Muldor Earthfriend

The Mole

Description:

Muldor Level 3 Controller (Leader)
Medium natural humanoid, dwarf shaman XP 300
Initiative + 0 Senses Perception + 12
HP 43; Bloodied 21
AC 13; Fortitude 15, Reflex 11, Will 17
Healing Surges 10 Surge Value 12
Action Points 1
Speed 5

Melee Longspear (standard; at-will) Weapon
Reach 2; + 3 vs. AC; 1d10 damage.

Melee Spiked Gauntlet (standard; at-will) Weapon
+ 3 vs. AC; 1d6 damage.

Spirit Boon Any ally adjacent to the mole spirit companion regains 3 additional hit points when he or she uses second wind or when Muldor use a healing power on him or her.

Alignment Good Languages Common, Dwarven
Skills Heal + 11, History + 6, Nature + 11, Perception + 12
Str 10 (+1) Dex 8 (+0) Wis 20 (+6)
Con 16 (+4) Int 11 (+1) Cha 10 (+1)

Equipment backpack, bedroll, belt pouch, flint and steel, headband of perception, hempen rope (50 ft.), longspear, rations (10), spiked gauntlet (2), sunrod (2), Totem of Adu’shae (spring renewal totem + 1), waterskin
Feats Toughness, Uran Acolyte
Region Scoria (Muldor can reroll any Nature check, but must keep the second result, even if it is worse.)
Religion Witte Wieven

Class Features

<table width=”350”> <tr> <td>
Shaman Feature
Call Spirit Companion
</tr></td></table> <table width=”350”><tr><td>Muldor’s soul reaches out to his mole spirit friend, which faithfully appears where needed. </table><table width=”350”> <tr><td>At-Will Conjuration, Primal
Minor Action
Close
burst 20
Effect: Muldor conjures his mole spirit companion in an unoccupied square in the burst. The spirit lasts until Muldor falls unconscious or until he dismisses it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When Muldor takes a move action, he can also move the spirit a number of squares equal to his speed. The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals at least 11 damage to the spirit, the spirit disappears, and Muldor takes 6 damage. Otherwise, the spirit is unaffected by the attack. </tr></td></table>

<table width=”350”> <tr> <td>

Shaman Feature
Healing Spirit </tr></td> </table> <table> <tr> <td>Muldor calls to the spirits on behalf of a wounded ally, closing wounds and filling his ally with vigor. </table> </tr></td> </table> <table width=”350”> <tr><td>Encounter Primal
Minor Action
Personal
Effect: Muldor or one ally in burst
Effect: The target can spend a healing surge. If the target does so, one ally adjacent to Muldor’s spirit companion, other than the target, regains 1d6 hit points. </tr></td></table>

<table width=”350”> <tr> <td>

Shaman Feature
Speak With Spirits </tr></td> </table> <table> <tr> <td>Muldor calls to the spirits on behalf of a wounded ally, closing wounds and filling his ally with vigor. </table> </tr></td> </table> <table width=”350”> <tr><td>Encounter Primal
Minor Action
Personal 5
Effect: During this turn, Muldor gains a + 5 bonus to his next skill check. </tr></td></table>

<table width=”350”> <tr> <td>

Shaman Feature
Spirit Shield</tr></td></table> <table width=”350”><tr><td>The mole spirit companion bats at a foe that drops its guard, and a nearby ally draws healing energy from the spirit. </table><table width=”350”> <tr><td>At-Will Healing, Implement, Primal, Spirit
Opportunity Action
Melee
spirit 1
Trigger: An enemy leaves a square adjacent to Muldor’s spirit companion without shifting
Target: The triggering enemy
Attack: + 7 vs. Reflex
Hit: 6 damage.
Effect: One ally within 5 squares of the mole spirit companion regains 5 hit points. </tr></td> </table>

At-Will Evocations

<table width=”350”> <tr> <td>
Shaman Attack 1
Haunting Spirits
</tr></td></table> <table width=”350”><tr><td>Howling spirits appear around Muldor’s foe, distracting it from his ally’s attack. </table><table width=”350”> <tr><td>At-Will Implement, Primal, Psychic
Standard Action
Ranged
5
Target: One creature
Attack: + 7 vs. Will
Hit: 1d6 + 6 psychic damage. Until the end of Muldor’s next turn, the target grants combat advantage to an ally of his choice. </tr></td></table>

<table width=”350”> <tr> <td>

Shaman Attack 1
Protecting Strike</tr></td></table> <table width=”350”> <tr> <td>Roaring echoes from ancient caves and hollows accompany the mole spirit companion’s attack, infusing Muldor’s allies with vitality. </table> </tr></td> </table> <table width=”350”> <tr><td>At-Will Implement, Primal, Spirit
Standard Action
Melee
spirit 1
Target: One creature
Attack: + 7 vs. Will
Hit: 1d10 + 5 damage, and each ally adjacent to the mole spirit companion gains 3 temporary hit points. </tr></td> </table>

Encounter Evocations

<table width=”350”> <tr> <td>

Shaman Attack 1
Thunder Weasel’s Warding

</tr></td> </table> <table width=”350”> <tr> <td>An ancient weasel spirit roars with thunder and channels its strength through the mole spirit companion to bolster Muldor’s allies. </table> </tr></td> </table> <table width=”350”> <tr><td>Encounter Implement, Primal, Thunder
Standard Action
Ranged
5
Target: One creature
Attack: + 7 vs. Fortitude
Hit: 1d6 + 6 damage. Until the end of Muldor’s next turn, he and his allies gain resistance to all damage 3 while adjacent to your spirit companion.
Protector Spirit: You or an ally within 5 squares of you gains 3 temporary hit points. </tr></td></table>

<table width=”350”> <tr> <td>

Shaman Attack 3
Spring Renewal Strike

</tr></td> </table> <table width=”350”> <tr> <td>As the mole spirit companion attacks a foe, the spirit channels healing power into a nearby ally. </table> </tr></td> </table> <table width=”350”> <tr><td>Encounter Healing, Implement, Primal, Spirit
Standard Action
Melee
spirit 1
Target: One creature
Attack: + 7 vs. Fortitude
Hit: 1d8 + 6 damage, and one ally adjacent to Muldor’s spirit companion can spend a healing surge.
Protector Spirit: The ally regains 3 additional hit points. </tr></td></table>

Daily Evocations

<table width=”350”> <tr> <td>

Shaman Attack 1
Spirit of the Healing Flood

</tr></td> </table> <table width=”350”> <tr> <td>The spirit of the great flood appears, a being of storm-tossed water. Its essence sustains Muldor’s allies and drowns his foes. </table> </tr></td> </table> <table width=”350”> <tr><td>Daily Implement, Primal, Psychic
Standard Action
Close
burst 5
Target: Each enemy in burst
Attack: + 7 vs. Fortitude
Hit: 1d8 + 6 damage.
Miss: Half damage.
Effect: Until the end of the encounter, Muldor and each ally in the burst gains regeneration 2 while bloodied. As a minor action, a character can end this effect on himself or herself to regain 10 hit points. </tr></td></table>

Utility Evocations

<table width=”350”> <tr> <td>

Shaman Utility 2
Bonds of the Clan

</tr></td> </table> <table width=”350”> <tr> <td>You take on a portion of your ally’s injury. </table> </tr></td> </table> <table width=”350”> <tr><td>Encounter Primal
Immediate Interrupt
Ranged 10
*Trigger:
An ally within 10 squares of Muldor takes damage
Target: The triggering ally
Effect: Muldor and the target each take half of the damage. </tr></td></table>

Magic Items

<table width=”350”> <tr> <td>Headband of Perception

</tr></td> </table> <table width=”350”> <tr> <td>This chiffon headwrap is stitched with eye-shaped patterns, which heightens Muldor’s senses. </table> </tr></td> </table> <table width=”350”> <tr><td>Level: 1
Price: 360 gp
Item Slot: Head
Property: Muldor gains a + 1 item bonus to Perception checks. </tr></td></table>

<table width=”350”> <tr> <td>Totem of Adu’shae

</tr></td> </table> <table width=”350”> <tr> <td>This totem carries the primal magic of spring. It represents the power to restore life. </table> </tr></td> </table> <table width=”350”> <tr><td>Level: 5
Price: 1,000 gp
Implement: Totem
Enhancement: +1 Attack rolls and damage rolls
Critical: +1d6 damage, and one ally within 5 squares of Muldor regains 2 hit points. <table width=”350”> <tr> <td>Power (Daily Healing): Free Action. Trigger: Muldor hits an enemy with a primal attack using this totem. Effect: One ally within 5 squares of Muldor gains regeneration 2 until the end of the encounter.</tr></td></table> </tr></td></table>

Muldor’s Tactics
Muldor begins every conflict with the conjuration of his mole spirit companion. He’ll dismiss it back to realm of spirits when need be or if he simply wants to conjure it once again in a more advantageous position. Muldor himself remains stationary, only moving to get into range to unleash haunting spirits and twin weasels upon deserving enemies. His spirit serves up healing for Muldor’s allies when a potential grouping surrounds the mole and he can best benefit from his spirit boon. Muldor heals with skill, wasting none of the positive energies of the spirit realm on the undeserving.

Bio:

Muldor Earthfriend

This Mind of Mine werrwaaa