Re: Dungeons and Dragons: Desert of Deception - Character Archive
Character Name: Chena.
Weight: 160 lbs.
Alignment: Chaotic Good.
Speed: 6 Squares.
Character Background: Chena was born into a large family, the youngest daughter of a pair of ambassadors to the forest elves. She was bright and eager to learn from the beginning, tutored by the elves in subjects befitting the child of dignitaries. However, she also sought out training in other areas - elven methods of tracking, and the mysterious arcane arts, for which she had a natural talent. As she grew older, she grew more restless and adventurous, not at all befitting her nobility. At the age of 22, shortly after completing her training, she grew frustrated with her family and left. She has drifted for a long while, providing assistance to those whom she sees fit while seeking out knowledge, treasure, and glory where it can be found.
Character Appearance: Chena has fluffy rust-red feathers that she is always sure to keep in pristine condition. She has no hair, but she does have a crest of white-tinted red feathers on the back of her head. Her beak has a chip on the right side from a quarrel when she was just a chick. Her eyes are ruby-red.
Str modifier: 0.
Str mod + 1/2 your level: 0.
Con modifier: 1.
Con mod + 1/2 your level: 1.
Dexterity: 16 (14 + racial bonus).
Dex modifier: 3.
Dex mod + 1/2 your level: 3.
Int modifier: 3.
Int mod + 1/2 your level: 3.
Wisdom: 14 (12 + racial bonus).
Wis modifier: 2.
Wis mod + 1/2 your level: 2.
Cha modifier: 2.
Cha mod + 1/2 your level: 2.
Max HP: 23.
Bloodied (1/2 HP): 14.
Surge Value (1/4 HP): 7.
Surges per day: 7.
Defense Bonus: 3.
Fortitude Bonus: 1.
Reflex Bonus: 4.
Will Bonus: 2.
Passive Insight: 17.
Passive Perception: 14.
Features, Feats, and Skills
Arm Wings - Because your arms are your wings, you cannot perform any action that requires the use of your arms while in the air.
Aerial Strike - You may use Aerial Strike as an Encounter Power.
Arcane Implement Mastery (Wand of Accuracy).
Arcana +10 (+5 from training, +2 from background, +3 from ability modifier).
Diplomacy +4 (+2 from background, +2 from ability modifier).
Dungeoneering +7 (+5 from training, +2 from ability modifier).
History +5 (+2 from training, +3 from ability modifier).
Insight +9 (+5 from training, +2 from background, +2 from ability modifier).
Nature +9 (+5 from training, +2 from background, +2 from ability modifier).
Perception +8 (+2 from racial bonus, +4 from background, +2 from ability modifier).
Stealth +4 (+2 from racial bonus, +3 from ability modifier).
Languages Known: Common.
Magic Missile (2d4 + Intelligence modifier force damage. One creature).
Thunderwave (1d6 + Intelligence modifier thunder damage, and you
push the target a number of squares equal to your Wisdom
modifier. Close blast 3).
Aerial Strike (1d6 + Dex. One creature).
Force Orb (2d8 + Intelligence modifier force damage. Make a secondary
attack against all foes adjacent to the primary target: Intelligence vs. Reflex; 1d10 + Intelligence modifier force damage. One creature, then all creatures adjacent to the first).
Flaming Sphere (2d6 + Intelligence modifier fire damage. You conjure a Medium flaming sphere in an unoccupied square within range, and the sphere attacks an adjacent creature. Any creature that starts its turn next to the flaming sphere takes 1d4 + Intelligence modifier fire damage. As a move action, you can move the sphere up to 6 squares. You can sustain this power until the end of
the encounter. As a standard action, you can make another attack with the sphere. One creature adjacent to the sphere).
Sleep (The target is slowed (save ends). If the target fails its
first saving throw against this power, the target becomes
unconscious (save ends). Standard Action Area burst 2 within 20 squares. Each creature in burst is targeted).
Weapon 1: Staff.
Standard Adventurer's Kit
Currency: 22 gold.
Weight limit: 100.
Weight carried: 41 lb.
Last edited by Velocity; 03-21-2013 at 11:46 PM.