Altefan
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 Name: Altefan of Vaeril        Age: 24              Gender: Male
 Class: Wizard 11                                      Race: Eladrin
 Paragon Path: Blood Mage     Deity: Corellon     Alignment: Unaligned
 Epic Destiny: --
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 Str: 09 / -1             Level Bonus: +5                        AC: 24
 Con: 16 / +3             Basic Melee: +4                 Fortitude: 20
 Dex: 14 / +2            Basic Ranged: +7                    Reflex: 23
 Int: 23 / +6          Healing Surges: 9 / 16HP                Will: 25
 Wis: 21 / +5                                            Initiative: +7    
 Cha: 13 / +1                                                    HP: 66 / 33
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 Class Features:
   Arcane Implement Mastery: Orb of Imposition
   Arcane Implement Mastery: Staff of Defense
   Cantrips: You gain the Ghost Sound, Light, Mage Hand, and Prestidigitation
             powers
   Implements: Orb, Rod, Staff, Wand
   Ritual Casting: You gain the ritual casting feat w/ free rituals
   Spellbook: Get an extra daily and utility spell; choose each day

 Paragon Path Features:
   Blood Action: When you spend an action point to take an extra action, if
                 you use your action to make an attack that hits, the attack
                 deals Ongoing 10 damage (save ends).
   Bolstering Blood: When you use an encounter or daily power that deals
                     damage you may once per turn choose to take a minor or
                     severe wound.  Minor wounds deal 1d10 damage to you and
                     severe wounds deal 2d10 damage to you.  When the power
                     you use damages a target, it deals extra psychic damage
                     equal to the damage you dealt to yourself.
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 Race Features:
   Eladrin Weapon Proficiency: Longsword
   Eladrin Will: +5 racial saving throw bonus against Charm Effects
   Fey Origin: Considered a Fey creature
   Fey Step: You gain this power
   Trance: 4 Hours
   Vision: Low-Light
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 Skills:
   Acrobatics +7, *Arcana +22, Athletics +4, Bluff +6, Diplomacy +6,
   Dungeoneering +12, Endurance +7, Heal +10, *History +20, *Insight +17,
   Intimidate +6, *Nature +17, *Perception +17, *Religion +18, Stealth +7,
   Streetwise +6, Thievery +7
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 Background Skills:
   Acolyte: +2 bonus to Insight checks
   Artisan: +2 bonus to Perception checks
   Scholar: +2 bonus to Arcana checks
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 Feats:
   Divine Secret Keeper: Gain Religion Training and Alchemy
   Dual Implement Spellcaster: Add off-hand implement to damage rolls.
   Enlarge Spell: Increase Burst/Blast Powers by 1; -2 Damage.
   Expanded Spellbook: Add an extra daily and utility spell to your spellbook.
   Implement Mastery: Staff
   Second Implement (Staff)
   Twist the Arcane Fabric: Fey Step ally out of area of effect 3 squares away.
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 Languages: Common, Elven
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 Combat Equipment:
   Deep-Pocket Cloak +2
     Property: The pockets of this cloak can hold up to 1,000 pounds in weight
               or 100 cubic feet in volume, but the cloak always weighs only
               1 pound.  Each item stored in the cloak's pockets can weigh no
               more than 10 pounds.  Drawing an item from a deep-pocket cloak
               is a minor action.
     Power (At-Will): Free Action.  1/Round.  You draw an item from the cloak
                      or store an item within it.

   Orb of Ultimate Imposition +2
     Critical: +1d6 damage per plus
     Power (Daily): Free Action.  Use this power when you use your orb of
                    imposition class feature.  Increase the penalty bestowed
                    on your target by -2.

   Shockweave Armor +2
     Property: You gain resist 5 lightning.
     Power (Encounter): Free Action.  Trigger: You take lightning damage.
                        Effect: Until the end of the encounter, this armor's
                        daily power gains a +1 bonus to the attack roll and
                        deals 1d10 extra lightning damage.
     Power (Daily * Lightning*): Immediate Interrupt.  Trigger: An enemy
                                 adjacent to you targets you with an attack.
                                 Effect: Make an attack against the triggering
                                 enemy; +13 vs Fortitude; on a hit, deal 2d10
                                 lightning damage, and the enemy is dazed
                                 until the end of your next turn.

   Staff of Ruin +2
     Critical: +1d10 damage per plus
     Property: In addition to the normal enhancement bonus, add the staff's
               enhancement bonus to damage rolls as an item bonus.
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 Other Equipment:
   Headband of Intellect
     Property: Gain a +2 item bonus to Knowledge and Monster Knowledge Checks
               and a +1 item bonus to attack rolls on powers that have the
               psychic keyword.
     Power (Daily): Minor Action.  Gain a +2 power bonus to the next
                    Intelligence check you make this turn.

   Resplendent Boots
     Property: You gain an item bonus to all defenses against opportunity
               attacks equal to the number of items you have from this set.
     Power (Daily * Illusion): Move Action.  You become invisible and move
                               your speed.  You become visible again at the
                               end of this action.
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 Powers:
   Fey Step (Eladrin Racial Power)
     Encounter * Teleportation
     Move Action * Personal
     Effect: Teleport up to 5 squares.

   Ghost Sound (Wizard Cantrip)
     At-Will * Arcane, Illusion
     Standard Action * Ranged 10
     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 bell, 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 (Wizard Cantrip)
     At-Will * Arcane
     Minor Action * Ranged 5
     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 asts for 5 minutes.  Putting out the light is a free action.
     Special: You may only have one Light cantrip active at once.  If you
              create a new light, your previously cast light winks out.

   Mage Hand (Wizard Cantrip)
     At-Will * Arcane, Conjuration
     Minor Action * 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 an object when you use this power,
             the hand can move the object into a pack, pouch, or sheath or
             similar container and simultaneously move any one object carried
             or worn anywhere on your body to 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's holding, and as a minor
             action, you can cause the hand to manipulate a different object.
     Sustain Minor: You can sustain the hand indefinitely.
     Special: You can create only one hand at a time.

   Prestidigitation (Wizard Cantrip)
     At-Will * Arcane
     Standard Action * Ranged 2
     Effect: Use this cantrip to accomplish one of the tasks given blow:
               * 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 1 hour.
               * Instantly light (or snuff out) a candle, torch, or 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 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.

   Cloud of Daggers (Wizard Attack 1)
     At-Will * Arcane, Force, Implement
     Standard Action * Area 1 within 10 squares
     Target: Each creature in square
     Attack: Intelligence vs Reflex
     Hit: 1d6+Intelligence modifier force damage.
     Effect: The power's area is filled with sharp daggers of force.  Any
             creature that enters the area takes force damage equal to 2x your
             Wisdom modifier.  A creature that starts its turn there takes
             damage equal to your Wisdom modifier.  The cloud remains in place
             until the end of your next turn.  You can dispel it earlier as a
             minor action.

   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: 2d6+Intelligence modifier fire damage (2d6+12) to the creature
          in the center of the burst; 1d6+Intelligence modifier fire damage
          to the other creatures within the burst.

   Orbmaster's Incendiary Detonation (Wizard Attack 1)
      Encounter * Arcane, Fire, Force, Implement, Zone
      Standard Action * Area Burst 1 within 10 Squares
      Target: Each creature in burst
      Attack: Intelligence vs Reflex
      Hit: 1d6+Intelligence modifier force damage, and you knock the target
           prone.
      Effect: The burst creates a zone of licking flames that last until the
              end of your next turn.  Each enemy that enters the zone or
              starts its turn there takes 2 fire damage.  You can extend the
              duration of this effect, even though it is not an at-will power.
              If you do, the area expands to Area Burst 3, and doesn't effect
              you or your allies.

   Shock Sphere (Wizard Attack 3)
     Encounter * Arcane, Implement, Lightning
     Standard Action * Area Burst 2 within 10 Squares
     Target: Each creature in burst
     Attack: Intelligence vs Reflex
     Hit: 2d6+Intelligence modifier lightning damage.

   Twist of Space (Wizard Attack 7)
     Encounter * Arcane, Implement, Teleportation
     Standard Action * Area Burst 1 within 10 Squares
     Target: Each creature in burst
     Attack: Intelligence vs Will
     Hit: 1d6+Intelligence modifier damage, and the target is teleported 3
          squares and slowed until the end of your next turn.

   Bloose Pulse (Blood Mage Attack 11)
     Encounter * Arcane, Implement
     Standard Action * Area Burst 3 Within 20 Squares
     Target: Each enemy in burst
     Attack: Intelligence vs Will
     Hit: 2d6+Intelligence modifier damage, and until the end of your next
          turn the target takes 1d6 damage for every square it leaves.

   Flaming Sphere (Wizard Attack 1) **
     Daily * Arcane, Conjuration, Fire, Implement
     Standard Action * Ranged 10
     Effect: You conjure a Medium flaming sphere that occupies a square within
             range, and the sphere attacks.  Any creature that starts its
             turn adjacent to the sphere takes 1d4+Intelligence modifier
             fire damage.  As a move action, you can move the sphere 6
             squares.
     Target: One creature adjacent to the flaming sphere
     Attack: Intelligence vs Reflex
     Hit: 2d6+Inteligence modifier fire damage.
     Sustain Minor: You can sustain this power until the end of the encounter.
                    As a standard action, you can make another attack with the
                    sphere.

   Horrid Whispers (Wizard Attack 1)
     Daily * Arcane, Illusion, Implement, Psychic
     Standard Action * Area Burst 1 within 10 Squares
     Target: Each enemy in burst
     Attack: Intelligence vs Will
     Hit: 1d6+Intelligence modifier psychic damage, and the target is slowed and
          takes a -2 penalty to attack rolls (save ends both).
       Aftereffect: You knock the target prone.
     Miss: The target is slowed and takes a -2 penalty to attack rolls until the
           end of your next turn.

   Summon Fire Warrior (Wizard Attack 1)
     Daily * Arcane, Fire, Implement, Summoning
     Minor Action * Ranged 10
     Effect: You summon a Medium fire warrior in an unoccupied square within
             range.  It has a +2 bonus to AC and a +2 bonus to Fortitude.  You
             can give the fire warrior the following special commands.
             * Standard Action: Melee 1; targets one creature; Intelligence vs
                                Reflex; 1d8+Intelligence modifier fire damage.
             * Opportunity Action: Melee 1; targets one creature; Intelligence
                                   vs Reflex; 1d8+Inteligence modifier damage.

   Grasp of the Grave (Wizard Attack 5)**
     Daily * Arcane, Implement, Necrotic, Zone
     Standard Action * Area Burst 2 within 20 squares
     Target: Each enemy in burst
     Attack: Intelligence vs Reflex
     Hit: 1d10+Intelligence modifier necrotic damage, and the target is dazed
          until the end of your next turn.
     Miss: 1d10+Intelligence modifier necrotic damage.
     Effect: The burst creates a zone that lasts until the end of the encounter.
             An enemy that enters the zone or that starts its turn in the zone
             takes 5 necrotic damage and is dazed until the end of your next
             turn.

   Stinking Cloud (Wizard Attack 5)
     Daily * Arcane, Implement, Poison, Zone
     Standard Action * Area Burst 2 within 20 Squares
     Target: Each creature in burst
     Attack: Intelligence vs Fortitude
     Hit: 1d10+Intelligence modifier poison damage.
     Effect: The burst creates a zone of poisonous vapor that blocks line of
             sight until the end of your next turn.  Creatures that enter the
             zone or start their turns there take 1d10+Intelligence modifier
             poison damage.  As a move action, you can move the zone up to 6
             squares.
     Sustain Minor: The zone persists.

   Summon Abyssal Maw (Wizard Attack 5)
     Daily * Arcane, Implement, Summoning
     Minor Action * Ranged 10
     Effect: You summon a Medium abyssal maw in an unoccupied square within
             range.  The maw has a speed of 6.  You can give the maw the
             following special commands.
             * Standard Action: Melee 1; targets one creature; Intelligence
                                vs Reflex; 2d6+Intelligence modifier damage.
             * Opportunity Action: Melee 1; targets one creature; Intelligence
                                   vs Reflex; 1d8+Intelligence modifier damage;
                                   In addition, if an enemy adjacent to the maw
                                   makes a melee attack that doesn't include
                                   the maw as a target, the maw can make an
                                   opportunity attack against that enemy after
                                   the enemy's attack is resolved.

   Animate Dead (Wizard Attack 9)
     Daily * Arcane, Implement, Necrotic, Summoning
     Minor Action * Ranged 10
     Target: One dead creature
     Effect: You summon the animated corpse of one of your fallen enemies in an
             unoccupied square within range.  The summoned creature is the same
             size as one dead creature within range of this power.  The animated
             creature has reach equal to the target creature's reach and speed
             6.  It has a +2 bonus to AC and a +2 bonus to Fortitude.  You can
             give the animated creature the following special commands.
             * Standard Action: Targets one enemy in reach; Intelligence vs AC;
                                1d10+Intelligence modifier necrotic damage.
             * Opportunity Action: Targets one enemy in reach; Intelligence vs
                                   AC; 1d10+Intelligence modifier necrotic
                                   damage.

   Face of Death (Wizard Attack 9)
     Daily * Arcane, Fear, Illusion, Implement
     Standard Action * Area Burst 1 within 10 Squares
     Target: Each creature in burst
     Attack: Intelligence vs Will
     Hit: The target is immobilized (save ends).
       First Failed Saving Throw: The target is helpless (save ends).
       Aftereffect: The target is slowed (save ends).
     Miss: The target is immobilized (save ends).
       Aftereffect: The target is slowed (save ends).

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

   Arcane Insight (Wizard Utility 2) **
     Encounter * Arcane
     Free Action * Personal
     Trigger: You make an Arcana check and dislike the result.
     Effect: Roll an additional Arcana check, keeping the better of the two
             results.  You decide to make this extra roll before the GM announces
             the result.

   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 until the end of your
             next turn.

   Summon Shadow Serpent (Wizard Utility 2)
     Daily * Arcane, Implement, Summoning
     Minor Action * Ranged 10
     Effect: You summon a Small shadow serpent in an unoccupied square within
             range.  The shadow serpent has a speed of 6.  It has a +5 bonus
             to Stealth checks and takes no penalty to Steath checks for
             moving more than 2 squares.  You can give the shadow serpent the
             following special command.
               Minor Action: Until the end of your next turn, you can see
                             through the Shadow Serpent's eyes.  You cannot
                             gain line of sight or line of effect for your
                             powers from the serpent's square, but you can
                             make Perception checks from it to spot hidden
                             objects or creatures.

   Dispel Magic (Wizard Utility 6)
     Daily * Arcane, Implement
     Standard Action * Ranged 10
     Target: One conjuration or zone
     Attack: Intelligence vs the Will defense of the creator of the conjuration
             or zone
     Hit: The conjuration or zone is destroyed.  All its effects end, including
          those that normally last until a target saves.

   Fire Shield (Wizard Utiity 6)
     Daily * Arcane, Fire, Implement
     Minor Action * Personal
     Effect: You gain Resist 10 cold and Resist 10 fire until the end of the
             encounter.  Whenever a creature makes a melee attack against you,
             it takes 2d6+Inteligence modifier fire damage.  No creature can
             take this damage more than once per turn.

   Wizard's Escape (Wizard Utility 6) **
     Encounter * Arcane, 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.

   Feywild Spell Surge (Wizard Utility 10) **
     Daily * Arcane
     Free Action * Personal
     Trigger: You miss at least one attack with a power that has the Arcane
              keyword.
     Effect: Reroll one of the missed attack rolls with a +2 bonus.  Use the
             second roll, even if lower.

   Summon Hammerfist Crusher (Wizard Utility 10)
     Daily * Arcane, Implement, Summoning
     Minor Action * Ranged 10
     Effect: You summon a Medium hammerfist crusher in an unoccupied square
             within range.  The hammerfist crusher has a speed of 3.  It has a
             +2 bonus to AC and a +2 bonus to Fortitude.  You can give the
             following special command.
             * Standard Action: Melee 1; targets one object; Intelligence vs
                                Reflex; 5d6+Intelligence modifier damage.

   True Seeing (Wizard Utility 10)
     Daily * Arcane
     Minor Action * Personal
     Effect: Until the end of the encounter, you gain darkvision, and you can
             see invisible creatures and objects within 10 squares of you that
             are within your line of sight.  You also gain a +5 power bonus to
             Insight checks and Perception checks.
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 Skill Powers:
   Arcane Mutterings (Arcana Utility 2)
     Encounter
     Free Action * Personal
     Trigger:  You would make a Bluff, Diplomacy, or an Intimidate check
     Effect: You make an Arcana check in place of the Bluff, Diplomacy, or
             Intimidate check.

   Prescient Maneuver (Insight Utility 6)
     Encounter
     Immediate Interrupt * Personal
     Trigger: An enemy within 5 squares of you moves willingly.
     Effect: You shift half your speed.
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 Alchemy:
   Alchemical Silver (Standard Action; Weapon becomes silver for the encounter)
   Clearwater Solution (Minor Action; Purifies 5x5x5 square of water)
   Clockwork Bomb (Minor Action; d6, 6 Detonates; Max 6 rounds; Area Burst 1;
                   +12 vs Reflex; 2d10 fire damage)
   Ghoststrike Oil (Standard Action; +11 vs Fortitude; Ignore Insubstantial)
   Goodnight Tincture (Sleep; Minor Action; +12 vs Fortitude; Unconscious for
                       1 Hour or till it's subject to an attack or violent
                       motion)
   Heartflow (Poison; Minor Action; +11 vs Fortitude; -5 Insight, -2 Will
              (save ends))
   Sovereign Glue (Standard Action; Strength DC29 to separate; 2d10 if broken)

 Rituals:
   1: Amaneusis, Animal Messenger, Arcane Mark, Banish Vermin, Brew Potion,
      Comprehend Languages, Create Holy Water, Fastidiousness, Magic Mouth,
      Make Whole, Purify Water, Secret Page, Tenser's Floating Disk, Unseen
      Servant
   2: Bloom, Last Sight Vision, Water Walk
   3: Fool's Gold, Undead Ward
   4: Arcane Lock, Enchant Magic Item, Knock, Transfer Enchantment, Skull Watch,
      Traveler's Feast
   5: Magic Circle, Object Reading, Speak With Nature
   6: Discern Lies, Fey Passage, Ironwood, Leomund's Secret Chest, Sending
      Speak With Dead
   7: Spirit Idol
   8: Inquisitive's Eyes, Linked Portal, Shadow Passage, Share Husk,
      Water Breathing, Wizard's Sight
   9: Magic Map
  10: Detect Object, Disorienting Portal, Scribe, Secure Shelter, Tenser's Binding
  11: History Revealed
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