Aktalis

Description:
Aktalis
Level 1 Tiefling Sorcerer
+2
15
Strength
+2
14
Constitution
+3
16
Dexterity
+1
13
Intelligence
+0
11
Wisdom
+4
19
Charisma
HIT POINTS
Total
26
Bloodied
13
Surges
8
Value
6
SAVE MODIFIERS
None
Resistances
Fire 5
SKILLS
+3
Acrobatics
+6
Arcana
+2
Athletics
+11
Bluff
+9
Diplomacy
+0
Dungeomeering
+2
Endurance
+0
Heal
+1
History
+5
Insight
+4
Intimidate
+0
Nature
+0
Perception
+1
Religion
+2
Stealth
+4
Streetwise
+3
Thievery
13
Armor Class

12
Fortitude

13
Reflex

16
Will

RACE FEATURES
Bloodhunt
You gain a +1 racial bonus to attack rolls against bloodied foes
Fire Resistance
You have Resist Fire 5 + 1/2 level
Infernal Wrath
You can use Infernal Wrath as an Encounter Power
CLASS FEATURES
Spell Source
Wild Magic
Chaos Burst
Your first attack roll grants a benefit.
Wild SoulRandom damage type resistance and penetration.
Chaos Power
You gain a bonus to the damage rolls of arcane powers equal to your dexterity modifier.
Unfettered Power
Special effect on a natural 20 or 1.
FEATS
Arcane Spellfury
When you hit a target with an arcane power gain a +1 bonus on attack rolls against the target until the end of your next turn.
BACKGROUND
Title
Description
AT-WILL POWERS
Chaos Bolt
Storm Walk
ENCOUNTER POWERS
Infernal Wrath
Bedeviling Burst
DAILY POWERS
Dazzling Ray
EQUIPMENT
Clothes
AC -|Check -|Speed -|Price 1gp|Weight 4lb
Quarterstaff
Prof +2|Damage 1d8|Range -|Price 5gp|Weight 4lb|Group Staff
Climber’s Kit
Price 2gp|Weight 11lb|
Standard Adventurer’s Kit
Price 15gp|Weight 33lb

Chaos Burst
Your first attack roll during each of your turns determines a benefit you gain that round. If you roll an even number you gain a +1 bonus to AC until the start of your next turn. If you roll an odd number, you make a saving throw.

Wild Soul
When you finish an extended rest, roll a d10 to determine a damage type.
1 – Acid
2 – Cold
3 – Fire
4 – Force
5 – Lightning
6 – Necrotic
7 – Poison
8 – Psyhcic
9 – Radiant
10 – Thunder
You gain resist 5 to that damage type until the end of your next extended rest. While you have resistance to that damage type, your arcane powers ignore any target’s resistance to that damage type up to the value of your resistance.

Unfettered Power
When you roll a natural 20 on an attack roll for an arcane power, you slide the target one square and knock it prone after applying the attack’s other effects. When you roll a natural 1 on an attack roll for an arcane power you must push all creatures within 5 squares of you 1 square.

At Will Powers

Chaos Bolt
Sorcerer Attack 1
A bolt of many-colored light leaps from your hand and screams toward an enemy’s head.
At-WillArcane, Implement, Psychic
Standard ActionRanged 10
Target: One Creature
Attack: Charisma vs. Will
Hit: 1d10 + Charisma modifier psychic damage
Wild Magic: If you rolled an even number for the primary attack roll, make a secondary attack.
Target: One creature within 5 squares of the target last hit by this power
Attack: Charisma vs. Will
Hit: 1d6 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.
Storm Walk
Sorcerer Attack 1
The thunder of your steps batters your foes.
At-WillArcane, Implement, Thunder
Standard ActionRanged 10
Target: One Creature
Attack: Charisma vs. Fortitude
Hit: 1d8 + Charisma modifier thunder damage.
Effect: Before or after the attack, you shift one square.

Encounter Powers

Bedeviling Burst
Sorcerer Attack 1
An eruption of psychic energy assaults your enemies’ minds, sending them staggering.
EncounterArcane, Implement, Psychic
Standard ActionClose Burst 3
Target: One or two creatures in burst
Attack: Charisma vs. Will
Hit: 1d10 + Charisma modifier psychic damage and you push the target a number of squares equal to your Dexterity modifier.
Wild Magic: If you rolled an even number on your attack roll, you slide the target instead of pushing it.
Infernal Wrath
Tiefling Racial Power
You call upon your furious nature to improve your odds of harming your foe.
Encounter
Minor ActionPersonal
Effect: You can channel your fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, add your Charisma modifier as extra damage.

Daily Powers

Dazzling Ray
Sorcerer Attack 1
A brilliant beam lances out to strike your foe and befuddle it.
DailyArcane, Implement, Radiant
Standard ActionRanged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 6d6 + Charisma modifier radiant damage.
Wild Magic: If you rolled an even number on the attack roll, the target takes a penalty to attack rolls against you equal to your Dexterity modifier (save ends).
Miss: Half damage.
Bio:

Aktalis

Ascension 4e Sag3Error Wookie8301