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Unread 6th of February, 2009, 23:07
Tiny Skeleton

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Arteris Dorthonian

Arteris Dorthonion
Level 1 Eladrin Wizard

Strength 10 (+0)
Constitution 11 (+0)
Dexterity 15 (+2)
Intelligence 18 (+4)
Wisdom 14 (+2)
Charisma 12 (+1)

Initiative: +2
Senses: Perception +7;
Vision: Low-Light

HP 21; Bloodied 10

AC: 14 [10 + 0 (1/2 level) +0 Cloth armor (basic clothing) +0 shield bonus +4 INT]
Fortitude: 10 [10 + 0 (1/2 level) +0 CON +0 class +0 racial= 10]
Reflex: 14 [10 + 0 (1/2 level) +4 INT +0 class +0 racial +0 shield bonus= 14]
Will: 15 [10 + 0 (1/2 level) +2 WIS +2 class +1 racial= 15]

Healing Surges: 6 per day, recovers 5 hp.
Speed 6

None (clothes)


Basic Attacks: melee +0; ranged +2

Unarmed +0 (STR) melee; damage=1d4+0
Longsword +3 (prof) melee; damage=1d8+0
Dagger +3 (prof) melee; damage=1d4+0
Dagger +5 (+3 prof, +2 dex) thrown; damage=1d4+2
Quarterstaff +2 (prof) melee; damage=1d8

At-Will Powers:
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.
Increase damage to 2d6 + Intelligence modifier at 21st level.

Cloud of Daggers Wizard Attack 1
You create a small cloud of whirling daggers of force that relentlessly attack creatures in the area.
At-Will - Arcane, Force, Implement
Standard Action Area 1 square within 10 squares
Target: Each creature in square
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier force damage.
Increase damage to 2d6 + Intelligence modifier at 21st level.
Effect: The power’s area is filled with sharp daggers of force. Any creature that enters the area or starts its turn there takes force damage equal to your Wisdom modifier (minimum 1). The cloud remains in place until the end of your next turn. You can dispel it earlier as a minor action.

Ghost Sound [class]
Light [class]
Mage Hand [class]
Prestidigitation [class]

Encounter Powers:
Icy Terrain Wizard Attack 1
With frosty breath, you utter a single arcane word that creates a treacherous patch of ice on the ground, hampering your foes.
Encounter - Arcane, Cold, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier cold damage, and the target is knocked prone.
Effect: The power’s area is difficult terrain until the end of your next turn. You can end this effect as a minor action.

Fey Step [racial]

Daily Powers:
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: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier 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 + Intelligence modifier 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.

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: 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).

*=prepared for today

Alignment: Neutral (Corellon)
Languages: Common, Elven

Acrobatics: +2 = 2 [dexterity]
Arcana*: +11 = 4 [intelligence] + 2 [Eladrin] + 5 [class training]
Athletics: +0 = 0 [strength]
Bluff: +1 = 1 [charisma]
Diplomacy: +1 = 1 [charisma]
Dungeoneering*: +7 = 2 [wisdom] + 5 [class training]
Endurance: +0 = 0 [constitution]
Heal: +2 = 2 [wisdom]
History*: +11 = 4 [intelligence] + 2 [Eladrin] + 5 [class training]
Insight*: +7 = 2 [wisdom] + 5 [class training]
Intimidate: +1 = 1 [charisma]
Nature: +2 = 2 [wisdom]
Perception*: +7 = 2 [wisdom] + 5 [eladrin education]
Religion: +4 = 4 [intelligence]
Stealth: +2 = 2 [dexterity]
Streetwise: +1 = 1 [charisma]
Thievery: +2 = 2 [dexterity]
*indicates trained skills

Feats: Expanded Spellbook

Racial Abilities:
+2 Dexterity, +2 Intelligence
+2 Arcana, +2 History
Eladrin Education (perception)
Eladrin weapon proficiency (longsword)
Eladrin Will (+1 on will defense, +5 vs charms)
Fey Origin
Fey Step

Class Abilities:
Arcane Implement Mastery (Wand)
Ritual Casting

Normal load 100lb
Heavy load 200lb
Max drag load 500lb

Cloth armor (basic clothing),
Longsword (15gp, 4lb),
Quarterstaff (5gp, 4lb)
Dagger (1gp, 1lb)
Orb (7gp, 0lb)
Spellbook (0gp, 3lb)
Standard Adventurer's kit (15gp, 33lb) (backpack, bedroll, flint and steel, belt pouch, trail rations (10 days), hempen rope (50 ft.), sunrods (2), waterskin)

Height: 5' 10"
Weight: 165 lb
Skin: Pale
Eyes: Hazel
Hair: Wavy silver; clean-shaven

Arteris is fairly tall and slight. He is a typical "moon elf" with long silky black hair and cobalt blue eyes. His skin is pale and his face is scarred in several places.

Personality and behaviour:
Though physically unimposing, the strength of Arteris' character comes through in the first few moments of conversation with him. Despite being unprotected by armour, the sword hanging down from his side indicates that he is far from passive when things get rough. This is a magic-user that likes to hit things, and hit them hard. His magic is reliable but when things go wrong he has no qualms about letting his steel do the talking.

Arteris grew up in an orphanage in a violent and unpleasant town, and he has never known any of his real family. With no protection or support he had to struggle hard to get by and, not being the strongest of boys, had to use his sharp mind and savvy to survive. He showed early promise in the arcane arts and was first enrolled to study under a master, Finrod Dorthonian who, being a friend of the head of the orphanage, took pity on the young boy, and even adopted him and gave him his surname. However, as Arteris progressed in his studies they began to grow apart. Finrod preferred diplomacy to combat and due to the friction created by their incompatible natures, Arteris and Finrod finally grew tired of each other and parted company.

Arteris was left to roam the streets for a while until, by chance, he came across Angrod Galathil after an altercation outside a local tavern. Angrod took him in for a few years, showing him the more aggressive of the magical arts and also helping him develop some skill with martial weapons. As things turned slowly nastier in town, Angrod, who was at the end of his career and had no stomach for trying to improve things, moved on to a relatively peaceful village at the foot of the nearby Mountains. Arteris decided to stay in town and so he was left on his own once more.

Unsure as to what to do with his future, Arteris was called by an acquaintance to come to a nearby town to undertake a seemingly simple job for a large sum of money. He thus decided to make the journey to Vostburgh in search of an opportunity to prove his worth and show the world what he was made of.

Last edited by ashman; 24th of February, 2009 at 02:26.
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