Mephit

Qadim-sul's page

111 posts. Alias of Robert G. McCreary.


Full Name

Qadim-sul

Race

Genasi

Classes/Levels

Swordmage 2

Gender

Male

Size

Medium

Age

22

Special Abilities

Stormsoul and Windsoul manifestations

Alignment

Unaligned

Deity

Kord

Languages

Common, Primordial

Occupation

Sellsword

Strength 14
Dexterity 10
Constitution 15
Intelligence 19
Wisdom 11
Charisma 8

About Qadim-sul

Appearance: Qadim-sul is 6 feet tall and 160 lbs., tall and lithe, with taut muscles.
He normally appears in his stormsoul manifestation, with purple skin etched with silvery energy lines, flashing silver eyes, and glowing silver crystalline spikes on his head.
When in his windsoul manifestation, Qadim-sul has bluish-silver skin etched with light blue energy lines, glowing blue eyes, and glowing blue and gray ice crystal spikes on his head. Regardless of his elemental manifestation, Qadim-sul favors leather armor dyed bright cobalt blue and high black boots with silver buckles. His arms are wrapped with white cloth and leather straps, with gaps between them revealing the glowing energy lines on his skin. He carries a wickedly curved khopesh, that while clean and well-oiled, has obviously seen a lot of use.

Ability Scores
Strength 14 (+2)
Constitution 15 (+2)

Dexterity 10 (+0)
Intelligence 19 (+4)

Wisdom 11 (+0)
Charisma 8 (-1)

HP: 36
Bloodied: 18
Surge Value: 9; Surges/Day: 10
AP: 1

AC: 20 (+2 armor, +4 Int, +3 class, +1 ½lvl)
Fort: 13 (+1 in stormsoul)
Ref: 15
Will: 13
Resistances: lightning 5 (stormsoul) or cold 5 (windsoul)

Initiative: +1 (10 Initiative rolls: 4, 11, 19, 6, 6, 14, 12, 12, 15, 19)
Speed: 6 squares
Senses: Passive Insight: 16; Passive Perception: 11

Melee Basic Attack: khopesh, +7 vs. AC, 1d8+2 (Brutal 1)
Melee Basic Attack: short sword, +8 vs. AC, 1d6+2
Ranged Basic Attack: hand crossbow, +3 vs. AC, 1d6, R: 10/20

Race Features: +2 Str, +2 Int; +2 Endurance, +2 Nature; Elemental Origin; Elemental Manifestation: Stormsoul (+1 Fort, resist 5 lightning, promise of storm) or Windsoul (resist 5 cold, windwalker)

Class Features: Implement: light or heavy blades, Swordbond: Khopesh (call from 10 squares away as standard action), Swordmage Aegis: Aegis of Assault, Swordmage Warding (+1 AC or +3 AC if blade in one hand and other hand free)

Languages: Common, Primordial

Feats: Extra Manifestation, Intelligent Blademaster

Powers:
At-Will:
Booming Blade
Arcane, Thunder, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: +6 vs. AC
Hit: 1d8+4 damage, and if the target is adjacent to you at the start of its turn and moves away, it takes 1d6+2 thunder damage.

Lightning Lure
Arcane, Implement, Lightning
Standard Action; Ranged 3
Target: One creature
Attack: +4 vs. Fort
Hit: 1d6+4 lightning damage, and you pull the target to the nearest unoccupied space adjacent to you.
Special: If you cannot pull the target to an adjacent square, this power fails and deals no damage.

Swordmage Aegis
Aegis of Assault
Arcane, Teleportation
Minor Action; Close burst 2
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
If your marked target makes an attack that doesn’t include you as a target, it takes a –2 penalty to attack rolls. If that attack hits and the marked target is within 10 squares of you, you can use an immediate reaction to teleport to a square adjacent to the target and make a melee basic attack against it. If no unoccupied space exists adjacent to the target, you can’t use this immediate reaction.

Encounter:
Lightning Clash
Arcane, Lightning, Weapon
Standard Action; Melee weapon
Primary Target: One creature
Attack: +6 vs. AC
Hit: 1d8+4 damage. Make a secondary attack.
Secondary Target: One creature within 5 squares of the primary target.
Secondary Attack: +4 vs. Ref
Hit: 1d6+4 lightning damage.

Promise of Storm (Stormsoul racial power)
Lightning, Thunder
Minor Action; Personal
Effect: Until the end of your next turn, you deal an extra 1d8 damage with any lightning or thunder power you use.

Windwalker (Windsoul racial power)
Move Action; Personal
Effect: Fly 8 squares. If you don’t end your move on solid ground, you float to the ground without taking falling damage.

Daily:
Dimensional Thunder
Arcane, Teleportation, Thunder, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: +6 vs. Fort
Effect: Teleport 2 squares.
Hit: 2d8+4 thunder damage
Effect: Each enemy adjacent to you gains ongoing 5 thunder damage (save ends).

Fear No Elements
Minor Action; Personal
Effect: Choose acid, cold, fire, lightning, or thunder. Until the end of the encounter, you gain resist 8 to that damage type.

Skills
Acrobatics +1
Arcana +10 (+5+5)
Athletics +8 (+10 climb) (+3+5)
Bluff +0
Diplomacy +0
Dungeoneering +1
Endurance +5 (+3+0+2)
Heal +1
History +10 (+5+5)
Insight +6 (+1+5)
Intimidate +0
Nature +3 (+1+0+2)
Perception +1 (+1+0)
Religion +5 (+5+0)
Stealth +1
Streetwise +0
Thievery +1

Equipment
Leather armor, khopesh, short sword, hand crossbow, 20 bolts
Standard adventurer’s kit (backpack, belt pouch, bedroll, 50’ hemp rope, flint & steel, 2 sunrods, waterskin, 10 days rations), climber’s kit (grappling hook, hammer, 10 pitons)
2 bottles of wine, 6 sunrods, 10 days rations

Money: 15 gp

XP: 1000

Personality

Spoiler:
At heart, Qadim-sul is a typical young noble scion: ambitious and proud, if not arrogant; confident (at times overconfident), but seldom foolish; passionate, though self-disciplined; a dabbler in many things, but master of few. Beyond those traits, however, Qadim-sul has two distinct personalities, reflected in his elemental manifestations. When in stormsoul, Qadim-sul usually controls his mercurial nature, and is often dark and brooding like a heavy thundercloud promising rain. When he gives in to his emotions, he becomes an unpredictable and uncontrollable storm of fury, and in his quieter moments he alternates between resenting such a loss of self-control and reveling in the elemental fury of it. When in windsoul, Qadim-sul is much more impulsive and emotional. His mood changes rapidly, and his emotions, good or bad, are more visible. He is more careless with his friendships and other relationships during these times, but he also tends to be more open and adaptable to new experiences and situations. Much of Qadim-sul’s travels and wanderings have taken place while in windsoul.

Background

Spoiler:
From a far-off land of high mountains, deep chasms, and powerful storms, Qadim-sul is from a noble genasi family, the younger son of a patrician stormsoul father and a proud windsoul mother. While born a stormsoul, Qadim-sul manifested his maternal side’s windsoul at an early age, and showed an affinity for elemental magic. Pleased by such early development, his aristocratic parents enrolled him in a prestigious wizarding academy at a young age. Qadim-sul soon grew bored with his studies, however, and began devoting more and more of his time and energy to swordplay. Though he kept up with his magical studies to honor his parents and develop his innate talents, his true passion was the sword. While he was occasionally able to save enough of his allowance to hire fencing tutors, Qadim-sul is mostly self-trained, the result of constant practice.

Just before his graduation from wizarding school, a scandal rocked Qadim-sul’s family. Accused of illegally consorting with enemies of the state (though the exact details were never made explicit), his family was stripped of its noble title, his father executed, and the rest of the family banished. Of course, Qadim-sul was expelled from school. Never close to his father or the rest of his family, Qadim-sul took to exile easily. He picked up a blade and became a sellsword, wandering the earth wherever his feet took him, or wherever someone would pay good coin for his skills and magic. Recently arrived in [CITY], Qadim-sul has been hired by the Duke as a member of his guard, and his justs now settling in. How long he will stay, he doesn’t know. As always, Qadim-sul will move along when the mood strikes him, wherever there are enemies to duel and coin to be made.