RolePlay onLine RPoL Logo

Welcome to Mittens' Dungeon

07:26, 27th April 2024 (GMT+0)

Seluku

Seluku, level 2 Shardmind Animist Shaman, with Elemental Priest Theme
'Born' 24 years ago. Height: 6” Weight: 180lbs.
Initiative +1, Perception 21, Insight 14, normal vision
HP 31; Bloodied 15; Surges 9; Surge value: 7
AC 17; Fortitude 15; Reflex 15; Will 17
Spirit Companion gets +2 to all Defenses.
Speed 6
Resist 5 Psychic

Spirit Boon:
Seluku's Allies gain a +2 bonus to saving throws while adjacent to Seluku's
spirit companion. Additionally, if Seluku's spirit companion is not present at
the start of Seluku's turn, Seluku can summon it once during that turn as a
free action.

[M] Basic Melee Attack (Standard; at will) * Weapon
Target: One Creature within melee weapon's reach.
Totemic Warclub Mace +1: +5 vs. AC; 1d8+3 damage.
Wrist Razor: +6 vs. AC; 1d4+3 damage.

[M] Spirit's Wraith (Opportunity Action) * Primal, Implement, Spirit
Trigger: An enemy leaves a square adjacent to Seluku's spirit companion
without shifting. (Melee Spirit 1)
Totemic Warclub Mace +1: +6 vs. Reflex; 1d6+6 damage, and the target grants
combat advantage until the end of Seluku's next turn.

[M] Spirit Infusion (Standard; at will) * Primal, Spirit
Target: One Ally adjacent to Seluku's spirit companion. (Melee Spirit 1)
Seluku's spirit companion disappears, and the target can make a basic attack
with a +2 power bonus to the attack roll, and a power bonus to the damage roll
equal to Seluku's Intelligence modifier (+3).

[M] Voice of Battle (Standard; at will) * Primal, Implement, Spirit, Psychic
Target: One creature adjacent to Seluku's spirit companion. (Melee Spirit 1)
Totemic Warclub Mace +1: +6 vs. Will; 1d6+6 Psychic damage.
Effect: One ally within 2 squares of Seluku's spirit companion can shift 2
squares as a free action.

Know Direction (Minor; at will) * Psionic, Personal
Effect: Seluku determines which way is north. For 1 hour, Seluku gains a +2
power bonus to checks to navigate natural terrain using either Perception or
Nature.

[C] Call Spirit Companion (Minor; at will) * Conjuration, Primal, Close burst 20

Effect: Seluku conjures his spirit companion in an unoccupied square within the
burst. The spirit lasts until Seluku falls unconscious, until Seluku dismisses
it as a minor action, or until Seluku uses this power again. The spirit
occupies 1 square. Enemies cannot move through its space, but allies can. When
Seluku takes a move action, Seluku can also move the spirit a number of squares
equal to his speed.
The spirit can only 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 Seluku's level (11) or higher, the spirit disappears, and Seluku
takes damage equal to 5 + one-half Seluku's level (6). Otherwise the spirit is
unaffected by the attack.
Spirit of Vigor: When used as a minor action, one ally adjacent to the spirit
gains temporary hit points equal to Seluku's Intelligence modifier (+3).

Shard Swarm (Move; encounter) * racial ability, Teleportation
Effect: Each enemy in a close burst 1 grants combat advantage to Seluku
until the end of Seluku's next turn. Seluku then teleports half his speed.

[A]Spirit's Sacrifice (Minor; encounter) * Primal, Spirit * Area Burst spirit 5
Target: Seluku or one ally in the burst.
Effect: Seluku dismisses the spirit companion and the target makes a saving
throw or gains temporary hit points equal to Seluku's wisdom modifier (+4).

[R] Spirit of Athas (Minor; encounter) * Primal, Implement, Conjuration, Range 5
Elemental Spirit Theme Feature ability.
Effect: Seluku conjures a spirit of Athas in an unoccupied square. The Spirit
of Athas occupies its square. Seluku and his allies gain a +1 power bonus to
all defenses while adjacent to it. As a Move Action, the Spirit of Athas can be
moved 5 squares. As a standard action, Seluku can dismiss the spirit and make
the following Melee 1 attack from the spirit's square.
Target: One Enemy
Attack: Totemic Warclub Mace +1: +6 vs. Reflex; 1d10+6 damage, and the target
takes a -2 penalty to attack rolls and all defenses until the end of Seluku's next turn.

Speak with Spirits(Minor; encounter) * Primal, Personal
Effect: During this turn, Seluku gains a bonus to his next skill check
equal to his Wisdom modifier (+4).

[M] Scorching Sands (Standard; encounter) * Primal, Implement, Fire, Spirit
Target: One Creature adjacent to the spirit companion. (Spirit Melee 1)
Totemic Warclub Mace +1: +6 vs. Reflex; 1d8+6 fire damage, and the target gains
vulnerable 5 fire until the end of Seluku's next turn. Seluku and each ally
adjacent to the spirit companion can choose to deal fire damage until the end
of Seluku's next turn. This fire damage replaces an attack's normal damage types.
Effect: Seluku's spirit companion disappears.

[C] Healing Spirit (Minor; Special) * Primal, Healing, Close burst 5
Target: Seluku or an ally within the burst.
Effect: The target can spend a healing surge. If the target does so, then one
ally adjacent to Seluku's spirit companion, other than the target, regains 1d6
hit points.
Special: Seluku can use this power twice per encounter, but only once per round.

[C] Spirit of the Healing Flood (Standard; daily) * Healing, Implement, Primal
Targets: Each enemy within a close burst 5.
Totemic Warclub Mace +1: +6 vs. Fortitude; 1d8+6 damage. Miss: Half damage.
Effect: Until the end of the encounter, Seluku and each ally within 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.

Alignment: Good Languages: Common, Deep Speech, Elven
1 Acrobatics, 6 Arcana, 2 Athletics, 0 Bluff, 0 Diplomacy,
5 Dungeoneering, 13 Endurance, 10 Heal, 4 History, 5 Insight, 0 Intimidate,
10 Nature, 12 Perception, 4 Religion, 1 Stealth, 0 Streetwise, 1 Thievery
Str 13(1)[2] Con 14(2)[3] Dex 10(0)[1]
Wis 18(4)[5] Int 16(3)[4] Cha 8(-1)[0]
Modifiers are in (), while ability checks are in [].
Equipment:
Leather armor (Attached Component)
Totemic Warclub Mace +1 (Held in Right hand)
-Counts as a totem, can use self as origin square for a "Melee Spirit" power-,
Wrist Razors (On Left Arm)
Backpack (Attached component, Back)
2 Belt Pouches (Embedded components, left leg and right leg)
Desert Clothing (Worn)
Filter Mask (Worn)
Fire Kit(In Left Leg Belt Pouch)
5 Survival Days for Living Constructs (Contains no food or water, in backpack)
5 Torches (In backpack)
Dowsing Rod (In Backpack)
Surveyor's Gear (In backpack)
- After 5 minutes gives a +2 to perception checks to search for secret doors or hidden rooms -
Chirurgeon's tools (In Backpack)
- Gives a +2 bonus to checks made against diseases. -
Hunter's Kit (In Backpack)
- Gives a +2 bonus to Nature checks made to forage. -
Snares (In Backpack)
- Gives a +2 bonus to Nature or Dungeoneering checks to forage,
but each check requires 2 hours instead of 1. -


Racial attributes: Shardmind
Speed: 6 squares
Vision: Normal
Languages: Common, Deep Speech, Elven
Skill Bonus: +2 Endurance, +2 Arcana, +2 Perception
Living Construct: As a living construct, you have the following traits.
– You can us attached components and embedded components.
– You don’t need to eat, drink, or breathe, but this doesn’t render you immune
to any effect.
Immortal Origin:
Shardmind are considered an immortal creature for the purposes of effects that
relate to creature origin.
Crystalline Mind:
– Has resist 5 psychic, this increase to 10 at 11th level and 15 at 21st level.
Telepathy:
- Can communicate telepathically with any creature within 5 squares of Seluku
that has a language.

Class attributes:
Armor Proficiency: Cloth, Leather
Weapon Proficiency: Simple Melee, Longspear
Implements: Totem
Bonus to Defense: +1 Fortitude, +1 Will
Skill Training: Nature, Endurance, Heal, Perception

Feats:
Spirit of Vigor
Resilient Spirit

Regional Benefit: Brother in Battle
Crystal Cloister, Forest Warden, Explorer/Guide, Birth - Prophecy, Spirit Guided
(These backgrounds offer no benefit but help explain the character's history.)


Character description/personality:
Social Interactions:
-How do others perceive you in social interactions? Detached
-How optimistic are you? Realist, so it depends on the situation.
-How trusting are you? Trust is earned, not given.

Decision Points:
-How assertive are you at a decision point? Logical, but detached.
-How conscientious are you about following rules? Depends on the rule.
-How empathic are you? Thoughtful, but volatile if threatened.

Dire Straits
-How courageous are you in dire straits? Volatile
-How do you feel when faced by setbacks? Logical
-How are your nerves? Intellectually aware that fear is a double edged tool.

Mannerisms:
-Has a male personality.
-His voice sounds like a Protoss Zealot from Starcraft 2.
-Is thoughtful and logical, but is volatile when provoked.
-Is reserved and aloof, although passionate about protecting nature.

Appearance:

Seluku wears amber colored dessert clothing that covers nearly all of his body.
He wears gloves with a loose long sleeved tan shirt with a hood that does
not interfere with the light brown backpack that is attached to Seluku's back.
The design of the shirt conceals how the backpack is attacked to Seluku's back.
His pants are amber colored and have two pockets with flaps, which provide
access to the two embedded belt pouches Seluku has in his legs. Seluku wears
tan colored boots. Seluku wears a Wrist Razor on his left forearm and has a
mace that rests on a belt loop on his brown belt when he is not holding it in
his right hand. Seluku's head is mostly concealed by his hood and a matching
filter mask along with a tan colored cloth scarf that collectively conceals
much of his face. Seluku's eyes and nose are obscured by the slitted goggles he
wears to protect his eyes from being blinded out in the desert. If you look
closely at Seluku's face you do catch traces of what appear to be pale blue
eyes behind the goggles. Seluku also has a totem embedded in his left arm that
can pop out into his hand thanks to his loose sleeves.

If someone was to see Seluku without his desert clothing they would see:
Seluku's body is comprised of hundreds of small shards of translucent blue
crystal assembled into a humanoid form that is somewhat masculine. The psionic
energy that animates and maintains Seluku's form can be seen as a dim
bluish-white glow coming from within each crystalline shard, although it
emanates the brightest from Seluku's eyes.

Character background:

Seluku was 'born' twenty-four years ago and has always had a strong connection
to the primal spirits that inhabit the land. He has been told by the Elders
that his connection to the spirits is to aid him in fulfilling a prophecy,
although they have never told him what that prophecy is, instead cryptically
saying, 'You cannot tell the depth of the silt, until you reach the bottom.'
While Seluku believes that whatever the prophecy is that it involves protecting
what remains of the environment of Athas from destruction from defiling magic,
and that the primal spirits of the land will guide him towards that goal.

Money: 0 pp 33 gp 3sp 4cp 6 Residuum. Weight 96/130lbs.