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Shun
Wilden Male
Stats
Role Defender
Class Warden (Stormheart)
Race Wilden
Level 1
Player weldon
Status Available
Location Tavern
Notes

Shun is a sea wilden, born from the flora under the ocean. His long hair looks most like seaweed and is bound in a loose knot of shells strung together. His eyes sparkle with an electric fire. He carries a trident in one hand with an anchor chain draped over his shoulder. The anchor which swings at his side looks as though the points have been sharpened.





Summary[]

Shun Player weldon
Wilden Warden (Stormheart) (Good) Level 1 (XP 0)
Initiative 0
Passive Insight 11 Passive Perception 18; Senses Low-light vision
HP 35 Bloodied 17 Surge Value 8; Surges Per-Day 13
AC 17 Fortitude 16 Reflex 11 Will 12
Speed 6 Size Medium
Str 18 (+4) Dex 10 (+0) Wis 12 (+1)
Con 18 (+4) Int 8 (-1) Cha 10 (+0)
Racial Abilities Aspects, Fey Origin, Hardy Form, Nature's Aspect, Low-light vision, Skill bonus (+2 Nature, +2 Stealth)
Class Features Font of Life, Guardian Might, Nature's Wrath, Stormheart
Battack Basic Attack Spiked Chain (+7 vs AC, 2d4+4 damage), Trident (+6 vs AC, 1d8+4 damage)
Branged Ranged Basic Attack Trident (+6 vs AC, 1d8+4 damage)
Feats Weapon Proficiency (Spiked Chain)
Skills Acrobatics -1, Arcana -1, Athletics +8, Bluff +0, Diplomacy +0, Dungeoneering +1, Endurance +8, Heal +1, History -1, Insight +1, Intimidate +0, Nature+8, Perception +8, Religion -1, Stealth +1, Streetwise +0, Thievery -1
Languages Common, Elven
Powers
Tempest Assault (At-Will Standard Melee weapon ✦ Lightning, Primal, Thunder, Weapon) Warden Attack 1
Target: One Creature
Attack: Strength vs AC
Hit: 1[W] + 4 (STR) lightning damage, and one enemy within 2 squares of you that is marked by you, other than the target, takes thunder damage equal to your Constitution modifier (+4)
  • Spiked Chain (+7 vs AC, 2d4+4 damage)
  • Trident (+6 vs AC, 1d8+4 damage)
Level 21: 2[W] + 4 (STR) modifier lightning damage.
Weight of Earth (At will Standard Melee weapon ✦ Primal, Weapon) Warden Attack 1
Target: One creature
Attack: Strength vs AC
Hit: Damage per weapon and target is slowed until the end of your next turn
  • Spiked Chain: +7 vs AC, 2d4+4 damage
  • Trident: +6 vs AC, 1d8+4 damage
Roots of Stone (Encounter Standard Close Burst 1 ✦ Primal, Weapon, Zone) Warden Attack 1
Target: Each enemy in the burst
Attack: Strength vs AC
Hit: The target is knocked prone when it leaves the zone.
  • Spiked Chain: +7 vs AC, 2d4+4 damage
  • Trident (Melee): +6 vs AC, 1d8+4 damage.
Effect: The burst creates a zone of rippling earth that lasts until the end of your next turn. Make the following attack.
Form of Winter's Herald (Daily Minor Personal ✦ Cold, Polymorph, Primal) Warden Attack 1
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 to AC and resist 5 cold. In addition, each square within 2 squares of you, wherever you move, is difficult terrain for your enemies.
Special: Once during the encounter, you can use the Form of Winter's Herald Attack power while you are in this form.
Warden's Fury (At will Immediate Interrupt Melee weapon ✦ Primal, Weapon) Warden Feature
Target: The Triggering Enemy
Trigger: An enemy marked by you makes an attack that does not include you as a target
Attack: Strength vs Fortitude
Hit: Damage per weapon and the target grants combat advantage to you and your allies until the end of your next turn
  • Spiked Chain: +7 vs Fort, 2d4+4 damage
  • Trident: +6 vs Fort, 1d8+4 damage
Warden's Grasp (At will Immediate Reaction Close Burst 5 ✦ Primal) Warden Feature
Target: The triggering enemy in the burst
Trigger: An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target
Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.
Form of Winter's Herald Attack (Encounter Standard Close burst 1 ✦ Cold, Polymorph, Primal, Weapon) Warden Attack 1
Requirement: The Form of Winter's Herald power must be active to use this power
Target: Each enemy in the burst
Attack: Strength vs AC
Hit: [W] + Str modifier (+4) cold damage, and the target is immobilized (save ends).
  • Spiked Chain: +7 vs Fort, 2d4+4 damage
  • Trident: +6 vs Fort, 1d8+4 damage
Miss: Half damage, and the target is is immobilized until the end of your next turn.
Pursuit of the Hunter (Encounter Immediate Reaction Personal ) Wilden Racial Power
Trigger: An enemy within 2 squares of you moves on its turn
Effect: You shift 3 squares. Until the end of your next turn, you deal 1d6 extra damage to the triggering enemy when you hit it, and you don't take the -2 penalty to attack rolls for attacking it when it has cover or concealment.
Voyage of the Ancients (Encounter Free Action Personal ✦ Teleportation) Wilden Racial Power
Trigger: You hit an enemy with a close or area attack
Effect: You teleport 3 squares. Choose a single enemy you hit with the attack. You and one ally you can see gain combat advantage against that enemy until the end of your next turn.
Wrath of the Destroyer (Encounter Immediate Reaction Personal ) Wilden Racial Power
Trigger: A bloodied enemy attacks you or your ally adjacent to you
Effect: You either make a melee basic attack against the triggering enemy or charge it. If your attack hits, the enemy is also dazed until the end of your next turn.

Mini Stats for Combat[]

[sblock=Shun's Stats][B]Shun[/B] - Wilden Stormheart Warden 1
Passive Perception 18, Passive Insight 11
AC 17, Fort 16, Reflex 11, Will 12
HP 35/35, Bloodied 17, Surge Value 8, Surges 13/13
Speed 6, Initiative +0
Action Points: 1, [color=red]Second Wind[/color]
At-Will Powers:  [color=Green]Tempest Assault[/color], [color=Green]Weight of Earth[/color], [color=Green]Warden's Fury[/color], [color=Green]Warden's Grasp[/color]
Encounter Powers: [color=red]Roots of Stone[/color], [color=red]Form of Winter's Herald Attack[/color], [color=red]Pursuit of the Hunter[/color], [color=red]Voyage of the Ancients[/color], [color=red]Wrath of the Destroyer[/color]
Daily Powers: [color=gray]Form of Winter's Herald[/color]
Utility Powers: none
[/sblock]

Fluff[]

Appearance

Age: 17

Gender: Male

Height: 6'2"

Weight: 210 lbs

Alignment: Good

Physical Appearance Shun is a sea wilden, born from the flora under the ocean. His long hair looks most like seaweed and is bound in a loose knot of shells strung together. His eyes sparkle with an electric fire. He carries a trident in one hand with an anchor chain draped over his shoulder. The anchor which swings at his side looks as though the points have been sharpened.

Personality: Tall and strong, Shun is also quiet and dangerous. When he does speak, his voice has a strange affectation, sometimes giving the impression of the whistling wind or crashing waves. He is often bold and brash, and quick to anger. Although he generally keeps to himself, he will not back down from a direct challenge.

Background[]

Shun grew up in a peaceful Sea Wilden community along the shores of one of the many floating isles. When attacked by raiders while Shun was still young, his home was destroyed. The other wilden, including Shun's parents were either killed or taken captive. Tiny Shun fled to the deep sea. He was soon picked up by "merchants" plying their trade from the pirate harbor of Bacarte. He has been working as ship's crew ever since. Recently, he had a violent falling out with his captain which ended rather nastily for the captain. Rather than face pirate justice, Shun has fled to Daunton to start over, and perhaps find clues to the fate of his family.

Hooks

  1. Will the captain seek revenge on Shun?
  2. Who attacked Shun's home? Did anyone survive?

Kicker

  1. Shun had a falling out with his captain from Bacarte. He has fled to Daunton to start over.



Equipment[]

Equipment Name Price Weight Notes
Money 30 gp --  
Hide Armor 30 gp 25 lb Shark Skin
Spiked Chain 30 gp 10 lb Anchor Chain
Trident 10 gp 4 lb  
Total 100 gp 39 lb  
  • Normal Load: 180 lb
  • Heavy Load: 360 lb
  • Maximum Drag: 900 lb

Tracking[]

Accomplishments

  • None

Treasure[]

  • Current Wealth: 30gp
    • Starting Gold: 100gp
    • Starting Equipment: -70gp

XP[]

  • None

Changes[]

  • None

Math[]

Attributes[]

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 16 18 0 0 18 4
Con 9 16 2 0 18 4
Dex 0 10 0 0 10 0
Int -2 8 0 0 8 -1
Wis 2 10 2 0 12 1
Cha 0 10 0 0 10 0
Totals 25   8



Basic Attacks[]

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Spiked Chain (Melee, 2d4+4 damage) +4 Str 0   0 0 +3 Proficient 0 0 0 7 AC
Trident (Melee & Ranged, 1d8+4 damage) +4 Str 0   0   +2 Proficient 0 0 0 6 AC



Defenses[]

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +0/-1 dex/int 4 0 0   3 Hide Armor 0   0 17
Fortitude+4/+4str/con110 0 0 0 16
Reflex+0/-1dex/int000  0 0 0 10
Will+1/+0wis/cha100  0 0 0 12



Saving Throw Bonuses: None


Senses and Reactions[]

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 0 0   0 0   0   0 0 0
Passive Insight 1 0   0 0   0   0 0 11
Passive Perception 1 0 0 0 0   2 Background Benefit 0 5 18



Health[]

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherSurge Value BonusTotalBloodiedSurge
Hit Points 17 18 7 0 0 0 0 0 35 17 8



Surges per Day 13


Speed and Movement[]

Speed: 6 (Race 6 - Equipment 0)


Racial Features[]

Wilden

  • Aspect of the Ancients
  • Aspect of the Destroyer
  • Aspect of the Hunter
  • Fey origin
  • Hardy Form
  • Hardy Form (Fortitude)
  • Nature's Aspect
  • Size: Medium
  • Speed: 6


Class Features[]

Warden

  • 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.
  • Guardian Might
    • Wardens connect with the natural world in a variety of ways to augment their fighting abilities. Choose one of the following options.
  • 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.
  • Stormheart
    • 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 slide each enemy marked by you and within 2 squares of you 1 square, and each enemy marked by you is slowed until the end of your next turn.


Character Background[]

Background Benefit: +2 Perception

  • Occupation: Mariner


Feats[]

  • Spiked Chain Proficiency


Skills and Languages[]

Languages Common



Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics00dex00 -1Hide Penalty0-1
Arcana 0 -1 int 0 0   0   0 -1
Athletics54str00 -1Hide Penalty08
Bluff00cha00 0 00
Diplomacy00cha00 0 00
Dungeoneering01wis00 0 01
Endurance54con00 -1Hide Penalty08
Heal01wis00 0 01
History0-1int00 0 0-1
Insight01wis00 0 01
Intimidate00cha00 0 00
Nature51wis20 0 08
Perception51wis02Background Benefit0 08
Religion0-1int00 0 0-1
Stealth00dex20 -1Hide Penalty01
Streetwise00cha00 0 00
Thievery00dex00 -1Hide Penalty0-1




Powers[]

Powers Known[]

Warden

  • At-Will - 1st Level
    • Tempest Assault
    • Warden's Fury
    • Warden's Grasp
    • Weight of Earth
  • Encounter - 1st Level
    • Roots of Stone
    • Form of Winter's Herald Attack
    • Pursuit of the Hunter
    • Voyage of the Ancients
    • Wrath of the Destroyer
  • Daily - 1st Level
    • Form of Winter's Herald

Powers to Hit[]

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Tempest Assault +4 Str 0 0 0 0 +3 Spiked Chain 0 0 0 7 AC
Weight of Earth +4 Str 0 0 0 0 +3 Spiked Chain 0 0 0 7 AC
Roots of Stone +4 Str 0 0 0 0 +3 Spiked Chain 0 0 0 7 AC
Warden's Fury +4 Str 0 0 0 0 +3 Spiked Chain 0 0 0 7 Fort
Form of Winter's Herald Attack +4 Str 0 0 0 0 +3 Spiked Chain 0 0 0 7 AC

Judge Comments[]

Level 1[]

Approval 1[]

Approved by Karlowitch

Problems Listed:

  1. Racial Features –Racial skill bonus is not included in the list.
    1. added 11/23
  2. Defenses and Racial Features conflict – You have listed your Racial feature "Hardy Form" as a +1 bonus to reflex but, in the defense section you have added your racial bonus to your fortitude.

    1. changed the Racial Features listing in the Math page to match the stats. Also fixed the Fortitude value in the summary (16).

  1. Summary Table – Low light vision missing in senses\

    1. added 11/23

  1. Racial Features - Low light vision not listed.

    1. added 11/23

  1. Senses and Reaction - Low light vision not listed.

    1. added 11/23

  1. Summary Table – Remove " Regeneration " from the table.

    1. changed regeneration from 0 to empty 11/23

  1. Languages – Elven (or should I say Eladrin ~ Imperia ~ (Shadar-kai) ~ (Drow)) is missing.

    1. added 11/23

  1. Class Features - It would be nice if you elobarated what your class features do (optional)

    1. added descriptions to class features

  1. Feats – "spiked chain profieciency " not listed in math section

    1. I changed the bonus in the basic attack section from proficient to a feat bonus. Do you want me to do the same for the "power to hit" table? I was thinking it made more sense to list the bonus as proficiency and then explain that Shun is proficient because of the feat rather than listing the feat itself as the source of the bonus.

    2. Sorry, I may have confused you a but there. In the math section there is a sub-section called Feats and it is empty and should have your chosen feat listed, Spiked Chain Proficiency. So please change your it back to proficiency bonus : ) .

    3. Fixed

  1. Powers – Powers are not listed as being attack, utility or etc. Nor level of the power. (This would help when reviewing)

    1. are you talking about the "Powers Known" section? Can you give me an example of what you want to see here?

    2. Yes, here is my character Ryan Bonebreaker. Take a look at how the powers are listed as being a attack, utility or racial powers. Here is a another example: Ignatz

    3. I looked at the "Powers Known" part of the math section and our powers are listed the same way. I did notice a difference in the way powers are listed in the summary section so I will look into that.

    4. I added PowerOrigin to each of the powers in the summary sectionI

    5. It seems like you figured out what I mean ( I was actually refering to the PowerOrigin )

It seems you figured out what I meant. It was the PowerOrigin I was refering to.

  1. Attack Powers: Melee weapon discription is missing from some of the powers.

    1. if you're talking about the summary page, some of the powers don't involve weapons. If you're talking about something else, I need some more direction.

    2. I should have just said that "Tempest Assault" is missing Melee Weapon template, up in the top of the power. So it should say: Tempest Assault (At-Will Standard Melee weapon ✦ Lightning, Primal, Thunder, Weapon)

    3. Tempest Assault already has the weapon keyword?

    4. True, but thats not enough. If it was only a weapon keyword, you would be able to use the power with ranged weapons as well. So you must add the " Melee weapon" in the template, like you did in " Weight of Earth" power. To be exact, the TargetType in the template was empty and need to be =Melee Weapon. Don't worry about it, Il change it for you so that I can approve of Shun ;).

  1. Weight of Earth Power – "Effect" description needs to be removed, since the slowed condition is a part of hit description.

    1. ​removed 11/23

  1. Roots of Stone Power – The order of the description need to be changed to Effect, Target, Attack, Hit. This way it makes more sense.

    1. changed the order from the character builder card order to suggested order.

  1. Theme – Theme is not listed anywhere and the theme chosen is not permitted. (all darksun themes are not permitted, see charter for more info)

    1. I wasn't aware I was using a theme. What are you referring to?

    2. You have listed "Mark of Thunder " as an encounter power, which is a Theme Power. So I assumed you had taken that theme. If thats not the case, it just needs to be deleted ;).

    3. removed the Mark of Thunder power. I should figure out how to use themes. ;)

    4. I could recomend Primal Guardian Theme

  1. Racial Power - Pursuit of the Hunter is missing in the summary

    1. Fixed power template numbering so Pursuit of Hunter would show

  1. Attack Power – Warden's Fury is missing a "Trigger" description

    1. added 11/23

Approval 2[]

CrimsonFlameWielder

  • In the Math tab, under Class Features, you listed Guardian Might and Stormheart as being two separate class features. Actually, Stormheart is the choice that you made FOR the Guardian Might class feature, which gives you a selection between Earthstrength, Lifespirit, Stormheart, and Wildblood. It is my recomendation that you place the description for Stormheart beneath the section for Guardian Might. If you place this beneath the Guardian Might listing, then press the Bullet List button (to the left of numbered list button and right of the link button) it will "push" the Stormheart bullet to the right, then you could do the same for the description so that they are not in the same column.

This is minor, and everything else is perfect (should be after Karlowitch ran you through the wringer! [see above]).

I approve this character!

Status[]

Approved by Karlowitch and CrimsonFlameWielder as a 1st level character with 0 xp.


METADATA Project: L4W Wiki

Namespace: PC

Page Name: Shun (weldon)

Full Page Name: PC:Shun (weldon)

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