弗兰德拉(Valandra),人类法师,Lv 19
5英尺9英寸,138磅,中体型,速度6,无信仰,普通视觉,无阵营,使用通用语、精灵语
生命:94 复原力:23 每日复原力次数:10
先攻:+15 行动点:1
力量9,体质12,敏捷11,智力25,感知18,魅力13
AC32, Fort25, Ref36, Will32
SAVE: item1+feat1+2(AP)=4
+2 to saving throws when you have no action points remaining
A ranged attack against you from more than 5 squares away takes a –5 penalty to the attack roll.
AC:10+9lvl+7int+2armor+4enh=32
强韧:10+9lvl+1con+4enh+1racial=25
反射:10+9lvl+7int+1+2armor+4enh+2feat+1racial=36
意志:10+9lvl+4wis+4enh+2wizard+2feat+1racial=32
-SV:head2(will)+feat2=4
基础近战:- 伤害:-
基础远程:+22 vs ref (Magic Missile) 伤害:2D4+11
专长:Armor Proficiency (Leather), Acolyte Power, Durable, Quick Draw, Human Perseverance, Initiate of the Faith; Spell Focus, Iron Will, Lightning Reflexes, War Wizardry, Stubborn Survivor, Implement Expertise (orb)
Arcane Implement Mastery: Orb of Imposition
Healing Word Cleric Feature
Encounter (Special) · Divine, Healing
Special: Multiclass Cleric: Once per day
Minor Action Close burst 5
(10 at 11th level, 15 at 21st level)
Target: You or one ally
Effect: The target can spend a healing surge and regain an
additional 1d6 hit points.
Increase the amount of additional hit points regained to 2d6
at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at
21st level, and 6d6 at 26th level.
Paragon Path: Divine Oracle
Path Features
Foresight (11th level): You and each ally within 5
squares of you can’t be surprised. Also, you roll twice
when making an initiative check; use whichever roll
you like.
Prophetic Action (11th level): When you spend
an action point to take an extra action, you also gain
an extra move action that you can use during another
turn later in this encounter.
Terrifying Insight (16th level): Whenever you
make an attack against Will, you can roll twice and
use the higher result. If the attack misses, you are
dazed until the end of your next turn.
POWERS (3/4/3/5)
【At-Will】
Magic Missile Wizard Attack 1
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.
Thunderwave Wizard Attack 1
At-Will · Arcane, Implement, Thunder
Standard Action Close blast 3
Target: Each creature in blast
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier thunder damage, and you
push the target a number of squares equal to your Wisdom
modifier.
Increase damage to 2d6 + Intelligence modifier at 21st level.
Illusory Ambush Wizard Attack 1
You create an illusion of swirling spectral assailants that swarm over your enemy.
At-Will · Arcane, Illusion, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.
Increase damage to 2d6 + Intelligence modifier at 21st level.
【Encounter】
Prismatic Burst Wizard Attack 13
You lob a fist-sized orb of pulsating white light some distance
away, blasting creatures in the area with rays of multicolored
light.
Encounter · Arcane, Implement, Radiant
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 3d6 + Intelligence modifier radiant damage, and the
target is blinded until the end of your next turn.
Crushing Titan's Fist Wizard Attack 17
Encounter · Arcane, Force, Implement
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 3d8 + Intelligence modifier force damage, and the target
is immobilized until the end of your next turn.
Effect: Entering a square within the power’s area costs 4 extra
squares of movement. This effect ends at the end of your
next turn, and you can dismiss it as a minor action.
Enemies Abound Wizard Attack 7
You weave a veil of illusion over the eyes your enemies, causing them to view their allies as threats.
Encounter · Arcane, Illusion, Implement
Standard Action Area burst 1 within 20 squares
Target: Each enemy in burst
Attack: Intelligence vs. Will
Hit: 2d8 + Intelligence modifier psychic damage, and you and your allies can treat the target as an ally for the purposes of flanking until the end of your next turn.
Prophecy of Doom Divine Oracle Attack 11
You predict dire results for your enemy.
Encounter · Divine
Standard Action Ranged 5
Target: One creature
Effect: You or an ally who hits the target with an attack can
choose to make the attack a critical hit. This power lasts
until the end of your next turn or until you or an ally uses
it to make an attack a critical hit.
【Daily】 (今日准备:Sleep, Evard’s Black Tentacles, Prismatic Beams)
Sleep, Wall of Ice
Fireball, Stinking Cloud
Evard’s Black Tentacles, Ice Storm
Sleep Wizard Attack 1
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: Intelligence 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).
Evard’s Black Tentacles Wizard Attack 19
Wriggling, ebon tentacles of necrotic energy erupt from the
ground, grasping toward every creature within reach.
Daily · Arcane, Implement, Necrotic, Zone
Standard Action Area burst 4 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier necrotic damage, and the
target is immobilized (save ends).
Effect: The burst creates a zone of difficult terrain that lasts
until the end of your next turn.
Sustain Minor: When you sustain the power, repeat the
attack against any creature within the zone that is not
immobilized, and deal 1d10 necrotic damage to creatures
that are immobilized.
Prismatic Beams Wizard Attack 15
Scintillating beams of rainbow-colored light spring from your
outstretched hand, affecting your foes in unpredictable ways.
Daily · Arcane, Fire, Implement, Poison
Standard Action Close burst 5
Target: Each enemy in burst
Attack: Intelligence vs. Fortitude, Reflex, Will
Hit (Fortitude): If the attack hits the target’s Fortitude defense,
the target takes 2d6 + Intelligence modifier poison
damage, and ongoing 5 poison damage (save ends).
Hit (Reflex): If the attack hits the target’s Reflex defense, the
target takes 2d6 + Intelligence modifier fire damage, and
ongoing 5 fire damage (save ends).
Hit (Will): If the attack hits the target’s Will defense, the
target is dazed (save ends).
Special: You make only one attack per target, but compare
that attack result against all three defenses. A target might
be subject to any, all, or none of the effects depending on
how many of its defenses were hit. The target must make a
saving throw against each ongoing effect separately.
【Utility】 (今日准备:Shield, Dimension Door, Blur, Good Omens, Divine Armor)
Shield, Feather Fall
Dimension Door, Dispel Magic
Blur, Arcane Gate
Good Omens
Divine Armor, Displacement
Shield Wizard Utility 2
You throw up your hand, and a shield of arcane energy springs
into existence, protecting you against imminent attacks.
Encounter · Arcane, Force
Immediate Interrupt Personal
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.
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.
Blur Wizard Utility 10
You cloak yourself with a shimmering aura, making your outline
almost impossible to discern.
Daily · Arcane, Illusion
Minor Action Personal
Effect: Until the end of the encounter, you gain a +2 power
bonus to all defenses, and enemies 5 or more squares
away from you cannot see you.
Good Omens Divine Oracle Utility 12
You peer into the future and predict good fortune for you and
your allies.
Daily · Divine
Standard Action Ranged 10
Targets: You and each ally in range
Effect: The targets gain a +5 power bonus to all d20 rolls
until the end of your next turn, but the targets cannot
score critical hits while this power is in effect.
Divine Armor Cleric Utility 16
As you mutter a fervent prayer, the power of your god encases
you and healing motes of silver light surround you and all nearby
allies.
Daily · Divine, Healing
Standard Action Close burst 3
Targets: You and each ally in burst
Effect: You gain a +2 power bonus to AC, and all targets
gain resist 5 to all damage until the end of the encounter.
【Ritual】
Animal Messenger, Comprehend Language, Tenser's Floating Disk
Hand of Fate, Brew Potion
Raise Dead, Remove Affliction
Consult Mystic Sages, Shadow Bridge
Key Skill Ability Trained Bonus
Acrobatics Dex 9
Arcana Int Y 21
Athletics Str 8
Bluff Cha 10
Diplomacy Cha 10
Dungeoneering Wis Y 18
Endurance Con 10
Heal Wis 13
History Int Y 21
Insight Wis Y 18
Intimidate Cha 10
Nature Wis Y 18
Perception Wis 13
Religion Int Y 21
Stealth Dex 9
Streetwise Cha 10
Thievery Dex 9
WEAPON:
Orb of Unlucky Exchanges
Lvl 18 +4 85,000 gp
Implement (Orb)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Daily): Free Action. Use this power when you hit
a target with an attack with this implement. One effect
affecting you or an ally within 5 squares of you ends. The
target gains that effect with the same duration.
Orb of Karmic Resonance(携带)
Lvl 13 +3 17,000 gp
Implement (Orb)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Daily): Free Action. Use this power when an
enemy succeeds on a saving throw. Choose one of the
following effects:
· End an effect or condition currently affecting you or
one ally within 5 squares of you.
· The enemy’s saving throw fails instead of succeeding.
Regardless of your choice, your next saving throw made
in this encounter also fails.
Orb of Inescapable Consequences(携带)
Lvl 8 +2 3,400 gp
Implement (Orb)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Daily): Free Action. Use this power when an attack
with this orb misses its target. The target is affected by
any conditions or effects of the attack as if the attack
had hit.
Orb of Impenetrable Escape(携带)
This murky orb reflects the visage of your enemy suffering from
an ongoing barrage of conditions and afflictions.
Lvl 6 +2 1,800 gp
Implement (Orb)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Daily): Free Action. Use this power when a
creature makes a save against one of your powers. It
rerolls its saving throw and must take the new result.
ARMOR:
Feytouched Armor
Materials from the Feywild are worked into this armor,
improving your reflexes and allowing you to disappear briefly.
Lvl 17 +4 65,000 gp
Armor: Leather, Snakeskin armor (+2 Ref)
Enhancement: AC
Property: Gain an item bonus to initiative checks equal to
the armor’s enhancement bonus.
Power (Encounter · Illusion): Standard Action. You become
invisible until the end of your next turn.
ARM:
Bracers of Bold Maneuvering
Lvl 8 3,400 gp
Item Slot: Arms
Power (Encounter): Minor Action. Gain a +4 power bonus
to AC against opportunity attacks until the end of your
next turn.
FEET:
Boots of Quickness
Lvl 8 3,400 gp
Item Slot: Feet
Property: Gain a +1 bonus to Reflex defense.
HANDS:
Gloves of Piercing
Item Slot: Hands 680 gp
Power (Daily): Minor Action. Until the end of the encounter,
your attacks ignore any resistance of 10 or lower.
Shadowfell Gloves(携带)
Lvl 6 1,800 gp
Item Slot: Hands
Power (Daily · Necrotic): Minor Action. Change the damage
type dealt by the next arcane power you use to necrotic.
Add 1d6 to the damage dealt by that power (if any).
HEAD:
Phrenic Crown
Lvl 17 65,000 gp
Item Slot: Head
Property: When you use a power against Will defense,
the target (or targets) takes a –1 penalty to saving throws
against any ongoing effect of that power.
Level 17: –2 penalty.
NECK:
Cloak of Distortion
Lvl 19 +4 105,000 gp
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Property: A ranged attack against you from more than 5
squares away takes a –5 penalty to the attack roll.
Cloak of the Chirurgeon *2 = 1360(携带)
This garment gives you the confidence and knowledge to
assuage an ally’s pain.
Lvl 3 +1 680 gp
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Property: Gain an item bonus to Heal checks equal to the
enhancement bonus of this cloak.
Power (Daily): Minor Action. An adjacent ally regains 1
healing surge already spent today.
RINGS:
Ring of Protection
Item Slot: Ring 65,000 gp
Property: Gain a +1 item bonus to saving throws.
Power (Daily): Immediate Interrupt. You can use this power
when you are hit by an attack. Gain a +2 power bonus to a
single defense score against the attack.
If you’ve reached at least one milestone today, this bonus
lasts until the start of your next turn instead.
Iron Ring of the Dwarf Lords
Item Slot: Ring 21,000 gp
Property: Gain one healing surge.
Power (Daily): Immediate Interrupt. You can use this power
when you are hit by a power that has a pull, a push, or a
slide effect. You negate the forced movement.
If you’ve reached at least one milestone today, you also
gain immunity to pull, push, and slide effects (unless you
are willing to be moved) until the end of your next turn.
WAIST:
Healer's Sash *3 = 27000
With this white homespun wrap, you can keep your allies going
long after they have exhausted their healing resources.
Lvl 11 9,000 gp
Item Slot: Waist
Property: This sash can have no more than 5 charges at one
time and resets to 1 charge after an extended rest.
Power (At-Will): Standard Action. You or an adjacent ally
expends a healing surge but does not regain hit points as
normal. Instead, add 1 charge to this sash.
Power (Encounter · Healing): Immediate Reaction. Use
this power when an ally within 5 squares of you takes
damage. Expend 1 charge from the belt. The ally regains
hit points as though he or she had spent a healing surge,
and regains an extra 1d6 hit points.
WONDEROUS:
Salve of Power
Wondrous Item 5,000 gp
Power (Daily): Minor Action. When salve of power is
applied to a creature, the target can expend one healing
surge to regain the use of one daily power of 5th level or
lower (instead of regaining hit points). If the target has
no healing surges remaining, it cannot benefit from the
salve.
Solitaire (Cinnabar)
This jagged red crystal boosts your resilience when you hit your
foes hard.
Wondrous Item 1,800 gp
Power (Encounter): Free Action. Use this power when
you score a critical hit on your turn. Roll a saving throw
against an effect that a save can end.
Special: You cannot use more than one solitaire in an
encounter.
Glowstone *3 = 600
Other Consumable 200 gp
Property: A glowstone radiates dim light in a 2-square radius.
Power (Consumable · Radiant, Zone): Standard Action.
Use the glowstone to creates a zone of bright illumination
in an area burst 2 within 5 squares of you. Any undead
creature that is vulnerable to radiant damage that enters
or starts its turn within the zone is affected as if it had
taken radiant damage. For example, a skeleton that has
vulnerable 5 radiant takes 5 radiant damage if it enters
or starts its turn in the zone. The zone remains until the
end of the encounter or for 5 minutes, whichever comes
first. Using this power turns the glowstone to dust.
Everlasting Provisions
This plain basket radiates delicious smells.
Wondrous Item 840 gp
Property: After an extended rest, you open the basket,
creating enough food and water to feed five Medium or
Small creatures (or one Large creature) for 24 hours.
Restful Bedroll Level 1
An extended rest in this magic bedroll grants you extra vitality.
Wondrous Item 360 gp
Power (Daily): Standard Action. Use this power when you
complete an extended rest in the restful bedroll. Gain 1d8
temporary hit points that last until you take another rest
(short or extended).
Bag of Holding Level 5
This item appears to be a simple sack of brown canvas.
Wondrous Item 1,000 gp
Property: This bag can hold up to 200 pounds in weight or
20 cubic feet in volume, but it always weighs only 1 pound.
Drawing an item from a bag of holding is a minor action.
Potion of vitality *3 = 3000
冒险者工具包,蜡烛*10,扁瓶*10,粉笔*10,缝衣针,哨子,空麻袋x2,肥皂1磅,钢面小镜,宗教材料470G,自然材料760G,奥术材料155G = 1500
结余:76940