|Wild Shape (At Will Minor ✦ Polymorph)|
| Effect: You change from your humanoid form to beast form or vice versa. When you change from beast form back to your humanoid form, you can shift 1 square.
While you are in beast form, you can't use attack, utility, or feat powers that lack the beast form keyword, although you can sustain such powers.You choose a specific form whenever you use wild shape to change into beast form. The beast form is your size, resembles a natural beast or a fey beast, and normally doesn't change your game statistics. Your equipment becomes part of your beast form, but you drop anything you are holding, except implements you can use. You continue to gain the benefits of the equipment you wear. You can use the properties and the powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your beast form, it cannot be removed, and anything in a container that is part of your beast form is inaccessible.
|Special: You can use this power once per round.|
|Grasping Tide (Druid) (At Will Standard Area Burst 1 within 10 squares ✦ Implement, Primal)|
|Target: Each creature in burst|
|Attack: +6 vs. Fortitude|
|Hit: 1d6+4 damage.|
|Effect: Until the end of my next turn, if a target leave the area of effect, I can use an opportunity action to make a secondary attack against it. +5 vs Reflex - Knocks the target prone|
|Savage Rend (At Will Standard Melee touch ✦ Beast Form, Implement, Primal)|
|Target: One creature|
|Attack: +6 vs. Reflex|
|Hit: 1d8 +4 damage. Slide target 1 square.|
|Special: This power can be used as a melee basic attack.|
|Fire Hawk (At Will Standard Ranged 10 ✦ Fire, Implement, Primal)|
|Target: One creature|
|Attack: +6 vs. Reflex|
|Hit: 1d8+4 fire damage.Until the start of my next turn, I 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 me to use this power.|
|Trigger: The target takes any action that can provoke opportunity attacks.|
|Attack: +6 vs. Reflex|
|Hit: 1d8+4 fire damage.|
|Call Forth the Spirit Pack (Encounter Standard Close burst 5 ✦ Implement, Primal)|
|Target: One or Two creatures in burst.|
|Attack: +6 vs. Reflex|
|Hit: 1d6+4 damage and target knocked prone. If the target is marked by me or one of my allies, the target takes an extra 1d6 damage.|
|Visions of Blood (Encounter Standard Close blast 3 ✦ Divine, Fear, Implement, Psychic)|
|Target: Each creatures in blast.|
|Attack: +6 vs. Will|
|Hit: 1d6+4 psychic damage and target takes -1 penalty to all defenses until the start of my next turn.|
|Nature Sense (Daily Free Personal ✦ Implement, Primal, Summoning)|
|Trigger: You would make an initiative check in a natural environment|
|Effect: You make a Nature check in place of your initiative check. In addition, you and your allies gain a +4 bonus to all defenses until the end of the first round of the encounter.|
Elurín is one the many cast-off bastard children of a noble house (Lebeda) that had made their way to the outskirts of the River Kingdoms to make their own way. His Elven mother, Luthia was never spoken about to him by his father, Breen on the few occasions that Breen talked to Elurín . Elurín ran around with the dogs and the household kitchen workers until he was seven; he was taken by one of the kitchen workers off “to hunt” one day and apprenticed to the Elven druid of the village of Coolpool, by the edge of the swamp. There he worked for his master, Konile, and was fascinated by tales of the Fey and the Feywild. He took every opportunity that he could to learn more and to visit. When Konile took on another young apprentice, Elurin stole an amulet from Konile that allowed him to visit the Fey one last time. There he was charged to insert himself in the inevitable rise of mundane civilization and keep the River Kingdoms open to the Fey and Fey-descended. He then reappeared in the world near where he could be recruited by Brevoy to “tame the wild” he said with a smirk.
Appearance and personality Edit
Height: 6' ( 183 cm)
Weight: 160 lb.(72 kg)
Personality: Elurin is excited to be chosen to "keep the worlds together." He cast-off heritage has put him socially in a lot of sink or swim spots. Elurin has been able to swim in most these circumstances by deciding that he will see the value in any living being. He is proud of his Fey heritage but realizes that he can love the Fey but he cannot be part of them.
Hooks: Elurín never found out what happened to his Elven mother, Luthia, but is proud of his Elven heritage even back to when Elves were Fey
Hooks: Elurín did not leave on good terms with his master Konile. He had thought to replace him one day, but ran away when it became clear that he could never replace Konile and Konile took on a younger apprentice that seemed to be replacement for Elurín. So Elurín stole the Fey amulet from Konile and went on his most recent visit to the Feywild
Kicker: Elurín has been asked by the Fey to keep the River Kingdoms hospitable to the Fey.
|Defense||Attrib||Attrib Type||Class||Racial||Feat||Feat Name||Equip||Equip Name||Misc||Misc Name||Level||Total|
NOTE:The +3 Class bonus to AC is from Elurín's Primal Aspect(Primal Guardian) class feature, since this template will not calculate his Con Mod as the attribute for AC.
The Staff of Aversion gives +2 to all defenses against attacks from enemies that are subject to effects that I caused. Not calculated in sheet
borrowed from another PC's sheet.
Senses and Reactions Edit
|Senses and Reactions|
|Sense/Reaction||Attrib mod||Class||Class Feature||Racial||Feat||Feat Name||Equip||Equip Name||Level||Other/Trained||Total|
|--||Base Class||Con||Per Level||Racial||Feat||Feat Name||Equip||Equip Name||Other||Surge Value Bonus||Total||Bloodied||Surge|
Surges per Day 10 (Class 7 + Con 3)
Saving Throw Bonuses Edit
Basic Attacks Edit
|Attack Type||Attrib||Attrib Type||Class||Class Feature||Feat||Feat Name||Equip||Equip Name||Other||Level||Total||vs ?|
|Basic Melee||+0||Str||+1||Staff Expertise||+2||Quarterstaff||+1||+4||vs AC|
|OA: Melee||+0||Str||+1||Staff Expertise||+2||Quarterstaff||+1||+4||vs AC|
|Savage Rend||+4||Wis||+1||Staff Expertise||+1||+6||vs Reflex|
|OA: Savage Rend||+4||Wis||+1||Staff Expertise||+1||+6||vs Reflex|
Speed and Movement Edit
- Wild Shape (PHB2)
- Fire Hawk (PP)
- Grasping Tide (Druid) (PHS1)
- Savage Rend (PHB2)
- Call Forth the Spirit Pack (PP)
- Visions of Blood (DP)
- Summon Giant Toad (PHB2)
- Nature Sense
Powers to Hit Edit
|Attack Type||Attrib||Attrib Type||Class||Class Feature||Feat||Feat Name||Equip||Equip Name||Misc||Misc Name||Level||Total||vs?|
|Savage Rend||+4||Wis||1||Staff Expertise||+0||Implement||0||0||1||6||Reflex|
|Fire Hawk||+4||Wis||1||Staff Expertise||+0||Implement||0||0||1||6||Reflex|
|Grasping Tide (Druid)||+4||Wis||+1||Staff Expertise||+0||Implement||0||0||1||6||Fortitude|
|Call Forth the Spirit Pack||+4||Wis||+1||Staff Expertise||+0||Implement||0||0||1||6||Reflex|
|Visions of Blood||+4||Wis||+1||Staff Expertise||+0||Implement||0||0||1||6||Will|
|Summon Giant Toad||+4||Wis||+0||Implement||0||0||1||5||Reflex|
Class Features Edit
- +1 Reflex, +1 Will
- Balance of Nature: Must have one or two Beast Form at-will powers.
- Primal Aspect - Primal Guardian: Con used for AC when not wearing heavy armor.
- Ritual Caster Feat
- Ritual book
- Wild Shape Gain the wild shape power.
Racial Features Edit
- Dilettante: Choose an at-will power from other classes; use as encounter power
- Dual Heritage: Count as Elf, Half-elf or Human for choosing feats.
- Group Diplomacy: You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks.
- Skill Bonuses: +2 Diplomacy, +2 Insight
- Ability Score Bonuses: +2 Con, +2 Chr
- Size: Medium
- Speed: 6
- Vision: Normal
- Languages: Common, Elven, +1 more
Skills and Languages Edit
Languages Allarian, Elven, Hallit
|Skill||Trained||Attrib||Attrib Type||Racial||Feat||Feat Name||Equip||Equip Name||Level||Total|
- Half-Elf Spirit Speaker +1 to all defenses for me and allies when first bloodied; +1 to Insight and Nature for allies.
- Staff Expertise +1 feat bonus to the attack rolls of implement powers and weapon powers that you use with a staff. This bonus increases to +2 at 11th level and +3 at 21st level.
In addition, when you make a ranged or an area attack with a staff as an implement, you don’t provoke opportunity attacks for doing so. When you make a melee weapon attack with a staff, the weapon’s reach for that attack increases by 1
Background: Bastard +1 to Diplomacy and Intimidate.
Ongoing Effects Edit
* Allies within 10 squares get +1 to Diplomacy checks.
|Hide Armor||30 gp||25lbs||purchased at start|
|Potion of Healing||50 gp||0 lbs||purchased at start|
|Quarterstaff||5 gp||4lb||purchased at start|
|Rare Herbs||10 remaining of 20 gp||0lb||purchased at start. For nature rituals.|
|Standard Adventurer's Kit||15 gp||33lbs|| purchased at start. Contains backpack, bedroll, flint and steel, belt pouch, 10 days trail rations, 50ft hemp rope, 2 sunrods, waterskin. Items used are |
|Ritual Book||free||3lb||free at start. 2 of 128 pages used.|
Total weight:66.3 lb
Carrying capacity: normal load up to 100 lb. Heavy load up to 200 lb. Drag up to 500 lb.
Judge Comments Edit
Approval 1 Edit
Approval from renau1g:
- You have a longbow as your RBA but half-elves aren't proficient with one and you don't have one left in your equipmen
- minor though so aapproved
- 6-28-10 fixed - HandofMystra
Approval 2 Edit
Approval from Ozymandias79
Approved for level 1 with 0 xp by renau1g and Ozymandias79