Daily and Utility Spells for the day
Sleep
Bibgy’s Icy Grasp
Wall of Fire
Shield
Resistance
Dispel Magic
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Alexander Fith
- Human Wizard
- Character level 10
Abilities:
Str: 8 [-1/+4]
Con: 10 [+0/+5]
Dex: 14 [+2/+7]
Int: 22 [+6/+11]
Wis: 14 [+2/+7]
Cha: 10 [+0/+5]
Defenses:
AC: 25
Fort: 18
Ref: 24
Will: 22
+2 to Fear keyword saving throws
Initiative: +12
Speed: 6 squares
Health:
HP: 46
Bloodied: 23
Healing Surge: 11
Healing Surges/day: 6
Basic Attacks:
Dagger: +7 vs. AC, 1d4-1
Dagger: +10 vs. AC, 1d4+2 5 squares normal, 10 squares max
Magic Missile: +13 vs. Reflex, 2d4+6, 20 squares
Feats:
Ritual Casting (free)
Armor Prof (leather) (human bonus)
Linguist x 2 (common, primordial, draconic, elven, abyssal, supernal, deep speech, Chondathan)
Expanded Spellbook (pick 3 daily and util spells for spellbook instead of 2)
Improved Init (+4 init)
Stubborn Survivor (+2 bonus to saving throws when I have 0 action points, human only)
Human Perseverance (+1 feat bonus to saving throws, human only)
Skills:
Passive Insight: 24
Passive Perception: 12
Acrobatics: +2
Arcana: +16
Athletics: -1
Bluff: +0
Diplomacy: +10
Dungeoneering: +2
Endurance: +0
Heal: +2
History: +16
Insight: +14
Intimidate: +0
Nature: +12
Perception: +2
Religion: +6
Stealth: +2
Streetwise: +0
Thievery: +2
Race & Class Features
Bonus At-Will Power: You know one extra level 1 at-will power from your class
Bonus Feat: You gain a bonus feat at level 1. Must meet pre-reqs.
Bonus Skill: You gain training in one additional skill from class list.
Human Defense Bonuses: +1 to Fort, Reflex and Will defenses.
Languages: Common & Choice
Medium Size
+2 to any ability score (Int)
+2 to Will save (Wizard)
Cormyr Regional Benefit: +2 bonus to Insight checks, +2 bonus to saves against fear effects
Orb of Imposition (Once per encounter, select one creature that has an on-going effect until saving throw ends. Creature takes penalty to its saving throws against that effect equal to my Wisdom modifier. Alternatively, I can extend the duration of a wizard created at-will spell that would otherwise end at the end of my current turn until the end of my next turn)
Cantrips (Ghost Sound, Light, Mage Hand, Prestidigitation)
Spellbook
Equipment
Dagger x2
Standard Adventurer’s kit (Backpack, Bedroll, Chalk, Flint & Steel, Soap, Belt Pouch, 2x Sunrod, 10x Trail Rations, 50ft Hemp Rope, Waterskin)
Level 11: Ritual Candle (Candle never burns down. Power(daily)-Standard action, light candle before ritual, gain a +2 power bonus to any skill checks made as part of ritual)
Level 8 (AV 95): Orb of Judicious Conjuration {Orb +2 implement} (Critial +1d6 per plus [2d6]; Add enhancement bonus of this implement to Will defense when dispel magic is used against one of my conjuration powers. Power(enc)-Free action, Can sustain a power on my turn that would normally take a minor action to do)
Level 7 (AV 55): Veteran’s Armor {Leather +2} (Property: When I spend an action point, I gain +1 item bonus to all attack rolls and defenses until the end of my next turn. Power(daily)-Free Action. Spend action point, don’t gain extra action, but regain use of one expended daily power)
Level 3 (AV 149): Brooch of No Regret {Neck: +1 enhancement Fort Reflex Will} Power(daily)-Free Action, when an ally within 10 squares fails a saving throw, that ally can reroll that saving throw with a +2 power bonus and must use second result.
Level 4 (AV 139): Casque of Tactics {Head: +1 item bonus to Init checks} Power(daily)-Free action, Swap init check results with a willing ally who I can see
Spellbook (90 pages used)
850 gp of Arcana components
450 gp of Nature components
Orb (plain, backup)
2x Potion of Healing
103 gp
At-Will Powers
Magic Missile Level 1
Arcane, Force, Implement
Standard Action; Ranged 20
Target: One creature
Attack: +13 vs. Reflex
Hit: 2d4 + 8 damage.
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.
Ray of Frost Level 1
Arcane, Cold, Implement
Standard Action; Ranged 10
Target: One creature
Attack: +13 vs. Fort
Hit: 1d6 + 8 cold damage, and the target is slowed until the start of your next turn.
Thunderwave Level 1
Arcane, Thunder, Implement
Standard Action; Close blast 3
Target: Each creature in blast
Attack: +13 vs. Fort
Hit: 1d6 + 8 thunder damage, and you push the target a number of squares equal to your Wisdom modifier (2).
Encounter Powers
Force Orb Level 1
Arcane, Force, Implement
Standard Action; Range 20
Target: One creature or object
Attack: +13 vs. Reflex
Hit: 2d8 + 8 force damage, make secondary attack.
Secondary Target: Each enemy adjacent to primary target
Secondary Attack: +13 vs Reflex
Hit: 1d10 + 8 force damage
Icy Rays Level 3
Arcane, Cold, Implement
Standard Action; Range 10
Target: 1 or 2 creatures
Attack: +13 vs Reflex, 1 attack per target
Hit: 1d10 + 8 cold damage, and target is immobilized until end of my next turn
Winter’s Wrath Level
Arcane, Cold, Implement
Standard Action; Area burst 2 within 10 squares
Target: Each creature in burst
Attack: +13 vs Fort
Hit: 2d8 + 8 cold damage
Effect: A blizzard erupts in the designated area and continues until the end of my next turn. It grants concealment, and any creature that starts its turn in the storm takes cold damage equal to my Int modifier (+6). I can end this effect as a minor action.
Daily Power
Sleep Level 1
Arcane, Sleep, Implement
Standard Action; Area burst 2 within 20 squares
Target: Each creature in burst
Attack: +13 vs Will
Hit: The target is slowed (save ends). If the target fails its 1st saving throw against this power, the target becomes unconscious (save ends)
Miss: The target is slowed (save ends)
Acid Arrow Level 1
Arcane, Acid, Implement
Standard Action; Ranged 20
Target: 1 creature
Attack: +13 vs Reflex
Hit: 2d8 + 8 acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack
Secondary Target: Each creature adjacent to to primary target.
Secondary Attack: +13 vs Reflex
Hit: 1d8 + 8 acid damage, and ongoing 5 acid damage (save ends)
Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), no secondary attack.
Freezing Cloud Level 1
Arcane, Cold, Implement
Standard Action; Area burst 2 within 10 squares
Target: Each creature in burst
Attack: +13 vs Fort
Hit: 1d8 + 8 cold damage
Miss: Half damage
Effect: the cloud lasts until the end of my next turn. Any creature that enters the cloud or starts its turn there is subject to another attack. I can dismiss the cloud as a minor action.
Bigby’s Icy Grasp Level 5
Arcane, Cold, Conjuration, Implement
Standard Action; Ranged 20
Effect: I conjure a 5’ tall hand of ice in an unoccupied square within range, and the hand attacks. As a move action, I can move the hand up to 6 squares.
Target: 1 creature adjacent to the hand
Attack: +13 vs Reflex
Hit: 2d8 + 8 cold damage, and the hand grabs the target. If the target attempts to escape, the hand uses my Fort or Reflex defense ()
Sustain Minor: A target grabbed by the hand takes 1d8 + 8 cold damage when I sustain this power. As a standard action, I can attack another target with the hand, but it must release a target it has grabbed.
Web Level 5
Arcane, Zone, Implement
Standard Action; Area burst 2 within 20 squares
Target: Each creature in burst
Attack: +13 vs Reflex
Hit: The target is immobilized (save ends)
Effect: The burst creates a zone of webs that fills the area until the end of the encounter or for 5 minutes. the zone is considered difficult terrain. Any creature that ends its move in the web is immobilized (save ends).
Stinking Cloud Level 5
Arcane, Zone, Implement, Poison
Standard Action; Area burst 2 within 20 squares
Target: Each creature in burst
Attack: +13 vs Fort
Hit: 1d10 + 8 poison damage
Effect: The burst creates a zone of poisonous vapor that blocks line of sight until the end of my next turn. Creatures that enter the zone or start their turns there take 1d10 + 8 poison damage. As a move action, I can move the zone up to 6 squares.
Sustain Minor: the zone persists.
Ice Storm Level 9
Arcane, Cold, Implement, Zone
Standard Action; Area burst 3 within 20 squares
Target: Each creature in burst
Attack: +13 vs Fort
Hit: 2d8 + 8 cold damage, and the target is immobilized (save ends)
Miss: Half damage, and the target is slowed (save ends)
Effect: The burst creates a zone of ice. the zone is difficult terrain until the end of the encounter or for 5 minutes.
Lightning Serpent Level 9
Arcane, Poison, Implement, Lightning
Standard Action; Ranged 10
Target: 1 creature
Attack: +13 vs Reflex
Hit: 2d12 + 8 lightning damage, and the target takes ongoing 5 poison damage and is slowed (save ends)
Miss: Half damage, and the target is slowed (save ends)
Wall of Fire Level 9
Arcane, Fire, Conjuration, Implement
Standard Action; Area wall 8 within 10 squares
Effect: You conjure a wall that consists of contiguous squares filled with arcane fire. It can be up to 8 squares long and up to 4 squares high. The wall lasts until the end of my next turn. Any creature that starts its turn adjacent to the wall takes 1d6 + 8 fire damage. If a creatures moves into the wall’s space or starts its turn there, the creature takes 3d6 + 8 fire damage. Entering a square occupied by the wall costs 3 extra squares of movement. the wall blocks line of sight.
Sustain Minor: The wall persists
Utility Powers
Shield Level 2
Encounter; Arcane, Force
Immediate Interrupt; Personal
Trigger: I’m hit by an attack
Effect: I gain a +4 power bonus to AC and Reflex defense until the end of my next turn.
Expeditious Retreat Level 2
Daily; Arcane
Move Action; Personal
Effect: Shift up to twice my speed
Dispel Magic Level 6
Daily; Arcane
Standard Action; Ranged 10
Trigger: 1 conjuration or zone
Attack: +13 vs Will defense of conjuration/zone creator.
Hit: Conjuration or zone is destroyed. All its effects end, including those that normally last until a target saves.
Invisibility Level 6
Daily; Arcane, Illusion
Standard Action; Ranged 5
Trigger: Myself or 1 creature
Effect: The target is invisible until the end of my next turn. If the target attacks, the target becomes visible.
Sustain Standard: If the target is within range, you can sustain the effect
Arcane Gate Level 10
Daily; Arcane, Teleportation
Minor Action; Ranged 20
Target: 2 unoccupied squares
Effect: I create a dimensional rift between 2 target squares that lasts until the end of my next turn. any creature that enters one of the target squares can move to the other target square as if it were adjacent to that square. a creature cannot pass through the rift if either square is occupied by another creature.
Sustain Minor: The rift persists.
Resistance Level 10
Daily; Arcane
Minor Action; Ranged 10
Target: Myself or 1 creature
Effect: Against a particular damage type chosen by me, the target gains resistance equal to my level + Int mod (+16) until the end of the encounter or for 5 minutes. Choices: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder
Rituals
Comprehend Language (PHB 302) Level 1
Magic Mouth (PHB 309) Level 1
Secret Page (PHB 311) Level 1
Silence (PHB 312) Level 1
Tenser’s Floating Disk (PHB 312) Level 1
Endure Elements (PHB 304) Level 2
Eye of Alarm (PHB 304) Level 2
Water Walk Level 2
Detect Secret Doors (PHB 303) Level 3
Arcane Lock (PHB 301) Level 4
Enchant Magic Item (PHB 304) Level 4
Knock (PHB 307) Level 4
Travelers’ Feast (PHB 313) Level 4
Hallucinatory Item (PHB 306) Level 5
Magic Circle (PHB 309) Level 5
Disenchant Magic Item (PHB 304) Level 6
Phantom Steed (PHB 310) Level 6
Wizard’s Sight (PHB 315) Level 8
Transfer Enchantment (AV 199) Level 4
Dark Light (FR 143) Level 4
Arcane Mark (FR 142) Level 1
Amanuensis (FR 142) Level 1
Trailblaze (FR 147) Level 10
Background
Born in 1359 DR, Alexander had a fairly normal upbringing in the city of Arabel in northern Cormyr. He was an only child, as his mother was laid barren after his birth. Early on in childhood he showed a strong intelligence and desire to learn which was nurtured by his parents. At age 10 he was sent off to a smallish wizard school in the city. Alexander quickly excelled at the school, and was always near the top of his class. Never one interested in combat, Alexander managed to participate in only one duel during his undergrad years. Using an array of defensive spells, Alexander “won” the battle by outlasting his opponent who had exhausted all his spells. The performance impressed his teachers, but they were unable to convince him into the field again. He rather spend his time pouring over books and learning new languages.
Upon graduation, Alexander was one of the few students to ever be offered a teaching position directly out of school. Most were asked to spend some time on their own in the world before being offered a position. Alexander happily accepted. While he did enjoy intense studying, a definite perk of the position, he also appreciated the people element that the school offered, and was reasonably well liked by his students and peers.
Eventually, however, his lack of real world experience caught up to him. He had reached the glass ceiling at the school within a couple years. Without real experience, and still at a young age, he would be unable to climb higher professionally at the school, nor be accepted into a similar position elsewhere in the city. A fellow teacher and good friend at the school, Talus Heartgrove, mentioned he had received open notice for a search and discover crew that was tasked with investigating a portal that appeared in the dalelands, close to the ruins of Myth Drannor. After a good deal of debating, Alexander was won over by Talus’s persuasive points. This single trip could be the ticket to his further teaching career.
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Life in Abeir, and the associated adventuring, was slow to grow on Alexander. The trip had grown longer than he initially planned, but he knew the longer he stayed now, the less chance he would have to go out into the field again. Much of his focus continued on protective magic, saving members of the company multiple times in combat. He also found a touch of elemental affinity while in Abeir, bounding with some of the Genasi and discovering a liking of cold based spells. By the end of the 6 month tour, he had grown quite fond of discovering new powers, giving equal time to his studies and adventuring with the company.
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After the initial shock of returning to a Toril 100 years in the future faded away, Alexander went right to work studying the new ways of magic in the realms. His study time was spent learning about a new borderline obsession of his, the rituals processes that had sprung up to replace the old magic. After quickly absorbing what he could in the smaller towns of the dales, he headed out into the field, convert spells as best he could, trying to understand the new system of magic that had befallen the world. He was thankful to have avoided the plague of insanity that had surely stricken his school, and was positive he was able to learn the new way quicker having avoided it.
The 6 months had flown by. Wishing he had more time to learn about the new world, but eager to get back to his friends, Alexander set off for Shadowdale, a new purpose in mind. No longer was a professional career in the cards. The only way to truly learn and discover all he could about the new rituals was to be out in the world. A smile crossed his face as he passed into Shadowdale. He hoped his friend Talus had survived the great change, so he could thank him face to face for the path he had unknowingly unveiled.
Alexander stands 6’1”. He is of lean build, with no noticeable scars or tattoos. He has blue eyes and blond hair cropped close to his head.