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Level 23 Halfling Wizard-Roque, Battle Mage, Mythic Shadow
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<blockquote data-quote="Scalding" data-source="post: 4184205" data-attributes="member: 61522"><p>I was looking at the <a href="http://www.wizards.com/default.asp?x=dnd/4ex/20080416a" target="_blank">character progression</a>, when it occurred to me that with all the Wizard powers in the <a href="http://www.enworld.org/showthread.php?t=221806&page=1&pp=30" target="_blank">PrRC</a>, that I might be able to craft a character above level 1. It turns out, we're missing a lot at low levels, so in order to do this I had to choose a high enough level to have most of the necessary powers available. The lowest level I could do this at was 23, and all that's missing are the Paragon powers. So, without further ado, I present you:</p><p></p><p>[sblock=Lenny the Splenderificious]</p><p>"I can disappear, fly, and do all manner of wondrous things, and you're telling me Splederificious isn't a word?"</p><p></p><p><strong>Halfling Wizard (<em>Battle Mage</em>)</strong> 23</p><p></p><p><strong>Str</strong> 10 (+0, +11)</p><p><strong>Dex</strong> 14 (+2, +13)</p><p><strong>Con</strong> 12 (+1, +12)</p><p><strong>Int</strong> 22 (+6, +17)</p><p><strong>Wis</strong> 10 (+0, +11)</p><p><strong>Cha</strong> 14 (+2, +13)</p><p></p><p><strong>AC</strong> 27, <strong>Fort</strong> 22, <strong>Ref</strong> 27, <strong>Will</strong> 25</p><p><strong>HP</strong> 136 <strong>Bloodied</strong> 68</p><p><strong>Healing Surges</strong> 7 <strong>Healed</strong> 34</p><p><strong>Init</strong> +13</p><p></p><p><strong>Languages:</strong> Common</p><p></p><p>[sblock=Race Features]<strong>Bold</strong> <p style="margin-left: 20px">+5 on Saving throws vs. fear</p><p><strong>Nimble Reaction</strong> <p style="margin-left: 20px">+2 AC against Opportunities Attacks</p><p><strong>Second Chance</strong> <p style="margin-left: 20px"><em>Luck and small size combine to work in your favor as you dodge your enemy’s attack.</em></p> <p style="margin-left: 20px"><strong>Encounter ♦ Immediate Interrupt Personal</strong></p> <p style="margin-left: 20px"><strong>Effect:</strong> When an attack hits you, force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.</p><p><strong>Normal Vision</strong></p><p>[/sblock]</p><p></p><p>[sblock=Class Features]<em>See Cantrips</em></p><p><strong>Arcane Implement Mastery</strong> <p style="margin-left: 20px">Wand of Accuracy (once per encounter as a free action, gain a +2 bonus to an attack roll; you must be wielding your wand)</p><p><strong>Sneak Attack</strong><p style="margin-left: 20px">Once per encounter, when you have combat advantage against an enemy and are using a light blade, a crossbow, or a sling, your attacks against that enemy deal extra 5d8 damage.</p><p><strong>Arcane Reposte</strong> <p style="margin-left: 20px">Imbued with magical might, your hands bristle with arcane energy in the heat of battle. When a creature provokes an opportunity attack from you, make an opportunity attack with one of your hands (Dexterity vs. AC). Choose cold, fire, force, or lightning. You deal 1d8 + Intelligence modifier damage of that type with this attack.</p><p><strong>Battle Mage Action</strong> <p style="margin-left: 20px">When you spend an action point to take an extra action, you also gain a +4 bonus to attack rolls until the start of your next turn.</p><p><strong>Battle Edge</strong> <p style="margin-left: 20px">When you first become bloodied in an encounter, you can use any at-will power you know as an immediate reaction.</p><p><strong>Improved Precision Damage</strong> <p style="margin-left: 20px">Increase the size of your precision (Sneak Attack) damage dice by one step.</p><p><strong>Phantom Visage</strong> <p style="margin-left: 20px">You are under a constant greater invisibility effect. You can suppress or resume this effect as a minor action.</p><p>[/sblock]</p><p></p><p>[sblock=Skills]<strong>Passive Insight</strong> +21</p><p><strong>Passive Perception</strong> +28</p><p><strong>Acrobatics</strong> +20</p><p><strong>Arcana</strong> +22</p><p><strong>History</strong> +22</p><p><strong>Insight</strong> +11</p><p><strong>Nature</strong> +11</p><p><strong>Perception</strong> +18</p><p><strong>Thievery</strong> +20</p><p>[/sblock]</p><p></p><p>[sblock=Feats]<strong>Danger Sense</strong> <p style="margin-left: 20px">Roll twice for initiative, use the higher result.</p><p><strong>Devastating Critical</strong> <p style="margin-left: 20px">Deal additional 1d10 damage on a critical hit.</p><p><strong>Lasting Frost</strong> <p style="margin-left: 20px">Target hit with cold power gains vulnerable cold 5.</p><p><strong>Second Implement</strong> <p style="margin-left: 20px">Gain mastery with second arcane implement.</p><p><strong>Underfoot</strong> <p style="margin-left: 20px">Move through spaces of Large or larger creatures.</p><p><strong>Action Surge</strong> <p style="margin-left: 20px">+3 to attacks on actions gained from action points.</p><p><strong>Alertness</strong> <p style="margin-left: 20px">You don’t grant enemies combat advantage in surprise rounds. You also gain a +2 feat bonus to Perception checks.</p><p><strong>Burning Blizzard</strong> <p style="margin-left: 20px">Increases by 1 point all damage caused by cold and acid.</p><p><strong>Defensive Mobility</strong> <p style="margin-left: 20px">+2 to AC against opportunity attacks.</p><p><strong>Lost in the Crowd</strong> <p style="margin-left: 20px">+2 AC when adjacent to two larger enemies.</p><p><strong>Skill Training:</strong> <em>Perception</em> <p style="margin-left: 20px">Make one untrained skill trained, granting a +5</p> <p style="margin-left: 20px">bonus.</p><p><strong>Toughness</strong> <p style="margin-left: 20px">When you take this feat, you gain additional hit points equal to your level + 3. You also gain 1 additional hit point every time you gain a level.</p><p><strong>Sneak of Shadows</strong><p style="margin-left: 20px"><em>Rogue Cross Class</em>: Thievery skill, Sneak Attack 1/encounter</p><p><strong>Acolyte Power</strong><p style="margin-left: 20px">Swap one utility power with one of <em>Rogue</em></p><p>[/sblock]</p><p></p><p>[sblock=Cantrips]<strong>Ghost Sound</strong> <p style="margin-left: 20px"><em>With a wink, you create an illusory sound that emanates from somewhere close by.</em></p> <p style="margin-left: 20px"><strong>At-Will ♦ Arcane, Illusion</strong></p> <p style="margin-left: 20px"><strong>Standard Action Ranged</strong> 10</p> <p style="margin-left: 20px"><strong>Target:</strong> One object or unoccupied square</p> <p style="margin-left: 20px"><strong>Effect:</strong> You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.</p><p><strong>Light</strong> <p style="margin-left: 20px"><em>With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space.</em></p> <p style="margin-left: 20px"><strong>At-Will ♦ Arcane</strong></p> <p style="margin-left: 20px"><strong>Minor Action Ranged</strong> 5</p> <p style="margin-left: 20px"><strong>Target:</strong> One object or unoccupied square</p> <p style="margin-left: 20px"><strong>Effect:</strong> You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action.</p> <p style="margin-left: 20px"><strong>Special:</strong> You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.</p><p><strong>Mage Hand</strong> <p style="margin-left: 20px"><em>You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish.</em></p> <p style="margin-left: 20px"><strong>At-Will ♦ Arcane, Conjuration, Force</strong></p> <p style="margin-left: 20px"><strong>Minor Action Ranged</strong> 5</p> <p style="margin-left: 20px"><strong>Effect:</strong> You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object. </p> <p style="margin-left: 20px"><strong>Sustain Minor:</strong> You can sustain the hand indefinitely.</p> <p style="margin-left: 20px"><strong>Special:</strong> You can create only one hand at a time.</p><p>[/sblock]</p><p></p><p>[sblock=At-Will]<strong>Ray of Frost</strong> <p style="margin-left: 20px"><em>A blisteringly cold ray of white frost streaks to your target.</em></p> <p style="margin-left: 20px"><strong>At Will ♦ Arcane, Cold, Implement</strong></p> <p style="margin-left: 20px"><strong>Standard Action Ranged</strong> 10</p> <p style="margin-left: 20px"><strong>Target:</strong> One creature</p> <p style="margin-left: 20px"><strong>Attack:</strong> Int vs. Fortitude</p> <p style="margin-left: 20px"><strong>Hit:</strong> 2d6 + Int cold damage, and the target is slowed until the end of your next turn.</p><p><strong>Scorching Burst</strong> <p style="margin-left: 20px"><em>A vertical column of golden flames burns all within.</em></p> <p style="margin-left: 20px"><strong>At-Will ♦ Arcane, Fire, Implement</strong></p> <p style="margin-left: 20px"><strong>Standard Action Area</strong> burst 1 within 10 squares</p> <p style="margin-left: 20px"><strong>Target:</strong> Each creature in burst</p> <p style="margin-left: 20px"><strong>Attack:</strong> Int vs. Reflex</p> <p style="margin-left: 20px"><strong>Hit:</strong> 2d6 + Int fire damage.</p><p>[/sblock]</p><p></p><p>[sblock=Encounter]<strong>(<em>Paragon</em>)</strong> ?</p><p><strong>Frostburn</strong> <p style="margin-left: 20px"><em>You whisper a word of elemental power and hurl a flaming ball of ice. Waves of fire and ice explode outward from the point of impact.</em></p> <p style="margin-left: 20px"><strong>Encounter ♦ Arcane, Cold, Fire, Implement</strong></p> <p style="margin-left: 20px"><strong>Standard Action Area</strong> burst 2 within 20 squares</p> <p style="margin-left: 20px"><strong>Target:</strong> Each creature in burst</p> <p style="margin-left: 20px"><strong>Attack:</strong> Intelligence vs. Fortitude</p> <p style="margin-left: 20px"><strong>Hit:</strong> 3d6 + Intelligence modifier cold and fire damage.</p> <p style="margin-left: 20px"><strong>Effect:</strong> This power’s area is difficult terrain until the end of your next turn. Any creature that starts its turn in the area takes 5 cold and fire damage. You can dismiss the effect as a minor action.</p><p><strong>Prismatic Burst</strong> <p style="margin-left: 20px"><em>You lob a fist-sized orb of pulsating white light some distance away, blasting creatures in the area with rays of multicolored light.</em></p> <p style="margin-left: 20px"><strong>Encounter ♦ Arcane, Implement, Radiant</strong></p> <p style="margin-left: 20px"><strong>Standard Action Area</strong> burst 2 within 20 squares</p> <p style="margin-left: 20px"><strong>Target:</strong> Each creature in burst</p> <p style="margin-left: 20px"><strong>Attack:</strong> Intelligence vs. Will</p> <p style="margin-left: 20px"><strong>Hit:</strong> 3d6 + Intelligence modifier radiant damage, and the target is blinded until the end of your next turn.</p><p><strong>Thunderlance</strong> <p style="margin-left: 20px"><em>A thunderous pulse of concussive energy rolls from your hand, bowling over your enemies.</em></p> <p style="margin-left: 20px"><strong>Encounter ♦ Arcane, Implement, Thunder</strong></p> <p style="margin-left: 20px"><strong>Standard Action Close</strong> blast 5</p> <p style="margin-left: 20px"><strong>Target:</strong> Each creature in blast</p> <p style="margin-left: 20px"><strong>Attack:</strong> Wisdom vs Reflex</p> <p style="margin-left: 20px"><strong>Hit:</strong> 4d6 + Intelligence modifier thunder damage, and you push the target 4 squares.</p><p>[/sblock]</p><p></p><p>[sblock=Daily]<strong>(<em>Paragon</em>)</strong> ?</p><p><em>Choose 2 after extended rest:</em></p><p style="margin-left: 20px"><strong>Bigby's Grasping Hands</strong> <p style="margin-left: 20px"><em>Two hands of glowing golden force materialize, grab a couple of your foes, and slam them together.</em></p> <p style="margin-left: 20px"><strong>Daily ♦ Arcane, Conjuration, Force, Implement</strong></p> <p style="margin-left: 20px"><strong>Standard Action Ranged</strong> 10</p> <p style="margin-left: 20px"><strong>Effect:</strong> You conjure two 5-foot tall hands of force, each one occupying 1 square within range. Each hand attacks one adjacent creature. A hand that is not grabbing a target can be moved and made to attack a new target within range as a move action. The hands last until the end of your next turn.</p> <p style="margin-left: 20px"><strong>Targets:</strong> One or two creatures</p> <p style="margin-left: 20px"><strong>Attack:</strong> Intelligence vs. Reflex</p> <p style="margin-left: 20px"><strong>Hit:</strong> 2d10 + Intelligence modifier force damage, and the hand grabs the target. If the target attempts to escape, the hand uses your Fortitude or Reflex defense. </p> <p style="margin-left: 20px"><strong>Special:</strong> If the hands have each grabbed an enemy, you can slam the enemies into each other as a standard action, dealing 2d10 + Intelligence modifier force damage to each grabbed target. After the attack, each hand returns to its original square with its grabbed target.</p> <p style="margin-left: 20px"><strong>Sustain Minor:</strong> The hands persist.</p></p> <p style="margin-left: 20px"><strong>Blast of Cold</strong> <p style="margin-left: 20px"><em>You create a tremendous blast of supernatural cold, freezing your enemies.</em></p> <p style="margin-left: 20px"><strong>Daily ♦ Arcane, Cold, Implement</strong></p> <p style="margin-left: 20px"><strong>Standard Action Close</strong> blast 5</p> <p style="margin-left: 20px"><strong>Target:</strong> Each enemy in blast</p> <p style="margin-left: 20px"><strong>Attack:</strong> Intelligence vs Reflex</p> <p style="margin-left: 20px"><strong>Hit:</strong> 6d6 + Intelligence modifier cold damage, and the target is immobilized (save ends).</p> <p style="margin-left: 20px"><strong>Miss:</strong> Half damage, and the target is slowed (save ends).</p></p> <p style="margin-left: 20px"><strong>Otiluke's Resilient Sphere</strong> <p style="margin-left: 20px"><em>You trap your enemy in a transparent, immobile globe of impenetrable force.</em></p> <p style="margin-left: 20px"><strong>Daily ♦ Arcane, Conjuration, Force, Implement</strong></p> <p style="margin-left: 20px"><strong>Standard Action Ranged</strong> 10</p> <p style="margin-left: 20px"><strong>Target:</strong> One creature</p> <p style="margin-left: 20px"><strong>Attack:</strong> Intelligence vs Reflex</p> <p style="margin-left: 20px"><strong>Hit:</strong> You conjure a sphere of force that fills the target’s entire space until the end of your turn. The target is immobilized and an’t attack anything outside its own space. Creatures outside the sphere can’t attack the target, and the sphere blocks objects and creatures attempts to pass through it. The sphere, though impenetrable, is not impervious to</p> <p style="margin-left: 20px">damage. Attacks against the sphere automatically hit, and it has 100 hit points.</p> <p style="margin-left: 20px"><strong>Sustain Minor:</strong> If your attack roll was successful, you can sustain the sphere.</p> <p style="margin-left: 20px"><strong>Miss:</strong> The target is immobilized (save ends).</p> <p style="margin-left: 20px"><strong>Special:</strong> Instead of attacking an enemy, you can put the sphere around yourself or a willing ally within range without making an attack roll.</p></p> <p style="margin-left: 20px"><strong>Prismatic Beams</strong> <p style="margin-left: 20px"> <em>Scintillating beams of rainbow-colored light spring from your outstretched hand, affecting your foes in unpredictable ways.</em></p> <p style="margin-left: 20px"><strong>Daily ♦ Arcane, Fire, Implement, Poison</strong></p> <p style="margin-left: 20px"><strong>Standard Action Close</strong> burst 5</p> <p style="margin-left: 20px"><strong>Target:</strong> Each enemy in burst</p> <p style="margin-left: 20px"><strong>Attack:</strong> Intelligence vs Fortitude, Reflex, Will</p> <p style="margin-left: 20px"><strong>Hit (Fortitude):</strong> If the attack hits the target’s Fortitude defense, the target takes 2d6 + Intelligence modifier poison damage, and ongoing 5 poison damage (save ends).</p> <p style="margin-left: 20px"><strong>Hit (Reflex):</strong> If the attack hits the target’s Reflex defense, the target takes 2d6 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends).</p> <p style="margin-left: 20px"><strong>Hit (Will):</strong> If the attack hits the target’s Will defense, the target is dazed (save ends).</p> <p style="margin-left: 20px"><strong>Special:</strong> You make only one attack per target, but compare that attack result against all three defenses. A target might be subject to any, all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each ongoing effect separately. </p></p> <p style="margin-left: 20px"><strong>Wall of Ice</strong><p style="margin-left: 20px"><em>A wall of glittering, jagged ice appears at your command.</em></p> <p style="margin-left: 20px"><strong>Daily ♦ Arcane, Cold, Conjuration, Implement</strong></p> <p style="margin-left: 20px"><strong>Standard Action Area</strong> wall 12 within 10 squares</p> <p style="margin-left: 20px"><strong>Effect:</strong> You conjure a solid wall of contiguous squares filled with arcane ice. The wall can be up to 12 squares long and up to 6 squares high. Any creature that starts its turn adjacent to the wall takes 2d6 + Intelligence modifier cold damage. The wall blocks line of sight and prevents movement. No creature can enter a square containing the wall.</p> <p style="margin-left: 20px"><strong>Special:</strong> As a standard action, a creature can attack on square of the wall. Each square has 50 hit points. Any creature that makes a melee attack against the wall takes 2d6 cold damage. The wall has vulnerability 25 to fire. If the wall is not destroyed, its melts away after 1 hour.</p> </p><p><em>Choose 1 after extended rest:</em></p><p style="margin-left: 20px"><strong>Acid Arrow</strong><p style="margin-left: 20px"><em>A shimmering arrow of green, glowing liquid streaks to your target and bursts in a spray of sizzling acid.</em></p> <p style="margin-left: 20px"><strong>Daily ♦ Acid, Arcane, Implement</strong></p> <p style="margin-left: 20px"><strong>Standard Action Ranged</strong> 20</p> <p style="margin-left: 20px"><strong>Primary Target:</strong> One creature</p> <p style="margin-left: 20px"><strong>Attack:</strong> Int vs. Reflex</p> <p style="margin-left: 20px"><strong>Hit:</strong> 2d8 + Int acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack.</p> <p style="margin-left: 20px"><strong>Secondary Target:</strong> Each creature adjacent to the primary target</p> <p style="margin-left: 20px"><strong>Secondary Attack:</strong> Int vs. Reflex</p> <p style="margin-left: 20px"><strong>Hit:</strong> 1d8 + Int acid damage, and ongoing 5 acid damage (save ends).</p> <p style="margin-left: 20px"><strong>Miss:</strong> Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.</p></p> <p style="margin-left: 20px"><strong>Sleep</strong><p style="margin-left: 20px"><em>You exert your will against your foes, seeking to overwhelm them with a tide of magical weariness.</em></p> <p style="margin-left: 20px"><strong>Daily ♦ Arcane, Implement, Sleep</strong></p> <p style="margin-left: 20px"><strong>Standard Action Area</strong> burst 2 within 20 squares</p> <p style="margin-left: 20px"><strong>Target:</strong> Each creature in burst</p> <p style="margin-left: 20px"><strong>Attack:</strong> Int vs. Will</p> <p style="margin-left: 20px"><strong>Hit:</strong> The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).</p> <p style="margin-left: 20px"><strong>Miss:</strong> The target is slowed (save ends).</p> </p><p>[/sblock]</p><p></p><p>[sblock=Utility]<strong>(<em>Paragon</em>)</strong> ?</p><p><strong>Tumble</strong><p style="margin-left: 20px">You tumble out of harm’s way, dodging the opportunistic attacks of your enemies.</p> <p style="margin-left: 20px"><strong>Encounter ♦ Martial</strong></p> <p style="margin-left: 20px"><strong>Move Action Personal</strong></p> <p style="margin-left: 20px"><strong>Prerequisite:</strong> You must be trained in Acrobatics.</p> <p style="margin-left: 20px"><strong>Effect:</strong> You can shift a number of squares equal to one-half your speed.</p><p><strong>Dispel Magic</strong><p style="margin-left: 20px"><em>You unleash a ray of crackling arcane energy that destroys a magical effect created by an opponent.</em></p> <p style="margin-left: 20px"><strong>Daily ♦ Arcane</strong></p> <p style="margin-left: 20px"><strong>Standard Action Ranged</strong> 10</p> <p style="margin-left: 20px"><strong>Target:</strong> One conjuration or zone</p> <p style="margin-left: 20px"><strong>Attack:</strong> Int vs. the Will defense of the creator of the conjuration or zone</p> <p style="margin-left: 20px"><strong>Hit:</strong> The conjuration or the zone is destroyed. All its effects end, including those that normally last until a target saves.</p><p><strong>Resistance</strong><p style="margin-left: 20px"><em>You make yourself or another creatures in range resistant to a particular kind of damage.</em></p> <p style="margin-left: 20px"><strong>Daily ♦ Arcane</strong></p> <p style="margin-left: 20px"><strong>Minor Action Ranged</strong> 10</p> <p style="margin-left: 20px"><strong>Target:</strong> You or one creature</p> <p style="margin-left: 20px"><strong>Effect:</strong> Against a particular damage type chosen by you, the target gains resistance equal to your level + your Intelligence modifier until the end of the encounter or for 5 minutes. Choose the damage type from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.</p><p><strong>Fly</strong><p style="margin-left: 20px"><em>You leap into the air and don’t look back.</em></p> <p style="margin-left: 20px"><strong>Daily ♦ Arcane</strong></p> <p style="margin-left: 20px"><strong>Standard Action Personal</strong></p> <p style="margin-left: 20px"><strong>Effect:</strong> You gain a speed of fly 8 until the end of your next turn.</p> <p style="margin-left: 20px"><strong>Sustain Minor:</strong> You can sustain this power until the end of the encounter or for 5 minutes. If you don’t sustain it, you float to the ground without taking falling damage.</p><p><strong>Displacement</strong><p style="margin-left: 20px"><em>The recipient of this spell appears to be standing slightly to the left or right of his actual position, making it harder for enemies to hit him.</em></p> <p style="margin-left: 20px"><strong>Encounter ♦ Arcane, Illusion</strong></p> <p style="margin-left: 20px"><strong>Immediate Interrupt Ranged</strong> 5</p> <p style="margin-left: 20px"><strong>Trigger:</strong> A ranged or melee attack hits you or one ally in range</p> <p style="margin-left: 20px"><strong>Effect:</strong> The attacker must reroll the attack roll.</p><p>[/sblock]</p><p></p><p>[/sblock]</p><p></p><p>Lenny's obviously a bit underpowered, and not really min/maxed. I had to choose pretty much all the feats he qualified for, and of course there isn't a lot of choice in powers either. Also, I had to guess how the spellbook choices work once you have dailies of different levels. Still, to me he's an interesting portal to things to come.</p></blockquote><p></p>
[QUOTE="Scalding, post: 4184205, member: 61522"] I was looking at the [URL=http://www.wizards.com/default.asp?x=dnd/4ex/20080416a]character progression[/URL], when it occurred to me that with all the Wizard powers in the [URL=http://www.enworld.org/showthread.php?t=221806&page=1&pp=30]PrRC[/URL], that I might be able to craft a character above level 1. It turns out, we're missing a lot at low levels, so in order to do this I had to choose a high enough level to have most of the necessary powers available. The lowest level I could do this at was 23, and all that's missing are the Paragon powers. So, without further ado, I present you: [sblock=Lenny the Splenderificious] "I can disappear, fly, and do all manner of wondrous things, and you're telling me Splederificious isn't a word?" [B]Halfling Wizard ([I]Battle Mage[/I])[/B] 23 [B]Str[/B] 10 (+0, +11) [B]Dex[/B] 14 (+2, +13) [B]Con[/B] 12 (+1, +12) [B]Int[/B] 22 (+6, +17) [B]Wis[/B] 10 (+0, +11) [B]Cha[/B] 14 (+2, +13) [B]AC[/B] 27, [B]Fort[/B] 22, [B]Ref[/B] 27, [B]Will[/B] 25 [B]HP[/B] 136 [B]Bloodied[/B] 68 [B]Healing Surges[/B] 7 [B]Healed[/B] 34 [B]Init[/B] +13 [B]Languages:[/B] Common [sblock=Race Features][B]Bold[/B] [INDENT]+5 on Saving throws vs. fear[/INDENT] [B]Nimble Reaction[/B] [INDENT]+2 AC against Opportunities Attacks[/INDENT] [B]Second Chance[/B] [INDENT][I]Luck and small size combine to work in your favor as you dodge your enemy’s attack.[/I] [B]Encounter ♦ Immediate Interrupt Personal Effect:[/B] When an attack hits you, force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.[/INDENT] [B]Normal Vision[/B] [/sblock] [sblock=Class Features][I]See Cantrips[/I] [B]Arcane Implement Mastery[/B] [INDENT]Wand of Accuracy (once per encounter as a free action, gain a +2 bonus to an attack roll; you must be wielding your wand)[/INDENT] [B]Sneak Attack[/B][INDENT]Once per encounter, when you have combat advantage against an enemy and are using a light blade, a crossbow, or a sling, your attacks against that enemy deal extra 5d8 damage.[/INDENT] [B]Arcane Reposte[/B] [INDENT]Imbued with magical might, your hands bristle with arcane energy in the heat of battle. When a creature provokes an opportunity attack from you, make an opportunity attack with one of your hands (Dexterity vs. AC). Choose cold, fire, force, or lightning. You deal 1d8 + Intelligence modifier damage of that type with this attack.[/INDENT] [B]Battle Mage Action[/B] [INDENT]When you spend an action point to take an extra action, you also gain a +4 bonus to attack rolls until the start of your next turn.[/INDENT] [B]Battle Edge[/B] [INDENT]When you first become bloodied in an encounter, you can use any at-will power you know as an immediate reaction.[/INDENT] [B]Improved Precision Damage[/B] [INDENT]Increase the size of your precision (Sneak Attack) damage dice by one step.[/INDENT] [B]Phantom Visage[/B] [INDENT]You are under a constant greater invisibility effect. You can suppress or resume this effect as a minor action.[/INDENT] [/sblock] [sblock=Skills][B]Passive Insight[/B] +21 [B]Passive Perception[/B] +28 [B]Acrobatics[/B] +20 [B]Arcana[/B] +22 [B]History[/B] +22 [B]Insight[/B] +11 [B]Nature[/B] +11 [B]Perception[/B] +18 [B]Thievery[/B] +20 [/sblock] [sblock=Feats][B]Danger Sense[/B] [INDENT]Roll twice for initiative, use the higher result.[/INDENT] [B]Devastating Critical[/B] [INDENT]Deal additional 1d10 damage on a critical hit.[/INDENT] [B]Lasting Frost[/B] [INDENT]Target hit with cold power gains vulnerable cold 5.[/INDENT] [B]Second Implement[/B] [INDENT]Gain mastery with second arcane implement.[/INDENT] [B]Underfoot[/B] [INDENT]Move through spaces of Large or larger creatures.[/INDENT] [B]Action Surge[/B] [INDENT]+3 to attacks on actions gained from action points.[/INDENT] [B]Alertness[/B] [INDENT]You don’t grant enemies combat advantage in surprise rounds. You also gain a +2 feat bonus to Perception checks.[/INDENT] [B]Burning Blizzard[/B] [INDENT]Increases by 1 point all damage caused by cold and acid.[/INDENT] [B]Defensive Mobility[/B] [INDENT]+2 to AC against opportunity attacks.[/INDENT] [B]Lost in the Crowd[/B] [INDENT]+2 AC when adjacent to two larger enemies.[/INDENT] [B]Skill Training:[/B] [I]Perception[/I] [INDENT]Make one untrained skill trained, granting a +5 bonus.[/INDENT] [B]Toughness[/B] [INDENT]When you take this feat, you gain additional hit points equal to your level + 3. You also gain 1 additional hit point every time you gain a level.[/INDENT] [B]Sneak of Shadows[/B][INDENT][I]Rogue Cross Class[/I]: Thievery skill, Sneak Attack 1/encounter[/INDENT] [B]Acolyte Power[/B][INDENT]Swap one utility power with one of [I]Rogue[/I][/INDENT] [/sblock] [sblock=Cantrips][B]Ghost Sound[/B] [INDENT][I]With a wink, you create an illusory sound that emanates from somewhere close by.[/I] [B]At-Will ♦ Arcane, Illusion Standard Action Ranged[/B] 10 [B]Target:[/B] One object or unoccupied square [B]Effect:[/B] You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.[/INDENT] [B]Light[/B] [INDENT][I]With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space.[/I] [B]At-Will ♦ Arcane Minor Action Ranged[/B] 5 [B]Target:[/B] One object or unoccupied square [B]Effect:[/B] You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action. [B]Special:[/B] You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.[/INDENT] [B]Mage Hand[/B] [INDENT][I]You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish.[/I] [B]At-Will ♦ Arcane, Conjuration, Force Minor Action Ranged[/B] 5 [B]Effect:[/B] You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object. [B]Sustain Minor:[/B] You can sustain the hand indefinitely. [B]Special:[/B] You can create only one hand at a time.[/INDENT] [/sblock] [sblock=At-Will][B]Ray of Frost[/B] [INDENT][I]A blisteringly cold ray of white frost streaks to your target.[/I] [B]At Will ♦ Arcane, Cold, Implement Standard Action Ranged[/B] 10 [B]Target:[/B] One creature [B]Attack:[/B] Int vs. Fortitude [B]Hit:[/B] 2d6 + Int cold damage, and the target is slowed until the end of your next turn.[/INDENT] [B]Scorching Burst[/B] [INDENT][I]A vertical column of golden flames burns all within.[/I] [B]At-Will ♦ Arcane, Fire, Implement Standard Action Area[/B] burst 1 within 10 squares [B]Target:[/B] Each creature in burst [B]Attack:[/B] Int vs. Reflex [B]Hit:[/B] 2d6 + Int fire damage.[/INDENT] [/sblock] [sblock=Encounter][B]([I]Paragon[/I])[/B] ? [B]Frostburn[/B] [INDENT][I]You whisper a word of elemental power and hurl a flaming ball of ice. Waves of fire and ice explode outward from the point of impact.[/I] [B]Encounter ♦ Arcane, Cold, Fire, Implement Standard Action Area[/B] burst 2 within 20 squares [B]Target:[/B] Each creature in burst [B]Attack:[/B] Intelligence vs. Fortitude [B]Hit:[/B] 3d6 + Intelligence modifier cold and fire damage. [B]Effect:[/B] This power’s area is difficult terrain until the end of your next turn. Any creature that starts its turn in the area takes 5 cold and fire damage. You can dismiss the effect as a minor action.[/INDENT] [B]Prismatic Burst[/B] [INDENT][I]You lob a fist-sized orb of pulsating white light some distance away, blasting creatures in the area with rays of multicolored light.[/I] [B]Encounter ♦ Arcane, Implement, Radiant Standard Action Area[/B] burst 2 within 20 squares [B]Target:[/B] Each creature in burst [B]Attack:[/B] Intelligence vs. Will [B]Hit:[/B] 3d6 + Intelligence modifier radiant damage, and the target is blinded until the end of your next turn.[/INDENT] [B]Thunderlance[/B] [INDENT][I]A thunderous pulse of concussive energy rolls from your hand, bowling over your enemies.[/I] [B]Encounter ♦ Arcane, Implement, Thunder Standard Action Close[/B] blast 5 [B]Target:[/B] Each creature in blast [B]Attack:[/B] Wisdom vs Reflex [B]Hit:[/B] 4d6 + Intelligence modifier thunder damage, and you push the target 4 squares.[/INDENT] [/sblock] [sblock=Daily][B]([I]Paragon[/I])[/B] ? [I]Choose 2 after extended rest:[/I] [INDENT][B]Bigby's Grasping Hands[/B] [INDENT][I]Two hands of glowing golden force materialize, grab a couple of your foes, and slam them together.[/I] [B]Daily ♦ Arcane, Conjuration, Force, Implement Standard Action Ranged[/B] 10 [B]Effect:[/B] You conjure two 5-foot tall hands of force, each one occupying 1 square within range. Each hand attacks one adjacent creature. A hand that is not grabbing a target can be moved and made to attack a new target within range as a move action. The hands last until the end of your next turn. [B]Targets:[/B] One or two creatures [B]Attack:[/B] Intelligence vs. Reflex [B]Hit:[/B] 2d10 + Intelligence modifier force damage, and the hand grabs the target. If the target attempts to escape, the hand uses your Fortitude or Reflex defense. [B]Special:[/B] If the hands have each grabbed an enemy, you can slam the enemies into each other as a standard action, dealing 2d10 + Intelligence modifier force damage to each grabbed target. After the attack, each hand returns to its original square with its grabbed target. [B]Sustain Minor:[/B] The hands persist.[/INDENT] [B]Blast of Cold[/B] [INDENT][I]You create a tremendous blast of supernatural cold, freezing your enemies.[/I] [B]Daily ♦ Arcane, Cold, Implement Standard Action Close[/B] blast 5 [B]Target:[/B] Each enemy in blast [B]Attack:[/B] Intelligence vs Reflex [B]Hit:[/B] 6d6 + Intelligence modifier cold damage, and the target is immobilized (save ends). [B]Miss:[/B] Half damage, and the target is slowed (save ends).[/INDENT] [B]Otiluke's Resilient Sphere[/B] [INDENT][I]You trap your enemy in a transparent, immobile globe of impenetrable force.[/I] [B]Daily ♦ Arcane, Conjuration, Force, Implement Standard Action Ranged[/B] 10 [B]Target:[/B] One creature [B]Attack:[/B] Intelligence vs Reflex [B]Hit:[/B] You conjure a sphere of force that fills the target’s entire space until the end of your turn. The target is immobilized and an’t attack anything outside its own space. Creatures outside the sphere can’t attack the target, and the sphere blocks objects and creatures attempts to pass through it. The sphere, though impenetrable, is not impervious to damage. Attacks against the sphere automatically hit, and it has 100 hit points. [B]Sustain Minor:[/B] If your attack roll was successful, you can sustain the sphere. [B]Miss:[/B] The target is immobilized (save ends). [B]Special:[/B] Instead of attacking an enemy, you can put the sphere around yourself or a willing ally within range without making an attack roll.[/INDENT] [B]Prismatic Beams[/B] [INDENT] [I]Scintillating beams of rainbow-colored light spring from your outstretched hand, affecting your foes in unpredictable ways.[/I] [B]Daily ♦ Arcane, Fire, Implement, Poison Standard Action Close[/B] burst 5 [B]Target:[/B] Each enemy in burst [B]Attack:[/B] Intelligence vs Fortitude, Reflex, Will [B]Hit (Fortitude):[/B] If the attack hits the target’s Fortitude defense, the target takes 2d6 + Intelligence modifier poison damage, and ongoing 5 poison damage (save ends). [B]Hit (Reflex):[/B] If the attack hits the target’s Reflex defense, the target takes 2d6 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends). [B]Hit (Will):[/B] If the attack hits the target’s Will defense, the target is dazed (save ends). [B]Special:[/B] You make only one attack per target, but compare that attack result against all three defenses. A target might be subject to any, all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each ongoing effect separately. [/INDENT] [B]Wall of Ice[/B][INDENT][I]A wall of glittering, jagged ice appears at your command.[/I] [B]Daily ♦ Arcane, Cold, Conjuration, Implement Standard Action Area[/B] wall 12 within 10 squares [B]Effect:[/B] You conjure a solid wall of contiguous squares filled with arcane ice. The wall can be up to 12 squares long and up to 6 squares high. Any creature that starts its turn adjacent to the wall takes 2d6 + Intelligence modifier cold damage. The wall blocks line of sight and prevents movement. No creature can enter a square containing the wall. [B]Special:[/B] As a standard action, a creature can attack on square of the wall. Each square has 50 hit points. Any creature that makes a melee attack against the wall takes 2d6 cold damage. The wall has vulnerability 25 to fire. If the wall is not destroyed, its melts away after 1 hour.[/INDENT][/INDENT] [I]Choose 1 after extended rest:[/I] [INDENT][B]Acid Arrow[/B][INDENT][I]A shimmering arrow of green, glowing liquid streaks to your target and bursts in a spray of sizzling acid.[/I] [B]Daily ♦ Acid, Arcane, Implement Standard Action Ranged[/B] 20 [B]Primary Target:[/B] One creature [B]Attack:[/B] Int vs. Reflex [B]Hit:[/B] 2d8 + Int acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack. [B]Secondary Target:[/B] Each creature adjacent to the primary target [B]Secondary Attack:[/B] Int vs. Reflex [B]Hit:[/B] 1d8 + Int acid damage, and ongoing 5 acid damage (save ends). [B]Miss:[/B] Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.[/INDENT] [B]Sleep[/B][INDENT][I]You exert your will against your foes, seeking to overwhelm them with a tide of magical weariness.[/I] [B]Daily ♦ Arcane, Implement, Sleep Standard Action Area[/B] burst 2 within 20 squares [B]Target:[/B] Each creature in burst [B]Attack:[/B] Int vs. Will [B]Hit:[/B] The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends). [B]Miss:[/B] The target is slowed (save ends).[/INDENT][/INDENT] [/sblock] [sblock=Utility][B]([I]Paragon[/I])[/B] ? [B]Tumble[/B][INDENT]You tumble out of harm’s way, dodging the opportunistic attacks of your enemies. [B]Encounter ♦ Martial Move Action Personal Prerequisite:[/B] You must be trained in Acrobatics. [B]Effect:[/B] You can shift a number of squares equal to one-half your speed.[/INDENT] [B]Dispel Magic[/B][INDENT][I]You unleash a ray of crackling arcane energy that destroys a magical effect created by an opponent.[/I] [B]Daily ♦ Arcane Standard Action Ranged[/B] 10 [B]Target:[/B] One conjuration or zone [B]Attack:[/B] Int vs. the Will defense of the creator of the conjuration or zone [B]Hit:[/B] The conjuration or the zone is destroyed. All its effects end, including those that normally last until a target saves.[/INDENT] [B]Resistance[/B][INDENT][I]You make yourself or another creatures in range resistant to a particular kind of damage.[/I] [B]Daily ♦ Arcane Minor Action Ranged[/B] 10 [B]Target:[/B] You or one creature [B]Effect:[/B] Against a particular damage type chosen by you, the target gains resistance equal to your level + your Intelligence modifier until the end of the encounter or for 5 minutes. Choose the damage type from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.[/INDENT] [B]Fly[/B][INDENT][I]You leap into the air and don’t look back.[/I] [B]Daily ♦ Arcane Standard Action Personal Effect:[/B] You gain a speed of fly 8 until the end of your next turn. [B]Sustain Minor:[/B] You can sustain this power until the end of the encounter or for 5 minutes. If you don’t sustain it, you float to the ground without taking falling damage.[/INDENT] [B]Displacement[/B][INDENT][I]The recipient of this spell appears to be standing slightly to the left or right of his actual position, making it harder for enemies to hit him.[/I] [B]Encounter ♦ Arcane, Illusion Immediate Interrupt Ranged[/B] 5 [B]Trigger:[/B] A ranged or melee attack hits you or one ally in range [B]Effect:[/B] The attacker must reroll the attack roll.[/INDENT] [/sblock] [/sblock] Lenny's obviously a bit underpowered, and not really min/maxed. I had to choose pretty much all the feats he qualified for, and of course there isn't a lot of choice in powers either. Also, I had to guess how the spellbook choices work once you have dailies of different levels. Still, to me he's an interesting portal to things to come. [/QUOTE]
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Level 23 Halfling Wizard-Roque, Battle Mage, Mythic Shadow
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