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Adventures in the Nentir Vale--OOC
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<blockquote data-quote="Voda Vosa" data-source="post: 5583670" data-attributes="member: 51271"><p>Grumi</p><p></p><p><img src="http://correl.wikispaces.com/file/view/Dwarf_Wizard2.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>A stout and short man, he resembles much the dwarfs which with he grew up and was raised by. As a baby, Grumi was abandoned, or his mother was killed and the baby was left to his fate. Luckily, a dwarf found him in his cradle; the baby was in bad shape, and lucky, as no wild animals had spotted or smelled him. </p><p>Miltak, so was named the dwarf wizard, took the baby with him, and raised him like his own son. Grumi learned from his adopted father the arts of the arcane, and decided to leave the remote place where his father lives, to see the world, since he only knew the caves where Miltak dwelt. Miltak tried to warn him of the the perils that were waiting in every corner of this corrupted world. But the human wonderlust was incompatible with the dwarven patience and precaution. Both father and son had their goodbye, and parted ways, with the promise that one day, they'll reunite.</p><p></p><p>[sblock=Grumi]</p><p>Level 1 Human, Wizard</p><p>Unaligned</p><p>Build: Mage (Evoker)</p><p>Human Power Selection: Bonus At-Will Power</p><p>Birth - Among Another Race: Among Another Race (Dwarf)</p><p>Background: Birth - Among Another Race (Among Another Race (Dwarf))</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 11, Con 14, Dex 12, Int 18, Wis 13, Cha 10.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 11, Con 14, Dex 12, Int 16, Wis 13, Cha 10.</p><p></p><p></p><p>AC: 14 Fort: 13 Reflex: 15 Will: 14</p><p>HP: 24 Surges: 8 Surge Value: 6</p><p></p><p>TRAINED SKILLS</p><p>Insight +6, Arcana +9, History +9, Religion +9, Endurance +7</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +1, Bluff+0, Diplomacy+0, Dungeoneering +1, Heal +1, Intimidate+0, Nature +1, Perception +1, Stealth +1, Streetwise +0, Thievery +1, Athletics +0</p><p></p><p>FEATS</p><p></p><p>Human: Destructive wizardy: +2 dmg if you hit two or more opponents</p><p>Level 1: Arcane Reserves: +2 dmg if you already spent your encounter powers.</p><p></p><p>CLASS FEATURES</p><p>Apprentice Mage (Evocation)</p><p>Mage's Spellbook</p><p>Mage's Cantrip</p><p>Magic Missile</p><p></p><p>POWERS</p><p>At Will:</p><p>Beguiling Strands</p><p>Erupting Flare: Int vs Fort, Ranged 10, 1d10+int dmg and each enemy that starts it's turn next to the target, takes int fire dmg.</p><p>Freezing Burst</p><p></p><p>Encounter:</p><p>Burning Hands</p><p></p><p>Daily:</p><p>Fountain of Flame</p><p>Arcane Whirlwind: Burst 2 at 10, Int vs Ref, 2d6 + Int dmg, slide target 1, the area of effect can be used to slide creatures 2 as a minor action, the area can be moved as a move action. </p><p></p><p></p><p>ITEMS</p><p>Spellbook, Cloth Armor (Basic Clothing), Adventurer's Kit, Staff Implement, Backpack (empty), Bedroll, Belt Pouch (empty), Lantern, Oil (1 pint) (10), Silk Rope (50 ft.), Waterskin, Potion of Healing (heroic tier), 7gp[/sblock]</p></blockquote><p></p>
[QUOTE="Voda Vosa, post: 5583670, member: 51271"] Grumi [IMG]http://correl.wikispaces.com/file/view/Dwarf_Wizard2.jpg[/IMG] A stout and short man, he resembles much the dwarfs which with he grew up and was raised by. As a baby, Grumi was abandoned, or his mother was killed and the baby was left to his fate. Luckily, a dwarf found him in his cradle; the baby was in bad shape, and lucky, as no wild animals had spotted or smelled him. Miltak, so was named the dwarf wizard, took the baby with him, and raised him like his own son. Grumi learned from his adopted father the arts of the arcane, and decided to leave the remote place where his father lives, to see the world, since he only knew the caves where Miltak dwelt. Miltak tried to warn him of the the perils that were waiting in every corner of this corrupted world. But the human wonderlust was incompatible with the dwarven patience and precaution. Both father and son had their goodbye, and parted ways, with the promise that one day, they'll reunite. [sblock=Grumi] Level 1 Human, Wizard Unaligned Build: Mage (Evoker) Human Power Selection: Bonus At-Will Power Birth - Among Another Race: Among Another Race (Dwarf) Background: Birth - Among Another Race (Among Another Race (Dwarf)) FINAL ABILITY SCORES Str 11, Con 14, Dex 12, Int 18, Wis 13, Cha 10. STARTING ABILITY SCORES Str 11, Con 14, Dex 12, Int 16, Wis 13, Cha 10. AC: 14 Fort: 13 Reflex: 15 Will: 14 HP: 24 Surges: 8 Surge Value: 6 TRAINED SKILLS Insight +6, Arcana +9, History +9, Religion +9, Endurance +7 UNTRAINED SKILLS Acrobatics +1, Bluff+0, Diplomacy+0, Dungeoneering +1, Heal +1, Intimidate+0, Nature +1, Perception +1, Stealth +1, Streetwise +0, Thievery +1, Athletics +0 FEATS Human: Destructive wizardy: +2 dmg if you hit two or more opponents Level 1: Arcane Reserves: +2 dmg if you already spent your encounter powers. CLASS FEATURES Apprentice Mage (Evocation) Mage's Spellbook Mage's Cantrip Magic Missile POWERS At Will: Beguiling Strands Erupting Flare: Int vs Fort, Ranged 10, 1d10+int dmg and each enemy that starts it's turn next to the target, takes int fire dmg. Freezing Burst Encounter: Burning Hands Daily: Fountain of Flame Arcane Whirlwind: Burst 2 at 10, Int vs Ref, 2d6 + Int dmg, slide target 1, the area of effect can be used to slide creatures 2 as a minor action, the area can be moved as a move action. ITEMS Spellbook, Cloth Armor (Basic Clothing), Adventurer's Kit, Staff Implement, Backpack (empty), Bedroll, Belt Pouch (empty), Lantern, Oil (1 pint) (10), Silk Rope (50 ft.), Waterskin, Potion of Healing (heroic tier), 7gp[/sblock] [/QUOTE]
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