SOL (Son of the Light)

Deva Battle Mage

Description:

SOL (Son Of the Light)
Level: 11
Class: Wizard (Controller)
Paragon Path: Battle Mage
Medium Immortal Humanoid (Deva)

Initiative 8; Senses Perception 17, Insight 17
HP 62, Bloodied 31
Healing Surge 15; Surges Per Day 7
AC 26; Fortitude 18, Reflex 24, Will 21
Resistance: 10 Necrotic, 10 Radiant
Speed 6; Action Points 1

Alignment Good; Languages Cerian, Wenthic, Tyrish
Skills Arcana +16, Dungeoneering +12, History +18, Nature +12
Feats Alchemist, Auspicious Lineage (D8 instead of D6 for Memory of a Thousand Lifetimes), Immortal Skill (Treat Memory of a Thousand Lifetimes skill or ability rolls of 1, 2, or 3 as a 4 on a D8), Armor Proficiency (Leather), Destructive Wizardry (+2 damage if you hit 2 or more creatures), Distant Advantage (Gain advantage with ranged and area attacks against flanked enemies), Implement Expertise (Wand), War Wizardry (Arcane spells give -5 to attack, half damage when used against allies)
Str 11 (+0/+5) Dex 16 (+3/+8) Wis 14 (+2/+7)
Con 12 (+1/+6) Int 23 (+6/+11) Cha 9 (-1/+4)
Possessions Magic Wand +3, Death Stalker Dagger +1, Deathburst Drowmesh +3, Goggles of the Bone Collector, Periapt of Cascading Health +2, Potions: Alchemist Fire, Blastpatch, Flamebane bomb, Tanglefoot bag, Spellbook, adventurer’s kit

Racial Features Astral Majesty (+1 to all defenses against bloodied creatures), Astral Resistance (Resist Necrotic and Radiant equal to 5 + 1/2 level), Immortal Origin, Memory f a Thousand Lifetimes
Class Features Arcane Implement Mastery (Wand of Accuracy), Cantrips, Alchemist, Spellbook, Arcane Riposte (Opportunity Attacks: +11 vs. AC, 1d8+11 Cold, Fire, Force, or Lightning)

Basic Attacks

+1 Deathstalker Dagger (Melee) (standard; at-will) ✦ Weapon +9 vs. AC; 1d4+1 damage (+1d6 on a critical hit).
+1 Deathstalker Dagger (Ranged) (standard; at-will) ✦ Weapon +12 vs. AC; 1d4+4 damage (+1d6 on a critical hit).
+3 Magic Wand (Magic Missile) (standard; at-will) ✦ Weapon +15 vs. Ref; 2d4+9 damage (+3d6 on a critical hit).


Power Descriptions

At-Will Spells

Scorching Burst Wizard Attack 1
At-WillArcane, Fire, Implement
Standard Action Area Burst 1 within 10
Targets: Each creature in Burst
Attack: +15 vs. Ref
Hit: 1d6+9(+12) fire damage.

Magic Missile Wizard Attack 1
At-WillArcane, Force, Implement
Standard Action Ranged 20
Targets: One creature
Attack: +15 vs. Ref
Hit: 2d4+9 force damage.
Special: This power counts as a ranged basic attack.

Encounter Spells

Memory of a Thousand Lifetimes Deva Racial Power
Encounter
No Action Personal
Trigger: You make an attack roll, a saving throw, a skill check, or an ability check and dislike the roll.
Effect: You add 1d8 to the Roll

Wand of Accuracy Wizard Class Feature
EncounterImplement
Free Action
Effect: You gain a bonus to your attack roll equal to your dexterity modifier (+3)
Requirement: You must wield your wand

Burning Hands Wizard Attack 1
EncounterArcane, Fire, Implement
Standard Action Close Blast 5
Target: Each creature in blast
Attack: +15 vs. Ref
Hit: 2d6+9(+12) fire damage.

Shock Sphere Wizard Attack 3
Encounter Arcane, Implement, Lightning
Standard Action Area burst 2 within 10
Target: Each creature in burst
Attack: +15 vs. Ref
Hit: 2d6+9(+12) Lightning damage.

Fire Burst Wizard Attack 7
Encounter Arcane, Fire, Implement
Standard Action Area burst 2 within 20
Target: Each creature within burst
Attack: +15 vs. Ref
Hit: 3d6+9(+12) Fire damage.

Forceful Retort Battle Mage Attack 11
Encounter Arcane, Force, Implement
Standard Action Close Burst 1
Target: Each enemy in burst
Attack: +15 vs. Fort
Hit: 3d8+9(+12) Force damage and you push the target 1 square and it is knocked prone.

Daily Spells

Phantom Chasm Wizard Attack 1
DailyArcane, Illusion, Implement, Psychic
Standard Action Area burst 1 within 20
Target: Each creature in burst
Attack: +15 vs. Will
Hit: 2d6+9(+12) Psychic damage, and the target is prone and immobilized (tent).
Miss: The target is immobilized until the end of your next turn.

Fireball Wizard Attack 5
DailyArcane, Fire, Implement
Standard ActionArea burst 3 within 20
Target: Each creature in burst
Attack: +15 vs. Ref
Hit: 3d6+9(+12) fire damage damage.

Ice Storm Wizard Attack 9
DailyArcane, Cold, Implement, Zone
Standard ActionArea burst 3 within 20
Target: One creature
Attack: +15 vs. Fort
Hit: 2d8+9(+12) cold damage and the target is immobilized (SE).
Miss: Half damage and the target is slowed.
Effect: The burst creates a zone of ice. The zone is difficult terrain until the end of the encounter.

Wizard’s Fury Wizard Attack 1 (Spellbook)
DailyArcane, Force, Implement
Prerequisite: You must know the magic missile at-will spell
Effect: Until the end of the encounter, as a minor action once per turn, you can cast magic missile.

Web Wizard Attack 5 (Spellbook)
DailyArcane, Implement, Zone
Standard ActionArea burst 2 within 20
Target: Each creature in burst
Attack: +15 vs. Ref
Hit: The target is immobilized (SE).
Effect: The burst creates a zone of webs that fills the area until the end of the encounter. The zone is considered difficult terrain. Any creature that ends it’s move in the web is immobilized (SE).

Wall of Fire Wizard Attack 9 (Spellbook)
DailyArcane, Conjuration, Fire, Implement
Standard ActionArea wall 8 within 10
Effect: You conjure a wall the consists of contiguous squares filled with arcane fire. It can be up to 8 squares long and 4 squares high. The wall lasts until the end of your next turn. Any creature that starts it’s turn adjacent to the wall takes 1d6+6 fire damage. If a creature moves into the walls square or starts it’s turn there, the creature takes 3d6+6 fire damage. Entering a square occupied by the wall costs 3 squares of movement. The wall blocks line of sight.
Sustain Minor: The wall persists.

Utility Spells

Shield Wizard Utility 2
EncounterArcane, 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.

Fire Shield Wizard Utility 6
DailyArcane, Fire
Minor Action Personal
Effect: You gain resist 10 cold and resist 10 fire until the end of the encounter. Whenever a create makes a melee attack against you, it takes 2d6+6 fire damage. No creature can take this damage more than once per turn.

Mass Resistance Wizard Utility 10
DailyArcane
Minor Action Close burst 10
Target: Each ally in burst
Effect: Choose Acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Until the end of the encounter, each ally gains resist 11 against that data type.

Moonstride Wizard Utility 2 (Spellbook)
EncounterArcane, Fire
Immediate Reaction Personal
Trigger: An enemy moves adjacent to you.
Effect: You become insubstantial until the end of your next turn. Then you shift 2 squares.

Wizard’s Escape Wizard Utility 6 (Spellbook)
EncounterArcane, Teleportation
Immediate Interrupt Personal
Trigger: An enemy hits you with a melee attack.
Effect: You teleport 5 squares to a space that is not adjacent to an enemy.

Witch’s Reversal Wizard Utility 10 (Spellbook)
DailyArcane
Free Action Personal
Trigger: You use an Arcane attack power and miss with at least 2 of the power’s attack rolls.
Effect: Reroll the attack rolls that missed their targets and use the new results.

Magic Item Powers

+3 Magic Wand
Item Slot: Off-hand
Enhancement: Attack and damage rolls
Critical: +3d6

+1 Deathstalk Dagger
Weapon: Dagger
Enhancement: Attack and damage rolls
Critical: +1d6 necrotic
Power (At-Will Daily): Free Action. Use this power when you hit with the dagger. The target takes ongoing 5 necrotic damage(SE). Saves made to end this effect take a -2 penalty.

+3 Deathburst Drowmesh
Armor: Leather
Enhancement: AC
Property: You automatically save against ongoing necrotic damage.
Power (Daily Necrotic): Minor Action. Until the end of your next turn, any creature that hits you with a melee attack takes 2d8+1 necrotic damage.

+2 Periapt of Cascading Health
Item Slot: neck
Enhancement: +2 to Fort, Ref, Will
Power (Encounter): Minor Action. You end one condition that a save can end.

Goggles of the Bone Collector
Item Slot: Head
Property: Gain +3 bonus to monster knowledge checks.
Power (Encounter): Minor Action. Learn the origin, type, and keyword(s)of one creature in sight.

Alchemist Fire (lvl 11)
Power (Consumable Fire) Standard Action. Make an attack: Area Burst 1 within 10; +14 vs. Ref; on a hit, deal 3d6 fire damage; on a miss, deal half damage.

Icepatch (lvl 9)
Power (Consumable Ice) Standard Action. You apply Icepatch to an adjacent unoccupied square. When a creature moves into that square, the Icepatch makes an attack against the create as an immediate reaction: +12 vs. Ref; on a hit, 1d8 cold damage and the target is immobilized until the end of it’s next turn. Icepatch can be detected with a DC 20 perception check. A creature that flies or jumps over the square does not trigger the Icepatch.

Flamebane Bomb(lvl 8)
Power (Consumable) Standard Action. Effect: Blue Liquid spreads in an area burst 1 within 10 and causes the following effects:
Creatures in the area that are taking ongoing fire damage can make a saving through at a +2 bonus against the effect.
Natural fires in the area are extinguished.
You make an attack against any creatures in the area with a fire aura: +11 vs. Ref; on a hit the target’s fire aura is deactivated and can’t be reactivated until the end of the target’s next turn.
You make an attack against any fire zone in the area: +11 vs. the Reflex of the creator of the zone; on a hit, the zone is destroyed and it’s effect ends, including any effect that normally lasts until a target saves.

Tanglefoot Bag (lvl 7)
Power (Consumable) Standard Action. Make an attack: Ranged5/10; +10 vs. Ref; on a hit, the target is immobilized until the end of your next turn, at which point the creature is then slowed until the end of it’s next turn.

XP: 26,000

Bio:
Height: Weight: Age:
6’6” 215 lbs 2247 (soul)
Eyes: Hair: Skin:
Orbs of White White Smoke grey (almost black) with light grey tribal patterns

Description

A tall figure with nearly black skin and pale grey accents stands before you in well worn leathers. His cloak shows the remains of the countless roads he has traveled. His white eyes are clearly visible from that shadow made by his cowl. He carries what appears to be a simple wand, a dagger at his belt, black leather armor, googles hiked up on his brow, and a small jewel hanging from a chain about his neck.

Brief Background

Incarnated in the lands of Iso’Latarin a scant 4 years ago, SOL was found by traveling wizard and brought back to Kya. The wizard trained SOL in the arts of wizardry when SOL was denied entry into the Karsari Warmage Academy. Upon his mentor’s death, SOL took up his business and leads expeditions to Iso’Latarin and lends his magical prowess to deal.

Personality

SOL is polite and well mannered (if somewhat aloof) and enjoys speaking of all things arcane.

SOL (Son of the Light)

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