Maanek-Rex

I will grind you into mulch and feed the earth that supports me!

Description:

Maanek-Rex
Level 10 Warden (Defender)
Medium Natural Humanoid (Giant)

Initiative +8; Passive Senses Perception 20, Insight 15
HP 105; Bloodied 52
Healing Surge 26; Surges Per Day 14
AC 25; Fortitude 23, Reflex 18, Will 19
Speed 6; Action Points 1

Alignment: Good; Languages: Common, Dwarven
Skills: Athletics +16, Endurance +14, Nature +12, Perception +10;
Feats: Goliath Greatweapon Prowess: Prof with all Simple / Martial 2 Handed weapons and +2 Feat bonus to damage with those weapons; Powerful Charge: +2 Bonus to damage on a charge and +2 bonus to Bull Rush attempts; Quickdraw: +2 Init and draw an item on the same action that you use it; Crushing Earthstrength: 2nd Wind grants a bonus to weapon damage rolls = Con Mod (5) TENT; Toughness: +5 HP / Tier; Fast Runner: +2 move speed on run or charges; Markings of the Victor: 1st attack roll of each encounter roll 2x and keep the highest
Str 20 (+ 5) Dex 13 (+ 1) Wis 11 (+ 0)
Con 20 (+ 5) Int 10 (+ 0) Cha 8 (- 1)
Possessions: Javelins x4, “Bone-Splinter” +2 Bloodclaw Heavy War Pick, Survivor’s Belt, Boots of Adept Charging, +2 Cloak of the Walking Wounded, Iron Armbands of Power, +2 Lifeblood Hide, Adventurers Kit, Healing Potion, 10g

Racial Traits: Mountain’s Tenacity: +1 to Will defense; Powerful Athlete: Roll twice and use better result on all Jump and Climb Athletics checks; Stone’s Endurance: Racial Encounter Power
Class Features: Font of Life: Make a saving throw at the beginning of your turn for one “save ends” effect before effects are applied as well as at the end of your turn per normal; Guardian Might (Earthstrength): Add Con Mod (5) to AC when in light armor, also on 2nd Wind add Con Mod (5) again to AC TENT; Nature’s Wrath: 1/turn mark each adjacent enemy as a free action TENT, also gain Warden’s Fury and Warden’s Grasp At-Will Powers

Basic Attacks

“Bone-Splinter” +2 Bloodclaw Heavy War Pick (standard; at-will) ✦ Weapon +14 vs. AC; 1d12+11 (17 if weapon’s power is used) damage.
Javelin (standard; at-will) ✦ Weapon Ranged 10/20; +12 vs. AC; 1d6+5 damage.

Power Descriptions

At-Will Evocations

Warden’s Fury Warden Attack 1
At-WillPrimal, 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: +14 vs. Fort
Hit: 1d12+11 damage, and the target grants combat advantage to you and your allies until the end of your next turn

Warden’s Grasp Warden Attack 1
At-WillPrimal
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
Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.

Strength of Stone Warden Attack 1
At-WillPrimal, Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: +14 vs. AC
Hit: 1d12+11 damage, and you gain temporary hit points equal to your Constitution modifier (5).

Thorn Strike Warden Attack 1
At-WillPrimal, Weapon
Standard Action Melee 2
Target: One Creature
Attack: +14 vs. AC
Hit: 1d12+11 damage, and you pull the target 1 square.

Racial Power

Stone’s Endurance Goliath Racial Power
EncounterRacial
Minor Action Personal
Effect: You gain resist 5 to all damage until the end of your next turn.

Encounter Evocations

Second Wind PC Feature
EncounterHealing
Standard Action Personal
Effect: Spend a healing surge. You regain (26) hit points, and gain a +2 bonus to all defenses until the start of your next turn.

Thunder Ram Assault Warden Attack 1
EncounterPrimal, Thunder, Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: +14 vs. AC
Hit: 1d12+11 thunder damage. Make a secondary attack that is a close blast 3.
Special: Earthstrength: You also push the primary target a number of squares equal to your Constitution modifier(5).
Secondary Target: Each creature in blast
Secondary Attack: +14 vs. Fort
Hit: 1d6 thunder damage, and you push the secondary target 1 square.

Earthgrasp Strike Warden Attack 3
EncounterPrimal Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: +14 vs. AC
Hit: 1d12+11 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.
Special: 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
EncounterPrimal, Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: +14 vs. Fort
Hit: 2d12+11 damage, and the target takes a –2 penalty to melee attack rolls until the end of your next turn.
Special: Earthstrength: The penalty to melee attack rolls equals 1 + your Constitution modifier (5).

Daily Evocations

Form of the Fearsome Ram Warden Attack 1
DailyPolymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the fearsome ram until the end of the encounter. While you are in this form, you gain a +2 power bonus to speed and a +2 bonus to charge attack rolls. In addition, when you hit a target with an at-will attack, you push the target 1 square. If the attack already pushes the target, the distance of the push increases by 1 square.
Special: While in this form you may make the following attack once per encounter.
Standard Action Melee Weapon
Target: One Creature
Attack: +14 vs. Fort
Hit: 2d12+11 damage, and you push the target 3 squares and knock it prone. You then shift into a space that must be adjacent to the target.
Miss: Half damage, and you push the target 1 square. You then shift into a square the target vacated.
Effect: Before the attack, you shift your speed.

Nature’s Abundance Warden Utility 2
DailyPrimal, Zone
Standard Action Close Burst 3
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.

Thunder Step Warden Attack 5
DailyPrimal, Teleportation, Thunder, Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: +14 vs. Ref
Hit: 2d12+11 thunder damage, and the target is dazed (save ends).
Miss: Half damage, and the target is dazed until the end of your next turn.
Effect: Before the attack, you teleport 5 squares.

Bear’s Endurance Warden Utility 6
DailyHealing, 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.

Form of the Stone Sentinel Warden Attack 9
DailyHealing, 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 (5).
Special: While in this form you may make the following attack once per encounter.
Standard Action Melee Weapon
Target: One Creature
Attack: +14 vs. AC
Hit: 2d12+11 damage.
Miss: Half damage.
Effect: You can spend a Healing Surge.

Returning Strength Warden Utility 10
DailyHealing, Primal
Minor Action Personal
Effect: You spend a healing surge and regain additional hit points equal to your Strength modifier (5).

Magic Items

+2 Bloodclaw Heavy War Pick Level 7
WEAPON: Heavy War Pick
Enhancement: +2 to Attack Rolls & Damage Rolls
Critical: +2d6
Power: At-Will ✦ Free Action: Use this power before making a melee attack on your turn. You take damage up to a maximum of the weapon’s enhancement bonus (a +3 weapon deals up to 3 damage to its wielder). This damage cannot be reduced or prevented in any way. If you hit, increase the damage your target takes by double the amount of damage you took, triple if you are wielding the weapon in two hands.

+2 Cloak of the Walking Wounded Level 9
Item Slot: Neck
Enhancement: +2 Fort, Ref, Will
Property: If you use your second wind while bloodied, you can expend two healing surges instead of one (gaining hit points from both).

+2 Lifeblood Hide Level 10
Item Slot: Armor
Enhancement: +2 AC
Property: You gain 5 temporary hit points after each rest. If you remove the armor, you lose these temporary hit points.

Boots of Adept Charging Level 2
Item Slot: Feet
Property: After charging, you can shift 1 square before your turn ends.

Iron Armbands of Power Level 6
Item Slot: Arms
Property: Gain a +2 item bonus to melee damage rolls.

Survivor’s Belt Level 11
Item Slot: Waist
Property: You roll two death saving throws, taking the higher result.

XP: 20,500

Bio:
Height: 8’ Weight: 390 lbs Age: 26 years
Eyes: Blue Hair: N/A Skin: Gray

At a Glance:

Maanek-Rex is and always has been massive, even for his own people. He is huge in every way, not only in height but in stature. He eats and drinks to match his size though, many times devouring more than the inn or tavern can offer at the time. His body is piled and piled with cords of muscle and his gut bulges out as solid as rock. His legs and arms thicker than tree trunks and his hands look like boulders when balled into fists. Like the average male Goliath he sports no body hair. He tends to wear rather loose clothes, baggy leggings fastened under the gut with cord and open-front tunics to allow for breathing without tearing them. His face tends to stay rather dark looking even when in a decent mood, the structure of his face makes him appear to be brooding most of the time. His attitude is usually rather meek and subdued with the exception of when he is embroiled in combat. He does not place appearance over comfort which is rather apparent in his dress. He keeps a pendant clasped about his neck at all times that was a keepsake of his mothers, it appears to be a piece of black glass etched with ancient runes.

History:

Maanek-Rex was born in Hammerfell and raised by his mother Nalla. His youth was a complicated one. Not only was he already born to a race of giant people, but he was living within the halls of Dwarves. All through his childhood he was teased and taunted for his size but never confronted face to face due to the very reason he was teased. He was a rather calm child though, sitting and “listening to the earth” as he always put it. As he grew he swiftly surpassed the size of even the human children twice his age, simply put, Maanek was a colossus, a “quiet-giant.”

He wasn’t but 11 years of age when his mother passed. She had been hired to defend a hazardous road for a wealthy caravan. She had lived by the “voices in the stone” all her life and had bestowed her love of the earth onto her child. Maanek was heartbroken by her passing and receded into himself when he was given the news that she had fallen in duty to a gang of elemental worshipers. She had returned to the earth and it took Maanek a year to finally allow himself to open back up. He was taken under the wing of a Dwarven stone-smith Harbarek, who was a family friend. Harbarek didn’t quite know what to do with the massive child and so he put him to work. He needed the assistance in his work and Maanek was perfect for lifting and moving the giant stones required for the mason’s business. Plus this apprenticeship would help pay for the massive quantities of food and drink that Maanek would put away. Maanek spent his youth under the firm tutelage of Harbarek, learning ways to sculpt stone, to change it, to understand it. As it turns out, Maanek was a natural.

During the course of those years Maanek met a number of people and developed a few friendships outside of Harbarek. He met some of the more interesting people when Harbarek took a job with the church of Ioun. They were constructing a new wing and having some of the columns replaced due to stress fractures in them. Maanek and Harbarek worked diligently for months removing the old columns and placing new ones, then carving and etching them into the proper form. Maanek was meticulous and when asked how he had become so good all he could think to say was “I understand the stone…” The church of Ioun paid well and hired Harbarek and Maanek for other contracts later on and they built a respectable reputation with the church. Granted, Maanek didn’t follow Ioun’s teachings directly, but he respected them greatly.

Maanek didn’t so much fall into a his position as an adventurer as he followed his mother’s footsteps. He just knew the stone and the earth and followed the calling out into the world. His size alone made him incredibly formidable and likened him to the rock beneath his feat. Thus Maanek-Rex began training by following the whispers of the earth and stone that he could hear in his heart. He didn’t call upon the learning of texts or the magics of the arcane or divine… His was a primal more instinctual relationship with the world beneath him.

Maanek-Rex

The Tear of Ioun Explodinator