Difference between revisions of "Mahzz Drayzen"

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RACIAL TRAITS
 
RACIAL TRAITS
 
Average Height: 5´ 5˝–6´ 1˝
 
Average Height: 5´ 5˝–6´ 1˝
Average Weight: 130–180 lb.
+
Average Weight: 130–180 lb.<br>
  
'''Ability Scores:''' +2 Dexterity, +2 Intelligence
+
'''Ability Scores:''' +2 Dexterity, +2 Intelligence<br>
'''Size:''' Medium
+
'''Size:''' Medium<br>
'''Speed:''' 6 squares
+
'''Speed:''' 6 squares<br>
'''Vision:''' Low-light
+
'''Vision:''' Low-light<br>
  
'''Languages:''' Common, Elven
+
'''Languages:''' Common, Elven<br>
  
'''Skill Bonuses:''' +2 Arcana, +2 History
+
'''Skill Bonuses:''' +2 Arcana, +2 History<br>
  
 
'''Eladrin Education:''' You gain training in one additional
 
'''Eladrin Education:''' You gain training in one additional
skill selected from the skill list in Chapter 5.
+
skill selected from the skill list in Chapter 5.<br>
  
 
'''Eladrin Weapon Proficiency:''' You gain proficiency
 
'''Eladrin Weapon Proficiency:''' You gain proficiency
with the longsword.
+
with the longsword.<br>
  
 
'''Eladrin Will:''' You gain a +1 racial bonus to your Will
 
'''Eladrin Will:''' You gain a +1 racial bonus to your Will
defense.
+
defense.<br>
  
 
In addition, you gain a +5 racial bonus to saving
 
In addition, you gain a +5 racial bonus to saving
throws against charm effects.
+
throws against charm effects.<br>
  
 
'''Fey Origin:''' Your ancestors were native to the Feywild,
 
'''Fey Origin:''' Your ancestors were native to the Feywild,
 
so you are considered a fey creature for the purpose
 
so you are considered a fey creature for the purpose
of effects that relate to creature origin.
+
of effects that relate to creature origin.<br>
  
 
'''Trance:''' Rather than sleep, eladrin enter a meditative
 
'''Trance:''' Rather than sleep, eladrin enter a meditative
Line 89: Line 89:
 
from taking a 6-hour extended rest. While in a trance,
 
from taking a 6-hour extended rest. While in a trance,
 
you are fully aware of your surroundings and notice
 
you are fully aware of your surroundings and notice
approaching enemies and other events as normal.
+
approaching enemies and other events as normal.<br>
  
 
'''Fey Step:''' You can use fey step as an encounter power.
 
'''Fey Step:''' You can use fey step as an encounter power.
  
 
Fey Step Eladrin Racial Power
 
Fey Step Eladrin Racial Power
With a step, you vanish from one place and appear in another.
+
With a step, you vanish from one place and appear in another.<br>
'''Encounter'''  Teleportation
+
'''Encounter'''  Teleportation<br>
'''Move Action''' Personal
+
'''Move Action''' Personal<br
 
'''Effect:''' Teleport up to 5 squares
 
'''Effect:''' Teleport up to 5 squares
  
Line 102: Line 102:
  
 
CLASS TRAITS
 
CLASS TRAITS
'''Role:''' Controller.  
+
'''Role:''' Controller. <br>
'''Power Source:''' Arcane
+
'''Power Source:''' Arcane<br>
'''Armor Proficiencies:''' Cloth
+
'''Armor Proficiencies:''' Cloth<br>
'''Weapon Proficiencies:''' Dagger, quarterstaff
+
'''Weapon Proficiencies:''' Dagger, quarterstaff<br>
'''Implements:''' Orbs, staffs, wands
+
'''Implements:''' Orbs, staffs, wands<br>
'''Bonus to Defense:''' +2 Will
+
'''Bonus to Defense:''' +2 Will<br>
'''Hit Points at 1st Level:''' 10 + Constitution score
+
'''Hit Points at 1st Level:''' 10 + Constitution score<br>
'''Hit Points per Level Gained:''' 4
+
'''Hit Points per Level Gained:''' 4<br>
'''Healing Surges per Day:''' 6 + Constitution modifier
+
'''Healing Surges per Day:''' 6 + Constitution modifier<br>
 
'''Trained Skills:''' Arcana. From the class skills list below,
 
'''Trained Skills:''' Arcana. From the class skills list below,
choose three more trained skills at 1st level.
+
choose three more trained skills at 1st level.<br>
 
'''Class Skills:''' Arcana (Int), Diplomacy (Cha), Dungeoneering
 
'''Class Skills:''' Arcana (Int), Diplomacy (Cha), Dungeoneering
 
(Wis), History (Int), Insight (Wis), Nature
 
(Wis), History (Int), Insight (Wis), Nature
(Int), Religion (Int)
+
(Int), Religion (Int)<br>
 
'''Class Features:''' Arcane Implement Mastery, cantrips,
 
'''Class Features:''' Arcane Implement Mastery, cantrips,
Ritual Casting, spellbook
+
Ritual Casting, spellbook<br>
  
 
'''''FEATURES'''''
 
'''''FEATURES'''''
Line 126: Line 126:
 
benefit from this feature. This form of mastery is good
 
benefit from this feature. This form of mastery is good
 
for war wizards because it helps increase their accuracy
 
for war wizards because it helps increase their accuracy
with damaging powers.
+
with damaging powers.<br>
  
 
'''Cantrips'''
 
'''Cantrips'''
 
Cantrips are minor spells you gain at 1st level. You can
 
Cantrips are minor spells you gain at 1st level. You can
 
use the ghost sound, light, mage hand, and prestidigitation
 
use the ghost sound, light, mage hand, and prestidigitation
cantrips as at-will powers.
+
cantrips as at-will powers.<br>
  
 
'''Ritual Casting'''
 
'''Ritual Casting'''
 
You gain the Ritual Caster feat (page 200) as a
 
You gain the Ritual Caster feat (page 200) as a
 
bonus feat, allowing you to use magical rituals (see
 
bonus feat, allowing you to use magical rituals (see
Chapter 10).
+
Chapter 10).<br>
  
 
'''Spellbook'''
 
'''Spellbook'''
 
You possess a spellbook, a book full of mystic lore in
 
You possess a spellbook, a book full of mystic lore in
 
which you store your rituals and your daily and utility
 
which you store your rituals and your daily and utility
spells.
+
spells.<br>
  
 
'''Rituals:''' Your book contains three 1st-level rituals
 
'''Rituals:''' Your book contains three 1st-level rituals
Line 148: Line 148:
 
level, you master two more rituals of your choice and
 
level, you master two more rituals of your choice and
 
add them to your spellbook. Any ritual you add must
 
add them to your spellbook. Any ritual you add must
be your level or lower.
+
be your level or lower.<br>
  
 
'''Daily and Utility Spells:''' Your spellbook also
 
'''Daily and Utility Spells:''' Your spellbook also
Line 159: Line 159:
 
daily and utility spells according to what you can cast
 
daily and utility spells according to what you can cast
 
per day for your level. You can’t prepare the same spell
 
per day for your level. You can’t prepare the same spell
twice.
+
twice.<br>
  
 
If you replace a spell because of gaining a level or
 
If you replace a spell because of gaining a level or
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Capacity: A typical spellbook has 128 pages. Each
 
Capacity: A typical spellbook has 128 pages. Each
 
spell takes up 1 page. A ritual takes up a number of
 
spell takes up 1 page. A ritual takes up a number of
pages equal to its level.
+
pages equal to its level.<br>
  
 
== '''''Feats''''' ==
 
== '''''Feats''''' ==
Toughness (+5hp/tier) Eladrin Soldier (+2 longsword and spear and grants proficiency for spear) Eladrin Sword Wizardry (Can use longsword as implement) Dual Implements (can wield an implement in the off hand) Ritual Casting (as bonus feat, as per class feature)
+
Toughness (+5hp/tier)<br>
 +
Eladrin Soldier (+2 longsword and spear and grants proficiency for spear)<br>
 +
Eladrin Sword Wizardry (Can use longsword as implement)<br>
 +
Dual Implements (can wield an implement in the off hand)<br>
 +
Ritual Casting (as bonus feat, as per class feature)<br>
  
 
== '''''@-WILLs''''' ==
 
== '''''@-WILLs''''' ==
Line 435: Line 439:
 
(Lvl 5) '''Bloodthread Armor''' Level 5+
 
(Lvl 5) '''Bloodthread Armor''' Level 5+
 
Eladrin master tailors magically weave threads of enchanted
 
Eladrin master tailors magically weave threads of enchanted
blood into the supple cloth used to create this robe or jacket.
+
blood into the supple cloth used to create this robe or jacket.<br>
 
Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp
 
Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp
 
Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
 
Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
+
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp<br>
'''Armor:''' Cloth
+
'''Armor:''' Cloth<br>
'''Enhancement:''' AC
+
'''Enhancement:''' AC<br>
 
'''Property:''' When you are bloodied, you gain a +2 item bonus
 
'''Property:''' When you are bloodied, you gain a +2 item bonus
 
to AC and saving throws.
 
to AC and saving throws.
 +
  
 
(Lv 6) '''Magic Wand''' Level 1+
 
(Lv 6) '''Magic Wand''' Level 1+
A basic wand, enchanted so as to channel arcane energy.
+
A basic wand, enchanted so as to channel arcane energy.<br>
 
Lvl 1 +1 360 gp Lvl 16 +4 45,000 gp
 
Lvl 1 +1 360 gp Lvl 16 +4 45,000 gp
 
Lvl 6 +2 1,800 gp Lvl 21 +5 225,000 gp
 
Lvl 6 +2 1,800 gp Lvl 21 +5 225,000 gp
Lvl 11 +3 9,000 gp Lvl 26 +6 1,125,000 gp
+
Lvl 11 +3 9,000 gp Lvl 26 +6 1,125,000 gp<br>
'''Implement''' (Wand)
+
'''Implement''' (Wand)<br>
 
'''Enhancement:''' Attack rolls and damage rolls
 
'''Enhancement:''' Attack rolls and damage rolls
 
Critical: +1d6 damage per plus
 
Critical: +1d6 damage per plus
 +
  
 
(Purchased) (Lv 2 longsword) Vicious Weapon Level 2+
 
(Purchased) (Lv 2 longsword) Vicious Weapon Level 2+
Some wielders claim this weapon takes pleasure in dealing pain.
+
Some wielders claim this weapon takes pleasure in dealing pain.<br>
 
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp
 
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp
 
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
 
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
+
Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp<br>
'''Weapon:''' Any
+
'''Weapon:''' Any<br>
'''Enhancement:''' Attack rolls and damage rolls
+
'''Enhancement:''' Attack rolls and damage rolls<br>
 
'''Critical:''' +1d12 damage per plus
 
'''Critical:''' +1d12 damage per plus
 +
  
 
Purchased Mundane Items:
 
Purchased Mundane Items:

Latest revision as of 16:57, 28 October 2010

General Info[edit]

Race: Eladrin Class: Wizard

Eyes: Hazel Hair: Dusty Grey Height:5'10" Weight: 150

MAX HP 36 Bloodied18 Surge Value 9 Surge per Day 7

Initiative 6

Speed 6

Low-Light Vision

Defenses[edit]

AC 20= 10+3(1/2 LvL)+6(Armor+Ability)+1 (Fixed rate)

Fort 15= 13+2

Ref 18= 13+5

Will 17= 13+1+2+1

Ability Scores[edit]

Ability Bonus(B) [B+1/2 LvL]

STR 14 (+2) [+5] INT 20 (+5) [+8]

CON 12 (+1) [+4] WIS 7 (-2) [+1]

DEX 18 (+4) [+7] CHA 12 (+1) [+4]

SKILLz[edit]

Trained

Arcana (INT) 15

Religion (INT) 13

History (INT) 15

Nature (INT) 13

Stealth (DEX) 12 (bonus skill from Eladrin education)

Passive

Insight(Wis) 11

Perception (Wis) 11

Race Features[edit]

RACIAL TRAITS Average Height: 5´ 5˝–6´ 1˝ Average Weight: 130–180 lb.

Ability Scores: +2 Dexterity, +2 Intelligence
Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Common, Elven

Skill Bonuses: +2 Arcana, +2 History

Eladrin Education: You gain training in one additional skill selected from the skill list in Chapter 5.

Eladrin Weapon Proficiency: You gain proficiency with the longsword.

Eladrin Will: You gain a +1 racial bonus to your Will defense.

In addition, you gain a +5 racial bonus to saving throws against charm effects.

Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.

Trance: Rather than sleep, eladrin enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Fey Step: You can use fey step as an encounter power.

Fey Step Eladrin Racial Power With a step, you vanish from one place and appear in another.
Encounter Teleportation
Move Action Personal<br Effect: Teleport up to 5 squares

Class/Path/Destiny Features[edit]

CLASS TRAITS Role: Controller.
Power Source: Arcane
Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger, quarterstaff
Implements: Orbs, staffs, wands
Bonus to Defense: +2 Will
Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Arcana. From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Arcana (Int), Diplomacy (Cha), Dungeoneering (Wis), History (Int), Insight (Wis), Nature (Int), Religion (Int)
Class Features: Arcane Implement Mastery, cantrips, Ritual Casting, spellbook

FEATURES

Wand of Accuracy: Once per encounter as a free action, you gain a bonus to a single attack roll equal to your Dexterity modifier. You must wield your wand to benefit from this feature. This form of mastery is good for war wizards because it helps increase their accuracy with damaging powers.

Cantrips Cantrips are minor spells you gain at 1st level. You can use the ghost sound, light, mage hand, and prestidigitation cantrips as at-will powers.

Ritual Casting You gain the Ritual Caster feat (page 200) as a bonus feat, allowing you to use magical rituals (see Chapter 10).

Spellbook You possess a spellbook, a book full of mystic lore in which you store your rituals and your daily and utility spells.

Rituals: Your book contains three 1st-level rituals of your choice that you have mastered. At 5th level, and again at 11th, 15th, 21st, and 25th level, you master two more rituals of your choice and add them to your spellbook. Any ritual you add must be your level or lower.

Daily and Utility Spells: Your spellbook also holds your daily and utility spells. You begin knowing two daily spells, one of which you can use on any given day. Each time you gain a level that lets you select a daily spell or a utility spell, choose two different daily spells or utility spells of that level to add to your book. After an extended rest, you can prepare a number of daily and utility spells according to what you can cast per day for your level. You can’t prepare the same spell twice.

If you replace a spell because of gaining a level or through retraining, the previous spell vanishes from your spellbook and is replaced by the new spell. Capacity: A typical spellbook has 128 pages. Each spell takes up 1 page. A ritual takes up a number of pages equal to its level.

Feats[edit]

Toughness (+5hp/tier)
Eladrin Soldier (+2 longsword and spear and grants proficiency for spear)
Eladrin Sword Wizardry (Can use longsword as implement)
Dual Implements (can wield an implement in the off hand)
Ritual Casting (as bonus feat, as per class feature)

@-WILLs[edit]


Wizard Cantrips: (Ghost Sound, Light, Mage Hand, Prestidigitation)

Ghost Sound Wizard Cantrip
With a wink, you create an illusory sound that emanates from somewhere close by.
At-Will Arcane, Illusion
Standard Action Ranged 10
Target: One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.


Light Wizard Cantrip
With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space.
At-Will Arcane
Minor Action Ranged 5
Target: One object or unoccupied square
Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action.
Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.


Mage Hand Wizard Cantrip
You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish.
At-Will Arcane, Conjuration
Minor Action Ranged 5
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.


Prestidigitation Wizard Cantrip
You perform an amusing magical trick, such as creating a dancing wisp of light, freshening a wilting flower, making a coin invisible, or warming a cold drink.
At-Will Arcane
Standard Action Ranged 2
Effect: Use this cantrip to accomplish one of the effects given below.

  • Move up to 1 pound of material.
  • Create a harmless sensory effect, such as a shower

of sparks, a puff of wind, faint music, or a strong odor.

  • Color, clean, or soil items in 1 cubic foot for up to

1 hour.

  • Instantly light (or snuff out) a candle, a torch, or a

small campfire.

  • Chill, warm, or flavor up to 1 pound of nonliving material

for up to 1 hour.

  • Make a small mark or symbol appear on a surface for

up to 1 hour.

  • Produce out of nothingness a small item or image

that exists until the end of your next turn.

  • Make a small, handheld item invisible until the end of

your next turn.
Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power.
Special: You can have as many as three prestidigitation effects active at one time.


Regular @Wills

Body Equilibrium Wild Talent Cantrip
You sense how to shift your weightfrom step to step, staying atop a tricky surface.
At-Will + Psionic
Move Action Personal
Effect: You move your speed. During the move, you gain a +5 power bonus to Acrobatics checks to balance and do not sink when moving over soft or brittle terrain, such as dust, silt, mud, snow, or thin ice.


Cloud of Daggers Wizard Attack 1
You create a small cloud of whirling daggers of force that relentlessly attack creatures in the area.
At-Will Arcane, Force, Implement
Standard Action Area 1 square within 10 squares
Target: Each creature in square
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier force damage.
Increase damage to 2d6 + Intelligence modifier at 21st level.
Effect: The power’s area is filled with sharp daggers of force. Any creature that enters the area or starts its turn there takes force damage equal to your Wisdom modifier (minimum 1). The cloud remains in place until the end of your next turn. You can dispel it earlier as a minor action.


Magic Missile Wizard Attack 1
You launch a silvery bolt of force at an enemy.
At-Will Arcane, Force, Implement
Standard Action Ranged 20
Target: One creature
Effect: 2+Int Mod force damage.
Special: If the implement used with this power has an enhancement bonus, add that to the total damage.
Special 2: You can use this power as a basic ranged attack.

Increase damage to 3 + Intelligence modifier at 11th level

Encounters [edit]

Lv1

Force Orb Wizard Attack 1 You hurl an orb of magical force at an enemy. It bursts against the target and throws off razor-sharp shards of force that cut nearby enemies to ribbons.
Encounter Arcane, Force, Implement
Standard Action Ranged 20
Primary Target: One creature or object
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier force damage. Make a secondary attack.
Secondary Target: Each enemy adjacent to the primary target
Secondary Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier force damage.


Lv3

Shock Sphere Wizard Attack 3 You hurl a crackling orb of lightning that explodes at a point you designate, engulfing all nearby creatures in its electric embrace.
Encounter Arcane, Implement, Lightning
Standard Action Area burst 2 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier lightning damage.


Daily[edit]

'Lv1

Freezing Cloud Wizard Attack 1 A pellet shoots from your hand and explodes into a cloud of icy mist at the point of impact.
Daily Arcane, Cold, Implement
Standard Action Area burst 2 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier cold damage.
Miss: Half damage.
Effect: The cloud lasts until the end of your next turn. Any creature that enters the cloud or starts its turn there is subject to another attack. You can dismiss the cloud as a minor action.


Horrid Whispers Wizard Attack 1 Your enemies are seemingly beset by dreadful noises. Desperate to find the source, they are oblivious to the true threat posed by you and your allies.
Daily Arcane, Illusion, Implement, Psychic
Standard Action Area Burst 1 within 10 Squares
Target: Each enemy in burst
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage, and the target is slowed, and takes -2 penalty to attack rolls (save ends both)
Aftereffect You knock the target prone
Miss: the target is slowed and takes -2 penalty to attack rolls until the end of your next turn.


Lv 5

Fireball Wizard Attack 5 A globe of orange flame coalesces in your hand. You hurl it at your enemies, and it explodes on impact.
Daily Arcane, Fire, Implement
Standard Action Area burst 3 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier fire damage.
Miss: Half damage.


Glitterdust Wizard Attack 5
Daily Arcane, Implement, Radiant
Standard Action Area Burst 1 within 20 squares
Target: Each creature within burst
Attack:Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier radiant damage, and the target is blinded until the end of your next turn.
Effect: Target gains no benefit from concealment or invisibility, nor can it become hidden (save ends)


Utility Powers[edit]

Lv2

Shield Wizard Utility 2 You throw up your hand, and a shield of arcane energy springs into existence, protecting you against imminent attacks.
Encounter Arcane, Force
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.


Guardian Blades Wizard Utility 2 Three spectral blades appear around you, floating in a ring that wards away your foes.
Daily Arcane, Force
Minor Action Personal
Effect:Until the end of the encounter, or until you become unconscious, each enemy adjacent to you that makes an attack roll takes force damage equal to your intelligence modifier. No enemy can take this damage more than once per turn.


lv6

Invisibility Wizard Utility 6 A creature you choose vanishes from sight.
Daily Arcane, Illusion
Standard Action Ranged 5
Target: You or one creature
Effect: The target is invisible until the end of your next turn. If the target attacks, the target becomes visible.
Sustain Standard: If the target is within range, you can sustain the effect.


Fire Shield Wizard Utility 6 You are swathed in rippling flames that turn away both fire and chill, but scorch anyone who strikes you.
Daily Arcane, Fire
Minor Action Personal
Effect You gain Resist 10 cold and resist 10 fire until the end of the encounter. Whenever a creature makes a melee roll attack against you, it takes 2d6 + Intelligence modifier fire damage. No creature can take this damage more than once per turn.


GEAR[edit]

(Lvl 5) Bloodthread Armor Level 5+ Eladrin master tailors magically weave threads of enchanted blood into the supple cloth used to create this robe or jacket.
Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
Armor: Cloth
Enhancement: AC
Property: When you are bloodied, you gain a +2 item bonus to AC and saving throws.


(Lv 6) Magic Wand Level 1+ A basic wand, enchanted so as to channel arcane energy.
Lvl 1 +1 360 gp Lvl 16 +4 45,000 gp Lvl 6 +2 1,800 gp Lvl 21 +5 225,000 gp Lvl 11 +3 9,000 gp Lvl 26 +6 1,125,000 gp
Implement (Wand)
Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus


(Purchased) (Lv 2 longsword) Vicious Weapon Level 2+ Some wielders claim this weapon takes pleasure in dealing pain.
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
Weapon: Any
Enhancement: Attack rolls and damage rolls
Critical: +1d12 damage per plus


Purchased Mundane Items: Standard Adventurer's Kit (15G) Spellbook(50G) Journey Bread (50G) 10 Flasks (30c)

Gold left: 1000G - 635G and 30c = 364G and 70c Total Weight: 55 Lbs.

Rituals[edit]

Make whole, Silence, Gentle repose, Brew Potion, Knock


Shattered Lands