Playtest [Archive] - Wizards Community

Post/Author/DateTimePost
MindWandererB

10-31-07, 07:45 PM
Since the protocol for playtesting the alternative fight options proposed in the under-construction Community of Gladius is a bit chaotic, here's a new thread to deal with it.

In this thread, please post only:
A participant to volunteer for challenges. If it's a PC, copy their character sheet into an sblock; mention the character's ECL in the sblock title. If it's one or more Agents, post their stats in an sblock as well, mentioning their CR(s) in the sblock title.
NEW! A statement that you will write tactics for a participant that isn't actually your character or an agent you designed, such as a mercenary. This is an option for those who don't want to take the time to design an agent, or even those who don't really understand the whole idea, but would like to give it a shot.
An agreed-upon Challenge. Please discuss this in another thread (Tavern or FotW), and post here only when something has been agreed on by all participants. I'll help with that process. Edits to sheets (in this thread) are not allowed after this time (not that there's any real penalty, but it's good sportsmanship).
A statement that you will pitlord one of those challenges. First come, first served.
The fight itself (don't use the Battles thread). Credits will be awarded upon completion; you'll earn at least 1, more if the fight turns out to be more complicated and time-consuming than a standard fight (which is likely).

Remember, this is only to playtest the Challenge portion of the Community rules (although we may end up using them for something else... UnCon, perhaps). Interest in the rest of the system (which should not be judged as it is, as it's far from complete) is not required.

Agents
Silis's agents (CR 1/4 x4, MindWandererB)
Go'lie's agent (CR 1/3, Rauul)
The Shadow's agent (CR 1/2, Rauul)
Kitty's agent (CR 1, lonewolf)
Gortek's agent (CR 1, Rauul)
Krusk's agent (CR 1, mucki)
Varjo's agent (CR 1, Stormwind)
Maya's agent (CR 1, MindWandererB)
Vallgar's agent (CR 1, TelinArtho)
TIM Jr. (CR 1-2, McJarvis)
S'lertak's agent (CR 2, TelinArtho)
Enoch's agent (CR 2, Salrantol)

Characters
Go'lie (ECL 3, Rauul)
Krusk (ECL 3, mucki)
Kii (ECL 3, Vathelokai)
Khamul (ECL 3-6, mucki)
Kykal (ECL 4, Eamane)
Gortek (ECL 4-5, Rauul)
Remnant (ECL 5, Vathelokai
Ackbar (ECL 5, Taureus Drakken)
Darian (ECL 5-9, lonewolf)
The Shadow (ECL 6, Rauul)
Maya (ECL 7, MindWandererB)
Shakari (ECL 7, Luni)
Imperi (ECL 7, Luni)
Varjo (ECL 7-10+, Stormwind)
Kitty (ECL 10-12, lonewolf)
Therador (ECL 10-11, lonewolf)
Thorell (ECL 3-7, 11+, McJarvis)
The Chameleon (ECL 11-12, lonewolf)
Valen (ECL 13, Hirumajoe)
Samuel (ECL 13-14, lonewolf)
Psibeast (ECL 13-14, Vathelokai)

Battles
Monster Hunt: ECL5, Ackbar, Remnant, Darian vs. bugbear zombies
King of the Hill: Krusk's, Varjo's, Maya's agents

Volunteer pitlords
Luni
Vathelokai
whitebaron
Rauul
Luni

10-31-07, 09:37 PM
I'll be interested in running a monster hunt or monster takedown. FFA challenge only though, not teams.

I love killing PC's. :)
Vathelokai

11-03-07, 12:16 PM
I'll volunteer to pitlord some. I've always wanted to see some alternate challenges to straight arena combat.
whitebaron

11-03-07, 03:50 PM
volunteer to do any pitlording that comes up, and is not yet taken.

on a side note: it would be nice to set up some schedule what you want to do, and when. its hard for people to have only rudimental information, and trying to go for it anyway. (see rauul, he seems to be the one most interested in doing this, and still - he would need some support out there.)
lonewolf

11-03-07, 07:36 PM
I volunteer all my characters for playtesting:


Darian Thorne
Gender and Race: Male Elan
Size and Type: Medium Abberation
Height and Weight: 5' 1'' 123lb
Age: 380(middle aged)
Alignment: TN
ECL: Kineticist 5
Experience: 13400/15000
Guild: none yet


Attributes
STR 07 (-2) [00 pts] [08 Base, -1 Age]
DEX 14 (+2) [08 pts] [15 Base, -1 Age]
CON 14 (+2) [08 pts] [15 Base, -1 Age]
INT 22 (+6) [16 pts] [18 Base, +1 Age, +1 Advancement, +2 Enhancement]
WIS 13 (+1) [04 pts] [12 Base, +1 Age]
CHA 07 (-2) [00 pts] [08 Base, -2 Racial, +1 Age]


Miscellaneous Statistics
Hit Points: 32 [5 HD] [4 (Kineticist 1) + (2.5 (Kineticist lvl2-5) x 4) + (5 HD x 2 Con), + 8 Feat]

Armor Class (Normal): 17 [10 Base, +2 Dex, +5 Armor]
Armor Class (Touch): 12 [10 Base, +2 Dex]
Armor Class (Flat-Footed): 15 [10 Base, +5 Armor]
Initiative: +2 [+2 Dex]
Base Attack Bonus: +2 [2 (Kineticist)]
Grapple: +0 [2 BAB, -2 Str]
Speed (Land): 30 ft [30 Base]
Weight Carried: 13.05 lbs, light encumbrance [0-23 (Light), 24-46 (Medium), 47-70 (Heavy)]


Saves
Fortitude: +4 [+2 Con, +1 (Kineticist), +1 Resistance]
Reflex: +4 [+2 Dex, +1 (Kineticist), +1 Resistance]
Will: +6 [+1 Wis, +4 (Kineticist), +1 Resistance


Ranged Attacks
+4 ranged Touch


Special Attacks & Abilities
Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
Resilience (Su): When an elan takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 power point she spends.
Repletion (Su): An elan can sustain her body without need of food or water. If she spends 1 power point, an elan does not need to eat or drink for 24 hours.



Powers Readied
Level 1 [DC 17] Vigor, Force Screen, skate, defensive Precognition, Deceleration
Level 2 [DC 18] Energy Missile, Ego Whip, Swarm of Crystals, Share Pain
Level 3 [DC 19] Dispel Psionics, Tochsight

Power Points Available Per Fight: 14 [42 Total Power Points / 3, rounded up]
Next Fight: 14
Total Power Points: 42 [(25 (Psion 5), (+15 Int), (+2 elan)]
Manifester Level: 5


Feats
Psionic BodyLvl 1
Psionic EndowmentPsion 1
Greater Psionic EndowmentLvl 3
Psionic MeditationPsion 5

Skills
Total Skill Points: 50 [50 (Kineticist)]
Languages: Common, elven, Abyssal, Celestial, Infernal [1 Racial, 4 Int]
Armor Check Penalty: +0

Balance: +2 [+2 Dex, 0 Ranks]
Climb: -2 [-2 Str, 0 Ranks]
Concentration: +10 [+2 Con, 8 Ranks]
Craft (weaving): +16 [+6 Int, 8 Ranks, +2 Tools]
Diplomacy: +2 [-2 Dex, 2cc Ranks(4 ranks spent), +2 synergy]
Hide: +2 [+2 Dex, 0 Ranks]
Knowledge (Arcana): +11 [+6 Int, 5 Ranks]
Knowledge (Dungeoneering): +7 [+6 Int, 1 Rank]
Knowledge (Local): +7 [+6 Int, 1 Rank]
Knowledge (Nature): +7 [+6 Int, 1 Rank]
Knowledge (Nobility & Royalty): +14 [+6 Int, 8 Ranks]
Knowledge (Psionics): +11 [+6 Int, 5 Ranks]
Knowledge (Religion): +7 [+6 Int, 1 Rank]
Knowledge (The Planes): +7 [+6 Int, 1 Rank]
Listen: +1 [+1 Wis, 0 Ranks]
Move Silently: +2 [+2 Dex, 0 Ranks]
Psicraft: +13 [+6 Int, 5 Ranks, +2 synergy]
Spellcraft: +9 [+6 Int, 1cc Rank(2 ranks spent), +2 synergy]
Spot: +1 [+1 Wis, 0 Ranks]
Swim: -2 [-2 Str, 0 Ranks]


Prefight Actions
gain psionic focus



Equipment Worn and Carried
Basic Outfit [0 lbs] [0 gp]
Headband of Intellect +2[- lbs] [4000 gp]
Mithril Chain Shirt +1[12.5 lbs][2100 gp]
Cloak of Resistance +1 [0 lbs] [1000 gp]
Dorje of Enlarged Energy Ray[43charges][ML 2] [0.25 lb][1500 gp] approved change
Dorje of Vigor[46charges][ML 2] [0.25 lb][1500 gp]


Expendable Items
1 potions of hide from animals[CL1] [0.1 lb each = 0.1 lbs][50 gp each = 50 gp]
2 potions of Protection vs Evil[CL1] [0.1 lb each = 0.2 lbs][50 gp each = 100 gp]
1 potions of Protection vs Good[CL1] [0.1 lb each = 0.2 lbs][50 gp each = 50 gp]
2 potions of Invisibility[CL3] [0.1 lb each = 0.1 lbs][300 gp each = 600 gp]
1 Powerstones of Force Screen [ML 2] [0.0 lb each = 0 lbs][50 gp each = 50 gp]
2 Powerstones of skate [ML 2] [0.0 lb each = 0 lbs][50 gp each = 100 gp]
2 Powerstones of defensive Precognition [ML 2] [0.0 lb each = 0 lbs][50 gp each = 100 gp]
1 Powerstone of Psionic Levitate [ML 3] [0.0 lb each = 0 lbs][150 gp each = 150 gp]

Max total (ECL2 x 50): 1200/1250 gp



Equipment at Home
MW Crafting tools [1 lbs][50 gp]
2565.46gp


Results
Victory vs Wooly(whitebaron) - [900 xp] [972.6 gp]
Victory vs Alacrity(Eamane) - [900 xp] [972.6 gp]
Victory vs Verren FireStarter(whitebaron) - [900 xp] [972.6 gp]
Victory vs Shugho-zact(Eamane) - [900 xp] [972.6 gp]
Victory vs 4 Grimlocks - [1200 xp] [1307.52 gp]
Victory vs Xanaver(sjiggie) - [1200 xp] [1307.52 gp]
Victory vs Rennae Longhollow(Callix) - [1200 xp] [1307.52 gp]
Victory vs Gibbering Mouther - [1500 xp] [1741.25 gp]
Victory vs Ackbar Stormsword (Taureus_Drakken) - [1500 xp] [1741.25 gp]

Miscellaneous Information




Starting: 3200 XP
Earned: 10200 XP
Spent: 0 XP
Remaining: 13400 XP


Starting: 3000 gp
Earned: 11265.46gp
Spent: 11150 gp
Remaining: 3115.46gp





(Misc. Item) ??? gp received [??? gp originally spent]


1 Powerstones of Vigor [ML 2] [50 gp each = 50 gp]
1 Powerstones of Skate [ML 2] [50 gp each = 50 gp]
1 Powerstones of Defensive Precognition [ML 2] [50 gp each = 50 gp]
1 Powerstones of Force Screen [ML 2] [50 gp each = 50 gp]
1 potion of hide from Animals[Cl1] [0.1 lb each = 0.1 lbs][50 gp each = 50 gp]
4 charges of dorje of Vigor[ML2]
7 charges of dorje of Energy Ray[ML2]










Kitty
Hey! look how cute he is. OW! He stings! *falling asleep*
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG210.jpg
Male Pseudodragon Babarian1/Cleric1/Psychic Warrior1(+2 racial HD)
NG
Pseudodragon, ECL 10

Member of The Living Tree

XP:
38484/45000

STR...10 [+0]...(6 pts) [-4 racial]
DEX...22 [+6]...(10 pts) [+4 racial, +2 Item]
CON...22 [+6]...(10 pts)[+2 racial, +3 Item, +1 level]
INT....10 [+0]...(2 pts)
WIS...14 [+2]...(4 pts)[+2 racial]
CHA...12 [+1]...(4 pts)

Hit Points: 89 [7 HD][12(dragon1) + 19,5(dragon2-4) +6,5(babarian1)+9(cleric1 & Psywar1)+42(con)] +12 while raging
AC 25 [+6dex, +2size, +4natural, +3 armor], Touch 18, Flat 19 -2 while raging
Initiative: +6
BAB/Grap: +5/-3 [+5bab, +0str, -8size]
Speed 25 land, 60fly(good)

Saves:
Fort +18 [4(dragon) +2(babarian) +2(cleric), +2 (psiwarrior) +6con, +2 resistance]
Refl +12 [4(dragon) +6Dex, +2 resistance]
Will +10 [4(dragon) +2(cleric) +2Wis, +2 resistance]
immunity to sleep and paralysis


Attacks:
Sting +13(+5BAB, +6Dex, +2Size) melee (1d3 plus poison, 20/x2) (5ft reach!!) (1d3+2 during rage)
bite +8 melee (1d1, 20/x2)(1d1+2 during rage)


Feats:
Weapon Finesse(racial Bonus)
Ability Focus(Sleep Poison)(lvl1)
Flyby Attack(lvl3)
Leadership(lvl6)(Leadership score 12)
Aligned Attack(good)(Psiwarrior1)

Racial and Class Abilities:
Poison (Ex): Injury, Fortitude DC 22(DC 24 during rage), initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus.
Blindsense 60 ft.
darkvision 60 ft.
immunity to sleep and paralysis
low-light vision
spell resistance 24
telepathy 60 ft.
Rage 1/day
Turn Undead 4/day
Magic & Travel Domain

Divine Spells Prepared
Orisons [DC 12] Detect Magic, Light, Resistance
Level 1 [DC 13] Shield of Faith, Protection vs Evil, Longstrider[D]

Powers Known (ML 1):
Level 1 [DC 22]: Metaphysical Claw

Powerpoints Available Per Fight: 1 [1 Total PP / 3 rounded up]
Total PPs: 1 [0 Psywarrior, 1 Bonus]
Manifester Level: 1


Skills (42 Points Dragon, 4 ranks babarian, 2 ranks cleric, 2 ranks Psychic Warrior):
+6 Balance[0ranks +6 Dex]
+0 Climb[0rank +0 Str]
+8 Concentration[2ranks(Psychic Warrior) +6 Con]
+12 Diplomacy[8ranks(dragon) 1rank(cleric)+1 Cha, +2 Synergy]
+26 Hide[8ranks(dragon) +6 Dex +8 Size +4 Racial(improves to +8 in forested areas)]
-6 Jump[0ranks +0 Str, -6 Speed]
+10 Listen[7ranks(dragon) 1rank(babarian) +2 Wis]
+10 Spot[8ranks(dragon) +2 Wis]
+10 Move Silently[5cc ranks(dragon) 3cc ranks(babarian) 1cc rank(cleric) +6 Dex]
+8 Sense Motive[6ranks(dragon) +2 Wis]
+0 swim[0ranks +0 Str]

Buffs and Prefight Actions:


Equipment:
Mithril Chain shirt barding +1(2100gp)
Bag of Tricks(tan)(6300gp)
Amulet of Health +3(9000gp & 5º)
Gloves of Dexterity +2(4000gp)
Cloak of Resistance +2(4000gp)
Wand of Magic Missile[CL9] [50 charges] (6750gp)
Wand of Shield[CL2][50 charges] (1500gp)

Expendable Items:
2x Potion of Magic Fang[CL1]150gp
2x Potion of Protection from evil[CL1]100gp
1x Potion of Protection from good[CL1]50gp
1x Potion of Protection from law[CL1]50gp
1x Potion of Protection from chaos[CL1]50gp
3x scroll of invisibility[CL3] 450gp
2x Silversheen[CL5] 500gp

Equipment at home:
300gp

Allies


Male Gnome Cleric 8
CG

STR...6 [-2]...(0 pts) [-2 racial]
DEX...12 [+1]...(4 pts)
CON...16 [+3]...(6 pts)[+2 racial
INT....10 [+0]...(2 pts)
WIS...21 [+5]...(13 pts) [+2 level, +2 Item]
CHA...8 [-1]...(0 pts)

Hit Points: 63.5 [8 HD][8(Cleric1) + 31.5(Cleric2-8)+24(con)]
AC 22 [+1dex, +8 Armor, +2 Shield, +1 size], Touch 12, Flat 21
Initiative: +1
BAB/Grap: +6/+0 [+6bab, -2str, -4 size]
Speed 15

Saves:
Fort +9 [6(Cleric) +3con]
Refl +5 [2(Cleric) +1Dex, +2 Feat]
Will +7 [6(Cleric) +5Wis, -4 madness]
+2 racial bonus on saving throws against illusions.


Feats:
Spell Penetration(lvl1)
Dodge(lvl3)
Lightning Reflexes(lvl6)

Racial and Class Abilities:
low-light vision
Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes.
+1 racial bonus on attack rolls against kobolds and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type.
Turn Undead 2/day
Madness Domain (Insanity score 4)
Luck Domain

Arcane Spells Prepared
Level 0 [DC 17] 2x Detect Magic, 2x guidance, 2x Mending
Level 1 [DC 18] 2x Bless, Protection vs Evil, Shield of Faith, Doom, Sanctuary, Entropic Shield(D) 7
Level 2 [DC 19] Resist Energy, Silence, Spiritual Weapon, Hold Person, Lesser Restoration, Aid(D)
Level 3 [DC 20] Invisibility Purge, Magic Circle vs Evil, Prayer, X, X, Protection from Energy(D)
Level 4 [DC 21] Dismissal, Restoration, x, Confusion(D)

Skills (22 Points Cleric):
-4 Balance[0ranks +1 Dex, -5acp]
-7 Climb[0rank -2 Str, -5acp]
+5 Concentration[2ranks +3 Con]
+0 Hide[0rank +1 Dex, +4 size, -5acp]
-7 Jump[0ranks -2 Str, -5acp]
+5 Listen[0ranks +3 Wis, +2 racial]
+3 Spot[0ranks +3 Wis]
-4 Move Silently[0 ranks +1 Dex, -5 acp]
-12 swim[0ranks -2 Str, -10acp]
+9 Knowledge(The Planes)[10 ranks +0 Int]
+9 Knowledge(religion)[10 ranks +0 Int]

Equipment:
Spell Component pouch(5gp)
2x wooden holy Symbol(2gp)
MW Fullplate(1650gp)
Periapt of Wisdom +2(4000gp)
Darkwood Heavy Shield(245gp)
Wand of Cure Light Wounds[50 charges] (750gp)

Expendable Items:
200gp worth of Diamond dust(for Restoration)


Fights results:
Kitty & Loddick vs Korinel & KazzzAHM... they were so sleepy gained 1500xp/1600gp
Kitty & Eunoch vs Dameon & War... One bear doing two CDG gained 1625xp/1733gp
Miniquest: Find the tree... successfull gained 1500xp/1600gp
Kitty vs Famine vs Morator & Neidir... killed a dwarf in a grapple!! gained 3600xp/3998gp
Kitty & Destra vs Ignatius... no fun gained 600xp/666gp
Destra vs Kitty vs Neidr... easy victory gained 2400xp/2666gp
Kitty vs Kimahri vs Dronnar... 2nd place. You cant always win. gained 1400xp/1732gp
Kitty vs Kimahri... He was sleepy. gained 2100xp/2600gp
Kitty vs Neidr vs Loddick... easy victory gained 3500xp/4305gp
Kitty vs Hassan & Death... close win despite bad tactics gained 2550xp/3595gp
Quest: Say hello my little friend (http://boards1.wizards.com/wotc_archive/index.php/t-719363)... accomplished gained 7200xp, 10200gp


Past Expenditures:
1x Potion of Bulls Strenght[3] 300gp
1x Potion of Bears Endurance[3] 300gp
5x potion of magic fang[1] 250gp
1x Potion of Protection from Law[1] 50gp
2x potion of invisibility[3] 600gp
2x tatoo of Force screen[1] 200gp

Sold Items:
2x Tatoo of Force Screen[ML1] 100gp lost
2x Potion of Invisibility[CL3] 300gp lost






Pseudodragon
Tiny Dragon
Hit Dice: 2d12+2 (15 hp)
Initiative: +2
Speed: 15 ft. (3 squares), fly 60 ft. (good)
Armor Class: 20 (+2 size, +2 Dex, +4 natural, +2 armor), touch 14, flat-footed 16
Base Attack/Grapple: +2/–8
Attack: Sting +4 melee (1d3–2 plus poison)
Full Attack: Sting +4 melee (1d3–2 plus poison) and bite –1 melee (1)
Space/Reach: 2-1/2 ft./0 ft. (5 ft. with tail)
Special Attacks: Poison
Special Qualities: Blindsense 60 ft., darkvision 60 ft., immunity to sleep and paralysis, low-light vision, spell resistance 19, telepathy 60 ft.
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 6, Dex 15, Con 13, Int 10, Wis 12, Cha 10
Skills: Diplomacy +2, Hide +20*, Listen +9, Search +6, Sense Motive +7, Spot +9, Survival +1 (+3 following tracks)
Feats: Alertness, Weapon Finesse

Equipment: MW Chain Shirt barding 250gp



Scout:
+9 Survival
+12 Use Rope
one prebuff round


http://members.lycos.nl/mythes/hpbimg/Vliegende%20centaur.jpg
Therador Goldscale
Gender and Race: Male Gold-Halfdragon Centaur
Size and Type: Large Dragon(augmented Monstrous Humanoid)
Height and Weight: 7ft 2100lb
Age: 25
Alignment: LG
ECL: 4 racial HD, Ranger 1, +2 LA Centaur, +3 LA Halfdragon, ECL10
Experience: 50964/55000


Attributes
STR 30 (+10) [06 pts] [14 Base, +8 Centaur, +8 Halfdragon]
DEX 20 (+5) [10 pts] [16 Base, +4 Centaur]
CON 20 (+5) [06 pts] [14 Base, +4 Centaur, +2 Halfdragon]
INT 16 (+3) [10 pts] [16 Base, -2 Centaur, +2 Halfdragon]
WIS 14 (+2) [04 pts] [12 Base, +2 Centaur]
CHA 10 (+0) [00 pts] [08 Base, +2 Halfdragon]



Miscellaneous Statistics
Hit Points: 55 [5 HD] [10 (Centaur 1) + (5.5 (Centaur 2-4) x 3) + (4.5 (Ranger 1)) + (5 HD x 5 Con)]
Armor Class (Normal): 27 [10 Base, +5 Dex, +6 Armor, -1 Size, +7 Natural]
Armor Class (Touch): 14 [10 Base, +5 Dex, -1 Size]
Armor Class (Flat-Footed): 22 [10 Base, +6 Armor, -1 Size, +7 Natural]
Initiative: +5 [+5 Dex]
Base Attack Bonus: +5 [+4 Centaur, +1 Ranger]
Grapple: +19 [5 BAB, +10 Str, +4 Size] [+8 with gloves of Titan Grip]
Speed (Land): 50 ft [50 Base]
Speed (Flight): 100 ft, average maneuverability [100 Base]
Weight Carried: 57.6 lbs, light encumbrance [0-3192 (Light), 3193-6384 (Medium), 6385-9576 (Heavy)]



Saves
Fortitude: +11 [+5 Con, +1 Centaur, +2 Ranger, +3 Enhancement]
Reflex: +14 [+5 Dex, +4 Centaur, +2 Ranger, +3 Enhancement]
Will: +9 [+2 Wis, +4 Centaur, +3 Enhancement]


Melee Attacks
Lance +15, 2d6+16, (20/x3), piercing [+10 Str, +5 BAB, -1 Size, +1 Enhancement]
Claw/Claw/Bite/Hoof/Hoof +15/+15/+13/+13/+13, 1d6+11/1d6+11/1d8+6/1d6+6/1d6+6, (20/x2), Piercing&Slashing/Piercing&Slashing&Bludgdeoning/Bludgdeoning [+10 Str, +5 BAB, -1 Size, +1 Enhancement]


Ranged Attacks
Longbow +10, 2d6+10, (20/x3), Range 110 ft, piercing [+5 Dex, +5 BAB, -1 Size, +1 Enhancement]



Special Attacks & Abilities
Breath Weapon:
1/day, 30ft cone of fire, 6d8 damage, Reflex DC 17 half
darkvision 60ft
low-light vision
immunity to sleep and paralysis effects
immunity to fire



Feats
MultiattackLvl 1
RunLvl 3
TrackRanger bonus


Skills
Total Skill Points: 63 [63 Centaur, 10 Ranger]
Languages: Sylvan, Elven, Common, Draconic, halfling [2 Racial, 3 Int]

Balance: +5 [+5 Dex]
Bluff: +4 [+0 Cha, 4 Ranks (3.5cc Centaur, 1cc Ranger)]
Climb: +10 [+10 Str]
Hide: +8 [+5 Dex, 7.5 Ranks (3.5cc Centaur, 4 Ranger), -4 size]
Jump: +22 [+10 Str, +12 speed]
Knowledge (Geography): +8 [+3 Int, 5.5 Ranks (3.5cc Centaur, 2 Ranger)]
Listen: 9 [+2 Wis, 7 Ranks (7 Centaur)]
Move Silently: 12 [+5 Dex, 7 Ranks (7 Centaur)]
Sense Motive: +6 [+2 Wis, 4 Ranks (3.5cc Centaur, 1cc Ranger)]
Spot: +9 [+2 Wis, 7 Ranks (7 Centaur)]
Survival: +9 [+2 Wis, 7 Ranks (7 Centaur)]
Swim: +10 [+10 Str]
Use Rope: +12 [+5 Dex, 5.5 Ranks (3.5cc Centaur, 2 Ranger)]


Prefight Actions
none



Equipment Worn and Carried
Basic Outfit [0 lbs] [0 gp]
Mithril Chain Shirt Barding +1 [25 lbs][5400 gp]
Lance +1[20 lbs][2320 gp]
Amulet of Mighty Fist +1 [- lbs][6000 gp]
Gloves of Titan Grip [- lbs][14000 gp]
Cloak of Resistance +3 [- lbs][9000 gp]
MW Composite Longbow (mighty +10) [6 lbs][1500 gp]
40 Arrows [0.15 lb each = 6 lbs] [0.05 gp each = 2 gp]
Wand of Resist Energy[CL7][50charges][- lbs][5250 gp]


Expendable Items
2 1 Potions of Invisibility [CL3] [0.1 lb each = 0.2 lbs][300 gp each = 600 gp]
2 Potions of Protection vs Evil [CL2] [0.1 lb each = 0.2 lbs][100 gp each = 200 gp]
2 1 Potions of Bulls Strength [CL3] [0.1 lb each = 0.2 lbs][300 gp each = 600 gp]
3 1 Tattoos of Force Screen [ML 2] [0.0 lb each = 0 lbs][200 gp each = 600 gp]
1 Tattoo of Expansion [ML 3] [0.0 lb each = 0 lbs][600 gp each = 600 gp]

Max total (ECL 102 x 50): 5000 gp



Equipment at Home
13635.15 gp


Results
Defeat vs (Kervan Sheharath (MWB)) - [900 xp] [1500 gp]
Success in Miniquest("Death is a lonely business") - [2700 xp] [4500 gp]
Victory vs (Malik of Black Robe (Malither76) ) - [3375 xp] [5625.11 gp]
Victory vs (Torel (Erithmu) ) - [2989 xp] [4982.04 gp]
Victory vs (2 Githzerai Monk6/Psionic Fist1) - [3000 xp] [5800 gp]


Miscellaneous Information




Starting: 38000 XP
Earned: 12964 XP
Spent: 0 XP
Remaining: 50964 XP


Starting: 38000 gp
Earned: 22407.15 gp
Spent: 46772 gp
Remaining: 13635.15 gp







3 potions of Invisibility[CL3][900gp]
1 potion of Protection vs Evil[CL2][100gp]
1 Potion of Bulls Strength[CL3][300gp]
2 Tatoo of Force Screen[ML2][400gp]





Time Between Fights: 3 hours
Prebuffs/Ongoing Effects: none
Items Used: tatto of force screen, potion of invisibility, potion of bull strength
Spells or Powerpoints Used: none
x/day Abilities Used:
Free Activity: Guard


hours: 3
Items used: Tattoo of force screen, 1/day use of titan grip gloves
Spells/Powers used: none
Free activity: guarding
lonewolf

11-03-07, 07:37 PM
The Chameleon
Gender and Race: Female halfling
Size and Type: small humanoid(halfling)
Height and Weight: 2'8" 27lb
Age: 22
Alignment: CE
ECL: Rogue3/Psywar2/Assassin5/Shadowdancer1(ECL11)
Experience: 64950/66000

Guild: EHTC

approved character changes

Attributes
STR 10 (+0) [4 pts] [12 Base, -2 Racial]
DEX 24 (+7) [10 pts] [16 Base, +2 Racial, +4 Enhancement, +2 Advancement]
CON 16 (+3) [6 pts] [14 Base, +2 Enhancement]
INT 16 (+3) [10 pts] [16 Base]
WIS 14 (+2) [6 pts] [14 Base]
CHA 08 (-1) [0 pts] [8 Base]


Miscellaneous Statistics
Hit Points: 78
[8 HD] [6 (rogue 1) + (4.5 (Psychic Warrior, Shadowdancer) x 3) + (3.5 (rogue, Assassin) x 7) + (11 HD x 3 Con)]
Armor Class (Normal): 25 +1 dodge; +1 Dex & +1 size during compression
[10 Base, +7 Dex, +5 Armor, +1 Size, +2 shield]
Armor Class (Touch): 18 +1 dodge; +1 Dex & +1 size during compression
[10 Base, +7 Dex, +1 Size]
Armor Class (Flat-Footed): 25 +1 dodge; +1 Dex & +1 size during compression
[10 Base, +7 Dex, +5 Armor, +1 Size, +2 shield]
Initiative: +7
[+7 Dex]
Base Attack Bonus: +6
[+2 (rogue), +1 (psywarrior), +3(Assassin), +0(Shadowdancer)]
Grapple: +2
[6 BAB, +0 Str, -4 Size]
Speed (Land): 20 ft
[20 Base]
Weight Carried: 23.525 lbs, light encumbrance
[0-25 (Light), 26-50 (Medium), 51-75 (Heavy)]

Saves
Fortitude: +13
[+3 Con, +1 (rogue), +3 (Psychic warrior), +1(Assassin), +0 (shadowdancer), +1 Racial, +4 resistance]
Reflex: +21
[+7 Dex, +3 (rogue), +0 (Psychic Warrior), +4(Assassin), +2 (shadowdancer), +1 Racial, +4 resistance]
Will: +9
[+2 Wis, +1 (rogue), +0 (Psychic Warrior), +1(Assassin), +0 (shadowdancer), +1 Racial, +4 resistance]


Melee Attacks
Rapier +8, 1d4, (18-20/x2), Piercing +5d6 sneak attack
[+0 Str, +6 BAB, +1 Size, +1 Enhancement]
+1 size during compression

Ranged Attacks
Longbow +16, 1d6+1, (20/x3), Range 110ft, piercing +5d6 sneak attack
[+7 Dex, +6 BAB, +1 Size, +1 Enhancement, +1 competence]
+1 Dex & +1 size during compression

Special Attacks & Abilities
Evasion
Death Attack, DC 18
Poison Use
+2 saves vs poison
+5d6 sneak Attack
Hide in Plain sight
Improved Uncanny Dodge

Arcane Spells known
Level 1 [DC 14] True Strike, Obscuring Mist, Disguise Self, Feather Fall
Level 2 [DC 15] Invisibility, Spider Climb, Darkness
Level 3 [DC 15] Nondetection, Deeper Darkness
Spell Levels Available Per Fight: 5
[13 Total Spell Levels / 3, rounded up]
Total Spell Levels: 13
[(4 x 1, 3 x 2, 1x 3)]
Caster Level: 5


Powers Known
Level 1 [DC 13] Chameleon, Skate
Power Points Available Per Fight: 1
[3 Total Power Points / 3, rounded up]
Total Power Points: 3
[(1 (Psychic Warrior2), +2(Wisdom)]
Manifester Level: 2

Feats
DodgeLvl 1
MobilityLvl 3
Psionic ShotLvl 6
Point Blank ShotPsywar 1
Combat ReflexesPsywar 2
Greater Psionic ShotLvl 9

Skills
Total Skill Points: 113
[66 (rogue), 10 (Psychic Warrior), 35(Assassin, 9(shadowdancer))]
Languages: Common, halfling, dwarven, elven, orc
[2 Racial, 3 Int, 0 Speak Language]
Armor Check Penalty: -0
[0 Armor]

Balance: +7
[+7 Dex, 0 Ranks]
Climb: +2
[+0 Str, 0 Ranks, +2 racial]
Concentration: +16
[+3 Con, 13 Ranks (0 (rogue), 3 (Psychic Warrior), 10 (Assassin), 0 (Shadowdancer))]
Disguise: +3
[-1 Cha, 4 Ranks (4 (rogue), 0 (Psychic Warrior), 0 (Assassin), 0 (Shadowdancer))]
Escape Artist: +25
[+7 Dex, 13 Ranks (5 (rogue), 0 (Psychic Warrior), 4 (Assassin), 4 (Shadowdancer)), +5 competence(armor of Slick)]
Hide: +30
[+7 Dex, 14 Ranks (8 (rogue), 0 (Psychic Warrior), 5 (Assassin), 1 (Shadowdancer)), +4 size, +5 competence(Armor of Shadow)]
Jump: -4
[+0 Str, 0 Ranks, -6 speed, +2 racial]
Knowledge(local): +8
[+3 Int, 5 Rank (5 (rogue), 0 (Psychic Warrior), 0 (Assassin), 0 (Shadowdancer))]
Listen: +13
[+2 Wis, 9 Ranks (8 (rogue), 0 (Psychic Warrior), 0 (Assassin), 1 (Shadowdancer)), +2 race]
Move Silently: +28
[+7 Dex, 14 Ranks (8 (rogue), 0 (Psychic Warrior), 5 (Assassin), 1 (Shadowdancer)), +2 race, +5 competence(armor of silent moves)]
Open Lock: +20
[+7 Dex, 11 Ranks (8 (rogue), 0 (Psychic Warrior), 3 (Assassin), 0 (Shadowdancer)), +2 Tools]
Perform(dance): +4
[-1 Cha, 5 Ranks (5 (rogue), 0 (Psychic Warrior), 0 (Assassin), 0 (Shadowdancer))]
Psicraft: +4
[+3 Int, 1 Rank (1cc (rogue), 0 (Psychic Warrior), 0 (Assassin), 0 (Shadowdancer))]
Search: +18
[+3 Int, 15 Ranks (1 (rogue), 7 (Psychic Warrior), 6 (Assassin), 1 (Shadowdancer))]
Spot: +13
[+2 Wis, 11 Ranks (8 (rogue), 0 (Psychic Warrior), 2 (Assassin), 1 (Shadowdancer))]
Tumble: +11
[+7 Dex, 4 Ranks (4 (rogue), 0 (Psychic Warrior), 0 (Assassin), 0 (Shadowdancer))]


Prefight Actions
Adress all stones
Gain Psionic Focus

Equipment Worn and Carried
Basic Outfit
[0 lbs] [0 gp]
Mithral Chain Shirt of Silent moves, shadow and Slick +1
[6,25 lbs][13350 gp]
Buckler of Heartening +1
[2,5 lbs][3035 gp]
MW Rapier
[1 lbs][320 gp]
Composite Longbow of supression +1
[2 lbs][18400 gp]
Gloves of Dexterity +4
[- lbs][16000 gp]
Amulet of Health +2
[- lbs][4000 gp]
1pp cognizance crystal
[- lbs][1000 gp]
Cloak of Resistance +4
[- lbs][16000 gp]
Lesser Bracers of Archery
[1 lbs][5000 gp]
117/180 small Arrows
[0.075 lb each = 8.775 lbs] [0.05 gp each = 5.85 gp]
Dorje of Compression[ML3]
[- lbs][47 charges][4500 gp]
Spell Component Pouch
[2 lbs][5 gp]
Diamond Dust(for nondetection)
[- lbs][50 gp]

Expendable Items
2 Potion of Protection from Evil [CL 2]
[0.1 lb each = 0.2 lbs][100 gp each = 200 gp]
1 Potion of Protection from Good [CL 1]
[0.1 lb each = 0.1 lbs][50 gp each = 50 gp]
1 Potion of Hide from Animals [CL 1]
[0.1 lb each = 0.1 lbs][50 gp each = 50 gp]
1 Potion of Hide from Undead [CL 1]
[0.1 lb each = 0.1 lbs][50 gp each = 50 gp]
2 Powerstone of Skate [ML 2]
[0.0 lb each = 0 lbs][50 gp each = 150 gp]
1 Powerstone of Chameleon [ML 1]
[0.0 lb each = 0 lbs][25 gp each = 25 gp]
1 Powerstone of Defensive Pregognition [ML 2]
[0.0 lb each = 0 lbs][50 gp each = 100 gp]
1 Powerstones of Psionic Darkvision [ML 4]
[0.0 lb each = 0 lbs][200 gp each = 200 gp]
3 Scrolls of Invisibility [CL 3]
[0.0 lb each = 0 lbs][150 gp each = 450 gp]
1 Scrolls of Darkness [CL 3]
[0.0 lb each = 0 lbs][150 gp each = 150 gp]
Max total (ECL2 x 50): 6050 gp

Equipment at Home
MW Thieves tools
[2 lbs][100 gp]
8725gp


Results
The Chameleon vs Perius... chose not to fight against a better prepared foe gained 800xp and 1133gp
The Chameleon vs Kraegin... managed to shake of paralyzing enchantment gained 2850xp and 4037gp
Miniquest: Tapping the Underworld (http://community.wizards.com/showthread.php?t=687616)... accomplished gained 2400xp and 3400gp
The Chameleon vs Ignatius... he didnt see me gained 2400xp and 3384gp
The Chameleon vs Uilo... sniping from the tower won the day gained 1800xp and 2988gp
The Chameleon & Aerryl vs Young adault black dragon & Ogre Mage... no chance in those close quarters gained 750xp and 1245gp
The Chameleon vs Monsieur Hood... A good archer who also couldnt find me gained 2700xp and 4500gp
The Chameleon & Ceilia Durrol vs Vandelar the Red... this fowl necromancer didnt stand a chance gained 3150xp and 5250gp
The Chameleon vs Retikos... Luck wasnt with me that day gained 1250xp and 2416gp
The Chameleon vs Brilf Zephyr... I played with this monk for a while before killing him gained 3000xp and 5800gp
Miniquest: "Lots of Pretty Flowers"... Killed two halfcelestials gained 3000xp and 5800gp
The Chameleon vs Retikos... I was overwhelmend gained 1250xp and 2416gp
The Chameleon vs 3 Denthian Halfdragon Barbazu... easy victory gained 3000xp and 5800gp
The Chameleon vs Valen sky... I couldnt hide gained 1100xp and 2500gp
The Chameleon vs 3 Dark Nagas... easy victory gained 3300xp and 7500gp
The Chameleon vs Baelin the Shadow... vanquished gained 3300xp and 7500gp




Starting: 29000 XP
Earned: 35950 XP
Spent: 0 XP
Remaining: 64950 XP





nothing yet



61 arrows
8 Stone of compression[ML3]
2 Powerstone of Defensive Precognition (ML2)
1 Powerstone of Psionic Darkvision (ML3)
1 Potion of Protection from Evil (CL2)
3 charges of Dorje of comression[ML3]




Time Between Fights: 3
Prebuffs/Ongoing Effects: none
Items Used: 4 arrows shot, 2 hit, 1 recovered, 1 charge compression dorje
Spells or Powerpoints Used: 1 pps, 1 SL (true strike)
x/day Abilities Used: 1 charge of suppresion
Free Activity: Bulgary




Samuel Highground
Gender and Race: Male phrenic Ghost Halfling
Size and Type: Small Undead(Incorporeal,Psionic)
Alignment: Chaotic Neutral
ECL: 13, (Wilder 6, Phrenic +2, Ghost +5)
Guild: Member of the PSI Consortium
Experience: 83350/91000


STR...6 [-2]...(0 pts) [-2 halfling]
DEX...22 [+6]...(10 pts) [+2 halfling, +4 Item]
CON...- ...(2 pts)
INT....14 [+2]...(4 pts)[+2 phrenic]
WIS...14 [+2]...(4 pts)[+2 phrenic]
CHA...33 [+11]...(16 pts)[+4 phrenic, +4 Ghost, +6 Item, +1 level]

Miscellaneous Statistics:
Hit Points: 44 [6 HD] [12 (Wilder/Ghost) + 32 (6.5 * 5 Wilder/Ghost) + 0 (5 HD * Con -)]
Armor Class (Normal): 32 [10 Base, +6 Dex, +1 Size(Small), +11 Deflection(Ghost/Cha), +4 Mage Armor]+1 dodge, +5 force screen, +2 defensive precognition
Armor Class (Touch): 32 [10 Base, +6 Dex, +1 Size(Small), +11 Deflection(Ghost/Cha), +4 Elude Touch]+1 dodge, +5 force screen, +2 defensive precognition
* due to Elude Touch, Samuel gains up to +11 to Touch AC, but his Touch AC can never exceed the Normal AC. so force screen also raise the Touch AC
Armor Class (Flat-Footed): 26 [10 Base, +1 Size(Small), +11 Deflection(Ghost/Cha), +4 Mage Armor]+4 inertial armor, +5 force screen
Initiative: +6 [6 Dex]
Base Attack Bonus: +4
Grapple: Immune to grapple.
Speed (Land): 30 ft [20 Base, +10 feat]
Speed (Fly): 40 ft(perfect) [30 Base, +10 feat]
Power Resistance: 16Phrenic

Saves:
Fort +7 [2 Wilder +0Con +1racial, +4 resistance] +2 defensive precognition
Refl +13 [2 Wilder +6dex +1racial, +4 resistance] +2 defensive precognition
Will +12 [5 Wilder +2wis +1racial, +4 resistance] +2 defensive precognition


Attacks:
Draining Touch +11, 1d4 ability damage(any) [4 BAB, 6 Dex, 1 Size]

Special Attacks & Abilities:
Darkvision 60ftUndead type
Immune to critical hits, nonlethal damage, energy drain, ability drain.Ghost
Immune to mind-affecting effectsGhost
Immune to poison, sleep, paralysis, stunning, disease and death effects.Ghost
Immune to damage to physical ability scoresGhost
Immune to fatigue, exhaustionGhost
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).Undead type
Turn Resistance (+4)Ghost
Draining Touch (see attacks section)Ghost
Telekinesis(DC 24)(CL12)Ghost (see below) [13 Base, 11 Cha]
ManifestationGhost (see below)
Volatile Mind +1Wilder (+1 PP cost to manifest a telepathy power on you)
Wild Surge +2Wilder (You gain up to 2 additional free PP's for augmenting a power)
Psychic EnervationWilder (After a Wild Surge +x, you have a x*5 % chance to become enervated: -5 PPs, dazed until end of next turn)
Surging Euphoria +1Wilder (After a successful Wild Surge +x, you gain +x morale bonus to saves, attack, damage, for x rounds)
Malevolence (Su): Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost’s Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + ghost’s Cha modifier). A creature that successfully saves is immune to that same ghost’s malevolence for 24 hours, and the ghost cannot enter the target’s space. If the save fails, the ghost vanishes into the target’s body.
Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.

A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

Psi-like Abilities (ML 5):
3/day: defensive precognition (+2 AC, +2 saves for 50 rounds)
1/day: force screen (+5 shield bonus for 50 rounds)
3/day: empty mind (+4 to will saves for 1 round)
3/day: mind thrust (DC 25) (6d10 damage to 1 target, will negates, close range)
1/day: body adjustment (heal 2d12 damage to yourself)
1/day: brain lock (DC 24) (Daze 1 humanoid, animal, fey, giant, magical beast, or monstrous humanoid. It cannot take psionic actions, will negates, medium range)


Powers Known (ML 6):
Level 1 [DC 22]: Vigor, Psionic Grease
Level 2 [DC 23]: Ego Whip
Level 3 [DC 24]: Dispel Psionics
Wild Surge up to +2 (see abilities)
+1 DC for Ego Whip

Powerpoints Available Per Fight: 23 [69 Total PP / 3 rounded up]
Total PPs: 69 [35 Wilder, 33 Bonus, 1 phrenic]
Manifester Level: 5


Feats:
DodgeLvl1
Speed of ThoughtLvl3
Flyby AttackLvl6
approved changes

Skills:
Total Skill Points: 54 (54 Wilder)
Languages: Common, Halfling, Gnome and Dwarven
Armor Check Penalty: 0

Balance: 6 [6 dex]
Climb: 0 [-2 Str, 2 Racial(Halfling)]
Concentration: 18 [7 Ranks (7 Wilder), +11 Cha]
Handle Animal: 14 [3.5 Ranks (7cc Wilder, 11 Charisma]
Hide: 18 [6 Dex, 4 Size, 8 Racial(Ghost)]
Intimidate: 30 [9 Ranks(9 Wilder), 11 Cha, 10 Competence(Item)]
Jump: 0 [-2Str, +2 Racial(Halfling)]
Knowledge(psionics): 3 [1 Rank(1 Wilder), 2 Int]
Knowledge(arcana): 3 [1 Rank(2cc Wilder), 2 Int]
Knowledge(nature): 3 [1 Rank(2cc Wilder), 2 Int]
Knowledge(the planes): 3 [1 Rank(2cc Wilder), 2 Int]
Listen: 14 [4 Ranks(4 Wilder), 2 Wis, 8 racial(Ghost)]
Move Silently: Auto SuccessGhost
Psicraft: 9 [7 Ranks(7 Wilder), 2 Int]
Spot: 19 [9 Ranks(9 Wilder), 2 Wis, 8 Racial(Ghost)]
Tumble: 10 [4 Ranks(4 Wilder), 6 Dex]
Search: 10 [2 Int, 8 Racial(Ghost)]
approved changes



Buffs and Prefight actions:
Gain Psionic Focus
Bring Peraxephiel
Bring 1 donkey packed with Collossal arrows


Spellcasting service:
Mage Armor[CL13] 130gp
Dispel Magic into Ring of Counterspells[CL5] 150gp


Equipment:
Brooch of Shielding(73/101 damage) [1500gp]
Reserve Brooch of Shielding(101/101 damage)[1500gp](not worn)
Cloak of Charisma +6[36000gp]
Gloves of Dexterity +4[16000gp]
Vest of Resistance +4[16000gp]
Crystal Mask of Dread[10000gp]
Ring of Counterspells[4000gp]
Psionatrix of telepathy[8000gp]
Boots of Speed[12000gp]
Psicrown of the Dominator[450pp][20250gp]

On Peraxephiel:
Exotic Military Saddle[40lb][60gp]

3 donkeys[24gp]
3 packsaddles[45gp]
on the donkey I take into the arena:
20 collossal cold Iron heavy crossbow bolts[32lb][64gp]
20 collossal silver heavy crossbow bolts[32lb][96gp]

Expendable Items: [CL]
2x Potion of Protection from Evil[CL1] [50gp each = 100gp]
1x Potion of Protection from Good[CL1] [50gp]
1x Potion of Protection from Law[CL1] [50gp]
1x Potion of Protection from Chaos[CL1] [50gp]
2x Potion of invisibility[CL3] [300gp each = 600]
1x Stone of Energy Bolt[ML5] [375gp]
2x Stone of Inertial Armor[ML1] [25 gp each = 50 gp]
2x Stone of Touchsight[ML5] [375 gp each = 750 gp]
2x Stone of Dispel Psionics[ML6] [450 gp each=900 gp]
1x Potion of resist energy(fire)(ranger crafted) [CL7][350 gp]
1x Potion of resist energy(cold)(ranger crafted) [CL7][350 gp]
1x Potion of resist energy(electricity)(ranger crafted) [CL7][350 gp]

Current Total: 3950
Max total (122 x 50): 8450 gp

Equipment at home:
3530.1gp




Allies:

ethereal Pegasus
Large Magical Beast
Hit Dice: 4d10+12 (34 hp)
Initiative: +2
Speed: 30 ft. (12 squares), fly 60 ft. (average)
Armor Class: 18 (–1 size, +2 Dex, +3 natural, +4 armor), touch 11, flat-footed 16
Base Attack/Grapple: +4/+12
Attack: Hoof +7 melee (1d6+4)
Full Attack: 2 hooves +7 melee (1d6+4) and bite +2 melee (1d3+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., low-light vision, scent, spell-like abilities
Saves: Fort +7, Ref +6, Will +4
Abilities: Str 18, Dex 15, Con 16, Int 10, Wis 13, Cha 13
Skills: Diplomacy +3, Listen +8, Sense Motive +9, Spot +8
Feats: Flyby Attack, Iron Will
Alignment: chaotic good
Spell-Like Abilities: At will—detect good and detect evil within a 60-foot radius. Caster level 5th.
Skills: Pegasi have a +4 racial bonus on Listen and Spot checks.
Carrying Capacity: A light load for a pegasus is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds.

3000gp payed for adult Pegasus
1000gp payed for it to be trained for carrying a rider





Fights results:
Samuel vs Faelto ... lost gained 300xp/354gp
Darius vs Samuel vs Instacio vs Feradeth ... 2nd loser gained 600xp/600gp
Aryleia => Samuel => Gaston => Zwei und'Vierzig ... lost gained 325xp/325gp
Samuel vs Sven ... won! gained 900xp/900gp
Quest The Darkness of Light (http://boards1.wizards.com/showthread.php?t=571111&page=1&pp=30)... accomplished! gained 24675xp/26019gp + Stone of Energy Bolt[ML5]
Miniquest: Proving Grounds (http://boards1.wizards.com/showthread.php?t=584070)... accomplished! gained 1200xp/2000gp
Samuel vs Sdentch ... vanquished gained 2400xp/3400gp
Samuel vs Grik ... vanquished gained 2400xp/3400gp
Samuel vs Halffiend cleric 7 ... his divine power rebuked me gained 900xp/1500gp
Samuel vs Balbanes ... vanquished gained 3085xp/5142.6gp
Samuel & Balbanes vs Night Hag & Zelekhut ... they outmaneuvered us gained 900xp/1500gp
Quest: Haunting the EYE (http://boards1.wizards.com/showthread.php?p=8912033)... accomplished! gained 10800xp/18000gp
Samuel vs Ephraim vs. Eraca Moralta ... vanquished gained 5000xp/9667gp
Samuel vs Gaston ... vanquished gained 3300xp/7500gp
Miniquest "Friends of Old"... Accomplished gained 3300xp/7500gp
Samuel vs Longshot & Lord Lorian ... got grappled gained 1276xp/2901gp
Samuel vs Denthian Halffiend juveline blue dragon ... his unholy Aura rebuked me gained 1100xp/2500gp
Samuel vs Werewolf Druid 9 ... vanquished gained 3300xp/7500gp
Samuel vs Istima ... vanquished gained 3870xp/10535gp
Samuel vs Elrick & Kervan ... vanquished gained 3555xp/9677gp
Samuel vs 3 Elite Elder Arrowhawks ... vanquished gained 3330xp/9065gp
Samuel vs Young Adult Silver Dragon ... vanquished gained 3634xp/12113gp




FROZEN:
Miniquest Test the souls (http://boards1.wizards.com/showthread.php?t=715272)... Accomplished
Samuel vs Aerryl... vanquished



Used Items:
4x Potion of Invisibility [300 gp each = 1200 gp]
1x Potion of Shield of Faith+2 [50 gp each = 50 gp]
1x potion of Protection from Chaos [50 gp each = 50 gp]
1x potion of protection from good [50 gp each = 50 gp]
21 charges of Dorje of Energy Ray[ML2]
1x Tanglefoot bag [50 gp each = 50 gp]
1x Stone of Energy Bolt[ML5] [375 gp each=375gp]
8x stone of inertial armor[ML1] [25 gp each = 200 gp]
2x Stone of Touchsight[ML5] [375 gp each = 750 gp]
3x Stone of Dispel Psionics[ML5] [375 gp each = 1125 gp]
1x Stone of Dispel Psionics[ML6] [450 gp each = 450 gp]
1x Stone of specified energy adaption[ML3][150 gp each = 150 gp]
Potion of Resist Energy (Cold) [CL7][350 gp each = 350 gp]

sold items:
4x potion of Cure light wounds 100gp
MW Chain Shirt 125gp
MW Light crossbow 167,5gp
20 bolts 1gp

approved refunds

Spellcasting Services:
1x Mage Armor [CL12] 120gp
1x Mage Armor [CL13] 130gp
2x Dispel Magic [CL5] 300gp




Phrenic:
Psi-like abilities:
3/day - defensive precognition(+2AC/saves)
1/day - force screen(+5AC)
3/day - Mind Thrust(6d10 damage, Will DC 24 negates)
3/day - Empty Mind(+4 on will saves)
1/day - body adjustment(2d12)
1/day - brain lock(Humanoid, animal, fey, giant, magical beast, or monstrous humanoid, DC23)
Naturally Psionic: A phrenic creature gains 1 bonus power point.
Power Resistance 16
Int +2, Wis +2, Cha +4.

Halfling:
+2 Dexterity, –2 Strength.
Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
A halfling’s base land speed is 20 feet.
+2 racial bonus on Climb, Jump, and Move Silently checks.
+1 racial bonus on all saving throws.
+2 morale bonus on saving throws against fear. This bonus stacks with the halfling’s +1 bonus on saving throws in general.
+1 racial bonus on attack rolls with thrown weapons and slings.
+2 racial bonus on Listen checks.
Automatic Languages: Common, Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, Orc.
Favored Class: Rogue.

Ghost:
Telekinesis (Su): A ghost can use telekinesis as a standard action (caster level 12th or equal to the ghost’s HD, whichever is higher). When a ghost uses this power, it must wait 1d4 rounds before using it again.

Manifestation (Su):
See SRD.

Draining Touch (Su): A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.

Turn Resistance (Ex): A ghost has +4 turn resistance.

Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
+8 racial bonus on Hide, Listen, Search, and Spot checks.

Undead-Traits
An undead creature possesses the following traits (unless otherwise noted in a creature’s entry).
-No Constitution score.
-Darkvision out to 60 feet.
-Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
-Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
-Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
-Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
-Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
-Uses its Charisma modifier for Concentration checks.
-Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
-Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
-Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
-Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
-Undead do not breathe, eat, or sleep.

Wilder:
Wild Surge+2
Psychic enervation
Wilders are proficient with all simple weapons, with light armor, and with shields (except tower shields).
Elude Touch
Surging Euphoria +1
Volatile mind (1 power point)
Luni

11-03-07, 09:33 PM
Two characters for anything

Shakari [ECL 7]
Shakari, Warrior Maiden

Female Wood Elf (Humanoid)
Lawful Neutral
Ranger 4, Druid 3 [ECL 7]
EXP: 22046/28000
Proud member of The Living Tree [8% Tax]

STR...19 [+4]...(10 pts) [+2 Racial][+1 Level]
DEX...18 [+4]...(6 pts) [+2 Racial][+2 Enhancement]
CON...12 [+1]...(6 pts) [-2 Racial]
INT...10 [+0]...(4 pts) [-2 Racial]
WIS...16 [+3]...(10 pts)
CHA...08 [-1]...(0 pts)

Hit Points: 42 (9 + (4.5+1)*6) [7 HD]
AC 18 [+4dex, +4 armor], Touch 14, Flat 14 [Ma Dragonhide Chain Shirt]
Initiative: +4 [4dex]
BAB/Grap: +6/+10 [+6bab, +4str]
Speed 30

Saves:
Fort: +8 [+4 Ranger +3 Druid +1Con]
Refl: +9 [+4 Ranger +1 Druid +4Dex]
Will: +7 [+1 Ranger +3 Druid +3Wis][+2 Racial vs Enchantments]


Attacks:
Lance +10/+5 melee [1d8+6/x3] [Two-Handed, Double damage when charging]
Ma Quarterstaff +11/+6 melee [1d6+6/x2] [Two-Handed]
Ma Quarterstaff +9/+9/+3 melee [1d6+4/1d6+2] [Double Weapon]
+1 Composite Longbow (+4 Mighty) of Seeking +11/+6 ranged [1d8+5/x3] [Range 110'] [Ignores Miss Chances]

Attack Modifiers:
-2 on Ranged Attacks if horse Double Moves.
-4 on Ranged Attacks if hores runs.
+1 Attack/Damage on Ranged Attacks if opponent within 30 feet.
+2 Damage vs Giants

Feats:
TrackB; Two Weapon FightingB; Mounted Combat [1st]; Mounted Archery (http://boards1.wizards.com/showpost.php?p=7597342&postcount=22) [3rd]; Point Blank Shot [6th]

Special Abilities:
Low-light Vision; Favored Enemy (Giant), Wild Empathy; Combat Style (Two Weapons); Animal Companion; Nature Sense; Trackless Step; Woodland Stride

Skills: (42 Ranger, 12 Druid)
+11 Handle Animal [+10 Ranks -1 Cha +2 Tool] [7 Rng, 3 Dru] [+4 for Zyazz]
+16 Ride [+10 Ranks +4 Dex +2 Synergy(Handle Animal)] [7 Rng, 3 Dru]
+12 Listen [+7 Ranks +3 Wis +2 Racial] [6 Rng, 1 Dru]
+12 Spot [+7 Ranks +3 Wis +2 Racial] [6 Rng, 1 Dru]
+13 Profession (Waitress) [+10 Ranks +3 Wis] [9 Rng, 1 Dru]
+11 Concentration [+10 Ranks +1 Con] [7 Rng, 3 Dru]
+2 Search [+0 Int +2 Racial]
+5 Survival [+3 Wis +2 Nature Sense]
Speaks Common, Elven and Druidic

Druid Spells memorized: [CL 3][4/2+1/1+1] [Spell levels: 9; Cast: 3 (1/3 of spell-levels)]
0: [DC 13] Guidance, Cure Minor Wounds, Resistance, Cure Minor Wounds
1: [DC 14] Entangle, Produce Fire, Faerie Fire
2: [DC 15] Bull's Strength, Summon Swarm

Ranger Spells memorized: [CL 2][1] [Spell levels: 1; Cast: 1 (1/3 of spell-levels)]
1: [DC 14] Resist Energy

Buffs and Prefight actions:
Order Zyazz to heel

Equipment:
Green Explorers Outfit [Free and weightless]
Lance [10 lbs][10 gp]
[Ma] Quarterstaff [4 lbs][300 gp]
+1 Composite Longbow (Mighty +4) of Seeking [3 lbs][8800 gp]
[Ma] [Dragonhide] Chain Shirt [25 lbs][500 gp]
59 arrows [9 lbs][3 gp]
20 [Silver] Arrows [3 lbs][41 gp]
20 [Cold Iron] Arrows [3 lbs][2 gp]
Holly and Mistletoe [- lbs][- gp]
[Ma] Animal Whistle [50 gp] [Handle Animal]
Gloves of Dexterity +2 [4000 gp]

Expendable Items:
3*Tanglefoot Bags [150gp]
Oil: Magic Weapon [Cl 1] [50gp]
Potion: Prot. from Chaos [CL 1] [50gp]
Potion: Prot. from Evil [CL 1] [50gp]
Potion: Prot. from Good [CL 1] [50gp]
Potion: Prot. from Law [CL 1] [50gp]
Scroll: 2*Shillelagh [CL 1] [50gp]
Scroll: 2*Faerie Fire [CL 1] [50gp]
Scroll: 2*Resist Energy [CL 2] [100gp] [Rng made]
Scroll: Delay Poison [CL 2] [50gp] [Rng made]
Scroll: Bull's Strength [CL 3] [150gp]
Scroll: Spike Growth [CL 4] [200gp] [Rng made]
Wand: Cure Light Wounds [37 Charges][750gp]
Scroll: Freedom of Movement [CL 7] [700 gp]

Equipment at home:
Gold: 8277

Miscellaneous Statistics:
Encumberance: 0-100 (light), 101-200 (medium), 201-300 (heavy)
Weight carried: 48 lb
Ht. 4'10" Wt. 85 lbs.

Allies:

Fireflame

Light Warhorse
Large Animal
Neutral

Statistics:
STR....16 (+3)
DEX....13 (+1)
CON....17 (+3)
INT....02 (-4)
WIS....13 (+1)
Cha....06 (-2)

Hitpoints:........22 (3 HD) [CR 1]
Bab/Grp:..........+2/+9
Movement:.........60'
Armor Class:......17 (touch 10, flat 16) [+4natural,+1dex,-1size,+3armour]

Saves:
For +6 [+3 (animal) +3 (Con)]
Ref +4 [+3 (animal) +1 (Dex)]
Will +2 [+1 (animal) +1 (Wis)]

Feats: Endurance, Run
Skills: Listen+4, Spot+4
Racial: Low-light vision, Scent
Tricks: Combat Riding Package

Attacks:
Hoof: +4 melee, 1d4+3 (20/x2)
Bite: -1 melee, 1d3+1 (20/x2)
Full attack: 2 Hooves and 1 Bite

Encumberance:
Light load: 0-230 lb; Medium load: 231-460 lb; Heavy load: 461-690 lb
Zyazz
Crocodile (Animal Companion)
Medium Animal
Neutral

Statistics:
STR....20 (+5)
DEX....13 (+1)
CON....17 (+3)

INT....01 (-4)
WIS....12 (+1)
Cha....02 (-2)

Hitpoints:........37 (5 HD)
Bab/Grp:..........+3/+8
Movement:.........20'; Swim 30'
Armor Class:......19 (touch 11, flat 18) [+6natural,+1dex,+2Armor]

Saves:
For +7 [+4 (animal) +3 (Con)]
Ref +5 [+4 (animal) +1 (Dex)]
Will +2 [+1 (animal) +1 (Wis)]

Feats: Alertness, Skill Focus (Hide); Evasion
Skills: Hide +7*, Listen +5, Spot +5, Swim +12
Racial: Low-light vision, Hold Breath
Tricks: Attack, Come, Defend, Down

Attacks:
Bite: Bite +8 melee (1d8+7) or tail slap +8 melee (1d12+7)
Full attack: Bite +8 melee (1d8+7) or tail slap +8 melee (1d12+7)
Special Attacks: Improved Grab

Improved Grab (Ex): To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.


Allies and Equipment:
Fireflame [150gp]
Fireflame's Military Saddle [30 lbs][20 gp]
Fireflame's Studded Leather Barding [40 lbs][100 gp]
Weight Carried: Total: 193 lbs Shakari 85 lbs; Shakari's Equipment 38 lbs; Saddle 30 lbs; Barding 40 lbs
Zyazz's Leather Barding. [15 lbs][20 gp]

Background

Fights results:
Fight #1: (http://boards.wizards.com/showpost.php?p=6997456&postcount=250) Alexi, Mind Rogue: Fertilized! +675 xp/gp +54 gp Waitressing.
Fight #2: (http://boards.wizards.com/showpost.php?p=7061317&postcount=279) Kregor, Laughing Dragon: Fertilized! +675 xp/gp +54 gp Waitressing.
Fight #3: (http://boards1.wizards.com/showpost.php?p=7148019) Sir Valkin, TelinArtho: Stubborn Weed! +281 xp/gp +54 gp Waitressing.
Fight #4: (http://boards1.wizards.com/showpost.php?p=7227947) Sdentch, TheMagister: Fertilized! +675 xp/gp +54 gp Waitressing.
Fight #5: (http://boards.wizards.com/showpost.php?p=7298558&postcount=402) With Maeril, Usurpator vs Kronos, NiQil and Rebreg Eennoss, SauroGrenom: Fertilized! +675 xp/gp +54 gp Waitressing.
Fight #6: (http://boards1.wizards.com/showpost.php?p=7344007) The Phantom Lord, Xanadu: Stubborn Weed! +281 xp/gp +72 gp Waitressing.
Fight #7: (http://boards.wizards.com/showpost.php?p=7414734&postcount=459) Vakkor, TelinArtho: Fertilized! +1125 xp/gp +72 gp Waitressing.
Fight #8: (http://boards.wizards.com/showpost.php?p=7477043&postcount=488) Santos, Gonbow: Fertilized! +1050 xp/gp +72 gp Waitressing.
Fight #9: (http://boards.wizards.com/showpost.php?p=7510212&postcount=499) Gang Lion, Sloisel: Fertilized! +1050 xp/gp +72 gp Waitressing.
Fight #10: (http://boards.wizards.com/showpost.php?p=7510212&postcount=499) 3 Large Vipers: Fertilized! +1050 xp/gp +72 gp Waitressing.
Fight #11: (http://boards1.wizards.com/showpost.php?p=7745289&postcount=636) Yoriko Obato, Mind Rogue: Stubborn Weed! 458 xp/ 489 gp + 95 gp Waitressing.
Fight #12: (http://boards1.wizards.com/showpost.php?p=7794269&postcount=661) Sam, Snommelp: Fertilized! 1375 xp/ 1467 gp + 95 gp Waitressing.
Fight #13: (http://boards1.wizards.com/showpost.php?p=7867942&postcount=719) Raskos, SauroGrenom: Fertilized! 1380 xp/ 1472 gp + 95 gp Waitressing.
Fight #14: (http://boards1.wizards.com/showpost.php?p=7907324&postcount=739) Validi, Iced: Stubborn Weed! 458 xp/ 489 gp + 95 gp Waitressing.
Fight #15: (http://boards1.wizards.com/showpost.php?p=7972437&postcount=783) Boraxx, Pittbull: Stubborn Weed! 500 xp/ 533gp +95 gp Waitressing.
Fight #16: (http://boards1.wizards.com/showpost.php?p=8026163&postcount=822) Greefe, TheMagister: Fertilized! 1375 xp/ 1467 gp +95 gp Waitressing.
Fight #17: (http://boards1.wizards.com/showpost.php?p=8089897) Auburn, Valthelokai: Fertilized! 1688 xp/ 1875 gp +120 gp Waitressing.
Fight #18: (http://boards1.wizards.com/showpost.php?p=8194041) Barthleby, Pittbull: Stubborn Weed! 563 xp/ 744 gp +120 gp Waitressing.
Fight #19: (http://boards1.wizards.com/showpost.php?p=8240233) Aranor, Sindorin: Fertilized! 1687 xp/ 1875 gp +120 gp Waitressing.
Fine Dining: Shakari finds a restaurant! Found! 1800 xp/+2000 gp.
Fight #20: Kracknol, Saurgrenom: Stubborn Weed! 700gp/ +866 gp +161 gp Waitressing.


Arrows: 51 [2 gp]
Potion: Prot. from Chaos [50 gp]
Potion: Prot. from Good [50 gp]
Potion: Prot. from Law [130 gp] [3 Used]
Potion: Shield of Faith [50 gp]
Scroll: Bull's Strength [450 gp] [3 Used]
Scroll: Delay Poison [50 gp]
Scroll: Resist Energy [200 gp] [4 Used]
Scroll: Shillelagh [25 gp]
Wand: CLW (13 charges)


Imperi [ECL7]

Imperi Vahalla
Female Wood Elven Were-Eagle [Humanoid (Elven, Psionic, Shapechanger)]
Natural Lycanthrope
Neutral Good
Psy Warrior 3/Animal 1 [ECL 7]
EXP: 22890 / 28000


STR...14 [+2]...(4 pts) [+2 Racial]
DEX...19 [+4]...(10 pts) [+2 Racial,+1 Level]
CON...12 [+1]...(6 pts) [-2 Racial]
INT....12 [+1]...(6 pts) [-2 Racial]
WIS...16 [+3]...(6 pts) [+2 Lycanthrope]
CHA...12 [+1]...(4 pts)

AC 16 [+4dex, +2 natural], Touch 14, Flat 12
Initiative: +4 [4dex]
BAB/Grap: +2/+4 [+2bab, +2str]
Speed 30 [+10 speed when Psionically Focus.]

Saves:
Fort: +6 [3 Psy War +2 Animal +1 Con]
Refl: +7 [1 Psy War +2 Animal +4 Dex]
Will: +6 [1 Psy War +0 Animal +3 Wis +2 Iron Will]
[+2 Racial vs Enchantments; Immune to Magical Sleep]

Attacks:

Miscellaneous Statistics:
Encumberance: 0-58 (light), 59-116 (medium), 117-125 (heavy)
Weight carried:
Ht. 4'8" Wt. 88 lbs.


STR...14 [+2]...(4 pts) [+2 Racial]
DEX...23 [+6]...(10 pts) [+2 Racial][+4 Eagle][+1 Level]
CON...14 [+2]...(6 pts) [-2 Racial][+2 Eagle]
INT....12 [+1]...(6 pts) [-2 Racial]
WIS...16 [+3]...(6 pts) [+2 Lycanthrope]
CHA...12 [+1]...(4 pts)

AC 19 [+6dex, +3 natural], Touch 16, Flat 13 [DR 10/Silver]
Initiative: +6 [6dex]
BAB/Grap: +2/+4 [+2bab, +2str]
Speed 30 [base 30][+10 speed when Psionically Focus.]

Saves:
Fort: +7 [3 Psy War +2 Animal +2 Con]
Refl: +9 [1 Psy War +2 Animal +6 Dex]
Will: +6 [1 Psy War +0 Animal +3 Wis +2 Iron Will]
[+2 Racial vs Enchantments; Immune to Magical Sleep]

Attacks:
Claw +8 melee [1d4+3][x2]
Bite +8 melee [1d6+3, Curse][x2]

[b]Full Attack
2 Claws +8 melee [1d4+2][x2] AND Bite +3 melee [1d6+1, Curse][x2]

Miscellaneous Statistics:
Encumberance: 0-58 (light), 56-116 (medium), 117-175 (heavy)
Weight carried:
Ht. 5'1 Wt. 88 lbs.


STR...14 [+2]...(4 pts) [+2 Racial]
DEX...23 [+6]...(10 pts) [+2 Racial][+4 Eagle][+1 Level]
CON...14 [+2]...(10 pts) [-2 Racial][+2 Eagle]
INT....12 [+1]...(4 pts) [-2 Racial]
WIS...16 [+3]...(6 pts) [+2 Lycanthrope]
CHA...12 [+1]...(2 pts)

AC 20 [+6dex, +3 natural, +1 Size], Touch 17, Flat 14 [DR 10/Silver]
Initiative: +6 [6dex]
BAB/Grap: +2/+0 [+2bab +2str -4 Size]
Speed: Ground: 10 [base 10]
Fly: 80' [Average] [base 80]
[+10' speed when Psionically focused; Wingover]

Saves:
Fort: +7 [3 Psy War +2 Animal +2 Con]
Refl: +9 [1 Psy War +2 Animal +6 Dex]
Will: +6 [1 Psy War +0 Animal +3 Wis +2 Iron Will]
[+2 Racial vs Enchantments; Immune to Magical Sleep]

Attacks:
Talons +9 melee [1d4+3][x2]
Bite +9 melee [1d4+3, Curse][x2]
[Double Damage when Diving]

[b]Full Attack
2 Talons +9 melee [1d4+2][x2] AND Bite +4 melee [1d4+1, Curse][x2]

Miscellaneous Statistics:
Encumberance: 0-32.25 (light), 64.5 (medium), 97.5 (heavy)
Weight carried:
Ht. 2'8". Wingspan: 6'8". Wt. 8 lbs.

Hit Points: 32 (9 + (4.5+2) + (4.5+1)*2 + 6) [4 HD]

AC Modifiers: [+4 Armor from [i]Inertial Armor][+4 Shield from Force Screen][+2 Dex from Animal Affinity]

Attack Modifiers: [+2 to hit from Animal Affinity][+1 insight from Precognition: Offensive][+1 enhancement from Metaphysical Claw]

Damage Modifiers: [+2d6 damage from Psionic Fist][+4d6 acid damage from Dissolving Touch][+1 Damage from Metaphysical Claw][+2 insight from Prescience: Offensive]

Feats:
Iron WillB, AlertnessB, Weapon FinesseB, Psionic Fist [PsyWar1]; Psionic Body [1st]; Speed of Thought [PsyWar2]; Wingover [3rd]

Special Abilities:
"] A lycanthrope can shift into animal form as though using the polymorph spell on itself, though its gear is not affected, it does not regain hit points for changing form, and only the specific animal form indicated for the lycanthrope can be assumed. It does not assume the ability scores of the animal, but instead adds the animal’s physical ability score modifiers to its own ability scores. A lycanthrope also can assume a bipedal hybrid form with prehensile hands and animalistic features.

Changing to or from animal or hybrid form is a standard action.

A slain lycanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however.

Natural lycanthropes have full control over this power. "] A natural lycanthrope in animal or hybrid form has damage reduction 10/silver."] In any form, lycanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."Any humanoid or giant hit by a natural lycanthrope’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. If the victim’s size is not within one size category of the lycanthrope the victim cannot contract lycanthropy from that lycanthrope. Afflicted lycanthropes cannot pass on the curse of lycanthropy. Low-Light Vision [Ex]:
Scent [Ex]:

Skills (18 Points Psy War, 3 Points Eagle):
+26 Spot [6 rnks +3 Wis +8 Racial [Eagle] +2 Racial [Elf] +2 Alertness +5 Competence [Item]] [6 Psy WarCC,3 Eagle]
+8 Listen [+3 Wis, +2 Racial [Elf], +2 Alertness]
+4 Hide [+4 Dex] [+2 in Hybrid, +6 in Eagle]
+4 Move Silently [+4 Dex] [+2 in Hybrid/Eagle]
+2 Psicraft [1 rnks +1 Int] [2 Psy WarCC]]
+6 Handle Animal [3 rnks, +1 Cha, +2 Tool] [3 Psy War]
+8 Concentration [7 rnks, +1 Con] [7 Psy War] [+1 in Hybrid/Eagle]
Speaks Common, Elven, Eagle.

Powers Known: [ML 3] [Power Points: 7; Use: 3] (1/3 of total PP)]
1: [Dc 14] Metaphysical Claw; Catfall; Prescience, Offensive

Buffs and Prefight actions:
Gain Psionic Focus

Equipment: [Total: 4000 gp]
Eyes of the Eagle [2500 gp]
Brooch of Shielding [1500 gp]

Expendable Items: [Total: 450 gp]
Powerstone #1: [2 Powers Stored] [Total: 50 gp]
Metaphysical Claw [ML 1] [25gp]
Precognition: Offensive [ML 1] [25gp]

Powerstone #2: [4 Powers Stored] [Total: 400 gp]
Animal Affinity [ML 3] [150gp]
Inertial Armor [ML 1] [25gp]
Dissolving Touch [ML 4] [200gp]
Force Screen [ML 1] [25gp]


6 Eagles
Size/Type: Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +2
Speed: 10 ft. (2 squares), fly 80 ft. (average)
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +0/-4
Attack: Talons +3 melee (1d4)
Full Attack: 2 talons +3 melee (1d4) and bite -2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision
Saves: Fort +3, Ref +4, Will +2
Abilities: Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Skills: Listen +4, Spot +16
Feats: Alertness, Weapon FinesseB
Equipment: 1 Brooch Each [100 gp Each]
Tactics: None listed, but they can follow simple commands from Imperi.


Equipment at home:
Gold: 16624 gp
Clothing [Free and Weightless and Perfectly Clean!]
[Ma] Handle Animal Tool [50 gp]

Background: Imperi was born to a tribe of Wood Elves, but she was shunned by her people when she started to change into an eagle in some evenings. When she realized she could control the changes, she prefered to spend time with the eagles, because they were unjudging. So, she left her people and flew to Gladius, to see how the people there react to strangers.

Fights results:
MQ 1: (http://boards1.wizards.com/showpost.php?p=7743142&postcount=631) 6 Beautiful Eagles. [+750xp/+900 gp]
FFA 1: (http://boards1.wizards.com/showpost.php?p=7826444&postcount=690) Zassl, Maraxus & Grik, Snommelp & Yoriko Obato, Mind Rogue were all defeated! [+2250xp/+2400 gp]
Fight 1: (http://boards1.wizards.com/showpost.php?p=7933506&postcount=760) Defeated by Noko, Maraxus. [+500xp/+533 gp]
Team Fight 1: (http://boards1.wizards.com/showpost.php?p=7998914&postcount=805) Defeated by Validi, Iced and Delaria, TelinArtho. [+541xp/+577gp]
Fight 2: (http://boards1.wizards.com/showpost.php?p=8036924) Torgirr Hammerstriker, TheMagister was defeated! [+1125xp/+1200 gp]
Fight 3: (http://boards1.wizards.com/showpost.php?p=8188543) Boraxx, Pittbull was defeated! [+1912xp/+2125 gp]
Fight 4: (http://boards1.wizards.com/showpost.php?p=8215782&postcount=4) Greefe, Ribking was defeated! [+1800 xp/+2000 gp]
Hunter Fight 1: (http://boards1.wizards.com/showpost.php?p=8387736&postcount=164) Rebreg, SauroGrenom and Lortavos, Gonbow were both defeated! [2812 xp/+3123 gp]
Fight 5: Defeated by Barthleby, Pittbull! [+700 xp/+866 gp]

(tot. 1950 gp):
Stone: Animal Affinity [ML 3] [150 gp] [5 Used]
Stone: Dissolving Touch [ML 4] [200 gp] [5 Used]
Stone: Force Screen [ML 1] [25 gp] [3 Used]
Stone: Inertial Armor [ML 1] [25 gp] [5 Used]
Rauul

11-06-07, 04:36 AM
ECL 3 for Playtest

Gol'ie O'rean
Type: Humanoid
Gender: Male
Race: Githzerai
Size: Medium
Height: 6'3"
Weight: 180 lbs
Age: 17
Alignment: Chaotic Neutral
Classes: Soulknife 1 (+2LA)
Experience: 4,700/6,000


Attributes
STR 16 (+3) [10 pts] [8 Base]
DEX 22 (+6) [10 pts] [14 Base +6 racial]
CON 16 (+3) [10 pts] [8 Base ]
INT 12 (+1) [06 pts] [6 Base -2 racial]
WIS 10 (+0) [00 pts] [10 Base +2 racial]
CHA 08 (-1) [00 pts] [8 Base]


Miscellaneous Statistics
Hit Points: 13
[1 HD] [10 soul (3 Con x 1)]
Armor Class (Normal): 20 +2 shield
[10 Base + 6 Dex + 4 racial Inertial armor]
Armor Class (Touch): 20
[10 Base + 6 Dex + 4 racial Inertial armor]
Armor Class (Flat-Footed): 14
[10 Base + 4 racial Inertial armor]
Initiative: +6
[3 Dex]
Base Attack Bonus: +0
[0 soul]
Grapple: +3
[+ 3 Str]
Speed: 30 ft
[30 Base]
Weight Carried: 18.50 lbs, Light encumbrance
[1-76 (Light), 77-153 (Medium), 154-230 (Heavy)]



Saves
Fortitude: +4
[+ 3 Con +1 cloak]
Reflex: +9
[2 soul + 6 Dex +1 cloak]
Will: +3
[2 soul + 0 Wis +1 cloak]

Conditional Modifiers
Spell Resistance (Ex): 5 + Class Level = 6


Melee Attacks
Mind Blade +4 1d6+3 19-20/x2
[0 BAB + 3 str +1 focus]


Ranged Attacks
Longbow Compositemw (+3 str) +7 1d8+3 3x Range 110
[0 BAB + 6 Dex +1 Masterworked]


Combat Abilities
Darkvision (Ex): 60 ft.
Daze CL1 3/Day
Feather Fall CL1 3/Day
Shatter CL1 3/Day
SR 5+ class level


Class Features

Soulknife
Mind-Blade +0
Proficiency: Armor, Light
Proficiency: Shields
Proficiency: Simple Weapons: All
Weapon Focus (mind blade)
Wild Talent


Feats
Class: Weapon Focus (mind blade)
Class: wild talent
Lvl 1: Martial Weapon Proficiency: Longbow


Skills
Balance: +6
[0 Ranks + 6 Dex]
Climb: +7
[4 Ranks (4 Soul) + 3 Str]
Concentration +7
[4 Ranks (4 Soul) + 3 con]
Hide: +10
[4 Ranks (4 soul) + 6 Dex]
Jump: +3
[0 Ranks + 3 Str]
Listen: +4
[4 Ranks (4 soul) + 0 Wis]
Move Silently: +10
[4 Ranks (4 soul) + 6 Dex]
Spot: +4
[4 Ranks (2 soul) + 0 Wis]

Languages: Common, Githzerai
[1 Racial + 1 Int]
Total Skill Points: 24
[24 soulknife]
Armor Check Penalty: 0
[0 Armor]


General Tactics
Seek and destroy


Prefight Actions
Become Psionic Focused!

Equipment Carried
001 Gray Robe
[00.00 lbs]
050 Arrows
[07.50 lbs]
001 Mindblade
[2.00 lbs]
001 Longbow Compositemw (+3 str)
[03.00 lbs]
001 Darkwood Shield
[05.00 lbs]
001 Cloak of Resistance
[01.00 lbs]


Expendables Unused 450/450
001 Potion protection vs Evil [CL 1]
[50 gp]
001 Potion Protection vs Good [CL 1]
[50 gp]
001 Potion Hide from Animals [CL 1]
[50 gp]
002 Tattoo of Vigor [ML 1]
[2 x 100 gp]
002 Magic weapon (oil) [CL 1]
[2 x 50 gp]

Equipment Stored
95 Arrows

Arena Results
Needle vs Gol'ie O'Rean (Callix) [300 XP] [300 gp]
Gol'ie O'Rean vs Mineau Guwango (Vathelokai) [900 XP] [900 gp]
Gol'ie O'rean vs. Dajeus (Nurlithion) [300 XP] [300 gp]

Bookkeeping

001 Cloak of Resistance
[1,000.00 gp]
001 Darkwood Shield
[0,257.00 gp]
001 Longbow Compositemw (+3 str)
[0,700.00 gp]
200 Arrows
[0,010.00 gp]
002 vigor Tattoo[ML 1]
[2 x 100 gp = 200 gp]
001 Elf sight Tattoo[ML 1]
[1 x 100 gp = 100 gp]
003 magic weapon (oil)[CL 1]
[3 x 50 gp = 150 gp]
001 Potion protection vs Evil [CL 1]
[50 gp]
001 Potion Protection vs Good [CL 1]
[50 gp]
001 Potion Hide from Animals [CL 1]
[50 gp]


001 Tattoo of elf sight[ML 1]
[50 gp]


Starting: 3,000.00 gp
Battles: 1,500.00 gp
Sales: + 50.00 gp
---------------
Total Earned: 3,300.00 gp
Purchases: - 2,517.00 gp
---------------
Total Left: 2033.00 gp


3 arrows
2 arrows



Fight 1:300 xp 300 gp
Fight 2:900gp 900xp.
Fight 3:300 xp 300 gp.
Bought potions (prot vs evil, good, Hide from Animals, Sold Elf sight tattoo)






Total exp: 4700
Tolal Gold: 2033



Current 3FC Information


Time Between Fights: ? hrs
Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining)
Items Used: xxxxx, xxxxx
Spells/Power Points Used: xxxxx
x/day Abilities Used: xxxxx
Free Activity: xxxxx



Time Between Fights: ? hrs
Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining)
Items Used: xxxxx, xxxxx
Spells/Power Points Used: xxxxx
x/day Abilities Used: xxxxx
Free Activity: xxxxx



Time Between Fights: ? hrs
Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining)
Items Used: xxxxx, xxxxx
Spells/Power Points Used: xxxxx
x/day Abilities Used: xxxxx
Free Activity: xxxxx


Celestial Dog
Small Magical Beast (Extraplanar)
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/-3
Attack: Bite +2 melee (1d4+1)
Full Attack: Bite +2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite Evil
Special Qualities: Low-light vision, scent, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 6
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 13, Dex 17, Con 15, Int 3, Wis 12, Cha 6
Skills: Jump +7, Listen +5, Spot +5, Survival +1*
Feats: Alertness, TrackB
Environment: Any good-aligned plane
Organization: Solitary or pack (5-12)
Challenge Rating: 1/3
Alignment: Always lawful good
Rauul

11-06-07, 04:39 AM
ECL 4 Playtest

Gortek ChaoSlayer
http://www.geocities.com/abyssallord/gortex.jpg
Type: Humanoid
Gender: Male
Race: Dwarf
Size: Medium
Height: 4'3"
Weight: 160 lbs
Age: 44
Alignment: Neutral Good
Classes: Barbarian 2/Ranger 2
Experience: 6275/10,000


Attributes
STR 16 (+3) [10 pts] [8 Base][+4 raged]
DEX 16 (+3) [10 pts] [8 Base]
CON 18 (+3) [08 pts] [10 Base + 2 Racial +1 level 4][+4 raged]
INT 14 (+2) [06 pts] [8 Base]
WIS 10 (+0) [02 pts] [8 Base]
CHA 06 (-2) [00 pts] [6 Base - 2 Racial]


Miscellaneous Statistics
Hit Points: 43.5 [+8 Raged]
[3 HD] [12 Barb + (6.5 barb ) +(4.5 x 2 Ranger) (4 Con x 4)]
Armor Class (Normal): 18 [-2 raged] +4 Force Screen
[10 Base + 3 Dex]
Armor Class (Touch): 13 [-2 raged]
[10 Base + 3 Dex]
Armor Class (Flat-Footed): 18 [-2 raged]
[10 Base + 3 Dex (Uncanny Dodge)]
Initiative: +3
[3 Dex]
Base Attack Bonus: +4
[2 Barb 2 ranger]
Grapple: +7
[4 BAB + 3 Str]
Speed: 30 ft
[20 Base + 10 Barb]
Weight Carried: 64.00 lbs, Light encumbrance
[1-76 (Light), 77-153 (Medium), 154-230 (Heavy)]



Saves
Fortitude: +11a
[3 barb +3 ranger + 4 Con +1 cloak]
Reflex: +7a
[3 ranger + 3 Dex +1 cloak]
Will: +1a [Rage +2 Will Save]
[+ 0 Wis +1 cloak]

Conditional Modifiers
a +2 Saves vs. Poison
a +2 Saves vs. Spells and Spell-like Effects

Melee Attacks
(2 handed) +1 Large Dwarven waraxe: +7, 2d8+5 [x1.5 for 2 handed] (20/x3), Slashing Rage +9 2d8+7 [x1.5 for 2 handed] +2 vs Outsider (Evi)
[4 BAB + 3 Str + 1 Feat +1 Enchantment -2 Size]


Ranged Attacks
Light Crossbow: +7, 1d8 (19-20/x2), Piercing, Range 80 ft +2 vs Outsider (Evi)
[4 BAB + 3 Dex]
Rapid shot Light Crossbow: +5/5, 1d8 (19-20/x2), Piercing, Range 80 ft +2 vs Outsider (Evi)
[4 BAB + 3 Dex -2 rapid shot]



Combat Abilities
+1 Attack vs. Orcs and Goblinoids
+2 Saves vs. Poison
+2 Saves vs. Spells and Spell-like Effects
+4 Dodge Bonus to AC vs. Giants
Darkvision (Ex): 60 ft.
Stability (Ex)
Weapon Familiarity (Ex)
Favored Enemy: Outsider (Evil) (+2)
Rage 1/day 9 Rds +4 Str/+4 Con (+8 HP) +2 Will Save -2 Ac

Class Features

Barbarian
Fast Movement
Illiteracy
Proficiency: Armor, Light
Proficiency: Martial Weapons: All
Proficiency: Shields
Proficiency: Simple Weapons: All
Proficiency: Armor, Medium
Rage (1x/day)
Uncanny Dodge

Ranger Changes (http://forums.gleemax.com/showpost.php?p=13502341&postcount=594)
Track
Wild Empathy (1+Cha.Mod)
Favorite Enemy (Outsider, Evil) +2
Archer feat: Rapid Shot

Feats
Lvl 1: Weapon Focus (Dwarvish waraxe)
Ran 1: Track
Lvl 3: Rapid reload (Light Crossbow)
Ran 2: Rapid Shot

Skills
Balance: +1
[0 Ranks + 3 Dex -2ACP ]
Climb: +6
[5 Ranks (1 barb +4 Ranger) + 3 Str -2ACP ]
Hide: +1
[0 Ranks + 3 Dex -2ACP]
Jump: +6
[5 Ranks (5 barb) + 3 Dex -2ACP]
Listen: +7
[7 Ranks (5 barb + 2 Ranger) + 0 Wis]
Move Silently: +1
[0 Ranks + 3 Dex -2ACP]
Spot: +2
[2 Ranks (2 Ranger) + 0 Wis]
Craft Stonemasonry: +12 (88 gp)
[7 Ranks (5 Barb 1 Ranger) + 2 int +2 Racial +2 Tools]
Craft Weaponsmithing: +12
[7 Ranks (5 Barb 1 Ranger) + 2 int +2 Racial +2 Tools]
Knowledge–Geography: +9
[7 Ranks (2(4)CC Barb 5 Ranger) + 2 int ]
Survival: +5
[5 Ranks (5 barb) + 0 Wis]

Languages: Common, Dwarven, Orc and Goblin
[2 Racial + 2 Int]
Total Skill Points: 46
[30 barb + 16 Ranger]
Armor Check Penalty: -2
[-2 Armor]


General Tactics
Tap Tattoo for armor, Draw axe, Drink ale, Run around Looking for opponent, Destroy Enemy, Drink More Ale


Prefight Actions
Drink Ale

Equipment Carried
001 Red Dragonhide Breastplate
[30 lbs]
001 cloak of resistance +1
[1 Lb]
001 Gallon of Dwarven Ale
[08.00 lbs]
001 Large Dwarven Waraxe +1
[16.00 lbs]
001 Light Crossbow
[04.00 lbs]
035 Crossbow bolts
[05.00 lbs]


Expendables Unused 300/800
003 Force Screen Tattoo[ML 1]

Equipment Stored
006 Gallons of Dwarven Ale
001 Stonemasonry tools MW
001 Weaponsmithing tools MW


Arena Results
Gortek vs Diana Valassar (templer10)[375 XP] [375 gp]
Gortek vs Ralein Dreamstriker (Eamane)[900 XP] [900 gp]Got Drunk
Gortek vs Ackbar Stormsword (whitebaron)[300 XP] [300 gp]
Gortek vs Snaga (whitebaron)[300 XP] [300 gp]
Gortek vs Maeglin Eluch (Callix) [900 XP] [900 GP]He retired.. We Got Drunk
Gortek Vs Khaz Issolith (whitebaron) [300 XP] [300 GP]We Got Drunk



Bookkeeping

001 Large Dwarven Waraxe +1crafted + Enchanted
[2,000.00 + 180 gp= 2,180 gp]
001 heavy Crossbow
[0,050.00 gp]
050 Crossbow Bolts
[0,005.00 gp]
001 Stonemasonry tools MW
[0,055.00 gp]
001 Weaponsmithing tools MW
[0,055.00 gp]
002 Inertial Armor tattoo[ML 1]
[2 x 100 gp = 200 gp]
006 Force Screen Tattoo[ML 1]
[6 x 100 gp = 500 gp]
010 Gallons of Dwarven Ale
[10 x 2 sp (2 gp)]
001 Red Dragonhide Breastplate
[700 gp]
001 cloak of resistance +1
[1000 gp]
001 Light Crossbow
[0,035.00 gp]



Heavy Crossbow
[25 gp]


Starting: 3,000.00 gp
Battles: 3075.00 gp
Crafts 396.00 gp
Sales: + 25.00 gp
---------------
Total Earned: 6,496.00 gp
Purchases: - 4,857.00 gp
---------------
Total Left: 1,639.00 gp


002 Inertial Armor tattoo[ML 1]
003 Force Screen Tattoo[ML 1]
15 bolts

Current 3FC Information


Time Between Fights: ? hrs
Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining)
Items Used: xxxxx, xxxxx
Spells/Power Points Used: xxxxx
x/day Abilities Used: xxxxx
Free Activity: xxxxx



Time Between Fights: ? hrs
Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining)
Items Used: xxxxx, xxxxx
Spells/Power Points Used: xxxxx
x/day Abilities Used: xxxxx
Free Activity: xxxxx



Time Between Fights: ? hrs
Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining)
Items Used: xxxxx, xxxxx
Spells/Power Points Used: xxxxx
x/day Abilities Used: xxxxx
Free Activity: xxxxx



Size/Type: Small Elemental (Earth, Extraplanar)
Hit Dice: 2d8+2 (11 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 17 (+1 size, -1 Dex, +7 natural), touch 10, flat-footed 17
Base Attack/Grapple: +1/+0
Attack: Slam +5 melee (1d6+4)
Full Attack: Slam +5 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Earth mastery, push
Special Qualities: Darkvision 60 ft., earth glide, elemental traits
Saves: Fort +4, Ref -1, Will +0
Abilities: Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +2
Feats: Power Attack Cleave, Power Attack
Environment: Elemental Plane of Earth
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 3 HD (Small)
Level Adjustment:
Rauul

11-06-07, 04:43 AM
ECL 6 Playtest Character

http://www.geocities.com/abyssallord/shadow.jpg

The shadow
Zimram Bastal
Automatic Skill Packages :
Political Carreer (+22% )and Court Connections (+117 gp 6sp) (http://boards1.wizards.com/showpost.php?p=6466576#post6466576)
Free activity: Gather Information for 350 gp bracelet

Type: Humanoid
Gender: Male
Race: Human
Size: Medium
Height: 5'2"
Weight: 130 lbs
Age: 18
Alignment: Neutral Evil
Classes: Bard 4/rogue 1/Assassin 1
Experience: 17,849/21,000


Attributes
STR 15 (+2) [06 pts +1 level]
DEX 14 (+2) [06 pts]
CON 14 (+2) [06 pts]
INT 14 (+2) [06 pts]
WIS 10 (+0) [02 pts]
CHA 16 (+3) [10 pts]


Miscellaneous Statistics
Hit Points: 35.5
[6 HD] [6 + 3.5 x5 (2 Con x 6)]
Armor Class (Normal):18 (19) (16) +1 insight tattoo
[10 Base + 2 Dex + 4 Armor +2 shield]-2 with bow
Armor Class (Touch): 12
[10 Base + 2 Dex]
Armor Class (Flat-Footed): 16 (14)
[10 Base + 4 Armor +2 shield]-2 with bow
Initiative: +2
[2 Dex]
Base Attack Bonus: +3
[4 bard]
Grapple: +5
[3 BAB + 2 Str]
Speed: 30 ft
[30 Base]
Weight Carried: 31.00 lbs, Light encumbrance
[1-58 (Light), 59-116 (Medium), 117-175 (Heavy)]


Saves
Fortitude: +3
[1 bard + 2 Con]
Reflex: +10
[4 bard + 2 Dex +2 rogue +2 Assassin]
Will: +4
[4 bard+ 0 Wis]


Melee Attacks
Rapiermw +6 1d6+2 18-20 x2 Piercing
[3 BAB + 2 str +1 enhancement]


Ranged Attacks
Darkwood Composite Shortbow (+2 Str): +6, 1d6+2 (x3), Piercing, Range 70 ft
[3 BAB + 2 Dex +1 enhancement ]
Alchemist fire +5 1d6 x2 Spatter range 10ft
[3 BAB + 2 Dex ]
Tanglefoot bag +5 (special) range 10ft
[3 BAB + 2 Dex ]
Combat Abilities
Bardic Knowledge (3+Int.Mod)
Bardic Music Uses: 4/day
Bardic Music: Countersong
Bardic Music: Fascinate
Bardic Music: Inspire Competence
Bardic Music: Inspire Courage (+1)
Proficiency: Armor, Light
Proficiency: Shields
Proficiency: Simple Weapons: All + (longsword, rapier, sap, short sword, shortbow, whip, crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap)
Spells (3/2/1)
Sneak Attack +2d6
Trapfinding
Death Attack (DC 11 + Int. Mod.)
Poison Use


Bard Spells Spell changes (http://boards1.wizards.com/showpost.php?p=12211027&postcount=523)
Cantrips: Read Magic, Detect magic, Daze, Flare, Lullaby, Resistance
Level 1: DC 14 Sleep, Summon Monster I, Expeditious Retreat
Level 2: DC 15 Silence, Hold Person
Spells Per Day: 3 3 1
Spell Levels Available Per Fight: 2 (3 Cantrips) Total Spell Levels 5, rounded up: 2
Caster Level: 4
Spells for Fight 2/2/2

Assassin Spells
Level 1: DC 14 True Strike, Obscuring Mist,
Spells Per Day: 1
Spell Levels Available Per Fight: 1 Total Spell Levels 1,
Caster Level: 1


Feats
Bard 1: Dodge
Human 1: Mobility
Lvl 3: Combat reflexs
Lvl 6: Leadership

Skills changes (http://forums.gleemax.com/showpost.php?p=14038055&postcount=621)
Balance: +2
[ 0 Ranks (0 bard) +2 Dex]
Climb: +2
[0 Ranks (0 bard) +2 Str ]
Concentration: +2
[0 Ranks (0 bard) + 2 Con]
Craft (Armorsmith): +10
[6 Ranks (6 bard) + 2 Int + 2 Circumstance]
Diplomacy +14
[9 Ranks (8 bard +1 Assassin) + 3 cha +2 synergy(Knowledge (Nobility and Royalty)]
Escape Artist: +8
[6 Ranks (6 bard) + 2 dex]
Disguise: +7
[4 Ranks (4 rogue) + 3 cha]
Gather Information: +16
[9 Ranks (7 bard +2 assassin) + 3 cha + 2 Synergy(local) +2 Enhancement] (16x24= 384 gp Black market)
Hide: +11 (16)(26)
[9 Ranks (7 bard)(1 rogue) (1 assassin) + 2 Dex] +10 Enhancement with tattoo +5 competence bonus cloak
Jump: +2
[0 Ranks (0 bard) + 2 Str]
Knowledge:Nobility and Royalty +8
[6 Ranks (6 bard) + 2 int]
Knowledge:local +7
[5 Ranks (5 rogue) + 2 int]
Listen: +2
[2 Ranks (2 Assassin) + 0 Wis]
Move Silently: +11 (+16)
[9 Ranks (7 bard)(1 rogue)(1 assassin) + 2 Dex]+5 competence bonus boots
Spot: +2
[2 Ranks (4 cc bard) + 0 Wis]
Swim: +2
[0 Ranks (0 bard) + 2 str]
Search +2
[0 Ranks (0 bard) + 2 Int]
Sense Motive +0
[0 Ranks (0 bard) + 0 Wis]
Sleight of Hand +8
[6 Ranks (6 bard) + 2 dex]
Preform (Dance) +9
[6 Ranks (6 bard) + 3 cha]112 gp

Languages: Common, Elven and Blink Dog (http://forums.gleemax.com/showpost.php?p=13351512&postcount=592)
[1 Racial + 2 Int]
Total Skill Points: 74
[63 Bard][11 rogue][7 assassin]
Armor Check Penalty: 0
[0 Armor]


Conditional Modifiers

General Tactics
Always make use of relevant skills/abilities for given situations.
Use any and all equipment available whenever necessary.
Always Attempt to win at any cost!
Use Wand of cure light wounds when below 50% hps

Prefight Actions
Check all Equipment
Put up hood on cloak (+5 to Hide)
Extended darkvision (5 hours remain)(150gp)
PrePoison 1 arrows with Drow poison

Equipment Carried
001 Efficient Quiver
[02.00 lbs]
050 Arrows
in Quiver
001 Darkwood Composite Shortbow (+2 Str)
[01.00 lbs]
001 Mithral Chain Shirtc
[10.00 lbs]
001 Heavy Darkwood Shieldc
[5.00 lbs]
001 Rapiermw
[2.00 lbs]
001 Wand of Cure light wounds [CL 1] (31)
[0.01 lbs]
001 Wand of Expeditious Retreat [CL 1}(40)
[0.01 lbs]
001 cloak of Elvenkind
[1.00 lbs]
001 Boots of Elvenkind
[1.00 lbs]
002 Drow Poison (Injury DC 13 or uncon)
[0.04 lbs]
004 Alchemist’s fire
[4.00 lbs]
002 Tanglefoot bag
[8.00 lbs]
Ring 1 : Ring of the Informant (http://forums.gleemax.com/showpost.php?p=13254974&postcount=465) (+2 competence to Gather Information)
Bracelet :Charm Bracelet of Protection (http://forums.gleemax.com/showpost.php?p=13907081&postcount=496) [0lbs][350 gp] (Bracelet, 2 Protection from Evil (CL 1), 1 Obscuring mist (CL 1), 2 Protection from Good (CL 1), 2 Mage Armor (CL 1) each usable once)
012 Blood Red Roses [1.00 lbs]


Expendables Unused 1700gp/1800gp
2 tattoos of Chameleon [ML 1] [200 gp ]
2 Tattoos of Precognition, Defensive [ML 1] [200 gp ]
1 Tattoos of Biofeedback [ML 1][100 gp ]
2 Tattoos of Elfsight [ML 1][200 gp ]
Powerstone of Dissolving weapon(1) [ML 3][200 gp ] DeMarcos
power stone of Darkvision (1) [ML 3][200 gp ] DeMarcos
2 potions of Darkvision [CL 3][300 each gp ]
Equipment Stored
Armorsmithing tools mw
45 arrows




DeMarcos
Type: Aberration
Gender: Male
Race: Elan
Size: Medium
Height: 5'7"
Weight: 180 lbs
Age: 34
Alignment: Neutral Evil
Classes: Psychic Warrior 4


Attributes25pts +1 str lvl 4
STR 16 (+3)
DEX 10 (+0)
CON 14 (+2)
INT 10 (+0)
WIS 14 (+2)
CHA 07 (-2)


Miscellaneous Statistics
Hit Points: 34
[4 HD] [4.5 pw x 4 ) (2 Con x 4)(psy body feat +8)]
Armor Class (Normal): 18
[10 Base +8 Armor]
Armor Class (Touch): 10
[10 Base]
Armor Class (Flat-Footed): 18
[10 Base +8 armor]
Initiative: +0
[0 Dex]
Base Attack Bonus: +3
[4 PW]
Grapple: +6
[3 BAB +3 Str]
Speed: 20 ft
[30 Base]
Weight Carried: 65.00 lbs, Light encumbrance
[1-76 (Light), 77-153 (Medium), 154-230 (Heavy)]



Saves
Fortitude: +6a
[+4 pw + 2 Con]
Reflex: +1a
[1 pw]
Will: +3a
[+1 pw + 2 Wis]

Conditional Modifiers
Naturally Psionic: 2 Bonus PP
Repletion (Su) An elan can sustain her body without need of food or water. If she spends 1 power point, an elan does not need to eat or drink for 24 hours.
Resilience (Su) When an elan takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 power point she spends.
Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.

Melee Attacks
Crystal, Deep Greataxe + 7 1d12+4 (x3)
[3 BAB + 3 str +1 enhancement ]

Ranged Attacks
Crystal, Deep Longbow, comp. (+3 Str) +4 1d8+3 (x3)
[3 BAB +1 enhancement ]


Class Features

Psychic WarriorBonus Feat (2)
Proficiency: Armor, Heavy
Proficiency: Armor, Light
Proficiency: Armor, Medium
Proficiency: Martial Weapons: All
Proficiency: Shields
Proficiency: Simple Weapons: All


Feats
Lvl 1: Psionic Body
pw 1: Psionic weapon
pw 2: Psicrystal Affinity
Lvl 3: Psicrystal Containment

Powers Known: [Power Points: 11 ]
Manifester Level: 4

Level 1 : Expantion, Vigor, Force Screen
Level 2 : Psionic Lion`s Charge


Skills
Balance: -6
[0 Ranks -6 ACP]
Concentration: +9
[7 Ranks [7 Pw] + 2 Con ]
Climb: -3
[0 Ranks +3 Str -6 ACP]
Hide: -6
[0 Ranks -6 ACP]
Jump: -6
[0 Ranks +3 Str -9 ACP]
Listen: +2
[0 Ranks +2 Wis]
Move Silently: -6
[0 Ranks -6 ACP]
Spot: +2
[0 Ranks +2 Wis]
Swim: -6
[3 Ranks [3 pw +3 str -12 ACP]
Psicraft: +2
[2 Ranks (4 cc pw)]

Languages: Common
[1 Racial]
Total Skill Points: 14
[14 Psychic Warrior]
Armor Check Penalty: -6
[-6 Armor]


Prefight Actions
Become Focused
become Focused/Nexus
Bring Nexus
Dissolving weapon on Deep crystal great axe (from fight 1)

Single minded(+2 Concentration)

Abilities(granted by levels):
Telepathic Link (Su), Sighted (Ex), Share Powers (Su), Self-Propulsion (Su), Personality (Ex), Improved Evasion, Alertness, Deliver Touch Powers (Su)

Diminutive Construct
Hit Dice: As master’s HD (hp 1/2 master’s)
Initiative: +2
Speed: 30 ft. (6 squares), climb 20 ft.*
Armor Class: 17 (+4 size, +2 Dex*, +1 Natural), touch 16, flatfooted 15
Base Attack/Grapple: +0/-17
Attack: -
Full Attack: -
Space/Reach: 1 ft./0 ft.
Special Attacks: -
Special Qualities: Construct traits, hardness 8, psicrystal granted abilities

(improved evasion, personality, self-propulsion, share powers, sighted, telepathic link)
Saves: As master’s saves
Abilities: Str 1*, Dex 15*, Con -, Int 7, Wis 10, Cha 10
Skills: Climb +14*, Listen +7, Hide+19, Ride+3, Move Silently +2, Spot +7
Feats: Alertness
Environment: Any
Organization: Solitary
Challenge Rating: Included with master
Treasure: None
Alignment: As master
Advancement: -
Level Adjustment: -

Equipment Carried
Full plate armorc
Mw Deep crystal great axe
Mw Deep Crystal Mighty bow+3
40 arrows
Bracelet : Bracelet of Deep Crystal Charms (http://forums.gleemax.com/editpost.php?do=editpost&p=11803386) [0lbs] [350 gp] (bracelet, 1 Float (ML 1), 2 Force screen's (ML 1), 2 Elf sight (ML 1), 2 Chameleon (ML 1), each usable once)

Expendables Unused
Powerstone of Dissolving weapon(1) 200
power stone of Darkvision (1) 200

Max total (ECL2 x 50): 0 gp (cohort)




Arena Results
1st battle vs (http://boards1.wizards.com/showpost.php?p=12063314#post12063314) Hiisi Ivaldi (pitlord Horatius) won
2nd battle vs (http://boards1.wizards.com/showpost.php?p=12194409#post12194409)Gen eral Zaroff (pitlord Maraxus) won
3rd Battle vs (http://boards1.wizards.com/showpost.php?p=12294961#post12294961)Tyd en Rayn (pitlord Yitzi) Lost
Miniquest (http://boards1.wizards.com/showthread.php?t=844638) Failure (pitlord Sjiggie)
5th battle vs (http://boards1.wizards.com/showpost.php?p=12422799&postcount=868)Daren Legrad (pitlord templer10) Lost
MiniQuest (http://boards1.wizards.com/showthread.php?t=852026) Success (pitlord Abyssal Stalker)
7th Battle vs (http://boards1.wizards.com/showpost.php?p=12562786&postcount=919) Tyden Rayn (pitlord Yitzi) Lost
8th battle vs (http://boards1.wizards.com/showpost.php?p=12726648#post12726648) Truls Rohk vs Balthazar(pitlord TelinArtho)
9th battle vs (http://boards1.wizards.com/showpost.php?p=12804408#post12804408) Felice tu'Ria (pitlord Username) Lost
10th Battle Vs (http://boards1.wizards.com/showpost.php?p=12891857&postcount=1023) The Unholy Ninja (pitlord TelinArtho)Lost
11th (http://boards1.wizards.com/showpost.php?p=12982991&postcount=1060) battle (http://boards1.wizards.com/showpost.php?p=12985987&postcount=1062) Ialgo VS Inzin VS Shadow VS Arbin: cavern (FFA) (pitlord temper10) Won
Miniquest (http://boards1.wizards.com/showpost.php?p=13262576&postcount=483) Failure (pitlord Malither76)
MiniQuest "A Priest of the People" (http://forums.gleemax.com/showthread.php?p=13413523#post13413523)F ailure (QL Vathelokai)
vs Tiris Rush (http://forums.gleemax.com/showpost.php?p=13495448#post13495448)(pi tlord temper10) 605 XP and 680.4 GP
Miniquest "Severance" (http://forums.gleemax.com/showpost.php?p=13669919&postcount=502) Failure (QL Vathelokai)
Wisp vs shadow (http://forums.gleemax.com/showpost.php?p=13801061#post13801061) (PL Whitebaron) 1815 xp and 1936 gp +111 gp 1sp 5 cp
Gakhnalak Strongjaw Vs Shadow (http://forums.gleemax.com/showpost.php?p=13902219&postcount=1347) (PL Sjiggie) Looses 882xp and 980gp + Gather Information
Brutish Shadows (http://forums.gleemax.com/showpost.php?p=14097526&postcount=510) MiniQuest (QL Eamane) 1922 xp and 2134.97gp + Gather Information





Abilities


Bookkeeping

50 Arrows
[0,002.50 gp]
50 Arrows
[0,002.50 gp]
50 Arrows
[0,002.50 gp]
001 Darkwood Composite Shortbow (+2 Str)
[0,545.00 gp]
001 Rapiermw
[0,320.00 gp]
001 Masterwork Armorsmithing Tools
[0,055.00 gp]
001 Mithral Chain Shirtc
[550.00 gp]
001 Darkwood Shieldc
[129.00 gp]
003 Tattoos of Chameleon
[0,300.00 gp]
001 Wand of cure light wounds (49)
[0,750.00 gp]



Balance Sheet:
Starting Exp and Money: 3200xp/3000gp
Fight 1: 1204xp/1267gp 1sp 3cp
Fight 2: 1071xp/1071gp + 63.13gp
Fight 3: 357xp/357gp + 61.56gp.

Miniquest: 0xp/0gp (failed miniquest)
Fight 5: 357xp/357gp + 61.55gp
Miniquest: 1200xp/1200gp (Qualified for Assassin prs)

Fight 7: 476xp/558gp 8cp
Fight 8: 952xp/952gp + 82.08gp
Fight 9: 476xp/476gp + 82.08gp

Fight 10:476xp/476gp + 82.08gp
Fight 11:2856 XP and 2856 GP + 82.08gp
Miniquest: 0xp/0gp (failed miniquest)

Purchases (2 tattoos of elfsight, 2 Tattoos of Chameleon, 1 Tattoo of biofeedback, NPC Spell casting service (extended darkvision cl 5),2 Tanglefoot bag -- 750 gp spent + 400 gp Blackmarket (http://forums.gleemax.com/showpost.php?p=13254974&postcount=465)

Miniquest: 0xp/0gp (failed miniquest)
Fight 14: 605 XP and 680.4 GP +111 gp 1sp 5 cp
MiniQuest: 0xp/0gp (failed miniquest)

Purchases: NPC Spell casting service (extended darkvision cl 5 150gp), Boots of Elven Kind 2500 gp 1 tattoo of Chameleon

Fight 16:1815 xp and 1936 gp +111 gp 1sp 5 cp
Fight 17: 882xp and 980gp Gather Info (http://forums.gleemax.com/showpost.php?p=13831502&postcount=489)-350gp = 630gp
Fight 18:MiniQuest 1921.5 xp and 2134.99 gp -220(merc) -350(gather infomation (http://forums.gleemax.com/showpost.php?p=13907081&postcount=496))=1922 xp and 1584.99 gp

Purchuses:
Full plate armorc 750
Mw Deep crystal great axe 1320
Mw Deep Crystal Mighty bow+3 1700
40 arrows 2
poisons (2) Drow 150
Powerstone of Dissolving weapon(1) 200
power stone of Darkvision (1) 200

2 potions of Darkvision 600

Total 4922gp

Total Income: 14440 xp / 15131gp 9sp 2cp

Total value of Expenses: 14956 gp +1 (for roses)

Net remaining: 32.46 gp (-1 for roses)



5 tattoos of Chameleon --500gp
2 tattoos of Biofeedback --100gp
27 arrows
19 charge from Wand of CLW --0gp
10 charges from Wand of Exp. Retreat --0gp
8 doses of Drow Poison --75 each
Lvl 2 Merc 200 gp

Total value of Used Equipment: 1200gp + arrows


Current Equipment:
001 Efficient Quiver -- 1800gp
060 Arrows -- 3gp
001 Darkwood Composite Shortbow (+2 Str) -- 545gp
001 Mithral Chain Shirtc -- 550gp
001 Darkwood Shieldc -- 128gp, 5sp
001 Rapier mw -- 320gp
001 Wand of Cure light wounds (49) -- 750gp
001 Wand of Expeditious Retreat (47) -- 750gp
001 cloak of Elvenkind -- 2500gp
004 Drow Poison (Injury DC 13 or uncon) -- 300gp
004 Alchemist’s fire -- 80gp
002 Tanglefoot bag -- 100gp
012 Blood Red Roses -- (1gp)
4 tattoos of Chameleon -- 200gp
2 Tattoos of Precognition, Defensive -- 200gp
2 Tattoos of Biofeedback -- 200gp
2 Tattoos of Elfsight -- 200gp
Armorsmithing tools mw -- 55gp
50 arrows -- 2.5gp

Total value of Current Equipment: 8484gp (+1 for the roses)


Early in life Zimram Bastal found that he could sing like an angel and used that to work his way off the streets where he was only known as "The Shadow", having made contacts throught the upper and the dark districts, Zimram is now living a dark life of political intrigue, and even assassination.. nothing is beyond this mans means to get what he wants.. Power pure and simple..

Current 3FC Information


Time Between Fights: ? hrs
Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining)
Items Used: xxxxx, xxxxx
Spells/Power Points Used: xxxxx
x/day Abilities Used: xxxxx
Free Activity: xxxxx



Time Between Fights: ? hrs
Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining)
Items Used: xxxxx, xxxxx
Spells/Power Points Used: xxxxx
x/day Abilities Used: xxxxx
Free Activity: xxxxx



Time Between Fights: ? hrs
Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining)
Items Used: xxxxx, xxxxx
Spells/Power Points Used: xxxxx
x/day Abilities Used: xxxxx
Free Activity: xxxxx




Kobold, 1st-Level Warrior
Size/Type: Small Humanoid (Reptilian)
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 size, +1 Dex, +1 natural, +2 leather), touch 12, flat-footed 14
Base Attack/Grapple: +1/-4
Attack: Spear +1 melee (1d6-1/×3) or sling +3 ranged (1d3-1)
Full Attack: Spear +1 melee (1d6-1/×3) or sling +3 ranged (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., light sensitivity
Saves: Fort +2, Ref +1, Will -1
Abilities: Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8
Skills: Craft (trapmaking) +2, Hide +6, Listen +2, Move Silently +2, Profession (miner) +2, Search +2, Spot +2
Feats: Alertness
Environment: Temperate forests
Challenge Rating: ¼
Treasure: Standard
Alignment: Neutral evil
Advancement: By character class

Equipment
Spear
Sling
20 sling stones
Leather armor
Rauul

11-07-07, 05:01 AM
Guess i should put in here that i am willing to run a Playtest Battle as well as my normal fight..
mucki

11-10-07, 08:08 AM
Right, I'd like to try out those new community challenges. I can offer two characters:

A: Krusk and an agent (CR1)


Krusk
Gender and Race: Male Half-Orc
Size and Type: Medium Humanoid(Orc)
Height and Weight: 6'6", 195 lbs
Age: 27
Alignment: True Neutral
ECL: Barbarian1/Fighter2
Experience: 5900/6000


Attributes
STR 20 (+5) [16 pts] [18 Base, +2 Racial] (+4 in rage)
DEX 16 (+3) [10 pts] [16 Base]
CON 16 (+3) [10 pts] [16 Base] (+4 in rage)
INT 06 (-2) [00 pts] [08 Base, -2 Racial]
WIS 08 (-1) [00 pts] [08 Base]
CHA 06 (-1) [00 pts] [08 Base, -2 Racial]


Miscellaneous Statistics
Hit Points: 32 [3 HD] [12 (Barbarian) + (5.5 (Fighter) x 2) + (3 HD x 3 Con)] (+4 in rage)
Armor Class (Normal): 19 [10 Base, +3 Dex, +6 Armor] (+1 buckler)(+2 shield)(+4 force screen)(+1 Dodge)(+4 Mobility)(-2 rage)
Armor Class (Touch): 13 [10 Base, +3 Dex](+1 Dodge)(+4 Mobility)(-2 rage)
Armor Class (Flat-Footed): 16 [10 Base, +6 Armor] (+1 buckler)(+2 shield)(+4 force screen)(-2 rage)
Initiative: +3 [3 Dex]
Base Attack Bonus: +3 [+1 (Barbarian), +2 (Fighter)]
Grapple: +8 [3 BAB, 5 Str] (+2 in rage)
Speed (Land): 30 ft [30 Base, -10 Armor, +10 Fast Movement]
Weight Carried: 128.30 lbs, Light encumbrance [0-133 (Light), 133-266 (Medium), 266-400 (Heavy)]
Damage Reduction: 0
Spell/Power Resistance: 0


Saves
Fortitude: +8 [+3 Con, +2 (Brb1), +3 (Ftr2)] (+2 rage)
Reflex: +3 [+3 Dex]
Will: -1 [-1 Wis] (+2 rage)


Melee Attacks
MW Longspear +9, 1d8+7, (20/x3), (Piercing) [+5 Str, +3 BAB, +1 Masterwork] (+2 to hit, +3 to dmg in rage)
Shortspear +8, 1d6+5, (20/x3), (Piercing) [+5 Str, +3 BAB] (+2 to hit, +2 to dmg in rage)
Shieldbash +4, 1d6+2, (20/x2), (Bludgeoning/Piercing) [+5 Str, +3 BAB, -4 Offhand] (+2 to hit, +1 to dmg in rage)


Ranged Attacks
Shortspear +6, 1d6+5, (20/x3), Range 20 ft, (Piercing) [+3 Dex, +3 BAB] (+2 dmg in rage)
Mighty (+5) Composite Longbow +6, 1d8+5, (20/x3), Range 110 ft, (Piercing) [+3 Dex, +3 BAB]


Special Attacks & Abilities
Barbarian:
Rage 1/day


Feats
Dodge Lvl 1
Mobility Lvl 3
Power Attack Fighter 1
Imp. Overrun Fighter 2


Skills
Total Skill Points: 10 [8 (Barbarian1), 2 (Fighter2), etc]
Languages: Common, Orc [1 Racial]
Armor Check Penalty: -3 [-3 Armor] (-1 Buckler)(-2 Shield)

Balance: 0 [+3 Dex, -3 ACP] (-1 Buckler)(-2 Shield)
Climb: +2 [+5 Str, -3 ACP] (+2 in rage)(-1 Buckler)(-2 Shield)
Escape Artist: 0 [+3 Dex, -3 ACP] (-1 Buckler)(-2 Shield)
Hide: +3 [+3 Dex, +3 Ranks (2 (Brb1)cc, 1 (Ftr2)cc), -3 ACP] (-1 Buckler)(-2 Shield)
Jump: +2 [+5 Str, -3 ACP] (+2 in rage)(-1 Buckler)(-2 Shield)
Listen: +3 [-1 Wis, 4 Ranks (4 (Brb1))]
Move Silently: 0 [+3 Dex, -3 ACP] (-1 Buckler)(-2 Shield)
Spot: -1 [-1 Wis]
Swim: -1 [+5 Str, -6 2xACP] (-1 Buckler)(-2 Shield)

All other skill have no permanent or conditional modifiers or ranks.


Equipment Worn and Carried
Cloths and Armor:
Basic Outfit [0 lbs] [0 gp]
Breastplate+1 [30 lbs][1350 gp]
Buckler [5 lbs][15 gp]
Heavy Wooden Shield+Spikes [15 lbs][17 gp]
Tower Shield [45 lbs][30 gp]

Weapons:
Longspear (Masterwork) [9 lbs][305 gp]
5 Shortspear [3 lbs each = 15 lbs][1 gp each = 5 gp]
Composite Longbow (Mighty +5)[3 lbs][600 gp][/color]
40 Arrows [0.15 lb each = 6 lbs] [0.05 gp each = 2 gp]


Expendable Items
1 Potion of Enlarge Person [CL 1] [0.1 lb each = 1 lbs][50 gp each = 50 gp]
1 Potion of Protection From Chaos [CL 1] [0.1 lb each = 1 lbs][50 gp each = 50 gp]
1 Potion of Shield of Faith [CL 1] [0.1 lb each = 1 lbs][50 gp each = 50 gp]
Max total (3 x 3 x 50): 450 gp

Equipment at Home

Allies
Maximum CR per ally: CR 1 [ECL-4]
Maximum ECL per ally: ECL 1 [ECL-2]
Maximum CA of allies per fight: CA 1 [ECL-2]

No allies

Results

Win vs Alacrity (Eamane) in the Arena - [900 xp] [900 gp] - A lucky win.
Win vs Ryer Ord Star (NiQil) in the Arena - [900 xp] [900 gp] - Headshot ;-)
Win vs Maeglin Eluch (bgt) in the Arena - [900 xp] [900 gp] - Me smash puny Merfolk.

Miscellaneous Information


I am not exactly sure what to post here. Many sheets seem to miss this section although it is mandatory according to the guide.

Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex): A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.

Rage (Ex): A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below).

A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.


Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Bonus Feats: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.






Starting: 3000 gp
Earned: 2700 gp
Spent: 2775 gp
Remaining: 2925 gp



n/a



n/a



3 Tattoo of Force Screen [ML 1] [0.0 lb each = 0 lbs][300 gp each = 300 gp]
20 Arrows [0.15 lb each = 3 lbs] [0.05 gp each = 1 gp]






Time Between Fights: 2 hrs
Prebuffs/Ongoing Effects: none
Items Used: 1 tattoo of forse screen, 11 arrows
Spells or Powerpoints Used: None.
x/day Abilities Used: None.
Free Activity: Guarding home



Time between Fights: 4 hrs
Prebuffs/Ongoing Effects: None.
Items Used: 9 arrows, Tattoo of Force Screen [ML 1]
Spells/Powerpoints Used: None.
X/day abilities used: None.
Free activity: Guarding home.



Time Between Fights: 4 Hours
Prebuffs/Ongoing Effects: None.
Items Used: 1 tattoo of force screen
Spells or Powerpoints Used: None.
x/day Abilities Used: None.
Free Activity: Guarding home




Optional Information


Start out fights with heavy shield and shortspear in hand trying to get early hits by throwing. Once battle really starts out switch to longspear. Use overrun to know opponent prone and hit him when he tries to get up.
Use tower shield and/or bow to attack enemies where getting into melee is unlikely.


Yes, Krusk come from somewhere, but Krusk forget from where. Krusk not know much about Krusk. Krusk know Krusk is called Krusk!


So i can find my own character again after editing offline:
Krusk
http://forums.gleemax.com/showthread.php?p=13458333&posted=1#post13458333




You can call me .... Jack
Gender and Race: Male Human
Size and Type: Medium Humanoid(Human)
Height and Weight: 5'6" (125 lbs)
Age: 27
Alignment: True Neutral
ECL: Rogue1
Experience: 0/1000


Attributes
STR 12 (+1) DEX 15 (+2) CON 14 (+2)
INT 08 (-1) WIS 13 (+1) CHA 10 (+0)

Miscellaneous Statistics
Hit Points: 8 [1 HD] [6 (Rog1) + (1 HD x +2 Con)]
Armor Class (Normal): 16 [10 Base, +2 Dex, +3 Armor, +1 Buckler]
Armor Class (Touch): 12 [10 Base, +2 Dex]
Armor Class (Flat-Footed): 14 [10 Base, +3 Armor, +1 Buckler]
Initiative: +2 [+2 Dex]
Base Attack Bonus: +0 [+0 (Rog1)]
Grapple: +1 [+0 BAB, +1 Str]
Speed (Land): 30 ft [30 Base]
Weight Carried: 43.0 lbs, Light encumbrance [0-43 (Light), 44-86 (Medium), 86-130 (Heavy)]
Damage Reduction: 0
Spell/Power Resistance: 0


Saves
Fortitude: +2 [+2 Con]
Reflex: +4 [+2 Dex, +2 (Rog1)]
Will: +1 [+1 Wis]


Melee Attacks
Rapier +1, 1d6+1 (18-20/x2) Piercing [+1 Str]
Sap +1, 1d6+1 (20/x2) Bludgeoning [+1 Str]

Ranged Attacks
Crossbow (Light) +2, 1d8, (19-20/x2), Range 80 ft, (Piercing) [+2 Dex](can reload as free action with possible AoO)

Special Attacks & Abilities
Sneak Attack: 1d6

Feats
Shield Proficency Lvl 1
Rapid Reload (Crossbow(Light))Human

Skills
Total Skill Points: 32 [32 (Rogue1)]
Languages: Common
Armor Check Penalty: -2 [-1 Armor, -1 Buckler]

Balance: +4 [+2 Dex, +4 Ranks (4 (Rog1)), -2 ACP]
Climb: -1 [+1 Str, -2 ACP]
Escape Artist: +4 [+2 Dex, +4 Ranks (4 (Rog1)), -2 ACP]
Hide: +4 [+2 Dex, +4 Ranks (4 (Rog1)), -2 ACP]
Jump: +3 [+1 Str, +4 Ranks (4 (Rog1)), -2 ACP]
Listen: +5 [+1 Wis, 4 Ranks (4 (Rog1))]
Move Silently: +4 [+2 Dex, +4 Ranks (4 (Rog1)), -2 ACP]
Spot: +5 [+1 Wis, 4 Ranks (4 (Rog1))]
Swim: -3 [+1 Str, -4 2xACP]
Tumble: +4 [+2 Dex, +4 Ranks (4 (Rog1)), -2 ACP]

All other skill have no permanent or conditional modifiers or ranks.


Equipment Worn and Carried
Cloths and Armor:
Studded Leather Armor [20 lbs][25 gp]
Buckler [5 lbs][15 gp]
Lantern (Bullseye) [3 lbs][12 gp]
Thieves' Tools [1 lbs][30 gp]

Weapons:
Rapier [2 lbs][20 gp]
Sap [2 lbs][1 gp]
Light Crosswbow [4 lbs][35 gp]
50 Bolts [0.1 lb each = 5 lbs][0.1 gp each = 5 gp]

Equipment at Home
Black Tuxedo (Courtier's Outfit)[6 lbs] [30 gp]
Shades, Omega Wristwatch (Jewelry)[0 lbs] [50 gp]
100 Bolts [0.1 lb each = 10 lbs][0.1 gp each = 10 gp]



Starting: 900 gp
Earned: 0 gp
Spent: 263 gp
Remaining: 637 gp



n/a



n/a



n/a




B: Khamul



Khamul
Gender and Race: Male Half-Giant
Size and Type: Medium Giant (Psionic)
Height and Weight: 7' 4", 292 lbs
Age: 35 (Adult)
Alignment: True Neutral
ECL: 3 = LA1/Brb1/Psy1
Experience: 5180/6000
Member of Party "Wiener Wadlbeisser": Crucio, Falko and Khamul

Attributes
STR 18 (+4) [10 pts] [16 Base, +2 Racial] (+4 in rage)
DEX 13 (+1) [08 pts] [15 Base, -2 Racial]
CON 16 (+3) [06 pts] [14 Base, +2 Racial] (+4 in rage)
INT 14 (+2) [06 pts] [14 Base]
WIS 14 (+2) [06 pts] [14 Base]
CHA 08 (+0) [00 pts] [08 Base]


Miscellaneous Statistics
Hit Points: 22 [2 HD] [12 (Brb1) + (4.5 (Psy1)) + (2 HD x 3 Con)](+4 in rage)
Armor Class (Normal): 16 [10 Base, +1 Dex, +5 Armor](+4 force screen)(-2 rage)
Armor Class (Touch): 11 [10 Base, +1 Dex](-2 rage)
Armor Class (Flat-Footed): 15 [10 Base, +5 Armor](+4 force screen)(-2 rage)

Initiative: +1 [1 Dex]
Base Attack Bonus: +1 [+1 (Brb1), +0 (Psy1)]
Grapple: +9 [+1 BAB, +4 Str, +4 Powerfull Build](+2 in rage)
Speed (Land): 30 ft [30 Base, -10 Armor, +10 Fast Movement]
Weight Carried: 80 lbs, Light encumbrance [0-100 (Light), 100-200 (Medium), 200-300 (Heavy)]

Damage Reduction: 0
Spell/Power Resistance: 0

Saves
Fortitude: +7 [+3 Con, +2 (Brb1), +2 (Psy1)](+2 rage)(+2 racial vs. fire spells and effects)
Reflex: +1 [+1 Dex](+2 racial vs. fire spells and effects)
Will: +2 [+2 Wis](+2 rage)(+2 racial vs. fire spells and effects)


Melee Attacks
Guisarme (Large) +5, 2d6+6 (20/x3), (Slashing) [+4 Str, +1 BAB](+2 to hit, +3 to dmg in rage)
Armor Spikes +5, 1d6 (20/x2), (Piercing) [+4 Str, +1 BAB](+2 to hit, +2 to dmg in rage)

Trip Check +8 [+4 Str, +4 Powerful Build](+2 in rage)
Grapple Damage: 1d3+1d6+4 [1d3 (unarmed), +1d6 (armor spikes), +4 Str]

Ranged Attacks
Composite Longbow (Mighty +4, Large) +2, 2d6+4: [+1 Dex, +1 BAB]

Special Attacks & Abilities
Barbarian:
Rage 1/day
Half-Giant:
PLA Stomp 1/day (DC 10)
Powerful build
Low-light Vision

Powers Known
Level 1 [DC 13] Force Screen

Power Points Available Per Fight: 1 [3 Total Power Points / 3, rounded up]
Total Power Points: 3 [0 (Psy1), +2 (Half-Giant), +1 (Wis)]
Manifester Level: 1

Feats
Combat Expertise Lvl 1
Improved Trip Psy1


Skills
Total Skill Points: 28 [24 (Brb1), 4 (Psy1)]
Languages: Common, Giant, Draconic [+2 Int]
Armor Check Penalty: 0

Balance, Climb, Hide, Jump, Listen, Move Silently, and Spot are required


Combat Related
Balance: -3 [+1 Dex, -4 ACP]
Climb: +0 [+4 Str, -4 ACP](+2 in rage)
Escape Artist: -3 [+1 Dex, -4 ACP]
Hide: -3 [+1 Dex, -4 ACP]
Jump: +0 [+4 Str, +4 Ranks (4 (Brb1)), -8 ACP](+2 in rage)
Listen: 6 [+2 Wis, +4 Ranks (4 (Brb1))]
Move Silently: -3 [+1 Dex, -4 ACP]
Spot: +4 [+2 Wis, +2 Ranks (2 (Brb1)cc)]
Swim: -4 [+4 Str, -8 ACP](+2 in rage)
Tumble: -1 [+1 Dex, +2 Ranks (2 (Brb1)cc, -4 ACP)]

Other skills
Craft (Weaponsmithing): +8 [+2 Int, +4 Ranks (4 (Brb1)), +2 Tools]
Knowledge (History): +4 [+2 Int, +2 Ranks (2 (Brb1)cc)]
Knowledge (Psionics): +4 [+2 Int, +2 Ranks (2 (Psy1))]
Psicraft: +3 [+2 Int, +1 Ranks (2 (Psy1)cc)]

All other skill have no permanent or conditional modifiers or ranks.

Prefight Actions
I memorize the duration in rounds of every spell and buff I or one of my party members can cast or has an item for.

Equipment Worn and Carried
Cloths and Armor:
Basic Outfit [0 lbs] [0 gp]
Spiked Breastplate[40 lbs][125 gp]C (Creation) by Crucio(See this post)

Weapons:
Guisarme (Large) [24 lbs][9 gp]C (Creation)
Composite Longbow (Mighty +4, Large) [3 lbs][1000 gp]
30 Large Arrows [0.3 lb each = 9 lbs] [0.1 gp each = 3 gp]

Magic/Psionic Items:
None

Other Items:
Lantern, bullseye [3 lbs][12 gp]

Expendable Items
3x Power Stone (Skate) [ML1] [25 gp each = 75 gp]
3x Power Stone (Vigor) [ML1] [25 gp each = 75 gp]
Max total (3 x 3 x 50): 450 gp


Equipment at Home
Artisans Tools for Craft (Weaponsmithing) [? lb][55 gp]
83 Large Arrows [0.3 lb each = 24.7 lbs] [0.1 gp each = 8.3 gp]

Allies
Maximum CR per ally: CR 1 [ECL-4]
Maximum ECL per ally: ECL 1 [ECL-2]
Maximum CA of allies per fight: CA 1 [ECL-2]

No allies

Results

2nd Place in a FFA of Wiener Wadlbeisser vs. Bulgar Stronghammer vs. Kilor Mintolo in the Plains - [717 XP][717 GP] - The timid one wins, but excellent fight. (Firstblood)(Killing blow)
Win against Felice tu'Ria in the Forest - [963 XP][963 GP] - "It is pitch black. You are likely to be eaten by a grue."
Lost against Inzin Dar'ath in the City - [300 XP][300 GP] - Our rain of arrows failed to outmatch his rain of fire

Miscellaneous Information



Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex): A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.

Rage (Ex): A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below).

A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.


Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Power Points/Day: A psychic warrior’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Psychic Warrior. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. A 1st-level psychic warrior gains no power points for his class level, but he gains bonus power points (if he is entitled to any), and can manifest the single power he knows with those power points.

Powers Known: A psychic warrior begins play knowing one psychic warrior power of your choice. Each time he achieves a new level, he unlocks the knowledge of a new power. Choose the powers known from the psychic warrior power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a psychic warrior to learn powers from the lists of other classes.) A psychic warrior can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a psychic warrior can manifest in a day is limited only by his daily power points. A psychic warrior simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points. The Difficulty Class for saving throws against psychic warrior powers is 10 + the power’s level + the psychic warrior’s Wisdom modifier.

Maximum Power Level Known: A psychic warrior begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers. To learn or manifest a power, a psychic warrior must have a Wisdom score of at least 10 + the power’s level.

Bonus Feats: At 1st level, a psychic warrior gets a bonus combat-oriented feat in addition to the feat that any 1st level character gets and the bonus feat granted to a human character. The psychic warrior gains an additional bonus feat at 2nd level and every three levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats or psionic feats. The psychic warrior must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements. A psychic warrior cannot choose feats that specifically require levels in the fighter class unless he is a multiclass character with the requisite levels in the fighter class. These bonus feats are in addition to the feats that a character of any class gains every three levels. A psychic warrior is not limited to fighter bonus feats and psionic feats when choosing these other feats.


Fire Acclimated (Ex): Half-giants have a +2 racial bonus on saving throws against all fire spells and effects.
Powerful Build (Ex): The physical stature of half-giants lets them function in many ways as if they were one size Category larger. Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.






Starting: 3000 gp
Earned: 1980 gp
Spent: 1369 gp
Remaining: 3611 gp



n/a



n/a



7 Large Arrows [0.3 lb each = 2.1 lbs] [0.1 gp each = 0.7 gp]






Time Between Fights: 3 hrs
Prebuffs/Ongoing Effects: None
Items Used: 3 Arrows
Spells or Powerpoints Used: None
x/day Abilities Used: None
Free Activity: Guarding Home



Time Between Fights: 1 hrs
Prebuffs/Ongoing Effects: None
Items Used: 0 Arrows
Spells or Powerpoints Used: None
x/day Abilities Used: None
Free Activity: Guarding Home



Time Between Fights: 5 hours
Prebuffs/Ongoing Effects: none
Items Used: 4 arrows
Spells or Powerpoints Used: 1 PP
x/day Abilities Used: Rage
Free Activity: Guard




Optional Information




Older Brother of Krusk


So i can find my own character again after editing offline:
Khamul
http://forums.gleemax.com/showpost.php?p=13890382&postcount=1229



Since this is for playtesting only, and I have retired Krusk anyway, I also give you permission to use Krusk and Jack for other players, if you are short of characters.
Vathelokai

11-10-07, 01:24 PM
Come and get some, Sam!

Psibeast
http://i14.photobucket.com/albums/a327/Vathelokai/woman-spear-reduced.jpg
Gender and Race: Female Tiefling
Size and Type: Medium Outsider [native] [psionic]
Height and Weight: 5' 6" 150 lbs.
Age: Middle Aged [500 years] (+1 mental, -1 physical)
Alignment: Neutral
ECL: 13 (1 LA, 12 Psion (Egoista))
Experience: 81,584/91,000
Guild: PSI (Psionic Consortium)
Fame: 724 (Princess!)
District: Lower Merx
influence - military (64 +10% = 70)
influence - guild influence {PSI} (130; ecl 13)
influence - monster influence (130; ecl 13)
influence - commission monster (400; cr 2)

Link to Shapeshifing Forms Page

Attributes
STR 10 (+0) [2 pts] [10 Base, -1 Age, +1 Advance]
DEX 14 (+2) [5 pts] [13 Base, +2 Racial, -1 Age]
CON 12 (+1) [3 pts] [11 Base, -1 Age, +2 enhancement]
INT 24 (+7) [13 pts] [17 Base, +2 Racial, +1 Age, +4 enhancement]
WIS 14 (+2) [5 pts] [13 Base, +1 Age]
CHA 15 (+2) [8 pts] [14 Base, -2 Racial, +1 Age, +2 Adv]

Miscellaneous Statistics
Hit Points: 54.0 [12 HD] [4 (Psion) + (2.5 (Psion) x 12) + (1 x HD (Con)) +10 (Feat)]
Armor Class (Normal): 12 [10 Base, 2 Dex]
Armor Class (Touch): 12 [10 Base, 2 Dex]
Armor Class (Flat-Footed): 10 [10 Base]
Initiative: +2 [2 Dex]
Base Attack Bonus: +6/+1 [5 (Psion)] [Note: extra attack from high BAB]
Grapple: +6 [Escape Artist +2] [+6 BAB]
Speed (Land): 30 ft [30 Base]
Weight Carried: 23 lbs, light encumbrance
[0-33 (Light), 34-66 (Medium), 67-100 (Heavy)]

Saves
Fortitude: +5 [+1 Con, +4 (Psion)]
Reflex: +6 [+2 Dex, +4 (Psion)]
Will: +10 [+2 Wis, +8 (Psion)]

Melee Attacks
Touch +6/+1 [+0 Str, +6 BAB]
MW flail +7/+2 1d8 [20/x2] bludegeon {trip; disarm+2} [+0 Str, +6 BAB, +1 MW]
MW guisarme +7/+2 2d4 [20/x3] slash {reach; trip} [+0 Str, +6 BAB, +1 MW]

Ranged Attacks
Ranged touch +8/+3 [+2 Dex, +6 BAB]
dorje of crystal shard "Pistol" +8 ranged touch 2d6 [20/x2] pierce {ray} 60 ft [+2 Dex, +6 BAB]

Special Attacks & Abilities
Darkness 1/day (on object, 10 minutes, 20 ft radius)
Energy Resistance 5 (fire, cold, electricity)
Proficient with all martial and simple weapons
Darkvision 60 ft.
Metamorphic Transfers 3/day (2 abilities per use)

Powers Known
Level 1 [DC 18]
Vigor [Personal; 5 temp HP per PP spent; 1 min/lv.; Material and Olfactory]
Empty Mind [Personal; +2 will save; 1 round; Immediate manifest; augment +1 to will for 2 pp; Auditory]
Force Screen [Personal; +4 shield bonus; force effect; 1 min/lv.; augment +1 per 4pp; Auditory]
Inertial Armor [Personal; +4 armor bonus; force effect; 1 hour/lv.; augment +1 per 2pp; Visual]
Mind Thrust [Close range; 1d10 per pp; instant; Mind-affecting; will negates; auditory]
Expansion [Personal; increase one size category; 1 rnd/lv.; Olfactory; augment 2pp for durration, 6 pp to quicken, 6 pp to increase 2 size categories]

Level 2 [DC 19]
Ego Whip [Medium range; one creature; 1d4 Chr damage and daze 1 round; will for 1/2 and no daze; mind-affecting; augment extra 1d4 and +2 DC per 4pp; auditory display]
Energy Push [Medium range Ray; 2d6 energy damage and 2d6 impact damage; reflex half vs energy, str check vs DC negates impact; move 5 ft per 5 damage; augment extra 1d6 energy and impact and +1 DC per 2pp; Auditory and Visual]
Animal Affinity [Personal; +4 stat; 1 min/lv; augment boosts an extra stat per 5pp; Material]
Concussion Blast [Medium; one creature or object; 1d6 force or non-lethal; no save; augment 1d6 per 2pp and extra target per 2pp; Auditory]
Level 3 [DC 20]
Touchsight [Personal; 60 ft emanation; ignore concealment and autosucceed spot and listen; augment 10 larger per 2pp; Visual]
Dispel Psionics [Medium; one target or 20 ft burst; ML check vs DC 11+ML; augment +2 to ML check for 1pp, max +10; Visual]
Hustle [Personal; 1 extra move action; Instant manifest; Auditory]
Ectoplasmic Form [Personal; become shaped cloud of ectoplasm; DR 10/Psi, fly 20perfect, immune to poison and crit; some equipment doesn't work; manifest powers with concentration DC 20+PL; Olfactory]
Level 4 [DC 21]
Empathic Feedback [Personal; melee attackers take 5 damage or damage they caused (whichever is less) on successful hit; no save, no SR, no damage type, bypasses DR and resistance; mind-affecting; 10 min/lv; augment 1 more damage per 1pp; Auditory and Material]
Metamorphosis [Personal; 1 min/lv if creature or 10 min/lv if object; See link at top of sheet; Material and Olfactory]
Dimention Door [Personal and 1 creature/3 lvs; teleport 400+40/lv ft; augment: 6pp for move action; Display; visual]
Wall of Ectoplasm [10 ft2 vertical wall/lv(continuous) or 1 ft/lv dia. globe or hemisphere; 1 inch thick per 4 ML; 10 hp/inch, hardness 5, break DC 15+2/inch; +4 vs dispel checks; blocks ethereal creatures, LoE, and LoS; 1 min/lv(dispellable); augment: no; display: visual]
Freedom of Movement [Personal; 10 min/lv; autosucceed escape a grapple, not slowed by spells that impede movement, attack underwater normally; Auditory]
Energy Adaptation [Personal; 10 min/lv; resist 20 vs. all energy types; Augment: 4 pp for immediate action; Visual when damaged]
Level 5 [DC 22]
Power Resistance [One creature; 1 min/lv; Power Resistance 12+ML; material and visual]
Psychic Crush [Mind-Affecting; One creature; instant; Will save with +4 bonus or die; Will save for 3d6 dmg instead; Augment: 2 pp for 1d6 more dmg; Auditory]
Level 6 [DC 23]
Disintegrate [Ray; medium range; 22d6 dmg, fort save for 5d6 dmg; augment: 1pp for +2d6 (save always remains at 5d6); Auditory, material, and visual]
Contingency [Personal; manifest time 10 minutes; durration 1 day/lv; XP cost = 15; max power level for contingent power is 1/3 ML; display - olfactory; augment - no; see prebuffs for current contingency]
Temporal Acceleration [Personal; swift action; 1 round outside of time; shaken for 1 round when returning; display - none; augment - 4pp for each extra round outside of time]


Next: fission, decerebrate, personal mind blank,
fusion, true metabolism, bend reality,
greater metamorphosis, assimilate, reality revision

Power Points Available Per Fight: 56 [168 Total Power Points / 3, rounded up] [56 pp this fight]
Total Power Points: 168 [(126 (Psion), 42 (Int)]
Manifester Level: 12

Feats
Rapid Metabolism Psion 1 [Heal 2xcon modifier per day in addition to 1xHD per day]
Psionic Body Lvl. 1 [+2 max hp per psionic feat]
Craft Universal Psionic Item Lvl. 3 [Craft general use items at 1/2 market price]
Metamorphic Transfer Psion 5 [Gain 3 uses of 1 (Su) ability when shapeshifting]
Metamorphic Transfer Lvl. 6
Expanded Knowledge (Expansion) Lvl. 9
Quicken Power Psion 10 [6pp and psi-focus to quicken]
Psionic Meditation Lvl. 12 [Regain psionic focus as a move action]

Skills
Total Skill Points: 105 [105 (Psion)]
Languages: Common, Infernal, Goblin, Orc, Halfling, Dwarf, Draconic [2 Racial, 5 Int]
Armor Check Penalty: +0 [0 Armor]

Spot: +2 [+2 Wis, 0 Ranks (0 (Psion)]
Listen: +2 [+2 Wis, 0 Ranks (0 (Psion)]
Move Silently: +2 [+2 Dex, 0 Ranks (0 (Psion)]
Hide: +4 [+2 Dex, 0 Ranks (0 (Psion), +2 Race]

Balance: +2 [+2 Dex, 0 Ranks (0 (Psion)]
Climb: +0 [+0 Str, 0 Ranks (0 (Psion)]
Jump: +0 [+0 Str, 0 Ranks (0 (Psion)]
Swim: +0 [+0 Str, 0 Ranks (0 (Psion)]

Autohypnosis: +29 [+2 Wis , +15 Ranks (15 (Psion)) +10 (enhancement), +2 syn(concentrate)]
Bluff: +3 [+1 Cha, 0 Ranks, +2 Race]
Disguise: +11 [+1 Cha, 0 Ranks, +10 Equipment]
Concentration: +26 [+1 Con, +15 Ranks (15 (Psion)) +10 (enhancement)]
Knowledge (Arcana): +22 [+7 Int, +15 Ranks (15 (Psion))]
Knowledge (Nature): +22 [+7 Int, +15 Ranks (15 (Psion))]
Knowledge (Psionics): +20 [+7 Int, +11 Ranks (11 (Psion)), +2 syn(autohypnosis)]
Knowledge (The Planes): +22 [+7 Int, +15 Ranks (15 (Psion))]
Knowledge (Dungeoneering): +8 [+7 Int, +1 Ranks (1 (Psion))]
Knowledge (Local): +8 [+7 Int, +1 Ranks (1 (Psion))]
Knowledge (Religion): +8 [+7 Int, +1 Ranks (1 (Psion))]
Psicraft: +23 [+7 Int, +14 Ranks (14 (Psion)), +2 syn(know:psionics)]
Spellcraft: +10 [+7 Int, +1 Ranks (2 (Psion)), +2 syn(know:arcana)]

Prefight Actions
Giggle.

Equipment Worn and Carried
open item slots: vest, belt, cloak, bracelets, boots, gloves
Psychoactive skin of Proteusc {skin slot} 96,000gp [5 credits]
3rd eye of concentratec {eye slot} 5,000gp
ring of self sufficiencyc {left hand} 5,000gp
ring of feather falling {right hand} 2,200gp
Headband of intc +4 {head/hat slot} 8,000gp [5 credits]
amulet of health +2c {neck/amulet slot} 2,000gp [5 credits]
robe of disguise {robe/armor slot} 1800gp [5 credits]
Masterwork flail 308gp 5lbs.
Masterwork guisarme 309gp 12lbs
dorje of enlarged crystal shard ML2 [17/50 charges] 1500gp
dorje of enlarged crystal shard ML2 [50/50 charges] 1500gp
dorje of enlarged crystal shard ML2 [50/50 charges] 1500gp
5,017gp in gems and crystals

Note; craft skin of proteus at ML 10

Expendable Items
Max total (ECL2 x 50): 8450 gp

potion of invis 300
powerstone of combat 1: energy adaption specified x2, offensive precience x3, synesthete x1 250gp
4 crawling tattoos of energy pushc 600
powerstone of tools 1 (DC 16): detect psionics, far hand, know direction and location, senselink, call to mind 125gp
powerstone of tools 2 (DC 17): elfsight, identify, knock, lock, tongues, sustenance 900gp

Note: see manifesting unknown powers (http://www.d20srd.org/srd/psionic/psionicPowersOverview.htm#manifestAnUnkn ownPowerFromAnothersPowersKnown) in relation to powerstones of tools

Current 3FC Information


Time Between Fights:
Prebuffs/Ongoing Effects:
Items Used:
Spells or Powerpoints Used:
x/day Abilities Used:
Free Activity:



Time Between Fights:
Prebuffs/Ongoing Effects:
Items Used:
Spells or Powerpoints Used:
x/day Abilities Used:
Free Activity:


Fight Results

Starting XP 29,000

Completed MiniQuest (SauroGrenom) - "The Beast Within" [2400 xp] [3400 gp] [Link to full Quest]

Completed MiniQuest (SauroGrenom) - "Finding Sanctuary" [2400 xp] [3400 gp] [Link to full Quest]

Completed Link to Thread "Mission into the Sands": 40,720 xp, 83,843 gp

Win vs. Gaston Dar'ath [waywreth] [4320 xp] [11,760gp]
Loss vs. Longshot and a Hezrou [templer10] [1444xp] [4814gp]
Loss vs. Lord Lorian [templer10] and Baelin called Shadow [Malither76] [1300xp] [4300gp]



Win/Loss vs. PC [Player] [xp] [gp]


Guild: PSI (Psionic Consortium)
Fame: 724 (Princess!)
District: Lower Merx
influence - military (64 +10% = 70)
influence - guild influence {PSI} (130; ecl 13)
influence - monster influence (130; ecl 13)
influence - commission monster (400; cr 2)

Agent: Using influence to get cr2 monsters, but can use anything for playstesting.
Vathelokai

11-10-07, 01:32 PM
ECL3: Ready for ??? [fight 1]: Free -

Kii no Tamashii
The Transmutation of Denshi
http://i14.photobucket.com/albums/a327/Vathelokai/Torai.jpg

Gender and Race: male elan (previously elf)
Size and Type: medium aberration
Height and Weight: 5' 3" 110 lbs
Age: Young (no modifier)
Alignment: Lawful Neutral
ECL: 3 [3 Wizard]
Experience: 3,200/6,000

Guild: The Arcane Order
Fame: 90 (Community leader)
District: Valhamya
Reputation - Heroic reputation (60)
Reputation - religious reputation (30 +10% = 33)

Attributes
STR 10 (+0) [2 pts] [10 Base]
DEX 12 (+1) [4 pts] [12 Base]
CON 13 (+1) [5 pts] [13 Base]
INT 17 (+3) [13 pts] [17 Base]
WIS 16 (+3) [10 pts] [16 Base]
CHA 08 (-1) [2 pts] [10 Base, -2 Race]

Miscellaneous Statistics
Hit Points: 12.0 [3 HD] [4 (Wizard) + (2.5 (Wizard) x 2) + (0 (Cleric) x 0) + (HD x 1 Con)]
Armor Class (Normal): 11 [10 Base, +1 dex]
Armor Class (Touch): 11 [10 Base, +1 dex]
Armor Class (Flat-Footed): 10 [10 Base]
Initiative: +1 [+1 dex]
Base Attack Bonus: +1 [+1 (Wizard), +0 (Cleric)]
Grapple: +1 [+1 BAB, +0 Str] [Escape Artist +1]
Speed (Land): 30 ft [30 Base]
Weight Carried: ?lbs, light encumbrance
[0-33 (Light), 34-66 (Medium), 67-100 (Heavy)]

Saves
Fortitude: +2 [+1 (Wizard), +0 (Cleric), +1 con]
Reflex: +2 [+1 (Wizard), +0 (Cleric), +1 dex]
Will: +6 [+3 (Wizard), +0 (Cleric), +3 wis]

Melee Attacks
Touch +1 (20/x2) [+0 Str, +1 BAB]
Quarterstaff +1 1d6 (20/x2) [+0 Str, +1 BAB]
Spiked Gauntlet +1 1d4 (20/x2) [+0 Str, +1 BAB]

[u]Ranged Attacks
Ranged Touch +2 (20/x2) [+1 dex, +1 BAB]
Light Crossbow +2 (20/x2) [+1 dex, +1 BAB] [Silver Bolts, -1 dmg]

Arcane Spells Readied
Cantrip [DC 17] Read Magic, Acid Splash, Touch of Fatigue, Touch of Fatigue
Level 1 [DC 18] Grease, Sleep, Shocking Grasp
Level 2 [DC 19] Blind/Deaf, Blind/Deaf

Spell Levels Available Per Fight: 2 (4 Cantrips) [Total Spell Levels / 3, rounded up]
Total Spell Levels: 7 [(3 x 1), (2 x 2)]
Banned Schools: None
Arcane Spell Failure: 0% [0% Shield]
Caster Level: 3

Feats
Scribe Scroll Wiz 1 SL x CL x 12.5
Power Penetration Lv 1 Expend Psi-focus for +4 vs SR
Craft Wondrous Item Lv 3 Craft for 1/2 market value

Skills
Total Skill Points: 30 [30 (Wizard), 0 (Cleric)]
Languages: Common, Draconic, Elven, Sylvan
Armor Check Penalty: 0 [0 Shield]

Spot: +3/5 [+3 wis] [Familiar Alertness] [+3 in shadowy illumination]
Listen: +3/5 [+3 wis] [Familiar Alertness]
Hide: +1 [+1 dex]
Move Silently: +1 [+1 dex]

Balance: +1 [+1 dex]
Jump: +0 [+0 str]
Climb: +0 [+0 str]
Swim: +0 [+0 str]

Spellcraft: +11 [+3 int, 6 Ranks (6 Wizard, 0 Cleric), +2 synergy (K:arcana)]
Concentration: +7 [+1 con, 6 Ranks (6 Wizard, 0 Cleric)] [Expend psi-focus to 'take 15']

Know-Religion: +6 [+3 int, 3 Ranks (3 Wizard, 0 Cleric)]
Know-Arcana: +8 [+3 int, 5 Ranks (5 Wizard, 0 Cleric)]
Know-Local: +4 [+3 int, 1 Ranks (1 Wizard, 0 Cleric)]
Know-Dungeoneering: +4 [+3 int, 1 Ranks (1 Wizard, 0 Cleric)]
Know-Nature: +4 [+3 int, 1 Ranks (1 Wizard, 0 Cleric)]
Know-Planes: +4 [+3 int, 1 Ranks (1 Wizard, 0 Cleric)]

Craft-Things: +9 [+1 int, 6 Ranks (6 Wizard, 0 Cleric), +2 tool] [Free Activity: 57 gp]


Prefight Actions
None

Equipment Worn and Carried
[0 lbs] [0 gp]
Familiar [100 gp]
Cleric's Vestments [0 lbs] [0 gp]
Holy Symbol, Wooden {Boccob} [0 lbs] [1 gp] [necklace]
Holy Symbol, Wooden {Boccob} [0 lbs] [1 gp] [belt buckle]
Spell Component Pouch [2 lbs] [5 gp] [on belt]
4 Pearl of Power Lv. 1c [0 lbs] [500 each = 2000 gp] [in spell component pouch]
Quarterstaff [4 lbs] [Free] [on back]
Spiked Gauntlet [1 lbs] [5 gp] [on hands]
Light Crossbow [4 lbs] [35 gp] [on belt]
20 Cold Iron Bolts [2 lbs] [4 gp] [on belt]
20 Silver Bolts [2 lbs] [6 gp] [on belt]

Expendable Items Max total (ECL2 x 50): 450/450 gp

Scrollc of 6 Magic Missiles [cl3] [37.5 x 6 = 225 gp]
Scrollc of Scorching Ray [cl3] [75 gp]
Scrollc of Exped. Retreat [cl3] [37.5 gp]
Scrollc of Shield [cl3] [37.5 gp]
Scrollc of True Strike [cl1] [12.5 gp]
Scrollc of True Strike [cl1] [12.5 gp]
Scrollc of True Strike [cl1] [12.5 gp]
Scrollc of Mage Armor [cl1] [12.5 gp]
Scrollc of Mage Armor [cl1] [12.5 gp]
Scrollc of Mage Armor [cl1] [12.5 gp]

Equipment at Home
Spell Book [3 lbs] [Free]
Masterwork Tools [5 lbs] [55 gp]
Gold Coins [~7 lbs] [338 gp]

Allies
Maximum CR per ally: (ECL-4, min. 1)
Maximum ECL per ally: (ECL-2)
Maximum ECL+CR of allies per fight: (ECL-2)



http://i14.photobucket.com/albums/a327/Vathelokai/winged-cat.jpg
Owl (RP = winged cat)
Tiny Magical Beast
Hit Dice: 3HD (6 hp)
Initiative: with master
Speed: 10 ft., fly 40 ft. (avg)
Armor Class: 19 (+3 Dex, +4 natural, +2 size), touch 15, flat-footed 16
Base Attack/Grapple: +1 /-10
Attack: Talons +6 melee (1d4-3)
Full Attack: Something/Something
Space/Reach: 2.5 ft./0 ft.
Special Attacks: —
Special Qualities: Low-light Vision, Familiar Traits
Saves: Fort +2, Ref +5, Will +5
Abilities: Str 4, Dex 17, Con 10, Int 7, Wis 14, Cha 4
Skills: +6* Spot2rnk, , +14 Listen2rnk, +11 Hide, +17 Move, +3 Balance, -15 Jump, -3 Climb
Feats: Alertness, Weapon FinesseB
Challenge Rating: 0

Skills: Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks.
*They have a +8 racial bonus on Spot checks in areas of shadowy illumination.

Familiar Traits: same HD as master, 1/2 masters HP, use master's or animal base saves, improved natural armor, improved intelligence, share masters skill ranks, alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with birds, spell resistance, scrying




* * Pitlords may cut here * *

Miscellaneous Information

Aberration (not a humanoid)
Naturally Psionic: Elans gain 2 bonus power point at 1st level.
Repletion (Su): By expending 1 power point, an elan does not need to eat or drink for 24 hours.
Resilience (Su): As an immediate action, an elan can reduce the damage he is about to take by 2 points for every 1 power point spent.
Resistance (Su): As an immediate action, an elan can spent 1 power point to gain a +4 racial bonus on saving throws until the beginning of his next turn.

Tactics will be sent.

See previous incarnation, Denshi
See his 'twin', Remnant.




Cantrips: All
Lv. 1 - Shield, Mage Armor, Grease, Sleep, Magic Missile, Shocking Grasp, Expeditious Retreat, True Strike
Lv. 2 - Blindness/Deafness, Scorching Ray

Total Pages Available: 100
Total Pages Used: 31
Total Cost: 0 gp
[(19 Cantrips), (8 x 1), (2 x 2)]
[Blue spells are free from leveling]



4 cleric +1 con, artifice and darkness domains
5 cleric
6 cleric leadership
7 thurge
8 thurge +1 int
9 thurge improved counterspell
10 thurge
11 thurge
12 thurge craft arms and armor, +1 int
13 thurge
14 thurge
15 thurge craft construct
16 thurge +1 int
17 wizard
18 wizard bonus feat and lv. feat
19 wizard
20 wizard +1 int




Previously Owned

None



None



Fight Cycle Information

Time Before Fights:
Prebuffs/Ongoing Effects:
Items Used:
Spells or Powerpoints Used:
x/day Abilities Used:
Free Activity:


Time Between Fight:
Prebuffs/Ongoing Effects:
Items Used:
Spells or Powerpoints Used:
x/day Abilities Used:
Free Activity:



Fight Results


Win/Loss vs. PC [Player] [0 xp] [0 gp]



Fame: 90 (Community leader)
District: Valhamya
Reputation - Heroic reputation (60)
Reputation - religious reputation (30 +10% = 33)
Vathelokai

11-10-07, 01:42 PM
ECL?: Ready for ??? [fight 1]: Free -

REMNANT
http://i14.photobucket.com/albums/a327/Vathelokai/boltsofblood-reduced.jpg

Gender and Race: phrenic male wild elf
Size and Type: medium humanoid (elf, psionic)
Height and Weight: 5' 0" 130 lbs
Age: Middle Age (+/- 1)
Alignment: Chaotic Neutral
ECL: 5 [2 Phrenic, 3 Sorcerer]
Experience: ??,000/??,000

[indent]Guild: None
Fame: 150 (Master)
District: Gauterix
Influence - underworld influence (50 {+10% ???})
Influence - organization representative (1st lv expert) (100)[indent]

Attributes
STR 8 (-1) [1 pts] [9 Base, -1 Age]
DEX 18 (+4) [8 pts] [15 Base, -1 Age, +4 Race]
CON 12 (+1) [8 pts] [15 Base, -1 Age, -2 Race]
INT 12 (+1) [3 pts] [11 Base, +1 Age, -2 Race, +2 Template]
WIS 11 (+0) [0 pts] [8 Base, +1 Age, +2 Template]
CHA 23 (+6) [16 pts] [18 Base, +1 Age, +4 Template]

Miscellaneous Statistics
Hit Points: 12.0 [3 HD] [4 (Sorcerer) + (2.5 (Sorcerer) x 2) + (HD x 1 Con)]
Armor Class (Normal): 15 [10 Base, +4 dex, +1 deflection]
Armor Class (Touch): 15 [10 Base, +4 dex, +1 deflection]
Armor Class (Flat-Footed): 11 [10 Base, +1 deflection]
Initiative: +4 [+4 dex]
Base Attack Bonus: +1 [+1 (Sorcerer)]
Grapple: +0 [+1 BAB, -1 Str] [Escape Artist +4]
Speed (Land): 30 ft [30 Base]
Weight Carried: ?lbs, light encumbrance
[0-1 (Light), 1-2 (Medium), 2-3 (Heavy)]

Saves
Fortitude: +2 [+1 (Sorcerer), +1 con]
Reflex: +5 [+1 (Sorcerer), +4 dex]
Will: +3 [+3 (Sorcerer), +0 wis]

Melee Attacks [Weapon Finesse]
Touch +5 (20/x2) [+4 Dex, +1 BAB]

Ranged Attacks
Ranged Touch +5 (20/x2) [+4 Dex, +1 BAB]

Arcane Spells
Cantrip [DC 16] [6/6 Available] read magic, touch of fatigue, dancing lights, resistance, det. magic, acid splash, mending, light, ghost sound
Level 1 [DC 17] [3/7 Available] shocking grasp, sleep, magic missile, grease, mage armor
Level 2 [DC 18] hideous laughter, acid arrow, resist energy, mirror image, cat grace, eagle splendorx, glitterdustx
Level 3 [DC 19] fireball, hold person, fly, blacklight, ray of exhaustx
Level 4 [DC 20] enervation, black tentacles, dimention door, stone skin
Level 5 [DC 21] cloudkill, feeblemind, baleful polymorph, cone of cold
Level 6 [DC 22] disintigrate, chain lightning, acid fog
Level 7 [DC 23] force cage, project image, mage mansion, limited wishx
Level 8 [DC 24] horrid whilting, incindiary cloud
Level 9 [DC 25] time stop
x spell gained by switching spells at even levels
Empower Spell: +50% to variable numeric effects; +2 spell level; Cast as full round action (like a full attack, not a summon)

Spell Levels Available Per Fight: 3 (6 Cantrips) [Total Spell Levels / 3, rounded up]
Total Spell Levels: 7 [(7 x 1)]
Arcane Spell Failure: 0% [0% Shield]
Caster Level: 3


Special Attacks & Abilities
Phrenic
Naturally Psionic [1 power point, can take psionic feats]
Spell/Power Resistance [10+HD]
High Mental Stats [+2 int, +2 wis, +4 cha]
Psi-like Abilities [improve with HD, current details below]

Psi-like abilities [ML = HD]
1/day Force Screen [+4 shield, force effect, 1 min/ML]
3/day Defensive Precognition [+1 insight to AC and saves, 1 min/ML]
3/day Empty Mind [immediate action, +3 to will saves for the rest of the round]
3/day Mind Thrust [3d6 dmg, mind-affecting, close range, will save DC 17 negates]



Feats
Weapon Finesse Lv 1
Empower Spell Lv 3
Energy Substitution (Sonic) Lv 6
Craft Wondrous Item Lv 9
Craft Staff Lv 12
Maximize Spell Lv 15
Quicken Spell-like Ability (Teleport) Lv 18


Skills
Total Skill Points: 18 [18 (Sorcerer)]
Languages: Common, Elf
Armor Check Penalty: 0 [0 Shield]

Spot: +0 [+0 wis]
Listen: +0 [+0 wis]
Hide: +4 [+4 dex]
Move Silently: +4 [+4 dex]

Balance: +4 [+4 dex]
Jump: -1 [-1 str]
Climb: -1 [-1 str]
Swim: -1 [-1 str]

Concentrate: +7 [+1 con, 6 Ranks (6 Sorcerer)] [Expend Focus to 'take 15']
Spellcraft: +7 [+1 int, 6 Ranks (6 Sorcerer)
Know: Local: +4 [+1 int, 3 Ranks (6cc Sorcerer)

Prefight Actions
Gain Psionic Focus

Equipment Worn and Carried
Clothing [0 lbs] [0 gp]
Ring of Protection +1 [0 lbs] [2000 gp]
Brooch of Shielding [101/101] [0 lbs] [1500 gp]
Wand of Mage Armor [CL1] [0 lbs] [750 gp]
Wand of Subdual Substitution Scorching Ray [CL3] [0 lbs] [4500 gp]

Expendable Items Max total (ECL2 x 50): 750/1250 gp
Scroll of Prot. Good [cl2] [50 gp]
Scroll of Prot. Evil [cl2] [50 gp]
Scroll of Exped. Retreat [cl2] [50 gp]
Scroll of Alter Self (Troglodyte) [cl3] [150 gp]
Scroll of Mirror Image [cl3] [150 gp]
Scroll of See Invisibility [cl3] [150 gp]
Scroll of Resist Energy [cl3] [150 gp]

Equipment at Home
Gold Coins [0 lbs] [0 gp]

* * * Pitlords may cut here * * *

Miscellaneous Information
Tactics will be sent.

The remnants and leftovers from a creature that was transformed into a pure state.


Previously Owned

None



None



Fight Cycle Information

Time Before Fights:
Prebuffs/Ongoing Effects:
Items Used:
Spells or Powerpoints Used:
x/day Abilities Used:
Free Activity:


Time Between Fight:
Prebuffs/Ongoing Effects:
Items Used:
Spells or Powerpoints Used:
x/day Abilities Used:
Free Activity:



Fight Results


Win/Loss vs. PC [Player] [0 xp] [0 gp]



Fame: 150 (Master)
District: Gauterix
Influence - underworld influence (50 {+10% ???})
Influence - organization representative (1st lv expert) (100)

Agent: in progress (expert, high cha, max UPD and UMD)
Eamane

11-10-07, 04:19 PM
I'll volunteer one of my characters for playtesting anything.

http://img505.imageshack.us/img505/9286/004sb4.jpg
Kykal Aiba
"Don't confuse size with power."


Gender and Race: Female, Human
Size and Type: Medium Humanoid (Human)
Height and Weight: 5'6" and 90 lbs
Age: 27 (Adult)
Alignment: True Neutral
ECL: 3
Classes: Ranger 2/Fighter 1/Barbarian 1
Class Order: Ran, Fight, Barb, Ran
Experience: 6,800/10,000
Guild: Warrior of WAR (http://forums.gleemax.com/showthread.php?t=517715)


Attributes
STR 18 (+4) [16 pts] [18 Base] [22, +6 when raging]
DEX 16 (+3) [10 pts] [16 Base]
CON 12 (+1) [04 pts] [12 Base] [16, +3 when raging]
INT 14 (+2) [06 pts] [14 Base]
WIS 09 (-1) [00 pts] [08 Base, +1 Advancement]
CHA 08 (-1) [00 pts] [08 Base]


Miscellaneous Statistics
Hit Points...............: 28 [3 HD] [8 (Ranger1) + 6.5 (Barbarian1) + 5.5 (Fighter1) + 4.5 (Ranger2) + 4 (Con)] [+8 hp when raging]
Armor Class (Normal).....: 17 [10 Base, +3 Dex, +4 Armor] (-2 When Raging) [+1 shield]
Armor Class (Touch)......: 13 [10 Base, +3 Dex] (-2 When Raging)
Armor Class (Flat-Footed): 14 [10 Base, +4 Armor] (-2 When Raging)
Initiative...............: +3 [+3 Dex]
Base Attack Bonus........: +4 [+2 Ranger, +1 Barbarian, +1 Fighter]
Grapple..................: +8 [+4 BAB, +4 Str]
Speed (Land).............: 40 ft [30 Base, +10 Barbarian]


Saves
Fortitude: +09 [+1 Con, +3 Ranger, +2 Barbarian, +2 Fighter, +1 Cloak] [+2 When raging from CON increase]
Reflex...: +07 [+3 Dex, +3 Ranger, +1 Cloak]
Will.....: +00 [-1 Wis, +1 Cloak] [+2 When raging]


Melee Attacks
Masterwork Armor Spikes: +9 [+111 raging] melee, 1d6+4 [1d6+6 raging], 20x2 critical.
[+4 Strength, +4 BAB, +1 Masterwork]
Masterwork Silver Armor Spikes: +9 [+11 raging] melee, 1d6+3 [1d6+5 raging], 20x2 critical.
[+4 Strength, +4 BAB, +1 Masterwork]
Adamantine Spiked Chain: +9 [+11 raging] melee 0-10' reach, 2d4+6 [2d4+9 raging], 20x2 critical.
[+4 Strength, +4 BAB, +1 Enhancement]
Masterwork Longsword: +9 [+11 raging] melee, 1d8+4 1d8+6 raging, 19-20x2 critical.
[+4 Strength, +4 BAB, +1 Masterwork]

Ranged Attacks
Alchemist fire.....: +7 ranged touch, 1d6 +special, 20x2 critcal, 10' range.
[+3 Dexterity, +4 BAB]
Long bow, Composite: +8 ranged, 1d8+4, 20x3 critical, 110' range.
[+3 Dexterity, +4 BAB, +1 Masterwork]
Composite Long bow, Rapid: +6/+6 ranged, 1d8+4, 20x3 critical, 110' range.
[+3 Dexterity, +4 BAB, +1 Masterwork, -2 Feat]

All Attacks: [+2 damage vrs humans]


Feats

Combat Expertise Human
Combat Reflexes Lvl 1
Exotic Weapon Proficiency: Spiked Chain Lvl 3
Improved Trip Fighter 1
Track Ranger 1
Rapid Shot Ranger 2


Skills
Total Skill Points: 57 [45 Ranger, 7 Barbarian, 5 Fighter]
Languages: Common, Elven, Infernal [1 Racial, +2 Int]
Armor Check Penalty: 0

Balance............: +03 [+3 Dex, 0 Ranks]
Climb..............: +04 [+4 Str, 0 Ranks]
Craft (Armor)......: +10 [+2 Int, 6 Ranks, +2 Tools] [4 Ran, 1 Barb, 1 Fight]
Craft (Gadgets)....: +11 [+2 Int, 7 Ranks, +2 Tools] [5 Ran, 1 Barb, 1 Fight] (21 x 4 = 84)
Craft (Weapons)....: +10 [+2 Int, 6 Ranks, +2 Tools] [4 Ran, 1 Barb, 1 Fight]
Escape Artist......: +03 [+3 Dex, 0 Ranks]
Handle Animal......: +06 [-1 Cha, 7 Ranks] [5 Ran, 1 Fight, 1 Barb]
Hide...............: +10 [+3 Dex, 7 Ranks] [6 Ran, 1 Barb]
Jump...............: +05 [+4 Str, 1 Ranks] [1 Fight]
Knowledge (Dungeonerring): +06 [+2 Int, 4 Ranks] [4 Ran]
Knowledge (Nature): +03 [+2 Int, 1 Rank][/color [1 Ran]
Listen.............: +04 [-1 Wis, 5 Ranks] [4 Ran, 1 Barb] [+2 vrs humans]
Move Silently......: +08 [+3 Dex, 5 Ranks] [5 Ran]
Search.............: +01 [+1 Int, 0 Ranks]
Sense Motive.......: -01 [-1 Wis, 0 Ranks]
Spot...............: +06 [-1 Wis, 7 Ranks] [7 Ran] [+2 vrs humans]
Survival...........: +05 [+4 Str, 1 Rank] [1 Barb]
Swim...............: +04 [+4 Str, 0 Ranks]
Tumble.............: +03 [+3 Dex, 0 Ranks]


Prefight Actions
- What project? Isn't that dangerous? No no, the other one.


Equipment Worn and Carried
Noble Disguise (aka Outfit) [- lbs] [- gp]
Full-body Combat Suit (aka Mithral Chain Shirt)[10 lbs][550 gpC] [+4 armor, +6 max dex, -0 armor penalty, 10% arcane failure]
Combat Suit Plating (aka Darkwood Buckler) [2.5 lbs][85 gpC] [+1 Shield, 5% arcane failure]
Jade Harmonic Shoulderpads MK I (aka Cloak of Resistance +1) [- lbs][1,000 gp]
Masterwork Armor Spikes [10 lbs][177.5 gpC] [Attached to Suit]
Masterwork Silver Armor Spikes [10 lbs][185 gpC] [Attached to Suit]
Adamantine Spring-loaded Spiked Chain [10 lbs][1,512.5 gpC]
Masterwork Longsword [4 lbs][157.5 gpC
Masterwork Composite Auto Longbow (+4) [3 lbs][800 gp]
(50/50) Arrows [0.15 lb each = 7.5 lbs][0.05 gp each = 2.5 gp]
(20/20) Arrows, Cold Iron [0.15 lb each = 2 lbs] [0.1 gp each = 2 gp]
(20/20) Arrows, Silver [0.15 lb each = 2 lbs][2.05 gp each = 42 gp]
Auto-Injector (Wand of Cure Light Wands) [CL 1] (45/50) [0.0625 lbs][750 gp]
Minor Frag Grenade (Alchemist Fire) (4) [4 lbs][80 gp]
C [Nonmagical component is self-crafted]

Weight Carried: 65.0625 lbs, No encumbrance [0-100 (light), 101-200 (medium), 201-300 (heavy)]


Expendable Items
Oil of Magic Weapon [CL 1] [50 gp]
Potion of Hide from Animals [CL 1] [50 gp]
Potion of Hide from Undead [CL 1] [50 gp]
0/1 Potion of Protection from Evil [CL 1] [50 gp]
0/1 Tattoo of Skate [ML 1] [100 gp]

Max total (ECL2 x 50): 300/800 gp

Equipment at Home
(100) Arrows [0.15 lb each = 15 lbs][0.05 gp each = 5 gp]
Artisan's Tools: Armorsmithing, masterwork [5 lbs][55 gp] [+2 circumstance bonus to Craft: Armorsmithing]
Artisan's Tools: Gadgets, masterwork [5 lbs][55 gp] [+2 circumstance bonus to Craft: Gadgets]
Artisan's Tools: Weaponsmithing, masterwork [5 lbs][55 gp] [+2 circumstance bonus to Craft: Weaponsmithing]

Accounting
+Starting gold: 3,000
+Earned gold: 3,840
-Equipment: 5,814
-Expenses: 0.75
=Remaining wealth: 1,025.75


Results
1 (http://boards1.wizards.com/showpost.php?p=13280394&postcount=1170): Won in a one on one match vs War Monster (Niqil) - [+900 xp] [+960 gp] 9 arrows, 2 CLW charges.
2 (http://forums.gleemax.com/showpost.php?p=13411822&postcount=1215): Won in a one on one match vs Rennae Longbow (Callix) - [+900 xp] [+960 gp] 1 arrow
3 (http://forums.gleemax.com/showpost.php?p=13453116&postcount=1226): Won in a one on one match vs Ryer Ord Star (Niqil) - [+900 xp] [+960 gp] 5 arrows, 3 CLW charges.
4 (http://forums.gleemax.com/showpost.php?p=14134786): Won in a one on one match vs Verren Firestarter (whitebaron) - [+900 xp] [+960 gp] Potion of Pro. Evil, Tattoo of Skate. Level up!


Allies
None, yet.

Miscellaneous Information[/font]


Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

Favored Enemy: Humanoids (Human) (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

Track: A ranger gains Track as a bonus feat.

Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Combat Style (Archery): Gains the use of the Rapid Shot feat. The benefits of the ranger’s chosen style apply only when she wears light or no armor. She loses all benefits of his combat style when wearing medium or heavy armor.



Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex): A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.

Rage (Ex): A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below).

A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Bonus Feats: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

1st level feat: Improved Trip.




Took ranks out of Sense Motive (http://forums.gleemax.com/showpost.php?p=13907036&postcount=614).

ECL 3-1 (http://forums.gleemax.com/showpost.php?p=13511830&postcount=1238): Crafts Adamantine Spiked Chain (3,025 gp market price), Masterwork Silver Armor Spikes (370 gp market price), Masterwork Longsword (315 gp market price), Darkwood Buckler (170 gp market price) = 1940 gp in materials.


Starting: 3,200 XP
Earned: 3,600 XP
Spent: 0 XP
Remaining: 6,800 XP





Spiked Chain, Masterwork C 162.5 gp received [color=gray][162.5 gp originally spent]


15 Arrows [0.05 gp each = .75 gp]

Optional Information

Default Tactics
Tactics will always be sent.

Background
4-0 eh? Might as well make a background...
Hirumajoe

11-14-07, 12:20 PM
At Lonewolf's suggestion, I'm arbitrarily raising Valen's level to ECL 13, adding 12,000 xp and 32,000 gp. (Assuming I wasted 664 gp on the way and no other free activities).


Valen Sky
"I'd rather be lucky than good."

Gender and Race: Male Human
Size and Type: Medium Humanoid (Human, psionic)
Height and Weight: 5'6' 140lbs [changed from 150 lbs]
Age: 21 years old
Alignment: Neutral Good
ECL: Ranger 2/Psion (Egoist) 4/Slayer 6/Shadow Dancer 1 (ECL 13)
Experience: 78883/78000

Skill Packages Enabled
Scout (Attack) /w 2 rounds (+10 Kn: Geography)
Ambush (Attack)

Attributes
STR 18 (+4) [06 pts] [14 Base, 4 Enhancement]
DEX 16 (+3) [10 pts] [16 Base]
CON 14 (+2) [06 pts] [14 Base]
INT 21 (+5) [10 pts] [16 Base, 3 Level, 2 Enhancement]
WIS 12 (+1) [04 pts] [12 Base]
CHA 08 (-1) [00 pts] [8 Base]

Miscellaneous Statistics
Hit Points: 80
[13 HD] [8 Ranger + (4.5 Ranger) + (4.5 Slayer x 6) + (2.5 Psion x 4) + (4.5 Shadow Dancer x 1) + (13 HD x 2 Con)]
Armor Class (Normal): 21 (+1 Dodge, +4-5 Force Screen, +4 Mobility, +2 Animal Aff.-Dex, +1 Haste)
[10 Base, 3 Dex, 4 Armor, 2 Enhancement, 2 Deflection]
Armor Class (Touch): 15 (+1 Dodge, +4 Mobility, +2 Animal Affinity-Dex)
[10 Base, 3 Dex, 2 Deflection]
Armor Class (Flat-Footed): 18 (+4 Force Screen)
[10 Base, 4 Armor,2 Enhancement, 2 Deflection]
Initiative: +3
[3 Dex]
Base Attack Bonus: +10
[2 (Ranger 2),2 (Psion 4), 6 (Slayer 6), 0 (Shadow Dancer 1)]
Grapple: +14
[10 BAB, 4 Str]
Speed (Land): 30 ft
[30 Base]
Weight Carried: 94.6 lbs, Light encumbrance
[0-100 (Light), 101-200 (Medium), 201-300 (Heavy)]

Saves
Fortitude: +11
[2 Con, 3 Ranger, 1 Psion, 2 Slayer, 3 Enhancement]
Reflex: +14
[3 Dex, 3 Ranger, 1 Psion, 2 Slayer, 2 Shadow Dancer, 3 Enhancement]
Will: +13 (+2 when Psicrystal is within 1 mile, +4 competance vs compulsions/mind-affecting)
[1 Wis, 0 Ranger, 4 Psion, 5 Slayer, 3 Enhancement]

Melee Attacks (+2 Damage vs Elves,+4 vs Human (Psionic), +1-2 to hit (Off. Precog.), +2-3 Damage (Off. Presc.), +1 to hit Haste)
+1 Suppression Adamantine Greatsword +15/+10, 2d6+7, (19-20/x2), slashing (Ignores Hardness up to 20, Targeted Dispel on hit 1d20+ML+5)
[4 Str, 10 BAB, 1 Enhancement]
[mwk] Armor Spikes +15/+10, 1d6+4, (20/x2), piercing
[4 Str, 10 BAB, 1 Enhancement]

Cold Iron Spear +14/+9, 1d8+6, (20/x3), piercing
[4 Str, 10 BAB]
Quarterstaff (Two-handed) +14/+9, 1d6+6 (20/x2), bludgeoning
[4 Str, 10 BAB]
[mwk] Cold Iron Dagger +15/+10, 1d4+4, (19-20/x2), piercing
[4 Str, 10 BAB, 1 Enhancement]
[mwk] Alchemical Silver Dagger +15/+10, 1d4+3, (19-20/x2), piercing
[4 Str, 10 BAB, 1 Enhancement]

Ranged Attacks(+1 to hit/damage at 30' or less, +2 Damage vs Elves, +4 vs Human (Psionic), +1-3 to hit (Off. Precog.), +2-4 Damage (Off. Presc.), +2 to hit (Animal Aff. Dex), +1 to hit Haste)
[mwk] Deepcrystal Composite Longbow (Mighty +2) +14/+9, 1d8+2, (20/x3), Range 110 ft, piercing (+2d6 for 2PP)
[3 Dex, 10 BAB, 1 Enhancement]
Rapid Shot: [mwk] Deepcrystal Composite Longbow (Mighty +2) +12/+12/+7, 1d8+2, (20/x3), Range 110 ft, piercing (+2d6 for 2PP)
+1 Deepcrystal Composite Longbow (Mighty +4) +14/+9, 1d8+5, (20/x3), Range 110 ft, piercing (+2d6 for 2PP)
[3 Dex, 10 BAB, 1 Enhancement, -2 Rapid Fire]

Cold Iron Javelin +13, 1d6+2, (20/x2), Range 30 ft, piercing
[3 Dex, 10 BAB]
Alchemical Silver Javelin +13, 1d6+1, (20/x2), Range 30 ft, piercing
[3 Dex, 10 BAB]
[mwl] Cold Iron Dagger +14, 1d4+2, (19-20/x2), Range 10 ft, piercing
[3 Dex, 10 BAB, 1 Enhancement]
[mwk] Alchemical Silver Dagger +14, 1d4+1, (19-20/x2), Range 10 ft, piercing
[3 Dex,10 BAB, 1 Enhancement]

Special Attacks & Abilities
10 9 4 Rounds of Haste Remaining [Max 4 per fight]
Up to Dex modifier (3) plus one attacks of opportunity per round



Human Traits:
Bonus feat
1 extra skill point per level (4 at 1st)

Ranger Abilities:
Proficiency with all Simple and Martial Weapons
Proficiency with Light Armor and Shields (not Tower shields)
+2 Favored Enemy: Humanoid (Elves) (+2 to Damage, Bluff, Listen, Spot, Sense Motive, Survival)
Wild Empathy
Combat Style: Rapid Fire Feat while in light or no armor

Psion Abilities:
Access to Egoist Discipline
Bonus Feat

Slayer Abilities:
Proficiency with all simple and martial weapons and with all types of armor
Favored Enemy: Humanoid (Human, Psionic) (+4 to Damage, Bluff, Listen, Spot, Sense Motive, Survival)
Enemy Sense
Brain Nausea
Lucid Buffer
Cerebral Blind

Shadow Dancer Abilities:
Hide in Plain Sight


Powers Readied
Level 1 [DC 16] Vigor, Prescience-Offensive, Precognition-Offensive, Force Screen, Entangling Ectoplasm, Crystal Shard2nd, ExpansionEK
Level 2 [DC 17] Animal Affinity, Energy Adaption-Specified, Chameleon
Level 3 [DC 18] Touch Sight, Hustle, Dispel Psionics, Solicit Psicrystal
Level 4 [DC 19] Metamorphosis, Freedom of Movement (Psionic), Dimension Door (Psionic), Telekinetic Manuever, Energy Adaption5th
Level 5 [DC 20] Power Resistance

Power Points Available Per Fight: 32
[94 Total Power Points / 3, rounded up]
Total Power Points: 94
[(+0 Ranger 2, +72 Psion 4 and Slayer 6, +22 Int]
Manifester Level: 9

Feats
Point Blank Shot Human
Dodge Lvl 1
Track Ranger 1
Psicrystal Affinity Psion 1
Mobility Lvl 3
Rapid Fire Ranger 2
Spring Attack Lvl 6
Combat Reflexes Lvl 9
Expanded Knowledge: Expansion Lvl 12

Skills
First change of skills Second change of skills
Total Skill Points: 120
[50 Ranger, 24 Psion (Egoist), 53 Slayer, 11 Shadow Dancer]
Languages: Common, Undercommon, Sylvan, Elven
[1 Racial, 3 Int]
Armor Check Penalty: -0
[0 Armor]

Balance: +3 [3 Dex]
Bluff: +9 (+2 vs Elves,+4 vs Human (Psionic)) [-1 Cha, 9 Ranks (9 Slayer, 1 Shadow Dancer)]
Climb: +4 [4 Str]
Concentration: +18 [2 Con, 15 Ranks (4 Ranger,5 Psion, 7 Slayer)]
Craft (Bowmaking): +12 [5 Int, 5 Ranks (4 Ranger, 1 Psion), 2 Masterwork Tools]
Handle Animal: +6 [-1 Cha, 5 Ranks (5 Ranger), 2 Masterwork Whistle]
Hide: +27 (+10 Enhancement from Chameleon) [3 Dex, 14 Ranks (7 Ranger,2CC Psion,4CC Slayer, 4 Shadow Dancer), 10 Competance]
Jump: +4 [4 Str]
Knowledge (Dungeoneering): +9 [5 Int, 4 Ranks (4 Ranger)]
Knowledge (Geography): +10 [5 Int, 5 Ranks (5 Psion)]
Knowledge (Nature): +15 [5 Int, 8 Ranks (8 Psion), 2 Synergy]
Listen: +12 (+2 from Alertness when Psicrystal within 5', +2 vs Elves, +4 Human (Psionic)) [1 Wis, 11 Ranks (4 Ranger, 7 Slayer)]
Move Silently: +27 [3 Dex, 14 Ranks (7 Ranger,2CC Psion, 6 Shadow Dancer), 10 Competance]
Perform (Dance) +4 [-1 Cha, 5 Ranks (10CC Slayer)]
Psicraft: +6 [5 Int, 1 Ranks (1 Psion)]
Ride: +6 [3 Dex, 1 Ranks (1 Ranger), 2 Synergy Handle Animal]
Sense Motive: +9 (+2 vs Elves, Human (Psionic))[+1 Wis, 7 Ranks (8 Slayer)]
Spot: +18 (+2 from Alertness when Psicrystal within 5', +2 vs Elves, +4 Human (Psionic)) [1 Wis, 12 Ranks (4 Ranger, 8 Slayer), 5 Competance]
Survival: +6 (+2 Tracking Elves, +4 Human (Psionic), +2 vs Getting Lost or Natural Hazards (Geography Synergy)) [1 Wis, 5 Ranks (5 Ranger)]
Use Rope: +8 [3 Dex, 5 Ranks (5 Ranger)]

Prefight Actions
Gain Psionic Focus
Bring Psicrystal (Quartz)
Quartz activates Self-propulsion
Tie torch to Quartz with 1' silk rope (Use Rope, take 10)

Equipment Worn and Carried
Explorers Outfit [0 lbs] [0 gp]
+3 Deepcrystal Composite Longbow (Mighty +4) [3 lbs][19500 gp]
+1 Suppression Adamantine Greatsword [8 lbs][21,050 gp]
+2 Improved Shadow and Improved Silent Moves Mithral Chain Shirt (+10 competence to Hide/MS) /w [mwk] Armor Spikes [20.0 lbs][35,450 gp]
Cloak of Resistance +3 [1 lbs][9,000 gp]
Ring of Protection +2 [0 lbs][8,000 gp]
Headband of Intellect +2 [0 lbs][4,000 gp]
Belt of Giant Strength +4 [1 lbs][16,000 gp]
Boots of Speed [1 lbs][12,000 gp]
Eyes of the Eagle [2,500 gp]
4 Tindertwig [0 lbs][4 gp]
Flint and Steel [0 lbs][1 gp]
1 Torch [1 lb][ 0.01 gp]
2 Vials of Antitoxin [0 lbs][50 gp each = 100 gp]

Backpack (Adventuring) [2 lbs][2 gp]

50' Rope, Silk (+2 to Use Rope) [5 lbs][10 gp]
6 pitons [1/2 lb each = 3 lbs][0.06 gp]
Hammer [2 lbs][0.05 gp]
2 Smokestick [1.0 lbs][40 gp]
Grappling Hook [4 lbs][1 gp]
Lantern, hooded [2 lbs][7 gp]
10 Oils (1 pint flasks) [1 lb each = 10 lbs][0.1 gp each = 1 gp]
Masterwork Whistle (+2 to Handle Animal) [1 lbs][50 gp]
1 Tanglefoot Bag[4 lbs][50 gp]
1 Thunderstone[1 lbs][30 gp]
1 Acid Flasks[1 lbs][10 gp]
1 Alchemist's Fire[1 lbs][20 gp]
Total Weight Inside: 35 lbs


[mwk] Cold Iron Dagger [1 lbs][304 gp]
[mwk] Alchemical Silver Dagger (-1 Damage) [1 lbs][322 gp]
(40) Alchemical Silver Arrows (-1 Damage) [0.15 lb each = 6 lbs][1.025 gp each = 41C gp]
(40) Cold Iron Arrows [0.15 lb each = 6 lbs][0.05 gp each = 2C gp]
(10) [mwk] Adamantine Arrows [0.15 lb each = 1.5 lbs][30.025 gp each = 300.25C gp]

Efficient Quiver [2.0 lbs][1800 gp]

Inside Efficient Quiver
(40) Steel Arrows [0.15 lb each = 6.0 lbs][0.025 gp each = 1.0C gp]
(20) [mwk] Mundane Crystal Arrows [0.15 lb each = 4.5 lbs][3.025 gp each = 60.5C gp]
(15) Cold Iron tipped Javelins [2 lb each = 30 lbs][2 gp each = 30 gp]
(3) Alchemical Silver tipped Javelins [2 lb each = 6 lbs][22 gp each = 66 gp]
(2) Cold Iron Spears [2 lb each = 6 lbs][4 gp each = 8 gp]
(2) Quarterstaves [4 lb each = 8 lbs][2 gp each = 4 gp]

[mwk] Deepcrystal Composite Longbow (Mighty +2) [3 lbs][650C gp]
End of Inside Effient Quiver

Total Weight on Valen: 93.5 lbs

Expendable Items
3 Powerstones of Synesthete [ML 1][0.0 lb each = 0 lbs][25 gp each = 75 gp]
2 Potions of Protection from Evil[0.1 lb each = 0.2 lbs][50 gp each = 100 gp]
2 Potions of Protection from Law[0.1 lb each = 0.2 lbs][50 gp each = 100 gp]
2 Potions of Protection from Chaos[0.1 lb each = 0.2 lbs][50 gp each = 100 gp]
3 Powerstones of Bolt [ML 1][0.0 lb each = 0 lbs][25 gp each = 75 gp]
3 Powerstones of Entangling Ectoplasm [ML 1][0.0 lb each = 0 lbs][25 gp each = 75 gp]
3 Potions of Enlarge Person [CL 3][0.1 lb each = 0.3 lbs][150 gp each = 600 gp]
1 Oil of Bless Weapon [CL 1][0.1 lb each = 0.1 lbs][100 gp each = 100 gp]
1 Oil of Corrupt Weapon [CL 1][0.1 lb each = 0.1 lbs][100 gp each = 100 gp]
Max total (ECL2 x 50): 6050 gp
Current total: 1175 gp

Total Weight with Expendables: 93.5 +1.1 = 94.6 lbs
Encumbrance: Light (58 lbs or less for Str 14)


Equipment at Home
Lightning (Light Warhorse) [- lbs][150 gp]
Equipment on Lightning
Leather Barding [30 lbs][40 gp]
Riding Saddle [25 lbs][10 gp]

Backpack (Survival) (Tied on to saddle with a special Knot as prebuff with take 10 on Use Rope)[2 lbs][2 gp]

7 days Trail Rations [1 lb each = 7 lbs][0.5 gp each = 3.5 gp]
Soap [1 lb][0.5 gp]
Shovel [8 lb][2 gp]
Tent [20 lb][10 gp]
2 Full Waterskins [4 lb each = 8lbs][1 gp each = 2 gp]
Whetstone [1 lb][0.02 gp]
Winter Blanket [3 lb][0.5 gp]
Bedroll [5 lb][0.1 gp]
50ft Hempen Rope [10 lbs][1 gp]

Total Weight Inside: 67 lbs

Masterwork Composite Longbow (Mighty +2) [3 lbs][300C gp]
Masterwork Bowmaking Tools[1 lbs][55 gp]
Bit and Bridle [1 lbs][2 gp]
4 Daggers[1 lb each = 4lbs][2 gp each = 8gp]
(169) Cold Iron Arrows [0.15 lb each = 25.35 lbs][0.05 gp each = 8.45C gp]
(112) Steel Arrows [0.15 lbs each = 16.8 lbs][0.025 C gp each = 2.8 gp]
(120) Alchemical Silver Arrows (-1 Damage) [0.15 lb each = 18 lbs][1.025 gp each = 123C gp]
(720) Cold Iron Arrows [0.15 lb each = 108 lbs][0.05 gp each = 36C gp]

Allies
Maximum CR per ally: CR 8
Maximum ECL per ally: ECL 10
Maximum CA of allies per fight: CA 9


Quartz, Diminutive Construct
HD 13; hp 40; init +2; speed 30ft, climb 20ft; AC 16 (+4 sz, +2 dex), touch 16, flat-footed 14;
BAB +10 Touch +16; Saves +8/+11/+10;
S 1 (-5) D 15 (+2) C -- I 6 (-2) W 10 (+0) Ch 10 (+0);
Skills: Bluff +10, Concentration +15, Climb +10, Craft (Bow) +3, Handle Animal +5, Hide +28, Know: Dungeon +2, Know: Geography +3, Know: Nature +8, Listen +13, Move Silently +16, Perform (Dance) +5, Psicraft -1, Ride +5, Search +2, Sense Motive +8, Spot +14, Survival +5, Use Rope +7;
Feats: Alertness;
Specials: Construct Traits, Personality (Resolved), Self-Propulsion, Share Powers, Sighted 40', Telepathic Link, Alertness, Improved Evasion, Deliver Touch Powers, Hardness 8

Equipment Worn and Carried
Torch [1.0 lb][0.01 gp]
1' Thin Silk String (treating as Rope, Silk) (+2 to Use Rope)[0.1 lbs][0.2 gp]

Weight Carried: 1.1 lbs, Light encumbrance
[0-1.5 (Light), 1.5-3 (Medium), 3-4.5 (Heavy)]



Gender and Race: Male Light Warhorse
Size and Type: Large Animal
Alignment: Neutral
ECL: 3 HD
CR: 1
Tricks: Attack, Come, Defend, Down, Guard, Heel

Standard Light Warhorse Stats
Non-combatant




None




Time Between Fights: 5 hours
Prebuffs/Ongoing Effects: none
Items Used: 1 charge of boots of haste
Spells or Powerpoints Used: 18 pps
x/day Abilities Used: none
Free Activity: perform 154 gp



Time Between Fights: ? hrs
Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining)
Items Used: xxxxx, xxxxx
Spells or Powerpoints Used: xxxxx
x/day Abilities Used: xxxxx
Free Activity: xxxxx



Time Between Fights: ? hrs
Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining)
Items Used: xxxxx, xxxxx
Spells or Powerpoints Used: xxxxx
x/day Abilities Used: xxxxx
Free Activity: xxxxx


--Pitlords cut here--

Results
[color=red]Win vs Saunginel (DocNessumo) - [900 xp] [900 gp]
Win vs both Ash (NiQil) and Fnorri (False_Keraptis) - [1500 xp] [1500 gp]
Win vs Khabil Baruhk (Traevanon) - [900 xp] [900 gp] Leveled to 4!
Lost vs Indrithia Celeth (Zevox) - [350 xp] [350 gp]
Lost vs Osiris (Iced) - [400 xp] [400 gp]Surrendered to avoid going into Week 3/3
Win vs Khabil Baruhk (Traevanon) - [1050 xp] [1050 gp]
Win vs Torel Silvanus (Erithmu) - [1050 xp] [1050 gp]
Lost vs Ventr the Dreamer (Milov) - [350 xp] [350 gp]Surrendered to avoid going into Week 2/2
Win vs El'enees'ka Hunn'et (malakaiunseen) - [1050 xp] [1050 gp] Leveled to 5!
Lost vs Annalina Vale (Zevox) - [500 xp] [533 gp]
Lost vs Kilpquabjeg (hogarth) and => Ventr the Dreamer (Milov) - [479 xp] [510 gp]
Win vs 3 Centaurs (Monster Fight) - [1375 xp] [1467 gp]
Win vs Ventr (Milov), Reginald Molehusband (Hogarth) - [2500 xp] [2666 gp]Leveled to 6!
Success in Miniquest to join LOY - [1687 xp] [1875 gp]
Win vs Relanex Thines (Macbrea) - [1687 xp] [1875 gp]Crafted arrows
Lost with Poe (McJarvis) vs Dudael Angelus (DSugui) - [600 xp] [666 gp]
Win vs Izumi (Macbrea) - [1687 xp][1875 gp]Leveled to 7!
Lost vs Ihdald Seaslash (Milov) - [665 xp][805 gp]
Win vs Istima (Zevox) - [2310 xp][2860 gp]Istima surrendered in order to avoid going into week 4
Lost vs Istima (Zevox) - [770 xp][956 gp]
Lost vs Jar-red (TelinArtho) - [665 xp][822 gp]
Success in "To Teach an old dog new tricks" - [6038 xp] [7427gp] Leveled to 8! (including 300g potion in gold award and noting it in expenditures)
Lost vs a Stone Giant - [768 xp][1083 gp]
Win vs a Ihdald Sealash (Milov) - [2640 xp][3722 gp]
Win vs a Jar-red (TelinArtho) - [2400 xp][3400 gp] Leveled to 9!
Win vs a Phrenic Bulette - [2700 xp][4500gp]
Lost vs Balrog (Maraxus) and Kervan Sheharath (MindWandererB) - [900 xp][1500 gp]
Lost vs 4 Cloakers - [900 xp][1500 gp]
Lost vs Greater Earth Elemental - [900 xp][1500 gp]
Win Kervan Sheharath (MindWandererB) - [2700 xp][4500 gp]Leveled to 10!
Win with Jonathan Raven Gravebound (Abyssal Stalker) vs Besthira Lafali (MindWandererB) & Kracknol (SauroGrenom) - [3187 xp][6162+140 gp]
Lost vs Elrick Flamebrother (Templer10) and Izumi (Macbrea) - [1062 xp][2053+140 gp]
Win vs Eraca Moralta (Zevox) & Kracknol (SauroGrenom) - [4000 xp][7733+140 gp]
Win vs Lord Frost (Macbrea) [3000 xp][5800+140 gp]Leveled to 11!
Lost vs Elite Phrenic Lammasu - [1100 xp][2500+154 gp]
Win vs The Chameleon (Lonewolf) - [3300 xp][7500+154 gp]
Win vs Kervan Sheharath (MindWandererB) - [3300 xp][7500+154 gp]
Lost with Raskos (SauroGrenom) vs Samuel Highground (Lonewolf) - [1100 xp][2500+154 gp]
Lost vs Elrick Flamebrother (Templer10) - [1222 xp][2777.77+154 gp]





Starting: 3200 XP
Earned: 63683 XP +12,000
Spent: 0 XP
Remaining: 66883 XP




Starting: 3000 gp
Earned: 99461.77 gp +32,000
Spent: 134154.05 gp
Remaining: 307.72 gp






Greatsword (Bought for 50 gp, sold for 25 gp)

Total: 25 gp




222 Arrows (5.55C gp)
21 Alchemical Silver Arrows (21.525C gp)
10 Powerstone of Skate (250 gp)
3 Powerstone of Entangling Ectoplasm (75gp)
1 Powerstone of Synestete (25gp)
1 Potion of Cure Moderate Wounds (300gp)
3 Bags of Caltrops (6 gp)
1 Tindertwig (1 gp)
1 Smokestick (20 gp)
2 Vial of Antitoxin (100 gp)
5 Potion of Enlarge Person [CL 3] (750 gp)

Total: 1554.075 gp




Born in the wilds of the North to an improvished family, Valen quickly learned the first tenant of survival: Adapt or die. Almost as soon as he was old enough to walk he was learning to stalk and hunt game to supplement their meager crops. Unfortunately for him all his training was for naught on a night nearly 12 years after his birth.

Drow raiders had come to the surface, looking for slaves. He was out in the woods attempting to bring down a deer when the raiding party found him. His skills were not enough to hide him from their keen sight and thus he was captured. After many days of travel beneath the Earth in absolute darkness he was eventually brought into the light. The light of a slave auction.

He exchanged one set of masters, the Drow, for something far more sinister. Mindflayers. He knew nothing of the next few months, being held within the mental grip of a small mindflayer enclave.

But then salvation came in the form of a band of five Elves, apparently on a retributive strike against the Drow. They had come across the Illithid by chance on their return to the surface and decided they needed to eliminated. They struck with mighty magics and incredible skill. As the Illithids died, so did their grip on their slaves.

The rescuers brought the group of slaves to the surface and deposited them in the nearest village. Over the next few days Valen recovered and then set out to find his family and old village. Yet when he arrived he found it abandoned, with no clue left as to where or why.

With no home to return to, Valen made a decision. He would dedicate his life to fighting the dark things in this world. Drow and Illithids, slavers and destroyers. Never again would he be taken against his will nor would he let something control his thoughts.

He set out to follow the trail of his rescuers and beg for an apprenticeship. After following them for weeks and finally approaching them in their sylvan home, they agreed.

For a time he trained, hardening his body and spirit. He learned to unlock the powers of the mind, having had a glimpse of their potential at the hands of the mindflayers. He learned the way of sword and bow, although the Elves always seemed to shake their heads in bemusement at his brutish choice of Greatsword, where as they prefered the elegant grace of the rapier.

Finally, when they said they could teach him no more, he thanked them and took his leave. As he left he declared to them that he would take the moniker of Sky. That he would become the antithesis of the dark creatures of the land below the surface.

He adventured for a time, until coming across an interesting bit of information. His old village had not been wiped out, but rather scattered. It was quite possible that his father and mother had moved to one of the great cities, such as Gladius.

And so he left the wilds of the North and came to the great city of Gladius. There he began the slow and painful search for family in a city of tens of thousands.



Fame (for the actual Valen):
12 ECL x 30 = 360
20 Wins x 10 = 200
16 Losses x 2 = 32
1 Guild Quest x 40 = 40
Total = 632

Allocation:
Finance: 311 (Luxury Apartment)
Influcence:311 (Baron Sky)
Reputation: 310
Stormwind

11-14-07, 03:08 PM
Shadows are everywhere these days ...

Varjo
Danger lurks in the shadows
http://www.wizards.com/dnd/images/ToMagic_Gallery/96092.jpg

Member of the Warfare Alliance
Female Shadow
Chaotic Evil
Undead 4 [+3 LA, ECL 7]

Experience: 26415/28000 XP
Age: -
Height: 5'1"
Weight: 0lbs

STR... - [--]...(0 pts)
DEX...22 [+6]...(16 pts) [18, +4 racial]
CON... - [--]...(0 pts)
INT....10 [--]...(6 pts) [14, -4 racial]
WIS...14 [+2]...(4 pts) [12, +2 racial]
CHA...19 [+4]...(10 pts) [16, +2 racial, +1 level]

Effective HD vs turning: 6 [4 Undead, +2 turn resistance]
Hit Points: 31 [12+3x6.5]
AC 20 [+6 dex, +4 deflection], Touch 20, Flat 14 [+1 Dodge]
Initiative: +6 [+6 dex]
BAB: +2
Grapple: Immune
Speed: Fly 40 (Good)


Saves
Fort +1 [1 undead +0 con]
Refl +7 [1 undead +6 dex]
Will +6 [4 undead +2 wis]
[Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless)]
[Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects]
[Immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects)]


Attacks
Incorporeal touch +8 melee touch, 1d6 Str, 20/x2
[+6 Dex, +2 BAB]
Incorporeal touch +4/+0 melee touch, 1d6 Str, 20/x2
[+6 Dex, +2 BAB; -4/-8 Two-weapon fighting]
+9 melee touch, 1d4+1, 19-20/x2, range 10'
[+6 Dex, +2 BAB, +1 enhancement; deep crystal, ghost touch]


Combat modifiers
• Incorporeal: Immune to all nonmagical attack forms. Damage from a corporeal source has a 50% miss chance (except for positive energy, negative energy, force effects, or ghost touch weapons).
• Undead: Immune to critical hits, nonlethal damage, ability drain, energy drain, damage to physical ability scores and to fatigue and exhaustion effects.


Feats
• Dodge [1st lvl]: +1 dodge bonus to AC vs. designated opponent
• Flyby attack [3rd lvl][x]: may take a standard action at any stage during a move action while flying


Racial Abilities
Undead
• No Constitution score. Charisma modifier applies to Concentration checks.
• Darkvision (60 feet)
• Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
• Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
• Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
• Immune to critical hits, massive damage, nonlethal damage, ability drain, energy drain, physical ability scores damage, fatigue and exhaustion effects.
• Negative energy (such as an inflict spell) can heal undead creatures.
• Destroyed when reduced to 0 hit points or less.
• Undead do not breathe, eat, or sleep.
• Proficient with its natural weapons, and all simple weapons.

Incorporeal
• No Strength score. Dexterity modifier applies to melee and ranged attacks.
• Immune to critical hits, extra damage from being favored enemies, and from sneak attacks.
• Immune to all nonmagical attack forms (except holy water). Only harmed by: incorporeal creatures, magic weapons, spells, spell-like abilities, or supernatural abilities.
• 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons)
• An incorporeal creature cannot pass through a force effect.
• An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, unless they have the ghost touch ability. Deflection bonuses and force effects (such as mage armor) work normally against it.
• An incorporeal creature has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus).
• An incorporeal creature can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object.
• Incorporeal creatures hiding inside solid objects get a +2 circumstance bonus on Listen checks, because solid objects carry sound well. Pinpointing an opponent from inside a solid object uses the same rules as pinpointing invisible opponents.
• Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.
• Incorporeal creatures are inaudible unless they decide to make noise.
• Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures.
• Incorporeal creatures do not leave footprints, have no scent, and make no noise unless they manifest, and even then they only make noise intentionally.
• An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior. Thus it cannot pass entirely through an object whose space is larger than its own.
• An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks.
• Incorporeal creatures pass through and operate in water as easily as they do in air.
• Incorporeal creatures cannot fall or take falling damage.
• Corporeal creatures cannot trip or grapple incorporeal creatures.
• Incorporeal creatures cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions.
• Incorporeal creatures have no weight and do not set off traps that are triggered by weight.• Ability adjustments: +4 Dex, -4 Int, +2 Wis, +2 Cha
• Skills: +2 racial bonus to Listen and Spot, +4 racial bonus to Search, +4 racial bonus to Hide in shadowy illuminated areas, –4 penalty to Hide in brightly lit areas
• Turn resistance (Ex): +2; Hit Dice are considered to be 2 higher vs turning attempts
• Strength Damage (Su): The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.
• Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.


Skills (28 Points Undead)
[N/A] Balance [0 cc, +6 Dex]
[N/A] Climb [0 cc, +0 Str]
+7 Concentration [3 cc, +4 Cha] [6 undead]
+13 Hide [7 ranks, +6 Dex] [7 undead] [+4 in shadowy illumination, -4 in brightly lit area]
+4 Intimidate [0 cc, +4 Cha]
[N/A] Jump [0 cc, +0 Str]
+11 Listen [7 ranks, +2 Wis, +2 racial] [7 undead] [+2 in solid objects]
[Autosucceed] Move Silently [0 cc, +6 Dex]
+5 Search [1 ranks, +0 Int, +4 racial] [1 undead]
+11 Spot [7 ranks, +2 Wis, +2 racial] [7 undead]
Does not speak intelligibly


Powers Known [ML: 0] [None] [Power Points: 0; Use: 0]
...


Buffs and Prefight actions
• Bring a Shadow ally [CR3] (Shade)
• Spellcasting services (Deeper darkness, Magic aura)


Equipment (Weight: 0lbs; Value: 9002 gp)
Deep crystal dagger +1, ghost touch [- lbs][9002gp]


[B]Expendables (Weight: 0lbs; Value: 0 gp) [Max: ECL2x50=2450gp]
...


Spellcasting/Manifesting services (Value: 210 gp)
Deeper darkness (Target: ; Duration: 5 days) [SL3 | CL5][150gp]
Magic aura (Target: [Blade of the night]; Effect: non-magical aura; Duration: 6 days) [SL1 | CL6][60gp]


[B]Equipment at home (Weight: 0lbs; Value: 16910 gp)
Gold: 16910 gp


Miscellaneous Statistics
Encumberance: 0 lb
Weight carried: 0 lb

Maximum Ally CR (ECL-4): 3
Maximum Ally ECL (ECL-2): 5
Maximum CA (ECL-2): 5

Allies
Shade [Shadow] [CR3]: A shadow of a little girl, Varjo's 'daughter' (was Tiefling cleric's child)
Pitkä [Shadow] [CR3]: A shadow of a tall woman (was a cleric of Denth)
Lyhyt [Shadow] [CR3]: A shadow of a short man (was a sorcerer)

[B]Medium Undead (Incorporeal)
Hit Dice: 3d12 (19 hp)
Effective HD vs turning: 5 (3 Undead, +2 turn resistance)
Initiative: +2
Speed: Fly 40 ft. (good) (8 squares)
Armor Class: 13 (+2 Dex, +1 deflection), touch 13, flat-footed 11
Base Attack/Grapple: +1/—
Attack: Incorporeal touch +3 melee (1d6 Str)
Full Attack: Incorporeal touch +3 melee (1d6 Str)
Space/Reach: 5 ft./5 ft.
Special Attacks: Create spawn, strength damage
Special Qualities: Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits
Saves: Fort +1, Ref +3, Will +4
Abilities: Str —, Dex 14, Con —, Int 6, Wis 12, Cha 13
Skills: Hide +8*, Listen +7, Search +4, Spot +7
Feats: Alertness, Dodge
Organization: Solitary, gang (2-5), or swarm (6-11)
Challenge Rating: 3
Alignment: Always chaotic evil
Advancement: 4-9 HD (Medium)

A shadow can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places.
A shadow is 5 to 6 feet tall and is weightless.
Shadows cannot speak intelligibly.

COMBAT
Shadows lurk in dark places, waiting for living prey to happen by.
Strength Damage (Su): The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.
Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.
Skills: Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks.
*A shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a –4 penalty on Hide checks.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
It was dark. An oppressive darkness, brooding and alive ... yet there was no life in this dank tomb except that of a young woman, her footsteps echoing on the cold stone steps as she descended into the dark. She had a torch with her, but the shadows it cast were more disturbing than the dark. She paused at the bottom of the steps, unsure and uneasy. Then the shadows gathered ... a soft gasp, prelude to a scream that never came ... just one more shadow in the darkness.

---

Why do shadows gather within the walls of Gladius? You'd have to ask the shadows ... and they don't answer. Danger lurks in the shadows.

Cold ... focused ... hard and unforgiving. Resolute ... unbound by law, natural or otherwise.

A shadowy feminine form. Formed of the very shadows, it fades into them with equal ease.Default starting position: behind cover

Against a single opponent: Attack from within the ground (or from within a solid object). Use flyby attack to always finish a turn within the ground. Use allies to flank. Attack simulataneously.

Against several opponents: Kill the weak and thus form shadow spawn. Then move in with the spawn to overwhelm whatever is left. Tactics as versus a single opponent.
Fights results (Earned: 8460 gp)
1:(Week 2) (Win) => Neidr => Kimahri, [King Uther]: [+3000 XP/+3332 gold] Shadows do not accept surrender ...
2:(Week 1) (Win) w/ Neidr vs Karen, [King Uther]: [+1785 XP/+2210 gold] If your allies fall ... bring them to the shadows ...
3:(Week 2) (Win) vs Kimahri, [Macbrea]: [+1785 XP/+2210 gold] Shadows walk the sewers. Let the living beware ...
4:(Week 3) (Loss) w/ Manzarf vs Noko, [hogarth]: [+595 XP/+708 gold] Sometimes even shadows cannot find the unseen ...

Quest results (Earned: 4162 gp)
1:(Week 1) (Nothing here but Dust and Shadows), [Vathelokai]: [+1950 XP/+2164 gold] Intruders are returned to the dust and Shadows from which they came.
2:(Week 3) (A happy family), [Vathelokai]: [+1800 XP/+1998 gold] A mother, a daughter, united in shadow.
District: Chanadar Forest
Fame: 302 (Mistress) Finance
Influence [182]
- Commissioned monster (Small air elemental) [182]
Reputation [110]
- Ruthless (character: +3 rounds extended delay) [55]
- Vindictive (agents: +3 rounds extended delay) [55]
Small air elemental
Hit Dice: 2d8 (9 hp)
Initiative: +7
Speed: Fly 100 ft. (perfect) (20 squares)
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +1/–3
Attack: Slam +5 melee (1d4)
Full Attack: Slam +5 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Air mastery, whirlwind
Special Qualities: Darkvision 60 ft., elemental traits
Saves: Fort +0, Ref +6, Will +0
Abilities: Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11
Skills: Listen +2, Spot +3
Feats: Flyby Attack, Improved InitiativeB, Weapon FinesseB
Challenge Rating: 1

Equipment: 900gp

I'll happily create versions of Varjo levelled to any (higher) ECL on request ;)
Taureus_Drakken

11-15-07, 11:07 AM
Here's an ECL 5 for the playtest.

Ackbar Stormsword
Gender and Race: Male Human
Size and Type: Medium Humanoid
Height and Weight: 6'7" 176lbs
Age: 25
Alignment: CG
ECL: Barbarian 1/Fighter 1/Cleric 3
Experience: 11025/15000

Attributes
STR 16 (+3) [10 pts] [20 (+5), +4 When Raging]
DEX 14 (+2) [06 pts]
CON 16 (+3) [08 pts] [1 Advancement] [20 (+5), +4 When Raging]
INT 14 (+2) [06 pts]
WIS 14 (+2) [06 pts]
CHA 08 (-1) [00 pts]

Miscellaneous Statistics
Hit Points: 46 [4 HD] [12 Barbarian + (5.5 Fighter x 1) + (4.5 Cleric x 3) + (3 Con x 5)] [54, +8 When Raging] [47, +1, Virtue] [+1d8+3, Aid]
Armor Class (Normal): 17 [10 Base, 2 Dex, 5 Armor] [15, -2 When Raging] [18, +1 with Dodge] [19, +2, Protection from Evil] [21, +4, Force Screen] [21, +4, Shield]
Armor Class (Touch): 12 [10 Base, 2 Dex] [10, -2 When Raging] [13, with +1 Dodge] [14, +2, Protection from Evil]
Armor Class (Flat-Footed): 15 [10 Base, 5 Armor] [13, -2 When Raging] [17, +2, Protection from Evil] [19, +4, Force Screen] [19, +4, Shield]
Initiative: +2 [2 Dex]
Base Attack Bonus: +4 [1 Barbarian, 1 Fighter, 2 Cleric]
Grapple: +7 [4 BAB, 3 Str, 0 Size, 0 Feat] [+2 When Raging]
Speed (Land): 40 ft [30 Base, 10 Unnamed] [70 ft, +30 ft, Expeditious Retreat]
Weight Carried: 49.4 lbs, light encumbrance [0-76 (Light), 77-153 (Medium), 154-230 (Heavy)]

Saves
Fortitude: +10 [3 Con, 2 Barbarian, 2 Fighter, 3 Cleric] [+2 When Raging] [+1, Resistance] [+2, Protection from Evil]
Reflex: +3 [2 Dex, 0 Barbarian, 0 Fighter, 1 Cleric] [+1, Resistance] [+2, Protection from Evil]
Will: +5 [2 Wis, 0 Barbarian, 0 Fighter, 3 Cleric] [+2 When Raging] [+1, Resistance] [+2, Protection from Evil] [+1 vs fear, Aid]

Melee Attacks
Mwk Halberd +9, 1d10+4, (20/x3), Piercing or Slashing [3 Str, 4 BAB, 1 Enchantment, 1 Feat] [+2 attack, +3 damage When Raging] [-1 attack, +2 damage; -2 attack, +4 damage; -3 attack, +6 damage; -4 attack, +8 damage Power Attack] [+1 attack, +1 damage Divine Favor] [+1 attack, Aid]
Mwk Greatsword +8, 2d6+4, (19-20/x2), Slashing [3 Str, 4 BAB, 1 Enchantment] [+2 attack, +3 damage When Raging] [-1 attack, +2 damage; -2 attack, +4 damage; -3 attack, +6 damage; -4 attack, +8 damage Power Attack] [+1 attack, +1 damage Divine Favor] [+1 attack, Aid]
Spiked Gauntlet +7, 1d4+3, (20/x2), Piercing [3 Str, 4 BAB] [+2 attack, +2 damage When Raging] [+1 attack, +1 damage Divine Favor] [+1 attack, Aid]

Ranged Attacks
Mwk Composite Longbow (+3 Bonus) +7, 1d8+3, (20/x3), Range 100 ft, Piercing [2 Dex, 4 BAB, 1 Enchantment] [+1 attack, +1 damage Divine Favor] [+1 attack, Aid]

Special Attacks & Abilities
Rage 1/day
Turn Undead 3/day; 1d20-1; 2d6 HD
Domains: War, Magic
Spontaneous Healing

Divine Spells Readied
Orisons [DC 12] Virtue, Virtue, Virtue, Virtue
Level 1 [DC 13] Doom, Doom, Doom, Magic AuraD or Magic WeaponD
Level 2 [DC 14] Aid, Aid, IdentifyD or Spiritual WeaponD
Level 3 [DC 15] ---, ---, Dispel MagicD or Magic VestmentD
Level 4 [DC 16] ---, ---, Imbue with Spell AbilityD or Divine PowerD
Level 5 [DC 17] ---, ---, Spell ResistanceD or Flame StrikeD
Level 6 [DC 18] ---, ---, Antimagic FieldD or Blade BarrierD
Level 7 [DC 19] ---, ---, Spell TurningD or Power Word, BlindD
Level 8 [DC 20] ---, ---, Protection from SpellsD or Power, Word StunD
Level 9 [DC 21] ---, ---, Mage's DisjunctionD or Power Word, KillD

D Denotes domain spells.
Spell Levels Available Per Fight: 3 (4 Orisons) [8 Total Spell Levels / 3, rounded up]
Total Spell Levels: 8 [(4 x 1), (2 x 2), (0 x 3), (0 x 4), (0 x 5), (0 x 6), (0 x 7), (0 x 8), (0 x 9)]
Caster Level: 3

Feats
Power AttackLvl 1
DodgeLvl 3
Improved TripFighter 1
Weapon Focus (halberd)War Domain
Combat ExpertiseHuman 1


Skills
Total Skill Points: 43 [28 Barbarian, 5 Fighter, 15 Cleric]
Languages: Common, Draconic, Celestial [1 Racial, 2 Int]
Armor Check Penalty: 0 [0 Armor]

Climb: +8 [3 Str, 5 Ranks (4 Barbarian, 1 Fighter)] [+2 When Raging]
Concentration: +10 [3 Con, 7 Ranks (7 Cleric)] [+2 When Raging]
Craft (Arrows): +7 [2 Int, 5 Ranks (4 Barbarian, 1 Fighter)]
Heal: +2 [2 Wis, 0 Ranks (0 Cleric)]
Intimidate: +4 [-1 Cha, 5 Ranks (4 Barbarian, 1 Fighter)]
Jump: +12 [3 Str, 5 Ranks (4 Barbarian, 1 Fighter), +4 Speed 40ft] [+2 When Raging] [+12 With Expeditious Retreat]
Listen: +6 [2 Wis, 4 Ranks (4 Barbarian)]
Knowledge (Arcana): +4 [2 Int, 2 Ranks (0 Cleric)]
Knowledge (Local): +5 [2 Int, 3 Ranks (6 ClericCC)]
Knowledge (Religion): +2 [2 Int, 0 Ranks (0 Cleric)]
Knowledge (The Planes): +2 [2 Int, 0 Ranks (? (0 Cleric)]
Knowledge (History): +2 [2 Int, 0 Ranks (0 Cleric)]
Spellcraft: +2 [2 Int, 0 Ranks (0 Cleric)]
Survival: +6 [2 Wis, 4 Ranks (4 Barbarian)]
Swim: +8 [3 Str, 5 Ranks (4 Barbarian, 1 Fighter)] [+2 When Raging]

Equipment Worn and Carried
Traveler's Outfit [5 lbs] [1 gp]
+1 Mithral Chain Shirt [10 lbs] [2100 gp]
Mwk Greatsword [8 lbs][350 gp]
Mwk Composite Longbow [3 lbs][700 gp]
Mwk Halberd [12 lbs][310 gp]
Spiked Gauntlet [1 lbs][5 gp]
Wooden Holy Symbol [1 lbs][1 gp]
Spell Component Pouch [1 lbs][5 gp]
31 Arrows [0.15 lb each = 4.65 lbs] [0.025 gp each = 1 gp] (self-crafted)
Wand of Resistance [CL1 ](48/50 charges) [1 lbs][375 gp]
Wand of Cure Light Wounds [CL 1] (48/50 charges) [1 lbs][750 gp]
Wand of Expeditious Retreat [CL 1] (45/50 charges) [1 lbs][750 gp]

Expendable Items
1 Tattoos of Force Screen [ML 1] [0.1 lb each = 0.1 lbs][100 gp each = 100 gp]
2 Scroll of Shield [CL 2] [0.1 lb each = 0.2 lbs][50 gp each = 100 gp]
2 Scroll of Entropic Shield [CL 2] [0.1 lb each = 0.2 lbs][50 gp each = 100 gp]
2 Scroll of Protection from Evil [CL 2] [0.1 lb each = 0.2 lbs][50 gp each = 100 gp]
1 Scroll of Divine Favor [CL 2] [0.1 lb each = 0.1 lbs][50 gp each = 50 gp]
Max total (ECL2 x 50): 500 / 1250 gp [1.2 lbs]


Equipment at Home
3136+566 gp [0.2 lbs]
Artisan's Tools [5 lbs][5 gp]

Arena Results
Win vs Gortek ChaoSlayer (Rauul) [900 xp, 900 gp]
Success Miniquest: To Claim The Dragon's Blood (QL: Rauul/Sjiggie) [900 xp, 900 gp]
Loss vs Xuan Sunai (Eamane) [300 xp, 300 gp]
~~~~~~~~
Win vs Diana Valassar (Sjiggie) [1125 xp, 1125 gp]
2nd Place vs Ikhain al-Habari vs Rennae Longhollow vs Darrgon the Summoner [1200 xp, 1200 gp]
Win vs Kai Engel (Hirumajoe) [1200 xp, 1200 gp]
~~~~~~~~
Win rematch vs Kai Engel (Hirumajoe) [1200 xp, 1200 gp]
Loss vs Darian Thorne (lonewolf) [500 xp, 533 gp]
Loss vs Gwerdan "Twofist" Grummler (whitebaron) [500 xp, 566 gp]
~~~~~~~~



Starting: 3200 XP
Earned: 7825 XP
Spent: ??? XP
Remaining: 11025 XP


Starting: 3000 gp
Earned: 8116 gp
Spent: 6764 gp
Remaining: 4252 gp



2 Scroll of Protection from Good 25 gp received[CL 2] [50 gp originally spent]
1 Tattoo of Force Screen 50 gp received [100 gp originally spent]
1 Potion of Protection from Evil 25 gp received [50 gp originally spent]



9 Arrows [0.05 gp each = 0.45 gp]
3 Oil of Magic Weapon [CL 1] [50 gp each = 100 gp]
3 Potion of Shield of Faith [CL 1] [[50 gp each = 150 gp]
2 Potion of Protection from Evil [CL 1] [[50 gp each = 100 gp]
1 Tattoo of Force Screen [ML 1] [100 gp each = 100 gp]
2 Scroll of Shield [CL 1] [25 gp each = 50 gp]
2 Scroll of Divine Favor [CL 2] [50 gp each = 100 gp]
2 Scroll of Shield of Faith [CL 2] [50 gp each = 100 gp]


Agent coming soon.
whitebaron

12-05-07, 03:55 PM
Dear ladies and gentlemen, this is a Monster takedown starting soon at effective Character Level 5.
It will take place in the slimiest place we could find for you: THE SEWERS.
What will they hunt? not all of them know it yet, but it is so easy: Bugbear Zombies.
The fight ends at round 30, or if all players are dead. Monsters will run in Clockwise circles, and attack anything that is within reach.
Bugbear Zombie
Medium Undead

Hit Dice: 6d12+3 (42 hp)
Initiative: +0
Speed: 30 ft. (6 squares; can’t run)
Armor Class: 16 (+5 natural, +1 light wooden shield), touch 10, flat-footed 16
Base Attack/Grapple: +3/+6

Attack: Morningstar +6 melee (1d8+3) or slam +6 melee (1d6+3) or javelin +3 ranged (1d6+2)
Full Attack: Morningstar +6 melee (1d8+3) or slam +6 melee (1d6+3) or javelin +3 ranged (1d6+2)

Space/Reach: 5 ft./5 ft.
Special Qualities: Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits
Saves: Fort +2, Ref +2, Will +5
Abilities: Str 17, Dex 10, Con —, Int —, Wis 10, Cha 1
Feats: Toughness

And now, without further ado, our protagonists:
Ackbar Stormsword
Gender and Race: Male Human
Size and Type: Medium Humanoid
Height and Weight: 6'7" 176lbs
Age: 25
Alignment: CG
ECL: Barbarian 1/Fighter 1/Cleric 3
Experience: 11025/15000

Attributes
STR 16 (+3) [10 pts] [20 (+5), +4 When Raging]
DEX 14 (+2) [06 pts]
CON 16 (+3) [08 pts] [1 Advancement] [20 (+5), +4 When Raging]
INT 14 (+2) [06 pts]
WIS 14 (+2) [06 pts]
CHA 08 (-1) [00 pts]

Miscellaneous Statistics
Hit Points: 46 [4 HD] [12 Barbarian + (5.5 Fighter x 1) + (4.5 Cleric x 3) + (3 Con x 5)] [54, +8 When Raging] [47, +1, Virtue] [+1d8+3, Aid]
Armor Class (Normal): 17 [10 Base, 2 Dex, 5 Armor] [15, -2 When Raging] [18, +1 with Dodge] [19, +2, Protection from Evil] [21, +4, Force Screen] [21, +4, Shield]
Armor Class (Touch): 12 [10 Base, 2 Dex] [10, -2 When Raging] [13, with +1 Dodge] [14, +2, Protection from Evil]
Armor Class (Flat-Footed): 15 [10 Base, 5 Armor] [13, -2 When Raging] [17, +2, Protection from Evil] [19, +4, Force Screen] [19, +4, Shield]
Initiative: +2 [2 Dex]
Base Attack Bonus: +4 [1 Barbarian, 1 Fighter, 2 Cleric]
Grapple: +7 [4 BAB, 3 Str, 0 Size, 0 Feat] [+2 When Raging]
Speed (Land): 40 ft [30 Base, 10 Unnamed] [70 ft, +30 ft, Expeditious Retreat]
Weight Carried: 49.4 lbs, light encumbrance [0-76 (Light), 77-153 (Medium), 154-230 (Heavy)]

Saves
Fortitude: +10 [3 Con, 2 Barbarian, 2 Fighter, 3 Cleric] [+2 When Raging] [+1, Resistance] [+2, Protection from Evil]
Reflex: +3 [2 Dex, 0 Barbarian, 0 Fighter, 1 Cleric] [+1, Resistance] [+2, Protection from Evil]
Will: +5 [2 Wis, 0 Barbarian, 0 Fighter, 3 Cleric] [+2 When Raging] [+1, Resistance] [+2, Protection from Evil] [+1 vs fear, Aid]

Melee Attacks
Mwk Halberd +9, 1d10+4, (20/x3), Piercing or Slashing [3 Str, 4 BAB, 1 Enchantment, 1 Feat] [+2 attack, +3 damage When Raging] [-1 attack, +2 damage; -2 attack, +4 damage; -3 attack, +6 damage; -4 attack, +8 damage Power Attack] [+1 attack, +1 damage Divine Favor] [+1 attack, Aid]
Mwk Greatsword +8, 2d6+4, (19-20/x2), Slashing [3 Str, 4 BAB, 1 Enchantment] [+2 attack, +3 damage When Raging] [-1 attack, +2 damage; -2 attack, +4 damage; -3 attack, +6 damage; -4 attack, +8 damage Power Attack] [+1 attack, +1 damage Divine Favor] [+1 attack, Aid]
Spiked Gauntlet +7, 1d4+3, (20/x2), Piercing [3 Str, 4 BAB] [+2 attack, +2 damage When Raging] [+1 attack, +1 damage Divine Favor] [+1 attack, Aid]

Ranged Attacks
Mwk Composite Longbow (+3 Bonus) +7, 1d8+3, (20/x3), Range 100 ft, Piercing [2 Dex, 4 BAB, 1 Enchantment] [+1 attack, +1 damage Divine Favor] [+1 attack, Aid]

Special Attacks & Abilities
Rage 1/day
Turn Undead 3/day; 1d20-1; 2d6 HD
Domains: War, Magic
Spontaneous Healing

Divine Spells Readied
Orisons [DC 12] Virtue, Virtue, Virtue, Virtue
Level 1 [DC 13] Doom, Doom, Doom, Magic AuraD or Magic WeaponD
Level 2 [DC 14] Aid, Aid, IdentifyD or Spiritual WeaponD
Level 3 [DC 15] ---, ---, Dispel MagicD or Magic VestmentD
Level 4 [DC 16] ---, ---, Imbue with Spell AbilityD or Divine PowerD
Level 5 [DC 17] ---, ---, Spell ResistanceD or Flame StrikeD
Level 6 [DC 18] ---, ---, Antimagic FieldD or Blade BarrierD
Level 7 [DC 19] ---, ---, Spell TurningD or Power Word, BlindD
Level 8 [DC 20] ---, ---, Protection from SpellsD or Power, Word StunD
Level 9 [DC 21] ---, ---, Mage's DisjunctionD or Power Word, KillD

D Denotes domain spells.
Spell Levels Available Per Fight: 3 (4 Orisons) [8 Total Spell Levels / 3, rounded up]
Total Spell Levels: 8 [(4 x 1), (2 x 2), (0 x 3), (0 x 4), (0 x 5), (0 x 6), (0 x 7), (0 x 8), (0 x 9)]
Caster Level: 3

Feats
Power AttackLvl 1
DodgeLvl 3
Improved TripFighter 1
Weapon Focus (halberd)War Domain
Combat ExpertiseHuman 1


Skills
Total Skill Points: 43 [28 Barbarian, 5 Fighter, 15 Cleric]
Languages: Common, Draconic, Celestial [1 Racial, 2 Int]
Armor Check Penalty: 0 [0 Armor]

Climb: +8 [3 Str, 5 Ranks (4 Barbarian, 1 Fighter)] [+2 When Raging]
Concentration: +10 [3 Con, 7 Ranks (7 Cleric)] [+2 When Raging]
Craft (Arrows): +7 [2 Int, 5 Ranks (4 Barbarian, 1 Fighter)]
Heal: +2 [2 Wis, 0 Ranks (0 Cleric)]
Intimidate: +4 [-1 Cha, 5 Ranks (4 Barbarian, 1 Fighter)]
Jump: +12 [3 Str, 5 Ranks (4 Barbarian, 1 Fighter), +4 Speed 40ft] [+2 When Raging] [+12 With Expeditious Retreat]
Listen: +6 [2 Wis, 4 Ranks (4 Barbarian)]
Knowledge (Arcana): +4 [2 Int, 2 Ranks (0 Cleric)]
Knowledge (Local): +5 [2 Int, 3 Ranks (6 ClericCC)]
Knowledge (Religion): +2 [2 Int, 0 Ranks (0 Cleric)]
Knowledge (The Planes): +2 [2 Int, 0 Ranks (? (0 Cleric)]
Knowledge (History): +2 [2 Int, 0 Ranks (0 Cleric)]
Spellcraft: +2 [2 Int, 0 Ranks (0 Cleric)]
Survival: +6 [2 Wis, 4 Ranks (4 Barbarian)]
Swim: +8 [3 Str, 5 Ranks (4 Barbarian, 1 Fighter)] [+2 When Raging]

Equipment Worn and Carried
Traveler's Outfit [5 lbs] [1 gp]
+1 Mithral Chain Shirt [10 lbs] [2100 gp]
Mwk Greatsword [8 lbs][350 gp]
Mwk Composite Longbow [3 lbs][700 gp]
Mwk Halberd [12 lbs][310 gp]
Spiked Gauntlet [1 lbs][5 gp]
Wooden Holy Symbol [1 lbs][1 gp]
Spell Component Pouch [1 lbs][5 gp]
31 Arrows [0.15 lb each = 4.65 lbs] [0.025 gp each = 1 gp] (self-crafted)
Wand of Resistance [CL1 ](48/50 charges) [1 lbs][375 gp]
Wand of Cure Light Wounds [CL 1] (48/50 charges) [1 lbs][750 gp]
Wand of Expeditious Retreat [CL 1] (45/50 charges) [1 lbs][750 gp]

Expendable Items
1 Tattoos of Force Screen [ML 1] [0.1 lb each = 0.1 lbs][100 gp each = 100 gp]
2 Scroll of Shield [CL 2] [0.1 lb each = 0.2 lbs][50 gp each = 100 gp]
2 Scroll of Entropic Shield [CL 2] [0.1 lb each = 0.2 lbs][50 gp each = 100 gp]
2 Scroll of Protection from Evil [CL 2] [0.1 lb each = 0.2 lbs][50 gp each = 100 gp]
1 Scroll of Divine Favor [CL 2] [0.1 lb each = 0.1 lbs][50 gp each = 50 gp]
Max total (ECL2 x 50): 500 / 1250 gp [1.2 lbs]


Equipment at Home
3136+566 gp [0.2 lbs]
Artisan's Tools [5 lbs][5 gp]

Arena Results
Win vs Gortek ChaoSlayer (Rauul) [900 xp, 900 gp]
Success Miniquest: To Claim The Dragon's Blood (QL: Rauul/Sjiggie) [900 xp, 900 gp]
Loss vs Xuan Sunai (Eamane) [300 xp, 300 gp]
~~~~~~~~
Win vs Diana Valassar (Sjiggie) [1125 xp, 1125 gp]
2nd Place vs Ikhain al-Habari vs Rennae Longhollow vs Darrgon the Summoner [1200 xp, 1200 gp]
Win vs Kai Engel (Hirumajoe) [1200 xp, 1200 gp]
~~~~~~~~
Win rematch vs Kai Engel (Hirumajoe) [1200 xp, 1200 gp]
Loss vs Darian Thorne (lonewolf) [500 xp, 533 gp]
Loss vs Gwerdan "Twofist" Grummler (whitebaron) [500 xp, 566 gp]
~~~~~~~~



Starting: 3200 XP
Earned: 7825 XP
Spent: ??? XP
Remaining: 11025 XP


Starting: 3000 gp
Earned: 8116 gp
Spent: 6764 gp
Remaining: 4252 gp



2 Scroll of Protection from Good 25 gp received[CL 2] [50 gp originally spent]
1 Tattoo of Force Screen 50 gp received [100 gp originally spent]
1 Potion of Protection from Evil 25 gp received [50 gp originally spent]



9 Arrows [0.05 gp each = 0.45 gp]
3 Oil of Magic Weapon [CL 1] [50 gp each = 100 gp]
3 Potion of Shield of Faith [CL 1] [[50 gp each = 150 gp]
2 Potion of Protection from Evil [CL 1] [[50 gp each = 100 gp]
1 Tattoo of Force Screen [ML 1] [100 gp each = 100 gp]
2 Scroll of Shield [CL 1] [25 gp each = 50 gp]
2 Scroll of Divine Favor [CL 2] [50 gp each = 100 gp]
2 Scroll of Shield of Faith [CL 2] [50 gp each = 100 gp]


REMNANT
http://i14.photobucket.com/albums/a327/Vathelokai/boltsofblood-reduced.jpg

Gender and Race: phrenic male wild elf
Size and Type: medium humanoid (elf, psionic)
Height and Weight: 5' 0" 130 lbs
Age: Middle Age (+/- 1)
Alignment: Chaotic Neutral
ECL: 5 [2 Phrenic, 3 Sorcerer]
Experience: ??,000/??,000

Attributes
STR 8 (-1) [1 pts] [9 Base, -1 Age]
DEX 18 (+4) [8 pts] [15 Base, -1 Age, +4 Race]
CON 12 (+1) [8 pts] [15 Base, -1 Age, -2 Race]
INT 12 (+1) [3 pts] [11 Base, +1 Age, -2 Race, +2 Template]
WIS 11 (+0) [0 pts] [8 Base, +1 Age, +2 Template]
CHA 23 (+6) [16 pts] [18 Base, +1 Age, +4 Template]

Miscellaneous Statistics
Hit Points: 12.0 [3 HD] [4 (Sorcerer) + (2.5 (Sorcerer) x 2) + (HD x 1 Con)]
Armor Class (Normal): 15 [10 Base, +4 dex, +1 deflection]
Armor Class (Touch): 15 [10 Base, +4 dex, +1 deflection]
Armor Class (Flat-Footed): 11 [10 Base, +1 deflection]
Initiative: +4 [+4 dex]
Base Attack Bonus: +1 [+1 (Sorcerer)]
Grapple: +0 [+1 BAB, -1 Str] [Escape Artist +4]
Speed (Land): 30 ft [30 Base]
Weight Carried: ?lbs, light encumbrance
[0-1 (Light), 1-2 (Medium), 2-3 (Heavy)]

Saves
Fortitude: +2 [+1 (Sorcerer), +1 con]
Reflex: +5 [+1 (Sorcerer), +4 dex]
Will: +3 [+3 (Sorcerer), +0 wis]

Melee Attacks [Weapon Finesse]
Touch +5 (20/x2) [+4 Dex, +1 BAB]

Ranged Attacks
Ranged Touch +5 (20/x2) [+4 Dex, +1 BAB]

Arcane Spells
Cantrip [DC 16] [6/6 Available] read magic, touch of fatigue, dancing lights, resistance, det. magic, acid splash, mending, light, ghost sound
Level 1 [DC 17] [3/7 Available] shocking grasp, sleep, magic missile, grease, mage armor
Level 2 [DC 18] hideous laughter, acid arrow, resist energy, mirror image, cat grace, eagle splendorx, glitterdustx
Level 3 [DC 19] fireball, hold person, fly, blacklight, ray of exhaustx
Level 4 [DC 20] enervation, black tentacles, dimention door, stone skin
Level 5 [DC 21] cloudkill, feeblemind, baleful polymorph, cone of cold
Level 6 [DC 22] disintigrate, chain lightning, acid fog
Level 7 [DC 23] force cage, project image, mage mansion, limited wishx
Level 8 [DC 24] horrid whilting, incindiary cloud
Level 9 [DC 25] time stop
x spell gained by switching spells at even levels
Empower Spell: +50% to variable numeric effects; +2 spell level; Cast as full round action (like a full attack, not a summon)

Spell Levels Available Per Fight: 3 (6 Cantrips) [Total Spell Levels / 3, rounded up]
Total Spell Levels: 7 [(7 x 1)]
Arcane Spell Failure: 0% [0% Shield]
Caster Level: 3


Special Attacks & Abilities
Phrenic
Naturally Psionic [1 power point, can take psionic feats]
Spell/Power Resistance [10+HD]
High Mental Stats [+2 int, +2 wis, +4 cha]
Psi-like Abilities [improve with HD, current details below]

Psi-like abilities [ML = HD]
1/day Force Screen [+4 shield, force effect, 1 min/ML]
3/day Defensive Precognition [+1 insight to AC and saves, 1 min/ML]
3/day Empty Mind [immediate action, +3 to will saves for the rest of the round]
3/day Mind Thrust [3d6 dmg, mind-affecting, close range, will save DC 17 negates]



Feats
Weapon Finesse Lv 1
Empower Spell Lv 3
Energy Substitution (Sonic) Lv 6
Craft Wondrous Item Lv 9
Craft Staff Lv 12
Maximize Spell Lv 15
Quicken Spell-like Ability (Teleport) Lv 18


Skills
Total Skill Points: 18 [18 (Sorcerer)]
Languages: Common, Elf
Armor Check Penalty: 0 [0 Shield]

Spot: +0 [+0 wis]
Listen: +0 [+0 wis]
Hide: +4 [+4 dex]
Move Silently: +4 [+4 dex]

Balance: +4 [+4 dex]
Jump: -1 [-1 str]
Climb: -1 [-1 str]
Swim: -1 [-1 str]

Concentrate: +7 [+1 con, 6 Ranks (6 Sorcerer)] [Expend Focus to 'take 15']
Spellcraft: +7 [+1 int, 6 Ranks (6 Sorcerer)
Know: Local: +4 [+1 int, 3 Ranks (6cc Sorcerer)

Prefight Actions
Gain Psionic Focus

Equipment Worn and Carried
Clothing [0 lbs] [0 gp]
Ring of Protection +1 [0 lbs] [2000 gp]
Brooch of Shielding [101/101] [0 lbs] [1500 gp]
Wand of Mage Armor [CL1] [0 lbs] [750 gp]
Wand of Subdual Substitution Scorching Ray [CL3] [0 lbs] [4500 gp]

Expendable Items Max total (ECL2 x 50): 750/1250 gp
Scroll of Prot. Good [cl2] [50 gp]
Scroll of Prot. Evil [cl2] [50 gp]
Scroll of Exped. Retreat [cl2] [50 gp]
Scroll of Alter Self (Troglodyte) [cl3] [150 gp]
Scroll of Mirror Image [cl3] [150 gp]
Scroll of See Invisibility [cl3] [150 gp]
Scroll of Resist Energy [cl3] [150 gp]

Equipment at Home
Gold Coins [0 lbs] [0 gp]

* * * Pitlords may cut here * * *

Miscellaneous Information
Tactics will be sent.

The remnants and leftovers from a creature that was transformed into a pure state.


Previously Owned

None



None



Fight Cycle Information

Time Before Fights:
Prebuffs/Ongoing Effects:
Items Used:
Spells or Powerpoints Used:
x/day Abilities Used:
Free Activity:


Time Between Fight:
Prebuffs/Ongoing Effects:
Items Used:
Spells or Powerpoints Used:
x/day Abilities Used:
Free Activity:



Fight Results


Win/Loss vs. PC [Player] [0 xp] [0 gp]




Darian Thorne
Gender and Race: Male Elan
Size and Type: Medium Abberation
Height and Weight: 5' 1'' 123lb
Age: 380(middle aged)
Alignment: TN
ECL: Kineticist 5
Experience: 13400/15000
Guild: none yet


Attributes
STR 07 (-2) [00 pts] [08 Base, -1 Age]
DEX 14 (+2) [08 pts] [15 Base, -1 Age]
CON 14 (+2) [08 pts] [15 Base, -1 Age]
INT 22 (+6) [16 pts] [18 Base, +1 Age, +1 Advancement, +2 Enhancement]
WIS 13 (+1) [04 pts] [12 Base, +1 Age]
CHA 07 (-2) [00 pts] [08 Base, -2 Racial, +1 Age]


Miscellaneous Statistics
Hit Points: 32 [5 HD] [4 (Kineticist 1) + (2.5 (Kineticist lvl2-5) x 4) + (5 HD x 2 Con), + 8 Feat]

Armor Class (Normal): 17 [10 Base, +2 Dex, +5 Armor]
Armor Class (Touch): 12 [10 Base, +2 Dex]
Armor Class (Flat-Footed): 15 [10 Base, +5 Armor]
Initiative: +2 [+2 Dex]
Base Attack Bonus: +2 [2 (Kineticist)]
Grapple: +0 [2 BAB, -2 Str]
Speed (Land): 30 ft [30 Base]
Weight Carried: 13.05 lbs, light encumbrance [0-23 (Light), 24-46 (Medium), 47-70 (Heavy)]


Saves
Fortitude: +4 [+2 Con, +1 (Kineticist), +1 Resistance]
Reflex: +4 [+2 Dex, +1 (Kineticist), +1 Resistance]
Will: +6 [+1 Wis, +4 (Kineticist), +1 Resistance


Ranged Attacks
+4 ranged Touch


Special Attacks & Abilities
Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
Resilience (Su): When an elan takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 power point she spends.
Repletion (Su): An elan can sustain her body without need of food or water. If she spends 1 power point, an elan does not need to eat or drink for 24 hours.



Powers Readied
Level 1 [DC 17] Vigor, Force Screen, skate, defensive Precognition, Deceleration
Level 2 [DC 18] Energy Missile, Ego Whip, Swarm of Crystals, Share Pain
Level 3 [DC 19] Dispel Psionics, Tochsight

Power Points Available Per Fight: 14 [42 Total Power Points / 3, rounded up]
Next Fight: 14
Total Power Points: 42 [(25 (Psion 5), (+15 Int), (+2 elan)]
Manifester Level: 5


Feats
Psionic BodyLvl 1
Psionic EndowmentPsion 1
Greater Psionic EndowmentLvl 3
Psionic MeditationPsion 5

Skills
Total Skill Points: 50 [50 (Kineticist)]
Languages: Common, elven, Abyssal, Celestial, Infernal [1 Racial, 4 Int]
Armor Check Penalty: +0

Balance: +2 [+2 Dex, 0 Ranks]
Climb: -2 [-2 Str, 0 Ranks]
Concentration: +10 [+2 Con, 8 Ranks]
Craft (weaving): +16 [+6 Int, 8 Ranks, +2 Tools]
Diplomacy: +2 [-2 Dex, 2cc Ranks(4 ranks spent), +2 synergy]
Hide: +2 [+2 Dex, 0 Ranks]
Knowledge (Arcana): +11 [+6 Int, 5 Ranks]
Knowledge (Dungeoneering): +7 [+6 Int, 1 Rank]
Knowledge (Local): +7 [+6 Int, 1 Rank]
Knowledge (Nature): +7 [+6 Int, 1 Rank]
Knowledge (Nobility & Royalty): +14 [+6 Int, 8 Ranks]
Knowledge (Psionics): +11 [+6 Int, 5 Ranks]
Knowledge (Religion): +7 [+6 Int, 1 Rank]
Knowledge (The Planes): +7 [+6 Int, 1 Rank]
Listen: +1 [+1 Wis, 0 Ranks]
Move Silently: +2 [+2 Dex, 0 Ranks]
Psicraft: +13 [+6 Int, 5 Ranks, +2 synergy]
Spellcraft: +9 [+6 Int, 1cc Rank(2 ranks spent), +2 synergy]
Spot: +1 [+1 Wis, 0 Ranks]
Swim: -2 [-2 Str, 0 Ranks]


Prefight Actions
gain psionic focus



Equipment Worn and Carried
Basic Outfit [0 lbs] [0 gp]
Headband of Intellect +2[- lbs] [4000 gp]
Mithril Chain Shirt +1[12.5 lbs][2100 gp]
Cloak of Resistance +1 [0 lbs] [1000 gp]
Dorje of Enlarged Energy Ray[43charges][ML 2] [0.25 lb][1500 gp] approved change
Dorje of Vigor[46charges][ML 2] [0.25 lb][1500 gp]


Expendable Items
1 potions of hide from animals[CL1] [0.1 lb each = 0.1 lbs][50 gp each = 50 gp]
2 potions of Protection vs Evil[CL1] [0.1 lb each = 0.2 lbs][50 gp each = 100 gp]
1 potions of Protection vs Good[CL1] [0.1 lb each = 0.2 lbs][50 gp each = 50 gp]
2 potions of Invisibility[CL3] [0.1 lb each = 0.1 lbs][300 gp each = 600 gp]
1 Powerstones of Force Screen [ML 2] [0.0 lb each = 0 lbs][50 gp each = 50 gp]
2 Powerstones of skate [ML 2] [0.0 lb each = 0 lbs][50 gp each = 100 gp]
2 Powerstones of defensive Precognition [ML 2] [0.0 lb each = 0 lbs][50 gp each = 100 gp]
1 Powerstone of Psionic Levitate [ML 3] [0.0 lb each = 0 lbs][150 gp each = 150 gp]

Max total (ECL2 x 50): 1200/1250 gp



Equipment at Home
MW Crafting tools [1 lbs][50 gp]
2565.46gp


Results
Victory vs Wooly(whitebaron) - [900 xp] [972.6 gp]
Victory vs Alacrity(Eamane) - [900 xp] [972.6 gp]
Victory vs Verren FireStarter(whitebaron) - [900 xp] [972.6 gp]
Victory vs Shugho-zact(Eamane) - [900 xp] [972.6 gp]
Victory vs 4 Grimlocks - [1200 xp] [1307.52 gp]
Victory vs Xanaver(sjiggie) - [1200 xp] [1307.52 gp]
Victory vs Rennae Longhollow(Callix) - [1200 xp] [1307.52 gp]
Victory vs Gibbering Mouther - [1500 xp] [1741.25 gp]
Victory vs Ackbar Stormsword (Taureus_Drakken) - [1500 xp] [1741.25 gp]

Miscellaneous Information




Starting: 3200 XP
Earned: 10200 XP
Spent: 0 XP
Remaining: 13400 XP


Starting: 3000 gp
Earned: 11265.46gp
Spent: 11150 gp
Remaining: 3115.46gp





(Misc. Item) ??? gp received [??? gp originally spent]


1 Powerstones of Vigor [ML 2] [50 gp each = 50 gp]
1 Powerstones of Skate [ML 2] [50 gp each = 50 gp]
1 Powerstones of Defensive Precognition [ML 2] [50 gp each = 50 gp]
1 Powerstones of Force Screen [ML 2] [50 gp each = 50 gp]
1 potion of hide from Animals[Cl1] [0.1 lb each = 0.1 lbs][50 gp each = 50 gp]
4 charges of dorje of Vigor[ML2]
7 charges of dorje of Energy Ray[ML2]










Still wondering how they are going to take down those Undead Abominations? Well, here is what they said about it:
Short and sweet.

Try and trip it.

Buff with Aid (memory) [Round 1], Shield of Faith (scroll) [Round 2], Force Screen (tattoo) [Round 3], and finally Expeditious Retreat [Round 4].

Withdraw and use wand of CLW if I drop below half hp.

I have the benefit of being able to heal up as needed, so this should make me last longer than my opponents.

~Taureus~

buff with def. precognition and force screen (both phrenic). Also, scroll of expid. retreat and wand of mage armor. Buff and move, look for enemies. If I see an enemy, kill it then finish buffing while I look for another one.

Wander around killing things with the subdual scorching ray wand. Use mind thrust if something gets close (1 this fight). If something gets to melee, use shocking grasp from memory (I have 3 this fight).

If I get to below half hp, use scroll of mirror image. If I'm taking energy dmg, then use scroll of resist energy. Use phrenic empty mind if needed (1 this fight).

If I spot another PC hit an enemy, but the enemy doesn't go down, then shoot it with my wand (but don't follow them around waiting for this to happen; only if the opportunity presents itself). Otherwise, ignore the other PCs.


Sorry I'm late. Have fun.
-Vath

Hi and thanks for pitlording!

Darian will start with both his dorjes in hand as close to the middle as possible. Due to the random placing of the zombies they could start pretty close to Darian, but since they are so slow, he should have no problem evading them to finish his buffing. If they are coming from both sides just move past one of them and suck up the AoO.

Round1: manifest skate and stay move out. Evade the zombies if necessary.
Round2: manifest vigor from dorje and continue moving.
Round3: manifest 1pp force screen and continue moving.
Round4: If I havent made contact yet manifest a 1pp defensive precognition. otherwise start blasting.

Use the dorje of energy ray(fire) against single Zombies. If I can get multiple targets(Zombies and/or opponents) into an energy missile do so. Start with a 5pp energy missile(fire) then one 4pp energy missile(fire) and finally one 3pp energy missile(fire)(or 4pp if I didnt use defensive precognition). Use greater Endowment on the first missile and refocus if there is a free move action to also endow the other missiles.

Only target other characters if I also can hit at least one Zombie with the missile.

Once the pp are gone just continue with the dorje.

greets
lonewolf
MindWandererB

12-05-07, 06:57 PM
Although I figured I'd have an advantage, having written the rules, I'm going to submit some characters and agents anyway.

Ready for Month Day [Fight 3] - Free Activity Craft (Blacksmithing) for 205.66 gp

Automatic Skill Package: Court Connections (+13% Craft income)

Maya Redwine
"The king will come again. This I swear."

Gender and Race: Female Human
Size and Type: Medium Humanoid (Human)
Height and Weight: 5'1", 101 lbs.
Age: 16
Alignment: Neutral Good
ECL: Psychic Warrior 1/Psion (Nomad) 6 [ECL 7]
Experience: 27,639 /28,000

Guild: Still loyal to the Loyalists (LOY)
http://i37.photobucket.com/albums/e61/MindWandererB/Maya.gif

Attributes
STR 14 (+2) [06 pts] [14 Base]
DEX 16 (+3) [06 pts] [14 Base, +2 item]
CON 12 (+1) [04 pts] [12 Base]
INT 19 (+4) [10 pts] [16 Base, +2 item, +1 lvl4]
WIS 14 (+2) [06 pts] [14 Base]
CHA 12 (+1) [04 pts] [12 Base]


Miscellaneous Statistics
Hit Points: 30 [7 HD] [8 PsiWar1 + 2.5*6 (Psion) + 1*7 (Con)]
Armor Class: 21, Touch 13, Flat 18 [10 Base, 3 Dex, 8 Armor]
Initiative: +3 [3 Dex]
Base Attack Bonus: +3 [0 PsiWar, 3 Psion]
Grapple: +5 [3 BAB, 2 Str]
Speed (Land): 20 ft (Run x4) [30 Base, -10 Medium Armor]
Weight Carried: 68.75 lbs, Medium encumbrance [0-58 (Light), 59-117 (Medium), 118-175 (Heavy)]
Speed (Mounted): 60 ft [60 Base]
Mount Weight Carried: 229.85 lbs, Light encumbrance [0-230 (Light), 231-460 (Medium), 461-690 (Heavy)]


Saves
Fortitude: +5 [1 Con, 2 PsiWar, 2 Psion]
Reflex: +5 [3 Dex, 0 PsiWar, 2 Psion]
Will: +7 [2 Wis, 0 PsiWar, 5 Psion]


Melee Attacks
Adamantine Greatsword +6, 2d6+3 (19-20/x2), Slashing
[2 Str, 3 BAB, 1 Enhancement] (Sunder: +14, ignores hardness less than adamantine)
Silver Armor SpikesMa +6, 1d6+1 (20/x2), Piercing
[2 Str, 3 BAB, 1 Enhancement]
Deepcrystal Lance +6, 1d8+3 (20/x3), Piercing, 10' Reach
[2 Str, 3 BAB, 1 Enhancement] (2x damage on mounted charge)
(Power Attack up to -3 to hit, +6 damage; Expend focus for +2d6 damage)


Ranged Attacks
Deepcrystal Composite [+2] Longbow +7, 1d8+2 (20/x3), Range 110 ft, Piercing
[3 Dex, 3 BAB, 1 Enh](+2d6 damage for 2 PP)
Ranged touch attacks +6
[3 Dex, 3 BAB]
(+1 to hit/damage within 30 feet; Expend focus for +2d6 damage)


Powers Known
Level 1 [PsiWr] Empty Mind
Level 1 [DC 15] BoltA3, DecelerationA2, Defensive PrecognitionA3, Force ScreenA4, Psionic Grease, Offensive PrecognitionA3, VigorA1
Level 2 [DC 16] Ego WhipA4, Energy PushA2
Level 3 [DC 17] Dispel PsionicsA1, Energy BoltA1, Forced Share PainA2, TouchsightA2

Power Points Available Per Fight: 16 [48 Total Power Points / 3, rounded up: 0 PsiWar, 1 Wis, 35 Psion, 12 Int]
Manifester Level: 1st and 6th, respectively
Power Points available for Fight 3: 24 [48 - 10 - 14)]


Feats
Point-Blank ShotLvl 1 (+1 to hit/damage within 30 feet)
Psionic WeaponHuman (Expend focus for +2d6 melee damage)
Power AttackPsiWar 1 (Take -1 to hit for +1 to damage, or +2 to damage for 2-H weapon)
Psionic ShotPsion 1 (Expend focus for +2d6 ranged damage)
Improved SunderLvl 3 (No AoO, +4 to hit when sundering)
LeadershipLvl 6 (Gain cohort and followers)
Psionic MeditationPsion 5 (Regain focus as a move action)


Skills
Total Skill Points: 60 [24 Psychic Warrior, 36 Nomad]
Languages: Common, Auran, Celestial, Sylvan [1 Racial, 3 Int]
Armor Check Penalty: -3 [-3 Armor]

Balance: +0 [3 Dex, 0 Ranks, -3 ACP]
Climb: -1 [2 Str, 0 Ranks, -3 ACP]
Concentration: +11 [1 Con, 10 Ranks (4 PsiWar, 6 Nomad)]
Craft (Armorsmithing): +11 [4 Int, 5 Ranks (5 Psiwar), 2 Tools]
Craft (Blacksmithing): +16 [4 Int, 10 Ranks (4 Psiwar, 6 Nomad), 2 Tools] (Income: 26*7*1.12 = 205.66 gp)
Craft (Weaponsmithing): +11 [4 Int, 5 Ranks (4 Psiwar, 1 Nomad), 2 Tools]
Hide: +0 [3 Dex, 0 Ranks, -3 ACP]
Jump: -1 [2 Str, 0 Ranks, -3 ACP]
Knowledge (Arcana): +5 [4 Int, 1 Rank (1 Nomad)]
Knowledge (Dungeoneering): +5 [4 Int, 1 Rank (1 Nomad)]
Knowledge (Local): +5 [4 Int, 1 Rank (1 Nomad)]
Knowledge (Nature): +5 [4 Int, 1 Rank (1 Nomad)]
Knowledge (Nobility & Royalty): +13 [4 Int, 9 Ranks (9 Nomad)]
Knowledge (The Planes): +5 [4 Int, 1 Rank (1 Nomad)]
Knowledge (Psionics): +5 [4 Int, 1 Rank (1 PsiWar)]
Knowledge (Religion): +5 [4 Int, 1 Rank (1 Nomad)]
Listen: +2 [2 Wis, 0 Ranks]
Move Silently: +0 [3 Dex, 0 Ranks, -3 ACP]
Psicraft: +5 [4 Int, 1 Rank (1 Nomad)]
Ride: +12 [2 Dex, 10 Ranks (4 PsiWar, 6 Nomad] (+2 stay in saddle)
Spot: +3 [2 Wis, 1 Rank (2 PsiWarCC)]
Survival: +3 [2 Wis, 1 Rank (1 Nomad)]


Conditional Modifiers
- None.


Prefight Actions
- Gain psionic focus.
- Bring Calabash.
- Bring Vilas.


Equipment Worn and Carried
Basic Outfit [0 lbs] [0 gp]
Mithral Full Plate [25 lbs][5250C gp]
Darkwood Buckler [2.5 lbs][107.5C gp]
Adamantine Greatsword [8 lbs][1525C gp]
Silver Armor SpikesMa [10 lbs][185C gp]
Deepcrystal Lance [10 lbs][505C gp]
Deepcrystal Composite [+2] Longbow [3 lbs][1300 gp]
65 Cold Iron Arrows [0.15 lb each = 9.75 lbs] [0.1 gp each = 6.5 gp]
Gloves of Dexterity +2 [0 lbs][4000 gp]
Headband of Intellect +2 [0 lbs][4000 gp]
4 charges Dorje of Vigor [ML 2A] [0.1 lbs] [1500 gp]
31 charges Dorje of Enlarged Crystal Shard [ML 2A] [0.1 lbs] [1500 gp]


Expendable Items
3 Potions of Protection from Evil [CL 1] [0.1 lbs][150 gp]
1 Potion of Protection from Good [CL 1] [0.1 lbs][50 gp]
3 Power Stones of Biofeedback [ML 2] [0 lbs][150 gp]
1 Power Stone of Entangling Ectoplasm x3 [ML 1] [0 lbs][75 gp]
2 Power Stones of Metaphysical Weapon [ML 1] [0 lbs][50 gp]
1 Power Stone of My Light [ML 1] [0 lbs][25 gp]
3 Power Stones of Skate [ML 2] [0 lbs][150 gp]
3 Power Stones of Synesthete [ML 1] [0 lbs][75 gp]
2 Power Stones of Expansion [ML 3A] [0 lbs][300 gp]
2 Power Stones of Concealing Amorpha [ML 3] [0 lbs][300 gp]
2 Power Stones of Levitate, Psionic [ML 3] [0 lbs][300 gp]
4 Power Stones of Energy Adaptation, Specified [ML 3] [0 lbs][600 gp]
Max total (ECL2 x 50): 2450 gp


Equipment on Calabash/Centurion [150 gp each = 300 gp]
Military Saddle [30 lbs][20 gp]
Leather barding [30 lbs][20C gp]

Equipment at Home
26 Cold Iron Arrows [0.15 lb each][0.1 gp each = 2.6 gp]
Artisan's Tools (Armorsmithing), Masterwork [5 lbs][55 gp]
Artisan's Tools (Blacksmithing), Masterwork [5 lbs][55 gp]
Artisan's Tools (Weaponsmithing), Masterwork [5 lbs][55 gp]

Allies
Maximum CR per ally: CR 3
Maximum ECL per ally: ECL 5
Maximum CA of allies per fight: CA 5

Gender and Race: Male Light Warhorse
Size and Type: Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 16 (–1 size, +1 Dex, +4 natural, +2 armor), touch 10, flat-footed 15
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3) and bite –1 melee (1d3+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +4, Spot +4, Balance +2, Climb +3, Hide -3, Jump +15, Move Silently +1 [ACP: -0]
Feats: Endurance, Run

Tricks: Combat Riding package (Attack, Come, Defend, Down, Guard, Heel)Gender and Race: Male Wild Elf
Size and Type: Medium Humanoid (Elf, Psionic)
Height and Weight: 5'0", 99 lbs.
Age: 123 years (adult)
Alignment: Neutral Good
Level: Barbarian 1/Psychic Warrior 2/Fighter 1 [ECL 4]

Attributes
STR 14 (+2) [6 pts] [14 Base] (Rage: +4)
DEX 18 (+4) [10 pts] [16 Base, +2 Racial]
CON 12 (+1) [4 pts] [12 Base] (Rage: +4)
INT 06 (-2) [0 pts] [8 Base, -2 Racial]
WIS 14 (+1) [5 pts] [13 Base, +1 lvl4]
CHA 08 (-1) [0 pts] [8 Base]

Miscellaneous Statistics
Hit Points: 25 [4 HD] [6.5 (Bbn1) + (4.5*2 PsiWar2) + (5.5*1 Ftr1) + (4*1 Con)] (Rage: +8)
Armor Class: 19, Touch 14, Flat 15 [10 Base, 4 Dex, 4 armor, 1 shield] (Rage: -2)
Initiative: +4 [4 Dex]
Base Attack Bonus: +3 [1 Bbn1, 1 PsiWar2, 1 Ftr1]
Grapple: +5 [3 BAB, 2 Str]
Speed (Land): 50 ft. [30 base, +10 Bbn, +10 Speed of Thought]
Weight Carried: 56 lbs, Light encumbrance [0-58 (Light), 59-116 (Medium), 117-175 (Heavy)]


Saves
Fortitude: +7 [1 Con, 2 Bbn1, 2 PsiWar2, 2 Ftr1] (Rage: +2)
Reflex: +4 [4 Dex, 0 Bbn1, 0 PsiWar2, 0 Ftr1]
Will: +1 [1 Wis, 0 Bbn1, 0 PsiWar2, 0 Ftr1] (Rage: +2 morale)
(+2 vs. enchantments, immune to sleep)

Melee Attacks
Cold Iron GlaiveMa +6, 1d10+3 (20/x3), Slashing
[2 Str, 3 BAB, 1 Enh] (Rage: +8/1d10+6)
Cold Iron Armor SpikesMa +6, 1d6+2 (20/x2), Piercing
[2 Str, 3 BAB, 1 Enh] (Rage: +8/1d6+4)
Silver Spiked GauntletMa +6, 1d4+1 (20/x2), Piercing
[2 Str, 3 BAB, 1 Enh] (Rage: +8/1d4+3)

Ranged Attacks
Composite [+2] LongbowMa +9, 1d8+2 (20/x3), Range 110 ft, Piercing
[4 Dex, 3 BAB, 1 Enh, 1 Feat] (Rapid Shot: +7/+7)
Longbow +8, 1d8 (20/x3), Range 100 ft, Piercing
[4 Dex, 3 BAB, 1 Feat] (Rapid Shot: +6/+6)
(+1 to hit/damage within 30 feet)

Special Attacks & Abilities
Rage 1/day: 7 rounds, +4 Str, +4 Con, +2 Will, -2 AC, cannot use spells, scrolls, Hide/MS, or Combat Expertise

Powers Known
Level 1 [DC 12] Offensive Precognition, Skate
Power points available per fight: 1 [3 total PP/3, rounded up: 1 PsiWar2, 2 Wis]
Manifester level: 2nd

Feats
Weapon Focus (Longbow)Level 1 +1 to hit
Point-Blank ShotPsiWar 1 +1 to hit/damage within 30 feet
Rapid ShotLevel 3 extra ranged attack, -2 on all attacks that round
Speed of ThoughtPsiWar 2 +10 speed when focused
Precise ShotFtr 1 No penalty for shooting into melee

Skills
Total Skill Points: 11 [8 Bbn, 2 PsiWar, 1 Ftr]
Languages: Common, Elven [2 Racial]
Armor Check Penalty: -0 [-0 Armor, -0 Shield]

Balance: +4 [4 Dex, 0 Ranks, -0 ACP]
Climb: +2 [2 Str, 0 Ranks, -0 ACP] (+2 Rage)
Concentration: +3 [1 Con, 2 Ranks (2 PsiWar)]
Hide: +4 [4 Dex, 0 Ranks, -0 ACP]
Jump: +3 [2 Str, 1 Rank (1 Ftr), -0 ACP] (+2 Rage)
Listen: +5 [+1 Wis, 4 Ranks (4 Bbn)]
Move Silently: +4 [4 Dex, 0 Ranks, -0 ACP]
Spot: +5 [+1 Wis, 4 Ranks (4 Bbn)]

Equipment worn and carried
Basic outfit [0 lbs] [0 gp]
Mithral chain shirt [10 lbs] [550 gpC]
BucklerMa [5 lbs] [82.5 gpC]
Cold iron glaiveMa [10 lbs] [158 gpC]
Cold iron armor spikesMa [10 lbs] [200 gpC]
Silver spiked gauntletMa [1 lb] [162.5 gpC]
Composite [+2] LongbowMa [3 lbs] [600 gp]
Longbow [3 lbs][75 gp]
60 Cold Iron Arrows [0.15 lb each = 9 lbs] [0.1 gp each = 6 gp]
40 Silver Arrows [0.15 lb each = 6 lbs] [2.05 gp each = 82 gp]
48 charges Dorje of Vigor [ML 2A] [0.1 lbs] [1500 gp]

Expendable Items
1 Power Stone of Metaphysical Weapon [ML 1] [0 lbs][25 gp]
1 Power Stone of My Light [ML 1] [0 lbs][25 gp]
1 Power Stone of Synesthete [ML 1] [0 lbs][25 gp]
1 Power Stone of Compression [ML 3A] [0 lbs][150 gp]
Nothing. All combat, all the time!
Buff with Vigor dorje and Force Screen; sunder ranged weapons and use archery from afar.
Maya's great-great-grandfather, Chadat ben-Undomo, was a smith in the United Habari Sultanate when the young prince of Gladius travelled there in search of adventure. The two of them became fast friends, and Chadat left with the prince when he returned to the prince's kingdom. He married a young woman who had also escaped Habari with them, and he eventually became the royal armorer. His son and his grandson followed in his footsteps, until the king was overthrown about fifty years ago. Chadat's great-granddaughter married Josef Redwine, and their daughter was Maya.

Maya would like nothing more than to restore the royal family to its former glory. She grew up on tales of the heroism of the royal line, and their adventures with her own ancestors, and she longs for the return of those days. She hopes to one day carry on the tradition of her family, and become the royal armorer of a new monarch of Gladius, and hopefully a champion of the throne as well.

Results
1: Loss [+300 XP] [+363 gp] vs. The Chosen One of Gladius (McJarvis) [False_Keraptis]
2: Win [+900 XP] [+963 gp] vs. Shreckentaum deJack (Etiquette_Gnome) [Abyssal Stalker]
3: MQ [+600 XP] [+600 gp] with Mithos Durrol (Zevox) and Mort Noir (McJarvis) "The Man Who Would Be King" [Abyssal Stalker]
4: Win [+900 XP] [+963 gp] vs. Mithos Durrol (Zevox) [McJarvis]
5: Win [+675 XP] [+738 gp] vs. Petr Semchuk (hogarth) [McJarvis]
6: Win [+1050 XP] [+1138 gp] vs. Sybil ap Kalten (MitzaVolchenko) [Abyssal Stalker]
7: Win [+1050 XP] [+1138 gp] vs. Blizzard (NiQil) [TelinArtho]
8: Win [+1050 XP] [+1138 gp] vs. Wildfire (NiQil) [TelinArtho]
9: Win [+1575 XP] [+1663 gp] vs. three shocker lizards [MitzaVolchenko/TelinArtho]
10: Loss [+458 XP] [+600.8 gp] vs. Rubicanti (TheMagister) [Macbrea]
11: Win [+1400 XP] [+1608 gp] vs. two howlers [Erithmu]
12: Win [+1400 XP] [+1608 gp] vs. Sabra Marana (Etiquette Gnome) [templer10]
13: MQ [+700 XP] [+707 gp] "A Hunt Gone Wrong" to gain cohort [Erithmu]
Crafting
14: Win [+1462 XP] [+1781.96 gp] vs. Durin (Maraxus) [McJarvis]
15: Loss [+450 XP] [+656.96 gp] vs. Elrick Flamebrother (templer10) [TelinArtho]
16: Loss [+450 XP] [+656.96 gp] vs. Elrick Flamebrother (templer10) [TelinArtho]
17: Win [+1406 XP] [+1718.96 gp] with Lord Lorian (templer10) vs. The Battlesong Duet (McJarvis and TheMagister) [Zevox]
18: Win [+1350 XP] [+1656.96 gp] vs. Lightwolf Phoenixstar (Yitzi) [templer10]
19: Win [+1350 XP] [+1656.96 gp] vs. Zodiac (Vathelokai) [lonewolf]
20: Loss [+525 XP] [+846 gp] vs. Lightwolf Phoenixstar (Yitzi) [templer10]
21: Win [+1680 XP] [+2276 gp] vs. Mithos Durrol (Zevox) [templer10]
22: Win [+1575 XP] [+2146 gp] vs. Hill Giant [TelinArtho]
23: Loss [+558 XP] [+897.06 gp] vs. Kathren Durrol (Zevox) and Tiris Rush (NiQil) [templer10]
24: Win [+1575 XP] [+2155.66 gp] vs. Yorick (Macbrea) [templer10]

Starting: 3200 XP
Earned: 24439 XP
Lost: 0 XP
Remaining: 27639 XP
Starting: 3000 gp
Earned: 29677.28 gp
Current equipment: -17879 gp
Current expendables (& on cohort): -2225 gp (225 gp)
At home and on mount: -507.6 gp
Cohort's equipment: -3416 gp
Past expenditures: -717.9 gp
Remaining: 7506.78 gp
Armor Spikes [0C gp]
Lance [0C gp]
Full Plate armor [0C gp]
179 Cold Iron Arrows {1:24 3:1 4:7 9:10 11:31 14:22 15:21 16:5 17:9 18:12 19:1 21:14 23:6 24:16} [0.1 gp each = 17.9 gp]
46 charges Dorje of Vigor [ML 2A] {4:1 5:1 7:4 8:1 9:2 10:1 12:2 14:3 15:15 16:1 17:1 18:7 21:4 22:1 23:1 24:1} [0 gp]
2 charges Dorje of Vigor [ML 2A] {20:1 21:1} [0 gp]
19 charges Dorje of Enlarged Crystal Shard [ML 2A] {7:1 8:1 9:1 11:2 12:5 14:6 19:1 20:2} [0 gp]
3 Power Stones of Biofeedback [ML 1] {4:1 7:1 8:1} [75 gp]
1 Power Stone of Biofeedback [ML 2] {19:1} [50 gp]
1 Power Stone of Entangling Extoplasm [ML 1] {17:1} [25 gp]
1 Power Stone of Metaphysical Weapon [ML 1] {19:1} [25 gp]
1 Power Stone of Synesthete [ML 1] {2:1} [25 gp]
3 Power Stones of Vigor [ML 2A] {1:3} [150 gp]
1 Power Stone of Energy Adaptation, Specified [ML 3] {21:1} [150 gp]
1 Power Stone of Levitate [ML 3] {11:1} [150 gp]
1 Potion of Protection from Evil [ML 1] {19:1} [50 gp]


Time Between Fights: 2 hours
Prebuffs/Ongoing Effects: vilas and horse lived
Items Used: 10 arrows shot (vilas) 3 hit, 4 recovered, 1 charge dorja of vigor (maya)
Spells or Powerpoints Used: 10 pps used
x/day Abilities Used:
Free Activity: craft 205.66 GP
Time Between Fights: 4 hours
Prebuffs/Ongoing Effects: none
Items Used: 1 charge of vigor, 29 arrows shot, 2 hit, 27 missed, 13 recovered
Spells or Powerpoints Used: 14 pps
x/day Abilities Used: none
Free Activity: craft 205.66 GP
Bartholomew Smith
Gender and Race: Male Human
Size and Type: Medium Humanoid (Human)
Height and Weight: 5'11", 165 lb.
Age: 17
Alignment: Neutral Good
CR: 1 (Expert 2)

Attributes
STR 12 (+1)
DEX 11 (+0)
CON 10 (+0)
INT 13 (+1)
WIS 09 (-1)
CHA 08 (-1)


Miscellaneous Statistics
Hit Points: 7 [2 HD] [(3.5 (Expert) x 2) + (2 HD x 0 Con)]
Armor Class: 13, Flat 13, Touch 10 [10 Base, 0 Dex, 3 Armor]
Initiative: +1 [1 Dex]
Base Attack Bonus: +1 [1 Expert]
Grapple: +2 [1 BAB, 1 Str]
Speed (Land): 30 ft [30 Base]
Weight Carried: 43.0 lbs, light encumbrance
[0-43 (Light), 44-86 (Medium), 87-130 (Heavy)]


Saves
Fortitude: +0 [0 Con, 0 Expert]
Reflex: +1 [1 Dex, 0 Expert]
Will: +2 [-1 Wis, 3 Expert]


Melee Attacks
Cold Iron Sickle[Ma] +3, 1d6+1 (20/x2), Slashing
[1 Str, 1 BAB, 1 Enhancement] [Trip modifier: +5]
Silver Dagger +2, 1d4 (19-20/x2), Piercing and Slashing
[1 Str, 1 BAB]
Cold Iron Longspear +2, 1d8+1 (20/x3), Piercing
[1 Str, 1 BAB]
Club +2, 1d6+1 (20/x2), Bludgeoning
[1 Str, 1 BAB]


Ranged Attacks
Light Crossbow +2, 1d8 (19-20/x2), Range 80 ft, Piercing
[0 Dex, 1 BAB, 1 Enhancement]


Feats
Combat Expertise Lvl 1
Improved Trip Human


Skills
Total Skill Points: 40 [40 Expert]
Languages: Common, Dwarven [1 Racial, 1 Int]
Armor Check Penalty: -0 [0 Armor, 0 Shield]

Balance: +7 [0 Dex, 5 Ranks (5 Expert), 2 Synergy (Tumble)]
Climb: +6 [1 Str, 5 Ranks (5 Expert)]
Craft (Blacksmith): +8 [1 Int, 5 Ranks (5 Expert), 2 Tool]
Hide: +5 [0 Dex, 5 Ranks (5 Expert)]
Jump: +8 [1 Str, 5 Ranks (5 Expert), 2 Synergy (Tumble)]
Listen: -1 [-1 Wis, 0 Ranks]
Move Silently: +5 [0 Dex, 5 Ranks (5 Expert)]
Ride: +5 [0 Dex, 5 Ranks (5 Expert)]
Spot: -1 [-1 Wis, 0 Ranks]
Tumble: +7 [0 Dex, 5 Ranks (5 Expert), 2 Synergy (Jump)]


Prefight Actions
- Load crossbow w/ cold iron


Equipment Worn and Carried
Basic Outfit [0 lbs] [0 gp]
Studded Leather[Ma] [20 lbs][175 gp]
Cold Iron Sickle [Ma] [2 lbs][312 gp]
Silver Dagger [1 lb][21 gp]
Cold Iron Longspear [9 lbs][10 gp]
Club [3 lbs][0 gp]
Light Crossbow[Ma] [4 lbs][335 gp]
30 Cold Iron Bolts [0.1 lb each = 3 lbs] [0.2 gp each = 6 gp]
10 Silver Bolts [0.1 lb each = 1 lb] [2.1 gp each = 21 gp]

Equipment at home
Masterwork Blacksmithing Artisan's Tools [5 lbs] [55 gp]



Results
(result) vs (Character Name (Player Name)) - [??? xp] [??? gp]
(result) in (quest name) - [??? xp] [??? gp]
(result) vs (Character Name (Player Name)) - [??? xp] [??? gp]
(result) in (miniquest name) - [??? xp] [??? gp]
(result) vs (Character Name (Player Name)) - [??? xp] [??? gp]
(result) in (campaign name) - [??? xp] [??? gp]


Starting: 1000 gp
Spent: 935 gp
Remaining: 65 gp


Hit Dice: 1/2 d8 (2 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 size, +2 Dex, +2 armor), touch 14, flat-footed 14
Base Attack/Grapple: +0/–12
Attack: Claw +4 melee (1d2–4)
Full Attack: 2 claws +4 melee (1d2–4) and bite –1 melee (1d3–4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7
Skills: Balance +8, Climb +4, Hide +14*, Jump +8, Listen +3, Move Silently +6, Spot +3
Feats: Stealthy, Weapon FinesseB
Challenge Rating: 1/4

Skills: Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

Equipment: Tiny Chain Shirt Barding (100 gp, 2.5 lb.) (225 gp allotment)
whitebaron

12-05-07, 07:09 PM
Rounds 1-14.
resume:
a) it's boring
b) blaster leads 2-1

Setup
rolls are at http://www.hwx.it/wizards.com/dice.php?sid=2118
Remnant starts in Box 2, with Initiative +4 = 24.
Darian starts in Box 3, with Initiative +2 = 20.
Ackbar starts in Box 4, with Initiative +2 = 19.
Zombie 1 starts @8,12 (8,14), with Initiative +0 = 16.
Zombie 2 starts @31,11, with Initiative +0 = 16.
Zombie 3 starts @18,13 (18,12), with Initiative +0 = 16.

http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=R,M,31,31,Remna nt;b=D,M,30,3,Darian;c=A,M,2,2,Ackbar;d= Z,M,8,12,Zombie1;e=Z,M,31,11,Zombie2;f=Z ,M,18,13,Zombie3;style=s

Maps will be given every 3 rounds.

Round 1
Remnant manifests SLA: defensive precognition.
Darian sees a zombie and manifests skate and moves away.
Ackbar casts Aid
Zombie 1 moves.
Zombie 2 moves.
Zombie 3 moves.

Summary
Remnant 12/12 HP, AC 15+1 (Defensive Precognition)
Darian 32/32 HP, AC 17, 13/14 pp (Skate)
Ackbar 46+4/46 HP, AC 17 (Aid)
Zombie 1 42/42 HP, AC 16
Zombie 2 42/42 HP, AC 16
Zombie 3 42/42 HP, AC 16

Round 2
Remnant manifests SLA: force screen.
Darian Vigor from Dorje and move.
Ackbar Shield of Faith from Scroll
Zombie 1 moves.
Zombie 2 moves.
Zombie 3 moves.

Summary
Remnant 12/12 HP, AC 15+1+4 (Defensive Precognition, Force Screen)
Darian 32+10/32 HP, AC 17, 13/14 pp (Skate, Vigor[22])
Ackbar 46+4/46 HP, AC 17+2 (Aid, Shield of Faith[22])
Zombie 1 42/42 HP, AC 16
Zombie 2 42/42 HP, AC 16
Zombie 3 42/42 HP, AC 16

Round 3
Remnant uses scroll of expd. retreat.
Darian manifests force screen and moves.
Ackbar taps tattoo of Force Screen
Zombie 1 moves.
Zombie 2 moves.
Zombie 3 moves.

Summary
Remnant 12/12 HP, AC 15+1+4 (Defensive Precognition, Force Screen, Expeditious Retreat[23])
Darian 32+10/32 HP, AC 17+4, 12/14 pp (Skate, Vigor[22], Force Screen)
Ackbar 46+4/46 HP, AC 17+2+4 (Aid, Shield of Faith[22], Force Screen[13])
Zombie 1 42/42 HP, AC 16
Zombie 2 42/42 HP, AC 16
Zombie 3 42/42 HP, AC 16
http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=R,M,31,31,Remna nt;b=D,M,30,3,23,2,21,7,20,13,Darian;c=A ,M,2,2,Ackbar;d=Z,M,8,12,12,13,13,16,15, 14,Zombie1;e=Z,M,31,11,31,5,29,3,24,2,Zo mbie2;f=Z,M,18,13,13,13,12,9,12,5,Zombie 3;style=s


Round 4
Remnant uses wand of mage armor and moves out.
Darian shoots Energy Ray at Z1(7) and moves.
Ackbar casts expd. retreat from wand and moves out drawing his halberd.
Zombie 1 moves.
Zombie 2 moves.
Zombie 3 moves.

Summary
Remnant 12/12 HP, AC 15+1+4 (Defensive Precognition, Force Screen, Expeditious Retreat[23])
Darian 32+10/32 HP, AC 17+4, 12/14 pp (Skate, Vigor[22], Force Screen)
Ackbar 46+4/46 HP, AC 17+2+4 (Aid, Shield of Faith[22], Force Screen[13], Expeditious Retreat[14])
Zombie 1 35/42 HP, AC 16
Zombie 2 42/42 HP, AC 16
Zombie 3 42/42 HP, AC 16

Round 5
Remnant moves out, sees a Zombie and shoots a subdual scorching ray, hitting and wondering why it did absolutely no damage.
Darian shoots Energy Ray at Z1(miss) and moves.
Ackbar trips Z3(touch missed).
Zombie 1 moves.
Zombie 2 moves.
Zombie 3 attacks Ackbar(miss).

Summary
Remnant 12/12 HP, AC 15+1+4 (Defensive Precognition, Force Screen, Expeditious Retreat[23])
Darian 32+10/32 HP, AC 17+4, 12/14 pp (Skate, Vigor[22], Force Screen)
Ackbar 46+4/46 HP, AC 17+2+4 (Aid, Shield of Faith[22], Force Screen[13], Expeditious Retreat[14])
Zombie 1 35/42 HP, AC 16
Zombie 2 42/42 HP, AC 16
Zombie 3 42/42 HP, AC 16

Round 6
Remnant manifests Mind Thrust and wonders.
Darian shoots Energy Ray at Z1(9) and moves.
Ackbar trips Z3(barely,14).
Zombie 1 moves.
Zombie 2 moves.
Zombie 3 attacks Ackbar(miss).

Summary
Remnant 12/12 HP, AC 15+1+4 (Defensive Precognition, Force Screen, Expeditious Retreat[23])
Darian 32+10/32 HP, AC 17+4, 12/14 pp (Skate, Vigor[22], Force Screen)
Ackbar 46+4/46 HP, AC 17+2+4 (Aid, Shield of Faith[22], Force Screen[13], Expeditious Retreat[14])
Zombie 1 26/42 HP, AC 16
Zombie 2 42/42 HP, AC 16
Zombie 3 28/42 HP, AC 16

http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=R,M,31,31,30,21 ,21,20,Remnant;b=D,M,20,13,20,17,17,19,1 3,19,Darian;c=A,M,2,2,7,2,9,2,Ackbar;d=Z ,M,15,14,18,14,19,17,20,19,Zombie1;e=Z,M ,24,2,21,5,21,10,20,15,Zombie2;f=Z,M,12, 5,10,2,Zombie3;style=s


Round 7
Remnant casts Shocking Grasp Defensively(expend focus, 15).
Darian manifests Energy Missile5pp at Z1+Remnant. (both saves irrelevant, both dead) and moves.
Zombie 1 respawns @28,11 and moves.
Ackbar attacks Z3(miss).
Zombie 2 moves.
Zombie 3 attacks Ackbar(miss).

Summary
Remnant 12/12 HP, AC 15+1+4 (Defensive Precognition, Force Screen, Expeditious Retreat[23])
Darian 32+10/32 HP, AC 17+4, 7/14 pp (Skate, Vigor[22], Force Screen)
Ackbar 46+4/46 HP, AC 17+2+4 (Aid, Shield of Faith[22], Force Screen[13], Expeditious Retreat[14])
Zombie 1 42/42 HP, AC 16
Zombie 2 42/42 HP, AC 16
Zombie 3 28/42 HP, AC 16

Round 8
Darian shoots Energy Ray at Z2(4) and moves.
Zombie 1 moves.
Ackbar attacks Z3(miss).
Zombie 2 moves.
Zombie 3 attacks Ackbar(miss).

Summary
Remnant 12/12 HP, AC 15+1+4 (Defensive Precognition, Force Screen, Expeditious Retreat[23])
Darian 32+10/32 HP, AC 17+4, 7/14 pp (Skate, Vigor[22], Force Screen)
Ackbar 46+4/46 HP, AC 17+2+4 (Aid, Shield of Faith[22], Force Screen[13], Expeditious Retreat[14])
Zombie 1 42/42 HP, AC 16
Zombie 2 38/42 HP, AC 16
Zombie 3 28/42 HP, AC 16

Round 9
Darian shoots Energy Ray at Z2(5) and moves.
Zombie 1 moves.
Ackbar attacks Z3(11).
Zombie 2 moves.
Zombie 3 attacks Ackbar(miss).

Summary
Darian 32+10/32 HP, AC 17+4, 7/14 pp (Skate, Vigor[22], Force Screen)
Ackbar 46+4/46 HP, AC 17+2+4 (Aid, Shield of Faith[22], Force Screen[13], Expeditious Retreat[14])
Zombie 1 42/42 HP, AC 16
Zombie 2 33/42 HP, AC 16
Zombie 3 17/42 HP, AC 16

http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=R,M,21,20,Remna nt;b=D,M,13,19,14,15,14,19,18,19,Darian; c=A,M,9,2,Ackbar;d=Z,M,20,19,28,11,30,7, 30,4,Zombie1;e=Z,M,20,15,17,14,14,14,14, 17,Zombie2;f=Z,M,10,2,Zombie3;los=28,11, 14,15,4;style=s


Round 10
Darian shoots Energy Ray at Z2(9) and moves.
Zombie 1 moves.
Ackbar attacks Z3(miss).
Zombie 2 moves.
Zombie 3 attacks Ackbar(miss).

Summary
Darian 32+10/32 HP, AC 17+4, 7/14 pp (Skate, Vigor[22], Force Screen)
Ackbar 46+4/46 HP, AC 17+2+4 (Aid, Shield of Faith[22], Force Screen[13], Expeditious Retreat[14])
Zombie 1 42/42 HP, AC 16
Zombie 2 24/42 HP, AC 16
Zombie 3 17/42 HP, AC 16

Round 11
Darian shoots Energy Ray at Z2(8) and moves.
Zombie 1 moves.
Ackbar attacks Z3(9).
Zombie 2 moves.
Zombie 3 attacks Ackbar(miss).

Summary
Darian 32+10/32 HP, AC 17+4, 7/14 pp (Skate, Vigor[22], Force Screen)
Ackbar 46+4/46 HP, AC 17+2+4 (Aid, Shield of Faith[22], Force Screen[13], Expeditious Retreat[14])
Zombie 1 42/42 HP, AC 16
Zombie 2 16/42 HP, AC 16
Zombie 3 8/42 HP, AC 16

Round 12
Darian shoots Energy Ray at Z2(6) and moves.
Zombie 1 moves.
Ackbar attacks Z3(9).
Zombie 3 respawns@8,31.
Zombie 2 moves.

Summary
Darian 32+10/32 HP, AC 17+4, 7/14 pp (Skate, Vigor[22], Force Screen)
Ackbar 46+4/46 HP, AC 17+2+4 (Aid, Shield of Faith[22], Force Screen[13], Expeditious Retreat[14])
Zombie 1 42/42 HP, AC 16
Zombie 2 10/42 HP, AC 16
Zombie 3 42/42 HP, AC 16

http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=R,M,21,20,Remna nt;b=D,M,18,19,19,16,19,20,16,20,Darian; c=A,M,9,2,Ackbar;d=Z,M,30,4,26,2,21,3,21 ,7,Zombie1;e=Z,M,14,17,14,14,17,14,19,15 ,Zombie2;f=Z,M,10,2,8,31,Zombie3;los=26, 2,19,16,4;style=s


Round 13
Darian shoots Energy Ray at Z2(9) and moves.
Zombie 1 moves.
Ackbar moves towards Z2.
Zombie 3 moves.
Zombie 2 bases Ackbar.

Summary
Darian 32+10/32 HP, AC 17+4, 7/14 pp (Skate, Vigor[22], Force Screen)
Ackbar 46+4/46 HP, AC 17+2+4 (Aid, Shield of Faith[22], Force Screen[13], Expeditious Retreat[14])
Zombie 1 42/42 HP, AC 16
Zombie 2 1/42 HP, AC 16
Zombie 3 42/42 HP, AC 16

Round 14
Darian manifests Energy Missile[sup]4pp[/up](Z2: 11/2, Ackbar: 11/2).
Zombie 2 respawns @11,19.
Zombie 1 moves.
Ackbar trips Z3(13).
Zombie 3 attacks ackbar, hits for 8.

Summary
Darian 32+10/32 HP, AC 17+4, 3/14 pp (Skate, Vigor[22], Force Screen)
Ackbar 37/46 HP, AC 17+2+4 (Aid, Shield of Faith[22], Force Screen[13], Expeditious Retreat[14])
Zombie 1 42/42 HP, AC 16
Zombie 2 42/42 HP, AC 16
Zombie 3 29/42 HP, AC 16

http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=R,M,21,20,Remna nt;b=D,M,16,20,14,17,14,20,Darian;c=A,M, 9,2,15,13,20,13,Ackbar;d=Z,M,21,7,21,13, Zombie1;e=Z,M,19,15,16,14,11,19,Zombie2; f=Z,M,8,31,12,29,12,25,Zombie3;style=s
Stormwind

02-13-08, 08:08 AM
Bump ....
It would be nice to see some more interest here ... perhaps we could get the two playtest fights started?
mucki

02-13-08, 01:11 PM
Well, i submitted tactics for my the fight i am in. What are we missing to get started ?
whitebaron

02-13-08, 01:18 PM
Well, i submitted tactics for my the fight i am in. What are we missing to get started ?

probably pitlording time and interest. so far, the two community challenges i started were pretty boring.
(#1 i did not continue due to a stupid monster roll, see above)
(#2 seems autowin for the ghost, since noone can really hurt that gold dragon enough before dex is drained to 0 and all remaining HPs go to Samuel)

@stormwind: i already started the 2nd playtest. but somehow, well, i lost interest...
MindWandererB

02-13-08, 01:49 PM
And Vath is taking a break from CoCo. That fight might be more interesting--you want to pick that one up, wb?

I think we've definitely learned one thing: purely random monster rolls aren't going to work. Both of wb's fights turned out to be pretty pointless for exactly that reason. We'll have to rethink this.
whitebaron

02-13-08, 01:58 PM
I think we've definitely learned one thing: purely random monster rolls aren't going to work. Both of wb's fights turned out to be pretty pointless for exactly that reason. We'll have to rethink this.

Well, my second fight was not a roll to start with - to be blunt, i really tried to take something that would pose a challenge to everyone in this fight - but i misjudged the power of dex drain.

about another playtest fight: well, i'm currently not even up to par (2-3) running ordinary fights, so i won't be able to do anything about community playtesting as of now. maybe in 2 weeks or so.
mucki

02-14-08, 06:11 AM
I would take up the other fight if I am allowed to. I know that one of my chars is in it, but since I already submitted tactics for it that would not be more unfair than say a monster fight.
MindWandererB

02-14-08, 01:20 PM
I would take up the other fight if I am allowed to. I know that one of my chars is in it, but since I already submitted tactics for it that would not be more unfair than say a monster fight.
Not so--there's a fair amount of bias when it comes to interpreting tactics and improvising in the best interests of one character or another. Besides, Vath isn't around to forward those tactics. Not that I don't trust you, but it's a policy I don't want to make exceptions to.
Vathelokai

02-14-08, 06:22 PM
Was just stopping by and saw this. I can forward the tactics to whomever, or just post them here.
mucki

02-15-08, 04:25 AM
Not so--there's a fair amount of bias when it comes to interpreting tactics and improvising in the best interests of one character or another. Besides, Vath isn't around to forward those tactics. Not that I don't trust you, but it's a policy I don't want to make exceptions to.

I completely understand, and agree. On second thought, I am not even sure if I would realize the bias I put into that fight ...

Though, if Vathelokai posts the tactics and you find a replacement I'd also offer to drop Jack for some other player and then act solely as pitlord. The idea of King of the Hill still interests me very much :)
Stormwind

02-15-08, 12:04 PM
@MWB: Just a thought regarding the playtest - do we actually need a pitlord?

How about we run it in a separate thread ... then with each person responsible for his/her own character, we would simply need someone to create the thread and post the character sheets (or in this case just the agents sheets). The person who creates the thread could be anyone, even one of us who are participating in the fight.

We would need to have a set way to handle this (for example everyone rolls initiative, and then in order of initiative, roll starting location, and then continue from there).

This could also be a good precedent, simply because the less we need to depend on pitlords, the less workload it is to support the CoCo.
whitebaron

02-15-08, 03:34 PM
actually, i like that idea.

community challenges should be something that does NOT rely on pitlords - else the community challenges drain the "core" system (arena) of ressources.
MindWandererB

02-16-08, 01:31 AM
The problem being that they have the potential to be extremely complicated--I don't believe that such a fight could be resolved in a week, ever--and probably not in two weeks, either. Besides, player/character knowledge can be an issue.

@Mucki: Yeah, I didn't make that clear... as my background is in psychology, unconscious bias is something I'm keenly aware of. A person can do a thousand subtle things that they have no awareness of, that can have significant impacts on both their and others' behavior.
Stormwind

02-16-08, 03:39 AM
The problem being that they have the potential to be extremely complicated--I don't believe that such a fight could be resolved in a week, ever--and probably not in two weeks, either. Besides, player/character knowledge can be an issue.

@Mucki: Yeah, I didn't make that clear... as my background is in psychology, unconscious bias is something I'm keenly aware of. A person can do a thousand subtle things that they have no awareness of, that can have significant impacts on both their and others' behavior.
Personally I think the potential benefits (not needing pitlords) make this worth pursuing. Furthermore, with a specified way to approach this (rules), I think that most other issues can be addressed. Regarding the potential time problems, is it really a problem if such fights take two weeks rather than just one?
A fair number of arena fights take at least two weeks for a number of reasons.

Since this is a playtest anyway, perhaps it is worth trying it out and actually see how long it takes. Then we would have a test case to base further discussion on rather than assumptions and belief's. I know I could continue to argue this point from a theoretical side until we all got tired of it, but without real examples and real data, it's all largely academic anyway.

The final decision rests with MWB as GM, but I believe that trying this out would be worthwhile as even if it fails, it would give us more information about what doesn't work and more importantly what could work ...
MindWandererB

02-16-08, 01:40 PM
I suppose it's worth a shot. We are only experimenting, after all.
Vathelokai

02-17-08, 11:28 AM
Wouldn't have chosen this character normally for this kind of challenge, but it's a playtest anyway. Looks like Varjo's elemental will probably have the advantage, as it can get to the Hill quickest, and has the best attacks and AC. That makes it my target.

Start off just to the clockwise side of front and center, so that I'll have a straight line to run to the Hill. Longspear is in hand.

R1) Chaaaarge! Run straight onto the Hill.
R2+) Fight! If the elemental is around, it's first priority. Attack it in melee if it's on the Hill; note that if it lands on the Hill to enable it to score, it's not flying and thus can be tripped. That's my preference: trip it with my sickle. Otherwise, attack it with longspear or crossbow. If the elemental is not around, hitting Jack is good too, again tripping him if he's on or adjacent to the hill and shooting him with crossbow if he's not.

Other:
- When killed, get back in the action and on the Hill ASAP.
- Dropping weapons is fine if that's what it takes to get an attack off, but don't drop any outside of the Hill. Retrieve dropped weapons (including Jack's, if he does) if I have a spare move action or can't attack for some reason.
- If I have no dropped weapons and still have nothing to do, ready an action to shoot my crossbow at the first available opponent.
- Keep my longspear out by default, so if the elemental attacks it provokes an AoO.
- If Jack is sniping at me, go to the far end of the Hill, kneel, and attempt to fire back at him.
- I just realized that the rules don't specify whether defeated characters can be considered to be occupying the hill. My intent was that they don't, but if others' tactics revolve around the assumption that they do, that's fine (although annoying, as defeated opponents will have to be dragged off the hill).

That's...um... about it. I'm not exactly brimming with options here. Have fun.

Synopsis

When two combatants occupy the hill, wait outside with the crossbow and shoot at the person currently winning. When one of the two is defeated, go in and finish the remaining agent. When I am currently king of the hill, just try to stay alive.

Buffs
None

Taking the Hill
Approach the hill until I am one move action from entering it. If two persons are in it (presumably fighting) then use the cross-bow to pick on the one who looks like he is winning (this might change each shot). Once only one person is in it, move into the hill to prevent him from gaining points. Inside the hill, fight with the rapier, unless the opponent is flying.

Defending the Hill
I will take cover at one of the 4 columns surrounding the hill (if i read the map correctly for example 29,29 should give nice cover and still be inside the hill). If the enemies are still waiting for resurrection or are more than a double-move away then I'll pick on them with the x-bow. otherwise i'll wield the rapier and wait for them to enter the hill before attacking. Like before, I will try to hit on the stronger target if possible. Don't mind taking AoO by moving, dying quickly should not hurt my chances much.

Contingencies
If two persons occupy the hill and they are not fighting, then I will not attack them if i am in the lead. I'll just stand by and let the time pass.
If in a pinch, and inside the hill, drop the rapier instead of stowing it if it helps. I can pick it up again the next time i get to the hill and use the sap for a while. Never drop the xbow.

Rules considerations
One ofthe agents can fly. Does elevation count when "occupying" the hill ? I think there should be some limit about that.

Hi Vath,
Hopefully these should be nice easy tactics to run ;)

-------------------------------------------------------------------

The Hill is the area marked below:
http://www.hwx.it/coco/coco.php;v=1;map=arena;a=Hill,M,29,34,34 ,34,34,29,29,29,29,34
The four corners of the Hill are: (29,34), (34,34), (34,29), and (29,29).
For the purposes of this fight, Varjo's agent will be called Ilma.

-------------------------------------------------------------------
Basic Idea: Ilma will start at (31,8) or equivalent. On her first turn she will double move to the center of the arena and take position at one of the four corners of the Hill at a height of 45ft. On subsequent turns she will use flyby attack against anyone coming into the Hill, always starting and finishing her turn just below the ceiling.


Contingencies
- Dodge buddy is whichever opponent is closest to her at the end of her turn.
- If Ilma dies, then as soon as she recovers, she will return to the center, and use exactly the same strategy.
- If there is a choice of targets, then priority order is: Bartholomew (injured), Jack (injured), Bartholomew, Jack
- If both Jack and Bartholomew are in the center then (and only then) Ilma will leave the Hill and circle around the outside. Once there is only 1 person left in the center, then Ilma will return and continue with her tactics as before.
- If neither of her opponents is in the center, Ilma will take position in whichever one of the 4 corners of the Hill give the most cover from her opponents. (at a height of 45ft of course)

Notes
- Jack (Krusk's agent) and Bartholomew (Maya's agent) do not get an AoO when Ilma makes a flyby attack if they have a crossbow equipped.
- Ilma Slam attacks should be +6 attack (+1 BAB, +3 Dex, +1 size, +1 higher ground)
- Since Varjo has the Vindictive reputation, Ilma gets +3 delay rounds (total 13 delay rounds)
Stormwind

02-17-08, 03:12 PM
I suppose it's worth a shot. We are only experimenting, after all.
ok ... cool.

I can volunteer to start up the thread on this coming wednesday night so that we would be starting as per a normal schedule and then we can see how it goes.

Just to give a synopsis of what I believe should be the order of posts in the thread (basically the same as separate thread fights): Title post (with the "don't post here unless you are player1, player2, or player3")
Character post(s) with sblocked character sheets
PlayerX rolls initiative & position for all characters/agents (this is entirely determined by the dice so in the interests of saving time, any player can roll them - probably would be good for this to be the same person who creates the thread)
players begin posting round by round....
... after fight is concluded, results are posted to the ???battles thread/community thread???

Can anyone think of anything that I'm missing?
whitebaron

02-17-08, 04:56 PM
to save time, i'd have one player roll for all initiatives and positions. after all, its luck-dependent and not really important for the further challenge.
Sjiggie

02-17-08, 05:17 PM
Maybe a shared account on the coco roller where everyone involved can roll or for the whole community battles.
mucki

02-18-08, 04:53 AM
I agree with wb: just make the post, copy the sheets and roll initiative/position for all of us. there is nothing that you could change anyway. And I also agree with sjiggie in that we should probably use only a single roller session. It is not really necessary, but makes it easier to see what is going on for anyone watching the fight.
Stormwind

02-18-08, 06:55 AM
I edited my previous post (here) with the suggestions already made.

@MWB: Once the community stuff goes live, should the results from community fights be posted to the battles thread, or to a new 'community battles' thread, or somewhere else?
I suppose it would be good to post the results of these playtests to this thread for now, but I'm just trying to think ahead to once the community stuff goes live.
whitebaron

02-18-08, 08:31 AM
i'm quite sure community stuff will be held in seperate threads, as it should not pollute the core system(arena) of coco. certainly, there will be some thread like "The Community Battles of Galdius (II)" soon after. ;)
Stormwind

03-31-08, 11:18 AM
King of the Hill: Krusk's agent (mucki) vs. Varjo's agent (Stormwind) vs. Maya's agent (MindWandererB)[Arena]

This is a playtest fight to test the proposed community rules. The fight is between Krusk's agent, Varjo's agent and Maya's agent. If you are not mucki, Stormwind or MindWandererB, please do not post here.

For the purposes of this fight, all participants are asked to roll using the same session (King of the Hill [Arena]: Krusk's agent vs. Varjo's agent vs. Maya's agent (http://www.hwx.it/wizards.com/dice.php?sid=2334#)) of the CoCo dice roller (user: Playtest; password: playtest)

All participants are also required to use the [Arena] (http://www.hwx.it/coco/index.php?map=arena) CoCo battle map to show any movement.
Finally, a summary of each rounds actions will be posted every round.

Results (after 50 rounds)
Maya's agent (Bartholomew): 7 rounds on the Hill (winner)
Varjo's agent (Ilma): 6 rounds on the Hill
Krusk's agent (Jack): 5 rounds on the Hill
Stormwind

03-31-08, 12:09 PM
Running 50 rounds on play-by-post style worked and took 6 weeks (20.02.2008-31.03.2008).

Here are the comments regarding the playtest (and other) rules that came up during the fight:
Currently, the rules don't say anything about having to 'stand' on the hill for a King of the Hill battle. This would need to be changed to prevent burrowing under or flying above if the consensus is that a character must 'stand' on the hill to gain points. I am currently assuming that you must 'stand' on the hill to count as occupying the hill.
On another matter, gaining points in King of the Hill battles may be very difficult, paritculary with 4 participants. In such a case if one participant dies, then in the next four rounds (due to recovery rules) one participant must kill the two other still living participants just to be able to claim 1 point before the dead guy is on his feat and headed for the center again. This would imply that such fights are very likely to hit the 50 rounds maximum which might be a bit rough as an average ... we'll have to see how this works out, but I believe it is a potential problem, especially with higher level characters in fights with recovery rules.
Interesting point however is that healing always heals an equal amount of non-lethal damage. To illustrate this consider an agent with 10hp who take 8hp damage and 14hp non-lethal damage. With the recovery rule this agent is healed to half hp, so the 3hp of actual damage is healed to bring the agent to 5hp, but this would still leave 11hp of non-lethal damage.
Perhaps an alternation to the recovery rule should be considered to remove all non-lethal damage remaining?
Regarding equipment: I agree something should be added in the recovery rules to prevent equipment from being looted/destroyed in this manner. Perhaps "Whilst a character/agent is awaiting recovery, their equipment is protected from further harm or removal from their person by the arena's highly qualified sorcerers."
Flanking in 3D: in 3d you use cubes rather than squares so a flying creature (at 5ft height) cannot be used to flank a creature at ground level (0ft) by another creature at ground level (0ft). You'd have to run the line through opposite sides of the cube, which is impossible in this case.
When disabled, does performing an AoO count as a strenuous activity, and thus cause you to drop from disabled to -1hp ... requires an Elder or GM ruling
if you do nothing for a round with the intention of using it to begin or continue your recovery countdown, you do not count as occupying the hill for that round.
thematic rolls are not kept (at least in separate thread/play-by-post fights) ... due to the fact that knowing the outcome of an action before you do it, allows you to optimize your actions accordingly.
if at the end of round 50 in the case that we have a tie, then the characters that are tied (and only those characters) should continue until one of them gains a point.
MindWandererB

03-31-08, 04:11 PM
I don't consider 6 weeks an acceptable amount of time to resolve a fight, so I'm more inclined to write this off as infeasible as written. Not sure how to fix it, either.

Thus far, I'm pretty discouraged. None of the experiments we've tried so far have worked well enough to be usable, IMO. I think the Monster Hunt comes the closest, provided the monsters chosen provide a credible threat. The Takedown failed because there are too many ways to beat a monster, especially a tough monster, without doing HP damage. King of the Hill just took way too long. We haven't tried Capture the Flag or Grand Melee yet.

So, here's what I want to do:
Call for characters, again. We still don't have enough to try very many experiments, so I'd like to see if I can solicit some more.
Try Monster Hunt again, and Capture the Flag and Grand Melee (if I can get enough Agents).
Evaluate whether this idea is going to work at all--I have a feeling it may work better in 4e due to the losses of save-or-die, ability damage, and the more bizarre character concepts. In which case we should just wait until July at least before trying this again.
McJarvis

03-31-08, 04:16 PM
I was willing to turn a blind eye to all of this when I thought you had plenty of volunteers, but I hate to think that you'd get discouraged//unable to do it just because of a lack of people. Consider TIM & Thorell at whatever ECL you want up for grabs(I have TIM mapped out to level 30, Thorell mapped out to level 20). I haven't read up on rules too much, but I'm sure you can fill me in with a summary(or link whatever post I'll have to read).

I'd imagine they'll be good test subjects since they are such "straight forward" character concepts. [Or they'll just get swamped by egowhip users, but whatever].

I didn't read about the situation- but you could just make the monsters immune to ability drain and say "tough luck" to characters that rely on this.
MindWandererB

03-31-08, 04:46 PM
I'd especially like more Agents--do you have TIM and Thorell at level 1-2? Same goes for anyone else.

Edit: Remember, CR <=2 nonhumanoid monsters work fine, too. If you want to participate but don't want to build a PC, just choose a stock monster and go with it.
McJarvis

03-31-08, 04:48 PM
I'd especially like more Agents--do you have TIM and Thorell at level 1-2? Same goes for anyone else.

I can generate that shortly. As soon as I finish pitlording my fights tonight I'll draw them up.
mucki

04-01-08, 04:04 AM
I don't consider 6 weeks an acceptable amount of time to resolve a fight, so I'm more inclined to write this off as infeasible as written. Not sure how to fix it, either.

Tbh though, most of the time spent was due to the play-by-post nature (and the time difference of Europe/US). And that was only due to pitlord shortage. If this fight was held as usual, I think it would easily be finished in two to three hours.
McJarvis

04-01-08, 01:43 PM
Ok


Medium Humandoid(Elf)
->Mounted on animal(horse)
Hit Dice: 1d8+1 (9 hp)
Initiative: +3
Speed: 50 ft. (10 squares) [mounted]
Armor Class: 17 (+3 Dex, +4 armor), touch 13, flat-footed 14
Armor Class(horse): 13 (-1 size, +1 dex, +3 natural), touch 10, flat-12
Base Attack/Grapple: +0/+4 (horse 2/9)
Attack: +4 longspear 1d8+6 or +4 armor spikes 1d6+4 or +3 longbow 1d8, 110ft.
Full Attack: same
Space/Reach: 10 ft./5 ft.
Special Attacks: Spells
Special Qualities: low-light vision
Saves: Fort +1, Ref +3, Will +2 [mount +5/+4/+2]
Abilities: Str 18, Dex 16, Con 12, Int 12, Wis 10, Cha 14
Skills: Concentration +5, Intimidate +4, Knowledge(local)+2, ride +4, spellcraft +3
Feats: Power Attack

Spells:
Level 0: [3 per day] Resistance, Dancing Lights, Light
Level 1: [3 per day] Enlarge Person





Medium Humandoid(Elf)
->Mounted on animal(horse)
Hit Dice: 2d8+2 (13 hp)
Initiative: +3
Speed: 50 ft. (10 squares) [mounted]
Armor Class: 17 (+3 Dex, +4 armor), touch 13, flat-footed 14
Armor Class(horse): 13 (-1 size, +1 dex, +3 natural), touch 10, flat-12
Base Attack/Grapple: +1/+5 (horse 2/9)
Attack: +5 longspear 1d8+6 or +5 armor spikes 1d6+4 or +4 longbow 1d8, 110ft.
Full Attack: same
Space/Reach: 10 ft./5 ft.
Special Attacks: Spells
Special Qualities: low-light vision
Saves: Fort +1, Ref +3, Will +2 [mount +5/+4/+2]
Abilities: Str 18, Dex 16, Con 12, Int 12, Wis 10, Cha 14
Skills: Concentration +6, Intimidate +6, Knowledge(local)+2, ride +4, spellcraft +3
Feats: Power Attack

Spells:
Level 0: [5 per day] Resistance, Dancing Lights, Light, Ghost Sound
Level 1: [4 per day] Enlarge Person
TelinArtho

04-02-08, 11:17 AM
Here's a couple of entries for the playtest if you still need more.


SHOCKER LIZARD
Small Magical Beast
Hit Dice: 2d10+2 (13 hp)
Initiative: +6
Speed: 40 ft. (8 squares), climb 20 ft., swim 20 ft.
Armor Class: 17 (+1 size, +2 Dex, +3 natural, +1 armor), touch 13, flat-footed 15
Base Attack/Grapple: +2/–2
Attack: Bite +3 melee (1d4)
Full Attack: Bite +3 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Stunning shock, lethal shock
Special Qualities: Darkvision 60 ft., electricity sense, immunity to electricity, low-light vision
Saves: Fort +5, Ref +6, Will +2
Abilities: Str 10, Dex 15, Con 13, Int 2, Wis 12, Cha 6
Skills: Climb +11, Hide +11, Jump +7, Listen +4, Spot +4, Swim +10
Feats: Improved Initiative
Environment: Warm marshes
Organization: Solitary, pair, clutch (3–5), or colony (6–11)
Challenge Rating: 2
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 3–4 HD (Small); 5–6 HD (Medium)
Level Adjustment: —
A shocker lizard has a pale gray or blue underside, shading to a darker hue on its back. It has blue-black markings along its back and tail. A shocker lizard is about 1 foot tall at the shoulder and weighs about 25 pounds.
COMBAT
A shocker lizard relies on its electricity abilities in combat. A lizard tends to bite only after its shock has rendered an opponent unconscious or when the shock seems to have no effect at all. A solitary lizard flees once it delivers its shocks, but if other shocker lizards are nearby, they all home in on their comrade’s discharges and attempt to administer their shocks to the foe.
Stunning Shock (Su): Once per round, a shocker lizard can deliver an electrical shock to a single opponent within 5 feet. This attack deals 2d8 points of nonlethal damage to living opponents (Reflex DC 12 half ). The save DC is Constitution-based.
Lethal Shock (Su): Whenever two or more shocker lizards are within 20 feet of each other, they can work together to create a lethal shock. This effect has a radius of 20 feet, centered on any one contributing lizard. The shock deals 2d8 points of electricity damage for each lizard contributing to it, to a maximum of 12d8. A Reflex save (DC 10 + number of lizards contributing) reduces the damage by half.
Electricity Sense (Ex): Shocker lizards automatically detect any electrical discharges within 100 feet.
Skills: Shocker lizards have a +4 racial bonus on Hide checks due to their coloration. Shocker lizards have a +2 racial bonus on Listen and Spot checks.
Shocker lizards use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.
A shocker lizard has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
A shocker lizard has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Equipment (2000gp): Bracers of Armor +1, Cloak of Resistance +1, 0gp remaining



Ghoul
Medium Undead
Hit Dice: 2d12 (13 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 17 (+2 Dex, +2 natural, +3 armor), touch 12, flat-footed 15
Base Attack/Grapple: +1/+2
Attack: Bite +2 melee (1d6+1 plus paralysis) or Light Crossbow +3 ranged (1d8, 19-20/x2)
Full Attack: Bite +2 melee (1d6+1 plus paralysis) and 2 claws +0 melee (1d3 plus paralysis) or Light Crossbow +3 ranged (1d8, 19-20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ghoul fever, paralysis
Special Qualities: Darkvision 60 ft., undead traits, +2 turn resistance
Saves: Fort +0, Ref +2, Will +5
Abilities: Str 13, Dex 15, Con --, Int 13, Wis 14, Cha 12
Skills: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7
Feats: Multiattack
Challenge Rating: 1
Alignment: Always chaotic evil
Ghouls speak the languages they spoke in life (usually Common).
COMBAT
Ghouls try to attack with surprise whenever possible. They strike from behind tombstones and burst from shallow graves.
Ghoul Fever (Su): Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.
An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.
Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.

Equipment (900gp): [Ma] Studded Leather, [Ma] Light Crossbow, 40 crossbow bolts, 20 silver bolts, 20 cold iron bolts, 340 remaining
McJarvis

04-02-08, 04:17 PM
900gp is excessive for a first level character given that the monster entry has "treasure: none", isn't it?
MindWandererB

04-02-08, 04:25 PM
900gp is excessive for a first level character given that the monster entry has "treasure: none", isn't it?
Not here:Agents with no classes (monsters)
These cannot be customized in any way except with equipment. Ability scores, skill ranks, and feats are all the defaults.

Monstrous agents have equipment equal to an NPC of their CR. Monsters with a CR of less than 1 have gear equal in value to their CR * 900 gp. Non-intelligent agents can begin a fight wearing items (e.g. barding), but otherwise monstrous agents are restricted by their intelligence and physiology as to what they can use.

Monsters with low or no intelligence are not restricted in what tactics they can follow. They can do anything the player indicates in tactics, no matter how complex. If used as a mount, they serve fully, as if trained for combat riding. All animals are proficient with barding. This does not apply to class allies of your agents (e.g. druid animal companions); those must still be trained.
TelinArtho

04-02-08, 04:25 PM
I don't see anything in the "Agents with no classes (monsters)" section that indicates it wouldn't get the same money as another CR 1 creature.
McJarvis

04-02-08, 04:28 PM
And here I thought I was being too liberal in giving TIM a few hundred gp in items. Where are the community rules located? no one linked them when I asked earlier.

edit- found it myself. looks like TIM is breaking a few rules, such as his not-using an elite array[since I just copied his character sheet for regular CoCo].
MindWandererB

04-02-08, 04:31 PM
Try the first post of this thread.
McJarvis

04-02-08, 04:36 PM
Try the first post of this thread.

Yeah, sorry 'bout that. I didn't see that the words "community" where linked in that first paragraph.
Stormwind

04-02-08, 04:39 PM
I was just thinking about whether I should spend any of that 900gp that Varjo's Agent (air elemental) has ...
... and then I was wondering what exactly could I spend it on?
Any ideas anyone?
TelinArtho

04-02-08, 05:12 PM
Pretty much nothing - unless you can convince someone that an elemental has slots for armor or something - but even then, the short cash that you have pretty much limits everything to non-magical (well - and expendables - but those aren't allowed for agents...)
Stormwind

04-02-08, 05:29 PM
Yeah .... that's about what I figured ...
Salrantol

04-02-08, 06:31 PM
Undeath From Above
Gender and Race: Male Ogre Mage Skeleton
Size and Type: Large Undead
Alignment: Neutral Evil
ECL: Undead 5 [CR 2]

Attributes
STR 21 (+5) [11 Base, +10 Racial]
DEX 12 (+1) [10 Base, +2 Template]
CON -- (+0) [11 Base, +6 Racial, -- Template]
INT -- (+0) [10 Base, +4 Racial, -- Template]
WIS 10 (+0) [10 Base, +4 Racial, 10 Template]
CHA 01 (-5) [11 Base, +6 Racial, 1 Template]

Miscellaneous Statistics
Hit Points: 32 [5 HD] [6.5 undead x5]
Armor Class (Normal): 16 [10 Base, +1 Dex, -1 Size, +2 Natural, +4 Armor]
Armor Class (Touch): 10 [10 Base, +1 Dex, -1 Size]
Armor Class (Flat-Footed): 15 [10 Base, -1 Size, +2 Natural, +4 Armor]
Initiative: +5 [+1 Dex, +4 Feat, etc]
Base Attack Bonus: +2 [+2 undead 5]
Grapple: +11 [+2 BAB, +5 Str, +4 Size]
Speed (Land): 40 ft. [40 ft. Base]
Speed (Flight): 40 ft., good maneuverability [40 ft. Base]
Weight Carried: 198.0 lbs, light encumbrance [0-306 (Light), 307-612 (Medium), 613-920 (Heavy)]
Damage Reduction: 5/bludgeoning [Template]

Saves
Fortitude: +1 [+0 Con, +1 undead 5]
Reflex: +2 [+1 Dex, +1 undead 5]
Will: +4 [+0 Wis, +4 undead 5]

Melee Attacks
claw +6/+6, 1d6+5, (20/x2), slashing [+5 Str, +2 BAB, -1 Size]
greatsword +7, 3d6+7, (19-20/x2), slashing [+5 Str, +2 BAB, -1 Size, +1 Enhancement]
silver greatsword +6, 3d6+6, (19-20/x2), slashing [+5 Str, +2 BAB, -1 Size]
heavy flail +6, 2d8+6, (19-20/x2), bludgeoning [+5 Str, +2 BAB, -1 Size]

Ranged Attacks
composite longbow +3, 2d6+5, (20/x3), piercing [+1 Dex, +2 BAB, -1 Size, +1 Enhancement]

Special Attacks & Abilities
undead traits
immune to cold
moderate aura of evil

Feats
Improved InititativeSkeleton

Equipment Worn and Carried
Basic Outfit [0 lbs] [0 gp]
Large greatswordM [16 lbs] [400 gp]
Large mighty composite longbow (+5 STR)M [6 lbs] [1000 gp]
300 Large arrows [90 lbs] [30 gp]
Large chain shirt [50 lbs] [200 gp]
Large cold iron heavy flail [20 lbs] [60 gp]
Large alchemical silver greatsword [16 lbs] [280 gp]
Stormwind

04-03-08, 08:15 AM
@MWB: Given the nature of both of the current playtest fights (Should be fairly quick in terms of the number of rounds that they take), and given lonewolf's request that at least the ECL11 Capture the flag be run as a separate thread fight, I could volunteer to setup two threads as I did for the last playtest, and we simply run them as play-by-post. (Call me pessimestic, but I don't believe that anyone is going to cheerfully volunteer to run either fight given the sheer number of competitors)

Personally I think the problem with the king of the hill was simply that it was too long a duration (50 rounds is a fairly long fight), and if it had been shorter then perhaps the play-by-post/separate thread idea might work. For exmple if the King of the Hill were changed to be somewhere from 15 to 20 rounds long, then two weeks could be viable.
lonewolf

04-03-08, 08:41 AM
Is it intentional that recovery rules applies to normal CTF but not Team CTF?
MindWandererB

04-03-08, 01:54 PM
Is it intentional that recovery rules applies to normal CTF but not Team CTF?
Special: No allies, not even class allies, are permitted. Recovery rules apply.It's not only not intentional, it's not true.
McJarvis

04-03-08, 04:40 PM
The retooling of Thorell might take a bit longer than I originally anticipated, given that he is(in his current form) a mounted combat character. [which would be rendered useless in the team capture the flag setting]

edit- erm, n/m- phantasmal steed & mount spells are still in, at least.
McJarvis

04-04-08, 04:31 PM
Preliminary:

Just quickly typed up Thorell's expanded char sheet. Still need to work out spells & a little more gp spending. I'm not going to bother statting out allies he'd have at this point. [through animate dead & his animal companion] This should give the capture the flag folks a little bit of an idea of what they are up against. [looking at capture the flag rules, TIM is almost completely screwed since the three major facets of his build are his animal companion, leadership synergy with high cha, and intimidate]



Thorell Runesmith

Gender and Race: Male Deep Dwarf For stats purposes this character is actually female
Size and Type: Medium Humanoid
Height and Weight: 3'11" height, 80lbs weight
Age: Normal
Alignment: True Good
ECL: 11 (Fighter 1/UA Wizard Variant 6/Eldritch Knight 4)
Unearthed Arcana Variants used:
--> Domain Wizard
--> Simple Animal Companion Variant
Domain: Conjuration
Opposed School: Enchantment

Attributes
STR 20 (+5) -=- [10 Pts] [16 Base, +4 Enhancement[item]]
DEX 18 (+4) -=- [10 Pts] [16 Base, +2 Enhancement[Item]]
CON 20 (+5) -=- [06 Pts] [14 Base + 2 Racial, +4 Enhancement[item]]
INT 20 (+5) -=- [06 Pts] [14 Base, +2 Advancement, +4 Enhancement[item]]
WIS 12 (+1) -=- [04 Pts] [12 Base]
CHA 06 (-2) -=- [00 Pts] [08 Base - 2 Racial]

Miscellaneous Statistics
Hit Points: 94 -=- [11 HD] [10 (Fighter) + (2.5 (Wizard) x 6) + (3.5 (Eldritch Knight) x 4)) + (11 HD x 5 Con)]

Armor Class (Normal): 19 -=- [10 Base, 5 Dex, 4 Mage Armor]
Armor Class (Touch): 15 -=- [10 Base, 5 Dex]
Armor Class (Flat-Footed): 14 -=- [10 Base, 4 Mage Armor]

+4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants) Mostly Half-giants, though, I'm guessing..


Initiative: +5 -=- [05 Dex]
Base Attack Bonus: +8 -=- [1 (Fighter), 3 (Wizard), 4 Eldritch Knight]
Grapple: +13 -=- [8 BAB, 5 Str]
Speed (Land): 20 ft -=- [20 Base] Encumbrance does not change this due to dwarf stability

Weight Carried: 00.00 lbs, medium encumbrance [0-76 lbs (Light), 77-153 (Medium), 154-230 (Heavy)]



Saves
Fort: 18 (21) -=- [5 Con, 2 (Fighter), 2 (Wizard), 4 (Eldritch Knight), 5 Resistance] +3 Racial vs Poison and Spells/Spell-like effects
Ref : 12 (15) -=- [4 Dex, 2 (Wizard), 1 (Eldritch Knight), 5 Resistance] +3 Racial vs Poison and Spells/Spell-like effects
Will: 12 (15) -=- [1 Wis, 5 (Wizard), 1 (Eldritch Knight), 5 Resistance] +3 Racial vs Poison and Spells/Spell-like effects

Melee Attacks

Unarmed Strike +13, 1d4+5 x2
--> [8 BAB, 5 Str]
Adamantine Dwarven Waraxe +14/+9, 1d10+5 x3 [Slashing]
-->[8 BAB, 5 Str, +1 Masterwork]
Silver Heavy Flail +14/+9, 1d10+7 x3
-->[8 BAB, 5 Str, +1 Masterwork]
Cold Iron Guisearm +14/+9, 1d10+7 x3[Slashing]
-->[8 BAB, 5 Str, +1 Masterwork]

[b]Ranged Attacks
str+3 Composite Longbow +13/+8 1d8+5 110 ft
-->[8 BAB, +4 Dex, + 1 Masterwork]
---> 60/60 arrows

Ranged Touch +12
-->[8 BAB, +4 Dex]


+1 racial bonus on attack rolls against orcs (including halforcs) and goblinoids (including goblins, hobgoblins, and bugbears).



Special Attacks & Abilities


Darkvision out to 90 feet.
Light Sensitivity: Deep dwarves are dazzled in bright sunlight or within the radius of a daylight spell.
Wizard Variant: Trade familiar for Aninimal companion of a druid that is 1/2 wizard levels.
Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).



Spells Available:
Domain Spells
Int Bonus Spells
Level 0: [DC15] [Resistance], [Resistance], [Resistance], [Resistance], Domain: [Acid Splash]
Level 1: [DC16] [??], [??], [??], [??], [??], [??] [Mage Armor]
Level 2: [DC17] [??], [??], [??], [??], [??] [Web]
Level 3: [DC18] [??], [??], [??], [??], [Stinking Cloud]
Level 4: [DC19] [??], [??], [??], [Summon Monster IV]
Level 5: [DC20] [??], [??], [Wall of Stone]

Spell Levels Total: 65
Spell Levels Available: 22 [First Fight]
Spell Levels Available Per fight: 22
7 x 1 + 6 x 2 + 5 x 3 + 4 x 4 + 3 x 5
Caster Level: 9


Feats
Power AttackLvl 1
Improved SunderFighter 1
Scribe ScrollWizard 1
QuickdrawLvl 3
Craft Wondrous ItemWizard 5
Improved Unarmed Strike Lvl 6
Improved GrappleEK1
Combat ReflexesLvl 9

Skills
Total Skill Points: 59 -=- [16 Fighter, 24 Wizard, 4 Eldritch Knight(pre ECL8), 15 Eldritch Knight(post ECL8)]
Languages: Common, Dwarven, Giant, Gnome [2 Racial, 2 Int]
Armor Check Penalty: -0

Balance: 3 -=- [3 Dex]
Climb: 3 -=- [3 Str]
Concen.: 17 -=- [3 Con, 14 Ranks (4*cc (Fighter), 8 (Wizard), 4 (Eldritch Knight))]
Craft (Weapon): 10 -=- [2 Int, 6 Ranks (4 (Fighter), 2 (Wizard)), 2 tools]
Hide: 3 -=- [3 Dex]
Jump: -3 -=- [3 Str, -6 Speed]
Knowledge(Local): 4 -=- [2 Int, (4*cc (Fighter))]
Knowledge(Nature): 14 -=- [2 Int, 12 Ranks (10 (Wizard), 4*cc (Eldritch Knight))]
Knowledge(arcana): 3 -=- [2 Int, (1 Eldritch Knight)]
Knowledge(planes): 3 -=- [2 Int, (1 Wizard)]
Knowledge(religion): 3 -=- [2 Int, (1 Wizard)]
Knowledge(dungeoneering): 3 -=- [2 Int, (1 Wizard)]
Listen: 1 -=- [1 Wis]
Move Silently: 3 -=- [3 Dex]
Ride: 17 -=- [3 Dex, 14 Ranks (4 (Fighter) 10 (Eldritch Knight)]] +2 to stay in saddle
Spellcraft: 3 -=- [2 Int, 1 Rank (1 Wizard)
Spot: 1 -=- [1 Wis]
Swim: 3 -=- [3 Str]




Prefight Actions
read scrolls
restocked arrows to full quiver from arrows at home.

Equipment Worn and Carried
Basic Outfit [0 lbs] [0 gp]

Crafted: [2,227 gp]

Masterwork Lance [155 gp] [10lb]
Adamantine Dwarven Waraxe[1,515gp][8 lbs]
Mstwk Cold Iron Guisarme [309gp][12 lbs]
Mstwk Silver Heavy Flail[248gp][10 lbs]

CWI Items: [58,750gp]
Headband of Intellect +4 [8,000gp]
Belt of Giant Strength +4 [8,000gp]
Bracers of Speed [6,000gp] [Boots of speed, but on armband slot. "Bracers-> Combat affinity".
Winged Boots [8,000gp]
Cloak of Resistance +5 [12,500gp]
Blessed Book[6,250gp]
Amulet of Health +4 [8,000gp]
Gloves of Dexterity[2,000gp]

Not crafted: [1,192 gp]
Masterwork Composite Longbow+5 [900 gp] [3lbs]
--> Quiver: 100 Arrows [5gp][15 lbs]
--> Quiver: 100 Cold Iron Arrows [10gp][15 lbs]
--> Quiver: 100 Silver Arrows [205gp][15 lbs]
Heavy Darkwood Shield [57gp] [5 lbs]
Spell Component Pouch[5gp] [2lbs]
50 ft silk rope[10gp] [5 lbs]
-->cut-> 5ft length, 15 ft length, 30 ft length

Expendable Items
Scrolls:

Crafted:


Max total (ECL2 x 50): 6,050 gp



Equipment at Home
Masterwork Crafting tools [55gp]
200 Extra Arrows [10gp]

Results
Allies

Maximum CR per ally: CR 7
Maximum ECL per ally: ECL 9
Maximum CA of allies per fight: CA 9





Starting: 69,000 gp
Sold: 4,250 gp [Wizards Spellbook]
Spent: 68,219 gp
Remaining: 5,031 gp




Original Wizard's spell book[all spells copied to Blessed Book] 4,250gp

Pages total: 100
Pages used: 85 [8,500 gp retail value]
0: 18 x 1; 1: 7 x 1; 2: 5 x 2; 3: 5 x 3; 4: 5 x 4; 5: 3 x 5
Pages left: 15




Pages total: 1,000
Pages used: 85 [8,500 gp retail value]
0: 18 x 1; 1: 7 x 1; 2: 5 x 2; 3: 5 x 3; 4: 5 x 4; 5: 3 x 5
Pages left: 915

All level 0 spells (Except Daze) [18 pages]
Level 1 spells-
Level 2 spells-
Level 3 spells-
Level 4 spells-
Level 5 spells-
McJarvis

04-04-08, 04:47 PM
As a general comment- I'm already begining to see cheesyness in capture the flag. What is to prevent thorell from standing on the flag's square with a wall of stone, resilient sphere, ((insert wall effect here)), solid fog spell? Or summoning mad numbers of critters, or some other arbitrarily cheesy way of restricting movement to the square? One competent ECL11 spellcaster can effectively defend a flag from two players, if their objective is "keep them from entering this square" instead of "kill opponents".

It just seems impossible to write a rule that takes into account all that magic can do to prevent people from entering certain spaces. And if too much is written- then you're essentially saying "certain character types are not welcome here" [like the no-allies rule is already saying to mounted characters]
MindWandererB

04-04-08, 05:16 PM
After just posting in the 4e thread, I came to the realization that we can actually do some playtesting of 4e rules now.

To begin with, here's (http://www.wizards.com/default.asp?x=rpga/ddxp/highlights) the officially-released quick rules primer, which gives the basics about the rule changes, and also the 6 preview character sheets. We also have the full rogue (http://www.wizards.com/default.asp?x=dnd/dramp/20080222a) writeup (only a few powers, though), the full elf (http://www.wizards.com/default.asp?x=dnd/dramp/20071221) writeup, and the full tiefling (http://i37.photobucket.com/albums/e61/MindWandererB/DDXP/Racesexcerpt.jpg) writeup. There's also a single level 1 paladin power here (http://www.wizards.com/default.asp?x=dnd/drdd/20071128). There's some other preview stuff, but nothing we currently know how to use.

This (http://rapidshare.com/files/98271014/4e_Rules_Sheet.pdf.html) isn't an official release, but it's 100% accurate and far superior to the quick rules primer. Other unofficial documents include this (http://www.enworld.org/showthread.php?t=221806) for rules (which includes a fair amount of speculation, and a couple of items I know to be inaccurate) and this (http://www.zipworld.com.au/~hong/dnd/Monsters%20&%20More%20(4th%20Edition).pdf) for monsters, and also contains an aggregation of rules from various sources (a bit more reputable but less thorough than the above).

This (http://www.wizards.com/default.asp?x=dnd/4dnd/20080319a&tablesort=6) link shows a list of the preview games being done around the U.S., if you can make it to one.

Now, since we have 6 character sheets, 1 class, 2 races, a mess of monsters, and a whole lot of close-enough speculation, we have enough to playtest some 4e material. We can definitely do minion hunts, although all we have is kobolds and vampire spawn (which look inaccurate) on that front. Takedowns would be a little hard--the Young Black Dragon is a little on the tough side, and the normal monsters up through level 9 don't look tough enough (individually--in a group or especially a mixed group they'd be pretty nasty), except maybe the Gnoll Demonic Scourge. But I'm sure we can find something.

Anyway, if anyone is willing to give this a try, bearing in mind that we will of course be tolerant of a learning curve, once again you can post here. Either state willingness to pitlord, or you can post a character: stating that you're willing to use one or more of the pregenerated characters is fine, or you can create your own using the limited options currently available to us.
MindWandererB

04-17-08, 06:39 PM
I can't believe no one is interested in playing around with the 4e material. Not one of you is even interested in taking one of the pregenerated characters for a spin?
Stormwind

04-18-08, 03:31 AM
I'd be interested in playing with the 4e material, but time is something of a constraint for me at the moment and I just don't have a lot of it to spare for going through the 4e material and familiarizing myself with it.

Hence I haven't responded prior to this.

I might have a bit more time in 3-4 weeks, but I'd rather play it by ear than promise anything at this stage.
Salrantol

04-18-08, 07:34 AM
I can't believe no one is interested in playing around with the 4e material. Not one of you is even interested in taking one of the pregenerated characters for a spin?I would be willing to field Tira, Skamos, or Erais in a playtest fight.
Callix

04-23-08, 08:32 AM
I'd be willing to run a 4e fight on a tactics-based system, rather than play-by-post. If that's acceptable to the players, post character decisions and PM tactics. For the sake of simplicity, we'll run this first one in the Arena map. This should not interfere with my normal 3.5 pitlording.

Also, I can't seem to find the DDXP character sheets. Could I have a link please?
whitebaron

04-23-08, 11:17 AM
well, if its just about writing tactics, i would take any of the premade dndxp characters or a team of two, meleers preferred.

links to the zipfile containing all characters are in the first post of coco+4e thread, as well.
Salrantol

04-23-08, 05:47 PM
It's probably just because they're level one, but the good news I have at this point is that the playtest tactics are almost certainly the easiest I've ever written.
Callix

04-27-08, 07:37 AM
I've finished the 4e Playtest, though I don't know where to post it. I can say this much; life in 4e PVP is brutish and short. The fight lasted a whopping 3 rounds. Daily powers really are something special.
Salrantol

04-27-08, 08:19 AM
I've finished the 4e Playtest, though I don't know where to post it. I can say this much; life in 4e PVP is brutish and short. The fight lasted a whopping 3 rounds. Daily powers really are something special.Yeah, it's clear that we'll need more than one fight to a cycle. Otherwise every fight's tactics will be the same as this fight's: Find him and hit him with my daily power, then an encounter power, then spam at-will powers.
whitebaron

04-27-08, 10:58 AM
Yeah, it's clear that we'll need more than one fight to a cycle. Otherwise every fight's tactics will be the same as this fight's: Find him and hit him with my daily power, then an encounter power, then spam at-will powers.

yeah, daily powers are something that will give coco a big problem - it can really decide that.

@callix: simply post it in here, that's where single thread playtest fights are supposed to be for reference.
Callix

04-27-08, 04:46 PM
Round 1:
Corrin wins initiative, and starts in box 4 with his shield and his holy symbol in his hands. He moves out toward Erais.
Erais starts in box 1 with his mace in hand. He closes with Corrin.

End of Round 1:
Erais: 24/24 HP.
Corrin: 27/27 HP.
http://www.hwx.it/coco/coco.php;v=1;map=arena;a=Name,M,32,55,25 ,48,Erais;b=Name,M,8,32,15,39,Corrin

Round 2:
Corrin closes with Erais and uses his daily power. It hits, dealing 11 damage. He droips his holy symbol and draws his sword.
Erais unleashes a Cascade of Light. He takes 4 damage, but deals 8 to Corrin. He moves closer to Corrin.

End of Round 2:
Erais: 9/24 HP.
Corrin: 19/27 HP.
http://www.hwx.it/coco/coco.php;v=1;map=arena;a=Name,M,25,48,22 ,44,Erais;b=Name,M,15,39,19,42,Corrin

Round 3:
Corrin closes for melee and uses his Shielding Smite. It hits for 14 damage. Erais is down!

Roller (http://www.hwx.it/wizards.com/sid=2508)
whitebaron

04-27-08, 04:54 PM
there is one important roll missing for 4e - Erais gets a d20 roll to end the effect of On Pain of Death. Every save ends effect is rolled on the turn of the one being affected. this will be especially important for things like eyebite...

rematch with different chars? ;)
Salrantol

04-27-08, 07:22 PM
there is one important roll missing for 4e - Erais gets a d20 roll to end the effect of On Pain of Death. Every save ends effect is rolled on the turn of the one being affected. this will be especially important for things like eyebite...

rematch with different chars? ;)I'm game, I'll take Tira. You can take Corrin or Erais on their 2nd fight or anybody else if you want. We should try to estimate the differences between fights in the cycle, which is why I suggest a 2nd fight character.
Callix

04-28-08, 02:55 AM
there is one important roll missing for 4e - Erais gets a d20 roll to end the effect of On Pain of Death. Every save ends effect is rolled on the turn of the one being affected. this will be especially important for things like eyebite...

rematch with different chars? ;)

Thanks; I thought a save was an action you had to take, not 1, +1 if you take the action. Still, it's academic this time, as Erais is on -5 and took 4 damage from the secondary effect. I'll be willing to run the next match as well.

@MWB: I'm still wanting to run my normal 3.5 fight in addition to this. Could I be put back on active pitlord duty? And do you really want two PMs because of a 1-week issue?
whitebaron

04-28-08, 06:36 AM
ok, corrin on fight 2 vs. tira on fight 1.

and next fight then - riardon f1 vs. tira fight 2 *g*
Salrantol

04-28-08, 07:15 AM
ok, corrin on fight 2 vs. tira on fight 1.

and next fight then - riardon f1 vs. tira fight 2 *g*Sure, why not? Callix still want to pitlord?
Callix

04-28-08, 07:26 AM
Sure, why not? Callix still want to pitlord?

Yep. That last one barely whetted my whistle. 3 rounds? Get serious!
whitebaron

04-28-08, 08:02 AM
Yep. That last one barely whetted my whistle. 3 rounds? Get serious!

well. l1 play is a bit like lvl 1 play in 3.5 - you go down quickly if one exhausts all his daily power for that encounter.

the upside: you are not as easily dead as you were back then.


i assume we want to stay in the arena or some similar small map?

will be writing my tactics then. ;)
MindWandererB

04-28-08, 02:46 PM
Thanks; I thought a save was an action you had to take, not 1, +1 if you take the action. Still, it's academic this time, as Erais is on -5 and took 4 damage from the secondary effect. I'll be willing to run the next match as well.

@MWB: I'm still wanting to run my normal 3.5 fight in addition to this. Could I be put back on active pitlord duty? And do you really want two PMs because of a 1-week issue?The procedure for saves is:

1) Erais takes the 1d8 damage.
2) Erais completes the rest of his actions for the round.
3) Erais makes a saving throw to end On Pain of Death; due to his feat he succeeds on a 9.

Making a saving throw is never an action unless you have a power (such as Sacred Flame) that allows someone to make an extra save. Even then, it's part of the power's action, not an action in and of itself.

I'd prefer it if you sent Pitlords a PM every time you want a change in your pitlording status, just because I have to be logged into the Pitlords account to make the changes. If you put it in a thread or my personal PM box, I may not remember to do it the next time I'm in Pitlords.
MindWandererB

05-05-08, 04:46 PM
I'm using the Prerelease Compendium, other preview materials, and some educated guesses to create a couple of playtest characters.
Maravanna Sheharath
Female Elf Cleric
Level 1 - Good

STR 08 (-1) [0 pts] [8 base]
CON 14 (+1) [7 pts] [14 base]
DEX 18 (+4) [11 pts] [16 base, +2 racial]
INT 10 (+0) [2 pts] [10 base]
WIS 18 (+4) [11 pts] [16 base, +2 racial]
CHA 09 (-1) [1 pt] [9 base]

Armor Class: 17 [3 armor, 4 Dex]
Fortitude Defense: 12 [2 Con]
Reflex Defense: 14 [4 Dex]
Will Defense: 16 [2 Cleric, 4 Wis]
Initiative: +4 [4 Dex]
Speed: 7 squares [Base 7]

Hit Points: 26 [12 Cleric, 14 Con]
Bloodied: 13 [1/2 max]
Healing Surge HP Healed: 6 [1/4 max]
Healing Surges/Day: 9 [7 cleric, 2 Con]

Basic Attacks
Dagger: +2 vs. AC (+7 thrown), damage 1d4-1 (1d4+4 thrown), range 5/10
[3 prof., -1 Str/+4 Dex]
Longbow: +6 vs. AC, damage 1d10+4, range 20/40, load free
[2 prof., -1 Str/+4 Dex]

Feats
Warrior of the Wild (Ranger multiclass: Nature training, Hunter's Quarry 1/encounter)

Skills
Passive Insight: 19
Passive Perception: 16

Acrobatics: +4 [+4 Dex]
Athletics: -1 [-1 Str]
Arcana: +5 [+0 Int, +5 Trained]
Heal: +9 [+4 Wis, +5 Trained]
Insight: +9 [+4 Wis, +5 Trained]
Nature: +11 [+4 Wis, +2 racial, +5 Trained (Warrior of the Wild)]
Perception: +6 [+4 Wis, +2 racial]
Religion: +5 [+0 Int, +5 Trained]

Prayers (Divine Powers)

Lance of Faith
At-Will - Divine, Implement, Radiant
Standard Action - Ranged 5
Target: 1 creature
Attack: +4 vs. Reflex
Hit: 1d8+4 damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target.

Sacred Flame
At-Will - Divine, Implement, Radiant
Standard Action - Ranged 5
Target: 1 creature
Attack: +4 vs. Reflex
Hit: 1d6+4 damage, and one ally you can see makes an immediate saving throw.

Cause Fear
Encounter - Divine, Fear, Implement
Standard Action - Ranged 10
Target: 1 creature
Attack: +4 vs. Will
Hit: The target moves its speed + 2 squares away from you. The fleeing target avoids unsafe squares and difficult terrain if it can. This movement provokes opportunity attacks.

Channel Divinity: Divine Fortune
Encounter - Divine (Special: You can use only one Channel Divinity power per encounter.)
Free Action - Personal
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.

Channel Divinity: Turn Undead
Encounter - Divine, Implement, Radiant (Special: You can use only one Channel Divinity power per encounter.)
Standard Action - Close burst 2
Target: Each undead creature in burst
Attack: Wis vs. Will
Hit: 1d10+4 radiant damage, and you push the target 5 squares. The target is immobilized until the end of your next turn.
Miss: Half damage, and the target is not pushed or immobilized.

Elven Accuracy
Encounter
Free action - Personal
Effect: Reroll an attack roll. Use the second roll, even if it's lower.

Healing Word
Encounter - Divine, Healing (Special: You can use this power twice per encounter, but only once per round.)
Minor Action - Close burst 5
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an additional 1d6+4 hit points.

Hunter's Quarry
Encounter
Minor action - Ranged sight
Target: Closest enemy
Effect: The designated creature takes an additional 1d6 damage from one of your attacks per round. Remains active until quarry is defeated or encounter ends.

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

Other class and racial features
Elven Weapon Training: You gain proficiency with the longbow and the shortbow.
Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).
Group Awareness: You grant non-elf allies within 5 squares a +1 racial bonus to Perception checks.
Ritual Casting

Equipment: Hide armor, dagger, longbow, quiver filled with arrows, holy symbol, adventuring gear.
Arkemna
Female Tiefling Warlord
Level 1 - Unaligned

STR 16 (+3) [11 pts] [16 base]
CON 14 (+2) [7 pts] [14 base]
DEX 08 (-1) [0 pts] [8 base]
INT 16 (+3) [7 pts] [14 base, +2 racial]
WIS 08 (-1) [0 pts] [8 base]
CHA 16 (+4) [7 pts] [14 base, +2 racial]

Armor Class: 17 [3 armor, 1 shield, 3 Int]
Fortitude Defense: 14 [3 Str, 1 warlord]
Reflex Defense: 14 [3 Int, 1 shield]
Will Defense: 15 [4 Cha, 1 warlord]
Initiative: +1 [-1 Dex, +2 Combat Leader]
Speed: 6 squares [Base 6]

Hit Points: 26 [12 Paladin, 14 Con]
Bloodied: 13 [1/2 max]
Healing Surge HP Healed: 6 [1/4 max]
Healing Surges/Day: 9 [7 paladin, 2 Con]

Basic Attacks
Longsword: +6 vs. AC, damage 1d8+3, Versatile
[2 prof., 3 Str]
Spear: +5 vs. AC, damage 1d8+3, range 10/20 (heavy), Versatile
[2 prof., 3 Str]

Feats
Arcane Initiate (Wizard multiclass: Arcane training, wizard at-will power 1/encounter)

Skills
Passive Insight: 9
Passive Perception: 9

Acrobatics: -1 [-1 Dex]
Athletics: +8 [+3 Str, +5 Trained]
Arcana: +8 [+3 Int, +5 Trained (Arcane Initiate)]
Bluff: +5 [+3 Cha, +2 Racial]
Diplomacy: +8 [+3 Cha, +5 Trained]
Endurance: +7 [+2 Con, +5 Trained]
Insight: -1 [-1 Wis]
Intimidate: +8 [+3 Cha, +5 Trained]
Perception: -1 [-1 Wis]
Stealth: +1 [-1 Dex, +2 Racial]

Exploits (Martial Powers)

Viper’s Strike
At-Will - Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: +6 vs. AC
Hit: 1d8+3 damage.
Effect: If the target shifts before the start of your next turn, it provokes an opportunity attack from an ally of your choice.

Wolf Pack Tactics
At-Wil - Martial, Weapon
Standard Action - Melee weapon
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.
Attack: +6 vs. AC
Hit: 1d8+3 damage.

Infernal Wrath
Encounter
Minor Action - Personal
Effect: You can channel your fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, add +3 damage.

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

Scorching Burst
Encounter - Arcane, Fire, Implement
Standard Action - Area burst 1 within 10 squares
Target: Each creature in burst
Attack: +3 vs. Reflex
Hit: 1d6+3 fire damage.

Warlord’s Favor
Encounter - Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: +5 vs. AC
Hit: 2d8 + 3 damage. One ally within 5 squares of you gains a +4 power bonus to attack rolls against the target until the end of your next turn.

Lead the Attack
Daily - Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: +5 vs. AC
Hit: 3d8+3 damage. Until the end of the encounter, you and each ally within 5 squares of you gain a +4
power bonus to attack rolls against the target.
Miss: Until the end of the encounter, you and each ally within 5 squares of you gain a +1 power bonus to attack rolls against the target.

Other class and racial features
Bloodhunt: You gain a +1 racial bonus to attack rolls against bloodied foes.
Fire Resistance: You have resist fire 5.
Low-Light vision.
Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.
Tactical Presence: When an ally you can see spends an action point to make an extra attack, the ally gains a +1 bonus to the attack roll.

Equipment: Hide armor, light shield, longsword, 3 spears, wand, adventuring gear.
Hirumajoe

05-07-08, 12:56 AM
Similar attempt to MindWandererB to produce some characters from the lite PHB for 4e.
Kage
Male Elf Ranger
Level 1 - Good

STR 08 (-1) [0 pts] [8 base]
CON 14 (+2) [7 pts] [14 base]
DEX 20 (+5) [18 pts] [18 base, +2 racial]
INT 08 (-1) [0 pts] [8 base]
WIS 16 (+3) [7 pts] [14 base, +2 racial]
CHA 08 (-1) [0 pt] [8 base]

Armor Class: 18 [3 armor, 5 Dex]
Fortitude Defense: 13 [1 Ranger, 2 Con]
Reflex Defense: 16 [1 Ranger, 5 Dex]
Will Defense: 13 [3 Wis]
Initiative: +5 [5 Dex]
Speed: 7 squares [Base 7]

Hit Points: 26 [12 Ranger, 14 Con]
Bloodied: 13 [1/2 max]
Healing Surge HP Healed: 6 [1/4 max]
Healing Surges/Day: 8 [6 cleric, 2 Con]

Basic Attacks
Short Sword: +2 vs. AC, damage 1d6-1
[3 prof., -1 Str]
Longbow: +8 vs. AC, damage 1d10+5, range 20/40, load free
[2 prof., +5 Dex, +1 Feat]

Feats
Lethal Hunter (Ranger Bonus)
Weapon Focus [+1 Attack with Longbow???] (Lvl 1)

Skills
Passive Insight: 13
Passive Perception: 20

Acrobatics: +10 [+5 Dex, +5 Trained]
Athletics: -1 [-1 Str]
Healing: +8 [+3 Wis, +5 Trained]
Insight: +3 [+3 Wis,]
Nature: +10 [+3 Wis, +2 racial, +5 Trained]
Perception: +10 [+3 Wis, +2 racial, +5 Trained]
Stealth: +10 [+5 Dex, +5 Trained]

Exploits (Martial Powers)

Careful Attack
At-Will * Martial, Weapon
Standard Action - Ranged 20/40
Target: 1 creature
Attack: +12 vs AC
Hit: 1d10 damage

Nimble Strike
At-Will * Martial, Weapon
Standard Action - Ranged 20/40
Target: 1 creature
Attack: +8 vs AC
Hit: 1d10+5
Special: Shift 1 square before or after you attack

Fox's Cunning
Encounter * Martial, Weapon
Immediate Reaction - Melee or Ranged 20/40
Trigger: An enemy makes a melee attack against you
Attack: You can shift 1 square, then make a basic attack against the enemy
Special: Gain a +2 power bonus to your basic attack roll

Split the Tree
Daily * Martial, Weapon
Standard Action - Ranged Weapon 20/40
Targets: Two creatures within 3 squares of each other
Attack: +8 vs AC. Mke two attack rolls, take the better results, and apply it to both targetes.
Hit: 2d10+5

Hunter's Quarry
At Will * Martial, Weapon
Minor action - Weapon
Target: Nearest single enemy
Effect: The designated creature takes an additional 1d6 damage from one of your attacks per round. Remains active until quarry is defeated or encounter ends or you switch your quarry; only 1 quarry at a time).

Elven Accuracy
Encounter
Free action - Personal
Effect: Reroll an attack roll. Use the second roll, even if it's lower.

Other class and racial features
Prime Sot: If none of your allies are nearer to your target than you are, gain +1 to ranged attacks against the target.
Elven Weapon Training: You gain proficiency with the longbow and the shortbow.
Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).
Group Awareness: You grant non-elf allies within 5 squares a +1 racial bonus to Perception checks.


Equipment: Hide armor, shortsword, longbow, quiver filled with arrows, adventuring gear.



Shahai
Female Human Wizard
Level 1 - Evil

STR 8 (-1) [0 pts] [16 base]
CON 14 (+2) [7 pts] [14 base]
DEX 13 (+1) [5 pts] [13 base]
INT 20 (+5) [18 pts] [18 base, +2 racial]
WIS 10 (+0) [2 pts] [10 base]
CHA 08 (-1) [0 pts] [8 base]

Armor Class: 16 [1 armor, 5 Int]
Fortitude Defense: 13 [2 Con, 1 human]
Reflex Defense: 16 [5 Int, 1 human]
Will Defense: 13 [0 Wis, 2 wizard, 1 human]
Initiative: +1 [1 Dex]
Speed: 6 squares [Base 6]

Hit Points: 22 [10 Wizard, 12 Con]
Bloodied: 11 [1/2 max]
Healing Surge HP Healed: 5 [1/4 max]
Healing Surges/Day: 8 [6 Wizard, 2 Con]

Basic Attacks
Dagger: +2 vs. AC (+4 Thrown), damage 1d4-1 (1d4+1 Thrown)
[3 prof., -1 Str/+1 Dex]

Feats
Action Surge (+3 to attacks when you spend an action point) (Human Bonus)
Warrior of the Wild (Ranger multiclass: Skill training, Hunter's Quarry 1/encounter)

Skills
Passive Insight: 10
Passive Perception: 10

Acrobatics: +1 [+1 Dex]
Athletics: -1 [-1 Str]
Arcana: +10 [+5 Int, +5 Trained]
History: +10 [+5 Int, +5 Trained]
Nature: +10 [+5 Int, +5 Trained]
Dungeonering: +5 [+0 Wis, +5 Trained]
Insight: +0 [+0 Wis]
Perception: +0 [+0 Wis]

Spells (Arcane Powers)

Ghost Sound
At-Will * Arcane, Illusion
Standard Action - Range 10
Target: One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.

Light
At-Will * Arcane
Minor Action - Range 5
Target: One object or unoccupied square
Effect: You cause the target to shed bright light. The light fills the target's square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action.
Special: You can have only one light cantrip active at a time. Ifyou create a new light, your previously cast light winks out.

Mage Hand
At-Will * Arcane, Conjuration, Force
Minor Action - Range 5
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one bject carried or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pickup or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.

Ray of Frost
At Will * Arcane, Cold, Implement
Standard Action - Ranged 10
Target: One Creature
Attack: Int vs Fortitude
Hit: 1d6 + Int cold damage, and the target is slowed until the end of your next turn.

Magic Missile
At Will * Arcane, Force, Implement
Standard Action - Ranged 20
Target: One Creature
Attack: +5 vs Reflex
Hit: 2d4+ 5 force damage
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.

Scorching Burst
At Will * Arcane, Fire, Implement
Standard Action - Area burst 1 within 10 squares
Target: Each creature in burst
Attack: +5 vs Reflex
Hit: 1d6 +5 fire damage

Force Orb
Encounter * Arcane, Force, Implement
Standard Action - Ranged 20
Primary Target: One creature or object
Attack: +5 vs Reflex
Hit: 2d8+5 force damage. Make a secondary attack
Secondary Target: Each enemy adjacent to the primary target
Secondary Attack: +5 vs Reflex
Hit: 1d10+5 force damage

Acid Arrow
Daily * Acid, Arcane, Implement
Standard Action - Ranged 20
Primary Target: One Creature
Attack: +5 vs Reflex
Hit: 2d8 + 5 acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack.
Secondary Target: Each creature adjacent to the primary target
Secondary Attack: +5 vs Reflex
Hit: 1d8+ 5 acid damage, and ongoing 5 acid damage (save ends).
Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.

Sleep
Daily * Arcane, Implement, Sleep
Standard Action - Area burst 2 within 20 squares
Target: Each creature in burst
Attack: +5 vs Will
Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).
Miss: The target is slowed (save ends).

Other class and racial features
Arcane Implement Mastery: Wand of Accuracy (once per encounter as a free action, gain +2 bonus to an attack roll; you must be wielding your wand)
Ritual Casting
Spellbook: When you begin the adventure, and after each extended rest, pick one of two daily spells - you can use that spell until you select again after an extended rest.
Bonus Feat

Equipment: Cloth, dagger, spellbook, wand, adventuring gear.
Callix

05-07-08, 03:23 AM
Gee, these fights don't take long at all, do they?

Corrin (Week 2) vs Tira
First off, thanks for pitlording another playtest fight.

Tira will begin in the center of the front of her box, with wand in hand.

Notes
Whenever not threatened, move three squares away from Corrin (after Eyebite), in order to benefit from Shadow Walk.
Tira has Prime Shot and no allies, so she gets a +1 to all ranged attack rolls.
Whenever threatened, shift away before attacking.
As soon as I can, place Warlock's Curse on Corrin.
I am unaware of any official ruling on readying. Feel free to inquire about it once you have tactics from both of us, since it'll matter if I'm usually invisible and having concealment.
Eyebite does not have a "(save ends)" entry.

Move out immediately, looking for Corrin. As soon as I spot him, place Warlock's Curse on him and then, if possible, Eyebite. Just keep spamming Eyebite, with movement as mentioned in Notes.

That should do it. Since he doesn't have his daily power available and my at-will powers look like a tough thing for him to deal with, I can save my daily power for somebody with a daily power.

Salrantol
Hi, and thanks for trying this out.

Synopsis
Well, some tactical options and the rest is melee, so it should be easy to run, only some contingencies.
The two characters somehow feel very similar.

Round-By-Round-Combat
Start with shield and sword in hands. Move directly to him, run to close the gap. (+2 speed in 4e)
R1: Mark him with Divine Challenge and use Shielding Smite
R2+: Continue with Holy Strike, then Bolstering Strike
Rx+: if i still have temp hp, use only holy strike, else use holy and bolstering alternating.

Contingencies
[list] Use Second Chance against his daily power
Use Divine Mettle against his daily power if Second Chance did not work out. (don't want that vulnerability)
If Channel Divinity survived his daily power, then use it for Divine Strength on the first melee attack roll afterwards
If below 20: Use Lay on Hands on me to recover lost hitpoints while continuing to attack.
Second Wind: Use if below 7 HP
All Rolls Here (http://www.hwx.it/wizards.com/dice.php?sid=2533)
Round 1:
Tira wins initiative, and starts in box 2 with her wand. She moves toward Corrin, then lays her Warlock’s Curse on him.
Corrin starts in box 1 with shield and sword. He runs closer.

End of Round 1:
Tira: 28/28 HP, Concealment.
Corrin: 27/27 HP, Warlock’s Curse.
http://www.hwx.it/coco/coco.php;v=1;map=arena;a=Name,M,55,32,49 ,38,Tira;b=Name,M,31,55,45,41,Corrin

Round 2:
Tira moves away from Corrin and uses Eyebite on him. It hits him for 13 damage, and Tira disappears
Corrin uses Lay on Hands on himself, recovering 6 hp.

End of Round 2:
Tira: 28/28 HP, Concealment.
Corrin: 20/27 HP, Warlock’s Curse, Eyebite.
http://www.hwx.it/coco/coco.php;v=1;map=arena;a=Name,M,49,38,55 ,32,Tira;b=Name,M,45,41,Corrin

Round 3:
Tira Eyebites Corrin again. It hits him for 15 damage. She moves a little to gain concealment.
Corrin uses his Second Wind, recovering 6 HP.

End of Round 3:
Tira: 28/28 HP, Concealment.
Corrin: 11/27 HP, Warlock’s Curse, Eyebite, Second Wind.
http://www.hwx.it/coco/coco.php;v=1;map=arena;a=Name,M,55,32,52 ,29,Tira;b=Name,M,45,41,Corrin

Round 4:
Tira Eyebites Corrin again. It misses. She moves away.
Corrin uses his second Lay on Hands, recovering 6 HP. He runs closer to Tira, but can't reach her.

End of Round 4:
Tira: 28/28 HP, Concealment.
Corrin: 17/27 HP, Warlock’s Curse.
http://www.hwx.it/coco/coco.php;v=1;map=arena;a=Name,M,52,29,53 ,23,Tira;b=Name,M,45,41,52,27,Corrin

Round 5:
Tira Eyebites Corrin again. It misses. She moves away.
Corrin uses his last Lay on Hands, then runs to close with Tira.

End of Round 5:
Tira: 28/28 HP, Concealment.
Corrin: 23/27 HP, Warlock’s Curse.
http://www.hwx.it/coco/coco.php;v=1;map=arena;a=Name,M,53,23,53 ,17,Tira;b=Name,M,52,27,53,18,Corrin

Round 6:
Tira shifts away from Corrin, and uses Eyebite. Again, it misses.
Corrin uses Divine Challenge and Shielding Smite on Tira. It hits for 7 damage

End of Round 6:
Tira: 21/28 HP, Divine Challenge.
Corrin: 23/27 HP, Warlock’s Curse, Shielding Smite.
http://www.hwx.it/coco/coco.php;v=1;map=arena;a=Name,M,53,17,52 ,16,Tira;b=Name,M,53,18,52,17,Corrin

Round 7:
Tira shifts away from Corrin, and uses Eyebite. Again, it misses.
Corrin uses Holy Strike on Tira. It hits for 9 damage

End of Round 7:
Tira: 12/28 HP, Divine Challenge.
Corrin: 23/27 HP, Warlock’s Curse.
http://www.hwx.it/coco/coco.php;v=1;map=arena;a=Name,M,52,16,52 ,15,Tira;b=Name,M,52,17,53,16,Corrin

Round 8:
Tira shifts away from Corrin, and uses Eyebite. Again, it misses.
Corrin uses Bolstering Strike on Tira. It hits for 6 damage, and Corrin gains 3 temporary HP.

End of Round 8:
Tira: 6/28 HP, Divine Challenge.
Corrin: 26/27 HP, Warlock’s Curse, Bolstering Strike.
http://www.hwx.it/coco/coco.php;v=1;map=arena;a=Name,M,52,15,52 ,14,Tira;b=Name,M,53,16,53,15,Corrin

Round 9:
Tira shifts away from Corrin, and uses Eyebite. Again, it misses.
Corrin uses Holy Strike on Tira. It crits for 11 damage. Tira is down.
whitebaron

05-07-08, 03:43 AM
mistakes:
a) diagonals take only 1 square of movement in 4e, and i specified to run (makes 14 squares in a double move or 12 for move+charge)
b) corrin should still do lay on hands if below 20, even if he can't see her.
c) tira has combat advantage(+2) against corrin when he cannot see her.
d) i don't believe prime shot should work without allies, but this might be just me.
e) note if the fight goes further: as rumor has it, concealment only gives +2 to all defenses
Callix

05-07-08, 07:47 AM
mistakes:
a) diagonals take only 1 square of movement in 4e, and i specified to run (makes 14 squares in a double move or 12 for move+charge)
b) corrin should still do lay on hands if below 20, even if he can't see her.
c) tira has combat advantage(+2) against corrin when he cannot see her.
d) i don't believe prime shot should work without allies, but this might be just me.
e) note if the fight goes further: as rumor has it, concealment only gives +2 to all defenses

A, B fixed. Result changed. C is not true; the invisibility lasts only until the start of Tira's turn. D is contentious; one could equally argue that Shielding Smite shouldn't work on the Paladin himself. I think we're going to have to wait for the books on that one. E turned out to be irrelevant.

Also, the dice *really* turned on Tira.
whitebaron

05-07-08, 09:18 AM
you're gonna hate me for this but: running gives all your opponents combat advantage(as opposed to 3.5 rules, where you lose dex), which means tira actually hits in rounds 5,6,7,8 if i am still running.

=> the result should be changed back again.
i believe if there is any power like eyebite still in the final 4e game, it will have to be houseruled in coco.
MindWandererB

05-07-08, 02:25 PM
Eyebite isn't so bad--it deals 1d6+Cha damage, not 2d6+Cha. And with 2-player teams it will be greatly mitigated.

Prime Shot does work (if you have no allies, none are closer than you), but Shielding Smite does not (in 4e, you are not considered your own ally). Not that Shielding Smite mattered here, because Tira never attacked AC.

I'm not entirely sure about readying either--you could definitely get one shot in as Tira becomes visible (even a charge), but I think that might give her 2 attacks for every 1 of yours. Readying rules are definitely different now (they don't interrupt).
whitebaron

05-07-08, 05:51 PM
Eyebite isn't so bad--it deals 1d6+Cha damage, not 2d6+Cha. And with 2-player teams it will be greatly mitigated.

usually, it's 1d6+cha+1d6(curse)

even for 2on2 i can see a paladin/warlock combo right now... mark the targets that want to attack the warlock, so they take damage if they take out what strategically should be taken out first, and then if it goes down to 1on1 warlock spams eyebites for the win.

readied actions were not in the rules preview the quick rules primer or any other thus far published informations. so we basically can only guess, like with concealment and some other options...
MindWandererB

05-07-08, 06:01 PM
I know a little bit about readied actions: Unlike in 3e, they take place after the event that triggers them. What I don't know is whether you can ready combinations of actions (e.g. a standard and a free to modify that standard) and what it does to the initiative order.

The paladin/warlock combo has been strongly considered. Worse is a single multiclass warlock/paladin--fortunately there doesn't seem to be any way to get both Eyebite and Divine Challenge on the same character at better than 1/encounter before level 11, but it's still icky, especially for us where there aren't many opponents.
Callix

05-13-08, 08:32 AM
First off, thanks for pitlording!

Notes:
Tira will use Warlock's Curse on each opponent as she is able. Note that it does not state that she can only have one up.
Whenever threatened, Tira will shift away before using a ranged power.
The first time he lands a power that deals radiant damage, Erais will use Power of Amaunator.

Both will begin in front of their starting box, as far away from each other as possible. Erais will be holding his hammer, Tira her dagger.

Erais will rush his opponents to try to get into melee with Riardon. Tira will try to get just in range 10 to use her powers.

When they are encountered, Tira will hit Riardon with Curse of the Dark Dream, and sustain it until it ends, sliding him closer to Erais. She will then use Witchfire on him, followed (for the rest of the encounter) by Eyebite. Whenever she has used a power, she will move three squares away from both foes (if possible) to activate Shadow Walk. If Corrin attempts to pursue her, she will target him with Eyebite instead and try to avoid him.

Meanwhile, Erais will try to get into melee with Riardon, unless Riardon is wielding his longsword, in which case he will try to stay within range 5. Either way, he will use Lance of Faith if Tira is either uninjured or targetting Riardon, and Sacred Flame otherwise. In either case, the beneficiary of the power will be Tira. If Erais is bloodied, he will use Healing Word on himself, and his Second Wind if he's expended both Healing Words.

If Corrin gets a Divine Challenge on Tira: She will use Eyebite on him, moving 3 squares away after each use as possible.

If Corrin gets a Divine Challenge on Erais: He will use Lance of Faith on him, and Tira will target Corrin on each round she gets the bonus.

Thanks again for pitlording,
Salrantol :w:
Tactics

Hi and thank you very much for pitlording the expanded 4e test series so far!

Synopsis
Corrin does not want to lose this one to the Warlock again. So lets use some more "expendables" - something we both missed so far - Action Points!

Setup
Corrin will start front center of the box, Riardon right next to him.

Combat-phase 1
Corrin will
-mark Erais with Divine Challenge
-attack Erais with
* Shielding Smite + Divine Strength
* Holy Strikes
-use his action point as soon as he is in melee with Erais for another holy strike.

Riardon will
-declare erais his quarry
-stay at max range (40 squares) as long as possible
-shoot with Careful Attacks at Erais
-use Split the tree if both enemies are within 3 squares of each other and within 20 squares of himself.

Combat-phase 2
Corrin marks Tira, uses Holy Strikes, and second chance if he gets hit by eyebite.
Riardon declares Tira her quarry, comes closer to be within the 20 squares, and shoots with nimble strikes
If Only Tira and Riardon are left, outrange her. Run and use an action point if necessary to get away from her eyebite for a total movement of 21 squares.

Contingency
Corrin will use Second chance against both of their daily powers if he is hit by one.
On the first hit Riardon receives he will do fox's cunning if he still can see his enemy (read: no eyebite).
All Rolls Here (http://www.hwx.it/wizards.com/dice.php?sid=2561)
Round 1:
Riardon starts in box 4, bow in hand. He declares Erais, the only enemy in sight, as his quarry and uses his Careful Attack power (-2 range, -2 cover, +2 surprise). He hits, dealing 14 damage.
Erais starts in box 1. He uses Healing Word on himself, recovering 11 HP. He moves toward Riardon.
Tira moves toward Erais, then spots Riardon and moves toward him. She places a curse on Corrin.
Corrin moves out, threatening Tira.

End of Round 1:
Corrin: 27/27 HP, Warlock’s Curse.
Riardon: 23/23 HP.
Tira: 28/28 HP.
Erais: 23/26 HP.
http://www.hwx.it/coco/coco.php;v=1;map=arena;a=Name,M,8,32,13, 37,18,42,Corrin;b=Name,M,8,31,Riardon;c= Name,M,28,55,29,54,19,43,Tira;d=Name,M,3 5,55,25,45,Erais

Round 2:
Riardon uses Careful Strike, then moves away from his foes. He hits for 8 damage.
Erais moves to close with Riardon.
Tira tries to close with Riardon, but suffers an opportunity attack from Corrin. It hits for 5 damage.
Corrin marks Erais with Divine Challenge, then charges him. He crits for 8 damage. He then spends an action point to use Shielding Smite. He hits for 7 damage. Erais goes down.

End of Round 2:
Corrin: 27/27 HP, Warlock’s Curse.
Riardon: 23/23 HP.
Tira: 23/28 HP.
Erais: 0/26 HP.
http://www.hwx.it/coco/coco.php;v=1;map=arena;a=Name,M,18,42,16 ,36,Corrin;b=Name,M,8,31,7,25,Riardon;c= Name,M,19,43,16,31,Tira;d=Name,M,25,45,1 5,35,Erais

Round 3:
Riardon moves around, marks Tira and uses Nimble Strike on her. He misses.
Erais gets neither better nor worse.
Tira moves toward Riardon, then uses Curse of the Dark Dream. She hits for 14 damage and slides him closer.
Corrin marks Tira with Divine Challenge, then charges her. He misses.

End of Round 3:
Corrin: 27/27 HP, Warlock’s Curse.
Riardon: 9/23 HP.
Tira: 23/28 HP.
Erais: 0/26 HP.
http://www.hwx.it/coco/coco.php;v=1;map=arena;a=Name,M,16,36,13 ,27,Corrin;b=Name,M,7,25,7,18,6,17,9,20, Riardon;c=Name,M,16,31,12,26,Tira,Erais

Round 4:
Riardon uses Nimble Strike on Tira. He misses, then moves away.
Erais gets neither better nor worse.
Tira steps away from Corrin and tries to Eyebite him. It fails miserably.
Corrin uses Holy Strike on Tira. It hits for 6 damage.

End of Round 4:
Corrin: 27/27 HP, Warlock’s Curse.
Riardon: 9/23 HP.
Tira: 17/28 HP.
Erais: 0/26 HP.
http://www.hwx.it/coco/coco.php;v=1;map=arena;a=Name,M,13,27,13 ,26,Corrin;b=Name,M,9,20,8,19,7,13,8,14, Riardon;c=Name,M,12,26,12,25,Tira,Erais

Round 5:
Riardon uses Nimble Strike on Tira. He hits for 10, then moves away.
Erais deteriorates.
Tira steps away from Corrin and tries to Eyebite him. It misses.
Corrin uses Holy Strike on Tira. It hits for 7 damage. Tira is down.

Interesting.....
whitebaron

05-13-08, 11:24 AM
hmm, nice. action point tactics worked out just fine.
rd 3: riardon wanted to use fox's cunning, which could have been another hit. - won't matter though.


seeing this fight, i believe 2pcs played by one player is the way to go for 4e-tactics based fights. 1on1 leaves to many loopholes imo.

how long did it take to run that fight, callix?

we still can see, that lowest level means lots of dice luck. i naturally can't judge if my tactics were just superior, but i don't think so. and i pretty clearly won.
MindWandererB

05-13-08, 02:08 PM
we still can see, that lowest level means lots of dice luck. i naturally can't judge if my tactics were just superior, but i don't think so. and i pretty clearly won.This is liable to be true at all levels. One of 4e's rallying points is that the math remains more or less the same throughout, and this was the one factor that was playtested to death. Furthermore, it's been observed that, like many video games, PCs have fewer hit points but deal more damage than monsters, so while a PC vs. monster fight is going to be a reasonable length, a PC vs. PC fight will be very short (and a monster vs. monster fight very long).

As you can see, a PC can easily be dropped in 3-4 hits, which can happen in 2 rounds in a 2 on 2 fight. In this fight, Riardon actually got fairly low damage, and Corrin is a poor damage-dealer. Two strikers could probably take down an opponent in one round fairly reliably. So yeah, the dice will be a big factor.
Callix

05-13-08, 04:47 PM
hmm, nice. action point tactics worked out just fine.
rd 3: riardon wanted to use fox's cunning, which could have been another hit. - won't matter though.


seeing this fight, i believe 2pcs played by one player is the way to go for 4e-tactics based fights. 1on1 leaves to many loopholes imo.

how long did it take to run that fight, callix?

we still can see, that lowest level means lots of dice luck. i naturally can't judge if my tactics were just superior, but i don't think so. and i pretty clearly won.

The fight went fairly quickly; probaoly only about an hour. You know how it is when you get into the flow of a fight...

On the Fox's Cunning, you need to be hit by a melee attack, and Riardon never was.

And yes, the dice seemed to be a fairly big factor. Although the 40-square range was a bigger one.
whitebaron

05-13-08, 06:36 PM
ah, ok, misread. i thought i read the enemy makes a melee or ranged attack against you - but it is just you can use that power either with melee or ranged.
MindWandererB

05-13-08, 06:45 PM
On the Fox's Cunning, you need to be hit by a melee attack, and Riardon never was.Actually, it's when "an enemy makes a melee attack against you," whether that attack succeeds or fails.

Any preferences for who you use this week? The character sheets from Keep on the Shadowfell have also been leaked (http://www.giantitp.com/forums/showthread.php?t=80204), so those characters are now available; note that, as confirmed by Mike Mearls, the half-elf is missing a racial feature (one at-will power from another class, usable as an encounter power). The prerelease compilation (http://www.giantitp.com/forums/showthread.php?t=80204) is also pretty robust at this point if you want to dabble in character creation.

@Callix: if these are only taking you an hour, how do you feel about taking more than one? Or mediating a play-by-post fight, similarly to the recent Samuel/Longshot fight?
Callix

05-13-08, 08:25 PM
Actually, it's when "an enemy makes a melee attack against you," whether that attack succeeds or fails.

@Callix: if these are only taking you an hour, how do you feel about taking more than one? Or mediating a play-by-post fight, similarly to the recent Samuel/Longshot fight?

I'd really rather not; I'm short of time and end of semester is approaching. I'm happy to keep doing these, but with normal pitlording taking up a quite variable amount of time, I need to keep other commitments down. Exams and everything. Y'know?
whitebaron

05-14-08, 08:02 AM
i could do 4e playtest fights as well if someone else wants to participate in tactics writing.

as for my preferred team: corrin/riardon is really nice. but i like anything that is mixed in range and melee. pure melee is bound to make problems, like kathra/corrin. i'd rather not use leaked characters from an adventure, since that likely violates wotc intellectual property. (which is a major/important topic for me)
Callix

05-20-08, 08:17 AM
Hi Callix, sorry for being on the next day (again) and thanks for pitlording.

Since both could actually heal the other, i'll do my tactics completely random:
find the nearest opponent, corrin bases and marks, riardon quarries.
Riardon will use
-Careful Attacks most of the time
-Split the tree if the two opponents are close enough to each other
-Fox's Cunning in the first time he is hit in combat.
-An action point after Corrin is dead to attack a second time.
Corrin will use
-On Pain of Death if his current target is Arkemna
-Second Chance if he is hit by one of the dailies.
-Holy Strikes

Both will stay away from each other for at least 3 squares, Corrin will be the first to enter the center, and try to don't give cover to the opponents.
Wow, it's odd to be writing tactics without a buff sequence...

Start with Arkemna in the default position, holding her spear and shield, and Maravanna in the back holding her bow.

The two of them move out together, Maravanna delaying until immediately after Arkemna's turn. Each of them single-moves and readies to attack on sight (Mara with bow, Arkemna with thrown spear).

Post-contact, Arkemna will close to melee with her War Pick. She'll attempt Warlord's Favor as an opener, then switch to Wolf Pack Tactics. Maravanna will attempt Cause Fear on Riardon with Channel Divinity: Divine Fortune, then use Hunter's Quarry on Corrin and attack him with Lance of Faith (or Sacred Flame if Arkemna is under a "save ends" effect, or her bow if he's out of range).

Contingencies:
- If Arkemna hits with Warlord's Favor, don't waste that bonus--Mara will attack that opponent regardless of anything else.
- Do allow Divine Challenge to affect my behavior (i.e. don't take the damage from it).
- Arkemna will fire a Scorching Burst if she can hit both opponents with it; or, if she's tossed her initial spear and can't close to melee, she'll use it on Corrin.
- Both of my characters have healing powers as minor actions, twice per encounter. Use them liberally, i.e. whenever a maximum roll on the Healing/Insipring Word wouldn't go over the target's max HP.
- Both characters have racial encounter abilities. Use them at the earliest opportunity.
- Both characters have identical AC and HP, but Mara has only ranged attacks, so be sure to keep her in the back. Note that she can shift through difficult terrain.

Thanks for running, and have fun.
All Rolls Here (http://www.hwx.it/wizards.com/dice.php?sid=2577)
Round 1:
Riardon starts in box 1 with his bow in hand. He moves out.
Arkemna starts in box 3, spear and shield out. She moves out slowly, ready to hit anything she sees..
Maravanna follows Arkemna in like manner.
Corrin follows Riardon.

End of Round 1:
Corrin: 27/27 HP
Riardon: 23/23 HP
Maravanna: 26/26 HP
Arkemna: 26/26 HP
http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=Name,M,2,30,3,2 1,Corrin;b=Name,M,3,30,2,22,4,21,Riardon ;c=Name,M,31,3,31,7,Maravanna;d=Name,M,3 0,3,31,8,Arkemna

Round 2:
Riardon moves out.
Arkemna continues her cautious progression.
Maravanna follows Arkemna in like manner.
Corrin follows Riardon.

End of Round 2:
Corrin: 27/27 HP
Riardon: 23/23 HP
Maravanna: 26/26 HP
Arkemna: 26/26 HP
http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=Name,M,3,21,10, 21,12,20,Corrin;b=Name,M,4,21,11,21,13,1 9,Riardon;c=Name,M,31,7,29,12,Maravanna; d=Name,M,31,8,31,11,30,12,28,12,Arkemna

Round 3:
Riardon moves out.
Arkemna progresses, then sees Riardon. She throws her spear at him, and misses.
Maravanna follows, but can’t get a clean line to Riardon, so she readies a bow shot..
Corrin follows Riardon.

End of Round 3:
Corrin: 27/27 HP
Riardon: 23/23 HP
Maravanna: 26/26 HP
Arkemna: 26/26 HP
http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=Name,M,12,20,14 ,15,Corrin;b=Name,M,13,19,16,14,Riardon; c=Name,M,29,12,24,12,Maravanna;d=Name,M, 28,12,23,12,Arkemna

Round 4:
Riardon marks Arkemna as his quarry, then uses a Careful Strike on Arkemna. He misses, then moves to create some room between him and Corrin.
Arkemna moves in drawing her war pick. She uses Warlord’s Favor, which misses. Riardon uses Fox’s Cunning to shift away and shoot her, but misses.
Maravanna follows, then uses Cause Fear on Riardon, using her Divine Fortune ability. She misses.
Corrin closes, marks Arkemna, then uses On Pain Of Death on Arkemna. It misses, but still deals 9 damage..

End of Round 4:
Corrin: 27/27 HP
Riardon: 23/23 HP
Maravanna: 26/26 HP
Arkemna: 17/26 HP, On Pain of Death, Divine Challenge
http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=Name,M,16,13,Co rrin;b=Name,M,18,14,Riardon;c=Name,M,21, 13,Maravanna;d=Name,M,20,14,Arkemna
Sorry, I hit Next Round instead of Generate Tag. The final positions work.

Round 5:
Riardon moves back from Arkemna and Maramvanna, and uses Split the Tree. He hits Maravanna for 11 and Arkemna for 17. Arkemna is down.
Arkemna is stable. On Pain Of Death ends.
Maravanna uses Healing Word on Arkemna. She recovers 12 HP. Then Maravanna marks Corrin as her quarry and uses Lance of Faith on him. It hits for 11 damage.
Corrin closes and uses Holy Strike. It misses.

End of Round 5:
Corrin: 16/27 HP
Riardon: 23/23 HP
Maravanna: 26/26 HP
Arkemna: 12/26 HP, Divien Challenge
http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=Name,M,16,13,19 ,13,Corrin;b=Name,M,18,14,15,14,Riardon; c=Name,M,21,13,Maravanna;d=Name,M,20,14, Arkemna

Round 6:
Riardon shifts back and uses Careful Strike on Arkemna. It crits for 20 damage. Arkemna is down again.
Arkemna recovers.
Maravanna uses Healing Word on Arkemna. She recovers 12 HP. Then Maravanna uses Lance of Faith on Corrin. It hits for 12 damage.
Corrin closes and uses Holy Strike. It misses.

End of Round 6:
Corrin: 4/27 HP
Riardon: 23/23 HP
Maravanna: 26/26 HP
Arkemna: 18/26 HP, Divine Challenge
http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=Name,M,19,13,Co rrin;b=Name,M,15,14,14,14,Riardon;c=Name ,M,21,13,Maravanna;d=Name,M,20,14,Arkemn a

Round 7:
Riardon shifts back and uses Careful Strike on Arkemna. It hits for 6 damage.
Arkemna uses Wolf Pack Strike on Corrin. She chooses not to shift. She misses.
Maravanna uses Lance of Faith on Corrin. It hits for 10 damage. Corrin is down.
Corrin is stable.

End of Round 7:
Corrin: -6/27 HP
Riardon: 23/23 HP
Maravanna: 26/26 HP
Arkemna: 12/26 HP, Divine Challenge
http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=Name,M,19,13,Co rrin;b=Name,M,14,14,13,14,Riardon;c=Name ,M,21,13,Maravanna;d=Name,M,20,14,Arkemn a

Round 8:
Riardon shifts back and uses Careful Strike on Arkemna. It misses. Then, he uses an action point to shoot her again. This hits for 4 damage.
Arkemna uses Infernal Wrath and charges Riardon. She crits for 20 damage.
Maravanna uses Lance of Faith on Riardon. It misses.
Corrin is stable.

End of Round 8:
Corrin: -6/27 HP
Riardon: 3/23 HP
Maravanna: 26/26 HP
Arkemna: 8/26 HP
http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=Name,M,19,13,Co rrin;b=Name,M,13,14,Riardon;c=Name,M,21, 13,18,13,Maravanna;d=Name,M,20,14,14,14, Arkemna

Round 9:
Riardon uses Fey Step to get out of melee, and uses Careful Strike on Arkemna. It misses.
Arkemna charges Riardon. She misses.
Maravanna uses Lance of Faith on Riardon. It misses.
Corrin deteriorates.

End of Round 9:
Corrin: -6/27 HP
Riardon: 3/23 HP
Maravanna: 26/26 HP
Arkemna: 8/26 HP
http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=Name,M,19,13,Co rrin;b=Name,M,13,14,13,19,Riardon;c=Name ,M,18,13,15,13,Maravanna;d=Name,M,14,14, 14,18,Arkemna

Round 10:
Riardon bears an opportunity attack to use Careful Strike. the OA hits for 10 damage, dropping Riardon.
whitebaron

05-20-08, 09:43 AM
can't argue with dice, can you? (i'd argue some things, especially movement of riardon in a normal fight, but its not important...)

but there are things that still hold true, even for 4e:
- the sewer is difficult terrarin
- shifting in difficult terrain is not possible.
- i believe you still cannot charge in difficult terrain


@mwb: the playtests in our terrain maps might be nice, but without actual terrain features to see for 4e, are pretty useless...
MindWandererB

05-20-08, 03:11 PM
Elves can shift in difficult terrain, but no one else. I have not seen any restriction on charging in difficult terrain.

I agree that the special maps are of limited use, but I wanted to try maps that aren't totally wide open like the arena. The default assumption in 4e is fairly close quarters, and I think we should have a mind to that. In our 3e games, mobility rules, but many features in 4e only work properly when mobility is somewhat limited--defenders, fewer speed-enhancers, very heavily melee-only characters.
MindWandererB

05-20-08, 07:35 PM
Some pictures of Keep on the Shadowfell (here (http://www.dragonavenue.com/dnd/post/keep_on_the_shadowfell_pictures/)) reveal that charging and running are not hindered by difficult terrain.
Callix

05-21-08, 04:59 AM
can't argue with dice, can you? (i'd argue some things, especially movement of riardon in a normal fight, but its not important...)

but there are things that still hold true, even for 4e:
- the sewer is difficult terrarin
- shifting in difficult terrain is not possible.
- i believe you still cannot charge in difficult terrain


@mwb: the playtests in our terrain maps might be nice, but without actual terrain features to see for 4e, are pretty useless...

I don't believe anyone actually shifts while threatened; think of it as moving slowly.

I let the charge happen because it seemed so contrary to what I'd heard of 4e philosophy to let the ranger get away so easily.
CrazyArtificer

06-05-08, 08:02 PM
Given that there are no 3.5 fights this week I'd like to pitlord a 4e playtest fight.
TelinArtho

06-06-08, 09:38 AM
Barandor Stronghammer
Male Dwarf Cleric of Moradin
Level 1, Lawful Good

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

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

Initiative -1
Speed 5 squares

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

Feats
Dwarven Weapon Training [1st]
Ritual Casting [Cleric bonus]

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

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

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

Prayers
At-will (2 base)
Sacred Flame (At will, Divine, Implement, Radiant, Standard, Ranged 5)
Target: One Creature
Attack: +4 [Wis] vs Reflex
Hit: 1d6+4 [Wis] radiant damage and one ally in sight gains either +2 temporary HP [Cha + 1/2 level] or to make a saving throw
Priest's Shield (At will, Divine, Weapon, Standard)
Target: One Creature
Attack: +3 [Str +2 prof] vs AC
Hit: 1[W] +3 [Str +2 feat] damage and one adjacent ally gains +1 power bonus to AC until the end of your next turn
Encounter (1 base +3 cleric)
Channel Divinity: Divine Fortune (Encounter, Divine, Free Action, Personal)
Special: Only one channel divinity power can be used once per encounter
Effect: +1 bonus to next attack roll or saving throw before your next turn
Channel Divinity: Turn Undead (Encounter, Divine, Implement, Radiant, Standard, Close Burst 2):
Special: Only one channel divinity power can be used once per encounter
Target: Each undead creature in burst
Attack: +4 [Wis] vs Will
Hit: 1d10+4 [Wis] radiant damage and you push the target 5 [3 + Cha] squares. The target is immobilized until your next turn
Miss: Half damage, target is not pushed and not immobilized
Healing Word (Encounter (special), Divine, Implement, Healing, Minor Action, Close Burst 5):
Special: can be used twice per encounter but only once per round.
Target: You or one ally
Effect: Target can spend a healing surge and regain an additional 1d6+4 [Wis] hit points
Cause Fear (Encounter, Divine, Fear, Implement, Standard, Ranged 10)
Target: One Creature
Attack: +4 [Wis] vs Will
Hit: Target moves its speed +2 [Cha] squares away from you. Target can avoid dangerous/hindered squares, but still provokes opportunity attacks
Daily (1 base)
Cascade of Light (Daily, Divine, Implement, Radiant, Standard, Ranged 10)
Target: One Creature
Attack: +4 [Wis] vs Will
Hit: 3d8+4 [Wis] radiant damage and the target gains vulnerability 5 to all your attacks (save ends)
Miss: Half damage and no vulnerability.

Ritual Book: Gentle Repose, Silence

Equipment
Chainmail [40lbs] [40gp]
Warhammer [5lbs] [15gp]
2 Throwing Hammers [4lbs] [10gp]
Holy Symbol [1lbs] [10gp]
Standard Adventurer's Kit [33lbs] [15gp]
Ritual Book [3lbs] [0gp]
10gp left

[86lbs] [90gp]
TelinArtho

06-06-08, 10:51 AM
Actually - I might as well post that I'll be available to run a fight on Monday/Tuesday. Volunteers please find an opponent and write up tactics and send them by Monday if you can.

Anyone want to go up against Barandor?
Rauul

06-06-08, 02:56 PM
Anyone want to go up against Barandor?

if only i had the rules to toss together a Tiefling or Halfling warlock.. Only pregens I see have been half-elfs..
whitebaron

06-11-08, 11:33 AM
The Arcane Initiates

Argor Frostbringer
Male Human Fighter
Hit Points....29......Bloodied...14
Healing Surge..7......Surges/day..11
Initiative....-1......Speed.......6-1

AC....Fort....Ref.....Will
19.....16......15......13

Attacks:
Melee Basic...+6 1d10+3 [3 STR, 2 Proficiency, 1 Weapon Talent]
Range Basic...--

At-Will Powers:
Sure Strike
Range:Weapon....+8 vs. AC [3 STR, 2 Power, 2 Proficiency, 1 Weapon Talent]
Hit: 1d10+1 Damage

Cleave
Range:Weapon....+6 vs. AC [3 STR, 2 Proficiency, 1 Weapon Talent]
Hit: 1d10+3+1 Damage, and another adjacent target takes 3

Tide of Iron
Range:Weapon....+6 vs. AC [3 STR, 2 Proficiency, 1 Weapon Talent]
Hit: 1d10+3+1 Damage, push the target one square and may shift into its square.


Encounter Powers:
Ray of Frost
Range:10....+2 vs. Fortitude [2 INT]
Hit: 1d6+2 Cold Damage, the target is slowed until the end of your next turn.

Covering Attack
Range:Weapon....+6 vs. AC [3 STR, 2 Proficiency, 1 Weapon Talent]
Hit: 2d10+3+1 Damage, ally adjacent to the target may shift 2 squares


Daily Powers:
Comeback Strike, reliable
Range:Weapon....+6 vs. AC [3 STR, 2 Proficiency, 1 Weapon Talent]
Hit: 2d10+3+1, and you can spend a healing surge

Ability Scores
Ability....Check..........Ability....Che ck
Scores....Modifier........Scores....Modi fier
STR 16.....+3.............INT 14.....+2
CON 14.....+2.............WIS 14.....+2
DEX 08.....-1.............CHA 12.....+1

Feats
Arcane InitiateLvl 1
Weapon Focus (Axe)Human Bonus


Class Features
Combat Challenge (mark, attack shifting opponent)
Combat Superiority (+2 to AoO, stop opponents movement when hit by AoO)
Fighter Weapon Talent (1-handed)

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

Equipment
Scale Armor
Heavy Shield
Battleaxe



Lyla Frostbringer
Half-Elf female Warlock
Hit Points....30......Bloodied....15
Healing Surge..7......Surges/day..10
Initiative....+0......Speed.......6

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

Attacks:
Melee Basic... none
Range Basic... see Eldritch Blast

At-Will Powers:
Eldritch Blast
Range:10....+4 vs. Ref [4 CON]
Hit: 1d10+4 Damage

Hellish Rebuke
Range:10....+4 vs. Ref [4 CON]
Hit: 1d6+4 fire damage, if you take damage before the end of your next turn, the target takes additional 1d6+4 fire damage.

Encounter Powers:
Ray of Frost
Range:10....+2 vs. Fortitude [2 INT]
Hit: 1d6+2 Cold Damage, the target is slowed until the end of your next turn.

Thunderwave
Range:Close blast 3....+2 vs. Fortitude [2 INT]
Hit: 1d6+2 thunder Damage, push the target 1 square

Vampiric Embrace
Range:Weapon....+4 vs. Will [4 CON]
Hit: 2d8+4 necrotic damage, gain 7 temporary hitpoints [5 base, 2 INT]

Daily Powers:
Armor of Agathys
Range:Personal
Effect: You gain 12 temp hp [10 base, 2 INT] Until the end of the encounter, enemies that start their turn adjacent to you take 1d6+4 cold damage [4 CON]

Ability Scores
Ability....Check..........Ability....Che ck
Scores....Modifier........Scores....Modi fier
STR 08.....-1.............INT 14.....+2
CON 18.....+4.............WIS 12.....+1
DEX 11.....+0.............CHA 16.....+3

Feats
Arcane Initiate (Thunderwave)

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 temporary hp 1 level

Racial Features
Group Diplomacy: +1 to diplomacy checks of allies within 10 squares
Dual Heritage
Dilletante(Ray of Frost)

Skills
Acrobatics.......+0
Arcana.(T).......+7
Athletics........-1
Bluff.(T)........+8
Diplomacy........+5
Dungeoneering....+1
Endurance........+4
Heal.............+1
History..........+2
Insight.(T)......+6
Intimidate.(T)..+10
Nature...........+1
Perception.......+1
Religion.........+2
Stealth..........+0
Streetwise.......+3
Thievery.(T).....+5

Equipment
Leather Armor


up to the battle :)
Rauul

06-11-08, 01:13 PM
Embrace the unknown and gain power from the Knowledge of Death..



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....Che ck
Scores....Modifier........Scores....Modi fier
STR 10.....+0.............INT 10.....+0
CON 12....+1............WIS 10.....+0
DEX 18....+4............CHA 18.....+4

Feats:

Ritual Caster :Master and perform rituals

Class Features:

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


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.........4
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



Edited=> Ok fixed the powers.. i think.. nice catch on that. thanks
MagicChoco

06-11-08, 01:40 PM
There's no such thing as magic!Jay, the Lightning
Female Human Ranger
Hit Points....29......Bloodied...14
Healing Surge..7......Surges/day..7
Initiative....+5......Speed.......6

Ability Scores
Ability....Check..........Ability....Che ck
Scores....Modifier........Scores....Modi fier
STR 18.....+4.............INT 10.....+0
CON 12.....+1.............WIS 12.....+1
DEX 16.....+3.............CHA 8.....-1

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

Attacks:
Melee Basic...+7(Longsword)...Damage: 1d8+4
Melee Basic...+7(Shortsword)...Damage: 1d6+4
Ranged Basic…+5(Longbow)…Damage: 1d10+3

At-Will Powers:
Twin Strike
Melee or ranged....+7 or +5 vs. AC
Hit: 1d6+4, 1d8+4, or 1d10+3, two attacks

Hit & Run
Melee....+7 vs. AC
Special: moving from starting square after attack doesn’t provoke AoO
Hit: 1d6+4 or 1d8+4

Careful Attack
Melee or ranged....+9 or +7 vs. AC
Hit: 1d6, 1d8, or 1d10

Encounter Powers:
Evasive Strike
Melee or ranged....+7 or +5 vs. AC
Special: can shift 2 squares before or after attack
Hit: 2d6+4, 2d8+4, or 2d10+3

Daily Powers
Sudden Strike
Melee....+7 vs. AC
Hit: 1d6
-shift 1 square
--Melee….+7 vs AC
--Hit: 2d8+4 target is weakened til the end of your next turn

Feats
Toughness
Sneak of Shadows
Quick Draw

Class Feature
Two-Weapon Fighting Style
Hunter’s Quarry
Prime Shot
Sneak attack +2d6 1/encounter

Skills
Acrobatics(T).......7
Arcana .............0
Athletics(T)........8
Bluff..............-1
Diplomacy..........-1
Dungeoneering(T)....5
Endurance...........0
Heal................1
History ............0
Insight.............1
Intimidate.........-1
Nature .............0
Perception(T).......6
Religion ...........1
Stealth(T)..........7
Streetwise.........-1
Thievery(T).........7

Equipment
Hide Armor 30 pg, 25 lbs
Longbow 30 gp, 3 lbs
-90 arrows 3 gp, 9 lbs
Longsword 15 gp, 4 lbs
Shortsword 10gp, 2 lbsHyin Sych
Male Human Warlord
Hit Points....29......Bloodied...14
Healing Surge..7......Surges/day..8
Initiative....+1......Speed.......6

Ability Scores
Ability....Check..........Ability....Che ck
Scores....Modifier........Scores....Modi fier
STR 16.....+3.............INT 18.....+4
CON 12.....+1.............WIS 12.....+1
DEX 8.....-1.............CHA 10.....+0

AC....Fort....Ref.....Will
18.....15......16......13

Attacks:
Melee Basic...+6(Longsword)...Damage: 1d8+3
Ranged Basic…+5(Handaxe)…Damage: 1d6+3

At-Will Powers:
Commander’s Strike
Ally makes basic melee attack against enemy
Hit: Ally’s damage +4

Viper’s Strike
Melee....+6 vs. AC
Hit: 1d8+3
If target shifts, it provokes an AoO from an ally

Wolf Pack Tactics
Melee....+6 vs. AC
Special: Before attack, ally adjacent to you or target may shift one square
Hit: 1d8+3

Encounter Powers:
Inspiring Word
Special: Usable twice/encounter, though once/round
Close Burst 5, Minor Action
Target spends a healing surge and recovers an additional 1d6

Warlord’s Favor
Melee....+6 vs. AC
Hit: 2d8+3, ally get +5 to attack rolls against target until the end of your next turn

Daily Powers
Lead the Attack
Melee....+6 vs. AC
Hit: 3d8+4
Until the end of the encounter, you and allies within 5 squares of you get +5 to attack rolls

Feats
Tactical Assault
Toughness

Class Feature
Combat Leader(reflected in scores)
Tactical Presence

Skills
Acrobatics.........-2
Arcana .............4
Athletics(T)........7
Bluff...............0
Diplomacy(T)........5
Dungeoneering.......1
Endurance(T)........5
Heal................1
History(T) .........9
Insight.............1
Intimidate(T).......5
Nature .............4
Perception..........1
Religion ...........1
Stealth............-2
Streetwise..........0
Thievery...........-2
Equipment
Hide Armor 30 pg, 25 lbs
5x Handaxe 25 gp, 15 lbs
Longsword 15 gp, 4 lbs
Light Shield 5 gp, 6 lbsOn another note, how does Lightfoot have magic missle?
Rauul

06-11-08, 01:58 PM
There's no such thing as magic!
On another note, how does Lightfoot have magic missle?

I may of messed that up.. i was building him off the half-elf from D&D experiance Tira.. who has ray of frost (and no feat).. if so i can easily switch it over to Vampiric Embrace
whitebaron

06-11-08, 02:01 PM
I may of messed that up.. i was building him off the half-elf from D&D experiance Tira.. who has ray of frost (and no feat).. if so i can easily switch it over to Vampiric Embrace

nope, actually you can't.
half-elfs have the dilletante class feature, that gives them 1 at-will power from another class as an encounter power. you only get 1 encounter power @ level 1. everything else has to be acquired via feats, or racial features.
Rauul

06-11-08, 02:12 PM
nope, actually you can't.
half-elfs have the dilletante class feature, that gives them 1 at-will power from another class as an encounter power. you only get 1 encounter power @ level 1. everything else has to be acquired via feats, or racial features.

Fixed, and thanks for catching that... Anything else Wrong with the half-pint of hell?
whitebaron

06-11-08, 02:23 PM
actually, yes. your healing surges are 6+ con modifier, so 7, not 8.
MagicChoco

06-11-08, 02:30 PM
Your fortitude should be 11, I think.
Rauul

06-11-08, 02:37 PM
actually, yes. your healing surges are 6+ con modifier, so 7, not 8.

fixed.. (was because i originally had 12 con as +2 not +1)
Rauul

06-11-08, 03:24 PM
Your fortitude should be 11, I think.

i acually used the 22 point system #8 on the list

16, 16, 12, 10, 10, 10

with the +2 to cha and Dex..

But i may change it around some.. to
18, 13, 13, 10, 10, 8... Since fey pact Improved feat needs 13 int to take.. as well as i like not being dumb
whitebaron

06-11-08, 03:27 PM
your fortitude defense, not your con score *g*
Rauul

06-11-08, 03:33 PM
your fortitude defense, not your con score *g*

*mutters* ok it's fixed as well as hps and bloodied.. (i think i need a 6 for int for myself) or i can Just Blame McJarvis like always
MindWandererB

06-11-08, 03:41 PM
Sorry I'm not helping with things right now--it's crunchtime for my classes. And my books are on delay (mid-July, even though I ordered in February... grumble, grumble).
lonewolf

06-11-08, 03:58 PM
My first team is ready for playtest fights. Anyone interested?

Brag


Gender and Race: Male Bugbear
Height and Weight: 6' 11'' 255lb
Age: 18
Alignment: Unaligned
ECL: Rogue 1
Experience: 0/1000


Attributes
STR 18 (+4) [09 pts] [16 Base, +2 racial]
DEX 18 (+4) [09 pts] [16 Base, +2 racial]
CON 12 (+2) [02 pts] [12 Base]
INT 08 (-1) [00 pts] [08 Base]
WIS 10 (+0) [00 pts] [10 Base]
CHA 12 (+1) [02 pts] [12 Base]



Miscellaneous Statistics
Hit Points: 24[1 HD] [12(rogue 1) + 12(Con)]
Healing Surges: 7/day

Armor Class: 16[10 Base, +4 Dex, +2 Armor]
Fortitude Defense: 14[10 Base, +4 Str]
Reflex Defense: 16[10 Base, +4 Dex, +2 Rogue]
Will Defense: 11[10 Base, +1 Cha]

Initiative: +4
Speed (Land): 6 squares


Attacks:
Basic Attack:
Attack: +8 [+4 Str, +3 Prof, +1 Rogue]
Hit: 1d6+4 [d6 large dagger, +4 Str]

Piercing Strike[At-Will]:
Attack: +8 vs Reflex [+4 Dex, +3 Prof, +1 Rogue]
Hit: 1d6+4[d6 large dagger, +4 Dex]

Riposte Strike[At-Will]:
Attack: +8 vs AC [+4 Dex, +3 Prof, +1 Rogue]
Hit: 1d6+4[d6 large dagger, +4 Dex],
If the target attacks you before the start of your next turn, you make your riposte against the target as an immediate interrupt:
Riposte Attack: +8 vs AC [+4 Str, +3 Prof, +1 Rogue]
Riposte Hit: 1d6+4 [d6 large dagger, +4 Str]

Torturous Strike[Encounter]:
Attack: +8 vs AC [+4 Dex, +3 Prof, +1 Rogue]
Damage: 2d6+8[d6 large dagger, +4 Dex, +4 Str]

Easy Target[Daily]:
Attack: +8 vs AC [+4 Dex, +3 Prof, +1 Rogue]
Hit: 2d6+4 [d6 large dagger, +4 Str], Target is slowed and grants combat advantage to you (save ends both).
Miss: Half damage, and the target grants combat advantage to you until the end of your next turn.



Class Features:
First Strike
Rogue Tactics(Brutal Scoundrel)
Rogue Weapon Talent
Sneak Attack(+2d6+4)


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

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



Feats
Nimble BladeLvl 1 +1 attack with light & heavy blades while having combat advantage


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


Equipment Worn and Carried
4x Large Dagger 4gp
Leather Armor 25gp
10x Large Shuriken 2gp
Standard Adventurers Kit 15gp
Thieves’ tools 20gp
Climbers Kit 11gp
23gp

Halo


Gender and Race: Male Human
Height and Weight: 6' 1'' 200lb
Age: 18
Alignment: Unaligned
ECL: Fighter 1
Experience: 0/1000


Attributes
STR 18 (+4) [09 pts] [16 Base, +2 racial]
DEX 13 (+1) [03 pts] [13 Base]
CON 13 (+1) [03 pts] [13 Base]
INT 08 (-1) [00 pts] [08 Base]
WIS 15 (+2) [07 pts] [15 Base]
CHA 10 (+0) [00 pts] [10 Base]



Miscellaneous Statistics
Hit Points: 28[1 HD] [15(rogue 1) + 13(Con)]
Healing Surges: 10/day

Armor Class: 19[10 Base, +7 Armor, +2 Shield]
Fortitude Defense: 17[10 Base, +4 Str, +2 Fighter, +1 Human]
Reflex Defense: 14[10 Base, +1 Dex, +2 Shield, +1 Human]
Will Defense: 13[10 Base, +2 Wis, +1 Human]

Initiative: +1
Speed (Land): 5 squares


Attacks:
Basic Attack:
Attack: +8 [+4 Str, +3 Prof, +1 Fighter]
Hit: 1d8+4 [d8 longsword, +4 Str]

Cleave[At-Will]:
Attack: +8 vs AC[+4 Str, +3 Prof, +1 Fighter]
Hit: 1d8+4 [d8 longsword, +4 Str]
another adjacent enemy takes 4 damage

Sure Strike[At-Will]:
Attack: +10 vs AC[+4 Str, +3 Prof, +1 Fighter]
Hit: 1d8 [d8 longsword]

Tide of Iron[At-Will]:
Attack: +8 vs AC[+4 Str, +3 Prof, +1 Fighter]
Hit: 1d8+4 [d8 longsword, +4 Str] & push enemy 1 square. You may follow him

Spinning Sweep[Encounter]:
Attack: +8 vs AC[+4 Str, +3 Prof, +1 Fighter]
Hit: 1d8+4 [d8 longsword, +4 Str] & target is knocked prone

Comeback Strike[Daily]:
Attack: +8 vs AC[+4 Str, +3 Prof, +1 Fighter]
Hit: 2d8+4 [d8 longsword, +4 Str] & you may spend a healing surge.



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


Racial Features:
+2 Str
Size: Medium
Speed: 6 squares
Languages: Common, Goblin
Vision: normal
Bonus At-will power
bonus feat
bonus skill
human defense bonus


Feats
Blade opportunistLvl 1
Distracting Shieldhuman bonus

Skills
Acrobatics: +1 [+1 Dex]
Arcana: -1 [-1 Int]
Athletics: +9 [+4 Str, +5 Training]
Bluff: +0 [+0 Cha]
Diplomacy: +0 [0 Cha]
Dungeoneering: +2 [+2 Wis]
Edurance: +6 [+1 Con, +5 Training]
Heal: +7 [+2 Wis, +5 Training]
History: -1 [-1 Int]
Insight: +2 [+2 Wis]
Intimidate: +5 [+0 Cha, +5 Training]
Nature: +2 [+2 Wis]
Perception: +2 [+2 Wis]
Religion: -1 [-1 Int]
Stealth: +1 [+1 Dex]
Streetwise: +0 [+0 Cha]
Thievery: +1 [+1 Dex]


Equipment Worn and Carried
Scale armor 45gp
Heavy Shield 10gp
lonsword 15gp
4x Javelin 20gp
Lantern 7gp
Climbers Kit 2gp
1gp
Rauul

06-11-08, 04:05 PM
My first team is ready for playtest fights. Anyone interested?


So we doing teams or individual characters?
whitebaron

06-11-08, 04:06 PM
Bring it on, no-brainers :)
TelinArtho

06-11-08, 04:37 PM
@Rauul - I can play against your Halfling if you like with Barandor.

How about the cavern map?

And if you are amenable - how about we run three consecutive fights - four if we're up to it?
MindWandererB

06-11-08, 04:47 PM
If anyone feels up to it, I'd really like to see a high-level playtest--say, 26th level? I have some suspicions about gameplay and character creation at high levels, and I'd like to see whether they're confirmed in practice. If they are, we may need to consider frozen leagues again.
Rauul

06-11-08, 04:52 PM
@Rauul - I can play against your Halfling if you like with Barandor.

How about the cavern map?

And if you are amenable - how about we run three consecutive fights - four if we're up to it?

Sure give me till tomorrow i have 2 more group therapy meetings today.. will touch up him and get him ready..
CrazyArtificer

06-11-08, 05:10 PM
Azuvir is ready for a playtest, as well.
And I may pitlord some playtest fights.
TelinArtho

06-11-08, 05:17 PM
I've made updates to Barandor to correct the errors that I gathered accidentally from the pre-release information...

@MWB - I'll see about making a higher level character as I get more proficient with this stuff. As it is - it is a lot to absorb in.
Erithmu

06-11-08, 06:31 PM
@MWB: I'll work on some higher levels as well. I'll probably just expand a couple of the 12s that I made. Additionally as soon as I'm done w/ finals I'll probably start to organize some rules to put together for 4e fights. At least stuff that shouldn't be too hard. ex: character creation guidelines, rules for higher level start. If nothing else we will find out what is going to be an issue.

Also as soon as I'm done I'll start running some playtests.
Hirumajoe

06-11-08, 08:10 PM
26th level playtest? I guess I can advance the characters I had before.

So... Here's a 4e question then: I know push, pull and slides ignore difficult terrain, but do they ignore spells which say things like "Entering a square occupied by the wall costs 3 extra squares of movement.

It might affect the power selection of a certain Warlord/Wizard multi-class at 26th level.
Erithmu

06-11-08, 08:17 PM
Without looking at the books ...

I would assume no it doesn't

Oh ... and I'm pretty sure I'll hate you already.
MindWandererB

06-11-08, 08:20 PM
26th level playtest? I guess I can advance the characters I had before.

So... Here's a 4e question then: I know push, pull and slides ignore difficult terrain, but do they ignore spells which say things like "Entering a square occupied by the wall costs 3 extra squares of movement.

It might affect the power selection of a certain Warlord/Wizard multi-class at 26th level.
I think so. The forced movement rules suggest that the movement is regardless of how many squares it costs to enter voluntarily.
Hirumajoe

06-11-08, 08:32 PM
I think so. The forced movement rules suggest that the movement is regardless of how many squares it costs to enter voluntarily.

You may change your mind after you see it in action then... Auto-hitting AoEs doing more than 200 damage might be excessive (even if it does cost two dailies...)
Rauul

06-11-08, 08:35 PM
@Rauul - I can play against your Halfling if you like with Barandor.

How about the cavern map?

And if you are amenable - how about we run three consecutive fights - four if we're up to it?

Well i decided to leave him as is.. Against your Cleric.. this should be interesting to say the least.. :banghead:

Can we start with 2 fights and see how it goes LOL i have a feeling you will out heal my damage output.. :P
Erithmu

06-12-08, 02:03 AM
Loddick Saffrion
Male Elf Ranger/Battlefield Archer/Deadly Trickster 26
Hit Points....153.....Bloodied...78
Healing Surge..38.....Surges/day..9
Initiative....+24.....Speed.......9
(Speed: 7+1item+1feat)

AC....Fort....Ref.....Will
40.....35......39......37

Attacks:
Melee Basic:..+15 (US) 1d4+2
Range Basic:..+27(+5 Lightning Bow)..Damage: 1d10+15

At-Will Powers:
Nimble Strike
Range:20/40....+27 vs. AC
Hit: 2d10+15
Effect: Shift 1 square before or after attack

Twin Strike
Range:20/40....+27 vs. AC (two attacks)
Hit: 2d10+8 each

Hunter's Quarry
Range: N/A (6 targets)
Effect: +1 to hit and +3d8 dmg 1/round

Encounter Powers:
Knock Down (E13)
Range:20/40....+27 vs. Rflx
Hit: 2d10+15, target is prone

Arrow of Vengeance (E17)
Range:20/40....+33 vs. AC
Imm Reaction Trigger: Creature attacks an ally (Target: Attacking Creature)
Hit: 2d10+15

Hammer Shot (E23)
Range:20/40....+27 vs. Fort
Hit: 4d10+15, Push target 7 squares

Combined Fire (Battlefield Archer E11)
Range:20/40....+27 vs. AC
Imm Reaction Trigger: Ally makes ranged or area attack (Target one creature attacked by ally)
Hit: 3d10+15

Yield Ground (U2)
Imm Reaction Trigger: Damaged by enemy
Effect: Shift 6 squares, Gain +2 to all defenses till end of next turn

Weave Through the Fray (U6)
Imm Interrupt Trigger: Enemy moves adjacent
Effect: Shift 6 squares

Expeditious Stride (U10)
Minor: Effect: +4 to speed, +1 square when shifting till end of next turn

Archer's Glory (Battlefield Archer U12)
Free: Imm Reaction Trigger: Drop target to 0hp or less
Effect: +1 Action point to use by end of next turn.

Elven Precision (Racial)
Free: Effect: Reroll missed attack at +2

Daily Powers:
Attacks on the Run (D9)
Range:20/40....+27 vs. AC
Special: Move base speed at any point during move make 2 attacks
Hit: 3d10+15 per attack
Miss: Half Damage

Confounding Arrows (D15)
Range:20/40....+27 vs. AC (3 attacks up to 3 targets)
Hit: 1d10+15 per attack
Target hit once: Dazed (save)
Target hit twice: Stunned (save)
Target hit once: Stunned (save) +2d10 dmg
Miss: Dazed (save)

Tiger's Reflex (D25)
Stance Minor
Effect: Make basic attack against an enemy as an Imm Interrupt that attacks me.

Quarry's Bane (Battlefield Archer D20)
Range:20/40....+27 vs. AC vs all targets under effect of Hunter's Quarry
Hit: 3d10+8
Miss: Target prone

Momentary Respite (U16)
Std: Effect: Shift 6, make saving throw, no longer marked by any enemy

Forest Ghost (U22)
Std: Effect: When not my turn, enemies treat me as invisible as long as I have cover/concealment. Can still know square.

Epic Trick (Deadly Trickster 26)
Minor: Effect: Choose one:
- Full HP and all healing surges
- Automatically save vs all effects
- Recover all encounter powers
- Recover all daily powers (except this one)
(Can only recover by taking extend rest)

Ability Scores
Ability....Check......Ability....Check
Scores....Modifier....Scores....Modifier
STR 14....+15.........INT 12....+14
CON 16....+16.........WIS 23....+19
DEX 25....+20.........CHA 11....+13
S 10 base +2 (2ts) +2 (11,21)
C 10 base +4 (5pts) +2 (11,21)
D 10 base +6 (9pts) +7 (4,8,11,14,18,21,24) +2 (race)
I 10 base +2 (11,21)
W 10 base +4 (5pts) +7 (4,8,11,14,18,21,24) +2 (race)
Ch 8 base +1 (1pt) +2 (11,21)Feats
R Mobile Defense
1 Lethal Hunter
2 Elven Precision
4 Imp Init
6 Agile Hunter
8 Precise Hunter -> Fleet Footed
10 Weapon Focus (Bows)
11 Great Fort
12 Lightning Reflexes
14 Iron Will
16 Running Shot
18 Sly Hunter
20 Uncanny Dodge
21 Flanking Maneuver
22 Armor Spec (Hide)
24 Epic Resurgence
26 Unfettered Stride

Class Feature
Hunter's Quarry
Prime Shot
Ranger Style - Archery
BA11 - Archers Action
BA11 - Battlefield Experience
BA16 - Battle Surge
DT21 - Sly Fortune's Favor 3/3
DT24 - Trickster's Control

Skills
Trained: Nature (+27), Stealth (+31), Perception (+28, Pass:+38) , Acrobatics (+25), Athletics (+19)

Gear
Weapon: +5 Lightning Longbow (lvl 25) (Daily: Free, At-Will Free)
Armor: +5 Elven Battle Dark Hide (425k) (Encounter: Minor)
Neck: +6 Elven Cloak (lvl 27)
Ring: Star Opal Ring (lvl 26) (Daily: Move)
Ring: Ring of True Seeing (105k) (Daily: Minor)
Boots: Dwarven Greaves (2.6k) (Daily: Imm Interrupt)

Other:
Dust of appearance (17k) (Encounter: Standard)
Gold 75k ish


Erithmu to come ...
Hirumajoe

06-12-08, 04:13 AM
Edit: Switch Kai 26's Firewall over to Elemental maw, and switched in Renew the Troops for White Raven's Call.

Kai Engel
Male Human Warlord
Level 1 - Good

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

Armor Class: 19 [3 armor, 4 Int, 2 Shield]
Fortitude Defense: 15 [1 Warlord, 3 Str, 1 Human]
Reflex Defense: 17 [4 Int, 1 Human, 2 Shield]
Will Defense: 13 [1 Warlord, 1 Cha, 1 Human]

Initiative: +2 [0 Dex, 2 Combat Leader]
Speed: 6 squares [Base 6]
Passive Insight: 9
Passive Perception: 9

Hit Points: 24 [12 Warlord, 12 Con]
Bloodied: 12 [1/2 max]
Healing Surge HP Healed: 6 [1/4 max]
Healing Surges/Day: 8 [7 Warlord, 1 Con]

Basic Attacks
Longsword: +6 vs. AC, damage 1d8+3
[3 prof, +3 Str]
Throwing Hammer: +5 vs. AC, damage 1d6+3, range 5/10
[2 prof, +3 Str]

Racial Features
Bonus At-Will Power
Bonus Feat
Bonus Skill
Human Defense Bonus

Class Features
Cloth, Leather, Hide, Chain, Light Shield Proficiency
Simple Melee, Military Melee, Simple Ranged Proficiency
Combat Leader
Commanding Presence (Tactical)
Inspiring Word

Feats
Arcane Initiate (Scorching Blast) (Human)
Shield Proficiency: Heavy (Lvl 1)

Skills
Passive Insight: 12
Passive Perception: 19

Arcana: +9 [+4 Int, +5 Trained]
Acrobatics: -3 [0 Dex, -3 Armor]
Athletics: +5 [+3 Str, +5 Trained, -3 Armor]
Endurance: +3 [+1 Con, +5 Trained, -3 Armor]
Healing: +4 [-1 Wis. +5 Trained]
History: +9 [+4 Int, +5 Trained]
Insight: -1 [-1 Wis]
Perception: -1 [-1 Wis]
Stealth: -3 [+0 Dex, -3 Armor]

Equipment: Hide armor (30 gp - 25 lbs), Longsword (15 gp - 4 lbs), 2x Throwing Axe (10 gp - 4lbs), Standard Adventurer's Kit (15 gp - 33 lbs)
Total Weight: 66 lbs
Standard Load: 160 lbs
Heavy Load: 320 lbs
Gold on hand: 30 gp

Exploits (Martial Powers)
At Will
Commander's Strike
At-Will, Standard, Melee, Martial, Weapon
Target: 1 creature
Attack: Ally makes a melee basic attack against the target
Hit: Ally basic damage + 4

Furious Smash
At-Will, Standard, Melee, Martial, Weapon
Target: 1 creature
Attack: +6 vs Fort
Hit: 3 damage, choose an ally adjacent to you or target. Ally gets +1 to attack and damage on next attack against target by end of his turn.

Viper's Strike
At-Will, Standard, Melee, Martial, Weapon
Target: 1 creature
Attack: +6 vs AC
Hit: 1d8+3
Effect: If the target shifts before your next turn, it provokes an OA from an ally you choose.

Encounter
Inspiring Word
Encounter, Minor, Close Burst 5, Martial, Healing
Target: You or one ally in burst
Effect: Target can spend a healing surge and regain a bonus 1d6 hit points.
Special: You can use this twice an encounter, but only once per round

Scorching Burst
Encounter, Standard, Area burst 1 in 10, Arcane, Fire, Implement
Target: Each creature in burst
Attack: +4 vs Ref
Hit: 1d6+4 fire damage

Warlord's Favor
Encounter, Standard, Melee, Martial, Weapon
Target: 1 Creature
Attack: +6 vs AC
Hit: 2d8+3 damage. 1 Ally within 5 squares gains +5 power bonus to attack rolls against the target until end of your next turn.

Daily
Lead the Attack
Daily, Standard, Melee, Martial, Weapon
Target: 1 Creature
Attack: +6 vs AC
Hit: 3d8+3 damage. Until the end of encounter, you and all allies within 5 squares gain +5 power bonus to hit against the target.
Miss: Half damage, until the end of the encounter, you and all allies within 5 squares gain +1 power bonus to hit against the target.


Hror
Male Bugbear Fighter
Level 1 - Evil

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

Armor Class: 18 [3 armor, 3 Dex, 2 Shield]
Fortitude Defense: 16 [4 Con, 2 Fighter]
Reflex Defense: 15 [3 Dex, 2 Shield]
Will Defense: 12 [2 Wis]

Initiative: +3 [3 Dex](+2 Combat Leader - Kai Engel)
Speed: 6 squares [Base 6]
Passive Insight: 12
Passive Perception: 12 (Low-light vision)

Hit Points: 28 [15 Fighter, 13 Con]
Bloodied: 14 [1/2 max]
Healing Surge HP Healed: 7 [1/4 max]
Healing Surges/Day: 10 [9 Fighter, 1 Con]

Basic Attacks
Large Bastard sword: +8 vs AC damage 1d12+4 (Versatile)
[3 prof, +4 Str, +1 Fighter]
Large Throwing Axe: +7 vs AC damage 1d8+4, Range 5/10
[2 prof, +4 Str, +1 Fighter]

Racial Features
Oversized
Predatory Eye power

Class Feature
Combat Challenge
Combat Superiority
Fighter Weapon Talent (One handed)


Feats
Weapon Proficiency: Bastard Sword (1st Level)

Skills
Passive Insight: 12
Passive Perception: 12

Acrobatics: +0 [+3 Dex,-3 Armor]
Athletics: +6 [+4 Str,+5 Trained, -3 Armor]
Endurance: +3 [+1 Con, +5 Trained, -3 Armor]
Heal: +7 [+2 Wis, +5 Trained]
Insight: +2 [+2 Wis]
Perception: +2 [+2 Wis]
Stealth: +2 [+3 Dex, -3 Armor, 2 Racial]

Equipment: Hide armor (30 gp - 25 lbs), Large Bastard Sword (30 gp - 6 lbs), 2x Large Throwing Axe (10 gp - 4lbs), Standard Adventurer's Kit (15 gp - 33 lbs)
Total Weight: 68 lbs
Standard Load: 180 lbs
Heavy Load: 360 lbs
Gold on hand: 15 gp

Exploits (Martial Powers)
At Will
Tide of Iron
At Will, Standard, Melee, Martial, Weapon
Target: 1 Creature
Attack: +8 vs AC
Hit: 1d12+4 and push target 1 square if large or smaller. You can shift into the space.

Cleave
At Will, Standard, Melee, Martial, Weapon
Target: 1 Creature
Attack: +8 vs AC
Hit: 1d12+4 and deal 4 damage to another enemy adjacent to you.

Encounter
Predatory Eye (Racial)
Encounter, Minor, Personal
Effect: If you have combat advantage, deal +1d6 damage on next attack on that target, before the end of next turn.


Steel Serpent Strike
Encounter, Standard, Martial, Weapon
Target: 1 Creature
Attack: +8 vs AC
Hit: 2d12+4 damage, target is slowed and cannot shift until end of your next turn.

Daily
Comeback Strike
Daily, Standard, Melee, Weapon, Reliable, Healing
Target: 1 Creature
Attack: +8 vs AC
Hit: 2d12+4 damage and can spend a healing surge



Kai Engel
Male Human Warlord/Wizard of the Spiral Tower
Level 12 - Good

STR 19 (+4) [9 pts] [16 base]
CON 13 (+1) [2 pts] [12 base]
DEX 11 (+0) [0 pts] [10 base]
INT 21 (+5) [9 pts] [16 base, +2 Racial]
WIS 9 (-1) [0 pts] [8 base]
CHA 13 (+1) [2 pt] [12 base]

Armor Class: 29 [3 armor, 5 Int, 2 Shield, 3 Enh]
Fortitude Defense: 27 [1 Warlord, 4 Str, 1 Human, 2 Feat, 3 Enh]
Reflex Defense: 29 [5 Int, 1 Human, 2 Shield, 2 Feat, 3 Enh]
Will Defense: 24 [1 Warlord, 1 Cha, 1 Human, 2 Feat, 3 Enh]

Initiative: +8 [0 Dex, 2 Combat Leader]
Speed: 8 squares [Base 6, Feat 1, Item 1]
Passive Insight: 15
Passive Perception: 15

Hit Points: 80 [12+5x11 Warlord, 13 Con]
Bloodied: 40 [1/2 max]
Healing Surge HP Healed: 20 [1/4 max]
Healing Surges/Day: 8 [7 Warlord, 1 Con]

Basic Attacks
Longsword, Viscious +3: +16 vs. AC, damage 1d8+7
[3 prof, 4 Str, 3 Enh]
Throwing Hammer: +12 vs. AC, damage 1d6+4, range 5/10
[2 prof, 4 Str]

Racial Features
Bonus At-Will Power
Bonus Feat
Bonus Skill
Human Defense Bonus

Class Features
Cloth, Leather, Hide, Chain, Light Shield Proficiency
Simple Melee, Military Melee, Simple Ranged Proficiency
Combat Leader
Commanding Presence (Tactical)
Inspiring Word

Corellon's Implement
Spiral Tower Action

Feats
Arcane Initiate (Scorching Blast) (Human)
Shield Proficiency: Heavy (1)
Fleet-Footed (2, Retrain 12)
Novice Power (4)
Great Fortitude (6, Retrain 11)
Acolyte Power (8)
Adept Power (10)
Lightning Reflexes (11)
Iron Will (12)

Skills
Passive Insight: 15
Passive Perception: 15

Arcana: +16 [+5 Int, +5 Trained]
Acrobatics: +3 [0 Dex, -3 Armor]
Athletics: +12 [+4 Str, +5 Trained, -3 Armor]
Endurance: +9 [+1 Con, +5 Trained, -3 Armor]
Healing: +10 [-1 Wis. +5 Trained]
History: +16 [+5 Int, +5 Trained]
Insight: +5 [-1 Wis]
Perception: +5 [-1 Wis]
Stealth: +3 [+0 Dex, -3 Armor]

Equipment: Hide Elven Battle Armor +3 (level 13 - 25 lbs), Longsword Viscious +3 (Level 12 - 4 lbs), 2x Throwing Axe (10 gp - 4lbs), Standard Adventurer's Kit (15 gp - 33 lbs), Boots of Striding (Level 9), Amulet +3 (Level 11)
Total Weight: 66 lbs
Standard Load: 190 lbs
Heavy Load: 380 lbs
Gold on hand: ??? gp

Exploits (Martial Powers)
At Will
Commander's Strike
At-Will, Standard, Melee, Martial, Weapon
Target: 1 creature
Attack: Ally makes a melee basic attack against the target
Hit: Ally basic damage + 5

Furious Smash
At-Will, Standard, Melee, Martial, Weapon
Target: 1 creature
Attack: +16 vs Fort
Hit: 4 damage, choose an ally adjacent to you or target. Ally gets +1 to attack and damage on next attack against target by end of his turn.

Viper's Strike
At-Will, Standard, Melee, Martial, Weapon
Target: 1 creature
Attack: +16 vs AC
Hit: 1d8+7
Effect: If the target shifts before your next turn, it provokes an OA from an ally you choose.

Encounter
Inspiring Word
Encounter, Minor, Close Burst 10, Martial, Healing
Target: You or one ally in burst
Effect: Target can spend a healing surge and regain a bonus 3d6 hit points.
Special: You can use this twice an encounter, but only once per round

Scorching Burst
Encounter, Standard, Area burst 1 in 10, Arcane, Fire, Implement
Target: Each creature in burst
Attack: +14 vs Ref
Hit: 1d6+8 fire damage

Warlord's Favor
Encounter, Standard, Melee, Martial, Weapon
Target: 1 Creature
Attack: +16 vs AC
Hit: 2d8+7 damage. 1 Ally within 5 squares gains +6 power bonus to attack rolls against the target until end of your next turn.

Steel Monsoon
Encounter, Standard, Melee, Martial, Weapon
Target: 1 Creature
Attack: +16 vs AC
Hit: 2d8+7 damage. 5 Allies within 5 squares can shift 1 square.

Winter's Wrath
Encounter, Standard, Area burst 2 within 10, Arcane, Cold, Implement
Target: Each creature in burst
Attack: +14 vs Fort
Hit: 2d8+8 cold damage
Effect: Concealment in area and creatures take 5 cold damage at the start of their turn in the area, until the end of your next turn. You can end this as a minor action.

The One Sword
Encounter, Standard, Melee, Arcane, Weapon
Target: 1 Creature
Attack: +17 vs Ref
Hit: 2d8+8 damage. Make a secondary attack against target.
Secondary Attack: +17 vs Will
Hit: Target is dazed until end of your next turn, and this power is not expended.

Daily
Lead the Attack
Daily, Standard, Melee, Martial, Weapon
Target: 1 Creature
Attack: +16 vs AC
Hit: 3d8+7 damage. Until the end of encounter, you and all allies within 5 squares gain +6 power bonus to hit against the target.
Miss: Half damage, until the end of the encounter, you and all allies within 5 squares gain +1 power bonus to hit against the target.

Stand the Fallen
Daily, Standard, Melee, Healing, Martial, Weapon
Target: 1 Creature
Attack: +16 vs AC
Hit: 3d8+7 damage.
Effect: Each ally within 10 squares can spend a healing surge and regains its surge value + 1 hit points.

Ice Storm
Daily, Standard, Area burst 3 within 20, Arcane, Cold, Implement, Zone
Target: Each creature in burst
Attack: +14 vs Fort
Hit: 2d8+8 cold damage, and target is immobilized (save ends)
Miss: Half damage and target is slowed (save ends)
Effect: Burst creates a zone of ice. Zone is difficult terrain until end of encounter.

Utility
Knight's Move
Encounter, Move, Range 10, Martial
Target: 1 Ally
Effect: Target takes a move action as a free action.

Quick Step
Daily, Minor, Range 10, Martial
Target: 1 Ally
Effect: Increase target's speed by 2 until end of encounter

Blur
Daily, Minor, Personal, Arcane, Illusion
Effect: Until end of encounter, gain +2 power bonus to all defenses, and enemies 5 or more squares away cannot see you.

Shape the Dream
Daily, Immediate Interrupt, Personal, Arcane, Implement
Trigger: Hit by an attack against will
Effect: The attack doesn't occur, as if the creature that attacked you chose to do nothing with its action.


Hror
Male Bugbear Fighter/Kensai
Level 12 - Evil

STR 21 (+5) [9 pts] [16 base, +2 Racial]
CON 14 (+2) [3 pts] [13 base]
DEX 18 (+4) [5 pts] [14 base, +2 Racial]
INT 11 (+0) [0 pts] [10 base]
WIS 16 (+3) [5 pts] [14 base]
CHA 9 (-1) [0 pts] [8 base]

Armor Class: 29 [7 armor, 2 Shield, 1 Feat, 3 Enh]
Fortitude Defense: 26 [5 Str, 2 Fighter, 3 Enh]
Reflex Defense: 27 [4 Dex, 2 Shield, 2 Feat, 3 Enh]
Will Defense: 24 [3 Wis, 2 Feat, 3 Enh]

Initiative: +10 [4 Dex](+2 Combat Leader - Kai Engel)
Speed: 8 squares [Base 6, 1 Feat, 1 Item]
Passive Insight: 19
Passive Perception: 19 (Low-light vision)

Hit Points: 95 [15 + 6x11 Fighter, 14 Con]
Bloodied: 47 [1/2 max]
Healing Surge HP Healed: 23 [1/4 max]
Healing Surges/Day: 11 [9 Fighter, 2 Con]

Basic Attacks
Large Bastard sword, Frost +3: +19 vs AC damage 1d12+10 (Versatile)
[3 prof, 5 Str, 1 Fighter, 1 Kensai, 3 Enh]
Large Throwing Axe: +14 vs AC damage 1d8+5, Range 5/10
[2 prof, 5 Str, 1 Fighter]

Racial Features
Oversized
Predatory Eye power

Class Feature
Combat Challenge
Combat Superiority
Fighter Weapon Talent (One handed)

Kensai Control Action
Kensai Focus


Feats
Weapon Proficiency: Bastard Sword (1)
Weapon Focus (Heavy Blades) (2)
Blade Opportunity (4)
Distracting Shiled (6)
Fleet Footed (8, Retrained)
Iron Will (10, Retrained)
Armor Specialization (Scale) (11)
Lightning Reflexes (12)

Skills
Passive Insight: 19
Passive Perception: 19

Acrobatics: +7 [+4 Dex,-2 Armor]
Athletics: +13 [+5 Str,+5 Trained, -2 Armor]
Endurance: +10 [+2 Con, +5 Trained, -2 Armor]
Heal: +14 [+3 Wis, +5 Trained]
Insight: +9 [+3 Wis]
Perception: +9 [+3 Wis]
Stealth: +10 [+4 Dex, -2 Armor, 2 Racial]

Equipment: Scale Armor +3 (Level 11 - 45 lbs), Large Bastard Sword, Frost +3 (Level 13 - 6 lbs), 2x Large Throwing Axe (10 gp - 4lbs), Standard Adventurer's Kit (15 gp - 33 lbs), Amulet +3 (level 11), Battlestrider Greaves (Level 12)
Total Weight: 88 lbs
Standard Load: 210 lbs
Heavy Load: 420 lbs
Gold on hand: 0 gp

Exploits (Martial Powers)
At Will
Tide of Iron
At Will, Standard, Melee, Martial, Weapon
Target: 1 Creature
Attack: +19 vs AC
Hit: 1d12+10 and push target 1 square if large or smaller. You can shift into the space.

Cleave
At Will, Standard, Melee, Martial, Weapon
Target: 1 Creature
Attack: +19 vs AC
Hit: 1d12+10 and deal 5 damage to another enemy adjacent to you.

Encounter
Predatory Eye (Racial)
Encounter, Minor, Personal
Effect: If you have combat advantage, deal +2d6 damage on next attack on that target, before the end of next turn.

Steel Serpent Strike
Encounter, Standard, Martial, Weapon
Target: 1 Creature
Attack: +19 vs AC
Hit: 2d12+10 damage, target is slowed and cannot shift until end of your next turn.

Dance of Steel
Encounter, Standard, Martial, Weapon
Target: 1 Creature
Attack: +19 vs AC
Hit: 2d12+10 damage and target is slowed until the end of your next turn.

Come and Get It
Encounter, Standard, Close Burst 3, Martial, Weapon
Target: Each enemy in burst you can see
Effect: Each target must shift 2 and end adjacent to you if possible. Target's unable don't mvoe. Attack any targets that are adjacent to you (close burst 1).
Attack: +19 vs AC
Hit: 1d12+10 damage.

Masterstroke
Encounter, Standard, Melee, Martial, WEapon
Target: 1 Creature
Attack: +21 vs AC
Hit: 2d12+10 damage.

Daily
Comeback Strike
Daily, Standard, Melee, Weapon, Reliable, Healing
Target: 1 Creature
Attack: +19 vs AC
Hit: 2d12+10 damage and can spend a healing surge

Dizzying Blow
Daily, Standard, Melee, Weapon, Reliable
Target: 1 Creature
Attack: +19 vs AC
Hit: 3d12+10 damage and target is immobilized (save ends)

Victorious Surge
Daily, Standard, Melee, Healing, Martial, Reliable, Weapon
Target: 1 Creature
Attack: +19 vs AC
Hit: 3d12+10 damage and regain hit points as if spending healing surge.

Utility
No Opening
Encounter, Immediate Interrupt, Personal, Martial
Trigger: Enemy attacks with combat advantage
Effect: Cancel the combat advantage you were about to grant to the attack

Defensive Training
Daily, Minor, Personal, Martial, Stance
Effect: Gain a +2 power bonus to either Fort, Ref, or Will.

Into the Fray
Encounter, Minor, Personal, Martial
Effect: Move 3 squares, ending adjacent to an enemy

Ultimate Parry
Daily, Immediate Reaction, Personal, Martial
Trigger: Take damage from an attack
Effect: Reduce damage by 12.



Kai Engel
Male Human Warlord/Wizard of the Spiral Tower/Demigod
Level 26 - Good

STR 25 (+7) [9 pts] [16 base]
CON 14 (+2) [2 pts] [13 base]
DEX 12 (+1) [0 pts] [10 base]
INT 27 (+8) [9 pts] [16 base, +2 Racial]
WIS 10 (+0) [0 pts] [8 base]
CHA 14 (+2) [2 pt] [11 base]

Armor Class: 42 [4 armor, 8 Int, 2 Shield, 5 Enh]
Fortitude Defense: 40 [1 Warlord, 7 Str, 1 Human, 2 Feat, 6 Enh]
Reflex Defense: 42 [8 Int, 1 Human, 2 Shield, 2 Feat, 6 Enh]
Will Defense: 35 [1 Warlord, 2 Cha, 1 Human, 2 Feat, 6 Enh]

Initiative: +22 [1 Dex, 8 Combat Leader]
Speed: 8 squares [Base 6, Feat 1, Item 1]
Passive Insight: 23
Passive Perception: 23

Hit Points: 151 [12+5x25 Warlord, 14 Con]
Bloodied: 75 [1/2 max]
Healing Surge HP Healed: 37 [1/4 max]
Healing Surges/Day: 10 [7 Warlord, 2 Con, 1 Item]

Basic Attacks
Longsword, Viscious +6: +29 vs. AC, damage 2d8+13
[3 prof, 7 Str, 6 Enh]
Throwing Hammer: +22 vs. AC, damage 2d6+7, range 5/10
[2 prof, 7 Str]

Racial Features
Bonus At-Will Power
Bonus Feat
Bonus Skill
Human Defense Bonus

Class Features
Cloth, Leather, Hide, Chain, Light Shield Proficiency
Simple Melee, Military Melee, Simple Ranged Proficiency
Combat Leader
Commanding Presence (Tactical)
Inspiring Word

Corellon's Implement
Spiral Tower Action
Radiant Censure

Divine Spark (Str, Int)
Divine Recovery

Feats
Arcane Initiate (Scorching Blast) (Human)
Shield Proficiency: Heavy (1)
Fleet-Footed (2, Retrain 12)
Novice Power (4)
Great Fortitude (6, Retrain 11)
Acolyte Power (8)
Adept Power (10)
Lightning Reflexes (11)
Iron Will (12)
Combat Commander (14)
Tactical Assault (16)
Action Recovery (18)
Skill Training: Acrobatics(20)
Unfettered Stride (21)
Skill Training: Perception (22)
Blind-Fight(24)
Irresistable Flame(26)

Skills
Passive Insight: 23
Passive Perception: 28

Arcana: +26 [+8 Int, +5 Trained]
Acrobatics: +16 [+1 Dex, +5 Trained, -3 Armor]
Athletics: +22 [+7 Str, +5 Trained, -3 Armor]
Endurance: +17 [+2 Con, +5 Trained, -3 Armor]
Healing: +18 [0 Wis. +5 Trained]
History: +26 [+8 Int, +5 Trained]
Insight: +13 [0 Wis]
Perception: +18 [0 Wis, +5 Trained]
Stealth: +11 [+1 Dex, -3 Armor]

Equipment: Hide Elven Battle Armor +5 (level 23 - 25 lbs), Longsword Viscious +6 (Level 27 - 4 lbs), 2x Throwing Axe (10 gp - 4lbs), Standard Adventurer's Kit (15 gp - 33 lbs), Amulet +6 (Level 26), Gauntlest of Destruction (Level 18), Helm of Heroes (Level 10), Iron Ring of the Dwarf lords (Level 14), Belt of Vigor (Level 12), Dust of Appearance (Level 13), Everlasting Provisions (level 4), Handy Haversack (Level 10), Ring of Regeneration (Level 24), Boots of Striding and Springing (Level 14), Shield of Deflection (level 12)
Total Weight: 66 lbs
Standard Load: 190 lbs
Heavy Load: 380 lbs
Gold on hand: 25,160 gp

Exploits (Martial Powers)
At Will
Commander's Strike
At-Will, Standard, Melee, Martial, Weapon
Target: 1 creature
Attack: Ally makes a melee basic attack against the target
Hit: Ally basic damage + 8

Furious Smash
At-Will, Standard, Melee, Martial, Weapon
Target: 1 creature
Attack: +29 vs Fort
Hit: 7 damage, choose an ally adjacent to you or target. Ally gets +2 to attack and damage on next attack against target by end of his turn.

Viper's Strike
At-Will, Standard, Melee, Martial, Weapon
Target: 1 creature
Attack: +29 vs AC
Hit: 2d8+13
Effect: If the target shifts before your next turn, it provokes an OA from an ally you choose.

Encounter
Inspiring Word
Encounter, Minor, Close Burst 15, Martial, Healing
Target: You or one ally in burst
Effect: Target can spend a healing surge and regain a bonus 6d6 hit points.
Special: You can use this three times an encounter, but only once per round

Scorching Burst
Encounter, Standard, Area burst 1 in 10, Arcane, Fire, Implement
Target: Each creature in burst
Attack: +27 vs Ref
Hit: 2d6+14 fire damage

The One Sword
Encounter, Standard, Melee, Arcane, Weapon
Target: 1 Creature
Attack: +30 vs Ref
Hit: 2d8+14 damage. Make a secondary attack against target.
Secondary Attack: +30 vs Will
Hit: Target is dazed until end of your next turn, and this power is not expended.

Beat Them into the Ground
Encounter, Standard, Melee, Martial, Weapon
Target: 1 Creature
Attack: +29 vs Fort
Hit: 2d8+13 damage and target is knocked prone. Allies within 5 square make free basic attack at +8 to hit on their choice of target, dealing no damage, but knocking target prone.

Thunderous Fury
Encounter, Standard, Melee, Martial, Weapon
Target: 1 Creature
Attack: +29 vs AC
Hit: 3d8+13 damage and target is dazed until the end of your next turn and allies gain +8 to hit the target.

Thunderclap
Encounter, Standard, Range 20, Arcane, Impliment, Thunder
Target: 1 Creature
Attack: +27 vs Fort
Hit: 3d6+14 thunder damage, and the target is stunned until end of your next turn.

Daily
Renew the Troops
Daily, Standard, Melee, Martial, Weapon
Target: 1 Creature
Attack: +29 vs AC
Hit: 3d8+13 damage. Each ally with LOS to you gains surge value +2 hit points (no healing surge spent).
Miss: Each ally who has LOS to you regains 12 hit points.

Victory Surge
Daily, Standard, Melee, Martial, Weapon
Target: 1 Creature
Attack: +29 vs AC
Hit: 2d8+13 damage. Until start of next turn, allies within 10 can follow up a standard action with a basic attack for free.
Miss: Until the start of your next turn, one ally within 10 can follow up a standard action with a basic attack for free.
Sustain Minor: As miss.

Corellon's Blade
Daily, Standard, Close Burst 1, Arcane, Radiant, Teleportation, Weapon
Target: Each enemy in burst you can see
Attack: +34 vs Will
Hit: 3d8+14 radiant damage. Target teleported to Feywild until end of next turn. Returns to original space, or nearest unoccupied space.
Miss: Half damage.

Elemental Maw
Daily, Standard, Area burst 4 within 20, Arcane, Implement, Teleportation; Acid, Cold, Fire, Lightning or Thunder
Target: Each creature in burst
Attack: +27 vs Ref
Hit: 6d6+14 damage either Acid, Cold, Fire, Lightning or Thunder and target is pulled 2 squares towards origin square.
Miss: Half damage and no pull.
Effect: Burst creates difficult terrain. Any creature pulled into origin takes 3d6+14 damage of either Acid, Cold, Fire, Lightning or Thunder. Creature is teleported to a square within 20 squares of you. Creature is prone and dazed until start of your next turn.

Utility
Knight's Move
Encounter, Move, Range 10, Martial
Target: 1 Ally
Effect: Target takes a move action as a free action.

Quick Step
Daily, Minor, Range 10, Martial
Target: 1 Ally
Effect: Increase target's speed by 2 until end of encounter

Tactical Shift
Daily, Immediate Interrupt, Range 10, Martial
Trigger: Ally hit with melee or ranged attack
Effect: Ally can shift 9 squares.

Shape the Dream
Daily, Immediate Interrupt, Personal, Arcane, Implement
Trigger: Hit by an attack against will
Effect: The attack doesn't occur, as if the creature that attacked you chose to do nothing with its action.

Stone Skin
Daily, Standard, Melee, Arcane
Target: You or one ally
Effect: Target gains resist 10 to all until end of encounter.

Own the Battlefield
Daily, Standard, Close Burst 10, Martial
Target: Each enemy in burst you can see
Effect: You slide each target 8 squares.

Divine Regeneration
Daily, Minor, Healing, Personal
Effect: You gain regeneration 27 until the end of the encounter.




Hror
Male Bugbear Fighter/Kensai/Demigod
Level 26 - Evil

STR 27 (+8) [9 pts] [16 base, +2 Racial]
CON 16 (+3) [3 pts] [13 base]
DEX 20 (+5) [5 pts] [14 base, +2 Racial]
INT 12 (+1) [0 pts] [10 base]
WIS 20 (+5) [5 pts] [14 base]
CHA 10 (+0) [0 pts] [8 base]

Armor Class: 45 [13 armor, 2 Shield, 1 Feat, 6 Enh]
Fortitude Defense: 40 [8 Str, 2 Fighter, 2 Feat, 5 Enh]
Reflex Defense: 37 [5 Dex, 2 Shield, 2 Feat, 5 Enh]
Will Defense: 35 [5 Wis, 2 Feat, 5 Enh]

Initiative: +5 [5 Dex](+8 Combat Leader - Kai Engel)
Speed: 8 squares [Base 6, 1 Feat, 1 Item]
Passive Insight: 19
Passive Perception: 19 (Low-light vision)

Hit Points: 181 [15 + 6x25 Fighter, 16 Con]
Bloodied: 90 [1/2 max]
Healing Surge HP Healed: 45 [1/4 max]
Healing Surges/Day: 13 [9 Fighter, 3 Con, 1 Item]

Basic Attacks
Large Bastard sword, Viscious +6: +32 vs AC damage 2d12+21 (Versatile) (-2 to hit, +6 to damage)
[3 prof, 8 Str, 1 Fighter, 1 Kensai, 6 Enh]
Large Throwing Axe: +24 vs AC damage 2d8+8, Range 5/10
[2 prof, 8 Str, 1 Fighter]

Racial Features
Oversized
Predatory Eye power

Class Feature
Combat Challenge
Combat Superiority
Fighter Weapon Talent (One handed)

Kensai Control Action
Kensai Focus
Kensai Mastery

Divine Spark (Str, Wis)
Divine Recovery

Feats
Weapon Proficiency: Bastard Sword (1)
Weapon Focus (Heavy Blades) (2)
Blade Opportunity (4)
Flanking Manuever (6, Retrained)
Fleet Footed (8, Retrained)
Iron Will (10, Retrained)
Armor Specialization (Scale) (11)
Lightning Reflexes (12)
Great Fortitude (14)
Uncanny Dodge (16)
Power Attack (18)
Skill Training: Acrobatics (20)
Heavy Blade Mastery (21)
Unfettered Stride(22)
Blind-Fight(24)
Epic Resurgance(26)


Skills
Passive Insight: 28
Passive Perception: 31

Acrobatics: +21 [+5 Dex, +5 Trained, -2 Armor]
Athletics: +24 [+8 Str,+5 Trained, -2 Armor]
Endurance: +19 [+3 Con, +5 Trained, -2 Armor]
Heal: +23 [+5 Wis, +5 Trained]
Insight: +18 [+5 Wis]
Perception: +21 [+5 Wis, +3 Item]
Stealth: +18 [+5 Dex, -2 Armor, 2 Racial]

Equipment: Scale Armor +6 (Level 26 - 45 lbs), Large Bastard Sword, Viscious +6 (Level 27 - 6 lbs), 2x Large Throwing Axe (10 gp - 4lbs), Standard Adventurer's Kit (15 gp - 33 lbs), Cloak of Invisibility +5 (level 25), Battlestrider Greaves (Level 12), Shield of Deflection (Level 22), Iron Ring of the Dwarf Lords (Level 14), Handy Haversack (Level 10), Dust of Appearance (Level 13), Gloves of Piercing (Level 3), Helm of the Eagle (Level 12)
Total Weight: 88 lbs
Standard Load: 210 lbs
Heavy Load: 420 lbs
Gold on hand: 45,320 gp

Exploits (Martial Powers)
At Will
Tide of Iron
At Will, Standard, Melee, Martial, Weapon
Target: 1 Creature
Attack: +32 vs AC
Hit: 2d12+21 and push target 1 square if large or smaller. You can shift into the space.

Cleave
At Will, Standard, Melee, Martial, Weapon
Target: 1 Creature
Attack: +32 vs AC
Hit: 2d12+21 and deal 8 damage to another enemy adjacent to you.

Encounter
Predatory Eye (Racial)
Encounter, Minor, Personal
Effect: If you have combat advantage, deal +3d6 damage on next attack on that target, before the end of next turn.

Talon of the Roc
Encounter, Standard, Martial, Weapon
Target: 1 Creature
Attack: +32 vs AC
Hit: 3d12+21 damage, target is slowed until end of your next turn.

Exorcism of Steel
Encounter, Standard, Martial, Weapon
Target: 1 Creature
Attack: +32 vs Reflex
Hit: 2d12+21 damage and target drops one weapon its holding. You can catch it in a free hand or have it land on the ground at your feet (in your square).

Warrior's Urging
Encounter, Standard, Close Burst 4, Martial, Weapon
Target: Each enemy in burst you can see
Effect: Each target must shift 3 and end adjacent to you if possible. Target's unable don't move. Attack any targets that are adjacent to you (close burst 1).
Attack: +32 vs AC
Hit: 2d12+21 damage.

Masterstroke
Encounter, Standard, Melee, Martial, WEapon
Target: 1 Creature
Attack: +34 vs AC
Hit: 2d12+21 damage.

Daily
Unyielding Avalance
Daily, Minor, Personal, Stance, Weapon, Healing
Effect: Regeneration 3, +1 power bonus to AC, +1 power bonus to saving throws. Enemies starting adjacent take 1d12+13 damage and are slowed until the end of its turn, as long as you are able to make opportunity attacks.

Weaponsoul Dance
Daily, Standard, Melee, Weapon
Target: 1 Creature
Attack: +32 vs AC
Hit: 3d12+21 damage and target is knocked prone and immobilized until the end of your next turn.
Effect: Shift up to 5 squares and make a secondary attack against a different target.
Secondary Attack: +34 vs AC
Hit: 2d12+21 damage and target is knocked prone and immobilized until the end of your next turn.
Effect: Shift up to 5 squares and make a tertiary attack.
Tertiary Attack: +35 vs AC
Hit: 1d12+21 damage and target is knocked prone and immobilized until end of your next turn.

Strike of the Watchful Guard
Daily, Standard, Melee, Martial, Weapon
Target: 1 Creature
Attack: +32 vs AC
Hit: 4d12+21 damage.
Effect: Until end of encounter, make free melee basic attack against the target if you are adjacent and it shifts or attacks an ally.

Reaper's Stance
Daily, Minor, Personal, Stance, Weapon
Effect: Whenever you use a fighter power you score a critical on a 19-20, gain a +5 power damage bonus. Enemies starting adjacent take 1d12+21 damage and ongoing 10 damage (save ends), as long as you are able to make opportunity attacks.


Utility
Unstoppable
Daily, Minor, Personal, Healing, Martial
Effect: Gain 2d6+3 temporary hit points.

Defensive Training
Daily, Minor, Personal, Martial, Stance
Effect: Gain a +2 power bonus to either Fort, Ref, or Will.

Into the Fray
Encounter, Minor, Personal, Martial
Effect: Move 3 squares, ending adjacent to an enemy

Ultimate Parry
Daily, Immediate Reaction, Personal, Martial
Trigger: Take damage from an attack
Effect: Reduce damage by 26.

Surprise Step
Encounter, Immediate Reaction, Personal, Martial
Trigger: Adjacent enemy moves away from you
Effect: Shfit into the vacated square. Gain combat advantage against that enemy until end of next turn.

No Surrender
Daily, Immediate Reaction, Personal, Healing, Martial
Trigger: Your hit points drop to 0 or lower.
Effect: Gain enough hitpoints to bring you to one-half max hit points. Take a -2 penalty to attack rolls until end of the encounter.

Divine Regeneration
Daily, Minor, Healing, Personal
Effect: You gain regeneration 27 until the end of the encounter.
whitebaron

06-12-08, 09:37 AM
is there anything final yet as of how much money to use in building higher level characters for the playtest?
TelinArtho

06-12-08, 09:54 AM
Well i decided to leave him as is.. Against your Cleric.. this should be interesting to say the least.. :banghead:

Can we start with 2 fights and see how it goes LOL i have a feeling you will out heal my damage output.. :P

Well - I was aiming for 3 or 4 so that the daily would be less of an overriding factor and would be much more emphasized on the encounter powers.

I'll set up a thread when I get a chance.
Hirumajoe

06-12-08, 12:15 PM
is there anything final yet as of how much money to use in building higher level characters for the playtest?

I've been going with the default Magic Item +1 level, Magic Item your level, Magic Item -1 your level, and gold equal in value to Magic Item -1 your level.
lonewolf

06-12-08, 12:16 PM
is there anything final yet as of how much money to use in building higher level characters for the playtest?

I found the rules:
You get one item of your level+1, one item of your level, one Item of your level-1 and money worth another item of your level-1.


I consider this system flawed. For example, I want to buy 2 Duelists Dagger +5 for Brag at lvl 26. Both are lvl23 items as well as the Elven Battle Armor +5 I want.
The Value of those items is comparably low so it should be easily possible to get those items, but under the current system its not.

I suggest that we use the value of those items and let everyone decide for himself how to spend it.
whitebaron

06-12-08, 12:19 PM
i'd say we should use the worth of the items given by hirumajoe,
and restrict it to max lvl +1 alltogether.

that way, someone wanting to buy more and cheaper items would not be penalized.
CrazyArtificer

06-12-08, 01:20 PM
Give me some feedback on Baldovius. And, btw, Baldovius and Azuvir are looking for 2 opponents.


Baldovius, Raven Queen servant.
Drow Paladin
Hit Points....26......Bloodied...13
Healing Surge..6......Surges/day..10
Initiative....+2......Speed.......5(6-1armor)


Passive Perception +12
Passive Insight +17

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

Attacks:
Melee Basic...+5 Longsword..Damage: 1d8+2
Range Basic...N/A

At-Will Powers:
Divine Challenge
Minor
Range: 5
Marks Target pending engagement
Engagement: make melee attack or end adjacent to target
Effect: Target takes -2 to attacks that do not include Baldovius as the target, Takes 7 (3+cha) Radiant Dmg

Lay on Hands
Minor (2/day)
Range: melee touch
Effect: Expend Healing Surge, Target gains hp as if it had spent a healing surge +4

Enfeebling Strike
Range: Melee +7 vs. AC
Hit: 1d8+4, if target was marked it takes -2 to attacks till end of Baldovius next turn

Bolstering Strike
Range: Melee +7 vs. AC
Hit: 1d8+4, Baldovius gains 2 temporary hps

Encounter Powers:
Fearsome Smite
Range: Melee +7 vs AC
Hit: 2d8+4, target takes -2 penalty to attack rolls until the end of the next turn.

-- Channel Divinity (use any of the below 1/encounter)--
Divine Mettle
Minor
Range: 10
Effect: Target makes a saving throw at +4 for one effect

Divine Strength
Minor
Effect: Add +2 to damage on next attack this turn


Cloud of Darkness
Minor, burst 1
Effect: Cloud of Darkness which lasts until the end of the next turn. Everyone inside is blinded


Darkfire
Minor 6 vs Ref
Effect: Until the end of the next turn target grants combat advantage to anyone and cannot benefit from Invisibility or Concealment.

Daily Powers:
Paladin's Judgment
Attack: Cha vs Will
Hit: 3d8+4, 1d8 for an attack the enemy does on its turn (save ends)
Miss: half damage and 1d4

Ability Scores
Ability....Check......Ability....Check
Scores....Modifier....Scores....Modifier
STR 14.....+2.........INT 8.....-1
CON 11.....02.........WIS 14.....+2
DEX 14.....+2.........CHA 18.....+4


Feats
Healing Hands

Race/Class Feature
Darkvision
Trance
Loltouched (Cloud of Darkness, Darkfire)
Channel Divinity
Divine Challenge
Lay On Hands

Skills
Trained: Religion, Diplomacy, Insight, Heal
Bonuses: +2 Stealth, +2 Intimidate

Equipment:
Scale Armor 45gp
Longsword 15gp
Heavy Shield 10gp
30gp
Erithmu

06-12-08, 01:24 PM
Actually the wealth method we are using for higher levels is straight out of the DMG (143). I think Sauro's calculator was looking at the difference. But for quick buy/playtesting I think it works well for speed.
Hirumajoe

06-12-08, 02:23 PM
Ok, here's another level 26 4e playtest question.

The elemental maw spell (25th wizard).

Given that the vortex sticks around until the end of your next turn, can you slide creatures into the vortex and trigger the resulting damage and teleport?

Second, what if a creature willingly walking into the vortex? (Can I use it as a painful mass teleport for the team?)

Thirdly, what if a creature falls into the vortex? This might cause a recursion problem, since teleportation isn't restricted by vertical movement I believe (its not a push, pull or slide). So teleporting them 20 squares directly above the maw seems valid. Does it simply not trigger, or does the "you fall 100 squares in a round" come in and say no more than 5 times?

Clearly, from a balance perspective some, or perhaps all of these should not work (certainly not the last one...).
MindWandererB

06-12-08, 02:53 PM
Ok, here's another level 26 4e playtest question.

The elemental maw spell (25th wizard).

Given that the vortex sticks around until the end of your next turn, can you slide creatures into the vortex and trigger the resulting damage and teleport?

Second, what if a creature willingly walking into the vortex? (Can I use it as a painful mass teleport for the team?)

Thirdly, what if a creature falls into the vortex? This might cause a recursion problem, since teleportation isn't restricted by vertical movement I believe (its not a push, pull or slide). So teleporting them 20 squares directly above the maw seems valid. Does it simply not trigger, or does the "you fall 100 squares in a round" come in and say no more than 5 times?

Clearly, from a balance perspective some, or perhaps all of these should not work (certainly not the last one...).
It says "Any creature that is pulled into the vortex." "Pulled" is a game term, so only a creature that enters the vortex through a "pull" forced movement would be affected, IMO. Since the Maw's pull effect is instantaneous, it shouldn't present a problem.

Re: Money: I like Sauro's idea. Sauro, is your table fully fleshed out? If so, please email it to me so I can put it in the rules (when I make rules).

In the meantime, please use the DMG method. While flawed in many ways, it does have the advantage of almost ensuring that everyone has a level-appropriate enhancement bonus to attack, damage, and defenses.
lonewolf

06-12-08, 07:12 PM
Re: Money: I like Sauro's idea. Sauro, is your table fully fleshed out? If so, please email it to me so I can put it in the rules (when I make rules).


I dont see his idea. Where is it?
I might help out with some tables if necessary.
Rauul

06-12-08, 08:49 PM
Well - I was aiming for 3 or 4 so that the daily would be less of an overriding factor and would be much more emphasized on the encounter powers.

I'll set up a thread when I get a chance.

Sure we can do 3-4 i guess, just be ready for me to not always be able to be here.. but i will draw up some "tactics" for Albuur..
whitebaron

06-13-08, 04:59 AM
@hirumajoe: the only effect lasting longer than your standard action is the difficult terrain.
-> teleport: since it does say nothing about changing heights, i believe the z-axis of the creature is unaffected. also, you would not fall until it's your turn, too. (however strange that might look in real world terms)

@sauros tables: i'd propose we just figure out first how we want people to level, whether to use some kind of VPs, XP or other stuff - i'd propose just taking the money for lvl+1, lvl, 2*lvl-1 item would be ok, too, since the proposed initial items can be replaced by more lower level items with similar worth.

if we level by xp, we'd need some kind of tables for that. else, just give them higher level starting characters what they would get for each level up in our system...
Callix

06-13-08, 09:00 AM
I've finally finished some 4e characters. High-level versions wil get there eventually.

Yin
Female Drow Rogue
Str 12
Dex 18 (+2 racial)
Con 10
Int 10
Wis 10
Cha 18 (+2 racial)

HP 22, surge 6, 6 surges/day.
Speed 6
Initiative +4
Skills: Acrobatics +9, Intimidate +11, Stealth +11, Streetwise +9, Perception +5, Thievery +9.
Feat: Nimble Blade (+1 to hit with light blades and combat advantage)
Sneak Attack: +2d6 damage to one foe granting combat advantage 1/round.
Rogue Weapon Trick: Shuriken act as one size larger; +1 to hit with dagger.
AC: 16
Fort: 11
Ref: 16
Will: 14

Shortsword: +4 vs AC, 1d6+1
Shuriken: +7 vs AC, 1d6+1
Deft Strike: +7 vs AC, 1d6+4, move 2 squares.
Sly Flourish: +7 vs AC, 1d6+8
(Encounter)Positioning Strike: +7 vs Will, 1d6+4, slide target 4 squares.
(Daily)Trick Strike: +7 vs AC, 3d6+4, slide target 1. Slide that creature 1 whenever you hit it.

(Encounter) 1 of following:
Cloud of Darkness: Minor action, create a cloud of darkness until the end of your next turn.
Darkfire: +6 vs Will, target grants combat advantage & can’t be invisible or concealed until the end of your next turn.

Equipment: Leather armor, short sword (off hand), 30 shuriken, basic adventurer’s gear, thieves’ tools.
Yang
Male Elf Fighter
Str 16
Dex 16 (+2 Racial)
Con 13
Int 10
Wis 16 (+2 Racial)
Cha 8

28 HP, 7 surge, 10 surges/day.
Speed 6 (7 racial, -1 armor)
Skills: Athletics +8, Endurance +6, Heal +8, Perception +5, Nature +5
Feat: Elven Precision.
Weapon Talent: Two-Handed

AC: 17
Ref: 13
Fort: 15
Will: 13

Attacks:
Greatsword (basic): +7 vs AC, 1d10+3.
Cleave: +7 vs AC, 1d10+3, 3 to another.
Reaping Strike: +7 vs AC, 1d10+3, miss 3.
(Encounter) Steel Serpent Strike: +7 vs AC, 2d10+3, target slowed & can’t shift for 1 turn.
(Encounter) Elven Accuracy: Reroll 1 attack roll with a +2 bonus.
(Daily) Brute Strike: +7 vs AC, 3d10+3, reliable.

Gear: Greatsword, Scale Armor, basic adventuring kit, climber’s kit, lantern.

I hope I haven't made too many mistakes.
CrazyArtificer

06-13-08, 09:03 AM
Callix, what about Yin e Yang vs Azuvir and Baldovius?
Callix

06-13-08, 09:15 AM
Callix, what about Yin e Yang vs Azuvir and Baldovius?

This is a bit silly of me; it's exam season at my university, and I'm a little short of time for PbP. I really should've thought of that before posting playtest characters. Also, I've never PbPed much. How active does one need to be to keep a match moving?

If I've got time, I'd love to fight your team, CA.
CrazyArtificer

06-13-08, 10:00 AM
This is a bit silly of me; it's exam season at my university, and I'm a little short of time for PbP. I really should've thought of that before posting playtest characters. Also, I've never PbPed much. How active does one need to be to keep a match moving?

If I've got time, I'd love to fight your team, CA.

Well, I am busy as well. We don't need to limit ourselves to 1 fight each week so with playtest fights you can challenge more than one opponent with the same characters and even fight multiple fights at the same time.

Said this, I see no problems in waiting if you have an exam or the like. I'll probably be offline the whole weekend and perhaps a few days of the upcoming week. We can stay pitlord free and use the playtest account to roll dices everytime one of us is online.

If you still prefer waiting to have more time, not a problem ;)
whitebaron

06-13-08, 11:10 AM
The Arcane Initiates are also up for further lvl 1 combat against anyone that has the time to do so. i dislike starting at such high levels, (it totally takes the flair out of discovering something new) so i won't participate in anything above heroic tier.
Hirumajoe

06-13-08, 01:21 PM
@hirumajoe: the only effect lasting longer than your standard action is the difficult terrain.
-> teleport: since it does say nothing about changing heights, i believe the z-axis of the creature is unaffected. also, you would not fall until it's your turn, too. (however strange that might look in real world terms)


1) Its not clear whether the vortex lasts only the standard action or until the end of your next turn. I mean, I read "Effect: The origin square becomes a vortex of energy. The burst creates an area of difficult terrain. The effect remains until the end of your next turn."

If the third line doesn't apply to the first line, what duration does? Is there a default duration for durationless "Effects"? Why put that part in the "Effect" section when it properly should only apply to the "Hit" section in this interpretation?

2) Can you point me to the page number where it says you only fall on your turn? That leads to really weird situations, like getting pushed off 1 square, failing the save, then an ally walking up and pulling you back on or sliding you, back on, before you fall the 100' down the cliff on your upcoming turn.

3)Upon my reading of the teleportation and forced movement rules around page 285, I don't think anything prevents you from teleporting the target 20 squares up. Since nothing restricts a self teleport's height, I don't see why teleporting someone else should have height restrictions. Note that teleportation is not forced movement by game rule definition. It has completely different restrictions, such as needing LOS but not LOE. Forced movement does have the restriction of no vertical movement.

As far as I can tell, forced movement is defined to only be a pull, push, or slide. I believe swaps and teleports should be unaffected by those rules.

Edit: Swaps are clearly defined under the force movement section, as a slide by the opponent and a shift by yourself. Which is interesting because that implies characters on a different level cannot swap locations with the opponent.


I'm still weirded out by the pulls only - since that means the two paladin pull powers would work, while sliding and so forth won't. It also implies that if you get hit, would be affected by the pull, but already are at the origin, you're not teleported or take extra damage - since you weren't pulled. Or does a pull for 0 space count? Also, is forced movement considered finished once another movement affect occurs? I.e. Vertex is created adjacent, target is pulled in 1 square, teleports (and takes damage) 1 square over, still has 1 pull square left and pulls again, teleporting (and taking damage) again?

I can't wait for when the FAQs and errata start getting filled out with all the loop-hole stuff...
whitebaron

06-13-08, 02:54 PM
well, so basically you're saying forced movement is defined as push, pull or slide, and nothing else. i don't see this anywhere written down in the phb, so what about applying some common sense instead of interpreting a definition that's not in there?

forced movement is everything that is not done voluntarily. so a forced teleportation is still, well, forced.

which brings me to the point of forced teleportation "Forced movement can’t move a target into a space it couldn’t enter by walking" - so no teleporting the opponent 20 up as well...

basically, this is also a balancing issue. if you had it your way, a forced teleport power would automatically deal additional damage to every creature NOT already flying.

----

about falling:
this is handled in the dmg, pages 47++

"remaining in the air: if you fail to fly at least 2 squares during your turn, whether due to not moving far enough or simply not using the fly action, you
crash at the end of your turn."

this is done like that due to the fact, that all actions of one round are supposed to be done in the same few seconds. initiative dictates the order, but in the big picture, all would be cut together so you get a fast and moving scene instead of something highly static. this also means, that you can't really fall on your opponents turns, since this would amount to you gaining increasingly massive speed.

---
forced movement: can not be interrupted unless the power doing so is an immediate interrupt. you can not split any actions, and the full forced movement is a part of it.

---
about your concrete spell:
the pull in its effect is clearly referring to its own pull, that the maw does. only if you are pulled by the initial effect, it deals additional damage. Clearly, other powers cannot make you take that effect, else it would be worded like other area powers (cf. cloud of daggers, wall of ice, frostburn, cloudkill)

also, the creature ends up prone after teleporting. which means it has to be on the ground.

---
summary: i feel like hamsters and microwaves are only the top of the ice....
MindWandererB

06-13-08, 03:08 PM
well, so basically you're saying forced movement is defined as push, pull or slide, and nothing else. i don't see this anywhere written down in the phb, so what about applying some common sense instead of interpreting a definition that's not in there?

forced movement is everything that is not done voluntarily. so a forced teleportation is still, well, forced.P. 285: "Whether you’re pulling, pushing, or sliding a target, certain rules govern all forced movement." So forced movement = push, pull, or slide. Besides, some of the rules under "forced movement" (which, BTW, is under the "Push, Pull, and Slide" heading) make no sense when applied to involuntary teleportation.
Hirumajoe

06-13-08, 03:13 PM
well, so basically you're saying forced movement is defined as push, pull or slide, and nothing else. i don't see this anywhere written down in the phb, so what about applying some common sense instead of interpreting a definition that's not in there?

forced movement is everything that is not done voluntarily. so a forced teleportation is still, well, forced.


Actually, I was wrong about swaps, those are defined in the forced movement section as a slide and a shift, and thus are affected by the force movement rules.


---
summary: i feel like hamsters and microwaves are only the top of the ice....

You and me both. Hmm... does this mean I should start up new Courtroom of (winning poll name here)/Council of (winning poll name here) threads if I'm already trying to get powers clarified or reigned in that I think are poorly defined/balanced?
whitebaron

06-13-08, 03:14 PM
@mwb: while this holds true for the statement
"push pull and slide are all forced movement", the contrary is not necessarily true.

compare it to this statement:

whether it's a rat, a cat or a dog, certain features are true for all mammals.


and @joe: no, spatha has not really won yet. :)
MindWandererB

06-13-08, 03:48 PM
@mwb: while this holds true for the statement
"push pull and slide are all forced movement", the contrary is not necessarily true.

compare it to this statement:

whether it's a rat, a cat or a dog, certain features are true for all mammals.


and @joe: no, spatha has not really won yet. :)
True, but the fact that "forced movement" is a subset of the Push/Pull/Slide rules means the exact opposite.
whitebaron

06-13-08, 04:24 PM
True, but the fact that "forced movement" is a subset of the Push/Pull/Slide rules means the exact opposite.

its a subchapter, yes but: why make a difference without saying that forced movement consists out of those 3?

it's not like every chapter and rule in the dmg and phb is at the right place. the severity of a fall you can find under forced movement in the dmg, and the hitpoints of objects under the heading of dungeon walls.


also, finding things like conditions is hard with them being under attack results...
Rauul

06-13-08, 04:27 PM
and @joe: no, spatha has not really won yet. :)

Nope but i am Campaining for it...And not just cause i want a Warrior to yell before a Battle "I AM SPATHA"
MindWandererB

06-13-08, 05:30 PM
Amavelle Sheharath
Female Elf Fighter / Medium Fey Humanoid - Good
Hit Points....32......Bloodied...16
Healing Surge..8......Surges/day..10
Initiative....+4......Speed.......7

AC....Fort....Ref.....Will
17.....15......14......12

Attacks:
Melee Basic...+7(greatsword)..Damage: 1d10+3
(+0 level, +3 Str, +1 class, +3 prof, +0 enh)
Ranged Basic..+6(longbow).....Damage: 1d10+4...Range 20/40
(+0 level, +4 Dex, +2 prof, +0 enh)
+2 attack on OAs

At-Will Powers:
Reaping Strike
Melee weapon....+7 vs. AC
Hit: 1d10+3 damage.
Miss: 3 damage.

Cleave
Melee weapon....+7 vs. AC
Hit: 1d10+3 damage, and another adjacent enemy takes 3 damage.

Encounter Powers:
Steel Serpent Strike
Melee weapon....+7 vs. AC
Hit: 2d10+3 damage, and target is slowed and cannot shift until end of next turn.

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

Daily Power:
Villain's Menace
Melee weapon....+7 vs. AC
Hit: 2d10+3 damage, and gain +2 attack/+4 damage against target for rest of encounter.
Miss: Gain +1 attack/+2 damage against target for rest of encounter.


Ability Scores
Ability....Check......... Ability....Check
Scores....Modifier....... Scores....Modifier
STR 16.....+3............ CON 12.....+1
DEX 18.....+4............ INT 10.....+0
WIS 14.....+2............ CHA 08.....-1


Feats
Toughness (+5 HP/tier)

Class Features
Combat Challenge (Mark opponent until end of next turn on attack; as an immediate interrupt, make basic attack against marked opponents who shift or attack an ally)
Combat Superiority (+Wis to OAs and stop movement)

Racial Features
Fey Origin
Group Awareness (+1 Perception to non-elf allies within 5)
Wild Step (Shift through difficult terrain)
Low-light vision

Skills
Acrobatics.......+3
Arcana...........+0
Athletics (T)....+7
Bluff............-1
Diplomacy........-1
Dungeoneering....+2
Endurance (T)....+5
Heal (T).........+7
History..........+8
Insight..........+2
Intimidate.......-1
Nature...........+4
Perception.......+4
Religion.........+2
Stealth..........+3
Streetwise.......-1
Thievery.........+3

Equipment:
Hide armor [30 gp][25 lb]
Greatsword [30 gp][8 lb]
Longbow [30 gp][3 lb]
Arrows, 60 [2 gp][6 lb]
Sunrods, 2 [4 gp][2 lb]
Total: 96/100 gp, 44/160 lb
Maravanna Sheharath
Female Elf Cleric / Medium Fey Humanoid - Good
Hit Points....24......Bloodied...12
Healing Surge..6......Surges/day..8
Initiative....+2......Speed.......6

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

Attacks:
Melee Basic...+2(dagger)......Damage: 1d4-1...Range 5/10
(+0 level, -1 Str, +3 prof, +0 enh)
Ranged Basic..+4(longbow).....Damage: 1d10+2...Range 20/40
(+0 level, +2 Dex, +2 prof, +0 enh)

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

Sacred Flame
Ranged 5....+4 vs. Reflex
Hit: 1d6+4 radiant damage, and one ally either gets 3 temp HP or makes a saving throw.

Encounter Powers:
Channel Divinity: Divine Fortune
Free Action....Personal
Effect: +1 to next attack roll or saving throw before end of next turn.

Channel Divinity: Turn Undead
Close Burst 2....+4 vs. Will
Target: Each undead in burst
Hit: 1d10+4 radiant damage, push 6, and immobilized until end of next turn.

Inspiring Word
Minor Action
Special: Can be used 2x per encounter, 1x per round
Close burst 5....You or one ally in burst
Effect: Target spends a healing surge and gains an additional 1d6+4 HP.

Cause Fear
Ranged 10....+4 vs. Will
Hit: Target moves its speed +3 away.

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

Daily Power:
Cascade of Light
Ranged 10....+4 vs. Will
Hit: 3d8+4 radiant damage, and target gains vulnerability 5 to my attacks (save ends).
Miss: Half damage.


Ability Scores
Ability....Check......... Ability....Check
Scores....Modifier....... Scores....Modifier
STR 08.....-1............ CON 12.....+1
DEX 14.....+2............ INT 10.....+0
WIS 18.....+4............ CHA 16.....+3


Feats
Warrior of the Wild (Ranger Multiclass: Hunter's Quarry 1/encounter unill end of next round)

Class Features
Healer's Lore (+Wis to healing powers)
Ritual Casting

Racial Features
Fey Origin
Group Awareness (+1 Perception to non-elf allies within 5)
Wild Step (Shift through difficult terrain)
Low-light vision

Skills
Acrobatics.......+1
Arcana (T).......+5
Athletics........-2
Bluff............+3
Diplomacy........+3
Dungeoneering....+4
Endurance........+0
Heal (T).........+9
History..........+0
Insight (T)......+9
Intimidate.......+3
Nature...........+6
Perception (T)..+11
Religion (T).....+5
Stealth..........+1
Streetwise.......+3
Thievery.........+1

Equipment:
Chainmail [40 gp][40 lb]
Dagger [1 gp][1 lb]
Longbow [30 gp][3 lb]
Holy Symbol [10 gp][1 lb]
Arrows, 60 [2 gp][6 lb]
Sunrods, 2 [4 gp][2 lb]
Ritual Book [Bonus][3 lb]
- Gentle Repose [Bonus]
- Make Whole [Bonus]
Alchemical Reagents [3 gp]
Mystic Salves [10 gp]
Total: 100/100 gp, 56/80 lb
Ready to take on any comers.
Callix

06-13-08, 06:13 PM
Well, I am busy as well. We don't need to limit ourselves to 1 fight each week so with playtest fights you can challenge more than one opponent with the same characters and even fight multiple fights at the same time.

Said this, I see no problems in waiting if you have an exam or the like. I'll probably be offline the whole weekend and perhaps a few days of the upcoming week. We can stay pitlord free and use the playtest account to roll dices everytime one of us is online.

If you still prefer waiting to have more time, not a problem ;)

I'm happy to start. It might just move a bit slowly.
MindWandererB

06-13-08, 07:03 PM
Grrrntag
Male Bugbear Ranger
Hit Points....29......Bloodied...14
Healing Surge..7......Surges/day..7
Initiative....+4......Speed.......6

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

Attacks:
Melee Basic...+7(longsword)..Damage: 1d10+5
(+0 level, +4 Str, +3 prof, +0 enh)
Ranged Basic..+6(longbow)....Damage: 1d12+4...Range 20/40
(+0 level, +4 Dex, +2 prof, +0 enh)

At-Will Powers:
Hit and Run
Melee weapon....+7 vs. AC
Hit: 1d10+5 damage.
Effect: If you move after this attack, the first step does not provoke OA from the target.

Twin Strike
Melee or Ranged weapon....+7 vs. AC (two attacks, 1 or 2 targets)
Hit: 1d10+1 melee damage/1d12 ranged damage.

Encounter Powers:
Predatory Eye
Minor Action....Personal
Effect: If you have combat advantage, the next attack before end of next turn deals +1d6 damage.

Two-Fanged Strike
Melee or Ranged weapon....+7 vs. AC (two attacks)
Hit: 1d10+5 melee damage/1d12+4 ranged damage. If both attacks hit, add 1 damage.

Daily Power:
Jaws of the Wolf
Melee weapon....+7 vs. AC (two attacks)
Hit: 2d10+5 damage.
Miss: Half damage.


Ability Scores
Ability....Check......... Ability....Check
Scores....Modifier....... Scores....Modifier
STR 18.....+4............ CON 12.....+1
DEX 18.....+4............ INT 08.....-1
WIS 12.....+1............ CHA 10.....+0


Feats
Toughness (+5 HP/tier)
Weapon Focus: Heavy Blade (+1 damage)

Class Features
Two-Blade Fighting Style (can use 1-hand weapons as off-hand)
Hunter's Quarry (designate nearest enemy as minor, +1d6 damage 1/round)
Prime Shot (if no ally closer to target, +1 to ranged attacks)

Racial Features
Oversized (can use Large weapons)
Low-light vision

Skills
Acrobatics (T)...+8
Arcana...........-1
Athletics (T)....+8
Bluff............+0
Diplomacy........+0
Dungeoneering....+1
Endurance........+1
Heal.............+1
History..........-1
Insight..........+1
Intimidate.......+2
Nature (T).......+6
Perception (T)...+6
Religion.........-1
Stealth (T).....+10
Streetwise.......+0
Thievery.........+3

Equipment:
Hide armor [30 gp][25 lb]
Longsword [15 gp][4 lb]
Longsword [15 gp][4 lb]
Longbow [30 gp][3 lb]
Arrows, 60 [2 gp][6 lb]
Sunrods, 2 [4 gp][2 lb]
Total: 96/100 gp, 44/160 lb
Savage
Female Tiefling Warlock
Hit Points....24......Bloodied...12
Healing Surge..6......Surges/day..7
Initiative....+0......Speed.......6

AC....Fort....Ref.....Will
16.....11......15......15
Resist Fire 5

Attacks:
Melee Basic...+4(dagger)..........Damage: 1d4+1...Range 5/10
(+0 level, +1 Str, +3 prof, +0 enh)
Ranged Basic..+4(eldritch blast)..Damage: 1d10+4...Range 10, vs. Reflex
(+0 level, +4 Cha, +0 enh)
Ranged Basic..+0(crossbow)........Damage: 1d8+0...Range 15/30
(+0 level, +0 Dex, +2 Prof, +0 enh)
+1 attack vs. bloodied opponents

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

Eyebite
Ranged 10....+4 vs. Will
Hit: 1d6+4 psychic damage, and invisible to the target until beginning of next turn.

Encounter Powers:
Infernal Wrath
Minor Action....Personal
Effect: +1 attack and +4 damage to an opponent that hit and damaged you since last turn.

Witchfire
Ranged 10....+4 vs. Reflex
Hit: 2d6+4 fire damage and target gets -6 to attacks until end of next turn.

Daily Power:
Dread Star
Ranged 10....+4 vs. Will
Hit: 3d6+4 damage, and target is immobilized until end of next turn.
Effect: -2 Will defense (save ends).


Ability Scores
Ability....Check......... Ability....Check
Scores....Modifier....... Scores....Modifier
STR 12.....+1............ CON 12.....+1
DEX 10.....+0............ INT 18.....+4
WIS 08.....-1............ CHA 18.....+4


Feats
Skill Training: Stealth

Class Features
Misty Step pact boon (When cursed enemy reduced to 0 HP, teleport 3)
Prime Shot (if no ally closer to target, +1 to ranged attacks)
Shadow Walk (if moved 3 squares, gain concealment until end of next turn)
Warlock's Curse (curse nearest enemy as minor, +1d6 damage 1/round)

Racial Features
Bloodhunt (+1 attack vs. bloodied)
Resist Fire 5 + 1/2 level
Low-light vision

Skills
Acrobatics.......+0
Arcana (T).......+9
Athletics........+1
Bluff (T).......+11
Diplomacy........+4
Dungeoneering....+0
Endurance........+1
Heal.............-1
History..........+4
Insight..........-1
Intimidate.......+4
Nature...........-1
Perception.......-1
Religion (T).....+9
Stealth (T)......+7
Streetwise.......+4
Thievery (T).....+7

Equipment:
Leather armor [25 gp][15 lb]
Dagger [1 gp][1 lb]
Crossbow [25 gp][4 lb]
Bolts, 40 [2 gp][4 lb]
Sunrods, 2 [4 gp][2 lb]
Thieves' tools [20 gp][1 lb]
Total: 77/100 gp, 27/120 lb
And two more.
CrazyArtificer

06-14-08, 09:06 AM
I'm happy to start. It might just move a bit slowly.

My girlfriend came home a day earlier. I'll open the thread on Monday :)
Rauul

06-14-08, 07:55 PM
A New and Different type of Shadow..


Shadow of the Woods
Male Human Ranger (Archer Ranger)
Hit Points....22......Bloodied...11
Healing Surge..5......Surges/day..6
Initiative....+5......Speed.......6

AC....Fort....Ref.....Will
17.....12......17......10

Attacks:
Melee Basic...+2(Handaxe)...Damage: 1d6
Range Basic...+7(Handaxe)...Damage: 1d6 (5-10)
Range Basic...+7(Longbow)..Damage: 1d10 (20-40)

At-Will Powers:
Careful Attack
Ranged Weapon
Hit: Dexterity + 2 vs. AC
Damage 1[W]

Nimble strike
Ranged Weapon
Special:Shift 1 square before or after you attack
Hit: 1[W] + Dexterity modifier damage.

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

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

Daily Powers:
Hunter’s Bear Trap
Ranged weapon
Hit:2[W] +Dexterity modifier damage (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....Che ck
Scores....Modifier........Scores....Modi fier
STR 13.....+1.............INT 10.....+0
CON 10.....+0.............WIS 13.....+1
DEX 20.....+5.............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(t).......5
Heal ................1
History...............0
Insight...............1
Intimidate..........-1
Nature (T)..........6
Perception(t)......6
Religion .............0
Stealth(t)..........10
Streetwise........-1
Thievery............5

Equipment
Longbow 30 gp 3 lbs
handaxe (4) 20 gp 12 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
(94 gp spent)


Please let me know if you See anything I did Wrong..
Rauul

06-16-08, 06:13 PM
Been thinking a little (well alot) about the new City.. After reading the DMG and Fallcrest.. maybe something like that would be nice.. something small that we can build up.. with a unnatural rift to keep people from dieing within the area that the arena was built by some ancient group of people whos name is lost in time, or maybe Kord the God of Battle.. an Area Reclaimed by the group now in the Quest/campaign....

I don't know.. i am just tossing stuph out there.. still someone saids something.. keeps my mind active..
tunagolem

06-17-08, 09:39 AM
If a playtest is going to be a of single fight, the PCs should have either action points or daily powers.
Higher lvl PCs should limit the amount of daily powers as well.
Callix

06-19-08, 04:04 AM
If a playtest is going to be a of single fight, the PCs should have either action points or daily powers.
Higher lvl PCs should limit the amount of daily powers as well.

The playtests are more than one fight per day. People are conserving their resources somewhat, though not excessively. We're being careful about this.
Callix

06-23-08, 07:34 PM
Seeing as my other playtest has been idle for a week, anyone else want to fight Yin and Yang? I need to change Yang's level 1 feat (Heavy Blade Opportunity to Elven Accuracy), but once that's done, just start thread, choose map, etc.

I can also do leveled up versions if you want.
MindWandererB

06-23-08, 07:45 PM
I'm available. Pick either of my level 1 teams.
Callix

06-23-08, 08:10 PM
I'm afraid I can't seem to find your sheets; pick one if you want, or give me some directions if you don't.

Regardless, your call on map. I got my pick against Crazy.
MindWandererB

06-23-08, 08:28 PM
They're only 9-11 posts above this one....
Callix

06-23-08, 08:34 PM
They're only 9-11 posts above this one....

*Slaps self*

I'll take the Savages. Your choice of map.
Callix

06-23-08, 08:38 PM
Thread up...