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<blockquote data-quote="tiornys" data-source="post: 5576565" data-attributes="member: 17633"><p>[sblock= Ah-shahran, Character Sheet]<span style="color: Yellow"><strong>Ah-shahran</strong></span>, level 2 Deva Shaman|Warlord/Invoker</p><p>Male, 6' 3", 195lb</p><p></p><p><span style="color: Yellow"><em>thinking</em>, speaking, <strong>yelling</strong>, *whispering*, <span style="font-size: 9px">distant, abstracted mumbling,</span></span> <span style="color: DarkOrange">intently focused</span></p><p>[sblock= race features]Ability scores: +2 Wisdom, +2 Charisma or +2 Intelligence</p><p>Size: Medium</p><p>Speed: 6 squares.</p><p>Vision: Normal</p><p></p><p>Languages: Common, choice of two others</p><p>Skill Bonuses: +2 History, +2 Religion.</p><p>Astral Majesty: You have a +1 bonus to all defenses against attacks made by bloodied creatures.</p><p>Astral Resistance: You have resistance to necrotic damage and radiant damage equal to 5 + one-half your level.</p><p>Immortal Origin: Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.</p><p><span style="color: Red">[sblock= Memory of a Thousand Lifetimes]Deva Racial Power</span></p><p><span style="color: Red"><em>The dreamlike memories of your previous lives lend insight to aid you.</em></span></p><p><span style="color: Red">Encounter</span></p><p><span style="color: Red">No Action Personal</span></p><p><span style="color: Red"><strong>Trigger:</strong> You make an attack roll, a saving throw, a skill check, or an ability check and dislike the result</span></p><p><span style="color: Red"><strong>Effect:</strong> You add 1d6 to the triggering roll.</span></p><p><span style="color: Red">[/sblock]</span>[/sblock][sblock= Class Features][sblock= Companion Spirit (hybrid) -- Elemental Spirit]You gain the call spirit companion power.</p><p></p><p>In addition, choose one of the Companion Spirit options. You don’t gain the Spirit Boon or any of the powers granted by that choice, but you are considered to have the class feature for the purpose of meeting prerequisites and using the benefits tailored for it in certain powers.</p><p></p><p>Special: To select the at-will attack power associated with a Companion Spirit, you must have the appropriate spirit. For example, you can’t select the stalker’s strike power unless you have Stalker Spirit.</p><p></p><p><span style="color: green">Call Spirit Companion - Shaman Feature</span></p><p><span style="color: green"></span></p><p><span style="color: green"><em>Your soul reaches out to your spirit friend, which faithfully appears at your side.</em></span></p><p><span style="color: green"><em></em></span></p><p><span style="color: green">At-Will Conjuration, Primal</span></p><p><span style="color: green">Minor Action Close burst 20</span></p><p><span style="color: green"></span></p><p><span style="color: green"><strong>Requirement:</strong> Your spirit companion must not be present.</span></p><p><span style="color: green"></span></p><p><span style="color: green"><strong>Effect:</strong> 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.</span></p><p><span style="color: green"> The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the spirit equal to 10 + one-half your level or higher, the spirit disappears, and you take damage equal to 5 + one-half your level. Otherwise, the spirit is unaffected by the attack.</span></p><p>[/sblock][sblock= Healing Spirit (hybrid)]You gain the shaman power healing spirit. The power functions as normal, except that you can use it only once per encounter.</p><p></p><p><span style="color: Red">Healing Spirit - Shaman Feature</span></p><p><span style="color: Red"></span></p><p><span style="color: Red"><em>You call to the spirits on behalf of a wounded ally, closing wounds and filling your ally with vigor.</em></span></p><p><span style="color: Red"></span></p><p><span style="color: Red">Encounter (Special) Healing, Primal</span></p><p><span style="color: Red">Minor Action Close burst 5</span></p><p><span style="color: Red"></span></p><p><span style="color: Red"><strong>Target:</strong> You or one ally in the burst</span></p><p><span style="color: Red"></span></p><p><span style="color: Red"><strong>Effect:</strong> 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.</span></p><p><span style="color: Red">Level 6: 2d6 hit points.</span></p><p><span style="color: Red">Level 11: 3d6 hit points.</span></p><p><span style="color: Red">Level 16: 4d6 hit points.</span></p><p><span style="color: Red">Level 21: 5d6 hit points.</span></p><p><span style="color: Red">Level 26: 6d6 hit points.</span></p><p>[/sblock][sblock= Speak With Spirits]You gain the speak with spirits power. You are aware of the constant presence of spirits that float at the edges of reality. You can focus your inner energy and open your mind to these spirits, letting them guide your actions or fill you with insights.</p><p></p><p><span style="color: Red">Speak with Spirits - Shaman Feature</span></p><p><span style="color: Red"></span></p><p><span style="color: Red"><em>You commune with the spirits, letting them guide your words and actions.</em></span></p><p><span style="color: Red"><em></em></span></p><p><span style="color: Red">Encounter Primal</span></p><p><span style="color: Red">Minor Action Personal</span></p><p><span style="color: Red"></span></p><p><span style="color: Red"><strong>Effect:</strong> During this turn, you gain a bonus to your next skill check equal to your Wisdom modifier.</span></p><p>[/sblock][sblock= Inspiring Word (hybrid)]You gain the warlord power inspiring word. The power functions as normal, except that you can use it only once per encounter.</p><p></p><p><span style="color: Red">Inspiring Word - Warlord Feature</span></p><p><span style="color: Red"></span></p><p><span style="color: Red"><em>You call out to a wounded ally and offer inspiring words of courage and determination that invigorates your comrade.</em></span></p><p><span style="color: Red"></span></p><p><span style="color: Red">Encounter (Special) Healing, Martial</span></p><p><span style="color: Red">Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)</span></p><p><span style="color: Red"></span></p><p><span style="color: Red"><strong>Target:</strong> You or one ally in the burst</span></p><p><span style="color: Red"></span></p><p><span style="color: Red"><strong>Effect:</strong> The target can spend a healing surge and regain 1d6 additional hit points.</span></p><p><span style="color: Red"> Level 6: 2d6 additional hit points.</span></p><p><span style="color: Red"> Level 11: 3d6 additional hit points.</span></p><p><span style="color: Red"> Level 16: 4d6 additional hit points.</span></p><p><span style="color: Red"> Level 21: 5d6 additional hit points.</span></p><p><span style="color: Red"> Level 26: 6d6 additional hit points.</span></p><p>[/sblock][sblock= Warlord Leadership - Combat Leader]You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.</p><p>[/sblock][/sblock][sblock= Background]Auspicious Birth <strong>Benefit:</strong> You substitute your highest ability score for Constitution to determine your initial hit points.[/sblock][sblock= Theme]Seer</p><p><strong>L1 Benefit:</strong> Gain the Cast Fortune power</p><p><span style="color: Red">[sblock= Cast Fortune]Seer Utility</span></p><p><span style="color: Red"></span></p><p><span style="color: Red"><em>You perform a minor augury or reading that reveals to you what fortune holds for the subject this day.</em></span></p><p><span style="color: Red"></span></p><p><span style="color: Red">Encounter Arcane</span></p><p><span style="color: Red">Standard Action Ranged 5</span></p><p><span style="color: Red"></span></p><p><span style="color: Red"><strong>Target:</strong> One ally</span></p><p><span style="color: Red"></span></p><p><span style="color: Red"><strong>Effect:</strong> Roll a d20 three times when you use this power, and note the results, in order. These results replace, in order, the next three d20 rolls the target makes for any of the following types of rolls: attack rolls, saving throws, and skill checks. At the DM’s discretion, trivial rolls and rolls that the target makes in nondangerous or nonstressful situations can’t be replaced by your recorded results. When all three results have been used or when you next take an extended rest, the effect ends. The target doesn’t know if his or her fortune is good or bad unless you tell the target.</span></p><p><span style="color: Red"></span></p><p><span style="color: Red"><strong>Special:</strong> Once anyone has used this power on an ally, that ally cannot be targeted by the power again until after he or she finishes an extended rest.[/sblock]</span>[/sblock][sblock= Reference]<strong>Initiative:</strong> +3 <strong>Speed:</strong> 6</p><p><strong>Passive Insight:</strong> 20 <strong>Passive Perception:</strong> 20 (<strong>Senses:</strong> Normal)</p><p><strong>Resistances:</strong> 6 necrotic, 6 radiant</p><p><strong>Saving Throw Modifiers:</strong> n/a</p><p><strong>Languages:</strong> Common, Primordial, Giant</p><p>[/sblock]<span style="font-family: 'Courier New'">[sblock= Stats]<strong>Strength:</strong> 8 </span></p><p><span style="font-family: 'Courier New'"><strong>Constitution:</strong> 13</span></p><p><span style="font-family: 'Courier New'"><strong>Dexterity:</strong> 10</span></p><p><span style="font-family: 'Courier New'"><strong>Intelligence:</strong> 18</span></p><p><span style="font-family: 'Courier New'"><strong>Wisdom:</strong> 18</span></p><p><span style="font-family: 'Courier New'"><strong>Charisma:</strong> 11</span></p><p><span style="font-family: 'Courier New'">[/sblock][sblock= Defenses]<strong>AC:</strong> 17 <strong>Fortitude:</strong> 12 <strong>Reflex:</strong> 15 <strong>Will:</strong> 17</span></p><p><span style="font-family: 'Courier New'"><strong>HP:</strong> 35 <strong>Surges/day:</strong> 8 <strong>Surge Value:</strong> 8</span></p><p><span style="font-family: 'Courier New'">[/sblock][sblock= Skills]Acrobatics +1</span></p><p><span style="font-family: 'Courier New'">Arcana +5</span></p><p><span style="font-family: 'Courier New'">Athletics +0</span></p><p><span style="font-family: 'Courier New'">Bluff +1</span></p><p><span style="font-family: 'Courier New'">Diplomacy +1</span></p><p><span style="font-family: 'Courier New'">Dungeoneering +5</span></p><p><span style="font-family: 'Courier New'">Endurance +2</span></p><p><span style="font-family: 'Courier New'">Heal +5</span></p><p><span style="font-family: 'Courier New'">History +7</span></p><p><span style="font-family: 'Courier New'">Insight +10*</span></p><p><span style="font-family: 'Courier New'">Intimidate +1</span></p><p><span style="font-family: 'Courier New'">Nature +10*</span></p><p><span style="font-family: 'Courier New'">Perception +10*</span></p><p><span style="font-family: 'Courier New'">Religion +12*</span></p><p><span style="font-family: 'Courier New'">Stealth +1</span></p><p><span style="font-family: 'Courier New'">Streetwise +1</span></p><p><span style="font-family: 'Courier New'">Thievery +1</span></p><p><span style="font-family: 'Courier New'">[/sblock]</span>[sblock= Feats]<strong>Level 1:</strong> Spirit of Vigor</p><p><strong>Level 2:</strong> Acolyte of Divine Secrets (Religion/Hand of Radiance)</p><p>[/sblock][sblock= Powers]</p><p><span style="color: green">[sblock= Direct the Strike]Warlord Attack 1</span></p><p><span style="color: green"><em></em></span></p><p><span style="color: green"><em>You direct an ally to attack as an enemy lowers its guard.</em></span></p><p><span style="color: green"><em></em></span></p><p><span style="color: green">At-Will Martial</span></p><p><span style="color: green">Standard Action Ranged 5</span></p><p><span style="color: green"></span></p><p><span style="color: green"><strong>Target:</strong> One ally</span></p><p><span style="color: green"></span></p><p><span style="color: green"><strong>Effect:</strong> The target makes a basic attack as a free action against an enemy of your choice that you can see and is within 10 squares of you.</span></p><p><span style="color: green">[/sblock][sblock= Spirit Infusion]Shaman Attack 1</span></p><p><span style="color: green"><em>You dismiss your spirit companion, which flows into an ally and enables him or her to make a swift and sudden attack.</em></span></p><p><span style="color: green"><em></em></span></p><p><span style="color: green">At-Will Primal, Spirit</span></p><p><span style="color: green">Standard Action Melee spirit 1</span></p><p><span style="color: green"></span></p><p><span style="color: green"><strong>Target:</strong> One ally</span></p><p><span style="color: green"></span></p><p><span style="color: green"><strong>Effect:</strong> Your spirit companion disappears, and the target can make a basic attack with a +2 power bonus to the attack roll and a power bonus to the damage roll equal to your Intelligence modifier.</span></p><p><span style="color: green">[/sblock]</span><span style="color: Red">[sblock= Hand of Radiance]Invoker Attack 1</span></p><p><span style="color: Red"></span></p><p><span style="color: Red"><em>Tendrils of radiance streak from your fingertips across the battlefield. The beams strike your enemies, raining sparks of light on impact.</em></span></p><p><span style="color: Red"></span></p><p><span style="color: Red">Encounter Divine, Implement, Radiant</span></p><p><span style="color: Red">Standard Action Ranged 10</span></p><p><span style="color: Red"></span></p><p><span style="color: Red"><strong>Target:</strong> One, two, or three creatures</span></p><p><span style="color: Red"></span></p><p><span style="color: Red"><strong>Attack:</strong> Wisdom vs. Reflex</span></p><p><span style="color: Red"></span></p><p><span style="color: Red"><strong>Hit:</strong> 1d4 + Wisdom modifier radiant damage.</span></p><p><span style="color: Red">[/sblock][sblock= Twin Panthers]Shaman Attack 1</span></p><p><span style="color: Red"></span></p><p><span style="color: Red"><em>Two panther spirits leap on your foes, and the panthers channel their predatory instincts through your spirit companion so that it menaces nearby enemies.</em></span></p><p><span style="color: Red"></span></p><p><span style="color: Red">Encounter Implement, Primal</span></p><p><span style="color: Red">Standard Action Ranged 5</span></p><p><span style="color: Red"></span></p><p><span style="color: Red"><strong>Target:</strong> One creature</span></p><p><span style="color: Red"></span></p><p><span style="color: Red"><strong>Attack:</strong> Wisdom vs. Reflex</span></p><p><span style="color: Red"></span></p><p><span style="color: Red"> Stalker Spirit: If the target is bloodied, you gain a bonus to the attack roll equal to your Intelligence modifier.</span></p><p><span style="color: Red"></span></p><p><span style="color: Red"><strong>Hit:</strong> 1d8 + Wisdom modifier 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.</span></p><p><span style="color: Red"></span></p><p><span style="color: Red"><strong>Effect:</strong> Make the attack one more time against the same target or a different one.</span></p><p><span style="color: Red">[/sblock][sblock= Adaptive Stratagem]Warlord Utility 2</span></p><p><span style="color: Red"></span></p><p><span style="color: Red"><em>Your companion has the ability and the will. You provide the plan and the motivation.</em></span></p><p><span style="color: Red"></span></p><p><span style="color: Red">Encounter Martial</span></p><p><span style="color: Red">Minor Action Close burst 10</span></p><p><span style="color: Red"></span></p><p><span style="color: Red"><strong>Target:</strong> One ally in the burst</span></p><p><span style="color: Red"></span></p><p><span style="color: Red"><strong>Effect:</strong> Until the end of your next turn, the ally gains his or her choice of a power bonus to damage rolls equal to your Intelligence modifier or a power bonus to saving throws equal to your Charisma modifier.</span></p><p><span style="color: Red"></span></p><p><span style="color: Red"> <strong>Resourceful Presence:</strong> The ally gains both bonuses.[/SBLOCK]</span><span style="color: SlateGray">[sblock= Spirit of the Healing Flood]Shaman Attack 1</span></p><p><span style="color: SlateGray"><em>The spirit of the great flood appears, a being of storm-tossed water. Its essence sustains your allies and drowns your foes.</em></span></p><p><span style="color: SlateGray"><em></em></span></p><p><span style="color: SlateGray">Daily Healing, Implement, Primal</span></p><p><span style="color: SlateGray">Standard Action Close burst 5</span></p><p><span style="color: SlateGray"></span></p><p><span style="color: SlateGray"><strong>Target:</strong> Each enemy in the burst</span></p><p><span style="color: SlateGray"></span></p><p><span style="color: SlateGray"><strong>Attack:</strong> Wisdom vs. Fortitude</span></p><p><span style="color: SlateGray"></span></p><p><span style="color: SlateGray"><strong>Hit:</strong> 1d8 + Wisdom modifier damage.</span></p><p><span style="color: SlateGray"></span></p><p><span style="color: SlateGray"><strong>Miss:</strong> Half damage.</span></p><p><span style="color: SlateGray"></span></p><p><span style="color: SlateGray"><strong>Effect:</strong> 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.</span></p><p><span style="color: SlateGray">[/sblock]</span>[/sblock][sblock=Items]</p><p>Leather Armor</p><p>Adventurer's Kit</p><p><span style="color: orange">Magic Accurate Staff +1</span></p><p><span style="color: orange">Potion of Healing</span></p><p><span style="color: orange">[sblock=Corellon's Boon of Arcane Might (Winged Horde)]<em>Corellon brought arcane magic to the world. Mortals who please him gain access to powers that otherwise take years of study to master.</em></span></p><p><span style="color: orange">Lvl 3 680 gp</span></p><p><span style="color: orange">Divine Boon</span></p><p><span style="color: orange"><strong>Property</strong></span></p><p><span style="color: orange">Choose an at-will power from an arcane character class. You can use that power as an encounter power.</span></p><p><span style="color: orange"><strong>Power Daily (Free Action)</strong></span></p><p><span style="color: orange">Choose a 1st-level encounter power from an arcane class. You can use that power once before the end of the encounter.[/sblock]</span></p><p><span style="color: orange"></span></p><p><strong>Wealth:</strong> 60 gp</p><p>[/sblock][sblock= Details][sblock= Mannerisms and Appearance]Ah-shahran's white hair is bushy and unkempt. This combines with his wide eyes to give an impression of someone who is not, perhaps, completely sane. Adding to the impression, Ah-shahran's gaze alternates between rapid shifts and long stares. Ah-shahran's skin is dominated by pale gray, and his face lacks the customary Deva patterns. Only on the bottom of his wrists and the palms of his hands are dark gray patterns visible. Ah-shahran wears a flowing cloak over leather armor and carries no visible weaponry.</p><p>[/sblock][sblock= Character Matrix]Social Interactions: Enigmatic, Hopeful/Grim, Skeptical</p><p>Decision Points: Impatient, Pragmatic, Gruff</p><p>Dire Straits: Fierce, Driven, Unshakable</p><p>[/sblock][sblock= Campaign Notes]</p><p>[/sblock][/sblock][/sblock]</p><p></p><p>[sblock= Power Statistics]</p><p><span style="color: Green">[sblock= Spirit Infusion]At-Will - Primal, Spirit</span></p><p><span style="color: Green">Standard Action - Melee spirit 1</span></p><p><span style="color: Green"><strong>Target:</strong> One ally</span></p><p><span style="color: Green"><strong>Effect:</strong> Your spirit companion disappears, and the target can make a basic attack with a +2 power bonus to the attack roll and a +4 power bonus to the damage roll.</span></p><p><span style="color: Green">---[/sblock]</span></p><p></p><p><span style="color: Red">[sblock= Twin Panthers]Encounter - Implement, Primal</span></p><p><span style="color: Red">Standard Action - Ranged 5</span></p><p><span style="color: Red"><strong>Target:</strong> One creature</span></p><p><span style="color: Red"><strong>Attack:</strong> +6 vs. Reflex</span></p><p><span style="color: Red"><strong>Hit:</strong> 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.</span></p><p><span style="color: Red"><strong>Effect:</strong> Make the attack one more time against the same target or a different one.</span></p><p><span style="color: Red">---[/sblock]</span></p><p><span style="color: Red"></span></p><p><span style="color: Red">[sblock= Hand of Radiance]Encounter - Divine, Implement, Radiant</span></p><p><span style="color: Red">Standard Action - Ranged 5</span></p><p><span style="color: Red"><strong>Target:</strong> One, two, or three creatures</span></p><p><span style="color: Red"><strong>Attack:</strong> +6 vs. Reflex</span></p><p><span style="color: Red"><strong>Hit:</strong> 1d4 + 5 radiant damage.</span></p><p><span style="color: Red">---[/sblock]</span></p><p><span style="color: Red"></span></p><p><span style="color: Red">[sblock= Adaptive Stratagem]Encounter - Martial</span></p><p><span style="color: Red">Minor Action - Close burst 10</span></p><p><span style="color: Red"><strong>Target:</strong> One ally in the burst</span></p><p><span style="color: Red"><strong>Effect:</strong> The ally gains a +4 power bonus to damage rolls until the end of your next turn.</span></p><p><span style="color: Red">---[/sblock]</span></p><p></p><p><span style="color: SlateGray">[sblock= Spirit of the Healing Flood]Daily - Healing, Implement, Primal</span></p><p><span style="color: SlateGray">Standard Action - Close burst 5</span></p><p><span style="color: SlateGray"><strong>Target:</strong> Each enemy in burst</span></p><p><span style="color: SlateGray"><strong>Attack:</strong> +6 vs. Fortitude </span></p><p><span style="color: SlateGray"><strong>Hit:</strong> 1d8 + 5 damage.</span></p><p><span style="color: SlateGray"><strong>Miss:</strong> Half damage.</span></p><p><span style="color: SlateGray"><strong>Effect:</strong> 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.</span></p><p><span style="color: SlateGray">---[/sblock]</span>[/sblock]</p><p></p><p>[sblock=Party Notable Basic Attacks]<strong>Kyalia:</strong> RBA: +8 vs, AC, 1d10+4 (Prime Shot, Elven Accuracy, Hunter's Quarry, Bow Expertise, Distant Advantage)</p><p><strong>Viator:</strong> currently none</p><p><strong>Kali:</strong> MBA: +9 vs. AC, 1d10+9 (Power Strike, Shrouds, Axe Expertise); RBA (Longbow): +8 vs. AC, 1d10+5</p><p><strong>Freggo:</strong> MBA: +8 vs. AC, 1d8+3; RBA (Javelin): +6 vs. AC, 1d6+3</p><p><strong>Velani:</strong> MBA: +10 vs. AC, 1d8+5 (Challenge-Seeking, Holy Smite, ANTI-synergy with missed Vengeful Strike)[/sblock]</p><p></p><p>[sblock=Combat Status]<strong>HP: 35/35</strong> Surges: 8/8 Surge Value: 8</p><p><strong>AC:</strong> 17 <strong>Fortitude:</strong> 12 <strong>Reflex:</strong> 15 <strong>Will:</strong> 17</p><p><strong>Resist:</strong> 6 necrotic, 6 radiant <strong>Saving Throw mods:</strong> none</p><p><strong>Speed:</strong> 6 <strong>Initiative:</strong> (+3) xx</p><p><strong>Passive Insight:</strong> 20 <strong>Passive Perception:</strong> 20</p><p><strong>Action Points: 1 <span style="color: red">[] Usage this encounter</span></strong></p><p><strong><span style="color: red">[] Second Wind</span></strong></p><p><strong>[][][] Failed Death Saves</strong></p><p><strong></strong></p><p><strong>Current Status:</strong></p><p></p><p><strong>Actions:</strong></p><p><strong>[]Standard</strong></p><p><strong>[]Move</strong></p><p><strong>[]Minor</strong></p><p><strong>[]Immediate</strong></p><p></p><p><strong>Powers:</strong></p><p><strong><span style="color: green">Spirit Infusion, Direct the Strike, Call Spirit Companion</span> <span style="color: red">Twin Panthers, Hand of Radiance, Adaptive Stratagem, Memory of a Thousand Lifetimes, Healing Spirit, Inspiring Word, Speak with Spirits, Cast Fortune,</span> <span style="color: SlateGray">Spirit of the Healing Flood,</span> <span style="color: orange">Winged Horde (CBoAM), Potion of Healing, Corellon's Boon of Arcane Might</span></strong></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="tiornys, post: 5576565, member: 17633"] [sblock= Ah-shahran, Character Sheet][COLOR=Yellow][B]Ah-shahran[/B][/COLOR], level 2 Deva Shaman|Warlord/Invoker Male, 6' 3", 195lb [COLOR=Yellow][I]thinking[/I], speaking, [B]yelling[/B], *whispering*, [SIZE="1"]distant, abstracted mumbling,[/SIZE][/COLOR] [COLOR="DarkOrange"]intently focused[/COLOR] [sblock= race features]Ability scores: +2 Wisdom, +2 Charisma or +2 Intelligence Size: Medium Speed: 6 squares. Vision: Normal Languages: Common, choice of two others Skill Bonuses: +2 History, +2 Religion. Astral Majesty: You have a +1 bonus to all defenses against attacks made by bloodied creatures. Astral Resistance: You have resistance to necrotic damage and radiant damage equal to 5 + one-half your level. Immortal Origin: Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin. [COLOR=Red][sblock= Memory of a Thousand Lifetimes]Deva Racial Power [I]The dreamlike memories of your previous lives lend insight to aid you.[/I] Encounter No Action Personal [B]Trigger:[/B] You make an attack roll, a saving throw, a skill check, or an ability check and dislike the result [B]Effect:[/B] You add 1d6 to the triggering roll. [/sblock][/COLOR][/sblock][sblock= Class Features][sblock= Companion Spirit (hybrid) -- Elemental Spirit]You gain the call spirit companion power. In addition, choose one of the Companion Spirit options. You don’t gain the Spirit Boon or any of the powers granted by that choice, but you are considered to have the class feature for the purpose of meeting prerequisites and using the benefits tailored for it in certain powers. Special: To select the at-will attack power associated with a Companion Spirit, you must have the appropriate spirit. For example, you can’t select the stalker’s strike power unless you have Stalker Spirit. [COLOR=green]Call Spirit Companion - Shaman Feature [I]Your soul reaches out to your spirit friend, which faithfully appears at your side. [/I] At-Will Conjuration, Primal Minor Action Close burst 20 [B]Requirement:[/B] Your spirit companion must not be present. [B]Effect:[/B] 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 damage to the spirit equal to 10 + one-half your level or higher, the spirit disappears, and you take damage equal to 5 + one-half your level. Otherwise, the spirit is unaffected by the attack.[/COLOR] [/sblock][sblock= Healing Spirit (hybrid)]You gain the shaman power healing spirit. The power functions as normal, except that you can use it only once per encounter. [COLOR=Red]Healing Spirit - Shaman Feature [I]You call to the spirits on behalf of a wounded ally, closing wounds and filling your ally with vigor.[/I] Encounter (Special) Healing, Primal Minor Action Close burst 5 [B]Target:[/B] You or one ally in the burst [B]Effect:[/B] 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. Level 6: 2d6 hit points. Level 11: 3d6 hit points. Level 16: 4d6 hit points. Level 21: 5d6 hit points. Level 26: 6d6 hit points.[/COLOR] [/sblock][sblock= Speak With Spirits]You gain the speak with spirits power. You are aware of the constant presence of spirits that float at the edges of reality. You can focus your inner energy and open your mind to these spirits, letting them guide your actions or fill you with insights. [COLOR=Red]Speak with Spirits - Shaman Feature [I]You commune with the spirits, letting them guide your words and actions. [/I] Encounter Primal Minor Action Personal [B]Effect:[/B] During this turn, you gain a bonus to your next skill check equal to your Wisdom modifier.[/COLOR] [/sblock][sblock= Inspiring Word (hybrid)]You gain the warlord power inspiring word. The power functions as normal, except that you can use it only once per encounter. [COLOR=Red]Inspiring Word - Warlord Feature [I]You call out to a wounded ally and offer inspiring words of courage and determination that invigorates your comrade.[/I] Encounter (Special) Healing, Martial Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) [B]Target:[/B] You or one ally in the burst [B]Effect:[/B] The target can spend a healing surge and regain 1d6 additional hit points. Level 6: 2d6 additional hit points. Level 11: 3d6 additional hit points. Level 16: 4d6 additional hit points. Level 21: 5d6 additional hit points. Level 26: 6d6 additional hit points.[/COLOR] [/sblock][sblock= Warlord Leadership - Combat Leader]You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative. [/sblock][/sblock][sblock= Background]Auspicious Birth [B]Benefit:[/B] You substitute your highest ability score for Constitution to determine your initial hit points.[/sblock][sblock= Theme]Seer [B]L1 Benefit:[/b] Gain the Cast Fortune power [color="Red"][sblock= Cast Fortune]Seer Utility [I]You perform a minor augury or reading that reveals to you what fortune holds for the subject this day.[/I] Encounter Arcane Standard Action Ranged 5 [B]Target:[/B] One ally [B]Effect:[/B] Roll a d20 three times when you use this power, and note the results, in order. These results replace, in order, the next three d20 rolls the target makes for any of the following types of rolls: attack rolls, saving throws, and skill checks. At the DM’s discretion, trivial rolls and rolls that the target makes in nondangerous or nonstressful situations can’t be replaced by your recorded results. When all three results have been used or when you next take an extended rest, the effect ends. The target doesn’t know if his or her fortune is good or bad unless you tell the target. [B]Special:[/B] Once anyone has used this power on an ally, that ally cannot be targeted by the power again until after he or she finishes an extended rest.[/sblock][/color][/sblock][sblock= Reference][B]Initiative:[/B] +3 [B]Speed:[/B] 6 [B]Passive Insight:[/B] 20 [B]Passive Perception:[/B] 20 ([B]Senses:[/B] Normal) [B]Resistances:[/B] 6 necrotic, 6 radiant [B]Saving Throw Modifiers:[/B] n/a [B]Languages:[/B] Common, Primordial, Giant [/sblock][FONT=Courier New][sblock= Stats][B]Strength:[/B] 8 [B]Constitution:[/B] 13 [B]Dexterity:[/B] 10 [B]Intelligence:[/B] 18 [B]Wisdom:[/B] 18 [B]Charisma:[/B] 11 [/sblock][sblock= Defenses][B]AC:[/B] 17 [B]Fortitude:[/B] 12 [B]Reflex:[/B] 15 [B]Will:[/B] 17 [B]HP:[/B] 35 [B]Surges/day:[/B] 8 [B]Surge Value:[/B] 8 [/sblock][sblock= Skills]Acrobatics +1 Arcana +5 Athletics +0 Bluff +1 Diplomacy +1 Dungeoneering +5 Endurance +2 Heal +5 History +7 Insight +10* Intimidate +1 Nature +10* Perception +10* Religion +12* Stealth +1 Streetwise +1 Thievery +1 [/sblock][/FONT][sblock= Feats][B]Level 1:[/B] Spirit of Vigor [B]Level 2:[/B] Acolyte of Divine Secrets (Religion/Hand of Radiance) [/sblock][sblock= Powers] [COLOR=green][sblock= Direct the Strike]Warlord Attack 1 [I] You direct an ally to attack as an enemy lowers its guard. [/I] At-Will Martial Standard Action Ranged 5 [B]Target:[/B] One ally [B]Effect:[/B] The target makes a basic attack as a free action against an enemy of your choice that you can see and is within 10 squares of you. [/sblock][sblock= Spirit Infusion]Shaman Attack 1 [I]You dismiss your spirit companion, which flows into an ally and enables him or her to make a swift and sudden attack. [/I] At-Will Primal, Spirit Standard Action Melee spirit 1 [B]Target:[/B] One ally [B]Effect:[/B] Your spirit companion disappears, and the target can make a basic attack with a +2 power bonus to the attack roll and a power bonus to the damage roll equal to your Intelligence modifier. [/sblock][/COLOR][COLOR=Red][sblock= Hand of Radiance]Invoker Attack 1 [I]Tendrils of radiance streak from your fingertips across the battlefield. The beams strike your enemies, raining sparks of light on impact.[/I] Encounter Divine, Implement, Radiant Standard Action Ranged 10 [B]Target:[/B] One, two, or three creatures [B]Attack:[/B] Wisdom vs. Reflex [B]Hit:[/B] 1d4 + Wisdom modifier radiant damage. [/sblock][sblock= Twin Panthers]Shaman Attack 1 [I]Two panther spirits leap on your foes, and the panthers channel their predatory instincts through your spirit companion so that it menaces nearby enemies.[/I] Encounter Implement, Primal Standard Action Ranged 5 [B]Target:[/B] One creature [B]Attack:[/B] Wisdom vs. Reflex Stalker Spirit: If the target is bloodied, you gain a bonus to the attack roll equal to your Intelligence modifier. [B]Hit:[/B] 1d8 + Wisdom modifier 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. [B]Effect:[/B] Make the attack one more time against the same target or a different one. [/sblock][sblock= Adaptive Stratagem]Warlord Utility 2 [I]Your companion has the ability and the will. You provide the plan and the motivation.[/I] Encounter Martial Minor Action Close burst 10 [B]Target:[/B] One ally in the burst [B]Effect:[/B] Until the end of your next turn, the ally gains his or her choice of a power bonus to damage rolls equal to your Intelligence modifier or a power bonus to saving throws equal to your Charisma modifier. [B]Resourceful Presence:[/B] The ally gains both bonuses.[/SBLOCK][/COLOR][COLOR=SlateGray][sblock= Spirit of the Healing Flood]Shaman Attack 1 [I]The spirit of the great flood appears, a being of storm-tossed water. Its essence sustains your allies and drowns your foes. [/I] Daily Healing, Implement, Primal Standard Action Close burst 5 [B]Target:[/B] Each enemy in the burst [B]Attack:[/B] Wisdom vs. Fortitude [B]Hit:[/B] 1d8 + Wisdom modifier damage. [B]Miss:[/B] Half damage. [B]Effect:[/B] 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. [/sblock][/COLOR][/sblock][sblock=Items] Leather Armor Adventurer's Kit [color=orange]Magic Accurate Staff +1 Potion of Healing [sblock=Corellon's Boon of Arcane Might (Winged Horde)][I]Corellon brought arcane magic to the world. Mortals who please him gain access to powers that otherwise take years of study to master.[/I] Lvl 3 680 gp Divine Boon [B]Property[/B] Choose an at-will power from an arcane character class. You can use that power as an encounter power. [B]Power Daily (Free Action)[/B] Choose a 1st-level encounter power from an arcane class. You can use that power once before the end of the encounter.[/sblock] [/color] [B]Wealth:[/B] 60 gp [/sblock][sblock= Details][sblock= Mannerisms and Appearance]Ah-shahran's white hair is bushy and unkempt. This combines with his wide eyes to give an impression of someone who is not, perhaps, completely sane. Adding to the impression, Ah-shahran's gaze alternates between rapid shifts and long stares. Ah-shahran's skin is dominated by pale gray, and his face lacks the customary Deva patterns. Only on the bottom of his wrists and the palms of his hands are dark gray patterns visible. Ah-shahran wears a flowing cloak over leather armor and carries no visible weaponry. [/sblock][sblock= Character Matrix]Social Interactions: Enigmatic, Hopeful/Grim, Skeptical Decision Points: Impatient, Pragmatic, Gruff Dire Straits: Fierce, Driven, Unshakable [/sblock][sblock= Campaign Notes] [/sblock][/sblock][/sblock] [sblock= Power Statistics] [COLOR=Green][sblock= Spirit Infusion]At-Will - Primal, Spirit Standard Action - Melee spirit 1 [B]Target:[/B] One ally [B]Effect:[/B] Your spirit companion disappears, and the target can make a basic attack with a +2 power bonus to the attack roll and a +4 power bonus to the damage roll. ---[/sblock][/COLOR] [COLOR=Red][sblock= Twin Panthers]Encounter - Implement, Primal Standard Action - Ranged 5 [B]Target:[/B] One creature [B]Attack:[/B] +6 vs. Reflex [B]Hit:[/B] 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. [B]Effect:[/B] Make the attack one more time against the same target or a different one. ---[/sblock] [sblock= Hand of Radiance]Encounter - Divine, Implement, Radiant Standard Action - Ranged 5 [B]Target:[/B] One, two, or three creatures [B]Attack:[/B] +6 vs. Reflex [B]Hit:[/B] 1d4 + 5 radiant damage. ---[/sblock] [sblock= Adaptive Stratagem]Encounter - Martial Minor Action - Close burst 10 [B]Target:[/B] One ally in the burst [B]Effect:[/B] The ally gains a +4 power bonus to damage rolls until the end of your next turn. ---[/sblock][/COLOR] [COLOR=SlateGray][sblock= Spirit of the Healing Flood]Daily - Healing, Implement, Primal Standard Action - Close burst 5 [B]Target:[/B] Each enemy in burst [B]Attack:[/B] +6 vs. Fortitude [B]Hit:[/B] 1d8 + 5 damage. [B]Miss:[/B] Half damage. [B]Effect:[/B] 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. ---[/sblock][/COLOR][/sblock] [sblock=Party Notable Basic Attacks][B]Kyalia:[/B] RBA: +8 vs, AC, 1d10+4 (Prime Shot, Elven Accuracy, Hunter's Quarry, Bow Expertise, Distant Advantage) [B]Viator:[/B] currently none [B]Kali:[/B] MBA: +9 vs. AC, 1d10+9 (Power Strike, Shrouds, Axe Expertise); RBA (Longbow): +8 vs. AC, 1d10+5 [B]Freggo:[/B] MBA: +8 vs. AC, 1d8+3; RBA (Javelin): +6 vs. AC, 1d6+3 [B]Velani:[/B] MBA: +10 vs. AC, 1d8+5 (Challenge-Seeking, Holy Smite, ANTI-synergy with missed Vengeful Strike)[/sblock] [sblock=Combat Status][B]HP: 35/35[/B] Surges: 8/8 Surge Value: 8 [B]AC:[/B] 17 [B]Fortitude:[/B] 12 [B]Reflex:[/B] 15 [B]Will:[/B] 17 [B]Resist:[/B] 6 necrotic, 6 radiant [B]Saving Throw mods:[/B] none [B]Speed:[/B] 6 [B]Initiative:[/B] (+3) xx [B]Passive Insight:[/B] 20 [B]Passive Perception:[/B] 20 [B]Action Points: 1 [COLOR=red][] Usage this encounter [] Second Wind[/COLOR] [][][] Failed Death Saves Current Status:[/B] [B]Actions: []Standard []Move []Minor []Immediate[/B] [B]Powers: [COLOR=green]Spirit Infusion, Direct the Strike, Call Spirit Companion[/COLOR] [COLOR=red]Twin Panthers, Hand of Radiance, Adaptive Stratagem, Memory of a Thousand Lifetimes, Healing Spirit, Inspiring Word, Speak with Spirits, Cast Fortune,[/COLOR] [COLOR=SlateGray]Spirit of the Healing Flood,[/COLOR] [color=orange]Winged Horde (CBoAM), Potion of Healing, Corellon's Boon of Arcane Might[/color][/B] [/sblock] [/QUOTE]
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