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<blockquote data-quote="Voda Vosa" data-source="post: 5281027" data-attributes="member: 51271"><p>Krassa, Wilden Swarm Druid</p><p></p><p>[sblock=Stats]</p><p>Krassa, level 1</p><p>Wilden, Druid</p><p>Build: Swarm Druid</p><p>Primal Aspect: Primal Swarm</p><p>Hardy Form: Hardy Form Reflex</p><p>Birth - Among Another Race: Among Another Race (Elf)</p><p>Background: Birth - Among Another Race (Among Another Race (Elf))</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 8, Con 18, Dex 13, Int 11, Wis 18, Cha 10.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 8, Con 16, Dex 13, Int 11, Wis 16, Cha 10.</p><p></p><p></p><p>AC: 14 Fort: 14 Reflex: 13 Will: 15</p><p>HP: 30 Surges: 11 Surge Value: 7</p><p></p><p>TRAINED SKILLS</p><p>Nature +11, Heal +9, Endurance +8, Perception +9</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics, Arcana, Bluff, Diplomacy, Dungeoneering +4, History, Insight +4, Intimidate, Religion, Stealth +2, Streetwise, Thievery, Athletics -2</p><p></p><p>FEATS</p><p>Druid: Ritual Caster</p><p>Level 1: Implement Expertise (Staff)</p><p></p><p>POWERS</p><p>Druid at-will 1: Swarming Locusts: Close blast +5 vs Ref for 1d8+4 dmg</p><p></p><p>Druid at-will 1: Thorn Whip: Ranged 10 +5 vs Will for 1d8 + 4 damage, and you pull the target 2 squares.</p><p></p><p>Druid at-will 1: Grasping Claws: Melee +5 vs Ref for 1d8+4 dmg and the target is slowed until the end of your next turn. </p><p></p><p>Druid encounter 1: Stinging Cloud: Close blast 3 +5 vs Ref for 1d10 + 4 poison damage.</p><p>Effect: The burst creates a zone of stinging insects that lasts until the end of your next turn. Any creature that ends its turn within the zone takes 9 poison damage.</p><p></p><p>Druid daily 1: Earth Roots: +5 vs. Fort for 2d8 + 4 damage.</p><p>Effect: The burst creates a zone of writhing roots that lasts until the end of your next turn. Any enemy that starts its turn within the zone is slowed until the end of its next turn.</p><p>Sustain Minor: The zone persists, and you can slide one enemy within 2 squares of the zone 2 squares to a square within it.</p><p></p><p>ITEMS</p><p>Ritual Book, Quarterstaff, Hide Armor</p><p>RITUALS</p><p>Animal Messenger, Traveler's Camouflage[/sblock]</p><p></p><p>Background</p><p></p><p>Krassa. Perhaps a wood name. Krassa, the wilden, walking side by side with the wild elves of the forests. Krassa appeared one day in the forests, lost, barely walking, hungry, but alive. The druids of the local Druidic community adopted the child, as they sensed in him, a powerful connection with the powers of nature. Krassa developed a strange fascination with plants and fungi, something most druids do, but just at certain level. Most of them feel more attracted to a diversity of animals, who can also make something to protect the forest more actively.</p><p>But not Krassa. The only wilden in the Druidic community, and also, the only druid that didn't get along with animals.</p><p>When the ritual in which Krassa was to commune with nature in extreme, in which his bond with the Powers would be complete, he proved again, to be unique.</p><p>Most druids adopt the shape of the primal beast first, to morph into the animal with which they have a special connection, like a bear, or a wolf. But Krassa's primal beast form was fleet. After only a few minutes, Krassa's body morphed into a mass of shifting vegetation! He resembled a Shambling mound to most of the druids present, including the high druid. After our young druid finished his transformation, the High Druid approached him. Krassa's master feared the reaction of the old druid. Krassa himself lowered his head, trying not to look at the elder in the eyes. But the High druid's word surprised them all. "My dear child, you, as nature itself, are extraordinary surprising"</p><p></p><p>With the blessing of the elders, Krassa decided to leave his home in the heart of the forests, and wander the land. His fascination for plants led him to journey to any forests of which he had knowledge of. With him, he carries a big heavy book, in which he notes every specimen, with draws and descriptions, and also it's uses, if any. He hopes to write a huge catalogue of plants, that covers from the smallest grass to the tallest tree.</p></blockquote><p></p>
[QUOTE="Voda Vosa, post: 5281027, member: 51271"] Krassa, Wilden Swarm Druid [sblock=Stats] Krassa, level 1 Wilden, Druid Build: Swarm Druid Primal Aspect: Primal Swarm Hardy Form: Hardy Form Reflex Birth - Among Another Race: Among Another Race (Elf) Background: Birth - Among Another Race (Among Another Race (Elf)) FINAL ABILITY SCORES Str 8, Con 18, Dex 13, Int 11, Wis 18, Cha 10. STARTING ABILITY SCORES Str 8, Con 16, Dex 13, Int 11, Wis 16, Cha 10. AC: 14 Fort: 14 Reflex: 13 Will: 15 HP: 30 Surges: 11 Surge Value: 7 TRAINED SKILLS Nature +11, Heal +9, Endurance +8, Perception +9 UNTRAINED SKILLS Acrobatics, Arcana, Bluff, Diplomacy, Dungeoneering +4, History, Insight +4, Intimidate, Religion, Stealth +2, Streetwise, Thievery, Athletics -2 FEATS Druid: Ritual Caster Level 1: Implement Expertise (Staff) POWERS Druid at-will 1: Swarming Locusts: Close blast +5 vs Ref for 1d8+4 dmg Druid at-will 1: Thorn Whip: Ranged 10 +5 vs Will for 1d8 + 4 damage, and you pull the target 2 squares. Druid at-will 1: Grasping Claws: Melee +5 vs Ref for 1d8+4 dmg and the target is slowed until the end of your next turn. Druid encounter 1: Stinging Cloud: Close blast 3 +5 vs Ref for 1d10 + 4 poison damage. Effect: The burst creates a zone of stinging insects that lasts until the end of your next turn. Any creature that ends its turn within the zone takes 9 poison damage. Druid daily 1: Earth Roots: +5 vs. Fort for 2d8 + 4 damage. Effect: The burst creates a zone of writhing roots that lasts until the end of your next turn. Any enemy that starts its turn within the zone is slowed until the end of its next turn. Sustain Minor: The zone persists, and you can slide one enemy within 2 squares of the zone 2 squares to a square within it. ITEMS Ritual Book, Quarterstaff, Hide Armor RITUALS Animal Messenger, Traveler's Camouflage[/sblock] Background Krassa. Perhaps a wood name. Krassa, the wilden, walking side by side with the wild elves of the forests. Krassa appeared one day in the forests, lost, barely walking, hungry, but alive. The druids of the local Druidic community adopted the child, as they sensed in him, a powerful connection with the powers of nature. Krassa developed a strange fascination with plants and fungi, something most druids do, but just at certain level. Most of them feel more attracted to a diversity of animals, who can also make something to protect the forest more actively. But not Krassa. The only wilden in the Druidic community, and also, the only druid that didn't get along with animals. When the ritual in which Krassa was to commune with nature in extreme, in which his bond with the Powers would be complete, he proved again, to be unique. Most druids adopt the shape of the primal beast first, to morph into the animal with which they have a special connection, like a bear, or a wolf. But Krassa's primal beast form was fleet. After only a few minutes, Krassa's body morphed into a mass of shifting vegetation! He resembled a Shambling mound to most of the druids present, including the high druid. After our young druid finished his transformation, the High Druid approached him. Krassa's master feared the reaction of the old druid. Krassa himself lowered his head, trying not to look at the elder in the eyes. But the High druid's word surprised them all. "My dear child, you, as nature itself, are extraordinary surprising" With the blessing of the elders, Krassa decided to leave his home in the heart of the forests, and wander the land. His fascination for plants led him to journey to any forests of which he had knowledge of. With him, he carries a big heavy book, in which he notes every specimen, with draws and descriptions, and also it's uses, if any. He hopes to write a huge catalogue of plants, that covers from the smallest grass to the tallest tree. [/QUOTE]
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