XCrawl:Sparkle Motion:Macey "Mace" Masterson

From RPGnet
Jump to: navigation, search

A character for XCrawl: Sparkle Motion.

Background[edit]

Macey has a cool background, and I will totally fill it out when I am not dying.

Combat Block[edit]

Human Warden 7
HP: 81 Bloodied: 40 Healing Surges: 12 Surge Value: 20
AC: 22 Fort: 20 Reflex: 18 Will: 19
Speed: 6 Initiative: +4 Passive Insight: 14 Passive Perception: 21
Vision: Normal View
Notes:

Ability Scores[edit]

Strength: 19: +4/+7
Constitution: 17: +3/+6
Dexterity: 12: +1/+4
Intelligence: 10: +0/+3
Wisdom: 12: +1/+4
Charisma: 8: -1/+2

Skills[edit]

Trained
Athletics +12, Endurance +8, Heal +9, Intimidate +7, Nature +11, Perception +11
Untrained
Acrobatics +1, Arcana +3, Bluff +2, Diplomacy +2, Dungeoneering +4, History +3, Insight +4, Religion +3, Stealth +1, Streetwise +2, Thievery +1

Feats[edit]

  • Level 1 - Last Legion Defender: When you hit with an opportunity attack while you’re using a shield, you and one ally adjacent to you gain a +2 bonus to AC until the start of your next turn.
  • Level 1 - Student of the Sword: You gain training in one skill from the fighter’s class skill list. Choose either one-handed melee weapons or two-handed melee weapons. Once per encounter as a free action, you can add a +1 bonus to the next attack roll you make with a weapon of that category. Whether the attack hits or misses, you mark the target until the end of your next turn.
  • Level 2 - Sudden Roots: Whenever you hit an enemy with an opportunity attack, that enemy is slowed until the end of its turn.
  • Level 4 - Toughness: You gain 5 additional hit points. These additional hit points increase to 10 at 11th level and 15 at 21st level.
  • Level 6 - Weapon Proficiency: (Craghammer) You gain proficiency with a Craghammer. Duh.
  • Level 7: - Bludgeon Expertise: You gain a +1 feat bonus to weapon attack rolls you make with a hammer or a mace. This bonus increases to +2 at 11th level and +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 a mace.
  • Bonus Feat - Superior Will: You gain a +2 feat bonus to Will. This bonus increases to +3 at 11th level and +4 at 21st level. In addition, if you are dazed or stunned, you can make a saving throw at the start of your turn to end that effect, even if the effect doesn’t normally end on a save.

Powers[edit]

At-Will[edit]

  • Melee Basic Attack: +12 vs. AC, 1d10+6 damage
  • Ranged Basic Attack: +12 vs. AC, 1d6+6 damage, Range 10/20
  • Earth Shield Strike: +12 vs. AC, 1d10+6 damage. Primal, Weapon, Standard Action, Melee Weapon
    • Target: One creature
    • Hit: You gain a +1 power bonus to AC until the end of your next turn.
  • Strength of Stone: +12 vs. AC, 1d10+6 damage. Primal, Weapon, Standard Action, Melee weapon
    • Target: One creature
    • Hit: You gain temporary hit points equal to your Constitution modifier.
  • Warden's Lunge: +12 vs. AC, 1d10+6. Primal, Weapon, Standard Action, Melee weapon
    • Target: One creature
    • Effect: You mark the target until the end of your next turn.
    • Special: When you charge, you can use this power in place of a melee basic attack.
  • Warden's Fury: +12 vs. Fortitude, 1d10+6. 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.
    • Hit: The target grants combat advantage to you and your allies until the end of your next turn.
  • Warden's Grasp: Primal, 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 the burst.
    • Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.
  • Kord's Force: No Action, Personal
    • Trigger: You would make a Strength check.
    • Effect: You make an Athletics check in place of the Strength check.

Encounter[edit]

  • Iron Wolf Charge: Fear, Martial, Primal, No Action, Close burst 2
    • Trigger: You hit an enemy with a charge attack.
    • Effect: That enemy takes 1d6 extra damage from the triggering attack, and you make the following attack:
      • Target: Each enemy in the burst
      • Attack: +9 vs. Will
      • Hit: You push the target up to 2 squares. The target takes a -2 penalty to attack rolls until the end of your next turn.
  • Thunder Ram Assault: +12 vs. AC, 1d10+6 damage. Primal, Thunder, Weapon, Standard Action, Melee weapon
    • Primary Target: One creature
    • Hit: Make a secondary attack that is a close blast 3.
    • Earthstrength: You also push the primary target a number of squares equal to your Constitution modifier.
      • Secondary Target: Each creature in the blast
      • Secondary Attack: Strength vs. Fortitude
      • Hit: 1d6 thunder damage, and you push the secondary target 1 square.
  • Earthgrasp Strike: +12 vs. AC, 1d10+6 damage. Primal, Weapon, Standard Action, Melee weapon
    • Target: One creature
    • Hit: You knock the target prone. The first time the target stands up before the end of your next turn, it takes 1d10 + 4 damage.
    • 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.
  • Wolf's Bound: Fear, Martial, Primal, Weapon, No Action, Melee weapon
    • Trigger: You hit an enemy with a melee attack.
    • Primary Target: The enemy you hit
    • Effect: You knock the primary target prone and shift up to 3 squares. Then make the secondary attack.
      • Secondary Target: One creature other than the primary target
      • Attack: +12 vs. AC
      • Hit: 2d10 damage. You push the secondary target up to 2 squares, and it takes a -2 penalty to attack rolls until the end of your next turn.
  • Form of the Fearsome Ram: +12 vs. Fortitude, 2d10+6 damage. Polymorph, Primal, Weapon, Standard Action, Melee weapon
    • Requirement: The Form of the Fearsome Ram power must be active to use this power.
    • Effect: Before the attack, you shift your speed.
    • Target: One creature
    • Hit: You push the target 3 squares and knock it prone. You then shift into a space that must be adjacent to the target.
    • Miss: Half damage, and you push the target 1 square. You then shift into a square the target vacated.

Daily[edit]

  • Form of the Fearsome Ram: Polymorph, Primal, Minor Action, Personal
    • Effect: You assume the guardian form of the fearsome ram until the end of the encounter. While you are in this form, you gain a +2 power bonus to speed and a +2 bonus to charge attack rolls. In addition, when you hit a target with an at-will attack, you push the target 1 square. If the attack already pushes the target, the distance of the push increases by 1 square.
    • Special: Once during this encounter, you can use the Form of the Fearsome Ram attack power while you are in this form.
  • Earth-Shaking Rend: +12 vs. AC, 1d10+6 damage. Primal, Weapon, Zone, Standard Action, Close blast 3
    • Target: Each creature in the blast
    • Miss: Half damage.
    • Effect: Each target is knocked prone. The blast creates a zone of shifting earth that lasts until the end of your next turn. The zone is difficult terrain, and any creature that ends its turn within the zone is knocked prone.
    • Sustain Minor: The zone persists.
  • Savage Effort: Martial, Primal, Minor Action, Personal
    • Effect: Until the end of the encounter, whenever you make an Athletics check or an Endurance check, you can roll twice and use either result.

Equipment[edit]

  • Crush Hour, Macey's Trademark Mace (identical to a Craghammer)Versatile, Brutal 2
  • Throwing hammer
  • Heavy Shield
  • Hide Armor
  • Gauntlets of Ogre Power
  • Soulfang of Resistance (heroic tier)
  • Bell and whistle
  • Adventurer's Kit
  • Sunrod
  • Climber's Kit
  • Iron spikes
  • Silk Rope (50 ft.)
  • Belt Pouch (empty)
  • Ball bearings
  • Journeybread



Macey "Mace" Masterson, level 7 Human, Warden Build: Earth Warden Guardian Might Option: Earthstrength Student of the Sword Option: Student of One-Handed Weapons Human Power Selection Option: Bonus At-Will Power Athlete (+2 to Athletics) Theme: Iron Wolf Warrior