Ariellana, Companion Version
Here is Ariellana as a companion to the party. I kept her Combat Leader trait, as it would be awkward to do otherwise if Cocoa rejoined in mid-combat. Please note that while she is a companion, she will not be providing bonuses to characters who spend action points, among other things.
Character Name: Ariellana
Role: Leader (Warlord-type)
Languages: Common, Elven
Strength: 16 (+4)
Constitution: 10 (+1)
Intelligence: 18 (+5)
Wisdom: 10 (+1)
Charisma: 10 (+1)
Athletics: +9 (+11 with climbing kit)
Thievery: +5 (+7 for opening locks or disarming traps)
Trained Skills: Athletics, Endurance, History
Passive Insight: 11
Passive Perception: 11
Armor Class: 18
Fortitude Defense: 16
Reflex Defense: 18
Will Defense: 15
Hit Points/Bloodied: 32/16
Healing Surges/Surge Value: 7/8
Trance - Extended Rests are only four hours and do not require sleep.
Combat Leader - Each ally within 10 squares who can see and hear Ariellana gains a +2 power bonus to initiative.
Eladrin Will - Save at +5 vs. Charm.
Healing (2/Encounter; 1/Rnd) An ally within 5 squares may spend a healing surge.
Inspired Belligerence (Encounter) Close Burst 5 targeting one enemy granting combat advantage to Ariellana or an ally; all allies gain combat advantage against the target SNT
Fey Step (Encounter) Teleport 5
Basic Standard Actions
Javelin - Ranged 10/20; Basic Weapon +9 vs. AC; 1d6+4 dmg; 2 javelins
[Slingshot - Ranged 10/20; Basic Weapon +9 vs. AC; 1d6+3 dmg; no bullets]
Dagger - Ranged 5/10; Basic Weapon +10 vs. AC; 1d4+3 dmg; off-hand; 1 dagger
Improvised Slingshot - Ranged 5/10; Basic Weapon +7 vs. AC; 1d4+3 dmg; stones
Longsword - Basic Melee Weapon +10 vs. AC; 1d8+4 dmg
Javelin - Basic Melee Weapon +9 vs. AC; 1d6+4 dmg
Dagger - Basic Melee Weapon +10 vs. AC; 1d4+4 dmg; off-hand
Commander's Strike (At-will) - An ally makes a basic melee attack at +4 damage against a target within Ariellana's melee range. This power does not grant the ability to make an attack outside of the ally's melee range.
Inspiring War Cry (Encounter) - Longsword Melee +10 vs. AC; 2d8+4 and one ally within 5 squares who can hear Ariellana makes a saving throw.
Dagger (1 lb)
Leather armor (15 lbs)
Light shield (6 lbs)
Longsword (4 lbs)
2 javelins (4 lbs)
Adventurers’ Kit (33 lbs)
Climbing Kit (11 lbs)
Thieves' Tools (1 lb)
Rusted pieces of armor (2 lbs)
Documents and badges for weapons and armor worth 21 staters
Funds: 3 staters, 8 chaluns
Load: 77 lbs
Ariellana is raw-boned and muscular. Her hair is fine and pale, nearly colorless, and trimmed short. Her eyes are usually the color of winter storm clouds, but at times can range from silvery to dark blue. Her skin is lightly tanned. She has numerous small scars and callused hands.
- Considers all sides of a problem.
- Impatient with privileged, incapable, or deceitful individuals.
- Supportive of underdogs.
- Usually quiet, but prone to the occasional unwise outburst.
Zephyr, Companion Version
Half-Elf Striker Companion (Barbarian-Sorcerer)
Level 4 Skirmisher (Leader)
Medium Natural Humanoid Male
Languages: Common, Dwarven, Elven
Str 17 (+5) Con 16 (+5) Dex 13 (+3) Int 8 (+1) Wis 10 (+2) Cha 17 (+5)
Hide armor (25 lbs)
Heavy war pick (8 lbs)
3 daggers (3 lbs)
Standard adventurer's kit (33 lbs)
Climber's kit (11 lbs)
8 sun rods (8 lbs)
Funds (less than 50 coins = 0 lbs)
Load: 88 lbs
Zephyr is six feet tall and muscular. He is completely hairless, and has striking, green eyes. Play him like Zephyr. Yukonhorror can fill in additional play notes as he sees fit.
Skills (including a -1 armor penalty where appropriate)
Trained Skills: Arcana, Athletics
(Dilettante - can cast Acid Orb as an encounter spell)
(Half-elf Skill Bonus - gains +2 to Diplomacy and Insight)
Favored by Spirits - allies within 10 squares gain +1 to Insight Checks
Group Diplomacy - allies within 10 squares gain +1 to Diplomacy Checks
Striker (round trigger - hits with CA) do +1d6 dmg
Savage Growl (encounter trigger - hits an enemy but does not down it) Enemy is marked ENT. A marked enemy inflicts and receives +1d8 additional damage with Zephyr.
Basic Standard Actions
Acid Orb (encounter) Ranged 20 Basic Acid +8 vs. Reflex; 1d10+5 acid (critical: 15 acid); note: Zephyr must have one hand free to cast this spell
Thrown Dagger (at-will) Ranged 5/10 Basic Light Thrown +11 vs. AC; 1d4+3 dmg; ammo: 3
Heavy War Pick (at-will) Melee Basic Two-handed Pick +10 vs. AC; 1d12+5 dmg (critical: 1d12+17 dmg)
Escalating Violence (encounter) Melee Two-handed Pick +10 vs. AC; 2d12+5 dmg (critical: 1d12+29 dmg) and if Zephyr takes damage SNT, he gains +2 to attack and dmg for his next attack
Howl of Fury (at-will) Melee Two-handed Pick +10 vs. AC; 1d12+5 dmg (critical: 1d12+17 dmg) and Blast 3 targeting enemies except for the initial target; 3 thunder (Con)
PP 12 PI 14
AC: 19 Fort: 19 Ref: 16 Will 18
Konstansz, Companion Version
Tiefling Warlock Companion
Level 3 Skirmisher
Medium Natural Humanoid Female
Str 10 (+1) Con 20 (+6) Dex 10 (+1) Int 11 (+1) Wis 8 (+0) Cha 16 (+4)
standard adventurer's kit (including 50' of rope, 2 sunrods, 10 days of rations, and an empty waterskin)
Load: 52 lbs
- Junior member of the Imperial bureaucracy
- Asked to search for Polon by his father, Duvek, yesterday
Trained Skills: Arcana, Insight
(Fire Resistance - Gain resist fire 5 + level bonus.)
(Tiefling Skill Bonus - Gain +2 to Bluff and Stealth.)
Bloodhunt - Gain +1 to attack bloodied foes.
Fate of the Void (trigger - cursed enemy is downed) accumulate a +1 to any single 1d20 roll ENT
Shadow Walk (trigger - moves 3+ squares away from starting square on own turn) Gain concealment ENT.
Warlock's Curse (round trigger - hits a cursed enemy with damaging warlock spell) deal +1d6 damage to triggering enemy.
Caiphon's Leap (encounter reaction trigger - hit by a melee attack from a cursed enemy) reduce damage by 3 (Cha) and teleport 2.
Infernal Wrath (encounter trigger - hit by an enemy within 10) triggering enemy takes 1d6+4 (Cha) fire.
Curse (once per turn, at-will) the nearest seen enemy is cursed.
Basic Standard Actions
Eldritch Blast (at-will) Ranged 10 Basic Rod +7 vs. Reflex; 1d10+6 dmg (critical 16)
Thrown Dagger (at-will) Ranged 5/10 Basic Light Thrown +10 vs. AC; 1d4+1 dmg (critical 5); ammo 1
Dagger (at-will) Melee Basic Light Blade +10 vs. AC; 1d4+1 dmg (critical 5); off-hand
Rod (at-will) Melee Basic Improvised +7 vs. AC; 1d4+1 dmg (critical 5)
Dire Radiance (at-will) Ranged 10 Fear Rod +7 vs. Fortitude; 1d6+6 radiant (critical 12 radiant) and if target moves closer to Konstansz on its next turn then it takes 1d6+6 radiant
Fortune Binding (encounter) Ranged 10 Psychic Rod +7 vs. Fortitude; 2d8+6 psychic (critical 22 psychic), end one effect on self that a save can end, and target gains that effect ENT
PP 10 PI 15
AC: 18 Fort: 18 Ref: 14 Will: 16
Resist fire 6
Pradize, Companion Version
Medium Humanoid Female
black hooded cloak, scythe, skull mask
As Far as I Will Go (trigger - Pradize takes damage while bloodied or has more than 36 points of damage) If Pradize is still bloodied during her next available move action, she will use Vanishment.
Eye of Impending Doom (at-will, 1/rnd) Close Burst 3 targeting one creature; Fear Gaze +8 vs. Will; if the target attacks Pradize, it takes 6 psychic damage (save to end this condition)
Vanishment (encounter requirement: must be bloodied) Teleportation - Pradize is removed from the game.
Basic Standard Actions
Death Scythe (at-will) Melee Basic Heavy Blade +10 vs. AC; 2d8+4 necrotic damage
Reap and Fade (at-will) Melee Heavy Blade +10 vs. AC; 2d8+4 necrotic damage; Effect: Pradize teleports 5 squares, becomes insubstantial, and gains phasing until the start of her next turn
PP 14 PI 14
Initiative +9 (12)
AC: 19 Fort: 18 Ref: 17 Will: 16
Immune to disease and poison
Resist 10 necrotic