Nieda-Harsas Bureau of Tourism
Re-build of the original fanged killing machine
Razorclaw Shifter Warden Level 6
|Heroic Tier||Storm Heart Warden|
|Paragon Path||Child of the North Wind (planned)|
|Epic Destiny||Storm Sovereign (decided)|
|Equipment Slot||Equipment Name|
|Weapon||Lightning Longsword +1|
|Armor||Feral Hide Armor +2|
|Neck||Amulet of Vigor +2|
|Feature Type||Feature Name|
|Razorclaw Shifter Racial Feature||Razorclaw Shifting|
|Warden Class Feature||Stormheart Guardian Might|
|Warden Class Feature||Nature’s Wrath|
|Warden Class Feature||Font of Life|
|Feat||Courage of the Lone Stag|
|Power Type||Power Name||Fluff|
|At-Will||Warden’s Fury||Imm. Int. on hit, enemy grants CA to me and allies until end of my next turn|
|At-Will||Warden’s Grasp||Imm. React. slides target and slows; stops shifting|
|At-Will||Thorn Strike||pull target 1 square|
|At-Will||Tempest Assault||other marked targets take con mod thunder damage|
|Encounter||Razorclaw Shifting||speed +2, AC and Reflex +1|
|Encounter||Gale Strike||see tempest assault; slide marked enemy 1 square|
|Encounter||Form of Winter’s Herald Attack||immobilized (save ends)|
|Encounter||Violent Bolt||one other enemy must choose to either fall prone or take 5 damage (+con mod from Stormheart)|
|Daily||Form of Winter’s Herald||polymorph|
|Daily||Winter’s Grip||close blast 3 ice zone (5 damage to creatures); sustain minor|
|Daily||Nature’s Abundance||close burst 3 plant zone; grants cover to allies|
|Daily||Treacherous Ice||stance; enemies cannot shift into or out of adjacent squares|
Ten-Minute Background5 Background Concepts:
- Playful and curious
- Known among his tribe as a troublemaker because of a penchant for having to see and understand things. Has broken many rules just because he wanted to know what would happen if he did. Has an irresistable urge ot push buttons and pull levers that he’s been told not to touch.
- Typical appearance for his race, but the tips of both his ears droop for some reason.
- Lived as part of a nomadic tribe that still tried to live off the land as much as possible. Tribe itself did its best to stay away from civilization.
- Being closely tied to the beasts of the wood, will only harm a woodland creature if he has no other choice.
- Make a name for himself as a hero instead of a troublemaker
- Be an effective Defender
- Much prefers city life. More random stuff happens.
- Searches for a higher purpose, whether that be through a religious experience or simply finding his niche.
- Sister. Doesn’t matter what she did or what her name is. Just gives Jake an excuse to have a quasi-catgirl in the story later.
- Mack. Human rogue that helped him get into trouble in the first town he visited. A nice guy, but took advantage of Blizz’s carefree, impulsive nature to lift a few pockets in the ensuing confusion.
- An old trader that would sometimes visit his tribe in the wilderness. Never knew the old man’s name, but he would often tell stories of the large cities and tales of heroism.
- First time he flew. He wasn’t supposed to, but being thrown by an annoyed orc will have that effect on you.
- First visit to the city and the wonders (and trouble) he found there.
- Being thrown out of first city he ever visited BECAUSE of the trouble he found there. His travels brought him to his current situation.
- Is willing to go along with terrible ideas just to see what happens, success or fail (read: carrying a crate into a room full of bandits with Jorma inside)
- More like a house cat than a wild cat, since he likes his bells and tried to paw at a dangling lightning-enchanted sword. In addition, I am blaming his penchant for missing in the subsequent fights on the fact that he keeps looking at the crackling sword as he swings it instead of at his target.