Sindri

Description:
Level 1 Gnome Sorcerer
Sindri
+0
11
Strength
+0
10
Constitution
+2
14
Dexterity
+
12
Intelligence
-1
8
Wisdom
+5
20
Charisma
SAVE MODIFIERS
+0
HIT POINTS
Total
22
Bloodied
11
Surges
6
Value
5
+2
Initiative
5
Speed
SKILLS
+2
Acrobatics
+8
Arcana
+0
Athletics
+10
Bluff
+5
Diplomacy
-1
Dungeoneering
+0
Endurance
-1
Heal
+6
History
+4
Insight
+5
Intimidate
-1
Nature
-1
Perception
+1
Religion
+
Stealth
+5
Streetwise
+
Thievery
12
Armor Class
10
Fortitude
12
Reflex
17
Will
CLASS FEATURES
Storm Power
You gain a bonus to the damage rolls of arcane powers equal to your Dexterity modifier (+2). The bonus equals your Dexterity modifier + 2 at 11th level and your Dexterity modifier + 4 at 21st level.
Storm Soul
You gain resist 5 thunder and resist 5 lightning. This resistance increases to 10 at 11th level and 15 at 21st level. While this resistance is active, your 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 so, the resistance returns after you take a short rest or an extended rest.
Storm's Embrace
When you roll a natural 20 on an attack roll for an arcane power, wind surges around you and your enemy. You can push the target 1 square and then fly a number of squares equal to 1 + your Dexterity modifier after applying the attack’s other effects.
RACE FEATURES
Reactive Stealth
If you have any cover or concealment when you make an initiative check, you can make a Stealth check.
Trickster's Cunning
You have a +5 bonus to saving throws against illusions.
FEATS
Enduring Mountain
Whenever you spend a healing surge, you regain 2 additional hit points. You regain 1 more additional hit point for each ally within 10 squares of you who has this feat, to a maximum of 5 additional hit points.
BACKGROUNDS
Child of Fate
You were born with a birthmark associated with a member of the Gloaming Court: a moon, a heart, or even the stylized loom shape of the Witch of Fate. Whatever form the mark takes, you were called at birth as a traveler on the Gloaming Path, whether you like it or not.
Associated Skills: Nature, Insight
AT-WILL POWERS
Lightning Strike
Ranged 10. Staff Implement: +5 vs Reflex, 1d8+7 damage and an enemy of your choice other than the target and within 10 squares of the target takes lightning damage equal to your Dex mod (+2). You can apply your Storm Power bonus to either enemy.
Storm Walk
Ranged 10. Staff Implement: +5 vs Fortitude, 1d8+7 thunder damage. You shift 1 before or after the attack
ENCOUNTER POWERS
Whirlwind
Burst 1 within 10. Each creature in burst but you can choose not to target creature in origin square of burst. Staff Implement: +5 vs Fortitude, 1d10+7 damage and target is knocked prone.
Fade Away
Become invisible until end of your next or until you attack as immediate reaction when you take damage
Ghost Sound
Ranged 10. Target: One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
Noble Presence
Move Action. Close burst 3
Target: One or two allies in the burst.
Effect: Each target can shift up to 2 squares as a free action, and each target gains a +2 power bonus to all defenses until the end of your next turn.
DAILY POWERS
Howling Tempest
Burst 1 within 10. Each creature in burst but you can choose not to target creature in origin square of burst. +5 vs Fortitude, 2d6+7 thunder damage, target is deafened (save ends) and you slide target Dex Mod (+2) squares.
Effect: Burst creates zone of deafening wind until end of your next and each creature that starts its turn in the zone takes Cha mod (+5) thunder damage. Sustain zone as minor action and move zone 3 as a move action.
EQUIPMENT
Cloth Armour (Basic Clothing), Adventurer's Kit, Staff Implement
ATTACKS
1d8
+2 vs AC
Melee Basic - Staff Implement
MONEY
Platinum
0
Gold
79
Silver
0
Copper
0
Bio:

Apprentice of Immerstal the Red in Mittleberg.

Sindri

Scales of War Medriev