Dexinis

Krengos's page

24 posts. Alias of KohlYis.


Full Name

Krengos

Race

Drow

Classes/Levels

Cosmic Sorcerer Lvl. 1

Gender

Male

Size

5'10"

Age

165

Special Abilities

Darkfire Charisma, Cosmic Persistence, Cosmic Power, Soul of the Cosmic Cycle

Alignment

Chaotic Neutral

Languages

Common, Elven

Strength 18
Dexterity 15
Constitution 14
Intelligence 10
Wisdom 13
Charisma 19

About Krengos

Lv: 1 Cosmic Sorcerer

HP: 26, Bloodied: 13, Surge Value: 6, Surges/day: 8
Init: +2 = 2+(.5)
Senses:
-Passive Perception:
-Passive Insight:

Defenses:
AC: 14, Fort: 14, Ref: 12, Will 16

stats
Str 18, Con 14, Dex 15, Int 10, Wis 13, Cha 19.
Starting stats:
Str 18, Con 14, Dex 13, Int 10, Wis 13, Cha 17.

Features:

Cosmic Persistence: While you are not wearing heavy armor, you can use your Strength modifier in place of your Dexterity or Intelligence modifier to determine your AC.
Cosmic Power: +4 You gain a bonus to the damage rolls of arcane powers equal to your Strength modifier. The bonus equals your Strength modifier + 2 at 11th level and your Strength modifier + 4 at 21st level.
Soul of the Cosmic Cycle: At the end of a short rest or an extended rest, you choose a cosmic phase from those described below and gain its benefits.
The first time you become bloodied during an encounter, your phase immediately changes to the next higher-numbered phase (or back to the phase of the sun if you are in the phase of the stars). For example, if you begin an encounter in the phase of the moon, after becoming bloodied you would be in the phase of the stars.
In addition, each time you use a daily arcane attack power, you can choose to change your phase to the next higher-num- bered phase immediately after resolving the effects of the power.
1. Phase of the Sun: At the start of your turn, each enemy adjacent to you takes fire and radi- ant damage equal to your Strength modifier. You also gain resist 5 cold.
2. Phase of the Moon; You gain a bonus to AC equal to the number of conscious enemies adjacent to you. You also gain resist 5 psychic.
3. Phase of the Stars; Whenever an enemy's attack misses you, you can teleport a number of squares equal to your Strength modifier as a free action. You also gain resist 5 radiant.
The resistance granted by this class feature increases to 10 at 11th level and to 15 at 21st level. While you have resistance from this class feature, your arcane powers ignore all targets' resistance to that damage type up to the value of your resistance.

Powers
-At will
Acid Orb:

Acid Orb
You hurl a globe of acid at a distant enemy.
At-Will ✦ Acid, Arcane, Implement Standard
Action Ranged 20 Target: One creatureAttack: +4 (Charisma) vs. Reflex
Hit: 1d10 + 4+4 (Charisma) modifier acid damage.Level 21: 2d10 + Charisma modifier acid damage.
Special: This power can be used as a ranged basic attack
Blazing Starfall:

A shower of radiance falls upon your enemies and then bursts out, creating a cage of burning embers that are painful to pass through.At-Will. Arcane, Fire, Implement, Radiant, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: +4 (Charisma) vs. ReflexHit: 1d4 + 4+4 (Charisma) modifier radiant damage.
Level 21:2d4+Charisma modifier radiant damage.
Cosmic Magic: The burst creates a zone bounded by burning ground that lasts until the end of your next turn. Whenever an enemy within the zone leaves it, that enemy takes fire damage equal to your Strength modifier

-Encounter
Frostbind:

Frostbind - Creaking ice envelops and hinders your enemy.
Encounter ✦ Arcane, Cold, Implement
Standard Action Ranged 10 Target: One creature Attack: +4 (Charisma) vs. Fortitude
Hit: 3d6 + Charisma modifier cold damage (4) + Strength Modifier (4) due to Cosmic Power, and the target takes a –2 penalty to Reflex until the end of your next turn.

-Daily
Chromatic Orb:

An orb of arcane energy shifts colors as it hurtles toward your enemy. On impact, it erupts with damaging force, releasing the energy that was dominant at the time of impact.
Daily ✦ Arcane, Implement; Varies Standard Action Ranged 10 Target: One creature
Attack: Charisma vs. Reflex
Hit: 3d10 + Charisma modifier damage. Roll a d6 to determine the attack’s damage type and effect.
1. Yellow: Radiant damage, and the target is dazed (save
ends).
2. Red: Fire damage, and each creature adjacent to
the target takes fire damage equal to your Dexterity
modifier.
3. Green: Poison damage, and ongoing 5 poison damage
(save ends).
4. Turquoise: Lightning damage, and you slide the target a
number of squares equal to your Dexterity modifier.
5. Blue: Cold damage, and the target is immobilized (save
ends).
6. Violet: Psychic damage, and the target takes a –2
penalty to AC (save ends).
Miss: 1d10 damage. Roll a d6 to determine the attack’s
damage type and effect, as above.

Sorc

Class Information:

Armor Proficiencies: ClothWeapon Proficiencies: Simple melee, simple ranged Implements: Daggers, staffsBonus to Defense: +2 Will
Hit Points at 1st Level: 12 + Constitution score Hit Points per Level Gained: 5Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Arcana. From the class skills list below, choose three more trained skills at 1st level.Class Skills: Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Endurance (Con), Hitory (Int), Insight (Wis), Intimidate (Cha), Nature (Wis)[/b]