Thorgrim Wildaxe
The sudden tension gave Thorgrim the final invitation to awake. Not really paying attention to the presumed boring meeting, Thorgrim performed the ancient dwarven art of sleep-drinking (including shouting cheers) for most of the evening.
Heavily blinking, he tries to make some sense of the things going on...
he barely remembered something about some strange poetry and weasel wrestling (perhaps the last stout was bad?) but at least the current situation didn't seem to involve other members of the RRC, the royal rat-catchers...
with his uncle's reputation and his ragged armor, this was the closest thing to be a warrior fighting 'monster' he could achieve.
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Thorgrim Wildaxe
Played by Walking Dad
Dwarf Ranger Level 1
Perception: 17 Insight: 12 Low-light Vision
AC 14 Fortitude 15 Reflex 12 Will 12
Initiative: +1 Speed: 5
Str 18 Con 16 Dex 13 Int 10 Wis 14 Cha 8
Hit Points: 33 / 33 Bloodied: 16
Temporary Hit Points: 0
Healing Surge: 8 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 +8, Dungeoneering +9, Endurance +9, Heal +7, Perception +7.
Other Skills: Acrobatics 0, Arcana 0, Bluff -1, Diplomacy -1, History +0, Insight +2, Intimidate -1, Nature +2, Religion +0, Stealth 0, Streetwise -1, Thievery 0.
Feats: Toughness, Weapon Prof (Waraxe).
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.
At-Will Powers: Standard Actions.
Melee Basic Attack (Waraxe): +6 vs AC 1d12+4 damage.
Ranged Basic Attack (None):
Maraunder's Rush (Waraxe): +6 vs AC 1d12+6 damage (Wis bonus included in damage). Can use in place of Charge attack.
Twin Strike (Waraxe & Waraxe) +6 vs AC 1d12 damage & +6 vs AC 1d12 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: Minor Actions.
Off-Hand Strike (Waraxe & Waraxe): +6 vs AC 1d12+4 damage. Minor Action.
Second Wind: Healing Surge & +2 to all Defences until end of next turn. Minor Action.
Daily Powers: Standard Actions.
Sudden Strike (Waraxe & Waraxe): +6 vs AC 1d12 damage. Regardless of hit or not Shift 1 square and make a secondary attack against the same target. +6 vs AC 2d12+4 damage, and the target is Weakened until the end of your next Round.
Conditions:
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