Nashquiri
Male Drow War Wizard
Initiative +3
Senses Darkvision; Passive Insight 18, Passive Perception 13
HP 29;
Bloodied 14;
Healing Surge 7 ;
Surges Per Day 8
AC 17;
Fort 13,
Ref 14,
Will 15
Speed 6
Action Points 1
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ValoniaQuarterstaff +1 (standard; at-will)✦ Weapon
+3 vs AC; 1d8 damage.
10Illusory Ambush(standard; at-will) ✦ Arcane, Illusion, Implement, Psychic Ranged 10
+5 vs Will. 1d6+4 & target takes a -2 penalty to attack until end of your next turn
Burst 1 within 10 squares Scorching Burst (standard; at-will) ✦ Arcane, Fire, Implement
+5 vs Reflex; 1d6+4 fire damage
Burst 1 within 10 squares Grasping Shadows(standard; encounter) ✦ Arcane, Illusion, Implement, Psychic, Zone
+5 vs Reflex. Hit: 2d8+4 psychic damage & target is slowed EONT
Effect: Creates a zone of writhing shadows EONT, any creature that enters takes 3 damage and is slowed until EONT
10Flaming Sphere (standard; daily) ✦ Arcane, Conjuration, Fire, Implement)
+5 vs Reflex;Hit: 2d6+4 fire damage. You conjure a Medium flaming sphere in an unoccupied square within range, and the sphere attacks an adjacent creature. Any creature that starts its turn next to the flaming sphere takes 1d4 + Intelligence modifier fire damage. As a move action, you can move the sphere up to 6 squares. Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere.
Burst 3 within 10 squaresPhantasmal Terrain (standard; daily; Utility 2) ✦ Arcane, Illusion, Zone )
Creates a zone lasting until the end of the encounter. Difficult terrain in the zone costs 2 more squares to enter than normal. Additionally, Hazards and Traps gain a +3 bonus on attack rolls, within the zone.
Cloud of Darkness(minor; encounter)✦Close Burst 1
Effect: The burst creates a cloud of darkness that remains in place until the end of Vorgrym's next turn. The cloud blocks line of sight, squares within are totally obscured and creatures within are blinded until they exit. Nashquiri is immune to these effects.
Darkfire(minor; encounter) ✦Range 10; 1 creature
+7 vs Reflex; Until the end of Nashquiri's next turn all attacks against the target have combat advantage and the target can't benefit from concealment or invisibility.
Cantrips
Nashquiri can utilize Ghost Sound, Mage Hand, Light (not likely), and Prestidigitation
Spellbook
Nashquiri's Spellbook contains the following Daily Spells: Flaming Sphere & Sleep. Also contains the following Rituals: Comprehend Languages, Nashquiri's Floating Disc, & Silence.
Arcane Implement
Staff of Defence gets Nashquiri a +1 to AC & 1/encounter a +2 bonus to defence against 1 attack, done after DM announces damage
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Alignment Unaligned;
Languages Common, Elven
Str 8 (-1)
Dex 14 (+2)
Wis 14 (+2)
Con 14 (+2)
Int 16 (+3)
Cha 13 (+1)
Arcana* +9, Dungeoneering* +8, History* +9, Insight* +8
* Trained Skill
Feats: Leather Armour Proficiency, Ritual Caster (bonus), Phantom Echoes (Arcane Power)
Gear Leather Armour,
Valonia (+1 feyswarm staff), Backpack, Bedroll, Belt Pouch, Flint and Steel, Rope (50 ft.), Trail Rations (10 days), Waterskin; 14 gold (52lbs),
Potion of Healing
Background
Nashquiri's house had always been aggressive, seizing power when it could and aligning with other house's when it couldn't. The Matron Mother was seen as quite the threat by a number of houses both above and below their current standing. It was nobody's surprise what happened next, a more powerful house outfitted a lower-tier house with various magic items and summoned aid to launch an attack. Nashquiri's house was overwhelmed at the combined threat and their complex was razed to the ground.
Luckily for Nashquiri, he'd been studying at the Tower of Sorcery at the time and despite receiving an urgent summons from his Matron something inside the drow told him to ignore it. She promised vengeance upon the disobedient wizard, but Nashquiri turned his attentions back to his studies. Hearing the sound of a book slamming shut (the telltale signal from the Eye of Alarm that he paid handsomely to have cast), Nashquiri grabbed his staff and prepared for what may come. The floor beneath his feet turned to ice and he began to lost his footing on the now slippery surface and ended up on his back. Nashquiri stood up cautiously and saw the form of another drow standing at the entrance to the room. He recognized Talenza from their studies, carrying his enchanted staff, a gift from his Matron Mother. Nashquiri knew he was in trouble upon seeing the more powerful mage here and only had one chance to overwhelm that assassin. Nashquiri pointed his hands at the other drow and blasted a cone of flame at him, but Talenza threw up his hand and a shield of blue force appeared in front of him, deflecting the flames. Cursing, Nashquiri used his most powerful enchantment on the foe before the other could launch a counterattack. Nashquiri commanded Talenza to sleep, and to the wizard's surprise, Talenza's eyes began to shut, the staff dropped from his hands and he fell to the floor. After finishing off the other drow, Nashquiri grabbed his spellbook, travelling gear, and the staff, which he called
Valonia, meaning Dark Staff, as the implement was made of a special wood as black as night purchased from the Duergar.
Knowing that his time was short, Nashquiri seeked out a contact he had at Abbil-Belern. The wizard confidently offered his services to the group, hoping they would take him in, which they did at his contact's suggestion. He had spent the last few months with the same group of drow, preparing for their first mission, and growing to at least a grudging respect for their abilities.
Personality and Appearance
Nashquiri wears a suit of leather armor, hidden under his dark purple robes. He carries his unique staff with him at all times, having learned long ago how to defend himself with the implement. He wears his long, white hair back behind him, tucked into his robes so it doesn't give an opponent an advantage.
Nashquiri's main goal is to accumulate power, not so much to use it to climb the drow social ladder, but rather to protect himself from the inevitable attempt on his own life. He respects his companions, as he knows he couldn't survive very long without their aid.
[sblock=Staff Properties]
Feyswarm Staff
This staff seems to have burrowing insects moving under its
surface. When used to attack, it can unleash these magical pests
on your enemies.
Lvl 4 +1 840 gp
Implement (Staff )
Enhancement: Attack rolls and damage rolls
Critical: The target is dazed by stinging magical insects until
the end of your next turn.
Power (Daily): Free Action. Use this power when an attack
made with this implement hits. Magical stinging insects
daze the target until the end of your next turn.
[/sblock]