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Rated: E · Appendix · Other · #2237696
Shadar kai Shaman
Male Shadar-kai Shaman
Level 1
Unaligned (Lawful)
Strength 11 (+0)
Constitution 10 (+0)
Dexterity 15 (+2)
Intelligence 15 (+2)
Wisdom 9 (-1)
Charisma 10 (+0)
Height: 5' 10"
Weight: 155 lb
Skin: Gray
Eyes: Black
Hair: Black
Maximum Hit Points: 22

Bloodied: 11
Surge Value: 5
Surges / Day: 7


Size: Medium
Speed: 6 squares
Vision: Low-light

Initiative: 1d20 +2 = + 2 [dexterity]
Base Strength Attack: 1d20 +0 = + 0 [strength]
Base Dexterity Attack: 1d20 +2 = + 2 [dexterity]
Base Constitution Attack: 1d20 +0 = + 0 [constitution]
Base Intelligence Attack: 1d20 +2 = + 2 [intelligence]
Base Wisdom Attack: 1d20 -1 = -1 [wisdom]
Base Charisma Attack: 1d20 +0 = + 0 [charisma]

Armor Class: 14 = 10 + 2 [intelligence] + 2 [Leather]
Fortitude Defense: 12 = 10 + 1 [Shadar-Kai] + 1 [shaman]
Reflex Defense: 12 = 10 + 2 [dexterity]
Will Defense: 11 = 10 + 1 [shaman]

If your campaign uses the fixed-enhancement bonus system [PH2/Dark Sun], level 1 characters get +0 on attack/damage (0d6 extra damage on a critical hit) and +0 on all defenses. These bonuses do not stack with magic items.

Armor: Leather (15 lb)

Shield: None
Attacks:

Unarmed Melee: +0 [base strength attack] vs AC; damage 1[W]=1d4
Quarterstaff: +2 vs AC [0 strength attack] [+2 proficiency]; damage 1[W]=1d8 4 lb (Staff)
Spirit's Shield -1i [base wisdom attack] vs reflex
Defending Strike -1i [base wisdom attack] vs reflex
Haunting Spirits -1i [base wisdom attack] vs will
Call to the Ancestral Warrior -1i [base wisdom attack] vs reflex
Blessing of the Seven Winds -1i [base wisdom attack] vs. fortitude
i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc.
Base Saving throw: d20 vs 10
Encumberance 4e
Normal Load:
Heavy Load:
Maximum Drag Load
110 lb.
220 lb.
550 lb.

Encumberance 3.5
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
38 lb. or less
39-76 lb.
77-115 lb.
115 lb.
230 lb.
575 lb.


Languages: Common;

Rituals Known:

Skills:

Acrobatics: +4 = 2 [dexterity] + 2 [Shadar-Kai]
Arcana: +7 = 2 [intelligence] +5 [class training]
Athletics: +5 = 0 [strength] +5 [class training]
Bluff: +0 = 0 [charisma]
Diplomacy: +0 = 0 [charisma]
Dungeoneering: -1 = -1 [wisdom]
Endurance: +5 = 0 [constitution] +5 [class training]
Heal: -1 = -1 [wisdom]
History: +2 = 2 [intelligence]
Insight: -1 = -1 [wisdom]
Intimidate: +0 = 0 [charisma]
Nature: +4 = -1 [wisdom] +5 [class training]
Perception: +1 = -1 [wisdom] + 2 [alertness]
Religion: +2 = 2 [intelligence]
Stealth: +4 = 2 [dexterity] + 2 [Shadar-kai]
Streetwise: +0 = 0 [charisma]
Thievery: +2 = 2 [dexterity]
Feats:

Alertness Per Essentials, you cannot be surprised at all
At-Will:

Melee Basic Attack: By weapon, damage 1[W] [standard action]
Ranged Basic Attack: By weapon, damage 1[W]+2 [dexterity bonus] [standard action]
Bull Rush: +0 [base strength attack] vs fortitude [standard action]
Grab: +0 [base strength attack] vs reflex [standard action]
Move grabbed target: +0 [base strength attack] vs fortitude [standard action]
Escape: +4 [acrobatics] vs reflex / +5 [athletics] vs fortitude [move action]
Call Spirit Companion [Shaman][minor action] [see online revision]
Spirit's Shield [Shaman][opportunity action]
Defending Strike [Level 1]
Haunting Spirits [Level 1]
Other Standard Actions: Administer a potion; Aid another [revised: skill check vs. 10+level/2, success helps +2, failure hurts -1]; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);
Other Move Actions: Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics); half of a Double Move (if taken in place of a standard action)
Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision), Sustain minor action; Some skills during combat (i.e., Insight)
Other Immediate Actions: Readied action
Other Opportunity Actions: Opportunity attack
Other Free Actions: Drop held items; End a grab; Talk
Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive
Short rest: Healing surges as available
Five minutes: Normal escape from restraints (Acrobatics)
One hour: Forage; Streetwise check

Encounter Powers:

Second Wind
Spend an Action Point [free action, not in surprise round]
Shadow Jaunt [Shadar-kai][move action]
Healing Spirit [minor action]
Speak with Spirits [minor action]
Call to the Ancestral Warrior [Level 1]
Daily Powers:

Blessing of the Seven Winds [Level 1]
Shadar-Kai

+2 dexterity, +2 intelligence or wisdom (already included, you chose intelligence.)
+2 Acrobatics, +2 Stealth
Winterkin (+1 on fortitude defense)
Shadow Jaunt (see Monster Manual)
Shaman
This shaman chose the Protector Spirit option and its spirit boon.
Healing Spirt
Speak with Spirt

Equipment:

19 lb
2 lb
5 lb

4 lb
2 lb
5 lb
1 lb
10 lb
10 lb
2 lb
4 lb
_____
64 lb Weapons / Armor / Shield (from above)
Backpack
Bedroll
Flint and steel
Grappling hook
Hammer
Pitons x10
Pouch (belt) x1
Rations (1 day) x10
Rope (50', hempen) x1
Sunrods x2
Waterskins x1

Total

Magic items:
Weapon:
Weapon:
Weapon:
Weapon:
Armor:
Shield:
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:








Resistances:
Action Point Tally:

Daily Item Powers Per Day: Heroic Tier Milestones: / / /

Death Saving Throw Failures:

More about this character:









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