The sun becomes one,
Variables set to none
Early, need coffee

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| 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] |
Encumberance 4e
Skills:
Feats:
At-Will:
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]
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
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Encumberance 3.5
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| Initiative: | 1d20 +3 | = + 3 [dexterity] |
| Base Strength Attack: | 1d20 +1 | = + 1 [strength] |
| Base Dexterity Attack: | 1d20 +3 | = + 3 [dexterity] |
| Base Constitution Attack: | 1d20 +2 | = + 2 [constitution] |
| Base Intelligence Attack: | 1d20 +1 | = + 1 [intelligence] |
| Base Wisdom Attack: | 1d20 +1 | = + 1 [wisdom] |
| Base Charisma Attack: | 1d20 +1 | = + 1 [charisma] |
| Armor Class: | 15 | = 10 + 3 [dexterity] + 2 [Leather] |
| Fortitude Defense: | 13 | = 10 + 1 [Human] + 2 [constitution] |
| Reflex Defense: | 16 | = 10 + 1 [Human] + 2 [rogue] + 3 [dexterity] |
| Will Defense: | 12 | = 10 + 1 [Human] + 1 [charisma] |
| Acrobatics: | +3 | = 3 [dexterity] |
| Arcana: | +1 | = 1 [intelligence] |
| Athletics: | +6 | = 1 [strength] +5 [class training] |
| Bluff: | +6 | = 1 [charisma] +5 [class training] |
| Diplomacy: | +1 | = 1 [charisma] |
| Dungeoneering: | +6 | = 1 [wisdom] +5 [skill training] |
| Endurance: | +2 | = 2 [constitution] |
| Heal: | +1 | = 1 [wisdom] |
| History: | +1 | = 1 [intelligence] |
| Insight: | +6 | = 1 [wisdom] +5 [class training] |
| Intimidate: | +1 | = 1 [charisma] |
| Nature: | +1 | = 1 [wisdom] |
| Perception: | +6 | = 1 [wisdom] +5 [class training] |
| Religion: | +1 | = 1 [intelligence] |
| Stealth: | +8 | = 3 [dexterity] +5 [class training] |
| Streetwise: | +6 | = 1 [charisma] +5 [class training] |
| Thievery: | +8 | = 3 [dexterity] +5 [class training] |
| Durable | |
| Skill Training -- Dungeoneering |
| 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 |
Second Wind
Spend an Action Point
[free action, not in surprise round]
Torturous Strike
[Level 1]
Blinding Barrage [Level 1]Encumberance 4e
| Encumberance 3.5
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| 21 lb 2 lb 2 lb 5 lb 4 lb 2 lb 5 lb 1 lb 10 lb 10 lb 2 lb 4 lb 1 lb _____ 69 lb |
Weapons / Armor / Shield (from above) Crossbow bolts (quiver of 20) x1 Backpack Bedroll Flint and steel Grappling hook Hammer Pitons x10 Pouch (belt) x1 Rations (1 day) x10 Rope (50', hempen) x1 Sunrods x2 Waterskins x1 Thieves' tools Total |
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| Languages: | Common; Elven |
| Initiative: | 1d20 +6 | = + 4 [dexterity] + 2 [quick draw] |
| Base Strength Attack: | 1d20 +1 | = + 1 [strength] |
| Base Dexterity Attack: | 1d20 +4 | = + 4 [dexterity] |
| Base Constitution Attack: | 1d20 +2 | = + 2 [constitution] |
| Base Intelligence Attack: | 1d20 +1 | = + 1 [intelligence] |
| Base Wisdom Attack: | 1d20 +2 | = + 2 [wisdom] |
| Base Charisma Attack: | 1d20 +1 | = + 1 [charisma] |
| Armor Class: | 18 | = 10 + 4 [dexterity] + 4 [Hide +1] |
| Fortitude Defense: | 13 | = 10 + 1 [ranger] + 2 [constitution] |
| Reflex Defense: | 15 | = 10 + 1 [ranger] + 4 [dexterity] |
| Will Defense: | 12 | = 10 + 2 [wisdom] |
Encumberance 4e
Skills: | Encumberance 3.5
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| Acrobatics: | +8 | = 4 [dexterity] +5 [class training]-1 [armor] |
| Arcana: | +1 | = 1 [intelligence] |
| Athletics: | +0 | = 1 [strength] -1 [armor] |
| Bluff: | +1 | = 1 [charisma] |
| Diplomacy: | +1 | = 1 [charisma] |
| Dungeoneering: | +7 | = 2 [wisdom] +5 [class training] |
| Endurance: | +1 | = 2 [constitution] -1 [armor] |
| Heal: | +2 | = 2 [wisdom] |
| History: | +1 | = 1 [intelligence] |
| Insight: | +2 | = 2 [wisdom] |
| Intimidate: | +1 | = 1 [charisma] |
| Nature: | +9 | = 2 [wisdom] + 2 [Elf] +5 [class training] |
| Perception: | +9 | = 2 [wisdom] + 2 [Elf] +5 [class training] |
| Religion: | +1 | = 1 [intelligence] |
| Stealth: | +8 | = 4 [dexterity] +5 [class training]-1 [armor] |
| Streetwise: | +1 | = 1 [charisma] |
| Thievery: | +3 | = 4 [dexterity] -1 [armor] |
Feats:
Ranged Basic Attack: By weapon, damage 1[W]+4 [dexterity bonus] [standard action] Bull Rush: +1 [base strength attack] vs fortitude [standard action] Grab: +1 [base strength attack] vs reflex [standard action] Move grabbed target: +1 [base strength attack] vs fortitude [standard action] Escape: +8 [acrobatics] vs reflex / +0 [athletics] vs fortitude [move action] Hunter's Quarry [Ranger][minor action] [see online revision] Hit and Run [Level 1] Twin Strike [Level 1]
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Second Wind
Spend an Action Point
[free action, not in surprise round]
Elven Accuracy
[Elf][free action]
Evasive Strike [Level 1]
Sudden Strike [Level 1]| 34 lb 9 lb 2 lb 5 lb 1 lb 10 lb 10 lb 2 lb 4 lb _____ 77 lb |
Weapons / Armor / Shield (from above) Arrows (quiver of 30) x3 Backpack Bedroll Flint and steel Pouch (belt) x1 Rations (1 day) x10 Rope (50', hempen) Sunrods x2 Waterskins x1 Total |
During college, there were few people who played RPGs or RTSs and I set those passions aside, though my comic and manga collection grew. I focused on academics but always felt out of place in a world of frat parties, homecoming events and clubs. After college, I continued my studies and was fortunate enough to find a good group of friends. Granted, by this time 3rd edition was on its way out and replaced by 3.5 and subsequently 4 but we branched out to other platforms like All Flesh Must Be Eaten, Star Wars Roleplaying but always coming back to Dungeons and Dragons.