Pathfinder Chronicler

Rin Lyulfsson's page

446 posts. Alias of Rev Rosey.


Full Name

Rin Lyulfsson (Cold son of the fire wolf)

Race

Half elf

Classes/Levels

wizard 7

Gender

male

Size

medium

Age

23

Special Abilities

low light vision

Alignment

good

Deity

Ioun

Languages

common, elven, goblin

Strength 8
Dexterity 11
Constitution 12
Intelligence 19
Wisdom 15
Charisma 12

About Rin Lyulfsson

Basic game stats
AC: 19
Fort: 16
Ref: 19
Will: 19
Init: +3

Passive Insight: 22
Passive Perception: 17

Move: 6

HP 46/46 Bloodied 23
Healing surges p/day: 7/7 Amount per surge: 11
AP: 1

Rin on iPlay4e

XP: 10,000

Equipment:
+2 cloth armour of replusion
Orb of Sanguinary Reprecussions
Enhancement: +2 attack rolls and damage rolls
Critical: +2d6 damage
Property: On a critical hit you deal +2d10 damage instead of +2d6 against bloodied creatures.

+2 Cloak of Distortion
Gray Bag of Tricks
Ritual book and whatever and ingredients for 2 each of acid, fire and ice (6th level alchemical formulae)
150gp worth of reagents
Adventurer's kit

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
At-Will Arcane, Force, Implement
Standard Action Ranged 20
Target: One creature
Attack: 1d20+10 vs. Reflex

Hit: 2d4+6 modifier force damage.
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.

Chilling Cloud
At-Will Arcane, Cold, Implement
Standard Action Area burst 1 within 10 squares
Target: Each enemy in burst
Attack: 1d20+10 v Fortitude
Hit: 4 cold damage

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
At-Will Arcane, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: 1d20+12 vs. AC
Hit: 1d4+5 modifier damage, and each ally adjacent to you gains a +1 power bonus to attack rolls and a power bonus to damage rolls equal to your Constitution modifier or your Wisdom modifier until the end of your next turn.

Grasping Shadows
Encounter Arcane, Illusion, Implement, Psychic
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: 1d20+10 vs. Will
Hit: 1d8+6 psychic damage, and target is slowed until the end of your next turn.

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
Encounter Arcane, Illusion, Implement
Standard Action Ranged 10
Effect: You conjure a swirling pattern of colors and lights in an unoccupied square within range that lasts until the end of your next turn. You can use the Hypnotic Pattern Attack power, using the pattern’s square as the origin square.

Hypnotic Pattern Attack
At-Will Arcane, Conjuration, Illusion, Implement
Opportunity Action Close burst 3
Requirement: The Hypnotic Pattern power must be active to use this power.
Trigger: An enemy starts its turn within 3 squares of the pattern
Target: The triggering enemy in burst
Attack: 1d20+10 vs. Will
Hit: The target is pulled 3 squares toward the pattern and is slowed until the end of your next turn. It can move into the pattern’s square.

Enemies Abound
Encounter Arcane, Illusion, Implement, Psychic
Standard Action Area burst 1 within 20 squares
Target: Each enemy in burst
Attack: 1d20+10 vs. Will
Hit: 2d8+6 modifier psychic damage, and you and your allies can treat the target as an ally for the purposes of flanking until the end of your next turn.

Daily

Horrid Whispers
Daily Arcane, Illusion, Implement, Psychic
Standard Action Area burst 1 within 10 squares
Target: Each enemy in burst
Attack: 1d20+10 vs. Will
Hit: 1d6+6 psychic damage, and the target is slowed and takes a -2 penalty to attack rolls (save ends both).
Aftereffect: You knock the target prone.
Miss: The target is slowed and takes a -2 penalty to attack rolls until the end of your next turn.

Phantasmal Assailant
Daily Arcane, Illusion, Implement, Psychic
Standard Action Ranged 20
Target: One creature
Attack: 1d20+10 vs. Will
Hit: 2d10+6 psychic damage.
Effect: The target takes ongoing 5 psychic damage and grants combat advantage to all your allies (save ends both).

SPELLBOOK:
Grease
Daily Arcane, Implement, Zone
Standard Action Area burst 2 within 10
Effect: The burst creates a zone of slick grease that covers all horizontal surfaces until the end of the encounter. The zone is difficult terrain. You can use the Grease Attack power, using a square within the zone as the origin square.

Glitterdust
Daily Arcane, Implement, Radiant
Standard Action Area burst 1 within 20 squares
Target: Each creature in burst
Attack: 1d20+10 Reflex
Hit: 1d10+6 radiant damage, and the target is blinded until the end of your next turn.
Effect: The target gains no benefit from concealment or invisibility, nor can it become hidden (save ends).

Equipment powers

Cloak of Distortion +2
Property: You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item’s enhancement bonus.

Frost Dagger +1
Enhancement: +1 attack rolls and damage rolls
Critical: +1d6 cold damage
Power (At-Will • Cold): Free Action. All damage dealt by this weapon is cold damage. Another free action returns the damage to normal.
Power (Daily • Cold): Free Action. Use this power when you hit with the weapon. The target takes 1d8 cold damage and is slowed until the end of your next turn.

Repulsion Armour +2
Power (Daily): Minor Action. Whenever an enemy moves into an adjacent square, you can push that enemy 1 square as an immediate reaction. This power lasts until the end of the encounter.

Feyleaf Sandals
Power (Daily • Teleportation): When you fall, instead teleport safely to the nearest horizontal surface within 5 squares that can support your weight, take no falling damage, and land on your feet.

Viper Belt
Property: Gain resist 5 poison.
Power (Encounter): No Action. Use this power when making a saving throw against ongoing poison damage. Gain a +2 power bonus to the saving throw.

Orb of Sanguinary Repercussions +2
Power (Daily): Minor Action. Deal 1d6 + 4 (Intelligence modifier) damage to each bloodied creature within 5 squares of you

Grey bag of tricks
Power (Daily • Conjuration): Standard Action. Use this bag to conjure a Tiny minion (see below for statistics). Roll a d8 to determine which beast is produced and modify its statistics accordingly:
1: Bat; this creature also has a fly speed of 6.
2: Rat; this creature also has darkvision.
3: Cat; this creature also knocks the target prone on a hit.
4: Weasel; this creature does not provoke opportunity attacks for moving.
5: Snake; this creature also deals 2 poison damage on a hit.
6: Badger; this creature gains a +1 bonus to attack rolls.
7: Spider; this creature also has a climb speed of 6.
8: Scorpion; this creature deals ongoing 1 poison damage (save ends) on a hit.
First published in Adventurer's Vault.

Conjured Critter (Gray Bag)

Tiny natural animate
Initiative as conjurer Senses Perception +8; low-light vision
HP 1; a missed attack never damages a minion.
AC 18; Fortitude 17, Reflex 18, Will 16
Speed 6

Bite (Standard, at-will)

+11 vs Armor Class; 4 damage.

Alignment Unaligned Languages --
Str 6 (+2) Dex 12 (+5) Wis 9 (+3)
Con 11 (+4) Int 2 (0) Cha 6 (+2)

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.
A conjured creature is a minion. It has no healing surges and cannot be healed, and it cannot gain temporary hit points. When reduced to 0 hit points or fewer, the conjured creature disappears.
If an object is placed in the bag of tricks, the bag ceases to function until the object is removed. A bag of tricks used for simple storage holds up to 3 pounds.

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.