Manticore

Santander's page

63 posts. Alias of bmars3.


Full Name

Santander

Race

Hobgoblin

Classes/Levels

Cosmic Sorcerer 2

Gender

Male

Size

Medium

Age

22

Alignment

Unaligned

About Santander

Str 16(+3) = 16(base)
Con 14(+2) = 12(base)+2(Hobgoblin)
Dex 12(+1) = 12(base)
Int 8(-1) = 8(base)
Wis 10(+0) = 10(base)
Cha 18(+4) = 16(base)+2(Hobgoblin)

1/2 Level: +1
HP: 30/31 = 12(Sorcerer)+14(Con)+5(5/Level)-8-7+14
Bloodied: 15
Healing Surge: 7
Surges / Day: 6/8 = 6(Sorcerer)+2(Con)

Initiative: +4 = +1(Dex)+2(Race)+1(1/2Level)
Speed: 6
Vision: Low-Light
Action Points: 1

Passive Insight: 11 = 10(base)+0(Wis)+1(1/2Level)
Passive Perception: 11 = 10(base)+0(Wis)+1(1/2Level)

Basic Attacks:
Melee Basic Attack: +7(Quarterstaff) vs. AC = +3(Str)+2(Weapon Prof.)+1(Quarterstaff)+1(1/2Level)
Damage: 1d6+3 = +3(Str) / (Crit. +?)

Melee Basic Attack: +7(Dagger) vs. AC = +3(Str)+3(Weapon Prof.)+1(1/2Level)
Damage: 1d4+3 = +3(Str) / (Crit. +?)

Ranged Basic Attack: +5(Dagger) vs. AC = +1(Dex)+3(Weapon Prof)+1(1/2Level)
Range: 5/10
Damage: 1d4+1 = +1(Dex) / (Crit. +?)

Defenses/Resistances/Miss:
AC: 15 = 10(Base)+3(Str)+1(Feat)+1(1/2Level)
Fortitude: 14 = 10(Base)+3(Str)+1(1/2Level)
Reflex: 13 = 10(Base)+1(Dex)+1(Feat)+1(1/2Level)
Will: 17 = 10(Base)+4(Cha)+2(Sorcerer)+1(1/2Level)

Skills:
Acrobatocs(Dex): +2 = +1(Dex)+1(1/2Level)
Arcana(Int): +5 = -1(Int)+1(1/2Level)+5(Trained)
Athletics(Str): +6 = +3(Str)+2(Race)+1(1/2Level)
Bluff(Cha): +10 = +4(Cha)+1(1/2Level)+5(Trained)
Diplomacy(Cha): +5 = +4(Cha)+1(1/2Level)
Dungeoneering(Wis): +1 = +0(Wis)+1(1/2Level)
Endurance(Con): +8 = +2(Con)+1(1/2Level)+5(Trained)
Heal(Wis): +1 = +0(Wis)+1(1/2Level)
History(Int): +2 = -1(Int)+2(Race)+1(1/2Level)
Insight(Wis): +1 = +0(Wis)+1(1/2Level)
Intimidate(Cha): +10 = +4(Cha)+1(1/2Level)+5(Trained)
Nature(Wis): +1 = +0(Wis)+1(1/2Level)
Perception(Wis): +1 = +0(Wis)+1(1/2Level)
Religion(Int): +0 = -1(Int)+1(1/2Level)
Stealth(Dex): +2 = +1(Dex)+1(1/2Level)
Streetwise(Cha): +5 = +4(Cha)+1(1/2Level)
Thievery(Dex): +2 = +1(Dex)+1(1/2Level)

Sorcerer Class Features:
Cosmic Magic:
The sun, the moon, and the stars speak to you in the voiceless language of cycles. The natural flow of the seasons tugs at your blood as the tide acts upon the oceans, pushing and pulling with gentle insistence regardless of the storm’s fury, the dragon’s flight, or the antics of otherworldly primordials. Just as the constellations move around the sky in a steady, imperturbable cadence, your spells are strong and unshakable, and tied to energies that can outlast all others.

Cosmic Persistence: While you are not wearing heavy armor, you can use your Strength modifier in place of your Dexterity or Intelligence modifier to determine your AC.

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

Soul of the Cosmic Cycle: At the end of a short rest or an extended rest, you choose a cosmic phase from those described below and gain its benefits.
The first time you become bloodied during an encounter, your phase immediately changes to the next higher-numbered phase (or back to the phase of the sun if you are in the phase of the stars). For example, if you begin an encounter in the phase of the moon, after becoming bloodied you would be in the phase of the stars.
In addition, each time you use a daily arcane attack power, you can choose to change your phase to the next higher-numbered phase immediately after resolving the effects of the power.
1. Phase of the Sun: At the start of your turn, each enemy adjacent to you takes fire and radiant damage equal to your Strength modifier.
You also gain resist 5 cold.
2. Phase of the Moon: You gain a bonus to AC equal to the number of conscious enemies adjacent to you.
You also gain resist 5 psychic.
3. Phase of the Stars: Whenever an enemy’s attack misses you, you can teleport a number of squares equal to your Strength modifier as a free action.
You also gain resist 5 radiant.
The resistance granted by this class feature increases to 10 at 11th level and to 15 at 21st level. While you have resistance from this class feature, your arcane powers ignore all targets’ resistance to that damage type up to the value of your resistance.

At-Will Powers:
Arcing Fire: Sorcerer Attack 1, PH Heroes: Series 1
You lob a blast of fire past intervening foes that scorches them on the way to your target.
At-Will <> Arcane, Fire, Implement
Standard Action
Ranged 10
Target: One creature
Attack: +6 (Cha) vs. Ref = +4(Dex)+1(Quarterstaff)+1(1/2Level)
------------------------------
Hit: 1d8+8 = +4(Cha)+3(Str)+1(Quarterstaff) / (Crit. +?) --- 1d8 + Charisma modifier fire damage. Any enemy providing the target cover against this attack takes fire damage equal to your Charisma modifier (+4).
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Increase damage to 2d8 + Charisma modifier at 21st level.

Blazing Starfall: Sorcerer Attack 1, Arcane Power
A shower of radiance falls upon your enemies and then bursts out, creating a cage of burning embers that are painful to pass through.
At-Will <> Arcane, Fire, Implement, Radiant, Zone
Standard Action
Area burst 1 within 10 square
Target: Each creature in burst
Attack: +6 (Cha) vs. Ref = +4(Cha)+1(Quarterstaff)+1(1/2 Level)
------------------------------
Hit: 1d4+8 = +4(Cha)+3(Str)+1(Quarterstaff) / (Crit. +?) --- 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(+3).
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Level 21: 2d4 + Charisma modifier radiant damage.

Encounter Powers:
[ ]Hobgoblin Resilience: Hobgoblin Racial Power, MM1
You shake off an effect that would cripple a lesser warrior.
Encounter
Immediate Reaction
Personal
Trigger: You suffer an effect that a save can end
Effect: You make a saving throw against the effect.

[X]Explosive Pyre: Sorcerer Attack 1, PHB2
Your foe stands at the center of a conflagration of your design.
Encounter <> Arcane, Fire, Implement
Standard Action
Ranged 10
Target: One creature
Attack: +6 (Cha) vs. Ref = +4(Cha)+1(Quarterstaff)+1(1/2Level)
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Hit: 2d8+8 = +4(Cha)+3(Str)+1(Quarterstaff) / (Crit. +?) --- 2d8 + Charisma modifier fire damage. Until the start of your next turn, any enemy that enters a square adjacent to the target or starts its turn there takes 1d6 fire damage.
------------------------------

Daily Powers:
[ ]Dazzling Ray Sorcerer Attack 1, Player's Handbook 2
A brilliant beam lances out to strike your foe and befuddle it.
Daily <> Arcane, Implement, Radiant
Standard Action
Ranged 10
Target: One creature
Attack: +6 (Cha) vs. Will = +4(Cha)+1(Quarterstaff)+1(1/2Level)
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Hit: 6d6+8 = +4(Cha)+3(Str)+1(Quarterstaff) / (Crit. +?) --- 6d6 + Charisma modifier radiant damage.
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Feats:
Hafted Defense, PHB3
Benefit: While wielding a polearm or a staff in two hands, you gain a +1 shield bonus to AC and Reflex.

Equipment:
Quarterstaff +1(Weapon/Implement)
Cloth Armor
Dagger (3)
Adventurer's Kit

Treasure:
0gp

Experience Points:
0XP