Shattered Lands/Teoxihuitle: Difference between revisions
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== '''''@-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. | |||
== ''''' Encounters ''''' == | == ''''' Encounters ''''' == |
Revision as of 04:48, 27 October 2010
General Info
Eyes: Stormy Hair: Unkempt Height: Short, for an Elf Weight: Hermit-Thin
MAX HP 51 Bloodied 25 Surge Value 12 Surge per Day 9
Initiative 4
Speed 7
Miscellaneous Vision or Senses Low Light Vision
Defenses
AC 19= 10+3(1/2 LvL)+5(Armor+Ability)+1 (Enhancement)
Fort 17= 13+2 (Ability)+ 1(Class)+1 (Enhancement)
REF 17= 13+3 (Ability)+ 1 (Enhancement)
Will 19= 13+4 (Ability) +1 (Class) +1 (Enhancement)
Ability Scores
Ability Bonus(B) [B+1/2 LvL]
STR 11 (+0) [+3] INT 16 (+3) [+6]
CON 14(+2) [+5] WIS 19 (+4) [+7]
DEX 12(+1) [+4] CHA 8 (-1) [+2]
SKILLz
Trained
Heal(WIS) +12 (+17 to cure disease)
Insight (WIS) +12
Nature (WIS) +14 (+19 for Monster Knowledge Checks)
Perception (WIS) +14
Passive
Insight(Wis) 22
Perception (Wis) 24
'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
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
Note Powers with the word "Spirit" in them require that your companion spirit be present in the battle.
Spirit's Fangs
Opportunity Attack, Implement, Primal, Spirit
Range: Melee Spirit 1
Trigger: An enemy leaves a square adjacent to your spirit companion without shifting.
Attack: +11 vs. Reflex
Hit: 1d10+6 damage.
Stalker's Strike
Standard Action, Implement, Primal, Spirit
Range: Melee Spirit 1
Attack: +9 vs. Fortitude. If the Target is bloodied, gain a +3 to the attack.
Hit: 1d10+6 damage. Until the end of your next turn, your spirit companion can flank with you and your allies.
Call Spirit Companion
Minor Action, Conjuration, Primal
Range: Close Burst 20
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).
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
Standard Action, Implement, Primal, Thunder
Range: Melee 1
Attack: +9 vs. Fortitude.
Hit: 1d8+6 thunder damage.
Effect: One ally within 2 squares of you or your spirit companion can make a saving throw.