SageofMusic
First Post
So, getting to Cyric is a long story, but I'll just sum it up with this: My dad converted a 2e character to 4e, he was too powerful, had to make the most epic boss battle ever. He's fighting with Elminster (30th level wizard, but no clerical powers) to stop Cyric from breaking the crystalline gate using Mystra's power, thereby releasing the far realm into our universe. I know it may seem like Cyric is too powerful, but rest assured, this character was able to take on a buffed up Tarrasque alone, so he should be fine with this. I'm really just putting this on here to see what you guys think. So here he is! The God of Chaos and Strife!
Cyric, God of Chaos Level 35 Solo Soldier
Medium immortal humanoid XP 235,000
Initiative +33 Sense Perception +33; Truesight, all-around vision
Aura of Chaos aura 4; whenever a creature begins its turn while within the aura, they take 3d10 damage and are teleported to a random square within the aura.
HP 1,653; Bloodied 826
Regeneration 20
AC 50; Fort 48; Ref 47; Will 47
Resist 10 variable 3/encounter
Saving Throws +5
Speed 8, Phasing 8, teleport 8
Action Points 2
Sword of Chaos (standard; at-will; melee basic) Weapon
+42 vs AC; 3d12+15 Roll a d6. The power has the following effects. 1: Deal 1d12 extra damage. 2: The target is pushed 3 squares and knocked prone. 3: The target is dazed (save ends). 4: Slide the target 4 squares. 5: The target is weakened (save ends). 6: The Target takes an extra 1d8 damage and takes a -2 penalty to attacks until the end of its next turn.
Word of Chaos (standard; at-will; basic) Arcane
Close Burst 3; +38 vs Will; 3d8+10 and the target makes a saving throw. If it fails, the target takes an extra 1d12 damage and is dazed until the end of its next turn.
Teleporting Flurry (standard; recharge 5,6) Weapon, Teleportation
Cyric makes the following attack 3 times, with a -1d4 penalty the second time and a -1d6 penalty the third time. +42 vs AC; 3d8+10 and if all three attacks hit, the target takes an extra 3d10 damage
Chaos Storm (Standard; recharge 5,6) arcane
+40 vs Reflex; this attack does not provoke opportunity attacks; 4d10+15 and the area creates a zone of chaos until the end of Cyric's next turn. When an enemy begins its turn inside the zone, it takes 2d10 damage and is weakened (save ends).
Shifting Form (immediate interrupt; recharge 5,6)
Trigger: Cyric is hit by a melee attack. Effect: Cyric takes no damage and teleports to a square adjacent to an enemy
Chaos Renewal (minor; recharge 6)
Cyric rolls a d20. On a roll of 10-19 he regains 300 hit points. On a roll of 1-9, he takes 50 damage and deals 20 damage to every creature in a burst 10. On a roll of 20, he regains 500 hit points and recharges all powers, but cannot use this power for the rest of the encounter, and his regeneration lowers to 5.
Touch of the Far Realm (free; recharge 5,6) Abberant
+40 vs Reflex; 5d10+20 and Cyric rolls a d6. 1: The target takes a -2 penalty to all defenses (save ends). 2: the target takes a -2 to attack (save ends). 3. The target cannot use daily powers (save ends). 4. The target cannot use encounter powers (save ends). 5: The target is weakened (save ends). 6: The target takes a -3 penalty to all saving throws until Cyric hits with this attack again.
Comments Appreciated
Cyric, God of Chaos Level 35 Solo Soldier
Medium immortal humanoid XP 235,000
Initiative +33 Sense Perception +33; Truesight, all-around vision
Aura of Chaos aura 4; whenever a creature begins its turn while within the aura, they take 3d10 damage and are teleported to a random square within the aura.
HP 1,653; Bloodied 826
Regeneration 20
AC 50; Fort 48; Ref 47; Will 47
Resist 10 variable 3/encounter
Saving Throws +5
Speed 8, Phasing 8, teleport 8
Action Points 2
Sword of Chaos (standard; at-will; melee basic) Weapon
+42 vs AC; 3d12+15 Roll a d6. The power has the following effects. 1: Deal 1d12 extra damage. 2: The target is pushed 3 squares and knocked prone. 3: The target is dazed (save ends). 4: Slide the target 4 squares. 5: The target is weakened (save ends). 6: The Target takes an extra 1d8 damage and takes a -2 penalty to attacks until the end of its next turn.
Word of Chaos (standard; at-will; basic) Arcane
Close Burst 3; +38 vs Will; 3d8+10 and the target makes a saving throw. If it fails, the target takes an extra 1d12 damage and is dazed until the end of its next turn.
Teleporting Flurry (standard; recharge 5,6) Weapon, Teleportation
Cyric makes the following attack 3 times, with a -1d4 penalty the second time and a -1d6 penalty the third time. +42 vs AC; 3d8+10 and if all three attacks hit, the target takes an extra 3d10 damage
Chaos Storm (Standard; recharge 5,6) arcane
+40 vs Reflex; this attack does not provoke opportunity attacks; 4d10+15 and the area creates a zone of chaos until the end of Cyric's next turn. When an enemy begins its turn inside the zone, it takes 2d10 damage and is weakened (save ends).
Shifting Form (immediate interrupt; recharge 5,6)
Trigger: Cyric is hit by a melee attack. Effect: Cyric takes no damage and teleports to a square adjacent to an enemy
Chaos Renewal (minor; recharge 6)
Cyric rolls a d20. On a roll of 10-19 he regains 300 hit points. On a roll of 1-9, he takes 50 damage and deals 20 damage to every creature in a burst 10. On a roll of 20, he regains 500 hit points and recharges all powers, but cannot use this power for the rest of the encounter, and his regeneration lowers to 5.
Touch of the Far Realm (free; recharge 5,6) Abberant
+40 vs Reflex; 5d10+20 and Cyric rolls a d6. 1: The target takes a -2 penalty to all defenses (save ends). 2: the target takes a -2 to attack (save ends). 3. The target cannot use daily powers (save ends). 4. The target cannot use encounter powers (save ends). 5: The target is weakened (save ends). 6: The target takes a -3 penalty to all saving throws until Cyric hits with this attack again.
Comments Appreciated