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The Forges of the Mountain King Chapter 1- Bottom's Up!
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<blockquote data-quote="Pinotage" data-source="post: 5590004" data-attributes="member: 15194"><p><strong>Len</strong></p><p></p><p><span style="color: Red">His lungs were bursting and it didn't help that the massive lumbering ogre's body slumped down nearly on top of him. He brushed the body aside, floundered in the water and then kicked to get away. His foot caught on the ogre's body, dragging him back down but he managed to shake it free after a brief tug. <em>Dang beast! Ya git what come to ya!</em></span></p><p><span style="color: Red"></span></p><p><span style="color: Red">Kicking harder, he launched off the bottom and reached the surface with ease taking in a deep breath. His head bobbed up above the water and he quickly checked around to see where everybody was. He spotted Mardred on the ledge above, and Cinara and Kazzagin floating downstream. "Ya be holdin' tight, Mardred!" he yelled, "We be comin' for ya." He looked downstream again. "Aye, lass, ya think ya can be helpin Kazz get hisself outta the water?" he called to Cinara.</span></p><p></p><p>[OOC]Minor - None</p><p>Move - Athletics Check (Swim) - 11</p><p>Move - Athletics Check (Swim) - 26 - Swim diagonally up to AN36[/OOC]</p><p>[SBLOCK=Len]Leonard D Apricot</p><p>Played by Hairychin</p><p>Dwarf Fighter- Weaponmaster Level 1</p><p></p><p>Perception: 11 Insight: 11 Low-light Vision</p><p></p><p>AC 18 Fortitude 18 Reflex 13 Will 12</p><p>Initiative: +0 Speed: 5</p><p>Str 20 Con 14 Dex 10 Int 10 Wis 12 Cha 10</p><p></p><p>Hit Points: 12 / 29 Bloodied: 14</p><p>Temporary Hit Points: 0</p><p>Healing Surge: 7 Surges per day: 8 / 11</p><p></p><p>Resist: </p><p>Saving Throw: +5 vs Poison</p><p></p><p>Action Points: 0</p><p>Second Wind: *1 (Minor Action)</p><p></p><p>Languages: Common, Dwarven.</p><p></p><p>Trained Skills: Athletics +7, Endurance +6, Intimidate +5.</p><p>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.</p><p></p><p>Feats: Improved Defences.</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>Combat Superiority- Your Opportunity Attacks (including with Combat Challenge) gain Wis bonus (+1) To Hit and stop movement (not Shift though).</p><p></p><p>At-Will Powers: Standard Actions</p><p>Melee Basic Attack (Battleaxe): +8 vs AC 1d10+5 damage. (+1 to both, see Axe)</p><p>Ranged Basic Attack (Throwing Hammer): Range 5/10 +8 vs AC 1d6+5 damage.</p><p>Cleave (Battleaxe): +8 vs AC 1d10+5 damage (+1 to both, see Axe), and a different adjacent enemy takes Str (5) damage.</p><p>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.</p><p></p><p>At-Will Powers: Free Actions</p><p>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.</p><p></p><p>Encounter Powers: Standard Actions</p><p>*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.</p><p></p><p>Encounter Powers: Minor Actions</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>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).</p><p></p><p>Conditions:</p><p>Equipment: </p><p>Frost Weapon</p><p>Level 3 Uncommon</p><p>A thin layer of frost coats the business end of this weapon.</p><p></p><p>Price: 680 gp</p><p>Weapon: Any</p><p>Enhancement: +1 attack rolls and damage rolls</p><p>Critical: +1d6 cold damage </p><p></p><p>Power (At-Will • Cold): Free Action. All damage dealt by this weapon is cold damage. Another free action returns the damage to normal.</p><p></p><p>*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]</p></blockquote><p></p>
[QUOTE="Pinotage, post: 5590004, member: 15194"] [b]Len[/b] [COLOR="Red"]His lungs were bursting and it didn't help that the massive lumbering ogre's body slumped down nearly on top of him. He brushed the body aside, floundered in the water and then kicked to get away. His foot caught on the ogre's body, dragging him back down but he managed to shake it free after a brief tug. [I]Dang beast! Ya git what come to ya![/I] Kicking harder, he launched off the bottom and reached the surface with ease taking in a deep breath. His head bobbed up above the water and he quickly checked around to see where everybody was. He spotted Mardred on the ledge above, and Cinara and Kazzagin floating downstream. "Ya be holdin' tight, Mardred!" he yelled, "We be comin' for ya." He looked downstream again. "Aye, lass, ya think ya can be helpin Kazz get hisself outta the water?" he called to Cinara.[/COLOR] [OOC]Minor - None Move - Athletics Check (Swim) - 11 Move - Athletics Check (Swim) - 26 - Swim diagonally up to AN36[/OOC] [SBLOCK=Len]Leonard D Apricot Played by Hairychin Dwarf Fighter- Weaponmaster Level 1 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: 12 / 29 Bloodied: 14 Temporary Hit Points: 0 Healing Surge: 7 Surges per day: 8 / 11 Resist: Saving Throw: +5 vs Poison Action Points: 0 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] [/QUOTE]
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