The Return of Guistenal
Halfling Sorcerer of the Vieled Alliance
Medium natural humanoid (Halfling)
HP 25, Bloodied 12
AC 12, Fort 12, Ref 12, Will 16
Healing Surges 7, Value 6
Action Points 1
Bone Dagger (standard; at-will) * Martial, Weapon
+ 5 vs. AC; 1d6 + 2 damage.
Chaos Bolt (standard; at-will) * Arcane, Implement, Psionic
Ranged 10: + 4 vs. Will; 1d10 + 6 psychic damage.
Wild Magic: If you rolled an even number for the primary attack roll, make a secondary attack.
Secondary Attack: One creature within 5 squares of the original target; +4 vs. Will; 1d6 + 2 psychic damage. If you rolled an even number for the second attack roll, repeat the secondary attack. You can attack a creature only once with a single use of this attack.
Dragon Frost (standard; at-will) * Arcane, Cold, Implement
Ranged 10; + 4 vs. Fortitude; 1d8 + 6 cold damage, and you push the target 1 square.
Special: This attack can be used as a ranged basic attack.
Arcane Defiling (free, you make an attack roll or damage roll as art of an arcane daily attack power; at-will) * Arcane
You can reroll the triggering roll but must use the second result. In addition, each ally (willing or unwilling) within 20 squares of you takes necrotic damage equal to his healing surge value. This damage ignores immunities and cannot be resisted in any way.
Special: You can use this effect for any arcane daily attack power you use, affecting any single attack roll or the damage roll for that power.
Bedevilling Burst (standard; encounter) * Arcane, Implement, Psychic
Close burst 3; one or two creatures in burst; + 4 vs. Will; 1d10 + 6 psychic damage, and you push the target 2 squares.
Wild Magic: If you rolled an even number on the attack, you slide the target instead of pushing it.
Excise from Sight (standard; encounter) * Arcane, Implement, Psychic
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.
+ 4 vs. Will; 1d10 + 4 psychic damage, and you or one ally within 10 squares of you becomes invisible to the target until the end of your next turn.
Dazzling Ray (standard; daily) * Arcane, Implement, Radiant
Ranged 10; + 4 vs. Will; 6d6 + 6 radiant damage.
Wild Magic: If you rolled an even number on the attack roll, the target takes a – 2 penalty to attack rolls against you (save ends).
Boon of Evasion
Enhancement: + 1 AC and + 1 Reflex
Property: You gain a + 2 bonus to savings throws against being immobilised or slowed.
Power (daily * Teleportation): Immediate reaction, when you are immobilised by an attack. Effect: the effect that immobilised you ends, and you teleport 5 squares.
Second Chance (immediate interrupt, when an attack hits you; encounter) * Personal
The enemy rolls the attack again and uses the second roll, even if it is worse.
You gain a + 5 racial bonus to saving throws against fear.
You gain a + 2 racial bonus to AC against opportunity attacks.
Your first attack roll during each of your turns determines a benefit you gain in that round. If you roll an even number, you gain a + 1 bonus to AC until the start of your next turn. If you roll an odd number, you make a saving throw.
You gain a bonus to damage rolls of arcane powers equal to your Dexterity modifier.
When you roll a natural 20 on an attack roll for an arcane power, you slide the target 1 square and knock it prone after applying the attacks other effects.
When you roll a natural 1 on an attack roll for an arcane power, you must push each creature within 5 squares of you 1 square.
When you finish an extended rest, roll a d10 to determine damage type.
1 Acid 6 Necrotic
2 Cold 7 Poison
3 Fire 8 Psychic
4 Force 9 Radiant
5 Lightning 10 Thunder
You gain resist 5 to that damage until your next extended rest.
Skills Arcana (Int) +6, Bluff (Cha) +8, Diplomacy (Cha) +8, Insight (Wis) +5, Intimidate (Cha) +8
Feats Skill training (insight), Two
Str 14 ( +2) Dex 15 ( +2) Wis 11 ( +0)
Con 13 ( +1) Int 12 ( +1) Cha 18 ( +4)
Equipment bone dagger