Arena of Ar-Khazan (Homebrew d20) NC, Solo, Exotic/Extreme

Started by Melendrith, April 12, 2017, 06:11:04 PM

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Melendrith

THE ARENA OF AR-KHAZAN

The island kingdom of Ar-Khazan is a wealthy country with fertile soil and a ridiculous amount of mineral deposits. Most of the kingdom is upon a large plateau, possibly once volcanic in nature, except for steep cliffs down the beaches, and many precious stones have been found naturally close to the surface of the kingdom, even gold. With their naturally occurring wealth, the kingdom also has a potent military and navy, and have fortified their already formidable island, even as they reap the benefits of trade with other kingdoms, the people prosper and no longer have to work much.

In one of their endeavours to entertain themselves, the kingdom has set up an Arena where they pit monsters/gladiators against gladiators, and enjoy the spectacle. Understanding that many other kingdoms would want to have a privileged trading status with themselves, Ar-Khazan has also made it known that those that send female representatives of formidable ability who manage to prove their worth in the Arena would win privileged trading status for their kingdom. While the terms of the privileged trading status are well spelt out, it has been generally quite nebulous what constitutes "prove their worth", and typically the representatives who are sent are also deemed too "troublesome" by the kingdoms that send them, if they were to become even more famous back at home. There are also of course slaves of good ability who are also released into the arena to fight for the promise of freedom, and females of Ar-Khazan itself who wish to show their prowess, unaware of the true nature of the contest.

All the participants of the Arena contests are given some preparatory treatment before the contests. The humanoids are typically well rested and given good food, but it is laced with herbal content that greatly increases their sexual sensitivity. More monstrous creatures are subject to slave collars that allow them to be magically controlled, typically humiliating and making use of the female contestants until they can no longer fight. However, the female participants are usually allowed to carry on fighting even after a loss, typically until their mind finally snaps, at which point they may be called upon to service contestants, or may be repurposed to be a pleasure slave, or be returned to their own kingdom in their new state, or anything else that might be suitably degrading, often to the delight of the sending kingdoms themselves, who often pay to have their representatives witness the fights as well. It is also of course a fine occasion to get to know some important people in Ar-Khazan over some sporting entertainment, that's the official reason.

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GAME & CHARACTER

Maybe it is just my noob management, but my group games seem to be crawling, so just trying this out.

This game will be placed under NC Exotic-System Solos, but if you wish to limit it to humans only, that is fine by me. This is NOT a group game, although I am comfortable forming a few individual threads with different players. We can discuss individual kinks, that is rather important I think.

You can have one character, you can have two, you can have one character and a helper that is built by the GM, either way is up to you.

This will be some sort of homebrew d20, which I would like to test out, based loosely on 4E. 4E is welcome, with house rules similar to what was used for DSI.

Assuming you go for the homebrew option, you do not have to know the rules if you don't want to. On one extreme side of the spectrum, I tell you nothing but roll d20 for your actions ; on the other extreme side of the spectrum, I will tell you everything about the system and recommendations and let you tailor your character within the constraints of the homebrew. In practice, probably something in between will be best.

Race: Female Humans, Elves, Half-Elves are definitely good. Others are quite open for discussion.

Class : Any, but not more than 2 classes per character.

Stats : Use one of the following arrays as your stats. This array includes all your racial stat bonuses. It is up to you if you wish to restrict it to the stereotype of the race you play, or not.
20, 16, 11, 10, 10, 8
18, 18, 12, 12, 10, 8
18, 16, 14, 13, 10, 8
16, 16, 16, 13, 10, 8

Starting Level : Approx an L2 4E character or an L4 D&D character. This is a little nebulous since system is not fixed. Level up is probably once per 4 fights.

That said, if you wish to wish-list a stronger enemy or write yourself a more epic character, give me what you have in PM and we can work something out.

I understand and can follow concepts, spells/powers, characters built from 3.5E, Pathfinder, 5E, although you may have to explain to me how specific things work if it is a character with a "catch". Just note that there is intentionally
- no save-or-die, save-or-suck or instant-win things
- there will be no full=attack action
- there will generally be a reasonable chance of hitting or missing
- there will be no bonus hitpoints per level equal to Constitution modifier that skews the damage chart

=================

CHARACTER PROFILE

Image/Description:

Name:
Race:
Class:
Stats:

Proposed Level (if you want to play something mightier) :
Simple Backstory (if any):
Enemy Wishlist (if any):

Kinks:
Turn offs:
Preferred Combat Style:
A) Normal: The usual, typically blood all over the place.
B) Clothing/Armor as HP: As you lose hitpoints, your enemies strip your character of armor and may start to grope you.
C) Freeform: The GM rolls for attack and damage, and describes a hit in general terms (or not at all). You decide how the hit happens, if it gives you a bleeding gash or a broken sash.

Game Type: Solo / Duo / Solo with NPC Help
If you chose Solo, should a solo character be able to recover from KO and have a chance of winning?

Note that your character will likely be forcibly used sooner or later. If that bugs you, don't sign up.

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OTHER KINKS

The set up is intentionally written so that you can have other NPCs from your character's background witnessing what is happening, be it well-meaning persons (eg. a betrothed or a sibling) to gloating enemies. You can also decide what happens to your character, or what sinister plans those who know you have for you.

If you wish for more Extreme things, we can also place it into the Extreme section of the forum. There are things I don't enjoy that much, such as guro/vore/scat, if it is your thing, I believe it can be arranged. If you wish, I can also run female or futanari enemies. Then there are those kinks that I am interested to try but don't really wish to advertise  :P
Discord ID Zyraen
known as Ahzran^ or Dakushna^ on mIRC

Melendrith

This is a D20 game based loosely off 4E, which is called Unbound.

Before you read on, note that ALL the mechanics involved below are optional. The GM may simply assist you by rolling up a character based on your stated preferences and get a game going, as per the first post.

In addition, since this is primarily an arena based combat game, many mechanics are optional and some are therefore listed/enclosed in Spoiler tags.

0. UNBOUND GAME TERMS

ENT : This is a measure of duration, and is short for "End of your Next Turn." Note that enemies may have similar powers, in which case it means until End of the user's Next Turn.

SNT : This is a measure of duration, and is short for "Start of your Next Turn." Note that enemies may have similar powers, in which case it means until Start of the user's Next Turn.

Encounter : a Combat Encounter, the end of which is typically marked by a "rest" to recover. Multiple fights may count as the same Encounter if you do not have the time to rest in between.

Common Power : You can always use these powers, as long as you have the actions to use them.

Signature Power : A power that is only usable once per Encounter. There are two types of signature powers - attack and moves. Signature powers usually have significant effects, but usually only last until ENT. Unless otherwise stated, each Signature Powers can only be taken once.

Save Ends : At the end of your turn when you are affected by it, you make a saving throw. If you pass, the effect ends, if not the effect carries on. You get to keep saving until you pass.

Weapon Proficiency : All weapons have a proficiency bonus of either 2 or 3. If you are not proficient with a weapon (eg. an improvised weapon like a chair) or otherwise unarmed (without proficiency in unarmed strike), treat the proficiency as 0.

Implement Attacks : Most spells that directly damage/debuff a target (as opposed to creating a zone with some effect) are resolved via an implement attack, not the usual D&D saving throw. The caster uses a normal attack roll, which is naturally boosted by their level, and usually targeting either Fortitude Reflex or Will. Hence, Fort Reflex and Will are also called Non-Armor Defenses (NAD). Note that non-magical attacks that bypass armor may also target NADs.

Saving Throw : A saving throw is a toss of a d20, and on a 10+ you pass. These are typically due to ongoing effects on you that may affect you negatively for multiple turns. Generally speaking, it does not matter which enemy places an ongoing status on you, you succeed on a 10+ and fail on a 9-, before modifiers from your feats and gear.

Turn: A game turn comprises of a standard, move and swift. A standard action may be downgraded to a move, and a move may be down graded to a swift. Hence, it is possible to obtain more than 1 swift action per turn. Some enemies may have multiple standard actions, but only one of them may be downgraded to a move action.

Bloodied : Visibly injured. A bloodied creature has half its HP or less remaining.

Unguarded : An attack made against an unguarded creature grants +2 to the attacker's roll. It can be the result of being prone against a melee attack, being flanked, being surprised, unable to see the attacker or otherwise being vulnerable. Certain powers may also cause a target to be unguarded. However, if you cannot see a target, you cannot benefit from it being unguarded.

Partial Concealment / Total Concealment : These inflict a -2 and -5 penalty on melee and ranged attacks.

Partial Cover / Superior Cover : These inflict a -2 and -5 penalty on attacks.
Generally, a target has cover if there is no corner of the attacker's square that has an unobstructed line to all 4 corners of the target's square. Medium or larger targets allow the attacker to choose any one of the squares that they occupy and resolve accordingly to see if there is cover..
Note that allies never give your ranged attacks a cover penalty, and there is no penalty to making ranged attacks against a target in melee. For powers that originate from a square, the cover is considered from the origin square and not from the attacker.
eg. Berthold throws a fire bomb behind the wall. The ensuing explosion originates from where the fire bomb landed, so the defenders behind the bomb that have cover from Berthold do no get cover against the fire bomb.

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1. TRAITS

BASICS

Each character has 3 Traits, Physique, Finesse, Influence. They govern all aspects of your combat effectiveness, and the individual six stats (as per below) only affect your skills.

- Physique : Measure of how strong and tough you are. Strength and Constitution add up to your Physique, and Fortitude bonus.

- Finesse: Measure of fine motor skills, and detailed memory/recollection. Dexterity and Intelligence add up to your Finesse, and Reflex bonus.

- Influence: Measure of your awareness/ sensibility, and your appearance/ persuasiveness. Wisdom and Charisma add up to your Influence, and your Will bonus.

TRAITS & ATTACK

Your Primary (Pri) Trait is your highest Trait. Your Secondary (Sec) Trait is your second highest Trait.

You always use your Pri Trait for all your attacks and damage. This includes melee basic attacks and ranged basic attacks. However, grab and bull rush both require Physique vs Fortitude.

You always use your Sec Trait for Initiative, all your powers' effects that do not reference the Pri trait, your role effectiveness, and most of your feats.

Note that not all classes go well with all stats. For example a Wizard takes a -1 penalty to attack and damage when using Physique as his Pri Trait. Note that if you have two highest Traits that are equal, you never take this penalty, since you can use either as your Pri Trait.

The following are a list of what traits do not go well with each class.
Anti-Physique: Mage (Wizard), Psion, Rogue, Spellbinder (Bladesinger)
Anti-Finesse: Barbarian (Warden), Cleric, Druid, Paladin, Mage (Sorcerer), Tactician, Spellbinder (Bard), Spellbinder (Warlock)
Anti-Influence: Barbarian (Berserker), Fighter, Ranger, Soulknife

TRAITS AS DEFENCE

Add 10 to your Physique, Finesse and Influence respectively to obtain your Fortitude, Reflex and Will. You can then choose to add either +2 to one of them, or +1 to all three. In general, +1 to all three can be reasonably assumed to be the default. Note that shields also contribute to your Reflex.

For your AC, if you use light armor (cloth or leather) your AC is equivalent to 10 + Sec Trait + armor bonus + shield bonus. If you wear heavy armor, your AC is simply 10 + armor bonus + shield bonus.

Light Armor scales naturally over multiple levels as you (probably want to) increase your Sec Trait. To match this, when you are L6, heavy armor grants an extra +1 AC if your Sec Trait is at least 4, and so on every  5 levels. ie L11 you gain +1 AC if Sec Trait is at least 5, L16 you gain +1 AC if Sec Trait is at least 6, etc.

TRAIT ARRAY

Your starting Trait array also governs your starting Hitpoints. Generally speaking, the more min-maxed you are, the less hitpoints you start with. The following arrays also correspond to the listed 4 from my original topic.

Choose from one of the below.
5 / 3 / 0 ; HP 24
4 / 4 / 1 ; HP 28
4 / 3 / 2 ; HP 32
3 / 3 / 3 ; HP 36

Then assign the three values to your three Traits. Generally speaking, every 1 point is equivalent to +2 in one stat in D&D.

Optional
STATS & SKILLS

The 6 stats - Str Con Dex Int Wis Cha - are used more for characterisation and skills.

STR - Athletics
CON - Endurance
DEX - Acrobatics, Stealth, Thievery
INT - Arcana, History, Religion
WIS - Dungeoneering, Heal, Insight, Nature, Perception
CHA - Bluff, Diplomacy, Intimidate, Streetwise

You also have 25 points in your Skills. You may assign them in any way you like, subject to the following :
- you can assign up to +6 in a Skill, for 1 pt per +1
- thereafter, you can assign up to +10 (including the initial +6) in the Skill, for 2 pts per +1 after the initial +6
- however you cannot start with more than +7 in a Skill. To go beyond that you have to spend XP for Skill points

Note that as long as you have +4 in one Skill, you are treated as Trained in it.
You can spend 2 XP to purchase 5 Skill Points.

QN. What if I want to be a high Str-Con or Dex-Int or Wis-Cha character?
Ans: Use the following steps
1) Assign the starting array to three of the six separate stats (Str Con Dex Int Wis Cha).
2) For the remaining three stats, you may take -1 in one of the remaining three to add +1 to one of the remaining three.
3) Thereafter, you use
- your highest Stat for as your Pri Trait, and your second highest Stat for your Sec Trait
- the higher of the stat pairs to determine your Fort Reflex Will

WILLPOWER

Willpower (WP) measures your determination to make the best out of your situation. When the going gets tough, part of what distinguishes the winners from the losers is their ability to get their act together and not succumb to the whims of chance. The following uses of WP all require no action, meaning you can use them even while unconscious.

Willpower is an optional resource and players learning the game may wish not to avail themselves of it.

Once per Encounter, you may spend 2 WP to reroll a d20 roll, add 4 to a d20 roll, or take an extra standard action during your turn. When you use this, you also regain an expended Reserve.

Once per Encounter, you may spend 1 WP to regain an expended Reserve.

Once per Encounter, you may spend 1 WP to regain an expended signature power from your class, that must be no higher than Tier 3. You cannot regain signature powers that are racial powers, or that are level-less class feature (eg. Channel Divinity), or part of your role (eg. Heal)

Due to the format of this particular game, if you choose to use WP, the rate for regaining WP is 2 per Level you gain.

The Trait array with WP included is here.
5 / 3 / 0 ; HP 24 ; WP 3
4 / 4 / 1 ; HP 28 ; WP 4
4 / 3 / 2 ; HP 32 ; WP 5
3 / 3 / 3 ; HP 36 ; WP 6


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2. OTHER CONCEPTS

RESERVES

Each Encounter, you have 2 reserves you can spend to regain HP. If you have either the Durable feat or Physique 2+ (Constitution 14 if you are using Stats), you start with 1 extra reserve, ie 3 in all.

Each reserve has a value equal to 25% of your max HP. Generally speaking, you can only spend a reserve and regain your HP one of two ways -
A) use a Recovery standard action to spend a surge and gain +2 bonus to all defenses until ENT
B) be the target of a healing power that lets you spend a surge.

Depending on how you spend your reserves and/or the person healing you, you may get bonuses to the amount of HP it heals. However, if you have no more reserves and a power requires you to spend a reserve, you regain no HP at all and do not benefit from the power.

Some powers let you "expend" or "lose" a surge in return for some benefits. Expending or losing a surge does not restore HP, although the power may grant similar benefits, eg. THP, resist all, attack boosts, etc.

This also does mean there is a finite amount of damage you can take.

If you are conscious at the end of an Encounter and have at least 1 Reserve left, you may regain all your HP. In any case, after each rest, you regain all your Reserves.

"DEATH" SAVING THROWS

When you end your turn unconscious, you make a Death Saving Throw. If you fail 3 Death Saving Throws, you are dead.

A result of 20 or more means you can spend a Reserve to regain HP equal to your Reserve Value. If you have no Reserves, nothing happens, but you can stop making Death Saving Throws until you take additional damage.

For purpose of this Elliquiy game, you will take your Death Saving Throw when an enemy spends a standard action to ravage your character. You may also never gain more than +2 to your DST for any reason.

As you fail your DSTs, it indicates your character is becoming increasingly aroused by the ravaging, until at some point she gives into the pleasure and can no longer carry on fighting, even if she has reserves.

A solo game may allow for a larger modifier to be applied on DST, so you can recover from being knocked out.

DEATH BY DAMAGE

In a normal UB game, you die when you have negative HP equal to or more than half your Max Hitpoints. For purpose of this Elliquiy game, that will not apply.

DEATH IN THE ARENA

If you die while in the arena due to failing 3 DSTs, it means your character has given in to the pleasure of being forcefully used and can no longer continue battling for that fight.

A "slain" character doesn't die, unless the player chooses to retire her. Thereafter, when she is first bloodied, she has to make an unmodified save or she basically "surrenders" herself, characterised by being unable to act until the next attack is made against her, and the next attack automatically hits. For each subsequent "death", there is a stacking -2 penalty to this unmodified, until it only passes on a natural 20, at which point the character should be retired to a suitably decadent destiny.

LEVEL UP & XP

In this game, you level up after 4 encounters, less 1 for each time you have "died". However, this system can be adapted for any game where GM decides the pace of level up rather than players. When you finally retire a character, your new character "resets" to the Level your first character would be if she never "died"

At L1, you start with 7 XP and gain 6 XP each time you level up. For this game, you generally start at L2, so you have up to 13 XP to spend when you first build your character.

The term "XP" is less similar to the regular use in D&D and more similar to that used in WoD. Rather than a measure of how close you are to a level up, it is a currency that you use to improve and customize your character.

The XP can be used to purchase Skills, Traits, Hitpoints, Feats, Powers. These are generally subject to caps based on your level, except for Powers.

- Skills : See the Spoiler section on Skills. Upping Skills beyond your starting 25 allotted points in an arena game is not generally a good idea

- Traits : Traits cap at 5, and the cap increases by 1 at levels 6, 11, 16 etc. Each point of Trait costs 4 XP up to 6, then costs 6 XP to increase from 6 to 7 ; 8 XP to increase from 7 to 8 ; 10 XP to increase from 8 to 9 ; 14 XP to increase from 9 to 10.

- Hitpoints : Spend 2 XP for 4 additional HP. Max HP is 4 x (Level + 9) The +9 in the bracket is increased by 3 at levels 11 and 21.

- Feats : You start with 1 feat at L1, and may use 2 XP to purchase 1 feat, up to 7. At L11, you gain another 1 feat and may purchase up to another 7, which may be used for feats at higher levels.

- Powers : To purchase a signature power from a Class, you must first be a member of that class, either via your starting class or a multiclass feat. From then on, you advance in signature attack (A1-A5) powers and signature move (M1-M4) powers separately. You must have A1 to get A2, and A2 to get A3, and likewise M2 to get M3, so on so forth. Signature powers cost varying amounts of XP based on their tier : Tier 1-2 powers cost 3 XP ; Tier 3-4 powers cost 6 XP ; Tier 5 attack powers cost 9 XP (there are no tier 5 signature move powers).

Special Note - Multiclass Feats
You may Multiclass multiple times as an Unbound character.

A Multiclass feat grants two of the following benefits, that must be determined when you gain the feat and cannot be retrained
A) Martial Weapon Proficiency OR Basic Implement Training. If you already have both, this has no benefit
B) +5 Skill Points. These points cannot increase any Skill beyond +7
C) Each class has an associated mode, Offensive or Defensive, or sometimes both. You may gain access to that mode if you don't already have it.

Each Multiclass feat unlocks Advancement in that class, but Powers of that class must be individually purchased with XP, as per above mention on Powers.

After you have at least one Multiclass, you may select a feat called Multiclass Feature. This feat grants you ONE Class Feature from ONE of your Multiclasses. If you have more than one Multiclass, you must choose which class to gain this feature from.

The very first time you Multiclass, you also gain one additional common power from your new class, and you may retrain one of your existing common powers to be from the same class.

These powers may be retrained, subject to always having at least one common power from your original class, and one common power from any one of your multiclasses. You may never have common powers from more than two classes, though this constraint is relaxed to three classes at Level 11, if you even multiclass that much.


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4. ARMOR, WEAPONS, IMPLEMENTS
This entire section is optional reading, since the usual fantasy tropes translated into mechanics generally suffice here, unless you wish to be "Special".

Armor Proficiencies
As a reference, note that by default your speed is 6 squares.

The armor list is as as follows, where check penalties are applied to your Str Dex Con skills
- Cloth* : 0 AC
- Leather : 2 AC
- Hide : 3 AC, applies -1 check penalty
- Scale : 7 AC, applies -1 speed
- Plate : 8 AC, applies -1 speed and -2 check penalty
- Light Shield : +1 shield bonus to AC and Reflex, applies -1 check penalty
- Heavy Shield : +2 shield bonus to AC and Reflex, applies -2 check penalty

* - Cloth doesn't actually have an AC bonus, but if you choose a character trained to fight in cloth and that is not proficient with leather, you get a free feat called Unarmored Agility that grants you +2 AC. See below.

For purposes of the game, chain and scale offer the same AC benefits, and mechanically are always referred to as "scale"

Note that shields always occupy one of your hands, so no two-handed weapons. You can use a hand that has a light shield to hold an item, or consume it (eg. a potion), but you may not use that hand to attack or exert force (eg. climb, grab). You can use your light shield hand to reload a ranged weapon, but you can't use it to wield a two-handed ranged weapon (eg. crossbow, bow).
It only takes a standard action to unbuckle your shield and drop it.

Note that being on the Defensive (see below) grants you a +2 shield bonus to AC and Reflex, which does not stack with shields. Hence a shield is most useful if you intend to be on the Offensive while still wearing it.

You can never use armor that you are not proficient with.

Your starting Armor Proficiencies in part depends on your class and your own choice, as follows
- If your Class is proficient in Light Armor, you may either choose Cloth proficiency (you gain Unarmored Agility as a free feat) or Leather Armor Proficiency. You may also choose to forgo Martial Weapon Proficiency in return for Basic Implement Training
- If your Class is proficient in Heavy Armor, in addition to the above 2 options, you may choose proficiency with Leather, Scale and Light Shields. A member of a class that is proficient with Heavy Armor must always choose Martial Weapon Proficiency.

Additional Armor Proficiencies
- Hide, Plate and Heavy Shield are never available on character creation. You have to pay individual feats for each one of them
- none of the feats have stat prerequisites
- there is no prerequisite for Light Shield Proficiency, which is in turn a prerequisite for Heavy Shield Proficiency
- there is no prerequisite for Leather Armor proficiency, which is in turn a prerequisite for Hide Armor proficiency and Scale Armor Proficiency
- Scale Armor Proficiency is a prerequisite for Plate Armor Proficiency

Characters whose base classes are Defensive oriented may choose one of the following feats, based on what armor proficiency they have
- Agile Tank - Prerequisite: You must be proficient with leather armor.
You gain proficiency with hide, light shields and heavy shields. You take a -1 penalty to AC when on the Offensive.
- Armored Tank - Prerequisite: You must be proficient with scale and light shields.
You gain proficiency with plate and heavy shields. You take a -1 penalty to AC when on the Offensive.

Weapon Proficiencies

Melee weapons list are as follows. Note that while Reach is generally very useful in normal table top games, in an Elliquiy game where you are mostly solo, it does not confer much advantage. Unlike other games, reach attacks take no penalty when attacking enemies adjacent to you, and all creatures only make Opportunity Attacks against enemies that are adjacent to them, regardless of reach, unless they have special rules / feats.

Basic Melee                  
Melee 1-Hand : Proficiency 2, Dmg 1d8.  Eg. Axe, Mace
Melee 1-Hand (Precise) : Proficiency 3, Dmg 1d6   .  Eg. Short Sword
Melee 2-Hand : Proficiency 2, Dmg 1d10.  Eg. Greatclub, Scythe, Morningstar
Melee 2-Hand (Reach) : Proficiency 2, Dmg 1d8.  Eg. Quarterstaff, Spear
                  
Military Melee                  
Melee 1-Hand : Proficiency 2, Dmg 1d10.  Eg. Battleaxe, Heavy Mace, Flail, War Pick
Melee 1-Hand (Precise) : Proficiency 3, Dmg 1d8.  Eg. Long Sword, Rapier
Melee 2-Hand : Proficiency 2, Dmg 1d12. Eg. Greataxe, Heavy War Pick
Melee 2-Hand (Precise) : Proficiency 3, Dmg 1d10. Eg. Greatsword, Falchion, Bastard Sword
Melee 2-Hand (Reach) : Proficiency 2, Dmg 1d10.  Eg. Halberd, Glaive, Longspear, Pike

Superior weapons require an individual feat to use, and you must be proficient with martial weapons to gain a superior weapon proficiency feat. Defensive weapons grant a +1 shield bonus to AC or Reflex bonus when used in one hand. Brutal 1 means all the damage dice that show 1 are rerolled until they no longer show a 1, but for purpose of play here in Elliquiy, a result of 1 on a brutal 1 weapon is treated as a 4.
                  
Superior Melee                  
Melee 1-Hand : Proficiency 2, Dmg 1d12.  Eg. Waraxe, Craghammer, Serrated Pick
Melee 1-Hand (Defensive) : Proficiency 3, Dmg 1d6. Eg. Parrying Blade, Wakizashi, Spiked Shield
Melee 1-Hand (Reach, Precise) : Proficiency 3, Dmg 1d4.  Eg. Whip
Melee 2-Hand : Proficiency 2, Dmg 2d6 brutal 1.  Eg. Gouge, Mordenkrad
Melee 2-Hand (Precise) : Proficiency 3, Dmg 1d12. Eg. Fullblade
Melee 2-Hand (Reach) : Proficiency 3, Dmg 1d10. Eg. Talenta Sharrash, Greatspear
                  
Superior Double-Weapon                  
Defensive Double Wpn (Precise) : Proficiency 3, Dmg 1d6. Eg. Double Sword
Defensive Double Wpn : Proficiency 2, Dmg 1d8. Eg. Double Axe / Mace / Hammer
Defensive Double Wpn (Reach) : Proficiency 2, Dmg 1d8.  Eg. Warstaff

Note that the range for ranged weapons are just written in for clarity. It is generally irrelevant in the context of an arena battle, except maybe at much higher levels. For purpose of Elliquiy games, you can assume your character will have sufficient ammunition or throwing weapons, possibly a throwing weapon enchanted to return to you.

Basic Ranged                        
Thrown   : Proficiency 2, Range 5/10, Dmg 1d6. Eg. Short Spear
Thrown (Precise): Proficiency 3, Range 5/10, Dmg 1d4. Eg. Dagger
Ranged 2-Hand: Proficiency 2, Range 10/20, Dmg 1d8. Eg.   Crossbow, Sling, Shortbow
                        
Military Ranged                        
Thrown : Proficiency 2, Range 5/10, Dmg   1d8.  Eg. Handaxe, Throwing Hammer
Thrown (Far) : Proficiency 2, Range 10/20, Dmg 1d6.  Eg. Javelin
Thrown (Precise) : Proficiency 3, Range   5/10, Dmg 1d6. Eg. Drow Long Knife
Ranged 2-Hand : Proficiency 2, Range 20, Dmg 1d10.  Eg.   Longbow
                        
Superior Ranged                        
Ranged 2-Hand : Proficiency 2, Range 20, Dmg 1d12.  Eg. Greatbow
Ranged 2-Hand (Precise) : Proficiency 3, Range 20, Dmg   1d10.  Eg. Superior Crossbow

The above list is used for reference, hence the weapon names are at the back, so it is best used as a guideline for what your weapon can do, rather than what weapon you actually can wield.

If you wish, you may create your own special weapon and match it to one of the profiles, eg a Katar might be a military one handed precise weapon with proficiency 3 and deals 1d8 damage.

You may also alter the profile of a weapon already in the list so it is better, eg. you feel scythes should be more awesome weapons, or your character has a background where he is superb with scythes, so you apply the superior melee 2 hand profile to it, turning it into a proficiency 2 weapon that deals 2d6 brutal 1 damage. You will still need superior weapon training with that scythe to use it though!

Note that unarmed strike has its own profile, it requires martial weapon proficiency and an extra feat called Unarmed Combatant. It is a prof 3, 1d8 weapon, and if dual-wielded the offhand unarmed strike still takes a -1 attack penalty.

Implement Proficiencies


Capability with implements are more represented by feats. Unless a power has the implement keyword, the following benefits do not apply.

Basic Implement Training : choose from one of below
- Weakening. +1 Attack vs Fortitude
- Swift. +1 Attack vs Reflex
- Imperious. +1 Attack vs Will
- Empowered (Type). Select from 1 of the following keywords : Acid, Lightning, Fire, Cold, Poison, Thunder, Radiant, Necrotic, Psychic, Force. You gain +2 bonus to damage if your Attack has a certain keyword. This increases by +1 at Levels 11,21,31. Does not stack with Scourging nor itself.

Superior Implement Training : choose from two of below or of the options allowed under Basic Implement Training.
- Scourging. You gain +1 bonus to damage with the implement. This increases by +1 at Levels 11,21,31. Does not stack with Empowered (Type)
- Warding. If you hit with the implement, you gain a +1 Shield bonus to AC and Reflex until ENT.
- Controlling. Forced movement inflicted through the implement is increased by 1 square.
- Extended. Your Ranged and Area attacks through the implement has their distance increased by 2 squares from you.
- Shifting. If you hit with the implement, you can shift 1 square as a swift action before the End of your Turn.
- Accurate Implement, +1 to all Implement Attacks. This counts as two choices.

Note that just like the benefit from Martial Weapon Proficiency is included under your choice of Superior Weapon Proficiency, Basic Implement Training does NOT stack with Superior Implement Training, unless you choose "Accurate" for your Superior Implement Training. If you gain Superior Implement Training while having Basic Implement Training, you may retrain Basic Implement Training to Martial Weapon Proficiency.

======================

5. OFFENSIVE & DEFENSIVE

The following are 2 "modes" that a character may be in. Each mode is the default for certain classes, but some classes are both, in which case you decide which mode you start with at L1.

Offensive : Barbarian (Berserker), Mage, Psion, Ranger, Rogue, Soulknife, Spellbinder (Warlock)
Defensive : Barbarian (Warden), Cleric, Paladin, Spellbinder (Bard), Spellbinder (Bladesinger), Tactician
Both : Fighter, Druid

After you multiclass into a class with a different mode, you gain access to the other mode, provided you choose that as a benefit of your multiclass. Note that you can only multiclass into a general class, ie Multiclass Mage, not Multiclass Sorcerer nor Multiclass Wizard

OFFENSIVE
Slayer feats only work while you are on the Offensive.

Slayer Damage: Once per action, you may deal Slayer damage equal to your Sec trait to one target you hit. At levels 5, 15, 25, this damage is equal to Sec Trait +2, +5, +8 respectively.

Quarry: Once per turn as a swift action, you may quarry an enemy you see. He remains your quarry until you quarry a different enemy. You may only deal your Slayer damage to an enemy that you have quarried.

Note that having the quarry feature does not grant extra damage nor obvious benefits of any kind, but certain feats, armors and weapons may have benefits that apply specifically to your quarry. If you are able to switch between Offensive and Defensive modes, quarry lets you automatically mark one of the enemies you quarried when switching to Defensive, and then back to a quarry when you back to the Offensive.

DEFENSIVE

While on the Defensive, you are effectively a Healer and a Tank. While in Defensive stance, you gain a +2 shield bonus to AC and Reflex, and a bonus equal to your Pri Trait to all heals that require target to spend a Surge.

You have 2 Encounter Heal powers, regardless of class, but you must be on the Defensive to use your 2 encounter Heal. These Heals heal an extra 1d6 at levels 6, 11, 16, etc. If you use other Healing powers while not on the Defensive, you have no heal bonuses from any sources, and the powers themselves grant only THPs, though they still cost Reserves.

If you use up Two Encounter Heals, you may no longer switch to be on the Offensive. You also lose your +2 shield bonus to AC and Reflex granted by your being on the Defensive, and your Tank feature if any (ie Aegis, Tank Aura). You also lose the benefit of all Tank (but not Healer) feats.

Optional
While on Defensive, you may also use your Tank features to mark enemies to protect your allies. The usual abilities are there, subject to having the right class or multiclass to use them. Aegis is under Spellbinder (Bladesinger), and Mindspike under Soulknife.
Discord ID Zyraen
known as Ahzran^ or Dakushna^ on mIRC

Melendrith

2nd reserved. That should be enough

PREGENERATED CHARACTERS
These characters provide a quickplay option and also a framework for you to customize further.

1. Elf Ranger (Archer) - The ranger is the undisputed master of ranged attacks, taking careful aim then firing off multiple shots to try and land a good hit in a painful spot. An elf ranger is even more accurate, and mobile, but tends to be slightly less hardy, and has to be wary of being cornered and forced into melee. Even with her archery feat to make shots in melee, the ranger has to take an attack penalty, that might make a difference.
Elf Ranger (Archer)

L2 Elf Ranger - Init +4

Physique 1 / Finesse 5 / Influence 4
AC 16 / Fort 12 / Ref 16 / Will 15
HP 32 / ResVal 8 / Reserves 2
Speed 7

Leather Armor: +2 AC
Longsword: Prof 3, 1d8 damage
Longbow: Prof 2, 1d10 damage

FEATS

Armor Prof) Leather Armor Prof

Weapon Prof) Martial Wpn Prof

Race Ability) Surefooted Shift: You ignore difficult terrain when shifting.

Class Feat) Distant Quarry: You may quarry the 2nd nearest enemy you can see instead of the furthest.

Class Feat) In Your Face: You can take -1 Attack in order not to provoke opportunity attacks due to ranged or area Attacks. This feat may not be taken with Precise Shot.

1) Deadly Slayer (Slayer feat) : Once per turn to one target you hit, you deal extra Slayer damage equal to your Level 1 Sec Trait (ie 4)

ATTACK

Atk +7 : Pri Trait + Wpn Prof
Dmg + 7 : Pri Trait + 2. Increases by 2 at L6, L11, etc

OFFENSIVE

Quarry: Once per turn as a swift action, you may quarry an enemy you see. He remains your quarry until you quarry a different enemy. You may only deal your Slayer damage to an enemy that you have quarried.

Slayer Damage: Once per action, you may deal Slayer damage equal to your Sec trait (+4) to one target you hit. At levels 5, 15, 25, this damage is equal to Sec Trait +2, +5, +8 respectively.
Lethal Slayer adds your L1 Sec Trait (+4) to this, once per turn.

Slayer feats: You only benefit from Slayer feats while on the Offensive.

BASIC ACTIONS

C1) Longsword (MBA, Std)
Melee wpn
+8 vs AC, 1d8 + 7 damage

C1) Longbow (RBA, Std)
Ranged wpn
+7 vs AC, 1d10 + 7 damage

C1) Recovery (Special, Std)
Personal
Effect: You gain +2 to all defenses and may spend a Reserve (ie regain 8 HP) if you have any. If you use Recovery to spend a Reserve while in Defensive mode, you also regain extra HP equal to your Pri Trait (+5).

COMMON POWERS

C1) Circling Strike (Common, Std) Ranger
Effect: You may shift 1 square before or after the following attack.
Ranged Wpn
+7 vs AC, 1d10 + 7 damage

C1) Twin Strikes (Common, Std) Ranger
Two ranged wpn attacks against one or two targets
+7 vs AC, 1d10 + 2 damage

SIGNATURE POWERS

Racial) Elven Accuracy (Signature, Free) Elf
Trigger: You make an attack roll
Effect: Reroll the triggering attack roll

A1) Twin Lashes (Signature, Std) Ranger
Two ranged wpn attacks against one or two targets
+7 vs AC, 1d10 + 7 damage

M1) Resurgent Stride (Signature, Move) Ranger
Personal
Effect: You shift Sec Trait (ie 4) number of squares and can use your Recovery as free action.

XP EXPENDITURE

L2 x 6 XP + 1 = 13 XP available
2 XP : +4 HP
4 XP : +1 Finesse
6 XP : Ranger A1, M1
Balance 1 XP


2. Human Mage (Sorcerer)
The sorcerer is a master of area, burst and blast attacks, capable of damaging multiple enemies with his attacks, and usually using fire attacks to either burn the ground under her enemies or dare them to remain close. 
Note: The Sorcerer can be tweaked to a Wizard by swapping Traits so Finesse is 5. Further changes are possible by choosing other powers.
Human Mage (Sorcerer)

L2 Human Mage (Sorcerer) - Init +3

Physique 3 / Finesse 2 / Influence 5
AC 17 / Fort 14 / Ref 13 / Will 16
HP 32 / ResVal 8 / Reserves 3
Speed 6

Cloth : +0 AC
Warstaff (Martial) : Prof 3, 1d10 damage

FEATS

Armor Prof Feat) Unarmored Agility : You gain +2 AC when wearing cloth / no armor.

Wpn Prof Feat) Martial Weapon Proficiency

Class Ability) You can use 4 cantrips.
Note this ability generally has no use in context of Elliquiy Arena game, but if you wish to know, there are no offensive cantrips (they are considered Common powers). Defaults are Dancing Lights, Ghost Sound, Mage Hand, Prestidigation.

Class Feat) Ritual Caster : You can learn and use rituals of your level or lower. At Level 1, you start with 3 Level 1 Rituals. At Levels 6, 11, 16, 21, 26, you automatically learn 2 more rituals of your level or lower.
Note this feat has no use in context of Elliquiy Arena game.

Class Feat) Powerful Burst: When you use any area, burst or blast powers, you can deal your Slayer damage once to each target you hit. Note that this does not apply to spells that make multiple attacks. This feat has no effect if you have the Quarry feature.

1) Primary Defense : You use your Pri Trait in place of your Sec Trait for purpose of determining your AC.

2) Superior Implement Training : Empowered (Fire), +2 to damage rolls with fire attacks /  Swift, +1 to all implement attacks vs Reflex

ATTACK

Atk +5 vs NAD / +6 vs Reflex : Pri Trait, plus Basic/Superior Implement Training
Dmg + 7 / 9: Pri Trait + 2 to damage rolls. Increases by 2 at L6, L11, etc ; +2 if Fire damage

OFFENSIVE
This character does not use a Quarry feature.

Slayer Damage: Once per action, you may deal Slayer damage equal to your Sec trait (+3) to one target you hit. At levels 5, 15, 25, this damage is equal to Sec Trait +2, +5, +8 respectively.
Powerful Burst lets you apply this damage to all targets that you hit with an area, burst or blast power.
Note : The sorcerer has powers that damage enemies without hitting them. These damage sources do not benefit from Slayer damage, since it is not a hit.

Slayer feats: You only benefit from Slayer feats while on the Offensive.

BASIC ACTIONS

C1) Warstaff (MBA, Std)
Melee wpn
+8 vs AC, 1d10 + 7 damage

C1) Recovery (Special, Std)
Personal
Effect: You gain +2 to all defenses and may spend a Reserve (ie regain 8 HP) if you have any. If you use Recovery to spend a Reserve while in Defensive mode, you also regain extra HP equal to your Pri Trait (+5).

COMMON POWERS

Notes
- A blast X power occupies a X by X square, which must be adjacent to you and cannot include your space, and using it does not provoke an OA
- A burst X power does not provoke OAs, and originates from the space you occupy and includes all squares within X squares from you.
- An area X power targets a square, and includes all squares that are within X squares of that square. ie an Area 1 is 3x3, an Area 2 is 5x5, etc. Unless otherwise stated, area attacks must target a square within 10 squares of you, and provoke OAs.
- If an area, burst, burst power does not stipulate otherwise, it always attacks allies caught in the power

C1) Blazing Ground (Common, Std) Mage
Implement, Fire, Area 1
+6 vs Reflex, 1d6 + 9 damage
Effect: The area becomes a zone until ENT. Creatures that enter or leave this zone (a ring of fire) take damage equal to your Sec Trait (3), the first time they do so.

C1) Fiery Mantle (Common, Std) Mage
Implement, Fire, Blast 3
+6 vs Reflex, 1d6 + 9 damage.
Hit: Until ENT, the next enemy that hits you with a melee attack takes Sec Trait (3) fire damage

SIGNATURE POWERS

Racial) Heroism (Signature, Free) Human
Trigger: You make a d20 roll
Effect: Add +4 to the result. Note that this does not change a natural 1.

A1) Fiery Orb (Signature, Std) Mage
Implement, Fire, Area 1
+6 vs Reflex, 1d6 + 9 damage
Effect: You conjure a medium Fiery Orb within any unoccupied square in the area. It occupies its own space, and deals Pri Trait + 1d4 (1d4 + 9) damage to any creature that starts adjacent to it. As a Move action you can move the Orb 6 squares.
The Orb remains until ENT.

M1) Arcane Shield (Signature, Interrupt) Mage
Personal
Trigger: You are hit by an attack against AC or Reflex.
Effect: You gain +4 power bonus to AC and Reflex until ENT.

Note: Most trigger-based abilities use either Interrupt or Response. An Interrupt occurs before its trigger, a Response occurs after its trigger is resolved.
You may only use one Interrupt or Response until the Start of your Next Turn, and you may not use it if you are dazed.

XP EXPENDITURE

L2 x 6 XP + 1 = 13 XP available
2 XP : 1 feat
4 XP : +1 Influence
6 XP : Mage M1, A1
Balance 1 XP


3. Human Paladin
The heavily armored paladin is a force to be reckoned with, not because of her high damage, but because of her sheer resilience. Wearing plate and often a heavy shield, the paladin is difficult to hit, even as she strikes with her weapons to bolster her own capabilities. Even if attacks manage to pierce that armor of hers, unless the paladin is rendered unconsciousness, she can heal herself via lay on hands or with holy words of her deity, possibly outlasting even the toughest foes with her unshakeable faith.
Human Paladin
L2 Human Paladin - Init 3

Physique 3 / Finesse 2 / Influence 4
AC 20 / Fort 14 / Ref 13 / Will 15
HP 40 / ResVal 10 / Reserves 3
Speed 5

Plate Armor: +8 AC
Heavy Shield: +2 AC
Longsword: Prof 3, 1d8 damage
Throwing Knife: Prof 3, ranged 5/10, 1d6 damage
Greatsword (2handed): Prof 3, 1d10 damage

FEATS

Armor Prof) Heavy Armor Prof

Weapon Prof) Martial Wpn Prof

Race Ability) Surefooted Shift: You ignore difficult terrain when shifting.

Class Feat) Armored Tank - Prerequisite: You must be proficient with scale and light shields.
You gain proficiency with plate and heavy shields. You take a -1 penalty to AC when on the Offensive.

1) Resilence: You gain +2 feat bonus to all saving throws

2) Dedicated Healer (Healer feat) : Whenever you use a signature healing power, you heal extra Hitpoints (HP) equal to your Sec Trait (+3)

ATTACK

Atk +7 : Pri Trait + Wpn Prof
Dmg + 6 : Pri Trait + 2. Increases by 2 at L6, L11, etc

DEFENSIVE

AC Bonus : You gain a +2 shield bonus to AC and Reflex while on the defensive.

Divine Challenge: While on the defensive, you may use the Divine Challenge power.

Heal : While on the defensive mode, you may use the signature Heal power.

Healer & Tank Feats : You only benefit from these feats while you are on the defensive.

BASIC ACTIONS

C1) Longsword (MBA, Std)
Melee wpn
+7 vs AC, 1d8 + 6 damage

C1) Throwing Knife (RBA, Std)
Ranged wpn
+7 vs AC, 1d6 + 6 damage

C1) Recovery (Special, Std)
Personal
Effect: You gain +2 to all defenses and may spend a Reserve (ie regain 8 HP) if you have any. If you use Recovery to spend a Reserve while in Defensive mode, you also regain extra HP equal to your Pri Trait (+5).

COMMON POWERS

C1) Forceful Strike (Common, Std) Paladin
Melee Wpn
+6 vs AC, 1d8 + 6 damage
Hit: The next enemy you attack before ENT is unguarded against that attack.

C1) Fortifying Strike (Common, Std) Paladin
Melee Wpn
+6 vs AC, 1d8 + 6 damage
Hit: You gain 3 temporary HP

Challenge
C) Challenge (Common, Swift) Defensive
Radiant
Burst 5 (one creature)
Effect: The target is marked by you until you use this power again. The mark also ends at the end of your turn if you neither attacked it during your turn nor ended your turn next to it.
Until the mark ends and while the target is within burst 5 from you, the first time each round the target makes an attack that does not include you as a target, it takes radiant damage equal to 3 + Sec Trait (ie 3+3 = 6 radiant). It also takes -2 to all attacks that do not integri
Special: You can only use this while on the Defensive. If you switch to Offensive while a creature is subject to Challenge, and have the Quarry feature on the Offensive, one of the targets of your Challenge automatically becomes your Quarry, and the rest of your Challenges (if any) end. If you have no Quarry feature, they all end when you switch to the Offensive

Note: Divine Challenge and marks are critical in a team game to protect your allies. In context of the Elliquiy Arena game, it has no benefit unless you have some allied NPCs with you, thus can be ignored.

SIGNATURE POWERS

Racial) Heroism (Signature, Free) Human
Trigger: You make a d20 roll
Effect: Add +4 to the result. Note that this does not change a natural 1.

M) Heal (Signature, Swift) Defensive
Healing
Burst 5 (Self or 1 Ally)
Effect: Target may spend a Reserve, and regains extra HP equal to your Pri Trait (+5). This bonus increases by +3 at levels 6, 11, etc.
Special: You may use this signature Heal twice per encounter, but no more than once per turn. After you have expended both uses of your Heal, you may no longer switch to the Offensive (assuming you have access to it in the first place)
Dedicated Healer: You heal extra HP equal to your Sec Trait (+3).

A1) Piercing Smite (Signature, Std) Paladin
Melee Wpn
+7 vs Reflex, 2d8 + 6 damage
Hit: The target and all enemies adjacent to you are subject to your divine challenge until ENT.

M1) Virtue (Signature, Swift) Paladin
Personal
Effect: You expend a Reserve but regain no Hitpoints. You instead gain Temporary HP equal to your Reserve Value.

Note : Temporary Hitpoints never stack, so if you still have 3 THP from Fortifying Strike, you would only get 7 more THP from Virtue.

XP EXPENDITURE

L2 x 6 XP + 1 = 13 XP available
4 XP : +8 HP
2 XP : Feat
6 XP : Paladin A1, M1
Balance 1 XP


4. Half-Elf Fighter (Monk)
This half-elf may look pretty in her dress, but she packs a pretty mean punch! She is an unarmed specialist, with attacks capable of targeting weak spots in most armor, and excels against single enemies that she can get the jump on and exploit their weakness to deal more damage. With such peerless accuracy, the main hope that opponents have is to group together to deny her unguarded damage bonuses, then hope that her toughness gives out before they get mashed to pulp.
Half-Elf Fighter (Monk)
L2 Half-Elf Fighter (Monk) - Init 4

Physique 1 / Finesse 5 / Influence 4
AC 16 / Fort 12 / Ref 16 / Will 15
HP 36 / ResVal 9 / Reserves 2
Speed 6

Cloth: +0 AC
Unarmed Strike: Prof 3, 1d8 damage
Throwing Knife Prof 3, ranged 5/10, 1d6 damage

FEATS

Armor Prof) Unarmored Agility

Weapon Prof) Martial Wpn Prof

Class Feat) Talent : You gain a +1 class bonus to your basic attacks, all attacks vs AC and common attacks against Reflex. This does not stack with other class features.

Class Feat) Opportunist: When you make an opportunity attack, you gain a bonus to your attack roll equal to your Sec Trait. This does not apply to opportunity attacks granted by Signature powers.

Class Ability) Iron Fist : You gain the Unarmed Combatant feat, and you can target Reflex instead of AC when you attack with your unarmed strike.

Class Feat) Unarmed Combatant: You use your unarmed strike as a martial weapon with proficiency 3 and 1d8 damage. Your hand must be free to attack with your fist.

1) Single Out : Enemies that have no creatures adjacent to them, or no creatures adjacent to them except you, are unguarded against you.

2) Deadly Edge : You gain a +2 Style bonus to damage against unguarded enemies. This increases by +1 at levels 11, 21, 31.

3) Brutal Advantage (Slayer feat): Once per turn to one target you hit that is unguarded against you, you deal extra Slayer damage equal to your Sec Trait (+4)

ATTACK

Atk +9 : Pri Trait + Wpn Prof + Talent
Dmg + 7 : Pri Trait + 2. Increases by 2 at L6, L11, etc

OFFENSIVE
Fighters may be either Offensive or Defensive focused, this character is Offensive based and did not choose the Quarry feature.

Slayer Damage: Once per action, you may deal Slayer damage equal to your Sec trait (+4) to one target you hit. At levels 5, 15, 25, this damage is equal to Sec Trait +2, +5, +8 respectively.
Brutal Advantage adds your Sec Trait (+4) to this, once per turn, provided the target is unguarded against you.

Slayer feats: You only benefit from Slayer feats while on the Offensive.

BASIC ACTIONS

C1) Unarmed Strike (MBA, Std)
Melee wpn
+9 vs AC/Reflex, 1d8 + 7 damage / +9 if unguarded

C1) Throwing Knife (RBA, Std)
Ranged wpn
+8 vs AC, 1d6 + 7 damage  / +9 if unguarded

C1) Recovery (Special, Std)
Personal
Effect: You gain +2 to all defenses and may spend a Reserve (ie regain 8 HP) if you have any. If you use Recovery to spend a Reserve while in Defensive mode, you also regain extra HP equal to your Pri Trait (+5).

COMMON POWERS

C1) Backswing Blow (Common, Std) Fighter
Melee Wpn
+9 vs AC/Reflex, 1d8 + 7 damage  / +9 if unguarded
Miss: You deal damage equal to half your Pri Trait (+2). If you are wielding a two-handed weapon, you deal damage equal to your Pri Trait (+5).

C1) Slashing Swing (Common, Std) Fighter
Melee Wpn
+9 vs AC/Reflex, 1d8 + 7 damage  / +9 if unguarded
Hit: An enemy that is adjacent to you, apart from your target, takes damage equal to your Pri Trait (+5).

SIGNATURE POWERS

Racial) Versatility (Signature, Free) Encounter
Choose a Common Power from another class. You can use it as a Signature power.
C1) Riposte Strike (Commmon, Std) Rogue
Melee Wpn
+9 vs AC/Reflex, 1d8 + 7 damage / +9 if unguarded
Hit: If the target attacks you before SNT, you can use an Interrupt to make a melee wpn attack against him using your Sec Trait vs AC (ie +8 vs AC/Reflex) and deal damage equal to 1W + Sec Trait if you hit (ie 1d8 + 6  damage /  +8 if unguarded)
Special: Rogue powers can only be used with a non-reach, one handed melee weapon.

XP EXPENDITURE

L2 x 6 XP + 1 = 13 XP available
4 XP : +8 HP
4 XP : 2 Feats
4 XP : +1 Finesse
Balance 1 XP


Discord ID Zyraen
known as Ahzran^ or Dakushna^ on mIRC