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The Forges of the Mountain King Chapter 1- Bottom's Up!
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<blockquote data-quote="Walking Dad" data-source="post: 5580591" data-attributes="member: 59043"><p><span style="color: Cyan"><strong>Thorgrim Wildaxe</strong></span></p><p></p><p>Undaunted by his last mishaps, Thorgrim draws his axes and readies himself to charge, ones the enemies move in sight.</p><p></p><p>[sblock=OOC]</p><p></p><p>minor: draw waraxe</p><p>move: draw waraxe</p><p>standard: prepare charge using Marauder's Rush</p><p></p><p>[sblock=sheet]</p><p><a href="http://www.enworld.org/forum/5557523-post10.html" target="_blank">Thorgrim Wildaxe</a></p><p>Played by Walking Dad</p><p>Dwarf Ranger Level 1</p><p> </p><p>Perception: 17 Insight: 12 Low-light Vision</p><p> </p><p>AC 14 Fortitude 15 Reflex 12 Will 12</p><p>Initiative: +1 Speed: 5</p><p>Str 18 Con 16 Dex 13 Int 10 Wis 14 Cha 8</p><p> </p><p>Hit Points: 33 / 33 Bloodied: 16</p><p>Temporary Hit Points: 0</p><p>Healing Surge Value: 8 Surges per day: 8 / 9</p><p>Milestones: 1</p><p> </p><p>Resist: </p><p>Saving Throw: +5 vs Poison.</p><p> </p><p>Action Points: 1 Second Wind: 1 (Minor Action)</p><p> </p><p>Languages: Common, Dwarven.</p><p> </p><p>Trained Skills: Athletics +8, Dungeoneering +9, Endurance +9, Heal +7, Perception +7. </p><p>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.</p><p> </p><p>Feats: Toughness, Dwarven Weapon Training.</p><p> </p><p>Traits:</p><p>Stand Your Ground- You move 1 less square with Forced Movement, and get an Immediate Saving Throw to avoid being knocked Prone.</p><p>Prime Shot- +1 To Hit if closest to enemy with Ranged attack.</p><p> </p><p>At-Will Powers: Standard Actions.</p><p>Melee Basic Attack (Waraxe): +6 vs AC 1d12+6 damage.</p><p>Ranged Basic Attack (None): </p><p>Marauder's Rush (Waraxe): +6 vs AC 1d12+8 damage (Wis bonus included in damage). Can use in place of Charge attack.</p><p>Twin Strike (Waraxe & Waraxe) +6 vs AC 1d12+2 damage & +6 vs AC 1d12+2 damage.</p><p> </p><p>At-Will Powers: Minor Actions.</p><p>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.</p><p> </p><p>Encounter Powers: Minor Actions.</p><p>Off-Hand Strike (Waraxe & Waraxe): +6 vs AC 1d12+6 damage. Minor Action.</p><p>Second Wind: Healing Surge & +2 to all Defences until end of next turn. Minor Action.</p><p> </p><p>Daily Powers: Standard Actions.</p><p>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.</p><p> </p><p>Conditions:</p><p></p><p>[/sblock]</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Walking Dad, post: 5580591, member: 59043"] [COLOR=Cyan][B]Thorgrim Wildaxe[/B][/COLOR] Undaunted by his last mishaps, Thorgrim draws his axes and readies himself to charge, ones the enemies move in sight. [sblock=OOC] minor: draw waraxe move: draw waraxe standard: prepare charge using Marauder's Rush [sblock=sheet] [URL="http://www.enworld.org/forum/5557523-post10.html"]Thorgrim Wildaxe[/URL] 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 Value: 8 Surges per day: 8 / 9 Milestones: 1 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): Marauder'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: [/sblock] [/sblock] [/QUOTE]
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