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Additional first level 4E characters - alternative race/class combos from pregens
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<blockquote data-quote="zoroaster100" data-source="post: 4121241" data-attributes="member: 8538"><p>Here is another, a human wizard. This one was simpler because we have an additional first level wizard at-will attack power, ray of frost.</p><p></p><p>TANTHRAS FLAMECLOAK</p><p>MALE HUMAN WIZARD</p><p>LEVEL 1 UNALIGNED</p><p></p><p>Ability Score Value Modifier Armor Class 15</p><p>Strength 10 +0 Fortitude Defense 10</p><p>Constitution 14 +2 Reflex Defense 15</p><p>Dexterity 10 +0 Will Defense 13</p><p>Intelligence 20 +5 Initiative +0</p><p>Wisdom 12 +1 Speed (Squares) 5</p><p>Charisma 9 -1</p><p></p><p>HIT POINTS 24 HEALING SURGE HP HEALED 6 SECOND WIND ✦</p><p>BLOODIED 12 HEALING SURGES/DAY 8</p><p>Current Hit Points: Current Surge Usage:</p><p></p><p>Basic Attack Name Attack Bonus Damage Range/Properties</p><p>Dagger +3 vs. AC 1d4 5 squares normal/10 squares max.</p><p>Magic Missile +5 vs. Reflex 2d4+5 20 squares</p><p></p><p>FEATS</p><p>Human Perseverance (+1 to saving throws)</p><p>Alertness (You don’t grant enemies combat advantage in surprise rounds. You also gain a +2 Feat bonus to Perception checks.)</p><p></p><p>SKILLS</p><p>Passive Insight 11</p><p>Passive Perception 13</p><p>Acrobatics +0</p><p>Arcana +10</p><p>Athletics +0</p><p>Dungeoneering +6</p><p>Heal +6</p><p>Insight +1</p><p>Perception +3</p><p>Stealth +5</p><p></p><p>RACE AND CLASS FEATURES</p><p>Arcane Implement Mastery: Wand of Accuracy (once per encounter as a free action, gain a +2 bonus to an</p><p>attack roll; you must be wielding your wand.)</p><p>Cantrips (see back)</p><p>Ritual Casting (can use rituals)</p><p>Spellbook (when you begin the adventure, and after each extended rest, pick one of two daily</p><p>spells – you can use that spell until you select again after an extended rest)</p><p>Languages: Common, Draconic, Goblin</p><p></p><p>EQUIPMENT</p><p>3 daggers, wand, spellbook, backpack, bedroll, flint and steel, belt pouch, 2 sunrods, 10 day’s trail rations, 50 ft. of hempen rope, waterskin.</p><p></p><p> </p><p>Spells </p><p>Your powers are called spells, since they are from the arcane power source. You usually have your</p><p>wand (an implement) in your hand when you use your powers, but it’s not required.</p><p></p><p>Cantrips</p><p></p><p>Ghost Sound Wizard Cantrip</p><p>With a wink, you create an illusory sound that emanates from somewhere close by.</p><p>At-Will ✦ Arcane, Illusion</p><p>Standard Action Ranged 10</p><p>Target: One object or unoccupied square </p><p>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.</p><p></p><p>Light Wizard Cantrip</p><p>With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other</p><p>object, or in a nearby space.</p><p>At-Will ✦ Arcane</p><p>Minor Action Ranged 5</p><p>Target: One object or unoccupied square</p><p>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.</p><p>Special: You can have only one light cantrip active at a time. If you create a new light, your previously</p><p>cast light winks out.</p><p></p><p>Mage Hand Wizard Cantrip</p><p>You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and</p><p>moves it where you wish.</p><p>At-Will ✦ Arcane, Conjuration, Force</p><p>Minor Action Ranged 5</p><p>Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks</p><p>up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5</p><p>squares. If you are holding the object when you use this power, the hand can move the object into a</p><p>pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or</p><p>worn anywhere on your body into your hand. As a move action, you can move the hand up to 5</p><p>squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor</p><p>action, you can cause the hand to pick up or manipulate a different object.</p><p>Sustain Minor: You can sustain the hand indefinitely.</p><p>Special: You can create only one hand at a time.</p><p></p><p>At-Will Powers</p><p></p><p>Magic Missile Wizard Attack 1</p><p>You launch a silvery bolt of force at an enemy.</p><p>At-Will ✦ Arcane, Force, Implement</p><p>Standard Action Ranged 20</p><p>Target: One creature</p><p>Attack: Int vs. Reflex</p><p>Hit: 2d4 + Int force damage.</p><p>Special: This power counts as a ranged basic attack. When a power allows you to make a ranged</p><p>basic attack, you can use this power.</p><p></p><p>Scorching Burst Wizard Attack 1</p><p>A vertical column of golden flames burns all within.</p><p>At-Will ✦ Arcane, Fire, Implement</p><p>Standard Action Area burst 1 within 10 squares</p><p>Target: Each creature in burst</p><p>Attack: Int vs. Reflex</p><p>Hit: 1d6 + Int fire damage.</p><p></p><p>Ray of Frost Wizard Attack 1</p><p>A blisteringly cold ray of white frost streaks to your target.</p><p>At-Will ✦ Arcane, Cold, Implement</p><p>Standard Action Ranged 10</p><p>Target: One creature</p><p>Attack: Dex vs. Fortitude</p><p>Hit: 1d6 + 5 cold damage, and the target is</p><p>slowed until the end of</p><p>your next turn.</p><p></p><p>Encounter Powers</p><p></p><p>Force Orb Wizard Attack 1</p><p>You hurl an orb of magical force at an enemy. It</p><p>bursts against the target and throws off razor-sharp</p><p>shards of force that cut nearby enemies to ribbons.</p><p>Encounter ✦ Arcane, Force, Implement</p><p>Standard Action Ranged 20</p><p>Primary Target: One creature or object</p><p>Attack: Int vs. Reflex</p><p>Hit: 2d8 + Int force damage. Make a secondary</p><p>attack.</p><p>Secondary Target: Each enemy adjacent to the</p><p>primary target</p><p>Secondary Attack: Int vs. Reflex</p><p>Hit: 1d10 + Int force damage.</p><p></p><p>Daily Powers</p><p>(Pick One at Each Extended Rest)</p><p></p><p>Acid Arrow Wizard Attack 1</p><p>A shimmering arrow of green, glowing liquid streaks</p><p>to your target and bursts in a spray of sizzling acid.</p><p>Daily ✦ Acid, Arcane, Implement</p><p>Standard Action Ranged 20</p><p>Primary Target: One creature</p><p>Attack: Int vs. Reflex</p><p>Hit: 2d8 + Int acid damage, and ongoing 5 acid</p><p>damage (save ends).</p><p>Make a secondary attack.</p><p>Secondary Target: Each creature adjacent to the</p><p>primary target</p><p>Secondary Attack: Int vs. Reflex</p><p>Hit: 1d8 + Int acid damage, and ongoing 5 acid</p><p>damage (save ends).</p><p>Miss: Half damage, and ongoing 2 acid damage to</p><p>primary target (save ends), and no secondary</p><p>attack.</p><p></p><p>Sleep Wizard Attack 1</p><p>You exert your will against your foes, seeking to</p><p>overwhelm them with a tide of magical weariness.</p><p>Daily ✦ Arcane, Implement, Sleep</p><p>Standard Action Area burst 2 within 20 squares</p><p>Target: Each creature in burst</p><p>Attack: Int vs. Will</p><p>Hit: The target is slowed (save ends). If the target</p><p>fails its first saving throw against this power, the</p><p>target becomes unconscious (save ends).</p><p>Miss: The target is slowed (save ends).</p></blockquote><p></p>
[QUOTE="zoroaster100, post: 4121241, member: 8538"] Here is another, a human wizard. This one was simpler because we have an additional first level wizard at-will attack power, ray of frost. TANTHRAS FLAMECLOAK MALE HUMAN WIZARD LEVEL 1 UNALIGNED Ability Score Value Modifier Armor Class 15 Strength 10 +0 Fortitude Defense 10 Constitution 14 +2 Reflex Defense 15 Dexterity 10 +0 Will Defense 13 Intelligence 20 +5 Initiative +0 Wisdom 12 +1 Speed (Squares) 5 Charisma 9 -1 HIT POINTS 24 HEALING SURGE HP HEALED 6 SECOND WIND ✦ BLOODIED 12 HEALING SURGES/DAY 8 Current Hit Points: Current Surge Usage: Basic Attack Name Attack Bonus Damage Range/Properties Dagger +3 vs. AC 1d4 5 squares normal/10 squares max. Magic Missile +5 vs. Reflex 2d4+5 20 squares FEATS Human Perseverance (+1 to saving throws) Alertness (You don’t grant enemies combat advantage in surprise rounds. You also gain a +2 Feat bonus to Perception checks.) SKILLS Passive Insight 11 Passive Perception 13 Acrobatics +0 Arcana +10 Athletics +0 Dungeoneering +6 Heal +6 Insight +1 Perception +3 Stealth +5 RACE AND CLASS FEATURES Arcane Implement Mastery: Wand of Accuracy (once per encounter as a free action, gain a +2 bonus to an attack roll; you must be wielding your wand.) Cantrips (see back) Ritual Casting (can use rituals) Spellbook (when you begin the adventure, and after each extended rest, pick one of two daily spells – you can use that spell until you select again after an extended rest) Languages: Common, Draconic, Goblin EQUIPMENT 3 daggers, wand, spellbook, backpack, bedroll, flint and steel, belt pouch, 2 sunrods, 10 day’s trail rations, 50 ft. of hempen rope, waterskin. Spells Your powers are called spells, since they are from the arcane power source. You usually have your wand (an implement) in your hand when you use your powers, but it’s not required. Cantrips Ghost Sound Wizard Cantrip With a wink, you create an illusory sound that emanates from somewhere close by. At-Will ✦ 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. Light Wizard Cantrip With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space. At-Will ✦ Arcane 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. Mage Hand Wizard Cantrip You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish. At-Will ✦ Arcane, Conjuration, Force Minor Action Ranged 5 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 container and 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 Powers Magic Missile Wizard Attack 1 You launch a silvery bolt of force at an enemy. At-Will ✦ Arcane, Force, Implement Standard Action Ranged 20 Target: One creature Attack: Int vs. Reflex Hit: 2d4 + Int force damage. Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power. Scorching Burst Wizard Attack 1 A vertical column of golden flames burns all within. At-Will ✦ Arcane, Fire, Implement Standard Action Area burst 1 within 10 squares Target: Each creature in burst Attack: Int vs. Reflex Hit: 1d6 + Int fire damage. Ray of Frost Wizard Attack 1 A blisteringly cold ray of white frost streaks to your target. At-Will ✦ Arcane, Cold, Implement Standard Action Ranged 10 Target: One creature Attack: Dex vs. Fortitude Hit: 1d6 + 5 cold damage, and the target is slowed until the end of your next turn. Encounter Powers Force Orb Wizard Attack 1 You hurl an orb of magical force at an enemy. It bursts against the target and throws off razor-sharp shards of force that cut nearby enemies to ribbons. Encounter ✦ Arcane, Force, Implement Standard Action Ranged 20 Primary Target: One creature or object Attack: Int vs. Reflex Hit: 2d8 + Int force damage. Make a secondary attack. Secondary Target: Each enemy adjacent to the primary target Secondary Attack: Int vs. Reflex Hit: 1d10 + Int force damage. Daily Powers (Pick One at Each Extended Rest) Acid Arrow Wizard Attack 1 A shimmering arrow of green, glowing liquid streaks to your target and bursts in a spray of sizzling acid. Daily ✦ Acid, Arcane, Implement Standard Action Ranged 20 Primary Target: One creature Attack: Int vs. Reflex Hit: 2d8 + Int acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack. Secondary Target: Each creature adjacent to the primary target Secondary Attack: Int vs. Reflex Hit: 1d8 + Int acid damage, and ongoing 5 acid damage (save ends). Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack. Sleep Wizard Attack 1 You exert your will against your foes, seeking to overwhelm them with a tide of magical weariness. Daily ✦ Arcane, Implement, Sleep Standard Action Area burst 2 within 20 squares Target: Each creature in burst Attack: Int vs. Will Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends). Miss: The target is slowed (save ends). [/QUOTE]
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