Trained Modifier +4 Yes +11 +1 +3 +3 Yes +7 +2 +2 +6 Yes +7 +3 Yes +7 +2 +4 Yes +9 +3 Yes +9 Ability Check 10 +0 12 +1 16 +3 16 +3 13 +1 14 +2
Gryffin was found as a child washed up on the Beach behind The Sage's and the Locksmith's houses. The Sage (a cantankerous old human man named Brodert Quink) and the Locksmith (a flambouyant male dwarf named Volioker Briskalberd) raised the Eladrin child best they could. They didn't really teach him what they know but let him learn what he could. He's grown up content reading the books on magic and adventure in the Sage's collection, learning the workings of locks from the Locksmith and the simple joys of living in a small shore town.
Gryffin has never really had to use the skills he's learned from his two fathers yet remains eager to learn all about magic.
Gryffin Dayereth, Eladrin Wizard 3
Hit Points 30
Bloodied 15
Healing Surge 6
Surges Per Day 7
Initiative +4
Action Points 1
Defenses
AC 15
Fortitude 12
Reflex 14
Will 16
Attacks
Melee Basic Attack: +3 (quarterstaff) Damage: 1d8
Ranged Basic Attack: +4 vs Reflex (magic missle) Damage: 2d4 + 3 force damage
Racial Traits
Height: 5'8"
Weight: 135 lb.
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, Dwarven
Alignment: Good
Skill Bonus: +2 Arcana, +2 History
Eladrin Education: You gain training in one additional skill.
Eladrin Weapon Proficiency: You gain proficiency with the longsword.
Eladrin Will: You gain a +1 racial bonus to your Will defense.
In addition, you gain a +5 racial bonus to saving throws against charm effects.
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Trance: Rather than sleep, eladrin enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Fey Step: You can use fey step as an encounter power.
Class Features
Staff of Defense: A staff of defense grants you
a +1 bonus to AC. In addition, once per encounter as an immediate interrupt, you gain a bonus to defense against one attack equal to your Constitution modifier. 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
Cantrips: Cantrips are minor spells you gain at 1st level. You can use the ghost sound, light, mage hand, and prestidigitation cantrips as at-will powers.
Ritual Casting: You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals.
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.
Daily and Utility Spells: Your spellbook also holds your daily and utility spells. You begin knowing two daily spells, one of which you can use on any given day.
After an extended rest, you can prepare a number of daily and utility spells according to what you can cast per day for your level. You can't prepare the same spell twice.
If you replace a spell because of gaining a level or through retraining, the previous spell vanishes from your spellbook and is replaced by the new spell.
Feats
Expanded Spellbook [Wizard]
Prerequisites: Wis 13, wizard
Benefit: Choose one daily wizard attack spell of every level you know. Add this spell to your spellbook.
Each time you gain a new level of daily wizard attack spells, you learn one extra spell of that level (in other words, add three spells to your spellbook instead of only two).
This feat doesn’t change the number of daily attack spells you can prepare each day.
Ritual Caster
Prerequisite: Trained in Arcana or Religion
Benefit: You can master and perform rituals of your level or lower. Even though some rituals use the Heal skill or the Nature skill, the Arcana skill or the Religion skill is required to understand how to perform rituals.
Pact Initiate
[Multiclass Warlock]
Prerequisite: Cha 13
Benefit: You gain training in one skill from the warlock's class skill list. (Thievery)
Choose a warlock pact (Fey pact). You gain the pact's at-will power as an encounter power, and you can pursue the warlock paragon path based on that pact. (Eyebite)
In addition, you can use a rod, a wand, or a pact blade as an implement when using a warlock power or a warlock paragon path power.
Skill (Ability) Acrobatics (Dex) Arcana (Int) Athletics (Str) Bluff (Cha) Diplomacy (Cha) Dungeoneering (Wis) Endurance (Con) Heal (Wis) History (Int) Insight (Wis) Intimidate (Cha) Nature (Wis) Perception (Wis) Religion (Int) Stealth (Dex) Street Wise (Cha) Thievery (Dex)
Gear
Armor: None
Weapon: Quarterstaff.
Adventurer's Kit: This kit includes: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days worth of trail rations, 50 feet of hempen rope, and a waterskin.
Spellbook
Gold: 25 gp
Score
ModifierStrength Constitution Dexterity Intelligence Wisdom Charisma
At-will Powers
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.
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.
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.
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.
✦ Move up to 1 pound of material.
✦ Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
✦ Color, clean, or soil items in 1 cubic foot for up to 1 hour.
✦ Instantly light (or snuff out) a candle, a torch, or a small campfire.
✦ Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
✦ Make a small mark or symbol appear on a surface for up to 1 hour.
✦ Produce out of nothingness a small item or image that exists until the end of your next turn.
✦ 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.
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: +5 vs. Reflex
Hit: 2d4 + 3 force damage.
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.
Scorching Burst Wizard Attack 1
A vertical column of golden flames burns all within.
At-Will ✦ 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.
Encounter Powers
Fey Step Eladrin Racial Power
With a step, you vanish from one place and appear in another.
Encounter ✦ Teleportation
Move Action Personal
Effect: Teleport up to 5 squares
Force Orb Wizard Attack 1
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: +5 vs. Reflex
Hit: 2d8 + 3 force damage. Make a secondary attack.
Secondary Target: Each enemy adjacent to the primary target
Secondary Attack: +3 vs. Reflex
Hit: 1d10 + 3 force damage.
Eyebite Warlock (Fey) Attack 1
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: +4 vs. Will
Hit: 1d6+2 psychic damage, and you are invisible to the target until the start of your next turn.
Daily Power
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: +5 vs. Reflex
Hit: 2d8 + 4 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
Hit: 1d8 + 4 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.
Flaming Sphere Wizard Attack 1
You conjure a rolling ball of fire and control where it goes.
Daily ✦ Arcane, Conjuration, Fire, Implement
Standard Action Ranged 10
Target: One creature adjacent to the flaming sphere
Attack: +5 vs. Reflex
Hit: 2d6 + 3 fire damage.
Effect: You conjure a Medium flaming sphere in an unoccupied square within range, and the sphere attacks an adjacent creature. Any creature that starts its turn next to the flaming sphere takes 1d4 + 3 fire damage. As a move action, you can move the sphere up to 6 squares.
Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere.
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: +5 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).
Utility Power
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.
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.
Magic Items
Rod of Dark Reward +1
This rod channels your Warlock’s Curse while adding to your
defenses.
Implement (Rod)
Enhancement: +1 attack rolls and damage rolls
Critical: +1d6 damage
Property: Whenever you place a Warlock’s Curse on an enemy, you gain a +1 power bonus to AC until the start of your next turn.
Staff of the War Mage +1
This staff, topped with a red crystal, enhances the size of your
blast and burst spells.
Implement (Staff )
Enhancement: +1 attack rolls and damage rolls
Critical: +1d8 damage
Power (Daily): Free Action. Use this power when using a power that has a blast or a burst effect. Increase the size of the blast or the burst by 1.
Mnemonic Staff +1
The glyphs carved into this staff suggest its ability to recall mundane and magical secrets.
Implement (Staff )
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: Gain a +2 item bonus to any monster knowledge skill check.
Power (Daily): Minor Action. Swap a power you’ve prepared for another power in your spellbook of equal or lower level. Each power must also be of equal or lower level than the level of the staff.
PC: Gryffin Dayereth
Posted by Miguel Enrico Gonzales at 10:44 PM
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