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[OOC] [Dark Sun] Marauders of the Dune Sea
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<blockquote data-quote="Walking Dad" data-source="post: 5378938" data-attributes="member: 59043"><p><strong><span style="color: Lime">Garok</span></strong></p><p></p><p>Slave, Gladiator, Soldier. Garok was all of this, if not in that order... time to try something new... and free Tyr looks like the perfect opportunity for a strong fighter like him.</p><p></p><p>[sblock=Background]</p><p>Garok was born in the slave pens, never knowing his parents or if he was force-breed or not. Growing strong tough and angry, he was chosen to serve in the slave battalion of the Tyr city state. Time went well. He got better food and sometimes, after more dangerous missions, sometimes female companien-ship.</p><p></p><p>This changed as Sardon became the leader of his unit. A sarcastic former templar, he was only interested in following his orders to the letter, more likely to kill his soldiers than bothering his superiors with a tactical question.</p><p></p><p>It ended with Sardon getting killed and Garok transferred to the arena as a death sentence. But he proved tough. Tough enough to survive against the odds battles until one day Kalak was slain and the slaves were freed.</p><p></p><p>Neither being an entertainer nor merchant, Garok knows the only thing he is good at...</p><p></p><p>[/sblock]</p><p></p><p>[sblock=Garok, Mul Gladiator Slayer]</p><p><strong>Garok</strong> Level 2</p><p>Mul Fighter (Slayer)</p><p>Theme: Gladiator</p><p>Background: Occupation - Military (Athletics +2)</p><p></p><p><strong>ABILITY SCORES</strong></p><p>Str 18, Con 14, Dex 16, Int 8, Wis 12, Cha 10</p><p></p><p><strong>COMBAT & DEFENSES</strong></p><p>AC: 18; Fort: 17; Reflex: 14; Will: 12</p><p>HP: 35; Bloodied: 17; Surges: 12; Surge Value: 8</p><p>Initiative: +4; Speed: 5</p><p></p><p><strong>TRAINED SKILLS</strong></p><p>Athletics +12, Endurance +10, Intimidate +6</p><p></p><p><strong>UNTRAINED SKILLS</strong></p><p>Acrobatics +4, Arcana +0, Bluff +1, Diplomacy +1, Dungeoneering +2, Heal +2, History +0, Insight +2, Nature +2, Perception+2, Religion +0, Stealth +4, Streetwise +3, Thievery +4</p><p></p><p><strong>FEATS</strong></p><p>1. Dwarven Weapon Training</p><p>2. Spear Expertise</p><p></p><p><strong>RACIAL FEATURES</strong></p><p>Languages: Common, Dwarven</p><p>Skill Bonuses: +2 Endurance, +2 Streetwise</p><p>Born Of Two Races: Can take feats that have Dwarf as a prerequisite as well as Mul.</p><p>Mul Vitality: +1 healing surge</p><p>Tireless: Need 6 hours of sleep in a 72-hour period to gain benefits of extended rest.</p><p></p><p><strong>POWERS</strong></p><p>Mul feature: Incredible Toughness</p><p>Gladiator feature: Disrupting Shove</p><p>Wild Talent: Far Hearing</p><p>Fighter Feature: Power Strike</p><p>Slayer Fighter Stance: Battle Wrath</p><p>Slayer Fighter Stance: Berserker's Charge</p><p>Fighter utility 2: Passing Forward</p><p></p><p>[sblock=Powers]</p><p>1d20+9;2d6.minroll(2)+10</p><p></p><p><span style="color: Lime"><strong>At-Will Powers</strong></span></p><p> <span style="color: Lime"><strong></strong></span></p><p> <span style="color: Lime"><strong></strong>Far Hearing: minor, personal, Choose one square you can see that is within 10 squares of you. Until the end of your next turn, you can hear as if you occupied that square.</span></p><p> <span style="color: Lime"></span></p><p><span style="color: Lime"></span><span style="color: Lime">Battle Wrath: minor, personal, You assume the battle wrath stance. Until the stance ends, you gain a +2 power bonus to the damage rolls of basic attacks using a weapon.</span></p><p><span style="color: Lime"></span></p><p><span style="color: Lime"></span><span style="color: Lime">Berserker's Charge: minor, personal, You assume the berserker's charge stance. Until the stance ends, you gain a +2 power bonus to your speed when charging and a +2 power bonus to the attack rolls of your charge attacks.</span></p><p><span style="color: Lime"></span><span style="color: Lime"> </span></p><p> <span style="color: Lime">Passing Forward: move, personal, You pick an adjacent enemy and move up to your speed. As long as you end this movement in a square adjacent to that enemy, your movement does not provoke opportunity attacks from that enemy.</span></p><p> </p><p> <span style="color: Red"></span></p><p><span style="color: Red"><strong>Encounter Powers</strong></span></p><p> <span style="color: Red"></span></p><p><span style="color: Red">Incredible Toughness: No action, personal, You end any ongoing damage or any dazed, slowed, stunned, or weakened condition currently affecting you.</span></p><p> <span style="color: Red"></span></p><p><span style="color: Red">Disrupting Shove: </span><span style="color: Red">standard, r5, 1d20+9 vs AC - </span><span style="color: Red">4d6.minroll(2)</span><span style="color: Red">+7 damage, and you push the target 2 squares. The target and each enemy adjacent to the target at the end of the push are slowed until the end of your next turn.</span></p><p><span style="color: Red"></span><span style="color: Red"> </span></p><p><span style="color: Red">Power Strike: free, personal, after hitting an enemy, you can add 2d6 more damage.</span></p><p>[/sblock]</p><p></p><p><strong>EQUIPMENT</strong></p><p>Gouge (30), Adventurers kit (15), Wrist razors (1), Scale Armor (45), 9 cp</p><p></p><p><strong>RITUALS</strong></p><p>-</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Walking Dad, post: 5378938, member: 59043"] [B][COLOR=Lime]Garok[/COLOR][/B] Slave, Gladiator, Soldier. Garok was all of this, if not in that order... time to try something new... and free Tyr looks like the perfect opportunity for a strong fighter like him. [sblock=Background] Garok was born in the slave pens, never knowing his parents or if he was force-breed or not. Growing strong tough and angry, he was chosen to serve in the slave battalion of the Tyr city state. Time went well. He got better food and sometimes, after more dangerous missions, sometimes female companien-ship. This changed as Sardon became the leader of his unit. A sarcastic former templar, he was only interested in following his orders to the letter, more likely to kill his soldiers than bothering his superiors with a tactical question. It ended with Sardon getting killed and Garok transferred to the arena as a death sentence. But he proved tough. Tough enough to survive against the odds battles until one day Kalak was slain and the slaves were freed. Neither being an entertainer nor merchant, Garok knows the only thing he is good at... [/sblock] [sblock=Garok, Mul Gladiator Slayer] [B]Garok[/B] Level 2 Mul Fighter (Slayer) Theme: Gladiator Background: Occupation - Military (Athletics +2) [B]ABILITY SCORES[/B] Str 18, Con 14, Dex 16, Int 8, Wis 12, Cha 10 [B]COMBAT & DEFENSES[/B] AC: 18; Fort: 17; Reflex: 14; Will: 12 HP: 35; Bloodied: 17; Surges: 12; Surge Value: 8 Initiative: +4; Speed: 5 [B]TRAINED SKILLS[/B] Athletics +12, Endurance +10, Intimidate +6 [B]UNTRAINED SKILLS[/B] Acrobatics +4, Arcana +0, Bluff +1, Diplomacy +1, Dungeoneering +2, Heal +2, History +0, Insight +2, Nature +2, Perception+2, Religion +0, Stealth +4, Streetwise +3, Thievery +4 [B]FEATS[/B] 1. Dwarven Weapon Training 2. Spear Expertise [B]RACIAL FEATURES[/B] Languages: Common, Dwarven Skill Bonuses: +2 Endurance, +2 Streetwise Born Of Two Races: Can take feats that have Dwarf as a prerequisite as well as Mul. Mul Vitality: +1 healing surge Tireless: Need 6 hours of sleep in a 72-hour period to gain benefits of extended rest. [B]POWERS[/B] Mul feature: Incredible Toughness Gladiator feature: Disrupting Shove Wild Talent: Far Hearing Fighter Feature: Power Strike Slayer Fighter Stance: Battle Wrath Slayer Fighter Stance: Berserker's Charge Fighter utility 2: Passing Forward [sblock=Powers] 1d20+9;2d6.minroll(2)+10 [COLOR=Lime][B]At-Will Powers [/B]Far Hearing: minor, personal, Choose one square you can see that is within 10 squares of you. Until the end of your next turn, you can hear as if you occupied that square. [/COLOR][COLOR=Lime]Battle Wrath: minor, personal, You assume the battle wrath stance. Until the stance ends, you gain a +2 power bonus to the damage rolls of basic attacks using a weapon. [/COLOR][COLOR=Lime]Berserker's Charge: minor, personal, You assume the berserker's charge stance. Until the stance ends, you gain a +2 power bonus to your speed when charging and a +2 power bonus to the attack rolls of your charge attacks. [/COLOR][COLOR=Lime] Passing Forward: move, personal, You pick an adjacent enemy and move up to your speed. As long as you end this movement in a square adjacent to that enemy, your movement does not provoke opportunity attacks from that enemy.[/COLOR] [COLOR=Red] [B]Encounter Powers[/B] Incredible Toughness: No action, personal, You end any ongoing damage or any dazed, slowed, stunned, or weakened condition currently affecting you. Disrupting Shove: [/COLOR][COLOR=Red]standard, r5, 1d20+9 vs AC - [/COLOR][COLOR=Red]4d6.minroll(2)[/COLOR][COLOR=Red]+7 damage, and you push the target 2 squares. The target and each enemy adjacent to the target at the end of the push are slowed until the end of your next turn. [/COLOR][COLOR=Red] Power Strike: free, personal, after hitting an enemy, you can add 2d6 more damage.[/COLOR] [/sblock] [B]EQUIPMENT[/B] Gouge (30), Adventurers kit (15), Wrist razors (1), Scale Armor (45), 9 cp [B]RITUALS[/B] - [/sblock] [/QUOTE]
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