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Fhangrim
SteamWolf SteamPunk by SpamDragon
Fhangrim
Stats
Role Leader
Class Sentinel
Race Gnoll
Level 8
Player Son of Meepo
Status Adventuring
Location Daunton's Dead Past
Notes

Summary[]

Fhangrim Player Son of Meepo
Gnoll Sentinel (Fey Beast Tamer) (Unaligned) Level 8 (XP 13346)
Initiative +8
Passive Insight 19 Passive Perception 28 (+4 vs traps); Senses Low-light Vision
HP 65 Bloodied 32 Surge Value 16; Surges Per-Day 13
AC 22 Fortitude 22 Reflex 18 Will 21
Resist 5 lightning
Speed 7 Size Medium
Str 10 (+4) Dex 14 (+6) Wis 20 (+9)
Con 18 (+8) Int 10 (+4) Cha 10 (+4)
Racial Abilities Blood Fury, Ferocious Charge, Pack Attack
Class Features Beast Empathy, Herb Lore, Druid of Summer, Fey Beast Tamer, Primal Guardian
Battack Basic Attack Staff of Ruin +2: Melee 2; +14 vs AC 1d12+6
Branged Ranged Basic Attack None
Feats Melee Training (Wisdom), Spirit Talker, Healing Spirit, Durable
Skills Athletics +6, Diplomacy +9, Intimidate +6, Nature +16, Perception +18 (+22 to detect traps), Thievery +11 (+15 to disable traps)
Languages Allarian, Abyssal
Powers
Magic Stones (At-Will Standard Ranged 10 ✦ Implement, Primal) Druid Attack 1
Target: One, two, or three creatures
Attack: +12 vs Reflex
Hit: 1d4+9 damage and Fhangrim pushes the target 1 square.
Call Spirit Companion (At-Will Standard Close burst 20 ✦ Primal) Shaman
Effect: Fhangirm conjures his spirit companion in an unoccupied square in the burst. The spirit lasts until Fhangrim 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 Fhangrim takes a move action, he can also move the spirit 7 squares. The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals 14 damage higher, the spirit disappears, and Fhangrim takes 9 damage. Otherwise, the spirit is unaffected by the attack.
Spirit's Fangs (Encounter Opportunity Action Melee spirit 1 ✦ Implement, Primal, Spirit) Shaman Attack
Target: The triggering enemy
Trigger: An enemy leaves a square adjacent to Fhangrim's spirit companion without shifting.
Attack: +12 vs Reflex
Hit: 1d10+9 damage.
Combined Attack (Encounter Standard Melee weapon (2) ✦ Primal, Weapon) Druid Attack
Target: One creature
Attack: +14 vs AC
Hit: 1d12+9 damage.
Effect: Ursa Major can take a free action to move up to her speed and then make her animal attack.
Special: Fhangrim can use this power twice per encounter.
Ferocious Charge (Encounter Standard Personal ) Gnoll
Effect: Fhangrim charges and deals an extra 2 damage on a successful attack. If Fhangrim is bloodied, double the extra damage and gain an equal number of temporary hit points.
Barkskin (Encounter Minor Ranged 5 ✦ Primal) Druid Utility 2
Target: Fhangrim or one ally
Effect: Until the end of Fhangrim's next turn, the target gains a +4 power bonus to AC.
Natural Terrain Understanding (Encounter Minor Close Burst 3 ) Nature Utility 6
Target: Each ally in the burst
Effect: The target gains a +2 power bonus to AC until the end of Fhangrim's next turn. In addition, the target can shift 2 squares as a free action.
Healing Word (Encounter Minor Close burst 5 ✦ Healing) Druid
Effect: The target can spend a healing surge and regain 2d6 additional hit points.
Special: Fhangrim can use this power twice per encounter, but only once per round.
Healing Spirit (Encounter Minor Close burst 5 ✦ Healing) Shaman
Target: Fhangrim or one ally in burst
Effect: The target can spend a healing surge. If the target does so, one ally adjacent to Fhangrim's spirit companion, other than the target, regains 2d6 hit points.
Summon Pack Wolf (Daily Standard Ranged 5 ✦ Implement, Primal, Summoning) Druid Attack 1
Effect: Fhangrim summons a Medium wolf in an unoccupied square within range. The wolf has speed 6. Fhangrim can give the wolf the following special command. On the turn Fhangrim summons the wolf, he give that command as part of using this power.

[*]Standard Action: Melee 1; targets one creature; +12 vs. Reflex; 1d6+9 damage, and if the wolf has combat advantage against the target, the target is knocked prone.

[*]Instinctive Effect: If Fhangrim hasn't given the wolf any commands by the end of his turn, it attacks an adjacent prone creature. If it can't do that, it attacks an adjacent enemy if it can. Otherwise, it moves its speed to a square adjacent to an enemy.
Summon Giant Toad (Daily Standard Ranged 5 ✦ Implement, Primal, Summoning) Druid Attack 1
Effect: Fhangrim summons a Medium giant toad in an unoccupied square within range. The toad has speed 5 and swim 6, and it gains a +10 bonus to Athletics checks to jump. Fhangrim can give the toad the following special command. On the turn he summons the toad, Fhangrim gives that command as part of using this power.

[*]Standard Action: Melee 3; targets one creature; +12 vs. Reflex; 1d8+9 damage, and the target is pulled 2 squares.

[*]Instinctive Effect: If Fhangrim hasn’t given the toad any commands by the end of his turn, it attacks the same creature that it attacked during Fhangrim's previous turn. If it can't do that, it attacks an enemy within 3 squares of it if it can. Otherwise, it moves its speed to a square within 3 squares of the nearest enemy.
Speak with Spirits (Daily Minor Personal ✦ Primal) Shaman
Effect: During this turn, Fhangrim gains a +5 bonus to his next skill check.
Staff of Ruin (None No Action ) Weapon
Critical: +2d10
Properties: +2 attack rolls and damage rolls; Attacks made with this staff gain a +2 item bonus to damage rolls.
Shockweave Leather Armor +2 (Encounter Free ) Armor
Trigger: Fhangrim takes lightning damage.
Effect: Until the end of the encounter, this armor's daily power gains a +1 bonus to the attack roll and deals 1d10 extra damage.
Properties: +2 to AC; Resist 5 lightning.
Shockweave Leather Armor +2 (Daily Immediate Interrupt ) Armor
Trigger: An enemy adjacent to Fhangrim targets him with an attack.
Effect: Make an attack against the triggering enemy: +13 vs Fortitude; on a hit deal 2d10 lightning damage and the enemy is dazed until the end of Fhangrim's next turn.
Deep-Pocket Cloak +2 (At-Will (1/round) Free ) Neck
Effect: Fhangrim draws an item from the cloak or stores an item within it.
Properties: +2 to Fortitude, Reflex, and Will. This cloak can hold up to 1,000 pounds in weight or 100 cubic feet in volume, but the cloak always weighs only 1 pound. Each item stored within one of the cloak's pockets can weigh no more than 10 pounds. Drawing an item from a deep-pocket cloak is a minor action.
Gadgeteer's Goggles (Encounter Minor ) Head
Effect: Fhangrim makes a Thievery check to disable a trap.
Properties: Fhangrim gains a +4 item bonus to Perception checks and Thievery checks to detect and disable traps.
Gadgeteer's Garb (None No Action ) Item Set
Properties: When Fhangrim or an ally within 5 squares of him spends a healing surge, Fhangrim or that ally regains 3 additional hit points.
Alchemical Silver (Consumable Standard ) Alchemical
Properties: A weapon or one group of ammunition (30 arrows, 10 crossbow bolts, 20 sling bullets, or 5 shuriken) attacks as a silvered weapon until the end of the encounter or for the next 5 minutes. Alchemical silver can be applied to nonmagical weapons and to magic weapons of 14th level or lower.)

Companions[]

Ursa Major Player Son of Meepo
Gaoler Pygmy Owlbear Sentinel Companion (Unaligned) Level 8 (XP -)
Initiative -
Passive Insight 18 Passive Perception 30; Senses Low-light Vision
Guardian Companion (aura 1): Allies gain a +2 power bonus to all defenses while in the aura
HP 32 Bloodied 16 Surge Value 8; Surges Per-Day 0
AC 21 Fortitude 23 Reflex 19 Will 23
Speed 6 Size Medium
Str 20 (+9) Dex 12 (+5) Wis 16 (+7)
Con 17 (+7) Int 2 (0) Cha 6 (+2)
Racial Abilities Guardian Companion
Class Features None
Battack Basic Attack Animal Attack +13 vs AC;1d12+9
Branged Ranged Basic Attack None
Feats None
Skills Athletics +14, Endurance +12
Languages Owlbear
Powers


Ursa Minor Player Son of Meepo
Young Gaoler Pygmy Owlbear Fey Beast Companion (Unaligned) Level 8 (XP -)
Initiative -
Passive Insight 18 Passive Perception 30; Senses darkvision
Ferocious Companion (aura 1): Allies gain a +2 power bonus to damage rolls against enemies in the aura. Fhangrmin gains combat advantage against enemies in the aura.
HP 32 Bloodied 16 Surge Value 8; Surges Per-Day 0
AC 21 Fortitude 23 Reflex 19 Will 23
Speed 6 Size Medium
Str 20 (+9) Dex 12 (+5) Wis 14 (+6)
Con 17 (+7) Int 2 (0) Cha 6 (+2)
Racial Abilities Ferocious Companion
Class Features None
Battack Basic Attack Claw +13 vs AC;1d12+4
Branged Ranged Basic Attack None
Feats None
Skills None
Languages Owlbear
Powers

Mini Stats for Combat[]

[sblock=Fhangrim's Stats][B]Fhangrim[/B] - Gnoll Sentinel 8
 Status: Normal
 Passive Perception 28 (+4 vs traps; low-light), Passive Insight 18
 AC 22, Fort 22, Reflex 18, Will 21
 HP 65/65, Bloodied 32, Surge Value 16, Surges 13/13
 Speed 7, Initiative +8
 Action Points: 1, [color=red]Second Wind [][/color]
 Melee Basic Attack: Melee 2; +14 vs AC; 1d12+6 damage (Crit 2d10+18).
 At-Will Powers:  [color=Green]Magic Stones[/color],
[color=Green]Call Spirit Companion[/color]
[color=Green]Deep-Pocket Cloak[/color]
 Encounter Powers: [color=red]Combined Attack [][][][/color], 
[color=red]Ferocious Charge [][/color], 
[color=red]Spirit's Fangs [][/color], 
[color=red]Healing Word [][][/color],
[color=red]Healing Spirit [][/color],
[color=red]Barkskin [][/color],
[color=red]Natural Terrain Understanding [][/color],
[color=red]Gadgeteer's Goggles [][/color]
[color=red]Shockweave Armor [][/color]
 Daily Powers: [color=gray]Summon Pack Wolf [][/color],
[color=gray]Summon Giant Toad [][/color],
[color=gray]Speak with Spirits [][/color],
[color=gray]Shockweave Armor [][/color]
 [/sblock]


[sblock=Ursa Major's Stats][B]Ursa Major[/B] - Gaoler Pygmy Owlbear
 Status: Normal
 Passive Perception 30 (low-light), Passive Insight 18
 AC 21, Fort 23, Reflex 19, Will 23
 HP 32/32, Bloodied 16, Surge Value 8
 Speed 6
 Melee Basic Attack: +13 vs AC; 1d12+9 damage.[/sblock]


[sblock=Ursa Minor's Stats][B]Ursa Minor[/B] - Young Gaoler Pygmy Owlbear
 Status: Normal
 Passive Perception 30 (darkvision), Passive Insight 18
 AC 21, Fort 23, Reflex 19, Will 23
 HP 32/32, Bloodied 16, Surge Value 8
 Speed 6
 Melee Basic Attack: +13 vs AC; 1d12+4 damage.[/sblock]


[sblock=Ursa Maximus' Stats][b]Ursa Maximus[/b] - Spirit of Gaoler Pygmy Owlbear
 AC 22, Fort 22, Reflex 18, Will 21
 HP 14 (damage below this amount is ignored)
 Immune Area and close attacks; all conditions[/sblock]


[sblock=Summoned Pack Wolf's Stats][b]Summoned Pack Wolf[/b]
 Status: Normal
 AC 22, Fort 22, Reflex 18, Will 21
 HP 32/32, Bloodied 16, Surge Value 8
 Speed 6[/sblock]


[sblock=Summoned Giant Toad's Stats][b]Summoned Giant Toad[/b]
 Status: Normal
 AC 22, Fort 22, Reflex 18, Will 21
 HP 32/32, Bloodied 16, Surge Value 8
 Speed 5, Swim 6[/sblock]

Fluff[]

Description: Though he is seven feet tall and over three hundred pounds, Fhangrim is small for his race. He dresses in a well worn red silk brocade vest and hemp breeches with argyle patches over the knees. Though he tries to keep his fur meticulously groomed, spending most of his time around circus animals means that he is often a smelly mess. To compensate, he bathes himself in whatever scented oils he can pilfer, such that his odor changes on a near daily basis. He's learned however, to avoid bergamot as it annoys his companions.

Background: Fhangrim, like many of his kin, was born in the Isle of Laughing Gallows. His small size made him a target for bullies, but when he developed a empathic bond with animals other than canines, he was truly an outsider. So it wasn't long before Fhangrim, an adolescent at the time left the meager comforts of his pack to makes his fortune elsewhere on the isle. Fhangrim would likely have been an easy target for the scallywags of The Isle, but he always had the aid of two companions, a pair pygmy owlbears, mother and cub.
He barely scrapped by working odd jobs for food and shelter until his talents were finally noticed by a kobold named Pekin, a sardonic fellow with a shrew business acumen and a traveling circus. Fhargrim and his owlbears became the show's most famous animal act. But when hard times befell the aging circus, Pekin began to keep most of the proceeds from the shows for himself. Hungry owlbears are difficult to control and at a performance in Daunton, the owlbears killed an partially devoured two spectators who got too close to the cages. When Pekin tried to push the financial burdens of the incident on Fhargrim, the gnoll decided he'd had enough. Fhargrim an his companions ate well that night, and Pekin was never heard from again.

Hooks: Fhangrim wants to build and run his own circus, one that is famous throughout the lands for its exotic animal acts. In the meanwhile, he adventures so that he and his pets can eat an so that he can continue to grow his circus.

♫ Come on out and you will see
Fhangrim's Marvelous Menagerie.
With the most exotic beasts that there can be
It's Fhangrim's Marvelous Menagerie.
From sky or land
From cave or wood
From the depths or from the shallows
Come on all to see the show from the Isle of Laughing Gallows! ♫

(Fhangrim leaps outside and begins tap dancing in the streets. A pair of pygmy owlbears pirouette gracefully to either side of him.)

♫ Everyone starts clapping when they hear this song.
And when the animals start dancing they want to dance along
So come on up and watch show
Take it right from me
You'll never see anything quite like it...
The fantanstic, fabulous, majestic, miraculous...
Fhangrim's Marvelous Menagerie. ♫

Math[]

Attributes[]

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 2 10 0 0 10 0
Con 5 14 2 2 18 4
Dex 2 12 2 0 14 2
Int 0 10 0 0 10 0
Wis 16 18 0 2 20 5
Cha 0 10 0 0 10 0
Totals 25   11



Defenses[]

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +2/0 dex/int 4 0 4 Shockweave Leather +2 4 22
Fortitude0/+4str/con+202Deep-Pocket Cloak +24 22
Reflex+2/0dex/int0 2Deep-Pocket Cloak +24 18
Will+5/0wis/cha0 2Deep-Pocket Cloak +24 21


Saving Throw Bonuses

Hit Points[]

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherSurge Value BonusTotalBloodiedSurge
Hit Points 12 18 5 0 65 32 16


Surges per Day 13 (Class 7 + Con 4 + Feat 2)

Senses and Reactions[]

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 2 0 0 2 Wasteland Wanderer 0 4 0 8
Passive Insight 5 0 0 0 0 4 0 19
Passive Perception 5 0 0 2 2 Wasteland Wanderer 0 4 5 28


Attacks[]

Basic[]

Basic Attacks
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Basic Melee

5

wis 1Staff Expertise4Staff of Ruin +2414AC
Basic Ranged

2

dex46AC


Powers[]

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Magic Stones 5 Wis 0 1 Staff Expertise 2 Staff of Ruin +2 0 0 4 12 Reflex
Combined Attack 5 Wis 0 1 Staff Expertise 4 Staff of Ruin +2 0 0 4 14 AC
Spirit's Fangs 5 Wis 0 1 Staff Expertise 2 Staff of Ruin +2 0 0 4 12 AC
Summon Pack Wolf 5 Wis 0 1 Staff Expertise 2 Staff of Ruin +2 0 0 4 12 Reflex
Summon Giant Toad 5 Wis 0 1 Staff Expertise 2 Staff of Ruin +2 0 0 4 12 Reflex


Skills[]

Languages Allarian, Abyssal


Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics2dex46
Arcana 0 int 4 4
Athletics0str2Summer Druid46
Bluff0cha44
Diplomacy50cha49
Dungeoneering5wis49
Endurance4con48
Heal5wis49
History0int44
Insight5wis49
Intimidate0cha246
Nature55wis2Wasteland Wanderer416
Perception55wis22Wasteland Wanderer418
Religion0int44
Stealth2dex46
Streetwise0cha44
Thievery52dex411



Feats[]

  • 1st: Melee Training (Wisdom)
    • When Fhangrim makse a melee basic attack using a weapon with which he has proficiency, he can use Wisdom instead of Strength for the attack roll. In addition, he can use half his Wisdom modifier, instead of his Strength modifier, for the damage roll.
  • 2nd: Spirit Talker
    • You gain training in Nature.
    • You gain the shaman’s call spirit companion power, but you use it as a standard action.
    • Choose a Companion Spirit option. You gain the at-will shaman power associated with that option, such as spirit’s shield or spirit’s fang, as an encounter power.
    • You gain speak with spirits as a daily power.
    • In addition, you can wield shaman implements.
  • 4th: Mending Spirit
    • You gain the shaman power healing spirit, but you can use it only once per encounter.
  • 5th: Staff Expertise
    • You gain a +1 feat bonus to the attack rolls of implement powers and weapon powers that you use with a staff. This bonus increases to +2 at 11th level and +3 at 21st level.
    • In addition, when you make a ranged or an area attack with a staff as an implement, you don’t provoke opportunity attacks for doing so.
    • When you make a melee weapon attack with a staff, the weapon’s reach for that attack increases by 1.
  • 6th: Durable
    • Your number of healing surges increases by two.
  • 8th: Wasteland Wanderer
    • You gain a +2 feat bonus to Nature, Perception, and initiative checks.

Racial Features[]

Gnoll

  • Average Height: 7'0" - 7'6"
  • Average Weight: 280 - 320
  • Ability scores: +2 Constitution, +2 Dexterity
  • Size: Medium
  • Speed: 7 squares.
  • Vision: Low-light
  • Languages: Abyssal, Common
  • Skill Bonuses: +2 Intimidate, +2 Perception.
  • Blood Fury: While you're bloodied, you gain a +2 bonus to damage rolls. This increases to a +4 bonus at 21st level.
  • Ferocious Charge: You can use ferocious charge as an encounter power.
  • Pack Attack: You deal an extra 2 damage on melee attacks against an enemy that has two or more of your allies adjacent to it.

Class Features[]

Druid (Sentinel)

  • Role: Leader.
  • Power Source: Primal.
  • Key Abilities: Wisdom, Constitution
  • Armor Proficiencies: Cloth, leather, hide; light shields.
  • Weapon Proficiencies: Simple melee, simple ranged.
  • Implement: Staffs, totems
  • Bonus to Defense: +2 Fortitude.
  • Hit Points at 1st Level: 12+ Constitution Score.
  • Hit Points per Level Gained: 5
  • Healing Surges per Day: 7+ Constitution Modifier.
  • Trained Skills: Nature. From the class skills list below, choose 3 more trained skills at 1st level.
  • Class Skills: Arcana (Int), Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Nature (Wis), Perception (Wis).
  • Class features: Acolyte of the Natural Cycle, Animal Companion, Combined Attack, Druid Wilderness Knacks, Healing Word, Level 1 Sentinel At-Will Power, Level 1 Sentinel Daily Power, Primal Guardian (Sentinel).

Beast Empathy (Druid) You gain a +2 bonus to Bluff, Diplomacy, and Intimidate checks against beasts. You can communicate simple concepts and commands to such creatures, though they are under no compulsion to obey you. With a successful Insight check (DC determined by the DM), you can read a creature’s body language and vocalizations enough to understand basic messages from it.

Herb Lore (Druid) You and each ally can add 2 to his or her healing surge value when spending heading surges during a short rest. To gain this benefit, you must take the short rest in an area that offers easy access to plants. The additional hit points increase to 4 at 11th level and 6 at 21st level.

Background[]

Circus Performer Thievery Class Skill

Theme[]

Fey Beast Tamer

  • Starting Feature (1st level): Choose one of the following creatures: blink dog, displacer beast, fey panther, or young owlbear. You gain it as your fey beast companion.
  • Level 5 Feature:  You gain combat advantage against any enemy in your fey beast companion's aura.

Companion Rules (Applies to both Sentinel and Fey Beast Companions)

  • Your companion is considered an ally of you and your allies. It can be affected by powers in the same way that any other creature can be. It has animal intelligence, so you can communicate with it only at a basic level (like a trained pet), and it doesn’t understand complex ideas.
  • Your companion’s level is equal to yours, and its hit points, defenses, and attack values are determined by your level, as noted in its statistics.
  • Your companion shares your healing surge total. Whenever an effect requires your companion to spend a healing surge, the surge is deducted from your total. Whenever you use your second wind, your companion also regains hit points equal to your healing surge value. At the end of a short rest, your companion regains all its hit points.
  • If you die or your companion drops below 1 hit point, it retreats back into the Feywild. If that occurs, you can use one of these two ways to call it back.
    • Minor Action: You lose a healing surge, and your companion appears in the nearest unoccupied space, with hit points equal to your healing surge value.
    • Short Rest or Extended Rest: At the end of the rest, you lose a healing surge, and your companion appears in the nearest unoccupied space, with full hit points.

Equipment[]

Equipment Name Price Weight
Shockweave Leather Armor +2 5,000 gp 15 lb.
Staff of Ruin +2 3,400 gp 4 lb.
Adventurer's Kit 15 gp 33 lb.
Thieves' Tools 20 gp 1 lb.
Climber's Kit 2 gp 11 lb.
Deep Pocket Cloak +2 2,600 gp 1 lb.
4 Draft Lizards 800 gp -
Wagon 20 gp -
Large Cage (DC 20) 80 gp -
2 Everburning Torches 100 gp 2 lb.
10 Sunrods 20 gp 10 lb.
Alchemical Silver (level 5) 50 gp -
Gadgeteer's Goggles 3,400 gp -
Total 15,507 gp 77 lb.

Normal load: 100 lb.

Wishlist

  • Alchemy Gloves (level 6)
  • Friend's Gift x2 (level 4)
  • Consumable Items

Tracking[]

Treasure[]

Starting Gold: 100 gp

Picking Pockets 15 gp

Invasion of the Einherjar 1724 gp

DM RP 1524 gp

The Seeds of Chaos: 4450 gp

Spent 1 DM credit @ level 5: 466 gp

Sold Quarterstaff of Shared Wrath +1: 104 gp

Sold Belt of the Brawler: 136 gp

Sold Bracers of Mighty Striking: 104 gp

The Jade Ring: 4382 gp

Spent 2 DM credits @ level 7: 1788 gp

Sold Armor of Awakening +1: 104 gp

Sold Amulet of Protection +1: 72 gp

Total GP Earned: 14969 gp

Spent:

Hide Armor                         30 gp
Quarterstaff                        5 gp
Adventurer's Kit                   15 gp
Thieves' Tools                     20 gp
Climber's Kit                       2 gp
Paying a Bar Tab                   15 gp
Quarterstaff of Shared Wrath +1   520 gp
Awakening Hide Armor +1           520 gp
Amulet of Protection +1           360 gp
Belt of the Brawler               680 gp
Bracers of Mighty Striking        520 gp
Wagon                              20 gp
4 Draft Lizards                   800 gp
Large Cage (DC 20)                 80 gp
Alchemical Silver                  50 gp
2 Everburning Torches             100 gp
10 Sunrods                         20 gp
Staff of Ruin +2                 3400 gp
Deep Pocket Cloak +2             2600 gp
Shockweave Armor +2              5000 gp
-----------------------------------------
Total                           14757 gp

Remaining: 212 gp

XP[]

Invasion of the Einherjar: 2320

DM RP: 1500 xp

The Seeds of Chaos: 3373 xp

Spent 1 DM credit @ level 5: 334 xp

The Jade Ring: 4819 xp

Spent 2 DM credits @ level 7: 1000 xp

Total XP: 13346 xp

Changes[]

Level 2

  • Gained Spirit Talker (feat)
    • Gained Spirit Companion (Ursa Maximus; spirit of dead Gaoler Pygmy Owlbear)
    • Gained Spirit's Fangs as an encounter power.
    • Gained Speak with Spirits as a daily power.
  • Gained Barkskin (Level 2 Druid utility)
  • Retrained Summon Fierce Boar to Summon Pack Wolf (Level 1 Druid attack)

Level 3

  • Gained additional use of Combined Attack

Level 4

  • Gained +1 Con/+1 Wis
  • Gained Mending Spirit (feat)

Level 5

  • Gained Summon Giant Toad (Level 5 Druid attack)
  • Gained Staff Expertise Bonus Feat

Level 6

  • Gained Natural Terrain Understanding (Level 6 Nature utility)
  • Gained Durable (feat)

Level 7

  • Gained additional use of Combined Attack

Level 8

  • Gained +1 Con/+1 Wis
  • Gained Wasteland Wanderer (feat)


METADATA Project: L4W Wiki

Namespace: PC

Page Name: Fhangrim

Full Page Name: PC:Fhangrim

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