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About "Sturdy" Shodden MahoenStr 20(+5) = 17(base)+2(Goliath)+1(Level 4)
1/2 Level: +3
Initiative: +3 = +0(Dex)+3(1/2Level)
Passive Insight: 14 = 10(base)+1(Wis)+3(1/2Level)
Basic Attacks:
Melee Basic Attack: +14(Battering Maul) vs. AC = +5(Str)+2(Weapon Prof.)+1(feat)+3(Magic)+3(1/2Level) Damage(Two handed): 2d6+10 cold = +5(Str)+2(feat)+3(Magic) / (Crit. none) (Sudden Roots feat applies if attack is an opportunity attack) Ranged Basic Attack: +10(Javelin) vs. AC = +5(Str)+2(Weapon Prof.)+3(1/2Level)
Defenses:
AC: 22 = 10(Base)+5(Magic Hide Armor +2)+4(Con)+3(1/2Level) Fortitude: 21 = 10(Base)+5(Str)+1(Warden)+2(Cloak of Resistance)+3(1/2Level) Reflex: 15 = 10(Base)+0(Dex)+2(Cloak of Resistance)+3(1/2Level) Will: 18 = 10(Base)+1(Warden)+1(Wis)+1(Goliath)+2(Cloak of Resistance)+3(1/2Level) Second Wind Defenses
Skills:
Acrobatocs(Dex): +2 = +0(Dex)-1(Armor)+3(1/2Level)
Arcana(Int): +2 = -1(Int)+3(1/2Level) Athletics(Str): +14 = +5(Trained)+5(Str)-1(Armor)+2(Goliath)+3(1/2Level) Bluff(Cha): +3 = +0(Cha)+3(1/2Level) Diplomacy(Cha): +3 = +0(Cha)+3(1/2Level) Dungeoneering(Wis): +4 = +1(Wis)+3(1/2Level) Endurance(Con): +11 = +5(Trained)+4(Con)-1(Armor)+3(1/2Level) Heal(Wis): +9 = +1(Wis)+5(Trained)+3(1/2Level) History(Int): +2 = -1(Int)+3(1/2Level) Insight(Wis): +4 = +1(Wis)+3(1/2Level) Intimidate(Cha): +3 = +0(Cha)+3(1/2Level) Nature(Wis): +11 = +1(Wis)+5(Trained)+2(Goliath)+3(1/2Level) Perception(Wis): +9 = +1(Wis)+5(Trained)+3(1/2Level) Religion(Int): +2 = -1(Int)+3(1/2Level) Stealth(Dex): +2 = +0(Dex)-1(Armor)+3(1/2Level) Streetwise(Cha): +3 = +0(Cha)+3(1/2Level) Thievery(Dex): +2 = +0(Dex)-1(Armor)+3(1/2Level) Warden Class Features:
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. While a target is marked, it takes -2 to attack rolls for any attack that doesn't include you as a target. A creature can be subject to only one mark at a time. A new mark supercedes a mark that was already in place.
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 damage. If you fail the saving throw, you still make a saving throw against the effect at the end of your turn. Guardian Might (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 bonus to AC equal to your Constitution modifier. The bonus lasts until the end of your next turn. At-Will Powers:
Frost Weapon: Level 8 (+2)
A thin layer of frost coats the business end of this weapon. Weapon: Any Enhancement: Attack rolls and damage rolls Critical: +1d6 cold damage per plus (+2d6) ------------------------------ Power (At-Will <> Cold): Free Action. All damage dealt by this weapon is cold damage. Another free action returns the damage to normal. ------------------------------ Warden's Fury: Warden Feature PHB II, p. 154
Warden's Grasp: Warden Feature PHB II, p. 154
Earth Shield Strike: Warden Attack 1 PHB II, p. 154
Thorn Strike: Warden Attack 1 PHB II, p. 154
Encounter Powers:
[ ]Boots of Eagerness Magic Item Power, AV1
Your feet feel peppy in these handsome brocade boots. Encounter Minor Action Effect: Use this power during your turn to take a move action. [ ]Stone's Endurance: Goliath Racial Power PHB II, p. 12
[ ]Earth Spikes: Warden Attack 1 PHB II, p. 155
[ ]Earthgrasp Strike: Warden Attack 3 PHB II, p. 157
[ ]Mountain's Stature: Warden Attack 7 Primal Power, p. 97
Daily Powers:
[ ]Enduring Beast Armor Magic Item Power, PHB2
The spirit within this glistening armor grants you the fortitude to replenish your energy even after the most grievous wounds. Daily <> Healing Minor Action Effect: You spend a healing surge. [ ]Cloak of Resistance: Level 7 (+2)
[ ]Frost Weapon: Level 8 (+2)
[ ]Battering Weapon Magic Item Power
[ ]Wilding Strength: Warden Utility 6 Primal Power, p. 96
[ ]Triumphant Vigor: Warden Utility 2
[ ]Form of the Relentless Panther Warden Attack 1 PHB II, p. 156
[ ]Lifebind Attack Warden Attack 5 Primal Power, p. 95
Feats:
Weapon Expertise (Hammer) PHB II, p190.
Benefit: Choose a weapon group, hammers. You gain a +1 bonus to attack rolls with any weapon power you use with a weapon from that group. Toughness PHB I, p. 201
Goliath Greatweapon Prowess PHB II, p. 185
Sudden Roots
Equipment:
Cloak of Resistance(E) +2 (Level 7) - 2,600gp
Battering Maul(E) +3 (Level 11)- 9,000gp 12lbs. Frost Maul +2 (Level 8)- 3,400gp 12lbs. Magic Hide Armor(E) +2 (Level 10) - 5,000gp 25lbs. Magic Hide Armor +2 (Level 6) - 1,800gp 25lbs. Magic Boots(E) (Level 9) - 4,200gp Javelin (3) - 15gp 6lbs. Adventurer's Kit - 15gp 33lbs. Grappling Hook - 1gp 4lbs. Pitons (10) - 5sp 5lbs. Hammer - 5sp 2lbs. Pouch, belt - 1gp 1/2lbs. Sunrods (2) - 4gp 2lbs. Rope, hempen (50ft.) - 1gp 10lbs. Battering Weapon
Enduring Beast Armor
Boots of Eagerness
Personal Treasure:
Experience Points:
Party Treasure:
Wishlist:
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