Baron Galdur Vendikon

Ben Blackstone's page

23 posts. Alias of Ragadolf.


Full Name

Benjamin 'Ben' Blackstone

About Ben Blackstone

Benjamin 'Ben' Blackstone, Human Wizard Level 1
Exp: 0
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Initiative +2(?)
Passive Perception +11, Passive Insight +16
Languages: Common, Draconic
Alignment: Good ('Good', but not always 'Nice')
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HP 22 Bloodied 11
Healing Surge: 6 Surges/Day: 7
AC 14 Fort 12 Ref 15 Will 14
Resist:
Saves:
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 Ranged Attack: Magic Missile +4 vs. Ref 2d4+3
Basic Ranged Attack: Dagger +5 vs. AC 1d4 Range 5/10
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Skills: Arcana +8, Bluff +5, Dungeoneering +8, History +8, Insight +6, Nature +8
Feats: Action Surge (+3 to hit w/ any att made with AP), Warlock Multiclass (Infernal)
Abilities: Str 10 (+0), Con 12(+1), Dex 14(+2), Int *18(+4), Wis 13(+1), Cha 11(+0)
(*Human +2 to Int)
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Human Traits:

Spoiler:

Average Height: 5´6"–6´ 2"
Average Weight: 135–220 lb.
Ability Scores: +2 to one ability score of your choice
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, choice of one other
Bonus At-Will Power: You know one extra at-will
power from your class.
Bonus Feat: You gain a bonus feat at 1st level. You must
meet the feat’s prerequisites.
Bonus Skill: You gain training in one additional skill
from your class skill list.
Human Defense Bonuses: +1 to Fortitude, Reflex, and
Will defenses.

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At-Will Powers
Spoiler:

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: Int vs. Reflex (+4)
Hit: 2d4 + Int modifier force damage. (2d4+4)
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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Scorching Burst (Wizard Attack 1)Scorching Burst Wizard Attack 1
A vertical column of golden flames burns all within.
At-Will * Arcane, Fire, Implement
Standard Action, Area: burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex (+4)
Hit: 1d6 + Intelligence modifier fire damage. (1d6+4)
Increase damage to 2d6 + Intelligence modifier at 21st level.
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Thunderwave (Wizard Attack 1)
You create a whip-crack of sonic power that lashes up from the
ground.
At-Will • Arcane, Implement, Thunder
Standard Action, Close blast 3
Target: Each creature in blast
Attack: Intelligence vs. Fortitude (+4)
Hit: 1d6 + Int modifier thunder damage, (1d6+4), and you push the target 1 square (Push = Wis modifier squares).
Increase damage to 2d6 + Intelligence modifier at 21st level.

Encounter Powers

Spoiler:

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Burning Hands(Wizard Attack 1)
A fierce burst of flame erupts from your hands and scorches nearby foes.
Encounter * Arcane, Fire, Implement
Standard Action Close blast 5
Target: Each creature in blast
Attack: Intelligence vs. Reflex (+4)
Hit: 2d6 + Intelligence modifier fire damage. (2d6+4)
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Hellish Rebuke (Warlock Attack 1)
(From Warlock Multiclass Feat)
You point your finger, and your foe is scoured in hellish flames
stoked by your own anger and pain. If you are injured, the flames
burst into life one more time before they fade away.
Encounter (Warlock At-Will) * Arcane, Fire, Implement
Standard Action Ranged 10
[b]Target: One creature
[b]Attack:
Constitution vs. Reflex (+1)
Hit: 1d6 + Constitution modifier fire damage. If you take
damage before the end of your next turn, the target takes
an extra 1d6 + Constitution modifier fire damage.
Increase damage and extra damage to 2d6 + Constitution
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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Flaming Sphere (Wizard Attack 1)ming Sphere Wizard Attack 1
You conjure a rolling ball of fire and control where it goes.
Daily * Arcane, Conjuration, Fire, Implement
Standard Action Ranged 10
Target: One creature adjacent to the flaming sphere
Attack: Intelligence vs. Reflex (+4)
Hit: 2d6 + Intelligence modifier fire damage. (2d6+4)
Effect: You conjure a Medium flaming sphere in an
unoccupied square within range, and the sphere attacks an
adjacent creature. Any creature that starts its turn next to
the flaming sphere takes 1d4 + 4 (Intelligence modifier) fire
damage. As a move action, you can move the sphere up to
6 squares.
Sustain Minor: You can sustain this power until the end of
the encounter. As a standard action, you can make another
attack with the sphere.
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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: Intelligence vs. Will (+4)
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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Wizard
Class Features
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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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 (10GP)(1), Silence (30GP)(0), Tenser's Floating Disk (10GP)(0)
(*) = no. of times prepared (i.e., Ben 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 (15gp)

Spoiler:

Backpack (worn)
Bedroll (pack)
Belt pouch (worn)
Flint and steel (pouch)
Hemp rope (50 ft; pack)
Sunrods (2; pouch)
Trail rations (10 days; pack)
Waterskin (pouch)

Quarterstaff (carried) (5GP)
Wand (7GP)
Dagger (sheathed; at belt) (1GP)
Climber's Kit (2GP)

Spoiler:

Grappling Hook
Hammer
Pitons

Potion of Healing (pouch) (50GP)

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 (5/128 pages used for spells and rituals; in pack)
10 gp
Encumbrance (approx.): 52 lbs. Capacity: 100 lbs.
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Appearance & Personality:

Spoiler:

A little over 6' tall, tall, lean, dark hair, Goatee. Rogue-ishly good looking. Dresses in a long black leather coat, almost always carries his Rune-carved staff.
He is a tough, smart-mouth, wise-cracking, disrespectful Wizard for Hire. But underneath that 'tough guy' exterior is a heart of gold. He really does try to help people, he just wants to be able to make a living too. Unfortunately his tendency to help people out, whether they are paying him or not, puts a serious crimp in his average income. Not to mention his life expectancy.
Friends and Foes alike get nervous when he shows up. Things tend to spontaneously combust when He is around. But he claims that it's not his fault.
Ben's one talent in life is blowing things up. Real good. When asked what he does, his usual response is, "Blasting. I'm hell at blasting." He is all for talking things over and solving problems 'like nice people', but once the talking is done he believes in hitting first, hard, fast, and continuously.

Background:

Spoiler:

Ben was raised by his father after his mother died while he was still a child. (Also under mysterious circumstances, but he isn't aware of that yet). His father was a minor practitioner, little more than an entertainer really, but did his best to raise Ben right. He died under mysterious circumstances, (The 'official' report filed by the local constabulary was that his father was trying rituals far beyond his means, and got eaten for his trouble. But Ben doesn't believe that for a heartbeat.)
Ben makes his way in life by hiring himself out as a mystical 'problem solver'. (You'd be amazed at how many 'problems' tend to disappear when exposed to a wizard's fire!) But usually ends up getting involved in other's troubles, and rarely getting paid for surviving them.

His 'bargain with the Dark Powers' was completely unintentional. He was fighting an individual who gained his warlock powers from possession of an ancient coin, in which resides the spirit of a fallen angel. During the fight he managed to separate the person from his coin. UNfortunately, according to the ancient pact that was struck with the spirit of the coin, defeating a coin-bearer in combat, and/or taking possession of the coin, both constitute legal & binding transfer of the coin's powers. And he DID snatch the coin with intent to take it from it's previous bearer. Ben buried the coin under both earth and wards to prevent it from trying a 'hostile takeover'. But that doesn't seem to be preventing the spirit (Whose name is Ganymede), from appearing to Ben in the guise of a beautiful woman. So far the spirit of the coin has only made contact with Ben twice. (Once in a dream, and once as a vision while he was wide awake!) And her offer of 'great power if you only let me help you,...' was firmly rejected both times. Nevertheless, the spirit has granted the power of Hellfire to strengthen Ben's already powerful magics. And he is sure that she is only biding her time to make another offer of 'assistance'. Ben is wrestling with the temptation of allowing the coin's inhabitant to help him if things get too hairy, trusting in his resolve to keep the coin from dominating him and only use its powers for good. But he is also aware that the road to Hades is paved with good intentions. And it's at least a mile wide.

You know how they say that 'No good deed goes unpunished'? Well, Ben is living proof. His constant crusade to save innocents from the powers that would otherwise trample them as they vie for world domination, or at least a higher seat on the city council, have earned him the attentions of various individuals that he would rather NOT have know where he lives. The attention he has earned has ranged from polite, if blatant, attempts at bribery from a local crime lord,... ('Please accept this inordinately huge bag of gold, enough to pay your daily rate for a month, and please do not become involved in this case for at least one week.') To rather impolite and even more blatant attempts at assassination from groups that use wolfs and bats in their groups insignias. ('Yes, I said my attacker was a vampire. Yes, I KNOW that he's walking around in broad daylight,...') Fortunately, Ben is both very lucky, and good at making friends that seem to stick by him as he sticks by others. With both of those attributes, he has managed to survive relatively unscathed thus far. Though every 'event' he lives through seems to add another name to the long list of those who seem to be offended by his continued breathing.

Proposed Advancement:

Spoiler:

Lvl 2:
-Add +1 to all skills, to-hits & defenses (+1 every 2 lvls)
-Add 5HP, (27HP Total, Bloodied 13),
-Gain 1 Utility/Day, Add 'Expeditious Retreat' and 'Shield' to spellbook
-Gain 1 Feat, 'Astral Fire', (+1 to dmg w/ Fire or Radiant)
Lvl 3:
-Add 5HP, (32HP Total, Bloodied 16)
-Add 1 Encounter Power, (Color Spray OR Fire Shroud, Both gain from Astral fire feat, but CS is Vs. Will)
Lvl 4:
-Add +1 to all skills, to-hits & defenses
-Add 5 HP, (37 Total, Bloodied 18)
-Add +1 to 2 Stats, (Wis to 14, & either Int(19), Dex(15) or Con(13))
-Add 1 Feat, Warlock Novice Power: Encounter Attack Power 'Fiery Bolt'
Lvl 5:
-Add +5 HP (42HP Total, Bloodied 21)
-Gain 1 Daily Att Power, Add 'Fireball' and 'Stinking Cloud' to Spellbook