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Summary Edit

Georg Stoneburner Player johnmeier1
Dwarf Wizard (Lawful Good) Level 9 (XP 17059)
Initiative +5
Passive Insight 22 Passive Perception 17; Senses low light
HP 60 Bloodied 30 Surge Value 15; Surges Per-Day 10
AC 21 Fortitude 21 Reflex 21 Will 22
Speed 5 Size Medium
Str 8 (-1) Dex 13 (+1) Wis 16 (+3)
Con 18 (+4) Int 19 (+4) Cha 10 (+0)
Racial Abilities Dwarven Weapon Proficiency, Cast-Iron Stomach, Encumbered Speed, Dwarven Resilience, Stand Your Ground
Class Features Arcane Implement Mastery (Staff of Defense), cantrips, ritual casting, spellbook
Battack Basic Attack Staff +7 vs AC 1d8+2 damage (must use two handed in melee)
Branged Ranged Basic Attack Dagger +8 vs. AC 1d4+1 damage
Feats Rune Scribed Soul, Ritual Caster, Enlarge Spell, Destructive Wizardry, Implement Expertise (Staff), Dual Implement Spellcaster
Skills Arcana +13, Dungeoneering +13, Endurance +11, Insight +12, Nature +12
Languages Allarian, Dwarven
Rituals Animal Messenger (Nature), Tenser's Floating Disk (Arcana), Create Campsite (Nature), Comprehend Languages (Arcana), Affect Normal Fires (Arcana or Nature), Knock (Arcana), Linked Portal (Arcana)
Powers
Winged Horde (At Will Standard Area burst 1 (2 enlarged) within 10 ✦ Arcane, Implement, Psychic)
Target: Each enemy in burst
Attack: +11 vs. Will
Hit: 1d6+3 psychic damage (1d6+1 enlarged), and the target cannot take opportunity actions until the end of your next turn.
Thunderwave (At Will Standard Close blast 3 (4 enlarged) ✦ Arcane, Implement, Thunder)
Target: Each creature in blast
Attack: +11 vs. Fort
Hit: 1d6+7 thunder damage (1d6+5 enlarged), push target 3
Burning Hands (Encounter Standard Close blast 5 (6 enlarged) ✦ Arcane, Fire, Implement)
Target: Each creature in blast
Attack: +11 vs. Reflex
Hit: 2d6+7 fire damage (2d6+3 enlarged)
Fire Shroud (Encounter Standard Close burst 3 (4 enlarged) ✦ Arcane, Fire, Implement)
Target: Each enemy in burst
Attack: +11 vs. Fortitude
Hit: 1d8+7 fire damage (1d8+5 enlarged) and ongoing 5 fire damage (save ends)
Fire Burst (Encounter Standard Area burst 2 (3 enlarged) within 20 squares ✦ Arcane, Fire, Implement)
Target: Each creature in burst
Attack: +11 vs. Reflex
Hit: 3d6+7 fire damage (3d6+1 enlarged)
Staff of Defense (Encounter Immediate Interrupt Personal ✦ Arcane, Force)
Effect: You gain a bonus to defense against one attack equal to your Constitution modifier (+4). You can declare the bonus after the Dungeon Master has already told you the damage total.
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 (Daily 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.
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+7 fire damage. No creature can take this damage more than once per turn.
Guardian Blades (Daily Minor Personal )
Effect: Until the end of the encounter or until you become unconscious, each enemy adjacent to you that makes an attack roll takes force damage equal to your Intelligence modifier. No enemy can take this damage more than once per turn.
Flaming Sphere (Daily Standard Range 10 ✦ Arcane, Fire, Implement, Conjuration)
Target: One creature adjacent to the flaming sphere
Attack: +11 vs. Ref
Hit: 2d6+7 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 + 7 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.
Horrid Whispers (Daily Standard Area burst 1 (2 enlarged) within 10 ✦ Arcane, Implement, Illusion, Psychic)
Target: Each enemy in burst
Attack: +11 vs. Will
Hit: 1d6+7 psychic damage (1d6+5 enlarged), and the target is slowed and takes a -2 penalty to attack rolls (save ends both)
Miss: Target is slowed and takes a -2 penalty to attack rolls until the end of your next turn
Aftereffect: You knock the target prone
Sleep (Daily Standard Area burst 2 within 20 ✦ Arcane, Implement, Sleep)
Target: Each creature in burst
Attack: +11 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)
Fireball (Daily Standard Area burst 3 (4 enlarged) within 20 ✦ Arcane, Fire, Implement)
Target: Each creature in burst
Attack: +11 vs. Reflex
Hit: 3d6+7 fire damage (3d6+1 enlarged)
Miss: Half damage
Thunderstaff (Daily Immediate Interrupt Melee 2 ✦ Arcane, Thunder, Implement)
Target: The triggering enemy
Trigger: An enemy moves within 2 squares of you
Attack: +11 vs. Fortitude
Hit: 2d6+7 thunder damage and the target is deafened and dazed until the end of your next turn
Miss: Half damage, and the target is deafened until the end of your next turn
Effect: You push the target 5 squares
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; +11 vs Reflex; 1d10+7 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.
Wall of Fire (Daily Standard Area wall 8 within 10 squares ✦ Arcane, Conjuration, Fire, Implement)
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 your next turn. Any creature that starts its turn adjacent to the wall takes 1d6 + 7 modifier fire damage. If a creature moves into the wall’s space or starts its turn there, the creature takes 3d6 + 7 fire damage. Entering a square occupied by the wall costs 3 extra squares of movement. The wall blocks line of sight.
Firescythe (Daily Standard Area burst 2 (3 enlarged) within 10 ✦ Arcane, Fire, Implement)
Target: Each nonprone creature in burst
Attack: +11 vs. Reflex
Hit: 3d8+7 fire damage (3d8+1 enlarged)
Miss: Half damage
Effect: Each ally in the area can fall prone as a free action.
Staff of Fiery Might +2 (Daily Free ✦ Magic Weapon)
Effect: Use this power when using a power that has the fire keyword. After rolling damage, you can reroll a number of damage dice equal to or less than the staff's enhancement bonus (+2). You must keep the new reaults, and you can't reroll any die more than once.
Amulet of Elegy +3 (Daily Free ✦ Magic Item)
Trigger: Use a power to produce an effect that a save can end
Effect: Each target of the power takes a -3 penalty to its first saving throw against the effect.
Stalwart Belt (Property None )
Effect: When you score a critical hit, gain 4 temporary hit points.
Boots of Rapid Motion (Encounter Immediate Reaction ✦ Magic Item)
Trigger: An effect slows you.
Effect: You make a saving throw against the triggering effect. On a save, the effect ends.
Boots of Rapid Motion (Daily Minor ✦ Magic Item)
Effect: You gain a +1 power bonus to speed until the end of the encounter.
Book of Undeniable Fire (Daily Free ✦ Magic Item)
Effect: Choose a power contained in this tome and expend an unused wizard daily attack power of an equal or higher level. You gain the use of the chosen power during this encounter. The power is lost if you do not use it before the end of the encounter.
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 Minor 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.

Fluff Edit

Background Edit

Born into the Stoneburner clan of Dwarves, Georg was the honored child of his generation to gain the clan's unique talent for magic. From an early age he reaped the benefits of attention and tutelage in the arcane arts, but this left him isolated from other young dwarves. He did not play sports and games or work in the mines on Mykonos' Sanctuary, so while his mind flourished, he gained no strength or skill that the other children in the clan did. When Georg reached the age of maturity, he was tested by his father and showed great skill in the traditional fire magic of his clan, but as a defender he was too weak to fight any opponent even as practice. After the infiltration of the Brotherhood in Mykonos' Sanctuary became overt, Georg was one of the few dwarfs to escape to Daunton to warn those outside of the horrors. Determined to overcome his weakness he trained with a weaponsmaster, who taught him how to use his intelligence to strike hard and defense himself against attacks. Outside of his home, Georg became fascinated with the opportunities abounding and curious to travel.

Gaining confidence, rather than returning directly to his clan, Georg is determined to hone his skills and prove his worth in the outside world.

Appearance and personality Edit

Age: 32
Gender: Male
Height: 4'1"
Weight: 170 lb.
Alignment: Lawful Good
Personality:He seeks validation from strangers and often seems rude or pushy since he has had few friends. Strict discipline in his clan and his sheltered upbringing have influenced him to respect authority and to abide by the rule of law.

Physical Description: Georg Stoneburner is thin and less muscular than most Dwarves. He is of average height with long red hair and a full beard, which are both braided in traditional Dwarven style. He wears shimmering robes of red with gold embroidery with simple but comfortable pants and boots. He carries his mage staff with him where ever he goes as both a support and as a threatening weapon. The staff has elegant lines of flame etched in gold with a large ruby at the top. Over his shoulders is a cloak of fine gray silk that seems almost silver.

Region Edit

Mykonos Sanctuary - +1 endurance checks, reflecting the toughness they developed working as slaves in the mines over their year of torment; the constant psychic bombardments suffered by the survivors has also granted them a degree of resilience, in times of extreme exertion they can sometimes shake off debilitating mental effects. When a player character from Mykonos' Sanctuary spends an action point they may immediately make one save against a any effect with the psychic keyword that a save could end.

Hooks Edit

  • Hook 1 - Resentment - Since Georg was one of the few dwarves to escape the Sanctuary early, he did not live under the torment of the Brotherhood as long as his clansmen. He has yet to return to the isle and dreads that day.
  • Hook 2 -

Kicker Edit

  • Missing chosen one - the dwarves of his home may want Georg back someday.

Wishlist Edit

Items by level

  • 6th - Burning Gauntlets (hands)
  • 8th - Coif of Mindiron (head)
  • 9th - Diamond Bracers (arms)

Items by slot

  • Head - Coif of Mindiron (8th)
  • Arms - Diamond Bracers (9th)
  • Hands - Burning Gauntlets (6th)

Ministats Edit

[sblock=ministats]
Triggers: Thunderstaff (if an enemy moves within 2 squares), Shield (if AC/Ref hit by less than 4), Staff of Defense (if any defense hit by less than 4)
Status:
Init: +4 Speed: 5 Perception:15 Insight: 20
AC: 21 NAD:21/21/22
HP: 56/60 Surges: 8/10 Surge Value: 15 AP: 0
Languages: Common (Allarian), Dwarven
Str:8 Dex:13 Wis:16 Con:18 Int:19 Cha:10

Powers:
[b]At Will:[/b] [color=green]Winged Horde, Thunderwave, Cantrips[/color]
[b]Encounter:[/b] [color=red]Boots of Rapid Motion, Burning Hands, Fire Burst, Fire Shroud, Second Wind, Shield, Staff of Defense[/color]
[b]Daily:[/b] [color=gray]Amulet of Elegy, Book of Undeniable Fire, Boots of Rapid Motion, Cloak of Resistance, [s]Fire Shield[/s], Staff of Fiery Might, Sleep, Thunderstaff, Wall of Fire[/color]

Full Character Sheet
[/sblock]


[sblock=magma beast]
Status:
AC: 21 NAD:21/21/22 Resist: fire 5 Speed 4 (8 while charging)
HP: 30/30 (When the summoned creature drops to 0 hit points, it is destroyed, and you lose a healing surge. If you have no healing surges left, you instead take damage equal to half your bloodied value).
[b]Standard Action:[/b] Melee 1; targets one creature; +11 vs Reflex; 1d10+7 fire damage, and the target takes ongoing 5 fire damage and is slowed (save ends both).
[b]Intrinsic Nature:[/b] 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
[b]Symbiosis:[/b] 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.
[/sblock]

Show Math Edit

Ability Scores Edit

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 0 8 0 0 8 -1
Con 7 15 2 1 18 4
Dex 3 13 0 0 13 1
Int 12 17 0 2 19 4
Wis 3 13 2 1 16 3
Cha 0 10 0 0 10 0
Totals 25   11



Attacks Edit

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

-1

str 4Staff of Fiery Might +247AC
Basic Ranged

+1

dex3Dagger48AC


Defenses Edit

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +1/+4 dex/int 1 +2 Shimmering Cloth Armor +2 4 21
Fortitude-1/+4str/con0+3Amulet of Elegy +34 21
Reflex+1/+4dex/int0 +3Amulet of Elegy +34 21
Will+2/+0wis/cha20 +3Amulet of Elegy +34 21


Saving Throw Bonuses +5 racial bonus to saving throws against poison.

Senses and Reactions Edit

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 1 0 0 0 0 0 0 0 4 0 5
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 18 4 0 0 0 0 60 30 15


Surges per Day 10 (Class 6 + Con 4)

Speed and Movement Edit

Speed: 5 (Race 5 - Equipment 0)

Racial Features Edit

Dwarf

  • Dwarven Weapon Proficiency
  • Cast-Iron Stomach
  • Encumbered Speed
  • Dwarven Resilience
  • Stand Your Ground
  • +2 to Constitution and Wisdom
  • Size: Medium
  • Speed: 5
  • Vision: Low Light
  • Languages: Common + Dwarven
  • Skill Bonuses: +2 Dungeoneering and +2 Endurance

Class Features Edit

Wizard

  • +2 Will
  • Arcane Implement Mastery: Staff of Defense (1/enc +3 bonus to one Defense as an immediate interrupt)
  • Cantrips
  • Ritual Caster Feat
  • Spellbook (incl. 3 rituals, 2x daily and utility powers gained) - Capacity: 5/128

Feats Edit

  • Rune Scribed Soul [1st level] - +1 to attacks, +4 to damage after using second wind
  • Enlarge Spell [2nd level] - add one to the size of any burst or blast and subtract -2 from damage (per die)
  • Destructive Wizardry [4th level] - +2 damage if more than one target hit
  • Implement Expertise (Staff) [5th level bonus] - +1 to attacks with staff implement
  • Dual Implement Mastery [6th level] - add damage bonus from off hand implement
  • War Wizard's Staff [8th level] - slide one adjacent creature to another adjacent square when making a close arcane attack with a staff

Skills and Languages Edit

LanguagesAllarian, Dwarven


Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics+1dex45
Arcana 5 4 int 4 13
Athletics-1str43
Bluff0cha44
Diplomacy0cha44
Dungeoneering52wis2413
Endurance4con21Background411
Heal2wis46
History4int48
Insight52wis411
Intimidate0cha44
Nature52wis411
Perception2wis46
Religion4int48
Stealth+1dex45
Streetwise0cha44
Thievery+1dex45



Powers Edit

Powers KnownEdit

Powers to Hit Edit

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Winged Horde +4 Int +1 Implement Expertise (Staff) +2 Implement 0 0 4 11 Will
Thunderwave +4 Int +1 Implement Expertise (Staff) +2 Implement 0 0 4 11 Fort
Burning Hands +4 Int +1 Implement Expertise (Staff) +2 Implement 0 0 4 11 Ref
Flaming Sphere +4 Int +1 Implement Expertise (Staff) +2 Implement 0 0 4 11 Ref
Fire Shroud +4 Int +1 Implement Expertise (Staff) +2 Implement 0 0 4 11 Fort
Fireball +4 Int +1 Implement Expertise (Staff) +2 Implement 0 0 4 11 Reflex
Summon Magma Beast +4 Int +1 Implement Expertise (Staff) +2 Implement 0 0 4 11 Reflex
Fire Burst +4 Int +1 Implement Expertise (Staff) +2 Implement 0 0 4 11 Reflex
Fireball +4 Int +1 Implement Expertise (Staff) +2 Implement 0 0 4 11 Reflex
Firescythe +4 Int +1 Implement Expertise (Staff) +2 Implement 0 0 4 11 Reflex


Equipment Edit

Equipment Name Price Weight
Shimmering Cloth Armor +2 4200gp 4lbs
Staff of Fiery Might +2 2600gp 4lbs
Book of Undeniable Fire +1 (Flaming Sphere,Summon Magma Beast) 1000gp 3lbs
Staff 5gp 4lbs
Stalwart Belt 1800gp -lbs
Amulet of Elegy +3 13,000gp -lbs
Boots of Rapid Motion 1000gp -
Dagger 1gp 1lb
Standard Adventurer's Kit (-1 days rations) 15gp 33lbs
Ritual Components (Arcana) 675gp -
Ritual Components (Nature) 40gp -
Spellbook (29/128 pages used) 0gp 3lbs

Rituals: Comprehend Languages (1), Create Campsite (1), Animal Messenger (1), Tenser's Floating Disk (1), Affect Normal Fire (3), Knock (4), Linked Portal (8) Keys - Daunton, Warden's Grove

Gold 452, Silver 2, Copper 0
Weight 56 lbs

Tracking Edit

Purchases Edit

Character Creation

Cloth Armor, Quarterstaff, Dagger, Standard Adventurer's Kit, Flute, Ritual Components (Arcana) 20gp, Ritual Components (Nature), Tanglefoot Bag (level 2), Spellbook = 82gp (18gp left at creation)

Level 1

Treasure (339gp) A Problem of Nobility of Things that go Bump in the Night (Covaithe Judging)]

A Problem of Nobility or Things that go Bump in the Night (Covaithe Judging)

Ritual: Comprehend Languages

Sell: Cloth Armor, Quarterstaff, Flute, Tanglefoot Bag (level 2) - (7gp, 2sp + 357gp = 364gp, 2sp)

Buy: Magic Staff +1 (360gp) = (4gp, 2sp)

Level 4

Treasure (+623gp) http://www.enworld.org/forum/living-4th-edition/264772-catch-crimelord-down-rabbit-hole-garyh-judging-55.html#post5152635

Buy: Cloak of Resistance (-520gp)

Level 5

Treasure (+1050gp)

Buy: Ritual Components (Arcana) 60gp, Boots of Rapid Motion (1000gp) = (97gp, 2sp)

Treasure (+1165gp) The Path of Light

Level 7

Spent: 10gp Ritual Components (Comprehend Languages)

Level 9

Sell: Shimmering Cloth Armor +1 (210gp) and Magic Staff +1 (80gp), Cloak of Resistance +1 (130gp)

Buy: Book of Undeniable Fire +1 (1000gp), Linked Portal Ritual and 405 in Ritual Components - Arcana (Paid by party), Additional Ritual Components 200 (Arcana) and 30 (Nature)

Treasure Edit

Level 1

A Problem of Nobility or Things that go Bump in the Night (Covaithe Judging)

Level 2 To Catch a Crimelord or Down the Rabbit Hole (garyh judging)

  • Staff of Fiery Might +2
  • 623 gp

Level 4 DM Credits

  • 6 credits = 1050gp

Level 5 The Path of Light (Ozy judging)

  • 1165 gp

Level 6 DM Credits

  • 6 credits = 3756gp

Level 7 The Path of Light (Ozy judging)

  • Shimmering Cloth Armor +2
  • 100 gp

Level 9 The Path of Light (Ozy judging) 1 and 2

  • 1262 gp
  • Amulet of Elegy +3
  • Stalwart Belt

XP Edit

Level 2 (XP 1131)

A Problem of Nobility or Things that go Bump in the Night (Covaithe Judging) - 814 xp

To Catch A Crimelord, or Down the Rabbit Hole (garyh judging) - 317 xp

Swap level 1 feat Toughness, gain Rune Scribed Soul. Gain level 2 feat Enlarge Spell.

Swap level 1 daily power Sleep, gain Horrid Whispers. Gain level 2 utility powers Shield and Guardian Blades.

Swap level 1 ritual Make Whole, gain Create Campsite.

To Catch A Crimelord, or Down the Rabbit Hole (garyh judging) - 2942 xp

Level 4 (XP 4073)

Swap level 1 at will power Scorching Burst for Winged Horde.

Gain level 3 encounter power Fire Shroud

Gain level 4 feat Destructive Wizardry. Gain +1 ability score to Con and Int

The Path of Light (Ozymandius79 judging) - 250 xp Quest

The Path of Light (Ozymandius79 judging) - 567 xp Encounter

DM Credits (-6) for 870 xp

Level 5 (XP 5510)

Rituals: Affect Normal Fire, Knock

The Path of Light (Ozymandias judging) - 2243 xp

Level 6 (XP 7753)

DM Credits (-6) for 2496 xp

Level 7 (10249)

The Path of Light (Ozymandias79 judging) - 6804 xp

Level 9 (17059)

Changes Edit

Level 4

Ability Scores changed (repurchased at level 1 and added 1 to two scores at level 4, check the math)

Judge Comments Edit

Level 1Edit

Approval 1 Edit

Approval from --JoeNotCharles

Sorry to take so long at this. A bunch of really minor things:

  • Defenses are ok in the math, except you have the +1 AC from "Staff of Defense" under Class. I'd prefer to put it under Equip, since it depends on you actually having a staff. Not a big deal.
  • Basic Attacks in the math is missing the Prof bonus for Dagger (ok in the sheet). I've added it.
  • It's Scorching Burst, not Scorching Blast. (This is the second sheet I've seen this on. Why do people keep doing this?) I fixed it.
  • Passive Insight was correct in the math, but only 16 on the sheet (fixed).
  • Added Ritual Caster under Feats on the sheet.
  • Added Endurance to the skill list on the sheet, since it's got extra bonuses.

And some that might have some effect, if you're a stickler:

  • The Flaming Sphere had a few problems, which I fixed. If that lost point of damage is enough to sour this power for you, you can still choose another:
    • Was missing the Conjuration keyword.
    • Damage to adjacent targets is "1d4 + Int mod" - you had 1d4+5, should be 1d4+4.
    • You had the old description from before the errata. Replaced it with the updated description (basically just clarifies that it occupies a square).
  • Technically the flute (from PHB2) isn't approved yet. I don't really care, though, since it has no game effect for you.

And here's the big one:

  • ~~Create Campsight and Traveller's Chant are both from PHB2, which isn't approved yet. You'll have to pick two new rituals.~~

Ok, the rituals are fixed. I approve George Stoneburner for Level 1.

Approval 2 Edit

Approved From Ozymandias79]

I approve of Georg Stoneburner for lvl 1

Level 2 Edit

Approval 1 Edit

Approval from --renau1g
Approved

Approval 2 Edit

Approval from TwoHeadsBarking:


Approved.

Level 4 Edit

Approval 1 Edit

Approval from ScorpiusRisk

  • Scorching Burst is listed in Powers: Math but Winged Horde is elsewhere. I assume the Math is wrong.
  • Fire Shroud, Target should say Each Enemy in Burst

Approval 2 Edit

Approval from --[[User:renau1g|renau1g]

Level 5 Edit

Approval 1 Edit

Approval from --[[User:renau1g|renau1g]

Approval 2 Edit

Approved by ScorpiusRisk

StatusEdit

Status: Approved as 5th level character with 5510 xp by renau1g and ScorpiusRisk

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