Strength |
10 |
(+0) |
Constitution |
13 |
(+1) |
Dexterity |
13 |
(+1) |
Intelligence |
16 |
(+3) |
Wisdom |
14 |
(+2) |
Charisma |
15 |
(+2) |
|
Height: |
4' 0" |
Weight: |
80 lb |
Skin: |
Tan |
Eyes: |
Blue |
Hair: |
Dark brown, straight |
|
Maximum Hit Points: 23
Bloodied: 11
Surge Value: 5
Surges / Day: 7 [includes constitution
modifier]
Size: Small
Speed: 6 squares
Vision: Normal
Initiative: |
1d20 +1 |
= + 1 [dexterity] |
Base Strength Attack: |
1d20 +0 |
= + 0 [strength] |
Base Dexterity Attack: |
1d20 +1 |
= + 1 [dexterity] |
Base Constitution Attack: |
1d20 +1 |
= + 1 [constitution] |
Base Intelligence Attack: |
1d20 +3 |
= + 3 [intelligence] |
Base Wisdom Attack: |
1d20 +2 |
= + 2 [wisdom] |
Base Charisma Attack: |
1d20 +2 |
= + 2 [charisma] |
Armor Class: |
13 |
= 10 + 3 [intelligence] |
Fortitude Defense: |
11 |
= 10 + 1 [constitution] |
Reflex Defense: |
13 |
= 10 + 3 [intelligence] |
Will Defense: |
14 |
= 10 + 2 [wizard] + 2 [charisma] |
Armor: None ("cloth")
Shield: None
Attacks:
Unarmed Melee: +0 [base strength attack] vs AC; damage 1[W]=1d4
Daggers
(x2): +3 vs AC [0 strength attack] [+3 proficiency]; damage 1[W]=1d4 1 lb (Light
blade); usable off-hand; light throwable
Thrown: range 5/10 +4 vs AC
[+1 dexterity attack] [+3 proficient, damage 1d4+1 [dexterity bonus]
Cloud of
Daggers +3i [base intelligence attack] vs
reflex
Magic Missile [always hits, as per July 2010 rules revision, for 2/3/5
+ int modifier damage]
Thunderwave +3i [base
intelligence attack] vs fortitude
Burning Hands +3i [base intelligence attack] vs reflex; half damage on
miss per Essentials
Sleep +3i [base
intelligence attack] vs will
i Implement-usable
power. Apply a bonus as appropriate for magic, any implement expertises,
etc.
Base Saving throw: d20 vs 10
Encumberance 4e
Normal Load: Heavy Load: Maximum Drag Load |
100 lb. 200 lb. 500 lb. |
Skills:
Acrobatics: |
+3 |
= 1 [dexterity] + 2 [Halfling] |
Arcana: |
+8 |
= 3 [intelligence] +5 [class training] |
Athletics: |
+0 |
= 0 [strength] |
Bluff: |
+2 |
= 2 [charisma] |
Diplomacy: |
+2 |
= 2 [charisma] |
Dungeoneering: |
+7 |
= 2 [wisdom] +5 [class training] |
Endurance: |
+1 |
= 1 [constitution] |
Heal: |
+2 |
= 2 [wisdom] |
History: |
+8 |
= 3 [intelligence] +5 [class training] |
Insight: |
+7 |
= 2 [wisdom] +5 [class training] |
Intimidate: |
+2 |
= 2 [charisma] |
Nature: |
+2 |
= 2 [wisdom] |
Perception: |
+2 |
= 2 [wisdom] |
Religion: |
+3 |
= 3 [intelligence] |
Stealth: |
+1 |
= 1 [dexterity] |
Streetwise: |
+2 |
= 2 [charisma] |
Thievery: |
+3 |
= 1 [dexterity] + 2 [Halfling] |
Feats:
At-Will:
Melee Basic Attack: By weapon, damage 1[W] [standard action] Ranged Basic
Attack: By weapon, damage 1[W]+1 [dexterity bonus] [standard action] Bull
Rush: +0 [base strength attack] vs fortitude [standard action] Grab: +0 [base
strength attack] vs reflex [standard action] Move grabbed target: +0 [base
strength attack] vs fortitude [standard action] Escape: +3 [acrobatics] vs
reflex / +0 [athletics] vs fortitude [move action] Ghost Sound [HoS;
Wizard][standard action] Disrupt Undead [HoS; Wizard][minor action] Light
[Wizard][minor action] Mage Hand [Wizard][minor action] Prestidigitation
[Wizard][standard action][no longer moves up to 1 lb per Essentials] Cloud of
Daggers [Level 1] Magic Missile [Level 1][usable as ranged basic
attack] Thunderwave [Level 1]
Other Standard Actions: |
Administer a potion; Aid another [revised: skill
check vs. 10+level/2, success helps +2, failure hurts -1]; Charge [+1 to basic
melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action;
Total defense; Sustain standard action; Some skills during combat (i.e.,
Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10,
stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery
depending on circumstances);
|
Other Move Actions: |
Crawl; Run [speed 8]; Stand up; Shift; Squeeze;
Walk; may include some skills during combat (i.e., Acrobatics, Athletics); half
of a Double Move (if taken in place of a standard action)
|
Other Minor Actions: |
Draw / sheathe weapon; Drink a potion; Drop prone;
Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item;
Perception -- active (as per revision), Sustain minor action; Some skills during
combat (i.e., Insight)
|
Other Immediate Actions: |
Readied action
|
Other Opportunity Actions: |
Opportunity attack
|
Other Free Actions: |
Drop held items; End a grab; Talk
|
Other Non-Actions: |
Delay; Endurance checks; Insight to counter Bluff;
Knowledge checks; Perception -- passive
|
Short rest: |
Healing surges as available
|
Five minutes: |
Normal escape from restraints (Acrobatics)
|
One hour: |
Forage; Streetwise check
|
Encounter Powers:
Second Wind Spend an Action Point
[free action, not in surprise round] Second Chance
[Halfling][immediate interrupt] Use Implement [free
action] Burning Hands [Level 1]
Daily Powers:
Sleep [Level 1]
Reminder to Level 1 Wizards: Each day (i.e., after extended rest), you
prepare one daily non-utility power and one utility power from your spellbook.
Halfling
- +2 Dexterity, +2 Constitution or Charisma (already included; you chose
Charisma.)
- +2 Acrobatics, +2 Thievery
- Bold: +5 on saves vs fear
- Nimble Reaction: +2 on AC vs opportunity attacks
- Second Chance (once per encounter, if hit, force opponent to re-roll attack)
Wizard
- This wizard chose the Orb of Imposition mastery [see online revision] .
Remember the option to give a penalty on your NEXT saving throw equal to your
wisdom modifier, or maintain an at-will power for an extra turn.
- Cantrips
- Ritual Casting [bonus feat, not listed above]
- Spellbook
Tirek of Lumier's Equipment:
2 lb 2 lb 5 lb
1 lb
1
lb 10 lb 10 lb 2 lb 4 lb 1 lb 2 lb 6 lb
3
lb
_____ 49 lb |
Weapons / Armor / Shield (from
above) Backpack Bedroll Candle Chalk Flint and
steel Poisoner's Kit Ink vial Ink pen Paper sheets x10 Pouch
(belt) x1 Rations (1 day) x10 Rope (50', hempen) x1 Sunrods
x2 Waterskins x1 Healer kit Orb Ritual book x2 Ritual
components Spellbook x1 Wand
Total |
|
Encumberance 3.5
Light load: Medium load: Heavy load: Lift over head: Lift off
ground: Push or drag: |
25 or less 26-50 lb. 50-75 lb. 75 lb. 150 lb. 375 lb. |
|
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