L4W:PC:Drivan Aslemar(Reklaw)

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Summary

Drivan Sindarian Player Reklaw
Human Wizard (Good) Level 2 (XP 1728)
Initiative +1
Passive Insight 17 Passive Perception 12;; Senses normal
HP 26 Bloodied 13 Surge Value 6; Surges Per-Day 7
AC 18 Fortitude 13 Reflex 17 Will 15
Speed 6 Size Medium
Str 10 (+0) Dex 10 (+0) Wis 13 (+1)
Con 12 (+1) Int 20 (+5) Cha 12 (+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
image:Battack.gif Basic Attack +1 Staff of Supercharged Mass Destruction (+4 v. AC, 1d8+1 damage)
image:Branged.gif Ranged Basic Attack Magic Missile (+7 vs. Reflex, 2d4+6 force damage)
Feats Expanded Spellbook, Arcane Familiar (Book Imp), Bonded Familiar
Skills Acrobatics +1, Arcana +13, Athletics +1, Bluff +2, Diplomacy +9, Dungeoneering +7, Endurance +2, Heal +2, History +13, Insight +7, Intimidate +2, Nature +2, Perception +2, Religion +6, Stealth +1, Streetwise +2, Thievery +1
Languages Common, Elven, Supernal
Rituals Amanuensis (Arcana), Endure Element (Arcana), Eye of Alarm (Arcana), Gentle Repose (Heal), Make Whole (Arcana), Pyrotechnics (Arcana), Secret Page (Arcana), Tenser's Floating Disk (Arcana)
Powers
Deceptive Move (At Will Minor ✦ Familiar's Active Benefit)
Target: Book Imp
Effect: Drivan causes his Book Imp to become invisible until the end of his next turn.
Magic Missile (At Will Standard Ranged 20 ✦ Arcane, Force, Implement)
Target: One creature
Attack: +7 vs. Reflex
Hit: 2d4+6 force damage
Special: counts as a ranged basic attack
Ray of Frost (At Will Standard Ranged 10 ✦ Arcane, Cold, Implement)
Target: One Creature
Attack: +7 vs. Fort
Hit: 1d6+6 Cold damage, Target is slowed until end of your next turn
Scorching Burst (At Will Standard Area burst 1 within 10 ✦ Arcane, Fire, Implement)
Target: Each creature in burst
Attack: +7 vs. Reflex
Hit: 1d6+6 fire damage
Force Orb (Encounter Standard Ranged 20 ✦ Arcane, Force, Implement)
Target: One creature or object
Attack: +7 vs. Reflex
Hit: 2d8+6 force damage. Make a secondary attack.
Secondary Target: Each enemy adjacent to the primary target
Secondary Attack: +7 vs. Reflex
Secondary Hit: 1d10+6 force damage
Shield (Encounter Immediate Interrupt Personal ✦ Arcane, Force)
Target: Personal
Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.
Flaming Sphere (Daily Standard Ranged 10 ✦ Arcane, Conjuration, Fire, Implement)
Target: One creature adjacent to the flaming sphere
Attack: +7 vs. Reflex
Hit: 2d6+6 fire damage
Effect: You conjure a Medium flaming sphere that occupies a square within range, and the sphere attacks. Any creature that starts its turn adjacent to the sphere takes 1d4+5 fire damage. As a move action you can move the sphere 6 squares.
Freezing Cloud (Daily Standard Area burst 2 within 10 ✦ Arcane, Cold, Implement)
Target: Each creature in burst
Attack: +7 vs. Fort
Hit: 1d8+6 cold damage
Miss: Half damage
Effect: The cloud lasts until the end of your next turn. Any creature that enters the cloud or starts its turn there is subject to another attack. You can dismiss the cloud as a minor action.
Guardian Blades (Daily Minor Personal ✦ Arcane, Fear)
Target: Personal
Effect: Until the end of the encounter or until you become unconscious, each enemy adjacent to you that makes an attack roll takes 5 force damage. No enemy can take this damage more than once per turn.
Sleep (Daily Standard Area burst 2 within 20 ✦ Arcane, Sleep, Implement)
Target: Each creature in burst
Attack: +7 vs. Will
Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).
Miss: The target is slowed (save ends).
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 Minor 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.
Robe of Scintillation +1 -- Shed Illumination (At Will Minor ✦ Radiant)
Effect: The robe radiates colored lights, illuminating like a torch. You can end the illumination as a free action.
Robe of Scintillation +1 -- Dazzle (Daily Standard Close Burst 2 ✦ Radiant)
Target: Each creature in burst
Attack: +7 vs. Will
Hit: Dazed (save ends).
Staff of Supercharged Mass Destruction +1 -- SUPERCHARGE! (At Will Minor Personal ✦ Arcane, Implement)
Effect: As a minor action, the wielder imparts his life-energy into the staff to supercharge an attack. This costs a Healing Surge. The wielder can increase the area of effect of an attack by one square. The wielder must use the supercharge before the end of his next turn. Otherwise, the staff discharges the energy in a harmless flash of light.

Drawback: Each use of the supercharge function requires more effort after the first. The next use costs two Healing Surges, then three, and so on. After an extended rest, the supercharger ‘resets’.

Note: Any ally in physical contact with the staff can use a minor action to charge it.



Familiar

Oburfen Descalen of the 9th Rank and 10th Circle Player Reklaw
Book Imp Familiar (Good) Level n/a (XP n/a)
Initiative as Drivan
Passive Insight 17; Passive Perception 12; Senses normal
HP 1; missed attacks cannot damage a familiar; Bloodied n/a; Surge Value n/a; Surges Per-Day n/a
AC 19 Fortitude 14 Reflex 18 Will 16
Speed 5, Fly 6 (Hover) Size Tiny
Str 10 (+0) Dex 10 (+0) Wis 13 (+1)
Con 12 (+1) Int 20 (+5) Cha 12 (+1)
Racial Abilities n/a
Class Features n/a
image:Battack.gif Basic Attack Cannot Attack
image:Branged.gif Ranged Basic Attack Cannot Attack
Feats n/a
Skills as Drivan
Languages Special Arcane Language (w/ Drivan only); Telepathy (range 10, w/ Drivan only)
Powers
Constant Benefits (as long as the familiar has 1 HP )
Effect: The Book Imp provides Drivan with the following constant benefits...
  • +2 bonus to Arcana checks and History checks.
  • Read and speak Supernal.
  • Resist fire 5.



Mini Stats for Combat

[sblock=Drivan's Stats][B][URL="http://www.enworld.org/wiki/index.php?title=L4W:PC:Drivan_Aslemar%28Reklaw%29"]Drivan Aslemar[/URL][/B] - Human Wizard 2
Passive Perception 12, Passive Insight 17
AC 18, Fort 13, Reflex 17, Will 15
HP 26/26, Bloodied 13, Surge Value 6, Surges 7/7
Speed 6, Initiative +1
Action Points: 1, [color=red]Second Wind[/color]
At-Will Powers: [color=green]Deceptive Move[/color], [color=Green]Magic Missile[/color], [color=Green]Ray of Frost[/color], [color=Green]Robe of Scintillation +1 (Shed Illumination)[/color], [color=Green]Scorching Burst[/color], [color=green]Staff of Supercharged Mass Destruction +1 (SUPERCHARGE!)[/color]
Encounter Powers: [color=red]Force Orb[/color], [color=red]--Shield, if memorized--[/color]
Daily Powers: [color=gray]--put in name of currently memorized spell--[/color], [color=gray]--Guardian Blades, if memorized--[/gray], [color=gray]Robe of Scintillation +1 (Dazzle)[/color]
Cantrips: [color=Green]Ghost Sound[/color], [color=Green]Light[/color], [color=Green]Mage Hand[/color], [color=Green]Prestidigitation[/color]
[/sblock]



Fluff

Background

Drivan Aslemar was born and raised in the far away land of Sindari. He was raised from a young age as a scholar, searching the deep vaults of knowledge for any scrap of knowledge regarding the ancient tradition of the Sindarian Mages who disappeared several millennia past. In his search he met a travelling wizard from Daunton who took him into training and continued Drivan’s training until his coming of age. At this point Drivan was required to choose between his family’s profession and become a merchant or to leave Sindari and make his own way through the world until he had achieved success and was able to return to Sindari. Drivan didn’t see the decision as much of a struggle and with the blessing of his family and his mentor he began his travels. He has dwelt in Daunton for the past seven years and is known in the city as a scholar and occasionally tutors the children of well to do families. He can often be found in the libraries, though they have out witted him so far and he has been unable to spend extended periods of time there. Drivan has recently decided that perhaps he could find further knowledge in the world of adventuring and has hung up his tutoring cap for now in order to pursue adventuring. He has heard that The Hanged Man is the best place to begin an adventure.

Appearance and personality

Age: 25
Gender: Male
Height: 6'2"
Weight: 190 lb.
Alignment: Good

Personality: Drivan has an unquenchable thirst for knowledge, always happy to spend hour up on hour at the nearest library or university. He enjoys the company of his fellow adventurers and is a friendly sort who is always willing to help out someone in need. He isn’t a completely selfless wizard, enjoying the finer things this life has to offer. He is sometimes hard pressed to choose between saving a caravan or rescuing a trunk full of ancient scrolls from fire.

Physical Description:Drivan stands 6’2” and his slim frame is wrapped in a robe of crimson. The robe hangs from his left shoulder, and the extra cloth is slung over his back and across his right shoulder where it is tucked back into the robe at his chest. Beneath the robe he wears a loose fitting dark blue shirt, a thin line of gold is embroidered about the cuffs and rounded collar of the shirt. A gold rope is knotted at his waist from which hang several other ropes. From one of these ropes hangs a thick book, bound with dark leather and inscribed with many different sigils and runes. Some of these sigils seem to glow faintly, though it could be the light catching them. A simple dagger hangs sheathed from a small chain. Numerous pouches, symbols, and vials hang about his body, mostly from his belt of rope but others hang from his robe where braided pieces of cloth or small chains are sewn into the folds. A long staff of dark red wood accompanies him wherever he goes, never far from his reach. Faint lines can be seen intertwined over the staff, they seem to shift, though that could just be a trick of the light. His tousled dark brown hair is streaked with locks of sun bleached hair, some blond, and some a variety of lighter shades of brown. His hair has a constant windswept look to it, looking as if a breeze is still playing through it continually. His eyes are the bright blue of a clear summer sky and stand out against his darkly tanned skin. He has a well-trimmed black goattee. A warm smell of desert spices and a warm desert breeze seem to constantly surround Drivan, though the smell and the breeze die a few feet away from him.

Familiar Description: Oburfen stands about one foot tall and wears a tweed robe. His white hair is rather whispy and seems to be going in all different directions at once. He wears small reading glasses which he often cleans when not doing anything else. He can often be seen reading a good book, sometimes even during battle. He also carries an ornate golden pipe which he smokes often.

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

  • Wants to re-establish an order of mages from his homeland.
  • Wants to find out what happened to the original order...



Show Math

Ability Scores

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 2 10 0 0 10 0
Con 2 12 0 0 12 1
Dex 0 10 0 0 10 0
Int 16 18 2 0 20 5
Wis 3 13 0 0 13 1
Cha 2 12 0 0 12 1
Totals 25   8



Attacks

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

0

str 0 0 +3Staff of Supercharged Mass Destruction +10 14AC
Basic Ranged

5

int0 0 +1Staff of Supercharged Mass Destruction +10 17Reflex


Defenses

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +0/+5 dex/int 0 0 0   +1 Robe of Scintillation +1 +1 Staff of Defense 1 18
Fortitude+0/+1str/con010 0 0 1 13
Reflex+0/+5dex/int010  0 0 1 17
Will+1/+1wis/cha210  0 0 1 15


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 1 0   0 0   0   1 5 17
Passive Perception 1 0 0 0 0   0   1 0 12


Health

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherTotalBloodedSurge
Hit Points 10 12 4 0 0   0   0 26 13 6


Surges per Day: 7 (Class 6 + Con 1)

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 other


Class Features

Wizard

  • +2 Will
  • Arcane Implement Mastery: Staff of Defense (1/encounter: immediate interrupt, bonus to defense against one attack equal to Con bonus)
  • Cantrips
  • Ritual Caster Feat
  • Spellbook (Including 3 rituals, 3 daily spells, 2 utility spells) - Capacity: 10/128


Feats

  • Expanded Spellbook [1st level]
  • Arcane Familiar (Book Imp) [Human Bonus]
  • Bonded Familiar [2nd level]


Skills and Languages

Languages: Common, Elven, Infernal


Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics00dex00 0 11
Arcana 5 5 int 0 2 Arcane Familiar (Book Imp) 0   1 13
Athletics00str00 0 11
Bluff01cha00 0 12
Diplomacy51cha02Background Occupation: Merchant0 19
Dungeoneering51wis00 0 17
Endurance01con00 0 12
Heal01wis00 0 12
History55int02Arcane Familiar (Book Imp)0 113
Insight51wis00 0 17
Intimidate01cha00 0 12
Nature01wis00 0 12
Perception01wis00 0 12
Religion05int00 0 16
Stealth00dex00 0 11
Streetwise01cha00 0 12
Thievery00dex00 0 11



Powers

Powers Known



Powers to Hit

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameLevelTotalvs?
Magic Missile +5 Int 0   0   +1 Staff of Supercharged Mass Destruction 1 7 Ref
Scorching Burst +5 Int 0   0   +1 Staff of Supercharged Mass Destruction 1 7 Ref
Ray of Frost +5 Int 0   0   +1 Staff of Supercharged Mass Destruction 1 7 Fort
Burning Hands +5 Int 0   0   +1 Staff of Supercharged Mass Destruction 1 7 Ref
Freezing Cloud +5 Int 0   0   +1 Staff of Supercharged Mass Destruction 1 7 Fortitude
Sleep +5 Int 0   0   +1 Staff of Supercharged Mass Destruction 1 7 Will
Flaming Sphere +5 Int 0   0   +1 Staff of Supercharged Mass Destruction 1 7 Reflex


Equipment

Equipment Name Price Weight Notes
Money 385 gp --  
Cloth Armor 0 gp 4 lb  
Dagger 1 gp 1 lb  
Ritual Components (Heal) 10 gp --  
Ritual Components (Arcane) 60 gp --  
Robe of Scintillation +1 520 gp 4 lb  
Spellbook -- 3 lb  
Spellbook of Roger, the Mage 320 gp 3 lb Amanuensis (FRPG), Endure Elements (PHB), Eye of Alarm (PHB), Pyrotechnics (PHB2), Secret Page (PHB)
Staff of Supercharged Mass Destruction +1 520 gp 4 lb Unique Item. See description below.
Standard Adventurer's Kit 15 gp 33 lb Backpack; bedroll; flint & steel; pouch, belt; rations, trail (10 days); rope, hempen (50 ft.); sunrod (x2); and waterskin.
Total 1831 gp 52 lb  
  • Normal Load: 100 lb
  • Heavy Load: 200 lb
  • Maximum Drag: 500 lb



Tracking

Unique Item

STAFF OF SUPERCHARGED MASS DESTRUCTION +1
Base Item: Implement (Staff)
Enhancement: +1 to attack and damage rolls.
Critical: +1d6 damage.
Power (At-Will, Arcane, Implement): As a minor action, the wielder imparts his life-energy into the staff to supercharge an attack. This costs a Healing Surge. The wielder can increase the area of effect of an attack by one square. The wielder must use the supercharge before the end of his next turn. Otherwise, the staff discharges the energy in a harmless flash of light.
Drawback: Each use of the supercharge function requires more effort after the first. The next use costs two Healing Surges, then three, and so on. After an extended rest, the supercharger ‘resets’.
Note: Any ally in physical contact with the wand can use a minor action to charge it.
Level: 2
Value: 520 gp

Accomplishments

DEFEATED COUSIN EUSTACE
You beat an elderly cripple senseless. Good for you.
Benefit: You gain a +2 bonus to Diplomacy and Intimidation checks against members of the Feather Falls adventurer's retirement community of Daunton.
Acquired: Here.

SAVING SWILLWORT
Your party has rescued Obadiah Swillwort, a powerful enchanter, from the psychic infection of Origami Rats and provided him with vengeance against his tormenters. He offers his services in gratitude.
Benefit: You may rely on Swillwort as a patron. He will assist in arcane research (+2 on Arcane, History, and monster-knowledge checks) and cast rituals or enchant items for you, provided you bring him raw materials (i.e. ritual components or gold).
Acquired: Here.

Treasure


XP

  • TURTLEDOME! -- Battle Bone (DM: KenHood)
    • 1728 XP
      • Time: 498 XP
      • Negotiation with Mr. Pinch: 40 XP
      • Cousin Eustace: 100 XP
      • Origami Rats: 165 XP
      • Meeting Marco’s Family: 100 XP
      • Research at the Library: 50 XP
      • Kidnapped!: 100 XP
      • Battle with the Kidnappers: 575 XP
      • Frequent Poster Award: 100 XP


Changes

  • Changed wand out for staff with the appropriate skill changes. (Approved by Judges here.)
  • Changed from a Dex of 12 to a Con of 12. (Approved by Judges here.)
  • Retrained Action Surge to be Arcane Familiar.
  • Added the Bonded Familiar feat as well as the utility spell, Shield.


Judge Comments

Approval 1

Approval from Lord Sessadore:

Removed comments that no longer apply.

1. Math - Powers Known: Looks like you forgot to add Sleep to the list.

That appears to be the only thing. Pretty minor, so I approve Drivan for 1st level. That's two, so he's fully approved.


Approval 2

comments from covaithe:

  • I clarified in Ray of Frost that the slowed condition lasts until the end of YOUR next turn, not the creature's.

Everything else looks good. I approve.


Level 2

Approval 1

Approval from renau1g:

  • removed comments that no longer apply

APPROVED


Approval 2

Comments from TwoHeadsBarking:

  • Familiar: Oburfen's AC should be 19.

Minor issue, so approved


Status

Drivan has approvals from renau1g and TwoHeadsBarking and is approved as a 2nd level character with 1728 xp.