Zev Marek

A rumpled sorceror with a lazy, carefree smile

Description:

Zev Marek

  • Male Human Sorcerer/Rogue
  • Level 3
  • Good
  • Strength 11 (+0)
  • Constitution 12 (+1)
  • Dexterity 14 (+2)
  • Intelligence 10 (+0)
  • Wisdom 13 (+1)
  • Charisma 18 (+4)
  • Height: 5’ 11"
  • Weight: 155 lb
  • Skin: Pale
  • Eyes: Blue
  • Hair: Black; Wavy; Beardless

Maximum Hit Points: 34

Bloodied: 17
Surge Value: 8
Surges / Day: 7 [includes constitution modifier]

Size: Medium
Speed: 6 squares
Vision: Normal

  • Initiative: 1d20 + 4 = 1 [half level] + 3 [dexterity]
  • Base Strength Attack: 1d20 +1 = 1 [half level] + 0 [strength]
  • Base Dexterity Attack: 1d20 +3 = 1 [half level] + 2 [dexterity]
  • Base Constitution Attack: 1d20 +2 = 1 [half level] + 1 [constitution]
  • Base Intelligence Attack: 1d20 +1 = 1 [half level] + 0 [intelligence]
  • Base Wisdom Attack: 1d20 +2 = 1 [half level] + 1 [wisdom]
  • Base Charisma Attack: 1d20 +5 = 1 [half level] + 4 [charisma]
  • Armor Class: 13 = 10 + 1 [half level] + 2 [dexterity]
  • Fortitude Defense: 13 = 10 + 1 [half level] + 1 [Human] + 1 [constitution]
  • Reflex Defense: 14 = 10 + 1 [half level] 1 [Human] + 2 [dexterity]
  • Will Defense: 18 = 10 + 1 [Human] + 1 [half level] + 2 [sorcerer] + 4 [charisma]
  • Armor: None (street clothes)
  • Shield: None

Attacks:

  • Unarmed Melee: +1 [base strength attack] vs AC; damage 1[W]=1d4
  • Daggers (x2): +4 vs AC [0 strength attack, +3 proficiency]; damage 1[W]=1d4 1 lb (Light blade); usable off-hand; light throwable
  • Thrown: 6 vs AC [3 dexterity attack, 3 proficient, damage 1d42 [dexterity bonus]
  • Acid Orb +5i [base charisma attack] vs reflex
  • Chaos Bolt +5i [base charisma attack] vs will
  • Dragonfrost +5i [base charisma attack] vs fortitude
  • Bedeviling Burst +5i [base charisma attack] vs will
  • Dazzling Ray +5i [base charisma attack] vs. will
  • Ice Dragon’s Teeth +4 i [base charisma attack] vs. Reflex
    • i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc.
  • Sneak Attack Once per encounter, when I have combat advantage and am using a light blade, crossbow, or sling, I may choose to apply +2d6 damage after the damage roll.

Base Saving Throw: d20 vs 10

Encumberance 4e

Normal Load: 110 lb.
Heavy Load: 220 lb.
Maximum Drag Load 550 lb.

Languages: Common; Elvish

Skills:

  • Acrobatics: +3 = 2 [dexterity] + 1 [half level]
  • Arcana: +6 = 0 [intelligence] + 5 [class training] + 1 [half level]
  • Athletics: +1 = 0 [strength] + 1 [half level]
  • Bluff: +10 = 4 [charisma] + 5 [class training] + 1 [half level]
  • Diplomacy: +10 = 4 [charisma] + 5 [class training] + 1 [half level]
  • Dungeoneering: +2 = 1 [wisdom] + 1 [half level]
  • Endurance: +2 = 1 [constitution] + 1 [half level]
  • Heal: +2 = 1 [wisdom] + 1 [half level]
  • History: +1 = 0 [intelligence] + 1 [half level]
  • Insight: +7 = 1 [wisdom] + 5 [class training] + 1 [half level]
  • Intimidate: +10 = 4 [charisma] + 5 [class training] + 1 [half level]
  • Nature: +2 = 1 [wisdom] + 1 [half level]
  • Perception: +2 = 1 [wisdom] + 1 [half level]
  • Religion: +1 = 0 [intelligence] + 1 [half level]
  • Stealth: +3 = 2 [dexterity] + 1 [half level]
  • Streetwise: +5 = 4 [charisma] + 1 [half level]
  • Thievery: +8 = 2 [dexterity] + 5 [skill training] + 1 [half level]

Feats:

  • Sneak of Shadows (Multiclass Rogue)
  • Sorcerous Blade Channeling [PH2]
  • Dual Implement Spellcaster [AP]

At-Will:

  • Basic Melee Attack: By weapon, damage 1[W]+0 (Str) [standard action]
  • Basic Ranged Attack: By weapon, damage 1[W]+2 (Dex) [standard action]
  • Bull Rush: +0 [base strength attack] vs fortitude [standard action]
  • Grab: +0 [base strength attack] vs reflex [standard action]
  • Move grabbed target: +0 [base strength attack] vs fortitude [standard action]
  • Escape: +2 [acrobatics] vs reflex / +0 [athletics] vs fortitude [move action]
  • Acid Orb [Level 1]
    • At Will – Acid, Arcane, Implement
    • Standard Action – Ranged 20
    • Target: One Creature
    • Attack: Charisma (+5) vs. Reflex
    • Hit: 1d10+Charisma modifier (4) acid damage (2 for Chaos Power)
    • Special: This power can be used as a ranged basic attack
  • Chaos Bolt [Level 1]
    • At Will – Arcane, Implement, Psychic
    • Standard Action – Ranged 10
    • Primary Target: One Creature
    • Primary Attack: Charisma (+5) vs. Will
    • Hit: 1d10+Charisma modifier (4) psychic damage (2 for Chaos Power)
    • Wild Magic: If you rolled an even number for the primary attack roll, make a secondary attack.
      • Secondary Target: One creature within 5 squares of the target last hit by this power
      • Secondary Attack: Charisma (+5) vs. Will
      • Hit: 1d6 psychic damage (+2 for Chaos Power). If you rolled an even number for the secondary attack roll, repeat the secondary attack. You can attack a creature only once with a single use of this power.
  • Dragonfrost [Level 1]
    • At Will – Arcane, Cold, Implement
    • Standard Action – Ranged 10
    • Target: One creature
    • Attack: Charisma (+5) vs. Fortitude
    • Hit: 1d8+Charisma modifier (4) cold damage (2 for Chaos Power), and you push the target 1 square.
    • Special: This power can be used as a ranged basic attack.

Other Standard Actions: Administer a potion; Aid another; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics — fast escape; Bluff, Heal — first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);

Other Move Actions: Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics)

Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception — active (as per revision),Sustain minor action; Some skills during combat (i.e., Insight)

Other Immediate Action: Readied action

Other Opportunity Action: Opportunity attack

Other Free Actions: Drop held items; End a grab; Talk

Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception — passive

Short rest: Healing surges as available

Five minutes: Normal escape from restraints (Acrobatics)

One hour: Forage; Streetwise check

Encounter Powers:

  • Second Wind
  • Spend an Action Point [free action, not in surprise round]
  • Bedeviling Burst [Level 1]
    • Encounter – Arcane, Implement, Psychic
    • Standard Action – Close burst 3
    • Target: One or two creatures in burst
    • Attack: Charisma (+5) vs. Will
    • Hit: 1d10+Charisma modifier (4) psychic damage (2 for Chaos Power), and you push the target a number of squares equal to your Dexterity modifier (+2)
    • Wild Magic: If you rolled an even number on the attack roll, you slide the target instead of pushing it.
  • Ice Dragon’s Teeth [Level 3]
    • Encounter – Arcane, Cold, Implement
    • Standard Action – Area burst 1 within 10 squares
    • Target: Each creature in burst
    • Attack: Charisma (+5) vs. Reflex
    • Hit: 2d8 + Charisma modifier (4) cold damage (2 for Chaos Power), and the target is slowed until the end of your next turn.

Daily Powers:

  • Dazzling Ray [Level 1]
    • Daily – Arcane, Implement, Radiant
    • Standard Action – Ranged 10
    • Target: One creature
    • Attack: Charisma (+5) vs. Will
    • Hit: 6d6+Charisma modifier (4) radiant damage (2 for Chaos Power)
    • Wild Magic: If you rolled an even number on the roll, the target takes a penalty to attack rolls against you equal to your Dexterity modifier (+2) (save ends).
    • Miss: Half damage.
  • Elemental Shift [LEvel 2 Utility]
    • Daily – Arcane
    • Minor Action – Personal
    • Effect: You can change the resistance granted by your Wild Soul to one of the other damage types for the rest of the encounter. In addition, one ally adjacent to you gains resist 5 to the damage type you resist until the end of the encounter.

Human

  • One extra at-will power from your class (already included)
  • One bonus feat at 1st level (already included)
  • One bonus skill from the skill class list (already included)
  • +1 to fortitude, reflex, and will defenses

Sorcerer

Wild Magic:

  • Chaos Burst
    • If first attack roll in a turn is even, gain +1 AC until next turn
    • If first attack roll in a turn is odd, make a saving throw
  • Chaos Power
    • Damage bonus to Arcane powers equal to Dex modifier
  • Unfettered Power
    • A natural 20 when attacking slides target 1 square and knocks it prone
    • A natural 1 when attacking pushes all creatures within 5 squares away 1 square
  • Wild Soul
    • After extended rest, roll d10 and gain 5 damage resistance and 5 resistance piercing for one element:
  • 1 Acid
  • 2 Cold
  • 3 Fire
  • 4 Force
  • 5 Lightning
  • 6 Necrotic
  • 7 Poison
  • 8 Psychic
  • 9 Radiant
  • 10 Thunder

Sorcerous Blade Channeling: When you use any ranged sorcerer attack power through a dagger, you can use the power as a melee attack. If you do so, the power’s range equals your melee reach.

Zev Marek’s Equipment:

  • Weapons / Armor / Shield
  • Backpack – 2 lb
  • Bedroll – 2 lb
  • Case (for map or scroll) – 5 lb
  • Flint and steel – 1 lb
  • Ink vial
  • Ink pen
  • Parchment sheets x4
  • Pouch (belt) x1 – 1 lb
  • Rations (1 day) x10 – 10 lb
  • Rope (50’, hempen) x1 – 10 lb
  • Sealing wax – 1 lb
  • Sunrods x2 – 2 lb
  • Waterskins x1 – 4 lb
  • Thieves’ tools – 1 lb
  • Total – 39 lbs.
Bio:

“Rumpled” is the best way to describe Zev. Zev wears stylish clothes, but they are almost always worn and wrinkled. He seems to be more likely to have one collar up and one down than to have both the same. Nevertheless, his lazy smile and carefree demeanor endear him to the people he meets.

Zev Marek seems to be half-awake most of the time, and his hands rarely leave his pockets as he slouches about. Even when it looks like he’s not paying attention, his sharp eyes and keen ears are taking in everything around him, and he really comes to life in combat. He fights with a combination of steely calm and exuberant confidence.

Zev started adventuring with a group of his friends, who formed a party known as the Monster Removal Team. They consisted of a burly, tattooed fighter named Voragar, a bald, highly pierced Eladrin cleric named Senaalor, and a silver-haired, amber-eyed thief named Raena. The team dealt mostly with low-level threats like zombies and skeletons, but they got in over their heads when they attracted the attention of a vampire lord. When someone asks Zev what happened next, he’ll either shrug and walk away or give a strained smile and change the subject.

Zev Marek

The Adventures of the Iron Wardens squelchgarth