Level: 1
Race: Eladrin
Class: War Wizard
Size: Medium
Stats: 6’1”, 130lbs
Alignment: Good
Deity: Corellon
Initiative: 0
Max Hit Points: 26hp
Bloodied: 13hp
Healing: 6hp
Surges: 6/day
Movement: 6
Vision: Lowlight
Passive Insight: 17 (+7 insight)
Passive Perception: 12 (+2 perception)
AC: 15 (+5 int)
Fort: 10
Ref: 15 (+5 int)
Will: 15 (+2 wis, +1 race, +2 class)
+5 vs charm
+0 Str: 10
+0 Con: 11
+0 Dex: 10 (+2 race)
+5 Int: 20 (+2 race)
+2 Wis: 14
+0 Cha: 10
Skills:
0 Acrobatics dex
+12 Arcana int (+2 race, +5 trnd)
0 Athletics str
0 Bluff cha
0 Diplomacy cha
+2 Dungeoneering wis
0 Endurance con
+2 Heal wis
+12 History int (+2 race, +5trnd)
+7 Insight wis (+5 trnd)
0 Intimidate cha
+7 Nature wis (+5 trnd)
+2 Perception wis
+10 Religion int (+5 trnd)
0 Stealth dex
0 Streetwise cha
0 Thievery dex
Languages: Common, Elven.
Proficiencies: cloth armor, dagger, quarterstaff, longsword
Feats: Toughness
Gold: 84
Equipment: 41lbs out of 100lbs
-Cloth Armor. 4lbs
-Longsword. 4lbs
-Orb. ?lbs
-Spellbook/Components ?lbs
-SAK. 33lbs
RACE & CLASS FEATURES:
Trance: You can spend 4 hours in this state to gain the benefits of a 6 hour extended rest. You are fully aware of your surroundings and notice approaching enemies and other events as normal.
Spellbook: 5 of 128 pages.
Arcane Implement Mastery:
Orb of Imposition: Once per encounter as a free action, you gain one of the following:
1.) You can designate one creature you have cast a wizard spell upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to its saving throws against that effect equal to your Wisdom modifier (+2).
2.) You can extend the duration of an effect created by a wizard at-will spell that would otherwise end at the end of your turn. Instead it ends at the end of your next turn.
RITUALS:
Tenser’s Floating Disk
Gentle Repose
Comprehend Language
AT WILL CANTRIPS:
Ghost Sound
Light
Mage Hand
Prestidigitation
AT WILL POWERS:
Magic Missile: Arcane, Force, Implement
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d4+5 (int) force damage.
Special: This power counts as a ranged basic attack.
Thunderwave: Arcane, Implement, Thunder
Standard Action Close blast 3
Target: Each creature in blast
Attack: Intelligence vs. Fortitude
Hit: 1d6+5 (int) thunder damage, and you push the target 2 squares (wis).
Basic Melee Attack: Longsword +3, 1d8+1.
ENCOUNTER POWERS:
Fey Step: Move Action, Personal
Effect: Teleport up to 5 squares.
-You have to be able to see your destination.
It doesn’t provoke opportunity attacks.
-Destination must be a space you can occupy without squeezing.
-Being immobilized doesn’t prevent you from teleporting.
Chill Strike: Arcane, Cold, Implement
Standard Action, Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d8+5 (int) cold damage, and the target is dazed until the end of your next turn.
DAILY POWERS:
Flaming Sphere:
Arcane, Conjuration, Fire, Implement
Standard Action Ranged 10
Target: One creature adjacent to the sphere
Attack: Intelligence vs. Reflex
Hit: 2d6+5 (int) fire damage.
Effect: You conjure a Medium flaming sphere in an unoccupied square within range, and the sphere attacks an adjacent creature. Any creature that starts its turn next to the flaming sphere takes 1d4+5 (int) fire damage. As a move action, you can move the sphere up to 6 squares.
Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can attack again with the sphere.
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My build time is getting pretty good.