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Kombat Kraziness 1: Grotto of the Kua-toa RG
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<blockquote data-quote="Dalamar" data-source="post: 4312144" data-attributes="member: 358"><p><span style="font-size: 12px">Darrak Earringer</span></p><p>Dwarven Fighter 17 (Iron Vanguard)</p><p></p><p><strong>Str</strong> 18 (+4/+12)</p><p><strong>Con</strong> 20 (+5/+13)</p><p><strong>Dex</strong> 16 (+3/+11)</p><p><strong>Int</strong> 12 (+1/+9)</p><p><strong>Wis</strong> 16 (+3/+11)</p><p><strong>Cha</strong> 10 (+0/+8)</p><p></p><p><strong>Init</strong> +11; <strong>Perception</strong> +11</p><p><strong>HP:</strong> 122, <em>Bloodied</em> 61</p><p><strong>Surges:</strong> 16, <em>Value:</em> 37</p><p><strong>AC</strong> 33; <strong>Fortitude</strong> 28 <strong>Reflex</strong> 27 <strong>Will</strong> 24</p><p>* No damage from Close and Area attacks on a miss</p><p>* Enemies do not gain +2 to attack when they have Combat Advantage</p><p></p><p><strong>Abilities:</strong></p><p>Low-light Vision</p><p>Cast-Iron Stomach</p><p>Dwarven Resilience</p><p>Encumbered Speed</p><p>Stand Your Ground</p><p>-----</p><p>Combat Challenge</p><p>Combat Superiority</p><p>Fighter Weapon Talent (1-handed)</p><p>Enduring Warrior</p><p>Ferocious Reaction</p><p>Trample the Fallen</p><p></p><p><strong>Skills</strong> (Check penalty -4):</p><p>Athletics +13, Dungeoneering +13, Endurance +20, Intimidate +13</p><p></p><p><strong>Feats:</strong></p><p>Armor Proficiency (plate)</p><p>Dwarven Endurance</p><p>Dwarven Weapon Training</p><p>Evasion</p><p>Hammer Rhythm</p><p>Mettle</p><p>Shield Push</p><p>Shield Specialization</p><p>Uncanny Dodge</p><p></p><p><span style="font-size: 12px">At-Wills:</span></p><p><strong>Basic Melee Attack</strong></p><p>+18 vs. AC; 1d10+10 damage; <em>miss:</em> 5 damage</p><p><strong>Basic Ranged Attack</strong></p><p>Ranged 5/10; +15 vs. AC; 1d6+7 damage</p><p><strong>Cleave</strong> </p><p>+18 vs. AC; 1d10+10 damage and adjacent enemy takes 4 damage; <em>miss:</em> 5 damage</p><p><strong>Tide of Iron</strong> </p><p>+18 vs. AC; 1d10+10 damage and push 2; <em>miss:</em> 5 damage; <em>effect:</em> can shift into vacated square</p><p></p><p><span style="font-size: 12px">Encounters:</span></p><p><strong>Frontline Surge (P)</strong> </p><p>+18 vs. AC; 2d10+10 damage and push 2, can shift into vacated square and allies within 2 can shift 1; <em>miss:</em> 5 damage</p><p><strong>Mountain Breaking Blow (17)</strong></p><p>+18 vs. AC; 3d10+10 damage and push 4, can shift the same distance if ends adjacent; <em>miss:</em> 5 damage</p><p><strong>Anvil of Doom (13)</strong></p><p>+18 vs. AC; 2d10+10 damage and stunned until end of next turn; <em>miss:</em> 5 damage</p><p><strong>Come and Get it (7)</strong></p><p>Close Burst 3; enemies in burst must shift 2 to adjacent, then Close Burst 1; +18 vs. AC; 1d10+10 damage</p><p></p><p><span style="font-size: 12px">Utilities:</span></p><p><strong>Inexorable Shift (P, Encounter Move)</strong></p><p>Shift into any adjacent square, occupying enemy pushed 2</p><p><strong>Interposing Shield (16, Encounter Interrupt, when adjacent ally is hit)</strong></p><p>Ally gains +4 to AC and Reflex against attack</p><p><strong>Into the Fray (10, Encounter Minor)</strong></p><p>Move 3, must end adjacent to enemy</p><p><strong>Unbreakable (6, Encounter Interrupt)</strong></p><p>Reduce damage by 10</p><p><strong>Boundless Endurance (2, Daily Minor, stance)</strong></p><p>Gain Regeneration 7 while bloodied</p><p></p><p><span style="font-size: 12px">Dailies:</span></p><p><strong>Serpent Dance Strike (15)</strong></p><p>+18 vs. AC; 2d10+10 damage and prone; <em>miss:</em> 5 damage; <em>effect</em> shift 1 and repeat attack up to three times, each time against new target</p><p><strong>Shift the Battlefield (9)</strong></p><p>Close Burst 1; +18 vs. AC; 2d10+10 damage and slide 1; <em>miss:</em> half damage</p><p><strong>Crack the Shell (5)</strong></p><p>+18 vs. AC; 2d10+10 damage, ongoing 5 damage and -2 AC (save ends both); <em>miss:</em> 5 damage; Reliable</p><p></p><p>Equipment:</p><p>+4 Dwarven Plate Armor (17)</p><p>+4 Frost Warhammer (18)</p><p>Horned Helm (16)</p><p>Cloak of Resistance +3 (12, 13k gold)</p><p>Boots of Spider Climbing (5, 1k gold)</p><p>Gauntlets of the Ram (8, 3,4k gold</p><p>Handy Haversack (10, 5k gold)</p><p>Paragon Belt of Vigor (12, 13k gold)</p><p>9x Potion of Vitality (15, 1k gold each)</p><p>Heavy Shield, +1 throwing hammer, Standard adventurer's kit</p><p></p><p>Personality:</p><p>While Darrak does care about protecting his allies, he is usually motivated more by frustration when his enemies ignore him. He enjoys pushing his enemies around and luring them in for a smack.</p><p></p><p>Background:</p><p>The Earringer clan claims to sport the greatest hammer-wielding warriors of their city. Whether the claim is true has never been truely put to test, but the clan sends its proudest warriors around the world to collect new magical hammers and armor for the next generation every 40 years to support it</p></blockquote><p></p>
[QUOTE="Dalamar, post: 4312144, member: 358"] [size=3]Darrak Earringer[/size] Dwarven Fighter 17 (Iron Vanguard) [b]Str[/b] 18 (+4/+12) [B]Con[/B] 20 (+5/+13) [B]Dex[/B] 16 (+3/+11) [B]Int[/B] 12 (+1/+9) [B]Wis[/B] 16 (+3/+11) [B]Cha[/B] 10 (+0/+8) [B]Init[/B] +11; [B]Perception[/B] +11 [B]HP:[/B] 122, [I]Bloodied[/I] 61 [B]Surges:[/B] 16, [I]Value:[/I] 37 [B]AC[/B] 33; [B]Fortitude[/B] 28 [B]Reflex[/B] 27 [B]Will[/B] 24 * No damage from Close and Area attacks on a miss * Enemies do not gain +2 to attack when they have Combat Advantage [B]Abilities:[/B] Low-light Vision Cast-Iron Stomach Dwarven Resilience Encumbered Speed Stand Your Ground ----- Combat Challenge Combat Superiority Fighter Weapon Talent (1-handed) Enduring Warrior Ferocious Reaction Trample the Fallen [B]Skills[/B] (Check penalty -4): Athletics +13, Dungeoneering +13, Endurance +20, Intimidate +13 [B]Feats:[/B] Armor Proficiency (plate) Dwarven Endurance Dwarven Weapon Training Evasion Hammer Rhythm Mettle Shield Push Shield Specialization Uncanny Dodge [SIZE=3]At-Wills:[/SIZE] [b]Basic Melee Attack[/b] +18 vs. AC; 1d10+10 damage; [i]miss:[/i] 5 damage [b]Basic Ranged Attack[/b] Ranged 5/10; +15 vs. AC; 1d6+7 damage [b]Cleave[/b] +18 vs. AC; 1d10+10 damage and adjacent enemy takes 4 damage; [i]miss:[/i] 5 damage [b]Tide of Iron[/b] +18 vs. AC; 1d10+10 damage and push 2; [i]miss:[/i] 5 damage; [i]effect:[/i] can shift into vacated square [size=3]Encounters:[/size] [b]Frontline Surge (P)[/b] +18 vs. AC; 2d10+10 damage and push 2, can shift into vacated square and allies within 2 can shift 1; [i]miss:[/i] 5 damage [b]Mountain Breaking Blow (17)[/b] +18 vs. AC; 3d10+10 damage and push 4, can shift the same distance if ends adjacent; [i]miss:[/i] 5 damage [b]Anvil of Doom (13)[/b] +18 vs. AC; 2d10+10 damage and stunned until end of next turn; [i]miss:[/i] 5 damage [b]Come and Get it (7)[/b] Close Burst 3; enemies in burst must shift 2 to adjacent, then Close Burst 1; +18 vs. AC; 1d10+10 damage [size=3]Utilities:[/size] [b]Inexorable Shift (P, Encounter Move)[/b] Shift into any adjacent square, occupying enemy pushed 2 [b]Interposing Shield (16, Encounter Interrupt, when adjacent ally is hit)[/b] Ally gains +4 to AC and Reflex against attack [b]Into the Fray (10, Encounter Minor)[/b] Move 3, must end adjacent to enemy [b]Unbreakable (6, Encounter Interrupt)[/b] Reduce damage by 10 [b]Boundless Endurance (2, Daily Minor, stance)[/b] Gain Regeneration 7 while bloodied [size=3]Dailies:[/size] [b]Serpent Dance Strike (15)[/b] +18 vs. AC; 2d10+10 damage and prone; [i]miss:[/i] 5 damage; [i]effect[/i] shift 1 and repeat attack up to three times, each time against new target [b]Shift the Battlefield (9)[/b] Close Burst 1; +18 vs. AC; 2d10+10 damage and slide 1; [i]miss:[/i] half damage [b]Crack the Shell (5)[/b] +18 vs. AC; 2d10+10 damage, ongoing 5 damage and -2 AC (save ends both); [i]miss:[/i] 5 damage; Reliable Equipment: +4 Dwarven Plate Armor (17) +4 Frost Warhammer (18) Horned Helm (16) Cloak of Resistance +3 (12, 13k gold) Boots of Spider Climbing (5, 1k gold) Gauntlets of the Ram (8, 3,4k gold Handy Haversack (10, 5k gold) Paragon Belt of Vigor (12, 13k gold) 9x Potion of Vitality (15, 1k gold each) Heavy Shield, +1 throwing hammer, Standard adventurer's kit Personality: While Darrak does care about protecting his allies, he is usually motivated more by frustration when his enemies ignore him. He enjoys pushing his enemies around and luring them in for a smack. Background: The Earringer clan claims to sport the greatest hammer-wielding warriors of their city. Whether the claim is true has never been truely put to test, but the clan sends its proudest warriors around the world to collect new magical hammers and armor for the next generation every 40 years to support it [/QUOTE]
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