About Cyrus the MentalistStr 8(-1) = 8(base)
1/2 Level: +2
Initiative: +8 = +2(Dex)+2(1/2 Level)+4(Imp. Init. Feat)
Passive Insight: 14 = 10(base)+2(Wis)+2(1/2Level)
Basic Attacks
Ranged Basic Attack: +7(Int) vs. Reflex = +4(Int)+2(1/2Level)+1(wand)
Ranged Basic Attack: +7(Dagger) vs. AC = +2(Dex)+3(Weapon Prof)+2(1/2Level)
Defenses
Skills
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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
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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.
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
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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
Thunderwave: Wizard Attack 1
Encounter Powers
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[]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
[]Eyebite: Warlock Attack 1
[]Shared Suffering Armor +1
Daily Powers
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[]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
[]Phantom Chasm: Wizard Attack 1
[]Sleep: Wizard Attack 1
[]*Flaming Sphere: Wizard Attack 1
* denotes memorized spells Utility Powers
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[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
* denotes memorized spells Feats
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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
Ritual Caster
Toughness
Improved Initiative
Rituals
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Comprehend Language:
Explorer's Fire: Make Whole: Equipment (42.5lbs.)
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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
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680gp - 31gp - ?gp for Explorer's Fire Ritual Experience Points
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5447 = 3750XP + 590XP + 247XP + 208XP + 375XP + 86XP + 191XP Magic Items
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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
Cloak of Distortion +1
10 Initiative Rolls
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