Alayienne Layshienne, Eladrin Wizard Level 1
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Initiative +2
Perception +1, Insight +6
Languages: Common, Elven
Alignment: Neutral (With 'Good', if annoying, tendencies)
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HP 20 Bloodied 10
Healing Surge: 5 Surges/Day: 6
AC 14 Fort 10 Ref 14 Will 14
Resist:
Saves: +5 Racial bonus to save vs. Charm effects
Action Points: 1
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Speed: 6 squares
Basic Melee Attack: Staff +2 vs. AC 1d8+1
Basic Melee Attack: Dagger +3 vs. AC 1d4
Basic Melee Attack: Longsword +3 vs. AC 1d8
Basic Ranged Attack: Magic Missile +6 vs. Ref 2d4+4
Basic Ranged Attack: Dagger +5 vs. AC 1d4 Range 5/10
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Skills: Arcana +11, Bluff +7, Dungeoneering +6, History +11, Insight +6, Nature +9
Feats: Pact Initiate (Fey) (Gain Bluff & Eyebite as Encounter)
Abilities: Str 10 , Con 11, Dex 14 , Int 18, Wis 13, Cha 14
Std Array:16, 14, 13, 12, 11, 10
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Eladrin Racial Traits:
Spoiler:
Average Height: 5´ 5˝–6´ 1˝
Average Weight: 130–180 lb.
Ability Scores: +2 Dexterity, +2 Intelligence
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, Elven
Skill Bonuses: +2 Arcana, +2 History
Eladrin Education: You gain training in one additional
skill selected from the skill list in Chapter 5.
Eladrin Weapon Proficiency: You gain proficiency
with the longsword.
Eladrin Will: You gain a +1 racial bonus to your Will
defense.
In addition, you gain a +5 racial bonus to saving
throws against charm effects.
Fey Origin: Your ancestors were native to the Feywild,
so you are considered a fey creature for the purpose
of effects that relate to creature origin.
Trance: Rather than sleep, eladrin enter a meditative
state known as trance. You need to spend 4 hours in
this state to gain the same benefits other races gain
from taking a 6-hour extended rest. While in a trance,
you are fully aware of your surroundings and notice
approaching enemies and other events as normal.
Fey Step: You can use fey step as an encounter power.
Magic Missile (Wizard Attack 1)
You launch a silvery bolt of force at an enemy.
At-Will • Arcane, Force, Implement
Standard Action Ranged 20
Target: One creature
Attack: +4 vs. Reflex (Int vs. Reflex)
Hit: 2d4 + 4 force damage. (2d4+Int mod dmg)
Increase damage to 4d4 + Intelligence modifier at 21st level.
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.
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Ray of Frost (Wizard Attack 1)
A blisteringly cold ray of white frost streaks to your target.
At-Will • Arcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: +4 vs. Fortitude (Int vs. Fort)
Hit: 1d6 + 4 cold damage, (1d6+Int mod Dmg) and the target is slowed until the end of your next turn.
Increase damage to 2d6 + Intelligence modifier at 21st level.
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Encounter Powers
Spoiler:
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Icy Terrain (Wizard Attack 1)
With frosty breath, you utter a single arcane word that creates a
treacherous patch of ice on the ground, hampering your foes.
Encounter ✦ Arcane, Cold, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier cold damage, and the target
is knocked prone.
Effect: The power’s area is difficult terrain until the end of
your next turn. You can end this effect as a minor action.
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Fey Step, (Eladrin Racial Power)
With a step, you vanish from one place and appear in another.
Encounter ✦ Teleportation
Move Action Personal
Effect: Teleport up to 5 squares (see “Teleportation,”
page 286).
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Eyebite (Warlock Attack 1)
(power gained through Pact Initiate feat)
You glare at your enemy, and your eyes briefly gleam with brilliant
colors. Your foe reels under your mental assault, and you vanish
from his sight.
Encounter (Warlock at-will)• Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will (+2 vs. Will)
Hit: 1d6 + 2 psychic damage, and you are invisible to the target until the start of your next turn.
Increase damage to 2d6 + Charisma modifier at 21st level.
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Spellbook (Daily and Utility Powers)
Spoiler:
After an extended rest, prepare one power of each type/level.
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Freezing Cloud (Wizard Attack 1)
A pellet shoots from your hand and explodes into a cloud of icy
mist at the point of impact.
Daily • Arcane, Cold, Implement
Standard Action Area burst 2 within 10 squares
Target: Each creature in burst
Attack: +4 vs. Fortitude (Int vs Fort)
Hit: 1d8 + 4 cold damage. (1d8+Int mod dmg)
Miss: Half damage.
Effect: 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.
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Sleep (Wizard Attack 1)
You exert your will against your foes, seeking to overwhelm them
with a tide of magical weariness.
Daily • Arcane, Implement, Sleep
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: +4 vs. Will (Int vs Will)
Hit: The target is slowed (save ends). If the target fails its
first saving throw against this power, the target becomes
unconscious (save ends).
Miss: The target is slowed (save ends).
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Class Features:
Wizard
[spoiler]
Role: Controller. You exert control through magical
effects that cover large areas—sometimes hindering
foes, sometimes consuming them with fire.
Power Source: Arcane. You channel arcane forces
through extensive study, hidden knowledge, and
intricate preparation. To you, magic is an art form, an
expressive and powerful method by which you seek
to control the world around you.
Key Abilities: Intelligence, Wisdom, Dexterity
Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger, quarterstaff
Implements: Orbs, staffs, wands
Bonus to Defense: +2 Will
Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Arcana. From the class skills list below,
choose three more trained skills at 1st level.
Class Skills: Arcana (Int), Diplomacy (Cha), Dungeoneering
(Wis), History (Int), Insight (Wis), Nature
(Int), Religion (Int)
Build Options: Control wizard, war wizard
Class Features: Arcane Implement Mastery, cantrips,
Ritual Casting, spellbook
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Arcane Implement Mastery (Wand of Accuracy):
Once per encounter as a free action, you gain a bonus to a single
attack roll equal to your Dexterity modifier. You must wield your
wand to benefit from this feature. This form of mastery is good
for war wizards because it helps increase their accuracy
with damaging powers.
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Cantrips:
Spoiler:
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Ghost Sound (Wizard Cantrip)
With a wink, you create an illusory sound that emanates from
somewhere close by.
At-Will • Arcane, Illusion
Standard Action Ranged 10
Target: One object or unoccupied square
Effect: 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.
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Light (Wizard Cantrip)
With a wave of your hand, you cause a bright light to appear on
the tip of your staff, upon some other object, or in a nearby space.
At-Will • Arcane
Minor Action Ranged 5
Target: One object or unoccupied square
Effect: You cause the target to shed bright light. The light
fills the target’s square and all squares within 4 squares of
it. The light lasts for 5 minutes. Putting out the light is a
free action.
Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.
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Mage Hand (Wizard Cantrip)
You gesture toward an object nearby, and a spectral floating hand
lifts the object into the air and moves it where you wish.
At-Will • Arcane, Conjuration
Minor Action Ranged 5
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves,
or manipulates an adjacent object weighing 20 pounds
or less and carries it up to 5 squares. If you are holding
the 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.
As a move action, you can move the hand up to 5
squares. As a free action, you can cause the hand to drop
an object it is holding, and as a minor action, you can
cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.
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Prestidigitation (Wizard Cantrip)
You perform an amusing magical trick, such as creating a dancing
wisp of light, freshening a wilting flower, making a coin invisible,
or warming a cold drink.
At-Will • Arcane
Standard Action Ranged 2
Effect: Use this cantrip to accomplish one of the effects
given below.
1. Move up to 1 pound of material.
2. Create a harmless sensory effect, such as a shower
of sparks, a puff of wind, faint music, or a strong odor.
3. Color, clean, or soil items in 1 cubic foot for up to
1 hour.
4. Instantly light (or snuff out) a candle, a torch, or a
small campfire.
5. Chill, warm, or flavor up to 1 pound of nonliving material
for up to 1 hour.
6. Make a small mark or symbol appear on a surface for
up to 1 hour.
7. Produce out of nothingness a small item or image
that exists until the end of your next turn.
8. Make a small, handheld item invisible until the end of
your next turn.
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.
Special: You can have as many as three prestidigitation
effects active at one time.
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Ritual Casting
You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals.
Rituals Known:
Level 1: Comprehend Language (0), Silence(0), Tenser's Floating Disk (0)
(*) = no. of times prepared (i.e., He has purchased components to use the ritual * times)
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Spellbook:
You possess a spellbook, a book full of mystic lore in
which you store your rituals and your daily and utility
spells.
Rituals: Your book contains three 1st-level rituals
of your choice that you have mastered.
At 5th level, and again at 11th, 15th, 21st, and 25th
level, you master two more rituals of your choice and
add them to your spellbook. Any ritual you add must
be your level or lower.
(See above for daily and utility powers.)
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Possessions:
Adventurer's Kit
Dagger (sheathed; at belt)
Longsword (Sheathed; at belt)
Wand (Carried)
Lantern (carried or in pack)
Lantern oil (2 flasks; in pack)
Potion of Healing (pouch)
Spoiler:
Potion of Healing (Level 5 Item)
This simple potion draws on the body’s natural healing ability to
cure your wounds.
Power (Consumable • Healing): Minor Action. Drink this
potion and spend a healing surge. Instead of the hit points
you would normally regain, you regain 10 hit points.
Ritual components (see above; in pack)
Spellbook (19/128 pages used for spells and rituals; in pack)
162 gp
Encumbrance (approx.): 49 lbs. Capacity: 100 lbs.
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Personality and Appearance:
Spoiler:
Alayienne (A-Lay for short), is a tall, (For an Eladrin), thin, effette example of unearthly beauty. He usually moves slowly and gracefully, except when circumstances require otherwise. Refusing to rush unless absolutely necessary. The only reason he is not considered more Charismatic, (His looks alone would rate around an 18), is due to his attitude towards others. It is not that he is rude, far from it. He is usually considered the soul of grace and charm. Back where he is from. He simply cannot seem to grasp why all of these brutish humans, dirty dwarves and biped lizards do not see the need to automatically bow to his otherwordly knowledge and wisdom. It is frustrating when you try to help others, and they simply are too involved in the situation to see how obviously simple YOUR solution is!
He usually dresses in the finest possible clothes, even his traveling clothes are of fine weave and cut. HE refuses to wear those abhorrent heavy boots that others insist on wearing as they traipse around the countryside. He prefers to wear his comfortable slippers, and ride easily upon his conjured disc of force. After all, what good is mastering the power of the universe if you don't get to use it?
He finds a few other mages almost worthy of his time and attention. But he tries not to have anything to do with those ignorant savages who have learned to light fires by rote memorization. For some reason the shorter-lived species think that once they have learned to conjure a flame, they are halfway to being an Archmage! A-Lay tries to never use a flame spell unless absolutely necessary. He considers them a cheap shortcut, and believes they are a waste of his time and obvious talent.
Obviously, he comes across as a bit of a pr!@# at times. But despite his difficulties in understanding some of the more basic human interactions, including 'relationships' and interspecies warfare, he usually ends up helping the people who need it most.
Background:
[spoiler]
No one knows where in Faerie A-Lay came from, and he simply refuses to answer any questions on the subject. What is obvious is that he is even more 'Fae' than the average Eladrin, having obviously strong mystical ties to his ancestors and origins. And as he grows in knowledge and power, his heritage powers grow stronger too.