Full Name |
Malize DeWynter |
Race |
Drow |
Classes/Levels |
Wizard |
Gender |
Female |
Size |
M |
Alignment |
Evil |
Deity |
Lolth |
Location |
The Underdark |
Languages |
Deep Speech, Elven |
Occupation |
Ex-combat patrol leader |
Homepage URL |
http://iplay4e.appspot.com/characters/agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhifu b4BDA |
About Malize DeWynter
Malize DeWynter, level 1
Drow, Wizard
Arcane Implement Mastery: Staff of Defense
Darkfire: Darkfire Intelligence
Background: Occupation - Military (+2 to Athletics)
FINAL ABILITY SCORES
Str 8, Con 14, Dex 12, Int 18, Wis 10, Cha 13.
STARTING ABILITY SCORES
Str 8, Con 14, Dex 10, Int 18, Wis 10, Cha 11.
AC: 17 Fort: 12 Reflex: 14 Will: 13
HP: 24 Surges: 8 Surge Value: 6
TRAINED SKILLS
Arcana +9, History +9, Diplomacy +6, Dungeoneering +5
UNTRAINED SKILLS
Acrobatics +1, Bluff +1, Endurance +2, Heal, Insight, Intimidate +3, Nature, Perception, Religion +4, Stealth +3, Streetwise +1, Thievery +1, Athletics +1
FEATS
Wizard: Ritual Caster
Level 1: Unarmored Agility
POWERS
Wizard at-will 1: Nightmare Eruption
Wizard at-will 1: Thunderwave
Wizard encounter 1: Force Orb
Wizard daily 1: Summon Dretch
Wizard daily 1 Spellbook: Horrid Whispers
ITEMS
Spellbook, Cloth Armour, Adventurer's Kit, Quarterstaff, Alchemical Reagents (Arcana) (51), Dagger
RITUALS
Arcane Mark, Fastidiousness, Silence, Unseen Servant
AT WILLS
Nightmare Eruption
You bring forth a nightmare in your foe’s mind and project it out for its comrades to see.
At-Will Arcane, Illusion, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: (+4) Intelligence vs. Will
Hit: 1d8 + ( 4)Intelligence modifier psychic damage, and any enemy adjacent to the target takes psychic damage equal to your Intelligence modifier (4)
Level 21: 2d8 + Intelligence modifier damage.
Chilling Cloud
A lingering swarm of ice crystals chills foes to the bone.
At-Will Arcane, Cold, Implement
Standard Action Area burst 1 within 10 squares
Target: Each enemy in burst
Attack: +4 Intelligence vs. Fortitude
Hit: (4) Intelligence modifier cold damage.
Effect: Until the end of your next turn, any enemy in the power’s area takes a -2 penalty to attack rolls. Increase damage to twice Intelligence modifier at 21st level.
Encounter Powers
Racial
Darkfire
A flickering halo of purple light surrounds the target, making it easier to hit.
Encounter
Minor Action Ranged 10
Target: One creature
Attack: +8 Intelligence (4) +4 vs. Reflex
Increase to +6 bonus at 11th level and +8 bonus at 21st level.
Hit: Until the end of your next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment.
Level 1
Force Orb
You hurl an orb of magical force at an enemy. It bursts against the target and throws off razor-sharp shards of force that cut nearby enemies to ribbons.
Encounter Arcane, Force, Implement
Standard Action Ranged 20
Primary Target: One creature or object
Attack:+4 Intelligence vs. Reflex
Hit: 2d8 + (4) Intelligence modifier force damage. Make a secondary attack.
Secondary Target: Each enemy adjacent to the primary target
Secondary Attack: +4 Intelligence vs. Reflex
Hit: 1d10 + (4) Intelligence modifier force damage.
Daily Powers
Level 1
Horrid Whispers
Your enemies are seemingly beset by dreadful noises. Desperate to find the source, they are oblivious to the true threat posed by you and your allies.
Daily Arcane, Illusion, Implement, Psychic
Standard Action Area burst 1 within 10 squares
Target: Each enemy in burst
Attack: +4 Intelligence vs. Will
Hit: 1d6 + (4) Intelligence modifier psychic damage, and the target is slowed and takes a -2 penalty to attack rolls (save ends both).
Aftereffect: You knock the target prone.
Miss: The target is slowed and takes a -2 penalty to attack rolls until the end of your next turn.
Summon Dretch
A nauseating stench and puff of brimstone herald the arrival of a loathsome, drooling dretch.
Daily Arcane, Implement, Summoning
Minor Action Ranged 10
Effect: You summon a Small dretch in an unoccupied space within range. The dretch has speed 5. If the dretch is reduced to 0 hit points, creatures adjacent to it take 5 poison damage. You can give the dretch the following special command.
Standard Action: Melee 1; targets one or two creatures; Intelligence vs. Reflex; 2d6 + Intelligence modifier damage.
Intrinsic Nature: If you haven’t given the dretch any commands by the end of your turn, it attacks or charges the nearest creature and makes its listed attack (above) in place of a melee basic attack. If it cannot attack or charge, it moves 5 squares toward the nearest creature. In addition, you take 1d6 damage each time you take a standard or move action before the end of your next turn.
Symbiosis: While the summoned dretch is present, each creature you hit with a basic or at-will attack takes 5 damage if it makes an attack before the end of its next turn, after it makes the attack.
Wishlist
Armour of Sudden Recovery or
Robe of Avoidance
Staff of the War Mage or
Staff of Resilience
Amulet of Double Fortune or
Amulet of Resolution