特鲁尔
Male Human (Chelixian) Wizard
Size: Medium
Language: Common, Thassilonian
Level: 6
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AC: 16 (+3 Level, +3 Int)
Fort: 14 (+3 Level, +1 Racial)
Ref: 17 (+3 Level, +3 Int, +1 Racial)
Will: 19 (+3 Level, +3 Wis, +1 Racial, +2 Class)
HP: 49, Bloodied: 24
Surge/Day: 6/day
Surge Value: 11
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Init: +8
Sense: Normal
Passive Insight: 19
Passive Perception: 19
Speed: 6 Square
Basic Melee: Unarmed +3 (1d4)
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Ability Scores:
Str: 10
Con: 11
Dex: 13
Int: 17
Wis: 17 (+2 Racial)
Cha: 12
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Feat:
- Action Surge: +3 to attakcs when you spend an action point
- Ritual Caster: Master and perform rituals
- Toughness: Gain 5 addtional hit points per tier
- Improved Initiative
- Jack of All Trade
- Expanded Spellbook
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Ritual:
- Comprehend Language
- Make Whole
- Tenser's Floating Disk
- Knock
- Magic Circle
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Racial Traits:
- Bonus Feat: Choose an extra feat at 1st level.
- Bonus Skill: Trained in one additional class skill.
- Bonus At-Will Power: Know one extra 1st-level attack power from your class
- Human Defense Bonuses: +1 to Fortitude, Reflex, and Will.
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Class Features:
- Orb of Imposition: Encounter, free; with orb, penalize foe's saving throws against your spell, or extend duration of your at-will spell one round.
- Cantrip: Use ghost sound, light, mage hand and prestidigitation as at-will powers.
- Ritual Casting: Gain Ritual Caster as a bonus feat
- Spellbook: Three 1st-level rituals, plus more at higher levels. Also, twice the daily and utility spells you can use; choose from aong these at each extended rest.
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Skill Total Att. Level Trained Misc.
Athletics(str)* +7 +1 +3 +3 --
Arcane(int) +11 +3 +3 +5 --
Acrobatics(dex)* +6 +0 +3 +3 --
Bluff(cha) +7 +1 +3 +3 --
Diplomacy(cha) +7 +1 +3 +3 --
Dungeoneering(wis)+11 +3 +3 +5 --
Endurance(con)* +6 +0 +3 +3 --
Heal(wis) +9 +3 +3 +3 --
History(int) +11 +3 +3 +5 --
Insight(wis) +9 +3 +3 +3 --
Intimidate(cha) +7 +1 +3 +3 --
Nature(wis) +11 +3 +3 +5 --
Preception(wis) +9 +3 +3 +3 --
Religion(int) +11 +3 +3 +5 --
Stealth(dex)* +7 +1 +3 +3 --
Streetwise(cha) +7 +1 +3 +3 --
Thievery(dex)* +7 +1 +3 +3 --
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Gear(gp/lb):
Spellbook(--/3), Adventurer's Kit(15/33), Orb+1(15/2)
Gold: 70 gp
Load: 37 lb (100/200/500)
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Bio: 自称博物学家的特鲁尔知识丰富,目前正在为计划中的处女作《瓦瑞西亚历史和传统文化》取材中。
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·Scorching Burst +6 VS Ref (Standard, Area burst 1 within 10)
At-will ◆ Arcane, Fire, Implement
Target: Each creature in burst
Hit: 1d6+4 fire damage.
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·Ray of Frost +6 VS Fort (Standard, Ranged 10)
At-will ◆ Arance, Cold, Implement
Target: One creature
Hit: 1d6+4 cold damage, and the target is slowed until the end of your next turn.
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·Thunderwave +6 VS Fort (Standard, Close blast 3)
At-will ◆ Arcane, Implement, Thunder
Target: Each creature in blast
Hit: 1d8+4 thunder damage, and you push the creature 3 squares.
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·Icy Terrain +6 VS Ref (Standard, Area burst 1 within 10)
Encounter ◆ Arcane, Cold, Implement
Target: Each creature in burst
Hit: 1d6+4 cold damage, and the target is knocked prone.
Effect: The power's area is difficult terrain until the end of your next turn. You can end this effect as a minor action.
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·Shield (Immediate Interrupt, Personal)
Encounter ◆ Arcane, Force
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.
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·Icy Ray +6 VS Ref (Standard, Range 10)
Encounter ◆ Arcane, Cold, Implement
Target: One or two creatures
Hit: 1d10+4 cold damage, and the target is immobilized until the end of your next turn.
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·Sleep +6 VS Will(Standard, Area burst 2 within 20)
Daily ◆ Arcane, Implement, Sleep
Target: Each creature in burst
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).
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·Bigby's Icy Grasp +6 VS Ref(Standard, Range 20)
Daily ◆ Arcane, Cold, Conjuration, Implement
Target: One creature adjacent to the hand
Hit: 2d8+4 cold damage, and the hand grabs the target. If the target attempts to escape, the hand uses your Fortitude or Reflex defense.
Sustain Minor: A target grabbed by the hand takes 1d8+4 cold damge when you sustain this power. As a standard action, you can attack another target with the hand, but it must release a target it has grabbed.
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·Invisibility (Standard, Range 5)
Daily ◆ Arcane, Illusion
Target: You or one creature
Effect: The target is invisible until the end of your next turn. If the target attacks, the target becomes visible.
Sustain Standard: If the target is within range, you can sustain the effect.
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·Freezing Cloud +7 VS Fort(Standard, Area butst 2 within 20 squares) [Spellbook]
Daily ◆ Arcane, Cold, Implement
Target: Each creature in burst
Hit: 1d8+4 cold damage.
Miss: Half damage.
Effec: The cloud lasts until the end of your next turn. Any creature that enters the cloud or starts its turn there is subject to another attack. You can dismiss the cloud as a minor action.
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·Flaming Sphere +6 VS Ref(Standard, Range 10) [Spellbook]
Daily ◆ Arcane, Conjuration, Fire, Implement
Target: One creature adjacent to the flaming sphere
Effect: You conjure a Medium flaming sphere that occupies a square within rage, and the sphere attacks. Any creature that starts its turn adjacent to the sphere take 1d4+4 fire damage. As a move action, you can move the sphere 6 squares.
Hit: 2d6+4 fire damage
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.
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·Expeditious Retreatl (Move, Personal) [Spellbook]
Daily ◆ Arcane
Effect: Shift up to twice your speed.
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·Featherfall (Free, Range 10) [Spellbook]
Daily ◆ Arcane
Trigger: You or one creature in range falls
Effect: You or the creature takes no damage from the fall, regardless of its distance, and does not fall prone at the end of the fall.
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·Stinking Cloud +6 VS Fort(Standard, Area burst 2 within 20) [Spellbook]
Daily ◆ Arcane, Implement, Poison, Zone
Target: Each creature in burst
Effect: The burst creates a zone of poisonous vapor that blocks line of sight until the end of your next turn. Creature that enter the zone or start their turn there take 1d10+5 poison damage. As a move action, you can move the zone up to 6 squares.
Hit: 1d10+4 poison damage
Sustain Minor: The zone persists.
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·Web +7 VS Ref(Standard, Area burst 2 within 20) [Spellbook]
Daily ◆ Arcane, Implement, Zone
Target: Each creature in burst
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 immobolized.
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·Dimension Door (Move, Personal) [Spellbook]
Daily ◆ Arcane, Teleportation
Effect: Teleport 10 squares. You can't take other creature with you.
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·Disguise Self (Minor, Personal) [Spellbook]
Daily ◆ Arcane, Illusion
Effect: You make yourself, your clothing, and your equipment look different. You can take on the appearance of any creature of similar build and size, including a specific individual whom you've seen. You gain neither the abilities or mannerisms of the chosen form, nor the tactile or audible properties of your form or gear. For example, if you took on the illusion of a dwarf fighter in plate armor, anyone touching you would realize you weren't wearing plate armor, and you would not clank, creak, or jingle as you walked. The illusion lasts for 1 hour, although you can end it as a minor action. You must keep the same appearance for the entire duration.
Anyone who attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +5 power bonus to your check.