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Finnian
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Stats
Role Striker
Class Ranger (Beastmaster)
Race Longtooth Shifter
Level 4
Player weldon
Status Available
Location Tavern
Notes

SummaryEdit

Finnian DDI Player weldon
Longtooth Shifter Ranger (Good) Level 4 (XP 3975)
Initiative +2
Passive Insight 15 Passive Perception 22; Senses Low-Light Vision
HP 49 Bloodied 21 Surge Value 12; Surges Per-Day 9
AC 17 Fortitude 17 Reflex 14 Will 15
Speed 6 Size Medium
Str 19 (+4) Dex 12 (+1) Wis 16 (+3)
Con 17 (+3) Int 10 (+0) Cha 8 (-1)
Racial Abilities Longtooth Shifting, Athletics Bonus, Endurance Bonus
Class Features Beast Mastery, Hunter's Quarry
Battack Basic Attack Longsword (+9 vs AC, 1d8+4 damage); Throwing Hammer (+8 v. AC, 1d6+4 damage); +1 Sword of Five Elements (+9 v. AC, 1d10+5 damage)
Branged Ranged Basic Attack Throwing Hammer (+8 vs AC, 1d6+4 damage, range 5/10); Shortbow (+5 vs AC, 1d8+1 damage, range 15/30); Sling (+5 v. AC, 1d6+1 damage, range 10/20)
Feats Lethal Hunter, Toughness
Skills Acrobatics +2, Arcana +2, Athletics +12, Bluff +1, Diplomacy +1, Dungeoneering +5, Endurance +6, Heal +10, History +2, Insight +5, Intimidate +1, Nature+10, Perception +12, Religion +2, Stealth +7, Streetwise +1, Thievery +2
Languages Common, Elven
Rituals Raise Beast Companion
Powers
Hunter's Quarry (At-Will Minor )
Target: Nearest Enemy
Effect: You can designate the nearest enemy to you that you can see as your quarry.

Once per round, when you hit your quarry with an attack, the attack deals extra damage based on your level. The extra damage is based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If you have dealt Hunter’s Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn.

The hunter’s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry.

You can designate one enemy as your quarry at a time.

Hit and Run (At will Standard Melee weapon ✦ Martial, Weapon)
Target: One creature
Attack: Strength vs AC
Hit: Per weapons...
  • Longsword: +9 vs AC, 1d8+4 damage
  • +1 Sword of Five Elements: +9 vs AC, 1d10+5 damage
Effect: If you move in the same turn after this attack, leaving the first square adjacent to the target does not provoke an opportunity attack from the target.
Twin Strike (At will Standard Melee or Ranged weapon ✦ Martial, Weapon)
Requirement: You must be wielding two melee weapons or a ranged weapon.
Target: One or two creatures
Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged); two attacks
Hit: Per weapon...
  • Longsword: +9 vs AC, 1d8 damage
  • Throwing Hammer (Melee): +8 vs AC, 1d6 damage
  • Throwing Hammer (Ranged): +8 vs AC, 1d6+4 damage, range 5/10
  • +1 Sword of Five Elements: +9 v. AC, 1d10+1 damage
  • Dagger (Melee): +9 vs AC, 1d4+4 damage
  • Dagger (Ranged): +9 vs AC, 1d4+4 damage, range 5/10
  • Shortbow: +5 vs AC, 1d8 damage, range 15/30
  • Sling: +5 v. AC, 1d6 damage, range 10/20
Longtooth Shifting (Encounter Minor Personal ✦ Healing)
Requirement: You must be bloodied.
Effect: Until the end of the encounter, you gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 2.
Off-Hand Strike (Encounter Minor Melee weapon ✦ Martial, Weapon)
Requirement: You must be wielding two melee weapons
Target: One creature
Attack: Strength vs AC (off-hand weapon)
Hit: Per off-hand weapon...
  • Throwing Hammer (Melee): +8 vs AC, 1d6+4 damage
  • Dagger (Melee): +9 vs AC, 1d4+4 damage
Yield Ground (Encounter Trigger Personal ✦ Martial)
Target: Personal
Trigger: An enemy damages you with a melee attack
Effect: You can shift 3 squares. Gain a +2 power bonus to all defenses until the end of your next turn.
Disruptive Strike (Encounter Immediate Interrupt Melee or Ranged weapon ✦ Martial, Weapon)
Target: The attacking creature
Trigger: You or an ally is attacked by a creature
Hit: 1[W] + Strength modifier (+4) damage (melee) or 1[W] + Dexterity modifier (+1) damage (ranged). The target takes a penalty to its attack roll for the triggering attack equal to 3 + your Wisdom modifier (+3)
  • Sword of Five Elements: +9 vs AC, 1d10+5 damage
Jaws of the Wolf (Daily Standard Melee weapon ✦ Martial)
Target: One creature
Attack: Strength vs AC (main weapon and off-hand weapon), two attacks
Hit: Per weapon...
  • Longsword: +9 vs AC, 2d8+4 damage
  • Throwing Hammer (Melee): +8 vs AC, 2d6+4 damage
  • Dagger (Melee): +9 vs AC, 2d4+4 damage
  • +1 Sword of Five Elements: +9 v. AC, 2d10+5 damage
Miss: Half Damage per attack



Mini Stats for Combat Edit

[sblock=Finnian's Stats][B]<URL="http://www.enworld.org/wiki/index.php?title=L4W:PC:Finnian_%28weldon%29">Finnian</URL>[/B] - Longtooth Shifter Ranger 4
Passive Perception 22, Passive Insight 15 -- Low-Light Vision
AC 17, Fort 17, Reflex 14, Will 15
HP 49/49, Bloodied 24, Surge Value 12, Surges 9/9
Speed 6, Initiative +3
Action Points: 1, [color=red]Second Wind[/color]
At-Will Powers: [color=Green]Hunter's Quarry[/color], [color=Green]Twin Strike[/color], [color=Green]Hit & Run[/color]
Encounter Powers: [color=red]Longtooth Shifting[/color], [color=red]Off-Hand Strike[/color], [color=red]Disruptive Strike[/color]
Daily Powers: [color=gray]Jaws of the Wolf[/color]
Utility Powers: [color=blue]Yield Ground[/color]
[color=green]Erlai:[/color] 
AC 17, Fort 13, Reflex 17, Will 15
HP 30/30, Bloodied 15, Surge Value 7, Surges 2/2
Speed 2, Fly 7
[/sblock]




Animal Companion Edit

Erlai is Finnian's animal companion. A Harris Hawk (Parabuteo Unicinctus) that Finnian raised, the bird is never far away and responds quickly to a whistle or Finnian's small wooden flute.

Erlai Player weldon
Harris Hawk Raptor (Unaligned) Level 4 (XP 3975)
Initiative as Finnian
Passive Insight 11; Passive Perception 17; Senses Low-Light Vision
HP 30 Bloodied 15 Surge Value 7; Surges Per-Day 2
AC 17 Fortitude 13 Reflex 17 Will 15
Speed 2 squares, fly 7 squares (hover) Size Small
Str 12 (+1) Dex 19 (+4) Wis 12 (+1)
Con 13 (+1) Int 6 (-2) Cha 6 (-2)
Racial Abilities Flight
Class Features
Battack Basic Attack Claw (8 v. AC; 1d6+4 damage)
Branged Ranged Basic Attack None
Feats None
Skills Perception +7
Languages 
Powers


Sigil of Companionship (+1 to attack damage when flanked with Finnian)

Fluff Edit

Appearance Edit

Age: 17
Gender: Male
Height: 5'8"
Weight: 165 lbs
Alignment: Good
Personality: Strong and lithe, Finnian is clearly more comfortable outdoors than he is with people. Uncomfortable in large groups, he prefers close friends. Finnian will try to apply his charm in private conversation. Despite his swagger, there is a deep sadness and fear of rejection that betray deep set fears from his childhood.

Description Edit

Finnian is a longtooth shifter ranger dressed in leather armor that is still a little too big for him, despite the young man's size and strength. His unkempt hair is growing down over his face. Many people are taken aback when he brushes back the hair and reveals piercing golden eyes, reminiscent of nothing so much as a bird of prey eyeing its quarry. The effect is quite striking combined with his olive complexion.

Finnian carries a longsword strapped to his back, a dagger on his belt, and a bow strapped to the backpack that holds every single belonging he has in this life.

The upbringing in his small village betrays him in a city like Daunton. He is clearly out of place and would be far more comfortable in the woods, but his search compels him.

Background Edit

Complete Backstory. Finnian grew up thinking that his dead father, Kiernan, was a criminal convicted of the most heinous crimes. His father left the village for many years and only returned in middle age. It was after his return that he was found guilty and then hanged for raping an Elven girl from a nearby settlement. The child resulting from this crime was delivered to the village when his mother died in childbirth. The shame, more than his mixed heritage, has made Finnian an outsider in the small human village where he has learned to keep to himself and not get too close to others. His striking good looks from his mixed heritage catch people's attention, but Finnian is too awkward in social situations to really be much of a leader. It was during his time in the woods alone that he found his hawk companion, Erlai and raised the bird from a hatchling.

Recently, Carlo, an old companion of Finnian's father, has appeared in the region seeking the man who saved his life. He learned of Kiernan's death and was ready to turn back when he also heard of the bastard child left behind. He arranged to spend the winter months in this remote village and used the time to befriend Finnian and set him on the path of becoming a Ranger. The stay was cut short when Carlo explained that he was forced to leave in order to deal with some vague threat from the past that had set him on the path to find Kiernan in the first place. He revealed the truth about Finnian's father, that he had married the elf (producing the marriage certificate recorded in Daunton that led him to the village) and was no criminal, but a great hero. During those years away from the village, Kiernan had been an adventurer and a close friend to Carlo. Now Carlo must leave to avoid bringing a threat to Finnian and his village, but he has promised to return for the boy when it is safe.

Finnian has recently learned that he is not really a half-elf. He is actually a half-shifter half-elf. His father was apparently a shifter that lived among humans and hid his heritage by keeping to himself. Finnian only displayed the long ears of both his elven and shifter heritage until recently when the magical effects of the adventure in Swilwort's ear [Turtledome by KenHood], reaching adulthood, and the stress of combat are beginning to trigger his shifting ability.

HooksEdit

  1. Finnian wants to learn the truth about his father and redeem his name.
  2. What sort of adventures did Kiernan go on while he was away from the village?
  3. Who is Finnian's elven mother? Why did she marry Finnian's father?
  4. Who are Finnian's Elven Grandparents?
  5. What really happened in the woods that caused the injuries to Finnian's parents?
  6. Why did his elven grandfather insist on the execution of Finnian's father before his elven mother recovered to explain?
  7. Who brought Finnian to the human village after his mother died during childbirth?
  8. Who is Carlo, and what is his relationship to Kiernan, Finnian's father?
  9. What other friends does Kiernan have out in the world? What enemies?


KickerEdit

Finnian has given up waiting for Carlo and as soon as the spring arrived, he set out for Daunton to find his mentor. He has been unsuccessful and is looking for work, and adventurer contacts that might help him find Carlo.


MathEdit

AttributesEdit

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 9 16 2 0 18 4
Con 9 16 0 0 16 3
Dex 2 12 0 0 12 1
Int 0 10 0 0 10 0
Wis 5 14 2 0 16 3
Cha 0 8 0 0 8 -1
Totals 25   10



Basic Attacks Edit

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Sword of Five Elements (Melee, 1d10+5 damage) +4 Str 0   0   +3 +1, Proficient 0 0 1 8 AC
Dagger (Melee, 1d4+4 damage) +4 Str 0   0   +3 Proficient 0 0 1 8 AC
Dagger (Ranged, 1d4+1 damage) +1 Dex 0   0   +3 Proficient 0 0 1 5 AC
Sling (Ranged, 1d6+1 damage) +1 Dex 0   0   +2 Proficient 0 0 1 4 AC
Shortbow (Ranged, 1d8+1 damage) +1 Dex 0   0   +2 Proficient 0 0 1 4 AC
Longsword (Melee, 1d8+3 damage) +4 Str 0   0   +3 Proficient 0 0 1 8 AC
Throwing Hammer (Melee, 1d6+4 damage) +4 Str 0   0   +2 Proficient 0 0 1 7 AC
Throwing Hammer (Ranged, 1d6+4 damage) +4 Str 0   0   +2 Proficient 0 0 1 7 AC
Unarmed (Melee, 1d4+4 damage) +4 Str 0   0   +0 Unarmed Attack 0 0 1 5 AC


Defenses Edit

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +1/+0 dex/int 0 0 0   4 Hide Armor +1 0   1 16
Fortitude+4/+3str/con100 0 0 1 16
Reflex+1/+0dex/int100  0 0 1 13
Will+3/-1wis/cha000  0 0 1 14


Saving Throw Bonuses: None

Senses and Reactions Edit

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 1 0   0 0   0   1 0 2
Passive Insight 3 0   0 0   0   1 0 14
Passive Perception 3 0 0 0 0   2 Background Benefit 1 5 21


Special Senses: Low-light Vision

Health Edit

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherSurge Value BonusTotalBloodiedSurge
Hit Points 12 16 5 0 5 Toughness 0 0 0 43 21 10


Surges per Day 9

Speed and Movement Edit

Speed: 6 (Race 6 - Equipment 0)

Racial Features Edit

Longtooth Shifter

  • Longtooth Shifting
  • Athletics Bonus
  • Endurance Bonus
  • Size: Medium
  • Speed: 6
  • Vision: Low-light Vision
  • Languages: Common, Elven


Class Features Edit

Ranger

  • +1 Fortitude, +1 Reflex
  • Dungeoneering or Nature (Nature)
  • Class Skills: Acrobatics (Dex), Athletics (Str), Dungeoneering (Wis), Endurance (Con), Heal (Wis), Nature (Wis), Perception (Wis), Stealth (Dex)
  • Beastmaster Ranger
  • Beast Mastery Fighting Style


Character Background Edit

Background Benefit: +2 Perception

  • Birth - Among Another Race
  • Geography - Forest
  • Occupation - Artisan
  • Occupation - Hunter
  • Society - Poor
  • Out for Revenge


Feats Edit


Skills and Languages Edit

Languages Common, Elven


Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics01dex00 -1Hide Penalty11
Arcana 0 0 int 0 0   0   1 1
Athletics54str20 -1Hide Penalty111
Bluff0-1cha00 0 10
Diplomacy0-1cha00 0 10
Dungeoneering03wis00 0 14
Endurance03con20 -1Hide Penalty15
Heal53wis00 0 19
History00int00 0 11
Insight03wis00 0 14
Intimidate0-1cha00 0 10
Nature53wis00 0 19
Perception53wis02Background Benefit0 111
Religion00int00 0 11
Stealth51dex00 -1Hide Penalty16
Streetwise0-1cha00 0 10
Thievery01dex00 -1Hide Penalty11



Powers Edit

Powers KnownEdit

Ranger (2/1/1/1)

Powers to Hit Edit

All powers are dependent on weapons. See 'Basic Attacks' for appropriate attack values.


Equipment Edit

Equipment Name Price Weight Notes
Money 0 gp --  
Arrows (x30) 1 gp 3 lb  
Cousin Eustace's Sword of Five Elements 520 gp 5 lb Unique Item, on loan
Flute 0 gp (flavor only) 1 lb  
Hide Armor +1 360 gp 25 lb  
Longsword 15 gp 4 lb  
Rope, Silk (50 feet) 10 gp 5 lb  
Short Bow 25 gp 2 lb  
Sigil of Companionship 1800 gp -- When you flank an enemy with your companion, you and your companion gain a +1 item bonus to damage rolls against that enemy.
Sling 1 gp --  
Sling Bullets (x20) 1 gp 5 lb  
Standard Adventurer's Kit 15 gp 33 lb Backpack; bedroll; flint & steel; pouch, belt; rations, trail (10 days); rope, hempen (50 ft.); sunrod (x2); and waterskin.
Throwing Hammer 30 gp 2 lb  
Total 2778 gp 85 lb  
  • Normal Load: 180 lb
  • Heavy Load: 360 lb
  • Maximum Drag: 900 lb


Tracking Edit

Unique Item Edit

COUSIN EUSTACE’S SWORD OF FIVE ELEMENTS
A battered, massive broadsword with a blade discolored by intense heat. The flesh of Cousin's Eustace's hand is burned into the grip. When activated, the Sword strobes through five different elemental states: water, earth, air, fire, or void.
Base Item: Broadsword
Enhancement: +1 to attack and damage rolls.
Critical: +1d6
Power (At-Will): Free Action. Activates the sword's elemental properties. On a successful hit, roll 1d6. Apply the results as follows...

  1. Water - All damage dealt by weapon is acid damage.
  2. Earth - Attack pushes target 1 space.
  3. Air - All damage dealt by weapon is cold damage.
  4. Fire - All damage dealt by weapon is fire damage.
  5. Void - Blade vanishes. Weapon inflicts no damage to corporeal target, but inflicts full damage to insubstantial targets.
  6. No elemental effect.

Another free action returns to sword to normal.
Power (At-Will): Free Action. On a successful hit, while the sword is in elemental damage state, the wielder can select the elemental effect, rather than relying on the 1d6 result. This inflicts a measure of pain to the wielder and drains a portion of his vitality, causing the loss of a healing surge. The sword remains in this elemental state until the end of the wielder’s next turn.
Level: 2
Value: 520 gp

Accomplishments Edit

DEFEATED COUSIN EUSTACE
You beat an elderly cripple senseless. Good for you.
Benefit: You gain a +2 bonus to Diplomacy and Intimidation checks against members of the Feather Falls adventurer's retirement community of Daunton.
Acquired: Here.

SAVING SWILLWORT
Your party has rescued Obadiah Swillwort, a powerful enchanter, from the psychic infection of Origami Rats and provided him with vengeance against his tormenters. He offers his services in gratitude.
Benefit: You may rely on Swillwort as a patron. He will assist in arcane research (+2 on Arcane, History, and monster-knowledge checks) and cast rituals or enchant items for you, provided you bring him raw materials (i.e. ritual components or gold).
Acquired: Here.

Treasure Edit


XP Edit

  • TURTLEDOME! -- Battle Bone (DM: KenHood)
    • 1478 XP
      • Time: 498 XP
      • Negotiation with Mr. Pinch: 40 XP
      • Cousin Eustace: 100 XP
      • Origami Rats: 165 XP
      • Meeting Marco’s Family: 100 XP
      • Battle with the Kidnappers: 575 XP
    • Round One in TURTLEDOME! 825 XP
      • Time: 1672 XP (October 7th, 2009 to June 7th, 2010 = 8 months * 209 XP/mo @ 2nd Level)

TOTAL XP 3975

Changes Edit

  • Overhaul
    • Race change to longtooth shifter (w/ judges approval)
    • Ability scores changed
    • Powers changed
    • Backstory updated to explain race change
  • Level 2
    • Utility power = Yield Ground
    • Feat = Toughness


Judge Comments Edit

Level 1 Edit

Approval 1 Edit

Comments from Lord Sessadore:

Removed comments that no longer apply.

Looks good. I added "two attacks" to the twin strike attack line, and the only other thing I saw that looks suspicious is Erlai's speed - I added his flight speed as well. Good thinking on using a character summary for the companion, by the way; that should work well for the time being.

I approve Finnian.

P.S. Very interesting backstory; you've certainly created an intriguing character.


Approval 2 Edit

comments from covaithe:

  • I changed your Senses entry in the summary from special senses to low-light vision
  • If you're going to include Hunter's Quarry as an at-will power -- which is fine -- you may want to add that it can only be used once per turn, and that it lasts until end of encounter, the quarry dies, or you designate someone else, etc...
  • I made a *lot* of formatting changes to nearly all your powers. Sorry to be so heavy-handed, but it took far less time just to fix them than to explain the necessary changes. I'm doubly sorry, since there were some minor mechanical changes in there too that I made, that I normally would have had you make yourself just to be sure that you knew about them. So please do look your powers over carefully and compare them to the versions in PHB and Martial Power.
  • I'd really like to see stats for your beast companion somewhere on the page. Unfortunately we currently have no good way of recording them, so I'll ignore it this time. When you come for level up, though, I hope we'll have figured something out by then.

I'm going to go ahead and give my approval, but I do hope the other character reviewer to look at this gives the power section another good hard look, since my changes were nontrivial.


Level 2 Edit

Approval 1 Edit

Comments from -renau1g

Summary:

  • Yield Ground - please remove "Wisdom modifier" wording and just leave +3

Minor thing. Approved!


Approval 2 Edit

Approval from TwoHeadsBarking:

Approved. I would recommend investing in a set of hide armor.

Status Edit

Finnian is approved as a 2nd level character with 1478 xp by renau1g and TwoHeadsBarking.

MetaData Edit

Project: L4W Wiki
Namespace: PC
Page Name: Finnian (weldon)
Full Page Name: PC:Finnian (weldon)

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