Angus Vargas
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Angus Vargas
Angus Vargas
Class: Mage
Alignment: Chaotic/good
Age: 229
Race: Dwarf
Paragon path: spellstorm mage
Epic destiny:
Level: 14
Experience: 158685
Weapon Proficiency: Staffs
Armour class: 21
To hit: 22
Bloodied: 45
Healing surges: 10
Surge value: 22
Strength: 18+5
Intelligence: 22+8
Dexterity: 18+6
Wisdom: 15+2
Constitution: 18+4
Charisma: 13+3
Equipment:
Amulet of fire +2 cha +3 to hit
Holy symbol +3d6 dmg
Ring of vitality +2 base HP
Wind stone +2 int +2 dex
Fire stone +3 dmg +1 str
WEAPONS EQUIPPED:
Longsword Novae *absorb/redirect 1 spell per encounter
lifestealing blade *heals 1d4 HP every hit
Skills:
Feats:
Spellbook:
Rituals:
Class: Mage
Alignment: Chaotic/good
Age: 229
Race: Dwarf
Paragon path: spellstorm mage
Epic destiny:
Level: 14
Experience: 158685
Weapon Proficiency: Staffs
Armour class: 21
To hit: 22
Bloodied: 45
Healing surges: 10
Surge value: 22
Strength: 18+5
Intelligence: 22+8
Dexterity: 18+6
Wisdom: 15+2
Constitution: 18+4
Charisma: 13+3
Equipment:
Amulet of fire +2 cha +3 to hit
Holy symbol +3d6 dmg
Ring of vitality +2 base HP
Wind stone +2 int +2 dex
Fire stone +3 dmg +1 str
WEAPONS EQUIPPED:
Longsword Novae *absorb/redirect 1 spell per encounter
lifestealing blade *heals 1d4 HP every hit
Skills:
- Spoiler:
Acrobatics: 13
Arcana: 20
Athletics: 11
Bluff: 10
Diplomacy: 10
Dungeoneering: 9
Constitution: 11
Wisdom: 9
Endurance: 11
Heal: 9
History: 20
Insight:9
Intimidate:10
Nature:9
Perception:9
Religion:15
Stealth:13
Streetwise:10
Thievery:13
Feats:
- Spoiler:
Name Prerequisites Benefit
Astral Fire Dex 13, Cha 13 +1 damage with fire or radiant power
Jack of All Trades Int 13 +2 to untrained skill checks
Shield Proficiency (Light) Str 13 Proficiency with light shields
Shield Proficiency (Heavy) Str 15, Shield Proficiency (Light) Proficiency with heavy shields
Two-Weapon Fighting Dex 13 +1 damage while holding a melee weapon in each hand
Skill Training — Gain training in one skill
Devastating Critical — Deal additional 1d10 damage on a critical hit
Spell Focus Cha 13, wizard –2 to saves against your wizard spells
Mettle — No damage from missed area or close attacks
Dual spell Wizard, cast 2 spells simultaneously
Spellbook:
- Spoiler:
Ghost Sound Wizard Cantrip
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 Wizard Cantrip
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.
-------------------------------
Mage Hand Wizard Cantrip
You gesture toward an object nearby, and a spectral floating hand
lifts the object into the air and moves it where you wish.
At-Will ✦ Arcane, Conjuration
Minor Action 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 sheath, 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 create only one hand at a time.
----------------------------
Prestidigitation Wizard Cantrip
You perform an amusing magical trick, such as creating a dancing
wisp of light, freshening a wilting flower, making a coin invisible,
or warming a cold drink.
At-Will ✦ Arcane
Standard Action 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 effect, 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 light (or snuff out) a candle, a torch, or a
small campfire.
✦ Chill, warm, or flavor up to 1 pound of nonliving material
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.
-------------------------------
Magic Missile Wizard Attack 1
You launch a silvery bolt of force at an enemy.
At-Will ✦ Arcane, Force, Implement
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d4 + Intelligence modifier force damage.
Increase damage to 4d4 + Intelligence modifier at 21st level.
Special: This power counts as a ranged basic attack. When
a power allows you to make a ranged basic attack, you can
use this power.
------------------------------
Ray of Frost Wizard Attack 1
A blisteringly cold ray of white frost streaks to your target.
At-Will ✦ Arcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier cold damage, and the target
is slowed until the end of your next turn.
Increase damage to 2d6 + Intelligence modifier at 21st level.
------------------------------
Frostburn Wizard Attack 13
You whisper a word of elemental power and hurl a flaming ball
of ice. Waves of fire and ice explode outward from the point of
impact.
Encounter ✦ Arcane, Cold, Fire, Implement
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 3d6 + Intelligence modifier cold and fire damage.
Effect: This power’s area is difficult terrain until the end of
your next turn. Any creature that starts its turn in the area
takes 5 cold and fire damage. You can dismiss the effect as
a minor action.
------------------------------
Resistance Wizard Utility 10
You make yourself or another creature in range resistant to a
particular kind of damage.
Daily ✦ Arcane
Minor Action Ranged 10
Target: You or one creature
Effect: Against a particular damage type chosen by you, the
target gains resistance equal to your level + your Intelligence
modifier until the end of the encounter or for 5
minutes. Choose the damage type from the following list:
acid, cold, fire, force, lightning, necrotic, poison, psychic,
radiant, or thunder.
-----------------------------
Lightning Serpent Wizard Attack 9
A crackling bolt of lightning springs from your hand and leaps at
a foe, taking serpentine form as it strikes.
Daily ✦ Arcane, Implement, Lightning, Poison
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d12 + Intelligence modifier lightning damage, and the
target takes ongoing 5 poison damage and is slowed (save
ends both).
Miss: Half damage, and the target is slowed (save ends).
-----------------------------
Dimension Door Wizard Utility 6
You trace the outline of a doorway in front of you, step through
the portal, and reappear somewhere else nearby.
Daily ✦ Arcane, Teleportation
Move Action Personal
Effect: Teleport 10 squares. You can’t take other creatures
with you.
-----------------------------
Dispel Magic Wizard Utility 6
You unleash a ray of crackling arcane energy that destroys a
magical effect created by an opponent.
Daily ✦ Arcane
Standard Action Ranged 10
Target: One conjuration or zone
Attack: Intelligence vs. the Will defense of the creator of the
conjuration or the zone
Hit: The conjuration or the zone is destroyed. All its effects
end, including those that normally last until a target saves.
-----------------------------
Disguise Self Wizard Utility 6
With a snap of your fingers, you suddenly look like someone else.
Daily ✦ Arcane, Illusion
Minor Action Personal
Effect: You make yourself, your clothing, and your equipment
look different. You can take on the appearance of
any creature of similar build and size, including a specific
individual whom you’ve seen. You gain neither the abilities
or mannerisms of the chosen form, nor the tactile or
audible properties of your form or gear. For example, if you
took on the illusion of a dwarf fighter in plate armor, anyone
touching you would realize you weren’t wearing plate
armor, and you would not clank, creak, or jingle as you
walked. The illusion lasts for 1 hour, although you can end
it as a minor action. You must keep the same appearance
for the entire duration.
Anyone who attempts to see through your ruse makes
an Insight check opposed by your Bluff check, and you
gain a +5 power bonus to your check.
-----------------------------
Feather Fall Wizard Utility 2
You or a creature you choose falls gently, like a feather.
Daily ✦ Arcane
Free Action Ranged 10
Trigger: You or one creature in range falls
Effect: You or the creature takes no damage from the fall,
regardless of its distance, and does not fall prone at the
end of the fall.
-----------------------------
Spectral Ram Wizard Attack 7
You seize your foe with unseen magical force and bash him
against the ceiling and walls before dropping him to the ground
and hurling him back.
Encounter ✦ Arcane, Force, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d10 + Intelligence modifier force damage, and you
push the target 3 squares and it is knocked prone.
-----------------------------
Fire Burst Wizard Attack 7
A fiery red bead streaks from your finger to the spot you indicate,
where it bursts into a great ball of magical flame.
Encounter ✦ Arcane, Fire, Implement
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier fire damage.
-----------------------------
Thunderlance Wizard Attack 13
A thunderous pulse of concussive energy rolls from your hand,
bowling over your enemies.
Encounter ✦ Arcane, Implement, Thunder
Standard Action Close blast 5
Target: Each creature in blast
Attack: Intelligence vs. Reflex
Hit: 4d6 + Intelligence modifier thunder damage, and you
push the target 4 squares.
-----------------------------
Storm Spell (11th level): Once per day, you can
reach into the spellstorm and extract a spell you have
already used so that you can use it again. Make a
Wisdom check. The result indicates the kind of spell
you can extract. You can instead extract a spell using a
lower result than the result you rolled, if you so choose.
1–10: Encounter utility spell.
11–15: Encounter attack spell.
16–20: Daily utility spell.
21 or higher: Daily attack spell.
------------------------------
Fruit spell(3)
minor action
produces a banana, a peach, or a pineapple
can be cast 3 times, one for each fruit daily
heals
banana 1d4
peach 2d4
pineapple 2d4
------------------------------
Fire plume Wizard attack 6
a tendril of fire strikes from the ground at your chosen opponent, burning him to ash.
Encounter * Arcane, Fire, Implement
Standard action Ranged 10
Target: One creature
Attack: Intellligence Vs. Fortitude
Hit: 2d6 + Intelligence modifier fire damage, and the target takes 1 ongoing fire damage
Increase damage to 2d8 + Intelligence modifier at 21st level
Rituals:
- Spoiler:
Comprehend Language
As you finish the ritual, the guttural language of the creatures
before you clarifies into something you understand.
Level: 1
Category: Exploration
Time: 10 minutes
Duration: 24 hours
Component Cost: 10 gp
Market Price: 50 gp
Key Skill: Arcana
When beginning the ritual, choose a language you have
heard or a piece of writing you have seen within the past
24 hours.
Using this ritual on a language you have heard allows
you to understand it when spoken for the next 24 hours
and, if your Arcana check result is 35 or higher, to speak
the language fluently for the duration.
Using this ritual on a language you have seen as a piece
of writing allows you to read the language for the next 24
hours and, if your Arcana check result is 35 or higher, to
write the language in its native script or in any other script
you know for the duration.
Using this ritual on a language you have both heard and
seen as a piece of writing within the past 24 hours allows
you to understand it in both forms for the next 24 hours,
and an Arcana check result of 35 or higher allows you to
speak and write the language.
--------------------------------------------------------------
Silence
Straining both your patience and your keen ears, you hear
nothing in the duke’s private chamber. That’s why you’re so
surprised to see the duke when you boldly enter.
Level: 1
Category: Warding
Time: 10 minutes
Duration: 24 hours
Component Cost: 30 gp
Market Price: 75 gp
Key Skill: Arcana (no check)
You ward a single room (or a burst 4 area), against eavesdropping.
Creatures attempting to listen to something in
the warded area from outside the area take a –10 penalty
to their Perception checks.
---------------------------------------------------------------
Arcane Lock
You bind a door so that intruders can’t easily pass. The door
is limned with amber light, which fades to a soft glow, marking
it as impassible to anyone other than you and your allies.
Level: 4
Category: Warding
Time: 10 minutes
Duration: Permanent
Component Cost: 25 gp
Market Price: 150 gp
Key Skill: Arcana
You lock a door, a window, a gate, a portcullis, or some other
means of ingress. You can open the door normally, but those
who don’t have your permission to use it find it locked.
Your Arcana check, with a +5 bonus, sets the DC for
Thievery checks or Strength checks made to open the
door.
When you perform the ritual, you can allow for certain
other creatures or types of creatures to pass through the
door normally, ignoring the ward’s effect. You can choose
any or all (or none) of the following options:
Password: You can set a verbal password. If uttered
within 5 squares of the portal, the speaker can ignore the
ward for the next minute.
Individuals: You can designate up to ten other specific
individuals who can ignore the ward at all times.
Descriptions: You can describe one or more categories
of creatures who can ignore the ward at all times, using
specific, observable characteristics such as species, type,
size, or equipment carried or worn.
The Arcane Lock remains until you dismiss it, the door
is destroyed, or until the ward is defeated, such as by the
Knock ritual or a successful Strength or Thievery check.
Wherever you are, you instantly know if your Arcane Lock
is defeated by one of these methods.
---------------------------------------------------------------
Knock
A blue, glowing key appears in front of the door and disappears
into it. The door glows amber for a moment and then
unlocks.
Level: 4
Category: Exploration
Time: 10 minutes
Duration: Instantaneous
Component Cost: 35 gp,
plus 1 healing surge
Market Price: 175 gp
Key Skill: Arcana
The Knock ritual allows you to open a single locked door,
chest, gate, or other object. It even works against portals
sealed with the Arcane Lock ritual or doors secured with
bolts or bars that are on the far side, out of reach. You
must defeat all the closures on a locked object to unlock
it. You make one Arcana check per lock, bar, Arcane Lock,
or similar closure. The object you unlock does not open
automatically; you still must open it yourself after the ritual
unlocks it.
Make an Arcana check with a +5 bonus in place of
a Thievery check to open each lock or closure. (See the
Thievery skill description, page 189, for example DCs.) To
undo bolts or bars you normally couldn’t reach, you must
succeed on a DC 20 Arcana check.
If you use this ritual successfully against a portal protected
by Arcane Lock, you destroy the Arcane Lock and
its effects end.
---------------------------------------------------------------
Secret Page
You laugh through your broken teeth. The duke’s impersonator
might have found your journal, but he’ll never see what
you wrote there.
Level: 1
Category: Warding
Time: 10 minutes
Duration: Permanent
Component Cost: 10 gp
Market Price: 50 gp
Key Skill: Arcana
You ward writings so others cannot read them. Use of
this ritual protects one page (maximum 250 words). You
make the page appear not to exist, causing anyone other
than you to ignore it; the page’s presence is blocked from a
reader’s mind. You can choose instead to obscure the page
with false writings, which you produce before performing
the ritual. Other readers see the false text rather than the
real text.
When you perform the ritual, make an Arcana check,
with a +5 bonus. The result is the DC for a Perception
check to notice the concealed writing (readers use passive
Perception unless they are specifically looking for concealed
text).
---------------------------------------------------------------
Brew Potion
Liquids brew and bubble, coalescing the raw substance of
magic into a form you can drink.
Level: 5
Category: Creation
Time: 1 hour
Duration: Permanent until
consumed
Component Cost: Special
Market Price: 75 gp
Key Skill: Arcana or Religion
(no check)
You create a potion or an elixir (see page 255) of your level
or lower. The ritual’s component cost is equal to the price
of the potion or the elixir you create.
---------------------------------------------------------------
Disenchant Magic Item
The item ignites in a brief flash of brilliant light, then crumbles
to golden dust in your hands.
Level: 6
Category: Creation
Time: 1 hour
Duration: Instantaneous
Component Cost: 25 gp
Market Price: 360 gp
Key Skill: Arcana (no check)
When you finish performing this ritual, you touch a magic
item and destroy it, turning it into a quantity of residuum
valued at one-fifth of the item’s price. The item must be
your level or lower and must be something that can be created
using the Enchant Magic Item ritual.
Last edited by Angusm3 on Sun Jul 15, 2012 12:51 pm; edited 12 times in total
Re: Angus Vargas
- Spoiler:
1 sword
3 dwarven axes
1 Longsword Novae *absorb/redirect 1 spell per encounter
1 Sword of fire and ice 2d8 *can cast frostburn as a daily
1 sword with aura
2 giant spider poison sacs
1 dwarven mithril longsword 1d10+3
1 Lifestealing blade *heals 1d4 HP every hit
1 Staff of death 1/2lvld10+int +4 to hit
- Spoiler:
7 antidotes
8 days of food
3 haste potions
6 healing potions
17 vials of holy water
100 rare candies
3 bushels of wolfsbane
25 pieces of kentucky fried parrot
- Spoiler:
50 feet of rope
6 charred rat skeletons
17 frozen rat skeletons
500 kobold corpses
1 small bone pile
1 "the collar"
1 fire spellbook
1 ice spellbook
1 enchanted sword finder 4000
3 frozen desecrated zombified dwarf beards
1 intermediate mage survival guide
1 high quality flying carpet
1 flying carpet harvester
1 canvas flying carpet
500 flying tea cozy drones
Last edited by Angusm3 on Sun Dec 25, 2011 5:49 am; edited 5 times in total
Re: Angus Vargas
oi, oi, oi, the fruit spells do heal differently. If I remember correctly, the banana spell at least only heals 1d4.
Re: Angus Vargas
ok, I didn't have enough room for it on paper so It was shortened and I couldn't remember what it used to be, thx
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