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Summary[]

The Dartmoor Irregulars Player twilsemail
Piskie(Drow) Druid [Swarm] (Good) Level 2 (XP 1042)
Initiative +4
Passive Insight 14 Passive Perception 19; Senses Darkvision
HP 33 Bloodied 16 Surge Value 8; Surges Per-Day 10
AC 17 Fortitude 14 Reflex 15 Will 15
Resist -3 melee/ranged damage while in beast form.
Speed 6 Size Medium
Str 11 (+0) Dex 16 (+3) Wis 16 (+3)
Con 16 (+3) Int 10 (+0) Cha 13 (+1)
Racial Abilities Fey Origin, Trance, Lolthtouched
Class Features Primal Swarm, Balance of Nature, Ritual Casting, Wild shape
Battack Basic Attack Grasping Claws: +6 vs Ref, 1d8+4 damage and the target is slowed(Beast Form)
Branged Ranged Basic Attack None
Feats Ritual Caster, World Serpent’s Grasp, Superior Implement Proficiency (Accurate Staff)
Skills Diplomacy +7, Nature +9, Perception +9, Stealth +10
Languages Allarian, Eladrin
Rituals Animal Messenger, Create Campsite
Powers
“Bangarang!” (Swarming Locusts) (At Will Standard Close Blast 3 ✦ Beast Form, Implement, Primal, Zone)
Target: Creatures in Blast
Attack: +6 vs. Reflex
Hit: 1d8+4 damage.
Effect: The blast creates a zone of swarming piskies and grigs that lasts until the end of the Iregulars’ next turn. While within the zone, enemies grant combat advantage
“Go for the Laces!” (Grasping Claws) (At Will Standard Melee Touch ✦ Beast Form, Implement, Primal)
Target: One Creature.
Attack: +6 vs. Reflex
Hit: 1d8+4, and the target is slowed until the end of your next turn.
Special: This power can be used as a melee basic attack.
“Get ‘em!” (Grasping Tide) (At Will Standard Area burst 1 within 10 ✦ Implement, Primal)
Target: Each Creature in burst
Attack: +6 vs. Fortitude
Hit: 1d6+4 damage. Until the end of the Irregular’s next turn, if the target leaves the area of effect, they can use an opportunity action to make a secondary attack against it. +6 vs. Reflex; on a hit the target is knocked prone.
Wild Shape (At Will Minor(Special) Personal ✦ Polymorph, Primal)
Effect: You change from your humanoid form to beast form or vice versa. When you change from beast form back to your humanoid form, you shift 1 square. While you are in beast form, you can’t use weapon or implement powers that lack the beast form keyword, although you can sustain such powers.

You choose a specific form whenever you use wild shape to change into beast form. The beast form is your size, resembles a swarm of bees, and normally doesn’t change your game statistics or movement modes. Your equipment becomes part of your beast form, but you drop anything you are holding, except implements you can use. You continue to gain the benefits of the equipment you wear.

You can use the properties and the powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your beast form, it cannot be removed, and anything in a container that is part of your beast form is inaccessible.
“Spread out!” (Scattered Form) (Encounter Standard Close Burst 1 ✦ Beast Form, Implement, Primal)
Target: Each Creature in burst
Attack: +6 vs. Reflex
Hit: 2d6+4 damage. The Irregulars take half damage from Ranged and Melee attacks until the end of their next turn.
“Call in reinforcements.”(Summon Giant Toad) (Daily Standard Ranged 5 ✦ Implement, Primal, Summoning)
Effect: Captain Dartmoor cashes in one of many favors owed to him and summons a Medium giant toad in an unoccupied square within range. The toad has speed 5 and swim 6 and it gains a +10 bonus to Athletics checks to jump. Captain Dartmoor can give the toad the following special command. On the turn he calls in the toad, he gives that command as a part of using the power. Command: Standard Action; Melee 3; +6 vs. Reflex; 1d8+4 damage and the target is pulled 2 squares. Instinctive Effect: If the Captain hasn’t ordered him otherwise by the end of his turn, the toad attacks the same creature that it attacked the previous turn. If it can’t do that, it attacks an enemy within 3 squares of it if it can. Otherwise, it moves its speed to a square within 3 squares of the nearest enemy.
“Fiddlin’ Grig” (Darkfire) (Encounter Minor Ranged 10 )
Target: One Creature
Attack: +7 vs. Reflex
Hit: Until the end of the Irregulars’ next turn, all attacks against the target have combat advantage. In addition, the target may not benefit from invisibility or concealment.
“Invigorating Tonic” (Bear’s Strength) (Daily Minor Melee 1 )
Target: The Irregulars or one ally
Effect: The target gains the following until the end of his or her next extended rest:+2 bonus to damage rolls that include the target’s strength modifier; +2 bonus to Athletics and Strength ability checks; the target’s Strength increases by 4 for the purposes of determining carrying capacity.

Status[]

RoleController
StatusOn a Quest!
LocationSmuggler’s Shiv
Notes


Character[]

Description[]

Age: Varies Gender: All Height Range: ~7 cm to ~60 cm Weight: about 85 kilos total Alignment: Unaligned (leaning towards good)

Captain Dartmoor stands out among his men. He is head and shoulders taller than the next largest member of the Irregulars. Some of the men whisper that he has spriggan blood running through his veins. Those that have seen him angry no longer speak on the subject at all.

He wears what appears to be plate armor made from the hide of some monstrous insect. It certainly helps with his commanding appearance, though it makes it even more difficult to look the diminutive commander in the eye.

The unit itself is mostly composed of piskies with a scattering of grigs tossed in for good measure. At any given time, unless under the direct eye of their captain, the Irregulars are a seething mass of chaos.

The Irregulars as a whole are bedecked in whatever equipment they’ve found over the courses of campaigns past. Most wear a delicate looking scale mail made from the scales of fish caught in the rivers of the Feywild. It is easy to move about in and nearly silent. The grigs are bare from the waist down, as not to impede their cricket-y physiques.

Notable Members[]

Captain Dartmoor: Commander of the Irregulars and a right upstanding fae. The Pict: The resident reconnaissance expert and general nature guru. Johnathan Michael William Fred Fitzpatrick: Self-declared bannerman. Err... Bannergrig. Jeremy: The littlest Grig. Heck of a fiddler.

Background[]

At various points in their individual histories, the Irregulars were captured and enslaved by Fomorians within the bounds of the Feywild. As the number of slaves grew over time, so did their courage and determination. Eventually the lot of them overthrew their overseer and made a break for the horizon.

Valentine Dartmoor, who had originally led the insurrection, became their leader and quickly organized those who would follow him into a fighting force. They ventured outside of the feywild and wandered the Transitive Isles looking for work.

Little is known about the commander of the Irregulars and few can sort out enough about any individual in the unit. The sole exception to this is Jeremy, the smallest of the Grigs. He’s apt to get into trouble and outgoing as any Fae. He’s also got a rotten habit of sneaking off during combat and playing his fiddle somewhere that he’s bound to get squished.

Hooks[]

  • The Captain is under a geas to never turn down a game of darts.
  • Jeremy has a knack for getting himself into trouble.

Kicker[]

The Irregulars have escaped their captors and are seeking to free any people that are held against their will. Who knows what they’ll encounter? Something they’ve never seen before? Something that they, unfortunately, have?

Stat Block[]

[sblock=Dartmoor Irregulars] Dartmoor Irregulars – Piskie Swarm (Druid) 2 Passive Insight: 14, Passive Perception: 19 AC:17 Fort:14 Ref:15 Will:15 -- Speed:6 HP:33/33 Bloodied:16 Surge Value:8 Surges Left: 10/10 Action Points: 1, Second Wind: not used Powers: Grasping Tide Grasping Claws Swarming Locusts Scattered Form Summon Giant Toad Bear’s Strength Fiddlin’ Grig Conditions: Notes: -3 damage from melee/ranged attacks in Beast Form [/sblock]

Math[]

Attributes[]

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 1 11 0 0 11 0
Con 9 16 0 0 16 3
Dex 5 14 2 0 16 3
Int 2 10 0 0 10 0
Wis 5 14 2 0 16 3
Cha 3 13 0 0 13 1
Totals 25   10



Defenses[]

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +3/+0 dex/int 3 Hide Armor 1 17
Fortitude0/+3str/con1 14
Reflex+3/+0dex/int1 1 15
Will+3/+1wis/cha1 1 15



Hitpoints[]

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherSurge Value BonusTotalBloodiedSurge
Hit Points 12 16 5 0 0 0 0 33 16 8


Surges per Day 11 (Class 7 + Con 3)

Senses and Reactions[]

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 3 0 0 0 0 0 0 0 1 0 4
Passive Insight 3 0 0 0 0 0 0 0 1 0 14
Passive Perception 3 0 0 0 0 0 0 1 5 19


Attacks[]

Basic Attacks
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Basic Melee

0

str 4Accurate Aversion Staff+115AC
Basic Ranged

3

dex14AC



Powers[]

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Swarming Locusts +3 Wis 2 Accurate Aversion Staff+1 0 0 1 6 Ref
Grasping Tide +3 Wis 2 Accurate Aversion Staff+1 0 0 1 6 Fort
Grasping Claws +3 Wis 2 Accurate Aversion Staff+1 0 0 1 6 Ref
Scattered Form +3 Wis 2 Accurate Aversion Staff+1 0 0 1 6 Ref
Summon Toad +3 Wis 2 Accurate Aversion Staff+1 0 0 1 6 Reflex


Class Features[]

  • Learned Maneuvers(Balance of Nature) ✦ At this point, the Irregulars are a well-oiled machine. They have several maneuvers they’ve perfected over the years including, but not limited to “Bangarang,” “Go for the Laces” and “Get ‘em!” These maneuvers are all ones that the captain can confidently order at any time.
  • A Buncha Piskies (Primal Aspect: Primal Swarm) ✦ It’s remarkably hard to hit a piskie. When the Irregulars are swarming around the captain (in beast form) they reduce damage from ranged and melee attacks by 3.
  • Ritual Casting ✦ The captain knows both the Animal Messenger ritual and Create Campsite. In truth, he just orders the Irregulars to set up a bivouac.
  • Formations (Wild Shape)✦ At-will power, minor action. The irreguars are either in formation or swarming in a cloud around their Captain. More often than not, it’s the latter. It’s remarkably difficult to keep a bunch of piskies in formation.

Racial Features[]

  • Fey Origin ✦ The Dartmoor Irregulars and their ancestors were natives of the Feywild. As such, they are considered Fey creatures for the purpose of effects related to that origin.
  • On Patrol (Trance)✦ There are always a few Irregulars guarding their campsite. The company at large is fully aware of its surrounding while asleep and can sense approaching enemies and other events as normal.
  • On Edge (Trance pt. deux) ✦ The Irregulars need only 4 hours sleep to gain the advantage of an Extended Rest.
  • Darkvision✦ Keen Piskie eyes see almost as well at night as they do during the day.
  • Fiddlin’ Grig (Lolthtouched- Darkfire) ✦ One of the smaller grigs (Jeremy) attempts to climb onto a foe and plays his magical fiddle where only the foe can hear. If he succeeds, the foe begins to dance, granting combat advantage to all.

Skills[]


Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics3dex-1Hide Armor Penalty13
Arcana 0 int 1 1
Athletics0str-1Hide Armor Penalty10
Bluff1cha12
Diplomacy51cha17
Dungeoneering3wis14
Endurance3con-1Hide Armor Penalty13
Heal3wis14
History0int11
Insight3wis14
Intimidate1cha214
Nature53wis19
Perception53wis19
Religion0int11
Stealth53dex2-1Hide Armor Penalty110
Streetwise1cha12
Thievery3dex-1Hide Armor Penalty13



Feats[]

  • Druid: Ritual Caster
  • Level 1: World Serpent’s Grasp

Background[]

Guerilla: Training Stealth

Tracking[]

Equipment[]

Accurate Staff of Aversion +1:

Critical: +1d8

Property: +2 to all defenses from enemies subject to effects caused by the Irregulars.

Equipment Price (gp) Weight (lbs)
Hide 30 25
Staff 5 4
Accurate Aversion Staff +1 Treasure! 4
Standard Adventurer's Kit 15 33
Ritual Book Free 3
Ritual Components 30 0
Total 69/110

Maximum weight: 220lbs Maximum drag weight: 550lbs

Money[]

Starting Wealth  100GP
-  30 gp Hide
-  15 gp Adventurer's Kit
-   5 gp Staff
-  30 gp Ritual Components
+ 126 gp (Time GP 19JUL2011)
= 146 gp 


Significant Events[]

Background:

  • Captured by Fomorians
  • Enslaved, tortured, watched friends die.
  • Escaped from Fomorians
  • Wandered as a band of mercenaries outside of the Feywild
  • Found Daunton and the Hanged man. Decided drinking was a good idea.

Exp[]

1042 Awarded on 19JUL2011

Wish List[]

Adamant weaponry (Claw Gloves – Lv4 AV2)

Neck Items (Any, really)

Magic Hide Armor (Any really)

Spiffy Rituals

Companions and Acquaintances[]

Judge Comments[]

Level 1[]

Approval 1[]

All fixed. Approved by Mewness.

Approval 2[]

Approved by TwoHeadsBarking.

Status[]

Approved for level 1 by Mewness and TwoHeadsBarking.

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