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Voodoo Priestess

Summary[]

Mari Champanel Player Scotley
Human Shaman (Unaligned) Level 2 (XP 1371) Not yet /Not yet
Initiative +1
Passive Insight 15 Passive Perception 20; Senses Normal
HP 33 Bloodied 16 Surge Value 8; Surges Per-Day 10
AC 14 Fortitude 16 Reflex 14 Will 17
Speed 6 Size Medium
Str 10 (0) Dex 10 (0) Wis 18 (+4)
Con 16 (+3) Int 14 (+2) Cha 10 (0)
Racial Abilities Bonus Skill, Bonus Feat, Bonus Defenses, Bonus At-Will
Class Features Companion Spirit (World Speaker), Healing Spirit, Speak With Spirits
Battack Basic Attack Longspear +4 vs. AC 1d10+1 damage, Sickle +3 vs. AC 1d6
Branged Ranged Basic Attack Sling +1 vs. AC 1d6
Feats Vigorous Spirit, Resilient Spirit, Implement Focus (Essentials)
Skills Arcana +10, Athletics +6, Endurance +9, Perception +10, Nature +11
Languages Allarian (Common), Imperia (Elven)
Powers
Haunting Spirits (At-Will Standard Ranged 5 ✦ Implement, Primal Psychic) Shaman Attack 1
Target: One Creature
Attack: +4 Vs Will
Hit: 1d6+4 psychic damage. Until the end of your next turn, the target grants combat advantage to an ally of your choice.
World Speaker's Command (At-Will Opportunity Melee Spirit 1 ✦ Implement, Primal, Spirit) Shaman Feature
Target: One Creature
Trigger: An enemy leaves a square adjacent to your spirit companion without shifting
Attack: +4 vs. Will
Hit: Target stops moving and must use different action to to resume moving.
Voice of Battle (At-Will Standard Melee Spirit 1 ✦ Implement, Primal, Psychic, Spirit) Shaman Attack 1
Target: One Creature
Attack: +4 vs. Will
Hit: 1d6+4 Psychic Damage
Effect: One ally within 2 quares of yoru spirit companion can shift 2 squares as a free action.
Call Spirit Companion (At-Will Minor Close Burst 20 (one square) ✦ Conjuration, Primal) Shaman Class Feature
Target: One Creature
Effect: You conjure your spirit companion in an unoccupied square in the burst.
Wrath of Winter (At-Will Standard Ranged 5 ✦ Cold, Implement, Primal, Teleportaion) Shaman Attack 1
Target: One Creature
Attack: +4 vs. Fort
Hit: 1d10+4 Cold Damage and you can teleport your spirit companion to a space adjacent to the target.
Bramble Ally (Encounter Standard Ranged 5 ✦ Implement, Primal) Shaman Attack 1
Target: One Creature
Attack: +4 vs. Reflex
Hit: 2d6+4 Damage. Until the end of your next turn, any enemy that starts its turn adjacent to your spirit companion is immobilized during that turn.
Spray of Quills (Daily Standard Close Blast 5 ✦ Implement, Poison, Primal) Shaman Attack 1
Target: Each Creature
Attack: +4 vs. Reflex
Hit: 2d8+4 Damage and ongoing 5 poison damage (save ends). Until this ongoing damage ends your allies gain a +2 power bonus to attack rolls against the target.
Healing Spirit (Encounter (special) Minor Close Burst 5 ✦ Healing, Primal) Shaman Feature
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+4 (feat) hit points.
Special: You can use this power twice per encounter, but only once per round.
Speak With Spirits (Encounter Minor Personal ✦ Primal) Shaman Feature
Effect: During this turn, you gain a bonus to your next skill check equal to your Wisdom modifier (+4)
Stormhawk Vigilance (Daily No Action You and Each Ally in Burst ✦ Primal) Shaman Utility 2 (Primal Power)
Trigger: You roll initiaitve
Effect: You slide each target 3 squares. Each target can draw a weapon of implement



Fluff[]

Background[]

Mari Champanel hails from Bacarte in the Transitive Isles. Her father, Monsignac, was a carpenter of some skill and her mother, Rosalie, was a local wise woman and healer. At a young age Mari was singled out as different. She seemed to hear voices and talk to herself. Her mother understood, but others found her distrubing. She had difficulty making friends. Despite being, but a slip of a girl she could often best others her age at games and sports. She seemed to have a knack for figuring out the best move. This did not endear her to the children. She often played alone in the woods or along the shore. She was always facinated with the sea and especially he power of waves and wind. She made friends, not other childern, but the uncanny spirits of wind, wave and wood. They told her things no one else knew and shared visions of places no one else could see.

When Mari was twelve years old, her father died of a mysterious illness. He had just finished a special job working in secret on the Archeron the ship of a powerful merchant named Clemete Vosa. There were some who thought him poisoned by her mother who was known to be knowledgeable in the ways of herbs and medicenes. While Bacarte is considered lawless by many, they do not tolerate murder. Rosalie had once saved the life of Captain Isabel Mandeville a seafarer with a gift for getting her ship attacked and defeating the attackers. Her ship, The Eglantine, was modestly successful. Her Captain was a sorceress of notable power and she sailed some of the most forbidding and myterious waters of the world. Indeed, some of the voyages left the world to skirt the edges of the Feywild and the Shadowfell. As the ship fought in battle after battle, young Mari discovered she could do more than simply talk to her spirit friends. When a young sailor was in peril in a sea battle, Mari discovered her spirit friends could stop the attacker. Once when she herself was set upon by a hulking enemy marine, she found that the spirits could also kill. That day the shy unassuming girl who mostly kept to herself became a woman of power. No longer content to remain in the background, she became an active and dangerous member of Captain Mandeville's band.

At that time Captain Mandeville's chief rival was Hugo le Bouf. I minotaur who Captained the ship Minotaur. Hugo was not known for wit, but for cruelty and violence. He was jelous of the success of the Eglantine and her mostly female officers. For there part, the crew of the Eglantine were worried that the violent tactics of the Minotaur would cause the Five to crack down on the 'Merchants' of Bacarte. After months of inconclusive engagements, a final bloody battle between the fleets of Captains leBouf and Mandeville was joined. For by that time many of the Merchants had been forced to take sides. Many lives were lost and several ships ended the fateful day at the bottom of the sea. In the end it was leBouf who failed. His ship foundered on the rocks as he chased a wounded Eglantine.

After another year of being part of a very successful 'Merchant' crew, Captain Madeville decided to retire. Mari took the profits from her 'Merchant' career and bought her mother a nice house by the shore with a little garden on Bacarte where the death of her father was long forgotten. While Rosalie was content to live a quiet comfortable life, Mari was restless. Travel and adventure had become too much a part of young Mari. She has left home once again seekin adventure.









Personality[]

Mari is a person of contrasts. Her life among pirates and the wilder and more mysterious parts of the world has left her with a bold and some would say foolhardy outlook. Yet, she is wise beyond her years and there is often method to her madness. She is a natural leader, but her strange ways and tendancy to spend more time talking with spirits than people maks her seem distant and aloof. She is loyal to her friends and family to a fault. She can be as cold and uncarring as the winter storm to her enemies yet warm and gentle as a summer breeze with her allies. She favors bold and flashy clothes and powers in the style of her native Bacarte.

Description[]

Mari is a modestly attractive woman with dark hair, skin and eyes. She has a small tattoo of a cresting wave on her right cheek just below and behind her eye. She has long slender fingers with brightly painted nails. She wears leather armor under full calf length shirts and a matching jacket of bright blue with black trim. She carries a sickle on her belt and a long spear adoned with a totem of feathers and carved bones. Her voice is deep and rich with a heavy accent. She is 5'7" tall and weighs about 140 pounds. She wears a gold hoop in one ear and a ring in the shape of a skull. A necklace of charms hangs from her neck. She wears a battered pack of gear when adventuring.

Mari often carries tabacco, spirits, sweets and other offerings for her spirit friends. She will uses these to call forth the spirits she communicates with.



Hooks[]

Her father's death still troubles her. She often wonders if Clemete Vosa had something to do with his death.

She has lived as a pirate for some years and has made enemies along the way.

She has many friends from those days as well and would come to their aid where they to get into trouble.



Kicker[]


Manserath, a Gnoll officer on the Minotaur, survived the final battle and seeks revenge on the officers of the Eglantine, including Mari.


Math[]

Attributes[]

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



Defenses[]

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +0/+2 dex/int 0 0 0 0 2 Leather Armor 0 0 0 14
Fortitude+0/+3str/con110000000 15
Reflex+0/+2dex/int010 000000 13
Will+4/+0wis/cha110 000000 16




Hitpoints[]

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


Surges per Day 10 (Class 7 + Con 3)

Saving Throws[]

Saving Throw Bonuses

Attacks[]

Basic[]

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

0

str 0Shaman Weapon Talent003+1 Alfsair Longspear014AC
Basic Ranged

0

dex0Untrained000Sling011AC




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

0

str 0Shaman Weapon Talent2Sickle13AC
Basic Ranged

0

dex11AC


Powers[]

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Haunting Spirits 4 Wisdom 1 +1 Alfsair Longspear 0 0 1 6 Will
Voice of Battle 4 Wisdom 1 +1 Alfsair Longspear 0 0 1 6 Will
Bramble Ally 4 Wisdom 1 +1 Alfsair Longspear 0 0 1 6 Reflex
Spray of Quills 4 Wisdom 1 +1 Alfsair Longspear 0 0 1 6 Reflex
Wrath of Winter 4 Wisdom 1 +1 Alfsair Longspear 0 0 1 6 Fortitude


Class Features[]

Shaman

  • Defense Bonus: +1 Fortitude, +1 Will
  • Companion Spirit
  • Healing Spirit
  • Speak With Spirits



Racial Features[]

Human

  • Ability Scores: +2 Wisdom
  • Size: Medium
  • Speed: 6
  • Vision: Normal
  • Languages: Common, Choice of One
  • Skill Bonuses: 1 additional Class Skill



Skills[]

Languages Allarian, Imperia


Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics0dex11
Arcana 5 2 int 2 background 1 10
Athletics50str016
Bluff0cha11
Diplomacy0cha11
Dungeoneering4wis15
Endurance53con19
Heal4wis15
History2int13
Insight4wis15
Intimidate0cha11
Nature54wis1+1 Alfsair Longspear111
Perception54wis110
Religion2int13
Stealth0dex11
Streetwise0cha11
Thievery0dex11


Background Bonus: +2 arcana World Walker.

Feats[]

  • Vigorous Spirit: Target of healing spirit regains additional hp.
  • Resilient Spirit: +2 to defenses for spirit companion
  • Implement Focus (Essentials) - Benefit: Choose an implement with which you have proficiency. You gain a +1 feat bonus to the damage rolls of implement attacks that you make with the chosen implement. This bonus increases to +2 at 11th level and +3 at 21st level.


Background[]

  • World Walker (Your nomatic life has taken you on countless strange trails. You are familiar with regions of the world, the Feywild, and the Shadowfell.)



Equipment[]

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Equipment Name Price Weight
Leather armor 25gp 25
680 gp (awarded 12/14/2010) 9
Bottle of Spirits 5 gp
Totem 5 gp 2
Sickle 2 gp 2
Sling 1 gp 0
Standard adventurer's pack 15gp 33



Weight Carried: 62 lbs

Money Remaining: 37

Wish List[]

Totem +1 (lv. 1)


Tracking[]

Treasure[]

+1 Alfsair Longspear 756 gp

XP[]

1371

Changes[]

Events[]


Mini Stat Block[]


[sblock=Mari stat block][B]Mari[/B] Female Human Shaman 2Initiative: +1, Passive Perception: 20, Passive Insight: 15, Senses: Normal AC:14, Fort:16, Reflex:14, Will:17 HP:33/33, Bloodied:14, Surge Value:8, Surges left:10/10 Action Points: 1, Second Wind: unused Powers:[color=Green]Haunting Spirits, World Speaker's Command, Voice of Battle, Call Spirit Companion, Wrath of Winter,[/color] [color=red]Healing Spirit, Speak with Spirits, Bramble Ally, [/color] [color=gray]Spray of Quills, Stormhwak Vigilance[/color]

Conditions: [/sblock]

Judge Comments[]

Level 1[]

Approval 1[]

Approval from ScorpiusRisk

Approval 2[]

Comments from Ozymandias79

  • Approved

Status[]

Awaiting aproval of level 2 Approved for level 1 with 0 xp by ScorpiusRisk and Ozymandias79 Awating approval of level 2 changes.

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