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What should 10th-level characters look like?
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<blockquote data-quote="ren1999" data-source="post: 5969612" data-attributes="member: 85179"><p>Level 10 Wizard</p><p></p><p>wood elf</p><p>3 racial traits: </p><p>charm resistance</p><p>dark vision</p><p>natural climber</p><p></p><p>3 background skills</p><p>knowledge monsters</p><p>Knowledge Plants</p><p>Craft Wood</p><p></p><p>HP: 75 (con score:15+6 hp per level)</p><p>AC: 17(10 natural+4+1+1 every 5 levels for shield spell+1 dex mod)</p><p>str 10(+0) added 2 from +1 ability per level-up</p><p>con 15 (+2) added 1 from +1 ability per level-up</p><p>dex 13(+1)</p><p>int 20(+5) added 3 from +1 ability per level-up</p><p>wis 15(+2) added 3 from +1 ability per level-up</p><p>cha 10(+0)</p><p>Powers: 13(3 class features + 1 power per level)</p><p>1 reaction and 1 standard action or 2 standard actions per turn</p><p></p><p>1 dagger proficiency +3(+1 every 5 levels) added to +1 dex mod (1d20+4 damage 1d6+4)</p><p></p><p>2 Force Shield abjuration/class lvl 1/constant duration/You constantly materialze a suit of force around yourself that gives you +4 to armor class and an additional +1 every 5 levels. </p><p></p><p>3 Magic Missile evocation/class lvl 1/at-will/ranged 20/int vs dex/You shoot sling beads, daggers or darts doing 1[w]+int mod+1d4 force damage.</p><p></p><p>4 Enchant Weapon evocation/class lvl 2/int vs ac/You strike with your force aura staff, dagger or wand doing 1[w]+int mod+1d4 force damage.</p><p></p><p>5 Force Orb evocation/class lvl 3/ranged 20 burst 3/int vs dex/You shoot beads, daggers or darts that explode doing 1[w]+int mod+2 force damage.</p><p></p><p>6 Pressure Blood evocation/class lvl 4/ranged 20/int vs int/You skyrocket your enemy's blood pressure causing 1d8+int mod force damage. </p><p></p><p>7 Light Up evocation/class lvl 1/You outline one foe in an aura of light even if invisible. The foe takes a Stealth -10 penalty./int vs int/reroll to maintain/As a free action, you create an adjustable radius of light for the party.</p><p></p><p>8 Blink Shift conjuration/class lvl 6/reaction/You forsee getting heavy damage. The foe must reroll an attack on you as you enter any empty square on the map.</p><p></p><p>9 Know Thought divination/class lvl 3/targets 1 foe/ranged 20/wis vs int/The foe must tell one thing of importance to you such as a weakness, hidden treasure, or other information vital to the encounter according to the Game Master's discretion. </p><p></p><p>10 Mage Hand spell utility/class level 1/at-will/ranged 20/int vs int/Telekinetic force shifts the foe 1 square. If there is a wall, the foe takes 1d10 damage. The spell can also grapple a foe with or without causing damage./dex vs your int to break the grapple./move 100 pounds 1 square/roll 1d20 to move the load an additional square every round/fail to maintain on 1-3/level-up scale +1 range, +1 long range, +1 foe, shifts +1 square, +1d10 damage, +100 pounds every 5 levels. </p><p></p><p>11 Spot Listen (wis)</p><p></p><p>12 Close Quarters martial feat/class lvl 4/reaction/You get in close to your foe and stay close unbalancing all attacks against you while exposing your foe's weaknesses. The foe attacks at a disadvantage and must roll twice taking the lower roll. Or you can choose this feat as a standard action instead and get advantage taking the higher of 2 attack rolls.</p><p></p><p>13 Dagger Wall abjuration/reaction/class lvl 5//int vs dex/All melee attackers risk 1[w]+int mod+1d4 force damage when attacking you. The wall lasts until you negate the spell but you can not attack while the wall is up.</p></blockquote><p></p>
[QUOTE="ren1999, post: 5969612, member: 85179"] Level 10 Wizard wood elf 3 racial traits: charm resistance dark vision natural climber 3 background skills knowledge monsters Knowledge Plants Craft Wood HP: 75 (con score:15+6 hp per level) AC: 17(10 natural+4+1+1 every 5 levels for shield spell+1 dex mod) str 10(+0) added 2 from +1 ability per level-up con 15 (+2) added 1 from +1 ability per level-up dex 13(+1) int 20(+5) added 3 from +1 ability per level-up wis 15(+2) added 3 from +1 ability per level-up cha 10(+0) Powers: 13(3 class features + 1 power per level) 1 reaction and 1 standard action or 2 standard actions per turn 1 dagger proficiency +3(+1 every 5 levels) added to +1 dex mod (1d20+4 damage 1d6+4) 2 Force Shield abjuration/class lvl 1/constant duration/You constantly materialze a suit of force around yourself that gives you +4 to armor class and an additional +1 every 5 levels. 3 Magic Missile evocation/class lvl 1/at-will/ranged 20/int vs dex/You shoot sling beads, daggers or darts doing 1[w]+int mod+1d4 force damage. 4 Enchant Weapon evocation/class lvl 2/int vs ac/You strike with your force aura staff, dagger or wand doing 1[w]+int mod+1d4 force damage. 5 Force Orb evocation/class lvl 3/ranged 20 burst 3/int vs dex/You shoot beads, daggers or darts that explode doing 1[w]+int mod+2 force damage. 6 Pressure Blood evocation/class lvl 4/ranged 20/int vs int/You skyrocket your enemy's blood pressure causing 1d8+int mod force damage. 7 Light Up evocation/class lvl 1/You outline one foe in an aura of light even if invisible. The foe takes a Stealth -10 penalty./int vs int/reroll to maintain/As a free action, you create an adjustable radius of light for the party. 8 Blink Shift conjuration/class lvl 6/reaction/You forsee getting heavy damage. The foe must reroll an attack on you as you enter any empty square on the map. 9 Know Thought divination/class lvl 3/targets 1 foe/ranged 20/wis vs int/The foe must tell one thing of importance to you such as a weakness, hidden treasure, or other information vital to the encounter according to the Game Master's discretion. 10 Mage Hand spell utility/class level 1/at-will/ranged 20/int vs int/Telekinetic force shifts the foe 1 square. If there is a wall, the foe takes 1d10 damage. The spell can also grapple a foe with or without causing damage./dex vs your int to break the grapple./move 100 pounds 1 square/roll 1d20 to move the load an additional square every round/fail to maintain on 1-3/level-up scale +1 range, +1 long range, +1 foe, shifts +1 square, +1d10 damage, +100 pounds every 5 levels. 11 Spot Listen (wis) 12 Close Quarters martial feat/class lvl 4/reaction/You get in close to your foe and stay close unbalancing all attacks against you while exposing your foe's weaknesses. The foe attacks at a disadvantage and must roll twice taking the lower roll. Or you can choose this feat as a standard action instead and get advantage taking the higher of 2 attack rolls. 13 Dagger Wall abjuration/reaction/class lvl 5//int vs dex/All melee attackers risk 1[w]+int mod+1d4 force damage when attacking you. The wall lasts until you negate the spell but you can not attack while the wall is up. [/QUOTE]
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