A cursed sorcerer who does not speak, seeking the power needed to exact his revenge.
Class: Sorcerer; Spell Source: Wild Magic; Size: Medium; Speed: 6 squares; Initiative: +3
Str: 8 (-1); Con: 12 (+1); Dex: 16 (+3); Int: 12 (+1); Wis: 12 (+1); Cha: 17 (+3)
HP: 24; *Bloodied: 12; Healing Surge Value: 6; Surges/Day: 7
AC: 13; Fort: 12; Reflex: 14; Will: 16
Acrobatics: +3; Arcana: +6; Athletics: -1; Bluff: +8; Diplomacy: +3; Dungeoneering: +1; Endurance: +1; Heal: +1; History: +1; Insight: +6; Intimidate: +8; Nature: +1; Perception: +1; Religion: +1; Stealth: +3; Streetwise: +3; Thievery: +3
Trained Skills: Arcana, Bluff, Insight, Intimidate
Passive Insight: 16; Passive Perception: 11
Toughness: 5 HP per tier.
Chaos Bolt (Sorcerer Attack 1) A bolt of many-colored light leaps from your hand and screams toward an enemy’s head. At-Will; Arcane, Implement, Psychic Standard Action Ranged 10 Primary Target: One creature Primary Attack: Charisma vs. Will Hit: 1d10 +Charisma modifier psychic damage. Level 21: 2d10 +Charisma modifier psychic damage. 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: 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.
Dragonfrost (Sorcerer Attack 1) A gust of frost hammers your foe and knocks it back. At-Will; Arcane, Cold, Implement Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Fortitude Hit: 1d8 +Charisma modifier cold damage, and you push the target 1 square. Level 21: 2d8 +Charisma modifier cold damage. Special: This power can be used as a ranged basic attack.
Explosive Pyre (Sorcerer Attack 1) Your foe stands at the center of a conflagration of your design. Encounter; Arcane, Fire, Implement Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 2d8 +Charisma modifier fire damage. Until the start of your next turn, any enemy that enters a square adjacent to the target or starts its turn there takes 1d6 fire damage.
Chromatic Orb (Sorcerer Attack 1) An orb of arcane energy shifts colors as it hurtles toward your enemy. On impact, it erupts with damaging force, releasing the energy that was dominant at the time of impact. Daily; Arcane, Implement; Varies Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 3d10 +Charisma modifier damage. Roll a d6 to determine the attack’s damage type and effect.
1. Yellow: Radiant damage, and the target is dazed (save ends). 2. Red: Fire damage, and each creature adjacent to the target takes fire damage equal to your Dexterity modifier. 3. Green: Poison damage, and ongoing 5 poison damage (save ends). 4. Turquoise: Lightning damage, and you slide the target a number of squares equal to your Dexterity modifier. 5. Blue: Cold damage, and the target is immobilized (save ends). 6. Violet: Psychic damage, and the target takes a –2 penalty to AC (save ends).
Miss: 1d10 damage. Roll a d6 to determine the attack’s damage type and effect, as above.
Equipment: Dagger, Cloth Armor, Adventurer’s Kit, Climber’s Kit.
Age: 25 Gender: Male Height: 5’7” Weight: 148 lbs.
Appearance: Tempest has long black hair and pale green eyes. The skin of his throat is pale. Tempest is lanky and feeble in build, but makes up for his lack of strength with speed and mobility.
Born in Fedir, a child of slaves in the Infernal house, the boy then known as Anton was cursed as a punishment of the failure of his parents to report back after being ordered to spy upon the Star house. The reason for his parents’ failure is unknown to him. The curse cast upon him rendered him physically weak, visibly scarred, and unable to communicate normally through speech. It also bestowed on him, unintentionally, arcane power.
Fleeing the infernal house, Anton made his way into the custody of the Fey house. The members of this house recognized the magic within him, and his potential to wield it, as well as how it could be used for their purposes. They took him in, renamed him Tempest (as he was unable to communicate his former name to them) and trained him as a sorcerer, as well as in standard academic studies. The Fey house, though they treated him with kindness, fueled his anger at his cursed nature, his hatred of the Infernal house, and his mistrust of the Star house, hoping to use these feelings to turn him into a lose cannon of sorts, and individual who could potentially wreak havoc among the other houses, hopefully to disastrous effect, but that being a long shot, any havoc is good havoc.
Upon learning of these motives, Tempest fled the kingdom of Fedir entirely during his early adulthood. Making his way to Ronin, he signed on as a guard to a trade caravan, trading between Ronin, the Hub, and Tandrileneste. Tempest searches for a means to achieve the power necessary to exact revenge upon those in Fedir who have wronged him. While he makes do with what he can on the trade route, his hope is to earn papers granting him entry into the Hub, where he can more easily gain access to that which he desires.
Personality: Tempest is untrusting, but as long as he doesn’t feel used, is willing to cooperate with those he doesn’t know if it benefits his ultimate goal. He watches people, gleaning as much information as he can off their words and actions. Mostly, he keeps to himself unless he feels a need to offer input. Tempest is a brooding person, whose anger at the wrongs that have been done him have resulted in him sometimes having an unsettling air, something he uses to his advantage whenever he feels it necessary.
Mannerisms: Unable to speak, Tempests gestures, body language, and facial expressions are how he communicates with others. Thus, he exaggerates this things out of necessity, to the point where his mannerisms are charismatic regardless of the need. He is quite skilled at conveying whatever message he needs by way of non-verbal communication, even so far as to convey falsehoods and bluffs.