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Against the Giants: Steading of the Hill Giant Chief - RG
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<blockquote data-quote="Walking Dad" data-source="post: 5791643" data-attributes="member: 59043"><p><span style="color: Lime">Aelar of the Feywood</span></p><p> </p><p>[sblock=Character Sheet]level 12</p><p>(Wild) Elf, Druid (Protector, Circle of Shelter)</p><p>Background: Place of Birth (Forest) (+2 to Perception)</p><p>Themes: Fey Beast Tamer: Blink Dog</p><p>Paragon Path: Primal Summoner</p><p> </p><p>[sblock=Features]</p><p>Attunements: Air Spirit, Verdant Touch, Vine Rope</p><p></p><p>Speed: 8</p><p>Wildstep: Shift through difficult terrain.</p><p></p><p>Reactive Stealth: If you have any cover or concealment when you roll initiative, you can make a Stealth check to hide at the same time.</p><p></p><p>Sense Threat: When you roll initiative, you can make a Perception check and use its result for your initiative check. When you do so, allies within 10 squares of you who have a lower initiative than yours gain a +2 racial bonus to their initiative. </p><p></p><p>Fey Beast Tamer 5: You have combat advantage against enemies in your fey beast companion’s aura.</p><p></p><p>Fey Beast Tamer 10: You can communicate normally with your fey beast companion and other creatures of the same kind.</p><p></p><p>Feral Ways (11th level): When your summoned creatures use their instinctive effects, they regain 6 hit points and gain a +2 power bonus to any attack rolls that are part of those effects.</p><p></p><p>Primal Summoner Action (11th level): When you spend an action point to take an extra action, you can give a single standard action command to one of your summoned creatures as a free action.</p><p>[/sblock]</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 11, Con 15, Dex 19, Int 11, Wis 22, Cha 9.</p><p> </p><p>STARTING ABILITY SCORES</p><p>Str 10, Con 14, Dex 14, Int 10, Wis 17, Cha 8.</p><p> </p><p> </p><p>AC: 27 Fort: 23 Reflex: 27 Will: 28</p><p>HP: 92 Surges: 9 Surge Value: 23</p><p> </p><p>TRAINED SKILLS</p><p>Athletics, Heal, Insight, Nature, Perception, Stealth</p><p> </p><p>UNTRAINED SKILLS</p><p></p><p> </p><p>FEATS</p><p>Bonus: Improved Defenses</p><p>Bonus: Skill Training (Insight)</p><p>Level 1: Hafted Defense</p><p>Level 2: Practiced Killer (Assassin Multiclass)</p><p>Level 4: Armor Proficiency: Studded Leather</p><p>Level 6: Staff Expertise</p><p>Level 8: Toughness</p><p>Level 10: Wintertouched</p><p>Level 11: Lasting Frost</p><p>Level 12: Minion of Darkness</p><p> </p><p>POWERS</p><p>Druid At-Will: Fire Hawk</p><p>Druid At-Will: Magic Stone</p><p>Druid Encounter 1: Thorn Spray</p><p>Druid Encounter 3: Wind Wall</p><p>Druid Encounter 7: Charm Beast</p><p>P. Summoner Encounter 11: Redfang Prophecy</p><p>Druid Utility 2: Seed of Healing</p><p>Druid Utility 6: Camouflage Cloak</p><p>Druid Utility 10: Feywild Sojourn</p><p>P. Summoner Utility 12: Tightened Control</p><p> </p><p>[sblock=Power Details]</p><p><span style="color: Lime">Melee Basic Attack</span></p><p>At-Will ✦ Weapon</p><p>Standard Action, Melee weapon</p><p>Target: One creature</p><p>Attack: +13 vs. AC</p><p>Hit: 1d8 + 3 damage.</p><p></p><p>Air Spirit (At Will Minor Ranged 5 ✦ Conjuration, Primal) Druid Utility</p><p>Effect: You conjure an air spirit in an unoccupied square within range. The spirit lasts until the end of your next turn or until you use this power again. When the spirit appears, it can pick up or manipulate an object weighing 20 pounds or less.</p><p>As a minor action, you cause the spirit to pick up or manipulate a different object of the specified weight. As a move action, you move the spirit up to 5 squares. As a free action, you cause the spirit to drop an object it is holding.</p><p>As a minor action, you cause the spirit to shed bright light in a 4-square radius. You can extinguish this light as a free action.</p><p>Sustain: Minor The spirit persists until the end of your next turn.</p><p></p><p>Verdant Touch (Encounter Minor Close burst 1 ✦ Primal) Druid Utility</p><p>Effect: You can turn difficult terrain in the burst into normal terrain until the end of your next turn, but only if the terrain is composed of grass, underbrush, vines, or similar growth and was not created by a power. You can also use this power to cause plants in the burst to blossom with flowers and to cause small plants or grass in the burst to begin growing in barren terrain</p><p></p><p>Vine Rope (At Will Minor Personal ✦ Primal) Druid Utility</p><p>Effect: You draw a vine from the ground that is up to 50 feet in length. The vine functions as a silk rope and lasts until the end of the encounter or until you use this power again. You can cause the vine to vanish as a minor action.</p><p></p><p>Fire Hawk (At Will Standard Ranged 10 ✦ Fire, Implement, Primal) Druid 1</p><p>Target: One Creature</p><p>Attack: +17 vs. Reflex</p><p>Hit: 1d8+10 fire damage. Until the start of your next turn, you can use the Fire Hawk Attack against the target.</p><p>Fire Hawk Attack (At Will Opportunity Ranged 10 ✦ Fire, Implement, Primal)</p><p>Requirement: The Fire Hawk power must be activated by you to use this power.</p><p>Trigger: The target takes any action that can provoke opportunity attacks</p><p>Attack: +17 vs. Reflex</p><p>Hit: 1d8+10 damage.</p><p></p><p>Magic Stone (At Will Standard Ranged 10 ✦ Implement, Primal) Druid 1</p><p>Target: One, two, or three creatures.</p><p>Attack: +17 vs. Reflex</p><p>Hit: 1d4+10 damage, and you can push the target 1 square.</p><p></p><p>Nature's Growth (Encounter Minor Area burst 1 within 10 ✦ Primal, Zone) Druid Utility</p><p>Effect: The burst creates a zone that lasts until the end of the encounter. The zone is difficult terrain for all creatures except you and your allies. You can dismiss the zone as a minor action.</p><p></p><p>Thorn Spray (Encounter Standard Close blast 5 ✦ Implement, Primal) Druid 1</p><p>Target: Each creature in blast</p><p>Attack: +17 vs. Reflex</p><p>Hit: 1d6+10 damage, and the target takes a –5 penalty to all defenses until the end of your next turn.</p><p></p><p>Seed of Healing (Daily Minor Personal ✦ Healing, Primal) Druid Utility 2</p><p>Effect: You spend a healing surge but regain no hit points. Instead, you create a golden seed the size of an acorn. The seed lasts until it is eaten or until the end of your next extended rest. A creature carrying the seed can take a minor action to eat it and regain 33 hit points.</p><p></p><p>Wind Wall (Encounter Standard wall 8 within 10 squares ✦ Implement, Primal, Zone) Druid 3</p><p>Target: Each enemy in the wall</p><p>Attack: +17 vs. Fortitude</p><p>Hit: 2d6+10 damage, and you can slide the target 1 square.</p><p>Effect: The wall creates a zone that lasts until the end of your next turn. The zone grants superior cover against ranged attacks made through it that target AC or Reflex.</p><p></p><p>Camouflage Cloak (Encounter Minor Ranged 5 ✦ Primal) Druid Utility 6</p><p>Target: You or an ally</p><p>Effect: The target becomes invisible until he or she moves or until the end of your next turn.</p><p></p><p>Charm Beast (Encounter Standard Ranged 5 Charm, Implement, Primal) Druid Attack 7</p><p>Target: One creature</p><p>Attack: +17 vs. Will. You gain a +2 bonus to the attack roll when using this power against a beast.</p><p>Hit: The target is dominated until the end of your next turn.</p><p>Miss: The target is dazed until the end of your next turn.</p><p></p><p>Feywild Sojourn (Encounter Move Personal ✦ Primal, Teleportation) Druid Utility 10</p><p>Effect: You teleport to a safe place in the Feywild. While you are there, you can’t take any actions other than using your second wind and wild shape. At the end of your next turn or as a move action before then, you reappear in an unoccupied space within 10 squares of the space you left.</p><p></p><p>Summon Natural Ally (Daily Standard Ranged 5 ✦ Primal, Summoning) Druid Attack</p><p>Effect: You summon a creature associated with your Primal Aspect (such as Primal Guardian or Primal Predator) and of your level or lower. The creature appears in an unoccupied space within range. It is an ally to you and your allies.</p><p></p><p>The creature lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in the creature's description. You must have line of effect to the creature to command it. When you command the creature, you and the creature share knowledge but not senses. When the creature makes a check, you make it using your game statistics, not including any temporary bonuses or penalties.</p><p>The creature lasts until it drops below 1 hit point, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, it lasts until you dismiss it as a minor action or until the end of the encounter.</p><p>Special: You can use this power thrice per day.</p><p></p><p></p><p>[/sblock]</p><p></p><p></p><p>ITEMS</p><p>Adventurer's Kit, Silk rope, 4 extra sunrods, Everburning torch, 2 Frozen tears, 2 Rain Sticks and a bit of Feywine Raisin.</p><p> </p><p>level 13: Accurate Frost Staff +3 (PH)</p><p>level 12: Amulet of Mental Resolve +3 (PH)</p><p>level 11: Summoned Studded Leather Armor +3</p><p> </p><p>9,000gp (unfinished)</p><p></p><p>680gp Syberis shard of the mage (heroic tier)</p><p>840gp Everlasting Provosion</p><p>1,000gp Bag of Holding</p><p>1,000gp Potion of Vitality</p><p></p><p>1000gp Night's Mantle</p><p></p><p>1,000gp Know the Path</p><p>840gp Mount Growth</p><p>360gp Ride the Winds</p><p>840gp Speak with Animals</p><p>1,000gp Speak with Sentinels</p><p></p><p>440gp remaining</p><p></p><p></p><p></p><p>[sblock=Item Details]</p><p></p><p></p><p>[/sblock][/sblock]</p><p></p><p>[sblock=Shade]</p><p>Trained Blink Dog Fey Beast Companion</p><p>Medium fey beast</p><p><strong>HP</strong> 40 <strong>Initiative</strong> +10</p><p><strong>AC</strong> 27, <strong>Fortitude</strong> 25, <strong>Reflex</strong> 25, <strong>Will</strong> 25</p><p><strong>Speed</strong> 7, <strong>Perception</strong> +33 (Low-light vision)</p><p></p><p><strong>Traits</strong></p><p>O Blinking Pack (teleportation) F Aura 1</p><p>The blink dog or any ally in the aura can use a move action to teleport to another square in the aura.</p><p></p><p><strong>Standard actions</strong></p><p>m Blinking Bite (teleportation) F At-Will</p><p>Attack: Melee 1 (one creature); +17 vs. AC</p><p>Hit: 1d8+6 damage, and the blink dog teleports up to 2 squares.</p><p></p><p>Str 14 Dex 20 Wis 14</p><p>Con 17 Int 2 Cha 6</p><p></p><p>[/sblock]</p><p></p><p>[sblock=Background]</p><p>Aelar was born in the Winterwoods of the Feywild as part of a small community of elves that returned to the Feywild to live there, but unlike their Eladrin cousins in balance with its primal energies rather than bending it to their will with arcane power.</p><p>Aelar became druid but liked to explore the darker parts of his surroundings, encountering a place where the Feywild brushed with the Shadowfell. He learned much there about the power of darkness and how the fight for survival can become even more desperate. Even more important, he found his faithful companion, Shade, one of the rare black pelted blink dogs there.</p><p>At last he ventured to the material plane, wanting to see the core of existence that was neither the vibrancy of the Feywild, nor the gloom of the Shadowfell. But his roots never left him, as he concentrated on summoning beast from the Feywild and always having Shade around.</p><p>He doesn't like to speak about what forced him to revisit the Feywild and what strange pact he made, but he returned with iceblue eyes, a deeper understanding of the powers of winter and a new staff that changed his magic to freeze his enemies to the death.</p><p>[/sblock]</p><p></p><p>Image link:</p><p><a href="http://images.wikia.com/l4w/images/b/ba/P9636549.jpg" target="_blank">http://images.wikia.com/l4w/images/b/ba/P9636549.jpg</a></p></blockquote><p></p>
[QUOTE="Walking Dad, post: 5791643, member: 59043"] [COLOR=Lime]Aelar of the Feywood[/COLOR] [sblock=Character Sheet]level 12 (Wild) Elf, Druid (Protector, Circle of Shelter) Background: Place of Birth (Forest) (+2 to Perception) Themes: Fey Beast Tamer: Blink Dog Paragon Path: Primal Summoner [sblock=Features] Attunements: Air Spirit, Verdant Touch, Vine Rope Speed: 8 Wildstep: Shift through difficult terrain. Reactive Stealth: If you have any cover or concealment when you roll initiative, you can make a Stealth check to hide at the same time. Sense Threat: When you roll initiative, you can make a Perception check and use its result for your initiative check. When you do so, allies within 10 squares of you who have a lower initiative than yours gain a +2 racial bonus to their initiative. Fey Beast Tamer 5: You have combat advantage against enemies in your fey beast companion’s aura. Fey Beast Tamer 10: You can communicate normally with your fey beast companion and other creatures of the same kind. Feral Ways (11th level): When your summoned creatures use their instinctive effects, they regain 6 hit points and gain a +2 power bonus to any attack rolls that are part of those effects. Primal Summoner Action (11th level): When you spend an action point to take an extra action, you can give a single standard action command to one of your summoned creatures as a free action. [/sblock] FINAL ABILITY SCORES Str 11, Con 15, Dex 19, Int 11, Wis 22, Cha 9. STARTING ABILITY SCORES Str 10, Con 14, Dex 14, Int 10, Wis 17, Cha 8. AC: 27 Fort: 23 Reflex: 27 Will: 28 HP: 92 Surges: 9 Surge Value: 23 TRAINED SKILLS Athletics, Heal, Insight, Nature, Perception, Stealth UNTRAINED SKILLS FEATS Bonus: Improved Defenses Bonus: Skill Training (Insight) Level 1: Hafted Defense Level 2: Practiced Killer (Assassin Multiclass) Level 4: Armor Proficiency: Studded Leather Level 6: Staff Expertise Level 8: Toughness Level 10: Wintertouched Level 11: Lasting Frost Level 12: Minion of Darkness POWERS Druid At-Will: Fire Hawk Druid At-Will: Magic Stone Druid Encounter 1: Thorn Spray Druid Encounter 3: Wind Wall Druid Encounter 7: Charm Beast P. Summoner Encounter 11: Redfang Prophecy Druid Utility 2: Seed of Healing Druid Utility 6: Camouflage Cloak Druid Utility 10: Feywild Sojourn P. Summoner Utility 12: Tightened Control [sblock=Power Details] [COLOR=Lime]Melee Basic Attack[/COLOR] At-Will ✦ Weapon Standard Action, Melee weapon Target: One creature Attack: +13 vs. AC Hit: 1d8 + 3 damage. Air Spirit (At Will Minor Ranged 5 ✦ Conjuration, Primal) Druid Utility Effect: You conjure an air spirit in an unoccupied square within range. The spirit lasts until the end of your next turn or until you use this power again. When the spirit appears, it can pick up or manipulate an object weighing 20 pounds or less. As a minor action, you cause the spirit to pick up or manipulate a different object of the specified weight. As a move action, you move the spirit up to 5 squares. As a free action, you cause the spirit to drop an object it is holding. As a minor action, you cause the spirit to shed bright light in a 4-square radius. You can extinguish this light as a free action. Sustain: Minor The spirit persists until the end of your next turn. Verdant Touch (Encounter Minor Close burst 1 ✦ Primal) Druid Utility Effect: You can turn difficult terrain in the burst into normal terrain until the end of your next turn, but only if the terrain is composed of grass, underbrush, vines, or similar growth and was not created by a power. You can also use this power to cause plants in the burst to blossom with flowers and to cause small plants or grass in the burst to begin growing in barren terrain Vine Rope (At Will Minor Personal ✦ Primal) Druid Utility Effect: You draw a vine from the ground that is up to 50 feet in length. The vine functions as a silk rope and lasts until the end of the encounter or until you use this power again. You can cause the vine to vanish as a minor action. Fire Hawk (At Will Standard Ranged 10 ✦ Fire, Implement, Primal) Druid 1 Target: One Creature Attack: +17 vs. Reflex Hit: 1d8+10 fire damage. Until the start of your next turn, you can use the Fire Hawk Attack against the target. Fire Hawk Attack (At Will Opportunity Ranged 10 ✦ Fire, Implement, Primal) Requirement: The Fire Hawk power must be activated by you to use this power. Trigger: The target takes any action that can provoke opportunity attacks Attack: +17 vs. Reflex Hit: 1d8+10 damage. Magic Stone (At Will Standard Ranged 10 ✦ Implement, Primal) Druid 1 Target: One, two, or three creatures. Attack: +17 vs. Reflex Hit: 1d4+10 damage, and you can push the target 1 square. Nature's Growth (Encounter Minor Area burst 1 within 10 ✦ Primal, Zone) Druid Utility Effect: The burst creates a zone that lasts until the end of the encounter. The zone is difficult terrain for all creatures except you and your allies. You can dismiss the zone as a minor action. Thorn Spray (Encounter Standard Close blast 5 ✦ Implement, Primal) Druid 1 Target: Each creature in blast Attack: +17 vs. Reflex Hit: 1d6+10 damage, and the target takes a –5 penalty to all defenses until the end of your next turn. Seed of Healing (Daily Minor Personal ✦ Healing, Primal) Druid Utility 2 Effect: You spend a healing surge but regain no hit points. Instead, you create a golden seed the size of an acorn. The seed lasts until it is eaten or until the end of your next extended rest. A creature carrying the seed can take a minor action to eat it and regain 33 hit points. Wind Wall (Encounter Standard wall 8 within 10 squares ✦ Implement, Primal, Zone) Druid 3 Target: Each enemy in the wall Attack: +17 vs. Fortitude Hit: 2d6+10 damage, and you can slide the target 1 square. Effect: The wall creates a zone that lasts until the end of your next turn. The zone grants superior cover against ranged attacks made through it that target AC or Reflex. Camouflage Cloak (Encounter Minor Ranged 5 ✦ Primal) Druid Utility 6 Target: You or an ally Effect: The target becomes invisible until he or she moves or until the end of your next turn. Charm Beast (Encounter Standard Ranged 5 Charm, Implement, Primal) Druid Attack 7 Target: One creature Attack: +17 vs. Will. You gain a +2 bonus to the attack roll when using this power against a beast. Hit: The target is dominated until the end of your next turn. Miss: The target is dazed until the end of your next turn. Feywild Sojourn (Encounter Move Personal ✦ Primal, Teleportation) Druid Utility 10 Effect: You teleport to a safe place in the Feywild. While you are there, you can’t take any actions other than using your second wind and wild shape. At the end of your next turn or as a move action before then, you reappear in an unoccupied space within 10 squares of the space you left. Summon Natural Ally (Daily Standard Ranged 5 ✦ Primal, Summoning) Druid Attack Effect: You summon a creature associated with your Primal Aspect (such as Primal Guardian or Primal Predator) and of your level or lower. The creature appears in an unoccupied space within range. It is an ally to you and your allies. The creature lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in the creature's description. You must have line of effect to the creature to command it. When you command the creature, you and the creature share knowledge but not senses. When the creature makes a check, you make it using your game statistics, not including any temporary bonuses or penalties. The creature lasts until it drops below 1 hit point, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, it lasts until you dismiss it as a minor action or until the end of the encounter. Special: You can use this power thrice per day. [/sblock] ITEMS Adventurer's Kit, Silk rope, 4 extra sunrods, Everburning torch, 2 Frozen tears, 2 Rain Sticks and a bit of Feywine Raisin. level 13: Accurate Frost Staff +3 (PH) level 12: Amulet of Mental Resolve +3 (PH) level 11: Summoned Studded Leather Armor +3 9,000gp (unfinished) 680gp Syberis shard of the mage (heroic tier) 840gp Everlasting Provosion 1,000gp Bag of Holding 1,000gp Potion of Vitality 1000gp Night's Mantle 1,000gp Know the Path 840gp Mount Growth 360gp Ride the Winds 840gp Speak with Animals 1,000gp Speak with Sentinels 440gp remaining [sblock=Item Details] [/sblock][/sblock] [sblock=Shade] Trained Blink Dog Fey Beast Companion Medium fey beast [B]HP[/B] 40 [B]Initiative[/B] +10 [B]AC[/B] 27, [B]Fortitude[/B] 25, [B]Reflex[/B] 25, [B]Will[/B] 25 [B]Speed[/B] 7, [B]Perception[/B] +33 (Low-light vision) [B]Traits[/B] O Blinking Pack (teleportation) F Aura 1 The blink dog or any ally in the aura can use a move action to teleport to another square in the aura. [B]Standard actions[/B] m Blinking Bite (teleportation) F At-Will Attack: Melee 1 (one creature); +17 vs. AC Hit: 1d8+6 damage, and the blink dog teleports up to 2 squares. Str 14 Dex 20 Wis 14 Con 17 Int 2 Cha 6 [/sblock] [sblock=Background] Aelar was born in the Winterwoods of the Feywild as part of a small community of elves that returned to the Feywild to live there, but unlike their Eladrin cousins in balance with its primal energies rather than bending it to their will with arcane power. Aelar became druid but liked to explore the darker parts of his surroundings, encountering a place where the Feywild brushed with the Shadowfell. He learned much there about the power of darkness and how the fight for survival can become even more desperate. Even more important, he found his faithful companion, Shade, one of the rare black pelted blink dogs there. At last he ventured to the material plane, wanting to see the core of existence that was neither the vibrancy of the Feywild, nor the gloom of the Shadowfell. But his roots never left him, as he concentrated on summoning beast from the Feywild and always having Shade around. He doesn't like to speak about what forced him to revisit the Feywild and what strange pact he made, but he returned with iceblue eyes, a deeper understanding of the powers of winter and a new staff that changed his magic to freeze his enemies to the death. [/sblock] Image link: [URL]http://images.wikia.com/l4w/images/b/ba/P9636549.jpg[/URL] [/QUOTE]
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