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4E Fight Club

Started by Xathan, June 10, 2008, 11:55:42 PM

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Xathan

[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, 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]
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Numinous

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.
Previously: Natural 20, Critical Threat, Rose of Montague
- Currently working on: The Smoking Hills - A bottom-up, seat-of-my-pants, fairy tale adventure!

Kaptn'Lath

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...
Finished Map Portfolio:
 http://forum.cartographersguild.com/showthread.php?t=5728
 http://forum.cartographersguild.com/showthread.php?t=5570

\"The first man who, having enclosed a piece of land, thought of saying, This is mine, and found people simple enough to believe him, was the true founder of civil society.\"

Sandbox - No overarching plot, just an overarching environment.
   
Self-Anointed Knight of the Round Turtle.

Poseptune

[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]
[spoiler=My Awesometageous awards] Proud Recipient of a Silver Dorito award

[/spoiler]

 Markas Dalton

Higgs Boson

[ooc]I'll play once I have access to 4e, which should be in a few days.[/ooc]
[spoiler=CLICK MEEEEE] My setting(s):
[spoiler=Quotes]Why are my epic characters more powerful than the archfiends from the Book of Vile Darkness, the archangels from the Book of Exalted Deeds, and the Elder Evils from Champions of Ruin?

If you're playing epic, pause for a moment to laugh at WotC's farcical cosmic entity stats and move on. They aren't there to be taken seriously. Trust me. They aren't even suitable for use as avatars. -WotC Epic Boards, Epic FAQ

Nobody can tell... hell we can't even tell if he actually exists -Nomadic, talking about me.
[/spoiler]

My Site

[spoiler=Oh Noes!] [/spoiler]
[spoiler=Various Awards][/spoiler]
[spoiler=For those who don't know...]...my name is the current name physicists have for the "god" particle that created mass by creating a field that forces other matter to move through (from what I understand). [/spoiler]
From the Office:
Interviewer: "Describe yourself in three words."
Dwight: "Fearless, Alphamale, Jackhammer...... MERCILESS!"
[/spoiler]

Lmns Crn

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.
I move quick: I'm gonna try my trick one last time--
you know it's possible to vaguely define my outline
when dust move in the sunshine

Numinous

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.
Previously: Natural 20, Critical Threat, Rose of Montague
- Currently working on: The Smoking Hills - A bottom-up, seat-of-my-pants, fairy tale adventure!

Raelifin


Higgs Boson

Mine character shall be Meldric R. Gorfyddyd, the 7,777th. HE will be a level 11 character either focused around rogue or fighter.
[spoiler=CLICK MEEEEE] My setting(s):
[spoiler=Quotes]Why are my epic characters more powerful than the archfiends from the Book of Vile Darkness, the archangels from the Book of Exalted Deeds, and the Elder Evils from Champions of Ruin?

If you're playing epic, pause for a moment to laugh at WotC's farcical cosmic entity stats and move on. They aren't there to be taken seriously. Trust me. They aren't even suitable for use as avatars. -WotC Epic Boards, Epic FAQ

Nobody can tell... hell we can't even tell if he actually exists -Nomadic, talking about me.
[/spoiler]

My Site

[spoiler=Oh Noes!] [/spoiler]
[spoiler=Various Awards][/spoiler]
[spoiler=For those who don't know...]...my name is the current name physicists have for the "god" particle that created mass by creating a field that forces other matter to move through (from what I understand). [/spoiler]
From the Office:
Interviewer: "Describe yourself in three words."
Dwight: "Fearless, Alphamale, Jackhammer...... MERCILESS!"
[/spoiler]

Xathan

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.
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Poseptune

I have my books... let's get it ON!
[spoiler=My Awesometageous awards] Proud Recipient of a Silver Dorito award

[/spoiler]

 Markas Dalton

Lmns Crn

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: 9
Action Points: 1

Initiative: +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 Shot
If 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 feature
You gain a +2 bonus to initiative checks.[/spoiler][/spoiler][spoiler=Skills]Trained Skills
Acrobatics: 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]Toughness
Benefit: 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 Fighting
Benefit: While holding a melee weapon in each hand, you gain a +1 bonus to damage rolls with your main weapon.

Two-Weapon Defense
Benefit: 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 Sense
Benefit: 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 power
Standard 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 power
By 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 feature
By 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 power
With 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 power
Immediate 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 power
You 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 power
Standard 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 power
You 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 power
By 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 power
Standard 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: 7
Action Points: 1

Initiative: +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 power
Standard 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 power
Standard 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 power
Standard 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 power
Standard 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 power
Standard 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]
I move quick: I'm gonna try my trick one last time--
you know it's possible to vaguely define my outline
when dust move in the sunshine

Raelifin

Yeah, what's starting gold for 11th level? I can't find it in my PHB (the only book I have).

Kaptn'Lath

standard stat array or point buy?
Finished Map Portfolio:
 http://forum.cartographersguild.com/showthread.php?t=5728
 http://forum.cartographersguild.com/showthread.php?t=5570

\"The first man who, having enclosed a piece of land, thought of saying, This is mine, and found people simple enough to believe him, was the true founder of civil society.\"

Sandbox - No overarching plot, just an overarching environment.
   
Self-Anointed Knight of the Round Turtle.

Lmns Crn

Not sure it matters. I just grabbed the standard array.
I move quick: I'm gonna try my trick one last time--
you know it's possible to vaguely define my outline
when dust move in the sunshine