Sorshen

Safier's page

143 posts. Alias of Xzaral.


Gender

{HP 40/40 Surges 7/7 | AC 17 Fort 15 Ref 17 Will 20 | Inish +5 Pas Per 11 Pas Ins 11 | Resists: Thunder 5, Lightning 5, Cold 5 | XP: 3490/3750}

About Safier

Stats:

HP 40/40
Surges 7/7
AC 17 Fort 15 Ref 17 Will 20
Action Points 0
Storm Soul Active? Yes
Encounters
Whirlwind [X], Spatial Trip [X], Dancing Lightning [ ], Quick Formation [ ], Second Wind [ ], Master of the Uttercold [ ]
Dailies
Howling Tempest [ ], Master of the Uttercold [ ]
Effects

Knowledge Barrage:

[dice=Arcana]1d20+7[/dice]
[dice=Dungeoneering]1d20+1[/dice]
[dice=History]1d20+2[/dice]
[dice=Nature]1d20+1[/dice]
[dice=Religion]1d20+2[/dice]

Name Safier

Female, Unaligned, Human, Storm Magic Sorcerer, 4
Init +5; Perception +1

DEFENSE

AC 17, Fort 15, Ref 17, Will 20
HP 40
Healing Surges 7
Surge Value 10

OFFENSE

Speed 6

Melee

  • Unarmed (Basic Melee Attack) +4, 1d4+1
  • Quick Formation (Unarmed Strike) +8, 1d4+5 damage and see below

Ranged

  • Acid Orb (Basic Ranged Attack) +9 vs Reflex, 1d10+8 Acid damage
  • Blazing Starfall +8 vs Reflex, 1d4+8 Radiant damage
  • Lightning Strike +8 vs Reflex, 1d8+6 Lightning damage, 4 secondary Lightning damage. Add 3 damage to either target.
  • Whirlwind +8 vs. Fortitude, 1d10+8 damage and knock prone
  • Howling Tempest +8 vs. Fortitude, 2d6+9 thunder damage, slide 3 squares, zone for 8 damage
  • Dancing Lightning +8 vs Reflex, 2d10+9 Lightning damage and each adjacent to target takes 9 thunder damage

Combat Options

STATISTICS

Str 10, Con 13, Dex 17, Int 11, Wis 8, Cha 19

Feats

White Lotus Dueling Expertise You have been trained to carry out an arcane duel using a variety of implements—often more than one at the same time.
Prerequisite Any arcane class
Benefit You gain a +1 feat bonus to the attack rolls of arcane powers and basic attacks that you make with any weapon or implement with which you have proficiency. This bonus increases to +2 at 11th level and +3 at 21st level.
In addition, when you hit an enemy with an arcane at-will attack power or basic attack on your turn, you gain a +2 bonus to Arcana checks and Diplomacy checks until the end of your next turn.

Tempest Magic
Prerequisite Sorcerer, Con 13, Dex 13, Storm Magic class feature
Benefit When you use an arcane power that has the lightning or thunder keyword, you gain a +1 feat bonus to damage rolls. While you are bloddied, this bonus becomes +2.
At 11th level, this bonus increase to +2 (or +4 when bloodied). At 21st level, it increases to +3 (or +6 when bloddied).

Unarmored Agility
Benefit You gain a +2 feat bonus to AC while wearing either cloth armor or no armor.

White Lotus Enervation
Prerequisite Any arcane class
Benefit When you hit an enemy with an arcane at-will attack power, that enemy takes a –1 penalty to the defense the attack power targeted until the end of your next turn.

Theme
Dune Trader

Skills
Acrobatics (Dex) +5
@Arcana (Int) +7
Athletics (Str) +2
@Bluff (Cha) +11
@Diplomacy (Cha) +11
Dungeoneering (Wis) +1
@Endurance (Con) +8
Heal (Wis) +1
History (Int) +2
Insight (Wis) +1
@Intimidate (Cha) +11
Nature (Wis) +1
Perception (Wis) +1
Religion (Int) +2
Stealth (Dex) +5
Streetwise (Cha) +6
Thievery (Dex) +5

*Armor Check Penalty -0

Languages
Common

EQUIPMENT
Weapons

Armor

Other Gear

  • Head - Eagle Eye Goggles
  • Neck - +1 Amulet of Protection
  • Arms -
  • Hands -
  • Ring 1 -
  • Ring 2 -
  • Waist -
  • Feet -

Wealth

Carrying Capacity

POWERS

Acid Orb (At Will Attack) * Acid, Arcane, Implement
You hurl a globe of acid at a distant enemy
Action Standard Ranged 20 Target One Creature
Attack Charisma vs. Reflex
Hit 1d10+ Charisma Modifier Acid Damage
Special This power can be used as a ranged basic attack

Blazing Starfall (At Will) * Arcane, Fire, Implement, Radiant, Zone
A shower of radiance falls upon your enemies and then burst out, creating a cage of burning embers that are painful to pass through.
Action Standard Range Area burst 1 within 10 squares Target Each creature in burst
Attack Charisma vs. Reflex
hit 1d4 + 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.

Lightning Strike (At Will) * Arcane, Implement, Lightning
Lightning strikes your foe and then ricochets to another enemy.
Action Standard Range 10 Target One creature
Attack Charisma vs. Reflex
Hit 1d8 + Charisma damage modifier lightning damage. A creature of your choice other than the target and within 10 squares of the target takes lightning damage equal to your Dexterity modifier.
-->Storm Magic You can apply your Storm Power bonus either to the damage roll against the target or to the damage taken by the enemy within 10 squares of the target.

Arcane Defiling (At Will Arcane Feature) * Arcane, Necrotic
You draw upon the vitality of nearby lift to fuel your magic, heedless of the harm you cause to the land and your allies.
Action Free Range Personal Trigger You make an attack roll or a damage roll as part of an arcane daily attack power.
Effect You can reroll the triggering roll but must use the second result. In addition, each ally (willing or unwilling) within 20 squares of you takes necrotic damage equal to half his or her healing surge value. This damage ignores immunities and cannot be reduced in any way.
Special You can use this effect once for any arcane daily attack power you use, affecting any single attack roll or the damage roll for that power.

Sensing Eye (At Will Wild Talent Cantrip) * Psionic
An image forms in your mind, revealing what you would see if you were standing some distance away.
Action Minor Range Personal
Effect Choose one square you can see that is within 5 squares of you. Until the end of your next turn, you can determine your line of sight from that square.

Whirlwind (1st level encounter attack) * Arcane, Implement
You create a small whirlwind that buffets creatures and knocks them off their feet
Action Standard Range Area burst 1 within 10 squares Target Each creature in burst
-->Storm Magic You can choose not to target a creature in the origin square of the burst
Attack Charisma vs. Fortitude
Hit 1d10 + Charisma damage, and you knock the target prone

Howling Tempest (1st level attack daily) * Arcane, Implement, Thunder, Zone
You summon a howling storm on the battlefield. The tempest's thunder deafens your foes, and it's winds scatter them.
Action Standard Range Area burst 1 within 10 squares Target Each creature in burst
-->Storm Magic You can chose not to target a creature in the origin square of the burst.
Attack Charisma vs. Fortitude
Hit 2d6 + Charisma modifier thunder damage, and the target is deafened (save ends). You slide the target a number of squares equal to your Dexterity modifier.
Effect The burst creates a zone of deafening wind that lasts until the end of your next turn. Each creature that starts its turn within the zone takes thunder damage equal to your Charisma modifier. As a move action, you can move the zone 3 squares.
Sustain Minor The zone persists.

Quick Formation (dune trader feature, encounter) * Martial, Weapon
You lash out at your enemies and move your allies into a defensible position.
Action Standard Range Melee or Ranged weapon Target One creature
Attack Primary ability vs. AC
Hit 1 [W] + ability modifier damage, and either you shift 4 squares, or each ally within 5 squares of you can shift 2 squares as a free action.

Spatial Trip (2nd level utility encounter) * Arcane, Teleportation
You spin around, releasing a blaze of golden energies. As you finish you revolution, you disappear and reappear a short distance away.
Action Move Range Personal
Effect You teleport a number of squares equal to half your speed

Dancing Lightning (3rd level sorcerer attack encounter) * Arcane, Implement, Lightning, Thunder
As lightning strikes your foe, thunder batters creatures around it.
Action Standard Range 10 Target One creature
Attack Charisma vs. Reflex
Hit 2d10+Charisma modifier lightning damage, and each creature adjacent to the target takes thunder damage equal to your Charisma modifier.

Master of the Uttercold (boon) * Cold Link
Your powers tap into primal powers of cold and ice.
Property You gain cold resistance 5
Power (Encounter) Free Action. If you use a power which deals acid, fire, lightning of thunder, you may change that keyword instead to cold.
Power (Daily) Free Action. You attack using a power with the cold keyword. The area effect (burst, blast) of the power are increased by one (e.g. Close Blast 3 becomes Close Blast 4) and you may exclude allies within the area of effect from any effects or damage they might otherwise incur. Your attack deals 1d8 extra cold damage.

SORCERER ABILITIES

Storm Power You gain a bonus to the damage rolls of arcane powers equal to your Dexterity modifier. The bonus equals your Dexterity modifier +2 at 11th level and your Dexterity modifier +4 at 21st level.

Storm Soul You gain resist 5 thunder and resist 5 lightning. This resistance increase to 10 at 11th level and 15 at 21st level.

While this resistance is active, your arcane powers ignore all target's resistance to that damage type up to the value of your resistance.

If you are hit by an attack, you can end this resistance as an immediate interrupt to gain a +4 power bonus to all defense until the end o fyour next turn. If you do so, the resistance returns after you take a short rest or an extended rest.

Storm's Embrace When you roll a natural 20 on an attack roll for an arcane power, wind surges around you and your enemy. You can push the target 1 square and then fly a number of squares equal to 1 + your Dexterity modifier after applying the attack's other effects.

Appearance:

A moderately attractive woman of light build, Safier has just below shoulder length black hair and grey colored eyes. She easily adjusts her expression to fit the discussion at hand, a practiced survival technique. The few times she relaxes she seems to stare at nothing, as though reliving a memory she wishes stayed secret.

Personality:

Safier is normally a quiet individual, but able to adapt her mood as necessary from the merchant lifestyle she has attempted to adopt the past few months. When faced with personal questions she quickly switches to professional topics.

When not adopting her merchant persona, Safier can become a much darker individual. Considering herself the same as the monsters that killed the world, she loathes her own existence yet doesn't have the courage to end her own life. She keeps to herself as able as she can, even when with others wrapping herself in the lie she has made of herself. She is desparate for a place to belong having once known the love of family, but has trouble believing she deserves such.

Safier knows nearly nothing of her powers, barely managing to control them. If presented with knowledge of preserving and defiling, she may well attempt to reign in her skills, not giving in to the defiling.

Background:

Safier was born second daughter to a family indebted to a merchant named Cadrum of House Tsalaxa. Her father Duln oversaw the operation of a grain warehouse for Cadrum, her mother Loruu performing a variety of tasks to help. Safier's older sister Cana had reached the age where she would help her mother while Safier was still too young.

One day when returning home, Safier saw a crowd gathered outside her home. As she attempted to sneak around the legs of those gathered to see, she overheard what was happening. Cana was a wizard, at least that's what the people were saying. Safier couldn't believe it, so she kept pushing forward. She caught a glimpse, her father leading Cana outside. No, not leading, dragging with a haunted look in his eyes. Safier kept pushing forward. She could hear her mother, calling for Duln to stop. Safier was close. With a final push, she came to the front, just in time to watch as her sister fell to the ground, her father staring down upon her with tears streaming from his eyes. Then she watcher her father take his own life.

Safier's instincts kicked in. She ran from the scene as quickly as she could. She didn't know why, she didn't know where. She just ran. Eventually she found herself at the warehouse her father worked, hiding in the office. She didn't even realize when someone came in, the merchant Cadrum. He came up to Safier, consoled her and offered her refuge for the night. Without anywhere else to go, Safier went with him.

The next morning Safier met a different Cadrum. He explained to her that it was now up to her to make up for her family's debts. She would work for Cadrum until the debt was called even, though he never even gave her a number.

For the next 10 years, Safier worked for Cadrum, a depressing existence where she was devoid of human contact. With the fall of Kalak, she finally though she had earned her peace as the slaves were freed. But no, Cadrum had another idea. He knew what had happened to her family, and to her he threatened to go to the templars and reveal her. Faced with the possibility of never becoming free, something snapped within Safier. Suddenly, she realized she too was an arcanist.

She had no idea what she was doing, but she suddenly unleashed a storm within the house, attempting to slay Cadrum. Lightning burst everywhere, thunder roared. She didn't know what had happened, if she had gotten Cadrum, but she knew she had to escape. She snuck out of the house, into the city, and finally into a merchant caravan.

Her time spent with Cadrum, she had picked up a few lessons. She understood what it meant to be a merchant, the art of negotiation, trade routes. She never expected to use this information, but now she found a way to put these skills to use. For the next few months she traveled with the caravan. In secret she practiced the craft she had come to realize, though she performed only the smallest of tricks in fear of getting caught. The few times someone caught on, she lied and said it was a psionic trick she had learned. She began to grow comfortable with this life.

Then the defilers came.

The caravan was ambushed, arcane magic flying about. The guards tried but failed to protect against their assault. When one defiler came to Safier, she finally couldn't hold back any more. Drawing upon the inner strength she released her full power against her foe. Her strength was meager compared to his. And he was not alone, for Safier had waited too long to come to the caravan's aid. She was quickly overwhelmed and bound, knocked into unconsciousness.

When Safier came to, the defilers attempted to persuade her to join them. Safier refused, but they were persistent. For now, Safier resists out of what they did to the caravan. But they continue...

XP Track:

Starting XP: 2250
7/18/2013, +146=2396
09/12/2013, +250=2646
10/28/2013, +150=2796
11/29/2013, +50=2846
1/24/2014, +125=2971
2/18/2014, +167=3138
3/15/2014, +200=3338
[url=http://paizo.com/campaigns/Aubreys4eDarkSun/gameplay&page=74#3653]4/9/2014, +152=3490