Shawn.Moore
Male Human Wizard
Level 1
Good
Strength 10 (+0)
Constitution 14 (+2)
Dexterity 8 (-1)
Intelligence 19 (+4)
Wisdom 14 (+2)
Charisma 10 (+0)
Height: 5' 11"
Weight: 175 lb
Skin: Light
Eyes: Light Brown
Hair: Dark Brown; Straight; Beardless
Maximum Hit Points: 24
Bloodied: 12
Surge Value: 6
Surges / Day: 8
Size: Medium
Speed: 6 squares
Vision: Normal
Initiative: 1d20 +3 = -1 [dexterity] + 4 [improved initiative]
Base Strength Attack: 1d20 +0 = + 0 [strength]
Base Dexterity Attack: 1d20 -1 = -1 [dexterity]
Base Constitution Attack: 1d20 +2 = + 2 [constitution]
Base Intelligence Attack: 1d20 +4 = + 4 [intelligence]
Base Wisdom Attack: 1d20 +2 = + 2 [wisdom]
Base Charisma Attack: 1d20 +0 = + 0 [charisma]
Armor Class: 15 = 10 + 4 [intelligence] + 1 [wizard staff]
Fortitude Defense: 13 = 10 + 1 [Human] + 2 [constitution]
Reflex Defense: 15 = 10 + 1 [Human] + 4 [intelligence]
Will Defense: 15 = 10 + 1 [Human] + 2 [wizard] + 2 [wisdom]
Attacks:
Unarmed Melee: +0 [base strength attack] vs AC; damage 1[W]=1d4
Quarterstaff: +2 vs AC [0 strength attack] [+2 proficiency]; damage 1[W]=1d8 4 lb (Staff)
Magic Missile +4i [base intelligence attack] vs reflex
Scorching Burst +4i [base intelligence attack] vs reflex
Thunderwave +4i [base intelligence attack] vs fortitude
Icy Terrain +4i [base intelligence attack] vs reflex
Flaming Sphere +4i [base intelligence attack] vs reflex
Sleep +4i [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
Normal Load:100 lb.
Heavy Load:200 lb.
Maximum Drag Load:500 lb.
Languages: Common; Dwarven;
Rituals Known:
Make Whole [Level 1]
Comprehend Language [Level 1]
Tenser's Floating Disk [Level 1]
Skills:
Acrobatics: -1 = -1 [dexterity]
Arcana: +9 = 4 [intelligence] + 5 [class training]
Athletics: +0 = 0 [strength]
Bluff: +0 = 0 [charisma]
Diplomacy: +5 = 0 [charisma] + 5 [class training]
Dungeoneering: +7 = 2 [wisdom] + 5 [class training]
Endurance: +2 = 2 [constitution]
Heal: +2 = 2 [wisdom]
History: +4 = 4 [intelligence]
Insight: +7 = 2 [wisdom] + 5 [class training]
Intimidate: +0 = 0 [charisma]
Nature: +2 = 2 [wisdom]
Perception: +2 = 2 [wisdom]
Religion: +9 = 4 [intelligence] + 5 [class training]
Stealth: -1 = -1 [dexterity]
Streetwise: +0 = 0 [charisma]
Thievery: -1 = -1 [dexterity]
Feats:
Action Surge
Improved Initiative
At-Will:
Basic Melee Attack: By weapon, damage 1[W] [standard action]
Basic Ranged Attack: By weapon, damage 1[W]-1 [dexterity penalty] [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: -1 [acrobatics] vs reflex / +0 [athletics] vs fortitude [move action]
Ghost Sound [Wizard][standard action]
Light [Wizard][minor action]
Mage Hand [Wizard][minor action]
Prestidigitation [Wizard][standard action]
Magic Missile [Level 1]
Scorching Burst [Level 1]
Thunderwave [Level 1]
Other Standard Actions: Administer a potion; Aid another; 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, 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)
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 Action: Readied action
Other Opportunity Action: 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]
Use Implement [free action]
Icy Terrain [Level 1]
Daily Powers:
Flaming Sphere [Level 1]
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.
Human
* One extra at-will power from your class (already included)
* One bonus feat at 1st level (already included)
* One bonus skill from the skill class list (already included)
* +1 to fortitude, reflex, and will defenses
Wizard
* This wizard chose the Staff of Defense mastery. In addition to a +1 AC bonus, you can choose a bonus to your AC equal to your constitution modifier as an immediate interrupt, even after damage has been announced.
* Cantrips
* Ritual Casting [bonus feat, not listed above]
* Spellbook
Equipment:
Backpack
Bedroll
Flint and steel
Pouch (belt) x1
Rations (1 day) x10
Rope (50', hempen) x1
Sunrods x2
Waterskins x1
Ritual book x1
Spellbook x1
Wand
_____
44 lb