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09:35, 27th April 2024 (GMT+0)

Victor

Victor, Level 1, Human Wizard (Arcanist)
Theme: Scholar.

Initiative +1, Perception 13, Insight 13, Normal Vision.
HP 21; Bloodied 10; Surges 6; Value: 5
AC 14; Fortitude 11, Reflex 15; Will 16
Speed 6
Resistances: N/A

[M] Melee Basic (Standard; At-Will) Lv 1 * Basic Attack
Dagger: +4 Vs. AC; 1d4+0 DMG.
Unarmed: +1 Vs. AC; 1d4+0 DMG.

[R] Ranged Basic (Standard; At-Will) Lv 1 * Basic Attack
Dagger: +5 Vs. AC; 1d4+1 DMG, Range 5/10

[R] Unraveling Dart (Standard; At-Will) Lv 1 * Arcane, Implement, Nethermancy, Shadow
Target: One or Two targets, Range 10.
Orb: +5 Vs. Fort; 1d4+4 DMG. 1d4+8 DMG If No Vulnerabilities.
Hit: If the Target has vulnerabilities, the damage is of those types.
If the target has no Vulnerabilities, add Power bonus of +3(Wis) DMG.

[R/A] Cloud Of Daggers (Standard; At-Will) Lv 1 * Arcane, Evocation, Force, Implement, Zone
Target: Each Target in tile, Area 1 tile, Range 10.
Orb: +5 Vs. Reflex; 1d6+4 Force DMG.
Effect: Becomes Zone that Lasts until End Of MyNT, Or I end with a Minor Action.
Any target that enters Zone, Or starts their turn in it, takes WIS(3) Force DMG.
Targets can only suffer this damage once per turn.

[R/A] Chilling Cloud (Standard; At-Will) Lv 1 * Arcane, Cold, Evocation, Implement
Target: Each Enemy In Burst 1, Range 10.
Orb: +5 Vs. Fort; INT(4) Cold DMG.
Effect: Until End of MyNT, any Enemy in Power's Area takes -2 To-Hit Penalty.

[R] Conduit Of Ice (Standard; Encounter) Lv 1 * Arcane, Cold, Evocation, Implement, Zone
Orb: +5 Vs. Reflex; 2d8+4 Cold DMG. Range 10.
Hit: Create Zone of Burst 2 Centered on Target Until End Of MyNT. Zone moves with target.
Zone is Difficult Terrain (for all), Any Enemy That ends turn in Zone takes 5 Cold DMG.
Active Familiar: While You have an Active Familiar Inside Zone, it Knocks Prone Any
Enemy that Ends Their Turn Inside Zone.

Acid Arrow (Minor; Day) #1 Lv 1 * Acid, Arcane, Evocation, Implement
Orb: +5 Vs. Reflex; 2d8+4 Acid DMG. Range 20.
Hit: Ongoing 5 Acid DMG (Save Ends).
Miss: Half DMG, Ongoing 2 Acid DMG (Save Ends).
Effect: Make Secondary Attack.
  Secondary Attack:
  Target: Each target in Burst 1 on Primary Target.
  Orb: +5 Vs. Reflex; 1d8+4 Acid DMG.
  Hit: Ongoing 5 Acid DMG (Save Ends).


[R] Ray Of Fatigue (Standard; Day) #2 Lv 1 * Arcane, Implement, Necrotic, Nethermancy, Shadow
Orb: +5(7) Vs. Fort; 2d8+4 Necrotic DMG. Range 20.
Special: Bloodied Targets grant Combat Advantage To This.
Hit: Target is Weakened (Save Ends).
Miss: Half DMG, Target is Weakened Until End Of MyNT.

[CLASS] Orb Of Imposition (Free; Encounter) Lv 1 * Implement
Effect: I can use my Orb to gain one of the Two following benefits.
  Target I have successfully caused a Save Ends effect upon Via Wizard Spell, Wis(3)
Penalty to Their Next Save throw Vs That Effect.
  OR, I can Extend Effects I have caused with an Wizard At-Will that will End on My Current
turn, to stop on End Of MyNT instead.
Requirement: You must be Wielding an Orb.

[THEME] Use Vulnerability (Free; Encounter) Lv 1 * Arcane
Trigger: I succeed on a monster knowledge check against a monster I
can see or hear... Why specify that, if I'm already making a monster check?
Effect: If my check meets or Exceeds the Hard DC for the Monster's LV (EX; Lv 1-3, DC 15)
I gain +4 Power Bonus to all defenses against the monster's attacks until End Of MyNT.
Also, until End Of MyNT, I gain +DMG=Int(4) Vs target, but not to DMG types they resist.
If My check does not meet or exceed target DC, My attacks to target deal half DMG Until End Of MyNT.

[FEAT] Evil Eye Of The Vistani (Minor; Encounter) Lv 1 * Charm
Attack: Int(4)+3= 7 Vs. Will; [Paragon, Int+6. Epic, Int+9] Range 10.
Hit: Until End Of MyNT, Target Grants Me CA and Can Not Willingly Move Closer To Me.

Alignment: Unaligned; Languages; Common, Elven, Draconic.
 1 Acrobatics, 11 Arcana*, 0 Athletics, -1 Bluff, -1 Diplomacy, 8 Dungeoneering*,
 0 Endurance, 3 Heal, 9 Hist*, 3 Insight, -1 Intimidate, 10(11) Nature*, 3 Percep,
 9 Religion*, 1 Stealth, -1 Streetwise, 1 Thievery
 STR 10(+0/+0)  DEX 13(+1/+1)  WIS 16(+3/+3)
 CON 11(+0/+0)  INT 18(+4/+4)  CHA  8(-1/-1)
Equipment: Orb Implement, Cloth Armor, Dagger.




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

Class Attributes:
Wizard
Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger, Quarterstaff.
Implement: Orbs, Staff, Wands, Tomes.
Arcane Implement Mastery: Orb Of Imposition, 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: Monster Hunter: +2 To All Monster Knowledge Checks,

Critical: N/A

Familiar:
Moon Wisp
Speed: Fly 6 (Hover)
Constant Benefits: +2 Arcana, Nature. Moon Wisp provides Dim or Bright light from 2-10 Tiles. Minor action to change light level (Defaults 2 Dim, On/Off Free Action).
Active Benefits: Moon Bite; Once per milestone, as a minor action, the moon’s light reveals truth. Until the end of your next turn, attacks against any creature within 2 squares of the moon wisp do not take the –2 penalty from concealment.
Note: Default Familiar range, 20 (So, 100 Feet).

Rituals:
  Comprehend Language; (Free Pick) Exploration Lv 1: Arcana. Comp 10 GP. Time 10 Min, Duration 24 Hours.  35 DC for Fluency.
  Animal Messenger; (Free Pick), Exploration Lv 1: Nature. Comp 10 GP. Time 10 Min, Duration Check.
  Gentle Repose; (Free Pick), Restoration Lv 1: Heal (No Check). Comp 10 GP. Time 1 Hour. x4 Time for Rez, 150 Day Undead Prevention.

Spellbook:
  Lv 1 Day; Ray Of Fatigue. Stored (Unless Obvious Non-Undead Boss Waiting).
  LV 1 Day; Acid Arrow. Prepared

Special:
  +2 FLAT Bonus to Nature Checks for Forage (Item).
  +2 Bonus to Diplomacy Checks with other Vistani, Know Evil Eye Of Vistani (See Power), Mastered the (Nonexistent) Vistani Blooding Ritual and can Perform it (Feat).
  +2 All Monster Knowledge Checks(BG).
  INT Used for Nature (HR).

Feats: Ritual Caster (Free). Vistani Heritage(Human). Arcane Familiar; Moon Wisp(Lv1).

Additional Equipment: Spellbook,
SAK, Climber's Kit. Holy Symbol. Dowsing Rod.
Torch(2). Flask(2). Iron Spikes(10). Star-Indigo seeds Pouch(1). Wolfsbane(1), Bottle Of Wine(1).

Cash Etc: Total GP Value; 19 GP, 7 SP, 4 CP.

Background:  Nothing yet.  But Pointless Detail.  Using the Glow-In-The-Dark Star-Indigo seeds, Victor has inscribed a double helix of Elven and Draconic runes spiraling around his Generic Orb Implement from Top to Bottom.  The Elven Runes read "If You Can Read This, You Know Elven."  The Draconic Runes... Well, take a wild guess.