Tags

  • tiefling
  • wizard

Wiki Help

Want to link to this character in your wiki/blog? Paste in the following text:  [[:burn]]


User Ratings


5.0/5 Stars (3 votes)
  • Currently 5.0/5 Stars.
  • 1
  • 2
  • 3
  • 4
  • 5

Burn

"I grow weary of seeing my companions fall around me."

Burn

Author: zero

PC in: Inside the Fire

Race: Tiefling

Level: 4

Game System: D&D 4E

Is Public?: Yes

Is Visible?: Yes


Description

Burn
Level 4 Wizard (Controller)
Medium natural humanoid (tiefling)

Initiative +2; Senses Perception 12, Insight 12; low-light vision
HP 34; Bloodied 17; See also Second Wind
Resistance 7 fire
Healing Surge 8; Surges Per Day 7
AC 17; Fortitude 13, Reflex 16, Will 18
Speed 6; Action Points 1

Alignment Unaligned; Languages Common, Draconic
Background Scion of an Ancient Bloodline (+3 History)
Skills Arcana +11, (Bluff) +13, Diplomacy +11, History +14, Religion +11, (Stealth) +4
Feats Hellfire Blood (+1 feat bonus to hit rolls and damage rolls with powers that have the Fire or Fear keywords), Initiate of the Pact (Fey), Novice Power, Ritual Caster
Str 10 (+0/+2) Dex 10 (+0/+2) Wis 10 (+0/+2)
Con 12 (+1/+3) Int 19 (+4/+6) Cha 19 (+4/+6)
Possessions cloth armor, +1 staff of fiery might, bracers of respite, dagger, adventuring pack, 520 residuum, 6 gp.

Racial Traits Bloodhunt (+1 racial bonus to attack rolls against bloodied foes), Fire Resistance (resist fire 5 + 1/2 your level), Infernal Wrath (see below)
Class Features Cantrips, Ritual Casting, Spellbook, Staff of Defense (+1 bonus to AC. 1/encounter, as an immediate interrupt, gain a +1 bonus to defense against one attack)

Basic Attacks

Quarterstaff (standard; at-will) ✦ Weapon +5 vs. AC; 1d8 damage (plus 1d8 fire damage on crit).
Magic Missile (standard; at-will) ✦ Arcane, Force, Implement Ranged 20; +7 vs. Reflex; 2d4+4 damage (plus 1d8 fire damage on crit).

Power Descriptions

Cantrips

Ghost Sound Wizard Cantrip 1
At-WillArcane, Illusion
Standard Ranged 10
Target: One object or unoccupied square
Effect: Cause a sound as quiet as a whisper or as a yelling or fighting creature to emit 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 Wizard Cantrip 1
At-WillArcane
Minor 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 Wizard Cantrip 1
At-WillArcane, Conjuration
Minor 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 sheathe, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand.
As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can only create one hand at a time.

Prestidigitation Wizard Cantrip 1
At-WillArcane
Standard 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 affect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
✦ Color, clean or soil items in 1 cubic foot for up to 1 hour
✦ Instantly ignite (or snuff out) a candle, a torch or a small campfire
✦ Chill, warm, or flavor up to 1 pound of nonliving matter 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 three prestidigitation effects active at one time.

At-Will Spells

Scorching Burst Wizard Attack 1
At-WillArcane, Fire, Implement
Standard Action Area burst 1 within 10 squares
Target: All creatures within burst
Attack: +8 vs. Reflex
Hit: 1d6+6 fire damage (plus 1d8 fire damage on crit).

Encounter Powers

Infernal Wrath Tiefling Racial Power
Encounter
Minor Action Personal
Effect: You can channel your fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, add +4 extra damage.

Burning Hands Wizard Attack 1
EncounterArcane, Fire, Implement
Standard Action Close blast 5
Target: All creatures within burst
Attack: +8 vs. Reflex
Hit: 2d6+6 fire damage (plus 1d8 fire damage on crit).

Eye Bite Warlock Attack 1
EncounterArcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: +6 vs. Will
Hit: 1d6+4 psychic damage, and you are invisible to the target until the beginning of your next turn.

Otherwind Stride Warlock Attack 3
EncounterArcane, Implement, Teleportation
Standard Action Close burst 1
Target: Each creature in burst
Attack: +6 vs. Fortitude
Hit: 1d8+4 damage, and the target is immobilized until the end of your next turn.
Effect: You teleport 9 squares.

Shield Wizard Utility 2
Encounter
Immediate Interrupt PersonalArcane, Force
Trigger: You are hit by an attack.
Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.

Second Wind PC Feature
Encounter
Standard Action PersonalHealing
Effect: Spend a healing surge to regain 8 hp and gain +2 to all defenses until the end of your next turn.

Daily Spells

Flaming Sphere Wizard Attack 1
DailyArcane, Conjuration, Fire, Implement
Standard Action Ranged 10
Target: One creature adjacent to the flaming sphere
Attack: +8 vs. Reflex
Hit: 2d6+5 fire damage (plus 1d8 fire damage on crit).
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+5 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.

OR

Sleep Wizard Attack 1
DailyArcane, Implement, Sleep
Standard Area burst 2 within 20 squares
Target: Each creature in burst
Attack: +7 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).

Expeditious Retreat Wizard Utility 2
DailyArcane
Move Action Personal
Effect: Shift up to twice your speed.

Magic Items

+1 Staff of Fiery Might Level 2
Implement (Staff)
Enhancement: Attack rolls and damage rolls
Critical: +1d8 fire damage
Power (Daily): Free Action. Use this power when using a power that has the fire keyword. After rolling damage, you can reroll one damage die. You must keep the new results, and you can’t reroll any die more than once.

Bracers of Respite Level 2
Item Slot: Arms
Power (Daily ✦ Healing): Free Action. Use this power when an ally adjacent to you regains hit points. You or one other ally adjacent to you regains 1d8 hit points.

Rituals

Comprehend Languages
Enchant Magic Item
Secret Page
Silence

XP: 4,454


Bio

This young tiefling man is tall and thin, with horns that point up and back rather than curling around his ears. His skin is brick red and his eyes glossy black. His blue-black hair is cut short and he tends to wear it spiked. His long tail is typically hidden beneath the loose robes that he favors, which are usually dark red with flame patterns and frightening images. A rune-etched quarterstaff is always near at hand. Additionally, he carries a curved dagger, though he almost never removes it from its sheath. Otherwise, he travels lightly, carrying a single pack which holds his spellbook, journal, and an assortment of other gear.

Born in Arabel to a human mother and a tiefling father, this young man bears the physical characteristics of an infernal curse. Though his parents were loving and did what they could to protect him from the taunting of the human children who were his peers, he resented being treated differently, and he developed quite a chip on his shoulder as a result.

In his youth, his temper ran hot, and when he was not angry, his disdain for those he found to be irrelevant among his peers made him seem cold. Still, he had a natural charisma and intelligence that drew a number of people to want to be around him despite his outbursts. Those who managed to befriend him found him to be quite engaging, although they were still somewhat put off by his treatment of strangers. He would talk down to them and tell them outright lies, as though they were not deserving of even the simplest courtesy. Not wanting to get on his bad side, most of his friends would simply let it pass.

When his father died, Bernard’s mother Romelda came into some money, which allowed her to afford to get the boy enrolled in a minor school of wizardry, a vocation for which he seemed well-suited. He performed quite well, his infernal heritage lending him a natural edge with flame evocations. As such, he was selected to apprentice with an eladrin evoker, who taught the young man to harness his anger and use it constructively in the casting of his spells.

His chosen moniker is likely due to his penchant for fire magic, and because it amuses him, he will answer to nothing else. Even his closest companions have not learned his given name. He never quite got over his disdain for others, and though he is not a sadist, he certainly isn’t possessed of an overabundance of mercy. Burn has nothing but contempt for the ruling family of Cormyr. Still, he is skilled in diplomacy (even if he doesn’t always employ it) and smart enough to keep his political leanings to himself.

He is an elitist who thinks of himself as a scholar rather than an adventurer. He he has a particular fondness for history and the effect religion has had in shaping it in Faerun. He is interested in learning many things that others would prefer be kept secret. As such, he’s a little paranoid about people learning too much about his past. He keeps a journal, although he tends to use the secret page ritual after each entry, so that his thoughts do not easily fall into the “wrong hands.”