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HM's Great (and only) 4e Campaign - RG
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<blockquote data-quote="Walking Dad" data-source="post: 5941835" data-attributes="member: 59043"><p><strong><span style="font-size: 12px">Galim Grimaxe</span></strong></p><p></p><p><img src="http://i1039.photobucket.com/albums/a478/twen_5/dwarf.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>[sblock=sheet]</p><p>Dwarf Ranger Level 2</p><p> </p><p>Perception: 18 Insight: 13 Low-light Vision</p><p> </p><p>AC 17 Fortitude 16 Reflex 13 Will 13</p><p>Initiative: +2 Speed: 5</p><p></p><p>Final</p><p>Str 18 Con 16 Dex 13 Int 10 Wis 14 Cha 8</p><p></p><p>Bought</p><p>Str 16 Con 14 Dex 13 Int 10 Wis 14 Cha 8</p><p> </p><p>Hit Points: 38 / 38 Bloodied: 19</p><p>Temporary Hit Points: 0</p><p>Healing Surge: 9 Surges per day: 9 / 9</p><p> </p><p>Resist: </p><p>Saving Throw: +5 vs Poison.</p><p> </p><p>Action Points: 1 Second Wind: 1 (Minor Action)</p><p> </p><p>Languages: Common, Dwarven.</p><p> </p><p>Trained Skills: Athletics +9, Dungeoneering +10, Endurance +10, Heal +8, Perception +8. </p><p>Other Skills: Acrobatics +1, Arcana +1, Bluff +0, Diplomacy +0, History +1, Insight +3, Intimidate +0, Nature +3, Religion +1, Stealth +1, Streetwise +0, Thievery +1.</p><p> </p><p>Feats:</p><p>Ranger: Toughness</p><p>1 Armor Training (Scale Mail)</p><p>2 Dwarven Weapon Training</p><p> </p><p>Traits:</p><p>Stand Your Ground- You move 1 less square with Forced Movement, and get an Immediate Saving Throw to avoid being knocked Prone.</p><p>Prime Shot- +1 To Hit if closest to enemy with Ranged attack.</p><p> </p><p>[sblock=Powers]</p><p>At-Will Powers: Standard Actions.</p><p>Melee Basic Attack (Waraxe): +7 vs AC 1d12+6 damage.</p><p>Ranged Basic Attack (Throwing Hammer): +7 vs AC 1d6+4 damage.</p><p>Careful Atack (Waraxe): +9 vs AC 1d12+6 damage</p><p>Twin Strike (Waraxe & Waraxe) +7 vs AC 1d12+2 damage & +7 vs AC 1d12+2 damage.</p><p> </p><p>At-Will Powers: Minor Actions.</p><p>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.</p><p> </p><p>Encounter Powers:</p><p>Fox's Cunning</p><p>Immediate Reaction Melee or Ranged weapon</p><p>Trigger: An enemy makes a melee attack against you</p><p>Attack: You can shift 1 square, then make a basic attack against the enemy.</p><p>Special: Gain a +2 power bonus to your basic attack roll.</p><p>Second Wind: Healing Surge & +2 to all Defences until end of next turn. Minor Action.</p><p> </p><p>Daily Powers: Standard Actions.</p><p>Sudden Strike (Waraxe & Waraxe): +7 vs AC 1d12+2 damage. Regardless of hit or not Shift 1 square and make a secondary attack against the same target. +7 vs AC 2d12+7 damage, and the target is Weakened until the end of your next Round.</p><p></p><p>Utility Power:</p><p>Unbalancing Parry:</p><p>Immediate Reaction Melee 1</p><p>Trigger: An enemy misses you with a melee attack</p><p>Effect: You slide the enemy three squares into a square adjacent to you and gain combat advantage against it until the end of your next turn.[/sblock]</p><p> </p><p>Equipment: 2x waraxes, throwing hammer, chainmail armor, and adventurer's kit</p><p></p><p>[/sblock]</p><p></p><p>[sblock=Background]</p><p>Galim Lowhill was the son of simple dwarf merchants. They were respected for their knowledge of the surface world and their insight in the other races.</p><p>This insight wasn't og big use when their small caravan was attacked by a savage band of goblinoids. Only two dwarfs survived the attack, one was Galim, the other an elderly woman who served as a cook.</p><p> </p><p>Galim was lucky enough to be 'adopted' by his Uncle Urtrag 'Mad Eyes' Grimaxe, a fierce fighter and master in the use of two hammers.</p><p> </p><p>Galim embraced the teachings and adapted them to his own two-axes style (the axes were a gift by his uncle).</p><p> </p><p>Not of a highborn family, with no more possessions than his trusted axes and a ragged chainmail armor, Galim is still more than happy to fight all enemies of the dwarf race, particularly goblinoids.</p><p></p><p>Life is hard and expansive, Galim took an adventurer job that brought him and two others to Winterhaven looking for Douven Staul. His wife has not received word from him in over a month.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Walking Dad, post: 5941835, member: 59043"] [B][SIZE=3]Galim Grimaxe[/SIZE][/B] [IMG]http://i1039.photobucket.com/albums/a478/twen_5/dwarf.jpg[/IMG] [sblock=sheet] Dwarf Ranger Level 2 Perception: 18 Insight: 13 Low-light Vision AC 17 Fortitude 16 Reflex 13 Will 13 Initiative: +2 Speed: 5 Final Str 18 Con 16 Dex 13 Int 10 Wis 14 Cha 8 Bought Str 16 Con 14 Dex 13 Int 10 Wis 14 Cha 8 Hit Points: 38 / 38 Bloodied: 19 Temporary Hit Points: 0 Healing Surge: 9 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 +9, Dungeoneering +10, Endurance +10, Heal +8, Perception +8. Other Skills: Acrobatics +1, Arcana +1, Bluff +0, Diplomacy +0, History +1, Insight +3, Intimidate +0, Nature +3, Religion +1, Stealth +1, Streetwise +0, Thievery +1. Feats: Ranger: Toughness 1 Armor Training (Scale Mail) 2 Dwarven Weapon Training 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. [sblock=Powers] At-Will Powers: Standard Actions. Melee Basic Attack (Waraxe): +7 vs AC 1d12+6 damage. Ranged Basic Attack (Throwing Hammer): +7 vs AC 1d6+4 damage. Careful Atack (Waraxe): +9 vs AC 1d12+6 damage Twin Strike (Waraxe & Waraxe) +7 vs AC 1d12+2 damage & +7 vs AC 1d12+2 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: Fox's Cunning Immediate Reaction Melee or Ranged weapon Trigger: An enemy makes a melee attack against you Attack: You can shift 1 square, then make a basic attack against the enemy. Special: Gain a +2 power bonus to your basic attack roll. Second Wind: Healing Surge & +2 to all Defences until end of next turn. Minor Action. Daily Powers: Standard Actions. Sudden Strike (Waraxe & Waraxe): +7 vs AC 1d12+2 damage. Regardless of hit or not Shift 1 square and make a secondary attack against the same target. +7 vs AC 2d12+7 damage, and the target is Weakened until the end of your next Round. Utility Power: Unbalancing Parry: Immediate Reaction Melee 1 Trigger: An enemy misses you with a melee attack Effect: You slide the enemy three squares into a square adjacent to you and gain combat advantage against it until the end of your next turn.[/sblock] Equipment: 2x waraxes, throwing hammer, chainmail armor, and adventurer's kit [/sblock] [sblock=Background] Galim Lowhill was the son of simple dwarf merchants. They were respected for their knowledge of the surface world and their insight in the other races. This insight wasn't og big use when their small caravan was attacked by a savage band of goblinoids. Only two dwarfs survived the attack, one was Galim, the other an elderly woman who served as a cook. Galim was lucky enough to be 'adopted' by his Uncle Urtrag 'Mad Eyes' Grimaxe, a fierce fighter and master in the use of two hammers. Galim embraced the teachings and adapted them to his own two-axes style (the axes were a gift by his uncle). Not of a highborn family, with no more possessions than his trusted axes and a ragged chainmail armor, Galim is still more than happy to fight all enemies of the dwarf race, particularly goblinoids. Life is hard and expansive, Galim took an adventurer job that brought him and two others to Winterhaven looking for Douven Staul. His wife has not received word from him in over a month. [/sblock] [/QUOTE]
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