Wynter
2nd Level Male Tiefling Wizard, Unaligned
Background
Wynter has led a life full of unfortunate occurrences. It all began when he was born, which he believes to be unfortunate enough on its own, during a raid on a tiefling enclave in the barrios by the local constabulary because a merchant accused a tiefling of stealing from him. Either incarcerating or slaughtering the entire enclave, a young man in the constabulary entered Wynter’s parent’s shanty to find a single tiefling baby, clutched in the arms of his dead mother on the floor, her blood running red and rich upon the dirt floor, and out into the night to mingle with the freshly fallen snow, adding to the already horrible stench in the air of a slaughterhouse. The young man, feeling guilt for his comrades killing the mother of an innocent child and leaving it to die of either starvation or th elements, took pity on the young tielfing child and wisked him away before it, too, was slaughtered.
The young man, naming the devil-child Wynter due to the timing of its birth, ran from the city and the bustling streets to a small farm in a village several hundred miles away from anywhere that was run by his grandparents, but when he showed them his “child”, both immediately fell ill and soon passed away. Soon, the village learned who, or what, was in their sleepy little hollow, and shunned both it and his “father”.
As time passed, the Infernal blood asserted more presence in Wynter’s form, and two horns protruded from his scalp, soon becoming full horns resembling a ram. Soon after, his father fell ill, and the young boy desperately tried to plead with the others in the village to help him, but none would risk helping the devil-child. Because of this, his father passed away, leaving the young boy all alone at the age of thirteen.
But despite all of the anger and resentment shown to him by the townspeople, he himself bore no disrespect toward them. It was the demons of his ancestry that had cursed him with this fate. Vowing to destroy them all, the young boy left his village, armed only with a stolen shortsword that he had “borrowed” from the town blacksmith.
For years he wandered the countryside alone, defending himself against fierce beasts with nothing more than the determination to move forward. As he grew, he developed a talent for fighting, born from necessity. Also, when he needed food or other provisions, he learned what people did and did not believe, and grew accustomed to disguising himself in the cursed world, so as to not attract attention.
He began asking for any rumors of any devilish creatures wherever he went. What rumors he found were normally just Lemures, devil servants, but once in a while did he manage to find an Imp. Thus was his way of life, traveling about, hunting whatever devils he could find. His methods, and outlook on his own kind, would soon change, however.
Following several leads during one of his hunting expeditions, he came across a group of tieflings living in a ruined tower in a forest just a few miles south of the place of his birth. Over the course of the next several days, when he could get one or two alone, he would do what came naturally. One day however, he saw a lone tielfling female, about his age, taking a bath in a creek just north of the tower, and immediately became infatuated with her. After following her back to the tower, he stewed around for several days, trying to make sense of his newly discovered feelings for a devil, someone he swore to kill.
Deciding to take a chance, Wynter approached the group of tieflings. To his shock, he was greeted with the warmest of welcomes to their group, even though he did reveal why he had discovered them and what had happened to their brethren. He soon learned to let go of his hatred and embrace his heritage, married, and discovered that his wife’s father was an accomplished wizard, and discovered that he had a knack for the arcane arts, soon becoming a wizard in his own right. He also learned that he was about to become a father.
To him, he now felt his life was complete. One day, however, a brute squad hired by the city raided the ruined tower and their village. Wynter and the rest of the capable male tieflings defended their home while the rest ran. Several died defending their village, including his wife’s father. When those who ran began coming back, only a handful returned, but his wife was still missing. Wynter searched the surrounding forests and hills for her and the group she was with, but could not find them. When he returned to the village, he discovered that the group had returned with his wife and child, but both had died during birth. After burying his family, Wynter retreated into himself.
Wynter was inconsolable. Everyone he had ever truly loved in his life had been taken away from him by prejudices, prejudices that he once felt towards his own people, prejudices that was once again resurfacing in a new form: those who oppressed those who were different or weaker than themselves. Who emerged from this tragedy was not the man he had envisioned just a few days back, but a man who knew his true purpose in life.
Wynter left his adopted home and wandered the countryside helping those who could not help themselves. One day, a rumor came to him about a powerful devil who resided in a long-forgotten keep who was terrorizing the local populace. Not one to delay, the young Tiefling left as soon as he was able. The keep turned out to be nothing more than a ruined tower, but such a thing he could not pass up. Inside, he found a creature wreathed in chains, and immediately recognized it as a fairly powerful devil. Before he even had the chance to attack, though, a chain wrapped around his leg, hauling him up into the air. With the barest of efforts, it tossed him up into a part of the tower still hanging on, sending him sprawling upon the ground. Getting to his feet, he began to cast a spell upon the devil when a glow caught his eye. As his spell went off, a burst of light surrounded him for what seems like hours, but was only just a few seconds. When the light died down, he found himself standing on a beach facing the ocean waters. Where was he? After wandering around for a while, he happened upon a small village. What he discovered there astounded him, for all the races lived together in harmony, including his own kind, and welcomed his as if they had known him his whole life.
Vowing to keep his promise to his wife and child, he bagan helping people here with their problems, and soon discovered a group of like-minded individuals and joined them to solve a problem in Endora ...
... More to follow after we know a bit about the world ...
Abilities
Str: 8 {-1/0}
Con: 14 {+2/+3}
Dex: 14 {+2/+3}
Int: 18 {+4/+5}
Wis: 13 {+1/+2}
Cha: 12 {+1/+2}
Defenses
AC: 18 (+4 int bonus, +3 armor, +1 half level)
Fort: 14 (+2 con bonus, +1 cloak, +1 half level)
Ref: 16 (+4 int bonus, +1 cloak, +1 half level)
Will: 15 (+1 wis bonus, +1 cloak, +2 wizard, +1 half level)
Initiative
+3 (+2 dex bonus, +1 half level)
Speed
6 squares
Bonuses when Bloodied
None
Health
HP: 28
Bloodied: 14
Healing Surge: 7
Healing Surges/Day: 8
Basic Attacks
Dagger: +2 vs. AC, 1d4-1
Dagger: +5 vs. AC, 1d4-1, 5 squares normal, 10 squares max
Feats
Ritual Caster (bonus class feat; perform rituals)
Hellfire Blood (1st level; +1 attack and damage with fire and fear powers)
Armor Proficiency - Leather (2nd level)
Skills
Passive Insight: 17
Passive Perception: 13
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Arcana: +10 (+4 int bonus, +5 trained, +1 half level)
Dungeoneering: +7 (+1 wis bonus, +5 trained, +1 half level)
Insight: +7 (+1 wis bonus, +5 trained, +1 half level)
Religion: +10 (+4 int bonus, +5 trained, +1 half level)
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Acrobatics: +3 (+2 dex bonus, +1 half level)
Athletics: +0 (-1 str penalty, +1 half level)
Bluff: +2 (+1 cha bonus, +1 half level)
Diplomacy: +2 (+1 cha bonus, +1 half level)
Endurance: +3 (+2 con bonus, +1 half level)
Heal: +2 (+1 wis bonus, +1 half level)
Intimidate: +2 (+1 cha bonus, +1 half level)
History: +5 (+4 int? bonus, +1 half level)
Nature: +3 (+2 wis bonus, +1 half level)
Perception: +3 (+2 wis bonus, +1 half level)
Stealth: +3 (+2 dex bonus, +1 half level)
Streetwise: +2 (+1 cha bonus, +1 half level)
Thievery: +3 (+2 dex bonus, +1 half level)
Race & Class Features
Race - Vision: Low-Light.
Race - Bloodhunt: You gain a +1 racial bonus to attack rolls against bloodied foes.
Race - Fire Resistance: 6 (5 + 1/2 level).
Race - Infernal Wrath: You can use infernal wrath as an encounter power (pg. 48, PHB).
Class - Arcane Implement Mastery: Wand of Accuracy - +Dex Mod bonus to single attack roll; 1/encounter; free action.
Class - Cantrips: Cast ghost sound, light, mage hand, and prestidigitation cantrips as at-will powers.
Class - Ritual Casting: Gain the Ritual Caster feat (pg. 200, PHB).
Class - Spellbook: 3 rituals (Tenser’s Floating Disk,,); 2 Daily Spells (,,); 2 Utility Spells (,,).
Languages
Common, Deep Speech.
Equipment
Combat Gear
Dagger (pg. 218, PHB; 1gp; 1 lb.)
+1 Leather Armor (Lvl 1; pg. 230, PHB; 360gp; 15 lb.)
+1 Cloak of Resistance (Lvl 2; pg. 250, PHB; 520gp; 1 lb.)
+1 Wand of Witchfire (Lvl 3; pg. 244, PHB; 680gp; - lb.)
Magical Items
General
Standard Adventuring Kit (pg. 221, PHB; 15gp; 33 lb.):
[*] Backpack
[*] Bedroll
[*] Flint and Steel
[*] Belt Pouch
[*] Sunrods (x2)
[*] Trail Rations (10 days)
[*] Rope, Hempen (50’)
[*] Waterskin
Money
360gp (7.2 lb.)
At-Will Powers
Ghost Sound (Wizard Cantrip)
At-Will, Arcane, Illusion
Standard Action Ranged 10
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 of 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.
Light (Wizard Cantrip)
At-Will, Arcane
Minor Action Ranged 5
Target: One object or unoccupied square
Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action.
Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.
Mage Hand (Wizard Cantrip)
At-Will, Arcane, Conjuration
Minor Action Ranged 5
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the 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.
As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.
Prestidigitation (Wizard Cantrip)
At-Will, Arcane
Standard Action Ranged 2
Effect: Use this cantrip to accomplish one of the effects
given below.
[*] Move up to 1 pound of material.
[*] Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
[*] Color, clean, or soil items in 1 cubic foot for up to 1 hour.
[*] Instantly light (or snuff out) a candle, a torch, or a 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 1 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.
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.
Special: You can have as many as three prestidigitation effects active at one time.
Scorching Burst (Wizard Attack 1)
At-Will, Arcane, Fire, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: +7 vs. Reflex
Hit: 1d6 + 6 fire damage.
Increase damage to 2d6 + 6 at 21st level.
Thunderwave (Wizard Attack 1)
At-Will, Arcane, Implement, Thunder
Standard Action Close blast 3
Target: Each creature in blast
Attack: +6 vs. Fortitude
Hit: 1d6 + 5 thunder damage, and you push the target 1 square.
Increase damage to 2d6 + 5 at 21st level.
Encounter Powers
Infernal Wrath (Tiefling Racial Power)
Encounter
Minor Action Personal
Effect: You can channel your fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, add your Charisma modifier as extra damage.
Burning Hands (Wizard Attack 1)
Encounter, Arcane, Fire, Implement
Standard Action Close blast 5
Target: Each creature in blast
Attack: +7 vs. Reflex
Hit: 2d6 + 6 fire damage.
Daily Powers * Generally Prepared
Flaming Sphere* (Wizard Attack 1)
Daily, Arcane, Conjuration, Fire, Implement
Standard Action Ranged 10
Target: One creature adjacent to the flaming sphere
Attack: +7 vs. Reflex
Hit: 2d6 + 6 fire damage.
Effect: You conjure a Medium flaming sphere in an unoccupied square within range, and the sphere attacks an adjacent creature. Any creature that starts its turn next to the flaming sphere takes 1d4 + 6 fire 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 standard action, you can make another attack with the sphere.
Sleep (Wizard Attack 1)
Daily, Arcane, Implement, Sleep
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: +6 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).
Utility Powers * Generally Prepared
Expeditious Retreat* (Wizard Utility 2)
Daily, Arcane
Move Action Personal
Effect: Shift up to twice your speed.
Shield (Wizard Utility 2)
Encounter, Arcane, Force
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.
Item Powers
Witchfire (Warlock (Fey) Attack 1; Wand of Witchfire; Daily)
Daily, Arcane, Fire, Implement
Standard Action Ranged 10
Target: One creature
Attack: +4 vs. Reflex
Hit: 2d6 + 3 fire damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.
Fey Pact: The penalty to attack rolls is equal to 2 + your Intelligence modifier.
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EDIT 08/27/08: Added background.
EDIT 09/22/08: Added Hellfire Blood modifier to Attack to attack powers with Fire keyword. Already in damage.