Raven

Escaped Sunshine Guinea pig, not a fan of humans.

Description:

Name: “Raven”
Codename: Subject Yatagarasu
Sex: Female – Meta (Enduring) – Elemental
Age: 24
Height: 5’ 8"
Eyes: Red
Hair: Black
Level 3
Experience: 2,501 / 3,750

Resistances:
Resist 10 Fire (Elemental Power: Fire (5) + Armor of Resistance: Fire (5))
Resist 5 Poison (Amulet of Health)

[] [] [] [] Milestones
At heroic tier, you can only use one item daily power, plus one additional item daily for each milestone you’ve reached. A milestone is two ‘standard’ encounters.

[] [] [] Death Saving Throw Failures

STR 16 (3)
CON 14 (
2)
DEX 12 (1)
INT 10 (
0)
WIS 16 (3)
CHA 12 (
1)

Hit Points: 7 / 36
Bloodied: 18
Surge Value: 9
Surges: 4 / 8
Action Points: 1

Size: Medium
Speed: 6 = 6 [base] + 0
Vision: Low-Light

Initiative: +2 = + 1 [half level] + 1 [dexterity]
Base STR Attack: +4 = + 1 [half level] + 3 [strength]
Base DEX Attack: +2 = + 1 [half level] + 1 [dexterity]
Base CON Attack: +3 = + 1 [half level] + 2 [constitution]
Base INT Attack: +1 = + 1 [half level] + 0 [intelligence]
Base WIS Attack: +4 = + 1 [half level] + 3 [wisdom]
Base CHA Attack: +2 = + 1 [half level] + 1 [charisma]

Level Based Enhancement Bonus: +1 (Level 1 ~ 5) Applies to all defenses, attack rolls and damage rolls. (Already included.)

AC: 17 = 10 + 1 [half level] +1 [enh. bonus] + 3 [str] + 0 [armor] +2 [unarmored agility]
Fortitude:15 = 10 + 1 [half level] +1 [enh. bonus] + 3 [str]
Reflex: 14 = 10 + 1 [half level] +1 [enh. bonus] +1 [class] + 1 [dex]
Will: 16 = 10 + 1 [half level] +1 [enh. bonus] +1 [class] + 3 [wis]

Attacks:
Weapon (Simple) (w): Unarmed Group, One-Handed, 2 Prof, 1d6 damage, Off-Hand
+7 [str attack + 2 prof + 1 enh] vs AC, 1d6
4 damage (3 str + 1 enh)
+8 is set to deal fire damage through weapon feature at-will.
Searing Spray (Fire) (i) +6 [wis attack + 1 enh + 1 feat] vs Reflex
Searing Ray (Fire) (i) +6 [wis attack + 1 enh + 1 feat] vs Reflex
Burning Cyclone (Fire) (i) +6 [wis attack + 1 enh + 1 feat] vs Reflex
Elemental Arrows (Fire) (i) +6 [wis attack + 1 enh + 1 feat] vs Reflex
Swirling Stars (Fire) (i) +6 [wis attack + 1 enh + 1 feat] vs Reflex
w – weapon attack, i – implement attack

Languages:
English, (one other)

Powers:
At-Will:
Searing Spray (Fire); Elemental At-Will Lv1; *Implement, Fire; Standard Action; Close blast 3
Target: Each creature in blast; Attack: +5 [wis attack + 1 enh] vs Reflex
Hit: 1d8 +4 [wis +1 enh] fire damage.
Elemental Armor: The next enemy that hits you with a melee attack before the end of your next turn takes damage (3 fire) equal to your Strength modifier of the type this attack deals.

Searing Ray (Fire); Elemental At-Will Lv1; *Implement, Zone, Fire; Standard Action; Area burst 1 within 10 squares
Target: Each creature in burst; Attack: +5 [wis attack + 1 enh] vs Reflex
Hit: 1d6 +4 [wis + 1 enh] fire damage.
Effect: This power’s area is filled with elemental force. Any creature that enters the area or starts its turn there takes damage (3 fire) equal to your Strength or Dexterity modifier (minimum 1) of your Elemental Power type. The zone remains in place until the end of your next turn. You can dispel it earlier as a minor action.

Flaming Weapon (Item At-Will *Fire): Free Action. All damage dealt by this weapon is fire damage. Another free action returns the damage to normal.

Encounter Powers:
[ ] Second Wind
[ ] Action Point
[ ] Elemental Talent (Bomber)
[ ] Desperate Endurance (Race) Minor Action; Encounter; *Healing. Minor Action; Personal. Requirement: You are bloodied.
Effect: Until the end of the ecnounter, you gain a +2 bonus to damage. Additionally, while you are bloodied, you gain Regeneration 2.
[ ] Elemental Mantle; Elemental Utility Lv2; Immediate Interrupt; Personal
Trigger: You are hit by an attack
Effect: Until the end of your next turn, you gain a +1 power bonus to all defenses, and any creature that hits you with a melee attack takes 1d6 (fire) damage of the same type as your Elemental Power.
Elemental Armor: You can instead gain a +3 power bonus against the triggering attack. If the triggering attack was a melee attack, then you still deal the 1d6 (fire) damage to the enemy that used the triggering attack.
[ ] Burning Cyclone (Fire); Elemental Encounter Lv1; *Implement, Fire; Standard Action; Close blast 3
Target: Each creature in blast; Attack: +5 [wis attack + 1 enh] vs Reflex
Hit: 1d8 +7 [wis + str + 1 enh] fire damage.
[ ] Swirling Stars (Fire); Elemental Encounter Lv3; *Implement, Fire; Standard action; Area burst 1 within 10 squares
Target: Each creature in burst; Attack: +5 [wis attack + 1 enh] vs Reflex
Hit: 2d8 +4 [wis + 1 enh] fire damage.

Daily Powers:
[ ] Elemental Arrows (Fire); Elemental Daily Lv1; *Implement, Fire; Standard Action; Ranged 10
Target: One, two, or three creatures; Attack: +5 [wis attack + 1 enh] vs Reflex
Hit: 1d10 + 4 [wis + 1 enh] fire damage, and ongoing 5 fire damage (save ends).
Miss: Half damage, no ongoing damage.

[ ] Flaming Weapon (Item Daily *Fire): Free Action. Use this power when you hit with the weapon. Deal an extra 1d6 fire damage, and the target takes ongoing 5 fire damage (save ends).
[ ] Symbol of Radiant Fire (Item Daily *Fire, Radiant): Free Action. Trigger: You hit an enemy with an implement power using this symbol. Effect: That enemy takes ongoing 5 fire and radiant damage (save ends).
[ ] Fireburst Armor (Item Daily *Fire): Minor action. Until the end of your next turn, any creature that hits you with a melee attack takes 1d8 + Charisma modifier fire damage. (1d8+2 fire)

Elemental:
Elemental Power: Resist 5 Fire. In addition, while this resistance is active, your powers ignore any target’s resistance to the chosen damage type up to the value of your resistance.
You may end this resistance as an immediate interrupt when hit by an attack. If you do so, you gain resistance against the attack equal to your Elemental Power resistance. You may use this immediate interrupt after the Dungeon Master has told you the damage total. You regain your Elemental Power resistance after a short rest.
Remember, you only ignore resistance up to the value of your Elemental Power resistance, not counting Armor of Resistance or anything like that.

Elemental Focus: Elemental Armor. When you are not using Medium or higher armor, you may use your Strength modifier in place of your Intelligence or Dexterity modifier for determining your AC.
In addition, once per encounter as an immediate interrupt, you can gain a bonus to all defenses against one attack equal to your Constitution modifier. You can declare the bonus after the Dungeon Master has already told you the damage total. You cannot use this feature when using Medium or higher armor.

Elemental Talent: Bomber. Once per encounter, you can increase the size of one of your Area, Burst or Blast powers by 1. You can only use this feature once per power, but it stacks with other powers and effects that alter the size of Area, Burst and Blast powers.

Skills:
Acrobatics: +7 = 1 [half level] + 1 [dex] + 5 [trained]
Arcana: +1 = 1 [half level] + 0 [int]
Athletics: +6 = 1 [half level] + 3 [str] + 2 [race]
Bluff: +7 = 1 [half level] + 1 [cha] + 5 [trained]
Diplomacy: +2 = 1 [half level] + 1 [cha]
Dungeoneering: +4 = 1 [half level] + 3 [wis]
Endurance: +10 = 1 [half level] + 2 [con] + 2 [race] + 5 [trained]
Heal: +4 = 1 [half level] + 3 [wis]
History: +1 = 1 [half level] + 0 [int]
Insight: +4 = 1 [half level] + 3 [wis]
Intimidate: +7 = 1 [half level] + 1 [cha] + 5 [trained]
Nature: +4 = 1 [half level] + 3 [wis]
Perception: +4 = 1 [half level] + 3 [wis]
Religion: +1 = 1 [half level] + 0 [int]
Stealth: +2 = 1 [half level] + 1 [dex]
Streetwise: +2 = 1 [half level] + 1 [cha]
Thievery: +2 = 1 [half level] + 1 [dex]

Feats:
Heroic Flight (Lesser) (Heroic tier Superpower Feat) (Level 1 Bonus Feat)
Unarmored Agility (Heroic tier General Feat)
Elemental Expertise (Fire) (Elemental class feat) +1 to attack rolls with Fire attacks. (Including your melee attack, but only if it’s CURRENTLY dealing fire damage through your weapon feature.)

Rituals Known:
None

Encumberance
Normal Load: 160 lb. = Strength Score x 10 lb.
Heavy Load: 320 lb. = Strength Score x 20 lb.
Maximum Drag Load: 800 lb. = Strength Score x 50 lb.

Equipment:

Magic items:
Weapon: Flaming Weapon (Level 5+)
Weapon: Any; Critical: 1d6 fire damage per plus
Power (At-Will *Fire): Free Action. All damage dealt by this weapon is fire damage. Another free action returns the damage to normal.
Power (Daily *Fire): Free Action. Use this power when you hit with the weapon. Deal an extra 1d6 fire damage, and the target takes ongoing 5 fire damage (save ends).
Implement: Symbol of Radiant Fire (Level 4
, Symbol group)
Implement: Symbol; Critical: 1d6 fire and radiant damage per plus
Power (Daily *Fire, Radiant): Free Action. Trigger: You hit an enemy with an implement power using this symbol. Effect: That enemy takes ongoing 5 fire and radiant damage (save ends).
Armor: Fireburst Armor (Level 3
, Unarmored group)
Armor: Unarmored
Property: You automatically succeed on saving throws against ongoing fire damage.
Power (Daily *Fire): Minor action. Until the end of your next turn, any creature that hits you with a melee attack takes 1d8 + Charisma modifier fire damage.
Armor: Armor of Resistance (Fire) (Level 2+, Unarmored group)
Armor: Any; Property: Resist 5 fire.
Special: You can add this Armor Feature to armor that has one other Armor Feature. You gain the benefits of both armor features. You must still purchase both armor features separately. Your armor feature resistances do not stack: Only the highest resistance of each type applies.
Neck: Amulet of Health (Level 3+)
Property: Gain resist 5 poison.

Bio:

Raven

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