Fredricks - Crazy Old Coot - wizard2- tiefling
This crazy old revenuer primarily uses long gun, dynamite, and shotgun. Yet he is not what he appears. His family has always had "the twist". Everyone is malformed in some way and there is often strange things that can be done.
Like once Fredricks kept his favorite pet from rotting for a full month after dieing. He just took something inside himself and the body stayed pliant as if it was sleeping. It was only when he went away for the weekend that his parents found out and had "the talk".
The powers are dangerous. Using them is a sure way to get burnt or worse. So he covered his eye (which was already bulging by that age and has mostly neglected his twist.) He does find that he can repair things more easily than normally possible, he is just a wiz at repair and suspects he might be using some power there, but that is almost impossible to tell if he fiddles enough while working.
Fredricks was a moonshiner for a while and alchemist for a bit after that. He has been a prospector here and there but never strikes it rich and prospectors are superstitious bastards so he often had to move on before getting fingered as different.
The current job aint bad, constantly roaming, using a bit of alchemy, and pleanty of chaos in which he can conceal accedental bursts of power with his alchemical mixtures.
Has still has an eye patch covering his misshapen eye. Which when uncovered lets him use true honest to god occult abilities. Yet he conceals his "real" powers with crazy alchemical abilities and is paranoid as hell that someone will figure him out.
stats - int18, wis14, dex12, con13, str11, cha12
Maximum Hit Points: 21/27
Bloodied: 13
Surge Value: 6
Surges / Day: 4/7
Initiative: 1d20 +6 = + 4 [imp init] +1 [dex] +1 [lev/2]
Speed: 6 squares
Armor Class: 15 = 10 + 4 [int] +1 [lev/2]
Fortitude Defense: 12 = 10 + 2 [con] + 1 [lev/2]
Reflex Defense: 15 = 10 + 4 [int] +1 [lev/2]
Will Defense: 15 = 10 + 2 [wisdom] + 2 [wizard] +1 [lev/2]
Attacks:
Unarmed Melee: +1 vs AC [0 strength]; damage 1[W]=1d4
Knife: +4 vs AC; damage 1[W]=1d4
Crack shot +5^i [intelligence] vs reflex
Moltov Cocktail +5^i [intelligence] vs reflex
Sawed off shotgun +5^i [intelligence] vs reflex
Flask of Acid (daily) +5^i [intelligence] vs relfex
Knockout gas (daily) +5^i [intelligence] vs will
Skills
Acrobatics: +2 = 1 [dexterity] +1 [lev/2]
Arcana: +10 = 4 [intelligence] + 5 [class training] +1 [lev/2]
Athletics: +1 = 0 [strength] +1 [lev/2]
Bluff: +9 = 1 [charisma] + 2 [Tiefling] + 5 [class training] +1 [lev/2]
Diplomacy: +2 = 1 [charisma] +1 [lev/2]
Dungeoneering:+8 = 2 [wisdom] + 5 [class training] +1 [lev/2]
Endurance: +2 = 1 [constitution] +1 [lev/2]
History: +5 = 4 [intelligence] +1 [lev/2]
Insight: +3 = 2 [wisdom] +1 [lev/2]
Intimidate: +2 = 1 [charisma] +1 [lev/2]
Medicine: +5 = 4 [int] +1 [lev/2]
Nature: +8 = 2 [wisdom] + 5 [class training] +1 [lev/2]
Perception: +3 = 2 [wisdom] +1 [lev/2]
Religion: +5 = 4 [intelligence] +1 [lev/2]
Stealth: +4 = 1 [dexterity] + 2 [Tiefling] +1 [lev/2]
Streetwise: +2 = 1 [charisma] +1 [lev/2]
Thievery: +2 = 1 [dexterity] +1 [lev/2]
Feats:
Improved initiative
Ritual casting (wizard)
Hellfire Blood (2nd Level Feat)
Abilities:
At-Will:
Basic Melee Attack: By weapon, damage 1[W]+[strength]
Basic Ranged Attack: By weapon, damage 1[W]+[dexterity]
Bull Rush: +[base strength attack] vs fortitude
Grab: +[base strength attack] vs reflex
Move grabbed target: +[base strength attack] vs fortitude
Escape: [acrobatics] vs reflex / [athletics] vs fortitude
Ghost Sound [Wizard]
Light [Wizard][minor action]
Mage Hand [Wizard][minor action]
Prestidigitation [Wizard]
Crack shot (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.
Moltov cocktail (Scorching Burst) Wizard Attack 1
At-Will ✦ Arcane, Fire, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier fire damage.
+1 to hit and damage (Hellfire Blood)
+1 to hit (Demon's tooth)
Other Standard Actions: Administer a potion; Aid another; Charge
[+1 to basic melee attack or bull rush]; Coup de grace; Equip /
stow shield; Ready an action; Total defense; Sustain standard
action; Some skills during combat (i.e., Acrobatics -- fast
escape; Bluff, Heal -- first aid, Intimidate, Perception --
active, Thievery depending on circumstances)
Other Move Actions: Crawl; Run [speed 8]; Stand up; Shift;
Squeeze; Walk; may include some skills during combat (i.e.,
Acrobatics, Athletics)
Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop
prone; Load a crossbow; Open / close a door; Pick up an item;
Retrieve / stow an item; Sustain minor action; Some skills during
combat (i.e., Insight)
Other Immediate Action: Readied action
Other Opportunity Action: Opportunity attack
Other Free Actions: Drop held items; End a grab; Talk
Other Non-Actions: Delay; Endurance checks; Insight to counter
Bluff; Knowledge checks; Perception -- passive
Short rest: Healing surges as available
Five minutes: Normal escape from restraints (Acrobatics)
One hour: Forage; Streetwise check
Encounter Powers:
Second Wind
Spend an Action Point [free action, not in surprise round]
Infernal Wrath [Tiefling][minor action]
Use Implement [free action]
Infernal Wrath Tiefling Racial Power
Encounter
Minor Action Personal
Effect: You can channel your fury to gain a +1 power bonus
to your next attack roll against an enemy that hit you since
your last turn. If your attack hits and deals damage, add
your Charisma modifier as extra damage.
Sawed off shotgun (Burning Hands) Wizard Attack 1
Encounter ✦ Arcane, Fire, Implement
Standard Action Close blast 5
Target: Each creature in blast
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier fire damage.
+1 to hit and damage (Hellfire Blood)
+1 to hit (Demon's tooth)
Daily Powers:
Knockout gas (Sleep) Wizard Attack 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).
Flask of Acid (Acid Arrow) Wizard Attack 1 NOT MEMORIZED
Daily ✦ Acid, Arcane, Implement
Standard Action Ranged 20
Primary 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.
Utility Powers:
Demonic Aura (Shield) Wizard Utility 2
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.
Expeditious Retreat Wizard Utility 2 NOT MEMORIZED
Daily ✦ Arcane
Move Action Personal
Effect: Shift up to twice your speed.
Reminder to Wizards: Each day (i.e., after extended rest), you
prepare one daily non-utility power and one utility power from your
spellbook.
race - vision - sees well in dark
race - +1 to hit bloodied foes
race - resist fire 5 + level/2
class - implement (orb - evil eye)
class - ritual casting - aka occult powers, aka superstitious mumbo jumbo. (gentle repose, make whole)
Devils tooth (magic item)
+1 to hit with fire. If a fire based attack crits you do an additional 1d10 damage.
1/day - enlarge a fire based ability. Using this ability does 1 point of damage to you.
Note - Evil eye is actually a demonic attribute. It is also the focus for spell casting. Fredricks should be very careful about his magical nature as people have been burnt alive for less.