Feats:
Armor Proficiency (Leather)
Ritual Caster
Mounted Combat
Arcane Familiar (paragon)
Surging Flame (When you hit a target that has fire resistance with a fire power, any fire power deals 5 extra fire damage against that target until the end of your next turn.)
Spellseer Familiar (+1 bonus to hit targets adjacent to active familiar)
Active Familiar (Move familiar when take move)
Swift Familiar (Change modes as free)
Burn Everything (Ignore 11 of fire resist; treat immune as 25/14)
Languages:
Common, Draconic, Kargzant, Primordial
Features:
Ritual Casting
Orb of Imposition (encounter, free: give -2 to save, or extend effect 1 turn)
Cantrips
Spellbook
Barbed Baldric: Enemies that are grabbing you take 1d8 damage at the start of your turn.
Arcane Implement / INT powers: +13 to hit, +8 to damage
At-Will:
Magic Missile
Arcane, Force, Implement
Standard Action Ranged 20
Target: One creature
Effect: 11 force damage.
Scorching Burst
Arcane, Fire, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier fire damage.
Illusory Ambush
Arcane, Illusion, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.
Encounter:
Orbmaster's Incendiary Detonation
Arcane, Fire, Force, Implement, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier force damage, and you knock the target prone.
Effect: The burst creates a zone of licking flames that lasts until the end of your next turn. Each enemy that enters the zone or starts its turn there takes 2 fire damage.
Orb of Imposition: You can extend the duration of this effect, even though it is not an at-will power. If you do so, the area expands to burst 3 and doesn’t affect you or your allies.
Fire Shroud
Arcane, Fire, Implement
Standard Action Close burst 3
Target: Each enemy in burst
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends).
Fire Burst
Arcane, Fire, Implement
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier fire damage.
Fanning the Flames
Arcane, Fire, Implement
Standard Action Ranged 10
Target: One creature taking ongoing fire damage
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier fire damage and any ongoing fire damage the target is taking increases by 5.
Effect: Make a secondary attack in area burst 1 centered on the primary target.
Secondary Target: Each creature in burst
Secondary Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier fire damage.
Orb of Far Seeing
Power (Encounter): Minor Action. Choose a target within 10 squares of you. Until the end of the encounter, this target is considered half as far away for the purpose of ranged attacks made with this orb.
Daily:
Sleep
Arcane, Implement, Sleep
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence 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).
Flaming Sphere
Arcane
Expeditious Retreat
Arcane
Move Action Personal
Effect: Shift up to twice your speed (12).
Summon Shadow Serpent
Arcane
Fireball
Arcane, Fire, Implement
Standard Action Area burst 3 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier fire damage.
Miss: Half damage.
Visions of Avarice
Arcane
Fire Shield
Daily Arcane, Fire
Minor Action Personal
Effect: You gain resist 10 cold and resist 10 fire until the end of the encounter. Whenever a creature makes a melee attack roll against you, it takes 2d6 + your Intelligence modifier fire damage. No creature can take this damage more than once per turn.
Spellseer Familiar
Fire Scythe
Face of Death
Daily Arcane, Fear, Illusion, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: The target is immobilized (save ends).
First Failed Saving Throw: The target is helpless (save ends).
Aftereffect: The target is slowed (save ends).
Miss: The target is immobilized (save ends).
Aftereffect: The target is slowed (save ends).
True Seeing
Daily Arcane
Minor Action Personal
Effect: Gain darkvision, see invisible within 10, +5 Insight and Perception, all to end of encounter
Familiar Shape
Orb of Far Seeing
Power (Daily): Free Action. Use this power when you make a ranged attack with this implement on the target affected by this orb’s encounter power. The attack does not require line of sight or line of effect and takes no penalty for concealment or cover.
Special Gift
You may, once per day add +1 to an attack roll. Since this is a divine gift, it stacks with any other bonuses you have. You may add the bonus after you have rolled.
OR
You may, once, per day gain a +1 to an damage roll when you are bloodied. Since this is a divine gift, it stacks if you are already able to do this. You may add the bonus after you have rolled.
OR
You may gain a +5 bonus to an Insight check once per day.
Healing Surge Powers:
Bloodcut Leather
Power (Healing Surge): Minor Action. While you are bloodied, use this armor to gain resist 10 to all damage until the end of your next turn.
Action Point:
Fireheart Tattoo
When you spend an action point to take an extra action, you gain 5 temporary hit points.
Combustive Action
When you spend an action point to take an extra action, you deal 11 fire damage to each enemy adjacent to you.
Rituals:
Wizard's Curtain
Component Cost: 30 gp
Key Skill: Arcana (no check)
Level: 1
Category: Warding
Time: 10 minutes
Duration: 24 hours
You draw a curtain or several curtains from nowhere to ensure your visual privacy. The curtain is nearly opaque and appears in any pattern or colors your desire. The ritual obscures all sight lines into a single room (or a burst 4 area), applying a –10 penalty to Perception checks to see anything inside the warded area
Brew Potion
Component Cost: Special
Key Skill: Arcana or Religion (no check)
Level: 1
Category: Creation
Time: 1 hour
Duration: Permanent until consumed
You create a potion of your level or lower. The ritual’s component cost is equal to the price of the potion you create.
Simbul's Conversion
Component Cost: 25 gp
Key Skill: Arcana (no check)
Level: 1
Category: Restoration
Time: 1 minute
Duration: Instantaneous
Favored by ritual casters accustomed to long battles and constant warfare, Simbul’s Conversion allows an individual to convert powerful spells into healing reserves. The Simbul taught this ritual to many of her apprentices, and it has since become widely employed as an emergency resource.
After performing this ritual, you sacrifice any number of unused daily arcane powers and regain an equal number of healing surges. You cannot exceed your normal maximum number of healing surges per day.
Explorer's Fire
Component Cost: 10 gp
Key Skill: Arcana or Nature
Level: 1
Category: Exploration
Time: 10 minutes
Duration: 8 hours
You alter one fire of bonfire size or smaller within 5 squares of you. Light cast by the fire cannot be seen from more than 5 squares from the fire. The fire’s light is unchanged within that radius, and the ritual does not diminish or contain the fire’s heat or sounds.
Banish Vermin
Component Cost: 10 gp
Key Skill: Nature
Level: 1
Category: Warding
Time: 10 minutes
Duration: Special
You ward a single zone, up to burst 5, to be unpleasant to all kinds of unwanted rodents and insects of size Tiny or smaller, even if they are part of a swarm. Any vermin that are in the burst must leave by the most expedient means possible, and none enter the affected area for a period determined by your Nature check result.
Check Result Duration
9 or lower 3 days
10–19 1 week
20–29 2 weeks
30 or higher 1 month
Water Walk
Component Cost: 20 gp
Key Skill: Nature (no check)
Level: 2
Category: Exploration
Time: 10 minutes
Duration: 1 hours
You or an ally can move on water as if it were solid ground. Rapids or choppy seas are considered difficult terrain. The target of this ritual can end its benefits as a free action. The target can immerse itself in water or swim underwater if desired without needing to end the ritual.
Enchant Magic Item
Level: 4
Category: Creation
Time: 1 hour
Duration: Permanent
You touch a normal item and turn it into a magic item of your level or lower. The ritual’s component cost is equal to the price of the magic item you create.
You can also use this ritual to resize magic armor (for example, shrink a fire giant’s magic armor to fit a halfling). There is no component cost for this use.
Magic Circle
Component Cost: 100 gp
Key Skill: ArcanaLevel: 5
Category: Binding
Time: 1 hour
Duration: Until broken
You inscribe a circle on the ground, a circle emblazoned with arcane symbols of protection. If drawn correctly, these symbols make it difficult for creatures of a particular origin to enter or pass. When performing the ritual, you choose aberrant, elemental, fey, immortal, natural, shadow, or all. The last option applies a –5 penalty to your check. The circle requires 1 minute to inscribe per square inside the circle (and it must be a circle).
An affected creature whose level is lower than your Arcana check result minus 10 cannot pass through the circle, affect creatures through the circle’s boundary, or affect the boundary in any way. Other creatures of an affected origin take force damage equal to your Arcana check result when passing through the boundary, but doing so breaks the circle. Unaffected creatures can take a standard action to obscure the inscription and break the circle.
When you finish performing this ritual, you touch a magic item and destroy it, turning it into a quantity of residuum valued at one-fifth of the item’s price. The item must be your level or lower and must be something that can be created using the Enchant Magic Item ritual.
Mordenkainen's Ascent
Component Cost: 75 gp
Key Skill: Arcana
Level: 6
Category: Exploration
Time: 10 minutes
Duration: 1 hour
You create a ladder that is firmly attached to a wall within 5 squares of you, or a knotted rope tied to something within 20 squares of you. Climbing the ladder is a DC 0 check, and climbing the rope is a DC 10 check; other factors, such as rain, high winds, or slippery oil, never make the task more difficult. The ladder reaches a maximum height of 4 squares, plus 1 for every 5 points on your Arcana check result. The rope has a maximum length of 10 squares, plus 1 for every 5 points on your Arcana check result.
Steed Summons
Component Cost: 75 gp
Key Skill: Arcana (no check)
Level: 6
Category: Travel
Time: 1 hour
Duration: Until discharged
Use this ritual to attune yourself to a single nonhostile creature that has the mount keyword. The creature must be present for the entire ritual. At any time in the future, you can summon the creature into an adjacent space as a minor action, at which time the ritual is discharged. You can have only one creature attuned to you at a time with this ritual.
Magic Items:
Orb of Far Seeing +2, Bloodcut Leather Armor +2, Barbed Baldric (h), Potion of Healingx2, Fireheart Tattoo, Gem of Colloquy (Kargzant), Medallion of Death Deferred +2 (regain 6hp at 0)
My defenses +3
No attacks
Minion hp (reappears in passive mode after short rest)
My skill bonuses
Immune to my attacks
Tiny
Can't flank
Passive: can't be targeted or damaged
Active: Range 20, uses my actions, as minor, can cause to glow bright light in 10-square radius
Speed 5, Fly 6 (hover)
Viren, Warhorse:
Spoiler:
Warhorse
Large natural beast (mount)
Level 3 Brute XP 150
Initiative +3
Senses Perception +8; low-light vision
HP 58; Bloodied 29
AC 18; Fortitude 16, Reflex 14, Will 14
Speed 8
Kick (standard, at-will) +6 vs AC; 1d6+5 damage.
Trample (standard, at-will)
The warhorse can move up to its speed and enter enemies’ spaces. This movement provokes opportunity attacks, and the warhorse must end its move in an unoccupied space. When it enters an enemy’s space, the warhorse makes a trample attack: ; +4 vs Reflex; 1d6+6 damage, and the target is knocked prone.
Charger (while mounted by a friendly rider of 3rd level or higher with the mounted combat feat; at-will) Mount
The warhorse grants its rider a +5 bonus to damage rolls on charge attacks.
Alignment Unaligned Languages -
Str 21 (+6) Dex 14 (+3) Wis 14 (+3)
Con 18 (+5) Int 2 (-3) Cha 10 (+1)
Stealth +4
Wishlist:
Spoiler:
Armor (Leather): Sudden Recovery, Bloodcut, Counterstrike, Shadowdance
Arms: Diamond Bracers
Feet: Boots of Quickness
Hands: Antipathy Gloves
Head: Circlet of Indomitability, Starlight Goggles[/b]
Neck: Amulet of Vigor, Cloak of Distortion, Cloak of Survival, Cloak of the Walking Wounded, Frostwolf Pelt, Keicha's Amulet, Medallion of Death Deferred, Periapt of Cascading Health
Orb: Any +3, Reversed Polarities, Sanguinary Repercussions
Waist: Belt of Vim, Reinforcing Belt, Diamond Cincture
Wondrous: Zaarani's Solitaire
Other: Kargzant Warhorse