Yoryk Ashpaw

Description:
Level 5 Gnoll Predator Druid
Yoryk Ashpaw
+0
10
Strength
+1
13
Constitution
+3
17
Dexterity
+0
10
Intelligence
+5
19
Wisdom
-1
8
Charisma
HIT POINTS
Total
50
Bloodied
25
Surges
8
Value
12
SAVE MODIFIERS
Description.
+6
Initiative
Levelbonus(3)+DexMod(3)
8
Speed
Primal Predator Feature(+1)
SKILLS
+4
Acrobatics
+3
Arcana
+7
Athletics
+2
Bluff
+2
Diplomacy
+7
Dungeoneering
+5
Endurance
+7
Heal
+3
History
+12
Insight
+4
Intimidate
+12
Nature
+14
Perception
+3
Religion
+5
Stealth
+2
Streetwise
+5
Thievery
20
Armor Class
15
Fortitude
18
Reflex
19
Will
RACE FEATURES
Blood Fury
While you're bloodied, you gain a +2 bonus to damage rolls. This increases to a +4 bonus at 21st level.
Ferocious Charge
You can use ferocious charge as an encounter power.
Pack Attack
You deal an extra 2 damage on melee attacks against an enemy that has two or more of your allies adjacent to it.
CLASS FEATURES
Balance of Nature
Must select one or two Beast-Form At-Will powers.
Primal Predator
While you are not wearing heavy armor, you gain a +1 bonus to your speed.
Ritual Caster
You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals.
FEATS
Ritual Caster
You can master and perform rituals of your level or lower.
Staff Expertise
You gain a +1 feat bonus to the attack rolls of implement powers and weapon powers that you use with a staff. This bonus increases to +2 at 11th level and +3 at 21st level.
In addition, when you make a ranged or an area attack with a staff as an implement, you don’t provoke opportunity attacks for doing so.
When you make a melee weapon attack with a staff, the weapon’s reach for that attack increases by 1.
Enraged Boar Form
While you are in beast form, you gain a +1 bonus to attack rolls and a +2 bonus to damage rolls with charge attacks.
Cunning Stalker
You gain combat advantage against enemies that have no creatures adjacent to them other than you.
Superior Implement Training(Accurate Staff)
You can use the accurate staff superior implement, which grants a +1 bonus to attack rolls.
BACKGROUNDS
Demon Wastes(Eberron Background)
+2 Endurance
AT-WILL POWERS
Savage Rend
Beast Form, Implement, Primal
Melee 1
Target: One creature.
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier damage, and you slide the target 1 square.
Special: This power can be used as a Melee Basic Attack.
Pounce
Beast Form, Implement, Primal
Melee 1
Target: One creature.
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier damage. The target grants combat advantage to the next creature that attacks it before the end of your next turn.
Special: When charging, you can use this power in place of a melee basic attack.
Grasping Tide
Implement, Primal
Area burst 1 within 10 squares
Target: All creatures in the burst.
Attack: Wisdom vs. Fortitude
Hit: 1d6 + Wisdom modifier damage. Until the end of your next turn, if the target leaves the burst's area of effect, you can use an opportunity action to make a secondary attack against it.
Secondary Attack: Wisdom vs. Reflex
Hit: You knock the target prone.
ENCOUNTER POWERS
Ferocious Charge
(Gnoll Feature)
Standard Action
Effect: You charge and deal an extra 2 damage on a sucessful attack. increase the extra damage to 4 at 11th level and to 6 at 21st level. If you are bloodied, double the extra damage and gain an equal number of temporary hit points.
Thorn Spray
Implement, Primal
Close blast 5
Target: Each creature in the blast.
Attack: Wisdom vs. Fortitude
Hit: 1d6 + Wisdom modifier damage, and the target takes a –2 penalty to all defenses until the end of your next turn.
Primal Predator: The penalty to all defenses equals 1 + your Dexterity modifier.
Predator's Flurry
Beast Form, Implement, Primal
Melee touch
Primary Target: One creature
Primary Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier damage, and the primary target is dazed until the end of your next turn.
Effect: You shift 3 squares and then make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier damage, and the secondary target is dazed until the end of your next turn.
Warding Wind
Primal
Immediate Interrupt
Trigger: You are hit by a melee attack
Effect: You gain a +2 power bonus to all defenses until the end of your next turn. If the triggering attack misses you, you slide the attacker 2 squares.
DAILY POWERS
Savage Frenzy
Beast Form, Implement, Primal
Close burst 1
Target: Each enemy in the burst you can see
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier damage, and the target is dazed and slowed (save ends both).
Miss: Half damage, and the target is slowed until the end of your next turn.
Vine Serpents
Implement, Primal, Zone
Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier damage, and the target is restrained (save ends).
Miss: Half damage, and the target is immobilized until the end of your next turn.
Effect: The burst creates a viny zone that lasts until the end of the encounter. Any creature within the zone that leaves it or attacks a creature outside it takes 5 + your Wisdom modifier damage.
Leaf Wall
Conjuration, Primal
Area wall 5 within 10 squares
Effect: You conjure a leafy wall that lasts until the end of the encounter. The wall can be up to 4 squares high and must be on a solid surface. You or any ally has partial concealment while in the wall. Enemies grant combat advantage while in the wall or adjacent to it.
ATTACKS
1d8+3
+7 vs AC
Melee Basic (Staff of Resilience +1)
EQUIPMENT
Pouncing Beast Armor(Hide)
Property: When you use wild shape to change into beast form, you can shift 1 square.
Power (Daily • Beast Form): Move Action. You shift 5 squares and must end in a space adjacent to an enemy.
Claw Gloves (heroic tier)
Item Slot: Hands
Property: When you’re in beast form and an enemy grants combat advantage to you, your melee attacks deal 1d10 extra damage against that enemy.
Badge of the Berserker +1
Item Slot: Neck
Enhancement: +1 Fortitude, Reflex, and Will
Property: When you charge, your movement made as part of the charge doesn’t provoke opportunity attacks.
Bracers of Mighty Striking (heroic tier)
Item Slot: Arms
Property: When you hit with a melee basic attack, you gain a +2 item bonus to the damage roll.
Accurate Staff of Resilience +1
Implement (Staff)
Enhancement: +1 attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Daily): Minor Action. You spend a healing surge but regain no hit points. Instead, you gain temporary hit points equal to twice your healing surge value.
Boots of the Fencing Master
Item Slot: Feet
Property: When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn.
Power (Encounter): Minor Action. Shift 2 squares.
Horned Helm (heroic tier)
Property: Your charge attacks deal 1d6 extra damage.
MONEY
Platinum
4
Gold
84
Silver
0
Copper
0
CHARACTER NOTES
XP: 8031/10000
Bio:

Biography and Background

Yoryk was born to the Ashpaw tribe, a small clan of gnolls that made its camp on the edges of the Demon Wastes. Even while just a pup, Yoryk would often display a deeply ferocious side, going so far as to kill many of his littermates in order to assure that he wouldn’t have to wait in line to be fed. As he grew, this brutal streak cooled into a calculating disposition that was more subtle(for gnolls) but no less dangerous. His pack looked on with pride as he continued to grow, eager for the day when Yoryk could join them on their raids.

(Un)fortunately, that day never arrived. Shortly after Yoryk’s fourth year, a roving band of humanoids fell upon the Ashpaw tribe during one of its less-defended moments. It isn’t known (to Yoryk, at least) whether they were there for a reason or if they happened upon them by chance, but the band killed every gnoll in the camp.

Well, almost every gnoll.

Yoryk was left alive, albeit severely injured. Likely the attackers thought he would succumb to his wounds and wanted him to suffer the slow death of infection, but years in the Wastes had left his pack with a hardy constitution. Eventually waking from unconsciousness among the corpses of his pack and finding the camp stripped of everything that could possibly be of any value, he survived in the only way he knew how.

Luckily, gnolls are no strangers to carrion.

As he scavenged among the dead of his pack, he was suddenly overcome with the feeling of being watched. Snarling, he whirled around with claws and teeth bared, ready to meet whatever the threat might be head-on. However, what he found before him was not what he expected. Yoryk was met with a whirling mass of fangs and claws, eyes of every discernible shape, fur coarse and smooth, and beneath it all a throaty cackle of hyena-like laughter. He was suddenly overcome with the feeling that this being had been watching him for a long, long time and that it was now pleased by what it saw. And then, as quickly as it had appeared, it was gone. However, with its departure he felt something planted within his mind. With this knowledge, he soon learned that he need not worry about arming himself with blades or bows, instead using the gifts he had been born with, the gifts he’d used to kill his brothers and sisters, to survive. He left the corpses of his pack behind, pausing only long enough to pick up the haft of a broken spear with a strange insignia carved into it.

With that, he followed the path the humanoids trod, until it lead out of the Wastes and into the world beyond.

Appearance

Bright and quick green eyes, dull brown mottled fur with a darker crestlike mane that runs from his head and around his shoulders down his spine. The fur around his hands and feet are a dusty grey color, which is what gives his tribe its name. His ears are slightly chewed, with the whole upper half of one missing. Very lean and lithe, and can move much faster than one would think, given his size. Tattered leather strips are wrapped around his ankles and wrists.

Dirty Hyena man.

Traits and Mannerisms

Quick to judge others and slow to trust anyone he isn’t extremely familiar with, but is a firm ally to those he sees as part of his pack. Willing to eat just about anything due to having to fend for himself from a young age. Very quick to challenge others and make demands. Feels uncomfortable in heavy clothing, preferring freedom of movement over protection. Unusually twitchy and fidgety and often mutters/growls to himself, but is prone to occasional bouts of lucidity and insight.

Rituals

Animal Messenger
Purify Water
Traveler’s Camouflage
Summon Winds
Comrade’s Succor
Tree Shape
Water Walk
Feat of Strength
Tree Stride
Commune with Nature

Character sheet creation site: http://omnichron.net/external/op/tools/csm.html

Yoryk Ashpaw

The Treachery of Thronehold jayamiko