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| #1MindWandererBJul 15, 2008 13:19:54 | 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 button and delete the [QUOTE=MindWandererB;16354331] and[/quote]tags at the beginning and end. |
| #2MindWandererBJul 15, 2008 13:39:05 | Ready for Month Day [Fight 1] 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: ... |
| #3lonewolfJul 15, 2008 13:47:32 | 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 |
| #4hirumajoeJul 15, 2008 23:15:16 | 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 |
| #5setzertrancerJul 15, 2008 23:18:12 | 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 |
| #6whitebaronJul 16, 2008 5:30:13 | 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 |
| #7sindorinJul 16, 2008 10:32:18 | Work in progress Ready for Month Day [Fight 1] 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 |
| #8ErithmuJul 16, 2008 21:43:32 | 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 |
| #9saurogrenomJul 16, 2008 22:46:40 | Ready for Month Day [Fight 1] 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 |
| #10crazyartificerJul 21, 2008 7:11:11 | just in time for 1st fight, I promise. |
| #11CoPRedJul 21, 2008 19:15:07 | 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 |
| #12salrantolJul 22, 2008 13:33:12 | Ready for ????, 2009 [Fight 3] Hrrokh Hrrokh Male Bugbear Ranger Hit Points: 35 [12 Ranger + 13 Con + (2 x 5 Level)] Bloodied: 17 Healing Surge: 8 Surges/day: 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 |
| #13TelinArthoJul 22, 2008 13:41:42 | 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) + 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)
Lance of Faith (Class 1, Divine, Implement, Radiant, Standard, Ranged 5)
Encounter (1 base +3 cleric +1 feat) Channel Divinity: Divine Fortune (Cleric, Divine, Free Action, Personal)
Channel Divinity: Turn Undead (Cleric, Divine, Implement, Radiant, Standard, Close Burst 2):
Channel Divinity: Moradin's Resolve (Feat, Divine, Minor Action, Personal)
Healing Word (Cleric, Divine, Implement, Healing, Minor Action, Close Burst 5):
Divine Glow (Class 1, Divine, Implement, Radiant, Standard, Close Blast 3)
Daily (1 base) Cascade of Light (Class 1, Divine, Implement, Radiant, Standard, Ranged 10)
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] |
| #42billiamApr 22, 2009 1:27:59 | 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: ... |
| #43dr._funkApr 24, 2009 20:04:43 | 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 / 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 |
| #44douglas_zuver_dupApr 25, 2009 21:35:04 | Retired [Next Fight 3/4] 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 |
| #45cespinar_dupApr 29, 2009 9:09:47 | 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 ====== |
| #46whitebaronMay 01, 2009 5:20:55 | 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 |
| #47sjiggieMay 02, 2009 9:25:50 | Ready for July 22th, 2009 [Fight 3] 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 |
| #48cespinar_dupMay 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: ... |
| #49sjiggieMay 05, 2009 20:10:34 | Ready for July 22th, 2009 [Fight 3] 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 |
| #50TelinArthoMay 06, 2009 15:11:24 | 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)
Hellish Rebuke (Arcane, Fire, Implement, Standard, Ranged 10)
Encounter Vampiric Embrace (Arcane, Implement, Necrotic, Standard, Ranged 5)
Fiery Bolt (Arcane, Fire, Implement, Standard, Ranged 10)
Hobgoblin Resilience (Immediate Reaction, Personal)
Beguiling Tongue (Minor action, Personal)
Daily Flames of Phlegethos (Arcane, Fire, Implement, Standard, Ranged 10)
Item Daily Powers Bloodcut Armor (Minor action)
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 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] |