Len
The sounds of battle were unmistakable. Len cursed under his breath. "What 'ave they got themselves inta this time?" He shook his head and dashed around the corner to spot the massive ogre. "Moradin be good! Can't get any worse." He knew he was to far away to get close enough, and besides between Kazzagin and Krogan the area was a little cramped. Stopping near the ogre, he drew out his throwing hammer. "Oi, ya big oaf, I git some hurtin' comin' your way."
OOC:
|
Move - To M63
Move - To Q65
Minor - Draw Throwing Hammer
Since I didn't state anything to start with, I'm assuming Len has only his shield ready, so he can draw the throwing hammer. Normally I'd specify these things as I do for Kazzagin, but missed it for Len.
|
|
[SBLOCK=Len]Leonard D Apricot
Played by Hairychin
Dwarf Fighter- Weaponmaster Level 1 (XP: 215)
Perception: 11 Insight: 11 Low-light Vision
AC 18 Fortitude 18 Reflex 13 Will 12
Initiative: +0 Speed: 5
Str 20 Con 14 Dex 10 Int 10 Wis 12 Cha 10
Hit Points: 29 / 29 Bloodied: 14
Temporary Hit Points: 0
Healing Surge: 7 Surges per day: 6 / 11
Resist:
Saving Throw: +5 vs Poison
Action Points: 1
Second Wind: 1 (Minor Action)
Languages: Common, Dwarven.
Trained Skills: Athletics +7, Endurance +6, Intimidate +5.
Other Skills: Acrobatics -3, Arcana 0, Bluff 0, Diplomacy 0, Dungeoneering +5, Heal +1, History 0, Insight +1, Nature +1, Perception +1, Religion 0, Stealth -3, Streetwise 0, Thievery -3.
Feats: Improved Defences.
Traits:
Stand Your Ground- You move 1 less square with Forced Movement, and get an Immediate Saving Throw to avoid being knocked Prone.
Combat Superiority- Your Opportunity Attacks (including with Combat Challenge) gain Wis bonus (+1) To Hit and stop movement (not Shift though).
At-Will Powers: Standard Actions
Melee Basic Attack (Battleaxe): +8 vs AC 1d10+5 damage. (+1 to both, see Axe)
Ranged Basic Attack (Throwing Hammer): Range 5/10 +8 vs AC 1d6+5 damage.
Cleave (Battleaxe): +8 vs AC 1d10+5 damage (+1 to both, see Axe), and a different adjacent enemy takes Str (5) damage.
Shield Feint (Battleaxe & Shield): +8 vs AC 1d10+5 damage (+1 to both, see Axe), and +3 To Hit on next attack roll against same creature before end of next turn.
At-Will Powers: Free Actions
Combat Challenge- you Mark all you attack; Marked are -2 To Hit others; if Move or Attack other you make attack with Combat Superiority. Free Action.
Encounter Powers: Standard Actions
Shield Bash (Battleaxe & Shield): +8 vs Reflex 1d10+6 damage (Wis bonus added to damage) (+1 to both, see Axe), and you Push target 1 square and knock it Prone. Can be used as a Charge attack.
Encounter Powers: Minor Actions
Second Wind: Healing Surge & +2 to all Defences until end of next turn. Minor Action.
Daily Powers: Standard Actions
Shove & Slap (Battleaxe & Shield): +9 vs Fortitude 2d10+5 damage (+1 to both, see Axe), and you Push target 2 squares (including Wis bonus) and can Shift 1 in to vacated square. Miss: Half damage. Then make a Secondary Attack on one creature other than the Primary target: +9 vs Fortitude 5 damage, and the target is Dazed (save ends).
Conditions:
Equipment:
Frost Weapon
Level 3 Uncommon
A thin layer of frost coats the business end of this weapon.
Price: 680 gp
Weapon: Any
Enhancement: +1 attack rolls and damage rolls
Critical: +1d6 cold damage
Power (At-Will • Cold): Free Action. All damage dealt by this weapon is cold damage. Another free action returns the damage to normal.
*Power (Daily • Cold): Free Action. Use this power when you hit with the weapon. The target takes 1d8 cold damage and is slowed until the end of your next turn. [/SBLOCK]