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Level
Max HP Bloodied
Surge Value Max Per Day Current
Current HP Temp HP
Current Conditions
AC
Fort
Reflex
Will
+2 to all defenses if attacking enemy subject to your effect
+1 AC and Reflex when Razorclaw Shifted
+2 bonus to AC until end of next turn when charging.
Swam Dispersal (Immediate Interrupt)
Trigger: You take damage from a melee or ranged attack.
Effect: Gain resist 10.
Son of Algondar (1/Enc, No Action)
Trigger: You are first blooded.
Effect: Gain temp hp
Triggered Attacks
Repel Charge (Opportunity Action)
Trigger: An enemy charges you.
Effect: Make a melee basic attack against that enemy.
Agile Opportunist (Immediate Reaction)
Trigger: You are pushed, pulled or slid next to an enemy.
Effect: Make a melee basic attack against that enemy.
Sudden Bite (1/Enc, Opportunity Action)
Trigger: An enemy provokes an opportunity attack
Effect: Use wild shape to change to beast form before making the attack
Battle Awareness (1/Enc, Immediate Interrupt)
Trigger: An enemy shifts or makes an attack that doesn't target you
Effect: Make a melee basic attack against that enemy
Skills
Acrobatics +
Arcana *+
Athletics +
Bluff +
Diplomacy +
Dungeoneering +
Endurance +
Heal *+
History +
Insight *+
Intimidate +
Nature *+
Perception *+
Religion +
Stealth +
Streetwise +
Thievery +
Str

()
Con

()
Dex

()
Int

()
Wis

()
Cha

()
Action Point
Action Point (Special, No Action)
Gain an extra standard action this turn. If you use that action to make an attack, shift before or after the attack.
Choose one of Acid, Cold, Fire, Lightning or Thunder. Gain Resist 5 to that damage type until the end of the encounter.
Special: Gain an extra action point after each milestone. You can't use more than one action point per encounter.
Mobility
Passive Perception Passive Insight
Initiative +
Speed
Beast Form
Vicious Claws: +1d10 melee damage with combat advantage.
Savage Rend (Basic Attack, Standard Action) - Primal
Melee Basic 1 (One Creature): + vs Reflex
Hit: 1d8+ [Crit + psychic & poison] damage. Slide 2.
Predator's Flurry (1/Enc, Standard Action) - Primal
Melee 1 (One Creature): + vs Reflex
Hit: 1d6+ [Crit + psychic & poison]. Dazed. Push 3.
Effect: Shift squares then make a secondary attack
Melee 1 (One other Creature): + vs Reflex
Hit: 1d6+ [Crit + psychic & poison]. Dazed. Push 3.
Claws of Retribution (1/Enc, Standard Action) - Primal
Melee 1 (One Creature): + vs Reflex
Hit: 2d6+ [Crit + psychic & poison] damage. You can make melee basic attacks, with a + bonus to the attack roll, as an opportunity action against any enemy adjacent to you that hits or misses with an attack.
Savage Frenzy (1/Day, Standard Action) - Primal
Close Burst 1 (Each Enemy you can see): + vs Reflex
Hit: 1d6+ [Crit + psychic & poison] damage. Dazed and Slowed (save ends both). Push 3.
Miss: Half damage and slowed.
Roar of Terror (1/Day, Standard Action) - Primal
Close Blast 5 (Each Creature): + vs Will
Hit: 2d6+ [Crit + psychic & poison] damage. Dazed (save ends). Push 3.
Miss: Half damage and dazed. Push 2.
Humanoid Form
Melee Basic (Basic Attack, Standard Action)
Melee 1 (One Creatures): + vs AC
Hit: 1d8+ [Crit + psychic & poison] damage.
Magic Stones (At-Will, Standard Action) - Primal
Ranged 10 (One, Two or Three Creatures): + vs Reflex
Hit: 1d4+ [Crit + psychic & poison] damage. Push 2.
Grasping Tide (At-Will, Standard Action) - Primal
Area Burst 1 (Each Creature): + vs Fortitude
Hit: 1d6+ [Crit + psychic & poison] damage. If they attempt to leave the zone make the secondary attack.
Opportunity Action (Triggering Creature): + vs Reflex
Prone.
Charm Beast (1/Enc, Standard Action) - Primal
Ranged 5 (One Creature): + vs Will
Special: +2 bonus to attack vs Beasts.
Hit: Dominated.
Hit: Dazed. Push 1.
Lightning Arc(1/Day, Standard Action) - Primal
Ranged 10 (One or Two Creature): + vs Reflex
Hit: 1d10+ [Crit + psychic & poison] damage. Dazed. Push 2.
Effect: Make a secondary attack centered on each primary target.
Area Burst 1 (Each Creature): + vs Fortitude
Hit: Prone.
Both Forms
Polearm Momentum: If you slide or push an enemy 2+ squares you can knock them prone.
Enraged Boar Form: Charge attacks get +1 atk +2 dmg
Horned Helm: Charge attacks get +1d6 dmg
Go for the Throat: Deal +d6 damage to prone targets.
Wild Shape (1/Round, Minor Action)
Effect: Change to humanoid form. Shift 1. OR Change to beast form. Shift .
Low Blow (1/Enc, No Action)
Trigger: You hit an enemy granting Combat Advantage with a Melee Attack
Effect: The target is dazed. If the triggering attack was Primal, Push 3 & Prone
Call to the Moon (1/Enc, Minor Action)
Close Burst 5 (Each Enemy): + vs Reflex
Hit: 1d8+ [] damage. Grants Combat Advantage.
Other Utility Powers
Clear the Chaff (1/Enc, Minor Action)
Close Burst 3 (You and each ally)
Effect: Each target makes a saving throw with a +2 power bonus
Razorclaw Shifting (1/Enc, Minor Action)
Special: You must be bloodied
Effect: Until the end of the encounter gain +2 Speed and +1 AC and Reflex.
Unleash the Silent Predator (1/Daily, Minor Action)
Effect: Gain a + bonus to speed. When you walk with a move action, shift 1 square before doing so. This lasts until the end of the encounter, until you fall unconscious or until you drop to 0 hp.
Magic Item Dailies
/day + 1/milestone
Marauder's Armor (1/Day, Free Action)
Trigger: You hit with a charge attack.
Effect: Make a saving throw with a + bonus, or spend a healing surge and regain extra hp.
Alfsair Spear (1/Day, No Action)
Trigger: You score a critical hit.
Effect: The enemy hit is dazed. If the attack is Primal, Push 2 (3 if close or melee).
Diamond Cincture (1/Day, Minor Action)
Effect: You spend a healing surge but your fortitude is reduced by 1 until your next extended rest
Hamanu's Terrible Roar (1/Day, Standard Action)
Close Blast 3 (Each Creature): + vs Fortitude
Hit: 1d6 [Crit 6] thunder damage. Deafened (save ends). Pushed 3 (no polearm momentum)