Title: Gloriona Author: SneakyStumpy Pastebin link: http://pastebin.com/e4SMKQFN First Edit: Wednesday 16th of January 2013 12:26:39 AM CDT Last Edit: Wednesday 16th of January 2013 12:26:39 AM CDT Gloriona Female Deva Sorceror True Neutral Height - 6'1" Weight - 175 Hit points (26) Healing Surges (8) AC 13 Reflex----10(+0)(+2 Dex mod)|12| Will------10(+2)(+3 Cha mod)|15| Fortitude-10(+0)(+3 Str mod)|13|     Strength-----17-----|17| Constitution-14-----|14| Dexterity----14-----|14| Intelligence-10(+2)-|12| Wisdom-------10(+2)-|12| Charisma-----16-----|16|   Racial Traits Ability Scores: +2 Intelligence +2 Wisdom   Size: Medium Speed: 6 squares Vision: Normal Languages: Common, Supernal, Abyssal Skill Bonuses: Skill Bonuses: +2 History, +2 Religion Carry weight: 170   Astral Majesty: You have a +1 bonus to all defenses against attacks made by bloodied creatures.   Astral Resistance: You have resistance to necrotic damage and radiant damage equal to 5 + one-half your level.   Immortal Origin: Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.   Draconic Power: You gain a bonus to the damage rolls of arcane powers equal to your Strength modifier. The bonus increases to your Strength modifier + 2 at 11th level and your Strength modifier + 4 at 21st level.   Draconic Resilience: While you are not wearing heavy armor, you can use your Strength modifier in place of your Dexterity or Intelligence modifier to determine your AC.   Dragon Soul: Choose a damage type: acid, (cold), fire, lightning, poison, or thunder. You gain resist 5 to that damage type. The resistance increases to 10 at 11th level and 15 at 21st level. Your arcane powers ignore any target’s resistance to that damage type up to the value of your resistance.   Thousand Lifetimes       Deva Racial Power The dreamlike memories of your previous lives lend insight to aid you. Encounter No Action       Personal Trigger: You make an attack roll, a saving throw, a skill check, or an ability check and dislike the result Effect: You add 1d6 to the triggering roll.   Burning Spray Sorcerer Attack 1 You fling your arm in a wide arc, casting liquid fire at your foes. At-Will ? Arcane, Fire, Implement Standard Action Close blast 3 Target: Each creature in blast Attack: Charisma vs. Reflex Hit: 1d8 + Charisma modifier fire damage. Level 21: 2d8 + Charisma modifier fire damage. Dragon Magic: The next enemy that hits you with a melee attack before the end of your next turn takes fire damage equal to your Strength modifier.   Acid Orb Sorcerer Attack 1 You hurl a globe of acid at a distant enemy. At-Will ? Acid, Arcane, Implement Standard Action Ranged 20 Target: One creature Attack: Charisma vs. Reflex Hit: 1d10 + Charisma modifier acid damage. Level 21: 2d10 + Charisma modifier acid damage. Special: This power can be used as a ranged basic attack.   Tempest Breath Sorcerer Attack 1 You exhale mist that burns and disorients your foes, and a lingering fog obscures you. Encounter ? Acid, Arcane, Implement Standard Action Close blast 3 Target: Each creature in blast Attack: Charisma vs. Reflex Hit: 2d6 + Charisma modifier acid damage, and the target can’t gain combat advantage against any creature until the end of your next turn. Dragon Magic: You gain concealment until the end of your next turn.   Chromatic Orb Sorcerer Attack 1 An orb of arcane energy shifts colors as it hurtles toward your enemy. On impact, it erupts with damaging force, releasing the energy that was dominant at the time of impact. Daily ? Arcane, Implement; Varies Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 3d10 + Charisma modifier damage. Roll a d6 to determine the attack’s damage type and effect. 1. Yellow: Radiant damage, and the target is dazed (save ends). 2. Red: Fire damage, and each creature adjacent to the target takes fire damage equal to your Dexterity modifier. 3. Green: Poison damage, and ongoing 5 poison damage (save ends). 4. Turquoise: Lightning damage, and you slide the target a number of squares equal to your Dexterity modifier. 5. Blue: Cold damage, and the target is immobilized (save ends). 6. Violet: Psychic damage, and the target takes a –2 penalty to AC (save ends). Miss: 1d10 damage. Roll a d6 to determine the attack’s damage type and effect, as above.   Feats     Skills (Str)Athletics-----|+3|-------------(+3) (Con)Endurance-----|+2|-------------(+2) (Dex)Acrobatics----|+2|-------------(+2) (Dex)Stealth-------|+2|-------------(+2) (Dex)Thievery------|+2|-------------(+2) (Int)Arcana--------|+1|(Trained +5)-(+6) (Int)History-------|+1|(Racial +2)--(+3) (Int)Religion------|+1|(Racial +2)--(+3) (Wis)Dungeoneering-|+1|-------------(+1) (Wis)Heal----------|+1|-------------(+1) (Wis)Insight-------|+1|-------------(+1) (Wis)Nature--------|+1|-------------(+1) (Wis)Perception----|+1|-------------(+1) (Cha)Streetwise----|+3|-------------(+3) (Cha)Intimidate----|+3|(Trained +5)-(+8) (Cha)Bluff---------|+3|(Trained +5)-(+8) (Cha)Diplomacy-----|+3|(Trained +5)-(+8)   Inventory: 100 gold bits     Climber's kit (10lb) Belt pouch (Empty /w quiver) Backpack (2lbs) Contains: Bedroll (5lb) Flint and Steel (-lb) Trail Rations (10, days, 10lb) Hempen rope (50ft, 10lb) Sun rod (x2, 2lb) Waterskin (4lb)