Initiate Enchanter Strom

A new member of the local enchanter's workshop.

Initiate Enchanter Strom
Level 5 Wizard

Medium Human
XP 0
Initiative +4 ♦ Senses Perception +2, Insight +2
HP 26; Bloodied 13
AC 18; Fortitude 19, Reflex 17, Will 20
Saves Surges 6
Resists Surge Value 6
Speed 6
Action Points 1
Controller (Feature) Aura 0; Once per encounter as a free action, a controller can extend an effect on an enemy to end at the end of his next turn, rather than his current turn.
Wand of Accuarcy (Feature) Aura 0; Once per encoutenr as a free action, you gain a bonus to a single attack roll equal to your Dexterity modifier (+2). You must wield you want to benefit from this feature.
Magic Missle (Standard, At-Will) ♦ Arcane, Force, Implement
One create; +9 vs. Reflex; Hit: 2d4 + 6 force damage.
Force Orb (Standard, Encounter) ♦ Arcane, Force, Implement
Ranged 20; One creature or object; +9 vs Reflex; Hit 2d8 + 6 force damage.
Secondary Attack: Each enemy adjacent to the primary target; +9 vs Reflex; Hit: 1d10 +6 force damage
Jump (Move, Encounter) ♦ Arcane
Ranged 10; Effect: The target makes an Athletics check to jump with a +10 power bonus, and the target does not have to move to make a running jump.
Light Cantrip (Minor, At-Will) ♦ Arcane
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 squres of it. The light lasts for 5 minutes. Putting out the light is a free action.
Alignment Good ♦ Languages Common, Elven
Skills Arcana +11, Insight +11, Thievery +9
Str 8 (-1) Dex 14 (+2) Wis 11 (+0)
Con 10 (+0) Int 18 (+4) Cha 10 (+0)
Equipment Rune-etched key, wand


Initiate Enchanter Strom

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