About Marc WyvernspurMarc Wyvernspur
Current events:
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- ========================================= Initiative + 2 Perception +11, Insight +11 Languages: Common, Draconic ========================================= HP: 35 Bloodied: 17 Current HP: 35 Healing Surge: 8 Surges/Day: 7 Surges Used: 2 (5 left) AC: 13 Fort: 14 Ref: 13 Will: 18 Resist: Resist 5 fire (Dragon Soul) Saves: Action Points: 1 ========================================= Speed: 6 squares Basic Melee Attack: Club +5 vs AC, Dmg: 1d6+2 Basic Melee Attack: Dagger +6 vs AC, Dmg: 1d4+2 Basic Melee Attack: Wyrmtooth Dagger +7 vs AC, Dmg: 1d4+3 Basic Melee Attack: Quarterstaff +5 vs AC, Dmg: 1d8+2 Basic Ranged Attack: Acid Orb +6 vs Ref, Dmg: 1d10+6 Basic Ranged Attack: Dagger +5 vs. AC, Dmg: 1d4+2, Range 5/10 ========================================= Skills: Acrobatics +2, Arcana +6, Athletics +8, Bluff +10, Diplomacy +10, Dungeoneering +1, Endurance +2, Intimidate +10, Stealth +2, Streetwise +5, Thievery +2 Feats: >Arcane Spellfury- +1 to Att rolls after hitting with Sorcerer at-will attack >Sorcerous Blade Channeling- Use dagger to make Ranged attacks as Melee attacks >Rising Spellfury- +1 to att rolls when hit only single enemy with at-will power, UEOMNT Abilities: Str 14, Con 13, Dex 13, Int 10, Wis 10, Cha 18
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Acid Orb, Sorcerer Att 1, At-will* Acid, Arcane, Implement Standard action, Ranged 20 Target: One creature Attack: Cha vs Ref (+6) Hit: 1d10+Cha Mod (+4) acid dmg [DM: 1d10+7 Acid Dmg] Lvl 21: 2d10 +Cha Mod (+4) Acid Dmg Special: This power can be used as a ranged basic attack ========================================= Burning Spray, Sorcerer att 1 At-Will* Arcane, Fire, Implement Standard Action, Close blast 3 Att: Cha vs Ref (+6) Hit: 1d8 + Cha Mod (+4) Fire Dmg. [DM: 1d8+7 Fire Dmg] Lvl 21: 2d8 +Cha Mod (+4) Fire Dmg Dragon Magic: the next enemy that hits you before the end of your next turn takes fire dmg equal to your Str modifier. (+2) ========================================= Chaos Bolt, Sor att 1 At-Will* Arcane, Implement, Psychic Standard Action, Ranged 10 Primary Target: One Target Primary Att: Cha vs Will (+6) Hit: 1d10+Cha Mod (+4) Psychic dmg [DM: 1d10+7 Psychic Dmg] Lvl 21: 2d10+Cha Mod (+4) Psychic Dmg Wild Magic (N/A for this character) Encounter Powers - Frostbind, Dancing Lightning
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Frostbind, Sor Att 1 Encounter, Arcane, Cold, Implement Standard Action, Ranged 10 Target: One Creature Att: Cha vs Fort (+6) Hit: 3d6+Cha Mod(+4) cold dmg [DM: 3d6+7] and target takes -2 penalty to reflex until the end of your next turn. ========================================= Dancing Lightning - Sor Att 3 Encounter * Arcane, Implement, Lightning, Thunder Standard Action, Range 10 Target: One Creature Cha vs Ref (+6) Hit: 2d10+Cha Mod Lightning Dmg, (2d10+7) AND each creature adjacent to the target takes Thunder Dmg equal to Cha Mod (+7 dmg) ========================================= ========================================= Daily Powers – Lightning Breath
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Lightning Breath, Sor Att 1 Daily, Arcane, Implement, Lightning Standard Action, Close Blast 3 Att: Cha vs Ref (+6) Hit: 3d8+ Cha Mod (+4) Lightning Dmg [DM: 3d8+7 Lightning Dmg] Miss: Half Dmg Effect: Until the end of your next turn, whenever an enemy hits you with a melee attack, you push that enemy 1 square. Dragon Magic: That enemy also takes 5 lightning dmg Sustain Minor: The effect persists ========================================= Sorcerer Utility Powers- Dragonflame Mantle Spoiler:
-Dragon Flame Mantle- Sor Utility 2 Encounter* Arcane, Fire Immediate Interrupt, Personal Trigger: You are hit by an attack Effect: Until the end of your next turn, you gain a +1 power bonus to all defenses, and any creature that hits you with a melee attack takes 1d6 fire dmg ========================================= ========================================= ========================================= ========================================= Class Features – Dragon Sorcerer
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========================================= Spell Source: Dragon Magic Draconic Power: You gain a bonus to the dmg of arcane powers equal to your str mod. The bonus increases to your str modifier +2 at 11th lvl and +4 at 21st lvl. (Currently +3) Draconic Resilience: While Not wearing heavy armor, you can use your Str mod in place of your Dex or Int mod to determine AC. (+3) Dragon Soul (Fire): Choose a damage type: acid, cold fire, lightning, poison or thunder. You gain resist 5 to that dmg type. The resistance increases to 10 at 11th lvl and 15 at 21st lvl. Your arcane powers ignore any target's resistance to that dmg type up to the value of your resistance. Scales of the Dragon: The first time you become bloodied during an encounter, you gain a +2 bonus to AC until the end of the encounter.
Human:
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Bonus Feat: Choose one extra feat at 1st lvl Bonus Skill: Train in one additional Class Skill Bonus At-Will Power: Learn one extra 1st lvl attack power from your class list Human Defense Bonuses: +1 to Ref, Fort and Will ========================================== =========================================
GP:56 Adventurer's Kit
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Backpack (worn) Bedroll (pack) Belt pouch (worn) Flint and steel (pouch) Hemp rope (50 ft; pack) Sunrods (2) Trail rations (10 days; pack) Waterskin (10 days; pack) Saddlebags: hand axe Wine bottle Tent Club Quarterstaff Dagger (sheathed; at belt) Lantern (carried or in pack) Lantern oil (2 flasks; in pack) +1 Wyrmtooth Dagger; Crit= +1d6 dmg, +1 Att/Dmg, Property:On a critical hit the target loses its resistances (save ends) Power(Daily): Free Action: Until the end of the encounter, Sor att powers you use through this dagger ignore the resistances of any enemy within 10 squares of you 1-Healing Potion Encumbrance (approx.): 90 lbs. Capacity: 140 lbs.
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Marc was born into a wealthy/well-to-do family with a minor but proud noble title. The family has never been considered 'major players' politically, but have always been very involved and in the front-lines politically in every major event of history in the kingdom. And they have always sided with the throne against all challenges. (Some say this alone is the secret of the longevity of what is otherwise a minor noble house.) Marc is unfortunately the typical youthful son of luxury. Arrogant, brash, reckless, and apparently unaware that actions have consequences. Unlike the typical effete dandy's that dance and prance and swing rapiers about in the usual swashbuckler-wannabe manner, Marc was born strong. He can hold his own against all but the biggest tavern brawlers, and his slender body possesses a hidden, wiry strength that allows him to shrug off most minor blows. He almost seems to enjoy squaring off against his peers in a purely physical contest. Almost as much as he hates being forced into a duel. (Since he never bothered to master swordplay of any sort.) When forced to duel (or otherwise engage in melee, which he considers beneath him, despite his enjoyment of a good brawl) he does so with a pair of oversized daggers (almost short sword length) that also allow him to use his sorcerous powers in melee. Marc is essentially a good soul, but like many of his peers, full of life and prone to getting into situations he could have easily avoided. He counts on his glib tongue to get him out of most situations, and his father to get him out of the rest. Unfortunately, thus far he has been prone to using his silver tongue to START trouble rather than to avoid or defuse it. After a particularly embarrassing episode involving not only another noble's daughter, but her mother and maids as well, Marc's father took a stern stand and 'suggested' that Marc might do well to broaden his horizons and 'Assist to Explore the frontier. To bring glory to the throne and honor the name of Wyvernspur'. (And give his father time to work out the embarrassing mess that his son had made!) Firmly convinced that there is nothing he cannot accomplish, should he decide to go to the trouble, Marc accepted his temporary exile and has set out to make his mark on the new world. Personality/Appearance
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Marc dresses in fine, if not usually (overly) expensive, clothes. He does seem to have an outfit for every day of the week, and two for worship-days! Although he usually doesn't go changing outfits while traveling. A typical outfit is tight-fitting pants tucked into tall boots folded over swashbuckler style, a starched white shirt (sometimes with lace trim), a silk doublet or vest, and long captain's coat. All of matching materials/colors. He tends to favor the dark blues and the reds. While admittedly vain, he isn't stupid. His traveling outfits are made of more rugged materials and minus any frivolous decoration like lace. Marc is a 'typical' rich youth from the city. He can be vain, selfish, and is still learning that actions have consequences. He is energetic, quick-witted, and his supernatural resilience has caused him to think that he is indestructible, even more so than the usual teenager. However, he is not a 'bad' person. He has a soft spot for the underdog, be they rich or poor. He genuinely wishes to help others, and is willing to put himself in harms way in order to do it. (Of course, he is also likely to ask for a reward after, even if it is 'only' a kiss from a lady!) Just because he is 'good' does not mean that he is 'nice'. He is too big and brawny to be a sissy, and he shows it. He not only believes in giving bullies better than they give, he actually seems to enjoy it. He has a real deep dislike for bullies and those who would harm others. He respects the letter of the law, but has no problems with doling out 'punishment' himself if he thinks the law (or at least the courts) would be too lenient on the culprit. This opportunity to 'take the law' to the bandits is so far the one bright spot in his enforced volunteering.
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