Post by Deekin on Jun 4, 2008 18:38:36 GMT -5
Human Wizard 1-
HP 23
Bloodied 11
Healing Surges per Day 7
Healing Surge Amount: 5
Init: +5
Defenses
AC 14
Ref: 15
Fort: 12
Will: 15
Melee Basic Attack: +2 1d8 (Quarterstaff)
Ranged Basic Attack +4 2d4+4 (Magic Missile)
Ability Scores
STR 11 (+0) DEX 12 (+1) CON 13 (+1) INT 18 (+4) WIS 14 (+2) CHA 10 (+0)
Feats:
Improved Init: +4 to Initiative (Factored in Already
Action Surge: +3 to any attack rolls made during any action gained by spending an action point
Ritual Caster: You can cast rituals
Skills:
[/td][/tr]
[tr][td]Arcana[/td][td]Trainted[/td][td]+9[/td][/td][/tr]
[tr][td]Athletics[/td][td]Untrainted[/td][td]+0[/td][/td][/tr]
[tr][td]Bluff[/td][td]Untrainted[/td][td]+0[/td][/td][/tr]
[tr][td]Diplomancy[/td][td]Untrainted[/td][td]+0[/td][/td][/tr]
[tr][td]Dungeoneering[/td][td]Trainted[/td][td]+7[/td][/td][/tr]
[tr][td]Endurance[/td][td]Untrainted[/td][td]+1[/td][/td][/tr]
[tr][td]Heal[/td][td]Untrainted[/td][td]+2[/td][/td][/tr]
[tr][td]History[/td][td]Trainted[/td][td]+9[/td][/td][/tr]
[tr][td]Insight[/td][td]Untrainted[/td][td]+2[/td][/td][/tr]
[tr][td]Intimidate[/td][td]Untrainted[/td][td]+0[/td][/td][/tr]
[tr][td]Nature[/td][td]Trainted[/td][td]+7[/td][/td][/tr]
[tr][td]Perception [/td][td]Untrainted[/td][td]+2[/td][/tr]
[tr][td]Religion[/td][td]Trainted[/td][td]+9[/td][/td][/tr]
[tr][td]Stealth[/td][td]Untrainted[/td][td]+1[/td][/td][/tr]
[tr][td]Streetwise[/td][td]Untrainted[/td][td]+0[/td][/td][/tr]
[tr][td]Thievery[/td][td]Untrainted[/td][td]+1[/td][/td][/tr]
[/table]
Class Features:
Arcane Implement Mastery :
Orb of Imposition: Once per encounter as a free action, you can use your orb to gain one of the following two effects.
You can designate one creature you have cast a wizard spell upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to its saving throws against that effect equal to your Wisdom modifier.
Alternatively, you can choose to extend the duration of an effect created by a wizard at-will spell (such as cloud of daggers or ray of frost) that would otherwise end at the end of your current turn. The effect instead ends at the end of your next turn.
You must wield an orb to use this ability. Control wizards select this form of mastery because it helps extend the duration of their control effects.
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.
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.
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.
Class Features
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 cooling a warm 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.
Powers:
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.
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.
Thunderwave Wizard Attack 1
You create a whip-crack of sonic power that lashes up from the
ground.
At-Will ✦ Arcane, Implement, Thunder
Standard Action
Area: Close blast 3
Target: Each creature in blast
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier thunder damage, and you push the target a number of squares equal to your Wisdom modifier.
Increase damage to 2d6 + Intelligence modifier at 21st level.
Per Encounter:
Icy Terrain Wizard Attack 1
With frosty breath, you utter a single arcane word that creates a
treacherous patch of ice on the ground, hampering your foes.
Encounter ✦ Arcane, Cold, Implement
Standard Action
Area: burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier cold damage, and the target is knocked prone.
Effect: The power’s area is difficult terrain until the end of your next turn. You can end this effect as a minor action.
Daily Powers: (Choose 1 after each extended rest)
Sleep Wizard Attack 1
You exert your will against your foes, seeking to overwhelm them
with a tide of magical weariness.
Daily ✦ Arcane, Implement, Sleep
Standard Action
Area: burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).
Miss: The target is slowed (save ends).
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.
Rituals:
Comprehend Language
As you finish the ritual, the guttural language of the creatures before you clarifies into something you understand.
Level: 1
Category: Exploration
Time: 10 minutes
Duration: 24 hours
Component Cost: 10 gp
Market Price: 50 gp
Key Skill: Arcana
When beginning the ritual, choose a language you have heard or a piece of writing you have seen within the past 24 hours.
Using this ritual on a language you have heard allows you to understand it when spoken for the next 24 hours and, if your Arcana check result is 35 or higher, to speak the language fluently for the duration.
Using this ritual on a language you have seen as a piece of writing allows you to read the language for the next 24 hours and, if your Arcana check result is 35 or higher, to write the language in its native script or in any other script you know for the duration.
Using this ritual on a language you have both heard and seen as a piece of writing within the past 24 hours allows you to understand it in both forms for the next 24 hours, and an Arcana check result of 35 or higher allows you to speak and write the language.
Tenser’s Floating Disk
“Oh, this? It follows me everywhere, like a porter that never needs to rest.”
Level: 1
Category: Exploration
Time: 10 minutes
Duration: 24 hours
Component Cost: 10 gp
Market Price: 50 gp
Key Skill: Arcana
You create a slightly concave, circular plane of force that floats a foot off the ground and can carry what you lay upon it. The disk is 3 feet in diameter and 1 inch deep at its center. It remains stationary unless you move more than 5 squares away from it, in which case it moves with your base speed once per round until it is within 5 squares of you. You can command the disk to move up to your speed as a move action. If you are more than 5 squares from the disk for 2 consecutive rounds, the disk disappears, dropping whatever it was carrying.
Your Arcana check result determines the maximum load the disk can carry.
Silence
Straining both your patience and your keen ears, you hear
nothing in the duke’s private chamber. That’s why you’re so
surprised to see the duke when you boldly enter.
Level: 1
Category: Warding
Time: 10 minutes
Duration: 24 hours
Component Cost: 30 gp
Market Price: 75 gp
Key Skill: Arcana (no check)
You ward a single room (or a burst 4 area), against eavesdropping.
Creatures attempting to listen to something in the warded area from outside the area take a –10 penalty to their Perception checks.
Gear:
Armor: None
Weapons: Quarterstaff, Orb
Other: Spellbook, a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, and a waterskin, 10 gp worth of ritual components, 13 gp.
HP 23
Bloodied 11
Healing Surges per Day 7
Healing Surge Amount: 5
Init: +5
Defenses
AC 14
Ref: 15
Fort: 12
Will: 15
Melee Basic Attack: +2 1d8 (Quarterstaff)
Ranged Basic Attack +4 2d4+4 (Magic Missile)
Ability Scores
STR 11 (+0) DEX 12 (+1) CON 13 (+1) INT 18 (+4) WIS 14 (+2) CHA 10 (+0)
Feats:
Improved Init: +4 to Initiative (Factored in Already
Action Surge: +3 to any attack rolls made during any action gained by spending an action point
Ritual Caster: You can cast rituals
Skills:
Acrobatics | Untrainted | +1 |
[tr][td]Arcana[/td][td]Trainted[/td][td]+9[/td][/td][/tr]
[tr][td]Athletics[/td][td]Untrainted[/td][td]+0[/td][/td][/tr]
[tr][td]Bluff[/td][td]Untrainted[/td][td]+0[/td][/td][/tr]
[tr][td]Diplomancy[/td][td]Untrainted[/td][td]+0[/td][/td][/tr]
[tr][td]Dungeoneering[/td][td]Trainted[/td][td]+7[/td][/td][/tr]
[tr][td]Endurance[/td][td]Untrainted[/td][td]+1[/td][/td][/tr]
[tr][td]Heal[/td][td]Untrainted[/td][td]+2[/td][/td][/tr]
[tr][td]History[/td][td]Trainted[/td][td]+9[/td][/td][/tr]
[tr][td]Insight[/td][td]Untrainted[/td][td]+2[/td][/td][/tr]
[tr][td]Intimidate[/td][td]Untrainted[/td][td]+0[/td][/td][/tr]
[tr][td]Nature[/td][td]Trainted[/td][td]+7[/td][/td][/tr]
[tr][td]Perception [/td][td]Untrainted[/td][td]+2[/td][/tr]
[tr][td]Religion[/td][td]Trainted[/td][td]+9[/td][/td][/tr]
[tr][td]Stealth[/td][td]Untrainted[/td][td]+1[/td][/td][/tr]
[tr][td]Streetwise[/td][td]Untrainted[/td][td]+0[/td][/td][/tr]
[tr][td]Thievery[/td][td]Untrainted[/td][td]+1[/td][/td][/tr]
[/table]
Class Features:
Arcane Implement Mastery :
Orb of Imposition: Once per encounter as a free action, you can use your orb to gain one of the following two effects.
You can designate one creature you have cast a wizard spell upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to its saving throws against that effect equal to your Wisdom modifier.
Alternatively, you can choose to extend the duration of an effect created by a wizard at-will spell (such as cloud of daggers or ray of frost) that would otherwise end at the end of your current turn. The effect instead ends at the end of your next turn.
You must wield an orb to use this ability. Control wizards select this form of mastery because it helps extend the duration of their control effects.
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.
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.
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.
Class Features
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 cooling a warm 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.
Powers:
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.
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.
Thunderwave Wizard Attack 1
You create a whip-crack of sonic power that lashes up from the
ground.
At-Will ✦ Arcane, Implement, Thunder
Standard Action
Area: Close blast 3
Target: Each creature in blast
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier thunder damage, and you push the target a number of squares equal to your Wisdom modifier.
Increase damage to 2d6 + Intelligence modifier at 21st level.
Per Encounter:
Icy Terrain Wizard Attack 1
With frosty breath, you utter a single arcane word that creates a
treacherous patch of ice on the ground, hampering your foes.
Encounter ✦ Arcane, Cold, Implement
Standard Action
Area: burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier cold damage, and the target is knocked prone.
Effect: The power’s area is difficult terrain until the end of your next turn. You can end this effect as a minor action.
Daily Powers: (Choose 1 after each extended rest)
Sleep Wizard Attack 1
You exert your will against your foes, seeking to overwhelm them
with a tide of magical weariness.
Daily ✦ Arcane, Implement, Sleep
Standard Action
Area: burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).
Miss: The target is slowed (save ends).
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.
Rituals:
Comprehend Language
As you finish the ritual, the guttural language of the creatures before you clarifies into something you understand.
Level: 1
Category: Exploration
Time: 10 minutes
Duration: 24 hours
Component Cost: 10 gp
Market Price: 50 gp
Key Skill: Arcana
When beginning the ritual, choose a language you have heard or a piece of writing you have seen within the past 24 hours.
Using this ritual on a language you have heard allows you to understand it when spoken for the next 24 hours and, if your Arcana check result is 35 or higher, to speak the language fluently for the duration.
Using this ritual on a language you have seen as a piece of writing allows you to read the language for the next 24 hours and, if your Arcana check result is 35 or higher, to write the language in its native script or in any other script you know for the duration.
Using this ritual on a language you have both heard and seen as a piece of writing within the past 24 hours allows you to understand it in both forms for the next 24 hours, and an Arcana check result of 35 or higher allows you to speak and write the language.
Tenser’s Floating Disk
“Oh, this? It follows me everywhere, like a porter that never needs to rest.”
Level: 1
Category: Exploration
Time: 10 minutes
Duration: 24 hours
Component Cost: 10 gp
Market Price: 50 gp
Key Skill: Arcana
Arcana Check | Result Maximum Load |
9 or lower | 250 pounds |
10–24 | 500 pounds |
25–39 | 1,000 pounds |
40 or higher | 2,000 pounds |
You create a slightly concave, circular plane of force that floats a foot off the ground and can carry what you lay upon it. The disk is 3 feet in diameter and 1 inch deep at its center. It remains stationary unless you move more than 5 squares away from it, in which case it moves with your base speed once per round until it is within 5 squares of you. You can command the disk to move up to your speed as a move action. If you are more than 5 squares from the disk for 2 consecutive rounds, the disk disappears, dropping whatever it was carrying.
Your Arcana check result determines the maximum load the disk can carry.
Silence
Straining both your patience and your keen ears, you hear
nothing in the duke’s private chamber. That’s why you’re so
surprised to see the duke when you boldly enter.
Level: 1
Category: Warding
Time: 10 minutes
Duration: 24 hours
Component Cost: 30 gp
Market Price: 75 gp
Key Skill: Arcana (no check)
You ward a single room (or a burst 4 area), against eavesdropping.
Creatures attempting to listen to something in the warded area from outside the area take a –10 penalty to their Perception checks.
Gear:
Armor: None
Weapons: Quarterstaff, Orb
Other: Spellbook, a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, and a waterskin, 10 gp worth of ritual components, 13 gp.