Summary Edit

XP 10100Male Warforged Adventurer Warden (Guardian Theme) 7
Medium natural humanoid (living construct)
Initiative +5; Senses Passive Insight 14, Passive Perception 19
HP 84, Bloodied 42, Surge Value 21, Surges 13
AC 22; Fortitude 20, Reflex 18, Will 18
Saving Throws +2 vs ongoing damage, take 10 or roll on death saves; +2 item bonus vs. poison, weakened, slowed, immobilized, charm, fear and psychic effects

Resist 5 psychic

An ally that makes saving throw after Cairn succeeds on his gains +4 to the roll
Speed 6
MeleeThorn Strike (Standard; at-will) ✦ Primal, Weapon
+11 vs AC, 1d10+5 damage, and you pull the target 1 square.
MeleeWeight of Earth (Standard; at-will) ✦ Primal, Weapon
+11 vs AC; 1d10+5 damage. The target is slowed TENT
MeleeWarden's Fury (Standard; at-will) ✦ Primal, Weapon
+11 vs Fort; 1d10+5 damage. Trigger: Enemy marked by Cairn makes an attack that doesn't include him as target. Hit:1d10+5 and target grants CA to Cairn and his allies TENT
Warden's Grasp (Immediate Reaction; at-will) ✦ Primal, Weapon
Trigger: Enemy marked by Cairn within 5 squares makes an attack that doesn't include him as target. Effect:Slide target 1 square. It is slowed and cannot shift TENT
MeleeThunder Ram Assault (Standard; encounter) ✦ Primal, Thunder, Weapon
+11 vs AC, 1d10+5 thunder damage, make secondary attack close blast 3 at +11 vs Fort, 1d6+1 thunder damage. Push primary target 4 squares, push secondary targets 1 square.
MeleeForm of Winter's Herald (Minor; daily) ✦ Cold, Polymorph, Primal
Effect: You assume guardian form of winter's herald. While you are in this form, you gain +1 bonus to AC and resist 5 cold. In addition, each square within 2 squares of you, wherever you move, is difficult terrain for your enemies.
Standard Action
Close burst 1; all enemies in burst; +11 vs AC; 1d10+5 cold damage and target is immobilized TENT.

Warforged Resolve (Minor; encounter) ✦ Healing
Gain 5 temporary hit points and can make a saving throw against one effect a save can end that deals ongoing damage. If bloodied, regain 5 hit points.

MeleeEarthgrasp Strike (Standard; encounter) ✦ Primal, Weapon
+11 vs AC, 1d10+5 damage, and target cannot stand up 'till the end of Cairn's next turn and when it stands up before the end of the encounter it takes additional 1d10+5 damage.

Wellspring Strike (Standard; daily) ✦ Healing, Primal, Weapon
Close burst 2 target each enemy in burst; +11 vs. AC; Hit: 1d10+5 and ongoing 5 damage (save ends); Miss: Half damage; Effect: Until the end of encounter, Cairn gains regeneration 5 while bloodied. At the start of each of his turns, he can forgo regaining 5 hp to allow a bloodied adjacent ally to regain them instead.

Guided Strike (Immediate Interrupt; encounter)
Close burst 10 Trigger: An ally withing 10 squares misses with an attack against AC. Target: The triggering ally in the burst. Effect: Target's attack is made against Reflex instead of AC

MeleeMountain Stature (Standard; encounter) ✦ Primal, Weapon
+11 vs AC, 1d10+5 damage and the target(s) are pulled 2 or knocked prone at Cairn's discretion. Target: One or two creatures. Special: reach is weapon +1 (3 for halberd)

MeleeGuardian's Defense (Minor; encounter) ✦ Martial
Close burst 1, Target: Cairn and one ally Effect: Each target gains +2 power bonus to all defenses and enemies cannot gain CA against the targets TENT Cairn.

Guardian's Counter (Immediate Interrupt; encounter)
Close burst 2 Trigger: An ally withing 2 squares of Cairn is attacked and Cairn is not the target of the attack Effect: Cairn and the target shift up to 2 squares swapping positions. Cairn becomes the target. After the attack is resolved, Cairn can make MBA against the attacker.
Frost Fury Halberd
When wielder is bloodied, weapon does +4 cold damage on hit

Nighmare Ward Hide
Gain resist 5 psychic. Gain +2 item bonus to save vs. charm, fear or psychic effects

Amulet of physical resolve
Gain +2 item bonus to saves vs. poison, weakened, slowed or immobilized

Boots of the Fencing Master
Property: When Cairn shifts he gains +1 item bonus to AC and Reflex TENT; Power (encounter): Minor action: Shift two squares
Font of Life
At the start of turn roll a saving throw
Add +4 bonus to AC when not wearing heavy armor. Add +4 bonus again after using second wind.
Nature's Wrath
On your turn you can mark all adjacent enemies as a free action until TENT
Unsleeping Watcher
Cairn does not sleep and instead enters a state of inactivity for 4 hours to gain the benefits of an extended rest. While in this state, Cairn is fully aware of his surroundings and notices approaching enemies and other events as normal.
Alignment Good; Languages Common
Str 18 (+4)Dex 14 (+2)Wis 12 (+1)
Con 18 (+4)Int 8 (-1)Cha 10 (+0)
Skills Nature +8, Perception +8, Heal +8, Athletics +10
Feats Courageous Example, Warforged Tactics, Sudden Roots, Hafted Defense
Equipment Nightmare Ward Hide Armor +1; Frost Fury Halberd +1; Amulet of Physical Resolve +2, Adventurer's Kit; Three javelins, Healing potion, Alchemist Frost (lvl 1), Alchemist Fire (lvl 6), Boots of the Fencing Master, 2715gp

Character Information Edit

Background Edit

"For years before The Day of Mourning there were battles across Cyre. It is called The Last War. I wouldn't know. All I know is The Day of Awakening. However, I am told the history of the place of my awakening. Told by mortal woman, a Cyran hero, never to be sung about and her dead companions."

Apparently, independent group working for Cyre military was employed when something needed to be done outside the area controlled by Cyre. As most of the fighting went INSIDE Cyre, some of these tasks were simply to recover things, persons or even territory lost to other military forces. The group was called "Green Fingers" and there were five of them. They maintained semi-secret hideout, high on the Seawall Mountains, near the spring of Torlaac River. Party druid and both fey enjoyed unspoiled nature while their dwarven companion enjoyed the mountains, while their machine slave warrior obeyed orders. The Lady mage didn't particularly like the place, but she kept them company and in time, inscribed rune circle connecting her to Cyran Capitol. They even made a cairn at one point where elements met. Mountain, spring and altitude combining earth, water and air. Only fire was missing, but it's opposite was quite present.

As the War dragged on occasional raiding party of fleeing homeless, roving bands of goblinoids or deserter groups would stumble upon mountain abode and, despite warnings and security measures, would settle there. Wary adventurers fed them or fought them if they were present, but evicted every last one of them upon return.

One day, whole tribe rebelled Darguun Hobgoblins appeared, led by their shamans and warlock and helped with lesser creatures of their wild lands. On that day, three fingers were lost although lady seemed to regret the death of only one of them, elven druid. They prevailed, by at great cost. Dwarf named Falkrunn and warforged Defender AX 17 called Tank were buried with small tombstones, but for the druid, Illian Brightsnow, the cairn on the primal powernode was used as tombstone. Their weapons were laid with them and the house all but abandoned. Lady would seek solitude occasionally, but without her companions, the house wasn't safe anymore.

At that faithful day, Lady Mage and her eladrin companion returned to remember, exactly one year after the deaths of their companions. They found new companions, but never again would Green Fingers fight together. They were ambushed by (maybe same tribe) hobgoblins and killed after inflicting severe losses to savages. Fey warlock fell with the curse on his lips and Dol Arah priest reinforced it with his last breath. It seemed nothing could stop the horde. The Lady was captured by their leader, bound and gagged, she awaited terrible destiny.

Victors plundered the corpses of the defeated and then somebody noticed relatively fresh graves. They opened one and found remains of terribly disfigured warforged. Shield and axe were laid along him. Another, and skeleton of a dwarf was found along with his gleaming halberd.

Small tremors started unnoticed in commotion. Finally, under the cairn preserved corpse of an elf was dug out. The tremors increased and now nobody could ignore them.

Then terrible sound came, moaning, rumbling, earth trembled and fiercely cold winds rose. The blood of the priest and warlock mixed and seeped into the cairn while spirits of dead warriors rose from their graves. In the storm that they were drawn toward cairn and it moved. Sides split to form hands, bottom split and formed legs while parts from upper portions fell and moved. Cairn roared in agony of birth and terrible need: KILL, SLAY THE INTRUDERS, DEATH TO DEFILERS OF THE GROVE!! PROTECT YOUR GROVE! The stone grabbed first weapon available, that halberd held by hobgoblin warrior.

Ghalad Zar, the halberd Edit

Runes in primordial name this weapon as Ghalad Zar, Frozen End of the World (or simply Dark Ice depending on translation).

This weapon is halberd crafted from what seems to be black ice. Inside the blade is brilliant white liquid which cracks with white lightning when wielder is bloodied and radiates pale white glow. Weapon’s hilt is white dragon bone and it ends with blue gem shaped like an eye. Runes are written along the axe blade: 'Ghalad Gar', frozen end of the world, frozen end of life and death’. Sensitive people can detect holy aura emanating from the blade.

Used by former paladin Egla the Icehorn of Green Fingers, special agents of Cyre before The Mist, this halberd was his monument after the battle with hobgoblins. It was taken by Cairn after his awakening.

OOC: Suggesting: History 25 or Arcana 30 (five less for characters from Cyre) to recognize the weapon

Battle was short and bloody. Mist clung to everything, spirits of the dead vied for attention and tried to control new stone entity. It had strange, primal mind and it resisted them. After another battle, this one invisible, they settled down in uneasy truce and Cairn moved again to help The Lady. She seemed drained, not that Cairn recognized it, but spirits inside did.

He took some provisions, slung halberd over his shoulder, took The Lady in his arms and started walking. Unfortunately, he choose wrong side and descended into the Mists even as the echoes of catastrophe died down and everything settled back to 'normal'. In Mournlands, spirits of warforged warrior, elven druid, eladrin warlock and dwarven avenger talked, taught and fought. Cairn walked tirelessly, Lady Mage in his hands. He stopped few times to take care of her biological needs, he fought off the things better left unnamed and walked on. His 'skin' got infused by psychic energy left from the catastrophe, channeled by active spirits within. He listened to The Lady of her exploits and of The Last War, stories of hardship and camaraderie, of luck and narrow escapes, he listened and did what he could for her in this harsh land. Yet, she was pining despite his best efforts.

Finally, one day he found the mist again and emerged out of Mournland. In his hands he carried dead woman and in his heart her dead companions. He buried her as best as he could, pinned her charm on his chest as a sign of membership and honoring her memory and continued his walk until he found a settlement. His appearance would elicit alarm in simple people he met, but his docile nature would soon put them, well not at ease, but to acceptance.

Cairn is searching for 'his grove', place he could call his own and protect and friends such as his teachers had.

Appearance Edit

Cairn looks like big stone boulder, earth elemental of some sort. His face is featureless, cold blue eyes are clearly visible when he is excited, otherwise they are light gray and barely visible.

Age: 6 Gender: Male Height: 6'6" Weight: 275 lbs.


Personality Edit

Alignment: Good

Cairn has only started to develop personality as he is essentially newborn. He is prone to childlike curiosity, mostly he is unaware of social nuances and is very gullible. He will generally believe everything said to him if at all plausible. He has some knowledge gained while the spirits of dead warriors were active within him while he walked through Mournland, but not much. He is slow to anger, but once started his fury is frightening to behold.

He will always try and help 'fleshlings' or 'live ones', but sometimes his advice and/or take on things could be little off (i.e. someone asks for help in cutting down the tree and he stops the cutting or someone suggests recovering something from Mournland and he wonders why can't they just go there)

He is (for now) unaware of differences between fleshy undead and live people and may have trouble seeing goblinoids as peaceful or friendly.

Internally, he is torn between four spirits and their beliefs, by two opposing gods: Dol Arrah and The Devourer. When asked about his beliefs he will say he is nature's warrior and let them draw conclusions. He didn't make a decision to follow any particular deity of The Host or of Six.

Hooks Edit

Kicker Edit

  • Sacking of druidic grove
  • death of it's guardian
  • attempted defilement of the grave.

Other Sections Edit

Current AdventureEdit


  • Baern Woodsbane, Dwarf Ranger, johnmeier1
  • Daegaul Useurhy, Half-elf Battlemind, Zissou
  • Dalvach Dagda, Dwarf Ardent, modest
  • Nyar Harbor, Human Wizard, FourMonos
  • Veruza Jeleka, Kalashtar Cleric, CaBana

Finished Adventure Edit

Dive into Darkness

Companions Edit

Stasi Tonladar

Filo d'Jorasco


Zane d'Lyrandar

Euphemia d'Cannith

Equipment Edit

Equipment name Price Weight
Nigtmare Ward Hide Armor 680gp 25lbs
Frost Fury Halberd 680gp 12lbs
Amulet of Physical Resolve 2600gp 0lbs
Adventurer's Kit 15gp 33lbs
3 Javelins 15gp 6lbs
Healing potion 50gp 1lb
Alchemical Frost 20 gp -
Alchemical fire (6th level) 75 gp -
Boots of the Fencing Master 0 gp -

Coins: 227gp + 168gp = 395gp

Encumbrance: 76lbs Normal Load: 180lbs Heavy Load: 360lbs Maximum Drag Load: 900lbs

Math Edit

Attributes Edit

Str 9 16 2 0 18 4
Con 7 15 2 1 18 4
Dex 5 14 0 0 14 2
Int 0 8 0 0 8 -1
Wis 1 11 0 1 12 1
Cha 0 10 0 0 10 0
Totals 22   10

Attacks Edit

Basic Attacks
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Basic Melee


str +1Expertise+3Frost Fury Halberd311AC
Basic Ranged



Defenses Edit

DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +2/-1 dex/int 4 Nightmare Ward Hide +2+1 Con bonus - Dex bonus (from Warden earthstrength feature, add Con to AC, Dex is automatically used) and Hafted defense 3 22
Fortitude+4/+4str/con1+2Amulet of Physical Resolve3 20
Reflex+2/-1dex/int +2Amulet of Physical Resolve+1Hafted Defense3 18
Will+1/+0wis/cha11 +2Amulet of Physical Resolve3 18

Saves Edit

  • +2 racial vs ongoing damage
  • +2 item vs. poison, weakened, slowed or immobilized
  • +2 item vs. charm, fear and psychic effects
  • take better of 10 or number rolled vs. death

Resist 5 psychic

An ally that makes saving throw after Cairn succeeds on his gains +4 to the roll

Senses and Reactions Edit

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 2 0 0 0 0 0 0 0 3 0 5
Passive Insight 1 0 0 0 0 0 0 0 3 0 14
Passive Perception 1 0 0 0 0 0 0 0 3 5 19

Senses: None

Health Edit

--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherTotalBloodedSurge
Hit Points 17 18 7 0 0 0 70 35 17

Surges per day: 13 (9 class, +4 Con)

Speed and Movement Edit

Speed: 6

Racial Features Edit

Warforged (EPG)

  • +2 Str, +2 Con
  • +2 Endurance, +2 Intimidate
  • Languages: Common
  • Warforged Resolve racial power
  • Warforged Mind: +1 to Will
  • Living Construct
  • Unsleeping Watcher
  • Warforged Resilience
  • Size: Medium
  • Speed: 6

Class Features Edit

  • Font of life: At the start of turn make a saving throw
  • Earth Strenght: Add +4 to AC if not wearing heavy armor. Add +4 again when using second wind.
  • Nature's Wrath: As a free action on your turn you can mark all adjacent enemies
  • Warforged resolve: Gain 5 tmp hp; regain hit points (same amount) if bloodied. Make a saving throw against ongoing damage.

Feats Edit

Background Edit

Mist touched (Ebb): +2 Endurance

Skills and Languages Edit

Languages: Common

SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Arcana -1 int 3 2
Endurance4con22-1Mist touched, Hide310
Insight1wis2Guardian Feature36
Perception51wis2Guardian Feature311

Powers Edit

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Thorn Strike +4 Str +1 Expertise +3 Frost Fury Halberd 0 0 3 11 AC
Weight of Earth +4 Str +1 Expertise +3 Frost Fury Halberd 0 0 3 11 AC
Thunder Ram Assault +4 Str +1 Expertise +3 Frost Fury Halberd 0 0 3 11 AC
Form of Winter's Herald +4 Str +1 Expertise +3 Frost Fury Halberd 0 0 3 11 AC
Earthgrasp Strike +4 Str +1 Expertise +3 Frost Fury Halberd 0 0 3 11 AC

Tracking Edit

Money Edit

+100 gp starting gold
+ 72 gp (second level item price/5)
+104 gp (third level item price/5)
+136 gp (fourth level item price/5)
- 15 gp adventurer's kit
- 15 gp javelins (3)
- 50 gp healing potion
- 75 gp alchemical fire (6th lvl)
- 20 gp alchemical frost (1st lvl)
168 gp and  4RP
395 gp remaining

1040XP and 5RP Confirmation of 5RP

Rhapsody 2 - 810 XP and 7RP

4RP +5 RP -4 RP (spent to level to 6th level) = 5 RP
+7 - 7 (spent to level up to 7th) = 5RP
TOTAL SPENT: 11, gain gold parcel (6th lvl = 1800) and 7th level item cost /5 = 520 for total of 2320gp

Treasure Edit

  • Level 1: Parcel lvl+2
  • Level 2: Parcel lvl+1
  • Level 3: Parcel lvl+4

XP Edit

Start XP: 3750

1950 XP in Dive into Darkness 1040XP in Rhapsody + 4RP to level up to 6th

Total XP: 7540

Changes Edit

List changed here

  • 2009/12/3: Created
  • 2009/12/14: Updated upon judge comments
  • 2009/12/20: Level up on judges request
  • 2010/5/7: Level up upon completion of Dive into Darkness
  • 2011/2/6: Level up in Rhapsody

Judge Comments Edit

Level 4 Edit

Approval 1 Edit


Warforged do not "automatically save vs. death". They get the better of their roll or 10. While this means that they almost always save because of this, that doesn't make it automatic. There are a few effects in the game that can give you a penalty to saves, in which case that auto-10 is NOT a successful save. Please update this in all racial feature sections.

The only other thing I see is that you should have 237 gp left, not 227.

These are both minor things, soooo....


Approval from Kalidrev

Approval 2Edit

I echo the sentiments of Kalivdrev. You've got a 25 pt buy. LEB uses 22. You forgot the proficiency bonus on all your attacks(should go in the equipment line)


Appoval as a level 2 character by EvolutionKB

Level 5Edit

Approval 1 Edit

The only thing I see is you hp in the health section is off. The summary is correct though. Minor so approved. EvolutionKB

Approval 2Edit

Approved by renau1g

Status Edit

Status: Approved as 4th level character with 3750 xp by Kalidrev and EvolutionKB

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