Feats: Primal Instinct (One ally within 5 squares can reroll initiative)
Human Perseverance (+1 to saving throws)
Ritual Casting(Animal Messenger, Create Campsite)
Implement Expertise(Staff)(+1 attack with staff)
Action Surge(+3 attack on attack done with AP)
Wintertouched(Enemies vunerable to cold grant CA when attacked with cold power)
Staff Fighting(Staff is defensive, among other things)
Improved Initiative
*Fast Wild Shape(Wild Shape as free action once per turn)
Danger Sense(Roll Init twice, take better result)
Vital Form(Extra use of Second Wind after using Wild Shape)
Warning Guardian(Adjacent allies don't grant CA from flanking)
Lasting Frost(Enemies hit with cold power gain vulnerability 5 cold)
Weapon Focus(Staff)(+3 damage using a staff)
*Second Skin(+2 AC with Hide Armor, -1 Armor Penalty, +1 attack for primal fear attacks)
Primal Resurgence(Regain daily when bloodied 1/day)
Robust Defenses(+2 Fort, Ref, Will
Epic Reflex(+4 to Ref, untyped)
Epic Will(+4 to Will, untyped)
Class Features:
Healing Spiral, When not in beast form, bloodied allies spending healing surges within 5 squares heal 8 more HP
Spiral Wind Action: When you spend an AP when not in beast form, a bloodied ally within 5 squares can spend a HS
Allied Winds: When I spend a HS, I can shift 2 squares as a free action
Primal Travel: When any enemy hits me with a melee attack, I can teleport 3 squares as an immediate reaction
Spirit Boon: +1 to attack rolls, skill checks and ability checks with one ability(Wisdom, included in attack/skill totals)
At-Will: Chill Wind:
Spoiler:
+31 vs Fort, range 10, burst 1, 2d6+9 Cold and shift target 1 square
Storm Spike:
Spoiler:
+31 vs Reflex, range 10, 2d8+17 Lightning and if the target doesn't move at least 2 squares on it's next turn it takes 8 Lightning damage
Call of The Beast:
Spoiler:
+31 vs Will, range 10, burst 1, targets can't gain CA, and if on it's next turn the target doesn't attack the nearest of my allies it takes 18 psychic damage
Savage Rend*:
Spoiler:
+31 vs Reflex, 2d8+17 damage and shift target 1 square
Encounter:
Spiral Gust:
Spoiler:
+31 vs Reflex, close blast 3, vs enemies, 2d6+17 damage and an ally adjacent to each target heals 8HP
Releasing Breath:
Spoiler:
Immediate Reaction, when ally in 10 squares uses Second Wind, ally and all allies within 5 squares gain concealment until end of my next turn.
Fearsome Fangs*
Spoiler:
+31 vs Reflex, before attack each ally adjacent to target can shift 1 square as a free action, 4d8+17 and I can slide the target 8 squares and target grants CA until the end of my next turn.
Polar Blast
Spoiler:
+31 vs Reflex, close blast 5, 2d8+17 Cold and target is immobilized and gets vulnerability 7 to all damage.
Camouflage Cloak
Spoiler:
Minor action, range 5, you or one ally turns invisible until either they move or the end of your next turn.
Barkskin
Spoiler:
Minor action, range 5, you or ally get +7 power bonus to AC
Daily:
Three Shifting Winds
Spoiler:
Close blast 5, enemies only, +31 vs Reflex, 4d10+17 Cold, Radiant, or Thunder damage, Miss: Half, Effect depends on damage type, Cold: Slowed(save ends), Radiant: Each ally in burst heals 22 HP, Thunder: One enemy in burst is dazed until end of my next turn.
Primal Storm
Spoiler:
+31 vs Fort, range 20, burst 4, only enemies, 4d6+17 Fire/Lightning damage and is knocked prone, Miss: half damage. Effect: Creates a zone that lasts until end of my next turn. When enemy tries to stand up in zone, make following OA: +32 vs Reflex, target can't stand up on it's current turn. Minor: Zone persists.
Blinding Blizzard
Spoiler:
+31 vs Fort, range 20, burst 2, 4d6+17 and target is blinded(save ends), Miss: Half damage, Effect:Creates a zone, can make following OA when a creature enters the zone or starts it's turn there: +31 vs Reflex, target is restrained until end of my next turn
Armor of The Wild
Spoiler:
Minor action, until the end of the encounter, gain resist all 7.
Howl of The Wild*
Spoiler:
Minor action, close burst 5, I spend a HS and each ally in burst heals 4d6 HP
Tree of Life
Spoiler:
Range 10, minor action, conjure a tree in an unoccupied square for rest of encounter. Tree provides cover, and allies within 2 squares gain regen 5.
Destiny Staff
Spoiler:
Free action when I drop an enemy to 0HP, take a standard action
Death-Defying Cloak
Spoiler:
Immediate Interrupt, when an attack would reduce me to 0HP or less, I'm instead reduced to 1HP and am invisible to the end of my next turn/my next attack. Until I become visible, an illusion of my dead body remains, to see through illusion, DC49 Perception check, or touch the body.
Addergrease Armor
Spoiler:
Immediate Reaction, when an enemy misses with a melee attack, attacker takes 15 ongoing poison damage and I shift 6 squares.
Equipment:
28: Addergrease Voidhide Armor (+2 Fort)
29: Death-Defying Cloak +6
30: Staff of Destiny +6 (Crit +6d8, when my attack brings enemy to 0HP, I can spend a HS
2625000gp
Eye of Awareness, -425000 (+2 Will, +5 Initiative)
Background: Jack used to just be a humble sailor. One day, there was a mutiny, Jack supported the captain, mutineers won, they tossed Jack overboard. Fortunately, Jack washed up on the shores of a druidic sect. They tended his wounds, and Jack ended up joining them. Of course, it couldn't last. Jack's former crew has since turned to piracy, and they pillaged and burnt the village Jack was living in to the ground. Now Jack wanders the world, mainly out of the misguided belief that his former crew was hunting him down.
Benefit: Mariner, +2 Perception
Appearance: A man wearing a sailor's overcoat and a battered tricorn hat walks along the path, leaning on a staff. He seems to be humming a sea shanty under his breath, out of tune. For what his face looks like, just look at the avatar and add a scar to the right side of his face, near the cheekbone.
While Wild-shaping, he looks like a mangy old dog, the kind you would find in the back allies of any port across the world.[/spoiler]