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== Ability Scores ==
 
== Ability Scores ==
'''Strength:'''    19: +4/+7<br>
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Strength 19 +4/+7<br>
'''Constitution:''' 17: +3/+6<br>
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Constitution 17 +3/+6<br>
'''Dexterity:'''    12: +1/+4<br>
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Dexterity 12 +1/+4<br>
'''Intelligence:''' 10: +0/+3<br>
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Intelligence 10 +0/+3<br>
'''Wisdom:'''      12: +1/+4<br>
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Wisdom 12 +1/+4<br>
'''Charisma:'''      8: -1/+2<br>
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Charisma 8 -1/+2<br>
  
 
== Skills ==
 
== Skills ==
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== Feats ==
 
== Feats ==
*'''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.<br>
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Level 1: Last Legion Defender<br>
*'''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.<br>
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Level 1: Student of the Sword<br>
*'''Level 2 - Sudden Roots:''' Whenever you hit an enemy with an opportunity attack, that enemy is slowed until the end of its turn.<br>
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Level 2: Sudden Roots<br>
*'''Level 4 - Toughness:''' You gain 5 additional hit points. These additional hit points increase to 10 at 11th level and 15 at 21st level.<br>
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Level 4: Toughness<br>
*'''Level 6 - Weapon Proficiency: (Craghammer)''' You gain proficiency with a Craghammer. Duh.
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Level 6: Weapon Proficiency (Craghammer)<br>
*'''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.
+
Level 7: Bludgeon Expertise<br>
*'''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.
+
Bonus Feat: Superior Will<br>
  
 
== Powers ==
 
== Powers ==
 
====At-Will====
 
====At-Will====
*'''Melee Basic Attack:''' +12 vs. AC, 1d10+6 damage
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*Melee Basic Attack: +12 vs. AC, 1d8+5 damage (+1d8 with Attack Finesse)
*'''Ranged Basic Attack:''' +12 vs. AC, 1d6+6 damage, Range 10/20  
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*Ranged Basic Attack: +11 vs. AC, 1d8+7 damage, Range 10/20 (+1d8 with Attack Finesse)
*'''Earth Shield Strike:''' +12 vs. AC, 1d10+6 damage. Primal, Weapon, Standard Action, Melee Weapon<br>
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*Bola Takedown: +12 vs. Reflex, 1d4 damage and the target falls Prone, Range 4/8 (+1d8 with Attack Finesse, must be used with a bola)
**'''Target:''' One creature<br>
+
*Precision Dart: +12 vs. Reflex, 1d4+5 damage. If this attack hits and is used to deliver a poison, the first saving throw the enemy makes against that poison is at a -4 penalty. If the attack misses, the poison is still delivered to the target. Range 5/10 (+1d8 with Attack Finesse, must be used with a blowgun)
**'''Hit:''' You gain a +1 power bonus to AC until the end of your next turn.
+
*Quick Shot: +11 vs. AC, 1d8+7 damage and you may shift up to 2 squares. Using this power doesn't provoke Opportunity Attacks. Range 1 (+1d8 with Attack Finesse, must be used with a hand crossbow)
*'''Strength of Stone:''' +12 vs. AC, 1d10+6 damage. Primal, Weapon, Standard Action, Melee weapon<br>
+
*Ghost of the Rooftops: Once per round you may climb or make a long jump, moving a number of squares up to your speed, without making an Athletics check.
**'''Target:''' One creature<br>
 
**'''Hit:''' You gain temporary hit points equal to your Constitution modifier.<br>
 
*'''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====
 
====Encounter====
*'''Iron Wolf Charge:''' Fear, Martial, Primal, No Action, Close burst 2
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*Assassin's Strike: No Action, triggered against a creature hit with a weapon by you within 5 squares. Add 3d10 damage to the triggering attack. If the target is helpless, this damage is maximized. Only a short or extended rest can allow you to regain this power.
**'''Trigger:''' You hit an enemy with a charge attack.
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*Strike from the Shadows: No Action, triggered when you hit a creature granting Combat Advantage to you with a ranged or melee weapon attack power. The creature is Weakened until the end of your next turn and you may shift up to 2 squares.
**'''Effect:''' That enemy takes 1d6 extra damage from the triggering attack, and you make the following attack:
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*Warlock's Curse
***'''Target:''' Each enemy in the burst
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*Cloak of Shades: Minor Action Utility. Until the end of your next turn you gain concealment against all creatures and are Invisible to creatures that are more than 5 squares away from you.
***'''Attack:''' +9 vs. Will
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*Cloud of Darkness: Minor Action Close Burst 1. Creates a cloud of darkness until the end of your next turn. This cloud blocks line of sight, squares within it are totally obscured, and creatures within the cloud are Blinded.  You are immune to these effects.
***'''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.
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*Killer's Ambush: Rogue 7 Encounter power, Melee or Ranged attack, Rattling, targets one creature from which you are hidden, requires the use of a crossbow, light blade, or sling. Dexterity vs. AC (+12 using hand crossbow, +13 using rapier), 3[W] + Dexterity modifier damage and shift one square (3d8+8 using hand crossbow, 3d8+6 using rapier).
*'''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====
 
====Daily====
*'''Form of the Fearsome Ram:''' Polymorph, Primal, Minor Action, Personal
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*Bloodroot Poison
**'''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.
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*Carrion Crawler Brain Juice
**'''Special:''' Once during this encounter, you can use the Form of the Fearsome Ram attack power while you are in this form.
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*Id Moss Powder
*'''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 ==
 
== Equipment ==
*Crush Hour, Macey's Trademark Mace (identical to a Craghammer)Versatile, Brutal 2
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*Hand Crossbow
*Throwing hammer
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*Light Shield
*Heavy Shield
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*Rapier
*Hide Armor
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*Dagger
*Gauntlets of Ogre Power
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*Bola x5
*Soulfang of Resistance (heroic tier)
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*Blowgun
*Bell and whistle
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*Leather Armor
*Adventurer's Kit
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*Bracers of Archery
*Sunrod
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Adventurer's Kit, Poisoner's Kit, Healing Potion, Gravespawn Potion, stylish shades, black leather coat
*Climber's Kit
 
*Iron spikes
 
*Silk Rope (50 ft.)
 
*Belt Pouch (empty)
 
*Ball bearings
 
*Journeybread
 
 
 
  
  
  
  
 +
====== Created Using Wizards of the Coast D&D Character Builder ======
 
Macey "Mace" Masterson, level 7
 
Macey "Mace" Masterson, level 7
 
Human, Warden
 
Human, Warden
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Student of the Sword Option: Student of One-Handed Weapons
 
Student of the Sword Option: Student of One-Handed Weapons
 
Human Power Selection Option: Bonus At-Will Power
 
Human Power Selection Option: Bonus At-Will Power
 +
Inherent Bonuses
 
Athlete (+2 to Athletics)
 
Athlete (+2 to Athletics)
 
Theme: Iron Wolf Warrior
 
Theme: Iron Wolf Warrior
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 +
 +
 +
POWERS
 +
Basic Attack: Melee Basic Attack
 +
Basic Attack: Ranged Basic Attack
 +
Iron Wolf Warrior Attack: Iron Wolf Charge
 +
Warden Feature: Warden's Fury
 +
Warden Feature: Warden's Grasp
 +
Warden Attack 1: Warden's Lunge
 +
Warden Attack 1: Strength of Stone
 +
Warden Attack 1: Earth Shield Strike
 +
Warden Attack 1: Thunder Ram Assault
 +
Warden Attack 1: Form of the Fearsome Ram
 +
Iron Wolf Warrior Utility 2: Savage Effort
 +
Warden Attack 3: Earthgrasp Strike
 +
Warden Attack 5: Earth-Shaking Rend
 +
Athletics Utility 6: Kord's Force
 +
Iron Wolf Warrior Attack 7: Wolf's Bound
 +
 +
FEATS
 +
Level 1: Last Legion Defender
 +
Level 1: Student of the Sword
 +
Level 2: Sudden Roots
 +
Level 4: Toughness
 +
Level 6: Weapon Proficiency (Craghammer)
 +
Level 7: Bludgeon Expertise
 +
Level 7: Superior Will
 +
 +
ITEMS
 +
Craghammer x1
 +
Heavy Shield x1
 +
Hide Armor x1
 +
Gauntlets of Ogre Power x1
 +
Adventurer's Kit
 +
Sunrod
 +
Climber's Kit
 +
Soulfang of Resistance (heroic tier)
 +
Bell and whistle
 +
Iron spikes
 +
Silk Rope (50 ft.)
 +
Throwing hammer
 +
Belt Pouch (empty)
 +
Ball bearings
 +
Journeybread

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