The Newer Lands
Weird old wizard
============ Edwin Malich ============ * Level 8 Human Wizard * Good, No Deity ========== ATTRIBUTES ========== *Str: 08 (-1) *Dex: 13 (+1) *Con: 10 (+0) *Int: 22 (+6) *Wis: 15 (+2) *Cha: 10 (+0) ====== SKILLS ====== *Arcana: +15 *Dungeoneering: +11 *Heal: +11 *History: +15 *Insight: +11 *Nature: +11 *Perception: +11 *Religion: +15 *Languages: Common, Abyssal, Draconic, Primordial, Supernal ============= RACIAL TRAITS ============= * +2 Intelligence * Medium Size * Speed 6 * Normal Vision * Bonus Feat, Bonus Skill * +1 to Reflex, Fortitude, and Will Defenses ============== CLASS FEATURES ============== * 10 + Constitution HP + 4/Level, 6 + Con Surges, +2 Will * Arcane Implement Mastery: Orb of Imposition(Use one of following 1/encounter, free action) -Penalize single enemy's saves against effect you placed by Wisdom modifier. -Extend duration of "ends on your next turn" effect until turn after next * Cantrips (Use Ghost Sound, Light, Mage Hand, Prestidigitation at will) * Ritual Casting (Ritual Caster as bonus feat) * Spellbook -Know twice normal amount of Daily and Utility spells -Start with 3 rituals, gain another at level 5, 11, 15, 21, and 25 * Arcane Implement Mastery: Orb of Imposition(Use one of following 1/encounter, free action) -Penalize single enemy's saves against effect you placed by Wisdom modifier. -Extend duration of "ends on your next turn" effect until turn after next * Cantrips (Use Ghost Sound, Light, Mage Hand, Prestidigitation at will) * Ritual Casting (Ritual Caster as bonus feat) * Spellbook -Know twice normal amount of Daily and Utility spells -Start with 3 rituals, gain another at level 5, 11, 15, 21, and 25 ===== FEATS ===== *Human Bonus: Linguist (Learn 3 Languages: Abyssal, Primordial, and Supernal) *Wizard Bonus: Ritual Caster (May cast rituals) *Character 1: Skill Training - Perception *Character 2: Skill Training - Heal *Character 4: Initiate of the Faith (Multiclass Cleric, Religion, use Healing Word 1/Day) *Character 6: Implement Focus - Staff (+Tier to damage of staff implement attacks) *Character 8: Dual Implement Spellcaster (Add offhand implement to spell damage) ===== PERKS ===== * Cumulative +1 Attack at levels 5/15/25 ============ KNOWN POWERS ============ CANTRIPS -------- *Ghost Sound (Standard, Range 10) Create illusory sound *Light (Minor, Range 5) Object or point radiates light four squares out *Mage Hand (Minor, Range 5, sustain minor) Hand carries up to 20lbs 5 squares, Sustain Minor *Prestidigitation (Standard, Range 2) A bunch of cool useless magic tricks AT-WILL ------- 1: MAGIC MISSILE (Standard, Range 20, Intelligence vs. Reflex) Hit: 2d4 + Int force damage, push 1 square. Special: Counts as Basic Ranged Attack. 1: THUNDER WAVE (Standard, Close Blast 3 or Burst 1, Intelligence vs Fortitude) Hit: 1d6 + Int thunder damage and push target Wis squares away. 1: STORM PILLAR (Standard, Range 10) Effect: Occupies square UEONT, 1d6+Int lightning to enemies entering adj. squares 1/trn. ENCOUNTER --------- 1: ORBMASTER'S INCENDIARY DETONATION (Standard, Range 10 Burst 1, Intelligence vs. Reflex) Hit: 1d6 + Int force damage, prone. Effect: UEONT, enemies entering or starting in zone take 2 fire. Orb: May extend duration, expanding zone to Burst 3. 3: FIRE SHROUD (Standard, Close Burst 3(enemies), Intelligence vs. Fortitude) Hit: 1d8 + Int fire damage, and 5 ongoing fire damage (save ends) 7: WINTER'S WRATH (Standard, Range 10 Burst 2, Intelligence vs. Fortitude) Hit: 2d8 + Int cold damage. Creates zone of concealment, UEONT all starting inside take Int cold. DAILY ----- CLERIC: HEALING WORD (Minor, Close Burst 5) Effect: One creature in burst spends Healing Surge and regains extra 1d6 HP. 1: FLAMING SPHERE (Standard, Range 10, Intelligence vs. Reflex, Sustain Minor) Hit: 2d6 + Int fire damage Effect: Sphere appears in space. Deals 1d4 + Int fire to all who begin adjacent. Sustain Minor: Move sphere 6 squares as Move action, sustain as Minor action for encounter. 1: WIZARD'S FURY (Minor, Personal) Effect: Cast Magic Missile 1/round as minor for rest of encounter. 5: STINKING CLOUD (Standard, Range 20 Burst 2, Intelligence vs. Fortitude) Hit: 1d10 + Int Poison damage. Effect: Makes LOs-blocking poison vapor in burst. All that enter or start inside cloud take 1d10 + Int poison damage. Move action to move cloud 6 squares. Minor action to sustain cloud. 5: BIGBY'S ICY GRASP (Standard, Range 20, Intelligence vs. Reflex) Effect: Conjure icy hand, which attacks. Hit: 2d8 + Int cold damage, target is grabbed. Sustain Minor: Grabbed target takes 1d8 + Int cold damage. Misc: Move hand 6 squares as move action, attack with hand as standard action. UTILITY ------- 2E: SHIELD (Immediate Interrupt, Personal) Trigger: You are hit by an attack Effect: +4 power bonus to AC and Reflex until end of next turn. 2D: GUARDIAN LADES (Minor, Personal) Effect: For encounter, adj. enemies that make attack rolls take Int force 1/turn. 6D: DISPEL MAGIC (Standard, Ranged 20, Intelligence vs. Will of creator) Hit: Destroy conjuration or zone, end all its effects. 6D: WIZARD'S ESCAPE (Immediate Interrupt, Personal) Trigger: Hit by melee attack. Effect: Teleport 5 squares to space not adjacent to enemy. Amulet of Resolution(Daily, No Action)Reroll a failed save. Orb of Judicious Conjuration(Encounter, Free)Sustain power that is normally Sustain Minor. ============= KNOWN RITUALS ============= 1: AnmlMssngr(10/10minSpecial) ArcLock(25/10min/Perm) ArcMark(20/5min) CmpLanguages(10/10min/24hrs) 1: FloatingDisc(10/10min/24hrs) MkWhole(50/10min) Silence(30/10min/24hrs) 2: EndureElmnts(20/10min/24hrs) EyeAlarm(25/30min/24hrs,Spec) Preservation(25/10min) Pyrotechnics(20/1min/10min) 3: AffectFire(25/1min/8hrs) 4: Enchant Item(Special/1hr) HandofFate(70/10min/10min) Knock(35+1s/10min) Transfer Enchantment (25/1hr) 5: Brew Potion(Special/1hr) Hallucinatory Item (25/10min,24hrs) Magic Circle(100/1hr) 6: CommuneNature(140/30min/10min) CureDisease(150/10min) Disenchant(25/1hr) Sending(50/10min) 8: LinkedPortal(135or50/10min/Spec) RemoveAfflict(250/1hr) ========= INVENTORY ========= * +2 Amulet of Resolution (+2 F/R/W) * +2 Orb of Judicious Conjuration (+2d6 Critical, +2 to Will vs. Dispel Magic) * +2 Shimmering Robe (+2 AC, Area/Ranged attacks don't provoke OAs) * +3 Staff (+3d6 Critical) * Adventurer's Kit (10 Rations, 2 Sunrods) * Dagger (+3 Proficiency, 1d4 damage, off-hand) * Spellbook (33/128 pages used, Preservation) * Residuum (490gp worth) * Potion of Healing x1 (Minor, surge = 10hp) ================= COMBAT STATISTICS ================= * Passives: +5 Init, Speed 6, 21 Insight, 21 Perception * Int Attack Stats: +13/+12 Damage (+3d6 Crit) * Hitpoints: 48/48 (0 temp), 6/6 Surges (Restore 12) * Defenses: AC: 22, Fort: 17, Ref: 23, Will: 21 * Action Points: 1 AP * Saving Throws: +0 * Melee Basic: (Dagger) +6 vs. AC, 1d4 -1 Damage * Ranged Basic: (Magic Missile) +12 vs. AC, 2d4 + 8 force and push 1, Crit: 2d6 + 16 Force Damage POWER BANK ---------- U:[*]Second Wind C:[*]Orb of Imposition MC:[*]Healing Word 1E:[*]Orbmaster's Incendiary Detonation 3E:[*]Fire Shroud 7E:[*]Winter's Wrath UE2:[*]Shield UE6:[*]Wizard's Escape 1D:[*]Wizard's Fury 5D:[*]Bigby's Icy Grasp ID:[*]Amulet of Resolution IE:[*]Orb of Judicious Conjuration
Edwin is a funny old mystic who lives in the wilderness on the outskirts of Townname. Those who run into him usually find him deep in meditation or halfway through some bizarre-looking contortionist stretching exercise. No one has ever tried to rob or otherwise attack him in recent memory; he’s too weird. Very few people know his name, or that he even has one.
Edwin is tall, rail-thin, and quite old – fifty or sixty, at the least. He wears a hardworn old robe that might have had a color once, but years of being dragged across forest floors or soaked by rivers and rainstorms have left it a drab brownish-grey. Beneath the robe, Edwin seems content to wear a white loincloth and little else. His skin is tanned, windburned, and generally weathered, and almost everywhere on it one can barely make out the traceries of faded tattoos.
As far as nearby residents can tell, Malich is a benign figure; he has been known to lead lost travelers or children back to civilization and even demonstrate magical powers while interceding to protect an innocent from an animal or bandit attack.