Post by Mobius on May 20, 2009 13:50:01 GMT 8
References:
Player's Handbook I - PHB
Player's Handbook II - PHB II
Forgotten Realms Player's Guide - FRPG
Arcane Power - Arc Pow
Martial Power - Mar Pow
Open Grave - OG
Adventurer's Vault - AV
Adventure's Vault II - AV II
Character
Character Name : Mobius
Character Race : Human
Character Class : Mage
Alignment : Unaligned
Deity : -
Gender : Male
Age : 21
Size : Medium
Height : 5' 5"
Weight : 132 lb
Hair : Black
Eyes : Black
XP : 16500 xp
Character Level : 9
Paragon Path :
Epic Destiny :
Known Languages : Common, Primordial
Attributes
Str : 12 (+1)
Con : 15 (+2)
Dex : 15 (+2)
Int : 21(+5)
Wis : 14 (+2)
Cha : 12 (+1)
Vision : Normal
Health
Hit Points : 57
Bloodied : 28
Healing Surge : 14
Surges / Day : 8 (Class + Con Mod)
Armor and defense
Armor Class : 23 (10+4+3+5+1, 10+1/2 lv+armour+int+class)
Fortitude : 18 (10+4+2+1+1, 10+1/2 lv+con+race+enh)
Reflex : 21 (10+4+5+1+1, 10+1/2 lv+int+race+enh)
Will : 20 (10+4+2+2+1+1, 10+1/2 lv+wis+class+race+enh)
Resistance:
Special Armor Class Notes :
Special Save Notes : Feat - Human Perseverance: +1 to saving throws
Combat Statistics
Initiative Modifier : +10 [+2+4+2+2 (Dex+1/2 lv+Warlord's power+Quickdraw feat)]
Special Combat Notes : Goldenarm - +1 to atk rolls and dmg rolls for melee attacks and wizard attack powers.
Weapons
Staff of the War Mage +1
+1 enhancement bonus to atk rolls and dmg rolls for melee attacks and powers with the 'implement' keyword.
Critical: +1d8 per plus
Power: Daily, free action. Increase the size of a power's blast or burst by 1.
Basic melee atk roll: +9 vs AC (+4+1+2+1+1, +1/2 lv+str+prof+staff+Goldenarm)
Basic melee dmg roll: 1d8+2
Magic Staff +2
+2 enhancement bonus to atk rolls and dmg rolls for melee attacks and powers with the 'implement' keyword.
Critical: +1d6 per plus
Basic melee atk roll: +10 vs AC (+4+1+2+2+1, +1/2 lv+str+prof+staff+Goldenarm)
Basic melee dmg roll: 1d8+3
Staff of Fiery Might +3
+3 enhancement bonus to atk rolls and dmg rolls for melee attacks and powers with the 'implement keyword.
Critical: +1d8 fire dmg per plus
Basic melee atk roll: 11+ vs AC (+4+1+2+3+1, +1/2 lv+str+prof+staff+Goldenarm)
Horn Totem
+1 enhancement bonus to atk rolls and dmg rolls for melee attacks
Critical: +1d6 per plus
Property: +1 to dmg rolls for creatures sized Large and above.
Basic melee atk roll: +8 vs AC (+3+1+1+1, +1/2 lv+str+dagger+Goldenarm)
Basic melee dmg roll: 1d4+2
Powers
At Will:
-Light (PHB 158) :
Wizard Cantrip
At-Will ✦ Arcane
Minor Action, Ranged 5
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 (PHB 158) :
Wizard Cantrip
At-Will ✦ Arcane, Conjuration
Minor Action, Ranged 5
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 you hand.
As a move action, you can move the hand up to 5 squares. As a free action, you can cause the had to drop an object it is holding, and as a minor action, you can cause the hand to pik up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.
-Ghost Sound (PHB 158) :
Wizard Cantrip
At-Will ✦ Arcane, Illusion
Standard Action, Ranged 10
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 armour, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
-Prestidigitation (PHB 159) :
Wizard Cantrip
At-Will ✦ Arcane
Standard Action, Ranged 2
Effect: Use this cantrip to accomplish one of the effects given below.
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 3 prestidigitation effects active at one time.
-Magic Missile (PHB 159) :
Wizard Attack 1
At-Will ✦ Arcane, Force, Implement
Standard Action, Ranged 20
Target: One creature
Attack: Int vs. Ref
Hit: 2d4+Int mod force dmg
Increase dmg to 4d4+Int mod at 21st level
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.
-Scorching Burst (PHB 159) :
Wizard Attack 1
At-Will ✦ Arcane, Fire, Implement
Standard Action, Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Int vs. Ref
Hit: 1d6+Int mod fire dmg
Increase dmg to 2d6+Int mod at 21st level
-Thunderwave (PHB 159) :
Wizard Attack 1
At-Will ✦ Arcane, Thunder, Implement
Standard Action, Close blast 3
Target: Each creature in blast
Attack: Int vs. fort
Hit: 1d6+Int mod thunder dmg and you push the target a number of squares equal to your Wisdom Modifier
Increase dmg to 2d6+Int mod at 21st level
Encounter :
-Burning Hands (PHB 159) :
Wizard Attack 1
Encounter ✦ Arcane, Fire, Implement
Standard Action, Close blast 5
Target: Each creature in blast
Attack: Int vs. Ref
Hit: 2d6+Int mod fire dmg
-Icy Rays (PHB 161) :
Wizard Attack 3
Encounter ✦ Arcane, Cold, Implement
Standard Action, Ranged 10
Target: One or two creatures
Attack: Int vs. Ref, one attack per target
Hit: 1d10+Int mod cold dmg and the target is immobilized until the end of your next turn.
Daily :
-Flaming Sphere (PHB 160) :
Wizard Attack 1
Daily ✦ Arcane, Conjuration, Fire, Implement
Standard Action, Ranged 10
Target: One creature adjacent to the flaming sphere
Attack: Int vs. Ref
Hit: 2d6+Int mod fire dmg
Effect: You conjure a Medium flaming sphere in an unoccupied square within range and the sphere attacks an adjacent creature. Any creature that starts its turn next to the flaming sphere takes 1d4+Int mod fire dmg. As a move action, you can move the sphere up to 6 squares.
Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can move the sphere up to 6 squares.
-Acid Arrow (PHB 160) :
Wizard Attack 1
Daily ✦ Arcane, Acid, Implement
Standard Action, Ranged 20
Primary Target: One creature
Attack: Int vs. Ref
Hit: 2d8+Int mod acid dmg and obgoing 5 acid dmg (save ends). Make a secondary attack.
Secondary Target: Each creature adjacent to the primary target.
Secondary Attack: Int vs. Ref
Hit: 1d8+Int mod acid dmg and ongoing 5 acid dmg (save ends).
Miss: Half dmg and ongoing 2 acid dmg to primary target (save ends) and no secondary attack(s).
-Sleep (PHB 160) :
Wizard Attack 1
Daily ✦ Arcane, Sleep, Implement
Standard Action, Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Int vs. Will
Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).
Miss: The target is slowed (save ends).
-Fireball (PHB 161) :
Wizard Attack 5
Daily ✦ Arcane, Fire, Implement
Standard Action, Area burst 3 within 20 squares
Target: Each creature in burst
Attack: Int vs. Ref
Hit: 3d6+Int mod fire dmg.
Miss: 1/2 dmg.
-Stinking Cloud (PHB 161) :
Wizard Attack 5
Daily ✦ Arcane, Implement, Poison, Zone
Standard Action, Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Int vs. Fort
Hit: 1d10+Int mod poison dmg
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+Int mod poison dmg. As a move action, you can move the zone up to 6 squares.
Sustain Minor: The zone persists.
-Web (PHB 161) :
Wizard Attack 5
Daily ✦ Arcane, Implement, Zone
Standard Action, Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Int vs. Ref
Hit: The target is immobilized (save ends).
Effect: The burst creates a zone of webs that fills the area until the end of the encounter or for 5 minutes. The zone is considered difficult terrain. Any creature that ends its move in the web is immobilized (save ends).
-Wall of Fire (PHB 163) :
Wizard Attack 9
Daily ✦ Arcane, Conjuration, Fire, Implement
Standard Action, Area wall 8 within 10 squares
Effect: You conjure a wall that consists of contiguous squares filled with arcane fire. I 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+Int mod fire dmg. If a creature moves into the wall's space or starts its turn there, the creature takes 3d+Int mod fire dmg. Entering a square occupied by the wall costs 3 extra squares of movement. The wall blocks line of sight.
Sustain Minor: The wall persists.
-Face of Death (Arc Pow 106) :
Wizard Attack 9
Daily ✦ Arcane, Fear, Illusion, Implement
Standard Action, Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Int vs. Will
Hit: The target is immobilized (save ends).
First Failed Saving Throw: The target is helpless (save ends).
Aftereffect: The target is slowed (save ends).
Miss: The target is immobilized (save ends).
Aftereffect: The target is slowed (save ends).
-Mordenkainen's Guardian Wolf (Arc Pow 106) :
Wizard Attack 9
Daily ✦ Arcane, Conjuration, Implement
Standard Action, Ranged 10
Effect: You conjure a Medium guardian wolf that occupies 1 square within range, and the wolf makes the following melee attack. Once per round as a minor action, you can have the wolf repeat its attack. As a minor action, you can move the wolf 6 squares. The wolf lasts until the end of the encounter or until you dismiss it with a free action.
Target: One creature adjacent to the wolf
Attack: Int vs. Ref
Hit: 3d4+Int mod dmg. The target takes a -2 penalty to its next attack roll that targets you.
Utility Powers:
-Shield (PHB 161) :
Wizard Utility 2
Encounter ✦ Arcane, Force
Immediate Interrupt, Personal
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC and Ref defense until the end of your next turn.
-Phantasmal Terrain (Arc Pow 103) :
Wizard Utility 2
Daily ✦ Arcane, Illusion, Zone
Standard Action, Area burst 3 within 10 squares
Effect: The burst creates a zone of illusory obstacles that lasts until the end of the encounter. Difficult terrain within the zone costs 2 extra squares of movement to enter instead of the normal 1 extra square. Additionally, hazards and traps within the zone gain a bonus to attack rolls against your enemies equal to your Int mod.
-Dispel Magic (PHB 162) :
Wizard Utility 6
Daily ✦ Arcane
Standard Action, Ranged 10
Target: One conjuration or zone
Attack: Int vs. the Will defense of the creator of the conjuration or the zone.
Hit: The conjuration or the zone is destroyed. All its effects end, including those that normally last until a target saves.
-Wizard's Escape (Arc Pow 105) :
Wizard Utility 6
Encounter ✦ Arcane, Teleportation
Immediate Interrupt, Personal
Trigger: An enemy hits you with a melee attack
Effect: You teleport 5 squares to a space that is not adjacent to an enemy.
Skills :
Acrobatics: +6 [2+4 (Dex+1/2 lv)]
Arcana: +14 [5+4+5 (Int+1/2 lv+training)]
Athletics: +5 [+1+4 (Str+1/2 lv)]
Bluff: +5 [1+3 (Cha+1/2 lv)]
Diplomacy: +4 [1+4 (Cha,1/2 lv)]
Dungeoneering: +11 [2+4+5 (Wis+1/2 lv+training)]
Endurance: +6 [2+4 (Con+1/2 lv)]
Heal: +6 [2+4 (Wis+1/2 lv)]
History: +14 [5+4+5 (Int+1/2 lv+training)]
Insight: +11 [+2+4+5 (Wis+1/2 lv+ training)]
Intimidate: +5 [1+4 (Cha+ 1/2 lv)]
Nature: +6 [2+4 (Wis+1/2 lv)]
Perception: +6 [2+4 (Wis+1/2 lv)]
Religion: +14 [5+4+5 (Int+1/2 lv+training)]
Stealth: +6 [2+4 (Dex+1/2 lv)]
Streetwise: +5 [1+4 (Cha+1/2 lv)]
Thievery: +6 [2+4 (Dex+1/2 lv)]
Feats
Armour Proficiency - Cloth, Leather (PHB 193)
Weapon Proficiency - Quarterstaff (PHB 201)
Ritual Caster (PHB 200)
Expanded Spellbook - +1 daily spell at every available level (PHB 195)
Human Perseverance - +1 to saving throws (PHB 198)
Action surge - +3to attack rolls during any action gained by spending an action point
Quick Draw - draw weapon or item as part of the action to attack or use. +2 to initiative checks (PHB 200)
Dual Implement Spellcaster - Adds off hand's implement's enhancement bonus to damage rolls (Arc Pow 125)
Arcane Reserves - After all arcane encounter attacks are expanded, +2 to dmg rolls with arcane at-will powers until end of the encounter or until regain of any arcane encounter powers.
Racial & Class Features :
Human -
+2 to any one ability score
1 extra class at-will power
1 extra feat at 1st level
Training in 1 extra class skill
+1 to Fort, Ref and Will
Wizard -
Implement Mastery: Staff of Defense - +1 to AC, +Con modifier against one attack as an immediate interrupt once per encounter.
+2 to Will
Rituals Known -
Comprehend Language (PHB 302)
Gentle Repose (PHB 305)
Teser's Floating Disk (PHB 312)
Make Whole (PHB 309)
Enchant Magic Item (PHB 304)
Transfer Enchantment (AV 199)
Last Sight Vision (OG ?)
Skull Watch (OG ?)
Undead Servitor (OG ?)
Undead Ward (OG ?)
Equipment & Gear :
Worn : Leather Armour of Sudden Recovery (15 lb.)
Wavestrider Boots
Cloak of Resistance +1
Gauntlets of the Ram
Gear :
Staff of the War Mage +1 (4 lb.)
Magic Staff +2 (4 lb.)
Staff of Fiery Might +3 (4 lb.)
Horn Totem +1 (1 lb.)
Spellbook - 25/128 pages (3 lb.)
Ritual Book - 15 pages, 4 rituals
Standard Adventurer's Kit (23 lb.)
Everlasting Provisions
Current weight carried: 72 lb.
Carrying capacity :
Normal load : 120 lb.
Heavy Load: 240 lb.
Max Drag load : 600 lb.
Gold : 907 gp, 14 sp(18 lb.)
Character History :
As an infant, Mobius was found by Nimozaran The Green in an unknown burning village and raised as his apprentice.
This is all Mobius knows of his past. This is all Mobius cares to know.
Growing up on countless battlefields at the side of his War Mage master, Mobius's earliest memories were of screaming enemies incinerated and ripped asundered by his master's fireballs and lightning bolts. Seeing the War Mage triumph over enemy after enemy with his magic awoken a hunger in Mobius by the time he was 3; he would learn magic and be a great wizard just like his master.
Yet, when Mobius requested to be taught the ways of magic, Nimozaran’s only reaction was a cold smile.
“You have eyes, boy. Use them." was all he said.
And so, for the next 2 years, Mobius remained at the side of Nimozaran as he fought one battle after another. During a particularly brutal engagement, Mobius was separated from Nimozaran in the chaos. Lost and bewildered, Mobius scrambled best as he could for dear life as slaughter raged all about him. Luck was not on his side; a mercenary of the opposing side spotted him. Seeing an easy kill, the blood-crazed man stalked after Mobius, determined to skewer the boy with his spear.
Terror gripping his heart like a vise, all Mobius could do was crawl mindlessly away in a futile attempt to escape. A heavy boot slammed down on his back, crushing the breath out of his lungs and blood from his throat. With a flick of his foot, the mercenary turned Mobius over on his back, so that he may see the smug face of his killer. Spear raised high above the man’s head; one downward thrust would be all it would take to end the boy’s short life.
Afterwards, Mobius would never be able to recall exactly what happened or how he found the strength to do what he did. With a cry of defiance, he thrust a clawed hand at his would-be slayer and a jet-black wolf’s head screamed towards the man. It took an eternity for the mercenary’s body to topple to the ground. Mutely, Mobius stared at the body. It was long moments before he finally registered that the man’s head had been taken clean off.
Taken clean off by his magic missile.
Before shock could even properly kick in, Mobius sensed a familiar presence behind him. Turning, he saw Nimozaran. The mage must have seen what Mobius had just went through yet all he did was stand there looking at him.
And there was nothing on his master’s face.
No concern, no shock, no anger, no disapproval, no pride.
Nothing.
Had Mobius been able to, he would gladly roast the old bastard where he stood.
Nothing changed for Mobius since that day. As usual, he would be busy observing Nimozaran who would be busy killing beings with spells. For the next 7 years, Mobius devoted every waking moment to attempts at casting the spell he knew he casted. But as much attention as he paid to the War Mage’s spellcasting and as hard as he tried, he was never able to replicate that desperate feat.
Since he grew up next to soldiers and mercenaries, Mobius had the benefit of education in the swearwords of half a dozen races and from just about as many classes. (Clerics swear the most. They swear to their gods they will do anything if their prayers are answered and when nothing happens, they just swear at their gods.)
Combat-hardened veterans who were fortunate enough to share the same camp as Mobius found themselves blushing whenever the 12 year-old eloquently vocalized his frustration and displeasure at continuously failing to cast a spell. There was no one for the boy to turn to. Nimozaran had made it abundantly clear that Mobius was on his own. Mobius knew that he possessed the spark of magic within him but simply did not know how to reach deep enough to fan it. It got to the point that swearing aloud was accompanied by hair pulling and ground beating.
An observer once remarked that Mobius could swear for an entire day without once repeating himself.
The same observer also noted that Mobius was going mad.
Before his mental facilities could deteriorate any further, Nimozaran suddenly announced to Mobius that they were leaving to take up residence at his tower in Fallcrest. Why the old man would spend a dozen years fighting battle after battle when he had a tower to his name was beyond Mobius. Nonetheless, he could sense an impending change…
When they finally arrived at Fallcrest, Nimozaran did something totally unexpected; he taught Mobius how to read and write Common. Mobius proved to be a swift learner and once he had mastered what the mage had to teach, he was unleashed within Nimozaran’s vast private library. Here, in this world of knowledge, Mobius hunted for the one subject he knew would certainly be found here – Arcana.
He wasn’t disappointed.
Row after row of spellbooks, grimoires and magical treatises filled shelves that occupied almost half the library. Mobius could feel power radiating from the books but of course; he wasn’t yet ready to read the majority of them. Starting from the basics, Mobius quickly grasp the fundamentals of magic. Finally, he was able to understand what it was he lacked to ignite the magical spark within himself. And with that knowledge came the attainment of power.
It was a full moon's night when Mobius stood atop the tower, preparing his body for what his mind now knew he could do. Exultantly, he threw a clawed hand heavenwards. The accompanying howl of the wolf’s head was the sweetest thing Mobius had ever heard. In his ecstasy, the night sky over Fallcrest was filled with black howling wolf heads whose blazing red eyes left trails of crimson light. In that moment, Mobius swore that for him, there will never be pleasure, rapture or exquisite sin greater than magic.
If only Mystra was there to hear him………
After succeeding in waking up the entire town for the whole night, Mobius returned to his studies. Besides magic, he voraciously devoured books on history, literature, monster study, geography and lifestyles of peoples inhabiting the Realms.
Mobius would have happily spent the entirety of his life within the library but for two things.
Firstly, Mobius had discovered early on that he could not grow in magic simply by reading. Magic was knowledge that had to be applied to practical uses in order for a mage to further his understanding of the intricate workings of spells. (One would never learn how to cast a fireball if one cannot make full use of lesser attack spells in combat and advance from experience. Conversely, there’s not much point in knowing how to cast a fireball if one is never going to fight for dear life.) Mobius understands that magic can be used for much more than death and destruction but has decided to walk the path of a War Mage to gain mastery over magic. In short, he had to get a life, even if that life is going to be filled with pain and suffering and quite possibly premature death...
Secondly, Nimozaran had begun sending Mobius on menial errands. From cleaning duties to delivering messages, there seemed no end to the mundane chores that Nimozaran could think up for his apprentice. Already resenting the old mage for not instructing him, Mobius’s temper was severely tested by this callous treatment. Mobius had harboured the fantasy that once he had proven himself capable of grasping the fundamentals of magic, Nimozaran would take it upon himself to properly oversee his education. When Nimozaran did not deign to do so, Mobius could only resign himself to self-study. Yet now, he wasn’t even allowed to devote full attention to his pursuit!
Three years after Mobius had begun his studies, Nimozaran brought a young Halfling to the tower and declared him his new apprentice. Tobolar Quickfoot was the Halfling’s name and within 2 years under Nimozaran’s tutelage, he had achieved what it took Mobius over 7 years to achieve on his own.
By now, the only emotion Mobius could feel towards Nimozaran was a cold fury. In the past, Mobius had idly wondered if the old mage was responsible for the deaths of his parents but in truth, he didn’t care. Only the magic matters. He ignored his fellow pupil and kept to himself as much as possible. The less others knew of him, the better it was. Determined not to be outdone by the newcomer, Mobius threw himself deeper into his studies.
As much as he loathed his current situation, Mobius was well aware that he wasn’t yet ready to strike out on his own. Years of self-study still remained before he would be ready to face the dangers of the Realms and he would have to find others to journey together. No lone novice mage could survive for long out there. He would have be patient and glean as much power as he could from Nimozaran’s tower before leaving. Travelling the Realms, he will stop at nothing to grow in magic before returning. Having lived in the tower for so long, Mobius could sense that it held great magic.
One day, the magic will be his. All his.
Vae Victis – woe to the conquered. This Mobius will apply to any and all who stands in his way.
So swears Mobius.
Player's Handbook I - PHB
Player's Handbook II - PHB II
Forgotten Realms Player's Guide - FRPG
Arcane Power - Arc Pow
Martial Power - Mar Pow
Open Grave - OG
Adventurer's Vault - AV
Adventure's Vault II - AV II
Character
Character Name : Mobius
Character Race : Human
Character Class : Mage
Alignment : Unaligned
Deity : -
Gender : Male
Age : 21
Size : Medium
Height : 5' 5"
Weight : 132 lb
Hair : Black
Eyes : Black
XP : 16500 xp
Character Level : 9
Paragon Path :
Epic Destiny :
Known Languages : Common, Primordial
Attributes
Str : 12 (+1)
Con : 15 (+2)
Dex : 15 (+2)
Int : 21(+5)
Wis : 14 (+2)
Cha : 12 (+1)
Vision : Normal
Health
Hit Points : 57
Bloodied : 28
Healing Surge : 14
Surges / Day : 8 (Class + Con Mod)
Armor and defense
Armor Class : 23 (10+4+3+5+1, 10+1/2 lv+armour+int+class)
Fortitude : 18 (10+4+2+1+1, 10+1/2 lv+con+race+enh)
Reflex : 21 (10+4+5+1+1, 10+1/2 lv+int+race+enh)
Will : 20 (10+4+2+2+1+1, 10+1/2 lv+wis+class+race+enh)
Resistance:
Special Armor Class Notes :
Special Save Notes : Feat - Human Perseverance: +1 to saving throws
Combat Statistics
Initiative Modifier : +10 [+2+4+2+2 (Dex+1/2 lv+Warlord's power+Quickdraw feat)]
Special Combat Notes : Goldenarm - +1 to atk rolls and dmg rolls for melee attacks and wizard attack powers.
Weapons
Staff of the War Mage +1
+1 enhancement bonus to atk rolls and dmg rolls for melee attacks and powers with the 'implement' keyword.
Critical: +1d8 per plus
Power: Daily, free action. Increase the size of a power's blast or burst by 1.
Basic melee atk roll: +9 vs AC (+4+1+2+1+1, +1/2 lv+str+prof+staff+Goldenarm)
Basic melee dmg roll: 1d8+2
Magic Staff +2
+2 enhancement bonus to atk rolls and dmg rolls for melee attacks and powers with the 'implement' keyword.
Critical: +1d6 per plus
Basic melee atk roll: +10 vs AC (+4+1+2+2+1, +1/2 lv+str+prof+staff+Goldenarm)
Basic melee dmg roll: 1d8+3
Staff of Fiery Might +3
+3 enhancement bonus to atk rolls and dmg rolls for melee attacks and powers with the 'implement keyword.
Critical: +1d8 fire dmg per plus
Basic melee atk roll: 11+ vs AC (+4+1+2+3+1, +1/2 lv+str+prof+staff+Goldenarm)
Horn Totem
+1 enhancement bonus to atk rolls and dmg rolls for melee attacks
Critical: +1d6 per plus
Property: +1 to dmg rolls for creatures sized Large and above.
Basic melee atk roll: +8 vs AC (+3+1+1+1, +1/2 lv+str+dagger+Goldenarm)
Basic melee dmg roll: 1d4+2
Powers
At Will:
-Light (PHB 158) :
Wizard Cantrip
At-Will ✦ Arcane
Minor Action, Ranged 5
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 (PHB 158) :
Wizard Cantrip
At-Will ✦ Arcane, Conjuration
Minor Action, Ranged 5
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 you hand.
As a move action, you can move the hand up to 5 squares. As a free action, you can cause the had to drop an object it is holding, and as a minor action, you can cause the hand to pik up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.
-Ghost Sound (PHB 158) :
Wizard Cantrip
At-Will ✦ Arcane, Illusion
Standard Action, Ranged 10
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 armour, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
-Prestidigitation (PHB 159) :
Wizard Cantrip
At-Will ✦ Arcane
Standard Action, Ranged 2
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 odour.
- Colour, 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 3 prestidigitation effects active at one time.
-Magic Missile (PHB 159) :
Wizard Attack 1
At-Will ✦ Arcane, Force, Implement
Standard Action, Ranged 20
Target: One creature
Attack: Int vs. Ref
Hit: 2d4+Int mod force dmg
Increase dmg to 4d4+Int mod at 21st level
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.
-Scorching Burst (PHB 159) :
Wizard Attack 1
At-Will ✦ Arcane, Fire, Implement
Standard Action, Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Int vs. Ref
Hit: 1d6+Int mod fire dmg
Increase dmg to 2d6+Int mod at 21st level
-Thunderwave (PHB 159) :
Wizard Attack 1
At-Will ✦ Arcane, Thunder, Implement
Standard Action, Close blast 3
Target: Each creature in blast
Attack: Int vs. fort
Hit: 1d6+Int mod thunder dmg and you push the target a number of squares equal to your Wisdom Modifier
Increase dmg to 2d6+Int mod at 21st level
Encounter :
-Burning Hands (PHB 159) :
Wizard Attack 1
Encounter ✦ Arcane, Fire, Implement
Standard Action, Close blast 5
Target: Each creature in blast
Attack: Int vs. Ref
Hit: 2d6+Int mod fire dmg
-Icy Rays (PHB 161) :
Wizard Attack 3
Encounter ✦ Arcane, Cold, Implement
Standard Action, Ranged 10
Target: One or two creatures
Attack: Int vs. Ref, one attack per target
Hit: 1d10+Int mod cold dmg and the target is immobilized until the end of your next turn.
Daily :
-Flaming Sphere (PHB 160) :
Wizard Attack 1
Daily ✦ Arcane, Conjuration, Fire, Implement
Standard Action, Ranged 10
Target: One creature adjacent to the flaming sphere
Attack: Int vs. Ref
Hit: 2d6+Int mod fire dmg
Effect: You conjure a Medium flaming sphere in an unoccupied square within range and the sphere attacks an adjacent creature. Any creature that starts its turn next to the flaming sphere takes 1d4+Int mod fire dmg. As a move action, you can move the sphere up to 6 squares.
Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can move the sphere up to 6 squares.
-Acid Arrow (PHB 160) :
Wizard Attack 1
Daily ✦ Arcane, Acid, Implement
Standard Action, Ranged 20
Primary Target: One creature
Attack: Int vs. Ref
Hit: 2d8+Int mod acid dmg and obgoing 5 acid dmg (save ends). Make a secondary attack.
Secondary Target: Each creature adjacent to the primary target.
Secondary Attack: Int vs. Ref
Hit: 1d8+Int mod acid dmg and ongoing 5 acid dmg (save ends).
Miss: Half dmg and ongoing 2 acid dmg to primary target (save ends) and no secondary attack(s).
-Sleep (PHB 160) :
Wizard Attack 1
Daily ✦ Arcane, Sleep, Implement
Standard Action, Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Int vs. Will
Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).
Miss: The target is slowed (save ends).
-Fireball (PHB 161) :
Wizard Attack 5
Daily ✦ Arcane, Fire, Implement
Standard Action, Area burst 3 within 20 squares
Target: Each creature in burst
Attack: Int vs. Ref
Hit: 3d6+Int mod fire dmg.
Miss: 1/2 dmg.
-Stinking Cloud (PHB 161) :
Wizard Attack 5
Daily ✦ Arcane, Implement, Poison, Zone
Standard Action, Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Int vs. Fort
Hit: 1d10+Int mod poison dmg
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+Int mod poison dmg. As a move action, you can move the zone up to 6 squares.
Sustain Minor: The zone persists.
-Web (PHB 161) :
Wizard Attack 5
Daily ✦ Arcane, Implement, Zone
Standard Action, Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Int vs. Ref
Hit: The target is immobilized (save ends).
Effect: The burst creates a zone of webs that fills the area until the end of the encounter or for 5 minutes. The zone is considered difficult terrain. Any creature that ends its move in the web is immobilized (save ends).
-Wall of Fire (PHB 163) :
Wizard Attack 9
Daily ✦ Arcane, Conjuration, Fire, Implement
Standard Action, Area wall 8 within 10 squares
Effect: You conjure a wall that consists of contiguous squares filled with arcane fire. I 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+Int mod fire dmg. If a creature moves into the wall's space or starts its turn there, the creature takes 3d+Int mod fire dmg. Entering a square occupied by the wall costs 3 extra squares of movement. The wall blocks line of sight.
Sustain Minor: The wall persists.
-Face of Death (Arc Pow 106) :
Wizard Attack 9
Daily ✦ Arcane, Fear, Illusion, Implement
Standard Action, Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Int vs. Will
Hit: The target is immobilized (save ends).
First Failed Saving Throw: The target is helpless (save ends).
Aftereffect: The target is slowed (save ends).
Miss: The target is immobilized (save ends).
Aftereffect: The target is slowed (save ends).
-Mordenkainen's Guardian Wolf (Arc Pow 106) :
Wizard Attack 9
Daily ✦ Arcane, Conjuration, Implement
Standard Action, Ranged 10
Effect: You conjure a Medium guardian wolf that occupies 1 square within range, and the wolf makes the following melee attack. Once per round as a minor action, you can have the wolf repeat its attack. As a minor action, you can move the wolf 6 squares. The wolf lasts until the end of the encounter or until you dismiss it with a free action.
Target: One creature adjacent to the wolf
Attack: Int vs. Ref
Hit: 3d4+Int mod dmg. The target takes a -2 penalty to its next attack roll that targets you.
Utility Powers:
-Shield (PHB 161) :
Wizard Utility 2
Encounter ✦ Arcane, Force
Immediate Interrupt, Personal
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC and Ref defense until the end of your next turn.
-Phantasmal Terrain (Arc Pow 103) :
Wizard Utility 2
Daily ✦ Arcane, Illusion, Zone
Standard Action, Area burst 3 within 10 squares
Effect: The burst creates a zone of illusory obstacles that lasts until the end of the encounter. Difficult terrain within the zone costs 2 extra squares of movement to enter instead of the normal 1 extra square. Additionally, hazards and traps within the zone gain a bonus to attack rolls against your enemies equal to your Int mod.
-Dispel Magic (PHB 162) :
Wizard Utility 6
Daily ✦ Arcane
Standard Action, Ranged 10
Target: One conjuration or zone
Attack: Int vs. the Will defense of the creator of the conjuration or the zone.
Hit: The conjuration or the zone is destroyed. All its effects end, including those that normally last until a target saves.
-Wizard's Escape (Arc Pow 105) :
Wizard Utility 6
Encounter ✦ Arcane, Teleportation
Immediate Interrupt, Personal
Trigger: An enemy hits you with a melee attack
Effect: You teleport 5 squares to a space that is not adjacent to an enemy.
Skills :
Acrobatics: +6 [2+4 (Dex+1/2 lv)]
Arcana: +14 [5+4+5 (Int+1/2 lv+training)]
Athletics: +5 [+1+4 (Str+1/2 lv)]
Bluff: +5 [1+3 (Cha+1/2 lv)]
Diplomacy: +4 [1+4 (Cha,1/2 lv)]
Dungeoneering: +11 [2+4+5 (Wis+1/2 lv+training)]
Endurance: +6 [2+4 (Con+1/2 lv)]
Heal: +6 [2+4 (Wis+1/2 lv)]
History: +14 [5+4+5 (Int+1/2 lv+training)]
Insight: +11 [+2+4+5 (Wis+1/2 lv+ training)]
Intimidate: +5 [1+4 (Cha+ 1/2 lv)]
Nature: +6 [2+4 (Wis+1/2 lv)]
Perception: +6 [2+4 (Wis+1/2 lv)]
Religion: +14 [5+4+5 (Int+1/2 lv+training)]
Stealth: +6 [2+4 (Dex+1/2 lv)]
Streetwise: +5 [1+4 (Cha+1/2 lv)]
Thievery: +6 [2+4 (Dex+1/2 lv)]
Feats
Armour Proficiency - Cloth, Leather (PHB 193)
Weapon Proficiency - Quarterstaff (PHB 201)
Ritual Caster (PHB 200)
Expanded Spellbook - +1 daily spell at every available level (PHB 195)
Human Perseverance - +1 to saving throws (PHB 198)
Action surge - +3to attack rolls during any action gained by spending an action point
Quick Draw - draw weapon or item as part of the action to attack or use. +2 to initiative checks (PHB 200)
Dual Implement Spellcaster - Adds off hand's implement's enhancement bonus to damage rolls (Arc Pow 125)
Arcane Reserves - After all arcane encounter attacks are expanded, +2 to dmg rolls with arcane at-will powers until end of the encounter or until regain of any arcane encounter powers.
Racial & Class Features :
Human -
+2 to any one ability score
1 extra class at-will power
1 extra feat at 1st level
Training in 1 extra class skill
+1 to Fort, Ref and Will
Wizard -
Implement Mastery: Staff of Defense - +1 to AC, +Con modifier against one attack as an immediate interrupt once per encounter.
+2 to Will
Rituals Known -
Comprehend Language (PHB 302)
Gentle Repose (PHB 305)
Teser's Floating Disk (PHB 312)
Make Whole (PHB 309)
Enchant Magic Item (PHB 304)
Transfer Enchantment (AV 199)
Last Sight Vision (OG ?)
Skull Watch (OG ?)
Undead Servitor (OG ?)
Undead Ward (OG ?)
Equipment & Gear :
Worn : Leather Armour of Sudden Recovery (15 lb.)
Wavestrider Boots
Cloak of Resistance +1
Gauntlets of the Ram
Gear :
Staff of the War Mage +1 (4 lb.)
Magic Staff +2 (4 lb.)
Staff of Fiery Might +3 (4 lb.)
Horn Totem +1 (1 lb.)
Spellbook - 25/128 pages (3 lb.)
Ritual Book - 15 pages, 4 rituals
Standard Adventurer's Kit (23 lb.)
Everlasting Provisions
Current weight carried: 72 lb.
Carrying capacity :
Normal load : 120 lb.
Heavy Load: 240 lb.
Max Drag load : 600 lb.
Gold : 907 gp, 14 sp(18 lb.)
Character History :
As an infant, Mobius was found by Nimozaran The Green in an unknown burning village and raised as his apprentice.
This is all Mobius knows of his past. This is all Mobius cares to know.
Growing up on countless battlefields at the side of his War Mage master, Mobius's earliest memories were of screaming enemies incinerated and ripped asundered by his master's fireballs and lightning bolts. Seeing the War Mage triumph over enemy after enemy with his magic awoken a hunger in Mobius by the time he was 3; he would learn magic and be a great wizard just like his master.
Yet, when Mobius requested to be taught the ways of magic, Nimozaran’s only reaction was a cold smile.
“You have eyes, boy. Use them." was all he said.
And so, for the next 2 years, Mobius remained at the side of Nimozaran as he fought one battle after another. During a particularly brutal engagement, Mobius was separated from Nimozaran in the chaos. Lost and bewildered, Mobius scrambled best as he could for dear life as slaughter raged all about him. Luck was not on his side; a mercenary of the opposing side spotted him. Seeing an easy kill, the blood-crazed man stalked after Mobius, determined to skewer the boy with his spear.
Terror gripping his heart like a vise, all Mobius could do was crawl mindlessly away in a futile attempt to escape. A heavy boot slammed down on his back, crushing the breath out of his lungs and blood from his throat. With a flick of his foot, the mercenary turned Mobius over on his back, so that he may see the smug face of his killer. Spear raised high above the man’s head; one downward thrust would be all it would take to end the boy’s short life.
Afterwards, Mobius would never be able to recall exactly what happened or how he found the strength to do what he did. With a cry of defiance, he thrust a clawed hand at his would-be slayer and a jet-black wolf’s head screamed towards the man. It took an eternity for the mercenary’s body to topple to the ground. Mutely, Mobius stared at the body. It was long moments before he finally registered that the man’s head had been taken clean off.
Taken clean off by his magic missile.
Before shock could even properly kick in, Mobius sensed a familiar presence behind him. Turning, he saw Nimozaran. The mage must have seen what Mobius had just went through yet all he did was stand there looking at him.
And there was nothing on his master’s face.
No concern, no shock, no anger, no disapproval, no pride.
Nothing.
Had Mobius been able to, he would gladly roast the old bastard where he stood.
Nothing changed for Mobius since that day. As usual, he would be busy observing Nimozaran who would be busy killing beings with spells. For the next 7 years, Mobius devoted every waking moment to attempts at casting the spell he knew he casted. But as much attention as he paid to the War Mage’s spellcasting and as hard as he tried, he was never able to replicate that desperate feat.
Since he grew up next to soldiers and mercenaries, Mobius had the benefit of education in the swearwords of half a dozen races and from just about as many classes. (Clerics swear the most. They swear to their gods they will do anything if their prayers are answered and when nothing happens, they just swear at their gods.)
Combat-hardened veterans who were fortunate enough to share the same camp as Mobius found themselves blushing whenever the 12 year-old eloquently vocalized his frustration and displeasure at continuously failing to cast a spell. There was no one for the boy to turn to. Nimozaran had made it abundantly clear that Mobius was on his own. Mobius knew that he possessed the spark of magic within him but simply did not know how to reach deep enough to fan it. It got to the point that swearing aloud was accompanied by hair pulling and ground beating.
An observer once remarked that Mobius could swear for an entire day without once repeating himself.
The same observer also noted that Mobius was going mad.
Before his mental facilities could deteriorate any further, Nimozaran suddenly announced to Mobius that they were leaving to take up residence at his tower in Fallcrest. Why the old man would spend a dozen years fighting battle after battle when he had a tower to his name was beyond Mobius. Nonetheless, he could sense an impending change…
When they finally arrived at Fallcrest, Nimozaran did something totally unexpected; he taught Mobius how to read and write Common. Mobius proved to be a swift learner and once he had mastered what the mage had to teach, he was unleashed within Nimozaran’s vast private library. Here, in this world of knowledge, Mobius hunted for the one subject he knew would certainly be found here – Arcana.
He wasn’t disappointed.
Row after row of spellbooks, grimoires and magical treatises filled shelves that occupied almost half the library. Mobius could feel power radiating from the books but of course; he wasn’t yet ready to read the majority of them. Starting from the basics, Mobius quickly grasp the fundamentals of magic. Finally, he was able to understand what it was he lacked to ignite the magical spark within himself. And with that knowledge came the attainment of power.
It was a full moon's night when Mobius stood atop the tower, preparing his body for what his mind now knew he could do. Exultantly, he threw a clawed hand heavenwards. The accompanying howl of the wolf’s head was the sweetest thing Mobius had ever heard. In his ecstasy, the night sky over Fallcrest was filled with black howling wolf heads whose blazing red eyes left trails of crimson light. In that moment, Mobius swore that for him, there will never be pleasure, rapture or exquisite sin greater than magic.
If only Mystra was there to hear him………
After succeeding in waking up the entire town for the whole night, Mobius returned to his studies. Besides magic, he voraciously devoured books on history, literature, monster study, geography and lifestyles of peoples inhabiting the Realms.
Mobius would have happily spent the entirety of his life within the library but for two things.
Firstly, Mobius had discovered early on that he could not grow in magic simply by reading. Magic was knowledge that had to be applied to practical uses in order for a mage to further his understanding of the intricate workings of spells. (One would never learn how to cast a fireball if one cannot make full use of lesser attack spells in combat and advance from experience. Conversely, there’s not much point in knowing how to cast a fireball if one is never going to fight for dear life.) Mobius understands that magic can be used for much more than death and destruction but has decided to walk the path of a War Mage to gain mastery over magic. In short, he had to get a life, even if that life is going to be filled with pain and suffering and quite possibly premature death...
Secondly, Nimozaran had begun sending Mobius on menial errands. From cleaning duties to delivering messages, there seemed no end to the mundane chores that Nimozaran could think up for his apprentice. Already resenting the old mage for not instructing him, Mobius’s temper was severely tested by this callous treatment. Mobius had harboured the fantasy that once he had proven himself capable of grasping the fundamentals of magic, Nimozaran would take it upon himself to properly oversee his education. When Nimozaran did not deign to do so, Mobius could only resign himself to self-study. Yet now, he wasn’t even allowed to devote full attention to his pursuit!
Three years after Mobius had begun his studies, Nimozaran brought a young Halfling to the tower and declared him his new apprentice. Tobolar Quickfoot was the Halfling’s name and within 2 years under Nimozaran’s tutelage, he had achieved what it took Mobius over 7 years to achieve on his own.
By now, the only emotion Mobius could feel towards Nimozaran was a cold fury. In the past, Mobius had idly wondered if the old mage was responsible for the deaths of his parents but in truth, he didn’t care. Only the magic matters. He ignored his fellow pupil and kept to himself as much as possible. The less others knew of him, the better it was. Determined not to be outdone by the newcomer, Mobius threw himself deeper into his studies.
As much as he loathed his current situation, Mobius was well aware that he wasn’t yet ready to strike out on his own. Years of self-study still remained before he would be ready to face the dangers of the Realms and he would have to find others to journey together. No lone novice mage could survive for long out there. He would have be patient and glean as much power as he could from Nimozaran’s tower before leaving. Travelling the Realms, he will stop at nothing to grow in magic before returning. Having lived in the tower for so long, Mobius could sense that it held great magic.
One day, the magic will be his. All his.
Vae Victis – woe to the conquered. This Mobius will apply to any and all who stands in his way.
So swears Mobius.