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08:49, 27th April 2024 (GMT+0)

Shale

Shale, Level 2 Male Gnome Enchanter Mage (Wizard)
Age: 18yrs. Height: 3’6” Weight: 63lbs.
Theme: Fey Beast Tamer
Initiative 1, Perception 11, Insight 11, low-light vision
HP 32; Bloodied 15; Surges 8; Surge value: 8
AC 18; Fortitude 14; Reflex 16; Will 17
Origin: Fey
+5 Saving Throws against Illusions
+1 Power bonus to all defenses when within Trained Displacer Beast's aura.
+1 Item bonus to all defenses against ranged attacks from more than 5 squares away.
Speed 5
Trained Displacer Beast as a Mount: Speed 8

[M] Basic Melee Attack (Standard; at will)
Staff of Sleep and Charm+1  +4 vs. AC; 1d8 damage

[R] Magic Missile (Standard; at will) * Arcane, Evocation, Force, Implement * Range 20
Target: One Creature.
Effect: 7 Force damage. (2+[4]int mod+[1]enchant)
This power counts as a Ranged Basic Attack.

[R] Hypnotism (Standard; at will) * Arcane, Charm, Enchantment, Implement * Ranged 10
Target: One Enemy. +8 vs Will; Hit: Choose one of the following Effects:
* The target uses a free action to make a melee basic attack against a creature of Shale’s choice,
with a +4 power bonus to the attack roll.
* Shale slides the target up to 5 squares.

[C] Beguiling Strands (Standard; at will) * Arcane, Charm, Enchantment, Implement, Psychic * Close Blast 5
Target: Each enemy in the blast.
Attack: +8 vs Will; Hit: 4 psychic damage, and the target is pushed up to 5 squares.

[R] Charm of Misplaced Wrath (Standard; encounter) * Arcane, Charm, Enchantment, Implement * Ranged  10.
Target: One Enemy. +8 vs. Will; Hit: Slide the target up to 5 squares. The target is then dazed
until the end of Shale’s next turn.
Effect: The target uses a free action to make a basic attack against a creature of Shale’s choice,
with a +2 power bonus to the damage roll.
*This encounter power is prepared.*

[A] Illusory Obstacles (Standard; encounter) * Arcane, Illusion, Implement * Area 1 within 10 squares.
Attack: +7 vs Will;
Hit: Target is dazed and unable to charge until the end of Shale's next turn.
Miss: The target is unable to charge until the end of Shale's next turn.

[P] Fade Away (Immediate Reaction; encounter) * Illusion, Racial * Personal.
When Shale takes damage, Shale can become invisible until Shale attacks,
or until the end of Shale’s next turn.

[P] Glib Tongue (Minor; encounter) * Arcane * Personal
Effect: Shale gains a +5 power bonus to Diplomacy Checks and a +2 power bonus to charm attack rolls until the end of Shale’s next turn.
*This utility power is prepared*

[P] Shield (Immediate Interrupt; encounter) * Arcane * Personal
Trigger: Shale is hit by an attack.
Effect: Shale gains a +4 power bonus to AC and Reflex until the end of Shale's next turn.

[A] Sleep (Standard; daily) * Arcane, Charm, Enchantment, Implement * Area burst 2 within 20 squares
Attack: +8 vs Will; Hit: The target is slowed (save ends)
First failed Saving Throw: The target is unconscious instead of slowed (save ends).
Miss: The target is slowed (save ends).

[A] Phantom Chasm (Standard; daily) * Arcane, Illusion, Implement, Psychic, Zone
 * Area burst 1 within 10 squares

Target: Each enemy in the burst.
Attack: +7 vs Will; Hit: 2d6+5 psychic damage and target falls prone.
The target is immobilized until the end of its next turn.
Miss: Half damage, and the target falls prone.
Effect: The burst creates a zone that lasts until the end of the encounter.
Any enemy that enters the zone falls prone.
*This daily power is prepared*

Item Powers
[C] Stoneskin Cloth Armor (Minor; Item Encounter)
Shale gains 5 Temporary Hit Points until the end of the encounter.

Potion of Healing * Healing (Minor; Consumable)
Drink this potion and spend a healing surge.
Regain 10 hit points instead of the normal amount of hit points that would be gained.
Shale has 4 Potions of Healing.

Fey Beast Companion
Trained Displacer Beast (Blinky)
Medium fey beast
HP your bloodied value (16) Initiative equal to yours (2)
AC 15, Fortitude 11, Reflex 15, Will 15 * Perception equal to yours +2 (13) Low-Light vision
(Add your level to each defense)
AC 18, Fortitude 13, Reflex 17, Will 17 Resist All 5 when ridden. [Impenetrable Light Barding (Heroic)]
Speed 8 * Low-light vision
Trait * Displacement (Illusion) * Aura 1
Allies gain a +1 power bonus to all defenses while in the aura.
Has 'Free Expertise' (Currently +1)
Tentacle (Illusion) * Melee Basic Attack (Standard;At-Will)
Attack: Melee 1 (one creature); (+7) (level + 5 + 'Expertise') vs. AC
Hit: 1d8 + one-half your level (1) damage, and the displacer beast
gains partial concealment until the end of its (Shale's) next turn.
Level 21: 2d8 + one-half your level damage.
Str 15 Dex 20 Wis 16 Con 16 Int 2 Cha 6
Special: If Shale dies or the Trained Displacer Beast is reduced to below 1 hit
point, the Trained Displacer Beast returns to the Feywild.
To re-summon the Trained Displacer Beast it requires a Minor action where Shale
gives up a healing surge and the Trained Displacer Beast appears in an adjacent
square with hit points equal to Shale's healing surge value. If summoned as
part of a short or extended rest, the Trained Displacer Beast has its full hit points.
When Shale uses his second wind, the Trained Displacer Beast recovers the same amount of hit points.
After a short or extended rest, the Trained Displacer Beast recovers all its hit points.
The Trained Displacer Beast uses Shale's healing surges when it spends a healing surge.
The Trained Displacer Beast may move when Shale uses a move action, or Shale
may stay put and the Trained Displacer Beast moves. The Trained Displacer Beast
may take free actions without Shale commanding it.
The Trained Displacer Beast will act independently if Shale is knocked
unconscious or more than 20 squares away.

Cantrips
[R] Ghost Sound (Minor; Encounter) Arcane, Illusion * Racial Ability * 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.

[P] Spook (Free Action; Encounter) Arcane, Nethermancy, Shadow * Personal
Trigger: You make an Intimidate Check.
Effect: You instead make an Arcana check and use that result to determine the outcome of the Intimidate check.

[R] Mage Hand (Minor; Encounter) Arcane, Conjuration * Ranged 5
Effect: You conjure a spectral, floating hand in an unoccupied square within range.
The hand lasts until the end of your next turn or until you use this power again.
If you are holding an 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. While
the hand persists, you can take the following actions.
Minor Action: The hand picks up or manipulates an object weighing 20 pounds or less. It can
hold only one object at a time.
Move Action: The hand moves up to 5 squares in any direction, carrying the object it holds.
Free Action: The hand drops the object it is holding.
Sustain Minor: The hand persists until the end of your next turn.

[R] Prestidigitation (Standard; Encounter) Arcane * Ranged 2
Effect: Use this cantrip to accomplish one of the effects given below:
*Change the color of items in 1 cubic foot.
*Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
*Clean or soil items in 1 cubic foot.
*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.
Special:You can have as many as three prestidigitation effects active at one time. 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.

Alignment: Unaligned  Languages: Common, Elven
1 Acrobatics, 12 Arcana, 1 Athletics, 4 Bluff, 9 Diplomacy, 1 Dungeoneering,
3 Endurance, 1 Heal, 10 Hist, 1 Insight, 4 Intimidate, 1 Nature, 1 Percep,
10 Religion, 3 Stealth, 4 Streetwise, 1 Thievery
Str 11(0)[1] Con 14(2)[3] Dex 10(0)[2] Wis 10(0)[1] Int 18(4)[5] Cha 16(3)[4]
Modifiers are in (), while ability checks are in [].
Equipment:
Stoneskin Cloth Armor +1 (Worn). Can gain temporary hit points each encounter
Staff of Sleep and Charm +1 (Held). (+1d6 crit & +1 item bonus to hit with arcane charm or sleep attack powers.)
Cloak of Distortion +1: (Neck) Gain a +1 item bonus to defenses against ranged attacks from over 5 squares away.
Backpack (worn on back)
Belt Pouches (2)(Worn on belt)
Sunrods (2) – In belt pouch.
Rope, Silk (50ft) – In backpack
Everburning Torch – In backpack
Trail Rations (10 day’s worth in backpack)
Waterskin – In Backpack
Bedroll – In Backpack
Ball bearings - In belt pouch.
Caltrops - In belt pouch.
Chalk and slate - slate in backpack, chalk in belt pouch.
Spellshard - In backpack.
Potion of Healing (4) - In belt Pouch.
Impenetrable Light Barding - Worn by Fey Panther Fey Beast Companion.
Faerie Puppet - In backpack when not in use.


Racial attributes: Gnome
Speed: 5 squares
Vision: Low-Light
Languages: Common, Elven
Stat bonus: +2 to Intelligence, +2 Charisma
Skill Bonuses: +2 Arcana, +2 Stealth
Fade Away: Shale can use the Fade Away racial encounter power.
Fey Origin:Shale's ancestors were native to the Feywild, so Shale is
considered a fey creature for the purpose of effects that relate to creature origin.
Master Trickster: Once per encounter, Shale can use the wizard cantrip ghost sound as a minor action.
Reactive Stealth: If Shale has cover or concealment when he makes an
initiative check, Shale can make a Stealth check to escape notice.
Trickster's Cunning: Shale has a +5 racial bonus to saving throws against illusions.

Class attributes:
Armor Proficiency: Cloth
Weapon Proficiency: Quarterstaff, dagger
Implement: Wand, Staff, Orb
Bonus to Defense: +1 Reflex, +1 Will
Skill Training: Arcana, History, Diplomacy, Religion
Cantrips: Can use spook, mage hand, and prestidigitation
Apprentice Mage: Enchantment Apprentice
When one of your arcane enchantment powers allows you to pull, push, or slide a
creature, the maximum distance of the forced movement increases by 2 squares.
Mage's Spellbook: After each extended rest prepare Encounter attack
powers, daily attack powers, and Utility powers. (At higher levels can't
prepare two Encounter/Daily/Utility powers of the same level within a category.)
Can prepare: 1 Encounter, 1 Daily, and 1 Utility

Feats:
'Free Expertise': +1 to hit.
Staff Expertise: Reach with staff, ranged and area skills don't provoke AoOs, +1 to hit per tier.
Unarmored Agility: +2 AC when wearing cloth or no armor.

Regional Benefit: Born under a bad Sign: Use highest ability modifier for starting hit points instead of Constitution modifier.

Appearance:
Shale has short auburn hair, and wears a forest green shirt with dark green
pants and brown shoes. His emerald eyes often dart around when he is bored.

Personality traits:
Shale is Curious, sly, skeptical, and mischievous. He has a strong wanderlust
and has a vagabond outlook on life.
Shale is flexible and adaptable when it comes to making decisions and following
rules, and he is thoughtful, although overly fond of jokes.
Although Shale has a happy-go-lucky attitude as nothing keeps him down for
long, he is a bit skittish when too much attention is focused on him as he
prefers not to be the focus of everyone's attention.

Character background:
Shale's family traveled a lot when Shale was very young. Shale's father was a
mage, while his mother was a Fey Beast Tamer. They traveled out of curiosity
and due to being bored when staying in one place to long. Although sometimes
they had to leave when a Fey Beast Companion caused trouble, or was rumored to
be causing trouble. Shale has taken after both his parents as he is a mage who
is also a Fey Beast Tamer. Shale is working on blending them together in a
deadly manner, with a distinctly gnomish flare.

Money: 0pp 7gp; 5sp. Weight 35.5lbs.