Petrune

A'loran Longstride's page

270 posts. Alias of cybergoat7.


Full Name

A'loran Longstride

Race

Eladrin

Classes/Levels

Wizard 3

Gender

Male

Size

Medium

Age

27

Alignment

Good

Languages

Common Elven

Strength 10
Dexterity 14
Constitution 14
Intelligence 19
Wisdom 14
Charisma 11

About A'loran Longstride

Height: 5'11"
Weight: 170lb
Long silver hair and blue eyes
+1 Parchment Armor
This armor is made of magically reinforced parchment inscribed with arcane writings.
Property: This armor contains 1 arcane charge. Recharging the armor requires an extended rest.
Power (At-Will): Free. Trigger: You use an arcane power and make an attack roll. Effect: You spend any number of unused charges from this armor and gain a power bonus to the attack roll for the triggering power equal to the number of charges spent.
+1 Staff of the WarMage
Gloves of Piercing
Potion of Healing
Alignment: Good
Init: 4

FRW 14/16/17 (+5 vs charm)
AC 20
Speed 6
Passive insight: 19
Passive perception: 14
HP: 38
Bloodied: 19
8 surges of 9 HP
Skills:
Acrobatics: 4
Arcana: 13
Dungeoneering: 8
Endurance: 4
Heal: 4
History: 13
Insight: 9
Nature: 8
Perception: 4
Religion: 6

Race and class features:
Fey Step, Arcane Implement Mastery, Cantrips, Ritual Casting, Spellbook.

Attacks
Melee Basic Attack: +5 (+1 Staff of the WarMage) Damage: 1d8+1
Ranged Basic Attack:

Powers:
At will:
Cloud of Daggers
Area 1 square within 10 squares
Target each creature in a square
Attack 1d20+7 vs Reflex
Hit: 1d6+5 force damage
Effect: The power's area is filled with sharp daggers of force. Any creature that enters the area or starts its turn there takes force damage equal to wis modifier 1 (2 if magic staff works on it) Cloud remains in place until the end of your next turn. may dispel as a minor

Thunder Wave
Close Blast3
1d20+7 vs Fortitude
1d6+5 thunder damage plus push of 1

Encounter:
Fey Step
move action personal
teleport 5 squares

Force Orb
Range 20
target one creature of object
1d20+7 vs Reflex
Hit 2d8+5 force damage + Secondary Attack
Secondary attack each enemy adjacent to primary target
1d20+7 vs Reflex
Hit: 1d10+5

Pinioning Vortex
Std Range 10
Target one creature
Attack Intellegence vs. Fortitude
Hit: 2d6+5 damage and slide the target 10 feet vertically. the target remains aloft until the start of its next turn; while alof, it is daxed and immobilized, and it grants combat advantage to you and your allies. At the start of its next turn, it lands on its feet in the space it formerly occupied or in the nearest unoccupied space of its choice.

Shield (Wizard Utility 2)
immediate interrupt
Trigger: you are hit by an attack
Effect: You gain a +4 power bonus to AC and Reflex defense until the end of next turn

Daily:
Acid Arrow
Range 20
target one creature
1d20+7 vs Reflex
Hit 2d8+5 acid damage and ongoing 5 acid (save ends) + secondary attack
Each Creature adjacent
1d20+7 vs Reflex
Hit 1d8+5 acid and ongoing 5 acid (save ends)
Miss 1/2 damage and ongoing 2 to primary target (save ends)

Freezing Cloud (prepared)
Area Burst 2 withing 10 squares
Target each creature within burst
1d20+7 vs Fortitude
Hit 1d8+5 cold damage
Miss half Damage
Effect Cloud lasts until the end of your next turn and any creature that enters or starts there is subject to another attack. can dismiss as minor action.

Sleep
Area burst 2 within 20 squares
Target each creature within burst
1d20+7 vs Will
Hit Target is slowed(save ends) If fails its first saving throw agains this power, the target becomes unconscious (save ends)
Miss Target is slowed (save ends)

Rituals Comprehend Language, Silence and Tenser's Floating Disk
Feats: Expanded Spellbook, Leather Armor Proficiency
Equipment: Cloth Armor,Spellbook, Staff of Defense,+1 Staff of the War Mage: This staff provides its user with a +1 enhancement bonus to attack rolls and damage rolls. On a critical hit, it deals an extra 1d8 +1 damage. In addition, once per day as a free action, the user can increase the size of a blast or a burst by 1. Ritual components and Adventurers kit.
Languages: Common, Elven

Background

Spoiler:
I'm using the Fallcrest campaign setting from the DMG. It's ok if you have read it, but if you haven't, don't. You are not from Fallcrest, but from an eladrin village outside of the Nentir Vale. Recently your village was attacked by a tribe of Dragonborn. Though the Dragonborn are superb warriors, they were unequipped for the ranged tactics of the fey. And strangely, though there were no fey forces sent in the area, it appears that the dragonborn fought another enemy from behind. Few of the fey died and the dragonborn were driven off. That was weeks ago.

Douven Staul, a human adventurer had been staying with your village, up until a few months ago when he left for the Nentir Vale. He had been studying with the fey, researching a map. You had befriended the man, and he had become something of a mentor. When the map, which showed a dragon's tomb, was deooced, he left in search of it. It has been so long that you've begun to worry. The appearance of a halfling merchant caravan heading to Fallcrest, the biggest town in the Nentir Vale has encouraged you to take up the search for Douvan.

You joined the caravan, run by the Halfmoon clan of halflings. A day later the caravan took on two new guards, a pair of dragonborn. And soon after that the caravan took on another travller. A humanoid composed of metal, calling himself Demon. You recognized the creature rom your studies as a warforged; a sentient race of constructs built long ago for the purpose of fighting wars. Demon was congenial to the halflings and he appeared lost, so they offered to escort him to Fallcrest.