Talzith
Talzith, Elf Warden, Twilight Guardian
Init +8 HP 107/107 Bloodied 5353 Healing Surge 26 (10 used /10)
AC 18 Fort 20 Reflex 18 Will 21 Speed 7
Str 19 (+4) Con 13 (+1) Dex 15 (+2) Int 9 (-1) Wis 21 (+5) Cha 11 (0)
'MBA', 'RBA',
Thorn Strike,
Weight of Earth,
Call Spirit Companion,
Warden's Fury,
[Warden's Grasp,
Roots of Stone,
Strongskin Clash,
Sheltering Storm,
Bonds of Life,
Healing Spirit,
Form of the Frenzied Wolverine Attack,
Form of Winter's Herald Attack,
Spirit's Prey,
Eyes of the Deep Delver,
Form of Winter's Herald,
Form of the Frenzied Wolverine,
Rampant Forest,
Speak with Spirits,
Call Faerie Guardian,
Spiritual Rejuvenation,
Twilight Stealth,
Amulet of Protection +3,
Elven Battle Earthhide Armour +3,
Defensive Rapier +3,
Boots of the Dryad,
Iron Armbands of Power,
Gloves of Antipathy,
Bag of Holding
Notes +5 ST vs being slowed or immobilized.
Init +8 HP 107/107 Bloodied 5353 Healing Surge 26 (10 used /10)
AC 18 Fort 20 Reflex 18 Will 21 Speed 7
Str 19 (+4) Con 13 (+1) Dex 15 (+2) Int 9 (-1) Wis 21 (+5) Cha 11 (0)
'MBA', 'RBA',
| Thorn Strike Thorn Strike Spectral thorns sprout from your weapon and grasp at your foe, pulling it closer. At-Will Primal, Weapon Standard Action Melee 2 Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you pull the target 1 square. |
| Weight of Earth Weight of Earth Your attack sends the primal energy of earth flowing into your enemy, slowing its movement. At-Will Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and the target is slowed until the end of your next turn. |
| Call Spirit Companion Call Spirit Companion Your soul reaches out to your spirit friend, which faithfully appears at your side. At-Will Conjuration, Primal Minor Action Close burst 20 Requirement: Your spirit companion must not be present. 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. |
| Warden's Fury Warden's Fury You lash out with nature’s wrath at a foe that has attacked your ally and diminish its defenses. At-Will Primal, Weapon Immediate Interrupt Melee weapon Trigger: An enemy marked by you makes an attack that does not include you as a target Target: The triggering enemy Attack: Strength vs. Fortitude Hit: 1[W] + Strength modifier damage, and the target grants combat advantage to you and your allies until the end of your next turn. |
| [Warden's Grasp Warden's Grasp Spectral vines clutch at a foe that has attacked your ally, impeding your enemy’s movement. At-Will Primal Immediate Reaction Close burst 5 Trigger: An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target Target: The triggering enemy in the burst Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn. |
| Roots of Stone Roots of Stone The burst of primal energy you unleash ripples through the ground around you and limits your foes’ movement. Encounter Primal, Weapon, Zone Standard Action Close burst 1 Effect: The burst creates a zone of rippling earth that lasts until the end of your next turn. Make the following attack. Target: Each enemy in the burst Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. The target is knocked prone when it leaves the zone. |
| Strongskin Clash Strongskin Clash A burst of spiritual energy fuels a flurry of attacks against your foes and grants your allies the toughened hide of a primal beast. Encounter Primal, Weapon Standard Action Close burst 1 Target: Each enemy you can see in the burst Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and each ally in the burst gains resist 3 to all damage until the end of your next turn. Lifespirit: The resistance equals 2 + your Wisdom modifier. |
| Sheltering Storm Sheltering Storm A primal storm wind sweeps you and your allies into each other’s positions as you take attacks meant for them. Encounter Primal, Weapon Standard Action Close burst 1 Target: Each enemy you can see in the burst Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. Effect: Until the end of your next turn, when any ally adjacent to you is targeted by an attack that does not include you as a target, you can swap places with that ally as an immediate interrupt. You become the target of the attack instead of the ally. Lifespirit: The attack that targets you takes a penalty to the attack roll equal to your Wisdom modifier. |
| Bonds of Life Bonds of Life Tendrils erupt from your target’s body, entwining it and holding it fast. Encounter Standard Action Ranged 5 Target: One creature Attack: Intelligence, Wisdom, or Charisma + 4 vs. Reflex Level 21: Intelligence, Wisdom, or Charisma + 6 vs. Reflex Hit: 1d10 + Wisdom modifier damage, and the target is restrained until the end of your next turn. Special: When you gain this power, choose Intelligence, Wisdom, or Charisma as the ability you use when making attack rolls with this power. |
| Healing Spirit Healing Spirit You call to the spirits on behalf of a wounded ally, closing wounds and filling your ally with vigor. Encounter (Special) Healing, Primal Minor Action Close burst 5 Target: You or one ally in the 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 hit points. Level 6: 2d6 hit points. Level 11: 3d6 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. |
| Form of the Frenzied Wolverine Attack Form of the Frenzied Wolverine Attack You strike wounded foes with particular ferocity. When the time is right, you make a brutal attack against your chosen foe, opening a bleeding wound. Encounter Polymorph, Primal, Weapon Standard Action Melee weapon Requirement: The Form of the Frenzied Wolverine power must be active to use this power. Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and ongoing 5 damage (save ends). Miss: Half damage, and ongoing 2 damage (save ends). |
| Form of Winter's Herald Attack Form of Winter's Herald Attack Ice as strong as steel forms over your armor, while frost on the ground around you hinders your enemies’ movement. At the time you choose, you can swing your weapon in a freezing whirlwind that holds your enemies in place. Encounter Cold, Polymorph, Primal, Weapon Standard Action Close burst 1 Requirement: The Form of the Winter's Herald power must be active to use this power. Target: Each enemy in the burst Attack: Strength vs. AC Hit: 1[W] + Strength modifier cold damage, and the target is immobilized (save ends). Miss: Half damage, and the target is immobilized until the end of your next turn. |
| Spirit's Prey Spirit's Prey Your spirit companion lashes out at a moving foe, and an ally uses the distraction to fire on that enemy. At-Will Primal, Spirit Opportunity Action Melee spirit 1 Trigger: An enemy leaves a square adjacent to your spirit companion without shifting Target: The triggering enemy Effect: One ally within 10 squares of your spirit companion can make a ranged basic attack against the target as a free action with combat advantage. |
| Eyes of the Deep Delver Eyes of the Deep Delver Long hours of working in dimness allow you to focus your senses for a moment to see in utter darkness. Encounter Minor Action Personal Effect: You gain blindsight 10 until the end of your next turn. |
| Form of Winter's Herald Form of Winter's Herald Ice as strong as steel forms over your armor, while frost on the ground around you hinders your enemies’ movement. At the time you choose, you can swing your weapon in a freezing whirlwind that holds your enemies in place. Daily Cold, Polymorph, Primal Minor Action Personal Effect: You assume the guardian form of winter’s herald until the end of the encounter. While you are in this form, you gain a +1 bonus to AC and resist 5 cold. In addition, each square within 2 squares of you, wherever you move, is difficult terrain for your enemies. Special: Once during this encounter, you can use the Form of Winter's Herald Attack power while you are in this form. |
| Form of the Frenzied Wolverine Form of the Frenzied Wolverine You strike wounded foes with particular ferocity. When the time is right, you make a brutal attack against your chosen foe, opening a bleeding wound. Daily Polymorph, Primal Minor Action Personal Effect: You assume the guardian form of the frenzied wolverine until the end of the encounter. While you are in this form, you gain a +2 bonus to attack rolls against any enemy that is bloodied or taking ongoing damage. In addition, you can use your second wind as a minor action. Special: Once during this encounter, you can use the Form of the Frenzied Wolverine Attack power while you are in this form. |
| Rampant Forest Rampant Forest The spectral essence of a primeval forest erupts around the target, impeding your foes’ movement. Daily Primal, Weapon, Zone Standard Action Melee weapon Target: One creature Attack: Strength vs. Fortitude Hit: 2[W] + Strength modifier damage. The target’s space and each square adjacent to it become a zone of difficult terrain for your enemies until the end of the encounter. Miss: Half damage. Effect: Until the end of the encounter, when you first hit any enemy after using this power, that enemy’s current space and each square adjacent to it become a zone of difficult terrain for your enemies until the end of the encounter. |
| Speak with Spirits Speak with Spirits You commune with the spirits, letting them guide your words and actions. Encounter Primal Minor Action Personal Effect: During this turn, you gain a bonus to your next skill check equal to your Wisdom modifier. |
| Call Faerie Guardian Call Faerie Guardian A bright light answers your call and heralds the faerie guardian’s arrival. The diminutive warrior flutters near your foe while worrying it with feints and strikes. Daily Conjuration, Primal Minor Action Ranged 5 Effect: You conjure a faerie guardian in an unoccupied square within range. The faerie lasts until the end of the encounter or until you dismiss it as a minor action. As a minor action, you can move the faerie up to 5 squares. Whenever you use your Nature’s Wrath class feature, one enemy adjacent to your faerie guardian also becomes marked by you until the end of your next turn. |
| Spiritual Rejuvenation Spiritual Rejuvenation By drawing on your primal strength, you tap additional reserves of vitality. Daily Primal Minor Action Personal Requirement: You must have used your second wind during this encounter. Effect: You regain the use of your second wind. |
| Twilight Stealth Twilight Stealth With a thought, you vanish into your surroundings. Daily Illusion Minor Action Personal Effect: Until the end of your next turn, you are invisible to any creature against which you have any cover or concealment. |
| Amulet of Protection +3 Amulet of Protection Level 1+ Common This light blue amulet increases your defenses. Lvl 11 +3 9,000 gp Neck Slot Enhancement Bonus: Fortitude, Reflex, and Will |
| Elven Battle Earthhide Armour +3 Elven Battle Earthhide Armour +3 Level 8+ Uncommon There's no mistaking the forest motif woven into elven battle armor. Lvl 13 +3 17,000 gp Special: +1 Fortitude Armor: Leather or hide Enhancement Bonus: AC Property You gain a +5 item bonus to saving throws against being slowed or immobilized. Power Encounter (Minor Action) You gain a +2 power bonus to speed until the end of your next turn. |
| Defensive Rapier +3 Defensive Rapier +3 Level 2+ Common This weapon glows blue when its wielder takes a defensive posture. Lvl 12 +3 13,000 gp Weapon: Any Enhancement Bonus: attack rolls and damage rolls Critical: +1d6 damage per plus Property When you take the total defense or second wind action, you add the enhancement bonus of this weapon as an item bonus to all your defenses until the start of your next turn. |
| Boots of the Dryad Boots of the Dryad Level 5+ Uncommon Natural growth moves aside as you travel the wilderness, and you can disappear and step out from a nearby tree. Lvl 5 1,000 gp Feet Slot Property You ignore difficult terrain that is the result of plants, trees, underbrush, or natural growth (forest walk). Power Daily (Move Action)Teleport 4 squares to a square adjacent to a tree, treant, or plant of your size or larger. |
| Iron Armbands of Power Iron Armbands of Power Level 6+ Uncommon These plate armbands enhance the damage you dole out. Lvl 6 1,800 gp Arms Slot Property Gain a +2 item bonus to melee damage rolls. |
| Gloves of Antipathy Antipathy Gloves Level 10 Uncommon Use these gloves to keep your enemies at bay. Hands Slot 5,000 gp Property An enemy must spend 1 extra square of movement to enter a square adjacent to you. An enemy that is pulled, pushed, or slid moves through those squares as normal. Power Daily (Standard Action) Make an attack: Ranged 10; +13 vs. Reflex; on a hit, the target is restrained (save ends). |
| Bag of Holding Bag of Holding Level 5 Uncommon This item appears to be a simple sack of brown canvas. Wondrous Item 1,000 gp Property This bag can hold up to 200 pounds in weight or 20 cubic feet in volume, but it always weighs only 1 pound. Drawing an item from the bag is a minor action. |
Notes +5 ST vs being slowed or immobilized.



