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<blockquote data-quote="HolyMan" data-source="post: 5935906" data-attributes="member: 84167"><p>Ok Wizards are hard - when it comes to listing all there powers and spells.</p><p></p><p>I have the bare bones here and wanted to ask a question so I can finish his background.</p><p></p><p>I was wondering if it would be ok for my character to be the bandit chief's little brother? My idea is that Cyrus tried to do right by him and send him off to the city to become educated, but a death in the family brought him back to the "bandit lair" and there after a monster attack Cyrus learns of his brothers new powers. So now he keeps him around and isn't quiet sure what to do with him yet.</p><p></p><p>[sblock=Character Sheet]</p><p>level 5</p><p>Human, Wizard</p><p>Arcane Implement Mastery: Staff of Defense</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 8, Con 14, Dex 13, Int 18, Wis 16, Cha 10.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 8, Con 14, Dex 13, Int 15, Wis 15, Cha 10.</p><p></p><p></p><p>AC: 18 Fort: 16 Reflex: 15 Will: 19</p><p>HP: 32 Surges: 8 Surge Value: 8</p><p></p><p>TRAINED SKILLS</p><p>Arcana +11, Diplomacy +7, History +11, Insight +10, Religion +11</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +3, Athletics +1, Bluff +2, Dungeoneering +5, Endurance +4, Heal +5, Intimidate +2, Nature +5, Perception +5, Stealth +3, Streetwise +2, Thievery +3,</p><p></p><p>FEATS</p><p>Wizard: Ritual Caster</p><p>Human: Expanded Spellbook</p><p>Level 1: Human Perseverance</p><p>Level 2: Armor Training (light)</p><p>Level 4: Astral Fire</p><p></p><p>POWERS</p><p>Bonus At-Will Power: Magic Missle</p><p>Wizard at-will 1: Scorching Burst</p><p>Wizard at-will 1: Thunderwave</p><p>Wizard encounter 1: Burning Hands</p><p>Wizard daily 1: Sleep</p><p>Wizard daily 1 Spellbook: Flaming Sphere</p><p>Wizard daily 1 Spellbook: Freezing Cloud</p><p>Wizard Utility 2: Expeditous Retreat</p><p>Wizard Utility 2 Spellbook: Jump</p><p>Wizard encounter 3: Fire Shroud</p><p>Wizard daily 5: Fireball</p><p>Wizard daily 5 Spellbook: Web</p><p>Wizard daily 5 Spellbook: Bigby's Icy Grasp</p><p></p><p>ITEMS</p><p>Spellbook, Adventurer's Kit, Leather Armor, Staff, others TBD (looking to get Staf of the War Mage, and a Cloak of Protection +1)</p><p></p><p>RITUALS</p><p>Comprehend Languages, Make Whole, Water Walk, Enchant Magic Item, Knock</p><p></p><p>Basic attacks</p><p></p><p>Ranged (Magic Missle)</p><p>Ranged 20, auto-hit, 2d4+4 force damage.</p><p></p><p>Melee (Staff)</p><p>Melee +3 vs AC, dmg; 1d8-1[/sblock]</p><p></p><p>HM</p></blockquote><p></p>
[QUOTE="HolyMan, post: 5935906, member: 84167"] Ok Wizards are hard - when it comes to listing all there powers and spells. I have the bare bones here and wanted to ask a question so I can finish his background. I was wondering if it would be ok for my character to be the bandit chief's little brother? My idea is that Cyrus tried to do right by him and send him off to the city to become educated, but a death in the family brought him back to the "bandit lair" and there after a monster attack Cyrus learns of his brothers new powers. So now he keeps him around and isn't quiet sure what to do with him yet. [sblock=Character Sheet] level 5 Human, Wizard Arcane Implement Mastery: Staff of Defense FINAL ABILITY SCORES Str 8, Con 14, Dex 13, Int 18, Wis 16, Cha 10. STARTING ABILITY SCORES Str 8, Con 14, Dex 13, Int 15, Wis 15, Cha 10. AC: 18 Fort: 16 Reflex: 15 Will: 19 HP: 32 Surges: 8 Surge Value: 8 TRAINED SKILLS Arcana +11, Diplomacy +7, History +11, Insight +10, Religion +11 UNTRAINED SKILLS Acrobatics +3, Athletics +1, Bluff +2, Dungeoneering +5, Endurance +4, Heal +5, Intimidate +2, Nature +5, Perception +5, Stealth +3, Streetwise +2, Thievery +3, FEATS Wizard: Ritual Caster Human: Expanded Spellbook Level 1: Human Perseverance Level 2: Armor Training (light) Level 4: Astral Fire POWERS Bonus At-Will Power: Magic Missle Wizard at-will 1: Scorching Burst Wizard at-will 1: Thunderwave Wizard encounter 1: Burning Hands Wizard daily 1: Sleep Wizard daily 1 Spellbook: Flaming Sphere Wizard daily 1 Spellbook: Freezing Cloud Wizard Utility 2: Expeditous Retreat Wizard Utility 2 Spellbook: Jump Wizard encounter 3: Fire Shroud Wizard daily 5: Fireball Wizard daily 5 Spellbook: Web Wizard daily 5 Spellbook: Bigby's Icy Grasp ITEMS Spellbook, Adventurer's Kit, Leather Armor, Staff, others TBD (looking to get Staf of the War Mage, and a Cloak of Protection +1) RITUALS Comprehend Languages, Make Whole, Water Walk, Enchant Magic Item, Knock Basic attacks Ranged (Magic Missle) Ranged 20, auto-hit, 2d4+4 force damage. Melee (Staff) Melee +3 vs AC, dmg; 1d8-1[/sblock] HM [/QUOTE]
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