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SummaryEdit

Illarion Meriele Player neurotic
Changeling Sorcerer [Multiclass Assassin] Chaosmade (Good) Level 8 (XP 14125)
Initiative +8
Passive Insight 15 Passive Perception 13; Senses
HP 59 Bloodied 29 Surge Value 14; Surges Per-Day 7
AC 20 (21 until start of next turn if his 1st attack roll in a turn is even) Fortitude 17 Reflex 20 Will 25
Resist 5/varies (see Wild Soul)
Speed 6 Size Medium
Str 10 (+0) Dex 19 (+4) Wis 10 (+0)
Con 12 (+1) Int 8 (-1) Cha 22 (+6)
Racial Abilities +2 Cha/Dex, +2 Bluff/Insight, Changeling Disguise, Changeling Trick
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), Multiclass Implements (Ki focuses, weapons Illarion is proficient with)
Battack Basic Attack Dagger: +9 vs AC, 1d4+2 damage
Branged Ranged Basic Attack Dagger: +13 vs AC, 1d4+6 damage
Feats Shadow Initiate [Multiclass Assassin], Dual Implement Spellcaster, Improved Defenses, Superior Implement (Accurate Dagger), Coordinated Explosion
Skills Arcana +9, Bluff +17 (+19 to make disguises), Diplomacy +13, Intimidate +13, Stealth +15 (+16 to move silently and remain hidden)
Languages Allarian
Powers
Chaos Bolt (At Will Standard Ranged 10 ✦ Arcane, Implement, Psychic)
Target: One Creature
Attack: +13 vs. Will
Hit: 1d10+15 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: +10 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.
Blazing Starfall (At Will Standard Area burst 1 within 10 ✦ Arcane, Fire, Implement, Radiant, Zone)
Target: Each creature in burst
Attack: +13 vs. Reflex
Hit: 1d4+15 radiant damage
Changeling Disguise (At Will Minor Personal ) Race
Effect: Illarion can alter his physical form to take on the appearance of any Medium humanoid. He retains his statistics and items without change. The form lasts until changed again. Any creature may attempt Insight vs. Bluff+5 to see through the disguise.
Assassin's Shroud (Encounter Free Close burst 10 ✦ Shadow) Feat
Target: One enemy you can see in burst
Effect: Illarion subjects the target to assassins shroud. If any of his shrouds are already on the target, he subjects it to an additional shroud, up to a maximum of four. The shrouds last until he uses this power against a different enemy or until the end of the encounter.

Before he makes an attack roll against the target, he may chose to invoke either all shrouds or none of them. If he invokes the shrouds,

the attack deals 1d6 damage per shroud, minus one shroud if the attack misses, and all 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: Illarion can use this power only on his turn and only once per turn. He can use it no more than twice each encounter.
Changeling Trick (Encounter Minor Melee 1 ) Race
Target: One creature
Effect: Illarion can make a Bluff check opposed by target's passive Insight. If he succeeds, he gains combat advantage against the target TENT.
Mists of Disarray (Encounter Standard Area burst 1 within 10 ✦ Arcane, Implement, Psychic)
Target: Each creature in burst
Attack: +13 vs. Will
Hit: 1d8+15 psychic damage and Illarion pushes the target 1 square. If the attack roll was even the target is slid 4 squares instead of a push.
Grounding Rebuke (Daily Immediate Reaction Close Burst 10 ✦ Arcane, Implement)
Target: Triggering Creature
Trigger: An enemy in the area hits Illarion with an attack
Attack: +13 vs. Ref
Hit: 1d10+15 damage, target is slowed(save ends) and slides 2 squares
Miss: Half damage and target slides 1 square.
Effect: Damage taken is reduced by 5
Good Timing (Daily Free Action Personal ✦ Arcane)
Trigger: Illarion misses with a sorcerer attack power
Effect: Reroll the triggering attack roll. If Illarion misses with a reroll he takes 5 psychic damage and regains this power at the start of his next turn.
Ice Dragon Teeth (retrained for Flame Spiral) (Encounter {{{ActionType}}} )
Flame Spiral (Encounter Standard Close burst 2 ✦ Arcane, Fire, Implement)
Target: One, Two or Three creatures in the burst
Attack: +13 vs Ref
Hit: 1d10+15
Effect: Until the start of Illarion's next turn, any enemy that enters a square adjacent to Illarion or starts it's turn there takes 1d6+9 fire damage
Thunder Leap (Daily Standard Close burst 1 ✦ Arcane, Implement, Thunder)
Target: Each creature in burst
Attack: +13 vs Fort
Hit: 2d6+15 thunder damage
Secondary Target: Each creature in burst
Secondary Attack: +13 vs. Fort
Secondary Hit: 2d6+9 thunder damage and push secondary target 1 square
Effect: Illarion jumps up to 12 squares (this jump doesn't provoke OAs) and makes secondary attack.
Swift Escape (Encounter Immediate Interrupt ✦ Arcane, Teleportation)
Target: Personal
Trigger: Illarion is hit by area or close attack
Effect: Illarion teleports up to 6 squares
Seed of Chaos (Encounter Free Action ✦ Elemental)
Target: Ranged sight
Trigger: Illarion or his ally spends AP to make an attack
Effect: After the attack is resolved, roll 1d6. Triggering character gains following benefit:

1: The character gains +2 power bonus to attack rolls TENT Illarion 2: The target of the attack takes 2 extra damage each time it is hit with an attack TENT Illarion 3: The character gains +2 power bonus to speed TENT Illarion 4: The target of the attack grants CA TENT Illarion 5: The character can make a basic attack as a free action

6: The target of the attack cannot shift TENT Illarion
Spark Form (Encounter Standard ✦ Arcane, Implement, Lightning)
Target: One creature
Attack: +13 vs Ref
Hit: 1d6+9 lightning damage
Effect: You shift speed +2 squares. During the shift, Illarion can move through enemy spaces. When you leave any creatures space, make the attack against the creature. Each creature can be targeted only once

FluffEdit

Description: Illarion commonly wears the disguise of older blind elf. He wears tight fitting clothes, usually in black.By the time the victims realize he's more then he appears it's usually too late. In his natural state he wears long hair and has somewhat stony expression even for featureless faces of his race. Early he learned to hide emotions and he rivals the best Jadeite diplomats in that. In any form, he has a tatoo of seven pronged star on the neck just under hair line.


Blind elf

Illarion in his most common guise

Background: He was born to pair of slaves held by dark brotherhood that called themselves Brotherhood of Seven Stars. Very early on, he didn't even know he is a changeling, his elven guise almost forced upon him by his parents. Unfortunately for them, it was soon discovered as the babe couldn't fully control it and the life of a slave is stressful one. Then name they've given him was Vhyd, meaning hope in a language he never learned. The parents were separated and punished for their guile.

As he grew he served the necromancers as fetch boy and occasional test subject. Early on, he learned to ignore pain of others and focus on his task while vile mages went on their grisly business. He came in contact with many undead during his years of servitude and it made a mark on him.

One day, he turned one of the zombies into ash as small star fell from the sky and immolated it. Necromancers immediately took him for tutelage, but he couldn't learn their ways of magic, it came naturally to him. The power he wielded was overwhelming for the boy and it occasionally would burst out of control. In face of such unfettered power, his owners and masters decided to get rid of him and teach him some discipline.

He was given to another arm of Brotherhood of Seven Stars, this one martial, in service of information gathering and disposing of 'inconveniences' on the way of their necromantic brethren. These were assassins. First thing they did, they equipped the boy and trained him with the knife. He learned the art of killing on hapless slaves or innocent man captured who could barely defend themselves. He did the motions without any passion, anger hidden deep within.

One day, his teachers announced him ready for ritual of becoming and forced him into it. Part of his soul was given to the darkness and sealing was done with the blood of a slave elven woman. As he delivered the killing blow, she in tears whispered nearly forgotten name 'Vhyd'. On her death she changed in her changeling natural form and young boy understood what they made him do. Rage almost overtook him and his form flickered for the moment, but he managed to control himself and remained calm.

First opportunity he got, he fled the Brotherhood and into the world. He hides still, craving freedom, yet afraid to stay too long in any one place lest the brotherhood finds him. He loathes the darkness within, but he understands there is no going back and uses it as a tool. He tries his best to control the power within him and to do as much good as he can while he still lives in hopes of redeeming himself from the sins of his childhood.

Hooks:

  • Brotherhood finds him
  • He judges himself strong enough to go against the Brotherhood
  • Slaves need freedom, undead need freedom too, necromancers need to feel how it is to be dead

Kicker:

  • Death of his mother

MathEdit

AttributesEdit

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 0 10 0 0 10 0
Con 2 12 0 0 12 1
Dex 7 15 2 2 19 4
Int 0 8 0 0 8 -1
Wis 0 10 0 0 10 0
Cha 16 18 2 2 22 6
Totals 25   10



DefensesEdit

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +4/-1 dex/int +1 Armor of Sudden recovery 3 18
Fortitude+0/+1str/con+1Improved Defenses+1Amulet of Life +13 16
Reflex+4/-1dex/int0+1 Improved Defenses+2Amulet of Life +13 20
Will+0/+6wis/cha21+1 Improved Defenses+1Amulet of Life +13 24


Chaos burst gives +1 AC until the start of Illarion's next turn if the first attack roll in a round is an even number .

HitpointsEdit

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherSurge Value BonusTotalBloodiedSurge
Hit Points 12 12 5 0 59 29 14


Surges/day: 7

AttacksEdit

BasicEdit

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

0

str +1War Wizards Expertise5Tooth of Chaos Dagger +2410AC
Basic Ranged

4

dex+1War Wizards Expertise5Chaos Tooth Dagger +2414AC


PowersEdit

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Chaos Bolt +6 Cha +1 War Wizards Expertise +3 Accurate Tooth of Chaos +2 0 0 4 14 Will
Blazing Starfall +6 Cha +1 War Wizards Expertise +3 Accurate Tooth of Chaos +2 0 0 4 14 Ref
Mists of Disarray +6 Cha +1 War Wizards Expertise +3 Accurate Tooth of Chaos +2 0 0 4 14 Will
Grounding Rebuke +6 Cha +1 War Wizards Expertise +3 Accurate Tooth of Chaos +2 0 0 4 14 Ref
Flame Spiral +6 Cha +1 War Wizards Expertise +3 Accurate Tooth of Chaos +2 0 0 4 14 Ref
Thunder Leap +6 Cha +1 War Wizards Expertise +3 Accurate Tooth of Chaos +2 0 0 4 14 Fort
Spark Form +6 Cha +1 War Wizards Expertise +3 Accurate Tooth of Chaos +2 0 0 4 14 REf


bonus to damage typically 15 - +6 for power saying to add Cha bonus, +4 for Dex bonus granted by Chaos Power Class Feature +2 magic dagger, +2 off hand magic dagger, +1 Syberis Shard of the Mage

Class Features Edit

Sorcerer

  • Wild Magic
    • Chaos burst - if first attack on Illarion's turn is EVEN he gets +1 AC, ODD he gets saving throw
    • Chaos power - +4 bonus to damage of arcane powers
    • Unfettered power (these effects apply AFTER all other effects of the power)
      • on natural 20 Illarion slides the target 1 square and knocks it prone
      • on natural 1 Illarion MUST push 1 square each creature within 5 squares
    • Wild Soul - when Illarion finishes extended rest he rolls 1d10 for damage type. Illarion gains resist 5 to that damage type until the end of his next extended rest. (increases at 11th and 21st level) While the resistance to damage type exists, Illarion's arcane powers ignore any target's resistance to that damage type up to the value of the resistance.
      • 1 Acid
      • 2 Cold
      • 3 Fire
      • 4 Force
      • 5 Lightning
      • 6 Necrotic
      • 7 Poison
      • 8 Psychic
      • 9 Radiant
      • 10 Thunder
  • Armor Proficiency (Cloth)
  • Implements: Daggers, Staffs
  • Weapon Proficiency (Simple melee, Simple ranged)
  • Bonus to Defense: +2 Will

Assasin

  • Implements: Ki focuses and weapons he's proficient with

Racial Features Edit

  • Change Shape
  • +1 Will
  • +2 Cha/Dex
  • Skill Bonuses: +2 Bluff, +2 Insight
  • Size: Medium
  • Speed: 6
  • Vision: Normal
  • Changeling's Trick
  • Changeling's Disguise

Languages: Common

Theme Chaosmade Features Edit

  • gain Seed of Chaos power
  • gain Elemental Origin
  • at level 5 gain +2 power bonus to Arcana and Endurance
  • at level 10 gain Primordial as language
  • at level 10 Illarion can use Seed of Chaos one additional time per encounter

Skills Edit


Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics4dex48
Arcana 5 -1 int 2 Chaosmade 4 10
Athletics0str44
Bluff56cha2417
Diplomacy56cha415
Dungeoneering0wis44
Endurance1con2Chaosmade47
Heal0wis44
History-1int43
Insight0wis246
Intimidate56cha415
Nature0wis44
Perception0wis44
Religion-1int43
Stealth54dex+2Background benefit+1Footpads and Chameleon Cloth416
Streetwise6cha410
Thievery4dex+2Thieving Tools410


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

Demonhunter boon gives +1 to all skill checks made to notice, avoid, or disarm traps and +1 to all defenses against trap attacks

Feats Edit

  • Shadow Initiate [Multiclass Assassin] Illarion gained training in the Stealth skill. Twice per encounter, he can use the Assassin's Shroud power. In addition, he can wield assassin implements.
  • Grasping Magpies (retrained at 7th) Illarion gets +2 feat bonus to thievery with additional +1 per character with the same feat. In addition, his aid another for thievery gives +4 bonus instead if +2
  • Improved Defenses - +1 NADs
  • War Wizards Expertise - gain +1 feat bonus to hit with arcane attacks and basic attacks made with light or heavy blade. Also, when Illarion uses arcane attack power with light or heavy blade, he takes -5 penalty to hit his allies.
  • Lucky Shot (retrained at 8th) - When Illarion uses daily sorcerer attack power or daily sorcerer paragon path power, for one attack roll choose even or odd numbers. If the result of d20 matches the type of the number selected, gain +5 feat damage bonus on the target.
  • Superior Implement Expertise (Accurate Dagger)
  • Dual Implement Spellcaster - add off hand enhancement to damage
  • Coordinates Explosion - whenever Illarion includes an ally in the area of the attack he gets +1 to attack roll

Background BenefitEdit

Touched by Darkness - +2 to Stealth

EquipmentEdit

Equipment Name Price Weight
Cloth Armor (Basic Clothing) 0 4lbs
Dagger x2 2gp 2lb
Standard Adventurer's Kit 15gp 33lbs
Footpads 5gp 0
Disguise Kit 30gp 5lbs
Camouflaged Clothing 30gp 4lbs
Staff of Ruin 0gp 4lbs
Shimmering Armor +1 0gp 4lbs
Amulet of Life +1 0gp
of Chaos dagger +1 840gp 1lb
Siberys Shard of the Mage 680gp -
Rain of Hammers Ki Focus +1 680gp -
Bracers of Escape 0 -

Remaining gold: 2307 gp Encumbrance: 55/100

Total gold:

18 
+ 467gp
+ 165gp
+ 1012gp
= 1662gp
- 680gp (Rhythm Blade Dagger +1)
- 680gp (Syberis Shard of the Mage)
+ Underneath Hadeys Door 1750gp
+ +925gp
- 680gp (Rain of Hammers Ki Focus +1)
----
 = 2307 gp


Equipment:

Shimmering Armor +1 - Illarion doesn't provoke when using area or ranged attacks in melee

Staff of Ruin +1 - adds item bonus to damage

Amulet of Life +1 - encounter power: when Illarion spends a surge he can spend another as free action Demonhunter's Boon

Property: 19-20 crit range on attacks against demons.
Property: Gain +1 to all skill checks made to notice, avoid, or disarm traps. Gain +1 to all defenses against trap attacks.
Power: Variable Resistance(Free Action, when you take Acid, Cold, Fire, Lightning, or Thunder damage * Daily) Gain resist 5 against that damage type until the end of the encounter.

Tooth of Chaos Dagger +1 - Daily free action: Trigger: Illarion hits with a sorcerer attack power using this dagger. Effec​t: Whenever you hit the enemy with a sorcerer attack power before the end of the encounter, you can treat your attack as even or odd.

Bracers of Escape - Daily Immediate Interrupt: When Illarion is target of melee attack, he can teleport 2 squares Rain of Hammers Ki Focus: Whenever Illarion reduces one enemy to 0 hp, one enemy adjacent to him takes 3 damage. Daily Minor Action: Illarion makes at-will attack against the enemy he already hit with an attack this turn.


Wishlist by item levelEdit

TrackingEdit

The Hunted 1983 XP and 467gp

The Hunted 504XP and 165gp

3078 XP and 1012gp

Underneath Hadeys Door 1724XP and 1750gp

2261XP and 925gp

4685XP and 6706 gp

Total XP: 14235 XP


Judge CommentsEdit

Level 1 Edit

Approval 1 Edit

Approval from TwoHeadsBarking:

  • Removed comments that no longer apply.

Approved.

Approval 2 Edit

Approval from Mewness:

  • Assassin's shroud should probably be entered as a red encounter power rather than as a green at-will
  • In your summary and math defenses section, you should note that it's the first attack roll YOU make in the round, not just "the first attack roll"
  • In your class features (unfettered power), note that the slide/prone occurs after the other effects of the power are applied.

Very minor nitpicky stuff, so approved.

Level 4 Edit

Approval 1 Edit

Approval from TwoHeadsBarking:

  • Summary: Your MBA is missing a point of damage.
  • Attacks: The table is still using the staff.

Minor, so approved.


Approval 2 Edit

Status Edit

Approved for level 4 by TwoHeadsBarking and Mewness.

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