covaithe
Explorer
Here's a human wizard that I think is mostly complete. If Dalamar would prefer to play a wizard, I'm happy to switch to a cleric.
[sblock=Tharos Pourapanis]
Race: Human
Class: Wizard
Sex: Male
Level: 13
Paragon Path: Spellstorm mage
Initiative: +12 (+6 level, +2 dex, +4 feat)
Senses: Perception +11, normal vision
Alignment: Unaligned
Languages: Common, Draconic
Str 9 (-1) (8 starting, +1 level)
Con 11 (+0) (10 starting, +1 level)
Dex 15 (+2) (14 starting, +1 level)
Int 22 (+6) (17 starting, +2 race, +3 level)
Wis 16 (+3) (13 starting, +3 level)
Cha 13 (+1) (12 starting, +1 level)
HP 69; Bloodied 34; Healing Surge 17 (6/day)
AC 25 (+6 level, +6 int, +3 armor)
Fort 20 (+6 level, +0 con, +3 cloak, +1 race)
Ref 26 (+6 level, +6 int, +3 cloak, +1 race)
Will 25 (+6 level, +3 wis, +3 cloak, +2 class, +1 race)
Speed 6
Action Points 1
Skills: (trained skills are in bold face)
Feats:
Gear:
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt pouch, 2 sunrods, 10 days of Journeybread, 50' of silk rope, and a Waterskin.
Racial and class features:
Item special properties:
Attacks:
Powers
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basic melee attack (standard; at will, martial, weapon)
+8 vs AC; 1d4-1 damage, and provokes derisive laughter
Ghost Sound (standard; at will, arcane, illusion)
Ranged: 10
Target: One creature or unoccupied square
Effect: Illusory nonvocal sounds
Light (minor; at will, arcane)
Ranged: 5
Target: One object or unoccupied square
Effect: bright light within 4 squares for 5 minutes
Special: Only one light at a time.
Mage Hand (minor; at will, arcane, conjuration)
Ranged: 5
Effect: Create a spectral hand that can carry up to 20lb. Sustain Minor
Special: Only one hand at a time
Prestidigitation (standard; at will, arcane)
Ranged: 2
Effect: minor magical effects.
Special: Only three effects at once.
Magic Missile (standard; at will, arcane, force, implement)
Int vs Reflex; 2d4+9 force damage. Range 20
Scorching Burst (standard; at will, arcane, fire, implement)
Int vs Reflex; 1d6+9 fire damage. Burst 1 within 10
Thunderwave (standard; at will, arcane, thunder, implement)
Target: Creatures within close blast 4. Blast may originate from a square within 2.
Attack: Int vs Fortitude; 1d6+9 thunder damage and push the target 3 squares.
Icy Rays (standard; encounter, arcane, cold, implement)
Ranged: 10
Target: One or two creatures
Attack: Int vs Reflex, one attack per target. 1d10+9 cold damage, and the target is immobilized until the end of my next turn
Fire Burst (standard; encounter, arcane, fire, implement)
Area: burst 2 within 20 squares
Attack: Int vs Reflex against each creature in the area. 3d6+9 fire damage.
Thunderlance (standard; encounter, arcane, thunder, implement)
Area: blast 6. blast may originate from a square within 2.
Attack: Int vs Reflex against each creature in the area. 4d6+9 thunder damage, and push the creature 4 squares.
Storm Cage (standard; encounter, arcane, thunder, lightning, conjuration, implement)
Area: burst 3 within 20 squares
Attack: Int vs Reflex against each creature in the area. 4d6+9 lightning and thunder damage
Effect: A wall in the outer 24 squares of the area. Creatures that start adjacent to or move into a wall square take 10 lightning damage. Wall squares cost 1 extra square of movement, but do not grant cover or concealment. Wall disappears at the end of my next turn.
Prepared powers from spellbook:
Daily: Acid Arrow, Web, Wall of Fire
Utility: Sudden Storm, Shield, Dispel Magic, Blur
[sblock=spellbook]
[sblock=Daily powers in spellbook. Not all of these are prepared!]
Sleep (standard; daily, arcane, implement, sleep)
area: burst 2 within 20
Attack: Int vs. Will
Hit: Target is slowed (save ends). If the target fails its first save, it becomes unconscious (save ends).
Miss: Target is slowed (save ends)
Acid Arrow (standard; daily, arcane, implement, acid)
Range: 20
Attack: Int vs. Reflex.
Hit: 2d8+9 acid damage, and 5 ongoing acid damage (save ends). Secondary attacks against each creature adjacent to the target, Int vs. Reflex, 1d8+9 acid damage and 5 ongoing acid damage (save ends)
Miss: Half damage, and 2 ongoing acid damage to primary target (save ends). No secondary attacks.
Fireball (standard; daily, arcane, implement, fire)
area: burst 3 within 20
Attack: Int vs. Reflex against each creature in burst. 3d6+9 fire damage.
Miss: half damage
Web (standard; daily, arcane, implement, zone)
area: burst 2 within 20
Attack: Int vs. Reflex against each creature in burst.
Hit: Target is immobilized (save ends)
Effect: creates a zone of webs until the end of the encounter. Difficult terrain, and any creature that ends its turn there is immobilized (save ends)
Ice Storm (standard; daily, arcane, implement, cold, zone)
area: burst 3 within 20
Attack: Int vs. Fortitude against each creature in burst.
Hit: 2d8+9 cold damage and target is immobilized (save ends)
Miss: half damage and target is slowed (save ends)
Effect: creates a zone of ice. Difficult terrain
Wall of Fire (standard; daily, arcane, implement, fire, conjuration)
area: wall 8 within 20
Effect: creates a wall of flames up to 8 squares long and 4 squares high. Creatures starting adjacent take 1d6+9 fire damage. Creatures starting or moving within the wall take 3d6+9 fire damage. Entering a wall square takes 3 squares of movement. The wall blocks line of sight. It disappears at the end of your next turn.
Sustain Minor: the wall persists.
[/sblock]
[sblock=Utility powers in the spellbook. Not all of these are prepared!]
Shield (immediate interrupt; encounter, arcane, force)
Trigger: you are hit by an attack
Effect: you gain +4 bonus to AC and reflex until the end of your next turn.
Expeditious retreat (Move; daily, arcane)
Effect: As a move action, you shift up to twice your speed.
Dispel magic (standard; daily, arcane)
Target: one conjuration or zone within 10
Attack: Int vs the Will defense of the target's creator. The target is destroyed and all of its effects end.
Invisibility (standard; daily, arcane, illusion)
Range: 5
Target: you or one creature
Effect: The target is invisible until the end of your next turn or until it attacks.
Sustain Standard: target must be within range to sustain the effect.
Blur (minor; daily, arcane, illusion)
Effect: gain +2 power bonus to all defenses, and enemies 5 squares away cannot see you, until the end of the encounter.
Resistance (minor; daily, arcane)
Ranged: 10
Target: you or one creature
Effect: target gains resistance 19 to a damage type of my choice: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder, for five minutes or until the end of the encounter.
Sudden Storm (minor; daily, arcane, zone)
Area: burst 2 within 20
Effect: A zone of wind and rain that lasts until the end of your next turn. Can be moved up to 5 squares as a move action. Squares are lightly obscured and difficult terrain.
Sustain Minor.
[/sblock]
[/sblock]
Powers from magic items:
Fireburst Armor (minor; daily, fire)
Effect: Until the end of your next turn, any creature that hits you with a melee attack takes 2d8+1 fire damage
Orb of Reversed Polarities (minor; daily)
Effect: Treat any resistance possessed by a target as vulnerable 10 to the same damage type, until the end of your next turn.
Cloak of Resistance (minor; daily)
Effect: gain resist 10 to all damage until the start of your next turn
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[sblock=Rituals]
Free from levels: 3x1, 2x5, 2x11
Paid for:
Total paid: 6395
component cost for each ritual once, totalled: 6990 Hmm, can't afford that. I suppose I'll have to drop raise dead, putting it at 1990.
[/sblock]
[sblock=Appearance]
[/sblock]
[/sblock]
[sblock=Tharos Pourapanis]
Race: Human
Class: Wizard
Sex: Male
Level: 13
Paragon Path: Spellstorm mage
Initiative: +12 (+6 level, +2 dex, +4 feat)
Senses: Perception +11, normal vision
Alignment: Unaligned
Languages: Common, Draconic
Str 9 (-1) (8 starting, +1 level)
Con 11 (+0) (10 starting, +1 level)
Dex 15 (+2) (14 starting, +1 level)
Int 22 (+6) (17 starting, +2 race, +3 level)
Wis 16 (+3) (13 starting, +3 level)
Cha 13 (+1) (12 starting, +1 level)
HP 69; Bloodied 34; Healing Surge 17 (6/day)
AC 25 (+6 level, +6 int, +3 armor)
Fort 20 (+6 level, +0 con, +3 cloak, +1 race)
Ref 26 (+6 level, +6 int, +3 cloak, +1 race)
Will 25 (+6 level, +3 wis, +3 cloak, +2 class, +1 race)
Speed 6
Action Points 1
Skills: (trained skills are in bold face)
- Acrobatics +10 (+6 level, +2 feat, +2 dex)
- Arcana +17 (+6 level, +6 int, +5 trained)
- Athletics +7 (+6 level, -1 str, +2 feat)
- Bluff +9 (+6 level, +1 cha, +2 feat)
- Diplomacy +9 (+6 level, +1 cha, +2 feat)
- Dungeoneering +14 (+6 level, +3 wis, +5 trained)
- Endurance +8 (+6 level, +0 con, +2 feat)
- Heal +11 (+6 level, +3 wis, +2 feat)
- History +17 (+6 level, +6 int, +5 trained)
- Insight +14 (+6 level, +3 wis, +5 trained)
- Intimidate +9 (+6 level, +1 cha, +2 feat)
- Nature +14 (+6 level, +3 wis, +5 trained)
- Perception +11 (+6 level, +3 wis, +2 feat)
- Religion +14 (+6 level, +6 int, +2 feat)
- Stealth +10 (+6 level, +2 feat, +2 dex)
- Streetwise +9 (+6 level, +1 cha, +2 feat)
- Thievery +10 (+6 level, +2 feat, +2 dex)
Feats:
- (lvl 1) Improved initiative: +4 initiative
- (human bonus) Human perseverence: +1 to saves
- (class bonus) Ritual caster
- (lvl 2) Jack of all trades: +2 to untrained skill checks
- (lvl 4) Action surge: +3 to attacks when I use an action point
- (lvl 6, retrained at 11) Arcane Reach: When using a close arcane attack power, can choose a square within 2 as the origin.
- (lvl 8, retrained at 12) Evasion: When area or close attack vs. AC or Ref misses, take no damage.
- (lvl 10, retrained at 13) Action Recovery: When spending an action point, can make saving throws against effects that a save can end.
- (lvl 11) Spell Focus: creatures take -2 penalty on saves against my effects
- (lvl 12) Resounding Thunder: Add 1 to size of blast or burst of powers with the thunder keyword.
Gear:
Code:
Cost Weight Item
19 Adventurer's kit w/Journeybread instead of trail rations, silk rope instead of hemp
4 +3 Fireburst cloth armor (lvl 13, PHB page 230)
2 +3 Orb of Reversed Polarities (lvl 14, PHB page 238)
? +3 Cloak of Resistance (lvl 12, PHB page 250)
3 Ritual book
3 Spellbook
1 Dagger
250 ? 5x potion of healing.
2000 ? Ritual components
6395 Rituals purchased
4355g ? gold
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt pouch, 2 sunrods, 10 days of Journeybread, 50' of silk rope, and a Waterskin.
Racial and class features:
- Bonus at will power, Bonus feat at level 1, Bonus trained skill
- +1 to reflex, fort, will defenses.
- Proficiencies: cloth, dagger, quarterstaff, orbs, staffs, wands
- Orb of Imposition: once per encounter, impose a -3 penalty (wis mod) on one creature for saving throws against one effect.
- Cantrips: a bunch of at-will level 0 utility powers.
- Spellbook: One extra daily and utility power for each daily/util power known gets recorded in the spellbook. After an extended rest, I can prepare my allotment of daily/util powers from the list in the spellbook.
- Ritual caster as a bonus feat.
- Storm Spell: Make a wisdom check as a free action. Regain an expended daily or encounter power based on the result of the check. 1-10: encounter utility. 11-15: encounter attack. 16-20: Daily utility. 21+: daily attack.
Item special properties:
- Orb of Reversed Polarities: +3d6 damage on criticals for attack powers with the implement keyword.
- Fireburst armor: automatically succeed on saving throws vs. ongoing fire damage
Attacks:
- Str vs. defense with dagger: +8 (+6 level, +3 prof, -1 str)
- Int vs. defense, wielding orb: +15 (+6 level, +6 int, +3 enhancement)
Powers
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+8 vs AC; 1d4-1 damage, and provokes derisive laughter
Ghost Sound (standard; at will, arcane, illusion)
Ranged: 10
Target: One creature or unoccupied square
Effect: Illusory nonvocal sounds
Light (minor; at will, arcane)
Ranged: 5
Target: One object or unoccupied square
Effect: bright light within 4 squares for 5 minutes
Special: Only one light at a time.
Mage Hand (minor; at will, arcane, conjuration)
Ranged: 5
Effect: Create a spectral hand that can carry up to 20lb. Sustain Minor
Special: Only one hand at a time
Prestidigitation (standard; at will, arcane)
Ranged: 2
Effect: minor magical effects.
Special: Only three effects at once.

Int vs Reflex; 2d4+9 force damage. Range 20

Int vs Reflex; 1d6+9 fire damage. Burst 1 within 10

Target: Creatures within close blast 4. Blast may originate from a square within 2.
Attack: Int vs Fortitude; 1d6+9 thunder damage and push the target 3 squares.

Ranged: 10
Target: One or two creatures
Attack: Int vs Reflex, one attack per target. 1d10+9 cold damage, and the target is immobilized until the end of my next turn

Area: burst 2 within 20 squares
Attack: Int vs Reflex against each creature in the area. 3d6+9 fire damage.

Area: blast 6. blast may originate from a square within 2.
Attack: Int vs Reflex against each creature in the area. 4d6+9 thunder damage, and push the creature 4 squares.

Area: burst 3 within 20 squares
Attack: Int vs Reflex against each creature in the area. 4d6+9 lightning and thunder damage
Effect: A wall in the outer 24 squares of the area. Creatures that start adjacent to or move into a wall square take 10 lightning damage. Wall squares cost 1 extra square of movement, but do not grant cover or concealment. Wall disappears at the end of my next turn.
Prepared powers from spellbook:
Daily: Acid Arrow, Web, Wall of Fire
Utility: Sudden Storm, Shield, Dispel Magic, Blur
[sblock=spellbook]
[sblock=Daily powers in spellbook. Not all of these are prepared!]

area: burst 2 within 20
Attack: Int vs. Will
Hit: Target is slowed (save ends). If the target fails its first save, it becomes unconscious (save ends).
Miss: Target is slowed (save ends)

Range: 20
Attack: Int vs. Reflex.
Hit: 2d8+9 acid damage, and 5 ongoing acid damage (save ends). Secondary attacks against each creature adjacent to the target, Int vs. Reflex, 1d8+9 acid damage and 5 ongoing acid damage (save ends)
Miss: Half damage, and 2 ongoing acid damage to primary target (save ends). No secondary attacks.

area: burst 3 within 20
Attack: Int vs. Reflex against each creature in burst. 3d6+9 fire damage.
Miss: half damage

area: burst 2 within 20
Attack: Int vs. Reflex against each creature in burst.
Hit: Target is immobilized (save ends)
Effect: creates a zone of webs until the end of the encounter. Difficult terrain, and any creature that ends its turn there is immobilized (save ends)

area: burst 3 within 20
Attack: Int vs. Fortitude against each creature in burst.
Hit: 2d8+9 cold damage and target is immobilized (save ends)
Miss: half damage and target is slowed (save ends)
Effect: creates a zone of ice. Difficult terrain

area: wall 8 within 20
Effect: creates a wall of flames up to 8 squares long and 4 squares high. Creatures starting adjacent take 1d6+9 fire damage. Creatures starting or moving within the wall take 3d6+9 fire damage. Entering a wall square takes 3 squares of movement. The wall blocks line of sight. It disappears at the end of your next turn.
Sustain Minor: the wall persists.
[/sblock]
[sblock=Utility powers in the spellbook. Not all of these are prepared!]
Shield (immediate interrupt; encounter, arcane, force)
Trigger: you are hit by an attack
Effect: you gain +4 bonus to AC and reflex until the end of your next turn.
Expeditious retreat (Move; daily, arcane)
Effect: As a move action, you shift up to twice your speed.
Dispel magic (standard; daily, arcane)
Target: one conjuration or zone within 10
Attack: Int vs the Will defense of the target's creator. The target is destroyed and all of its effects end.
Invisibility (standard; daily, arcane, illusion)
Range: 5
Target: you or one creature
Effect: The target is invisible until the end of your next turn or until it attacks.
Sustain Standard: target must be within range to sustain the effect.
Blur (minor; daily, arcane, illusion)
Effect: gain +2 power bonus to all defenses, and enemies 5 squares away cannot see you, until the end of the encounter.
Resistance (minor; daily, arcane)
Ranged: 10
Target: you or one creature
Effect: target gains resistance 19 to a damage type of my choice: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder, for five minutes or until the end of the encounter.
Sudden Storm (minor; daily, arcane, zone)
Area: burst 2 within 20
Effect: A zone of wind and rain that lasts until the end of your next turn. Can be moved up to 5 squares as a move action. Squares are lightly obscured and difficult terrain.
Sustain Minor.
[/sblock]
[/sblock]
Powers from magic items:
Fireburst Armor (minor; daily, fire)
Effect: Until the end of your next turn, any creature that hits you with a melee attack takes 2d8+1 fire damage
Orb of Reversed Polarities (minor; daily)
Effect: Treat any resistance possessed by a target as vulnerable 10 to the same damage type, until the end of your next turn.
Cloak of Resistance (minor; daily)
Effect: gain resist 10 to all damage until the start of your next turn
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[sblock=Rituals]
Free from levels: 3x1, 2x5, 2x11
- (1) comprehend language
- (1) make whole
- (1) tenser's floating disk
- (4) enchant magic item
- (4) knock
- (8) raise dead
- (8) water breathing
Paid for:
- gentle repose (cost 50)
- Endure elements (cost 100)
- Eye of alarm (cost 100)
- Water walk (cost 100)
- detect secret doors (cost 125)
- phantom steed (cost 360)
- speak with dead (cost 360)
- Drawmij's instant summons (cost 2600)
- passwall (cost 2600)
Total paid: 6395
component cost for each ritual once, totalled: 6990 Hmm, can't afford that. I suppose I'll have to drop raise dead, putting it at 1990.
[/sblock]
[sblock=Appearance]
[/sblock]
[/sblock]
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