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21 STR
Strength
5 9 21 FORT 14 5 1 1 15 Passive Insight 10 + 5
19 CON
Constitution
4 8
CONDITIONAL BONUSES
22 Passive Perception 10 + 12
10 + SPECIAL SENSES
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
10 DEX 0 4 15
Dexterity REF 14 1 ATTACK WORKSPACE
10 INT
Intelligence
0 4 CONDITIONAL BONUSES ABILITY:
Melee Basic Attack - Inescapable Greataxe +2
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +
12 WIS 1 5
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
+ 14 4 5 2 1 2
Wisdom 17 WILL 14 1 1 1 ABILITY:
Melee Basic Attack - Unarmed
8 CHA
Charisma
-1 3 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
+ 9 4 5
HIT POINTS ACTION POINTS
MAX HP HEALING SURGES MILESTONES
0
ACTION POINTS
1 DAMAGE WORKSPACE
BLOODIED SURGE VALUE SURGES/DAY Action Points 1 2 ABILITY:
90 2 3 Melee Basic Attack - Inescapable Greataxe +2
45 22 14 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS
DAMAGE ABIL FEAT ENH MISC MISC
1/2 HP 1/4 HP
CURRENT HIT POINTS CURRENT SURGE USES
1d12+8 5 1 2
RACE FEATURES ABILITY:
Melee Basic Attack - Unarmed
Ferocity - Make melee basic attack when dropped to 0 hp DAMAGE ABIL FEAT ENH MISC MISC
SECOND WIND 1/ENCOUNTER USED Goring Charge - Use goring charge as an encounter power 1d4+5 5
TEMPORARY HIT POINTS
Heedless Charge - +2 AC against opportunity attacks
while charging.
BASIC ATTACKS
ATTACK DEFENSE WEAPON OR POWER DAMAGE
DEATH SAVING THROW FAILURES
SAVING THROW MODS Vitality - Gain one healing surge 14 vs AC Inescapable Greataxe +2 1d12+8
RESISTANCES Resist 10 All when you have 0 hit points or fewer 9 vs AC Unarmed (Melee) 1d4+5
vs
–1 0 Nature's Wrath - On your turn, you can mark each Weapon Expertise (Axe) - Gain bonus to attack rolls with
13 Athletics STR 9 5
adjacent enemy as a free action until the end of your next axes.
3 Bluff CHA 3 0 n/a 0
turn Headsman's Chop - 5 extra damage to prone target when
3 Diplomacy CHA 3 0 n/a 0
using axe or heavy blade
5 Dungeoneering WIS 5 0 n/a 0
Powerful Charge - +2 damage, +2 to bull rush on a
12 Endurance CON 8 5 –1 0
charge
5 Heal WIS 5 0 n/a 0 Toughness - Gain 5 additional hit points per tier
4 History INT 4 0 n/a 0
3 Thievery DEX 4 0 –1 0
FEET
ENCOUNTER POWERS
HANDS
Second Wind
HEAD
Goring Charge
NECK
Gale Strike Cloak of the Walking Wounded +1 (E)
RING
Form of the Swamp Hunter Attack
RING
Earthgrasp Strike
WAIST PERSONALITY TRAITS
Angry Spirits Belt of Sonnlinor Righteousness (heroic tier) (E)
DAILY POWERS
Form of the Swamp Hunter
Lifebind Attack
UTILITY POWERS
Mountain Lion Step
Bear's Endurance
Standard Personal Imm Interrupt* Melee weapon Imm Reaction Close burst 5
ACTION RANGE ACTION 5 RANGE
ACTION RANGE
AT-WILL ENCOUNTER DAILY 14 vs Fort The triggering enemy vs The triggering enemy in burst
Effect: You spend a healing surge and regain 22 ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
hit points. You gain a +2 bonus to all defenses You lash out with nature's wrath at a foe that has Spectral vines clutch at a foe that has attacked
until the start of your next turn. attacked your ally and diminish its defenses. your ally, impeding your enemy's movement.
Trigger: An enemy marked by you makes an attack Trigger: An enemy marked by you that is within
that does not include you as a target 5 squares of you makes an attack that does not
Attack: Strength vs. Fortitude
include you as a target
Hit: 1[W] + Strength modifier (+5) damage, and the
Effect: You slide the target 1 square. The target
target grants combat advantage to you and your allies
until the end of your next turn. is slowed and cannot shift until the end of its
Level 21: 2[W] + Strength modifier (+5) damage. turn.
Spectral thorns sprout from your weapon and Drawing power from the earth, you smash your The primal power of earth courses through your weapon and
slams your foe to the ground, where rocks and roots hold it
grasp at your foe, pulling it closer. weapon into your foe and bolster yourself against firm.
Attack: Strength vs. AC attack. Attack: Strength vs. AC
Hit: 1[W] + Strength modifier (+5) damage, and Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+5) damage, and you knock
you pull the target 1 square. Hit: 1[W] + Strength modifier (+5) damage, and the target prone. The first time the target stands up before the
end of your next turn, it takes 1d10 + your Strength modifier
Level 21: 2[W] + Strength modifier (+5) damage. you gain temporary hit points equal to your (+5) damage.
Constitution modifier (+4). Earthstrength: The target can't stand up until the end of
Inescapable Greataxe +2: +14 attack, 1d12+8 Level 21: 2[W] + Strength modifier (+5) damage. your next turn, and the first time it stands up before the end of
damage the encounter, it takes 1d10 + your Strength modifier (+5)
damage.
Inescapable Greataxe +2: +14 attack, 1d12+8
damage Inescapable Greataxe +2: +14 attack, 1d12+8 damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS
+5 to damage rolls against a prone target - Headsman's +5 to damage rolls against a prone target - Headsman's +5 to damage rolls against a prone target - Headsman's
Chop. Chop. Chop.
Unarmed: +13 attack, 1d6+5 damage Inescapable Greataxe +2: +14 attack, 2d12+8 Inescapable Greataxe +2: +14 attack, 2d12+8
damage damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS
+5 to damage rolls against a prone target - Headsman's +5 to damage rolls against a prone target - Headsman's
Chop. Chop.
As you swing your weapon around you, you draw Your attack binds the target to you, further hindering its You take on the rough skin of a crocodile, granting you its
forth spiritual energy to damage your foes. attacks if it does not engage you. relentless nature and letting you pass easily through water.
Attack: Strength vs. AC Effect: You assume the guardian form of the swamp hunter
Attack: Strength vs. Will until the end of the encounter. While you are in this form,
Hit: 3[W] + Strength modifier (+5) damage.
Hit: 1[W] + Strength modifier (+5) damage. you gain swamp walk, a swim speed equal to your speed,
Miss: Half damage.
and a +2 bonus to attack rolls against immobilized creatures.
Effect: While the target is marked by you, its penalty to
Inescapable Greataxe +2: +14 attack, 1d12+8 In addition, when you reduce any enemy marked by you to 0
attack rolls for the marked condition is –5 instead of –2.
hit points with an attack, you mark one enemy within 5
damage This effect lasts until you end your turn more than 5 squares of you until the end of your next turn.
squares away from the target or until the end of the
encounter. Once during this encounter, you can use the Form of the
Swamp Hunter Attack power while you are in this form.
Inescapable Greataxe +2: +14 attack, 3d12+8 damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS
+5 to damage rolls against a prone target - Headsman's +5 to damage rolls against a prone target - Headsman's
Chop. Chop.
Drawing on the boundless endurance of a bear, Like an agile mountain lion, you leap across Each time you miss a target with this weapon, you gain a
cumulative +1 bonus (up to the weapon's enhancement bonus) to
you regain a measure of your vitality. difficult terrain with ease. your next attack roll with this weapon against the same target. The
Trigger: You drop to 0 hit points or fewer Effect: You ignore difficult terrain until the end bonus ends if you attack a different target or when you hit.
Effect: You regain hit points as if you had spent of your next turn. High Crit
a healing surge. Melee Basic Attack: +14 attack, 1d12+8 damage
CLASS LEVEL BOOK CLASS LEVEL BOOK ITEM SLOT WEIGHT PRICE BOOK
Warden 6 PH2 Warden 2 PH2 Two-Hands 12 3400 PH
3 -1 - 1 1 1
AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY
+2 AC 7 Armor +1 Fortitude, Reflex, and Will 4 Neck Slot Item 6 Waist Slot Item
ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE
PROPERTIES PROPERTIES PROPERTIES
Resist 5 to a damage type chosen from the If you use your second wind while bloodied, you You gain resist 10 to all damage when you have
following list at the time the armor is created: can expend two healing surges instead of one 0 hit points or fewer.
acid, cold, fire, force, lightning, necrotic, poison, (gaining hit points from both).
psychic, thunder.
Special wards in this armor provide extra Thin red veins form across the fabric of this This iron-plated belt was first crafted by the
resistance. handsome cloak when its healing properties are Sonnlinor to protect against the underhanded
evoked. tactics of goblins and giants.
Power (Daily): No Action. Use this power when
you would be reduced to 0 hit points by an
attack. The attacker takes the same amount of
damage that you took from that attack.
ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Body 25 2600 PH Neck 0 840 AV Waist 0 1800 Dragon 385