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Summary Edit

AntithetistColgrave
XP 3750Male Tiefling Adventurer Wizard 4
Medium natural humanoid (Medium natural humanoid)
Initiative +3; Senses Passive Insight 17, Passive Perception 12
HP 32/32, Bloodied 16, Surge Value 8, Surges 6
AC 18; Fortitude 13, Reflex 18, Will 19
Resist 7 Fire
Saving Throws +0
Speed 6
BasicMeleeMagic Accurate Staff +2 (Standard; at-will)
+5 vs AC; 1d8+1
AreaScorching Burst (Standard; at-will) ✦ Arcane, Fire, Implement
Area burst 1 within 10 squares; each creature in burst; +10 vs Reflex; 1d6+8 fire damage.
RangedPhantom Bolt (Standard; at-will) ✦ Implement, Arcane, Illusion, Psychic
Ranged 10. +10 vs Will, 1d8+8 psychic damage, and Colgrave can shift the target 1 square.
Orb of Deception (Free; encounter)
Trigger: Colgrave misses with a wizard illusion power. Effect: Colgrave can choose another target within 3 squares of the missed target. The chosen enemy cannot also be a target of the original attack. Colgrave repeats the attack against this new target, with a +4 bonus to the attack roll. Requirement: Colgrave must wield an orb to benefit from this feature.
RangedCharm of Misplaced Wrath (Standard; encounter) ✦ Arcane, Charm, Implement
Ranged 10. +10 vs Will, Hit: The target is dazed until the end of Colgrave's next turn. Colgrave slides the target 3 squares. The target then attacks a creature of Colgrave's choice with a melee basic attack. It gains a +2 bonus to its attack and damage rolls.
CloseInfernal Wrath (Free; encounter) ✦ Fire
Close Burst 10. Trigger: An enemy within the burst hits Colgrave. Target: The triggering enemy in burst. Effect: 1d6+5 damage.
RangedHypnotic Pattern (Standard; encounter) ✦ Arcane, Illusion, Implement
Ranged 10. Colgrave conjures a swirling pattern of colours and lights in an unoccupied square within range, lasting until the end of his next turn. Colgrave can use the Hypnotic Pattern Attack power, using the pattern's square as the origin square.
CloseHypnotic Pattern Attack (Opportunity; at-will) ✦ Arcane, Conjuration, Illusion
Close burst 3; +10 vs Will; Target: The triggering enemy in burst. Requirement: The Hypnotic Pattern power must be active to use this power. Trigger: An enemy starts its turn within 3 squares of the pattern. Hit: The target is pulled 3 squares and slowed until the end of Colgrave's next turn. It can move into the pattern's square.
Moonstride (Immediate Reaction; encounter) ✦ Arcane
Trigger: An enemy moves adjacent to Colgrave. Effect: Colgrave becomes insubstantial until the end of his next turn, and can shift 2 squares to a square farther from the triggering enemy.
AreaPhantom Chasm (Standard; daily) ✦ Arcane, Illusion, Implement, Psychic
Area burst 1 within 20 squares, +10 vs Will. Target: Each creature in the burst. Hit: 2d6+8 psychic damage, and the target is prone and immobilized until the end of its next turn.  Miss: The target is immobilized until the end of your next turn.
AreaArcane Whirlwind (Standard; daily) ✦ Arcane, Implement, Thunder, Zone
Area burst 2 within 10 squares, +10 vs Reflex; Target: Each creature in the burst. Hit: 2d6+8 thunder damage, and you slide the target one square. Miss: Half Damage. Effect: The burst creates a zone of rushing winds which lasts until the end of Colgrave's next turn. As a minor action, he can slide one creature within the zone 2 squares. As a move action, he can slide the zone 6 squares. Sustain Minor: The zone persists, and Colgrave can slide one creature within the zone 2 squares.
RangedSpectral Image (minor; encounter) ✦ Arcane, Illusion
Ranged 10, Effect: The illusion of a Medium or smaller creature or object appears in an unoccupied square within range. It can make sounds, and it can move within its square but cannot leave it. Each of its defenses is 10. The illusion lasts until the end of the encounter, or until an attack hits it or a creature touches it. An Insight or Perception check (DC 22) also allows a creature to determine the illusion is a fake.
Magic Accurate Staff +2
Critical: +2d6. Property: You must have the Superior Implement Training feat to enable this property. You gain a +1 bonus to attack rolls made with an Accurate implement.
Robe of Contingency +1
Power (Daily; Healing, Teleportation): Immediate reaction. Trigger: Colgrave is bloodied and an attack damages him. Effect: Colgrave teleports up to 6 squares and can spend a healing surge.
Cantrips
Colgrave can use Ghost Sound, Light, Mage Hand, and Prestidigitation as at-will powers.
Ritual Casting
Colgrave gains Ritual Caster as a bonus feat.
Spellbook
Colgrave gains three 1st level rituals, plus more at higher levels. Each time he gains a daily or utility spell, he chooses two different spells of that level to add to his book. After an extended rest, he chooses which of these spells are prepared.
Alignment Good; Languages Common, Primordial
Str 8 (+1)Dex 13 (+3)Wis 10 (+2)
Con 10 (+2)Int 20 (+7)Cha 18 (+6)
Skills Arcana +12, Bluff +15, Diplomacy +11, Insight +7, Stealth +5
Feats Ritual Caster, Arcane Familiar (Serpent), Superior Implement Training (Accurate Staff), Dual Implement Spellcaster
Equipment Magic Accurate Staff +2, Magic Orb +1, Robe of Contingency +1, Amulet of Protection +1, Standard Adventurer's Kit
Rituals Fastidiousness, Silence, Comprehend Languages


Character Information Edit

Background Edit

The murky history of Colgrave's family tree lies somewhere in the Demon Wastes, but his parents were always loath to speak of it. What he knows is that they fled from their homeland together to start a new life, free from the past. They crossed the border to Aundair, and took sanctuary in a mission of the Silver Flame. In time, they came to the faith, and Colgrave's father Arrevain entered the service of the Church as a paladin. Thanks to this status, despite the hostilities between the two nations, they were able to move freely to Thrane. There they were married, conceiving a child soon after.

So Colgrave was born, and grew up in a world steeped in faith. During his childhood, his father was making a name for himself as a great champion of the Church, and there was never any doubt that the same was expected of Colgrave. From the first manifestation of his magical talent, however, he never had any interest in following in his father's footsteps. Increasingly he felt oppressed by his environment and the expectations that were put upon him, and he ran from home to make his own way in the world when he was only fourteen years old.

He supported himself as a performer in taverns and on street corners, doing magic tricks. His arcane talent was raw and undeveloped, but he used it with imagination, and if it wasn't enough to impress any experienced wizard it was sufficient to pay his way and earn him admirers in the crowd. With his startling looks, he quickly realised that if he didn't make himself into a public exhibit then people would notice him anyway and he could quickly lose control of the kind of attention he received. So he learned to rely on his wits and charm, to never let his guard down - and gradually he honed his magical abilities, teaching himself as best he could.

In order to get safe passage from Thrane during wartime he joined up with a troupe of minstrels and entertainers in the employ of House Phiarlan. He travelled on with them for a time after that, learning what he could from them and carrying on a rather ill-advised dalliance with their leader and star performer Astrae d'Phiarlan. When he realised that things were in danger of becoming serious - serious enough to draw House attention to him - he took his hurried leave and continued his wanderings alone.

Appearance Edit

Colgrave stands just under seven feet tall, not counting the bony horns that curve up from his forehead. His short, curly hair is an iridescent violet colour like the plumage of a tropical bird, and his skin is deep bronze. His eyes are opalescent orbs. It's fair to say that he would have a hard time blending into a crowd if he tried, but it's evident that he doesn't have the slightest desire to do so. He sports a goatee beard, meticulously waxed, and walks with a gold-tipped cane. His costume is a flamboyantly dandified affair of dark silk and white lace, and he comports himself with a sort of dissipated elegance.

Age: 19 Gender: Male Height: 6'10" Weight: 190 lbs.

Personality Edit

Colgrave behaves with an exaggerated theatrical politeness which, combined with the obvious infernal overtones to his looks, gives him a distinctly Mephistopholean air. He's entirely aware of this, and indeed goes out of his way to cultivate it as his public persona.

In truth, though, there's little that's devilish about his personality, except perhaps for a slight overabundance of pride. Despite his aversion to personal responsibility, the fact is that he shares more principles than he would ever admit with his Paladin father. Like him, he's determined more than anything not to let his actions or views be dictated by the base urges and temptations of his bloodline. But where his father found a cause in the Silver Flame, Colgrave takes his stand upon a sort of personal gentleman's honour.


Alignment: Good

Hooks Edit

  • Colgrave hasn't spoken to his parents in five years, and as far as he knows, they have no idea of his whereabouts. He'd like to keep it that way, fearing that his father would try to press him back into the service of the church of the Silver Flame.
  • Colgrave carried on an affair with Astrae d'Phiarlan, a young dragonmarked scion of the House and one of its brightest rising stars - and then he left her in the lurch when he became concerned about the House's possible reaction to their relationship. Wherever she is, it's doubtful whether she's thinking of him fondly.


Kicker Edit

Colgrave is running from his past, feeling beset on all sides by pressures that he'd rather avoid confronting - but he's never been one to let petty concerns like that stop him from enjoying life or pursuing new interests.

Other Sections Edit

Equipment Edit

Accurate

Magic Staff +2

1800gp 4lbs
Robe of Contingency +1 840gp 4lbs
Amulet of Protection +1 360gp
Magic Orb +1 360gp 2lbs
Backpack 2gp 2lbs
Bedroll 1sp 5lbs
Flint and Steel 1gp -
Belt Pouch 1gp 0.5lbs
Waterskin 1gp 4lbs
Climber's Kit 2gp 11lbs
Hemp Rope, 100ft 1gp 10lbs
Sunrod (2) 4gp 2lbs
Trail Ration (10) 5gp 10lbs
Alchemical Reagents 30gp

Coins: 71gp

Encumbrance: 43lbs Normal Load: 80lbs Heavy Load: 160lbs Maximum Drag Load: 400lbs

Math Edit

Attributes Edit

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 0 8 0 0 8 -1
Con 0 10 0 0 10 0
Dex 3 13 0 0 13 1
Int 12 17 2 1 20 5
Wis 0 10 0 0 10 0
Cha 7 15 2 1 18 4
Totals 22   9


Attacks Edit

Basic Attacks
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Basic Melee

-1

str 5AccurateMagic Staff +226AC
Basic Ranged

1

dex23AC

Defenses Edit

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +1/+5 dex/int 0 1 Robe of Contingency +1 2 18
Fortitude-1/+0str/con1Amulet of Protection +12 13
Reflex+1/+5dex/int 1Amulet of Protection +12 18
Will+0/+4wis/cha2 1Amulet of Protection +12 19


Senses and Reactions Edit

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 1 0 0 0 0 0 0 0 2 0 3
Passive Insight 0 0 0 0 0 0 0 0 2 5 17
Passive Perception 0 0 0 0 0 0 0 2 0 12

Senses: Low-light

Health Edit

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherTotalBloodedSurge
Hit Points 10 10 4 0 0 0 32 16 8


Surges per day: 6

Speed and Movement Edit

Speed: 6

Racial Features Edit

Tiefling

  • +2 Int, +2 Cha
  • +2 Bluff, +2 Stealth
  • Languages: Common, choice of one other
  • Bloodhunt: +1 racial bonus to attack rolls against Bloodied foes
  • Fire Resistance equal to 5 + half level
  • Infernal Wrath racial power
  • Size: Medium
  • Speed: 6

Class Features Edit

Wizard

  • Cantrips: Cast Ghost Sound, Light, Mage Hand and Prestidigitation at will.
  • Ritual Casting: Gain Ritual Caster as a bonus feat.
  • Spellbook: Gain 3 1st level rituals, and more at higher levels. Choose 2 daily and utility powers for each 1 you gain, and pick 1 to be prepared after extended rest.
  • Arcane Implement Mastery: Orb of Deception encounter power.

Feats Edit

Background Edit

Entertainer: Bluff Class Skill

Skills and Languages Edit

Languages: Common, Primordial



Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics1dex23
Arcana 5 5 int 2 12
Athletics-1str21
Bluff54cha22Serpent Familiar215
Diplomacy54cha211
Dungeoneering0wis22
Endurance0con22
Heal0wis22
History5int27
Insight50wis27
Intimidate4cha26
Nature0wis22
Perception0wis22
Religion5int27
Stealth1dex225
Streetwise4cha26
Thievery1dex23

}}

Powers Edit

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Scorching Burst +5 Int 3 AccurateMagic Staff +2 0 0 2 10 Reflex
Phantom Bolt +5 Int 3 AccurateMagic Staff +2 0 0 2 10 Will
Charm of Misplaced Wrath +5 Int 3 AccurateMagic Staff +2 0 0 2 10 Will
Phantom Chasm +5 Int 3 AccurateMagic Staff +2 0 0 2 10 Will
Hypnotic Pattern Attack +5 Int 3 AccurateMagic Staff +2 2 10 Will
Arcane Whirlwind +5 Int 3 AccurateMagic Staff +2 2 10 Ref


Tracking Edit

Reward Points Edit


Total RP: 0



Money Edit

+100 gp starting gold
+360 gp level 1 parcel
+72 gp level 1 parcel bonus
+104 gp level 2 parcel bonus
+136 gp level 3 parcel bonus

-15 gp Standard Adventurer's Kit
-360gp Amulet of Protection +1
-360gp Magic Orb +1
-30gp Alchemical Reagents

 -------
+75gp The Lost Treasure of House Cannith
-11gp Boat Passage - The Lost Treasure of House Cannith
71 gp



Treasure Edit

  • Level 1: Parcel 360 gp
  • Level 2: Parcel lvl +2

Robe of Contingency +1

  • Level 3: Parcel lvl +3

AccurateMagic Staff +2

Wishlist Edit

XP Edit

Starting XP: 3750


Total XP: 3750

Changes Edit

List changed here

  • 2010/06/10: Created

Judge Comments Edit

Level 4 Edit

Approval 1 Edit

Approval from renau1g

  • Feats - it's technically called Superior Implement Training
  • Summary - AC should be 18, not 17
  • Summary - MBA should only be +5 to hit, not +6 (not a big deal, but the Accurate property only applies to it being an implement not a weapon)
  • Summary - Skills - please add Stealth here due to the racial bonus.

Minor things though, so approved

Great, thanks again r1! Fixed this stuff - cheers for the info on the Accurate property, I remember wondering about this but ending up uncertain. -Antithetist

Approval 2Edit

Approval from [Ladylaw]

Issue fixed. All fine by me.

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