Post by Rainbow Rage on Aug 13, 2010 21:02:05 GMT -5
The Eidolon
You will each be given 1000 points to buy units. Each unit from your homeland is 10% less points. You may not share points with others.
You cannot have more than 35 miniatures (not including your player character)
Post your army list when you are ready[/size]
Adra -
Adran Foot Soldier - 5 points
HP: 1 (Adran Foot Soldiers never take half damage on a miss)
Init +5, Speed 5
AC 28, Fort 25, Ref 23, Will 22
Sword +18 vs AC; 6 damage
Adran Vanguard - 25 points
HP: 90
Init +6, Speed 5
AC 28, Fort 25, Ref 23, Will 22
Sword +18 vs AC; 1d8+5 damage
Defensive Stance (Minor; Encounter)
Gains +2 to all defenses until EoNT
Guardian (Passive)
Effect: +2 bonus to attack rolls on opportunity attacks
Adran Marksman - 30 points
HP: 80
Init +9, Speed 6
AC 24, Fort 22, Ref 23, Will 22
Sword +15 vs AC; 1d6+2 damage
Crossbow Ranged 20; +18 vs AC; 1d8+5 damage
Marksman's Precision (Free; Encounter)
Effect: Reroll a ranged attack roll
Adran Cataphract - 50 points
HP: 132
Init +6, Speed 8
AC 28, Fort 25, Ref 23, Will 22
Sword +19 vs AC; 1d8+5 damage
Mighty Charge +20 vs AC; 3d10+7 damage (+4 speed on a charge)
Cavalier's Advantage (Standard; At-will)
Effect: The Adran Cataphract moves equal to its speed, during which gaining a +4 bonus to all defenses versus opportunity attacks. The Cataphract performs two sword attacks, each against a different opponent, during this move.
Deflection (Immediate Interrupt; Encounter)
Effect: An enemy attacks your AC or Reflex, +4 AC and Reflex until EoNT.
Valiant of Gariel - 70 points
HP: 120
Init +5, Speed 5
AC 29, Fort 26, Ref 23, Will 26
Sword +20 vs AC; 1d8+5 damage
Wrathful Smite (Standard; Recharges when bloodied)
Sword +20 vs AC; 4d8+5 radiant damage
Lay on Hands (Minor; Encounter)
Close Burst 1; Effect: One target in the burst heals 30 hp.
Blessed Aim (Minor; 3/Encounter)
Close Burst 5; All allies in the burst get +3 to attack rolls until EoNT.
Second Wind (Standard; Encounter)
Effect: Valiant of Gariel heals 30 hp and gains +2 to all defenses until EoNT.
Priestess of Gariel - 80 points
HP: 95
Init +5, Speed 5
AC 26, Fort 24, Ref 22, Will 29
Mace +16 vs AC; 1d8+2 damage
Radiant Light (Standard; At-Will)
Ranged 10; +16 vs Will; 1d8+5 radiant damage and target gets -2 to all defenses until EoNT
Healing Word (Minor; 3/encounter)
Close Burst 15; One target in the burst heals 40 hp.
Shield of Faith (Minor; encounter)
Close Burst 10; One target in the burst gets +3 bonus to AC for the rest of the encounter.
Guidance of the Stars (Minor; encounter)
Close Burst 10; One target in the burst gets a +2 bonus to all attack rolls for the rest of the encounter.
Angelic Avenger - 250 points
Unique - You may only have one Unique creature in your army, you cannot purchase unique creatures from a country that isn't your own.
HP: 276
Init +8, Speed 8, Fly 10 (good)
AC 28, Fort 25, Ref 24, Will 27
Aura of Divine Grace - Aura 10 - Allies in the aura can take a 20 instead of rolling a d20 when rolling for saving throws.
Lightblade +19 vs AC; 2d10+6 radiant damage and the Angelic Avenger heals 10 hp.
Censure of Radiance (Standard, At-Will)
Close Blast 3, targets enemies only, +17 vs Will; 2d6+6 radiant damage and the Angelic Avenger heals 10 hp.
Tower of Indomitability (Standard, Encounter) Zone
Close Burst 3, Effect: All damage dealt to allies within the zone is reduced to 0. The zone lasts until the end of Angelic Avenger's next turn.
Sacrifice (Immediate Interrupt, At-will)
Trigger: An ally within close burst 5 takes damage. Effect: Angelic Avenger takes all of the damage instead.
Vengeance (Passive)
Effect: Angelic Avenger gains a +3 bonus to attack and damage rolls against enemies that have damaged it within the last round.
Martyrdom (Free)
When Angelic Avenger dies, create a zone at close burst 3. That zone becomes holy ground for the rest of the fight, granting any ally standing within it a +2 bonus to attack rolls, damage rolls and saving throws.
Ildirin -
Ildirin Foot Soldier - 5 points
HP: 1 (Ildirin Foot Soldiers never take half damage on a miss)
Init +5, Speed 5
AC 28, Fort 25, Ref 23, Will 22
Sword +18 vs AC; 6 damage
Ildirin Pikemen - 25 points
HP: 90
Init +7, Speed 5
AC 27, Fort 24, Ref 25, Will 23
Reach 2; Pike +17 vs AC; 1d10+5 damage
Defensive Shift (Minor; Encounter)
Effect: Shift 2 squares
Counterstrike (Passive)
Effect: +2 bonus to attack rolls the turn after being charged.
Ildirin Archer - 30 points
HP: 80
Init +9, Speed 6
AC 24, Fort 22, Ref 23, Will 22
Sword +15 vs AC; 1d6+2 damage
Longbow Ranged 30; +17 vs AC; 1d10+5 damage
Killer's Aim (Passive)
Effect: Ildirin Archer can score a critical hit with a longbow on a 19 or a 20.
Ildirin Highlander - 45 points
HP: 114
Init +7, Speed 7
AC 25, Fort 27, Ref 24, Will 24
Sword +19 vs AC; 1d12+7 damage (1d12+19 on a critical hit)
Brute Strike (Standard; Encounter)
+19 vs AC; 3d12+7 damage (1d12+43 on a critical hit)
Fire Breath (Minor; Encounter)
Close Blast 5; 2d6+2 fire damage.
Powerful Charge (Passive)
Effect: +2 to speed and damage on a charge
Regeneration 5
Crimson Magus Battlemage - 95 points
HP: 90
Init +7, Speed 6
AC 24, Fort 22, Ref 24, Will 26
Dagger +14 vs AC; 1d4 damage
Magic Missile (Standard; At-Will)
Ranged 20; Effect: 8 force damage.
Freezing Blast (Standard; 3/encounter)
Ranged 10; +16 vs Fortitude; 2d8+6 cold damage and target is slowed (save ends).
Explosion (Standard; 3/encounter)
Area Burst 2 at Range 10; 2d6+6 force damage.
Flame Wall (Standard; encounter)
Wall 8 at Range 20; Anyone who crosses the wall takes 3d6+5 fire damage. Anyone who begins their turn or moves into a square adjacent ot the wall on their turn takes 1d6+5 fire damage. The Wall lasts for the entire encounter.
Chain Lightning (Standard; encounter)
Ranged 20; +16 vs Reflex; 4d6+6 lightning damage.
Effect: Perform this attack against another target within range, doing 1d6 damage less. Repeat this until no targets are within range, or until you have attacked 4 targets.
Teleport (Move; 3/encounter)
Effect: Teleport 10 squares
Crusader of Darius - 90 points
HP: 135
Init +5, Speed 5
AC 29, Fort 26, Ref 24, Will 26
Craghammer +18 vs AC; 1d8+8 damage
Dragonlord's Challenge (Minor, 3/encounter)
Target is marked until the end of the encounter. If the target performs an attack that doesn't include Crusader of Darius as a target, they take 10 radiant damage.
- This can only target one enemy at a time.
Wrathful Shockwave (Standard, encounter)
Close Blast 5; +17 vs Reflex; 4d6+5 force damage and target is knocked prone. Allies in the area gain a +3 bonus to AC until the end of Crusader's next turn.
Smite (Free, 3/encounter)
Effect: The next attack Crusader performs gains +4 attack and damage.
Dragonguard's Aegis (Free, Immediately triggered when bloodied)
Effect: The Crusader gains 20 temporary hit points and a +2 bonus to attack and damage rolls for the rest of the encounter.
Dragonkin Stormrider - 210 points
Unique - You may only have one Unique creature in your army, you cannot purchase unique creatures from a country that isn't your own.
HP: 240
Init +9, Speed 8, Fly 10 (clumsy)
AC 28, Fort 26, Ref 25, Will 25
Mighty Spear +19 vs AC; 2d12+7 damage
Dual Breath (Close Blast 5; 2/Encounter)
+18 vs Reflex; 3d8+10 lightning and thunder damage
Raking Claws (Minor; At-Will, once/round)
+19 vs AC; 1d8+5 damage
Storm Spear (Standard; At-Will)
Ranged 10; +19 vs AC; 2d12+7 lightning damage
Thunder Lance (Standard; encounter)
Area Burst 2 at Ranged 10; +18 vs Fortitude; 6d6+7 thunder damage and target is dazed until EoNT.
Auzrend[/color] -
Auzrend Foot Soldier - 5 points
HP: 1 (Auzrend Foot Soldiers never take half damage on a miss)
Init +5, Speed 5
AC 28, Fort 25, Ref 23, Will 22
Sword +18 vs AC; 6 damage
Auzrend Myrmidon - 25 points
HP: 86
Init +8, Speed 6
AC 26, Fort 25, Ref 25, Will 22
Axe +17 vs AC; 1d10+3 damage
Dual Strike (Standard; At-Will)
Myrmidon performs two axe attacks.
Sure Strikes (Minor; Encounter)
Gains +2 to all attack rolls until the EoNT.
Defensive Mobility (Passive)
Effect: +2 bonus to all defenses against opportunity attacks
Auzrend Maceman - 30 points
HP: 90
Init +6, Speed 5
AC 28, Fort 26, Ref 22, Will 22
Mace +17 vs AC; 1d10+5 damage
Bludgeon (Standard; Encounter)
+17 vs AC; 3d10+5 damage
Hammer Rhythm (Passive)
Whenever misses with a melee attack, target takes 4 damage.
Crush Armor (Passive)
Effect: +1 bonus to attack rolls against a foe Maceman attacked last turn.
Auzrend Shock Trooper - 35 points
HP: 100
Init +8, Speed 6
AC 28, Fort 26, Ref 24, Will 22
Greatsword +19 vs AC; 1d10+7 damage
Even the Odds (Immediate Reaction; Recharges when bloodied)
Trigger: Auzrend Shock Trooper takes damage; +19 vs AC; 2d10+7 damage
Trooper's Resilience (Minor; Encounter)
Auzrend Shock Trooper gains 10 temporary hit points and +1 to all attacks while he has temporary hit points.
Vigor (Passive)
Effect: Auzrend Shock Trooper recovers 3 hit points each time he deals damage with a melee attack.
Enforcer of Tyros - 75 points
HP: 95
Init +7, Speed 5
AC 27, Fort 25, Ref 22, Will 27
Mace +17 vs AC; 1d8+4 damage
Command (Standard; At-Will)
Ranged 5; +16 vs Will; Target falls prone and is dazed until EoNT.
Special: Cannot be used on elites or solo monsters.
Do or Die! (Minor; 3/encounter)
Close Burst 15; All allies in the burst can shift 3 squares.
Dominate (Standard; encounter)
Ranged 5; +16 vs Will; Target is dominated (save ends).
Special: Cannot be used on elites or solo monsters.
Bane (Minor; encounter)
Close Blast 5; All enemies in the blast take -2 attacks, saves and defenses until EoNT.
Vanguard Battle-Captain - 90 points[/color]
HP: 100
Init +7, Speed 5
AC 27, Fort 26, Ref 22, Will 23
Sword +18 vs AC; 1d8+5 damage
Lead the Attack (Standard, At-Will)
Effect: Up to two allies within close burst 5 perform a basic attack against one enemy of your choice within range 10.
Formation Shift (Aura 20)
Allies inside the aura can shift 2 squares as a move action and get +1 to all defenses while adjacent to at least two other allies.
Inspiring Word (Minor; 3/encounter)
Close Burst 15; One target in the burst heals 30 hp.
Iron Dragon Charge (Standard, encounter)
Effect: The Battle-Captain charges an enemy within range, then all allies who can reach that enemy with a charge can do so as a free action.
Tamed Chimera (comes with three animal handlers [minions]) - 230 points
Unique - You may only have one Unique creature in your army, you cannot purchase unique creatures from a country that isn't your own.
HP 366; Bloodied 183
Init +10, Speed 6, fly 10 (clumsy)
AC 27; Fort 29, Ref 23, Will 24
Resist 10 fire
Lion's Bite (standard, at-will)
+18 vs AC; 2d8+7 damage.
Ram's Charge (standard, at-will)
The chimera makes a charge attack; +19 vs AC; 1d10+11 damage, and the target is pushed 1 square or knocked prone.
Triple Threat (standard, at-will)
The chimera makes the following three melee attacks, each one against a different target:
Lion's Bite (see above)
Ram’s Gore
+18 vs AC; 1d10+7 damage, and the target is knocked prone.
Dragon's Maw
+18 vs AC; 1d10+7 fire damage and target takes ongoing 10 fire damage (save ends).
Dragon's Breath (standard, 3/encounter) Fire
Close blast 5; +16 vs Reflex; 3d6+3 damage, and ongoing 10 fire damage (save ends).
-- Beast Handler - 0 points [ You get 3 per Chimera ]
HP: 1 (Auzrend Beast Handler)
Init +5, Speed 5
AC 25, Fort 24, Ref 24, Will 23
Pike, Reach 2; +16 vs AC; 5 damage
Beastmaster - While within 5 squares of the Chimera assinged to it, the Chimera gets a +1 bonus to attack and damage rolls.
Body Shield - (Immediate Interrupt, Encounter) - If the Beast Handler would take damage, the Chimera takes it instead.
Mercenaries - (You do not get a discount from purchasing mercenaries from your country)
Globally unique - You may not purchase mercenaries if another player has bought them already.
Junayid the Chaksas - 245 points[/color] -- Hired by Thunderheart
HP: 150
Init +16, Speed 7
AC 27, Fort 24, Ref 26, Will 25
Dancing Blade +20 vs AC; 1d6+10 damage
Effect: Junayid may shift one square before and after the attack.
Agility (Minor, At-will)
Effect: Junayid Shifts one square.
Sneak Attack +3d6
Crippling Blow(Standard, 3/encounter)
+20 vs AC; 4d6+10 damage and target is weakened (save ends).
Roll with it (Immediate Interrupt, at-will)
Trigger: Junayid becomes bloodied OR drops to 0 or lower hit points.
Effect: Junayid takes half damage from the attack instead and shifts two squares and falls prone.
Brigands (Junayid brings 5 Chaksas brigands with him, these Brigands are included in Junayid's cost)
HP: 80
Init +13, Speed 7
AC 25, Fort 21, Ref 24, Will 22
Dancing Blade +17 vs AC; 1d6+6 damage
Effect: Before or after the attack, Brigand may shift one square.
Sneak Attack +2d6
Low Slash(Minor, encounter)
+17 vs AC; 1d6+6 damage and slide the target 1 square. Deals 4 more damage against targets Brigand is flanking.
Tovar Stormherald - 205 points[/color] -- Hired by Amina
HP: 180
Init +6, Speed 5
AC 29, Fort 28, Ref 24, Will 23
Brutal Axe +19 vs AC; 1d10+12 damage
Effect: Target is marked until the end of Tovar's next turn.
Retaliation (Immediate Interrupt, at-will)
Trigger: An enemy marked by Tovar attempts to attack Tovar or an adjacent ally.
Effect: Tovar makes a melee basic attack against that target.
Lasting Threat (Standard; Encounter) Reliable
Brutal Axe +19 vs AC; 3d10+16 damage, target is marked until the rest of the encounter.
Deadly Calm (Passive)
Tovar Stormherald gets +4 to attack and damage rolls when making melee attacks as an immediate or opportunity action.
Second Wind (Standard; Encounter)
Effect: Tovar Stormherald heals 50 hp and gains +2 to all defenses until EoNT.
Stormherald's Retinue (Tovar has three followers that have the following statistics, these are included in his cost)
HP: 100
Init +6, Speed 5
AC 28, Fort 26, Ref 23, Will 22
Brutal Axe +18 vs AC; 1d10+8 damage
Effect: Target is marked until the end of Stormbringer Retinue's next turn.
Deadly Calm (Passive)
Stormherald Retinue get +2 to attack and damage rolls on opportunity attacks.
Second Wind (Standard; Encounter)
Effect: Stormbringer Retinue heals 30 hp and gains +2 to all defenses until EoNT.
Matthew Tobias - 175 points[/color]
HP: 120
Init +7, Speed 6
AC 25, Fort 24, Ref 21, Will 23
Rod of Ruin +16 vs AC; 2d6 damage
Hellbringer's Wrath (Standard; At-Will)
Ranged 10; +17 vs Reflex; 2d6+7 fire damage.
Incinerate (Standard; encounter)
Ranged 10; +17 vs Fortitude; 6d6+10 fire damage.
Vampiric Embrace (Standard; 3/encounter)
Ranged 10; 3d6+6 necrotic damage and Tobias heals 15 hp.
Hungering Darkness (Standard; encounter)
Area Burst 2 at Range 10; Effect: All units inside the area are blinded, anyone who starts their turn in the darkness takes 1d10+5 necrotic damage.
Sustain Minor: The zone persists until the end of Tobias' next turn and Tobias can move it up to 3 squares.
Dark One's Luck (Passive)
Effect: Tobias gains 9 temporary hit points whenever he reduces an enemy to 0 or fewer hit points.
Imp Minion (As a minor action, Mathew can summon an Imp in a square adjacent to him. He can only control one imp at a time, summoning a new imp erases the old one)
HP: 1
Init +12, Speed Fly 6
AC 27, Fort 22, Ref 26, Will 26
Stinger +18 vs Fortitude; 8 poison damage.
Invisibility (Standard, at-will)
Effect: Until the end of its next turn, the Imp is invisible.
Sneak Attack +2
Erik the Whirlwind - 150 points[/color]
HP: 190
Init +9, Speed 7
AC 26, Fort 29, Ref 25, Will 23
Waraxe +17 vs AC; 1d12+10 damage
Whirling Frenzy (Minor, At-will, one/round)
Effect: Erik performs a Waraxe attack.
Implacable Advance (Standard, 3/encounter)
Erik shifts 1 square and performs a Waraxe attack. Repeat this up to two additional times.
Brutality (Free, 3/encounter)
Trigger: Erik drops an enemy to 0 or fewer hit points.
Effect: Erik shifts 4 squares and gains combat advantage against all enemies he can see until the end of his next turn.
Steel Hurricane Rage (Standard, encounter)
Waraxe +17 vs AC; 5d12+10 damage
Effect: Until the end of the encounter, Erik gains a bonus to his speed and attack rolls equal to the number of enemies he hit in his previous turns.
Varin Glonian - 130 points[/color]
HP: 170
Init +6, Speed 6
AC 30, Fort 25, Ref 26, Will 26
Sword +19 vs AC; 1d10+9 damage
Aegis (Free, once per round)
Close Burst 3, Effect: All targets in the burst are marked until the end of Varin's next turn. As an immediate reaction any target marked this way that makes an attack that doesn't include Varin as a target is teleported adjacent to Varin and cannot move until the end of Varin's next turn.
Lightning Rift (move; at-will)
Effect: Varin teleports up to 6 squares and deals 8 lightning damage to all enemies adjacent to him at the end of the teleport.
Frozen Armor (Passive)
Effect: Whenever an enemy hits Varin with a melee attack, that opponent cannot move for the rest of their turn.
Emberstrike Blade (Standard; 3/Encounter)
Sword +19 vs AC; 3d10+9 fire damage
Effect: For the rest of the encounter, whenever the enemy makes an attack that doesn't include Varin as a target, they take 10 fire damage.
Jacinthe Nyrie - 260 points[/color]
HP: 95
Init +7, Speed 6 (Teleport)
AC 24, Fort 20, Ref 23, Will 28
Sword +10 vs AC; 1d8 damage
Frozen Orb (Standard; At-Will)
Area Burst 1 at Range 20; +18 vs Reflex; 1d6+7 cold damage and target is slowed until the end of Jacinthe's next turn.
Arcane Barrage (Standard; At-Will)
Effect: Jacinthe makes the following attack four times:
Ranged 10; +18 vs Reflex; 7 force damage.
Implosion (Standard; 2/encounter)
Ranged 10; +18 vs Fortitude; 4d6+7 damage and target is stunned (save ends).
Visions of Chaos (Standard; 3/encounter)
Area Burst 2 at Range 10; +18 vs Willpower; 3d6+7 psychic damage and target is blinded and slowed until the end of Jacinthe's next turn.
Flame Wave (Standard; 3/encounter)
Area Burst 3 at Range 10; +18 vs Reflex; 5d6+7 fire damage. Miss: Half damage
The Mageguard (Jacinthe has a pair of Mageguard to accompany her)
HP: 100
Init +7, Speed 6
AC 28, Fort 24, Ref 24, Will 26
Sword +18 vs AC; 1d8+6 damage
Effect: Target is marked until the end of Mageguard's next turn.
Phasing Bodyguard (Immediate Interrupt; 2/encounter)
Trigger: Jacinthe becomes the target of a hostile attack.
Effect: Mageguard and Jacinthe teleport, swapping places, and the attack targets the Bodyguard instead.
Phase Step (move, encounter)
Effect: The mageguard teleports 6 squares.
You will each be given 1000 points to buy units. Each unit from your homeland is 10% less points. You may not share points with others.
You cannot have more than 35 miniatures (not including your player character)
Post your army list when you are ready[/size]
Adra -
Adran Foot Soldier - 5 points
HP: 1 (Adran Foot Soldiers never take half damage on a miss)
Init +5, Speed 5
AC 28, Fort 25, Ref 23, Will 22
Sword +18 vs AC; 6 damage
Adran Vanguard - 25 points
HP: 90
Init +6, Speed 5
AC 28, Fort 25, Ref 23, Will 22
Sword +18 vs AC; 1d8+5 damage
Defensive Stance (Minor; Encounter)
Gains +2 to all defenses until EoNT
Guardian (Passive)
Effect: +2 bonus to attack rolls on opportunity attacks
Adran Marksman - 30 points
HP: 80
Init +9, Speed 6
AC 24, Fort 22, Ref 23, Will 22
Sword +15 vs AC; 1d6+2 damage
Crossbow Ranged 20; +18 vs AC; 1d8+5 damage
Marksman's Precision (Free; Encounter)
Effect: Reroll a ranged attack roll
Adran Cataphract - 50 points
HP: 132
Init +6, Speed 8
AC 28, Fort 25, Ref 23, Will 22
Sword +19 vs AC; 1d8+5 damage
Mighty Charge +20 vs AC; 3d10+7 damage (+4 speed on a charge)
Cavalier's Advantage (Standard; At-will)
Effect: The Adran Cataphract moves equal to its speed, during which gaining a +4 bonus to all defenses versus opportunity attacks. The Cataphract performs two sword attacks, each against a different opponent, during this move.
Deflection (Immediate Interrupt; Encounter)
Effect: An enemy attacks your AC or Reflex, +4 AC and Reflex until EoNT.
Valiant of Gariel - 70 points
HP: 120
Init +5, Speed 5
AC 29, Fort 26, Ref 23, Will 26
Sword +20 vs AC; 1d8+5 damage
Wrathful Smite (Standard; Recharges when bloodied)
Sword +20 vs AC; 4d8+5 radiant damage
Lay on Hands (Minor; Encounter)
Close Burst 1; Effect: One target in the burst heals 30 hp.
Blessed Aim (Minor; 3/Encounter)
Close Burst 5; All allies in the burst get +3 to attack rolls until EoNT.
Second Wind (Standard; Encounter)
Effect: Valiant of Gariel heals 30 hp and gains +2 to all defenses until EoNT.
Priestess of Gariel - 80 points
HP: 95
Init +5, Speed 5
AC 26, Fort 24, Ref 22, Will 29
Mace +16 vs AC; 1d8+2 damage
Radiant Light (Standard; At-Will)
Ranged 10; +16 vs Will; 1d8+5 radiant damage and target gets -2 to all defenses until EoNT
Healing Word (Minor; 3/encounter)
Close Burst 15; One target in the burst heals 40 hp.
Shield of Faith (Minor; encounter)
Close Burst 10; One target in the burst gets +3 bonus to AC for the rest of the encounter.
Guidance of the Stars (Minor; encounter)
Close Burst 10; One target in the burst gets a +2 bonus to all attack rolls for the rest of the encounter.
Angelic Avenger - 250 points
Unique - You may only have one Unique creature in your army, you cannot purchase unique creatures from a country that isn't your own.
HP: 276
Init +8, Speed 8, Fly 10 (good)
AC 28, Fort 25, Ref 24, Will 27
Aura of Divine Grace - Aura 10 - Allies in the aura can take a 20 instead of rolling a d20 when rolling for saving throws.
Lightblade +19 vs AC; 2d10+6 radiant damage and the Angelic Avenger heals 10 hp.
Censure of Radiance (Standard, At-Will)
Close Blast 3, targets enemies only, +17 vs Will; 2d6+6 radiant damage and the Angelic Avenger heals 10 hp.
Tower of Indomitability (Standard, Encounter) Zone
Close Burst 3, Effect: All damage dealt to allies within the zone is reduced to 0. The zone lasts until the end of Angelic Avenger's next turn.
Sacrifice (Immediate Interrupt, At-will)
Trigger: An ally within close burst 5 takes damage. Effect: Angelic Avenger takes all of the damage instead.
Vengeance (Passive)
Effect: Angelic Avenger gains a +3 bonus to attack and damage rolls against enemies that have damaged it within the last round.
Martyrdom (Free)
When Angelic Avenger dies, create a zone at close burst 3. That zone becomes holy ground for the rest of the fight, granting any ally standing within it a +2 bonus to attack rolls, damage rolls and saving throws.
Ildirin -
Ildirin Foot Soldier - 5 points
HP: 1 (Ildirin Foot Soldiers never take half damage on a miss)
Init +5, Speed 5
AC 28, Fort 25, Ref 23, Will 22
Sword +18 vs AC; 6 damage
Ildirin Pikemen - 25 points
HP: 90
Init +7, Speed 5
AC 27, Fort 24, Ref 25, Will 23
Reach 2; Pike +17 vs AC; 1d10+5 damage
Defensive Shift (Minor; Encounter)
Effect: Shift 2 squares
Counterstrike (Passive)
Effect: +2 bonus to attack rolls the turn after being charged.
Ildirin Archer - 30 points
HP: 80
Init +9, Speed 6
AC 24, Fort 22, Ref 23, Will 22
Sword +15 vs AC; 1d6+2 damage
Longbow Ranged 30; +17 vs AC; 1d10+5 damage
Killer's Aim (Passive)
Effect: Ildirin Archer can score a critical hit with a longbow on a 19 or a 20.
Ildirin Highlander - 45 points
HP: 114
Init +7, Speed 7
AC 25, Fort 27, Ref 24, Will 24
Sword +19 vs AC; 1d12+7 damage (1d12+19 on a critical hit)
Brute Strike (Standard; Encounter)
+19 vs AC; 3d12+7 damage (1d12+43 on a critical hit)
Fire Breath (Minor; Encounter)
Close Blast 5; 2d6+2 fire damage.
Powerful Charge (Passive)
Effect: +2 to speed and damage on a charge
Regeneration 5
Crimson Magus Battlemage - 95 points
HP: 90
Init +7, Speed 6
AC 24, Fort 22, Ref 24, Will 26
Dagger +14 vs AC; 1d4 damage
Magic Missile (Standard; At-Will)
Ranged 20; Effect: 8 force damage.
Freezing Blast (Standard; 3/encounter)
Ranged 10; +16 vs Fortitude; 2d8+6 cold damage and target is slowed (save ends).
Explosion (Standard; 3/encounter)
Area Burst 2 at Range 10; 2d6+6 force damage.
Flame Wall (Standard; encounter)
Wall 8 at Range 20; Anyone who crosses the wall takes 3d6+5 fire damage. Anyone who begins their turn or moves into a square adjacent ot the wall on their turn takes 1d6+5 fire damage. The Wall lasts for the entire encounter.
Chain Lightning (Standard; encounter)
Ranged 20; +16 vs Reflex; 4d6+6 lightning damage.
Effect: Perform this attack against another target within range, doing 1d6 damage less. Repeat this until no targets are within range, or until you have attacked 4 targets.
Teleport (Move; 3/encounter)
Effect: Teleport 10 squares
Crusader of Darius - 90 points
HP: 135
Init +5, Speed 5
AC 29, Fort 26, Ref 24, Will 26
Craghammer +18 vs AC; 1d8+8 damage
Dragonlord's Challenge (Minor, 3/encounter)
Target is marked until the end of the encounter. If the target performs an attack that doesn't include Crusader of Darius as a target, they take 10 radiant damage.
- This can only target one enemy at a time.
Wrathful Shockwave (Standard, encounter)
Close Blast 5; +17 vs Reflex; 4d6+5 force damage and target is knocked prone. Allies in the area gain a +3 bonus to AC until the end of Crusader's next turn.
Smite (Free, 3/encounter)
Effect: The next attack Crusader performs gains +4 attack and damage.
Dragonguard's Aegis (Free, Immediately triggered when bloodied)
Effect: The Crusader gains 20 temporary hit points and a +2 bonus to attack and damage rolls for the rest of the encounter.
Dragonkin Stormrider - 210 points
Unique - You may only have one Unique creature in your army, you cannot purchase unique creatures from a country that isn't your own.
HP: 240
Init +9, Speed 8, Fly 10 (clumsy)
AC 28, Fort 26, Ref 25, Will 25
Mighty Spear +19 vs AC; 2d12+7 damage
Dual Breath (Close Blast 5; 2/Encounter)
+18 vs Reflex; 3d8+10 lightning and thunder damage
Raking Claws (Minor; At-Will, once/round)
+19 vs AC; 1d8+5 damage
Storm Spear (Standard; At-Will)
Ranged 10; +19 vs AC; 2d12+7 lightning damage
Thunder Lance (Standard; encounter)
Area Burst 2 at Ranged 10; +18 vs Fortitude; 6d6+7 thunder damage and target is dazed until EoNT.
Auzrend[/color] -
Auzrend Foot Soldier - 5 points
HP: 1 (Auzrend Foot Soldiers never take half damage on a miss)
Init +5, Speed 5
AC 28, Fort 25, Ref 23, Will 22
Sword +18 vs AC; 6 damage
Auzrend Myrmidon - 25 points
HP: 86
Init +8, Speed 6
AC 26, Fort 25, Ref 25, Will 22
Axe +17 vs AC; 1d10+3 damage
Dual Strike (Standard; At-Will)
Myrmidon performs two axe attacks.
Sure Strikes (Minor; Encounter)
Gains +2 to all attack rolls until the EoNT.
Defensive Mobility (Passive)
Effect: +2 bonus to all defenses against opportunity attacks
Auzrend Maceman - 30 points
HP: 90
Init +6, Speed 5
AC 28, Fort 26, Ref 22, Will 22
Mace +17 vs AC; 1d10+5 damage
Bludgeon (Standard; Encounter)
+17 vs AC; 3d10+5 damage
Hammer Rhythm (Passive)
Whenever misses with a melee attack, target takes 4 damage.
Crush Armor (Passive)
Effect: +1 bonus to attack rolls against a foe Maceman attacked last turn.
Auzrend Shock Trooper - 35 points
HP: 100
Init +8, Speed 6
AC 28, Fort 26, Ref 24, Will 22
Greatsword +19 vs AC; 1d10+7 damage
Even the Odds (Immediate Reaction; Recharges when bloodied)
Trigger: Auzrend Shock Trooper takes damage; +19 vs AC; 2d10+7 damage
Trooper's Resilience (Minor; Encounter)
Auzrend Shock Trooper gains 10 temporary hit points and +1 to all attacks while he has temporary hit points.
Vigor (Passive)
Effect: Auzrend Shock Trooper recovers 3 hit points each time he deals damage with a melee attack.
Enforcer of Tyros - 75 points
HP: 95
Init +7, Speed 5
AC 27, Fort 25, Ref 22, Will 27
Mace +17 vs AC; 1d8+4 damage
Command (Standard; At-Will)
Ranged 5; +16 vs Will; Target falls prone and is dazed until EoNT.
Special: Cannot be used on elites or solo monsters.
Do or Die! (Minor; 3/encounter)
Close Burst 15; All allies in the burst can shift 3 squares.
Dominate (Standard; encounter)
Ranged 5; +16 vs Will; Target is dominated (save ends).
Special: Cannot be used on elites or solo monsters.
Bane (Minor; encounter)
Close Blast 5; All enemies in the blast take -2 attacks, saves and defenses until EoNT.
Vanguard Battle-Captain - 90 points[/color]
HP: 100
Init +7, Speed 5
AC 27, Fort 26, Ref 22, Will 23
Sword +18 vs AC; 1d8+5 damage
Lead the Attack (Standard, At-Will)
Effect: Up to two allies within close burst 5 perform a basic attack against one enemy of your choice within range 10.
Formation Shift (Aura 20)
Allies inside the aura can shift 2 squares as a move action and get +1 to all defenses while adjacent to at least two other allies.
Inspiring Word (Minor; 3/encounter)
Close Burst 15; One target in the burst heals 30 hp.
Iron Dragon Charge (Standard, encounter)
Effect: The Battle-Captain charges an enemy within range, then all allies who can reach that enemy with a charge can do so as a free action.
Tamed Chimera (comes with three animal handlers [minions]) - 230 points
Unique - You may only have one Unique creature in your army, you cannot purchase unique creatures from a country that isn't your own.
HP 366; Bloodied 183
Init +10, Speed 6, fly 10 (clumsy)
AC 27; Fort 29, Ref 23, Will 24
Resist 10 fire
Lion's Bite (standard, at-will)
+18 vs AC; 2d8+7 damage.
Ram's Charge (standard, at-will)
The chimera makes a charge attack; +19 vs AC; 1d10+11 damage, and the target is pushed 1 square or knocked prone.
Triple Threat (standard, at-will)
The chimera makes the following three melee attacks, each one against a different target:
Lion's Bite (see above)
Ram’s Gore
+18 vs AC; 1d10+7 damage, and the target is knocked prone.
Dragon's Maw
+18 vs AC; 1d10+7 fire damage and target takes ongoing 10 fire damage (save ends).
Dragon's Breath (standard, 3/encounter) Fire
Close blast 5; +16 vs Reflex; 3d6+3 damage, and ongoing 10 fire damage (save ends).
-- Beast Handler - 0 points [ You get 3 per Chimera ]
HP: 1 (Auzrend Beast Handler)
Init +5, Speed 5
AC 25, Fort 24, Ref 24, Will 23
Pike, Reach 2; +16 vs AC; 5 damage
Beastmaster - While within 5 squares of the Chimera assinged to it, the Chimera gets a +1 bonus to attack and damage rolls.
Body Shield - (Immediate Interrupt, Encounter) - If the Beast Handler would take damage, the Chimera takes it instead.
Mercenaries - (You do not get a discount from purchasing mercenaries from your country)
Globally unique - You may not purchase mercenaries if another player has bought them already.
Junayid the Chaksas - 245 points[/color] -- Hired by Thunderheart
HP: 150
Init +16, Speed 7
AC 27, Fort 24, Ref 26, Will 25
Dancing Blade +20 vs AC; 1d6+10 damage
Effect: Junayid may shift one square before and after the attack.
Agility (Minor, At-will)
Effect: Junayid Shifts one square.
Sneak Attack +3d6
Crippling Blow(Standard, 3/encounter)
+20 vs AC; 4d6+10 damage and target is weakened (save ends).
Roll with it (Immediate Interrupt, at-will)
Trigger: Junayid becomes bloodied OR drops to 0 or lower hit points.
Effect: Junayid takes half damage from the attack instead and shifts two squares and falls prone.
Brigands (Junayid brings 5 Chaksas brigands with him, these Brigands are included in Junayid's cost)
HP: 80
Init +13, Speed 7
AC 25, Fort 21, Ref 24, Will 22
Dancing Blade +17 vs AC; 1d6+6 damage
Effect: Before or after the attack, Brigand may shift one square.
Sneak Attack +2d6
Low Slash(Minor, encounter)
+17 vs AC; 1d6+6 damage and slide the target 1 square. Deals 4 more damage against targets Brigand is flanking.
Tovar Stormherald - 205 points[/color] -- Hired by Amina
HP: 180
Init +6, Speed 5
AC 29, Fort 28, Ref 24, Will 23
Brutal Axe +19 vs AC; 1d10+12 damage
Effect: Target is marked until the end of Tovar's next turn.
Retaliation (Immediate Interrupt, at-will)
Trigger: An enemy marked by Tovar attempts to attack Tovar or an adjacent ally.
Effect: Tovar makes a melee basic attack against that target.
Lasting Threat (Standard; Encounter) Reliable
Brutal Axe +19 vs AC; 3d10+16 damage, target is marked until the rest of the encounter.
Deadly Calm (Passive)
Tovar Stormherald gets +4 to attack and damage rolls when making melee attacks as an immediate or opportunity action.
Second Wind (Standard; Encounter)
Effect: Tovar Stormherald heals 50 hp and gains +2 to all defenses until EoNT.
Stormherald's Retinue (Tovar has three followers that have the following statistics, these are included in his cost)
HP: 100
Init +6, Speed 5
AC 28, Fort 26, Ref 23, Will 22
Brutal Axe +18 vs AC; 1d10+8 damage
Effect: Target is marked until the end of Stormbringer Retinue's next turn.
Deadly Calm (Passive)
Stormherald Retinue get +2 to attack and damage rolls on opportunity attacks.
Second Wind (Standard; Encounter)
Effect: Stormbringer Retinue heals 30 hp and gains +2 to all defenses until EoNT.
Matthew Tobias - 175 points[/color]
HP: 120
Init +7, Speed 6
AC 25, Fort 24, Ref 21, Will 23
Rod of Ruin +16 vs AC; 2d6 damage
Hellbringer's Wrath (Standard; At-Will)
Ranged 10; +17 vs Reflex; 2d6+7 fire damage.
Incinerate (Standard; encounter)
Ranged 10; +17 vs Fortitude; 6d6+10 fire damage.
Vampiric Embrace (Standard; 3/encounter)
Ranged 10; 3d6+6 necrotic damage and Tobias heals 15 hp.
Hungering Darkness (Standard; encounter)
Area Burst 2 at Range 10; Effect: All units inside the area are blinded, anyone who starts their turn in the darkness takes 1d10+5 necrotic damage.
Sustain Minor: The zone persists until the end of Tobias' next turn and Tobias can move it up to 3 squares.
Dark One's Luck (Passive)
Effect: Tobias gains 9 temporary hit points whenever he reduces an enemy to 0 or fewer hit points.
Imp Minion (As a minor action, Mathew can summon an Imp in a square adjacent to him. He can only control one imp at a time, summoning a new imp erases the old one)
HP: 1
Init +12, Speed Fly 6
AC 27, Fort 22, Ref 26, Will 26
Stinger +18 vs Fortitude; 8 poison damage.
Invisibility (Standard, at-will)
Effect: Until the end of its next turn, the Imp is invisible.
Sneak Attack +2
Erik the Whirlwind - 150 points[/color]
HP: 190
Init +9, Speed 7
AC 26, Fort 29, Ref 25, Will 23
Waraxe +17 vs AC; 1d12+10 damage
Whirling Frenzy (Minor, At-will, one/round)
Effect: Erik performs a Waraxe attack.
Implacable Advance (Standard, 3/encounter)
Erik shifts 1 square and performs a Waraxe attack. Repeat this up to two additional times.
Brutality (Free, 3/encounter)
Trigger: Erik drops an enemy to 0 or fewer hit points.
Effect: Erik shifts 4 squares and gains combat advantage against all enemies he can see until the end of his next turn.
Steel Hurricane Rage (Standard, encounter)
Waraxe +17 vs AC; 5d12+10 damage
Effect: Until the end of the encounter, Erik gains a bonus to his speed and attack rolls equal to the number of enemies he hit in his previous turns.
Varin Glonian - 130 points[/color]
HP: 170
Init +6, Speed 6
AC 30, Fort 25, Ref 26, Will 26
Sword +19 vs AC; 1d10+9 damage
Aegis (Free, once per round)
Close Burst 3, Effect: All targets in the burst are marked until the end of Varin's next turn. As an immediate reaction any target marked this way that makes an attack that doesn't include Varin as a target is teleported adjacent to Varin and cannot move until the end of Varin's next turn.
Lightning Rift (move; at-will)
Effect: Varin teleports up to 6 squares and deals 8 lightning damage to all enemies adjacent to him at the end of the teleport.
Frozen Armor (Passive)
Effect: Whenever an enemy hits Varin with a melee attack, that opponent cannot move for the rest of their turn.
Emberstrike Blade (Standard; 3/Encounter)
Sword +19 vs AC; 3d10+9 fire damage
Effect: For the rest of the encounter, whenever the enemy makes an attack that doesn't include Varin as a target, they take 10 fire damage.
Jacinthe Nyrie - 260 points[/color]
HP: 95
Init +7, Speed 6 (Teleport)
AC 24, Fort 20, Ref 23, Will 28
Sword +10 vs AC; 1d8 damage
Frozen Orb (Standard; At-Will)
Area Burst 1 at Range 20; +18 vs Reflex; 1d6+7 cold damage and target is slowed until the end of Jacinthe's next turn.
Arcane Barrage (Standard; At-Will)
Effect: Jacinthe makes the following attack four times:
Ranged 10; +18 vs Reflex; 7 force damage.
Implosion (Standard; 2/encounter)
Ranged 10; +18 vs Fortitude; 4d6+7 damage and target is stunned (save ends).
Visions of Chaos (Standard; 3/encounter)
Area Burst 2 at Range 10; +18 vs Willpower; 3d6+7 psychic damage and target is blinded and slowed until the end of Jacinthe's next turn.
Flame Wave (Standard; 3/encounter)
Area Burst 3 at Range 10; +18 vs Reflex; 5d6+7 fire damage. Miss: Half damage
The Mageguard (Jacinthe has a pair of Mageguard to accompany her)
HP: 100
Init +7, Speed 6
AC 28, Fort 24, Ref 24, Will 26
Sword +18 vs AC; 1d8+6 damage
Effect: Target is marked until the end of Mageguard's next turn.
Phasing Bodyguard (Immediate Interrupt; 2/encounter)
Trigger: Jacinthe becomes the target of a hostile attack.
Effect: Mageguard and Jacinthe teleport, swapping places, and the attack targets the Bodyguard instead.
Phase Step (move, encounter)
Effect: The mageguard teleports 6 squares.