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Summary Edit

KarinsDadChael
XP 20553Female Longtooth Shifter Guardian Hybrid Battlemind 10
Medium natural humanoid
Initiative +5; Senses Passive Insight 27, Passive Perception 27; Low Light Vision
HP 76, Bloodied 38, Surge Value 19 (20 Belt of Vigor), Surges 12
AC 29 (31/33); Fortitude 22 (24), Reflex 20 (22/24), Will 23 (25) (if in Guardian Companion Aura / start of encounter)
Speed 5
BasicMeleeBlood Fury Longsword +2 (Standard; at-will) ✦ Weapon
Melee weapon; Target: One creature
Attack: +16 vs AC (Melee Training Wisdom)
Hit: 1d8+4 damage
RangedMagic Stone (Standard; at-will) ✦ Implement, Primal
Range 10; Target: One, two, or three creatures
Attack: +13 vs Reflex
Hit: 1d4+8 damage (shard), and Chael can push the target 1 square.
MeleeConductive Defense (Standard; at-will) ✦ Augmentable, Psionic, Lightning, Weapon
Melee weapon; Target: One creature
Attack: +15 vs Reflex
Hit: 1d8+6 damage, and until the start of Chael's next turn, the target takes 4 lightning damage whenever it hits one of her allies.
Augment 1:
As above, and, until the start of Chael's next turn, the target also takes the lightning damage whenever it shifts to a square adjacent to one of her allies.
Augment 2:
Hit: 2D8 + 6 lightning damage. Until the start of Chael's next turn, the target takes 4 lightning damage whenever it hits one of her allies.
MeleeForceful Reversal (Immediate Reaction; at-will) ✦ Augmentable, Force, Psionic, Weapon
Trigger: An enemy hits Chael.
Attack: +15 vs AC
Hit: 1d8+6 force damage, and Chael pushes the target 1 square.
Effect: Chael doesn’t get her normal standard action on her turn.
Augment 1:
Hit: 1d8+6 force damage, and Chael pushes the target 1 square and then shifts 1 square to the square the target vacated. In addition, she gains combat advantage against the target until the end of her next turn.
Effect: Chael gets her normal standard action on her turn.
Augment 2
Hit: 2d8+6 force damage, and Chael knocks the target prone. The target cannot stand up until the start of its next turn.
Effect: Chael gets her normal standard action on her turn.
MeleeMind Spike (Immediate Reaction; at-will) ✦ Force, Psionic, Psychic
Melee weapon; Target: The triggering creature
Trigger: An adjacent enemy marked by Chael deals damage to her ally with an attack that doesn’t include her as a target.
Effect: The target takes force and psychic damage equal to the damage that its attack dealt to Chael's ally.
CloseBattlemind's Demand (Minor; at-will) ✦ Augmentable, Psionic
Close Burst 3; Target: One creature in the burst.
Effect: Chael marks the target until she uses this power again or until the end of the encounter.
Augment 1
Target: Two creatures in the burst.
AreaWind Wall (Standard; encounter) ✦ Implement, Primal, Zone
Area wall 8 within 10 squares; Target: Each enemy in the wall.
Attack: +13 vs Fortitude
Hit: 2d6+8 damage (shard), and Chael can slide the target 1 square.
Effect: The wall creates a zone that lasts until the end of Chael's next turn. The zone grants superior cover against ranged attacks made through it that target AC or Reflex.
CloseHealing Word (Minor; encounter) ✦ Healing
Close burst 5; Target: Chael or one ally in burst.
Effect: Target spends a healing surge, regains an additional 2d6 hit points.
CloseSpirited Wind (Move; encounter) ✦ Elemental, Primal
Close burst 5; Target: Chael and one ally in burst.
Effect: Each target can fly up to 6 squares as a free action, and gains a +4 power bonus to all defenses against opportunity attacks provoked by this movement.
RangedCamouflage Cloak (Minor; encounter) ✦ Primal
Range 10; Target: Chael or one ally.
Effect: The target becomes invisible until he or she moves or until the end of Chael's next turn.
CloseGuardian's Counter (Immediate Interrupt; encounter) ✦ Martial
Close burst 2; Trigger: An ally within 2 squares of Chael is hit by an attack and she is not included in the attack.
Effect: Chael and the ally shift up to 2 squares as a free action, swapping positions. She becomes the target of the triggering attack, in place of the ally. After the attack is resolved, Chael can make a basic attack against the attacker.
Longtooth Shifting (Minor; encounter) ✦ Healing
Requirement: Chael must be bloodied.
Effect: Until the end of the encounter, Chael gains a +2 bonus to damage rolls. In addition, while she is bloodied, she gains regeneration 6 (Longtooth Spirt Shifter and Psychic Feast).
Psionic Vigor (Minor; encounter) ✦ Psionic
Effect: Chael gains 5 temporary hit points.
RangedSummon Fire Beetle (Standard; daily) ✦ Fire, Implement, Primal, Summoning
Range 5; Effect: Chael summons a Small fire beetle in an unoccupied square within range. The beetle has speed 6 and resist 5 fire. Chael can give the beetle the following special command. On the turn Chael summons the beetle, she gives that command as part of using this power.
Close blast 3; Target: each creature in the blast; +13 vs. Reflex; 1d8 + 8 (shard) fire damage.
Instinctive Effect If Chael hasn’t given the beetle any commands by the end of her turn, it makes its attack against at least one enemy, targeting as many enemies as possible. If it can’t target any enemies, it moves its speed to a square adjacent to an enemy.
MeleeAspect of Elevated Harmony (Standard; daily) ✦ Healing, Polymorph, Psionic, Weapon
Melee weapon; Target: One creature
Attack: +15 vs AC
Hit: 2d8+6 damage. Miss: Half damage.
Effect: Chael can spend a healing surge. She then assumes the aspect of elevated harmony until the end of the encounter. While in this aspect, she can use the following augmentation with her battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Augment 1
Effect: Chael gains 10 temporary hit points. In addition, choose a single creature hit by the at-will attack. That creature takes 5 extra damage.
AreaWall of Thorns (Standard; daily) ✦ Conjuration, Implement, Primal
Area wall 8 within 10 squares.
Effect: Chael conjures a wall of thorny, writhing vines. The wall can be up to 4 squares high and must be on a solid surface, and it lasts until the end of her next turn. The wall provides cover. A creature’s line of sight through a wall square is blocked unless the creature is adjacent to that square. Entering a wall square costs 3 extra squares of movement. If a creature enters the wall’s space or starts its turn there, that creature takes 1d10+8 (shard) and ongoing 5 damage (save ends). A creature can take this damage only once per turn.
Sustain Minor: The wall persists.
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Blood Fury Longsword +2
Critical: +2d6, or +2d12 if Chael is bloodied.
Power (Encounter): Minor action. Chael is considered bloodied for all purposes (including beneficial effects) until the end of her next turn.
Dragonrider Wyvernscale +3
Property: When mounted on a dragon, Chael gains the dragon's resistances.
Power (Daily): Immediate Interrupt. Use this power when Chael falls. She takes no damage from the fall, regardless of the distance fallen, and she is not prone at the end of the fall.
Twilight Shield
Utility Power (Encounter - Aura): Minor Action. Chael actives an aura 1 that lasts until the end of the encounter or until she moves. She and each creature in the aura have partial concealment against ranged attacks.
Boots of the Fencing Master
Property: When Chael shifts, she gains a +1 item bonus to AC and Reflex defense until the end of her next turn.
Power (Encounter): Minor Action. Shift 2 squares.
Cloak of Displacement +2
Enhancement +2 Fortitude, Reflex, and Will.
Property: At the start of each encounter, Chael gains a +2 item bonus to AC and Reflex until an attack against either of those defenses hits her.
Utility Power (Daily): Immediate Interrupt.
Trigger: Chael is hit by a melee or a ranged attack.
Effect: The triggering attacker must reroll the attack roll and use the second result. If the attack misses Chael, she can teleport 1 square.
Amulet of Protection +2
Enhancement +2 Fortitude, Reflex, and Will.
Belt of Vigor
Property: Chael gains a +1 item bonus to her healing surge value.
Companion's Defender
Property: When adjacent to Chael, Dusk gains a +1 item bonus to all defenses.
Syberis Shard of the Mage
Property: Chael gains a +1 bonus to damage rolls with implement attacks that use the augmented weapon.
2 Potions of Healing (heroic tier)
Power (Consumable ✦ Healing): Minor Action. Imbiber drinks the potion and spends a healing surge; instead of gaining normal surge value, gains back 10 hit points.


Alignment Unaligned; Languages Common, Goblin
Str 11 (+5)Dex 10 (+5)Wis 20 (+10)
Con 18 (+9)Int 13 (+6)Cha 10 (+5)
Skills Acrobatics +3, Arcana +6, Athletics +12, Bluff +5, Diplomacy +5, Dungeoneering +10, Endurance +14, Heal +10, History +6, Insight +17, Intimidate +5, Nature +12, Perception +17, Religion +6, Stealth +3, Streetwise +5, Thievery +3
Feats Hybrid Talent (Battlemind Armor Proficiency), Heart of the Blade (Endurance), Melee Training (Wisdom), Mark of Warding, Longtooth Spirt Shifter
Equipment Blood Fury Longsword +2, Dragonrider Wyvernscale +3, Cloak of Displacement +2, Amulet of Protection +2, Twilight Shield, Syberis Shard of the Mage, Boots of Fencing Master, Companion's Defender, Belt of Vigor, 2 Potion of Healings, Adventurer's Kit, Identification Papers with Portrait, 4940 gp
Rituals Fluid Funds, Knock, Leomund's Secret Chest


Dusk
Bear Animal Companion
HP: 38 Senses: low light vision
Speed: 6, Initiative: equal to Chael's
AC: 23, Fortitude: 25, Reflex: 21, Will: 25: all defenses +1 if adjacent to Chael
Str: 20, Dex: 12, Wis: 16, Con: 17, Int: 2, Cha: 6
Traits
Guardian Companion Aura 1: Allies gain a +2 power bonus to all defenses while in the aura.
Perception: 19
Standard Actions at will
Melee Target: One creature
Attack: +15 vs AC
Hit: 1d12+9 damage

Character Information Edit

Background Edit

"Again!" the loreweaver said, raising his voice slightly.

'Sigh, I'm never going to get this.' Chael thought. She just didn't have the aptitude to walk quietly through the woods or to remember all of these facts as she grabbed her staff and started down the forest path. Chael wanted to be a warrior, not a druid anyway. She wanted to swing a sword, not learn the difference between a Summer Celosia and a Spring one, or an Id Fiend and a Hejkin Stalker. She didn't know why Auberron insisted that she learn the old ways anyway. Something about him foreseeing her leading the Gatekeepers to a great victory or something. Her? Lead anyone to do anything? Everyone under his tutelage were stronger and faster and quieter than her. The only reason she wasn't tending the orchards more often is because of her ability to observe. She always seemed to know when Tondrek or one of the others were about to play a trick on her.


'Come to me.' 'Who are you?' 'Come to me.' 'I cannot see you. Where are you?' 'I will touch you and you will learn.' 'NO, NO...' Chael woke up in a cold sweat. It was just a dream. Just a dream. But deep down, she knew better. She knew that she had been changed.


"What is that abomination you're wearing?" Auberron asked.

"It's called scale armor Auberron. I bought it from that trader last spring and have been practicing with it."

"You do not need it."

"Of course I need it. Look at me. I lose every fight. Krandor and Tondrek beat me every time. I'm just not fast enough. How am I going to become this great leader that you've talked about for years if I cannot fight? ... And besides, Dusk likes it. She likes the fact that she can hug me without hurting me. She calls me a turtle."

"Hmmmm. Well, maybe you need it at that, if just to protect you from that beast. I've always known that you would follow a different path then your brothers and sisters."

"So I can keep it? Oh thank you thank you Auberron." Chael shouted happily, hugging the older human. Although not related, he was the only family that she had ever known.

"Leave up. You're hurting me Chael. More like a hedgehog than a turtle."

"Oh, sorry." Chael replied contritely as she let go of him.

"That's ok. Humph. Well, ... I guess you are ready now. With the wars finally over, tomorrow you head south to find you own way. You'll need to go out into the world, away from the groves, and learn its ways. You'll need to take some supplies and here's a small amount of gold. But, remember your calling. You need to kill aberrations and demons when you come across them and you need to be ready to come back when I call. Understood?"

"Yes Auberron." Chael said sincerely. The time had finally come.

Appearance Edit

Chael ...

Her apparel is

Age: 26 Gender: Female Height: 5'8" Weight: 140 lbs.

Personality Edit

Alignment: Unaligned

The outer world has made Chael hard. Like a turtle, Chael is hard on the outside but soft on the inside. She doesn't let people get close to her. She's lost a few adventuring friends over the years and she's decided that her only friend is Dusk. At least she can bring Dusk back from the feywild if Dusk gets killed. So although she will go adventuring with other people, she won't get close to any of them. Because of this, other people think her standoffish or arrogant. They just don't understand her and think her cold and hard.

Hooks Edit

  • Chael will go out of her way to track down demons or aberrations.
  • The Gatekeepers might be threatened and Auberron would call Chael back to help protect them.

Kicker Edit

Other Sections Edit

Reserved for future use

Equipment Edit

Equipment Name Price Weight Notes
Belt of Vigor 520 gp - Level 2 parcel.
Boots of Fencing Master 2600 gp - Level 3 parcel.
Amulet of Protection +2 4200 gp - Level 4 parcel.
Twilight Heavy Shield 3400 gp 15 lbs Level 5 parcel.
Blood Fury Longsword +2 3400 gp 4 lbs Level 6 parcel.
Dragonrider Wyvernscale +3 9000 gp 45 lbs Level 7 parcel.
Cloak of Displacement +2 5000 gp - Level 9 parcel.
Siberys Shard of the Mage 680 gp -
Companion Defender 1000 gp -
2 Potion of Healings 100 gp -
Adventurer's Kit 15 gp 33 lbs Currently full.
ID Papers with Portrait 5 gp -

Coins: 4940 gp

Encumbrance: 97 lbs Normal Load: 110 lbs Heavy Load: 220 lbs Maximum Drag Load: 550 lbs

Wishlist

  • N+2 (level 10): ???

Math Edit

Attributes Edit

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 1 9 2 0 11 0
Con 9 16 0 2 18 4
Dex 0 10 0 0 10 0
Int 3 13 0 0 13 1
Wis 9 16 2 2 20 5
Cha 0 10 0 0 10 0
Totals 22   10


Attacks Edit

Basic Attacks
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Basic Melee

5

wis 1Expertise+5Blood Fury Longsword +2516AC
Basic Ranged

0

dex1Expertise56AC


Defenses Edit

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class 0/1 dex/int 14 Dragonrider Wyvernscale +3 and Twilight Heavy Shield 5 29
Fortitude0/4str/con12Cloak of Displacement +25 22
Reflex0/1dex/int 4Cloak of Displacement +2 and Twilight Heavy Shield5 20
Will5/0wis/cha1 2Cloak of Displacement +25 23


Senses and Reactions Edit

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 0 0 0 0 0 0 0 5 0 5
Passive Insight 5 2 Guardian 0 0 0 0 5 5 27
Passive Perception 5 2 Guardian 0 0 0 0 5 5 27


Senses: Low-light

Health Edit

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherTotalBloodedSurge
Hit Points 13 18 5 0 0 0 76 38 19


Note: Surge value = 20 (Belt of Vigor)

Surges per day: 12 (8 class, +4 Con)

Speed and Movement Edit

Speed: 5 (6 - 1 from armor)

Racial Features Edit

Longtooth Shifter (PHB2)

  • +2 Str, +2 Wis
  • Size: Medium
  • Speed: 5 / 6
  • Senses: Low-light vision
  • Languages: Common, Goblin
  • +2 Athletics, +2 Endurance
  • Longtooth Shifting

Class Features Edit

Hybrid Battlemind (PHB3)

  • Psionic Augmentation (Hybrid): Gain 4 power points.
  • Psionic Defense (Hybrid): Gain Mind Spike power.

Hybrid Druid (Sentinel) (Drag 402)

  • Acolyte of the Natural Cycle (Hybrid): Gain Druid of Summer benefits: +2 to Athletics checks, mace damage d10, staff damage d12, and two-handed mace damage d12.
  • Animal Companion: Gain Dusk, Bear animal companion.
  • Combined Attack (Hybrid): The Combined Attack power is a power option whenever an encounter power is acquired.
  • Healing Word (Hybrid): Gain the Healing Word power once per encounter.


   Your animal companion is considered an ally of you and your allies. It can be affected by powers in the same way as any other creature can be.
   You can communicate telepathically with your animal companion as long as it is within 20 squares of you. You do not need line of sight or line of effect to do so. Your animal companion has only animal intelligence, so it cannot communicate or understand complex topics.
   Your animal companion’s level is equal to yours, and its hit points, defenses, and attacks are determined by your level, as noted in its stat block.
   Your animal companion shares your healing surge total. Whenever an effect requires your animal companion to spend a healing surge, the surge is deducted from your total. Whenever you use your second wind, your animal companion also regains hit points equal to your healing surge value. At the end of a short rest, your animal companion regains all its hit points.
   If you die or your animal companion drops to 0 hit points, it disappears as the primal magic that sustains it dissipates. You have two ways of calling your companion back:
   * Minor Action: You take a minor action and lose a healing surge. Doing so causes your animal companion to appear in the nearest unoccupied space, with hit points equal to your healing surge value.
   * Short or Extended Rest: You lose a healing surge at the end of a rest. Doing so causes your animal companion to appear in the nearest unoccupied space, with full hit points.
   As a creature under your control, your animal companion relies on you for strict guidance while you are within 20 squares of it. You take actions so that it can act, and its initiative is the same as yours during an encounter.
   Standard Actions: To take a standard action, your animal companion needs you to take a standard action to command it to do so.
   Move Actions: Whenever you take a move action, your animal companion can also take a move action. Alternatively, you can stay put but take a move action to command your animal companion to take a move action.
   Minor Actions: To take a minor action, your animal companion needs you to take a minor action to command it to do so.
   Free Actions: Your animal companion can take free actions without you taking an action to command it.
   Triggered Actions: If one of your animal companion’s triggered actions is triggered, the companion can take that action only if you take the same kind of action to command it to do so. For example, if an enemy adjacent to your companion provokes an opportunity attack from it, you must take an opportunity action to command your companion to make the attack.
   In situations where you can’t give commands to your animal companion, it can act independently. For example, if you are unconscious or if you are more than 20 squares away from your companion, it doesn’t sit around waiting for you to show up (unless that’s what you have previously commanded it to do).
   An animal companion acting independently can take either a standard, a move, or a minor action on its turn. It can also take opportunity actions and free actions, but it cannot take immediate actions.

Feats Edit

Background Edit

Eldeen Reaches (EPG): +2 Nature.

Skills and Languages Edit

Languages: Common, Goblin


Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics0dex-2Shield53
Arcana 1 int 5 6
Athletics50str22Druid of Summer-2Shield512
Bluff0cha55
Diplomacy0cha55
Dungeoneering5wis510
Endurance54con514
Heal5wis510
History1int56
Insight55wis2Guardian Theme517
Intimidate0cha55
Nature5wis2Eldeen Reaches Background512
Perception55wis2Guardian Theme517
Religion1int56
Stealth0dex-2Shield53
Streetwise0cha55
Thievery0dex-2Shield53


Powers Edit

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Conductive Defense +4 Con +1 Expertise +5 Blood Fury Longsword +2 +5 15 Reflex
Magic Stones +5 Wis +1 Expertise +2 Blood Fury Longsword +2 +5 13 Reflex
Forceful Reversal +4 Con +1 Expertise +5 Blood Fury Longsword +2 +5 15 AC
Wind Wall +5 Wis +1 Expertise +2 Blood Fury Longsword +2 +5 13 Fort
Aspect of Elevated Harmony +4 Con +1 Expertise +5 Blood Fury Longsword +2 +5 15 AC
Summon Fire Beetle +5 Wis +1 Expertise +2 Blood Fury Longsword +2 +5 13 Reflex


Tracking Edit

Money Edit

 +100 gp starting gold level 1
+1360 gp level gold (levels 1 through 7, not 5: 72 + 104 + 136 + 168 + 360 + 520)
 +360 gp parcel from 1st level
-1000 gp Companion's Defender
 -680 gp Siberys Shard of the Mage
 -100 gp 2 Healing Potions
  -15 gp adventurer's kit
   -5 gp ID papers with portrait
  680 gp level 8 gold
 3400 gp level 8 treasure (level n gold)
  840 gp level 9 gold

 4940 gp remaining

Treasure Edit

Purchased:

XP Edit

Total XP: 20553

Changes Edit

List changes here:

Level Grys up to 6 at 4750 XP + 1453 XP + 7 out of 8 RP = level 6.

Retire Grys.

Create 6th level replacement PC without 5th level gold.

Use 20 DM RP to level PC up to level 8.

  • 2012/04/03: Created


13000 XP + 3553 XP = 16553 XP = Level 9

7 RP + 3 DM RP = 4000 XP + 16553 XP = 20553 XP = Level 10

Judge Comments Edit

Level 8 Edit

Approval 1 Edit

for Level 8 by renau1g:


Approval 2Edit

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