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SummaryEdit

Magnus Madiron Player Oni
Dwarf Wizard (unaligned) Level 2 (XP 1939/2250)
Initiative +7
Passive Insight 17 Passive Perception 12; Senses normal
HP 29 Bloodied 14 Surge Value 7; Surges Per-Day 8
AC 16 Fortitude 13 Reflex 15 Will 16
Saving Throws +5 vs. Poison
Speed 5 Size Medium
Str 11 (+0) Dex 10 (+0) Wis 16 (+3)
Con 15 (+2) Int 18 (+4) Cha 08 (+0)
Racial Abilities Cast-Iron Stomach, Dwarven Resilience, Dwarven Weapon Proficiency, Encumbered Speed, Stand Your Ground
Class Features Arcane Implement Mastery (Staff of Defense), cantrips, ritual casting, spellbook, holy symbol
Battack Basic Attack Quarterstaff +4 vs AC 1d8+1 damage
Branged Ranged Basic Attack none
Feats Initiate of the Faith, Enlarge Spell
Skills Arcana +10, Dungeoneering +11, Endurance +5, Insight +9, Nature +9, Religion +10
Languages Common, Dwarven
Rituals Animal Messenger (Nature), Comprehend Language (Arcana), Tenser's Floating Disk (Arcana)
Powers
Cloud of Daggers (At Will Standard Area 1 square within 10 ✦ Arcane, Force, Implement) Wizard 1
Target: Each creature in square
Attack: +6 vs. Reflex
Hit: 1d6+5 force damage, target cannot take opportunity actions until the end of your next turn
Effect: The power’s area is filled with sharp daggers of force. Any creature that enters the area or starts its turn there takes force damage equal to your Wisdom modifier (3 Damage). The cloud remains in place until the end of your next turn. You can dispel it earlier as a minor action.
Thunderwave (At Will Standard Close blast 3 ✦ Arcane, Implement, Thunder) Wizard 1
Target: Each creature in blast
Attack: + vs. Fort
Hit: 1d6+5 thunder damage, push target 3
Grasping Shadows (Encounter Standard Area burst 1 within 10 ✦ Arcane, Illusion, Implement, Psychic) Wizard 1
Target: Each creature in burst
Attack: +8 vs. Will
Hit: 1d8+5 psychic damage, and target is slowed until the end of your 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 4 psychic Damage and is slowed until the end of its next turn.
Staff of Defense (Encounter Immediate Interrupt ) Wizard Class
Target: Personal
Effect: You gain a +2 bonus to defense against one attack. You can declare the bonus after the DM has already told you the damage total.
Shield (Encounter Immediate Interrupt ) Wizard Utility 2
Target: Personal
Effect: You gain a +4 power bonus to AC and reflex until the end of your next turn.
Expeditious Retreat (Daily Move ✦ Arcane) Wizard Utility 2
Target: Personal
Effect: Shift up to twice your speed.
Flaming Sphere (Daily Standard Ranged 10 ✦ Arcane, Conjuration, Fire, Implement) Wizard 1
Target: One creature adjacent to the sphere
Attack: +6 vs. Reflex
Hit: 2d6+5 fire damage
Effect: Conjure medium flaming sphere in target square within range; sphere attacks. Any creature starting its turn adjacent to the sphere takes 1d4+5 fire damage. As a move action, you can move the sphere 6 squares.
Special: Sustain minor. You can sustain until the end of encounter. As a standard action you can make another attack with the sphere.
Horrid Whispers (Daily Standard Area burst 1 within 10 ✦ Arcane, Implement, Illusion, Psychic) Wizard 1
Target: Each enemy in burst
Attack: +6 vs. Will
Hit: 1d6+5 psychic damage; target is slowed and takes -2 penalty to attack rolls (save ends). Aftereffect: Prone
Miss: Target is slowed and takes -2 penalty to attack rolls until the end of your next 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.
Ghost Sound (At Will Standard Ranged 10 ✦ Arcane, Illusion) Wizard Cantrip
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) Wizard Cantrip
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) Wizard Cantrip
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 Cantrip
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.
Circlet of Second Chances (Daily no action ) Magic Item
Effect: Use this power when you fail a saving throw. Reroll the saving throw, using the second result even if it’s lower.

FluffEdit

Background Edit

Magnus has lived for many years in a crumbling tower outside of the city of Daunton. He was once a student of the wizard Dorian and assumed control of the tower when his master passed on. The structure fell into neglect long ago, Magnus' attentions seemingly elsewhere. These days the place is mostly avoided and some say strange rites take place there. Whatever the case his pursuit of magic has made Magnus strange over the years. Occasionally the unusual dwarf could be seen wandering the backstreets and alleyways of the city mumbling to himself, scrawling on walls, or studying things of no seeming importance. Mostly though he has stayed locked away in his decaying abode. The locals call him Madiron, mocking his dwarven heritage. For his own part, he's taken the name as his own.

The truth is Magnus believes Hekates intends to return soon as a major power and has called him to her service. He worships her with a combination of fear and reverence. Recently he had a vision in which he was directed to leave his tower and take a more active role in the world, though the purpose of which is unclear. Whether is it really Hekates speaking to Magnus, who is to say, but something has definately granted him some small spark of divine power.

Appearance and personality Edit

Age: ??? Gender: Male Height: 4'6" Weight: 173 lb. Alignment: unaligned Personality: Magnus is mad. Often times he can be found cackling softly to himself or talking to someone who isn't there. Other times he is more lucid. When he speaks it may or may not be related to the topic at hand, it can be difficult to tell sometimes. Physical Description: Magnus is an odd dwarf who smells of sweat and damp earth. A dark bushy tangle of beard and hair frames his guant face. Yellowing teeth, a couple of which are missing, show through split and cracked lips. Perched above an aquiline nose and below a thick heavy brow stare grey eyes that gleam with strangeness. Magnus wears a tattered grey tunic open to the waist, showing a chest thin by dwarven standards and lean where a silver medallion of a spiraling snake hangs from a long leather cord. The tunic is tied at the waist by a rope from which hangs numerous old keys, amoung other things, that jangle softly when he moves. Under the faded tunic are loose, equally ragged brown pants. His feet are wrapped only in dirty old rags. Clutched in his hand Magnus carries a gnarled wooden staff addorned with more keys tied to it by leather cords.

Regional BenefitsEdit

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

Hooks:Discover the purpose behind the visions.

Hooks:If there are other groups of Hekates worshipers out there, they may be interested in him for good or ill.

Kicker:Vision from Hekates to go out into the world for purposes unknown. Who is to say what the source of his visions really is or if it's just madness, but he has definately tapped into a small measure of divine power.

Show MathEdit

Ability ScoresEdit

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 1 11 0 0 11 0
Con 3 13 2 0 15 2
Dex 0 10 0 0 10 0
Int 16 18 0 0 18 4
Wis 5 14 2 0 16 3
Cha 0 8 0 0 8 -1
Totals 25   8



AttacksEdit

Attacks Edit

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

0

str 3Magic Staff +114AC
Basic Ranged

0

dex11AC


DefensesEdit

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +0/+4 dex/int 1 1 16
Fortitude+0/+2str/con01 13
Reflex+0/+4dex/int0 1 15
Will+3/-1wis/cha2 1 16


Saving Throw Bonuses+5 racial bonus vs. poison

Senses and ReactionsEdit

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 0 0 0 0 0 1 0 1
Passive Insight 3 0 0 0 0 1 5 19
Passive Perception 3 0 0 0 0 0 1 0 14


HealthEdit

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherSurge Value BonusTotalBloodiedSurge
Hit Points 10 15 4 0 0 0 29 14 7


Surges per Day 8 (Class 6 + Con 2)

Speed and MovementEdit

Speed: 5 (Race 5 - Equipment 0)


Racial FeaturesEdit

Dwarf

  • Ability Scores: +2 Constitution, +2 Wisdom
  • Size: Medium
  • Speed: 5
  • Vision: Low-light
  • Languages: Common, Dwarven
  • Skill Bonuses: +2 Dungeoneering, +2 Endurance
  • Cast-Iron Stomach: +5 racial bonus to saving throws against poison.
  • Dwarven Resilience: You can use your second wind as a minor action instead of a standard action.
  • Dwarven Weapon Proficiency: You gain proficiency with the throwing hammer and the warhammer.
  • Encumbered Speed: You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.
  • Stand Your Ground: When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to. In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.

Class FeaturesEdit

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, 2x daily and utility powers gained) - Capacity: 5/128

FeatsEdit

Skills and LanguagesEdit

Languages Common, Dwarven


Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics0dex11
Arcana 5 4 int 1 10
Athletics0str11
Bluff-1cha10
Diplomacy-1cha10
Dungeoneering53wis2111
Endurance2con215
Heal3wis14
History4int15
Insight53wis19
Intimidate-1cha10
Nature53wis19
Perception3wis14
Religion54int110
Stealth0dex11
Streetwise-1cha10
Thievery0dex11



PowersEdit

Powers KnownEdit

Powers to HitEdit

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Cloud of Daggers +4 Int +1 Magic Staff +1 0 0 1 6 Reflex
Thunderwave +4 Int +1 Magic Staff +1 0 0 1 6 Fort
Grasping Shadows +4 Int +1 Magic Staff +1 0 0 1 6 Will
Horrid Whispers +4 Int +1 Magic Staff +1 0 0 1 6 will
Flaming Sphere +4 Int +1 Magic Staff +1 0 0 1 6 Reflex


EquipmentEdit

Equipment Name Price Weight
Magic Staff +1 360gp 4lbs
Circlet of Second Chances 680gp
Cloth Armor 1gp 4lbs
Staff 5gp 4lbs
Dagger 1gp 1lb
Backpack 2gp 2lbs
Bedroll 1sp 5lbs
Belt Pouch 1gp 1/2lbs
Waterskin 1gp 4lbs
Holy Symbol 10gp 1lb
Ritual Components: Alchemical Reagents (Arcana) 40gp
Ritual Components: Mystic Salves (Heal) 0gp
Ritual Components: Rare Herbs (Nature) 20gp
Ritual Components: Sanctified Incense (Religion) 0gp
Spellbook 0gp 3lbs


Gold remaining 422gp 9sp (100-81.1+100+126+178)
Weight 28.5 lbs

Magnus's Wish ListEdit

This list displays three prefered items up to character level +5 in order of priority.

By Category

  • Implement:
  • Armor: +1 Bloodthread Armor (L5) > +1 Robe of Contingency (AV, L4) > +1 Veteran's Armor (AV, L2)
  • Neck: +1 cloak of the walking wounded (AV, L4) > +1 Amulet of Protection (L1)
  • Arms:
  • Waist: belt of vigor (L2)
  • Feet:
  • Head: Reading Spectacles(AV, L2)
  • Hands:
  • Wonderou: Eternal Chalk (AV, L1) > Power Jewel (AV, L5) > Bag of Holding (L5)

By Level

  • Level 5: +1 Bloodthread Armor (L5) > Power Jewel (AV, L5) > Bag of Holding (L5)
  • Level 4: +1 cloak of the walking wounded (AV, L4) > +1 Robe of Contingency (AV, L4)
  • Level 3:
  • Level 2: belt of vigor (L2) > +1 Veteran's Armor (AV, L2) > Reading Spectacles(AV, L2)
  • Level 1: +1 Amulet of Protection (L1) > Eternal Chalk (AV, L1)

TrackingEdit

TreasureEdit

100 gp and Staff +1 went to Magnus.



126 gp



Circlet of Second Chances went to Magnus.



178 gp ====XP====



+732



+241



+200



+166



+600 ====Changes====



Level 2: Freezing Cloud > Horrid Whispers ==Ministats==


[sblock=ministats][u][B]Magnus Madiron[/B][/U]- Male Dwarven Wizard 2
Initiative: +1, Passive Perception: 14, Passive Insight: 19, Senses: Low-light
AC:16, Fort:13, Reflex:15, Will:16 -- Speed:5
HP:29/29, Bloodied:14, Surge Value:7, Surges left:8/8
Action Points: 1
Powers -[color=Green]
Cloud of Daggers
Thunderwave[/color]
[color=red]Grasping Shadows
Shield
Staff of Defense
Second Wind[/color]
[color=gray]Flaming Sphere
Healing Word
Circlet of Second Chances[/color]

Conditions:

"Full character sheet[/sblock]

Judge CommentsEdit

Level 1Edit

Approval 1Edit

Approval from --JoeNotCharles

  • The weight of a bedroll is 5lb, not 2lb. I've updated it, since it doesn't affect much
  • Quarterstaff damage is 1d8, not 1d6. Updated that, too.
  • I filled in "Basic Ranged Attack" as "None", since without anything there it automatically adds "{{{Basic Ranged Attack}}}", which looks like a bug in the sheet
  • I added Endurance to your skills, since it's not exactly equal to your attribute score because of the Dwarven racial bonus (it was already correct in the math section)
  • Note that Flaming Sphere has been errata'd - the only difference is clarifying that the sphere occupies a square, so it can't move through enemies. I changed the wording.
  • The "Sustain Minor" line on Flaming Sphere is there when you edit the page, but doesn't show up in the final version. Template bug?
  • Healing Word is a close burst, not a close blast. Updated.

None of these are very important, so I approve Magnus Madiron. He'll need one more approval from a full judge.

Approval 2Edit

Approval from Lord Sessadore:

I found one major, major problem. Just look at the keywords on this! ;)

Flaming Sphere (Daily Standard Ranged 10 * Arcane, Conjuration, Fire Implement,)

I fixed your misplaced comma (because I'm anal). Other than that it looks spotless, so I approve Magnus. That means he's fully approved now; enjoy L4W!

P.S. Neat story, I'm interested to see how that plays out.

Level 2Edit

Approval 1Edit

Approval from TwoHeadsBarking:

Looks good. Approved.

Approval 2Edit

Approval from CaBaNa:

Looking forward to seeing enlarged spell in action! On my sheets I list the damage difference in the power block, but it's not something I'm requiring for approval (or even asking...).

Approved.


StatusEdit

Not Approved.

Magnus has two approvals for level 2 with 1339 exp from TwoHeadsBarking: and CaBaNa, and is fully approved.

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