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19:29, 27th April 2024 (GMT+0)

Bethany

Bethany Bright, level 1 Human Sorceress
Age: 0, Height: 5' 4", Weight: 110 lb.

Chaos Burst: Your first attack roll during each of your turns determines a benefit you gain in 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.

Chaos Power: You gain a bonus to the damage rolls of arcane powers equal to your Dexterity modifier. The bonus increases to your Dexterity modifier + 2 at 11th level and your Dexterity modifier + 4 at 21st level.

Unfettered Power: When you roll a natural 20 on an attack roll for an arcane power, you slide the target 1 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 each creature within 5 squares of you 1 square.

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 Psychic, 9 Radiant, 10 Thunder. You gain resist 5 to that damage type until the end of your next extended rest. The resistance increases to 10 at 11th level and 15 at 21st level. 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.


Initiative +3, Perception 10, Insight 15, Normal vision
HP 24; Bloodied 12; Surges 7; value 6
AC 15; Fortitude 12, Reflex 14; Will 17
Resist 5 Psychic
Speed 6
[M/R] Basic Attack (Standard; At-Will) * Melee or Ranged
Staff: +2 vs. AC; 1d8+0 dmg
Sling: +5 vs. AC; 1d6+3 dmg
[R] Arcing Fire (Standard; At-Will) * Ranged 10
+4 vs. Ref; 1d8+4 fire dmg. Any enemy providing the target cover against this attack takes fire damage equal to your Charisma modifier.
Increase damage to 2d8 + Charisma modifier at 21st level.
[R] Chaos Bolt (Standard; At-Will) * Ranged 10
+4 vs. Will; 1d10+4 psychic dmg.
Level 21: 2d10+4 psychic dmg.
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: +4 vs. Will; 1d6 psychic dmg. 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.
[R] Energy Strobe (Standard; At-Will) * Ranged
+4 vs. Ref; 1d10+4 dmg. Roll a d6 to determine the attack’s damage type. You gain resist 5 against the type of damage your attack deals until the end of your next turn.
1. Cold
2. Fire
3. Force
4. Lightning
5. Radiant
6. Thunder
Level 21: 2d10+4 damage.
Special: You can use this power as a ranged basic attack.
[A] Mists of Disarray (Standard; Encounter) *  Area burst 1 in 10
Target: Each creature in the burst
+4 vs. Will; 1d8+4 psychic dmg and push target 1.
Wild Magic: If you rolled an even number on the attack roll, you slide the target a number of squares equal to your Dexterity modifier instead of pushing it.
[M] Dazzling Ray (Standard; Daily) * Ranged 10
+4 vs. Will; 6d6+4 radiant dmg
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.
Alignment: Good; Languages: Common, Primordial
(* = Trained in that skill)
3 Acrobatics, 5 Arcana*, 0 Athletics, 4 Bluff, 6 Diplomacy,
5 Dungeoneering, 1 Endurance, 0 Heal, 5 Hist*, 5 Insight*, 4 Intimidate,
5 Nature*, 0 Perception, 0 Religion, 3 Stealth, 6 Streetwise, 3 Thievery
Str 10(0) Dex 16(3) Wis 10(0)
Con 12(1) Int 10(0) Cha 18(4)
Equipment: S.A.K., Fine Clothing, Staff Implement, Sling, Money (49 gp)


Parrot
Social arcane casters prefer talkative parrot familiars.
Senses low-light vision
Speed 2, fly 5 (hover)
Constant Benefits
* You gain a +2 bonus to Diplomacy and Streetwise checks.
Active Benefits
Parrot’s Speech: A parrot can speak any language you know, and it can converse with other creatures. When it speaks, you hear everything it says and hear everything spoken to it. You can dictate its answers if you so choose.

Rituals: None.

Feats:
01) Unarmored Agility
01) Arcane Familiar (Chose Parrot) (Human haha)


Background Benefit: Imbuer
In two different ways, you could call me a collector. I gather antiquities—items who’ve borne silent witness to great events. And then I collect magic potence to imbue within those antiquities, improving them to the limit of my ability.
Type: Campaign
Campaign Setting: Scales of War Adventure Path
The blending of magical power with mundane objects has been your forte, and you delight in the creation of new wondrous items and implements to channel your power. Who taught you how to make such items? Is there a particular item you’re keen to make, once you gather the rare and expensive materials for it? How do you assess the work of other arcane artisans when you encounter magic items in the treasure troves you find?
Good Background: Wizard.
    Benefit: You can construct your own implements and wondrous items, given proper tools and raw materials. Making an implement takes two days, and making a wondrous item takes four days. Doing so confers no economic advantage, however. The item ultimately costs the same as it would if you’d purchased it directly. And you can cast Creation rituals as if you had the Ritual Caster feat.



Character description/personality:
Bethany is a white-haired human woman who has an innocent aura about her. She tends to act naive and in a good mood. She is curious and continually taking in the world much like a child would.
(Other pics)
http://fc08.deviantart.net/fs70/f/2010/131/9/d/I_liek_cake_by_meago.png
http://fc06.deviantart.net/fs71/f/2010/142/f/c/Red_family_by_meago.png

Combat tactics:
Chaos. Bethany has no tactics and likes to do things at random when it comes to combat. The only order to this chaos is that she is trying to use her imagination. Think Axe Cop. The writer is a 5-year-old kid, so of course he thinks things like "if someone steals the trident, it attacks the thief".

Character background:
There was once a small area of magic and wonder deep in an enchanted woods. Elf families would go to this for vacation and enjoy its beautiful sights. But just as the world developed a soul via the Primal Spirits, this magical place gained self awareness. Using its magic, the place became Bethany Bright, solidifying into a person. Since then, she has been wandering the world, looking to have her own vacation and fun time...

XP earned: 0


Possible Maybe Future Familiar
Gibbering Pet
This lump of flesh has dozens of tiny eyes and mouths that constantly reshape and reform across its surface.
Senses all-around vision
Speed 4, fly 6 (hover)
Constant Benefits
* At the end of each extended rest, roll 1d4 to determine a language you can read and speak. Then roll 1d4 two more times to determine two skills to which you gain a +2 bonus (reroll if the same skill shows up twice). All benefits last until your next extended rest.
1d4	Language	Skill
1	Deep Speech	Bluff
2	Primordial	Diplomacy
3	Supernal	Intimidate
4	Abyssal		Streetwise
Active Benefits
Gibbering Utterances: When a creature makes an attack that includes the gibbering pet, it takes a -2 penalty to all attack rolls on that attack.