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Summary[]

Scarmiglione Player Mewness
Kenku Hybrid Rogue/Sorcerer (Unaligned) Level 9 (XP 17304) Not yet /Not yet
Initiative +9
Passive Insight 14 Passive Perception 19; Senses Low light vision
HP 64 Bloodied 32 Surge Value 16; Surges Per-Day 7
AC 24 Fortitude 17 Reflex 22 Will 21
Resist 5 cold, psychic, or radiant depending on phase
Speed 6 Size Medium
Str 14 (+2) Dex 20 (+5) Wis 10 (+0)
Con 12 (+1) Int 8 (-1) Cha 20 (+5)
Racial Abilities +2 Cha; +2 Dex; +2 Bluff; +2 Stealth; flock effect: gets +3 attack bonus when flanking (rather than +2), and grants +3 bonus when aiding another (rather than +2); low-light vision; mimicry
Class Features Sneak Attack (hybrid: rogue powers only); Sorcerous Power (Dex); Soul of the Cosmic Cycle (hybrid talent)
Battack Basic Attack +2 Rhythm Blade Dagger +12 vs. AC 1d4+6 damage
Branged Ranged Basic Attack +2 Rhythm Blade Dagger +15 vs. AC 1d4+6 damage (range 5/10)
Feats Hybrid Talent (Soul of the Cosmic Cycle); Unarmored Agility; Superior Implement Training (Accurate Staff); Versatile Expertise (Staffs, Light Blades); Dual Implement Spellcaster; Implement Focus (staff)
Skills Bluff +19; Diplomacy +14; Perception +9; Stealth +16; Thievery +14
Languages Allarian
Powers
Blazing Starfall (At-Will Standard Area burst 1 within 10 ✦ Arcane, Fire, Implement, Radiant, Zone) Sorcerer Attack 1
Target: Each creature in burst
Attack: +13 vs. Reflex
Hit: 1d4+18 radiant damage.
Effect: The burst creates a zone bounded by burning ground that lasts until the end of my next turn; whenever an enemy within the zone leaves it, that enemy takes 2 fire damage.
Sly Flourish (At-Will Standard Melee or Ranged weapon ✦ Martial, Weapon) Rogue Attack 1
Requirement: I must be wielding a light blade, crossbow, or sling
Target: One creature
Attack: +15 vs. AC
Hit: 1d4+14 damage (if melee) or 1d4+12 damage (if ranged)
Explosive Pyre (Encounter Standard Ranged 10 ✦ Arcane, Fire, Implement) Sorcerer Attack 1
Target: One creature
Attack: +13 vs. Reflex
Hit: 2d8+18 fire damage. Until the start of my next turn, any enemy that enters a square adjacent to the target or starts its turn there takes 1d6+13 fire damage.
Low Slash (Encounter Minor Melee weapon ✦ Martial, Weapon) Rogue Attack 3
Requirement: I must be wielding a light blade
Target: One creature
Attack: +15 vs. Reflex
Hit: 1d4+9 damage, I slide the target 1 square, and the target is slowed until the end of my next turn. If I'm flanking the target, the attack deals an extra 5 damage.
Spark Form (Encounter Standard Melee 1 ✦ Arcane, Implement, Lightning) Sorcerer Attack 3
Effect: I shift my speed+2. During the shift, I can move through enemies' spaces. When I leave any creature's space, I make the following attack against that creature. Whenever I use this power, I can make the attack against a creature only once.

--Target: One creature

--Attack: +13 vs. Reflex

--Hit: 1d6+18 lightning damage.
Shocking Magnetism (Daily Standard Ranged 10 ✦ Arcane, Implement, Lightning) Sorcerer Attack 1
Target: One or two creatures
Attack: +13 vs. Reflex
Hit: 3d6+18 lightning damage, and I can pull the target 5 squares.
Effect: Until the end of the encounter, any creature that starts its turn adjacent to me takes 5 lightning damage. I can dismiss this effect as a free action.
Thunder Leap (Daily Standard Close Burst 1 ✦ Arcane, Implement, Thunder) Sorcerer Attack 5
Target: Each creature in burst
Attack: +13 vs. Fortitude
Hit: 2d6+18 thunder damage.
Effect: I jump 10 squares. This movement does not provoke opportunity attacks. Then I make a secondary attack.

Secondary Target: Each creature in the burst

Secondary Attack: +13 vs. Fortitude

Hit: 2d6+13 thunder damage, and I push the secondary target 1 square.
Knockout (Daily Standard Melee weapon ✦ Martial, Weapon) Rogue Attack 9
Requirement: I must be wielding a light blade
Target: One creature
Attack: +15 vs. Fortitude
Hit: 2d4+9 damage, and the target falls unconscious (save ends). If the unconscious target takes any damage, this unconsciousness ends.
Miss: Half damage, and the target is dazed until the end of my next turn.
Deep Shroud (Daily Minor Personal ✦ Arcane) Sorcerer Utility 2
Effect: I create a shroud of supernatural shadow around myself. Until the end of my next turn, the space I occupy and each square adjacent to me are heavily obscured.
Sustain: Minor. The effect persists.
Swift Parry (Encounter Immediate Interrupt Personal ✦ Martial, Weapon) Rogue Utility 6
Requirement: I must be wielding a light blade.
Trigger: I am hit by a melee attack
Effect: I gain a +4 bonus to defenses against the triggering attack, and I gain combat advantage against the attacker until the end of my next turn.
Accurate Staff of Ruin +2 (Item Property No Action ) Item
Special: When I make an attack through this staff, I gain a +2 item bonus to the attack's damage rolls.
Critical: +2d10 damage
Siberys Shard of the Mage (Item Property No Action ) Item
Special: I gain a +1 bonus to damage rolls with implement attacks that use the augmented weapon.
Rhythm Blade Dagger +2 (Item Property No Action ) Item
Special: While I wield this weapon in my off hand, my shield bonus to AC and Reflex increases by 1.
Critical: +2d6 damage
Shimmering Cloth Armor +2 (Item Property No Action ) Item
Special: I do not provoke opportunity attacks when making ranged or area attacks.
Songmaster's Boon (Item Property No Action ) Item
Special: I gain a 19-20 critical hit range against undead and +1 to Bluff checks.
Songmaster's Boon Encounter Power (Encounter Minor Action Close burst 10 ) Item
Target: Each enemy in burst
Attack: +19 (Bluff check) vs. Will
Hit: Target grants combat advantage until the end of my turn.
Lucky Charm Daily Power (Daily No Action ) Item
Trigger: I miss with an attack or fail a skill check, ability check, or saving throw.
Effect: Add 1d6 to the attack roll, skill check, ability check, or saving throw.
Boots of the Fencing Master (Item Property No Action ) Item
Special: When I shift, I gain a +1 item bonus to AC and Reflex until the end of my next turn.
Boots of the Fencing Master Encounter Power (Encounter Minor ) Item
Special: I shift 2 squares.
Iron Armbands of Power (Item Property No Action ) Item
Special: I gain a +2 item bonus to melee damage rolls.
Cosmic Cycle Tattoo (Item Property No Action ) Item
Special: When I use my second wind, I can choose to change my phase for Cosmic Magic to the next higher-numbered phase.



Fluff[]

Description[]

Scarmiglione is a stylish, flamboyant kenku who dresses with great flair and struts around proudly with his crystal-topped walking stick, rather than sneaking about in a heavy cloak as most of his brethren do. His feathers are very distinctive: although he is mostly raven-black, some of the feathers on his head, throat, and neck are pure gold in color, and the little feathers that sprout around the edge of his beak change color depending on what cosmic phase he is in. When he is in the phase of the sun, these feathers are tipped in gold; when he is in the phase of the moon, they become tipped in silvery white; and when he enters the phase of the stars, they turn to plain raven black.

Scarmiglione has very cultivated manners and taste and is an unrepentant snob. But he’s a decent enough fellow, although there are certain urges that he sometimes fails to keep in check, such as a desire to pocket shiny objects, a love of gossip, and a fondness for the taste of bugs and rodents. Scarmiglione struggles to maintain his dignity whenever his less delicate tendencies are exposed and may resort to fanciful lies to cover his behavior.

Background[]

Like other kenkus, Scarmiglione is an excellent mimic. This ability, coupled with his prodigious talent for singing, has made him the most versatile performer ever to sing on a Daunton stage. But his odd appearance has prevented him from ever appearing in a leading role. (It might be said that Scarmiglione has other personal qualities that a director would consider undesirable in a leading player, or perhaps just plain undesirable, but Scarmiglione himself believes that he has been confined to playing bit parts for the last ten years because of racism, pure and simple.)

Scarmiglione recently left the Daunton Opera in disgust. (The details can be found in the Screamer.) The suddenness and bad publicity surrounding his departure has most likely left him without a future in the Daunton art scene, and his only other talent, unfortunately, is one for sorcery, which he regards with wizard-like snobbery as a waste of time. (When he first realized that he had a talent for magic, Scarmiglione attempted to study wizardry, but found that understanding even the simplest spell or ritual formulas was beyond him. He now regards his own abilities as something of an embarrassment.)

Hooks[]



Kicker[]

In a recent Screamer interview, Scarmiglione said some very unwise things about some very influential Dauntonians. And there are other wealthy, influential types who might be worried about what else could come out of a gossipy kenku's mouth.

Math[]

Attributes[]

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 5 14 0 0 14 2
Con 2 12 0 0 12 1
Dex 9 16 2 2 20 5
Int 0 8 0 0 8 -1
Wis 0 10 0 0 10 0
Cha 9 16 2 2 20 5
Totals 25   12



Defenses[]

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +5/-1 dex/int 0 2 Unarmored Agility 3 Cloth armor +2, rhythm blade dagger 4 24
Fortitude+2/+1str/con1Lucky Charm +14 17
Reflex+5/-1dex/int1 2Lucky Charm +1, rhythm blade dagger4 22
Will+0/+5wis/cha1 1Lucky Charm +14 21



Senses and Reactions[]

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 5 0 0 0 0 0 0 0 4 0 9
Passive Insight +0 0 0 0 0 0 0 0 4 0 14
Passive Perception +0 0 0 0 0 0 0 4 5 19


Hitpoints[]

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherSurge Value BonusTotalBloodiedSurge
Hit Points 12 12 5 0 0 0 0 64 32 16


Surges per Day 7 (Class 6 + Con 1)

Saving Throws[]

Saving Throw Bonuses none

Attacks[]

Basic[]

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

+2

str 1Versatile Expertise5Dagger +2412AC
Basic Ranged

+5

dex1Versatile Expertise5Dagger +2415AC


Powers[]

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Blazing Starfall +5 Cha 1 Versatile Expertise 3 Accurate staff +2 0 0 4 13 Reflex
Sly Flourish +5 Dex 1 Versatile Expertise 5 Dagger +2 0 0 4 15 AC
Explosive Pyre +5 Cha 1 Versatile Expertise 3 Accurate staff +2 0 0 4 13 Reflex
Low Slash +5 Dex 1 Versatile Expertise 5 Dagger +2 0 0 4 15 Reflex
Spark Form +5 Cha 1 Versatile Expertise 3 Accurate staff +2 0 0 4 13 Reflex
Shocking Magnetism +5 Cha 1 Versatile Expertise 3 Accurate staff +2 0 0 4 13 Reflex
Thunder Leap +5 Cha 1 Versatile Expertise 3 Accurate staff +2 0 0 4 13 Fortitude
Knockout +5 Dex 1 Versatile Expertise 5 Dagger +2 0 0 4 15 Fortitude


Damage Calculations[]

Implement powers: +5 (Cha) +5 (Dex, from Sorcerous Soul) +2 (primary implement) +2 (secondary implement) +2 (item, from staff of ruin) +1 (siberys shard of the mage) +1 (feat, from implement focus) = +18.



Class Features[]

Hybrid Rogue

  • +1 Reflex
  • Sneak Attack (hybrid): Once per turn, deal 2d6 extra damage when making an attack against an enemy granting combat advantage to me, provided that I am (a) using a light blade, hand crossbow, shortbow, or sling, and (b) using a rogue power.

Hybrid Sorcerer

  • +1 Will
  • Sorcerous Power: Dexterity. I add my Dex bonus to the damage rolls of sorcerer powers.
  • Soul of the Sorcerer (hybrid talent): Soul of the Cosmic Cycle
    • Spell Source: Cosmic Magic
    • At the end of a short or extended rest, I choose a cosmic phase from those described below and gain its benefits. The first time I become bloodied during an encounter, my phase immediately changes to the next higher-numbered phase (or back to Phase of the Sun if I am in Phase of the Stars). Each time I use a daily arcane attack power, I can choose to change my phase to the next higher-numbered phase immediately after resolving the effects of the power.
      • 1. Phase of the Sun: At the start of my turn, each enemy adjacent to me takes 2 fire and radiant damage. I also gain resist 5 cold.
      • 2. Phase of the Moon: I gain a bonus to AC equal to the number of conscious enemies adjacent to me. I also gain resist 5 psychic.
      • 3. Phase of the Stars: Whenever an enemy's attack misses me, I can teleport 2 squares as a free action. I also gain resist 5 radiant.
    • While I have resistance from this class feature, my arcane powers ignore targets' resistance to that damage type up to the value of my resistance.



Racial Features[]

Kenku

  • Ability Scores: +2 Dexterity, +2 Charisma
  • Size: Medium
  • Speed: 6
  • Vision: Low-light
  • Languages: Common
  • Skill Bonuses: +2 Bluff, +2 Stealth
  • Flock Effect: Gain a +3 bonus to attack rolls against creatures I flank (rather than the normal +2); grant a +3 bonus to attack rolls or skill checks when aiding another (rather than the normal +2).
  • Mimicry: Can mimic sounds and voices (successful Insight check vs my Bluff check to determine that a sound is faked).



Powers Known[]

Rogue

  • At-Will
    • Sly Flourish
  • Encounter
    • Low Slash
  • Daily
    • Knockout
  • Utility
    • Swift Parry

Sorcerer

  • At-Will
    • Blazing Starfall
  • Encounter
    • Explosive Pyre
    • Spark Form
  • Daily
    • Thunder Leap
    • Shocking Magnetism
  • Utility
    • Deep Shroud



Skills[]

Languages Allarian


Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics+5dex49
Arcana -1 int 4 3
Athletics+2str46
Bluff5+5cha22Background1Songmaster's Boon419
Diplomacy5+5cha414
Dungeoneering+0wis44
Endurance+1con45
Heal+0wis44
History-1int43
Insight+0wis44
Intimidate+5cha49
Nature+0wis44
Perception5+0wis49
Religion-1int43
Stealth5+5dex2416
Streetwise+5cha49
Thievery5+5dex414




Feats[]

  • 1. Hybrid Talent (Soul of the Sorcerer: Soul of the Cosmic Cycle)
  • 2. Armor Proficiency: Leather Unarmored Agility
  • 4. Superior Implement Training: Accurate Staff
  • 5. Versatile Expertise: Staves, Light Blades (L4W bonus)
  • 6. Dual Implement Spellcaster
  • 8. Implement Focus (staff)


Regional Benefits[]

Background option: Entertainer (Profession)

  • +2 on Bluff checks


Equipment[]

Equipment Name Source Cumulative Value (gp) Weight (lbs) Notes
Accurate Staff of Ruin +2 AV 3400 4 Treasure, equipped main hand
Siberys Shard of the Mage (heroic) EPG 680 - Purchased here, attached to staff
Rhythm Blade Dagger +2 AV2 3400 1 Treasure, equipped off hand
Shimmering cloth armor +2 AV 4200 - Treasure, equipped armor
Shadowdance Leather Armor +1 D381 1000 - Starting Wealth (L+1 item)
Boots of the Fencing Master AV 2600 - Bought (see tracking)
Iron Armbands of Power (heroic) AV 1800 - Bought (see tracking)
Cosmic Cycle Tattoo SotAC 1800 15 Treasure
Songmaster's Boon Custom ? - Treasure
Lucky Charm +1 AV2 840 - Starting Wealth (L+0 item), equipped neck
Accurate Staff of Ruin +1 AV 544 - Starting Wealth (L-1 item)
Magic Dagger +1 PH 288 - Starting Wealth
Everburning Torch PH 50 1 Starting Wealth
Tiny gold statue of a long-forgotten goddess - 50 - Found here in Beyond the Rerisen Tower. (Value is here under "Keep a Lookout Along the Shore.")
Potion of Healing (heroic) PH 50 - Starting Wealth; expended here in Beyond the Rerisen Tower.
Potion of Healing (heroic) PH 50 - Bought here; drunk here.
Thieves' tools PH 20 1 Starting Wealth
Bottle of wine PH 5 - Starting Wealth
Backpack PH 2 2 Starting Wealth
Bedroll PH 0.1 5 Starting Wealth
Belt pouch PH 1 0.5 Starting Wealth
Waterskin PH 1 4 Starting Wealth
TOTALS 20781.1 33.5

"Cumulative value" is used to keep track of total wealth throughout career. Items currently in possession have their full value, as do expended consumables; items that have been sold have 80% of their normal value (as 20% is recovered from the sale).

Money Remaining: 5484 gp, 9 sp

Total Wealth: 26266 gp

Expected Wealth (beginning of 9th): 25059 gp

Expected Wealth (beginning of 10th): 35539 gp

Wish List[]

Highest priority is the neck item.

L9: shimmering armor +2 (AV)

L10: babau gauntlets (D408)

L11: dice of auspicious fortune (D381)

L12: deep pocket cloak +3 (AV2; neck)

L13: accurate staff of ruin +3

L14: circlet of arkhosia, shielding dagger +3



Character Status[]

RoleStriker
StatusApproved, Assigned
LocationRage of the Savage Lands
NotesKind of a weird build. I hope it works.



Tracking[]

Treasure[]

Level 4

  • Used healing potion here.
  • Gained Rhythm Blade Dagger +2, Songmaster's Boon, and 449 gp (total: 639.9 gp) here, in Beyond the Rerisen Tower.
  • "Spent" 50 gp to "buy" a healing potion here. (Remaining money: 589.9 gp)

Level 5

  • Gained Accurate Staff of Ruin +2 and some treasure (distributed later) here, in Beyond the Rerisen Tower.
  • Gained 1945 gp (total: 2534.9 gp). Summary of the monetary treasure for this level is here in Beyond the Rerisen Tower.
  • Sold magic dagger +1 (20% of 360 = 72 gp) and accurate staff of ruin +1 (20% of 680 = 136 gp) here (total 2742.9 gp)
  • Spent 680 gp on Siberys Shard of the Mage (heroic tier) here (total: 2062.9 gp).

Level 6

  • Gained Cosmic Cycle Tattoo and 3130 gp here, in And the Uppity Shoeshine.... (total: 5192.9 gp).
  • Spent 4400 gp on Iron Armbands of Power (heroic tier) and Boots of the Fencing Master (total: 792.9 gp).

Level 7

Level 8

  • Gained Shimmering Cloth Armor +2 here in Rage of the Savage Lands.
  • Gained 3798 gp here, in Rage of the Savage Lands (total: 5484.9 gp)

Level 9

  • Used healing potion here, in Rage of the Savage Lands.
  • Gained 6048 gp here, in Rage of the Savage Lands (total: 11532.9 gp)

Level 10


XP[]

Level 4

  • Gained 3254 XP here, in Beyond the Rerisen Tower (total: 7004 XP).

Level 5

  • Gained 2767 XP here, in Beyond the Rerisen Tower (total: 9771 XP).

Level 6

  • Gained 3063 XP here, in Uppity Shoeshine (total: 12834 XP).

Level 7

Level 8

  • Gained 3970 XP here, in Rage of the Savage Lands (total: 17304 XP)

Level 9

  • Gained 5801 XP here, in Rage of the Savage Lands (total: 23105 XP)

Level 10


Changes[]

Level 4 (this character replaces Livia, retired at level 4)

  • Level 4 starting XP: 3750
  • Level 4 starting goods: one level 5 item (shadowdance armor +1), one level 4 item (lucky charm +1), one level 3 item (staff of ruin +1), and 680 gp (gold equivalent of a level 3 item). 489.1 gp spent (after level-based items). Remaining money: 190.9 gp.
  • +1 Dexterity, +1 Charisma

Level 5

  • Retrained Shocking Magnetism (Sorcerer daily 1) to Blinding Barrage (Rogue daily 1)
  • Gained Thunder Leap (Sorcerer Daily 5)
  • Gained Versatile Expertise feat (L4W bonus)

Level 6

  • Retrained Sneak In the Attack (Rogue utility 2) to Deep Shroud (Sorcerer utility 2)
  • Gained Swift Parry (Rogue utility 6)
  • Gained Dual Implement Spellcaster feat

Level 7

  • Retrained Blinding Barrage (Rogue daily 1) to Trick Strike (Rogue daily 1). I did this as a free retrain after Blinding Barrage was horribly nerfed.
  • Retrained Wave of Light (Sorcerer encounter 1) to Explosive Pyre (Sorcerer encounter 1)
  • Gained Spark Form (Sorcerer encounter 7)

Level 8

  • +1 Dexterity, +1 Charisma

Level 9

  • Retrained Trick Strike (Rogue daily 1) to Shocking Magnetism (Sorcerer daily 1)
  • Gained Knockout (Rogue daily 9)
  • Retrained Leather Armor Proficiency to Unarmored Agility

Level 10


Events[]

Scarmiglione, eager to take a little vacation from Daunton after his recent Screamer interview, seeks passage on a boat. Without deigning to inform the captain. Boy does this turn out to be the wrong boat.

Scarmiglione allows himself to be persuaded to fight some undead, although this certainly isn't the vacation he had planned. He thus embarks on an adventure Beyond the Rerisen Tower.

Almost dead on his feet and convinced he won't see tomorrow, Scarmiglione contemplates the afterlife, and finds it a dismal prospect. Yet he uncharacteristically attempts to sacrifice himself for his friends.

Scarmiglione helpfully summarizes the plot.

Scarmiglione enters the tavern for the first time.

Unable to resist the chance to hear a juicy piece of gossip, Scarmiglione allows himself to be persuaded to meet with Lord Rustavich, who is searching for his missing son. This is very disappointing, as it is hardly scandalous at all. And now Scarmiglione is obligated to actually look for the boy in And the Uppity Shoeshine....

Scarmiglione reenters the tavern.

Distressed to learn that his friend Toeto needs help, Scarmiglione takes passage to the Savage Lands.

The entity responsible for the sickness of Toeto's tribe turns out to be none other than the Avatar of Ravens, their old foe from Beyond the Rerisen Tower.


Judge Comments[]

Level 4[]

Approval 1[]

Looks all right, but you should do the following:

  • Add weapon requirements to rogue powers (sly flourish and low slash)
  • Add range 5/10 to ranged basic attack

Approved for 4th level by BenBrown

Approval 2[]

Approved for 4th level by renau1g

Approval Status[]

Approved for level by BenBrown & renau1g

Level 6[]

Approval 1[]

Only comment I have is your mini-stats are not up to date. Approval from renau1g

Approval 2[]

Looks good to me. Approval from Iron Sky

Level 8[]

Approval 1[]

  • The feats list in the math section is incomplete.

Approved by MeepoLives 22:23, December 14, 2011 (UTC)

Fixed. Thanks! -- Mewness

Approval 2[]

Everything looks right. Fun build. Approved --WEContact 01:19, December 15, 2011 (UTC)

Approval Status[]

Not approved for level 8.

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