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- | ==Basics==
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- | Name:Niieu Amaruva<br>
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- | Gender:Female<br>
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- | Race:Aasimar<br>
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- | Class:Wizard<br>
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- | Exp:2250/3750<br>
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- | Level:3<br>
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- | Alignment:<br>
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- | Deity:<br>
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- | Height:5'4"<br>
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- | Weight:144 lb.<br>
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- | Appearance: (to be written)
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- | | + | |
- | ===Backstory===
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- | (to be written)
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- | ===Story Hooks===
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- | (to be written)
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- | ==Abilities==
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- | Strength:08<br>
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- | Dexterity:10<br>
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- | Constitution:16<br>
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- | Intelligence:18<br>
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- | Wisdom:16<br>
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- | Charisma:12<br>
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- | | + | |
- | ===Defenses:===
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- | AC:20 (21 when not bloodied)<br>
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- | Fort:16 (17 when not bloodied)<br>
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- | Reflex:17 (18 when not bloodied)<br>
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- | Will:18 (19 when not bloodied)<br>
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- | | + | |
- | ===Vitality:===
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- | HP:34<br>
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- | Bloody: 17<br>
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- | Healing Surges:9<br>
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- | Healing Surge Value:8<br>
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- | | + | |
- | ==Skills==
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- | Acrobatics (Dex):+1 +2 racial = +3<br>
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- | Arcana (Int): 6+4 Int = +10<br>
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- | Athletics (Str):+0<br>
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- | Bluff (Cha): 1+1 Cha = +2<br>
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- | Diplomacy (Cha): 1+1 Cha = +2<br>
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- | Dungeoneering (Wis): 1+3 Wis = +4<br>
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- | Endurance (Con): 1+3 Con = +4<br>
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- | Heal (Wis): 1+3 Wis = +4<br>
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- | History (Int): 6+4 Int = +10<br>
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- | Insight (Wis): 5+1+3 Wis = +9<br>
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- | Intimidate (Cha): 1+1 Cha = +2<br>
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- | Nature (Wis): 6+3 Wis = +9<br>
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- | Perception (Wis): 1+3 Wis = +4<br>
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- | Religion (Int): 1+4 Int + 2 racial = +7<br>
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- | Stealth (Dex): +1<br>
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- | Streetwise (Cha): 1+1 Cha = +2<br>
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- | Thievery (Dex): +1<br>
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- | | + | |
- | ==Feats==
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- | *Armor Proficiency: Leather (can use leather armor without penalty)
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- | *[Bonus]Ritual Caster (Able to use rituals)
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- | *Burning Blizzard (+1 to damage on cold, acid spells)
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- | ==Features==
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- | ===Racial===
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- | *Low-Light Vision
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- | *+2 Religion, Acrobatics
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- | *Inner Light: +1 to all defenses while not bloodied
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- | *Resist Radiance: Radiant Resistance 5
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- | *Astral Glide racial power (see powers)
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- | | + | |
- | ===Class===
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- | *Bonus Feat: Ritual Casting
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- | *Implement Mastery: Staff of Defense (+1 to AC, 1/battle add Con mod to defense)
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- | *Spellbook: Holds rituals, daily spells, encounter spells.
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- | *Rituals: 3 rituals known
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- | *Ghost Sound (Ranged 10, create illusory sound)
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- | *Light (Ranged 5, create bright light in a 4-square radius of the point selected for 5 minutes)
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- | *Mage Hand(Ranged 5, 20lb. telekinesis, move up to 5 squares as move action, drop as free action)
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- | *Prestidigitation (Ranged 2, varied not-quite-useful effects)
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- | ==Powers==
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- | ===At-Will:===
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- | *Magic Missile (Ranged 10, Int vs. Reflex, 2d4+Int force damage, treat as ranged basic)
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- | *Ray of Frost (Ranged 10, Int vs. Fort, 1d6+Int Cold damage, target is slowed)
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- | ===Encounter:===
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- | *Chill Strike (Ranged 10, Int vs. Fort, 2d8+Int cold damage, target is dazed)
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- | *Force Orb (Ranged 10, Int vs. Reflex, 2d8+Int force to primary target, secondary 1d10+Int force to adjacent targets)
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- | *Shock Sphere (Burst 2, range 10, Int vs. Reflex, 2d6+Int lightning)
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- | *Icy Rays (Ranged 10, 1 or 2 targets, Int vs. Reflex, 1d10+Int cold to each, immobilizes target)
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- | *Astral Glide (Fly at Speed+2 for this action. If ended in midair, falling occurs)
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- | ===Daily:===
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- | *Acid Arrow (Ranged 20, Int vs. Ref, primary 2d8+Int, Ongoing 5, acid damage. Secondary 1d8+Int, ongoing 5, acid damage. Miss does half+Ongoing 2 acid damage, no secondary)
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- | *Freezing Cloud (Burst 2, Range 10, Int vs. Fort, 1d8+Int cold damage (Half on miss). Lingers 1 round, creatures entering or starting turn in cloud take another attack. Dismissable as minor action)
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- | ===Utility:===
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- | *Feather Fall (Daily, Ranged 10, Free action: Target takes no damage from fall, does not fall prone at end)
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- | *Shield (Encounter, Personal, Interrupt: +4 power bonus to AC and Reflex defenses until end of next turn)
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- | ===Rituals:===
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- | *Make Whole
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- | *Secret Page
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- | *Tenser's Floating Disk
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- | ==Equipment and Gear==
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- | *Defensive Staff (+1 to hit and damage as implement bonus. +1 to Fort/Ref/Will defense, +1 to AC if using Staff of Defense)[Lv2] (4 lb)
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- | *Stoneborn Leather (AC 3(includes +1 enhancement bonus), +10+Con Temp HP as daily; temp HP last until depleted or the next extended rest)[Lv3](15 lb)
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- | *Cloak of Distortion (+1 to Fort/Ref/Will defenses, ranged attacks from more than 5 squares(25 feet) away take a -5 penalty to the attack roll.)[Lv4](2 lb)
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- | *Adventurer's Pack (as standard)(33 lb)
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- | *Dagger (1d4 damage, light thrown, off-hand. Completely useless outside of utility.)(1 lb)
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- | *Acrobat Boots (+1 item bonus to Acrobatics checks, stand up from prone as a minor action)(4 lb)
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- | *Potion of Healing x3 (drink, spend a healing surge, recover 10 HP) (6 lb?)
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- | *10 GP
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- | ===Misc. Details===
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- | Current Load: 64 lb.<br>
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- | Normal Load: 80 lb.<br>
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- | Heavy Load: 160 lb.<br>
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- | Maximum Drag Load: 400 lb.<br>
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- | ==Quick Combat Reference==
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- | HP: 34 (Bloody 17)<br>
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- | Surges: 9<br>
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- | SV: 8<br>
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- | AC: 21 (20 bloodied)<br>
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- | Fort: 17 (16 bloodied)<br>
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- | Will: 19 (18 bloodied)<br>
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- | Reflex: 18 (17 bloodied)<br>
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- | Speed: 6<br>
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- | Initiative: +0
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- | '''Features'''
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- | *Low-Light vision
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- | *+2 to Religion and Acrobatics
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- | *Inner Light: +1 to all defenses while not bloodied
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- | *Resist Radiance: Resist Radiance 5
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- | '''At-Will'''
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- | *Magic Missile (Ranged 10, +6 vs. Reflex, 2d4+5 force damage, treat as ranged basic)
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- | *Ray of Frost (Ranged 10, +6 vs. Fort, 1d6+6 Cold damage, target is slowed)
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- | '''Encounter'''
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- | *Chill Strike (Ranged 10, +6 vs. Fort, 2d8+6 cold damage, target is dazed)
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- | *Force Orb (Ranged 10, +6 vs. Reflex, 2d8+5 force to primary target, secondary 1d10+Int
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- | force to adjacent targets)
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- | *Shock Sphere (Burst 2, range 10, +6 vs. Reflex, 2d6+5 lightning)
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- | *Icy Rays (Ranged 10, 1 or 2 targets, +6 vs. Reflex, 1d10+6 cold to each, immobilizes target)
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- | *Astral Glide (Fly 8 squares, move action. If ended in midair, falling occurs)
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- | '''Daily'''
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- | *Acid Arrow (Ranged 20, Int vs. Ref, primary 2d8+6, Ongoing 5, acid damage. Secondary 1d8+6, ongoing 5, acid damage. Miss does half+Ongoing 2 acid damage, no secondary)
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- | *Freezing Cloud (Burst 2, Range 10, +6 vs. Fort, 1d8+6 cold damage (Half on miss). Lingers 1 round, creatures entering or starting turn in cloud take another attack. Dismissable as minor action)
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- | *Stoneborn (Minor action. +13 temporary HP until deleted or extended rest taken)
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- | '''Utility'''
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- | *Feather Fall (Daily, Ranged 10, Free action: Target takes no damage from fall, does not fall prone at end)
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- | *Shield (Encounter, Personal, Interrupt: +4 power bonus to AC and Reflex defenses until end of next turn)
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