Niieu Amaruva

From Charnosdnd

(Difference between revisions)
(Rituals:)
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===Rituals:===
===Rituals:===
*Make Whole
*Make Whole
-
*Secret Page
+
*Arcane Mark
-
*Tenser's Floating Disk
+
*Amanuensis
==Equipment and Gear==
==Equipment and Gear==

Revision as of 04:03, 21 January 2009

Contents

Basics

Name:Niieu Amaruva
Gender:Female
Race:Aasimar
Class:Wizard
Exp:2250/3750
Level:3
Alignment:
Deity:
Height:5'4"
Weight:144 lb.

Appearance: (to be written)

Backstory

(to be written)

Story Hooks

(to be written)

Abilities

Strength:08
Dexterity:10
Constitution:16
Intelligence:18
Wisdom:16
Charisma:12

Defenses:

AC:20 (21 when not bloodied)
Fort:16 (17 when not bloodied)
Reflex:17 (18 when not bloodied)
Will:18 (19 when not bloodied)

Vitality:

HP:34
Bloody: 17
Healing Surges:9
Healing Surge Value:8

Skills

Acrobatics (Dex):+1 +2 racial = +3
Arcana (Int): 6+4 Int = +10
Athletics (Str):+0
Bluff (Cha): 1+1 Cha = +2
Diplomacy (Cha): 1+1 Cha = +2
Dungeoneering (Wis): 1+3 Wis = +4
Endurance (Con): 1+3 Con = +4
Heal (Wis): 1+3 Wis = +4
History (Int): 6+4 Int = +10
Insight (Wis): 5+1+3 Wis = +9
Intimidate (Cha): 1+1 Cha = +2
Nature (Wis): 6+3 Wis = +9
Perception (Wis): 1+3 Wis = +4
Religion (Int): 1+4 Int + 2 racial = +7
Stealth (Dex): +1
Streetwise (Cha): 1+1 Cha = +2
Thievery (Dex): +1

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
  • Arcane Mark
  • Amanuensis

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.
Normal Load: 80 lb.
Heavy Load: 160 lb.
Maximum Drag Load: 400 lb.

Quick Combat Reference

HP: 34 (Bloody 17)
Surges: 9
SV: 8
AC: 21 (20 bloodied)
Fort: 17 (16 bloodied)
Will: 19 (18 bloodied)
Reflex: 18 (17 bloodied)
Speed: 6
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)
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