Summary[]
Air Spirit (At Will Minor Ranged 5 ✦ Conjuration, Primal) | Druid Utility |
Effect: You conjure an air spirit in an unoccupied square within range. The spirit lasts until the end of your next turn or until you use this power again. When the spirit appears, it can pick up or manipulate an object weighing 20 pounds or less.
As a minor action, you cause the spirit to pick up or manipulate a different object of the specified weight. As a move action, you move the spirit up to 5 squares. As a free action, you cause the spirit to drop an object it is holding. As a minor action, you cause the spirit to shed bright light in a 4-square radius. You can extinguish this light as a free action. | |
Sustain: Minor The spirit persists until the end of your next turn. |
Verdant Touch (Encounter Minor Close burst 1 ✦ Primal) | Druid Utility |
Effect: You can turn difficult terrain in the burst into normal terrain until the end of your next turn, but only if the terrain is composed of grass, underbrush, vines, or similar growth and was not created by a power. You can also use this power to cause plants in the burst to blossom with flowers and to cause small plants or grass in the burst to begin growing in barren terrain |
Vine Rope (At Will Minor Personal ✦ Primal) | Druid Utility |
Effect: You draw a vine from the ground that is up to 50 feet in length. The vine functions as a silk rope and lasts until the end of the encounter or until you use this power again. You can cause the vine to vanish as a minor action. |
Fire Hawk (At Will Standard Ranged 10 ✦ Fire, Implement, Primal) | Druid 1 |
Target: One Creature | |
Attack: +11 vs. Reflex | |
Hit: 1d8+10 damage. Until the start of your next turn, you can use the Fire Hawk Attack against the target. |
Fire Hawk Attack (At Will Opportunity Ranged 10 ✦ Fire, Implement, Primal) | |
Requirement: The Fire Hawk power must be activated by you to use this power. | |
Trigger: The target takes any action that can provoke opportunity attacks | |
Attack: +11 vs. Reflex | |
Hit: 1d8+10 damage. |
Magic Stone (At Will Standard Ranged 10 ✦ Implement, Primal) | Druid 1 |
Target: One, two, or three creatures. | |
Attack: +11 vs. Reflex | |
Hit: 1d4+10 damage, and you can push the target 1 square. |
Nature's Growth (Encounter Minor Area burst 1 within 10 ✦ Primal, Zone) | Druid Utility |
Effect: The burst creates a zone that lasts until the end of the encounter. The zone is difficult terrain for all creatures except you and your allies. You can dismiss the zone as a minor action. |
Thorn Spray (Encounter Standard Close blast 5 ✦ Implement, Primal) | Druid 1 |
Target: Each creature in blast | |
Attack: +11 vs. Reflex | |
Hit: 1d6+10 damage, and the target takes a –5 penalty to all defenses until the end of your next turn. |
Seed of Healing (Daily Minor Personal ✦ Healing, Primal) | Druid Utility 2 |
Effect: You spend a healing surge but regain no hit points. Instead, you create a golden seed the size of an acorn. The seed lasts until it is eaten or until the end of your next extended rest. A creature carrying the seed can take a minor action to eat it and regain 24 hit points. |
Wind Wall (Encounter Standard wall 8 within 10 squares ✦ Implement, Primal, Zone) | Druid 3 |
Target: Each enemy in the wall | |
Attack: +11 vs. Fortitude | |
Hit: 2d6+10 damage, and you can slide the target 1 square. | |
Effect: The wall creates a zone that lasts until the end of your next turn. The zone grants superior cover against ranged attacks made through it that target AC or Reflex. |
Camouflage Cloak (Encounter Minor Ranged 5 ✦ Primal) | Druid Utility 6 |
Target: You or an ally | |
Effect: The target becomes invisible until he or she moves or until the end of your next turn. |
Charm Beast (Encounter Standard ranged 5 ✦ Charm, Implement, Primal) | Druid 7 |
Target: one creature | |
Attack: +11 vs. Will. You gain a +2 bonus to the attack roll when using this power against a beast. | |
Hit: The target is dominated until the end of your next turn. | |
Miss: The target is dazed until the end of your next turn. |
Summon Natural Ally (Daily Standard Ranged 5 ✦ Primal, Summoning) | Druid Attack |
Effect: You summon a creature associated with your Primal Aspect (such as Primal Guardian or Primal Predator) and of your level or lower. The creature appears in an unoccupied space within range. It is an ally to you and your allies.
The creature lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in the creature's description. You must have line of effect to the creature to command it. When you command the creature, you and the creature share knowledge but not senses. When the creature makes a check, you make it using your game statistics, not including any temporary bonuses or penalties. The creature lasts until it drops below 1 hit point, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, it lasts until you dismiss it as a minor action or until the end of the encounter. | |
Special: You can use this power twice per day. |
Healing Potion (Cosumable Minor ✦ Healing, Consumable) | Consumable |
Target: Personal | |
Effect: Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points. |
Summoner's Staff +2 (Daily Immediate Interrupt ) | |
Trigger: An enemy hits a creature you summoned. | |
Effect: The triggering enemy rerolls the attack roll and must use the second result
Critical: +2d6 (+2d10 if creature you summoned caused the critical hit) Property: When an enemy attacks a creature you summoned and misses, you or an ally within 5 squares of the summoned creature gains 7 temporary hit points. |
Staff of Ruin +2 (At-Will No action ) | |
Effect: none
Critical: +2d10 Property: In addition to the normal enhancement bonus, add the staff ’s enhancement bonus to damage rolls as an item bonus. |
Summoned Studded Leather Armor +2 (At Will Minor ) | |
Effect: You banish this armor to a secure extradimensional location. At any point in the future, unless you are wearing armor, you can use another minor action to recall the armor. The armor appears on you as though you had donned it normally. Tough: The first time in each encounter a critical hit is scored against your AC while you're wearing tough armor, the critical hit becomes a normal hit. |
Amulet of Life +1 (Encounter Free ✦ Healing) | |
Trigger: Use this power when you spend a healing surge. | |
Effect: You can spend an additional healing surge. |
Summons[]
Grizzly Bear Level 1 Summoned Creature
Medium natural beast
HP 30; Healing Surges none, but you can expend a healing surge for the bear if an effect allows it to spend one
AC: 23 Fortitude: 19 Reflex: 21 Will: 21
Speed: 6
Standard Action (At-Will)
Attack: Melee1 (one creature); +12 vs. Reflex
Hit: 2d8+5 damage, and the target is grabbed if the bear has no creatures grabbed. The grab lasts until the end of your next turn.
Minor Action (At-Will) (once/round)
Effect: The bear either walks, shifts, runs, stands up, squeezes, or crawls.
Instinctive Effect {C
If you haven't given the bear any commands by the end of your turn, it sustains a grab if it is grabbing a creature. If it is not grabbing a creature, it attacks an adjacent enemy if it can.
Otherwise, it moves up to its speed to a square adjacent to an enemy.
Pack Wolf Level 1 Summoned Creature
Medium natural beast
HP 30; Healing Surges none, but you can expend a healing surge for the wolf if an effect allows it to spend one
AC: 23 Fortitude: 19 Reflex: 21 Will: 21
Speed: 6
Standard Action (At-Will)
Attack: Melee1 (one creature); +12 vs. Reflex
Hit: 1d10+5 damage, and the target falls prone.
Minor Action (At-Will) (once/round)
Effect: The wolf either walks, shifts, runs, stands up, squeezes, or crawls.
Instinctive Effect
If you have not given the wolf any commands by the end of your turn, it attacks an adjacent enemy if it can. Otherwise, it moves up to its speed to a square adjacent to an enemy.
Companion[]
Berry is a gold pelted blink dog and Nate's closest companion.
Berry | Player Walking Dad | ||||||
Blink Dog Companion (Unaligned) | Level 6 (XP n/a) | ||||||
Initiative +7 | |||||||
Passive Insight 17 Passive Perception 29; Senses low light vision | |||||||
Blinking Pack (teleportation) Aura 1 The blink dog or any ally in the aura can use a move action to teleport to another square in the aura. | |||||||
HP 30 Bloodied 15 Surge Value 7; Surges Per-Day special | |||||||
AC 22 Fortitude 20 Reflex 20 Will 20 | |||||||
Speed 7 Size Medium | |||||||
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Racial Abilities Nate has combat advantage against enemies in Berry's aura. | |||||||
Class Features | |||||||
Basic Attack Bite, +12 vs. AC; 1d8+3, and the blink dog teleports up to 2 squares. | |||||||
Ranged Basic Attack n/a | |||||||
Feats n/a | |||||||
Skills same as Nate | |||||||
Languages n/a | |||||||
Powers |
Fluff[]
Description: An elf in studded leather armor who walks with an ornate staff, but doesn't seem to need it for moving. On his side is a sandy-brown/gold pelted dog.
His equipment looks like he traveled for quite some time and has the typical ornamentations common for elven/arkadian items.
Background: He was one of the few non-Eladrin growing up in Arcadia, but has traveled the 'normal' world for the last few years.
Hooks: Searching for
Kicker: He
Math[]
Attributes[]
Attributes | |||||||||||
Ability | Cost | Initial | Racial | Level | Final | Mod | |||||
Str | 1 | 11 | 0 | 0 | 11 | 0 | |||||
Con | 5 | 14 | 0 | 0 | 14 | 2 | |||||
Dex | 7 | 15 | 2 | 1 | 18 | 4 | |||||
Int | 0 | 10 | 0 | 0 | 10 | 0 | |||||
Wis | 12 | 17 | 2 | 1 | 20 | 5 | |||||
Cha | 0 | 8 | 0 | 0 | 8 | -1 | |||||
Totals | 25 | 10 |
Defenses[]
Defenses | ||||||||||||
Defense | Attrib | Attrib Type | Class | Racial | Feat | Feat Name | Equip | Equip Name | Misc | Misc Name | Level | Total |
Armor Class | +4/+0 | dex/int | 0 | 0 | 1 | Hafted Defense | 5 | Summoned Studded Leather Armor +2 | 3 | 23 | ||
Fortitude | +0/+2 | str/con | 0 | 0 | 1 | Improved Defenses | 1 | Amulet of Life +1 | 3 | 17 | ||
Reflex | +4/+0 | dex/int | 1 | 0 | 2 | Improved Defenses, Hafted Defense | 1 | Amulet of Life +1 | 3 | 21 | ||
Will | +5/-1 | wis/cha | 1 | 0 | 1 | Improved Defenses | 1 | Amulet of Life +1 | 3 | 21 |
Saving Throw Bonuses
Hit Points[]
Health | |||||||||||||
-- | Base Class | Con | Per Level | Racial | Feat | Feat Name | Equip | Equip Name | Other | Surge Value Bonus | Total | Bloodied | Surge |
Hit Points | 12 | 14 | 5 | 0 | 5 | Toughness | 0 | 0 | 61 | 30 | 15 |
Surges per Day 9 (Class 7 + Con 2)
Senses and Reactions[]
Senses and Reactions | |||||||||||
Sense/Reaction | Attrib mod | Class | Class Feature | Racial | Feat | Feat Name | Equip | Equip Name | Level | Other/Trained | Total |
Initiative | 4 | 0 | 0 | 0 | 0 | 0 | 0 | 3 | 0 | 7 | |
Passive Insight | 5 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 3 | 0 | 18 |
Passive Perception | 5 | 5 | 0 | 2 | 0 | 0 | 0 | 0 | 3 | 2 | 27 |
Attacks[]
Basic[]
Basic Attacks | |||||||||||||
Attack Type | Attrib | Attrib Type | Class | Class Feature | Feat | Feat Name | Equip | Equip Name | Misc | Misc Name | Level | Total | vs? |
Basic Melee |
0 | str | 1 | Staff Expertise | 4 | Summoner's Staff +2 | 3 | 8 | AC | ||||
Basic Ranged |
4 | dex | 2 | Improvised | 3 | 9 | AC |
Powers[]
Power To-Hit | |||||||||||||
Attack Type | Attrib | Attrib Type | Class | Class Feature | Feat | Feat Name | Equip | Equip Name | Misc | Misc Name | Level | Total | vs? |
Fire Hawk | 5 | Wis | 1 | Staff Expertise | 2 | Accurate Summoner's Staff +2 | 0 | 0 | 3 | 11 | Reflex | ||
Magic Stones | 5 | Wis | 1 | Staff Expertise | 2 | Accurate Summoner's Staff +2 | 0 | 0 | 3 | 11 | Reflex | ||
Thorn Spray | 5 | Wis | 1 | Staff Expertise | 2 | Accurate Summoner's Staff +2 | 0 | 0 | 3 | 11 | Fortitude | ||
Wind Wall | 5 | Wis | 1 | Staff Expertise | 2 | Accurate Summoner's Staff +2 | 0 | 0 | 3 | 11 | Fortitude | ||
Charm Beast | 5 | Wis | 1 | Staff Expertise | 2 | Staff of Ruin +2 | 0 | 0 | 3 | 11 | Will |
Class Features[]
Protector Druid
- +1 Reflex, +1 Will
- Nature's Growth - gain power with the same name
- Druid Circle: Circle of Shelter - +1 speed, nature's growth is friendly
- Primal Attunement
- Summon Natural Ally - replaces daily powers
Racial Features[]
(Wood) Elf
- Speed 7 (8 with class feature)
- +2 Wis/Dex
- Reactive Stealth - If you have any cover or concealment when you roll initiative, you can make a Stealth check to hide at the same time.
- Sense Threat - When you roll initiative, you can make a Perception check and use its result for your initiative check. When you do so, allies within 10 squares of you who have a lower initiative than yours gain a +2 racial bonus to their initiative.
- Fey origin
- Wild step - ignore difficult terrain when shifting
- Nature, Perception bonus
- Elven Weapon Proficiency - longbow and shortbow
Skills[]
Languages Common, Elven
Skills | ||||||||||
Skill | Trained | Attrib | Attrib Type | Racial | Feat | Feat Name | Equip | Equip Name | Level | Total |
Acrobatics | 4 | dex | 3 | 7 | ||||||
Arcana | 0 | int | 3 | 3 | ||||||
Athletics | 5 | 0 | str | 3 | 8 | |||||
Bluff | -1 | cha | 3 | 2 | ||||||
Diplomacy | -1 | cha | 3 | 2 | ||||||
Dungeoneering | 5 | wis | 3 | 8 | ||||||
Endurance | 2 | con | 3 | 5 | ||||||
Heal | 5 | 5 | wis | 3 | 13 | |||||
History | 0 | int | 3 | 3 | ||||||
Insight | 5 | wis | 3 | 8 | ||||||
Intimidate | -1 | cha | 3 | 2 | ||||||
Nature | 5 | 5 | wis | 2 | 3 | 15 | ||||
Perception | 5 | 5 | wis | 2 | 2 | Background (Forest) | 3 | 17 | ||
Religion | 0 | int | 3 | 3 | ||||||
Stealth | 4 | dex | 3 | 7 | ||||||
Streetwise | -1 | cha | 3 | 2 | ||||||
Thievery | 4 | dex | 3 | 7 |
Feats[]
- Level 1: Improved Defenses
- Level 2: Hafted Defense
- Level 4: Armor Proficiency: Studded Leather
- Expertise: Staff Expertise
- Level 6: Toughness
Background Benefits[]
<Perception +2> Geography - Forest
Equipment[]
Equipment Name | Price | Weight |
---|---|---|
Summoned Studded Leather +2 | 1,800gp | 28 lb. |
Accurate Summoner's Staff +2 | 2,600gp | 4 lb |
Staff of Ruin +2 | 3,400gp | 4 lb |
Amulet of Life +1 | 1,000gp | - lb. |
Syberis Shard of the Mage (Heroic) | 680gp | - lb. |
(2) Healing Potion | 100gp | -lbs |
Standard Adventurer's Kit | 15gp | 33lbs |
Gold coins | 2,145gp- | - |
Total | 11,740 gp | 45 lb. |
Normal load: 110 lb.
Wishlist[]
Staff of Ruin +3
Cloak of Distortion +2
Upgrade for Armor
Tracking[]
7,500 xp & starting equipment, replaced Ronen
Treasure[]
- The Undead Hunter DM: FourMonos
- Gold: 1,940 gp
- Staff of Ruin +2
XP[]
- The Undead Hunter DM: FourMonos
Total XP: 10,148
Changes[]
12/02/11 created
12/15/11 sent for approval (fluff still work in progress)
Judge Comments[]
Level 6[]
Approval 1[]
- Your bonus to Athletics should be +8 instead of +9, you have your Strength bonus listed as +1 on the table, but it's really +0.
Minor, so Approved by MeepoLives 13:22, December 16, 2011 (UTC)
Approval 2[]
- Everything looks fine except for the Athletics bonus, which you ought to correct but is mostly immaterial, so you're Approved. --WEContact 02:41, December 23, 2011 (UTC)
Level 7[]
Approval 1[]
Approval from renau1g
Approval 2[]
Looks like what r1 pointed out has been addressed, and I did not notice anything different, so I think you are good to go. Approved MeepoLives 15:44, June 25, 2012 (UTC)