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Summary[]

Elurín Lake Player HandofMystra
Half-elf Druid (Unaligned) Level 2 (XP 0)
Initiative 0
Passive Insight 20 Passive Perception 22; Senses {{{Senses}}}
HP 33 Bloodied 16 Surge Value 8; Surges Per-Day 10
AC 17 Fortitude 14 Reflex 12 Will 16
Speed 6 Size Medium
Str 10(+1) Dex 8 (0) Wis 18 (+5)
Con 16 (+4) Int 11 (+1) Cha 15 (+3)
Racial Abilities +2 Diplomacy, +2 Insight, Dilettante, Dual Heritage, Group Diplomacy
Class Features Balance of Nature, Primal Aspect, Ritual Casting, Wild Shape
Battack Basic Attack +1 Quarterstaff of Aversion +5 Vs. AC 1D8+1 or Savage Rend +6 Vs. Ref 1D8+4
Branged Ranged Basic Attack None
Feats Ritual Caster, Half-Elf Spirit Speaker, Staff Expertise
Skills Diplomacy +10, Insight +12, Nature +10, Perception +10
Languages Allarian, Elven, Hallit
Rituals Animal Messenger(Nature), Create Campsite(Nature).
Powers
Wild Shape (At Will Minor ✦ Polymorph)
Target: Personal
Effect: You change from your humanoid form to beast form or vice versa. When you change from beast form back to your humanoid form, you can shift 1 square.

While you are in beast form, you can't use attack, utility, or feat powers that lack the beast form keyword, although you can sustain such powers.

You choose a specific form whenever you use wild shape to change into beast form. The beast form is your size, resembles a natural beast or a fey beast, and normally doesn't change your game statistics. Your equipment becomes part of your beast form, but you drop anything you are holding, except implements you can use. You continue to gain the benefits of the equipment you wear. You can use the properties and the powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your beast form, it cannot be removed, and anything in a container that is part of your beast form is inaccessible.
Special: You can use this power once per round.
Grasping Tide (Druid) (At Will Standard Area Burst 1 within 10 squares ✦ Implement, Primal)
Target: Each creature in burst
Attack: +6 vs. Fortitude
Hit: 1d6+4 damage.
Effect: Until the end of my next turn, if a target leave the area of effect, I can use an opportunity action to make a secondary attack against it. +5 vs Reflex - Knocks the target prone
Savage Rend (At Will Standard Melee touch ✦ Beast Form, Implement, Primal)
Target: One creature
Attack: +6 vs. Reflex
Hit: 1d8 +4 damage. Slide target 1 square.
Special: This power can be used as a melee basic attack.
Fire Hawk (At Will Standard Ranged 10 ✦ Fire, Implement, Primal)
Target: One creature
Attack: +6 vs. Reflex
Hit: 1d8+4 fire damage.Until the start of my next turn, I 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 me to use this power.
Trigger: The target takes any action that can provoke opportunity attacks.
Attack: +6 vs. Reflex
Hit: 1d8+4 fire damage.
Call Forth the Spirit Pack (Encounter Standard Close burst 5 ✦ Implement, Primal)
Target: One or Two creatures in burst.
Attack: +6 vs. Reflex
Hit: 1d6+4 damage and target knocked prone. If the target is marked by me or one of my allies, the target takes an extra 1d6 damage.
Visions of Blood (Encounter Standard Close blast 3 ✦ Divine, Fear, Implement, Psychic)
Target: Each creatures in blast.
Attack: +6 vs. Will
Hit: 1d6+4 psychic damage and target takes -1 penalty to all defenses until the start of my next turn.
Nature Sense (Daily Free Personal ✦ Implement, Primal, Summoning)
Trigger: You would make an initiative check in a natural environment
Effect: You make a Nature check in place of your initiative check. In addition, you and your allies gain a +4 bonus to all defenses until the end of the first round of the encounter.



Fluff[]

Background[]

Elurín is one the many cast-off bastard children of a noble house (Lebeda) that had made their way to the outskirts of the River Kingdoms to make their own way. His Elven mother, Luthia was never spoken about to him by his father, Breen on the few occasions that Breen talked to Elurín . Elurín ran around with the dogs and the household kitchen workers until he was seven; he was taken by one of the kitchen workers off “to hunt” one day and apprenticed to the Elven druid of the village of Coolpool, by the edge of the swamp. There he worked for his master, Konile, and was fascinated by tales of the Fey and the Feywild. He took every opportunity that he could to learn more and to visit. When Konile took on another young apprentice, Elurin stole an amulet from Konile that allowed him to visit the Fey one last time. There he was charged to insert himself in the inevitable rise of mundane civilization and keep the River Kingdoms open to the Fey and Fey-descended. He then reappeared in the world near where he could be recruited by Brevoy to “tame the wild” he said with a smirk.

Appearance and personality[]

Age: 18
Gender: Male
Height: 6' ( 183 cm)
Weight: 160 lb.(72 kg)
Alignment: Unaligned
Personality: Elurin is excited to be chosen to "keep the worlds together." He cast-off heritage has put him socially in a lot of sink or swim spots. Elurin has been able to swim in most these circumstances by deciding that he will see the value in any living being. He is proud of his Fey heritage but realizes that he can love the Fey but he cannot be part of them.

Hooks: Elurín never found out what happened to his Elven mother, Luthia, but is proud of his Elven heritage even back to when Elves were Fey

Hooks: Elurín did not leave on good terms with his master Konile. He had thought to replace him one day, but ran away when it became clear that he could never replace Konile and Konile took on a younger apprentice that seemed to be replacement for Elurín. So Elurín stole the Fey amulet from Konile and went on his most recent visit to the Feywild

Hooks:wy?

Kicker: Elurín has been asked by the Fey to keep the River Kingdoms hospitable to the Fey.

Math[]

Attributes[]

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 0 10 0 0 10 0
Con 5 14 2 0 16 3
Dex 0 8 0 0 8 -1
Int 1 11 0 0 11 0
Wis 16 18 0 0 18 4
Cha 3 13 2 0 15 2
Totals 25   8



Defenses[]

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class -1/+0 dex/int 3 3 Hide 1 17
Fortitude+0/+3str/con01 14
Reflex-1/+0dex/int1 1 12
Will+4/+2wis/cha1 1 16


NOTE:The +3 Class bonus to AC is from Elurín's Primal Aspect(Primal Guardian) class feature, since this template will not calculate his Con Mod as the attribute for AC.

The Staff of Aversion gives +2 to all defenses against attacks from enemies that are subject to effects that I caused. Not calculated in sheet

borrowed from another PC's sheet.

Senses and Reactions[]

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative -1 0 0 0 0 1 0 0
Passive Insight 4 0 2 0 0 1 5 22
Passive Perception 4 0 0 0 0 0 1 5 20


Senses:

Health[]

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherSurge Value BonusTotalBloodiedSurge
Hit Points 12 16 5 0 0 0 0 33 16 8


Surges per Day 10 (Class 7 + Con 3)

Saving Throw Bonuses[]

None.

Basic Attacks[]

Attack Type Attrib Attrib Type Class Class Feature Feat Feat Name Equip Equip Name Other Level Total vs ?
Basic Melee +0 Str +1 Staff Expertise +2 Quarterstaff +1 +4 vs AC
OA: Melee +0 Str +1 Staff Expertise +2 Quarterstaff +1 +4 vs AC
Savage Rend +4 Wis +1 Staff Expertise +1 +6 vs Reflex
OA: Savage Rend +4 Wis +1 Staff Expertise +1 +6 vs Reflex

Speed and Movement[]

Speed: 6

Powers[]

Powers Known[]

  • Druid
    • At-Will
      • Wild Shape (PHB2)
      • Fire Hawk (PP)
      • Grasping Tide (Druid) (PHS1)
      • Savage Rend (PHB2)
    • Encounter
      • Call Forth the Spirit Pack (PP)
      • Visions of Blood (DP)
    • Daily
      • Summon Giant Toad (PHB2)
      • Nature Sense


Powers to Hit[]

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Savage Rend +4 Wis 1 Staff Expertise +0 Implement 0 0 1 6 Reflex
Fire Hawk +4 Wis 1 Staff Expertise +0 Implement 0 0 1 6 Reflex
Grasping Tide (Druid) +4 Wis +1 Staff Expertise +0 Implement 0 0 1 6 Fortitude
Call Forth the Spirit Pack +4 Wis +1 Staff Expertise +0 Implement 0 0 1 6 Reflex
Visions of Blood +4 Wis +1 Staff Expertise +0 Implement 0 0 1 6 Will
Summon Giant Toad +4 Wis +0 Implement 0 0 1 5 Reflex


Class Features[]

Druid

  • +1 Reflex, +1 Will
  • Balance of Nature: Must have one or two Beast Form at-will powers.
  • Primal Aspect - Primal Guardian: Con used for AC when not wearing heavy armor.
  • Ritual Caster Feat
  • Ritual book
  • Wild Shape Gain the wild shape power.

Racial Features[]

Half-elf

  • Dilettante: Choose an at-will power from other classes; use as encounter power
  • Dual Heritage: Count as Elf, Half-elf or Human for choosing feats.
  • Group Diplomacy: You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks.
  • Skill Bonuses: +2 Diplomacy, +2 Insight
  • Ability Score Bonuses: +2 Con, +2 Chr
  • Size: Medium
  • Speed: 6
  • Vision: Normal
  • Languages: Common, Elven, +1 more

Skills and Languages[]

Languages Allarian, Elven, Hallit


Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics-1dex-1Hide Armor1-1
Arcana 0 int 1 1
Athletics0str-1Hide Armor10
Bluff+2cha13
Diplomacy5+2cha2110
Dungeoneering4wis15
Endurance3con-1Hide Armor13
Heal4wis15
History0int11
Insight54wis2112
Intimidate+2cha13
Nature54wis110
Perception54wis110
Religion0int11
Stealth-1dex-1Hide Armor1-1
Streetwise+2cha13
Thievery-1dex-1Hide Armor1-1



Feats[]

  • Half-Elf Spirit Speaker +1 to all defenses for me and allies when first bloodied; +1 to Insight and Nature for allies.
  • Staff Expertise +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

Regional Benefits[]

Background: Bastard +1 to Diplomacy and Intimidate.

Ongoing Effects[]

Group Diplomacy:

* Allies within 10 squares get +1 to Diplomacy checks.



Equipment[]

Item Cost Weight Notes
Hide Armor 30 gp 25lbs purchased at start
Potion of Healing 50 gp 0 lbs purchased at start
Quarterstaff 5 gp 4lb purchased at start
Rare Herbs 10 remaining of 20 gp 0lb purchased at start. For nature rituals.
Standard Adventurer's Kit 15 gp 33lbs purchased at start. Contains backpack, bedroll, flint and steel, belt pouch, 10 days trail rations, 50ft hemp rope, 2 sunrods, waterskin. Items used are crossed out.
Ritual Book free 3lb free at start. 2 of 128 pages used.
Gold 65gp 1.3 lb
Platinum 0pp 0 lb

Total weight:66.3 lb
Carrying capacity: normal load up to 100 lb. Heavy load up to 200 lb. Drag up to 500 lb.

Wishlist[]

Under construction

Tracking[]

XP[]

Changes[]

Adventures[]





Judge Comments[]

Approval 1[]

Approval from renau1g:

  • You have a longbow as your RBA but half-elves aren't proficient with one and you don't have one left in your equipmen
  • minor though so aapproved
  • 6-28-10 fixed - HandofMystra

Approval 2[]

Approval from Ozymandias79

APPROVED!

Status[]

Approved for level 1 with 0 xp by renau1g and Ozymandias79

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