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[This character is RETIRED]

Summary[]

Jesse Tey'un Player treex
Tiefling Mage (Illusionist) (Unaligned) Level 5 (XP 5731)
Initiative +1
Passive Insight 17 Passive Perception 12; Senses Low-light
HP 33 Bloodied 16 Surge Value 8; Surges Per-Day 7
AC 16 Fortitude 14 Reflex 17 Will 17
Speed 6 Size Medium
Str 8 (-1) Dex 10 (+0) Wis 13 (+2)
Con 13 (+2) Int 20 (+5) Cha 15 (+2)
Racial Abilities Bloodhunt, Fire Resistance, Infernal Wrath
Class Features Apprentice Mage (Illusion), Mage Cantrips, Mage's Spellbook, Armor Proficiencies (Cloth), Weapon Proficiencies (Dagger, Quarterstaff)
Battack Basic Attack Dagger, +2 VS AC, 1d4-1 damage
Branged Ranged Basic Attack Magic Missile, no roll, 7 force damage
Feats Phantom Echoes, Enlarge Spell
Skills Arcana, Dungeoneering, Religion, Insight
Languages Common, Elven
Powers
Prestidigitaion (At Will Standard Ranged 2 ✦ Arcane) Wizard Cantrip
Effect: Use this cantrip to accomplish on of the effects given:
  • Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or strong odor.
  • Color, clear, 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 non-living 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 created with this cantrip can deal damage, serve as a weapon or tool, or hinder another creature's action. This cantrip cannot duplicate the effect of any power.
Special: You can have as many as three prestidigitation effects active at one time.
Light (At Will Minor Action Ranged 5 ✦ Arcane) Wizard Cantrip
Target: One object or one unoccupied square
Effect: Jesse causes the target to shed bright light. The light lits 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: Jesse can have only one light cantrip active at a time. If he creates a new light, his previously cast light winks out.
Suggestion (Encounter Free Action Personal ✦ Arcane) Wizard Class Feature Utility
Trigger: Diplomacy check.
Effect: Make an Arcana check instead, using that result to determine the outcome of the Diplomacy check.
Magic Missile (At Will Standard Ranged 20 ✦ Arcane, Evocation, Force, Implement) Wizard Class Feature Attack
Target: One creature
Effect: 7 force damage
Special: Magic Missile can be used as a basic ranged attack
Winged Horde (At Will Standard Burst 1 within 10 ✦ Arcane, Illusion, Implement, Psychic) Wizard At-will 1
Target: Enemy creatures
Attack: +6 vs. Willpower
Hit: 1d6+5 psychic damage and the target cannot take opportunity actions until the end of Jesse's next turn. In addition, the targets take a -2 penalty to attack rolls against Jesse and grants combat advantage to Jesse until the end of his next turn.
Phantasmal Assault (At Will Standard Ranged 10 ✦ Arcane, Illusion, Implement, Psychic) Wizard At-will 1
Target: One creature
Attack: +6 vs. Willpower
Hit: 1d8+5 psychic damage, and the target grants combat advantage and can't make opportunity attacks rolls until the end of Jesse's next turn. In addition, the target takes a -2 penalty to attack rolls against Jesse and grants combat advantage to Jesse until the end of his next turn.
Infernal Wrath (Encounter Free Close Burst 10 ✦ Fire) Tiefling Racial Power
Trigger: An enemy within 10 squares of you hits you
Effect: The target takes 1d6+5 fire damage.
Grasping Shadows (Encounter Standard Burst 1 within 10 squares ✦ Arcane, Illusion, Implement) Wizard Encounter 1
Target: Each creature in burst
Attack: +6 vs. Willpower
Hit: 1d8+5 psychic damage, and target is slowed until the end of your next turn. In addition, the target takes a -2 penalty to attack rolls against Jesse and grants combat advantage to Jesse until the end of his next turn.
Effect: Shadows writhe in the designated area and continue until the end of your next turn. Any creature that enters the area of the grasping shadows takes 5 psychic damage and is slowed until the end of its next turn.
Illusory Obstacles (Encounter Standard Burst 1 within 10 squares ✦ Arcane, Illusion, Implement) Wizard Encounter 1
Target: Each enemy in burst
Attack: +6 vs. Willpower
Hit: The target is dazed and unable to charge until the end of Jesse's next turn. In addition, the target takes a -2 penalty to attack rolls against Jesse and grants combat advantage to Jesse until the end of his next turn.
Phantom Chasm (Daily Standard Burst 1 within 10 squares ✦ Arcane, Illusion, Implement, Psychic, Zone) Wizard Daily 1
Target: Each enemy in burst
Attack: +6 vs. Willpower
Hit: 2d6+5 psychic damage and the target falls prone. The target is immobilized until the end of it's next turn. In addition, the target takes a -2 penalty to attack rolls against Jesse and grants combat advantage to Jesse until the end of his next turn.
Miss: Half damage, and the target falls prone.
Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that enters this zone falls prone.
Horrid Whispers (Daily Standard Burst 1 within 10 squares ✦ Arcane, Illusion, Implement, Psychic) Wizard Daily 1
Target: Each enemy in burst
Attack: +6 vs. Willpower
Hit: 1d6+5 psychic damage and the target is slowed and takes a -2 penalty to attack rolls (save ends both). In addition, the target takes a -2 penalty to attack rolls against Jesse until the end of his next turn and grants combat advantage against Jesse (save ends).
Miss: The target is slowed and takes a -2 penalty to attack rolls until the end of Jesse's next turn.
Aftereffect: Jesse knocks the target prone.
Spectral Image (Encounter Minor Ranged 10 ✦ Arcane, Illusion) Wizard Utility 2
Effect: The illusion of a creature or an object up to Medium size appears in an unoccupied square within range. It can make sounds and can move within it's square, but it cannot leave it. Each of it's defenses are 10. The illusion lasts until the end of the encounter, until an attack hits it, or until a creature touches or moves through it. An Insight check of DC 21 allows a creature to determine that the image is an illusion.
Shield (Encounter Immediate Interrupt Personal ✦ Arcane) Wizard Utility 2
Effect: Jesse gains a +4 power bonus to AC and Reflex until the end of your next turn.
Hypnotic Pattern (Encounter Standard Ranged 10 ✦ Arcane, Conjuration, Illusion, Implement) Wizard Encounter 3
Effect: Jesse conjures a swirling pattern of colors and lights in an unoccupied square within range that lasts until the end of your turn. Jesse can make the following attack, using the pattern's square as the origin square.
Hypnotic Pattern Attack (Encounter Opportunity Action Close burst 3 ) Hypnotic Pattern
Target: The triggering enemy in burst
Trigger: An enemy starts it turn within 3 squares of the pattern.
Attack: +6 vs. Willpower
Hit: The target is pulled 3 squares toward the pattern and is slowed until the end of Jesse's next turn. It can move into the pattern's square.
Maze of Mirrors (Encounter Standard burst 1 within 10 squares ) Wizard Encounter 3
Target: Each enemy in burst
Attack: +6 vs. Willpower
Cloak of Resistance +1 (Daily Minor )
Effect: Gain Resist 5 to all damage until the start of your next turn.
Resplendent Gloves (At-will No action )
Properties: When Jesse hits an enemy with an attack power that targets Will, the attack deals 2 extra damage.



RoleController
StatusBraving the seas!
LocationAt sea lol
NotesUnder attack by pirates giant lobsters sea zombies Beach Goblins! D:

Fluff[]

Description[]

Jesse has a mediocre frame that most tieflings do, standing 5'2 tall and weighing in at 155 lbs. His features are young but not as handsome as others, nor is it comparable to a half-orc. His crimson eyes show much spirit and his grins look feral. He wears a red wizard robe, with beautiful decorations flowering over it.

Background[]

Brought up in a tower by a powerful female Eladrin warlock, Farah'Dei, Jesse has never interacted with other people before. Brought up to believe that the world is cruel, he strives to gain in power so that he would not fall on the battlefield. He has never questioned Farah'Day, as to him, there was never anything to question. He just assumed that everyone had a life like his.

Years ago, Farah'Dei was cursed. Never to be able to concieve a child, she did not have an heir or disciple to teach her arts to. A young tiefling couple had just had a baby, and in the still of the night, was stolen by Farah'Dei. She brought him up and named him Jesse, taught him what she thought was right and for a moment, was very satisfied. To her delight, Jesse took a liking to reading. Be it tomes of the arcane arts or books of ancient lore. She rewarded him for doing well in combat training (Remember, Jesse! The world is full of evil things, never leave the tower. Ever) or daily chores (Come, dearest. I have some experiments to run. Now sit there and be still. Good boy!) by giving him rare books and tomes.

One day, Farah'Dei left the tower to do some "chores". Jesse just waited loyally for his master to return, tending to his studies and daily duties as usual. Weeks passed and his master never returned, Jesse decides to seek out the only person in his life.

Personality[]

Jesse has never seen the world through his own eyes, only reading about the world's affairs through books. He spends much of his time studying and never talked to anyone but his master. As such, his social skills are terrible and, mislead by his master, does not trust other people.

Religious Beliefs[]

Jesse is not a strong believer, but he does follow the ways of Peresefa. He has inherited this belief from his master but still has his own views and opinions. He believes that there should be no remorse in death or taking life, and the weak fall at the hands of the mighty.

Adventure[]

Campaigns[]

Currently in Desolation Island.

Comrades[]

Math[]

Attributes[]

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 0 8 0 0 8 -1
Con 3 13 0 0 13 1
Dex 0 10 0 0 10 0
Int 16 18 2 0 20 5
Wis 3 13 0 0 13 1
Cha 3 13 2 0 15 2
Totals 25   8



Defenses[]

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative +0 0 0 0 0 1 0 1
Passive Insight +1 0 0 0 0 0 1 5 17
Passive Perception +1 0 0 0 0 1 12


Health[]

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherSurge Value BonusTotalBloodiedSurge
Hit Points 10 15 4 0 0 0 0 0 33 16 8



Surges Per Day 7 (Class 6 + Con 1)

Senses and Reactions[]

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class 0/5 dex/int 0 0 +0 Cloth Armor 1 16
Fortitude-1/2str/con00+1Cloak of Resistance +11 14
Reflex0/5dex/int00 +1Cloak of Resistance +11 17
Will2/3wis/cha20 +1Cloak of Resistance +11 17



Attacks[]

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

-1

str 3Dagger13AC
Basic Ranged

1

dex3Magic Missile15AC


Powers[]

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Winged Horde +5 Int 0 0 1 6 Willpower
Phantasmal Assault +5 Int 0 0 1 6 Willpower
Grasping Shadows +5 Int 0 0 1 6 Willpower
Phantom Chasm +5 Int 0 0 1 6 Willpower
Horrid Whispers +5 Int 0 0 1 6 Willpower
Hypnotic Pattern +5 Int 0 0 1 6 Willpower


Class Features[]

  • +2 Willpower
  • Cantrips
  • Spellbook
  • Apprentice Mage

Racial Features[]

  • Bloodhunt - +1 racial bonus to attack rolls against bloodied foes
  • Fire Resistance - Jesse has Resist Fire 5
  • Infernal Wrath
  • Bluff Bonus (+2)
  • Stealth Bonus (+2)

Schools of Magic[]

Illusion[]

  • Apprentice Mage - When Jesse hits a target with an arcane illusion power, the target takes a -2 penalty to the next attack roll it makes against him before the end of his next turn.

Heroic Feats[]

  • Phantom Echoes
    • When Jesse uses an arcane illusion power and hits a target, he gains combat advantage against the target until the end of his next turn. If the illusion power has an effect that a save can end, he instead gains combat advantage against the target until it saves against that effect
  • Enlarge Spell
    • Before Jesse uses a wizard at-will or encounter power, he can choose to take a -2 penalty to each die of damage rolled with the power to increase the size of it's blast or burst by 1. He cannot use this on a power that doesn't roll for damage.

Skills[]


Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics0dex11
Arcana 5 5 int 1 11
Athletics-1str10
Bluff2cha215
Diplomacy2cha13
Dungeoneering51wis17
Endurance1con12
Heal1wis12
History5int16
Insight51wis17
Intimidate2cha13
Nature1wis12
Perception1wis12
Religion55int111
Stealth0dex213
Streetwise2cha13
Thievery0dex11



Tracking[]

Equipment[]

Item Cost Weight Notes
Cloth Armor 1 gp 4lbs Purchased at start
Dagger x5 5 gp 5lbs Purchased at start
Orb 15gp 2lbs Purchased at start
Spellbook - 3lbs Class feature
Standard Adventurer's Kit 15 gp 33lbs purchased at start. Contains backpack, bedroll, flint and steel, belt pouch, 10 days trail rations, 50ft hemp rope, 2 sunrods, waterskin. Items used are crossed out.
Cloak of Resistance +1 520gp 1lb Got it from a pirate I struck down, aye. T'was a battle at sea, the sea raging and a storm a' brewin'. Sniped him with a Magic Missile whilst he be tryin' to board da' ship, ne'er stood a chance.
Resplendent Gloves 1000gp 1lb Ganked it from a Goblin Hexer.
Gold 64gp 1lb

Total weight: 50lb
Carrying capacity: normal load up to 80 lb. Heavy load up to 160 lb. Drag up to 400 lb.

Money[]

Starting Wealth 100gp
- Cloth armor            1 gp
- 5 Daggers  	         5 gp
- Orb (Implement)       15 gp
- Adventurer's Kit      15 gp
= Leftover Gold         64 gp

Rewards[]

Desolation Island[]

Mini Stats[]

Status:
Jesse Tey’un – Tiefling Wizard
Init: +1 Speed: 6 
Passive Perception:12; Passive Insight: 17
AC: 16 Fort 14 Ref 17 Will 17 
HP: 33/33 Surges: 7/7 Surge Value: 8 AP: 0
Languages: Common, Elven
Str:8 Dex:10 Wis:14 Con:13 Int:20 Cha:15

Powers:
[color=green]Ghost Sound, Light, Magic Missile, Winged Horde, Phantasmal Assault[/color]
[color=red]Suggestion, Infernal Wrath, Grasping Shadows, Spectral Image, Hypnotic Pattern, Second Wind
(Spellbook - Illusory Obstacles, Shield, Maze of Mirrors)
[/color][color=gray]Phantom Chasm, Cloak of Resistance +1
(Spellbook - Horrid Whispers)[/color]

Wishlist[]

NOTE: This is in order of levels, then priority. Equipment with similar level range but different priority will be pointed out.

Implement[]

  • 2: Defensive Staff
  • 2: Staff of Missile Mastery
  • 3: Staff of Ruin

Armor[]

  • Highest Priority! Need to bump defenses up~ Cloth only though.
  • 3: Stoneskin Robes
    • Stoneskin > Warmage's Uniform
  • 3: Warmage's Uniform
  • 4: Shimmering Armor
  • 5: Skybound Armor

Neck[]

  • 4: Cloak of Distortion
    • Low Priority, I already have a cloak

Arms[]

  • 3: Crest of Vigilance Eternal (Hammlet)
  • 3: Executioner's Bracers

Feet[]

  • 2: Feyleaf Sandals
  • 2: Acrobat Boots

Hands[]

  • 9: Illusionist's Gloves
    • I have Resplendent Gloves :D

Head[]

  • 5: Skull Mask
    • Low Priority
  • 10: Laurel Circlet
    • Above normal priority

Waist[]

  • 4: Venom Belt
    • Would be nice, but not needed.

Level-up summary[]

  • Level 2
    • Gained Spectral Image and Shield (Utility), gained Enlarge Spell (Feat)
  • Level 3
    • Gained Hypnotic Pattern and Maze of Mirrors. Retrained Phantom Bolt for Winged Horde.

Judge Comments[]

Level 1[]

Approval 1: Approved by Circio.

Approval 2 :Equipment and Money: Gold left is 64gp (It's listed as 69gp in Equipment and 74gp in Money). Grasping Shadows: Deals 1d8+5 (you have 1d6+5 in your summary)

Fixed them myself.

Approved!

Level 2[]

Approval 1: Son of Meepo Defenses - Both summary and math are missing the +1 for level.

Status[]

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