Lem

Clovis Woodsman's page

430 posts. Alias of Rev Rosey.


Full Name

Clovis Woodsman

Race

Halfling

Classes/Levels

Chaos Sorcerer/Wild Mage/Deadly Trickster 29

Gender

male

Size

small

Age

23

Special Abilities

Second chance (Encounter: enemy can be forced to reroll attack and use lower of two rolls); Nimble reaction - +2AC v OAs; Bold +5 to saves v Fear effects

Alignment

good - well, sort of.

Deity

Sarenrae

Location

Falcon's Hollow

Languages

common, elven

Strength 12
Dexterity 24
Constitution 14
Intelligence 14
Wisdom 10
Charisma 26

About Clovis Woodsman

AC: 41 (43 v OAs)
Fort: 41 Reflex: 41 Will: 44
+5 to save v Fear effects; +2 to death saving throws; +2 to saves v ongoing damage
HP: 168/168 Surges: 12/14 Surge Value: 42 Bloodied: 84
Passive Insight: 24
Passive Perception: 24
Init +25
AP: 1
Resistance du jour (Wild Soul): 1d10=1 - Acid

XP: 825,000

SKILLS (*= trained)

Spoiler:

Acrobatics +23 (inc 2 racial bonus)
*Arcana +21
Athletics +15
*Bluff +27
*Diplomacy +27
Dungeoneering +14
Endurance +17
Heal +14
History +16
Insight +14
*Intimidate +27
Nature +14
Perception +14
Religion +16
Stealth +21
Streetwise +22
Thievery +23 (inc 2 racial)

FEATS

Spoiler:

Sorcerous Blade Channeling (When you use any ranged Sorcerer attack power through a dagger, you can use the power as a melee attack. If you do so, the power's range equals your melee reach)

Implement Expertise (light blade) - +1 to attack rolls using dagger

Dual Implement Spellcaster - When you use an arcane attack power and you are wielding a magic implement in each hand, you can add the off-hand implement’s enhancement bonus to damage rolls.
Both of your implements must be usable with this power, and you must be capable of wielding both implements, to gain this benefit.

Armour Proficiency (Leather)

Improved Init - +4 Init rolls

Nimble Spellcaster - When you use an area arcane power, you do not provoke opportunity attacks from the creatures you target with that power.

War Wizardry - Your arcane spells take a –5 penalty on attack rolls against allies, and deal only half their normal damage to allies.

Seize the moment - During the first round of combat and during surprise rounds, you automatically gain combat advantage over a foe whose initiative result is lower than yours.

Arcane Reach - When using a close arcane attack power, you can choose a square within 2 squares of yours as the origin square. The power still follows the rules for close attacks.

Arcane Admixture - Cold damage added to damage of Chaos Bolt

Wild Spellfury - Whenever you hit an enemy with a sorcerer at-will attack power, each enemy adjacent to you takes damage equal to your Dexterity modifier (+7)

Distant Advantage - You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.

Quickened Spellcasting - Choose an arcane at-will attack power that you know that is used as a standard action. Once per encounter, you can use that power as a minor action. Applied to Chaos Bolt.

Epic Will
Epic Ref
Epic Fort
Unyielding Fort

POWERS

Spoiler:

Second Chance - Encounter
Immediate Interrupt Personal
Effect: When an attack hits you, force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.

Special from dagger - If you are a halfling, you deal 3 extra damage on attacks made with this weapon as an item bonus. When you use your second chance power, the extra damage increases to 4 until the end of the encounter.

Chaos burst - Your first attack roll during each of your turns determines a benefit you gain in that round. If you roll an even number, you gain a +1 bonus to AC until the start of your next turn. If you roll an odd number, you make a saving throw.
Class power (wild sorcery).

Unfettered power - When you roll a natural one on an attack roll for an arcane power, you must push each creature within 5 squares of you 1 square.

When you roll a natural 20 on an attack roll for an arcane power, you slide the target one square and knock it prone before applying the spells other effects.

Note: Basic attack +31, damage +34. With CA, attack +33, damage +40

Daggers: 6d6 extra on crit from either.

AT WILL POWERS

Spoiler:

At-Will: Dominant Winds
Arcane
Move Action Close burst 5
Target: You or one ally in burst
Effect: The target can fly a number of squares (7) equal to your Dexterity modifier as a free action.

At-Will: Chaos Bolt
Arcane, psychic, cold, implement
Ranged 10, one creature
Cha v Will
1d20+31; 2d10+34 psychic damage
On an even roll, make a secondary attack. One creature within 5 squares is hit by this attack.
Secondary attack: 1d20+31; 1d6+12 psychic.
On an even roll, repeat secondary attack. You can hit a creature only once with a single use of this power.

At will powers: Acid Orb
Acid, Arcane, Implement
Standard Action Ranged 20
Target: One creature
Attack: 1d20+31 v Ref
Hit: 2d10+34 acid damage.
Special: This power can be used as a ranged basic attack.

ENCOUNTER POWERS

Spoiler:

Encounter: Wildrift Burst
Arcane, Implement, Psychic, Teleportation
Standard Action Close burst 3
Target: Each creature in burst
Attack: 1d20+31 vs. Will
Hit: 3d8 + 34 psychic damage, and you teleport the target a number of squares equal to your Dexterity modifier (7).
Wild Magic: If you rolled an even number on the attack roll, the target is dazed until the end of your next turn. If you rolled an odd number on the attack roll, you can teleport the target an additional 1d4 squares.

Encounter: Chaos Infusion
Arcane, Fire, Force, Implement, Lightning, Psychic
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: 1d20+31 vs. Reflex
Hit: 4d6 + 34 fire, force, lightning, and psychic damage.
Wild Magic: Until the end of your next turn, when you use a power that grants an additional benefit on an odd or an even die roll, gain the benefit of both the even and the odd die results. If you can’t gain both benefits, choose one.

Encounter: Swift Escape - USED v Dagon
Arcane, Teleportation
Immediate Interrupt; Personal
Trigger: You are hit by an area or a close attack
Effect: You teleport 9 squares.
Wild Magic: The number of squares you teleport equals 2 + your Dexterity modifier.

Encounter: Tempest Surge
Arcane, Implement
Standard Action Area burst 1d4 within 20 squares
Special: Pick the burst’s origin square before rolling to determine the burst’s size.
Target: Each creature in burst. Roll a d4, and you can exclude a number of targets equal to the result.
Attack: 1d20+31 vs. Reflex
Hit: 3d8 + 34 damage.

Encounter: Poisonous Evasion
Arcane, Implement, Poison, Teleportation
Immediate Reaction Close burst 1
Trigger: An enemy misses you with an attack
Target: Each creature in burst
Attack: Charisma vs. Fortitude
Hit: 3d10 + Charisma modifier poison damage.
Effect: You teleport 10 squares.

Encounter: Fog Form
Arcane
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You become insubstantial until the end of your next turn.

Encounter: Coif of Mindiron
Power (Encounter): Immediate Interrupt. Use this power when you would be dazed or stunned by an attack that targets your Will defense. You are not dazed or stunned by the attack.

DAILY POWERS

Spoiler:

Daily: Ultimate Resistance
Arcane
Minor Action Personal
Effect: Until the end of the encounter, you gain resist 30 against a damage type of your choice: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Once per round as a minor action, you can change the resistance to another of these types.

Daily: Deep Shroud
Arcane
Minor Action; Personal
Effect: You create a shroud of supernatural shadow around you. Until the end of your next turn, the space you occupy and each square adjacent to you are heavily obscured.
Sustain Minor: The effect persists.

Daily: Torrent of Power
Arcane
Minor Action Personal
Effect: Until the end of the encounter, whenever you roll the highest number on any damage die, roll that die again and add its result to the damage total.

Daily: Prismatic Bolt
Arcane, Implement ; Varies
Standard Action Ranged 10
Target: One creature
Attack: 1d20+31 vs. Reflex

Hit: 5d8 + 34 damage. Roll a d6 to determine the attack’s damage type and effect.
1. Yellow: Radiant damage, and your ally nearest to the target can spend a healing surge.
2. Black: Necrotic damage, and the target is weakened (save ends).
3. Green: Poison damage, and the target takes ongoing 15 poison damage (save ends).
4. White: Force damage, and the target is restrained (save ends).
5. Blue: Cold damage, and the target is stunned (save ends).
6. Violet: Psychic damage, and the target is dominated (save ends).
Miss: 3d8 damage. Roll a d6 to determine the attack’s damage type and effect, as above.

Daily: Prismatic Explosion
Arcane, Implement ; Varies
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: 1d20+31 vs. Reflex
Hit: 3d12 + 34 damage. Roll a d6 for each target to determine the attack’s damage type and effect.
1. Yellow: Radiant damage, and the target is blinded (save ends).
2. Red: Fire damage, and the target is knocked prone and takes ongoing 10 fire damage (save ends).
3. Green: Poison damage, and the target takes ongoing 15 poison damage (save ends).
4. Turquoise: Lightning damage, and you knock the target prone and slide it a number of squares equal to your Dexterity modifier (7).
5. Blue: Cold damage, and the target is stunned (save ends).
6. Violet: Psychic damage, and the target takes a penalty to AC equal to your Dexterity modifier (-7) (save ends).

Miss: 2d12 damage. Roll a d6 for each target to determine the attack’s damage type and effect, as above.
On miss: 1d10 damage and roll d6 to determine damage type and effect as above.

Daily: Words of Chaos
Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: 1d20+31 vs. Will
Hit: 4d12 + 34 psychic damage.

Effect: When the target makes an attack roll for a melee or a ranged attack, you can use the Words of Chaos Attack power against the target if it is within 10 squares of you (save ends).

Words of Chaos Attack
Encounter
Arcane, Charm, Implement, Psychic
Immediate Interrupt Close burst 10
Requirement: The Words of Chaos power must be active to use this power.
Attack: 1d20+31 vs. Will
Hit: The target must choose a different creature to target with its attack if it can. Otherwise, its attack is unaffected by this secondary attack.
Wild Magic: If you rolled an even number on the secondary attack roll, you choose the creature that the target attacks.

Daily: Prismatic Storm
Arcane, Implement ; Varies
Standard Action Area burst 3 within 20
Target: Each creature in burst
Attack: 1d20+31vs. Reflex
Hit: 5d8 + 34 damage. Roll a d6 for each target to determine the attack’s damage type and effect.
1. Yellow: Radiant damage, and the target is blinded and takes a -2 penalty to saving throws (save ends both).
2. Red: Fire damage, and the target is knocked prone and takes ongoing 15 fire damage (save ends).
3. Green: Poison damage, and the target takes ongoing 20 poison damage (save ends).
4. Turquoise: Lightning damage, and you knock the target prone and slide it a number of squares equal to your Dexterity modifier (7). In addition, the target is dazed (saved ends).
5. Blue: Cold damage, and the target is stunned (save ends).
6. Violet: Psychic damage, and the target takes a penalty to AC and Reflex equal to your Dexterity modifier (-7)(save ends).

Miss: 3d8 damage. Roll a d6 for each target to determine the attack’s damage type and effect, as above.

Daily: Epic Trick
Healing
Minor Action Personal
Effect: Regain all of your hit points and healing surges, automatically save against all effects on you, recover all expended encounter powers, or recover all expended daily powers except this one. Once you use this power, you cannot recover it except by taking an extended rest.

Daily: Displacer Armour
(Daily • Illusion): Minor Action. Any enemy making a melee or ranged attack against you must roll two d20s for the attack roll and use the lower result. This effect lasts until the end of the encounter.

Daily: Lucky Halfling's Dagger
Free Action. Trigger: You make a damage roll and dislike the result. Effect: You can reroll any [W] dice or critical dice you rolled for this weapon.

Daily: Belt of Vitality
No Action. Use this power when you make a death saving throw. Spend a healing surge.

Daily: Ring of Tenacious Will
Power (Daily • Healing): No Action. Use this power when you would be reduced to 0 hit points or fewer. You are reduced to 1 hit point instead.
If you’ve reached at least one milestone today, you also regain a number of hit points equal to your level.

Daily: Phantom Chaussures
Power (Daily • Illusion): Free Action. Use this power when you have moved at least 6 squares on your turn. You become invisible until the end of your next turn.

Daily: Charm Bracelet
Power (Daily): Immediate Reaction. Trigger: An enemy you can see succeeds on a saving throw. Effect: You make a saving throw.

Daily: Breaching Gauntlets
Power (Daily): Free Action. Use this power when you hit with a weapon attack, but before you deal damage. Reduce the value of any resistance the target has against your attack by 10 (save ends)

ITEMS

Spoiler:

Adventurer's Kit
Climber's Kit
Ever-burning torch
10 journeybreads
2 pitchers of ale
Thieves tools
50 feet silk rope
Handy Haversack

Amulet of Protection +6
Subtle Dagger +6 (off hand)
Lucky Halflings Dagger +6 (main hand)
Starleather Displacer Armour +6
Ring of Tenacious Will - Use Charisma instead of Constitution to determine the number of healing surges you possess.
Belt of Vitality
Phantom Chaussures - if you move at least 3 squares on your turn, gain concealment until the end of your next turn.
Charm bracelet - You gain a +2 item bonus to saving throws against ongoing damage.
Breaching Gauntlets - Property: Reduce the value of any resistance an enemy has against your attacks by 2.
Demonskin Tattoo - Property: When you spend an action point to take an extra action, choose acid, cold, fire, lightning, or thunder. You gain resist 10 to the chosen damage type until the end of the encounter.

Talisman of Fortune
Power (Daily): Minor Action. You must spend an action point to use this power. When you do, roll 1d20 and add +1 to the result for each milestone you’ve reached today. The total result determines the power’s effect(s):
1–9: Lose 1 healing surge, or take damage equal to onequarter of your maximum hit point total if you have no healing surges remaining. Gain one extra daily use of a magic item in your possession (your choice, not including the talisman of fortune) until the end of the encounter. You also renew the power of the talisman.
10–19: Recover one expended healing surge and gain a +1 power bonus to attack rolls and all defenses until the end of your next turn.
20 or higher: As 10–19, and you renew the power of the talisman.

Background

Spoiler:
Clovis has always felt like a fish out of water in his woodcarving family circle. He tries hard, but somehow his mind keeps wandering from the job in hand, and that's not a good trait to have when sharp saws and chisels are the tools. Worse, when his mind wanders too much, sparks and colours fly from the ends of his fingers causing random damage.

One dinner table too many got destroyed in recent months, and his father politely suggested it was time for Clovis to find some other niche for his talents.

"I think we've got to face facts here, lad. You're not cut out for a woodcarver's life. Blowed if I know what you are cut out for, but it's best you find out before you wreck the whole house."

Clovis joined the carnival where even there he stood out as dangerous, if highly entertaining. Adventuring seemed the next logical step and he's proved unexpectedly good at it. The known world is littered with lumberjack camps who now, thanks to Clovis, run crooked Find the Lady games and sing merry songs about squishing spiders. Or was, before the denizens of Hell took over. Clovis is ready for his last great trick.