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Summary[]

Nementah, Pršteći izvor srčanosti ("Sparkling spring of bravery") Player MetaVoid
Wilden Protector Shaman (Sidhe Lord) (Good) Level 12 (XP 32834) Scarred Healer
Initiative +8
Passive Insight 21 Passive Perception 26; Senses low-light
HP 88 Bloodied 44 Surge Value 22; Surges Per-Day 12
AC 23 Fortitude 27 Reflex 24 Will 26
Speed 6 Size Medium
Str 11(+0) Dex 15(+2) Wis 21(+5)
Con 21(+5) Int 13(+1) Cha 9(-1)
Racial Abilities Skill Bonuses (+2 Nature/Stealth), +2 Con/Wis, Fey Origin, Hardy Form (+1 Reflex), Nature's Aspect (Ancient, Destroyer, Hunter)
Class Features Implements (totem), Spirit Companion, +1 Fort, +1 Will
Battack Basic Attack Wrist razors +9 vs AC 1d4+1 damage; Long spear +8 vs AC 1d10+1 damage
Branged Ranged Basic Attack Dagger +10 vs AC 1d4+2 damage
Feats Protector Spirit Adept, Superior Accurate Implement, Strengthening Spirit, Vigorous Spirit, Resilient Spirit, Last Legion Officer, Nimble Spirit, Improved Defenses
Skills TRAINED SKILLS

Nature +18, Stealth +15, Perception +16, Heal +16 UNTRAINED SKILLS

Acrobatics +9, Arcana +7, Athletics +6, Bluff +7, Diplomacy +5, Dungeoneering +11, Endurance +11, History +7, Insight +11, Intimidate +5, Religion +7, Streetwise +5, Thievery +8
Languages Common, Elven
Powers
Spirit's Shield (At Will Opportunity Melee spirit 1 ✦ Healing, Implement, Primal, Spirit)
Target: Triggering enemy
Trigger: Enemy leaves a square adjacent to SC without shifting
Attack: +15 vs. Reflex
Hit: 5 damage
Effect: One ally within 5 squares of SC regains 5hp
Protecting Strike (At Will Standard Melee spirit 1 ✦ Implement, Primal, Spirit)
Target: One creature
Attack: +15 vs. Will
Hit: 1d8+8 and each ally adjacent to SC gains 5 temporary hit points
Call Spirit Companion (At Will Minor Close burst 20 ✦ Conjuration, Primal)
Effect: SC is conjured in unoccupied square within the burst. The spirit lasts until Nementah falls unconscious, dismisses it as minor action or uses power again. The spirit occupies 1 square. Enemies cannot move through, but allies can. When Nementah takes move action she can move SC her speed. SC can be targeted by melee or ranged attacks, altough it lacks hit points. If a single melee or ranged attack deals 10 or more damage, SC disappears and Nementah looses 5 hit points. Otherwise it is unaffected.
Haunting Spirits retrained from Spirit of the Tempest (At Will Standard Ranged 5 ✦ Implement, Primal, Psychic)
Target: One creature
Attack: +15 vs. Will
Hit: 1d6+8 psychic damage. Target grants CA to one chosen ally until TENT
Voyage of the Ancients (Encounter Free Personal ✦ Teleportation)
Trigger: Nementah hits an enemy with close or area attack
Effect: Nementah teleports 3 squares. One enemy hit by the attack grants CA to her and one ally she can see TENT.
Wrath of the Destroyer (Encounter Immediate Reaction Personal )
Trigger: A bloodied enemy attacks Nementah or ally adjacent to her
Effect: Nementah either makes basic melee attack or charges the enemy. It the attack hits, the enemy is dazed TENT
Pursuit of the Hunter (Encounter Immediate Reaction Personal )
Trigger: An enemy withing 2 squares of Nementah moves on its turn
Effect: You shift 3 squares. Until TENT Nementah deals 1d6 extra damage to triggering enemy when she hits and doesn't take -2 penalty to attack if enemy has cover or concealment.
Healing Spirit (Encounter Minor Nementah or one ally in the burst ✦ Healing, Primal)
Effect: Target can spend a healing surge (+5 from Vigorous Spirit). If the target does so, one ally adjacent to SC, other then the target, regains 2d6 hit points. All allies adjacent to SC get 5 thp. Target can shift 1 as free action or gain +2 AC & Ref until the start of his or her next turn.
Special: Nementah can use this power three times per encounter, but only once per round
Speak With Spirits (Encounter Minor Personal ✦ Primal)
Effect: During this turn Nementah gains +4 to next skill check
Certain Threat (Encounter Standard Melee spirit 1 ✦ Implement, Primal, Spirit)
Target: One creature
Attack: +15 vs. Reflex
Hit: 2d6+6 damage and the target is marked by SC TENT or until spirit disappears. Penalty from being marked is -6
Cleansing wind of the North retrained from Wrath of the Spirit World (Daily Standard Close blast 5 ✦ Cold, Implement, Primal)
Target: Each enemy in the blast
Attack: +15 vs. Fortitude
Hit: 1d10+6 cold damage
Miss: Half damage
Effect: Each ally in the blast makes a saving throw with +5 power bonus
Protective Roots (Daily Minor Close burst spirit 1 ✦ Primal, Spirit)
Target: Nementah and each ally in burst
Effect: Each target gains resistance 5 to all damage until the end of the encounter
Infectious Spark (Encounter Immediate Interrupt Melee spirit 1 ✦ Implement, Primal, Psychic, Spirit)
Target: Triggering enemy
Trigger: SC is hit a melee attack
Attack: +15 vs Will
Hit: 1d8+8 psychic damage and the target makes melee basic attack against the enemy of Nementah's choosing. SC disappears and Nementah takes no damage from the disappearance.
Wind of Pain and Succor (Daily Standard Melee spirit 1 ✦ Cold, Healing, Implement, Primal, Spirit)
Target: One creature
Attack: +15 vs Will
Hit: 3d8+8 cold damage
Miss: Half damage
Effect: The first ally to regain hit points while adjacent to SC regains 1d8 additional hp, second 2d8 and 3rd 3d8. This effect ends when third ally regains hp or at the end of the encounter.
Unified front retrained from Spirit of the Keeper (Encounter Move Personal ✦ Healing, Primal)
Effect: Nementah and her Sidhe house guard can both move up to their speed +2. If they end this movement adjacent to each other, both gain 19 temporary hit points
Winter Wind Spirits (Encounter Standard Ranged 5 ✦ Cold, Implement, Primal)
Target: One creature
Attack: +15 vs Fortitude
Hit: 1d10+6 cold damage. As immediate interrupt Nementah can grant +8 bonus to AC to an ally adjacent to SC
Spirit of Earth Arisen (Daily Standard Ranged 10 ✦ Conjuration, Healing, Implement, Primal)
Target: One creature
Attack: +15 vs Fortitude
Hit: 3d6+6 damage.
Miss: Half damage
Effect: Nementah conjures spirit of the land in an unoccupied square adjacent to the target. The spirit lasts TENT. The spirit occupies 1 square. Each square within 2 squares of the spirit is difficult terrain for your enemies. When an ally in those squares hits an enemy he regains 5 hit points (once per round). As move action, the spirit can be moved 5 squares. It attacks with the above attack as it appears. The spirit may be sustained with minor action.
Call Forth the Spirit World (Encounter Minor Close burst spirit 3 ✦ Fear, Healing, Primal, Spirit, Zone)
Effect: The burst becomes a zone until TENT or until SC is destroyed. The zone moves with SC, remaining centered on its space. Enemies in the zone take -2 penalty to attack rolls. Any bloodied ally that starts it's turn withing the zone regains 5 hp. The zone may be sustained with minor action.
Summon Sidhe Ally (Daily Minor Ranged 5 ✦ Arcane, Summoning)
Effect: Nementah summons a Sidhe house guard in an unoccupied square within range. The guard is ally to her and her allies. The guards lacks actions of its own. Instead, Nementah can command him mentally, choosing from available actions in guards description. Line of effect is needed to command it. When Nementah commands the guard, they share knowledge, but not senses. If she uses move action to move herself, Nementha can also command the guard to move up to its speed.

When the guard makes an attack roll or a check, he uses Nementah statistics, not including any temporary bonuses or penalties. The guard lasts until it drops bellow 1 hp, at which point Nementah looses healing surge (or 19 hp if she has no surges left). Otherwise, the guard lasts until it is dismissed as minor action or until Nementah uses the power again.

10th level: Whenever Sidhe house guard uses it's teleportation power, Nementah may teleport up to 6 square, adjacent to guards destination.
Sharing the Kill (Encounter Standard Melee spirit 1 ✦ Healing, Implement, Primal, Spirit)
Target: One creature
Attack: +15 vs Reflex
Hit: 3d8+6 damage. Each ally adjacent to SC regains 1d6+5+3
Spirits Touch (Encounter Immediate Reaction ✦ Primal, Spirit)
Target: Triggering Ally
Trigger: An ally adjacent to SC takes damage from an attack
Effect: The target gains 5 thp and +2 power bonus to saves TENT.
Resplendent Circlet (Encounter Minor One creature )
Target: One ally
Effect: Choose one ally within range. One enemy adjacent to that ally grants CA to that ally TENT
Repulsion Leather Armor (Daily Minor Personal )
Target: Nementah
Effect: Whenever an enemy moves into adjacent square Nementah may push it 1 square as immediate reaction. This power last until the end of the encounter.
Cloak of Resistance (Daily Minor Personal )
Target: Nementah
Effect: Gain resist 5 to all damage until the start of Nementahs next turn
Acrobat's Boots (At-Will Minor Personal )
Target: Nementah
Effect: Stand up from prone
Insight of the Vault (At-Will Free )
Properties: When Nementah scores critical hit, the attack deals extra 5 damage
Strongheart Tattoo (At-Will Free )
Properties: When Nementah spends healing surge she regains extra hp equal to the number of surges spent since her last extended rest.
Diamond Cincture (At-Will Minor Personal ✦ Healing)
Target: Nementah
Effect: Nementah may spend healing surge.
Properties: Nementah gains +1 item bonus to Fort until she uses item power. Bonus and power recover after extended rest
Bracers of Escape (Daily Immediate Interrupt )
Target: Nementah
Trigger: Nementah is the target of melee attack
Effect: Nementah teleports 2 squares.

Fluff[]

Background[]

Nementah grew on the living island of Kythira, deep in the swamps among mangrove trees. Her 'tribe' was new to the land as they were 'born' to protect the land. With less then three generations even most wilderness savvy shifters of the island were sure they exist. They fought creatures emerging from Shadowrift, secretely protecting human and shifter tribes living on the island. Several years ago situation got worse. Not only creatures native to Shadowfell, but strange mutations of flora and fauna started randomly appearing in the swamp. Tribes hunters, most skilled of rangers ascertained that mutations were most severe and appeared more often the closer one got to the village. Shamans tried speaking with spirits of the forest, but no definitive answers were given. Some advised contact with other races to seek help, others to move and make another village, yet others to fight to the death without asking for help.

Finally, it was decided to do all three. the village was abandoned and new one made several miles from original location. Emissaries were sent to introduce wilden of the tribe to shifters and humans living on the island. Hunting parties made specifically for search and destroy missions increased their numbers and strengthened they were with at least one shaman. Nementah, still only an apprentice, joined the groups with her teacher to better prepare for the day when she takes over those duties. In time she grew less and less confident that they could prevail. Other tribes showed caution and distrust, wilden were too few and too young and monstrosities arose every day, each worse then the one before.

Finally, her group bit off more then they could handle. A crocodile with abnormal growths bursting with poisonous spores, swarm of bugs feeding on the spores and talking spellcasting plant creature ambushed her group upon their return in the village. They fought valiantly and almost succeeded in killing the monsters, but the cost was high. The crocodile fell under combined assault of ranger, archer and a warden, swarm neutralized by her teacher powers. Casting plant was held off by a warrior and their feyspeaker with Nementah supporting them. Crocodile died, but brought down everyone around him by his death burst, spores caused every plant around to blacken and die withing seconds. Spellcaster was tough as trees are want to be. Without experienced shaman on their side, warriors were brought down with spells and new swarm of insects. Nementah, being on the fringe of the fighting was last to fall, under lightning bolt from the sky. In a flash, just before darkness took her, she thought she saw a horse in the jungle.

She felt calming power course through her and she bolted upright. Touching her hand was spiraled horn of an equine creature, it's hide terribly marred by burns and rents. Nementah looked at her arm, part of it blackened and realized the creature spent it's power on stopping the spores she touched while falling. She tried to return the favor, but she already spent her powers on her group and she didn't know enough of mammals anatomy to help.

Unicorn looked at her, neighed and put it's horn in her hand. It came off as if cut, at the point where it met with the skull. As creature sighed and died, Nementah knew what she's to do.

Wearily she returned to her tribe carrying nothing from her friends, even bodies she left where they were in fear she could bring those terrible spores to the village. She explained what happened. They cannot win this. They need outside help. She as least powerful shaman of the tribe and most easily spared will go to the big city they heard about from other tribes. She will go and find a way to stop this madness. Or she will find people strong enough and powerful enough to search for the cause of these aberrant creatures and to fight the cause and not it's effects.

She carefully packed her totem and bravely went into the world.

Nementah

Nementah

Appearance and personality
[]

Nementah is careful and observant, being born in the village under siege. She's starting to know other humanoids and their wiles, but is still fairly innocent and naive. She's usually vibrant green color of spring leaves, but can change as is normal for her people to silvery white or almost black.

Region[]

Bleakmire (Stealth as class skill), Kythira, The Living Island

Hooks[]

Why the life surrounding her village is trying to destroy them? Are other tribes around Shadowrift similarly affected? Are there other wilden on the island? Other islands?

Kicker[]

Death of her group of hunters, realization they are doomed if they don't do something radical

Math[]

Ability Scores[]

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 0 10 0 1 11 0
Con 9 16 2 3 21 5
Dex 5 14 0 1 15 2
Int 2 12 0 1 13 1
Wis 9 16 2 3 21 5
Cha 0 8 0 1 9 -1
Totals 25   12



Attacks[]

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

+0

str +4Communal Dagger +1610AC
Basic Ranged

+2

dex+4Communal Dagger +1612AC


Defenses[]

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +2/+1 dex/int 0 +5+1 Inix Repulsion Leather Armor +3, Elven Chain Shirt 6 24
Fortitude+0/+5str/con+10+2Improved Defenses+2+1Cloak of resistance +2, Diamond Cincture6 27
Reflex+2/+1dex/int+1+2 Improved Defenses+2+1Cloak of resistance +2, Inix Armor6 24
Will+5/-1wis/cha+10+2 Improved Defenses+2Cloak of resistance +26 26



Senses and Reactions[]

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative +2 0 0 0 0 0 0 0 6 0 8
Passive Insight +5 0 0 0 0 0 0 0 6 0 21
Passive Perception +5 0 0 0 0 0 0 0 6 5 26


Health[]

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherSurge Value BonusTotalBloodiedSurge
Hit Points 12 21 5 0 0 0 0 88 44 22


Surges per Day 12 (Class 7 + Con 5)

Speed and Movement[]

Speed: 6

Racial Features[]

  • Skill Bonuses: +2 Nature, +2 Stealth
  • +2 to Con, +2 to Wis
  • Size: Medium
  • Speed: 6
  • Vision: Low-light
  • Languages: Common, Elven
  • Hardy Form: Gain a +1 bonus to reflex defense
  • Nature's Aspect: Gain one of the aspects after extended rest (Ancients, Destroyer, Hunter)
  • Fey Origins: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.


Class Features[]

  • +1 Fortitude, +1 Will
  • Spirit Companion
  • Protector Spirit
  • Healing Spirit
  • Speak With Spirits

Theme features[]

  • Gain Summon Siddhe Ally power
  • When in the area where Sidhe house prestige is recognized, Nementah can receive

a weeks lodging in comfortable if not lavish quarters at no charge. The quarters include room and food for up to 8 companions. Nementah has use of up to 3 servants to perform common tasks for the duration of the stay.

Sidhe House Guard Summoned Creature
Medium fey humanoid
HP: 19
Healing Surges: none, but you can lose
a healing surge for the guard if an effect allows it to spend one
Defenses: AC: 22; Fort: 23; Ref: 21; Will 23
Speed: 6
Standard Action (weapon) * At-Will
Attack: Melee 1 (one creature); + 17 vs. AC
Hit: 1d8 + 5
Level21: 2d8 + 5
 Move Action (teleportation) * Encounter Effect: The Guard teleports up to 6 squares
Immediate Interupt * At-Will
Trigger: Nementah is hit by a melee attack or a ranged attack while
the guard is adjacent to her.
Effect: The attack hits the guard instead of Nementah.

Paragon Path Features[]

  • Scarred Healer Action - when Nementah spends an AP to take extra action, one ally adjacent to SC gains 11 thp
  • Scar's Gift - when Nementah uses primal healing power on a target adjacent to SC, the target regains extra 5 hp
  • Healing Paths (16th level) - when an ally within 5 squares of Nementah or her SC spends a healing surge to regain hit points, that ally regains extra 5 hp.

Feats[]

  • Protector Spirit Adept - allies adjacent to SC gain +1 to NADs
  • Accurate Implement Training
  • Strengthening Spirit - allies adjacent to SC gain 5 thp when Nementah uses Healing spirit
  • Versatile Expertise (bonus) - totems and spears +1 to hit
  • Vigorous Spirit - target of healing spirit regains additional 5hp
  • Resilient Spirit - spirit gets extra +2 to all defenses
  • Last Legion Officer - when Nementah uses power that enables an ally to spend a healing surge, that ally can also shift 1 square as free action or gain +2 bonus to AC & Ref until the start of his or her next turn.
  • Nimble Spirit - Nementah may call her SC as free action during her turn
  • Improved Defenses - gain +2 feat bonus to NADs

Skills and Languages[]

Languages Common, Elven


Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics+2dex+1Acrobats Boots69
Arcana +1 int 6 7
Athletics+0str66
Bluff-1cha+2Resplendent Finery67
Diplomacy-1cha65
Dungeoneering+5wis00000611
Endurance+5con611
Heal5+5wis616
History+1int67
Insight+5wis611
Intimidate-1cha65
Nature5+5wis2618
Perception5+5wis616
Religion+1int67
Stealth5+2dex2615
Streetwise-1cha65
Thievery+2dex68



Powers to Hit[]

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Spirits Shield +5 Wis +2 Versatile Expertise +2 Accurate Totem +1 0 0 6 15 Ref
Protecting Strike +5 Wis +2 Versatile Expertise +2 Accurate Totem +1 0 0 6 15 Will
Haunting Spirits +5 Wis +2 Versatile Expertise +2 Accurate Totem +1 0 0 6 15 Fort
Certain Threat +5 Wis +2 Versatile Expertise +2 Accurate Totem +1 0 0 6 15 Ref
Cleansing Wind of the North +5 Wis +2 Versatile Expertise +2 Accurate Totem +1 0 0 6 15 Fortitude
Infectious Spark +5 Wis +2 Versatile Expertise +2 Accurate Totem +1 0 0 6 15 Will
Wind of Pain and Succor +5 Wis +2 Versatile Expertise +2 Accurate Totem +1 0 0 6 15 Will
Winter Wind Spirit +5 Wis +2 Versatile Expertise +2 Accurate Totem +1 0 0 6 15 Fort
Spirit of the Earth Arisen +5 Wis +2 Versatile Expertise +2 Accurate Totem +1 0 0 6 15 Fort
Sharing the Kill +5 Wis +2 Versatile Expertise +2 Accurate Totem +1 0 0 6 15 Ref


Equipment[]

Equipment Name Price Weight
Dagger 1gp 1lbs
Totem 5gp 2lbs
Standard Adventurer's Kit 15gp 33lbs
Potion of Healing 50gp -
Potion of Healing 50gp -
Accurate Blood hunter totem +1 0gp 2lbs
Repulsion Leather Armor +2 2080gp 15bs
Cloak of resistance +2 2080gp 0lbs
Insight of the Vault 0gp 0lbs
Rhythm Blade Wrist Razors +1 1000gp 1lbs
Resplendent Gloves 1000gp 0lbs
Total 96gp 51lbs


Gold remaining 
Starting: +100
Equipment:-96

--- After Into The Wild (sold leather armor) 40gp

Item Properties[]

Bloodhunter Totem: gain +1 to hit vs bloodied enemies Insight of the Vault: critical hit does extra 5 damage Rhythm Blade Wrist Razors: increase shield bonus to AC and Ref by 1 Resplendent Gloves: attack that targets will does 2 extra damage. If it is illusion attack, one target hit grants CA to Nementah TENT Resplendent Circlet: Enemies within 10 take -2 penalty to Insight. They are unaware of the effect Acrobat boots: gain +1 item bonus to Acrobatic checks

Tracking[]

Adventures Into the Wild The Mark of Trogdor Bosch's Revenge

Treasure[]

Ring of healing
1. +1 to Primera's AC
2. +3 to amount of healing done with any healing power.
+ +5 to all nature checks


Total Gold:

 100
 -96
 ----
 4gp
 +5 (sold leather armor)
 +31gp
 +896gp
 +520gp (sold Warding spirit armor)
 ----
 1456gp
+2719gp
-------
 4175gp
-1000gp (Rhythm Blade Wrist Razors)
-1000gp (Resplendant Gloves)
-------
 2175gp
+2813gp
-------
 4988 gp
-2080 (upgraded Cloak of resistance)
-2080 (upgraded Repulsion Leather Armor)
- 520 (Acrobat Boots)
-------
  308 gp
+1680 gp
-------
 1988 gp
+16493gp
+ 520gp (sold Repulsion leather armor +2)
+ 136gp (sold rhythim blade wrist razors +1)
--------
19137 gp



XP[]


Total: 32 834XP

Changes[]

  • Retrained Spirit of the Tempest for Haunting spirits at second
  • Retrained Wrath of the Spirit world for Cleansing Wind of the North at third
  • Retrained Spirit of the Keeper for Unified front
  • Scarred Healer Paragon path

Judge Comments[]

Level 1[]

Approval 1[]

Approval from TwoHeadsBarking:

  • Summary: Your Dex mod also increases the damage of your RBA.

Minor issue, so approved.


Approval 2[]

Approval from ScorpiusRisk

Level 2[]

Approval 1[]

Approval from TwoHeadsBarking:

Approved.

Approval 2[]

Approval from renau1g:

Approved.

Level 6[]

Approval 1[]

Approved by TwoHeadsBarking.

Approval 2[]

Approved by Neurotic.

Status[]

Approved for level 6


Level 9

Approval 1[]

Summary: DONE

  • Stealth should be +13
  • Power to hit bonuses should be +12, not +11
  • Magic Item descriptions are missing.


Math: DONE

  • Total hit points is incorrect. Con and level need to be changed.
  • Power to Hit is incorrect as Wisdom is now +5.

Defenses:

  • Leather +2 is +4 AC, not +3 (DONE)
  • Rhythm Blade weapons may not actually work without an existing shield bonus for them to increase. (I think this is a CB bug). You should get an official ruling from the judges on this one. If they don't work by themselves, you may need to adjust your AC and Reflex.

Waiting on corrections before approval. MeepoLives 22:03, December 17, 2011 (UTC)

Added discussion thread for Rhythm Blade.

Approval 2[]

You've fixed all existing problems and the Rhythm Blade thing isn't significant enough to bar Approval. I trust that when the issue is resolved in general you'll conform your sheet accordingly. Approved -WEContact

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