\documentclass[11pt]{article}
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\title{Meldrath Sylthas :: Elven Druid}
\author{Andrew Butcher}
\date{May 14th, 2009}

\begin{document}
\maketitle
%%% CHARACTER DESCRIPTION %%%
\section{Character Description}

%%% RACIAL FEATURES %%%
\section{Racial Features}
\subsection*{Elven Weapon Proficiency:} 
You gain proficiency with the longbow and the shortbow.

\subsubsection*{Fey Origin:} 
Your ancestors were native to the Feywild, so you are 
considered a fey creature for the purpose of effects that 
relate to creature origin.

\subsubsection*{Group Awareness:} 
You grant non-elf allies within 5 squares of you a +1 
racial bonus to Perception checks.

\subsubsection*{Wild Step:} 
You ignore difficult terrain when you shift (even if you 
have a power that allows you to shift multiple squares).

\subsubsection*{Elven Accuracy:} 
You can use elven accuracy as an encounter power.

%%% CLASS FEATURES %%%
\section{Class Features}
\subsection*{Primal Aspect}
\textbf{Primal Predator:}
While you are not wearing heavy armor, you gain a +1 
bonus to your speed. \\
\subsection*{Wild Shape}
\textbf{At-Will Polymorph, Primal} \\
\textbf{Minor Action (Special) Personal} \\
\textbf{Effect:} \\
You change from your humanoid form to beast
form or vice versa. When you change from beast form
back to your humanoid form, you shift 1 square. While
you are in beast form, you canÕt use attack, utility, or feat
powers that lack the beast form keyword, although you
can sustain such powers.
You choose a specific form whenever you use wild
shape to change into beast form. The beast form is your
size, resembles a natural beast or a fey beast, and normally
doesnÕt change your game statistics or movement
modes. Your equipment becomes part of your beast
form, but you drop anything you are holding, except
implements you can use. You continue to gain the benefits
of the equipment you wear.
You can use the properties and the powers of implements
as well as magic items that you wear, but not the
properties or the powers of weapons or the powers of
wondrous items. While equipment is part of your beast
form, it cannot be removed, and anything in a container
that is part of your beast form is inaccessible. \\
\textbf{Special:}
You can use this power once per round. \\

%%% FEATS %%%
\section{Feats}
\subsection*{Ferocious Tiger Form}
\textbf{Prerequisite:} 
Druid, wild shape power \\
\textbf{Benefit:} 
While you are in beast form, you gain a
+2 bonus to damage rolls against enemies granting
combat advantage to you. 
\subsection*{Primal Fury}
\textbf{Prerequisite:} 
Druid, Primal Predator class feature \\
\textbf{Benefit:}  
You gain a +1 bonus to attack rolls with
primal powers against bloodied enemies.
\subsection*{Ritual Caster}
\textbf{Prerequisite:}  
Trained in Arcana or Religion \\
\textbf{Benefit:} 
You can master and perform rituals of
your level or lower. See Chapter 10 for information on
acquiring, mastering, and performing rituals. Even
though some rituals use the Heal skill or the Nature
skill, the Arcana skill or the Religion skill is required
to understand how to perform rituals.

%%% CHARACTER POWERS %%%
\section{Character Powers}
\subsection{At-Will Powers}
\subsubsection*{Flame Seed}
\textbf{At Will ? Fire, Implement, Primal, Zone} \\
\textbf{Standard Action     Ranged 10} \\
\textbf{Target:} One creature\\
\textbf{Attack:} Wisdom vs. Reflex \\
\textbf{Hit:} 1d6 fire damage, and the squares adjacent to the
target become a fiery zone that lasts until the end of
your next turn. Any enemy that enters the zone or
starts its turn there takes fire damage equal to your
Wisdom modifier. \\
Level 21: 2d6 fire damage. \\

\subsubsection*{Pounce}
\textbf{At Will ? Beast Form, Implement, Primal} \\
\textbf{Standard Action Melee Touch} \\
\textbf{Target:} One creature\\
\textbf{Attack:} Wisdom vs. Reflex\\
\textbf{Hit:} 1d8 + Wisdom modifier damage. The target grants
combat advantage to the next creature that attacks it
before the end of your next turn.
Level 21: 2d8 + Wisdom modifier damage. \\
\textbf{Special:} When charging, you can use this power in place
of a melee basic attack. \\

\subsubsection*{Savage Rend}
\textbf{At Will ? Beast Form, Implement, Primal} \\
\textbf{Standard Action Melee Touch} \\
\textbf{Target:} One creature \\
\textbf{Attack:} Wisdom vs. Reflex \\
\textbf{Hit:} 1d8 + Wisdom modifier damage, and you slide the
target 1 square. \\
Level 21: 2d8 + Wisdom modifier damage. \\
\textbf{Special:} This power can be used as a melee basic attack. \\

\subsection{Encounter Powers}
\subsubsection*{Battering Claws}
\textbf{Encounter ? Beast Form, Implement, Primal} \\
\textbf{Standard Action Melee touch} \\
\textbf{Target:} One or two creatures \\
\textbf{Attack:} Wisdom vs. Reflex \\
\textbf{Hit:} 1d8 + Wisdom modifier damage, and you slide the
target 2 squares. \\

\subsubsection*{Darting Bite}
\textbf{Encounter ? Beast Form, Implement, Primal} \\
\textbf{Standard Action Melee Touch} \\
\textbf{Target:} One or two creatures \\
\textbf{Attack:} Wisdom vs. Reflex \\
\textbf{Hit:} 1d10 + Wisdom modifier damage. If at least one of
the attacks hits, you can shift 2 squares. \\
Primal Predator: The number of squares you can shift
equals your Dexterity modifier. \\

\subsubsection*{Elven Accuracy}
\textbf{Encounter} \\
\textbf{Free Action Personal} \\
\textbf{Effect:} Reroll an attack roll. Use the second roll, even if itÕs
lower. \\

\subsection{Daily Powers}
\subsubsection*{Primal Wolverine}
\textbf{Daily ? Beast Form, Implement, Primal} \\
\textbf{Standard Action Melee touch} \\
\textbf{Target:} One creature \\
\textbf{Attack:} Wisdom vs. Reflex \\
\textbf{Hit:} 1d8 + Wisdom modifier damage, and ongoing 5
damage (save ends). \\
\textbf{Miss:} Half damage. \\
\textbf{Effect:} Until the end of the encounter, while you are in
beast form and are able to take actions, any enemy that
makes a melee attack against you takes damage equal to
your Constitution modifier. \\

\subsubsection*{Savage Frenzy}
\textbf{Daily ? Beast Form, Implement, Primal} \\
\textbf{Standard Action Close burst 1} \\
\textbf{Target:} Each enemy in burst you can see \\
\textbf{Attack:} Wisdom vs. Reflex \\
\textbf{Hit:} 1d6 + Wisdom modifier damage, and the target is
dazed and slowed (save ends both). \\
\textbf{Miss:} Half damage, and the target is slowed until the end of
your next turn. \\

\subsection{Utility Powers}
\subsubsection*{Skittering Sneak}
\textbf{Daily ? Primal} \\
\textbf{Free Action Personal} \\
\textbf{Prerequisite:} You must have the wild shape power. \\
\textbf{Effect:} Until the end of the encounter, you can use wild
shape to assume the form of a Tiny natural beast or fey
beast, such as a mouse, a house cat, or a large spider. In
this form, you gain a +5 bonus to Stealth checks. You
canÕt attack, pick up anything, or manipulate objects.
Until this power ends, you can use wild shape to
change among this form, another beast form, and your
humanoid form. \\

\section{Equipment}
\subsection{Armor}
\subsubsection*{+1 Sylvan Leather}
\textbf{Property:} Gain an item bonus to Athletics checks and Stealthchecks equal to the armorÕs enhancement bonus. \\

\subsection{Weapons} 
\subsubsection*{+1 Frost Mace (1d8)}
\textbf{Critical:} +1d6 cold damage per plus \\
\textbf{Power (At-Will ? Cold):} Free Action. All damage dealt by
this weapon is cold damage. Another free action returns
the damage to normal. \\
\textbf{Power (Daily ? Cold):} Free Action. Use this power when you
hit with the weapon. The target takes an extra 1d8 cold
damage and is slowed until the end of your next turn. \\
Level 13 or 18: 2d8 cold damage. \\
Level 23 or 28: 3d8 cold damage. \\

\subsection{Other}
\subsubsection*{+1 Winter's Grasp Totem}
\textbf{Implement (Totem)} \\
\textbf{Enhancement:} Attack rolls and damage rolls \\
\textbf{Critical:} +1d10 cold damage per plus \\
\textbf{Power (Daily):} Free Action. Trigger: You hit an enemy
with a primal attack power using this totem. Effect: That
enemy is weakened until the end of your next turn. \\

\section{Rituals}

%% Spell Format
\begin{comment}
\subsubsection*{Spell Name}
\textbf{Level:} \\
\textbf{Time:}  \\
\textbf{Duration:}  \\
\textbf{Component Cost:}  \\
\textbf{Market Price:} \\
\textbf{Key Skill:} \\
\end{comment}
%% 

\subsection{Level 1}
\subsubsection*{Animal Messenger}
\textbf{Level:} 1 \\
\textbf{Time:} 10 minutes \\
\textbf{Duration:} Special \\
\textbf{Component Cost:}  10gp \\
\textbf{Market Price:} 50gp \\
\textbf{Key Skill:} Nature \\
You target a nonhostile Tiny animal, such as a sparrow,
a raven, a fox, or a carp. The animal must remain within
5 squares of you for the time necessary to perform the
ritual. Once the ritual is complete, you whisper a message
of up to 25 words to the animal and name a recipient and
a location. The animal bounds off toward the location, in
search of the recipient. The animal avoids danger along its
path. Upon finding the recipient, the animal approaches
until it is adjacent to the recipient, and then your whisper
issues from the animalÕs mouth, conveying the message.
When the animal delivers its message or the ritualÕs duration
ends, your influence ends and the animal reverts to its
natural behavior.\\
Your Nature check determines how long the animal is
affected by the ritual. \\

\subsubsection*{Create Campsite}
\textbf{Level: 1} \\
\textbf{Time: 10 minutes}  \\
\textbf{Duration: 8 hours}  \\
\textbf{Component Cost: 15gp}  \\
\textbf{Market Price: 50gp} \\
\textbf{Key Skill: Nature} \\
You summon hundreds of diminutive nature spirits to
assemble a campsite in a 5-square radius around you. The
spirits clear the area, set up tents, unroll bedrolls, gather
water, and prepare a nourishing meal. They also conceal
the campsite, with your Nature check result serving as the
DC for Perception checks to notice the hidden camp.
The spirits utilize your and your alliesÕ gear to make the
campsite. If you and your allies lack the appropriate gear,
the spirits gather raw materials from the environment to
make the campsite. \\
At the end of the ritualÕs duration, the spirits break
down the campsite, pack up your gear, and restore the
site to its original state, removing evidence that you and
your allies camped there. \\

\subsection{Level 2}
\subsubsection*{Tree Shape}\textbf{Level:} 2 \\
\textbf{Time:} 10 minutes \\
\textbf{Duration:} 6 hours \\
\textbf{Component Cost:} 20 gp \\\textbf{Category:} Exploration \\
\textbf{Market Price:} 100 gp \\
\textbf{Key Skill:} Nature (no check) \\You transform into a Large tree or shrub. While you are inthis state, you perceive everything around you as normal.You retain all of your statistics, though you cannot usepowers or perform rituals. All your clothing and geartransforms along with you. The ritual ends and you revertto your normal form if you take any damage or take anaction, or at the end of the ritualÕs duration. \\

\subsection{Level 4}
\subsubsection*{Snare}\textbf{Level:} 4 \\
\textbf{Time:} 10 minutes \\
\textbf{Duration:} 8 hours or until discharged \\
\textbf{Component Cost:} 25 gp \\
\textbf{Category:} Warding \\
\textbf{Market Price:} 150 gp \\\textbf{Key Skill:} Nature \\You create a magical snare in a 2-square-by-2-square areaadjacent to you. When you complete the ritual, make aNature check. The check result is the Perception DC todetect the snare and the Thievery DC to disable it. Aspart of the ritual, you can name creatures that can passfreely through the snareÕs area, and you can set conditionsthat allow a creature to bypass the snare. Any othercreature that enters the snareÕs area is subject to an attackequal to your level + 4 vs. Reflex. On a hit, the target isimmobilized (save ends). When the snare is triggered, youbecome aware that it has been triggered regardless ofyour distance from it. The ritual is also discharged. \\

\subsection{Level 5}
\subsubsection*{Speak with Nature}\textbf{Level:} 5 \\
\textbf{Time:} 10 minutes \\
\textbf{Duration:} 10 minutes \\
\textbf{Component Cost:} 80 gp \\\textbf{Category:} Divination \\
\textbf{Market Price:} 250 gp \\\textbf{Key Skill:} Nature \\For the ritualÕs duration, you can communicate withnatural beasts and mundane plants (but not plant creatures).The ritual does not make animals friendly, andthe animals or plants are limited in their knowledge bytheir experiences and mobility. For example, a plantknows only about its immediate surroundings, and afish can describe only what it has seen or experiencedunderwater. \\

\end{document} 