Arlindil

Ghadmyr of the Fallen Leaf's page

232 posts. Alias of Celestial Healer.


Full Name

Ghamyr of the Fallen Leaf

Race

Elf

Classes/Levels

Druid 4

Gender

Male

Size

Medium

Age

107

Alignment

Good

Languages

Wealish, Elven

Strength 10
Dexterity 19
Constitution 12
Intelligence 10
Wisdom 19
Charisma 10

About Ghadmyr of the Fallen Leaf

Ghadmyr of the Fallen Leaf
Elf Druid 4
Alignment: Good

Abilities:
Str 10
Con 12
Dex 19
Int 10
Wis 19
Cha 10

Speed: 8
Initiative: +6
Languages: Wealish, Elven

Max HP: 39 (Bloodied: 19)
Healing Surge Value: 9, Healing Surges/day: 8

Current HP: 29, Current Surges Remaining: 1
Temporary HP: 0

Action Points available: 2

Defenses:
AC 20
Fort 14
Reflex 18
Will 18

XP: 4945

Basic Attacks

Spoiler:
Melee: Spear +4 vs AC, 1d8 damage
Ranged: Longbow +8 vs AC, 1d8 + 4 damage

Class Features

Spoiler:
Ritual Casting

Primal Predator: While you are not wearing heavy armor, you gain a +1 bonus to your speed.

Wild Shape
At Will
~Minor Action to shift in either direction
~When you change from beast form to your humanoid form, you shift 1 square.
~You can use the properties and the powers of implements as well as magic items that you wear, but not the properties of weapons or the powers of wondrous items.

Skills

Spoiler:

Trained: Nature, Perception, Heal, Endurance

Acrobatics: +5
Arcana: +2
Athletics: +1
Bluff: +2
Diplomacy: +2
Dungeoneering: +6
Endurance: +8
Heal: +11
History: +2
Insight: +6
Intimidate: +2
Nature: +13
Perception: +13
Religion: +2
Stealth: +5
Streetwise: +2
Thievery: +5

Passive Insight: 16
Passive Perception: 23

Feats

Spoiler:

Ferocious Tiger Form: While you are in beast form, you gain a +2 bonus to damage rolls against enemies granting combat advantage to you.

Implement Expertise (Totem): +1 to attack rolls when using totem as an implement using powers with the implement keyword.

Primal Fury: You gain a +1 bonus to attack rolls with primal powers against bloodied enemies.

Racial Features

Spoiler:
+2 Nature, +2 Perception

Low-light vision

Proficiency in longbow and shortbow

Fey Origin

Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.

Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).

Elven Accuracy
Encounter
Free Action * Personal
Effect: Reroll an attack roll. Use the second roll, even if it's lower.

At-will Powers

Spoiler:
Chill Wind
At-Will * Cold, Implement, Primal
Standard Action * Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Wisdom vs. Fortitude
Hit: 1d6 cold damage, and you slide the target 1 square.
{+8 vs. Fortitude, 1d6+2 damage}

Grasping Claws
At-Will * Beast Form, Implement, Primal
Standard Action * Melee touch
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier damage, and the target is slowed until the end of your next turn.
Special: Can be used as a melee basic attack.
{+8 vs. Reflex, 1d8+6 damage}

Storm Spike
At-Will * Implement, Lightning, Primal
Standard Action * Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier lightning damage. If the target doesn't move at least 2 squares on its next turn, it takes lightning damage equal to your Wisdom modifier.
{+8 vs. Reflex, 1d8+6 damage}

Encounter Powers

Spoiler:
Darting Bite
Encounter * Beast Form, Implement, Primal
Standard Action * Melee touch
Target: One or two creatures
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier radiant damage. If at least one of the attacks hits, you can shift a number of squares equal to your Dex modifier.
{+8 vs. Reflex, 1d10+6 damage, shift 4 if at least one attack hits}

Call Lightning
Encounter * Implement, Lightning, Primal, Thunder, Zone
Standard Action * Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier lightning damage.
Effect: The burst creates a zone of rumbling thunder that lasts until the end of your next turn. While within the zone, any enemy takes a -2 penalty to attack rolls, and any enemy that leaves the zone takes 5 thunder damage.
{+8 vs. Reflex, 1d8+6 damage}

Daily Powers

Spoiler:
Savage Frenzy
Daily * Beast Form, Implement, Primal
Standard Action * Close burst 1
Target: Each enemy in burst you can see
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier damage, and the target is dazed and slowed (save ends both).
Miss: Half damage, and the target is slowed until the end of your next turn.
{+8 vs. Reflex, 1d6+6 damage}

Utility Powers

Spoiler:
Fleet Pursuit
Daily * Beast Form, Primal
Minor Action * Personal
Effect: Until the end of the encounter, you gain a power bonus to your speed while you are in beast form equal to your Dexterity modifier.
{Speed bonus of 4}

Rituals

Spoiler:
Animal Messenger
Category: Exploration * Time: 10 minutes * Duration: Special * Component Cost: 10 gp
You target a nonhostile Tiny animal, such as a sparrow, a raven, a fox, or a carp. The animal must remain within 5 squares of you for the time necessary to perform the ritual. Once the ritual is complete, you whisper a message of up to 25 words to the animal and name a recipient and a location. The animal bounds off toward the location, in search of the recipient. The animal avoids danger along its path. Upon finding the recipient, the animal approaches until it is adjacent to the recipient, and then your whisper issues from the animal's mouth, conveying the message. When the animal delivers its message or the ritual's duration ends, your influence ends and the animal reverts to its natural behavior.
Your Nature check determines how long the animal is affected by the ritual.
19 or lower: 6 hours * 20-29: 12 hours * 30-39: 18 hours * 40 or higher: 24 hours

Create Campsite
Category: Exploration * Time: 10 minutes * Duration: 8 hours * Component Cost: 15 gp
You summon hundreds of diminutive nature spirits to assemble a campsite in a 5 square radius around you. The spirits clear the area, set up tents, unroll bedrolls, gather water, and prepare a nourishing meal. They also conceal the campsite, with your Nature check result serving as the DC for Perception checks to notice the hidden camp.
The spirits utilize your and your allies' gear to make the campsite. If you and your allies lack the appropriate gear, the spirits gather raw materials from the environment to make the campsite. At the end of the ritual's duration, the spirits break down the campsite, pack up your gear, and restore the site to its original state, removing evidence that you and your allies camped there.

Tree Shape
Category: Exploration * Time: 10 minutes * Duration: 6 hours * Component Cost: 20 gp
You transform into a Large tree or shrub. While you are in this state, you perceive everything around you as normal. You retain all of your statistics, though you cannot use powers or perform rituals. All your clothing and gear transforms along with you. The ritual ends and you revert to your normal form if you take any damage or take an action, or at the end of the ritual's duration.

Bloom
Category: Exploration * Time: 10 minutes * Duration: Instantaneous * Component Cost: 20 gp
Upon completion of the ritual, you cause all outdoor terrain within 20 squares of you to bloom with new growth and foliage. The entire area becomes difficult terrain. Alternatively, the ritual causes crops and fruit-bearing plants within 20 squares of you to yield food. The plants produce enough food to feed five people for a week.

Snare
Category: Warding * Time: 10 minutes * Duration: 8 hours or until discharged * Component Cost: 25 gp
You create a magical snare in a 2-square-by-2-square area adjacent to you. When you complete the ritual, make a Nature check. The check result is the Perception DC to detect the snare and the Thievery DC to disable it. As part of the ritual, you can name creatures that can pass freely through the snare's area, and you can set conditions that allow a creature to bypass the snare. Any other creature that enters the snare's area is subject to an attack equal to your level + 4 vs. Reflex. On a hit, the target is immobilized (save ends). When the snare is triggered, you become aware that it has been triggered regardless of your distance from it. The ritual is also discharged.

Equipment

Spoiler:
+2 Summer Growth Totem
Enhancement: Attack rolls and damage rolls
Critical: +2d6 damage per plus, and the target is restrained until the end of your next turn.
Power (Daily): Minor Action. Each square within 5 squares of you is difficult terrain for your enemies until the end of your next turn.

+1 Pouncing Beast Hide Armor
Enhancement: AC
Property: When you use wild shape to change into beast form, you can shift 1 square.
Power (Daily * Beast Form): Move Action: You shift 5 squares and must end in a space adjacent to an enemy.

+1 Cloak of Distortion
Enhancement: Fortitude, Reflex, and Will
Property: A ranged attack against you from more than 5 squares away takes a -5 penalty to the attack roll.

Danu's Storm Blessing (Level 8)
Divine Boon
Property: If an enemy uses a forced movement effect against you, you can shift 1 sqaure as a free action at the end of the forced movement.
Power (Encounter): Move action. You fly 6 squares.

3 Healing Potions
2 doses of Antivenom
3 doses of Herbal Poultice
150gp worth of Rare Herbs (Components)

Spear
Longbow
Arrows (20)
Adventurer's kit
Ritual book

Set of 5 keys

250 gp

Group Treasure

Spoiler:
100gp chunk of glass
200 gp residuum

Background

Spoiler:
Ghadmyr was born to a small elven hold deep in the wilds under a fortuitous convergence of astronomical bodies. His hold, steeped in ancient tradition, read the heavenly signs as a great boon, and, keeping with their customs, turned the infant boy over to the druidic elders to be raised among them. The young Ghadmyr was instructed intensively in the primal ways of the druids, and had little connection with his family, although he was acquainted with them. His mentor, Archdruid Eldryn, was impressed by Ghadmyr’s precociousness and early grasp of the druidic arts.

Ghadmyr’s mentors took particular interest in his deftness and ferocity in combat and nurtured his skills, for the forest needs its defenders. By the time he had come of age, Ghadmyr was an accomplished defender of the wilds, and proved very capable once he was set out into the world to learn its ways. Of particular note was his defeat of an unnatural creature of shadow that threatened the harmony of the deep woods: it was said that he dispatched the creature with such efficiency that a mere single leaf was disturbed in the melee. This is, of course, an exaggeration of legendary proportion, but the moniker “of the Fallen Leaf” has stuck.

Now traveling the world to learn its workings and to stand as a “force of nature”, as it were, Ghadmyr puts his abilities to good use. He is never fully comfortable in the human world, however, and feels awkward in large congregations of humans and other humanoids. This makes him appear sullen, and indeed he can be given to dour, fatalistic predictions, but he also is possessed of a dry wit around those with whom he is comfortable, and can be pragmatic in his dealings with non-elves. Ghadmyr is a loyal ally as well as a stalwart proponent of good and of the sanctity of natural places. Spiritually, he puts his faith in the spirits of nature, rather than in the fickle whims of the divine, and makes a point to commune with nature whenever it is possible to do so. It is expected that when his adventuring days should finally wind to a peaceful end, he will someday return to the circle of druids that raised him and take his place in their hierarchy.