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Cyrus the Mentalist's page

139 posts. Alias of bmars3.


Full Name

Cyrus the Mentalist Human War Wizard 5

Race

Human

Classes/Levels

Wizard / 5

Gender

Male

Size

M

Age

29

Alignment

Good

Deity

Ioun

Languages

Human, Elven

About Cyrus the Mentalist

Str 8(-1) = 8(base)
Dex 14(+2) = 14(base)
Con 14(+2) = 14(base)
Int 18(+4) = 15(base)+2(human)+1(4th Level)
Wis 14(+2) = 13(base)+1(4th Level)
Cha 12(+1) = 12(base)

1/2 Level: +2
HP: 27/45 = 10(Wizard)+14(Con)+16(+4/level)+5(Toughness feat)
Bloodied: 22
Healing Surge: 11
Surges / Day: 6/8 = 6(Wizard)+2(Con)

Initiative: +8 = +2(Dex)+2(1/2 Level)+4(Imp. Init. Feat)
Speed: 6
Action Points: 0

Passive Insight: 14 = 10(base)+2(Wis)+2(1/2Level)
Passive Perception: 14 = 10(base)+2(Wis)+2(1/2Level)

Basic Attacks
Melee Basic Attack: +4(Dagger) vs. AC = -1(Str)+3(Weapon Prof.)+2(1/2Level)
Damage: 1d4-1 = -1(Str)

Ranged Basic Attack: +7(Int) vs. Reflex = +4(Int)+2(1/2Level)+1(wand)
Range: 20
Damage: 2d4+5 force dmg = +4(Int)+1(Wand)

Ranged Basic Attack: +7(Dagger) vs. AC = +2(Dex)+3(Weapon Prof)+2(1/2Level)
Range: 5/10
Damage: 1d4+3 = +3(Dex)

Defenses
AC: 17 = 10(Base)+1(Magic Cloth Armor)+4(Int)+2(1/2Level)
Fortitude: 16 = 10(Base)+2(Con)+1(Human)+2(1/2Level)+1(Magic Cloak)
Reflex: 18 = 10(Base)+4(Int)+1(Human)+2(1/2Level)+1(Magic Cloak)
Will: 18 = 10(Base)+2(Wis)+1(Human)+2(Wizard)+2(1/2Level)+1(Magic Cloak)

Skills

Spoiler:
Acrobatocs(Dex): +4 = +2(Dex)-0(Armor)+2(1/2Level)
Arcana(Int): +11 = +4(Int)+5(Trained)+2(1/2Level)
Athletics(Str): +1 = -1(Str)-0(Armor)+2(1/2Level)
Bluff(Cha): +2 = +1(Cha)+2(1/2Level)
Diplomacy(Cha): +9 = +1(Cha)+5(Trained)+2(1/2Level)+1(From Catriana)
Dungeoneering(Wis): +9 = +2(Wis)+5(Trained)+2(1/2Level)
Endurance(Con): +4 = +2(Con)-0(Armor)+2(1/2Level)
Heal(Wis): +4 = +2(Wis)+2(1/2Level)
History(Int): +6 = +4(Int)+2(1/2Level)
Insight(Wis): +9 = +2(Wis)+5(Trained)+2(1/2Level)
Intimidate(Cha): +3 = +1(Cha)+2(1/2Level)
Nature(Wis): +4 = +2(Wis)+2(1/2Level)
Perception(Wis): +4 = +2(Wis)+2(1/2Level)
Religion(Int): +6 = +4(Int)+2(1/2Level)
Stealth(Dex): +4 = +2(Dex)-0(Armor)+2(1/2Level)
Streetwise(Cha): +3 = +1(Cha)+2(1/2Level)
Thievery(Dex): +4 = +2(Dex)-0(Armor)+2(1/2Level)

Wizard Class Features

Spoiler:
[]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.

Cantrips: You can use the ghost sound, light, mage hand, prestidigitation cantrips as at-will powers.

Ritual Casting: You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals.

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 3 1st-level rituals of your choice that you have mastered. Daily and Utility Spells: Your spellbook also contains your daily and utility spells. You begin knowing two dailt spells, one of which you can use on any given day. Each time you gain a level that lets you select a daily or utility spell, choose two different daily spells or utility spells of that level to add to your book.

At-Will Powers

Spoiler:
Illusory Ambush: Wizard Attack 1
You create an illusion of swirling spectral assailants that swarm over your enemy.
At-Will <> Arcane, Illusion, Implement, Psychic
Standard Action
Ranged 10
Target: One creature
Attack: +7(Int) vs. Will = +4(Int)+1(Wand)+2(1/2Level)
------------------------------
Hit: 1d6+7 psychic = +4(Int)+1(Dark Fury)+2(Wand) --- 1d6 + Intelligence modifier psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
------------------------------

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: +7(Int) vs. Reflex = +4(Int)+1(Wand)+2(1/2Level)
------------------------------
Hit: 2d4+5 force = +4(Int)+1(Wand) --- 2d4 + Intelligence modifier force damage.
------------------------------
This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.

Thunderwave: Wizard Attack 1
You create a whip-crack of sonic power that leashes up from the ground.
At-Will <> Arcane, Implement, Thunder
Standard Action
Close blast 3
Target: Each creature in blast
Attack: +7(Int) vs. Fortitude = +4(Int)+1(Wand)+2(1/2Level)
------------------------------
Hit: 1d6+5 thunder and push 2 = +4(Int)+1(Wand) / +2(Wis) --- 1d6 + Intelligence modifier thunder damage and you push the target a number of squares equal to your Wisdom modifier
------------------------------

Encounter Powers

Spoiler:
[]Grasping Shadows: Wizard Attack 1
At your command the shadows reach out, grab hold of your foes and wreath the area in darkness.
Encounter <> Arcane, Illusion, Implement, Psychic
Standard Action
Area burst 1 within 10 squares
Primary Target: Each creature in burst
Attack: +7(Int) vs Will = +4(Int)+1(Wand)+2(1/2Level)
------------------------------
Hit: 1d8+7 psychic and effect = +4(Int)+1(Dark Fury)+2(Wand) --- 1d8 + Intelligence modifier psychic damage, and target is slowed until the end of your next turn.
Effect: Shadows writhe in the designated area and continue until the end of your next turn. Any creature that enters the area of the grasping shadows takes psychic damage equal to your Intelligence modifier and is slowed until the end of its next turn.
------------------------------

[]Maze of Mirrors: Wizard Attack 3
You envelop your enemies in an illusory labyrinth made of mirrors, which conceals the world around them.
Encounter <> Arcane, Illusion, Implement
Standard Action
Area burst 1 within 10 squares
Primary Target: Each creature in burst
Attack: +7(Int) vs Will = +4(Int)+1(Wand)+2(1/2Level)
------------------------------
Hit: The target is immobilized and takes a penalty to attack rolls equal to your Intelligence modifier until the end of your next turn.
------------------------------

[]Eyebite: Warlock Attack 1
You envelop your enemies in an illusory labyrinth made of mirrors, which conceals the world around them.
Encounter <> Arcane, Charm, Implement, Psychic
Standard Action
Ranged 10
Target: One creature
Attack: +4(Cha) vs Will = +1(Cha)+1(Wand)+2(1/2Level)
------------------------------
Hit: 1d6+4 psychic and effect = +1(Cha)+1(Dark Fury)+2(Wand) --- 1d6 + Charisma modifier psychic damage, and you are invisible to the target until the start of your next turn.
------------------------------

[]Shared Suffering Armor +1
When enemies deal ongoing damage, this armor lets you deliver ongoing damage upon them as well.
Level 5 / 1,000gp
Armor: Any
Enhancement: +1 AC
Power (Encounter): Immediate Reaction. Use this power when a attack gives you ongoing damage. The attacker gains an equal amount of untyped ongoing damage.

Daily Powers

Spoiler:
[]Visions of Avarice: Wizard Attack 5
The illusion of a fabulous treasure appears out of thin air. Your enemies throw aside caution to seize it.
Daily <> Arcane, Illusion, Implement, Zone
Standard Action
Area 1 square within 10 squares
Effect: The power's area becomes a zone of illusory treasure that lasts until the end of your next turn. Once per turn, you can make the following attack, using the zone as the origin square.
Minor Action
Close burst 5
Target: Each enemy in burst
Attack: +7(Int) vs. Will = +4(Int)+1(Wand)+2(1/2Level)
------------------------------
Hit: The zone pulls the target 3 squares. A target that ends this movement within the zone or adjacent to the zone is immobilized (save ends).
------------------------------
Sustain Minor: The zone persists. When you sustain the power, you can repeat the attack as a minor action.

[]*Bigby's Icy Grasp: Wizard Attack 5
You conjure a giant floating hand made of ice that clutches foes and freezes them.
Daily <> Arcane, Cold, Conjuration, Implement
Standard Action
Ranged 20
Effect: You conjure a 5-foot tall hand of ice in an unoccupied square within range, and the hand attacks. As a move action, you can move the hand up to 6 squares.
Target: One creature adjacent to the hand
Attack: +7(Int) vs. Reflex = +4(Int)+1(Wand)+2(1/2Level)
------------------------------
Hit: 2d8+5 cold and effect = +4(Int)+1(Wand) --- 2d8 + Intelligence modifier cold damage, and the hand grabs the target. If the target attempts to escape, the hand uses your Fortitude or Reflex defense.
------------------------------
Sustain Minor: A target grabbed by the hand takes 1d8+4(Int) cold damage when you sustain this power. As a standard action, you can attack another target with the hand, but it must release a target it has grabbed.

[]Phantom Chasm: Wizard Attack 1
You create the image of a bottomless chasm that opens beneath you foes, convincing them that they are plummeting to their deaths.
Daily <> Arcane, Illusion, Implement, Psychic
Standard Action
Area burst 1 within 20 squares
Target: Each creature in burst
Attack: +7(Int) vs. Will = +4(Int)+1(Wand)+2(1/2Level)
------------------------------
Hit: 2d6+7 psychic = +4(Int)+1(Dark Fury)+2(Wand) --- 2d6 + Intelligence modifier psychic damage, and the target is prone and immobilized until the end of its next turn.
Miss: The target is immobilized until the end of your next turn.
------------------------------

[]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: +7(Int) vs. Will = +4(Int)+1(Wand)+2(1/2Level)
------------------------------
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).
------------------------------

[]*Flaming 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: +7(Int) vs. Reflex = +4(Int)+1(Wand)+2(1/2Level)
------------------------------
Hit: 2d6+5 fire and effect = +4(Int) +1(Wand)--- 2d6 + Intelligence modifier fire damage.
Effect: You conjure a Medium flaming sphere that occupies a square within range, and the sphere attacks. Any creature that starts its turn adjacent to the sphere takes 1d4 + Intelligence modifier fire damage. As a move action, you can move the sphere 6 squares.
Sustain Minor: You can sustain the power until the end of the encounter. As a standard action, you can make another attack with the sphere.
------------------------------

* denotes memorized spells

Utility Powers

Spoiler:
[X]*Expeditious Retreat: Wizard Utility 2
Your form blurs as you hastily withdraw from the battlefield.
Daily <> Arcane
Move Action
Personal
------------------------------
Effect: Shift up to twice your speed.
------------------------------

[]Shield: Wizard Utility 2
You throw up your hand, and a shield of arcane energy springs into existence, protecting you against imminent attacks.
Daily <> Arcane, Force
Immediate Interrupt
Personal
Trigger: You are hit by an attack
------------------------------
Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.
------------------------------

* denotes memorized spells

Feats

Spoiler:
Dark Fury
Benefit: You gain a +1 feat bonus to damage rolls when you use a power that has the necrotic or the psychic keyword.

Expanded Spellbook
Benefit: Choose one daily wizard attack spell of every level you know. Add this spell to your spellbook. Each time you gain a new level of daily wizard attack spells, you learn one extra spell of that level (in other words, add three spells to your spellbook instead of only two). This feat doesn't change the number of daily attack spells you can prepare each day.

Ritual Caster
Benefit: You can master and perform rituals of your level or lower.

Toughness
Benefit: When you take this feat, you gain additional hit points. You gain an additional 5 hit points at each tier of play.

Improved Initiative
Benefit: You get a +4 feat bonus to initiative checks.

Rituals

Spoiler:
Comprehend Language:
Explorer's Fire:
Make Whole:

Equipment (42.5lbs.)

Spoiler:
Dagger (E)(3) - 3gp 3lbs.
Cloth Armor (E) - 1gp 4lbs.
Adventurer's Kit - 15gp 33lbs.
Pouch, belt - 1gp 1/2lbs.
Sunrods (2) - 4gp 2lbs.

Treasure

Spoiler:
680gp - 31gp - ?gp for Explorer's Fire Ritual

Experience Points

Spoiler:
5447 = 3750XP + 590XP + 247XP + 208XP + 375XP + 86XP + 191XP

Magic Items

Spoiler:
Wand of Psychic Ravaging +1
With this wand, your psychic attacks tear through your enemies' minds.
Level 3 / 680gp
Item Slot: One-hand
Enhancement: +1 attack rolls and damage rolls
Critical: +1d8 psychic damage
Property: Gain a +1 item bonus to damage rolls when you use this wand to attack with a power that has the implement and psychic keywords.
Power (Encounter <> Arcane, Charm, Implement, Psychic): Standard Action. As the warlock's eyebite power.

Shared Suffering Armor +1
When enemies deal ongoing damage, this armor lets you deliver ongoing damage upon them as well.
Level 5 / 1,000gp
Armor: Any
Enhancement: +1 AC
Power (Encounter): Immediate Reaction. Use this power when a attack gives you ongoing damage. The attacker gains an equal amount of untyped ongoing damage.

Cloak of Distortion +1
This cloak roils about you like rippling air of a scorching desert.
Level 4 / 840gp
Item Slot: Neck
Enhancement: +1 Fortitude, Reflex, Will
Property: A ranged attack against you from more than 5 squares away takes a -5 penalty to the attack roll.

10 Initiative Rolls