Iris

Razorclaw Shifter Predator Druid

Description:
Level 2 Shifter Druid
Iris
+1
10
Strength
+3
14
Constitution
+3
15
Dexterity
+2
12
Intelligence
+5
18
Wisdom
+1
11
Charisma
HIT POINTS
Total
17/31
Bloodied
15
Surges
9/9
Value
7
SAVE MODIFIERS
+2 vs. Charm/Fear
+4
Initiative
1
Action Points
SKILLS
+5
Acrobatics
+2
Arcana
+1
Athletics
+1
Bluff
+1
Diplomacy
+5
Dungeoneering
+8
Endurance
+5
Heal
+2
History
+10
Insight
+1
Intimidate
+10
Nature
+10
Perception
+2
Religion
+5
Stealth
+1
Streetwise
+3
Thievery
RACE FEATURES
Racial Ability Modifiers
+2 Dex, +2 Will
Racial Skill Modifiers
+2 Acrobatics, +2 Stealth
Racial Encounter Power
Razorclaw Shifting
CLASS FEATURES
Balance of Nature
Primal Predator
+1 Speed bonus when not wearing heavy armor
Ritual Casting
Wild Shape
You have the Wild Shape power.
ENCOUNTER POWERS
Razorclaw Shifting
You unleash the Beast within and take on a savage countenance.
Encounter ♦
Minor Action ♦ Personal
Requirement:
You must be bloodied
Effect: Until the end of the encounter, your speed increases by 2, and you gain a +1 bonus to AC and Reflex.
Cull the Herd
Your feral glare rends your foe’s mind with a sense of doom and drags that foe toward your claws.
Encounter ♦ Beast Form, Charm, Implement, Primal
Standard Action ♦ Ranged
5
Target: One creature
Attack: Wisdom vs. Will
Hit: 2d8 + Wisdom modifier psychic damage, and you pull the target 3 squares.
DAILY POWERS
Faerie Fire
A burst of colorful light envelops your foes, distracting and slowing them. As each creature breaks free of the effect, the light flares one last time, searing the flesh and dazzling the eyes.
Daily ♦ Implement, Primal, Radiant
Standard Action ♦ Area Burst
1 within 10 squares
Target: Each creature in burst
Attack: Wisdom vs. Will
Hit: The target is slowed and grants combat advantage (save ends both).
   Aftereffect: 3d6 + Wisdom modifier radiant
    damage, and the target grants combat advantage
    until the end of your next turn.
Miss: 1d6 + Wisdom modifier radiant damage, and the target grants combat advantage until the end of your next turn.
Skittering Sneak
You can adopt the form of a mouse, a large spider, or another animal that wouldn’t draw a second glance from most observers.
Daily (Utility) ♦ Primal
Free Action ♦ Personal
Prerequisite:
You must have the wild shape power.
Effect: Until the end of the encounter, you can use wild shape to assume the form of a Tiny natural beast or fey beast, such as a mouse, a house cat, or a large spider. In this form, you gain a +5 bonus to Stealth checks. You can’t attack, pick up anything, or manipulate objects.
   Until this power ends, you can use wild shape to change among this form, another beast form, and your humanoid form.
AT-WILL POWERS
Wild Shape
You assume an aspect of the Primal Beast or return to your humanoid form.
At-Will ♦ Polymorph, Primal
Minor Action ♦ Personal
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 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 or movement modes. 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.
Icy Wind
A howling gust if icy wind savages your enemies, scattering them.
At-Will ♦ Cold, Implement, Primal
Standard Action ♦ Area Burst
1 within 10 squares
Target: Each creature in burst
Attack: Wisdom vs. Fortitude
Hit: 1d6 cold damage, and you slide the target 1 square
Storm Spike
A bolt of lightning spears your foe and charges the air around it. If your enemy doesn’t move away, a second spark will erupt around it.
At-Will ♦ Impliment, Lightning, Primal
Standard Action ♦ Ranged
10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier lightning damage. If the target doesn’t move at least 2 squares on its next turn, it takes lightning damage equal to your Wisdom modifier.
Grasping Claws
You rend and tear your foe with your claws, leaving it unable to escape your next assault.
At-Will ♦ 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.
Special: This power can be used as a melee basic attack.
15
Armor Class
13
Fortitude
13
Reflex
16
Will
ATTACKS
1d8+1
+3 vs AC
Spear
1d6+3
+5 vs AC
Hand Crossbow
1d6 cold
+6 vs Fort
Icy Wind
1d8+6 ltning
+6 vs Ref
Storm Spike
1d8+5 slow
+6 vs Ref
Grasping Claws
2d8+5 psy
+6 vs Will
Cull the Herd
FEATS
Ritual Caster
Iris can cast the Animal Messenger ritual once per day without ritual ingredients.
Iris knows the following rituals:
Animal Messenger, Create Campsite, Bloom,
Tree Shape, Pyrotechnics, Comprehend Language, Purify Water, Unseen Servant, Lower Water,
Water Walk, Endure Elements, Eye of Alarm
Implement Expertise (Totems)
You gain a +1 bonus to attack rolls with any implement power you use through a totem implement. The bonus increases to +2 at 15th level and +3 at 25th level.
Raging Storm
You gain a +1 feat bonus to damage rolls when you use a power that has the lightning or thunder keyword.
MONEY
Platinum
0
Gold
11
Silver
9
Copper
0
EQUIPMENT
15
Worn
BloodCut Leather Armor +1
Power (Daily, Healing Surge): Minor Action.
Use this power when you are bloodied to gain resist 10 to all damage until the end of your next turn.
5
Worn
Clothing
6
Backpack
Spear
2
Belt
Hand Crossbow
2
Case
Bolts (20)
5
Worn
Backpack
9
Rations (9 Days)
2
Sunrods (2)
4
Waterskin
0.5
Belt Pouch
-
Flint and Steel
2
Worn
Totem
Pouch
Powdered Ruby (90gp Arcane)
Pouch
Rare Herbs (210gp Nature)
52.5
100
Total Weight
BACKGROUNDS
Region
Moonshae Isles
+2 bonus to saving throws against charm and fear effects.
Elven Langauge Known
Background
Forest
Add Perception to Class Skills list before choosing trained skills.
Physical Appearance

This sleek young shifter girl looks like she spends most of her time out in the forests. She has an air of independence about her, and moves with an almost feline grace. Her intense gold eyes belie a wisdom beyond her years gained from her time spent in the wilds, and she does not appear to bear the markings of any shifter tribe. Her long auburn hair falls around her shoulders, and comes down to the middle of her back. Her hair is constantly adorned with flowers, leaves, or small twigs of wood from the forest, and though she cleans herself regularly, there is almost always more than a little dirt on her otherwise pretty face.

It is rare that she is seen in or near one of the cities or villages of the Moonshae Isles as she is uncomfortable at best among the trappings of civilization. On the rare occasion that she does venture into such trappings, she stays only long enough to gather supplies and perhaps a little information before departing once more. She is a fair person, a guardian of the woods she calls home, and thus an enemy to any who would cause them harm. In battle she shows a wild, cunning intellect.

Bio:

Iris was raised among her parents’ shifter tribe amidst the forests of the Moonshae Isles. She showed an understanding of the natural world around her that went even beyond the norm for her people, and it was no surprise to her parents when she chose to leave them to become a Druid shortly after she matured into a young woman. Several years she spent amongst the groves, learning about and experiencing all of the more basic secrets of the Druidic order that her mentor could teach her.

The day she had finally completed her apprenticeship, she swore a vow to last a year and a day, not to speak any word aloud even to her patron deity, Silvanus. She could speak only with the animals of the natural world that she had sworn to protect, until the winter solstice on the 20th night of Nightal.

Two months ago, shortly before Midwinter, Iris was instructed by another servant of Silvanus that she had been asked to travel to the city of Loudwater. The only reason she was given was that there was some danger to the region, and the other Druids had decided she would be the one to go and uncover what it was, and put an end to it if it was within her abilities to do so.

Iris

strokesRPG: Gray Vale Samaelryn