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Summary Edit

Mervin Player evilbob
Human Wizard (unaligned) Level 5 (XP 6176 / 7500)
Initiative +8
Passive Insight 18 Passive Perception 13; Senses normal
HP 40 Bloodied 20 Surge Value 10; Surges Per-Day 8
AC 22 Fortitude 17 Reflex 20 Will 18
Speed 6 Size Medium
Str 8 (-1) Dex 13 (+1) Wis 13 (+1)
Con 14 (+2) Int 21 (+5) Cha 10 (+0)
Racial Abilities bonus at-will power, bonus feat, bonus skill, defense bonuses
Class Features Arcane Implement Mastery (Staff of Defense), cantrips, ritual casting, spellbook
Battack Basic Attack +1 vs AC 1d4-1; +2 vs. bloodied
Branged Ranged Basic Attack none
Feats Leather Prof, Ritual Casting (class), Superior Implement (accurate staff), Dual Implement Spellcaster, Enlarge Spell, +1 L4W feat bonus for level 5
Skills Arcana 14, History 12, Insight 8, Nature 8, Religion 12
Languages Common, Draconic
Rituals see equipment
Powers
Phantom Bolt (At Will Standard Ranged 10 ✦ Arcane, Illusion, Implement, Psychic) Wizard 1
Target: One creature
Attack: +10 vs. Will
Hit: 1d8+9 psychic damage, slide the target 1 square; +2 vs. bloodied
Winged Horde (At Will Standard Area burst 1 within 10 ✦ Arcane, Psychic, Implement) Wizard 1
Target: Each enemy in burst
Attack: +10 vs. Will
Hit: 1d6+4 psychic damage, target cannot take opportunity actions until the end of your next turn; +2 vs. bloodied
Thunderwave (At Will Standard Close blast 3 ✦ Arcane, Implement, Thunder) Wizard 1
Target: Each creature in blast
Attack: +10 vs. Fort
Hit: 1d6+9 thunder damage, push target 1; +2 vs. bloodied
Orbmaster's Incendiary Detonation (Encounter Standard Area burst 1 within 10 ✦ Arcane, Fire, Implement, Force, Zone) Wizard 1
Target: Each creature in burst
Attack: +10 vs. Reflex
Hit: 1d6+9 force damage, target knocked prone; +2 vs. bloodied
Effect: Burst creates zone of flame until end of your next turn; each enemy that enters or starts their turn in zone takes 2 fire damage
Color Spray (Encounter Standard Close blast 5 ✦ Arcane, Implement, Radiant) Wizard 3
Target: Each creature in blast
Attack: +10 vs. Will
Hit: 1d6+9 radiant damage, target is dazed until the end of your next turn; +2 vs. bloodied
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.
Orb of Nimble Thoughts (Encounter Move ) Orb of Nimble Thoughts
Target: Personal
Effect: Shift 5 squares
Flaming Sphere (Daily Standard Ranged 10 ✦ Arcane, Conjuration, Fire, Implement) Wizard 1
Target: One creature adjacent to the sphere
Attack: +10 vs. Reflex
Hit: 2d6+9 fire damage; +2 vs. bloodied
Effect: Conjure medium flaming sphere in target square within range; sphere attacks. Any creature starting its turn adjacent to the sphere takes 1d4+9 fire damage; +2 vs. bloodied. 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.
Stinking Cloud (Daily Standard Area burst 2 within 20 ✦ Arcane, Implement, Poison, Zone) Wizard 5
Target: Each creature in burst
Attack: +10 vs. Fort
Hit: 1d10+9 poison damage; +2 vs. bloodied
Effect: The burst creates a zone of poisonous vapor that blocks line of sight until the end of my next turn. Creatures that enter the zone or start their turns there take 1d10 + 9 poison damage; +2 vs. bloodied. As a move action, you can move the zone up to 6 squares.
Special: Sustain minor.
Horrid Whispers (Daily Standard Area burst 1 within 10 ✦ Arcane, Implement, Illusion, Psychic) Wizard 1
Target: Each enemy in burst
Attack: +10 vs. Will
Hit: 1d6+9 psychic damage; +2 vs. bloodied; 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.
Special: Spellbook
Float (Daily Minor None ✦ None) Wizard Utility 2
Target: Personal
Effect: Hover 6" above the ground until the end of the encounter or until you fall. You ignore movement penalties and restrictions due to terrain, do not set off pressure-sensitive traps, and cannot be detected with tremorsense. Gain +1 to Stealth checks. You can float over only a solid surface or a liquid surface directly beneath you. You cannot use this power to cross a chasm or a pit.
Special: Spellbook
Grasp of the Grave (Daily Standard Area burst 2 within 20 ✦ Arcane, Implement, Necrotic, Zone) Wizard 5
Target: Each enemy in burst
Attack: +10 vs. Reflex
Hit: 1d10+9 necrotic damage, dazed until the end of my next turn; +2 vs. bloodied
Miss: 1d10+9 necrotic damage; +2 vs. bloodied
Effect: The burst creates a zone that lasts until the end of the encounter. An enemy that enters the zone or that starts its turn in the zone takes 5 necrotic damage.
Special: Spellbook
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.

Fluff Edit

Background Edit

Mervin's memories of life before a few years ago are unfortunately quite foggy. He recalls growing up in a great city called Letheon in a land far away, being a powerful mage, and mastering great power - but the rest of his memories are generally scattered and jagged, and never seem to quite fit together in his mind. One of the last major things he remembers is the outbreak of a war, and fighting in a battle. There were spells, and explosions, and a tentacle-faced monster casting something unfamiliar... And then several years later he woke up in the middle of the woods.

Spending time getting his bearings, he gradually remembered enough of his previous skill to begin to teach himself magic again. Living off the land for a time, he slowly built himself up from scratch, redefining himself and choosing not to dwell on the past but focus on the needs of the present. He is still haunted by vicious nightmares and his control of basic magic still feels dull and unwieldy in his hands, like a well-trained swordsman suddenly forced to use nothing but a halberd. Still, though he has found himself in an unfamiliar town in a strange land, through hard work and a bit of luck he remains confident that he will find his way.


The truth of Mervin's past is a bit more complex.

He was indeed once a powerful wizard from Ea, hailing from Letheon - but his life was far from simple. Mervin the Seeker was a brash and powerful battle mage whose machiavellian rise to power was a testament to how quickly one may rise when one cares only for great power. Course and calculating, his political machinations were often brilliantly executed and difficult for his rivals to outmaneuver, but won him little respect and he trampled many who got in his way. His rapid ascent was only halted by the outbreak of sudden war with the illithid forces.

Arrogant and brave, he led an ill-fated attack against overwhelming odds early in the conflict, during which he pressed forward beyond his squad into the thick of the battle. Quickly surrounded and overcome, he was blasted by a psionic spell from an incredibly powerful illithid which obliterated most of his psyche. Having fallen, he was picked up by his enemies when they were canvassing for corpses. Considered broken beyond repair, his body was sold over the years to various slaver factions until finally he was unceremoniously dumped in the woods one day by a caravan driver who merely wished to lighten his load. At some point, an unknown benevolent creature took pity on this wretched soul and attempted to heal his addled mind. Though his body was repaired and miraculously some of his mind brought back, most of his memories are irreparably lost.

His powerful magical knowledge all but gone, he has begun slowly re-teaching himself spells - although his new arsenal is slightly different than it used to be. Before, he wielded powerful orbs and used mainly ice magic, but now the simple practicality of staves has appealed to him, and he has focused mainly on fire and psychic spells. Occasionally, echoes of his old mastery escape his shaky hands - seemingly moved by a mind all their own.

Previously a powerful battle mage, he was also a conniving elitist whose thirst for power knew no bounds. Since his "incident", as he calls it, he's become quite appreciative of the little things in life, and finds his magic doesn't always come into focus quite as he wishes. He is also haunted by memories that seem not to belong to him at all, but were somehow assembled in his mind from far-flung lands and times. Overall, he does quite admirably for one in his situation, although he is still prone to the occasional outbursts and rage that he, himself, does not fully understand.

Although he's not sure why, Mervin remains deeply distrustful and sometimes outwardly hostile to all gith races. He also has an extreme reaction to any illithid, ranging from blinding anger to uncontrolled urination.


Exploits Edit

Recently he managed to help kill a white dragon while investigating a problem in a mine on one of the newly revealed isles.

Later, he accidentally fell through a barrel to end up halfway around the world. He reluctantly started running with a motley crew who seem to find trouble everywhere they look. After fighting (but not killing) another dragon, he set off to fight yet another dragon.


Appearance and personality Edit

Age: not sure, probably late 40's
Gender: Male
Height: 5'4"
Weight: 150 lb.
Alignment: unaligned

Personality: Disjointed, friendly, confident. Clearly smart but also clearly missing a few pieces.

Physical Description: Mervin is a shorter-than-average human with long, scraggly gray hair that exhibits signs of male pattern baldness. His midsection is also a little larger than it seems he realizes it to be, especially given his pattern of dress. He tends to wear simple gray clothes that are purely functional, and can occasionally be caught muttering to himself.


Background Benefit Edit

Mervin is from the Ea region, but has the background benefit: General -> Occupation Scholar -> +2 Arcana


Hooks Edit

  • Hook 1: Old "friends": Mervin had few friends and many enemies on Ea, none of which would be very happy to see him again. His "friends" were mostly co-conspirators whose own machinations would have eventually stabbed him in the back anyway, and his enemies hated him passionately with good reason. He has almost no memory of either, however, and is unlikely to recognize either through sight or mention.
  • Hook 2: Hatred of giths and illithids: Although he doesn't quite understand why, Mervin has an innate distrust for any gith race and will react very strongly when confronted with any illithid. Opportunities to confound any of these races will immediately garner his interest.
  • Hook 3: Someone is looking out for him: Mervin's recovery was facilitated by something powerful enough to undo tremendous psychic damage. Although it healed him as best it could, it never revealed itself to Mervin, for reasons unknown. For his part, Mervin simply counts his blessings and hasn't really looked into it.
  • Hook 4: Dreamer: Still haunted by dreams of his past, he occasionally sees pieces of different times or places. Sometimes he remembers these things when he wakes up; usually he does not.
  • Hook 5: Power-seeking: While Mervin has settled into the life he now has, a part of him is always still seeking sources of power, especially those that can boost his arcane abilities.


Kicker Edit

  • Ultimately, while he may be tempted, Mervin probably doesn't want his full memory restored.


Show Math Edit

Ability Scores Edit

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 0 8 0 0 8 -1
Con 3 13 0 1 14 2
Dex 3 13 0 0 13 1
Int 16 18 2 1 21 5
Wis 3 13 0 0 13 1
Cha 0 10 0 0 10 0
Totals 25   8


Attacks Edit

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

-1

str 1+1 L4W feat bonus022AC
Basic Ranged

1

dex+1+1 L4W feat bonus24


Defenses Edit

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +1/+5 dex/int 1 4 Leather Armor +2 2 22
Fortitude-1/+2str/con12Amulet Prot +22 17
Reflex+1/+5dex/int1 2Amulet Prot +22 20
Will+1/+0wis/cha21 2Amulet Prot +22 18


Saving Throw Bonuses: None
Resistances: None

Senses and Reactions Edit

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 1 0 0 0 0 0 5 Orb of Nimble Thought 2 0 8
Passive Insight 1 0 0 0 0 0 0 0 2 5 18
Passive Perception 1 0 0 0 0 0 0 0 2 0 13


Health Edit

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherSurge Value BonusTotalBloodiedSurge
Hit Points 10 14 4 0 0 0 0 40 20 10


Surges per Day 7 (Class 6 + Con 1)

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 +Con bonus to one Defense as an immediate interrupt)
  • Cantrips
  • Ritual Caster Feat
  • Spellbook (incl. 3 rituals, 2x daily and utility powers gained)
  • Additional rituals at certain levels (1, 5, etc.)


Feats Edit


Skills and Languages Edit

Languages: Common, Draconic


Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameMiscMisc NameAC PenLevel BonusTotal
Acrobatics 1 dex 2 3
Arcana 5 5 int 2 background n/a 2 14
Athletics-1str21
Bluff0chan/a22
Diplomacy0chan/a22
Dungeoneering1wisn/a23
Endurance1con23
Heal1wisn/a23
History55intn/a212
Insight51wisn/a28
Intimidate0chan/a22
Nature51wisn/a28
Perception1wisn/a23
Religion55intn/a212
Stealth1dex23
Streetwise0chan/a22
Thievery1dex23
Trained Skills5 


Powers Edit

Powers KnownEdit


Powers to Hit Edit

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Phantom Bolt +5 Int 1 L4W bonus +2 +1 Accurate Implement 2 10 Will
Winged Horde +5 Int 1 L4W bonus +2 +1 Accurate Implement 2 10 Will
Thunderwave +5 Int 1 L4W bonus +2 +1 Accurate Implement 2 10 Fort
Orbmaster's Incendiary Detonation +5 Int 1 L4W bonus +2 +1 Accurate Implement 2 10 Ref
Flaming Sphere +5 Int 1 L4W bonus +2 +1 Accurate Implement 2 10 Ref
Horrid Whispers +5 Int 1 L4W bonus +2 +1 Accurate Implement 2 10 Will
Color Spray +5 Int 1 L4W bonus +2 +1 Accurate Implement 2 10 Will
Stinking Cloud +5 Int 1 L4W bonus +2 +1 Accurate Implement 2 10 Fort


Equipment Edit

Equipment Name Price Weight Notes
Accurate Staff of Ruin +1 (primary hand) 680 gp - Level 3
Orb of Nimble Thoughts +1 (off hand) 680 gp - Level 3
Irrefutable Leather Armor +2 2600 gp 15 lb Level 7
Amulet of Protection +2 1800 gp - Level 6
Gauntlets of Blood 840 gp - Level 4
Shard of the Mage 680 gp - Level 3
Backpack 2 gp 2 lbs  
Hempen Rope (50') 1 gp 10 lb  
Climber's Kit 2 gp 11 lb  
Ritual Components (Residuum - Any) 30 gp -  
Spellbook 0 gp 3 lbs  
Total 41 lb  

Cash on hand: 1341 gp

  • Normal Load: 80 lb
  • Heavy Load: 160 lb
  • Maximum Drag: 400 lb


Rituals Edit

  • Comprehend Language (Arcana)
  • Tenser's Floating Disk (Arcana)
  • Brew Potion (Arcana)


Wishlist Edit

  • Staff of Ruin +2 (level 8)
  • Headband of Intellect (level 10)

Tracking Edit

Treasure Edit

  • 100 gp (starting gold) - 75 gp (level 1 expenses) = 25 gp
  • Spent 10 residuum in Lord Byron’s Economic Woes
  • other characters pitched in 6g for residuum in Lord Byron’s Economic Woes; 25 + 6 = 31 g
  • Gained 340g & Staff of Ruin +1 from Lord Byron’s Economic Woes; 31 + 340 = 371 g
  • Sold staff implement for 1g; 371 + 1 = 372 g
  • Gained 181 time gold from Lord Byron’s Economic Woes; 181 + 372 = 553 g
  • Gained 340 from Kane in Lord Byron’s Economic Woes; 553 + 340 = 893 g
  • bought Orb of Nimble Thoughts +1 for 680; 893 - 680 = 213 g
  • Gained 127 time gold from Land Ho!; 213 + 127 = 340 g
  • +127 time gold from Land Ho!; 340 + 127 = 467 g
  • +906 time gold from retiring Empathy; 467 + 906 = 1373 g
  • received Irrefutable leather armor +2, Amulet of protection +2, Gauntlets of Blood, Shard of the Mage, -37g from Land Ho!; 1373 - 37 = 1336 g
  • sold leather armor for 5g; 1336 + 5 = 1341 g


XP Edit


Changes Edit

  • 10/11/10 - added rewards from Land Ho!; leveled to 5
  • 9/1/10 - boosted from retiring Empathy
  • 7/25/10 - added rewards from Land Ho!
  • 7/1/10 - added rewards from Land Ho!
  • 4/20/10 - added rewards from Lord Byron's; leveled up to 3; retrained two feats due to PHB3 materials; bought orb
  • 3/22/10 - changed background benefit, bonus language, 40 arcana components to 40 residuum as part of "restructure before level 2", added equipment/XP from adventure, updated to level 2

Mini stat block for inclusion in combat posts Edit

Updated as necessary

[sblock=Mervin ministats][B][COLOR="DeepSkyBlue"]Mervin[/COLOR][/B] Male Human Wizard 3
Initiative: +8, Passive Perception: 13, Passive Insight: 18, Senses: Normal
AC:22, Fort:17, Reflex:20, Will:18
HP:[COLOR=White]40[/COLOR]/40, Bloodied:20, Surge Value:10, Surges left:[COLOR=White]8[/COLOR]/8
Action Points/Milestones: [COLOR=White]1[/COLOR]/0
Powers:[color=Green]
Phantom Bolt 
Winged Horde
Thunderwave
(Wizard cantrips)[/color]
[color=red]Orbmaster's Incendiary Detonation
Color Spray
Shield
Staff of Defense
Second Wind
Orb of Nimble Thoughts[/color]
[color=gray]Flaming Sphere
Stinking Cloud[/color]
[color=gold]Irrefutable armor[/color]

Important Stuff:

Conditions:

Full sheet: [url]http://l4w.wikia.com/index.php?title=L4W:CS:Mervin_(evilbob)[/url][/sblock]

Judge Comments Edit

Level 1 Edit

Approval 1 Edit

Approval from --renau1g

Approval 2 Edit

Approved by ScorpiusRisk

Level 2 Edit

Approval 1 Edit

Approval from --renau1g

  • Looks good evilbob

Approval 2 Edit

Approval from TwoHeadsBarking:

  • Summary: Don't suppose I could convince you to add your feats and trained skills to your summary?
  • Summary: Please remove the "(Wis)" from Float and just leave the number.
  • Powers Known: Missing your second utility.
  • Tracking: The link and your summary says 1410 xp, but the XP section says 1420.

Relatively minor, so approved.

Level 3 Edit

Approval 1 Edit

Approved by ScorpiusRisk

  • Please replace See Below with actual information in the summary. The summary is there so people don't have to see below.
  • You should note somewhere that your Staff is your primary Implement.
  • Augmentable should be listed as a keyword on your orb. You should also list its augmentation, even though it doesn't apply to your character at this moment. This is dnd afteralll, things happen.

Minor things.

Approval 2 Edit

Approval from x

Level 5 Edit

Approval 1 Edit

Approval from x

Approval 2 Edit

Approval from x

Status Edit

Level 1 Approved

Status: Approved as 1st level character with 0 xp by renau1g and ScorpiusRisk.

Level 2 Approved

Status: Approved as 2nd level character with 1410 xp by renau1g and TwoHeadsBarking.

Level 5 Waiting Approval

Status: Approved as 5th level character with 6176 xp by x and x.

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