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22:22, 26th April 2024 (GMT+0)

Sahba

SAHBA
Lifespirit Warden 1
Longtooth Shift
Height: 6' 0"; Weight: 175 lb
Skin: Tan; Eyes: Green; Hair: Dark Brown
Size: Medium; Speed: 6 squares; Vision: Low-light

Languages: Common; Elven


Longtooth Shifter
    +2 Strength, +2 Wisdom (already included)
    +2 Athletics, +2 Endurance
    Longtooth Shifting (when bloodied; see Monster Manual)

Warden
    This warden chose the Lifespirit might option.
    Font of Life: roll to save against an effect at the beginning of your turn
    Nature's Wrath: Mark all adjacent enemies


Strength 19 (+4), Dexterity 10 (+0), Wisdom 17 (+3),
Constitution 13 (+1), Intelligence 10 (+0), Charisma 8 (-1)

Maximum Hit Points: 30
    Bloodied: 15; Surge Value: 7; Surges / Day: 10

Initiative: + 0 [dexterity]

Resistances: N/A

Action Point Tally: 1

Armor Class: 18 = 10 + 3 [wis] + 3 [Hide)] + 2 [heavy shield]
Fortitude Defense: 15 = 10 + 1 [warden] + 4 [str]
Reflex Defense: 14 = 10 + 2 [lightning reflexes] + 2 [heavy shield]
Will Defense: 14 = 10 + 1 [warden] + 3 [wis]

Base Saving Throw: d20 vs 10

-- SKILLS --
Acrobatics: -3 = 0 [dex] -1 [armor]-2 [heavy shield]
Arcana: +0 = 0 [int]
Athletics: +8 = 4 [str] + 2 [racial] +5 [training] -1 [armor] -2 [heavy shield]
Bluff: -1 = -1 [cha]
Diplomacy: -1 = -1 [cha]
Dungeoneering: +3 = 3 [wis]
Endurance: +5 = 1 [con] + 2 [racial] +5 [training] -1 [armor]-2 [hvy shield]
Heal: +3 = 3 [wis]
History: +0 = 0 [int]
Insight: +3 = 3 [wis]
Intimidate: -1 = -1 [cha]
Nature: +8 = 3 [wis] +5 [training]
Perception: +8 = 3 [wis] +5 [training]
Religion: +0 = 0 [int]
Stealth: -3 = 0 [dex] -1 [armor]-2 [hvy shield]
Streetwise: -1 = -1 [cha]
Thievery: -3 = 0 [dex] -1 [armor]-2 [hvy shield]

-- FEATS --
Lightning Reflexes: +2 to Reflex Save

-- AT-WILL --
    Unarmed Melee: +4 [base str atk] vs AC; damage 1[W]=1d4+4 [strength bonus]
    Khopesh: +7 vs AC [+4 str + 2 prof + 1 tier]; 1[W]=1d8+4 [str bonus] (Hvy blade, Axe, Versatile, Brutal 1)
         Versatile weapon: Add +1 to damage if using two-handed.
         Brutal 1: re-roll first damage roll of a 1

    Bull Rush: +4 [base str atk] vs fortitude [standard]
    Grab: +4 [base str atk] vs reflex [standard]
    Move grabbed target: +4 [base str atk] vs fortitude [standard]
    Escape: +3 [athletics] vs fortitude [move action]

Warden's Fury [immediate interrupt]
    Target: Triggering Enemey
    Atk: Str (+7) vs Fort
    Hit: 1[W] + Str mod (+4) dmg, and target grants CA to you and allies until the end of your next turn.
        Level 21: 2[W] + Str mod dmg.

Warden's Grasp [immediate reaction]
    Target: Triggering Enemy in Burst
    Atk Type: Close Burst 5
    Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.

Nature's Wrath [free action 1/turn]
    Mark all adjacent enemies

Earth Shield Strike [Level 1]
    Target: One creature
    Atk: Str (+7) vs AC
    Hit: 1[W] + Str mod (+4) dmg, and you gain a +1 power bonus to AC until the end of your next turn.
        Level 21: 2[W] + Str mod dmg.

Resilience of Life [Level 1]
    Target: One creature
    Atk: Str (+7) vs AC
    Hit: 1[W] + Str mod (+4) dmg, and an ally adjacent to you gains temporary hit points equal to your Wis mod (+3).
        Level 21: 2[W] + Str mod dmg.

-- ENCOUNTER POWERS --
Second Wind

Spend an Action Point [free action, not in surprise round]

Longtooth Shifting [Longtooth Shifter][minor action]
    Requirement: You must be bloodied.
    Effect: Until the end of the encounter, you gain a +2 bonus to dmg rolls. In addition, while you are bloodied, you gain regeneration 2.
        Level 11: Regeneration 4.
        Level 21: Regeneration 6.

Warden's Sacrifice [Level 1]
    Target: One creature
    Atk: Str (+7) vs AC
    Hit: 2[W] + Str mod (+4) damage. Until the end of your next turn, when any enemy hits you, an ally within 3 squares of you gains 5 temporary hit points.

-- DAILY POWERS --
Form of Winter's Herald [Level 1][Minor]
    Effect: You assume the guardian form of winter's herald until the end of the encounter. While you are in this form, 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.
Attack [Encounter]
    Target: Each enemy in burst
    Atk Type: Close burst 1
    Atk: Str (+7) vs AC
    Hit: 1[W] + Str mod (+4) cold dmg, and the target is immobilized (save ends).



Saab's Equipment: Backpack, Bedroll, Flint and steel, Belt Pouch, Rations (x10), 50' Hempen Rope, Sunrods (x2), Waterskin

Magic items:
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    Arms:
    Feet:
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    Head:
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    Ring:
    Waist: