![]() About Ava'FuaderaAva'Fuadera
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Once per encounter, you can reroll a failed saving throw against a charm effect. STR 18 (+4) CON 10 DEX 13 (+1) INT 20 (+5) WIS 13 (+1) CHA 8 (-1) INITIATIVE: +5 SPEED: 5 AC: 26 FORT: 21 REFL: 23 WILL: 19 HP: 54/62 BLOODIED: 31 TEMP HP: STATUS: Spoiler:
ABILITIES USED: Spoiler:
Visions of Avarice; SURGES: 1/9 SURGE VALUE: 15 ACTION POINTS: 0 PASSIVE PERCEPTION: 20 PASSIVE INSIGHT: 20 _______________________________________________________________________ TRAINED SKILLS
UNTRAINED SKILLS
CLASS ABILITIES
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Immed Interrupt; Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy. Cantrips Spoiler:
Use ghost sound, light, mage hand, and prestidiitation as at-will powers. Fighter Armor Proficiency Spoiler:
Gain proficiency with leather, hide, chain, scale; light and heavy shields. _______________________________________________________________________ RACIAL ABILITIES
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Meditate for 4 hours instead of sleeping. Fully aware of surroundings while in trance. Eladrin Weapon Proficiency Spoiler:
Fully proficient with the longsword. Fey Origin Spoiler:
Considered a fey creature. Eladrin Will Spoiler:
+5 to saving throws vs Charm. _______________________________________________________________________ FEATS
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2 extra healing surges. Level 2: Eladrin Sword Wizardry: Spoiler:
Can use the longsword as implement with wizard powers. Level 4: Battle Caster Defense: Spoiler:
+4 bonus to AC when provoking opportunity attacks with ranged or area powers. Level 6: Battering Shield Spoiler:
Push or Slide target 1 additional square when using a shield. Level 8: Hybrid Talent Spoiler:
Increase healing surges by two _______________________________________________________________________ Melee Basic Attack: Spoiler:
+13 vs AC; Hit: 1d8+6 dmg Ranged Basic Attack: Spoiler:
_______________________________________________________________________ AT-WILL POWERS Fighter at-will 1: Tide of Iron Spoiler:
+13 vs AC; 1d8+6; and you push the target 2 squares if it is your size, smaller then you, or one size larget then you. You can shift into the space that the target occupied. Wizard at-will 1: Thunder Wave Spoiler:
Standard Action; Close Blast 3; +11 vs Fort; 1d6+7 Thunder dmg; and you push the target 1 square (Wis mod). Wizard at-will 1: Ghost Sound Spoiler:
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. Wizard at-will 1: Light Spoiler:
Minor Action; Ranged 5; Target: One object or unoccupied square; Effect: You cause the target to shed bright light. The light fills the targets square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action. Can only have one light cantrip out at a time. Wizard at-will 1: Mage Hand Spoiler:
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, weighting 20 pounds or less and carries it up to 5 squares. 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. Wizard at-will 1: Prestidigitation Spoiler:
Standard Action; Ranged: 2; Effect: Use this cantrip to accomplish one of the effects given: Move up to 1 pound of material; Create a harmless sensory effect; Color, clean, or soil items in a 1 cubic foot for up to 1 hour; Instantly light or snuff out a candle, torch, or small campfire; Chill, warm, 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. Can have as many as 3 effects active at one time. Visions of Avarice Attack Spoiler:
Minor Action; Range: Close burst 3; Requirement: Visions of Avarice power must be active to use; +11 vs Will; Hit: The zone pulls the target 3 squares. A target that ends this movement within the zone or adjacent to the zone is immobilized (SE) _______________________________________________________________________ ENCOUNTER POWERS Racial Encounter Power: Fey Step Spoiler:
Move Action; Teleport up to 5 squares. Fighter encounter 1: Passing Attack Spoiler:
+13 vs AC; Hit: 1d8+6 dmg annd you can shift 1 square, make a secondary attack; Secondary Target: 1 creature other than the primary target; +10 vs AC; Hit: 1d8+6 damage. Wizard encounter 3: Maze of Mirrors Spoiler:
Standard Action; Range: Area burst 1 within 10 squares; Target: Each creature in burst; +11 vs Will; Hit: The target is immobilized and takes a penalty to attack roll equal to Int mod (+5) until eomnt. Wizard encounter 7: Repelling Sphere Spoiler:
Standard Action; Range: Close Burst 3; Target: Each enemy in burst; +11 vs Fort; Hit: 2d4+7 force damage, and you push the target to a space outside the burst. _______________________________________________________________________ DAILY POWERS Fighter daily 1: Comeback Strike Spoiler:
Standard Action; +13 vs AC; Hit: 2d8+6 dmg and you can spend a healing surge. Wizard daily 5: Visions of Avarice Spoiler:
Standard Action; Range: Area 1 square within 10 squares; Effect: The powers area becomes a zone of illusory treasure that lasts until the end of your next turn. Once per turn, you can use the Visions of Avarice Attack power, using the zone as the origin square; Sustain Minor: The zone persists. Wizard daily 9: Wall of Fire Spoiler:
Standard Action; Range: Area wall 8 within 10 squares; Effect: You conjure a wall that consists of contiguous squares filled with arcane fire. It can be up to 8 squares long and up to 4 squares high. The wall lasts until the end of your next turn. any creature that starts its turn adjacent to the wall takes 1d6+5 (Int mod) fire damage. IF a creaure moves into the walls space or starts its turn there, the creature takes 3d6+5 (Int mod) fire damage. Entering a square occupied by the wall costs 3 extra squares of movement. The wall blocks line of sight; Sustain Minor: The wall persists. _______________________________________________________________________ UTILITY POWERS Wizard utility 2: Mystical Debris (At-Will) Spoiler:
Minor Action; Range: 5 squares; Effect: One square in range becomes difficult terrain until the end of the encounter. You can end this effect as a minor action; Special: You cannot have more squares then 5 (Int mod) under this effect at one time. Skill utility 6: Warp in the Weave (encounter) Spoiler:
Imm Interr; Personal; Trigger: A creature uses a burst or blast power that includes you; Effect: You spend a healing surge but regain no hit points. The triggering burst or blast does not target you or your square. _______________________________________________________________________ TREASURE
ITEMS
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When you hit a target, you gain a +2 item bonus to AC against attacks from that target until the end of your next turn. Runic Longsword +2 Spoiler:
Crit: 2d6 dmg; When you hit with an arcane power using this weaponn, you gain +2 temp hit points (versatile) Cloak of Distortion +2 Spoiler:
You gain an item bonus of +2 to all defenses against ranged attacks from more than 5 squares away. Boots of the Dryad Spoiler:
You ignore difficult terrain that is the result of plants, trees, underbrush, or natural growth (forest walk); Daily: Move action; Teleport 4 squares to a square adjacent to a tree, treant, or plant of your size or larger. Circlet of Second Chances Spoiler:
Power (daily): No action. Use this power when you fail a saving throw. Reroll the saving throw, using the 2nd result even if it's lower. Heavy Shield 1 Healing Potions Backpack
BACKGROUND Spoiler:
Having recently been disillusioned with life in Myth Drannor, Ava left of her own free will on a journey of self-discovery to find her true self and purpose in life... PERSONALITY
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Calm, proud, aloof, somewhat critical of others, calculating, and unapologetic. Ava {pronounced AH'va) is something of a control freak, always needing to have things under her control, if only in her mind. She sometimes can come across as a bit too pushy and critical of others "failings", due to her strict upbringing as a warrior-mage. She is prone to anxiety when things do not go her way, often times becoming angry at herself. She does have the capability for a softer side, but that is yet to be determined... APPEARENCE
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She is actually quite tall, standing at 6'2 and is strong but still has a lithe frame, thanks to her elven heritage. Her hair is dark to light green, while her eyes are golden in color. She wears a suit of bronze scalemail, decorated with etchings and seals from her many battles fought for Myth Drannor, while her shield sports her families heraldic symbols. Her main armament is her Runic Blade, Anastia, a weapon passed down from generation to generation in her family. |