Set

Light hearted controller of storms

Description:

Set
Level 12 Sorcerer (Striker)
Paragon Path: Essence Mage
Medium Natural Humanoid (Changeling)
Deity: Akadi, Elemental Lord of Air

Initiative +11; Passive Senses Perception 15, Insight 17
HP 81; Bloodied 40
Resistances: Lighting 10, Thunder 10, Fire 7
Healing Surge 20; Surges Per Day 8
AC 23; Fortitude 21, Reflex 24, Will 28
Speed 6; Action Points 1; Benefit Points 0

Alignment Good; Languages Common
Skills: Arcana +13, Athletics +11, Bluff +19, History +11, (Acrobatics) +12, (Insight)+7, (Nature)+7
Feats: Arcane Familiar (Moon Wisp), Superior Implement Training (Resonating Dagger), Implement Expertise (Light Blade), Temptest Magic (+2 damage to lightning and thunder powers, +4 when bloodied), Dual Implement Spellcaster (Add enhancement bonus of off-hand implement to damage rolls), Arcane Admixture (Add additional damage type to one arcane power), Resounding Thunder (Add 1 to the size of blast or burst with thunder keyword), Ritual Caster
Backgrounds: Calimshan (7 Fire Resist, +5 to endurance checks against thirst), Arcane Mercenary, Treasure Hunter, World Walker

Str 11 (+0/+6) Dex 20 (+5/+11) Wis 9 (-1/+5)
Con 14 (+2/+8) Int 11 (+0/+6) Cha 22 (+6/+12)

Possessions: Flowform Cloth Armor +2, Acrobat Boots, Phylactery of Action, Hedge Wizard’s Gloves, Necklace of Fate +3, Rebounding Resonating Dagger +3, Challenge Seeking Resonating Dagger +3, Adventurer’s Kit, Silk Rope (50ft), Reed Pipes, 430 gp, 3000 residuum

Known Rituals:
Arcane Lock, Comprehend Language, Comrade’s Succor, Duplicate, Enchant Magic Item, Endure Elements, Fastidiousness, Last SIght Vision, Make Whole, Purify Water, Raise Dead, Shadow Bridge, Transfer Enchantment, Water’s Gift

Racial Traits: Change Shape (changeling disguise power at-will), Mental Defense (+1 Will), Shapechanger (you have the shapechanger quality), Changeling Trick (Changeling Trick Encouter Power)

Class Features: Spell Source – Storm Magic, Storm Power (Add Dex Mod +2 to damage), Storm Soul (Resist 10 lightning and thunder, ignore 10 points of lightning or thunder resistance of enemies, give up resistances til end of encounter to gain +4 to all defenses TENT as an immediate interrupt), Storm’s Embrace (On a 20 push target 1 square and fly 6 squares), Essential Action (When you spend an action point to take an extra action add +4 to attacks with arcane powers til start of next turn), Energy Essence (+1d6 damage to arcane attack powers that do more than one type of damage)

Basic Attacks
Rebounding Resonating Dagger +3 (standard; at-will) ✦ Weapon + 12 vs. AC; 1d4 + 3 damage.
Energy Strobe (standard; at-will) ✦ Weapon Ranged 10; +16 vs. Reflex; 1d10 + 19 (+24 if thunder, +21 if lightning) damage.

Power Descriptions
At-Will Spells
Changeling DisguiseChangeling Racial Power
At-WillPolymorph
Minor Action Personal
Effect: You alter your physical form to take on the appearance of any Medium humanoid. You retain your statistics in your new form, and your clothing, armor, and possessions do not change. The new form lasts until you change form again. Any creature that attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +5 bonus to your check.

Storm WalkSorcerer Attack 1
At-WillArcane, Implement, Thunder
Standard Action Ranged 10
Target: One Creature
Attack: + 16 vs. Fort
Hit: 1d8 +24 thunder damage.
Effect: Before or after the attack, you shift 1 square.

Energy StrobeSorcerer Attack 1
At-WillArcane, Implement, Varies
Standard action Ranged 10
Target: One creature
Attack: + 16 vs. Ref
Hit: 1d10 +19 damage. (+24 if thunder, +21 if lightning) Roll a d6 to determine the attack’s damage type. You gain resist 5 against the type of damage your attack deals until the end of your next turn.
1. Cold
2. Fire
3. Force
4. Lightning
5. Radiant
6. Thunder
Special: You can use this power as a ranged basic attack.

Encounter Spells

Changeling Trick Changeling Racial Power
Encounter
Minor Action Melee 1
Target: One Creature
Effect: You make a bluff check opposed by the target’s passive Insight. If your check succeeds, you gain combat advantage against the target until the end of your next turn.

Thunder Slam Sorcerer Attack 1
EncounterArcane, Implement, Thunder
Standard Action Ranged 10
Target: One Creature
Attack: + 16 vs. Fort
Hit: 2d10 +24 thunder damage, and you push the target 3 squares.

Spatial Trip Sorcerer Utility 2
EncounterArcane, Teleportation
Move Action Personal
Effect: You teleport a number of squares equal to half your speed.

Swirling Stars Sorcerer Attack 3
EncounterArcane, Cold, Implement, Thunder
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: + 16 vs. Ref
Hit: 2d8 + 24 cold and thunder damage.

Swift Escape Sorcerer Utility 6
EncounterArcane, Teleportation
Immediate Interrupt Personal
Trigger: You are hit by an area or a close attack.
Effect: You teleport 3 squares.

Thunder Bomb Sorcerer Attack 7
EncounterArcane, Implement, Thunder
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: + 16 vs. Fort
Hit: 2d8 + 24 thunder damage, and the target is slowed until the end of your next turn. If the target is in the origin square of the burst, it is immobilized until the end of your next turn.

Narrow Escape Sorcerer Utility 10
EncounterArcane, Teleportation
Immediate Reaction Personal
Trigger: You are hit by an attack
Effect: You take half damage from the attack. You then teleport a number of squares equal to your Charisma modifier (+6) + your Dexterity Modifier (+5).

Essence of Arcane Blood Essence Mage Attack 11
EncounterArcane, Implement, Varies
Standard Action Ranged 20
Target: One Creature
Attack: + 16 vs. Ref
Hit: 3d8 + 19 damage (+21 if lightning, +24 if thunder). Choose two damage types from among acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, and thunder. The attack deals damage of these two types. Until the end of your next turn, you gain combat advantage against all targets of your arcane attacks.

Essence Form Essence Mage Utility 12
EncounterArcane
Minor Action Personal
Effect: You become insubstantial until the end of your next turn. If you hit with an arcane power while you are insubstantial, you gain temporary hit points equal to one half your level + your charisma modifier.

Daily Spells

Howling Tempest Sorcerer Attack 1
DailyArcane, Implement, Thunder, Zone
Standard Action Area burst 1 within 10
Target: Each creature in burst. You can choose not to target a creature in the origin square of the burst (Storm Magic).
Attack: + 16 vs. Fort
Hit: 2d6 + 24 thunder damage, and the target is deafened (save ends). You slide the target a number of squares equal to your Dexterity modifier (+5).
Effect: The burst creates a zone of deafening wind that lasts until the end of your next turn. Each creature that starts its turn within the zone takes thunder damage equal to your charisma modifier (+6). As a move action, you can move the zone 3 squares.
Sustain Minor: The zone persists.

Slaad’s Gambit Sorcerer Attack 5
DailyArcane, Implement, Psychic, Teleportation, Thunder
Immediate Interrupt Ranged 5
Target: The triggering enemy
Attack: + 16 vs. Will
Trigger: An enemy within 5 squares of you hits you
Effect: Before the attack, you teleport your speed.
Hit: 2d10 +24 psychic and thunder damage.
Miss: Half Damage

Howling Hurricane Sorcerer Attack 9
DailyArcane, Implement, Thunder, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: + 16 vs. Fort
Hit: 3d8 + 24 thunder damage, and you slide the target a number of squares equal to your dexterity modifier (+5).
Effect: The burst creates a zone of swirling wind that lasts until the end of your next turn. You slide each creature that starts its turn within the zone 2 squares. As a move action, you can move the zone 6 squares.
Sustain Minor: The zone persists

Magic Items

Rebounding Resonating Dagger +3 Level 12
Weapon: Any Ranged
Enhancement: +3 Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Encounter}: Free Action. Trigger: You attack an enemy with this weapon and miss. Effect: You make a ranged basic attack against a different enemy within 5 squares of that enemy.

Challenge Seeking Resonating Dagger +3 Level 11
Weapon Any melee
Enhancement: +3 attack rolls and damage rolls
Critical: None
Property: You deal 2d6 extra damage when you hit enemies that are at maximum hit points with this weapon.

Flowform Cloth Aromr +2 Level 13
Armor Cloth
Enhancement: +2 AC
Power (Encounter – Augmentable): No Action. Trigger: You’re subjected to an effect that a save can end. Effect: You make a saving throw against the effect. Augment 1: You gain a bonus to the saving throw equal to the armor’s enhancement bonus.

Necklace of Fate +3 Level 12
Item Set: Raiment of the World Spirit
Item Slot: Neck
Enhancement: +3 Fortitude, Reflex, and Will
Power (Encounter): No Action. Trigger: You make a saving throw at a time other than the end of your turn. Effect: You gain an item bonus to that saving throw equal to the necklace’s enhancement bonus.

Acrobat Boots Level 2
Item Slot: Feet
Property: Gain a +1 item bonus to Acrobatics checks.
Power (At-Will}: Minor Action. Stand up from prone.

Hedge Wizard’s Gloves Level 4
Item Slot: Hands
Power (At-Will – Arcane, Conjuration): Standard Action. As the wizard’s mage hand power.
Power (At-Will – Arcane}: Standard Action. As the wizard’s prestidigitation power.

Phylactery of Action Level 3
Item Slot: Arms
Power (Encounter}: No Action. Reroll a saving throw against any effect on you that applies one or more of these conditions: dazed, immobilized, petrified, restrained, or stunned. You must use the new result, even if it is lower.

Current XP: # (Through Session #) Next Level: #

Bio:

Set

The Hidden Jasper