About Clovis WoodsmanAC: 41 (43 v OAs)
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.
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
POWERS Spoiler:
Second Chance - Encounter
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.
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
At-Will: Chaos Bolt
At will powers: Acid Orb
ENCOUNTER POWERS Spoiler:
Encounter: Wildrift Burst
Encounter: Chaos Infusion
Encounter: Swift Escape - USED v Dagon
Encounter: Tempest Surge
Encounter: Poisonous Evasion
Encounter: Fog Form
Encounter: Coif of Mindiron
DAILY POWERS Spoiler:
Daily: Ultimate Resistance
Daily: Deep Shroud
Daily: Torrent of Power
Daily: Prismatic Bolt
Hit: 5d8 + 34 damage. Roll a d6 to determine the attack’s damage type and effect.
Daily: Prismatic Explosion
Miss: 2d12 damage. Roll a d6 for each target to determine the attack’s damage type and effect, as above.
Daily: Words of Chaos
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
Daily: Prismatic Storm
Miss: 3d8 damage. Roll a d6 for each target to determine the attack’s damage type and effect, as above. Daily: Epic Trick
Daily: Displacer Armour
Daily: Lucky Halfling's Dagger
Daily: Belt of Vitality
Daily: Ring of Tenacious Will
Daily: Phantom Chaussures
Daily: Charm Bracelet
Daily: Breaching Gauntlets
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
Talisman of Fortune
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. |