Thursday, August 7, 2008

Rizzy, Level 2

UPDATED: Friday, August 22.

name: Riley Penyfeather - Player: GM

Halfling, Wizard: 2
xp: 1,622 DEMP: 4 pt. (spend one to get a +1 wand, if can be got for 270gp, or less than 300 gp)

S 8 -1
C 10
D 15 +2
I 18 +4
W 13 +1
Ch 12 +1


Initiative: +7 (+2 Dex, +1 [1/2 lev.] +4 from Feat)

AC: 15 ** (17 vs opportunity [Racial] or second chance [Racial Feat]
or - 19 vs Opp AND 2nd) ...and, See ** next:

** SHIELD ** - Spell - IMMEDIATE Interrupt: +4 to AC vs 1 Attack.
so AC 19 w/ shield, 21 vs second chance, or 23 vs 2nd chance, opportunity & using Shield. (Encounter Exploit)

Yo! I am Slippery; Don't let them hit me!
(Basically, use the Shield, Immediate Interrupt, if you were hit by less than 4. or use the second chance power, if you are hit and shield can't block it.
Then, if still get hit, use the 1/2ling Feat, to get +2 to AC, (again, use shield then if you didn't, if the 4 pts of AC will make a difference. so for that second chance, they must hit AC: 21, or AC 23, if it is an opportunity Attack.
Halflings get +2 vs. all Opportunity attacks.)


FORT: 11
RFLX: 13
WILL: 14


HP: 24 (Bloodied @ 12)
Surges/ Day = 6 (Surge Value: 6)

Action Points: 1
Speed: 6
Passive Insight: 16
Passive Percptn: 11

RACE FEATURES:
Second Chance: Encounter - (force enemy to reroll any hit - & @ -2, due to Feat)
+2 AC vs Opportunity Attacks

Languages-
Halfling
Taldorian (common)

FEAT:
Halfling Agility (-2 penalty to new attack roll)
Improved Initiative (+4 to Init Rolls)

Class Features:
*** Wand Implement Mastery ( Encounter: +2 to hit, for one Attack ) ***

CANTRIPS- (at will)
ghost sound
mage hand (minor action)
Prestidigitation
Light (minor action)

Ritual Casting- (Rituals Known)
Comprehend Languages (4 castings worth of components)
Tenser's Floating Disk (4 castings worth of components)
Make Whole

Extra Spells...in book, as Wizard (+1 per)



AT WILL POWERS-
All INT Based, so +5 to hit
Thunder Wave (Blast3) 1d6+5 / INT (+5) v. FORT
(good vs minions, but you have to get too close)

Magic Missile (Range 20) 2d4+5 / INT (+5) v. RFLX

Encounter POWER:
Force Orb (+5) v. Rflx (use Wand for +2 to hit, [so +7] 1/ Encounter power, on the primary target)
Ranged 20. 2d8+5 force damage, make 2ndary attack.
if hit, then you can roll vs secondary targets, each that are adjacent. 2ndary Hit = 1d10 +5 damage.

DAILY POWERS:
Sleep (Burst 2, Range 20) INT (+5) v WILL (or use the Wand on this one, per encounter, for extra +2 to hit, vs. 1 target. )

Flaming Sphere... d20+5 vs. reflex - (don't bother with it, devils' stuff. really, this is all I know about hellfires.)
- it does auto damage to adjacent, and is a move action to control / roll. it lasts for the encounter, if you concentrate (up to 5 minutes, so it maybe come in handy, after all)
2d6+ 5 fire damage (one creature) sustain minor

Flaming Sphere [Revision]
Player's Handbook, page 160
Move the Effect line above the Target line and replace the text with the following:
Effect: You conjure a Medium flaming sphere that occupies a square within range, (10) and the sphere attacks. Any creature that starts its turn adjacent to the sphere takes 1d4 + Intelligence modifier fire damage. As a move action, you can move the sphere 6 squares.



Exploits:
SHIELD (see AC, above) - Encounter: IMMEDIATE Interupt.
Trigger: hit by an attack: + 4 to AC (& see extra AC bonuses, from Feat & Halfling trait, ** Above ^ )

Expeditious Retreat -Daily (also in book - but use shield, if fighting, & you know you will be fighting.)


Appearance:
Black / Dark-Brown Skinned, a shock of Long black hair, short & tough, scowling

Personality Traits:
Quick witted, skeptical, affronted, guarded


Equipment:
4 healing potions (minor action - spend 1 surge +10 hp)
Spellbook
wand (non-magical) [- try to get a magic wand (+1) 360 gp or less (w/ local discount) even if have to sell the magic halfling armor.]
clothes (2 sets)
boots, cloak, belt & pouch
satchel, waterskin
Backpack

Book w/ pen & ink
Horse
+1 magic Halfling leather armor

3 cp
12 sp
(I owe Lyke 5 gp for potion)
2 Dwarven Platinum pieces (worth 100 gp each?)


Trained Skills:
ARCANA = +9
DIPLOMACY = +6
HISTORY = +9
INSIGHT = +6

Acrobatics = +5 (racial +2)
Thievery = +3 (racial +2)
Stealth: +2

Athletics = -1
Religion = +4

+1 for: Bluff, Dungeoneering, Heal, Insight, Intimidate, Intimidate, Nature, Perception, Streetwise.
+0 for Endurance.


I would set up this way:
- prepare Shield & Flaming Sphere

- for Encounters, you have:
Shield (+4 to AC)
Second Chance (& the second, reroll vs me is with +2 to my AC - from feat)
Force orb (can hit adjacents, so probably use the wand focus, for +2 to hit primary)
& 1 use of Wand focus, for +2 to hit for one attack.
(then you also have the daily power available)

- at wills: usually snipe with magic missile, or try thunderwave, if you are close & can get many in the blast.

- just be careful of casting adjacent to enemies, don't cast anything that says Ranged, in that situation.
Light is a minor action to cast, and don't forget the other cantrips, you can be tricky with them.

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