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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: 5585011" data-attributes="member: 15194"><p><span style="color: Yellow">The massive ogre lumbered with surprising speed, coming around the corner. Kazzagin felt possitively small against the massive creature, but if he was going to stand and be counted amongst the Dark Mind Dwellers and those that supported Aethor One-Arm, this was his battle to hold the line. He grimaced behind his shield and held his line as the creature roared and charged down on him. Crumbling rocks gave Kazzagin pause, and for half a second a spasm of fear made him consider fleeing.</span></p><p><span style="color: Yellow"></span></p><p><span style="color: Yellow">The greatclub swung and battered down onto his shield. The massive power and force behind the blow crush his shield arm against his armor, knocking the wind out of his and battering the plate around the impact. He grunted as air left his body, and with a surge of adrenaline and pain passing through him he felt the ledge give way beneath him. Tumbling down he took one deep breath, wishing that the crumbling ledge would take the ogre down with it. And then the cold water enveloped him and the world turned to water and cold.</span></p><p></p><p>[OOC]Immediate Reaction - Save 4. Fall into water. Not sure what options are open to him on his own action until I've read a few more 4e rules. Will post an action later, though I don't think it will hold up the action.[/OOC]</p><p>[SBLOCK=Kazzagin]Kazzagin</p><p>Played by Pinotage</p><p>Dwarf Paladin of Pelor Level 1 (XP: 99)</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: 11 / 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: 5585011, member: 15194"] [COLOR="Yellow"]The massive ogre lumbered with surprising speed, coming around the corner. Kazzagin felt possitively small against the massive creature, but if he was going to stand and be counted amongst the Dark Mind Dwellers and those that supported Aethor One-Arm, this was his battle to hold the line. He grimaced behind his shield and held his line as the creature roared and charged down on him. Crumbling rocks gave Kazzagin pause, and for half a second a spasm of fear made him consider fleeing. The greatclub swung and battered down onto his shield. The massive power and force behind the blow crush his shield arm against his armor, knocking the wind out of his and battering the plate around the impact. He grunted as air left his body, and with a surge of adrenaline and pain passing through him he felt the ledge give way beneath him. Tumbling down he took one deep breath, wishing that the crumbling ledge would take the ogre down with it. And then the cold water enveloped him and the world turned to water and cold.[/COLOR] [OOC]Immediate Reaction - Save 4. Fall into water. Not sure what options are open to him on his own action until I've read a few more 4e rules. Will post an action later, though I don't think it will hold up the action.[/OOC] [SBLOCK=Kazzagin]Kazzagin Played by Pinotage Dwarf Paladin of Pelor Level 1 (XP: 99) 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: 11 / 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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