Dragons Crowned Rouges Gallery

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
 

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I do not think I will use eitheir I like the forrgotten realms I have always been fan but I do not have access to the mateirals at the moment if that I will say so
 

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[COLOR="Sienna"][B]Breyer Deepwell[/B][/COLOR]
Dwarf Ranger 6
[B]Alignment:[/B] Unaligned

Brown hair, grey eyes

[B]Languages:[/B] Common, Dwarven, Draconic
[B]Vision:[/B] Low-light vision

[B]Ability Scores:[/B]
Str 18  +4  /  +7 
Con 15  +2  /  +5
Dex 14  +2  /  +5
Int 10  +0  /  +3
Wis 15  +2  /  +5
Cha 8  -1  /  +2

[B]Initiative:[/B]  +5   [B]Action Point:[/B]  1
[B]Perception:[/B]  20   [B]Insight:[/B]      15

[B]HP:[/B]          57   [B]Surges/Day:[/B]    8
[B]Bloodied:[/B]    28   [B]Surge Value:[/B]  14

[B]AC:[/B]   21 (+3 lvl +2 Dex +5 armor +1 shield)
[B]Fort:[/B] 20 (+3 lvl +4 Str +1 Class +2 enhancement)
[B]Ref:[/B]  19 (+3 lvl +2 Dex +1 Class +1 shield +2 enhancement)
[B]Will:[/B] 17 (+3 lvl +2 Wis +2 enhancement)

[b]Special Defenses[/b] Resist 5 radiant; +5 saving throw against poison 
[B]Speed:[/B] 5

[B]Basic Attacks:[/B]
+1 flaming battleaxe (1-hand): +10 vs AC, 1d10+8 damage (1d6+18 fire damage on crit)
+1 flaming battleaxe (2-hand): +10 vs AC, 1d10+8 damage (1d6+18 fire damage on crit)
+1 magic battleaxe (1-hand): +10 vs AC, 1d10+7 damage (1d6+17 damage on crit) 
+1 magic battleaxe (2-hand): +10 vs AC, 1d10+8 damage (1d6+18 damage on crit)
Handaxe: +9 vs AC; range 5/10, 1d6+4 damage (10 damage on crit)

 [u][B]At-Will Attack Powers:[/B][/u]
[COLOR="Lime"]Hit and Run[/COLOR] – Martial, Weapon
Standard Action; Melee weapon, Target: One Creature
Attack: +10 vs. AC
Hit: 1d10+6 damage (1d6+16 fire damage on crit).
Effect: If you move in the same turn after this attack, leaving the first square adjacent to the target does not provoke an opportunity attack from the target.

[COLOR="lime"]Twin Strike[/COLOR] – Martial, Weapon
Standard Action; Melee or Ranged Weapon, Targets: One or two creatures
Requirement: You must be wielding two melee weapons or a ranged weapon
Attack: +10 vs. AC (melee; main weapon and off-hand weapon) or +7 vs. AC (ranged, two attacks).
Hit: 1d10+2 (main-hand) and 1d10+1 (off-hand) (melee) or 1d6 per attack (ranged)

[u][B]Encounter Attack Powers:[/B][/u]
[COLOR="Red"]Sweeping Blow[/COLOR] – Martial, Weapon
Standard Action; Close burst 1; Target: each enemy in burst you can see
Attack: +12 vs. AC
Hit: 1d10+6 damage (1d6+16 fire damage on crit)

[COLOR="red"]Fox’s Cunning[/COLOR] – Martial, Weapon
Immediate Reaction; Melee or Ranged Weapon
Trigger: An enemy makes a melee attack against you
Attack: You can shift one square, then make a basic attack against the enemy.
Special: You gain a +2 power bonus to your basic attack roll..

[u][B]Encounter Utility Powers:[/B][/u]
[COLOR="red"]Unbalancing Parry[/COLOR] – Martial, Weapon
Immediate Reaction; Melee 1
Trigger: An enemy misses you with a melee attack.
Effect: Slide the enemy into a square adjacent to you and gain combat advantage against it until the end of your next turn.

[COLOR="red"]Weave through the Fray[/COLOR] – Martial
Immediate Interrupt; Personal
Trigger: An enemy moves adjacent to you.
Effect: You can shift two squares.

[u][B]Daily Attack Powers:[/B][/u]
[COLOR="DimGray"]Sudden Strike[/COLOR] – Martial, Weapon
Standard Action; melee weapon; Target: one creature
Requirement: You must be wielding two melee weapons
Attack: +10 vs. AC (off-hand weapon)
Hit: 1d10+1 damage
Effect: You shift one square and make a secondary attack against the target.
Secondary Attack: +10 vs. AC (main weapon)
Hit: 2d10+6 damage, and the target is weakened until the end of your next turn.
 
[COLOR="DimGray"]Two-Wolf Pounce[/COLOR] – Martial, Weapon
Standard Action; Melee Weapon; Primary Target: One creature
Requirement: You must be wielding two melee weapons
Special: You can shift two squares before making this attack.
Attack: +10 vs. AC, two attacks (main weapon and off-hand weapon)
Hit: 2d10+6 damage (main weapon) and 1d10+5 damage (off-hand weapon).
Effect: After attacking the primary target, you can shift 2 squares and make a secondary attack.
Secondary target: one creature other than the primary target.
Secondary Attack: +10 vs. AC (off-hand weapon)
Hit: 2d10+5 damage

[B]Magic Item Powers:[/B]
[COLOR="DarkOrange"]+2 Sunleaf Hide Armor[/COLOR] - Radiant
  Daily: Free Action: You can use this power when an enemy hits you with an opportunity attack.  Deal 1d10+2 radiant damage to that enemy.
[COLOR="darkorange"]+1 flaming battleaxe[/COLOR] - Fire
  At-Will: Free Action: All damage dealt by this weapon is fire damage.  Another free action returns the damage to normal.
[COLOR="darkorange"]+1 flaming battleaxe[/COLOR] - Fire
  Daily: Free Action: Use this power when you hit with the weapon.  Deal an extra 1d6 fire damage, and the target takes ongoing 5 fire damage (save ends).

[B]Race and Class Features:[/B]
Cast-Iron Stomach
Dwarven Resilience (second wind as swift action)
Dwarven Weapon Proficiency
Encumbered Speed
Stand Your Ground
Two-Blade Fighting Style
Hunter’s Quarry +1d6
Prime Shot

[B]Feats:[/B]
Novice Power
Student of Battle
Toughness
Two-Weapon Defense
Two-Weapon Fighting

[B]Skills:[/B]
Acrobatics:    +9 (+3 lvl +2 Dex -1 armor +5 trained)
Arcana:        +3 (+3 lvl +0 Int)
Athletics:    +11 (+3 lvl +4 Str -1 armor +5 trained)
Bluff:         +2 (+3 lvl -1 Cha)
Diplomacy:     +2 (+3 lvl -1 Cha)
Dungeoneering: +12 (+3 lvl +2 Wis +2 racial +5 trained)
Endurance:     +11 (+3 lvl +2 Con -1 armor +2 racial +5 trained)
Heal:          +5 (+3 lvl +2 Wis)
History:       +3 (+3 lvl +0 Int)
Insight:       +5 (+3 lvl +2 Wis)
Intimidate:    +7 (+3 lvl -1 Cha +5 trained)
Nature:        +5 (+3 lvl +2 Wis)
Perception:    +10 (+3 lvl +2 Wis +5 trained)
Religion:      +3 (+3 lvl +0 Int)
Stealth:      +4 (+3 lvl +2 Dex -1 armor)
Streetwise:    +2 (+3 lvl -1 Cha)
Thievery:     +4 (+3 lvl +2 Dex -1 armor)

[B]Equipment:[/B] Adventurer's Kit; 2 hand-axes, 
[B]Magical Equipment:[/B] +2 sunleaf hide Armor, +1 flaming battle axe, +1 magic battleaxe, amulet of protection +2, bracers of mighty striking, 2 potions of healing

[B]Money:[/B] 20 gp

Background: Coming soon

Appearance: Breyer is lean and compact with a somewhat grizzled and unkempt beard. His light grey eyes look as cold as granite and he peers at everyone, as if trying to look into their very souls. He always keeps at least one axe in hand, just in case.

Personality (including quirks): Coming soon.
 
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