Coloursfall

Ming Sheet

Jan 18th, 2012
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  1. Name [Ming]
  2. Level [20]
  3. Class [Wizard]
  4. Paragon [Legendary Witch]
  5. Race [Drow]
  6. Size [M]
  7. Age [???]
  8. Gender [F]
  9. Height [6']
  10. Weight [160 lbs]
  11. Alignment [CN]
  12. Deity [N/A]
  13.  
  14. Total XP []
  15.  
  16. Initiative =========================================================
  17. +14 (+4 Dex, +10 half level)
  18.  
  19. Ability Scores =====================================================
  20. Strength......11 (+0) (+10 bonus + half level)
  21. Constitution..12 (+1) (+11 bonus + half level)
  22.  
  23. Dexterity.....19 (+4) (+14 bonus + half level)
  24. Intelligence..21 (+5) (+15 bonus + half level)
  25.  
  26. Wisdom........16 (+3) (+13 bonus + half level)
  27. Charisma......15 (+2) (+12 bonus + half level)
  28.  
  29. Defenses ===========================================================
  30. AC 25 (10 base, +10 half level, +5 armor, +0 class, +0 misc, +0 feat)
  31. Fort 22 (10 base, +10 half level, +1 Con, +0 class, +0 misc, +1 feat)
  32. Ref 26 (10 base, +10 half level, +5 Int, +0 class, +0 misc, +1 feat)
  33. Will 29 (10 base, +10 half level, +3 Wis, +2 class, +0 misc, +4 feat)
  34.  
  35. Hit Points =========================================================
  36. Max HP 98
  37. Bloodied 49 (half HP)
  38. Surge value 24 (quarter HP)
  39. Surges/day 10
  40.  
  41. Resistances, Weaknesses, Current Effects
  42. resist 40 cold
  43.  
  44. Movement ===========================================================
  45. Speed 6 squares (base 6, armor -0)
  46.  
  47. Senses =============================================================
  48. Passive Insight 28 (10 base, Skill +18)
  49. Passive Perception 23 (10 base, Skill +13)
  50.  
  51. Race Features ======================================================
  52.  
  53. Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
  54. Trance: Rather than sleep, drow enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races
  55. gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
  56. Lolthtouched: Once per encounter, you can use either the cloud of darkness power or the darkfire power.
  57.  
  58. Class/Path/Destiny Features ========================================
  59.  
  60.  
  61. Arcane Implement Mastery - Wand of Accuracy:
  62. Once per encounter as a free action, you gain a bonus to a single attack roll equal to
  63. your Dexterity modifier. You must wield your wand to benefit from this feature.
  64.  
  65. Ritual Casting:
  66. You gain the Ritual caster feat
  67.  
  68. Spellbook:
  69. Your book contains three 1st-level rituals of your choice that you have mastered.
  70. At 5th level, and again at 11th, 15th, 21st, and 25th level, you master two more rituals of your choice and
  71. add them to your spellbook. Any ritual you add must be your level or lower.
  72.  
  73. Cantrips:
  74. You can use the ghost sound, light, mage hand, and prestidigitation cantrips as at-will powers.
  75.  
  76. Favour of the Moon:
  77. You can see invisible creatures that are adjacent to you, and you are immune to the blinded condition.
  78.  
  79. Moon Coven Action - Full Moon Coven:
  80. When you spend an action point to take an extra action, any enemy within 3 squares of you
  81. grants combat advantage until the end of your next turn.
  82.  
  83. Moon Coven Encounter - Madness of the Full Moon:
  84. You gain the Madness of the Full Moon encounter power
  85.  
  86. Moon Coven Utility Power - Moonlight's Mischief:
  87. You gain the Moonlight's Mischief utility power
  88.  
  89. Ride the Night Wind:
  90. You gain the Ride the Night Wind utility power
  91.  
  92. Moon Coven Daily Power - Unicorn Form:
  93. You gain the Unicorn Form daily power.
  94.  
  95.  
  96.  
  97. Skills =============================================================
  98. Acrobatics +19 (+14 Dex/half-level, +5 Feat)
  99. Arcana +20 (+15 Int/half-level, +5 Trained)
  100. Athletics +10 (+10 Str/half-level)
  101. Bluff +12 (+12 Cha/half-level)
  102. Diplomacy +17 (+12 Cha/half-level, +5 Trained)
  103. Dungeoneering +13 (+13 Wis/half-level)
  104. Endurance +16 (+11 Con/half-level, +5 Feat)
  105. Heal +13 (+13 Wis/half-level)
  106. History +20 (+15 Int/half-level, +5 Trained)
  107. Insight +18 (+13 Wis/half-level, +5 Trained)
  108. Intimidate +14 (+12 Cha/half-level, +2 race)
  109. Nature +13 (+13 Wis/half-level)
  110. Perception +13 (+13 Wis/half-level)
  111. Religion +15 (+15 Int/half-level)
  112. Stealth +16 (+14 Dex/half-level, +2 race)
  113. Streetwise +12 (+12 Cha/half-level)
  114. Thievery +14 (+14 Dex/half-level)
  115.  
  116. Feats ==============================================================
  117. Dragontouched: Gain 5 + half-level resistance to your bonded dragon's breath weapon keyword (cold)
  118. Ritual Caster: Master and perform rituals
  119. Improved Wand of Accuracy: Your arcane powers ignore cover
  120. Wintertouched: Gain combat advantage against foe vulnerable to cold
  121. Blood Thirst: +2 to damage against bloodied foes
  122. Iron Will: +2 to Will defense
  123. Lasting Frost: Target hit with cold power gains vulnerable cold 5
  124. Winter Walker: Gain Ice Walk, ignore difficult terrain caused by ice/snow, +5 Endurance, +5 Acrobatics
  125. Frozen Soul: Gain resist 10 Cold, +1 Will
  126. Expansive Burst: Your close bursts and area bursts ignore cover
  127. Paragon Defenses: +1 to Fortitude, Reflex, and Will
  128. Expanded Spellbook: Add additional daily spell to spellbook
  129. Burning Blizzard: +1 damage with acid or cold power
  130.  
  131.  
  132. Power Index ========================================================
  133. Check the box when the power is used.
  134. Clear the box when the power renews.
  135.  
  136. At-Will Powers
  137. Ghost Sound
  138. At-Will * Arcane, Illusion
  139. Standard Action Ranged 10
  140. Target: One object or unoccupied square
  141. Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target.
  142. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper,
  143. you can whisper quietly enough that only creatures adjacent to the target can hear your words.
  144.  
  145. Light
  146. At-Will * Arcane
  147. Minor Action Ranged 5
  148. Target: One object or unoccupied square
  149. Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of
  150. it. The light lasts for 5 minutes. Putting out the light is a free action.
  151. Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.
  152.  
  153. Mage Hand
  154. At-Will * Arcane, Conjuration
  155. Minor Action Ranged 5
  156. Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves,
  157. or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding
  158. the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container
  159. 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
  160. 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.
  161. Sustain Minor: You can sustain the hand indefinitely.
  162. Special: You can create only one hand at a time.
  163.  
  164. Prestidigitation
  165. At-Will * Arcane
  166. Standard Action Ranged 2
  167. Effect: Use this cantrip to accomplish one of the effects given below.
  168. * Move up to 1 pound of material.
  169. * Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
  170. * Color, clean, or soil items in 1 cubic foot for up to 1 hour.
  171. * Instantly light (or snuff out) a candle, a torch, or a small campfire.
  172. * Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
  173. * Make a small mark or symbol appear on a surface for up to 1 hour.
  174. * Produce out of nothingness a small item or image that exists until the end of your next turn.
  175. * Make a small, handheld item invisible until the end of your next turn.
  176. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s
  177. actions. This cantrip cannot duplicate the effect of any other power.
  178. Special: You can have as many as three prestidigitation effects active at one time.
  179.  
  180. Magic Missile
  181. At-Will * Arcane, Force, Implement
  182. Standard Action Ranged 20
  183. Target: One creature
  184. Attack: Intelligence vs. Reflex
  185. Hit: 2d4 + Intelligence modifier force damage. Increase damage to 4d4 + Intelligence modifier at 21st level.
  186. 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.
  187.  
  188. Scorching Burst
  189. At-Will * Arcane, Fire, Implement
  190. Standard Action Area burst 1 within 10 squares
  191. Target: Each creature in burst
  192. Attack: Intelligence vs. Reflex
  193. Hit: 1d6 + Intelligence modifier fire damage. Increase damage to 2d6 + Intelligence modifier at 21st level.
  194.  
  195.  
  196. Encounter Powers
  197. Darkfire [ ]
  198. Encounter
  199. Minor Action Ranged 10
  200. Target: One creature
  201. Attack: Intelligence +4 vs. Reflex
  202. Increase to +6 bonus at 11th level and +8 bonus at 21st level.
  203. Hit: Until the end of your next turn, all attacks against the
  204. target have combat advantage, and the target cannot
  205. benefit from invisibility or concealment.
  206.  
  207. Cloud of Darkness [ ]
  208. Encounter
  209. Minor Action Close burst 1
  210. Effect: The burst creates a cloud of darkness that remains
  211. in place until the end of your next turn. The cloud blocks
  212. line of sight, squares within it are totally obscured, and
  213. creatures entirely within it are blinded until they exit. You are immune to these effects.
  214.  
  215. Ice Tomb [ ]
  216. Standard Action Ranged 20
  217. Target: One creature
  218. Attack: Intelligence vs. Reflex
  219. Hit: 3d10 + Intelligence modifier cold damage, and the target is entombed in ice. While entombed, the target is
  220. stunned, and attacks cannot gain line of effect against it. This effect lasts until the end of your next turn.
  221.  
  222. Winter's Wrath [ ]
  223. Encounter * Arcane, Cold, Implement
  224. Standard Action Area burst 2 within 10 squares
  225. Target: Each creature in burst
  226. Attack: Intelligence vs. Fortitude
  227. Hit: 2d8 + Intelligence modifier cold damage.
  228. Effect: A blizzard erupts in the designated area and continues until the end of your next turn. It grants concealment, and
  229. any creature that starts its turn in the storm takes cold damage equal to your Intelligence modifier. You can end this effect as a minor action.
  230.  
  231. Frostburn [ ]
  232. Encounter * Arcane, Cold, Fire, Implement
  233. Standard Action Area burst 2 within 20 squares
  234. Target: Each creature in burst
  235. Attack: Intelligence vs. Fortitude
  236. Hit: 3d6 + Intelligence modifier cold and fire damage.
  237. Effect: This power’s area is difficult terrain until the end of your next turn. Any creature that starts its turn in the area takes 5 cold and fire damage.
  238. You can dismiss the effect as a minor action.
  239.  
  240. Mesmeric Hold [ ]
  241. Encounter * Arcane, Charm, Implement, Psychic
  242. Standard Action Ranged 10
  243. Targets: One, two, or three creatures
  244. Attack: Intelligence vs. Will, one attack per target
  245. Special: If you target only one creature with this power, you gain a +4 power bonus to the attack roll.
  246. Hit: 2d6 + Intelligence modifier psychic damage, and the target is immobilized until the end of your next turn.
  247.  
  248. Madness of the Full Moon [ ]
  249. Encounter + Arcane, Charm, Enchantment, Implement, Psychic
  250. Standard Action Ranged 10
  251. Target: One creature
  252. Attack: Intelligence vs. Will
  253. Hit: 2d10 + Intelligence modifier psychic damage.
  254. Effect: The target is subjected to a random effect. Roll a d6.
  255. 1-2: The target is slowed until the end of your next turn.
  256. 3-4: The target is dazed until the end of your next turn.
  257. 5-6: The target takes a free action to charge or make a basic attack against the creature nearest to it (your choice if multiple creatures are nearest).
  258.  
  259.  
  260. Daily powers
  261. Wall of Ice [ ]
  262. Daily * Arcane, Cold, Conjuration, Implement
  263. Standard Action Area wall 12 within 10 squares
  264. Effect: You conjure a solid wall of contiguous squares filled with arcane ice. The wall can be up to 12 squares long and up to 6 squares high.
  265. Any creature that starts its turn adjacent to the wall takes 2d6 + Intelligence modifier cold damage. The wall blocks
  266. line of sight and prevents movement. No creature can enter a square containing the wall.
  267. Special: As a standard action, a creature can attack one square of the wall. Each square has 50 hit points. Any
  268. creature that makes a melee attack against the wall takes 2d6 cold damage. The wall has vulnerability 25 to fire. If the wall is not destroyed, it melts away after 1 hour
  269.  
  270. Blast of Cold [ ]
  271. Daily * Arcane, Cold, Implement
  272. Standard Action Close blast 5
  273. Target: Each enemy in blast
  274. Attack: Intelligence vs. Reflex
  275. Hit: 6d6 + Intelligence modifier cold damage, and the target is immobilized (save ends).
  276. Miss: Half damage, and the target is slowed (save ends).
  277.  
  278. Ice Storm [ ]
  279. Daily * Arcane, Cold, Implement, Zone
  280. Standard Action Area burst 3 within 20 squares
  281. Target: Each creature in burst
  282. Attack: Intelligence vs. Fortitude
  283. Hit: 2d8 + Intelligence modifier cold damage, and the target is immobilized (save ends).
  284. Miss: Half damage, and the target is slowed (save ends).
  285. Effect: The burst creates a zone of ice. The zone is difficult terrain until the end of the encounter or for 5 minutes.
  286.  
  287. Web [ ]
  288. Daily * Arcane, Implement, Zone
  289. Standard Action Area burst 2 within 20 squares
  290. Target: Each creature in burst
  291. Attack: Intelligence vs. Reflex
  292. Hit: The target is immobilized (save ends).
  293. Effect: The burst creates a zone of webs that fills the area until the end of the encounter or for 5 minutes. The zone is
  294. considered difficult terrain. Any creature that ends its move in the web is immobilized (save ends).
  295.  
  296. Unicorn Form [ ]
  297. Daily * Arcane, Polymorph, Teleportation
  298. Minor Action Personal
  299. Effect: You assume the form of a Large unicorn until the end of the encounter or until you end the form as a
  300. minor action. While in this form, you have a speed of 8 and can teleport up to 4 squares as a move action, and
  301. your equipment becomes part of the form. Your allies gain a + 2 power bonus to all defenses while within 2
  302. squares of you. The only attacks you can make while in the form are melee basic attacks and the secondary
  303. power, which you can use only once.
  304. Secondary Power
  305. (Arcane, Implement)
  306. Standard
  307. Action Melee 1
  308. Target: One creature
  309. Attack: Intelligence vs. Fortitude
  310. Hit: 5d8 + Intelligence modifier damage, and you can push the target 1 square and knock it prone.
  311. Miss: Half damage.
  312.  
  313. Acid Wave [ ]
  314. Daily * Acid, Arcane, Implement
  315. Standard Action Close blast 5
  316. Target: Each creature in blast
  317. Attack: Intelligence vs. Reflex
  318. Hit: 5d6 + Intelligence modifier acid damage, and ongoing 10 acid damage (save ends).
  319. Miss: Half damage, and ongoing 5 acid damage (save ends).
  320.  
  321.  
  322. Utility powers
  323. Disguise Self [ ]
  324. Daily * Arcane, Illusion
  325. Minor Action Personal
  326. Effect: You make yourself, your clothing, and your equipment look different. You can take on the appearance of any creature of similar build and size, including a specific
  327. individual whom you’ve seen. You gain neither the abilities or mannerisms of the chosen form, nor the tactile or audible properties of your form or gear. For example, if you
  328. took on the illusion of a dwarf fighter in plate armor, anyone touching you would realize you weren’t wearing plate armor, and you would not clank, creak, or jingle as you
  329. walked. The illusion lasts for 1 hour, although you can end it as a minor action. You must keep the same appearance for the entire duration.
  330. Anyone who attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +5 power bonus to your check.
  331.  
  332. Displacement [ ]
  333. Encounter * Arcane, Illusion
  334. Immediate Interrupt Ranged 5
  335. Trigger: A ranged or a melee attack hits you or one ally in range
  336. Effect: The attacker must reroll the attack roll.
  337.  
  338. Resistance [ ]
  339. Daily * Arcane
  340. Minor Action Ranged 10
  341. Target: You or one creature
  342. Effect: Against a particular damage type chosen by you, the target gains resistance equal to your level + your Intelligence modifier until the end of the encounter or for 5 minutes.
  343. Choose the damage type from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
  344.  
  345. Shield [ ]
  346. Encounter * Arcane, Force
  347. Immediate Interrupt Personal
  348. Trigger: You are hit by an attack
  349. Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.
  350.  
  351. Fly [ ]
  352. Daily * Arcane
  353. Standard Action Personal
  354. Effect: You gain a speed of fly 8 until the end of your next turn.
  355. Sustain Minor: You can sustain this power until the end of the encounter or for 5 minutes. If you don’t sustain it, you float to the ground without taking falling damage.
  356.  
  357. Moonlight's Mischief [ ]
  358. Encounter * Arcane, Teleportation
  359. Move Action Close burst 3
  360. Target: You and each ally in the burst
  361. Effect: You teleport each target up to a number of squares equal to your Wisdom modifier.
  362.  
  363. Ride the Night Wind [ ]
  364. Encounter + Arcane
  365. Standard Action Personal
  366. Effect: You gain a fly speed of 8 until the end of your next turn. When the fly speed ends, you float to the ground
  367. without taking falling damage. While you are flying, you gain a + 2 power bonus to Reflex.
  368. Sustain Minor: The effect persists until the end of your next turn.
  369.  
  370.  
  371. Equipment ==========================================================
  372. Adventurer's Kit
  373. Jouneybread
  374.  
  375. Wand of Cold +4
  376. Implement (Wand)
  377. Enhancement: Attack rolls and damage rolls
  378. Critical: +1d8 cold damage per plus
  379. Property: Gain a +3 item bonus to damage rolls when you use this wand to attack with a power that has the cold and implement keywords.
  380.  
  381. Dragoncloth Armour +5
  382. Enhancement: AC
  383. Property: Resist 15 cold.
  384. Power (Daily * Cold): Free Action. Use this power when you hit a target with a melee attack.
  385. The target and its adjacent allies take additional cold damage equal to 2d4 + your Constitution modifier.
  386.  
  387.  
  388. Coins and Other Wealth =============================================
  389. 10000 gold pieces, 1 Astral Diamond
  390.  
  391. Languages Known ====================================================
  392. Common, Elven, Draconic, Abyssal, Primordial
  393.  
  394. Rituals ============================================================
  395. Magic Mouth:
  396. You bind a message into a surface you touch. When conditions you set are met, the surface manifests a mouth and conveys your message, discharging the ritual.
  397.  
  398. Brew Potion:
  399. You create a potion or an elixir of your level or lower. The ritual’s component cost is equal to the price of the potion or the elixir you create.
  400.  
  401. Discern Lies:
  402. Make a Religion check. Use the result as a bonus to your Insight checks to discern any untruths spoken in yourpresence during the duration.
  403.  
  404. Drawmij’s Instant Summons:
  405. Use this ritual to attune one weapon, implement, or shield to yourself. At any time in the future, you can summon
  406. that object to your hands as a minor action, at which time the ritual is discharged.
  407.  
  408. Enchant Magic Item:
  409. You touch a normal item and turn it into a magic item of your level or lower. The ritual’s component cost is equal to the price of the magic item you create.
  410. You can also use this ritual to resize magic armor (for example, shrink a fire giant’s magic armor to fit a halfling). There is no component cost for this use.
  411.  
  412. Forbiddance:
  413. No scrying sensor can enter the area of Forbiddance and no creature can teleport into it, unless the sensor or the creature is higher level than the ritual caster who performed the ritual
  414.  
  415. Leomund’s Secret Chest:
  416. As part of mastering this ritual, you must create or commission a chest that bears arcane designs, and an object with
  417. personal meaning for you must be built into the chest’s frame. After the chest is ready, you can store it anywhere
  418. you like. Performing this ritual then summons the chest from wherever you left it to wherever you are, along with all its contents.
  419.  
  420. Passwall:
  421. You create a passage through any solid material. You choose the orientation of the passage relative to the surface
  422. you touch. The passage is 1 square wide and tall. The passage can be a number of squares deep equal to your Arcana check result divided by 5.
  423.  
  424. Silence:
  425. You ward a single room (or a burst 4 area), against eavesdropping. Creatures attempting to listen to something in
  426. the warded area from outside the area take a –10 penalty to their Perception checks.
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