Talrendis
Male star elf fighter 10 shaman 10(13) epic 6
Str 9 Dex 3 Con 5 Int 1 Wis 9 Cha 0 (base S3 D2 C3 I1 W1 C0) (race S1 D1 C0 I0 W0 C0) (add S0 D0 C1 I0 W4 C0) (class S1 D0 C1 I0 W0 C0) (epic S4 D0 C0 I0 W4 C0)
HP 205 AC 20 Speed 50 (fly 50/200) Mana 26 (bindings: 0)
Move 50, Fly 50/200 (in elemental form)
Saves: Con +13, Wis +17
Skills
- Bond +17
- Animal Handling +17
- Athletics +17
- Stealth +11
- Survival +17
- Str Weapons +17
- Dex Weapons +11
Talents
Fighter
- Natural Explorer (ranger)
- Action Surge: Once per short rest, you can take an additional action of any type.
- Mighty
- Favored Enemy (wizards)
- Indomitable: Once per long rest, you can reroll any failed save
Druid
- Totem Weapon
- Totem Spirit
- Elemental Form
- Greater Elemental Form
Epic Boons
-
Legendary Strength
-
Legendary Wisdom
-
Continued Study: Druid
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Continued Study: Druid
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Continued Study: Druid
Maneuvers
2 more choices
Mobility (8)
Rank 1
- Dodge: Reaction to an incoming targeted attack; roll a Dex save. If it beats the attack, you avoid it entirely.
- Evasion: You can [[Dodge]] area effects;Instead of rolling against the DC set by the enemy, roll a DC of 10 + 5 per square of movement required to exit the area completely. On success, you leap to the nearest safe square. On failure, you leap as far as the dice indicate and fall prone.
- Tumble: You gain the "jump" movement type. At-will, as a move action, you leap from your current square to a square within half your normal movement rate; you do not step on the ground in any intervening square, but rather follow a shallow parabolic trajectory (max height = 1/4 jump length). You do not provoke for any square of this movement, nor do creatures and objects block your path (although walls do, and, at the DM's discretion, certain creatures may be especially hard to bypass, requiring a Dex check).
Rank 2
- Aerial Attack: When attacking from at least 10 feet above your opponent using a melee weapon, you inflict critical damage.
- Uncanny Dodge: You do not require awareness or alertness to [[Dodge]] enemy attacks.
Rank 3
- Disengage: When you successfully [[Dodge]] an attack, you can move up to half your base movement (without provoking opportunity attacks).
- Spring Attack: At-will, std; you move up to half your movement, then attack, then move up to half your movement again. None of the movement provokes from your attack target. Does use up your movement for the round.
Rank 4
Rank 5
- [Fleet of Foot, rank 2]: You gain +20 movement
Offense (3)
Rank 1
Rank 2
- Cleave: When you hit an enemy with a melee attack, you can make another attack with the same weapon against a foe adjacent to the first enemy who is within your reach.
Rank 3
- Great Cleave: When you [[Cleave]], you can extend the attack to any number of targets, as long as each is adjacent to the previous, and within melee range.
Rank 4
Rank 5
- Whirlwind Attack: Instead of using Great Cleave, you may take a single attack, rolling to hit once, and rolling for damage once, and apply it to every target in your threatened area.
Ranged (7)
Rank 1
- Aim: Bonus action; you carefully line up a shot against a chosen foe, gaining "advantage" against your next ranged attack against that target taken within 5 rounds. You lose the benefit if you move before the attack.
Rank 2
- Concussive Shot: Bonus action, ranged attack; no damage, but subject is "confused" for 1 rd (Wis negates).
- Covering Fire: Bonus action, weapon range, circle 3; no damage, but subjects no longer threatens an area until their next action (Wis negates, fear effect).
Rank 3
- Called Shot: 1 action, ranged attack; you target a specific location, causing various effects. The shot is harder to land, represented by a penalty to your attack roll.
- Arm: -4 to hit. Normal damage, plus all actions using that arm are disadvantaged, and any melee damage caused by a weapon in that arm inflict half damage (Con ends).
- Leg: -4 to hit. Normal damage, plus 50% movement speed penalty (Con ends).
- Foot: -8 to hit. Normal damage, plus pinned. Str ends; on success, suffer normal damage again, and 50% movement speed penalty (Con ends).
- Hand: -8 to hit. Normal damage, plus cannot wield weapons, cast spells, or make attacks using that hand. Con ends, but subject must remove the missile, suffering normal damage again, then disadvantage and half damage with that hand (Con ends).
- Heart: -12 to hit; double damage, with 10-20 crit range (double again on crit).
- Multi-Shot: Single action; you fire three attacks, each at a different target. All must fit in a cone emanating from your position.
Rank 4
Rank 5
- Kill Shot: Single action; normal damage, plus, if 3x normal damage would kill the subject, subject must pass a Con save or die instantly.
- Volley: Single action, weapon range, circle 3; normal damage to all in area (Dex save for half).
Powers
26 druid powers, max level 5
Cantrips
First-level
- Gust of Wind: Std, range 10; subject is pushed 5 squares. If they strike a hard surface, they suffer light bludgeoning damage. If they strike another creature, both split the damage equally. Can be empowered: for each Mana spent, double the push range. If empowered, the spell inflicts medium damage (regardless of how many Mana points were spent). Can be used to attempt to dispel any gas-based effect (opposed caster checks if magical in nature). Can clear smoke or fog from a 20' cubic area.
- Lightning Strike: At-will, 1 mana, range 10; subject is struck by a bolt of lightning for heavy damage.
- Static Charge: When you inflict lightning damage, the subject gains a Static Charge; thereafter, if the subject moves at least 1 square (willingly or otherwise) within 1 rd, they suffer half the original damage. Subject can have only one Static Charge at a time (the one with the highest damage prevails).
Second-level
- Lightning Shield: At-will, 2 mana, concentration; you are protected by a static charge of electricity. Anyone who strikes you in melee suffers heavy lightning damage, and if they fail a Con save, they lose their attack. This can happen only once per turn.
Third-level
- Improved Lightning Shield: Your lightning shield can be used up to 5 times per round.
- Summon Wind: Swift, emanation 10, concentration; you control wind within the radius; it can blow in any one direction, or can blow inward or outward relative to you at the center. Projectiles moving against the wind suffer disadvantage to hit, while those moving with it have advantage. Flying creatures suffer a 50% movement penalty against the wind (50% bonus with it), and if they are Small or smaller, they must pass Strength checks each round to avoid tumbling backward to the edge of the effect. This is true for land-bound creatures of Tiny or smaller. Any gas-based effects within the are dispersed (unless you're using an inward-focused wind, in which case they are concentrated on you).
Fourth-level
Fifth-level
- Chain Lightning: At-will, 5 mana, range 10, chain 5/5; heavy lightning damage.
- Thunderlance: Std, line 5x200, 10x100, or 20x50; subjects suffer medium thunder damage plus are pushed to the end of the line. If they strike a hard surface, they suffer bludgeoning damage based on how far they moved (light up to 50-ft, medium up to 100-ft, heavy up to 200-ft).
Sixth-level
- Tornado: TBD
- Tranquility: 6 Mana, std, centered circle 20, concentration; you and allies are healed for 25% max HP each round, up to 5 rounds.
Rituals
Equipment
Planning zone:
- Talons of the Sky Bearer - legendary
- Chimeric Raiment - very rare?
- Bracers of Anti-magic - ?
Talons of the Sky Bearer
legendary magic items, attuned
- Pair of linked melee weapons (khopesh)
- +3 weapons
- Both weapons: Polarity: if you hit with both weapons in a single attack, an electric bolt inflicts damage to target equal to the damage inflicted by both.
- Talon of Storms
- Electrifying Touch: On hit, stun 1 rd (Con negates)
- Talon of the Skies
- Freedom: Wielder is immune to movement-impairing effects.
- Liberation: Encounter, bonus, close burst 10; allies are freed of all movement-impairing effects.
Final stats: 2x, +13 to hit, 6d8+13 slashing damage, possible bonus lightning damage
Chimeric Raiment
very rare magic item, attuned
Exquisite-quality hide armor crafted from a chimera.
- AC 17 + Dex
- Resist (fire, lightning, acid)
Bracers of Anti-magic
rare magic item, attuned
At-will, immediate; you create an emanation 2 of anti-magic for 1 or more rounds. Can be used for up to 5 rounds per day.