Highstone Academy: Adventurer's School

B

Boss Frost

Guest
Original poster
Highstone Academy
The winds of adventure will take us where we need to go.

Above a desert that was once a forest, burnt to ashes by the rampage of a fiery abomination, there flies an island... lush with green, and easily identified by the gray stone castle resting upon it, as well as the small town to the side of it. The town is known as Spicegale Village, and it houses a multitude of races from all around the world, even from across planar barriers. The keep is the focus of the flying island, however: the strange adventurer's school referred to as the Highstone Academy.

Long ago, the current Dean and his adventuring party came across the school in their travels. The site had long been abandoned, but the floating city and keep were enough to stay in the man's memory. The party would come to use it as a base of operations, and used it as their final stand against an otherworldly threat: the gouges of that battle still mar the surface of the island, and the fallen corpses of the infernal machines can be seen far on the desert ground below.

Inverse to the land below, the island is temperate, the surface is covered in great grassy hills, an expansive forest, and an impressive lake, filled from the side with a portal from the Elemental Chaos. In fact, the entire island is dotted with portals to the various planes: save for a few, these portals seem to be one-way, letting creatures onto the island: but not back off of it...

The underside of the island, however, is not as ideal as the surface. The winding tunnels of the continent-sized island are filled with various other environments: The deepest of which being a varied labyrinth of molten lava which drips into the desert below, fed by some unworldly, bound being...

Worried about what might lie ahead, the Dean has set up his adventurer's school in order to train a new generation of improved adventurers, taking youths and molding them into far more powerful individuals than they would be on their own, or adventuring normally. Providing various tests and awarding them with gold earned from his own years of adventuring, his system is one of the most vaunted in the world - at least, among those that know of him...

You are a student in this academy. What happens next, of course, is up to you...

Special Rules:
You must be a young character.
The point buy is 22, 100 starting gold.
For this roleplay, I will be lax on character concepts. Any book, any race can be used. You may even run by homebrew or special races and feats... feel free to get creative!

There are three special ways to play in this RP.
Testing
This is the standard mode of play, and will take place in the IC thread. Your character will use their powers, skills, and equipment to complete whatever objective given to you by The Dean. Cooperation with your allies will be key. Whether you win or lose, you will earn experience points and gold, as well as a grade on your performance!

Free Time
At any time, you may interact with your fellow players (or anyone else wanting to join in!) within the Roleplay tab in the Cbox. There are no rules to what you can do in this game (though if you pick up items in the Free Time, you can't use them in the Testing period, unless I feel you've earned them). Adventure, explore the island, and interact with your classmates! Provide proof that you did this by posting the Logs in this OOC thread, and you'll earn 250 experience points for every two players!

Homework
Besides what I have mentioned above, I will not be providing a lot of detail into the world. YOU, however, can do this. By writing a 'report', in-character, for one of your character's classes (most of which will be off-screen and up to you), will earn you 50 gold times your level per report, twice a week (real time). Thus, if you do this right off the bat, you can double your starting gold. The world is massive, with many different societies, plants, cultures, and races - don't be afraid to get creative!

That's all the basic information. The post after this one will provide homebrew, "added" information from homework, and a cast of characters.
 
Cast of Characters
To be Announced!

Extra Information
No one's done any Homework yet!

Special Feats & Races
Honor is not just a word in their country.
Rokugani humans use the same stats as the humans in the Player's Handbook, save for one difference. Rather than a bonus feat, a Rokugani Human gets a Clan Feat, shown in the Rokugani Feats section. Clanless individuals and Ronin may keep their Human bonus feat.

A mischievous race of shapechangers known for their trickery and attractive appearance.
Ability Scores: +2 Dex, +2 Cha or Int
Size: Medium
Speed: 6 Squares
Vision: Low-Light Vision
Languages: Common, Elven

Skill Bonuses: +2 Acrobatics, +2 Nature
-Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
-Alternate Form: Twice per day, transform into one of three forms. Your animal form cannot use equipment. You become small sized. You can manipulate objects, but it takes a standard action to do so. You gain a bite attack: +3 proficiency, 1d6 damage. You cannot enchant your bite attack. There are no play differences between your human or hybrid form.
-Fox Fire: You gain Fox Fire as an encounter power.

Fox Fire
Encounter - Fire, Charm
Minor Action, Ranged 5
Attack: Cha +2 or Int +2 vs. Will. Increase to +4 bonus at 11th level, +6 bonus at 21st level.
Hit: Your target is dazed for one round.
Special: You can use this power to imitate the Light wizard cantrip at-will, without expending the encounter ability.

A cruel race of shapechangers known to imitate individuals they have killed.
Ability Scores: +2 Dex, +2 Int or Con
Size: Medium
Speed: 6 Squares
Vision: Low-Light Vision
Languages: Common, Goblin

Skill Bonuses: +2 Sneak, +2 Acrobatics
-Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
-Alternate Form: Twice per day, transform into one of three forms. Your animal form cannot use equipment. You become small sized. You can manipulate objects, but it takes a standard action to do so. You gain two claw attacks: +3 proficiency, 1d4 damage.. You cannot enchant your claws. There are no play differences between your human or hybrid form.
-Bakeneko Tricks: You gain the Steal Form and Soul Burn as an encounter power.

Steal Form
Encounter - Illusion
Minor Action, Personal
Effect: Take on the appearance and voice of a creature you have used Soul Burn on in the last hour. This disguise lasts until your next extended rest or until you dismiss it.

Soul Burn
At-Will - Necrotic
Standard Action - Range: 5
Attack: Intelligence +2 vs. Fortitude
Effect: Target takes your Intelligence modifier in necrotic damage.​


A race of rat-men, hunting down the taint of Shadow wherever it stands.
Ability Scores: +2 Con, +2 Dex or Wis
Size: Medium
Speed: 7 squares
Languages: Common

Skill Bonuses: +2 Stealth, +2 Acrobatics
-Resist Shadowlands Taint: You resist necrotic damage equal to 5 plus half your level. You also gain cold resistance equal to half your level (minimum 0).
-Cornered Rat: When bloodied, your recieve a +1 to attack rolls. You also regain one expended healing surge, if any.
-Opportunistic Tactics: You gain the Opportunistic Tactics power.

Opportunistic Tactics
Encounter
Immediate Reaction - Personal
Trigger: An adjacent enemy misses you with an attack that targeted you.
Target: The triggering enemy.
Effect: Make a melee basic attack on the target with a +2 bonus.

Descended from great creatures, the graceful Spirit Folk combine the traits of human and ancestor into one whole.
Ability Scores: +2 Cha, +2 Wis or Dex
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, choice of one other.

Skill Bonuses: +2 Endurance, +2 Nature
-Spirit Step: You ignore difficult terrain when you shift.
-Ancestor's Grace: You gain +1 to reflex and will defenses against attacks made by bloodied creatures.
-Esteemed Lineage: You receive either the Bamboo Soul or River Soul power, chosen at character creation. It cannot be changed later.

Bamboo Soul
Encounter
Move Action - Personal
Effect: Move up to your speed, ignoring difficult terrain. You do not provoke attacks of opportunity during this movement.

River Soul
Encounter - Cold
Minor Action - Range: Close Burst 1
Attack: Wisdom vs. Reflex
Effect: Target is pushed 1 square.
Miss: Target takes Cold damage equal to Wisdom modifier.

Rokugani Feats
Clan Feats: Unless you've got a good background reason, you may only take one clan feat at a time. Save for the newly-formed Rat Clan, only Humans may choose a Clan Feat.

Toughness of the Crab Clan: You gain an extra 5 HP at first level. Your hit points gained per level increases by 3.

Speed of the Crane Clan: +2 Reflex Defense. This bonus increases to +3 at 11th level, +4 at 21st level. You can draw or sheathe a weapon as a free action.

Riddle of the Dragon Clan: Choose a damage type. You do +1 damage per tier with this damage type. This is a miscellaneous bonus. You may retrain this later, if you wish.

Fury of the Lion Clan: +1 damage per tier with melee strikes while bloodied.

Void of the Phoenix Clan: When using a power of the fire, radiant, or necrotic damage types and you roll a 1 on a damage die, you may reroll that die.

Mask of the Scorpion Clan: You and all allies within 10 squares gain a +1 bonus to stealth. As well, if you use a power with the Poison keyword, you deal +1 damage per tier.

Charger of the Unicorn Clan: When you charge, increase your speed by 2 per tier. You may give this ability to any mount you ride.

Sailor of the Mantis Clan: You gain a +1 on athletics checks per tier, and you ignore the skill check penalty for heavy armor.

Rise of the Rat Clan: Against creatures of the undead type or shadow origin, you do +1 damage. This bonus stacks if you are fighting an undead creature of shadow origin.

 
Name: Nori
Age: 15
Sex: Male
Alignment: Unaligned (Leans to Law)
Appearance:
http://fc04.deviantart.net/fs70/f/2011/083/c/9/feed_your_anger_by_owltrolley-d3cegks.png
Has black hair that appears reddish in some light. He has dusky skin, and high cheekbones. He has a scar on his right cheek and one on his lip. His mouth is usually set in a line, and his dark-brown eyes are narrowed. He wears black-chainmail under a brown-red tunic and leggings and a thick red cloak. In his fox form (which he rarely ever uses), he's a dark brown with flecks of black on his back.

Personality: Less patient (or as some would say, lazy) than his brother, Nori tends to be hot-headed and prone to random fits of anger or gloominess. People find him to be serious and grim - and very intense.When confronted with a moral problem or question, he tends to avoid it, rather than answer it. He doesn't like revealing what side he stands on. He rarely feels like he fits in, but is more comfortable amongst humans in the prime material then in the company of his fellow fey. He is quiet and secretive - some consider him to be untrustworthy.

History:
The eldest of a set of twins, Nori beat his brother to life by five seconds. But those five seconds made all the difference. Nori was well aware of the difference between himself and his brother - his brother was gentle and soft spoken, he was rash and violent, his brother was successful at everything, Nori rarely did, and where his brother was fair and sunny, he was darker and stormier. It was obvious that his brother, Kyu, was the favourite of his parents, and though Nori didn't resent him for that, he did feel very jealous of his brother, wanting more than anything to be as successful as he was. Unfortunately, fey society looked down on Nori's behaviour, his lack of spontaneity, and his habit of getting into dark and gloomy moods.

On an expedition through the Feywild, (Nori was prone to taking long walks alone) Nori came across a library. A library sitting there, in the middle of nowhere. This was hardly surprising, the Feywild was prone to generating things whenever it felt like it. Nori entered it, and found that it was full of old books and lost rituals, which were filled with a sort of magic and method for garnering magic that he never thought plausible; magic that was stolen from the forces of Hell. The kitsune hated Hell as much as any fey and had often been jealous of his brother's proficiency with magic - Nori had trouble mastering the simplest of cantrips. Here was an opportunity to take power from directly under Hell's nose - perhaps weaken them - and have skill in magic that Kyu would be in awe at. Nori took the most comprehensive book he could, and returned home.

With some assistance from his brother, Nori completed the rituals, earning himself the powers of Hell. He almost immediately began to feel sick, or like he had been tricked. He felt a great sense of uneasiness, but managed to conjure his first weapon; a long, broad Blade of Annihilation. The effort of conjuring it exhausted him, but he attempted practicing with the sword on dummies made of twigs and flour sacks. The sword often struck on its own accord and once even drew blood from its master, giving Nori the scar on his lip. Eventually, he was able to wrestle his unruly sword into submission. His power frightened him, and he cursed making the pact in the first place. He confessed this to his brother, and then, his parents. They rejected their son, and accused him of being as wicked as the origin of his magic was. He left, with his loyal Kyu at his side, and crossed into The Prime Material.

In the prime material, Nori found that he had a great admiration for humans, enjoying the relative freedom of their lives and their fairness. Rumours came to him of an adventuring school called 'Highstone', and he felt like he could get a better grip on his magic and on his life if he went there and trained. He begged Kyu to come with him, and there they ended up.

Unlike Kyu, Nori works exceedingly hard in his classes, though his success is often minimal to average. He has been lectured several times for violence against other pupils and for malicious behaviour. Most of these claims have truth in them, for Nori is prone to causing trouble. Not because he wants to, but because that's just who he is.

Game Rules:
Class: Hexblade 1
Str: 14 (+2)
Dex: 10 (+1)
Con: 16 (+3)
Int: 10 (+0)
Wis: 13 (+1)
Cha: 16 (+3)
HP: 28/28
Fort: +1(+3)(+10)} 14
Will: +1(+3)(+10)}14
Ref: +0(+10)}10

AC: 10+6+1} 17

Racial Powers:
-Alternate Form: Twice per day, transform into one of three forms. Your animal form cannot use equipment. You become small sized. You can manipulate objects, but it takes a standard action to do so. You gain a bite attack: +3 proficiency, 1d6 damage. You cannot enchant your bite attack. There are no play differences between your human or hybrid form.
-Fox Fire: You gain Fox Fire as an encounter power.

Fox Fire
Encounter - Fire, Charm
Minor Action, Ranged 5
Attack: Cha +2 or Int +2 vs. Will. Increase to +4 bonus at 11th level, +6 bonus at 21st level.
Hit: Your target is dazed for one round.
Special: You can use this power to imitate the Light wizard cantrip at-will, without expending the encounter ability.

Class Features:

Infernal Pact: Power: You gain a bonus to the damage rolls of your warlock and warlock paragon path attack powers. The bonus equals your Constitution modifier. The bonus increases to 2 + your Constitution modifier at 5th level, 4 + your Constitution modifier at 15th level, and 6 + your Constitution modifier at 25th level. At 9th level, you also gain this bonus to the damage rolls of the creature you summon with summon warlock's ally.
Infernal Pact: Pact Weapon:
Blade of Annilhation:1d12, One Handed, Heavy} +2 Proficency

Daily: Hellfire Blast: 3d8 + Charisma modifier fire damage.
Encounter: Blazing Doom of the Void: 2 X Weapon Dmg + Cha Modifier Necrotic Damage, +5 to your next dmg roll against the target until the end of next turn.
Will: Eldritch Bolt: 1 d10 + Charisma modifier force damage
Soul Eater: Weapon Dmg + Cha Modifier Necrotic Damage, +2 to next attack roll against target before end of next turn
Soul Feast: After reducing enemy to 0 HP (or enemy next to you drops to 0) gain temporary HP = Con Mod

Skills:
Bluff: (+5)(+3)} 8
Insight: (+5)(+1)} 6
Intimidate: (+5)(+3)} 8
Religion: (+5)(+0)} 5
Feats:
Light Shield Proficiency

Inventory:
27 GP
Adventuring Kit
Rod (Black, with Steel Caps)
Chainmail (Black) (+6 AC) (-1 Check/Speed)
Light Shield
 
Ric was asking about kestrel as a race.


Also:

Name: Moto Takahiro
Race: Human (Rokugani)
Class: Fighter
Languages: Rokugani, Common (broken)

Level: 2
Clan: Unicorn
Height: 5' 8"
Weight: 195 lbs
Eyes: Green
Hair: Black, long and feint highlights slightly more golden than the rest. Usually kept back and out of the way but often comes lose.


Alignment: Lawfull Good

Attributes:

STR: 16 (+3)
CON: 12 (+1)
DEX: 14 (+2)
INT: 13 (+1)
WIS: 13 (+1)
CHA: 10 (+0)

HP: 33
Bloodied: 16
Hit Points per Level Gained: 6
Healing Surges per Day: 10
Surge Value: 8

AC: 10|0|7|17
Fort: 10|3|1+2+1|17
Ref: 10|2|1+1|14
Will: 10|1|1+1|13

Race Traits:

Average Height: 5 u769 6 u779 –6 u769 2 u779
Average Weight: 135–220 lb.
Ability Scores: +2 to one ability score of your choice
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, choice of one other
Bonus At-Will Power: You know one extra at-willpower from your class.
Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
Bonus Skill: You gain training in one additional skill from your class skill list.
Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses.

Class Features:

Role: Defender
Armor Proficiencies: Cloth, leather, hide, chainmail, scale; light shield, heavy shield
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged
Trained Skills: From the class skills list below, choose three trained skills at 1st level.
Class Skills: Athletics (Str), Endurance (Con), Heal (Wis), Intimidate (Cha), Streetwise (Cha)
Fighter Weapon Talent (one handed)

Skills:

Athletics: 8
Endurance: 6
Heal: 6
Intimidate: 5
Streetwise: 0

Feats:
Two weapon fighting.
Charger of the Unicorn Clan
Human Perseverance

Powers:

At-Will

Cleave
Reaping Strike
Sure Strike

Encounter

Spinning Sweep

Daily

Villain's Menace

Utility

Boundless Endurance

Normal load: 160lbs
Heavy load: 320lbs
Maximum drag: 800lbs


1 000 EXP

Bound to the samurai principals of the bushido yet inheriting his mother's free spirit Takahiro is willing to interpret the letter of the law in unconventional ways so long as the spirit behind them remains intact. The counterpoint between his parent's personalities yet still berry much his own person to upholds the principals of both clans as best he can.

Takahiro loves a good joke and growing up in the country has left him naive in some ways but parallel to the softer side is the stubbornness inherited from both his parents.

When a lordless Lion samurai married a Unicorn he because a part of her family and the two retired to a quiet village far from the ever more improbable stories of their adventure that spoiled a plot to infiltrate and overthrow the empire. Having chosen a life away from pressure and wild stories for the child Ryoko carried their conflicting personalities mellowed under the absence of stress and they were able to make a functional family.

Takahiro received wildly different tutelage from each parent, the rigorous and strict instruction from Kiyoshi and the more improvising and flexible bouts with Ryoko eventually were combined into his own distinctive style and he fights as well on foot as he does on horseback.

Even in the country his father made sure to teach him the works of Akodo and would spend hours reading passages to Takahiro and telling him different ways they could be interpreted while Ryoko watched, this continued for the young samurai until his cooing of age.

It was a quiet evening in the Moto household as Takahiro mulled over his decision in him mind, and to his surprise when he announced he was going on a journey with no destination neither parent was shocked. It because apparent they had already discussed it among themselves as they exchanged significant looks and Kiyoshi led Takahiro to a room he had never been into before. On a stand in a place of honor was a Daisho, ancient and revered as a relic for many generations, and now his to bear.

Promising his younger sister he'd return soon with something "exciting and exotic" for her he set off to prove himself in the world.

Note to PoisonFrost: Factored the sake in the flask as the same price as a pitcher of ale and at 2lbs

21gp
3sp
7cp


Ancestral Daisho
- Ancestral Katana (+3/1b8/-/4lbs/Heavy Blade;Versatile)
- Ancestral Kakizashi (+3/1d6/-/2lbs/Light Blade;Off-hand)

Partial Armor (+7/-/-/-1/45lbs; Heavy)

Backpack (2lbs) 2sp
Bedroll (5lbs) 1sp
Waterskin (4lbs) 1gp
Pouch,belt (0.5lbs) 1gp
Rations, trail (10 days;0.5lbs) 5gp
Flint and steel 1gp
Flask, sake (3lbs)3cp+3sp

69lbs TOTAL
 
Kestrel? The half-halfling half-harpy race? I'm sure I could whip that up fairly well...


Name:
Kyu
Age: 15
Sex: Male
Alignment: Unaligned
Appearance: Kyu is immediately identified by his calm, kind eyes. Opposite to his brother, the fox-man is relaxed and steady no matter his form, which changes on a whim. In any form, his red hair is streaked nigh-randomly with other, very natural colors. His calm expression and smile give him a "sweet" expression, though the perceptive can see the shimmer of a trickster hiding in the man's form. Sparks of various magics travel over bare bits of skin, hinting at the teenager's barely restrained talent for magic.

Personality: It would not be a surprise to hear that Kyu is failing most of his classes. He skips class often, moving into the fields, hills and forests around the campus to smoke and read a book. He's not anti-social: in fact, he's one of the more open and kind individuals on campus. He's just not really enthralled by adventuring. He's highly supportive, and is only really at the school out of love for his elder brother Nori. He's a horrible combatant, and avoid or smooths over confrontation... He's actually extremely bright, and when he puts his mind to an action, he succeeds. The hard part is getting him to that point.

History: The youngest of two twins, Kyu was the favorite of his parents. His infancy was notable in his demeanor: Kyu was not a fussy child. He never cried, never had a tantrum, and was considered by many to be a blessing of a child: the power of a fey, without the attitude. He loved his family and his brother more than anything, though his voracious accumulation of knowledge was a close second. It seemed anything he did he succeeded at...
...So he stopped doing things. It was no longer any fun to him. His tricks, his life... things began to slow down, melancholy overtaking him for the first time. It was a long depression that led him to the comfort of his eldest twin, Nori. Nori had a different sort of problems... and so Kyu committed himself to helping his brother.
Even after Nori completed the rituals, stealing his power from Hell and earning him the ire of his parents, Kyu stayed with him. The entire blame was placed on Nori, though Kyu's magic was equally at fault. The two left their home in the Feywild, brothers - Kyu had no intention to abandon Nori. Nori's path led him to the Highstone Academy... it wasn't really Kyu's thing, but he would stay with Nori anyway.
After all, he loves his brother very much.

Class: "Trickster" 1 (Hybrid Bard/Wizard)
Str: 8 (-1)
Con: 10 (+0)
Dex: 14 (+2)
Int: 18 (+4)
Wis: 12 (+1)
Cha: 16 (+3)

HP: 21
Bloodied: 10
Surge: 5
SPD: 6

AC: 14 = 10 + 4
Fort: 10 = 10 + 0
Ref: 15 = 10 + 4 + 1
Will: 14 = 3 + 1

Racial Powers:
-
+2 Dex, +2 Int
- Low-Light Vision
- +2 Acrobatics, +2 Nature
-Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
-Alternate Form: Twice per day, transform into one of three forms. Your animal form cannot use equipment. You become small sized. You can manipulate objects, but it takes a standard action to do so. You gain a bite attack: +3 proficiency, 1d6 damage. You cannot enchant your bite attack. There are no play differences between your human or hybrid form.
-Fox Fire: You gain Fox Fire as an encounter power.

Fox Fire
Encounter - Fire, Charm
Minor Action, Ranged 5
Attack: Cha +2 or Int +2 vs. Will. Increase to +4 bonus at 11th level, +6 bonus at 21st level.
Hit: Your target is dazed for one round.
Special: You can use this power to imitate the Light wizard cantrip at-will, without expending the encounter ability.

Class Features:
-Majestic Word 1/encounter
-Skill Versatility
-Cantrips


Skills:
Acrobatics: +7 = 2 + 1 (Bard), + 2 (Race), +2 Feat
Arcana: +9 = 4 + 5 (Trained)
Athletics: +2 = -1 + 1 (Bard) + 2 Feat
Bluff: +8 = 3 + 5 (Trained)
Diplomacy: +6 = 3 + 1 (Bard) + 2 (Feat)
Dungeoneering: +4 = 1 + 1 (Bard) + 2 (Feat)
Endurance: +3 = 0 + 1 (Bard) + 2 (Feat)
Heal: +4 = 1 + 1 (Bard) + 2 (Feat)
History: +7 = 4 + 1 (Bard) + 2 (Feat)
Insight: +6 = 1 + 5 (Trained)
Intimidate: +6 = 3 + 1 (Bard) + 2 (Feat)
Nature: +6 = 1 + 2 (Race) + 1 (Bard) + 2 (Feat)
Perception: +8 = 1 + 5 (Trained) + 2 (Background)
Religion: +6 = 3 + 1 (Bard) + 2 (Feat)
Stealth: +5 = 2 + 1 (Bard) + 2 (Feat)
Streetwise: +8 = 3 + 5 (Training)
Thievery: +5 = 2 + 1 (Bard) + 2 (Feat)

Feats:
Jack of all Trades: +2 bonus to all untrained skills.

Powers:
Ghost Sound
At-Will - Arcane, Illusion
Standard Action - Ranged: 10
Target: One object or unoccupied square.
Effect: You cause a sounds as quiet as a whisper or as loud as a yelling or fighting creature emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper you can whisper quietly enough so that only creatures adjacent to the target can hear your words.

Light
At-Will - Arcane
Minor Action - Ranged 5
Target: One object or unoccupied square.
Effect: You cause the target to shed bright light. The light fills the target's square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out of light is a free action.
Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.

Mage Hand
At-Will - Arcane, Conjuration
Minor Action - Ranged 5
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighting 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath or a similar container and simultaneously move any one object carried or worn anywhere on your body to your hand.
As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.

Prestidigitation
At-Will - Arcane
Standard Action, Ranged 2
Effect: Use this cantrip to accomplish one of the effect given below.
- Move up to 1 pound of material.
- Create a harmless sensory effect, such as a shower of sparks, a puff wind, faint music, or a strong odor.
- Color, clean, or soil items in 1 cubic foot for up to 1 hour.
- Instantly light (or snuff out) a candle, a torch, or a small campfire.
- Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
- Make a small mark or symbol appear on surface for up to 1 hour.
- Produce out of nothingness a small item or image that exists until the end of your next turn.
- Make a small, handheld item invisible until the end of your next turn.
Nothing you create with this cantrip can deal damage, serve as a weapon or tool, nor can it hinder another creature's actions (save annoyance). This cantrip cannot duplicate the effect of any other power.
Special: You can have up to three prestidigitation effects active at one time.

Magic Missile
At-Will - Arcane, Evocation, Force, Implement
Standard Action - Ranged 20
Target: One creature
Effect: 2 + Intelligence modifier force damage.
Level 11: 3 + Intelligence modifier force damage.
Level 21: 5 + Intelligence modifier force damage.
Special: If the implement used with this power has enhancement bonus, add that bonus to the damage. In addition, you can use this power as a ranged basic attack.

Disrupt Undead
At-Will - Arcane, Necromancy, Shadow
Minor Action, Ranged 5
Target: One undead creature.
Effect: The target's necrotic resistance, if any, is reduced by 5 until the end of your next turn.

Suggestion
Encounter - Arcane
Free Action, Personal
Trigger: You make a Diplomacy check.
Effect: You may make an Arcana check instead, using that result to determine the outcome of the Diplomacy check.

Spook
Encounter - Arcane, Nethermancy, Shadow
Free Action, Personal
Trigger: You would make an intimidate check.
Effect: You instead make an Arcana check and use that result to determine the outcome of the Intimidate check.


At-Will:
Vicious Mockery
At-Will - Arcane, Charm, Implement, Psychic
Standard Action, Ranged 10
Target: One Creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and the target takes a -2 penalty to attack rolls the end of your next turn.
Level 21: 2d6 + Charisma modifier damage.

Scorching Burst
At-Will - Arcane, Fire, Implement
Standard Action, Area: Burst 1 within 10 squares.
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier fire damage.
Increase damage to 2d6 + Intelligence modifier at 21st level.

Encounter:
Fox Fire
Encounter - Fire, Charm
Minor Action, Ranged 5
Attack: Cha +2 or Int +2 vs. Will. Increase to +4 bonus at 11th level, +6 bonus at 21st level.
Hit: Your target is dazed for one round.
Special: You can use this power to imitate the Light wizard cantrip at-will, without expending the encounter ability.

Majestic Word
Encounter - Arcane, Healing
Minor Action, Close Burst 5 (10 at 11th, 15 at 21st)
Target: You or one ally in burst.
Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma. You also slide the target 1 square. This increases as you level.

Blunder
Encounter - Arcane, Charm, Implement
Standard Action, Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier damage, and you slide the target 2 squares. During the slide, you or one of your allies can make a melee basic attack against the target as a free action, with a +2 bonus to the attack roll.

Daily:
Fountain of Flame
Daily - Arcane, Evocation, Fire, Implement, Zone
Standard Action, Area Burst 1 within 10 squares.
Target: Each enemy in the burst.
Attack: Intelligence vs. Reflex
Hit: 3d8 + Intelligence modifier damage.
Miss: Half Damage.
Effect: The burst creates a zone that lasts until the end of the enocunter. Any enemy that enters the zone or ends its turn there takes 5 fire damage.


Inventory: 38g, 9s
Hookah
Staff (White wood, charred-on leaves)
Backpack, Bedroll, Trail Rations (10 days)
Ritual Book (Empty)
 
According to his it was a half harpy half halfhing race... But yeah that one.
 
Sweet, Archy. We're missing a full Leader type. Kyu's a hybrid bard, though that only gives us a little healing.

For being in Free Time RP's, Takahiro and Kyu are at 500xp. Nori is at 250xp.

Kestrel will be up later today.
 
Well, going for Human and Crab Clan. Probably gonna use that tactical warlord build I had for miniboss, though I may instead go for some kind of cleric.

The Resourceful Star is here to take names and kick ass.
 
Name: Kari
Age: 14
Sex: Female
Alignment: Unaligned
Appearance:
Kari would be tall for a halfling her age, at four feet even. Signs indicate that she's stopped growing, though, so she'd be best described as "petite" for a Kestrel. Her back-length hair is a rusty-red that matches her feathers and she keeps it in a ponytail. She'd braid it, but she doesn't know how.

Her light build is exagerrated by the fact that she is unhealthily thin; she's getting closer to a healthy weight, but it's painfully obvious she is used to not eating. Her ankles and wrists are ringed by manacle scars, and she has calluses on the back of her neck and her collarbones that could only have come from a collar. Solid iron rings are set in her wings, circling the "wrist" joint.

Personality:
Kari is...damaged. She exhibits the typical Kestrel chipper attitude, though it tends to seem forced and she's prone to breakdowns that go above and beyond the normal mood swings. She is mistrusting of other people and skittish - though she tries to hide it - but her flocking instinct drives her to seek out people anyways.

History:
Kari's mother, rather than killing her at birth as harpies usually do female Kestrels, kept her around to use as a brood mare. Abused both emotionally and physically almost from birth onward, she was held in chains beginning at nine years old. She's been running from her mother's flight since her twin brother, Ravv, helped her escape just under a year ago.
[Additional details will be sent to Frost, as the GM, in a PM. Kari's not talking, so they won't become common knowledge unless and until they come up during play.]

Forthcoming, pending Kestrel racial stats
 
Yeep, I'ma gonna go for a Sun Warpriest build. Not quite as crazy tactical as the int-focused warlord, but I think I can still make it work with a girl who's a good but lazy strategist.
 
Added the stats! Thank you Frost, Vay, and Ric!

Name: Rain
Level: 1
Age: 18
Sex: Female
Alignment: Unaligned
Appearance: Rain is a Razorclaw Shifter. She's 5'6" and weighs about 130 lbs, basically resembling a human with tiger features. She has a wide, flat nose, large yellow-green eyes, pointed ears and long sideburns. She has a tail that measures about two feet long. Like others of her race, she likes to move in a crouched posture, springing and leaping along the ground.
Personality: She's not the smartest student in the class and her way of meeting people is pouncing on them. She thinks of things in terms of hunter and prey and is naturally curious but will exercise caution in areas that "don't feel right." She's a friendly individual who prefers the outside and is wary of closed spaces.
History: Rain never knew her true family and was raised by an elven Seeker alongside her biological daughter. They lived in a forest although Rain often woke up late for lessons. She was always too busy staring up at the sky at night. She knew she wanted to become a Seeker for as long as she could remember and was leaning toward forming a Spiritbond.

On the night of her fifteenth birthday, orcs suddenly appeared and burnt the forest to the ground. Rain's adopted family were killed in front of her eyes. She barely escaped. She returned to find their bodies and out of grief, she made a Bloodbond instead. She received amnesia soon after and began recreating her past. She remembers being a Seeker and having a family but she's certain she's a Spiritbond Seeker who left them to travel out on her own.

However, the voices in her head calling for blood and vengeance are making her think otherwise ...

STR 10 (+0)
CON 11 (+0)
DEX 16 (+3)
INT 12 (+1)
WIS 16 (+3)
CHA 13 (+1)

HP 23
Bloodied at: 11
Surges per day: 7
Surge Value: 5

AC: 10/+3/+0/13
Fort: 10/+0/+0/10
Ref: 10/+3/+1/14
Will: 10/+3/+1/14

RACIAL TRAITS
Average Height: 5 ́ 7 ̋–6 ́ 0 ̋
Average Weight: 130–180 lb.
Size: Medium Speed: 6 squares
Vision: Low-light
Languages: Common, choice of one other
Ability Scores: +2 Dexterity
Skill Bonuses: +2 Acrobatics, +2 Stealth
Razorclaw Shifting: You have the razorclaw shifting
power.

Razorclaw Shifting:
You unleash the beast within and take on a savage countenance.
Encounter
Minor Action Personal
Requirement:
You must be bloodied.

Effect:
Until the end of the encounter, your speed increases

by 2, and you gain a +1 bonus to AC and Reflex.

Role: Controler
Power Source: Primal
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple melee, simple ranged,
military ranged
Bonus to Defense: +1 Reflex, +1 Willi
Class Features: Inevitable shot , Seeker's Bond

Skills:
Acrobatics (+10)
Stealth (+10)
Heal (+8)
Nature (+8)

FEATS
BLOODIED ELUSION
Prerequisite: Seeker, Bloodbond class feature
Benefit: When you are bloodied by any attack.
you can shift 1 square as a free action

POWERS

At-Will Abilities:

1) Elemental Spirits: Taking the form of blazing flame, crackling ice, sizzling lightning, or thunderous storm, elemental spirits shoot forth to do your enemy harm. You get to pick whatever damage you do each time you use this ability. Anything next to the target also takes a bit of damage.

2) Thorn Cloud Shot: Thorn-covered vines sprout up from the ground around the enemy your strike. Does extra poison damage.

Encounter Powers:

Possessing Spirits: From your foe's wound, a possessing spirit takes hold, making the foe attack its companion.

Daily Powers:

Swarming Bats: Your attack brings with it a flutter of bat spirits that confuse your enemies.

Normal Load: 100 lbs
Heavy Load: 200 lbs
Maximum Drag: 500 lbs

EQUIPMENT - Starting gold 100 gp
Leather Armor - armor bonus of +2, no armor check or speed penalty - 15 lbs - 25g
Longbow - Bow - Prof bonus +2, Damage 1d10, Range 20/40, Load Free property - 3 lbs - 30g
Arrows - 3lb - 1G per quiver of 30.
Daggers - Light blades - Proficiency bonus +3, Damage 1d4, Range 5/10, Off-hand and Light Thrown properties - 1 lb each - 1g each
 
Zynth Fatebane
Male Shade Executioner (Assassin)
Level 1
Unaligned (Chaotic)
Strength 11 (+0)
Constitution 14 (+2)
Dexterity 18 (+4)
Intelligence 10 (+0)
Wisdom 10 (+0)
Charisma 16 (+3)
Height: 6' 2"
Weight: 180 lb
Skin: Black
Eyes: Silver
Hair: Silver Straight; Beardless
Maximum Hit Points: 26

Bloodied: 13
Surge Value: 6
Surges / Day: 8 [includes constitution modifier]


Size: Medium
Speed: 6 squares
Vision: Darkvision

Initiative: 1d20 +4 = + 4 [dexterity]
Base Strength Attack: 1d20 +0 = + 0 [strength]
Base Dexterity Attack: 1d20 +4 = + 4 [dexterity]
Base Constitution Attack: 1d20 +2 = + 2 [constitution]
Base Intelligence Attack: 1d20 +0 = + 0 [intelligence]
Base Wisdom Attack: 1d20 +0 = + 0 [wisdom]
Base Charisma Attack: 1d20 +3 = + 3 [charisma]

Armor Class: 17 = 10 + 4 [dexterity] + 1 [two-weapon defense] + 2 [Leather]
Fortitude Defense: 13 = 10 + 1 [executioner] + 2 [constitution]
Reflex Defense: 15 = 10 + 4 [dexterity] + 1 [two-weapon defense]
Will Defense: 14 = 10 + 1 [executioner] + 3 [charisma]



Armor: Leather (15 lb)

Shield: None

Attacks:

Unarmed Melee: +0 [base strength attack] vs AC; damage 1[W]=1d4
Dagger: +3 vs AC [0 strength attack] [+3 proficiency]; damage 1[W]=1d4 1 lb (Light blade); usable off-hand; light throwable
Thrown: range 5/10 +7 vs AC [+4 dexterity attack] [+3 proficient, damage 1d4+4 [dexterity bonus]
Longswordv: +3 vs AC [0 strength attack] [+3 proficiency]; damage 1[W]=1d8 4 lb (Heavy blade) versatile
Short sword: +3 vs AC [0 strength attack] [+3 proficiency]; damage 1[W]=1d6 2 lb (Light blade) Usable Off-hand
Garrote [Dragon 394]: +3 vs AC [0 strength attack] [+3 proficiency]; damage 1[W]=1d4 1 lb (Garrote) [special; being worked out; probably grabs target]
Garrote Strangle +4wi [base dexterity attack] vs reflex
Poisoned Dagger +4wi [base dexterity attack] vs AC
Quick Lunge +4i [base dexterity attack] vs AC
v Versatile weapon. Add +1 to damage if using two-handed.
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.
i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc.
Base Saving throw: d20 vs 10
Encumberance 4e
Normal Load:
Heavy Load:
Maximum Drag Load
110 lb.
220 lb.
550 lb.

Encumberance 3.5
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
38 lb. or less
39-76 lb.
77-115 lb.
115 lb.
230 lb.
575 lb.

Languages: Common; Draconic;

Poisons Known:
Greenblood Oil
Ungol Dust

Skills:
Acrobatics: +9 = 4 [dexterity] +5 [class training]
Arcana: +2 = 0 [intelligence] + 2 [Shade]
Athletics: +0 = 0 [strength]
Bluff: +8 = 3 [charisma] +5 [class training]
Diplomacy: +3 = 3 [charisma]
Dungeoneering: +0 = 0 [wisdom]
Endurance: +2 = 2 [constitution]
Heal: +0 = 0 [wisdom]
History: +0 = 0 [intelligence]
Insight: +0 = 0 [wisdom]
Intimidate: +3 = 3 [charisma]
Nature: +0 = 0 [wisdom]
Perception: +5 = 0 [wisdom] +5 [class training]
Religion: +0 = 0 [intelligence]
Stealth: +11 = 4 [dexterity] + 2 [Shade] +5 [class training]
Streetwise: +8 = 3 [charisma] +5 [class training]
Thievery: +9 = 4 [dexterity] +5 [class training]
Feats:

Born of Shadow [HoS]
At-Will:
Melee Basic Attack: By weapon, damage 1[W] [standard action]
Ranged Basic Attack: By weapon, damage 1[W]+4 [dexterity bonus] [standard action]
Bull Rush: +0 [base strength attack] vs fortitude [standard action]
Grab: +0 [base strength attack] vs reflex [standard action]
Move grabbed target: +0 [base strength attack] vs fortitude [standard action]
Escape: +9 [acrobatics] vs reflex / +0 [athletics] vs fortitude [move action]
Deadly Strike [Level 1][usable as basic melee attack]
At-Will Executioner Powers [Level 1][see Dragon 394]
Garrote Strangle [Level 1][requires garrote]
Poisoned Dagger [Level 1][requires dagger]
Quick Lunge [Level 1]
Hidden Stab +4iw [base dexterity attack] vs AC
Other Standard Actions: Administer a potion; Aid another [revised: skill check vs. 10+level/2, success helps +2, failure hurts -1]; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);
Other Move Actions: Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics); half of a Double Move (if taken in place of a standard action)
Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision), Sustain minor action; Some skills during combat (i.e., Insight)
Other Immediate Actions: Readied action
Other Opportunity Actions: Opportunity attack
Other Free Actions: Drop held items; End a grab; Talk
Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive
Short rest: Healing surges as available
Five minutes: Normal escape from restraints (Acrobatics)
One hour: Forage; Streetwise check
Encounter Powers:
Second Wind
Spend an Action Point [free action, not in surprise round]
Assassin's Strike [no action]
Untraceable Step [Level 16 Utility][move action]
Shadow Coffin [Level 17 Utility][move action]
Daily Powers:

Ignore Barriers [Level 22 Utility][minor action]
Shade

+2 Charisma, +2 Strength or Intelligence (already included; you chose Dexterity.)
+2 Arcana, +2 Stealth
One less healing surge than normal
You are automatically trained in stealth
One with Shadow: At will, you can make a stealth check to stay nidden when there is any cover at all
Various shadow-based utility powers are available as alternatives to class powers. See HoS.
Darkvision

Executioner:
Executioners do not gain daily or encounter powers, but rely on sneakiness and occasional powerful attacks.
The class is described in Dragon 394, December 2010.
Level 1: Versatile defense: Free feat -- either Light Shield Proficiency or Two Weapon Defense
Level 1: Gain at-will attack with your melee weapon, dexterity vs AC, damage 1[W]+1d8+dex mod. This is your melee basic attack.
Level 1: Gain three of the following; your choice of guild may direct take the first three or last three:
Garrote Strangle (must be hidden and use garrote)
Poisoned Dagger (delivers poison even on a miss)
Unarmed Throw: Dex +2 to hit vs fortitude, dex mod damage, push 1 square and knock prone
Bola Takedown: Dex vs reflex; dex mod damage, target prone
Quick shot: Hand crossbow, extra damage and a free 2-square shift
Precision Dart: Blowgun delivers poison even on a miss
Level 1: Assassin's Strike encounter power, no action; add an additional 1d10 after a successful hit against an enemy within 5 squares; maximum damage if enemy helpless
Level 1: Quick Swap, once per turn draw/stow a weapon as free action
Level 1: Poison use
Level 2: Utility power -- choice of create illusion of a creature, remain hidden while you sneak up, or create mist
Level 3: Death attack -- hit with assassin power drops a creature to 0 hp of already at 10 hp or fewer
Level 3: Assassin's strike extra damage increases to 2d10
Level 4: Nimble Drop -- encounter power, subtract 6+level from falls; if no damage, land on your feet
Level 5: More poison
Level 6: Utility power -- choice of automatic success on long jump, zone of darkness, or become invisible and teleport
Level 3: Assassin's strike extra damage increases to 3d10
Level 8: Good at disguise
Level 9: More poison
Level 10: Utility power -- choice of marking your target to know location until next extended rest; see/hear at a distance; or teleport without needing line of sight
Level 11: Attack finessse gives you +4 on all damage with weapons
Level 13: Improved death attack -- now it is 20 hp or fewer
Level 13: Assassin's strike extra damage increases to 4d10
Level 15: More poison
Level 16: Untraceable step, encounter power you are invisible, move our speed, stay invisibleto end of next turn
Level 17: Shadow coffin: 1/encounter, trap a dead creature in a magic object
Level 17: Assassin's strike extra damage increases to 5d10
Level 19: More poison
Level 21: Attack finessse now gives you +8 on all damage with weapons
Level 22: Ignore barriers (gain phasing to end of encounter, daily power)
Level 23: Improved death attack -- now it is 30 hp or fewer
Level 23: Assassin's strike extra damage increases to 6d10
Level 25: More poison
Level 27: Assassin's strike extra damage increases to 7d10
Level 29: More poison
Zynth Fatebane's Equipment:
34 lb
2 lb
5 lb

1 lb
1 lb
10 lb
10 lb
2 lb
4 lb
1 lb
_____
70 lb Weapons / Armor / Shield (from above)
Backpack
Bedroll
Flint and steel
Pouch (belt) x1
Rations (1 day) x10
Rope (50', hempen) x1
Sunrods x2
Waterskins x1
Thieves' tools

Total

Magic items:
Weapon:
Weapon:
Weapon:
Weapon:
Armor:
Shield:
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:








Resistances:
Action Point Tally:

Daily Item Powers Per Day: Heroic Tier Milestones: / / /

Death Saving Throw Failures:

More about Zynth Fatebane:
 
ALA and I Rped a smidge in the box, she wanted to try out her personality.
 
Name: Katsumi
Age: 18
Sex: Female
Alignment: Good
Appearance:
Personality: Katsumi is incredibly lazy, putting forth just the bare minimum amount of effort to avoid getting kicked out of the academy.

History:

Class: Sun Warpriest 1 (Heroes of the Fallen Land Cleric Variant)
Str: 13 (+1)
Con: 15 (+2)
Dex: 8 (-1)
Int: 10 (+0)
Wis: 18 (+4)
Cha: 13 (+1)

HP: 32
Bloodied: 16
Surge: 8
Surge/Day: 9
SPD:

AC:
Fort:
Ref:
Will:

Racial Powers:
1 extra at-will
Bonus feat
+2 racial bonus to one stat, of your choice
One extra trained skill
+1 racial to Will, Reflex, and Fortitude defences
Class Features:


Skills:
Religion, Diplomacy, Heal, Insight, Arcana

Feats:
Toughness of the Crab Clan (AKA CRAB CLAN WINS AGAIN)
Weapon Proficency-Bastard Sword

Powers:


At-Will:
Blessing of Battle (Heroes of the Fallen Land)
Brand of the Sun (Heroes of the Fallen Land)
Sacred Flame (PHB)

Encounter:
Sun Burst (Heroes of the Fallen Land)

Daily:
Moment of Glory (Divine Power)


Inventory:


Still going to be expanded on, of course. I'm likin' the HP numbers, though.
 
Rain and Kari have shared a near-heart-attack-turned-bonding-moment in the Cbox.
 
While Takahiro was talking to rain over a meal the subject of family came up. Rain began to break down so Takahiro broke out the sake to perform a toast, then another. Hope the scene will be continued... I have plans to his behaviour if/when he gets sloshed.
 
Hope this fella stats up okay; let me know if all is good.


NAME: Harper
AGE: 18
GENDER: Male
RACE: Half-Elf
CLASS: Druid, Lvl. 1
ALIGNMENT: Unaligned

PERSONALITY: Harper is a calm, contemplative student, commonly found in the gardens and forests of the academy where he feels most at home. He comes across as well-mannered individual to those who get to know him, though he is passionate about the defence of the natural world and the destruction of those who would harm it.

Harper is a child of the wilds; born and raised in a small community of druids living deep within the forests of the world. From an early age he was raised to know the ways of nature and trained to defend it from those who would seek to destroy it.

As part of a deal made with one of the teachers at Highstone Academy, the druids send one of their children a year to be trained as adventurers. Harper is the latest to be chosen, and has recently arrived at the Academy. He's a little out of his depth, having grown up in the forests of the surface, but is slowly settling in.

Harper, level 1
Half-Elf, Druid
Primal Aspect: Primal Guardian

FINAL ABILITY SCORES
Str 12, Con 16, Dex 14, Int 13, Wis 14, Cha 12.

STARTING ABILITY SCORES
Str 12, Con 14, Dex 14, Int 13, Wis 14, Cha 10.


AC: 16 Fort: 13 Reflex: 13 Will: 13
HP: 28 Surges: 10 Surge Value: 7

TRAINED SKILLS
Nature +7, Athletics +5, Perception +7, Heal +7

UNTRAINED SKILLS
Acrobatics +1, Arcana +1, Bluff +1, Diplomacy +3, Dungeoneering +2, Endurance +2, History +1, Insight +4, Intimidate +1, Religion +1, Stealth +1, Streetwise +1, Thievery +1

FEATS
Druid: Ritual Caster
Level 1: Ferocious Tiger Form

POWERS
Druid at-will 1: Wild Shape (Wolf)
Druid at-will 1: Savage Rend
Druid at-will 1: Flame Seed
Druid at-will 1: Thorn Whip
Druid encounter 1: Twisting Vines
Druid daily 1: Summon Pack Wolf
Half-Elf: Cleave

ITEMS
Adventurer's Kit, Hide Armor, Scythe, Sling, Sling Bullets (80), Lantern, 38gp
RITUALS
Animal Messenger
 
Kari gets 250 xp, and Takahiro and Fain each get 500 (bringing him to level 2).

It looks fine, Grumpy - welcome aboard!

Frost is having computer troubles again, but he'll be back soon.
 
Frosty, I still need the Kestral racial stats before I can finish my sheet..