Spellscarred wild elf druid


Level 10 Druid (controller)
Medium Fey Humanoid (Elf)

Initiative +10; Passive Senses Perception 27, Insight 20; Low-Light vision, Dark Vision 10
HP 74; Bloodied 37
Resistance none
Healing Surge 18; Surges Per Day 8
AC 26; Fortitude 17, Reflex 22, Will 22
Speed 8; Action Points 1
Deity: Selune

Alignment Good; Languages common, elven
Skills Athletics +12, Heal +15, Nature +17, Perception +17
Feats Student of the Plague – Sight of the Unseen (Spellscarred. Qualify for power swap feats. Darkvision for 1 square that you can turn on and off at will), Implement Expertise (Totem), Eyes of the Spirits, Wild Elf Luck, Novice Power, Toughness
Str 12 (+ 1) Dex 20 (+ 5) Wis 20 (+ 5)
Con 12 (+ 1) Int 10 (+ 0) Cha 8 (- 1)
Possessions Ritual Book, Adventurer’s Kit, Claw Gloves, +1 Lifevine Hide Armor, +3 Predator’s Hide Armor, +2 Summer Growth Totem, +2 quicksilver blade, +2 Selune’s Light Totem, Selune’s Blessing Boon, Onyx Dog Figurine, Amulet of Physical Resolve +1, Dagger, Shortbow, Arrows (30), Rare Herbs (30), 8 gp

Racial Traits Elven weapon proficiency (Proficient with longbow and shortbow), Group awareness (non-elf allies within 5 get +1 to Perception), Elven Accuracy (use elven accuracy as an encounter power), Fey Origin (your origin is Fey, not natural), Wild Step (ignore difficult terrain when shifting even when shifting multiple squares)
Class Features Balance of Nature – Primal Predator (While not wearing heavy armor gain +1 speed), Ritual Casting (gain ritual caster as a bonus feat), Wild Shape (gain the wild shape power)

Rituals: Animal Messenger (can perform animal messenger once per day with no component cost), Create campsite, Last Sight Vision, Silence.

Basic Attacks

Grasping Claws (standard; at-will) ✦ Weapon + 13 vs. Ref; 1d8 + 7.
Shortbow (standard; at-will) ✦ Weapon Ranged 20/40; + 13 vs. AC; 1d8 + 5 damage.

Power Descriptions

At-Will Evocations}

Wild Shape Druid Feature
At-WillPolymorph, Primal
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 few 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 ot 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.

Pounce Druid Attack 1
At-WillBeast Form, Implement, Primal
Standard Action Melee Touch
Target: One Creature
Attack: + 4 vs. reflex
Hit: 1d8 +4 damage. The target grants combat advantage to the next creature that attacks it before the end of your next turn.
Special: When charging, you can use this power in place of a melee basic attack.

Chill Wind Druid Attack 1
At-WillCold, Implement, Primal
Standard Action Area Burst 1 within 10 squares
Target: Each creature in burst
Attack: + 6 vs. fortitude
Hit: 1d6 cold damage, and you slide the target 1 square.

Grasping Claws Druid Attack 1
At-WillBeast Form, Implement, Primal
Standard Action Melee Touch
Target: One Creature
Attack: + 6 vs. Reflex
Hit: 1d8 + 4 damage, and the target is slowed until the end of your next turn.
Special: This power can be used as a melee basic attack.

Encounter Evocations

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

Thorn Spray Druid Attack 1
EncounterImplement, Primal
Standard Action Close blast 5
Target: Each Creature in blast
Attack: + 6 vs. fortitude
Hit: 1d6 +4 damage, and the target takes a penalty to all defenses equal to 1 + your dexterity modifier (+4) until the end of your next turn.

Predator’s Flurry Druid Attack 3
EncounterBeast Form, Implement, Primal
Standard Action Melee touch
Primary Target: One Creature
Primary Attack: + 6 vs. Reflex
Hit: 1d6 +4 damage, and the primary target is dazed until the end of your next turn.
Effect: You shift a number of squares equal to your dexterity modifier (+4).
Secondary Target: Once creature other than the primary target.
Secondary Attack: +6 vs. Reflex
Hit: 1d6 +4 damage, and the secondary target is dazed until the end of your next turn.

Camouflage Cloak Druid Utility 6
Encounter * Primal
Minor Action Ranged 5
Target: You or one ally
Effect: The target becomes invisible until he or she moves or until the end of your next turn.

Daily Evocations

Faerie Fire Druid Attack 1
DailyImplement, Primal, Radiant
Standard Action Area burst 1 within 10
Target: Each creature in burst
Attack: + 6 vs. will
Hit: The target is slowed and grants combat advantage (save ends both).
Aftereffect: 3D6 + 4 radiant damage, and the target grants combat advantage until the end of your next turn.
Miss: 1d6 +4 radiant damage, and the target grants combat advantage until the end of your next turn.

Obscuring Mist Druid Utility 2
DailyPrimal, Zone
Standard Action Area burst 1 within 10 squares
Effect: The burst creates a zone of lightly obscured squares that lasts until the end of your next turn.
Sustain Minor: The zone persists, and you can increase its size by 1 to a maximum of burst 5.

Vine Serpents Druid Attack 5
DailyImplement, Primal, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: + 9 vs. Fort
Hit: 2D6 + Wisdon modifier damage, and the target is restrained (save ends).
Miss: Half damage, and the target is immobilized until the end of your next turn.
Effect: The burst creates a viny zone that lasts until the end of the encounter. Any creature within the zone that leaves it or attacks a creature outside it takes 5 + your Wisdom modifier damage.

Magic Items

Claw Gloves Level 4
Clothing: Hands Slot
Property: When you’re in beast form and an enemy grants combat advantage to you, your melee attacks deal 1d10 extra damage against that enemy.
Item Set: Skin of the Panther

Summer Growth Totem +2 Level 8
Item Slot: Off Hand
Enhancement: +2 attack rolls and damage rolls
Critical: +2d6 damage
Property: On a critical hit the target is restrained until the end of your next turn.
Power (Daily): Minor Action. Each square within 5 squares of you is difficult terrain for your enemies until the end of your next turn.

Life Vine Hide Armor +1 Level 3
Armor: Hide
Enhancement: +1 AC
Power (Daily): Immediate Interrupt. Trigger: An enemy scores a critical hit against you. Effect: You spend a healing surge and regain additional hit points equal to the armor’s enhancement bonus.

Onyx Wolf Action Figure
Wondrous Item
Power (Daily * Conjuration): Standard Action. Use this figurine to conjure a black wolf. As a free action, you can spend a healing surge when activating this item to give the creature temporary hit points equal to your healing surge value.
Power (At-Will): Immediate Reaction. Use this power when an enemy adjacent to the onyx dog attacks you. The onyx wolf makes a bite attack against the attacker.
Description: When you activate a figurine, the conjured creature appears in a space adjacent to you, provided the space is large enough to contain the creature without squeezing. The creature obeys only you, responding to commands spoken in any language. The creature remains for up to 8 hours or until you use a minor action to dismiss it. The conjured creature acts on the same initiative count as you. Every action it takes costs you a minor action (which you use to issue commands), and a conjured creature cannot exceed its normal allotment of actions (a standard, a move, and a minor action) during its turn. If you spend no minor actions on your turn to command the creature, it remains where it is without taking any actions on its turn. A conjured creature has hit points, defenses, and attacks as indicated in its statistics block. It has no healing surges and cannot be healed, though it can still benefit from temporary hit points. When reduced to 0 hit points or fewer, the conjured creature disappears and cannot be conjured again until after you’ve taken an extended rest. Conjured creatures lack basic attacks and therefore cannot make opportunity attacks.

XP: 5803


In the year 1385 the elves of the Chondalwood were content. Their forest was vast and largely left alone by the cities of the Vilhon reach. The coastal cities were too engaged in their own struggles with one another to bother the Chondalwood. Also the Emerald Enclave had a strong presence throughout the region, maintaining the natural order. It was a time of prosperity.

Then came the Spellplague. Mystra’s death throes struck the continent with a fury and the Chondalwood was near the epicenter of the magical blast. Entire regions were destroyed and others changed permanently. The Chondalwood became a confusion of ravines and floating junglemotes, some sailing free, others webbed to lower jungle regions by thick vines and vegetation. The Chondalwood’s vigor was impressive—it grew in the Spellplague’s wake instead of being diminished or being erased by it. However, the majority of living beings in what is now called the Plaguelands were instantly burned to ash by the wave a blue flame. Others were Plaguechanged, becoming magical monstrocities with no sense of humanity left.

It was in this fateful year that Perrin Tassarion was born into chaos. Deep in the heartwood of the Chondalwood forest, Perrin was born to a young elven matron by the name of Selia who was widowed by the Spellplague. She had been a maiden of some nobility, but in the aftermath of the plague all that really mattered was recovery and survival. Civilized concepts such as stature or rank mattered very little. The few surviving elves prepared for Perrin’s birth with renewed hope in dark times for he was to be a symbol of their survival. However he instead brought only fear and revulsion for his infant body crackled with blue energy and behind his eyes burned intense blue flames. He was also very sickly and wailed incessantly as he was wracked with pain. Perrin came very close to being put out of his misery in his first hour of life.

His mother decided, however, that the best thing would be to seek out the help of the Druids. She hoped that they could find a way to heal him, or at least ease his suffering. Also she could tell that the child should not remain among the surviving townsfolk. Every male looked upon Perrin with disappointment in their eyes. It was worse with the women. They looked at him with fear and loathing because he represented what might truly be the fate of all children born after the Spellplague. Selia travelled through the strange lands that had once been so peaceful until she found what was once a large Grove. Many druids had found there way back there also, looking to see how many of their enclave had survived. The spellplague had seriously affected their magic. The minds of some had been broken completely and the use of magic was risky as it had wildly chaotic results.

Perrin was taken in by the druids as was his mother. The magical affliction that affected Perrin was not something that the druids feared so much, and his infancy was spent as comfortable as those times would allow. The druids could ease his pain using herbal remedies, but Perrin still suffered horribly.

After the first few years, the wild effects of magic faded to where eventually there was no magic at all. At the moment that the magic faded from the forest, there were some druids who were in animal form, and they quickly realized that they no longer had the ability to shift back. It was not until decades later that the druids found a new way of harnessing magical power and were able to wild shape again. Perrin spent his childhood around these permanently shifted druids. To him it was normal and they were as much his family as the others in the enclave.

Perrin’s adolescent years were spent in a time of adaptation for the elves. After gathering themselves and establishing some sense of order again, the elves learned how to deal with the new challenges that the plage had created in the forest. Also they learned more about the phenomenon known as spellscarring, and Perrin’s affliction was no longer seen as a curse but more of a disease. Things were made easier in that regard at the age of 5 when the random surges of blue energy ceased to course over his body. He also later learned to hide the blue flames in his eyes when he needed. However his pain only subsided a little growing up. He lived in pain most all the time. He never felt completely comfortable in elven villages, but he did visit them regularly with the druids. Their roles in life had shifted as well with the loss of magic. Their knowledge of herbs and healing had turned them into a mobile medical troop. They travelled between villages and administered to the sick, especially the spellscarred. Selia had become a druid herself by the time Perrin was 10 and was well respected for her herbal remedies.

Perrin became a druid in a time without magic. His time was spent learning all about the natural world and how it had changed since the SpellPlague. He knew that the druids once commanded powerful magic but he had no memory of ever seeing it. The Wild Elves of the Chondalwood as a whole seemed to be ok with the new world dynamic. Without powerful magic, the humas and other reaces outside the Chondalwood had little chance of invading the forest with any effectiveness. Wars between the elves and the outsiders had existed for generation aafter generation and the elves took this time to enjoy their solitude. The became even more isolationist.

Then came rumors from the outside that people had discovered new ways to harness magical forces. First were the arcane and divine practitioners, but eventually the Chondalwood was visited by people calling themselves Shamans and Barbarians and even Druids. They gathered magical power from what they called Primal Energy and they were happy to teach what they could. The druids regained their powers again, albeit they were different now in many ways. Elves who had been living as animals for 50 years were able to finally shift back into their elven forms. Some however had become so comfortable in their animal forms that they chose not to.

It was in this time that Perrin learned magic, as did his mother. For Selia the Primal energy allowed her to become a better herbalist and healer. She was well loved and respected in the forest because of her skill and also because many still remembered her noble heritage. For Perrin the magic was truly a miracle. His life had been a constant neverending struggle of overcoming his own pain and bodily limitations. This all ended the first day Perrin was able to wildshape. He assumed the form of a black wolf and immediately felt no pain. He was in shock. He shifted back to elven form and immediately hurt once again. Whatever animal form Perrin chose, it removed the pain from his body. As can be expected, Perrin spent alot of time as a wolf after that.

Many years later when Perrin was nearing 90 years of age, the political environment had continued to change. The wild elves had not had any significany contact with the outside world for years. But more recently, the more feral of the elves had started killing people on site that had dared to enter their forest. The ruling elves favored this new direction and allied with other races such as the centaurs to patrol the edges of the forest and kill anyone on site.

Perrin was very wary of strangers as any wild elf was. However as a person who had spent his life healing and helping others as a druid, he could not accept the bigotry and murder that his people were promoting. Selia agreed and used all of her clout to fight it. In the end however it was clear that the elves of the Chondalwood had truly become feral and there would be no going back. At the age of 94, Perrin decided it was time to leave his home. Selia accepted her son’s decision, but chose to stay in the hopes that she could one day convince her people to follow a different way. She promised him that if she ever gave up on this, she would also leave the Chondalwood and find Perrin.

Since that time Perrin has travelled many lands, eventually settling in the Dalelands. For the past 30 years Perrin has called this region his home and has become somewhat of a local legend. The people hear tales of a black wolf that helps travelers in need in the forest. Very few people actually know that Perrin is a druid. Perrin loves his new home but he is horribly shy and has befriended very few intelligent creatures. One such friend however was a aman by the name of Thadeus Markins. Perrin, or Onyx as he now known, came upon Thadeus as he was cornered by an enraged, feral boar. Onyx came the Thadeus’ aid in battling the pig and in doing so had to shift into elven form in order to use the full extent of his magic. Thadeus was grateful for the help and from time to time would visit Onyx and share tales of interesting people and events in town. Then one day Onyx was contacted by another friend he had made by the name of Wolfman Jack, telling him that Thadeus had gone missing….


The Hidden Jasper