Tuesday, July 30, 2013

Tirek of Lumier, Female Halfling Wizard, Level 1, Alignment: Good

















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:
    Raging Storm

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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