Combat in a PBP can take a long time, and worse still if you don't keep up to date with what's going on players can quickly find themselves unsure of what powers they have used, or how many hit points they have left.
Therefore you need a character sheet in play, here are yours-
Oh and only peek at the one with your PCs name on.
[sblock=Leonard D Apricot]
Leonard D Apricot
Played by Hairychin
Dwarf Fighter- Weaponmaster Level 1
Perception: 11 Insight: 11 Low-light Vision
AC 18 Fortitude 18 Reflex 13 Will 12
Initiative: +0 Speed: 5
Str 20 Con 14 Dex 10 Int 10 Wis 12 Cha 10
Hit Points: 29 / 29 Bloodied: 14
Temporary Hit Points: 0
Healing Surge: 7 Surges per day: 11 / 11
Resist:
Saving Throw: +5 vs Poison
Action Points: 1 Second Wind: 1 (Minor Action)
Languages: Common, Dwarven.
Trained Skills: Athletics +7, Endurance +6, Intimidate +5.
Other Skills: Acrobatics -3, Arcana 0, Bluff 0, Diplomacy 0, Dungeoneering +5, Heal +1, History 0, Insight +1, Nature +1, Perception +1, Religion 0, Stealth -3, Streetwise 0, Thievery -3.
Feats: Improved Defences.
Traits:
Stand Your Ground- You move 1 less square with Forced Movement, and get an Immediate Saving Throw to avoid being knocked Prone.
Combat Superiority- Your Opportunity Attacks (including with Combat Challenge) gain Wis bonus (+1) To Hit and stop movement (not Shift though).
At-Will Powers: Standard Actions
Melee Basic Attack (Battleaxe): +8 vs AC 1d10+5 damage.
Ranged Basic Attack (Throwing Hammer): Range 5/10 +8 vs AC 1d6+5 damage.
Cleave (Battleaxe): +8 vs AC 1d10+5 damage, and a different adjacent enemy takes Str (5) damage.
Shield Feint (Battleaxe & Shield): +8 vs AC 1d10+5 damage, and +3 To Hit on next attack roll against same creature before end of next turn.
At-Will Powers: Free Actions
Combat Challenge- you Mark all you attack; Marked are -2 To Hit others; if Move or Attack other you make attack with Combat Superiority. Free Action.
Encounter Powers: Standard Actions
Shield Bash (Battleaxe & Shield): +8 vs Reflex 1d10+6 damage (Wis bonus added to damage), and you Push target 1 square and knock it Prone. Can be used as a Charge attack.
Encounter Powers: Minor Actions
Second Wind: Healing Surge & +2 to all Defences until end of next turn. Minor Action.
Daily Powers: Standard Actions
Shove & Slap (Battleaxe & Shield): +9 vs Fortitude 2d10+5 damage, and you Push target 2 squares (including Wis bonus) and can Shift 1 in to vacated square. Miss: Half damage. Then make a Secondary Attack on one creature other than the Primary target: +9 vs Fortitude 5 damage, and the target is Dazed (save ends).
Conditions:
[/sblock]
[sblock=Cinara Wastewater]
Cinara Wastewater
Played by Larryfinnjr
Dwarf Warpriest Level 1
Perception: 14 Insight: 19 Low-light Vision
AC 18 Fortitude 14 Reflex 13 Will 15
Initiative: +1 Speed: 5
Str 10 Con 17 Dex 13 Int 10 Wis 19 Cha 8
Hit Points: 29 / 29 Bloodied: 14
Temporary Hit Points: 0
Healing Surge: 7 Surges per day: 10 / 10
Resist: Acid/Cold/Fire/Lightning 2.
Saving Throw: +5 vs Poison, +2 vs Ongoing damage.
Action Points: 1 Second Wind: 1 (Minor Action)
Languages: Common, Dwarven.
Trained Skills: Heal +9, History +7, Insight +9, Religion +5.
Other Skills: Acrobatics -2, Arcana 0, Athletics -3, Bluff -1, Diplomacy -1, Dungeoneering +6, Endurance +2, Intimidate -1, Nature +4, Perception +4, Stealth -2, Streetwise -1, Thievery -2.
Feats: Forgeborn Heritage.
Traits:
Stand Your Ground- You move 1 less square with Forced Movement, and get an Immediate Saving Throw to avoid being knocked Prone.
Earth Domain- All allies within 5 gain +2 to Saves vs Ongoing damage. Subject of Healing Word takes half-damage from next attack (before end of your next turn).
At-Will Powers: Standard Actions
Melee Basic Attack (Warhammer): +2 vs AC 1d10 damage.
Ranged Basic Attack (Throwing Hammer): Range 5/10 +2 vs AC 1d6 damage.
Burden of Earth (Warhammer): +6 vs AC 1d10+4 damage, and Pushed 1 square. Regardless of hit or not next attack against target by you or ally is at +1 To Hit, before end of your next turn.
Earth's Endurance (Warhammer): +6 vs AC 1d10+4 damage. Regardless of hit or not you or ally within 5 squares gains +2 to AC until the end of your next turn.
Encounter Powers: Standard Actions
Smite Undead (Warhammer): +6 vs Will 2d10+4 Radiant damage and you Push the target 6 squares (including Con bonus) and the creature is Immobilised until the end of your next turn. Miss: Half damage. This is a Channel Divinity Power- can only use 1/Encounter.
Earthen Hail (Warhammer): +6 vs Fortitude 1d10+4 damage and enemies in Blast 3 (including target) take 3 (Con bonus) damage. Regardless of hit or not you and all allies within 3 squares gain +2 to AC & Fortitude until the end of your next turn.
Encounter Powers: Minor Actions
Healing Word: One target in Close Burst 5. Use once/Round but twice/Encounter. Target spends a Healing Surge and Heals an additional 1d6 Hit Points. Earth Domain the target takes half damage from next attack before the end of your next turn. Minor Action.
Second Wind: Healing Surge & +2 to all Defences until end of next turn. Minor Action.
Stone Speak: You make a Perception check with a +5 bonus to detect secret doors, hidden objects or creatures within 10 squares. Minor Action.
Encounter Powers: Free Actions
Elemental Legacy: You hit with an attack. Your attack deals an extra 3 Acid, Cold, Fire or Lightning damage. Free Action.
Stone's Resolve: You or one ally in Close Burst 2. Target gains Resist 5 All until the end of your next turn. This is a Channel Divinity Power- you can only use 1/Encounter. Free Action.
Daily Powers: Standard Actions
Nimbus of Holy Light (Warhammer): Enemies in Close Burst 1 +6 vs Will 1d10+4 Radiant damage. Regardless of hit or not each ally within 2 squares gains +2 to all Defences until the end of the Encounter.
Conditions:
[/sblock]
[sblock=Thorgrim Wildaxe]
Thorgrim Wildaxe
Played by Walking Dad
Dwarf Ranger Level 1
Perception: 17 Insight: 12 Low-light Vision
AC 14 Fortitude 15 Reflex 12 Will 12
Initiative: +1 Speed: 5
Str 18 Con 16 Dex 13 Int 10 Wis 14 Cha 8
Hit Points: 33 / 33 Bloodied: 16
Temporary Hit Points: 0
Healing Surge: 8 Surges per day: 9 / 9
Resist:
Saving Throw: +5 vs Poison.
Action Points: 1 Second Wind: 1 (Minor Action)
Languages: Common, Dwarven.
Trained Skills: Athletics +8, Dungeoneering +9, Endurance +9, Heal +7, Perception +7.
Other Skills: Acrobatics 0, Arcana 0, Bluff -1, Diplomacy -1, History +0, Insight +2, Intimidate -1, Nature +2, Religion +0, Stealth 0, Streetwise -1, Thievery 0.
Feats: Toughness, Weapon Prof (Waraxe).
Traits:
Stand Your Ground- You move 1 less square with Forced Movement, and get an Immediate Saving Throw to avoid being knocked Prone.
Prime Shot- +1 To Hit if closest to enemy with Ranged attack.
At-Will Powers: Standard Actions.
Melee Basic Attack (Waraxe): +6 vs AC 1d12+4 damage.
Ranged Basic Attack (None):
Maraunder's Rush (Waraxe): +6 vs AC 1d12+6 damage (Wis bonus included in damage). Can use in place of Charge attack.
Twin Strike (Waraxe & Waraxe) +6 vs AC 1d12 damage & +6 vs AC 1d12 damage.
At-Will Powers: Minor Actions.
Hunter's Quarry: You designate the nearest enemy as your Quarry and deal an extra 1d6 damage against the creature. The Quarry remains active until the creature is killed or you designate a different enemy as Quarry. Minor Action.
Encounter Powers: Minor Actions.
Off-Hand Strike (Waraxe & Waraxe): +6 vs AC 1d12+4 damage. Minor Action.
Second Wind: Healing Surge & +2 to all Defences until end of next turn. Minor Action.
Daily Powers: Standard Actions.
Sudden Strike (Waraxe & Waraxe): +6 vs AC 1d12 damage. Regardless of hit or not Shift 1 square and make a secondary attack against the same target. +6 vs AC 2d12+4 damage, and the target is Weakened until the end of your next Round.
Conditions:
[/sblock]
[sblock=Krogan Thundergut]
Krogan Thundergut
Played by Ressurectah
Dwarf Barbarian Level 1
Perception: 10 Insight: 10 Low-light Vision
AC 17 Fortitude 16 Reflex 14 Will 10
Initiative: +3 Speed: 5
Str 19 Con 14 Dex 16 Int 8 Wis 10 Cha 8
Hit Points: 34 / 34 Bloodied: 17
Temporary Hit Points: 0
Healing Surge: 8 Surges per day: 10 / 10
Resist:
Saving Throw: +5 vs Poison.
Action Points: 1 Second Wind: 1 (Minor Action)
Languages: Common, Dwarven.
Trained Skills: Acrobatics +7, Athletics +8, Endurance +8.
Other Skills: Arcana -1, Bluff -1, Diplomacy -1, Dungeoneering +2, Heal 0, History -1, Insight 0, Intimidate -1, Nature 0, Perception 0, Religion -1, Stealth +2, Streetwise -1, Thievery +2.
Feats: Versatile Expertise (Axe & Heavy Blade).
Traits:
Stand Your Ground- You move 1 less square with Forced Movement, and get an Immediate Saving Throw to avoid being knocked Prone.
Barbarian Agility- +1 to AC & Reflex when not wearing Heavy Armour/tier.
Rageblood Vigour- Drop enemy to 0 HP to gain 2 (Con bonus) Temporary Hit Points.
Rampage- On Critical Hit grants free Basic Melee Attack. Once/Round. Must be using Barbarian Attack Power.
At-Will Powers: Standard Actions.
Melee Basic Attack (Greataxe): +7 vs AC 1d12+4 damage. High Crit.
Ranged Basic Attack (None):
Howling Strike (Greataxe): +7 vs AC 1d12+1d6+4 damage. High Crit. Can use this power in place of a Charge attack, if Raging can Charge an extra 2 squares with this power.
Pressing Strike (Greataxe): You Shift 2 squares and can Shift through enemies. +7 vs AC 1d12+4 damage, and the target is Pushed 1 square. High Crit. If Raging this attack does an extra 1d6 damage.
Encounter Powers: Standard Actions.
Desperate Fury (Greataxe): +7 vs AC 2d12+6 damage (Con bonus included in damage). Miss: You can take 5 damage to re-roll the attack, if the re-roll misses you take an additional 5 damage. High Crit.
Encounter Powers: Minor Actions.
Second Wind: Healing Surge & +2 to all Defences until end of next turn. Minor Action.
Encounter Powers: Free Actions.
Swift Charge: You reduce an enemy to 0 HP. You Charge an enemy. Free Action.
Daily Powers: Standard Actions.
Swift Panther Rage (Greataxe): +7 vs AC 3d12+4 damage. Miss: Half damage. Regardless of hit or not you enter the Rage of the Swift Panther- you gain +2 to Speed and can Shift 2 squares as a Move Action. See other effects on attacks above. High Crit.
Conditions:
[/sblock]
[sblock=Kazzagin]
Kazzagin
Played by Pinotage
Dwarf Paladin of Pelor Level 1
Perception: 11 Insight: 16 Low-light Vision
AC 20 Fortitude 15 Reflex 13 Will 13
Initiative: 0 Speed: 5
Str 18 Con 16 Dex 10 Int 8 Wis 13 Cha 14
Hit Points: 31 / 31 Bloodied: 15
Temporary Hit Points: 0
Healing Surge: 7 Surges per day: 13 / 13
Resist:
Saving Throw: +5 vs Poison.
Action Points: 1 Second Wind: 1 (Minor Action)
Languages: Common, Dwarven.
Trained Skills: Heal +6, Insight +6, Intimidate +7, Religion +4.
Other Skills: Acrobatics -4, Arcana -1, Athletics 0, Bluff +2, Diplomacy +2, Dungeoneering +3, Endurance +1, History -1, Nature +1, Perception +1, Stealth -4, Streetwise +2, Thievery -4.
Feats: Weapon Expertise (Axe).
Traits:
Stand Your Ground- You move 1 less square with Forced Movement, and get an Immediate Saving Throw to avoid being knocked Prone.
At-Will Powers: Standard Actions.
Melee Basic Attack (Battleaxe): +7 vs AC 1d10+4 damage.
Ranged Basic Attack (Hand Axe): Range 5/10 +7 vs AC 1d6+4 damage.
Holy Strike (Battleaxe): +7 vs AC 1d10+4 Radiant damage. If you marked the target it takes an 1 (Wis Bonus) damage.
Valiant Strike (Battleaxe): +7 vs AC 1d10+4 damage. +1 To Hit per enemy adjacent to you.
At-Will Powers: Minor Actions.
Divine Challenge: One target in Close Burst 5. The target is Marked by you. The target must include you in any attack it makes, if it fails to do so it takes 5 (3 + Cha Bonus) Radiant damage. The mark lasts until you mark a different creature, or if you do not attack the target or do not end your turn adjacent to the target. You can only use this power once/Turn. Minor Action.
Lay on Hands: You can use this power 1/day (Wis Bonus). You spend a Healing Surge but regain no Hit Points, one ally you touch regains Hit Points as if they had spent a Healing Surge. Minor Action.
Encounter Powers: Standard Actions.
Radiant Smite (Battleaxe): +7 vs AC 2d10+5 Radiant damage (including Wis Bonus to damage).
Encounter Powers: Minor Actions.
Divine Mettle: One creature in Close Burst 10 makes a Save with a +2 (Cha Bonus) bonus. This is a Channel Divinity Power- you can only use one Channel Divinity Power per Encounter. Minor Action.
Divine Strength: You apply +4 (Str Bonus) to your next damage roll this turn. This is a Channel Divinity Power- you can only use one Channel Divinity Power per Encounter. Minor Action.
Second Wind: Healing Surge & +2 to all Defences until end of next turn. Minor Action.
Daily Powers: Standard Actions.
Paladin's Judgement (Battleaxe): +7 vs AC 3d10+4 damage and one ally within 5 squares can spend a Healing Surge. Miss: One ally within 5 squares can spend an a Healing Surge.
Conditions:
[/sblock]
[sblock=Mardred]
Mardred
Played by Ripjames
Dwarf Thief Level 1
Perception: 18 Insight: 13 Low-light Vision
AC 15 Fortitude 11 Reflex 15 Will 13
Initiative: 3 Speed: 5
Str 8 Con 13 Dex 17 Int 11 Wis 16 Cha 13
Hit Points: 25 / 25 Bloodied: 12
Temporary Hit Points: 0
Healing Surge: 6 Surges per day: 7 / 7
Resist:
Saving Throw: +5 vs Poison.
Action Points: 1 Second Wind: 1 (Minor Action)
Languages: Common, Dwarven.
Trained Skills: Acrobatics +8, Bluff +6, Perception +8, Stealth +8, Streetwise +6, Thievery +8.
Other Skills: Arcana 0, Athletics -1, Diplomacy +1, Dungeoneering +5, Endurance +3, Heal +3, History 0, Insight +3, Intimidate +1, Nature +3, Religion 0.
Feats: Backstabber.
Traits:
Stand Your Ground- You move 1 less square with Forced Movement, and get an Immediate Saving Throw to avoid being knocked Prone.
First Strike- At the start of any Encounter you gain Combat Advantage over any foe that has not acted yet.
Weapon Finesse- Use Dex not Str for Basic Attacks, with +2 damage for Light Blades, Hand Crossbows, Shortbows & Slings
At-Will Powers: Standard Actions.
Melee Basic Attack (Dagger): +6 vs AC 1d4+5 damage.
Melee Basic Attack (Shortsword): +6 vs AC 1d6+5 damage.
Ranged Basic Attack (Dagger): Range 5/10 +6 vs AC 1d4+5 damage.
Ranged Basic Attack (Shortbow): Range 15/30 +5 vs AC 1d8+5 damage.
At-Will Powers: Move Actions.
Ambush Trick: You Move your Speed. You have Combat Advantage over all enemies within 5 squares of you who are not adjacent to one of their allies. Move Action.
Sneak's Trick: You Move up to 3 squares (Speed -2), and then can make a Stealth Check to remain or become Hidden, providing you have some form of cover or concealment. Move Action.
At-Will Powers: Free Actions.
Sneak Attack: Once per Turn, when you have Combat Advantage and hit with a Crossbow, Light Blade, Shortbow or Sling, you do an extra 2d8 damage. Free Action.
Encounter Powers: Minor Actions.
Second Wind: Healing Surge & +2 to all Defences until end of next turn. Minor Action.
Encounter Powers: Free Actions.
Backstab: You make a Basic Attack (with a Weapon) against an enemy within 5 squares you have Combat Advantage against. You gain +3 To Hit and do an extra 1d6 damage. Free Action.
Conditions:
[/sblock]
I expect... if that's not too stern, I'd like for you to try to keep these as up-to-date as you, they obviously help me to work out what's going on and for you they provide an easy way for you remember what your powers do.
You need to copy and paste these out in to a Word Processing program and then copy them in- hidden as they are now in to your future turns, I don't mind if you don't do this every time- I do need them to be there when we get in to combat- not a big deal, keep it up to date and then copy and paste it in hidden away at the bottom of your replies.
How do you hide it away as I have- simple, although how to write it without having it happen, no spaces-
At the start of the text you wish to hide put
SquareBracketOpen
sblock=
inserttexthere
SquareBracketClose
The insert text here is obviously whatever you want to call the hing that is hidden away.
At the end of the text to be hidden put
SquareBracketOpen
/sblock
SquareBracketClose
And that should be it.
If a hidden text has someone else's name on it then it's not for you, if it has no name on it then please take a look.
Next time more about Combat.