[ic]A tiefling and dragonborn are locked in a duel, exchanging deadly blows back and forth while a group of mixed humanoids look and cheer on. A slender but scarred Eladrin approaches you.
"Welcome to the Fight Club. You're want to fight, or you wouldn't be here. We're looking for strong folk - strong with blade or bow or spell, we're not picky - to let off some steam on each other."
He draws a blade, which ignites into green flame as he grins.
"You ready?"[/ic]
[ooc]So, it seems a lot of posters here lack people to play 4E with. A while back, I started the Arena, (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?17551.0) and it was pretty popular. The basic concept of the 4E fight club is the same, to an extent.
There will be two types of fights:
One type is Player Vs. Player. Two people make characters following the rules in the PHB, DMG, and MM for 4th edition. You can use any of the races from the back of the MM, or you could play a non-elite, non-solo monster (unmodified besides increasing level) from the MM as a character. I'm not going to try to regulate these fights, except to help settle any rules disputes (I've DMed 4E twice and spent a large amount of time reading the rule books, so I know them almost as well as I knew 3.5, so I'd be a decent moderator.) The characters can be of any level and should be posted in a spoiler here or on another site that's easy to view. While it is any level goes, I'd recommend doing levels 1, 5, 11, 15, 21, 25, or 30: Low/Mid of each tier. Post in this thread if you're looking for a fight.
The other type is DM Vs. Group. The DM posts how many characters of what levels he is looking for, and he runs a fight against them. Fight Club fights are fights: while developing a persona for your fighters is encouraged, because it makes things more interesting, the goal is to beat the hell out of either each other or monsters. If you want your fighters to socialize, do it here in IC posts: have fun with it.
For either types, if you want to simulate the limits and rules of 4E better, make the fights last X "rounds" (not combat rounds, fight sessions), with daily powers and such remaining spent between fights, so you have to conserve resources and play it smart, but that's just a suggestion.
That's it. If there's any questions, ask them here, and have fun. If this gets big, like the Arena did, then we'll split discussion into multiple threads. Make new threads for fights, but for now, keep everything else here.[/ooc]
[spoiler=List of Combatants]None yet[/spoiler]
Good to see this idea return. I'll post Bernard the Atheist(Dwarven Warlord 11) when I get around to some free time, but after I finish my character for your other campaign, hehe.
sounds great how about making multiple "arenas" one for heroic, paragon, and epic tiers so we can test and play with characters and monsters of all levels, but in there own groups just for the sake of organisation...
[ic]Pssst, psssst A cloaked figure calls from behind a pillar.
Hey you, tired of the normal terrain. Want something that'll put a little spice in your combat? Well I've got some premo stuff here. You need a ground to fight on, I've got it. If I don't have it I can get to you for a price that is. Think about it, then you get back to me. With that he disappears into the crowd of eager combatants.[/ic]
[ooc]I'll play once I have access to 4e, which should be in a few days.[/ooc]
Quote from: Rose Of MontagueGood to see this idea return. I'll post Bernard the Atheist(Dwarven Warlord 11) when I get around to some free time, but after I finish my character for your other campaign, hehe.
Sounds fun. Maybe I'll stat out something fun at level 11 to match against you. :yumm:
It's more work, but it'd be fun to see two-on-two or larger fights, or even gladiators grouped against crowds of monsters, as a way of getting variety. Seems like warlords, clerics, and other group-focused types might fare better with allies to rely upon than they would in a solo fight.
Quote from: Rose Of MontagueGood to see this idea return. I'll post Bernard the Atheist(Dwarven Warlord 11) when I get around to some free time, but after I finish my character for your other campaign, hehe.
Sounds fun. Maybe I'll stat out something fun at level 11 to match against you. :yumm:
It's more work, but it'd be fun to see two-on-two or larger fights, or even gladiators grouped against crowds of monsters, as a way of getting variety. Seems like warlords, clerics, and other group-focused types might fare better with allies to rely upon than they would in a solo fight.
[/quote]
Good point, LC. Anyone wanna play a Paladin and watch my back? Also, I'llif an build one myself for anyone to lazy to build their own.
I'll do it. ^_^
Mine character shall be Meldric R. Gorfyddyd, the 7,777th. HE will be a level 11 character either focused around rogue or fighter.
Glad everyone likes the idea! I'll be throwing a character or three into the ring, but in the meantime...Since we've got a bunch of level 11's running around, I'd like to run a gladiatorial arena style fight, 4-5 11s vs. either a solo monster or a group of lesser monsters, should you be interested. Feel free to participate in multiple fights a time if you want, I'd love to see how everyone fares.
I have my books... let's get it ON!
Quote from: Xathan WorldsmithGlad everyone likes the idea! I'll be throwing a character or three into the ring, but in the meantime...Since we've got a bunch of level 11's running around, I'd like to run a gladiatorial arena style fight, 4-5 11s vs. either a solo monster or a group of lesser monsters, should you be interested. Feel free to participate in multiple fights a time if you want, I'd love to see how everyone fares.
Thanks, Xathan! :heart: :yumm:
[ic=a new challenger... Io'Ved!]A githzerai ascetic from the shifting seas of Limbo, Io'Ved uses battle as an opportunity to draw nearer to perfection, shaping the blade of his mind against the anvil of his body. He doesn't know what new experience will complete his journey of self-discovery, only that when it happens, he will understand that the time to return to the monastery and complete his training will be at hand.
Golden eyes analyze the arena from beneath a thin, grey hood; the hem of the cloak twitches and flutters as if possessed of a life of its own. In green, cloth-wrapped hands, Io'Ved holds a smooth, unadorned staff of unearthly wood.
[spoiler=conceits]There are a couple of minor things I had to bend (I think) in order to make Io'Ved work out properly. If you have any objections, voice them now, but I don't think they're going to impact much of anything at all.
Io'Ved's staff: Io'Ved wields a quarterstaff to deadly effect, striking foes with all surfaces of his signature weapon. He uses the staff as both a main-hand weapon and an off-hand weapon, to satisfy the "must be wielding two melee weapons" requirements of many of his ranger powers. Number-wise, this should be no different than swinging a mace in each hand (except that it looks cooler.)
Io'Ved's mind: Io'Ved derives his power from a search for mental perfection, not divine purpose and supplication. He has a number of multiclass paladin powers with the Radiant keyword, a visual that does not fit the image of a mentalist warrior-monk at all. I am going to describe and imagine Io'Ved's so-called Radiant powers as being the result of psychic attunement and mental focus, rather than as holy light and spiritual zeal.
Edit: At Xathan's suggestion, I'll swap out the Radiant keyword for the Psychic one for these powers.[/spoiler][spoiler=stats]
Io'Ved: Githzerai Ranger 11 (Paladin multiclass)[spoiler=Ability Scores, Health, and Defenses]Str 16, Con 17, Dex 16, Int 11, Wis 16, Cha 14, Speed 7
HP:
88 (bloodied at 44; surge heals 22)
Healing Surges per Day:
9Action Points:
1Initiative: +5; roll twice and take the best result
AC 23, Fort 20, Reflex 20, Will 19
Resist 5 Necrotic, Resist 5 Poison (from Deathcut Armor)
Falling damage reduced by half; Io'Ved always lands on his feet (from Catstep Boots)[/spoiler]
[spoiler=Special Features][spoiler=Prime Shot]
Prime ShotIf none of your allies are nearer to your target than you are, you receive a +1 attack bonus to ranged attack rolls against that target.[/spoiler][spoiler=Githzerai bonuses]
Githzerai bonuses - Githzerai racial feature+2 Dex, +2 Wis
+2 Acrobatics, +2 Athletics[/spoiler][spoiler=Danger Sense]
Danger Sense - Githzerai racial featureYou gain a +2 bonus to initiative checks.[/spoiler][/spoiler][spoiler=Skills]
Trained SkillsAcrobatics: 15
Athletics: 15
Dungeoneering: 13
Endurance: 13
Perception: 13
Stealth: 13
Untrained Skills:Arcana: 5
Bluff: 7
Diplomacy: 7
Heal: 8
History: 5
Insight: 8
Intimidate: 7
Nature: 8
Religion: 5
Streetwise: 7
Thievery: 8
Io'Ved receives training in Dungeoneering as a ranger class feature, and training in Endurance from his Soldier of the Faith feat. His leather armor gives him no armor check penalties.[/spoiler][spoiler=Feats][spoiler=Paladin Multiclassing]Io'Ved has the feats Soldier of the Faith, Novice Power, Acolyte Power, and Adept Power. He has taken the Paragon multiclassing option at 11th level. The effects of these feats are described in the powers section of this sheet.[/spoiler][spoiler=Toughness]
ToughnessBenefit: When you take this feat, you gain additional hit points. (Characters in the Paragon tier receive 10 additional hit points from Toughness.)
Io'Ved has access to this bonus feat by virtue of his ranger class feature.[/spoiler][spoiler=Two-Weapon Combat]
Two-Weapon FightingBenefit: While holding a melee weapon in each hand, you gain a +1 bonus to damage rolls with your main weapon.
Two-Weapon DefenseBenefit: While holding a melee weapon in each hand, you gain a +1 shield bonus to AC and reflex.
Io'Ved uses both ends of his quarterstaff as both a main-hand and an off-hand weapon, to satisfy the requirements for these feats. Naturally, the damage bonus applies to the main hand attacks only.[/spoiler][spoiler=Danger Sense]
Danger SenseBenefit: When you make an initiative check, roll twice and take the higher of the two rolls.
Not to be confused with the Githzerai racial ability of the same name, which Io'Ved also enjoys.[/spoiler][/spoiler]
[spoiler=At-Will powers][spoiler=Twin Strike]
Twin Strike - ranger 1 at-will powerStandard Action - Martial, Weapon - Melee or Ranged Weapon
Requirement - You must be weilding two melee weapons or a ranged weapon.
Targets: One or Two Creatures.
Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged)
Hit: 1[W] damage per attack.
Io'Ved uses both ends of his quarterstaff as both a main-hand and an off-hand weapon, to satisfy the requirements for this power.[/spoiler][spoiler=Meditative Strike]
Meditative Strike - paladin 1 at-will powerBy calling upon vast reserves of mental discipline, you make a pure, calm strike despite being engulfed by the chaos of battle.Standard Action - Psychic, Weapon - Melee weapon
Targets: One creature.
Attack: Strength +1 per enemy adjacent to you vs. AC
Hit: 1[W] + Strength modifier damage.
This ability is a renamed version of the paladin ability "Valiant Strike." Io'Ved has access to this ability via Paragon multiclassing, receiving it at 11th level in exchange for one of his at-will ranger attacks.[/spoiler][spoiler=Psychic Beacon]
Psychic Beacon - ranger at-will class featureBy flagging an enemy with an invisible, spiritual beacon, you provide a means of guiding your attacks without relying on your sight, your hearing, or your other mundane senses.Once per turn as a minor action, you can designate the enemy nearest to you as your quarry.
Once per round, you deal extra damage to your quarry. The extra damage is based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. (For characters in the Paragon tier, the bonus damage is +2d6.)
The psychic beacon effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry. You can designate one enemy as our quarry at a time.
This ability is a renamed version of the ranger ability "Hunter's Quarry."[/spoiler][/spoiler][spoiler=Encounter powers][spoiler=Prescient Reflexes]
Prescient Reflexes - ranger 1 encounter powerWith a careful study of every slight motion, you know where your opponent's next blow will strike before your opponent does.Immediate Reaction - Martial, Weapon - Melee or Ranged Weapon
Trigger: An enemy makes a melee attack against you.
Attack: You can shift one square, then make a basic melee attack against the enemy.
Special: Gain a power bonus equal to your basic attack roll equal to your Wisdom modifier.
This ability is a renamed version of the ranger ability "Fox's Cunning."[/spoiler][spoiler=Disruptive Strike]
Disruptive Strike - ranger 3 encounter powerImmediate Interrupt - Martial, Weapon - Melee or Ranged Weapon
Trigger: You or an ally is attacked by a creature.
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged). The target takes a penalty to its attack roll for the triggering attack equal to 3 + your Wisdom modifier.[/spoiler][spoiler=Iron Mind]
Iron Mind - Githzerai racial power (encounter)Immediate Interrupt - Personal
Trigger: You are hit by an attack.
Effect: You gain a +2 bonus to all defenses until the end of your next turn.[/spoiler][spoiler=Mental Grip]
Mental Grip - paladin 7 encounter powerYou reach out with your mind, grasping and crushing an enemy with tendrils of pure thought.Standard Action - Psychic, Implement - Ranged 5
Target: One Creature
Attack: Charisma vs. Will
Hit: 2d10 + Charisma modifier damage, and you pull the target a number of spaces equal to your Wisdom modifier.
This ability is a renamed version of the paladin ability "Beckon Foe." Io'Ved has access to this power via the Novice Power feat, and has chosen it in lieu of a ranger encounter power at level 7.[/spoiler][spoiler=Thunder Strike]
Thunder Strike - paladin 7 encounter powerStandard Action - Psychic, Thunder, Weapon - Melee weapon
Target: One Creature
Attack: Strength vs. AC (can score a critical hit against a marked enemy on a roll of 19-20)
Hit: 2[W] + Strength modifier thunder damage, and the target is knocked prone.
Io'Ved has access to this power via Paragon multiclassing, receiving it at level 11 in lieu of an 11th level Paragon Path feature.[/spoiler][spoiler=Mesmeric Compulsion]
Mesmeric Compulsion - paladin class feature (encounter power)Minor Action - Psychic - Close burst 5
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
While a target is marked, it takes a '"2 penalty to attack rolls for any attack that doesn't include you as a target. Also, it takes psychic damage equal to 6 + your Charisma modifier the first time it makes an attack that doesn't include you as a target before the start of your next turn. On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can't use divine challenge on your next turn.
Special: Even though this ability is called a challenge, it doesn't rely on the intelligence or language ability of the target. It's a magical compulsion that affects the creature's behavior, regardless of the creature's nature. You can't place a divine challenge on a creature that is already affected by your or another character's divine challenge.
This ability is a renamed version of the paladin ability "Divine Challenge." Io'Ved has access to this power via the Soldier of the Faith feat. Although paladins can use Divine Challenge as an at-will power, characters with Soldier of the Faith gain access to Divine Challenge as an encounter power only.[/spoiler][/spoiler][spoiler=Daily powers][spoiler=Resonant Strike]
Resonant Strike - ranger 1 daily powerYou wound your foe with a strike so precisely placed, it begins a pattern of resonant vibrations that threaten to shake your victim to pieces.Standard Action - Martial, Weapon - Melee or Ranged weapon
Target: One Creature
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 1[W] + Strength modifier (melee) or 1[W] + Dexterity modifier (ranged), and the target is slowed and takes ongoing 5 damage (save ends both.)
Miss: Half damage, no ongoing damage, and the target is slowed until the end of your next turn.
This ability is a renamed version of the ranger power "Hunter's Bear Trap."[/spoiler] [spoiler=Antientropic Field]
Antientropic Field - paladin 5 daily powerBy enforcing your disciplined will upon your surroundings, you create a barrier against the encroaching effects of chaos.Standard Action - Psychic, Implement, Zone - Close burst 3
Target: Each enemy in burst
Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma modifier psychic damage.
Effect: The burst creates a zone of steady resonance. You and each ally within the zone gain a +1 power bonus to all defenses until the end of the encounter.
This ability is a renamed version of the paladin power "Hallowed Circle." Io'Ved has access to this power via the Adept Power feat, and has chosen it in lieu of a ranger daily power at level 5. [/spoiler] [spoiler=Attacks on the Run]
Attacks on the Run - ranger 9 daily powerStandard Action - Martial, Weapon - Melee or Ranged weapon
Target: One or Two Creatures
Attack: You can move your speed. At any point during your move, you can make two Strength vs. AC attacks with a melee weapon or two Dexterity vs. AC attacks with a ranged weapon.
Hit: 3[W] + Strength modifier (melee) or 3[W] + Dexterity modifier (ranged) per attack.[/spoiler][spoiler=Daily Powers from Equipment][spoiler=Deathcut Armor power]Immediate Reaction
You can use this power when an enemy hits you with a melee attack. Deal 1d10 + Charisma modifier necrotic damage to that that enemy.[/spoiler][spoiler=Resounding Quarterstaff power]Free Action
Use this power when you hit with the weapon. The target is dazed until the end of your next turn.[/spoiler][spoiler=Catstep Boots power]Free Action
Effect: Gain a +5 power bonus to your next Acrobatics check or Athletics check.[/spoiler][spoiler=Bracers of Defense power]Immediate Interrupt
Effect: You can use this power when you are hit by a melee attack. Reduce the damage dealt to you by the attack by 10.[/spoiler][spoiler=Cloak of Resistance power]Minor Action
Effect: Gain Resist 5 to all damage until the start of your next turn.[/spoiler][/spoiler][/spoiler][spoiler=Utility powers][spoiler=Yield Ground]
Yield Ground - ranger 2 utility power (encounter)Immediate Reaction - Martial - Personal
Trigger: An enemy damages you with a melee attack.
Effect: You can shift a number of squares equal to your wisdom modifier. Gain a +2 power bonus to all defenses until the end of your next turn.[/spoiler][spoiler=Weave Through the Fray]
Weave Through the Fray - ranger 6 utility power (encounter)Immediate Interrupt - Martial - Personal
Trigger: An enemy moves adjacent to you.
Effect: You can shift a number of squares equal to your wisdom modifier.[/spoiler][spoiler=Equilibrium]
Equilibrium - paladin 10 utility power (daily)You comprehend the secret unity between your mind and your body, and can draw upon that understanding to fortify both.Standard Action - Psychic - Close burst 3
Target: You and each ally in burst
Effect: The targets make saving throws against every effect a save can end.
This ability is a renamed version of the paladin power "Turn the Tide." Io'Ved has access to this power via the Acolyte Power feat, and has chosen it in lieu of a ranger utility power at level 10.[/spoiler][/spoiler]
[spoiler=Equipment]"Shifting Anchor", a +3 Resounding quarterstaff (see note below)
+2 Deathcut leather armor
Catstep Boots
Bracers of Defense
Cloak of Resistance
5x Potion of Healing
950 gp
As an 11th level character, Io'Ved has a stash of a 12th level, 11th level, and 10th level magic item, and other assorted items and currency worth a total of 5,000 gold pieces. His armor is his 10th level item, and his quarterstaff is counted as both his 12th and 11th level items.
Since Io'Ved uses his staff as two weapons, I bought it as if it were two weapons: a +3 weapon in the off-hand, and a +3 Resounding weapon in the main hand. So the whole staff counts as +3, but only main-hand attacks can take advantage of the Resounding property. I don't think of the staff as having one end that glows differently than the other or anything like that.[/spoiler][/spoiler]
[ooc]Io'Ved is an 11th level combatant, since it looks like that's where all the action is so far. I wanted to build him as an agile, mystic warrior, so I cast him as a ranger (for the mobility and destructive power) with a strong element of multiclassed paladin (for the "special effects", mainly.) I have no idea whether the combination's going to be effective or not, but it gives me a pretty neat mental image.
Bring on the challenges![/ooc][/ic]
[ic=a new challenger... Jacob Darcey!]powers of describe GO!
[spoiler=stats]
Jacob Darcey: Human Rogue 1[spoiler=Ability Scores, Health, and Defenses]Str 14, Con 13, Dex 18, Int 10, Wis 11, Cha 12, Speed 6
HP:
25 (bloodied at 12, surge restores 6)
Healing Surges:
7Action Points:
1Initiative: +6
AC 14, Fort 13, Reflex 17, Will 12[/spoiler]
[spoiler=Special Features][spoiler=Rogue Features]First Strike: Combat Advantage against people who have yet to act
Rogue Tactics: Brutal Scoundrel
Rogue Weapon Talent: +1 weapon die size with shurikens, +1 attack roll with daggers
Sneak Attack: +2d6 + Str mod (Brutal Scoundrel)[/spoiler][spoiler=Skills]
Trained skills:Athletics
Bluff
Intimidate
Perception
Stealth
Streetwise
Thievery[/spoiler][spoiler=Feats]Quick Draw
Nimble Blade[/spoiler][/spoiler]
[spoiler=At-Will powers][spoiler=Deft Strike]
Deft Strike - rogue 1 at-will powerStandard Action - Martial, Weapon - Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature.
Special: You can move two squares before the attack.
Attack: Dexterity vs. AC.
Hit: 1[W] + Dexterity modifier damage.
Effect: Until the end of the encounter, each time you hit the target you slide it one square.[/spoiler][spoiler=Piercing Strike]
Piercing Strike - rogue 1 at-will powerStandard Action - Martial, Weapon - Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature.
Attack: Dexterity vs. Reflex.
Hit: 1[W] + Dexterity modifier damage.[/spoiler][spoiler=Riposte Strike]
Riposte Strike - rogue 1 at-will powerStandard Action - Martial, Weapon - Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature.
Attack: Dexterity vs. AC.
Hit: 1[W] + Dexterity modifier damage. If the target attacks you before the start of your next turn, you make your riposte against the target as an immediate interrupt: a Strength vs. AC attack that deals 1[W] + Strength modifier damage.[/spoiler][/spoiler][spoiler=Encounter powers][spoiler=Dazing Strike]
Dazing Strike - rogue 1 encounter powerStandard Action - Martial, Weapon - Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature.
Attack: Dexterity vs. AC.
Hit: 1[W] + Dexterity modifier damage, and the target is dazed until the end of your next turn.[/spoiler][/spoiler][spoiler=Daily powers][spoiler=Trick Strike]
Trick Strike - rogue 1 daily powerStandard Action - Martial, Weapon - Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature.
Attack: Dexterity vs. AC.
Hit: 3[W] + Dexterity modifier damage, and you slide the target one square.
Effect: Until the end of the encounter, each time you hit the target you slide it one square.[/spoiler][/spoiler]
[spoiler=Equipment]some kinda stuff[/spoiler][/spoiler][/ic]
Yeah, what's starting gold for 11th level? I can't find it in my PHB (the only book I have).
standard stat array or point buy?
Not sure it matters. I just grabbed the standard array.
If someone wants to read over this guy to make sure everything's in order, that'd be great. I'm not sure if I have all the nuances down yet.
[spoiler=Paladin][ic=Ryzar Stormblood]
Level 11 (26,000 XP)
Male Dragonborn
Champion of Order (Paladin of Bahamut)
Lawful Good
Str 18 (+4)
Con 17 (+3)
Dex 12 (+1)
Int 11 (+0)
Wis 14 (+2)
Cha 18 (+4)
Speed: 5 Squares (7 when charghing or running)
Init: +6
HP: 102 (51 bloodied)
Healing Surges: 13/day; 29hp each
AC: 26
Fort: 23
Ref: 21
Will: 23
Attacks:
Battleaxe, +13 attack, 1d10+7 damage
Charging Battleaxe, +14 attack, 1d10+1d6+9 damage
Symbol (Cha), +10 attack, no exta damage
[spoiler=Equipment]
+2 Berzerker Battleaxe
+1 Dwarven Plate
Large Shield of Deflection (resist 5, all ranged)
+1 Symbol of Hope (Bahamut)
Horned Helm (+1d6 charging damage)
+3 Amulet of Protection
Belt of Vigor +1
Potion of Vitality x1
Potion of Healing x2
380gp[/spoiler]
Features:
- +1 Attack when bloodied
- Champion's Action (-1 enemy defense w/ action point)
- In Defense of Order (AoO on mark, +2d6 elementals & demons marked)
[spoiler=Powers]
* At Will *
- Divine Chalenge
- Lay on Hands (2/day, +4hp)
- Bolstering Strike
- Holy Strike
* Encounter *
- Dragon Breath (Strength, Lightning)
- Divine Strength
- Piercing Smite
- Invigorating Smite
- Beckon Foe
- Certain Justice
- Armor of Bahamut
* Daily *
- Paladin's Judgement
- Martyr's Blessing (Interrupt)
- Martyr's Retribution
- Divine Bodyguard
- Crown of Glory
- Turn the Tide
- Armor Healing (Armor)
- Berserk (Weapon)
- Symbol of Hope (Symbol)[/spoiler]
Skills:
Heal +7
Insight +7
Intimidate +11
Religion +5
Feats:
Armor of Bahamut
Fast Runner
Toughness
Powerful Charge (+2 damage on charge)
Deadly Axe (High Crit)
Axe Focus (+1 Damage)
Healing Hands[/ic][/spoiler]
For stats, let's make it uniform and go with the point buy presented in the PHB, much as I hate point buys.
it looks like the rules for items and wealth are:
Quote from: DMG page 143Choose Equipment and Magic Items. Mundane
equipment is much less important for higherlevel
characters than it is when you're starting out.
Choose whatever standard adventuring gear you
want from the tables in the Player's Handbook. For
magic items, choose one item of your level + 1, one
item of your level, and one item of your level '" 1. In
addition, you have gold pieces equal to the value of
one magic item of your level '" 1. You can spend this
money on rituals, potions, or other magic items, or
save it for later.
So you have a level 12 item, a level 11 item, a level 10 item, and 5000gp.
Quote from: Luminous CrayonQuote from: Xathan WorldsmithGlad everyone likes the idea! I'll be throwing a character or three into the ring, but in the meantime...Since we've got a bunch of level 11's running around, I'd like to run a gladiatorial arena style fight, 4-5 11s vs. either a solo monster or a group of lesser monsters, should you be interested. Feel free to participate in multiple fights a time if you want, I'd love to see how everyone fares.
Thanks, Xathan! :heart: :yumm:
No problem, LC. :) As for your stuff, the quarterstaff thing is fine by me, as is changing the damage to psychic damage - it says in the DMG for evil paladins, there's nothing wrong with making the radiant damage necrotic damage instead, so I see no problem with the same for psychic damage. I love the idea so far! I'm glad someone is multiclassing: I'd like to see how it works out.
Oh, and I'll PM you the Githzerai racial traits.
Ah thanks.
(The standard array is valid under point buy, just in case anyone was wondering.)
Rae: Looks good, on the whole. Not sure on all the math, but make sure that for your skills, you're adding 1/2 your level in addition to the ability score and, if you're trained, the +5 trained bonus - they seem low to me.
I am really confused about why two of my spoiler buttons suddenly have quit working.
which ones? they look good here...
(Congratulations on even getting me to post on a 4e thread...you win again, LC)
They work for me just fine...
Click "Stats." So far, so good.
Now click "Encounter Powers." Doesn't seem to work.
Now click "Daily Powers." This one works, but "Antientropic Field" does not.
You've got a little gaff i think
[i]This ability is a renamed version of the ranger ability "Hunter's Quarry."
[/spoiler]
Italics started but didn't end, and apparently screwed up the javascript on down the line in the "encounter powers" block. There may be more errors breaking more spoilers.
Quote from: brainfaceYou've got a little gaff i think
[i]This ability is a renamed version of the ranger ability "Hunter's Quarry."
[/spoiler]
Italics started but didn't end, and apparently screwed up the javascript on down the line in the "encounter powers" block. There may be more errors breaking more spoilers.
Yeah, the two spoilers that didn't work were two identical errors: both missing the end of the italics right before the start of the problematic spoiler blocks. I was looking in absolutely the wrong place for the problem, and missed my silly errors.
You, sir, are made of magic!
I think that when I get the chance to build the character I might play an Eladrin Doomsayer Warlock. So are we making all of our characters at 11th level? (just making sure)
Quote from: Seraphine_HarmoniumI think that when I get the chance to build the character I might play an Eladrin Doomsayer Warlock. So are we making all of our characters at 11th level? (just making sure)
Right now yes, but if you were to make one of a different level others would too.
So far I've made a Dragonborn Ranger... I suck at optimizing, so :P. I'm having fun.
Quote from: PoseidonQuote from: Seraphine_HarmoniumI think that when I get the chance to build the character I might play an Eladrin Doomsayer Warlock. So are we making all of our characters at 11th level? (just making sure)
Right now yes, but if you were to make one of a different level others would too.
So far I've made a Dragonborn Ranger... I suck at optimizing, so :P. I'm having fun.
That's why I'm excited that the optimization aspect is gone. It's so hard to screw things up, fun is possible again.
[spoiler=Under Construction][ic=Bernard, Hammer of Moradin]
Level 11 (26,000 XP)
Male
DwarfKnight Commander
WarlordLawful Good
STR 18
CHA 16
CON 16
DEX 12
WIS 14
INT 14
Speed: 5 Squares
Initiative Bonus:HP:Healing Surges:AC:Fort:Ref:Will:Attacks:[spoiler=Equipment][/spoiler]
Features:[spoiler=Powers][/spoiler]
Skills:Feats:[/spoiler]
Quote from: Seraphine_HarmoniumI think that when I get the chance to build the character I might play an Eladrin Doomsayer Warlock. So are we making all of our characters at 11th level? (just making sure)
I'm planning to also work something up for first level, since fewer abilities means less bookkeeping for the people who are new to the system. I think some level 1 action would be an ideal initiation for folks.
Quote from: Rose Of MontagueThat's why I'm excited that the optimization aspect is gone. It's so hard to screw things up, fun is possible again.
If I were to pull one of the few builds on the optimization boards right now as one of my characters fighting solo monsters and 1 on 1 fights would not be fun. (I'm not going to, just saying the optimization is still there. Its less than 3e, but it's there).
Can I enter two combatants? If so, then Higgs Boson, a wizard 11 and said rogue. If not, I would like to change my previous entry to Higgs Boson, a wizard 11. Really, though, I'm deciding between a fighter-type, a warlock and a wizard. Thought: Maybe we could have a Gestalt section?
If it is like the Arena you can have as many combatants as you want.
Quote from: Higgs BosonCan I enter two combatants? If so, then Higgs Boson, a wizard 11 and said rogue. If not, I would like to change my previous entry to Higgs Boson, a wizard 11. Really, though, I'm deciding between a fighter-type, a warlock and a wizard. Thought: Maybe we could have a Gestalt section?
1.) Multiple combatants are encouraged! This is more of a "fight for fun" environment than a competitive bracket of any kind, so drafting up multiple entrants just gives us all a little more variety-- particularly if we get some level-range variety going. We've got a lot of action around level 11, which is good because we know we'll be able to find plenty of competition in that bracket, but it wouldn't hurt to branch out a bit, either. I'll be adding a level 1 rogue to the mix later, and perhaps some other combatants as well.
2.) I don't think 4E has anything resembling Gestalt mechanics (not that I'll miss them.) If you can't decide what to run with, try multiclassing-- I'm looking forward to trying out this ranger/paladin mishmash.
If you guys are doing a 4-5 PC v.s. group of monsters you could probably use a warlord. I haven't made one at lvl 11, but they're pretty useless at lvl 1 in a 2 person party. As for lvl 1 characters, the warlock takes the cake with his at-will powers (from what I've seen). I'll roll up an 11th lvl warlord and have it (hopefully) playable by tomorrow.
[spoiler=A special secret]
I've been itching to try out 4e to see if it has any merit (I've heard very much of the opposite), but nobody around here can/is willing to.
[/spoiler]
First of all, I want to know who is up for the level 11 gladiator arena fight.
Second of all, I'll have some builds up to, and wondering if anyone would be up for a level 30 throwdown: I'd love to either go head to head at level 30, or pit a group of level 30s against a really nasty set of monsters.
Right now, looks like I'll have a level 1 warlock, a level 11 Wizard/Fighter, a level 21 Fighter, and a few others: perhaps a level 5 ranger or some other level 5s. Plus, I'm always up for running monster fights.
Quote from: HaphazzardIf you guys are doing a 4-5 PC v.s. group of monsters you could probably use a warlord. I haven't made one at lvl 11, but they're pretty useless at lvl 1 in a 2 person party. As for lvl 1 characters, the warlock takes the cake with his at-will powers (from what I've seen). I'll roll up an 11th lvl warlord and have it (hopefully) playable by tomorrow.
[spoiler=A special secret]
I've been itching to try out 4e to see if it has any merit (I've heard very much of the opposite), but nobody around here can/is willing to.
[/spoiler]
I was planning on running a Warlord. Diversity is encouraged (by me).
Also, Xathan, I am up for a 4e fight, level 11, ASAP. Rael has my back, from what I understand.
Im up for any level w/ a warlock.
I'd like to get in on something (especially a monster fight). I'll make up a level 11 wizard/warlord (henceforth known as "a bard"), because I like going along with crowd, and I don't feel up to statting up a level 30. =D
Quote from: brainfaceI'll make up a level 11 wizard/warlord (henceforth known as "a bard")...
Don't forget to make him a gnome.
I'm definitely in, but I am unsure what kind of character I am going to make. I'll probably make a level 11-character, seen as that is what everyone else has made so far, but I am also planning on making a level 5 character as well.
Anyone interested in a 1st level encounter for 5 characters. I am creating one, since it will only be one encounter and all the characters will have their daily powers with no reason not to use them I'm going to [try to] make it on the "hard" side, though within the rules.
I'm in. I'll roll up a fighter, if that works.
I'm in for the lvl 11 gladatorial match. Not sure what I'm gunna make, probably either a ranger or fighter. It sounds like we have a decent amount of casters as it is, a meat shield sounds in order.
I have the level 1 encounter ready. I fear that it might be a little too difficult, but hey we'll see as this is the first Encounter I've put together with the 4e rules.
I just need 5 characters to unleash the fury upon...
So far interested:
Xathan (fighter)
LC (Rogue)
Haphazzard (cleric)
Ish (ranger)
Brain (warlock)
Quote from: PoseidonI have the level 1 encounter ready. I fear that it might be a little too difficult, but hey we'll see as this is the first Encounter I've put together with the 4e rules.
I just need 5 characters to unleash the fury upon...
So far interested:
Xathan (fighter)
I'm in. I'll roll up a cleric.
P.S. - I have a level 1 rogue that is (mostly) ready also.
Ok, like with Rael, this may need a look-over to ensure that I'm not accidentally breaking any rules I'm not supposed to. For Eladrin Education, I took Perception, but I'm not totally sure whether that's a legal usage of the ability, so if it isn't, I will pick something else.
[ic=Roisin Dubh]
Level 11 (26,000 xp)
Female Eladrin
Doomsayer (Warlock of the Star Path)
Neutral
Str 12 (+1)
Con 15 (+2)
Dex 12 (+1)
Int 18 (+4)
Wis 14 (+2)
Cha 18 (+4)
Speed: 6
Initiative: +10
HP: 75 (37 bloodied)
Healing Surges: 9/day (18 hp each)
AC: 23 (25 vs. First attack/encounter); 25 vs Attacks of Opportunity
Fort: 20
Ref: 23
Will: 24
Attacks
+1 Longsword, +7 Melee, 1d8+2 damage
Eldritch Blast (using +3 Rod of Dark Reward), +12 Ranged Cha vs. Ref, 1d10+9 damage
[spoiler=Equipment]+1 Longsword
+3 Rod of Dark Reward
+2 Darkleaf Leather Armor
+3 Amulet of Protection
Bracers of the Perfect Shot (Heroic Tier)
4 potions of vitality
4 potions of healing
540 gp[/spoiler]
Race Features
Low-light Vision
Eladrin Education
Eladrin Weapon Proficiency (Longsword)
Eladrin Will (+1 Will; +5 Will vs. Charm)
Fey Origin
Trance
Fey Step
-Encounter*Teleportation
-Move Action Personal
-Effect: Teleport up to 5 squares
Class/Path Features
Eldritch Blast
Star Pact
-Dire Radiance
-Fate of the Void (When cursed enemy dropped to 0 HP, gain +1 to next roll until end of turn)
Prime Shot (+1 on ranged attacks where no ally is closer to the target)
Shadow Walk (if you move more than 3 squares, you gain concealment until the end of your next turn)
Warlock's Curse (Minor Action; Cursed enemies take +2d6 extra damage)
Doomsayer's Action (When an Action Point is spent, all cursed enemies take Warlock's Curse extra damage)
Doomsayer's Proclamation (Enemies w/in 10 squares must roll 2 dice to save vs. fear and take the lower result)
[spoiler=Powers]At-Will Powers
Eldritch Blast
Dire Radiance
Encounter Powers
Dreadful Word
Frigid Darkness
Sign of Ill Omen
Fates Entwined
Daily Powers
Dread Star
Hunger of Hadar
Summons of Khirad
Utility Powers
Ethereal Stride
Dark One's Own Luck
Shielding Shades[/spoiler]
Skills
Arcana +14
Bluff +14
Insight +12
Intimidate +14
Perception +14 (Eladrin Education)
Feats
Improved Fate of the Void
Alertness
Dark Fury
Improved Initiative
Defensive Mobility
Toughness
Feywild Protection
[/ic]
Okay, I think Io'Ved is totally completed, except for the part where I figure out the math for his standard attacks and damage with that cracklin' staff.
I also have a rogue that is more or less completed, edited into the same post. So, we can get some level one action going as well.
Xathan, would you mind editing the post in which you quoted an out-of-date version of Io'Ved's character sheet, in order to minimize confusion?
Poseidon, I'll roll up a level 1 ranger, I'm definitely game
If there's still a slot, i want in. I'll make up a warlocky.
With Ishy and Brain that's 5. :D
I just got home from 22.5 hours of D&D over 2 days. Blargh.
I have a level 1 Dwarven Warlord and a level 1 Dragonborn Rogue I can post. Also, my level 11 Warlord is coming soon.
That's... a lot of dnd dude.
Quote from: Rose Of MontagueI just got home from 22.5 hours of D&D over 2 days. Blargh.
My advice....enjoy it while you can. We got word last night that one of our few players without children has a bun in the oven (and my wife is about to bust as well). It's not that we don't game anymore, but it will be a long time before I can take even one whole day to game again.
Quote from: Luminous CrayonOkay, I think Io'Ved is totally completed, except for the part where I figure out the math for his standard attacks and damage with that cracklin' staff.
I also have a rogue that is more or less completed, edited into the same post. So, we can get some level one action going as well.
Xathan, would you mind editing the post in which you quoted an out-of-date version of Io'Ved's character sheet, in order to minimize confusion?
Done.
I'm really confused as to which level 11s are in the Gladiatorial match, besides LC and Crit. I want at least 3 more, but I'll take up to 8 total - just keep in mind that the more of you there are, the more bad guys there will be, and the tougher the fights will be. So, if you are planning on playing in the level 11 Gladiator fight, post "Xathan, I'm in," somewhere in your post, so I can use ctrl F to find you.
Aephis Merryton, Level 1 Warlocklord!
[spoiler=Aephis]
Half-elf Warlock (Fey Pact) (warlord multiclass)
Hitpoints: 28
Surges: 9, heal 7
AC: 13 (+2 leather, +1 Intelligence)
Fortitude: 13
Reflex: 12
Will: 15
Speed: 6
Initiative: +0
Str 13
Dex 11
Con 16
Int 12
Wis 10
Cha 18
Skills:
Arcana +6
Bluff +8
Heal +5
Insight +7
(Perception +0)
Thievery +5
Feats:
Student of Battle (count as warlord, gain Inspiring Word as a daily power, training in heal skill)
Class Abilities:
Fey pact (Aephis has formed a pact with a primitive earth spirit, grim and menacing.)
Prime Shot (If none of Aephis's allies are nearer to his target than he is, he receives a +1 bonus to ranged attack rolls against that target.)
Shadow Walk
Misty Step
Warlock's Curse
[spoiler=Powers]
At-will:
[ic=Melee Basic Attack]
Aephis swings at his foe with a rusty, mud-caked scythe.
Standard Action * Melee weapon * Target 1 creature
Attack: [dice]1d20+3[/dice] vs. AC
Hit: [dice]2d4+2[/dice] damage
[/ic]
[ic=Eldritch Blast (Ranged Basic Attack)]
Aephis shoots a bolt a crackling arcane energy at his foe.
Standard Action * Ranged 10 * Target 1 creature
Attack: [dice]1d20+4[/dice] vs. Reflex
Hit: [dice]1d10+4[/dice] damage
[/ic]
[ic=Eyebite]
Aephis gives his foe the googly eye.
Standard Action * Ranged 10 * Target 1 creature
Attack: [dice]1d20+4[/dice] vs. Will
Hit: [dice]1d6+4[/dice] psychic damage and Aephis is invisible to the target until the start of my next turn.
[/ic]
Encounter
[ic=Commander's Strike]
"Stop screwing around and take its head off already!"
An ally of my choice makes a basic melee attack with a +1 bonus to damage against a specific target.
[/ic]
[ic=Witchfire]
Aephis surrounds a foe with blue flames
Standard Action * Ranged 10 * Target 1 creature
Attack: [dice]1d20+4[/dice] vs. Reflex
Hit: [dice]2d6+4[/dice] fire damage, and target takes a -3 penalty to attack rolls until the end of my next turn
[/ic]
Daily
[ic=Inspiring Word]
"It's just your spleen. You can live without it!"
Minor Action * Close burst 5
Targets Ally or me
Target can spend a healing surge and regain an additional [dice]1d6[/dice] hitpoints.
[/ic]
[ic=Dread Star]
Aephis hurls an orb of horrible light at his foe.
Standard action * Ranged 10 * Target 1 creature
Attack: [dice]1d20+4[/dice] vs. Will
Hit: [dice]3d6+4[/dice] radiant damage, and the target is immobilized until the end of my next turn.
Effect: The target takes a -2 penalty to Will defense (save ends).
[/ic]
[/spoiler]
[spoiler=Cut & Paste Blocks]
[ic=Initiate Warlock's Curse]
Minor Action * Nearest enemy
Curses the enemy so that he is more vulnerable to Aephis's attacks. Once per round, if he damages a cursed enemy, he can deal an additional 1d6 damage. The curse lasts until the end of the encounter or until the target drops to 0 hitpoints or fewer. He can have create multiple curses on different enemies over the duration of the encounter, but the extra damage only applies once per round.
[/ic]
[ic=Warlock's Curse Damage]
Free Action, once per round against cursed enemy
If the previous attack hits, the target takes an additional [dice]1d6[/dice] damage.
[/ic]
[ic=Shadowwalk]
Aephis is a blur of motion.
Aephis has moved at least 3 squares from where he began his turn, and has gained concealment.
Enemies take a -2 penalty to melee and ranged attack rolls against him.
[/ic]
[ic=Misty Step]
Bamf!
An enemy affected by Aephis's Warlock's Curse has been reduced to 0 hitpoints or fewer, allowing him to activate his Fey Pact.
He Teleports 3 squares
[/ic]
[ic=Second Wind]
Aephis takes a moment to recover.
Standard Action, once per encounter
Aephis spends a healing surge and regains 7 hitpoints
He gains a +2 bonus to all defenses until the start of his next turn.
[/ic]
[/spoiler]
[/spoiler]
Quote from: Xathan WorldsmithI'm really confused as to which level 11s are in the Gladiatorial match, besides LC and Crit. I want at least 3 more, but I'll take up to 8 total - just keep in mind that the more of you there are, the more bad guys there will be, and the tougher the fights will be. So, if you are planning on playing in the level 11 Gladiator fight, post "Xathan, I'm in," somewhere in your post, so I can use ctrl F to find you.
Xathan if you still have space, I'll throw down:
[spoiler=Kriv Frostleaf]
Character Sheet
Name Kriv Frostleaf
Male, Dragonborn, Ranger(Beast Stalker) 11
Alignment: Unaligned
Speaks Common, Draconic
Ability Scores
Str: 18 (+4) (+2 lvl)
Con: 14 (+2) (+1 lvl)
Dex: 18 (+4) (+1 lvl)
Int: 12 (+1)
Wis: 15 (+2)
Cha: 13 (+1)
Basic Combat Stats
Hit Points: 76
Bloodied: 38
Healing Surge: 8/day
Healing Surge HP: 21
Initiative: +11
Speed: 6 squares (30 feet)
Action Points: 1
Defenses
AC:24 (26 for AoO)
Fort: 20
Ref: 20
Will: 17
Resistance: Poison (5), Netrotic(5)
Basic Attacks
+15 Melee, +3 Longsword, 1d8+3, crit
+14 Ranged, +3 Vicious Longbow, 1d10+5, 20/40
Skills
Acrobatics(15), Endurance(11), Nature(12), Perception(12), Stealth(13)
Racial Traits and Power
-Dragonic Fury
-Draconic Heritage
-Dragon Breath(Dex, Cold)
At Will Powers
-Twin Strike (+14 Vs AC, 1d10+5)
-Careful Attack (+16 Vs AC, 1d10+5)
Encounter Powers
-Two Fanged Strike (+14 Vs AC, 1d10+5)
-Thunderstruck Boar Strike (+14 Vs AC, 1d10+5)
-Hawk's Talon (+16 Vs AC, 2d10+9)
-Pinpointing arrow (+14 Vs AC, 2d10+9)
-Dragon Breath (+13 Vs Ref, 2d10+2)
Daily Powers
-Hunter's Bear Trap (+14 Vs AC, 2d10+9, Ongoing 5)
-Splintering Shot (+14 Vs AC, 3d10+9)
-Close Quarters Shot (+14 Vs AC, 4d10+9)
Utility Powers
-Yield Ground
-Weave Trough the Fray
-Open the Range
Other Class Features
-Fighting Style: Archery
-Hunter's Quarry
-Prime Shot
-Chosen Prey (beast)
-Beast Stalker's Action
Feats
-Defensive Mobility
-Weapon Focus (Bow)
-Dragonborn Frenzy
-Escape Artist
-Quick Draw
-Toughness
-Empowered Dragon Breath
Equipment
+3 Vicious Longbow (lvl 12)
+3 melee weapon (lvl 11)
+2 Deathcut Hide Armor (lvl10)
Gloves of Piercing (Hands) 680
Cloak of Resistance +2 (Neck) 2600
Bracers of Perfect Shot (Arms) 680
Acrobat Boots (Feet) 520
Belt of Vigor (Waist) 520
[/spoiler]
Poseidon, just so you know, I'm working on a duel-weapon halfling ranger, I should have stats up tonight (if I have this shit figured out right).
Alright! Kevkas Dragonsbane, the human Fighter 11 will be up soon. Xathan, I'm in
ACK! accidently posted!
ill put up a lvl 1 fighter soon.
Feel free to look over this and let me know if I did this right - be gentle, it's my first time. :)
Sigfried Minklespor, Good Halfling Ranger (Level 1)
ATTRIBUTES
Str: 16 (+3)
Con: 13 (+1)
Wis: 13 (+1)
Dex: 15 (+2)
Int: 10 (+0)
Cha: 14 (+2)
DEFENSES/OTHER
Hit Points: 30
Bloodied: 15
Healing Surges: 7
Surge Strength: 7
Armor: 14
Fortitude: 14
Reflex: 13
Will: 12
Size: Small
Vision: Normal
Speed: 6
Languages: Common, Elven
AT-WILL POWERS
~ Twin Strike (standard): Hit+5, 1d6+3 dmg; two hits
~ Hit and Run (standard): Hit+5, 1d6+3 dmg; no AOOs from leaving first square this turn.
~ Hunter's Quarry (minor): Label nearest enemy as quarry. +1d6 damage per hit
ENCOUNTER POWERS
~ Dire Wolverine Strike (std): Hit+5, 1d6+3 dmg; close burst 1
~ Eyebite (standard): +2 vs. Will, 1d6+2 dmg, invisible to target until next turn.
~ Second Chance (interrupt): Force opponent to reroll an attack that hit you
DAILY POWERS
~ Hunter's Bear Trap (std): Hit+5, 2d6+3 dmg, + 5 ongoing damage, slows target (save ends both)
PASSIVE ABILITIES
~ Two-Blade Style: May use 1H weapons in off-hand
~ Prime Shot: +1 bonus to ranged attack if no allies are closer to target
~ Nimble Reaction: +2 racial bonus to ac vs. opportunity attacks
~ Bold: +5 racial bonus to saves vs. fear
FEATS: Toughness, Fey Pact Initiate
SKILLS: Acrobatics +9, Athletics +8, Nature +6, Perception +6, Stealth +7, Thievery +9
EQUIPMENT
Leather Armor (+2 ac, 25 lb)
Handaxe (+2 hit, 1d6, 5/10, 3lb) x6
Standard Adventurer's Kit, 33lb
Grappling Hook, 4lb
26 gold
I made a first level character. Here she is. Not signed up for anything, at the moment, however.
[spoiler]
Las'el, Female Unaligned Human Fighter (Level 1)
Abilities
Str 16 (+3)
Con 15 (+2)
Dex 14 (+2)
Int 11 (+0)
Wis 12 (+1)
Cha 10 (+0)
Speed 6
Initiative +2
HP 30 (15 bloodied)
Healing Surges 11/day (7 hp)
Defenses
AC 15 (+3 Armor, +2 Dexterity)
Fort 16 (+3 Strength, +2 Fighter, +1 Human)
Ref 13 (+2 Dexterity, +1 Human)
Will 12 (+1 Wisdom, +1 Human)
Race Features
Bonus At-Will Power
Bonus Feat
Bonus Skill
Human Defense Bonuses (+1 to Fortitude, Reflex, and Will)
Class Features
Combat Challenge
Combat Superiority
Fighter Weapon Talent (Two-Handed)
Skills
Athletics +7
Endurance +6
Heal +6
Intimidate +5
Feats
Action Surge
Weapon Focus (Spear)
[spoiler=At-Will Powers]
[ic=Melee Basic Attack]Las'el thrusts and slashes at her foe with a aged-looking spear.
Standard Action '" Melee weapon '" Target: One creature
Attack: 1d20+6 vs. AC
Hit: 1d8+6 damage[/ic]
[ic=Ranged Basic Attack]Las'el hurls a javelin towards her foe.
Standard Action '" Ranged weapon '" Target: One creature
Attack: 1d20+5 vs. AC
Hit: 1d6+4 damage[/ic]
[ic=Cleave]Las'el slashes at one enemy with her spear, intent on moving on to the next one.
Standard Action '" Melee weapon '" Target: One creature
Attack: 1d20+6 vs. AC
Hit: 1d8+6 damage, and an enemy adjacent to her other than her target takes 3 damage.[/ic]
[ic=Reaping Strike]Las'el unerringly strikes her foe in a flurry of blows.
Standard Action '" Melee weapon '" Target: One creature
Attack: 1d20+6 vs. AC
Hit: 1d8+6 damage
Miss: 3 damage[/ic]
[ic=Sure Strike]Las'el seems to take just a second longer to make her next thrust.
Standard Action '" Melee weapon '" Target: One creature
Attack: 1d20+8 vs. AC
Hit: 1d8+6 damage[/ic][/spoiler]
[spoiler=Encounter Powers]
[ic=Spinning Sweep]With what appears to be a flourish, Las'el uses both ends of her spear to slash at and trip her enemy.
Standard Action '" Melee weapon '" Target: One creature
Attack: 1d20+6 vs. AC
Hit: 1d8+6 damage, and Las'el knocks her target prone[/ic][/spoiler]
[spoiler=Daily Powers]
[ic=Comeback Strike]Just when she needed it, Las'el delivers a spectacular blow.
Standard Action '" Melee weapon '" Target: One creature
Attack: 1d20+6 vs. AC
Hit: 2d8+6, and Las'el can spend a healing surge[/ic][/spoiler][/spoiler]
EDIT: Cleave power updated as per 10 June 2008 Errata.
So we have four players for the gladiator match: I'd like to at least have one more. Does anyone want to play a Wizard so we have all four rolls filled? (Also, if you don't want to play a wizard but do want to join, that's fine - I've got no problem with large groups.
As for my level one, I'll have that soon. Still fiddling around with all the options. O.o
I guess I'm in for the gladiator match. I'm not a Wizard, but oh well. So you can add Roisin to the roster.
So, what do we have "open spots" for at the moment? More lvl 1's or more level 11's?
Considering a scythe-wielding paladin of the Raven Queen (Raven being almost equal to crow), maybe with some multi-classing.
Quote from: Crippled CrowSo, what do we have "open spots" for at the moment? More lvl 1's or more level 11's?
Everything. Infinite number of "open spots."
Oh, yeah, but i was thinking about the current upcoming battles. I'll roll up a lvl 1 for now then. Just got the books today, so i should maybe start slow anyway.
Yeah, there's a lot of stuff for a character to do, even at level 1. But really, the whole point of the Arena idea has always been to get a lot of similarly-matched characters together, and let them challenge each other. It looks like there will be some exhibition matches this time, but a bit portion of the last Arena idea (and this one too, I assume?) is going to be a bunch of one-on-one matches without a DM.
Speaking of which, anybody up for a little action at 11th level? We can have a little duel before/during the start of the bigger action. I'll need an opponent, plenty of audience, and a commentator or two....
If you start it, I'm up for it with my ranger.
Sorry about the delay, I spent the last couple days without internet :mad:
[spoiler=Orsik Stonehammer]
Male, Good Dwarven Cleric (Level 1)AbilitiesStr 10 (+0)
Con 15 (+2)
Dex 10 (+0)
Int 8 (-1)
Wis 20 (+5)
Cha 13 (+1)
Speed 5
Initiative +0
HP 27 (13 bloodied)
Healing Surges 9/day (6 hp)
DefensesAC 16 (+6 Armor)
Fort 12 (+2 Constitution)
Ref 10 (+0 Dexterity)
Will 17 (+5 Wisdom, +2 Cleric)
Race Features[spoiler=Dwarven Resilience]
You can use your Second Wind as a minor action instead of a standard action[/spoiler]
[spoiler=Dwarven Weapon Proficiency]
You gain proficiency with the throwing hammer and the warhammer[/spoiler]
[spoiler=Encumbered Speed]
You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally[/spoiler]
[spoiler=Stand Your Ground]
When an effect forces you to move--through a push, a pull, or a slide--you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to. In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone[/spoiler]
Class FeaturesChannel Divinity
Healer's Lore (add WIS, +5, to somebody's hitpoints anytime I heal them)
healing wordRitual Casting
SkillsDiplomacy +6
Dungeoneering +5
Endurance +4
Heal +10
Insight +10
Religion +4
FeatQuick Draw
At-Will Powers[spoiler=Melee Basic Attack (Scythe)]
Standard Action '"
Melee weapon '"
Target: One creature
Attack: 1d20+2 vs. AC
Hit: 2d4+0 damage
[/spoiler]
[spoiler=Ranged Basic Attack (sling)]
Standard Action '"
Ranged weapon '" Target: One creature
Range 10/20
Attack: 1d20+0 vs. AC
Hit: 1d6+4 damage
[/spoiler]
[spoiler=Priests Shield]
Standard Action '"
Melee weapon '"
Target: One creature
Attack: 1d20+0 vs. AC
Hit: 2d4+0 and you and one adjacent ally gain a +1 power bonus to AC until the end of your next turn
[/spoiler]
[spoiler=Lance of Faith]
Standard Action '"
Ranged 5 '"
Target: One creature
Attack: 1d20+5 vs. Reflex
Hit: 1d8+5 radiant damage and one ally you can see gains a +2 power bonus to his or her next attack roll against the target.
[/spoiler]
Encounter Powers[spoiler=Channel Divinity: Divine Fortune]
Free Action '"
personal[/b
Effect: You gain a +1 bonus to your attack roll or saving throw before the end of your next turn[/spoiler]
[spoiler=Channel Divinity: Turn Undead]
Standard Action - Close Burst 2 - Target Each undead in burst
Attack 1d20+5 vs Will
Hit 1d10+5 radiant damage and you push the target a number of squares equal to 3+ your charisma modifier (3+1=4). The target is immobilized until the end of your next turn
Miss Half damage and the target is not pushed or immobilized.
[/spoiler]
[spoiler=Healing Word]
Minor Action - Close Burst 5 - You or one ally
Effect: The target can spend a healing surge and reagain an additional 1d6+5 (1d5+WIS) hit points.
[/spoiler]
[spoiler=Healing Strike]
Standard Action - Melee weapon - Target One creature
Attack: 1d20+0 vs AC
Hit 4d4+0 radiant damage, and the target is marked until the end of your next turn. In addition, you or one ally within 5 squares of you can spend a healing surge.
[/spoiler]
Daily Powers
[spoiler=Guardian of Faith]
Standard Action '" Range 5
Effect: You conjure a guardian that occupies 1 square within range. Every turn you can move the guardian 3 squares as a move action. The guardian lasts until the end of the encounter. Any creature that ends it's turn adjacent to the guardian is subject to a Widom vs Fortitude attack.
Attack: 1d20+5 vs Fortitude
Hit: 1d8+5 radiant damage
[/spoiler]
[spoiler=Equipment]
39 gold (taking suggestions on what to buy with it)
[/spoiler]
[/spoiler]
And what does "and the target is marked until the end of your next turn" mean?
Hap it's on page 277 of the PHB, Also your HP os Cleric HP + your con score, not con modifier.
Agaros Mar, Unaligned Human Paladin of the Raven Queen (Level 1)
[spoiler]ATTRIBUTES (Method 2)
Str: 18 (+4)
Con: 12 (+1)
Wis: 14 (+2)
Dex: 11 (+0)
Int: 8 (-1)
Cha: 14 (+2)
DEFENSES/OTHER
Hit Points: 27
Bloodied: 13
Healing Surges: 11
Surge Strength: 6
Armor: 18
Fortitude: 16
Reflex: 12
Will: 14
Size: Medium
Initiative +0
Vision: Normal
Speed: 5 (6 - 1 armor)
Action point: 1
Languages: Common, Supernal
BASIC ATTACK:
Scythe; +6 (+4 str, +2 proficiency), 2d4+4
AT-WILL POWERS
~ Lay on Hands; max 1/round and 2/day, minor. Give healing surge
~ Divine Challenge
~ Enfeebling Strike, cha vs. AC.
~ Holy Strike, str vs. AC.
~ Bolstering Strike, cha vs. AC.
ENCOUNTER POWERS
~ Fearsome Smite, cha vs. AC.
~ Channel Divinity: Divine Mettle or Divine Strength
DAILY POWERS
~ On Pain of Death, cha vs. Will
PASSIVE ABILITIES
~ Human: extra skill, at-will power, and feat, +1 to all defenses
FEATS:
~ Raven Queen's Blessing
SKILLS: Endurance +6, Heal +7, Insight +7, Intimidate +7, Religion +4
EQUIPMENT
(100 gp to begin with)
Plate armor, (+8 ac, -2 check, -1 speed, -50 gp, 50 lb.)
Scythe (+2, 2d4, 2-handed heavy blade, -5 gp, 10 lb.)
Standard adventurer's kit (-15 gp, 33 lb.)
Holy Symbol (-10 gp, 1 lb.)
20 gp
(total weight: 94 lb.; normal weight (<180 lb.))[/spoiler]
I like how the system actually makes some room for Unaligned paladins; the powers even sound moderately "dark".
Anyway, this is the best i can whip up at the moment. I'll probably try and add a more advanced contestant later when i have read the books more thoroughly.
In case some one hasn't seen the errata (http://www.wizards.com/default.asp?x=dnd/updates) is out already
Any one wanting to play an illusionist check out the Dragon Article for today
So it looks like we're pretty heavy on the striking side so far for the lvl 11, so I'm gonna go tank build with this fighter. What classes do we have for the level 11 so far? I think its Range, Warlock, Fighter(me), and what else?
Looking at the Errata, I figured that was what they meant for Frigid Darkness, since it didn't really make sense to have a power that inherently confers aid to your ENEMIES.
Quote from: PoseidonHap it's on page 277 of the PHB,
Right then. Is the information kind of strewn about the PH or is it just me?
Quote from: PoseidonAlso your HP os Cleric HP + your con score, not con modifier.
And here I am desperately searching for why my HP is so much lower than everybody elses. You know, I knew that like two weeks ago too.
[spoiler K]
ATTRIBUTES (Method 2)
Str: 20 (+5)
Con: 18 (+4)
Wis: 14 (+2)
Dex: 12 (+1)
Int: 12 (+1)
Cha: 11 (+0)
DEFENSES/OTHER
Hit Points: 93
Bloodied: 46
Healing Surges: 13
Surge Strength: 27
Armor: 27
Fortitude: 24
Reflex: 19
Will: 19
Size: Medium
Initiative +1
Vision: Normal
Speed: 6
Action point: 1
Languages: Common, Draconic
BASIC ATTACK:
+2 Lightning Scimitar; +16 (+5 level, +5 str, +2 proficiency, +1 class, +3 enh), 1d8 +8
+2 Terror Falchion; +14 (+5 lvl, +5 str, +3 prof, +1 enh)
AT-WILL POWERS
~ Cleave
~ Tide of Iron
ENCOUNTER POWERS
~ Dragon Breath (Str vs. AC, Lightning)
~ Steel Serpent Strike
~ Dance of Steel
~ Griffon's Wrath
~ Frontline Surge
DAILY POWERS
~ Comeback Strike
~ Crack the Shell
~ Victorious Surge
UTILITY POWERS
~ Get Over Here
~ Stalwart Guard
PASSIVE ABILITIES
~ Dragonborn: Draconic Heritage, Dragonborn Fury, +2 history, +2 intimidate
CLASS ABILITIES
~ Combat Challenge
~ Combat Superiority
~ Fighter Weapon Talent (1h)
~ Enduring Warrior
~ Ferocious Reaction
FEATS:
~ Shield Push, Dragonborn Frenzy, Defensive Mobility, Blade Opportunist, Armor Specialization (Scale), Combat Reflexes
SKILLS: Athletics +15, Endurance +17, Heal +12, Intimidate +12
EQUIPMENT
+3 Scimitar, +3 Dwarven Scalemail, Guardian Shield, Gauntlets of Ogre Power, Amulet of Protection +2, 1440 gp
[/spoiler]
What do you guys think?
actually, ill make a warlock. lvl 1 still, though
I was waiting on Xathan to start up the encounter I had, but he apparently isn't going to be here for a while.
Are those that were interested still interested? (I would need one more to replace Xathan).
If not I'd be willing to run another (probably level 9, but I have to get home to my books to be sure).
This was a good idea I'd hate to see it die.
Maybe it got so silent because everyone remembered rule #1.