SARREVAN - Init +2
L5 Eladrin Alchemist (Resist 5 fire)
Class Will+2, Race Reflex+1
Str10 Con16 Dex10 Int20 Wis8 Cha14
AC 21 / Fort 16 / Ref 19 / Will 17
HP 52 / SVal 13 / Surges 7/day OR 2/enc
SKILLS - 4 trained
Str 2 : Athletics
Con 5 : Endurance
Dex 2 : Acrobatics, Stealth, Thievery
Int 7 : Arcana* +14, History* +14, Religion
Wis 1 : Dungeoneering, Heal, Insight, Nature, Perception
Cha 4 : Bluff, Diplomacy* +9, Intimidate* +9, Streetwise
POWERS
ENT - End of your Next Turn
R) Fey Step
Move Action, Encounter
Effect: You teleport 5 squares
Feature) Binding Glue (AegSh)
Minor, Encounter
You mark the target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
If your marked target makes an attack that doesn’t include you as a target, it takes a –2 penalty to attack rolls. If that attack hits and the marked target is within 10 squares of you, you can use an immediate interrupt to reduce the damage dealt by that attack to any one creature by 5.
At 11th level, reduce the damage dealt by 10. At 21st level, reduce the damage dealt by 15.
Special: You regain the use of that power when its target drops to 0 hit points or when its mark is superseded by another mark, or if the target leaves the encounter.
Concoctions
1) Light (Std, AW) Target you touch emanates 4 squares of bright light.
2) Prestidigation (Std, AW) As per wizard cantrip
3) Elixir of Hiding (Free, Enc) Trigger: You make a Stealth check.
Effect: Make an Arcana check instead and use that result.
4) Elixir of Persuasion (Free, Enc) Trigger: You make a Diplomacy, Bluff or Intimidate check.
Effect: Make an Arcana check instead and use that result.
AW1) Flame Burst (SwB)
Close Burst 1, +9 vs Reflex (enemies), 1d6+8 fire damage
AW1) Fire Bomb (CoD)
Bomb, Area 1 in 10 (all), +9 vs Reflex, 1d6 + 11 fire damage
Effect: The power’s area becomes a zone that lasts until ENT or until you end it as a minor action. Any creature that enters the zone or starts its turn there takes 2 fire damage. A creature can take this damage only once per turn.
E1) Entangling Bomb (GrS)
Bomb, Encounter
Area 1 in 10 (all), +9 vs Reflex, 1d8 + 11 fire damage and target is slowed until ENT.
Effect: Any creature that enters the entangling area of the bomb takes 5 fire damage and is slowed until the End of its Next Turn. A creature can take this damage only once per turn.
D1) Floating Remote Bomb (FlmSph)
Bomb, Ranged 10, Daily
Effect: You conjure a Medium floating bomb in an unoccupied square within range. The bomb occupies its square, and it lasts until the end of your next turn. Any creature that starts its turn adjacent to the bomb takes 1d4 + Intelligence modifier fire damage (ie 1d4+11 fire). As a move action, you can move the sphere up to 6 squares.
When the bomb appears, it immediately makes the following attack. While the bomb persists, you can use a standard action to command it to make the attack against one target adjacent to the bomb.
+8 vs Reflex, 2d6+11 fire
Sustain Minor: The bomb persists until ENT
U2) Shielding Formula
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC and Reflex until the end of your next turn
E3) Confusing Shouts (DmV)
Ranged 10 (Triggering Enemy)
Trigger: An enemy hits an ally with a melee attack
+8 vs Will
Hit: You slide the target 5 squares. The target then makes its melee attack against a creature you choose. If no creatures are within range of the target, the attack is expended.
D5) Burning Clay (MB)
Minor, Ranged 10, Daily, Summoning
Effect: You animate a molten burning clay homunculus in an unoccupied space within range. The burning clay has speed 4 (8 while charging) and resist 5 fire. You can give it the following special command.
*Burn (Melee Basic Attack, Standard Action) Melee 1; targets one creature; +9 vs Reflex; 1d10 + 11 fire damage, and the target takes ongoing 5 fire damage and is slowed (save ends both).
Intrinsic Nature: If you haven’t given the burning clay any commands by the end of your turn, it attacks an adjacent creature at random or charges the nearest creature it can charge. Otherwise, it moves its speed toward the nearest enemy. In addition, you are slowed until the end of your next turn.
Symbiosis: While the burning clay is present, you can shift 2 squares with a move action. Each creature that you hit with a basic or at-will attack cannot shift until the end of its next turn.
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FEATS
1) Superior Implement Training: Incendiary Dagger ( +1 vs Reflex, +2 damage to fire damage rolls)
2) Bombardier
When you use a bomb power that has the acid, cold, fire, lightning, or thunder keyword, you add your Constitution modifier to damage rolls.
4) Talent - Warding Field
While you hold a light blade or heavy blade in one hand and have the other hand free, you gain a +3 bonus to AC. This reduces to +1 if your other hand is occupied.
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ITEMS * - floating items
*L1 Amulet of Protection +1
*L4 Shimmering Armor +1 (Cloth)
You do not provoke opportunity attacks when you make ranged or area attacks.
L5 Flaming Weapon +1 (Incendiary Dagger)
Crit: +1d6 fire per plus
Power (Free Action, At Will) :
All damage dealt by this weapon changes to fire damage. Another free action returns the damage to normal.
Power (Free Action, Daily)
Trigger: You hit with the weapon.
Effect: The attack deals 1d6 extra fire damage, and the target takes ongoing 5 fire damage (save ends).[/quote]