The Manyfaced One

Genryu Yeegar's page

127 posts. Alias of Lazaro.


About Genryu Yeegar

Goliath Warden Stoneblessed Demigod Level 22
Male Medium natural humanoid
Initiative +11 Senses Passive Perception 28; Passive Insight 23; Perception +18
HP 212 (43+169), Currently 187, Temp ; Bloodied 106
Healing Surges 17/day, Currently 16 ; Regain 53 hit points
AC 38; Fortitude 36, Reflex 29, Will 31; see mountian's tenacity and robust defenses
Speed 6
Action Points 1, Currently 1

+5 Bloodclaw Maul (At-Will) * Weapon
Melee 2; +26 vs. AC; 4d6 + 41 damage.
Critical: +5d6 damage.
Power (At-Will): Free Action. Use this power before
making a melee attack on your turn. You take 5 damage.
This damage cannot be reduced or prevented in any way. If
you hit, increase the damage your target takes by double
the amount of damage you took, triple if you are wielding
the weapon in two hands.
Miss: You deal 8 damage to your original target; see hammer rhythm
Special: You can use an unarmed attack as a weapon to
make a melee basic attack.

Warden’s Fury (At-Will) * Primal, Weapon
Immediate Interrupt; Melee 2
Trigger: An enemy marked by you makes an attack that
does not include you as a target
+26 vs. Fortitude; Hit: 4d6 + 41 damage, and the target grants
combat advantage to you and your allies until the end
of your next turn.
Miss: You deal 8 damage to your original target; see hammer rhythm

Warden’s Grasp (At-Will) * Primal
Immediate Reaction; Close burst 5
Trigger: An enemy marked by you that is within 5 squares of
you makes an attack that does not include you as a target
You slide the target 1 square. The target is slowed
and cannot shift until the end of its turn.

Howling Strike (At-Will) * Primal, Weapon
Requirement: You must be wielding a two-handed weapon.
Melee 2; +26 vs. AC; 4d6 + 3d6 + 41 damage.
Miss: You deal 8 damage to your original target; see hammer rhythm
Special: When charging, you can use this power in place of a
melee basic attack. If you are raging, you can move 2 extra squares
as part of the charge.

Weight of Earth (At-Will) * Primal, Weapon
Melee 2; +26 vs. AC; 4d6 + 41damage, and
the target is slowed until th e end of your next turn.
Miss: You deal 8 damage to your original target; see hammer rhythm

Stone’s Endurance (Encounter, Minor)
You gain resist 15 to all damage until the end of your
next turn. You gain 19 temporary hit points.
When stone’s endurance ends, you gain resist 10 to
all damage until the end of your next turn.

Curtain of Steel (Encounter) * Primal, Weapon
Immediate Reaction Melee 2
Trigger: An enemy adjacent to you hits or misses you
+26 vs. AC; 6d6 + 41 damage.
Miss: You deal 8 damage to your original target; see hammer rhythm

Mountain Sweep (Encounter) * Weapon
Melee 2; One or two creatures; +26 vs. AC; 4d6 + 49 damage.
Miss: You deal 8 damage to your original target; see hammer rhythm

Storm of Blades (Encounter) * Primal, Weapon
Melee 2; +26 vs. AC; 2d6 + 41 damage.
Then repeat the attack against the target or against another
creature within reach. You can make the attack 8 times.
Miss: You deal 8 damage to your original target; see hammer rhythm

Eager Vine Strike (Encounter) * Primal, Weapon
Melee 2; +26 vs. AC; Hit: 4d6 + 41 modifier damage,
and the target is immobilized until the end of your next turn.
Earthstrength: Until the end of your next turn, the target
also takes a -8 penalty to AC and Reflex.
Miss: You deal 8 damage to your original target; see hammer rhythm

Oak Hammer Rage (Daily) * Primal, Rage, Weapon
Melee 2; +26 vs. AC; 6d6 + 41 damage,
and you knock the target prone.
Miss: Half damage.
Miss: You deal 8 damage to your original target; see hammer rhythm
You enter the rage of the oak hammer. Until the
rage ends, whenever you hit a target with a melee attack,
you knock that target prone. If that target is already
prone, the attack instead deals 8 extra damage

Form of the Stonecrusher (Daily, Minor) * Polymorph, Primal
You assume the guardian form of the stonecrusher until the end
of the encounter. While you are in this form, you gain a +2 bonus to AC.
If you are pulled, pushed, or slid, you can reduce the distance of the forced
movement by 2 squares.
Once during this encounter, you can make the following
weapon attack while you are in this form.
Close burst 1; Each enemy in burst you can see; +26 vs. AC;
2d6 + 41 damage, and the target is immobilized (save ends).
Miss: Half damage.
Miss: You deal 8 damage to your original target; see hammer rhythm
You knock the target prone.

Hydra Rage (Daily) * Primal, Rage, Weapon
Melee 2; +26 vs. AC; 8d6 + 41 damage, and the target
is dazed (save ends).
Miss: Half damage.
Miss: You deal 8 damage to your original target; see hammer rhythm
You enter the rage of the hydra. Until the rage ends,
once per round when you make an attack that misses,
you can make a melee basic attack as a free action.

Avalanche Assault (Daily) * Stance, Weapon
Melee 2; +26 vs. Fortitude; 8d6 + 41 damage.
Miss: Half damage.
Miss: You deal 8 damage to your original target; see hammer rhythm
You assume the stance of the avalanche. Until the
stance ends, you can move through an enemy’s space if
that enemy is your size or smaller, and you gain a +8 bonus
to the damage rolls of your at-will attacks

Mountain Lion Step (Encounter, Minor) * Primal
You ignore difficult terrain until the end of your
next turn.

Bear’s Endurance (Daily) * Healing, Primal
Immediate Interrupt; You drop to 0 hit points or fewer
You regain hit points as if you had spent a healing
surge.

Earthstride (Encounter) * Primal, Teleportation
You teleport 14 squares.

Cleansing Earth (Encounter) * Primal
Immediate Reaction; You are subjected to
an effect that a save can end.
You make a saving throw against the triggering
effect, with a +8 power bonus to the saving throw.

Wellspring of Life (Daily, Minor) * Healing, Primal
You spend a healing surge. In addition, you gain
regeneration 13 until the end of the encounter.

Enhanced Font of Life
At the start of your turn, you can make a saving throw
against one effect that a save can end. On a save, the
effect immediately ends, preventing it from affecting
you on your current turn. If you save against being
stunned or dazed, you can act normally on your turn.
If you save against ongoing damage, you avoid taking
the damage. You gain a +1 bonus to this roll.
If you fail the saving throw, you still make a saving
throw against the effect at the end of your turn.

Earthstrength
While you are not wearing heavy armor, you can use
your Constitution modifier in place of your Dexterity
or Intelligence modifier to determine your AC.
In addition, when you use your second wind, you gain
an additional +8 bonus to AC. The bonus lasts
until the end of your next turn.

Nature’s Wrath
Once during each of your turns, you can mark each
adjacent enemy as a free action. This mark lasts until
the end of your next turn.
In addition, you gain the warden’s fury and warden’s
grasp powers. You can use these powers against
enemies to prevent them from harming those you
protect.

Mountain’s Tenacity
You have a +1 racial bonus to Will.

Powerful Athlete
When you make an Athletics check to jump or climb,
roll twice and use either result.

Berserker’s Fury
Once per day as a free action, you can gain a +2
bonus to damage rolls until the end of the encounter.

Stonehide Action
When you spend an action point to take an
extra action, you also gain a +2 bonus to AC
until the end of your next turn.

Unusual Reach
Your melee reach increases by 1.

Mountain Crush
Whenever you score a critical hit with a two-handed
weapon, the attack deals extra damage equal to
twice your Constitution modifier.

Divine Spark
Increase two ability scores of your choice by 2 each.

Hammer Rhythm
If you miss with a melee attack with a
hammer or a mace and you wouldn’t otherwise still
deal damage on the miss, you deal 8 damage to your
original target. This damage receives no modifiers or
other benefits you normally gain to weapon damage.

Earthstrength Resolve
When any enemy marked by you makes
an attack that doesn’t include you as a target, you
gain 8 temporary hit points.

Robust Defenses
You gain a +2 feat bonus to Fortitude,
Reflex, and Will.

Second Wind (Standard; Encounter) * Healing
Spend a healing surge and regains 51 hit points. Gain a
+2 bonus to all defenses and +8 bonus to AC until the
end of your next turn.

Feats beserker's fury [1st], goliath greatweapon prowess [2nd], novice power [4th], toughness [6th], power attack [8th], adept power [10th], armor specialization (hide) [11th], hammer rhythm [12th], weapon expertise (hammers, +2 to attack) [14th], earthstrength resolve [16th], enhanced font of life [18th], unyeilding stone [20th], ancient stone[21st], robust defenses [22nd]
Background among another race, military, noble
Alignment Unaligned Languages Common, Giant
Skills athletics +26, endurance +24, heal +18, nature +20, perception +18
Str 26 Dex 10 Wis 14
Con 26 Int 14 Cha 12
Equipment +5 bloodclaw maul [23rd], +4 bloodcut darkhide [22nd], +4 cloak of walking wounded [21st], bag of holding, belt of blood, boots of freedom of movement, everlasting provisions, gauntlets of destruction [18th], standard adventure's kit, 11,360 gp

Equipment Details

Spoiler:

+4 Bloodcut Darkhide Armor
Power (Healing Surge): Minor Action. While you are bloodied,
use this armor to gain resist 15 to all damage until the
end of your next turn.

Gauntlets of Destruction
Property: When rolling damage on melee attacks, reroll all 1s
until they come up as something other than a 1.

+4 Cloak of the Walking Wounded
Enhancement: +4 Fortitude, Reflex, and Will
Property: If you use your second wind while bloodied, you
can expend two healing surges instead of one (gaining hit
points from both).

Boots of Free Movement
Property: Gain a +2 item bonus to saving throws against
effects that apply the slowed, immobilized, or restrained
condition.
Power (Encounter): Minor Action. Make a saving throw
against a slow, immobilize, or restrain effect that a save
can end.

Belt of Blood
Property: Your healing surge value increases by your
Constitution modifier while you are bloodied.

Bag of Holding
Property: This bag can hold up to 200 pounds in weight or
20 cubic feet in volume, but it always weighs only 1 pound.
Drawing an item from a bag of holding is a minor action.

Everlasting Provisions
Property: After an extended rest, you open the basket,
creating enough food and water to feed five Medium or
Small creatures (or one Large creature) for 24 hours.

BACKGROUND

Spoiler:

Born and raised in Fallcrest, Genryuu has given his life protecting it. Born almost a century ago, he was but an infant when the Bloodspear War engulfed the Vale.

Orphaned he was taken in by the villagers who raised him as there own. I was years later that they realised the boy they took in wasn't normal. Growing over to be over 6'8'' by the time he wasa 10 and haveing the strength of five normal men.

As he grew and watched Fallcrest start to rebuilt he made a promise to keep the city and the Vale safe from danger. With that he began training. His training and his mind for law and discipline soon wound up getting him in trouble with the new gangs and crime lords moving into the town.

It wasn't till his late 60's that he met a group adventurerers who shared a like mine. They went on many journeys and helped the Vale when trouble aroused. His favorite memory being when they destroyed and sealed the demonic spirit within the Tower of Waiting. It wasn't long afterward that they converted the old fortification into a base of operations and Genryu's residence still today.

Time passed and the group went on their own paths. But Genryu remained. Training the young troops of not only Fallcrest, but all the Vale. He currently run an organization of seven squads, though dispersed.

Lately he has become worried as some squad units have not been reporting. To make matters worse there's talk of strange events in Winterhaven.

PHYSICAL DESCRIPTION & PERSONALITY

Spoiler:

Genryu stands over any normal man, being over 8 feet tall and well over 400 pounds. Though normally he stands hunched over in large ceremonial robes and cloaks. Making him seem more like 6 feet in height. Though ancient in his own right he has physique that could impress anyone. Under all his ropes lie the body of physical perfection.

Genryu rarely talks or draws his weapon, but when he does people take cover.