Karananak Bole (A.K.A. Swarmwhisper), Wilden Swarm Druid/Artificer 5
Discussion In The Cell
Karananak's Bushy eyebrows raise enthusiastically as the journey is mapped out for the group.
"Dem dare minin tunnas mus be like dem maze passages I an I turned true when I an I bean workin wit dem Iron Gatekeepas trute. Tuh be undertakin uh journay uh dees ere vas distance, uh retainin fee bein customary den. Amount bein base don dee exieriences each uh duh lot be bringin tuh dee mission, don it?" [sblock=Actions]
Free: Speak
Minor: ...
Move: take a seat at the table
Standard: ...[/sblock][sblock=Swarmwhisper]
Karananak Bole—Male Wilden Druid 5;
Resist 5 Fire, (Resist 4 Melee/Ranged in Beast Form)
Initiative: +2, Low-Light, Passive Perception: 22, Passive Insight: 22
AC: 17, Fort: 18, Reflex: 15
(17 in beast form), Will: 19 — Speed: 6
HP: 50/50, Bloodied: 25, Surge: 12, Surges left: 11/11
Action Points: 1/1, Second Wind: Not Used, Milestones 0
Powers -
Savage Rend
Locust Swarm
Cold Wind
Scattered Form
Voyage of the Ancients/Wrath of the Destroyer/Pursuit of the Hunter
Battering Claws
Summon Pack Wolf
Summon Shadow Ape
Healing Infusion
Item Powers:
Summoner's Staff +2 (Daily ✦ Summons) Immediate Interrupt. Trigger - An enemy hits a creature Karananak summoned. Effect - Triggering enemy rerolls attack and must use 2nd roll.
Hunting Beasthide Armor +1 (Encounter ✦ Beast Form): Move Action. You shift 2 squares.
[sblock=Summons]Pack Wolf—Summons 1
AC: 17, Fort: 18, Reflex: 15, Will: 19 — Speed: 6
HP: 25/25; Bloodied 12
Bite +10 vs. Reflex; 1d6+7 damage, and if the wolf has combat advantage against the target, the target is knocked prone (+1d6 extra dmg).
Instinctive Effect: If Karananak hasn't given the wolf any commands by the end of his 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.
Shadow Ape—Summons 5
AC: 17, Fort: 18, Reflex: 15, Will: 19 — Speed: 6, Climb 4
HP: 25/25; Bloodied 12
Slam +10 vs. Reflex; 1d8+7 damage, and all creatures have concealment from the target until the end of your next turn.
Instinctive Effect: If Karananak hasn't given the ape any commands by the end of his turn, it attacks an adjacent enemy if it can. Otherwise, it moves its speed to a square adjacent to an enemy.[/sblock]
Character Sheet
[/sblock][sblock=OOC]
Intro post with description.
The retainer suggestion is just an idea on how to get us our 1/5th lvl cash to gear up before the adventure. Feel free to shoot it down with gusto as Karananak was, for all his wisdom, not graced with any sort of social tact.
Karananak's wishlist is on his wiki sheet, but the only parcel he has left to receive is his cash (lvl 5 being 1,000g) or 1,200g with his 1/5th lvl cash.
You'll have to forgive my attempt at a Jamaican accent, just try to sound it out phonetically or use the translation below.

[sblock=Translation]
"Those mining tunnels sound like the mazes I solved when I worked for the Iron Gatekeepers truly. To be undertaking a journey of such vast distance, a retainer for services is customary. The amount varies by how much experience an individual brings to the mission, doesn't it?"[/sblock][/sblock]