Nadine of the Veneti

Description:

Str: 8 Dex: 13 Con: 16 Wis: 20 Int: 10 Cha: 15

HP: 28

Surges Per Day: 10

Trained Skills: Nature, Heal, Diplomacy, Arcana

Feats: Raging Storm, Skill Focus (Diplomacy), Ritual Casting

Rituals: Animal Messenger, Silence

Class Features: Primal Guardian, Wild Shape(wolf), Implement:Totem, Implement: staff, Implement: Pact Blade

Powers:

Wild Shape Druid Feature _You assume an aspect of the Primal Beast or return to your humanoid form. At-Will: Polymorph, Primal Minor Action (Special) 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 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 fey 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 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._

Savage Rend _Druid Attack 1 You rake your foe with your claws, setting it up for the kill. At-Will: Beast Form, Implement, Primal Standard Action The Druid, Levels 1-3 Melee touch Target: One creature Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier damage, and you slide the target 1 square. Level 21: 2d8 + Wisdom modifier damage. Special: This power can be used as a melee basic attack._

Storm Spike _Druid Attack 1 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: Implement, 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. Level 21: 2d8 + Wisdom modifier damage._

Thorn Whip _Druid Attack 1 Barbed vines whip out from the wood of your staff or totem to lash and ensnare your prey. At-Will: Implement, Primal Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Fortitude Hit: 1d8 + Wisdom modifier damage, and you pull the target 2 squares. Level 21: 2d8 + Wisdom modifier damage._

Frost Flash _Druid Attack 1 You blast your enemy with cold that leaves it frozen in place. Encounter: Cold, Implement, Primal Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Fortitude Hit: 1d6 + Wisdom modifier cold damage, and the target is immobilized until the end of your next turn. Primal Guardian: The attack deals extra damage equal to your Constitution modifier._

Wind Prison _Druid Attack 1 Gusting winds batter your foe, and when the foe moves, the winds blast outward and knock your enemies to the ground. Daily: Implement, Primal Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Reflex Hit: 2d10 + Wisdom modifier damage. Effect: The target grants combat advantage until it moves or until the end of the encounter. When the target first moves before the end of the encounter, each enemy within 5 squares of the target is knocked prone._

Bio:

Nadine of the Veneti

Planescape: Primal, The next Age MattTaylorDM