[Champion Concept] Jetham the Seeker
Bios Role: Marksman
Appearance: A saytr armed with a slingshot. He has brown hair with a golden trim, a hopilite-style helm with a redhawk, bracers, a heavy belt and a steel shield slung over his back. His armor is a bronze hue. The god Pan from Greek mythology is my biggest inspiration for making this character.
Stats Secondary Resource: Mana Health 530 (+80) Attack damage 55 (+3) Attack speed 0.658 (+4.2%) Movement 325 Health regen 7 (+0.5) Mana 269 (+50) Mana regen 5 (+0.5) Armor 24 (+3) Magic Resist 30 (+0) Range 575
Abilities (passive) Staggering Shot Every 12 seconds, Jetham's next basic attack or Magic Bullet applies a 20/22/24/26/30/32/34/36/38% slow that decays over a 2 second duration. Applies slow to first enemy hit by Magic Bullet.
(Q) Magic Bullet Fires an enchanted bullet in target direction that deals 30/50/70/90/110 (+110% AD) (+40% AP) magic damage to the first enemy hit and then bounces off them towards the closest enemy in a wide cone on the side opposite from where the bullet hit. Deals 25% less damage to each subsequent enemy hit after the first. Bullet speeds up every time it bounces off an enemy. Cost: 50 mana Cooldown: 9/8.5/8/7.5/7 seconds range: 975 (475 cone range) May bounce indefinitely granted there are targets available.
(W) Pathfinder passive: Jetham is an adept tracker. He can see tracks left by enemy Champions that have been in the area within the last 9 seconds. Fresh tracks are indicated by brighter/thicker footprints. Gains up to 40/50/60/70/80 bonus movement speed following footprints while out of combat.
Jetham gains a flaming attack. For the next 5 seconds, his basic attacks and Magic Bullet deal 6/12/18/24/30 (+25% AP) bonus magic damage on-hit and 34/48/62/76/90 (+30% AP) plus 2/3/4/5/6% of their max health as magic damage over a 3 second duration. Champion kills and assists refresh the duration. Cost: 60 mana Cooldown: 22/20/18/16/14 seconds Vision range: 375
(E) Wild Sentinel Summons a fey spirit to guard an area of impassible terrain that provides vision in the area. Fires a homing arrow at the first enemy that wanders too close dealing 80/130/180/230/290 (+45% AP) magic damage and marking them. Basic attacks and Magic Bullet trigger the mark, applying the slow from his passive. Can store up to 2 spirits at a time. Cost: 65/70/75/80/85 mana Cooldown: 24/22/20/18/16 seconds range: 875 (homing arrow range 675) _2.5 second cooldown between use. _ 2 second set-up time
(Ultimate) Circle of Power passive: After every third consecutive attack, Jetham's next basic attack gains Max attack speed. Deals 50/65/80% of his total attack damage.
Jetham creates a circle of runes at target location. The runes are a special structure that have their own healthbar and can be destroyed by enemies, think of the Zz'Rot Portal. Lasts for 180 seconds. Gains access to a unique item, a Runestone, that replaces his existing trinket slot item. When used, Jetham to teleport to the Circle of Power's location from anywhere on the map after a 3 second channel, has its own 200 second cooldown. Cost: 100 mana Cooldown: 240/210/180 seconds range: 575
Lore Jetham is a saytr ranger cursed, by his own hubris no less, to wander the dark heart of the Elderwoods until the end of time.
Immemorial aeons ago Jetham, a young saytr hero, lived in the lands of the summerset isles, the moonlight vale, and the evergreen glades- the Elderwoods. The mythical lands that the fey of Runetera call their home. As saytrs are prone to do, he spent most of his days carefree- practicing his lute, chasing after beautiful nymphs, singing to the birds, reciting poetry to the wind, consuming very liberal amounts of wine and hashish, dancing, and generally just reveling in life, as saytrs are typically prone to do.
Jetham was also a ranger of great skill, deftling dispatching his foes with his slingshot. In times of great need the faeries and other woodland folk, poor fighters but good partyers, would call upon him as a champion of the Elderwoods. But, typically, he reserved his great skill for only his own pursuits. Indeed if Jetham wasn't partying, he kept his way as a treasure hunter. For, if there was only one thing that Jetham desired more than wine or women, it was surely gold. Well, two things actually.
Soon it came to pass that Jetham, in all might and magic, had amassed a great wealth. Truly, the number of his coin could not easily be counted. His name was known throughout the Elderwoods, and even in lands far beyond and he was hailed as a lord, a lord of his own design, among his fellow woodland folk. And it seemed as though there was nothing left to be sought. But there is a hole in Jetham's heart that could not be filled; a pit with no bottom. For there was still one prize that Jetham desired- the gift of eternal youth. Immortality. For what good is an endless coffer if you don't have the years to spend it all.
Legends spoke of a place, a dark and twisted place where the light of the summerset isles and the moonlight vales do not shine for the branches are too thick and smog chokes the sky. And where there is no green, no much of any colors really, as there is in the evergreen glades for all the trees are dead. It is the dark heart of the Elderwoods and evil, a black miasma, runs deep in the water and in the roots there. It is said that to go there is to invite a fate worse than death. But it is also said that hidden away somewhere deep in that evil swamp, at the top of an ivory tower, guarded by three Trials, there is a priestess who awaits a champion who can rescue her. For she will bless her rescuer with the gift of eternal life.
Jetham had heard of this legend and of the warnings not to go to that accursed place, but he was determined in his pursuit. Surely he could overcome any peril that awaited him there. So, mustering all his strength, Jetham set out into the black heart of the Elderwoods. But the young hero should have heeded the elder's warnings more carefully and gone better prepared for it is a cursed place and the evil there is profane indeed. For truth be told, in a twisted way, Jetham was successful in his quest for immortality. Jetham would brave all the terrors and perils of the swamp, find the ivory tower, complete each one of the three Trials and rescue the priestess. However, just as Jetham is about to receive his blessing, he awakens next dawn with no memory of having suffered a painful death or of having rescued the priestess only to begin his quest anew. This is the terrible nature of his curse. For it is true, Jetham may never die, but he will never stop seeking either.