Arannis, level 3
Arcane Implement Mastery: Orb of Imposition
FINAL ABILITY SCORES
Str 10, Con 10, Dex 13, Int 20, Wis 14, Cha 8.
STARTING ABILITY SCORES
Str 10, Con 10, Dex 11, Int 18, Wis 14, Cha 8.
AC: 16 Fort: 11 Reflex: 16 Will: 16
HP: 28 Surges: 6 Surge Value: 7
Acrobatics +7, Arcana +13, Nature +8, Dungeoneering +8, Religion +11
Bluff, Diplomacy, Endurance +1, Heal +3, History +8, Insight +3, Intimidate, Perception +3, Stealth +2, Streetwise, Thievery +2, Athletics +1
Wizard: Ritual Caster
Level 1: Expanded Spellbook
Level 2: Wintertouched
Wizard at-will 1: Magic Missile
Wizard at-will 1: Ray of Frost
Wizard encounter 1: Chill Strike
Wizard daily 1: Sleep
Wizard daily 1 Spellbook: Acid Arrow
Wizard daily 1 Spellbook: Freezing Cloud
Wizard utility 2: Feather Fall
Wizard utility 2 Spellbook: Jump
Wizard encounter 3: Icy Rays
Spellbook, Adventurer’s Kit, Cloth Armor (Basic Clothing), Implement, Orb, Dagger, Residuum (Any) (40)
Explorer’s Fire, Make Whole, Magic Mouth
Appearance – Arannis is a typical Eladrin, tall, rising to 6’, yet slim, weighing in at only 130lbs. His fair skin is unblemished, save for a single tattoo, a strange symbol, arcane in its appearance, nestled on his right arm. His hair is coloured a bright silver, hanging down as far as his shoulders, short for one of his kind. His face looks kind, and would seem more like an elf, if not for the deep blue orbs that were his eyes, marking him as one of his race. His clothing consists of simple robes, hanging loosely, a deep green colour, embroidered with swirling patterns of black and a deep blue at the cuffs and hem. His demeanor seems stiff on first meeting him, yet is more relaxed in the company of those that he counts as acquaintances, if not friends.
Bio – Arannis grew up far from the war, and so was less affected by it than most others. Yet it was the end of the war that brought him out of his homeland, his natural curiosity that had gotten him into so much trouble as a child, sending him out into the wide world. Hearing about the battles and upheaval from the few travelers that came to his homeland, he left his family, and struck out on his own, as the stories of such foreign, and exciting magics utilized in these battles, drawing his interest, and curiosity to learn more. Little excitement has happened to him since leaving, following the merchant wagons on his trusty horse, unimaginatively named Spot from the large darker patch of hair, on an otherwise lightly tan creature. That is however, until the wagons turned towards Ghostwater….