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Summary Edit

Callen Stewart Player Erekose13
Human Wizard (unaligned) Level 8 (XP 13207)
Initiative +4
Passive Insight 21 Passive Perception 16; Senses normal
HP 54 Bloodied 27 Surge Value 14; Surges Per-Day 9
AC 23 Fortitude 21 Reflex 23 Will 22
Speed 6 Size Medium
Str 10 (+4) Dex 11 (+4) Wis 14 (+6)
Con 16 (+7) Int 21 (+9) Cha 10 (+3)
Racial Abilities bonus at-will power, bonus feat, bonus skill, defense bonuses
Class Features Arcane Implement Mastery (Staff of Defense), cantrips, ritual casting, spellbook, holy symbol
Battack Basic Attack Defensive Accurate Staff +10 vs AC 1d8+2 damage
Branged Ranged Basic Attack Magic Missile +14 vs. Reflex 2d4+10 force damage
Feats Initiate of the Faith, Expanded Spellbook, Arcane Familiar (Owl), Enlarge Spell, Versatile Expertise (Staff/Staff), Superior Implement (Accurate Staff), Burn Everything
Skills Arcana +14, Dungeoneering +11, Heal +6, History +14, Insight +11, Nature +11, Religion +14
Languages Common, Elven
Rituals Comprehend Language (Arcana), Gentle Repose (Heal), Tenser's Floating Disk (Arcana), Silence (Arcana), Transfer Enchantment (Arcana), Enchant Magic Item (Arcana), Comrade's Succor
Powers
Magic Missile (At Will Standard Ranged 20 ✦ Arcane, Force, Implement)
Target: One creature
Attack: +14 vs. Reflex
Hit: 2d4+10 force damage
Special: counts as a ranged basic attack
Scorching Burst (At Will Standard Area burst 1 within 10 ✦ Arcane, Fire, Implement)
Target: Each creature in burst
Attack: +13 vs. Reflex
Hit: 1d6+8 fire damage
Thunderwave (At Will Standard Close blast 3 ✦ Arcane, Implement, Thunder)
Target: Each creature in blast
Attack: +13 vs. Fort
Hit: 1d6+8 thunder damage, push target 2
Burning Hands (Encounter Standard Close blast 5 ✦ Arcane, Fire, Implement)
Target: Each creature in blast
Attack: +13 vs. Reflex
Hit: 2d6+8 fire damage
Fire Shroud (Encounter Standard Close burst 3 ✦ Arcane, Fire, Implement)
Target: Each enemy in blast
Attack: +13 vs. Fort
Hit: 1d8+8 fire damage and ongoing 5 fire (save ends)
Fire Burst (Encounter Standard Area burst 2 within 20 squares ✦ Arcane, Fire, Implement)
Target: Each creature in burst
Attack: +13 vs. Refl
Hit: 3d6+8 fire damage
Shield (Encounter Immediate Interrupt Personal ✦ 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.
Wizard's Escape (Encounter Immediate Interrupt Personal ✦ Arcane, Teleportation)
Trigger: An enemy hits you with a melee attack.
Effect: You teleport 5 squares to a space that is not adjacent to an enemy.
Wizard's Fury (Daily Minor ✦ Arcane, Force, Implement)
Requirement: You must know the magic missile at-will wizard power.
Effect: Until the end of the encounter, as a minor action once per turn, you can cast magic missile.
Sleep (Daily Standard Area burst 2 within 20 ✦ Arcane, Implement, Sleep)
Target: Each creature in burst
Attack: +13 vs. Will
Hit: Target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends)
Miss: Target is slowed (save ends)
Flaming Sphere (Daily Standard Ranged 10 ✦ Arcane, Conjuration, Fire, Implement)
Target: One creature adjacent to flame
Attack: +13 vs. Reflex
Hit: 2d6+8 fire damage
Effect: You conjure a Medium flaming sphere that occupies a square within range, and the sphere attacks. Any creature that starts its turn adjacent to the sphere takes 1d4+8 fire damage. As a move action, you can move the sphere 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.
Glitterdust (Daily Standard Area burst 1 within 20 ✦ Arcane, Implement, Radiant)
Target: Each creature in burst
Attack: +13 vs. Reflex
Hit: 1d10+8 radiant damage and the target is blinded until end of my next turn.
Effect: The target gains no benefit from concealment or invisibility, nor can it become hidden (save ends).
Phantasmal Assailant (Daily Standard Ranged 20 ✦ Arcane, Illusion, Implement, Psychic)
Target: One creature
Attack: +13 vs. Will
Hit: 2d10+8 psychic damage.
Effect: The target takes ongoing 5 psychic damage and grants combat advantage to all your allies (save ends both).
Summon Magma Beast (Daily Minor Ranged 10 ✦ Arcane, Fire, Implement, Summoning)
Effect: You summon a Medium magma beast in an unoccupied space within range. The magma beast has speed 4 (8 while charging) and resist 5 fire. You can give the magma beast the following special command.

Standard Action: Melee 1; targets one creature; +13 vs. Reflex; 1d10+8 fire damage, and the target takes ongoing 5 fire damage and is slowed (save ends both).

Intrinsic Nature: If you haven’t given the magma beast any commands by the end of your turn, it attacks an adjacent creature or charges the nearest creature it can charge and makes its listed attack (above) in place of a melee basic attack. Otherwise, it moves its speed toward the nearest enemy. In addition, you are slowed until the end of your next turn.

Symbiosis: While the summoned magma beast is present, you can shift 2 squares with a move action. Each creature that you hit with a basic or at-will attack cannot shift until the end of its next turn.
Fire Shield (Daily Minor Personal ✦ Arcane, Fire)
Effect: You gain resist 10 cold and resist 10 fire until the end of the encounter. Whenever a creature makes a melee attack roll against you, it takes 2d6+8 fire damage. No creature can take this damage more than once per turn.
Healing Word (Daily Minor Close blast 5 ✦ Divine, Healing) Feat
Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
Arcane Mutterings (Encounter Free Personal )
Trigger: You would make a Bluff, a Diplomacy, or an Intimidate check.
Effect: You make an Arcana check in place of the Bluff, Diplomacy, or Intimidate check.
Ghost Sound (At Will Standard Ranged 10 ✦ Arcane, Illusion)
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 (At Will Minor Ranged 5 ✦ Arcane)
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 (At Will Standard Ranged 5 ✦ Arcane, Conjuration)
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.
Special: You can create only one hand at a time.
Sustain: Minor (You can sustain the hand indefinitely)
Prestidigitation (At Will Standard Ranged 2 ✦ Arcane)
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.
Burning Gauntlets (Daily Free ) Magic Item
Effect: Use this power when you make an attack with the fire keyword. The first target hit by that attack, if any, also takes ongoing 5 fire damage (save ends). Also, you deal an extra 1 fire damage on successful attacks with the fire keyword until the end of the encounter. If you’ve reached at least one milestone today before using this power, instead deal an extra 2 fire damage on successful attacks with the fire keyword until the end of the encounter.
Defensive Accurate Staff +2 ({{{Frequency}}} {{{ActionType}}} ) Magic Item
Critical: +2d8
Power Jewel (Daily Minor ) Magic Item
Effect: This power allows you to regain the use of an encounter power of 1st or 3rd level.
Special: You must have reached at least one milestone today to activate this item.
Ghoststride Boots ({{{Frequency}}} {{{ActionType}}} ) Magic Item
Properties: While you are running, you gain a +1 item bonus to AC and become insubstantial.

Fluff Edit

Background Edit

An itinerant scholar, Callen grew up in Daunton as the son of a scribe. His talents with scholastic endeavors allowed him to flourish there. Through out his studies though Callen was always intrigued by tales of daring adventurers, explorers, and delvers. He read everything he could on the vast wild lands of lost isles, portals to distant lands, and the monsters that guarded fell secrets. Intrigued by his research on the Imperium, Callen became close to one of the priests of Mireva named Apolia. He eventually married her and bore three sons, Temmon, Aethanos, and Kephis. Two of his sons followed in their father's footsteps and have become scholars at the university of Daunton. The youngest, Kephis, left Daunton several years ago disillusioned by the atmosphere of the city and wanting to see the world. Several months ago Kephis stopped writing to his father and mother, his last letter sent from Bacarte.

Leaving Apolia in the care of his other sons he is going to try to find Kephis. Knowing that his son is not likely in any danger and can take care of himself, Callen is using the lack of letters from his son as an excuse to get out and see the world that he never took the chance to see. Exploration and learning are at the forefront of his mind.

Appearance and personality Edit

Age: 42
Gender: Male
Height: 5'8"
Weight: 184 lb.
Alignment: unaligned
Personality: Callen is a seeker of knowledge first and foremost. He listens very well, though is often slow to respond as he thinks his way through his answers. Physical Description: Callen Stewart is an aged gentleman of refinement. He is of average height and build with short gray hair and a thin well kept beard. He wears a well tailored blue jacket with small golden embroidery around the cuffs and collar and likewise comfortable but fashionable pants and boots. He carries his mage staff with him where ever he goes as both a support and a weapon when necessary. The staff is made of simple redwood and is tall and sturdy. Tiny golden glyphs float around the head of the staff almost invisibly.

Region Edit

Daunton - +2 Monster knowledge checks and re-roll 1 failed knowledge check/day while access to Daunton library is available (requires 4 hours).

Hooks Edit

  • Hook 1
  • Hook 2

Kicker Edit

  • Missing son

Familiar Edit

Name: Apple
Type: Owl
Senses: Low-light vision
Speed: 2, fly 6 (hover)
Constant Benefits: Whenever you make an Insight check or Perception check, add 1d4 to the result.
Active Benefits: Owls Eyes: As a standard action, you can see through your familiar's eyes until the end of your next turn. You do not gain the ability to cast spells or attack through the familiar, and you determine if a target has cover and concealment from you as normal, but you might spot an enemy coming around a corner, or notice a foe hiding behind a wall.

Show Math Edit

AttributesEdit

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 2 10 0 0 10 0
Con 5 14 0 2 16 3
Dex 1 11 0 0 11 0
Int 12 17 2 2 21 5
Wis 5 14 0 0 14 2
Cha 0 10 0 0 10 0
Totals 25   10



Attacks Edit

Basic Attacks
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Basic Melee

0

str 001Versatile Expertise5Defensive Accurate Staff +20410AC
Basic Ranged

5

int001Versatile Expertise3Accurate Magic Missile1Eagle Eye Googles414Reflex


Defenses Edit

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class 0/+5 dex/int 0 0 0 0 3 Staff + Armor 1 Staff of Defense 4 23
Fortitude0/+3str/con01003Staff + Amulet004 21
Reflex0/+5dex/int010 03Staff + Amulet004 23
Will+2/+0wis/cha210 03Staff + Amulet004 22


Saving Throw Bonuses none Conditional Bonuses +1 AC when running

Senses and Reactions Edit

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 0 0 0 0 0 0 0 0 4 0 4
Passive Insight 2 0 0 0 0 0 0 0 4 5 21
Passive Perception 2 0 0 0 0 0 0 0 4 0 16


Health Edit

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherSurge Value BonusTotalBloodiedSurge
Hit Points 10 16 4 0 0 0 0 0 0 0 54 27 13



Surge Value + 1 (Belt of Vigor)

Surges per Day 9 (Class 6 + Con 3)

Speed and Movement Edit

Speed: 6 (Race 6 - Equipment 0)

Racial Features Edit

Human

  • Bonus Feat
  • Bonus Trained Skill
  • Bonus At-Will Power
  • +1 Fort, Refl, Will
  • +2 to one Attribute
  • Size: Medium
  • Speed: 6
  • Vision: Normal
  • Languages: Common + any 1

Class Features Edit

Wizard

  • +2 Will
  • Arcane Implement Mastery: Staff of Defense (1/enc +2 bonus to one Defense as an immediate interrupt)
  • Cantrips
  • Ritual Caster Feat
  • Spellbook (incl. 3 rituals, 3x daily and 2x utility powers gained) - Capacity: 17/128

Feats Edit

Skills and Languages Edit

Languages Common, Elven


Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics00dex0000044
Arcana 5 5 int 0 0 0 0 0 4 14
Athletics00str0000044
Bluff00cha0000044
Diplomacy00cha0000044
Dungeoneering52wis00000411
Endurance03con0000047
Heal02wis0000046
History55int00000414
Insight52wis00000411
Intimidate00cha0000044
Nature52wis00000411
Perception02wis0000046
Religion55int00000414
Stealth00dex0000044
Streetwise00cha0000044
Thievery00dex0000044



Powers Edit

Powers KnownEdit

Powers to Hit Edit

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Magic Missile +5 Int +1 Eagle Eye Goggles 1 Combat Expertise +2 Implement +1 Accurate Staff 4 14 Ref
Scorching Blast +5 Int 1 Combat Expertise +2 Implement +1 Accurate Staff 4 13 Ref
Thunderwave +5 Int 1 Combat Expertise +2 Implement +1 Accurate Staff 4 13 Fort
Burning Hands +5 Int 1 Combat Expertise +2 Implement +1 Accurate Staff 4 13 Ref
Sleep +5 Int 1 Combat Expertise +2 Implement +1 Accurate Staff 4 13 Will
Flaming Sphere +5 Int 1 Combat Expertise +2 Implement +1 Accurate Staff 4 13 Ref
Fire Shroud +5 Int 1 Combat Expertise +2 Implement +1 Accurate Staff 4 13 Fort
Fire Burst +5 Int 1 Combat Expertise +2 Implement +1 Accurate Staff 4 13 Ref
Phantasmal Assailant +5 Int 1 Combat Expertise +2 Implement +1 Accurate Staff 4 13 Will
Glitterdust +5 Int 1 Combat Expertise +2 Implement +1 Accurate Staff 4 13 Ref


Equipment Edit

Equipment Name Price Weight
Cloth Armor 1gp 4lbs
Quarterstaff 5gp 4lbs
Dagger 1gp 1lb
Standard Adventurer's Kit 15gp 33lbs
Holy Symbol 10gp 1lb
Ritual Components (Arcana) 40gp -
Ritual Components (Heal) 20gp -
Ritual Components (Nature) 0gp -
Ritual Components (Religion) 0gp -
Spellbook 0gp 3lbs
Burning Guantlets (1800gp) -
Defensive Accurate Staff +2 w/Shard of the Mage (3300gp) -
Amulet of Protection +2 (1800gp) -
Cloth Armor +2 (1800gp) -
Bag of Holding (1000gp) -
Flame Rose (200gp) -
Ghoststride Boots (1800gp) -
Power Jewel (1000gp) -
Eagle Eye Goggles (520gp) -
Bracers of the Perfect Shot (680gp) -
A Practical Guide to Monsters (1000gp) -
Belt of Vigor (520gp) -

Gold remaining 1279.09 Weight 46 lbs

Tracking Edit

Treasure Edit

Amount Item Notes
+100gp Base Gold Starting gold
-92gp Starting Equipment Cloth Armor, Quarterstaff, Dagger, Standard Adventurer's Kit,
Holy Symbol, Ritual Components (Arcana), Ritual Components (Heal),
Spellbook
*** Ebon Mirror ***
Gloves of Piercing Link
+100gp Link
*** Fire! ***
+542gp Link
Flame Rose Link
-75gp Link Scribing Silence from Galinndan
*** 6 Eagle Down ***
Staff of Defense +2 Link
Amulet of Protection +1 Link
Cloth Armor +2 Link
+250gp Link
*** DM Credits ***
+2330gp
-1440gp Improve Amulet to +2
-150gp Purchase Comrade's Succor ritual
-1000gp Purchase Bag of Holding
*** God Forge ***
+1998.09gp Link
Power Jewel Link
Ghoststride Boots Link
+1665gp Link
*** DM Credits ***
+2335gp
+136gp Sell Gloves of Piercing
-200gp Flame Rose
-20gp Upgrade staff to Accurate Staff
-680gp Shard of the Mage
-520gp Eagle Eye Goggles
-680gp Bracers of the Perfect Shot
-1000gp A Practical Guide to Monsters
-520gp Belt of Vigor
-1800gp Burning Gauntlets
*** Remaining ***
1279.09gp

XP Edit

Changes Edit

  • Sept 25 - Added Gloves of Piercing
  • Apr 12 - Gained 937XP and 100GP
  • Aug 5 - Gained 598XP and Flame Rose and 542GP and scribed Silence for 75GP
  • Dec 1 - Gained 1942XP and Staff of Defense
  • Jan 22 - Gained XP and Amulet of Protection and Cloth Armor
  • Jun 11 - Gained XP and treasure. Spent 5 DM credits. Leveled to 8.

Retraining Edit

  • Level 3 = Swap Freezing Cloud out for Summon Fire Warrior

Level 4 = Swap Acid Arrow out for Flaming Sphere

  • Level 7 = Swap Fireball out for Glitterdust; Swap Skill Training (Heal) out for Superior Implement Training (Accurate Staff); Swap Expeditious Retreat out for Arcane Mutterings (Previously unavailable)
  • Level 8 = Swap Summon Fire Warrior out for Wizard's Fury; Swap Summon Abyssal Maw out for Summon Magma Beast (Previously unavailable)

Adventures Edit

  • The Ebon Mirror: Dark Marks 1
  • Fire! 2
  • 6 Eagle Down 3
  • God Forged 4

Judge Comments Edit

Level 1 Edit

Approval 1 Edit

Approval from --Graf 02:57, 15 September 2008 (UTC)
Attributes cost/bonuses ok, batt ok, def ok, saves ok, senses & skills OK (but see Issues), health ok, powers ok, encumbrance/gold spent ok (added remaining gold and weight)

Issues a) In the #Senses and Reactions section you have perception as trained, but not in #Skills and Languages. But you do have it "correct" (i.e. assuming you have insight trained and not perception) in your summary. Just assuming it was a number swap. Corrected your senses template.

Aside: Interesting backstory, very few people play parents with kids. It seems to me that your missing son would be your Kicker.

Reply from --Erekose13 21:10, 15 September 2008 (PST)
Yes it should've been Insight, thanks for fixing that. I'll add the missing son as his kicker formally, but yes that's the direction I was going.

Approval 2 Edit

Approved by Halford

Notes

1.) Well the bad news is that two out of three of your save are wrong. The good news is they are too low! You seem to have forgotten the +2 Will save for being a Wizard, and you have also forgotten to include your +2 con bonus to your fortitude save. I have edited accordingly.

2.) There was an odd little box in the Prestidigitation power, edited.

3.) Your endurance skill did not have your con bonus factored in and thus should be +2 rather than 0, edited.

Love the background!

Level 2 Edit

Approval 1 Edit

Comments by JoeNotCharles

No comments at all. Approved for level 2.

Approval 2 Edit

Approval from Dunamin

1. Ability table is missing from Math section.

2. Math > Class Features > Spellbook. Changed "Spellbook (incl. 3 rituals, 3x daily and utility powers gained)" to "Spellbook (incl. 3 rituals, 3x daily and 2x utility powers gained)".

3. Math > Powers Known. Looks you have yet to choose your third Daily power for 1st level.

Level 3 Edit

Approval 1 Edit

Approval from Ozymandias79

I give my approval to Callen for level 3.

Approval 2 Edit

Approval from TwoHeadsBarking:

Looks good. Approved

Level 4 Edit

Approval 1 Edit

Approval from Velmont

  • Summary (Feat): Implement expertise is still listed. Please correct it.

This character is Approved

Approval 2 Edit

Approval from Ozymandias79

  • quick check => Approved

Level 6 Edit

Approval 1 Edit

Approval from renau1g

removed comments that no longer apply. Approved! 14 credits still remaining...wow...

Approval 2 Edit

Approval from Ozymandias79 Looks good. Approved!

Level 8 Edit

Approval 1 Edit

Approval from Ozymandias79 Looks good. Approved!

Approval 2 Edit

Approved by ScorpiusRisk

Status Edit

'Status: Approved as 8th level character with 13207 xp by Ozymandius and ScorpiusRisk

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