Character ProfileName: Ciel Forètcœur
Player: FM Gator
Class: Warden 11
-----> Paragon: Storm Sentinel
Race: Dragontail Elf
Alignment: Good
Religion: Spirits, yo.
Size: Medium
Vitals ---)}{\}{\}{\ Age: 62
{\}{\}{\} Height: 6'4"
\}{\}{\}{ Weight: 152 lbs.
}{\}{\}{\ Gender: Female
Current Status:
S'okay.AttributesNAME | STAT | MODR | CHEK |
STR | 21 | +5 | +10 |
DEX | 10 | +0 | +5 |
CON | 18 | +4 | +9 |
INT | 8 | -1 | +4 |
WIS | 18 | +4 | +9 |
CHA | 12 | +1 | +6 |
Combat StatisticsHealth ---)HP: (--------------------) [
115 // 115 ]
Surges:
13 // 13
-----> Second Wind [ ]
Defenses ---)Name | Total | Base | Ability | Mods |
Armor | 25 | 15 | +4 | +6 |
Fortitude | 23 | 15 | +5 | +3 |
Reflex | 17 | 15 | +0 | +2 |
Willpower | 22 | 15 | +4 | +3 |
</></></> Resistances: None
Movement ---))(-)(-)(-)(- Initiative: +5
)(-)(-)(-)(- Speed: 7
Senses ---):==:==:= Passive Perception: 26
:==:==:= Passive Insight: 19
:==:==:= Vision Quality: Low-Light
:==:==:= Special Senses: None
Attacks ---)[\\][\\][\\][\ Base Attack: +5
[\\][\\][\\][\ Grapple: +10 vs. Fort
[\\][\\] Melee: +10 vs. AC
[\\][\\] Ranged: +5 vs. AC
Skills and FeatsSkill Name | Ability | Total | Trained | Base |
Nature | WIS | +16 | +7 | +9 |
Perception | WIS | +16 | +7 | +9 |
Endurance | CON | +14 | +5 | +9 |
Athletics | STR | +15 | +5 | +10 |
Feats ---)
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Toughness1: Gain +5 HP per tier.
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Elven Precision2: Add +2 to your re-roll when using Elven Precision.
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Initiate of the Old Faith4: Gain training in the Nature skill, gain the Wild Shape and Grasping Claws powers, and you can use Staffs and Totems as implements.
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Revitalizing Font of Life6: Successful saves with Font of Life grant a +2 bonus to other saves you make.
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Sudden Roots8: Enemies are slowed by your opportunity attacks.
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Weapon Expertise10: Gain a +1 to attack rolls with spears.
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Earthstrength Resolve11: Whenever an enemy marked by you attacks an ally, you gain 4 temporary HP.
Class and Racial Features1)
Font of Life: Make a saving throw against one effect affecting you at the start of your turn, and one at the end of your turn.
2)
Earthstrength Guardian: Use your CON in place of your DEX/ INT when wearing light armor. Additionally, when you use your second wind, you gain an additional +4 to your AC until the end of your next turn.
3)
Nature's Wrath: You gain the Warden's Fury, Warden's Grasp, and Nature's Wrath powers.
4)
Invigorating Action: Whenever you spend an action point to make an attack, you may spend a healing surge after the attack as a free action.
5)
Critical Jolt: Whenever you critically hit, deal 5 lightning damage to the target.
A)
Dragontail Weapon Proficiency: Gain proficiency with the longbow and shortbow.
B)
Fey Origin: You are a Fey creature for all other intents and purposes.
C)
Group Awareness: Non-elf allies gain a +1 bonus to Perception checks.
D)
Wild Step: You ignore difficult terrain when you shift.
E)
Elven Accuracy: You gain the Elven Accuracy power.
Power IndexAt-Will Powers: 5
Encounter Powers: 3
Daily Powers: 1
Utility Powers: 1
----------------------------------- At-Will -----)
Warden's FuryAt-Will 1 ✦ Primal, Weapon, Feature
Immediate Interrupt || Melee Weapon
Trigger: An enemy marked by you makes an attack that doesn't include you
Target: The triggering enemy
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength damage, and the target grants combat advantage to you and your allies until the end of your next turn.
Special: This attack's damage improves to 2[W] + Strength at 21st level.
Warden's GraspAt-Will 1 ✦ Primal, Feature
Immediate Reaction || Close burst 5
Trigger: An enemy marked by you makes an attack that doesn't include you as a target.
Target: The triggering enemy in burst
Effect: Slide the target 1 square. The target is slowed and cannot shift until the end of its next turn.
Nature's WrathAt-Will 1 ✦ Primal, Feature
Free Action || Close burst 1
Target: Each creature in burst
Effect: The target is marked until the end of your next turn.
Special: Use this ability only once during each of your turns.
Wild ShapeAt-Will ✦ Primal, Polymorph
Minor Action (Special) || Personal
Effect: You assume a beast form of your size. This form resembles an animal of your choice. [Rant rant rant...] You may use the powers of implements or equipment, but not weapons or wondrous items. Your equipment phases into your beast form, and you un-equip any held items except implements you can use.
Special: You may use this power only once per round.
Strength of StoneAt-Will 1 ✦ Primal, Weapon
Standard Action || Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength damage, and you gain 4 temporary HP
Weight of EarthAt-Will 1 ✦ Primal, Weapon
Standard Action || Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength damage, and the target is slowed until the end of your next turn
----------------------------------- Encounter -----)
Elven AccuracyEncounter 1 ✦ Racial
Immediate Interrupt || Personal
Trigger: You rolled an attack roll you dislike
Effect: Re-roll the attack roll, and add +2 to the roll.
Grasping ClawsEncounter ✦ Primal, Beast Form, Implement
Standard Action || Melee touch
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom damage, and the target is slowed until the end of your next turn
Thunder Ram AssaultEncounter 1 ✦ Primal, Thunder, Weapon
Standard Action || Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength thunder damage, and push the target 3 squares
Secondary Range: Close blast 3
Secondary Target: Each creature in blast
Secondary Attack: Strength vs. Fortitude
Hit: 1d6 thunder damage, and you push the target 1 square
Earthgrasp StrikeEncounter 3 ✦ Primal, Weapon
Standard Action || Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength damage, and the target is knocked prone. The target cannot stand up until the end of your next turn, and the first time it stands up this encounter, it takes 1d10 + Strength damage
Earth GiftEncounter 7 ✦ Primal, Weapon, Healing
Standard Action || Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength damage, and you regain 10 HP
Thunder SmashEncounter 11 ✦ Primal, Weapon, Thunder
Standard Action || Close burst 2
Target: Each enemy in burst
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength thunder damage, and you knock the target prone
----------------------------------- Daily -----)
Form of Winter's HeraldDaily 1 ✦ Primal, Polymorph, Cold
Minor Action || Personal
Effect: You assume the guardian form of winter's herald. While in this form, you gain +1 to AC and resist 5 cold. Additionally, you radiate an aura of cold, causing each square within a close burst 2 to become difficult terrain. This form lasts for the rest of the encounter.
>>>
Frozen Earth>>> Daily 1 ✦ Primal, Cold, Weapon
>>> Requirement: You must be in the form of Winter's Herald to use this power
>>> Standard Action || Close burst 1
>>> Target: Each enemy in burst
>>> Attack: Strength vs. AC
>>> Hit: 1[W] + Strength cold damage, and the target is immobilized (save ends)
>>> Miss: Half damage, and the target is immobilized until the end of your next turn
Winter's GripDaily 5 ✦ Primal, Weapon, Cold, Zone
Standard Action || Close blast 3
Target: Each creature in blast
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength cold damage, and the target is slowed (save ends)
Miss: Half damage
Effect: The blast creates a zone of frost that lasts until the end of your next turn. Any creature that enters the zone or starts its turn there takes 5 cold damage.
Sustain Minor: The zone persists.
Form of the Stone SentinelDaily 9 ✦ Primal, Healing, Polymorph
Minor Action || Personal
Effect: You regain HP as if you spent a healing surge. You assume the guardian form of the stone sentinel. While in this form, you gain regeneration 4. This form lasts for the rest of the encounter.
>>>
Surging Stone>>> Daily 9 ✦ Primal, Weapon, Healing
>>> Standard Action || Melee weapon
>>> Target: One creature
>>> Attack: Strength vs. AC
>>> Hit: 2[W] + Strength damage
>>> Effect: You can spend a healing surge.
----------------------------------- Utility -----)
Triumphant VigorDaily 2 ✦ Primal, Healing
Minor Action || Personal
Effect: If you reduced an enemy to 0 HP this turn, you regain 1d6 + 6 HP.
EarthguardDaily 6 ✦ Primal, Stance
Minor Action || Personal
Effect: Until the stance ends, you gain a +1 power bonus to all defenses.
Warding VinesDaily 10 ✦ Primal, Zone
Minor Action || Close burst 2
Effect: The burst creates a zone of sprouting vines until the end of the encounter. While in the zone, you and your allies gain resistance 4 to all damage.
Equipment and GearEquipment (2)
----- +2 Lifeblood Hide armor [Lv. 10]
----- +3 Thundering Spear [Lv. 13]
----- Heavy Shield of Protection [Lv. 3]
----- +2 Totem of Summer Growth [Lv. 8]
----- +2 Amulet of False Life [Lv. 9]
Gear (0)
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Other (0)
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Currency----- PP: 0
----- GP: 5
----- SP: 5
----- CP: 0
----- Other: