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Post by Liliana Vess on Nov 14, 2007 19:05:57 GMT -5
Garruk Wildspeaker This hunter-druid believes the best way for a human to worship nature is to live naturally, with ferocity and hunger. Garruk is gruff, impatient, and no-nonsense. He has an affinity with animals, but he’s also a predator: he’ll use magic to communicate with an animal so it will aid him, then kill and eat it afterward. Anyone who understands nature knows that things die and that life comes from death. As Garruk tests his own resourcefulness, he’ll begin to venture into the darker aspects of nature magic, where predation becomes domination.
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Post by Garruk Wildspeaker on Dec 2, 2007 15:11:32 GMT -5
Spells
Hedgemony - By manipulating the latent energy of plant life, Garruk can summon several large thorny "roots" to shoot from the ground about a specified target. The roots will then proceed to maim or kill the target if possible. The targets' corpse/s will then be used to nourish the roots, increasing their strength and the number of thorns upon their bodies. These roots can be fought off, but the sheer number of them is daunting to say the least. (Twice per battle, once per duel, effect lasts for two turns in battle, one turn in duel)
Ambiance - By manipulating the energies of nature, Garruk can replicate the effects of some plants. These effects vary as widely as the spectrum of plant life across the various planes. If poisonous or hallucinogenic plants are present within a plane, Garruk can poison a target or cause them to hallucinate. (Once per battle, once per duel)
Nature's Scowl - Invoking this spell requires that Garruk absorb large amounts of energy from his surroundings. Once the energy has been absorbed, it is then wrapped around his weapons. The result is Garruk now being able to launch several highly destructive orbs or waves of this energy off his weapons just by making slashes. Waves are launched from the axe, and cause destruction in a large fan shape away from Garruk. Orbs are launched from the claw, and are capable of following specific targets and destroying them. (Twice per battle, once per duel, orbs follow for up to two turns)
Abilities
Wolf's Instincts - By tapping into the spirits of nature, Garruk can come into contact with long dead wolves. They confer to him their insights and super human senses of sight, smell, and hearing. While under the influence of the Wolf spirits, Garruk can not only hear and smell things and beings from miles off, but he can also see a very limited time into the future upon desire. (Permanent effect)
Chamelon's Skin - By tapping into the spirits of nature, Garruk can commune with the spirits of the Chameleon, who grant him their ability to camouflage themselves with their surroundings. As a result, Garruk is capable of becoming invisible or near invisible at will. (Twice per battle, once per duel, lasts for two turns.)
Leopard's Agility - By tapping into the spirits of nature, Garruk can invoke the spirits of the Leopard. They shall grant him their ability to be fleet of foot and nimble. As a result, Garruk is deceptively quick and balanced despite his bulk. (Permanent Effect)
Geno made these, all work goes to the Tex.
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