Post by at on Jun 23, 2011 9:12:00 GMT -5
Basics
Name: Barbatos
Race: Human
Class: Wizard
Alignment: Neutral Good
Gender: Male
Height: 5'11
Weight: 168lbs
Hair: Black
Eyes: Brown
Appearance
Ability Scores
STR: 8[-1] ( 8+0[racial])
CON: 10[+0] (10-0[racial])
DEX: 10[+0] (10+0[racial])
INT: 21[+5] (19+2[racial])
WIS: 15[+2] (15+0[racial])
CHA: 11[+0] (11+0[racial])
Initiative: +8 [1/2 level]+5[misc] (or +4 inc +1 misc?)
Perception: 15
Insight: 20
Vitality and Saves
Hit Points: 40
Bloodied: 20
Surge Value: 10
Surges/day: 6
AC: 21 (10+3[1/2 leve]+5[wis]+0[armor]+2[unarmoured]+1[enhancement])
Fort: 16 (10+3[1/2 level]+0[con]+0[class]+1[human]+1[neck]+1[feat])
Ref: 21 (10+3[1/2 level]+5[int]+1[human]+1[neck]+1[feat])
Will: 20 (10+3[1/2 level]+4[wis]+2[class]+1[human]+1[neck]+1[feat])
Skills
Feats
-Unarmoured Agility (+2 AC in cloth or unarmoured)
-Ritual Caster
-Action Surge (+3 to attack when spending action point)
-Enlarge Spell (-2 damage, increase burst by 1)
-Orb Expertise (+1 to attack, +1 square of movement from thunderwave, etc)
-Improved Defenses (+1 to Fort, Ref, Will)
Racial Traits
Human
Ability Scores: +2 INT
Size: Medium
Speed: 6 Squares
Vision: Normal
languages: Common, Primordial
Class Abilities
Wizard
Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger, Quarterstaff
Implement Proficiencies: Orb, Staff, Wand, Tome
Bonus to Defence: +2 Will
Hp @ 1st: 10+con
Hp/level: 4
Healing Surges/day: 6+con mod
Trained Skills: Arcana, Dungeoneering, History, Insight, and Religion
Class Feature: ...
Equipment
Main Hand: Dagger / Orb of Inescapable Consequences (+2)
Off Hand: Orb of Nimble Thoughts
Body: Shadowdance robes
Head:
Neck: Cloak of Distortion +1
Lvl 4: 840 gp
Enhancement: +1 Fortitude, Reflex, and Will
Property: You gain an item bonus to all defenses against ranged attacks frm more than 5 squares away equal to this items enhancement bonus.
Arms: Diamond Bracers
Gear:
Adventurer's Kit
Spellbook
Floating stone (10 minutes and 10 gp to reactivate for a week) - currently active
Fake and real patents of nobility (dragonborn)
Multiple tomes about the nature of magic
Tome - secret chest ritual
Tome - sending ritual
Tome - Mindshape Warwing Drake ritual
Tome - Craft Iron Cobra ritual and instructions
Notes - Cure petrification (from cockatrice feathers, water, and mud)
Notes - Feywild portal ritual
Potion of Friendship (1 hour, automatic friendly attitude towards first person and -5 penalty to Insight checks vs same)
Magical overland map (shows points of interest)
4 Healing potions
4 backpacks, each with a weeks worth of travel rations.
90gp reagents
Money: 190 gp
100gp sapphire
Background
ow... my head...
Advancement
Level: 6
XP: 0
To next level:
Plans for advancement:
-Paragon - class Adroit Explorer, Spellstorm mage or divine oracle(requires initiate of the faith)
-Paragon - Psychic lock to improve for illusory ambush
-Paragon - arcane admixture and resounding thunder (for big scorching bursts), and perhaps destructive wizardry.
-Feats - Superior Implement Training?
POWERS!
At Will Powers
Cantrip - Ghost Sound
Cantrip - Prestidigitation
Cantrip - Mage Hand
Cantrip - Light
Thunderwave
Illusory Ambush
Scorching Burst
Encounter Powers
Icy Terrain
Color Spray
Orb of Imposition
Immediate Interrupt - Shield
Immediate Reaction - Moonstride
Emerald Eye
Daily Powers
Sleep / Flaming Sphere
Stinking Cloud / Phantasmal Assailant
Fire Shield
Fire Shield
You are swathed in rippling flames that turn away both fire and chill but scorch anyone who strikes you.
Daily Arcane, Fire
Minor Action Personal
Effect: You gain resist 10 cold and resist 10 fire until the end of the encounter. Whenever a creature makes a melee attack roll against you, it takes 2d6 + your Intelligence modifier fire damage. No creature can take this damage more than once per turn.
Emerald Eye
A mote of green energy appears above you. A glaring, alien eye peers from it, giving you insight into your foe’s true nature.
Encounter Arcane
Minor Action Ranged 10
Target: One creature
Effect: Until the end of your next turn, you gain a +5 power bonus to Insight checks against the target and a +2 power bonus to attack rolls against the target’s Will.
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.
Known Rituals:
Comprehend Language
Make Whole
Tensers Floating Disk
Enchant Magic Item
Activate Floating Stone, enhanced
-10 minutes and 10gp to reactivate the power of a floating stone from the citadel for one full week.
-a tiny stone holds around 250lbs, a small stone (1-2 feet across) holds 500.
-can be moved around with a mage hand spell, up to 5 squares with a minor action, 5 more with a minor/move action
(look into The Staff of Spectral Hands (AV) to create multiple hands)
Useful links
web.me.com/senecal/Site/Pictures/Barbatos.pdf
iplay4e.appspot.com/campaigns/agdpcGxheTRlchELEghDYW1wYWlnbhjy-bIBDA
Name: Barbatos
Race: Human
Class: Wizard
Alignment: Neutral Good
Gender: Male
Height: 5'11
Weight: 168lbs
Hair: Black
Eyes: Brown
Appearance
Ability Scores
STR: 8[-1] ( 8+0[racial])
CON: 10[+0] (10-0[racial])
DEX: 10[+0] (10+0[racial])
INT: 21[+5] (19+2[racial])
WIS: 15[+2] (15+0[racial])
CHA: 11[+0] (11+0[racial])
Initiative: +8 [1/2 level]+5[misc] (or +4 inc +1 misc?)
Perception: 15
Insight: 20
Vitality and Saves
Hit Points: 40
Bloodied: 20
Surge Value: 10
Surges/day: 6
AC: 21 (10+3[1/2 leve]+5[wis]+0[armor]+2[unarmoured]+1[enhancement])
Fort: 16 (10+3[1/2 level]+0[con]+0[class]+1[human]+1[neck]+1[feat])
Ref: 21 (10+3[1/2 level]+5[int]+1[human]+1[neck]+1[feat])
Will: 20 (10+3[1/2 level]+4[wis]+2[class]+1[human]+1[neck]+1[feat])
Skills
Skill | Total | Attribute+1/2 level | Trained | Feat | Armor Penalty | Misc |
Arcana | 15 | 8 | 5 | 0 | 0 | +2 |
Dungeon | 10 | 5 | 5 | 0 | 0 | 0 |
History | 13 | 8 | 5 | 0 | 0 | 0 |
Insight | 10 | 5 | 5 | 0 | 0 | 0 |
Religion | 13 | 8 | 5 | 0 | 0 | 0 |
Feats
-Unarmoured Agility (+2 AC in cloth or unarmoured)
-Ritual Caster
-Action Surge (+3 to attack when spending action point)
-Enlarge Spell (-2 damage, increase burst by 1)
-Orb Expertise (+1 to attack, +1 square of movement from thunderwave, etc)
-Improved Defenses (+1 to Fort, Ref, Will)
Racial Traits
Human
Ability Scores: +2 INT
Size: Medium
Speed: 6 Squares
Vision: Normal
languages: Common, Primordial
Class Abilities
Wizard
Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger, Quarterstaff
Implement Proficiencies: Orb, Staff, Wand, Tome
Bonus to Defence: +2 Will
Hp @ 1st: 10+con
Hp/level: 4
Healing Surges/day: 6+con mod
Trained Skills: Arcana, Dungeoneering, History, Insight, and Religion
Class Feature: ...
Equipment
Main Hand: Dagger / Orb of Inescapable Consequences (+2)
Lvl: 8
Enchantment: +2 attack rolls and damage rolls
Critical: +2d6 damage
Power - Daily (Free Action)
Trigger: Use this power when an attack with this orb misses its target.
Effect: The target is affected by any conditions or effects of the attack as if the attack had hit (for example the -2 to attacks from Illusory Ambush, or making the target prone with Icy Terrain, or the Dazed effect from Color spray, or most powerful of all, the full sleep effect of a Sleep spell)
Enchantment: +2 attack rolls and damage rolls
Critical: +2d6 damage
Power - Daily (Free Action)
Trigger: Use this power when an attack with this orb misses its target.
Effect: The target is affected by any conditions or effects of the attack as if the attack had hit (for example the -2 to attacks from Illusory Ambush, or making the target prone with Icy Terrain, or the Dazed effect from Color spray, or most powerful of all, the full sleep effect of a Sleep spell)
Off Hand: Orb of Nimble Thoughts
Lvl 3
Enchantment: +1 attack rolls and damage rolls
Critical: +1d6 psychic damage
Property: Item bonus to initiative equal to INT modifier
Power - Encounter - Shift a number of squares equal to INT modifier
Enchantment: +1 attack rolls and damage rolls
Critical: +1d6 psychic damage
Property: Item bonus to initiative equal to INT modifier
Power - Encounter - Shift a number of squares equal to INT modifier
Body: Shadowdance robes
Lv 5
Enhancement: +1 to AC
Property: Your area and ranged attacks don’t provoke opportunity attacks.
Power Daily (Free Action)
Trigger: You move more than 3 squares.
Effect: In bright light, your space and all adjacent squares become shrouded in dim light until the end of your next turn. If you were already in dim light, your space and all adjacent squares become dark, blocking line of sight, until the end of your next turn. You can see perfectly in this area of dim light or darkness.
Enhancement: +1 to AC
Property: Your area and ranged attacks don’t provoke opportunity attacks.
Power Daily (Free Action)
Trigger: You move more than 3 squares.
Effect: In bright light, your space and all adjacent squares become shrouded in dim light until the end of your next turn. If you were already in dim light, your space and all adjacent squares become dark, blocking line of sight, until the end of your next turn. You can see perfectly in this area of dim light or darkness.
Head:
Neck: Cloak of Distortion +1
Lvl 4: 840 gp
Enhancement: +1 Fortitude, Reflex, and Will
Property: You gain an item bonus to all defenses against ranged attacks frm more than 5 squares away equal to this items enhancement bonus.
Arms: Diamond Bracers
Lv 9
Using them is a minor action (daily). It gives you resit 10 against a damage type that you were dealt since the end of your last turn. This lasts till the end of the encounter.
Using them is a minor action (daily). It gives you resit 10 against a damage type that you were dealt since the end of your last turn. This lasts till the end of the encounter.
Gear:
Adventurer's Kit
Spellbook
Floating stone (10 minutes and 10 gp to reactivate for a week) - currently active
Fake and real patents of nobility (dragonborn)
Multiple tomes about the nature of magic
Tome - secret chest ritual
Tome - sending ritual
Tome - Mindshape Warwing Drake ritual
Tome - Craft Iron Cobra ritual and instructions
Notes - Cure petrification (from cockatrice feathers, water, and mud)
Notes - Feywild portal ritual
Potion of Friendship (1 hour, automatic friendly attitude towards first person and -5 penalty to Insight checks vs same)
Magical overland map (shows points of interest)
4 Healing potions
4 backpacks, each with a weeks worth of travel rations.
90gp reagents
Money: 190 gp
100gp sapphire
Background
ow... my head...
Advancement
Level: 6
XP: 0
To next level:
Plans for advancement:
-Paragon - class Adroit Explorer, Spellstorm mage or divine oracle(requires initiate of the faith)
-Paragon - Psychic lock to improve for illusory ambush
-Paragon - arcane admixture and resounding thunder (for big scorching bursts), and perhaps destructive wizardry.
-Feats - Superior Implement Training?
POWERS!
At Will Powers
Cantrip - Ghost Sound
Cantrip - Prestidigitation
Cantrip - Mage Hand
Cantrip - Light
Thunderwave
Illusory Ambush
Scorching Burst
Encounter Powers
Icy Terrain
Color Spray
Orb of Imposition
Immediate Interrupt - Shield
Immediate Reaction - Moonstride
Emerald Eye
Daily Powers
Sleep / Flaming Sphere
Stinking Cloud / Phantasmal Assailant
Fire Shield
Fire Shield
You are swathed in rippling flames that turn away both fire and chill but scorch anyone who strikes you.
Daily Arcane, Fire
Minor Action Personal
Effect: You gain resist 10 cold and resist 10 fire until the end of the encounter. Whenever a creature makes a melee attack roll against you, it takes 2d6 + your Intelligence modifier fire damage. No creature can take this damage more than once per turn.
Emerald Eye
A mote of green energy appears above you. A glaring, alien eye peers from it, giving you insight into your foe’s true nature.
Encounter Arcane
Minor Action Ranged 10
Target: One creature
Effect: Until the end of your next turn, you gain a +5 power bonus to Insight checks against the target and a +2 power bonus to attack rolls against the target’s Will.
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.
Known Rituals:
Comprehend Language
Make Whole
Tensers Floating Disk
Enchant Magic Item
Activate Floating Stone, enhanced
-10 minutes and 10gp to reactivate the power of a floating stone from the citadel for one full week.
-a tiny stone holds around 250lbs, a small stone (1-2 feet across) holds 500.
-can be moved around with a mage hand spell, up to 5 squares with a minor action, 5 more with a minor/move action
(look into The Staff of Spectral Hands (AV) to create multiple hands)
Useful links
web.me.com/senecal/Site/Pictures/Barbatos.pdf
iplay4e.appspot.com/campaigns/agdpcGxheTRlchELEghDYW1wYWlnbhjy-bIBDA