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Summary Edit

Hergunna Player ryryguy
Human Druid (Good) Level 6 (XP 7712)
Initiative 6
Passive Insight 22 Passive Perception 22; Senses normal
HP 56 Bloodied 28 Surge Value 14 (16 beast form); Surges Per-Day 9
AC 20 Fortitude 18 Reflex 20 Will 21
Speed 7 Size Medium
Str 10 (+3) Dex 17 (+6) Wis 19 (+7)
Con 14 (+5) Int 10 (+3) Cha 10 (+3)
Racial Abilities Bonus Feat, Bonus Skill, Bonus At-Will Power, Human Defense Bonuses (+1 Fort, Ref, Will)
Class Features Balance of Nature, Primal Aspect - Primal Predator, Ritual Casting, Wild Shape, Hunter's Quarry (1/encounter)
Battack Basic Attack Savage Rend +8 vs Ref, 1d8+5 damage
Branged Ranged Basic Attack Crossbow +8 vs AC, 1d8+3 damage
Feats Ritual Caster(b), Warrior of the Wild(b), Versatile Expertise(b) (Crossbow/Totem), Toughness, Action Surge, Human Perseverance, Agile Form
Skills Acrobatics +5, Athletics +2, Dungeoneering +12, Endurance +9, Insight +12, Nature +12, Perception +12, Stealth +12, Thievery +5
Languages Allarian, Deep Speech
Rituals Animal Messenger (Nature), Traveler's Camouflage (Nature)
Powers
Thorn Whip (At Will Standard Ranged 10 ✦ Implement, Primal) Druid 1
Target: One creature
Attack: +9 vs. Fortitude
Hit: 1d8+5 damage, and Hergunna pulls the target 2 squares.
Call of the Beast (At Will Standard Area burst 1 within 10 squares ✦ Charm, Implement, Primal, PSychic) Druid 1
Target: Each enemy in burst
Attack: +9 vs Will
Hit: The target can't gain combat advantage until the end of Hergunna's next turn. In addition, on its next turn the target takes 9 psychic damage when it makes any attack that doesn't include Hergunna's ally nearest to it as a target.
Chill Wind (At Will Standard Area burst 1 within 10 squares ✦ Cold, Implement, Primal) Druid 1
Target: Each creature in burst
Attack: +9 vs Fortitude
Hit: 1d6+1 cold damage, and Hergunna slides the target 1 square.
Savage Rend (At Will Standard Melee touch ✦ Beast Form, Implement, Primal) Druid 1
Target: One creature
Attack: +9 vs Reflex
Hit: 1d8+5(+1d10 damage w/combat advantage) damage, and Hergunna slides the target 1 square.
Special: This power can be used as a melee basic attack.
Thorn Spray (Encounter Standard Close blast 5 ✦ Implement, Primal) Druid 1
Target: Each creature in blast
Attack: +9 vs Fortitude
Hit: 1d6+5 damage, and the target takes a -4 penalty to all defenses until the end of Hergunna's next turn.
Predator's Flurry (Encounter Standard Melee touch ✦ Beast Form, Implement, Primal) Druid 3
Target: One creature
Attack: +9 vs Reflex
Hit: 1d6+5 (+1d10 w/combat advantage) damage, and the primary target is dazed until the end of Hergunna's next turn.
Secondary Target: One creature other than the primary target
Secondary Attack: +9 vs Reflex
Secondary Hit: 1d6+5(+1d10 w/combat advantage) damage, and the secondary target is dazed until the end of Hergunna's next turn.
Effect: Hergunna shifts 3 squares and then makes a secondary attack.
Summon Pack wolf (Daily Standard Ranged 5 ✦ Implement, Primal, Summoning) Druid 1
Secondary Target: Melee 1; one creature
Secondary Attack: +9 vs Reflex
Secondary Hit: 1d6+5 damage, and if the wolf has combat advantage against the target, the target is knocked prone.
Effect: Hergunna summons a Medium wolf in an unoccupied square within range. The wolf has speed 6. Hergunna can give the wolf the following special command. On the turn she summons the wolf, she gives that command as part of using this power.
Special: Instinctive Effect: If Hergunna hasn’t given the wolf any commands by the end of her 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.
Primal Spider (Daily Standard Area Burst 1 within 5 squares ✦ Beast Form, Implement, Poison, Primal) Druid 5
Target: Each creature in burst
Attack: +9 vs Fortitude
Hit: 2d8+5 poison damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is slowed until the end of Hergunna's next turn.
Effect: Until the end of the encounter, while Hergunna is in beast form, whenever she hits an enemy with a melee attack, that enemy is slowed until the end of her next turn.
Resist Energy (Encounter Immediate Interrupt Close burst 1 ✦ Primal) Druid 2
Target: Hergunna and each ally in burst
Trigger: Hergunna takes cold, fire, lightning or thunder damage
Effect: Each target gains resist 5 to the triggering damage type until the end of Hergunna's next turn.
Camouflage Cloak (Encounter Minor Ranged 5 ✦ Primal) Druid 6
Target: Hergunna or one ally
Effect: The target becomes invisible until he or she moves or until the end of Hergunna's next turn.
Hunter's Quarry (Encounter Minor ) Feat
Special: Hergunna can designate the nearest enemy to her that she can see as her quarry.

Once per round, when she hits her quarry with an attack, the attack deals 1d6 extra damage. If she can make multiple attacks in a round, she decides which attack to apply the extra damage to after all the attacks are rolled. If she has dealt Hunter’s Quarry damage since the start of her turn, she cannot deal it again until the start of her next turn.

The target she designates as her quarry remains her quarry until the end of her next turn.
Wild Shape (At Will Minor Personal ✦ Polymorph, Primal) Druid 1
Effect: Hergunna changes from Hergunna's humanoid form to beast form or vice versa. When Hergunna changes from beast form to humanoid form or humanoid form to beast form, Hergunna can shift 1 square.

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

Hergunna chooses a specific form whenever Hergunna uses wild shape to change into beast form. The beast form is Hergunna's size, resembles a natural beast or a fey beast, and normally doesn't change Hergunna's game statistics. Hergunna's equipment becomes part of Hergunna's beast form, but Hergunna drops anything Hergunna are holding, except implements Hergunna can use. Hergunna continues to gain the benefits of the equipment Hergunna wears. Hergunna can use the properties and the powers of implements as well as magic items that Hergunna wears, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of Hergunna's beast form, it cannot be removed, and anything in a container that is part of Hergunna's beast form is inaccessible.
Special: Hergunna can use this power once per round.
Death Fang Totem (Daily Free ) Magic Item
Trigger: Hergunna bloodies an enemy with an attack.
Effect: That enemy grants combat advantage to Hergunna (save ends).
Critical: +1d6 damage, plus 1d6 extra vs. target that is granting combat advantage to Hergunna.
Properties: Item bonus to Stealth checks equal to the number of items from the Skin of the Panther set (2).
Claw Gloves (n/a )
Properties: While in beast form and an enemy grants combat advantage to her, Hergunna's melee attacks deal 1d10 extra damage against that enemy.
Bracers of Respite (Daily Free ✦ Healing) Magic Item
Trigger: An ally adjacent to Hergunna regains hit points.
Effect: Hergunna or one other ally adjacent to her regains 1d8 hit points.
Enduring Beast Hide +1 (Daily Minor ✦ Healing) Magic Item
Effect: Hergunna spends a healing surge.
Properties: While in beast form, Hergunna regains +2 hit points whenever she spends a surge.
Amulet of Physical Resolve +2 (n/a ) Magic Item
Properties: Hergunna gains a +2 item bonus to saving throws against effects with the poison keyword and effects that render her weakened, slowed, or immobilized.
Surfsurge Shoes (Encounter) (Encounter Immediate Reaction ) Magic Item
Trigger: Hergunna is subject to a push, pull, or slide effect.
Effect: Hergunna slides 1 square.
Surfsurge Shoes (Daily) (Daily Move ) Magic Item
Effect: A wave of rushing water rises beneath Hergunna's feet and carries her where she wants. She moves her speed, moving vertically if she wishes. This movement doesn't provoke opportunity attacks. If she does not end her move on a solid surface, she falls.

Fluff Edit

Background Edit

Early Life Edit

Hergunna was born to an average fishing clan in a medium-sized village in central Surtyr. Her early life was fairly uneventful. She married a fisherman named Skjar at the age of 19, and was mostly content, although the couple remained childless. At 27, her husband's ship was lost to a great storm, leaving her a widow. Shortly afterwards, wishing to get away from the sea, she moved to join her sister Ynger and brother-and-law Ragnall who lived in a small settlement high on the slope of an inland mountain. The settlement featured hot springs and excellent hunting grounds. Hergunna helped her relatives run a small but prosperous hunting lodge which catered to nobles and warriors from the lowland valleys.

This life suited Hergunna well. She had a better head for business than her brother-in-law, and helped him steer clear of cheats and bad deals. She mostly worked running the lodge's small kitchen and bar, but over the years she also picked up a lot of hunting and foraging lore. She helped to raise her nieces and nephews, coming to love them as if they were her own children.

The Wolf Edit

On her 50th birthday, while out gathering firewood and berries for wine, Hergunna stumbled into a clearing and suddenly found herself face to face with a great white wolf. She locked eyes with the beast, strangely unafraid, knowing instinctively that this was a spirit creature of some kind. After a few minutes the wolf turned and vanished. But from that point on, she would often see the wolf as she went about her wilderness activities. Sometimes it was distant, other times it came near. Hergunna welcomed its presence and sensed that it was waiting for something.

Sickness Edit

Tales of troubles in the southern areas of Surtyr had long been circulating, but the mountain village and neighboring valleys remained untouched. But three years after the wolf appeared to her, travellers arrived with stories of a plague striking the nearby lowlands. The very next day, as she returned from drawing water from the village spring, Hergunna saw a group of people, including her sister and brother-in-law clustered around the entrance to the lodge. A tall stranger stood in their midst. As one the group looked up, and Hergunna's blood ran cold. Their eyes were flat and dead, but something inhuman wriggled and writhed behind them. Hergunna dropped the water, turned, and fled. As she reached the woods, she found the wolf waiting for her. It led her away from the village, high up the mountain, to a cave where a small group of humans, dwarves and goliaths waited.

The Verdant Order Edit

Hergunna had found a cell of the Verdant Order - or rather, they had found her. Their leader, a dwarven shaman named Geinna, explained that the spirits of the land had told them to watch over her, and bring her into their ranks if the sickness should come to her people. The Order existed to protect the land and serve the will of its spirits. In Surtyr, they now stood against the aberrant taint that was slowly spreading from the south.

Geinna trained Hergunna in the ways of the druid and also in the lore of their enemy, the illithids and their allies. After six months Hergunna crafted her totem and was able to assume the form of the wolf which had once guided her. She returned to the lodge, but found the entire settlement abandoned. So, she fought alongside the others in the Order, in and under the mountains. It was a grim business, as they often had to fight Surtyrian folk whose minds had been broken and enslaved by the illithids. Hergunna feared that she would encounter her own relatives and be forced to fight them, but she never saw them again. This was a relief, but also troubling, as their fate remained a mystery.

One day Geinna called on Hergunna and told her that the war was not going well for the Order. "We are barely hanging on, and the enemy's strength grows. We need help. I want you to go forth, leave Surtyr and Ea, and seek allies, artifacts, and lore that can help us drive the taint from the land. You, amongst all of us, are best suited for this task, since we all grew up in the wild and have had no dealings with civilized folk. I believe this is why the spirits guided us to you in the first place."

Hergunna argued, wanting to stay with her new friends and, though she didn't want to admit it, afraid of leaving the only land she had ever known. But she knew that Geinna's words were wise, and she relented. She left on a ship from a northern port, and bounced around a few islands before arriving at Daunton. Having heard of Daunton's reputation as a beacon of strength in the world, she hopes to find what she is seeking there.

Appearance and personality Edit

Age: 56 Gender: Female Height: 5'8" Weight: 200 lbs. Alignment: Good
Personality: Hergunna is brusque, matter-of-fact, stubborn, and does not allow even petty slights to go unavenged. She can also be quite nurturing and kind. Her experiences have toughened her mentally and physically and taught her caution, but she is not embittered.
Physical Description: Hergunna is middle aged, fat, very light skinned with full pink cheeks. Her dark hair, streaked with white, is bound into a long braid with leather cords. Another leather thong around her neck holds a large polished fang, carved with symbols and pierced by bronze rings. Wolves' teeth and amber stones hang from the rings. She is wrapped in thick hides that look like they originally belonged to a great brown bear. She wears sturdy, practical boots.

Region Edit

Background: Mountains (Dungeoneering class skill)

Hooks Edit

  • Aberration hater (Hergunna has sworn an oath to oppose and defeat aberrations wherever they may be found)
  • Verdant Order (The order of druids which recruited Hergunna has a presence in many locations; enemies or allies could be encountered)

Kicker Edit

  • Allies, Artifacts, or Lore (Hergunna is trying to find something that can help her fight off the sickness that is overcoming her homeland)

Show Math Edit

Ability Scores Edit

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 2 10 0 0 10 0
Con 5 14 0 0 14 2
Dex 9 16 0 1 17 3
Int 0 10 0 0 10 0
Wis 9 16 2 1 19 4
Cha 0 10 0 0 10 0
Totals 25   9



Attacks Edit

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

4

wis Savage Rend1Versatile Expertise1Death Fang Totem +128Ref
Basic Ranged

3

dex1Versatile Expertise2Crossbow28AC


Defenses Edit

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +3/+0 dex/int 4 Enduring Beast Hide +1 2 19
Fortitude+0/+2str/con12Amulet of Physical Resolve +22 17
Reflex+3/+0dex/int11 2Amulet of Physical Resolve +22 19
Will+4/+0wis/cha11 2Amulet of Physical Resolve +22 20



Senses and Reactions Edit

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 3 0 0 0 0 0 0 0 2 0 5
Passive Insight 4 0 0 0 0 0 0 0 2 5 21
Passive Perception 4 0 0 0 0 0 0 0 2 5 21


Health Edit

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherSurge Value BonusTotalBloodiedSurge
Hit Points 12 14 5 0 5 Toughness 0 0 46 23 11


Surges per Day 9 (Class 7 + Con 2)

Speed and Movement Edit

Speed: 7 (Race 6, Primal Predator +1)

Racial Features Edit

Human

  • Bonus Feat
  • Bonus Skill
  • Bonus At-Will Power
  • Human Defense Bonuses (+1 to NADS)
  • Size: Medium
  • Speed: 6
  • Vision: Normal
  • Languages: Common, Deep Speech

Class Features Edit

Druid

  • +1 Reflex, +1 Will
  • Balance of Nature (3 starting at-wills)
  • Primal Aspect: Primal Predator (+1 speed when not in heavy armor)
  • Ritual Casting
  • Wild Shape

Ranger (Warrior of the Wild)

  • Hunter's Quarry 1/encounter

Feats Edit

Skills and Languages Edit

Languages Common, Deep Speech

Access to Dungeoneering as class skill through Mountain background. Training in Stealth skill through Warrior of the Wild.



Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics3dex-1Hide armor24
Arcana 0 int 2 2
Athletics0str-1Hide armor21
Bluff0cha22
Diplomacy0cha22
Dungeoneering54wis211
Endurance52con-1Hide armor28
Heal4wis26
History0int22
Insight54wis211
Intimidate0cha22
Nature54wis211
Perception54wis211
Religion0int22
Stealth53dex1Hide armor (-1), Skin of Panther set (+2)211
Streetwise0cha22
Thievery3dex-1Hide armor24



Powers Edit

Powers KnownEdit

Powers to Hit Edit

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Thorn Whip +4 Wis 1 Versatile Expertise 1 Death Fang Totem +1 0 0 2 8 Fort
Chill Wind +4 Wis 1 Versatile Expertise 1 Death Fang Totem +1 0 0 2 8 Fort
Savage Rend +4 Wis 1 Versatile Expertise 1 Death Fang Totem +1 0 0 2 8 Ref
Call of the Beast +4 Wis 1 Versatile Expertise 1 Death Fang Totem +1 0 0 2 8 Will
Thorn Spray +4 Wis 1 Versatile Expertise 1 Death Fang Totem +1 0 0 2 8 Fort
Summon Pack Wolf
(Pack Wolf attack)
+4 Wis 1 Versatile Expertise 1 Death Fang Totem +1 0 0 2 8 Ref
Predator's Flurry +4 Wis 1 Versatile Expertise 1 Death Fang Totem +1 0 0 2 8 Ref
Primal Spider +4 Wis 1 Versatile Expertise 1 Death Fang Totem +1 0 0 2 8 Fort


DDI Summary Edit

====== Created Using Wizards of the Coast D&D Character Builder ======
Hergunna, level 5
Human, Druid
Build: Predator Druid
Primal Aspect: Primal Predator
Versatile Expertise: Versatile Expertise (Crossbow)
Versatile Expertise: Versatile Expertise (Totem)
Background: Geography - Mountains (Dungeoneering class skill)

FINAL ABILITY SCORES
Str 10, Con 14, Dex 17, Int 10, Wis 19, Cha 10.

STARTING ABILITY SCORES
Str 10, Con 14, Dex 16, Int 10, Wis 16, Cha 10.


AC: 19 Fort: 17 Reflex: 19 Will: 20
HP: 51 Surges: 9 Surge Value: 12

TRAINED SKILLS
Endurance +8, Nature +11, Insight +11, Perception +11, Dungeoneering +11, Stealth +11

UNTRAINED SKILLS
Acrobatics +4, Arcana +2, Bluff +2, Diplomacy +2, Heal +6, History +2, Intimidate +2, Religion +2, Streetwise +2, Thievery +4, Athletics +1

FEATS
Druid: Ritual Caster
Human: Toughness
Level 1: Warrior of the Wild
Level 2: Action Surge
Level 4: Human Perseverance
Feat User Choice: Versatile Expertise

POWERS
Bonus At-Will Power: Fire Hawk (retrained to Thorn Whip at Level 2)
Druid at-will 1: Call of the Beast
Druid at-will 1: Chill Wind
Druid at-will 1: Savage Rend
Druid encounter 1: Thorn Spray
Druid daily 1: Summon Pack Wolf
Druid utility 2: Resist Energy
Druid encounter 3: Predator's Flurry
Druid daily 5: Primal Spider

ITEMS
Ritual Book, Hide Armor, Adventurer's Kit, Rare Herbs (Nature) (100), Crossbow, Crossbow Bolts (20), Death Fang Totem +1, Potion of Healing (heroic tier), Claw Gloves (heroic tier), Bracers of Respite (heroic tier), Enduring Beast Hide Armor +1, Amulet of Physical Resolve +2
RITUALS
Animal Messenger, Traveler's Camouflage, Dowsing Rod, Portend Weather, Water Walk
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


Equipment Edit

Equipment Name Price Weight
Hide Armor 30gp 25lbs
Enduring Beast Hide +1 (1000 gp) 25lbs
Death Fang Totem +1 (680 gp) 2lbs
Amulet of Physical Resolve +2 (2600 gp) -
Claw Gloves (840 gp) -
Bracers of Respite 520 gp -
Surfsurge Shoes (3400 gp) -
Potion of Healing (50 gp) 0lbs
Crossbow 25gp 4lbs
Crossbow Bolts (20) 1gp 2lbs
Standard Adventurer's Kit 15gp 33lbs
Ritual Components (Nature) (90) 100gp -
Ritual Components (Heal) 0gp -
Ritual Components (Arcana) 0gp -
Ritual Components (Religion) 0gp -
Ritual Book 0gp 3lbs


Gold remaining at start: 4 (100-96)


+94 gp, Lord Byron's Economic Woes

+340 gp, Lord Byron's Economic Woes

-2 gp, Lord Byron's Economic Woes

+409 gp, Lord Byron's Economic Woes (time gold)

-800 gp, purchases @ level 4


GP: 1,918

Encumbrance 69 / 100


Wish List Edit

General wish list:

  • Hide Armor: Shadow Hunter +1 (level 2), Life Vine +1 (level 3), Predator +1 (level 3), Pouncing Beast +1 (level 4), Enduring Beast +1 (level 5)
  • Feet: Surfsurge shoes (L8), Boots of Striding (L9)
  • Neck: Amulet of Physical Resolve +1 (level 2) or +2 (level 6), Brooch of Shielding +1 (level 3), Frostwolf Pelt +1 (level 4)
  • Head: Coif of Mindiron (level 8), Helm of Battle (level 9)
  • Waist: Belt Tactical Positioning (L8), Belt of Vim (L8), Diamond Cincture (L10)
  • Hands: Green Thumbs (level 9), Antipathy Gloves (level 10)

Tracking Edit

Consumables Edit

Used 10gp of Rare Herbs Lord Byron's Economic Woes

CashEdit

Spent 2gp for ritual in Lord Byron's Economic Woes

Level 4:

Purchased Ritual Books: Dowsing Rod (50 gp), Portend Weather (50 gp), Water Walk (100 gp)

Purchased 80 gp worth of Rare Herbs

Purchased Bracers of Respite (520 gp)

Treasure Edit

XP Edit

Changes Edit

  • 2/8/10 - Level 2
    • Retrained Fire Hawk -> Thorn Whip

Judge Comments Edit

Level 1Edit

Approval 1 Edit

Comments from renau1g

  • Hide Armor should be 25 gp, not na

Minor thing though so approved.

Approval 2 Edit

Approval from TwoHeadsBarking:

  • Jerks a thumb at renau1g's comments

What he said (although it's actually 30 gp). Approved.

Level 2Edit

Approval 1 Edit

Approval from renau1g:

Looks good ryry

Approval 2 Edit

Approval from Ozymandias79

Approved!!

Level 3Edit

Approval 1 Edit

Approval from renau1g:

Looks good...again ryry

Approval 2 Edit

Approval from TwoHeadsBarking:

  • jerks a thumb at renau1g's comments

What he said... again. Approved.


Level 4Edit

Approval 1 Edit

Approval from ScorpiusRisk

Approval 2 Edit

Approval from TwoHeadsBarking:

  • Predator's Flurry's primary attack should also deal +d10 damage with CA.

Super minor, so approved.

Level 5Edit

Approval 1 Edit

Approval from renau1g


Approval 2 Edit

Approved by TwoHeadsBarking.

Status Edit

Approved for level 1 at 0 xp by renau1g and TwoHeadsBarking
Approved for level 2 at 1390 xp by renau1g and Ozymandias79
Approved for level 3 at 2600 xp by renau1g and TwoHeadsBarking
Approved for level 4 at 3978 xp by ScorpiusRisk and TwoHeadsBarking
Approved for level 5 at 6181 xp by renau1g and TwoHeadsBarking

Mini stat block for inclusion in combat posts Edit

[sblock=Hergunna stat block][U][B]Hergunna[/B][/U]- Female Human Druid 6
[b]Human Form[/b]
Passive Perception: 22, Passive Insight: 22
AC:20, Fort:18, Reflex:20, Will:21 -- Speed:7
HP:[color=red]19/56[/color], Bloodied:28, Surge Value:14 (16 in beast form), Surges left:9/9
Initiative +5
Action Points: 0, Daily Item Uses: 1, Second Wind: Not Used
Powers: 
[color=green]Thorn Whip[/color], [color=green]Call of the Beast[/color], [color=green]Chill Wind[/color], [color=green]Savage Rend[/color], [color=green]Wild Shape[/color]

[color=red][s]Thorn Spray[/s][/color], [color=red]Resist Energy[/color], [color=red]Predator's Flurry[/color], [color=red]Camouflage Cloak[/color] [color=red]Hunter's Quarry[/color]

[color=gray]Summon Pack Wolf[/color], [color=gray]Primal Spider[/color]

[color=red]Surfsurge Shoes[/color], [color=gray]Death Fang Totem[/color], [color=gray]Enduring Beast Hide Armor[/color], [color=gray]Bracers of Respite[/color], [color=gray]Surfsurge Shoes[/color]
[/sblock]
[sblock=Summoned Wolf] 
AC:20, Fort:19, Reflex:20, Will:21
HP: 28/28[/sblock]



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