Arlindil

Taanak Dunestalker's page

61 posts. Alias of Fatespinner (RPG Superstar 2013 Top 32).


Full Name

Taanak Dunestalker

Race

Athasian Elf

Classes/Levels

Shaman 1

Gender

Male

Size

Medium

Alignment

Unaligned

Languages

Common, Elven, Raamite

About Taanak Dunestalker

Str: 10 (+0)
Con: 14 (+2)
Dex: 13 (+1)
Int: 15 (+2)
Wis: 18 (+4)
Cha: 8 (-1)

AC: 14
Fort: 13
Ref: 12
Will: 15

Init: +1

Speed: 7

Passive Perception: 21
Passive Insight: 14

HP: 26/26
Bloodied value: 13
Surges per day: 9
Surges remaining: 9
Per surge: 6
Temp hp: 0
Action points: 0
XP: 539

Basic melee attack: Longspear +2 vs. AC (1d10)
Basic ranged attack: Longbow +4 vs. AC (1d10)
Implement attacks: WIS + 1 + 1/2 level (+5)

Racial Features:
Skill Bonuses: +2 on Nature and Perception
Elven Weapon Proficiency: Proficient with longbow and shortbow.
Fey Origin: Considered fey for the purposes of effects/spells.
Group Awareness: Non-elf allies within 5 squares receive +1 Perception.
Wild Step: Ignore difficult terrain when shifting.
Elven Accuracy: Gain the elven accuracy encounter power.

Class Features:
Stalker Spirit: Any ally adjacent to your spirit companion gains a bonus to damage rolls against bloodied enemies equal to your Intelligence modifier (+2). You gain the spirit fangs and stalker's strike powers.
Healing Spirit: You gain the healing spirit power.
Speak with Spirits: You gain the speak with spirits power.

Theme: Elemental Priest
**Granted Power: You gain the spirit of Athas power.

Background: Desert (+2 Nature)

Feats:
Implement Expertise (Totem)

Skills (trained: Nature, Heal, Endurance, Perception):
Acrobatics (DEX) +1
Arcana (INT) +2
Athletics (STR) +0
Bluff (CHA) -1
Diplomacy (CHA) -1
Dungeoneering (WIS) +4
Endurance (CON) +7
Heal (WIS) +9
History (INT) +2
Insight (WIS) +4
Intimidate (CHA) -1
Nature (WIS) +13
Perception (WIS) +11
Religion (INT) +2
Stealth (DEX) +1
Streetwise (CHA) -1
Thievery (DEX) +1

Powers:

At Will:
Body Equilibrium: (Move, Psionic) Move speed (7). During move, gain +5 bonus to Acrobatics checks to balance and do not sink moving over soft or brittle terrain (e.g. dust, silt, mud, snow etc.).
Call Spirit Companion: (Minor, Conjuration, Primal) Close burst 20. You conjure your spirit companion in an unoccupied square within the burst. Lasts until shaman is unconscious or it is dismissed (as a minor action). Occupies 1 square. Enemies cannot move through, but allies can. When you take a move action, it can move you speed as well. Spirit can be targeted, though it lacks hit points. Damage sustained greater than 10 + 1/2 level dismisses the spirit and inflicts 5 + 1/2 level damage on the shaman. Otherwise, the attack is ignored.
Spirit's Fangs: (Opportunity, Implement, Primal, Spirit) Melee spirit 1. Trigger: An enemy leaves a square adjacent to spirit companion without shifting. WIS vs. Reflex. 1d10+WIS mod. damage.
Stalker's Strike: (Standard, Implement, Primal, Spirit) Melee spirit 1. WIS vs. Fort. If the target is bloodied, you gain a bonus to the attack roll equal to one-half your Intelligence modifier. 1d10 + WIS damage. Until the end of your next turn, your spirit companion can flank with you and your allies.
Watcher's Strike: (Standard, Implement, Primal, Spirit) Melee spirit 1. WIS vs. Reflex. 1d8 + WIS mod. damage. Until end of next turn, you and allies gain +1 on attack and +5 Perception while adjacent to spirit companion.
Wrath of the Burning Sky: (Standard, Fire, Implement, Primal, Teleportation) Ranged 5. WIS vs. Fort. 1d10 + WIS mod. fire damage. You can teleport your spirit companion into any square adjacent to the target.

Encounter:
Elven Accuracy: (Free) Reroll an attack roll. Use the second result, even if it is lower.
Healing Spirit: (Minor, Healing, Primal) Close burst 5. The target can spend a healing surge. If he does so, one ally adjacent to your spirit companion other than the target regains 1d6 hit points. Useable 2/encounter, only once per round.
Speak with Spirits: (Minor, Primal) During this turn, gain a bonus to your next skill check equal to your WIS modifier.
Twin Panthers: (Standard, Implement, Primal) Ranged 5. WIS vs. Reflex. If target is bloodied, gain a bonus on the attack roll equal to INT mod. 1d8 + WIS mod. damage. Until end of next turn, you and all allies have combat advantage against any enemy adjacent to spirit companion. Effect: Make the attack one more time against the same target or another one.
Spirit of Athas: (Minor, Implement, Primal, Conjuration) Ranged 5. You conjure a spirit of Athas. You and your allies gain a +1 power bonus to all defenses while adjacent to it. As a standard action, you can dismiss the spirit and make the following melee 1 attack from the spirit's square: WIS vs. Reflex. 1d10+WIS damage, target takes -2 penalty to all attack/defense until the end of your next turn.

Daily:
Spirit of the Healing Flood: (Standard, Healing, Implement, Primal) Close burst 5. WIS vs. Fort. 1d8 + WIS mod. damage to all enemies in the burst. Half damage on miss. You and all allies within the burst gain regeneration 2 while bloodied for the remainder of the encounter. As a minor action, a character may end this effect to regain 10 hit points immediately.

Equipment:
Longspear
Longbow
Arrows (20)
Leather armor
Backpack
Bedroll
Flint & steel
Belt pouch
Rope, hempen (50')
Waterskin (x2)
Totem

Survival days: 3
Weight: 76 lbs.
Capacity: 100 lbs.

Money: 6gp