L4W:PC:Emral - Sorcerer (fireinthedust)

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Summary

Emral Dajand Player fireinthedust
Genasi Sorcerer (Wild Mage) (Good) Level 2 (XP 1628)
Initiative +4
Passive Insight 11 Passive Perception 11; Senses normal
HP 27 Bloodied 13 Surge Value 6; Surges Per-Day 6
AC 15 Fortitude 12 Reflex 15 Will 17
Resist resist fire 5 (Firesoul), resist [varies] 5 (Wild Soul), resist necrotic 5 (THE COAT! +1)
Speed 6 Size medium
Str 12 (+1) Dex 16 (+3) Wis 10 (+0)
Con 10 (+0) Int 10 (+0) Cha 18 (+4)
Racial Abilities +2 Int, +2 Str, Elemental Origin, Elemental Manifestation, +2 Nature, +2 Endurance
Class Features Spell Source (Wild Magic: Chaos Burst, Chaos Power, Unfettered Power, Wild Soul)
image:Battack.gif Basic Attack Tooth of Chaos +1 (+6 v. AC, 1d4+2 damage, +1d8 critical damage)
image:Branged.gif Ranged Basic Attack Tooth of Chaos +1 (+8 v. AC, 1d4+4 damage, +1d8 critical damage, range 5/10)
Feats Sorcerous Blade Channeling, Arcane Spellfury
Skills Acrobatics +4, Arcana +6, Athletics +7, Bluff +10, Diplomacy +5, Dungeoneering +1, Endurance +3, Heal +1, History +1, Insight +1, Intimidate +10, Nature +3, Perception +1, Religion +1, Stealth +2, Streetwise +5, Thievery +4 [+2 to skill checks to distract, flashy entrance, and entertain]
Languages Common/Allarian, Primordial/Elemental
Powers
Burning Spray (At-Will Standard Close Blast 3 ✦ Arcane, Fire, Implement)
Target: Each Creature in Burst
Attack: +6 vs. Reflex
Hit: 1d8+8 (+1d8 critical damage)
Chaos Bolt (At Will Standard Ranged 10 ✦ Arcane, Implement, Psychic)
Target: One creature
Attack: +6 vs. Will
Hit: 1d10+8 psychic damage (+1d8 critical damage)
Secondary Target: If you rolled an even number for the primary attack roll, make a secondary attack against one creature within 5 squares of the target last hit by this power.
Secondary Attack: +6 v. Will, 1d6+4 psychic damage (+1d8 critical damage). (If you rolled an even number for the secondary attack roll, repeat the secondary attack against a new target.)
Dragonflame Mantle (Encounter Immediate Interrupt ✦ Arcane, Fire, Implement)
Target: Personal
Trigger: You are hit by an attack.
Effect: Until the end of your next turn, you gain a +1 power bonus to all defenses, and any creature that hits you with a melee attack takes 1d6+4 fire damage.
Firepulse (Encounter Immediate Reaction Melee 1 ✦ Fire)
Target: The Triggering Enemy
Trigger: Emral is hit by a melee attack
Attack: +6 vs. Reflex
Hit: 1d6+3 Fire damage
Special: This attack is Dex-based.
Tempest Breath (Encounter Standard Close blast 3 ✦ Acid, Arcane, Implement)
Target: Each Creature in Blast
Attack: +6 vs Reflex
Hit: 2d6+8 acid damage (+1d8 critical damage), and the target can't gain combat advantage against any creature until the end of your next turn.
Chromatic Orb (Daily Standard Ranged 10 ✦ Arcane, Implement, Varies)
Target: One creature
Attack: +6 vs Reflex
Hit: 3d10+7 damage (+1d8 critical damage). Roll a d6 to determine the attack's damage type and effect:
  1. Yellow: Radiant damage, and the target is dazed (save ends).
  2. Red: Fire damage, and each creature adjacent to the target takes 3 fire damage.
  3. Green: Poison damage, and ongoing 5 poison damage (save ends).
  4. Turquoise: Lightning damage, and you slide the target 3 squares.
  5. Blue: Cold damage, and the target is immobilized (save ends).
  6. Violet: Psychic damage, and the target takes a –2 penalty to AC (save ends).
Miss: 1d10 damage. Roll a d6 to determine the attack’s damage type and effect, as above.
Tooth of Chaos +1 (Daily Free Action )
Trigger: Emral hits an enemy with a sorcerer attack power using the Tooth of Chaos +1.
Effect: Whenever Emral hits that enemy with a sorcerer attack power before the end of the encounter, Emral can treat his attack roll as even or odd.



Mini Stats for Combat

[sblock=Emral's Stats][B][URL="http://www.enworld.org/wiki/index.php?title=L4W:PC:Emral_-_Sorcerer_%28fireinthedust%29"]Emral Dajand[/URL][/B] - Genasi Sorcerer 2
Passive Perception 11, Passive Insight 11
AC 15, Fort 12, Reflex 15, Will 17
HP 27/27, Bloodied 13, Surge Value 6, Surges 6/6
Resist Fire 5, Resist Necrotic 5, Resist 5 --element--
Speed 6, Initiative +3
Action Points: 1, [color=red]Second Wind[/color]
At-Will Powers: [color=Green]Chaos Bolt[/color], [color=green]Burning Spray[/color] 
Encounter Powers: [color=red]Firepulse[/color], [color=red]Tempest Breath[/color] 
Daily Powers: [color=gray]Chromatic Orb[/color], [color=gray]Tooth of Chaos +1[/gray]
[/sblock]



Fluff

Description: Emral stands average height, and has a slim build. His body is covered with glowing lines, color dependant upon the elemental manifestation he has currently adopted: when Firesoul, he has tan skin that goes black around bright-hot fire lines and spots around his hands where the fire “burns” through; when Watersoul, his lines are bright blue on sea-green skin. Unlike most Genasi, he has a flame-like “halo” about his head, though changed dependant upon the manifestation. His eyes are always intense in any form, glowing orbs or merely glowing iris’ on black orbs.

Emral wears a long pirate-coat-like robe with intricate gold embroidery all over it, and many pockets sewn about it, and belted about the waist with more pockets filled with odds, ends and pungent components. His boots are knee-high brown leather. His well-used leather pack contains his ritual book, some rations, rope, and other odds and ends.

Background: Emral grew up in the big city, between a market and the Library. His parents were both scholars-turned-scribes for the temples, but Emral found he was too tempestuous and curious for the holy life. After various accidents and social disasters brought on by good intentions and enthusiasm, his parents bribed an alchemist to take him off their hands. That alchemist, a Wizard of great skill, ran a school of new and accomplished apprentices in a tower in Daunton; Emral did well with theory, but practice was often… disastrous. Emral would stay up late, wandering around his master’s tower or poking through books or jars of components; having an indomitable good nature, his Master permitted his explorations. One night from his master’s treasure vault, Emral became aware that someone had entered uninvited; he snuck through the hole in the vault door and found an orb floating in mid air, and a trio of shadowy figures reaching for it with a sack. The orb contained a maelstrom of churning elemental energy, and looked valuable, and all things being equal the shadowy figures looked suspicious (an attractive-shaped female with long black hair, and a pair of goblin-acrobats. With a battle cry most unbecoming of a scholar, Emral lunged at the orb and clutched it to his chest. In hindsight, this was a bad idea (and something about how the figure was carefully putting a bag over had flashed through his mind). An explosion occurred, and energy burst from the orb and into Emral’s chest. A blast of elemental fire shot out of him at the intruders, scattering them, and then he lost consciousness; the last view was the intruders, especially the shadowy female with inkblot eyes, looking into his.

When he awoke, Emral was surrounded by his parents, his teachers and his Master… and his head was on fire. Emral had been changed, his nature infused with the primordial fire (so his master informed him), transforming him into an elemental: a Genasi. Apparently this was how those in the Jade lands had done it originally, but Emral was a first generation version rather than a descendant. (well, in theory) His Master explained that the Orb was a powerful artifact of unknown origin, one he’d received along with the belongings of a fellow Wizard who’d died some years ago; the name “Orb of Primordial Storm” came to Emral, and seemed somehow right. Who the intruders were was unknown.

His Master took him for special training of his newfound nature, and predicted correctly that he could learn to manifest more than just his firesoul, including water; other manifestations, it was determined, Emral could learn on his own, and reading informed him of Genasi Elemental Tempests, who could manifest multiple elements at once, and idea that greatly appealed to him. As he changed between water and fire, he found his temperament changed: he could be excited and explosive in Firesoul form, or calm and introspective in Watersoul form. Emral also found his spell casting vastly improved (from nothing, really), especially fire and ice spells. For no known reason he could speak the language of Primordials.

Emral, now a capable spellcaster, decided to set out and explore his abilities (no small part prompted by his school mates, well aware of potential recurrent elemental accidents).

Emral is a prolific thinker and writer, and reader of histories and information, especially the Occult. While in the Daunton Library, he happened across a book about Mind Flayers with an illustration of one; he has since formed a mild phobia of Illithids, and is unaware why that might be.

Hooks

  1. Discovering who the thieves were, and the nature of the Orb of Primordial Storm (something to do with below, Orb must be cool story or don’t bother; girl could be love interest?)
  2. Forming a long-term Adventuring Company, and see *everything*.
  3. Deal with his phobia of Mind Flayers


Kicker: Exploring his Genasi powers, and becoming an Elemental Tempest and eventually an Archmage (or homebrew/official Epic wizard Tempest Analog to Archmage).

Math

Attributes

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 0 10 2 0 12 1
Con 0 10 0 0 10 0
Dex 9 16 0 0 16 3
Int 0 8 2 0 10 0
Wis 0 10 0 0 10 0
Cha 16 18 0 0 18 4
Totals 25   8



Attacks

Basic Attacks
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Basic Melee

1

str 0 0 4Tooth of Chaos +10 16AC
Basic Ranged

3

dex0 0 4Tooth of Chaos +10 18AC


Defenses

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +3/+0 dex/int 0 0 0   1 THE COAT! +1 0   1 15
Fortitude+1/+0str/con000 0 0 1 12
Reflex+3/+0dex/int010  0 0 1 15
Will+0/+4wis/cha+200  0 0 1 17



Senses and Reactions

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 3 0   0 0   0   1 0 4
Passive Insight 0 0   0 0   0   1 0 11
Passive Perception 0 0 0 0   0   1 0 11


Hitpoints

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherTotalBloodedSurge
Hit Points 12 10 5 0 0   0   0 27 13 6


Surges per Day: 6 (Class 6 + Con 0)


Speed and Movement

Speed: 6 (Race 6 - Equipment 0)

Racial Features

  • +2 Strength, +2 Intelligence
  • Elemental Origin: Considered an elemental for effects related to creature origin.
  • Elemental Manifestation: Firesoul
    • +1 Reflex,
    • Resist Fire 5
    • Firepulse
  • Size: Medium
  • Speed: 6
  • Vision: Normal
  • Languages: Common, Primordial


Class Features

  • +2 Will
  • Armor Proficiency (Cloth)
  • Weapon Proficiencies: Simple Melee, Simple Ranged
  • Implements: Daggers, staves
  • Spell Source: Wild Magic
    • Chaos Burst: +1 AC until SONT (even), make a saving throw (odd).
    • Chaos Power: +3 to damage of arcane powers.
    • Unfettered Power: slide target 1 square and knock prone (natural 20); push each creature within five squares, 1 square (natural 1)
    • Wild Soul: After extended rest, resist 5 and ignore 5 resistance


Feats

  • Sorcerous Blade Channeling (May use ranged sorcerer attacks through dagger, as melee attacks.) [1st level]


*Arcane Spellfury (+1 to attacks against targets hit by at-will Sorcerer attacks (PHB2)[2nd level]

Regional Benefit

Daunton - +2 monster knowledge checks; re-roll 1 failed knowledge check per day while access to Daunton library is available (requires 4 hours).

Skills and Languages

Languages: Common, Primordial


Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics03dex00 0 14
Arcana 5 0 int 0 0   0   1 6
Athletics51str00 0 17
Bluff54cha00 0 110
Diplomacy04cha00 0 15
Dungeoneering00wis00 0 11
Endurance00con20 0 13
Heal00wis00 0 11
History00int00 0 11
Insight00wis00 0 11
Intimidate54cha00 0 110
Nature00wis20 0 13
Perception00wis00 0 11
Religion00int00 0 11
Stealth03dex00 -2THE COAT! +112
Streetwise04cha00 0 15
Thievery03dex00 0 14



Powers

  • Sorcerer (2/1/1/1)
    • At-Will - 1st Level
      • Chaos Bolt
      • Burning Spray
    • Encounter - 1st Level
      • Tempest Breath
    • Daily - 1st Level
      • Chromatic Orb
    • Utility - 2nd Level
      • Dragonflame Mantle
  • Genasi
    • Encounter
      • Firepulse


Powers to Hit

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameLevelTotalvs?
Chaos Bolt +4 Cha 0   1 Tooth of Chaos +1 1 6 Will
Burning Spray +4 Cha 0   1 Tooth of Chaos +1 1 6 Reflex
Tempest Breath +4 Cha 0   1 Tooth of Chaos +1 1 6 Reflex
Chromatic Orb +4 Cha 0   0   1 Tooth of Chaos +1 1 6 Reflex



Equipment

Equipment Name Price Weight Notes
Money 494 gp --  
Cloth Armor 1 gp 4 lb Pirate Coat
Dagger 1 gp 1 lb  
Pint of Oil (x2) 2 gp 2 lb  
Spellbook -- 3 lb Comprehend Languages, Make Whole, Tenser's Floating Disk
Staff 15 gp 2 lb Wizard's Implement
Standard Adventurer's Kit 15 gp 33 lb Backpack; bedroll; flint & steel; pouch, belt; rations, trail (10 days); rope, hempen (50 ft.); sunrod (x2); and waterskin.
THE COAT! +1 520 gp 1 lb Resist Necrotic 5, -2 Stealth checks, +2 to skill checks to distract, flashy entrance, and entertain
Tooth of Chaos +1 840 gp 1 lb +1d8 Critical Damage
Total 1888 gp 47 lb  
  • Normal Load: 120 lb
  • Heavy Load: 240 lb
  • Maximum Drag: 600 lb


Tracking

Unique Item

THE COAT!
THE COAT! is an intelligent item created for Emral by Obadiah Swillwort.
Base Item: Cloth Armor of Necrotic Resistance +1

  • +1 to AC
  • Resist Necrotic 5

Communication: Speech (Common), Glyphic (Any Language)

  • THE COAT! sounds like James Brown and may generate loud, brassy music in Motown style.
  • THE COAT! also communicates by producing flashing, neon words across its surface.
  • THE COAT! can produce writing in any language, but only understands Common.

Skill Modifiers: THE COAT! provides a +2 bonus to skill checks for distracting a person, creating a flashy entrance, or entertaining. Its constant barrage of hoots and howls, flashes and bangs imposes a -2 penalty to Stealth checks.
Special Property: When Emral wears THE COAT! he appears as an idealized version of himself with washboard abs, crackling with power. Little bobble-head skulls of current companions stud his belt. THE COAT! can generate flash-bangs, clouds of vapor, and other stage effects. (As Prestidigitation, these effects cause no injury, neither do they imitate the effects of other powers or hinder another character's actions.)
Alignment: Good.
Persona: THE COAT! sounds and acts like James Brown. It is bold, loud, and bright. It believes Emral is the strongest, toughest, smartest, and most amazing being in the universe--and wants EVERYONE to know it. It does everything in its power to convince Emral to go out there and be THE MAN! (Even if that involves blatantly suicidal behavior. Which really isn't suicidal, because Emral is INDESTRUCTIBLE, BABY! YEEEEEAAAAH! GET DOWN WITH YA BAD SELF!)

Accomplishments

DEFEATED COUSIN EUSTACE
You beat an elderly cripple senseless. Good for you.
Benefit: You gain a +2 bonus to Diplomacy and Intimidation checks against members of the Feather Falls adventurer's retirement community of Daunton.
Acquired: Here.

SAVING SWILLWORT
Your party has rescued Obadiah Swillwort, a powerful enchanter, from the psychic infection of Origami Rats and provided him with vengeance against his tormenters. He offers his services in gratitude.
Benefit: You may rely on Swillwort as a patron. He will assist in arcane research (+2 on Arcane, History, and monster-knowledge checks) and cast rituals or enchant items for you, provided you bring him raw materials (i.e. ritual components or gold).
Acquired: Here.

TAKE IT LIKE A MAN!
It doesn't hurt as much as what Cousin Eustace did to you.
Benefit: You can ignore a single daze or stun effect. (Once you use this 'power', it vanishes. You may only use this 'power' in a KenHood adventure.)
Acquired: Here.

Treasure

  • Starting Wealth: 66 gp
    • Originally 100 gp.
    • Spent 34 gp on starting equipment.
  • TURTLEDOME! -- Battle Bone! (DM: KenHood)


XP

  • TURTLEDOME! -- Battle Bone (DM: KenHood)
    • 1628 XP
      • Time: 498 XP
      • Negotiation with Mr. Pinch: 40 XP
      • Cousin Eustace: 100 XP
      • Origami Rats: 165 XP
      • Meeting Marco’s Family: 100 XP
      • Acquiring the Secret Ingredient: 50 XP
      • Visiting the Pavilion: 50 XP
      • Battle with the Kidnappers: 575 XP
      • Frequent Poster Award: 50 XP


Changes

Complete Overhaul: Changed from Wizard to Sorcerer.

DM Comments

KenHood - Character was approved to change class to Sorcerer. Set-up character sheet formatting and did some editing on behalf of player.

Judge Comments

Level 1

Approval 1

comments from covaithe

  • I removed comments that no longer apply.

Ok, I'm ready to call this approved.

Approval 2

Comments from Ozymandias

  • I also approve of Emral Dajand for lvl 1.

Emral Dajand is now fully approved

Level 2

Approval 1

Comments from TwoHeadsBarking:

  • Summary: Firepulse is missing its trigger.
  • Feats: Your level 2 feat needs to be updated to Arcane Spellfury.

Just a reminder, resists don't stack unless they explicitly say they do.

Approval 2

Status

Emral Dajand is approved for level 1 with 0 XP by covaithe and Ozymandias79.

Emral Dajand not approved for level 2.