[4E] Characters of Sagaris

Post/Author/DateTimePost
#1

MindWandererB

Jul 15, 2008 13:19:54

Welcome to the City of Sagaris


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

For Player Characters only!



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

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

To use the sample sheet, click the IMAGE(http://forums.gleemax.com/images/buttons/community/quote.gif) button and delete the [QUOTE=MindWandererB;16354331] and[/quote]
tags at the beginning and end.
#2

MindWandererB

Jul 15, 2008 13:39:05
Ready for Month Day [Fight 1]

Team Name



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

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

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

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

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

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

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


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


Feats
Feat Name (effect)

Class Features
Feature Name (effect)

Racial Features
Feature Name (effect)

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

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

Total: ??/??? gp, ??/??? lb
Retraining
Level 2: ...
Level 3: ...
#3

lonewolf

Jul 15, 2008 13:47:32

Power and Endurance



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

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

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



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

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


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

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

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

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

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

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

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

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


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

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

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


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

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


Total: 4477/4750 gp, 61/180 lb

#4

hirumajoe

Jul 15, 2008 23:15:16

Team Longshot



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

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

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


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

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

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

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


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

Utility Powers:

Item Powers:

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

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

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

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

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

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

Total: 95/100 gp, 80/100 lb

#5

setzertrancer

Jul 15, 2008 23:18:12

The Cataclysm



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

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

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

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

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

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

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

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

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

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


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


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

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


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


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

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

Total: 53/100 gp, 15/100 lb

#6

whitebaron

Jul 16, 2008 5:30:13

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


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

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


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


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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

Total: 4560/4750 gp, 15/100 lb

#7

sindorin

Jul 16, 2008 10:32:18
Work in progress

Ready for Month Day [Fight 1]

Team Name



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

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

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

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

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

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


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


Feats
Feat Name (effect)

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

Racial Features
Feature Name (effect)

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

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

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

#8

Erithmu

Jul 16, 2008 21:43:32

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




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

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

Attacks:
Use Spells

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

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

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

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

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

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

Spellbook
Lvl 1 Attack: Sleep/Freezing Cloud
#9

saurogrenom

Jul 16, 2008 22:46:40
Ready for Month Day [Fight 1]

Archons



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

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

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

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

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

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

Item Powers:

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

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

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

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

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

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

Total: ??/??? gp, ??/??? lb
#10

crazyartificer

Jul 21, 2008 7:11:11
just in time for 1st fight, I promise.
#11

CoPRed

Jul 21, 2008 19:15:07

Unionized Labor



Sledgehammer
Sledgehammer
Male Minotaur Fighter 1

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

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

Basic Attacks:

Melee Basic

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

Ranged Basic

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

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

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

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

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

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

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


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

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

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

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

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

Total: 100/100 gp, 94/180 lb
#12

salrantol

Jul 22, 2008 13:33:12
Ready for ????, 2009 [Fight 3]

The Underdark Yakuza!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Languages: Common, Goblin

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

Total: 1540/1750 gp, 112/160 lb
#13

TelinArtho

Jul 22, 2008 13:41:42

Swift Hammer



Barandor Stronghammer

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

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

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

Initiative -1
Speed 5 squares

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

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

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

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

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

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

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

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

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


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

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

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

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

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

[86lbs] [90gp]
#42

billiam

Apr 22, 2009 1:27:59

Knights of the Order




Joeby Juan Kenobi
Joeby Juan Kenobi
Male Half-Elf Paladin 1
Hit Points....29......Bloodied....14
Healing Surge.7......Surges/day..12
Initiative....+0......Speed.......5

AC....Fort....Ref.....Will
20.....13......11......15


At-Will Powers:
Bolstering strike
Paladin attack Level 1 [divine], [weapon]
Melee Weapon....+7 vs. AC
Hit: 1d8+4 damage and you gain 3 temp hp.

Enfeebling Strike
Paladin attack Level 1 [divine], [weapon]
Melee Weapon....+7 vs. AC
Hit: 1d8+4 damage and If the target is marked it takes -2 to attack rolls until the end of my next turn.

Encounter Powers:
Shielding Smite
Paladin Attack Level 1 [divine], [weapon]
Melee weapon....+7 vs. AC
Hit: 2d8+4
Effect: One ally within 5 squares gains 3 AC till the end of my next turn.


Sacred Flame
Cleric Attack Level 1 [divine], [implement], [radiant]
ranged 5....+3 vs. Reflex
Hit: 1d6+3 radiant damage and one ally gains 4 temp hp or make a saving throw.

Daily Powers:
On Pain of Death
Paladin Attack Level 1 [divine], [implement]
ranged 5....+4 vs. Will
Hit: 3d8+4 damage and Once per round the target takes 1d8 damage after making any attacks on its turn (save ends)
Miss: Half-damage and Once per round the target takes 1d8 damage after making any attacks on its turn(save ends)

Item Powers:
none yet


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


Feats
Initiate of the faithlvl1

Paladin Features
Divine Challenge
- -2 to hit 7 radiant damage if they attack another target
Channel Divinity (Target makes saving throw+4 or add +1 to damage on next attack)
Lay on Hands


Half-Elf Features
Half-Elf Dilettante - Encounter (Sacred Flame)
+2 Con, +2 Cha
Low Light vision
+1 to allies diplomacy checks
Dual-Heritage (Elf or human feats)
+2 Diplomacy, insight

Skills
Acrobatics.......-2
Arcana...........-1
Athletics........-1
Bluff............+4
Diplomacy........+6
Dungeoneering....+3
Endurance........+0
Heal.............+8 (Trained)
History..........-1
Insight..........+10 (Trained)
Intimidate.......+9 (Trained)
Nature...........+3
Perception.......+3
Religion.........+4 (Trained)
Stealth..........-2
Streetwise.......+4
Thievery.........-2

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

Total: 75/100 gp, 69/120 lb
Retraining
Level 2: ...
Level 3: ...
#43

dr._funk

Apr 24, 2009 20:04:43

Protectors of Mithos



Yuan

Yuan Ka-Fai
Male Human Rogue

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

Hit Points 31 (12 Rogue + 14 Con +5 feat) Bloodied 15
Healing Surge 7hp / 8 7/day
Second Wind 7hp + 2 to all defenses until next action
Armor Class 16 [10 + 0 (level) +2 armor + 4 (Dex)]
Fortitude Defense 13 [10 + 0 (level) + 2 (Str/Con) + 1 (human)]
Reflex Defense 17 [10 + 0 (level) + 4 (Dex/Int) +2 (rogue) + 1 (human)]
Will Defense 12 [10 + 0 (level) + 1 (Wis/Cha) + 1 (human)]

Initiative +4
Speed 6 squares

Attacks:
Short Sword +5 1d6 + 2 (+2 Str, +3 prof)
Sling +6 1d6 10/20 (+4 Dex, +2 prof)

Feats
Backstabber lvl 1
Toughness (human)

At-Will Powers: (all attacks require a light blade)
Deft Strike
Rogue 1, Martial, Weapon
• Target: One Creature
• Range: Melee or Ranged weapon
• Attack: +7 (short sword, Dex, prof) +6 (sling, Dex, prof) vs AC
• Hit: 1d6 + 4 (Dex)
• Special: Can Shift 2 squares before the attack

Piercing Strike

Rogue 1, Martial, Weapon, Melee
• Target: One Creature
• Range: Melee
• Attack: +7 (Dex, Prof) vs Reflex
• Hit: 1d6 + 4 (Dex)

Riposte Strike
Rogue 1, Martial, Weapon, Melee

• Target: One Creature
• Attack: +7 (Dex, prof) vs AC
• Hit: 1d6 +4 (Dex) if target attacks me before next turn, immediate interrupt:
Attack: +5 (str, prof) vs AC
Hit: 1d6 +2 (Str)

Encounter Powers:
Dazing Strike
Rouge 1, Martial, Weapon, Melee
• Target: One Creature
• Attack: +7 (Dex, prof) vs AC
• Hit: 1d6 + 4 (Dex)
• Effect: Target is dazed until ended of my next turn

Daily Powers:
Blinding Barrage
Rouge 1, Martial, Weapon

• Target: Each creature in blast
• Range: Close blast 3
• Attack: +7 (Dex, prof) vs AC
• Hit: 2d6 + 4 (Dex)
• Effect: target is blinded until end of my next turn
• Miss: Half damage, not blinded

Race and Class Features
Human
Bonus At-will power
Bonus Feat
Bonus Skill

Rogue
Armor: Cloth, leather
Weapon: Dagger, Hand x-bow, Shuriken, Sling, Short Sword
First Strike: have combat advantage vs creature that hasn’t acted
Brutal Scoundrel: sneak attack bonus equal to Str bonus
Weapon Talent: Daggers get +1 attack, Shurikens are d6
Sneak Attack: 2d8 + 2

Skills
Acrobatics..... +9 (+4 Dex, +5 Trained)
Athletics........+7 (+2 str, +5 Trained)
Bluff..............+6 (+1 Cha, +5 Trained)
Intimidate.....+6 (+1 Cha, +5 Trained)
Perception…..+5 (+0 Wis, +5 Trained)
Stealth...........+9 (+4 Dex, +5 Trained)
Thievery........+9 (+4 Dex, +5 Trained)

Equipment:
Leather armor [25 gp][15 lb]
Short Sword [10 gp][5 lb]
Sling [1 gp][0 lb]
20 bullets [1 gp][5 lb]
Total: 63/100 gp, 25/140 lb
#44

douglas_zuver_dup

Apr 25, 2009 21:35:04
Retired [Next Fight 3/4]


Night Blooming Jasmine



Zebith
Zebith, the Protector
Male Drow Paladin 1 of Bahamut
Alignment: Lawful Good
Hit Points....29......Bloodied....14
Healing Surge.7......Surges/day...12 with 12 remaining
Initiative....+2......Speed.......5
Magic Item Personal Uses: 1 / Action Points: 1 / Milestones:

AC....Fort....Ref.....Will
20.....13......15......15

Attacks:
Melee Basic...+3 (Longsword).....Damage: 1d8
(+0 level, +0 Str, +3 prof, +0 enh)
Melee Basic...+3 (Dagger).....Damage: 1d4
(+0 level, +0 Str, +3 prof, +0 enh)
Ranged Basic…+5 (Dagger).....Damage: 1d4+2 (5/10)
(+0 level, +2 Dex, +3 prof, +0 enh)

At-Will Powers:
Bolstering Strike
Standard: Divine, Weapon
Melee….+7 vs. AC
Hit: 1d8+4 damage and you gain 2 temp hp.
Critical Damage=12

Enfeebling Strike
Standard: Divine, Weapon
Melee….+7 vs. AC
Hit: 1d8+4 damage and if you marked this target, it takes -2 to attack rolls until the end of your next turn.
Critical Damage=12

Divine Challenge
Minor: Divine Radiant
Close Burst 5 (one target in burst)
Effect: Marks target (typical -2 to hit anyone else). Target takes 7 radiant damage the first attack in a turn that it does not include you as target. (To maintain mark, you must attack target or end your turn adjacent to the target).

Lay on Hands
Minor: Divine Healing
Melee Touch (one creature)
Special: You can use this power twice a day.
Effect: you spend a healing surge but regain no hit points. The target regains hit points as if it had spent a healing surge.

Encounter Powers:
Second Wind
Standard: Personal
Effect: Spend a healing surge and regain 7 hit points. Gain +2 to all defenses until the start of your next turn.

Cloud of Darkness (Racial)
Minor
Close Burst 1
Effect: The burst creates a cloud of darkness that remains in place until the end of your next turn. The cloud blocks line of sight, squares within it are totally obscured, and creatures entirely within it are blinded until they exit. You are immune to these effects.
Note: Zebith must choose to use either Cloud of Darkness or Darkfire during an encounter, he cannot use both.

Darkfire (Racial)
Minor
Ranged 10…+8 vs. Ref.
Hit: Until the end of your next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment.
Special: This attack is keyed off charisma.
Note: Zebith must choose to use either Cloud of Darkness or Darkfire during an encounter, he cannot use both.

Divine Mettle (channel divinity)
Minor: Divine
Effect: The target makes a saving throw with a +4 bonus.

Divine Strength (channel divinity)
Minor: Divine
Effect: Add a +0 bonus as extra damage on your next attack.

Armor of Bahamut (channel divinity)
Immediate Interrupt: Divine
Ranged 5
Trigger: An enemy scores a critical hit on you or an ally.
Effect: Turn the critical hit within 5 squares of you into a normal hit.

Shielding Smite
Standard: Divine, Weapon
Melee…+7 vs. AC.
Hit: 2d8+4 damage.
Effect: Until the end of your next turn, one ally within 5 squares of you gains a +2 power bonus to AC,
Critical Damage=20

Daily Powers:
On Pain of Death … [ ] (x indicates daily is expended)
Standard: Divine, Implement
Ranged 5…+4 vs. Will
Hit: 3d8+4 damage. One per round the target takes 1d8 damage after making any attacks on its turn (save ends).
Miss: half damage and use 1d4 in place of 1d8 above.
Critical Damage=28

Item Powers:
N/A

Ability Scores
STR 10 (+0) [00 pts] [10 base, +0 advancement]
CON 14 (+2) [05 pts] [14 base, +0 advancement]
DEX 15 (+2) [03 pts] [13 base, +2 racial, +0 advancement]
INT 08 (-1) [00 pts] [08 base, +0 advancement]
WIS 14 (+2) [05 pts] [14 bas, +0 advancement]
CHA 18 (+4) [09 pts] [16 base, +2 racial, +0 advancement]

Feats
Armor of Bahamut – gain channel divinity encounter power

Class Features
Channel Divinity: gain encounter powers – choose to use one per encounter
Divine Challenge: gain at will power
Lay on Hands: gain special at will power

Racial Features
Trance (Drow) – mediate rather than sleep
Lothtouched – use either Cloud of Darkness or Darfire once per encounter
Darkfire Charisma – use Cha for Darkfire
Fey Origin – your origin is fey, not natural

Skills
Acrobatics.......-2 (acp)
Arcana...........-1
Athletics........-4 (acp)
Bluff............+4
Diplomacy........+10 (trained) (ally bonus)
Dungeoneering....+2
Endurance........+3 (trained) (acp)
Heal.............+2
History..........-1
Insight..........+2
Intimidate.......+11 (racial) (trained)
Nature...........+2
Perception.......+2
Religion.........+4 (trained)
Stealth..........+0 (racial) (acp)
Streetwise.......+4
Thievery.........-2 (acp)

Languages
Common, Elven

Equipment:
Standard Plate armor [50 gp][50 lb] Equipped
Standard Heavy Shield 10 gp][15 lb] Equipped
Standard Longsword [15 gp][4 lb] carried and belt
2 Standard Daggers [2 gp][2 lb] belt

Total: 77/100 gp, 71/100 lb
#45

cespinar_dup

Apr 29, 2009 9:09:47

Sexy Shawtys



Lilly
Lilly
Female Minotaur Fighter
Level 3, Unaligned

FINAL ABILITY SCORES
Str 18, Con 15, Dex 15, Int 10, Wis 11, Cha 10.

Starting Ability Scores(22 pt. buy)
Str 16, Con 13, Dex 15, Int 10, Wis 11, Cha 10.

AC: 21 Fort: 18 Reflex: 16 Will: 12
HP: 42 Surges: 11 Surge Value: 10

Initiative +3
Speed 5 squares (9 on run or 7 on charge)

Basic Attacks
Large Rapier +10 vs AC [+4 Str, +3 proficiency, +1 class, +1 enh, +1 lvl], 1d10+5 dmg, Light Blade
Large Javelin +8 vs AC [+4 Str, +2 proficiency, +1 class, +1 lvl], 1d8+4 dmg, Range 10/20, Spear, Heavy Thrown



Exploits
At-will (2 base)
Reaping Strike (Class 1, Martial, Weapon, Standard)

* Target: One Creature
* Attack: +10 vs AC
* Hit: 1d10+5 [Str] damage (15+1d12 on crit)
* Miss: 2 [1/2 Str] damage

Tide of Iron (Class 1, Martial, Weapon, Standard)

* Target: One Creature
* Attack: +10 vs AC
* Hit: 1d10+5 [Str] damage and push enemy one square; Lilly can enter vacated square. (15+1d12 on crit)

Encounter
Goring Charge (Racial, Melee 1, Standard):

* Attack: +8 [Str+2+Charge+1 lvl] vs AC
* Special: Must charge as a part of the attack
* Hit: 1d6+4 [Str] and the target is knocked prone

Steel Serpent Strike
(Class 1, Martial, Weapon, Standard)

* Target: One Creature
* Attack: +10 vs AC
* Hit: 2d10+5 [Str] damage and the target is slowed and cannot shift until the end of Lilly's next turn (25+1d12 on crit)

Rain of Blows
(2-4 Attacks)
* Target: One Creature
* Attack: +10 vs AC 2 attacks
* Hit: 1d10+5 [Str] damage and make a secondary attack (15+1d12 on crit)
* Secondary Attack Target: Same or another creature within reach
* Hit: 1d10+5 [Str] damage (15+1d12 on crit)

Daily
Comeback Strike (Class 1, Martial, Reliable, Weapon, Standard)

* Target: One Creature
* Attack: +10 vs AC
* Hit: 2d10+5 [Str]damage and can spend one healing surge. (25+1d12 on crit)

Boundless Endurance(Healing, Stance)
Minor Action
Effect: You gain regeneration 2 + your Constitution modifier when you are bloodied.

Item Power
Dwarven armor:
Daily: Regain hit points as if you had spent a healing surge.
Cloak of Resistence:
Daily: Minor Action: Gain 5 resist all till start of my next turn.

FEATS
1: Fast Runner
2:Weapon Prof(Rapier)

TRAINED SKILLS
Heal +6, Athletics +8, Endurance +7

UNTRAINED SKILLS
Acrobatics +1, Arcana +1, Bluff +1, Diplomacy +1, Dungeoneering +1, History +1, Insight +1, Intimidate +1, Nature +3, Perception +3, Religion +1, Stealth +1, Streetwise +1, Thievery +1

Race and Class Features
Minotaur
Medium Size
Vision: Normal
Languages: Common
Ferocity: If reduced to 0 hit points, Lilly can make a melee basic attack as a free action before falling down
Oversized: Lilly can use weapons of one size larger than herself without penalty
Goring Charge: Able to use Goring Charge as an encounter power

Fighter
Armor Proficiencies: Cloth, Leather, Hide, Chain, Scale, Light and Heavy Shields
Weapon Proficiencies: Simple Melee, Simple Ranged, Martial Melee, Martial Ranged
Combat Challenge: mark an opponent whether an attack hits or misses; if the marked target shifts or makes an attack that doesn't include Lilly, Lilly can make a basic attack as an immediate interrupt.
Combat Superiority: gains 1 additional Opportunity attack per round. If an opportunity attack is provoked by movement and hits, the target stops moving with that action.
Fighter Weapon Talent: Lilly gains a +1 to hit with 1-handed weapons


Equipment
6 Large Javelins [24lbs] [30gp]
Heavy Shield [15lbs] [10gp]
Dwarven Scale Armor +1
Cloak of Protection +1
Vicious Rapier (Large) +1

[92lbs] [100gp]
Total: ??/??? gp, ??/??? lb
Character Builder info
====== Created Using Wizards of the Coast D&DI Character Builder ======
Lilly, level 3
Minotaur, Fighter
Fighter Talents: One-handed Weapon Talent

FINAL ABILITY SCORES
Str 18, Con 15, Dex 15, Int 10, Wis 11, Cha 10.

STARTING ABILITY SCORES
Str 16, Con 13, Dex 15, Int 10, Wis 11, Cha 10.


AC: 21 Fort: 18 Reflex: 16 Will: 12
HP: 42 Surges: 11 Surge Value: 10

TRAINED SKILLS
Heal +6, Athletics +8, Endurance +7

UNTRAINED SKILLS
Acrobatics +1, Arcana +1, Bluff +1, Diplomacy +1, Dungeoneering +1, History +1, Insight +1, Intimidate +1, Nature +3, Perception +3, Religion +1, Stealth +1, Streetwise +1, Thievery +1

FEATS
Level 1: Fast Runner
Level 2: Weapon Proficiency (Rapier)

POWERS
Fighter at-will 1: Reaping Strike
Fighter at-will 1: Tide of Iron
Fighter encounter 1: Steel Serpent Strike
Fighter daily 1: Comeback Strike
Fighter utility 2: Boundless Endurance
Fighter encounter 3: Rain of Blows

ITEMS
Heavy Shield, Dwarven Scale Armor +1, Amulet of Protection +1, Vicious Rapier (Large) +1
====== Created Using Wizards of the Coast D&DI Character Builder ======
#46

whitebaron

May 01, 2009 5:20:55

Eternal Glory
VP: 10 (Record: 3/4)
[post=18496563]Blackmarket Approved[/post]


Bull
Bull
Male Minotaur Barbarian
Hit Points....50......Bloodied....25
Healing Surge.12......Surges/day..12
Initiative....+2......Speed.......6
Passive Perception................19

AC....Fort....Ref.....Will
17.....18......14......13
[HP: 15(starting)+18(con)+5(toughness)+2*6(lvl)]
[Speed: 6(base)] [Surges: 8(barbarian)+4(con)]
[AC: 10(base)+3(armor)+1(dex)+1(agility)+1(enh)+1(lvl)]
[Fo: 10(base)+4(str)+2(class)+1(enh)+1(lvl)]
[Re: 10(base)+1(dex)+1(agility)+1(enh)+1(lvl)]
[Wi: 10(base)+1(wis)+1(enh)+1(lvl)]


Attack Workspace:
Melee Basic... Large Maul +8, 2d8+5 [crit: 1d12+21]
Ranged Basic.. Large Javelin +7, 1d8+4 (Range 10/20) [crit: 12]
[Maul: +4 Str, +2 Prof, +1 Enh, +1 Lvl]
[Javelin: +4 Str, +2 Prof, +1 Lvl]


At-Will Attack Powers:
Pressing Strike (Barbarian 1)
Melee Weapon....+8 vs. AC
Effect: Before the attack, I shift 2 squares (can move through an enemy for that)
Hit: 2d8+5 and I push the target 1 square
[crit: 1d12+21]
Rage: If I am raging, the attack deals an additional 1d6 damage.

Howling Strike (Barbarian 1)
Melee Weapon....+8 vs. AC
Hit: 2d8+1d6+5 damage.
[crit: 1d12+27]
Special: I can use this power instead of a melee basic attack when charging.
Rage: If I am raging, I gain +2 speed for the charge.

Encounter Attack Powers:
Swift Charge (Barbarian Feature)
Free Action....My attack reduces an enemy to 0 HP.
Effect: I can charge another enemy.

Bloodletting (Barbarian 1)
Melee Weapon....+8 vs. AC
Hit: 4d8+5 damage.
[crit: 1d12+37]
Special: If my target is bloodied, I deal an 4 extra damage.

Hammer Fall (Barbarian 3)
Melee Weapon....+8 vs. Fortitude
Hit: 4d8+5 damage and I knock the target prone.
[crit: 1d12+37]

Goring Charge (Minotaur Racial)
Melee 1....+7 vs. AC
Hit: 1d6+4 damage, and the target is knocked prone.
[crit: 10]
Special: I must charge as part of the attack.

Daily Attack Powers:
A rage power allows me to enter a rage. A rage lasts until I enter a new rage or until the end of the encounter.

Bloodhunt Rage (Barbarian 1)
Melee Weapon....+8 vs. AC
Hit: 6d8+5 damage.
[crit: 1d12+53]
Miss: Half Damage.
Effect: I enter the rage of the bloodhunt. Until the rage ends, I gain a +4 bonus to melee damage rolls if either I or the target is bloodied.

Utility Powers:
Combat Sprint (Barbarian 2)
Move Action....Personal
Effect: I move my speed+4. I gain a +4 bonus to all defenses against OAs provoked by this movement.

Item Powers:
none yet

Ability Scores
Ability....Check......... Ability....Check
Scores....Modifier....... Scores....Modifier
STR 18.....+5............ CON 18.....+5
DEX 12.....+2............ INT 10.....+1
WIS 12.....+2............ CHA 08.....+0

[Starting Str 16 (9), Dex 12(2), Wis 12(2) Con 16(9), Cha 8]
[Racial: Str+2 to 18, Con+2 to 18]


Skills
Acrobatics.......+1~
Arcana...........+1
Athletics..(T)...+9~
Bluff............+0
Diplomacy........+0
Dungeoneering....+2
Endurance..(T)...+9~
Heal.......(T)...+7
History..........+1
Insight..........+2
Intimidate.......+0
Nature...........+3°
Perception.(T)...+9°
Religion.........+2
Stealth..........+1~
Streetwise.......+0
Thievery.........+1~
° .. Including +2 Racial Bonus
~ .. Including -1 ACP

Feats
Toughness Level 1 (+5HP/tier)
Student of the SwordLevel 2 (MC fighter, gain Heal Training, once per encounter: +1 to-hit and target is marked until the end of my next turn)

Class Features
Barbarian Agility (+1/2/3 to AC and reflex when not wearing heavy armor)
Feral Might (Rageblood Vigor, I gain 4 temp HP when I drop an opponent)
Rampage (Once per round, if I score a crit, I can make a melee basic attack)

Racial Features
Ferocity (If dropped, I can make a melee basic attack as a free action)
Oversized (Use large weapons)
Goring Charge (see powers)

Equipment:
Magic Hide armor +1[360 gp][25 lb]
Vicious Large Maul +1[520 gp][12 lb]
2 * Large Javelin [2*5 gp][2*2 lb]
Amulet of protection +1 [360 gp]

Total: 1250/1750 gp, 41/180 lb

#47

sjiggie

May 02, 2009 9:25:50
Ready for July 22th, 2009 [Fight 3]

The Outcasts
Record: Win 1/Loss 5 VP: 7

Morthos, The Destroyer
Morthos, The Destroyer
Male Half-Elf Warlock 3
Hit Points: 40 [+22 Class + 18 Con] Bloodied: 20
Healing Surge: 10 Surges/day: 9/10 [+6 Class +4 Con]
Initiative: +1 [+1 Level +0 Dex] Speed: 6 [6 Race -0 Armor]
Action points: 2 1 Start, 1 Milestone

AC: 16 [10 +1 Level +2 Int +2 Armor +1 Enh]
Fort: 16 [10 +1 Level +4 Con +0 Class +1 Enh]
Refl: 15 [10 +1 Level +2 Int +1 Class +1 Enh]
Will: 16 [10 +1 Level +3 Cha +1 Class +1 Enh]

Attacks:
Melee Basic: Dagger +4 (1d4) [+1 Level +0 Str +3 Prof +0 Enh]
Warlock Attacks (Con): +6 [+1 Level +4 Con +1 Enh]
Warlock Attacks (Cha): +5 [+1 Level +3 Cha +1 Enh]

At-Will Powers:
Eldritch Blast
Warlock Attack 1
Ranged 10 +6 vs. Reflex
Standard Action Target: One creature
Hit: 1d10+5 damage
Special: Morthos can use Eldritch Blast as a ranged basic attack
Crit: 1d6+15

Dire Radiance
Warlock Attack 1 (Star)
Ranged 10 +6 vs. Fortitude
Standard Action Target: One creature
Hit: 1d6+5 damage and if the target moves nearer to Morthos on its next turn, it takes an extra 1d6+5 damage
Crit: 1d6+11

Encounter Powers:
Ray of Frost
Wizard Attack 1 (Half-Elf Dilletant)
Ranged 10 +3 vs. Fortitude
Standard Action Target: One Creature
Hit: 1d6+2 cold damage and the Target is slowed until the end of Morthos's next turn.

Magic Missile
Wizard Attack 1 (Arcane Initiate)
Ranged 20 +3 vs. Reflex
Standard Action Target: One Creature
Hit: 2d4+2 force damage.

Dreadful Word
Warlock Attack 1 (Star)
Ranged 5 +5 vs Will
Standard Action Target: One Creature
Hit: 2d8+5 Damage, and the Target takes a -3 penalty to Will Defence
Crit: 1d6+21

Frigid Darkness
Warlock Attack 3 (Star)
Ranged 10 +6 vs Fort
Standard Action Target: One Creature
Hit: 2d8+5 Damage, and the Target takes a -2 penalty to AC and grants Combat Advantage to Morthos and Athul until the end of Morthos's next turn.
Crit: 1d6+21

Ethereal Stride
Warlock Utility 2 (Star)
Move Action Personal
Effect: Morthos can Teleport 3 squares and gains a +2 power bonus to all defenses until the end of his next turn

Daily Powers:
Dread Star
Warlock Attack 1
Ranged 10 +5 vs. Will
Standard Action Target: One creature
Hit: 3d6+4 damage and the target is immobilized until the end of Morthos's next turn
Effect: The target takes a -2 penalty to Will Defence (Save ends)
Crit: 1d6+22

Item Powers:
Bloodcut Armor (Healing Surge): Minor Action: While bloodied gain resist 10 to all damage until the end of your next turn.
Rod of Dark Reward: When Athul places his curse on an enemy, he gains a +1 power bonus to AC until the start of his next turn

Ability Scores
STR 08 (-1) [0 pts] [08 Base]
CON 18 (+4) [9 pts] [16 Base, +2 Racial]
DEX 11 (+0) [1 pts] [11 Base]
INT 14 (+2) [5 pts] [14 Base]
WIS 10 (+0) [0 pts] [10 Base]
CHA 17 (+3) [7 pts] [15 Base, +2 Racial]


Feats
Arcane Initiate [Arcana] [Lvl 1]
Improved Fate of the Void

Class Features
Prime Shot: Gain a +1 bonus to attack roll when Morthos is nearer to the target then Abyuuk
Shadow Walk: Gain concealment when Morthos moved at least 3 squares away from where he started his turn
Warlock's Curse: +1d6
Fate of the Void: When an enemy under Morthos's curse is reduced to 0hp or fewer he gains a +2 to any single d20 roll. This bonus is cumulative

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

Languages: Common, Elven, Primordial

Equipment:
+1 Bloodcut Leather Armor[840 gp][15 lb]
Wand [7 gp]
Dagger [1 gp][1 lb]
+1 Rod of Dark Reward [520 gp
+1 Amulet of Protection [360 gp]

Total: 1728/1750 gp, 16/80 lb
#48

cespinar_dup

May 03, 2009 11:06:54
Ready for may 13th (Fight 2)
[center]Completely Compassionate Carnage Partnership CCCP [/center]

Vladimir
Vladimir
Vladimir, level 1
Drow, Rogue
Rogue Tactics: Brutal Scoundrel

FINAL ABILITY SCORES
Str 16, Con 13, Dex 18, Int 8, Wis 10, Cha 13.

Starting Ability Scores
Str 16, Con 13, Dex 16, Int 8, Wis 10, Cha 11.

Spd:6 Init: 4

AC: 16 4dex+2armor
Fort: 13 3str
Reflex: 16 4dex+2class
Will: 111cha
HP: 25 Surges: 7 Surge Value: 6


Attacks:
Melee Basic...+7(Dagger).....Damage: 1d4+3
(+? level, +3 Str, +4 prof, +? enh)
Ranged Basic..+8(Dagger).....Damage: 1d4+4...Range 5/10
(+? level, +4 Dex, +4 prof, +? enh)
Ranged Basic..+6(hand xbow)......Damage: 1d6+4...Range 10/20
(+? level, +4 Dex, +2 prof, +? enh)


At-Will Attack Powers:


Deft Strike (Rogue 1)
Weapon....+8 vs. AC(dagger) +6 vs. AC(handcrossbow)
Special: Move 2 before attacking.
Hit: 1d4+4(dagger) or 1d6+4(handcrossbow)
[crit: 8(dagger) 10(handxbow) if have CA add 19(SA)]

Piercing Strike (Rogue 1)
Melee Weapon....+8 vs. Reflex(dagger)
Hit: 1d4+4 damage
[crit: 8(dagger) if have CA add 19(SA)]

Encounter Attack Powers:
King's Castle (Rogue 1)
Weapon....+8 vs. Ref(dagger) or +6 vs Ref(handcrossbow)
Hit: 2d4+4(dagger) or 2d6+4(handcrossbow)
[crit: 12(dagger) 16(handxbow) if have CA add 19(SA)]
Effect: Switch places with a willing adjacent ally

Darkfire (Drow Racial)
Minor Action
Ranged 10....+3 vs. Reflex (CHA-based)
Hit: Until the end of my next turn, all attacks against the target have combat advantage, and the target cannot benefit from concealment or invisibility.
Special: I can only use Cloud of Darkness or Darkfire.

Daily Attack Powers:
Blinding Barrage (Rogue 1, retrained@2)
Close Blast 3....+8 vs. AC(dagger) or +6 vs. AC(hand xbow)
Hit: 2d4+4(dagger) or 2d6+4(handcrossbow) and target is blinded.
[crit: 12(dagger) 16(handxbow) if have CA add 19(SA)]

Utility Powers:
Sneak Attack (Rogue Feature)
No Action
Effect: When I have combat advantage against an enemy, deal +2d8+3 damage on a hit. (light blade, crossbow or sling, decide after damage is rolled to apply Sneak, 1/round)

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

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


Feats
1: Backstabber (SA = 2d8)

Class Features
Brutal Scoundrel (+Str damage on SA)
Sneak Attack
Rogue Weapon Talent (Dagger +1 to-hit, increase damage for Shuriken)
First Strike (Have CA against opponents who have not yet acted)

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

Skills
Acrobatics.......+9 (Trained)
Athletics........+8
Bluff............+6
Perception.......+5
Stealth..........+11
Thievery.........+9

Equipment:
Leather armor [? gp][? lb]
5 Daggers melee weapon [? gp][? lb]
Hand Xbow ranged weapon [? gp][? lb]
40 bolts ammunition [? gp][? lb]

Total: 57/100 gp, 26 lb

Retraining
Level 2: ...
Level 3: ...
#49

sjiggie

May 05, 2009 20:10:34
Ready for July 22th, 2009 [Fight 3]

Strike From the Past
Record: Win 2/Loss 4 VP: 8

Athul

IMAGE(http://wizards.com/dnd/images/APower/64.jpg)
Athul


Male Tiefling Warlock 3
Hit Points: 41 [+12 Class + 14 Con] Bloodied: 20
Healing Surge: 10 Surges/day: 7/8 [+6 Class +2 Con]
Initiative: +1 [+1 Level +0 Dex] Speed: 6 [6 Race -0 Armor]
Action Points: 2 1 Start, 1 Milestone

AC: 17 [10 +1 Level +3 Int +2 Armor +1 Enh] +2 shadow walk
Fort: 14 [10 +1 Level +2 Con +0 Class +1 Enh]
Refl: 16 [10 +1 Level +3 Int +1 Class +1 Enh]
Will: 17 [10 +1 Level +4 Cha +1 Class +1 Enh]

Attacks:
Melee Basic: Dagger +4 (1d4) [+1 Level +0 Str +3 Prof +0 Enh]
Warlock Attacks (Con): +4 [+1 Level +2 Con +1 Enh]
Warlock Attacks (Cha): +6 [+1 Level +4 Cha +1 Enh]

At-Will Powers:
Eldritch Blast
Warlock Attack 1
Ranged 10 +6 vs. Reflex
Standard Action Target: One creature
Hit: 1d10+4 damage
Special: Athul can use Eldritch Blast as a ranged basic attack

EyeBite
Warlock Attack 1 (Fey)
Ranged 10 +6 vs. Will
Standard Action Target: One creature
Hit: 1d6+4 Psychic damage and Athul is invicible to the target until the start of his next turn


Encounter Powers:

Witchfire
Warlock Attack 1 (Fey)
Ranged 10 +6 vs Reflex
Standard Action Target: One Creature
Hit: 2d6+4 Damage
Effect: Target takes a -5 penalty to attack rolls till the end of Athul's next turn


Eldritch Rain
Warlock Attack 3 (Fey)
Ranged 10 +6 vs Reflex One Attack per Target
Standard Action Target: One Creature, or two creatures no more than 5 squares apart
Hit: 1d10+7 Damage per target

Ethereal Stride
Warlock Utility 2 (Star)
Move Action Personal
Effect: Athul teleports 3 squares and gains a +2 power bonus to all defenses until the end of his next turn

Infernal Wrath
Racial Feature
Minor Action Personal
Effect: Athul gains a +1 Power bonus to attack vs an opponent who hit Athul since his last turn. If it hits Athul add +4 to damage roll and can push the target 1 square


Daily Powers:
Curse of the Dark Dream
Warlock Attack 1
Ranged 10 +6 vs. Will
Standard Action Target: One creature
Hit: 3d8+4 psychic damage and Athul slides the target 3 squares
Sustain Minor: Athul slides the target 1 square, wether he hits or miss (Save ends)

Item Powers:
Bloodcut Armor (Healing Surge): Minor Action: While bloodied gain resist 10 to all damage until the end of your next turn.
Rod of Dark Reward: When Athul places his curse on an enemy, he gains a +1 power bonus to AC until the start of his next turn

Ability Scores
STR 08 (-1) [0 pts] [08 Base]
CON 14 (+2) [5 pts] [14 Base]
DEX 10 (+0) [0 pts] [10 Base]
INT 16 (+3) [5 pts] [14 Base, +2 Racial]
WIS 10 (+0) [0 pts] [10 Base]
CHA 19 (+4) [12 pts] [17 Base, +2 Racial]


Feats
Toughness [Lvl 1]
Ferocious Rebuke [Lvl 2]

Class Features
Prime Shot
Shadow Walk
Warlock's Curse (+1d6)
Misty Step (When an opponent under my curse falls to 0hp or fewer, Abyuuk can immediatly teleport 3 squares as a free action)

Racial Features
+2 Int +2 Cha
+2 Bluff +2 Stealth
Low-Light Vision
Bloodhunt (+1 Racial attack bonus vs bloodied foes)
Fire resistance 6
Infernal Wrath


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

Languages: Common, Supernal

Equipment:
+1 Bloodcut Leather Armor[840 gp][15 lb]
+1 Rod of Dark Reward [520 gp]
+1 Amulet of Protection [360 gp]
Dagger [1 gp][1lb]
Wand [7 gp]

Total: 1728/1750 gp, 16/80 lb
#50

TelinArtho

May 06, 2009 15:11:24

Elemental Insurgence



Mordred

Mordred
Male Hobgoblin Infernal Pact Warlock
Level 3, Evil

Str 10 (+0)
Con 19 (+4) [12 pts] [17, +2 racial]
Dex 8 (-1)
Int 14 (+2) [5 pts]
Wis 10 (+0)
Cha 16 (+3) [5 pts] [14, +2 racial]

Hit Points 46 [12 (base) + 10 (levels) + 19 (con) +5 (toughness)]; Bloodied 23
Healing Surge (hp healed/per day): 11hp / 10/day [6 (warlock) + 4 (con)]
Second Wind: 11hp + 2 to all defenses until next action
Armor Class 16 [10 + 1 (level) + 3 (Armor) + 2 (Int/Dex)]
Fortitude Defense 16 [10 + 1 (level) + 1 (Amulet) + 4 (Str/Con)]
Reflex Defense 15 [10 + 1 (level) + 1 (Amulet) + 2 (Dex/Int) +1 (warlock)]
Will Defense 16 [10 + 1 (level) + 1 (Amulet) + 3 (Wis/Cha) +1 (warlock)]

Initiative +2 [-1 dex, +2 racial, +1 level]
Speed 6 squares [6 base]

Basic Attacks
Dagger +4 vs AC [+0 Str, +1 level, +3 proficiency], 1d4 dmg, Off-hand, light thrown
Eldritch Blast +6 vs Reflex [+1 level, +1 enhancement, +4 Con], 1d10+5 dmg, Range 10

Prayers
At-will
Eldritch Blast (Arcane, Implement, Standard, Ranged 10)
  • Target: One Creature
  • Attack: +6 [Con] vs Reflex
  • Hit: 1d10+5 [Con] damage
  • Special: This attack counts as a basic attack.

Hellish Rebuke (Arcane, Fire, Implement, Standard, Ranged 10)
  • Target: One Creature
  • Attack: +6 [Con] vs Reflex
  • Hit: 1d6+5 [Con] fire damage. If Mordred takes damage before the end of his next turn, target takes an additional 1d6+4 [Con] fire damage.

Encounter
Vampiric Embrace (Arcane, Implement, Necrotic, Standard, Ranged 5)
  • Target: One Creature
  • Attack: +6 [Con] vs Will
  • Hit: 2d8+5 [Con] Necrotic damage and gain 7 [5+Int] temporary hit points

Fiery Bolt (Arcane, Fire, Implement, Standard, Ranged 10)
  • Target: One Creature
  • Attack: +6 [Con] vs Reflex
  • Hit: 3d6+5 [Con] Fire damage and adjacent creatures take 1d6+7 [Con+Int] Fire damage.

Hobgoblin Resilience (Immediate Reaction, Personal)
  • Trigger: Mordred suffers an effect that a save can end
  • Effect: Mordred makes a saving throw against this effect

Beguiling Tongue (Minor action, Personal)
  • Effect: Mordred gains a +5 bonus to the next Bluff, Diplomacy or Intimidate check during the encounter

Daily
Flames of Phlegethos (Arcane, Fire, Implement, Standard, Ranged 10)
  • Target: One Creature
  • Attack: +6 [Con] vs Reflex
  • Hit: 3d10+5 [Con] fire damage
  • Effect: Target takes ongoing 5 fire damage (save ends)

Item Daily Powers
Bloodcut Armor (Minor action)
  • Healing Surge: The power of this armor can be refreshed by spending a healing surge with a standard action. This action does not restore HP - just the ability to use the power again.
  • Effect: Gain Resist 10 to all damage until the end of Mordred's next turn. Can only be used while bloodied.


Feats
Toughness [1st]
Improved Dark One's Blessing [2nd]

Skills
+9 Bluff (+1 level, +3 Cha, +5 trained)
+3 Athletics (+1 level, +0 Str, +2 racial)
+3 History (+1 level, +2 Int, +2 racial)
+9 Intimidate (+1 level, +3 Cha, +5 trained)
+1 Perception (+1 level, +0 Wis) [Passive 11]
+9 Streetwise (+1 level, +3 Cha, +5 trained)
+0 Stealth (+1 level, -1 Dex)
+5 Thievery (+1 level, -1 Dex, +5 trained)

Race and Class Features
Hobgoblin
Vision: Low-light
Languages: Common, Goblin
Battle Ready: +2 to initiative checks
Hobgoblin Resilience: racial encounter power

Warlock: Infernal Pact
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple Melee, Simple Ranged
Implement: Rods, wands
Bonus to defense +1 to Reflex, Will
Prime Shot - If no one is closer to the target than Mordred, Mordred receives a +1 to hit
Shadow Walk - If Mordred moves at least 3 squares away from his starting point, he gains concealment until the end of his next turn
Warlock's Curse - As a minor action, Mordred can place a curse on any opponent. After being cursed, Mordred deals an extra 1d6 damage on a successful hit. Multiple opponents can be cursed.
Infernal Pact - Dark One's Blessing (if a cursed opponent is reduced to 0 hp or fewer, immediately gain 6 [level +3 (feat)] temporary hit points).

Equipment
Leather armor [15lbs] [25gp]
Rod [2lbs] [12gp]

Dagger [1lbs] [1gp]

Bloodcut Leather Armor +1 [15lbs] [840gp] (level 4)
Magic Rod +1 [2lbs] [360gp] (level 1)
Amulet of Resistance +1 [360gp] (level 1)

152gp left

[18lbs] [38gp]