Jaeger

Dwarf Warden

Description:

Your character’s physical description goes here.

Character Sheet

Level 2 Dwarf Warden
Jaeger
+4
18
Strength
+4
18
Constitution
+0
10
Dexterity
+0
11
Intelligence
+1
13
Wisdom
-1
8
Charisma
HIT POINTS
Total
42
Bloodied
21
Surges
12
Value
10
+1
Initiative
5
Speed
Encumbered Speed: Speed unaffected by armor or heavy load.
SKILLS
+1
Acrobatics
+1
Arcana
+5
Athletics
+0
Bluff
+0
Diplomacy
+9
Dungeoneering
+12
Endurance
+2
Heal
+1
History
+2
Insight
+0
Intimidate
+9
Nature
+7
Perception
+1
Religion
+1
Stealth
+0
Streetwise
+1
Thievery
20
Armor Class
16
Fortitude
13
Reflex
13
Will
RACE FEATURES
Cast-Iron Stomach
You have a +5 racial bonus to saving throws against poison.
Dwarven Resilience
You use your Second Wind as a minor action.
Dwarven Weapon Proficiency
You gain proficiency with the throwing hammer and the warhammer.
Stand Your Ground
You can move 1 square less than the effect specifies on forced movement and immediately save against forced prone.
Bonuses
+2 Strength, Constitution, Endurance, Dungeoneering.
CLASS FEATURES
Guardian Might: Earthstrength
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.
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.
Nature's Wrath
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.
FEATS
Axe Expertise
You gain a +1 feat bonus to weapon attack rolls you make with an axe. This bonus increases to +2 at 11th level and +3 at 21st level. Also, when rolling damage for a weapon attack you make with an axe, you can reroll one damage die that results in a 1, but you must use the second result
World Serpent's Grasp
Whenever you hit a slowed or immobilized target with an attack, you can knock it prone.
BACKGROUNDS
Gray Vale
+2 Nature
AT-WILL POWERS
Thorn Strike
Weight of Earth
Warden's Fury
Warden's Grasp
ENCOUNTER POWERS
Grasping Winds
Form of Mountain's Thunder Attack
DAILY POWERS
Form of Mountain's Thunder
Endure Pain
EQUIPMENT
Adventurer's Kit
This kit includes a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, and a water skin.
Climber's Kit
This kit includes all the items grouped beneath its entry: a grappling hook, a small hammer, and ten pitons. When you use a climber’s kit, you gain a +2 bonus to Athletics checks for climbing.
Hide Armor
Heavy Shield
Short Sword
Trident
Javelins
3x
Hemp Rope
100'
Torches
5x
Water Skins
2x
Healing Potion
2x
Tanglefoot Bag, Antivenom, Clearsense Powder, Clearwater Solution, Alchemical Frost, Slow Step Oil.
1x
Flask of Ale, Harmonica
MONEY
Platinum
0
Gold
25
Silver
4
Copper
7


HEAD
NECK
ARMOR
PINNING AXE +1
WAIST
ARMS
HANDS
LEFT RING
RIGHT RING
FEET
Bio:
"The rivers are my blood; the mountain wind, my voice. My body is the earth, and from the power of the primal spirits, I draw strength to fight the foes of nature."

Jaeger

(Forgotten Realms) Scepter Tower of Spellgard Jaeger