Firequench Wizard
Medium natural humanoid
Level 6 Controller XP 250

Initiative +3        Senses Perception +6
HP 71; Bloodied 35
AC 16; Fortitude 17, Reflex 19, Will 18
Speed 6

Icy Dagger (standard, at-will) Weapon

+11 vs AC; 1d4 damage plus 1d4 cold damage, and the target is immobilized until the end of the firequench wizard’s next turn.

Ray of Frost (standard, at-will) Cold, Implement

Ranged 10; +10 vs Fortitude; 1d6+4 cold damage, and the target gains vulnerable 5 cold and is slowed, both until the end of the firequench wizard’s next turn.

Douse (standard, recharge ) Implement

Area burst 2 within 10; +9 vs Reflex; 1d6+4 damage, and the target is pushed 2 squares and knocked prone. The area is difficult terrain until the end of the firequench wizard’s next turn. Normal fire is extinguished within the area. Magical conjurations and zones of fire are extinguished if the firequench mage hits with the following attack: +10 vs. the Will of the creator of the conjuration or zone.

Fireproof (minor; sustain minor; daily) Implement

The firequench wizard gains resist fire 10 until the end of his or her next turn.

Alignment Any        Languages Common, Primordial
Skills Arcana +12
Str 10 (+3)      Dex 10 (+3)      Wis 16 (+6)
Con 15 (+5)      Int 19 (+7)      Cha 12 (+4)

Equipment: robes, dagger , orb implement .


Published in Dragon Magazine 372, page(s) 53.