Mechanics
Save against Daze [1d20]=19
Save against Blinded [1d20]=18
Combat Block - Maveith Earthcarver
Male Goliath (Half-Orc) Warden 8
Languages: Common, Serran
Age: 40
Height: 7'0"
Weight: 300 lbs.
Speed: 6
Initiative: +6
Passive Perception: 20
Passive Insight: 15
Senses: Normal Vision
AC: 23
Fort: 21
Reflex: 17
Will: 18
HP: -11/86
Bloodied: 43
Surge Value: 21
Surges left: 14/14
Action Points: 0
MBA: +13 vs AC, 1d10+9 damage
RBA: +4 vs AC, 1d4 damage
Resistances:
None.
Vulnerabilities:
None.
Saves:
+5 item Bonus against being slowed or immobilized, +2 item bonus against effects with the charm, illusion, or sleep keyword
Active Effects:
None.
Powers:
Warden's Fury
Warden's Grasp
Weight of Earth
Thorn Strike
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Second Wind [_]
Roots of Stone [_]
Form of Winter's Herald Attack [_]
Rough Strike [_]
Mountain Hammer [_]
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Form of Winter's Herald [x]
Boiling Cloud [x]
Boiling Cloud Attack [_]
Maw of the Guardian Warhammer +1 [_]
Elven Battle Leather Armor +2 [_]
Iron Armbands of Power (Heroic Tier)
Gauntlets of Blood (Heroic Tier)
Iron-skin Belt (Heroic Tier)
Amulet of Mental Resolve +1
Consumables:
Scroll of Silence x2
Class/Path/Destiny Features/Feats:
A successful save ends that effect. The effect will not affect the warden that turn. For example, saving against being stunned or dazed allows the warden to act normally on that turn, and saving against ongoing damage prevents the damage that turn.
If the saving throw is failed, the warden can still make a saving throw as usual at the end of the turn.
Guardian Might: Wardens choose either Earthstrength, Lifespirit, Stormheart, or Wildblood. Each option allows the warden to use another stat modifier as a bonus to AC when not wearing heavy armor, instead of his or her Dexterity or Intelligence modifier. Each option also creates an additional effect when the warden uses second wind.
Earthspirit: 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.
Nature's Wrath: As a free action once per turn(round?), and during the warden's own turn, a warden can mark each adjacent enemy until the end of the warden's next turn.
The warden also gains use of the warden's fury and warden's grasp at-will powers. These powers are immediate interrupts and immediate reactions, respectively, triggered by an enemy marked by the warden making an attack that doesn't include the warden as a target.
Crippling Crush (Feat): When you immobilize or slow an enemy with a weapon attack using a hammer or a mace, that enemy takes extra damage equal to your Constitution modifier.
Bludgeon Expertise (Feat): A character with the Bludgeon Expertise feat gains a feat bonus to weapon attack rolls using a hammer or mace equal to +1, or +2 at 11th level, or +3 at 21st level. You also gain a +1 feat bonus to the number of squares you push or slide creatures with weapon attacks you make with a hammer or mace
Deadly Draw (Feat): Whenever you pull or slide an enemy to a square adjacent to you, you gain combat advantage against that enemy until the end of your next turn.
Vicious Advantage (Feat): You gain combat advantage against immobilized targets and slowed targets.
World Serpent's Grasp (Feat): Whenever you hit a slowed or immobilized target with an attack, you can choose to knock it prone.
Markings of the Elements:Give up resistance to all damage from stone's endurance to gain resist 5 to chosen damage type