[FONT=Verdana][B][SIZE=3][COLOR="DarkOliveGreen"]Wil[/COLOR][/SIZE]
[/B]Eladrin Druid 1
Alignment: Unaligned
Languages: Common, Elven
Vision: Low-light
[B]Ability Scores:[/B]
Str 9 (-1)
Con 16 (+3)
Dex 15 (+2)
Int 13 (+1)
Wis 16 (+3)
Cha 13 (+1)
[B]Combat[/B]:
[B]Init:[/B] +2
[B]Pass Percep[/B]: 18 [B]Pass Insight[/B]: 18
[B]HP[/B]: 28 [B]Surges/day[/B]: 10
[B]Bloodied[/B]: 14 [B]Surge Value[/B]: 7
[B]AC[/B] 16 (+3 hide, +3 Con)
[B]Fort[/B] 13 (+3 Con)
[B]Ref[/B] 13 (+2 Dex, +1 class)
[B]Will[/B] 15 (+3 Wis, +1 class, +1 race)
Speed 6
Action points: 1
[B]Basic Attacks:[/B]
Melee: quarterstaff: +1 vs. AC, 1d8-1 damage
Melee: savage rend: +3 vs. Reflex, 1d8+3 damage and slide target 1.
Ranged: N/A
[B]Attack Powers:[/B]
[B][COLOR=Green]Savage Rend[/COLOR] * Beast Form, Implement, Primal
Standard Action; Melee[/B] touch; [B]Target:[/B] One creature
[B]Attack:[/B] +3 vs. Reflex
[B]Hit:[/B] 1d8+3 damage, and slide target 1 square.
[B]Special:[/B] This power can be used as a melee basic attack.
[B][COLOR=Green]Storm Spike[/COLOR] * Implement, Lightning, Primal
Standard Action; Ranged[/B] 10; [B]Target:[/B] One creature
[B]Attack:[/B] +3 vs. Reflex
[B]Hit:[/B] 1d8+3 lightning damage. If target doesn't move at least 2
squares on its next turn, it takes 3 lighning damage.
[B][COLOR=Green]Call of the Beast[/COLOR] * Charm, Implement, Primal, Psychic
Standard Action; Area[/B] burst 1 within 10; [B]Target:[/B] Each creature in burst
[B]Attack:[/B] +3 vs. Will
[B]Hit:[/B] Target can't gain combat advantage until end of Wil's next
turn. On its next turn, the target takes 8 psychic damage when
it makes any attack that doesn't include Wil's ally nearest to
it as a target.
[B][COLOR=Red]Twisting Vines[/COLOR] * Implement, Primal
Standard Action; Area[/B] bust 1 within 10; [B]Target:[/B] Each creature in burst
[B]Attack:[/B] +3 vs. Reflex
[B]Hit:[/B] 1d8+3 damage, and each square adjacent to target is
difficult terrain until end of Wil's next turn.
[B][COLOR=DimGray]Faerie Fire[/COLOR] * Implement, Primal, Radiant
Standard Action; Area[/B] burst 1 within 10; [B]Target:[/B] Each creature in burst
[B]Attack:[/B] +3 vs. Will
[B]Hit:[/B] The target is slowed and grants combat advantage (save
ends both).
[B]Aftereffect:[/B] 3d6+3 radiant damage, and the target grants
combat advantage until the end of Wil's next turn.
[B]Miss:[/B] 1d6+3 radiant damage, and the target grants combat
advantage until the end of Wil's next turn.
[B]Class Features and Utility Powers:[/B]
[B][COLOR=Green]Wild Shape[/COLOR] * Polymorph, Primal
Minor Action (special); Personal[/B]
[B]Effect:[/B] Change from humanoid form to beast form or vice versa.
When changing from beast to humanoid, shift 1 square. While in
beast form, can't use attack, utility, or feat powers that lack
the beast form keyword, though Wil can sustain such powers.
Choose a specific form whenever wild shape is used to
change into beast form. The beast form is Wil's size, resembles
a natural or fey beast, and normally doesn't change game
statistics or movement modes. Equipment becomes part of the
beast form, but anything held is dropped, except for
implements. Wil continues to gain benefits of equipment worn.
Can use the properties and powers of implements and magic
items you wear, but not the properties or powers of weapons or
the powers of wondrous items. While equipment is part of the
beast form, it cannot be removed, and anything in a container
that is part of the beast form is inaccessible.
[B]Special:[/B] this power is usable only once per round.
[B]
[COLOR=Red]Fey Step[/COLOR] * Teleportation
Move Action
Effect:[/B] Teleport up to 5 squares.
[B][COLOR=Red]Sly Dodge trick[/COLOR][/B]
Add +1 to AC against an opportunity attack.
[B]Racial Features:[/B]
Eladrin Education (Dungeoneering)
Eladrin Weapon Proficiency (longsword prof)
Eladrin Will (+1 Will, +5 saves vs. charm)
Fey Origin
Trance
Fey Step
[B]Class Features:[/B]
Balance of Nature
Primal Aspect (guardian)
Ritual Casting
Wild Shape
[B]Feats[/B]:
Ritual Caster
Sly Dodge [multiclass Rogue]
[B]Skills[/B]:
Acrobatics: +1 (+2 Dex, -1 hide)
Arcana: +3 (+1 Int, +2 race)
Athletics: -2 (-1 Str, -1 hide)
Bluff: +1 (+1 Cha)
Diplomacy: +1 (+1 Cha)
Dungeoneering: +8 (+3 Wis, +5 trained)
Endurance: +2 (+3 Con, -1 hide)
Heal: +8 (+3 Wis, +5 trained)
History: +3 (+1 Int, +2 race)
Insight: +8 (+3 Wis, +5 trained)
Intimidate: +6 (+1 Cha, +5 trained)
Nature: +8 (+3 Wis, +5 trained)
Perception: +8 (+3 Wis, +5 trained)
Religion: +1 (+1 Int)
Stealth: +1 (+2 Dex, -1 hide)
Streetwise: +1 (+1 Cha)
Thievery: +1 (+2 Dex, -1 hide)
[B]Ritual Book[/B]: (2/128 pages used)
Animal Messenger (lvl 1)
Create Campsite (lvl 1)
[B]Equipment[/B]:
[U]Item Weight (lbs) Cost (gp)[/U]
Quarterstaff 4 5
Hide armour 25 30
Ritual book 3 50
Backpack 2 2
bedroll 5 .1
trail rations (10 days) 10 5
everburning torch 1 50
waterskin 4 1
rare herbs (7) - 7
[U]Belt pouch .5 1 [/U]
Total Weight: 54.5 lbs
Money: 0gp, 0sp, 0cp[/FONT]