[Cast] Secret War

Chauzu

First Post
This is a thread for players of the Secret War PbP game. Go ahead and post your characters' stats and information below. Let's keep things neat and organized, stick to OOC talk in the OOC thread only please.
 

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Walking Dad

First Post
Vondal Darrakson
04.jpg

[sblock=Stats]
Vondal Darrakson Player: WD
Dwarf Wizard XP 0 Level 1
Initiative +0 Senses Low-light Vision
Passive Insight 13; Passive Perception 13
HP 29; Bloodied 14; Surge Value 7; Surges Per-Day 10
AC 13; Fortitude 14; Reflex 10; Will 15
Speed 5
Alignment Unaligned
Languages Dwarf, Illuskan

Str 13 Con 19 Dex 11
Int 17 Wis 16 Cha 7

Racial Abilities
Cast-Iron Stomach; Dwarven Resilience; Dwarven Weapon Proficiency; Encumbered Speed; Stand Your Ground

Class Features
Arcane Implement Mastery, cantrips, Ritual Casting, spellbook

At-Will Powers
Ghost Sound, Light, Mage Hand, Prestidigitation
Magic Missile, Cloud of Daggers/ Hungry Maws

Encounter Powers
Force Orb

Daily Powers
Flaming Sphere, Sleep

Utility Powers
-

Feats
Ritualist, Armor Proficiency (Leather)

Skills
Arcane* +8
Diplomacy* +3
Dungeoneering* +10
Nature* +8

Endurance +6
History +3
Insight +3
Perception +3

Rituals
Animal Messenger, Make Whole, Tenser’s Floating Disk

Equipment
None :(
[/sblock]

[sblock=Background]
Name: Vondal Darrakson
Class: Wizard

[sblock=Appearance]
92250.jpg

[/sblock]

Background:
Vondal was always interested in the past. From the past glorys of forgotten dwarf strongholds, to the fossils of unknown creatures found only in the deepest dwarven mines. His bright intellect and natural curiosity drew the interest of a local dwarven wizard, who recognized the potential of this curious dwarf.
Under Vestus tutelage, Vondal learned not only forgotten secrets of the past, but also the arcane powers, that will help him to further explore the world.
(One first success in merging his intersts with the arcane arts was the development of his signature spell 'Hungry Maws' [optical varaint of cloud of daggers].)
After finishing his apprenticeship, he was hired by a mining company to idnetify the different kind of stones and minerals they found in their endavours.
Hearing of the oppotunity to explore Stonefast, volunteered instantly for this mission.

Personality:
A curious brave adventurer, with few things in common with the typical bookish wizard. More the Indiana Jones type of a scientist and an explorer he also values the abilities of the men around him.
He shuns the typical wizard garb and favors sturdy leather clothes above robes (level one feat: Armor Proficiency: Leather).
[/sblock]
 
Last edited:

Redclaw

First Post
Rangok, Paladin of Moradin
[sblock=stats]Name: Rangok

Alignment: Lawful Good
Male Dwarf Paladin 1
Medium Humanoid, tall, lbs, yrs old
hair, eyes, skin

Languages: Dwarven, Chondathan
Vision: Low-Light

Ability Scores

Str: 16
Con: 14
Dex: 7
Int: 11
Wis: 16
Cha: 17

Basic Combat Stats

Hit Points: 29
Bloodied: 14
Healing Surge: 12/day
Healing Value: 7

Initiative: +0
Speed: 5 squares (5 Base )
Action Points: 1

Defenses

AC: 10
Fort: 14
Ref: 11
Will: 14
Saving Throws: +5 vs Poison (racial). +2 vs. Fear (region)

Basic Attacks

Melee: Hit: damage:
Melee: Hit: Damage:
Ranged: Hit: Damage: Range

Weapon & Implement Attack Bonuses for use with Powers

Melee: Hit:
Melee: Hit:
Ranged: Hit:
Implement: Hit:

Passive Skills

Perception 13
Insight 20

Skills

Acrobatics (-2 dex)
Arcana (+0 int)
Athletics (+3 str)
Bluff (+3 cha)
Diplomacy (+3 cha, +5 trained)
Dungeoneering (+3 wis, +2 racial)
Endurance (+2 con, +5 trained, +2 racial)
Heal (+3 wis)
History (+0 int)
Insight (+3 wis, +5 trained, +2 region)
Intimidate (+3 cha)
Nature (+3 wis)
Perception (+3 wis)
Religion (+0 int, +5 trained)
Stealth (-2 str)
Streetwise (+3 cha)
Thievery (-2 dex)

Feats
Healing Hands


Racial Traits and Powers
Cast Iron Stomach: +5 bonus to saving throws vs. poison
Dwarven Resilience: Use second wind as a minor action
Dwarven Weapon Proficiency
Encumbered Speed: move at normal speed even when it would normally be reduced by armor or a heavy load.
Stand Your Ground: When effects push, pull or slide you, you can reduce the number of squares by 1.

Class Features
Channel Divinity: 1/Encounter, either Divine Mettle or Divine Strength
Divine Challenge
Lay on Hands
Implement

At Will Powers
Divine Challenge: Diving, Radiant
Minor Action Close Burst 5
Target: One creature.
Target is marked and remains marked until you use this power on a different target, or you fail to engage the target. While marked, it takes a -2 penalty to attack rolls for any attack that doesn’t target you, and also takes 6 radiant damage.

Lay on Hands: Divine, Healing 3/day
Minor Action Melee touch
Target: One creature
Effect: You spend a healing surge but regain no hit points. Instead the target regains hit points as if it had spent a healing surge (+3 from Healing Hands).

Bolstering Strike: Divine, Weapon
Standard Action Melee weapon
Target: One Creature Cha vs. AC
Hit: 1[W]+3 damage, and you gain 3 temporary hit points

Enfeebling Strike: Divine, Weapon
Standard Action Melee Weapon
Target: One Creature Cha vs. AC
Hit: 1[W] +3 damage. If you marked the target, it takes a -2 penalty to attack rolls until the end of your next turn.

Encounter PowersChannel Divinity
--Divine Mettle: Divine
Minor Action Close burst 10
Target: One creature in burst
Effect: The target makes a saving throw with a +3 bonus
--Divine Strength: Divine
Minor Action Personal
Effect: Apply a +3 bonus to damage on your next attack this turn.

Shielding Smite: Divine, Weapon
Standard Action Melee Weapon
Target: One Creature Cha vs. AC
Hit: 2[W] +3
Effect: Until the end of your next turn, one ally within 5 squares of you gains a +3 power bonus to AC.

Daily Powers
Radiant Delirium: Divine, Implement, Radiant
Standard Action Ranged 5
Target: One Creature Cha vs. Reflex
Hit: 3d8 +3 radiant damage and the target is dazed until the end of your next turn. In addition, the target takes a -2 penalty to AC (save ends).

Utility Powers

Rituals

Equipment

Coins- 0gp, 0sp, 0cp
[/sblock]
 

The Digger

First Post
Thorfin Hardicanute: Dwarven Fighter

[sblock=Background]
Thorfin is a typical dwarf in many ways; he is solid and dependable and he hates orcs, and giants, and titans and… He wears heavy armour and he carries axes and hammers, and he is good at hitting things - like orcs and giants and titans…
.
He promised his father when the old dwarf was dying, that he would follow the family tradition and go work in the mines, and that he has done - but with a heavy heart. For, unusually for a dwarf, Thorfin loves the open air! He still works and spends much of his time underground but he has a most un-dwarflike love of the world above ground. He is never happier than when he can smell the dew-wet grass in the morning, see the sparkle of sunlight through multi-hued trees and hear the sound of the skylark as it sings overhead. Even short trips ‘up above’ seem to be enough to set him off , singing, laughing and apparently living and enjoying life to the full.

Even to his closest friends his eternal optimism can be a little grating. He’s the sort of dwarf who when told “half of us are dead and the enemies arrows blacken the sky” is likely to reply “well that’s a bigger share for us” or perhaps “That’ll keep the sun out of our eyes.”

There are two more signs of his somewhat un-dwarflike attitude. The first of these is that he has sworn allegiance to Avandra and his love of nature and wild country is typical of this, and he is certainly devoted to seeking his own destiny as well as new horizons and new experiences.

The final sign I am loath to mention, so strange it is for a dwarf. But I have come so far and will not stop at the last fence…he does not drink! He says that drinking and getting drunk was an experience he has already had and now needs no more…

Thorfin is very tall for a dwarf, and perhaps a little slimmer than most. He could be seen as unremarkable in his physique although those of a less charitable nature have been heard to debate the possibility that somewhere in the family’s past there may have been some kind of Fey involvement. Thorfin has heard the rumours but good-naturedly laughs them off.

His flaming red hair and beard are always kept neat and braided, sometimes even with flowers or small leafy twigs bound therein, and his piercing green eyes sometimes seem to have an otherwordly look about them.[/sblock]

[sblock=Stats amd powers]
Name: Thorfin Hardicanute Class: Fighter Level: 1
Race: Dwarf Region: Thunderpeaks Size: Medium
Age 32 Height 4’ 11” Weight 160 pounds
Gender: Male Deity: Avandra Alignment:: Good
Action Points: 1 XP: 0

Str: 15 +2
Con: 15 +2
Dex: 12 +1
Int: 9 - 1
Wis: 14 +2
Cha: 11 +0

Hit Points: 30 Bloodied: 15 Healing Surge: 7 Surges per day: 11
Initiative: +1 Speed: 5


Senses: Low-Light
Passive Perception: 12
Passive Insight: 14

AC: 11
Fortitude : 14
Reflex : 11
Will : 12

Basic Melee Attack: +2 vs. AC Basic Ranged Attack: +1 vs. AC

Skills
Athletics (T) +7 Intimidate (T) +5 Heal (T) +7
Acrobatics +1 Arcana -1 Bluff +0
Diplomacy +0 Dungeoneering +4 Endurance +4
History -1 Insight +2 Nature +2
Perception +2 Religion -1 Stealth +1
Streetwise +0 Thievery +1

Feats: Dwarven Weapon Training: +2 damage with axes and hammers
Languages:, Dwarven & Chondathan



Cast-Iron Stomach - +5 saves vs. poison
+2 save ve Fear
Dwarven Resilience - Use second wind as a minor action
Encumbered Speed - move at normal speed even when encumbered
Stand Your Ground - When an effect forces you to move, you move -1 squares, also, can make a save vs. falling prone immediately.
Combat Challenge - Any enemy attacked (hit or miss) is marked till the end of my next turn. -2 for them to attack anyone bar me. If he shifts or attacks other whilst adjacent to me I can make interrupt attack.
Combat Superiority - Bonus to OA = to Wis Mod. Enemy hit by OA stops moving
Fighter Weapon Talent - 2-handed weapons +1 to attack





At Will Powers: Reaping Strike: Martial, Weapon, Melee; Str vs AC; Damage = 1W +Str. On Miss, half Str Mod damage or Str Mod damage with 2-handed weapon

Cleave: Martial, Weapon, Melee; Str vs AC; Damage = 1W +Str. Adjacent enemy takes damage = Str Mod.

Encounter Power:
Passing Attack: Martial, Weapon, Melee; Str vs AC; Damage = 1W +Str., I can shift 1 square & make a secondary attack on a new target; Str +2 vs AC; Damage = 1W + Str.

Daily Power:
Villains Menace: Martial, Weapon, Melee; Str vs AC; Damage = 2W +Str. I gain +2 Power bonus to attack and +4 Power bonus to damage vs Target till end of encounter. On Miss: Gain +1 to attack and +2 to damage till end of encounter.[/sblock]
 
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Graf

Explorer
Thromb Lickspit

Thromb Lickspit

[sblock=Lickspit]
Name: Thromb Lickspit
Class: Artificer 1
Race: Dwarf
Region: Thunderpeaks
Size: Medium
Gender: Male
Deity: n/a
Alignment: Unaligned
Action Points: 1
XP: 0

Str: 10 +0
Dex: 11 +0
Con: 17 +3
Int: 15 +2
Wis: 14 +2
Cha: 10 +0


Hit Points: 34/34 Bloodied: 17
Healing Surge: 8 Surges per day: 9
Initiative: +0
Senses: Low-Light
Speed: 5
Perception: 17 Insight: 12
Action Points: 1

AC 14 (with leather, 12 without)
Fortitude 14
Reflex 12
Will 13
Saves +5 vs poison, +2 vs fear

Athletics +0u, Arcana +7, Dungeoneering +7, Endurance+5u, History +7, Insight +4u, Perception +7, Swim +0u, Thievery +5
u=untrained

Basic Melee Attack:
+2 vs. AC Damage: 1d10
Basic Ranged Attack: +2 vs. Reflex Damage: 1d8

Feats: Ritual Caster (bonus), Toughness

Languages: Chondothan, Dwarven

Class and Racial abilities:

Cast-Iron Stomach - +5 saves vs. poison
Dwarven Resilience - Use second wind as a minor action
Dwarven Weapon Prof. - Throwing Hammer and Warhammer
Encumbered Speed
Stand Your Ground - When an effect forces you to move, you move -1 squares, also, can make a save vs. falling prone immediately.


:bmelee: Warhammer ✦ Weapon
+2 vs AC; 1d10 damage
:ranged: Thundering Armor (standard; at-will) ✦ Arcane, Implement, Thunder
Range 10 | Ally +1 to AC --> attack 2ndary (target adj. to ally) +2 vs Fort; 1d6+2 damage and push 2ndary target 1 square away from primary.
:ranged: Aggravating Force (standard; at-will) ✦ Arcane, Force, Weapon
Range 15/30 | +4 vs AC 1d8+2 force damage and next attack on target by ally gets +2 to attack roll (until end of Thromb's next turn)
:ranged:Shielding Cube (standard; encounter) ✦ Arcane, Artifice, Force, Implement
Range 10 | Artifice appears adjacent to target and +2 vs Ref; Hit: 1d8+2 damage
Artifice:
Thomb and allies within 1 square get +1 to AC -- Artifice has Defenses of 5 | hit points 8
Minor: Move artifice 3 squares or shift 1 square
Caustic Rampart (standard; daily) ✦ Acid, Arcane, Conjuration, Implement
Wall 5 (w/in 10 squares) | Effect: Walls squares are filled with caustic acid until end of next turn (see also minor action). Squares count as Difficult terrain, lightly obscured.
Creature that starts its turn inside or adjacent to wall takes 1d6+2
Minor: Sustain

Healing Infusion: Restorative Formula (minor; twice per encounter) ✦ Arcane, Healing
:close: Burst 5 | Effect: Target (Thromb or ally) w/in burst can spend healing surge + gain 1d6 hit points.
Special: Healing Infusion Powers can be used twice per encounter but once per round.
Healing Infusion: Curative Admixture (minor; twice per encounter) ✦ Arcane, Healing
:close: Burst 5 | Effect: All allies w/in burst can spend healing surge to gain 4 temp hit points
Special: Healing Infusion Powers can be used twice per encounter but once per round.

Total Weight:XXXlb Money: 0gp [/sblock]


[sblock=Background]There were a few families that were poorer, or worse off than the Lickspits. And many more who worse off in non-material terms, his family cared for and looked after each other in the fierce unspoken way. This supportive environment gave him an indomitable confidence than he doesn't fully appreciate; his parents scrimped and saved to arrange for his apprenticeship to an old artificer. But Thromb fingered his threadbare clothing, looked around his family's mean dwelling and could see only an affront.

His master was a gifted but cantankerous teacher who isolated himself and his student for years in a tiny series of caves at the edge of their community. Thromb loved the hours spent in that compound away from the eyes of others. He loved working on complex projects, mastering the incantations and alchemical combinations necessary to enable the magic of artifice. He had a place of importance in those caves and there was no challenge he couldn't surmount.

The old man's death has thrust him back into a world where he is no one. And then those stupid kids pulled off the sack from the cockatrice and got him stuck in this mess.

That's fine though. Thromb Lickspit takes whatever the world throws at him, chews it up and spits it back out. He's gonna do big things, just as soon as he gets out of this ridiculous dungeon.[/sblock]

[sblock=Appearance]Thromb is extremely tall for a dwarf, skinny and powerfully resilient with a ramrod straight back and an aggressive demeanor.
He has a wild eyed look to him, hours bent over strange concoctions have put him in the habit of seeing odd things in his dreams. Though he tries to hide it he comes off as jumpy and assertive.
His hair and massive black beard shoot straight out from his head like stiff wire, fiercely resisting his efforts to tame it. He usually binds them wiht simple leather thongs.[/sblock]
Age: 89
Height: 5'4"

[sblock=Personality, Goals and Mindset]Thromb thinks he wants to become rich, powerful. To show all the people who he thinks looked down on his family and their mean state how wrong they were about them. It probably won't make him happy, but Thromb doesn't think he wants to be happy.

His drive, more than any physical trait, is what gives him his tremendous resilience. He's tenacious, and can be uncompromising; it's what's gotten him this far. He attempts to cloak his hostility to the world and his desire to stand out behind a mask of typical dwarven reserve. He always tries to speak last, and to appear indifferent, but he often fails to control his passion.

His everyone-vs-me mentality means he's stoutly, obsessively protective of people on "his side". He tends to assume the worst, to see threats and challenges that are not there, planning for the inevitable worst so that he can overcome it. In that he's not a fatalist. Everyone else he knows may be doomed to live a lackluster life of meager dreams, but not Thromb Lickspit.

He loves his family, but in his adolescent passion he overlooks their positive traits and sees their stout devotion to clan and country as "low goals set by small minds". [/sblock]

[sblock=Logs]
XP log:

Wealth log:
100 gp from starting wealth
(see below)
Sold XXX for

Other log:
XXXX from
[/sblock]

Notes:
XXXX


[sblock=Creation and Advancement]
Starting Attributes
Cost Initial Racial Level Final
Str: 0 10 0 10
Dex: 1 11 0 11
Con: 7 15 +2 0 17
Int: 7 15
0 15
Wis: 2 12 +2 0 14
Cha: 0 10
0 10

Number of Trained Skills: Arcana + 4
Skills Trained Attrib Racial Feat
Total
Athletics -- +0 -- -- +0
Arcana +5 +2 -- -- +7
Dungeoneering +5 +2 +2 -- +7
Endurance -- +3 +2 -- +5
History +5 +2 -- -- +7
Insight -- +2 -- +2* +4
Perception +5 +2 -- -- +7
Swim -- +0 -- -- +0
Thievery +5 +0 -- -- +5
Trained Skills: 5

*=regional benefit

Armor Proficiencies: Cloth, Leather
Weapon Proficiencies: Simple Melee, Simple Ranged


Saves Attrib Racial Class Feat Equip Total
Armor Class +2 -- -- -- +2 14
Fortitude +3 -- +1 -- -- 14
Reflex
+2 -- -- -- -- 12
Will +2 -- +1 -- -- 13

Powers:

Number of Powers Known 2/1/1/0
At will, Encounter, Daily, utility powers known

Powers

POWERS
Attrib Weapon/Impl Feat
Total-to-hit | Damage
At Will
Aggravating Force +2 +2 -- +2 1W + 2 (int)
Thundering Armor +2 -- -- +2 1d+6 + 2(int)
Subtotal 2

Encounter
Shielding Cube +2 -- -- +1d8 + 2 (int)
Subtotal 1

Daily

Caustic Rampart +2 -- -- +2 1d+6 + 2(int)
Subtotal 1

Base Effect Attribute Feat Total

Class
Restorative Formula Cure:HS +1d6 N/A -- HS+1d6
Curative Admixture
Cure: 3 (con) + 1 thp N/A 4 -- thp

Hypothetical Equipment: Cost Weight
Leather Armour 25gp 15lb
Warhammer 15gp 05lb
Standard Adventurer's Kit 15gp 33lb
Crossbow 25gp 05lb
Total 80gp

L1 -> CLASS Artificer HP: 12 (class) + 17 (con) +5 (toughness)
Feat: Toughness, Bonus Feat: Ritual Caster
Powers Known:

Other: OTHER NOTE
[/sblock]
 
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Leif

Adventurer
Farim Rubyheart

[sblock=Character Sheet]
Farim Rubyheart
Shield Dwarf -medium
Cleric 1
LG -- Moradin

XP 0

Height: 4’7”
Weight: 175
Beard: Brown and very thick (his hair was also brown/thick before he shaved it all off)
Eyes: Black
Head: Shaved

DEFENSES, +2 to saves vs. fear
AC 16 (10+6+0+0)
Fortitude 13 (10+3)
Reflex 10 (10+0)
Will 17 (10+5+2)

SHIELD DWARF TRAITS
Speed 5
Low-Light Vision
Languages: Common (Farim speaks Chondathan instead of Common per DM), Dwarven
+2 Dungeoneering, +2 Endurance
+5 to saves vs. poison
Second wind as a minor action
Proficient with Throwing Hammer and Warhammer
Move normal speed even when encumbered
Stand Your Ground
Insight (it's an FR thing)

S 13 +1
D 11 +0
C 16 (14+2) +3
I 7 -2
W 20 (18+2) +5
C 15 +2

Action Points: 1

MAX HP 28
Current HP 28
Bloodied 14
Healing Surge Value 7
Healing Surges per Day 10

ATTACKS
Throwing Hammer (Dwarf)
Warhammer (Dwarf)

FEATS
Dodge Giants

SKILLS
+2 Dungeoneering (Dwarf)
+2 Endurance (Dwarf)
Religion
Arcana
Heal
Insight (+2 racial bonus)

CLERIC FEATURES
Healer’s Lore
Ritual Caster (Make Whole, Gentle Repose)
Channel Divinity: Divine Fortune
Channel Divinity: Turn Undead
Healing Word (twice/encounter) (you or 1 ally can spend 1 healing surge +1d6 hp)

AT-WILL PRAYERS
1 Lance of Faith (20Wis vs Ref)
Damage: 1d8+5 radiant, plus ally is +2 on next att
2 Sacred Flame (20Wis vs Ref)
Damage: 1d6+5 and ally gains either +2 temp hp or +2 to save

ENCOUNTER PRAYERS
1 Divine Glow (close blast 3) (20wis vs. Ref) (1d8+5 and allies in blast are +2 to hit until my next action)

DAILY PRAYERS
1 Beacon of Hope (20Wis vs. Will)
(Target weakened until end of its next turn, I and all allies w/in 3 gain 5 hp, and all my healing powers heal +5 hp for the rest of the encounter)

LANGUAGES: Dwarven, Chondathan
REGION: Cormyr
[/sblock]

[sblock=ex-equipment]
I understand that we have no equipment at present, but this is what I had before capture/whatever. :)

EQUIPMENT (10 gp left)
Chainmail
Warhammer (+2 prof. bonus - racial) (1d10)
Holy Symbol
Standard Adventurer’s Kit
Tent
[/sblock]
 
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renau1g

First Post
Code:
[b]Name: [/b] [SIZE="5"][COLOR="LightBlue"]Morrim Ironhand[/COLOR][/SIZE]
[B]Class:[/B] Warlock 1 	[b]Starting Level[/b]: 1
[B]Race:[/B] Dwarf
[b]Region:[/b] Thunderpeaks
[b]Size:[/b] Medium
[B]Gender:[/B] Male
[b]Deity:[/b] n/a
[b]Alignment:[/b] Unaligned
[B]Action Points:[/B] 1
[b]XP:[/b] 0
 
[b]Str:[/b] 11 +0     
[b]Dex:[/b] 8 -1               
[b]Con:[/b] 17 +3                
[b]Int:[/b] 14 +2 
[b]Wis:[/b] 14 +2    
[b]Cha:[/b] 10 +0  

[b]Hit Points:[/b] 29/29 [b]Bloodied:[/b] 14
[b]Healing Surge:[/b] 7  [b]Surges per day:[/b] 9
[b]Initiative:[/b] -1
[b]Senses:[/b] Low-Light
[b]Speed:[/b] 5
[b]Perception:[/b] 17 [b]Insight:[/b] 14 
[b]Action Points:[/b] 1

[b]AC[/b] 14 
[b]Fortitude[/b] 13 
[b]Reflex[/b] 13 
[b]Will[/b] 13

[b]Basic Melee Attack:[/b] +2 vs. AC [b]Damage:[/b] 1d10 
[b]Basic Ranged Attack:[/b] +3 vs. Reflex (Eldritch Blast) [b]Damage:[/b] 1d10+3


[B]Number of Trained Skills:[/B] 4	
[B]Skills		Total	Trained	Mod 	Misc[/B]
Insight 	+7	+5	+2	--
Intimidate	+5	+5	+0	--
Arcana  	+7	+5	+2	--
History 	+7	+5	+2	--

Feats: Improved Dark One's Blessing (+3 extra temp hp. from Dark One's Blessing)

Languages: Chondothan, Dwarven

Class and Racial abilities:

Cast-Iron Stomach - +5 saves vs. poison
Dwarven Resilience - Use second wind as a minor action
Dwarven Weapon Prof. - Throwing Hammer and Warhammer
Encumbered Speed
Stand Your Ground - When an effect forces you to move, you move -1 squares, also, can make a save vs. falling prone immediately.
Regional Benefit - +2 to Insight & Saves Vs. Fear

Prime Shot - If I'm closest to target I get a +1 to ranged attack rolls
Shadow walk - Gain concealment if I move 3 or more squares
Warlock's Curse - Nearest enemy can be cursed as a minor action, +1d6 damage
Improved Dark One's Blessing - When a cursed enemy dies, +4 temp. hp

Powers:
2/1/1/0 - At will, Encounter, Daily, utility powers known

At Wills Powers:
Eldritch Blast - (standard, at-will, implement) - Range 10 - +3 vs. Reflex - 1d10+3 damage
Hellish Rebuke - (standard, at-will, fire, implement) - Range 10 - +3 vs. Reflex - 1d6+3 fire damage + if you take damage before the end of the next turn target takes 1d6+3 more damage

Encounter Powers:
Diabolic Grasp - (standard, encounter, implement) - Range 10 - +3 vs. Fortitude - 2d8+3 damage and slide 3 squares

Daily Powers:
Armor of Agathys - (standard, daily, cold) - Personal - Gain 12 temp. hp + any targets that start their turn adjacent to me take 1d6+3 cold damage, lasts the encounter

Utility Powers:

Previous Equipment: Cost Weight
Leather Armour 25gp 15lb
Warhammer 15gp 05lb
Standard Adventurer's Kit 15gp 33lb


Total Weight:XXXlb Money: 45gp

Age: 95
Height: 4'7"

Appearance: Morrim is a fairly typical dwarf, as the last survivor of the Ironhand clan, he prides himself on maintaining a "normal" dwarven appearance, despite his atypical vocation. He keeps his dark brown hair long and unkempt, but has great pride in the beard he's grown over the years and spends hours braiding it and sports some decorations that he took from the clan patriarch. His skin is tanned from being outside of the mountains for so long and he stands a tall 4'9".

Personality: Morrim is anything but the typical dwarven gruffness. He enjoys speaking to others, if only to take his mind off the tragedy of his clan's destruction, he despises ale & drinks of all varieties as well. Morrim enjoys the thrill of battle, though, and adventure, which constantly leads him to try more and more dangerous activities.

Background: Morrim was born in the Thunderpeaks, in the dwarven settlement of Thunderholme. He was raised a good, little dwarf, who battled the orcs and goblins of the area with his clan, mined the bits of ore that were located in the mountain, and practiced his smith-craft, becoming an accomplished weaponsmith, at least in their small settlement. Then the Year of Blue Fire happened and everything changed. Their small number of wizards in the clan were driven mad by Mystra's death and were convinced that the other dwarves were out to get them. They banded together and attacked the clan, but were destroyed by the dwarven warriors. The mages had dealt enough damage though and in the Year of the Halfling's Lament, a large force of goblinoids and orcs banded together and assaulted Thunderholme, intent on destroying the dwarves. After weeks of pitched battle, the attackers eventually broke through and slaughtered the dwarven clan. Morrim had been guarding the escape route out of the mountain during this battle and managed to survive by remaining out of the battle. He had told himself that it was a matter of practicality, that he needed to survive, but walking through the field of battle, Morrim was filled with regret. Seeing the battered and bloody corpses of his family and friends was too much for him. Morrim grabbed a few trinkets from their bodies and ran from their home, tears streaming down his face.

He didn't know how long he ran down the mountain paths, or how far, but when the ground gave out under him and he fell into a cave, Morrim was jerked back to consciousness. Looking around him, Morrim noted that it was a small chamber he was in, more a tomb than a cave and was about to climb back out, when his eyes caught the gleam of something in the dark. Morrim approached carefully, his warhammer held aloft, and sighed in relief when he saw it was just a skeleton. Looking at the skeleton in more detail, Morrim noted that the creature had horns, and a tail, but was the shape of a humanoid, he had never seen a creature like this. Clutched in its hands was a tome, fire scorched, but legible. Morrim's hands were trembling when he picked it up and dusted it off. Despite his reservations he opened it, and Morrim's life was changed. He spent the next three days sitting cross-legged next to the skeleton, caught up in the words of the book, not caring about food, nor water, nor the spiders and insects crawling upon him. Morrim awoke from the trance-like state peering up at the pig-face of an orc looking down from the hole he fell through.

The anger boiled inside him, begging for release and Morrim obliged. He crooked his hand like a claw as a great talon of darkness formed around the orc, raking it fiercely and pulling it over the edge. Despite its efforts, the orc fell, crashing lifeless to the ground. Standing over him Morrim felt vindicated and free from the books hold, began to climb out of his temporary home.

Morrim travelled to the nearest settlement, which was the human town of Thunderstone, and met a fellow dwarf named Norman Firebeard. Morrim needed coin and Norman offered work in the Miner's Union. Morrim accepted and worked uneventfully, until one day when Norman offered him a chance to head back to the Thunderpeaks with other dwarven adventurers to locate the dwarven settlement of Stonefast, which even he'd heard legends of as a child. They set out with the lizard and ended up at Zanzer's location, Morrim was excited at the reward, a whole gold piece, that was a fortnight's work in the mines. Then he felt sleepy...



[Sblock=Logs]
XP log:

Wealth log:
100 gp from starting wealth
Paid 25gp for Leather Armour, 15 for Warhammer, & 15 for Kit
Sold XXX for

Other log:
XXXX from
[/sblock]

Notes:
XXXX

[sblock=Advancement]
L1 -> CLASS Warlock HP: 12+17 (Per Class)
Feat: Improved Dark One's Blessing
Powers Known: Eldritch Blast, Hellish Rebuke, Diabolic Grasp, Armor of Agathys
Other: OTHER NOTE
[/sblock]
 
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