Dragons Crowned

Thank the Lord for WD! I just got back from holiday to discover my Wizard had become invisible!!

BTW I love the idea of an all dwarf party. Shall I convert wizard to dwarf? Doesn't our gnome illusionist have a dwarf cleric up his sleeve?

Let me know which you prefer and I should have it soirted by tonight.
Thanks! :o

If you men the plural 'you', I'm fine with both. And yes, I think he changed to cleric.
 

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Arcanaman; If change of race is OK, herewith new Dwarf wizard.

All: Can you check this out as I've basically converted the old Eladrin wizard and I may have missed bits.

Beeber Hammerfall:

Race: Dwarf Class: Wizard Level 6th
Alignment: Good Deity: Moradin
Size: Medium Age: 39 Gender: Male
Height 4’4” Weight: 197 lbs
Eyes: Green Hair: Fiery Red;

Initiative +3
Passive Perception +20
Passive Insight +20
Low light Vision
Languages: Common, Draconic, Dwarven

Str: 8 (-1)
Con 14 (+2)
Dex: 12 (+1)
Int: 19 (+4)
Wis: 15 (+2)
Cha 10 (+0)

HP: 44, Bloodied 22, Surge value 11
Healing Surges: 8 Action Points: 1 Speed: 5 squares
AC: 20 (10 + 4 Int +3 magic leather +3 level)

Fort: 17 (10 +2 Con +3 level +2 amulet)
Ref: 19 (10 + 4 Int +3 level +2 amulet)
Will: 19 (10 + 2 Wis +2 Class +3 lvl +2 amulet)
Racial +5 bonus to save vs poison
Resist 5 Necrotic and 5 Poison damage (Deathcut Leather Armour)

Skills:
Acrobatics +6, Arcana +12 (T), Athletics +4,
Bluff +5, Diplomacy +5, Dungeoneering +12 (T)
Endurance +9, Heal +7, History +12 (T)
Insight +10 (T) Intimidate +5, Nature +7,
Perception +10 (T), Religion +8, Streetwise +5,
Stealth +6 Thievery +6
(T) = Trained Skill:

Feats: Ritual Casting, Quick Draw, Armour proficiency leather,
Burning Blizzard, Jack of all Trades

Basic Melee (Hammer):
Str v AC (Str -1, +2 prof +3 level = +4) Damage 1d10-1
Basic Ranged (Hammer):
Str vs AC: Range 5/10; (+4) Dam 1d6-1
OR use Magic Missile!

Racial and Class abilities;
Can use Second Wind as a Minor action instead of a Standard action
Move at normal speed even if encumbered
Stand Your Ground: Pushes/Pulls etc move me 1 square less also get saving throw to avoid falling prone
Orb of Imposition: Once/encounter Free Action: either reduce enemies save by 2 (wis mod) OR Extend duration of At Will Power by 1 turn
=============================================================
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 action
Ranged 10: Target: One creature: Int (+4+3 +1=+8) vs Fort
1d6 +6 (Int+Orb+feat) cold damage & creature slowed until end of my next turn
(or turn after - basic Orb power)

At Will Spell:
Thunderwave: Arcane: Thunder: Implement: Standard action:
Close Blast 3: Each creature in blast; Int (+4+3+1=+8) vs Fort:
1d6 +5 (Int+Orb ) thunder damage & target is pushed a 3 squares (Wis)
---------------------------------------------------------------------------
Encounter Spell:
Icy Terrain: Arcane: Cold: Implement: Standard action:
Area Burst 1 within 10: Each creature in burst; Int (++4+3+1=+8) vs Ref:
1d6 +6 (Int+Orb+feat) cold damage & target is knocked prone:
Effect = The power’s area is difficult terrain till end of my next turn.
(Or turn after - Magic orb power-daily)
I can end effect as Minor Action.

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: [select 2 from 4]
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 + 6 (Int + Orb+feat) 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) [select 2 from 4]
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 end of next turn Magic orb power - daily)

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 ends 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:
(or end of next turn Magic orb power - daily)
Becomes visible if he attacks. If within my range I can sustain with standard action.
-------------------------------------------------------------------------------
+1 Deathcut Leather Armour 15lbs
Standard Kit 33lb

Warhammer 5lbs
2 x Throwing hammers 4lb
Spell book 3lb
Ritual components (200gp)
Lvl 6 Amulet of Protection (+2)
Lvl 7 Bracers of Defence
Lvl 3 Orb of Continuance 680 gp
Eye of Alarm Ritual 100 gp

Weight carried (60lbs)
--------------------------------------------------------------------------------

Item Daily powers

Armour: Immediate Reaction; when hit in melee can deal 1d10+ Cha necrotic dam to attacker.

Orb: Can sustain power for an extra turn

Bracers: Immediate Reaction: When hit by a melee attack; reduce damage by 10



 






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