Woman

Terra Everbloom's page

215 posts. Alias of Glod.


Full Name

Terra Everbloom

Race

Elf

Classes/Levels

Druid 3 2168xp

Gender

Female

Size

5' 8"

Age

95

Special Abilities

low light vision

Deity

Ketephys

Languages

Elven, Common

Strength 10
Dexterity 16
Constitution 11
Intelligence 10
Wisdom 20
Charisma 8

About Terra Everbloom

Current HPS 42/42
Current Surgest 7/7

42 HP 21 bloodied 10 HP Surge 7 a day
8 Speed
+8 Init
Action Points 1

AC 18
Fort 11
Ref 15
Will 17

Primal Aspect: Primal Predator
Background: Auspicious Birth (Auspicious Birth Benefit)

TRAINED SKILLS
Nature +13, Heal +11, Insight +11, Perception +13

Passive Insight 21
Passive Perception 23

UNTRAINED SKILLS
Acrobatics +3(1 from armor), Arcana 1, Athletics 1, Bluff 0, Diplomacy 0, Dungeoneering +6, Endurance 0, History 1, Intimidate 0, Religion 1, Stealth +4(+1 from armor), Streetwise 0, Thievery +3
FEATS
Druid: Ritual Caster
Level 1: Implement Expertise (Staff)
Level 2: Improved Initiative

Basic Melee Attack: 2 vs AC 1d8

POWERS
Druid at-will 1: Flame Seed

Spoiler:
8 vs Ref Ranged 10 fire, implement, primal,zone 1d6+1 fire damage 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 Wis Mod

Druid at-will 1: Chill Wind

Spoiler:
8 vs Fort Area Burst 1 within 10 squares Each creature in burst cold, implement, primal 1d6+1 cold damage and you slide the target 1 square

Druid at-will 1: Swarming Locusts

Spoiler:
8 vs Ref Close Blast 3 Beast Form, Implement, Primal, Zone Creature in Blast (Wis vs Ref) 1d8+6(wis) damage effect: The blast creates a zone of swarming locusts that lasts until the end of your next turn. While within the zone, enemies grant combat Advantage

Druid encounter 1: Thorn Spray

Spoiler:
8 vs Fort Close blast 5 each creature in blast implement, primal 1d6+6(wis) damage and the target takes -4 penalty to all defenses until the end of your next turn

Druid encounter 3: Call Lightning

Spoiler:
8 vs Reflex Area burst 1 within 10 squares implement, lightning, primal, thunder zone Each creature in burst 1d8+6 lightning dmg Effect: The Burst creates a zone of rumbling thunder that lasts until the end of your next turn. While within the zone, any enemy takes a -2 penalty to attack rolls, and any enemy that leaves the zone takes 5 thunder damage

Utility encounter 2: Warding Wind

Spoiler:
Trigger: you are hit by a melee attack effect: you gain a +2 power bonus to all def until the end of your next turn. If the triggering attack misses you, you slide the attacker 2 squares.

Druid daily 1: Summon Giant Toad

Spoiler:
standard range 5 implement, primal, summoning
You summon a Med Giant Toad in an unoccupied square within range. Speed 5 Swim 6 and it has a +10 athletics bonus to jump. On the turn you summon the toad you can give that command as part of this power. You can give the toad the following special command. Standard Melee 3 targets one creature 8 vs reflex 1d8+5(wis) and the target is pulled 2 squares Instint: If you haven't given the toad any commands by the end of your turn, it attacks the same creature that it attacked during your previous turn. If it can't do taht it attacks an enemy within 3 squares of it. Otherwise it moves its speed to a square within 3 squares of the nearest enemy.

21 hps 17 ac 10 fort 14 ref 16 will crit value 13.
Base Stats

Racial and Class Abilities:
Wild Shape

Spoiler:
minor action no more than once a round can shift one square when shifting from beast to elf Form of Panther

Wild Step Ignore Diff Terrain when Shifting
Fey Origin

Elven Accuracy

Spoiler:
encounter reroll an attack roll, use the second roll even if it's lower free action personal

Group Awareness- Non Elf allies within 5 get a +1 to perception
Elven Weapon Prof

ITEMS
Ritual Book:
Animal Messenger, Brew Potion
Adventurer's Kit
- a backpack
- a bedroll
- flint and steel
- a belt pouch
- two sunrods
- ten days of rations
- a 50' hemp rope
- a waterskin

Sylvan Hide Armor +1(+1 to athletics and stealth), Totem, Mace, Staff of Winter +1

Spoiler:
1d6 cold dmg on crit +1 attack rolls and dmg rolls Power(daily) Free Action use this power when using a power that has the cold keyword. after you resolve the power, all enemies within 3 squares of you are immobilized(save ends)

Horse w/saddlebags
-Tent
-2 additional waterskins

Background

Spoiler:
Once while roaming the forest I got seperated from my sister while fighting off some bandits, while I lay in the forest exhausted in and out of true sleep I had a dream. In my dream a great hawk promised it could restore to health if I would only serve it's master and give aid to Old DeadEye. When I awoke my wounds were healed and I could hear my sister looking for me, I told her of what transpired and we both agreed this was a sign from Ketephys that the hawk could be done other than Falling Star and went off into the world to find the meaning of my dream. 20 years later after moving throughout a large portion of the kingdom in the RiverKingdom. I found my answer in Erastil the Human God of the hunt. My mission suddenly made sense the Elven God of the hunt was trying to aid Erastil. I sought out one of the priets of this brother God and was told to seek out the one called Quinn and to assist him in building a kingdom. The kingdom I was promised would be founded on the old ways if I were but there to guide it, a simpler time where the people lived off the land and animals were companions and friends as much as helpers. So now I find myself indentured to one God will trying to keep my God close to my heart.

In the last year my mother fell ill and I found myself leaving Quinn to rejoin Sefra at my mother's side once she passed to aid her in finding her Brightness. Now that our mother is free of this mortal coil we have decided to track down Quinn and his friends to follow my vision to it's conclusion.

154 GP

Forage

Spoiler:

15-16 = 1
17-18 = 2
19-21 = 3
22-24 = 4
25-28 = 5
29-33 = 6
34-39 = 7
40-46 = 8
47-54 = 9
55+ = 10