Summary Edit

Mri'Thas Player Voda Vosa
Githyanki Wizard (unaligned) Level 5 (XP 5.936)
Initiative +8
Passive Insight 18 Passive Perception 13; Senses normal
HP 42 Bloodied 20 Surge Value 10; Surges Per-Day 9
AC 19 Fortitude 17 Reflex 19 Will 19
Speed 6 Size Medium
Str 10 (+0) Dex 11 (+0) Wis 14 (+2)
Con 16 (+3) Int 21 (+5) Cha 08 (-1)
Racial Abilities Skill Bonuses(+2 history); Danger Sense (+2 init); Githyanki Willpower(You gain a +1 bonus to your Will defense and a +2 bonus to saving throws against charm effects.); Telekinetic Leap
Class Features Arcane Implement Mastery (Staff of Defense), cantrips, ritual casting, spellbook
Battack Basic Attack Staff Of The Warmage +6 vs AC 1d6+1 damage
Branged Ranged Basic Attack Magic Missile +9 vs. Reflex 2d4+6 force damage
Feats Improved initiative, Enlarge Spell, Alchemist, Combat Expertise
Skills Arcana +12, Insight +8, History +14, Nature +12
Languages Common, deep speech
Rituals Comprehend Language (Arcana), Animal Messeger (Nature), Tenser's Floating Disk (Arcana), Alchemist's Fire(Arcana)
Shield (Encounter Immediate Interrupt Personal ✦ Arcane, Force)
Target: Self
Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.
Guardian Blades (Daily Move Personal ✦ Arcane)
Target: 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 (+5). No enemy can take this damage more than once per

Magic Missile (At Will Standard Ranged 20 ✦ Arcane, Force, Implement)
Target: One creature
Attack: +9 vs. Reflex
Hit: 2d4+6 force damage
Special: counts as a ranged basic attack
Ray of Frost (At Will Standard Ranged 10 ✦ Arcane, Cold, Implement)
Target: One creature
Attack: +9 vs. Fortitude
Hit: 1d6+6 cold damage, and the target is slowed until the end of your next turn.
Force Orb (Encounter Standard Ranged 20 ✦ Arcane, Force, Implement)
Target: 1 creature or object
Attack: +9 vs. Reflex
Hit: 2d8+6 force damage; make a secondary attack (+9 vs reflex to each enemy adjacent to the target; If hit: 1d10+6 force damage)
Shock Sphere (Encounter Standard Area burst 2 within 10 squares ✦ Arcane, Force, Implement)
Target: Each creature in burst
Attack: +9 vs. Reflex
Hit: 2d6 + 6 lightning damage.
Freezing Cloud (Daily Standard Area burst 2 within 10 ✦ Arcane, Cold, Implement)
Target: Each creature in burst
Attack: +9 vs. Fort
Hit: 1d8+6 cold damage
Miss: half damage
Effect: The cloud lasts until the end of your next turn. Any creature that enters the cloud or starts its turn there is subject to another attack. You can dismiss the cloud as a minor action.
Acid Arrow (Daily Standard Ranged 20 ✦ Arcane, Acid, Implement)
Target: One creature
Attack: +9 vs. Reflex
Hit: 2d8+5 acid damage and ongoing 5 acid damage (save ends).
Secondary Target: Each creature adjacent to the primary target
Secondary Attack: +9 vs. Reflex
Secondary Hit: 1d8+6 damage, and ongoing 5 acid damage (save ends).
Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.
Stinking Cloud (Daily Standard Area burst 2 within 20 ✦ Arcane, Poison, Implement, Zone)
Target: Each creature in burst
Attack: +9 vs. Fort
Hit: 1d10+6 poison 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 +5 poison damage. As a move action, you can move the zone up to 6

squares. Sustain Minor: The zone persists.
Grasp of the Grave (Daily Standard Area burst 2 within 20 ✦ Arcane, Necrotic, Implement, Zone)
Target: Each creature in burst
Attack: +9 vs. Reflex
Hit: 1d10+6 necrotic damage and the target is dazed until the end of your next turn.
Miss: 1d10+6 necrotic damage
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.
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 Standard 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.
Staff of the warmage +1 (Daily Free ) Magic Item
Effect: Use this power when using a power that has a blast or a burst effect. Increase the size of the blast or the burst by 1.
Critical: +1d8
Robe of Shimmering +1 (Free Property ) Magic Item
Effect: You do not provoke opportunity attacks when you make ranged or area attacks.
Resilience Amulet +2 (Daily Immediate reaction ) Magic Item
Effect: Use this power when you are hit by an attack that deals ongoing damage. Make a saving throw against the ongoing damage. On a failure, you don't expend the use of this power and no daily use of a magic item power occurs.

Fluff Edit

Background Edit

Mri'Thas was born and sent for his training in his cadre of wizards. Once his training was complete, the young Githyanki was sent to Ea, where he lived for many years, aside from the many battles fought by their kind. Mri'Thas always questioned in his mind the fact that the Gith split as a two, and fight to death with each others. He didn't keep that thoughts for long, since one day, as his cred (that formed part of the Armada) was patrolling a supply route near Ea. A squadron of githzerai crusaders came out from nowhere. The battle was short, as most of Mri'Thas's cred members were massacred. The young wizard was lucky to be alive, with a nasty wound near his neck, and covered with two of his peer's corpses, he was left as dead by the crusaders, who keep their way to the central attack point, in a githyanki fortress. Mri'Thas opened his eyes hours after that. He was not laying on the dirt, stained with blood. He was been transported in a cart. On his side there was a githzerai woman, rubbing his wound with some sort of cloth. Fear filled Mri'Thas's body, the tried to step up and escape from the claws of his eternal enemy. A strong hand pressed his chest against the wood of the cart. Mri'Thas rose his eyes to see a githyanki man, filed with scars all over his body. The state of confusion was terrible. Mri'Thas didn't know where he was, if those were illithid controlled gith or some sort of grotesque joke. The stress, the pain, the fear and the confusion were too much for Mri'Thas, he passed out. Once more he opened his eyes and found himself in an unknown place. He was under a stone roof, seat on the dirt of the ground. His fingers searched his wound, but there was just a dried scar. "The first" he thought. The woman that healed his wound entered the room. She introduced herself as Fiath'Narr, leader of the Reconciliation in that refugee. Mri'Thas inquired the woman about the place, and the fact of two gith , no willing to kill each other. Fiath'Narr told him the story of the Reconciliation and their purpose and philosophy. Mri'Thas knew in that moment that his throughts were not misleading. There were many more gith that had his same ideals. He didn't had to hide them anymore. Enthusiastic, he joined the Reconciliation and worked several years in converting many of his former peers of the armada into the Reconciliation and the mantra of “Under One Sky”. A day came when Fiath'Narr spoke Mri'Thas about the next moves of the Reconciliation. She told him that the organization was going to send agents to the continent, and she wanted Mri'Thas to go there. The wizard accepted his role in the events to come, and took a ship to Daunton

Appearance and personality Edit

Age: -
Gender: Male
Height: 6'1"
Weight: 160 lb.
Alignment: unaligned
Hair: Bald with a divided conic beard
Personality: Mir'thas is reserved and shy. He don't speak much apart of the strictly necessary. Usually he closes his eyes during a conversation, but he keeps speaking. He is curious about anything related with The Art. Most of this is a mask to hide the real Mri'Thas, the Reconciliation agent.
New issue: Cynophobia: Mri'Thas hates and fears dogs since he was almost slained by a gravehound. He won't be picking other target than the dogs, until they are dead, but he's not going closer if he can avoid it. Mri'Thas will not take into account the better tactical move, instead he'll try to put down the feared dogs as soon as possible.

Region Edit

Ea - +1 to insight checks; in addition Eans are unusually deft at instinctively taking advantage of psychic attacks to gain mental impressions about their foes. Whenever an Ean suffers an attack from a creature using the psychic keyword they may, as an immediate reaction, make a monster knowledge check. This power can only be used once per specific sort of creature* per encounter; it does not preclude the use of monster knowledge normally.

Hooks Edit

  • Convert a gith to the Reconciliation
  • Kill Illithids

Kicker Edit

  • Find information about the Liberator

Show Math Edit

Ability Scores Edit

Str 0 10 0 0 10 0
Con 5 14 2 0 16 3
Dex 1 11 0 0 11 0
Int 16 18 2 1 21 5
Wis 3 13 0 1 14 2
Cha 0 8 0 0 8 -1
Totals 25   9

Attacks Edit

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


str 1Combat expertise3Staff Of The Warmage +126AC
Basic Ranged


int1Combat expertise1Magic Missile29Reflex

Defenses Edit

DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +0/+5 dex/int 1 1 Shimmering Robe +1 2 19
Fortitude+0/+3str/con02Resilience amulet+22 17
Reflex+0/+5dex/int0 2Resilience amulet+22 19
Will+2/-1wis/cha21 2Resilience amulet+22 19

Saving Throw Bonuses +2 to saving throws against charm effects (Githyanki Willpower racial feature).

Senses and Reactions Edit

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 0 0 0 2 4 Improved initiative 0 0 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

--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherSurge Value BonusTotalBloodiedSurge
Hit Points 10 16 4 0 0 0 0 42 21 10

Surges per Day 9 (Class 6 + Con 3)

Speed and Movement Edit

Speed: 6 (Race 6 - Equipment 0)

Racial Features Edit


  • Skill Bonuses: +2 History
  • Danger Sense: You gain a +2 bonus to initiative checks.
  • Githyanki Willpower: You gain a +1 bonus to your Will defense and a +2 bonus to saving throws against charm effects.
  • Telekinetic Leap: You can use telekinetic leap as an encounter power.
  • +2 to Con and Int
  • Size: Medium
  • Speed: 6
  • Vision: Normal
  • Languages: Common and Deep speech

Class Features Edit


  • +2 Will
  • Arcane Implement Mastery: Staff of Defense (When wielding staff: +1 AC and once/encounter can add Con mod (+3) to one defense as an immediate interrupt)
  • Cantrips
  • Ritual Caster Feat
  • Spellbook (incl. 3 rituals, 2x daily and utility powers gained) - Capacity: 20/128

Feats Edit

  • Improved Initiative [1st level]
  • Enlarge Spell [2nd level]
  • Alchemist
  • Combat expertise

Skills and Languages Edit

Languages Common, Deep speech

SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Arcana 5 5 int 2 12

Powers Edit

Powers KnownEdit

  • Wizard
    • Cantrips
    • At-Will - 1st Level
    • Encounter - 1st Level
      • [Force Orb]
    • Encounter - 3rd Level
      • [Shock Sphere]
    • Daily - 1st Level
    • Daily - 5th Level
      • [Grasp of the Grave]
      • [Stinking Cloud]
    • Utility - 2nd Level
      • Shield
      • Guardian Blades
    • Other
      • Encounter
        • [Telekinetic Leap] [Racial power]
        • You hurl yourself or one of your allies safely through the air using your mind.
        • Encounter
        • Move Action Ranged 10
        • Target: You or one ally
        • Effect: The target can fly up to 5 squares. If this power is used on an ally, that ally must remain in your line of sight at all times during the effect.

    Powers to Hit Edit

    Power To-Hit
    Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
    Magic Missile +5 Int +1 Implement 0 0 2 8 Ref
    [Ray of Frost] +5 Int +1 Implement 0 0 2 8 Fort
    [Force Orb] +5 Int +1 Implement 0 0 2 8 Ref
    [Shock Sphere] +5 Int +1 Implement 0 0 2 8 Ref
    [Stinking cloud] +5 Int +1 Implement 0 0 2 8 Fort
    [Acid arrow] +5 Int +1 Implement 0 0 2 8 Ref


    Item Cost Weight Notes ,
    Adventurer's kit 15gp 33 lb 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.
    Staff of the War Mage +1 (lvl 3) free 4 lb found at Bugbear bridge
    Healing Potion free 2 lb given during Daunton Fire
    Alchemical formula for Alchemist's Fire free 2 lb given during Daunton Fire
    Non magic wand free 2 lb given during Daunton Fire
    Reading Spectacles free - lb given during 6 Eagle Down
    Resilience Amulet +2 free - lb given during 6 Eagle Down
    Shimmering Cloth Armor +1 840gp 4 lb Purchased
    residuum 100gp -
    Spellbook - 3 lb (3 lvl 1 rituals, 1 lvl 5 ritual, 1 lvl 1 alchemical recipe, 1 lvl 5 alchemical recipe ) 20/128
    platinum 0pp 0lb
    gold 10gp 0,2lb

    Total weight: 58 lb

    Mri'Thas's Wish List Edit

    This list displays the preferred item.

    By Category

    • Weapon  :
    • Armor  :
    • Waist  :
    • Head  :
    • Neck  :
    • Hands  : Alchemy gloves (AV2, L6)
    • Arms  : Bracers of perfect shot (PH L2)
    • Feet  : Boots of Fencing Master (AV, L5)
    • Other  : Flask of Dragon Breath (DM 365, L3), Power jewel (AV L5),

    Tracking Edit

    Money Edit

    +100g starting gold -1g Cloth Armor -5g Quarterstaff -15g adventurer's kit -1g Dagger -40g Ritual Components (Arcana) -0g Ritual Components (Heal) -30g Ritual Components (Nature) -0g Ritual Components (Religion) -0g Spellbook

    8g remaining

    8g +100g found in Branders camp

    108g +492g reward from Daunton Fire adventure +250g from 6 Eagle Down

    -840 of Shimmering Cloth Armor +1

    10g total

    Tracking Edit

    Treasure Edit

    XP Edit


    Changes Edit

    Level 2: Added: Toughness feat.... Shield utility power.... Changed: +1 Level modifier when applies (skills attacks defenses).... +4 Hp for Class and +5 for feat.... Values of healing surges.

    Level 3: HP added according to level Retraining Toughness for Enlarge Spell (Arcane power). Added 3rd level Encounter power: Shock Sphere. Added Staff of the War Mage +1, potion of healing, Alchemical formula , non magic wand. Added 592GP.

    Level 4: HP added according to level. Raised Int and Wis by 1. Added Alchemist feat. Retrain Thunderwave for Ray of Frost. +1 Level modifier when applies (skills attacks defenses)....

    Review Comments Edit

    Level 1 Edit

    Approval 1 Edit

    Approval from --Dunamin

    1. Math > Defenses > Will. Corrected Cha mod from +0 to -1, though this didn't change the final result as Wis mod was +1.

    2. Math > Defenses > Saving Throw bonuses. Added +2 to saving throws against charm effects (Githyanki Willpower racial feature).

    3. Math > Racial Features > Arcana Implement Mastery. Corrected Staff of Defense encounter benefit from +2 to +3 (Con mod).

    4. Math > Skills. Dex mod was corrected from +1 to +0, Cha mod was corrected from +0 to -1. All applicable skills were consequently lowered by 1.

    5. Math > Powers. One At-Will power is noted as "Human Bonus", but the character is not human and only has noted 2 At-Will powers at any rate?

    6. Ability scores between Summary and Math section differ! The Math section has been assumed correct for now.

    NB. If the PC buys rituals in the future, he will have to note in the Math section which were paid for and which were granted for free via Spellbook feature.

    Voda Vosa: I think I've done the required changes now.

    Dunamin: Thanks! Take a look at Powers To-Hit, otherwise it seems you're nearly set.

    7. Math > Powers To Hit > Thunderwave. Corrected ability mod from +4 to +5, which consequently made the final result +5.

    8. Summary > Powers > Acid Arrow. Edited input so that the full information shows.

    Great story, too! Plenty of hook options - I think it could be awesome if Mri'Thas were to be confronted with former fellow mages from his time in the armada, for instance, or find out that one of the githzerai crusaders that killed those in Mri'Thas' cred has recently converted to Reconciliation.

    Approval 2 Edit

    --Graf 02:23, 18 September 2008 (UTC)

    Looks good. I don't think we have deep speech as a language really. Its fine to take of course, I'm just not sure how common it would be.--Graf 03:25, 17 September 2008 (UTC)

    And your hooks are a bit more like goals but that's fine :)

    Level 2 Edit

    Approval 1 Edit

    Comments by JoeNotCharles

    • please fix your link to the XP post - right now it's going into the middle of the thread
    • you can choose a second utility power to go in your spellbook (don't forget to update the capacity)
    • Toughness feat isn't listed in summary
    • you haven't updated your skill bonuses, or the secondary attack bonus for Acid Arrow, in the summary

    Approval 2 Edit

    Comments by covaithe

    • I addressed most of the comments by JoeNotCharles: I changed the xp link to use the link to the post number rather than the permalink, since those don't seem to work. I updated the skills listed in the summary to match what you have in the skills section, which seems to be right. I updated the secondary attack bonus for Acid Arrow to match the primary. I added Toughness to the list of feats in the summary.
    • I also tweaked the formatting of the Shield power, so that it's title bar is red.
    • You still should choose another level 2 utility power to put in your spellbook. (and update the space in your spellbook.)

    In the spirit of clearing this one out of the approval backlog, I'm going to approve this.

    Approval 3 Edit

    Comments by Ozymandias79

    • I approve of Mri'Thas for 2nd level

    Level 3 Edit

    Approval 1 Edit

    Comments by --Ozymandias79

    • I approve of Mri'Thas for 3rd level

    Approval 2 Edit

    Comments from TwoHeadsBarking:

    • Summary: For Shock Sphere, you should replace "Intelligence modifier" with the number.
    • Health: Your table still shows the Toughness feat.

    Minor stuff, so approved.

    Level 4 Edit

    Approval 1 Edit

    Comments by --Ozymandias79

    • Approved

    Approval 2 Edit

    Comments from covaithe

    • your AC and Will defenses from the summary look to be short by 1. The math section looks right.
    • I fixed the prestidigitation text that had leaked into Staff of the Warmage power description

    Only minor errors, and fixing them will be in your favor, so I approve.

    Level 5 Edit

    Approval 1 Edit

    Approved by ScorpiusRisk

    • You're missing the free rituals granted to wizards at 5th level
    • HP is set as if you are level 4
    • Power to hit math is missing the combat expertise bonus

    Approval 2 Edit

    Approval from renau1g:

    I corrected your math section to correct the hp

    Looks like you addressed Scorpius' other comments. Approved

    Status Edit

    Status: Approved as 5th level character with 5936 xp by ScorpiusRisk and renau1g

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