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Eladrin Wizard Character Sheet -- Problems, comments, etc?
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<blockquote data-quote="Prometeus" data-source="post: 4285970" data-attributes="member: 68838"><p>Level: 1</p><p>Class: Wizard</p><p>Race: Eladrin</p><p>Size: Medium</p><p>Deity: Ioun</p><p></p><p>Initiative: +1 (+1 DEX)</p><p></p><p>AC: 13 (+3 INT)</p><p>FORT: 12 (+2 CON)</p><p>REF: 13 (+3 INT)</p><p>WILL: 16 (+3 WIS, +2 class, +1 race)</p><p></p><p>Speed: 6</p><p></p><p>STR: 8, -1</p><p>CON: 15, +2</p><p>DEX: 13, +1 (+2 race)</p><p>INT: 16, +3 (+2 race)</p><p>WIS: 16, +3</p><p>CHA: 10, +0</p><p></p><p>Passive Insight: 18</p><p>Passive Perception: 18</p><p>Special Senses: Low-light Vision</p><p></p><p>Max HP: 25</p><p>Bloodied: 12</p><p>Surge Value: 6</p><p>Surges/Day: 8</p><p>Saving Throw Mods: +5 against charm</p><p></p><p>Acrobatics: 0</p><p>Arcana: 10 (+3 INT, TRND, +2 race)</p><p>Athletics: 0</p><p>Bluff: 0</p><p>Diplomacy: 5 (TRND)</p><p>Dungeoneering: 3 (+3 WIS)</p><p>Endurance: 2 (+2 CON)</p><p>Heal: 3 (+3 WIS)</p><p>History: 5 (+3 INT, + 2 race)</p><p>Insight: 8 (+3 WIS, TRND)</p><p>Intimidate: 0</p><p>Nature: 8 (+3 WIS, TRND)</p><p>Perception: 8 (+3 WIS, TRND)</p><p>Religion: 3 (+3 INT)</p><p>Stealth: 0</p><p>Streetwise: 0</p><p>Thievery: 0</p><p></p><p>Feats: Ritual Caster; Linguist</p><p></p><p>Languages Known: Common, Elven, Deep Speech, Giant, Goblin</p><p></p><p>At-Will Powers:</p><p>Cantrips: Ghost Sound (standard action); Light (minor action); Mage Hand (minor action); Prestidigitation (standard action)</p><p>Cloud of Daggers (standard action, INT v. REF): 1d6 + INT (3) force damage to each creature in 1 square within 10 squares. Any creature that enters the area or starts its turn there takes force damage equal to WIS (3). This effect remains until the end of "your" next turn.</p><p>Magic Missile (standard action, INT v. REF): 2d4 + INT (3) force damage to one creature within range 20. This power counts as a ranged basic attack.</p><p></p><p>Encounter Powers:</p><p>Ray of Enfeeblement (standard action, INT v. FORT): 1d10 + INT (3) necrotic damage to one creature within range 10 and that creature is weakened until the end of "your" next turn.</p><p>Fey Step (movement action): Teleport up to 5 squares.</p><p></p><p>Daily Powers:</p><p>Flaming Sphere (standard action, INT v. REF): Conjure a fireball within range 10 that deals 2d6 + INT (3) fire damage to 1 adjacent creature, 1d4 + INT (3) fire damage to any adjacent creature when it starts its turn. As a move action, "you" can move the sphere up to 6 squares. As a standard action, "you" can make another attack with the sphere. "You" can sustain this power until the end of the encounter with a minor action.</p><p>Sleep (standard action, INT v. WILL): Each creature in burst 2 within 20 squares is slowed (save ends). If a creature fails its first saving throw against this power, the target becomes unconscious (save ends). Miss: each creature is slowed (save ends)</p><p></p><p>Equipment (62.66 / 80 lb.): Standard Kit, Orb, Climber's Kit, Flask, Dagger (5), Fine Clothing, Longsword, Spellbook</p><p></p><p>Coins and other wealth: 17 gp, 9 sp, 7 cp</p><p></p><p>Rituals: Make Whole, Animal Messenger, Tenser's Floating Disk</p><p></p><p>Other Racial Traits: Proficient with longsword; Considered a fey; Trance for 4 hours rather than sleep for 6</p><p></p><p>Other Class Traits: Proficient with cloth armor, dagger, quarterstaff; "Once per encounter as a free action, you can use your orb to either 1. designate one creature upon whom you have cast a wizard spell that lasts until the subject succeeds on a saving throw and that creature takes a penalty to its saving throws against that effect equal to your wisdom modifier -- or -- 2. extend the duration of an effect created by a wizard at-will spell that would otherwise end at the end of your current turn and that effect instead ends at the end of your next turn."; Must choose only 1 daily spell to cast for the day</p></blockquote><p></p>
[QUOTE="Prometeus, post: 4285970, member: 68838"] Level: 1 Class: Wizard Race: Eladrin Size: Medium Deity: Ioun Initiative: +1 (+1 DEX) AC: 13 (+3 INT) FORT: 12 (+2 CON) REF: 13 (+3 INT) WILL: 16 (+3 WIS, +2 class, +1 race) Speed: 6 STR: 8, -1 CON: 15, +2 DEX: 13, +1 (+2 race) INT: 16, +3 (+2 race) WIS: 16, +3 CHA: 10, +0 Passive Insight: 18 Passive Perception: 18 Special Senses: Low-light Vision Max HP: 25 Bloodied: 12 Surge Value: 6 Surges/Day: 8 Saving Throw Mods: +5 against charm Acrobatics: 0 Arcana: 10 (+3 INT, TRND, +2 race) Athletics: 0 Bluff: 0 Diplomacy: 5 (TRND) Dungeoneering: 3 (+3 WIS) Endurance: 2 (+2 CON) Heal: 3 (+3 WIS) History: 5 (+3 INT, + 2 race) Insight: 8 (+3 WIS, TRND) Intimidate: 0 Nature: 8 (+3 WIS, TRND) Perception: 8 (+3 WIS, TRND) Religion: 3 (+3 INT) Stealth: 0 Streetwise: 0 Thievery: 0 Feats: Ritual Caster; Linguist Languages Known: Common, Elven, Deep Speech, Giant, Goblin At-Will Powers: Cantrips: Ghost Sound (standard action); Light (minor action); Mage Hand (minor action); Prestidigitation (standard action) Cloud of Daggers (standard action, INT v. REF): 1d6 + INT (3) force damage to each creature in 1 square within 10 squares. Any creature that enters the area or starts its turn there takes force damage equal to WIS (3). This effect remains until the end of "your" next turn. Magic Missile (standard action, INT v. REF): 2d4 + INT (3) force damage to one creature within range 20. This power counts as a ranged basic attack. Encounter Powers: Ray of Enfeeblement (standard action, INT v. FORT): 1d10 + INT (3) necrotic damage to one creature within range 10 and that creature is weakened until the end of "your" next turn. Fey Step (movement action): Teleport up to 5 squares. Daily Powers: Flaming Sphere (standard action, INT v. REF): Conjure a fireball within range 10 that deals 2d6 + INT (3) fire damage to 1 adjacent creature, 1d4 + INT (3) fire damage to any adjacent creature when it starts its turn. As a move action, "you" can move the sphere up to 6 squares. As a standard action, "you" can make another attack with the sphere. "You" can sustain this power until the end of the encounter with a minor action. Sleep (standard action, INT v. WILL): Each creature in burst 2 within 20 squares is slowed (save ends). If a creature fails its first saving throw against this power, the target becomes unconscious (save ends). Miss: each creature is slowed (save ends) Equipment (62.66 / 80 lb.): Standard Kit, Orb, Climber's Kit, Flask, Dagger (5), Fine Clothing, Longsword, Spellbook Coins and other wealth: 17 gp, 9 sp, 7 cp Rituals: Make Whole, Animal Messenger, Tenser's Floating Disk Other Racial Traits: Proficient with longsword; Considered a fey; Trance for 4 hours rather than sleep for 6 Other Class Traits: Proficient with cloth armor, dagger, quarterstaff; "Once per encounter as a free action, you can use your orb to either 1. designate one creature upon whom you have cast a wizard spell that lasts until the subject succeeds on a saving throw and that creature takes a penalty to its saving throws against that effect equal to your wisdom modifier -- or -- 2. extend the duration of an effect created by a wizard at-will spell that would otherwise end at the end of your current turn and that effect instead ends at the end of your next turn."; Must choose only 1 daily spell to cast for the day [/QUOTE]
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