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Alexus Whitefang
Dar Einor
Dromond Aspendale
Greycoat the Young Elder
Growls Like Thunder
Jaheira
Kessletharius Firemantle
Leenar the Grey
Wulfdein Bearclaw

Alexus Whitefang
human male Barbarian 2 / Druid 2
Neutral Good

Str            18
Dex          16
Con          16
Int            10
Wis          18
Cha          14

AC          16 (13 when flat-footed, 13 versus touch attacks)
HP          36

BAB:  +3  (+7 melee / +6 missile)

Saves:   Fortititude + 9  /  Reflex  +3  / Will +8

History:

Alexus was born into the Grey Wolf Tribe in the region of The North, his father is one of the tribal druids, a tradition in the Whitefang
lineage, so like his father, and his fathers, father he to has dedicated his life to learning the ways of druidic society.  But unlike his father he had
an eye for battle so he has combined his true passion, along with his “birthright”(as his father used to say to him).  Alexus is a fearless warrior, but
he does enjoy his druidic side.  He enjoys nature to its fullest and his love for animals is unquestionable.  Just ask Alexus' animal companion, Whitefang (yep, the wolf is called Whitefang, too).

At the age of 20 Alexus decided that he would venture off toward the horizon, leaving his tribal life behind him. Although Alexus' father did not approve, he could not deter Alexus from leaving.  Now, Alexus returns to his tribe only infrequently.

Alexus’s animal companion is a young wolf called Whitefang; he is called this as he has the same albino hair as Alexus and the rest of his family.  Whitefang and Alexus met when they where both very young, they have shared many adventures together, and will have many more in the future.  Alexus has been travelling the lands of Fearun for about 4 winters, making his way from town to town, finding work where he can to pay his way.  Travelling lightly Alexus is a wanderer.  He is not, however, a loner -- quite the opposite; he takes every opportunity to meet new and interesting people from all walks of life.  Alexus enjoys aiding others, and has made many new friends during his travels, as well as enemies.

Alexus is a jovial man with a soft heart, these traits, combined with his strength, makes him a handy person to know.  If you get on the wrong side of him, though, you will see a different view; he is a cold, calculated warrior, fighting is what he does best, and woe to any who cross him.  Having never received any formal education, Alexus is a bit simple in his thoughts, though his common sense usually keeps him out of trouble.  He makes good use of what he does know, as well.  Before Alexus left his tribe, his father passed on to him the family heirloom: a Great Scimitar so sharp it can cut a trolls arm off in one stroke.  The blade has been in Alexus’s family for generations, passed down from father to son.

Description: Alexus stands 6 ft 6 inches and he has large powerful arms and shoulders. His black hair, flecked with silvery/grey hangs freely just below shoulder length.  He has rugged weather-beaten features.  He dresses in simple leather armour; he has a long fur cloak made from the pelt of a silver wolf.  Around his waist is a thick leather/fur belt of which hangs his family’s scimitar, in a simple fur scabbard.  At his side is Whitefang, his trusted companion of years, a mature silver wolf, who is probably the friendliest wolf this side of Cormyr, at least until his master tells him to do otherwise.

Animal Companion:  Whitefang,  Silver wolf

Possessions: dressed in  +1 leather armour, over his shoulders he wears the pelt of a silver wolf. Around his waist is a thick fur belt, from which hangs a two handed scimitar, +1.

Feats:  Survivor, Iron Will, Toughness.

Special abilities: Nature Sense, Rage (1/day), Fast Movement, Uncanny Dodge

Skills:

5 Animal empathy
2 Balance
2 Bluff
6 Concentration
2 Diplomacy
2 Disguise
3 Escape artist
6 Handle animal
9 Heal
2 Hide
2 Intimidate
9 Intuit direction
3 jump
3 Knowledge (Nature)
7 Listen
2 Move silently
6 Ride
2 Scry
2 Search
4 Sense Motive
4 Spot
4 Swim (-5 when in full gear)
9 Wilderness Lore
 

Dar Einor
Human Male Druid 5
True Neutral

Str 11
Dex 12
Con 10
Int 10
Wis 14
Cha 9

AC 14
HP 30

Feats:
Combat Casting, Combat Reflexes, Two-weapon Fighting

Animal Companion(s):
Sadly, Wolf, who was Dar's companion and was - uhm - a grey wolf, actually, well...he is no longer with us.  He follows Feral - another combat-slain grey wolf to the Elysian Pastures.  :(

History:
Dar Einor is young, though his journies have given him experience and darker knowledge than he had in his true youth.  Friendly, but independent he left his little home and hamlet, which is smack in the middle of nowhere, nestled in the woods to seek his fortune elsewhere. Believing himself to be completely self-sufficient, Dar followed the paths away from town, never caring to return.

Dar has a natural empathy with animals, and always has. In his youth, he discovered that he was naturally good at dealing with plants and animals; He earned his place by helping the locals with their crops and livestock.  Dar is no farmer, though. Whenever time would allow, young Dar would spend days, weeks even, wandering the forest. It was there that he befriended a wolf cub, who desired to follow him home. A few years later, it was there that Dar first met the druids in his area - though they had been watching him for some time. Later still, his basic training completed, those same druids bid Dar to leave these woods, to go to far-off lands and gain an appreciation of nature in the world sense. Dar, as every other child in the realm, has heard fairy tales of a magnificent forest far to the south.
The trees tower taller than one can see, and wider than a cart - even a house! What better place for this forest-dweller to seek?

His fated arrival brings much travail, but also new power...

Skills:

Animal Empathy 8
Concentration 6
Escape Artist 2
Handle Animal 4
Heal 4
Intuit Direction 4
Knowledge (Nature) 4
Wilderness Lore 4

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Dromond Aspendale
Half-Elf  Druid 1 / Ranger 1

Str            16
Dex          18
Con          16
Int            14
Wis          15
Cha          15

AC           18 (14 flat-footed)
HP           16

History:

When Dromond was a small boy, his village was usually one where talk of rain and harvests was the primary conversation.  That changed when some large human army clashed with a large humanoid army several miles outside of the village.  The human army won the day and chased many of the marauding humanoids throughout the land.

One bugbear general and his contingent was pursued into Dromond's village and began looting and pillaging as a last insult to the humans.  The general hoped that by setting the village ablaze he could escape from his pursuers in the chaos that followed.

Dromond's parents and family were killed in the tumult.  And, much to the bugbear's dismay, the human cavaliers that were giving chase did not even hesitate in the village.  They rode hard and caught up with the general and his men before darkness fell.  The bugbear's head was on a pike before the final rays of the sun were extinguished.

A reclusive band of druids took in many of the village orphans, and Dromond began learning what he considers the "science" of nature at a very young age.  His teachers were always barely able to control the adolescent, and seldom could they answer all of his questions.  He was always focused on the martial skills, and has vowed to always be ready for battle. As soon as his 16th moon passed, Dromond left on his own.

Since that time he has wandered with others of like mind who patrol the borderlands as vigilante defenders.

Addendum to History:

Dromond seems driven to fight, and relishes every combat.  Yet, the skirmishes on the borders have become unsatisfying.  He feels compelled to travel to places he only sees in visions.  Once there he usually meets other druids that are facing some great foe or combat...  And then Dromond usually awakes in the forest with a vision of some other place he needs to be.

There is a bit of oft-forgotten lore that has passed hither and through druid circles that details the coming of a warrior-druid.  This story is not remarkable for detailing a warrior-druid.  It is remarkable for detailing the druid as a herald of changes yet to come…

This fighting druid will die horribly in many battles.  It seems his destiny to learn the lessons of battle by first-hand experience.  Each time he will somehow be brought back to the land via a conduit of elemental force.  The legend is unclear about the timing of this druid's rise to a powerful warrior, but it is quite clear about the outcome.  He will cause a splinter within the Druidic society.

His way is that of the untamed beast, the elements, and the weather. Observing the circle of life, noting its passing, and applying minor adjustments is not for him or the followers he will attract.  A new Druidic Order devoted to large-scale decisive actions will come about at his hands.

It is a tale that many of the elders fear.  For they know that should it come to pass that they will merely continue to act as they do now.  They will not hinder this change, yet they will also refuse to embrace it…

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Greycoat the Young Elder
human, male
Druid 8 / Divine Disciple 3 / Bard 2  / Contemplative 2 / Hierophant 2 / Ranger 1
True Neutral
Homeland: Waterdeep, Forgotten Realms
Deity: Silvanus, God of Nature
age: 34

Str: 10
Dex: 10
Con: 10
Int: 12
Wis: 20* (24)
Cha: 18 (22)

AC: 14+
HP: 91

BAB:  +11
Saves: Fort  +14 / Ref  +6 / Will  +24

Special abilities:

Bardic Knowledge, Performance, Wildshape and abilities as 8th level Druid, spellcasting as a 15th level druid, Species Enemy: Giants, Divine Emissary (can communicate with Neutral outsiders and outsider servants of Silvanus within 60'), Imbue with Spell Ability (may freely imbue spells without memorizing the 4th level spell, 1st and 2nd level spells only), Divine Health, Slippery Mind, Power of Nature (may transfer druidic abilities as if by Imbue with Spell ability), Ranged Touch.
Renewal (Power: 1/day when reduced to 0 or fewer HP, regains 1d8+Cha modifier HP.  Does not function if reduced directly to -10.).

Domains: Travel

Description:
Greycoat is an unpresuming outdoorsy fellow when taken at a glance.  His equipment is simple and generally without frills, and his features, brown hair (starting to grey) and brown eyes, are nondescript.

In fact, Greycoat is a druid of considerable power, and as most carries relatively few posessions.  Having been through several adventuring parties, encounters with gods, and more trolls than can be counted, Greycoat has founded his own Druidic circle, and often dispatches lower level Druids empowered with some of his powers to deal with situations.

Greycoat still does not bare steel against normal opponents, but nonetheless regularly goes armed with scimitar and dagger when travelling the wilds, in case of an encounter with trolls.  He also has been known to wear hide armor when particularly expecting trouble.

History:

Greycoat began his adventuring career as Hemmel Haulder, a relatively carefree and unsavvy bard in Waterdeep, travelling with a group of equally naive diletantes and nobleman's sons.  Over the course of various misadventures, they found themselves miles into the wilderness and beset by trolls.  Heliman escaped the fate of the rest of the group and found himself in trackless wilderness with few or no possessions.

Over the course of a week wandering the wilderness, Greycoat found himself following animal trails and living almost as a wild animal.  Eventually, he followed a stag into a grove of oaks and met the old caretaker of the Oak, who convinced him that what he needed was a better path for his life, not the path to Waterdeep.  To the present day, Heliman has not returned to the City of Splendors.  In years to come, even while a young druid, many animals told him that he possessed already the wisdom of a grey-coat, and the druid took their term for him as his own.  Only years later, in another encounter, would the druid realize who the caretaker in the deep woods truly was.

Greycoat was known for a time as one of a small group of protectors of wayfarers, including Jord Bungee, a halfling rogue of repute, and Aramon, ranger and leader of the band.  It was from Aramon that Greycoat learned the basics of tracking, and of battle with giants.

Greycoat continued to live free in the lands around (but never in) Waterdeep.  A certain encounter has robbed him of another company of friends for good, and left him with a hard heart towards Trolls and other Giants.

Ultimately, Greycoat has founded his own fledgling order of druids, rangers, and barbarians, and is amoung the most adept of druids in the advanced arts, if hardly the most well known.

Not long after founding his order, unpresumptuously simply called the Wilders, the caretaker among the Oaks spoke to the druid a second time, revealing his true identity.  The Wilders' philosophy has since held a special reverence for Silvanus and his church, but remains independant.

Known posessions:
Greycoat is scarcely more revealing about his posessions than ever, but his dagger is obviously a dagger of flaming, and his scimitar is reported to be extremely potent against trolls. (as a Lawful Scimitar +2, Giantbane).  He is also certainly much more difficult to hit than his unarmored appearance would suggest.  He should be treated as carrying +2 leather armor of blending and an amulet of natural armor.

Bonus Feats:
Tracking, Ambidexterity, Two Weapon Fighting

Feats: Cosmopolitan (Perform), Skill Focus (Perform), Artist, Survivor, Improved Critical (Scimitar), Twin Sword Style, Extend Spell, Leadership

Wilderness Lore (17 ranks) +24
Perform (21 ranks) +27
Animal Empathy (7 ranks) +15
Concentration (8 ranks) +8
Spellcraft (3 ranks) +3
Diplomacy (6 ranks) +12
Gather Info (2 ranks) +8
Bluff (6 ranks) +12
Handle Animal (4 ranks) +8
Profession-teacher (6rank)+7
Knowledge-nature** (15ranks) +16
Craft-sculpture (8 ranks) +16
Sense Motive (5 ranks) +8
Move Silently (5 ranks) +5

* - Greycoat has gained a +1 innate bonus to Wisdom, which is factored into
these abilities.

** - Special: Knowledge Nature has been allowed to fill requirements for
Knowledge (religion) for this character.

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Growls like Thunder
Neutral Wild Elf Male (reincarnated dire wolverine) Barbarian 1 (ECL 8)
Age: 114 years (young adult)  Height/Weight: 5’5”/157 lb. Hair/Eyes: Auburn/black

Str. 18
Dex. 18
Con. 16
Int. 15
Wis. 12
Cha. 12

Hit Points:  75 (wolverine 7d8+21, barbarian 1d12+3)
Base Attack:  +5
Armor Class:  17

Initiative: +3
Speed:  40 ft.
Saves:   Fort: +8 Ref: +9 Will: +6

Skills:
Climb (8+4)+12
Intimidate (4+1)+5
Listen (9+1+2)+12
Spot (8+1+2)+11
Wilderness Lore (2+1)+3

Feats: Exotic Weapon Proficiency (Claw of Malar)

Languages: Common, Druidic, Sylvan, Wolverine

Gear:
2 Claws of Malar +1 (+10 to hit, 1d6+5, 19-20/x2)
Hide armor

Special Abilities:
Rage (Ex): If damage is taken in combat, Growls like Thunder flies into a berserk rage on his next turn that continues until either he or his opponent is dead. While enraged he gains +4 Strength, +4 Constitution, and -2 AC. He cannot end his rage voluntarily.

Scent (Ex): This ability allows the creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with scent can identify familiar odors just as humans do familiar sights.
  The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench can be detected at triple normal range.
  When a creature detects a scent, the exact location is not revealed-only its presence somewhere within range. The creature can take a partial action to note the direction of the scent. If it moves within 5 feet of the source, the creature can pinpoint that source.
  A creature with the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

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Jaheira
female elf
Druid 3 / Fighter 3
True Neutral
age: 31

Str            15
Dex          14
Con          17
Int            10
Wis          15
Cha          15

AC           17 (15 when flat-footed, 12 versus touch attacks)
HP           55

BAB+5  (+7 melee / + 7 missile)

Saves:   Fortititude + 9  /  Reflex +4  /  Will  +6

History:
An angry maiden of the wood, Jaheira despises the exploitation of what others deem "natural resources".  She has adventured over a wide range of GreyHawk with an eclectic band of unlikely companions.  Her reputation, while not unblemished (some speak of a fatal misunderstanding that was hushed over) places her among the noted heroes of the land.  Common folk and gentle folk alike have often heard of her exploits, even though they may not recognize her on sight.

Animal companion:  A lean black wolf accompanies Jaheira in her travels.

Feats:  Alertness, Expertise, Improved Initiative, Improved Disarm, Power Attack

Abilities:  Nature Sense, Pass without trace, Woodland Stride, +2 on saves versus enchantment, low-light vision

Possessions:
+ 1 Hide Armor
Masterworked Club
+1 Quarterstaff
Medium Shield
Pack
2 potions of Bull's Strength
2 potions of Light Healing
1 potion of Magic Resistance (confers SR 20 for ten minutes).
2 potions of Cat's Grace
1 potion of Barkskin (+5 AC for 2 hours)

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Kessletharius Firemantle
Wood Elf Male Druid 8
Neutral Good

Str 11
Dex 16
Con 10
Int 12
Wis 17 (21)
Cha 14

HP 43
AC 20 (10 + 2 Armor, + 2 Shield, + 3 Dex, + 1 Deflection from Ring of Protection,  + 2 armor enchancement from Leather +2)

Feats: Combat Casting, Alertness, Track

Saves: Fort +6, Ref +5, Will +9
Melee: +6 / +1
Ranged: +9 / +4
 

Animal Companions:
Korax - As Raven from Monster Manual pg 201
DawnCrier - Falcon as from Monster Manual pg 196
Thunderhoof - Heavy Warhorse as from Monster Manual pg 197
ShadowFang - Dire Wolf, advanced to 11 HD as per rules for monster advancement in Monster Manual

Skills*:
Animal Empathy 9
Concentration 11
Handle Animal 6
Heal 6
Knowledge (Nature) 9
Knowledge (Religion) 2
Listen 9
Move Silently 4
Perform (Lyre) 3
Scry 3
Search 3
Spellcraft 9
Spot 9
Wilderness Lore 15
* note: As is usual for the Druid Registry, skill values represent skill modifiers, i.e. total adjustments after ability, feat, and racial bonuses are applied.
 

Items of Note:
Ring of Warmth
Periapt of Wisdom +4
Ring of Protection +1
Leather +2
Potion of Cure Moderate Wounds
Scroll of Summon Nature's Ally 3

Appearance:
Kessl has piercing, almost glowing emerald eyes and a wild mop of bright red hair which is often unkempt and tangled with various leaves and bits of the woodland. He likes to stay in wild lands, and thus appears a bit disheveled, though he is very well mannered and kind hearted. He loves music and is almost entranced when he hears a good tune. He wears leathers and a cloak. Kessl also bears a tribal Wild Elf tatoo over his right eye, though this has been marred recently by the claws of a worshipper of Malar whom he still consideres to be an ally of sorts.

History:
Kessl was born 117 years ago, the child of wood elves in the wild forests of Evermeet. His childhood was spent exploring the wilderness amongst company of both wood and wild elves, to whom Kessl's parents were fast friends. Indeed, amongst the wild elves he was known as Sha'Sy-Tel'Quessir, or wild elf friend. Life for young Kessletherius was adventurous and care free.

        Then, one quiet night, the dream came.

        Fevered, intense dreams began to haunt Kessl. Dreams of a darkness from below welling up into the woods, of a great wolf hunting the darkness, of a shadow beneath the moon; dreams of everything he held dear passing from the world in violence. His parents, worried for their child, took him to the Shaman of their wild elf friends, a man who was a known seer of visions. The shaman listened to Kessl's tales, to his dreams, and immedietly ordered that guards be posted around a series of caves to the east of the village.

        Two days later a Drow scouting party attacked. If not for the early warning of the guards the entire village would have been wiped out and Evermeet invaded by those dark ones from below. The shaman explained Kessl's strange gift to his parents, foretelling that Kessl would have a great future as a protector of the ancient lands, that the spirit of the wild burned in his blood like a fever; for such things, though rare, are known to occur. The Forgotten Realms are, after all, a world of magic and mystery.

        Upon the Shaman's recommendation, Kessl's parents took their frightened child to a woman on Faerun who could help him. A woman who was knowledgeable in the ways of the wild spirit which had now been birthed in Kessl's heart. Using the portal that linked to her forest grove in the woods of the elven court of Cormanthyr, they took Kessl to see Yssendril, who was, oddly enough, expecting their arrival.

       Yssendril was the appointed guardian of the portal and the grove that surrounded it. She was the guardian of the gate used by members of the elven court to retreat to Evermeet and a woman of great power.

        Upon her suggestion and Kessl's acceptance, for he felt oddly at home in the grove, Kessl remained behind to learn the ways of the wood under the guidance of Yssendril. He felt at peace when linked to the wild wood, for it tapped within him some of that wild spirit he had held so dear, That sylvan spirit that had been burried beneath that first horrible torrent of visions and dreams. Innosence lost cannot be regained, but its memory can tapped and nourished to grow.

        Over the many years Kessl remained in the grove he came to learn many things. The dreams came to him a score or so more times, in every case coming true by some fashion. He dreampt of things great and small; The gods walking the world as mortals might, of an injured stag seeking solace within the grove, of a great battle fought across spans of time in a ruined city, of a bolt of lightning that would shatter a stone ledge upon which he liked to sit, of great storms pounding against walls, and most recently of burning red eyes, vengeful and full of fire.

        To this last dream Yssendril gave much thought. She bade him go to on a journey, to seek a holy ring of oak trees within the forests of Evereska beneath the solstice moon.

        Kessl had many adventures during this journey. He had helped to fight against a group of human bandits and defend a caravan of elven traders traveling to Tilverton. Unfortunately, this was Kessl's first experience with humans, of which he had only heard unpleasant tales.

       Upon feet as silent as a cat and wings of a hawk he journeyed beneath Selune's light to the woods of Evereska. There, as the day of the solstice bagan, he lay and watched. In the grey light of the pre-dawn hours he saw the fey folk dance and sing.

        The dryads danced in a mad circle, intertwining and playing about the grass as he had done when he was younger. Their merry song filled the glade, and soon he found that he was dancing with them, once again his heart was filled with the wild spirit of his youth. His voice joined theirs and he knew their song as if he had been singing it since the day he was born. Search out the herald's of the light, they said. Make their quest your own, and grow with the nourishment of what you experience. Seek always to end the corruption of what is natural and true.

        He awoke the next day beneath the waning light of the afternoon sun, curled in the boughs of the greatest of the circle's oak trees. He knew he that a great gift had been visited upon him by his god, Rillifane Rallathil, whose banches ran deep and far and collected the water of many far off lands. Lands which he had to visit if he were to learn the meaning of his dreams. This meaning had been revealed to him as if he had always known it, as if it had always been impressed upon his very sylvan spirit.

        He returned to Yssendril's grove and fell into contemplation upon his favorite ledge, a high hill overlooking the forest. The scorch of a recent lightning strike still marred the stone with black burn marks.

       Finally, Yssendril came to him. With her blessing, he left the grove to search for a new purpose. Yssendril had spoken to him of one of her children, far to the west, who was wise and could teach him the lesson which he sought. She bade him go and, in secret, observe him untill a time when he knew it was right to reveal himself. He would know, she said, when the time had come, for it was then that he would learn a powerful lesson.

       Thus, with a sad heart, Yssendril bid Kessletharius farewell, knowing that he might never return.

       Kessl travelled accross the land on foot and claw, wing and talon, untill he came to the city of Silverymoon. For several months he observed the coming and going of the people who lived there. Folk of all races living together in seeming harmony; this was a new experiece for Kessl.

        An encounter with a human mage known as Marcus Hammerfist nearly exposed Kessl, for he had no desire to make his presence known to the humans in the city. He barely managed to escape, for indeed it was only luck that had saved him as a group of adventurers known as the Heralds of Light drew his attention away from their short-lived game of cat and mouse.

        The Heralds of Light! Remembering the sylvan song, he sought them out. Through uncharacteristic subterfuge he managed to insinuate himself into their group as their watchdog, watching them and waiting for the time to come when he would reveal himself.

        Ollom's fall. A lesson learned. That time has come at last.

Common strategy:

Kessl usually has the following spells active: One with the Land, Blindsight, Scent, and Greater Magic Fang. He prefers to shape into an animal (Polar Bear) and engage enemies directly, but has been known to be more subtle and act as a scout or camp guard in the form of either an eagle or an owl, day or night.

Spells commonly memorized: Jaws of the Wolf, Cloudburst (he travels with two firemages, often in the woods..), Infestation of Maggots, Calm Animals,
Remedy Moderate Wounds, Guidance, Rusting Grasp, One with the Land, Blindsight, Scent, Greater Magic Fang, Barkskin, and Flamestrike.

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Leenar the Grey (portraits here)
human male
Druid 10 / Rogue 2
True Neutral
Age: 29

Str            12 (14)
Dex          16 (18)
Con          16
Int            16
Wis          16 (18)
Cha          12

AC           22 (18 when flat-footed, 16 versus touch attacks)
HP           110

Recent News:  Having just reached 10th level in his druidic studies and 2nd in Rogue, Leenar has begun to realize his potential as a combatant.  As a twelfth level character, he gained another feat and an ability point. He upped his Con and gained +1 to his Fortitude saves and concentration, as well as gaining 12 extra hit points.  I decided to give him Expertise for his new feat.  With these advancements, he becomes a much more formidable combatant.  He can now get his AC over 30 relatively easily, while still dealing out two melee or three missile attacks per round.  Using spikes, barkskin, and sling boulders, he has strong offensive and defensive capability.  His wildshape ability typically allows a powerful grappling attack or a speedy retreat, should one become necessary.

BAB+8  (+10 melee / + 12 missile)

Saves:   Fortititude + 15  /  Reflex  +13  / Will +14    (with +2 Cloak of Resistance)

History:
When young, Leenar studied to be a cleric of Correlan. Although he did well in his studies, he never quite fit in. When he was given the chance to join with a band of wandering druids, he wavered. Though he didn't take them up on their offer at first, after they had left he relented and tried to track them down. Lost and alone, he was discovered by a hermit who taught him enough of the ways of the forest for him to begin to find his own way.  He has learned to intuitively sense "The Way". He can be an enigma, even to his close friends and comrades. Fate and the mystik dominate his thinking and he feels that the mysteries of nature do not appreciate the glare of reason. In his actions Leenar is careful to preserve what he sees as balance.  He perceives that the forces of all gods come together in an eternal dance that is as beautiful as it is hidden.  Although he is not always sure where his destiny is taking him, he feels drawn to explore the intersections of the planes, at least in books.

In his adventures, Leenar has fallen in with a small group that consists of sorceress/wizard/rogue (Nafia); a Figher/Rogue of Barbarian raising (Fle); and an elven Bard who is glad of heart, if somewhat impulsive (Zach, aka Frill. See their portraits here).  Leenar has thus far mostly journeyed in the forests and plains of the Shield Lands.  His intrepid band has encountered creatures ranging from Githyanki and other planewalkers to hired killers, ogres, trolls, and even dragons.  Lately, they have dared to challenge the Temple of Elemental Evil.

They have created a base of sorts out of an old inn.  They keep an alchemical lab in the basement of the place, right next to the well-stocked pantry.  The Empress (or so she calls herself) of a nearby city-state has been known to drop in for drinks and favors.  Although Leenar sees the use of this place, he will often slip away into the nearby forest to hunt with his friend, Thornfur and the rest of the wolf-pack.

Leenar is fond of uttering haikus during moments of reflection or tribulation.  Once, while investigating a crypt suspected of harboring a Gith hideout, a companion cleric (Pelleron), was slain by a missile-casting hobgoblin sorceror.  Leenar pronounced one of his brief haiku prayers as he presided over the services in the wood.

Darkness climbs the roots
Leaves weave gold light in the wind
Hush, earth and sun fall

Description: Leenar is a human male of average height and appearance (5'11", 175 lbs).  His hair is usually unkempt and wiry, shot through with gray.  He sports a full beard which he will comb out for important appearances and visitors (otherwise 1d4 small birds may be found nesting there).  His eyes are his most remarkable feature; their color seems to shift with his surroundings, sometimes green or brown, occasionally grey or golden.  Whatever their true color, they burn with a peculiar intensity that some see as inspiration, but that others see as lunacy.

Animal Companions:  Harry, a marsh hawk, is trained to spot movement, guard, retrieve small objects, and attack on command.  Harry has been a faithful companion from Leenar's earliest days.

Possessions of note*:
+1 cudgel of frost, darkwood
+2 sling of speed
+1 large shield, darkwood
+1 leather armor of silent moves
+2 ring of deflection
Cloak of resistance +2
Belt of strength and grace +2/+2
Tapestry of meditation, +2 wisdom
Lenses of the eagle
Wand of entangle
Chime of opening
Potion of wisdom
Potion of cure moderate wounds
Potion of bat sense

Feats: Alertness, Create Magic Arms and Armor, Create Potion, Expertise, Greater Fortitude, Silent Spell, Luck of Heroes (regional feat)

Special abilities: Immune to natural poison, Nature Sense, Resist Nature's Lure, Trackless Step, Wild Shape - Large (4x day), Woodland Stride, Evasion, Sneak Attack (+1d6), Traps

Skills:

14 Animal empathy
18 Concentration
4 Craft (Leatherworking)
4 Craft (Sculpture)
4 Craft (Weapon Smithing)
10 Diplomacy
13 Disable device
5 Escape artist
9 Handle animal
8 Heal
9 Hide (+19
with Chameleon Skin)
8 Intuit direction
4 Knowledge (Planes)
8 Knowledge (Nature)
4 Knowledge (Religion)
7 Listen
9 Move silently (+19 with armor)
7 Open Lock
6 Ride
9 Scry
8 Search
6 Sense Motive
10 Spellcraft
10 Spot (+15 when wearing the lenses)
8 Swim (-2 when in full gear)
5 Tumble
10 Wilderness Lore

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Wulfdein Bearclaw
Neutral Evil Human Male Druid of Malar 14
Age: 33(42) years (old)  Height/Weight: 4’8”/198 lb.  Hair/Eyes: Steel Gray/Blue

Str: 14(18)
Dex.: 10
Con: 14
Int: 13
Wis: 20(24)
Cha: 13

Base Attack:  +10/+5
Armor Class: 19 (+3 armor, +3 enhancement, +3 natural)
Saves:  Fort +14 / Reflex +7 / Willpower +17
Hit Points:  109

Feats: Alertness. Improved Initiative, Exotic Weapon (Claws of Malar), Track, Weapon Focus (Claws of Malar), Improved Critical (Claws of Malar)

Skills (Ranks+ability+misc)=total bonus:
Animal Empathy (14+1)+15
Climb (2+4+10)+16
Concentration (13+2)+15
Diplomacy (4+1)+5
Handle Animal (9+1)+10
Intuit Direction (10+7)+17
Jump (2+4+30)+36
Knowledge: nature (14+1)+15
Listen (0+7+2)+9
Search(0+1)+1
Spellcraft (9+1)+10
Spot (0+7+2)+9
Swim (4+4+10)+18
Wilderness Lore (17+7)+24

Class Abilities: Nature Sense, Woodland Stride, Trackless Step, Resist Nature’s Lure, Wildshape (5/day, Tiny-Dire), Venom Immunity, A Thousand Faces.

Spells per Day: 6 / 7 / 7 / 6 / 5 / 5 / 3 / 3 / 2
0-level: Cure Minor Wounds, Detect Magic, Detect Poison, Guidance x2, Light
1st-level: Calm Animals, Cure Light Wounds, Entangle, Faerie Fire, Magic Fang, Obscuring Mist, Summon Nature’s
Ally I
2nd-level: Blood Frenzy*, Briarweb**, Charm Person or Animal, Produce Flame, Remedy Moderate Wounds*,
Scent*, Summon Nature’s Ally II
3rd-level: Dominate Animal, Infestation of Maggots*, Poison, Protection from Elements, Quillfire*, Summon
Nature’s Ally III
4th-level: Bear’s Heart**, Dispel Magic, Flame Strike, Murderous Mist*, Summon Nature’s Ally IV
5th-level: Animal Growth, Summon Nature’s Ally V, Tree Stride
6th-level: Fire Seeds, Summon Nature’s Ally VI
7th-level: Fire Storm, Greater Scrying
* from Magic of Faerun, ** from Defender’d of the Faith

Gear:
(2) +1 Keen Sure Striking Claws of Malar (+12/+7, 1d6+5/15-20/x2)
+1 Short Spear (+11/+6, 1d8+5/20/x3)
+3 Shadow Leather armor of Silent Moves
Amulet of Natural Armor +3 (The Claw of Malar, his Holy Symbol), with a Wilding Clasp attached
Belt of Giant Strength +4
Boots of Striding and Springing
Cloak of Resistance +3
Divine Scroll (13th-level: Heal, Heal)
Gloves of Swimming and Climbing
Periapt of Wisdom +4, with a Wilding Clasp attached
Ring of Jumping
3 potions of Cure Serious Wounds (3d8+5)

Personal Information:
    Wulfdein was born in the Icewind Dale area to a family of hard-living barbarians. Early on he learned the ways of the Druid from his uncle, Casildur Bearclaw, the tribes shaman and druid of Auril. Wulfdein left the tribe when he was only 16, bound and determined to see the world on his own and to leave the frozen wastes behind him.

  He assembled a group of like-minded younglings from his village and set out to seek a life of adventure. Unfortunately the adventuring life was cut short when the group was attacked by a Remorhaz. Luckily for the children, a nearby group of hunter’s from the village came to their rescue. Several warriors and a few children lost their lives that day and all blamed Wulfdein.

  He ran way by himself shortly thereafter and turned away from the icy embrace of Auril, feeling that she had  abandoned him at a time when he was to prove his greatness. Many years passed and Wulfdein wandered aimlessly joining groups of adventurers as a guide and tracker from time to time. Never did he call upon his druidic powers for Auril had forsaken him as well, for he was weak in his faith.

  During the Time of Troubles, Wulfdein was lucky enough to catch a glimpse of Malar. He was instantly smitten by the sheer might and power of the Beast Lord and began his worship on the spot.  For many years more he wandered the wildlands of the north, keeping only animals as companions and weeding out intruders such as loggers and hunter’s. Wulfdein now claimed the Moonwood as his home. He is not allied the People of Black Blood as he sees their unfocused rage as futile. On occasion he has worked with other Druids, even those of good-aligned nature deities if the cause is important enough to warrant his attention.

  Recently, a young elven Druid by the name of Kessl arrived in his woods. This youngling was seeking help with a dilemma he had accidentally created. It seems that Kessl in his guilt over the death of a dire wolverine under his control at the time had reincarnated the creature. Much to Kessl’s chagrin, the wolverine was reincarnated as wood elf. The body of an elf, but the mind of a wolverine, not a pleasant combination. So it was that he came to the Moonwood, to seek help in rectifying the situation.

  Wulfdein agreed to use his magics to give the pitiful creature sentience. Wulfdein could not bear to see such a majestic animal trapped in such weak flesh, but he could see an opportunity to gain a new follower in the faith. Due to his mistake, Kessl’s faith was somewhat weak. He was questioning his very service to Rillifane Rallathil. So in order to win Kessl over, he granted his wish.

  Using the spell of awakening, he gave the wolverine-elf, called Growls-Like-Thunder, sentience. Infusing the creature with a spark of his own life and faith. Unfortunately, Kessl once again proved to be a bit short-sighted, as elves often are. The elf kept the basic traits of a wolverine yet added a thinking mind to it; creating more of a monster than anything else.

  Kessl left for Silverymoon with Growls-like-Thunder, but soon returned, realizing Growls could not live with humans, he considered them only to be prey. Most chilling was that he also considered Kessl nothing more than prey. He did not see Kessl as being a predator, relying instead on the crutch of magic. Wulfdein watched and waited and smiled. It was not long before Kessl was being hunted by Growls. The time was ripe for Kessl’s turning.

  Wulfdein confronted Kessl about his mistake of compassion for the wolverine. It was only natural for the creature to serve his superior and if necessary die for him as well. He also enlightened Kessl to the fact that Growls would not stop stalking Kessl until he proved that he was superior the wolverine. It was then that Wulfdein dropped a set of clawed bracers of Malar at Kessl’s feet. “Either way, you must fight him.” He intoned as he left.

  For many days Wulfdein watched as Kessl ran and hid from Growls, refusing to fight. When short lived conflicts did break out, Kessl would lash out with his magics and very nearly killed Growls on more than one occasion. However, Wulfdein would always step in after Kessl had fled, He would heal Growls an set him upon his path once again…Kessl would be his.

  Eventually Kessl, did make up his mind to kill Growls like Thunder, seeing no other alternative. The animal was relentless, following him always, healing from even the most grievous of wounds. Kessl called out for other animals and used his magics to bind them to fight for him. He used his magics to weaken and eventually slay Growls with a roaring Flame Strike. Kessl was saddened by the event, yet left the wood with a renewed sense of purpose.

  Wulfdein found the charred corpse and the discarded claws of Malar nearby. Well at least Kessl did kill, hopefully taking a step in the right direction. Wulfdein used his magics to once again give Growls life. Growls follows Wulfdein to this day. Someday both Wulfdein and Growls expect to see Kessl again.

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