-J-
4th of June, 2010, 16:31
Dajan Mvuramutsi
Race: Human (Djruman)
Class: Wizard
Experience: 1001 (2250 needed)
Gender: Male
Age: 27
Size: Medium (6'6", 198 lbs)
Alignment: Unaligned (worships The Five)
Style: Swaths of white cloth twine around Dajan's towering frame in the style of the southern Marakeshi nomads, on his hip is a curved thick bladed dagger given to him by the seventh son of the Caliph of Ujzbek. The staff he carries is of intricately carved ivory and teak, a gift from his last employer, the merchant prince Jamal. Dajan's skin is the dark black common to the humans of the southern coast, and clings to his wirey frame like polished ebony. His face is veiled behind strings of beads, a liberal interpretation of his culture's demand on his caste.
LVL: 2 (+1)
STR: 10 (+0)
CON: 12 (+1)
DEX: 12 (+1)
INT: 18 (+4)
WIS: 14 (+2)
CHA: 12 (+1)
Defenses
AC: 17 (+1 lvl +4 int +0 armor +1 staff)
FORT: 13 (+1 lvl +1 con +1 human)
REF: 16 (+1 lvl +4 int +1 human)
WILL: 16 (+1 lvl +2 wis +2 class +1 human)
Hit Points
HP: 26 (14 + con score)
Bloodied: 13
Surge Value: +7 hits
Surges per day: 7/day
Characteristics
Action Points: 1
Speed: 6sq (6 race - 0 armor)
Init: +6 (+1 lvl +1 dex +4 feat)
Vision: normal
Passive Perception: 13 (10 +1 lvl +2 wis)
Passive Insight: 18 (10 +1 lvl +5 trained +2 wis)
Languages: Common, Elven, Dwarven, Draconic, Suthron (southern human languages)
At Will Attacks
Dagger - Melee Basic Attack
Standard Action * Melee Weapon
Target: One creature
Attack: STR vs. AC; +4 (+1 lvl +0 str + 3 weapon)
Hit: 1d4, crit 4 (1[W] + str) -- increase to 2[W] + str at 21st level
Thrown Dagger - Ranged Basic Attack
Standard Action * Ranged 5/10
Target: One creature
Attack: DEX vs. AC; +5 (+1 lvl +1 dex + 3 weapon)
Hit: 1d4 +1, crit 5 (1[W] + dex) -- increase to 2[W] + str at 21st level
Magic Missle - Ranged Basic Attack, (All) Attack 1
Standard Action * Ranged 20 * Arcane, Force, Implement
Target: One creature
Attack: INT vs. REF; +5 (+1 lvl +4 INT)
Hit: 2d4 + 4, crit 12 -- increase to 4d4 + int at 21st level
Thunderwave - Wizard Attack 1
Standard Action * Close Blast 3 * Arcane, Implement, Thunder
Target: each creature in blast
Attack: Int vs. Fort; +5 (+1 lvl +4 INT)
Hit: 1d6 + 4, crit 10 (1d6 + cha) & Push target a number of squares equal to Wis bonus (2) -- increase to 2d6 + cha at 21st level
Scorching Burst - Wizard Attack 1
Standard Action - burst 1 within 10 squares - Arcane, Fire, Implement
Target: Each creature in burst
Attack: Int vs. Ref; +5 (+1 lvl +4 INT)
Hit: 1d6+4 crit (10) (1d6 + int) 2d6+int at 21st level
Encounter Attacks
Burning Hands - Wizard Attack 1
Standard Action * Close blast 5 * Arcane, Fire, Implement
Target: each creature in blast
Attack: INT vs. REF; +5 (+1 lvl +4 INT)
Hit: 2d6 + 4, crit 16 (2d6 + int)
Daily Attacks (known)
Flaming Sphere - Wizard Attack 1
Standard Action * Ranged 10 * Arcane, Conjuration, Fire, Implement
Target: One creature adjacent to flaming sphere
Attack: INT vs. WILL; +5 (+1 lvl +4 CHA)
Hit: 2d6 + 4, crit 16 (2d6 + int)
Any creature that starts its turn adjacent to sphere takes 1d4+4 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 stadard action, you can make another attack with the sphere.
Acid Bolt - wizard attack 1
standard action - ranged 20 - Acid, Arcane, Implement
Primary target: one creature
Attack: INT vs. REF; +5 (+1 lvl +4 INT)
Hit: 2d8+4 acid and ongoing 5 acid damage (save ends). Make secondary attack
Secondary target: each creature adjacent to primary target
Hit: 1d8+4 acid damage and ongoing 5 acid (save ends)
Miss: half damage and ongoing 2 acid damage to primary (save ends) and no secondary attack.
Utility Powers (known)
Shield Wizard utility 2
Encounter - Arcane, Force
Immediate interrupt Personal
Trigger: you are hit by an attack
Effect: Gain +4 power bonus to AC and reflex defense until the end of next turn.
Jump Wizard Utility 2
Encounter - Arcane
Move Action - range 10
Target: self or one creature
Effect: Target makes an Athletics check to jump with a +10 power bonus. target does not need to move to make a running jump
Rituals
Communion
Comprehend Languages
Silence
Class & Race Features
Implements: Staff of Defense - staff of defense grants a +1 bonus to AC. In addition, once per encounter as an immediate interrupt, gain a bonus to defense equal to constitution modifier. Interrupt my be declared after the DM rolls damage.
Feats
Human Bonus skill - Nature
Human Bonus Feat - Skill training Athletics
Improved initiative
Linguist
Skills
Acrobatics:....+2 (+1 lvl +1 dex)
Arcana:........+10 (+1 lvl +4 int +5 trained)
Athletics:.....+6 (+1 lvl +0 str +5 trained)
Bluff:.........+2 (+1 lvl +1 cha)
Diplomacy:.....+7 (+1 lvl +1 cha +5 trained)
Dungeoneering:.+3 (+1 lvl +2 wis)
Endurance:.....+2 (+1 lvl +1 con)
Heal:..........+3 (+1 lvl +2 wis)
History:.......+5 (+1 lvl +4 int)
Insight:.......+8 (+1 lvl +2 wis +5 trained)
Intimidate:....+2 (+1 lvl +1 cha)
Nature:........+8 (+1 lvl +2 wis +5 trained)
Perception:....+3 (+1 lvl +2 wis)
Religion:......+10 (+1 lvl +4 int +5 trained)
Stealth:.......+2 (+1 lvl +1 dex)
Streetwise:....+2 (+1 lvl +1 cha)
Thievery:......+2 (+1 lvl +1 dex)
Equipment
Cloth Armor
Dagger
Staff
whatever he was able to grab while running for his life.
Race: Human (Djruman)
Class: Wizard
Experience: 1001 (2250 needed)
Gender: Male
Age: 27
Size: Medium (6'6", 198 lbs)
Alignment: Unaligned (worships The Five)
Style: Swaths of white cloth twine around Dajan's towering frame in the style of the southern Marakeshi nomads, on his hip is a curved thick bladed dagger given to him by the seventh son of the Caliph of Ujzbek. The staff he carries is of intricately carved ivory and teak, a gift from his last employer, the merchant prince Jamal. Dajan's skin is the dark black common to the humans of the southern coast, and clings to his wirey frame like polished ebony. His face is veiled behind strings of beads, a liberal interpretation of his culture's demand on his caste.
LVL: 2 (+1)
STR: 10 (+0)
CON: 12 (+1)
DEX: 12 (+1)
INT: 18 (+4)
WIS: 14 (+2)
CHA: 12 (+1)
Defenses
AC: 17 (+1 lvl +4 int +0 armor +1 staff)
FORT: 13 (+1 lvl +1 con +1 human)
REF: 16 (+1 lvl +4 int +1 human)
WILL: 16 (+1 lvl +2 wis +2 class +1 human)
Hit Points
HP: 26 (14 + con score)
Bloodied: 13
Surge Value: +7 hits
Surges per day: 7/day
Characteristics
Action Points: 1
Speed: 6sq (6 race - 0 armor)
Init: +6 (+1 lvl +1 dex +4 feat)
Vision: normal
Passive Perception: 13 (10 +1 lvl +2 wis)
Passive Insight: 18 (10 +1 lvl +5 trained +2 wis)
Languages: Common, Elven, Dwarven, Draconic, Suthron (southern human languages)
At Will Attacks
Dagger - Melee Basic Attack
Standard Action * Melee Weapon
Target: One creature
Attack: STR vs. AC; +4 (+1 lvl +0 str + 3 weapon)
Hit: 1d4, crit 4 (1[W] + str) -- increase to 2[W] + str at 21st level
Thrown Dagger - Ranged Basic Attack
Standard Action * Ranged 5/10
Target: One creature
Attack: DEX vs. AC; +5 (+1 lvl +1 dex + 3 weapon)
Hit: 1d4 +1, crit 5 (1[W] + dex) -- increase to 2[W] + str at 21st level
Magic Missle - Ranged Basic Attack, (All) Attack 1
Standard Action * Ranged 20 * Arcane, Force, Implement
Target: One creature
Attack: INT vs. REF; +5 (+1 lvl +4 INT)
Hit: 2d4 + 4, crit 12 -- increase to 4d4 + int at 21st level
Thunderwave - Wizard Attack 1
Standard Action * Close Blast 3 * Arcane, Implement, Thunder
Target: each creature in blast
Attack: Int vs. Fort; +5 (+1 lvl +4 INT)
Hit: 1d6 + 4, crit 10 (1d6 + cha) & Push target a number of squares equal to Wis bonus (2) -- increase to 2d6 + cha at 21st level
Scorching Burst - Wizard Attack 1
Standard Action - burst 1 within 10 squares - Arcane, Fire, Implement
Target: Each creature in burst
Attack: Int vs. Ref; +5 (+1 lvl +4 INT)
Hit: 1d6+4 crit (10) (1d6 + int) 2d6+int at 21st level
Encounter Attacks
Burning Hands - Wizard Attack 1
Standard Action * Close blast 5 * Arcane, Fire, Implement
Target: each creature in blast
Attack: INT vs. REF; +5 (+1 lvl +4 INT)
Hit: 2d6 + 4, crit 16 (2d6 + int)
Daily Attacks (known)
Flaming Sphere - Wizard Attack 1
Standard Action * Ranged 10 * Arcane, Conjuration, Fire, Implement
Target: One creature adjacent to flaming sphere
Attack: INT vs. WILL; +5 (+1 lvl +4 CHA)
Hit: 2d6 + 4, crit 16 (2d6 + int)
Any creature that starts its turn adjacent to sphere takes 1d4+4 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 stadard action, you can make another attack with the sphere.
Acid Bolt - wizard attack 1
standard action - ranged 20 - Acid, Arcane, Implement
Primary target: one creature
Attack: INT vs. REF; +5 (+1 lvl +4 INT)
Hit: 2d8+4 acid and ongoing 5 acid damage (save ends). Make secondary attack
Secondary target: each creature adjacent to primary target
Hit: 1d8+4 acid damage and ongoing 5 acid (save ends)
Miss: half damage and ongoing 2 acid damage to primary (save ends) and no secondary attack.
Utility Powers (known)
Shield Wizard utility 2
Encounter - Arcane, Force
Immediate interrupt Personal
Trigger: you are hit by an attack
Effect: Gain +4 power bonus to AC and reflex defense until the end of next turn.
Jump Wizard Utility 2
Encounter - Arcane
Move Action - range 10
Target: self or one creature
Effect: Target makes an Athletics check to jump with a +10 power bonus. target does not need to move to make a running jump
Rituals
Communion
Comprehend Languages
Silence
Class & Race Features
Implements: Staff of Defense - staff of defense grants a +1 bonus to AC. In addition, once per encounter as an immediate interrupt, gain a bonus to defense equal to constitution modifier. Interrupt my be declared after the DM rolls damage.
Feats
Human Bonus skill - Nature
Human Bonus Feat - Skill training Athletics
Improved initiative
Linguist
Skills
Acrobatics:....+2 (+1 lvl +1 dex)
Arcana:........+10 (+1 lvl +4 int +5 trained)
Athletics:.....+6 (+1 lvl +0 str +5 trained)
Bluff:.........+2 (+1 lvl +1 cha)
Diplomacy:.....+7 (+1 lvl +1 cha +5 trained)
Dungeoneering:.+3 (+1 lvl +2 wis)
Endurance:.....+2 (+1 lvl +1 con)
Heal:..........+3 (+1 lvl +2 wis)
History:.......+5 (+1 lvl +4 int)
Insight:.......+8 (+1 lvl +2 wis +5 trained)
Intimidate:....+2 (+1 lvl +1 cha)
Nature:........+8 (+1 lvl +2 wis +5 trained)
Perception:....+3 (+1 lvl +2 wis)
Religion:......+10 (+1 lvl +4 int +5 trained)
Stealth:.......+2 (+1 lvl +1 dex)
Streetwise:....+2 (+1 lvl +1 cha)
Thievery:......+2 (+1 lvl +1 dex)
Equipment
Cloth Armor
Dagger
Staff
whatever he was able to grab while running for his life.