Race: Half-Elf Class: Druid (Protector, Circle of Renewal)
The Wind Whisperer. The Weather Witch. Blessed by Melora. Gwendolyn Wendell goes by many names. The daughter of a musically-gifted elven priest of Sehanine and his human paramour, Gwen was born and raised in the Hale Valley, where her grandparents and numerous other families tend the farms that ship their produce throughout the land. As a girl she always heard voices, never knowing what they said until she climbed the Wyvern Mountain and heard the wind spirits gift her with their power. After years of aiding the farmers in Hale Valley with her talents, Gwen has heard the wind spirits calling her back to the mountain, and follows them, letting the wind guide her feet.
A young maiden, Gwen is short and petite, her elven blood giving her a slimmer build, wider eyes and tapered ears compared to her human peers. She normally wears thick wool skirts and dresses, tunics, and a number of scarves to help protect her from the wind. She also wears a poorly-sewn hat from a wolf's pelt to protect her ears from the cold winds. She always seem to be not entirely there, head cocked as she listens to something beyond the hearing of most people.
Tosun, Deva Swordmage: Aegis: Aegis of Shielding Init +1 HP 47/47 Bloodied 23 Healing Surge 11 (0 used /10) AC 21 Fort 13 Reflex 15 Will 14 Speed 6 Str 13 (+1) Con 15 (+2) Dex 11 (0) Int 18 (+4) Wis 12 (+1) Cha 10 (0)
Blooming Blade[At-Will]
Standard Action
Target: One Creature
Attack: Int vs AC
Hit: 1[W]+Intelligence Modifier damage, and if the target is adjacent to you at the start of its next turn and moves away during that turn, it takes 1d6+Constitution modifier thunder damage.
Increase damage to 2[W]+Intelligence modifier at 21st Level.
Sword of Sigils[Encounter]
Standard Action
Close burst 1
Target: Each Enemy in the burst
Attack: Int vs AC
Hit: 1[W]+Intelligence modifier damage, and the target is marked until the end of your next turn. Until the mark ends, if the target makes an attack that does not include you as a target, it takes force damage equal to your Intelligence modifier after the attack is resolved.
Aegis of Shielding: If a target marked by this power hits a creature within 10squares of you with an attack that does not include you as a target, you can use an immediate interrupt to reduce the damage dealt by that attack to any single creature by an amount equal to your Constitution modifier.
Aegis of Shielding[At-Will]
Minor Action
Close burst 2
Target: One creature in the burst
Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
If your marked target makes an attack that doesn't include you as a target, it takes a -2 penalty to attack rolls. If that attack hits and the marked target is within 10squares of you, you can use immediate interrupt to reduce the damage dealt by the attack to any one creature by an amount equal to 5+your Constitution modifier.
At 11th level, reduce damage dealt by t10+your constitution modifier. At 21st level, reduce the damage dealt by 15+your constitution modifier.
Lifestealer Longsword +1
Level 4
Weapon: Any Melee
Damage: 1d8
Proficient: +3
Enhancement: +1 attack rolls and damage rolls.
Critical: +1d12 necrotic damage per plus.
Properties:
Whenever you Kill an enemy with this weapon, you gain temporary hit points equal to %+the weapon's enhancement bonus.
Attack Power(Healing,Necrotic) Daily (no action):
Trigger: You hit an enemy with an attack using this weapon.
Effect: The Target takes extra necrotic damage equal to 2+the weapon's enhancement bonus, and you regain a number of hit points equal to that extra damage.
Lightning Lure[At-Will]
Standard Action
Ranged: 3
Target: One Creature
Attack: Int vs Fortitude
Hit: 1d6+Intelligence modifier lightning damage, and you pull the target to the nearest unoccupied space adjacent to you.
Increase damage to 2d6+Intelligence modifier at 21st level.
Special: If you cannot pull target to an adjacent square, this power fails and deals no damage
Whirling Blade[Daily]
Standard Action
Ranged: 5
Target: One Creature
Requirement: You must throw your melee weapon at the target.
Attack: Int vs AC
Hit: 2[W]+Intelligence modifier damage, and your weapon returns to your hand.
Miss: Repeat the attack against a second target within 5squares of the first. If you miss, repeat attack against a third target within 5squares of the second. If you miss again, repeat the attack against a fourth target within 5squares of the third. Your weapon returns to your hand.
Transposing Lunge[Encounter]
Standard Action
Melee Weapon
Target: One creature
Attack: Int vs AC
Hit: 2[W]+Intelligence modifier damage, and you teleport the target into a space adjacent to you.
Aegis of Shielding: When you use your aegis of shielding immediate interrupt, you can use this power against the target as part of the interrupt, even if the target is beyond your reach.
Nightmare Ward Armour +1
Level 3
Armor: Leather, Hide
AC Bonus +2
Enhancement: +1 AC (+3 in total)
Property:
You gain Resist 5 Psychic.
You gain a +2 item bonus to saving throws against charm, fear or psychic effects.
Bracers of Mighty Striking(heroic tier)
Level 2
These enchanted armbands increase the damage you deal with a single melee attack.
Arms slot item:
Properties:
When you hit with a melee basic attack, you gain a +2 item bonus to the damage roll.
Background/History: Stranger is a creature of almost pure logic. He has devoted his considerable lifespan to a near single-minded acquisition of new understanding. He considers his most powerful resource to be patience, sometimes going for a stalemate and starving his enemies rather then engage in a hard battle.
Created for a war long ago he worked with others of his kind to die and kill when ordered.
As his companions died out, he contemplated his own consciousness and mortality. Deciding he should do something of more value, but not knowing what it is he should do. He leaves on a long journey of self improvement.
--- Answer the following questions in the voice of your character with a few sentences---
1. Why are you an adventurer? Very little is gained by cloistering oneself. Traveling and making friends has proved a very efficient way to obtain new knowledge.
2. You have the choice of saving an innocent girl or killing the wizard that holds her captive. Choosing to save the girl ensures the wizard escapes, leaving no trail for you to track. Choosing to kill the wizard ensures the death of the girl. Which do you do and why?
Imposable to answer correctly without more information, but decisions are never made with perfect information, so I will make assumptions.
Killing the wizard would lose a possible source of new information. If that also kills the girl, then two sources are lost with no gain. Saving the girl would be the correct choice if the choices are binary. Immobilizing the wizard without harming him, or a magic missile to the girl's knee would have a better outcome with more choices.
3. How do you like your eggs cooked and why? Soaked in a solution of ash, brine, and pickling lime for 10 days. This creates eggs with increased flavor that do not go bad with age.
Having no need for food myself I have never eaten eggs, but they can be useful in bartering and last longer then most food when prepared this way.
4. If you were a king/queen, what would be your first edict? I can think of no more banal, uninteresting task then governing. I would just as soon stand on my head then be involved in bureaucracy.
If given the responsibility, my first act would be to abolish the monarchy, and create a meritocracy.
5. What is your one regret in life? My youth was spent in a state of constant bloodshed, that nether worked for the common good or progressed my personal development.
Stranger, Warforged Wizard Init +1 HP 33/33 Bloodied 16 Healing Surge 8 (8 used /8) AC 19 Fort 15 Reflex 18 Will 17 Speed 6 Str 10 (0) Con 15 (+2) Dex 10 (0) Int 20 (+5) Wis 13 (+1) Cha 8 (-1)
Magic Missile
Arcane, Evocation, Force, Implement
Minor
Ranged 20
One creature
Effect: 2 + Intelligence modifier (+5) force
damage.
Level 11: 3 + Intelligence modifier (+5) force
damage.
Level 21: 5 + Intelligence modifier (+5) force
damage.
Special: If the implement used with this power
has an enhancement bonus, add that bonus to
the damage. In addition, you can use this power
as a ranged basic attack.
Winged Horde
Arcane, Illusion, Implement, Psychic
Standard
At-Will
Area burst 1 within 10
Each enemy in burst
Attack: Intelligence vs. Will
Hit: 1d6 psychic damage, and the target cannot
take opportunity actions until the end of your
next turn.
Grasping Shadows
Arcane, Illusion, Implement, Psychic
Standard
ENCOUNTER
Area burst 1 within 10 squares
Each creature in burst
Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier (+5) psychic
damage, and target is slowed until the end of your
next turn.
Effect: Shadows writhe in the designated area and
continue until the end of your next turn. Any creature
that enters the area of the grasping shadows takes
psychic damage equal to your Intelligence modifier
(+5) and is slowed until the end of its next turn.
Phantom Chasm
Arcane, Illusion, Implement, Psychic, Zone
Standard
DAILY
Area burst 1 within 10 squares
Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier (+5) psychic
damage, and the target falls prone. The target is
immobilized until the end of its next turn.
Miss: Half damage, and the target falls prone.
Effect: The burst creates a zone that lasts until
the end of the encounter. Any enemy that enters
the zone falls prone.
Shield
Arcane
Imm Interrupt
Personal
ENCOUNTER
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC and
Reflex until the end of your next turn.
Suggestion
Arcane
Free
Personal
ENCOUNTER
Trigger: You make a Diplomacy check.
Effect: You make an Arcana check instead, using
that result to determine
Light
Arcane
Minor
Ranged 5
AT-WILL
Target: One object or unoccupied square
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.
Beguiling Strands
Arcane, Charm, Enchantment, Implement, Psychic
Standard
At-Will
Close blast 5
Each enemy in the blast
Attack: Intelligence vs. Will
Hit: Intelligence modifier (+5) psychic damage,
and you push the target up to 3 squares.
Staff of Defense
Implement
Imm Interrupt
ENCOUNTER
Effect: you gain a bonus to defense against one
attack equal to your Constitution modifier (+2).
You can declare the bonus after the Dungeon
Master has already told you the damage total.
Requirement: You must wield your staff.
Color Spray
Arcane, Implement, Evocation, Radiant
Standard
ENCOUNTER
Close blast 5
Each creature in blast
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier (+5) radiant
damage, and the target is dazed until the end of
your next turn.
Warforged Resolve
Healing
Minor
Personal
ENCOUNTER
Effect: You gain a number of temporary hit
points equal to 3 + one-half your level and can
make a saving throw against one effect on you
that deals ongoing damage. If you are bloodied,
you also regain hit points equal to 3 + one-half
your level.
Chameleon's Mask
Arcane, Illusion
Free
Personal
ENCOUNTER
Trigger: You make a Stealth check.
Effect: You make an Arcana check instead, using
that result to determine the outcome of the
Stealth check.
Mage Hand
Arcane, Conjuration
Minor
Ranged 5
AT-WILL
Effect: You conjure a spectral, floating hand in an unoccupied
square within range. The hand lasts until the end of your next turn
or until you use this power again. If you are holding an 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. While the hand persists, you can take the following actions.
Minor Action: The hand picks up or manipulates an object
weighing 20 pounds or less. It can hold only one object at a time.
Move Action: The hand moves up to 5 squares in any direction,
carrying the object it holds.
Free Action: The hand drops the object it is holding.
Sustain Minor: The hand persists until the end of your next turn.