Palastu Philistian (帕拉斯图 菲利斯坦)
Lv 13 GOLIATH Warden
Earthstrength
Multi: ranger
PP: Stoneblessed
Stats: Str 13, Con 15, Dex 11, Int 21, Wis 17, Cha 13
Str: 14 + 2(racial) + 1(lv4) + 1(lv8) + 1(all) = 19
Con: 16 + 2(racial) + 1(lv4) + 1(lv8) + 1(all) = 21
Dex: 12 + 1(all) = 13
Int: 10 + 1(all) = 11
Wis: 13 + 1(all) =14
Cha: 11 + 1(all) = 12
HP: 132 Bloodied: 66 HS Value: 33 HS: 14/14
Init: +11 Speed: 6
Attack:16 Damage:9(Ranger mark 2D6,miss 5)
Resistance:
AC/Fort/Ref/Will: 30/26/22/25
AC: 10+6lvl+5con+3armor+3enh+2shield+1feat=30
Fort: 10+6lvl+5con+1class+3enh+1amor=26
Ref: 10+6lvl+1dex+2shield+3enh=22
Will: 10+6lvl+2wis+1class+1racial+2feat+3enh=25
Property (shield): Gain resist 5 to damage from all ranged attacks.
Feats:
Heroic: Improved Initiative, Toughness, Weapon Focus(wh dam+2), Lethal Hunter, Weapon Expertise
Paragon: Armor Specialization (Hide), Hammer Rhythm, Iron Will
Class Feature
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.
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.
Paragon Path Features
Stonehide Action (11th level): When you spend
an action point to take an extra action, you also gain a
+2 bonus to AC until the end of your next turn.
Unusual Reach (11th level): Your melee reach
increases by 1.
Powers:
At-Will:
Earth Shield Strike Warden Attack 1
Primal power flows from the ground to give the weight of stone
to your strike and to your skin, shielding you from attack for a
moment.
At-Will · Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you gain a +1
power bonus to AC until the end of your next turn.
Level 21: 2[W] + Strength modifier damage.
Weight of Earth Warden Attack 1
Your attack sends the primal energy of earth flowing into your
enemy, slowing its movement.
At-Will · Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target is
slowed until the end of your next turn.
Level 21: 2[W] + Strength modifier damage.
Warden’s Fury Warden Feature
You lash out with nature’s wrath at a foe that has attacked your
ally and diminish its defenses.
At-Will · Primal, Weapon
Immediate Interrupt Melee weapon
Trigger: An enemy marked by you makes an attack that
does not include you as a target
Target: The triggering enemy
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier damage, and the target
grants combat advantage to you and your allies until the
end of your next turn.
Level 21: 2[W] + Strength modifier damage.
Warden’s Grasp Warden Feature
Spectral vines clutch at a foe that has attacked your ally,
impeding your enemy’s movement.
At-Will · Primal
Immediate Reaction Close burst 5
Trigger: An enemy marked by you that is within 5 squares of
you makes an attack that does not include you as a target
Target: The triggering enemy in burst
Effect: You slide the target 1 square. The target is slowed
and cannot shift until the end of its turn.
Encounter:
Stone’s Endurance: Your foes’ attacks bounce off your stony hide.
Encounter
Minor Action Personal
Effect: You gain resist 5 to all damage until the end of your
next turn.
Level 11: Resist 10 to all damage.
Level 21: Resist 15 to all damage.
Earth Spikes Warden Attack 1
The earth rises in concert with your attack, driving sharp spikes
of wood and stone up toward your foe even as your weapon
slams down.
Encounter · Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. Until the end of
your next turn, the target’s space and each square adjacent
to it are filled with spikes. Any enemy that enters
this spike-filled area or starts its turn there takes 5
damage.
Earthgrasp Strike Warden Attack 3
The primal power of earth courses through your weapon and
slams your foe to the ground, where rocks and roots hold it firm.
Encounter · Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you knock the
target prone. The first time the target stands up before
the end of your next turn, it takes 1d10 + your Strength
modifier damage.
Earthstrength: The target can’t stand up until the end
of your next turn, and the first time it stands up before
the end of the encounter, it takes 1d10 + your Strength
modifier damage.
Mountain Hammer Warden Attack 7
You strike with the strength of a mountain: brutal and
unforgettable.
Encounter · Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier damage, and the target
takes a –2 penalty to melee attack rolls until the end of
your next turn.
Earthstrength: The penalty to melee attack rolls equals 1
+ your Constitution modifier.
Creeper’s Grasp Warden Attack 13
Tendrils cover the enemy you hit, stopping its movement.
Encounter · Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier damage, and the target is
immobilized until the end of your next turn.
Mountain Sweep Stoneblessed Attack 11
You sweep your weapon in a terrible arc, slicing through your
foes as if they were wheat before the scythe.
Encounter ·Weapon
Standard Action Melee weapon
Target: One or two creatures
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier + Constitution modifier
damage.
Summit Advantage Stoneblessed Utility 12
Focusing your awareness, you ready yourself to lash out at any
enemy in reach that gives you an opening.
Encounter
Minor Action Personal
Effect: Until the end of your next turn, you have threatening
reach.
Daily:
Form of the Relentless Panther Warden Attack 1
You take on the bestial fangs, sleek fur, and hunting grace of a
panther. At the time you choose, you can make a nimble attack,
darting across the battlefield to deal a bleeding wound to one of
your foes.
Daily · Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the relentless
panther until the end of the encounter. While you are in
this form, you gain a +2 bonus to Reflex and a +1 bonus
to attack rolls against enemies marked by you. In addition,
you can shift 2 squares as a move action.
Once during this encounter, you can make the following
weapon attack while you are in this form.
Standard Action Melee weapon
Effect: Before the attack, you shift your speed.
Target: One creature
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier damage, and ongoing 5
damage (save ends).
Miss: Half damage, and ongoing 2 damage (save ends).
Thunder Step Warden Attack 5
With a clap of thunder, you teleport next to an enemy and slam
it with a thunderous blow.
Daily · Primal, Teleportation, Thunder, Weapon
Standard Action Melee weapon
Effect: Before the attack, you teleport 5 squares.
Target: One creature
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier thunder damage, and the
target is dazed (save ends).
Miss: Half damage, and the target is dazed until the end of
your next turn.
Form of the Stone Sentinel Warden Attack 9
Your body becomes a fusion of flesh and rough stone,
invigorated by your connection to the earth.
Daily · Healing, Polymorph, Primal
Minor Action Personal
Effect: You regain hit points as if you had spent a healing
surge. You also assume the guardian form of the stone
sentinel until the end of the encounter. While you are in
this form, you gain regeneration equal to your Constitution
modifier.
Once during this encounter, you can make the following
weapon attack while you are in this form.
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Miss: Half damage.
Effect: You can spend a healing surge.
Utility: (TODAY: Shield, Dispel Magic, Blur, Good Omens)
Triumphant Vigor Warden Utility 2
One victory gives you strength to achieve the next.
Daily · Healing, Primal
Minor Action Personal
Requirement: You must have reduced an enemy to 0 hit
points during this turn.
Effect: You regain hit points equal to 1d6 + your Wisdom
modifier + your Constitution modifier.
Bear’s Endurance Warden Utility 6
Drawing on the boundless endurance of a bear, you regain a
measure of your vitality.
Daily · Healing, Primal
Immediate Interrupt Personal
Trigger: You drop to 0 hit points or fewer
Effect: You regain hit points as if you had spent a healing
surge.
Warding Vines Warden Utility 10
Spectral vines bloom around you to shield you and your allies.
Daily · Primal, Zone
Minor Action Close burst 2
Effect: The burst creates a zone of protective vines that
lasts until the end of the encounter. While within the
zone, you and your allies gain resistance to all damage
equal to your Constitution modifier.
Key Skill Ability Trained Bonus
Acrobatics Dex 5(-2 shiled)
Arcana Int 6
Athletics Str Y 15(+2 racial)(-2 shiled)
Bluff Cha 7
Diplomacy Cha 7
Dungeoneering Wis Y 13
Endurance Con Y 14(-2 shiled)
Heal Wis 8
History Int 6
Insight Wis 8
Intimidate Cha 7
Nature Wis Y 15(+2 racial)
Perception Wis Y 13
Religion Int 6
Stealth Dex 5(-2 shiled)
Streetwise Cha 7
Thievery Dex 5(-2 shiled)
Powerful Athlete: When you make an Athletics check
to jump or climb, roll twice and use either result.
Ritual:
Gear:
hand1: Terror wh +3 (lv 14)
hand2:
armor: Life Vine Armor +3 (Hide Armor, Earthhide, lv 13)
neck: Amulet of Protection +3 =9000
hands: Gloves of Piercing Level 3=680
head: -
arms: Shield of Deflection (heavy Shield, lv 12)
feet: Dwarven Greaves=2600
belt: -
ring1: -
ring2: -
misc: Potion of healing x8 =400
携带:冒险者肯定会用到的普通工具(120G)
结余:200G
人物描述:
“让你开窍!”
怒吼灌耳,
脑浆四溅!
还有谁,
胆敢面对这如石塔般的巨人。
-----------------------------
Terror Weapon Level 4+
The bite of this weapon sends waves of fear through its target.
Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
Weapon: Axe, Hammer, Heavy Blade
Enhancement: Attack rolls and damage rolls
Critical: +1d8 damage per plus
Power (Daily · Fear): Free Action. Use this power when
you hit with the weapon. The target takes a –2 penalty to
all defenses (save ends).
Life Vine Armor Level 3+
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Armor: Hide
Enhancement: AC
Power (Daily · Healing): Immediate Interrupt. Trigger:
An enemy scores a critical hit against you. Effect: You
spend a healing surge and regain additional hit points
equal to the armor’s enhancement bonus.
Shield of Deflection Level 12+
Lvl 12 13,000 gp Lvl 22 325,000 gp
Item Slot: Arms
Property: Gain resist 5 to damage from all ranged attacks.
Level 22: Resist 10 to damage from all ranged attacks.
Amulet of Protection Level 1+
Lvl 1 +1 360 gp Lvl 16 +4 45,000 gp
Lvl 6 +2 1,800 gp Lvl 21 +5 225,000 gp
Lvl 11 +3 9,000 gp Lvl 26 +6 1,125,000 gp
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Dwarven Greaves Level 7
This enchanted leg armor, crafted in the dwarven tradition, can
be activated to negate a pull, a push, or a slide effect.
Item Slot: Feet 2,600 gp
Power (Daily): Immediate Interrupt. You can use this power
when you are hit by a power that has a pull, a push, or a
slide effect. You negate the forced movement.
Gloves of Piercing Level 3
These enchanted gloves can be activated to ignore an opponent’s
resistances for a short time.
Item Slot: Hands 680 gp
Power (Daily): Minor Action. Until the end of the encounter,
your attacks ignore any resistance of 10 or lower.