About Ben BlackstoneBenjamin 'Ben' Blackstone, Human Wizard Level 1
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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. ============================================ 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. ========================================= 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. ========================================= 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
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Spellbook (Daily and Utility Powers)
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After an extended rest, prepare one power of each type/level.
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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 ========================================= 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. ========================================= Cantrips: Spoiler:
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Ritual Casting
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Backpack (worn)
Quarterstaff (carried) (5GP)
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Grappling Hook Hammer Pitons Potion of Healing (pouch) (50GP)
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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)
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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:
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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:
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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 |