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Svevenka

Mirth Emberhand's page

154 posts. Alias of Cacophonik.

Profile

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Full Name

Mirth

Race

Tiefling

Classes/Levels

Wizard 6

Gender

Female

Size

not-so-tall, waifishly lithe

Age

she guesses at 22

Special Abilities

Low-Light Vision, Resist Fire 7, Bloodhunt +1, Alchemy

Alignment

Unaligned

Deity

Kossuth

Location

On her way to burn Thay to the ground

Languages

Common, Draconic, Abyssal, Netherese, Thayan, *Primordial

Occupation

Arsonist for hire

Strength 8
Dexterity 14
Constitution 10
Intelligence 18
Wisdom 14
Charisma 17

About Mirth Emberhand

Experience Points: 7500

Initiative: 4 Speed: 6
Action Points: 0/1

Hit Points: 11/43 Bloodied: 21 Temp HP: 0
Healing Surge: 10 Surges/Day: 7/7
Second Wind: 1/1

Basic Melee: +5 vs AC, 1d8 (Staff of Draconic Might)
Basic Ranged: +8 vs AC, 1d4+2 (Thrown Dagger)

Armor Class: 18 Fortitude: 15 Reflex: 18 Will: 19 Cloak of Distortion gives Ranged attacks from >5 squares away a -5 to hit.

Passive Insight: 19 Passive Perception: 14 (Low-Light Vision)

SKILLS
Acrobatics: 5
Arcana: 12
Athletics: 2
Bluff: 14
Diplomacy: 7
Dungeoneering: 5
Endurance: 3
Heal: 5
History: 12
Insight: 10
Intimidate: 6
Nature: 5
Perception: 5
Religion: 7
Stealth: 13
Streetwise: 6
Thievery: 6

Luskan Background: Stealth and Thievery are class skills, and receive a +1 bonus

FEATS
Hellfire Blood: +1 Attack/Damage using Fire or Fear keywords
Alchemist: Replaces Ritual Caster feat
Linguist: Learn 3 new Languages
Sly Dodge (Rogue MC): Training in Bluff, add CHA (+3) to AC 1/encounter
Destructive Wizardry: +2 Damage when hitting 2 or more opponents

AT WILL: Cantrips: Ghost Sound, Light, Mage Hand, Prestidigitation

AT WILL: Scorching Burst:
Action: Standard Keywords: Arcane, Fire, Implement
Range: Area Burst 1/10 Target: Each creature in burst
Attack: Int vs Ref (+9)
Hit: 1d6+Int Fire damage (1d6+7)

AT WILL: Illusory Ambush:
Action: Standard Keywords: Arcane, Illusion, Implement, Psychic
Range: Ranged 10 Target: One Creature
Attack: Int vs Will (+8)
Hit: 1d6+Int Psychic damage, Target takes -2 to Attack til end of Mirth's next turn (1d6+6)

ENCOUNTER: Infernal Wrath:
Action: Minor Range: Personal
Effect: +1 Power bonus to next attack vs enemy that hit you since your last turn. if attack hits and deals damage, add Charisma (+3) to damage

ENCOUNTER: Staff of Defense:
Action: Immediate interrupt Keywords: Implement
Effect: Gain bonus to defense against one attack equal to Con (+0)

ENCOUNTER: Grasping Shadows:
Action: Standard Keywords: Arcane, Illusion, Implement, Psychic
Range: Area Burst 1/10 Target: Each creature in burst
Attack: Int vs Will (+8)
Hit: 1d6+Int Psychic damage, target Slowed until end of Mirth's next turn. Any creature that enters the area takes Int mod (+4) damage and is slowed until the end of it's next turn (1d8+6 Psychic)

*ENCOUNTER: Fire shroud:
Action: Standard Keywords: Arcane, Fire, Implement
Range: Close Burst 3 Target: Each enemy in burst
Attack: Int vs Fort (+9)
Hit: 1d8+Int Fire damage and ongoing 5 fire damage (save ends) (1d8+7)

ENCOUNTER: (Spellbook)(Utility) Shield:+4 power bonus to AC and Reflex
Action: Immediate Interrupt Keywords: Arcane, Force
Range: Personal Trigger: Hit by an attack
Effect: +4 power bonus to AC and Reflex until end of Mirth's next turn

DAILY: (Spellbook) Summon Fire Warrior:
Action: Minor Keywords: Arcane, Fire, Implement, Summoning
Range: Ranged 10
Effect: Summon a Medium Fire Warrior in an unoccupied square. Warrior has a speed of Fly 6(Hover), 19 AC, 15/17/18 F/R/W and 16 HP. You can give the Fire Warrior the following commands: Standard Action: Target one creature in Melee(4 vs Reflex, 1d8+4 Fire) or Opportunity Attack:Target one creature in Melee(4 vs Reflex, 1d8+4 Fire) Minor action to dismiss, otherwise stays until end of Encounter (Dragon 372, p85-86

*DAILY: Phantom Chasm:
Action: Standard Keywords: Arcane, Illusion, Implement, Psychic
Range: Area Burst 1/20 Target: Each creature in burst
Attack: Int vs Will (+8)
Hit: 2d6+Int psychic, target is prone and immobilized until end of Mirth's next turn (2d6+6)

*DAILY:(Utility) Summon Shadow Serpent:
Action: Minor Keywords: Arcane, Implement, Summoning
Range: Ranged 10
Effect: Summon a Small shadow serpent in an unoccupied square. Has speed of 6, 17 AC, 13/17/18 F/R/W, 16 HP and 17 Stealth. Takes no penalty to stealth for moving more than 2 squares. Minor Action: See thru serpent's eyes. No LoS/LoE, but can make Perception checks to spot hidden objects/creatures. Minor action to dismiss, otherwise stays until end of Encounter

*DAILY: Fireball:
Action: Standard Keywords: Arcane, Fire, Implement
Range: Area Burst 3/20 Target: Each creature in burst
Attack: Int vs Reflex (+8)
Hit: 3d6+Int Fire (3d6+6)
Miss: Half damage

*DAILY: (Spellbook) Phantom Assailant:
Action: Standard Keywords: Arcane, Illusion, Implement, Psychic
Range: 20 Target: One creature
Attack: Int vs Will (+8)
Hit: 2d10+Int psychic (2d6+6)
Effect: Target takes ongoing 5 psychic, and grants CA to all allies (save ends both)

MAGICAL GEAR

Cloak of Distortion: +1 F/R/W, Ranged attacks from more than 5 squares take -5 to attack roll (Neck)

Gem of Colloquy: +1 item bonus to Bluff & Diplomacy checks. 1 free Language: Primordial(Head)

Staff of Draconic Might +1: +1 Attack/Damage, Crit: +1d6 Fire Daily Power: Free Action. Use a power with Fire keyword, Gain Resist Fire 10 until end of encounter. After resolving attack, deal 1d8 fire damage to all creatures in close burst 1 (Two Hands)

Sceptre of Arcane Winter +2: +2 Attack/Damage, Crit: +2d6
*Daily Power: Icy Rays (standard) Range 10. One or two creatures. Int v Ref, one attack per target. On hit 1d10+ Int mod cold damage and target is immobilised to end of your next turn.
*Daily Power: Shield (immediate interrupt) personal. +4 power bonus to AC and Reflex until the end of your next turn.

RITUAL FORMULAE
Arcane Lock, Knock, Secret Page, Eye of Alarm

ALCHEMICAL GEAR

Alchemist's Fire (5): +4 vs Reflex, 1d6/half fire to area burst 1/10 (consumable, fire) Standard action

Dragonfire Tar (2): +6 vs Reflex, target takes ongoing 5 fire Range: 5/10 (consumable, fire) Standard action

Clearwater Solution (2): Removes any poison or disease present in 1 square cube (consumable) Minor action

Antivenom (2): +2 bonus to saves vs poison level 10 or lower until end of encounter or 5 minutes (consumable) Minor action

Reagents: Alchemical Reagents 30g, Mystic Salves 55g, Rare Herbs 3g, Sanctified Incense 5g, Residuum 3g

Alchemical Formulae: Alchemist's Fire, Clearwater Solution, Antivenom

MUNDANE GEAR

Spellbook (with Alchemy Formulae), Adventurer's Kit, Basic clothing/Cloth armor, Dagger (x5), Assorted empty vials and pouches, Thieves' Tools, Flute, Scroll Case (x3)

WEALTH

Coins: 47pp, 27gp



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