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Wolf

Whiteclaw the Warden's page

2 posts. Alias of JZ.


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About Whiteclaw the Warden

Whiteclaw
Female Gnoll

Warden 5

Medium, 7' tall, 285 pounds, white fur

Special Abilities

Bloodfury: Gains +2 to damage when bloodied

Unaligned

Languages : Common, Abyssal

Strength 17
Dexterity 12
Constitution 18
Intelligence 10
Wisdom 14
Charisma 8

AC: 23
Fort: 18
Ref: 16
Will: 16
HP: 75 (current 75, temp 0)
Bloodied: 37
Surges: 13 (current 4)
Amount Healed: 18
Initiative: +4
XP: 7569

Class Features: Font of Life, Guardian Might, Earthstrength, Nature's Wrath

AP: 1

Skills:

1: Acrobatics, Stealth, Thievery
2: Bluff, Diplomacy, Streetwise

3: Arcana, History, Religion
5: Dungeoneering, Heal, Insight
7: Perception
8: Athletics
9: Intimidate
10: Nature
11: Endurance

Special: Blessing of the Dragon. Gain a permanent +2 to any Endurance checks you have to make in future. Additionally, once per day, when making any kind of roll that does not involve your Constitution score, you may substitute your Con instead.

Feats:

Powerful Charge
Initiate of the Old Faith
Novice Power

Abilities:

At will:

Wild Shape

Warden's Fury - immeditate interrupt triggered by an adjacent marked enemy attacking someone else: +9 vs AC, 1d10+4 and target grants CA to the party until the end of my next turn.

Warden's Grasp - immediate reaction with range of close burst 5 triggered by a marked enemy attacking someone not me. Effect: Slide target 1 square. It is slowed and cannot shift until the end of it's next turn.

Thorn Strike: Melee 2. +9 vs AC, 1d10+4, and I pull target 1 square.

Strength of Stone: +9 vs AC, 1d10+4, and I gain 4 temp hp.

Encounter: Ferocious Charge (racial): Normal Charge attack with a +2 damage bonus. Factoring in Powerful Charge, when I use this I get a basic melee attack at +11 vs AC, and either 1d10+8 damage or a +2 bonus to a bull rush.

Earthgrasp Strike: +9 vs AC, 1d10+4. Target is knocked prone and cannot get up until the end of it's next turn. The first time it gets up during the encounter, it takes 1d10+3 damage.

Frost Flash: Ranged 10. +6 vs fort. 1d6+3 and target and target is immobilized until the start of my next turn.

Form of Winter Herald's Attack: +9 vs AC, 1d10+4 damage. Target is immobilized (save ends). Miss: Half Damage and immobilized until the end of my next turn.

Pounce: Beast form. +6 vs Reflex. 1d8+3 and target grants CA to the next person that attacks it before the start of my next turn.

Mountain Lion Step (utility): Minor action. I ignore difficult terrain until the start of my next turn.

Windbourne Step (Utility): Move action. I shift 2 squares ignoring difficult terrain.

Daily:

Form of Winter's Herald: Minor, polymorph. Gain +1 AC, resist 5 cold, and all squares within 2 of me are treated as difficult terrain for opponents.

Winter's Grip: Close Blast 3, +9 vs Fort, 1d10+4 and target is slowed, on a miss half damage and no slow after. After the attack resolves, a zone of frost is created that covers the area until the end of my next turn. Any creature entering the area, or that starts it's turn within, takes 5 points of cold damage. The zone can be sustained with a minor action. (x)

Gear:

Adventurers's Kit
2 handaxes (Base attack (ranged) +7 hit, 1d6+3 damage r 5/10)
10 days rations.

Magical Items:

Hide Armor of Durability +1

Frost Battleaxe +2 (basic melee: +8 vs AC, 1d10+4). Daily Power:
Use after a hit with weapon, foe takes 1d8 and is slowed until the end of your next turn.

Winters Grasp totem +1. Daily Power: Triggered by a successful primal attack using the totem, enemy is weakened until the end of my next turn.

PP: 12



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