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Guardian Might Option: Earthstrength
STR 17, CON 18, DEX 11, INT 8, WIS 12, CHA 10
AC: 18 Fort: 15 Ref: 11 Will: 12
Athletics +7, Heal +6, Nature +6, Perception +6
Acrobatics –1, Arcana –1, Bluff +0, Diplomacy +0, Dungeoneering +3, Endurance +5, History –1, Insight +1, Intimidate +0, Religion –1, Stealth –1, Streetwise +0, Thievery –1
: Melee Basic Attack
: Ranged Basic Attack
Dwarf Racial Power
: Dwarven Resilience
: Warden's Fury
: Warden's Grasp
Warden Attack 1
: Weight of Earth
Warden Attack 1
: Thorn Strike
Warden Attack 1
: Roots of Stone
Warden Attack 1
: Form of Winter's Herald
WARDEN CLASS FEATURES
FONT OF LIFE
At the start of your turn, you can make a saving throw against one effect that a save can end.
On a save, the effect immediately ends, preventing it from affecting you on your current turn.
If you save against being stunned or dazed, you can act normally on your turn. If you save against ongoing damage, you avoid taking the damage.
If you fail the saving throw, you still make a saving throw against the effect at the end of your turn.
While you are not wearing heavy armor, you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC.
In addition, when you use your second wind, you gain an additional bonus to AC equal to your Constitution modifier. The bonus lasts until the end of your next turn.
Once during each of your turns, you can mark each adjacent enemy as a free action. This mark lasts until the end of your next turn.
In addition, you gain the warden’s fury and warden’s grasp powers. You can use these powers against enemies to prevent them from harming those you protect.
LEVEL 1 FEAT
An enemy hit by your opportunity attack is slowed.
Average Height: 4' 3" - 4' 9"
Average Weight: 160 - 220
Speed: 5 squares.
Skill Bonuses: +2 Dungeoneering, +2 Endurance.
Cast-Iron Stomach: You have a +5 racial bonus to saving throws against poison.
Dwarven Resilience: You have the dwarven resilience power.
Dwarven Weapon Proficiency: You gain proficiency with the throwing hammer and the warhammer.
Encumbered Speed: You move at your normal speed even when it would be reduced by armor or a heavy load.
Other effects that limit speed (such as difficult terrain or magic) affect you normally.
Stand Your Ground: When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies.
This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to.
In addition, when an attack would knock you prone, you can make a saving throw to avoid falling prone.
- flint and steel
- belt pouch
- 2 sunrods
- 10 days of trail rations
- 50 feet of rope
Hide Armor x1
Light Shield x1
Potion of Cold Resistance - Consumable (Minor Action)
Drink this potion and spend a healing surge. You do not gain hit points as normal. Instead, gain resist 5 to cold damage.
Currency: 9gp, 4sp
Murchadh comes from a small dwarf settlement on the north of the Namin region, on the coast at the feet of the Tunda Mountains, Kierchan's Cove.
Since he was born his father, Keiran Brunglass, one of the clan leaders, noticed that Murchadh developed a strong connection to the land. While growing up inoffensive bursts of the primal energies within him confirmed this connection. He resented being different and not leading a calm and uneventful life as the rest of his kin in the cove. He knew he had a tremendous responsibility and was afraid of not living up to expectations. So one day he left and began roaming the land, from the heights of his home in the Tunda mountains to the deepest clearings of Thornwood, living on what the land had to offer and honing his skills.
While following a trail and hunting a pack of wolves, Murchadh arrived in the vicinity of Kierchan's Cove. He stared at the peaceful settlement for a while, and then something caught his eye. There was something quite odd, no farmers on the fields, no fishing boats on their usual fishing trip, even the torches giving entrance to the mountain dwellings were extinguished. Puzzled, he decided to get closer and investigate a bit. He then saw the corpse pile and started running hoping to find someone alive. Tears in his eyes and the energies bubbling on his innards he got to the dwellings where he heard the laughs. His kin had boldly tried to put up a defense, the scarred corpses now silent witnesses of this, but to no use. The enemy must have used an overwhelming force.
He felt a knot in his throat and and clenched his fists, the anger boiling inside him while he made his way to the Council chamber from where the laughter was coming. He then saw his enemies. A roving band of rogues and....a necromancer!!!! That was the power that conquered Kierchan's Cove. He roared and unleashed all his raw energies, blinded by fury he attacked hoping for a swift and glorious death.
Next thing he remembered was all the rogues corpses around him and a badly wounded cloaked figure crawling to escape the chamber. Murchadh picked his father warhammer from one of the rogue's dead hands and finished the mage. He spent the next few days cleaning and burying all the corpses. On one of these nights Donhofreya visited him in his dreams, admonishing him for wasting the wonderful gift he had been given. She ordered Murchadh to go to the nearest village where she promised he would soon find a fresh purpose.