Lini

Lavender Glow's page

168 posts. Alias of pat512.


Full Name

Lavender Glow

Race

Deva

Classes/Levels

Wiz 23 / Cleric / Divine Oracle / Sage of Ages

Gender

Male

Size

Medium (6'6", 200#)

Age

Indeterminate

Alignment

Unaligned

Languages

Common, Primordial, Deep Speech, Abyssal, Supernal, Draconic

Strength 10
Dexterity 16
Constitution 20
Intelligence 24
Wisdom 16
Charisma 12

About Lavender Glow

Lavender Glow, level 23
Deva, Imbuer, Wizard, Cleric, Divine Oracle, Sage of Ages
Arcane Implement Mastery: Orb of Imposition

AC: 34 Fort: 32 Reflex: 34 Will: 33
HP: 133/133 Surges: 11/11 Surge Value: 33
AP: 1 (gain extra move for later)

Initiative: +14 (roll twice)

Passive Perception: 24 Passive Insight: 29

Basic Attack (Ranged): Magic Missile +25 v Ref, 4d4+12
Speed 6 / Run 8 (+2 when bloodied)

Astral Majesty: +1 bonus to defense vs bloodied
Resist Necrotic 16, Resist Radiant 16, Resist Cold 10
Icewalk, no ill effects from cold
Foresight: Self + allies within 5 not surprised
Terrifying Insight: Roll twice when attacking Will, dazed if miss
Barbed Baldric: Enemies that are grabbing you take 2d8 damage at the start of your turn.
Headband of Intellect: +2 to knowledge checks
Strikebacks: +1 to opportunity attacks

TRAINED SKILLS
Arcana +29, Insight +19, History +31, Dungeoneering +25, Religion +31

UNTRAINED SKILLS
Acrobatics +14, Bluff +12, Diplomacy +12, Endurance +16, Heal +14, Intimidate +12, Nature +20, Perception +14, Stealth +14, Streetwise +12, Thievery +14, Athletics +11

FEATS
Wizard: Alchemist
Level 1: Implement Expertise (Orb)
Level 2: Radiant Power (Can take -2 to hit for +6 radiant damage)
Level 4: Toughness
Level 6: Initiate of the Faith
Level 8: Linguist
Level 10: Remembered Wizardry
Level 11: Ascendant Lineage (Memory power not used on failure)
Level 12: Paragon Defenses
Level 14: Inescapable Force (Force powers deal full+1d10 to insubstantial)
Level 16: Mettle / Level 18: Evasion (No damage from missed area or close attacks)
Level 20: Reserve Maneuver
Level 21: Spell Accuracy (Omit 3 squares from area or close attack)
Level 22: Wizard Implement Expertise (Arcane powers crit on 19)

POWERS (Int/Implement attacks at +25 to hit [+26 psychic], +12 damage)

Cleric daily 1: Healing Word
Divine, Healing
Minor Action Close burst 15
Special: You can use this power three times per encounter, but only once per round.
Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 5d6 hit points.

Wizard at-will 1: Magic Missile
Arcane, Force, Implement
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 4d4 + Intelligence modifier force damage.
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.

Wizard at-will 1: Cloud of Daggers
Arcane, Force, Implement
Standard Action Area 1 square within 10 squares
Target: Each creature in square
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier force damage.
Effect: The power’s area is filled with sharp daggers of force. Any creature that enters the area or starts its turn there takes 3 force damage. The cloud remains in place until the end of your next turn. You can dispel it earlier as a minor action.

Wizard utility 2: Phantasmal Terrain
Daily Arcane, Illusion, Implement, Zone
Standard Action Area burst 2 within 10 squares
Effect: Until the end of the encounter, difficult terrain in the designated area costs 2 extra squares of movement instead of the normal 1 extra square for your enemies. Additionally, hazards and traps within the area gain a bonus to attack rolls equal to your Intelligence modifier against your enemies.

Wizard utility 2 Spellbook: Summon Shadow Serpent
Daily Arcane, Implement, Summoning
Minor Action Ranged 10
Effect: You summon a Small shadow serpent in an unoccupied square within range. The shadow serpent has a speed of 6. It has a +5 bonus to Stealth checks and takes no penalty to Stealth checks for moving more than 2 squares. You can give the shadow serpent the following special command.
Minor Action: Until the end of your turn, you can see through the shadow serpent’s eyes. You cannot gain line of sight or line of effect for your powers from the serpent’s square, but you can make Perception checks from it to spot hidden objects or creatures.

Wizard utility 2 Spellbook: Guardian Blades
Daily Arcane, Fear
Minor Action Personal
Effect: Until the end of the encounter or until you become unconscious, each enemy adjacent to you that makes an attack roll takes 7 force damage. No enemy can take this damage more than once per turn.

Wizard utility 6: Wall of Fog
Daily Arcane, Conjuration
Standard Action Area wall 8 within 10
Effect: You conjure a wall that consists of contiguous squares filled with arcane fog. The wall lasts until the end of your next turn. It can be up to 8 squares long and up to 4 squares high. The fog's area is heavily obscured and blocks line of sight.
Sustain Minor: The wall persists.

Wizard utility 6 Spellbook: Dimension Door
Daily Arcane, Teleportation
Move Action Personal
Effect: Teleport 11 squares. You can’t take other creatures with you.

Wizard utility 6 Spellbook: Summon Iron Cohort
Daily Arcane, Implement, Summoning
Minor Action Close burst 2
Effect: You summon a Small iron cohort in an unoccupied square within the burst. The iron cohort has a speed of 6 and has a +2 bonus to AC. You can give the iron cohort the following special command.
Immediate Interrupt: When you are targeted by a ranged or melee attack and the iron cohort is adjacent to you, the iron cohort becomes the attack’s target instead.

Wizard daily 9: Animate Dead
Daily Arcane, Implement, Necrotic, Summoning
Minor Action Ranged 10
Target: One dead creature
Effect: You summon the animated corpse of one of your fallen enemies in an unoccupied square within range. The summoned creature is the same size as one dead creature within the range of this power. The animated creature has reach equal to the target creature’s reach and speed 6. It has a +2 bonus to AC and a +2 bonus to Fortitude. You can give the animated creature the following special commands.
Standard Action: Targets one enemy in reach; Intelligence vs. AC; 1d10 + Intelligence modifier necrotic damage.
Opportunity Attack: Targets one enemy in reach; Intelligence vs. AC; 1d10 + Intelligence modifier necrotic damage.

Wizard daily 9 Spellbook: Summon Arrowhawk
Daily Arcane, Implement, Summoning
Minor Action Ranged 10
Effect: You summon a Medium arrowhawk in an unoccupied square within range. The arrowhawk has a speed of fly 8 (hover). It has a +2 bonus to AC and a +2 bonus to Reflex. You can give the arrowhawk the following special commands.
Standard Action: Shift 3 squares and attack; melee 1; targets one creature; Intelligence vs. Reflex; 1d10 + Intelligence modifier damage, and the target is marked by the arrowhawk until the end of your next turn.
Opportunity Attack: Melee 1; targets one creature; Intelligence vs. Reflex; 1d10 + Intelligence modifier damage, and the target is marked by the arrowhawk until the end of your next turn.

Wizard daily 9 Spellbook: Mordenkainen's Guardian Hound
Daily Arcane, Conjuration, Implement
Standard Action Ranged 10
Effect: You conjure a Medium guardian hound that occupies 1 square within range, and the hound makes the following melee attack. Once per round as a minor action, you can have the hound repeat its attack. As a minor action, you can move the hound 6 squares. The hound lasts until the end of the encounter or until you dismiss it with a free action.
Target: One creature adjacent to the hound
Attack: Intelligence vs. Reflex
Hit: 3d4 + Intelligence modifier damage. The target takes a -2 penalty to its next attack roll that targets you.

Wizard utility 10: Illusory Wall
Daily Arcane, Illusion, Implement
Standard Action Area wall 8 within 20 squares
Effect: You create the illusion of a contiguous wall of solid material (stone or metal, for example). The wall can be up to 8 squares long and 4 squares high. The wall blocks line of sight for all enemies (but not your allies). When any enemy moves adjacent to the wall, you can make an attack (Intelligence vs. Will) against that target; if successful, the target cannot move through the wall on its current turn, but it can try again on later turns. On a miss, the wall no longer blocks line of sight or movement for that creature.
Sustain Minor: You can sustain this power until the end of the encounter.

Wizard utility 10 Spellbook: Blur
Daily Arcane, Illusion
Minor Action Personal
Effect: Until the end of the encounter, you gain a +2 power bonus to all defenses, and enemies 5 or more squares away from you cannot see you.

Wizard utility 10 Spellbook: Mass Resistance
Daily Arcane
Minor Action Close burst 10
Target: You and each ally in burst
Effect: Choose acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Until the end of the encounter, each target gains resistance to that damage type equal to one-half your level + your Intelligence modifier (18).

Wizard encounter 13: Prismatic Burst
Encounter Arcane, Implement, Radiant
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 3d6 + Intelligence modifier radiant damage, and the target is blinded until the end of your next turn.

Wizard daily 15: Soul Puppets
Daily Arcane, Charm, Implement, Necrotic
Standard Action Area burst 2 within 20 squares
Target: Each enemy in burst
Attack: Intelligence vs. Will
Hit: 4d8 + Intelligence modifier necrotic damage and the target is immobilized (save ends). An undead target takes no damage and is dominated (save ends) instead of immobilized.

Wizard daily 15 Spellbook: Bigby's Grasping Hands
Daily Arcane, Conjuration, Force, Implement
Standard Action Ranged 10
Effect: You conjure two 5-foot-tall hands of force, each one occupying 1 square within range. Each hand attacks one adjacent creature. A hand that is not grabbing a target can be moved and made to attack a new target within range as a move action. The hands last until the end of your next turn.
Targets: One or two creatures
Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier force damage, and the hand grabs the target. If the target attempts to escape, the hand uses your Fortitude or Reflex defense.
Special: If the hands have each grabbed an enemy, you can slam the enemies into each other as a standard action, dealing 2d10 + Intelligence modifier force damage to each grabbed target. After the attack, each hand returns to its original square with its grabbed target.
Sustain Minor: The hands persist.

Wizard daily 15 Spellbook: Vertigo
Daily Arcane, Illusion, Implement
Standard Action Area burst 1 within 10 squares
Target: Each enemy in burst
Attack: Intelligence vs. Will
Hit: The target is affected by vertigo (save ends). While affected by vertigo, the target can’t stand up from prone, and if it moves, the target must move at least 4 squares or it falls prone at the end of its movement.
Aftereffect: The target is affected by a lesser form of vertigo (save ends). While affected, the target can’t stand up from prone, and if it moves, the target must move at least 2 squares or it falls prone at the end of its movement.
Miss: Until the end of your next turn, the target can’t stand up from prone, and if it moves, the target must move at least 2 squares or it falls prone at the end of its movement.
Effect: Until the end of the encounter, the target provokes opportunity attacks when it shifts.

Wizard utility 16: Stoneskin
Daily Arcane
Standard Action Melee touch
Target: You or one ally
Effect: The target gains resist 10 to all damage until the end of the encounter or for 5 minutes.

Wizard utility 16 Spellbook: Fly
Daily Arcane
Standard Action Personal
Effect: You gain a speed of fly 8 until the end of your next turn.
Sustain Minor: You can sustain this power until the end of the encounter or for 5 minutes. If you don’t sustain it, you float to the ground without taking falling damage.

Wizard utility 16 Spellbook: Phase Shift
Daily Arcane, Polymorph
Minor Action Personal
Effect: You become insubstantial and gain phasing until the end of your next turn.

Wizard encounter 17: Force Volley
Encounter Arcane, Force, Implement
Standard Action Ranged 20
Targets: One, two, or three creatures
Attack: Intelligence vs. Reflex, one attack per target
Special: If you target only one creature with this power, you gain a +4 power bonus to the attack roll.
Hit: 3d6 + Intelligence modifier force damage, and the target is dazed until the end of your next turn.

Wizard daily 19: Evard's Black Tentacles
Daily Arcane, Implement, Necrotic, Zone
Standard Action Area burst 4 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier necrotic damage, and the target is immobilized (save ends).
Effect: The burst creates a zone of difficult terrain that lasts until the end of your next turn.
Sustain Minor: When you sustain the power, repeat the attack against any creature within the zone that is not immobilized, and deal 1d10 necrotic damage to creatures that are immobilized.

Wizard daily 19 Spellbook: Disintegrate
Daily Arcane, Implement
Standard Action Ranged 10
Target: One creature or object
Attack: Intelligence vs. Reflex
Special: You don’t need to make an attack roll to hit an unattended object with this power.
Hit: 5d10 + Intelligence modifier damage, and ongoing 10 damage (save ends). If the target saves, it takes ongoing 5 damage (save ends).
Miss: 3d10 + Intelligence modifier damage, and ongoing 5 damage (save ends).

Wizard daily 19 Spellbook: Entombing Earth
Daily Arcane, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier necrotic damage, and the target takes ongoing 10 necrotic damage and is stunned (save ends both). Other creatures cannot gain line of sight or line of effect to the target while it is stunned.
Miss: Half damage, and the target takes ongoing 10 necrotic damage (save ends).

Wizard daily 19 Spellbook: Plague of Illusions
Daily Arcane, Illusion, Implement
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Will
Hit: The target cannot use attack powers (save ends).
First Failed Save: The target is blinded (save ends).
Second Failed Save: The target is immobilized (save ends).
Miss: The target is blinded (save ends).
First Failed Save: The target is immobilized (save ends).

Reserve Maneuver: Crushing Titan's Fist
Encounter Arcane, Force, Implement
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 3d8 + Intelligence modifier force damage, and the target is immobilized until the end of your next turn.
Effect: Entering a square within the power’s area costs 4 extra squares of movement. This effect ends at the end of your next turn, and you can dismiss it as a minor action.

Wizard utility 22: Mass Fly
Daily Arcane
Standard Action Close burst 5
Targets: You and each ally in burst
Effect: All targets gain a speed of fly 8 until the end of your next turn.
Sustain Minor: You can sustain this power until the end of the encounter or for 5 minutes. If you don’t sustain this power, all targets float to the ground without taking falling damage.

Wizard utility 22 Spellbook: Mordenkainen's Mansion
Daily Arcane, Conjuration, Teleportation
Standard Action Melee touch
Effect: You conjure a spacious extradimensional dwelling that can hold up to fifty Medium creatures. It is reached through a single doorway that you trace on a surface or in the air. Only you and those you designate can pass through it. You can close the entrance and make it invisible after you enter the mansion, and only someone inside the mansion can open the portal once it’s closed. The mansion contains comfortable furnishings and enough food and drink to satisfy its denizens. The furniture and food disappear if removed from the mansion. The mansion lasts for 8 hours, and any creatures still in the mansion when the power ends reappear in unoccupied squares outside the entrance portal.

Wizard utility 22 Spellbook: Mordenkainen's Lucubration
Daily Arcane
Minor Action Personal
Effect: Until the end of the encounter or until you become unconscious, your arcane powers that can be sustained instead last until the end of the encounter.

Wizard encounter 23: Deceptive Shadows
Encounter Arcane, Illusion, Implement
Standard Action Burst 2 within 20
Targets: Each creature
Attack: Intelligence vs. Will
Hit: 3d6 + Intelligence modifier damage. Until the end of your next turn, the target can gain line of sight only to the creature nearest to it (ally or enemy). If multiple creatures are equally near to the target, it can see all of them.

Item Encounter - Orb of Translocation Interference
Power (Encounter): Free Action. Use this power when an enemy within 10 squares of you uses a power that has the teleportation keyword. Choose the space where the enemy appears. The location must be within the power’s normal range.

Item Encounter - Bracers of Bold Maneuvering
Power (Encounter): Minor Action. Gain a +4 power bonus to AC against opportunity attacks until the end of your next turn.

Item Encounter - Strikebacks
Power (Encounter): Immediate Reaction. Use this power when an adjacent enemy hits you. Make a melee basic attack against that enemy.

Item Daily - Sun's Sliver
Power (Daily): Standard Action. Effect: You and allies within 5 squares of you regain the use of their second wind and all spent encounter powers.
Power (Daily): Standard Action. Effect: Use against the Winter Witch when she is unconscious and at 0 hit points or fewer. This use permanently destroys Koliada the Winter Witch and the Sun’s Sliver.

Item Daily - Repulsion Armor
Power (Daily): Minor Action. Whenever an enemy moves into an adjacent square, you can push that enemy 1 square as an immediate reaction. This power lasts until the end of the encounter.

Item Daily - Ring of Dimensional Escape
Power (Daily • Teleportation): No Action. Use this power when an attack drops you to 0 hit points or fewer. Teleport 20 squares.
If you’ve reached at least one milestone today, you also stabilize. You don’t make death saving throws unless you take more damage.

Item Daily - Headband of Intellect
Power (Daily): Minor Action. Gain a +2 power bonus to the next Intelligence attack that you make this turn.

Item Daily - Boots of Furious Speed
Power (Daily): Immediate Reaction. Use this power when you become bloodied. Shift a number of squares equal to half your speed.

Item Daily - Purple Dragon Commander's Ring
Power (Daily • Arcane): Standard Action. Detect Magic and Poison: Activated by command word (usually inscribed on the inside of the ring, and typically “Bonthar”. When the power is activated and the ring touched to food or drink, it glows with an eerie gold-green if the substance is poisonous and bright blue if it is enchanted (including potions), although the ring cannot identify what sort of poison or magic is present.
Power (Daily • Arcane): Immediate Interrupt. You can use this power when you fall. You take no damage from the fall, regardless of its distance, and you do not fall prone at the end of the fall.

Item Consumables

Alchemical Silver (lvl15) x4 Standard Action. Your weapon or one group of ammunition (30 arrows, 10 crossbow bolts, 20 sling bullets, or 5 shuriken) attacks as a silvered weapon until the end of the encounter or for the next 5 minutes. The weapon deals an extra 1d6 damage against creatures that are vulnerable to silvered weapons or to creatures that suffer other detrimental effects from silvered weapons, such as a werewolf ’s inability to regenerate. Alchemical silver can be applied to nonmagical weapons and to magic weapons of 24th level or lower.

Alchemist's Acid (lvl16) x2 Standard Action. Make an attack: Ranged 5/10; +19 vs. Reflex; 2d10 acid damage and ongoing 10 acid damage (save ends); on miss, half damage and no ongoing acid damage.

Antivenom (lvel21) Minor Action. Gain a +2 bonus to saving throws against poisons from a source of 30th level or lower. This effect lasts until the end of the encounter or for the next 5 minutes.

Dragonfire Tar (lvl13) x2 Standard Action. Make an attack: Ranged 5/10; +16 vs. Reflex; on a hit, the target takes ongoing 10 fire damage (save ends).

Herbal Poultice (lvl13) Standard Action. Use before you or an ally takes a short rest. The target of the herbal poultice regains an additional 6 hit points when he or she spends a healing surge at the end of the short rest.

Jolt Flask (lvl20) x5 Standard Action. Make an attack: Area burst 1 within 10; +23 vs. Fortitude; on a hit, the target is dazed until the end of your next turn.

Tanglefoot Bag (lvl17) Standard Action. Make an attack: Ranged 5/10; +20 vs. Reflex; on a hit, the target is immobilized until the end of your next turn, at which point the creature is then slowed until the end of its next turn.

Potion of Regeneration (lvl19) x2 Minor Action. Drink this potion and spend a healing surge. You do not gain hit points as normal. Instead, gain regeneration 10 until the end of the encounter. If you aren’t bloodied at the start of your turn while this power is in effect, you don’t regain any hit points and the regeneration is suppressed until the start of your next turn.

Potion of Vitality (lvl15) x2 Minor Action. Drink the potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 25 hit points and make one saving throw against an effect on you that a save can end.

ITEMS
Spellbook, Orb of Translocation Interference +5, Repulsion Efreetweave Armor +5, Amulet of Protection +5, Ring of Dimensional Escape (paragon tier), Eternal Chalk (heroic tier), Barbed Baldric (paragon tier), Headband of Intellect (heroic tier), Boots of Furious Speed (heroic tier), Everburning Torch, Purple Dragon Commander's Ring (paragon tier), Bracers of Bold Maneuvering (heroic tier), Strikebacks (heroic tier), Residuum (10,000), Sun's Sliver (artifact)
RITUALS
Time Ravager, Mordenkainen's Joining, Duplicate, Disenchant Magic Item, Transfer Enchantment, Enchant Magic Item, Unseen Servant, Brew Potion
FORMULAS
Jolt Flask, Universal Solvent, Alchemist's Acid, Tanglefoot Bag, Ghoststrike Oil, Alchemical Silver, Salve of Slipperiness
GP: 32092