Ixtab

Description:

Ixtab (ESH tahb)
Level 12 Shaman of Ubtao (Leader)
Medium humanoid (Dwarf)
Age: 137 Weight: 190 Height: 4’6”
Deity: Ubtao Alignment: Good

Initiative +7; Passive Senses Perception 28, Insight 21
HP 88; Bloodied 44

Healing Surge 22; Surges Per Day 12
AC 24; Fortitude 25, Reflex 20, Will 25

Speed 5; Action Points 1

Alignment Good; Languages Common, Draconic, Primordial

Background Chult: +2 Perception(Using the Geography: Forest Background from phb2 since the FRCS doesn’t have a background for Chult.)
Skills (Dungeoneering) +13, (Endurance) +17, (Heal) +18, (Nature) +16, (Perception) +18
Feats Armor Proficiency(Chainmail), Implement Expertise(totem), Vigorous Spirit, Strengthening Spirit, Nimble Spirit, Shared Healing Spirit, Initiate of the Faith, Acolyte Power

Str 14 (+2/+2) Dex 12 (+1/+1) Wis 21 (+5/+5)
Con 21 (+5/+5) Int 11 (+0/+0) Cha 9 (-1/-1)

Possessions Warhammer, Chainmail, dagger, backpack (50 feet of hempen rope, 1 sunrods, 10 days worth of trail rations, waterskin, flint & steel, 3 torches), belt pouch (Klaudius’s Pipe, 244gp)

Class Features Healing Spirit, Call Spirit Companion, Speak with Spirits, Spirit’s Shield, Scars Gift, Scarred Healers Action

Racial Traits: Cast Iron Stomach: +5 Vs. Poison saving throws. Dwarven Resiliency: Second Wind as minor action. Stand Your Ground: Reduce forced movement effects by 1, saving throw to resist being knocked prone.

Basic Attacks

Warhammer (standard; at-will) ✦ Weapon +8 vs. AC; 1d10+3 damage.

Power Descriptions

At-Will Evocations

Call Spirit Companion Shaman Feature
At-WillConjuration, Primal

Minor Action Close Burst 20
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
An enemy leaves a square adjacent to your spirit companion without shifting
Target: The triggering enemy
Attack: Wisdom vs. Reflex
Hit: Wisdom modifier damage.
Effect: One ally within 5 squares of your spirit companion regains hit points equal to your Wisdom modifier.

Protecting Strike Shaman Attack 1
At-WillImplement, Primal, Spirit

Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Will
Hit: 1d8 + Wisdom modifier damage, and each ally adjacent to your spirit companion gains temporary hit points equal to your Constitution modifier
Level 21: 2d8+ Wisdom modifier damage.

Spirit of the Tempest Shaman Attack 1
At-WillImplement, Primal, Thunder

Standard Action Melee 1
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1d8 + Wisdom modifier thunder damage.
Level 21: 2d8+ Wisdom modifier thunder damage.
Effect: One ally within 2 squares of either you or your spirit companion can make a saving throw.

Encounter Evocations

Healing Spirit Shaman Feature
Encounter (Special)Healing, Primal

Minor Action Close burst 5
Target: You or one ally in 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 1d6 hit points.
Level 6: 2d6 hit points.
Level 11: 3d6 hit points.
Level 16: 4d6 hit points.
Level 21: 5d6 hit points.
Level 26: 6d6 hit points.
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter, but only once per round.

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.

Certain Threat Shaman attack 1
Encounter (Special)Implement, Primal, Spirit
Standard Action Melee Spirit 1
Target: One creature.
Attack: Wisdom vs. Reflex
Hit: 2d6 +Wisdom modifier damage, and the target is marked by your spirit companion until the end of your next turn or until your spirit companion disappears.
Protector Spirit: The penalty to attack rolls that the target takes from being marked by this power equals 1 +your Constitution modifier instead of -1.

Spring Renewal Strike Shaman attack 3
Encounter (Special)Healing, Implement, Primal, Spirit
Standard Action Melee Spirit 1
Target: One creature.
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier damage, and one ally adjacent to your spirit companion can spend a healing surge.
Protector Spirit: The ally regains additional hit points equal to your Constitution modifier.

Blood Red Mist Shaman attack 7
Encounter (Special)Implement, Primal, Spirit
Standard Action Melee Spirit 1
Target: One creature.
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier damage. Until the end of your next turn. enemies take a -2 penalty to all defenses while adjacent to your spirit companion.

Sharing the Kill Scarred Healer attack 11
Encounter (Special)Healing, Implement, Primal, Spirit
Standard Action Melee Spirit 1
Target: One creature.
Attack: Wisdom vs. Reflex
Hit: 3d8 + Wisdom modifier damage. Each ally adjacent to your spirit companion regains 1d6 + your Wisdom modifier hit points.

Bonds of the Clan Shaman Utility 2
EncounterPrimal

Immediate Interupt Ranged 10
Trigger: An ally within 10 squares of you takes damage. Target: The triggering ally Effect: You and the target each take half of the damage.

Sudden Restoration Shaman Utility 6
EncounterPrimal

Minor Action Ranged 10
Target: One or two allies
Effect: Each target makes a saving throw.

Spirit’s Touch Scarred Healer Utility 12
EncounterPrimal

Immediate Interupt Melee spirit 1
Trigger: An ally adjacent to your spirit companion takes damage from an attack
Target: The triggering ally
Effect: The target gains temporary hit pOints equal to your Constitution modifier. In addition, the target gains a +2 power bonus to saving throws until the end of your next turn.

Daily Evocations

Spirit of the Healing Flood Shaman Attack 1
DailyHealing, Implement, Primal
Standard Action Close burst 5
Target: Each enemy in burst
Attack: Wisdom vs. Fortitude
Hit: 1d8 + Wisdom modifier 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.

Wind of Pain and Succor Shaman Attack 5
DailyCold, Healing, Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature

Attack: Wisdom vs. Will
Hit: 3d8 + Wisdom modifier cold damage.
Miss: Half damage.
Effect: The first ally to regain hit points while adjacent to your spirit companion regains 1d8 additional hit points. The second ally to do so regains 2d8 additional hit points, and the third ally to do so regains 3d8 additional hit points. This effect ends after the third ally regains these additional hit points or at the end of the encounter.

Ancient Warlord’s Inspiration Shaman Attack 9
DailyConjuration, Implement, Primal
Standard Action Ranged 5
Target: One creature

Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier damage
Effect: You conjure an ancient warlord spirit in an unoccupied square adjacent to the target. The spirit lasts until the end of the encounter. If an ally starts his or her turn adjacent to the spirit or in its space, as an immediate reaction you can allow that ally to make a basic attack as a free action. As a move action, you can move the spirit 5 squares.

Healing Word Cleric Feature
DailyDivine, Healing
Minor Action Close burst 5(10 at 11th level, 15 at 21st level)
Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.

Stream of Life Cleric Utility 6
DailyDivine, Healing
Minor Action Personal
Target: You or one ally
Effect: You take ongoing 5 damage (save ends). This damage can’t be reduced in any way. At the end of your turn, you can choose not to make a saving throw against this ongoing damage. Whenever you take the ongoing damage, an ally within 5 squares of you regains 15 hit points.

Magic Items

+2 Selune’s Totem
Implement (Totem)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Encounter): Free Action. Your next healing power is maximized

Healer’s Chainmail +2
Armor
Enhancement:AC
PropertyWhen you use a power that lets a creature spend a healing surge to regain hit points, the target regains additional hitpoints equal to the armor’s enhancement bonus

Current XP: 34,268 (Thru Session ?)

Next Level: 39,000

Bio:

I remember the days of old, before the fall of Mezro, before our people turned away from Ubtao. I was a young dwarf then, learning the ways of our creator…

Life in Mezro was good, a utopia in the midst of the harsh jungle. Ixtab was born beyond the walls of Mezro, in the harsh jungles of Chult. Born into a small clan of wild dwarves, he learned the ways of the jungle. He learned to stalk the elusive panther, to tame the mighty children of Ubtao, to commune with nature itself. Ixtab never wanted a different life, for Ubtao created the jungles as a test for his people, a maze for them to pass through on their way to the afterlife.

By his early twenties, it was apparent that Ixtab had the gift of Ubtao, the ability to commune with the spirits. His tribe had been without a medicine man for generations, and was surely blessed to have one again. There was none among them to train him though, so they sent him to Mezro, the city Ubtao himself built. For a young dwarf who knew of nothing but the jungles, Mezro was a wondrous sight to behold.

For days Ixtab wandered the streets of Mezro, feeling hopelessly lost, because the city is yet another test of Ubtao, another maze in life. Eventually Ixtab found a mentor for his training, an old mazewalker named Atoc the Seer. Whilst Atoc was not one of the high priests of the city, his wisdom was second to none. Over a decade went by while Ixtab studied under Atoc, learning the ways of the spirits, the art of healing, and the path through life. They grew to be very close, but Atoc was nearing the end of his days.

Upon his death bed, Atoc gave Ixtab one last lesson. “Rush not towards the end of the maze, for there is much to be enjoyed in this life,” Atoc said. Moments before his last breath, a strange happening occurred. Eyes turning white, Atoc uttered forth a vision of the future, “Flee this city! One of the Bara has betrayed Ubtao, the shadow returns! You must escape this at all costs if our people have any chance at salvation. Count not the moons, for they will be many before retribution can be had. Look to the north for answers, for that is where it was taken!”

“Where what was taken?” Ixtab cried, but it was too late, Atoc had passed. With haste, he retrieved his meager possessions and returned to the jungle. Hours later it seemed as if darkness had swallowed up the sky. Earthquakes shook the lands and chaos reigned supreme. In its aftermath, Ixtab new the truth of Atoc’s words. The lands were forever scarred, Mezro had been destroyed, and beasts of darkness walked the lands. His tribe was gone, he knew not if they were dead, but years of searching provided no answers.

I am Ixtab, last of the Mazewalkers of Mezro, it has been nearly a century since the cataclysm. My people are scattered to the winds, but I still seek the path through the maze which we call life. Ubtao’s people will be restored to their greatness. I know not what I seek, but when the time is right, the creator will reveal it to me. For now I wander the lands of the north, in a place known as the Dales, awaiting a sign from the spirits.

Ixtab

The Hidden Nate_The_Great