Raichel
LVL 23 Encounter: Legion of One

Raichel, level 17 Razorclaw Shifter Monk/Sorcerer Hybrid Lightning Fury
Age: 16, Height: 5' 4", Weight: 120 lb.
Initiative +14 (CA during first turn), Perception 20, Insight 20, Low-light vision

Centered Flurry of Blows: When you hit with an attack, the target takes 4(2+Wis) extra damage and you slide the target. If the target was the one who you hit, you must slide them 1 square to a square adjacent to you. If not, you can slide the target 1 square in any direction. You can use this once per round.
Ki Quarterstaff: Flurry deals 2 more points of dmg. TOTAL: 6
LV 11: Can target 2 creatures

Storm Soul: You gain resist 10 thunder and resist 10 lightning. While resistance is active, you arcane powers ignore all targets' resistance to that damage type up to the value of your resistance. If you are hit by an attack, you can end this resistance as an immediate interrupt to gain a +4 power bonus to all defenses until the end of your next turn. If you do, the resistance returns after you take a short or extended rest.

[Utility] Fall of Wind: You reduce the damage you take from falling by 5 + one-half your level.

Electric Action: When you spend an action point to take an extra action, you deal lightning damage equal to your dex mod (+6) to one, two, or three creatures of your choice within 5 squares.

Unstoppable Lightning: Your lightning attacks treat each creature that has resistance to lightning as not having that resistance. In addition, your lightning attacks treat each creature that is immune to lightning as instead having resistance to lightning euqal to one-half its level.


Lightning in the Blood: Deal an extra die of damage on all lightning attacks.

HP 103; Bloodied 51; Surges 7; value: 25
 Safewing Amulet: Reduce falling dmg by 10 feet
AC 31; Fortitude 23, Reflex 31; Will 31
Resist 10 Thunder 10 Lightning 10 Psychic 10 Necrotic
Speed 7, Fly 6
 Acrobatic Boots: Stand as a minor action
 Spider Technique: Climb 6, even on ceilings. Fall if you don't end move on ground.
 Melora's Storm Blessing: Move; Fly 5
 Melora's Storm Blessing: If an enemy uses forced movement on you, you shift 1 square as a free action at the end of the forced movement.
[M] Basic Melee (Standard; At-Will) * Basic Melee
Weapon
Quarterstaff: +22* vs. AC; 1d8+10* (lightning/radiant/normal) dmg.
*Once per turn. Otherwise, it is +14 v AC; 1d8+3 (lightning/radiant/normal) dmg
*If during your TURN, can use centered flurry of blows
[R] Lightning Strike (Standard; At-Will) * Ranged 10
Arcane, Implement, Lightning
SORCERER
+20 vs. Ref; 1d8+22 (lightning/radiant) dmg. An enemy of your choice within 10 of the target takes lightning dmg equal to dex mod (5).
Mark of Storm: Slide the target 1 square.
CRIT: 2d8+1d6+27
Storm Magic: You can apply your Storm Power bonus either to the damage roll against the target or to the damage taken by the enemy within 10 of the target.
[C] Five Storms (Standard; At-Will) * Close burst 1
Full Discipline, Implement, Psionic
MONK
Target: Each enemy you see in burst
+21 vs. Ref; 1d8+9+6 (lightning/radiant/normal) dmg.
CRIT: 2d8+1d6+17+6
Move Technique: You shift 2 squares.
[P] Razorclaw Shifting (Minor; Encounter) * Personal
Trigger: You must be bloodied.
Effect: Until end of encounter, your speed increases by 2 and you gain +1 bonus to AC and Reflex.
[P] Lightning Shift (Minor; Encounter) * Personal
Arcane
SORCERER
Effect: You shift your speed. Ignore difficult terrain during the shift.
[A] Thunderstroke (Standard; Encounter) * Area burst 1 in 20
Arcane, Implement, Lightning, Thunder
SORCERER
+20 vs. Ref; 2d8+22 (lightning/radiant/thunder) dmg and target is knocked prone. If the target is in the burst's origin square, it takes 3d8 extra lightning damage.
Mark of Storm: Slide the target 1 square.
CRIT: 2d8+1d6+39
[M] Spark Form (Standard; Encounter) * Melee 1
Arcane, Implement, Lightning
SORCERER
Effect: You shift your speed +2. During the shift, you can move through enemy spaces. When you leave any creature's space, make the following attack against that creature (Each creature can only be attacked once):

+20 vs. Ref; 1d6+22 (lightning/radiant) dmg.

Mark of Storm: Slide the target 1 square.
CRIT: 2d8+1d6+25
[A] Vezzuvu's Eruption (Standard; Encounter) * Area 1 in 10
Arcane, Elemental, Fire, Implement, Thunder, Zone
THEME
Target: Each creature in burst
+21 vs. Ref; 1d6+14 (lightning/radiant/thunder) dmg and the target falls prone.
Mark of Storm: Slide the target 1 square.
CRIT: 2d8+1d6+20
Effect: Burst creates a zone until the end of your next turn. The zone is difficult terrain, and anything that ends its turn in it takes 5 fire dmg.
[R] Furious Bolts (Standard; Encounter) * Ranged 20
Arcane, Implement, Lightning
LIGHTNING FURY (SORCERER)
Primary Target: One creature
+20 vs. Ref; 2d8+22 (lightning/radiant) dmg. Make a secondary attack.
CRIT: 2d8+1d6+32
Secondary Target: One creature within 10 squares of the primary target
+20 vs. Ref; 2d4+22 (lightning/radiant) dmg. Repeat the secondary attack against any single creature you have not yet hit with this attack. (You continue attacking as long as you keep hitting and still have targets you haven't attacked yet.)
CRIT: 2d8+1d6+27
Mark of Storm: Slide the target 1 square.
[R] Shocking Magnetism (Standard; Daily) * Ranged 10
Arcane, Implement, Lightning
SORCERER
Target: One or two creatures
+20 vs. Reflex; 3d6+22 (lightning/radiant) damage, and you pull the target a number of squares equal to your Dexterity modifier (6).
Mark of Storm: Slide the target 1 square.
CRIT: 2d8+1d6+37
Effect: Until the end of the encounter, each creature that starts its turn adjacent to you takes lightning damage equal to your Dexterity modifier (6). You can dismiss the effect as a free action.
[M] Supreme Avalanche Combination (Standard; Daily) * Melee Touch
Implement, Psionic
MONK
Target: One creature
+21 vs. Fort; 3d10+9+6 (lightning/radiant/normal) damage
CRIT: 2d8+1d6+39+6
Miss: Half damage
Effect: Until the end of the encounter, you gain a +2 power bonus to damage rolls against the target, and you slide it 1 square whenever you hit it with an attack. If that attack includes forced movement, you can increase the distance of that movement by 1 instead of sliding the target 1.

[M] Strength to Weakness (Standard; Daily) * Melee Touch
Implement, Psionic
MONK
Target: One creature
+21 vs. Fort OR Ref; Ongoing dmg equal to 15+Dex mod(6). TOTAL: Ongoing 21 dmg (save ends)

Miss: Ongoing 10 dmg (save ends)

[R] Lightning Daggers (Standard; Daily) * Ranged 10
Arcane, Implement, Lightning
SORCERER
Target: One creature
+20 vs. Ref; 2d4+22 lightning dmg.
Effect: Until the end of the encounter, you can repeat this attack as a free action once per round during your turn

Alignment: Good; Languages: Common, Dwarven, Primordial, (Secret Language)
(* = Trained in that skill)
21 Acrobatics*, 8 Arcana, 13 Athletics*, 13(14) Bluff, 13(14) Diplomacy,
10 Dungeoneering, 13 Endurance*, 10 Heal, 8 History, 10(12) Insight, 13(15) Intimidate,
12 Nature, 10 Perception, 8 Religion, 16 Stealth, 13 Streetwise, 14 Thievery
(The parenthesis are when dealing with a creature of the elemental origin.)
Str 11(0) Dex 22(6) Wis 15(2)
Con 11(0) Int 11(0) Cha 20(5)
Equipment:
Money: 16,730
Armor: Githweave Armor of Resist Necrotic +3 (Resist 10)
Head: Crown of the Brilliant Sun (Turn lightning dmg into radiant)
Neck: Safewing Amulet +1
Weapon: Lightning Staff (All dmg is Lightning dmg)
 Staff Impliment: Ki Quarterstaff +2
 Alt Weapon: Blood Fury Scythe (Enc: Minor; Treated as bloodied)
Arms: Executioner's Bracers
Hands: Babau Gaunlets (Dex in place of Str for basic melee. Enc: If bloodied or hit while bloodied, 5 acid dmg to attacker)
Ring 1: Ring of the Radiant Storm
Ring 2: Ring of Sympathy
Waist: Belt of Vim
Feet: Shadowdancer's Boots (+1 speed. +2 in dim light)
Ki Focus: Ghost Strike Ki Focus
Boon: Melora's Storm Blessing, Pelor's Sun Blessing (Extra dmg to vuln rad. At-will light power), Closed Mind (Resist 10 psychic), Flickers of Faith (+1 surge, Daily death save), Crimson Determination (Paragon. +4 dmg to bloodied)
Other: S.A.K., Flute, Tent,


Important!
Damage calculations:
Sorcerer Lightning damage: 4 (Cha mod) + 7 (Dex mod+2 sorc bonus) + 2 (Enh) + 3 (feat) = 16
Sorcerer Thunder damage: 4 (Cha mod) + 7 (Dex mod+2 sorc bonus) + 2 (Enh) + 3 (feat) + 2 (theme) = 18
 (Note: Monk powers that have thunder or lightning dmg calculate the feat and/or theme bonus)


Feats:
00) Staff Expertise: +1 attacks with staff. No AoO for ranged. +1 reach (freebie)
01) Hybrid Talent (Storm Soul)
02) Unarmored Agility: +2 AC when wearing cloth
04) Thunder's Rumble (retrained from lv 11): +3 dmg ROLLS (feat bonus) to thunder attacks. When you take thunder dmg, push each adjacent creature 1 square.
06) Staff Fighting: +1 AC (defensive staff). Staff is double-weapon.
08) Mark of Storm: Slide 1 for thunder or lightning powers. Fly speed +1.
    Master and perform Endure Elements, Enhance Vessel, Summon Winds, and Water Walk
10) Hafted Defense (+1 shield bonus AC and Ref when wielding staff)
11) Lightning Soul: +3 dmg ROLLS (feat bonus) lightning attacks. When you take lightning dmg, enemy in 5 squares takes 10 lightning dmg
12) Thunder's Rumble: +3 dmg ROLLS (feat bonus) thunder attacks. When you take thunder dmg, you can push each adjacent enemy 1 square
14) Superior Reflexes (+2/3/4 Ref. CA on first round of combat)
16) Superior Wukk (+2/3/4 Will. Roll saves at start of turn v daze/stunned)

Future Feats:
18) Fluid Motion (+2 feat bonus to speed)
20) Centered Intuition (Roll twice for initiative. Take higher result. If both rolls the same, gain +5 to initiative)
??) Waking Senses (Never take penalty to perc while blind, deaf, or sleep.)
??) Devastating Critical (+1d10 dmg on crit)

??) Master's Instruction (When you miss at least 1 enemy, allies gain +2 attacks v the enemies you missed) Bluh. Monk enc attacks only

(epic feats)
??) Fury of the Storm (Crit dice dmg is maxed out when you crit with sorc power)
??) Keep on your Feet (Stand as immediate reaction to being knocked prone)
??) Superior Initiative (+8 feat bonus to initiative)
??) Trusted Spellcasting (Choose power that doesn't deal half dmg on miss. Now it does. haha)



Lightning Soul (Heroes of the Elemental Chaos)
 (+3 feat bonus lightning dmg.)
  Increase to +4 at 21st lvl
 (When you take lightning dmg, enemy in 5 squares takes 10 lightning dmg)
  Increase to 15 dmg at 21st lvl
11) Thunder's Rumble (Heroes of the Elemental Chaos)
 (+3 feat bonus thunder dmg.)
  Increase to +4 at 21st lvl
 (When you take thunder dmg, push each adjacent creature 1 square)

Staff Fighting
Prerequisite: Wis 13, proficient with a quarterstaff Benefit: You can treat the quarterstaff as a double weapon. As a double weapon, the staff deals 1d8/1d8 damage and gains the defensive and offhand properties. For more on double weapons, see Adventurer's Vault, pagel0.

Disciple of Law?


Future Powers:
06) Quicksilver Motion? Echoing Thunder?

Background Benefit: Explorer/Guide
Add an extra language of your choice
Add Nature to your class skill list, and you gain a +2 bonus to Nature checks.

Theme: Primordial Adept:
quote:
Level 1: learn Primordial. Learn either Solkara's Wave (Close blast 3 Cold DMG, push 2, Cold Vuln) or Vezzuvu's Eruption (range 10, area 1 burst. Thunder DMG and knocks prone.  Creates Difficult terrain fire zone). Chose Vezzuvu's Eruption.

Level 4: +2 bluff, diplomacy, insight, and indimitate vs elemental origin (most demons count).

Lv 10: If you took Solkara's,  +2 Power bonus to damage for Cold and thunder powers.  If Vezzuvu's, Fire and Thunder powers.

Useful lv 6 utility: Day minor.  Resist 5 Fire, +2 power bonus to AC and Fort.  Any enemy that hits you with melee takes 5 fire DMG.  Lasts until end of your next turn.  SUSTAIN Minor.


Character description/personality:
Raichel is a girl with an athletic build. As a shifter, she looks like a human with cat features. In her and her sibs' case, it's a pair of cat ears at the top, a tail, a darkened nose, and a coat of short, light brown fur with dark brown stripes adorning it.

Raichel has a personality that seeks to right wrongs and bring justice to the world. The quintessential "superhero" complex. She loves her siblings dearly, but will not hesitate to let even them know if she thinks they are doing something she considers unjust (which by now, never really happens). While she generally has a no-nonsense air about her, Raichel is not as much of a stick-in-the-mud as she initially appears; She wants love and respect as much as the next person and will be friends with those who give it. Making nice with her siblings is a good way to get on her good side (conversely, being mean to her siblings is a good way to get on her bad side).


Combat tactics:
Raichel enjoys getting into melee when she can, joining May in the front lines where possible, but fights smart and keeps distance if it is advantageous to the group (which most of the time, it is). When she can get in close, she likes having as many enemies near her as possible so she can do the most harm to the enemy. She saves her harder-hitting powers for anyone who seems tough or in charge. Raichel also boasts some nice mobility powers, one of which (Spark Form) harms enemies that she moves through. She tries to save both for if she needs an escape, or to get INTO trouble fast, but usually also holds on to Spark Form until there are multiple enemies to zap her way through. Ultimately, her tactics are to help her allies on the battlefield wherever she is needed.


Character background:
Raichel grew up with her twin brother and older sister in a tribe of razorclaw shifters. Their home held strong beliefs in "might makes right", "if you can not kill something yourself, you aren't a man", and "women are to cook, clean, make babies, and then raise said babies." According to their tribe, Raichel and her siblings were all born with personalities contrary to their given gender. This made them outcasts, made fun of, and generally seen as a curse to their parents. Once Raichel's older sister Mittens was old enough, she took her two younger siblings and left home to seek out a new life. For Mittens, it was adventure. For Rai's twin brother Timothius, it was "anywhere but home", yet he got home sick often. For Raichel, it was a similar situation. The siblings went from town to town, being rejected or shot at for being "monsters". They then found the town of Brindol and an opportunity to earn a name. They have been heroing in the Elsir Veil ever since...








Magic item get!
Staff of Tongues (520) Know Supernal

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CENTERED iNTUITION
Prerequisite: 11th level, monk, Centered Breath class feature
Benefit: When you roll initiative, you can roll twice and use either result. If you roll the same number both times, you gain a +5 bonus to your initiative check.

CONFOUNDING TECHNIQUE
Prerequisite: 11th level, monk
Benefit: You can swap places with an ally adjacent to you as a move action. This movement does not provoke opportunity attacks.

DRIviNG RAIN
Prerequisite: 11th level, monk
Benefit: You gain a feat bonus to bull rush attack rolls equal to your ki focus’s enhancement bonus. When you hit with a bull rush, you push the target a number of squares equal to your speed, then shift into any unoccupied square adjacent to the target at the end of the push.

MASTER’S INSTRUCTION
Prerequisite: 11th level, monk
Benefit: When you use a monk encounter attack power and miss at least one target, one ally you can see gains a +2 bonus to his or her next attack roll against one target you missed with the attack power before the end of your next turn.

PSYCHIC WAIL
Prerequisite: 11th level, any psionic class
Benefit: When you reduce an enemy to 0 hit points with a psychic attack, one enemy you can see within 5 squares of the first enemy grants combat advantage to you until the end of your next turn.

STILL WATER
Prerequisite: 11th level, monk
Benefit: If you hit an enemy using a monk at-will attack power while all your encounter powers are expended, you gain a +2 bonus to AC until the start of your next turn.

WAKiNG SENSES
Prerequisite: 11th level, monk
Benefit: You never take a penalty to Perception checks when you are blinded, deafened, or sleeping.

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FORM MASTERY
Prerequisite: 21st level, monk
Benefit: When you spend an action point to take an extra action, you also regain the use of a monk encounter attack power. You can use this encounter power as your extra action.

KEEP YOUR FEET
Prerequisite: 21st level, monk
Benefit: When you are knocked prone, you can stand up as an immediate reaction.

PURE MIND
Prerequisite: 21st level
Benefit: You gain resist 10 psychic and a +2 feat bonus to Will.

TRUE FREEDOM
Prerequisite: 21st level, monk
Benefit: When you are grabbed, you can make an escape attempt as an immediate reaction.



Possible armor:
Bloodthread Armor (1k) - +2 item to AC and saves while bloodied.
Summoned Armor +2 (1800) - Duh. Starts at level 6, so... no lvl 1 version.