L4W:PC:One Who Waits (Mewness)
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Contents |
Summary
| Call Spirit Companion (At Will Minor Close burst 20 ✦ Conjuration, Primal) | Shaman Feature |
| Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed. The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals 11 or more damage to the spirit, it disappears, and you take 6 damage. Otherwise, the spirit is unaffected by the attack. | |
| Healing Spirit (Encounter Minor Close burst 5 ✦ Healing, Primal) | Shaman Feature |
| Target: You or one ally in burst | |
| Effect: The target can spend a healing surge. If the target does so, one ally adjacent to your spirit companion, other than the target, regains 1d6 hit points. | |
| Special: You can use this power twice per encounter, but only once per round. | |
| Speak with Spirits (Encounter Minor Personal ✦ Primal) | Shaman Feature |
| Effect: During this turn, you gain a +4 bonus to your next skill check. | |
| Spirit's Fangs (At Will Opportunity Action Melee spirit 1 ✦ Implement, Primal, Spirit) | Shaman Feature |
| Target: The triggering enemy | |
| Trigger: An enemy leaves a square adjacent to your spirit companion without shifting | |
| Attack: +6 vs. Reflex | |
| Hit: 1d10+5 damage | |
| Stalker's Strike (At Will Standard Melee spirit 1 ✦ Implement, Primal, Spirit) | Shaman Attack 1 |
| Target: One creature | |
| Attack: +6 vs. Fortitude. If your target is bloodied, you gain a +2 bonus to the attack roll. | |
| Hit: 1d10+5 damage. Until the end of your next turn, your spirit companion can flank with you and your allies. | |
| Claws of the Eagle (At Will Standard Melee spirit 1 ✦ Primal, Spirit) | Shaman Attack 1 |
| Target: One creature | |
| Effect: One ally adjacent to your spirit companion or within 3 squares of you can make a basic attack against the target. If the ally's attack hits, the target grants combat advantage until the end of your next turn. | |
| Twin Panthers (Encounter Standard Ranged 5 ✦ Implement, Primal) | Shaman Attack 1 |
| Target: One creature | |
| Attack: +6 vs. Reflex. If your target is bloodied, you gain a +4 bonus to the attack roll. | |
| Hit: 1d8+5 damage. Until the end of your next turn, you and your allies have combat advantage when making melee attacks against any enemy adjacent to your spirit companion. | |
| Effect: Make the attack one more time against the same opponent or a different one. | |
| Spirit of the Healing Flood (Daily Standard Close burst 5 ✦ Healing, Implement, Primal) | Shaman Attack 1 |
| Target: Each enemy in burst | |
| Attack: +6 vs. Fortitude | |
| Hit: 1d8+5 damage. | |
| Miss: half damage. | |
| Effect: Until the end of the encounter, you and each ally in the burst gain regeneration 2 while bloodied. As a minor action, a character can end this effect on himself or herself to regain 10 hit points. | |
| Memory of a Thousand Lifetimes (Encounter No action Personal ) | Deva Racial Power |
| Trigger: You make an attack roll, a saving throw, a skill check, or an ability check, and dislike the result. | |
| Effect: You add 1d6 to the triggering roll. | |
| Watchful Spirit Embroidered Ball +1 (Daily Minor ) | Item |
| Effect: Until the end of your next turn, any enemy that damages an ally adjacent to your spirit companion takes 2 damage. | |
Fluff
Description
One-Who-Waits is tall, slender, and male (though somewhat androgynous as regards facial features). He has indigo skin, with white markings on his shoulders. His face is free of such markings except for the skin of his eyelids, the whiteness of which creates a striking effect when his eyes are closed, as though he is staring with his eyes shut. His features are beautiful in a distancing way--looking at his face is more like examining a museum exhibit than connecting with a person. He wears simple peasant clothes with leathers that seem constructed more for work than for combat. His hair is concealed by a turban, the excess length of which trails down his back.
Knotty Virtue, the spirit companion of One-Who-Waits, is a large snake with iridescent blue scales. Its body is always weaving, creating ever-changing patterns in the air.
Background
Once again the spirit rejoins the world, and he is awake.
He opens his eyes to a dim room, full of laughter and boasts, full of food and animal smells. He remembers flashes of light and creeping shadow, the welling of power, naked blades, riven shields, the eyes of a fiend. The memories jostle for attention in his mind. Whether from this life or that, he cannot know. It is always thus (he suddenly remembers) when one first awakes...
But something is wrong. He has woken in a place entirely unfamiliar. Can this be a holy place? What manner of ritual is this, that requires so much dissonant noise, so much consumption of food and wine, belches and imprecations, so many ill-assorted folk?
He stands and quietly exits the tavern. No-one appears to notice.
Nobody pays any heed as he passes down the street. All are inside for the evening, perhaps; and even the robbers, if any there be, can see that his naked body has nothing to offer.
Some time later, he comes to a house. A smell reaches his nostrils that is somehow familiar. Yes, it is a herb that the healers use. He knocks on the door, to meet the wide-eyed gaze of an old apothecary.
"This one humbly requests that the honored stranger pardon his rudeness," he says to the woman. "This one is in need, and to his shame, he has no better manners than to beg for what he needs. I need a..."
He breaks off. What, exactly? The memories crowd in. Fire and rage. Blood and death.
"I need a job."
Note: Technically, One-Who-Waits was "born" in the Hanged Man itself, which makes him in some sense Dauntonian. But he was reborn very recently, so I have chosen the Kingdom of Jade as his origin, as that is where his ancestral memories are from.
Hooks
One-Who-Waits feels himself to be in debt to the old apothecary. A friendly neighborhood busy-body, she has been finding odd jobs for him for the past year.
Kicker
Math
Attributes
| Attributes | |||||||||||
| Ability | Cost | Initial | Racial | Level | Final | Mod | |||||
| Str | 0 | 8 | 0 | 0 | 8 | -1 | |||||
| Con | 5 | 14 | 0 | 0 | 14 | 2 | |||||
| Dex | 2 | 12 | 0 | 0 | 12 | 1 | |||||
| Int | 9 | 16 | 2 | 0 | 18 | 4 | |||||
| Wis | 9 | 16 | 2 | 0 | 18 | 4 | |||||
| Cha | 0 | 10 | 0 | 0 | 10 | 0 | |||||
| Totals | 25 | 10 | |||||||||
Defenses
| Defenses | ||||||||||||
| Defense | Attrib | Attrib Type | Class | Racial | Feat | Feat Name | Equip | Equip Name | Misc | Misc Name | Level | Total |
| Armor Class | +1/+4 | dex/int | 0 | 2 | Leather Armor | 1 | 17 | |||||
| Fortitude | -1/+2 | str/con | 1 | 1 | 14 | |||||||
| Reflex | +1/+4 | dex/int | 1 | 15 | ||||||||
| Will | +4/+0 | wis/cha | 1 | 1 | 16 | |||||||
Astral Majesty: +1 to all defenses against the attacks of bloodied targets
Hitpoints
| Health | ||||||||||||
| -- | Base Class | Con | Per Level | Racial | Feat | Feat Name | Equip | Equip Name | Other | Total | Blooded | Surge |
| Hit Points | 12 | 14 | 5 | 0 | 0 | 0 | 31 | 15 | 7 | |||
Surges per Day 9 (Class 7 + Con 2)
Saving Throws
Saving Throw Bonuses none
Attacks
Basic
| Basic Attacks | |||||||||||||
| Attack Type | Attrib | Attrib Type | Class | Class Feature | Feat | Feat Name | Equip | Equip Name | Misc | Misc Name | Level | Total | vs? |
| Basic Melee |
-1 | str | 3 | Dagger | 1 | 3 | AC | ||||||
| Basic Ranged |
+1 | dex | 3 | Dagger | 1 | 5 | AC | ||||||
Powers
| Power To-Hit | |||||||||||
| Attack Type | Attrib | Attrib Type | Class | Class Feature | Feat | Feat Name | Equip | Equip Name | Level | Total | vs? |
| Stalker's Strike | +4 | Wis | 1 | Totem +1 | 1 | 6 | Fort | ||||
| Spirit's Fangs | +4 | Wis | 1 | Totem +1 | 1 | 6 | Ref | ||||
| Twin Panthers | +4 | Wis | 1 | Totem +1 | 1 | 6 | Ref | ||||
| Spirit of the Healing Flood | +4 | Wis | 1 | Totem +1 | 1 | 6 | Fort | ||||
Class Features
Shaman
- +1 Fort, +1 Will
- Companion Spirit
- Stalker Spirit Boon
- Healing Spirit
- Speak with Spirits
Racial Features
Deva
- Ability Scores: +2 Intelligence, +2 Wisdom
- Size: Medium
- Speed: 6
- Vision: Normal
- Languages: Common, choice of two others
- Skill Bonuses: +2 History, +2 Religion
- Astral Majesty: +1 to all defenses against the attacks of bloodied creatures
- Astral Resistance: resistance 5 to necrotic damage and radiant damage
- Immortal Origin
- Memory of a Thousand Lifetimes
Powers Known
- Shaman
- Class Features
- Call Spirit Companion
- Healing Spirit
- Speak With Spirits
- Spirit's Fangs
- At-Will
- Claws of the Eagle (PP)
- Stalker's Strike
- Encounter
- Twin Panthers
- Daily
- Spirit of the Healing Flood
- Utility
- Class Features
- Deva
- Memory of a Thousand Lifetimes
Skills
Languages Allarian, Old Allarian, Draconic
| Skills | ||||||||||
| Skill | Trained | Attrib | Attrib Type | Racial | Feat | Feat Name | Equip | Equip Name | Level | Total |
| Acrobatics | +1 | dex | 2 | Jack of all Trades | 1 | 4 | ||||
| Arcana | +4 | int | 2 | Jack of all Trades | 1 | 7 | ||||
| Athletics | -1 | str | 2 | Jack of all Trades | 1 | 2 | ||||
| Bluff | 0 | cha | 2 | Jack of all Trades | 1 | 3 | ||||
| Diplomacy | 0 | cha | 2 | Jack of all Trades | 1 | 3 | ||||
| Dungeoneering | +4 | wis | 2 | Jack of all Trades | 1 | 7 | ||||
| Endurance | +2 | con | 2 | Jack of all Trades | 1 | 5 | ||||
| Heal | 5 | +4 | wis | 1 | 10 | |||||
| History | +4 | int | 2 | 2 | Jack of all Trades | 1 | 9 | |||
| Insight | 5 | +4 | wis | 1 | Region bonus | 1 | 11 | |||
| Intimidate | 0 | cha | 2 | Jack of all Trades | 1 | 3 | ||||
| Nature | 5 | +4 | wis | 1 | 10 | |||||
| Perception | 5 | +4 | wis | 1 | Watchful Totem +1 | 1 | 11 | |||
| Religion | +4 | int | 2 | 2 | Jack of all Trades | 1 | 9 | |||
| Stealth | +1 | dex | 2 | Jack of all Trades | 1 | 4 | ||||
| Streetwise | 0 | cha | 2 | Jack of all Trades | 1 | 3 | ||||
| Thievery | +1 | dex | 2 | Jack of all Trades | 1 | 4 | ||||
Other Regional Bonus: +2 social Bluff against folk from a region other than the Kingdom of Jade
Feats
- Stalker Spirit Adept (PHB2)
- Jack of all Trades
Regional Benefits
The Kingdom of Jade
- +1 on Insight checks
- +2 on social Bluff checks made against those from another region
Equipment
| Equipment Name | Price | Weight |
|---|---|---|
| Watchful Spirit Embroidered Ball +1 (reskinned totem; PH2 p208) | treasure award | 2 |
| Leather armor | 25gp | 15 |
| Dagger | 1gp | 1 |
| Everburning torch | 50gp | 1 |
| Backpack | 2gp | 2 |
| Bedroll | 1sp | 5 |
| Flint and steel | 1gp | 0 |
| Belt pouch | 1gp | 0.5 |
| Waterskin | 1gp | 4 |
Weight Carried: 30.5 lbs
Money Remaining: 18gp and 9sp, 105gp in gems (treasure award)
Wish List
My order of preference is implement, then neck item, then other stuff.
The reskinning of the implement is more important to me than the actual properties of the implement. I would really like One-Who-Waits to have a magical embroidered ball :)
Implement: L2 hungry spirit totem +1 (AV; preferably reskinned as an embroidered ball)
Neck: L4 cloak of distortion (AV)
Armor: L5 panther spirit hide armor (PH2) or L3 delver's hide armor (PH)
Head: L5 stag helm (AV; preferably reskinned as something without horns that One-Who-Waits can wrap his turban over)
Tracking
Treasure
Watchful spirit totem +1 and 105gp awarded here, in Zombies and Crooks.
XP
340 XP awarded here (in Zombies and Crooks).
694 XP awarded here (in Zombies and Crooks).
Changes
Power retrained: Claws of the Eagle (PP) substituted for Watcher's Strike.
Level 2 feat: Jack of all Trades
Level 2 utility:
Events
First introduction of One-Who-Waits in the Hanged Man here.
Hero in the Commons: One-Who-Waits is known in the Daunton Commons for his heroic deeds. Occurred in Zombies and Crooks, here.
Ministats & Spirit Effects
[sblock=ministats][B][COLOR="DarkSlateGray"]One-Who-Waits[/COLOR][/B] Male Deva Shaman 1 Initiative: +2, Passive Perception: 21, Passive Insight: 21, Senses: Normal AC:17, Fort:14, Reflex:15, Will:16 (+1 to defenses against attacks by bloodied enemies) Resist Necrotic 6, Radiant 6 HP:31/31, Bloodied:15, Surge Value:7, Surges left:9/9 Action Points: 1 Powers:[color=Green] Call Spirit Companion Spirit's Fangs Stalker's Strike Claws of the Eagle[/color] [color=red]Healing Spirit Healing Spirit Speak with Spirits Twin Panthers Memory of a Thousand Lifetimes Second Wind[/color] [color=gray]Spirit of the Healing Flood[/color] Conditions: Full sheet: [URL="http://www.enworld.org/wiki/index.php/L4W:PC:One_Who_Waits_(Mewness)"][B][COLOR="DarkSlateGray"]One-Who-Waits[/COLOR][/B][/URL][/sblock] [sblock=Spirit Effects (IMPORTANT TO DM AND PCS)] A reminder of the effects that the spirit (Knotty Virtue) has on combat. The first three are important to players. [LIST] [*]Any ally of One-Who-Waits who starts their turn adjacent to Knotty Virtue can shift 1 square as a free action, as the first action during their turn. [*]Any ally of One-Who-Waits who is adjacent to Knotty Virtue gains a +4 bonus to their damage rolls against bloodied enemies. [*]Knotty Virtue occupies 1 square. Allies can move through its space but enemies cannot. [*]Any enemy that leaves a square adjacent to Knotty Virtue without shifting is subject to an opportunity attack (the Spirit's Fangs power). [*]Knotty Virtue has the same defense values as One-Who-Waits and can be targeted by attacks. [*]If a single attack deals 11 or more damage to Knotty Virtue, the spirit disappears and One-Who-Waits takes 6 damage. Otherwise Knotty Virtue is unaffected by attacks. [*]When One-Who-Waits takes a move action, he can move Knotty Virtue up to 6 squares as well. [*]Knotty Virtue is unaffected by terrain and environmental phenomena. [/LIST] [/sblock]
Judge Comments
Level 1
Approval 1
Comments from renau1g:
- Summary - Speak with Spirits - please change to +4 bonus not Wis modifier
- Summary - Stalker's Strike - please add "against bloodied foes +2 bonus to the attack roll"
- Gold should be 13 gp, 9 sp remaining
Approved by renau1g
Approval 2
Approval from TwoHeadsBarking:
- Fluff: Not that it matters, but I think it's not that Devas have vestigial wings. Rather, as a species, they all wear ceremonial fake ones.
- Equipment: Leather armor only weighs 15 lbs, and a bedroll weighs 5 lbs.
Approved.
Status
Approved for level 1 with 0 xp by renau1g and TwoHeadsBarking.














