Odanais Dare, Human Sorcerer 10Init: +9,
Senses: normal
AC: 23,
Fort: 20,
Ref: 23,
Will: 26
HP: 75,
Bloodied: 37
Healing Surge Value: 18,
Surges/day: 7
Speed: 7
Strength: 8 (-1)
Constitution: 13 (+1)
Dexterity: 19 (+4)
Intelligence: 9 (-1)
Wisdom: 10 (0)
Charisma: 20 (+5)
Racial FeaturesBonus At Will, Feat, and skillHuman Defense Bonus -- +1 to Fort/Reflex/Will
Class FeaturesChaos Burst -- First attack roll; even = +1 AC, odd = make saving throw
Chaos Power -- Dex bonus to damage on arcane attacks
Unfettered power -- On natural 20, slide target 1, prone; on natural 1, push anyone within 5 squares 1 square
Wild Soul -- After extended rest, roll 1d10; 1: Acid, 2: Cold, 3: Fire, 4: Force, 5: Lightning, 6: Necrotic, 7: Poison, 8: Psychic, 9: Radiant, 10: Thunder; resist 5, ignore resist 5
Implement -- Dagger
FeatsArcane Familiar (Heroic) -- Weasel
Armor Proficiency (Leather)(Heroic)
Bardic Dilettante (Heroic) -- Training: Acrobatics, use Majestic Word as Daily
Implement Expertise (Heroic, free) -- +1 w/implement attacks
Sorcerous Blade Channeling (Heroic) -- Can use ranged attacks as melee
Toughness(Heroic) -- +5 HP per Tier
Dual Implement Spellcaster(Heroic) -- Add enhancement from offhand implement to damage
Shared Speed(Heroic) -- You and your familiar gain +1 speed.
Trained SkillsAcrobatics: +17
Arcana: +9
Bluff: +19
Diplomacy: +17
Insight: +10
Streetwise: +15
Attack: +13
Damage: +13
At-Will powersBlazing Starfall -- vs. Reflex, Burst 1 (in 10), 1d4 +13 radiant
Chaos Bolt -- vs. Will, Ranged 10, 1d10 +13 psychic; on even roll, second target, Ranged 5 (from previous target), 1d6 +6; on even, repeat
Acid Orb -- vs. Reflex, Ranged 20, 1d10 +13 acid, basic attack
Encounter PowersMists of Disarray -- vs. Will, Burst 1 (in 10), 1d8 +13 psychic, push 1; on even roll slide 4 (instead of push)
Flame Spiral -- vs. Reflex, Burst 1 (in 10), 1-3 creatures, 1d10 +13 fire
Spark Form -- vs. Reflex, shift 9 through occupied spaces, 1d6 +13 lightning each target
Daily PowersDazzling Ray -- vs. Will, Ranged 10, 6d6 +13 psychic; miss: half damage; on even roll, target takes -4 to hit (save ends)
Thunder Leap -- vs. Fort, Close Burst 1, 2d6 +13 thunder; leap 10; second attack as first, plus push 1
Majestic Word (bard multiclass) -- spend a Healing Surge, plus 1d6 +5, and slide ally 1 square, Close Burst 5
Howling Hurricane -- vs. Fort, Close Burst 1, 3d8 +13 thunder & slide 4; slide all in zone 2 squares, sustain (minor); move 6 as move action
Utility PowersFocused Chaos – (No action, Encounter) Treat one attack roll as odd or even
Chaotic Defense -- (Minor) Roll 1d4; 1: 2d6 +4 temporary hit points; 2: +2 power bonus to all defenses until end of encounter; 3: Until end of encounter, attackers take 2d6 +6 damage; 4: All of the above
Cry for Mercy – (Minor Action, Encounter) Until end of next turn (or no longer bloodied), bloodied ally within 5 sq takes no AoO and gains +4 to all defenses
Items and Equipment Tooth of Chaos +2 -- (9th) On crit, 2d8; (Daily) Until end of encounter, choose whether attack rolls are odd or even versus that target
Amulet of Protection +3 -- (11th)
Skald's Leather Armor +2 -- (8th) +2 to Bluff, Diplomacy; (Daily) immediate interrupt when targeted, pass attack to adjacent creature (3,400 gp)
Dagger +2 -- (6th) +2d6 on crit (1,800 g)
Hedge Wizard’s Gloves -- (4th) Allows casting of Prestidigitation and Mage Hand (840 g)
Acrobat's Boots -- (2nd) +1 Acrobatics, stand up from prone as a minor action (520 g)
Bracers of Escape -- (7th) (Daily) immediate interrupt when targeted by melee attack, teleport two squares (2,600 gp)
40 goldFamiliarWeasel -- (Zappa) Size: Tiny. Low-light vision. Speed 6. Stealth +5. AC +5 vs OA. Grants +2 to Bluff and Acrobatics checks.