Saarsgardyn

Description:

== Created Using Wizards of the Coast D&D Character Builder ==
Saarsgardyn, level 4
Wilden, Druid
Primal Aspect Option: Primal Guardian
Hardy Form Option: Hardy Form Fortitude
Inherent Bonuses

FINAL ABILITY SCORES
STR 11, CON 18, DEX 13, INT 11, WIS 19, CHA 8

STARTING ABILITY SCORES
STR 11, CON 16, DEX 12, INT 11, WIS 16, CHA 8

AC: 20 Fort: 18 Ref: 15 Will: 18
HP: 45 Surges: 11 Surge Value: 12

TRAINED SKILLS
Athletics +6, Endurance +10, Nature +13, Perception +11

UNTRAINED SKILLS
Acrobatics +2, Arcana +2, Bluff +1, Diplomacy +1, Dungeoneering +6, Heal +6, History +2, Insight +6, Intimidate +1, Religion +2, Stealth +4, Streetwise +1, Thievery +2

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Wilden Racial Power: Voyage of the Ancients
Wilden Racial Power: Wrath of the Destroyer
Wilden Racial Power: Pursuit of the Hunter
Druid Feature: Wild Shape
Druid Attack 1: Savage Rend
Druid Attack 1: Thorn Whip
Druid Attack 1: Grasping Claws
Druid Attack 1: Frost Flash
Druid Attack 1: Wind Prison
Druid Utility 2: Ferocious Transformation
Druid Attack 3: Tundra Wind

FEATS
Level 1: Ritual Caster
Level 1: Quick Stow
Level 2: Burden of Guardianship
Level 4: Cleanse the Madness

ITEMS
Ritual Book
Animal Messenger
Make Whole
Totem of Thorns (level 5) x1
Hide Armor of Durability +1 x1
Necklace of Keys +1 x1
Hide Armor
Adventurer’s Kit
Totem x1
== End ==

Bio:

Saarsgardyn was part of a clutch of Wilden defending a wintery grove far from civilization. The Wilden had been pushing the Eladrin who were previously there out, as the Eladrin were, in the Wilden’s eyes, no longer protecting the Grove. The Eladrin were eventually sealed out of the grove using a powerful ritual enacted by several of the Wilden elders which effectively renders the Grove invisible and unknowable to anyone who does not remember its true name. Simultaneously, they also invoked another powerful spell that erased the Grove from the memory of anyone not currently residing within it. Unfortunately, Saarsgardyn was one of several Wilden not inside the Grove at the time, so has only vague recollections of the Grove: he knows it exists and has strong emotional memories tied to it, but does not know where it is or what the true name is.

Since his accidental exile, Saarsgardyn has wandered the world, looking for a new home to defend, but every place he stops at pales in comparison to the memory of the Grove, so he moves on. He has recently taken up temporary residence in the Cloak Wood just outside of Fallcrest, which he defends from the orc patrols that increasingly encroach upon his territory.

Saarsgardyn

Of Far Realms and Fey jonaxell