Goonalan's- Forges of the Mountain King PC- Dwarves Only


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hairychin

First Post
Len

Here's the pic for Len.
C:\Users\Kevin\Documents\D&D\Dwarf4.jpg


[sblock=test]
Boo!!
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Goonalan

Legend
Supporter
If you get the chance Walking Dad please pop in to the OOC thread an offer an opinion on how to run Initiative in combat, a veteran of 22 PBP games, you are surely the expert in this matter.

Cheers Goonalan

PS nice picture, intro and character sheet in place- I'd XP you but it says I've got to spread some love first.
 

Ressurectah

First Post
Krogan PIC

Here is a pic of Krogan for my token Paul.. You can crop only the face if it is too small to notice.... Cheers
 

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Herobizkit

Adventurer
[MENTION=16069]Goonalan[/MENTION]: Please give this a look-see. I'm too sleepy to add the gear, but I think everything else is there.

Played by Herobizkit (filling in for ripjames)
Dwarf Rogue Level 1

Perception: +9 Insight: +4 Low-light Vision

AC 15 Fortitude 13 Reflex 15 Will 12
Initiative: +3 Speed: 5
Str 16 Con 14 Dex 16 Int 8 Wis 14 Cha 10

Hit Points: 26 / 26 Bloodied: 13
Temporary Hit Points: 0
Healing Surge: 6 Surges per day: 9 / 9

Resist:
Saving Throw: +5 vs Poison.

Action Points: 1 Second Wind: 1 (Minor Action)

Languages: Common, Dwarven.

Trained Skills: Acrobatics +8, Athletics +8, Dungeoneering +9, Perception +7, Stealth +8, Thievery +8.
Other Skills: Arcana -1, Bluff +0, Diplomacy +0, Endurance +5, Heal +2, History -1, Insight +2, Intimidate +0, Nature +2, Religion -1, Streetwise 0.

Feat(s): Weapon Focus (Light Blades)

Dwarf Traits:
Languages: Common, Dwarven

Skill Bonuses: +2 Dungeoneering, +2 Endurance

Cast-Iron Stomach: +5 racial bonus to saving throws against poison.

Dwarven Resilience: You can use your second wind as a minor action instead of a standard action.

Dwarven Weapon Proficiency: You gain proficiency with the throwing hammer and the warhammer.

Encumbered Speed: You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.

Stand Your Ground: When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to.

In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.

Standard Actions:
Melee Basic Attack (Dagger): +7 vs AC, 1d4+4 damage.
Melee Basic Attack (Shortsword): +6 vs AC, 1d6+4 damage.
Ranged Basic Attack (Dagger): +7 vs AC, 1d4+4 damage. Range 5/10.
Ranged Basic Attack (Shuriken): +6 vs AC, 1d6+4 damage. Range 6/12.
First Strike: At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter.

Rogue Tactics: Brutal Scoundrel - You gain a bonus to Sneak Attack damage equal to your Strength modifier (+3).

Rogue Weapon Talent: When you wield a shuriken, your weapon damage die increases by one size (1d6). When you wield a dagger, you gain a +1 bonus to attack rolls.

Sneak Attack: Once per round, when you have combat advantage against an enemy and hit that enemy with an attack that uses a crossbow, a light blade, or a sling, the attack deals 2d6 extra damage. If you have dealt Sneak Attack damage since the start of your turn, you cannot deal it again until the start of your next turn. You decide whether to apply the extra damage after making
the damage roll.
At-Will Powers: Standard Action.
Deft Strike: (Melee or Ranged; crossbow, light blade, sling) Dex vs AC, 1[W]+4 (+3 with crossbow or sling).
Riposte Strike: (Melee; light blade) Dex vs AC, 1[W] +4. If the target attacks you before the start of your next turn, you make your riposte against the target as an immediate interrupt: a Str vs AC attack that deals 1[W] +4 damage.

Encounter Powers
Second Wind (minor action): Healing Surge & +2 to all Defences until end of next turn.
Dazing Strike (standard action): (Melee, light blade) Dex vs AC, 1[W] +4 and the target is dazed until the end of your next turn.

Daily Powers
Easy Target: (Melee or Ranged; crossbow, light blade, sling) Dex vs AC, 2[W] +4 (+3 with crossbow or sling), and the target is slowed and grants combat advantage to you (save ends both).

Miss: Half damage, and the target grants combat advantage to you until the end of your next turn.

Condition
 

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