Gender: Male
Race: Human
Class: Earth Warden
Region: Waterdeep
DCI: 7208336025
Jakob would be an average human. Brown eyes, dark brown hair, average in both height and weight. Tanned skin that already showed many years of exposure to the elements of nature. That is, if you could see that under the layers of tattered clothing and, in his words, "A nice protective layer of earth." That's not to say he is as unhygienic as the homeless on the streets of the big city. He clearly bathes (mostly in streams) and takes care of his possessions. It is just as if road dust and top soil leap up and cling to him, building up as the day goes on. But he does not hide from it either, if needed, he'll dig with his hands, crawl though the muck, or even dive into mud.
- Stalwart, reserved, Jakob sometimes more comfortable with the ground then with people.
- Slow to trust others, but becomes dependable and loyal over time.
- Personable, if somewhat gruff.
- Keen to do what is right, opposed to wanton destruction of land or wastefulness.
- Prefers camping and living outdoors.
From birth, Jakob was a creature of the earth. His parents were poor farmers from a small village near Waterdeep. Tending the soil was something he learned early, and quickly. As he grew, he took on lots of small jobs for his friends and neighbors. (In a village, everyone has to chip in as much as they can.) He'd chop down trees for firewood for the local old maid, track and hunt game for the village feast, or even dig up and polish a gem for the local girl he had a crush on.
But, like so many village-born, Jakob longed to get out. And that is what he did as soon as he was able. So when the winter snow melted and the first merchant wagon arrive, Jakob secured himself a ride. It wasn't a hard sell, it was a tough winter, and the brigands were especially heavy. The caravan was happy to have another warm body and an extra blade for a time.
But the time came to part ways, and Jakob now seeks new employment, new challenges and new adventures.
Backgrounds:
Region: Waterdeep
Geography: Mountains
Occupation: Farmer (+2 nature)
But, like so many village-born, Jakob longed to get out. And that is what he did as soon as he was able. So when the winter snow melted and the first merchant wagon arrive, Jakob secured himself a ride. It wasn't a hard sell, it was a tough winter, and the brigands were especially heavy. The caravan was happy to have another warm body and an extra blade for a time.
But the time came to part ways, and Jakob now seeks new employment, new challenges and new adventures.
Backgrounds:
Region: Waterdeep
Geography: Mountains
Occupation: Farmer (+2 nature)
Jakob Marakson, Human Earth Warden
Init +0 HP 38/38 Bloodied 19 Healing Surge 9 (0 used /12)
AC 18 Fort 16 Reflex 13 Will 13 Speed 6
Str 18 (+4) Con 16 (+3) Dex 10 (+0) Int 10 (+0) Wis 13 (+1) Cha 9 (-1)
Warden's Fury,
Warden's Grasp,
Earth Shield Strike,
Strength of Stone,
Thorn Strike,
Hungry Earth,
Form of the Willow Sentinel
Notes :
* CON used as bonus to as instead of Dex or Int. (see MISC bonus)
* After second wind, +Constitution modifier to AC and weapon damage. The bonus lasts until the end of your next turn.
Init +0 HP 38/38 Bloodied 19 Healing Surge 9 (0 used /12)
AC 18 Fort 16 Reflex 13 Will 13 Speed 6
Str 18 (+4) Con 16 (+3) Dex 10 (+0) Int 10 (+0) Wis 13 (+1) Cha 9 (-1)
| Warden's Fury 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 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. |
| Earth Shield Strike 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. |
| Strength of Stone Drawing power from the earth, you smash your weapon into your foe and bolster yourself against attack. At-Will ✦ Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you gain temporary hit points equal to your Constitution modifier. Level 21: 2[W] + Strength modifier damage. |
| Thorn Strike Spectral thorns sprout from your weapon and grasp at your foe, pulling it closer. At-Will ✦ Primal, Weapon Standard Action Melee 2 Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you pull the target 1 square. Level 21: 2[W] + Strength modifier damage. |
| Hungry Earth You slam your weapon against the ground, bringing forth primal energy that causes the earth to batter your foes and churn beneath their feet. Encounter ✦ Primal, Weapon Standard Action Close burst 1 Target: Each enemy in burst Attack: Strength vs. Fortitude Hit: 1[W] + Strength modifier damage. Effect: Until the end of your next turn, each square in the burst is difficult terrain for your enemies. |
| Form of the Willow Sentinel Your skin takes on the appearance of smooth bark, and you draw strength from the earth. Your presence heightens your allies’ endurance, and your viny branches help protect your nearby friends. Daily ✦ Polymorph, Primal Minor Action Personal Effect: You assume the guardian form of the willow sentinel until the end of the encounter. While you are in this form, you can negate being pulled, pushed, or slid. In addition, any ally gains a +2 power bonus to Fortitude while adjacent to you. Once during this encounter, you can make the following weapon attack while you are in this form. Immediate Interrupt Melee 1 Trigger: An enemy adjacent to you makes an attack roll against your ally Target: The triggering enemy Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and the target takes a –4 penalty to the triggering attack roll. Miss: Half damage, and the target takes a –2 penalty to the triggering attack roll. |
Notes :
* CON used as bonus to as instead of Dex or Int. (see MISC bonus)
* After second wind, +Constitution modifier to AC and weapon damage. The bonus lasts until the end of your next turn.



