From Traditional Games Wiki
| Agar
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played by DiscipleoftheClaw
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| Level 5 Unaligned Goliath Warden
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XP 5839
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| STR: 19 (+6)
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DEX: 11 (+2)
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WIS: 13 (+3)
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Hit Points: 64
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| CON: 19 (+6)
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INT: 8 (+1)
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CHA: 10 (+1)
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Bloodied: 32
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| Surges: 13
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Surge Value: 16 HP
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| Initiative: +2
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Speed: 6
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Deity:
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| AC: 19
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Fort: 17
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Reflex: 12
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Will: 15
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| Warden Class Features: Font of Life: At the start of your turn, roll a saving throw. Earthstrength: Add Con mod to AC instead of Dex or Int. When you use second wind, add your Con mod to AC. Nature's Wrath: On your turn, you can mark each adjacent enemy as a free action until the end of your next turn.
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| Racial Features:
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| Mountain's Tenacity: +1 racial bonus to Will.
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| Powerful Athlete: Roll twice and use either result when making Athletics checks to jump or climb.
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| Stone's Endurance: Have the stone's endurance power.
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| Feats:
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| Crippling Crush: Deal extra damage to targets you slow or immobilize with hammer or mace attacks
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| Student of the Sword: Fighter: skill training, +1 to attack 1/encounter
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| Hope to Impress: When you are within 5 squares of your partner, you deal 1d6 extra damage with your attacks. If your partner also has this feat, this increases to 1d8 extra damage.
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| Weapon Expertise (Hammer): You gain a +1 bonus to attack rolls with any weapon power you use with a weapon from this group.
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| Languages:
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Common, Giant
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| Skills:
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Athletics +12, Dungeoneering +8, Endurance +10, Nature +10
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| Background:
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Married (able to take marriage feats)
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| Equipment:
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Adventurer's kit, climbing kit, fur cloak, grappling hook, bottle of wine, snow shoes
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| Combat:
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| Maul: +10 vs. AC; 2d6+5 damage.
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| Javelin: +10 vs. AC; 1d6+5 damage.
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Powers
At-Will
| Warden's Fury
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Warden Feature
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| You lash out with nature's wrath at a foe that has attacked your ally and diminish its defenses.
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| At-Will ✦ Primal, Weapon
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| Immediate Interrupt
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Melee weapon
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| Trigger: An enemy marked by you makes an attack that does not include you as a target
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| Target: The triggering enemy
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| Attack: +10 vs. Fortitude
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| Hit: 2d6 + 4 damage, and the target grants combat advantage to you and your allies until the end of your next turn.
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| Warden's Grasp
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Warden Feature
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| Spectral vines clutch at a foe that has attacked your ally, impeding your enemy's movement.
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| At-Will ✦ Primal
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| Immediate Reaction
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Close burst 5
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| Trigger: An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target
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| Target: The triggering enemy in burst
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| Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.
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| Weight of Earth
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Warden Attack 1
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| Your attack sends the primal energy of earth flowing into your enemy, slowing its movement.
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| At-Will ✦ Primal, Weapon
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| Standard Action
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Melee weapon
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| Target: One creature
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| Attack: +10 vs. AC
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| Hit: 2d6 + 4 damage, and the target is slowed until the end of your next turn.
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| Thorn Strike
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Warden Attack 1
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| Spectral thorns sprout from your weapon and grasp at your foe, pulling it closer.
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| At-Will ✦ Primal, Weapon
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| Standard Action
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Melee 2
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| Target: One creature
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| Attack: +10 vs. AC
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| Hit: 2d6 + 4 damage, and you pull the target 1 square.
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Encounter
| Stone's Endurance
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Goliath Racial Power
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| Your foes' attacks bounce off your stony hide.
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| Encounter
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| Minor Action
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Personal
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| Effect: You gain resist 5 to all damage until the end of your next turn.
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| Thunder Ram Assault
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Warden Attack 1
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| As your attack hits, you channel the spirit of the thunder ram to knock your foe and its companions away from you.
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| Encounter ✦ Primal, Thunder, Weapon
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| Standard Action
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Melee weapon
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| Target: One creature
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| Attack: +10 vs. AC
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| Hit: 2d6 + 4 thunder damage, and you push the target 4 squares. Make a secondary attack that is a close blast 3.
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| Secondary Target: Each creature in blast
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| Secondary Attack: +8 vs. Fortitude
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| Hit: 1d6 thunder damage, and you push the secondary target 1 square.
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| Burst of Earth's Fury
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Warden Attack 1
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| You slam your weapon into the ground, causing the earth to toss and churn as if from an earthquake.
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| Encounter ✦ Primal, Weapon
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| Standard Action
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Close burst 1
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| Target: Each enemy in burst
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| Attack: +10 vs. AC
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| Hit: 2d6 + 4 thunder damage, and the target cannot shift until the end of your next turn.
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Daily
| Form of Winter's Herald
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Warden Attack 1
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| Ice as strong as steel forms over your armor, while frost on the ground around you hinders your enemies' movement. At the time you choose, you can swing your weapon in a freezing whirlwind that holds your enemies in place.
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| Daily ✦ Cold, Polymorph, Primal
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| Minor Action
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Personal
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| 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.
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| Special: Once during this encounter, you can use the Form of Winter's Herald Attack power while you are in this form.
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| Form of Winter's Herald Attack
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| Ice as strong as steel forms over your armor, while frost on the ground around you hinders your enemies' movement. At the time you choose, you can swing your weapon in a freezing whirlwind that holds your enemies in place.
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| Encounter ✦ Cold, Polymorph, Primal, Weapon
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| Standard Action
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Close burst 1
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| Requirement: The Form of the Winter's Herald power must be active to use this power.
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| Target: Each enemy in burst
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| Attack: +10 vs. AC
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| Hit: 2d6 + 4 cold damage, and the target is immobilized (save ends).
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| Miss: Half damage, and the target is immobilized until the end of your next turn.
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| Nature's Abundance
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Warden Utility 2
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| Plants burst into life around you. They sway back and forth to shield your allies, parting to allow attacks against your foes.
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| Daily ✦ Primal, Zone
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| Standard Action
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Close burst 3
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| 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.
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Items
| Wolfslayer
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Level 3
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| You wear the hides of the pack you killed, imbuing you with their ferocious power.
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| Renown Boon
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680 gp
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| Property: Gain a +1 item bonus to attack rolls.
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| Power (Encounter): Minor Action. Until the end of the encounter, you gain a +1 item bonus to damage rolls.
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