[4E] Dwarven Misfits vs. Hermes Strike [Lvl3]

Post/Author/DateTimePost
#1

lonewolf

Jun 04, 2009 3:45:26
This is a seperate thread fight between Dwarven Misfits and Hermes Strike. If you are not whitebaron, TelinArtho or myself please dont post here.

Dwarven Misfits

Dwarven Misfits
VP: 6 (Record: 2/2)


Borin
Borin
Male Dwarf Wizard
Hit Points....39......Bloodied....19
Healing Surge.09......Surges/day..9
Initiative....+2......Speed.......5
Passive Perception................13

AC....Fort....Ref.....Will
18.....15......15......16
[HP: 10(starting)+16(con)+2*4(lvl)+5(Toughness)]
[Speed: 5(base)] [Surges: 6(wizard)+3(con)]
[AC: 10(base)+2(armor)+3(int)+1(staff)+1(enh)+1(lvl)]
[Fo: 10(base)+3(con)+1(enh)+1(lvl)]
[Re: 10(base)+3(int)+1(enh)+1(lvl)]
[Wi: 10(base)+2(class)+2(wis)+1(enh)+1(lvl)]


Attack Workspace:
[Int-based: +3 Int, +1 Lvl, +1 Enh]

At-Will Attack Powers:
Cloud of Daggers (Wizard 1)
Ranged 10....+5 vs. Reflex
Hit: 1d6+4 damage.
[crit:10]
Effect: Any creature that enters or starts its turn in the area takes 2 force damage. The cloud remains in place until the end of my next turn.

Thunderwave (Wizard 1)
Close blast 3....+5 vs. Fortitude
Hit: 1d6+4 thunder damage, and you push the target 2 squares.
[crit:10]

Encounter Attack Powers:
Icy Terrain (Wizard 1)
Area Burst 1 within 10....+5 vs. Reflex
Hit: 1d6+4 cold damage, and the target is knocked prone.
[crit:10]
Effect: The powers area is difficult terrain until the end of my next turn.

Icy Rays (Wizard 3)
Ranged 10....+5 vs. Reflex
Targets: One or two creatures
Hit: 1d10+4 cold damage, and the target is immobilized until the end of my next turn.
[crit:14]

Daily Attack Powers:
Flaming Sphere (Wizard 1)
Ranged 10....+5 vs. Reflex
Hit: 2d6+4 fire damage.
[crit:16]
Target: One creature adjacent to the flaming sphere
Effect: I conjure a medium flaming sphere in an unoccupied square, the sphere attacks an adjacent creature. Any creature starting next to my sphere take 1d4+3 damage. As a move action, I can move the sphere 6 squares.
Sustain: Minor

Utility Powers:
Staff of Defense (Wizard Feature)
Immediate Interrupt....When hit by an attack
Effect: I gain a +3 bonus to defense.
Special: I can decide after the DM told me the damage total.

Shield (Wizard 2)
Immediate Interrupt....When hit by an attack
Effect: I gain a +4 bonus to AC and Reflex until the end of my next turn.

Item Powers:
none yet

Ability Scores
Ability....Check......... Ability....Check
Scores....Modifier....... Scores....Modifier
STR 13.....+2............ CON 16.....+4
DEX 13.....+2............ INT 16.....+4
WIS 14.....+3............ CHA 08.....+0

[Starting Str 13 (3), Dex 13(3), Con 14(5) Int 16(9), Wis 12(2), Cha 8]
[Racial: Con+2 to 16, Wis+2 to 14]


Skills
Acrobatics.......+2
Arcana...(T).....+9
Athletics........+2
Bluff............+0
Diplomacy........+0
Dungeoneering....+5°
Endurance........+6°
Heal.............+3
History..........+4
Insight...(T)....+8
Intimidate.......+0
Nature.....(T)...+9
Perception.......+3
Religion...(T)...+9
Stealth..........+2
Streetwise.......+0
Thievery.........+2
° .. Including +2 Racial Bonus

Feats
Ritual Caster Wizard
Armor Prof: Leather Level 1
Toughness Level 2 (+5HP/tier)

Class Features
Cantrips (Light, Prestidigitation, Ghost Sound, Mage Hand)
Spellbook
Implement Mastery (Staff of Defense)

Racial Features
Low-light Vision
Cast-Iron Stomach (+5 to saving throws vs. poison)
Dwarven Resilience (second wind as minor action)
Dwarven Weapon Proficiency (throwing hammer+warhammer)
Encumbered speed (dwarves move at normal speed with armor or heavy load)
Stand Your Ground (Move 1 less if subject to forced movement)

Equipment:
Ritual/Spellbook
Level 1
Sleep, Flaming Sphere
Level 2
Shield, Expeditious Retreat

3 currently unimportant rituals
#2

lonewolf

Jun 04, 2009 3:47:16
Your team starts in the...
#3

TelinArtho

Jun 04, 2009 8:39:00
Hermes Strike

Gaglack will be at (16,5) with his longswords in hand.
Gundmir will be at (17,5) with his halberd in hand.