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The Forges of the Mountain King Chapter 1- Bottom's Up!
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<blockquote data-quote="Pinotage" data-source="post: 5569418" data-attributes="member: 15194"><p><strong>Kazzagin</strong></p><p></p><p><span style="color: Yellow">Kazzagin gave the dark a tentative look and then strode forward into the ruined gatehouse. He took position in front of the rubble before turning around to face Mardred. "You be looking. Finding a way to be turning the chant off. Though not be turning it off. It may be a defense." He then turned to look more closely at the statues, more out of curiousity than anything else. Perhaps they bore some religious significance or perhaps he recognised the strange chant. [OOC]Religion Check.[/OOC]</span></p><p><span style="color: Yellow">The place already unnerved him and he'd only arrived here now. What possible significance could these statues hold. Either a defense or perhaps a lure. If the Lost Hold of Tannheim had been wiped out in one day, what purpose would leaving the statues on serve? He shuddered inside his plate armor, hoisting his shield higher on his arm, while resting the battleaxe head on the rubble in front of him. "This be strange," he muttered to himself.</span></p><p></p><p>[SBLOCK=Kazzagin]Kazzagin</p><p>Played by Pinotage</p><p>Dwarf Paladin of Pelor Level 1</p><p></p><p>Perception: 11 Insight: 16 Low-light Vision</p><p></p><p>AC 20 Fortitude 15 Reflex 13 Will 13</p><p>Initiative: 0 Speed: 5</p><p>Str 18 Con 16 Dex 10 Int 8 Wis 13 Cha 14</p><p></p><p>Hit Points: 31 / 31 Bloodied: 15</p><p>Temporary Hit Points: 0</p><p>Healing Surge: 7 Surges per day: 13 / 13</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: Heal +6, Insight +6, Intimidate +7, Religion +4.</p><p>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.</p><p></p><p>Feats: Weapon Expertise (Axe).</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></p><p>At-Will Powers: Standard Actions.</p><p>Melee Basic Attack (Battleaxe): +7 vs AC 1d10+4 damage.</p><p>Ranged Basic Attack (Hand Axe): Range 5/10 +7 vs AC 1d6+4 damage.</p><p>Holy Strike (Battleaxe): +7 vs AC 1d10+4 Radiant damage. If you marked the target it takes an 1 (Wis Bonus) damage.</p><p>Valiant Strike (Battleaxe): +7 vs AC 1d10+4 damage. +1 To Hit per enemy adjacent to you.</p><p></p><p>At-Will Powers: Minor Actions.</p><p>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.</p><p>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.</p><p></p><p>Encounter Powers: Standard Actions.</p><p>Radiant Smite (Battleaxe): +7 vs AC 2d10+5 Radiant damage (including Wis Bonus to damage). </p><p></p><p>Encounter Powers: Minor Actions.</p><p>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.</p><p>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.</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>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.</p><p></p><p>Conditions:</p><p></p><p>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)</p><p></p><p>Gold: 39 gp 6 sp[/SBLOCK]</p></blockquote><p></p>
[QUOTE="Pinotage, post: 5569418, member: 15194"] [b]Kazzagin[/b] [COLOR="Yellow"]Kazzagin gave the dark a tentative look and then strode forward into the ruined gatehouse. He took position in front of the rubble before turning around to face Mardred. "You be looking. Finding a way to be turning the chant off. Though not be turning it off. It may be a defense." He then turned to look more closely at the statues, more out of curiousity than anything else. Perhaps they bore some religious significance or perhaps he recognised the strange chant. [OOC]Religion Check.[/OOC] The place already unnerved him and he'd only arrived here now. What possible significance could these statues hold. Either a defense or perhaps a lure. If the Lost Hold of Tannheim had been wiped out in one day, what purpose would leaving the statues on serve? He shuddered inside his plate armor, hoisting his shield higher on his arm, while resting the battleaxe head on the rubble in front of him. "This be strange," he muttered to himself.[/COLOR] [SBLOCK=Kazzagin]Kazzagin Played by Pinotage Dwarf Paladin of Pelor Level 1 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: 31 / 31 Bloodied: 15 Temporary Hit Points: 0 Healing Surge: 7 Surges per day: 13 / 13 Resist: Saving Throw: +5 vs Poison. Action Points: 1 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] [/QUOTE]
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