Code:
Cerric Farstar
Eladrin Wizard 5
Alignment: Good
Black hair, violet eyes
Languages: Common, Elven
Vision: Low-light vision
Ability Scores:
Str 13 +1 / +3
Con 14 +2 / +4
Dex 10 +0 / +2
Int 21 +5 / +7
Wis 10 +0 / +2
Cha 10 +0 / +2
Initiative: +4 Action Point: 1
Perception: 12 Insight: 12
HP: 41 Surges/Day: 6
Bloodied: 20 Surge Value: 10
AC: 22 (+2 lvl +5 Int +4 armor +1 staff)
Fort: 14 (+2 lvl +2 Fort)
Ref: 17 (+2 lvl +5 Int)
Will: 15 (+2 lvl +2 Class +1 racial)
Speed: 6
Basic Attacks:
+1 staff: +5 vs AC, 1d8+1 damage (1d6+9 on crit)
Magic missile: +8 vs Reflex, 2d4+6 force damage (1d6+14 on crit)
At-Will Attack Powers:
At-Will Utility Powers:
Spoiler:
Ghost Sound – Arcane, Illusion
Standard Action; 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.
Light – Arcane
Minor Action; Ranged 5, Target: One object or unoccupied square.
Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting ot the light is a free action.
Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.
Mage Hand – Arcane, Conjuration
Minor Action; Ranged 5
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the 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.
As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.
Prestidigitation – Arcane
Standard Action; Ranged 2
Effect: Use this cantrip to accomplish one of the effects given below.
-Move up to 1 pound of material
-Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
-Color, clean, or soil items in 1 cubic foot for up to one hour.
-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 one 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.
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.
Special: You can have as many as three prestidigitation effects active at one time.
Encounter Attack Powers:
Encounter Utility Powers:
Daily Attack Powers:
Magic Item Powers:
Race and Class Features:
Eladrin Education (+1 trained skill)
Eladrin Weapon Proficiency (proficient with the longsword)
Eladrin Will (+1 Will defense, +5 saving throws against charm effects)
Fey Origin (Count as Fey)
Trance (4 hour trance=6 hour extended rest)
Fey Step (see power)
Staff of Defense (+1 AC; 1/encounter immediate interrupt +2 to defense against one attack.)
Cantrips (see powers)
Ritual Casting (Ritual Book: Silence, Make Whole, Comprehend Language, Brew Potion, Magic Circle, Enchant magic Item, Knock, Eye of Alarm)
Spellbook (Also know Freezing Cloud, Bigby’s Icy Grasp and Featherfall)
Feats:
Armor Proficiency (Leather)
Armor Proficiency (Hide)
Ritual Caster
Toughness
Skills:
Acrobatics: +1 (+2 lvl +0 Dex -1 armor)
Arcana: +14 (+2 lvl +5 Int +2 racial +5 trained)
Athletics: +2 (+2 lvl +1 Str -1 armor)
Bluff: +2 (+2 lvl +0 Cha)
Diplomacy: +2 (+2 lvl +0 Cha)
Dungeoneering: +2 (+2 lvl +0 Wis)
Endurance: +3 (+2 lvl +2 Con -1 armor)
Heal: +7 (+2 lvl +0 Wis +5 trained)
History: +14 (+2 lvl +5 Int +2 racial +5 trained)
Insight: +2 (+2 lvl +0 Wis)
Intimidate: +2 (+2 lvl +0 Cha)
Nature: +7 (+2 lvl +0 Wis +5 trained)
Perception: +2 (+2 lvl +0 Wis)
Religion: +12 (+2 lvl +5 Int +5 trained)
Stealth: +1 (+2 lvl +0 Dex -1 armor)
Streetwise: +2 (+2 lvl +0 Cha)
Thievery: +1 (+2 lvl +0 Dex -1 armor)
Equipment: Adventurer's Kit; Spellbook; longsword, Alchemical Reagents (30 gp)
Magical Equipment: +1 Bloodcut hide Armor;
+1 Magic Staff; bag of holding; shadowfell gloves
Money: 0 gp
Background: Cerric’s earliest memories are nightmares.
Born to Star Elf parents of the Yuirwood, Cerric got to experience first-hand the chaos and strife of the Spellplague. When he was a very small elf, all hell broke loose in his village, and when his family tried to leave the woods for the shelter of Aglarond;s cities, they found things were just as bad there. The magical nature of many of Aglarond’s residents cause massive explosions, uncertainties, and dangers. Cerric’s uncle, overcome by the magical energies he once harnessed, went insane and nearly killed everyone he held dear. Not able to control magic, he let himself die rather than threaten those he loved.
The Farstars, like so many other people of Aglarond, went north, looking for a place that wasn’t quite so dangerous…somewhere not quite so magical. Cerric and his family finally found refuge amongst the elves of the Forest of Lethyr.
Growing up, Cerric always remembered his uncle’s sacrifice, and once magic had clamed back down again, started researching and learning this new magic…hoping to be its master, so it could never again be his. In his studies, he eventually left his village amongst his elven cousins and his Eladrin family, aiding local Great Dale towns in defense against the encroaching dangers of Narfell. For the past few years, he has been living in the village of Kront, working with the guard.
Appearance: Cerric Farstar is very striking, with long black hair that he keeps pulled back and piercing violet eyes. He dresses life a wood elf, in hide armor and carries a gnarled wooden staff which he uses both for defense and attack. On his belt he keeps a longsword, the ancestral weapon of his family—wholly unmagical, but useful in a fight. He wears unusual thin gloves of black with faint blacker embroidery on them.
Personality (including quirks): Cerric is always looking to help those who feel helpless—especially those who are being persecuted at the hands of magic. He will take a life if there is no way to avoid it, and he will sacrifice a life it that sacrifice will save others. He doesn’t much understand people’s need for smalltalk. He’s very direct, and feels that his directness shows respect for your time.