Rolen
Rolen
Male -- Elf -- Druid -- Level: 5 -- Good
XP: 5500 (next level: 7500)

Strength 11 (+0/+2)
Constitution 13 (+1/+3)
Dexterity 19 (+4/+6)
Intelligence 10 (+0/+2)
Wisdom         19 (+4/+6)
Charisma 08 (-1/+1)

Maximum Hit Points: 50 [includes toughness]
Bloodied: 25
Surge Value: 12
Surges / Day: 8 [includes constitution modifier]

Size: Medium
Speed: 9 squares [predator bonus & item bonus], 10 on a charge
Vision: Low-light
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Initiative: +6
AC:     20 (Armor: Leather +1 -- Shield: None)
Fortitude:  15 -- Reflex:  19 -- Will: 19
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Skills:
Acrobatics +6, Arcana +7*, Athletics +7*, Bluff +1, Diplomacy +1, Dungeoneering +6, Endurance +3, Heal +6, History +7*, Insight +6, Intimidate +1, Nature       +13* Perception +8, Religion +2, Stealth +6, Streetwise +1, Thievery +6
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At-Will

Melee Basic Attack: Savage Rend, damage 1d8+6 [standard action]
Melee Basic Attack: Staff,  +6 Vs AC, 1d8+1.
Bull Rush: +3 vs fortitude [standard action]
Grab: +3 vs reflex [standard action]
Move grabbed target: +3 vs fortitude [standard action]
Escape: +6 [acrobatics] vs reflex / +8 [athletics] vs fortitude [move action]
Charge: Move your speed and make a Bull Rush or Pounce at end of move

Wild Shape [Druid]
Action: Minor
Range: Personal
Effect: Change form to beast or humandoid, and you can shift 1 square

Pounce [Level 1] - beast form, implement, primal
Action: Standard
Range: Melee Touch
Target: One Creature
Attack: +7 vs Ref
Hit: 1d8 + Wisdom modifier (+6) (+2 when charging). The target grants combat advantage to the next creature that attacks it before the end of your next turn.
Critical: +1d6 – Totem (Daily power): push enemy one square and can shift into that vacated square
Special: When charging, you can use this power in place of a melee basic attack. (+1 for charge +1 for feat = +2 total)
Enraged Boar Form [PH2]: While you are in beast form, you gain a +1 bonus to attack rolls and a +2 bonus to damage rolls with charge attacks
Badge of the Beserker - When you charge, your movement made as part of the charge doesn't provoke opportunity attacks.
Claw Gloves - When in beast form and an enemy grants CA to you, your melee attacks deal 1d10 extra damage against that enemy.

Savage Rend [Level 1] - beast form, implement, primal
Action: Standard
Range: Melee Touch
Target: One Creature
Attack: +7 vs Ref
Hit: 1d8 + Wisdom modifier (+6), and you slide the target 1 square
Critical: +1d6 – Totem (Daily power): push enemy one square and can shift into that vacated square
Special: This power can be used as a melee basic attack</table>
Claw Gloves - When in beast form and an enemy grants CA to you, your melee attacks deal 1d10 extra damage against that enemy.

Thorn Whip [Level 1] - implement, primal
Action: Standard
Ranged: 10
Target: One creature
Attack: +7 vs Fort
Hit: 1d8 + Wisdom modifier (+6), and you pull the target 2 squares
Critical: +1d6 – Totem (Daily power): push enemy one square and can shift into that vacated square
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Encounter Powers


Second Wind
Action: Standard
Range: Personal
Target: Self
Effect: You spend a healing surge and regain 21 HP. You gain a +2 bonus to all defenses until the end of your next turn.

Action Point [free action, not in surprise round]

Elven Accuracy
Action: Free
Range: Personal
Effect: Reroll an attack roll. Use the second roll, even if it’s lower

Darting Bite [Level 1] – beast form, implement, primal
Action: Standard
Range: Melee Touch
Target: One or Two Creatures
Attack: +7 vs Ref
Hit: 1d10 + Wisdom modifer (+6) damage. If at least one of the attacks hit, you can shift 2 squares
Critical: +1d6 – Totem (Daily power): push enemy one square and can shift into that vacated square
Primal Predator: The number of squares you can shift equals your Dexterity modifier (+4)
Claw Gloves - When in beast form and an enemy grants CA to you, your melee attacks deal 1d10 extra damage against that enemy.

Predator's Flurry [Level 3] – beast form, implement, primal
Action: Standard
Range: Melee Touch
Target: One Creature
Attack: +7 vs Reflex
Hit: 1d6 + Wisdom modifier (+6) damage, and the primary target is dazed until the end of your next turn.
Critical: +1d6 – Totem (Daily power): push enemy one square and can shift into that vacated square
Effect: You shift 2 squares and make a secondary attack.
Primal Predator: The number of squares you can shift equals your Dexterity modifier (+4)
Secondary Target: One creature other than the primary target
Secondary Attack: +7 vs Reflex
Hit: 1d6 + Wisdom modifier (+6) damage, and the secondary target is dazed until the end of your next turn
Claw Gloves - When in beast form and an enemy grants CA to you, your melee attacks deal 1d10 extra damage against that enemy.
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Daily Powers


Savage Frenzy [Level 1] – beast form, implement, primal
Action: Standard
Range: Close Burst 1
Target: Each enemy in burst you can see
Attack: +7 vs Ref
Hit: 1d6 + Wisdom modifier (+6) damage, and the target is dazed and slowed (save ends both)
Miss: Half damage, and the target is slowed until the end of your next turn
Critical: +1d6 – Totem (Daily power): push enemy one square and can shift into that vacated square
Claw Gloves - When in beast form and an enemy grants CA to you, your melee attacks deal 1d10 extra damage against that enemy.

Roar of Terror [Level 5] - beast form, fear, implement, primal, psychic
Action: Standard
Range: Close Blast 5
Target: Each creature in blast
Attack: +7 vs Will
Hit: 2d6 + Wisdom modifier (+6) psychic damage, and the target is dazed (save ends)
Miss: Half damage, and the target is dazed until the end of your next turn

Fleet Pursuit [Level 2 Utility] – beast form
Action: Minor
Range: Personal
Effect: Until the end of the encounter, you gain a power bonus to your speed while you are in beast form equal to your Dexterity modifier (+4).
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Feats
Elven Precision: When you use the elven accuracy power, you gain a +2 bonus to the new attack roll

Enraged Boar Form [PH2]: While you are in beast form, you gain a +1 bonus to attack rolls and a +2 bonus to damage rolls with charge attacks

Toughness: When you take this feat, you gain additional hit points. You gain an additional 5 hit points at each tier of play (1st, 11th, 21st)
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Elf
•+2 Dexterity, +2 Intelligence or Wisdom (already included; you chose Wisdom.)
•+2 Nature, +2 Perception
•Elven Weapon Proficiency (longbow, shortbow)
•Fey Origin
•Group Awareness (allies within 5 squares get +1 on perception)
•Wild Step (ignore difficult terrain when shifting)
•Elven Accuracy (once/encounter, may reroll attack roll)
Druid
•This druid chose the Predator primal aspect.
•Balance of Nature
•Ritual Casting -- [bonus feat, not listed above; the ritual book can take most any form]
•Wild Shape [no shield benefit as per revision]
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Equipment
Weapons / Armor / Shield (from above); Backpack; Bedroll; Flint and steel; Grappling hook; Hammer; Pitons x10; Pouch (belt) x1; Rations (1 day) x10; Rope (50', hempen) x1; Sunrods x2l Waterskins x1; Ritual book x1; Ritual components;
Alchemical Reagents (5); Rare herbs (5); Residuum (5)' 120 gp
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Magic items

Weapon: Boar's Charge Totem +1 - Enchantment: attack and damage rolls, Critical: +1d6 per plus, Property: when charging while in beast form, you gain a +1 bonus to speed. Power (daily): free action. Trigger: you hit an enemy with a charge attack using this totem while you are in beast form. Effect: you push that enemy 1 square and can shift into the space it vacated
Weapon:
Weapon:
Weapon:
Armor: Leather Armor +1
Shield:
Arms:
Feet: Boots of Striding - +1 item bonus to speed when wearing light or no armor
Hands: Claw Gloves - When in beast form and an enemy grants CA to you, your melee attacks deal 1d10 extra damage against that enemy.
Head:
Neck: Badge of the Beserker - When you charge, your movement made as part of the charge doesn't provoke opportunity attacks.
Ring:
Ring:
Waist:
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Languages: Common; Elven

Rituals: Create Campsite




Character description/personality:
Rolen was once a lively young lad. But recent events have broken his will. He is now silent, and somewhat stand-offish. He tends to stay in wolf form when in dangerous areas. In wolf form his furry coat is a mixture of browns and white, with piercing blue eyes. As an elf (when walking around on two feet), he is a skinny boy of 12 (in human years) with brown wavy hair, and the same piercing blue eyes. Like many of his kin he is lithe and quick, and somewhat undersized for his age.

Combat tactics:
Transform and roll out. Rolen loves his wolf form and, when possible, charges into combat. He does his best to control the field and maneuver amongst the enemy. His hide, though thick, is vulnerable to many attacks, so he tries to stay nearly the healer when his blood mats his fur.

Character background:
Rolen grew up in the peaceful woods. His clan traveled in a small pack, perhaps ten families total. His parents yer the youngest of elders, and only had just begun their family -- Rolen was the product of their first mating. They lived a quiet life moving from town to city to secluded woods, and all was right in the world. But then one day slavers stormed their camp. Several elders were killed, while others were subdued -- he and his parents were amongst the imprisoned. They traveled for days before coming to cave, to which they were shackled together and lead to stone-worked chamber. There he was separated from his parents (kicking and screaming as it were) and chained to the wall, like the other mangy mutts that populated the room.