Kurvilis

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Contents

Kurvilis

Mage Wizard

Level 4

Eberron

Stats Skills
Strength 9 Acrobatics 2
Constitution 14 Arcana 14 (trained)
Dexterity 10 Athletics 1
Intelligence 21 Bluff 6
Wisdom 10 Diplomacy 9 (trained)
Charisma 14 Dungeoneering 2
Hit Points 40 Endurance 4
Bloodied 20 Heal 2
Surge Value 10 History 12 (trained)
Surges/Day 8 Insight 2
Armor Class 18 Intimidate 4
Fortitude 14 Nature 2
Reflex 17 Perception 2
Will 16 Religion 12 (trained)
Initiative 3 Stealth 6
Speed 5 Streetwise 4
Resistance None Thievery 2



Equipment

Spellbook, Adventurer's Kit, Potion of Healing, Crystal Orb of Nimble Thoughts +1, Feedback Cloth Armor +1, Resplendent Gloves


Feats

Orb Expertise +1 to attack rolls w/ orbs, +1 to forced movement

Superior Implement Training (Crystal Orb) Use Crystal Orbs, +2 dam on Psychic powers, +1 on attacks vs. Will

Gnome Phantasmist +1 attack and damage on arcane illusion powers

Phantom Echoes When you hit w/ an arcane illusion power, gain CA against target UENT. If power has a SE effect, gain CA (SE) instead.


Abilities

Melee Basic Attack +1 vs. AC (-1 Str, +2 level); 1d4-1 dam (1d4 U, -1 Str)

Ranged Basic Attack Autohit; 8 dam (2 MM, +5 Int)

Reactive Stealth If you have cover or concealment at initiative, you can make Stealth check (+4 vs. Perception) to become hidden

Trickster's Cunning +5 racial bonus to saving throws vs. illusions

Illusion Apprentice Target hit w/ arcane illusion takes -2 penalty to attack vs. caster UENT

Enchantment Apprentice Arcane enchantment powers gain +2 to forced movement

Illusion Expert +2 Bluff and Stealth

Mage's Cantrips Can use three cantrips (Mage Hand, Light, Ghost Sound)

Mage's Spellbook ???

Background: Zilargo +2 Bluff


Items

Crystal Orb of Nimble Thoughts +1 (Level 3, Hand) +4 Initiative

Feedback Armor +1 (Level 4, Body)

Resplendent Gloves (Level 5, Hands)

Item Slots Empty Off-hand, Neck, Head, Arms, Feet, Waist


Powers

At-Will

Magic Missile Standard; Arcane, Evocation, Force, Implement; Ranged 20 (1 target); 8 Force damage. Can use as RBA.

Phantom Bolt Standard; Arcane, Illusion, Implement, Psychic; Ranged 10 (1 target); +11 vs. Will; 1d8+11 damage (Crit: 19+1d6 Psychic damage) and slide target 2 sq, -2 to attack against you/grants CA to you UENT.

Beguiling Strands Standard; Arcane, Charm, Enchantment, Implement, Psychic; Close blast 5 (every enemy); +10 vs. Will; 5 Psychic damage and push target up to 6 sq.

Light Minor; Arcane; Ranged: 5; You can cause one object or unoccupied square to cast bright light in a Burst 4 for 5 minutes or until you put the light out with free action. You can only have one Light active at a time.

Mage Hand Minor; Arcane, Conjuration; Ranged: 5; You conjure a floating hand in unoccupied square. The hand can pick up, move, or manipulate an object less than 20 pounds and carry it up to 5 sq. The hand can move an object you are holding into a container on your body and simultaneously move an object on your body into your hand. You can move the hand 5 sq as move action, cause it to drop an object as free action, have it pick up a different object as minor action and sustain it as minor action. You can only have one hand at a time.

Encounter

Grasping Shadows Standard; Arcane, Illusion, Implement, Psychic; Area: Burst 1 w/in 10 (every creature); +11 vs. Will; 1d8+11 Psychic damage (Crit: 19 damage+1d6 Psychic damage) and target is slowed/-2 to attack against you/grants CA to you UENT. Effect: UENT, any creature that enters area takes 5 Psychic damage and is slowed UETNT. Choose this or Charm of Misplaced Wrath at the beginning of the day. You can use that one as an Encounter power.

Charm of Misplaced Wrath Standard; Arcane, Charm, Enchantment, Implement; Ranged 10 (1 target); +10 vs. Will; Slide the target up to 6 sq and the target is dazed UENT Effect: Target makes basic attack against creature of your choice with +2 bonus to damage roll. Choose this or Grasping Shadows at the beginning of the day. You can use that one as an Encounter power.

Icy Rays Standard; Arcane, Cold, Implement; Ranged 10 (1 or 2 targets); +9 vs. Ref; 1d10+6 Cold damage (Crit: 16 Cold +1d6 Psychic damage) and target is immobilized UENT Choose this or Shock Sphere at the beginning of the day. You can use that one as an Encounter power.

Shock Sphere Standard; Arcane, Evocation, Implement, Lightning; Area: Burst 2 w/in 10 (every creature); +9 vs. Ref; 2d6+6 Lightning damage (Crit: 18 Lightning+1d6 Psychic damage); Miss: Half damage Choose this or Icy Rays at the beginning of the day. You can use that one as an Encounter power.

Shield Immediate Interrupt, when hit by an attack; Personal; ; Arcane, Force; Gain +4 power bonus to AC and Reflex UENT You can use this or Spectral Image.

Spectral Image Minor; Arcane, Illusion; Ranged: 10; Illusion of a Medium or smaller object is created in unoccupied square. It can make sounds and move w/in its square but cannot leave and has defenses of 10. It lasts UEE, it is hit by an attack or a creature touches it. Insight or Perception check of 21 allows a creature to determine illusion is fake. You can use this or Shield.

Ghost Sound Minor; Arcane; Illusion; Ranged: 10; You can cause a sound on one object or in one unoccupied square. You can use this twice in an encounter.

Fade Away Immediate Reaction, when you take damage; Personal; You are invisible until you attack or UENT.

Suggestion Free; Arcane; Make an Arcana check in place of a Diplomacy check.

Second Wind Standard; Healing; Personal; You lose a surge and regain 9 HP. You also have +2 def USNT.

Crystal Orb of Nimble Thoughts (Item) Move; Shift 5 sq.

Daily

Phantom Chasm Standard; Arcane, Illusion, Implement, Psychic; Area: Burst 1 w/in 20 (every enemy); +11 vs. Will; 2d6+11 Psychic damage (Crit: 23+1d6 Psychic damage) and target is prone and immobilized UETNT, -2 to attack against you/grants CA to you UENT. Miss: Half damage, target is prone. Effect: Zone in burst UEE. Any enemy that enters zone falls prone. Choose this or Sleep at the beginning of the day. You can use that one as a Daily power.

Sleep Standard; Arcane, Charm, Enchantment, Implement; Area: Burst 2 w/in 20 (every creature); +10 vs. Will; Target is slowed (SE). If the creature fails the first save, it falls unconscious (SE). Miss: The target is slowed (SE). Choose this or Phantom Chasm at the beginning of the day. You can use that one as a Daily power.

Visions of Avarice Standard; Arcane, Illusion, Implement, Zone; Area: Burst 5 w/in 10 (every enemy); +11 vs. Will; Effect: Zone created in origin of Burst UENT. Hit: Target pulled 4 sq to Zone. If target is in or adjacent to Zone, target is immobilized (SE). Sustain Minor: Zone persists UENT and can make secondary attack. Choose this or Grasp of the Grave at the beginning of the day. You can use that one as a Daily power.

Visons of Avarice Secondary Attack Minor; Arcane, Illusion, Implement, Zone; Close: Burst 5 (every enemy); +11 vs. Will; Target is pulled 4 sq to Zone.

Grasp of the Grave Standard; Arcane, Illusion, Implement, Zone; Area: Burst 2 w/in 20 (every enemy); +9 vs. Ref; 1d10+6 Necrotic damage (Crit: 16 Necrotic +1d6 Psychic damage) and target is dazed UENT. Miss: 1d10+6 Necrotic damage. Effect: Zone in Burst UEE. Any enemy that enters or starts its turn in the Zone takes 5 Necrotic damage (up to once per turn). Choose this or Visions of Avarice at the beginning of the day. You can use that one as a Daily power.

Feedback Armor +1 Free; Augmentable, Psychic; When you use a psychic power, each creature adjacent to you takes 1d6 psychic damage and is pushed 1 sq. Augment 2: The psychic damage increases to 2d6; Augment 4: The psychic damage increases to 3d6.


Wish-list

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