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The Forges of the Mountain King Chapter 1- Bottom's Up!
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<blockquote data-quote="Herobizkit" data-source="post: 5619352" data-attributes="member: 36150"><p>[sblock=Mardred]Played by Herobizkit (filling in for ripjames)</p><p>Dwarf Thief Level 1</p><p></p><p>Perception: 18 Insight: 13 Low-light Vision</p><p></p><p>AC 15 Fortitude 11 Reflex 15 Will 13</p><p>Initiative: 3 Speed: 5</p><p>Str 8 Con 13 Dex 17 Int 11 Wis 16 Cha 13</p><p></p><p>Hit Points: 25 / 25 Bloodied: 12</p><p>Temporary Hit Points: 0</p><p>Healing Surge: 6 Surges per day: 7 / 7</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: Acrobatics +8, Bluff +6, Perception +8, Stealth +8, Streetwise +6, Thievery +8.</p><p>Other Skills: Arcana 0, Athletics -1, Diplomacy +1, Dungeoneering +5, Endurance +3, Heal +3, History 0, Insight +3, Intimidate +1, Nature +3, Religion 0.</p><p></p><p>Feats: Backstabber.</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>First Strike- At the start of any Encounter you gain Combat Advantage over any foe that has not acted yet.</p><p>Weapon Finesse- Use Dex not Str for Basic Attacks, with +2 damage for Light Blades, Hand Crossbows, Shortbows & Slings</p><p></p><p>At-Will Powers: Standard Actions.</p><p>Melee Basic Attack (Dagger): +6 vs AC 1d4+5 damage.</p><p>Melee Basic Attack (Shortsword): +6 vs AC 1d6+5 damage.</p><p>Ranged Basic Attack (Dagger): Range 5/10 +6 vs AC 1d4+5 damage.</p><p>Ranged Basic Attack (Shortbow): Range 15/30 +5 vs AC 1d8+5 damage.</p><p></p><p>At-Will Powers: Move Actions.</p><p>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.</p><p>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.</p><p></p><p>At-Will Powers: Free Actions.</p><p>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.</p><p></p><p>Encounter Powers: Minor Actions.</p><p>Second Wind: Healing Surge & +2 to all Defences until end of next turn. Minor Action.</p><p></p><p>Encounter Powers: Free Actions.</p><p>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.</p><p></p><p>Condition[/sblock]Mardred embraces his hatred for Goblinkind and sends a blade of steely death towards the Goblin Overlord...[ooc]Step to M-92, activate Ambush Trick. Activate Backstab. Pray to the Gods.[/ooc][ooc]The Gods do not hear you... they're not listening. Daggers 7/8[/ooc]</p></blockquote><p></p>
[QUOTE="Herobizkit, post: 5619352, member: 36150"] [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 embraces his hatred for Goblinkind and sends a blade of steely death towards the Goblin Overlord...[ooc]Step to M-92, activate Ambush Trick. Activate Backstab. Pray to the Gods.[/ooc][ooc]The Gods do not hear you... they're not listening. Daggers 7/8[/ooc] [/QUOTE]
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