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Technocrat
Aug 13 '12, 4:10am
Applications
Quote:
Originally Posted by
L0g41n
originally posted here
Name:
Erron, of House Targét (Err-In, Tar-JAY)
Basics:
Human Wizard
Erron of House Targét
, Human Wizard
Init
+1
HP
26/26
Bloodied
13
Healing Surge
6 (0 used /7)
AC
18
Fort
14
Reflex
16
Will
15
Speed
6
Str
14 (+2)
Con
12 (+1)
Dex
10 (0)
Int
18 (+4)
Wis
13 (+1)
Cha
11 (0)
At Will: Magic Missile
Magic Missile
At-Will * Arcane, Evocations, Force, Implement
Standard Action, Ranged Basic Attack
Range: 20
Target: One Creature
Effect: 2 + Int Mod (+4) Force Damage
Special: If the Implement used with this power has an enhancement bonus, add that bonus to damage. In addition, you can use this power as a ranged basic attack.
At Will: Magic Missile
,
At Will: Thunderwave
Thunderwave
At-Will * Arcane, Implement, Thunder
Standard Action
Range: Close Blast 3
Target: Each Creature in blast
Attack: Intelligence (+6) vs. Fortitude
Hit: 1d6 + Intelligence Modifier (+4) thunder damage, and you push the target a number of squares equal to your wisdom modifier (+1).
At Will: Thunderwave
,
At Will: Scorching Burst
Scorching Burst
At-Will * Arcane, Fire, Implement
Standard Action
Range: Area Burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence (+6) vs. Reflex
Hit: 1d6 + Intelligence modifier (+4) fire damage
At Will: Scorching Burst
,
Second Wind
Second Wind
Encounter * Healing
Range: Personal
Effect: You spend a healing surge and regain 6 hit points. You gain a +2 bonus to all defenses until the start of your next turn.
Second Wind
,
Burning Hands
Burning Hands
Encounter * Arcane, Evocation, Fire, Implement
Standard Action
Range: Close Blast 5
Target: Each creature in blast
Attack: Intelligence (+6) vs. Reflex
Hit: 2d6+Intelligence Modifier (+4) fire damage
Miss: Half Damage
Burning Hands
,
Conduit of Ice
Conduit of Ice
Encounter * Arcane, Cold, Implement, Zone
Standard Action
Range: 10 squares
Target: One creature
Attack: Intelligence (+6) vs. Reflex
Hit: 2d8 + Intelligence Modifier (+4) cold damage, and you create a zone of sudden cold in a burst 2 centered on the target until the end of your next turn. The zone moves with the target. The zone is difficult terrain, and any enemy that ends its turn in the zone takes 5 cold damage.
Conduit of Ice
,
Wizard's Fury
Wizard's Fury
Daily * Arcane, Force, Implement, Spellbook
Minor Action
Effect: Until the end of the encounter, as a minor action once per turn, you can cast Magic Missile.
Wizard's Fury
,
Summon Fire Warrior
Summon Fire Warrior
Daily * Arcane, Fire, Implement, Summoning, Spellbook
Minor Action
Range: 10
Effect: You summon a Medium Fire Warrior in an unoccupied square within range. The fire warrior has a speed of Fly 6 (hover). It has a +2 bonus to AC (20) and a +2 bonus to Fortitude (16), Reflex (16), Will (15). You can give the fire warrior the following special commands;
Standard Action: Melee 1; targets one creature; Intelligence (+6) vs Refles; 1d8 + Intelligence Modifier (+4) fire damage.
Opportunity Attack: Melee 1; targets one creature; Intelligence (+6) vs. Reflex; 1d8 + Intelligence Modifier (+4) fire damage.
Summon Fire Warrior
,
Catrip: Ghost Sound
Ghost Sound
At-Will * Arcane, Illusion, Cantrip
Standard Action
Range: 20
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 o 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.
Catrip: Ghost Sound
,
Cantrip: Light
Light
At-Will * Arcane, Cantrip
Minor Action
Range: 5
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.
Cantrip: Light
,
Cantrip: Mage Hand
Mage Hand
At-Will, Arcane, Conjuration, Cantrip
Minor Action
Range: 5
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand lasts until the endo f your next turn or ntil 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 manipulated an object weighing 20 pounds or less. It can hold 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.
Cantrip: Mage Hand
,
Cantrip: Presdigitation
Presdigitation
At-Will, Arcane, Cantrip
Standard Action
Range: 2
Effect: Ude this cantrip to accomplish one of the effect given below:
* chance the color of items in 1 cubic foot.
* create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
* clean or soil items in 1 cubic foot
* instantly light (or snuff out), a candle, torch, or 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 one 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.
Special: You can have as many as three presdigitation effects active at one time. 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.
Cantrip: Presdigitation
,
Utility: Mystical Debris
Mytical Debris
At-Will * Arcane, Utility Power, Spellbook
Minor Action
Range: 5
Effect: One square within range becomes difficult terrain until the end of the encounter. You can end this effect as a minor action.
Special: You cannot have more squares than your Intelligence modifier (+4) under this effect at one time.
Utility: Mystical Debris
,
Utility: Expeditious Retreat
Expeditious Retreat
Daily * Arcane, Utility power, Spellbook
Move Action
Range: Personal
Effect: You shift up to twice your speed.
Utility: Expeditious Retreat
,
Magic Item: Repulsion Leather Armor (+1)
Level 2, Leather Armor
Enhancement: +1 AC
Power (Daily): Minor Action
Whenever an enemy moves into an adjacent square, you cna push that enemy 1 square as an immediate reaction. This power lasts until the end of the encounter.
Magic Item: Repulsion Leather Armor (+1)
Notes
Space for notes and stuff, such as who my allies are.
Background:
Scales of War -
Noble Bred for War
Training with Broadsword, +1 to Diplomacy checks
Scales of War -
Noble Scion
Scales of War -
Last of the Breed
Whispers of the Djinn
The one remaining possession that Erron has of his grandfather, a spellbook bound in iron that speaks to his mind in a raspy voice. Erron believes that this voice is a simulacrum created by his grandfather, to aid him in learning the arcane secrets of the universe. In reality, this is a djinn that was bound to Targét 's service, and bound in the spellbook to help him recall rituals and facts. The djinn does not mind the arrangement, as it also allows him to gather information and power, but he is rash, and encourages Erron to throw fire around the battlefield, often including his allies in the burst to hit the maximum number of enemies.
Power of Secrets
Erron holds power of his grandfather's spellbook, the one item that his mother kept for him after leaving the house. It is wrapped in iron, unopenable, and it wasn't until Erron was up late studying one night, trying to find a solution to his problems, that it whispered to him. The boiok holds many powerful secrets, that Erron is just beginning to unlock, and so he hoards secrets as often as he can, often holding back information that he doesn't see as 'vital' to a mission or encounter. Erron is untrusting of others, and hopes that one day he'll master the secrets of the universe like his grandfather did. This compulsion to hold secrets is at odds with his faith in Ioun, as the God of Knowledge teaches that all truths are to be shared by all. This is something that Erron struggles with, since he knows that not all knowledge is fit for the public, and some (perhaps many) secrets would cause a panicking and riots if they got out.
Noble Man
Erron's father was a good man. An officer in the army, and wanted his only son to follow in his footsteps. This meant training with weapons and armor despite a mind keen for books, and ridicule from both soldiers training alongside him and fellow apprentices. Despite this, Erron developed a strong sense of justice- and feels that it's important to do
RIGHT
, not just follow the law or commands blindly. Despite his houses' destitute nature and the mountain of debts it owes, Erron is a noble man, both in title and in action.
Erron the Relentless
Erron is bull-headed, and often cannot let go of a grievance or problem. This is a great skill when pursuing a riddle or in battle, but less so when it's a personal slight from a peer or in most situations where the diplomatic route would be to swallow your pride and move on.
Last Scion of an Arcane Line
Erron's grandfather was a mighty wizard, founding a house in his own name. Targét has a vast arcane library, but with the deaths of two of his sons, he became more and more withdrawn, eventually taking his library and laboratory and leaving for parts unknown. It is believed that Erron's grandfather is dead, as are his uncles and his own father. His mother, Luanne, remarried, and his sister was adopted into that house as well, leaving Erron alone, and responsible for the debts of his fallen house. His holdings have been reduced to a single run-down manor in the city of Overlook. If he does not find a way to settle some of his debts, that might soon be gone, too.
Image on left;
Erron is fastidiously clean, and wears a ring on each hand. On his left hand is his Master's Ring, that shows him as an official Wizard of the Arcane Guild. On his right hand, he wears the House signet of his Father, Statin Targét, and knows that wearing it means that any collector of debts that see it can demand payment. Despite this, he still wears the ring to honor his father, as well as carrying his dead father's sword and his grandfather's spell book. His clothing is well-maintained and clean, but nothing approaching the noble station he has claim to. His armor is enchanted to keep him safe in battle, and he carries himself with the grace of a warrior- beyond the awkward youth that studied books and swords as a child, he has managed to learn both.
I used to have the online character builder, but since I wasn't playing in a regular group, I let the account lapse, and I've just been using the old downloaded character generator. It has some bugs that were never fixed, but I actually prefer it. If you need me to figure something else out, I can.
I also have the option of using Inherent bonuses to keep up with Essentials and Online character builder creations, but I didn't want to do that without your say-so.
Quote
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The babypocalypse has begun.
Keep calm and carry on.
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