Mendenbarr

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Jan 24th, 2015
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  1. Calamity
  2.  
  3. Personality:
  4.  
  5. Old, crabby man. Thinks he’s above everything, grumble a lot. Seeks knowledge of an ancient word known only to shar.
  6.  
  7. “I am capable of manipulating matter on a subatomic level by speaking. A mere flick of my finger is sufficient to alter the gravitational pull of the planet. I shelve physics texts under "fiction" in my personal library. I consider the Laws of Thermodynamics loose guidelines, at best. In short, I am grasping the reins of the universe's carriage, and every morning I wake up, look the heavens and shout "Giddy up, boy!" You may never grasp the complexities of what I do, but at least have the common courtesy to feign something other than slack-jawed oblivion in my presence. I, sir, am a wizard, and I break more natural laws before breakfast than of which you are even aware.”
  8.  
  9.  
  10. Height: 5’4
  11. Weight: 120 lb
  12. Age: 356
  13. Size: Medium
  14. Speed: 6 squares
  15. Vision: Low-light
  16. Languages: Common, Elven
  17. God: None
  18. Alignment: Unaligned
  19.  
  20. Class: Wizard
  21. Race: Eladrin
  22. Power Source: Arcane
  23. Role: Controller
  24. Arcanist
  25.  
  26. Cantrips:
  27. You can use the ghost sound, light, mage hand, and prestidigitation cantrips as at-will powers.
  28.  
  29.  
  30. Fey creature:
  31. Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
  32. Trance:
  33. Rather than sleep, eladrin 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.
  34.  
  35.  
  36.  
  37.  
  38. Staff of Defense:
  39. 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. You can declare the bonus after the Dungeon Master has already told you the damage total. You must wield your staff to benefit from these features. This form of mastery is useful for all wizards, particularly if you dabble in both control and damage-dealing spells.
  40.  
  41. Spellbook:
  42. You possess a spellbook, a book full of mystic lore in which you store your rituals and your daily and utility spells.
  43. Rituals: Your book contains three 1st-level rituals of your choice that you have mastered.
  44. 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.
  45. Daily and Utility Spells: Your spellbook also holds your daily and utility spells. You begin knowing two daily spells, one of which you can use on any given day. Each time you gain a level that lets you select a daily spell or a utility spell, choose two different daily spells or utility spells of that level to add to your book. After an extended rest, you can prepare a number of daily and utility spells according to what you can cast per day for your level. You can’t prepare the same spell twice. If you replace a spell because of gaining a level or through retraining, the previous spell vanishes from your spellbook and is replaced by the new spell.
  46. Capacity: A typical spellbook has 128 pages. Each spell takes up 1 page. A ritual takes up a number of pages equal to its level.
  47.  
  48.  
  49. Armor Proficiencies: Cloth
  50. Weapon Proficiencies: Dagger, Quarterstaff, Longsword
  51. Implements: Orbs, Staffs, Wands
  52.  
  53.  
  54.  
  55.  
  56. Ability Scores:
  57. Str
  58. Con
  59. Dex + 2 (race)
  60. Int + 2 (race)
  61. Wis
  62. Cha
  63.  
  64.  
  65. Skills:
  66. Arcana trained + 2 (race)
  67. History trained + 2 (race)
  68. Nature trained
  69. Dungeoneering trained
  70. Perception trained
  71.  
  72.  
  73. Bonus to Defense:
  74. +2 (Class) + 1 (Race) Will
  75. +1 (Class Feature) AC
  76. +5 to saving throws against charm effects.
  77.  
  78.  
  79. Feats:
  80. Ritual Caster (Free)
  81. Prerequisite: Trained in Arcana or Religion
  82. Benefit: You can master and perform rituals of your level or lower. See Chapter 10 for information on acquiring, mastering, and performing rituals. Even though some rituals use the Heal skill or the Nature skill, the Arcana skill or the Religion skill is required to understand how to perform rituals.
  83.  
  84. ENLARGE SPELL
  85. Prerequisite: Wis 13, wizard
  86. Benefit: Before using an arcane attack power, you can choose to take a -2 penalty to each die of damage rolled with the power to increase the size of its blast or its burst by 1.
  87. You can't use this feat on a power that doesn't roll dice for damage.
  88.  
  89.  
  90. DUAL IMPLEMENT SPELLCASTER
  91. Prerequisite: Dex 13, any arcane class
  92. Benefit: When you use an arcane attack power and you are wielding a magic implement in each hand, you can add the offhand implement's enhancement bonus to damage rolls.
  93. Both of your implements must be usable with this power, and you must be capable of wielding both implements, to gain this benefit.
  94.  
  95.  
  96. DESTRUCTIVE WIZARDRY
  97. Prerequisite: Dex 13, wizard
  98. Benefit: When you use an arcane attack power and hit two or more creatures, you gain a +2 bonus to that power's damage rolls.
  99. This bonus increases to +3 at 11th level and to +4 at 21st level.
  100.  
  101.  
  102.  
  103.  
  104. Daily:
  105. Flaming Sphere
  106. Wizard Attack 1
  107. You conjure a rolling ball of fire and control where it goes.
  108. Daily ! Arcane, Conjuration, Fire, Implement Standard Action Ranged 10
  109. Target: One creature adjacent to the flaming sphere
  110. Attack: Intelligence vs. Reflex
  111. 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.
  112. 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.
  113.  
  114. Visions of Avarice
  115. Wizard Attack 5
  116. The illusion of a fabulous treasure appears out of thin air. Your enemies throw aside caution to seize it.
  117. Daily ! Arcane, Illusion, Implement, Zone
  118. Standard Action Area 1 square within 10 squares
  119. Effect: The power’s area becomes a zone of illusory treasure that lasts until the end of your next turn. Once per turn, you can make the following attack, using the zone as the origin square.
  120. Minor Action Close Burst 5
  121. Target: Each enemy in burst
  122. Attack: Intelligence vs. Will
  123. Hit: The zone pulls the target 3 squares. A target that ends this movement within the zone or adjacent to the zone is immobilized (save ends)
  124. Sustain Minor: The zone persists. When you sustain the power, you can repeat the attack as a minor action.
  125.  
  126.  
  127.  
  128. Encounter:
  129.  
  130. Grasping Shadows
  131. Wizard Attack 1
  132. At your command, shadows reach out, grab hold of your foes, and wreathe the area in darkness.
  133. Encounter ! Arcane, Illusion, Implement, Psychic, Zone
  134. Standard Action Area burst 1 within 10 squares
  135. Target: Each creature in burst
  136. Attack: Intelligence vs. Will
  137. Hit: 2d8 + Intelligence modifier psychic damage, and the target is slowed until the end of your next turn.
  138. Effect: The burst creates a zone of writhing shadows that lasts until the end of your next turn. Each creature that enters the zone takes psychic damage equal to your Intelligence modifier and is slowed until the end of it’s next turn.
  139.  
  140. Fire Shroud
  141. Wizard Attack 3
  142. With a subtle gesture, you wreathe nearby enemies in flames.
  143. Encounter ! Arcane, Fire, Implement
  144. Standard Action Close burst 3
  145. Target: Each enemy in burst
  146. Attack: Intelligence vs. Fortitude
  147. Hit: 1d8 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends).
  148.  
  149.  
  150. Fey Step
  151. Eladrin Racial Power
  152. With a step, you vanish from one place and appear in another.
  153. Encounter ! Teleportation
  154. Move Action Personal
  155. Effect: Teleport up to 5 squares (see “Teleportation,” page 286 PHB)
  156.  
  157. Shield
  158. Wizard Utility 2
  159. You throw up your hand, and a shield of arcane energy springs into existence, protecting you against imminent attacks.
  160. Encounter ! Arcane, Force
  161. Immediate Interrupt Personal
  162. Trigger: You are hit by an attack
  163. Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.
  164.  
  165.  
  166. At Will:
  167.  
  168. Phantom Bolt
  169. Wizard Attack 1
  170. You wave your hand, and your foe sees a bolt of fire streaking toward it. The enemy dives away from the imagined threat.
  171. At-Will ! Arcane, Illusion, Implement, Psychic
  172. Standard Action Ranged 10
  173. Target: One creature
  174. Attack: Intelligence vs. Will
  175. Hit: 1d8 + Intelligence modifier psychic damage, and you slide the target 1 square.
  176. Increase damage to 2d6 + Intelligence modifier at 21st level.
  177.  
  178. Scorching Burst
  179. Wizard Attack 1
  180. A vertical column of golden flames burns all within.
  181. At-Will ! Arcane, Fire, Implement
  182. Standard Action Area burst 1 within 10 squares
  183. Target: Each creature in burst
  184. Attack: Intelligence vs. Reflex
  185. Hit: 1d6 + Intelligence modifier fire damage.
  186. Increase damage to 2d6 + Intelligence modifier at 21st level.
  187.  
  188.  
  189. Ghost Sound
  190. Wizard Cantrip
  191. With a wink, you create an illusory sound that emanates from somewhere close by.
  192. At-Will ! Arcane, Illusion
  193. Standard Action Ranged 10
  194. Target: One object or unoccupied square
  195. 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.
  196.  
  197. Prestidigitation
  198. Wizard Cantrip
  199. You perform an amusing magical trick, such as creating a dancing wisp of light, freshening a wilting flower, making a coin invisible, or warming a cold drink.
  200. At-Will ! Arcane
  201. Standard Action Ranged 2
  202. Effect: Use this cantrip to accomplish one of the effects given below.
  203. ! Move up to 1 pound of material.
  204. ! Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
  205. ! Color, clean, or soil items in 1 cubic foot for up to 1 hour.
  206. ! Instantly light (or snuff out) a candle, a torch, or a small campfire.
  207. ! Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
  208. ! Make a small mark or symbol appear on a surface for up to 1 hour.
  209. ! Produce out of nothingness a small item or image that exists until the end of your next turn.
  210. ! Make a small, handheld item invisible until the end of your next turn.
  211. 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.
  212. Special: You can have as many as three prestidigitation effects active at one time.
  213.  
  214. Light
  215. Wizard Cantrip
  216. With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space.
  217. At-Will ! Arcane
  218. Minor Action Ranged 5
  219. Target: One object or unoccupied square
  220. 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.
  221. Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.
  222.  
  223. Mage Hand
  224. Wizard Cantrip
  225. You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish.
  226. At-Will ! Arcane, Conjuration
  227. Minor Action Ranged 5
  228. 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.
  229. Sustain Minor: You can sustain the hand indefinitely.
  230. Special: You can create only one hand at a time.
  231.  
  232.  
  233.  
  234.  
  235. Action points:
  236.  
  237. Armor actions:
  238.  
  239.  
  240. Daily:
  241. Flaming Sphere (Standard)
  242. Visions of Avarice (Standard)
  243.  
  244.  
  245. Encounter:
  246. Grasping Shadows (Standard)
  247. Fire Shroud (Standard)
  248.  
  249. Fey Step (Move)
  250.  
  251. Shield (Immediate Interrupt)
  252.  
  253.  
  254. At Will:
  255. Phantom Bolt (Standard)
  256. Scorching Burst (Standard)
  257. Ghost Sound (Standard)
  258. Prestidigitation (Standard)
  259.  
  260. Light (Minor)
  261. Mage Hand (Minor)
  262.  
  263.  
  264.  
  265.  
  266. Healing surges (6 + con mod = 6):
  267. Healing surge value (HP/4 = 13):
  268.  
  269. Health (10 + 4*L + con score = 14) :
  270. Temp Health: 0
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