Relic

Warforged Mage out to prove his worth

Description:

Relic
Level 5 Wizard (Mage) (Controller)
Medium Construct Humanoid (Warforged)

Initiative +4; Passive Senses Perception 12, Insight 12
HP 40; Bloodied 20
Resistance none
Healing Surge 10 (+2 with familiar); Surges Per Day 8
AC 18; Fortitude 15, Reflex 18, Will 17
Speed 6; Action Points 1

Alignment Good; Languages Common, Draconic
Skills Arcana +12, Diplomacy +10, Endurance +11, History +12, (Bluff +5), (Intimidate +5)
Feats Arcane Familiar (Dragonling), Superior Implement Training (Accurate Orb), Orb Expertise (When using an Orb implement: +1/2/3 [by tier] to attacks, and +1 feat bonus to pull, push, or slide effects)
Str 10 (+0/+2) Dex 10 (+0/+2) Wis 10 (+0/+2)
Con 14 (+2/+4) Int 21 (+5/+7) Cha 13 (+1/+3)
Possessions Accurate Orb of Mental Dominion +2, Bloodthread Cloth Armor +1, Warsoul Dagger +1, Disk of Energy Resistance +1, Adventurer’s kit
Racial Traits Living Construct (No need to eat, breath, or sleep), Unsleeping Watcher (4 hours of inactivity for extended rest), Warforged Mind (+1 Will), Warforged Resilience (+2 for saving throws vs. ongoing damage), Warforged Resolve (gain warforged resolve encounter power)
Class Features Enchantment Apprentice (+2 to pulls, pushes, or slides from arcane enchantment powers), Enchantment Expert (+2 Bluff and Diplomacy), Evocation Apprentice (If any dice show a result of 1 on an arcane evocation power’s damage roll, reroll one of those dice), Mage’s Spellbook

Basic Attacks

Warsoul Dagger +1 (standard; at-will) ✦ Weapon +6 vs. AC; 1d4 +1 damage.
Magic Missile (standard; at-will) ✦ Implement Ranged 20; Automatic Hit; 9 damage.

Familiar

Dragonling Familiar: Jester Feat
Speed 5, fly 6 (hover)
Constant Benefits: You can read and speak draconic. When you spend a healing surge you regain 2 additional hit points.
Active Benefits: Dragon’s Breath: Once per encounter, you can use your dragonling’s space as the origin square for a close blast arcane attack power.

Power Descriptions

At-Will Spells

Light Wizard Utility Cantrip
At-WillArcane
Minor Action
Target: One object or unoccupied square
Effect: The target sheds blight light until the end of the encounter or until you use this power again. The light fills the target’s space and all squares within 4 squares of it. Putting out the light is a free action.

Prestidigitation Wizard Utility Cantrip
At-WillArcane
Standard Action
Effect: Use this cantrip to accomplish one of the following effects. Change the color of items in 1 cubic foot. Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. Clean or soil items in 1 cubic foot. 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.
Special: You can have as many as three prestidigitation effects active at one time. 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.

Magic Missile Wizard Attack 1
At-WillArcane, Evocation, Force, Implement
Standard Action Ranged 20
Target: One Creature
Effect: 2 + Int Modifier (+5) force damage
Special: If the implement used with this power has an enhancement bonus, add that bonus to the damage. In addition, you can use this power as a ranged basic attack.

Hypnotism Wizard Attack 1
At-WillArcane, Charm, Enchantment, Implement
Standard Action Ranged 10
Target: One Creature
Attack: +11 vs. Will
Hit: Choose one of the following effects: The target uses a free action to make a melee basic attack against a creature of your choice, with a +4 power bonus to the attack roll. Or, you slide the target up to 6 squares.

Beguiling Strands Wizard Attack 1
At-WillArcane, Charm, Enchantment, Implement, Psychic
Standard Action Close blast 5
Target: Each enemy in blast
Attack: +11 vs. Will
Hit: Int modifier (+5) psychic damage, and you push the target up to 6 squares

Encounter Spells

Warforged Resolve Warforged Racial Power
EncounterHealing
Minor Action
Effect: You gain a number of temporary hit points equal to 3 plus one-half your level (5) and can make a saving throw against one effect on you that deals ongoing damage. If you are bloodied, you also regain hit points equal to 3 plus one-half your level.

Spook Wizard Utility Cantrip
EncounterArcane, Nethermancy, Shadow
Free Action
Trigger: You would make an Intimidate check.
Effect: You instead make an Arcana check and use that result to determine the outcome of the Intimidate check.

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

Charm of Misplaced Wrath Wizard Attack 1
EncounterArcane, Charm, Enchantment, Implement
Standard Action Ranged 10
Target: One enemy
Attack: +11 vs. Will
Hit: You slide the target up to 6 squares. The target is then dazed until the end of your next turn.
Effect: The target makes a basic attack against a creature of your choice as a free action. The basic attack gains a +2 power bonus to the damage roll.

Burning Hands Wizard Attack 1
EncounterArcane, Evocation, Fire, Implement
Standard Action Close blast 5
Target: Each creature in the blast
Attack: +11 vs. Ref
Hit: 2d6 + Int modifier (+5) fire damage
Miss: Half damage

Blissful Ignorance Wizard Attack 3
EncounterArcane, Charm, Enchantment
Standard Action Area burst 2 within 10 squares
Target: Each creature in burst
Effect: Each target is slowed and can’t take opportunity actions or immediate actions until the end of your next turn.

Shock Sphere Wizard Attack 3
EncounterArcane, Evocation, Implement, Lightning
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
Attack: +11 vs. Ref
Hit: 2d6 + Int modifier (+5) lightning damage.
Miss: Half damage.

Daily Spells

Instant Friends Wizard Utility 2
DailyArcane, Charm, Enchantment
Standard Action Ranged 10
Requirement: You must use this power outside a combat encounter.
Target: One Creature
Effect: The target makes a saving throw. The saving throw has a +5 bonus if the target is the same level as you or a higher level. It take a -5 penalty if the target is lower level than you or does not have a level.
If the saving throw succeeds, this power has no effect. The target is aware that you used this power on it if it is the same level as you or a higher level. Otherwise, it does not know you used this power.
On a failed saving throw, the target treats you as a trusted friend for 1d4 hours. It truthfully answers all questions you ask and aids you in any way it can as long as doing so does not risk its life or property. While the target is under this effect, you gain a +5 power bonus to Bluff checks against it.
This effect ends if you or any of your allies attacks the target or any of its allies. Afterward, the target doesn’t remember that you used this power on it.

Sleep Wizard Attack 1
DailyArcane, Charm, Enchantment, Implement
Standard Action Area burst 2 within 10 squares
Target: Each Creature in the burst
Attack: +11 vs. Will
Hit: The target is slowed (save ends).
First Failed Saving Throw: The target is unconscious instead of slowed (save ends).
Miss: The target is slowed (save ends).

Fountain of Flame Wizard Attack 1
DailyArcane, Evocation, Fire, Implement, Zone
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: +11 vs. Ref
Hit: 3d8 + Int modifier (+5) fire damage
Miss: Half damage
Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone or ends its turn there takes 5 fire damage.

Tasha’s Forcible Conscription Wizard Attack 5
DailyArcane, Charm, Enchantment, Implement
Standard Action Ranged 10
Target: One enemy
Attack: +11 vs. Will
Hit: The target is stunned until the start of your next turn. This effect also ends if the target is attacked.
Aftereffect: The target makes a basic attack against a target of your choice as a free action.
Miss: The target is dazed until the end of your next turn. This effect also ends if the target is attacked.

Fireball Wizard Attack 5
DailyArcane, Evocation, Fire, Implement
Standard Action Area burst 3 within 20 squares
Target: Each creature in burst
Attack: +11 vs. Ref
Hit: 4d6 + Int modifier (+5) fire damage.
Miss: Half damage

Magic Items

Accurate Orb of Mental Dominion +2 Level 6
Implement: Orb
Enhancement: +2 attack rolls and damage rolls
Critical: +2D6 damage
Property: Accurate
Power (Daily): Free Action. Use this power when an attack with this orb succeeds against the target’s will defense. When the target makes a saving throw against an effect from that attack, the target must roll twice and take the lower result.

Warsoul Dagger +1 Level 3
Weapon: Light Blade
Enhancement: +1 attack rolls and damage rolls
Critical: +1D6 damage
Property: You gain a +2 bonus to initiative checks
Power (Daily}Immediate Interrupt Trigger: An enemy adjacent to you shifts. Effect: Make a melee basic attack against the triggering enemy.

Bloodthread Cloth Armor +1 Level 5
Armor: cloth
Enhancement: +1 AC
Property: When you are bloodied, you gain a +2 item bonus to AC and saving throws.

Disk of Energy Resistance +1 Level 4
Slot Item: Neck
Enhancement: +1 Fortitude, Reflex, and Will
Power (Daily)Immediate Reaction Trigger: You are hit by a fire, force, lightning, psychic, radiant, or thunder attack. Effect: You gain resist 5 against one of the attack’s triggering damage types until the end of the encounter.

Bio:
Height: 6’0” Weight: 275 Age: 7
Eyes: Green Hair: N/A Skin: N/A

APPEARANCE
Physical description

BACKGROUND
Trouble Aspect: Something to Prove

Where did you come from?

Relic was ‘awakened’ in a large factory along with 9 others who looked just like him. Standing before them was a man he already knew to be his ‘father’, Aarren d’Cannith. The man was very excited with this batch of warforged soldiers, as he believed that they were to be the first to be able to wield magic.

Over the next few days the 10 brothers were put through rigorous training and testing. In the end, 3 were selected to represent the new warforged mage class and were to be presented to the nobility. Relic was not one of them. In fact, he had performed more poorly than most of his brothers. He could wield magic, but it came at great effort. Not long after, Aarren d’Cannith improved on the prototype, making many more, better warforged magicians.

In the end, Relic was given to the Cyre military to act as a battlemage. It was an honorable position, but one that was much less prestigious than most of his forge brothers.

Aspect: Runt of the litter

What shaped you?

During the months of training in the Cyre military academy, Relic learned what life was like among the ‘living’ races. Most treated him relatively equally, as warforged were becoming very common in the academy. But he still met with bigotry from some who refused to believe that a construct could have the same free will as everyone else. This idea of ‘free will’ became an obsession for Relic. He read anything he could find on the topic, and found himself naturally gravitating to the magical school of enchantment. Using magic to control the will of others gave Relic power over himself as well. He no longer cared if others tried to deny that he had a will of his own, because he could quite literally deny it of them. Relic takes pride in forcing the arrogant and bigoted to make fools of themselves.

Aspect: Enchanter

What was your first adventure?

Fresh out of the Cyre military academy, Relic was on his way to his first assignment along with a few other new graduates who had been assigned to the same place. On the road, they came through a small village. It seems that the villagers were in a panic, as they had been completely robbed of all of their gold and valuables. None of them could remember what had happened, only that a group claiming to be the Carnival of Shadow had come into town the day before. They put on a show that night, and no one in town remembered anything after the show starting.

Relic immediately suspected some sort of enchantment at work, and set off to find this group and end their thieving ways.

Trouble wouldn’t be hard to find. A travelling band of magical thieves in colorful tights make quite the impression when their other skills are kept at bay. Stopping the troupe might prove more of a challenge but tenacity is a skill not lost on the warforged. Little did they know that two rocks and a hard place make acrobatic miscreants difficult quarry to fell. Before evening on the second day of their hunt the graduates came stumbling upon a befuddled creation of similar design. The metallic brute sought refuge among their ranks and imparted useful intelligence about a nearby carnival from which he had only recently escaped. This new fellow seemed the stalwart sort and after introductions took kindly to the current quest. With swelled ranks the group set out intent on disrupting what would otherwise have been a pleasantly profitable evening. It was Relic and his new friend Rocky in the lead when chaos started sprawling into the countryside from the besieged hamlet towards which they strode…

The Carnival has bewitched the townsfolk to riot! Relic, Rocky, and the graduates must force their way through the hamlet, trying not to harm the innocents. Arriving at the Carnival’s tent, the graduates fan out to subdue the acrobats while Relic and Rocky pursue ringmaster Throliel d’Phiarlan through a harrowing hall of mirrors. Their battle against Throliel and his menagerie of dinosaurs and other exotic beasts from across Eberron turns against them, until an elven girl joins the fight, striking a carver and the ringmaster down with righteous fury. His demise breaks the Carnival’s hold over the townsfolk. The elf girl tries to leave, but Rocky recognizes her carver’s claw dagger and persuades her to stay. She reveals herself as the changeling Bex, who’s been hunting Throliel for years. No mere ringmaster, he was a spy for House Phiarlan who betrayed Bex’s mother, forcing the changelings into exile. Throliel himself was banished from the House, forming his own “Carnival of Shadows” to steal from those they entertained. Bex was almost killed the first time she faces Throliel, proven by the scars on her left arm. After years of chasing the traitor, she’s grateful to the warforged for their aid in closing this chapter of her life. By the time the group returns to Metrol, they have become friends.

Aspect: With great power….

(more to come)

PERSONALITY

COMMON EXPRESSIONS

THEME SONG
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KNOWN FAMILY MEMBERS
Name, race relation, factoid
Name, race relation, factoid

PRELUDES
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INTERLUDES
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JOURNAL ENTRIES

CAST

Relic

Eberron: Nocturne Jasper