Difference between revisions of "Jace Seur"

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Powers:
 
Powers:
 +
 
Wild Shape
 
Wild Shape
 +
 
1st Level At Wills:
 
1st Level At Wills:
 +
 
Grasping Claws
 
Grasping Claws
 +
 
Savage Rend
 
Savage Rend
 +
 
Fire Hawk
 
Fire Hawk
 +
 
Grasping Tide
 
Grasping Tide
At-Will ✦ Implement, Primal
+
At-Will ✦ Implement, Primal
 
Standard Action Area burst 1 within 10 squares
 
Standard Action Area burst 1 within 10 squares
 
Target: Each creature in burst
 
Target: Each creature in burst
Line 54: Line 60:
 
Hit: Target is knocked prone.
 
Hit: Target is knocked prone.
 
Level 21: 2d6 + Wisdom modifier damage.
 
Level 21: 2d6 + Wisdom modifier damage.
 +
 
1st Level Encounter:
 
1st Level Encounter:
 +
 
Frost Flash
 
Frost Flash
 +
 
1st Level Daily:
 
1st Level Daily:
 
Summon Pack Wolf (PP)
 
Summon Pack Wolf (PP)
 +
 
Theme Encounter:
 
Theme Encounter:
 +
 
Color Orb
 
Color Orb
 +
 
Skills Trained:
 
Skills Trained:
 +
 
Nature, Insight, Perception (+2 Background), Endurance, Arcana, Diplomacy
 
Nature, Insight, Perception (+2 Background), Endurance, Arcana, Diplomacy
  

Revision as of 08:41, 22 July 2011

Jace


Jace Seur Jace is no stranger to tragedy. His father died in one of the many wars against (insert GM's choice) while his mother was with child. His mother died in childbirth. Though thankfully his grandfather was a Wizard and took him in. However his grandfather managed to come under the attention of (GM's choice) as many Wizards have in these dark and dangerous days. His grandfather and several of his associate mages and senior apprentices were skilled, and the tower destroyed. Thankfully he and several other apprentices managed to escape deep into the woods during the sacking. They would have died but they were taken in by Druids to be raised into the wisdom of the Primal Spirits and charged to protect an Ancient Grove. Sadly tragedy struck once again, those who destroyed his home despoiled and scattered the Druid's Grove he belonged to while he was out communing with the Primal Spirits and performing the final solitary rite to become a true druid. Swearing vengeance he seeks allies to help him grant nature's cold hard justice to those who have taken so much from him. Tags: Sworn to Vengeance, Twice Orphaned, RAGE!!, Hatred ( GM's choice), Fist of Nature, Mage Acoltye

Human Druid

Theme: Wizards Apprentice

Background: Forrest

Primal Aspect: Primal Guardian

Attributes

Strength: 9

Dexterity: 10

Constitution: 16

Intelligence: 10

Wisdom: 16 (+2) / 18

Charisma: 13 Defenses:

AC: 17 Fort: +1 Reflex: +2 Will:+2

HP: 28

Surges: 9 To Hit: +7

Languages: Common, Elven, (Druidic?)

Powers:

Wild Shape

1st Level At Wills:

Grasping Claws

Savage Rend

Fire Hawk

Grasping Tide

At-Will ✦ Implement, Primal

Standard Action Area burst 1 within 10 squares Target: Each creature in burst Attack: Wisdom vs. Fortitude Hit: 1d6 + Wisdom modifier damage. Effect: If the target moves out of the area of effect before the end of your next turn it is subject to a secondary attack. Secondary Attack: Wisdom vs. Reflex Hit: Target is knocked prone. Level 21: 2d6 + Wisdom modifier damage.

1st Level Encounter:

Frost Flash

1st Level Daily: Summon Pack Wolf (PP)

Theme Encounter:

Color Orb

Skills Trained:

Nature, Insight, Perception (+2 Background), Endurance, Arcana, Diplomacy

Feats: Arcane Prodigy [Sorceror Multiclass], Staff Expertise, Ritual Casting

Equipment: QuarterStaff (5gp), Hide Armor (30gp), Adventurer's Kit (15gp), 45 Gold Pieces worth of Residuum for Rituals

Rituals Known: Animal Messenger, Comprehend Language