Aroc - Lvl 6

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Tiefling Wizard 6

Contents

Abilities

Strength Constitution Dexterity Intelligence Wisdom Charisma
8 14 10 20 14 12
-1 +2 +0 +5 +2 +1
Fortitude Reflex Will Armor Class Resistances
17(+2) (Con:2, Level:3, Amulet:2) 20/24(+2) (Int:5, Level:3, Amulet:2 (Shield:4)) 20(+2) (Wis:2, Level:3, Class:2 Amulet:2) 20/22/24/26(+2) (Int:5, Bloodthread Cloth:1, Staff:1, Level:3 (Shield:4) (When bloodied:2)) Fire 8
HPMax Current HP Bloodied Surge Surges/day
42 21 10 O O O O O O O

Move: 6
Size: Medium Vision: Low-Light

Save Bonus: +0/+2 ((when bloodied:2))

Skills

skill INIT Acro Arcana Athl Bluff Dipl Dung Endr Heal Hist Inst Intm Natr Perc Rel Stea Swise Thvry
mod +3/+5 +5 +13 +4 +8 +6 +7 +7 +7 +13 +10 +6 +7 +7/+8 +13 +7 +6 +5
mods Medar TR Racial TR TR Helena TR Racial

Attacks & Powers

Used? Freq Attack Keywords Action Range To Hit To Hit mods Damage Damage mods Effect
AtWill Basic Melee
Dagger
Weapon
(Light blade)
Std Close +5/AC
Str(-1)+lvl(3)+prof(3)
+1 vs bloodied d4-1(Str)
AtWill Basic Ranged
Dagger
Weapon
(Light blade)
Std 5/10 +6/AC
Dex(0)+lvl(3)+prof(3)
+1 vs bloodied d4+0(Dex)
AtWill Ghost Sound
(Class)
Arc(Illus) Std 10 Cause a sound as quiet as a whisper or loud as yelling to emanate from target
AtWill Light
(Class)
Arc Min 5 target sheds light out 4 squares.
AtWill Mage Hand
(Class)
Arc Min 5 spectral hand manipulates & moves objects up to 20 pounds
AtWill Prestidigitation
(Class)
Arc(Conj) Min 5 Varies - See PHB
Encounter Staff of Defense
(Class)
Impl Interrupt Gain ConMod (+2) to defense against 1 attack.
Encounter Infernal Wrath
(Race)
Minor +1 to attack a foe who hit me since my last turn Add ChaMod (+1) as extra damage
Daily
Gloves of Piercing
(Item)
Minor Ignore resistance of 10 or less until end of encounter.
AtWill Scorching Burst
Lvl 1
Arc(Fire), Impl Std 10/Burst 1 +11/Ref(Int) +1 vs bloodied 1d6+8 fire
AtWill Thunderwave
Lvl 1
Arc(Thunder), Impl Std Close blast 3 +10/Fort(Int) +1 vs bloodied 1d6+7 thunder All creatures in burst Push target(s) # squares equal to Wis mod (2)
Encounter Burning Hands
Lvl 1
Arc(Fire), Impl Std Close blast 5 +11/Ref(Int) +1 vs bloodied 2d6+8 fire All creatures in burst
Daily Acid Arrow
Lvl 1
Arc(Acid), Impl Std 20 +10/Ref(Int)
+10/ref(Int) secondary
+1 vs bloodied 2d8+7 acid
1d8+7 acid secondary
Half damage + 2 ongoing and no secondary attack on a miss 5 ongoing acid, save ends
Daily
Default L1 Daily
Flaming Sphere
Lvl 1
Arc(Fire, Conj), Impl Std 10 +11/Ref(Int) +1 vs bloodied 2d6+8 fire d4+5 to creatures starting a turn next to the sphere Minor = Sustain, Move = Move 6, Standard = New attack
Daily Sleep
Lvl 1
Arc(Sleep), Impl Std 20/Burst 2 +10/Will(Int) +1 vs bloodied Slowed (save ends) Unconscious on failed save v. slow All creatures within burst Slowed (save ends) on miss
Encounter
Default L2 Util
Shield
Lvl 2
Arc(Force), Pers, Util Interrupt Personal +4 power bonus to reflex and AC until end of next turn
Daily Feather Fall
Lvl 2
Arc, Util Free 10 You or one creature takes no damage from a fall, do not fall prone.
Encounter Fire Shroud
Lvl 3
Arc(fire), Impl Std Close Burst 3 +11/Ref (Int) +1 vs bloodied d8+8 fire Enemies within burst 5 ongoing fire, save ends
Daily
Default L5 Daily
Fireball
Lvl 5
Arc(Fire), Impl Std 20/Burst 3 +11/Ref(Int) +1 vs bloodied 3d6+8 fire Half damage on miss
Daily
Stinking Cloud
Lvl 5
Arc(Poison), Impl, Zone Std 20/ Burst 2 +10/Fort(Int) +1 vs bloodied d10+7 poison Zone blocks line of sight. Creatures entering or starting a turn in the zone take damage Minor = Sustain zone
Move = Move zone 6 squares
Daily
Web
Lvl 5
Arc, Impl, Zone Std 20/ Burst 2 +10/Fort(Int) +1 vs bloodied Immobilized (save ends) Zone persists 5 minutes. Zone is difficult terrain Creatures ending a move in the zone are immobilized
Daily
Default L6 Util
Dimension Door
Lvl 6
Arc, Teleport Move Personal Teleport 10 Squares. You can't take other creatures with you.
Daily
Levitate
Lvl 6
Arc, Move Personal Move 4 squares vertically. -2 penalty to AC and Reflex. Sustain Move: Move 3 squares up or down or 1 square horizontally. Cannot go more than 4 squares above ground level.


Feats

Expanded Spellbook - One additional Daily Attack spell of each level
Hellfire Blood - +1 attack and damage bonus to "fear" and "fire" powers and attacks.
Implement Mastery (Class) - Gain mastery of one arcane implement (Staff of Defense)
Ritual Caster (Class) - Can cast rituals
Linguist - Speak and read 3 additional languages
Jack of All Trades - +2 to untrained skill checks

Equipment

  • +2 Staff of Fiery Might (L7) (Enhance damage and attack rolls, +2d8 on a crit, Daily Power - as a free action, reroll up to 2 damage dice on a hit. )
  • +2 Amulet of protection (L6) (+2 to Refl, Will, Fort)
  • +1 Bloodthread Cloth armor (L5)(+1, no armor penalty, light, Gives +2 item bonus to AC and saves when bloodied)
  • Gloves of Piercing (Daily, Minor Action. Your attacks ignore any resistance of 10 or lower until the end of the encounter.)
  • 4 x dagger (+3 proficiency, d4 damage)
  • Adventurer's kit
  • Everburning Torch
  • Spellbook
  • Tent
  • 95gp worth of Residuum
  • 2 x Potion of Healing

Languages

Common, Primordial, Goblin, Giant, Deep Speech

Rituals

Level 1 - Comprehend Languages
Level 1 - Make Whole
Level 1 - Tenser's Floating Disc
Level 2 - Water Walk
Level 4 - Enchant Magic Item

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