Talzith

   
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
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.
Thorn Strike,
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.
Weight of Earth,
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.
Call Spirit Companion,
Warden's Fury
Warden's Fury
You lash out with natureís 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 Fury,
[Warden's Grasp
Warden's Grasp
Spectral vines clutch at a foe that has attacked your ally, impeding your enemyís 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.
[Warden's Grasp,
Roots of Stone
Roots of Stone
The burst of primal energy you unleash ripples through the ground around you and limits your foesí 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.
Roots of Stone,
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.
Strongskin Clash,
Sheltering Storm
Sheltering Storm
A primal storm wind sweeps you and your allies into each otherís 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.
Sheltering Storm,
Bonds of Life
Bonds of Life
Tendrils erupt from your targetís 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.
Bonds of Life,
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.
Healing Spirit,
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 the Frenzied Wolverine Attack,
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 enemiesí 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.
Form of Winter's Herald Attack,
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.
Spirit's Prey,
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.
Eyes of the Deep Delver,
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 enemiesí 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 winterís 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 Winter's Herald,
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.
Form of the Frenzied Wolverine,
Rampant Forest
Rampant Forest
The spectral essence of a primeval forest erupts around the target, impeding your foesí movement.
Daily Primal, Weapon, Zone
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude

Hit: 2[W] + Strength modifier damage. The targetís 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 enemyís current space and each square adjacent to it become a zone of difficult terrain for your enemies until the end of the encounter.
Rampant Forest,
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.
Speak with Spirits,
Call Faerie Guardian
Call Faerie Guardian
A bright light answers your call and heralds the faerie guardianís 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 Natureís Wrath class feature, one enemy adjacent to your faerie guardian also becomes marked by you until the end of your next turn.
Call Faerie Guardian,
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.
Spiritual Rejuvenation,
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.
Twilight Stealth,
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
Amulet of Protection +3,
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.
Elven Battle Earthhide Armour +3,
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.
Defensive Rapier +3,
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.
Boots of the Dryad,
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.
Iron Armbands of Power,
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).
Gloves of Antipathy,
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.
Bag of Holding

Notes +5 ST vs being slowed or immobilized.

Attached Files
File Type: pdf Talzith.pdf (1.52 MB, 0 views)

Wish List

13 Shield of the World Tree, Ring of Giants
14 Cincture of Vivacity, Mask of the Vengeful Spirit
15 Ring of Many Forms, Ironskin Belt
16 Iron Armbands of Power (paragon),
17 Necklace of Fate +4, Defensive Rapier +4
18 Elven Battle Armour +4, Belt of Mountain Endurance
19 Elven Chain Shirt, Eye of the Earthmother
20 Eager Hero's Tattoo, Ring of Flight

Alchemical Arrows of the appropriate levels would also be nice, (possibly as an alternative to potions?)
(Got to love dex independant ranged attacks.)

The Raiment of the World Spirit items are mostly all or nothing. Objects relating to elves or ancient Illefarn weapons or Primal Spirits all worthwhile.

Iliyanbruen
WIP

Dappled sunlight steamed through the trees and the ragged hole in the ceiling, merging with the guttering luminescence of the few remaining active crystals. Loose earth and tiles obscured much of the floor's mosaic. Here and there shoots and vines of green showed where nature sort to reclaim the structure. Slow deliberate footsteps came from the gloom.
"Can't you at least try to move quietly?"
The voice didn't belong to the footsteps, but travelled next to it, as a ghost. Talzith sighed, sticking to centre of the corridor whilst her companion danced from shadow to shadow.
"Wouldn't make much difference. The old Huntmasters always said I lacked the grace for it. Much better that I was trained as beater."
A soft hawks cry interrupted the words. The copper threads that marked the spirit's form settled themselves upon the remains of a bracket to hold a long since broken crystal.
"Don't worry, I saw it."
The speaking elf gestured with her sword arm towards the circle of mosaic further off in the gloom. Suspiciously clear of the dust and detritus that littered these halls.
"Looks like another Moonlight Pitfall. We must be close."





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