Barl Breakbones

Greeg's page

158 posts. Alias of Wrath.


Full Name

Greeg

Race

Goliath

Classes/Levels

Warden - Stoneblessed

Gender

Male

Size

7'6"

Age

30

Alignment

good

Deity

Pantheist

Languages

Common, Giant

Strength 21
Dexterity 14
Constitution 18
Intelligence 11
Wisdom 16
Charisma 11

About Greeg

Greeg
level 14
Goliath, Warden, Stoneblessed
Build: Earth Warden
Guardian Might: Earthstrength
Languages: Common and Giant

FINAL ABILITY SCORES
Str 21, Con 18, Dex 14, Int 11, Wis 16, Cha 11.

STARTING ABILITY SCORES
Str 16, Con 14, Dex 11, Int 10, Wis 14, Cha 10.

Combat

Speed: 6
Initiative: 8
Basic Attack:
- Melee +18 (hammer), (1d10+8)
- Ranged +16 (Javelin), (1d6+6) *+4 damage in guardian stance
AoO's: +18, (1d10+12) and opponent is slowed

Defenses
AC: 29 (32 until first struck) (17 base + 3 armour + 4 con abil + 3 enh + 2 shield)

Fort:29 (17 base +5 ability + 1 class + 2 feat + 3 enh cloak +1 misc from armour)

Reflex: 26 (27 until first struck)(17 base + 2 ability + 2 feat + 3 enh from cloak + 2 shield)

Will: 27 (16 base + 3 ability + 1 class + 2 feat + 3 enh cloak + 1 racial)

HP: 136 full/ 68 Bloodied (121)current Surges: 13 (10) Surge Value: 34

TRAINED SKILLS
Nature +17,
Dungeoneering +14,
Perception +15,
Athletics +17 (roll twice for jump or climb. choose best)

UNTRAINED SKILLS
Acrobatics +6,
Arcana +5,
Bluff +7,
Diplomacy +7,
Endurance +8,
Heal +10,
History +7,
Insight +10,
Intimidate +7,
Religion +7,
Stealth +6,
Streetwise +7,
Thievery +5

FEATS
Weapon Expertise (hammer) - +2 to hit when using hammers, any push effect is +1 square with these weapons.

Toughness - Extra hit points

Extra defenses? - Add 2 to ref, fort and will defense

Crippling Crush* - Deal con mod damage to foe that is slowed or immobilized with a hammer or mace attack

Sudden Roots - Any opponent struck by an attack of opportunity is slowed.(Note, this will also trigger the crippling crush feat)

Crushing Guardian - +3 to damage with hammer or mace while in Guardian form

Legacy of War - Add Con mod to resistance provided by stones endurance (+4 Resist)

Eyes in the back of the head - Being flanked doesn't cause me to grant combat advantage.

Hammer Rythm - If a melee attack with a hammer or mace misses, the opponent still recieves a glancing blow that deals Con mod damage (4)

Racial Abilities

Mountain Tenacity - +1 racial mod to Will

Powerful Athlete - Roll twice and choose best result when making Athletics for climb or jump

Stones endurance - See power below.

Class features

Font of Life - Roll one saving throw at the start of my turn. If passed, not affeced for that turn

Guardian might (Earthstrength) - Add Con mod to AC instead of Dex/Int when not in heavy armour. When second wind is used, con mod is added to AC again until end of next turn.

Natures Wrath On my turn, mark each adjacent enemy as a free action till end of next turn

Stonehide action - +2 to AC when using and action point

Unusual reach - Increase melee reach by 1.

POWERS

At Will

Wardens Fury - Immediate interupt; Melee. If an enemy marked by me doesn't attack me, make a str vs fort attack +18, (1d10+8)

Wardens Grasp - Immediate reaction; Close burst 5. An enemy marked by me that is within 5 makes an attack not including me can be slid 1 square, is slowed and cannot shift till the end of its turn

Weight of Earth - Standard, Melee. Strength Vs AC +18; (1d10+12)* (1d10+15 if in guardian stance) and opponent is slowed until end of next turn

Earth Shield Strike - Standard Melee. Str vs AC. +18, (1d10+8) and gain +1 AC until end of next turn if hits.

Encounter
Thunder Ram Assault - Dropped

[x] Stone's Endurance - (Racial Feature). Minor Action. Gain Resist 14 till end of next turn

[x] Earthgrasp Strike - Standard Melee +18 vs AC (1d10+8); If hit, target is knocked prone. Can't stand up until the end of my next turn. First time it stands up, it takes an additional 1d10+5 damage.

[x] Mountain Hammer -Standard Melee +18 vs AC (2d10+8) damage and target takes a -5 to hit penalty until end of my next turn.

[x ] Ponderous Strike (replaces Thunder Ram Assault) - standard Melee; +18 vs AC (3d10+8) damage. Target provokes AoO if it shifts before end of my next turn, even on a miss.

[ ] Mountain Sweep - Standard Melee; Up to two opponents. +18 Vs AC (2d10+12) damage each.

The following two powers are dependent on daily form stances

[ ] Form of winter's herald attack - Standard Close burst 1. +18 Vs AC to everything in burst. (1d10+15)* damage and target immobilized until save. On a miss, targets take half damage and immobilized till end of my next turn.

[ ] Form of Oak Setinal Attack - Immediate interupt when an enemy within reach makes melee attack against an ally. +18 vs AC (2d10+11) damage. On a miss target takes half damage. No matter if target hit or not, I become target of the enemy attack instead.

Daily

[ ] Form of Winter's Herald - minor action; Take on the winters herald form and add +1 to AC, resist 5 cold. Each square within 2 of me is difficult ground, no matter where i move.

[ ] Form of the Oak Sentinel - Minor action; Take on form of the oak sentinal. Melle reach increases by 1 (becoming a total of 3 now). Any enemy that hits me with melee takes 5 damage.

[ x ] Thunder Step - Standard melee; Before attack, teleport 5 squares. +18 vs AC (2d10+8) thunder damage and target is dazed until end of next turn. On a miss, target is still dazed.

Utility

[ ] Eyes of the Hawk- minor action encounter; Make a perception check with +10 power bonus

[ ] Bear's Endurance - Immediate interrupt; When dropped to 0 HP's or less, regain HP's as if I had spent a healing surge (32 hit points)

[ x ] Shield of Stone - minor daily, close burst 5: One ally within the burst is slid 5 squares and +2 to all defenses, resist 5 all damage until end of my next turn.

[ ] Summit Advantage - Minor encounter; until the end of my next turn, I have threatening reach.

ITEMS
Adventurer's Kit,

Darkleaf Earthhide Armor +3 - +1 to fortitude. Also grants +2 item bonus to first attack made against me per encounter.

[ x ] Guardian's Brand Warhammer +3 - Versatile one hand; +3d6 fire on a crit OR +3d10 on a crit in Guardian form. Daily power - free when i hit an opponent with wardens fury. The enemy takes ongoing 15 fire damage until save.

Guardian's maw Javelin +1 - Range 10/20. Heavy Thrown. +1d6 on a crit. Deals extra Con Mod (+4) damage when in Guardian form

Force Shield Heavy Shield (paragon tier) - At start of each encounter, I gain +1 to AC and Reflex until I am hit by and attack.

[ ] Cloak of Resistance +3 - +3 item bonus to ref, fort and will. Daily use of minor action to gain resist 10 all damage until start of next turn.

[ ] Gauntlets of Ogre Power (heroic tier) - +1 to Athletics checks and strength ability checks. Gain free daily use of +5 damage when I hit an opponent in melee.

Cash left over
6000 gp

Wishlist

Fey step lacings (AV, lvl 12) Or something that increases reflex defence (Looking to help in events where i get stuck or grappled)

Head band of insight (AV Lvl 16) (Might help my big dumb fightr guy in social situations)

Ring of Giants (Dragon mag #378, lvl 13) (Useful for my primal powers and knockback effects with my hammer. Got this in the character builder, rather than the mag)

Ring of Feather fall (AV, lvl 14) (Who doesn't fall at high levels occasionally)

Belt of Endurance (AV, level 16) (Another bonus to a skill that isn't overly strong for me. Might be useful in a desert environment).
Personality

Greeg was big. Everything about him was oversized and he often found himself breaking things built for smaller hands and lighter bodies. At times it caused the big Goliath some embarrassment, but most times he just laughed it off and joked about the fragility of timber and pottery.

"You need to build from stone, people! It has roots, does stone. Goes all the way down. You can't break a stone cup just trying to pick it up. Stone benches don't bow under the weight of one such as me."

He could feel stone, like some felt the breath in their lungs, or wind through their hair. His bones yearned for it, his soul felt satisfied when he was surrounded by it. Weathered stone, the chill of deep stone, and the warmth of new formed stone. All of these were what formed Greeg's world and his view of it.

Stone could be silent, but Greeg was made for combat and defense. He preferred the noise of the deep chambers, where the magma roared and the stones cracked. There was something primal about those chambers, formative and raw. He regularly spoke in volumes that echoed those chambers, loud and raw and raucous.

He fought his combats with these things in mind. Implaccable, unyielding and solid. He was a bastion behind which others could stand, safe in the knowledge that all would crash and break against their companion like the oceans did on the Sea walls of the Southern Nations. He roared and beat his shield, he laughed at the sound of his hammer blows and screamed his triumph when all the foes were felled. There were those who whinced at his noise, at his sheer size and the apparent clumsiness of Greeg, but he was who he was. No one complained when the fights were over and their enemies lay dead at his feet.