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    Chambers's Avatar

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    May 2010
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    Default Re: [Hourglass of Zihaja D&D 4e] Heroes on a Sea of Swords OOC II

    Hello all, glad to come aboard.

    I'll be playing a Sabi Sorceress named Jaili Farun. She's a Windsoul Genasi Air Elementalist with the Windlord theme. Flying around and zapping people with lightning and thunder is generally her thing.

    She's also a Noble and little arrogant, but I'll reserve that mostly for the NPC's. PC's of her ability (i.e. power level) have probably proven themselves to be worthy allies in the past, also I know from experience that it gets annoying when one PC constantly tries to lord over the others.

    Mechanics wise she's pretty simple, as the Essentials Sorcerer is a straight up blaster. She's got a few zone and close burst powers, but she mainly hits people with lightning and knocks them around (Mark of Storm).

    ---

    I'll use this space for some additional character information as well as descriptions of two of her powers. There's an error in the plothook 4e sheets that won't let me save any text for the lower right box, and the one right above it.

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    Jalil Farun, Sabi Elementalist
    Defenses: AC 26 Fort 27 Ref 26 Will 31
    Hitpoint Total: 106
    Surge Value: 26
    Daily Surge Count: 10

    Passive Perception: 20
    Passive Insight: 18
    Passive Stealth: 18
    Passive Bluff: 24

    Opportunity Attack +15 vs AC, 1d4+2 dmg

    Defensive Features:
    +3 all defensives vs Acid/Fire/Cold/Lighting/Thunder
    Resist Cold 17
    Immune to Slow/Immobilize caused by Cold powers
    Resist Lightning 13
    +2 saves vs ongoing lightning damage

    Elemental Twist Dagger
    Gain 10 Temp HP when an enemy's resistances or immunities reduce the damage of any sorcerer attack power used through this dagger (No action)

    Fog Form
    Insubstantial until EONT (Interrupt, hit by an attack)

    Walk it Off
    Make a save vs ongoing damage at start of turn (No action)

    Primordial Surge
    When you use Windwalker, gain 9 Temp HP

    --- Powers ---

    Elemental Bolt, Static Charge, Storm Walk

    Elemental Escalation ([ ][ ][ ][ ]), Essence of Arcane Blood, Wind Fury Assault, Essence Form, Windwalker, Protective Gale, Wind Rider, Fog Form

    Howling Tempest, Thunder Leap, Howling Hurricane, Lightning Daggers, Sorcerous Pulse

    Other
    Spoiler
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    Race/Theme/Class/Paragon Path Features
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    Windsoul: You gain resist 5 cold and the windwalker power. At 11th level, the resistance improves to 10 cold. At 21st level, the resistance improves to 15 cold.

    (1st level): Your origin becomes elemental. For the purpose of effects that relate to creature origin, you are considered to be an elemental. Add Primordial to the languages you can read, write, and speak. You gain a +2 power bonus to Athletics checks and Perception checks. You also gain the wind fury assault power.
    (5th level): Whenever an effect enables you to fly, you can fly 1 additional square. Further, whenever you use your second wind, you can push each creature adjacent to you 1 square.
    (10th level): Whenever you hit with wind fury assault, you slide the target up to a number of squares equal to your highest ability modifier.

    Elemental Power: You gain a bonus to the damage rolls of arcane powers equal to your Constitution modifier. This bonus increases to 2 + your Constitution modifier at 5th level, 5 + your Constitution modifier at 15th level, and 8 + your Constitution modifier at 25th level.
    Elemental Resilience: While you are not wearing heavy armor, you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC.
    Elemental Versatility: At 9th level and 19th level, you gain a sorcerer at-will attack power of your choice.

    Enhanced Elemental Bolt: Your elemental bolt deals lightning damage. On a hit, its target gains vulnerable 3 to your elemental attacks until the end of your next turn.
    Elemental Soul: At 5th level, you gain resist 10 lightning. At 15th level, you gain a +2 bonus to saving throws against ongoing lightning damage. At 25th level, choose either cold or thunder. You gain resist 10 to the chosen damage type and a +2 bonus to saving throws against ongoing damage of that type.
    Fly: At 23rd level, you can fly up to half your speed as a move action.

    Energy Essence (11th level): If you hit with an arcane attack power that deals more than one type of damage, you deal 1d6 extra damage.
    Essential Action (11th level): When you spend an action point to take an extra action, you gain a +4 bonus to attack rolls with arcane powers until the start of your next turn.
    Essential Resistance (16th level): Whenever you gain resistance, increase that resistance by 3 (or by 4 at 21st level and higher)

    Feats

    War Wizard's Expertise

    Mark of Storm Whenever you hit an enemy with a thunder or lightning power, you can slide that enemy 1 square.
    You gain a +1 bonus to speed when flying.
    You can master and perform the Endure Elements, Enhance Vessel, Summon Winds, and Water Walk rituals as if you had the Ritual Caster feat.

    Primordial Surge Whenever you successfully use a genasi racial power, you gain temporary hit points equal to 5 + your Constitution modifier.

    Superior Implement (Resonating Dagger)

    Genasi Frost Affinity If you have resistance to cold, increase that resistance by 3. You are immune to any slow and immobilize effects caused by cold powers

    Improved Defenses

    Arcane Admixture (Thunder/Static Charge)

    Arcane Admixture (Thunder/Elemental Bolt)

    Resounding Thunder add 1 to the size of any blast or burst that has the thunder keyword

    Thunder's Rumble You gain a +3 feat bonus to thunder damage rolls. This bonus increases to +4 at 21st level.
    In addition, whenever you take thunder damage from an attack, you can push each creature adjacent to you 1 square

    Lightning Arc On crit, additional target takes normal damage instead of maximizing damage.
    Last edited by Chambers; 2013-11-05 at 09:25 PM.
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