Niieu Amaruva
From Charnosdnd
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)