Garn Oakhand

The Mystic

Description:

Garn Oakhand Level 1 Controller
Medium natural humanoid, dwarf druid XP 200
Initiative + 0 Senses Perception + 10
HP 28; Bloodied 14
AC 16; Fortitude 13, Reflex 11, Will 16
Healing Surges 10 Surge Value 9
Saving Throws + 5 vs. poison
Action Points 1
Speed 6

Melee Short Sword (standard; at-will) Weapon
+0 vs. AC; 1d6 damage.

Stand Your Ground
When an effect forces Garn to move — through a push, a pull, or a slide — Garn moves 1 square less than the effect specifies. When an attack would knock Garn prone, Garn gains an immediate saving throw to avoid falling prone.

Alignment Good Languages Common, Dwarven
Skills Dungeoneering + 7, Endurance + 4, Heal + 10, Insight + 10, Nature + 10, Perception + 10
Str 10 (+0) Dex 9 (-1) Wis 20 (+5)
Con 16 (+3) Int 10 (+0) Cha 10 (+0)

Equipment backpack, battleaxe, bedroll, belt pouch, flint and steel, hide armor, rations (10), sunrod (2), waterskin
Feats Uran Acolyte
Region Scoria (Garn can reroll any Nature check, but must keep the second result, even if it is worse.)

Class Features

<table width=”350”> <tr> <td>

Druid Feature
Wild Shape

</tr></td> </table> <table width=”350”> <tr> <td>Garn assumes an aspect of the Primal Beast or returns to his humanoid form. </table> </tr></td> </table> <table width=”350”> <tr><td>At-Will Polymorph, Primal
Minor Action (Special)
Personal

Effect: Garn changes from his humanoid form to beast form or vice versa. When he changes from beast form back to his humanoid form, he can shift 1 square.
While he is in beast form, he can’t use attack, utility, or feat powers that lack the beast form keyword, although he can sustain such powers.
Garn chooses a specific form whenever he uses wild shape to change into beast form. The beast form is Medium size, resembles a natural beast or a fey beast, and normally doesn’t change his game statistics. His equipment becomes part of his beast form, but he drops anything he is holding, except implements he can use. Garn continues to gain the benefits of the equipment he wears. 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 his beast form, it cannot be removed, and anything in a container that is part of his beast form is inaccessible.</tr></td></table>

At-Will Exploits

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Druid Attack 1
Flame Seed

</tr></td> </table> <table width=”350”> <tr> <td>Garn hurls a seed infused with primal energy at his foes. When it strikes the ground, the seed explodes in a fiery burst. </table> </tr></td> </table> <table width=”350”> <tr><td>At-Will Arcane, Thunder, Weapon
Standard Action
Ranged
10
Target: One creature.
Attack: + 5 vs. Reflex
Hit: 1d6 fire damage, and the squares adjacent to the target become a fiery zone that lasts until the end of Garn’s next turn. Any enemy that enters the zone or starts its turn there takes 5 fire damage.</tr></td></table>

<table width=”350”> <tr> <td>

Druid Attack 1
Pounce

</tr></td> </table> <table width=”350”> <tr> <td>Garn leaps at his foe, catching it off guard. </table> </tr></td> </table> <table width=”350”> <tr><td>At-Will Beast Form, Implement, Primal
Standard Action
Melee
touch
Target: One creature.
Attack: + 5 vs. Reflex
Hit: 1d8 + 5 damage. The target grants combat advantage to the next creature that attacks it before the end of Garn’s next turn.</tr></td></table>

<table width=”350”> <tr> <td>

Druid Attack 1
Thorn Whip

</tr></td> </table> <table width=”350”> <tr> <td>Barbed vines whip out from the wood of Garn’s totem to lash and ensnare his prey. </table> </tr></td> </table> <table width=”350”> <tr><td>At-Will Implement, Primal
Standard Action
Ranged
10
Target: One creature.
Attack: + 5 vs. Fortitude
Hit: 1d8 + 5 damage, and Garn pulls the target 2 squares.</tr></td></table>

Encounter Exploits

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Druid Attack 1
Twisting Vines

</tr></td> </table> <table width=”350”> <tr> <td>Vines and roots erupt from the ground around nearby creatures. </table> </tr></td> </table> <table width=”350”> <tr><td>Encounter Primal, Implement
Standard Action Area
Burst 1 within 10 squares
Target: Each creature in burst
Attack: + 5 vs. Reflex
Hit: 1d8 + 5 damage, and each square adjacent to the target becomes difficult terrain until the end of Garn’s next turn</tr></td></table>

Daily Exploits

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Druid Attack 1
Fires of Life

</tr></td> </table> <table width=”350”> <tr> <td>Searing flames engulf Garn’s foes and burn them for a time. As each creature extinguishes the flames that burn it, healing fire leaps to one of Garn’s allies. </table> </tr></td> </table> <table width=”350”> <tr><td>Daily Fire, Healing, Implement, Primal
Standard Action
Area
Burst 1 within 10 squares
Target: Each enemy in burst
Attack: + 5 vs. Reflex
Hit: 1d6 + 5 fire damage, and ongoing 5 fire damage (save ends). If the target drops to 0 hit points before it saves against the ongoing damage, one creature of Garn’s choice within 5 squares of the target regains 8 hit points.
Aftereffect: One creature of Garn’s choice within 5 squares of the target regains 8 hit points.</tr></td></table>

Garn Oakhand’s Tactics
Garn is an enigmatic addition to any battle. He will wild shape at seemingly random and pounce on a target before his allies advance, waiting for an ally to capitalize on his attack. He will launch a flame seed at a single opponent in hopes of forcing it to stay where it stands. He’ll launch a thorn whip at an enemy far fiercer than him just to make the trip shorter for his allies to reach the threat. Some may think Garn is untested and problematic for a group, but the method behind his apparent madness soon becomes apparent and his allies do their best to take advantage of the situation provide for them by the druid.

Bio:

Garn Oakhand

This Mind of Mine sk8dude985