Elikko

Approaching

Description:

Elikko
Level 11 Summoner
Medium natural humanoid (half-elf)
Alignment: Unaligned; Languages: Common, Elven

Initiative: +5; Senses: Perception 15, Insight 15, Low-light
Resistances: 5 poision HP: 78; Bloodied: 39
Healing Surge: 19; Surges Per Day: 10

Current HPs: 48
Current Surges: 9
Current Action Points: 1

AC: 16; Fortitude: 22, Reflex: 17, Will: 24
Speed: 6

Skills (trained): Arcana +13 (+22 Monster Knowledge checks), Dungeoneering +13 (+22 Monster Knowledge checks), Nature +13 (+22 Monster Knowledge checks), Religion +13 (+22 Monster Knowledge checks)

Skills (untrained): Acrobatics +5, Athletics +5, Bluff +11, Diplomacy +11, Endurance +10, Heal +5, History +5. Insight +5, Intimidate +11, Perception +5, Stealth +5, Streetwise +11, Thievery +5

Feats: Skill Focus (Arcana), Skill Focus (Dungeoneering), Skill Focus (Nature), Skill Focus (Religion), Forbidden Knowledge, Melee Training (Charisma), Toughness

Str 10 (+0/+5) Dex 11 (+0/+5) Wis 11 (+0/+5)
Con 19 (+4/+9) Int 11 (+0/+4) Cha 23 (+6/+11)

Equipped: Adventurer’s Kit, Robe of Contingency +1 (M), Mnemonic Staff +2 (M), Sash of the Sun Rider (M), Bracers of Mighty Striking (M), Boots of Equilibrium (M), +2 Amulet of Health (M), Hedge Wizard’s Gloves (M), Bag of Holding (M)

Carried: Reading Spectacles (M), Cloak of Distortion +2 (M), Everburning Torch (M), Climber’s Kit, Tent, Torch (9), Potion of Healing (1), Crowbar, Candle (10), Chalk, 2508 Gold

Stashed: Nothing

Racial Traits: Dilenttante (gain other class’s at-will as encounter power), Dual Heritage (take feats that have elf or human), Group Diplomacy (allies within 10 squares get +1 racial to Diplomacy)

Class Features: Creature Knowledge (+2 to Monster Knowledge), Tome of Creatures (add origin to summoned creatures (Aberrant – powers from esper have +1 reach, not burst / blast)), Ritual Casting, Implements, Esper, Body Splicing, Body Rearrangement

Body Splicing: When you summon an esper you can choose to replace one of its adjustments with another adjustment from another esper you know until the esper is killed or dismissed.
Body Rearrangement: When you summon an esper add +2 bonus to a defense until the end of the encounter. In addition, apply a -2 penalty to another defense until the end of the encounter.

Espers

Note: When an esper is summoned you may replace one Adjustment with another Adjustment from an esper you know. You must also apply a +2 bonus to one defense and a -2 penalty to another defense.

 Angel of War
Immortal Hummanoid
Fire Brand; aura 1
Enemies that begin their turn within the aura take 6 fire damage
Adjustments
✦ +2 bonus to AC and Will
✦ Resist 10 fire
✦ Until the esper is bloodied enemies have -2 penalty to attack rolls against the esper

 Shadow Mastiff
Shadow Beast
Nightmare Visions; aura 1
Enemies that begin their turn within the aura take a -2 penalty to saving throws
Adjustments
✦ +2 bonus to AC and Will
✦ Resist 2 (except Radiant)
✦ While the esper is bloodied powers that originate from it gain +2 bonus to attack rolls

 Abomination
Aberrant Beast
Sickening Fumes; aura 1
Enemies that begin their turn within the aura take a -2 penalty to Fortitude and saving throws until the start of your next turn
Adjustments
✦ +4 bonus to Fortitude
✦ +2 bonus to AC
✦ While the esper is bloodied its aura is 2
✦ As a free action once per round the esper can change its origin to one of the following origins: aberrant, elemental, fey, natural, immortal or shadow.

Basic Attacks

Mnemonic Staff +2 (standard; at-will) ✦ Weapon +15 vs. AC; 1d8+10 damage

Power Descriptions

At-Will Virtues

 Summon Esper Summoner Class Feature
At-WillSolar, Summoning
Minor Action Close Burst 20
Effect: You create your esper in an unoccupied square in the burst. The esper lasts until you fall unconscious or until you dismiss it as a minor action. The esper occupies 1 square.Enemies cannot move through its space, but allies can. When you take a move action, you can also move the esper a number of squares equal to your speed.

The esper can be targeted by melee or ranged attacks. The esper has hit points equal to your bloodied value (39). If the esper is reduced to zero hit points or fewer you lose a healing surge. Attacks made through the esper use your attack bonus.

 Wave of Despair Summoner Attack 1
At-WillEsper, Implement, Psychic, Solar
Standard Action Close Burst esper 1
Target: Each creature in burst
Attack: 13 vs Reflex
Hit: 1D8 + (8) psychic damage

 Sting of the Bee Summoner Attack 1
At-WillImplement, Solar
Standard Action Ranged 10
Target: One creature
Attack: 13 vs Fortitude
Hit: 1D6 + 8 damage and the target grants one ally of your choice combat advantage until the end of your next turn.

 Eidetic Memory Summoner Utility 10
At-WillSolar
Free Action
Effect: You gain a +3 bonus to identify a creature.

Encounter Virtues

 Eyebite Warlock (Fey) Attack 1
Encounter Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: 13 vs. Will
Hit: 1d6+8 and you are invisible to the target until the start of your next turn.

 Shadow Stampede Summoner Attack 1
Encounter Esper, Implement, Solar
Standard Action Close Blast esper 3
Target: Each creature in burst
Attack: 13 vs. Fortitude
Hit: 2d6+8. Target is pushed 1 square and knocked prone.
Esper: If your esper is of shadow or immortal origin, the target is pushed 4 squares instead.

 Tactical Reposition Summoner Utility 1
Encounter Solar
Minor Action Close Burst 5
Target: You or one summoned creature
Effect: Target may shift 6 squares.

 Crowd Dispersal Summoner Attack 3
Encounter Esper, Implement, Solar
Standard Action Close Burst esper 1
Target: One creature
Attack: 13 vs. Will
Hit: 1d6+8 and push the target 4 squares. Each enemy within 2 squares of the esper is pushed 1 square.
Esper: If your esper is of the fey, immortal, or elemental origin each enemy within 2 squares of the esper is pushed 4 squares instead.

 Into the Maw of Death Summoner Attack 7
Encounter Implement, Solar, Teleportation
Standard Action Ranged 10
Target: One creature
Attack: 13 vs. Fortitude
Hit: 2d8+8 damage and the target is teleported up to 5 squares to an unoccupied square adjacent to your esper. If the creature cannot reach a square adjacent to your esper the target is not teleported.

 Tormented Soul Summoner Attack 11
Encounter Esper, Implement, Solar
Standard Action Melee esper 1
Target: One creature
Attack: 13 vs. Fortitude
Hit: 2d8+8 damage and until the end of your next turn, if the target takes an attack action they take 5 damage.
Esper: If your esper is of the abomination origin the target takes 9 damage after an attack action instead.

Daily Virtues

 Ghost Stride Strike Summoner Attack 1
DailyEsper, Implement, Solar
Standard Action Melee esper 1
Target: One creature
Attack: 13 vs. Fortitude
Hit: 3d8+8 damage
Effect: You and the esper are insubstantial until the start of your next turn.

 Raze the Ground Summoner Attack 5
DailyEsper, Implement, Solar
Standard Action Melee esper 1
Target: One creature
Attack: 13 vs. Fortitude
Hit: 3d6+8 and the target is dazed (save ends).
Esper: If your esper is of the elemental or natural origin the target also takes ongoing 5 lightning damage (save ends).
Miss: Half damage and the target is not slowed.

 Protective Nature Summoner Utility 6
DailySolar
Minor Action Personal
Effect: Until the end of the encounter, you gain resist 5 to all damage when you are adjacent to your esper.

 Sun Eagle Summoner Attack 9
DailyImplement, Solar
Standard Action Area Burst 1 within 20
Target: Each creature in burst.
Attack: 13 vs. Fortitude
Hit: 2d10+8 and target is blind (save ends). After Effect: Target is dazed (save ends).

Magic Items

+2 Mnemonic Staff Level 7
Item Slot: Off-hand
Enhancement: +2 attack rolls and damage rolls
Critical: +2d6 damage
Property: Gain a +2 item bonus to any monster knowledge check.
Power (Daily) Irrelevant.

+1 Robe of Contingency Level 4
Armor: Cloth
Enhancement: +1 AC
Power (Daily ✦ Healing, Teleportation) Immediate Reaction. Use this power while you are bloodied and when an attack damages you. Teleport 6 squares and you can spend a healing surge.

+2 Amulet of Health Level 8
Item Slot: Neck
Enhancement: +2 Fortitude, Reflex, and Will
Property: Gain resist 5 poison.

Reading Spectacles Level 2
Item Slot: Head
Property: You can read any language while wearing this item.

Bracers of Mighty Striking Level 2
Item Slot: Arms
Property: When you hit with a melee basic attack you gain a +2 item bonus to the damage roll.

Hedge Wizard’s Gloves Level 2
Item Slot: Hands
Power (At-Will ✦ Arcane, Conjuration): Standard Action. As the wizard’s mage hand power.
Power (At-Will ✦ Arcane): Standard Action. As the wizard’s prestidigitation power.

Sash of the Sun Rider Level 12
Item Slot: Waist
Property: You gain a +2 item bonus to Fortitude.
Power (Daily ✦ Healing): Free Action. Trigger: You become bloodied. Effect: You regain hit points equal to twice the level of your highest level unexpended power.

Boots of Equilibrium Level 6
Item Slot: Feet
Property: You move normally on slippery surfaces, such as grease or ice.

+2 Cloak of Distortion Level 9
Item Slot: Neck
Enhancement: +2 Fortitude, Reflex, and Will
Property: You gain a +2 item bonus to all defenses against ranged attacks from more than 5 squares away.

Current XP: 29,166
Next Level: 32,000

Bio:

Elikko is an eclectic older man with a distant craze set deep in his yellowed eyes. His flowing overcoat and loose garments belie a wiry frame that has seen many harsh days. A weathered face makes it difficult to see any elven features, covered in large part by the sagging wrinkled skin so common in humans, but you’re sure that his heritage is abnormal. His skin is dark, like that of a shadow elf, and his beard in the process of losing all pigment. In a few more years he’ll have the pure white hair of an elder.

His passion for the Sunriders has been unquestioningly devout for many decades, although it’s not entirely clear why. Perhaps he remembers and perhaps he does not. The man IS nearly 90 and holds little interest for the passage of time. Most of those that knew him when he joined up have long been lost to the perils of the ongoing struggle. Those who have been around for a while will know that Elikko was first brought into the organization as a child. Young and unobtrusive he could slip into different situations to gain information necessary for the cause. As he grew older that interest turned towards the creatures of the realm and he became a well respected, self taught, zoologist. He is a walking example of life experience, knowing more about your average denizen of the realm than most classically trained scholars. The Sunriders currently benefit from this knowledge as a respected and storied advisor … but don’t tell him that he’s too old to be out there in the fray. He’ll let you know that he’s “been doing this longer than you’ve known how to speak.”

Elikko

Night Reign Bresil