Special: Khemnos can use this power as a ranged basic attack.
Scorching Burst (At Will Standard Area burst 1 within 10 ✦ Arcane, Fire, Implement)
Wizard At-Will 1
Target: Each creature in burst
Attack: +13 vs. Reflex
Hit: 1d6+13 fire damage
Infernal Wrath (Encounter Free Close burst 10 ✦ Fire)
Tiefling Racial
Target: The triggering enemy in burst
Trigger: An enemy within 10 squares hits Khemnos
Effect: The target takes 1d6+7 fire damage
Eyebite (Encounter Standard Ranged 10 ✦ Arcane, Charm, Implement, Psychic)
Warlock Encounter 1
Target: One creature
Attack: +13 vs. Will
Hit: 1d6+10 psychic damage, and you are invisible to the target until the start of your next turn.
Burning Hands (Encounter Standard Close blast 5 ✦ Arcane, Fire, Implement)
Wizard Encounter 1
Target: Each creature in blast
Attack: +13 vs. Reflex
Hit: 2d6+13 fire damage
Miss: Half damage.
Charm of Misplaced Wrath (Encounter Standard Ranged 10 ✦ Arcane, Charm, Enchantment, Implement)
Wizard Encounter 1
Target: One enemy
Attack: +13 vs. Will
Hit: Khemnos slides the target up to 5 squares. The target is then dazed until the end of Khemnos' next turn.
Effect: The target makes a melee basic attack against a creature of Khemnos' choice as a free action. The basic attack gains a +2 power bonus to the damage roll.
Blissful Ignorance (Encounter Standard Area burst 2 within 10 ✦ Arcane, Charm, Enchantment)
Wizard Encounter 3
Target: Each creature in burst
Effect: Each target is slowed and can't take opportunity actions or immediate actions until the end of your next turn.
Fire Shroud (Encounter Standard Close burst 3 ✦ Arcane, Fire, Implement)
Wizard Encounter 3
Target: Each enemy in burst
Attack: +13 vs. Fort
Hit: 1d8+13 fire damage and ongoing 5 fire (save ends)
Charm of the Defender (Encounter Standard Ranged 10 ✦ Arcane, Charm, Enchantment, Implement)
Wizard Encounter 7
Target: One creature
Attack: +13 vs. Will
Hit: You slide the target up to 5 squares, and it is immobilized until the end of your next turn. Also until the end of your next turn, when an enemy starts its turn adjacent to the target, the target makes a melee basic attack against that enemy as a free action. The target gains a power bonus to the attack roll and the damage roll equal to your implement's enhancement bonus.
Miss: You slide the target up to 5 squares.
Fire Sea Travel (Encounter Standard Close burst 1 ✦ Arcane, Fire, Implement, Teleportation)
Wizard Encounter 7
Target: Each creature in the burst.
Attack: +13 vs. Reflex
Hit: 2d6+13 fire damage, and the target cannot see anything farther than 3 squares from it until the end of your next turn.
Target: One creature adjacent to the flaming sphere
Attack: +13 vs Reflex
Hit: 2d6+13 fire damage.
Effect: Khemnos conjures 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+13 fire damage. As a move action, Khemnos can move the sphere 6 squares.
Sustain: Minor: Khemnos can sustain this power until the end of the encounter. As a standard action, Khemnos can make another attack with the sphere.
Sleep (Daily Standard Area burst 2 within 20 squares ✦ Arcane, Charm, Enchantment, Implement)
Wizard Daily 1
Target: Each creature in the burst
Attack: +13 vs Will
Hit: The target is slowed (save ends). First failed saving throw: The target is unconscious instead of slowed (save ends).
Miss: The target is slowed (save ends).
Stinking Cloud (Daily Standard Area burst 2 within 20 squares ✦ Arcane, Implement, Poison, Zone)
Wizard Daily 5
Attack: +13 vs. Fortitude
Hit: 1d10+9 damage
Effect: The burst creates a zone of poisonous vapor that blocks line of sight until the end of your next turn. Creatures that enter the zone or start their turns there take 1d10+9 poison damage. As a move action, you can move the zone up to 6 squares.
Sustain: Minor: The zone persists.
Visions of Avarice (Daily Standard 1 square within 10 squares ✦ Arcane, Illusion, Implement, Zone)
Wizard Daily 5
Attack: +13 vs. Will
Effect: The power’s area becomes a zone of illusory treasure that lasts until the end of your next turn. Once per turn, you can use the Visions of Avarice Attack power, using the zone as the origin square.
Sustain: Minor: The zone persists.
Visions of Avarice Attack (At Will Minor Action Close Burst 5 ✦ Arcane, Illusion, Implement, Zone)
Requirement: The Visions of Avarice power must be active to use this power.
Target: Each enemy in burst
Attack: +13 vs. Will
Hit: The zone pulls the target 4 squares. A target that ends this movement within the zone or adjacent to the zone is immobilized (save ends).
Symphony of the Dark Court (Daily Standard Area burst 2 within 20 squares ✦ Arcane, Enchantment, Implement)
Wizard Daily 9
Target: Each enemy in the burst
Attack: +13 vs. Will
Hit: The target is dazed and immobilized (save ends both).
Miss: The target is dazed until the end of its next turn.
Effect: Each ally in the burst can shift up to 4 squares as a free action and gains a +4 power bonus to damage rolls until the end of your next turn.
Wall of Fire (Daily Standard Area wall 8 within 10 squares ✦ Arcane, Conjuration, Fire, Implement)
Wizard Daily 9
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+13 fire damage. If a creature moves into the wall’s space or starts its turn there, the creature takes 3d6+13 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.
Light (At-Will Minor Ranged 5 ✦ Arcane)
Wizard Utility
Target: One object or unoccupied square
Effect: The target sheds bright light until the end of the encounter or until Khemnos uses this power again. The light fills the target's space and all squares within 4 squares of it. Putting out the light is a free action.
Mage Hand (At Will Standard Ranged 5 ✦ Arcane, Conjuration)
Wizard Utility
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)
Wizard Utility
Effect: Use this cantrip to accomplish one of the effects given below.
Change the color of items in 1 cubic foot.
Create a harmless sensory effect, such as a shower of sparks or, a puff of wind, faint music, or a strong odor.
Clean or soil items in 1 cubic foot.
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 only until the end of Lenard's next turn.
Make a small, handheld item invisible until the end of Lenard's next turn.
Special: Khemnos can have as many as three prestidigitation effects active at one time. Nothing he creates with this cantrip can deal damage, serve as a weapon or tool, or hinder another creature's actions. This cantrip cannot duplicate the effect of any other power.
Glib Tongue (Encounter Minor Personal ✦ Arcane)
Wizard Utility 2
Effect: You gain a +5 power bonus to Diplomacy checks and a +2 bonus to charm attack rolls until the end of your next turn.
Shield (Encounter Immediate Interrupt Personal ✦ Arcane)
Wizard Utility 2
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.
Emerald Eye (Encounter Minor )
Wizard Utility 6
Target: One Creature
Effect: Until the end of your next turn, you gain a +5 bonus to Insight checks against the target and a +2 bonus to attack rolls against the target's Will
Levitate (Daily Move )
Wizard Utility 6
Effect: You can move 4 squares vertically and remain there, hovering above the ground. While aloft, you are unsteady, taking a -2 penalty to AC and Reflex. If some effect, such as a pit opening above you causes to be more than 4 squares above the ground, you drop to 4 squares above the ground. You do not take damage from the fall
Sustain: Move You can sustain this power until the end of the encounter or 5 minutes. When you sustain the power, you can move 3 squares up or down or 1 square horizontally. You cannot go higher than 4 squares above the ground. If you don't sustain the power, you descend to the ground without taking falling damage.
Effect: You are insubstantial until the end of your next turn. Augment 1: You are also phasing until the end of your next turn.
Properties: Resist 5 psychic.
Amulet of Seduction +2 (Daily Standard Personal )
Magic Item
Effect: Power: Make an attack, close burst 1, one creature in the burst. +11 vs. Will. On a hit, the target cannot attack you (save ends). While this effect last, if the target is adjacent to you when you are targeted by a melee or ranged attack, the target interposes itself (as an immediate interrupt) and becomes the target of the attack instead. If the target takes damage from any source, the effect of this power ends.
Properties: +2 item bonus to Bluff and Diplomacy checks. When you impose a charm effect that a save can end, the target takes a -2 penalty to the first save against the effect.
Siberys Shard of the Mage (N/A )
Magic Item
Properties: Khemnos gains a +1 damage bonus to implement attacks with the attached implement (Accurate Staff of Ruin +2).
Gauntlets of Blood (heroic) (N/A )
Magic Item
Properties: You gain a +2 bonus to damage rolls against bloodied targets.
Executioner's Bracers (heroic) (N/A )
Magic Item
Properties: When you score a critical hit, the attack does 1d6 extra damage.
Skull Mask (heroic) (N/A )
Magic Item
Properties: Gain resist 5 necrotic, and a +1 item bonus to Intimidate checks. Enemies who can see you take a -2 penalty to saving throws against fear effects.
Belt of Raging Endurance (heroic) (Encounter Immediate Interrupt )
Magic Item
Trigger: An enemy hits you.
Effect: Power: You gain resist 15 against that attack, but you also take 10 damage at the end of your next turn.
Properties: You gain 1 healing surge.
Power Jewel (heroic) (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.
Fluff[]
Background[]
Khemnos Eversorrow was the youngest child of a minor Merchant family in Bacarte. At the age of 10, his oldest brother Kolaam was killed by a bugbear named Ghren in what was said to be a random tavern brawl, but the family believed to be the move of another Merchant family. Realizing that this was the limit of what life would hold for him if he remained on Bacarte, he ran away from home the next day, stowing away on a ship bound for the [Imperium], swearing to himself that he'd become powerful enough rise above the petty concerns of gold and violence.
Upon arriving at the Imperium, Khemnos heard of a powerful enchanter named Octavia, who was always mentioned in hushed tones. He sought out Octavia at her remote tower and, alluding to powerful connections in Bacarte, convinced the enchanter to take him on as an apprentice, Octavia seeing this as a potential "in" with another power base. He soon learned why Octavia was so well known. She used her magic to manipulate the local nobles into doing her bidding and played them off against each other, always leaving them the worse for the ordeal and her own coffers all the fuller. She always left a calling card proclaiming her conquest when she was done with a pawn, as she couldn't resist the notoriety. Adventurers had tried to stop her on several occasions, including those hired by local authorities, but they always returned to the nearest town claiming victory, with no idea they'd been charmed by Octavia and sent on their way.
All that ended several years later when the Five arrived on Octavia's doorstep. In the Imperium on one of their frequent jaunts around the isles, the Five had heard of Octavia's long history of misdeeds and sought her out. Khemnos looked on eagerly as the Five bellowed a silly challenge to "mend her wicked ways or come forth and do honorable battle." Octavia settled her usual web of spells upon the Five, but the wizard Mauros Esthanapiros cast a counter-spell and Octavia's charms were broken. Octavia cast other enchantments, but the Five rebuffed these as well, and easily captured her. From this, Khemnos took several important lessons. First, don't rely only on magic to fool people. Second, don't rely only on fooling people, be prepared to fight out at when it comes to that. And, finally and most importantly, don't make yourself a bloody target!
When the Five searched Octavia's tower and found Khemnos, he managed to persuade them that he had gone to the tower only to learn magic, and had no idea of Octavia's evil deeds, and that when he learned and tried to flee, she placed him under an enchantment. The fools believed him, and offered Khemnos a chance to reform and atone for any misdeeds he had done under Octavia's command, telling him that they could probably arrange for Khemnos to become apprentice to the famous Oan wizard Doddoddod, who currently resided in the Five's hometown of Daunton. Seeing little choice and eager to leave the Imperium before the Imperial agents paid him any attention, he agreed.
Khemnos stayed with Doddoddod for a year, but to say he studied under him would be a gross overstatement. Instead, Doddoddod mostly had Khemnos fetch him cakes and wine, and occasionally do all the legwork on a case when some minor noble or afflicted merchant hired Doddoddod to solve a problem. While Khemnos learned a great deal about Daunton (and cakes and wine) during this time, he learned very, very little magic. Eventually, he left in the middle of the night, much like how he left his parents' manor in Bacarte. He's still not sure if Doddoddod ever noticed he was gone, or that the other apprentices who later labored there didn't have horns or a tail.
Realizing that the masses idolized "heroes" like the Five, Khemnos decided to take up adventuring. In addition to the obvious advantages of fame, fortune, and a chance to test his skills, he would also be able to work with other adventurers to defeat "villains." The way Khemnos figured it, every maniacal mastermind or rampaging horde he and his "allies" overthrew would be one fewer rival, and the more adventurers he worked with, the more he would know about his foes should they later try to prevent his inevitable rise to power. In the end, Khemnos seeks to rule the Transitive Isles, the masses in his thrall and potential rivals or adversaries intimidated by his might. But in the meantime, there's plenty to be gained by pretending to be a hero and helping adventurers and villains destroy each other, delighting the sheep of Daunton while leaving fewer to oppose him when he does make his move. And he would not make the mistakes Octavia did. None would know his aims until he had already achieved victory, and then those who will not serve him shall burn.
A list of adventurers that Khemnos has duped into assisting with his dark plans and used against potential villainous rivals (and the players of each), and the adventure(s) which they undertook together.
None yet.
Hooks[]
What has happened to Khemnos' family since he left? Do they know he's in Daunton? He certainly hasn't bothered to inquire about them.
A variety of potential foes could be out there seeking to do Khemnos harm. There could rivals to his family (if they're still a power in Bacarte). There could be allies of Octavia such as previous apprentices who wish him ill, or victims of Octavia or their relatives who are out for revenge against anyone who had been affiliated with her. There could be dissatisfied clients from the jobs Khemnos worked while apprenticed to Doddoddod. Doddoddod himself, on the other hand, is no threat to anything or anyone (that isn't a cake or a bottle of wine, at least). Villains he's defeated since turning to adventuring could be out for revenge.
No one has yet seen through Khemnos' false heroism. Or have they?
Kicker[]
Khemnos wants to RULE THE WORLD!!! MWUAHAHAHAHAHA!!! However, he'll save the maniacal laughter until he's already managed it, so as not to give himself away.
Show Math[]
Basic Attacks[]
Attack Type
Attrib
Attrib Type
Class
Class Feature
Feat
Feat Name
Equip
Equip Name
Other
Level
Total
vs ?
Basic Melee
-1
Str
+1
Staff Expertise
+4
Accurate Staff of Ruin +2
+4
+8
vs AC
OA: Melee
-1
Str
+1
Staff Expertise
+4
Accurate Staff of Ruin +2
+4
+8
vs AC
Basic Ranged (Magic Missile)
-
-
Accurate Staff of Ruin +2
-
Automatic Hit
-
Senses and Reactions[]
--
Attrib mod
Skill
Class
Class feature
Racial
Feat
Feat Name
Equip
Equip Name
Level
Other
Total
Initiative
+1
+4
+5
Passive Perception
+0
+4
14
Passive Insight
+0
+4
14
Senses: Low-Light Vision
Health[]
--
Base Class
Con
Lvl after 1st
Racial
Feat
Feat Name
Equip
Equip Name
Other
Total
Blooded
Surge
Hit Points
10
14
32
56
28
14
Surges per day: 9 (6 class, +2 Con, +1 Belt of Raging Endurance) - Surge Value: 14
Defenses[]
Saving Throw
Attrib
Attrib Type
Class
Racial
Feat
Feat Name
Equip
Equip Name
Level
Other
Total
Armor Class
+5
Int
+4
Ectoplasmic Leather Armor +2
+4
23
Fortitude
+2
Con
+1
Improved Defenses
+2
Amulet of Seduction +2
+4
19
Reflex
+5
Int
+1
Improved Defenses
+2
Amulet of Seduction +2
+4
22
Will
+5
Cha
+2
+1
Improved Defenses
+2
Amulet of Seduction +2
+4
24
Saving Throw bonuses[]
None
Speed and movement[]
Speed: 6 (6 race)
Ability scores[]
Ability
Cost
Initial
Racial
Level
Other
Final
Mod
Str
0
8
8
-1
Con
5
14
14
+2
Dex
0
10
10
+0
Int
9
16
+2
+2
20
+5
Wis
2
12
12
+1
Cha
9
16
+2
+2
20
+5
Totals
25
+12
Racial abilities[]
+2 Int, +2 Cha
Speed 6
Low-Light Vision
Languages: Common, Elven
Skill bonuses: +2 Bluff, +2 Steath
Infernal Wrath encounter power
Fire Resistance 9
Bloodhunt - +1 to attack bloodied enemies
Class features[]
Enchantement Apprentice - +2 squares to enchantment powers that push, pull, or slide.
Mage's Spell Book - Choose between two encounter, daily, and utility powers for each level after each extended rest.
Pyrmancy Apprentice - +1/tier damage with fire spells, ignore fire resistance.
At Will: Beguiling Strands, Magic Missile, Scorching Burst
Encounter: Burning Hands / Charm of Misplaced Wrath
Daily: Flaming Sphere / Sleep
From Level 2:
Utility: Glib Tongue / Shield
From Level 3:
Encounter: Blissful Ignorance / Fire Shroud
From Level 5:
Daily: Stinking Cloud / Visions of Avarice
From Level 6:
Utility: Emerald Eye / Levitate
From Level 7:
Encounter: Charm of the Defender / Fire Sea Travel
From Level 9:
Daily: Symphony of the Dark Court / Wall of Fire
Power Attack Bonuses[]
Power
Attrib
Attrib Type
Feat
Feat Name
Equip
Equip Name
Level
Other
Total
vs ?
Beguiling Strands
+5
Int
+1
Staff Expertise
+3
Accurate Staff of Ruin +2
+4
+13
vs Will
Scorching Burst
+5
Int
+1
Staff Expertise
+3
AccurateStaff of Ruin +2
+4
+13
vs Reflex
Eyebite
+5
Cha
+1
Staff Expertise
+3
AccurateStaff of Ruin +2
+4
+13
vs Will
Burning Hands
+5
Int
+1
Staff Expertise
+3
AccurateStaff of Ruin +2
+4
+13
vs Reflex
Charm of Misplaced Wrath
+5
Int
+1
Staff Expertise
+3
AccurateStaff of Ruin +2
+4
+13
vs Will
Flaming Sphere
+5
Int
+1
Staff Expertise
+3
AccurateStaff of Ruin +2
+4
+13
vs Reflex
Sleep
+5
Int
+1
Staff Expertise
+3
AccurateStaff of Ruin +2
+4
+13
vs Will
Fire Shroud
+5
Int
+1
Staff Expertise
+3
AccurateStaff of Ruin +2
+4
+13
vs Fort
Stinking Cloud
+5
Int
+1
Staff Expertise
+3
AccurateStaff of Ruin +2
+4
+13
vs Fort
Visions of Avarice
+5
Int
+1
Staff Expertise
+3
AccurateStaff of Ruin +2
+4
+13
vs Will
Charm of the Defender
+5
Int
+1
Staff Expertise
+3
AccurateStaff of Ruin +2
+4
+13
vs Will
Fire Sea Travel
+5
Int
+1
Staff Expertise
+3
AccurateStaff of Ruin +2
+4
+13
vs Reflex
Symphony of the Dark Court
+5
Int
+1
Staff Expertise
+3
AccurateStaff of Ruin +2
+4
+13
vs Will
Equipment[]
Item
Cost
Weight
Notes
Accurate Staff of Ruin +2
-
-
Chosen at Level 9 start.
Ectoplasmic Leather Armor +2
-
15 lb.
Chosen at Level 9 start.
Amulet of Seduction +2
-
-
Chosen at Level 9 start.
Skull Mask
1,000 GP
-
Purchased at Level 9 start.
Belt of Raging Endurance
4,200 GP
-
Purchased at Level 9 start.
Executioners Bracers
680 GP
-
Purchased at Level 9 start.
Siberys Shard of the Mage
680 GP
-
Purchased at Level 9 start.
Guantlets of Blood
840 GP
-
Purchased at Level 9 start.
Power Jewel
1,000 GP
-
Purchased at Level 9 start.
Adventurer's kit
-
33 lb.
Chosen at Level 9 start. Contains backpack, bedroll, flint and steel, belt pouch, 10 days trail rations, 50ft hemp rope, 2 sunrods, waterskin. Items used are crossed out.
Currency
2 PP, 38 GP
Total weight: 48 lbs.
Carrying capacity: normal load up to 80 lb. Heavy load up to 160 lb.
Tracking[]
Money[]
+3,400 GP starting gold for Level 9
+5,238 GP for 3 DM credits being cashed in at Level 9 from 3 DM credits from "Dude Where's My Ring"
-0 GP Accurate Staff of Ruin +2 (Chosen at Level 9 start)
-0 GP Ectoplasmic Leather Armor +2 (Chosen at Level 9 start)
-0 GP Amulet of Seduction +2 (Chosen at Level 9 start)
-1,000 GP Skull Mask (Purchased at Level 9 start)
-4,000 GP Belt of Raging Endurance (Purchased at Level 9 start)
-680 GP Executioners Bracers (Purchased at Level 9 start)
-680 GP Siberys Shard of the Mage (Purchased at Level 9 start)
-840 GP Gauntlets of Blood (Purchased at Level 9 start)
-1,000 GP Power Jewel (Purchased at Level 9 start)
-0 GP Adventurer's Kit (Chosen at Level 9 start)
2 PP, 38 GP remaining
Magic Items[]
Starting Gear
Accurate Staff of Ruin +2 Ectoplasmic Leather Armor +2. Amulet of Seduction +2 Skull Mask Belt of Raging Endurance Executioners Bracers Siberys Shard of the Mage Guantlets of Blood Power Jewel
Summary: You should either write all your power descriptions in second person or (preferably) third, but don't switch from one to the other.
Summary: Visions of Avarice now has two attacks: a primary that you make when you first cast it, and a secondary which you can repeat but doesn't immobilize people. On the plus side, it now only takes one minor action to both sustain the power and make the secondary attack.