Mordecai the Magnificent

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Mordecai the Magnificent

Human Wizard/Divine Oracle of Boccob 13

Back to Against the Giants 4e

Created by andreww


Mordekai was born in a small town in the back end of beyond. As a child he always had his head in the clouds, dreaming of bigger and better things. It was why he left his first tutor in the arcane arts to head to Greyhawk. Everyone said the city was paved with gold and the Wizards Academy was the most advanced outside of The Great Kingdom. Of course the fees were exorbitant and he had to borrow heavily to pay them but it was worth it.


Things were good, for a time. He learned fast and showed considerable talent. He applied himself to his studies and even showed an interest at the local shrine to Boccobb. Then things began to go downhill. The loans he took out to cover his fees never seemed to be paid off and he become well known at some of the more expensive gaming houses. He was never shy of work but somehow his spending always seemed to exceed his income.


Owens call to arms came at just the right time, especially as some people had begun to mutter about dodgy dice, mind reading and alleged precognitive skills. Taking discretion as the better part of valour Mordecai decided to answer the call. After all, no-one was likely to follow him all the way to Gyruff over a miserable few thousand and in a few months he could head back to town and clear his debts with the wealth of the giants. A bit of travel might also do him some good and how difficult can a few giants be when Owen has an entire army behind him.


Alignment: Unaligned, Deity: Boccobb

Height: 5'11, Weight: 180 lbs, Age: 33


Str 11, Con 14, Int 21, Dex 12, Wis 17, Cha 13


Defences:


AC 27/29 vs first attack in an encounter (10 + half level 6 + Int 5 + Leather Armour 5 + Staff 1)


Fortitude 22 (10 + half level 6 + 2 Con + Human 1 + Cloak 3)


Reflex 25 (10 + half level 6 + Int 5 + Human 1 + Cloak 3)


Will 25 (10 + half level 6 + Wis 3 + Human 1 + Wizard 2 + Cloak 3)


HP: 82 (Bloodied 41)

Healing Surges: 8/day (20)


Move 7


Initiative: 11 (Half level 6 + Dex 1 + Improved Initiative 4)


Roll twice for initiative and take preferred roll (Foresight)

Self and allies within 5 cannot be surprised (Foresight)


Passive Perception: 21

Passive Insight: 26


Class Abilities:


Wizard: Cantrips, Ritual Casting, Orb of Imposition, Staff of Defence, Spellbook


Divine Oracle: Foresight, Prophetic Action (bonus move any time during encounter after spending an AP)


Feats:


Initiate of the Faith (Religion trained, Healing Word 1/day)

Action Surge (+3 to hit on any action gained using AP)

Armour Proficiency (Leather)

Improved Initiative (+4 to initiative)

Skill Focus (Arcana)

Skill Training (Bluff)

Toughness (+10 HP)

Spell Focus (-2 to spell saving throws)

Second Implement (Staff of Defence)


Trained Skills:


Arcana +19, Religion +16, Nature +16, History +16, Bluff +12, Insight +16, Diplomacy +12


Other Skills:


Acrobatics +7, Athletics +6, Dungeoneering +9, Endurance +8, Heal +9, Intimidate +7, Perception +11, Stealth +10, Streetwise +7, Thievery +7


Languages: Common, Elven


Spells:


Int Attacks: +14


At Will


Thunderwave

Scorching Burst

Illusionary Ambush (Dragon 364, Pg 61)


Encounter:


Lvl 3: Colour Spray

Lvl 7: Spectral Ram

Lvl 11: Prophecy of Doom

Lvl 13: Prismatic Burst


Daily:


Lvl 1: Healing Word (Minor)

Lvl 1: Flaming Sphere, Sleep (sf)*

Lvl 5: Web (sf)*, Phantasmal Assailant (sf) (Dragon 364, pg 62)

Lvl 9: Ice Storm (sf)*, Wall of Fire


Utility:


Lvl 2: Expeditious Retreat (Move, Daily), Shield (Immediate Interrupt, Encounter)*

Lvl 6: Levitate (Move, Daily)*, Disguise Self (Minor, Daily)

Lvl 10: Blur (Minor, Daily)*, Arcane Gate (Minor, Daily)

Lvl 12: Good Omens (Daily)


Asterixed spells are the ones currently memorised.


Known Rituals:


Comprehenad Languages, Make Whole, Floating Disk, Magic Mouth, Secret Page, Animal Messenger, Endure Elements, Knock, Eye of Alarm, Enchant Item, Arcane Lock, Magic Circle, Disenchant Item, Phantom Steed, Secret Chest, Linked Portal, Sending, Remove Affliction, Water Breathing, Consult Mystic Sages, Shadow Walk


Magical Equipment:


+3 Darkleaf Leather Armour

+3 Thunderwave Staff

+3 Elven Cloak

Boots of Striding

Diadem of Acuity

Bag of Holding

Everlasting Provisions

+1 Orb of Inevitable Continuance

Gauntlets of the Ram


Mundane Equipment:


Adventurers Kit

Secret Chest(stored at home)

Everburning Torch

Riding Horse

1500 gp worth of expensive clothing and jewellery (currently stored in Secret Chest)

500gp spent on Academy dues and fees


Valuables:


5000gp of Residium (4000gp worth stored in Secret Chest)

1 pp, 90gp, 50 sp


Dragon Magazine Powers


Illusionary Ambush:

Ranged 10, 1 target, Int vs Will, 1d6 + Int psychic and target takes -2 penalty to attack rolls until end of my next turn.


Phantasmal Assailant:

Ranged 20, 1 target, Int vs Will, 2d10 + Int psychic damage, EFFECT: Ongoing 5 psychic and grants combat advantage to all allies (save ends both)