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Benjamin Boromirs Powers

Level 1
Feats:
Armor Proficiency: Leather
Disciple of Inspiration: Whenever you use an at-will attack power and miss every
target, you gain a +1 bonus to all attack rolls until the end of your next turn.

Racial Abilities:
Cast Iron Stomach: You gain a +5 racial bonus to saving throws against poison.
Encumbered Speed: You move your normal speed regardless of load, armor, or
other penalties.
Stand Your Ground: If you are pushed, pulled, or slid by any effect, you may be
pushed, pulled or slid 1 less square than specified. If you are knocked prone, you
may attempt a saving throw to not be knocked prone.
Dwarven Resilience: Using your second wind is a minor action for you.

Level 1 Apprentice Mage:


School of Magic: Evocation.
If any dice for a damage roll of an evocation power land on 1, pick one up, and reroll
it.
You may prepare 1 of each spell at this level per day: encounter, daily, & utility.

Level 1 Cantrips:
Ghost Sound: (Standard Action, at-will, ranged 10, one object/unoccupied square)
You cause any noise up to as loud as a yell from the target. Arcane, illusion
Prestidigitation: (ranged 2, standard action, at-will) You do up to 3 magic tricks.
Ask DM if the tricks are reasonable. Arcane

Level 1 At Will Attacks:


Standard actions
Magic Missile: (range 20, one target, automatic hit) 2+ intelligence modifier
damage to target.
Level 11: 3+ intel mod, level 21: 5+
intel mod. Arcane, Evocation, Force, Implement

Freezing Burst: (Area burst 1 within 10 squares, each creature, Intel vs. Reflex)
1d6+ intelligence modifier cold damage, or 2d6 + intelligence mod at level 21+.
Arcane, cold, evocation, implement
Phantasmal Assault: (range 10, one creature, Intelligence vs. Will.)
1d8+ intelligence modifier cold damage, or 2d8 + intelligence mod at level 21+.
Arcane, Illusion, Physic, Implement

Level 1 Encounter Attacks:


Standard actions
Burning Hands: (Close blast 5, each creature, Intelligence vs. Reflex) 2d6 +
Intelligence Modifier damage. Miss: half damage. Arcane, evocation, fire,
implement
Charm of Misplaced Wrath: (Ranged 10, one enemy, Intel vs. Will) You slide the
target up to 3 squares. It is dazed until the end of your next turn. The target may
make a basic attack against a creature of your choice with a +2 power bonus to the
damage roll. Arcane, charm, enchantment, implement

Level 1 Daily Powers:


Standard actions
Fountain of Flame: (Area 1 burst within 10 squares, each creature, intelligence vs.
reflex) 3d8+ intelligence modifier fire damage. Miss: Half damage. This burst
creates a zone that lasts the encounter. Any creature who enters or ends his turn in
this zone takes 5 fire damage. Arcane, evocation, fire, implement, zone
Sleep: (Area 2 burst within 20 squares, each creature, intelligence vs. will) Target is
slowed (save ends). First failed saving throw: The target is unconscious (save ends).
Miss: the target is slowed (save ends). Arcane, charm, enchantment, implement

Level 2 Utility Powers:


Instant Friends: (ranged 10, one creature, outside of combat, daily, standard
action) target makes a saving throw (knows that he is being enchanted and gets a
+5 bonus if it is the same or equal level of castor, if its level is less it gets a -5
bonus and doesnt knows its being enchanted). If the target fails this saving throw,
the target treats you as a trusted friend for 1d4 answers. He will truthfully answer
questions and aids you in any way it can without risking its life or property
unnecessarily. You gain a +5 power bonus to bluff checks against it while under this
effect. This effect ends if you or your allies target the creature or its allies. The
creature doesnt remember the effect he was under. Arcane, Charm, Enchantment

Shield: (Immediate interrupt, if you are hit by an attack, encounter) You gain a +4
power bonus to AC and reflex until the end of your next turn. Arcane

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