L4W:PC:Emral - Sorcerer (fireinthedust)
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Summary
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
- 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?)
- Forming a long-term Adventuring Company, and see *everything*.
- 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 | |||||||||||
| Ability | Cost | Initial | Racial | Level | Final | Mod | |||||
| 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 Type | Attrib | Attrib Type | Class | Class Feature | Feat | Feat Name | Equip | Equip Name | Misc | Misc Name | Level | Total | vs? |
| Basic Melee |
1 | str | 0 | 0 | 4 | Tooth of Chaos +1 | 0 | 1 | 6 | AC | |||
| Basic Ranged |
3 | dex | 0 | 0 | 4 | Tooth of Chaos +1 | 0 | 1 | 8 | AC | |||
Defenses
| Defenses | ||||||||||||
| Defense | Attrib | Attrib Type | Class | Racial | Feat | Feat Name | Equip | Equip Name | Misc | Misc Name | Level | Total |
| Armor Class | +3/+0 | dex/int | 0 | 0 | 0 | 1 | THE COAT! +1 | 0 | 1 | 15 | ||
| Fortitude | +1/+0 | str/con | 0 | 0 | 0 | 0 | 0 | 1 | 12 | |||
| Reflex | +3/+0 | dex/int | 0 | 1 | 0 | 0 | 0 | 1 | 15 | |||
| Will | +0/+4 | wis/cha | +2 | 0 | 0 | 0 | 0 | 1 | 17 | |||
Senses and Reactions
| Senses and Reactions | |||||||||||
| Sense/Reaction | Attrib mod | Class | Class Feature | Racial | Feat | Feat Name | Equip | Equip Name | Level | Other/Trained | Total |
| 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 Class | Con | Per Level | Racial | Feat | Feat Name | Equip | Equip Name | Other | Total | Blooded | Surge |
| 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 | ||||||||||
| Skill | Trained | Attrib | Attrib Type | Racial | Feat | Feat Name | Equip | Equip Name | Level | Total |
| Acrobatics | 0 | 3 | dex | 0 | 0 | 0 | 1 | 4 | ||
| Arcana | 5 | 0 | int | 0 | 0 | 0 | 1 | 6 | ||
| Athletics | 5 | 1 | str | 0 | 0 | 0 | 1 | 7 | ||
| Bluff | 5 | 4 | cha | 0 | 0 | 0 | 1 | 10 | ||
| Diplomacy | 0 | 4 | cha | 0 | 0 | 0 | 1 | 5 | ||
| Dungeoneering | 0 | 0 | wis | 0 | 0 | 0 | 1 | 1 | ||
| Endurance | 0 | 0 | con | 2 | 0 | 0 | 1 | 3 | ||
| Heal | 0 | 0 | wis | 0 | 0 | 0 | 1 | 1 | ||
| History | 0 | 0 | int | 0 | 0 | 0 | 1 | 1 | ||
| Insight | 0 | 0 | wis | 0 | 0 | 0 | 1 | 1 | ||
| Intimidate | 5 | 4 | cha | 0 | 0 | 0 | 1 | 10 | ||
| Nature | 0 | 0 | wis | 2 | 0 | 0 | 1 | 3 | ||
| Perception | 0 | 0 | wis | 0 | 0 | 0 | 1 | 1 | ||
| Religion | 0 | 0 | int | 0 | 0 | 0 | 1 | 1 | ||
| Stealth | 0 | 3 | dex | 0 | 0 | -2 | THE COAT! +1 | 1 | 2 | |
| Streetwise | 0 | 4 | cha | 0 | 0 | 0 | 1 | 5 | ||
| Thievery | 0 | 3 | dex | 0 | 0 | 0 | 1 | 4 | ||
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
- At-Will - 1st Level
- Genasi
- Encounter
- Firepulse
- Encounter
Powers to Hit
| Power To-Hit | |||||||||||
| Attack Type | Attrib | Attrib Type | Class | Class Feature | Feat | Feat Name | Equip | Equip Name | Level | Total | vs? |
| 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)
- 50 gp (split from 100 with Hadarai)
- Time-Based Gold: 378 gp for April 7th, 2009 to October 7th, 2009
- Tooth of Chaos +1
- THE COAT!
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
- 1628 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.














