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11:31, 27th April 2024 (GMT+0)

Gale

Gale, Level 4, Human Wizard

Initiative +3, Perception 14, Insight 14, Normal Vision.
HP 34; Bloodied 17; Surges 8; Value: 7
AC 17; Fortitude 15, Reflex 18; Will 19
Speed 6
Resistances: N/A

[M] Melee Basic (Standard; At-Will) LV 1 * Basic Attack
Unarmed: +2 Vs. AC; 1d4 DMG

[R/A] Chilling Cloud (Standard; At-Will) Lv 1 * Arcane, Cold, Implement
Orb: +9 Vs. Fort; 4(Int)+1= 5 Cold DMG. Range 10. Burst 1.
Target: Enemies in burst.
Effect: Until the end of your next turn, any enemy in the power’s area takes a -2 penalty to attack rolls.

[R] Nightmare Eruption (Standard; AT-Will) Lv 1 * Arcane, Illusion, Implement, Psychic
Orb: +9 Vs. Will;  1d8+5 Psychic DMG. Range 10.
Hit: Any Enemy next to Target takes 4(Int) Psychic DMG.
Illusion: Hit Target Grants you CA Until End Of Your Next Turn.

[R/A] Scorching Burst (Standard; At-Will) Lv 1 * Arcane, Fire, Implement
Orb: +9 Vs. Reflex; 1d6+5 Fire DMG. Range 10. Area 1.
Target: All in Burst.

[R/A] Grasping Shadows (Standard; Encounter) Lv 1 * Arcane, Illusion, Implement, Psychic
Orb: +9 Vs. Will; 1d8+5 Psychic DMG. Range 10. Area 1.
Target: All In Burst.
Hit: Target Is Slowed Until End Of Your Next turn.
Effect: Shadows Fill Area Until End Of Your Next Turn, Any that enter area take
4(Int) Psychic DMG and is Slowed Until The End Of Their Next Turn.
Illusion: Targets Hit with initial attack Grant you CA Until End Of Your Next Turn.

[R] Hypnotic Pattern (Standard; Encounter) Lv 3 * Arcane, Illusion, Implement
Effect: Place Hypnotic Pattern Tile within Range, until End Of Your Next Turn,
you may use Attack Power using Tile as origin.

  Hypnotic Pattern Attack (At-Will; Opportunity) Lv 3 * Arcane, Conjuration, Illusion, Implement
Keywords: Arcane. Conjuration, Illusion, Implement.
Requirement: Hypnotic Pattern Power Must Be Active.
Trigger: An Enemy starts it's turn within 3 of the pattern.
Attack: +9 Vs. Will;
Hit: Target is Pulled 3 Towards Hypno Tile and is Slowed Until End Of Your Next Turn,
targets can occupy tile.
Illusion: Hit Targets Grant you CA Until The End Of Your Next Turn.

[R] Flaming Sphere (Standard; Day) Lv 1 * Arcane, Conjuration, Fire, Implement
Orb: +9 Vs. Reflex; 2d6+5 Fire DMG. Range 10.
Target: Attack; One Creature Next to Sphere. Effect; Any.
Effect: You Conjure a Medium Flaming Sphere that occupies a tile in range,
and the sphere attacks (see Target). Any Creature Starting It's Turn next to Sphere
takes 1d4+5(Int) DMG. As a Move Action, you may move sphere 6.
Sustain Minor: You can sustain this power with a Minor action. As a Standard,
you can use the sphere attack.

[R/A] Horrid Whispers (Standard; Day) Lv 1 * Arcane, Illusion, Implement, Psychic
Orb: +9 Vs. Will; 1d6+5 Psychic DMG. Range 10. Area 1.
Target: Each Enemy In Burst.
Hit: Target is Slowed and takes -2 To-Hit, Save Ends Both.
Miss: Target is Slowed and takes -2 To-Hit Until The End Of Your Next Turn.
Illusion: Targets you hit Grant you CA Until they make Save.

[UTILITY] Spectral Image (Minor; Enc) Lv 2 * Arcane, Illusion
Effect: An Illusion of a Creature/Object up to Medium Size appears
within Range 10.  It can make sounds and move in it's tile, but can 't leave.
10 all Defenses. Illusion lasts until End of Enc, or hit, or touched/moved through.
  An insight check (DC 15+Half LV)= 17, allows Creature to determine it's fake.

[UTILITY] [R/A] Phantasmal Terrain (Standard; Day) Lv 2 * Arcane, Illusion, Implement, Zone
Range: Range 10. Area 2.
Effect: Until the End Of Encounter, Difficult Terrain in zone costs 2 Extra tiles
to move instead of one for Enemies. Also, Hazards and Traps in Zone gain +4(Int) To-Hit
Vs Enemies.

[CLASS] Orb Of Deception (Reaction; Encounter) Class-Feature Lv 1 *
Trigger: When you Miss an Enemy with a Wizard Illusion Power.
Effect: Choose another Enemy within 3 of the Missed target. New Target cannot
also be target of original attack. Repeat attack against new Target with +3(cha) To-Hit.
Requirement: You must be Wielding an Orb.

Alignment: Unaligned; Languages; Common, Elven
 5 Acrobatics, 11 Arcana, 3 Athletics, 13 Bluff, 10 Diplomacy, 4 Dungeoneering,
 10 Endurance, 4 Heal, 11 Hist, 7 Insight, 7 Intimidate, 4 Nature, 4 Percep,
 8 Religion, 5 Stealth, 7 Streetwise, 5 Thievery
 STR  8(-1)  DEX 12(+1)  WIS 10(+0)
 CON 12(+1)  INT 19(+4)  CHA 17(+3)
Equipment: Accurate Orb Of Mental Constitution(lv3)+1, Shimmering Armor(Cloth,lv4)+1,
Amulet Of Protection(lv1)+1, Feyleaf Sandals(Lv2).



Racial Attributes: Human. +2 ANY.  6 square speed.  2nd language Pick.  +1 to Reflex, Fortitude, Will.  Bonus feat, class skill, At-will power.

Class Attributes:
Wizard
Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger, Quarterstaff
Implement: Orbs, Staffs, Wands, Tomes.
Arcane Implement Mastery: Orb Of Deception. See Enc Power.
Cantrips: Ghost Sound, Light, Mage Hand, Prestidigitation.
Ritual Casting: Free Feat. Lv 1, three free lv 1 Rituals. Lv 11, 15, 21, 25 add Two free of Lv or lower.
Spellbook: Spare Day/Utility spell storage gig.
Defense Bonus: +2 Will.

Background Benefit: Brains; Drag Mag 381.  Add Bluff To Class List.

Critical: Orb Of Mental Constitution, +1d6 Psychic DMG.

Rituals:
  Tenser's Floating Disk (Lv1) 10 Comp, Explore, 10 Min, Arcana.
  Fastidiousness (Lv 1);  10 Comp, Warding, 10 Min, Arcana(No Check).
  Amanuensis (Lv 1); 10 Comp, Creation, 10 Min, Arcana(No Check).

Prepared Spells:
  Lv 1 Day; Horrid Whispers
  Lv 2 Utility; Spectral Image

Special:
  +5 Endurance (Orb).
  You do not Provoke AoO from Ranged/Area Attacks (Armor).
  Free;Day, Teleport, When you fall, instead teleport safely to nearest horizontal sufrace within 5 that can support your weight, take no falling damage, and land on your feet (Feet).
  You Can Read Any Language (Head).
  +1 Stealth for Move Silently (Footpads).
  When you hit with an Arcane Illusion power, you gain CA vs target Until End Of Your Next Turn, if Power has an effect that a save can end you instead gain CA until target saves (Feat).

Feats: Ritual Caster (Free). Jack Of All Trades (Human). Phantom Echoes (Lv 1). Superior Implement Training, Accurate Orb (Lv 2).  Skill Focus, Bluff (Lv 4).

Additional Equipment: Spellbook, Footpads, Riding Horse, Seat Cushion.
  Reading Spectacles(Lv2).
STUFF! If it's an item on the PH1 Adventures gear list she freakin has it.

Cash Etc: Total GP Value; 200

Char Desc/Personality: Young female human.  "Speak softly and carry a big fireball."  Often uses her prestidigitation to make sure her hair looks "perfect" with highlights of brown, yellow, or light blue to represent the 4 elements.  Dreams of some day returning to her home town as an archmage to impress her friends and family, (and intimidate those who mocked her.)  (insert picture if Tim uploads it).

Char BG: Ran away from home to escape the boring life of a peasant girl.  Apprenticed herself to her kingdom's wizard's guild, performing mundane tasks to earn her keep.  Spent most of her free time pouring over books from the library to try and find a way to begin a life of adventure then survive it.




OUTDATED CLIPBOARD EXPORT

====== Created Using Wizards of the Coast D&D Character Builder ======
Gale Wizard, level 3
Human, Wizard
Build: Illusionist Wizard
Arcane Implement Mastery: Orb of Deception
Background: Brains (Bluff class skill)

FINAL ABILITY SCORES
Str 8, Con 12, Dex 12, Int 18, Wis 10, Cha 16.

STARTING ABILITY SCORES
Str 8, Con 12, Dex 12, Int 16, Wis 10, Cha 16.


AC: 16 Fort: 14 Reflex: 17 Will: 18
HP: 30 Surges: 7 Surge Value: 7

TRAINED SKILLS
History +10, Arcana +10, Bluff +9, Insight +6, Diplomacy +9

UNTRAINED SKILLS
Acrobatics +4, Dungeoneering +3, Endurance +9, Heal +3, Intimidate +6, Nature +3, Perception +3, Religion +7, Stealth +4, Streetwise +6, Thievery +4, Athletics +2

FEATS
Wizard: Ritual Caster
Human: Jack of All Trades
Level 1: Phantom Echoes
Level 2: Superior Implement Training (Accurate orb)

POWERS
Bonus At-Will Power: Nightmare Eruption
Wizard at-will 1: Scorching Burst
Wizard at-will 1: Chilling Cloud
Wizard encounter 1: Grasping Shadows
Wizard daily 1: Horrid Whispers
Wizard daily 1 Spellbook: Flaming Sphere
Wizard utility 2: Spectral Image
Wizard utility 2 Spellbook: Familiar Harrier
Wizard encounter 3: Hypnotic Pattern

ITEMS
Spellbook, Shimmering Cloth Armor (Basic Clothing) +1, Accurate orb of Mental Constitution +1, Amulet of Protection +1, Feyleaf Sandals (heroic tier), Adventurer's Kit, Climber's Kit, Footpads, Tent, Riding Horse
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Character description/personality:
Young female human.  "Speak sofly and carry a big fireball."  Often uses her prestidigitation to make sure her hair looks "perfect" with highlights of brown, yellow, or light blue to represent the 4 elements.  Dreams of some day returning to her home town as an archmage to impress her friends and family, (and intimidate those who mocked her.)  (insert picture if Tim uploads it)

Character background:
Ran away from home to escape the boring life of a peasant girl.  Apprenticed herself to her kingdom's wizard's guild, performing mundane tasks to earn her keep.  Spent most of her free time pouring over books from the library to try and find a way to begin a life of adventure then survive it.


Misc Gear:
Seat cushion (for comfort while sitting on the Tenser’s Floating Disk.  No it's not in the PHB, I just made it up.)