![]()
About Mandrake the MadCurrent Exp:
Manny the Ice Mage: Lvl 9
Spoiler:
Manny-Ice, level 9 Human, Wizard Arcane Implement Mastery: Staff of Defense FINAL ABILITY SCORES
STARTING ABILITY SCORES
AC: 22 Fort: 18 Reflex: 22 Will: 21
TRAINED SKILLS
UNTRAINED SKILLS
FEATS
POWERS
ITEMS
============================================= Manny the Storm Mage: Lvl 9 Spoiler:
Manny-storm, level 9 Human, Wizard Arcane Implement Mastery: Staff of Defense FINAL ABILITY SCORES
STARTING ABILITY SCORES
AC: 22 Fort: 18 Reflex: 22 Will: 21
TRAINED SKILLS
UNTRAINED SKILLS
FEATS
POWERS
ITEMS
============================================== Mandrake 'The Mad Mage', Human Wizard Level 8
Passive Perception +15, Passive Insight +20
Spoiler:
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 Magic Missile, Ray of Frost, Thunderwave 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 (+11) Hit: 2d4 + Int modifier force damage. (2d4+7) 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. ========================================= Ray of Frost (Wizard Attack 1) A blisteringly cold ray of white frost streaks to your target. At-Will • Arcane, Cold, Implement Standard Action Ranged 10 Target: One creature Attack: +11 vs. Fortitude (Int vs. Fort) Hit: 1d6 + 8 cold damage, (1d6+Int mod Dmg + feat bonus) and the target is slowed until the end of your next turn. 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 (+11) Hit: 1d6 + Int modifier thunder damage, (+ feat bonus) (1d6+8), and you push the target 2 square (Push = Wis modifier squares). Increase damage to 2d6 + Intelligence modifier at 21st level. Encounter Powers Eyebite (Pact Initiate Feat), XForce Orb, Color Spray, XSpectral Ram
Spoiler:
=========================================
=========================================
Daily Attack Powers
Spoiler:
============================================== Acid Arrow (Wizard Attack 1) A shimmering arrow of green, glowing liquid streaks to your target and bursts in a spray of sizzling acid. Daily * Acid, Arcane, Implement Standard Action Ranged: 20 Primary Target: One creature Attack: Intelligence vs. Reflex (+11) Hit: (2d8+7) 2d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack. Secondary Target: Each creature adjacent to the primary target Secondary Attack: Intelligence vs. Reflex (+11) Hit: (1d8+7) 1d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends). Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack. ============================================= Freezing Cloud (Wizard Attack 1) A pellet shoots from your hand and explodes into a cloud of icy mist at the point of impact. Daily * Arcane, Cold, Implement Standard Action Area: burst 2 within 10 squares Target: Each creature in burst Attack: Intelligence vs. Fortitude (+11) Hit: (1d8+7) 1d8 + Intelligence modifier cold damage. Miss: Half damage. Effect: The cloud lasts until the end of your next turn. Any creature that enters the cloud or starts its turn there is subject to another attack. You can dismiss the cloud as a minor action. ==============================================
Utility Powers After an extended rest prepare 2 from the following 6 powers: Expeditious Retreat, Feather Fall, Shield, Dimension Door, Dispel Magic, Levitate Spoiler:
================================================ 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. ================================================ Feather Fall (Wizard Utility 2) You or a creature you choose falls gently, like a feather. Daily * Arcane Free Action Ranged: 10 Trigger: You or one creature in range falls Effect: You or the creature takes no damage from the fall, regardless of its distance, and does not fall prone at the end of the fall. ================================================= Shield (Wizard Utility 2) You throw up your hand, and a shield of arcane energy springs into existence, protecting you against imminent attacks. Encounter • Arcane, Force Immediate Interrupt, Personal[b] [b]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. ================================================ Dimension Door (Wizard Utility 6) You trace the outline of a doorway in front of you, step through the portal, and reappear somewhere else nearby. Daily * Arcane, Teleportation Effect: Teleport 10 squares. You can't take other creatures with you. ================================================ Dispel Magic (Wizard Utility 6) You unleash a ray of crackling arcane energy that destroys a magical effect created by an opponent. Daily * Arcane Standard Action, Ranged: 10 Target: One conjuration or Zone Attack: Int vs the Will def of the creator of the conjuration or zone. Hit: The conjuration or the zone is destroyed. All it's effects end, including those that normally last until a target saves. =============================================== Levitate (Wizard Utility 6) Daily * Arcane Move Action, Personal Effect: You can move 4 squares vertically and remain there, hovering above the ground. While aloft you are unsteady, taking a -2 to AC and Reflex defense. If some effect, such as a pit opening below you, causes you to be more than 4 squares above the ground, you drop down to 4 squares above the ground. You do not take damage from such a fall. Sustain Move: You can sustain this power until the end of the encounter or for 5 minutes. When you sustain this power you can move 3 squares up or down or 1 square horizontally. You cannot go higher than 4 squares above the ground. If you don't sustain the power, you descend to the ground without taking falling damage. =============================================== Wizard Class Features
Spoiler:
Role: Controller. You exert control through magical effects that cover large areas—sometimes hindering foes, sometimes consuming them with fire.
Arcane Implement: Wand of Mastery or Staff of Defense,
Spoiler:
Arcane Implement Mastery (Staff of Defense): Staff of Defense grants a +1 bonus to AC. In addition, once per encounter as an immediate interrupt, you gain a +1 bonus to defense against one attack. You can declare the bonus after the Dungeon Master has already told you the damage total. You must wield your staff to benefit from these features. (Defense bonus equals Con modifier) ==============Decisions,Decisions,...=================== 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:
=========================================
Ritual Casting
Spoiler:
You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. Rituals Known: 5 (+ purchased ones) Level 1: Comprehend Language (10GP)(0), Silence (30GP)(0), Tenser's Floating Disk (10GP)(0) Level 4: Enchant Magic Item (Special)(0), Level 5: Magic Circle (100GP)(0) (*) = no. of times prepared (i.e., Manny has purchased components to use the ritual * times)
Spellbook:
Spoiler:
You possess a spellbook, a book full of mystic lore in which you store your rituals and your daily and utility spells. Rituals: 1st level-Your book contains three 1st-level rituals of your choice that you have mastered. At 5th level, and again at 11th, 15th, 21st, and 25th level, you master two more rituals of your choice and add them to your spellbook. Any ritual you add must be your level or lower. (See above for daily and utility powers.) ========================================= Possessions:
Spoiler:
============================================= Cloak of Resistance +2 This crimson-hemmed cloak can be activated to provide minor resistance to all attacks. Lvl 7 +2 2,600 gp Item Slot: Neck Enhancement: Fortitude, Reflex, and Will Power (Daily): Minor Action. Gain resist 5 to all damage until the start of your next turn. Level 12 or 17: Resist 10 to all damage. Level 22 or 27: Resist 15 to all damage. ============================================ Ghostphase Armor Robe +2 This thin white-and-gray mantle fades away near the bottom. Lvl 9 +2 4,200 gp Armor: Cloth Enhancement: AC Property: None. Level 14: Resist 5 necrotic. Level 19 or 24: Resist 10 necrotic. Level 29: Resist 15 necrotic. Power (Daily): Minor Action. Become insubstantial until the end of your next turn. (Take half damage from any attack that deals damage to you.) Level 24 or 29: Become insubstantial and gain phasing until the end of your next turn. =========================================== Thunderwave Staff +2 This rune-covered staff emits waves of thunder that deal damage and knock enemies prone. Lvl 8 +2 3,400 gp Implement (Staff ) Enhancement: Attack rolls and damage rolls Critical: +1d8 thunder damage per plus Power (Daily * Thunder): Free Action. Use this power when you would push one or more creatures with one of your powers. Instead of pushing those creatures, knock them prone and deal xd6 thunder damage to each one, where x equals the number of squares you would normally push each one. Level 13 or 18: xd8 thunder damage. Level 23 or 28: xd10 thunder damage. =========================================== Magic Wand +2 A basic wand, enchanted so as to channel arcane energy. Lvl 6 +2 1,800 gp Implement (Wand) Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus =========================================== Shadowfell Gloves Level 6 These supple black gloves, woven with Shadowfell thread, are highly prized by wizards and warlocks. Lvl 6 1,800 gp Item Slot: Hands Power (Daily ✦ Necrotic): Minor Action. Change the damage type dealt by the next arcane power you use to necrotic. Add 1d6 to the damage dealt by that power (if any). Level 16: Add 2d6 to the damage dealt. Level 26: Add 3d6 to the damage dealt. Adventurer's Kit (15gp)
Spoiler:
Backpack (worn)
Quarterstaff (carried) (5GP)
Spoiler:
Grappling Hook Hammer Pitons Ritual components (see above; in pack)
Appearance and Personality
Spoiler:
Manny appears as an average human. Average Height, Average Weight, Just old. REALLY old. His body looks old and brittle enough to blow away in a good stiff breeze, or a sneeze. He is about 5'10" tall, with a long grey/white beard almost long enough to tuck into his belt. He is normally dressed in clean but well-worn nondescript brown or grey robes, with a battered wide-brimmed hat that doesn't quite fit, and as a result it is constantly falling into his eyes. He carries a staff that varies in use as a place to rest when he gets tired, a measuring stick, a club, a lever and anything else he might think to use it for. His adventuring boots were once the finest make by an expensive shoemaker, but are now old, beaten and scuffed almost to uselessness. Manny calls them 'comfortable'. Personality,... They say there is a fine line between genius and insanity. If that is true, then Manny has not merely stepped over, he took a running leap. Years of studying musty old tomes and acquiring knowledge that mortal man wasn't necessarily meant to know was bad enough. But when he was seriously injured in a magical duel arcane and mystically aged his mind took a vacation.
While he is generally considered a harmless eccentric, that is more to the inability of the locals to physically commit him to an asylum than it is to their comfort level with him being around. He tends to be a bit indiscriminate with his spells when pressured, and the last time someone tried to have him committed, 'for his own good' of course, they had to replace the sanatorium. It did not go unnoticed that the only injuries were to the men who tried to stop him. While he has been known to cast fire spells, no remembers him doing so in recent memory. Whether this is due to deliberate choice or subconscious avoidance, no one knows. But he has developed the power of his acid, cold, lightning and thunder spells to a fine art. Manny truly is generally (usually) harmless. HE is normally far more interested in in whatever caught his attention 10 minutes ago than he is in reading musty old tomes or casting spells. But when it comes down to it his knowledge is tremendous, and his magic is powerful enough to make even most of his old enemies adopt a 'wait & see' approach as opposed to trying to finish the job they started. At least for now.
|