Tuesday, 29 April 2014

Solo D&D: Marius Markelhey

Had to cancel tonight's game of Dark Heresy. So I came up with the first of my solo D&D experimental game's PCs.

Normally, I'd go into considerably more detail with regards to appearance, background, personality traits and the like. But given that I'm going to have six different characters to keep track off, I've decided to keep things simple.

Marius Markelhey, 1st Level Human Wizard

young merlinPersonality Traits: Inquisitive, Stubborn, Morose,
Background: Youngest son (second child) and former apprentice of Lady Allande Markelhey of Fellcrest. Like his parents, Marius is somewhat single minded and devoted to the concept that a noble must get his hands dirty.

Hit Points: 23
Bloodied: 11
Healing Surge: 5, Per Day: 7
Initiative: +6

Defenses: AC:14 Fort:12 Ref:12 Will:15

Stats: Str 11 (0), Dex 14 (+2), Con 13 (+1), Int 18 (+4), Wis 13 (+1), Cha 10 (+0)

Basic Melee Attack: +2 (Dagger), Damage D6
Basic Ranged Attack: Magic Missile (see below)

Languages: Common, Draconic

Racial Bonus: One Extra at-Will Power, Extra feat, Extra trained skill, +1 to Fort, Will and Ref.

Class Features: Cantrps, Spellbook (Extra Daily Spell), Wand of Accuracy (+2 to one attack roll once per encounter when using wand), Ritual Casting.

Feats: Expanded Spell Book (additional Daily Spell added to Spellbook), Improved Initiative (already included), Ritual Casting.

Skills: Acrobatics +2, Arcana +9, Athletics +0, Bluff +0, Diplomacy +6, Dungeoneering +6, Endurance +1, Heal +1, History +9, Insight +1, Intimidate +0, Nature +6, Perception +1, Stealth +2, Streetwise +0, Thievery +2

Gear: Dagger, Wand, Backpack, Bedroll, Flint and Steel, two Sunrods, 10 days rations, 50ft rope, waterskin, spellbook, 23gp.


At-Will Powers:

Ghost Sound At Will)
With a wink, you create an illusory sound that emanates from somewhere close by.
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 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)
With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space.
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.

Magic Missile (At Will)
You launch a silvery bolt of force at an enemy.
At-Will ✦ Arcane, Force, Implement
Standard Action Ranged 20
Target: One creature
Attack: +4 vs. Reflex
Hit: 2d4 + 4 force damage.
Special: This power can be used to make ranged basic attacks.

Ray of Frost (At Will)
A blisteringly cold ray of white frost streaks to your target.
At-Will ✦ Arcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: +4 vs. Fortitude
Hit: 1d6 + 4 cold damage, and the target is slowed until the end of your next turn.

Scorching Burst (At Will)
A vertical column of golden flames burns all within.
At-Will ✦ Arcane, Fire, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: +4 vs. Reflex
Hit: 1d6 + 4 fire damage.

Encounter Power

Burning Hands  (Encounter)
A fierce burst of flame erupts from your hands and scorches nearby foes.
Encounter ✦ Arcane, Fire, Implement
Standard Action Close blast 5
Target: Each creature in blast
Attack: +4 vs. Reflex
Hit: 2d6 + 4 fire damage.

Daily Power

Acid Arrow (Daily)
A shimmering arrow of green, glowing liquid streaks to your target and bursts in a spray of sizzling acid.
Daily ✦ Acid, Arcane, Implement
Standard Action Ranged 20
Primary Target: One creature
Attack: +4 vs. Reflex
Hit: 2d8 + 4 acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack.
Secondary Target: Each creature adjacent to the primary target
Secondary Attack: +4 vs. Reflex
Hit: 1d8 + 4 acid 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.

Sleep (Daily)
You exert your will against your foes, seeking to overwhelm them with a tide of magical weariness.
Daily ✦ Arcane, Implement, Sleep
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: +4 vs. Will
Hit: The target is slowed (save ends). If the target fails its first saving throw, the target falls asleep (save ends).
Miss: The target is slowed (save ends).

Flaming Sphere (Daily)
You conjure a rolling ball of fire and control where it goes.
Daily ✦ Arcane, Conjuration, Fire, Implement
Standard Action Ranged 10
Target: One creature adjacent to the flaming sphere
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier fire damage.
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 + Intelligence modifier fire damage. 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 make another attack with the sphere.

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