Artaius

Description:
Level 4 Human Shaman
Artius
+0
10
Strength
+3
16
Constitution
+1
12
Dexterity
+0
11
Intelligence
+5
20
Wisdom
-1
8
Charisma
HIT POINTS
Total
43
Bloodied
21
Surges
10
Value
10
SAVE MODIFIERS
Description.
+3
Initiative
6
Speed
SKILLS
+3
Acrobatics
+7
Arcana
+2
Athletics
+1
Bluff
+1
Diplomacy
+7
Dungeoneering
+5
Endurance
+12
Heal
+2
History
+7
Insight
+1
Intimidate
+12
Nature
+12
Perception
+7
Religion
+3
Stealth
+1
Streetwise
+3
Thievery
16
Armor Class
18
Fortitude
15
Reflex
20
Will
RACE FEATURES
Bonus Feat
Choose an extra feat at 1st level.
Bonus Skill
Trained in 1 additional class skill
Bonus at will power
Know one extra 1st-level attack power from your class.
Human Defense Bonuses
+1 to Fortitude, Reflex, and Will.
CLASS FEATURES
Companion Spirit
Gain the call spirit companion power and choose a Companion Spirit option
Protector Spirit
Ally adjacent to spirit companion gains hit points equal to your Con mod with second wind or your healing power
Healing spirit
Gain the healing spirit power
Speak with Spirits
Gain the speak with spirits power
FEATS
Rejuvinating spirit
Target of healing spirit makes a saving throw
Shared Healing Spirit
Change recipient of additional hit points
Strengthening Spirit
Allies adjacent to spirit companion gain temporary hp when you use healing spirit
Vigorous Spirit
Target of healing spirit regains additional hp
BACKGROUNDS
Background Name
Description
AT-WILL POWERS
Spirit's Shield
Trigger: An enemy leaves a square adjacent to your spirit companion without shifting Attack: Wisdom vs. Reflex Hit: Wisdom modifier (+5) damage. Effect: One ally within 5 squares of your spirit companion regains hit points equal to your Wisdom modifier (+5). Spring Renewal Totem +1: +8 attack, 5 damage
Protecting Strike
Attack: Wisdom vs. Will Hit: 1d8 + Wisdom modifier (+5) damage, and each ally adjacent to your spirit companion gains temporary hit points equal to your Constitution modifier (+3). Level 21: 2d8 + Wisdom modifier (+5) damage. Spring Renewal Totem +1: +8 attack, 1d8+6 damage
Call Spirit Companion
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.
Watchers Strike
Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier (+5) damage. Until the end of your next turn, you and your allies gain a +1 bonus to attack rolls and a +5 bonus to Perception checks while adjacent to your spirit companion. Level 21: 2d8 + Wisdom modifier (+5) damage. Spring Renewal Totem +1: +8 attack, 1d8+6 damage
Haunting Spirits
Attack: Wisdom vs. Will Hit: 1d6 + Wisdom modifier (+5) psychic damage. Until the end of your next turn, the target grants combat advantage to an ally of your choice. Level 21: 2d6 + Wisdom modifier (+5) psychic damage. Spring Renewal Totem +1: +8 attack, 1d6+6 damage
DAILY POWERS
Spirit of the Healing Flood
Attack: Wisdom vs. Fortitude Hit: 1d8 + Wisdom modifier (+5) 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. Spring Renewal Totem +1: +8 attack, 1d8+6 damage
Spring Renewal Totem +1
Power (Daily • Healing): Free Action. Trigger: You hit an enemy with a primal attack power using this totem. Effect: One ally within 5 squares of you gains regeneration equal to twice the totem's enhancement bonus until the end of the encounter.
Bear Spirit Leather Armor +1
Power (Daily • Spirit): Immediate Reaction. Trigger: An ally within 5 squares of your spirit companion hits an enemy. Effect: You and each ally within 5 squares of your spirit companion gain temporary hit points equal to 5 + your Constitution modifier (+3).
ENCOUNTER POWERS
Healing Spirit
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 the Spirits
Effect: During this turn, you gain a bonus to your next skill check equal to your Wisdom modifier (+5).
Certain Threat
Attack: Wisdom vs. Reflex Hit: 2d6 + Wisdom modifier (+5) 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 (+3) instead of –2. Spring Renewal Totem +1: +8 attack, 2d6+6 damage
Spring Renewal Strike
Attack: Wisdom vs. Fortitude Hit: 2d8 + Wisdom modifier (+5) 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 (+3). Spring Renewal Totem +1: +8 attack, 2d8+6 damage
Bonds of the Clan
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.
ATTACKS
1d4 + 0
+0 vs AC
Melee Basic
1d4 + 0
+0 vs AC
Ranged basic
EQUIPMENT
Bear Spirit Leather Armor +1 (E)
Description
Amulet of Health +1 (E)
Description
Spring Renewal Totem +1 (Off-hand) (E)
Description
MONEY
Platinum
0
Gold
680
Silver
0
Copper
0
Bio:

Born to a loving family dedicated to religious service, Artaius was orphaned at a young age by raging wars for territory, pointless titles and beliefs. Having no other choice, Artaius sought sanctuary in an expansive nearby forest.
Barely surviving after only a few days, while attempting to scavenge for food a large blue translucent bear caught his eye which he followed as it led the way to a secluded and forgotten tribe. Seeing him as a gift from the spirits the tribal leader took Artaius under his wing and trained him in the ancient ways of the shaman.
Excelling in his training and quickly becoming amongst the most powerful in the tribe, Artaius’ progress came to a standstill trying to achieve inner peace. Unable to let go of the anger in his heart and emotionally deal with his past, under the advice of his tribal leader, Artaius has left the familiar confines of his forest life and rejoined society.
Seeking challenges that test his skill and any information about his past, monetary gain and friendship are not big concerns for Artaius. Once Artaius comes to terms with and gains an understanding of his past he will return to his tribe.

Artaius

The Stirrings of Evil Hedron Gallann