L4W:PC:Sheng Zim(Voda Vosa)

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Contents

Summary

Sheng Zim Player Voda Vosa
Human Sorcerer (Evil) Level 1 (XP 0)
Initiative +3
Passive Insight 10 Passive Perception 10; Senses None
HP 26 Bloodied 13 Surge Value 6; Surges Per-Day 8
AC 13 Fortitude 13 Reflex 14 Will 17
Speed 6 Size Medium
Str 8 (-1) Dex 16 (+3) Wis 10 (+0)
Con 14 (+2) Int 12 (+1) Cha 18 (+4)
Racial Abilities Bonus feat, Bonus skill, Bonus At-will power, Human defense bonus
Class Features Wild Magic, Chaos Burst, Chaos Power, Unfettered Power, Wild Soul, implements
image:Battack.gif Basic Attack Dagger +2 vs. AC, 1d4-1 damage
image:Branged.gif Ranged Basic Attack Dagger +6 vs. AC, 1d4+3 damage
Feats Arcane Spellfury, Disciplined Wild Soul
Skills Arcana +6, Bluff +9, Endurance +7. History +6, Intimidate +9
Languages Common, Deep Speach
Powers
Acid Orb (At Will Standard Ranged 20 ✦ Arcane, Implement, Acid) Sorcerer Attack 1
Target: One creature
Attack: +4 vs. Reflex
Hit: 1d10+7 acid damage
Effect: This power can be used as a ranged basic attack.
Chaos Bolt (At Will Standard Ranged 10 ✦ Arcane, Implement, Psychic) Sorcerer Attack 1
Target: One creature
Attack: +4 vs. Will
Hit: 1d10+7 psychic damage. If an even was rolled on the attack, make a secondary attack.
Secondary Target: One creature within 5 squares of the target last hit by this power.
Secondary Attack: +4 vs. Will
Secondary Hit: 1d6+3 psychic damage. If an even was rolled

on the attack, make another secondary attack. A creature

may only be targeted once with a single use of this

power.
Burning Spray (At Will Standard Close blast 3 ✦ Arcane, Implement, Fire) Sorcerer Attack 1
Target: Eache creature in blast
Attack: +4 vs. Ref
Hit: 1d8+7 fire damage
Bedeviling Burst (Encounter Standard Close burst 3 ✦ Arcane, Implement, Psychic) Sorcerer Attack 1
Target: One or two creatures in burst
Attack: +4 vs. Will
Hit: 1d10+7 psychic damage, and you push the target a

number of squares equal to your Dexterity modifier

(+3).Wild Magic: If you rolled an even number on the

attack roll, you slide the target instead of pushing

it.
Chromatic Orb (Daily Standard Ranged 10 ✦ Arcane, Implement, Varies) Sorcerer Attack 1
Target: One creature
Attack: +4 vs. Ref
Hit: 3d10+7 damage.
Miss: 1d10 damage.
Effect: Roll a d6 to determine the attack's damage type 1. Yellow: Radiant damage, and the target is dazed (save ends). 2. Red: Fire damage, and each creature adjacent to the target takes fire damage equal to your Dexterity modifier(3). 3. Green: Poison damage, and ongoing 5 poison damage (save ends). 4. Turquoise: Lightning damage, and you slide the target a number of squares equal to your Dexterity modifier (3). 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).

Mini-Stat Block

[sblock=Sheng Zim][color=Green][b]Sheng Zim[/b][/color]

—Male Human Wild Sorcerer 1
Initiative: +3, Passive Perception: 10, Passive Insight: 10
AC: 13, Fort: 13, Reflex: 14, Will: 17 — Speed: 6
HP: 26/26, Bloodied: 13, Surge: 6, Surges left: 8/8
Action Points: 1, Second Wind: Not Used
Powers -
[color=#44AA44]Acid Orb
Chaos Bolt
Burning spray[/color]
[color=#AA2255]Bedeviling Burst[/color]
[color=#BBBBBB]Chromatic Orb[/color][/sblock]

Fluff

Background

Sheng Zim was born in a royal family of the Jade Empire. The Zim family had a tradition of Imperial sages, thriving since the begining of the empire itself. However, the Zim family fell in disgrace when the war with the onis began. Non the less, The Zim family was close to the empire during the long centuries of war. The members of the family fought the demons with their supernatural skills, linked to the forces of nature's impredictivility. Balancing the shin and the shang, the sorcerors of the Zim clan casted doom over the enemies of the empire. But not even an entire Empire could stop the Oni, and began to fall apart, taking the clan of sorceros with it. Sheng is one of the last descendants of the Zim family. But his sense of honor and his values are quite different to those of his ancestors. He feels the fight against the demons is lost. To his opinion, the empire should have migrated to somewhere else, leaving those territories to the demons, and occuping new lands. He feels the lack of initiative and the conservative nature of the Iron general will lead the empire to it's doom. Not wishing to take part in that destiny, he convinced his family to move to Dauton. The words of the sorceror were accurate and the last 5 Zim clanmembers moved to Dauton. But the true intentions of Sheng were to lead the clan itself to a new era of power. He wanted to take the clan's leadership, and became head of the Zim family. Far from the menace of the Oni he'd be able to take the title from the dead hands of his uncle. Unfortunately, during the journey, the ship in were the Zim where sailing was caught by a huge sea storm. The vessel was destroyed near the shore, and Sheng found himself alone in the beach. He has no idea where his relatives are, and now wanders the streets of Dauton, looking for the remants of his clan, and more importantly, his uncle and the family power sing, the Amulet of Chaos.

Appearance

Sheng Zim is a thin man with long black hair and long shin black mustaches and beard. He wears yellow and green tunics and a small hat. Sheng as thin black eyes, and is constantly frowning. He keeps his hand hidden under his tunic long and wide sleeves, touching each finger of the right hand with each of the left hand.

"'Image:ShengZim.jpg

Age: 32 Gender: Male Height: 1,76 meters Weight: 70 kilograms

Personality

Alignment: Evil

Sheng is mostly silent all the time, taking his time to answer questions, almost allways dryly and with an educated lack of respect for the others. He usually makes fun of no-magic users.

Hooks

  • Search for other Zim Clan members
  • Search for his uncle and claim the amulet of Chaos

Kicker

  • Sheng thinks that if he makes enough contacts and allies, he'll be able to locate his uncle and the remants of his clan.

Math

Attributes

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 0 8 0 0 8 -1
Con 5 14 0 0 14 2
Dex 9 16 0 0 16 3
Int 2 12 0 0 12 1
Wis 0 10 0 0 10 0
Cha 9 16 2 0 18 4
Totals 25   9



Attacks

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

-1

str 3Dagger02AC
Basic Ranged

3

dex3Dagger06AC


Defenses

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +3/+0 dex/int 0 0 Cloth 0 13
Fortitude-1/+2str/con10 13
Reflex+3/+0dex/int1 0 14
Will+0/+4wis/cha21 0 17



Senses and Reactions

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 3 0 0 0 0 0 0 0 0 0 3
Passive Insight 0 0 0 0 0 0 0 0 0 0 10
Passive Perception 0 0 0 0 0 0 0 0 0 0 10


Senses: None


Health

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherTotalBloodedSurge
Hit Points 12 14 5 0 0 0 26 13 6



Surges per day: 8 (6 class, +2 Con)


Speed and Movement

Speed: 6


Racial Features

Human (PH1)

  • +2 Cha
  • Languages: Common, Deep Speach
  • Bonus Feat
  • Bonus Skill
  • Bonus At-Will Power
  • Human Defense Bonuses
  • Size: Medium
  • Speed: 6
  • Vision: Normal


Class Features

[http://www.wizards.com/dndinsider/compendium/class.as

px?id=128 Sorcerer] (PH2)

  • Wild Magic
  • Chaos Burst: Even on first attack roll gives +1 AC;

odd gives saving throw

  • Chaos Power
  • Unfettered Power: On 20 attack, slide target 1

square and knock prone; on 1, push each creature within 5

one square.

  • Wild Soul: Random resistance per day; pierce that

resistance.


Feats

  • Arcane Spellfury - +1 to attack rolls after hitting with sorcerer at-will attack [PH2]
  • Disciplined Wild Soul - Roll twice to determine Wild Soul damage type [PH2]



Skills and Languages

Languages: Common, Deep speach


Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics3dex03
Arcana 5 1 int 0 6
Athletics-1str0-1
Bluff54cha09
Diplomacy4cha04
Dungeoneering0wis00
Endurance52con07
Heal0wis00
History51int06
Insight0wis00
Intimidate54cha09
Nature0wis00
Perception0wis00
Religion1int01
Stealth3dex03
Streetwise4cha04
Thievery3dex03



Powers

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameLevelTotalvs?
[Acid Orb] +4 Cha 0 0 4 Ref
[Chaos Bolt] +4 Cha 0 0 4 Will
[Burning spray] +4 Cha 0 0 4 Ref
[Bedeviling Burst] +4 Cha 0 0 4 Will
[Chromatic Orb] +4 Cha 0 0 4 Ref


Equipment

Equipment Name Price Weight
Cloth Armor 0gp 0lbs
4 Daggers 4gp 4lbs
Backpack 2gp 2lbs
Bedroll 1sp 5lbs
Flint and Steel 1gp -
Everburning Torch 50gp 1lbs
Belt Pouch 1gp 0.5lbs
Waterskin 1gp 4lbs

Coins: 40gp 9sp

Encumbrance: 20.1lbs Normal Load: 80lbs Heavy Load: 160lbs Maximum Drag Load: 400lbs

Tracking

Money

+100  gp starting gold
 -60.1gp initial equipment
--------
  39.9gp remaining


Items

  • None


XP

XP Awards:

  • None

Total XP: 0


Wish List

Surprise me!


Changes

Judge Comments

Level 1

Approval 1

Approval from TwoHeadsBarking:

Approved.

Approval 2

  • Remove Dexterity modifier wording from Bedeviling Burst power, just leave +3

Minor though, Approval from renau1g

Status

Approved for level 1