should i....maybe.....no, no, wait.....wait....not yet....maybe i should, should i?
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Err, 'scuse me, may I just, I mean if I could just squeeze through. I only need a little gap, err, if you don't mind, if that's ok, if maybe I could, well err, thanks.
A small (!!), very young (teenage), red haired, robed, slightly hunch backed dwarf, holding a staff taller than she excuses her way through from behind the companions.
OOC: Apologise her way through, I think she should be able to make it to say L83
Kazzagin held the axe ready, waiting for the moment to strike. Krogan's fury was terrifying as he burst through the goblins, a feat that Kazzagin could not hope to emulate. Rooted at the spot, he took a while shot in tight confinement at a sitting creature and through. Pelor's luck may be with him, but more like he'll end up splitting dirt rather than goblin skulls. He needed to get in there quickly.
OOC: Standard - Basic Ranged Attack 18 vs Goblin N36 - Damage 7 hp
[SBLOCK=Kazzagin]Kazzagin
Played by Pinotage
Dwarf Paladin of Pelor Level 1 (XP: 331)
Perception: 11 Insight: 16 Low-light Vision
AC 20 Fortitude 15 Reflex 13 Will 13
Initiative: 0 Speed: 5
Str 18 Con 16 Dex 10 Int 8 Wis 13 Cha 14
Hit Points: 30 / 31 Bloodied: 15
Temporary Hit Points: 0
Healing Surge: 7 Surges per day: 7 / 13
Resist:
Saving Throw: +5 vs Poison.
Action Points: 0
Second Wind: 1 (Minor Action)
Languages: Common, Dwarven.
Trained Skills: Heal +6, Insight +6, Intimidate +7, Religion +4.
Other Skills: Acrobatics -4, Arcana -1, Athletics 0, Bluff +2, Diplomacy +2, Dungeoneering +3, Endurance +1, History -1, Nature +1, Perception +1, Stealth -4, Streetwise +2, Thievery -4.
Feats: Weapon Expertise (Axe).
Traits:
Stand Your Ground- You move 1 less square with Forced Movement, and get an Immediate Saving Throw to avoid being knocked Prone.
At-Will Powers: Standard Actions.
Melee Basic Attack (Battleaxe): +7 vs AC 1d10+4 damage.
Ranged Basic Attack (Hand Axe): Range 5/10 +7 vs AC 1d6+4 damage.
Holy Strike (Battleaxe): +7 vs AC 1d10+4 Radiant damage. If you marked the target it takes an 1 (Wis Bonus) damage.
Valiant Strike (Battleaxe): +7 vs AC 1d10+4 damage. +1 To Hit per enemy adjacent to you.
At-Will Powers: Minor Actions.
Divine Challenge: One target in Close Burst 5. The target is Marked by you. The target must include you in any attack it makes, if it fails to do so it takes 5 (3 + Cha Bonus) Radiant damage. The mark lasts until you mark a different creature, or if you do not attack the target or do not end your turn adjacent to the target. You can only use this power once/Turn. Minor Action.
*Lay on Hands: You can use this power 1/day (Wis Bonus). You spend a Healing Surge but regain no Hit Points, one ally you touch regains Hit Points as if they had spent a Healing Surge. Minor Action.
Encounter Powers: Standard Actions.
Radiant Smite (Battleaxe): +7 vs AC 2d10+5 Radiant damage (including Wis Bonus to damage).
Encounter Powers: Minor Actions.
Divine Mettle: One creature in Close Burst 10 makes a Save with a +2 (Cha Bonus) bonus. This is a Channel Divinity Power- you can only use one Channel Divinity Power per Encounter. Minor Action.
Divine Strength: You apply +4 (Str Bonus) to your next damage roll this turn. This is a Channel Divinity Power- you can only use one Channel Divinity Power per Encounter. Minor Action.
Second Wind: Healing Surge & +2 to all Defences until end of next turn. Minor Action.
Daily Powers: Standard Actions.
Paladin's Judgement (Battleaxe): +7 vs AC 3d10+4 damage and one ally within 5 squares can spend a Healing Surge. Miss: One ally within 5 squares can spend an a Healing Surge.
Conditions:
Equipment: Plate Armor, Heavy Shield, Battleaxe, Handaxe (4), Adventurer's Kit (Backpack, Bedroll, Flint and Steel, Belt Pouch, Trail Rations (10), Hempen Rope (50 ft.), Sunrods (2), Waterskin), Holy Symbol (Pelor), Torch (4), Oil (Pint) (6), Lantern, Climber's Kit, Trail Rations (10), Waterskin, Hempen Rope (50 ft.), Sunrods (4)
Gold: 39 gp 6 sp[/SBLOCK]
Cinara
"The humans have a strange game," Cinara remembers her nana telling her many years ago. "They line up carved pegs called 'pins' and roll large balls along a path at them, trying to knock as many down in one throw as they can. It's called bowling."
"Let's bowl, boys!"
OOC: delays... farthest she can get on a charge is M85 on a charge b/c of the difficult terrain (move of 5). Don't want to clog the works....
after Kazz hurls himself at the beasties, if there's still room to charge a creature, she will...if not, she'll simply move in as far as possible.
MBA rolled just in case charge can go off....
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Grim
Grim moves as fast as possible, suddenly dissolving in a dark cloud and oozing over the goblins before disappearing.
[sblock=OOC]
move: run (up-right, 3xright, down-right) to 86 M
Standard: Dark Could downwards.
att vs Fortitude
17 necrotic on hitand ongoing 5 damage (save ends).
on a miss, 8 necrotic damage.
teleports to 85P and is invisible.
[sblock=Quick sheet]
Grim
Perception: 15 Insight: 10 Dark Vision
AC 18 Fortitude 12 Reflex 15 Will 15
Initiative: +4
Hit Points: 25 / 25 Bloodied: 12
Temporary Hit Points: 0
Resist: necrotic 5
Saving Throw: -
Action Points: 1 Second Wind: 1
Milestones: 0.5
Healing Surge: 6 Surges per day: 2 / 2
At-Will Powers: Penance Stare, Soul Drain, Anvil Touch
Encounter Powers: Dark Reaping, Soul Eater
Daily Powers: [/s]Dark Cloud[/s]
Condition: Invisible
[/sblock][/sblock]
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[sblock=Mardred]Played by Herobizkit (filling in for ripjames)
Dwarf Thief Level 1
Perception: 18 Insight: 13 Low-light Vision
AC 15 Fortitude 11 Reflex 15 Will 13
Initiative: 3 Speed: 5
Str 8 Con 13 Dex 17 Int 11 Wis 16 Cha 13
Hit Points: 25 / 25 Bloodied: 12
Temporary Hit Points: 0
Healing Surge: 6 Surges per day: 7 / 7
Resist:
Saving Throw: +5 vs Poison.
Action Points: 1 Second Wind: 1 (Minor Action)
Languages: Common, Dwarven.
Trained Skills: Acrobatics +8, Bluff +6, Perception +8, Stealth +8, Streetwise +6, Thievery +8.
Other Skills: Arcana 0, Athletics -1, Diplomacy +1, Dungeoneering +5, Endurance +3, Heal +3, History 0, Insight +3, Intimidate +1, Nature +3, Religion 0.
Feats: Backstabber.
Traits:
Stand Your Ground- You move 1 less square with Forced Movement, and get an Immediate Saving Throw to avoid being knocked Prone.
First Strike- At the start of any Encounter you gain Combat Advantage over any foe that has not acted yet.
Weapon Finesse- Use Dex not Str for Basic Attacks, with +2 damage for Light Blades, Hand Crossbows, Shortbows & Slings
At-Will Powers: Standard Actions.
Melee Basic Attack (Dagger): +6 vs AC 1d4+5 damage.
Melee Basic Attack (Shortsword): +6 vs AC 1d6+5 damage.
Ranged Basic Attack (Dagger): Range 5/10 +6 vs AC 1d4+5 damage.
Ranged Basic Attack (Shortbow): Range 15/30 +5 vs AC 1d8+5 damage.
At-Will Powers: Move Actions.
Ambush Trick: You Move your Speed. You have Combat Advantage over all enemies within 5 squares of you who are not adjacent to one of their allies. Move Action.
Sneak's Trick: You Move up to 3 squares (Speed -2), and then can make a Stealth Check to remain or become Hidden, providing you have some form of cover or concealment. Move Action.
At-Will Powers: Free Actions.
Sneak Attack: Once per Turn, when you have Combat Advantage and hit with a Crossbow, Light Blade, Shortbow or Sling, you do an extra 2d8 damage. Free Action.
Encounter Powers: Minor Actions.
Second Wind: Healing Surge & +2 to all Defences until end of next turn. Minor Action.
Encounter Powers: Free Actions.
Backstab: You make a Basic Attack (with a Weapon) against an enemy within 5 squares you have Combat Advantage against. You gain +3 To Hit and do an extra 1d6 damage. Free Action.
Condition[/sblock]Mardred peers across the room, sees a lone goblin hiding in the corner.
"I don't like the looks of THAT one," he says, pointing to the straggler.
OOC: Move to L-87, activate Ambush Trick. Throw dagger at Goblin in Q-90.
BOOYAH! The Gods see my action as just. 1d4+2d8+5=25 damage!
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