Jormund
Male Dwarf Wizard 1
Hmm. Seems to be a sign of the Five Headed Coil. Odd. Best we take a hammer to it quick.[sblock=Statistics]
Initiative +1;
Senses Low-light Vision; Perception +3
HP 26;
Bloodied 13;
Healing Surge 6 (minor action);
Surges Per Day 9
AC 14;
Fort 13,
Ref 13,
Will 15
Saves +5 vs. poison
Speed 5
Action Points 1
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Quarterstaff (standard; at-will) ✦ Weapon
+3 vs AC; 1d8+1 damage.
Ray of Frost (standard; at-will) ✦ Arcane, Cold, Implement
Ranged 10. +3 vs. Fort. 1d6+3 cold and target slowed until end of next turn.
Cloud of Daggers (standard; at-will) ✦ Arcane, Force, Implement
Area 1 square within 10 squares. +3 vs Ref. 1d6+3 force damage.
Effect Anyone entering or starting in square takes 3hp. Remains until end of next turn.
Chill Strike (standard; encounter) ✦ Arcane, Cold, Implement
Ranged 10. +3 vs. Fort. 2d8+3 cold damage and target dazed until end of next turn.
Acid Arrow (standard; daily) ✦ Acid, Arcane, Implement
Ranged 20. +3 vs. Ref.
Hit: 2d8+3 acid damage and ongoing 5 acid (save ends).
Secondary Attack: Adjacent to primary, +3 vs. Ref. 1d8+3 acid damage and ongoing 5 acid (save ends).
Miss: Half damage, ongoing 2 acid damge (save ends), no secondary attack.
Freezing Cloud (standard; daily) ✦ Arcane, Cold, Implement
Burst 2 within 20 squares. +3 vs Fort. 1d8+3 cold.
Miss: Half damage.
Effect: Cloud last until end of turn; those entering or starting in a square subject to another attack.
Healing Word (minor; daily) ✦ Divine, Healing
Burst 5. Jormund or one ally can spend a healing surge and regain an addition 1d6 hit points.
Ghost Sound (standard; at-will) ✦ Arcane, Illusion
Ranged 10. Object or unoccupied square. Can create illusionary sounds.
Light (minor; at-will) ✦ Arcane
Ranged 5. Object or unoccupied space. Create bright light out to 4 squares for 5 minutes.
Mage Hand (minor; at-will) ✦ Arcane, Conjuration
Ranged 5. Create hand that can manipulate 20 lbs. within range. Different actions can be used and it can be sustained as a minor action.
Prestidigitation (standard; at-will) ✦ Arcane
Ranged 2. Various magic effects.
Arcane Mastery: Staff of Defense
+1 to AC; Once per encounter (immediate interrupt), +3 to defense.
Dwarven Resilience
Dwarven Weapon Proficiency
Stand Your Ground
Forced movement is reduced by one; saving throw to resist being knocked prone.
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Alignment Unaligned;
Languages Common, Dwarven
Str 13 (+1)
Dex 10 (+0)
Con 16 (+3)
Int 16 (+3)
Wis 16 (+3)
Cha 8 (-1)
Arcana +8*,
Dungeoneering +10*,
Endurance +5,
History +8*,
Insight +8*,
Religion +8*
* Trained Skill
Feats: Initiate of the Faith, Ritual Caster
Rituals: Animal Messenger, Comprehend Language, Secret Page
Deity: Ioun
Gear Cloth Armor, Quarterstaff, Backpack, Bedroll, Belt Pouch, Flint and Steel, Rope (50 ft.), Spellbook + Ritual Components (10gp Arcane), 2 Sunrods, Trail Rations (10 days), Waterskin; 1gp[/sblock][sblock=Background]Jormund is an unusual dwarf. At an early age, he showed a propensity for arcane magic, a skill not that common amongst his clan. Stealing away before he could be apprenticed, he begged the first Eladrin wizard he saw to take him under his wing. It was a poor choice on his part; Wythain was a brutal, boorish, and snobbish master, treating Jormund little better than a slave knowing the dwarf's "honor" would keep him bound.
Jormund did well in his studies, even if they were a little unconventional for the other pupils or dwarves. He spent most of his time lost in learning, in fact. So much so, that he discovered something unpleasant about his master. Wythain was making bargains with dark creatures. For what... it was not clear. For when his master found out, the dwarf fled. He used a ritual scroll he has found and soon was far away. Far away from his clan, the border Feywild outpost of his teaching, from everything he knew.
It was a perfect time for a new start.
Jormund does not speak of his past except a bit obliquely. He does not mention is clan name or his training, which makes him an oddity. Other dwarves find his manner a bit off putting. This does not concern the wizard terribly much.[/sblock][sblock=Personality and Appearance]Jormud is a bit detached from the world, spending more time observing than acting. He prefers his own company, and does not tend to speak much except when pontificating about his various studies. Dealing with others is not his speciality as they are too unpredictable. He has also been betrayed one too many times.
Jormund his broad for a dwarf, with strong features belying his more academic bent. His salt-peter beard is trimmed close, and his ice blue eyes are intense. He dresses conservatively, in heavy furs that indicate his frosty origins.[/sblock]