The Digger
First Post
Here's alook at wizbit. Any comments gratefully received.
Jelenneth Immaereal: Eladrin wizard
Race: Eladrin Class: Wizard Level 6th
Alignment: Unaligned Deity: Corellon Corellon
Size: Medium Age: 29 Gender: Female
Height 5’11” Weight: 155 lbs
Eyes: Violet Hair: Gleaming gold;
Initiative +8
Passive Perception +11
Passive Insight +11
Languages: Common, Elven, Draconic, Dwarven
Str: 8 (-1)
Con 12 (+1)
Dex: 12 (+1)
Int: 19 (+4)
Wis: 17 (+3)
Cha 12 (+1)
HP: 47, Bloodied 23, Healing Surges: 7 value 11
Action Points: 1
Speed: 6 squares
Defences:
AC: 20 (10 + 4 Int +3 magic leather +3 level)
Fort: 16 (10 +1 Con +3 level +2 amulet)
Ref: 19 (10 + 4 Int +3 level +2 amulet)
Will: 21 (10 + 3 Wis + 1 Racial +2 Class +3 lvl +2 amulet)
Racial +5 bonus to save vs Charm effects
Resist 5 Necrotic and 5 Poison damage (Deathcut Leather Armour)
Skills: Acrobatics +6, Arcana +14 (T), Athletics +5,
Bluff +6, Diplomacy +6, Dungeoneering +11 (T) Endurance +6, Heal +8, History +14 (T)
Insight +11 (T) Intimidate +6, Nature +8,
Perception +11 (T), Religion +9, Streetwise +6,
Stealth +6 Thievery +6
(T) = Trained Skill: .
Feats: Ritual Casting, Improved Initiative, Armour proficiency leather,
Toughness, Jack of all Trades
========================================================
Basic Melee (Longsword):
Str v AC (Str -1, +3 prof +3 level = +5) Damage 1d8-1
Basic Ranged (Dagger):
Dex (+1 +2 = +3) vs AC: Range 5/10; (Dam 1d4+1
=======================================================
Rituals: Tensor’s Floating Disc, Comprehend Language, Knock, Brew Potion, Enchant Magic Item, Eye of Alarm (bought)
========================================================
At Will Cantrips: Ghost Sound - ranged 10, One object or square.
Light - Ranged 5, lasts 5 minutes.
Mage Hand - sustainable (minor) indefinite - moves <20 lbs.
Prestidigitation - amusing magical trick.
========================================================
At Will spell: Ray of Frost: Arcane: Cold: Implement: Standard
Ranged 10: Target: One creature: Int (+4+3 +1=+8) vs Fort
1d6 +5 (Int+Orb) cold damage & creature slowed until end of my
next turn
At Will Spell: Thunderwave: Arcane: Thunder: Implement: Standard:
Close Blast 3: Each creature in blast; Int (+4+3+1=+8) vs Fort:
1d6 +5 (Int+Orb ) thunder damage & target is pushed 3 squares (Wis)
-----------------------------------------------------------------------------------
Encounter Power (Racial): Fey Step: Personal: Teleportation: Move action:
Teleport up to 5 squares:
Encounter Spell: Icy Terrain: Arcane: Cold: Implement: Standard:
Area Burst 1 within 10: Each creature in burst;
Int (++4+3+1=+8) vs Ref: 1d6 +5 (Int+Orb) cold damage
& target is knocked prone:
Effect = The power’s area is difficult terrain till end of my next turn.
(or later - Orb power) I can end effect as Minor Action.
Encounter Spell: Chill Strike: Arcane: Cold: Implement: Standard:
Ranged 10: Target 1 creature: Int (+4+3+1=+8) vs Fort:
2d8 +5 (Int+Orb) damage & target dazed till end of my next turn.
Encounter Spell: Colour Spray: Arcane: Radiant: Implement: Standard
Close Blast 5: Each creature in burst; Int (++4+3+1=+8) vs
Will: 1d6 +5 (Int+Orb) Radiant damage & target is dazed
until end of my next turn
--------------------------------------------------------------------------------
Daily spell: Sleep : Arcane: Implement: Area Burst 2 within 20; Standard
Each creature in burst; Int (+4+3+1=+8) vs Will:
HIT: Target slowed (save ends) If target fails first save
he becomes unconscious (save ends).
MISS: Target is slowed (save ends)
Daily spell: Flaming sphere: Arcane: Conjuration: Fire: Implement: Standard:
Ranged 10: 1 creature adjacent to sphere: Int (+4+3 +1 =+8)
vs Ref:
Conjure sphere within range - sphere attacks adjacent creature.
Damage = 2d6 + 5 fire damage (Int + Orb):
Any creature that starts his turn next to the sphere takes
1d4 +5 fire damage (Int + Orb).
As move action can move sphere up to 6 squares.
Sustain minor: can be sustained until end of encounter.
Can attack with sphere as a standard action.
Daily spell: Web: Arcane: Implement: Zone: Area Burst 2 within 20; Standard
Each creature in burst; Int (+4+3+1=+8) vs Ref
Hit: - Target is immobilized (save ends):
Effect: zone of webs that fill the area till end of encounter or 5
minutes. Difficult terrain. Any creature that ends its move there is immobilized (save ends)
Daily Spell: Bigby’s Ice Grasp: Arcane: Cold: Conjuration: Implement:
Ranged 20: 5 foot hand of ice in unoccupied square which then
attacks, As a move I can move hand up to 6 squares.
Int (+4+3+1=+8) vs Ref: One creature adjacent to hand.
Hit: 2d8 + 5 (Int + Orb) cold damage and hand grabs target.
If target attempts to escape hand uses my Fort or Ref defence.
Sustain Minor::- target grabbed takes 1d8 +5 (Int + Orb).
As standard action can attack another
but must release current target.
-------------------------------------------------------------------------------
Utility Spell: (Encounter) Shield: (selected). Force: Immediate interrupt =
personal. Trigger = Hit by an attack;
Gain +4 power bonus to AC and Reflex until end of my next turn.
(or later - Orb power)
Utility Spell: (Daily) Expeditious Retreat: Move action: Personal;
Shift up to twice my speed.
Utility Spell: (Daily): Dispel Magic: Arcane: Standard: Ranged 10
One conjuration of zone: Attack Int (+4+3=7) vs Will defence of
creator. Conjuration destroyed: All effects end including those that normally last till save ends.
Utility Spell: (Daily): Invisibility: Arcane Illusion: Standard: Ranged 5
Self or one creature: Target invisible till end of my next turn:
Becomes visible if he attacks. If within my range I can sustain
with a standard action.
-------------------------------------------------------------------------------
+1 Deathcut Leather Armour 15lbs
Standard Kit 33lb
3 x daggers 3lbs
Spell book 3lb
Ritual components 200gp
Lvl 6 Amulet of Protection (+2)
Lvl 7 Bracers of Defence
Lvl 3 Orb of Continuance 680
Eye of Alarm Ritual 100
Weight carried (59lbs)
Normal Load: 120lbs
Heavy Load: 240lbs
Push or Drag: 600lbs
Jelenneth Immaereal: Eladrin wizard
Race: Eladrin Class: Wizard Level 6th
Alignment: Unaligned Deity: Corellon Corellon
Size: Medium Age: 29 Gender: Female
Height 5’11” Weight: 155 lbs
Eyes: Violet Hair: Gleaming gold;
Initiative +8
Passive Perception +11
Passive Insight +11
Languages: Common, Elven, Draconic, Dwarven
Str: 8 (-1)
Con 12 (+1)
Dex: 12 (+1)
Int: 19 (+4)
Wis: 17 (+3)
Cha 12 (+1)
HP: 47, Bloodied 23, Healing Surges: 7 value 11
Action Points: 1
Speed: 6 squares
Defences:
AC: 20 (10 + 4 Int +3 magic leather +3 level)
Fort: 16 (10 +1 Con +3 level +2 amulet)
Ref: 19 (10 + 4 Int +3 level +2 amulet)
Will: 21 (10 + 3 Wis + 1 Racial +2 Class +3 lvl +2 amulet)
Racial +5 bonus to save vs Charm effects
Resist 5 Necrotic and 5 Poison damage (Deathcut Leather Armour)
Skills: Acrobatics +6, Arcana +14 (T), Athletics +5,
Bluff +6, Diplomacy +6, Dungeoneering +11 (T) Endurance +6, Heal +8, History +14 (T)
Insight +11 (T) Intimidate +6, Nature +8,
Perception +11 (T), Religion +9, Streetwise +6,
Stealth +6 Thievery +6
(T) = Trained Skill: .
Feats: Ritual Casting, Improved Initiative, Armour proficiency leather,
Toughness, Jack of all Trades
========================================================
Basic Melee (Longsword):
Str v AC (Str -1, +3 prof +3 level = +5) Damage 1d8-1
Basic Ranged (Dagger):
Dex (+1 +2 = +3) vs AC: Range 5/10; (Dam 1d4+1
=======================================================
Rituals: Tensor’s Floating Disc, Comprehend Language, Knock, Brew Potion, Enchant Magic Item, Eye of Alarm (bought)
========================================================
At Will Cantrips: Ghost Sound - ranged 10, One object or square.
Light - Ranged 5, lasts 5 minutes.
Mage Hand - sustainable (minor) indefinite - moves <20 lbs.
Prestidigitation - amusing magical trick.
========================================================
At Will spell: Ray of Frost: Arcane: Cold: Implement: Standard
Ranged 10: Target: One creature: Int (+4+3 +1=+8) vs Fort
1d6 +5 (Int+Orb) cold damage & creature slowed until end of my
next turn
At Will Spell: Thunderwave: Arcane: Thunder: Implement: Standard:
Close Blast 3: Each creature in blast; Int (+4+3+1=+8) vs Fort:
1d6 +5 (Int+Orb ) thunder damage & target is pushed 3 squares (Wis)
-----------------------------------------------------------------------------------
Encounter Power (Racial): Fey Step: Personal: Teleportation: Move action:
Teleport up to 5 squares:
Encounter Spell: Icy Terrain: Arcane: Cold: Implement: Standard:
Area Burst 1 within 10: Each creature in burst;
Int (++4+3+1=+8) vs Ref: 1d6 +5 (Int+Orb) cold damage
& target is knocked prone:
Effect = The power’s area is difficult terrain till end of my next turn.
(or later - Orb power) I can end effect as Minor Action.
Encounter Spell: Chill Strike: Arcane: Cold: Implement: Standard:
Ranged 10: Target 1 creature: Int (+4+3+1=+8) vs Fort:
2d8 +5 (Int+Orb) damage & target dazed till end of my next turn.
Encounter Spell: Colour Spray: Arcane: Radiant: Implement: Standard
Close Blast 5: Each creature in burst; Int (++4+3+1=+8) vs
Will: 1d6 +5 (Int+Orb) Radiant damage & target is dazed
until end of my next turn
--------------------------------------------------------------------------------
Daily spell: Sleep : Arcane: Implement: Area Burst 2 within 20; Standard
Each creature in burst; Int (+4+3+1=+8) vs Will:
HIT: Target slowed (save ends) If target fails first save
he becomes unconscious (save ends).
MISS: Target is slowed (save ends)
Daily spell: Flaming sphere: Arcane: Conjuration: Fire: Implement: Standard:
Ranged 10: 1 creature adjacent to sphere: Int (+4+3 +1 =+8)
vs Ref:
Conjure sphere within range - sphere attacks adjacent creature.
Damage = 2d6 + 5 fire damage (Int + Orb):
Any creature that starts his turn next to the sphere takes
1d4 +5 fire damage (Int + Orb).
As move action can move sphere up to 6 squares.
Sustain minor: can be sustained until end of encounter.
Can attack with sphere as a standard action.
Daily spell: Web: Arcane: Implement: Zone: Area Burst 2 within 20; Standard
Each creature in burst; Int (+4+3+1=+8) vs Ref
Hit: - Target is immobilized (save ends):
Effect: zone of webs that fill the area till end of encounter or 5
minutes. Difficult terrain. Any creature that ends its move there is immobilized (save ends)
Daily Spell: Bigby’s Ice Grasp: Arcane: Cold: Conjuration: Implement:
Ranged 20: 5 foot hand of ice in unoccupied square which then
attacks, As a move I can move hand up to 6 squares.
Int (+4+3+1=+8) vs Ref: One creature adjacent to hand.
Hit: 2d8 + 5 (Int + Orb) cold damage and hand grabs target.
If target attempts to escape hand uses my Fort or Ref defence.
Sustain Minor::- target grabbed takes 1d8 +5 (Int + Orb).
As standard action can attack another
but must release current target.
-------------------------------------------------------------------------------
Utility Spell: (Encounter) Shield: (selected). Force: Immediate interrupt =
personal. Trigger = Hit by an attack;
Gain +4 power bonus to AC and Reflex until end of my next turn.
(or later - Orb power)
Utility Spell: (Daily) Expeditious Retreat: Move action: Personal;
Shift up to twice my speed.
Utility Spell: (Daily): Dispel Magic: Arcane: Standard: Ranged 10
One conjuration of zone: Attack Int (+4+3=7) vs Will defence of
creator. Conjuration destroyed: All effects end including those that normally last till save ends.
Utility Spell: (Daily): Invisibility: Arcane Illusion: Standard: Ranged 5
Self or one creature: Target invisible till end of my next turn:
Becomes visible if he attacks. If within my range I can sustain
with a standard action.
-------------------------------------------------------------------------------
+1 Deathcut Leather Armour 15lbs
Standard Kit 33lb
3 x daggers 3lbs
Spell book 3lb
Ritual components 200gp
Lvl 6 Amulet of Protection (+2)
Lvl 7 Bracers of Defence
Lvl 3 Orb of Continuance 680
Eye of Alarm Ritual 100
Weight carried (59lbs)
Normal Load: 120lbs
Heavy Load: 240lbs
Push or Drag: 600lbs