About Kai-Sovis EclavimXP: 0
14 AC
Defense Breakdowns:
14 AC = 10 + 4(int) 14 For = 10 + 3(con) + 1(race) 14 Ref = 10 + 4(int) 14 Wil = 10 + 2(wis) + 2(class) 6 Speed
12 passive Insight
Languages: Common, Primordial Trained Skills: Arcana, Dungeoneering, History, Nature, Religion
Skills:
Acrobatics +0 Arcana +11 Athletics -1 Bluff 0 Diplomacy 0 Dungeoneering +7 Endurance +5 Heal +2 History +9 Insight +2 Intimidate 0 Nature +9 Perception +2 Religion +9 Stealth 0 Streetwise 0 Thievery 0 <<RACIAL ABILITIES>>:
Bonus to Endurance and Nature Skills Elemental Manifestation: Cindersoul Elemental Origins: I am an elemental, not natural Cindersoul Fire Resistance: Resist Fire 5/10/15 (by tier) Firedeath Encounter Power <<CLASS ABILITIES>>:
Evocation Apprentice: A result of 1 on one damage die for any evocation power can be rerolled, but the second result must be kept . Mage's Spellbook: After an extended rest I can choose new Encounter, Daily, and/or Utility Powers. If I do not choose new ones, then I regain the use of the previously memorized powers. I cannot cast more spells then would normally be allowed my level, nor can I memorize multiple spells of the same level. Ritual Caster: Able to learn and cast rituals. Magic Missile: At-Will Power Theme: Order Adept *All evocation damage: a result of 1 on one die can be rerolled, but the second result must be kept (class feature). (Dagger) +2 vs AC, 1d4-1 damage (Magic Missile) Autohit, 6 force damage, Range 20 <<POWERS>> The [x] indicates which Encounter/Daily Powers are normally memorized At Will (Cantrip) Minor: Manipulate one object upto 20lbs. Mage Hand:
I gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where I wish. At Will; Arcane, Conjuration Minor Action; Ranged 5 Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand lasts until the end of your next turn or until you use this power again. If you are holding an object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. While the hand persists, you can take the following actions. --> Minor Action: The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time. --> Move Action: The hand moves up to 5 squares in any direction, carrying the object it holds. --> Free Action: The hand drops the object it is holding. Sustain Minor: The hand persists until the end of your next turn. At Will (Cantrip) Minor: Create Minor Arcane Effect Prestidigitation:
I perform an amusing magical trick... At Will; Arcane Standard Action; Ranged 2 Effect: Use this cantrip to accomplish one of the effects given below: - Change the color of items in 1 cubic foot. - Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. - Clean or soil items in 1 cubic foot. - Instantly light (or snuff out) a candle, a torch, or a small campfire. - Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour. - Make a small mark or symbol appear on a surface for up to 1 hour. - Produce out of nothingness a small item or image that exists until the end of your next turn. - Make a small, handheld item invisible until the end of your next turn. Special: You can have as many as three prestidigitation effects active at one time. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature's actions. This cantrip cannot duplicate the effect of any other power. At Will (lvl 1) Standard: +4 vs Will, 4 psychic damage + push 3sq Beguiling Strands:
A strand of scintillating colors and gleaming lights clouds my enemies' minds and forces them to move away. At-Will; Arcane, Charm, Enchantment, Implement, Psychic Standard Action; Close Blast 5 Target: Each ENEMY in the blast Attack: Intelligence vs Will Hit: Int modifier psychic damage, and you push the target up to 3 squares. At Will (lvl 1) Standard: Auto hit, 6 force damage Magic Missile:
A glowing blue bolt of magical energy hurtles from my finger and unerringly strikes my target. At-Will; Arcane, Evocation, Force, Implement Standard Action; Ranged 20 Target: One creature Effect: 2 + Int modifier force damage. Special: Any implement enhancement bonuses are applied to the damage. In addition, this power can be used as a ranged basic attack. At Will (lvl 1) Standard: +4 vs Ref, 1d6+4 fire damage Scorching Burst:
I create a vertical column of golden flames that burns all within. At-Will; Arcane, Evocation, Fire, Implement Standard Action; Burst 1 within 10sq Target: Each creature in the burst Attack: Intelligence vs Reflex Hit: 1d6 + Int Modifier fire damage. ----------------------- Encounter (Ability) Standard: Spend HS, +2 all def Second Wind:
Encounter Standard Action; Personal I spend a healing surge and regain hit points. I also gain a +2 bonus to all defenses until the SOMNT Encounter (Racial) Immediate Interrupt: reduces damage Firedeath:
As all fire must burn out, so does each attack on me dwindle and die. Encounter Immediate Interrupt Action; Personal Trigger: You take damage. Effect: All damage dice rolled for the triggering attack are considered to have a result of a 1. Encounter (Cantrip) Free Action: Arcana for Stealth Chameleon's Mask:
I pull strands of shadow, blending my colors and sounds with my surroundings to help me hide from my enemy's sight and hearing. Encounter; Arcane, Illusion Free Action; Personal Trigger: You make a Stealth check. Effect: You make an Arcana check instead, using that result to determine the outcome of the Stealth check. Encounter (Theme) Standard: +4 vs Ref, 1d10+4 fire damage + zone Argent Rain:
I bring forth a shower of blue-white molten metal droplets, searing my foes and threatening any creature that ventures into the area. Encounter; Arcane, Fire, Implement, Zone Standard Action; Burst 1 within 10sq Target: Each creature in the burst Attack: Intelligence vs. Reflex Hit: 1d10 + Int modifier fire damage. Effect: The burst creates a zone that lasts until the start of your next turn. Any creature that enters the zone or ends its turn there takes 5 fire damage. A creature can take this damage only once per turn. [x] Encounter (lvl 1) Standard: +4 vs Ref, 2d8+4 force damage (+secondary attack) Force Orb:
I hurl an orb of magical force at an enemy. It bursts against the target and throws off razor-sharp shards of force that cut nearby enemies to ribbons. Encounter; Arcane, Evocation, Force, Implement Standard Action; Ranged 20 Target: One creature or object Attack: Intelligence vs Reflex Hit: 2d8 + Int modifier force damage. MAKE A SECONDARY ATTACK Secondary Attack Free Action; Burst 1 centered on the primary target Secondary Target: Each Enemy in the burst other than the primary target Attack: Intelligence vs Reflex Hit: 1d10 + Int modifier force damage [ ] Encounter (lvl 1) Standard: +4 vs Will, 2d6+4 radiant damage + push 2sq and friendlies gain 2 temp hp. Glorious Presence:
Radiant moonlight streams from me in all directions, and those who behold me are stricken with awe. Encounter; Arcane, Charm, Enchantment, Implement, Radiant Standard Action; Close Burst 2 Target: Each ENEMY in the burst Attack: Intelligence vs Will Hit: 2d6 + Int modifier radiant damage, and you push the target up to a number of squares equal to your Wis modifier. Effect: You and each ally in the burst gain temporary hit points equal to your Wis modifier. ----------------------- [x] Daily (lvl 1) Standard: +4 vs Ref, 3d8+4fire + zone Fountain of Flame:
I weave a fiery pillar that spins like a top. With each revolution, it douses my enemies with searing heat. Daily; Arcane, Evocation, Fire, Implement, Zone Standard Action; Burst 1 within 10sq Target: Each ENEMY in the burst Attack: Intelligence vs Reflex Hit: 3d8 + Int modifier fire damage. Miss: Half damage. Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone or ends its turn there takes 5 fire damage. An enemy can take this damage only once per turn. [ ] Daily (lvl 1) Minor: Cast Magic Missile 1/turn as a Minor Action Wizard's Fury:
I begin to fling force bolts with a flick of my wrist. Daily; Arcane, Force, Implement Minor Action; Personal Effect: Until the end of the encounter, as a minor action once per turn, you can cast magic missile. <<RITUALS KNOWN>> <<FEATS>>
...Future feat choices include: hmmm, unknown <<EQUIPMENT AND MONEY>> Cloth Armor Dagger (2) (+3prof, 1d4, Light Thrown and Off-Hand, Range 5/10) Adventurer's Kit kit contains:
backpack bedroll flint and steel belt pouch 2 x sunrod 10 x trail rations 50' hempen rope waterskin and MY SPELLBOOK! 86 gp 43/80 Encumbrance
DESCRIPTION: Dark-skinned, short-cut dark hair. Average height. Thin, but not frail.
BACKGROUND: Orphan. Scholar. Mage. Adventurer.
CHARACTERISTICS:
I'm looking for my past. I know that the good folks of Erarat need to preserve their history in this Last Age, but maybe I can find something of my past, my family, my purpose for being here. If I can't, maybe if I can master enough arcane powers and esoteric knowledge, I can find my own solutions to my past... I just need to be stronger in my magic. I'll find what I need on the surface. I'm positive of it. The Gods of Erarat:
Vlassha (Melora) - Unaligned Goddess of Wilderness, Nature and the Sea. Incara (Erathis) - Unaligned Goddess of Civilization, Inventions and Law. Krosus (Ioun) - Unaligned Goddess of Knowledge, Skill and Prophecy. Obulet (Raven Queen) - Unaligned Goddess of Death, Fate and Doom. Seasonal Goddess of Winter. Abrimon (Bahamut) - Lawful Good God of Justice, Protection and Nobility. Patron of Dragonborn. Janadee (Avandra) - Good Goddess of Change, Luck and Travel, Patron of Halflings. Sybulom (Corellon) - Unaligned God of Beauty, Art, Magic and the Fey. Seasonal God of the Spring and Patron of Eladrin. Ragibesh (Kord) - Unaligned God of Storms, Battle and Strength. Tymion (Pelor) - Good God of Sun, Agriculture and Time. Seasonal God of Summer. Eclave (Moradin) - Lawful Good God of Family, Community and Creation (as in smithing), Patron of Dwarves. Denander (Sehanine) - Unaligned Goddess of Illusion, Love and the Moon. Seasonal God of Autumn and Patron of Elves. |