THOTHAM
Aconselhado a descer da montanha onde vive sua tribo para aprender mais sobre "o mundo lá fora" e perder seu preconceito para com humanos e outros povos, Thotham deixa de lado seu treinamento de shaman da tribo para adentrar um mundo de culturas novas e muitas vezes descabidas.
Ficha:
SPOILER: EXIBIR
Thotham, level 1
Goliath, Druid
Build: Guardian Druid
Primal Aspect: Primal Guardian
FINAL ABILITY SCORES
Str 12, Con 14, Dex 8, Int 13, Wis 18, Cha 11.
STARTING ABILITY SCORES
Str 10, Con 12, Dex 8, Int 13, Wis 18, Cha 11.
AC: 15 Fort: 12 Reflex: 12 Will: 16
HP: 26 Surges: 9 Surge Value: 6
TRAINED SKILLS
Nature +11, Perception +9, Heal +9, Arcana +6
UNTRAINED SKILLS
Acrobatics -2, Bluff, Diplomacy, Dungeoneering +4, Endurance +1, History +1, Insight +4, Intimidate, Religion +1, Stealth -2, Streetwise, Thievery -2, Athletics +2
FEATS
Druid: Ritual Caster
Level 1: Clever Control (sempre que um poder tiver mais que um alvo e só acertar em um, o dano este alvo é acrescido de +1d6
POWERS
Druid at-will 1: Storm Spike
Druid at-will 1: Grasping Tide (Druid)
Druid at-will 1: Savage Rend
Druid encounter 1: Frost Flash
Druid daily 1: Fires of Life
ITEMS
Ritual Book, Totem, Hide Armor, Dagger, Sickle
RITUALS
Animal Messenger
Traveler's Camouflage
Goliath, Druid
Build: Guardian Druid
Primal Aspect: Primal Guardian
FINAL ABILITY SCORES
Str 12, Con 14, Dex 8, Int 13, Wis 18, Cha 11.
STARTING ABILITY SCORES
Str 10, Con 12, Dex 8, Int 13, Wis 18, Cha 11.
AC: 15 Fort: 12 Reflex: 12 Will: 16
HP: 26 Surges: 9 Surge Value: 6
TRAINED SKILLS
Nature +11, Perception +9, Heal +9, Arcana +6
UNTRAINED SKILLS
Acrobatics -2, Bluff, Diplomacy, Dungeoneering +4, Endurance +1, History +1, Insight +4, Intimidate, Religion +1, Stealth -2, Streetwise, Thievery -2, Athletics +2
FEATS
Druid: Ritual Caster
Level 1: Clever Control (sempre que um poder tiver mais que um alvo e só acertar em um, o dano este alvo é acrescido de +1d6
POWERS
Druid at-will 1: Storm Spike
Druid at-will 1: Grasping Tide (Druid)
Druid at-will 1: Savage Rend
Druid encounter 1: Frost Flash
Druid daily 1: Fires of Life
ITEMS
Ritual Book, Totem, Hide Armor, Dagger, Sickle
RITUALS
Animal Messenger
Traveler's Camouflage
Poderes:
SPOILER: EXIBIR
Storm Spike | Druid Attack 1 |
Descrição. | |
At Will • Implement, Lightning, Primal Standard Action; Ranged 10 Target: One creature Attack: +4 (Wis) vs. Ref | |
Hit: 1d8 + 4 (Wis) 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 (4 damage). | |
Level 21: 2d8 + Wisdom modifier damage. |
Grasping Tide (Druid) | Druid Attack 1 |
Descrição. | |
At Will • Implement, Primal Standard Action; Area burst 1 within 10 squares Target: Each creature in burst Attack: +4 (Wis) vs. Fort | |
Hit: 1d6 + 4 (Wis) lightning damage. Until the end of your next turn, ff the target leaves the burst's area of effect, you can use an opportunity action to make a secondary attack against it. | |
Increase to 2d6 + Wisdom modifier at 21st level. | |
Secondary Attack: +4 (Wis) vs. Ref | |
Hit: You knock the target prone. |
Savage Rend | Druid Attack 1 |
Descrição. | |
At Will • Beast Form, Implement, Primal Standard Action; Melee Touch Target: One creature Attack: +4 (Wis) vs. Ref | |
Hit: 1d8 +4 (Wis) damage, and you slide the target 1 square. | |
Level 21: 2d8 + Wisdom modifier damage. | |
Special: This power can be used as a basic melee attack. |
Stone's Endurance | Goliath Racial Power |
Descrição. | |
Encounter Minor Action; Personal | |
Effect: You gain resist 5 to all damage until the end of your next turn. Level 11: Resist 10 to all damage. Level 21: Resist 15 to all damage. |
Frost Flash | Druid Attack 1 |
Descrição. | |
Encounter • Implement, Cold, Primal Standard Action; Ranged 10 Target: One creature Attack: +4 (Wis) vs. Fort | |
Hit: 1d6 + 6 (Wis + Con), and the target is immobilized until the end of the next turn. |
Fires of Life | Druid Attack 1 |
Descrição. | |
Daily • Implement, Fire, Healing, Primal Standard Action; Area burst 1 within 10 squares Target: Each enemy in burst Attack: +4 (Wis) vs. Ref | |
Hit: 1d6 + 4 (Wis), and ongoing 5 fire damage (save ends). If the target drops to 0 hit points before it saves against the ongoing damage, one creature of your choice within 5 squares of the target regains +7 (5 + Con) hit points. | |
Aftereffect: One creature of your choice within 5 squares of the target regains +2 (Con) hit points. | |
Miss: Half damage. |