Editing XCrawl:Sparkle Motion:Macey "Mace" Masterson

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*'''Warden's Grasp:''' Primal, Immediate Reaction, Close burst 5
 
*'''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.
 
**'''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.
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**'''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
 
*'''Kord's Force:''' No Action, Personal
 
**'''Trigger:''' You would make a Strength check.
 
**'''Trigger:''' You would make a Strength check.
 
**'''Effect:''' You make an Athletics check in place of the 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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*Iron Wolf Charge: +12 vs. AC, 1d10+6 damage
**'''Trigger:''' You hit an enemy with a charge attack.
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*Thunder Ram Assault: +12 vs. AC, 1d10+6 damage
**'''Effect:''' That enemy takes 1d6 extra damage from the triggering attack, and you make the following attack:
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*Earthgrasp Strike: +12 vs. AC, 1d10+6 damage
***'''Target:''' Each enemy in the burst
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*Wolf's Bound: +12 vs. AC, 1d10+6 damage
***'''Attack:''' +9 vs. Will
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*Form of the Fearsome Ram: +12 vs. Fortitude, 2d10+6 damage
***'''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====
 
====Daily====
*'''Form of the Fearsome Ram:''' Polymorph, Primal, Minor Action, Personal
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*Form of the Fearsome Ram
**'''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.
+
*Earth-Shaking Rend
**'''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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*Savage Effort
*'''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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*Craghammer
 
*Throwing hammer
 
*Throwing hammer
 
*Heavy Shield
 
*Heavy Shield
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Athlete (+2 to Athletics)
 
Athlete (+2 to Athletics)
 
Theme: Iron Wolf Warrior
 
Theme: Iron Wolf Warrior
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POWERS
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Basic Attack: Melee Basic Attack
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Basic Attack: Ranged Basic Attack
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Iron Wolf Warrior Attack: Iron Wolf Charge
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Warden Feature: Warden's Fury
 +
Warden Feature: Warden's Grasp
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Warden Attack 1: Warden's Lunge
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Warden Attack 1: Strength of Stone
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Warden Attack 1: Earth Shield Strike
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Warden Attack 1: Thunder Ram Assault
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Warden Attack 1: Form of the Fearsome Ram
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Iron Wolf Warrior Utility 2: Savage Effort
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Warden Attack 3: Earthgrasp Strike
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Warden Attack 5: Earth-Shaking Rend
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Athletics Utility 6: Kord's Force
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Iron Wolf Warrior Attack 7: Wolf's Bound
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 +
FEATS
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Level 1: Last Legion Defender
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Level 1: Student of the Sword
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Level 2: Sudden Roots
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Level 4: Toughness
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Level 6: Weapon Proficiency (Craghammer)
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Level 7: Bludgeon Expertise
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Level 7: Superior Will
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ITEMS
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Craghammer x1
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Heavy Shield x1
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Hide Armor x1
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Gauntlets of Ogre Power x1
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Adventurer's Kit
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Sunrod
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Climber's Kit
 +
Soulfang of Resistance (heroic tier)
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Bell and whistle
 +
Iron spikes
 +
Silk Rope (50 ft.)
 +
Throwing hammer
 +
Belt Pouch (empty)
 +
Ball bearings
 +
Journeybread

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