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RG - Airwalkrr's 4e Game
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<blockquote data-quote="Walking Dad" data-source="post: 5473488" data-attributes="member: 59043"><p><span style="color: Magenta">Erik "Quickmind" Apeldan</span></p><p></p><p>[sblock=character sheet]level 2</p><p>Human, Wizard</p><p>Arcane Implement Mastery: Staff of Defense</p><p>Human Power Selection: Bonus At-Will Power</p><p>Background: Birthplace (Forest) -> Perception is a class skill</p><p> </p><p>FINAL ABILITY SCORES</p><p>Str 10, Con 14, Dex 13, Int 18, Wis 14, Cha 8.</p><p> </p><p>STARTING ABILITY SCORES</p><p>Str 10, Con 14, Dex 13, Int 16, Wis 14, Cha 8.</p><p> </p><p> </p><p>AC: 18 Fort: 14 Reflex: 16 Will: 16</p><p>HP: 33 Surges: 8 Surge Value: 8</p><p> </p><p>TRAINED SKILLS</p><p>Arcana +10, Diplomacy +5, History +10, Insight +8, Perception +8</p><p> </p><p>UNTRAINED SKILLS</p><p>Acrobatics +2, Bluff -0, Diplomacy -0, Dungeoneering +3, Endurance +3, Heal +3, Intimidate -0, Nature +3, Religion +5, Stealth +2, Streetwise -0, Thievery +2, Athletics +1</p><p> </p><p>FEATS</p><p>Wizard: Ritual Caster</p><p>Human: Unarmored Agility</p><p>Level 1: Staff Expertise</p><p>Level 2: Toughness</p><p> </p><p>POWERS</p><p>Bonus At-Will Power: Magic Missle</p><p>Wizard at-will 1: Unraveling Dart</p><p>Wizard at-will 1: Stone Blood</p><p>Wizard encounter 1: Leaden Transmutation</p><p>Wizard daily 1: Slimy Transmutation</p><p>Wizard daily 1 Spellbook: Flaming Sphere</p><p>Wizard Utility 2: Shield</p><p>Wizard Utility 2 Spellbook: Magical Debris</p><p> </p><p>ITEMS</p><p>Spellbook, Adventurer's Kit, Cloth Armor (Basic Clothing), Accurate staff, 1 Potion of Healing (heroic tier), Staff of Winter +1, 74gp</p><p>RITUALS</p><p>Comrades' Succor, Simbul's Conversion, Tenser's Floating Disk</p><p></p><p>[sblock=Power Details]</p><p></p><p>Basic attacks</p><p></p><p>Ranged (Magic Missle)</p><p>Ranged 20, auto-hit, 7 force damage.</p><p></p><p>Melee (Staff of Winter +1)</p><p>Melee (Reach 1), 1d20+5, 1d8+1 damage</p><p></p><p><span style="color: Lime"><strong>At-Will Powers</strong></span></p><p><span style="color: Lime"><strong></strong></span></p><p><span style="color: Lime"><strong></strong>Magic Missle: </span>standard, ranged 20, auto-hit - 6 force damage</p><p></p><p><span style="color: Lime">Unraveling Dart:</span> standard, ranged 10 (one or two targets) , +7 vs Fortitude - 1d4+5 damage. If the target has vulnerability to any damage types, the damage is of those types. If the target has no vulnerabilities, you gain a +2 power bonus to the damage roll.</p><p></p><p><span style="color: Lime">Stoneblood:</span> standard, burst 1 in 10, +7 vs Fortitude - 1d6+5 damage, and target is slowed until the end of my next turn.</p><p></p><p></p><p> <span style="color: Red"><strong>Encounter Powers</strong></span></p><p><span style="color: Red"></span></p><p><span style="color: Red">Leaden Transmutation:</span> standard, ranged 10, +7 vs Fortitude - 2d8+5 damage - Effect: The target is slowed and cannot shift until the end of my next turn.</p><p></p><p><span style="color: Red">Staff of Defense:</span> immediate interrupt, personal - +2 to defenses vs triggering attack</p><p></p><p><span style="color: Red">Shield:</span> immediate interrupt, personal - +4 power bonus to AC and Reflex defense until the end of your next turn.</p><p></p><p> <span style="color: Silver"><strong>Daily Powers</strong></span></p><p><span style="color: Silver"></span></p><p><span style="color: Silver">Slimy Transmutation: </span>standard, ranged 10, +7 vs Fortitude - The target turns into a Tiny toad (save ends).</p><p>Miss: The target turns into a Tiny toad until the end of its next turn.</p><p>Effect: As a toad, the target is dazed, and the only actions it can take are to move its speed or shift. All of the target's equipment transforms with it. If it takes damage from any source, this effect ends.</p><p></p><p><span style="color: Silver">Flaming Sphere: </span>standard, ranged 10, +7 vs Reflex - 2d6+5 fire damage</p><p>Effect: You conjure a Medium flaming sphere that occupies a square within range, and the sphere attacks. Any creature that starts its turn adjacent to the sphere takes 1d4 + I5 fire damage. As a move action, you can move the sphere 6 squares</p><p>Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere.</p><p></p><p><span style="color: DarkOrange">Staff of Winter +1</span></p><p>+1d6 cold on a crit</p><p>Power (Daily): Free Action. Use this power when using a power that has the cold keyword. After you resolve the power, all enemies within 3 squares of you are immobilized (save ends).</p><p>[/sblock][/sblock]</p><p></p><p>Background still in the works (depends a bit on VV).</p><p></p><p>Raised in a very rural village, with the buildings raised high in the trees, Erik always looked out for living more cosmopolitan and rural area. Becoming a wizard (transmuter) was his first step to highness. He is accompanied by a mighty warrior who happens to be his brother.</p></blockquote><p></p>
[QUOTE="Walking Dad, post: 5473488, member: 59043"] [COLOR=Magenta]Erik "Quickmind" Apeldan[/COLOR] [sblock=character sheet]level 2 Human, Wizard Arcane Implement Mastery: Staff of Defense Human Power Selection: Bonus At-Will Power Background: Birthplace (Forest) -> Perception is a class skill FINAL ABILITY SCORES Str 10, Con 14, Dex 13, Int 18, Wis 14, Cha 8. STARTING ABILITY SCORES Str 10, Con 14, Dex 13, Int 16, Wis 14, Cha 8. AC: 18 Fort: 14 Reflex: 16 Will: 16 HP: 33 Surges: 8 Surge Value: 8 TRAINED SKILLS Arcana +10, Diplomacy +5, History +10, Insight +8, Perception +8 UNTRAINED SKILLS Acrobatics +2, Bluff -0, Diplomacy -0, Dungeoneering +3, Endurance +3, Heal +3, Intimidate -0, Nature +3, Religion +5, Stealth +2, Streetwise -0, Thievery +2, Athletics +1 FEATS Wizard: Ritual Caster Human: Unarmored Agility Level 1: Staff Expertise Level 2: Toughness POWERS Bonus At-Will Power: Magic Missle Wizard at-will 1: Unraveling Dart Wizard at-will 1: Stone Blood Wizard encounter 1: Leaden Transmutation Wizard daily 1: Slimy Transmutation Wizard daily 1 Spellbook: Flaming Sphere Wizard Utility 2: Shield Wizard Utility 2 Spellbook: Magical Debris ITEMS Spellbook, Adventurer's Kit, Cloth Armor (Basic Clothing), Accurate staff, 1 Potion of Healing (heroic tier), Staff of Winter +1, 74gp RITUALS Comrades' Succor, Simbul's Conversion, Tenser's Floating Disk [sblock=Power Details] Basic attacks Ranged (Magic Missle) Ranged 20, auto-hit, 7 force damage. Melee (Staff of Winter +1) Melee (Reach 1), 1d20+5, 1d8+1 damage [COLOR=Lime][B]At-Will Powers [/B]Magic Missle: [/COLOR]standard, ranged 20, auto-hit - 6 force damage [COLOR=Lime]Unraveling Dart:[/COLOR] standard, ranged 10 (one or two targets) , +7 vs Fortitude - 1d4+5 damage. If the target has vulnerability to any damage types, the damage is of those types. If the target has no vulnerabilities, you gain a +2 power bonus to the damage roll. [COLOR=Lime]Stoneblood:[/COLOR] standard, burst 1 in 10, +7 vs Fortitude - 1d6+5 damage, and target is slowed until the end of my next turn. [COLOR=Red][B]Encounter Powers[/B] Leaden Transmutation:[/COLOR] standard, ranged 10, +7 vs Fortitude - 2d8+5 damage - Effect: The target is slowed and cannot shift until the end of my next turn. [COLOR=Red]Staff of Defense:[/COLOR] immediate interrupt, personal - +2 to defenses vs triggering attack [COLOR=Red]Shield:[/COLOR] immediate interrupt, personal - +4 power bonus to AC and Reflex defense until the end of your next turn. [COLOR=Silver][B]Daily Powers[/B] Slimy Transmutation: [/COLOR]standard, ranged 10, +7 vs Fortitude - The target turns into a Tiny toad (save ends). Miss: The target turns into a Tiny toad until the end of its next turn. Effect: As a toad, the target is dazed, and the only actions it can take are to move its speed or shift. All of the target's equipment transforms with it. If it takes damage from any source, this effect ends. [COLOR=Silver]Flaming Sphere: [/COLOR]standard, ranged 10, +7 vs Reflex - 2d6+5 fire damage Effect: You conjure a Medium flaming sphere that occupies a square within range, and the sphere attacks. Any creature that starts its turn adjacent to the sphere takes 1d4 + I5 fire damage. As a move action, you can move the sphere 6 squares Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere. [COLOR=DarkOrange]Staff of Winter +1[/COLOR] +1d6 cold on a crit Power (Daily): Free Action. Use this power when using a power that has the cold keyword. After you resolve the power, all enemies within 3 squares of you are immobilized (save ends). [/sblock][/sblock] Background still in the works (depends a bit on VV). Raised in a very rural village, with the buildings raised high in the trees, Erik always looked out for living more cosmopolitan and rural area. Becoming a wizard (transmuter) was his first step to highness. He is accompanied by a mighty warrior who happens to be his brother. [/QUOTE]
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