Uratig

Description:

Uratig
Level 17 Shaman (Leader)
Medium Natural Humanoid (Githzerai)

Initiative +13; Passive Senses Perception/Insight 29
HP 111; Bloodied 55
Healing Surge 29 [up to 34]; Surges Per Day 11; Used 0
AC 26; Fortitude 27, Reflex 25, Will 29
Speed 6; Action Points 1

Spirit Boon Any ally adjacent to your spirit companions regains additional hit points equal to your Constitution modifier (4) 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 +13, Athletics +10, Heal +19, Insight +19, Nature +19, Perception +19
Feats Enduring Mountain, Improved Defenses (+2 feat bonus to Fort/Ref/Will), Invigorating Spirit, Nimble Spirit (Call Spirit Companion as a free action on your turn), Protector’s Shield, Protector Spirit Adept (Allies gain +1 Fort/Ref/Will while adjacent to spirit companion), Shared Danger Sense (allies within 5 squares of you gain +2 racial bonus to Init), Shared Healing Spirit (when you use healing spirit, you can choose one ally within 2 squares of the target to regain additional hp), Shifting Spirit (when you shift, spirit may shift equal number of squares), Strengthening Spirit, Versatile (+2 feat bonus to attack rolls), Vigorous Spirit (+5 healing on target of Healing Spirit power)
Str 11 (+ 0) Dex 16 (+ 3) Wis 22 (+ 6)
Con 19 (+ 4) Int 11 (+ 0) Cha 11 (+ 0)
Possessions Hungry Spirits Totem +3, Bear Spirit Leather Armor +3, Cloak of the Walking Wounded +2, Boots of the Fencing Master, Phylactery of Action, Crown of Equilibrium, Gloves of the Healer, Healer’s Sash, 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), 108 pp, 27,650 gp, 66 gp (as of 6/20/2022)

Racial Traits Danger Sense (+2 racial bonus to 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
Paragon Path Features Healing Guides (When you restore hit points with your healing spirit power, any ally adjacent to or within a conjuration or a zone that you created with a shaman power or a shaman paragon path power also regains hit points as if he or she were adjacent to your spirit companion.), Spirit Wind Action (When you spend an action point to take an extra action, each ally adjacent to your spirit companion can teleport 2 squares as a free action.)
Item Power – Phylactery of Action 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

Spear (standard; at-will) ✦ Weapon + 18 vs. AC; 1d8 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: + 19 vs. Reflex
Hit: 1d8 + 9 damage (Protector’s Shield feat)
Effect: One ally within 5 squares of your spirit companion regains hit points equal to your Wisdom modifier (6).

Haunting Spirits Shaman Attack 1
At-WillImplement, Primal, Psychic
Standard Action Ranged 5
Target: One creature
Attack: + 19 vs. Ref
Hit: 1d6 + 9 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: + 19 vs. Will
Hit: 1d8 + 9 damage, and each ally adjacent to your spirit companion gains temporary hit points equal to your Constitution modifier (4).

Encounter Evocations

Second Wind PC Feature
Encounter
Standard Action Personal
Effect: Spend one (or two) healing surge(s) and regain 24 (or 48) hit points. You gain a +2 bonus to all defenses until the start of your next turn.
Enduring Mountain feat: You regain an additional 1 hp per healing surge spent for each ally within 10 squares who also has this feat.
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 3d6 hit points.
Spirit Boon: An ally adjacent to your spirit companions regains additional hit points equal to your Constitution modifier (+4) when you use a healing power on him or her
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 (6).
Vigorous Spirit feat: The target regains additional hit points equal to your Wisdom modifier (6).
Gloves of the Healer property: One target regains an extra 1d6 hit points.recharges

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 (+6).

Spring Renewal Strike Shaman Attack 3
EncounterHealing, Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: + 19 vs. Fort
Hit: 2d8 + 9 damage, and one ally adjacent to your spirit companion can spend a healing surge.
Protector Spirit plus Spirit Boon The ally regains 8 additional hit points (equal to 2x your Constitution modifier).

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

Spirit Tide Spirit Tempest Attack 11
EncounterImplement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: + 19 vs. Fort
Hit: 2d10 + 9 damage, and each enemy within 5 squares of the target takes 1d10 damage.

Spirit of Cleansing Light Shaman Attack 13
EncounterImplement, Primal, Radiant
Standard Action Ranged 5
Target: One or two creatures
Attack: + 19 vs. Will
Hit: 3d6 + 9 radiant damage, and one ally adjacent to your spirit companion makes a saving throw with a +2 bonus.

Spirit Flow Spirit Tempest Utility 12
EncounterPrimal, Teleportation
Minor Action Close burst 20
Target: One ally in the burst
Effect: You teleport the target and your spirit companion, swapping their positions.

Spirit of Spring’s Renewal Shaman Attack 17
EncounterImplement, Primal, Spirit
Standard Action Ranged 10
Target: One creature
Attack: + 19 vs. Will
Hit: 3d6 + 9 damage, and each ally adjacent to your spirit companion can spend a healing surge.
Protector Spirit: Each of the allies who spends a healing surge regains additional hit points equal to twice your Constitution modifier (8).
Spirit Boon: An ally adjacent to your spirit companions regains additional hit points equal to your Constitution modifier (+4) when you use a healing power on him or her

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: + 19 vs. Fort
Hit: 1d8 + 9 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 (4) until the end of the encounter.

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: + 19 vs. Fort
Hit: 3d6 + 9 damage.
Miss: Half damage.
Sustain Minor: The spirit persists.

Reparative Spirit Shaman Attack 15
DailyImplement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: + 19 vs. Ref
Hit: 3d8 + 9 damage, or 5d8 + 9 if at least one ally is adjacent to your spirit companion.
Miss: Half damage.
Effect: At the end of each of your turns until the end of the encounter, one ally adjacent to your spirit companion gains 11 (5 + Wis mod) temporary hit points.

Stone Root’s Resilience Shaman Utility 10
DailyPrimal
Minor Action Ranged 5
Target: One ally
Effect: Until the end of the encounter, the target gains temporary hit points equal to your Wisdom modifier (6) at the start of each of his or her turns.

Healing Howl Shaman Utility 16
DailyHealing, Primal, Spirit
Minor Action Close burst spirit 3
Target: You and each ally in the burst
Effect: Each target regains hit points as if he or she had spent a healing surge. If the burst includes at least three enemies, each target regains additional hit points equal to your Wisdom modifier (6).

Magic Items

Hungry Spirits Totem +3 Level 12
The appearance of this totem changes week by week, depending on which spirits are hungriest.
Implement: totem
Enhancement: attack rolls and damage rolls
Critical: + 1d10 per plus (3d10)
Property: On a critical hit you can move your spirit companion to a space adjacent to the target.
Power (Healing, Spirit) ✦ Daily (Free Action):
Trigger: You hit an enemy adjacent to your spirit companion with a primal attack power using this totem.
Effect: You and one ally within 2 squares of the enemy can spend a healing surge.

Bear Spirit Leather Armor + 3 Level 14
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 10 + your Constitution modifier (14)

Ring of Verbena’s Blessing Level TBD
A copper ring that hums when an ally is in danger.
Item Slot: Ring
Property: Once per round, when you make a saving throw, regardless of the outcome, one ally within 5 squares of you can make a saving throw.
Power ✦ Daily (Minor Action):
Effect: One ally within 10 squares of you can make a saving throw with a +2 power bonus. If you’ve reached at least one milestone today, you can instead use this power to grant an ally within 10 squares a saving throw (including the +2 bonus) against each effect on him or her that a save can end.

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 the Fencing Master Level 7
Your swift step befuddles your foes.
Feet Slot
Property: When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn.
Power ✦ Encounter (Minor):
Shift 2 squares.

Cloak of the Walking Wounded + 2 Level 10
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).

Crown of Equilibrium Level 12
As your foes shake off disabling effects, this thick copper headband grants your allies similar relief.
Head Slot
Property: When an enemy saves against an effect you created, this item’s power recharges.
Power ✦ Daily (Minor Action) Effect: An ally you can see within 10 squares of you makes a saving throw.

Gloves of the Healer Level 12
Your healing is enhanced by this elegant handwear.
Hands Slot
Property: When you use a power that lets one or more creatures spend a healing surge to regain hit points, one target regains an extra 1d6 hit points.recharges.
Power (Healing) ✦ Daily (Standard Action) Effect: Spend a healing surge. An adjacent ally regains hit points equal to the value of the healing surge you lost.

Healer’s Sash Level 11
This magic sash resists staining by blood or gore—a testament to its latent restorative power.
Waist Slot
Utility Power (Healing) ✦ Daily (Minor Action) Effect: Close burst 5 (you and one ally in the burst, or two allies in the burst). One of the targets loses a healing surge, and then the other target regains hit points equal to his or her healing surge value.

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:

Seek out adherents to the Unbounded Eye, who may know more about Veritas and the connection Uratig has formed between Baka, a mechanical-spirit being.

Toysa Empire, southeast of the Cobalt Collective, known to be heavily involved with technology. As a nation, very much aligned in the ideals of Veritas.

Uratig

Assorted Whatnot zero