Chiria Faen

Chiria Faen is the daughter of a lone doppelganger who wandered into the territory of wizard Kazmene Arduras. Part of a long line of dark wizards, Kazmene saw the opportunity to experiment with Abyssal magic and a subject who was in little condition to protest. It warped Chiria in the womb - which was the intention - but the mother did not survive the subsequent birth.

Kazmene raised Chiria as a servant, not a mother, training her as a brute enforcer, though with a decent background in arcane lore. The parental role fell to the monkey-like Simins, a servitor race created by Kazmene's grandmother. This small colony raised Chiria and she adopted many of their mannerisms.

Kazmene held sway over a small kingdom with ambitions for more … but she chose to play a long game: rather than going for smaller gains, she researched massive powers that would eventually allow her a quick and sure strike. Chiria's role was to discourage individuals who thought to assail her keep. Kazmene occasionally sent her farther afield or took her along as a crude bodyguard, but these occasions were rare.

The keep was some ten miles from what passed for the local city; it was the only place Chiria was allowed to travel unsupervised. It was there she observed the custom of dancing, which - combined with Simin acrobatics - came to factor heavily in her magic channeling. It just felt right.

About ten months ago, a well-known swordsman known as Tiran Whiteblade rode through, accompanied by a few greener companions. (Possibly PCs - to be determined.) Kazmene set Chiria on them, but Tiran convinced her to hold … and then talked her around further to the realization that "Mom" was not as benevolent as she seemed.

Chiria agreed to help them defeat Kazmene, but insisted she be banished rather than killed. The kingdom went the way of the nearest likely (and benevolent) candidate. The Simins decided to stay in the region, minding their own business, living in the forests, and reveling in their freedom. As for Chiria, she went forth with these adventurers in search of a new life.

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 Name: Chiria Faen              Age: 17              Gender: Female
 Class: Sorcerer 11                                    Race: Doppelganger
 Paragon Path: Wild Mage      Deity: Pantheist    Alignment: Unaligned  
 Epic Destiny: --
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 Str: 09 / -1             Level Bonus: +5                        AC: 23
 Con: 17 / +3             Basic Melee: +4                 Fortitude: 20
 Dex: 21 / +5            Basic Ranged: +10                   Reflex: 22
 Int: 15 / +2          Healing Surges:  9 / 19HP               Will: 26
 Wis: 11 / +0                                            Initiative: +10
 Cha: 23 / +6                                                    HP: 79 / 39
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 Class Features:
   Chaos Burst: If your first attack roll is even, you gain a +1 AC till the
                beginning of your next turn.  If it's odd, you may make a
                saving throw.
   Chaos Power: You gain a bonus to the damage rolls of arcane powers equal to
                your Dexterity modifier.
   Implements: Dagger, Staff
   Unfettered Power: When you roll a natural 20 on an attack roll for an
                     arcane power, you slide the target one square and knock
                     it prone after applying the attack's other effects.  If
                     you roll a natural 1 on an attack roll for an arcane
                     power, you must push each creature within five squares
                     one square.
   Wild Soul: After an extended rest, roll 1d10 to determine your resistance.
              This is Resist 5, increasing to Resist 10 at level 11 and Resist
              15 at level 21.  When you have resistance of that type, your
              arcane powers ignore resistance of that type up to your resist
              value.

              1: Acid // 2: Cold // 3: Fire // 4: Force // 5: Lightning //
              6: Necrotic // 7: Poison // 8: Psychic // 9: Radiant //
              10: Thunder

 Paragon Path Features:
   Chaos Action: When you spend an action point, you can roll 1d6 and gain
                 one of the benefits below:

                 1: You become invisible until the start of your next turn
                 2: You teleport a # of squares equal to 5+Dexterity modifier
                 3: You gain temporary hit points equal to half your level
                 4: Until the end of the encounter, each ally gains Resist 10
                    of the same type of your Wild Soul resistance
                 5: You teleport an ally and an enemy within 10 squares,
                    swapping their positions
                 6: You and each ally within 5 squares makes a saving throw

   Wild Surge: When you roll a natural 1 on an attack roll with an arcane
               power, you can take the miss result and your Unfettered Power
               class feature, or you can roll 1d6 and substitute one of the
               following:

               1: The attack misses and you and the target swap positions
                  after the attack is resolved
               2: The attack misses and you drop prone and slide 3 squares
                  away from the target
               3: The attack misses and both you and the target are dazed
                  (save ends)
               4: Reroll the attack roll.  If you roll a natural 1 again, you
                  take 2d10+Charisma modifier damage, and you can't use Wild
                  Surge again this encounter
               5: The attack hits instead of misses, and you are stunned until
                  the end of your next turn
               6: The attack hits instead of misses
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 Race Features:
   Change Shape: You gain this power.
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 Skills:
   *Acrobatics +15, *Arcana +17, *Athletics +9, *Bluff +18, Diplomacy +11,
   Dungeoneering +5, Endurance +8, Heal +5, History +7, Insight +7,
   Intimidate +11, *Nature +13, *Perception +10, Religion +7, Stealth +10,
   Streetwise +11, Thievery +10
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 Backgrounds:
   Background: Among Another Race - Simins: Acrobatics - Class Skill
   Background: Dark Scholar: +2 to Arcana
   Background: Abyssal-Born: Speak Abyssal
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 Feats:
   Arcane Initiate: You gain Skill Focus (Arcana) and the Scorching Burst
                    Power as an encounter power.
   Arcane Spellfury: +1 to attack rolls with arcane poweres until the end of
                     your next turn after using a Sorcerer At-Will power.
   Dual Implement Spellcaster: Add your second implement's enhancement bonus
                               to damage.
   Implement Expertise: +1/+2/+3 to attack rolls with staves.
   Initiate of the Old Faith: Athletics Training; Wild Shape; Savage Rend
                              Encounter Power
   Learned Spellcaster: You gain Skill Focus (Nature) and the Wizard Ritualist
                        feature.
   Skill Training: Perception
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 Languages: Abyssal, Common
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 Combat Equipment:
   Cape of the Mountebank +1
     Power (Daily * Teleportation): Immediate Reaction.  Use this power when
                                    you are hit by an attack.  Teleport 5
                                    squares and gain combat advantage against
                                    the attacker until the end of your next
                                    turn.

   Defensive Staff +3
     Critical: +1d8 damage per plus
     Property: Gain a +1 item bonus to your Fortitude, Reflex, and Will
               defenses.

   Imposter's Githweave Cloth Armor +3
     Power (At-Will * Polymorph): Minor Action.  You can change this armor into
                                  a set of clothes.  You can add this armor's
                                  enhancement bonus to Bluff checks to attempt
                                  to disguise your appearance.

   Staff of Provcation +2
     Critical: +1d6 damage per plus
     Power (Daily * Charm): Free Action.  Effect: One creature of your choice
                            makes a free basic attack against that enemy as
                            a free action.  The attacking creature gains a
                            bonus to the attack roll and damage roll equal to
                            your Charisma modifier.

   Tunic of Contingency +1
     Power (Daily * Teleportation): Immediate Reaction.  Use this power when
                                    you are bloodied and when an attack
                                    damages you.  Teleport 6 squares, and you
                                    can spend a healing surge.

   Tumbler's Shoes
     Property: You can always take 10 on Acrobatics and Athletics checks.

   Wild Mage's Crown (At-Will): Free Action.  Use this power when you hit an
                                enemy with an attack that targets Will.  That
                                attack gains a -1 penalty if there is a saving
                                throw effect.  If not, that attack gains a +1
                                bonus to damage.
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 Other Equipment:
   Gryphon Egg
   80GP
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 Powers:
   Change Shape (Doppelganger Racial Power)
     At-Will * Polymorph
     Minor Action * Personal
     Effect: You can alter your physical form to take on the appearance of
             any Medium humanoid, including a unique individual.  This change
             lasts until you dimiss it as a Minor Action or you die.  This
             change gives a +20 bonus to Bluff checks for Disguise.

   Wild Shape (Druid Feature)
     At-Will * Polymorph, Primal
     Minor Action (Special) * Personal
     Effect: You change from your humanoid form to beast form or vice versa.
             When you change from beast form to humanoid form, you may shift
             1 square.  While you are in beast form, you can't use attack,
             utility, or feat powers that lack the beast keyword, though you
             can sustain them.  You may choose a beast near your size,
             resembles a natural or fey beast, and equipment melds into the
             form, though you retain the benefits of equipment you use.
      Special: You may use this power once per round.

   Chaos Bolt (Sorcerer Attack 1)
     At-Will * Arcane, Implement, Psychic
     Standard Action * Ranged 10
     Primary Target: One creature
     Primay Attack: Charisma (+16) vs Will
     Hit: 1d10+Charisma modifier psychic damage (1d10+17).
       Wild Magic: If you rolled an even number for the primary attack, roll
                   a secondary attack.
       Secondary Target: One creature within 5 squares of the target last hit
                         by this power.
       Secondary Attack: Charisma (+16) vs Will
       Secondary Hit: 1d6 psychic damage.  If you rolled an even number for
                      the secondary attack roll, repeat the secondary attack.
                      You may attack a creature only once with a single use of
                      this power.

   Storm Walk (Sorcerer Attack 1)
     At-Will * Arcane, Implement, Thunder
     Standard Action * Ranged 10
     Target: One creature
     Attack: Charisma (+16) vs Fortitude
     Hit: 1d8+Charisma modifier thunder damage (1d8+16).
     Effect: Before or after the attack, you shift 1 square.

   Bedevelling Burst (Sorcerer Attack 1)
     Encounter * Arcane, Implement, Psychic
     Standard Action * Close Burst 3
     Target: One or two creatures in burst
     Attack: Charisma (+16) vs Will
     Hit: 1d10+Charisma modifier psychic damage (1d10+16), and you slide the target
          a number of squares equal to your Dexterity modifier.

   Savage Rend (Druid Attack 1)
     Encounter * Beast Form, Implement, Primal
     Standard Action * Melee Touch
     Target: One creature
     Attack: Wisdom (+10) vs Reflex
     Hit: 1d8+Wisdom modifier damage, and you slide the target 1 square.
     Special: This power can be used as a basic attack.

   Scorching Burst (Wizard Attack 1)
     Encounter * Arcane, Fire, Implement
     Standard Action * Area Burst 1 Within 10 Squares
     Target: Each creature in burst
     Attack: Intelligence (+12) vs Reflex
     Hit: 1d6+Intelligence modifier fire damage  (1d6+12).  Add 1d6 to the target in the
          center of the burst

   Flame Spiral (Sorcerer Attack 3)
     Encounter * Arcane, Fire, Implement
     Standard Action * Close Burst 2
     Target: One, two, or three creatures in burst
     Attack: Charisma (+16) vs Reflex
     Hit: 1d10+Charisma modifier fire damage (1d10+16).
     Effect: Until the start of your next turn, any enemy that enters a square
             adjacent to you or starts its turn there takes 1d6 fire damage.

   Spark Form (Sorcerer Attack 7)
     Encounter * 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 (+16) vs Reflex
     Hit: 1d6+Charisma modifier lightning damage (1d6+16).

   Tempest Surge (Wild Mage Attack 11)
     Encounter * Arcane, Implement
     Standard Action * Area Burst 1d4 Within 20 Squares
     Special: Pick the burst's origin square before rolling to determine the
              burst size.
     Target: Each creature in burst.  Roll a 1d4, and you can exclude a number
             of targets equal to the result.
     Attack: Charisma (+16) vs Reflex
     Hit: 3d8+Charisma modifier damage.

   Chromatic Orb (Sorcerer Attack 1)
     Daily * Arcane, Implement; Varies
     Standard Action * Ranged 10
     Target: One creature
     Attack: Charisma (+16) vs Reflex
     Hit: 3d10+Charisma modifier damage (3d10+16).  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 to AC (save ends).
     Miss: 1d10 damage (1d10+10).  Roll a d6 to determine the attack's damage type
           and effect, as above.

   Acidic Implantation (Sorcerer Attack 5)
     Daily * Acid, Arcane, Implement
     Standard Action * Ranged 10
     Primary Target: One creature
     Primary Attack: Charisma (+16) vs Fortitude
     Hit: You slide the target 3 squares.
     Effect: The target takes 2d6 acid damage (2d6+10).  Make a secondary attack
             that is area burst 1 centered on the primary target.
       Secondary Target: Each creature in burst.
       Secondary Attack: Charisma (+16) vs Reflex
       Hit: 2d6 acid damage (2d6+10).

   Staggering Blast (Sorcerer Attack 9)
     Daily * Arcane, Implement, Psychic
     Standard Action * Ranged 10
     Target: One creature
     Attack: Charisma (+16) vs Will
     Hit: 3d8+Charisma modifier psychic damage (3d8+17).  If the target moves
          before the end of your next turn, you can knock the target prone
          during that movement as an immediate interrupt.
     Miss: Half damage, and you knock the target prone.

   Unseen Aid (Sorcerer Utility 2)
     Encounter * Arcane
     Minor Action * Personal
     Effect: You gain a +2 bonus to a skill check you make this turn.

   Energetic Flight (Sorcerer Utility 6)
     Daily * Arcane
     Minor Action * Personal
     Effect: Until the end of your next turn, you gain a fly speed equal to
             your speed, and you can hover.

   Narrow Escape (Sorcerer Utility 10)
     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 (11).
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 Rituals:
   1: Animal Messenger, Brew Potion, Comprehend Language, Make Whole, Silence,
      Tenser's Floating Disk, Traveler's Camouflage
   2: Bloom, Endure Elements, Pyrotechnics, Tree Shape
   3: Affect Normal Fire
   4: Beast Growth, Knock, Snare, Traveller's Feast
   5: Animal Friendship, Speak With Nature
   6: Call Wilderness Guide, Commune With Nature
   7: Tree Stride
   8: Linked Portal, Share Husk
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