Post by direwolf85 on Jan 14, 2010 23:20:25 GMT 8
Tony, level 1
Human, Sorcerer
Build: Storm Sorcerer
Spell Source: Storm Magic
Background:
Geography – Urban
Birth – Blessed
Arcane Mercenary
Occupation - Bounty Hunter (+2 to Diplomacy)
___________________________________________________________________________________
FINAL ABILITY SCORES
Str 11, Con 10, Dex 14, Int 10, Wis 8, Cha 20.
STARTING ABILITY SCORES
Str 11, Con 10, Dex 14, Int 10, Wis 8, Cha 18.
___________________________________________________________________________________
AC: 12 (13) /18 (19)
Fort: 11
Reflex: 13
Will: 18
HP: 22 Surges: 6 Surge Value: 5
Speed: 7
Initiative: 2 (3)
Passive Insight: 9
Passive Perception: 9
Basic Melee: +2 attk
Basic Ranged: +20 attk (Charisma)
__________________________________________________________________________________
Dungeoneering +4
Arcana +5
Intimidate +10
Diplomacy +12
Bluff +10
Acrobatics +2
Endurance 0
Heal -1
History 0
Insight -1
Nature -1
Perception -1 (4)
Religion 0
Stealth +2
Streetwise +5
Thievery +2
Athletics 0
__________________________________________________________________________________
FEATS
Human: Ritual Caster
Level 1: Arcane Spellfury
__________________________________________________________________________________
POWERS
Bonus At-Will Power: Lightning Strike
Sorcerer at-will 1: Storm Walk
Sorcerer at-will 1: Acid Orb
Sorcerer encounter 1: Thunder Slam
Sorcerer daily 1: Chromatic Orb
__________________________________________________________________________________
Head Gear: Vision Circlet +5 Perception
Body: Embedded Orb
Arms: Lortek Gauntlet +1AC
Hands (Main): -
(Offhand): -
Feet: Duty Boots : Speed +1; Init+1
Combat Kit:
- 2 x Flashbangs
- 1 x Stimpak
- 5 x Wardstones
__________________________________________________________________________________
MARK I
Shapeshifting ORB (Implement)
Default form: Chest embedded Orb
DM bonus: serves as plate armour when activated with no penalties.
Putting on the armour is considered a minor action.
Armour cannot be removed unless willed so by the user.
Weapon [Implement]
-Orb
-1 handed (per fist)
-Level 1
- -2 to attack rolls when not recharged
- recharge after 8 hours of operation/ 2 encounters
Disabilities:
The armour while a juggernaut that augments the user’s physical prowess and agility, runs on the stored mana supply in the orb.
It help the user in a maximum of 2 encounters in a day (8 hours of operation). After which, the armour has to be dislodged and rendered ‘stunned’ for a turn.
The user will have to free himself from the armour. Should he decide to user the armour beyond 2 encounters, the armour will remain in a 'weakened' state until the orb is recharged.
The orb can be recharged to its original mana/battery life should the user spend one healing surge after an encounter.
__________________________________________________________________________________
SYSTEMS DAMAGE CONTROL
When an enemy deals a killing blow to the user in the armour, a d6 has to be rolled. The die roll will decide if the blow was a critical one that has damaged or interrupted the sophisticated internal circuitry of the custom armour which may impair the armour severely in future encounters or may just require a simple boot up of the system.
D6 Result
1 Immobilized
2 Dazed
3 Slowed
4 Restrained
5 Stunned
6 Unconscious ( a recovery from this
effect will result in a permanent
slowed until the end of the encounter
should the user still be putting on the
armour.)
__________________________________________________________________________________
Human, Sorcerer
Build: Storm Sorcerer
Spell Source: Storm Magic
Background:
Geography – Urban
Birth – Blessed
Arcane Mercenary
Occupation - Bounty Hunter (+2 to Diplomacy)
___________________________________________________________________________________
FINAL ABILITY SCORES
Str 11, Con 10, Dex 14, Int 10, Wis 8, Cha 20.
STARTING ABILITY SCORES
Str 11, Con 10, Dex 14, Int 10, Wis 8, Cha 18.
___________________________________________________________________________________
AC: 12 (13) /18 (19)
Fort: 11
Reflex: 13
Will: 18
HP: 22 Surges: 6 Surge Value: 5
Speed: 7
Initiative: 2 (3)
Passive Insight: 9
Passive Perception: 9
Basic Melee: +2 attk
Basic Ranged: +20 attk (Charisma)
__________________________________________________________________________________
Dungeoneering +4
Arcana +5
Intimidate +10
Diplomacy +12
Bluff +10
Acrobatics +2
Endurance 0
Heal -1
History 0
Insight -1
Nature -1
Perception -1 (4)
Religion 0
Stealth +2
Streetwise +5
Thievery +2
Athletics 0
__________________________________________________________________________________
FEATS
Human: Ritual Caster
Level 1: Arcane Spellfury
__________________________________________________________________________________
POWERS
Bonus At-Will Power: Lightning Strike
Sorcerer at-will 1: Storm Walk
Sorcerer at-will 1: Acid Orb
Sorcerer encounter 1: Thunder Slam
Sorcerer daily 1: Chromatic Orb
__________________________________________________________________________________
Head Gear: Vision Circlet +5 Perception
Body: Embedded Orb
Arms: Lortek Gauntlet +1AC
Hands (Main): -
(Offhand): -
Feet: Duty Boots : Speed +1; Init+1
Combat Kit:
- 2 x Flashbangs
- 1 x Stimpak
- 5 x Wardstones
__________________________________________________________________________________
MARK I
Shapeshifting ORB (Implement)
Default form: Chest embedded Orb
DM bonus: serves as plate armour when activated with no penalties.
Putting on the armour is considered a minor action.
Armour cannot be removed unless willed so by the user.
Weapon [Implement]
-Orb
-1 handed (per fist)
-Level 1
- -2 to attack rolls when not recharged
- recharge after 8 hours of operation/ 2 encounters
Disabilities:
The armour while a juggernaut that augments the user’s physical prowess and agility, runs on the stored mana supply in the orb.
It help the user in a maximum of 2 encounters in a day (8 hours of operation). After which, the armour has to be dislodged and rendered ‘stunned’ for a turn.
The user will have to free himself from the armour. Should he decide to user the armour beyond 2 encounters, the armour will remain in a 'weakened' state until the orb is recharged.
The orb can be recharged to its original mana/battery life should the user spend one healing surge after an encounter.
__________________________________________________________________________________
SYSTEMS DAMAGE CONTROL
When an enemy deals a killing blow to the user in the armour, a d6 has to be rolled. The die roll will decide if the blow was a critical one that has damaged or interrupted the sophisticated internal circuitry of the custom armour which may impair the armour severely in future encounters or may just require a simple boot up of the system.
D6 Result
1 Immobilized
2 Dazed
3 Slowed
4 Restrained
5 Stunned
6 Unconscious ( a recovery from this
effect will result in a permanent
slowed until the end of the encounter
should the user still be putting on the
armour.)
__________________________________________________________________________________