Red Hand of Doom 4E
Eirwen Bébhinn Geamhradh
Eladrin War-Wizard 3
HP 31; Bloodied 15
Healing Surges 7; Surge Value 7
Movement 6 squares
AC 15; Fort 12; Ref 14; Will 16
Saves +5 against charm;
Str 10 (+1), Con 13 (+2), Dex 15 (+3), Int 17 (+4), Wis 14 (+3), Cha 12 (+2)
Passive Insight 18; Passive Perception 13.
Languages Common, Elven
Skills Acrobatics +3; Arcana +11; Athletics +1; Bluff +2; Diplomacy +2; Dungeoneering +8; Endurance +2; Heal +3; History +11; Insight +8; Intimidate +2; Nature +8; Perception +3; Religion +4; Stealth +3; Streetwise +2; Thievery +3
Feats Burning Blizzard, Expanded Spellbook, Ritual CasterB
Rituals Tenser's Floating Disk, Comprehend Languages, Silence, Eye of Alarm, Water Walk
Posessions +1 Staff of Winter, +1 Cloak of Resistance, 3 potions of healing, longsword, dagger, holy symbol, everburning torch, standard adventurer's kit, riding horse.
Basic Melee Attack (+1 staff of winter) +4 vs. AC; Damage 1d8; Crit +1d6 cold damage
Basic Ranged Attack (dagger) +5 vs. AC; Damage 1d4
Ray of Frost (Standard; At-Will) * Cold, Implement (Crit +1d6 cold damage)
Range 10; +5 vs. Fortitude; 1d6+5 cold damage and target is slowed until the end of your next turn.
Scorching Burst (Standard; At-Will) * Fire, Implement (Crit +1d6 cold damage)
Area burst 1 within 10 squares; +5 vs. Reflex; 1d6+4 fire damage.
Ghost Sound (Standard; At-Will) * Illusion
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 nonvocal 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 (Minor; At-Will)
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 (Minor; At-Will) * Conjuration
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 (Standard; At-Will)
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 of 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.
Chill Strike (Standard; Encounter) * Cold, Implement (Crit +1d6 cold damage)
Ranged 10; +5 vs. Reflex; 2d8+5 cold damage and target is dazed until the end of your next turn.
Shock Sphere (Standard; Encounter) * Implement (Crit +1d6 cold damage), Lightning
Area burst 2 within 10 squares; +5 vs. Reflex; 2d6+4 lightning damage.
Shield (Immediate Interrupt; Encounter)
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.
Fey Step (Move; Encounter)
Effect: Teleport up to 5 squares.
Staff of Defense (Immediate Interrupt; Encounter)
Effect: You gain a +1 bonus to defense against one attack. You can declare the bonus after the Dungeon Master has already told you the damage total.
Acid Arrow (Standard; Daily) * Acid, Implement (Crit +1d6 cold damage)
Raged 20; +5 vs. Reflex; 2d8+5 acid damage and ongoing 5 acid damage (save ends).
Secondary Target: Each creature adjacent to the primary target
Secondary Attack: +5 vs. Reflex; 1d8+5 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.
Freezing Cloud (Standard; Daily) * Cold, Implement (Crit +1d6 cold damage)
Area burst 2 within 10 squares; +5 vs. Fortitude; 1d8+5 cold damage.
Miss: Half damage.
Effect: The cloud lasts until the end of your next turn. Any creature that enters the cloud or starts its turn there is subject to another attack. You can dismiss the cloud as a minor action.
Sleep (Standard; Daily) * Implement (Crit +1d6 cold damage), Sleep
Area burst 2 within 20 squares; +5 vs. Will; 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 (Free; Daily)
Trigger: You or one creature in range falls.
Ranged 10; 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.
Daily Item Powers
Special: Only 1 item power can be used each day. One additional daily item power can be used each time you reach a milestone, but any given power can only be used once.
Staff of Winter (Free; Daily)
Use this power when using a power that has the cold keyword. After you resolve the power, all enemies within 3 squares of you are immobilized (save ends).
Cloak of Resistance (Minor; Daily)
Gain resist 5 to all damage until the start of your next turn.