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Silverleaf

Submitted by: yagisan
Last Update: 7/10/2010 6:10:21 AM
DM Name: Nova
Active Game Threads: Canageek's Massive Keep On The Shadowfell Game
"Former" Special Forces Human Wizard|Druid/Shaman

Silverleaf was born almost 30 years ago to a jungle tribe deep in the southern jungles. His mother named him his unusual name because he bore an unusual silver leaf shaped birthmark on his right shoulder. From the start odd things happened around Silverleaf - lights flashing, strange sounds, and on one occasion a ghostly hand appeared in his cradle.

As Silverleaf aged he displayed an prodigious ability to learn. By age 5 he was fluent in both Common and Goblin. By 7 he was fluent in Giant as well. The tribe elders began to feel uncomfortable in his presence, and rumours began circulating he was a curse to the tribe. Things came to a head at the coming of age ceremony - upon reaching the age of 12, all members of the tribe are required to preform the ceremony to see which primal spirits would guide their life. As in previous years minor spirits would bond with the children ordaining them as minor shamans, druids, and so on. Not so for Silverleaf - as he preformed the ceremony something extraordinary happened. He was joined by not one, not two, but three major spirits at the same time. The first was a primal spirit of druidic tradition, the second, shockingly to the tribe, was an arcane spirit of force, and the third was primal spirit of shamanistic lore. Never before had multiple spirits joined a member, and never before had a non-primal spirit answered the call. The tribe grew afraid and in their fear, cast Silverleaf out of the tribe.

Over the course of the few years Silverleaf made his way north - sometimes in human form, but more often, as that of an animal common to the region he was in, so as not to appear out of place. Eventually he made his way into a recruiting tent of the Imperial Nerath army. With no other home, and the army apparently eager to accept him, Silverleaf enlisted. Initially basic training was hard, fighting with a sword and shield - Silverleaf was clumsy and inept. It appeared he would be thrown out of this, his new tribe, when he had an idea. Casting aside the tools of a fighter he engaged the training with his innate abilities. Magic missiles would fly from his hands decimating ranged attackers, winged phantoms would attack rushing troops, and when faced one on one by the biggest meanest instructor that disliked sissy little wizards, Silverleaf pulled out his last trick - wild shaping into an enormous bear before besting said instructor in melee combat.

Once basic training was over the recruits were all assigned units - except Silverleaf. Silverleaf was taken aside to meet his new commanding officer. It turned out that grizzly mean instructor that disliked sissy wizards had written a personal letter of recommendation for Silverleaf to be assigned to a specific reconnaissance unit. For eight long years Silverleaf worked as part of a team whose mission was was to tackle the impossible. Retrieve (or kill) specific individuals - acquire battleplans, code signals, and ferret out traitors. All went well until the last mission. Something went wrong and the team was compromised. Silverleaf only survived because team that attacked them was unaware that he slept in beast form and was mistaken for a horse. What Silverleaf did see, was that the leader of this team has a mark on his right shoulder - also in the shape of a silver leaf. It's been 18 months now and Silverleaf is still hunting them down, and the trail leads this way …

Fluent in 7 languages and constantly alert, little escapes his attention even when he appears to be dozing. Sometimes spontaneously manifests at-will and encounter powers while sleeping - as if in battle with some demon, but claims to not remember doing so when he awakens.
 
Presently Seeking: Corellon's Boon of Arcane Might (Level 3 - 680gp) Robe of Eyes +1 (Level 2 - 520gp) Cloak of Distortion +1 (Level 4 - 840gp) Woundstich Powder (heroic tier) (Level 1 - 360gp) Everlasting Provisions (heroic tier) (Level 4 - 840gp) Chime of Awakening (heroic tier) (Level 4 - 840gp) Instant Campsite (heroic tier) (Level 5 - 1000gp) Obsidian Steed (Level 5 - 1000gp)
 
Ability Scores MOD CHECK
Str
Strength
Con
Constitution
Dex
Dexterity
Int
Intelligence
Wis
Wisdom
Cha
Charisma
Hit Points
HP Current
Bloodied Temporary
Healing Surges
SURGE VALUE
SURGES/DAY
Used Surges

Saving Throw:

Resistances:

Conditions:
Initiative DEX ½ LEV MISC
= + +
Notes:
Name: Player:
Region:
Race: Size: Gender:
Alignment: Deity:
Age: Height: Weight:
Class: Level:
Paragon Path:
Epic Destiny:
XP: Next Level:
Defenses ½ LEV MOD RACE
CLASS
FEAT ENH MISC
AC =10+ + + + + +
Fort =10+ + + + + +
Ref =10+ + + + + +
Will =10+ + + + + +
Armor
Armor Bonus
Shield Bonus
Armor Encumbrance
Armor affects the AC Defense. The shield bonus affects the AC and Reflex defense.
Notes:
Action Points
Notes and Special Uses
Current
Senses SKILL
Passive Insight =10+
Passive Perception =10+
Vision:
Special Senses:
Speed BASE ARMOR ITEM MISC
= + + +
Special Movement:
Skills
BONUS SKILL NAME   MOD
+½ L
TRN
(+5)
ARMR
PENLTY
MISC
Acrobatics DEX
Arcana INT n/a
Athletics STR
Bluff CHA n/a
Diplomacy CHA n/a
Dungeoneer WIS n/a
Endurance CON
Heal WIS n/a
History INT n/a
Insight WIS n/a
Intimidate CHA n/a
Nature WIS n/a
Perception WIS n/a
Religion INT n/a
Stealth DEX
Streetwise CHA n/a
Thievery DEX
 
 
Skill Notes

Languages
Attacks Totl ½ L MOD CL PRO FEAT ENH MSC Def RNG DMG
  = + + + + + + vs.    
  = + + + + + + vs.    
  = + + + + + + vs.    
  = + + + + + + vs.    
  = + + + + + + vs.    
  = + + + + + + vs.    
Notes
Ammunition

Feats
Race Features
Class Features
Equipment
Primary Slots
Right Hand:
Left Hand:
Implement:
Armor:
Neck:
 
Secondary Slots
Head:
Arms:
Hands:
Waist:
Feet:
Rings:
Other Gear
Daily Item Powers
Wealth
Currency
CP: SP:
GP: PP:
AD:
Other Valuables and Gems
Appearance
Personality

Companions

 

Powers

| |
 
Melee Basic Attack
keywords
Weapon
Prep
 
Used
 
Standard action
Action
Range
1d20+ -1 vs
Defense
Attack
Type
1d4-1
Damage
Effect:
Additional Effects:
Source:
At-Will Power
Ranged Basic Attack
keywords
Weapon
Prep
 
Used
 
Standard action
Action
Range
1d20+ 0 vs
Defense
Attack
Type
1d4
Damage
Effect:
Additional Effects:
Source:
At-Will Power
Call Spirit Companion
keywords
Conjuration, Primal
Prep
 
Used
 
Standard Action
Action
Close burst 20
Range
vs
Defense
Attack
Type
Damage
Effect:
Effect: You conjure your spirit companion in an unoccupied
square in the burst. The spirit lasts until you fall unconscious,
until you dismiss it as a minor action, or until you use this
power again. The spirit occupies 1 square. Enemies cannot
move through its space, but allies can. When you take a move
action, you can also move the spirit a number of squares equal
to your speed.
The spirit can be targeted by melee or ranged attacks,
although it lacks hit points. If a single melee or ranged attack
deals damage to the spirit equal to 10 + one-half your level or
higher, the spirit disappears, and you take damage equal to 5
+ one-half your level. Otherwise, the spirit is unaffected by the
attack.
Additional Effects:
Source: View Rules (Requires DDI Account)
At-Will Power
Magic Missile
keywords
Arcane, Force, Implement
Prep
 
Used
 
Standard action
Action
Ranged 20
Range
vs
Defense
Attack
Force
Type
Damage
Effect:
Effect: 2 + Intelligence modifier (+4) force damage.
Level 11: 3 + Intelligence modifier (+4) force damage.
Level 21: 5 + Intelligence modifier (+4) force damage.

Special: If the implement used with this power has an enhancement bonus, add that bonus to the damage. In addition, you can use this power as a ranged basic attack.
Additional Effects:
Target: One creature
Source: View Rules (Requires DDI Account)
At-Will Power
Wild Shape
keywords
Polymorth, Primal
Prep
 
Used
 
Minor Action
Action
Personal
Range
vs
Defense
Attack
Type
Damage
Effect:
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, except a
shield.
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.
Additional Effects:
Source: View Rules (Requires DDI Account)
At-Will Power
Winged Horde
keywords
Arcane, Implement, Psychic
Prep
 
Used
 
Standard action
Action
Area burst 1 within 10
Range
1d20+ 4 vs
Defense
Attack
Psychic
Type
1d6+0
Damage
Effect:
Attack: Intelligence vs. Will
Hit: 1d6 psychic damage, and the target cannot
take opportunity actions until the end of your
next turn.
Level 21: 2d6 psychic damage.
Additional Effects:
Target: Each enemy in burst
Source: View Rules (Requires DDI Account)
At-Will Power
Ghost Sound
keywords
Arcane, Illusion
Prep
 
Used
 
Standard action
Action
Ranged 10
Range
vs
Defense
Attack
Type
Damage
Effect:
Effect: You cause a sound as quiet as a whisper
or as loud as a yelling or fighting creature to
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 that
only creatures adjacent to the target can hear
your words.
Additional Effects:
Target: One object or unoccupied square
Source: View Rules (Requires DDI Account)
At-Will Power
Light
keywords
Arcane
Prep
 
Used
 
Minor Action
Action
Ranged 5
Range
vs
Defense
Attack
Type
Damage
Effect:
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 the 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.
Additional Effects:
Target: One object or unoccupied square
Source: View Rules (Requires DDI Account)
At-Will Power
Mage Hand
keywords
Arcane, Conjuration
Prep
 
Used
 
Minor Action
Action
Ranged 5
Range
vs
Defense
Attack
Type
Damage
Effect:
Effect: You conjure a spectral, floating hand in an unoccupied
square within range. The hand picks up, moves, or manipulates
an adjacent object weighing 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 into 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.
Additional Effects:
Source: View Rules (Requires DDI Account)
At-Will Power
Prestidigitation
keywords
Arcane
Prep
 
Used
 
Standard action
Action
Ranged 2
Range
vs
Defense
Attack
Type
Damage
Effect:
Effect: Use this cantrip to accomplish one of the effects given below.
•?Move up to 1 pound of material.
•?Create a harmless sensory effect, such as a shower of sparks, a puff of
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 a 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 a
tool, or hinder another creature's actions. This cantrip cannot duplicate the
effect of any other power.
Special: You can have as many as three prestidigitation effects active at one
time.
Additional Effects:
Source: View Rules (Requires DDI Account)
At-Will Power
Savage Rend
keywords
Beast Form, Implement, Primal
Prep
 
Used
 
Standard action
Action
Melee touch
Range
1d20+ 3 vs
Defense
Attack
Type
1d8+3
Damage
Effect:
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier (+3) damage, and
you slide the target 1 square.
Level 21: 2d8 + Wisdom modifier (+3) damage.
Special: This power can be used as a melee
basic attack.
Additional Effects:
Target: One creature
Source: View Rules (Requires DDI Account)
At-Will Power
Spirit's Prey
keywords
Primal, Spirit
Prep
 
Used
 
Opportunity Action
Action
Melee spirit 1
Range
vs
Defense
Attack
Type
Damage
Effect:
Trigger: An enemy leaves a square adjacent to
your spirit companion without shifting
Effect: One ally within 10 squares of your spirit
companion can make a ranged basic attack
against the target as a free action with combat
advantage.
Additional Effects:
Target: The triggering enemy
Source: View Rules (Requires DDI Account)
Encounter Power
Call Forth the Spirit Pack
keywords
Implement, Primal
Prep
 
Used
 
Standard action
Action
Close burst 5
Range
1d20+ 3 vs
Defense
Attack
Type
1d6+3
Damage
Effect:
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier (+3) damage, and
the target is knocked prone. If the target is
marked by one of your allies, the target takes
1d6 extra damage.
Additional Effects:
Target: One or two creatures in burst
Source: View Rules (Requires DDI Account)
Encounter Power
Speak with Spirits
keywords
Primal
Prep
 
Used
 
Minor Action
Action
Range
vs
Defense
Attack
Type
Damage
Effect:
Effect: During this turn, you gain a bonus to
your next skill check equal to your Wisdom
modifier (+3).
Additional Effects:
Source: View Rules (Requires DDI Account)
Daily Power
Wizard's Fury
keywords
Arcane, Force, Implement
Prep
 
Used
 
Minor Action
Action
Range
vs
Defense
Attack
Type
Damage
Effect:
Prerequisite: You must know the magic missile
at-will wizard power.
Effect: Until the end of the encounter, as a minor action once per turn, you can cast magic missile.
Additional Effects:
Source: View Rules (Requires DDI Account)
Daily Power

Equipment Cards

Adventurer's Kit
Group
Prep
 
Used
 
Enhancement
Quantity
Properties:
This kit includes: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days' worth
of trail rations, 50 feet of hempen rope, and a
waterskin.
Power:
Source: View Rules (Requires DDI Account)
Item
Spellbook
Group
Prep
 
Used
 
Enhancement
Quantity
Properties:
Wizards keep the daily spells, the utility spells,
and the rituals they've learned in a spellbook.
Power:
Source: View Rules (Requires DDI Account)
Item
Totem
Group
Prep
 
Used
 
Enhancement
Quantity
Properties:
Druids and shamans use totems as focuses for
their evocations. A totem is a short length of
wood or bone, similar to a rod, which is carved to
resemble a nature spirit and is adorned with
feathers, fur, leaves, bones, teeth, and the like. A nonmagical totem confers no game benefit but
can be enchanted later.
Power:
Source: View Rules (Requires DDI Account)
Item

Rituals

Comprehend Language
Group
exploration
Prep
 
Quantity
 
Arcana
Skill
10 minutes
Properties:
When beginning the ritual, choose a language you have heard or a piece of writing you have seen within the past 24 hours.
Using this ritual on a language you have heard allows you to understand it when spoken for the next 24 hours and, if your Arcana
check result is 35 or higher, to speak the language fluently for the
duration.
Using this ritual on a language you have seen as a piece of writing allows you to read the language for the next 24 hours and, if
your Arcana check result is 35 or higher, to write the language in its native script or in any other script you know for the duration.
Using this ritual on a language you have both heard and seen as a piece of writing within the past 24 hours allows you to
understand it in both forms for the next 24 hours, and an Arcana check result of 35 or higher allows you to speak and write the
language.
Notes:
Source:
Item