Mahzz Drayzen

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General Info

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

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

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

STR 13 (+1) [+4] INT 20 (+5) [+8]

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

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

SKILLz

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

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 Effect: Teleport up to 5 squares

Class/Path/Destiny Features

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

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


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 Attack: Intelligence vs. Reflex Hit: 2d4 + Intelligence modifier force damage. Increase damage to 4d4 + Intelligence modifier at 21st level. Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.


Encounters

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

'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

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

(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 970c Total Weight: 55 Lbs.

Rituals

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


Shattered Lands