Guardian of the Natural World


Bhavik Devanta
Level 6 Warden (defender)
Medium natural humanoid (longtooth shifter)

Initiative +6; Passive Senses Perception 22, Insight 17
HP 58; Bloodied 25; Healing Surge 12; Surges Per Day 10
Regen [2, while bloodied]
AC 23; Fortitude 21, Reflex 17, Will 20
Saves Save vs. one effect at start of each turn
Speed 6; Action Points 1

Alignment Unaligned; Languages Common, Primordial
Skills Athletics +12, Dungeoneering +12, Nature +12, Perception +12
Feats Improved Bull Rush (gain a +4 feat bonus to the attack roll for bull rush attempts), Wild Senses (roll twice for perception to find tracks and +3 feat bonus to initiative checks), Wildblood Cunning (shift WIS squares on second wind as free action), Sudden Roots
Str 20 (+5/+8) Dex 10 (+0/+3) Wis 18 (+4/+7)
Con 12 (+1/+4) Int 10 (+0/+3) Cha 8 (-1/+2)
Possessions +1 Frost Longsword, Handaxe (x4), +1 Shared Suffering Hide Armor, +2 Cloak of Deep Pockets, Heavy Shield, Standard Adventurer's Gear, potion of healing

Racial Traits Longtooth Shifting (Minor when bloodied, +2 damage regeneration 2 while bloodied)
Class Features Font of Life (save vs. one effect at start of each turn), Guardian Might (Wildblood) (while not wearing heavy armor use Wisdom for AC), Nature’s Wrath (mark adjacent enemies as free action 1/turn, duration TENT), Warden’s Fury at-will power, Warden’s Grasp at-will power

Basic Attacks

+1 Frost Longsword (standard; at-will) ✦ Weapon +12 vs. AC; 1d8 + 8 [10] (16 [18] + 1d6 cold on crit) damage; Versatile, Cold damage at-will.
Throwing Axe (x4) (standard; at-will) ✦ Weapon Ranged 5/10; +10 vs. AC; 1d6 + 5 damage; Off-hand, Heavy Thrown.

Power Descriptions

At-Will Evocations

 Warden’s Fury Warden Feature
At-WillPrimal, Weapon
Immediate Interrupt Melee weapon
Trigger: An enemy marked by you makes an attack that does not include you as a target
Target: The triggering enemy
Attack: +12 vs Fort
Hit: 1d8 + 8 [10] (16 [18] + 1d6 cold on crit) damage and the target grants combat advantage to you and your allies TENT.

 Warden’s Grasp Warden Feature
Immediate Reaction Close burst 5
Trigger: An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target
Target: The triggering enemy in burst
Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.

 Thorn Strike Warden Attack 1
At-WillPrimal, Weapon
Standard Action Melee 2
Target: One creature
Attack: +12 vs AC
Hit: 1d8 + 8 [10] (16 [18] + 1d6 cold on crit) damage and you pull the target 1 square.

 Weight of Earth Warden Attack 1
At-WillPrimal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +12 vs AC
Hit: 1d8 + 8 [10] (16 [18] + 1d6 cold on crit) damage and the target is slowed TENT.

Encounter Evocations

 Longtooth Shifting Shifter Racial
Encounter Healing
Minor Action Personal
Requirement: You must be bloodied.
Effect: Until the end of the encounter you gain +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 2.

 Wildblood Frenzy Warden Attack 1
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +12 vs. AC
Hit: 1d8 + 12 [14] (20 [22] + 1d6 cold on crit) damage.
Wildblood: The attack deals extra damage equal to your Wisdom modifier (already included).
Effect: Make the attack one more time against the same or a different target.

 Predatory Guardian Warden Attack 3
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +12 vs. AC
Hit: 2d8 + 8 [10] (24 [26] + 1d6 cold on crit) damage. If the target shifts before the start of your next turn, you shift 2 squares as an immediate reaction.
Wildblood: The number of squares you shift equals 1 + your Wisdom modifier (5 total).

 Eyes of the Hawk Warden Utility 2
Encounter Primal
Minor Action Personal
Effect: You make a Perception check with a +10 power bonus.

 Second Wind PC Feature
Encounter Healing
Standard Action Personal
Effect: Spend a healing surge and regain 14 hit points. You gain a +2 bonus to all defenses until the start of your next turn. You may also shift a number of squares equal to your Wisdom modifier (4) as a free action.

Daily Evocations

 Form of Winter’s Herald Warden Attack 1
DailyCold, Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of winter’s herald until the end of the encounter. While you are in this form, you gain +1 bonus to AC and resist 5 cold. In addition, each square within 2 squares of you, wherever you move, is difficult terrain for your enemies. Once during this encounter, you can make the following weapon attack while you are in this form.
Standard Action Close burst 1
Target: Each enemy in burst
Attack: +12 vs. AC
Hit: 1d8 + 6 [8] (14 [16] + 1d6 cold on crit) cold damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is immobilized TENT.

 Thunder Step Warden Attack 5
DailyTeleportation, Thunder, Weapon
Standard Action Melee weapon
Effect: Before the attack you teleport 5 squares
Target: One creature
Attack: +12 vs. Reflex
Hit: 2d8 + 6 [8] (22 [24] + 1d6 cold on crit) thunder damage, and the target is dazed (save ends).
Miss: Half damage, and the target is dazed TENT.

 Bear’s Endurance Warden Utility 6
DailyHealing, Primal
Immediate Interrupt Personal
Trigger: You drop to 0 hit points or fewer
Effect: You regain hit points as if you had spent a healing surge.

Magic Items

 +1 Frost Longsword Level 3
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage
Power (DailyCold): Free Action. Use this power when you hit with the weapon. The target takes an extra 1d8 cold damage and is slowed TENT.
Power (At-WillCold): Free Action. All damage dealt by this weapon is cold damage. Another free action returns the damage to normal.

+1 Shared Suffering Hide Armor Level 5
Enhancement: +1 AC
Power (Encounter): Immediate Reaction. Use this power when an attack gives you ongoing damage. The attacker gains an equal amount of untyped ongoing damage (save ends).

+2 Deep-Pocket Cloak Level 7
Enhancement: +2 Fortitude, Reflex, and Will
Property: The pockets of this cloak can hold up to 1,000 pounds in weight or 100 cubic feet in volume, but the cloak always weighs only 1 pound. Each item stored within one of the cloak’s pockets can weigh no more than 10 pounds.
Drawing an item from a deep-pocket cloak is a minor action.
Power (At-Will): Free. 1/round. You draw an item from the cloak or store an item within it.

Iron Armbands of Power Level 6
Property: Gain a +2 item bonus to melee damage rolls.

Current XP: 8,384 (Through Session 25)
Next Level: 10,000


Tall by human standards but bristling with strength and wit, Bhavik stands with an intense…

[Quick Description has a character limit about like Twitter, so your physical description should go here. Hope you saved it elsewhere, too. :D]


Wolves howl in the distance as a chill wind rustles the canopy above and sets flitting leaves into fits of shadow play amidst the pale waxing moon. It seems unlikely that any would venture out in these inhospitable conditions. Even the druids can be found huddled around a small fire or tucked into some natural pocket of warmth. Yet it is in these conditions that a burdened figure approaches the vacant druid’s grove. The figure is alone and weary, stopping every few seconds to search their surroundings. Tense moments seem to pass more frequently as the perimeter of the treed fortification is neared and when the figure reaches the outer boundary it appears to take a small bow before actually entering that sanctum.

Once inside, the figure is no longer protected from the canopy’s shadows and the bone white light of winter’s moon can be seen haloing an expectant shifter. Her clothes are disheveled and soiled, barely hanging onto her athletic frame. In the spaces once whole are the obvious marks of combat, wounds both clawed and bladed. A trail of blood reflects ominously in the night and gives better context to the woman’s apparent paranoia.

A brief calm passes before she clutches her stomach and doubles over in obvious agony. The scream that follows is as much a howl as anything, echoing violently within the grove. It’s childbirth come early, almost too early, and without protection even a sacred grove could prove to be insufficient.

The woman languishes there for minutes, hoping for the best but skittish of her surroundings. She is quite certainly where she wants to be, but is it a good choice? A raucous rising from far down the path she took seems to suggest a poor decision. She struggles to gain her footing but the birth is too far along. All she can do is focus on her child and hope that nature protects her. She begins to wail loudly and with a wild abandon. Her voice carries far into the night, frightening off small birds and rodents. As they scurry away the uncontrolled raucous of a dozen biped beasts fills the intervening silence with excited chaos. They’ve been following this one for a good while and stop only to listen for the source of their desire. It’s a misleading emanation at first, seeming to come from every direction at once. A moment or two later and the miscreant leader seems to hone in on the grove. He gathers his men, such as they are, and the lot makes double time towards the birth site.

The two parties are within perhaps a few dozen feet or so when the hope of a new mother is answered. Coming from the darkness, snarling and chomping, is a band of perhaps three dozen wolves. They froth at the mouth and take up a defensive horse shoe shaped position around the new arrivals; backs to the shifter mother. The wolves bark and bite, showing as much aggression as they can without actually attacking. When one of the bipeds steps forward he is quickly sectioned off and put down, with other members of the pack advancing to fill stronger positions near their packmates. The bipeds do not advance. A careful retreat is enacted and a few of the faster, lighter, wolves pursue for good measure.

That night the fates intervened and a healthy baby boy was brought into the world. The mother, wasted with fatigue, could do nothing more than attempt to shelter her newborn. As the cold bit deep into her and all seemed likely to fade away for good, a brave pair of druids finally arrived to investigate. They found the woman obviously injured and rushed to her side, finding the new child there as well. Both, miraculously, were still alive. Those druids, Enselle and Tier, whisked the new family off to safer surroundings where the mother slept deeply for some hours.

When she awoke, and ate, her stories filled the ears of the young druids. The woman was not in a position to care for a child, being an adventurer herself and currently the target of a multi-tribe blood feud between some unsavory beasts and the sparse shifter cairn she called home. Without her help the beasts would surely overcome the cairn and that just wasn’t acceptable. Still, she loved the new cub in her arms and was deeply conflicted about how to care for the boy without sacrificing the safety of her people.

A few days passed while she regained her strength. In that time she got to know Enselle and Tier quite well. They spoke often of the birth night and how fortunate the woman had been. It was ultimately agreed that the boy was touched by nature and that his would be a path of greatness. The mother, sad but clear headed now, knew what had to be done. She entrusted her new friends with the task of raising her boy. She would return to her people and continue fighting the blasphemous heathens that were trying to annihilate them. Enselle and Tier would raise the child with his mother’s spirit in hopes that one day he too might become a great and powerful adventurer, capable of defending both the grove and his homeland. The mother asked only three things; that he be raised to fight properly, that he know his heritage, and that he be named Bhavik Devanta. The druids agreed, adding that his was a path of worth and that when the time came he would be capable of defending all who needed it, especially those from his homeland.

In this way Bhavik was raised by the druids of the Holy Grove near Brindinford. Their ways were his ways and to his mother’s requests he was held. As he reached manhood the druids, family to him now, put him through the normal druidic trials. As part of that process he was forced to enter the world in search of a greater purpose, a greater good. When he found the purpose and completed it he would be welcome back home, accomplished as a man. At that time the duties of protecting the grove would be laid to bear on his shoulders. It is on this mission that he finds himself now.

As we begin, Bhavik is focused on a series of attacks near Oakhust, which he believes to be part of some larger evil. His travels take him near the Sunless Citadel and with it the dangers of a thousand deaths. All that needs be done now is to find some way of conquering that evil and so Bhavik is in search of any trustworthy companion willing to head into such dangers.


III Bresil