Uratig

Description:

Uratig
Level 9 Shaman (Leader)
Medium Natural Humanoid (Githzerai)

Initiative +8; Passive Senses Perception/Insight 24
HP 69; Bloodied 34
Healing Surge 17; Surges Per Day 10; Used 0
AC 19; Fortitude 20, Reflex 18, Will 22
Speed 6; Action Points 1

Spirit Boon An ally adjacent to your spirit companions regains additional hit points equal to your Constitution modifier (+3) when he or she uses second wind or when you use a healing power on him or her

Alignment Good; Languages Common, Deep Speech
Skills Acrobatics +8, Athletics +6, Heal +14, Insight +14, Nature +15, Perception +14
Feats Improved Defenses (+1 Fort/Ref/Will), Invigorating Spirit, Protector’s Shield, Protector Spirit Adept (Allies gain +1 Fort/Ref/Will while adjacent to spirit companion), Strengthening Spirit, Versatile (+1 feat bonus to attack rolls), Vigorous Spirit (+4 healing on target of Healing Spirit power)
Str 10 (+ 0) Dex 15 (+ 2) Wis 20 (+ 5)
Con 17 (+ 3) Int 10 (+ 0) Cha 10 (+ 0)
Possessions Alfsair Longspear +1, Bear Spirit Leather Armor +1, Cloak of the Walking Wounded, Boots of Free Movement, Phylactery of Action, Stalwart Belt, Bag of Holding, Everlasting Provisions, Power Jewel, Everburning Torch, Adventurer’s Kit (backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, and a waterskin), 38 pp, 88 gp

Racial Traits Danger Sense (+2 Init), Defended Mind (+2 saves vs. daze, dominate, or stun), Iron Mind, Shifting Fortunes
Class Features Companion Spirit: Protector (Spirit Boon; Protecting Strike, Spirit’s Shield), Healing Spirit, Speak with Spirits
Item Properties +2 item bonus to saving throws against effects that apply the slowed, immobilized, or restrained condition; 1/Encounter (Minor) – Make a saving throw against a slow, immobilize, or restrain effect that a save can end; 1/Encounter (No Action) – Reroll a saving throw against any effect on you that applies one or more of these conditions: dazed, immobilized, petrified, restrained, or stunned

Basic Attacks

Alfsair Longspear +1 (standard; at-will) ✦ Weapon + 13 vs. AC; 1d8 + 1 damage.

Power Descriptions

At-Will Evocations

Call Spirit Companion Shaman Feature
At-WillConjuration, Primal
Minor Action Close burst 20
Requirement: Your spirit companion must not be present
Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed.

The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the spirit equal to 10 + one-half your level or higher, the spirit disappears, and you take damage equal to 5 + one-half your level. Otherwise, the spirit is unaffected by the attack.

Spirit’s Shield Shaman Feature
At-WillHealing, Implement, Primal, Spirit
Opportunity Action Melee spirit 1
Trigger: An enemy leaves a square adjacent to your spirit companion without shifting
Target: The triggering enemy
Attack: + 11 vs. Reflex
Hit: 1d8 + 6 damage (Protector’s Shield feat)
Effect: One ally within 5 squares of your spirit companion regains hit points equal to your Wisdom modifier (5).

Haunting Spirits Shaman Attack 1
At-WillImplement, Primal, Psychic
Standard Action Ranged 5
Target: One creature
Attack: + 11 vs. Ref
Hit: 1d6 + 6 psychic damage. Until the end of your next turn, the target grants combat advantage to an ally of your choice.

Protecting Strike Shaman Attack 1
At-WillImplement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: + 11 vs. Will
Hit: 1d8 + 6 damage, and each ally adjacent to your spirit companion gains temporary hit points equal to your Constitution modifier (+3).

Encounter Evocations

Second Wind PC Feature
Encounter
Standard Action Personal
Effect: Spend one (or two) healing surge(s) and regain 17 (or 34) hit points. You gain a +2 bonus to all defenses until the start of your next turn.
Shifting Fortunes racial trait: You may shift up to 3 squares as a free action.

Iron Mind Githzerai Racial Power
Encounter
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You gain a +2 bonus to all defenses until the end of your next turn.

Healing Spirit Shaman Feature
Encounter (Special)Healing, Primal
Minor Action Close burst 5
Target: You or one ally in the burst
Effect: The target can spend a healing surge. If the target does so, one ally adjacent to your spirit companion, other than the target, regains 2d6 hit points.
Invigorating Spirit feat: Each ally adjacent to your spirit companion can shift 1 square as a free action.
Strengthening Spirit feat: Each ally adjacent to your spirit companion gains temporary hit points equal to your Wisdom modifier (5).
Vigorous Spirit feat: The target regains additional hit points equal to your Wisdom modifier (5).

Speak with Spirits Shaman Feature
EncounterPrimal
Minor Action Personal
Effect: During this turn, you gain a bonus to your next skill check equal to your Wisdom modifier.

Thunder Bear’s Warding Shaman Attack 1
EncounterImplement, Primal, Thunder
Standard Action Ranged 5
Target: One creature
Attack: + 11 vs. Fort
Hit: 1d6 + 6 thunder damage. Until the end of your next turn, you and your allies gain resistance to all damage equal to your Constitution modifier (3) while adjacent to your spirit companion.
Protector Spirit You or an ally within 5 squares of you gains temporary hit points equal to your Constitution modifier (3).

Spring Renewal Strike Shaman Attack 3
EncounterHealing, Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: + 11 vs. Fort
Hit: 2d8 + 6 damage, and one ally adjacent to your spirit companion can spend a healing surge.
Protector Spirit plus Spirit Boon The ally regains 6 additional hit points (equal to 2x your Constitution modifier).

Flashing Spirit Shaman Attack 7
EncounterImplement, Primal, Spirit
Standard Action Close burst spirit 1
Target: Each enemy in burst
Attack: + 11 vs. Fort
Hit: 1d10 + 6 damage.
Effect: While any ally is adjacent to your spirit companion, he or she gains a +2 bonus to damage rolls for each enemy you hit with this attack. This effect lasts until the end of your next turn.

Sudden Restoration Shaman Utility 6
EncounterPrimal
Minor Action Ranged 10
Target: One or two allies
Effect: Each target makes a saving throw.

Daily Evocations

Spirit of the Healing Flood Shaman Attack 1
DailyHealing, Implement, Primal
Standard Action Close burst 5
Target: Each enemy in the burst
Attack: + 11 vs. Fort
Hit: 1d8 + 6 damage.
Miss: Half damage.
Effect: Until the end of the encounter, you and each ally in the burst gain regeneration 2 while bloodied. As a minor action, a character can end this effect on himself or herself to regain 10 hit points.

Protective Roots Shaman Utility 2
DailyPrimal, Spirit
Minor Action Close burst spirit 1
Target: You and each ally in the burst
Effect: Each target gains resistance to all damage equal to your Constitution modifier (3) until the end of the encounter.

Spirit of the Hawk’s Wind Shaman Attack 5
DailyImplement, Primal, Radiant, Zone
Standard Action Close burst 5
Target: One creature
Attack: + 11 vs. Ref
Hit: 2d8 + 6 radiant damage, and the target is blinded until the end of your next turn.
Miss: Half damage.
Effect: The attack creates a zone of uplifting winds in a burst 3 centered on the target. The zone lasts until the end of the encounter. While within the zone, any ally can use a move action to shift 4 squares and ignore difficult terrain during the shift. As a move action, you can move the zone 5 squares.

Spirit of Earth Arisen Shaman Attack 9
DailyConjuration, Healing, Implement, Primal
Standard Action Ranged 10
Target: One creature
Effect: You conjure a spirit of the land in an unoccupied square adjacent to the target. The spirit lasts until the end of your next turn. The spirit occupies 1 square. Each square within 2 squares of the spirit is difficult terrain for your enemies. When any ally in those squares hits an enemy, that ally regains 5 hit points. An ally can regain hit points in this way once per round. As a move action, you can move the spirit 5 squares. When the spirit appears, it makes the following attack against the target.
Attack: + 11 vs. Fort
Hit: 3d6 + 6 damage.
Miss: Half damage.
Sustain Minor: The spirit persists.

Magic Items

Alfsair Longspear + 1 Level 3
This spear is a favorite druid weapon.
Weapon: spear
Enhancement: attack rolls and damage rolls
Critical: + 1d8 psychic and poison damage per plus
Properties:

  • You gain an item bonus to Nature checks equal to the spear’s enhancement bonus
  • Classes that use totems can use this spear as an implement for class powers and paragon path powers
    Power (Poison, Psychic) ✦ Daily (No Action):
    Trigger: You score a critical hit against an enemy with this spear
    Effect: The enemy hit by the triggering attack is dazed until the end of its next turn

Bear Spirit Leather Armor + 1 Level 4
Crafted from bear hide and stitched with invocations to the beast’s spirit, this armor rewards fury with a bear’s endurance.
Armor: Leather
Enhancement: AC
Power (Spirit) ✦ Daily (Immediate Reaction):
Trigger: An ally within 5 squares of your spirit companion hits an enemy
Effect: You and each ally within 5 squares of your spirit companion gain temporary hit points equal to 5 + your Constitution modifier (8)

Phylactery of Action Level 3
When tied around your arm, this black leather box lets your mind or body escape restraint.
Arms Slot
Utility Power ✦ Encounter (No Action)
Effect: Reroll a saving throw against any effect on you that applies one or more of these conditions: dazed, immobilized, petrified, restrained, or stunned. You must use the new result, even if it is lower.

Boots of Free Movement Level 6
You deftly avoid entanglement in these well-crafted boots.
Feet Slot
Property: Gain a +2 item bonus to saving throws against effects that apply the slowed, immobilized, or restrained condition.
Power ✦ Encounter (Minor):
Make a saving throw against a slow, immobilize, or restrain effect that a save can end.

Cloak of the Walking Wounded +1 Level 5
Thin red veins form across the fabric of this handsome cloak when its healing properties are evoked.
Neck Slot
Enhancement Bonus: Fortitude, Reflex, and Will
Property: If you use your second wind while bloodied, you can expend two healing surges instead of one (gaining hit points from both).

Stalwart Belt Level 6
Each time you deal a grievous wound to an enemy, you feel the invigorating power of this belt.
Waist Slot
Property: When you score a critical hit, gain temporary hit points equal to your Constitution modifier.

Bag of Holding Level 5
This item appears to be a simple sack of brown canvas.
Wondrous Item
Property: This bag can hold up to 200 pounds in weight or 20 cubic feet in volume, but it always weighs only 1 pound. Drawing an item from the bag is a minor action.

Everlasting Provisions Level 4
This plain basket radiates delicious smells.
Wondrous Item
Property: After an extended rest, you open the basket, creating enough food and water to feed five Medium or Small creatures (or one Large creature) for 24 hours.

Power Jewel Level 5
Magical energy pulses within this stunning red jewel, allowing you to use a power you have already expended.
Wondrous Item
Special: You must have reached at least one milestone today to activate this item.
Power ✦ Daily (Minor):
This power allows you to regain the use of an encounter power of 1st or 3rd level.

Bio:

Uratig

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