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<blockquote data-quote="EvolutionKB" data-source="post: 4590896" data-attributes="member: 47833"><p><strong>Morgrim</strong></p><p></p><p>[sblock=Init]20 <a href="http://invisiblecastle.com/roller/view/1858443/" target="_blank">Roll Lookup</a> Consider the following void if the worm goes first(or if you only wanted init.[/sblock]</p><p> </p><p>Morgrim turns at the sound of falling rock and sees their leader get swallowed by a massive, scarred, purple maw. Hearing the crunch of bones, the dwarf knows the cleric is with his God now. Not letting this mission come to a close before it has even begun, Morgrim strides forward, pulling out a pair of hammers in the blink of an eye. Hurling one towards the creature, it crunches into the worms face, before flying back to his hand. Just as fast the dwarf returns that hammer to it's place on his back, and pulls the other from his hip.</p><p> </p><p>[sblock=Actions] Move to (50,55). Draw and stow some weapons(free actions all). Give the throwing hammer a toss. 37 to hit, 15 damage. If 37 misses, then five damage(hammer rhythm)Mark the worm. <a href="http://invisiblecastle.com/roller/view/1858434/" target="_blank">Roll Lookup</a> [/sblock]</p><p> </p><p>[sblock=Combat Stats]</p><p>Hit Points: 139 Bloodied: 69</p><p>Healing Surges: 15/16 Healing Surge hp gained:39 HP</p><p>Action Points: 1</p><p>Speed: 5 squares</p><p> </p><p>Armor Class: 34(36 until hit)</p><p>Fortitude Defense: 33</p><p>Reflex Defense: 31(33 until hit)</p><p>Will Defense: 30</p><p><span style="color: #8b0000">Two-fold Torment</span>, +22 vs AC(two attacks), 1d10+17/1d10+15, push 3 squares and if have CA do 2 extra damage on each hit.</p><p><span style="color: darkred">Appalling Crunch</span>, +22 vs AC, 3d10+17, enemies within 2 squares of the target are marked. gain 5 temp hp</p><p><span style="color: darkred">Landslide Strike</span>, Can shift two squares before the attacks +22/21 vs AC(two attacks), 2d10+19/2d10+17(melee, main/off), or +21 vs AC(two ranged attacks, different targets), 2d8+16.</p><p><span style="color: darkred">Boggling Smash</span>, +22 vs AC, 3d10+22, the target is dazed and takes a -2 to attacks until end of my next turn.</p><p><span style="color: darkred">Unbreakable</span>, Immed Reaction, when hit by an attack, reduce the damage by 10</p><p><span style="color: darkred">Bolstering Stride</span>, Move action, Move 5 squares, ending adjacient to an ally and gain 2d8+5 temp hp.</p><p><span style="color: darkred">Strikebacks</span>(Immed React): Make a melee basic att against an adjacient foe that hits me. </p><p> </p><p><span style="color: #808080">Spitting Cobra Stance</span>: Minor Action, As an opportunity action you can make a ranged basic attack against any enemy within 5 squares that moves closer to you.</p><p><span style="color: gray">Quicksilver Stance</span>: Minor Action, I can shift one square as a move action and make a basic attack, if I have combat advantage the attack does an extra 4 damage</p><p><span style="color: gray">Smash and Grab:</span> Must have a hand free, +22 vs AC, 3d10+22 and I grab the target, each time I sustain the grab I do 1d10+17 damage.</p><p><span style="color: gray">Eruption of Steel</span>: (Melee. Two attacks, main/off)+22/21 vs AC. 2d10+19/2d10+18(miss half damage). Make a secondary attack against a different creature +22/21 vs AC. 1d10+19/1d10+18(miss half damage)</p><p>If ranged: Primary attacks: +21/+21 vs AC. 2d8+16/2d8+16(miss for half): Secondary attacks, must be against two different targets: +21/+21 vs AC. 1d8+16/1d8+16(miss for half) </p><p> </p><p><span style="color: #808080">Voidcrystal Armor</span>: Immed Reaction, use when att misses my AC. Weapon used to attack does half dam(save ends), if attacker was unarmed, instead they take ongoing 10 dam(save ends)</p><p><span style="color: gray">Battering Craghammer</span>: Make a melee basic attack vs all enemies in a blast 3.</p><p><span style="color: gray">Dwarven Boots</span>(Immed Inter): Use when power would push, pull, slide, or knock prone. Attacker rerolls and used second attack even if lower.</p><p><span style="color: gray">Cloak of displacement</span>: II: Use when hit by melee or ranged att, Attacker must reroll and use second result even if lower, if attacker misses I can teleport one square. [/sblock]</p></blockquote><p></p>
[QUOTE="EvolutionKB, post: 4590896, member: 47833"] [b]Morgrim[/b] [sblock=Init]20 [URL="http://invisiblecastle.com/roller/view/1858443/"]Roll Lookup[/URL] Consider the following void if the worm goes first(or if you only wanted init.[/sblock] Morgrim turns at the sound of falling rock and sees their leader get swallowed by a massive, scarred, purple maw. Hearing the crunch of bones, the dwarf knows the cleric is with his God now. Not letting this mission come to a close before it has even begun, Morgrim strides forward, pulling out a pair of hammers in the blink of an eye. Hurling one towards the creature, it crunches into the worms face, before flying back to his hand. Just as fast the dwarf returns that hammer to it's place on his back, and pulls the other from his hip. [sblock=Actions] Move to (50,55). Draw and stow some weapons(free actions all). Give the throwing hammer a toss. 37 to hit, 15 damage. If 37 misses, then five damage(hammer rhythm)Mark the worm. [URL="http://invisiblecastle.com/roller/view/1858434/"]Roll Lookup[/URL] [/sblock] [sblock=Combat Stats] Hit Points: 139 Bloodied: 69 Healing Surges: 15/16 Healing Surge hp gained:39 HP Action Points: 1 Speed: 5 squares Armor Class: 34(36 until hit) Fortitude Defense: 33 Reflex Defense: 31(33 until hit) Will Defense: 30 [COLOR=#8b0000]Two-fold Torment[/COLOR], +22 vs AC(two attacks), 1d10+17/1d10+15, push 3 squares and if have CA do 2 extra damage on each hit. [COLOR=darkred]Appalling Crunch[/COLOR], +22 vs AC, 3d10+17, enemies within 2 squares of the target are marked. gain 5 temp hp [COLOR=darkred]Landslide Strike[/COLOR], Can shift two squares before the attacks +22/21 vs AC(two attacks), 2d10+19/2d10+17(melee, main/off), or +21 vs AC(two ranged attacks, different targets), 2d8+16. [COLOR=darkred]Boggling Smash[/COLOR], +22 vs AC, 3d10+22, the target is dazed and takes a -2 to attacks until end of my next turn. [COLOR=darkred]Unbreakable[/COLOR], Immed Reaction, when hit by an attack, reduce the damage by 10 [COLOR=darkred]Bolstering Stride[/COLOR], Move action, Move 5 squares, ending adjacient to an ally and gain 2d8+5 temp hp. [COLOR=darkred]Strikebacks[/COLOR](Immed React): Make a melee basic att against an adjacient foe that hits me. [COLOR=#808080]Spitting Cobra Stance[/COLOR]: Minor Action, As an opportunity action you can make a ranged basic attack against any enemy within 5 squares that moves closer to you. [COLOR=gray]Quicksilver Stance[/COLOR]: Minor Action, I can shift one square as a move action and make a basic attack, if I have combat advantage the attack does an extra 4 damage [COLOR=gray]Smash and Grab:[/COLOR] Must have a hand free, +22 vs AC, 3d10+22 and I grab the target, each time I sustain the grab I do 1d10+17 damage. [COLOR=gray]Eruption of Steel[/COLOR]: (Melee. Two attacks, main/off)+22/21 vs AC. 2d10+19/2d10+18(miss half damage). Make a secondary attack against a different creature +22/21 vs AC. 1d10+19/1d10+18(miss half damage) If ranged: Primary attacks: +21/+21 vs AC. 2d8+16/2d8+16(miss for half): Secondary attacks, must be against two different targets: +21/+21 vs AC. 1d8+16/1d8+16(miss for half) [COLOR=#808080]Voidcrystal Armor[/COLOR]: Immed Reaction, use when att misses my AC. Weapon used to attack does half dam(save ends), if attacker was unarmed, instead they take ongoing 10 dam(save ends) [COLOR=gray]Battering Craghammer[/COLOR]: Make a melee basic attack vs all enemies in a blast 3. [COLOR=gray]Dwarven Boots[/COLOR](Immed Inter): Use when power would push, pull, slide, or knock prone. Attacker rerolls and used second attack even if lower. [COLOR=gray]Cloak of displacement[/COLOR]: II: Use when hit by melee or ranged att, Attacker must reroll and use second result even if lower, if attacker misses I can teleport one square. [/sblock] [/QUOTE]
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