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SummaryEdit

Elkrysn Player Goldendice
Drow Sorcerer [Multiclass Assassin] (Unaligned) Level 1 (XP 0)
Initiative +4
Passive Insight 9 Passive Perception 9; Senses Darkvision
HP 22 Bloodied 11 Surge Value 5; Surges Per-Day 6
AC 14 (15 until start of next turn if 1st attack roll on a turn is even) Fortitude 10 Reflex 14 Will 17
Resist 5/varies (see Wild Soul)
Speed 6 Size Medium
Str 10 (+0) Dex 18 (+4) Wis 8 (-1)
Con 10 (+0) Int 10 (+0) Cha 20 (+5)
Racial Abilities Trance (Drow), Lolthtouched, Fey Origin
Class Features Spell Source: Wild Magic, Chaos Burst, Unfettered Power, Wild Soul, Armor Proficiency (Cloth), Implements Proficiency (Daggers, Staffs), Weapon Proficiency (Simple melee, Simple ranged)
Battack Basic Attack Dagger: +3 vs AC, 1d4 damage
Branged Ranged Basic Attack Dagger: +7 vs AC, 1d4+4 damage
Feats Shadow Initiate [Multiclass Assassin]
Skills Arcana +5, Bluff +12 (+14 to make disguises), Diplomacy +10, Intimidate +12, Stealth +11 (+12 to move silently)
Languages Allarian, Drow
Powers
Chaos Bolt (At Will Standard Ranged 10 ✦ Arcane, Implement, Psychic)
Target: One Creature
Attack: +5 vs. Will
Hit: 1d10+9 psychic damage, Wild Magic: If you rolled an even number for the primary attack roll, make a secondary attack.
Secondary Target: One Creature Within 5 Squares of the target last hit by this power
Secondary Attack: +5 vs. Will
Secondary Hit: 1d6+9 psychic damage. If you rolled an even number for the secondary attack roll, repeat the secondary attack. You can attack a creature only once with a single use of this power.
Burning Spray (At Will Standard Close blast 3 ✦ Arcane, Fire, Implement)
Target: Each creature in blast
Attack: +5 vs. Reflex
Hit: 1d8+9 fire damage
Assassin's Shroud (At Will Free Close burst 10 ✦ Shadow) Feat
Target: One enemy you can see in burst
Effect: You subject the target to your shroud. If any of your shrouds are already on the target, you subject it to an additional shroud, up to a maximum of four. The shrouds last until you use this power against a different enemy or until the end of the encounter. Before you make an attack roll against the target, you chose to invoke either all your shrouds or none of them. If you invoke your shrouds, the attack deals 1d6 damage per shroud, minus one shroud if the attack misses, and all your shrouds then vanish from the target. This damage roll never benefits from bonuses to damage rolls, and is in addition to the attack's damage, if any.
Special: You can use this power only on your turn and only once per turn. You can use it no more than twice each encounter.
Cloud of Darkness (Encounter Minor Close burst 1 ) Race
Effect: The burst creates a cloud of darkness that remains in place until the end of your next turn. The cloud blocks line of sight, squares within it are totally obscured, and creatures entirely within it are blinded until they exit. You are immune to these effects.
Special: In any given encounter, you may use either this power or the Darkfire power, not both.
Darkfire (Encounter Minor Ranged 10 ) Race
Target: One creature
Attack: +9 vs. Reflex
Hit: Until the end of your next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment.
Special: In any given encounter, you may use either this power or the Cloud of Darkness power, not both.
Frostbind (Encounter Standard Ranged 10 ✦ Arcane, Cold, Implement)
Target: One Creature
Attack: +5 vs. Fortitude
Hit: 3d6+9 cold damage, and the target takes a -2 penalty to Reflex until the end of your next turn.
Dazzling Ray (Daily Standard Ranged 10 ✦ Arcane, Implement, Radiant)
Target: One Creature
Attack: +5 vs. Will
Hit: 6d6+9 radiant damage, Wild Magic: If you rolled an even number on the attack roll, the target takes a -4 penalty to attack rolls against you (save ends)
Miss: Half damage.


FluffEdit

Description:Elkrysn is a 5ft 4in 130lbs. 22 year old male drow with red eyes.


Background:Elkrysn was trained from a young age by a group of insurgent drow living beneath the streets of the Imperium. There, he was trained in stealth tactics to infiltrate government buildings in order to steal information. Upon discovery of his sorcerous powers, his role was expanded to sabotage missions. Elkrysn delighted in the destruction he could create and even learned a trick or two from some assassins within the rebel group.

Unfortunately, a newer member of his order was discovered returning to the underground lair. The Imperium, not known for its tolerance towards drow, let alone drow who are in direct offense to their empire, quickly retaliated against the insurgents when they heard the news. Elkrysn barely managed to escape through a hidden tunnel in the lair, but he has no knowledge whether or not any of his allies survived.

Elkrysn immediately fled the Imperium and began to search for a new job. An adventurer sounded like a good idea. They don't stay in one place for long and they get to go all-out against their enemies. That could be rather fun.


Hooks:Elkrysn hates the Imperium, has worked in infiltration, and enjoys destruction.


Kicker: Elkrysn just fled the Imperium after they discovered his drow insurgent group.


MathEdit

AttributesEdit

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 0 10 0 0 10 0
Con 0 10 0 0 10 0
Dex 9 16 2 0 18 4
Int 0 10 0 0 10 0
Wis 0 8 0 0 8 -1
Cha 16 18 2 0 20 5
Totals 25   8



DefensesEdit

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +4/+0 dex/int 0 14
Fortitude+0/+0str/con0 10
Reflex+4/+0dex/int0 0 14
Will-1/+5wis/cha2 0 17


Chaos burst gives +1 AC until the start of my next turn if I roll an even number for my first attack roll.

HitpointsEdit

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherSurge Value BonusTotalBloodiedSurge
Hit Points 12 10 5 0 22 11 5


Surges/day: 6 (base for class)

AttacksEdit

BasicEdit

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

0

str 3Dagger03AC
Basic Ranged

4

dex3Dagger07AC


PowersEdit

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Chaos Bolt +5 Cha 0 0 0 5 Will
Burning Spray +5 Cha 0 0 0 5 Ref
Darkfire +5 Cha 4 0 0 0 9 Ref
Frostbind +5 Cha 0 0 0 5 Fort
Dazzling Ray +5 Cha 0 0 0 5 Will


bonus to damage typically 9 - +5 for power saying to add Cha bonus, +4 for Dex bonus granted by Chaos Power Class Feature

Powers KnownEdit
  • Sorcerer
    • 1st Level
      • At-Will
        • Chaos Bolt
        • Burning Spray
      • Encounter
        • Frostbind
      • Daily
        • Dazzling Ray
  • Drow (only one usable per encounter)
    • Cloud of Darkness
    • Darkfire (Charisma)
  • Shadow Initiate [Multiclass Assassin] (usable 2x per encounter)
    • Assassin's shroud

Class Features Edit

Sorcerer

  • Spell Source: Wild Magic grants the following:
    • Chaos Burst Your first attack roll during each of your turns determines a benefit you gain in that round. If you roll an even number, you gain a +1 bonus to AC until the start of your next turn. If you roll an odd number, make a saving throw.
    • Chaos Power You gain a bonus to the damage rolls of arcane powers equal to your Dexterity modifier. (bonus increases at 11th and 21st levels)
    • Unfettered Power
      • When you roll a natural 20 on an attack roll for an arcane power, you slide the target 1 square and knock it prone after applying the attack's other effects.
      • When you roll a natural 1 on an attack roll for an arcane power, you must push each creature within 5 squares of you 1 square.
    • Wild Soul When you finish an extended rest, roll a d10 to determine a damage type:
        • 1 Acid
        • 2 Cold
        • 3 Fire
        • 4 Force
        • 5 Lightning
        • 6 Necrotic
        • 7 Poison
        • 8 Psychic
        • 9 Radiant
        • 10 Thunder
      • You gain resist 5 to that damage type until the end of your next extended rest. (increases at 11th and 21st level)
      • While you have resistance to that damage type, your arcane powers ignore any target's resistance to that damage type up to the value of your resistance.
  • Armor Proficiency (Cloth)
  • Implements: Daggers, Staffs
  • Weapon Proficiency (Simple melee, Simple ranged)
  • Bonus to Defense: +2 Will

Assasin (see feats)

Racial Features Edit

Drow

  • Ability Bonuses: +2 Dex, +2 Cha
  • Size: Medium
  • Speed: 6 Squares
  • Special Senses: Darkvision
  • Languages: Common, Elven (converts to Allarian, Drow)
  • Skill Bonuses: +2 Intimidate, +2 Stealth
  • Fey Origin: Your ancsetors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
  • Lolthtouched: Once per encounter, you can use either the Cloud of Darkness or Darkfire power.
  • Trance (Drow): Rather than sleep, drow enter a meditative state known as a trance. You need to spend 4 hours in this state to gain the same benefits other races gain by taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Skills Edit


Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics4dex04
Arcana 5 0 int 0 5
Athletics0str00
Bluff55cha2Background: Occupation - Infiltrator012
Diplomacy55cha010
Dungeoneering-1wis0-1
Endurance0con00
Heal-1wis0-1
History0int00
Insight-1wis0-1
Intimidate55cha2012
Nature-1wis0-1
Perception-1wis0-1
Religion0int00
Stealth54dex2011
Streetwise5cha05
Thievery4dex04


Footpads give +1 to Stealth to move silently Disguise kit gives +2 to Bluff to make disguises

Feats Edit

Shadow Initiate [Multiclass Assassin] You gain training in the Stealth skill. Twice per encounter, you can use the Assassin's Shroud power. In addition, you can wield assassin implements.

Background BenefitEdit

Occupation - Infiltrator: Background Benefit (source Dragon Magazine 373)

  • +2 Bluff

EquipmentEdit

Equipment Name Price Weight
Cloth Armor (Basic Clothing) 0 (1gp for additional) 4lbs
Dagger 1gp 1lb
Standard Adventurer's Kit 15gp 33lbs
Footpads 5gp 0
Disguise Kit 30gp 5lbs

Remaining coinage: 49gp Encumbrance: 44/100

Wishlist by item levelEdit

Level 1

  • Magic Weapon +1 (Dagger)
  • Magic Armor +1 (Cloth)

Level 2

  • Wild Flare Dagger +1 (Source: Dragon Magazine 381)
  • Robe of Scintillation +1 (Source: Adventurer's Vault)
  • Gem of Colloquy (heroic tier) (Source: Adventurer's Vault)
  • Belt of Vigor (heroic tier)

Level 3

  • Subtle Weapon +1 (Dagger) (Source: Adventurer's Vault)
  • Rhythm Blade +1 (Dagger) (Source: Adventurer's Vault 2)
  • Stoneskin Armor +1 (Source: Adventurer's Vault)
  • Staff of Ruin +1 (Source: Adventurer's Vault)
  • Boots of Stealth (Source: Adventurer's Vault)

Level 4

  • Cloak of Distortion +1 (Source: Adventurer's Vault)
  • Cloak of the Walking Wounded +1 (Source: Adventurer's Vault)

Level 5

  • Resplendent Gloves (heroic tier) (Source: Adventurer's Vault 2)
  • Amulet of Life +1 (Source: Dragon Magazine 381)


Approval for level 1 Edit

Approval 1 Edit

Approved by ScorpiusRisk


Approval 2 Edit

Approval from renau1g

  • Nicely done

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