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'''Perception''' (Wis) 24
 
'''Perception''' (Wis) 24
  
== ''''Class and Racial Features'''' ==
+
== '''''Class and Racial Features'''' ==
  
  
''''ELF''''
 
 
'''Elven Weapon Proficiency''' Proficient with Longbows and Shortbows
 
 
'''Group Awareness''' Non-Elf allies within 5 squares of you gain +1 to perception checks.
 
 
'''Elven Accuracy''' Gain the Elven Accuracy Encounter power.
 
 
'''Fey Origin''' Your origin is fey, not mortal.
 
 
'''Wild Step''' Ignore difficult terrain when shifting.
 
 
 
''''SHAMAN''''
 
 
'''Stalker Spirit''' Allies adjacent to your spirit companion adds your Intelligence Modifier (+3) to damage rolls against bloodied foes.
 
  
 
== '''''Feats''''' ==
 
== '''''Feats''''' ==
  
'''Vigorous Spirit''' Your Healing Spirit heals an additional +4 HP.
 
 
'''Precise Fangs''' When you use your spirit's fangs power, you gain a +2 bonus to the attack roll.
 
 
'''Wild Sage''' +5 feat bonus to Nature checks to identify natural creatures.  In addition, you gain the ritual "Portend Weather" and - once per day - you can perform the ritual without a ritual book and without expending components.
 
 
'''Herbalist''' +5 bonus to heal checks to treat disease.  In addition, you master the "Enchant Fruit" ritual and can perform it without a ritual book (Though you must still expend components).
 
  
 
== '''''@-WILLs''''' ==
 
== '''''@-WILLs''''' ==
  
''Note'' Powers with the word "Spirit" in them require that your companion spirit be present in the battle.
 
 
'''Spirit's Fangs'''<br>
 
Opportunity Attack, Implement, Primal, Spirit<br>
 
Range: Melee Spirit 1<br>
 
Trigger: An enemy leaves a square adjacent to your spirit companion without shifting.<br>
 
Attack: +11 vs. Reflex<br>
 
Hit: 1d10+6 damage.
 
 
'''Stalker's Strike'''<br>
 
Standard Action, Implement, Primal, Spirit<br>
 
Range: Melee Spirit 1<br>
 
Attack: +9 vs. Fortitude.  If the Target is bloodied, gain a +3 to the attack.<br>
 
Hit: 1d10+6 damage. Until the end of your next turn, your spirit companion can flank with you and your allies.
 
 
'''Call Spirit Companion'''<br>
 
Minor Action, Conjuration, Primal<br>
 
Range: Close Burst 20<br>
 
Effect: You conjure your spirit companion in an unoccupied square in the burst.  The spirit lasts until you fall unconscious, untill you dismiss it (a minor action), or until you use this power again.  The spirit occupies 1 square.  Enemies cannot move through this space, but allies can. When you take a move action you can also move the spirit a number of squares equal to your speed (7).<br>
 
The spirit can be targetted by melee or ranged attacks, although it lacks hit points.  If a single melee or ranged attack deals damage equal to 13 or higher, the spirit disappears, and you take 8 damage. Otherwise, the spirit is unaffected by the attack.
 
  
'''Spirit of the Tempest'''<br>
 
Standard Action, Implement, Primal, Thunder<br>
 
Range: Melee 1<br>
 
Attack: +9 vs. Fortitude.<br>
 
Hit: 1d8+6 thunder damage.<br>
 
Effect: One ally within 2 squares of you or your spirit companion can make a saving throw.
 
  
'''Sensing Eye'''<br>
 
At-Will Psionic power
 
Minor Action
 
Effect: Choose one square that you can see and is within 5 squares of you. Until the end of your next turn, you can determine your line of sight from that square.
 
(In a nutshell, with a little effort, Teacup can see as if she were standing somewhere else. Handy for seeing around those dangerous corners. Or up skirts. Pervert.)
 
  
 
== ''''' Encounters ''''' ==
 
== ''''' Encounters ''''' ==
 
'''Elven Accuracy'''<br>
 
Free Action<br>
 
Effect: Reroll an attack roll, use the second result, even if it's lower.
 
 
'''Healing Spirit'''<br>
 
Minor Action, Healing, Primal<br>
 
Range: Close Burst 5.<br>
 
Target: You or One ally in burst<br>
 
Effect: The target can spend a healing surge.  If the target does so, one ally adjacent to your spirit companion - other than the initial target - regains 2d6 hit points.<br>
 
Special: You can use this power twice an encounter, but only once per round.
 
 
'''Speak with Spirits'''<br>
 
Minor Action, Primal<br>
 
Effect: During this turn you gain a +4 bonus to your next skill check.
 
 
'''Call to the Ancestral Warrior'''<br>
 
Standard Action, Implement, Primal, Spirit<br>
 
Range: Melee Spirit 1<br>
 
Target: One Creature<br>
 
Attack: +9 vs. Reflex<br>
 
Hit: 1d10+6 damage. Until the end of your next turn, you and your allies gain a +2 bonus to all defenses while adjacent to your spirit companion.
 
 
'''Spring Renewal Strike'''<br>
 
Standard Action, Healing, Implement, Primal, Spirit<br>
 
Range: Melee Spirit 1<br>
 
Target: One Creature<br>
 
Attack: +9 vs. Fortitude<br>
 
Hit: 2d8+6 damage, and one ally adjacent to your spirit companion can spend a healing surge.
 
 
'''Healer's Gift'''<br>
 
Standard Action, Healing<br>
 
Range: Melee 1<br>
 
Target: One Dying Creature<br>
 
Effect: The target may spend a healing surge.
 
  
 
== '''''Daily'''''==
 
== '''''Daily'''''==
  
'''Wrath of the Spirit World'''<br>
 
Standard Action, Implement, Primal, Psychic<br>
 
Range: Close Burst 2<br>
 
Target: Each enemy in burst and each enemy adjacent to your spirit companion.<br>
 
Attack: +9 vs. Will<br>
 
Hit: 3d6+6 psychic damage, and you knock the target prone.<br>
 
Miss: Half damage.
 
 
'''War Chief's Blessing'''<br>
 
Standard action, Implement, Primal<br>
 
Range: Ranged attack, 10 squares<br>
 
Target: One Creature<br>
 
Attack: +9 vs. Will<br>
 
Hit: 2d10+6 damage.<br>
 
Miss: Half Damage.<br>
 
Effect: Until the end of the encounter, you and your allies gain a +2 bonus to attack rolls against the target.
 
 
'''Everlasting Flame's Strength'''<br>
 
Minor action, Fire, Healing, Primal<br>
 
Range: Ranged 5<br>
 
Target: One Ally<br>
 
Effect: Until the end of the encounter, whenever the target reduces an enemy to 0 HP, the target gains 5 HP, and each enemy adjacent to him or her takes 2 fire damage.
 
  
 
== '''''GEAR''''' ==
 
== '''''GEAR''''' ==
  
Adventurer's Kit
 
 
Mace (Regular ol' mace, 1d8 damage.. nothing special)
 
 
'''Leather Armor of Resistance +1''', (Magical Leather Armor, grants RESIST 5 Fire)
 
 
'''Magic Totem +2''', +2d6 damage on a critical hit.
 
 
'''Silt Sandals''' Details to follow soon.
 
 
''Rituals''
 
Brew Potion
 
 
Portend Weather
 
  
(Remind me to fill these in later!)
 
  
  

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