Adventuring Wizard

Sli4E's page

1 post. Alias of JSL.


About Sli4E

Slidell Stormraven Human Wizard Level 4
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Initiative +3
Perception +3, Insight +8
Languages: Common, Draconic, Elven, Supernal, Thassilonian
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HP 35 Bloodied 17
Healing Surge: 8 Surges/Day: 7
AC 17 Fort 15 Ref 17 Will 19
Resist: 5 poison
Saves: Automatically succeed vs. ongoing fire damage
Action Points: 1
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Speed: 6 squares
Basic Melee Attack: Staff +5 vs. AC 1d8+1
Basic Melee Attack: Dagger +5 vs. AC 1d4
Basic Ranged Attack: Magic Missile +6 vs. Ref 2d4+4
Basic Ranged Attack: Dagger +5 vs. AC 1d4 Range 5/10
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Skills: Arcana +13, Bluff +10, Dungeoneering +8, History +10, Insight +8, Nature +8
Feats: Linguist, Novice Power (Warlock), Pact Initiate (Fey Pact), Ritual Caster, Skill Focus (Arcana)
Abilities: Str 10, Con 13, Dex 11, Int 17, Wis 13, Cha 16
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At-Will Powers

Spoiler:

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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: +6 vs. Reflex
Hit: 2d4 + 4 force damage.
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.
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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: +6 vs. Fortitude
Hit: 1d6 + 4 cold damage, and the target is slowed until the end of your next turn.
Increase damage to 2d6 + Intelligence modifier at 21st level.
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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: +6 vs. Fortitude
Hit: 1d6 + 4 thunder damage, and you push the target 1 square (Push = Wis modifier squares).
Increase damage to 2d6 + Intelligence modifier at 21st level.

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Encounter Powers
Spoiler:

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Eyebite (Warlock Attack 1)
(power gained through Pact Initiate feat)
You glare at your enemy, and your eyes briefly gleam with brilliant
colors. Your foe reels under your mental assault, and you vanish
from his sight.

Encounter • Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: +5 vs. Will
Hit: 1d6 + 3 psychic damage, and you are invisible to the target until the start of your next turn.
Increase damage to 2d6 + Charisma modifier at 21st level.
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Witchfire (Warlock Attack 1)
power gained through Novice Power feat
From the mystic energy of the Feywild, you draw a brilliant
white flame and set it in your enemy’s mind and body. Rivulets
of argent fire stream up into the air from his eyes, mouth, and
hands; agony disrupts his very thoughts.

Encounter • Arcane, Fire, Implement
Standard Action Ranged 10
Target: One creature
Attack: +5 vs. Reflex
Hit: 2d6 + 3 fire damage, and the target
takes a –5 penalty to attack rolls until the end of your next
turn.
Fey Pact: The penalty to attack rolls is equal to 2 + your
Intelligence modifier.

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Shock Sphere (Wizard Attack 3)
You hurl a crackling orb of lightning that explodes at a point you
designate, engulfing all nearby creatures in its electric embrace.

Encounter • Arcane, Implement, Lightning
Standard Action Area burst 2 within 10 squares
Target: Each creature in burst
Attack: +6 vs. Reflex
Hit: 2d6 + 4 lightning damage.

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Spellbook (Daily and Utility Powers)
Spoiler:

After an extended rest, prepare one power of each type/level.
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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: +6 vs. Fortitude
Hit: 1d8 + 4 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.
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Sleep (Wizard Attack 1)
You exert your will against your foes, seeking to overwhelm them
with a tide of magical weariness.

Daily • Arcane, Implement, Sleep
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: +6 vs. Will
Hit: The target is slowed (save ends). If the target fails its
first saving throw against this power, the target becomes
unconscious (save ends).
Miss: The target is slowed (save ends).
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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.
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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
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.

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Class Features
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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)
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Cantrips:
Spoiler:

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Ghost Sound (Wizard Cantrip)
With a wink, you create an illusory sound that emanates from
somewhere close by.

At-Will • Arcane, Illusion
Standard Action Ranged 10
Target: 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. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
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Light (Wizard Cantrip)
With a wave of your hand, you cause a bright light to appear on
the tip of your staff, upon some other object, or in a nearby space.

At-Will • Arcane
Minor Action Ranged 5
Target: One object or unoccupied square
Effect: You cause the target to shed bright light. The light
fills the target’s square and all squares within 4 squares of
it. The light lasts for 5 minutes. Putting out the light is a
free action.
Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.
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Mage Hand (Wizard Cantrip)
You gesture toward an object nearby, and a spectral floating hand
lifts the object into the air and moves it where you wish.

At-Will • Arcane, Conjuration
Minor Action Ranged 5
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves,
or manipulates an adjacent object weighing 20 pounds
or less and carries it up to 5 squares. If you are holding
the object when you use this power, the hand can move
the object into a pack, a pouch, a sheath, or a similar container
and simultaneously move any one object carried or
worn anywhere on your body into your hand.
As a move action, you can move the hand up to 5
squares. As a free action, you can cause the hand to drop
an object it is holding, and as a minor action, you can
cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.
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Prestidigitation (Wizard Cantrip)
You perform an amusing magical trick, such as creating a dancing
wisp of light, freshening a wilting flower, making a coin invisible,
or warming a cold drink.

At-Will • Arcane
Standard Action Ranged 2
Effect: Use this cantrip to accomplish one of the effects
given below.
1. Move up to 1 pound of material.
2. Create a harmless sensory effect, such as a shower
of sparks, a puff of wind, faint music, or a strong odor.
3. Color, clean, or soil items in 1 cubic foot for up to
1 hour.
4. Instantly light (or snuff out) a candle, a torch, or a
small campfire.
5. Chill, warm, or flavor up to 1 pound of nonliving material
for up to 1 hour.
6. Make a small mark or symbol appear on a surface for
up to 1 hour.
7. Produce out of nothingness a small item or image
that exists until the end of your next turn.
8. Make a small, handheld item invisible until the end of
your next turn.
Nothing you create with this cantrip can deal damage,
serve as a weapon or a tool, or hinder another creature’s
actions. This cantrip cannot duplicate the effect of any
other power.
Special: You can have as many as three prestidigitation
effects active at one time.

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Ritual Casting
You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals.
Rituals Known:
Level 1: Comprehend Language (2), Make Whole (0), Secret Page (1)
Level 2: Endure Elements (1), Eye of Alarm (2)
Level 4: Arcane Lock (1)
Level 4: Enchant Magic Item (0)
(*) = no. of times prepared (i.e., Sli has purchased components to use the ritual * times)
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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 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.)
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Possessions:
Adventurer's Kit
Spoiler:

Backpack (worn)
Bedroll (pack)
Belt pouch (worn)
Flint and steel (pouch)
Hemp rope (50 ft; pack)
Sunrods (2; pouch)
Trail rations (10 days; pack)
Waterskin (pouch)

Amulet of Health +1 (worn)
Spoiler:

Amulet of Health (Level 3 Item)
This golden amulet increases your defenses and resists poison.
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Property: Gain resist 5 poison.

Dagger (sheathed; at belt)
Fireburst Cloth Armor +1 (worn)
Spoiler:

Fireburst Armor (Level 3 Item)
Eladrin master tailors magically weave threads of arcane fire into
the supple cloth used to make this robe or jacket.

Armor: Cloth
Enhancement: AC
Property: You automatically succeed on saving throws against ongoing fire damage.
Power (Daily • Fire): Minor Action. Until the end of your
next turn, any creature that hits you with a melee attack
takes 1d8 + 3 fire damage. (1d8 + Cha modifer damage)

Lantern (carried or in pack)
Lantern oil (2 flasks; in pack)
Potion of Healing (pouch)
Spoiler:

Potion of Healing (Level 5 Item)
This simple potion draws on the body’s natural healing ability to
cure your wounds.

Power (Consumable • Healing): Minor Action. Drink this
potion and spend a healing surge. Instead of the hit points
you would normally regain, you regain 10 hit points.

Ritual components (see above; in pack)
Staff of Storms +1 (carried)
Spoiler:

Staff of Storms (Level 5 Item)
This staff, covered in lightning runes, enhances the power of lightning and thunder spells.
Implement (Staff )
Enhancement: Attack rolls and damage rolls
Critical: +1d6 lightning or thunder damage per plus
Power (Daily • Lightning, Thunder): Free Action. Use this
power when using a power that has the lightning or the
thunder keyword. After resolving the power, deal 1d8
lightning and thunder damage to every creature in a close
blast 3.

Spellbook (19/128 pages used for spells and rituals; in pack)
162 gp
Encumbrance (approx.): 49 lbs. Capacity: 100 lbs.
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Thoughts and Methodology

Spoiler:

Ability scores: 4e uses a base array of 16 14 13 12 11 10. To this, add +2 to any score for human and +1 to two scores at fourth level. I tried to keep the same relative scores as 3e Slidell, but allowed Wisdom to take some added precedence.

Wizard powers use Intelligence, with control-type powers relying on Wisdom, too. Warlock powers use either Charisma or Constitution. For Sli, I went with Charisma-based powers. Some warlock powers also rely on Intelligence.

Skill and feat selection: Wizards are trained in Arcana and three other skills. Humans get a bonus trained skill. The warlock multi-class feat grants a warlock class skill - I took Bluff.

Feats in 4e are less critical to combat effectiveness, so I took more of an RP tack, giving Sli the Linguist feat and the Skill Focus (Arcana) feat. He gets Ritual Caster for free as a wizard. The other two feats are for multi-classing. Pact Initiate allows him to take a warlock at-will power as an encounter power (in this case, Eyebite); and Novice Power allows him to swap a wizard encounter power for a warlock encounter power (in this case, Witchfire).

Note that I choose Fey Pact for the warlock powers because the Fey Pact powers tend to emphasize Charisma, whereas the other pact options (Star and Infernal) are Constitution-based. Also, when I saw that Witchfire could leverage Sli's Intelligence to give a whopping -5 penalty to the target's attacks, Fey Pact was an easy choice. As an RP note, they don't have to be nice Fey.

Powers:
I had two objectives, here. First, link powers to the "Stormraven" theme. Thus, I preferentially chose cold, lightning, and thunder based powers and did not choose any fire based wizard powers. Second, try to maximize utility (i.e., Swiss army mage) by selecting powers that target as many different defenses as possible. The warlock powers helped a little here as Eyebite is Sli's only encounter power that targets Will. However, the other powers are an even mix between Fortitude and Reflex and Sleep is available as a Daily to target Will.

As a purely RP note, I picked warlock powers that were the most different from Sli's wizard powers. Thus his wizard powers are cold, lightning, and thunder focused and his warlock powers are psychic and fire focused.

Items:
The amulet of health is to replace the amulet of protection from evil that 3e Sli wears. The fireburst armor seemed an obvious choice for someone who keeps getting lit up. The staff plays into the Stormraven theme and can be used with Thunderwave and Shock Sphere.

Final thoughts:
I restricted myself to the PHB, even though there are Dragon articles out already that provide more options for wizards. As it stands, I think 4e Sli is a little more narrowly focused than 3e Sli. That's both good and bad, I suppose.

Good: I think I really have strong theme in the power selection and the staff and armor are natural items for supporting that theme. The warlock and wizard powers play nicely off each other and there are RP as well as mechanical synergies between the two classes. The amount of multi-classing seems perfect. Sli is clearly still a wizard, but he's got these other tricks up his sleeve. I'm really happy with the feats and skills, too. The cantrips give alot of options since they are at-will and often minor actions.

Negatives: There is no support for familiars and summoning is not possible until you get into high level rituals. I'm sure that will change with future supplements, though. There is still a lack of flavorful items at low level - at least there are more low-level items, but not all of the item level/item type bases are covered yet. There is probably not quite as much flexibility as under 3e. However, in 4e there are fewer instances where powers are completely ineffective. Rituals will be a great way to add flexibility, but I just wasn't that inspired by most of the low level choices.