Liandralas Sephterum Zhariandel
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Alekson

Submitted by: Droark
Last Update: 12:00:00 AM
DM Name: Augrimm
Active Game Threads: RotS(4e) Chapter 3: Mines of Madness
Wizardly wizard of wizardship.

 
Ability Scores MOD CHECK
Str
Strength
Con
Constitution
Dex
Dexterity
Int
Intelligence
Wis
Wisdom
Cha
Charisma
Hit Points
HP Current
Bloodied Temporary
Healing Surges
SURGE VALUE
SURGES/DAY
Used Surges

Saving Throw:

Resistances:

Conditions:
Initiative DEX ½ LEV MISC
= + +
Notes:
Name: Player:
Region:
Race: Size: Gender:
Alignment: Deity:
Age: Height: Weight:
Class: Level:
Paragon Path:
Epic Destiny:
XP: Next Level:
Defenses ½ LEV MOD RACE
CLASS
FEAT ENH MISC
AC =10+ + + + + +
Fort =10+ + + + + +
Ref =10+ + + + + +
Will =10+ + + + + +
Armor
Armor Bonus
Shield Bonus
Armor Encumbrance
Armor affects the AC Defense. The shield bonus affects the AC and Reflex defense.
Notes:
Action Points
Notes and Special Uses
Current
Senses SKILL
Passive Insight =10+
Passive Perception =10+
Vision:
Special Senses:
Speed BASE ARMOR ITEM MISC
= + + +
Special Movement:
Skills
BONUS SKILL NAME   MOD
+½ L
TRN
(+5)
ARMR
PENLTY
MISC
Acrobatics DEX
Arcana INT n/a
Athletics STR
Bluff CHA n/a
Diplomacy CHA n/a
Dungeoneer WIS n/a
Endurance CON
Heal WIS n/a
History INT n/a
Insight WIS n/a
Intimidate CHA n/a
Nature WIS n/a
Perception WIS n/a
Religion INT n/a
Stealth DEX
Streetwise CHA n/a
Thievery DEX
 
 
Skill Notes

Languages
Attacks Totl ½ L MOD CL PRO FEAT ENH MSC Def RNG DMG
  = + + + + + + vs.    
  = + + + + + + vs.    
  = + + + + + + vs.    
  = + + + + + + vs.    
  = + + + + + + vs.    
  = + + + + + + vs.    
Notes
Ammunition

Feats
Race Features
Class Features
Equipment
Primary Slots
Right Hand:
Left Hand:
Implement:
Armor:
Neck:
 
Secondary Slots
Head:
Arms:
Hands:
Waist:
Feet:
Rings:
Other Gear
Daily Item Powers
Wealth
Currency
CP: SP:
GP: PP:
AD:
Other Valuables and Gems
Appearance
Personality

Companions

 

Powers

| |
 
Melee Basic Attack
keywords
Prep
 
Used
 
Standard Action
Action
Range
1d20+ 2 vs
Defense
Attack
Type
1d4
Damage
Effect:
Additional Effects:
Source:
At-Will Power
Ranged Basic Attack
keywords
Prep
 
Used
 
Standard Action
Action
Range
1d20+ 2 vs
Defense
Attack
Type
1d4
Damage
Effect:
Additional Effects:
Source:
At-Will Power
Light
keywords
Prep
 
Used
 
Minor Action
Action
5
Range
vs
Defense
Attack
Type
Damage
Effect:
The target sheds bright light until the end of the encounter or until you use this power again. The light fills the target’s space and all squares within 4 squares of it. Putting out the light is a free action.
Additional Effects:
Source: View Rules (Requires DDI Account)
At-Will Power
Thunderwave
keywords
Prep
 
Used
 
Standard Action
Action
Close blast 3
Range
1d20+ 9 vs
Defense
Attack
Thunder
Type
1d6+7
Damage
Effect:
1d6 + Intelligence modifier thunder damage, and you push the target a number of squares up to your Wisdom modifier.
Additional Effects:
Source: View Rules (Requires DDI Account)
At-Will Power
Hypnotism
keywords
Prep
 
Used
 
Standard Action
Action
10
Range
1d20+ 9 vs
Defense
Attack
Type
Damage
Effect:
Choose one of the following effects:
* The target uses a free action to make a melee basic attack against a creature of your choice, with a +4 power bonus to the attack roll.
* You slide the target up to 3 squares.
Additional Effects:
Source: View Rules (Requires DDI Account)
At-Will Power
Heroic Effort
keywords
Prep
 
Used
 
No Action
Action
Personal
Range
vs
Defense
Attack
Type
Damage
Effect:
Trigger: You miss with an attack or fail a saving throw.
Effect: You gain a +4 racial bonus to the attack roll or the saving throw.
Additional Effects:
Source: View Rules (Requires DDI Account)
Encounter Power
Orb of Imposition
keywords
Prep
 
Used
 
Free Action
Action
Special
Range
vs
Defense
Attack
Type
Damage
Effect:
Penalize the first saving throw a creature makes on an on-going effect of your's by a number equal to your wisdom modifier.
Additional Effects:
Source: View Rules (Requires DDI Account)
Encounter Power
Suggestion
keywords
Prep
 
Used
 
Free Action
Action
Personal
Range
vs
Defense
Attack
Type
Damage
Effect:
Trigger: You make a Diplomacy check.
Effect: You make an Arcana check instead, using that result to determine the outcome of the Diplomacy check.
Additional Effects:
Source: View Rules (Requires DDI Account)
Encounter Power
Spook
keywords
Prep
 
Used
 
Free Action
Action
Personal
Range
vs
Defense
Attack
Type
Damage
Effect:
Trigger: You would make an Intimidate check.
Effect: You instead make an Arcana check and use that result to determine the outcome of the Intimidate check.
Additional Effects:
Source: View Rules (Requires DDI Account)
Encounter Power
Chameleon's Mask
keywords
Prep
 
Used
 
Free Action
Action
Personal
Range
vs
Defense
Attack
Type
Damage
Effect:
Trigger: You make a Stealth check.
Effect: You make an Arcana check instead, using that result to determine the outcome of the Stealth check.
Additional Effects:
Source: View Rules (Requires DDI Account)
Encounter Power
Icy Terrain
keywords
Prep
 
Used
 
Standard Action
Action
Burst 1 within 10
Range
1d20+ 9 vs
Defense
Attack
Cold
Type
1d6+7
Damage
Effect:
Hit: 1d6 + Intelligence modifier cold damage, and the target falls prone.
Effect: The burst creates a zone that lasts until the end of your next turn or until you end it as a minor action. The ground of the zone is difficult terrain.
Additional Effects:
Source: View Rules (Requires DDI Account)
Encounter Power
Extra Effort
keywords
Prep
 
Used
 
No Action
Action
Personal
Range
vs
Defense
Attack
Type
Damage
Effect:
Trigger: You make a saving throw and dislike the result.
Effect: Reroll the saving throw with a +2 power bonus. The next saving throw you make before the end of the encounter takes a -2 penalty.
Additional Effects:
Source: View Rules (Requires DDI Account)
Encounter Power
Icy Rays
keywords
Prep
 
Used
 
Standard Action
Action
10
Range
1d20+ 9 vs
Defense
Attack
Cold
Type
1d10+7
Damage
Effect:
Hit: 1d10 + Intelligence modifier cold damage, and the target is immobilized until the end of your next turn.
Miss: The target is slowed until the end of your next turn.
Additional Effects:
Source: View Rules (Requires DDI Account)
Encounter Power
Arcane Whirlwind
keywords
Prep
 
Used
 
Standard Action
Action
Burst 2 within 10 squares
Range
1d20+ 9 vs
Defense
Attack
Thunder
Type
2d6+7
Damage
Effect:
Hit: 2d6 + Intelligence modifier thunder damage, and you slide the target 1 square.

Sustain Minor: The zone persists, and you can slide one creature within the zone 2 squares.
Miss: Half damage.
Effect: The burst creates a zone of rushing winds that lasts until the end of your next turn. As a minor action, you can slide one creature within the zone 2 squares. As a move action, you can move the zone 6 squares.
Additional Effects:
Source: View Rules (Requires DDI Account)
Daily Power
Spirit Rend
keywords
Prep
 
Used
 
Standard Action
Action
Burst 1 within 10
Range
1d20+ 9 vs
Defense
Attack
Necrotic
Type
3d6+7
Damage
Effect:
Hit: 3d6 + Intelligence modifier necrotic damage, and the target is immobilized (save ends).
If the target is undead, it takes no damage and is not immobilized. Instead, the target must take a free action to move as far as its speed allows to a square farther away from you, and it is dazed (save ends).
Miss: Half damage.
Additional Effects:
Source: View Rules (Requires DDI Account)
Daily Power
Phantasmal Terrain
keywords
Prep
 
Used
 
Standard Action
Action
Burst 3 within 10
Range
vs
Defense
Attack
Type
Damage
Effect:
Until the end of the encounter, difficult terrain in the designated area costs 2 extra squares of movement instead of the normal 1 extra square for your enemies. Additionally, hazards and traps within the area gain a bonus to attack rolls equal to your Intelligence modifier against your enemies.
Additional Effects:
Source: View Rules (Requires DDI Account)
Daily Power
Bigby's Icy Grasp
keywords
Prep
 
Used
 
Standard Action
Action
20
Range
1d20+ 9 vs
Defense
Attack
Cold
Type
2d8+7
Damage
Effect:
You conjure a 5-foot-tall hand of ice in an unoccupied square within range. The hand lasts until the end of your next turn. When the hand appears, it immediately makes the following attack. While the hand persists and doesn’t have a creature grabbed, you can use a standard action to command it to make the attack again or a move action to move it up to 6 squares.

Target: One creature adjacent to the hand

Hit: 2d8 + Intelligence modifier cold damage, and the hand grabs the target. The hand uses your Fortitude or Reflex if the target attempts to escape. You can end the grab as a free action.
Sustain Minor: The hand persists until the end of your next turn, and a creature grabbed by the hand takes 1d8 + Intelligence modifier cold damage.
Additional Effects:
Source: View Rules (Requires DDI Account)
Daily Power
Stinking Cloud
keywords
Prep
 
Used
 
Standard Action
Action
Range
1d20+ 9 vs
Defense
Attack
Poison
Type
1d10+7
Damage
Effect:
Effect: The burst creates a zone that lasts until the end of your next turn. The zone is heavily obscured. Any creature that enters the zone or starts its turn there takes 5 + your Intelligence modifier poison damage (a creature can take this damage only once per turn). As a move action, you can move the zone up to 6 squares.

Sustain Minor: The zone persists until the end of your next turn.
Additional Effects:
Source: View Rules (Requires DDI Account)
Daily Power

Equipment Cards

Spellbook
Group
Prep
 
Used
 
Enhancement
1
Quantity
Properties:
Wizards keep the spells they’ve learned in a spellbook.
Power:
Source: View Rules (Requires DDI Account)
Item
Shared Suffering Armor +1
Group
Armor
Prep
 
Used
 
AC
Enhancement
1
Quantity
Properties:
Power Encounter (Immediate Reaction)
Use this power when an attack gives you ongoing damage. The attacker gains an equal amount of untyped ongoing damage (save ends).
Power:
Source: View Rules (Requires DDI Account)
Item
Magic Orb +2
Group
Implement: Orb
Prep
 
Used
 
attack rolls and damage roll
Enhancement
1
Quantity
Properties:
Crit: +2d6 damage
Power:
Source: View Rules (Requires DDI Account)
Item
Adventurer's Kit
Group
Prep
 
Used
 
Enhancement
Quantity
Properties:
Power:
Source: View Rules (Requires DDI Account)
Item
Brooch of Sheilding +1
Group
Neck Slot
Prep
 
Used
 
Fort, Ref, Will
Enhancement
Quantity
Properties:
Gain resist 10 force
Power:
(Daily): Immediate Interrupt. Use this power when you are hit by an area, close, or ranged attack. Gain resist to all damage equal to the brooch's resist force value against this attack.
Source:
Item
Orb of Nimble Thoughts +1
Group
Prep
 
Used
 
Enhancement
Quantity
Properties:
Wielder adds his Intelligence bonus as an item bonus to initiative.
Power:
Source:
Item

Rituals

Animal Messenger
Group
Exploration
Prep
 
Quantity
 
Nature
Skill
Special
Properties:
You target a nonhostile Tiny animal, such as a sparrow, a raven, a fox, or a carp. The animal must remain within 5 squares of you for the time necessary to perform the ritual. Once the ritual is complete, you whisper a message of up to 25 words to the animal and name a recipient and a location. The animal bounds off toward the location, in search of the recipient. The animal avoids danger along its path. Upon finding the recipient, the animal approaches until it is adjacent to the recipient, and then your whisper issues from the animal’s mouth, conveying the message. When the animal delivers its message or the ritual’s duration ends, your influence ends and the animal reverts to its natural behavior.
Your Nature check determines how long the animal is affected by the ritual.
Notes:
Source: View Rules (Requires DDI Account)
Item
Hold Portal
Group
Warding
Prep
 
Quantity
 
Arcana
Skill
Time: 1 standard action Duration: 10 minutes or discharge
Properties:
You magically hold shut one nonmagical door, gate, window, shutter, or similar device. Your Arcana check sets the DC for the Athletics check or Thievery check needed to force the held portal open, which discharges the ritual. A creature with training in Arcana can instead make an Arcana check against the same DC to discharge the ritual.
Notes:
Source: View Rules (Requires DDI Account)
Item
Comprehend Language
Group
Exploration
Prep
 
Quantity
 
Arcana
Skill
Time: 10 minutes Duration: 24 Hours
Properties:
When beginning the ritual, choose a language you have heard or a piece of writing you have seen within the past 24 hours.
Using this ritual on a language you have heard allows you to understand it when spoken for the next 24 hours and, if your Arcana check result is 35 or higher, to speak the language fluently for the duration.
Using this ritual on a language you have seen as a piece of writing allows you to read the language for the next 24 hours and, if your Arcana check result is 35 or higher, to write the language in its native script or in any other script you know for the duration.
Using this ritual on a language you have both heard and seen as a piece of writing within the past 24 hours allows you to understand it in both forms for the next 24 hours, and an Arcana check result of 35 or higher allows you to speak and write the language.
Notes:
Source: View Rules (Requires DDI Account)
Item
Seal Death's Door
Group
Prep
 
Quantity
 
Heal (No check)
Skill
Time: 1 minute Duration: 24 hours
Properties:
You grant yourself or one ally present during the ritual’s performance a +2 power bonus to death saving throws.
Notes:
Source: View Rules (Requires DDI Account)
Item
Lesser Telepathy
Group
Prep
 
Quantity
 
Arcana
Skill
Time: 1 minute. Duration: 1 Hour
Properties:
You grant yourself telepathy 5. This telepathy can be used only to communicate with your allies.
Notes:
Source: View Rules (Requires DDI Account)
Item