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Dwarf

Tenja's page

165 posts. Alias of detritus.


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Full Name

Tenja

Race

Dwarf

Classes/Levels

Warden 6

Gender

Male

Size

Medium

Age

75

Special Abilities

low light vision

Alignment

Unaligned

Languages

common, dwarven

Strength 21
Dexterity 10
Constitution 17
Intelligence 10
Wisdom 11
Charisma 8

About Tenja

AC: 10 + 3 level + 5 armor + 3 con + 2 shield=23
Fort: 10 + 1 class + 3 level + 1 cloak + 5 str + 1 feat=21
Reflex: 10 + 3 level + 1 cloak + 2 shield + 1 feat=17
Will: 10 + 1 class + 3 level + 1 cloak + 1 feat=16
Initiative: 8
Speed: 5

Special:

Cast-Iron Stomach:
+5 saves vs poison

Stand your ground:
1 less square when shifted

Dwarven resilience:
second wind is minor action

Font of life:
roll save at beginning of your turn

Guardian Might (Earthstrength):
add Con Mod to AC (+3), when you use a second wind you add your Con Mod again to AC (+3)

Current HP/Max HP: 51/73
Bloodied: 36
Surges: 12/12 Surge Value: 18
Status: 5 on going
AP: 1/1

Passive Perception: 18
Passive Insight: 14

TRAINED SKILLS
Nature +9, Athletics +9, Perception +8, Endurance +10

UNTRAINED SKILLS
Acrobatics 0, Arcana +3, Bluff +2, Diplomacy +2, Dungeoneering +7, Heal +4, History +3, Insight +4, Intimidate +2, Religion +3, Stealth 0, Streetwise +2, Thievery 0

FEATS
Level 1: Dwarven Weapon Training (+2 damage to hammers and prof with Craghammer)
Level 2: Bludgeoning Expertise (Hammer/mace) (+1 to hit, +1 to the number of squares you push or slide creatures with weapon attacks you make with a hammer or mace)
Level 4: Crippling Crush (when you immobilize or slow an enemy with a weapon attack using a hammer, that enemy takes con mod damage (+3))
Feat User Choice: Swift Jaguar (+5 bonus to initiative)
Level 6: improved defenses (+1 fort, ref, will)
______________________________________________

Nature's Wrath:
as a free action mark each enemy adjacent to you as a free action. This mark lasts until the end of your next turn

Warden's Fury:
immed interrupt, melee weapon, 12 vs fort against the triggering enemy
an enemy marked by you makes an attack that does not include you as a target
1d10+8, and the target grants CA to you and your allies until the end of your next turn

Warden's Grasp:
immed interrupt, close burst 5, the triggering enemy in burst
An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target
Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn

Warden at-will 1: Weight of Earth:
standard, melee 1, 12 vs ac, 1d10+11 and the target is slowed until the end of your next turn

Warden at-will 1: Thorn Strike:
standard, melee 2, 12 vs ac, 1d10+8 and you pull the target 2 square

Melee Basic Attack:
12 vs ac, 1d10+8

Ranged Basic Attack:
11 vs ac, 1d6+7, 10/20

______________________________________________
Warden encounter 1: Roots of Stone:
standard, close burst 1, The burst creates a zone of rippling earth that lasts until the end of your next turn. Each enemy in burst, 12 vs ac, 1d10+8 and the target is knocked prone when it leaves the zone, also takes +3 damage when it knocked down

Warden encounter 3: Rough Strike:
standard, 12 vs ac, 2d10+17 and the target is slowed until the end of your next turn

Second Wind:
minor action, gain 16 hps, and +5 ac bonus to the end of my next turn, and +2 to all defenses

______________________________________________
Warden daily 1: Form of Winter's Herald:
minor, you assume the guardian form of winter's herald until the end of the encounter. While you are in this form you gain +1 bonus to Ac, resist cold 5. Each square within 2 squares of you, wherever you move is difficult terrain for your enemies. Also do an additional +3 damage until the end of the encounter.
standard, close burst 1, 12 vs ac, 1d10+14 cold damage and the target is immobilized (Save ends), half damage on miss and the target is immobilized until the end of your next turn

Warden daily 5: Boiling Cloud:
minor, close burst 1, effect: The burst creates a zone of blood and grit that lasts until the end of the encounter. The zone moves with you, remaining centered on your space. You and your allies in the zone have concealment. Marked enemies that start their turns within the zone take your con mod damage (+3)
standard, close blast 3, each enemy in blast and each enemy adjacent to you, 15 vs ac, 2d10+8 and the target takes a -2 penalty to all defenses (save ends), the zone ends.

Warden utility 2: Endure Pain:
immed interr, you are hit by an attack, until the end of your next turn, you gain resistance to all damage equal to 5 + your con mod (+3), total of +8

Warden Utility 6: Earthguard:
minor, until the stance ends, you gain a +1 power bonus to all defenses.

______________________________________________
ITEMS
580 gp, 106 sp, 1000 cp
Maw of the Guardian Craghammer +1 (brutal 2, +1d6 on crit, +3 extra damage while in guardian form)
Magic Hide Armor +2
Amulet of Life +1 (free action, Use this power when you spend a healing surge. you can spend an additional healing surge)
Adventurer's Kit
Everburning Torch
Hammer Shield (Heavy Shield): When you hit an enemy with an attack power using a hammer while wielding this shield, you gain a +1 bonus to all defenses until the start of your next turn
Distance Throwing hammer +1

Wish List:
boots of quickness (lvl 8), gauntlets of blood (lvl 4), higher level versions of what I have



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