About Rin LyulfssonBasic game stats
Passive Insight: 22
Move: 6 HP 46/46 Bloodied 23
XP: 10,000 Equipment:
+2 Cloak of Distortion
Powers Spoiler:
At will cantrips: Ghost Sound Arcane, Illusion, Standard Action, Ranged 10 Light Arcane, Minor Action, Ranged 5 (one object or unoccupied square) Mage Hand Arcane, Conjuration, Minor Action, Ranged 5 Prestigigation Arcane, Standard Action, Ranged 2 At-wills Magic Missile
Hit: 2d4+6 modifier force damage.
Chilling Cloud
Effect: Until the end of your next turn, any enemy in the power’s area takes a -2 penalty to attack rolls. Increase damage to twice Intelligence modifier at 21st level. Encounters Magic Weapon
Grasping Shadows
Effect: Shadows writhe in the designated area and continue until the end of your next turn. Any creature that enters the area of the grasping shadows takes psychic damage equal to your Intelligence modifier and is slowed until the end of its next turn Hypnotic Patten
Hypnotic Pattern Attack
Enemies Abound
Daily Horrid Whispers
Phantasmal Assailant
SPELLBOOK:
Glitterdust
Equipment powers Cloak of Distortion +2
Frost Dagger +1
Repulsion Armour +2
Feyleaf Sandals
Viper Belt
Orb of Sanguinary Repercussions +2
Grey bag of tricks
Conjured Critter (Gray Bag) Tiny natural animate
Bite (Standard, at-will) +11 vs Armor Class; 4 damage. Alignment Unaligned Languages --
Description: When you use a bag of tricks to conjure a creature, it appears in an unoccupied space within 5 squares of you; the space must be large enough to contain the creature without squeezing. The creature obeys only you, responding to commands spoken in any language. The creature remains until the end of the encounter or for 5 minutes. The conjured creature acts on the same initiative count as you. Every action it takes costs you a minor action (which you use to issue commands), and a conjured creature cannot exceed its normal allotment of actions (a standard, a move, and a minor action) during its turn. If you spend no minor actions on your turn to command the creature, it remains where it is without taking any actions on its turn.
Feats Spoiler:
Alchemist - Alchemist bonus feat replaces Ritual Caster class feature. Distant Advantage - Gain combat advantage with ranged and area attacks against flanked enemies Jack of All Trades - +2 to untrained skill checks Clever Control - : Whenever you target two or more creatures with a close or area attack power and you hit only one of those creatures, the attack deals 1d6 extra damage. The extra damage increases to 2d6 at 11th level and 3d6 at 21st level. Implement Expertise (Orb) +1 to attack rolls with orbs Skills Spoiler:
Acrobatics Dex +5 Arcana Int trained +12 Athletics Str +4 Bluff Cha +4 Diplomacy Cha cs trained +13 Dungeoneering Wis cs trained +10 Endurance Con +6 Heal Wis +7 History Int cs trained +9 Insight Wis trained +12 Intimidate Cha +6 Nature Wis class skill +7 Perception Wis +7 Religion Int class skill +9 Stealth Dex +5 Streetwise Cha +6 Thievery Dex +5 Alchemical recipes known Spoiler:
Alchemists Frost Alchemists Fire Alchemists Acid Background Spoiler:
Rin was born with the proverbial silver spoon in his mouth. His elven father took pride in his early display of magic and made sure his education gave him all the advantages needed to succeed at the highest levels of society. His mother, used to court life and a diplomat by instinct and training, used all her many contacts to make sure that Rin was offered every opportunity. Even so, Rin has to wonder. Would he be where he is today, working with the arcane skills he loves without his family? Is he talented enough in his own right? He knows all too well that power can be bought. Although he followed in his father's footsteps in mastering fire magic, he's turned towards illusion, mixing reality with fiction in an facsimile of his own life. Rin is charming, polite, usually well dressed and possessor of many friends. Even so, he wonders how many of them regard him as talented and how many just think he's been lucky in his heritage. With both parents recently dead, he may be about to find out. |