kmdietri
Explorer
Do you allow a genasi and/or the swordmage class? I have the preview material.
Yes to the Genasi and Swordmage, I just got that LFR stuff . But no, for now, to other stuff from DDI.
Do you allow a genasi and/or the swordmage class? I have the preview material.
[COLOR="Sienna"][B]Cerric Farstar[/B][/COLOR]
Eladrin Wizard 5
[B]Alignment:[/B] Good
Black hair, violet eyes
[B]Languages:[/B] Common, Elven
[B]Vision:[/B] Low-light vision
[B]Ability Scores:[/B]
Str 13 +1 / +3
Con 14 +2 / +4
Dex 10 +0 / +2
Int 21 +5 / +7
Wis 10 +0 / +2
Cha 10 +0 / +2
[B]Initiative:[/B] +4 [B]Action Point:[/B] 1
[B]Perception:[/B] 12 [B]Insight:[/B] 12
[B]HP:[/B] 41 [B]Surges/Day:[/B] 6
[B]Bloodied:[/B] 20 [B]Surge Value:[/B] 10
[B]AC:[/B] 22 (+2 lvl +5 Int +4 armor +1 staff)
[B]Fort:[/B] 14 (+2 lvl +2 Fort)
[B]Ref:[/B] 17 (+2 lvl +5 Int)
[B]Will:[/B] 15 (+2 lvl +2 Class +1 racial)
[B]Speed:[/B] 6
[B]Basic Attacks:[/B]
+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)
[u][B]At-Will Attack Powers:[/B][/u]
[sblock]
[COLOR="Lime"]Scorching Burst[/COLOR] – Arcane, Fire, Implement
Standard Action; Area burst 1 within 10 squares, Target: Each creature in the burst
Attack: +8 vs. Reflex
Hit: 1d6+6 fire damage (1d6+12 on crit).
[COLOR="lime"]Magic Missile[/COLOR] – Arcane, Force, Implement
Standard Action; Ranged 20, Target: One creature
Attack: +8 vs. Reflex
Hit: 2d6+6 force damage (1d6+14 on crit)[/sblock]
[u][B]At-Will Utility Powers:[/B][/u]
[sblock]
[COLOR="Lime"]Ghost Sound[/COLOR] – 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.
[COLOR="lime"]Light[/COLOR] – 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.
[COLOR="lime"]Mage Hand[/COLOR] – 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.
[COLOR="lime"]Prestidigitation[/COLOR] – 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.[/sblock]
[u][B]Encounter Attack Powers:[/B][/u]
[sblock]
[COLOR="Red"]Burning Hands[/COLOR] – Arcane, Fire, Implement
Standard Action; Close blast 5; Targets: each creature in blast.
Attack: +8 vs. Reflex
Hit: 2d6+6 fire damage (1d6+18 fire damage on crit)
[COLOR="red"]Color Spray[/COLOR] – Arcane, Implement, Radiant
Standard Action; Close blast 5, Target: Each creature in blast
Attack: +8 vs. Will
Hit: 1d6+6 radiant damage, and the target is dazed until the end of your next turn.[/sblock]
[u][B]Encounter Utility Powers:[/B][/u]
[sblock]
[COLOR="red"]Shield[/COLOR] – Arcane, Force
Immediate Interrupt; Personal
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.
[COLOR="red"]Fey Step[/COLOR] – Teleportation
Move Action; Personal
Effect: Teleport up to 5 squares.[/sblock]
[u][B]Daily Attack Powers:[/B][/u]
[sblock]
[COLOR="DimGray"]Sleep[/COLOR] – Arcane, Implement, Sleep
Standard Action; Area Burst 2 within 20 squares; Target: each creature in burst
Attack: +8 vs. Will
Hit: The target is slowed (save ends.) If he target fails its first saving throw against this power, the target becomes unconscious (save ends).
Miss: The target is slowed (save ends).
[COLOR="DimGray"]Web[/COLOR] – Arcane, Implement, Zone
Standard Action; Area burst 2 within 20 squares; Target: each creature in burst
Attack: +8 vs. Reflex
Hit: The target is immobilized (save ends).
Effect: The burst creates a zone of webs that fills the area until the end of the encounter or for 5 minutes. The zone is considered difficult terrain. Any creature that ends its move in the web is immobilized (save ends).[/sblock]
[B]Magic Item Powers:[/B]
[sblock]
[COLOR="DarkOrange"]+1 Bloodcut Hide Armor[/COLOR]
Healing Surge: While bloodied, gain Resist 10 to all damage
until end of your next turn.
[COLOR="darkorange"]Shadowfell Gloves[/COLOR] - Necrotic
Daily: Minor Action: Change the damage type dealt by the next arcane power you use to necrotic. Add 1d6 to the damage dealt by that power (if any).[/sblock]
[B]Race and Class Features:[/B]
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)
[B]Feats:[/B]
Armor Proficiency (Leather)
Armor Proficiency (Hide)
Ritual Caster
Toughness
[B]Skills:[/B]
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)
[B]Equipment:[/B] Adventurer's Kit; Spellbook; longsword, Alchemical Reagents (30 gp)
[B]Magical Equipment:[/B] +1 Bloodcut hide Armor;
+1 Magic Staff; bag of holding; shadowfell gloves
[B]Money:[/B] 0 gp
Code:[COLOR="Sienna"][B]Cerric Farstar[/B][/COLOR] Eladrin Wizard 5[/quote] Nice, Your in, there's a link to a RG in the OP if you'd like.
Thanks for the answer. Looks like I am a bit late (you already found your two players).Yes to the Genasi and Swordmage, I just got that LFR stuff . But no, for now, to other stuff from DDI.
I posted the question in the RG, but I figured it wouldn't hurt to ask here. I wanted to get a pet if at all possible. I have 233gp left after I purchased equipment, and didn't know if you would allow me to purchase an animal or if I needed to try to see if I can find one IC. Thanks for the consideration either way.