![]()
About Ghadmyr of the Fallen LeafGhadmyr of the Fallen Leaf
Abilities:
Speed: 8
Max HP: 39 (Bloodied: 19)
Current HP: 29, Current Surges Remaining: 1
Action Points available: 2 Defenses:
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
Skills
Spoiler:
Trained: Nature, Perception, Heal, Endurance Acrobatics: +5
Passive Insight: 16
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
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
Storm Spike
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
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
Tree Shape
Bloom
Snare
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
+1 Cloak of Distortion
Danu's Storm Blessing (Level 8)
3 Healing Potions
Spear
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.
|