Wizard/Divine Oracle 20
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Senara the Witch
Human Wizard 20/Divine Oracle
Unaligned - Sehanine
STR 8 (0)
CON 12 (1)
DEX 11 (0)
INT 24 (12)
WIS 20 (7)
CHA 13 (2)
SPD 6
INI +14 (take best of two)
AC 36 (20+1 staff +1i +7a +7 armor)
F: 30 (20+1r+1a +4e+1i+2f+1)
R: 36 (20+1r+1i+7a+4e+2f+1)
W: 33 (20+1r+2c+5a+4e+1i)
HP 108. B: 54. Surge 27. Surges: 9
Foresight: You and each ally within 5 can’t be surprised. Roll twice on initiative, take preferred result
Prophetic Action: When you spend an AP to take an extra move action, gain a move action to use later in the encounter (not that turn)
Terrifying Insight: Whenever you make an attack against Will, you can roll twice and use the higher result. If the attack misses, you are dazed UENT.
Orb of Imposition: Encounter, Free Action. One creature that you cast a wizard spell on takes a penalty to saves against that effect = Wis mod (5). Or use it to extend at at will power’s effect for a round.
Staff of Defense: +1 bonus to AC. Encounter, II. Gain a +1 bonus to defense against 1 attack.
Cantrips:
Light, Ghost Sound, Mage Hand, Prestidigitation
Spellbook: two of level daily and utility power, pick one.
Ritual Casting: Free, 3x1 2x5, 2x11, 2x15
Improved Initiative
Leather Armor
Initiate of the Faith
Toughness
Durable
Second Implement
Psychic Lock
Spell Focus
Uncanny Dodge
Great Fortitude
Lightning Reflexes
Wintertouched
War Wizardry
Ritual Casting*
Skills :
- Acrobatics: +10
- Arcana: Y +22
- Athletics: +9
- Bluff: +11
- Diplomacy: Y +16
- Dungeoneering: Y +20
- Endurance: +11
- Heal: +15
- History: +17
- Insight: Y +20
- Intimidate: +11
- Nature: Y +20
- Perception: +15
- Religion: Y +22
- Stealth: +11
- Streetwise: +11
- Thievery: +11
Basic Melee: improvised weapon/unarmed: +9 v AC: H: 1d4-1
Basic Ranged: x
At wills:
Illusionary Ambush: P* R 10: +22 v W: H: 1d6+12 psychic and -2 attacks UENT
Scorching Burst: AB 1 within 10, +22 v R: H: 1d6+12 fire
Thunderwave: CBl 3. +22 v F. H: 1d6+12 thunder and push 6
Encounters:
Prophecy of Doom: R5: You or an ally who hit the target can make the attack a crit. Lasts UENT, or until used.
Winter’s Wrath: Abu2 within 10. +22 v F: H: 2d8+12 cold. E: zone UENT: grants concealment, creatures starting turn in the area take 7 cold damage. Can end as minor.
Mesmeric Hold: P* R 10, up to 3 creatures, +4 att if only attack 1: +22 v W: H: 2d6+12 psychic and immobilized UENT
Prismatic Burst: Abu2 within 20: +22 v W. H: 3d6+12 radiant and blinded UENT
D:
Hammer of Fate: R 20. +18 v W. H: 5d10+8 damage. M: Rewind turn until before you use this power and choose a different standard action. You can’t use Hammer of Fate until the next encounter.
Sleep: Abu2 within 20: +22 v W: H: The target is slowed (save). If the target fails its 1st save, it becomes KO (save). M: The target is slowed (save).
Prismatic Beams: Cbu5. Enemies: +22 v F, R and W. H (F): 2d6+12 poison and ongoing poison 5 (save). H (R): 2d6+12 fire and ongoing 5 fire (save)
H (W): dazed (save). One attack roll compared to all three defenses.
Evard’s: Abu4 within 10: +22 v R: H: 2d10+12 necrotic and immo (save). E: zone of difficult terrain UENT. Sustain Minor: repeat attack against creatures in zone, and deal 1d10+5 necrotic to immobilized creatures.
U:
Good Omens: Standard, R10, you and each ally in range. Targets gain +5 power bonus to all d20 rolls UENT, but can’t score crits.
Shield: II, when hit: You gain +4 power AC, Ref UENT
Dimension Door: Move: teleport 10.
Blur: Minor: until end encounter, gain +2 power defenses and enemies 5 or more squares away can’t see you.
Stoneskin: Standard, touch. You or ally gain Resist 10 all for encounter/five min
Healing Word: Minor: Cbu10, you or ally. Surge +4d6
Stuff:
Defensive Staff Level 2
Lvl 2 +1 520 gp
Implement (Staff )
Enhancement: Attack rolls and damage rolls
Critical: +1d8 damage per plus
Property: Gain a +1 item bonus to your Fortitude, Reflex,
and Will defenses. If you have the Staff of Defense class
feature, you also gain a +1 item bonus to your AC.
Boots of Dancing Level 11
Item Slot: Feet 9,000 gp
Property: Gain a +1 bonus to Reflex defense.
Property: You do not grant combat advantage while you are
dazed.
Power (Daily): Minor Action. Gain a +5 power bonus to
Acrobatics and Athletics checks until the end of your
next turn.
Gauntlets of the Ram level 8, 3400
+1 distance on push effects
Phrenic Crown Level 17
Lvl 17 65,000 gp
Item Slot: Head
Property: When you use a power against Will defense,
the target (or targets) takes a –2 penalty to saving throws
against any ongoing effect of that power.
Necklace of Fireballs Level 20
Lvl 20 +4 125,000 gp Lvl 30 +6 3,125,000 gp
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Power (Daily ✦ Fire): Standard Action. Pull the ruby from
the necklace and throw it. Make an attack: Area burst
2 within 10 squares; +21 vs. Reflex
(add the necklace’s enhancement bonus to the attack
roll); on a hit, the target takes fire damage equal to 6d6
+4 (half damage on
a miss). After an extended rest, the necklace regrows a
new ruby and can be used again.
Veteran’s Armor Level 17
Lvl 17 +4 65,000 gp
Armor: Any
Enhancement: AC
Property: When you spend an action point, you gain a +1
item bonus to all attack rolls and defenses until the end of
your next turn.
Power (Daily): Free Action. Spend an action point. You do
not gain the normal extra action. Instead, you regain the
use of one expended daily power.
Orb of Mental Dominion Level 21
Lvl 21 +5 225,000 gp
Implement (Orb)
Enhancement: Attack rolls and damage rolls
Critical: +5d6 psychic damage
Power (Daily): Free Action. Use this power when an attack
with this orb succeeds against the target’s Will defense.
When the target makes a saving throw against an effect
from that attack, the target must roll twice and take the
lower result.
Bracers of Mental Might Level 6
Item Slot: Arms 1,800 gp
Power (Encounter): Free Action. Use this power when
making a Strength attack, Strength check, or Strengthbased
skill check. Use your Intelligence, Wisdom, or
Charisma modifier in place of your Strength modifier to
determine the result of the roll.
Belt of Vim Level 8
Lvl 8 3,400 gp
Item Slot: Waist
Property: Gain a +1 bonus to Fortitude defense.
Magic Holy Symbol Level 11
Lvl 11 +3 9,000 gp
Implement (Holy Symbol)
Enhancement: Attack rolls and damage rolls
Critical: +3d6 damage
Bag of Holding level 5 - 1000 gp
4x Potion of Vitality (heal 25 HP)
Rituals: Ritual Casting: Free, 3x1 2x5, 2x11, 2x15
Floating Disk
Silence
Comprehend Language
Enchant Magic Item
Magic Circle
Raise Dead
Water Breathing
Linked Portal
Passwall
16000 Residium
880 gp
Adventuring Gear, 200 ft of silk rope, Climber's kit, 6 daggers, Fine Clothing, Thieves' Tools.
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