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About Quinn TallfeatherAC: 15
Init: +5
HP: 28/28
Action Points: 1
XP: 100 Basic Melee attack: Staff +2 vs AC / 1d8 Feats:
Skills:
Powers:
Chill Wind: Standard,(Area burst 1 within 10 squares. Each creature in burst. Att +4 vs Fort. Hit = 1d6 cold damage, and you slide the target 1 square.) Flame Seed: Standard. (Ranged 10. Att +4 vs Ref. Hit = 1d6 danage, and the squares adjacent to the target become a fiery zone that lasts until the end of your next turn. Any enemy that enters the zone or starts its turn there takes fire damage equal to your Wisdom modifier (+4).) Wild Shape: Minor. (Personal. You change from your humanoid form to beast form and 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 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.) Grasping Claws: Standard. (Melee touch. Att +4 vs Ref. Hit = 1d8+4 damage, and the target is slowed until the end of your next turn. Special: This power can be used as a basic melee attack. Requires beast form.) Encounter Powers Twisting Vines: Standard. (Area burst 1 within 10 squares. Each creature in burst. Att +4 vs Ref. Hit = 1d8 + Wisdom modifier (+4) damage, and each square adjacent to the target becomes difficult terrain until the end of your next turn.) Daily Powers Wind Prison: Standard. (Ranged 10. Att +4 vs Ref. Hit = 2d10 +4 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.) Description
Background
Lord Shamus Belvayne was a wise man, and saw the Red Revolution coming long before its bloody tide swept over his family. Knowing that his family was in danger, Shamus packed up everything and moved his estate northwest, into the River Kingdoms. Other Belvaynes had already established themselves in the new state of Gralton, and it was there that they went. The trek was treacherous, and it was more than one run-in with bandits and highwaymen that would tax the family. Again, forewarned and wise, the Belvayne's paid their way through to Gralton. Quinn and his family arrived flat broke, with barely the shirts on their backs, but safe. It was in Gralton that Quinn would meet his destiny. Elizious Baraclor, druid and proprietor of the Black Gardens, would recognize the boys latent talents during a tour given to his family. Soon Quinn was spending all of his time there, much to the displeasure of his father. The two fought frequently over the matter, Shamus feeling the boy should be learning a trade to help support the family. During one such fight, the elder Belvayne struck Quinn, causing him to flee in tears to Elizious' house. Elizious told Quinn of an opportunity brewing in Brevoy, where brave souls were being sought to claim part of the wilderness. Quinn knew that this was his chance to be a part of the wild he loved so well. Leaving the name Belvayne behind, he added "Tallfeather" as a surname, in a bitter play on his height and his father's nickname for him. |
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