L4W:PC:Callen Stewart (Erekose13)

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Contents

Summary

Callen Stewart Player Erekose13
Human Wizard (unaligned) Level 3 (XP 2550)
Initiative +1
Passive Insight 18 Passive Perception 13; Senses normal
HP 32 Bloodied 16 Surge Value 8; Surges Per-Day 8
AC 16 Fortitude 14 Reflex 16 Will 16
Speed 6 Size Medium
Str 10 (+1) Dex 11 (+1) Wis 14 (+3)
Con 14 (+3) Int 19 (+5) Cha 10 (+1)
Racial Abilities bonus at-will power, bonus feat, bonus skill, defense bonuses
Class Features Arcane Implement Mastery (Staff of Defense), cantrips, ritual casting, spellbook, holy symbol
image:Battack.gif Basic Attack Quarterstaff +3 vs AC 1d6 damage
image:Branged.gif Ranged Basic Attack Magic Missile +5 vs. Reflex 2d4+4 force damage
Feats Skill Training (Heal), Initiate of the Faith, Expanded Spellbook
Skills Arcana +10, Dungeoneering +8, Heal +8, History +10, Insight +8,Nature +8, Religion +10
Languages Common, Elven
Rituals Comprehend Language (Arcana), Gentle Repose (Heal), Tenser's Floating Disk (Arcana), Silence (Arcana)
Powers
Magic Missile (At Will Standard Ranged 20 ✦ Arcane, Force, Implement)
Target: One creature
Attack: +5 vs. Reflex
Hit: 2d4+4 force damage
Special: counts as a ranged basic attack
Scorching Burst (At Will Standard Area burst 1 within 10 ✦ Arcane, Fire, Implement)
Target: Each creature in burst
Attack: +5 vs. Reflex
Hit: 1d6+4 fire damage
Thunderwave (At Will Standard Close blast 3 ✦ Arcane, Implement, Thunder)
Target: Each creature in blast
Attack: +5 vs. Fort
Hit: 1d6+4 thunder damage, push target 2
Burning Hands (Encounter Standard Close blast 5 ✦ Arcane, Fire, Implement)
Target: Each creature in blast
Attack: +5 vs. Reflex
Hit: 2d6+4 fire damage
Fire Shroud (Encounter Standard Close burst 3 ✦ Arcane, Fire, Implement)
Target: Each enemy in blast
Attack: +5 vs. Fort
Hit: 1d8+4 fire damage and ongoing 5 fire (save ends)
Shield (Encounter Immediate Interrupt Personal ✦ Arcane, Force)
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.
Summon Fire Warrior (Daily Minor Ranged 10 ✦ Arcane, Fire, Implement)
Effect: You summon a Medium fire warrior in an unoccupied square within range. The fire warrior has a speed of fly 6 (hover). It has a +2 bonus to AC and a +2 bonus to Fortitude. You can give the fire warrior the following special commands.

Standard Action: Melee 1; targets one creature; +5 vs. Reflex; 1d8+4 fire damage.

Opportunity Attack: Melee 1; targets one creature; +5 vs. Reflex; 1d8+4 fire damage.
Sleep (Daily Standard Area burst 2 within 20 ✦ Arcane, Implement, Sleep)
Target: Each creature in burst
Attack: +5 vs. Will
Hit: Target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends)
Miss: Target is slowed (save ends)
Acid Arrow (Daily Standard Ranged 20 ✦ Acid, Arcane, Implement)
Target: One creature
Attack: +5 vs. Reflex
Hit: 2d8 + 4 acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack.
Secondary Target: Each creature adjacent to the primary target
Secondary Attack: +5 vs. Reflex
Secondary Hit: 1d8 + 4 acid damage, and ongoing 5 acid damage (save ends).
Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.
Healing Word (Daily Minor Close blast 5 ✦ Divine, Healing) Feat
Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
Expeditious Retreat (Daily Move Personal ✦ Arcane)
Effect: Shift up to twice your speed.
Ghost Sound (At Will Standard Ranged 10 ✦ Arcane, Illusion)
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 (At Will Minor Ranged 5 ✦ Arcane)
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 out 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 (At Will Standard Ranged 5 ✦ Arcane, Conjuration)
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.
Special: You can create only one hand at a time.
Sustain: Minor (You can sustain the hand indefinitely)
Prestidigitation (At Will Standard Ranged 2 ✦ Arcane)
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 1 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 1 hour.
  • Make a small mark or symbol appear on a surface for up to 1 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.
Gloves of Piercing (Daily Minor ) Magic Item
Effect: Until the end of the encounter, your attacks ignore any resistance of 10 or lower.

Fluff

Background

An itinerant scholar, Callen grew up in Daunton as the son of a scribe. His talents with scholastic endeavors allowed him to flourish there. Through out his studies though Callen was always intrigued by tales of daring adventurers, explorers, and delvers. He read everything he could on the vast wild lands of lost isles, portals to distant lands, and the monsters that guarded fell secrets. Intrigued by his research on the Imperium, Callen became close to one of the priests of Mireva named Apolia. He eventually married her and bore three sons, Temmon, Aethanos, and Kephis. Two of his sons followed in their father's footsteps and have become scholars at the university of Daunton. The youngest, Kephis, left Daunton several years ago disillusioned by the atmosphere of the city and wanting to see the world. Several months ago Kephis stopped writing to his father and mother, his last letter sent from Bacarte.

Leaving Apolia in the care of his other sons he is going to try to find Kephis. Knowing that his son is not likely in any danger and can take care of himself, Callen is using the lack of letters from his son as an excuse to get out and see the world that he never took the chance to see. Exploration and learning are at the forefront of his mind.

Appearance and personality

Age: 42
Gender: Male
Height: 5'8"
Weight: 184 lb.
Alignment: unaligned
Personality: Callen is a seeker of knowledge first and foremost. He listens very well, though is often slow to respond as he thinks his way through his answers. Physical Description: Callen Stewart is an aged gentleman of refinement. He is of average height and build with short gray hair and a thin well kept beard. He wears a well tailored blue jacket with small golden embroidery around the cuffs and collar and likewise comfortable but fashionable pants and boots. He carries his mage staff with him where ever he goes as both a support and a weapon when necessary. The staff is made of simple redwood and is tall and sturdy. Tiny golden glyphs float around the head of the staff almost invisibly.

Region

Daunton - +2 Monster knowledge checks and re-roll 1 failed knowledge check/day while access to Daunton library is available (requires 4 hours).

Hooks

  • Hook 1
  • Hook 2

Kicker

  • Missing son

Show Math

Attributes

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 2 10 0 0 10 0
Con 5 14 0 0 14 2
Dex 1 11 0 0 11 0
Int 12 17 2 0 19 4
Wis 5 14 0 0 14 2
Cha 0 10 0 0 10 0
Totals 25   8



Attacks

Basic Attacks
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Basic Melee

0

str 2Quarterstaff13AC
Basic Ranged

4

intMagic Missile15Reflex



Defenses

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class 0/+4 dex/int 1 1 16
Fortitude0/+2str/con11 14
Reflex0/+4dex/int1 1 16
Will+2/+0wis/cha21 1 16


Saving Throw Bonuses none

Senses and Reactions

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 0 0 0 0 0 1 0 1
Passive Insight 2 0 0 0 0 1 5 18
Passive Perception 2 0 0 0 0 0 1 0 13


Health

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherTotalBloodedSurge
Hit Points 10 14 4 0 0 0 28 14 7


Surges per Day 8 (Class 6 + Con 2)

Speed and Movement

Speed: 6 (Race 6 - Equipment 0)

Racial Features

Human

  • Bonus Feat
  • Bonus Trained Skill
  • Bonus At-Will Power
  • +1 Fort, Refl, Will
  • +2 to one Attribute
  • Size: Medium
  • Speed: 6
  • Vision: Normal
  • Languages: Common + any 1

Class Features

Wizard

  • +2 Will
  • Arcane Implement Mastery: Staff of Defense (1/enc +2 bonus to one Defense as an immediate interrupt)
  • Cantrips
  • Ritual Caster Feat
  • Spellbook (incl. 3 rituals, 3x daily and 2x utility powers gained) - Capacity: 9/128

Feats

Skills and Languages

Languages Common, Elven


Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics0dex11
Arcana 5 4 int 1 10
Athletics0str11
Bluff0cha11
Diplomacy0cha11
Dungeoneering52wis18
Endurance2con13
Heal52wis18
History54int110
Insight52wis18
Intimidate0cha11
Nature52wis18
Perception2wis13
Religion54int110
Stealth0dex11
Streetwise0cha11
Thievery0dex11



Powers

Powers Known

Powers to Hit

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameLevelTotalvs?
Magic Missile +4 Int +0 Implement 1 5 Ref
Scorching Blast +4 Int +0 Implement 1 5 Ref
Thunderwave +4 Int +0 Implement 1 5 Fort
Burning Hands +4 Int +0 Implement 1 5 Ref
Sleep +4 Int +0 Implement 1 5 Will
Acid Arrow +4 Int +0 Implement 1 5 Reflex
Fire Shroud +4 Int +0 Implement 1 5 Fort


Equipment

Equipment Name Price Weight
Cloth Armor 1gp 4lbs
Quarterstaff 5gp 4lbs
Dagger 1gp 1lb
Standard Adventurer's Kit 15gp 33lbs
Holy Symbol 10gp 1lb
Ritual Components (Arcana) 40gp -
Ritual Components (Heal) 20gp -
Ritual Components (Nature) 0gp -
Ritual Components (Religion) 0gp -
Spellbook 0gp 3lbs
Gloves of Piercing (680gp) -
Flame Rose (200gp) -


Gold remaining 575
 Weight 46 lbs

Tracking

Treasure

Amount Item Notes
+100gp Base Gold Starting gold
-92gp Starting Equipment Cloth Armor, Quarterstaff, Dagger, Standard Adventurer's Kit,
Holy Symbol, Ritual Components (Arcana), Ritual Components (Heal),
Spellbook
*** Ebon Mirror ***
Gloves of Piercing Link
+100gp Link
*** Fire! ***
+542gp Link
Flame Rose Link
-75gp Link Scribing Silence from Galinndan
*** Remaining ***
575gp

XP

Changes

  • Sept 25 - Added Gloves of Piercing
  • Apr 12 - Gained 937XP and 100GP
  • Aug 5 - Gained 598XP and Flame Rose and 542GP and scribed Silence for 75GP

Retraining

Level 3 = Swap Freezing Cloud out for Summon Fire Warrior

Adventures

  • The Ebon Mirror: Dark Marks 2
  • Fire! [1]

Judge Comments

Level 1

Approval 1

Approval from --Graf 02:57, 15 September 2008 (UTC)
Attributes cost/bonuses ok, batt ok, def ok, saves ok, senses & skills OK (but see Issues), health ok, powers ok, encumbrance/gold spent ok (added remaining gold and weight)

Issues a) In the #Senses and Reactions section you have perception as trained, but not in #Skills and Languages. But you do have it "correct" (i.e. assuming you have insight trained and not perception) in your summary. Just assuming it was a number swap. Corrected your senses template.

Aside: Interesting backstory, very few people play parents with kids. It seems to me that your missing son would be your Kicker.

Reply from --Erekose13 21:10, 15 September 2008 (PST)
Yes it should've been Insight, thanks for fixing that. I'll add the missing son as his kicker formally, but yes that's the direction I was going.

Approval 2

Approved by Halford

Notes

1.) Well the bad news is that two out of three of your save are wrong. The good news is they are too low! You seem to have forgotten the +2 Will save for being a Wizard, and you have also forgotten to include your +2 con bonus to your fortitude save. I have edited accordingly.

2.) There was an odd little box in the Prestidigitation power, edited.

3.) Your endurance skill did not have your con bonus factored in and thus should be +2 rather than 0, edited.

Love the background!

Level 2

Approval 1

Comments by JoeNotCharles

No comments at all. Approved for level 2.

Approval 2

Approval from Dunamin

1. Ability table is missing from Math section.

2. Math > Class Features > Spellbook. Changed "Spellbook (incl. 3 rituals, 3x daily and utility powers gained)" to "Spellbook (incl. 3 rituals, 3x daily and 2x utility powers gained)".

3. Math > Powers Known. Looks you have yet to choose your third Daily power for 1st level.

Level 3

Approval 1

Approval from Ozymandias79

I give my approval to Callen for level 3.

Approval 2

Approval from TwoHeadsBarking:

Looks good. Approved

Status

Status: Approved as 3rd level character with 2550 xp by Ozymandias79 and TwoHeadsBarking.