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A Season of Bones RG
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<blockquote data-quote="Voda Vosa" data-source="post: 5296678" data-attributes="member: 51271"><p>[sblock= Muzdum Firebelly]</p><p>Muzdum Firebelly, level 6</p><p>Dwarf, Fighter</p><p>Build: Brawling Fighter</p><p>Fighter: Combat Agility</p><p>Fighter Talents: Brawler Style</p><p>Background: Hellion</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 18, Con 17, Dex 14, Int 10, Wis 12, Cha 8.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 17, Con 14, Dex 14, Int 10, Wis 10, Cha 8.</p><p></p><p></p><p>AC: 21 Fort: 21 Reflex: 15 Will: 14</p><p>HP: 62 Surges: 12 Surge Value: 15</p><p></p><p>TRAINED SKILLS</p><p>Heal +9, Athletics +12, Endurance +13</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +5, Arcana +3, Bluff +2, Diplomacy +2, Dungeoneering +6, History +3, Insight +4, Intimidate +2, Nature +4, Perception +4, Religion +3, Stealth +5, Streetwise +2, Thievery +5</p><p></p><p>FEATS</p><p>Level 1: Brutal Brawler</p><p>Level 2: Dwarven Weapon Training</p><p>Level 4: Weapon Expertise (Axe)</p><p>Level 6: Wrenching Grasp</p><p></p><p>POWERS</p><p>Fighter at-will 1: Brash Strike: +12 vs AC; 1d12+9 dmg, and grant CA to target</p><p>Fighter at-will 1: Grappling Strike: +10 vs AC; 1d12+6, and grabs target</p><p>Fighter encounter 1: Bash and Pinion: +10 vs AC; 1d12+6, slides it 1 and grabs target, and -2 to it's attacks until the grab ends.</p><p>Fighter daily 1: Harrier's Ploy: +10 vs AC; 3d12+6. Until end of encounter, shift 2 if target moves.</p><p>Fighter utility 2: Pass Forward: Pick adjacent enemy. Move and don't provoke as long as you end adjacent again.</p><p>Fighter encounter 3: Slamming rush: Grabbed creature: +12 vs AC in for 1d12+6 and moves target along and slams it next to blocking terrain (+2 dmg) and makes it prone</p><p>Fighter daily 3: 1d12 dmg to targets around you if you can take AoO.</p><p>Fighter utility 6: Third Wind: Spend a healing surge</p><p>ITEMS</p><p>Spiked gauntlet, Hand Crossbow, Crossbow Bolts (60), Waraxe, Scale Armor</p><p>[sblock=Background]</p><p>Muzdum lineage can be tracked down to one of the oldest clans (and may be one of the most tempered of the dwarfs). Some of his ancestors were outcast by their kin, for their continuous complains, bad temper, 0 tolerance, alcoholisms, and other nasty characteristics that were so deeply rooted in this clan. The dwarfs were not acepted anywhere, and became a wandering clan of nomad dwarves.</p><p>But let us focus in the recent events of Muzdum's life. Everybody already knows that mumble jumble.</p><p>Born in the heart of a small community of travelling dwarves and humans, Muzdum was as the shaman Wolfrag said, "destined to accomplish great deals". The shaman was, obviously, insane. </p><p>Not only he didn't accomplished nothing so far, Muzdum was the source of almost every brawl in the towns the caravan visited. The young dwarf, good for nothing as a youngster, spent his days drinking at the taverns and brawling and fighting with almost everything in reach, until he passed out, either by the alcohol or by the punches in the teeth. </p><p>Anyway, after that many "tumbling" in social life, his physical aptitude was quite good. At maturity, he was one of the strongest and sturdiest dwarf in the caravan, and eventually, he became the cranky, half-senile shaman's bodyguard. </p><p>The shaman was mostly respected, although a few really listened to the old dwarf, and many whisper about his advanced age, and the need to find a new spiritual guide. </p><p>But, one night, wile Muzdum was on duty, watching the old shaman sleep, he heard something inside the cart. Mumblings, short exclamations and screams. </p><p>He rushed inside the cart, and found the shaman, sited on his hay bed, speaking, screaming and mumbling alone, with his eyes opened, but completely white. Trying to weak the old guy was impossible, so he simply sat there and listened. </p><p>"The darkness came from the inside..." the shaman mumbled with worry face "The darkness was contained..." he said smiling "Someone.... YOU!" the shaman pointed at an invisible person at his right " You are trying to release darkness once again!" the man screamed in horror. </p><p>"Who? What are ye talking about?" Muzdum couldn't help to ask. </p><p>The shaman slowly turned his face to watch blankly at the young dwarf. "The evil Andropinis...." the shaman answered before dropping dead on his bed.</p><p>Of course no one suspected that Muzdum had nothing to do with old Shaman Wolfrag demise, but they also had no doubt that what the shaman told to Muzdum was just a ridiculous, pre-death nonsense. Busy in finding a replacement for Wolfrag, most of the people didn't notice Muzdum, as he walked away and away, heading to Balic. </p><p>Because you know, Wolfrag body might be dead on his bed, but Wolfrag spirit was tingling inside Muzdum's mind. And it said to him, that in order to prevent the destruction of his people, he had to travel, travel alone to the human city. He had to kill this man, Andropinis. Wolfrag spirit said many other things, but that would spoil the fun, wont it?</p><p>After some time, Muzdum found himself fighting again in a tavern of Balic, but this time, he wanted to draw attention purposefully. As the watch caught him and drag him to the arena, he knew the first part of the plan was complete. [/sblock][/sblock]</p></blockquote><p></p>
[QUOTE="Voda Vosa, post: 5296678, member: 51271"] [sblock= Muzdum Firebelly] Muzdum Firebelly, level 6 Dwarf, Fighter Build: Brawling Fighter Fighter: Combat Agility Fighter Talents: Brawler Style Background: Hellion FINAL ABILITY SCORES Str 18, Con 17, Dex 14, Int 10, Wis 12, Cha 8. STARTING ABILITY SCORES Str 17, Con 14, Dex 14, Int 10, Wis 10, Cha 8. AC: 21 Fort: 21 Reflex: 15 Will: 14 HP: 62 Surges: 12 Surge Value: 15 TRAINED SKILLS Heal +9, Athletics +12, Endurance +13 UNTRAINED SKILLS Acrobatics +5, Arcana +3, Bluff +2, Diplomacy +2, Dungeoneering +6, History +3, Insight +4, Intimidate +2, Nature +4, Perception +4, Religion +3, Stealth +5, Streetwise +2, Thievery +5 FEATS Level 1: Brutal Brawler Level 2: Dwarven Weapon Training Level 4: Weapon Expertise (Axe) Level 6: Wrenching Grasp POWERS Fighter at-will 1: Brash Strike: +12 vs AC; 1d12+9 dmg, and grant CA to target Fighter at-will 1: Grappling Strike: +10 vs AC; 1d12+6, and grabs target Fighter encounter 1: Bash and Pinion: +10 vs AC; 1d12+6, slides it 1 and grabs target, and -2 to it's attacks until the grab ends. Fighter daily 1: Harrier's Ploy: +10 vs AC; 3d12+6. Until end of encounter, shift 2 if target moves. Fighter utility 2: Pass Forward: Pick adjacent enemy. Move and don't provoke as long as you end adjacent again. Fighter encounter 3: Slamming rush: Grabbed creature: +12 vs AC in for 1d12+6 and moves target along and slams it next to blocking terrain (+2 dmg) and makes it prone Fighter daily 3: 1d12 dmg to targets around you if you can take AoO. Fighter utility 6: Third Wind: Spend a healing surge ITEMS Spiked gauntlet, Hand Crossbow, Crossbow Bolts (60), Waraxe, Scale Armor [sblock=Background] Muzdum lineage can be tracked down to one of the oldest clans (and may be one of the most tempered of the dwarfs). Some of his ancestors were outcast by their kin, for their continuous complains, bad temper, 0 tolerance, alcoholisms, and other nasty characteristics that were so deeply rooted in this clan. The dwarfs were not acepted anywhere, and became a wandering clan of nomad dwarves. But let us focus in the recent events of Muzdum's life. Everybody already knows that mumble jumble. Born in the heart of a small community of travelling dwarves and humans, Muzdum was as the shaman Wolfrag said, "destined to accomplish great deals". The shaman was, obviously, insane. Not only he didn't accomplished nothing so far, Muzdum was the source of almost every brawl in the towns the caravan visited. The young dwarf, good for nothing as a youngster, spent his days drinking at the taverns and brawling and fighting with almost everything in reach, until he passed out, either by the alcohol or by the punches in the teeth. Anyway, after that many "tumbling" in social life, his physical aptitude was quite good. At maturity, he was one of the strongest and sturdiest dwarf in the caravan, and eventually, he became the cranky, half-senile shaman's bodyguard. The shaman was mostly respected, although a few really listened to the old dwarf, and many whisper about his advanced age, and the need to find a new spiritual guide. But, one night, wile Muzdum was on duty, watching the old shaman sleep, he heard something inside the cart. Mumblings, short exclamations and screams. He rushed inside the cart, and found the shaman, sited on his hay bed, speaking, screaming and mumbling alone, with his eyes opened, but completely white. Trying to weak the old guy was impossible, so he simply sat there and listened. "The darkness came from the inside..." the shaman mumbled with worry face "The darkness was contained..." he said smiling "Someone.... YOU!" the shaman pointed at an invisible person at his right " You are trying to release darkness once again!" the man screamed in horror. "Who? What are ye talking about?" Muzdum couldn't help to ask. The shaman slowly turned his face to watch blankly at the young dwarf. "The evil Andropinis...." the shaman answered before dropping dead on his bed. Of course no one suspected that Muzdum had nothing to do with old Shaman Wolfrag demise, but they also had no doubt that what the shaman told to Muzdum was just a ridiculous, pre-death nonsense. Busy in finding a replacement for Wolfrag, most of the people didn't notice Muzdum, as he walked away and away, heading to Balic. Because you know, Wolfrag body might be dead on his bed, but Wolfrag spirit was tingling inside Muzdum's mind. And it said to him, that in order to prevent the destruction of his people, he had to travel, travel alone to the human city. He had to kill this man, Andropinis. Wolfrag spirit said many other things, but that would spoil the fun, wont it? After some time, Muzdum found himself fighting again in a tavern of Balic, but this time, he wanted to draw attention purposefully. As the watch caught him and drag him to the arena, he knew the first part of the plan was complete. [/sblock][/sblock] [/QUOTE]
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