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Munch me a blaster character, please!
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<blockquote data-quote="On Puget Sound" data-source="post: 4363816" data-attributes="member: 68988"><p>Tiefling Wizard-1</p><p>STR 8</p><p>CON 14</p><p>DEX 13</p><p>INT 18</p><p>WIS 14</p><p>CHA 12</p><p>HP 24 AC 15 Fort 12 Ref 14 Will 14</p><p>Healing surge (6 hp): 8 per day</p><p>+1 attack vs bloodied foes (racial)</p><p>fire resist 5 (racial)</p><p></p><p>FEATS: </p><p>Hellfire blood: +1 attack, +1 damage with Fire or Fear powers</p><p>Ritual caster. Rituals: Tenser's Floating Disk, Comprehend Languages, Make Whole</p><p></p><p>SKILLS:</p><p>arcana 9</p><p>history 9</p><p>religion 9</p><p>insight 7</p><p>bluff 3</p><p>stealth 3</p><p></p><p>POWERS:</p><p>at will:</p><p>Ghost sound</p><p>Light</p><p>Mage Hand</p><p>Prestidigitation</p><p>Scorching Burst: area burst 1 within 10 squares. +5 vs reflex, for d6+5 fire</p><p>Thunderwave: close blast 3. +4 vs fort, for d6+4 thunder and push 2 squares</p><p></p><p>encounter:</p><p>Infernal Wrath: minor, personal. +1 attack, +1 damage vs a foe who hit you since your last turn (racial)</p><p>Burning Hands: close blast 5. +5 vs reflex, for 2d6 +5 fire</p><p>Staff of Defense: immediate interrupt. +2 to defense against one attack. You can decide to use this power after the DM has told you the damage you are about to receive.</p><p></p><p>daily: (choose 1 of these 2, each day)</p><p>Flaming Sphere: ranged 10. When conjured in an unoccupied space, it attacks an adjacent creature (+5 vs reflex, for 2d6+5 fire). Any creature that starts its turn next to the sphere takes d4+5 fire. The sphere vanishes at the end of your next turn unless sustained before then.</p><p>minor action: sustain the sphere for another turn. You may sustain it until the encounter ends.</p><p>move action: move the sphere up to 6 squares.</p><p>standard action: attack with the sphere again (as when conjured)</p><p></p><p>Freezing Cloud: area burst 2 within 10 squares. +4 vs Fort. Hit: d8+4. Miss: half damage.</p><p>Effect: cloud lasts until end of your next turn. Any creature that starts its turn in it or enters it is attacked again.</p><p>Minor: dismiss the cloud early.</p><p>________________________________________________________</p><p>notes: You asked for all AoE, but I fear you could find yourself without a safe target in some fights. I might exchange thunderwave for magic missile or ray of frost, so you have something you can snipe with when friends are mixed with foes.</p><p></p><p>I went with every fire power available, to optimize the Tiefling racial feat. I chose the Staff of Defense implement because you lack ongoing status-infliction for the orb, and the wand helps only a single damage roll, making it less useful for AoE effects.</p><p></p><p>CHA, CON and DEX are all required for interesting wizardly feats later on. Without knowing the direction youw ant to go, I made them all high enough so that those feats will be reachable.</p></blockquote><p></p>
[QUOTE="On Puget Sound, post: 4363816, member: 68988"] Tiefling Wizard-1 STR 8 CON 14 DEX 13 INT 18 WIS 14 CHA 12 HP 24 AC 15 Fort 12 Ref 14 Will 14 Healing surge (6 hp): 8 per day +1 attack vs bloodied foes (racial) fire resist 5 (racial) FEATS: Hellfire blood: +1 attack, +1 damage with Fire or Fear powers Ritual caster. Rituals: Tenser's Floating Disk, Comprehend Languages, Make Whole SKILLS: arcana 9 history 9 religion 9 insight 7 bluff 3 stealth 3 POWERS: at will: Ghost sound Light Mage Hand Prestidigitation Scorching Burst: area burst 1 within 10 squares. +5 vs reflex, for d6+5 fire Thunderwave: close blast 3. +4 vs fort, for d6+4 thunder and push 2 squares encounter: Infernal Wrath: minor, personal. +1 attack, +1 damage vs a foe who hit you since your last turn (racial) Burning Hands: close blast 5. +5 vs reflex, for 2d6 +5 fire Staff of Defense: immediate interrupt. +2 to defense against one attack. You can decide to use this power after the DM has told you the damage you are about to receive. daily: (choose 1 of these 2, each day) Flaming Sphere: ranged 10. When conjured in an unoccupied space, it attacks an adjacent creature (+5 vs reflex, for 2d6+5 fire). Any creature that starts its turn next to the sphere takes d4+5 fire. The sphere vanishes at the end of your next turn unless sustained before then. minor action: sustain the sphere for another turn. You may sustain it until the encounter ends. move action: move the sphere up to 6 squares. standard action: attack with the sphere again (as when conjured) Freezing Cloud: area burst 2 within 10 squares. +4 vs Fort. Hit: d8+4. Miss: half damage. Effect: cloud lasts until end of your next turn. Any creature that starts its turn in it or enters it is attacked again. Minor: dismiss the cloud early. ________________________________________________________ notes: You asked for all AoE, but I fear you could find yourself without a safe target in some fights. I might exchange thunderwave for magic missile or ray of frost, so you have something you can snipe with when friends are mixed with foes. I went with every fire power available, to optimize the Tiefling racial feat. I chose the Staff of Defense implement because you lack ongoing status-infliction for the orb, and the wand helps only a single damage roll, making it less useful for AoE effects. CHA, CON and DEX are all required for interesting wizardly feats later on. Without knowing the direction youw ant to go, I made them all high enough so that those feats will be reachable. [/QUOTE]
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