Zandros

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A character for http://wiki.rpg.net/index.php/DS_In_The_Lions_Den, a Dungeons & Dragons game of Desert Survival.

Character Description[edit]

Race: Goliath
Gender: Male
Age: 27
Height: 7'4"
Weight: 290 lbs.
Vision: Normal
Size: Medium
Languages: Common, Giant
Alignment: Chaotic Good
Theme: Primal Guardian

Level: 4
Total XP: 3,755

Combat Block[edit]

Weapon:

    Gouge - +2 Prof. 2d6 Damage. 12 lbs. Axe, spear. Brutal 1
Dejada - +2 Prof. 1d8 Damage. 2 lbs. Sling. Free Reload

HP: 54 - Bloodied: 27 - Healing Surges: 12 - Surge Value: 13
AC: 18
Fort: 18
Reflex: 11
Will: 14
Speed: 6
Initiative: +1
Passive Insight: [ ]
Passive Perception: [ ]
Usual Attack Bonus: +11
Usual Damage Bonus: +2]

Ability Scores[edit]

Strength 21 (+5)
Constitution 17 (+3)
Dexterity 10 (0)
Intelligence 8 (-1)
Wisdom 13 (+1)
Charisma 8 (-1)

Skills[edit]

Trained
Athletics +13, Endurance +4, Heal +7, Nature +11

Untrained
Acrobatics +1, Arcana 0, Bluff 0, Diplomacy 0, Dungeoneering +2, History 0, Insight +2, Intimidate 0, Perception +2, Religion 0, Stealth +1, streetwise 0, Thievery +1

Racial Feats[edit]

Powerful Athlete: When you make an Athletics check to jump or climb, roll twice and use either result.

Feats[edit]

Proficiency in the following:
Armor: Cloth, Leather, Hide
Light/Heavy Shield
Simple/Military Melee
Simple Ranged

Other Feats:
Goliath Greatweapon Prowess: Gain proficiency, +2 damage withe two-handed melee weapons.
Weapon Expertise (Greatweapon): +1 attack with weapon group

Class / Path / Destiny Feats[edit]

Earth Strength

    Benefit: 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

    Benefit: 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.

Powers[edit]

At-Will[edit]

  • Warden's Fury - 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: Strength vs. Fortitude
Hit: 1[W] + Strength modifier damage, and the target grands combat advantage to you and your allies until the end of your next turn.

(Upgrade at level 21)

  • Warden's Grasp - Primal

Immediate Reaction - Close burst 5

    Trigger: An enemy marked by you makes an attack that does not include you as a
    target.
Target: The triggering enemy
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier damage, and the target grands combat advantage to you and your allies until the end of your next turn.

(Upgrade at level 21)

  • Thorn Strike - Primal, Weapon

Standard Action - Melee 2

    Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you pull the target 1 square.

(Upgrade at level 21)

  • Strength of Stone - Primal, Weapon

Standard Action - Melee weapon

    Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you gain temporary hit points equal to your Constitution modifier.

(Upgrades at level 21)

Encounter[edit]

  • Roots of Stone - Primal, Weapon, Stone

Standard Action - Close burst 1

    Effect: The burst creates a zone of rippling earth that lasts until the end of
    your next turn. Make the following attack.
Target: Each enemy in burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. The target is knocked prone when it leaves the zone.
Earthstrength: The target also takes damage equal to your Constitution modifier when it leaves the zone.
  • Earthgrasp Strike - Primal, Weapon

Standard Action - Melee weapon

    Target: One creature
Attack: Strength vs. AC
Hit: 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.
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.
  • Mark of Thunder - Primal, Thunder, Weapon

Standard Action - Melee weapon

    Target: One creature
Attack: Primary ability vs. AC
Hit: 1[W] + ability modifier thunder damage.
Effect: You mark the target until the end of your next turn. Until the mark ends, if the target makes and attack that does not include you, it takes 5 Thunder damage.

(Upgrade at level 11)

  • Stone's Endurance - Racial Power

Minor Action - Personal

    Effect: You gain resist 5 to all damage until the end of your next turn.

(Upgrade at level 11)

Daily[edit]

  • Form of the Winter's Herald - Cold, Polymorph, Primal

Minor Action - Personal

    Effect: You assume the guarding form of winter's herald until the end of the
    encounter. While you are in this for you gain a +1 bonus to AC and resist 5 cold. In
    addition, each square within 2 squares of you, wherever you move, is difficult terrain for
    your enemies.
    Once during this encounter, you can make the following weapon attack while you are in this
    form.

Standard Action - Close burst 1

    Target: Each enemy in burst
Attack: Strength vs AC
Hit: 1[W] + Strength modifier cold damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is immobilized until the end of your next turn.

Utility[edit]

  • Nature's Abundance - Daily, Primal, Zone

Standard Action - Close burst 3

    Effect: The burst creates a zone of plants that lasts until the end of the encounter. You
    and your allies have cover while within the zone.

Equipment[edit]

  • Hide Armor (30gp)
  • Gouge (30gp)
  • Dejada (10gp)
  • 30gp