|
|||||||||||||||||||||||
|
About Immeral AmastaciaBackground- Military- Atheletics, Endurance Str: 11(base)+ 1(lv 11)+ 1(lv 21)+ 2(epic)= 15
HP: 104//Current: 35//Temp:
AC: 34-(add 1 against ranged weapon Gloves of Missile Deflection)
Initiative: 17
Passive Insight: 29
Feat Spoiler:
Eladrin Soldier: You gain proficiency with all spears and a +2 feat bonus to damage rolls with longswords and all spears Blade Initiate: Gain training in the Arcana skill. Once per day, when you are wielding a blade, you can invoke the Swordmage Warding class feature. Until the end of the encounter, you gain a +1 bonus to AC( or a +3 bonus to AC if you have one hand free) Expanded Spellbook: Choose one daily wizard attack spell of every level you know. Add this spell to your spellbook. Each time you gain a new level of daily wizard attack spells, you learn one extra spell of that level (in other words, add three spells to your spellbook instead of only two). This feat doesn’t change the number of daily attack spells you can prepare each day Novice Power: Swap one encounter attack power you know for one encounter power of the same level or lower from the class you multiclassed into Blastback Swipe Implement Expertise: Choose a type of implement(Staff/Longsword) You gaina +1 bonus to attacks rolls with any implement power you use through that type of implement. The bonus increases to +2 at 15th level and +3 at 25th level War Wizardy: You arcane spells take a -5 penalty on attack rolls against allies and deal only half their normal damage to allies Second Implement: You gain a second Arcane Implement Mastery feature Wand of Accuracy Feywild Protection: When you use your fey step power you gain a +2 bonus to all your defenses until the end of your next turn Arcane Reach: When using a close arcane attack power you can choose a square within 2 squares of yours as the origin square. The power still follows the rules for close attacks Fleet-Footed: You gain a +1 feat bonus to your speed Spell Focus: Creatures that attempt saving throws against your wizard powers take a -2 penalty to the rolls Arcane Mastery: Once per encounter you can spend an action point to regainthe use of a daily wizard power youve already used today, instead of taking an extra action Blind-Fight: Adjacent creatures do not gained the benefit of concealment or invisibility against you. This means you can make opportunity attacks against creatures you cant see Spell Accuracy: You can omit a number of squares from the area of effect of any of your area or close wizard powers. This number cant exceed your wisdom modifier Wizard of the Spiral Tower
Chosen of Corellon
Skills Spoiler:
Acrobatics: 15 Arcana: 27= Athletics: 15 Bluff: 12 Diplomacy: 12 Dungeoneering: 19 Endurance: 15 Heal: 14 History: 24 Insight: 19 Intimidate: 12 Nature: 14 Perception: 14 Religion: 19 Stealth: 15 Streetwise: 12 Thievery: 15 Basic Attack Spoiler:
+5 Desiccating Longsword: +22: 11(half lv)+ 2(str)+ 5(enh)+ 3(prof) Damage: 1d8+9= 5(enh)+ 2(str)+ 2(feat) Critical: +1d6 damage per plus Property: Each time you hit with this weapon, your target takes a cumulative –1 penalty to its Fortitude defense (save ends). One saving throw ends the entire penalty, though the target can receive the penalty again with future attacks. Lightning Dagger +2:+18/20 : 11(half lv)+ 2(str)/4(dex)+ 2(enh)+ 3(prof)
At Will Spoiler:
Magic Missle: +26vs Reflex= 11(half lv)+ 8(int)+ 5(implement)+ 2(feat) Damage: 4d4+8 Force Standard Action- Ranged 20- Target 1 creature Special: This power can be used as a basic range attack Ray of Frost: +26vs Fort= 11(half lv)+ 8(int)+ 5(implement)+ 2(feat)
Encounter Spoiler:
Racical: Fey Step= Encounter- Teleportation- Move Action- Personal- Effect: Teleport up to 5 squares Swordmage: Blastback Swipe= +27vs Fort= 11(half lv)+ 8(int)+ 5(weapon)+ 3(prof)
Winter's Wrath= +26vs Fort= 11(half lv)+ 8(int)+ 5(implement)+ 2(feat)
Mesmeric Hold= +26/30vs Will= 11(half lv)+ 8(int)+ 5(implement)+ 2(feat)
Combust= +26vs Reflex= 11(half lv)+ 8(int)+ 5(implement)+ 2(feat)
The One Sword= +27vs Reflex= 11(half lv)+ 8(int)+ 5(weapon)+ 3(prof)
Spellbook (80 pages) Spoiler:
Daily Attacks Lv 1)Sleep lv 5)Fireball Lv 9)Lightning Serpent, Wall of Fire Lv 15)Prismatic Beams, Blast of Cold Lv 19)Acid Wave, Disintegrate, Evard's Black Tentacles Paragon- Corellon's Blade Utility Spells
Rituals
Magic Gear Spoiler:
Master's Wand of Scorching Burst +3= Critical: +1d8 damage per plus Property: You deal an additional 1d6 fire damage to a creature occupying the origin square of your scorching burst power. Power (Encounter Arcane, Fire, Implement): Standard Action. As the wizard’s scorching burst power Circlet of Mental Onslaught= Property: Gain a +1 bonus to Will defense. Power (Daily): Minor Action. Gain a +1 power bonus to attack rolls and damage rolls when making Wisdom, Intelligence, and Charisma attacks until the end of the encounter. Cape of the Mountebank +3= Fortitude, Reflex, and Will Power (Daily Teleportation): Immediate Reaction. Use this power when you are hit by an attack. Teleport 5 squares and gain combat advantage against the attacker until the end of your next turn. Robe of Sapping +5= Power (Daily): Immediate Reaction. Use this power when a melee attack hits you. The attacker takes a –2 penalty to AC (save ends), and you gain a +2 power bonus to AC while the attacker is under the effect. The target cannot make a saving throw against the effect until the end of its next turn. Aftereffect: The target takes a –1 penalty to AC (save ends), and you gain a +1 power bonus to AC while the target is under the effect. Bracers of Wound Closure= Power (Daily): Immediate Reaction. Use this power when you are hit by an attack that deals ongoing damage of any type. The ongoing damage effect ends. Gloves of Missile Deflection= Property: Gain a +1 item bonus to AC against ranged weapon attacks. Power (Daily): Immediate Interrupt. Use this power when you are hit by a ranged weapon attack. Gain resist 15 against that attack Belt of Recovery= Property: When a critical hit is scored against you, gain a +2 item bonus to AC until the end of your next turn. Eladrin Boots= Property: Add 2 to the maximum range of any teleport you make( other than that provided by these boots) (Daily Teleportation): Move Action. Teleport up to 5 squares (or up to 10 if your eladrin) Ring of Wizardry= Property: Gain a +3 item bonus to Arcana checks. Power (Daily): Minor Action. Regain the use of an arcane encounter utility power that youve already used (as if you hadnt used it this encounter) If you reached at least one milestone today, you can instead regain the use of an arcane encounter attack power Premonition Ring= Property: Gain a +2 item bonus to initiative and passive Perception checks. Power (Daily): No Action. Use this power when you are surprised. You are not surprised. If you’ve reached at least one milestone today, you also move 3 squares and take a minor action Restful Bedroll= Power (Daily): Standard Action. Use this power when you complete an extended rest in the restful bedroll. Gain 1d8 temporary hit points that last until you take another rest (short or extended). Floating Lantern= Property: This lantern never needs lighting or refilling. When you let go of the lantern, it continues to hang in the air where you leave it. If weight in excess of 1 pound is applied to the lantern, it falls to the ground. Power (At-Will): Minor Action. While you hold the floating lantern or are adjacent to it, you can set its light to be bright (10-square radius), dim (5-square radius), or off. Power (At-Will): Move Action. The last creature to hold the lantern can mentally command it to move up to 10 squares in any direction, but not more than 10 squares from it. Instant Campsite= Power (Daily): Standard Action. You open the satchel and it magically expands into a complete campsite, including a campfire and four two-person tents with bedrolls. The campfire lasts for up to 12 hours (requiring no fuel) or until you spend another standard action to pack the campsite back into the satchel once more. Endless Canteen= Power (At-Will): Standard Action. When you open its stopper, the endless canteen pours out up to 1 pint of cool, clean water. Any water that has not been consumed within 1 hour of its creation disappears. Foe Stone= Power (At-Will): Minor Action. Choose one creature you can see. You learn all the target’s vulnerabilities, as well as which of its defenses is lowest. Handy Haversack= Property: This backpack can hold up to 1,000 pounds in weight or 100 cubic feet in volume, but it always weighs only 1 pound. Dawingan item from a handy haversack is a minor action. Everlasting Provisions= Property: After an extend rest, you open the basketcreating enough food and water to feed 5 medium or small creatures (or 1 large creature) for 24 hours |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|