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Flavor: Ambitious explorers, driven leaders, eager to master the world
Size: Medium
Speed: 6 squares
Vision: Normal
Ability Scores: +2 to one ability score of your choice
Languages: Common, choice of one other
Bonus Feat:You gain a bonus feat at 1st level. You must meet the feat\'s prerequisites.

Human Power Selection:Choose an option for your human character.

Heroic Effort:You have the heroic effort power.

Bonus Skill:You gain training in one additional skill from your class skills list.

Human Defense Bonuses:You gain a +1 racial bonus to Fortitude, Reflex, and Will.

Human Power Selection:Choose an option for your human character.

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Druid (Sentinel)

Key Abilities: Wisdom, Constitution
Implements: Staffs, totems
Armor Proficiencies: Cloth, leather, hide; light shields
Weapon Proficiencies: Simple melee, simple ranged
Bonus to Defense: +2 Fortitude
Hit Points at 1st Level: 12+ Constitution Score
Hit Points per Level Gained: 5
Healing Surges: 7+ Constitution Modifier
Trained Skills: Nature. From the class skills list below, choose 3 more trained skills at 1st level.
Class Skills: Arcana (Int), Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Nature (Wis), Perception (Wis)
_PARSED_CLASS_FEATURE: Acolyte of the Natural Cycle, Animal Companion, Combined Attack, Druid Wilderness Knacks, Healing Word, Level 1 Sentinel At-Will Power, Level 1 Sentinel Daily Power, Primal Guardian (Sentinel), Level 2 Sentinel Utility Power, Level 3 Improved Combined Attack, Level 5 Sentinel Daily Power, Level 6 Sentinel Utility Power, Hear the Voice of Nature, Level 7 Improved Combined Attack, Restore Life, Level 9 Sentinel Daily Power, Level 10 Sentinel Utility Power, Paragon of the Natural Cycle, Level 15 Sentinel Daily Power, Level 16 Sentinel Utility Power, Animal Companion Power, Level 19 Sentinel Daily Power, Level 22 Sentinel Utility Power, Timeless Body, Level 25 Sentinel Daily Power, Nature\'s Bounty, Level 29 Sentinel Daily Power
Role: Leader.
Short Description: Use primal power to shelter allies and defeat those who seek to defile the natural world.
_ParentClass: ID_FMP_CLASS_126
Trait Package: Druid of Spring, Druid of Summer, Druid of the Wastes
_DisplayName: Druid (Sentinel)
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Improved Initiative:You gain a +4 feat bonus to initiative.

Superior Will:You gain a +2 feat bonus to Will. This bonus increases to +3 at 11th level and +4 at 21st level.
In addition, if you are dazed or stunned, you can make a saving throw at the start of your turn to end that effect, even if the effect doesn\'t normally end on a save.

Toughness:You gain 5 additional hit points. These additional hit points increase to 10 at 11th level and 15 at 21st level.

Heavy Blade Expertise:You gain a +1 feat bonus to weapon attack rolls that you make with a heavy blade. This bonus increases to +2 at 11th level and +3 at 21st level.
In addition, while wielding a heavy blade, you gain a +2 bonus to all defenses against opportunity attacks.
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Melee Basic Attack

~ You resort to the simple attack you learned when you first picked up a melee weapon. ~

At-Will Ÿ Weapon
Standard Action @ Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Level 21: 2[W] + Strength modifier damage.
Ranged Basic Attack

~ You resort to the simple attack you learned when you first picked up a ranged weapon. ~

At-Will Ÿ Weapon
Standard Action @ Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Level 21: 2[W] + Dexterity modifier damage.
Tending Strike

~ Primal energy summoned by your attack courses through a chosen ally to grant a burst of stamina. ~

At-Will Ÿ Primal, Weapon
Standard Action @ Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage.
Level 21: 2[W] + Wisdom modifier damage.
Effect: One ally within 5 squares of the target gains temporary hit points equal to your Constitution modifier.
Level: 1
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Heroic Effort

~ Your grim focus and unbridled energy means that failure is not an option. ~

Encounter Ÿ Weapon
No Action @ Personal
Trigger: You miss with an attack or fail a saving throw.
Effect: You gain a +4 racial bonus to the attack roll or the saving throw.
@
Healing Word

~ You utter a soothing word that mends wounds of the body and spirit. ~

Encounter (Special) Ÿ Healing
Minor Action @ Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in the burst
Effect: The target can spend a healing surge and regain 1d6 additional hit points.
Level 6: 2d6 additional hit points.
Level 11: 3d6 additional hit points.
Level 16: 4d6 additional hit points.
Level 21: 5d6 additional hit points.
Level 26: 6d6 additional hit points.
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.
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Heat Metal

~ Fire erupts from the weapon you touch, creating a brand of fire to scorch your enemies. ~

Daily Ÿ Fire, Primal
Minor Action @ Melee 1
Target: One axe, flail, heavy blade, light blade, pick, or spear
Effect: Once per round when a weapon attack hits with the target, the target of the attack also takes 5 fire damage. This benefit lasts until the end of the encounter.
Level: 1
@
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~ Primal power threads through you, coalescing into a golden seed ripe with healing magic. ~

Daily Ÿ Healing, Primal
Minor Action @ Personal
Effect: You spend a healing surge but regain no hit points. Instead, you create a golden seed the size of an acorn. The seed lasts until it is eaten or until the end of your next extended rest. A creature carrying the seed can take a minor action to eat it and regain hit points equal to 10 + your healing surge value.
Level: 2
@
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~ As you slash at your foe, vines and the stalks of plants grow suddenly to grasp it. ~

Daily Ÿ Primal, Weapon
Standard Action @ Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage.
Miss: Half damage.
Effect: The target is immobilized and grants combat advantage (save ends both).
Level: 5
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