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The Daily Deathmatch — OOC

Posted: Wed Jan 27, 2021 3:13 pm
by ratwizard

Daily Deathmatch

Ask anyone who's ever gone — a day at the Tjordek Ring wouldn't be the same without a bloody duel to the death. In the Daily Deathmatch, you will face off against another warrior, whether the two of you are fledglings, veterans, or local legends.

The stalwart bladesman, the capable archer, the weaver of the arcane — which one will leave their opponent a heap on the sands? Every matchup is different, and every victory is a testament to your skill and desire to survive.

General Details

See here for general information on the Tjordek Ring.

Fighters will begin in the center of the Ring, 90 ft / 18 squares away from each other. This is a battle to 0 HP.

Post your character's name, picture, character sheet, and combat block in this thread, and you will be added to the current roster. Once a matchup is set, you will be introduced in the IC thread to battle.

General Character Creation Rules
System: 4e
Level 1, 5, or 11
Stats: 25pt buy.
Race: Any published, refluffed as human, elf, orc, or dwarf (or any combination of two e.g. half orc/elf, half dwarf/human, etc.).
Class: Any published.
Feats: Choice of free expertise feat.
Themes: Allowed.
Background: +2 to a skill or add a language.
Equipment:
Level 1: one free weapon, armor and 50 gp to spend.
Level 5: three free magical items of levels 4, 5, and 6 (or less), plus 840 gp to spend.
Level 11: three free magical items of levels 10, 11, and 12 (or less), plus 5,000 gp to spend.
Skills: There are no class skill restrictions; any class can train any skill. You still must take the mandatory/bonus skills granted by your class as usual (e.g. Arcana for a wizard). Also, if after class selection (and prior to race, feat, theme, etc. selection) you possess fewer than 4 trained skills, train as many as it takes to get to 4.
Rituals: Component costs for all rituals are reduced to ¼ their normal values to encourage ritual use. Also, Raise Dead will not be allowed in this game – dead is dead, though we hope that doesn’t have to be an issue.
Inherent Bonuses: No.
Languages: We will not be using the standard 4e languages, but instead the ones listed below. If by (mechanical) race or some other means you are granted a language other than common, pick one language from this list instead, even if you would normally have no choice in the matter (such as elves receiving Elven).
Hybrids: You will be allowed to take the feat "Hybrid Talent" as many times as you like as a hybrid character. This helps make up for the fact that most hybrids are incredibly sub-par, and it allows for some really interesting combinations if you look hard enough. The CB does not allow for this option by default, though, so you will need to house-rule it and keep track of the benefits manually.

Languages
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Common - Common is the term used to refer to a trade-based lingua franca of Voreld. Most people know at least some of the common tongue, and many speak it fluently, but it is not the primary language of any nation or set of peoples. Those who only know Common are typically sailors, or others who have spent most of their lives traveling rather than in one place. No society holds it in high regard, though most recognize its utility in facilitating trade with foreigners.

Tulrissian – The national language of Tulrisse, a primarily human agricultural-based kingdom. It has many regional dialects, but the nobility all speak a common variant that is viewed as its 'true' form.

Old Serran - The language spoken in the old, now-collapsed Serran Kingdom. Very few people still speak it with any amount of regularity except for the priests and priestess of the Serran gods and the Tenants, who need to know it for many old texts.

Modern Serran – The primary language spoken by the small kingdoms of an expansive arid region known as the Serran Desert, which consists mostly of humans and orcs. It evolved from the language of the region's once-great Kingdom, which is still highly regarded if rarely spoken.

Imardanian – The official language of the Church of the Goddess and, by extension, the Arch-Bishopric of Imardin. Like Modern Serran, it developed from the Old Serran language, though with more outside influence than its sister tongue. It is spoken by most in the region, and many abroad have learned it for the cultural benefits as well.

Kurnish – The language of the orc tribes of Kurnhuelde, a region primarily consisting of snowy hills on the Kurn Peninsula. Like Tulrissian it has many regional dialects, often one per clan, though there is a common version for communicating between clans.

Grystok - This language, the most widespread in the Gryst region, developed over time as a trade language between the Grystbehn member states. It formed as a mix of the various common native languages, primarily Modern Serran, Kurnish, and Elvish, though there are influences from Dwarven and a variety of smaller local dialects as well.

Andorian – A language that developed in the Andorian peninsula after it was settled by the Andor dwarves and became a prominent location in Voreld. It was originally a strange mix of Dwarven and Tulrissian, but has since grown into a distinct language of its own.

Native Andorian - The language spoken by the tribes native to Andor, who are often seen as bandits and outlaws by the northerners who have since settled the region. Each tribe has its own variant on the tongue, though they are, for the most part, mutually intelligible.

Kandorasian - An ancient, dead language once spoken by the natives of Kandoras, an island southeast of Andor. Though no one knows how it is spoken, the written version can be found scattered throughout ruins on the island and on mainland Andor. Most who know how to translate it are part of the Explorer's Guild, based in Fort Sakura.

Dwarven – The common language of the many dwarf kingdoms that occupy the mountains that run down the center of Voreld. The dwarves view their language as sacred, and so there is very little variation between the kingdoms. Andor was the great outlier, which eventually developed its own language through outside influence.

Elven – A catch-all term in Voreld for any of the many distinct dialects spoken by the elf natives of Quellam, a continent to the east. There were once many more than there are now, due to the elven population mostly assimilating into the other cultures of Voreld. Few still speak Elven outside of the few, small elf villages in the Serranak.

Gleiosian - A language spoken primarily on Gleios and the surrounding smaller islands it influences. It and Brennisian have influenced one another over the years, the two nations often at war with one another. It also has some loanwords from Akiran, due to the nations' historically close bond.

Brennisian - A language that originated on the Isle of Brennis, but spread after the small nation conquered a large region of the archipelago. It has since become much less prevalent than it once was.

Cru'unish - Cru'un has always had its own native language, though it's been conquered so many times that it has only recently been the island's official language. The language has evolved greatly over time as a result, having strong influence from both Brennisian and Gleiosian, its most common occupiers.

Gerrikan - Historically the island of Gerrik has spent much of its time under Gleiosian control. Before that, its people often traded with its larger neighbor, so they shared a language. However, an influx in orcs from Kurnhuelde caused a shift in both society and language, eventually leading to a Gerrikan language influenced by both Gleiosian and Kurnish.

Old Ghian - A language originating on Ghia, and spreading with its culture to the smaller nearby islands. In modern times it is not even spoken on Ghia, except by scholars and some members of the nobility. It has since given way to two child languages, the result of the great cultural and political schism that resulted after the Civil War.

Amkharan - After the Civil War, Amkhara began to distance itself from its neighbors in Ya-Jarang. They began to speak with new slang and picked up words from its neighbors in Visha, causing the speech of those in the east and west to begin to drift apart. Over time the differences became enough for the two to be considered two different, if superficially similar, languages.

Jarangi - While Amkhara was influenced by its neighbors to the south, Ya-Jarang began to pick up words and syntax changes from Akiro once it was finally conquered. The assimilation of the two societies caused the shift in language that finally pushed the two halves of Ghian language apart.

Akiran - Akiro has always had its own language, which has changed very little over the centuries. It is kept this way on purpose, as it has always been the script used in the writings of Akiran monks, and others who follow the religious spiritualism that has been adopted by Ghia and its surrounding territories.

Chathran - A language spoken primarily on Chathra and Cianthum. The originating on Chathra, as the name suggests, the people of their neighboring island have adopted it as their own for many centuries now. There are some regional variations, but for the most part the two islands speak identically.

Okani - A language spoken by the people of Mai'okon and the surrounding small islands under its influence. The people of Mai'kawa and Mai'okon once spoke the same language (now known as Kawani), but that language is all but dead in modern times. Okani continued to evolve over time, and though the two are similar they are no longer mutually intelligible.

Kawani - A language spoken by the native peoples of Mai'kawa, the island now known as D'armon. It was once a major language spoken by a regional power, but is now restricted to inland tribes descended from the old kingdom's inhabitants who fled to the mountains when the invasion forces arrived.

Vishan - The Vishan peoples once had many local dialects, and some speakers in some villages still speak these ultimately-unimportant languages. However, as the nation of Visha become a united and worldly place, the influences of more widely-spoken languages (such as Old Ghian and Chathran) have all-but erased the native aspects.

Language Translations
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When speaking in a language that is not the default one for the game (ie not Common in Blackwood's Dogs, not Serran in Amongst the Flames, etc.), translate the text of your character's speech into a language using Google Translate and use that translation in your post. Include the English translation in a spoiler at the bottom. Below are the real languages you should translate each of the server languages into:

Common - Esperanto
Tulrissian - German
Old Serran - Latin
Modern Serran - Spanish
Imardanian - French
Kurnish - Russian
Grystok - Bosnian
Andorian - Swedish
Native Andorian - Shona
Kandorasian - Kannada
Dwarven - Danish
Elven - Welsh
Gleiosian - Greek
Brennisian - Italian
Cru'unish - Corsican
Gerrikan - Bulgarian
Old Ghian - Standard Chinese
Amkharan - Korean
Jarangi - Japanese
Akiran - Thai
Chathran - Urdu
Okani - Maori
Kawani - Samoan
Vishan - Bengali

Combat Block Format
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Character Name (colored to their in-game text color)

Gender Race Class Level
Languages: Common, _____
Age: __
Height: __
Weight: __ lbs.

Speed: __
Initiative: +__
Passive Perception: __
Passive Insight: __
Senses: _____ Vision

AC: __
Fort: __
Reflex: __
Will: __
HP: /
Bloodied: __
Surge Value: __
Surges left: /
Action Points: __

MBA: include attack and damage rolls here (e.g. +5 vs AC, 1d6+2 damage)
RBA: include attack and damage rolls here (e.g. +5 vs AC, 1d6+2 damage)

Resistances:
List all passive resistances here. If none, then just write "None."

Vulnerabilities:
List all passive vulnerabilities here. If none, then just write "None."

Saves:
List all passive bonuses to saving throws here. If none, then just write "None."

Active Effects:
List all current, non-permanent effects here (and the permanent ones too, if you really want). This includes all effects such as being prone, blinded, etc. Make sure this is always up to date. If none, then just write "None."

Powers:

At-Will
Item At-Will


Encounter []
Item Encounter []


Daily []
Item Daily []

Consumables:

List things such as potions and other consumable items here. If none, just write "None."

Important Features:
[SHOW]

Feature: Explanation of feature. These should be any passive effects that are more than a flat increase to attack, defense, hp, or a skill (such as being able to use perception for initiative rolls), any effect that are triggered by certain other effects (such as an attack boost vs bloodied foes), and so on. If it is relevant info that is not directly represented elsewhere in the combat block or in your character sheet, it needs to go here.

Item Feature: Explanation of feature. These should be any effects listed as 'Property' on a magic item, as well as any specific traits of the item itself (such as Brutal and other effects on certain weapons, special effects from superior implements, etc.). Again, if it is relevant it needs to be listed.


Re: The Daily Deathmatch OOC

Posted: Wed Jan 27, 2021 3:14 pm
by ratwizard

Current Contenders

Level 1

Level 5

Level 11
"Greg" the Burninator
Sonic


Re: The Daily Deathmatch OOC

Posted: Wed Jan 27, 2021 3:14 pm
by ratwizard

Match History

Day 1:
"Greg" the Burninator versus Sonic
Winner: Sonic!


Re: The Daily Deathmatch OOC

Posted: Wed Jan 27, 2021 3:35 pm
by ratwizard

Reserved


Re: The Daily Deathmatch OOC

Posted: Thu Jan 28, 2021 11:20 am
by benderfan

"Greg" the Burninator

Image
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Image

Combat Block
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"Greg" the Burninator
Male Tiefling Mage 11
Languages: Common, Elven
Age: 30
Height: 5' 6"
Weight: 100 lbs.

Speed: 6
Initiative: +12
Passive Perception: 15
Passive Insight: 15
Senses: Vision

AC: 23
Fort: 21
Reflex: 22
Will: 23
HP: 68/68
Bloodied: 34
Surge Value: 17
Surges left: 10/10
Action Points: 1

MBA: +4 vs. AC, 1d4-1 damage
RBA: Magic Missile, 11 damage

Resistances:
Resist 10 Fire
Resist 7 Necrotic (Resist 9 when bloodied)

Vulnerabilities:
None

Saves:
None

Active Effects:
None

Powers:

Magic Missile
Beguiling Strands
Scorching Burst
Mage Hand
Prestidigitation


Dark Speech []
Hellish Rebuke []
Fire Sea Travel []
Burning Hands []
Astral Wasp []
Repelling Shield []
Hellish Gaze []
Phoenix Step []
Enigmatic Spellcasting []
Suggestion []
Amulet of Life [_]


Fountain of Flame []
Visions of Avarice []
Melf's Minute Meteors []
Repulsion Armor []

Consumables:

Potion of Vitality [] [] [] [] [_]

Familiar Combat Block
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Crawling Clot

HP: 1, is never damaged on a miss

AC: 23
Fort: 21
Reflex: 22
Will: 23

Speed: 4, Climb 4 (Spider Climb)
'
Passive Benefit: You gain a +2 bonus to Heal checks. You gain Resist 5 Necrotic. If you already have Resist Necrotic, increase it by 2. Your Resist Necrotic increases by 2 while you're bloodied.

Active Benefit: Clotting Factor: Once per day, when you or an ally is next to the Crawling Clot and is damaged by an attack, you can allow the crawling clot to be destroyed so that they can spend a healing surge.

Character Sheet
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====== Created Using Wizards of the Coast D&D Character Builder ======
"Greg", level 11
Tiefling, Mage, Enigmatic Mage
Level 1 Apprentice Mage: Pyromancy Apprentice
Level 4 Apprentice Mage: Evocation Apprentice
Level 5 Expert Mage: Pyromancy Expert
Level 8 Expert Mage: Evocation Expert
Master Mage: Pyromancy Master
Background: Occupation - Scholar (+2 to Arcana)

FINAL ABILITY SCORES
Str 9, Con 18, Dex 16, Int 20, Wis 11, Cha 16.

STARTING ABILITY SCORES
Str 8, Con 16, Dex 14, Int 16, Wis 10, Cha 12.

AC: 23 Fort: 21 Reflex: 22 Will: 23
HP: 68 Surges: 10 Surge Value: 17

TRAINED SKILLS
Arcana +17, Religion +15, History +15, Diplomacy +13

UNTRAINED SKILLS
Acrobatics +8, Bluff +12, Dungeoneering +5, Endurance +11, Heal +7, Insight +5, Intimidate +12, Nature +5, Perception +5, Stealth +10, Streetwise +8, Thievery +8, Athletics +4

FEATS
Level 1: Hellfire Arcanist (retrained to Danger Sense at Level 11)
Level 2: Burn Everything
Level 4: Improved Initiative
Level 6: Superior Implement Training (Cinder wand)
Level 8: Wrathful Magic
Level 10: Hellfire Master
Feat User Choice: Wand Expertise
Level 11: Arcane Familiar

POWERS
Level 1 Mage At-Will Powers: Scorching Burst
Level 1 Mage At-Will Powers: Beguiling Strands
Level 1 Mage Daily Powers: Fountain of Flame
Level 1 Mage Daily Powers: Flaming Sphere
Level 1 Mage Encounter Powers: Burning Hands
Level 1 Mage Encounter Powers: Astral Wasp
Mage Cantrips: Mage Hand
Mage Cantrips: Prestidigitation
Mage Cantrips: Suggestion
Level 2 Mage Utility Powers: Hellish Gaze
Level 2 Mage Utility Powers: Shield
Level 3 Mage Encounter Powers: Fire Shroud
Level 3 Mage Encounter Powers: Melting Pool
Level 5 Mage Daily Powers: Fire Mantle
Level 5 Mage Daily Powers: Visions of Avarice
Level 6 Mage Utility Powers: Fire Shield
Level 6 Mage Utility Powers: Summon Iron Cohort
Level 7 Mage Encounter Powers: Fire Sea Travel
Level 7 Mage Encounter Powers: Murderous Twin
Level 9 Mage Daily Powers: Firescythe
Level 9 Mage Daily Powers: Melf's Minute Meteors
Level 10 Mage Utility Powers: Repelling Shield
Level 10 Mage Utility Powers: Phoenix Step

ITEMS
Magic Cinder wand +3, Repulsion Githweave Armor +3, Amulet of Life +2, Potion of Vitality (paragon tier) (5)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


Re: The Daily Deathmatch OOC

Posted: Thu Feb 04, 2021 2:35 pm
by BartNL

Sonic, Gotta Go Fast!

Image

Combat Block
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Sonic
Male Elf Ranger 11
Languages: Common, Elven
Age: 20
Height: 5"4
Weight: 80 lbs.

Speed: 7 (8 when not bloodied)
Initiative: +11/ Wood elf sense threat +21
Passive Perception: 31
Passive Insight: 20
Senses: Low Light Vision

AC: 27 +2AC vs Opportunity attacks, +1 AC while Running
Fort: 20
Reflex: 24
Will: 22
HP: 77/77
Bloodied: 38
Surge Value: 19
Surges left: 8/8
Action Points: 1

MBA: +4 vs. AC, 1d4-1 damage
RBA: +16 vd. AC, 1d12+13

Resistances:

Vulnerabilities:
None

Saves:
None

Active Effects:
None

Powers:

Twin Strike
Nimble Strike


Second Wind []
Wind Fury Assault []
Skirmish Shot []
Disruptive strike []
Spikes of the Manricore []
Crippling Shot []

Mercurial Mind [_]


Boar Assault []
Rangers Agility []
Flying Steel []
Battle Runner []
Attacks on the Run []
Stall Tactics []

Lucky Charm []
Circlet of Second Chances []
Bracers of Archery [_]

Consumables:

Potion of Healing (heroic) [] []
Dual Arrow (heroic) [] [] [_]

Important Features
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Prime Shot:If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.
Most Dangerous Prey:Against any humanoid target designated as your quarry, you gain a bonus to damage rolls equal to your Wisdom modifier.
Ruthless Action:You can spend an action point to reroll any attack roll against a humanoid target designated as your quarry, instead of taking an extra action.
Windlord lvl.1:Your origin becomes elemental. For the purpose of effects that relate to creature origin, you are considered to be an elemental
Windlord lvl.5:Whenever an effect enables you to fly, you can fly 1 additional square. Further, whenever you use your second wind, you can push each creature adjacent to you 1 square.
Windlord lvl.10: Whenever you hit with wind fury assault, you slide the target up to a number of squares equal to your highest ability modifier.

Hobbling Strike:Whenever you would deal Hunter's Quarry damage, you can forgo one die of that damage to slow the target until the end of your next turn.
Fast Runner:You gain a +2 bonus to speed when you charge or run.
Lethal Hunter:The extra damage dice from your Hunter's Quarry class feature increase from d6s to d8s.
Running Shot:You don't take any attack penalty to ranged attacks after you use the run action.
Called Shot:Whenever you successfully hit a target against whom you received your Prime Shot bonus, your attack deals an additional 5 damage.

Prime Shot Greatbow: You deal +2 damage if no ally is closer to the target than you are.
Ghoststride Boots:While you are running, you gain a +1 item bonus to AC and become insubstantial.

Character Sheet
[SHOW]

====== Created Using Wizards of the Coast D&D Character Builder ======
Sonic, level 11
Elf, Ranger, Ruthless Punisher
Fighting Style: Archer Fighting Style
Ranger: Prime Shot
Elf Subrace: Wood Elf
Select option: Sense Threat
Select option: Wood Elf Reactive Stealth
Background: Geography - Forest (+2 to Perception)
Theme: Windlord

FINAL ABILITY SCORES
Str 9, Con 15, Dex 22, Int 11, Wis 20, Cha 12.

STARTING ABILITY SCORES
Str 8, Con 14, Dex 17, Int 10, Wis 15, Cha 11.

AC: 27 Fort: 20 Reflex: 24 Will: 22
HP: 77 Surges: 8 Surge Value: 19

TRAINED SKILLS
Nature +17, Endurance +11, Bluff +11, Perception +21, Acrobatics +15

UNTRAINED SKILLS
Arcana +5, Diplomacy +6, Dungeoneering +10, Heal +10, History +5, Insight +10, Intimidate +6, Religion +5, Stealth +10, Streetwise +6, Thievery +10, Athletics +5

FEATS
Level 1: Hobbling Strike
Level 2: Fast Runner
Level 4: Weapon Proficiency (Greatbow)
Level 6: Shadow Soul (retrained to Called Shot at Level 11)
Level 8: Lethal Hunter
Level 10: Weapon Focus (Bow)
Level 11: Running Shot

POWERS
Ranger at-will 1: Twin Strike
Ranger at-will 1: Nimble Strike
Ranger encounter 1: Skirmish Shot
Ranger daily 1: Boar Assault
Ranger utility 2: Ranger's Agility
Ranger encounter 3: Disruptive Strike
Ranger daily 5: Flying Steel
Ranger utility 6: Battle Runner
Ranger encounter 7: Spikes of the Manticore
Ranger daily 9: Attacks on the Run
Ranger utility 10: Stall Tactics

ITEMS
Ghoststride Boots (heroic tier), Magic Hide Armor +3, Prime Shot Greatbow +3, Lucky Charm +2, Mercurial Mind (heroic tier), Circlet of Second Chances (heroic tier), Dual Arrow +2 (3), Bracers of Archery (heroic tier), Potion of Healing (heroic tier) (2)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======