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Summary Edit

Dorn Player nerdytenor
Half-Orc Sorcerer (Unaligned) Level 13 (XP 40669)
Initiative +14
Passive Insight 15 Passive Perception 15; Senses Low-light
HP 93 Bloodied 46 Surge Value 23; Surges Per-Day 7
AC 26 Fortitude 24 Reflex 24 Will 27
Speed 7 Size Medium
Str 13 (+7) Dex 21 (+11) Wis 9 (+5)
Con 11 (+6) Int 11 (+6) Cha 21 (+11)
Racial Abilities +2 Str/Dex, +2 Endurance/Intimidate, Half-Orc Resilience, Furious Assault, Swift Charge
Class Features Wild Magic
Battack Basic Attack +3 Jagged Dagger +14 vs AC; 1d4+4 damage
Branged Ranged Basic Attack See Acid Orb
Feats Thirst for Battle, Unarmored Agility, Superior Implement Training, Toughness, Dual Implement Spellcaster, Great Fortitude, Arcane Reach, Seize the Moment
Skills Arcana +11, Bluff +16, Endurance +13, Nature +10
Languages Common, Giant
Powers
Acid Orb (At Will Standard Ranged 20 ✦ Arcane, Implement, Acid)
Target: One Creature
Attack: +16 vs. Reflex
Hit: 1d10+19 acid damage.
Special: This power can be used as a ranged basic attack.
Burning Spray (At Will Standard Close Blast 3 ✦ Arcane, Fire, Implement)
Target: Each creature in blast
Attack: +16 vs. Ref
Hit: 1d8+17 fire damage.
Furious Assault (Encounter No Action Personal )
Target: Personal
Trigger: You hit an enemy.
Effect: The attack deals 1[W] extra damage if it's a weapon attack or 1d8 extra damage if it isn't
Half-Orc Resilience (Encounter No Action Personal )
Target: Personal
Trigger: You are bloodied the first time in an encounter
Effect: You gain 10 temporary hp
Bedeviling Burst (Encounter Standard Close Burst 3 ✦ Arcane, Implement, Psychic)
Target: One or two creatures in burst
Attack: +16 vs. Will
Hit: 1d10+17 psychic damage, and you push the target 5 squares. If you rolled an even number, you slide the target instead of pushing it.
Primordial Storm (Encounter Standard Area Burst 1 within 10 ✦ Arcane, Cold, Fire, Lightning, Thunder, Implement)
Target: Each creature in burst
Attack: +16 vs. Reflex
Hit: 2d6+17 lightning and thunder damage. At the start of its next turn, target takes 5 cold and fire damage. On an even roll, target takes 10 cold and fire damage instead of 5. On an odd roll, target is also slowed TENT.
Spark Form (Encounter Standard Melee 1 ✦ Arcane, Lightning, Implement)
Target: One Creature
Attack: +16 vs. Reflex
Hit: 1d6+17 lightning damage
Effect: Dorn shifts 9 squares. During the shift, he can move through enemies' spaces. When leaving an enemy's space, Dorn can make the following attack against that creature, but only once for each use of this power.
Demon-Soul Bolts (Encounter Standard Ranged 10 ✦ Arcane, Thunder, Implement)
Target: One Creature
Attack: +16 vs. Fortitude
Hit: 1d8+17 thunder damage, and slide the target 1 square.
Effect: Make the attack two more times against the same target or different ones.
Narrow Escape (Encounter Immediate Reaction ✦ Arcane, Teleportation)
Trigger: Dorn is hit by an attack
Effect: Dorn takes half damage, and then teleports 10 squares.
Variable Resistance (Encounter Minor )
Effect: Dorn changes his Wild Soul until the end of the encounter, choosing one of the ten options listed in the Wild Soul table.
Lightning Shift (Encounter Move Personal ✦ Arcane)
Effect: Dorn shifts his speed, ignoring difficult terrain.
Chromatic Orb (Daily Standard Ranged 10 ✦ Arcane, Implement, Varies)
Target: One creature
Attack: +16 vs. Reflex
Hit: 3d10+17 cold damage. Roll a d6 to determine damage and effect. 1 - Yellow - radiant damage, target dazed (save ends). 2 - Red - fire damage, and each creature adjacent to target takes 5 fire damage. 3 - Green - poison damage, ongoing 5 poison (save ends). 4 - Turquoise - lightning damage, slide the target 5 squares. 5 - Blue - cold damage, target immobilized (save ends). 6 - Psychic damage, target takes a -2 penalty to AC (save ends).
Miss: 1d10+12 damage. Roll a d6 to determine damage and effect as above.
Moon and the Stars (Daily Standard Ranged 10 ✦ Arcane, Implement, Varies)
Target: One or two creatures
Attack: +16 vs. Reflex
Hit: 3d6+17 modifier cold or radiant damage. If cold chosen, target is slowed and can't shift (save ends). If radiant chosen, Dorn may spend one healing surge (even if both targets hit).
Miss: Half damage (Dorn chooses cold or radiant)
Winds of Change (Daily Standard Close Burst 3 ✦ Arcane, Implement)
Target: Each enemy in burst
Attack: +16 vs. Fortitude
Hit: 3d8+17 damage, and push the target 3 squares.
Miss: Half damage, and push the target 1 square.
Effect: Until the end of Dorn's next turn, he has a fly speed equal to his speed and can hover.
Deep Shroud (Daily Minor Personal ✦ Arcane)
Effect: You create a shroud of supernatural shadow around you. Until the end of your next turn, the space you occupy and each square adjacent to you are heavily obscure
Sustain: Minor
Demonic Wrath (Daily Minor Personal ✦ Arcane)
Effect: Until the end of the encounter, while bloodied, Dorn's arcane attacks deal an extra 1d6 damage.
Jagged Dagger +3 ({{{Frequency}}} {{{ActionType}}} ) Magic Item
Effect: This dagger scores a critical hit on 19 or 20.
Luckblade Dagger +2 (Daily Free ) Magic Item
Trigger: Dorn makes an attack roll with this weapon and doesn't like the result.
Effect: Reroll the triggering attack roll and use the second result, even if it’s lower.
Fey Blessed Circlet ({{{Frequency}}} {{{ActionType}}} ) Magic Item
Effect: At the start of each encounter, Dorn gains 5 tmp hp
Diamond Cincture (heroic) ({{{Frequency}}} {{{ActionType}}} ) Magic Item
Effect: The belt holds one diamond at the end of every extended rest. When the diamond is present, Dorn gains a +1 item bonus to fortitude. Dorn can expend the diamond as a minor action to spend a healing surge.
Gambit Armor +3 (Daily Minor ✦ Stance) Magic Item
Effect: Until the stance ends, Dorn has combat advantage against everyone he attacks and everyone has combat advantage against Dorn.
Gambit Armor +3 ({{{Frequency}}} {{{ActionType}}} ) Magic Item
Effect: When an enemy crits Dorn, Dorn can crit that enemy on a roll of 17-20 TENT
Periapt of Cascading Health +3 (Encounter Minor ) Magic Item
Effect: Dorn ends one condition that a save can end
Antipathy Gloves ({{{Frequency}}} {{{ActionType}}} ) Magic Item
Effect: An enemy must spend an extra square of movement to move adjacent to Dorn (push/pull/slide ignores this effect)
Antipathy Gloves (Daily Standard ) Magic Item
Effect: Dorn attacks ranged 10 +13 vs Ref; on hit, target restrained (save ends)


Fluff Edit

Background Edit

Dorn's earliest memories invariably include images of a frowning mother and father. Why couldn't Dorn be like the other Half-Orc children in his small tribe? Dorn grew up in a group of proud warriors and fierce hunters. Very nimble, Dorn's relative lack of strength wouldn't have been a problem had he shown any interest at all in the ways of the bow or the dagger.

The painful truth was that Dorn, despite his heritage and despite the efforts of his parents and tribe, was not a warrior. His playmates teased and bullied him mercilessly for it. His shy and reasonable manner only egged them on the more.

Around the time Dorn reached the age of puberty, he awoke to find his hair had changed color from its typical brown to red. Not 'red' as humans describe red hair. We're talking the-molten-core-of-a-thousand-suns red. At first, Dorn was convinced this was yet another prank by one of his peers. But when he finally emerged from his hut to face the world, the looks on the others' faces seemed to show genuine surprise, and then great amusement.

They began to surround Dorn, teasing and poking as they were wont to do. When the first young Half-Orc laid hands on him, a blast of red flame surged from Dorn, burning his assailant. The group of children dispersed, yelling. Dorn was whisked away by the tribe elders shortly thereafter, and the head of the tribe pronounced him 'possessed' by magic. His parents, although none too pleased, felt some relief at receiving this official confirmation that their son was not normal.

As the days passed, Dorn's hair color changed in a different way each day. Icy-blue, black as death, white as a cloud - each change in his hair also produced changes in his mood, and strange magical happenings. His peers stopped teasing him altogether, fearful of his power, and Dorn enjoyed his new found respect, even if it did not earn him any friends.

When Dorn reached the age of maturity, the tribe did not know what to do with him. Unschooled in magic and uncomfortable having such a volatile and unpredictable one in their midst, they were greatly relieved when Dorn expressed his desire to see the world.

Dorn is on a mission to find his true place, to seek adventure, and to learn to harness his power. While he would never admit it, he also seeks acceptance, and a measure of true friendship.

Appearance and personality Edit

Age: 18
Gender: Male
Height: 5'9"
Weight: 160lb.
Alignment: Unaligned
Hair Color: Varies, depending on the whim of the elements Personality: Dorn is a bit of a drama queen, and enjoys reveling in (and greatly exaggerating) the changes wrought by chaotic magic to his appearance and mood. He is young and enthusiastic, and is thrilled to be in a city filled with citizens of various races and professions. He is unusually kind for a Half-Orc, and greatly values common decency and respect.

Show Math Edit

Ability Scores Edit

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 0 11 2 0 13 1
Con 0 11 0 0 11 0
Dex 9 17 2 2 21 5
Int 0 11 0 0 11 0
Wis 0 9 0 0 9 -1
Cha 16 19 0 2 21 5
Totals 25   10



Attacks Edit

Basic Attacks
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Basic Melee

1

str 001Versatile expertise6Jagged Dagger +30614AC
Basic Ranged

5

dex001Versatile expertise6Jagged Dagger +306180


Defenses Edit

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +5/+0 dex/int 0 +2 Unarmored Agility +3 Gambit Armor +3 (Githweave) 0 6 26
Fortitude+1/+0str/con00+3Great Fortitude+4Periapt of Cascading Health +3, Diamond Cincture6 24
Reflex+5/+0dex/int00 +3Periapt of Cascading Health +36 24
Will-1/+5wis/cha20 +4Periapt of Cascading Health +3, Githweave6 27


Saving Throw Bonuses none

Senses and Reactions Edit

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 5 0 0 0 3 Thirst for Battle 0 0 6 0 14
Passive Insight -1 0 0 0 0 0 0 0 6 0 15
Passive Perception -1 0 0 0 0 0 0 0 6 0 15


Health Edit

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherSurge Value BonusTotalBloodiedSurge
Hit Points 12 11 5 0 10 Toughness 0 0 93 46 23


Surges per Day 7 (Class 6 + Con 0 + Thirst for Battle 1)

Speed and Movement Edit

Speed: 7 (Race 6 - Equipment 1)

Racial Features Edit

  • Size: Medium
  • Speed: 6
  • Vision: Low-light
  • Languages: Common, Giant
  • +2 Str & Dex
  • Skill Bonuses: +2 Endurance, +2 Intimidate
  • Swift Charge - +2 speed when charging
  • Half-Orc Resilience - listed as encounter power
  • Furious Assault - listed as encounter power

Class Features Edit

  • +2 Will
  • Wild Magic
  • Chaos Burst - first attack roll determines a benefit in that round. If even, +1 AC until start of next turn. If odd, make a saving throw
  • Chaos Power - bonus to arcane power damage rolls equal to dex modifier (included in power listing)
  • Unfettered power - when rolling natural 20 on arcane attack power, slide the target one square and knock prone after applying the attack's other effects. When rolling natural 1, must push each creature within 5 squares 1 square.
  • Wild Soul - when finishing an extended rest, roll 1d10 to determine a damage type. Gain resist 10 to that damage type, and ignore enemy resistances of that damage type up to 10. 1=acid, 2=cold, 3=fire, 4=force, 5=lightning, 6=necrotic, 7=poison, 8=psychic, 9=radiant, 10=thunder

Demonskin Adept Paragon Path Edit

  • Demon Fury - When taking an action point, Dorn and all allies gain +3 to attack rolls TSNT - enemies get +3 against Dorn.
  • Variable Resistance - Change Wild Soul once per encounter as a minor action

Feats Edit

  • Thirst for Battle [1st] - +3 feat bonus to initiative and one bonus surge.
  • Unarmored Agility [2nd]- +2 feat bonus to AC while wearing cloth or no armor
  • Superior Implement Training (Accurate Dagger)[4th]
  • Toughness [6th] +5 hp per tier
  • Dual Implement Spellcaster [8th] When you use an arcane attack power and you are wielding a magic implement in each hand, you can add the off-hand implement’s enhancement bonus to damage rolls. Both of your implements must be usable with this power, and you must be capable of wielding both implements, to gain this benefit.
  • Great Fortitude [10th] - +2, +3, +4 feat bonus to fort at heroic, paragon, epic
  • Arcane Reach [11th] - When using a close arcane attack power, Dorn can choose a square within 2 as the origin
  • Seize the Moment [12th] On surprise rounds and the first regular round, Dorn gains Combat Advantage against enemies with a lower initiative roll

Skills and Languages Edit

Languages Common, Giant


Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics5dex611
Arcana 5 0 int 6 11
Athletics01str67
Bluff55cha616
Diplomacy5cha611
Dungeoneering-1wis65
Endurance50con2613
Heal-1wis65
History0int66
Insight-1wis65
Intimidate5cha2613
Nature5-1wis610
Perception-1wis65
Religion0int66
Stealth5dex611
Streetwise5cha611
Thievery5dex611



Powers Edit

Powers KnownEdit

    Sorcerer
  • At-Will - 1st Level
    • Storm Walk
    • Burning Spray
  • Encounter - 1st Level
    • Bedeviling Burst
  • Daily - 1st Level
    • Chromatic Orb
  • Utility - 2nd level
    • Deep Shroud
  • Encounter - 3rd level
    • [Replaced at lvl 13] Ice Dragon's Teeth
  • Daily - 5th level
    • Moon and the Stars
  • Utility - 6th level
    • Lightning Shift
  • Enounter - 7th level
    • Spark Form
  • Daily- 9th level
    • Winds of Change
  • Utility- 10th level
    • Narrow Escape
  • Encounter- 11th level (Paragon Path)
    • Demon-Soul bolts
  • Encounter- 12th level (Paragon Path)
    • Demonic Wrath
  • Encounter- 13th level
    • Primordial Storm

Powers to Hit Edit

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Acid Orb +5 Cha +1 Versatile expertise +4 Accurate Jagged Dagger +3 0 0 +6 16 Reflex
Burning Spray +5 Cha +1 Versatile expertise +4 Accurate Jagged Dagger +3 0 0 +6 16 Reflex
Bedeviling Burst +5 Cha +1 Versatile expertise +4 Accurate Jagged Dagger +3 0 0 +6 16 Will
Chromatic Orb +5 Cha +1 Versatile expertise +4 Accurate Jagged Dagger +3 0 0 +6 16 Reflex
Primordial Storm +5 Cha +1 Versatile expertise +4 Accurate Jagged Dagger +3 0 0 +6 16 Reflex
Moon and the Stars +5 Cha +1 Versatile expertise +4 Accurate Jagged Dagger +3 0 0 +6 16 Reflex
Spark Form +5 Cha +1 Versatile expertise +4 Accurate Jagged Dagger +3 0 0 +6 16 Reflex
Winds of Change +5 Cha +1 Versatile expertise +4 Accurate Jagged Dagger +3 0 0 +6 16 Fortitude
Demon-Soul Bolts +5 Cha +1 Versatile expertise +4 Accurate Jagged Dagger +3 0 0 +6 16 Fortitude


Werebat Boon Edit

(Boon gained in Tale of Two Domains adventure)

Always Active Benefit:You gain combat advantage against any enemy flanked by your allies. (remember enemies granting combat advantage does not necessarily mean they are being flanked) You gain 5 vulnerability to cold iron. *DM note: Generally this will not come into play*


At-will power Body of the Bat At-Will * Polymorph, Primal, Shadow Standard Action Personal

Effect:You change your form to the form of a tiny bat raven or vice versa.

When in bat form you retain your normal game statics but cannot attack, you have fly speed equal to 1/2 your speed and gain blindsight 5. You also gain a +10 to bluff checks to pose as a bat while in bat form. You cannot speak any languages you know, but you can communicate with bats (remember that some may have animal intelligence). You continue to gain benefit from your equipment, except item powers and shields, but you cannot access any objects in containers or remove any equipment as it becomes part of you. You cannot use any of your weapons or implements (but still retain the passive bonuses.) You drop anything you were holding (besides shields, weapons or implements).

Special:You can only use this once per round. Using any other power with the Polymorph keyword ends this power.

Daily Power: Soul of the Bat Daily * Polymorph, Primal, Shadow Minor Action Personal

Effect:You change into a hybrid bat/(your race) form until the end of the encounter. You can communicate with bats (remember that some may have animal intelligence). You retain all equipment, armor and weapons and can use them normally. You also gain flight equal to your speed and blindsight 5.

You gain proficiency with your bite attack while in hybrid form. It deals 1d6 damage with a +3 proficiency and an enhancement bonus based on your primary weapon.

You can end hybrid form as a minor action. Using any other power with the Polymorph keyword ends this power.

Equipment Edit

Equipment Name Price Weight
Standard Adventurer's Kit 15gp 33lbs
Gambit Armor +3 (Githweave) - Property - if someone Crits Dorn, he can score a crit on them with a roll of 17-20 on his next attack against them before ENT. 17000gp
Jagged Dagger +3 (ongoing 10(se) on critical, crit on 19/20) 13000gp 1 lb
Luckblade Dagger +2 (+2d8 on critical) 3400gp 1 lb
Bracers of the Perfect Shot (+2 damage ranged basic) 680gp
Glowstone 200gp
Antipath Gloves 5000gp
Fey Blessed Circlet (lvl 8) 3400gp
Daggers (2) 2gp 2lbs
Boots of Striding - property - +1 item bonus to speed 4200gp

Periapt of Cascading Health (+3 fort, ref, will)

840gp
Potion of Healing x2 100 gp
1262gp

Wishlist Edit

  • Lvl 14 - Incendiary Ring of Fireblazing
  • Lvl 14 - Medallion of the Mind
  • Lvl 15 - Ring of Shadow Travel

Tracking Edit

Treasure Edit

XP Edit

Total XP: 40,669

Changes Edit

10/28-10/29

  • Added xp awards
  • Added loot (dagger/gold/potion)
  • level up to 2 (updated to-hit, damage, defenses, and skills in light of new level and equipment, new feat, new power)
  • purchase leather armor
  • Retrain (new source Arcane Power) Chaos Bolt -> Lightning Strike
  • Retrain (standard) Chromatic Orb -> Ice Javelins

10/30

  • Two minor fixes per first judge's comments

2/10/10

  • Moving up to level 3
  • Retrain (standard) Arcane Spellfury -> Thirst for Battle
  • Added level 3 encounter power Ice Dragon's Teeth
  • Incremented hps, surges, surge value, and level
  • Added 1709 xp, 1 267gp gem, and repulsion leather armor +1

8/31/10

  • Moving up to level 5
  • +1 to Dex and Cha
  • Added Versatile expertise feat
  • Incremented hps, surge value, level, skills, attack bonuses
  • Added feat Arcane Fury
  • Added power Moon and the Stars
  • Added 2438xp
  • Removed Potion of Healing (used in adventure)
  • Bought two Potion of Healing for 100gp total
  • Retrain Lightning Strike -> Storm Walk

2/21/11

  • Moving up to level 6
  • Incremented hps, surge value, level, skills, attack bonuses
  • Added feat Toughness
  • Added power Chaotic Defense

3/26/11

  • Updated xp, treasure
  • Moving up to level 7
  • Incremented hps
  • Added power Spark Form

4/25/11

  • Updated xp, treasure
  • Added feat Dual Implement Spellcaster
  • Moving up to level 8
  • +1 Charisma, +1 Dex
  • Incremented to-hit, damage, defenses, hps
  • Retrain Storm Walk -> Acid Orb
  • Retrain Leather Armor Proficiency -> Unarmored Agility

8/5/2011

  • add 5329 xp
  • add 4051 time gp
  • add diamond cincture
  • add staggering blast
  • and narrow escape
  • add great fortitude
  • adjust hps, to hit, skills, defenses
  • retrain ice javelins -> chromatic orb

8/12/2011

  • added Jagged Dagger +3 (unequip necrotic dagger +1, keep +2 luckblade offhand) -> +1 to hit, +2 damage

10/05/2011

  • Add 6190 xp
  • Add 6,401 gold
  • add and equip gambit armor +3 (githweave)
  • sell old dagger, old armor
  • Level up to 11 (hps, damage, etc. etc.)
  • Add paragon path and associated powers
  • Add Arcane Reach feat
  • Add armor power and property
  • Retrain Arcane Fury -> Sorcerous Blade Channeling
  • Retrain Staggering Blast -> Winds of Change

2/27/2012

  • Add xp, gold from [4]
  • Go shopping (see treasure tracking)
  • Level up to 13 (stats, hps, etc. etc.)
  • retrain sorcerous blade channel -> superior implement proficiency (accurate dagger)
  • Add feat Seize the Moment
  • add new power Demonic Wrath (from paragon path)
  • add new power primordial storm, replacing ice dragon's teeth
  • retrain chaotic defense -> lightning shift
  • Add werebat boon [5]


Judge Comments Edit

Approval 1 Edit

Well, I've look you over and over and loaded you into the character builder to check math, and the only thing I can comment on is your lacking a Background, and that's optional.

I approve Dorn for level 1 DarwinofMind 23:46, 20 June 2009 (UTC)

Approval 2 Edit

comments from covaithe:

  • probably worth putting Intimidate +6 in the summary, since it involves a racial bonus.
  • Furious assault is technically a free action, not no action. I'm not sure this ever makes any difference, but it might someday.
  • cloth armor is just clothing; we don't traditionally make people pay for that. So you can have 1g back if you want.

Nothing serious there, so I approve Dorn for level 1.

Level 2 Edit

Approval 1 Edit

Comments:

Summary:

  • Feats - missing level 2 feat from summary
  • Bedeviling Burst - please remove the dex modifier wording, just leave the bonus

Minor things though so:

Approved by renau1g

Approval 2 Edit

Approval from TwoHeadsBarking:

  • Summary: You should remove the "Wild Magic-" from Bedeviling Burst, although leave what comes after.

Approved.


Level 3 Edit

Approval 1 Edit

Approved by renau1g

Approval 2 Edit

Approval from TwoHeadsBarking:

That was easy. Approved.


Level 5 Edit

Approval 1 Edit

Approval from TwoHeadsBarking:

Approved.

Approval 2 Edit

Approval from Llama_Bill:

Approved.

Level 8 Edit

Approval 1 Edit

Approval from renau1g


Status Edit

Approved for level 5 with 5697 xp by Llama_Bill and TwoHeadsBarking.

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