Acrobatics: [b]+ 4[/b] [Level 0 + Dex 1 + Class 1 + Feat 2]
Arcana: [B]+ 8[/B] [level 0 + Int 3 + training 5]
Athletics: [b]+ 3[/b] [level 0 + Str 0 + Class 1 + Feat 2]
Bluff: [B]+ 9[/B] [level 0 + Cha 4 + training 5]
Diplomacy: [b]+11[/b] [level 0 + Cha 4 + training 5 + Racial 2]
Dungeonering: [b]+ 4[/b] [level 0 + Wis 1 + Class 1 + Feat 2]
Endurance: [b]+ 3[/b] [level 0 + Con 0 + Class 1 + Feat 2]
Heal: [b]+ 4[/b] [level 0 + Wis 1 + Class 1 + Feat 2]
History: [B]+ 6[/B] [level 0 + Int 3 + Class 1 + Feat 2]
Insight: [b]+ 6[/b] [level 0 + Wis 1 + Class 1 + Feat 2 + Racial 2]
Intimidate: [b]+ 7[/b] [level 0 + Cha 4 + Class 1 + Feat 2]
Nature: [b]+ 4[/b] [level 0 + Wis 1 + Class 1 + Feat 2]
Perception: [b]+ 6[/b] [level 0 + Wis 1 + training 5]
Religion: [B]+ 6[/B] [level 0 + Int 3 + Class 1 + Feat 2]
Stealth: [b]+ 5[/b] [level 0 + Dex 1 + Class 1 + Feat 2]
Streetwise: [B]+11[/B] [level 0 + Cha 4 + training 5 + background 2]
Thievery: [b]+ 4[/b] [level 0 + Dex 1 + Class 1 + Feat 2]
Name: Quinn
Race: Human
Class: Druid
Ability scores
Str 10 +0
Dex 12 +1
Con 16 +3
Int 12 +1
Wis 18 +4 (+2 Human)
Cha 8 -1
AC: 10 +0(lvl/2) + 3 (CON) + 2 (armor)= 15
Defenses
For: 14
Ref: 14
Will: 16
HP: 28
Healing surges: 10/day, grants 7 hp
Initiative: +1
Senses:
Perception:19 insight:19
Speed: 6
Languages:Common
Alignment: Unaligned
Patron Deity: Avandra
Racial features:
Ability Scores: +2 Wisdom
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common
Bonus At-Will Power: You know one extra at-will
power from your class.
Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
Bonus Skill: You gain training in one additional skill from your class skill list.
Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses.
Class features:
Balance of Nature: 3 at will powers
Primal Aspect: Primal Guardian (CON determines the AC bonus)
Ritual Casting
wild shape
Armor Proficiencies: Cloth, leather, hide
Weapon Proficiencies: Simple melee, simple ranged.
Bonus to Defense: +1 Reflex, +1 Will
Skills (trained):
Nature +9
Perception +9
Insight +9
Heal +9
Endurance +8
Feats:
Human Perseverance
Beetle's Boring Maxillae[Ferocious Tiger Form]
Basic Attack
Staff +2 1d8
Sticky Goo[Grasping Claws] +4 vs Ref 1d8+4
Pounce(If charging) +4 vs Ref 1d8+4
Powers (4/1/1/0)
At-will powers:
[sblock=Thorn Whip]
Barbed vines whip out from the wood of your staff or totem to lash and ensnare your prey.
Implement, Primal
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1d8 + Wisdom modifier damage, and you pull the
target 2 squares.
[/sblock]
[sblock=Call of the Beast]You draw forth the savagery that dwells in every creature, compelling your enemies to fight without forethought or plan.
Charm, Implement, Primal, Psychic
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Wisdom vs. Will
Hit: The target can’t gain combat advantage until the end
of your next turn. In addition, on its next turn the target
takes psychic damage equal to 5 + your Wisdom modifier
when it makes any attack that doesn’t include your
ally nearest to it as a target.
[/sblock]
[sblock=Pounce]You leap at your foe, catching it off guard.
Beast Form, Implement, Primal
Standard Action Melee touch
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier damage. The target grants
combat advantage to the next creature that attacks it
before the end of your next turn.
Level 21: 2d8 + Wisdom modifier damage.
Special: When charging, you can use this power in place of
a melee basic attack.[/sblock]
[sblock=Sticky Goo][Grasping Claws: You rend and tear your foe with your claws, leaving it unable to escape your next assault.]
You bite your enemy with your mandible, leaving behind a sticky yellow goo that stops your enemy from escaping.
Beast Form, Implement, Primal
Standard Action Melee touch
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier damage, and the target is
slowed until the end of your next turn.
Level 21: 2d8 + Wisdom modifier damage.
Special: This power can be used as a melee basic attack.[/sblock]
Encounter Powers:
[sblock=Frost Flash]You blast your enemy with cold that leaves it frozen in place.
Cold, Implement, Primal
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1d6 + Wisdom modifier cold damage, and the target
is immobilized until the end of your next turn.
Primal Guardian: The attack deals extra damage equal to
your Constitution modifier.[/sblock]
Daily Powers:
[sblock=[Stinking could][Savage Frenzy: In a blur of claw and fang, you strike out at nearby enemies.]
Releasing the liquid content of two glands into the air produces a could of stinking gas that dazes and hampers your enemies' movement
Beast Form, Implement, Primal
Standard Action Close burst 1
Target: Each enemy in burst you can see
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier damage, and the target is
dazed and slowed (save ends both).
Miss: Half damage, and the target is slowed until the end of
your next turn.[/sblock]
Equipment:
Leather armour (25 gp)
Adventurers kit (16 gp)
Magical staff +1

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.