Thajocoth
2009-03-12, 11:35 PM
In the campaign I'm running, the city of Quilthrin has powerful portalmancers who trained under Mulvera, the creator of a huge dome that acts as a giant protective portal-bubble over the region (about 1/4 the size of Ohio). Mulvera is dead, but his son Mulvera Jr. is now the High Portalmancer of Quilthrin. So... I figured Portalmancers (and Mulvera Jr., as he's the primary villain) needed stats.
For this, remember, every 2 squares of fall damage is 1d10, and this can be reduced via acrobatics... And when opening a portal "within 3 spaces", those spaces can be diagonally upward, to force fall damage.
The portalmancers hold something they call a "Key", as it's used by them to open pathways. It's essentially a magic orb with a hole drilled straight through, slipped over a staff to it's halfway point, affixed there, and a wand is drilled into the front of the orb. Most portalmancer's ranged attacks involve holding the key by the orb, aiming with the wand, and spinning the staff. It's mostly a thumb & ring finger motion, almost like snapping one's fingers, but while holding a ball made of glass that has sticks sticking out of it.
Portalmancer lvl 8 Elite Controller
Medium Fey Humanoid (Eladrin) 700 XP
Initiative +5
HP 168, Bloodied 84, Surge 42, Surges 2
Action Points 1
Saving Throws +2; Saving throws vs charm +7
Speed 6, Teleport 6
Melee Basic - Portalmancer's Key Strike (Standard/At-Will)
+8 vs AC; 1d8-1 damage
- Threatening Reach 2
[When utilizing that reach, the tip of the Key, as they call it, seems to disappear as they jab forward, and reappear 1 square away from them, as if moving through a tiny portal]
Ranged Basic - Open Hole: Range 10 (Standard/At-Will)
+12 vs Ref: Target falls through the floor and out a ceiling within 3 spaces of their starting point taking fall damage
Big Gap - Range 5 Burst 1 (Standard/Encounter)
+10 vs Ref: Target falls through a hole in the floor and out a ceiling of a same sized hole Range 3 Burst 1 from this hole of their starting point taking fall damage
- Special: +5 to hit targets in the center of the burst
- Effect: The area is a hole that leads to the other hole until the start of the Portalmancer's next turn
- Miss: Target falls prone in the nearest space adjacent to the burst
Bloodied Recharge [Big Gap] (Free, when first bloodied/encounter)
- Portalmancer recharges Big Gap
Port Ally (Move/At-Will) Range 10
- Teleport an ally in range up to 5 squares to another space in range
Reactive Teleportation (Immediate Reaction when hit by a melee attack)
- Portalmancer teleports up to 3 squares
Str 8, Con 12, Int 20, Dex 12, Wis 18, Cha 10
21 AC, 15 Fort, 21 Ref, 23 Will
-----
Mulvera Jr. (Portalmancer) lvl 12 Solo Controller (Leader)
Medium Fey Humanoid (Eladrin) 3,500 XP
Initiative +7
HP 575, Bloodied 287, Surge 143, Surges 3
Action Points 2
Saving Throws +5; Saving throws vs charm +10
Speed 6, Teleport 6
Melee Basic - Portalmancer's Key Strike (Standard/At-Will)
+12 vs AC; 1d8+5 damage
- Threatening Reach 3
Ranged Basic - Open Hole: Range 20 (Standard/At-Will)
+16 vs Ref: Target falls through the floor and out a ceiling within 5 spaces of their starting point taking fall damage
Big Gap - Range 5 Burst 1 (Standard/Recharge 5, 6)
+14 vs Ref: Target falls through a hole in the floor and out a ceiling of a same sized hole Range 5 Burst 1 from this hole of their starting point taking fall damage
- Special: +5 to hit targets in the center of the burst
- Effect: The area is a hole that leads to the other hole until the start of Mulvera Jr.'s next turn
- Miss: Target falls prone in the nearest space adjacent to the burst
Internal Blender: Range 10 (Minor/Recharge 5, 6)
+14 vs Fort; 3d8+5 damage; Ongoing 5 and Dazed (save ends both)
[For this, the tip of the staff seems to disappear, and the target feels something against their internal organs... Not fun.]
Protective Portal (Free, when first bloodied/encounter)
- For the rest of the encounter, all damage taken by Mulvera Jr.is divided between Mulvera Jr. and all allies within 20 squares
[He's a story character who's death triggers things, and I want the players to fight his 3 goons too. The 3 goons follow rules for PC creation, not monster creation. 2 are horribly Spellscarred, the other is a Gelatinous Humanoid.]
Port Ally (Move/At-Will) Range 20
- Teleport an ally in range up to 5 squares to another space in range
Healing Word (Minor/2xEncounter)
- Heal self or an ally within 20 for surge + 3d6
Reactive Teleportation (Immediate Reaction when hit by a melee attack)
- Mulvera Jr. teleports up to 3 squares
+21 Arcana, +21 History, +19 Religion, +15 Nature, +13 Diplomacy, +13 Bluff
Str 10, Con 11, Int 22, Dex 13, Wis 18, Cha 14
26 AC, 20 Fort, 24 Ref, 27 Will
For this, remember, every 2 squares of fall damage is 1d10, and this can be reduced via acrobatics... And when opening a portal "within 3 spaces", those spaces can be diagonally upward, to force fall damage.
The portalmancers hold something they call a "Key", as it's used by them to open pathways. It's essentially a magic orb with a hole drilled straight through, slipped over a staff to it's halfway point, affixed there, and a wand is drilled into the front of the orb. Most portalmancer's ranged attacks involve holding the key by the orb, aiming with the wand, and spinning the staff. It's mostly a thumb & ring finger motion, almost like snapping one's fingers, but while holding a ball made of glass that has sticks sticking out of it.
Portalmancer lvl 8 Elite Controller
Medium Fey Humanoid (Eladrin) 700 XP
Initiative +5
HP 168, Bloodied 84, Surge 42, Surges 2
Action Points 1
Saving Throws +2; Saving throws vs charm +7
Speed 6, Teleport 6
Melee Basic - Portalmancer's Key Strike (Standard/At-Will)
+8 vs AC; 1d8-1 damage
- Threatening Reach 2
[When utilizing that reach, the tip of the Key, as they call it, seems to disappear as they jab forward, and reappear 1 square away from them, as if moving through a tiny portal]
Ranged Basic - Open Hole: Range 10 (Standard/At-Will)
+12 vs Ref: Target falls through the floor and out a ceiling within 3 spaces of their starting point taking fall damage
Big Gap - Range 5 Burst 1 (Standard/Encounter)
+10 vs Ref: Target falls through a hole in the floor and out a ceiling of a same sized hole Range 3 Burst 1 from this hole of their starting point taking fall damage
- Special: +5 to hit targets in the center of the burst
- Effect: The area is a hole that leads to the other hole until the start of the Portalmancer's next turn
- Miss: Target falls prone in the nearest space adjacent to the burst
Bloodied Recharge [Big Gap] (Free, when first bloodied/encounter)
- Portalmancer recharges Big Gap
Port Ally (Move/At-Will) Range 10
- Teleport an ally in range up to 5 squares to another space in range
Reactive Teleportation (Immediate Reaction when hit by a melee attack)
- Portalmancer teleports up to 3 squares
Str 8, Con 12, Int 20, Dex 12, Wis 18, Cha 10
21 AC, 15 Fort, 21 Ref, 23 Will
-----
Mulvera Jr. (Portalmancer) lvl 12 Solo Controller (Leader)
Medium Fey Humanoid (Eladrin) 3,500 XP
Initiative +7
HP 575, Bloodied 287, Surge 143, Surges 3
Action Points 2
Saving Throws +5; Saving throws vs charm +10
Speed 6, Teleport 6
Melee Basic - Portalmancer's Key Strike (Standard/At-Will)
+12 vs AC; 1d8+5 damage
- Threatening Reach 3
Ranged Basic - Open Hole: Range 20 (Standard/At-Will)
+16 vs Ref: Target falls through the floor and out a ceiling within 5 spaces of their starting point taking fall damage
Big Gap - Range 5 Burst 1 (Standard/Recharge 5, 6)
+14 vs Ref: Target falls through a hole in the floor and out a ceiling of a same sized hole Range 5 Burst 1 from this hole of their starting point taking fall damage
- Special: +5 to hit targets in the center of the burst
- Effect: The area is a hole that leads to the other hole until the start of Mulvera Jr.'s next turn
- Miss: Target falls prone in the nearest space adjacent to the burst
Internal Blender: Range 10 (Minor/Recharge 5, 6)
+14 vs Fort; 3d8+5 damage; Ongoing 5 and Dazed (save ends both)
[For this, the tip of the staff seems to disappear, and the target feels something against their internal organs... Not fun.]
Protective Portal (Free, when first bloodied/encounter)
- For the rest of the encounter, all damage taken by Mulvera Jr.is divided between Mulvera Jr. and all allies within 20 squares
[He's a story character who's death triggers things, and I want the players to fight his 3 goons too. The 3 goons follow rules for PC creation, not monster creation. 2 are horribly Spellscarred, the other is a Gelatinous Humanoid.]
Port Ally (Move/At-Will) Range 20
- Teleport an ally in range up to 5 squares to another space in range
Healing Word (Minor/2xEncounter)
- Heal self or an ally within 20 for surge + 3d6
Reactive Teleportation (Immediate Reaction when hit by a melee attack)
- Mulvera Jr. teleports up to 3 squares
+21 Arcana, +21 History, +19 Religion, +15 Nature, +13 Diplomacy, +13 Bluff
Str 10, Con 11, Int 22, Dex 13, Wis 18, Cha 14
26 AC, 20 Fort, 24 Ref, 27 Will