21.May 2009 (9)
  • Character Actions 28.May 2009 (9)


  • Character Actions 4.June 2009 (9)
  • Character Actions 11.June 2009 (8)
  • Character Actions 18.June 2009 (9)
  • Character Actions 25.June 2009 (6)


  • Character Actions 2.July 2009 (7)
  • Character Actions 9.July 2009 (5)
  • Character Actions 16.July 2009 (7)
  • Character Actions 23.July 2009 (5)
  • Character Actions 30.July 2009 (3)

    [/indent]
  • The COre COliseum just hit 1000 fights! Come join the fun and be a part of this milestone! Next pairings are set for 22 August 2012. Activate TODAY!
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    4 years ago  ::  Mar 19, 2009 - 9:15AM #3
    TelinArtho
    • Core Coliseum
    • Heroic Dungeon Master
    Date Joined: Nov 3, 2004
    Posts: 13,722
    The COre COliseum just hit 1000 fights! Come join the fun and be a part of this milestone! Next pairings are set for 22 August 2012. Activate TODAY!
    Blue Moon Aurora is looking for some fresh blood to populate their forums. Home of the Duet and West Pacific Supers!
    Check out the other PbP games around:
    Real AdventuresPbP HavenThe Guild House
    Garic's CityMap of the PlanesD20 Modern
    Castle of FunTerisia City and Fan FictionGleemax Roleplaying
    Coalition War GameParanoia ParadiseMagic Puzzles, Fun, & Games!
    My List of characters for the CoCo and other ventures
    NaNoWriMo 2010 WinnerNaNoWriMo 2011 Winner
    Quick Reply
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    4 years ago  ::  Mar 25, 2009 - 7:58PM #4
    TelinArtho
    • Core Coliseum
    • Heroic Dungeon Master
    Date Joined: Nov 3, 2004
    Posts: 13,722



    [sup]Reminder: Lighting conditions apply only to ECLs 5 and up.[/sup]

    Rolls:


    Characters on Campaigns: [sup][Maximum: 15 Weeks; more with GM Permission][/sup]

    • None.


    Characters on Quests & Missions:

    • None

    Characters doing Full Activities:

    • None
    [FONT="Times New Roman"]BATTLES OF GLADIUS[/FONT]

    LEVEL 1 FIGHTS

    • The Astral Antipodes (MindWandererB) vs. The Arcane Initiates (whitebaron) : Erithmu [SUP][Small Arena][/SUP] [Fight]
    • Arcanists of the Raven Queen (Erithmu) vs. Eagle Eye Twins (lonewolf) : MindWandererB [SUP][Small Arena][/SUP] [Fight]

    Pairings done by TelinArtho.

    Battles of Gladius


    credits Show

    +1 Erithmu +1 (fight)
    +1 MindWandererB +1 (fight)
    The COre COliseum just hit 1000 fights! Come join the fun and be a part of this milestone! Next pairings are set for 22 August 2012. Activate TODAY!
    Blue Moon Aurora is looking for some fresh blood to populate their forums. Home of the Duet and West Pacific Supers!
    Check out the other PbP games around:
    Real AdventuresPbP HavenThe Guild House
    Garic's CityMap of the PlanesD20 Modern
    Castle of FunTerisia City and Fan FictionGleemax Roleplaying
    Coalition War GameParanoia ParadiseMagic Puzzles, Fun, & Games!
    My List of characters for the CoCo and other ventures
    NaNoWriMo 2010 WinnerNaNoWriMo 2011 Winner
    Quick Reply
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    4 years ago  ::  Mar 30, 2009 - 8:13AM #5
    Erithmu
    • Core Coliseum Elder
    Date Joined: Sep 7, 2004
    Posts: 2,667
    Astral Antipodes Show

    MindWandererB wrote:

    Ready for March 23 [Fight 1]

    The Astral Antipodes
    Heaven or Hell... what matters is victory.


    Koritaea Show
    [FONT="Courier New"]Koritaea
    Female Elf Cleric
    Hit Points....24......Bloodied....12
    Healing Surge..6......Surges/day...8
    Initiative....+2......Speed........6

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

    Attacks:
    Melee Basic...+6(Bastard Sword).....Damage: 1d10+4
    (+0 level, +3 Str, +3 prof, +0 enh)
    Ranged Basic..+4(Shortbow)..........Damage: 1d8+2...Range 15/30
    (+0 level, +2 Dex, +2 prof, +0 enh)

    At-Will Powers:
    Lance of Faith
    Cleric Attack 1
    Ranged 5 - +4 vs. Reflex
    Hit: 1d8+4 radiant damage and ally gets +2 power bonus to next attack against target.

    Righteous Brand
    Cleric Attack 1
    Melee Weapon - +6 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 - +4 vs. Will - Undead only
    Hit: 1d10+4 radiant damage, push 3, immobilized 1 round.
    Miss: Half damage

    Healing Strike
    Cleric Attack 1
    Melee Weapon - +6 vs. AC
    Hit: 2d10+4 radiant damage, target is marked 1 round, self or ally within 5 can spend a healing surge+4 HP.

    Daily Powers:
    Beacon of Hope
    Cleric Attack 1
    Close Burst 3 - +4 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.


    Ability Scores
    STR 16 (+3) [9 pts] [16 base]
    CON 12 (+1) [2 pts] [12 base]
    DEX 14 (+2) [2 pts] [12 base, +2 racial]
    INT 08 (-1) [0 pts] [08 base]
    WIS 18 (+4) [9 pts] [16 base, +2 racial]
    CHA 10 (+0) [0 pts] [10 base]


    Feats
    Weapon Proficiency: bastard sword

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

    Equipment:
    Chainmail [40 gp][40 lb]
    Bastard Sword [30 gp][6 lb]
    Shortbow [25 gp][2 lb]
    Arrows, 60 [2 gp][6 lb]

    Total: 97/100 gp, 54/160 lb[/FONT]
    Pak Show
    [FONT="Courier New"]Pak
    Male Human Warlock
    Hit Points....37......Bloodied....18
    Healing Surge..9......Surges/day..11
    Initiative....+0......Speed........6

    AC....Fort....Ref.....Will
    14.....16......14......12

    Attacks:
    Melee Basic...+3(dagger).............Damage: 1d4......Range 5/10
    (+0 level, +0 Str/Dex, +3 prof, +0 enh)
    Ranged Basic..+5(Eldritch Blast).....Damage: 1d10+5...Range 10
    (+0 level, +5 Con, +0 enh)

    At-Will Powers:
    Eldritch Blast
    Warlock (All) Attack 1
    Ranged 10 - +5 vs. Reflex
    Hit: 1d10+5 damage.
    Special: Counts as a ranged basic attack.

    Hellish Rebuke
    Warlock (Infernal) Attack 1
    Ranged 10 - +5 vs. Reflex
    Hit: 1d6+5 fire damage and if self takes damage before end next turn, target takes 1d6+5 fire damage.

    Dire Radiance
    Warlock (Star) Attack 1
    Ranged 10 - +5 vs. Fortitude
    Hit: 1d6+5 radiant damage and if the target moves nearer to self on next turn, takes 1d6+5 damage.

    Encounter Powers:
    Vampiric Embrace
    Warlock Attack 1
    Ranged 5 - +5 vs. Will
    Hit: 2d6+5 necrotic damage and self gains 7 temp HP.

    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.


    Ability Scores
    STR 10 (+0) [0 pts] [10 base]
    CON 20 (+5) [16 pts][18 base, +2 racial]
    DEX 10 (+0) [0 pts] [10 base]
    INT 14 (+2) [5 pts] [14 base]
    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

    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.......+0
    Arcana...........+7 (trained)
    Athletics........+0
    Bluff............-1
    Diplomacy........-1
    Dungeoneering....+0
    Endurance........+5
    Heal.............+2
    History..........+7 (trained)
    Insight..........+5 (trained)
    Intimidate.......-1
    Nature...........+0
    Perception.......+0
    Religion.........+7 (trained)
    Stealth..........+0
    Streetwise.......-1
    Thievery.........+7 (trained)

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

    Total: 61/100 gp, 50/100 lb[/FONT]
    Fight Summary Show
    Current Fight Cycle:
    Fight 1 Show

    Fight 2 Show

    Fight 3 Show


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


    Astral Antipode tactics Show

    MindWandererB]This will be interesting--two melee types and two helllocks.  wrote:

    This will be interesting--two melee types and two helllocks.  Very different builds, though.

    General: As much as I'd like to take down Lyta first, the fact that my speed isn't so hot means that I can't avoid Argor well enough to do that.  So Argor has priority.  Stay at range as long as possible, hit him with Reflex and Will attacks, then move on to Lyta with melee and whatever.

    Specifics: Start in the front corners of the start box, behind the pillars, Koritaea with bow in hand.  Move to in front of the pillars and either attack (bow and Eldritch Blast) or ready to do so on sight.  If there's no sight that round, Koritaea will take point, Pak at least 3 squares behind (so they're not both in Scorching Blast/Dragon Breath AoE), and again ready or attack each round.

    After first contact and before melee, I want to single-move back every round and, again, either attack or ready to do so.  Koritaea's attacks will be with Lance of Faith (drop bow, draw sword) if Argor is in range or will be in range on his next action (assume he'll charge), with bow otherwise.  Pak's will be with Eldritch Blast.  Again, Koritaea should be at least 3 squares in front of Pak relative to Argor.

    Once Argor closes to melee, Koritaea will switch to bastard sword if she hasn't already done so and use Righteous Brand (Pak should stay within 5, on the far side from Argor, to benefit).  When she or Pak is down by HS+4 HP, use Healing Strike with Divine Fortune, and with Elven Accuracy if necessary.  (If Elven Accuracy isn't needed for this attack, use it on the next miss she gets.)  Pak, at this point, will use Vampiric Embrace, then more Eldritch Blasts.

    Next is Lyta.  Koritaea will charge to get into melee, then use Righteous Brand.  Pak will use Eldritch Blast if Lyta is attacking Koritaea, or Hellish Rebuke if she's attacking himself.

    Contingencies/Key Points:
    - Pak will curse, of course.  Except on the initial ready, always curse before attacking either target.
    - Pak should also be moving 3 squares a round for concealment.  When he's being attacked, he should try circling obstacles (attack, move) to hide.
    - If Lyta is trying similar monkey business to hide, use any unused minor actions to make active perception checks.  Remember Group Awareness.
    - Healing Word: use it on either character when they're bloodied.  Do Healing Strike first, if they're in melee.
    - If Koritaea goes down while Argor is still up: activate Armor of Agathys (if there are still 7 temp. HP from Vampiric Embrace, hold off on this) and use Hellish Rebuke.  Provoking is a necessary evil at this point; hopefully the Armor of Agathys combined with Rebuke damage will outweigh it.  Use Second Wind when bloodied, but after the Armor.  If Argor as at any time not adjacent, fall back and use Dire Radiance on him.
    - If it's down to 1-on-1, nothing really changes except to use an action point.  Since Koritaea's at-wills both benefit an ally, she's better off charging if she can manage it.  Pak can try to get a small advantage by hiding for a round and using Second Wind.
    - If struck with Hellish Rebuke: not much I can do about that.  Suck it up and pray.  Both helllocks using this on each other will be highly amusing.
    - If Lyta uses Armor of Agathys, back off.  Stay at maximum range and pelt her with ranged attacks, even going so far as to retrieve the bow.  Provoking from her is okay (even desirable if it means triggering Hellish Rebuke).  Use Dire Radiance to discourage her from closing in.

    That's all I can think of.  Have fun.


    Arcane Initiates Show

    whitebaron wrote:

    The Arcane Initiates

    Lyta Frostbringer Show
    [FONT="Courier New"]Lyta Frostbringer
    Female Half-Elf Spellslinger (Warlock)
    Hit Points....30......Bloodied....15
    Healing Surge.7......Surges/day..10
    Initiative....+0......Speed.......6

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

    Attacks:
    Ranged Basic.. see Eldritch Blast
    (+1 to-hit when no ally is nearer to the enemy)

    At-Will Attack Powers:
    Eldritch Blast (Warlock 1)
    Ranged 10....+4 vs. Reflex
    Hit: 1d10+4 damage

    Hellish Rebuke (Warlock 1)
    Ranged 10....+4 vs. Reflex
    Hit: 1d6+4 fire damage, if you take damage before the end of my next turn, the target takes additional 1d6+4 fire damage.

    Encounter Attack Powers:
    Vampiric Embrace (Warlock 1)
    Ranged 5....+4 vs. Will
    Hit: 2d8+4 necrotic damage, gain 8 temporary hitpoints

    Ray of Frost (Half-Elf Racial)
    Ranged 10....+3 vs. Fortitude
    Hit: 1d6+3 Cold Damage, the target is slowed until the end of my next turn.

    Scorching Burst (Arcane Initiate)
    Area Burst 1 within 10....+3 vs. Reflex
    Hit: 1d6+3 fire Damage

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

    Utility Powers:
    none yet

    Item Powers:
    none yet

    Ability Scores
    Ability....Check......... Ability....Check
    Scores....Modifier....... Scores....Modifier
    STR 10.....+0............ CON 18.....+4
    DEX 10.....+0............ INT 16.....+3
    WIS 09.....-1............ CHA 15.....+2

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



    Feats
    Arcane Initiate[sup]Level 1[/sup] (Arcana Training, gain Scorching Burst, proficiency with wizard implements)

    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 1 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...)

    Skills
    Acrobatics.......+0
    Arcana...(T).....+8
    Athletics........+0
    Bluff.....(T)....+7
    Diplomacy........+4°
    Dungeoneering....-1
    Endurance........+4
    Heal.............-1
    History....(T)...+8
    Insight...(T)....+6°
    Intimidate..(T)..+7
    Nature...........-1
    Perception.......-1
    Religion.........+3
    Stealth..........+0
    Streetwise.......+2
    Thievery.........+0
    ° .. Including +2 Racial Bonus

    Equipment:
    Leather armor [25 gp][15 lb]

    Total: 25/100 gp, 15/100 lb

    [/FONT]
    Argor Frostbringer Show
    [FONT="Courier New"]Argor Frostbringer
    Male Dragonborn Bodyguard (Fighter)
    Hit Points....29......Bloodied....14
    Healing Surge.09......Surges/day..11
    Initiative....+2......Speed.......5

    AC....Fort....Ref.....Will
    19.....16......14......11

    Attacks:
    Melee Basic...+7(Battleaxe).....Damage: 1d10+4
    (+0 level, +4 Str, +2 prof, +0 enh, +1 weapon talent)
    Ranged Basic..+7(Javelin).....Damage: 1d6+4...Range 10/20
    (+0 level, +4 Str, +2 prof, +1 weapon talent)
    Ranged Basic..+7(Handaxe)......Damage: 1d6+4...Range 5/10
    (+0 level, +4 Str, +2 prof, +1 weapon talent)
    (+1 to-hit, +2 damage when bloodied)

    At-Will Attack Powers:
    Sure Strike (Fighter 1)
    Melee Weapon....+9 vs. AC
    Hit: 1d10 damage

    Tide of Iron (Fighter 1)
    Melee Weapon....+7 vs. AC
    Hit: 1d10+4 damage, optional push 1 and shift into targets square

    Encounter Attack Powers:
    Steel Serpent Strike (Fighter 1)
    Melee Weapon....+7 vs. AC
    Hit: 2d10+4 damage and target is slowed, cannot shift until the end of my next turn

    Dragon Breath (Dragonborn Racial)
    Minor Action
    Close Blast 3....+6 vs. Reflex (STR-based)
    Hit: 1d6+2 cold damage

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

    Utility Powers:
    none yet

    Item Powers:
    none yet

    Ability Scores
    Ability....Check......... Ability....Check
    Scores....Modifier....... Scores....Modifier
    STR 18.....+4............ CON 14.....+2
    DEX 14.....+2............ INT 08.....-1
    WIS 12.....+1............ CHA 13.....+1

    [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]


    Feats
    Dragonborn Frenzy[sup]Level 1[/sup] (+2 damage when bloodied)

    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)

    Skills
    Acrobatics.......+0*
    Arcana...........-1
    Athletics..(T)...+7*
    Bluff............+1
    Diplomacy........+1
    Dungeoneering....+1
    Endurance..(T)...+5*
    Heal.....(T).....+6
    History..........+1°
    Insight..........+1
    Intimidate.......+3°
    Nature...........+1
    Perception.......+1
    Religion.........-1
    Stealth..........+0*
    Streetwise.......+1
    Thievery.........+0*
    * .. Including -2 Armor Penalty due to shield
    ° .. Including +2 Racial Bonus

    Equipment:
    Scale armor [45 gp][45 lb]
    Heavy Shield [10 gp][15 lb]
    Battle Axe[15 gp][6 lb]
    2* Javelin [2*5 gp][2*2 lb]
    2* Handaxe [2*5 gp][2*2 lb]


    Total: 90/100 gp, 74/180 lb[/FONT]
    Fight Summary Show
    Current Fight Cycle:
    Fight 1 Show

    Fight 2 Show

    Fight 3 Show


    Results
    1: [post=???]Win/Loss[/post] vs. Opponent (Player)
    Total: 0 wins, 0 losses = 0 victory points


    Arcane Initiate tactics Show

    whitebaron]Hi, and thanks for pitlording!

    Synopsis
    4e - seems pretty straightforward after writing tactics for 3.5 wrote:

    Hi, and thanks for pitlording!

    Synopsis
    4e - seems pretty straightforward after writing tactics for 3.5
    i want to go for the cleric, focus on her, as the surge value is a lot lower than at the warlock.

    Setup
    Just start in the very front of the square, next to each other

    Fight
    Argor will move&charge the cleric once he sees her. after that, AP for his daily, followed up by his dragon breath (include warlock if possible)
    Argor will use sure strike all over.
    Lyta will move so that she can curse the cleric, and shoot eldritch blasts all the time.

    Once Koritea is down, curse and use both encounter(embrace, steel serpent) powers on Pak, continue as before.

    Contingencies


    • roll those 20ies!
    • Argor will always charge if not within range for move, at-will.
    • Lyta will rather shoot eldritch blast than move to get into range for anything else.
    • if pak is attacking lyta and vice-versa, switch to hellish rebuke as attack.


    The Fight Show
    Rolls: Here

    Init:
    AI: West Box, AA: South Box
    19 Lyta (5,17)
    15 Koritaea w/ bow in hand (15,4)
    12 Argor (5,16)
    09 Pak (18,4)

    Round 1
    Lyta sees Pak, curses him, moves and attacks w/ Hellish Rebuke (Atk: 14+1Prime -2 cover=13 vs R miss)
    Koritaea moves out and shoots at Argor (atk: 15 miss)
    Argor sees his target and double moves
    Pak curses Argor, decides that ‘melee’ is about right and uses Vampric Embrace (Atk: 19 dmg: 18) and then moves east
    [img]http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,5,17,8,14,Lyta;b=Name,M,15,4,16,5,Koritaea;c=Name,M,5,16,15,8,Argor;d=Name,M,18,4,21,4,Pak[/img]
    Lyta 30/30hp [15,14,14,13] (8,14) (Shadow Walk)
    Argor 11/29hp [19,16,14,11] (15,8)
    Koritaea 24/24hp [16,13,12,16] (16,5)
    Pak 37+7/37hp [14,16,14,12] (21,4) (Shadow Walk)


    Round 2
    Lyta curses Koritaea and attacks with Eldrich Blast (atk: 6) and moves
    Koritaea fires a Lance of Faith at Argor (Atk: 20 dmg: 8) (+2 to Pak’s next attack) and then moves back switching to his sword
    Argor moves around the corner, charges Koritaea (Atk: 26 dmg: 6+2 = Feat)
    --- Action Point: Menace: (Atk: 15+1 Dmg: 21)
    [s]Dragon Breath (Atk: 8) (almost forgot this)
    Pak fires an EB (Atk: 15 dmg: 15) which drops Argor and then moves to Argor’s Square
    [img]http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,8,14,11,11,Lyta;b=Name,M,16,5,14,4,Koritaea;c=Name,M,15,8,17,4,15,4,Argor;d=Name,M,21,4,15,3,Pak (1N)[/img]
    Lyta 30/30hp [15,14,14,13] (11,11) (Shadow Walk)
    Argor -12/29hp [19,16,14,11] (15,4)
    Koritaea -5/24hp [16,13,12,16] (4,14)
    Pak 37+7/37hp [14,16,14,12] (15,4) (Shadow Walk)

    Round 3
    Lyta moves and fires Vampric Embrace at Pak (Atk: 15 +1 Prime -2 Concealment = 14 dmg: 17)
    Koritaea (Save: 7)
    Argor (Save: 7)
    Pak fires HR at Lyta (Atk: 21 (pulled from rnd 4) dmg: 10)
    --- Action Point: Again (Atk:  7 miss)
    [img]http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,11,11,17,11,Lyta;b=Name,F,14,4,Koritaea;c=Name,F,15,4,Argor;d=Name,M,15,3,18,4,Pak[/img]
    Lyta 28/30hp [15,14,14,13] (17,11) (Shadow Walk)
    Argor -12/29hp [19,16,14,11] (15,4) Death: X
    Koritaea -5/24hp [16,13,12,16] (4,14) Death: X
    Pak 27/37hp [14,16,14,12] (18,4) (Shadow Walk)

    Round 4
    Lyta moves to break cover and fires a HR at Pak (atk: 10 (pulled from previous rnd 4))
    Koritaea (Save: 17)
    Argor (Save: 5)
    Pak fires at Lyta HR (Atk: 16 dmg: 10)
    [img]http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,17,11,16,5,Lyta;b=Name,F,14,4,Koritaea;c=Name,F,15,4,Argor;d=Name,M,18,4,20,4,20,5,Pak[/img]
    Lyta 18/30hp [15,14,14,13] (16,5) (Shadow Walk)
    Argor -12/29hp [19,16,14,11] (15,4) Death: XX
    Koritaea -5/24hp [16,13,12,16] (4,14) Death: X
    Pak 27/37hp [14,16,14,12] (20,5) (Shadow Walk)

    Round 5
    Lyta moves and attacks with HR (Atk: 6)
    Koritaea (Save: 16)
    Argor (Save: 17)
    Pak HR Lyta (Atk: 7)
    [img]http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,16,5,20,9,Lyta;b=Name,F,14,4,Koritaea;c=Name,F,15,4,Argor;d=Name,M,20,5,20,4,18,4,Pak[/img]
    (Stopped mapping at this point, just keep switching places so Shadow Walk kicks in)
    Lyta 18/30hp [15,14,14,13] (20,9) (Shadow Walk)
    Argor -12/29hp [19,16,14,11] (15,4) Death: XX
    Koritaea -5/24hp [16,13,12,16] (4,14) Death: X
    Pak 27/37hp [14,16,14,12] (20,5) (Shadow Walk)

    Round 6:
    Lyta: HR atk: 16 dmg: 6
    Koritaea (Save: 2)
    Argor (Save: 9) Argor dies
    Pak: HR atk: 12 miss

    Lyta 18/30hp [15,14,14,13] (20,9) (Shadow Walk)
    [s]Argor -12/29hp [19,16,14,11] (15,4) Death: XXX
    Koritaea -5/24hp [16,13,12,16] (4,14) Death: XX
    Pak 21/37hp [14,16,14,12] (20,5) (Shadow Walk)

    Round 7
    Lyta: HR Atk: 21 dmg: 9
    Koritaea (Save: 8) Koritaea dies
    Pak: HR atk: 1!

    Lyta 18/30hp [15,14,14,13] (20,9) (Shadow Walk)
    [s]Argor -12/29hp [19,16,14,11] (15,4) Death: XXX
    [s]Koritaea -5/24hp [16,13,12,16] (4,14) Death: XXX
    Pak 12/37hp [14,16,14,12] (20,5) (Shadow Walk)

    Round 8
    Lyta: HR Atk: 20 dmg: 11
    Pak: Second Wind (+9)

    Lyta 18/30hp [15,14,14,13] (20,9) (Shadow Walk)
    Pak 10/37hp [14,16,14,12] (20,5) (Shadow Walk)

    Round 9
    Lyta: HR Atk: 6
    Pak: HR Atk: 7

    Lyta 18/30hp [15,14,14,13] (20,9) (Shadow Walk)
    Pak 10/37hp [14,16,14,12] (20,5) (Shadow Walk)

    Round 10
    Lyta: HR Atk: 20! Dmg: 16
    Pak goes down.

    Lyta 18/30hp [15,14,14,13] (20,9) (Shadow Walk)
    Pak 10/37hp [14,16,14,12] (20,5) (Shadow Walk)


    Old Show
    Round 3
    Lyta hearing Argor fall Lyta switches to HR, and fires at Koritaea (atk: 15 dmg: 14) then moves
    [s]Koritaea moves and charges Lyta (atk: 24 dmg: 10)
    --- Hellish Rebuke (5 dmg)
    Argor (Save: 7)
    Pak double moves to break primary cover

    Lyta 20/30hp [15,14,14,13] (12,14) (Shadow Walk)
    Argor -12/29hp [19,16,14,11] (15,4) Death: X
    Koritaea 5/24hp [16,13,12,16] (12,13)
    Pak 37+7/37hp [14,16,14,12] (9,7) (Shadow Walk)

    Round 4
    Lyta shifts and fires HR (atk: 10 miss)
    Koritaea shifts, activates Divine Fortune and attacks w/ Healing Strike (atk: 12, Elven: 25 dmg: 8; Kor heals: 10)
    Argor (Save: 5)
    Pak moves out and fires EB (Atk: 21 dmg: 15)

    Lyta -3/30hp [15,14,14,13] (12,14) [s](Shadow Walk)
    Argor -12/29hp [19,16,14,11] (15,4) Death: XX
    Koritaea 15/24hp [16,13,12,16] (12,13)
    Pak 37+7/37hp [14,16,14,12] (9,7) (Shadow Walk)


    Rewards/Comments Show
    Arcane Initiates wins and gains 2 VP
    Argor: Action Point, Villian's Menace

    Astral Antipodes loses and gains 1 VP
    Pak: Action Point

    Peanut Gallery:
    General Feedback:
    Aside from the dice being just mean to WB, I found this pretty easy to run. I made the one mistake in the roller in the beginning with cover, and Lyta's prime shot (which missed after I rolled damage, but after that, it was very easy to note modifiers and take care of things.

    A note on Shadow Walk: I look at that and it just says that the Warlock gains 'concealment' but I couldn't find a reason why it wouldn't be given, or how it would be defeated. Yet the update rules on Stealth just said how to gain concealment using stealth, am I just making this stronger than it is, or am I missing a rules reference?

    @WB: You might consider using some of your encounters in situations after an early hit. The Warlock damage output is high and at this level with one pre hit, followed by a hitting encounter can turn the tide.
    @MWB: The dice were kind.
    The COre COliseum - Home of a few of my Gladiators
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    4 years ago  ::  Mar 30, 2009 - 2:06PM #6
    MindWandererB
    • Core Coliseum Elder
    Date Joined: Apr 23, 2005
    Posts: 2,705
    Eagle Eye Twins (lonewolf) vs Arcanists of the Raven Queen (Erithmu): MindWandererB [Level 1]

    Eagle Eye Twins Show

    lonewolf wrote:

    Eagle Eye Twins


    Finrod Show
    [FONT="Courier New"]Finrod
    Male Elven Ranger 1
    Hit Points....25......Bloodied....13
    Healing Surge.7......Surges/day..7
    Initiative....+5......Speed.......7

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

    Attacks:
    Ranged Basic..+7(longbow).....Damage: 1d10+5...Range 20/40
    (+0 level, +5 Dex, +2 prof)


    At-Will Powers:
    Twin Strike
    Longbow....+7 vs. AC, two attacks
    Hit: 1d10 damage

    Nimble Strike
    Longbow....+7 vs. AC
    Hit: 1d10+5 damage
    Special: You can shift 1 before or after the attack


    Encounter Powers:
    Two fanged Strike
    Longbow....+7 vs. AC, two attacks
    Hit: 1d10+5 damage, +2 damage if both attacks hit

    Elven Accuracy
    free Action
    Effect: Reroll an Attack roll. Use the second roll, even if its lower


    Daily Powers:
    Hunters Bear Trap
    Longbow....+7 vs. AC
    Hit: 2d10+5 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.


    Ability Scores
    Ability....Check......... Ability....Check
    Scores....Modifier....... Scores....Modifier
    STR 10.....+0............ CON 13.....+1
    DEX 20.....+5............ INT 10.....+0
    WIS 15.....+2............ CHA 08.....-1


    Feats
    Defensive Mobility[sup]Ranger Bonus[/sup]
    Elven Precision[sup]Lvl 1[/sup]

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

    Equipment:
    Longbow [30 gp][3 lb]
    Hide Armor [30 gp][25 lb]
    Standard Adventurers Kit [15 gp][33 lb]
    120/120 arrows[4 gp][12 lb]

    Total: 79/100 gp, 73/100 lb[/FONT]


    Finduilas Show
    Twin brother of Finrod
    => identical stats and equipment



    Tactic for Eagle Eye Twins Show
    Hi and thanks for pitlording!

    starting position should be like this:

    [img]http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,15,4,Finrod;b=Name,M,18,4,Finduilas[/img]


    Move out and if possible use Stealth to get combat advantage for the first attacks.

    If both enemies are found simultaneously, the closer one will be the first target.

    Both twins declare the target as their hunters quarry and engage with Two-fanged strike first and Twin strikes after that.  In the first round of engagement, one twin will use his action point for another attack. Both use Elven Accurracy on their first miss (note that with their elven precision feat, they gain a +2 bonus on that reroll).

    Every round after that should be shoot & move away into cover for stealth. If there is no LOS on the start of round, move closer to last known position while using stealth before shooting.

    Always try to use prime shot(the twin closer to the target shoots first and then moves further away). Stay just far enough away from each other to not get cought in a scorching burst or icy terrain together.

    Once the first target is down, use hunters quarry on the other one.

    Dont spend the dailies and dont bother with second wind.

    With my better range, better stealth capeabilities and higher pure firepower, I think this fight looks good for me, unless I fail against sleep or something...

    greets
    lonewolf


    Arcanists of the Raven Queen Show

    Erithmu wrote:

    Arcanists of the Raven Queen


    Owen Ir'Tolden Show
    [FONT="Courier New"]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 Show
    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[/FONT]
    Nest Freemark Show
    [FONT="Courier New"]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[/FONT]



    Tactic for Arcanists of the Raven Queen Show
    Good to see you around again MWB.

    Focus on will and fort attacks

    Well they might play keep away…

    Have both start just one square back of being seen. Then first round double move to the middle, if Nest sees one then in between moves have her use a minor to curse.

    From there focus attacks on one of them, Start with Owen’s Icy terrain to limit the movement of one, Have Nest hit with Dire radiance, and use Infernal Wrath/Dreadful Word combination if a dire radiance hits and the target remains visible. Keep Nest on the move, and try to have her in position to take Prime Shot attacks. Curse as needed.

    Owen will use Icy rays almost exclusively after I. Terrain is out.

    Healing: Nest and Owen should use Second wind if a) bloodied and have no target, b) less than 1/4 hp and have them move to cover when they do this.

    Someone Goes down
    2v1
    Have Owen delay till after Nest. Nest will move closer for prime shot an Dire Radiance, and then Owen will step in front of her with Icy Rays. The goal is to use move actions so that they highly consider setting off the dire radiance secondary.

    Owen vs 2
    Use cover and attack with icy rays. If they group together, go for the Sleep/Orb combo on them (orb on sleep effect)

    Nest vs 2
    Shoot and move to cover, keep the stealth up as much as possible.

    Notes:
    - If they keep out of range of our attacks from the middle, then Have Nest move out and go for dire radiance, and see if they keep running away.
    - Try to keep Owen in front so that he is always quarry’d. I’m sure LW would like to kill Nest first.
    - If Nest doesn’t move far and Owen seems to be targeted, have him Shadow Jaunt to the front, and use insubstantial (half dmg pg 277) to soak some dmg. Use it also if he gets bear trapped.

    -Rith


    The Fight: Eagle Eye Twins vs Arcanists of the Raven Queen Show

    Conventions
    Those are the conventions for this fight run by MindWandererB
    Actions types are denoted with {Free} {Move} {Stan} {Minor} {NoAc}
    Maps are dynamically generated with coco.php script

    Fight Info
    Red is the color of Finrod. 
    Blue is the color of Findulias.
    Green is the color of Owen. 
    Magenta is the color of Nest.
    All rolls are HERE

    Initiative
    Finrod [9]+5=14
    Findulias [7]+5=12
    Owen [12]+2=14
    Nest [17]+0=17
    Finrod starts in the SOUTH square in the corner behind the pillar, holding his bow.
    Findulias starts exactly opposite his brother.
    Owen starts in the WEST square, one step back from the front, holding his orb.
    Nest starts next to Owen, holding her rod.
    Map Show
    [img]http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Finr,M,15,4;b=Find,M,18,4;c=Owen,M,4,17;d=Nest,M,4,16;los=18,4,4,17,4[/img]



    Round 1
    Nest moves out [COLOR=GRAY]{Move}, sees Findulias, curses him {Minor}, and continues to move into the center area{Move: Stealth [3]+2-5=0}.[/COLOR]
    Finrod knows that Nest is the closer target, but can't see her.  Since Findulias can tell him where Owen is, he elects to start with him.  He moves around the corner [COLOR=GRAY]{Move: Stealth 14 vs. PP 12}, designates Owen as his quarry {Minor}, and attacks using Two-Fanged Strike {Stan: [17]+7+1[PS]-2(cover)+2[CA]=25, [3]+7+1-2=9/Reroll [8]+7+1-2+2(Elven Precision)=16, both hit: damage=[10]+[4]+5+[1]+5+2=27}, pincushioning the shadar-kai quite effectively.[/COLOR]
    Owen is unconscious [COLOR=GRAY]{Save: [12]}.[/COLOR]
    Findulias moves out [COLOR=GRAY]{Move: Stealth [18]+9-5=22}, designates Nest as his quarry {Minor}, and attempts to repeat his brother's performance {Stan: [3]+7+1-5(superior cover)+2-2(concealment)=6/Reroll [16]+7+1-2+2-2=21, [5]+7+1-5-2=10, 1 hit: damage [4]+[4]+5=13}, but is clearly the inferior brother.  He tries to make up for it with an action point {Stan: [6]+7+1-5-2=7, [16]+7+1-5-2=17, 1 hit: 5 damage}, but still can't get the job done.[/COLOR]

    Finrod: 25/25 hp, AC 18, Defenses 12/16/12
    Findulias: 25/25 hp, AC 18, Defenses 12/16/12
    Owen: -3/24 hp, AC 14
    Nest: 9/27 hp, AC 15
    Map Show

    [img]http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Finr,M,15,4,16,5;b=Find,M,18,4,19,10;c=Owen,M,4,17;d=Nest,M,4,16,10,16,14,16,14,14;los=19,10,14,14,1[/img]


    Round 2
    Nest fires Dire Radiance at Findulias [COLOR=GRAY]{Stan: [17]+3-5(superior cover)+1(PS)=16, hit:[6]+1+3=10 damage} and runs off {Move: Stealth [1]+2-5=-3}.[/COLOR]
    Finrod gives chase [COLOR=GRAY]{Move, Move}, and quarries Nest {Minor}.[/COLOR]
    Owen is dying [COLOR=GRAY]{Save: [2]}.[/COLOR]
    Findulias sucks up the Dire Radiance damage to close in [COLOR=GRAY]{Move: Stealth [4]+9-5=8, damage [2]+3=5} and fires on Nest again {Stan: [20!], [7]+7+1-2=13, 1 crit: damage 16}, and finally finishes her off.[/COLOR]

    Finrod: 25/25 hp, AC 18, Defenses 12/16/12
    Findulias: 10/25 hp, AC 18, Defenses 12/16/12
    Owen: -3/24 hp, AC 14, 1 black mark
    Nest: -7/27 hp, AC 15
    Map Show

    [img]http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Finr,M,16,5,16,12,15,17;b=Find,M,19,10,18,17;c=Owen,M,4,17;d=Nest,M,14,14,16,20;los=14,14,19,10,1[/img]



    Results, rewards, and wrap-up Show
    The Eagle Eye Twins are the Winners!

    Eagle Eye Twins win and earn 2 VP.  Findulias spent 1 action point.
    Arcanists of the Raven Queen lose, earning 1 VP.  No resources were spent.

    @lonewolf: Yeah, at this level, ranged strikers are pretty darn potent, especially with multiple attack rolls to help compensate for improbably bad rolls.
    @'Rith: He who hesitates--or loses initiative--is lost, against a pair like that.  Pretty much the worst opponents two squishies could draw.
    General: Neither of you were very specific about movement, or what to do about cover.  The combination of prime shot, quarry/curse, and stealth makes this a major issue, since both sides wanted to have cover.  This is also relevant with limited resources (AP/encounter/dailies): in a TT or thread fight, I never would have used an AP to use Twin Strike against an opponent with superior cover when I'd already gotten my quarry damage that round, but I couldn't find anything in lonewolf's tactics to contraindicate that.

    "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.
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    4 years ago  ::  Apr 01, 2009 - 7:37PM #7
    TelinArtho
    • Core Coliseum
    • Heroic Dungeon Master
    Date Joined: Nov 3, 2004
    Posts: 13,722



    [sup]Reminder: Lighting conditions apply only to ECLs 5 and up.[/sup]

    Rolls:


    Characters on Campaigns: [sup][Maximum: 15 Weeks; more with GM Permission][/sup]

    • None.


    Characters on Quests & Missions:

    • None

    Characters doing Full Activities:

    • None
    [FONT="Times New Roman"]BATTLES OF GLADIUS[/FONT]

    LEVEL 1 FIGHTS

    • Swift Hammer (TelinArtho) vs. Arcanists of the Raven Queen (Erithmu) : lonewolf [SUP][Small Arena][/SUP]
    • The Underdark Yakuza! (Salrantol) vs. The Reapers (Rauul) : TelinArtho [SUP][Small Arena][/SUP]
    • The Arcane Initiates (whitebaron) vs. Eagle Eye Twins (lonewolf) : Erithmu [SUP][Small Arena][/SUP]
    • The Astral Antipodes (MindWandererB) vs. Raven's Guards (Zillah) : post_ironic [SUP][Small Arena][/SUP]
    • Drow Hunting Party (whitebaron) vs. Sons of the Hunt (post_ironic) : MindWandererB [SUP][Small Arena][/SUP]

    Pairings done by TelinArtho.

    Battles of Gladius


    credits Show

    +1 TelinArtho +1 (fight)
    +1 Erithmu +1 (fight)
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    +1 post_ironic +1 (fight)
    The COre COliseum just hit 1000 fights! Come join the fun and be a part of this milestone! Next pairings are set for 22 August 2012. Activate TODAY!
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    4 years ago  ::  Apr 03, 2009 - 10:31AM #8
    post_ironic
    Date Joined: Jul 19, 2005
    Posts: 611
    Astral Antipodes Spoiler: Show

    MindWandererB]Ready for April 1 [Fight 2]


    The Astral Antipodes

    Heaven or Hell... what matters is victory.


    Koritaea
    Koritaea
    Female Elf Cleric
    Hit Points....24......Bloodied....12
    Healing Surge..6......Surges/day...8
    Initiative....+2......Speed........6

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

    Attacks:
    Melee Basic...+6(Bastard Sword).....Damage: 1d10+4
    (+0 level, +3 Str, +3 prof, +0 enh)
    Ranged Basic..+4(Shortbow)..........Damage: 1d8+2...Range 15/30
    (+0 level, +2 Dex, +2 prof, +0 enh)

    At-Will Powers:
    Lance of Faith
    Cleric Attack 1
    Ranged 5 - +4 vs. Reflex
    Hit: 1d8+4 radiant damage and ally gets +2 power bonus to next attack against target.

    Righteous Brand
    Cleric Attack 1
    Melee Weapon - +6 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 - +4 vs. Will - Undead only
    Hit: 1d10+4 radiant damage, push 3, immobilized 1 round.
    Miss: Half damage

    Healing Strike
    Cleric Attack 1
    Melee Weapon - +6 vs. AC
    Hit: 2d10+4 radiant damage, target is marked 1 round, self or ally within 5 can spend a healing surge+4 HP.

    Daily Powers:
    Beacon of Hope
    Cleric Attack 1
    Close Burst 3 - +4 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.


    Ability Scores
    STR 16 (+3) [9 pts] [16 base]
    CON 12 (+1) [2 pts] [12 base]
    DEX 14 (+2) [2 pts] [12 base, +2 racial]
    INT 08 (-1) [0 pts] [08 base]
    WIS 18 (+4) [9 pts] [16 base, +2 racial]
    CHA 10 (+0) [0 pts] [10 base]


    Feats
    Weapon Proficiency: bastard sword

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

    Equipment:
    Chainmail [40 gp][40 lb]
    Bastard Sword [30 gp][6 lb]
    Shortbow [25 gp][2 lb]
    Arrows, 60 [2 gp][6 lb]

    Total: 97/100 gp, 54/160 lb

    Pak
    Pak
    Male Human Warlock
    Hit Points....37......Bloodied....18
    Healing Surge..9......Surges/day..11
    Initiative....+0......Speed........6

    AC....Fort....Ref.....Will
    14.....16......14......12 (Shadow Walk)

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

    At-Will Powers:
    Eldritch Blast
    Warlock (All) Attack 1
    Ranged 10 - +5 vs. Reflex
    Hit: 1d10+5 damage.
    Special: Counts as a ranged basic attack.

    Hellish Rebuke
    Warlock (Infernal) Attack 1
    Ranged 10 - +5 vs. Reflex
    Hit: 1d6+5 fire damage and if self takes damage before end next turn, target takes 1d6+5 fire damage.

    Dire Radiance
    Warlock (Star) Attack 1
    Ranged 10 - +5 vs. Fortitude
    Hit: 1d6+5 radiant damage and if the target moves nearer to self on next turn, takes 1d6+5 damage.

    Encounter Powers:
    Vampiric Embrace
    Warlock Attack 1
    Ranged 5 - +5 vs. Will
    Hit: 2d6+5 necrotic damage and self gains 7 temp HP.

    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.


    Ability Scores
    STR 10 (+0) [0 pts] [10 base]
    CON 20 (+5) [16 pts][18 base, +2 racial]
    DEX 10 (+0) [0 pts] [10 base]
    INT 14 (+2) [5 pts] [14 base]
    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

    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.......+0
    Arcana...........+7 (trained)
    Athletics........+0
    Bluff............-1
    Diplomacy........-1
    Dungeoneering....+0
    Endurance........+5
    Heal.............+2
    History..........+7 (trained)
    Insight..........+5 (trained)
    Intimidate.......-1
    Nature...........+0
    Perception.......+0 (Group Awareness)
    Religion.........+7 (trained)
    Stealth..........+0
    Streetwise.......-1
    Thievery.........+7 (trained)

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

    Total: 61/100 gp, 50/100 lb

    Fight Summary
    Current Fight Cycle:

    Fight 1
    Pak spent 1 action point and 1 healing surge.




    Results
    1: Loss vs. Arcane Initiates (whitebaron)
    Total: 0 wins, 1 losses = 1 victory points




    Raven's Guards [ wrote:

    Ready for April 1 [Fight 2]


    The Astral Antipodes

    Heaven or Hell... what matters is victory.


    Koritaea
    Koritaea
    Female Elf Cleric
    Hit Points....24......Bloodied....12
    Healing Surge..6......Surges/day...8
    Initiative....+2......Speed........6

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

    Attacks:
    Melee Basic...+6(Bastard Sword).....Damage: 1d10+4
    (+0 level, +3 Str, +3 prof, +0 enh)
    Ranged Basic..+4(Shortbow)..........Damage: 1d8+2...Range 15/30
    (+0 level, +2 Dex, +2 prof, +0 enh)

    At-Will Powers:
    Lance of Faith
    Cleric Attack 1
    Ranged 5 - +4 vs. Reflex
    Hit: 1d8+4 radiant damage and ally gets +2 power bonus to next attack against target.

    Righteous Brand
    Cleric Attack 1
    Melee Weapon - +6 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 - +4 vs. Will - Undead only
    Hit: 1d10+4 radiant damage, push 3, immobilized 1 round.
    Miss: Half damage

    Healing Strike
    Cleric Attack 1
    Melee Weapon - +6 vs. AC
    Hit: 2d10+4 radiant damage, target is marked 1 round, self or ally within 5 can spend a healing surge+4 HP.

    Daily Powers:
    Beacon of Hope
    Cleric Attack 1
    Close Burst 3 - +4 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.


    Ability Scores
    STR 16 (+3) [9 pts] [16 base]
    CON 12 (+1) [2 pts] [12 base]
    DEX 14 (+2) [2 pts] [12 base, +2 racial]
    INT 08 (-1) [0 pts] [08 base]
    WIS 18 (+4) [9 pts] [16 base, +2 racial]
    CHA 10 (+0) [0 pts] [10 base]


    Feats
    Weapon Proficiency: bastard sword

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

    Equipment:
    Chainmail [40 gp][40 lb]
    Bastard Sword [30 gp][6 lb]
    Shortbow [25 gp][2 lb]
    Arrows, 60 [2 gp][6 lb]

    Total: 97/100 gp, 54/160 lb

    Pak
    Pak
    Male Human Warlock
    Hit Points....37......Bloodied....18
    Healing Surge..9......Surges/day..11
    Initiative....+0......Speed........6

    AC....Fort....Ref.....Will
    14.....16......14......12 (Shadow Walk)

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

    At-Will Powers:
    Eldritch Blast
    Warlock (All) Attack 1
    Ranged 10 - +5 vs. Reflex
    Hit: 1d10+5 damage.
    Special: Counts as a ranged basic attack.

    Hellish Rebuke
    Warlock (Infernal) Attack 1
    Ranged 10 - +5 vs. Reflex
    Hit: 1d6+5 fire damage and if self takes damage before end next turn, target takes 1d6+5 fire damage.

    Dire Radiance
    Warlock (Star) Attack 1
    Ranged 10 - +5 vs. Fortitude
    Hit: 1d6+5 radiant damage and if the target moves nearer to self on next turn, takes 1d6+5 damage.

    Encounter Powers:
    Vampiric Embrace
    Warlock Attack 1
    Ranged 5 - +5 vs. Will
    Hit: 2d6+5 necrotic damage and self gains 7 temp HP.

    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.


    Ability Scores
    STR 10 (+0) [0 pts] [10 base]
    CON 20 (+5) [16 pts][18 base, +2 racial]
    DEX 10 (+0) [0 pts] [10 base]
    INT 14 (+2) [5 pts] [14 base]
    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

    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.......+0
    Arcana...........+7 (trained)
    Athletics........+0
    Bluff............-1
    Diplomacy........-1
    Dungeoneering....+0
    Endurance........+5
    Heal.............+2
    History..........+7 (trained)
    Insight..........+5 (trained)
    Intimidate.......-1
    Nature...........+0
    Perception.......+0 (Group Awareness)
    Religion.........+7 (trained)
    Stealth..........+0
    Streetwise.......-1
    Thievery.........+7 (trained)

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

    Total: 61/100 gp, 50/100 lb

    Fight Summary
    Current Fight Cycle:

    Fight 1
    Pak spent 1 action point and 1 healing surge.




    Results
    1: Loss vs. Arcane Initiates (whitebaron)
    Total: 0 wins, 1 losses = 1 victory points[/quote]


    Raven's Guards Spoiler: Show

    Zillah]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




    MindWandererB's tactics[ wrote:

    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[/quote]


    MindWandererB's tacticsSpoiler: Show

    MindWandererB]Two melee monsters, with a defender and a leader, both with fat healing surge values... I need to take them down fast and hard. Too bad that's not my specialty.

    General: Use non-AC attacks, focus on the healer first, and delay melee.

    Pak will start in the bottom-right corner of the start area. Koritaea will start right in front of him, bow in hand. Before contact is made, they'll move out together, Koritaea in front (by 3 squares, to avoid both getting in one Dragon Breath), and ready to attack (basic bow and Dire Radiance).

    Upon contact, Pak will curse the nearest opponent and continue to attack that opponent with Dire Radiance, single-moving back every round. Koritaea will also single-move back each round and either fire her bow or, if either opponent will be able to charge on their turn, ready to attack with Lance of Faith.

    Once the opponents have closed in, focus on Loki. Being marked is not a deterrent. Koritaea will use Lance of Faith (action Point for two of them on the first opportunity), and Pak will curse, then use first Vampiric Embrace, then Hellish Rebuke if they're attacking him, Eldritch Blast if they're focusing on Koritaea. Shift away to avoid OAs, of course. Once Loki is down, repeat the performance against Azriel.

    Contingencies/Key Points:
    - Healing: Use Healing Word whenever either character is bloodied. Pak will use Second Wind if one opponent is down, he is bloodied, and Koritaea is either out of Words or down.
    - Once Koritaea is done with her bow, drop it and switch to sword.
    - Cornered: Try to avoid this--my back should never be to a wall. If the two opponents flank me so I can't shift out and attack without provoking, it depends on the character:
    - - Koritaea will use Divine Fortune + Healing Strike (+ Elven Accuracy if needed) on Loki, Righteous Brand thereafter. Try to shift out of it, but that will be hard if not impossible wrote:

    Two melee monsters, with a defender and a leader, both with fat healing surge values... I need to take them down fast and hard. Too bad that's not my specialty.

    General: Use non-AC attacks, focus on the healer first, and delay melee.

    Pak will start in the bottom-right corner of the start area. Koritaea will start right in front of him, bow in hand. Before contact is made, they'll move out together, Koritaea in front (by 3 squares, to avoid both getting in one Dragon Breath), and ready to attack (basic bow and Dire Radiance).

    Upon contact, Pak will curse the nearest opponent and continue to attack that opponent with Dire Radiance, single-moving back every round. Koritaea will also single-move back each round and either fire her bow or, if either opponent will be able to charge on their turn, ready to attack with Lance of Faith.

    Once the opponents have closed in, focus on Loki. Being marked is not a deterrent. Koritaea will use Lance of Faith (action Point for two of them on the first opportunity), and Pak will curse, then use first Vampiric Embrace, then Hellish Rebuke if they're attacking him, Eldritch Blast if they're focusing on Koritaea. Shift away to avoid OAs, of course. Once Loki is down, repeat the performance against Azriel.

    Contingencies/Key Points:
    - Healing: Use Healing Word whenever either character is bloodied. Pak will use Second Wind if one opponent is down, he is bloodied, and Koritaea is either out of Words or down.
    - Once Koritaea is done with her bow, drop it and switch to sword.
    - Cornered: Try to avoid this--my back should never be to a wall. If the two opponents flank me so I can't shift out and attack without provoking, it depends on the character:
    - - Koritaea will use Divine Fortune + Healing Strike (+ Elven Accuracy if needed) on Loki, Righteous Brand thereafter. Try to shift out of it, but that will be hard if not impossible; next best option is to back into a corner so they can't flank.
    - - Pak will use Armor of Agathys, stay put for 1 round (to hit both of them), then go ahead and provoke (from one of them, not both--preferably Loki) for Hellish Rebuke. If it's impossible to avoid provoking from both, just take total defense or Second Wind and make them both eat Armor of Agathys damage.
    - Elven Accuracy: save it for Healing Strike. If Healing Strike hits without it, use it on the next miss after that.
    - Pak will try to have Shadow Walk activated as much as possible, and also to benefit from Prime Shot whenever possible. However, early on it is more important to put Koritaea in front for defensive purposes.
    - If they've spread out their damage on both of us (at least 7 "real" damage apiece, not temps) before Koritaea has used any healing, use her Beacon of Hope.

    Good luck and have fun.




    Zillah's Tactics Spoiler: Show

    Zillah]Character name- Azriel, Loki
    Starting Positions- 2 boxes in front facing the center pillar.
    Sword and Board for both of them at the start.
    Tactics down below! vvvvvvvvv
    Thanks for handling the fight.


    Tactics against The Astral Antipodes (MindWandererB)
    At the start of the fight, the two fighters will start at the front to squares facing the center of the pillar in the arena. They will double move to the center of the arena at that pillar if no targets are seen. If they are seen, a Move/charge will occur if needed, or just a move/attack.
    Setting up the combos is not as important as hitting the target.
    Koritaea will be the main target of both fighters. If seen first, she will be charged in a strategic way to block movement or to flank against her. If flanking not possible Azriel and Loki will try to stay adjacent to each other in order to maximize Loki’ wrote:

    Character name- Azriel, Loki
    Starting Positions- 2 boxes in front facing the center pillar.
    Sword and Board for both of them at the start.
    Tactics down below! vvvvvvvvv
    Thanks for handling the fight.


    Tactics against The Astral Antipodes (MindWandererB)
    At the start of the fight, the two fighters will start at the front to squares facing the center of the pillar in the arena. They will double move to the center of the arena at that pillar if no targets are seen. If they are seen, a Move/charge will occur if needed, or just a move/attack.
    Setting up the combos is not as important as hitting the target.
    Koritaea will be the main target of both fighters. If seen first, she will be charged in a strategic way to block movement or to flank against her. If flanking not possible Azriel and Loki will try to stay adjacent to each other in order to maximize Loki’s powers. Loki will Furious Smash her when Azriel is in range to receive benefits every time. If not, Wolf Pack tactics. If bloodied, either fighter will use encounter powers to try to finish it, and even dragon’s breath as well. A good combo if fighters are adjacent to enemies at the start of their turns would be to Dragon’s breath, then attack with an @ will or encounter, then to heal with a minor action of Inspiring word.
    A different combo would be for Azriel to be adjacent to an opponent or both are in reach of dragon’s breath. Minor divine Str, Minor Dragon’s breath to try to get both opponents in blast., Standard Radiant Smite and if that is not available, Holy strike if marked, Valiant if not.
    Pak will be marked by Azriel if seen before Koritea. Otherwise Koritaea will be marked by Azriel. Both fighters will attack the AC, unless a strategic Furious Smash is deemed needed. Azriel will Valiant strike if both enemies are adjacent to him. If either are bloodied, he will blow encounter powers. If Loki is rendered unconscious, Azriel’s next attack will be Paladin's Judgement in order to revive Loki. If Pak’s Armor of Agathys is activated, will do best effort to avoid, but if he tries to get adjacent to either fighter, take all AOO’s.
    If any actions left and Pak is hiding somewhere, use minors to perception where he is. If needed to take an action, minor perception first, then take required actions. Azriel will make the better looker.
    Second winds will be used only if attacks are not possible and if players are bloodied. Other than that, Lay on Hands, and Inspiring word are first. But priority goes to Inspiring word.
    If either player on the opposite team drops, they SHOULD be attacked until death. One figher should be enough for this task, and I would leave that for whoever is closest to the dropped fighter.
    If needed both fighters will drop swords and pull out Javelins for attacking Pak when he has his armor on. If not needed to drop swords, they will simply put them away and reach for Javelins. Mark the lock when the cleric drops.




    The FightSpoiler: Show

    Conventions
    Those are the conventions for this fight run by post_ironic
    Actions types are denoted with {Free} {Move} {Stan} {Minor} {NoAc}
    Maps are dynamically generated with coco.php script

    All rolls Here.

    Koritaea
    Pak
    Azriel
    Loki

    Initiative
    Koritaea 9+2=11
    Pak 2
    Azriel 1+3=4
    Loki 2+3=5

    Koritaea starts in the EAST box, in front of Pak, bow in hand.
    Pak starts in the bottom right corner of the EAST box, nothing in hand.
    Azriel starts in the front center portion of the NORTH box, longsword and shield in hand.
    Loki starts in the front center portion of the NORTH box, longsword and shield in hand.
    MapSpoiler: Show
    [img]http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,30,15,Koritaea;b=Name,M,31,15,Pak;c=Name,M,16,28,Azriel;d=Name,M,17,28,Loki;los=16,28,30,15,1[/img]


    Round 1
    Koritaea moves out and sees Azriel and Loki and readies an attack.
    Loki sees Koritaea and double moves since a charge is not possible. This triggers Koritaea's ready. (Miss:5v 17)
    Azriel sees Koritaea and double moves.
    Pak curses Loki and moves away from the approaching combatants, gaining concelment from Shadow Walk. He casts Dire Radiance at Loki, hitting (17 vs 15) for 11 damage (2+5+4).

    Koritaea: 24/24 AC: 16 NADS:13/12/16
    Pak: 37/37 AC: 14 NADS: 16/14/12 (Concealment)
    Azriel: 32/32 AC: 20 NADS: 15/14/14
    Loki: 20/31 AC: 17 NADS: 15/11/14

    MapSpoiler: Show
    [img]http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,25,14,Koritaea;b=Name,M,27,9,Pak;c=Name,M,24,18,Azriel;d=Name,M,25,19,Loki[/img]


    Round 2
    Koritaea casts Lance of Faith at Loki, striking powerfully for 12 damage. (CRIT!:24 vs11) She then action points to fire another Lance, missing. (9 vs 11). She then moves away, dropping her bow [color=gray]Free and drawing her swordMinor as she sees her opponents closing in.[/color]
    Loki, now bloodied, uses Inspiring Word on himself, healing 10 points of damage. He then moves and charges Koritaea, striking her (21 vs 16) for 7 damage. This causes the Dire Radiance to damage him for 7 more.
    Azriel moves and charges Koritaea. (22 vs 16) He hits for 8 damage, bloodying her.
    Pak moves behind his opponents, reactivating Shadow Walk, and casts Vampiric Embrace on Loki, cursing his dark masters as he narrowly misses (10 vs 14 will. EDIT: Total 12 Still misses with +2 from Lance.)

    Koritaea: 9/24 Bloodied
    Pak: 37/37 (Concealment)
    Azriel: 32/32 1/3
    Loki: 11/31 1/2 Inspiring Words used.

    MapSpoiler: Show
    [img]http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,19,8,Koritaea;b=Name,M,23,14,Pak;c=Name,M,20,9,Azriel;d=Name,M,19,9,Loki[/img]


    Round 3
    Koritaea, badly wounded, makes a Healing Strike at Loki, calling upon her god for Divine Fortune. She connects (19 vs 17 AC), dealing 16 damage to Loki, [s]marking him dropping him and healing herself for 10 points. She shifts away to the southeast.
    [s]Loki, gravely injured, uses Inspiring Word on himself, healing for 14 points. Seeking to end the battle, he moves adjacent to Koritaea and attacks with the Hammer and Anvil technique, missing his target (9 vs 12).Loki should roll a death saving throw I missed here.
    Azriel moves to attack Koritaea with Paladin's Judgment to revive his fallen comrade. He hits(22vs16AC) for 15 damage. Loki regains 9 hit points. He then uses Divine Challenge to mark Koritaea.
    Pak moves to retain concelament and employs an Eldritch Blast to strike (9 vs 11 Ref) Loki, but misses.

    Koritaea: 4/24 Marked by Divine Challenge
    Pak: 37/37 Concealment
    Azriel: 32/32
    Loki: 9/31 Marked by Healing Strike 1/2 Inspiring Words used.

    MapSpoiler: Show
    [img]http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,18,7,Koritaea;b=Name,M,26,17,Pak;c=Name,M,19,7,Azriel;d=Name,M,17,7,Loki[/img]


    Round 4
    Koritaea, in a tough position, shifts and then moves away. This provokes an OA from Loki, who misses (7 vs 16 AC). She heals herself for 11.
    Loki stands and uses his second wind (+2 Defenses). He heals 9 and moves toward Koritaea.
    Azriel moves and charges Koritaea. He misses (9 vs 16 AC).
    Pak uses Eldritch Blast against Loki, but misses. (9 vs 13 Ref). He moves away.

    MapSpoiler: Show
    [img]http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,25,11,Koritaea;b=Name,M,24,20,Pak;c=Name,M,24,11,Azriel;d=Name,M,22,11,Loki[/img]


    Koritaea: 15/24 Marked by Paladin Judgement 1/2 Healing Words used.
    Pak: 37/37 Concealment
    Azriel: 32/32
    Loki: 18/31 1/2 Inspiring Words used, Second Wind used.

    Round 5

    Koritaea shifts and moves back to a safe position.
    Loki moves toward Koritaea and uses the Hammer and Anvil technique on her. He hits (16+1 Dragonborn Fury vs 12 Ref+2 cover) for 8 damage.
    Azriel moves toward Koritaea. He attempts a Radiant Smite. He hits (26vs16 AC) for 14 damage, dropping Koritaea.
    Pak casts Hellish Rebuke at Loki. He hits (13+1 prime shot vs 11 reflex for 10 damage. He moves away, maintaining concealment.

    MapSpoiler: Show
    [img]http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,28,16,Koritaea;b=Name,M,18,25,Pak;c=Name,M,27,16,Azriel;d=Name,M,27,15,Loki[/img]


    Koritaea: -7/24
    Pak:37/37
    Azriel: 32/32
    Loki: 8/31

    Round 6
    Ok, after this round, the boards ate my post. Grrr. Essentially, after this point, the Ravens Guards charge Pak, who activates Armor of Agathys, which drops Loki. He then curses and Hellish rebukes Azriel, and essentially outlasts him with temporary hit points and the retributive damage from the armor and the rebuke. It was a pretty nasty fight.


    ResultsSpoiler: Show
    The Astral Antipodes barely pull out a win and gain 2 VP. Koriteae used one action point and one healing surge. Pak used Armor of Agathys. They both also gain an action point (Milestone).
    The Raven's Guards have an unlucky loss, but still gain 1 VP. Azriel used Paladin's Judgment. Loki used 3 Healing surges.
    Quick Reply
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    4 years ago  ::  Apr 04, 2009 - 3:50PM #9
    Erithmu
    • Core Coliseum Elder
    Date Joined: Sep 7, 2004
    Posts: 2,667
    Separate Fight Thread
    Arcane Initiates Show

    whitebaron wrote:

    The Arcane Initiates
    VP: 2 (Record: 1/0)

    Lyta Frostbringer Show
    [FONT="Courier New"]Lyta Frostbringer
    Female Half-Elf Spellslinger (Warlock)
    Hit Points....30......Bloodied....15
    Healing Surge.7......Surges/day..10
    Initiative....+0......Speed.......6

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

    Attacks:
    Ranged Basic.. see Eldritch Blast
    (+1 to-hit when no ally is nearer to the enemy)

    At-Will Attack Powers:
    Eldritch Blast (Warlock 1)
    Ranged 10....+4 vs. Reflex
    Hit: 1d10+4 damage

    Hellish Rebuke (Warlock 1)
    Ranged 10....+4 vs. Reflex
    Hit: 1d6+4 fire damage, if you take damage before the end of my next turn, the target takes additional 1d6+4 fire damage.

    Encounter Attack Powers:
    Vampiric Embrace (Warlock 1)
    Ranged 5....+4 vs. Will
    Hit: 2d8+4 necrotic damage, gain 8 temporary hitpoints

    Ray of Frost (Half-Elf Racial)
    Ranged 10....+3 vs. Fortitude
    Hit: 1d6+3 Cold Damage, the target is slowed until the end of my next turn.

    Scorching Burst (Arcane Initiate)
    Area Burst 1 within 10....+3 vs. Reflex
    Hit: 1d6+3 fire Damage

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

    Utility Powers:
    none yet

    Item Powers:
    none yet

    Ability Scores
    Ability....Check......... Ability....Check
    Scores....Modifier....... Scores....Modifier
    STR 10.....+0............ CON 18.....+4
    DEX 10.....+0............ INT 16.....+3
    WIS 09.....-1............ CHA 15.....+2

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



    Feats
    Arcane Initiate[sup]Level 1[/sup] (Arcana Training, gain Scorching Burst, proficiency with wizard implements)

    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 1 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...)

    Skills
    Acrobatics.......+0
    Arcana...(T).....+8
    Athletics........+0
    Bluff.....(T)....+7
    Diplomacy........+4°
    Dungeoneering....-1
    Endurance........+4
    Heal.............-1
    History....(T)...+8
    Insight...(T)....+6°
    Intimidate..(T)..+7
    Nature...........-1
    Perception.......-1
    Religion.........+3
    Stealth..........+0
    Streetwise.......+2
    Thievery.........+0
    ° .. Including +2 Racial Bonus

    Equipment:
    Leather armor [25 gp][15 lb]

    Total: 25/100 gp, 15/100 lb

    [/FONT]
    Argor Frostbringer Show
    [FONT="Courier New"]Argor Frostbringer
    Male Dragonborn Bodyguard (Fighter)
    Hit Points....29......Bloodied....14
    Healing Surge.09......Surges/day..11
    Initiative....+2......Speed.......5

    AC....Fort....Ref.....Will
    19.....16......14......11

    Attacks:
    Melee Basic...+7(Battleaxe).....Damage: 1d10+4
    (+0 level, +4 Str, +2 prof, +0 enh, +1 weapon talent)
    Ranged Basic..+7(Javelin).....Damage: 1d6+4...Range 10/20
    (+0 level, +4 Str, +2 prof, +1 weapon talent)
    Ranged Basic..+7(Handaxe)......Damage: 1d6+4...Range 5/10
    (+0 level, +4 Str, +2 prof, +1 weapon talent)
    (+1 to-hit, +2 damage when bloodied)

    At-Will Attack Powers:
    Sure Strike (Fighter 1)
    Melee Weapon....+9 vs. AC
    Hit: 1d10 damage

    Tide of Iron (Fighter 1)
    Melee Weapon....+7 vs. AC
    Hit: 1d10+4 damage, optional push 1 and shift into targets square

    Encounter Attack Powers:
    Steel Serpent Strike (Fighter 1)
    Melee Weapon....+7 vs. AC
    Hit: 2d10+4 damage and target is slowed, cannot shift until the end of my next turn

    Dragon Breath (Dragonborn Racial)
    Minor Action
    Close Blast 3....+6 vs. Reflex (STR-based)
    Hit: 1d6+2 cold damage

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

    Utility Powers:
    none yet

    Item Powers:
    none yet

    Ability Scores
    Ability....Check......... Ability....Check
    Scores....Modifier....... Scores....Modifier
    STR 18.....+4............ CON 14.....+2
    DEX 14.....+2............ INT 08.....-1
    WIS 12.....+1............ CHA 13.....+1

    [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]


    Feats
    Dragonborn Frenzy[sup]Level 1[/sup] (+2 damage when bloodied)

    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)

    Skills
    Acrobatics.......+0*
    Arcana...........-1
    Athletics..(T)...+7*
    Bluff............+1
    Diplomacy........+1
    Dungeoneering....+1
    Endurance..(T)...+5*
    Heal.....(T).....+6
    History..........+1°
    Insight..........+1
    Intimidate.......+3°
    Nature...........+1
    Perception.......+1
    Religion.........-1
    Stealth..........+0*
    Streetwise.......+1
    Thievery.........+0*
    * .. Including -2 Armor Penalty due to shield
    ° .. Including +2 Racial Bonus

    Equipment:
    Scale armor [45 gp][45 lb]
    Heavy Shield [10 gp][15 lb]
    Battle Axe[15 gp][6 lb]
    2* Javelin [2*5 gp][2*2 lb]
    2* Handaxe [2*5 gp][2*2 lb]


    Total: 90/100 gp, 74/180 lb[/FONT]
    Fight Summary Show
    Current Fight Cycle:
    Fight 1
    Argor: Action Point, Villian's Menace
    Fight 2
    Fight 3

    Results
    [color=GLEEMAX!GLEEMAX!GLEEMAX!GLEEMAX!GLEEMAX!]Win[/color] vs. The Astral Antipodes (MindwandererB) [Their Warlock was really freaking me out.]
    Total: 1 wins, 0 losses = 2 victory points


    Eagle Eye Twins Show

    lonewolf wrote:

    Eagle Eye Twins


    Finrod Show
    [FONT="Courier New"]Finrod
    Male Elven Ranger 1
    Hit Points....25......Bloodied....13
    Healing Surge.7......Surges/day..7
    Initiative....+5......Speed.......7

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

    Attacks:
    Ranged Basic..+7(longbow).....Damage: 1d10+5...Range 20/40
    (+0 level, +5 Dex, +2 prof)


    At-Will Powers:
    Twin Strike
    Longbow....+7 vs. AC, two attacks
    Hit: 1d10 damage

    Nimble Strike
    Longbow....+7 vs. AC
    Hit: 1d10+5 damage
    Special: You can shift 1 before or after the attack


    Encounter Powers:
    Two fanged Strike
    Longbow....+7 vs. AC, two attacks
    Hit: 1d10+5 damage, +2 damage if both attacks hit

    Elven Accuracy
    free Action
    Effect: Reroll an Attack roll. Use the second roll, even if its lower


    Daily Powers:
    Hunters Bear Trap
    Longbow....+7 vs. AC
    Hit: 2d10+5 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.


    Ability Scores
    Ability....Check......... Ability....Check
    Scores....Modifier....... Scores....Modifier
    STR 10.....+0............ CON 13.....+1
    DEX 20.....+5............ INT 10.....+0
    WIS 15.....+2............ CHA 08.....-1


    Feats
    Defensive Mobility[sup]Ranger Bonus[/sup]
    Elven Precision[sup]Lvl 1[/sup]

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

    Equipment:
    Longbow [30 gp][3 lb]
    Hide Armor [30 gp][25 lb]
    Standard Adventurers Kit [15 gp][33 lb]
    120/120 arrows[4 gp][12 lb]

    Total: 79/100 gp, 73/100 lb[/FONT]


    Finduilas Show
    Twin brother of Finrod
    => identical stats and equipment


    Fight Summary Show
    Current Fight Cycle:
    Fight 1 Show
    Eagle Eye Twins win and earn 2 VP. Findulias spent 1 action point.

    Fight 2 Show

    Fight 3 Show


    Results
    1: Win vs. Arcanists of the Raven Queen (Erithmu)
    Total: 1 wins, 0 losses = 2 victory points


    Rewards Show
    Eagle Twins win gain 2 VP
    Findrod used Hunter's Bear Trap
    Findrod and Finduilas gain 1 Action Point (milestone)

    Arcane initiates lose and gain 1 VP
    Argor and Lyta gain an Action Point (Milestone)
    The COre COliseum - Home of a few of my Gladiators
    Quick Reply
    Cancel
    4 years ago  ::  Apr 06, 2009 - 1:34PM #10
    TelinArtho
    • Core Coliseum
    • Heroic Dungeon Master
    Date Joined: Nov 3, 2004
    Posts: 13,722
    The Reapers Show
    Ready for April 1 [Fight 1]

    The Reapers


    Albuur Lightfoot Show

    [FONT="Courier New"]Albuur Lightfoot[/font]
    Male Halfling Warlock
    Unaligned
    Hit Points....23......Bloodied...11
    Healing Surge..6....Surges/day..7
    Initiative....+4.......Speed.......6

    AC....Fort....Ref.....Will
    16.....11......15......15

    Attacks:
    Melee Basic...+3 (Dagger)...Damage: 1d4
    Range Basic...+4 (Eldritch blast)..Damage: 1d10+4

    At-Will Powers:
    Eldritch blast
    Ranged basic attack, Standard Action, Ranged 10.... Dark Energy bolt.
    Cha vs Ref
    Hit: 1d10+4 force damage

    Eye bite
    Ranged basic attack, Standard Action, Ranged 10.... Mental Assault.
    Cha vs Will
    Hit: 1d6+4 psychic damage

    Encounter Powers:

    WitchFire
    Ranged basic attack, Standard Action, Ranged 10.... Mystical Energy.
    Cha vs Will
    Hit: 2d6+4 Fire damage,and the target takes a –2 penalty to attack rolls until the end of your next turn

    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 vs Will.
    Hit: 3d8+4 psychic damage, And Slide the target 3 squares
    Sustain Minor: Slide target 1 square wheather you hit or miss (save ends)


    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:

    Sneak of Shadows: [Multiclass Rogue]
    Prerequisite: Dex 13
    Benefit: You gain training in the Thievery skill. Once per encounter, you can use the rogue’s Sneak Attack class feature.

    Class Features:
    Fey pact Show

    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

    Sneak Attack :
    Once per encounter, 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........6
    Arcana (T).......5
    Athletics..........0
    Bluff................4
    Diplomacy.........4
    Dungeoneering.. 0
    Endurance.........2
    Heal.................0
    History ............0
    Insight(T).........5
    Intimidate(T).....9
    Nature ............0
    Perception........0
    Religion ...........0
    Stealth............4
    Streetwise(T)...9
    Thievery(T)......11 (13 with tools)

    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

    Mind shadow Show

    Mind Shadow
    Male Githyanki Ranger (Archer Ranger)
    Hit Points....22......Bloodied...11
    Healing Surge..5......Surges/day..6
    Initiative....+6......Speed.......6

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

    Attacks:
    Melee Basic...+2(Handaxe)...Damage: 1d6
    Range Basic...+7(Longbow)..Damage: 1d10 (20-40)

    At-Will Powers:
    Nimble strike
    Ranged Weapon
    Special:Shift 1 square before or after you attack
    Hit: 1d10+4

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

    Encounter Powers:
    Two-Fanged Strike
    Ranged weapon
    Hit: Dexterity vs. AC (ranged), two attacks
    Damage: 1d10+4 (ranged)
    Special: If both attacks hit, you deal extra damage equal to your Wisdom modifier.

    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
    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

    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]

    Agile  Hunter When you score a critical hit with a melee attack against the target of your Hunter’s Quarry, you can shift as a free action, and the enemy takes a –2 penalty on attack rolls against you until the end of your next turn.

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

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

    Skills
    Acrobatics(T)....10
    Arcana ..............0
    Athletics.............1
    Bluff.................-1
    Diplomacy..........-1
    Dungeoneering.....1
    Endurance..........1
    Heal   ................1
    History...............2
    Insight...............1
    Intimidate..........-1
    Nature (T)..........6
    Perception(t)......6
    Religion(T).............5
    Stealth(t)..........10
    Streetwise........-1
    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)

    Fight Summary Show
    Current Fight Cycle:
    Fight 1 Show

    Fight 2 Show

    Fight 3 Show


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


    The Underdark Yakuza Show
    Ready for April 1, 2009 [Fight 1]

    The Underdark Yakuza!


    Hrrokh Show
    Hrrokh
    Male Bugbear Ranger
    Hit Points: 25 [12 Ranger + 13 Con] Bloodied: 12
    Healing Surge: 6 Surges/day: 7 [6 Ranger +1 Con]
    Initiative: +4 [+4 Dex] Speed: 6 [6 Bugbear]

    AC: 17 [10 +0 Level +4 Dex +3 Hide]
    Fort: 14 [10 +0 Level +3 Str +1 Ranger]
    Ref: 15 [10 +0 Level +4 Dex +1 Ranger]
    Will: 12 [10 +0 Level +2 Wis]

    Attacks:
    Melee Basic: Large Longsword +6 (1d10+3) [+0 Level +3 Str +3 Prof]
    Melee Basic (Off-Hand): Large Short Sword +6 (1d8+3) [+0 Level +3 Str +3 Prof]
    Ranged Basic: Large Longbow +6 (1d12+4) Range 20/40
    [+0 Level, +4 Dex, +2 Prof]

    At-Will Powers:
    Nimble Strike
    Ranger Attack 1
    Special: Shift 1 square before or after you attack
    Ranged Weapon +6 vs. AC
    Standard Action Target: One creature
    Hit: 1d12+4 damage.

    Twin Strike
    Ranger Attack 1
    Ranged Weapon +6/+6 vs. AC or Melee Weapon +6/+6 vs. AC
    Standard Action Targets: One or two creatures
    Hit: 1d12+4/1d12+4 damage ranged or 1d10+3/1d8+3 damage 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
    Melee or Ranged Weapon
    Immediate Reaction
    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.

    Daily Powers:
    Hunter's Bear Trap
    Ranger Attack 1
    Melee Weapon +6 vs. AC or Ranged Weapon +6 vs. AC
    Standard Action Target: One creature
    Hit: 2d12+4 damage (ranged) or 2d8+3 damage (melee), and the 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 your next turn.

    Healing Word
    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 and regain an additional 1d6 hit points.

    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]

    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: +8 [+5 Trained +4 Dex +0 Level -1 Armor]
    Arcana: +0 [+0 Int +0 Level]
    Athletics: +2 [+3 Str +0 Level -1 Armor]
    Bluff: -1 [-1 Cha +0 Level]
    Diplomacy: -1 [-1 Cha +0 Level]
    Dungeoneering: +7 [+5 Trained +2 Wis +0 Level]
    Endurance: +0 [+1 Con +0 Level -1 Armor]
    Heal: +2 [+2 Wis +0 Level]
    History: +0 [+0 Int +0 Level]
    Insight: +2 [+2 Wis +0 Level]
    Intimidate: +1 [-1 Cha +0 Level +2 Bugbear]
    Nature: +7 [+5 Trained +2 Wis +0 Level]
    Perception: +7 [+5 Trained +2 Wis +0 Level]
    Religion: +5 [+5 Trained +0 Int +0 Level]
    Stealth: +10 [+5 Trained +4 Dex +0 Level +2 Bugbear -1 Armor]
    Streetwise: -1 [-1 Cha +0 Level]
    Thievery: +3 [+4 Dex +0 Level -1 Armor]

    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]

    Total: 100/100 gp, 80/160 lb
    Syalith Show
    Syalith
    Male Drow Rogue
    Hit Points: 25 [12 Rogue + 13 Con] Bloodied: 12
    Healing Surge: 6 Surges/day: 7 [6 Rogue +1 Con]
    Initiative: +6 [+0 Level +4 Dex +2 Feat] Speed: 6 [6 Drow]

    AC: 16 [10 +0 Level +4 Dex +2 Leather]
    Fort: 11 [10 +0 Level +1 Con]
    Ref: 14 [10 +0 Level +4 Dex +2 Rogue]
    Will: 14 [10 +0 Level +4 Cha]

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

    At-Will Powers:
    Sly Flourish
    Rogue Attack 1
    Melee Weapon +8 vs. AC (dagger) or +7 vs. AC (short sword) or Ranged Weapon +8 vs. AC (dagger) or Ranged Weapon +6 vs. AC (hand crossbow)
    Standard Action Target: One creature
    Hit: 1d4+8 damage (dagger) or 1d6+8 (hand crossbow or short sword).

    Piercing Strike
    Rogue Attack 1
    Melee Weapon +8 vs. Reflex (dagger) or Melee Weapon +7 vs. Reflex (short sword)
    Standard Action Target: One creature
    Hit: 1d4+4 damage (dagger) or 1d6+4 damage (shortsword).

    Encounter Powers:
    Positioning Strike
    Rogue Attack 1
    Melee Weapon +8 vs. Will (dagger) or Melee Weapon +7 vs. Will (short sword)
    Standard Action Target: One creature
    Hit: 1d4+4 damage (dagger) or 1d6+4 damage (short sword) and slide target 4 squares.

    Cloud of Darkness
    Drow Racial Power
    Close burst 1
    Minor Action
    Effect: Cloud of darkness blocks line of sight and blinds all inside until 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 +6 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
    Melee Weapon +8 vs. AC (dagger) or Melee Weapon +7 vs. AC (short sword) or Ranged Weapon +8 vs. AC (dagger) or Ranged Weapon +6 vs. AC (hand crossbow)
    Standard Action Target: One creature
    Hit: 2d4+4 damage (dagger) or 2d6+4 damage (short sword or hand crossbow) and target is slowed and grants combat advantage to Syalith (save ends both).
    Miss: Half damage, and the target grants combat advantage to Syalith until the end of Syalith's next turn.

    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 Goblin]
    INT 8 (-1) [0 pts] [8 Base]
    WIS 11 (+0) [1 pt] [11 Base]
    CHA 18 (+4) [9 pts] [16 base +2 Goblin]

    Feats
    Quick Draw

    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 +2d6 1/round

    Racial Features
    Trance
    Darkvision

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

    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]

    Total: 100/100 gp, 50/100 lb
    Fight Summary Show
    Current Fight Cycle:
    Fight 1 Show

    Fight 2 Show

    Fight 3 Show


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


    Reapers' tactics Show

    Welcome to Strikers Vs Strikers.. 4 strikers all different..

    I don't know how they are desiding starting blocks now days So here is how i wanna start in the Small Arena http://www.identicalsoftware.com/coco/c … 18,29,Mind

    It don't matter what one of the 4 starting areas.. Since unless directly across they are visable..

    Albuur Starts with rod in hand, Mindshadow starts with Bow in hand..

    Main priority...
    Hrrokh is a heavy hitter.. So this will be the David vs Goliath.. Albuur the small halfling will be going after the bugbear. Keeping cover and Concealment as much as possable till he is within range of Eye bite then hit him with eye bite, they all 4 have the same movement range.. So if it looks like Hrrokh is gonna charge Albuur, and Mindshadow is within range(10), he can Telekinetic Leap Albuur back 5 squares


    Mind shadow is the sneak of the bunch.. (don't ask me why) His main Objective is to find and kill the Drow Syalith.. all the while attempting to staying hidden himself..

    Albuurs main attack will be eye bite.. if one hits the next attack will be WitchFire, followed by more eye bites till he drops..
    if for some reason Albuur gets hit.. use his Racial Second Chance ability to not be hit the first time...

    Mind shadows main attack will be Nimble strike.. UNLESS he sees Syalith then he will "Two Fang Strike" and then nimble strike him till he dies..
    And needless to say they will help each other out if they drop thier target first..

    HEALING..
    [s]If either go bloodied.. use a surge.. up to 2 of them..

    it's pretty straight forward.. lets hope the dice gods are on my side..

    Oh and movement.. they will move counterclockwise and attempt to stay in sight of each other.. as they search for thier prey

    You can't use surges without an ability that grants the use of them during combat - Second Wind, healing word, etc

    ok just remove that line

    Mindshadow can use his healing word if Albuur goes uncon or looks to be in trouble..


    The Underdark Yakuza's tactics Show

    First off, thanks for pitlording!

    Notes
    I somehow managed to add STR/DEX damage to Twin Strike on Hrrokh. Obviously, ignore those bonuses.
    Similarly, Syalith's REF should be 16, rather than the listed 14.
    Unless specifically noted, if a character can see both Albuur and Mind shadow, the target is Mind shadow.
    Remember Prime Shot bonus in situations where Hrrokh is as close as or to his target than Syalith.

    Hrrokh and Syalith will begin at the back of the square, on opposite sides (see here). Hrrokh will be wielding his longbow, and Syalith his crossbow.

    The basic plan is to go clockwise around the board, looking for the foes. Try to stay close to cover. Both yakuza will single move (using Stealth at end) and ready a shot on a foe coming into sight (If they still have cover against that foe
    When Hrrokh finds them, he will declare whomever he can see his quarry. Then, if within 1 square of cover, he will use Nimble Strike on whomever he can see (see Notes above) to shift to cover. If not within 1 square of cover, use Twin Strike.
    When Syalith finds them, he will use Sly Flourish and seek to leave LoS to hide. On the next round after hiding, keep cover if at all possible to enable Sneak Attack.
    When a move action is available, Hrrokh will move away from Albuur after firing, trying to maintain LoS to target.

    When Albuur uses either Eyebite or Witchfire on Hrrokh:
    1) If Hrrokh goes before Syalith and is at or below 19HP, he will use Second Wind.
    2) If Hrrokh goes before Syalith and is not below 19HP, he will use Twin Strike on Albuur.
    3) Syalith will use Darkfire on Albuur, and then use Sly Flourish.
    4) If Syalith hit with Darkfire, Hrrokh will declare Albuur his quarry, use Predatory Eye, then use Twin Strike on Albuur. From here on out, focus fire on Albuur until he is down (Twin Strike/Sly Flourish), then resume attacks on Mind shadow.
    5) If Syalith misses with Darkfire, Hrrokh will stay at least 17 squares away from Albuur while both foes are standing. While actions are available, he will fire at Albuur with Twin Strike, but only when at least 17 squares from Albuur with a Standard action remaining.

    Once Mind shadow is down, both characters will attempt to get into melee with Albuur, flanking if at all possible. Hrrokh will use Twin Strikes with longsword and short sword, and Syalith will use Sly Flourish with dagger.

    Healing Contingencies:
    If Hrrokh is below 10HP, he will use Second Wind (Exception: If both foes are standing, and Syalith missed with Darkfire, continue avoiding Albuur. Only use Second Wind in place of attack if standard action available.)
    If Syalith is below 10HP, he will use Second Wind.
    If Syalith is dying or is below 10HP and has already used Second Wind, Hrrokh will use Healing Word on him.

    Action Point Contingencies:
    Syalith will not use an Action Point in this encounter.
    If Syalith hits with Darkfire and the subsequent Sly Flourish, but Hrrokh misses with both Twin Strike attacks, he will burn an action point to Twin Strike again. Otherwise, he will not use an AP.

    Thanks again for pitlording!
    Salrantol


    The Fight Show

    [Prefight locations and initiative]
    The Reapers start in area 4.
    -- Albuur starts with his rod in hand at (4,15). Initiative 5
    -- Mind Shadow starts with his bow in hand at (4,18). Initiative 20.
    The Underdark Yakuza start in area 1.
    -- Hrrokh starts at (18,31) with his longbow in hand. Initiative 15.
    -- Syalith starts at (15,31) with his crossbow in hand. Initiative 9.

    [Round 1]
    Mind Shadow doesn't see an opponent, so he moves to (8,23) and readies to attack with Nimble strike on seeing an opponent.
    Hrrokh doesn't see anyone, so he moves to (20,28), where he can see Albuur. He is already under cover, so he declares Albuur his quarry and uses twin strike [8,11 vs AC16, miss]
    Syalith moves to (16,28) and uses Sly Flourish on Albuur and gains sneak attack since Albuur hasn't acted yet [24! [Second Chance 9] vs Reflex 15, [s]hit; Dmg 1d6+8+2d6=6+8+7=21 Miss]
    Albuur is out of range of Eyebite, so he moves to (9,18) [Gains concealment], curses Syalith and uses eyebite [7 vs Will 14, miss]

    Albuur (9,18), 23/23, Defenses 16/11/15/15, Concealment [Second Chance used]
    Mind Shadow (8,23) 22/22, Defenses 16/11/16/11
    Hrrokh (20,28) 25/25, Defenses 17/14/15/12
    Syalith (16,28) 25/25, Defenses 16/11/16/14

    Map Show
    [img]http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,4,15,9,18;b=Name,M,4,18,8,23;c=Name,M,18,31,20,28;d=Name,M,15,31,16,28;los=4,15,18,31,1[/img]


    [Round 2]
    Mind Shadow moves to (12,20), declares Syalith as his quarry and uses Two Fang Strike against Syalith [25!,25! vs AC16, 2 hits; Dmg 1d10+4=14,14; Hunter's Quarry 1d6=3; +1 dmg since both attacks hit] [originally forgot that Nat-20s are maximized damage]
    [s]Hrrokh can see both opponents, but his priority is Mind Shadow. He declares him as his quarry and fires a Twin Strike [13,11 vs AC16, miss]. He then moves to (24,26)
    Hrrokh starts moving and sees that Syalith has gone down. He finishes moving to (18,29), uses Healing Word on Syalith [1d6=5, healing surge spent] [Stealth 14]
    [s]Syalith uses [s]sly flourish on Mind Shadow [21 vs Reflex 16, hit; Dmg 1d6+8=13] Second Wind [+6hp, +2 to all defenses] and moves to hide to (20,28) [Stealth 16]
    Syalith stands and moves to (20,28) to hide [Stealth 16]
    [s]Albuur moves to (15,24) [Gains concealment], curses Hrrokh and uses Eyebite on him [16 vs Will 12, hit; Dmg 1d6+4+1d6=9]
    Albuur moves to (9,22) [Gains concealment], actively searches [Perception 6 vs Stealth 14], but on seeing no one, simply readies to use eyebite.

    Albuur (9,18), 23/23, Defenses 16/11/15/15, Concealment [Second Chance used]
    Mind Shadow (12,20) 22/22, Defenses 16/11/16/11 [Two Fang Strike used]
    Hrrokh (18,29) 25/25, Defenses 17/14/15/12, Hidden [Healing Word used]
    Syalith (20,28) 11/25, Defenses 16/11/16/14, cursed, Hidden [1 surge used]

    Map Show
    [img]http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,9,18,9,22;b=Name,M,8,23,12,20;c=Name,M,20,28,18,29;d=Name,M,16,28,20,28;los=9,18,20,28,1[/img]


    [Round 3]
    Mind Shadow moves to (17,20), actively searches for Syalith [Perception 12 vs Stealth 16] but can't find him. [s]Instead he attacks Hrrokh with Nimble Strike [23 vs 17, hit; Dmg 1d10+4=7] and then shifts to (17,19) Since he can't see anyone, he readies to use Nimble Strike on spotting someone.
    [s]Hrrokh uses second wind [+6hp, +2 to all defenses] and moves to (25,25) and hides [Stealth 14]
    Hrrokh has clear LOS to Mind Shadow, so he declares him as his quarry, fires a Twin Strike [13+2,11+2 vs AC16, miss] and moves to (24,26)
    Before he moves though, he triggers both Albuur's and Mind Shadow's readies. Albuur uses Eyebite on him [16 vs Will 12, hit; Dmg 1d6+4[s]+1d6=9-1]. Mind Shadow uses Nimble Strike [23-3 (difference between cover and improved cover) vs 17, hit; Dmg 1d10+4=7], but doesn't shift.
    Syalith uses sly flourish on Mind Shadow [21+2 (combat advantage) vs Reflex 16, hit; Dmg 1d6+8=13, Sneak attack 2d6=7]. He then moves away and back to (20,28) [Stealth 22]
    Albuur can see Hrrokh clearly, so he moves to (15,26) [Gains concealment], curses him and then uses witchfire on him [14 vs Will 12, hit; Dmg 2d6+4=10, Curse 1d6=1]
    Seeing Hrrokh fall, Albuur immediately teleports to (17,28)

    Albuur (17,28), 23/23, Defenses 16/11/15/15, Concealment [Second Chance used, Witchfire used]
    Mind Shadow (17,20) 2/22, Defenses 16/11/16/11 [Two Fang Strike used]
    Hrrokh (24,26) -1/25, Defenses 17/14/15/12, cursed, dying [Healing Word used]
    Syalith (20,28) 11/25, Defenses 16/11/16/14, cursed, Hidden [1 surge used]

    Map Show
    [img]http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,9,22,15,26,17,28;b=Name,M,12,20,17,20;c=Name,M,18,29,24,26;d=Name,M,20,28[/img]


    [Round 4]
    Mind Shadow can't see Syalith, so he moves to (22,22), where he can see the drow, designates his quarry and fires Nimble shot [13 vs AC16, miss]
    [Hrrokh save 20! - healing surge spent (+6 hp)]
    Syalith uses sly flourish on Mind Shadow [16 vs AC16, hit; Dmg 1d6+8=9] and then moves to (25,25) and hides [Stealth 22]
    Albuur sees that Hrrokh has recovered, so he uses Eyebite on him again [8 vs Will 12+2, miss]. He then moves to (19,29) [Gains Concealment]

    Albuur (19,29), 23/23, Defenses 16/11/15/15, Concealment [Second Chance used, Witchfire used]
    Mind Shadow (22,22) -7/22, Defenses 16/11/16/11, dying [Two Fang Strike used]
    Hrrokh (24,26) 6/25, Defenses 17/14/15/12, cursed, prone [Healing Word used, 1 surge used]
    Syalith (25,25) 11/25, Defenses 16/11/16/14, cursed, Hidden [1 surge used]

    Map Show
    [img]http://www.identicalsoftware.com/coco/coco.php;v=1;map=Small Arena;a=Name,M,17,28,19,29;b=Name,M,17,20,22,22;c=Name,M,24,26;d=Name,M,20,28,25,25[/img]


    [Round 5]
    [Mind Shadow save 15 - no worse, no better]
    Hrrokh stands and uses Second Wind [+6hp, +2 to all defenses]
    [s]Syalith uses Darkfire on Albuur [8 vs Reflex 15, miss] and then Sly Flourish [10 vs Reflex 15, miss] and moves to (24,22) [Stealth 13] Missed the part about wanting to go to melee if Mind Shadow goes down.
    Syalith stows the crossbow, draws his dagger and moves to (20,29)
    Albuur uses Eyebite on Hrrokh [Opportunity attack 11 vs AC16, miss] [18 vs Will 12+2, hit; Dmg 1d6+4+1d6=10] and then moves away (14,25) [Gains concealment]

    Albuur (14,25), 23/23, Defenses 16/11/15/15, Concealment [Second Chance used, Witchfire used]
    Mind Shadow (22,22) -7/22, Defenses 16/11/16/11, dying [Two Fang Strike used]
    Hrrokh (24,26) 2/25, Defenses 17/14/15/12, cursed, Second Wind (+2 to defenses) [Healing Word used, Second Wind used, 2 surges used]
    Syalith (20,29) 11/25, Defenses 16/11/16/14, cursed [1 surge used]

    [Round 6]
    [Mind Shadow save 2 - 1 failure]
    Hrrokh stows his bow, draws his longsword and moves to (18,25)
    Syalith moves to (15,26) and uses sly flourish [17-2 vs AC16, miss]
    Albuur uses Eyebite on Hrrokh [Opportunity attack 17 vs AC16, hit; Dmg 1d4=3] [25! vs Will 12, hit; Dmg 1d6+4+1d6=6+4+3=13]. He immediately teleports to (11,22) and then moves to (5,16) [Gains concealment]

    Albuur (5,16), 20/23, Defenses 16/11/15/15, Concealment [Second Chance used, Witchfire used]
    Mind Shadow (22,22) -7/22, Defenses 16/11/16/11, dying (1 failure) [Two Fang Strike used]
    Hrrokh (18,25) -11/25, Defenses 17/14/15/12, cursed, dying [Healing Word used, Second Wind used, 2 surges used]
    Syalith (15,26) 11/25, Defenses 16/11/16/14, cursed [1 surge used]

    [Round 7]
    [Mind Shadow save 8 - 2 failures]
    [Hrrokh save 14 - no worse, no better]
    Syalith moves and then charges Albuur (6,17) [7 vs AC16, miss]
    Albuur shifts [9 vs Will 14, miss]

    Albuur (4,16), 20/23, Defenses 16/11/15/15 [Second Chance used, Witchfire used]
    Mind Shadow (22,22) -7/22, Defenses 16/11/16/11, dying (2 failures) [Two Fang Strike used]
    Hrrokh (18,25) -11/25, Defenses 17/14/15/12, cursed, dying [Healing Word used, Second Wind used, 2 surges used]
    Syalith (6,17) 11/25, Defenses 16/11/16/14, cursed, charged [1 surge used]

    [Round 8]
    [Mind Shadow save 10 - no worse, no better]
    [Hrrokh save 15 - no worse, no better]
    Syalith shifts and uses sly flourish [18 vs Reflex 15, hit; Dmg 1d4+8=10]
    Albuur shifts and uses Eyebite [15 vs Will 14, hit; Dmg 1d6+4+1d6=13] and Syalith falls.

    Albuur (3,16), 10/23, Defenses 16/11/15/15 [Second Chance used, Witchfire used]
    Mind Shadow (22,22) -7/22, Defenses 16/11/16/11, dying (2 failures) [Two Fang Strike used]
    Hrrokh (18,25) -11/25, Defenses 17/14/15/12, cursed, dying [Healing Word used, Second Wind used, 2 surges used]
    Syalith (5,17) -2/25, Defenses 16/11/16/14, cursed, charged [1 surge used]


    Fight Result and Summary Show

    The Reapers win. They gain 2VPs.
    -- They used nothing.

    The Underdark Yakuza lose. They gain 1VP.
    -- Hrrokh used [Daily] Healing Word and 2 healing surges
    -- Syalith used 1 healing surge
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