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In the Halls of Undermountain: Kirichi
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=Character Sheet= '''Kirichi''', Level 2<br> Medium Elemental Leader (Arcane)<br> '''Alignment:''' Good<BR> '''Race:''' Genasi Firesoul<BR> * +2 Int, +2 Con * Speed 6 * '''Languages:''' Common, Primordial, Deep Speech * '''Skill Bonus:''' +2 Endurance, +2 Nature * '''Elemental Origins:''' Genasi are considered Elementals for the purposes of effects that relate to * creature origin. * '''Manifestation:''' Every Genasi has an elemental manifestation of their elemental origins. ** '''Fire Soul''' You gain +1 Reflex defense and resist fire 5/10/15 and the firepulse power. ** '''<span style="color:#800000">Fire Pulse</span>''' Gensai Racial Encounter Power (Fire). Immediate Reaction, melee 1, target: the triggering enemy, Attack: Con + 2 vs. Reflex, Trigger: An enemy hits you with a melee attack, Hit 1d6+Con modifier fire damage. '''Class: Artificer'''<BR> <BR> '''Arcane Empowerment''' You begin each day with one empowerment and gain one more for every milestone reached. * '''Impart Energy''' - Recharge the daily power of a magic item. An item can only recharged once per day. * '''Augment Energy''' - The wielder of an augmented item can expend the empowerment of an implement or weapon to gain a +2 bonus on an attack roll. An implement or weapon can only be empowered once per day in this way. '''Arcane Rejuvenation''' Whenever one of your allies uses a magic item daily power the ally gains Temporary Hit Points equal to 1/2 your level + 4. Currently 5. '''<span style="color:#800000">Healing Infusion</span>''' - At the start of each day you create two infusions. You may have two created at any time. To create a replacement requires a short rest and a healing surge from you or an ally. Healing infusions may be expended as a minor action for one of the the two mixtures. * '''<span style="color:#800000">Resistive Formula</span>''' - Close Burst 5, Arcane, You or One Ally, Target gains +1 power bonus to AC until the end of the encounter and you expend an infusion. The target can end the bonus as a free actino to gain temporary hit points equal to its healing surge value +4. For the duration of this effect the target gains Resistance to Fire 5. * '''<span style="color:#800000">Curative Admixture</span>''' - Close Burst 5, Arcane, Healing, You or one ally in burst, Target regains hit points equal to its healing surge value +1 and you expend an infusion. '''Theme: ''' Order Adept * '''Level 1 Feature: <span style="color:#800000">Argent Rain</span>''', Encounter Standard Action Attack, Arcane, Fire, Implement, Zone, Area Burst 1 within 10 squares, each creature in burst, primary ability vs. Reflex (+6). Hit: 1d10+Primary Ability fire damage(+4). Effect: Creates a zone that lasts until the start of your next turn. Any creature that enters the zone or ends its turn there takes 5 fire damage. A creature can only take this damage once per turn. '''Background''' - Noble of Wa (Reskinned High Imaskar) - May re-roll Arcane checks but must take the second result. '''Ability Scores'''<BR> Str 12(+1), Dex 10 (+0), Con 18 (+4), Int 18(+4), Wis 12(+1), Cha 8(-1) '''Maximum Hit Points:''' 35, Bloddied value 17, Surge value 8. '''Surges/day:''' 10<BR> '''AC''' 17, '''Fort 17''', '''Ref''' 17, '''Will''', 14, '''Init''' +3<BR> '''Trained Skills:'''<BR> Arcana +10, Dungeoneering +7, Heal +7, History +10, Perception +9 '''Untrained Skills:'''<BR> Acrobatics +1, Athletics +2, Bluff +0, Diplomacy +0, Endurance +6, Insight +1, Intimidate +0, Nature +6, Religion +5, Stealth +1, Streetwise +0, Thievery +1 '''Powers:'''<BR> Basic Calculations: Int Arcane attack, Weapon: +4 (Int),+1 (White Lotus) +2 Spear/+3 Dagger + 1 1/2 Level=+9/+10<BR> Melee Basic Attack: +5 Spear/+6 Dagger vs. AC: 1d6+1/1d4+1<BR> Ranged Attack: +4 Spear/+5 Dagger vs. AC: 1d6/1d4<BR> '''<span style="color:#008000">At-Will'''</span> * '''<span style="color:#008000">Magic Weapon</span>''' Standard, Acrane, Weapon, melee or ranaged, One Creature, +9/+10 vs. AC, Hit: 1d6/1d4 + 4 damage and each adjacent ally gains +1 power bonus to attack rolls and +4 power bonus to damage until the end of your next turn. * '''<span style="color:#008000">Thundering Armor</span>''' Standard, Arcane Implement, Thunder, Close burst 10, You or one ally in burst, +6 vs. Fort, The primary target gains +1 power bonus to AC until the end of your next turn. Make an attack. Secondary Target(One Creature Adjacent to Target): +6 vs. Fort, Hit: 1d8+4 thunder damage and you push the secondary target 1 square away from primary target. <BR> <BR> '''<span style="color:#800000">Encounter'''</span><BR> * '''<span style="color:#800000">Burning Weapons</span>'''<BR> Standard Arcane Fire Weapons Melee or Ranged, One creature, +8/+9 vs. AC,Hit: 1d6/4 +4 fire. Until the end of your next turn, you and any ally within 2 squares of you deals extra +4 fire damage with weapon and fire attacks. <BR> * '''<span style="color:#800000">Arcane Mutterings</span>'''<BR> Free Action. Trigger - You would make a Bluff, Diplomacy or Intimidate check. You may make an Arcana check in place of the check. <BR> <BR> '''<span style="color:#808080">Daily</span>'''<BR> * '''<span style="color:#808080">Punishing Eye</span>''' Standard Arcane, Conjuration, Implement, Psychic Ranged 5, Effect: An eye is conjured in a squared within range which lasts until the end of the encounter. Enemies within 3 squares of the eye do not benefit from concealment and when an ally attacks an enemy within 3 squares of the eye and hits that enemy takes 4 points of psychic damage. You can move the eye 3 squares as a move action. '''Feats:''' * Level 1 - '''White Lotus Dueling Expertise''' - +1 feat bonus to attack rolls of arcane powers and basic attacks that you make with any weapon or implement that you are proficient with. Gain proficiency with '''orbs'''. * (Bonus) '''Improved Defenses''' - +1 to NADs. * (Bonus) '''Wasteland Wanderer''' - +2 to Nature, Perception and Initiative. * Level 2 - '''Elemental Infusion''' - Resistive Formula grants Resist: Fire(5) for the duration of the effect. '''Rituals:''' Brew Potion, Make Whole, Disenchant Magic Item (Requires no components), Enchant Magic Item.<BR> '''Languages:''' Common, Deep Speech, Primodial. '''Kit''': Adventurer's Kit, Backpack, Bedroll, Bell and Whistle, Belt Pouch, Bottle of Wine, Candle (3), Chalk and Slate, Climber's Kit, Fire Kit, Flask (3), Flint and Steel, Gambler's Gear (Go/Pao Shou), Bull's-Eye Lantern (2 pints oil), Sunrod (2), Torch (2), Leather Armor, Widow's Knife (Light Blade, +3 prof, 1d4 damage, Light Thrown (5/10), Off-hand), Short Spear (2)(Spear, +2 prof, 1d6, Small, Off-Hand, Light Thrown (5/10)) Cash: 105 gp
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