Post by similar on Jun 29, 2008 14:09:51 GMT -5
Bharash
Dragonborn Wizard
HP 30
Bloodied 15
Healing Surges per Day: 9
Healing Surge Amount: 10
Ability Scores
Str: 14 +2
Con: 16 +3
Dex: 8 -1
Int: 16 +3
Wis: 12 +1
Cha: 12 +1
Init: 0
Defenses
AC: 15
Ref: 14
Fort: 14
Will: 14
Speed: 6 Squares
Melee Basic Attack:
Quarterstaff: +6 d8+3
Ranged Basic Attack:
Thrown Dagger: +3 d4-1
Feats:
Armor Proficiencies: Cloth
Weapon Proficiencies: Quarterstaff, Dagger
Ritual Casting
Enlarged Dragon Breath
Implement Expertise (Staff)
Skills:
Skill Un/Trained Att Misc Total
Acrobatics +0 +0 +0
Arcana X +4 +0 +9
Athletics +3 +0 +3
Bluff +2 +0 +2
Diplomancy +2 +0 +2
Dungeoneering +2 +0 +2
Endurance +4 +0 +4
Heal +2 +0 +2
History X +4 +2 +11
Insight +2 +0 +2
Intimidate +2 +2 +4
Nature X +2 +0 +7
Perception +2 +0 +2
Religion X +4 +0 +9
Stealth +0 +0 +0
Streetwise +2 +0 +2
Thievery +0 +0 +0
Racial Features:
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Draconic
Skill Bonuses: +2 History, +2 Intimidate
Dragonborn Fury: +1 bonus to attack rolls when bloodied
Dragonic Heritage: Con bonus (+3) to healing surge value
Dragon Breath: encounter power. Acid breath, Con based attack rolls
Class Features:
Arcane Implement Mastery: Staff of Defense
Cantrips: use ghost sound, light, mage hand and prestidigation as at-will powers
Spellbook: Contains rituals, daily and utility spells
Rituals: Comprehend Language, Make Whole, Silence
Powers:
At Will:
Ray of Frost
At-Will ✦ Arcane, Cold, Implement
Standard Action. Ranged 10
Target: One creature
Attack: +6 vs. Fortitude
Hit: 1d6+4 cold damage and the target is slowed until the end of your next turn.
Scorching Burst
At-Will ✦ Arcane, Fire, Implement
Standard Action. Area burst 1 within 10 squares
Targets: Each creature in burst
Attack: +6 vs. Reflex
Hit: 1d6+4 fire damage.
Per Encounter:
Acid Dragon Breath
Encounter ✦ Acid
Minor Action. Close blast 5
Target: All creatures in area
Attack: +6 vs. Reflex
Hit: 1d6+3 acid damage.
Orbmaster's Incendiary Detonation
Encounter ✦ Arcane, Fire, Force, Implement, Zone
Standard Action. Area burst 1 within 10 squares
Target: Each creature in burst
Attack: +6 vs. Reflex
Hit: 1d6+4 force damage and the target is knocked prone.
Effect: The burst creates a zone of licking flames that lasts until the end of your next turn. Each enemy that enters the zone or starts its turn there takes 2 fire damage.
Staff of Defense
Encounter ✦ Implement
Interrupt
Target: self
Effect: You gain a +3 bonus to defense against one attack. You can declare the bonus after the DM has already told you the damage total.
Daunting Presence
Encounter ✦ Arcane, Fear
Minor Action
Target: self
Effect: Until the end of your next turn, you gain a +5 power bonus to Intimidate checks, and creatures adjacent to you take a -2 penalty to attack rolls that target you.
Jump
Encounter ✦ Arcane
Move Action Range 10
Target: You or one creature
Effect: The target makes an Athletics check as a free action to jump with a +10 power bonus. The target can move as many squares as the check allows and is considered to have a running start.
Per Day:
Can only memorise 1/day. Memorized today: Sleep
Flaming Sphere
Daily ✦ Arcane, Conjuration, Fire, Implement
Standard Action. Ranged 10
Targets: One creature adjacent to the flaming sphere
Attack: +6 vs. Reflex
Hit: 2d6+4 fire damage.
Effect: You control a medium flaming sphere in an unoccupied square witihin range and the sphere attacks an adjacent square. Any creature that starts its turn next to the flaming sphere takes 1d4+4 fire damage. As a move action you can move the sphere up to 6 squares.
Sustain Minor: You can sustain this power until the end of the encounter. As a standard action you can make another attack with the sphere.
Sleep
Daily ✦ Arcane, Implement, Sleep
Standard Action. Area burst 2 within 20 squares
Targets: Each creature in burst
Attack: +6 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)
Gear:
Armor: Cloth
Weapons: Force Staff +1, Staff, 2 Daggers
Other: Adventurers Kit
40 GP worth of ritual components
7 GP
Dragonborn Wizard
HP 30
Bloodied 15
Healing Surges per Day: 9
Healing Surge Amount: 10
Ability Scores
Str: 14 +2
Con: 16 +3
Dex: 8 -1
Int: 16 +3
Wis: 12 +1
Cha: 12 +1
Init: 0
Defenses
AC: 15
Ref: 14
Fort: 14
Will: 14
Speed: 6 Squares
Melee Basic Attack:
Quarterstaff: +6 d8+3
Ranged Basic Attack:
Thrown Dagger: +3 d4-1
Feats:
Armor Proficiencies: Cloth
Weapon Proficiencies: Quarterstaff, Dagger
Ritual Casting
Enlarged Dragon Breath
Implement Expertise (Staff)
Skills:
Skill Un/Trained Att Misc Total
Acrobatics +0 +0 +0
Arcana X +4 +0 +9
Athletics +3 +0 +3
Bluff +2 +0 +2
Diplomancy +2 +0 +2
Dungeoneering +2 +0 +2
Endurance +4 +0 +4
Heal +2 +0 +2
History X +4 +2 +11
Insight +2 +0 +2
Intimidate +2 +2 +4
Nature X +2 +0 +7
Perception +2 +0 +2
Religion X +4 +0 +9
Stealth +0 +0 +0
Streetwise +2 +0 +2
Thievery +0 +0 +0
Racial Features:
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Draconic
Skill Bonuses: +2 History, +2 Intimidate
Dragonborn Fury: +1 bonus to attack rolls when bloodied
Dragonic Heritage: Con bonus (+3) to healing surge value
Dragon Breath: encounter power. Acid breath, Con based attack rolls
Class Features:
Arcane Implement Mastery: Staff of Defense
Cantrips: use ghost sound, light, mage hand and prestidigation as at-will powers
Spellbook: Contains rituals, daily and utility spells
Rituals: Comprehend Language, Make Whole, Silence
Powers:
At Will:
Ray of Frost
At-Will ✦ Arcane, Cold, Implement
Standard Action. Ranged 10
Target: One creature
Attack: +6 vs. Fortitude
Hit: 1d6+4 cold damage and the target is slowed until the end of your next turn.
Scorching Burst
At-Will ✦ Arcane, Fire, Implement
Standard Action. Area burst 1 within 10 squares
Targets: Each creature in burst
Attack: +6 vs. Reflex
Hit: 1d6+4 fire damage.
Per Encounter:
Acid Dragon Breath
Encounter ✦ Acid
Minor Action. Close blast 5
Target: All creatures in area
Attack: +6 vs. Reflex
Hit: 1d6+3 acid damage.
Orbmaster's Incendiary Detonation
Encounter ✦ Arcane, Fire, Force, Implement, Zone
Standard Action. Area burst 1 within 10 squares
Target: Each creature in burst
Attack: +6 vs. Reflex
Hit: 1d6+4 force damage and the target is knocked prone.
Effect: The burst creates a zone of licking flames that lasts until the end of your next turn. Each enemy that enters the zone or starts its turn there takes 2 fire damage.
Staff of Defense
Encounter ✦ Implement
Interrupt
Target: self
Effect: You gain a +3 bonus to defense against one attack. You can declare the bonus after the DM has already told you the damage total.
Daunting Presence
Encounter ✦ Arcane, Fear
Minor Action
Target: self
Effect: Until the end of your next turn, you gain a +5 power bonus to Intimidate checks, and creatures adjacent to you take a -2 penalty to attack rolls that target you.
Jump
Encounter ✦ Arcane
Move Action Range 10
Target: You or one creature
Effect: The target makes an Athletics check as a free action to jump with a +10 power bonus. The target can move as many squares as the check allows and is considered to have a running start.
Per Day:
Can only memorise 1/day. Memorized today: Sleep
Flaming Sphere
Daily ✦ Arcane, Conjuration, Fire, Implement
Standard Action. Ranged 10
Targets: One creature adjacent to the flaming sphere
Attack: +6 vs. Reflex
Hit: 2d6+4 fire damage.
Effect: You control a medium flaming sphere in an unoccupied square witihin range and the sphere attacks an adjacent square. Any creature that starts its turn next to the flaming sphere takes 1d4+4 fire damage. As a move action you can move the sphere up to 6 squares.
Sustain Minor: You can sustain this power until the end of the encounter. As a standard action you can make another attack with the sphere.
Sleep
Daily ✦ Arcane, Implement, Sleep
Standard Action. Area burst 2 within 20 squares
Targets: Each creature in burst
Attack: +6 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)
Gear:
Armor: Cloth
Weapons: Force Staff +1, Staff, 2 Daggers
Other: Adventurers Kit
40 GP worth of ritual components
7 GP