Eli
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Eli, Level 1 Human Artificer/Wizard
Age: 8, Height: 4' 0", Weight: 50 lb.
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Staff of Defense: As long as Eli wields a staff, he gains a +1 bonus to AC. This is figured into the AC already, so treat the AC as -1 if Eli is not wielding a staff.
Initiative: +2, Perception: 12, Insight: 12, Normal Vision
HP: 25; Bloodied: 12; Surges: 8; value: 6
AC: 15; Fortitude: 13, Reflex: 15; Will: 15
Resist: N/A
Speed: 6
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[R] Ghost Sound (Standard; At-Will) * Ranged 10
Arcane, Illusion
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Range 10; Target: One object or unoccupied square.
Cause any sound as quiet as a whisper or as loud as a yell.
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[R] Light (Minor; At-Will) * Ranged 5
Arcane
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Range 5; Target: One object or unoccupied square.
Effect: Cause target to shed bright light. Fills all space within 4 squares of target.
Special: Only one light can be active. Creating a new light causes the other to wink out.
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[R] Mage Hand (Minor; At-Will) * Ranged 5
Arcane, Conjuration
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Range 5
Effect: Conjure a spectral, floating hand in a square in range. It can carry, move or manipulate objects weighing up to 20 pounds and can carry them 5 squares. Moving the hand requires move action and it moves at a speed of 5.
Sustain Minor: Sustain indefinitely.
Special: Only one hand at a time.
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[R] Prestidigitation (Standard; At-Will) * Ranged 2
Arcane
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Effect: Choose one - (Move 1 pound of material), (Create harmless sensory effect, such as a shower of sparks, puff of wind, faint music, strong oder), (Color, clean or soil 1 cubic foot for up to 1 hour), (Instantly light or snuff out a candle, torch, camp fire), (Chill, warm, flavor 1 pound of nonliving material for 1 hour), (Make a small mark or symbol appear on a surface for 1 hour), (Produce a small item or image that exists from nowhere until end of next turn), (Make small, handheld item invisible until end of next turn). Nothing created with this can deal damage, serve as a weapon or tool, or hinder another creature's actions. This can not duplicate the effect of any other power.
Special: You can have 3 prestidigitation effects active at one time.
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[R] Magic Missile (Standard; At-Will) * Basic Ranged 20
Arcane, Force, Implement
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2+4 force dmg
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[C] Thundering Armor (Standard; At-Will) * Close Burst 10
Arcane, Implement, Thunder
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Primary Target: You or one ally in burst
Effect: The primary target gains a +1 power bonus to AC until the end of your next turn. Make an attack.
Secondary Target: One creature adjacent to the primary target in burst
+4 vs. Fort; 1d8+4 thunder dmg, and push the secondary target 1 square away from the primary target.
Level 27: 2d8 + Intelligence modifier thunder damage.
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[R] Hypnotism (Standard; At-Will) * Ranged 10
Arcane, Charm, Enchantment, Implement
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Target: One creature
+4 vs Will; Choose one of the following effects:
*The target uses a free action to make a melee basic attack against a creature of your choice, with a +4 bonus to the attack roll.
*You slide the target 3 squares.
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[N/A] Staff of Defense (Immediate Interrupt; Encounter)
Implement
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Requirement: You must wield your staff.
Effect: +2 bonus to AC. You can declare the bonus after the DM has told you the damage total.
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[A] Icy Terrain (Standard; Encounter) * Area 1 in 10
Arcane, Cold, Implement
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+4 vs Ref; 1d6+4 cold dmg and target knocked prone.
Effect: Area is difficult terrain until end of next turn.
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[P] Shield (Immediate Interrupt; Encounter) * Personal
Arcane, Implement
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Trigger: You are hit by an attack
Effect: +4 power bonus to AC and Reflex until end of next turn.
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[P] Wizard's Fury (Standard; Daily) * Personal
Arcane, Force, Implement
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Prerequisite: You must know the magic missile at-will wizard power.
Effect: Until the end of the encounter, as a minor action once per turn, you can cast magic missile.
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Alignment: Good; Languages: Common, Elven
0 Acrobatics, 11 Arcana*, -1 Athletics, 1 Bluff, 1 Diplomacy,
2 Dungeoneering, 2 Endurance, 2 Heal, 9 Hist*, 2 Insight, 1 Intimidate,
7 Nature*, 2 Perception, 9 Religion*, 0 Stealth, 1 Streetwise, 0 Thievery
Str 08(-) Dex 10(0) Wis 14(2)
Con 14(2) Int 18(4) Cha 13(1)
Equipment: S.A.K., Staff, Spellbook, 20gp worth of Residuum (Spell Components), Money: 20 gp
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Useable Implements: Orbs, Rods, Staffs, Tomes, Wands
Alchemy: (None... yet)
Rituals:
01) Amanuensis (cc: 10gp)
01) Arcane Mark (cc: 10gp)
Feats:
00) Implement Expertise (Bonus GM-given feat): Staff
01) Hybrid Talent <-- Bonus Human feat (Chose Staff Implement Mastery)
01) Ritual Caster
Future Feats:
-Alchemist
-Arcane Familiar
-Wild Talent Master
Wild Talent Master!
Know Direction
Sensing Eye
Thought Projection
Background Benefit: Noble Scion
Choose a knowledge skill and add it to your class skill list.
+2 to the skill chosen. (Chose Arcana)
Theme: Wizard's Apprentice
01)
Character description/personality:
4' tall human boy who loves study and especially mechanical things. But given his current setting, Eli takes advantage of knowing and learning magic while on a quest to learn how to develop new inventions, especially if it can be mechanical. While he does not like violence as much as normal boys, Eli knows people need to defend themselves. So Eli has made up his mind that he himself will cause more aid than harm if possible and allow his allies to do as much harm to the enemy as they please... if anything, Eli has no problems giving his allies boosts to do so if it means the fight is over quicker. In the end, Eli's actions are more calculated than his emotional exterior seems to advertise.
Combat tactics:
Eli knows it is tactically advantageous to let the defenders defend, the strikers strike and let the leaders sit back and give orders. Part leader himself, but mostly controller, Eli prefers going last in a combat round so he can assess the situation while his allies lay on the hurt to the enemy. Then with a devised tactic, Eli will not only cast what spells he has deemed fitting to the situation, but also give advice for the upcoming round. New tactics to come based off how threads go.
Character background:
Eli was born to a wealthy lord and as such, lived in luxury. His father assigned two very experienced individuals as teachers for Eli: A Wizard and a Warlord. Not just normal people, these two had fought alongside Eli's father when HE was an adventurer and obtained immense power and experience. The wizard, as powerful as he was, worked on a secret ritual. Once put together, he cast it and took 20 years off his life in order to grant Eli enough strength and constitution and such to allow him adventuring even though he was only a child. Bringing his lessons from the warlord as well as the wizard, Eli has effectively learned how and when to do things tactically while wielding massive magics. New background to come based off how threads go.