Headmaster Toff Ornels

Menlo The Red's page

2 posts. Alias of P1NBACK.


Full Name

Menlo The Red

Race

Human

Classes/Levels

1st Level Wizard

Gender

Male

Size

Medium

Age

38

Alignment

Good

Languages

Common, Draconic

Strength 12
Dexterity 11
Constitution 14
Intelligence 18
Wisdom 13
Charisma 10

About Menlo The Red

1 Level
0 1/2 Level

24 HP
12 Bloodied

6 Surge Value
8 Surges per Day

16 AC (10 + Armor 2 + Int 4)
13 Fortitude (Base 10 + Con 2 + Race 1)
15 Reflex (Base 10 + Int 4 + Race 1)
14 Will (Base 10 + Wis 1 + Class 2 + Race 1)

+0 Initiative (Base 0 + Dex 0)

6 Speed

16 Passive Insight Base 10 + Skill Bonus 6
11 Passive Perception Base 10 + Skill Bonus 1

Basic Melee Attack (Dagger) - +4 vs. AC, 1d4 + 1 damage.
Basic Ranged Attack (Magic Missle) - +4 vs. Ref, 2d4 + 4 damage.

Saving Throw Modifiers: None. Resistances: None.

Feats:


  • Ritual Caster (Class Feature)
  • Armor Proficiency: Leather (1st Level)
  • Skill Training: Intimidate (Human)

Race Features:


  • Bonus Feat
  • Bonus Skill
  • Bonus At-Will Power
  • Human Defense Bonus

Class Features:


  • Arcane Implement Mastery (Orb of Imposition)
  • Cantrips (Ghost Sound, Light, Mage Hand, Prestidigitation)
  • Ritual Casting
  • Spellbook

Skills:


  • +0 Acrobatics (Base 0 + Trnd 0)
  • +9 Arcana (Base 4 + Trnd 5)
  • +1 Athletics (Base 1 + Trnd 0)
  • +0 Bluff (Base 0 + Trnd 0)
  • +0 Diplomacy (Base 0 + Trnd 0)
  • +6 Dungeoneering (Base 1 + Trnd 5)
  • +2 Endurance (Base 2 + Trnd 0)
  • +1 Heal (Base 1 + Trnd 0)
  • +9 History (Base 4 + Trnd 5)
  • +6 Insight (Base 1 + Trnd 5)
  • +5 Intimidate (Base 0 + Trnd 5)
  • +1 Nature (Base 1 + Trnd 0)
  • +1 Perception (Base 1 + Trnd 0)
  • +9 Religion (Base 4 + Trnd 5)
  • +0 Stealth (Base 0 + Trnd 0)
  • +0 Streetwise (Base 0 + Trnd 0)
  • +0 Thievery (Base 0 + Trnd 0)

At-Will Powers


  • Ghost Sound - Standard, Ranged 10, One object or unoccupied square, Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target.
  • Light - Minor, Ranged 5, One object or unoccupied square, Effect: You cause the target to shed bright light that fills target square and all squares within 4 squares of it. Lasts 5 mins. Free action to put out light. Only one Light active at a time.
  • Mage Hand - Minor, Ranged 5, Effect: You conjure a spectral, floating hand in an unoccupied square within range. Hand can pick up, move, or manipulate adjacent object less than 20 lbs. and carry it up to 5 squares. Only one hand at a time. *As move action, move the hand up to 5 squares. Free action, cause the hand to drop an object. Minor action, pick up or manipulate an object. Sustain - Minor.
  • Prestidigitation - Standard, Ranged 2, Effect: Move up to 1 lb. of material; Create harmless sensory effect; Color, clean or soil items; Chill, warm, or flavor nonliving material; Make a small mark or symbol appear on surface; Produce out of nothing a small item; Make a small handheld item invisible.
  • Magic Missle +4 vs. Ref - Standard, Ranged 20, One creature, Hit: 2d4 + 4 force damage. Special: This power counts as a ranged basic attack.
  • Ray of Frost +4 vs. Fort - Standard, Ranged 10, One creature, Hit: 1d6 + 4 cold damage, and target is slowed until end of your next turn.
  • Thunderwave +4 vs. Fort - Standard, Close blast 3, Each creature in blast, Hit: 1d6 + 4 thunder damage, and you push the target 1 square.

Encounter Powers


  • Action Point - Free, Personal, Effect: Spend an action point to gain an extra standard, move, or minor action.
  • Second Wind - Standard, Personal, Effect: Spend a healing and regain 6 hit points and +2 to all defenses until the start of your next turn.
  • Burning Hands +4 vs. Ref - Standard, Close blast 5, Each creature in blast, Hit: 2d6 + 4 fire damage.

Daily Powers


  • Flaming Sphere +4 vs. Ref - Standard, Ranged 10, One creature adjacent to the flaming sphere, Hit: 2d6 + 4 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 takes 1d4 + 4 fire damage. As a move action, you can move the sphere 6 squares. Sustain - Minor. As a standard action, make another attack.
  • Acid Arrow +4 vs. Ref - Standard, Ranged 20, One creature, Hit: 2d8 + 4 acid damage, and ongoing 5 acid damage (save ends). Make a Secondary Attack against each creature adjacent to target. Hit: 1d8 + 4 acid damage, and ongoing 5 acid damage (save ends). Miss: Half damage, and ongoing 2 acid damage (save ends) to primary target. No secondary attack.

Armor:


  • Leather

Weapons:


  • Dagger

Equipment:


  • Backpack
  • Bedroll
  • Belt Pouch
  • Candles (10)
  • Dagger
  • Flint/Steel
  • Leather Armor
  • Red Robes
  • Rope (50 ft. - Hempen)
  • Spellbook
  • Sunrods (2)
  • Trail Rations (10 days)
  • Waterskin