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06:24, 27th April 2024 (GMT+0)

Skylar

Skylar, level 1 Human Wizard (Time Mage)
Age: 18, Height: 5' 7", Weight: 132 lb.
Initiative +5, Perception 10, Insight 10, Normal vision

Lucky Start: If your initiative is the highest of any combatant’s at the start of an encounter, when you make your first attack roll of the encounter you can roll twice and use either result.

HP 22; Bloodied 11; Surges 7; value 5
AC 14; Fortitude 12, Reflex 15; Will 16
Resist
Speed 6
[M] Basic Attack (Standard; At-Will) * Basic Melee
+0 vs. AC; 1d4+0 dmg
[R] Magic Missile (Standard; At-Will) * Ranged 20
Effect: 2 + Intelligence modifier force damage.
Special: If the implement used with this power has an enhancement bonus, add that bonus to the damage. In addition, you can use this power as a ranged basic attack.
[R] Ray of Frost (Standard; At-Will) *  Ranged 10
+4 vs. Fort; 1d6 + Intelligence modifier cold damage, and the target is slowed until the end of your next turn.
Increase damage to 2d6 + Intelligence modifier at 21st level.
[A] Stone Blood (Standard; At-Will) *  Area burst 1 in 10
Target: Each creature in the burst
+4 vs. Fort; 1d6 + Intelligence modifier damage, and the target is slowed until the end of your next turn.
[A] Orbmaster's Incendiary Detonation (Standard; Encounter) * Area burst 1 in 10
Target: Each creature in the burst
+4 vs. Ref; 1d6 + Intelligence modifier force damage, and you knock the target prone.
Effect: The burst creates a zone of licking flames that lasts until the end of your next turn. Each enemy that enters the zone or starts its turn there takes 2 fire damage.
Orb of Imposition: You can extend the duration of this effect, even though it is not an at-will power. If you do so, the area expands to burst 3 and doesn’t affect you or your allies.
[P] Orb of Imposition (Free; Encounter) * Personal
Effect: 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 next saving throw 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.
[P] Wizard's Fury (Minor; Daily) * Personal
Effect: Until the end of the encounter, as a minor action once per turn, you can cast magic missile.
[M] Wizard's Fury (Standard; Daily) * Ranged 20
Special:You have combat advantage against the target if it is bloodied.
+4 v Fort; 2d8 + Intelligence modifier necrotic damage, and the target is weakened (save ends).
Miss: Half damage, and the target is weakened until the end of your next turn.
Alignment: Unaligned; Languages: Common, Elven, Abyssal
(* = Trained in that skill)
1 Acrobatics, 9 Arcana*, 0 Athletics, -1 Bluff, -1 Diplomacy,
8 Dungeoneering*, 1 Endurance, 3 Heal, 9 Hist*, 3 Insight, -1 Intimidate,
8 Nature*, 3 Perception, 9 Religion*, 1 Stealth, -1 Streetwise, 1 Thievery
Str 10(0) Dex 12(1) Wis 16(3)
Con 12(1) Int 18(4) Cha 08(-)
Equipment: S.A.K., Spellbook, Orb Implement, Money (70 gp)



Rituals: None.

Feats:
00) Ritual Caster
01) Improved Initiative
01) Lucky Start (Human bonus)

Background Benefit: Too Many Secrets
Associated Skills: Insight, Streetwise
Associated Languages: Abyssal (Chose Abyssal)

Character description/personality:


Combat tactics:


Character background:


XP earned: 0