Post by Ogremind on Jul 23, 2009 8:19:29 GMT -5
Zachary Tempest
Human Wizard 1
Lawful Good
HP 28
Bloodied 14
Healing Surges per Day 7
Healing Surge Amount: 7
Init: +0
Defenses
AC: 18
Fort: 12
Ref: 16
Will: 14
Melee Basic Attack:
Staff: +2 vs AC; 1d8 damage
Ranged Basic Attack:
Migic missile +5 vs Reflex; 2d4 + 5 damage
Ability Scores
STR 10 (+0)
CON 13 (+1)
DEX 10 (+0)
INT 20 (+5)
WIS 13 (+1)
CHA 8 (-1)
Feats:
- Leather Armor proficiency
- Toughness (+5 hp)
Skills:
Features:
Racial Features:
Ability Scores: +2 ANY
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Primordial
Bonus At-Will power
Bonus Feat
Bonus Skill
Bonus to Defense: Fort +1, Ref +1, Will +1
Class Features:
Bonus to Defense: Will +2
Weapon Proficiencies: Dagger, Staff
Armor Proficiencies: Cloth
Implements: Orbs, staffs, wands
Staff of Defense: A staff of defense grants you
a +1 bonus to AC. In addition, once per encounter
as an immediate interrupt, you gain a bonus to
defense against one attack equal to your Constitution
modifier.
Powers:
At-Will
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
Effect: 2 + Intelligence modifier force damage.
Level 11: 3 + Intelligence modifier force damage.
Level 21: 5 + Intelligence modifier force damage.
Special: If the implement used with this power has an
enhancement bonus, add that bonus to the damage. In
addition, you can use this power as a ranged basic attack.
Scorching Burst - Wizard Attack 1
A vertical column of golden flames burns all within.
At-Will ✦ Arcane, Fire, Implement
Standard Action; Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier fire damage.
Thunderwave - Wizard Attack 1
You create a whip-crack of sonic power that lashes up from the ground.
At-Will ✦ Arcane, Thunder, Implement
Standard Action; 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.
Per Encounter
Chill Strike - Wizard Attack 1
You create a bolt of frigid purple energy around your hand and send it
hurtling toward your foe.
Encounter ✦ Arcane, Cold, Implement
Standard Action; Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier cold damage, and the target is dazed until
the end of your next turn.
Per Day- (Flaming Sphere memorized)
Flaming Sphere - Wizard Attack 1
You conjure a rolling ball of fire and control where it goes.
Daily ✦ Arcane, Conjuration, Fire, Implement
Standard Action; Ranged 10
Target: One creature adjacent to the flaming sphere
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier fire damage.
Effect: You conjure a Medium flaming sphere in an
unoccupied square within range, and the sphere attacks an
adjacent creature. Any creature that starts its turn next to
the flaming sphere takes 1d4 + Intelligence modifier 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.
Freezing Cloud - Wizard Attack 1
A pelet 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.
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.
Gear:
Armor: Leather Armor (+2 AC, 20 lbs) [25 gp]
Weapon: Quarterstaff (+2, 1d8, 4 lbs) [5 gp]
Standard adventurer's kit (33 lbs) [15 gp]
Backpack, Bedroll, Flint and steel, belt pouch Rations (10 days)
Rope (50ft), Sunrodes (2), Waterskin.
Spellbook: (3 lbs) [Make whole, Secret Page, Comprehend language]
Gold: 5 [55?]
Personality: Witty, Self-assured, Open-minded, Easygoing,
Honest, Thoughtful, Steady, Driven, Calm
Appearance: Zachary is a human male in his mid twenties with a generally average build. He keeps his brown hair close cropped, and habitually uses Prestidigitation to himself and his personal items clean (though he tends to ignore his living quarters). He wears a worn suit of leather armor and a staff.
Back story: Although fascinated by the workings of magic (an sometimes the world in general), his lack of ambition and general irreverence has made his progress somewhat slow. He has finally finished his apprenticeship as a wizard, and is now out to see what kind of place he can make for himself in the world. He has spent an unusually large amount of time in the practice field getting thumped by fighter trainees, and has become quite familiar with both the armor he used as protection and the pain of physical blows, but hasn't yet figured out how to be effective in physical combat.
lv 2:
UP: Shield, feather fall
F: Implement Expertice
lv 3:
EP: Color Spray
Retrain Feat: Toughness to Enlarge Spell
lv 4:
F: Arcane Reserves. (AP)
Retrain Feat: Implement Expertise to Versatile Expertise (PHB3)
lv 5:
DP: Stinking Cloud, Fireball
lv 6:
F: Echos of thunder (PHB2)
UP: Wizard's Escape, Dispel Magic
lv 7:
EP: Winter's Wrath
lv 8:
F: Surging Flame (PHB2)
lv 9:
DP: Wall of Fire, Ice Storm
lv 10:
UP: Arcane Gate, True Seeing
F: Durability
lv 11:
PP: Adroit Explorer (PHB2)
PEP: Twist of Space (AP) {Prismatic Burst (PHB)}
F: Arcane Admixture Scorching burst + Thunder (AP)
Retrain Feat: Durability to Resounding Thunder (PHB1)
lv 12:
PUP: Destined for Greatness
F:
lv 13:
Replace EP:
lv 14:
F: Lightning Reflexes
lv 15:
Replace DP:
lv 16:
UP:
F: Great Fortitude
lv 17:
Replace EP:
lv 18:
F: Iron Will
lv 19:
Replace DP:
lv 20:
PDP: Bloodied Greatness
F: Expansive Burst (PHB3)
lv 21:
F: Spell Accuracy (AP)
Retrain F: Lightning Reflexes to Epic Reflexes (PHB2)
lv 22:
UP:
F: Epic Fortitude (PHB2)
Retrain F: Great Fortitude to Robust Defenses (PHB2)
lv 23:
Replace EP:
Retrain F: Iron Will to Epic Will (PHB2)
lv 24:
F: Quickened Spellcasting (AP)
lv 25:
Replace DP:
lv 26:
F:
lv 27:
Replace EP:
lv 28:
F:?
lv 29:
Replace DP:
lv 30:
F:?
Human Wizard 1
Lawful Good
HP 28
Bloodied 14
Healing Surges per Day 7
Healing Surge Amount: 7
Init: +0
Defenses
AC: 18
Fort: 12
Ref: 16
Will: 14
Melee Basic Attack:
Staff: +2 vs AC; 1d8 damage
Ranged Basic Attack:
Migic missile +5 vs Reflex; 2d4 + 5 damage
Ability Scores
STR 10 (+0)
CON 13 (+1)
DEX 10 (+0)
INT 20 (+5)
WIS 13 (+1)
CHA 8 (-1)
Feats:
- Leather Armor proficiency
- Toughness (+5 hp)
Acrobatics | +0 | |
Arcana | Trained | +10 |
Athletics | +0 | |
Bluff | -1 | |
Diplomacy | Trained | +4 |
Dungeoneering | Trained | +6 |
Endurance | +1 | |
Heal | +1 | |
History | Trained | +10 |
Insight | Trained | +6 |
Intimidate | -1 | |
Nature | +1 | |
Perception | +1 | |
Religion | +5 | |
Stealth | +0 | |
Streetwise | -1 | |
Thievery | +0 |
Racial Features:
Ability Scores: +2 ANY
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Primordial
Bonus At-Will power
Bonus Feat
Bonus Skill
Bonus to Defense: Fort +1, Ref +1, Will +1
Class Features:
Bonus to Defense: Will +2
Weapon Proficiencies: Dagger, Staff
Armor Proficiencies: Cloth
Implements: Orbs, staffs, wands
Staff of Defense: A staff of defense grants you
a +1 bonus to AC. In addition, once per encounter
as an immediate interrupt, you gain a bonus to
defense against one attack equal to your Constitution
modifier.
At-Will
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
Effect: 2 + Intelligence modifier force damage.
Level 11: 3 + Intelligence modifier force damage.
Level 21: 5 + Intelligence modifier force damage.
Special: If the implement used with this power has an
enhancement bonus, add that bonus to the damage. In
addition, you can use this power as a ranged basic attack.
Scorching Burst - Wizard Attack 1
A vertical column of golden flames burns all within.
At-Will ✦ Arcane, Fire, Implement
Standard Action; Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier fire damage.
Thunderwave - Wizard Attack 1
You create a whip-crack of sonic power that lashes up from the ground.
At-Will ✦ Arcane, Thunder, Implement
Standard Action; 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.
Per Encounter
Chill Strike - Wizard Attack 1
You create a bolt of frigid purple energy around your hand and send it
hurtling toward your foe.
Encounter ✦ Arcane, Cold, Implement
Standard Action; Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier cold damage, and the target is dazed until
the end of your next turn.
Per Day- (Flaming Sphere memorized)
Flaming Sphere - Wizard Attack 1
You conjure a rolling ball of fire and control where it goes.
Daily ✦ Arcane, Conjuration, Fire, Implement
Standard Action; Ranged 10
Target: One creature adjacent to the flaming sphere
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier fire damage.
Effect: You conjure a Medium flaming sphere in an
unoccupied square within range, and the sphere attacks an
adjacent creature. Any creature that starts its turn next to
the flaming sphere takes 1d4 + Intelligence modifier 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.
Freezing Cloud - Wizard Attack 1
A pelet 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.
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.
Armor: Leather Armor (+2 AC, 20 lbs) [25 gp]
Weapon: Quarterstaff (+2, 1d8, 4 lbs) [5 gp]
Standard adventurer's kit (33 lbs) [15 gp]
Backpack, Bedroll, Flint and steel, belt pouch Rations (10 days)
Rope (50ft), Sunrodes (2), Waterskin.
Spellbook: (3 lbs) [Make whole, Secret Page, Comprehend language]
Gold: 5 [55?]
Honest, Thoughtful, Steady, Driven, Calm
Appearance: Zachary is a human male in his mid twenties with a generally average build. He keeps his brown hair close cropped, and habitually uses Prestidigitation to himself and his personal items clean (though he tends to ignore his living quarters). He wears a worn suit of leather armor and a staff.
Back story: Although fascinated by the workings of magic (an sometimes the world in general), his lack of ambition and general irreverence has made his progress somewhat slow. He has finally finished his apprenticeship as a wizard, and is now out to see what kind of place he can make for himself in the world. He has spent an unusually large amount of time in the practice field getting thumped by fighter trainees, and has become quite familiar with both the armor he used as protection and the pain of physical blows, but hasn't yet figured out how to be effective in physical combat.
lv 2:
UP: Shield, feather fall
F: Implement Expertice
lv 3:
EP: Color Spray
Retrain Feat: Toughness to Enlarge Spell
lv 4:
F: Arcane Reserves. (AP)
Retrain Feat: Implement Expertise to Versatile Expertise (PHB3)
lv 5:
DP: Stinking Cloud, Fireball
lv 6:
F: Echos of thunder (PHB2)
UP: Wizard's Escape, Dispel Magic
lv 7:
EP: Winter's Wrath
lv 8:
F: Surging Flame (PHB2)
lv 9:
DP: Wall of Fire, Ice Storm
lv 10:
UP: Arcane Gate, True Seeing
F: Durability
lv 11:
PP: Adroit Explorer (PHB2)
PEP: Twist of Space (AP) {Prismatic Burst (PHB)}
F: Arcane Admixture Scorching burst + Thunder (AP)
Retrain Feat: Durability to Resounding Thunder (PHB1)
lv 12:
PUP: Destined for Greatness
F:
lv 13:
Replace EP:
lv 14:
F: Lightning Reflexes
lv 15:
Replace DP:
lv 16:
UP:
F: Great Fortitude
lv 17:
Replace EP:
lv 18:
F: Iron Will
lv 19:
Replace DP:
lv 20:
PDP: Bloodied Greatness
F: Expansive Burst (PHB3)
lv 21:
F: Spell Accuracy (AP)
Retrain F: Lightning Reflexes to Epic Reflexes (PHB2)
lv 22:
UP:
F: Epic Fortitude (PHB2)
Retrain F: Great Fortitude to Robust Defenses (PHB2)
lv 23:
Replace EP:
Retrain F: Iron Will to Epic Will (PHB2)
lv 24:
F: Quickened Spellcasting (AP)
lv 25:
Replace DP:
lv 26:
F:
lv 27:
Replace EP:
lv 28:
F:?
lv 29:
Replace DP:
lv 30:
F:?