Grazzt

Kai-Sovis Eclavim's page

40 posts. Alias of Mur.


Full Name

Kai-Sovis Eclavim

Race

Genasi (Cindersoul)

Classes/Levels

Evocation Mage 1

Gender

Male

Size

Medium

Age

25

Alignment

Good

Deity

Eclave, Krosus, Sybulom

Location

Erarat

Languages

Common, Primordial

Strength 8
Dexterity 10
Constitution 16
Intelligence 19
Wisdom 14
Charisma 10

About Kai-Sovis Eclavim

XP: 0
26 HP 13 blooded; 6 surge value; 9 surges/day

14 AC
14 Fort
14 Ref
14 Will
Resist: 5 Fire
Saves: none

Defense Breakdowns:

14 AC = 10 + 4(int)
14 For = 10 + 3(con) + 1(race)
14 Ref = 10 + 4(int)
14 Wil = 10 + 2(wis) + 2(class)

6 Speed
+0 Initiative

12 passive Insight
12 passive Perception
Normal Vision

Languages: Common, Primordial

Trained Skills: Arcana, Dungeoneering, History, Nature, Religion
Background: Birth - On Another Plane (+2 Arcana)

Skills:

Acrobatics +0
Arcana +11
Athletics -1
Bluff 0
Diplomacy 0
Dungeoneering +7
Endurance +5
Heal +2
History +9
Insight +2
Intimidate 0
Nature +9
Perception +2
Religion +9
Stealth 0
Streetwise 0
Thievery 0

<<RACIAL ABILITIES>>:

Bonus to Endurance and Nature Skills
Elemental Manifestation: Cindersoul
Elemental Origins: I am an elemental, not natural
Cindersoul Fire Resistance: Resist Fire 5/10/15 (by tier)
Firedeath Encounter Power

<<CLASS ABILITIES>>:

Evocation Apprentice: A result of 1 on one damage die for any evocation power can be rerolled, but the second result must be kept .
Mage's Spellbook: After an extended rest I can choose new Encounter, Daily, and/or Utility Powers. If I do not choose new ones, then I regain the use of the previously memorized powers. I cannot cast more spells then would normally be allowed my level, nor can I memorize multiple spells of the same level.
Ritual Caster: Able to learn and cast rituals.
Magic Missile: At-Will Power

Theme: Order Adept

*All evocation damage: a result of 1 on one die can be rerolled, but the second result must be kept (class feature).

  • Melee Basic:
    (Dagger) +2 vs AC, 1d4-1 damage

  • Ranged Basic:
    (Magic Missile) Autohit, 6 force damage, Range 20

    <<POWERS>> The [x] indicates which Encounter/Daily Powers are normally memorized


      At Will (Cantrip) Minor: Manipulate one object upto 20lbs.
      Mage Hand:

      I gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where I wish.
      At Will; Arcane, Conjuration
      Minor Action; Ranged 5
      Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand lasts until the end of your next turn or until you use this power again. If you are holding an object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. While the hand persists, you can take the following actions.
      --> Minor Action: The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time.
      --> Move Action: The hand moves up to 5 squares in any direction, carrying the object it holds.
      --> Free Action: The hand drops the object it is holding.
      Sustain Minor: The hand persists until the end of your next turn.

      At Will (Cantrip) Minor: Create Minor Arcane Effect
      Prestidigitation:

      I perform an amusing magical trick...
      At Will; Arcane
      Standard Action; Ranged 2
      Effect: Use this cantrip to accomplish one of the effects given below:
      - Change the color of items in 1 cubic foot.
      - Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
      - Clean or soil items in 1 cubic foot.
      - Instantly light (or snuff out) a candle, a torch, or a small campfire.
      - Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
      - Make a small mark or symbol appear on a surface for up to 1 hour.
      - Produce out of nothingness a small item or image that exists until the end of your next turn.
      - Make a small, handheld item invisible until the end of your next turn.
      Special: You can have as many as three prestidigitation effects active at one time. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature's actions. This cantrip cannot duplicate the effect of any other power.

      At Will (lvl 1) Standard: +4 vs Will, 4 psychic damage + push 3sq
      Beguiling Strands:

      A strand of scintillating colors and gleaming lights clouds my enemies' minds and forces them to move away.
      At-Will; Arcane, Charm, Enchantment, Implement, Psychic
      Standard Action; Close Blast 5
      Target: Each ENEMY in the blast
      Attack: Intelligence vs Will
      Hit: Int modifier psychic damage, and you push the target up to 3 squares.

      At Will (lvl 1) Standard: Auto hit, 6 force damage
      Magic Missile:

      A glowing blue bolt of magical energy hurtles from my finger and unerringly strikes my target.
      At-Will; Arcane, Evocation, Force, Implement
      Standard Action; Ranged 20
      Target: One creature
      Effect: 2 + Int modifier force damage.
      Special: Any implement enhancement bonuses are applied to the damage. In addition, this power can be used as a ranged basic attack.

      At Will (lvl 1) Standard: +4 vs Ref, 1d6+4 fire damage
      Scorching Burst:

      I create a vertical column of golden flames that burns all within.
      At-Will; Arcane, Evocation, Fire, Implement
      Standard Action; Burst 1 within 10sq
      Target: Each creature in the burst
      Attack: Intelligence vs Reflex
      Hit: 1d6 + Int Modifier fire damage.

      -----------------------
      Encounter (Ability) Standard: Spend HS, +2 all def
      Second Wind:

      Encounter
      Standard Action; Personal
      I spend a healing surge and regain hit points. I also gain a +2 bonus to all defenses until the SOMNT

      Encounter (Racial) Immediate Interrupt: reduces damage
      Firedeath:

      As all fire must burn out, so does each attack on me dwindle and die.
      Encounter
      Immediate Interrupt Action; Personal
      Trigger: You take damage.
      Effect: All damage dice rolled for the triggering attack are considered to have a result of a 1.

      Encounter (Cantrip) Free Action: Arcana for Stealth
      Chameleon's Mask:

      I pull strands of shadow, blending my colors and sounds with my surroundings to help me hide from my enemy's sight and hearing.
      Encounter; Arcane, Illusion
      Free Action; Personal
      Trigger: You make a Stealth check.
      Effect: You make an Arcana check instead, using that result to determine the outcome of the Stealth check.

      Encounter (Theme) Standard: +4 vs Ref, 1d10+4 fire damage + zone
      Argent Rain:

      I bring forth a shower of blue-white molten metal droplets, searing my foes and threatening any creature that ventures into the area.
      Encounter; Arcane, Fire, Implement, Zone
      Standard Action; Burst 1 within 10sq
      Target: Each creature in the burst
      Attack: Intelligence vs. Reflex
      Hit: 1d10 + Int modifier fire damage.
      Effect: The burst creates a zone that lasts until the start of your next turn. Any creature that enters the zone or ends its turn there takes 5 fire damage. A creature can take this damage only once per turn.

      [x] Encounter (lvl 1) Standard: +4 vs Ref, 2d8+4 force damage (+secondary attack)
      Force Orb:

      I hurl an orb of magical force at an enemy. It bursts against the target and throws off razor-sharp shards of force that cut nearby enemies to ribbons.
      Encounter; Arcane, Evocation, Force, Implement
      Standard Action; Ranged 20
      Target: One creature or object
      Attack: Intelligence vs Reflex
      Hit: 2d8 + Int modifier force damage. MAKE A SECONDARY ATTACK
      Secondary Attack
      Free Action; Burst 1 centered on the primary target
      Secondary Target: Each Enemy in the burst other than the primary target
      Attack: Intelligence vs Reflex
      Hit: 1d10 + Int modifier force damage

      [ ] Encounter (lvl 1) Standard: +4 vs Will, 2d6+4 radiant damage + push 2sq and friendlies gain 2 temp hp.
      Glorious Presence:

      Radiant moonlight streams from me in all directions, and those who behold me are stricken with awe.
      Encounter; Arcane, Charm, Enchantment, Implement, Radiant
      Standard Action; Close Burst 2
      Target: Each ENEMY in the burst
      Attack: Intelligence vs Will
      Hit: 2d6 + Int modifier radiant damage, and you push the target up to a number of squares equal to your Wis modifier.
      Effect: You and each ally in the burst gain temporary hit points equal to your Wis modifier.

      -----------------------
      [x] Daily (lvl 1) Standard: +4 vs Ref, 3d8+4fire + zone
      Fountain of Flame:

      I weave a fiery pillar that spins like a top. With each revolution, it douses my enemies with searing heat.
      Daily; Arcane, Evocation, Fire, Implement, Zone
      Standard Action; Burst 1 within 10sq
      Target: Each ENEMY in the burst
      Attack: Intelligence vs Reflex
      Hit: 3d8 + Int modifier fire damage.
      Miss: Half damage.
      Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone or ends its turn there takes 5 fire damage. An enemy can take this damage only once per turn.

      [ ] Daily (lvl 1) Minor: Cast Magic Missile 1/turn as a Minor Action
      Wizard's Fury:

      I begin to fling force bolts with a flick of my wrist.
      Daily; Arcane, Force, Implement
      Minor Action; Personal
      Effect: Until the end of the encounter, as a minor action once per turn, you can cast magic missile.

    <<RITUALS KNOWN>>

    <<FEATS>>
    Lvl 1:

    ...Future feat choices include: hmmm, unknown

    <<EQUIPMENT AND MONEY>>


      Cloth Armor
      Dagger (2) (+3prof, 1d4, Light Thrown and Off-Hand, Range 5/10)
      Adventurer's Kit
      kit contains:

      backpack
      bedroll
      flint and steel
      belt pouch
      2 x sunrod
      10 x trail rations
      50' hempen rope
      waterskin
      and MY SPELLBOOK!

      86 gp

      43/80 Encumbrance

    DESCRIPTION: Dark-skinned, short-cut dark hair. Average height. Thin, but not frail.
    Overall, I have a human shape. Perhaps just a litter shorter and a bit thinner than most humans... but I've spent most of my years in study, so that's not too surprising. Though, with my darker complexion (almost cinnamon in color), you might think I spend my days outside in the sun. Hahaha, nope.
    Actually, what catches most people first are my eyes. They glow a golden red. I can't hide it. If you've never seen an elemental outsider, I might be able to convince you it's just a burning magical effect. And that suits me just fine! The younger (and dumber) students at The Arcanix fall for it all the time.
    If you can get past my eyes, you might notice slightly glowing lines that circle my arms... yeah, it looks a little like my skin has split open and there's a dying fire ember underneath it. Don't look too close, it makes me self conscious. Just chalk it up to my arcane powers again and drop it, okay!
    Beyond that, I try to keep my black hair cut short, when it grows too long it begins to curl and uncurl slightly as if I am constantly followed by a soft breeze or as if the locks are drifting smoke. It makes me look like a girl. So I keep it short.

    BACKGROUND: Orphan. Scholar. Mage. Adventurer.
    I know I was dropped off at the gates of The Arcanix (the local college of magic). I'm told I had a small iron cord around my neck that had a Primordial phrase written on it: kiysoviss-al-nqkal (loosely meaning I found out, "have care"... and it is also the source of the name Orllum gave me - If I didn't know my teacher's complete lack of humor, I would think the name a cruel joke...). Was the message a warning? A plea? A farewell? Why was I left here in the first place? ... The questions still wake me in the night over twenty years later.
    Master Instructor Orllum gave me the name Kai-Sovis Eclavim (I gave him the surname "Eclavim" as something that all orphans would be named; a standard filler like we use, "John Doe" - it is in honor of the god of families and protection, Eclave. It also would mean if Kai uses his full name, people of Erarat know immediately he is an orphan.). As soon as I could manage it, Orllum began me on the simple arcane proficiency tests...
    I excelled in school. I consummed as much arcane knowledge as I could find. Learning quickly that I had a flare for the more explosive arts.
    I've spent the last few years at the college teaching the youngest students how to light candles. Five days, and little Danyell still can't call a flame... he's hopeless and I can't spend the rest of my days here in the school. I've got questions that need answers and a calling to something far more exciting than this.
    I hear they need people to save relics from the surface...

    CHARACTERISTICS:
    Intense, knowledgeable, and often single-minded (high INT).
    Perceptive at times, but often brash and surprisingly lacking in self-preservation (good WIS, but his inherent genasi instincts sometimes overpower his common senses)
    Tough for a bookworm, but don't ask him to carry any extra supplies... his standard adventurer's pack looks likely to tip him over.

    I'm looking for my past. I know that the good folks of Erarat need to preserve their history in this Last Age, but maybe I can find something of my past, my family, my purpose for being here. If I can't, maybe if I can master enough arcane powers and esoteric knowledge, I can find my own solutions to my past... I just need to be stronger in my magic. I'll find what I need on the surface. I'm positive of it.

    The Gods of Erarat:

    Vlassha (Melora) - Unaligned Goddess of Wilderness, Nature and the Sea.
    Incara (Erathis) - Unaligned Goddess of Civilization, Inventions and Law.
    Krosus (Ioun) - Unaligned Goddess of Knowledge, Skill and Prophecy.
    Obulet (Raven Queen) - Unaligned Goddess of Death, Fate and Doom. Seasonal Goddess of Winter.
    Abrimon (Bahamut) - Lawful Good God of Justice, Protection and Nobility. Patron of Dragonborn.
    Janadee (Avandra) - Good Goddess of Change, Luck and Travel, Patron of Halflings.
    Sybulom (Corellon) - Unaligned God of Beauty, Art, Magic and the Fey. Seasonal God of the Spring and Patron of Eladrin.
    Ragibesh (Kord) - Unaligned God of Storms, Battle and Strength.
    Tymion (Pelor) - Good God of Sun, Agriculture and Time. Seasonal God of Summer.
    Eclave (Moradin) - Lawful Good God of Family, Community and Creation (as in smithing), Patron of Dwarves.
    Denander (Sehanine) - Unaligned Goddess of Illusion, Love and the Moon. Seasonal God of Autumn and Patron of Elves.