View Full Version : Ieza & Laban
LeadPal
24th of June, 2010, 18:52
http://img38.imageshack.us/img38/2856/devachaintorobe.jpghttp://img541.imageshack.us/img541/4103/serpentspirit.jpg
Feats & Features (http://www.online-roleplaying.com/forums/showthread.php?p=375764#post375764), At-Will Powers (http://www.online-roleplaying.com/forums/showthread.php?p=375765#post375765), Encounter Powers (http://www.online-roleplaying.com/forums/showthread.php?p=375766#post375766), Daily Powers (http://www.online-roleplaying.com/forums/showthread.php?p=375767#post375767), Equipment (http://www.online-roleplaying.com/forums/showthread.php?p=375768#post375768), Background (http://www.online-roleplaying.com/forums/showthread.php?p=375769#post375769), Notes (http://www.online-roleplaying.com/forums/showthread.php?p=375770#post375770)
Deva Shaman 1
Medium immortal humanoid
Alignment Lawful Good
Experience Points 923/1,000
Scion of an Ancient Bloodline (+3 History, History as a class skill)
Strength 10 (+0) (base 10)
Constitution 11 (+0) (base 11)
Dexterity 8 (-1) (base 8)
Intelligence 16 (+3) (base 14, +2 racial)
Wisdom 20 (+5) (base 18, +2 racial)
Charisma 10 (+0) (base 10)
Initiative +7 (Battle Intuition: +5 wis, +2 feat)
Passive Insight 20 (+5 wis, +5 trained)
Passive Perception 20 (+5 wis, +5 trained)
Normal vision
HP 23 (base 7, +11 con, +5x1 level)
— Bloodied 11
Healing Surges 7 (base 7, +0 con)
— Surge Value 5
AC 15 (+2 armour, +3 int)
Fortitude 11 (+1 class, +0 con)
Reflex 13 (+3 int)
Will 16 (+1 class, +5 wis)
Astral Majesty +1 to all defences against attacks made by bloodied creatures
Astral Resistance 5 necrotic, 5 radiant
— Laban does not benefit from Astral Resistance, but otherwise has identical defences.
Speed 6 squares
Action Points 1
Skills
— Acrobatics -1 (-1 dex)
— Arcana +3 (+3 int)
— Athletics +0 (+0 str)
— Bluff +0 (+0 cha)
— Diplomacy +0 (+0 cha)
— Dungeoneering +5 (+5 wis)
— Endurance +0 (+0 con)
— Heal +5 (+5 wis)
— History +13 (+5 training, +2 racial, +3 int, +3 background)
— Insight +10 (+5 training, +5 wis)
— Intimidate +0 (+0 cha)
— Nature +10 (+5 training, +5 wis)
— Perception +10 (+5 training, +5 wis)
— Religion +5 (+3 int, +2 racial)
— Stealth -1 (-1 dex)
— Streetwise +0 (+0 cha)
— Thievery -1 (-1 dex)
LeadPal
24th of June, 2010, 18:53
Feats & Features
Race Features
Astral Majesty (above)
Astral Resistance (above; 5 + half level)
Immortal Origin
Memory of a Thousand Lifetimes
Class Features
Companion Spirit
Stalker Spirit Boon (Any ally adjacent to your spirit companion gains a +3 [int] bonus to damage rolls against bloodied creatures)
Spirit's Fangs
Stalker's Strike
Healing Spirit
Speak with Spirits
Feats
Battle Intuition (level 1; use wis instead of dex for initiative; +2 feat bonus to initiative)
Armour Proficiencies Cloth, leather
Weapon Proficiencies Simple melee, longspear
Implements Totems
Languages Common, Draconic, Elven
LeadPal
24th of June, 2010, 18:53
At-Will Powers
Melee Basic Attack
At-Will ◊ Weapon
Standard Action — Melee longspear reach 2
Target One creature
Attack 1d20+2 vs. AC
Hit 1d10 damage
Attack +0 lvl, +0 str, +2 prof; Damage 1[W], +0 str; Critical 10 damage
Spirit's Fangs
At-Will ◊ Implement, Primal, Spirit
Opportunity Action — Melee spirit 1
Trigger: An enemy leaves a square adjacent to your spirit companion without shifting
Target: The triggering enemy
Attack: 1d20+5 vs. Reflex
Hit: 1d10+5 damage.
Attack +0 lvl, +5 wis; Damage 1d10, +5 wis; Critical 15 damage
Stalker's Strike
At-Will ◊ Implement, Primal, Spirit
Standard Action — Melee spirit 1
Target: One creature
Attack: 1d20+5 vs. Fortitude, or 1d20+6 vs. Fortitude if the target is bloodied.
Hit: 1d10+5 damage. Until the end of your next turn, your spirit companion can flank with you and your allies.
Attack +0 lvl, +5 wis; Vs Bloodied +1 half int; Damage 1d10, +5 wis; Critical 15 damage
Voice of Battle
At-Will ◊ Implement, Primal, Psychic, Spirit
Standard Action — Melee spirit 1
Target: One creature
Attack: 1d20+5 vs. Will
Hit: 1d6+5 psychic damage.
Effect: One ally within 2 squares of your spirit companion can shift 2 squares as a free action.
Attack +0 lvl, +5 wis; Damage 1d6, +5 wis; Critical 11 damage
Call Spirit Companion
At-Will ◊ Conjuration, Primal
Minor Action — Close burst 20
Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious, until you dismiss it as a minor action, or until you use this power again. 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 (6, normally).
The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals 10 damage to the spirit, the spirit disappears, and you take 5 damage. Otherwise, the spirit is unaffected by the attack.
Damage Threshold 10 + one-half level (0); Damage to Ieza 5 + one-half level (0)
LeadPal
24th of June, 2010, 18:54
Encounter Powers
Memory of a Thousand Lifetimes
Encounter
No Action — Personal
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.
Healing Spirit
Encounter (Special) ◊ Healing, Primal
Minor Action — Close burst 5
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 ◊ Primal
Minor Action — Personal
Effect: During this turn, you gain a +5 bonus to your next skill check.
Bonus +5 wis
Twin Panthers
Encounter ◊ Implement, Primal
Standard Action — Ranged 5
Target: One creature
Attack: 1d20+5 vs. Reflex, or 1d20+8 vs. Reflex if the target is bloodied.
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 target or a different one.
Attack +0 lvl, +5 wis; Bloodied +3 int; Damage 1d8, +5 wis; Critical 13 damage
LeadPal
24th of June, 2010, 18:54
Daily Powers
Wrath of the Spirit World
Daily ◊ Implement, Primal, Psychic
Standard Action — Close burst 2
Target: Each enemy in burst and each enemy adjacent to your spirit companion
Attack 1d20+5 vs. Will
Hit: 3d6+5 psychic damage, and you knock the target prone.
Miss: Half damage.
Attack +0 lvl, +5 wis; Damage 3d6, +5 wis; Critical 23 damage
LeadPal
24th of June, 2010, 18:55
Equipment
Longspear
Spear
Dagger
Leather Armour
Adventurer's Kit (included below)
Backpack
— Bedroll
— Flint and Steel
— Waterskin
— Hemp Rope (50 feet)
— Sunrod (1)
— Flask (empty) (2)
— Trail Rations (20)
— Fine Clothing
Belt Pouch
— 8 gp
— 9 sp
— 4 cp
LeadPal
24th of June, 2010, 18:55
Background
Blah blah blah blah blah blah snakes blah blah blah blah transmigration blah blah blah Brindol blah blah blah blah blah ancient bloodline blah
(may need expansion)
LeadPal
24th of June, 2010, 18:57
Notes
Special Combat Rules
Shaman is probably the most complex and tactical class in the game. Unfortunately, some of this carries into the special resolution we're using.
Laban can have some odd effects on DPR. A spirit companion ignores area and close attacks, but is subject to ranged and melee attacks... sometimes. If an attack doesn't deal at least 10 damage, the spirit ignores it altogether, but if it does, the spirit disappears and Ieza takes 5 damage. Excess damage is ignored. Therefore, how or if Laban is factored into enemy DPR can make a significant difference.
Further, when enemies are bloodied, Ieza shifts DPR in our favour in several ways:
Allies adjacent to Ieza's spirit companion get +3 on all damage rolls against bloodied enemies. It's even harder to determine when that would apply, since it's ultimately up to the melee characters to get in position before attacking. I imagine Ieza would favour keeping it next to Taraka/Corbin and Lorien.
Stalker's Strike gets +1 to attack against bloodied enemies, adding a half point of DPR.
Ieza gets +1 to all defences against attacks made by bloodied enemies.
Ieza will be using Stalker's Strike exclusively in resolution, for now; Voice of Battle is included only for completeness. Stalker's Strike allows the spirit companion to flank when it hits, but without tactical positioning this should have no effect on DPR.
The thread for special combat rules has no information on how or if opportunity actions work in resolution. I thus have no idea what to do with Spirit's Fangs.
The extra surge-free healing from Healing Spirit is dependant on tactical positioning, but that's mostly assumed to happen after combat.
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