The Sorcerer came about in 3rd Edition; he was an arcane caster, like the Wizard, but instead of learning his spells through long study and practice, his skills were innate. While he knew fewer spells, he could use what he knew more often. They were charismatic individuals, who wielded their magic through force of personality. Much of that is the same in 4th Edition; they are still charismatic, and their magical skills are innate, but now they have a variety of methods for gaining their magic - general chaos, the blood of a dragon in the family line, the fury of a storm, or simply a connection to the cosmos. Each gives them something different, but as a Striker, their job is still the same - kill things fast with as much magic as possible. So I present to you Sim, Changeling Sorcerer!
====== Created Using Wizards of the Coast D&D Character Builder ======
Sim, level 1
Changeling, Sorcerer
Spell Source: Wild Magic
FINAL ABILITY SCORES
Str 8, Con 12, Dex 18, Int 10, Wis 12, Cha 18.
STARTING ABILITY SCORES
Str 8, Con 12, Dex 16, Int 10, Wis 12, Cha 16.
AC: 14 Fort: 11 Reflex: 14 Will: 17
HP: 24 Surges: 7 Surge Value: 6
TRAINED SKILLS
Arcana +5, Intimidate +9, Bluff +11, Diplomacy +9
UNTRAINED SKILLS
Acrobatics +4, Dungeoneering +1, Endurance +1, Heal +1, History, Insight +3, Nature +1, Perception +1, Religion, Stealth +4, Streetwise +4, Thievery +4, Athletics -1
FEATS
Level 1: Disciplined Wild Soul
POWERS
Sorcerer at-will 1: Chaos Bolt
Sorcerer at-will 1: Energy Strobe
Sorcerer encounter 1: Bedeviling Burst
Sorcerer daily 1: Chromatic Orb
ITEMS
Adventurer's Kit, Cloth Armor (Basic Clothing), Dagger, Staff Implement
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Sim is a chaos sorcerer, so a certain number of effects he uses are randomized; the energy type of his attacks, whether he gets an attack or defense bonus each round, all turn on the roll of a die. Chaos Bolt hits an enemy with a bolt of chaotic energy, and a random roll determines whether a secondary attack occurs, whereas with Energy Strobe, a bolt of energy strikes an opponent, and the roll of a die determines both the energy type and what energy type Sim gets a minor resistance to until the end of his next turn. Bedeviling Burst is a ranged magic attack that does psychic damage, and either pushes or slides the target, depending on whether the attack comes up even or odd. Finally, Chromatic Orb does good damage, and after a die roll, you find out what type of energy - and corresponding fun effect - the target is hit with.
Setting The Table
1 day ago
No comments:
Post a Comment