Niieu Amaruva

From Charnosdnd

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

Current revision as of 00:08, 29 January 2009

(DELETED)

Personal tools