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Summary[]

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nerdytenorGurdan Earthshield
XP 5500Male Dwarf Adventurer Warden 5
Medium natural humanoid
Initiative +3; Senses Passive Insight 14, Passive Perception 19; Low-light
HP 64, Bloodied 32, Surge Value 16, Surges 13
AC 22; Fortitude 18, Reflex 16, Will 16
Saving Throws +5 vs poison
Speed 5
BasicMeleeDefensive Warhammer +2 (Standard; at-will)
+10 vs AC; 1d10+7
Melee/RangedHandaxe (Standard; at-will)
+8 vs AC; 1d6+5
MeleeWarden's Fury (Immediate Interrupt; at-will)
Trigger: An Enemy was marked by Gurdan and made an attack that did not include him. Attack: +10 vs Fort; 1d10+7 damage, target grants combat advantage to Gurdan and allies until end of next turn
CloseWarden's Grasp (Immediate Reaction; at-will) ✦ Primal
Trigger: An Enemy within 5 squares marked by Gurdan made an attack that did not include him. Effect: Slide the target one square. Target is slowed and cannot shift till end of its turn.
MeleeStrength of Stone (Standard; at-will) ✦ Primal, Weapon
+10 vs AC; 1d10+7 damage, and Gurdan gains 4 tmp hp
MeleeThorn Strike (Standard; at-will) ✦ Primal, Weapon
Range: Melee 2 Attack:+10 vs AC; 1d10+7 damage, and pull the target one square
AreaHungry Earth (Standard; encounter) ✦ Primal, Weapon
Range: Close burst 1 Attack: +10 vs Fort; 1d10+7 damage. Effect: Each square in burst is difficult terrain for enemies until end of Gurdan's next turn
MeleeEarthgrasp Strike (Standard; encounter) ✦ Primal, Weapon
+10 vs AC; 1d10+7 damage, and the target is knocked prone - target cannot stand up until the end of Gurdan's next turn, and the first time it does before the end of the encounter, it takes 1d10+3 damage.
CloseHealing Word (Minor; daily) ✦ Divine, Healing
Range: Close burst 5. Target: Gurdan or one ally in blast . Effect: Target spends a healing surge and heals an additional 1d6
Triumphant Vigor (Minor; Must have reduced an enemy to 0 hit points this turn; daily) ✦ Primal, Healing
Gurdan heals 1d6 + 6 hit points
Form of Mountain's Thunder (Minor; daily) ✦ Primal, Polymorph, Lightning, Thunder
Until the end of the encounter, resist 3 all damage and +1 AC. Once per round when Gurdan hits an enemy with a melee attack, every enemy marked by Gurdan takes 3 thunder damage. Once during the encounter, Gurdan can use the Form of Mountain's Thunder attack:
Standard Action
Range: Close burst 1. +10 vs Reflex; 1d10+7 damage and knock target prone. Miss: half damage. Effect: Each enemy marked by Gurdan takes 3 lightning damage.
CloseHail of Thorns (Standard; daily) ✦ Primal, Weapon, Poison
Range: Close blast 3. +10 vs Reflex; 1d10+7 damage, and the target takes ongoing 5 poison damage and is slowed (save ends both). Miss: Half damage, and the target is slowed (save ends).
Defensive Warhammer +2
Critical: +2d6. Property: get an additional +2 bonus to defenses from 2nd wind and total defense actions.
Cloak of Resistance +1
+1 to fort, ref, will. Daily Power: Minor action - gain resist 5 all damage until start of next turn
Bloodcut Armor + 1
Power (Healing Surge): Minor action - when bloodied, use this power to gain resist 10 all damage until end of next turn
Guardian Might - Earthstrength
When taking 2nd wind, Gurdan gets an additional +4 bonus to AC until end of next turn.
Crushing Earthstrength
After taking 2nd wind, Gurdan gets +4 to damage rolls until end of next turn.
Alignment Good; Languages Common, Dwarven
Str 17 (+3)Dex 12 (+1)Wis 14 (+2)
Con 19 (+4)Int 10 (+0)Cha 8 (-1)
Skills Duneoneering +11, Endurance +12, Nature +9, Perception +9, Religion+7
Feats Crushing Earthstrength, Dwarven Weapon Training, Initiate of the Faith
Equipment Defensive Warhammer +2, Bloodcut Hide Armor +1, Cloak of Resistance +1, Heavy Shield, Handaxes (2), Potion of Healing, Adventurer's Kit



Character Information[]

Background[]

Gurdan fought bravely in the Last War for his clan. Though strong, it was Gurdan's resilience that became a local legend as he sustained injuries enough to kill several dwarves and fought on. In the early days of his military service, Gurdan reveled in battle, enjoying the unique intimacy that warfare brings among comrades-at-arms. Alas, as the War dragged on, more and more of his comrades fell to the enemy, and he became more and more disillusioned.

At the end of hostilities, Gurdan was awarded numerous medals and assurances that he would be installed at the highest levels of the military establishment. Disgusted with what he now saw as the pointless slaughter of the Last War, Gurdan spurned all the honors bestowed upon him and gave up fighting, studying at a local monastary and seeking to learn how to heal instead of kill.

While Gurdan proved to be capable enough as a priest, his talent for battle was like a beast caged inside him. His denial of his primal power felt like a personal betrayal - a waste. With regret, he left his local order and headed out of his homeland, looking for a way to reconcile his considerable abilities with his newfound disgust for war.

Appearance[]

Gurdan is large for a dwarf, but not remarkably so. He has an unremarkable face, and often appears as though he is annoyed (which, in point of fact, he often is). But his sour demeanor can switch to mirth in an instant, as he knows to have a good bit of fun.

Age: 38 Gender: Male Height: 4'7" Weight: 200 lbs.

Personality[]

Alignment: Good

Gurdan is a gruff fellow who nevertheless knows how to have fun. He has no patience for lies, and has a habit of speaking the truth, no matter how uncomfortable. His sense of loyalty to companions in battle is unmatched, and he considers it a personal failure whenever someone in his fighting company is injured or seriously killed (even though he is rarely, if ever, responsible).

Hooks[]

  • A relative of a dead comrade in arms comes asking for help or money.
  • Someone from the religious order he studied with comes seeking aid.
  • He is confronted by the consequences of his fighting in the Last War.

Kicker[]

Gurdan is sick of war, though battle is in his nature. He seeks to put his talents to use where there is no moral ambiguity and no potential for mass casualties. He also seeks to drive out the painful memories of the Last War with something uplifting - exciting even.

Equipment[]

Equipment Name Price Weight
Adventurer's Kit 15gp 15lbs
Heavy Shield 10gp 15 lbs
Defensive Warhammer +2 2600gp 5lbs
Bloodcut Hide Armor +1 840gp 25lbs
Cloak of Resistance +1 520gp -
Handaxes (2) 10gp 6lbs
Potion of Healing 50gp -

Coins: 327gp

Encumbrance: 66lbs Normal Load: 170lbs Heavy Load: 340lbs Maximum Drag Load: 850lbs

Math[]

Attributes[]

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 9 16 0 1 17 3
Con 9 16 2 1 19 4
Dex 2 12 0 0 12 1
Int 0 10 0 0 10 0
Wis 2 12 2 0 14 2
Cha 0 8 0 0 8 -1
Totals 22   9


Attacks[]

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

3

str 4Defensive Warhammer +21Expertise210AC
Basic Ranged

3

str2Handaxe1Expertise28AC


Defenses[]

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class 1/0 dex/int 3 6 BloodCut Hide +1, Heavy Shield 2 22
Fortitude3/4str/con11Cloak of Resistance +12 18
Reflex1/0dex/int0 3Heavy Shield, Cloak of Resistance +12 16
Will2/1wis/cha1 1Cloak of Resistance +12 16


Senses and Reactions[]

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

Senses: low-light

Health[]

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherTotalBloodedSurge
Hit Points 17 19 7 0 0 0 64 32 16


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

Speed and Movement[]

Speed: 5

Racial Features[]

Dwarf (PHB)

  • +2 Con, +2 Wis
  • +2 Dungeoneering, +2 Endurance
  • Languages: Common, Dwarven
  • Cast Iron Stomach: +5 to saves against poison
  • Dwarven Resilience: 2nd wind as minor action
  • Dwarven Weapon Proficiency: Prof with throwing hammer and warhammer
  • Encumbered Speed: Move at normal speed even if reduced by armor or heavy load.
  • Stand Your Ground: When an effect forces you to move, can move one less square (so that things that push 1 for instance do nothing). Also, when an attack would knock prone, can make immediate save to avoid falling prone.
  • Size: Medium
  • Speed: 5
  • Senses: Low-light

Class Features[]

Warden (PHB II)

  • Font of Life: Make one save at start of turn against effect save can end. If save, then not effected. If not, may save again at end of turn as normal.
  • Guardian Might - Earthstrength: Con mod instead of int/dex for AC. Additional bonus to AC equal to con mod from 2nd wind which lasts until end of next turn.
  • Nature's Wrath: Once per turn, mark each enemy adjacent as free action. Gain Warden's Fury and Warden's Grasp powers.

Feats[]

Background[]

Enlisted Soldiar (EPC): +2 Endurance.

Skills and Languages[]

Languages: Common, Dwarven



Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics1dex-3Hide, Heavy Shield20
Arcana 0 int 2 2
Athletics3str-3Hide, Heavy Shield22
Bluff-1cha21
Diplomacy-1cha21
Dungeoneering52wis2211
Endurance54con22Enlisted Soldier (background)-3Hide, Heavy Shield212
Heal2wis24
History0int22
Insight2wis24
Intimidate-1cha21
Nature52wis29
Perception52wis29
Religion50int27
Stealth1dex-3Hide, Heavy Shield20
Streetwise-1cha21
Thievery1dex-3Hide, Heavy Shield20


Powers[]

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Ranged Basic +3 Str 1 Expertise 2 Handaxe 0 0 2 8 Ac
Melee Basic +3 Str 1 Expertise 4 Defensive Hammer +2 0 0 2 10 AC
Warden's Fury +3 Str 1 Expertise 4 Defensive Hammer +2 0 0 2 10 Fort
Strength of Stone +3 Str 1 Expertise 4 Defensive Hammer +2 0 0 2 10 Ac
Thorn Strike +3 Str 1 Expertise 4 Defensive Hammer +2 0 0 2 10 Ac
Hungry Earth +3 Str 1 Expertise 4 Defensive Hammer +2 0 0 2 10 Fort
Earthgrasp Strike +3 Str 1 Expertise 4 Defensive Hammer +2 0 0 2 10 Ac
Form of the Relentless Panther Attack +3 Str 1 Expertise 4 Defensive Hammer +2 0 0 2 10 Reflex


Tracking[]

Money[]

+412 gp starting gold (100 gp starting + 312 for adventuring)
 -  50 gp for Potion of Healing
 -  15 gp for Adventurer's Kit
 -  10 gp for Heavy Shield
 -  10 gp for Hand Axes (2)
--------
    327 gp remaining

Treasure[]

XP[]

Starting XP from level 4

Total XP: 5500 (+ 4 RPs)

Changes[]

  • 2009/08/13: Created
  • 2010/01/22: Level up to 5 - add hps, free expertise feat, retrain form of relentless panther to form of mountain's thunder, add Hail of Thorns level 5 power

Judge Comments[]

Judge comments (and your rebuttal) will go here.

Level 4[]

Approval 1[]

Approval from TwoHeadsBarking:

  • Your ranged basic attack should only do 1d6+5 damage, not 1d6+7.
  • That's an interesting workaround for the AC in the defense table, but maybe it would be better to just use the heavy armor tag.

This is small stuff though, so Gurdan's approved.

Approval 2[]

Approval from renau1g

Level 5[]

Approval 1[]

Approval from renau1g

  • Couple comments - any reason why you went with warhammer over the craghammer? it's 1d10 dmg and brutal 2.
  • Hail of Thorns - is listed as at-will, should be daily
  • Good job with the Bloodcut Armor - can find a use for those surges

Minor things though so approved.

Approval 2[]

Approval from Kalidrev

The only thing I can see (which is ridiculously minor) is the fact that you have listed the level 5 +1 to all attacks as a 5th level feat. It's not really a feat...persay, since it does not affect a specific group of weapons or attacks, but rather, is a free +1 bonus to ALL attacks. I don't think you'll confuse anyone by putting in there as a feat though, so no change is really needed I suppose. And *sigh* you're getting tough to kill... It's a darn good thing you can't second wind more than once in a battle, lol. Guess I'll just have to keep dropping you out of lightning rails ;)

APPROVED!

Status[]

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