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<blockquote data-quote="Ginnel" data-source="post: 4492407" data-attributes="member: 66058"><p><span style="font-size: 12px">Korz Cragstone</span></p><p>Male Dwarf Inquisitor (warlord)</p><p>Level 1, Unaligned</p><p> </p><p>Str: 18 +4</p><p>Con: 13 +1</p><p>Dex: 8 -1</p><p>Int: 10 0</p><p>Wis: 12 +1</p><p>Cha: 14 +2</p><p> </p><p>AC: 18 (17 without light shield)</p><p>Fort: 15</p><p>Ref: 11 (10 without light shield)</p><p>Will: 13</p><p>Init: -1</p><p>Spd: 5</p><p> </p><p>Hit Points: 25 Bloodied: 12</p><p>Healing Surge: 6 Per Day: 8</p><p> </p><p><u>Basic Attack:</u></p><p>Warhammer: +6, 1d10+4</p><p> </p><p><u>Attacks:</u></p><p><strong>Furious Smash</strong> (standard; at-will):</p><p>- +6 vs Fort, 4 damage and a chosen ally adjacent to you or the target gets +2 <em><strong>power</strong></em> (= cha bonus) to attack roll and damage Vs target till the end of that characters next turn</p><p><strong>Wolf pack tactics</strong> (standard; at-will):</p><p>chosen ally adjacent to you or target may shift 1 square as a free action then</p><p>- +6 vs AC, 1d10+4</p><p><strong>Hammer and Anvil</strong> (standard; encounter):</p><p>- +6 vs Ref, 1d10+4</p><p><strong>Bastion of Defence</strong> (standard; daily):</p><p>- +6 vs AC, 3D10+4 & allies within 5 squares of you gain +1 <em><strong>power</strong></em> bonus to all defences until end of the encounter</p><p>Effect: allies within 5 squares of you gain 7 temporary hit points (= 5 + cha bonus)</p><p>Feats: Armor Proficiency (Scale)</p><p> </p><p><u>Skills:</u></p><p>Passive Insight 11</p><p>Passive Perception 11</p><p> </p><p>(Trained)</p><p>Intimidate 7</p><p>Heal 6</p><p>History 5</p><p>Diplomacy 7</p><p> </p><p>(Racial)</p><p>Dungeoneering 3</p><p>Endurance 3</p><p> </p><p> </p><p><u>Race and Class Features</u>:</p><p><strong>Dwarven Reslience</strong>:Use Second wind as a minor action</p><p><strong>Cast Iron Stomach:</strong> +5 <strong><em>racial</em> </strong>bonus to saving throws against poison.</p><p><strong>Encumbered Speed</strong>: You move at normal speed even when it would normally be reduced by armor of heavy load.</p><p><strong>Stand Your Ground</strong>: when you are forced to move move 1 less square. when going prone make immediate saving throw to avoid going prone.</p><p> </p><p><strong>Combat Leader</strong>: You and each ally within 10 squares gains a +2 <strong>power</strong> bonus to initiative</p><p><strong>Inspiring Presence</strong>: when allies spend an action point they heal 2 hit points (1/2 level plus charisma mod)</p><p><strong>Inspriring Word: </strong>(minor; 2xencounter):</p><p>- one ally in close burst 5. Effect target can spend a healing surge amd regain an additional 1d6 hit points</p><p> </p><p><u>Exploits</u>:</p><p>At Will: Furious Smash, Wolf Pack Tactics</p><p>Encounter: Hammer and Anvil</p><p>Daily: Bastion of Defence</p><p> </p><p><u>Equipment</u>: Scale Armor 45lb (45gp), Light Shield 6lb (5gp), Warhammer [1D10 versatile +2 proficiency] 5lb (15gp),</p><p>Standard Adventurer's Kit 33lbs(15gp), Lantern 2lb (7gp), oil x10 [from errata]10lb (10sp) 20sp pocket change.</p><p>101lb of equipment total carrying capacity of 180lbs</p><p> </p><p>1 pony Bar'ak (daisy) to carry misc replacement bits for clockwork armor.</p><p> </p><p>[sblock=description]</p><p>A senile ancient dwarf with He has a black none moving glass eye occupying the right socket and a pale blue beady eye functioning eye in his left socket, a large nose pokes over a mass of white hair coming out of the lower part of his face that totally covers his mouth, braided in heavy metal clasps in several places. </p><p>4ft 6 in height his relatively fragile body (for a dwarf) is encased in a whirring-ticking-clunking set of bronzey/brown coloured clockwork/mechanised armor that provides him with a physical drive to match his fervor. </p><p>The left leg is replaced by a fully mechanical limb with ends in a flattend base with four metallic pads branching off for stability which themselves have a limited degree of movement.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Ginnel, post: 4492407, member: 66058"] [SIZE=3]Korz Cragstone[/SIZE] Male Dwarf Inquisitor (warlord) Level 1, Unaligned Str: 18 +4 Con: 13 +1 Dex: 8 -1 Int: 10 0 Wis: 12 +1 Cha: 14 +2 AC: 18 (17 without light shield) Fort: 15 Ref: 11 (10 without light shield) Will: 13 Init: -1 Spd: 5 Hit Points: 25 Bloodied: 12 Healing Surge: 6 Per Day: 8 [U]Basic Attack:[/U] Warhammer: +6, 1d10+4 [U]Attacks:[/U] [B]Furious Smash[/B] (standard; at-will): - +6 vs Fort, 4 damage and a chosen ally adjacent to you or the target gets +2 [I][B]power[/B][/I] (= cha bonus) to attack roll and damage Vs target till the end of that characters next turn [B]Wolf pack tactics[/B] (standard; at-will): chosen ally adjacent to you or target may shift 1 square as a free action then - +6 vs AC, 1d10+4 [B]Hammer and Anvil[/B] (standard; encounter): - +6 vs Ref, 1d10+4 [B]Bastion of Defence[/B] (standard; daily): - +6 vs AC, 3D10+4 & allies within 5 squares of you gain +1 [I][B]power[/B][/I] bonus to all defences until end of the encounter Effect: allies within 5 squares of you gain 7 temporary hit points (= 5 + cha bonus) Feats: Armor Proficiency (Scale) [U]Skills:[/U] Passive Insight 11 Passive Perception 11 (Trained) Intimidate 7 Heal 6 History 5 Diplomacy 7 (Racial) Dungeoneering 3 Endurance 3 [U]Race and Class Features[/U]: [B]Dwarven Reslience[/B]:Use Second wind as a minor action [B]Cast Iron Stomach:[/B] +5 [B][I]racial[/I] [/B]bonus to saving throws against poison. [B]Encumbered Speed[/B]: You move at normal speed even when it would normally be reduced by armor of heavy load. [B]Stand Your Ground[/B]: when you are forced to move move 1 less square. when going prone make immediate saving throw to avoid going prone. [B]Combat Leader[/B]: You and each ally within 10 squares gains a +2 [B]power[/B] bonus to initiative [B]Inspiring Presence[/B]: when allies spend an action point they heal 2 hit points (1/2 level plus charisma mod) [B]Inspriring Word: [/B](minor; 2xencounter): - one ally in close burst 5. Effect target can spend a healing surge amd regain an additional 1d6 hit points [U]Exploits[/U]: At Will: Furious Smash, Wolf Pack Tactics Encounter: Hammer and Anvil Daily: Bastion of Defence [U]Equipment[/U]: Scale Armor 45lb (45gp), Light Shield 6lb (5gp), Warhammer [1D10 versatile +2 proficiency] 5lb (15gp), Standard Adventurer's Kit 33lbs(15gp), Lantern 2lb (7gp), oil x10 [from errata]10lb (10sp) 20sp pocket change. 101lb of equipment total carrying capacity of 180lbs 1 pony Bar'ak (daisy) to carry misc replacement bits for clockwork armor. [sblock=description] A senile ancient dwarf with He has a black none moving glass eye occupying the right socket and a pale blue beady eye functioning eye in his left socket, a large nose pokes over a mass of white hair coming out of the lower part of his face that totally covers his mouth, braided in heavy metal clasps in several places. 4ft 6 in height his relatively fragile body (for a dwarf) is encased in a whirring-ticking-clunking set of bronzey/brown coloured clockwork/mechanised armor that provides him with a physical drive to match his fervor. The left leg is replaced by a fully mechanical limb with ends in a flattend base with four metallic pads branching off for stability which themselves have a limited degree of movement. [/sblock] [/QUOTE]
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