Steve Gorak
Adventurer
Hey Guys,
I've been silent for a while, sorry...RL...
So, in my off time, I've become enamored with the concept of a human wizard for a first level PC. So, I'll keep the thiefling feylock as the mythic PC, and go for a human wizard for the 1st level PC.
I was thinking that this human is a descendent of the mythic thiefling. The Mythic thiefling made a pact with dragons to create a ritual that would allow his decendents not to bear the curse of the demons (and basically be normal humans). In return, he swore to protect the dragon's decents, in this case, the egg. Fair enough?
Cheers,
SG
[sblock=Human_wizard_lvl1]
The character
Name: Ulrik
Race: Human
Class: Wizard
Role: Controller
Level: 1
[sblock=Abilities]
Languages:
Common, elven, draconic
Racial traits
extra feat, extra at will, extra skill.
Size: Medium
Speed: 6 squares
Class features
Class: Cantrips, Spellbook, orb focus
At-Will: Cantrips, Scorching Burst, cloud of daggers, thunderwave
Encounter: Grasping shadows (http://wizards.com/files/Dragon_364.pdf)
Daily: Sleep (normally prepared) & flaming sphere
Feats
Ritual Casting, human resilience, improved initiative
Weapon Proficiency:
Simple melee, simple ranged
[/sblock]
[sblock=Powers]
Basic attack
I've been silent for a while, sorry...RL...
So, in my off time, I've become enamored with the concept of a human wizard for a first level PC. So, I'll keep the thiefling feylock as the mythic PC, and go for a human wizard for the 1st level PC.
I was thinking that this human is a descendent of the mythic thiefling. The Mythic thiefling made a pact with dragons to create a ritual that would allow his decendents not to bear the curse of the demons (and basically be normal humans). In return, he swore to protect the dragon's decents, in this case, the egg. Fair enough?
Cheers,
SG
[sblock=Human_wizard_lvl1]
The character
Name: Ulrik
Race: Human
Class: Wizard
Role: Controller
Level: 1
[sblock=Abilities]
Code:
[U]Ability scores[/U]
Strength : [B] 8 (-1)[/B] Hit points : [B]22[/B]
Constitution : [B]12 (+1)[/B] Bloodied : [B]11[/B]
Dexterity : [B]14 (+2)[/B] Surges : [B]5 [/B]
Intelligence : [B]18 (+4)[/B] Surges/day : [B]7 [/B]
Wisdom : [B]13 (+1)[/B] Initiative : [B]+6[/B]
Charisma : [B]13 (+1)[/B]
[U]Defenses:[/U]
Armor class : [B]14 [/B] [spoiler] +4 Int [/spoiler]
Fortitude : [B]13 [/B] [spoiler] +1 human, +1 human resilience, +1 con [/spoiler]
Reflex : [B]16 [/B] [spoiler] +1 human, +1 human resilience, + 4 int[/spoiler]
Will : [B]15 [/B][spoiler] +1 human, +1 human resilience, +2 wizard +1 wis[/spoiler]
[U]Skills[/U]
Arcana (Int): [B]+ 9 [/B] (trained)
Religion (Int): [B]+ 9 [/B] (trained)
History (Int):[B]+ 9 [/B] (trained)
Insight (Wis): [B]+ 6 [/B] (trained)
Nature (Int):[B]+ 9 [/B] (trained, human)
Common, elven, draconic
Racial traits
extra feat, extra at will, extra skill.
Size: Medium
Speed: 6 squares
Class features
Class: Cantrips, Spellbook, orb focus
At-Will: Cantrips, Scorching Burst, cloud of daggers, thunderwave
Encounter: Grasping shadows (http://wizards.com/files/Dragon_364.pdf)
Daily: Sleep (normally prepared) & flaming sphere
Feats
Ritual Casting, human resilience, improved initiative
Weapon Proficiency:
Simple melee, simple ranged
[/sblock]
[sblock=Powers]
Basic attack
Quarterstaff
Attack: +1 vs. AC; Damage: 1d8-1
At-will:
At-will:
At-will:
At-will:
At-will:
At-will:
At-will:
Encounter:
Encounter:
Daily:
[sblock=Equipment]
[/sblock]
[sblock=Background/appearance]
TBD
[/sblock]
[/sblock]

At-will:
Ghost Sound (Arcane, Illusion)
Standard Action; ranged 10:
--- Target: One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target.
You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone.
If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.

--- Target: One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target.
You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone.
If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
At-will:
Light (Arcane, Illusion)
Minor Action; ranged 5
--- Target: One object or unoccupied square
Effect: You cause the target to shed bright light. The light
fills the target’s square and all squares within 4 squares of
it. The light lasts for 5 minutes. Putting out the light is a
free action.
Special: You can have only one light cantrip active at a time. If
you create a new light, your previously cast light winks out.

--- Target: One object or unoccupied square
Effect: You cause the target to shed bright light. The light
fills the target’s square and all squares within 4 squares of
it. The light lasts for 5 minutes. Putting out the light is a
free action.
Special: You can have only one light cantrip active at a time. If
you create a new light, your previously cast light winks out.
At-will:
Mage Hand (Arcane, Conjuration)
Minor Action; ranged 5
--- Target: One object or unoccupied square
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar containerand simultaneously move any one object carried or worn anywhere on your body into your hand.
As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.

--- Target: One object or unoccupied square
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar containerand simultaneously move any one object carried or worn anywhere on your body into your hand.
As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.
At-will:
Prestidigitation (Arcane)
Minor Action; ranged 2
---Effect: Use this cantrip to accomplish one of the effects given below.
- Move up to 1 pound of material.
- Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
- Color, clean, or soil items in 1 cubic foot for up to 1 hour.
- Instantly light (or snuff out) a candle, a torch, or a small campfire.
- Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
- Make a small mark or symbol appear on a surface for up to 1 hour.
- Produce out of nothingness a small item or image that exists until the end of your next turn.
- Make a small, handheld item invisible until the end of your next turn.
Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions.
This cantrip cannot duplicate the effect of any other power.
Special: You can have as many as three prestidigitation effects active at one time.

---Effect: Use this cantrip to accomplish one of the effects given below.
- Move up to 1 pound of material.
- Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
- Color, clean, or soil items in 1 cubic foot for up to 1 hour.
- Instantly light (or snuff out) a candle, a torch, or a small campfire.
- Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
- Make a small mark or symbol appear on a surface for up to 1 hour.
- Produce out of nothingness a small item or image that exists until the end of your next turn.
- Make a small, handheld item invisible until the end of your next turn.
Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions.
This cantrip cannot duplicate the effect of any other power.
Special: You can have as many as three prestidigitation effects active at one time.
At-will:
Scorching burst (Arcane, Fire, Implement)
Standard Action; Ranged burst 1 within 10 squares: +4 vs. Ref Damage: 1d6+4

At-will:
Cloud of daggers (Arcane, Force, Implement)
Standard Action, Ranged 10, : +4 vs. Ref Damage: 1d6 +4 force damage
----Effect: The power’s area is filled with sharp daggers of force.
Any creature that enters the area or starts its turn there takes force damage equal to your Wisdom modifier (2). The cloud remains in place until the end of your next turn. You can dispel it earlier as a minor action.

----Effect: The power’s area is filled with sharp daggers of force.
Any creature that enters the area or starts its turn there takes force damage equal to your Wisdom modifier (2). The cloud remains in place until the end of your next turn. You can dispel it earlier as a minor action.
At-will:
Thunderwave (Arcane, Implement, Thunder)
Standard Action, Close blast 3 : +4 vs. for Damage: 1d6 +4, push the target 2 square

Encounter:
wand of accuracy
Free action,
Effect: gain a bonus to a single attack roll equal to your Dexterity modifier. You must wield your wand to benefit from this feature.

Effect: gain a bonus to a single attack roll equal to your Dexterity modifier. You must wield your wand to benefit from this feature.
Encounter:
Grasping Shadows (Arcane, Illusion, Implement)
Standard Action, Area burst 1 within 10 squares: +4 vs. wil Damage: 2d8 +4 psychic damage
---target is slowed until the end of your next turn.
Effect: Shadows writhe in the designated area and continue until the end of your next turn.
Any creature that enters the area of the grasping shadows takes psychic damage equal to your Intelligence modifier and is slowed until the end of its next turn.

---target is slowed until the end of your next turn.
Effect: Shadows writhe in the designated area and continue until the end of your next turn.
Any creature that enters the area of the grasping shadows takes psychic damage equal to your Intelligence modifier and is slowed until the end of its next turn.
Daily:
Flaming sphere (Arcane, Fire, Implement)
:Ranged: Standard Action; Ranged attack 10: +3 vs. Wil Damage: 3d6 +3
--- Hit: Target is immobilized until the end of your next turn. ---
--- Effect: Target takes -2 to Will defence (save ends) ---
[/sblock]:Ranged: Standard Action; Ranged attack 10: +3 vs. Wil Damage: 3d6 +3
--- Hit: Target is immobilized until the end of your next turn. ---
--- Effect: Target takes -2 to Will defence (save ends) ---
[sblock=Equipment]
Code:
[U]Currency:[/U]
30 gp.
[U]Equipment Price Weight Other[/U]
Leather armor 25 gp 20 lb. Light armor
Staff 5 gp 4 lb.
Dagger 1 gp 1 lb. light thrown
Adventurer's kit 28 gp 30 lb.
Backpack 2 gp 2 lb.
Bedroll 1 sp 5 lb.
Flint & Steel 1 gp -
Pouch, belt 1 gp 1/2 lb.
Rations, trail 2.5 gp 5 lb. 5 days
Rope, silk 10 gp 5 lb. 50 ft.
Sunrod (2) 4 gp 2 lb.
Waterskin 1 gp 4 lb.
Gold 12 gp 1 lb.
[B]Total 100 gp 78.5 lb.[/B]
Normal load: 80 lb.
Heavy load: 160 lb.
Max. drag load: 400 lb.
[sblock=Background/appearance]
TBD
[/sblock]
[/sblock]