Phyllis Lenz

General Information

Name : Phyllis Lenz Gender : Female Max HP : 81
Race : Dwarf Bloodied Value : 40
Level : 15 Surge Value : 20
Align : Good Surges/day : 8
Deity : EXP : enough for 15
Size : Medium Next Level : when Aleith says

Class Information

Class : Wizard
Theme : Eschatologist
Paragon Path : Logos
Epic Destiny :

Ability Scores

Ability Score Ability Mod Lvl+ Mod Race Mod Misc Mod
STR : 9 : -1 : : :
CON : 15 : +2 : : +2 :
DEX : 12 : +1 : : :
INT : 22 : +6 : : :
WIS : 17 : +3 : : +2 :
CHA : 14 : +2 : : :

Movement

Total Base Armor Item Misc
Speed : 5 = - + +

Action Points: 1
Additional effects of action points: N/A

Initiative

Total Dex ½ level Misc
Initiative : 12 = 1 + 7 + 4

Defenses

Total ½ Level Abil Class Feat Enh Arm Misc
AC : 29 = 7 + 6 + + + 3 + 2 + 1 (Devout Protector from Chandra)
Fort : 25 = 7 + 2 + + 2 + 3 + + 1
Ref : 30 = 7 + 6 + + 2 + 3 + 1 + 1
Will : 27 = 7 + 3 + 2 + 2 + 3 + +

Attacks

Name of attack Attack Defense Damage Keywords Other Notes
(At Will)
Illusory Ambush +21 vs Will d6+16 Arcane, Illusion, Implement, Psychic Ranged 10
On-hit: Psychic damage, and target has -2 to-hit with attacks UEoPNT.
Winged Horde +21 vs Will d6+10 Arcane, Illusion, Implement, Psychic Area Burst 1 within 10 squares
On-hit: Psychic damage, and target can't make OAs UEoPNT.
(Encounter)
Mesmeric Hold +21 vs Will 2d6+16 Arcane, Charm, Enchantment, Implement, Psychic Ranged 10
Target 1, 2, or 3 creatures, gain +4 tohit if only targeting one creature
On hit: Psychic damage, and immobilized UEoPNT.
On miss: Slowed UEoPNT.
Color Spray +20 vs Will d6+13 Arcane, Evocation, Implement, Radiant Close blast 5
On hit: Radiant damage, and the target is dazed UEoPNT.
Charm of the Defender +20 vs Will Arcane, Charm, Enchantment, Implement Ranged 10
On hit: Slide target 3 squares, and it's immobilized UEoPNT. If an enemy starts its turn adjacent to the target, target makes MBA against said enemy as a free action with +2 to-hit and damage.
On miss: Slide target 3 squares.
(Encounter Tome of Readiness)
Charm of Misplaced Wrath +20 vs Will Arcane, Charm, Enchantment, Implement Ranged 10
On hit: You slide the target up to 3 squares. The target is then dazed until the end of your next turn.
Miss: The target is dazed until the end of its next turn.
Effect: The target makes a basic attack against a creature of your choice as a free action. The basic attack gains a +2 power bonus to the damage roll.
(Daily)
Visions of Avarice +20 vs Will Arcane, Illusion, Implement, Zone Area burst 5 within 10 squares
Effect: The burst creates a zone in its origin square. The zone lasts until the end of your next turn. You then make the primary attack.
Primary Target: Each enemy in the burst
Primary Attack: Intelligence vs. Will
Hit: You pull the primary target up to 4 squares toward the zone. If the primary target is then in the zone or adjacent to it, the primary target is immobilized (save ends).
Sustain Minor: The zone persists until the end of your next turn, and you make the secondary attack.
Secondary Attack: Minor action, close burst 5 centered around zone. Zone must be active.
Secondary Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: You pull the secondary target up to 4 squares toward the zone.
Mirage Arcana +21 vs Will 2d6+16 Arcane, Illusion, Implement, Nethermancy, Psychic, Shadow, Zone Area burst 2 within 10 squares
Effect: The burst creates a zone that lasts until the end of the encounter. The zone is difficult terrain, and creatures grant combat advantage while in it. You then make the following attack:
Target: Each creature in the burst
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic damage, and the target is dazed, cannot leave the zone willingly, and cannot see creatures outside the zone (save ends all). If the target is already dazed, it takes 5 extra psychic damage.
Slumber of the Winter Court +20 vs Will Arcane, Charm, Enchantment, Implement Area burst 2 within 20 squares, each creature in burst
On hit: Target is dazed and slowed (save ends).
First failed saving throw: The target instead falls unconscious. The unconsciousness ends if the target takes damage, or after 1d4 hours.
Miss: Target is slowed (save ends).
First Failed Saving Throw: The target instead falls unconscious (save ends).
(Daily Spellbook)
Sleep +20 vs Will Arcane, Charm, Enchantment, Implement Area burst 2 within 20 squares, each creature in burst
On hit: Target is slowed (save ends).
First failed saving throw: The target is unconscious instead of slowed (save ends).
Miss: Target is slowed (save ends).
Symphony of the Dark Court +20 vs Will Arcane, Enchantment, Implement Area burst 2 within 20 squares, each enemy in burst
On hit: The target is dazed and immobilized (save ends both).
Miss: The target is dazed until the end of its next turn.
Effect: Each ally in the burst can shift up to 4 squares as a free action and gains a +4 power bonus to damage rolls until the end of your next turn.
Summon Succubus Arcane, Charm, Summoning, Implement Ranged 10
Minor action. Summon a succubus in an unoccupied square in range.
Summon Succubus (Succubus' Attack) +20 vs Will 1d10+13 Arcane, Charm, Summoning, Implement Ranged 5
On hit: Damage, and the target is dominated until the end of your next turn. Once a creature has been dominated, the target cannot be dominated by the succubus again this encounter.

Spellbook

Level Bold = Improved Tome of Readiness choice
Prepared Daily Attacks
5 Visions of Avarice
9 Mirage Arcana
15 Slumber of the Winter Court
Unprepared Daily Attacks
Sleep (1)
Symphony of the Dark Court (9)
Summon Succubus (9)
Prepared Utilities
2 Glib Tongue
6 Emerald Eye
10 Arcane Gate
Unprepared Utilities
Shield (2)
Disguise Self (6)
Illusory Wall (10)
Encounter (Tome of Readiness)
Charm of Misplaced Wrath (1)

Gained Abilities

Racial Abilities

  • Cast-Iron Stomach - +5 to saving throws against poison.
  • Dwarven Resilience - Gain Dwarven Resilience power.
  • Dwarven Weapon Proficiency - Proficient with hammers.
  • Encumbered Speed - Armor or heavy load doesn't reduce speed.
  • Stand Your Ground - Can move 1 less when forced to move; immediate saving throw to avoid being knocked prone.
  • Other - +2 to Dungeoneering and Endurance skills; Low-light vision.

Class/Path/Destiny Features

  • Arcane Implement Mastery - Gain specialization in an arcane implement of choice (Orb of Imposition)
  • Arcanist Ritual Casting - Gain Ritual Caster feat
  • Arcanist's Spellbook - Three 1st-level rituals, plus more at higher levels. For levels where they're learned, 1 spellbook slot for daily spells, 1 spellbook slot for utility spells, prepare spells for spell slots at extended rest.
  • Eschatologist - The first time each encounter a creature you’re aware of would die, you may choose to have that creature stabilize instead. If it would have died from damage, it will die if it takes any more damage before receiving healing.
  • Background benefit: Her study of philosophy has helped her gain a foothold in magical ways of asserting her will onto the world and reshaping it as necessary. Gain +2 bonus to Arcana.
  • Fiat: Under the right circumstances, you can declare by fiat that a creature will take a particular course of action. When you spend an action point, instead of gaining an extra action yourself, you may force a creature that can hear you to take an at-will standard or move action of your choice. This action cannot directly cause the creature damage (such as by entering a fire, jumping off a cliff, or stabbing itself), but it can put it in a dangerous situation (standing beneath a teetering boulder, running past foes and provoking opportunity attacks).
  • Pathos of the Inanimate: People can disagree with an argument, but inanimate objects have no power to resist your words. You can manipulate unattended objects within 30 feet by speech alone, causing furniture to move, trees to crack, locks and doors to open or close, and even guns to fire on their own. You can move tiny things up to 30 feet as a free action, objects as large as person as a minor action, and those filling up to a 10-ft. square area as a move action. This cannot affect objects that have been given a name, since doing so imbues them with a fragment of willpower.
  • Tome of Readiness: When you select this form of implement mastery, choose a wizard encounter attack power of your level or lower that you don’t already know. That power is now stored and available for your use at a later time. Once per encounter as a free action, you can use the stored power by expending another unused wizard encounter attack power of its level or higher. You must still take the normal action required to use the stored power. Each time you reach a level that lets you choose an encounter power, you can replace the stored power with a new wizard encounter attack power of your level or lower that you do not already know You must wield a tome to benefit from this feature.

Feats

Free Expertise Feat: Orb Implement Expertise - +1 feat bonus to attacks (+2/+3 in paragon/epic); +1 to push/pull/slide effects
Free Defense Feat: Improved Defenses - +1 feat bonus to Fortitude, Reflex, and Will (+2/+3 in paragon/epic)
Arcanist Ritual Casting Class Feature: Ritual Caster - Master and perform rituals.
Level 1: Initiate of the Faith [Cleric Multiclass] - Gains training in Religion. Gains proficiency with holy symbols. Can use healing word once per day.
Level 2: Leather Armor Proficiency - What it says on the tin.
Level 4: Tome Expertise - You gain a +1 feat bonus to implement attack rolls that you make with a tome. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, enemies adjacent to your conjurations or summoned creatures grant combat advantage. An enemy that is immune to fear is immune to this effect.
Level 6: Superior Implement Training [Crystal Orb] - Gain proficiency with crystal orb implements. (+1 with attacks that target Will, +2 damage to attacks that use psychic damage)
Level 8: Improved Initiative - You gain a +4 feat bonus to initiative checks.
Level 10: Arcane Familiar - the [Muse Sprite], Sofiel.
Level 11: Second Implement - You gain a second Arcane Implement Mastery class feature (Tome of Readiness)
Level 12: Improved Tome of Readiness - After you prepare your daily and utility wizard powers after an extended rest, choose one daily or utility power in your spellbook that you didn’t prepare and store this power in your tome.
Once per encounter as a free action, you can use this stored power by expending another unused wizard power of the appropriate type (daily or utility) of its level or higher. You must still take the normal action required to use the stored power.
Level 14: Spell Focus - Creatures that attempt saving throws against your wizard powers take a –2 penalty to the rolls.

Companions and Familiars

Muse Sprite, Sofiel
The muse sprite is a small glowing humanoid creature with gossamer wings, and it serves you as a councilor and a messenger.
Senses low-light vision
Speed 4, fly 6 (hover)
Constant Benefits
* You gain a +2 bonus to Diplomacy checks.
* The muse sprite radiates dim light in a 2-square radius.
Active Benefits
* Bearer of News: The muse sprite can deliver a short written message to someone up to 5 miles away for you.
* Insightful Councilor: Once per milestone, when you make an Arcana, Nature, or History check, you can roll two d20s and take the higher roll.

Skills

Related Mod = Train ½ Lvl Abl Msc | Skill Ability
8 = 7 1 | Acrobatics (DEX)
23 = 5 7 6 2+3 | Arcana (INT)
6 = 7 -1 | Athletics (STR)
9 = 7 2 | Bluff (CHA)
11 = 7 2 2 | Diplomacy (CHA)
12 = 7 3 2 | Dungeoneering (WIS)
11 = 7 2 2 | Endurance (CON)
10 = 7 3 | Heal (WIS)
18 = 5 7 6 | History (INT)
15 = 5 7 3 | Insight (WIS)
9 = 7 2 | Intimidate (CHA)
15 = 5 7 3 | Nature (WIS)
10 = 7 3 | Perception (WIS)
18 = 5 7 6 | Religion (INT)
8 = 7 1 | Stealth (DEX)
9 = 7 2 | Streetwise (CHA)
8 = 7 1 | Thievery (DEX)

Languages

  • Dwarven
  • Common
  • Primordial
  • Ancient

Powers

At-Will Exploits:

Illusory Ambush Wizard Attack 1
You create an illusion of swirling spectral assailants that swarm over your enemy.
At-Will Arcane, Illusion, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.
Increase damage to 2d6 + Intelligence modifier at 21st level.


Winged Horde Wizard Attack 1
A horde of flesh-devouring sprites appears in your foes’ minds. The enemies shriek in horror and swat at the menace, leaving them unable to react to your allies’ maneuvers.
At-Will Arcane, Illusion, Implement, Psychic
Standard Action Area burst 1 within 10
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 1d6 psychic damage, and the target cannot take opportunity actions until the end of your next turn.
Level 21: 2d6 psychic damage.

Encounter Exploits:

Mesmeric Hold Wizard Attack 13
You command your foes to remain still, holding them in place.
Encounter Arcane, Charm, Enchantment, Implement, Psychic
Standard Action Ranged 10
Target: One, two, or three creatures
Attack: Intelligence vs. Will. You gain a +4 power bonus to the attack roll if you target only one creature.
Hit: 2d6 + Intelligence modifier psychic damage, and the target is immobilized until the end of your next turn.
Miss: The target is slowed until the end of your next turn.


Color Spray Wizard Attack 3
A brilliant blast of flashing colors springs from your outstretched fingers, knocking nearby enemies senseless.
Encounter Arcane, Evocation, Implement, Radiant
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier radiant damage, and the target is dazed until the end of your next turn.


Charm of the Defender Wizard Attack 7
You weave a skein of deceitful magic, tricking your foe to become a hero to its enemies.
Encounter Arcane, Charm, Enchantment, Implement
Standard Action Ranged 10
Target: One enemy
Attack: Intelligence vs. Will
Hit: You slide the target up to 3 squares, and it is immobilized until the end of your next turn. Also until the end of your next turn, when an enemy starts its turn adjacent to the target, the target makes a melee basic attack against that enemy as a free action. The target gains a power bonus to the attack roll and the damage roll equal to your implement’s enhancement bonus.
Miss: You slide the target up to 3 squares.


Make It So Logos Attack 11
With a brief utterance, you declare whether an attack hits.
Encounter Psionic
Standard Action
Effect: Choose a creature that can hear you. You can choose to have its next attack roll either hit or miss.

Daily Exploits:

Sleep Wizard Attack 1
You exert your will against your foes, seeking to overwhelm them with a tide of magical weariness.
Daily Arcane, Charm, Enchantment, Implement
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Will
Hit: The target is slowed (save ends).
First Failed Saving Throw: The target is unconscious instead of slowed (save ends).
Miss: The target is slowed (save ends).


Visions of Avarice Wizard Attack 5
The illusion of a fabulous treasure appears out of thin air. Your enemies throw aside caution to seize it.
Daily Arcane, Illusion, Implement, Zone
Standard Action Area burst 5 within 10 squares
Primary Target: Each enemy in the burst
Primary Attack: Intelligence vs. Will
Hit: You pull the primary target up to 4 squares toward the zone. If the primary target is then in the zone or adjacent to it, the primary target is immobilized (save ends).
Sustain Minor: The zone persists until the end of your next turn, and you make the secondary attack.


Visions of Avarice (Secondary Attack)
The illusion of a fabulous treasure appears out of thin air. Your enemies throw aside caution to seize it.
Daily Arcane, Illusion, Implement, Zone
Minor Action Close burst 5 centered on zone
Requirement: The Visions of Avarice power must be active to use this power.
Secondary Target: Each enemy in the burst
Secondary Attack: Intelligence vs. Will
Hit: You pull the secondary target up to 4 squares toward the zone.


Mirage Arcana Wizard Attack 9
The terrain writhes and warps, reshaped into a sinister realm born from darkest nightmare.
Daily Arcane, Illusion, Implement, Nethermancy, Psychic, Shadow, Zone
Standard Action Area burst 2 within 10 squares
Effect: The burst creates a zone that lasts until the end of the encounter. The zone is difficult terrain, and creatures grant combat advantage while in it. You then make the following attack.
Target: Each creature in the burst
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic damage, and the target is dazed, cannot leave the zone willingly, and cannot see creatures outside the zone (save ends all). If the target is already dazed, it takes 5 extra psychic damage.


Symphony of the Dark Court Wizard Attack 9
Your magic unleashes an echoing song of the Feywild, corrupting your enemies in body and mind even as it grants your allies a burst of battle frenzy.
Daily Arcane, Enchantment, Implement
Standard Action Area burst 2 within 20 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: The target is dazed and immobilized (save ends both).
Miss: The target is dazed until the end of its next turn.
Effect: Each ally in the burst can shift up to 4 squares as a free action and gains a +4 power bonus to damage rolls until the end of your next turn.


Summon Succubus Wizard Attack 9
With a puff of perfumed brimstone, a succubus saunters into the world at your call.
Daily Arcane, Charm, Implement, Summoning
Minor Action Ranged 10
Effect: You summon a Medium succubus in an unoccupied space within range. The succubus has speed 6, fly 6, and resist 10 fire. You can give the succubus the following special command.
Standard Action: Ranged 5; targets one creature; Intelligence vs. Will; 1d10 + Intelligence modifier damage, and the target is dominated until the end of your next turn. Once a creature has been dominated, the target cannot be dominated by the succubus again this encounter.
Intrinsic Nature: If you haven’t given the succubus any commands by the end of your turn, it shifts 1 square and attacks the nearest enemy within range that is not dominated. In addition, you are dazed until the end of your next turn.
Symbiosis: While the summoned succubus is present, each creature you hit with a basic or at-will attack takes a -4 penalty to attacks rolls made against you until the end of its next turn.


Slumber of the Winter Court Wizard Attack 15
As you whisper a slow chant, your foes suddenly stumble and sink to the ground in a magical slumber.
Daily Arcane, Charm, Enchantment, Implement
Standard Action Area burst 2 within 20 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: The target is dazed and slowed (save ends both).
First Failed Saving Throw: The target instead falls unconscious. The unconsciousness ends if the target takes damage, or after 1d4 hours.
Miss: The target is slowed (save ends).
First Failed Saving Throw: The target instead falls unconscious (save ends).

Utility Exploits:

Shield Wizard Utility 2
You throw up your hand, and a shield of arcane energy springs into existence, protecting you against imminent attacks.
Encounter Arcane
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.


Glib Tongue Wizard Utility 2
You weave magic into your words, defusing a dangerous situation through the fine art of diplomacy.
Encounter Arcane
Minor Action Personal
Effect: You gain a +5 power bonus to Diplomacy checks and a +2 power bonus to charm attack rolls until the end of your next turn.


Emerald Eye Wizard Utility 6
A mote of green energy appears above you. A glaring, alien eye peers from it, giving you insight into your foe’s true nature.
Encounter Arcane
Minor Action Ranged 10
Target: One creature
Effect: Until the end of your next turn, you gain a +5 power bonus to Insight checks against the target and a +2 power bonus to attack rolls against the target’s Will.


Disguise Self Wizard Utility 6
With a snap of your fingers, you suddenly look like someone else.
Daily Arcane, Illusion
Minor Action Personal
Effect: You make yourself, your clothing, and your equipment look different. You can take on the appearance of any creature of similar build and size, including a specific individual whom you’ve seen. You gain neither the abilities or mannerisms of the chosen form, nor the tactile or audible properties of your form or gear. For example, if you took on the illusion of a dwarf fighter in plate armor, anyone touching you would realize you weren’t wearing plate armor, and you would not clank, creak, or jingle as you walked. The illusion lasts for 1 hour, although you can end it as a minor action. You must keep the same appearance for the entire duration.
Anyone who attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +5 power bonus to your check.


Illusory Wall Wizard Utility 10
A seemingly solid wall materializes before your foes, dividing the battlefield with your convincing illusion.
Daily Arcane, Illusion, Implement
Standard Action Area wall 8 within 20 squares
Effect: You create the illusion of a contiguous wall of solid material (stone or metal, for example). The wall can be up to 8 squares long and 4 squares high, and it lasts until the end of your next turn. The wall blocks line of sight for all enemies (but not your allies). When any enemy moves adjacent to the wall, you can make an attack (Intelligence vs. Will) against that target; if successful, the target cannot move through the wall on its current turn, but it can try again on later turns. On a miss, the wall no longer blocks line of sight or movement for that creature.
Sustain Minor: You can sustain this power until the end of the encounter.


Arcane Gate Wizard Utility 10
You open a dimensional rift connecting two nearby locations.
Daily Arcane
Minor Action Ranged 20
Effect: You create a dimensional rift between two unoccupied squares in range. The rift lasts until the end of your next turn. Until the rift ends, the two squares are effectively adjacent to each other, but for movement only.
Sustain Minor: The rift persists until the end of your next turn.


Inexplicable Narration Logos Utility 12
Until you see a place, that location could contain anything. You use that uncertainty to declare one of its traits.
Daily Psionic
Standard Action
Effect: Choose an area you are unaware of the details of, no more than a 10 squares across. Describe that area. If any creature enters that area within the next five minutes, it will match your description permanently. You can declare mundane objects or minor elements of terrain, but cannot use this power to cause damage, create creatures, or create objects of any noteworthy value.
Simple changes are almost always possible (e.g., the doors down that hallway are unlocked, and the lever to deactivate any traps is within easy view; or behind this wall is a hidden chamber filled with weapons), but at the DM’s discretion more drastic declarations may cause the power to simply fail (e.g., the hold of this ship is filled with lava; or a note explaining the villain’s plans just happens to be sitting on a table waiting for us).

Wizard Cantrips:

Light Wizard Utility
With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space.
At-Will Arcane
Minor Action Ranged 5
Target: One object or unoccupied square
Effect: The target sheds bright light until the end of the encounter or until you use this power again. The light fills the target’s space and all squares within 4 squares of it. Putting out the light is a free action.


Mage Hand Wizard Utility
You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish.
At-Will Arcane, Conjuration
Minor Action Ranged 5
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand lasts until the end of your next turn or until you use this power again. If you are holding an 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. While the hand persists, you can take the following actions.
Minor Action: The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time.
Move Action: The hand moves up to 5 squares in any direction, carrying the object it holds.
Free Action: The hand drops the object it is holding.
Sustain Minor: The hand persists until the end of your next turn.


Suggestion Wizard Utility
You weave arcane power through your words, infusing each phrase with persuasive magic.
Encounter Arcane
Free Action Personal
Trigger: You make a Diplomacy check.
Effect: You make an Arcana check instead, using that result to determine the outcome of the Diplomacy check.


Spook Wizard Utility
You gather the shadows to yourself, so that when you speak, your words drip with menace.
Encounter Arcane, Nethermancy, Shadow
Free Action Personal
Trigger: You make an Intimidate check.
Effect: You instead make an Arcana check and use that result to determine the outcome of the Intimidate check.

Cleric Class Feature

Healing Word Cleric Utility
You utter a soothing word that mends wounds of the body and spirit.
Daily Healing
Minor Action Close burst 10
Target: You or one ally in the burst
Effect: The target can spend a healing surge and regain an additional 3d6 hit points.

Item Powers:

  • Orb of Mental Dominion: Daily (Free Action): Use this power when an attack with this orb succeeds against the target's Will defense. When the target makes a saving throw against an effect from that attack, the target must roll twice and take the lower result.
  • Amulet of Elegy: Daily (Free Action): Trigger: You use a power to produce an effect that a save can end. Effect: Each target of the power takes a penalty to its first saving throw against the effect equal to the amulet's enhancement bonus (3).
  • Headband of Intellect: Daily (Minor Action): Gain a +2 power bonus to the next Intelligence attack that you make this turn.
  • Bracers of Mental Might: Encounter (Free Action): Use this power when making a Strength attack, Strength check, or Strength-based skill check. Use your Intelligence, Wisdom, or Charisma modifier in place of your Strength modifier to determine the result of the roll.
  • Manual of Expansive Learning: Daily (Minor Action): You regain the use of one wizard encounter or daily utility power that you have already used. The power must be in your spellbook, and its level must be lower than the tome’s level (14).
  • Manual of Expansive Learning: Daily (Minor Action): Requirement: You must be taking a short rest, have a spellbook, have at least one healing surge, and have expended all your wizard daily attack powers. Effect: You lose a healing surge, but you gain the use of one wizard daily attack power from your spellbook that you did not prepare after your last extended rest. The power’s level must be lower than the tome’s level (14).

Other:

Orb of Imposition Orb of Imposition Power
Control wizards select this form of mastery because it helps extend the duration of their control effects.
Encounter Implement
Free Action
Effect: You can use your orb to gain one of the following two effects.
You can designate one creature you have cast a wizard spell upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to its next saving throw against that effect equal to your Wisdom modifier.
Alternatively, you can choose to extend the duration of an effect created by a wizard at-will spell (such as cloud of daggers or ray of frost) that would otherwise end at the end of your current turn. The effect instead ends at the end of your next turn.
Requirement: You must wield an orb to use this ability.


Dwarven Resilience Dwarf Racial Power
Encounter
Minor Action Personal
Effect: You use your second wind.


Icy End of the Earth Eschatologist Power
Encounter Psionic, Cold
Standard Action Close burst 2
Requirement: Phyllis must be bloodied to use this power.
Special: Phyllis cannot reduce the damage done by this power to herself by any means. Other creatures' resistances and immunities function normally.
Effect: You create a stationary zone of unnatural winter in the area. The zone lasts until the end of your next turn. Creatures in the zone cannot heal damage or gain temporary hit points. Creatures that start their turn in the zone (including you) take 5 cold damage.
Sustain Minor: You must be bloodied to sustain this power. If you are outside the zone, you take 5 cold damage. If you are inside the zone, you can sustain without spending an action. You cannot heal or gain temporary hit points while this power this active.

Equipment and Gear

Implements ENH Properties
Crystal Orb of Mental Dominion +4 * Energized (psychic): When you use an attack power through an energized implement, you gain a +2 bonus to damage rolls if the power has the keyword that matches the implement’s damage type. The bonus increases to +3 at 11th level and +4 at 21st level.
* Undeniable: (You gain a +1 bonus to attack rolls against Will when attacking with an undeniable implement.
* Daily Power: See item daily powers.
Manual of Expansive Learning +3 Daily Powers: See item daily powers.

Armour AC Bonus Enhancement Bonus Check Penalty Speed Properties
Drowmesh Runic Leather Armor +2 +3 * Drowmesh: +1 to Reflex
* You gain an item bonus to Arcana checks equal to the armor’s enhancement bonus (+3).
* When you use your second wind, you also gain a bonus to damage rolls with arcane attack powers equal to the armor’s enhancement bonus (+3) until the end of your next turn.

Slot Item Name ENH to NADs Properties
Neck Amulet of Elegy +3 * Daily power (see item powers)
Head Headband of Intellect (heroic) * +2 item bonus to knowledge checks
* +1 item bonus to attacks with the Psychic keyword
* Daily power (see item powers)
Arms Bracers of Mental Might (heroic) * Encounter power (see item powers)
Hands Resplendent Gloves (paragon) * When you hit an enemy with an attack power that targets Will, the attack deals 3 extra damage. If it’s an illusion attack, one target you hit (your choice) also grants combat advantage to you until the end of your next turn.
Waist Belt of Vim (heroic) +1 (untyped!) bonus to Fortitude
Feet Boots of Quickness (heroic) +1 (untyped!) bonus to Reflex

Money

GP: 168,595 GP - consumables expended (6359) = 162,236 GP

Budget breakdown:

Crystal Orb of Orb of Mental Dominion +4 (45000, U)
Drowmesh Runic Armor +3 (17000, U)
Magic Tome +1 (360, C)
Amulet of Elegy +3 (13000, U)
Resplendent Gloves (1000, U)
Headband of Intellect (5000, R)
Bracers of Mental Might (1800, U)
Boots of Quickness (3400, C)
Belt of Vim (3400, C)

Adventurer's Kit
Phyllis' ritual book (standard, free with Wizard, 128 pages) (0)
Gale's ritual book (came with Detect Planar Energy)
Xambria's Ritual Book (came with Comprehend Languages, Linked Portal, Knock, Magic Circle, and Water Breathing)
Blessed Book (1000 pages) (360)
Wizard's Sight focus (200)
Read Omens focus, a set of 100 fake coins (50gp)
View Location focus (1000)

Tenser's Floating Disc (started)
Secret Page (started)
Silence (started)
Transcription of Detect Secret Doors to Ritual Book (125)
Transcription of Read Omens to Ritual Book (100)
Transcription of Seek Rumor to Ritual Book (50)
Transcription of Fastidiousness to Ritual Book (50)
Transcription of Spirit Fetch to Ritual Book (50)
Transcription of Amanuensis to Ritual Book (20)
Transcription of Object Reading to Ritual Book (normally 250, taking it as a "wizard freebie" level 5 ritual)
Transcription of Speak With Nature to Ritual Book (normally 250, taking it as a "wizard freebie" level 5 ritual)
Transcription of Traveller's Feast to Ritual Book (175)
Transcription of Snare to Ritual Book (150)
Transcription of Knock to Ritual Book (150)
Transcription of Arcane Lock to Ritual Book (150)
Transcription of Enchant Magic Item to Ritual Book (175)
Transcription of Transfer Enchantment to Ritual Book (175)
Transcription of Battlefield Elocution to Ritual Book (125)
Transcription of Wind Words to Ritual Book (125)
Transcription of Hallucinatory Item to Ritual Book (250)
Transcription of Alarm Eye to Ritual Book (100)
Transcription of Hunter's Blessing to Ritual Book (250)
Transcription of Sending to Ritual Book (360, but refunded)
Transcription of Discern Lies to Ritual Book (360)
Transcription of Signal of Pursuit to Ritual Book (680)
Transcription of Hallucinatory Terrain to Ritual Book (680)
Transcription of Wizard's Sight to Ritual Book (680)
Transcription of Scribe to Ritual Book (normally 1000, taking it as a "wizard freebie" level 11 ritual)
Transcription of Tenser's Binding to Ritual Book (normally 1000, taking it as a "wizard freebie" level 11 ritual)
Transcription of Passwall to Ritual Book (2600)
Transcription of Reverse Portal to Ritual Book (2600, but refunded)
Transcription of Arcane Barrier to Ritual Book (3200)
Transcription of Mark of Justice to Ritual Book (2600)
Transcription of View Location to Ritual Book (Wizard freebie at level 15)
Transcription of Control Weather to Ritual Book (Wizard freebie at level 15)
Total cost of above books and rituals: 16340 GP

7441 gp worth of ritual components

Remaining stipend: 0 GP

Rituals

A ritual uses a number of pages equal to its level.

Phyllis' Spellbook (16/128 pages)

13 pages taken up from dailies, utilities, and Tome of Readiness page.
Name Level Key Skill Market Cost Component Cost DDI Link
Tenser's Floating Disk 1 Arcana 50gp 10gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=60
Secret Page 1 Arcana 50gp 10gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=54
Silence 1 Arcana 75gp 30gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=58

Gale's Ritual Book (1/128 pages)

Name Level Key Skill Market Cost Component Cost DDI Link
Detect Planar Energy 1 Arcana 50gp 17gp http://storagebin.wikidot.com/zg-magic-items#toc9

Xambria's Ritual Book (26/128 pages)

Name Level Key Skill Market Cost Component Cost DDI Link
Comprehend Languages 1 Arcana 50gp 10gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=39
Linked Portal 8 Arcana 680gp 135gp (or less, see text) http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=2
Knock 4 Arcana 175gp 35gp + 1 healing surge http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=22
Magic Circle 5 Arcana 250gp 100gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=49
Water Breathing 8 Arcana or Nature 680gp 135gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=37

Blessed Book (190/1000 pages)

Name Level Key Skill Market Cost Component Cost DDI Link
Detect Secret Doors 3 Arcana 125gp 25gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=42
Read Omens 2 Arcana or Religion 100gp 1 healing surge and a focus (50gp) http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=378
Seek Rumor 2 Arcana 50gp 20gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=87
Fastidiousness 1 Arcana 50gp 10gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=113
Spirit Fetch 2 Arcana 50gp 20gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=301
Amanuensis 1 Arcana 20gp 10gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=75
Object Reading 5 Arcana 250gp 25gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=225
Traveller's Feast 4 Nature 175gp 35gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=32
Snare 4 Nature 150gp 25gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=202
Knock 4 Arcana 175gp 35gp + 1 healing surge http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=22
Arcane Lock 4 Arcana 150gp 25gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=23
Enchant Magic Item 4 Arcana 150gp Special http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=9
Transfer Enchantment 4 Arcana 175gp 25gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=212
Battlefield Elocution 3 Arcana or Religion 125gp 25gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=102
Wind Words 3 Arcana or Nature 125gp 25gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=389
Hallucinatory Item 5 Arcana 250gp 25gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=65
Eye of Alarm 2 Arcana 100gp 25gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=11
Hunter's Blessing 5 Arcana or Nature or Religion 250gp 50gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=299
Sending 6 Arcana 360gp 50gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=55
Discern Lies 6 Religion 360gp 140gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=44
Signal of Pursuit 8 Arcana 680gp 125gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=123
Hallucinatory Terrain 8 Arcana 680gp 125gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=368
Wizard's Sight 8 Arcana 680gp 270gp + a focus (200gp) http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=3
Scribe 10 Arcana 1000gp 200gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=122
Tenser's Binding 10 Arcana 1000gp 400gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=126
Passwall 12 Arcana 2600gp 1000gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=53
Reverse Portal 12 Arcana 2600gp 500gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=201
Arcane Barrier 12 Arcana 3200gp 1000gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=100
Mark of Justice 12 Religion 2600gp 1000gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=277
View Location 14 Arcana 4200gp 1600gp + 1000gp focus http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=34
Control Weather 14 Nature 4200gp 1800gp http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=194

Penalty Box

Orb of Imposition (encounter, feature) Amulet of Elegy (daily, item) Orb of Mental Dominion (daily, item) Spell Focus (feat) Combined
-3 (WIS) modifier to first save -3 (ENH) modifier to first save Roll twice, take lower to ALL saves -2 (flat) to ALL saves (WIS + ENH + 2) penalty to first save, -2 penalty to subsequent saves, roll twice take lower for all saves
Yes Yes Yes Always -8 to first save, -2 to subsequent saves, roll twice take lower to all saves
Yes Yes No Always -8 to first save, -2 to subsequent saves
Yes No Yes Always -5 to first save, -2 to subsequent saves, roll twice take lower to all saves
Yes No No Always -5 to first save, -2 to subsequent saves
No Yes Yes Always -5 to first save, -2 to subsequent saves, roll twice take lower to all saves
No Yes No Always -5 to first save, -2 to subsequent saves
No No Yes Always -2 to all saves, roll twice take lower to all saves
No No No Always -2 to all saves

Total weight:

Normal Load Heavy Load Max Drag
80 160 400

If things get silly, this is what Tenser's Floating Disc, Bags of Holding, and Handy Haversacks are for.

Personality

Ethics is the pursuit of happiness: not the temporal sort of happiness that comes and goes on a day-to-day basis, but a permanent sense of purpose and clarity that comes when one's sifted the truth out of themselves.

Phyllis is an adherent to the Heid school of philosophy, though she differs from others somewhat in that she great thought into the future and new beginnings of other people once her chapter comes to an end. Retirement's on the horizon for her, though she doesn't yet know what she'd like to do after leaving the RHC.

She's often distracted by thoughts of everyone else's story threads and how they differ from reality — how the prideful ones see themselves as the hero of everyone else's tales, and how the downtrodden continue to imprison themselves in doubt. She joined enforcement due to the discrepancies she saw in the letter of the law and the spirit of the law: The severity of a teacher's punishment weighs on the jury's decision between verdicts of accidental manslaughter or deliberate murder with a motive. A safety inspector hires goons to sabotage warehouses belonging to a competitor of a manufacturer they have stock in, just before their next inspection date. An officer turns a blind eye to a thief taking bread to feed their daughter instead of fining them, knowing they'll be repeatedly imprisoned and released indefinitely for failure to pay their fine (they had to resort to stealing, they certainly didn't have the means to pay). Another officer is desperate to solve a case because it looks bad for their career, so any perpetrator convincing enough will do just so they can improve their numbers. These are the sorts corruptions and inefficiencies that she strives to fix, hoping to improve the letter of the law so it further matches the intent.

Her conversations tend to cut to the heart of the matter quickly. She isn't one for small talk and jumps right to direct, possibly uncomfortable, probing questions, even when dealing with people on a personal level. Skip the fluff and pleasantries and get right to figuring out someone's story, taking genuine interest in them. "Unflinching" is probably a good word for it.

There's one truth still hidden to Phyllis that she wrestles with: does her magic simply reveal the true intent in the hearts of those she puts under her spells, or does something in herself sneak out and impose her will onto them? (And even then, is the latter more insidious than violent, forceful methods? Which outcome would you prefer?)

Appearance

Dark skin, darker hair, but with grey beginning to show in the roots. Curly hair, kept in a ponytail, reaching just a little above her shoulders. Half-rimmed spectacles. Comes across as a mix between 'great-aunt' and 'librarian.' Stocky build, about as wide as she is short, like you'd expect from a dwarf. Wears a powder-blue tabard over her armor on occasions she doesn't have to be in uniform, and similar colors of dresses and robes for even less formal occasions. Body language and facial expressions are often serious, alert, and guarded, but still warm.

Background

Originally hailing from Crisillyir, and currently aged 122 years old, Phyllis spent most of her life, proportionally speaking, as an academic often at odds with the nation's clergy. Her papers consist of critiques of hypocritical merchant lords, contradictions and gaps in what remains of the records of Triegenes, and instructions on how to use common illusion spells to make your very own Bleak Gate spirits to hawk your beliefs with. Being a dwarf in a nation that believes in the supreme potential of humans above other races didn't exactly win them any favors with her, either. As she argues, if they were so truly interested in 'improving themselves,' they'd admit that their dogma, in practice, helps only those currently in power and does little of pragmatic purpose for their meek followers. beyond giving them some false sense of hope. She wasn't initially abrasive or out of line, but over time, her assertions became more bold, and the tension she had with the Clergy grew.

Her time in magical academia focused on illusions and charm spells, as she was fascinated by other false realities, studying magical versions of them and defenses against them — that middle section of possibility between the known and the imagined, the parts of dreams that aren't huge leaps of plausibility, the range possibilities that one can expect five minutes forward in time, the nebulous region of interpretation and faith that's built as scaffolding around history.

Since immigrating to Risur 20 years ago, partially to flee the Clergy and partially to study Risur's history closer — another tale of a mortal overcoming titanic odds, but with no divine instution having sprung from it, only a fading folk religion — Phyllis has learned more of the Heid Eschatol philosophy, and feels it more closely resonates with the beliefs she's held, which were influenced by the works of the heretical monk, William Miller. She studied for a few years at Pardwight, and while the environment overall was healthier for her, she felt understimulated without the constant opponents she'd had for the last decade or two. It was around this time the process of law took her interest, and she began her career as a constable, eventually joining the RHC after proving her prowess as a spellcaster capable of dealing with more potent threats and magically equipped criminals.

Notes

  • Gerwicket, a gnomish scholar at Pardwight in the Central District who studies songs, poems, and other written forms of art from Risur's past. May have penned a few songs that inflate Rock Rackus' exploits to the point of what should be obvious parody, but some may have missed the point.
  • Corinna, an honest factory worker turned thief from the Parity Lake District. Phyllis apprehended her once, but broke protocol, opting to pay for the stolen food and convincing the store owner to drop the charges (after a lengthy explanation of exactly what kind of unjust punishment she'd go through for one offense). Phyllis stops by every now and then to check in how things are going over a meal.
  • Formed a pact with fey powers during her first few years at Pardwight.
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