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Name: Rain
Player: Lavi
Level: 1
Class: Druid
Experience: 0/1,000
Race: Shifter, Razorclaw
Size: Medium
Age: 38
Gender: Female
Height: 5'8"
Weight: 145 lb.
Alignment: Unaligned
Deity: the Primal Beast
Initiative: +3
Ability scores
Strength: 9 (-1)
Constitution: 15 (+2)
Dexterity: 17 (+3)
Intelligence: 10 (+0)
Wisdom: 17 (+3)
Charisma: 10 (+0)
Defenses
Armor Class: 16
Fortitude: 12
Reflex: 14
Will: 14
Speed: 6 squares
Senses:
Passive Perception: 18
Passive Insight: 18
Hitpoints: 27
Healing Surges: 9
Race Features
Low-Light Vision: You ignore concealment from darkness (but not total concealment)
Skill Bonuses: +2 Acrobatics, +2 Stealth
Razorclaw Shifting: You have the razorclaw shifting power.
Heroic Class Features:
Balance of Nature: Some druids favor being in beast form, while others prefer being in humanoid form. However, just as druids seek balance in the world between divine and primordial forces, druids pursue balance within their own minds and bodies.
You begin with three at-will attack powers. Throughout your career, at least one of those powers, and no more than two, must have the beast form keyword. By this means, you have access to useful attacks in either beast or humanoid form.
Primal Aspect - Primal Predator: Druidic lord speaks of the Primal Beast, the first spirit of the world's noble predators. A formless thing of shadows, fur, feathers, and claws, this creature appears in many druids' visions, and they speak of channeling the Primal Beast when using their wild shape and beast form powers. As a druid, you have chosen to manifest the Primal Predator aspect of the Primal Beast.
Because of this, while you are not wearing heavy armor, you gain a +1 bonus to speed.
Ritual Casting: You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You own a ritual book, and it contains two rituals of your choice that you have mastered: Animal Messenger and another 1st level ritual.
Once per day, you can use Animal Messenger without expending components.
Wild Shape: As a druid, you have the ability to channel the primal energy of beasts into your physical form and transform into a beast. You have an at-will power, wild shape, that allows you to assume the form of a beast, and many druid powers have the beast form keyword and therefore can be used only while you are in beast form.
The wild shape power lets you assume a form of your size that resembles a natural or a fey beast, usually a four-legged mammalian predator such as a bear, a boar, a panther, a wolf, or a wolverine. Your beast form might also be an indistinct shape of shadowy fur and claws, an incarnation of the Primal Beast of which all earthly beasts are fractured images. You choose a specific form whenever you use wild shape, and that form has no effect on your game statistics or movement modes.
Your choice of Primal Aspect might suggest a specific form you prefer to assume, and certain beast form powers specify changes to your form while you use them. You might also resemble a more exotic beast when you're in beast form: a reptile such as a rae drake or a crocodile, or a fantastic beast such as an owlbear or a bulette.
Armor Proficiencies: Cloth, leather, hide
Weapon Proficiencies: Simple melee, simple ranged
Implements: Staffs, totems
Trained skills:
Acrobatics: +9
Nature: +8
Thievery: +9
Perception: +8
Other skills:
Acrobatics: +4
Stealth: +4
Streetwise: +1
Languages Known:
Common
Goblin
Feats:
Primal Fury: You gain a +1 bonus to attack rolls with primal powers against bloodied enemies.
Ritual Caster: You can master and perform rituals of your level or lower.
At-Will Powers
Ranged Basic Attack (Basic Attack): You resort to the simple attack you learned when you first picked up a ranged weapon.
At-Will, Weapon
Standard Action
Ranged Weapon
Target: One Creature
Attack: +5 vs. AC (Dexterity)
Hit: 1d8 damage (Dexterity)
Melee Basic Attack (Basic Attack): You resort to the simple attack you learned when you first picked up a melee weapon.
At-Will, Weapon
Standard Action
Melee Weapon
Target: One Creature
Attack: +1 vs. AC (Strength)
Hit: 1d8 damage (Strength)
Melee Basic Attack, Beast Form: See savage rend.
Wild Shape (Druid Feature): You assume an aspect of the Primal beast or return to your humanoid form.
At-Will, Polymorph, Primal
Minor Action (Special)
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 shift 1 square. Whild you are in beast form, you can't use the 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 a beast form. The beast form is your size, resembles a natural beast or a fey beast, and normally doesn't change your game statistics or movement modes. 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 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.
Flame Seed (Druid Attack 1): You hurl a seed infused with primal energy at your foes. When it strikes the ground, the seed explodes in a fiery burst.
At-Will, Fire, Implement, Primal, Zone
Standard Action
Ranged 10
Target: One creature
Attack: +3 vs. Reflex (Wisdom)
Hit: 1d6 fire damage, and the squares adjacent to the target become a fiery zone that lasts until the end of your next turn. Any enemy that enters the zone or starts its turn there takes 3 points of fire damage. (Wisdom)
Pounce (Druid Attack 1): You leap at your foe, catching it off guard.
At-Will, Beast Form, Implement, Primal
Standard Action
Melee touch
Target: One creature
Attack: +3 vs. Reflex (Wisdom)
Hit: 1d8+3 damage. The target grants combat advantage to the next creature that attacks it before the end of your next turn.
Special: When charging, you can use this power in place of a melee basic attack.
Savage Rend (Druid Attack 1): You rake your foe with claws, setting it up for the kill.
At-Will, Beast Form, Implement, Primal
Standard Action
Melee touch
Target: One creature
Attack: +3 vs. Reflex (Wisdom)
Hit: 1d8+3 damage, and you slide the target 1 square.
Special: This power can be used as a melee basic attack.
Encounter Powers
Razorclaw Shifting (Shifter Racial Power): You unleash the beast within and take on a savage countenance.
Encounter
Minor Action
Personal
Requirement: You must be bloodied.
Effect: Until the end of the encounter, your speed increases by 2, and you gain a +1 bonus to AC and Reflex.
Darting Bite (Druid Attack 1): With quickness and cunning, you bite your enemies and dodge to avoid a counterattack.
Encounter, Beast Form, Implement, Primal
Standard Action
Melee touch
Target: One or two creatures
Attack: +3 vs. Reflex (Wisdom)
Hit: 1d10+3 damage. If at least one of the attacks hits, you can shift 3 squares. (Wisdom, Dexterity)
Daily Powers
Faerie Fire (Druid Attack 1): A burst of colorful light envelops your foes, distracting and slowing them. As each creature breaks free of the effect, the light flares one last itme, searing the flesh and dazzling the eyes.
Daily, Implement, Primal, Radiant
Standard Action
Area burst 1 within 10 squares
Target: Each creature in burst
Attack: +3 vs. Will (Wisdom)
Hit: The target is slowed and grants combat advantage (save ends both).
Aftereffect: 3d6+3 radiant damage, and the target grants combat advantage until the end of your next turn. (Wisdom)
Miss: 1d6+3 radiant damage, and the target grants combat advantage until the end of your next turn. (Wisdom)
Rituals
Animal Messenger: You whisper to the animal before you, and it bounds off in the direction you point to carry your message.
Level: 1
Category: Exploration
Time: 10 minutes
Duration: Special
Component Cost: 10 gp
Key Skill: Nature
You target a nonhostile Tiny animal, such as a sparrow, a raven, a fox, or a carp. The animal must remain within 5 squares of you for the time necessary to perform the ritual. Once the ritual is complete, you whisper a message of up to 25 words to the animal and name a recipient and a location. The animal bounds off toward the location, in search of the recipient. The animal avoids danger along its path. Upon finding the recipient, the animal approaches until it is adjacent to the recipient, and then your whisper issues from the animal's mouth, conveying the message. When the animal delivers its message or the ritual's duration ends, your influence ends and the animal reverts to its natural behavior.
Your Nature check determines how long the animal is affected by the ritual.
Create Campsite: A crackling fire, a hot meal, and a warm bedroll await you after a long day of adventuring.
Level: 1
Category: Exploration
Time: 10 minutes
Duration: 8 hours
Component Cost: 15 gp
Key Skill: Nature
You summon hundreds of diminutive nature spirits to assemble a campsite in a 5-square radius around you. The spirits clear the area, set up tents, unroll bedrolls, gather water, and prepare a nourishing meal. They also conceal the campsite, and your nature check result serving as the DC for the Perception checks to notice the hidden camp.
The spirits utilize your and your allies' gear to make the campsite. If you and your allies lack the appropriate gear, the spirits gather raw materials from the environment to make the campsite.
At the end of the ritual's duration, the spirits break down the campsite, pack up the gear, and restore the site to its original state, removing evidence that you and your allies camped there.
Other Equipment
Staff
Crossbow
Hide armor
Ritual book
Backpack
-Bedroll
-Flint and steel
-Hemp rope (50 ft.)
-Sunrod
-Waterskin
-Trail rations (10 days)
Belt Pouch (empty)
Case
-Bolts (20)
Climber's kit
-Grappling hook
-Hammer
-Pitons
Coins and Other Wealth
Gold pieces: 22
Total weight: 82 lbs.
Personality Traits: From her childhood years, Rain maintains a weary attitude towards unfamiliar peoples. She does not speak much to people she does not know very well, giving the impression of a somewhat shy girl. However, Rain gradually opens up as she becomes familiar with her companions. When the need arises, Rain would insert an idea or two of her own into a conversation for the others to consider.
She is overly protective of her personal equipment, which leaks into great loyalty towards those considered friends. However, Rain is not one to take great gambles unless no other options present themselves. When Rain does enter a risky situation
Mannerisms and Appearance: Rain's hair was cut short in her youthful criminal years, in order to make it more difficult for pursuers to grab her. However, she has let her hair run its course upon becoming a druid: it is now long, groomed well enough to keep dirt and grime out. She has felt embarrassed at her feline appearance, often resorting to covering them up with her beige traveling cloak. Her stance is straight, unlike her usual brethren, from living among the more prominent races for so long (and having to try and fit in), though Rain often slouches when sitting.
Her skin is lighter than the typical shifter, though it is still noticeably tan. Unmarked by scars or birthmarks, Rain's skin shines with natural beauty.
Character Background: Rain was raised in the dirty outskirts of a large city. Much of her early life was guided by a need for survival, forcing her to resort to criminal activity in order to have the food to live for the day. She did not dare leave the city for the outside world, as there was no telling what was outside the city walls, trapping the young shifter within. However, Rain learned to adapt to an orphaned life and met a diverse group of people of similar status. It was when she was caught trying to swipe a loaf of bread from a vendor, by a traveler, that changed Rain's life.
A wandering human druid named Ithel stopped Rain as she made a get-away, and consoled her for thievery. However, upon seeing of her ethnic status as a shifter, he took Rain in as his apprentice. As the years passed, Rain grasped the concepts of a druid with Ithel at her side. At first, she was frightened to leave the cityscape to give way for the wild forestry, but Rain eventually embraced it. It felt infinitely purer to be out in nature than stuffed within the confines of the cities. Now, as a druid of her own right, Rain very much rather sleep in the grass, among the trees, than on a comfy bed in an inn.
Backstory benefits: You add Thievery and Streetwise to your class skill list, and you gain a +1 bonus Thievery and Streetwise checks.
Player: Lavi
Level: 1
Class: Druid
Experience: 0/1,000
Race: Shifter, Razorclaw
Size: Medium
Age: 38
Gender: Female
Height: 5'8"
Weight: 145 lb.
Alignment: Unaligned
Deity: the Primal Beast
Initiative: +3
Ability scores
Strength: 9 (-1)
Constitution: 15 (+2)
Dexterity: 17 (+3)
Intelligence: 10 (+0)
Wisdom: 17 (+3)
Charisma: 10 (+0)
Defenses
Armor Class: 16
Fortitude: 12
Reflex: 14
Will: 14
Speed: 6 squares
Senses:
Passive Perception: 18
Passive Insight: 18
Hitpoints: 27
Healing Surges: 9
Race Features
Low-Light Vision: You ignore concealment from darkness (but not total concealment)
Skill Bonuses: +2 Acrobatics, +2 Stealth
Razorclaw Shifting: You have the razorclaw shifting power.
Heroic Class Features:
Balance of Nature: Some druids favor being in beast form, while others prefer being in humanoid form. However, just as druids seek balance in the world between divine and primordial forces, druids pursue balance within their own minds and bodies.
You begin with three at-will attack powers. Throughout your career, at least one of those powers, and no more than two, must have the beast form keyword. By this means, you have access to useful attacks in either beast or humanoid form.
Primal Aspect - Primal Predator: Druidic lord speaks of the Primal Beast, the first spirit of the world's noble predators. A formless thing of shadows, fur, feathers, and claws, this creature appears in many druids' visions, and they speak of channeling the Primal Beast when using their wild shape and beast form powers. As a druid, you have chosen to manifest the Primal Predator aspect of the Primal Beast.
Because of this, while you are not wearing heavy armor, you gain a +1 bonus to speed.
Ritual Casting: You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You own a ritual book, and it contains two rituals of your choice that you have mastered: Animal Messenger and another 1st level ritual.
Once per day, you can use Animal Messenger without expending components.
Wild Shape: As a druid, you have the ability to channel the primal energy of beasts into your physical form and transform into a beast. You have an at-will power, wild shape, that allows you to assume the form of a beast, and many druid powers have the beast form keyword and therefore can be used only while you are in beast form.
The wild shape power lets you assume a form of your size that resembles a natural or a fey beast, usually a four-legged mammalian predator such as a bear, a boar, a panther, a wolf, or a wolverine. Your beast form might also be an indistinct shape of shadowy fur and claws, an incarnation of the Primal Beast of which all earthly beasts are fractured images. You choose a specific form whenever you use wild shape, and that form has no effect on your game statistics or movement modes.
Your choice of Primal Aspect might suggest a specific form you prefer to assume, and certain beast form powers specify changes to your form while you use them. You might also resemble a more exotic beast when you're in beast form: a reptile such as a rae drake or a crocodile, or a fantastic beast such as an owlbear or a bulette.
Armor Proficiencies: Cloth, leather, hide
Weapon Proficiencies: Simple melee, simple ranged
Implements: Staffs, totems
Trained skills:
Acrobatics: +9
Nature: +8
Thievery: +9
Perception: +8
Other skills:
Acrobatics: +4
Stealth: +4
Streetwise: +1
Languages Known:
Common
Goblin
Feats:
Primal Fury: You gain a +1 bonus to attack rolls with primal powers against bloodied enemies.
Ritual Caster: You can master and perform rituals of your level or lower.
At-Will Powers
Ranged Basic Attack (Basic Attack): You resort to the simple attack you learned when you first picked up a ranged weapon.
At-Will, Weapon
Standard Action
Ranged Weapon
Target: One Creature
Attack: +5 vs. AC (Dexterity)
Hit: 1d8 damage (Dexterity)
Melee Basic Attack (Basic Attack): You resort to the simple attack you learned when you first picked up a melee weapon.
At-Will, Weapon
Standard Action
Melee Weapon
Target: One Creature
Attack: +1 vs. AC (Strength)
Hit: 1d8 damage (Strength)
Melee Basic Attack, Beast Form: See savage rend.
Wild Shape (Druid Feature): You assume an aspect of the Primal beast or return to your humanoid form.
At-Will, Polymorph, Primal
Minor Action (Special)
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 shift 1 square. Whild you are in beast form, you can't use the 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 a beast form. The beast form is your size, resembles a natural beast or a fey beast, and normally doesn't change your game statistics or movement modes. 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 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.
Flame Seed (Druid Attack 1): You hurl a seed infused with primal energy at your foes. When it strikes the ground, the seed explodes in a fiery burst.
At-Will, Fire, Implement, Primal, Zone
Standard Action
Ranged 10
Target: One creature
Attack: +3 vs. Reflex (Wisdom)
Hit: 1d6 fire damage, and the squares adjacent to the target become a fiery zone that lasts until the end of your next turn. Any enemy that enters the zone or starts its turn there takes 3 points of fire damage. (Wisdom)
Pounce (Druid Attack 1): You leap at your foe, catching it off guard.
At-Will, Beast Form, Implement, Primal
Standard Action
Melee touch
Target: One creature
Attack: +3 vs. Reflex (Wisdom)
Hit: 1d8+3 damage. The target grants combat advantage to the next creature that attacks it before the end of your next turn.
Special: When charging, you can use this power in place of a melee basic attack.
Savage Rend (Druid Attack 1): You rake your foe with claws, setting it up for the kill.
At-Will, Beast Form, Implement, Primal
Standard Action
Melee touch
Target: One creature
Attack: +3 vs. Reflex (Wisdom)
Hit: 1d8+3 damage, and you slide the target 1 square.
Special: This power can be used as a melee basic attack.
Encounter Powers
Razorclaw Shifting (Shifter Racial Power): You unleash the beast within and take on a savage countenance.
Encounter
Minor Action
Personal
Requirement: You must be bloodied.
Effect: Until the end of the encounter, your speed increases by 2, and you gain a +1 bonus to AC and Reflex.
Darting Bite (Druid Attack 1): With quickness and cunning, you bite your enemies and dodge to avoid a counterattack.
Encounter, Beast Form, Implement, Primal
Standard Action
Melee touch
Target: One or two creatures
Attack: +3 vs. Reflex (Wisdom)
Hit: 1d10+3 damage. If at least one of the attacks hits, you can shift 3 squares. (Wisdom, Dexterity)
Daily Powers
Faerie Fire (Druid Attack 1): A burst of colorful light envelops your foes, distracting and slowing them. As each creature breaks free of the effect, the light flares one last itme, searing the flesh and dazzling the eyes.
Daily, Implement, Primal, Radiant
Standard Action
Area burst 1 within 10 squares
Target: Each creature in burst
Attack: +3 vs. Will (Wisdom)
Hit: The target is slowed and grants combat advantage (save ends both).
Aftereffect: 3d6+3 radiant damage, and the target grants combat advantage until the end of your next turn. (Wisdom)
Miss: 1d6+3 radiant damage, and the target grants combat advantage until the end of your next turn. (Wisdom)
Rituals
Animal Messenger: You whisper to the animal before you, and it bounds off in the direction you point to carry your message.
Level: 1
Category: Exploration
Time: 10 minutes
Duration: Special
Component Cost: 10 gp
Key Skill: Nature
You target a nonhostile Tiny animal, such as a sparrow, a raven, a fox, or a carp. The animal must remain within 5 squares of you for the time necessary to perform the ritual. Once the ritual is complete, you whisper a message of up to 25 words to the animal and name a recipient and a location. The animal bounds off toward the location, in search of the recipient. The animal avoids danger along its path. Upon finding the recipient, the animal approaches until it is adjacent to the recipient, and then your whisper issues from the animal's mouth, conveying the message. When the animal delivers its message or the ritual's duration ends, your influence ends and the animal reverts to its natural behavior.
Your Nature check determines how long the animal is affected by the ritual.
Create Campsite: A crackling fire, a hot meal, and a warm bedroll await you after a long day of adventuring.
Level: 1
Category: Exploration
Time: 10 minutes
Duration: 8 hours
Component Cost: 15 gp
Key Skill: Nature
You summon hundreds of diminutive nature spirits to assemble a campsite in a 5-square radius around you. The spirits clear the area, set up tents, unroll bedrolls, gather water, and prepare a nourishing meal. They also conceal the campsite, and your nature check result serving as the DC for the Perception checks to notice the hidden camp.
The spirits utilize your and your allies' gear to make the campsite. If you and your allies lack the appropriate gear, the spirits gather raw materials from the environment to make the campsite.
At the end of the ritual's duration, the spirits break down the campsite, pack up the gear, and restore the site to its original state, removing evidence that you and your allies camped there.
Other Equipment
Staff
Crossbow
Hide armor
Ritual book
Backpack
-Bedroll
-Flint and steel
-Hemp rope (50 ft.)
-Sunrod
-Waterskin
-Trail rations (10 days)
Belt Pouch (empty)
Case
-Bolts (20)
Climber's kit
-Grappling hook
-Hammer
-Pitons
Coins and Other Wealth
Gold pieces: 22
Total weight: 82 lbs.
Personality Traits: From her childhood years, Rain maintains a weary attitude towards unfamiliar peoples. She does not speak much to people she does not know very well, giving the impression of a somewhat shy girl. However, Rain gradually opens up as she becomes familiar with her companions. When the need arises, Rain would insert an idea or two of her own into a conversation for the others to consider.
She is overly protective of her personal equipment, which leaks into great loyalty towards those considered friends. However, Rain is not one to take great gambles unless no other options present themselves. When Rain does enter a risky situation
Mannerisms and Appearance: Rain's hair was cut short in her youthful criminal years, in order to make it more difficult for pursuers to grab her. However, she has let her hair run its course upon becoming a druid: it is now long, groomed well enough to keep dirt and grime out. She has felt embarrassed at her feline appearance, often resorting to covering them up with her beige traveling cloak. Her stance is straight, unlike her usual brethren, from living among the more prominent races for so long (and having to try and fit in), though Rain often slouches when sitting.
Her skin is lighter than the typical shifter, though it is still noticeably tan. Unmarked by scars or birthmarks, Rain's skin shines with natural beauty.
Character Background: Rain was raised in the dirty outskirts of a large city. Much of her early life was guided by a need for survival, forcing her to resort to criminal activity in order to have the food to live for the day. She did not dare leave the city for the outside world, as there was no telling what was outside the city walls, trapping the young shifter within. However, Rain learned to adapt to an orphaned life and met a diverse group of people of similar status. It was when she was caught trying to swipe a loaf of bread from a vendor, by a traveler, that changed Rain's life.
A wandering human druid named Ithel stopped Rain as she made a get-away, and consoled her for thievery. However, upon seeing of her ethnic status as a shifter, he took Rain in as his apprentice. As the years passed, Rain grasped the concepts of a druid with Ithel at her side. At first, she was frightened to leave the cityscape to give way for the wild forestry, but Rain eventually embraced it. It felt infinitely purer to be out in nature than stuffed within the confines of the cities. Now, as a druid of her own right, Rain very much rather sleep in the grass, among the trees, than on a comfy bed in an inn.
Backstory benefits: You add Thievery and Streetwise to your class skill list, and you gain a +1 bonus Thievery and Streetwise checks.
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