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- Name [Ming]
- Level [20]
- Class [Wizard]
- Paragon [Legendary Witch]
- Race [Drow]
- Size [M]
- Age [???]
- Gender [F]
- Height [6']
- Weight [160 lbs]
- Alignment [CN]
- Deity [N/A]
- Total XP []
- Initiative =========================================================
- +14 (+4 Dex, +10 half level)
- Ability Scores =====================================================
- Strength......11 (+0) (+10 bonus + half level)
- Constitution..12 (+1) (+11 bonus + half level)
- Dexterity.....19 (+4) (+14 bonus + half level)
- Intelligence..21 (+5) (+15 bonus + half level)
- Wisdom........16 (+3) (+13 bonus + half level)
- Charisma......15 (+2) (+12 bonus + half level)
- Defenses ===========================================================
- AC 25 (10 base, +10 half level, +5 armor, +0 class, +0 misc, +0 feat)
- Fort 22 (10 base, +10 half level, +1 Con, +0 class, +0 misc, +1 feat)
- Ref 26 (10 base, +10 half level, +5 Int, +0 class, +0 misc, +1 feat)
- Will 29 (10 base, +10 half level, +3 Wis, +2 class, +0 misc, +4 feat)
- Hit Points =========================================================
- Max HP 98
- Bloodied 49 (half HP)
- Surge value 24 (quarter HP)
- Surges/day 10
- Resistances, Weaknesses, Current Effects
- resist 40 cold
- Movement ===========================================================
- Speed 6 squares (base 6, armor -0)
- Senses =============================================================
- Passive Insight 28 (10 base, Skill +18)
- Passive Perception 23 (10 base, Skill +13)
- Race Features ======================================================
- 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.
- 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
- 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.
- Lolthtouched: Once per encounter, you can use either the cloud of darkness power or the darkfire power.
- Class/Path/Destiny Features ========================================
- Arcane Implement Mastery - Wand of Accuracy:
- Once per encounter as a free action, you gain a bonus to a single attack roll equal to
- your Dexterity modifier. You must wield your wand to benefit from this feature.
- Ritual Casting:
- You gain the Ritual caster feat
- Spellbook:
- Your book contains three 1st-level rituals of your choice that you have mastered.
- At 5th level, and again at 11th, 15th, 21st, and 25th level, you master two more rituals of your choice and
- add them to your spellbook. Any ritual you add must be your level or lower.
- Cantrips:
- You can use the ghost sound, light, mage hand, and prestidigitation cantrips as at-will powers.
- Favour of the Moon:
- You can see invisible creatures that are adjacent to you, and you are immune to the blinded condition.
- Moon Coven Action - Full Moon Coven:
- When you spend an action point to take an extra action, any enemy within 3 squares of you
- grants combat advantage until the end of your next turn.
- Moon Coven Encounter - Madness of the Full Moon:
- You gain the Madness of the Full Moon encounter power
- Moon Coven Utility Power - Moonlight's Mischief:
- You gain the Moonlight's Mischief utility power
- Ride the Night Wind:
- You gain the Ride the Night Wind utility power
- Moon Coven Daily Power - Unicorn Form:
- You gain the Unicorn Form daily power.
- Skills =============================================================
- Acrobatics +19 (+14 Dex/half-level, +5 Feat)
- Arcana +20 (+15 Int/half-level, +5 Trained)
- Athletics +10 (+10 Str/half-level)
- Bluff +12 (+12 Cha/half-level)
- Diplomacy +17 (+12 Cha/half-level, +5 Trained)
- Dungeoneering +13 (+13 Wis/half-level)
- Endurance +16 (+11 Con/half-level, +5 Feat)
- Heal +13 (+13 Wis/half-level)
- History +20 (+15 Int/half-level, +5 Trained)
- Insight +18 (+13 Wis/half-level, +5 Trained)
- Intimidate +14 (+12 Cha/half-level, +2 race)
- Nature +13 (+13 Wis/half-level)
- Perception +13 (+13 Wis/half-level)
- Religion +15 (+15 Int/half-level)
- Stealth +16 (+14 Dex/half-level, +2 race)
- Streetwise +12 (+12 Cha/half-level)
- Thievery +14 (+14 Dex/half-level)
- Feats ==============================================================
- Dragontouched: Gain 5 + half-level resistance to your bonded dragon's breath weapon keyword (cold)
- Ritual Caster: Master and perform rituals
- Improved Wand of Accuracy: Your arcane powers ignore cover
- Wintertouched: Gain combat advantage against foe vulnerable to cold
- Blood Thirst: +2 to damage against bloodied foes
- Iron Will: +2 to Will defense
- Lasting Frost: Target hit with cold power gains vulnerable cold 5
- Winter Walker: Gain Ice Walk, ignore difficult terrain caused by ice/snow, +5 Endurance, +5 Acrobatics
- Frozen Soul: Gain resist 10 Cold, +1 Will
- Expansive Burst: Your close bursts and area bursts ignore cover
- Paragon Defenses: +1 to Fortitude, Reflex, and Will
- Expanded Spellbook: Add additional daily spell to spellbook
- Burning Blizzard: +1 damage with acid or cold power
- Power Index ========================================================
- Check the box when the power is used.
- Clear the box when the power renews.
- At-Will Powers
- Ghost Sound
- 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
- 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
- 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
- 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.
- Magic Missile
- 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.
- Scorching Burst
- 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. Increase damage to 2d6 + Intelligence modifier at 21st level.
- Encounter Powers
- Darkfire [ ]
- Encounter
- Minor Action Ranged 10
- Target: One creature
- Attack: Intelligence +4 vs. Reflex
- Increase to +6 bonus at 11th level and +8 bonus at 21st level.
- Hit: Until the end of your next turn, all attacks against the
- target have combat advantage, and the target cannot
- benefit from invisibility or concealment.
- Cloud of Darkness [ ]
- Encounter
- Minor Action Close burst 1
- Effect: The burst creates a cloud of darkness that remains
- in place until the end of your next turn. The cloud blocks
- line of sight, squares within it are totally obscured, and
- creatures entirely within it are blinded until they exit. You are immune to these effects.
- Ice Tomb [ ]
- Standard Action Ranged 20
- Target: One creature
- Attack: Intelligence vs. Reflex
- Hit: 3d10 + Intelligence modifier cold damage, and the target is entombed in ice. While entombed, the target is
- stunned, and attacks cannot gain line of effect against it. This effect lasts until the end of your next turn.
- Winter's Wrath [ ]
- Encounter * Arcane, Cold, Implement
- Standard Action Area burst 2 within 10 squares
- Target: Each creature in burst
- Attack: Intelligence vs. Fortitude
- Hit: 2d8 + Intelligence modifier cold damage.
- Effect: A blizzard erupts in the designated area and continues until the end of your next turn. It grants concealment, and
- 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.
- Frostburn [ ]
- Encounter * Arcane, Cold, Fire, Implement
- Standard Action Area burst 2 within 20 squares
- Target: Each creature in burst
- Attack: Intelligence vs. Fortitude
- Hit: 3d6 + Intelligence modifier cold and fire damage.
- 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.
- You can dismiss the effect as a minor action.
- Mesmeric Hold [ ]
- Encounter * Arcane, Charm, Implement, Psychic
- Standard Action Ranged 10
- Targets: One, two, or three creatures
- Attack: Intelligence vs. Will, one attack per target
- Special: If you target only one creature with this power, you gain a +4 power bonus to the attack roll.
- Hit: 2d6 + Intelligence modifier psychic damage, and the target is immobilized until the end of your next turn.
- Madness of the Full Moon [ ]
- Encounter + Arcane, Charm, Enchantment, Implement, Psychic
- Standard Action Ranged 10
- Target: One creature
- Attack: Intelligence vs. Will
- Hit: 2d10 + Intelligence modifier psychic damage.
- Effect: The target is subjected to a random effect. Roll a d6.
- 1-2: The target is slowed until the end of your next turn.
- 3-4: The target is dazed until the end of your next turn.
- 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).
- Daily powers
- Wall of Ice [ ]
- Daily * Arcane, Cold, Conjuration, Implement
- Standard Action Area wall 12 within 10 squares
- 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.
- Any creature that starts its turn adjacent to the wall takes 2d6 + Intelligence modifier cold damage. The wall blocks
- line of sight and prevents movement. No creature can enter a square containing the wall.
- Special: As a standard action, a creature can attack one square of the wall. Each square has 50 hit points. Any
- 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
- Blast of Cold [ ]
- Daily * Arcane, Cold, Implement
- Standard Action Close blast 5
- Target: Each enemy in blast
- Attack: Intelligence vs. Reflex
- Hit: 6d6 + Intelligence modifier cold damage, and the target is immobilized (save ends).
- Miss: Half damage, and the target is slowed (save ends).
- Ice Storm [ ]
- Daily * Arcane, Cold, Implement, Zone
- Standard Action Area burst 3 within 20 squares
- Target: Each creature in burst
- Attack: Intelligence vs. Fortitude
- Hit: 2d8 + Intelligence modifier cold damage, and the target is immobilized (save ends).
- Miss: Half damage, and the target is slowed (save ends).
- Effect: The burst creates a zone of ice. The zone is difficult terrain until the end of the encounter or for 5 minutes.
- Web [ ]
- Daily * Arcane, Implement, Zone
- Standard Action Area burst 2 within 20 squares
- Target: Each creature in burst
- Attack: Intelligence vs. Reflex
- Hit: The target is immobilized (save ends).
- 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
- considered difficult terrain. Any creature that ends its move in the web is immobilized (save ends).
- Unicorn Form [ ]
- Daily * Arcane, Polymorph, Teleportation
- Minor Action Personal
- Effect: You assume the form of a Large unicorn until the end of the encounter or until you end the form as a
- minor action. While in this form, you have a speed of 8 and can teleport up to 4 squares as a move action, and
- your equipment becomes part of the form. Your allies gain a + 2 power bonus to all defenses while within 2
- squares of you. The only attacks you can make while in the form are melee basic attacks and the secondary
- power, which you can use only once.
- Secondary Power
- (Arcane, Implement)
- Standard
- Action Melee 1
- Target: One creature
- Attack: Intelligence vs. Fortitude
- Hit: 5d8 + Intelligence modifier damage, and you can push the target 1 square and knock it prone.
- Miss: Half damage.
- Acid Wave [ ]
- Daily * Acid, Arcane, Implement
- Standard Action Close blast 5
- Target: Each creature in blast
- Attack: Intelligence vs. Reflex
- Hit: 5d6 + Intelligence modifier acid damage, and ongoing 10 acid damage (save ends).
- Miss: Half damage, and ongoing 5 acid damage (save ends).
- Utility powers
- Disguise Self [ ]
- Daily * Arcane, Illusion
- Minor Action Personal
- 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
- 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
- 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
- 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.
- 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.
- Displacement [ ]
- Encounter * Arcane, Illusion
- Immediate Interrupt Ranged 5
- Trigger: A ranged or a melee attack hits you or one ally in range
- Effect: The attacker must reroll the attack roll.
- Resistance [ ]
- Daily * Arcane
- Minor Action Ranged 10
- Target: You or one creature
- 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.
- Choose the damage type from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
- Shield [ ]
- Encounter * Arcane, Force
- Immediate Interrupt Personal
- Trigger: You are hit by an attack
- Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.
- Fly [ ]
- Daily * Arcane
- Standard Action Personal
- Effect: You gain a speed of fly 8 until the end of your next turn.
- 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.
- Moonlight's Mischief [ ]
- Encounter * Arcane, Teleportation
- Move Action Close burst 3
- Target: You and each ally in the burst
- Effect: You teleport each target up to a number of squares equal to your Wisdom modifier.
- Ride the Night Wind [ ]
- Encounter + Arcane
- Standard Action Personal
- 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
- without taking falling damage. While you are flying, you gain a + 2 power bonus to Reflex.
- Sustain Minor: The effect persists until the end of your next turn.
- Equipment ==========================================================
- Adventurer's Kit
- Jouneybread
- Wand of Cold +4
- Implement (Wand)
- Enhancement: Attack rolls and damage rolls
- Critical: +1d8 cold damage per plus
- 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.
- Dragoncloth Armour +5
- Enhancement: AC
- Property: Resist 15 cold.
- Power (Daily * Cold): Free Action. Use this power when you hit a target with a melee attack.
- The target and its adjacent allies take additional cold damage equal to 2d4 + your Constitution modifier.
- Coins and Other Wealth =============================================
- 10000 gold pieces, 1 Astral Diamond
- Languages Known ====================================================
- Common, Elven, Draconic, Abyssal, Primordial
- Rituals ============================================================
- Magic Mouth:
- 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.
- Brew Potion:
- 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.
- Discern Lies:
- Make a Religion check. Use the result as a bonus to your Insight checks to discern any untruths spoken in yourpresence during the duration.
- Drawmij’s Instant Summons:
- Use this ritual to attune one weapon, implement, or shield to yourself. At any time in the future, you can summon
- that object to your hands as a minor action, at which time the ritual is discharged.
- Enchant Magic Item:
- 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.
- 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.
- Forbiddance:
- 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
- Leomund’s Secret Chest:
- As part of mastering this ritual, you must create or commission a chest that bears arcane designs, and an object with
- personal meaning for you must be built into the chest’s frame. After the chest is ready, you can store it anywhere
- you like. Performing this ritual then summons the chest from wherever you left it to wherever you are, along with all its contents.
- Passwall:
- You create a passage through any solid material. You choose the orientation of the passage relative to the surface
- 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.
- Silence:
- 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.
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