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About TenjaAC: 10 + 3 level + 5 armor + 3 con + 2 shield=23
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
Passive Perception: 18
TRAINED SKILLS
UNTRAINED SKILLS
FEATS
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. ______________________________________________
Wish List:
boots of quickness (lvl 8), gauntlets of blood (lvl 4), higher level versions of what I have |
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