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Dungeons and Dragons 4th Ed
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Elf III
#1
Lineman
MA
6
ST
3
AG
4
AV
7
R
25
B
77
P
8
F
1
G
23
Cp
4
In
0
Cs
4
Td
0
Mvp
2
GPP
22
XPP
0
SPP
22
Injuries
 
Skills
Block
Tackle
Wild and free, elves guard their forested lands using stealth and deadly arrows from the trees. They build their homes in close harmony with the forest, so perfectly joined that travelers often fail to notice that they have entered an elven community until it is too late.

Play a Elf if you want...
to be quick, quiet, and wild.

to lead your companions through the deep woods and pepper your enemies with arrows.

to be a member of a race that favors the ranger, rogue, and cleric classes.
Humber Hulk
#3
Thrower
MA
6
ST
3
AG
4
AV
7
R
23
B
30
P
20
F
1
G
22
Cp
9
In
0
Cs
1
Td
0
Mvp
2
GPP
21
XPP
0
SPP
21
Injuries
 
Skills
Pass
Accurate
Block
 
Halfling
#4
Lineman
MA
6
ST
3
AG
4
AV
7
R
15
B
101
P
-2
F
1
G
40
Cp
2
In
0
Cs
4
Td
0
Mvp
4
GPP
30
XPP
0
SPP
30
Injuries
 
Skills
Block
Tackle
Halflings are a small race known for their resourcefulness, quick wits, and steady nerves. They are a nomadic folk who roam waterways and marshlands. No people travel farther or see more of what happens in the world than halflings.

Play a Halfling if you want...
to be a plucky hero who is all too easy to underestimate.

to be likable, warm, and friendly.

to be a member of a race that favors the rogue, ranger, and warlock classes.
Player's Handbook
#5
Blitzer
MA
7
ST
3
AG
4
AV
8
R
17
B
50
P
0
F
0
G
10
Cp
0
In
0
Cs
4
Td
2
Mvp
3
GPP
29
XPP
0
SPP
29
Injuries
 
Skills
Block
Side Step
Dodge
Tackle
The first of three core rulebooks for the 4th Edition Dungeons & Dragons Roleplaying Game.
 
Drow
#6
Lineman
MA
6
ST
3
AG
4
AV
7
R
0
B
1
P
0
F
0
G
1
Cp
0
In
0
Cs
0
Td
0
Mvp
0
GPP
0
XPP
0
SPP
0
Injuries
 
Skills
Rogue III
#7
Catcher
MA
8
ST
3
AG
4
AV
7
R
96
B
31
P
5
F
1
G
16
Cp
1
In
0
Cs
2
Td
11
Mvp
2
GPP
48
XPP
0
SPP
48
Injuries
 
Skills
Catch
Nerves Of Steel
Block
Dodge
Strip Ball
Rogues are cunning and elusive adversaries. Rogues slip into and out of shadows on a whim, pass anywhere across the field of battle without fear of reprisal, and appear suddenly only to drive home a lethal blade.
 
Wizard
#8
Thrower
MA
7
ST
3
AG
4
AV
7
R
360
B
59
P
291
F
2
G
41
Cp
55
In
0
Cs
2
Td
2
Mvp
7
GPP
100
XPP
0
SPP
100
Injuries
n
Skills
Pass
+MA
Accurate
Block
Dump-Off
Safe Throw
Wizards are scions of arcane magic. Wizards tap the true power that permeates the cosmos, research esoteric rituals that can alter time and space, and hurl balls of fire that incinerate massed foes. Wizards wield spells the way warriors brandish swords.
Warlord
#9
Lineman
MA
6
ST
3
AG
4
AV
7
R
30
B
130
P
18
F
3
G
40
Cp
4
In
0
Cs
2
Td
4
Mvp
4
GPP
40
XPP
0
SPP
40
Injuries
 
Skills
Block
Dodge
Guard
Warlords are accomplished and competent battle leaders. Warlords stand on the front line issuing commands and bolstering their allies while leading the battle with weapon in hand. Warlords know how to rally a team to win a fight.
 
Warlock
#10
Catcher
MA
8
ST
3
AG
5
AV
7
R
362
B
126
P
14
F
0
G
40
Cp
14
In
0
Cs
4
Td
43
Mvp
3
GPP
166
XPP
0
SPP
166
Injuries
 
Skills
Catch
Nerves Of Steel
+AG
Block
Dodge
Leap
Side Step
Strip Ball
Warlocks channel arcane might wrested from primeval entities. They commune with infernal intelligences and fey spirits, scour enemies with potent blasts of eldritch power, and bedevil foes with hexing curses. Armed with esoteric secrets and dangerous lore, warlocks are clever and resourceful foes.
Cleric
#11
Lineman
MA
6
ST
3
AG
4
AV
7
R
17
B
47
P
1
F
86
G
42
Cp
1
In
0
Cs
3
Td
1
Mvp
5
GPP
35
XPP
0
SPP
35
Injuries
 
Skills
Dirty Player
Dodge
Kick
Clerics are battle leaders who are invested with divine power. They blast foes with magical prayers, bolster and heal companions, and lead the way to victory with a mace in one hand and a holy symbol in the other. Clerics run the gamut from humble servants of the common folk to ruthless enforcers of evil gods.
 
Leader II
#13
Catcher
MA
8
ST
4
AG
4
AV
7
R
132
B
59
P
-2
F
0
G
22
Cp
3
In
0
Cs
2
Td
13
Mvp
2
GPP
56
XPP
0
SPP
56
Injuries
n
Skills
Catch
Nerves Of Steel
+ST
Block
Dodge
Strip Ball
Dungeon Master
#14
Catcher
MA
8
ST
3
AG
5
AV
7
R
125
B
33
P
12
F
0
G
21
Cp
8
In
0
Cs
0
Td
12
Mvp
1
GPP
49
XPP
0
SPP
49
Injuries
m
Skills
Catch
Nerves Of Steel
+AG
Block
Dodge