Basic melee attack: Warhammer / Attack +3 v AC / 1d10 damage
Basic ranged attack: Throwing Hammer / Attack +3 v AC / 1d6 damage / 5/10
Cast Iron Stomach: +5 save v poison
Dwarven Resilience: take Second Wind as a minor action
Dwarven Weapon Proficiency: proficient with hammers
Encumbered Speed: encumbrance doesn't affect speed
Stand Your Ground: forced movement reduced by 1; immediate saving throw to prevent being knocked prone
Tome of Binding: once per encounter as a free action, if use tome when using an arcane summoning power, all creatures summoned gain a bonus to damage equal to (CON) 3; must wield tome to benefit
Superior Implement Training (Echo Tome)
Implement Exterpise (Tome)
Ghost Sound: (Standard, Arcane, Illusion, Ranged 12, Target one unoccupied square or object) You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
Light: (Minor, Arcane, Ranged 7, Target one unoccupied square or object) The target sheds bright light until the end of the encounter or until you use this power again. The light fills the target’s space and all squares within 4 squares of it. Putting out the light is a free action.
Mage Hand: (Minor, Arcane, Conjuration, Ranged 7) You conjure a spectral, floating hand in an unoccupied square within range. The hand lasts until the end of your next turn or until you use this power again. If you are holding an object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. While the hand persists, you can take the following actions: Minor Action: The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time. Move Action: The hand moves up to 5 squares in any direction, carrying the object it holds. Free Action: The hand drops the object it is holding. Sustain Minor: The hand persists until the end of your next turn.
Prestidigitation: (Standard, Arcane, Ranged 4) Use this cantrip to accomplish one of the following effects: change the color of items in 1 cubic foot; create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor; clean or soil items in 1 cubic foot; instantly light (or snuff out) a candle, a torch, or a small campfire; chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour; make a small mark or symbol appear on a surface for up to 1 hour; produce out of nothingness a small item or image that exists until the end of your next turn; make a small, handheld item invisible until the end of your next turn. Special: You can have as many as three prestidigitation effects active at one time. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power.
Freezing Burst: (Standard, Arcane, Implement, Cold, Evocation) Burst 1 within 12. Target each creature in burst, +7 v Reflex, damage 1d6+4 cold and slide the target 1 square.
Thunderwave: (Standard, Arcane, Implement, Thunder) Close Blast 3. Target each creature in blast, +6 v Fortitude, damage 1d6+4 thunder and push the target (WIS) 3 squares.
[ ]Colour Orb: (Standard, Arcane, Radiant, Implement) Ranged 7. Target one creature. +6 vs Will, damage 1d8+4 and the target is dazed until the end of your next turn.
[ ]Force Orb: (Standard, Arcane, Force, Evocation, Implement) Ranged 22. Target one creature. +7 vs Reflex, damage 2d8+4 and make a secondary attack.
Force Orb, secondary attack: (Free, Arcane, Force, Evocation, Implement). Burst 1, centred on primary target. Target every enemy in burst except primary target. +7 vs Reflex, damage 1d10+4.
[ ]Second Wind: (Minor)
[ ]Shield: (Immediate Interrupt, Arcane) Trigger: you are hit by an attack. Effect: You gain a +4 power bonus to AC and Reflex until the end of your next turn.
[ ][ ]Freezing Cloud: (Standard, Arcane, Cold, Implement) Burst 2 within 12. Target each creature in burst. +6 vs Fortitude, damage 1d8+4 cold, half damage on a miss. The cloud lasts until the end of your next turn. Any creature that enters the cloud or starts its turn there is subject to another attack. You can dismiss the cloud as a minor action.
[P][ ]Summon Dretch: (Minor, Arcane, Implement, Summoning) Ranged 12. You summon a Small dretch in an unoccupied space within range. The dretch has speed 5. If the dretch is reduced to 0 hit points, creatures adjacent to it take 5 poison damage. You can give the dretch the following special command: Standard Action: Melee 1; targets one or two creatures; +7 vs. Reflex; 2d6+3 damage. Intrinsic Nature: If you haven’t given the dretch any commands by the end of your turn, it attacks or charges the nearest creature and makes its listed attack (above) in place of a melee basic attack. If it cannot attack or charge, it moves 5 squares toward the nearest creature. In addition, you take 1d6 damage each time you take a standard or move action before the end of your next turn. Symbiosis: While the summoned dretch is present, each creature you hit with a basic or at-will attack takes 5 damage if it makes an attack before the end of its next turn, after it makes the attack.
[ ]Echo Tome of Forty Steps +1: (Free) Trigger: you use a wizard summoning power. Each round while the summoned creature exists, you gain an additional move action that you can use only to command the creature.
Echo Tome of Forty Steps +1 (Lvl 3, Tome) Critical: +1d6 damage per plus; your summoned creatures gain a +1 item bonus to speed; Power Daily: see above; Echo Tome: the range of your area and ranged attack powers increases by 2; you gain a +1 bonus to attack rolls against Reflex when attacking
Special command: Standard Action; Melee 1; targets one or two creatures; +7 vs. Reflex; 2d6+3 damage.
Summoning rules for reference:
Powers that have the summoning keyword bring creatures magically from elsewhere—often from other planes—to serve the summoner. Normally, a summoning power includes all the information needed to summon and control a creature, as well as the creature’s game statistics.
The following rules are a reference for summoning in general. As usual, if a particular power contains exceptions to these rules, the exception takes precedence.
Allied Creature: A summoned creature is an ally to its summoner and the summoner’s allies.
Size, Speed, and Position: The power specifies the summoned creature’s size and speed, and it determines where the creature appears.
Summoner’s Defenses: The summoned creature’s defenses equal the summoner’s, not including any temporary bonuses or penalties.
Hit Points: The summoned creature’s maximum hit points equal the summoner’s bloodied value. When the summoned creature drops to 0 hit points, it is destroyed, and the summoner loses a healing surge. If the summoner has no healing surges left, the summoner instead takes damage equal to half his or her bloodied value.
The summoned creature lacks healing surges, but if an effect allows it to spend a healing surge, the summoner can spend a healing surge for it. The summoned creature, rather than the summoner, then gains the benefit of the healing surge.
Commanding the Creature: The summoned creature has no actions of its own; the summoner spends actions to command it mentally. The summoner can do so only if he or she has line of effect to the creature. When commanding the creature, the summoner shares its knowledge but not its senses.
The summoning power determines the special commands that the summoned creature can receive and gives an action type for each command. If a command is a minor action, it can be given only once per round.
If a summoned creature’s description lacks a command for it to move, the summoner can take a minor action to command it to take one of the following actions, if it is physically capable of taking that action: crawl, escape, run, stand up, shift, squeeze, or walk.
Attacks and Checks: If a summoning power allows the summoned creature to attack, the summoner makes an attack through the creature, as specified in the power description. If the summoned creature can make a skill check or an ability check, the summoner makes the check. The attack or check uses the summoner’s game statistics, unless the descriptions of the power or creature specify otherwise. Attacks and checks made through the creature do not include any temporary bonuses or penalties to the summoner’s statistics.
Duration: The summoned creature lasts until the summoner takes a minor action to dismiss it or until the end of the encounter.
Vondal is the younger son in a dwarven mercantile dynasty. While well-educated, he has never been interested in commercial matters, prefering to study lore and magic. In doing so, he has attended several arcane academies, and has developed an interest in conjuration and summoning in particular. At the relative tender age (for a dwarf) of 44, he has struck out on a career as a gentleman explorer and scientist. He has heard about a relatively-unexplored area known as the Chaos Scar and has decided to make it his initial area of study.
Vondal has a blond beard and hair which are shaggy but clean. His clothes and gear are unshowy but of fine quality. In company he is reserved but polite. His studies in a number of foreign cities mean he has experience of different races and cultures, and is open-minded (unlike some dwarves). He is not driven by monetary concerns, and is surprising generous with gold for one of his race. However, his hoarding instincts are strong when it comes to knowledge. His ambition is to make his mark as a man of learning and so will not cede new discoveries lightly.