Mayriia "Myrae" Hun'rahel

Tallish Drow woman with happy demeanour

Description:
Level 11 Drow Sorceror
Mayriia of Hun'rahel
+0
11
Strength
+2
15
Constitution
+4
19
Dexterity
+0
11
Intelligence
-1
9
Wisdom
+6
22
Charisma
HIT POINTS
Total
76
Bloodied
38
Surges
8
Value
19
SAVE MODIFIERS
+2 Torc of Distortion
+11
Initiative
Dex4+Lvl+Ring
6
Speed
SKILLS
14
Acrobatics
10
Arcana
5 (7 for climbing with kit)
Athletics
16
Bluff
11
Diplomacy
4
Dungeoneering
7
Endurance
4
Heal
5
History
4
Insight
13
Intimidate
4
Nature
4
Perception
5
Religion
17 (19 with Elven Cloak, 21 with boots)
Stealth
10
Streetwise
15 (17 with Thieves Tools)
Thievery
RACE FEATURES
Trance
4 Hours to rest, aware of surroundings
Lolthtouched
Darkness close burst 1
or
Darkfire Range 10, grants combat advantage and target can't become invisible or concealed until end of next turn.
Drow Stuff
Darkvision, Fey
Skills: +2 Stealth, +2 Intimidate
Languages: Common, Elven
CLASS FEATURES
Storm Power
+DexMod+2 to arcane damage rolls
Storm Soul
You gain resist 10 thunder and resist 10 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.
Veiled Alliance Theme
L 5 - Veiled Escape
L10 - +2 damage if the target is unaware of the attack.
BACKGROUNDS
Luskan
Add Stealth/Thievery to class skill list.
+1 to Stealth, +1 to Thievery
Lyrandar Wind-Rider
When you spend an action point to take an extra action, you gain a fly speed equal to your speed (and can hover) until the end of your next turn.

Storm Adept ( 11 th level): You gain a +1 bonus to attack rolls and a bonus equal to your Constitution modifier (minimum 1) to damage from lightning or thunder attack powers.
FEATS
Bardic Dilettante
Majestic Word 1/Day. Training in Acrobatics
Versatile Expertise
+1 atk with staves and daggers
Unarmored Agility
+2 AC
Mark of Storm
Whenever you hit an enemy with a thunder or lightning power, you can slide that enemy 1 square.
You gain a +1 bonus to speed when flying.
You can master and perform the Endure Elements (PH304), Enhance Vessel (page 117), Summon Winds (page 119), and Water Walk (PH 315) rituals as if you had the Ritual Caster feat.
Dual Implement Caster
Add 2nd implement bonus to damage as untyped
Tempest Magic
When you use an arcane power that has the lightning or thunder keyword, you gain a +2 feat bonus to damage rolls. While you are bloodied, this bonus becomes +4.
Arcane Admixture (Thunder)
Add the Thunder Keyword to Blazing Starfall
22
Armor Class
10+lvl+dex+UAfeat+armorEnh
20
Fortitude
10+lvl+con+neck+girdle
21
Reflex
10+lvl+dex+neck
26
Will
10+lvl+cha+Sorc+neck+headband
ATTACKS
1d4 + 3
+11 vs AC
Melee Basic (dagger)
1d4 + 7
+15 vs AC
Ranged Basic (thrown dagger)
[?]+20 (22 if bloodied)
+15 vs Varies
Arcane Implement (Cha)
[?]+24 (26 if bloodied)
+16 vs Varies
Arcane Thunder/Lightning
3d6 + 14 (16 if Bloodied)
+15 vs Fortitude
Wind Burst (nonArcane, nonThunder)
AT-WILL POWERS
Blazing Starfall (AP)
At-Will ? Arcane, Thunder, Fire, Implement, Radiant, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Charisma vs. Reflex
Hit: 1d4 + Charisma modifier radiant damage.
Chaos Bolt (PHB2)
At-Will ? Arcane, Implement, Psychic
Standard Action Ranged 10
Primary Target: One creature
Primary Attack: Charisma vs. Will
Hit: 1d10 + Charisma modifier psychic damage.
EQUIPMENT
Armor of Sudden Recovery +1 (AV2)
Property: +1 to saves vs ongoing damage
Daily: Minor - Usable when taking ongoing damage.
The ongoing damage ends. Gain regeneration equal to the ongoing damage amount until the end of the encounter.
Dagger of Elemental Twist +2 (AV2)
2d6 crit.
Property: When an enemy resists or is immune to an effect, gain 5 Temp HP.
Power (Daily): Free Action.
Enemy loses one resistance/immunity until end of encounter.
Jagged Dagger +1 (AV2 Blade Dancer)
10 ongoing dmg on crit.
Property: Crit Range 19-20
Circlet of Mental Onslaught (AV)
Property: Gain a +1 bonus to Will defense.
Power (Daily): Minor Action.
Gain a +1 power bonus to attack rolls and damage rolls when making Wisdom, Intelligence, and Charisma attacks until the end of the encounter.
Gauntlets of Blood (Av2)
Property: Gain +2 bonus to damage against bloodied targets. If target is taking ongoing damage, gain Combat Advantage.
Power (Daily): Free Action.
When you bloody an enemy you may inflict 5 ongoing damage.
Siberys Shard of the Mage (EPG)
Property: Gain +1 bonus to damage with implement attacks using the augmented weapon
Torc of Distortion +2 (AV)
Property: A ranged attack against you from more than 5 squares away takes a –5 penalty to the attack roll.
Diamond Cincture(I) (AV2)
Property: +1 Fortitude
Daily - Minor: Regain hit points as if you'd spent a healing surge and lose the bonus to Foritude Save until you take an extended rest.
Staff of Ruin +2 (AV)
Enhancement: Attack rolls and damage rolls
Critical: +2d10 damage
Property: In addition to the normal enhancement bonus, add the staff ’s enhancement bonus to damage rolls as an item bonus.
Elven Boots (PHB)
Power (Encounter): Minor Action. Gain a +2 power bonus to speed and Stealth checks until the end of your turn.
Executioners Bracers (AV2)
Property: When you score a critical hit, deal an extra d6 damage
Saress' Tome
Known Rituals:
Object Reading, Knock, Gentle Repose, Unseen Servant, Transfer Enchantment, Eavesdroppers Foil
Other Rituals:
Magic Circle, Arcane Mark, Magic Map, Speak with Dead, Phantom Steed
Alchemist Recipes
Alch. Acid, Antivenom, Beastbane, Lockburst Chalk
Adventurer's Kit
The usual, plus tent
Thieves Tools + Climbing Kit
+2 Athletics for Climbing
+2 Thievery
Elven Cloak +2 (pack)
+2 Stealth +2 NADs
Silver and Moonstone hair comb
Hair Accessory looted from Lady Claudia Tarshek's townhouse in Eldred
Ring of Premonition (dark Obsidian)
Property: Gain a +2 item bonus to initiative and passive Perception checks.
Power (Daily): No Action. Use this power when you are surprised. You are not surprised.
If you’ve reached at least one milestone today, you also move 3 squares and take a minor action.
Masterwork Lute
A nice musical instrument, such as a bard follower of Eilistraee might carry.
MONEY
Platinum
0
Gold
84
Silver
0
Copper
0
ENCOUNTER POWERS
Excise from Sight
Arcane, Implement, Psychic
Standard Action Ranged 10
Special: You can spend a minor action when you use this power to enhance it. If you do so, you can also slide the target 1 square on a hit.
Target: One creature
Attack: Primary ability vs. Will
Hit: 2d10 + ability modifier psychic damage, and you or one ally within 10 squares of you becomes invisible to the target until the end of your next turn.
Whirlwind
Arcane, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Storm Magic: You can choose not to target a creature in the origin square of the burst.
Attack: Charisma vs. Fortitude
Hit: 1d10 + Charisma modifier damage, and you knock the target prone.
Dazzling Flash
Arcane, Implement, Radiant
Standard Action Close blast 5
Special: You can spend a minor action when you use this power to enhance it. If you do so, the target cannot make opportunity attacks or immediate action attacks until the end of your next turn instead of taking a penalty to attack rolls.
Effect: Before or after the attack, you can shift 3 squares.
Target: Each enemy in blast
Attack: Primary ability vs. Fortitude
Hit: 1 d8 + ability modifier radiant damage, and until the end of your next turn the target is slowed and takes a -4 penalty to opportunity action and immediate action attack rolls.
Veiled Escape
Arcane
Minor Action Ranged 5
Target: You
Effect: The next time the you shift before the end of your next turn, you can shift 2 additional squares and gain concealment until the end of your next turn.
Sudden Scales (util)
Arcane
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You gain a +4 bonus to all defenses against the triggering attack.
Spark Form
Arcane, Implement, Lightning
Standard Action Personal
Effect: Before the attack, you shift your speed + 2. You can move through occupied squares during the shift, as long as you end in an unoccupied square.
Target: Each creature whose space you moved through
Attack: Charisma vs. Reflex
Hit: 1d6 + Charisma modifier lightning damage.
Darkfire
Minor Action Ranged 10
Target: One creature
Attack: Charisma +6 vs. Reflex
Increase to +8 bonus at 21st level.
Hit: Until the end of your next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment.
Cloud of Darkness
Minor Action Close burst 1
Effect: The burst creates a cloud of darkness that remains in place until the end of your next turn. The cloud blocks line of sight, squares within it are totally obscured, and creatures entirely within it are blinded until they exit. You are immune to these effects.
Narrow Escape (util)
Encounter ? Arcane, Teleportation
Immediate Reaction Personal
Trigger: You are hit by an attack
Effect: You take half damage from the attack. You then teleport a number of squares equal to your Charisma modifier + your Dexterity modifier.
Wind Burst (PP11)
Encounter ? Implement
Standard Action Area burst 2 within 10 squares
Target: Each creature in burst
Attack: Charisma vs. Fortitude
Hit: 3d6 + Charisma modifier damage, and you push the target 2 squares away from the attack's origin square. A target in the burst's origin square is knocked prone instead of pushed.
DAILY POWERS
Majestic Word
Daily ? Arcane, Healing
Minor Action Close burst 10
(15 at 21st level)
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain additional hit points equal to 2d6 + Charisma modifier. You also slide the target 1 square.
Howling Tempest
Arcane, Implement, Thunder, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Storm Magic: You can choose not to target a creature in the origin square of the burst.
Attack: Charisma vs. Fortitude
Hit: ld6 + Charisma modifier thunder damage, and the target is deafened (save ends). You slide the target a number of squares equal to your Dexterity modifier.
Effect: The burst creates a zone of deafening wind that lasts until the end of your next turn. Each creature that starts its turn within the zone takes thunder damage equal to your Charisma modifier. As a move action, you can move the zone 3 squares.
Sustain Minor: The zone persists.
Slaad's Gambit
Arcane, Implement, Psychic, Teleportation
Immediate Interrupt Ranged 5
Trigger: An enemy within 5 squares of you hits you
Target: The triggering enemy
Effect: Before the attack, you teleport your speed.
Attack: Charisma vs. Will
Hit: 2d10 + Charisma modifier psychic damage.
Miss: Half damage.
Winds of Change
Arcane, Implement
Standard Action Close burst 3
Target: Each enemy in burst
Attack: Charisma vs. Fortitude
Hit: 3d8 + Charisma modifier damage, and you push the target 3 squares.
Miss: Half damage, and you push the target 1 square.
Effect: Until the end of your next turn, you gain a fly speed equal to your speed, and you can hover.
Deep Shroud (util)
Daily * Arcane
Minor Action Personal
Effect: You create a shroud of supernatural shadow around you. Until the end of your next turn, the space you occupy and each square adjacent to you are heavily obscured.
Sustain Minor: The effect persists.
Bio:

Likes: Magic items, Jewellery, Magic Jewellery, clumped up enemies
Dislikes: Assassins, Swimming, Disease, Slavery, Losing, Bright Sunlight, taking damage

After vanquishing Darvin and assisting in the defeat of a Dragon, Myrae’s gained greater favour with her patron Deity, and an appreciation that what’’s coming is going to be a really big fight.

Mayriia "Myrae" Hun'rahel

A Mercenary Gamble chapter 2 - another throw of the dice sciolist