Terek

"Sturdy" Shodden Mahoen's page

202 posts. Alias of bmars3.


Full Name

Sturdy the Goliath Earth Warden 7

Race

Goliath

Classes/Levels

Warden 7

Gender

Male

Size

Medium

Age

25

Alignment

Unaligned

Deity

none

Location

Highmoon

Languages

Common, Dwarven

Occupation

Mercenary

About "Sturdy" Shodden Mahoen

Str 20(+5) = 17(base)+2(Goliath)+1(Level 4)
Dex 10(+0) = 10(base)
Con 18(+4) = 15(base)+2(Goliath)+1(Level 4)
Int 8(-1) = 8(base)
Wis 13(+1) = 13(base)
Cha 10(+0) = 10(base)

1/2 Level: +3
HP: 82/82 = 17(Warden)+18(Con)+5(Toughness Feat)+42(7 per Level)
Bloodied: 41
Healing Surge: 20
Surges / Day: 9/13 = 9(Warden)+4(Con)
Enduring Beast Armor, Property: While you are in beast form, you regain 2 additional hit points whenever you spend a healing surge.

Initiative: +3 = +0(Dex)+3(1/2Level)
Speed: 6
Action Points: 0

Passive Insight: 14 = 10(base)+1(Wis)+3(1/2Level)
Passive Perception: 19 = 10(base)+1(Wis)+5(Trained)+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)
Range: 10/20
Damage: 1d6+5 = +5(Str)

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
AC: 28 = 10(base)+5(Magic Hide Armor +2)+4(Con)+2(Second Wind)+4(Guardian Might)+3(1/2Level)
Fortitude: 23 = 10(Base)+5(Str)+1(Warden)+2(Cloak of Resistance)+2(Second Wind)+3(1/2Level)
Reflex: 17 = 10(Base)+0(Dex)+2(Cloak of Resistance)+2(Second Wind)+3(1/2Level)
Will: 20 = 10(Base)+1(Warden)+1(Wis)+1(Goliath)+2(Cloak of Resistance)+2(Second Wind)+3(1/2Level)

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
You lash out with nature's wrath at a foe that has attacked your ally and diminish its defenses.
At-Will <> Primal, Weapon
Immediate Interrupt
Melee weapon
Trigger An enemy marked by you makes an attack that does not include you as a target
Target: The triggering enemy
Attack: +14 (Str) vs. Fort = +5(Str)+2(Weapon Prof.)+1(feat)+3(Magic)+3(1/2Level)
------------------------------
Hit: 2d6+10 cold = +5(Str)+2(feat)+3(Magic) / (Crit. +2d6 cold) --- 1[W] + Strength modifier damage, and the target grants combat advantage to you and your allies until the end of your turn.
------------------------------

Warden's Grasp: Warden Feature PHB II, p. 154
Spectral vines clutch at the foe that has attacked your ally, impeding your enemy's movement.
At-Will <> Primal, Weapon
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
Target: The triggering enemy in burst
------------------------------
Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.
------------------------------

Earth Shield Strike: Warden Attack 1 PHB II, p. 154
Primal power flows from the ground to give the weight of stone to your strike and to your skin, shielding you from attack for a moment.
At-Will <> Primal, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: +14 (Str) vs. AC = +5(Str)+2(Weapon Prof.)+1(feat)+3(Magic)+3(1/2Level)
------------------------------
Hit: 2d6+10 cold = +5(Str)+2(feat)+3(Magic) / (Crit. +2d6 cold) --- 1[W] + Strength modifier damage and you gain a +1 power bonus to AC until the end of your next turn.
------------------------------

Thorn Strike: Warden Attack 1 PHB II, p. 154
Spectral thorns sprout from your weapon and grasp at your foe, pulling it closer.
At-Will <> Primal, Weapon
Standard Action
Melee 2
Target: One Creature
Attack: +14 (Str) vs. AC = +5(Str)+2(Weapon Prof.)+1(feat)+3(Magic)+3(1/2Level)
------------------------------
Hit: 2d6+10 cold = +5(Str)+2(feat)+3(Magic) / (Crit. +2d6 cold) --- 1[W] + Strength modifier damage and you pull the target 1 square.
------------------------------

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
Your foes' attacks bounce off your stony hide.
Encounter
Minor Action
Personal
Primary Target: One creature
------------------------------
Effect: You gain resist 5 to all damage until the end of your next turn.
------------------------------

[ ]Earth Spikes: Warden Attack 1 PHB II, p. 155
The earth rises in concert with your attack, driving sharp spikes of wood and stone up toward your foe even as your weapon slams down.
Encounter <> Primal, Weapon
Standard Action
Melee weapon
Primary Target: One creature
Attack: +14 (Str) vs. AC = +5(Str)+2(Weapon Prof.)+1(feat)+3(Magic)+3(1/2Level)
------------------------------
Hit: 2d6+10 cold = +5(Str)+2(feat)+3(Magic) / (Crit. +2d6 cold) --- 1[W] + Strength modifier damage. Until the end of your next turn, the target's space and each square adjacent to it are filled with spikes. Any enemy that enters this spike-filled area or starts its turn there takes 5 damage.
------------------------------

[ ]Earthgrasp Strike: Warden Attack 3 PHB II, p. 157
The primal power of the earth courses through your weapon and slams your foe to the ground, where rocks and roots hold it firm.
Encounter <> Primal, Weapon
Standard Action
Melee weapon
Primary Target: One creature
Attack: +14 (Str) vs. AC = +5(Str)+2(Weapon Prof.)+1(feat)+3(Magic)+3(1/2Level)
------------------------------
Hit: 2d6+10 cold = +5(Str)+2(feat)+3(Magic) / (Crit. +2d6 cold) --- 1[W] + Strength modifier damage, and you knock the target prone. The first time the target stands up before the end of your next turn, it takes 1d10 + your Strength modifier damage. (+5)
Earthstrength: The target can't stand up until the end of your next turn, and the first time it stands up before the end of the encounter, it takes 1d10 + your strength modifier damage. (+5)
------------------------------

[ ]Mountain's Stature: Warden Attack 7 Primal Power, p. 97
The fury of your attack extends its reach, drawing your foes close or knocking them to the ground.
Encounter <> Primal, Weapon
Standard Action
Melee weapon +1 reach (2)
Target: One or two creatures
Attack: +14 (Str) vs. AC = +5(Str)+2(Weapon Prof.)+1(feat)+3(Magic)+3(1/2Level)
------------------------------
Hit: 2d6+10 cold = +5(Str)+2(feat)+3(Magic) / (Crit. +2d6 cold) --- 1[W] + Strength modifier damage, and you can either pull the target 1 square or knock it prone.
Earthstrength: The number of squares you can pull the target equals 2.
------------------------------

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)
This crimson hemmed cloak can be activated to provide minor resistance to all attacks.
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
------------------------------
Power(Daily): Minor Action. Gain resist 5 to all damage until the start of your next turn.
------------------------------

[ ]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 (Daily <> Cold): Free Action. Use this power when you hit with the weapon. The target takes an extra 1d8 cold damage and is slowed until the end of your next turn.
------------------------------

[ ]Battering Weapon Magic Item Power
This hammer rumbles with seismic power.
Daily
Standard Action
Effect: Make a melee basic attack with this weapon against all enemies within a close blast 3.

[ ]Wilding Strength: Warden Utility 6 Primal Power, p. 96
Your devastating attacks are fueled by a surge of primal fury.
Daily <> Primal
Minor Action
Personal
------------------------------
Effect: Until the end of your next turn, whenever you make an attack roll or a damage roll with a weapon attack, roll a d6 and add it as a power bonus to the roll.
------------------------------

[ ]Triumphant Vigor: Warden Utility 2
One victory gives you strength to achieve the next.
Daily <> Healing, Primal
Minor Action
Personal
------------------------------
Requirement: You must have reduced an enemy to 0 hit points during this turn.
------------------------------
Effect: You regain hit points equal to 1d6+5 --- 1d6+1(Wis)+4(Con)

[ ]Form of the Relentless Panther Warden Attack 1 PHB II, p. 156
You take on the bestial fangs, sleek fur, and hunting grace of a panther. At the time you choose, you can make a nimble attack, darting across the battlefield to deal a bleeding wound to one of your foes.
Daily <> Polymorph, Primal
Minor Action
Personal
Effect You assume the guardian form of a relentless panther until the end of the encounter. While you are in this form you gain a +2 bonus to reflex and a +1 bonus to attack rolls against enemies marked by you. In addition, you can shift 2 squares as a move action.
Once during this encounter, you can make the following weapon attack while in this form.
Standard Action
Melee weapon
Effect: Before the attack, you shift your speed.
Target: One creature
Attack: +14 (Str) vs. Reflex = +5(Str)+2(Weapon)+1(feat)+3(Magic)+3(1/2Level)
------------------------------
Hit: 4d6+10 cold = +5(Str)+2(feat)+3(Magic) / (Crit. +2d6 cold) --- 2[W] + Strength modifier damage, and ongoing 5 damage (save ends)
Miss: Half damage, and ongoing 2 damage (save ends)
------------------------------

[ ]Lifebind Attack Warden Attack 5 Primal Power, p. 95
Your attack binds the target to you, further hindering its attacks if it does not engage you.
Daily <> Primal, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: +14 (Str) vs. AC = +5(Str)+2(Weapon)+1(feat)+3(Magic)+3(1/2Level)
------------------------------
Hit: 6d6+10 cold = +5(Str)+2(feat)+3(Magic) / (Crit. +2d6 cold) --- 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: While the target is marked by you, its penalty to attack rolls for the marked condition is -5 instead of -2. This effect lasts until you end your turn more than 5 squares away from the target or until the end of the encounter.
------------------------------

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
Benefit: When you take this feat, you gain additional hit points. You gain an additional 5 hit points at each tier of play (at 1st, 11th, 21st).

Goliath Greatweapon Prowess PHB II, p. 185
Prerequisite: Goliath
Benefit:You gain proficiency with all simple and military two-handed weapons and a +2 feat bonus to damage rolls with such weapons. The bonus increases to +3 at 11th level and +4 at 21st level.

Sudden Roots
Prerequisite: Warden
Benefit: Whenever you hit an enemy with an opportunity attack, that enemy is slowed until the end of its turn.

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
This hammer rumbles with seismic power.
Level: 11
Price: 9,000 gp
Weapon: Hammer
Enhancement: +3 attack rolls and damage rolls
Critical: None
Power (Daily): Standard Action. Make a melee basic attack with this weapon against all enemies within a close blast 3.

Enduring Beast Armor
The spirit within this glistening armor grants you the fortitude to replenish your energy even after the most grievous wounds.
Level: 10
Price: 5,000 gp
Armor: Hide
Enhancement: +2 AC
Property: While you are in beast form, you regain 2 additional hit points whenever you spend a healing surge.
Power (Daily • Healing): Minor Action. You spend a healing surge.

Boots of Eagerness
Your feet feel peppy in these handsome brocade boots.
Level: 9
Price: 4,200 gp
Item Slot: Feet
Power (Encounter): Minor Action. Use this power during your turn to take a move action.

Personal Treasure:

Experience Points:

Party Treasure:

Wishlist: