Mirna Human Wizard
[sblock=Old chitchat about power selection]The current question absorbing me (other than giving Zurai a hard time of course

) is: should I take
magic missile?
Definitely going with
Scotching Burst and
Thunderwave and I wanted the
Cloud of Dagger powers... but that's a lot of AoO/zone stuff (and
CoD does 2 damage, not much to write home about).
And
mm is actual, honest to goodness damage at long range.
Of course that creates another problem, all three of my wizard at will powers don't have effects, which means... no point in doing orb. (at least until later levels).
Can I retrain to Orb from something else (staff?) at higher levels? With
Icy Terrain,
Freezing Cloud and
Thunderwave I think she's still a controller...
But
Ray of Frost and
Cloud of Daggers aren't particularly good, any time that I'd probably want to use
ray of frost it'd probably be better to move and ready
thunderwave. (or just freaking run away) you're more likely to plug a bunch of people and or mess up their attack. Miss with
ray of frost and they'll run you down for sure.
Even staff isn't that good, it's just a +1 to AC (the special power is keyed off of constitution, of which Mirna has not much). Of course that's better than nothing.
This, would, of course, be less of an issue if I didn't insist on having an int of 20... (my own fault really, I've seen too many clerics that can't hit). with my new constitution I now have a plus one![/sblock]
[sblock=Mirna DMs Block]
Passive Perception 17 ✦ Passive Insight 17
Defenses 15/11/15/15
Hit points 23 Bloodied 11[/sblock]
[sblock=Mirna "Oakspine" Level 1 Human Wizard - Rough Draft]
Initiative +0; Senses Perception +7
HP 23; Bloodied 11; Healing Surge 5 (7/day)
AC 15; Fort 12, Ref 15, Will 15
Speed 6
Action Points 1
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a sour look (standard; at-will) ✦ non-Weapon
+0 vs Will; 0 damage and the victim may feel guilty about beating up a defenseless girl
Magic Missile (standard; at-will) ✦ Arcane, Force, Implement
Range 10 | +4 vs Ref; 2d4+4 damage | Counts as a
basic attack.
Scotching Burst (standard; at-will) ✦ Arcane, Fire, Implement
Burst 1 (w/in 10 squares) | +4 vs Ref; 1d6+4 damage
Thunderwave (standard; at-will) ✦ Arcane, Thunder, Implement
Close blast 3 | +4 vs Fort;
Hit: all creatures in blast take 1d6+4 damage and are pushed 2 squares
Icy Terrain (standard; encounter) ✦ Arcane, Cold, Implement
Burst 1 (w/in 10 squares) | +4 vs Ref;
Hit: 1d6+4 damage and knocked
prone.
Effect: Area is difficult terrain until end of Mirna's next turn; dismiss as minor
Freezing Cloud (standard; daily) ✦ Arcane, Cold, Implement
Burst 2 (w/in 10 squares) | +4 vs Ref;
Hit: 1d8+4 damage and knocked
prone.
Miss: Half Damage.
Effect: Could remains until the end of Mirna's next turn any creature that enters the cloud or start's its turn there is subject to another attack; dismiss as minor
OR
Sleep (standard; daily) ✦ Arcane, Implement Sleep
Burst 2 (w/in 20 squares) | +4 vs Will;
Hit: The target is
slowed (save ends). If the target fails its first saving throw against this power, the target becomes
unconscious (save ends).
Miss: The target is
slowed (save ends).
✦
Rituals✦ 10 minutes
- Animal Messenger (Nature)
- Silence (Arcana)
- Tenser’s Floating Disk (Arcana)
Staff of Defense (immediate interrupt; encounter) ✦ Implement[/s]Once per encounter as an immediate interrupt, you gain a bonus to defense against one attack equal to +1. You can declare the bonus after the Dungeon Master has already told you the damage total.
Light (minor; At-will) ✦ Arcane
Range 5 | 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. Only one light at a time.
Mage Hand (minor; At-will) ✦ Arcane, Conjuration
Range 5 | [sblock=Mage Hand]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.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.
[/sblock]
Prestidigitation (minor; At-will) ✦ Arcane, Conjuration
Range 2 | [sblock=Prestidigitation]Use this cantrip to accomplish one of the effects
given below.
✦ Move up to 1 pound of material.
✦ Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
✦ Color, clean, or soil items in 1 cubic foot for up to 1 hour.
✦ Instantly light (or snuff out) a candle, a torch, or a small campfire.
✦ Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
✦ Make a small mark or symbol appear on a surface for up to 1 hour.
✦ Produce out of nothingness a small item or image that exists until the end of your next turn.
✦ Make a small, hand-held item invisible until the end of your next turn.
Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any
other power.
Special: You can have as many as three prestidigitation effects active at one time.[/sblock]
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Alignment Unaligned; Languages Common, Draconic, Elvin
Str 10 (+0) Dex 12 (+1) Con 13 (+1)
Int 18 (+5) Wis 14 (+2) Cha 11 (+0)
Athletics +0
u, Arcana +10, Bluff +0
u, Diplomacy +5, Endurance +1
u, History +10, Insight +7. Intimidate
u +0, Nature +10, Perception +7, Religion
u +5, Stealth +6
u Untrained Skill
Gear: Staff of Defense, ratty collection of crudely bound scrolls (spellbook - made up rather poorly to look like a cookbook about fungi)
Adventurer's Kit?: Backpack, Bedroll, Flint and Steel, Belt pouch, 2 sunrods, 10 days of trail rations, 50' of hemp rope, and a Waterskin.
xgp
[sblock=Appearance]Mirna is tall and rangy. Her hands and feet seem to be just a little bit bigger than they should be. No one has ever seen her wear a dress, until recently she was invariably dressed in a pair of patched pants and a worn shirt. Recently she's started to wear a flowing shirt that look suspiciously like a robe; putting on airs the townfolk think, since she's not a proper wizard.
For a long time she kept her fine blond hair short, but she's recently started to grow it out and it now hangs down her chin when it's not tied up (which it usually is).
Her high cheekbones, slightly pointed ears and pale blue eyes hint at elvin blood, but only a hint.
She seems to attract dirt, her habits aren't necessarily messy, in fact some of her guardian's fastidiousness seems to have rubbed off on her, but, nevertheless, she's always going about with a smudged face and ink stained fingers.[/sblock]
[sblock=Build Details]
Bonus Feat: Ritual Caster
Feat: Trained Stealth
Bonus Feat: Trained Perception
Human Skill:
Trained Bluffhas to be class skill... diplomacy is closest I think.
Desired Feats: Toughness (wizard needs
foodtoughness badly), burning blizzard; action surge; durable; human perseverance; expanded spellbook
I do not have the orb, I just spent time typing it up and didn't want to "lose" it.
✦Orb of Imposition (free; encounter) ✦ Arcane, Implement [sblock=Orb]Once per encounter as a free action, you can use your orb to gain one of the following two effects.
- You can designate one creature you have cast a wizard spell upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to its saving throws against that effect equal to -2.
- You can choose to extend the duration of an effect created by a wizard at-will spell (such as cloud of daggers or ray of frost) that would otherwise end at the end of your current turn. The effect instead ends at the end of your next turn.
[/sblock]
[sblock=Equipment]Adventurers Kit, Staff, 60 gp of Alchemical Reagents (arcana ritual components) and 20 gp of Rare Herbs (nature ritual components)
0gp[/sblock]
[/sblock]
[sblock=Background]Too long, needs its own post... :/
[/sblock][/sblock]