Powers
At Will
Magic Missile - Int vs Ref, 2d4+Int
Illusory Ambush - Int vs Will, 1d6+Int
Grasping Shadows - Int Vs Will, 2d8+Int
Phantom Chasm - Int Vs Will, 2d6+Int
Ghost Sound
Light
Mage Hand
Prestidigitation
Encounter
Fey Step – Teleport up to 5 squares
Daily
Acid Arrow - Int Vs Ref, 2d8+Int
Sleep - Hit=unconscious / Miss=slow
Feats
Expanded Spellbook
Rituals
Comprehend Language
Make Whole
Animal Messanger
Eladrin Traits
4hr trance instead of sleeping
+5 to saving throw against charms, +2 to Arcana and History
Low Light Vision
Eladrin Weapon Proficiency
At the age of 6 Night joined his clan's defender force. After years of brutal mental and physical training he was granted his last task. Night's final test is to make a name for himself. When his reputation reaches the ears of his elders a messanger will be sent forth to invite Night home. If he returns before he is invited it will mean dishonor to his family and death to him, so he goes forth to make his clan proud.
Soon after beginning his mission Night joined the ranks of the Council of Magi. After a short time he rose to adviser status. He was, at that point sent to advise a man named Lord Ariavel Thalaera on matters of the Arcane. As his retainer Night was not only an adviser to the lord but he also became his personal bodyguard. Because of this, when Lord Ariavel Thalaera left to go adventuring Night was obligated to follow. Without the protection of the castle and armies he now has to keep constant watch on the wilderness. He can only hope that his lord's journey leads to the glory Night seeks to return home.
Layhanna was raised to be a scout in the feywild for her family. When her cousin Alatea went missing she spent days scouring the nearby feywild and when the message came that Alatea had gone to the realm of the lesser races, Layhanna was asked to follow her there and retrieve her. Layhanna 'borrowed' a stone of scrying from her grandfather's room to make the search easier. As soon as Layhanna was out of the city she pulled out the stone and a map and tried to locate her wayward cousin. Once she had a location she tried to feystep there but felt something go horribly wrong and she passed out.
When she awoke she was surrounded by men in strange cloaks that spoke with an unusual accent she had never heard before. After a few very confusing moments Layhanna figured out that somehow she had ended up on a different world. However, there were people here who looked like her and there was an expedition going to their lands soon because the mainland had lost contact with that group. Layhanna offered to go with the expedition to the eladrin to see if they could help her get home.
Vastus's statblock below. A more detailed background to follow.
Vastus, War Wizard of Deepfell
Personality: Decidedly robust for a spellcaster, Vastus is more than willing to wade into melee should it suit him. He's not terribly outgoing, but he was trained to take charge in battle, so he's more than willing to step up and shout orders. Outside of combat, he keeps to himself unless he's got something important to say, or there are specific people that he wants to talk to. He tends to look down his nose at more traditional Wizards, using terms like "prissy" and "wimp" to describe them.
Male Dwarf Wizard Lvl 1
4' 6" tall, 170 lbs, 32 yrs old
brown hair, green eyes, tan complexion
Alignment: Good
Str 14 (+2)
Dex 10 ( +0)
Con 16 (+3)
Int 16 (+3)
Wis 15 (+2)
Cha 8 (-1)
HP: 26/26 Bloodied 13 Healing Surge 9 for 7 HP
Fort 13 Ref 13 Will 14
AC 16 Init +0 Speed 5
Passive Insight 17 Passive Perception 12
Cantrips
Ghost Sound
Light
Mage Hand
Prestidigitation
At Will
Thunderwave – +3 vs. Fort, Close Blast 3, 1d6+3, targets pushed 2 squares
Cloud of Daggers - +3 vs. Ref, 1d6+3, 2 damage to characters moving through square until end of next turn.
Encounter
Force Orb - Range 20, +3 vs Reflex, 2d8+3 damage, Secondary attack (adjacent enemies); +3 vs Ref, 1d10+3
Staff of Defense - Reaction, +3 to any defense after attack and damage roll.
Daily (* = Prepared)
Acid Arrow* - Range 20, +3 vs Reflex, 2d8+3 and 5 ongoing acid damage, Secondary attack (adjacent enemies); +3 vs Ref, 1d8+3 and 5 ongoing acid damage. Half damage and 2 ongoing acid damage on miss.
Sleep - Area burst 2, +3 vs Will, target slowed, unconscious if failed saving throw
Feats
Armor Proficiency (Leather), Ritual Casting
Rituals
Dwarf Traits
+5 to Fort Def vs Poison
Low Light Vision
Encumbered Speed
Stand Your Ground (-1 movement on slide or push)
Hammer Proficiency
Wizard Traits
Staff of Defense
Spellbook - Choose one daily spell from amongst each of two options at each level.
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