Aurann Elanesse

Description:
Character: Aurann Elanesse, Battle Mage of Shae Joridal Level 11
Medium fey humandoid (eladrin)
Initiative: +11; Senses Perception +13; low-light vision
HP 64; Bloodied 32, Surge Value 16, Surges/Day: 8
AC 20; Fortitude 17, Reflex 20, Willpower 21
Saving Throws +5 vs. Charm effects
Speed 6; Action Points 1
Basic Melee Attack
+6 vs. AC; 1d8 -1 damage.
Attack
+11 vs. AC; +15 when using Accuracy; +3 damage when hitting two or more targets with one attack power.
Alignment: Good; Languages Common, Elven, Draconic, Giant, Abyssal
Skills Acrobatics +9, Arcana +17, Athletics +4, Bluff +6, Diplomacy +8, Dungeoneering +8, Endurance +7, Heal +8, History +17, Insight +13, Intimidate +6, Nature +13, Perception +13, Religion +10, Stealth +9, Streetwise +6, Thievery +9
Feats: Alchemist, Mark of Scribing, Expanded Spellbook, Quick Draw, Implement Expertise, Destructive Wizardry, Spell Focus, Astral Fire
Strength 9 (-1), Constitution 14 (+2), Dexterity 18 (+4)
Intelligence 20 (+5), Wisdom 16 (+4), Charisma 13 (+1)
Rituals: Animal Messenger, Comprehend Language, Make Whole, Tenser’s Floating Disk, Enchant Magic Item, Brew Potion, Water Breathing, and History Revealed.
Proficiencies Cloth Armor, Dagger, Longsword, and Quarterstaff.
Equipment prison clothes

Feats

Alchemist
Benefit You can make alchemical items of your level or lower. You must have the correct formula and an appropriate skill. Special You can take this feat instead of the Ritual Caster feat granted by your class feature.

Mark of Scribing
Benefit Choose four languages. You can speak, read, and write those languages fluently. When you gain a level, you can retrain one of these languages instead of a feat, a power, or a skill.
You gain a +2 bonus to Diplomacy checks.
You can master and perform rituals as if you had the Ritual Caster feat. Furthermore, you can create scrolls in half the normal time (that is, the same amount of time it takes to create a ritual book).

Expanded Spellbook
Benefit Choose one daily wizard attack spell of every level you know. Add this spell to your spellbook. Each time you gain a new level of daily wizard attack spells, you learn one extra spell of that level (in other words, add three spells to your spellbook instead of only two).
This feat doesn’t change the number of daily attack spells you can prepare each day.

Quick Draw
Benefit You can draw a weapon (or an object stored in a belt pouch, bandolier, or similar container, such as a potion) as part of the same action used to attack with the weapon or use the object. You also gain a +2 feat bonus to initiative checks.

Implement Expertise
Benefit Choose a type of implement. You gain a +1 bonus to attack rolls with any implement power you use through that type of implement. The bonus increases to +2 at 15th level and +3 at 25th level.

Destructive Wizardry
Benefit When you use an arcane attack power and hit two or more creatures, you gain a +2 bonus to that power’s damage rolls. This bonus increases to +3 at 11th level and to +4 at 21st level.

Spell Focus
Benefit Creatures that attempt saving throws against your wizard powers take a –2 penalty to the rolls.

Astral Fire
Benefit You gain a +2 feat bonus to damage rolls when you use a power that has the fire or radiant keyword. At 21st level, it increases to +3.

Racial Features

Low-light vision
You can see normally in areas of bright and dim light.

Fey Origin
Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.

Trance
Rather than sleep, Eladrin enter a meditative state known as a trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Class Features

Wand of Accuracy
Once per encounter as a free action, you gain a bonus to a single attack roll equal to your Dexterity modifier. You must wield your wand to benefit from this feature. This form of mastery is good for war wizards because it helps increase their accuracy with damaging powers.

Cantrips
Cantrips are minor spells you gain at 1st level. You can use the ghost sound, light, mage hand, and prestidigitation cantrips as at-will powers.

Ritual Casting
You gain the Ritual Caster feat (page 200) as a bonus feat, allowing you to use magical rituals (see Chapter 10).

Arcane Riposte
Imbued with magical might, your hands bristle with arcane energy in the heat of battle. When a creature provokes an opportunity attack from you, make an opportunity attack with one of your hands (Dexterity vs. AC). Choose cold, fire, force, or lightning. You deal 1d8 + Intelligence modifier damage of that type with this attack.

Battle Mage Action
When you spend an action point to take an extra action, you also gain a +4 bonus to attack rolls until the start of your next turn.

Powers

Fey Step – Level 1 Encounter, Teleportation
Move Action, Personal
Effect: Teleport up to 5 squares.
Ghost Sound – Level 1 At-Will, Arcane, Illusion
Standard, 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 non-vocal 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 – Level 1 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 – Level 1 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 – Level 1 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 or 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 – Level 1 At-Will, Arcane, Force, Implement
Standard Action, Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2D4 + Intelligence modifier force damage.
Effect: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.
Scorching Burst – Level 1 At-Will, Arcane, Implement, Fire
Standard Action, Area Burst 1 within 10 squares
Target: Each creature in blast
Attack: Intelligence vs. Reflex
Hit: 1D6 + Intelligence modifier fire damage.
Force Orb – Level 1 Encounter, Arcane, Force, Implement
Standard Action, Ranged 20
Primary Target: One creature or object
Attack: Intelligence vs. Reflex
Hit: 2D8 + Intelligence modifier force damage. Make a secondary attack.
Secondary Target: Each enemy adjacent to the primary target
Secondary Attack: Intelligence vs. Reflex
Hit: 1D10 + Intelligence modifier force damage.
Acid Arrow – Level 1 Daily, Acid, Arcane, Implement
Standard Action, Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2D8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack.
Secondary Target: Each creature adjacent to the primary target
Secondary Attack: Intelligence vs. Reflex
Hit: 1D8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends).
Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.
Flaming Sphere – Level 1 Daily, Arcane, Conjuration, Fire, Implement
Standard Action, Ranged 10
Target: One creature adjacent to the flaming sphere
Attack: Intelligence vs. Reflex
Hit: 2D6 + Intelligence modifier fire damage
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 + Intelligence modifier 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 this sphere.
Sleep – Level 1 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).
Feather Fall – Level 2 Daily, Utility, 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.
Shield – Level 2 Encounter, Utility, 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.
Shock Sphere – Level 3 Encounter, Arcane, Implement
Standard Action, Area Burst 2 within 10 squares
Primary Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 2D6 + Intelligence modifier lightning damage.
Bigby’s Icy Grasp – Level 5 Daily, Arcane, Cold, Conjuration, Implement
Standard Action, Ranged 20
Effect: You conjure a 5-foot-tall hand of ice in an unoccupied square within range, and the hand attacks. As a move action, you can move the hand up to 6 squares.
Target: One creature adjacent to the hand
Attack: Intelligence vs. Reflex
Hit: 2D8 + Intelligence modifier cold damage, and the hand grabs the target. If the target attempts to escape, the hand uses your Fortitude or Reflex defense.
Sustain Minor: A target grabbed by the hand takes 1D8 + Intelligence modifier cold damage when you sustain this power. As a standard action, you can attack another target with the hand, but it must release a target it has grabbed.
Fireball – Level 5 Daily, Arcane, Fire, Implement
Standard Action, Area Burst 3 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 3D6 + Intelligence modifier fire damage.
Miss: Half damage.
Stinking Cloud – Level 5 Daily, Arcane, Implement, Poison, Zone
Standard Action, Area Burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 1D10 + Intelligence modifier poison damage
Effect: The burst creates a zone of poisonous vapor that blocks line of sight until the end of your next turn. Creatures that enter the zone or start their turns there take 1d10 + Intelligence modifier poison damage. As a move action, you can move the zone up to 6 squares.
Sustain Minor: The zone persists.
Dispel Magic – Level 6 Daily, Utility, Arcane
Standard Action, Ranged 10
Target: One conjuration or zone
Attack: Intelligence vs. the Will defense of the creator of the conjuration or zone
Hit: The conjuration or the zone is destroyed. All its effects end, including those that normally last until a target saves.
Invisibility – Level 6 Daily, Utility, Arcane, Illusion
Standard Action, Ranged 5
Target: You or one creature
Effect: The target is invisible until the end of your next turn. If the target attacks, the target becomes visible.
Sustain Standard: If the target is within range, you can sustain the effect.
Fire Burst – Level 7 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.
Ice Storm – Level 9 Daily, Arcane, Cold, Implement, Zone
Standard Action, Area Burst 3 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 2D8 + Intelligence modifier cold damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is slowed (save ends).
Effect: The burst creates a zone of ice. The zone is difficult terrain until the end of the encounter or for 5 minutes.
Mordenkainen’s Sword – Level 9 Daily, Arcane, Conjuration, Force, Implement
Standard Action, Ranged 10
Effect: You conjure a sword of force in an unoccupied square within range, and it attacks. As a move action, you can move the sword to a new target within range. The sword lasts until the end of your next turn.
Target: One creature adjacent to the sword
Attack: Intelligence vs. Reflex
Hit: 1D10 + Intelligence modifier force damage.
Sustain Minor: When you sustain the sword, it attacks again.
Wall of Fire – Level 9 Daily, Arcane, Conjuration, Fire, Implement
Standard Action, Area wall 8 within 10 squares
Effect: You conjure a wall that consists of contiguous squares filled with arcane fire. It can be up to 8 squares long and up to 4 squares high. The wall lasts until the end of your next turn. Any creature that starts its turn adjacent to the wall takes 1d6 + Intelligence modifier fire damage. If a creature moves into the wall’s space or starts its turn there, the creature takes 3d6 + Intelligence modifier fire damage. Entering a square occupied by the wall costs 3 extra squares of movement. The wall blocks line of sight.
Sustain Minor: The wall persists.
Arcane Gate – Level 10 Daily, Utility, Arcane, Teleportation
Minor Action, Ranged 20
Target: Two unoccupied squares
Effect: You create a dimensional rift between the two target squares that lasts until the end of your next turn. Any creature that enters one of the target squares can move to the other target square as if it were adjacent to that square. A creature cannot pass through the rift if either square is occupied by another creature.
Sustain Minor: The rift persists.
Blur – Level 10 Daily, Utility, 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.
Forceful Retort – Level 11 Encounter, Arcane, Implement
Standard Action, Close Burst 1
Target: Each enemy in burst
Attack: Intelligence vs. Fortitude
Hit: 3D8 + Intelligence modifier force damage, and you push the target 1 square and it is knocked prone.
Bio:

History and Background
In progress…

Personality
Aurann is quite an attractive Eladrin, who is nearly just as charming as he looks, though, he is not as good with people as he is with information. This is not to say that he blurts out the wrong thing all the time, but more that his ability with people is only slightly above average. It’s mostly due to the fact that he’s operating on an entirely different level of thought than everyone else. He has seen things other people have only dreamed about, and studied them in every which way. He tends to pore over books and scrolls in his free time while others are off enjoying themselves in festivities. However, he loves wine. Aurann will sit down to have a glass of wine with just about anyone, and thoroughly enjoys himself. It helps him open up to people and enables him to learn more than books could teach him about being social. He’s a wizard that prides himself on his ability to refine his vast knowledge and expertise with every moment. Aurann is an incredibly fast thinker, who loves gathering information and learning new things; to him, magic is an art form.

Description
Aurann is a thin, but very good-looking Eladrin male who stands 5’10” and weighs 140 pounds. Though he does not appear strong in the least, he definitely gives off an incredibly intellectual aura. He has long and flowing silver hair, and striking violet eyes that look as though they pierce through time and space to complement him gracefully. His typical garb is very foreign looking, and tends to draw from gray, purple and blue palettes. He wears elegant form fitting trousers and shirts, carefully enclosing them within a long draping cloak.

Aurann Elanesse

Eberron Adventures SaintBastard