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Trapped in Hell's Basement (DM: Mal Malenkirk Judge:Covaithe)
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<blockquote data-quote="Voda Vosa" data-source="post: 5139680" data-attributes="member: 51271"><p>Sheng moves forward, and as he enters the room his cold green eyes surveys the area quickly and decides the best course of action.</p><p>He waves his arms and with calculated movements, the sorceror produces a cloud of green gas that takes the shape of a skull. The horrific vapor creature floats towards the warforged cultist, and sinks into the creature.</p><p>The enchantment makes the forged to hold it's extremities, as if they were detaching. In the forged's mind, his pieces set lose, falling from his body, the metal parts melting away. The warforged screams, and the vapor emanates from his mouth, and pours into one of the elite guards near him.</p><p>The man sees as his comrades turn against him, and stab him frantically. He swings his weapon uselessly against the imaginary foes, as his psyche is being crushed by the force of the spell. </p><p></p><p></p><p>[sblock=Sheng Zim]</p><p>Initiative: <a href="http://invisiblecastle.com/roller/view/2463853/" target="_blank">22</a></p><p></p><p>Chaos bolt (+7 vs will) vs Warforged:<a href="http://invisiblecastle.com/roller/view/2463855/" target="_blank"> 14 for 13 dmg, jumps to the elite trooper, 26 for 8 dmg.</a></p><p></p><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>Sheng Zim, level 4</p><p>Human, Sorcerer</p><p>Build: Chaos Sorcerer</p><p>Spell Source: Wild Magic</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 8, Con 15, Dex 16, Int 12, Wis 10, Cha 19.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 8, Con 14, Dex 16, Int 12, Wis 10, Cha 16.</p><p></p><p></p><p>AC: 15 Fort: 15 Reflex: 16 Will: 19</p><p>HP: 42 Surges: 8 Surge Value: 10</p><p></p><p>TRAINED SKILLS</p><p>History +8, Arcana +8, Endurance +9, Bluff +11, Intimidate +11</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +5, Diplomacy +6, Dungeoneering +2, Heal +2, Insight +2, Nature +2, Perception +2, Religion +3, Stealth +5, Streetwise +6, Thievery +5, Athletics +1</p><p></p><p>FEATS</p><p>Human: Arcane Spellfury</p><p>Level 1: Disciplined Wild Soul</p><p>Level 2: Armor Proficiency (Leather)</p><p>Level 4: Arcane Reserves</p><p></p><p>POWERS</p><p>Bonus At-Will Power: Chaos Bolt</p><p>Sorcerer at-will 1: Burning Spray</p><p>Sorcerer at-will 1: Acid Orb</p><p>Sorcerer encounter 1: Bedeviling Burst</p><p>Sorcerer daily 1: Chromatic Orb</p><p>Sorcerer utility 2: Deep Shroud</p><p>Sorcerer encounter 3: Spectral Claw</p><p></p><p>ITEMS</p><p>Adventurer's Kit, Cloth Armor (Basic Clothing), Dagger, Tooth of Chaos Dagger +1, Boots of Spider Climbing (heroic tier)</p><p>====== Copy to Clipboard and Press the Import Button on the Summary Tab ======</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Voda Vosa, post: 5139680, member: 51271"] Sheng moves forward, and as he enters the room his cold green eyes surveys the area quickly and decides the best course of action. He waves his arms and with calculated movements, the sorceror produces a cloud of green gas that takes the shape of a skull. The horrific vapor creature floats towards the warforged cultist, and sinks into the creature. The enchantment makes the forged to hold it's extremities, as if they were detaching. In the forged's mind, his pieces set lose, falling from his body, the metal parts melting away. The warforged screams, and the vapor emanates from his mouth, and pours into one of the elite guards near him. The man sees as his comrades turn against him, and stab him frantically. He swings his weapon uselessly against the imaginary foes, as his psyche is being crushed by the force of the spell. [sblock=Sheng Zim] Initiative: [URL="http://invisiblecastle.com/roller/view/2463853/"]22[/URL] Chaos bolt (+7 vs will) vs Warforged:[URL="http://invisiblecastle.com/roller/view/2463855/"] 14 for 13 dmg, jumps to the elite trooper, 26 for 8 dmg.[/URL] ====== Created Using Wizards of the Coast D&D Character Builder ====== Sheng Zim, level 4 Human, Sorcerer Build: Chaos Sorcerer Spell Source: Wild Magic FINAL ABILITY SCORES Str 8, Con 15, Dex 16, Int 12, Wis 10, Cha 19. STARTING ABILITY SCORES Str 8, Con 14, Dex 16, Int 12, Wis 10, Cha 16. AC: 15 Fort: 15 Reflex: 16 Will: 19 HP: 42 Surges: 8 Surge Value: 10 TRAINED SKILLS History +8, Arcana +8, Endurance +9, Bluff +11, Intimidate +11 UNTRAINED SKILLS Acrobatics +5, Diplomacy +6, Dungeoneering +2, Heal +2, Insight +2, Nature +2, Perception +2, Religion +3, Stealth +5, Streetwise +6, Thievery +5, Athletics +1 FEATS Human: Arcane Spellfury Level 1: Disciplined Wild Soul Level 2: Armor Proficiency (Leather) Level 4: Arcane Reserves POWERS Bonus At-Will Power: Chaos Bolt Sorcerer at-will 1: Burning Spray Sorcerer at-will 1: Acid Orb Sorcerer encounter 1: Bedeviling Burst Sorcerer daily 1: Chromatic Orb Sorcerer utility 2: Deep Shroud Sorcerer encounter 3: Spectral Claw ITEMS Adventurer's Kit, Cloth Armor (Basic Clothing), Dagger, Tooth of Chaos Dagger +1, Boots of Spider Climbing (heroic tier) ====== Copy to Clipboard and Press the Import Button on the Summary Tab ====== [/sblock] [/QUOTE]
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