Ella Zillskin
A Character in Morgrave High: Passing Marks
“The truth – properly and cunningly applied – will set you free.”
Role: Invoker
Character Archetype: Political Activist
Theme Song: "Shine a Light" by Allison Crowe -[1]
Character Sheet
Languages: Common, Elven
Str 8, Con 11, Dex 10, Int 18, Wis 16, Cha 15.
Religion +10, Intimidate +8, Diplomacy +8, Insight +9, Perception +9, Streetwise +8
Acrobatics +1, Arcana +7, Bluff +3, Dungeoneering +4, Endurance +1, Heal +4, History +5, Nature +4, Stealth +3, Streetwise +3, Thievery +1, Athletics
HP: 25 Surges: 6 Surge value: 6
AC: 15 Fort: 13 Ref: 15 Will: 17
- Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
- Master Trickster: Once per encounter, you can use the wizard cantrip ghost sound as a minor action.
- Reactive Stealth: If you have any cover or concealment when you make an initiative check, you can make a Stealth check.
- Trickster's Cunning: You have a +5 racial bonus to saving throws against illusions.
- Controller: once per encounter as a free action, Ella may extend an effect she caused on an enemy that would end on her turn to extend to the end of her next turn.
Fade Away
Encounter Illusion Immediate Reaction Personal
Trigger: You take damage.
Effect: You are invisible until you attack or until the end of your next turn.
Divine Bolts
At-Will Divine, Implement, Lightning Standard Action Ranged 10
Target: One or two creatures
Attack: +6 vs. Reflex
Hit: 1d6 + 4 lightning damage.
Grasping Shards
At-Will Divine, Implement, Radiant Standard Action Area burst 1 within 10
Target: Each creature in burst
Attack: +6 vs. Fortitude
Hit: 4 radiant damage, and the target is slowed until the end of your next turn.
Astral Terror
Encounter Divine, Fear, Implement, Psychic Standard Action Close burst 3
Target: Each enemy in burst
Attack: +6 vs. Will
Hit: 1d6 + 4 psychic damage, and you push the target 2 squares.
Encouraging Chant
Encounter Divine, Zone Minor Action Close burst 2
Effect: The burst creates a zone of hope that lasts until the end of your next turn. While within the zone, you and any allies gain a +4 power bonus to saving throws.