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Ata's 4e Combat Playtest Character Thread
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<blockquote data-quote="Victim" data-source="post: 4578240" data-attributes="member: 78"><p><strong>Wizard/Divine Oracle 20</strong></p><p></p><p>[sblock]</p><p><img src="http://www.enworld.org/forum/members/victim-albums-pictures-picture322-wizardpic.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Senara the Witch</p><p>Human Wizard 20/Divine Oracle</p><p>Unaligned - Sehanine</p><p></p><p>STR 8 (0)</p><p>CON 12 (1)</p><p>DEX 11 (0)</p><p>INT 24 (12)</p><p>WIS 20 (7) </p><p>CHA 13 (2)</p><p></p><p>SPD 6</p><p>INI +14 (take best of two)</p><p>AC 36 (20+1 staff +1i +7a +7 armor)</p><p>F: 30 (20+1r+1a +4e+1i+2f+1)</p><p>R: 36 (20+1r+1i+7a+4e+2f+1)</p><p>W: 33 (20+1r+2c+5a+4e+1i)</p><p></p><p>HP 108. B: 54. Surge 27. Surges: 9</p><p></p><p>Foresight: You and each ally within 5 can’t be surprised. Roll twice on initiative, take preferred result</p><p></p><p>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)</p><p></p><p>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.</p><p></p><p><span style="color: Red">Orb of Imposition</span>: 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.</p><p></p><p><span style="color: red">Staff of Defense</span>: +1 bonus to AC. Encounter, II. Gain a +1 bonus to defense against 1 attack.</p><p></p><p>Cantrips:<span style="color: Lime"> Light, Ghost Sound, Mage Hand, Prestidigitation</span></p><p></p><p>Spellbook: two of level daily and utility power, pick one.</p><p>Ritual Casting: Free, 3x1 2x5, 2x11, 2x15</p><p></p><p>Improved Initiative</p><p>Leather Armor</p><p>Initiate of the Faith</p><p>Toughness</p><p>Durable</p><p>Second Implement</p><p>Psychic Lock</p><p>Spell Focus</p><p>Uncanny Dodge</p><p>Great Fortitude</p><p>Lightning Reflexes</p><p>Wintertouched</p><p>War Wizardry</p><p>Ritual Casting*</p><p></p><p></p><p>Skills :</p><p>- Acrobatics: +10</p><p>- Arcana: Y +22</p><p>- Athletics: +9</p><p>- Bluff: +11</p><p>- Diplomacy: Y +16</p><p>- Dungeoneering: Y +20</p><p>- Endurance: +11</p><p>- Heal: +15</p><p>- History: +17</p><p>- Insight: Y +20</p><p>- Intimidate: +11</p><p>- Nature: Y +20</p><p>- Perception: +15</p><p>- Religion: Y +22</p><p>- Stealth: +11</p><p>- Streetwise: +11</p><p>- Thievery: +11</p><p></p><p>Basic Melee: improvised weapon/unarmed: +9 v AC: H: 1d4-1</p><p>Basic Ranged: x</p><p></p><p>At wills: </p><p><span style="color: lime">Illusionary Ambush</span>: P* R 10: +22 v W: H: 1d6+12 psychic and -2 attacks UENT</p><p><span style="color: lime">Scorching Burst</span>: AB 1 within 10, +22 v R: H: 1d6+12 fire</p><p><span style="color: lime">Thunderwave:</span> CBl 3. +22 v F. H: 1d6+12 thunder and push 6</p><p></p><p>Encounters: </p><p><span style="color: Red">Prophecy of Doom</span>: R5: You or an ally who hit the target can make the attack a crit. Lasts UENT, or until used.</p><p><span style="color: red">Winter’s Wrath</span>: 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.</p><p><span style="color: red">Mesmeric Hold</span>: P* R 10, up to 3 creatures, +4 att if only attack 1: +22 v W: H: 2d6+12 psychic and immobilized UENT</p><p><span style="color: red">Prismatic Burst</span>: Abu2 within 20: +22 v W. H: 3d6+12 radiant and blinded UENT</p><p></p><p></p><p>D: </p><p>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.</p><p>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).</p><p>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)</p><p>H (W): dazed (save). One attack roll compared to all three defenses.</p><p>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.</p><p></p><p>U:</p><p>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.</p><p><span style="color: red">Shield</span>: II, when hit: You gain +4 power AC, Ref UENT</p><p>Dimension Door: Move: teleport 10.</p><p>Blur: Minor: until end encounter, gain +2 power defenses and enemies 5 or more squares away can’t see you.</p><p>Stoneskin: Standard, touch. You or ally gain Resist 10 all for encounter/five min</p><p></p><p>Healing Word: Minor: Cbu10, you or ally. Surge +4d6</p><p></p><p>Stuff:</p><p></p><p>Defensive Staff Level 2</p><p>Lvl 2 +1 520 gp </p><p>Implement (Staff )</p><p>Enhancement: Attack rolls and damage rolls</p><p>Critical: +1d8 damage per plus</p><p>Property: Gain a +1 item bonus to your Fortitude, Reflex,</p><p>and Will defenses. If you have the Staff of Defense class</p><p>feature, you also gain a +1 item bonus to your AC.</p><p></p><p>Boots of Dancing Level 11</p><p>Item Slot: Feet 9,000 gp</p><p>Property: Gain a +1 bonus to Reflex defense.</p><p>Property: You do not grant combat advantage while you are</p><p>dazed.</p><p>Power (Daily): Minor Action. Gain a +5 power bonus to</p><p>Acrobatics and Athletics checks until the end of your</p><p>next turn.</p><p></p><p>Gauntlets of the Ram level 8, 3400</p><p>+1 distance on push effects</p><p></p><p>Phrenic Crown Level 17</p><p>Lvl 17 65,000 gp</p><p>Item Slot: Head</p><p>Property: When you use a power against Will defense,</p><p>the target (or targets) takes a –2 penalty to saving throws</p><p>against any ongoing effect of that power.</p><p></p><p>Necklace of Fireballs Level 20</p><p>Lvl 20 +4 125,000 gp Lvl 30 +6 3,125,000 gp</p><p>Item Slot: Neck</p><p>Enhancement: Fortitude, Reflex, and Will</p><p>Power (Daily ✦ Fire): Standard Action. Pull the ruby from</p><p>the necklace and throw it. Make an attack: Area burst</p><p>2 within 10 squares; +21 vs. Reflex</p><p>(add the necklace’s enhancement bonus to the attack</p><p>roll); on a hit, the target takes fire damage equal to 6d6</p><p>+4 (half damage on</p><p>a miss). After an extended rest, the necklace regrows a</p><p>new ruby and can be used again.</p><p></p><p>Veteran’s Armor Level 17</p><p>Lvl 17 +4 65,000 gp</p><p>Armor: Any</p><p>Enhancement: AC</p><p>Property: When you spend an action point, you gain a +1</p><p>item bonus to all attack rolls and defenses until the end of</p><p>your next turn.</p><p>Power (Daily): Free Action. Spend an action point. You do</p><p>not gain the normal extra action. Instead, you regain the</p><p>use of one expended daily power.</p><p></p><p>Orb of Mental Dominion Level 21</p><p>Lvl 21 +5 225,000 gp</p><p>Implement (Orb)</p><p>Enhancement: Attack rolls and damage rolls</p><p>Critical: +5d6 psychic damage </p><p>Power (Daily): Free Action. Use this power when an attack</p><p>with this orb succeeds against the target’s Will defense.</p><p>When the target makes a saving throw against an effect</p><p>from that attack, the target must roll twice and take the</p><p>lower result.</p><p></p><p>Bracers of Mental Might Level 6</p><p>Item Slot: Arms 1,800 gp</p><p><span style="color: red">Power</span> (Encounter): Free Action. Use this power when</p><p>making a Strength attack, Strength check, or Strengthbased</p><p>skill check. Use your Intelligence, Wisdom, or</p><p>Charisma modifier in place of your Strength modifier to</p><p>determine the result of the roll.</p><p></p><p>Belt of Vim Level 8</p><p>Lvl 8 3,400 gp </p><p>Item Slot: Waist</p><p>Property: Gain a +1 bonus to Fortitude defense.</p><p></p><p>Magic Holy Symbol Level 11</p><p>Lvl 11 +3 9,000 gp </p><p>Implement (Holy Symbol)</p><p>Enhancement: Attack rolls and damage rolls</p><p>Critical: +3d6 damage </p><p></p><p>Bag of Holding level 5 - 1000 gp</p><p>4x Potion of Vitality (heal 25 HP)</p><p></p><p>Rituals: Ritual Casting: Free, 3x1 2x5, 2x11, 2x15</p><p>Floating Disk</p><p>Silence</p><p>Comprehend Language</p><p>Enchant Magic Item</p><p>Magic Circle</p><p>Raise Dead</p><p>Water Breathing</p><p>Linked Portal</p><p>Passwall</p><p></p><p>16000 Residium</p><p></p><p>880 gp</p><p></p><p></p><p></p><p>Adventuring Gear, 200 ft of silk rope, Climber's kit, 6 daggers, Fine Clothing, Thieves' Tools. </p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Victim, post: 4578240, member: 78"] [b]Wizard/Divine Oracle 20[/b] [sblock] [IMG]http://www.enworld.org/forum/members/victim-albums-pictures-picture322-wizardpic.png[/IMG] 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. [COLOR="Red"]Orb of Imposition[/COLOR]: 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. [COLOR="red"]Staff of Defense[/COLOR]: +1 bonus to AC. Encounter, II. Gain a +1 bonus to defense against 1 attack. Cantrips:[COLOR="Lime"] Light, Ghost Sound, Mage Hand, Prestidigitation[/COLOR] 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: [COLOR="lime"]Illusionary Ambush[/COLOR]: P* R 10: +22 v W: H: 1d6+12 psychic and -2 attacks UENT [COLOR="lime"]Scorching Burst[/COLOR]: AB 1 within 10, +22 v R: H: 1d6+12 fire [COLOR="lime"]Thunderwave:[/COLOR] CBl 3. +22 v F. H: 1d6+12 thunder and push 6 Encounters: [COLOR="Red"]Prophecy of Doom[/COLOR]: R5: You or an ally who hit the target can make the attack a crit. Lasts UENT, or until used. [COLOR="red"]Winter’s Wrath[/COLOR]: 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. [COLOR="red"]Mesmeric Hold[/COLOR]: P* R 10, up to 3 creatures, +4 att if only attack 1: +22 v W: H: 2d6+12 psychic and immobilized UENT [COLOR="red"]Prismatic Burst[/COLOR]: 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. [COLOR="red"]Shield[/COLOR]: 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 [COLOR="red"]Power[/COLOR] (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. [/sblock] [/QUOTE]
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