Pastures & Ponies
Name: Festival Royale
Eyes: Deep violet
Fur: Wine red
Mane/Tail: Scarlet with a streak of gold
Cutie Mark: A few striped, lit bottle rockets of varying colors criss-crossing
Deity: Luna and Celestia in fairly equal amounts
Healing Surges: 6/6
Healing Surge Value: 6
Bloodied Value: 12
Action Points: 1
Str: 8 ( -1)
Dex: 13 ( +1)
Con: 10 ( +0)
Int: 17 ( +3)
Wis: 14 ( +2)
Cha: 17 ( +3)
Armor Class: 15 (10 1stat +1lvl +4feat)
Melee Attack Bonus: 1prof +1lvl)
Melee Damage Base: 1d8-1 (quarterstaff)
Reflex: 15 (10 +3int +1class +1 Cloak of Resistance)
Fort: 12 (10 +1lvl +1 Cloak of Resistance)
Will: 17 (10 +3cha +1lvl +2class +1 Cloak of Resistance)
Attribute Bonus 4:
Attribute Bonus 8:
Attribute Bonus 14:
Attribute Bonus 18:
Attribute Bonus 24:
Attribute Bonus 28:
T-Arcana (INT) – 5t + 3stat + 1lvl +2race = 11
T-Diplomacy (CHA) – 5t + 3stat + 1lvl = 9
T-Dungeoneering (WIS) – 5t + 2stat + 1lvl + 2race = 11
History (INT) – 3stat + 1lvl + 2race = 6
T-Insight (WIS) – 5t + 2stat + 1lvl = 8
Nature (INT) – 3stat + 1lvl + 2race = 6
Religion (INT) – 3stat + 1lvl + 2race = 6
Expanded Spellbook – +1 daily attack spell known for every level
Improved Initiative – +4 Initiative
Unicorn Hand – functions exactly like the Mage Hand Wizard power, with the exception that it only has a range of 10 feet/2 squares. Minor action.
Ghost Sound – Make a sound emanate from one object/unoccupied square up to 10 squares away
Light – Make a 5-minute, 4-square light within 5 squares. One at a time.
Mage Hand – Up to 5 squares away, can pick up an object up to 20 pounds and move it up to 5 squares.
Prestidigitation – Harmless magic tricks!
At-Will Attacks (2 known)
Magic Missile – Small rockets of force spiral toward an enemy. 20 square range, one creature, Int vs. Ref. 2d4+Int mod Force damage. (Implement)
Scorching Burst – A column of noisy, colorful explosions. Burst 1 within 10 squares. Int vs. Ref, 1d6 + int Fire damage to all in burst. (Implement)
Thunderwave – A sharp crack of thunder from the horn that does 1d6+int damage and pushes its targets a number of squares away equal to Wis mod. Int vs. Reflex, Close blast 3. (Implement)
Encounter Powers (1 known)
Burning Horn – A shower of popping, phantasmal rockets from Festival’s horn. Close blast 5. Int vs. Ref, 2d6 + Int Fire damage. (Implement)
Daily Powers (1 known)
Flaming Sphere – A whizzing, whirling ball of white-hot sparks. A conjured item within 10 squares; it appears and attacks an adjacent creature for 2d6+Int Fire damage. Int vs. Reflex. Any creature that starts its turn next to it takes 1d4+Int Fire damage. Can maintain as a minor action until the end of the encounter, can move it up to six squares as a move action, and can attack with it again as a standard action. (Implement)
Utility Powers (1 known)
Feather Fall – 10 square range, one creature negates all fall damage and does not fall prone at the end of the…fall.
Water Walk (see race feature)
Make Whole – 20% of item cost, makes an item that can fit in a 10-foot cube whole again. Cast time is 10 minutes.
Gentle Repose – 10g cost, 1 hour cast time, quintouples the time a corpse is valid for Raise Dead. Stops undeath as a possibility for 150 days.
Tenser’s Floating Disc – requires Arcana check, lasts 24 hours, takes 10 minutes to cast and 10g component cost.
Armor Proficiency (Cloth)
Weapon Proficiency (Dagger, Quarterstaff)
Defense Bonus (+2 to Will)
Orb of Imposition – Once per encounter as a free
action, you can use your orb to gain one of the following
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 saving throws 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.
You must wield an orb to use this ability.
Ritual Caster (allows use of Rituals)
+2 INT, +2 CHA
+2 Arcana, +2 Insight
Unicorn Talent (Ritual) – Water Walk – costs 10g, lasts 1 hour, takes 10 minutes to cast. Treat water as solid ground; choppy seas or rapids count as rough terrain.
Unicorn Hand (see At Will entry)
Languages: Common, Zebra
234g (starting total – 520g + one lv. 1, 2, and 3 magic item)
Bedroll (1 sp)
Belt pouch (attached to Fireburst Armor) (1g)
Trail Rations (30 days) (15g)
Hempen rope (50 ft) (1g)
Fine clothing (30g)
Spellbook (not sure whether I need to buy this or if I get one for free, so I’m taking the cost off just to be safe) 50g
Ritual components -
-Water Walking x5 (50g)
-Tenser’s x5 (50g)
-Gentle Repose x3 (30g)
-Make Whole 50g
Body – Fireburst Armor Cha mod Fire damage) (lv. 3 item, 680g)
Weapon – Quarterstaff (1d8) (5g)
Implement – Magic Orb +1 (1d6 critical) (lv. 1 item, 360g)
Neck – Cloak of Resistance +1 – +1 to defenses, resist 5 to all damage until next turn (minor action, 1/day) (lv. 2 item, 520g)
Background – For the entirety of her early years, Festival lived a quiet, snooty life with the well-to-do Royale family in Manehattan. It was something she had few complaints with until her cutie mark appeared at an acquaintance’s cute-ceanera – she became so excited that her horn began to crackle and spark, setting fire to the decorations and ruining the party. Nopony was harmed, but those in attendance started to look at her as dangerous and uncontrolled.
Her parents were more understanding, however, and sent her off to enroll in Princess Celestia’s School for Gifted Unicorns. She studied and gained proper control of her sparking (and a wealth of information to develop her magic on), but soon grew restless and vanished to study independently.
Festival wants to see how far her powers can grow, and has no strong interest in morality (believing that, by and large, it will get in her way in the long run). She’s prone to rubbing her hooves together and maniacal laughter from time to time, but is by and large less malicious than she comes off.
She also hates getting wet or dirty – she becomes intolerably miserable should either happen, in fact, and is prone to unleashing the full extent on her powers on anypony who might inconvenience her so.
Equipment or no, she’s rarely without both a cape and a gaudy red ascot, and prefers to wear boots on at very least her rear hooves.