Thorgrim Wildaxe
Thorgrim investigates the equipment of the dead dwarf as Mardred is messing around with the metal box.
Are the boots still intact enough to use?
Can one still discern the skin color of the elf ears?
Had he really no weapon with him?
After indulging his curiosity, he will try something else:
Will the door close again if the button is pushed again?
On his way back to the button, he nearly stumbles about the skeletons on the ground... has no one noticed them yet?
(26 AI-AJ; 25 AL)
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Thorgrim Wildaxe
Played by Walking Dad
Dwarf Ranger Level 1
Perception: 17 Insight: 12 Low-light Vision
AC 14 Fortitude 15 Reflex 12 Will 12
Initiative: +1 Speed: 5
Str 18 Con 16 Dex 13 Int 10 Wis 14 Cha 8
Hit Points: 33 / 33 Bloodied: 16
Temporary Hit Points: 0
Healing Surge: 8 Surges per day: 9 / 9
Resist:
Saving Throw: +5 vs Poison.
Action Points: 1 Second Wind: 1 (Minor Action)
Languages: Common, Dwarven.
Trained Skills: Athletics +8, Dungeoneering +9, Endurance +9, Heal +7, Perception +7.
Other Skills: Acrobatics 0, Arcana 0, Bluff -1, Diplomacy -1, History +0, Insight +2, Intimidate -1, Nature +2, Religion +0, Stealth 0, Streetwise -1, Thievery 0.
Feats: Toughness, Dwarven Weapon Training.
Traits:
Stand Your Ground- You move 1 less square with Forced Movement, and get an Immediate Saving Throw to avoid being knocked Prone.
Prime Shot- +1 To Hit if closest to enemy with Ranged attack.
At-Will Powers: Standard Actions.
Melee Basic Attack (Waraxe): +6 vs AC 1d12+6 damage.
Ranged Basic Attack (None):
Maraunder's Rush (Waraxe): +6 vs AC 1d12+8 damage (Wis bonus included in damage). Can use in place of Charge attack.
Twin Strike (Waraxe & Waraxe) +6 vs AC 1d12+2 damage & +6 vs AC 1d12+2 damage.
At-Will Powers: Minor Actions.
Hunter's Quarry: You designate the nearest enemy as your Quarry and deal an extra 1d6 damage against the creature. The Quarry remains active until the creature is killed or you designate a different enemy as Quarry. Minor Action.
Encounter Powers: Minor Actions.
Off-Hand Strike (Waraxe & Waraxe): +6 vs AC 1d12+6 damage. Minor Action.
Second Wind: Healing Surge & +2 to all Defences until end of next turn. Minor Action.
Daily Powers: Standard Actions.
Sudden Strike (Waraxe & Waraxe): +6 vs AC 1d12+2 damage. Regardless of hit or not Shift 1 square and make a secondary attack against the same target. +6 vs AC 2d12+6 damage, and the target is Weakened until the end of your next Round.
Conditions:
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