Summary Edit

Vertexx69Karananak Bole Swarmwhisper
XP 5,600Male Wilden Adventurer Swarm Druid / Artificer 5
Medium natural humanoid (Fey Humanoid)
Initiative +2; Senses Passive Insight 22, Passive Perception 22
HP 50, Bloodied 25, Surge Value 12, Surges 11
AC 17; Fortitude 18, Reflex 15 (17 in Beast Form), Will 19
Resist 5 Fire, (4 melee/ranged in beast form)
Saving Throws 10
Speed 6
BasicMelee/MeleeSavage Rend (Standard; at-will) ✦ Primal, Beast Form, Implement
+10 vs Reflex, 1d6+1d8+7 damage, and you slide the target 1 square. Special: This power can be used as a melee basic attack.
CloseSwarming Locusts (Standard; at-will) ✦ Primal, Beast Form, Implement, Zone
Close blast 3; each creature in area; +10 vs Reflex, 1d8+7 damage. Effect: The blast creates a zone of swarming locusts that lasts until the end of Karananak's next turn. While within the zone, enemies grant combat advantage.
AreaChill Wind (Standard; at-will) ✦ Primal, Implement, Cold
Burst 1 within 10; each creature in area; +10 vs Fort; 1d6+2 cold +1d6 damage, and you slide each target 1 square.
MeleeWild Shape (Minor (Special); at-will) ✦ Primal, Polymorph
Karananak changes from humanoid form to beast form or vice versa. When he changes from beast form back to humanoid form, he shifts 1 square. While in beast form, he can’t use attack, utility, or feat powers that lack the beast form keyword, although the Wilden can sustain such powers. Karananak chooses a swarm form whenever he uses wild shape to change into beast form. The beast form is medium, and he compresses the swarm to resemble a natural beast or a fey beast, and normally doesn’t change his game statistics or movement modes. His equipment becomes part of his beast form, but he drops anything he is holding, except implements the druid can use. Karananak continues to gain the benefits of the equipment he wears except for shields. He can use the properties and the powers of implements as well as magic items that he wears, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of the beast form, it cannot be removed, and anything in a container that is part of his beast form is inaccessible. Special: You can use this power once per round.
MeleeFast Hands (Free (Special); at-will) ✦ Thievery, Utility
Karananak can draw or sheathe a weapon. pick up an item in his space or adjacent to him, or retrieve or stow an item. Special: He can use this power only once per round.
MeleeVoyage of the Ancients (Free; encounter) ✦ Teleportation
Trigger: You hit an enemy with an area or a dose attack. Effect: You teleport 3 squares. Choose a single enemy you hit with the attack. You and one ally you can see gain combat advantage against that enemy until the end of your next turn.
MeleeWrath of the Destroyer (Immediate Reaction; encounter)
Trigger: A bloodied enemy attacks you or your ally adjacent to you. Effect: You either make a melee basic attack against the triggering enemy or charge it. If your attack hits, the enemy is also dazed until the end of your next turn.
MeleePursuit of the Hunter (Immediate Reaction; encounter)
Trigger: An enemy within 2 squares of Karananak moves on its turn. Effect: He shifts 3 squares. Until the end of his next turn, he deals 1d6 extra damage to the triggering enemy when he hits it, and he ignores the -2 penalty to attack rolls for attacking it when it has cover or concealment.
AreaScattered Form (Standard; encounter) ✦ Primal, Beast Form, Implement
Close Burst 1; each creature in area; +10 vs Reflex; 2d6+7 damage. Karananak takes half damage from all melee attacks and ranged attacks until the end of his next turn.
CloseBattering Claws (Standard; encounter) ✦ Primal, Beast Form, Implement
One or Two Creatures; +10 vs Reflex; 1d6+1d8+7 damage. and Karananak slides the target 2 squares.
RangedSummon Pack Wolf (Standard; daily) ✦ Primal, Implement, Summoning
Range 5. Effect: Karananak summons a medium wolf in an unoccupied square within range. The wolf has speed 6. He can give the wolf the following special command. On the turn you summon the wolf, he gives that command as part of using this power. Standard Action: Melee 1; targets one creature; +10 vs. Reflex; 1d6+7 damage, and if the wolf has combat advantage against the target, the target is knocked prone (+1d6 extra dmg). Instinctive Effect: If Karananak hasn't given the wolf any commands by the end of his turn, it attacks an adjacent prone creature. If it can't do that, it attacks an adjacent enemy if it can. Otherwise, it moves its speed to a square adjacent to an enemy.
RangedSummon Shadow Ape (Standard; daily) ✦ Primal, Implement, Summoning
Range 5. Effect: Karananak summons a Medium shadow ape in an unoccupied square within range. The ape has speed 6 and climb 4. Karnanak can give the ape the following special command. On the turn he summons the ape, he gives that command as part of using this power. Standard Action: Melee 1; targets one creature; +10 vs. Reflex; 1d8+7 damage, and all creatures have concealment from the target until the end of you r next turn. Instinctive Effect: If Karananak hasn't given the ape any commands by the end of his turn, it attacks an adjacent enemy if it can. Otherwise, it moves its speed to a square adjacent to an enemy.
CloseHealing Infusion: Curative Admixture (Minor; daily) ✦ Arcane, Healing
Close burst 5; Karananak or one ally in burst. Effect: The target gains hit points equal to its healing surge value +5 and Karananak expends an infusion created with his Healing Infusion class feature.
CloseHealing Infusion: Resistive Forumla (Minor; daily) ✦ Arcane
Close burst 5; Karananak or one ally in burst. Effect: Target gains +1 bonus to AC until the end of the encounter and Karananak spends an infusion created with his Healing Infusion class feature. The target can end the bonus as a free action to gain temporary hit points equal to its healing surge value + 4.
Totem of Earthfall +2
Critical: +2d6 damage. Property: When Karananak uses a primal attack power through this totem, every creature that is pushed, slid or knocked prone by that power takes 1d6 extra damage.
Summoner's Staff +2
Critical: +2d6 damage or +2d10 if summoned creature makes the crit. Property: When an enemy attacks a creature Karananak summoned and misses, Karananak or ally within 5 squares of the summoned creature gains 7 temporary hit points. Daily: Immediate Interrupt. Trigger - An enemy hits a creature Karananak summoned. Effect - Triggering enemy rerolls attack and must use 2nd roll.
Hunting Beast Hide Armor +1
Property: While you are in beast form, you gain a +2 item bonus to Reflex. Power (Encounter ✦ Beast Form): Move Action. You shift 2 squares.
Amulet of Health +1
Property: +1 to Fort, +1 to Reflex, +1 to Will. Resist 5 Poison
Claw Gloves
Property: While in beast form and the enemy grants combat advantage to him, Karananak deal an extra 1d10 damage with melee attacks.
Swarm Form
While Karananak is in beast form and not wearing heavy armor, melee attacks and ranged attacks deal less damage to him. When Karananak takes damage from either type of attack, the damage is reduced by 4.
Fey Origin
Karananak is a native to the Feywild, so he is considered a fey creature for the purpose of effects that relate to creature origin.
Arcane Familiar (Eve)
Speed 5, fly 6 (hover) Constant Benefits: Karananak gains a +2 bonus to Arcana checks and History checks, can read and speak Supernal, gains Resist 5 Fire. Active Benefits: Deceptive Move: As a minor action, Karananak causes Eve to become invisible until the end of his next turn.
Healing Infusion
At the end of an extended rest, Karananak creates a healing infusion. This is expended using a healing infusion power.
Nature's Aspect
Whenever Karananak completes an extended rest he chooses one of the following aspects of nature to manifest. Aspect of the Ancients: Karananak can use the voyage of the ancients power while he is in this aspect. Aspect of the Destroyer: Karananak can use the wrath of the destroyer power while he is in this aspect. Aspect of the Hunter: Karananak can use the pursuit of the hunter power while he is in this aspect.
Alignment Unaligned; Languages Common, Elven, Supernal
Str 10 (+0)Dex 10 (+0)Wis 20 (+5)
Con 18 (+4)Int 13 (+1)Cha 8 (-1)
Skills Arcana +10, Insight +12, Nature +14, Perception +12, Thievery +6, History +5, Stealth +3
Feats Student of Artifice, Deadly Draw, Arcane Familiar (Book Imp), Ritual Casting, LEB Expertise
Equipment Accurate Totem of Earthfall +2; Summoner's Staff +2; Hunting Beast Hide Armor +1; Claw Gloves; Amulet of Health +1; Adventurer's Kit; Thieves Tools; Residuum 65gp, 3.5gp
Rituals Animal Messenger, Enchant Magic Item

Character Information Edit

Background Edit

Karananak came through the boundries of the Feywild into a place he wasn't expecting. The air was cold and dry, and while there were trees, they were few and far between. A swath ran from one horizon to the other where nothing grew at all. Just a bare strip of earth twice as wide as he could stretch his arms. It was very smooth and easy to walk on so he took on his faster form of many and followed it toward sunrise.

After many days and nights the path was crossed by another, in the center of the crossroads stood a tiny devil woman kicking the the dirt with great focus. He swarmed up behind her, pausing to see what she was doing. She had missed her ride back to her dimension and was now stuck. She also had a torn wing and so couldn't fly. The druid returned to his natural form and they chatted. Eve offered to serve Karananak as a spy and protect him from fire if he would fix her wing. Taking a bit of sap from his nose and a few leaves from his head he made a healing infusion to fix her. She hadn't thought the task so easily completed but was bound by her oath. So an imp now serves a druid on his investigative endevors in Sharn, the monkey to his tree. They were spotted several times as they closed toward Sharn, a devil girl on the back of a swarm in the shape of a hunting cat. On entrance to the city, Karananak was spotted by the Kundarak "iron gatekeepers". Having never seen a creature like him before, they were eager to offer him a job "trying out" new puzzles for them. Some of those puzzles got quite dangerous, but lived and came out the job with a handy couple of skills.

Appearance Edit

Karananak has deep brown skin with a wooden bark pattern over it, and a huge, two foot-diameter ball afro of tiny black or green leaves, or a crown of silver branches (depending on which aspect he has chosen for the day). His eyes are large, non reflective black/ shimmering silver/ luminescent green (depending on aspect) pools that draw you into them like the shadows at the bottom of a well. His legs are back bent like some animals ending in a pair of bare, three taloned feet, with toes splayed wide for balance. He wears a tattered hide vest and breeches that have seen far better days, with what might be a stone flute tucked into a sash and a dirty backpack. He carries nothing else other than a flimsy walking stick, nearly as thin as he is.

He travels with a sassy Imp girl the size of an average sized house cat that almost never gives him a moments peace. She is red with horns, wings and a tail that she wraps around his limbs for balance when she is sitting in the crook of his arm.

Age: 28 Gender: Male Height: 5'10" (6'10" with afro) Weight: 140 lbs.

Personality Edit

Alignment: Unaligned

To say easy going is an understatement in the extreme where Karananak is concerned when in his humanoid shape. He would much rather have a nice chat than even attempt to threaten or intimidate another sentient being. The sursurous tones of his Feywildian accent (my attempt at Jamaican) set everyone around him at ease, which is a great way to sound as you rob them blind. His mellow demeanor vanishes however when he takes on the form of the swarm. He is all kill or be killed when push comes to shove, showing the same amount of mercy that a hungry swarm would when falling upon a potential meal.

Hooks Edit

Investigating how far the threat of the far realm has advanced, and beating it back wherever he can is enough to keep him busy until he enters the winter phase of his plant-like life cycle.

Kicker Edit

The kicker describes what put your character on the path to adventure. It can be brief or long, but should provide their motivation.

Wish List Edit

  • Level 5: Cash (1,000gp)
  • Level 6: Razor Bracers (Parcel lv6+1)
  • Level 7: Strikeback Tattoo (Parcel lv7+2)
  • Level 8: Hunting Beast Armor +3 (Parcel lv8+4)
  • Level 9: Accurate Earthfall Totem +3 (Parcel lv9+3)
  • Level 10: Cash (5,000gp)

Equipment Edit

Equipment Name Price Weight
Earthfall Totem +2 2,600gp 4lbs
Summoner's Staff +2 Lvl 4 Parcel 4lbs
Hunting Beast Hide Armor +1 520gp 25lbs
Amulet of Health +1 680gp -
Claw Gloves 840gp -
Residuum 65gp -
Backpack 2gp 2lbs
Torches X5 5sp 5lbs
Ritual Book - 3lbs
Thieves Tools 20gp 1lbs
Flute 5gp 1lbs
Trail Rations X6 5gp 6lbs
Waterskin 1gp 4lbs

Coins: 3.5gp

Encumbrance: 55lbs Normal Load: 100lbs Heavy Load: 240lbs Maximum Drag Load: 600lbs

Math Edit

Attributes Edit

Str 0 10 0 0 10 0
Con 7 15 2 1 18 4
Dex 0 10 0 0 10 0
Int 3 13 0 0 13 1
Wis 12 17 2 1 20 5
Cha 0 8 0 0 8 -1
Totals 22   9

Attacks Edit

Basic Attacks
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Basic Melee


wis 0Savage Rend1Expertise2Accurate Earthfall Totem +20210Reflex
Basic Ranged



Defenses Edit

DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class 0/+1 dex/int 0 0 0 0 4 Hunting Beast Hide +1 0 0 2 17
Fortitude0/+4str/con01001Amulet of Protection +1002 18
Reflex0/+1dex/int100 01Amulet of Protection +1002 15
Will+5/-1wis/cha100 01Amulet of Protection +1002 19

Senses and Reactions Edit

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 0 0 0 0 0 0 0 0 2 0 2
Passive Insight 5 5 0 0 0 0 0 0 2 0 22
Passive Perception 5 5 0 0 0 0 0 0 2 0 22

Senses: low-light

Health Edit

--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherTotalBloodedSurge
Hit Points 12 18 5 0 0 0 50 25 12

Surges per day: 11 (7 class, +4 Con)

Speed and Movement Edit

Speed: 6

Racial Features Edit

Wilden (PHB3)

  • +2 Wis, +2 Con
  • +2 Nature, +2 Stealth
  • Languages: Common, Evlen, Supernal
  • Nature's Aspect
  • Hardy Mind: +1 to Fort
  • Fey Origin
  • Size: Medium
  • Speed: 6
  • Vision: Low-Light

Class Features Edit

Swarm Druid (PP)

  • +1 to Reflex, +1 to Will
  • Implements: Staffs, Totems
  • Balance of Nature: Choose 3 At-Will Attack Powers, 1 or 2 of which must have the "Beast Form" keywords.
  • Primal Aspect (Swarm Form): While in Beast Form, gains resist 4 to all melee and ranged attacks.
  • Ritual Casting: Ritual Casting for free.
  • Wild Shape: Can change shape into a Swarm of creatures or back as a minor action. once per round.

Artificer (EPG)

  • Implements: Rods, Staffs, Wands
  • Healing Infusion: Creating infusion to heal once per day.

Feats Edit

  • 1st: Deadly Draw: When Karananak slides an enemy into an adjacent square he gains Combat Advantage against it TENT. (PHB3)
  • 2nd: Student of Artifice: Karananak is considered an Artificer and can use the Healing Infusion feature once per day and trained in Arcana. (EPG)
  • 4th: Arcane Familiar (Book Imp): Eve serves Karananak as his familiar, granting him resist 5 fire, +2 to Arcana, +2 History and speak/read Supernal. When she is in active mode Karananak can spend a minor action to make her invisible TENT. (AP)
  • 5th: LEB Expertise: +1 to hit with all weapons and implements.

Background Edit

Iron Gatekeeper (EPG): Thievery.

Skills and Languages Edit

Languages: Common, Elven, Supernal

SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics00dex000-1Hunting Beast Hide Armor +221
Arcana 5 1 int 0 2 Arcane Familiar (Book Imp) 0 0 2 10
Athletics00str000-1Hunting Beast Hide Armor +221
Endurance04con000-1Hunting Beast Hide Armor +225
History01int02Arcane Familiar (Book Imp)0025
Stealth00dex200-1Hunting Beast Hide Armor +223
Thievery50dex000-1Hunting Beast Hide Armor +226

Powers Edit

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Savage Rend +5 Wis 1 Expertise 2 Accurate Earthfall Totem +2 0 0 2 10 Reflex
Swarming Locusts +5 Wis 0 1 Expertise 2 Accurate Earthfall Totem +2 0 0 2 10 Reflex
Chill Wind +5 Wis 1 Expertise 2 Accurate Earthfall Totem +2 0 0 2 10 Fort
Scattered Form +5 Wis 1 Expertise 2 Accurate Earthfall Totem +2 0 0 2 10 Reflex
Battering Claws +5 Wis 1 Expertise 2 Accurate Earthfall Totem +2 0 0 2 10 Reflex
Summon Pack Wolf +5 Wis 1 Expertise 2 Accurate Earthfall Totem +2 0 0 2 10 Reflex
Summon Shadow Ape +5 Wis 1 Expertise 2 Accurate Earthfall Totem +2 0 0 2 10 Reflex

Tracking Edit

Money Edit

+412 gp starting gold
 - 393.5 gp buying gear
   18.5 gp remaining

Treasure Edit

Keep track of parcels gained. Link to the post where it was given or a reward summary post in the adventure. Also link to the compendium for the item when possible.

  • Level 1: Parcel lvl+1
    • Hunting Beast Hide Armor +1
  • Level 2: Parcel lv2+2
    • Claw Gloves
  • Level 3: Parcel lv3+4
    • Accurate Earthfall Totem +2
  • Level 4: Parcel lv4+3
    • Summoner's Staff +2 Plus the 75g 1st half of the payment from page 2 of the thread makes a total of 170g.

XP Edit

Starting out: 3,750

(The Lost Treasure of House Cannith):

  • 1,500xp
  • 95gp
  • Summoner's Staff +2 (lvl 4 parcel)
  • +6 RP (Spending 2 for 350xp)

Total XP: 5,600

Changes Edit

List changed here

  • 2010/06/27: Created

Judge Comments Edit

Judge comments (and your rebuttal) will go here.

Level 1 Edit

Approval 1 Edit

Approval from renau1g

  • Summary: Fort should be 18 (not 17) and Ref should be 15 (17 in Beast form).

- Fixed

Approval 2Edit

Approval from [Ladylaw]

Everything was fixed. Good to go from here.

Status Edit

Status: Approved as 4th level character with 3750 xp by renau1g and Ladylaw.

Status: Requesting Approval as 5th level character with 5600 xp.

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