Oargn Ulaine
Male Half-Elf Wizard
Level 1
Unaligned
Representing Jervous
Strength 9 (-1)
Constitution 16 (+3)
Dexterity 14 (+2)
Intelligence 17 (+3)
Wisdom 16 (+3)
Charisma 14 (+2)
Height: 6' 3"
Weight: 155 lb
Skin: Light
Eyes: Hazel
Hair: Gray; Wavy; Thick Beard / Hirsute
Maximum Hit Points: 26
Bloodied: 13
Surge Value: 6
Surges / Day: 9 [includes constitution modifier]
Size: Medium
Speed: 6 squares
Vision: Low-light
Initiative: 1d20 +2 = + 2 [dexterity]
Base Strength Attack: 1d20 -1 = -1 [strength]
Base Dexterity Attack: 1d20 +2 = + 2 [dexterity]
Base Constitution Attack: 1d20 +3 = + 3 [constitution]
Base Intelligence Attack: 1d20 +3 = + 3 [intelligence]
Base Wisdom Attack: 1d20 +3 = + 3 [wisdom]
Base Charisma Attack: 1d20 +2 = + 2 [charisma]
Armor Class: 14 = 10 + 3 [intelligence] + 1 [wizard staff]
Fortitude Defense: 13 = 10 + 3 [constitution]
Reflex Defense: 13 = 10 + 3 [intelligence]
Will Defense: 15 = 10 + 2 [wizard] + 3 [wisdom]
Armor: None (street clothes)
Shield: None
Attacks:
Unarmed Melee: -1 [base strength attack] vs AC; damage 1[W]=1d4-1 [strength penalty]
Daggers (x10): +2 vs AC [-1 strength attack] [+3 proficiency]; damage 1[W]=1d4-1 [strength penalty] 1 lb (Light blade); usable off-hand; light throwable
Thrown: +5 vs AC [+2 dexterity attack] [+3 proficient, damage 1d4+2 [dexterity bonus]
Quarterstaff: +1 vs AC [-1 strength attack] [+2 proficiency]; damage 1[W]=1d8-1 [strength penalty] 4 lb (Staff)
Eldritch Blast +3i (constitution / charisma) vs reflex
Magic Missile +3i [base intelligence attack] vs reflex
Thunderwave +3i [base intelligence attack] vs fortitude
Burning Hands +3i [base intelligence attack] vs reflex
Acid Arrow +3i [base intelligence attack] vs reflex
Freezing Cloud +3i [base intelligence attack] vs fortitude
Sleep +3i [base intelligence attack] vs will
i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc.
Base Saving Throw: d20 vs 10
Encumberance 4e
Normal Load:
Heavy Load:
Maximum Drag Load
90 lb.
180 lb.
450 lb.
Encumberance 3.5
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
30 lb. or less
31-60 lb.
61-90 lb.
90 lb.
180 lb.
450 lb.
Languages: Common; Elven; Goblin;
Rituals Known:
Skills:
Acrobatics: +2 = 2 [dexterity]
Arcana: +8 = 3 [intelligence] + 5 [class training]
Athletics: -1 = -1 [strength]
Bluff: +2 = 2 [charisma]
Diplomacy: +9 = 2 [charisma] + 2 [half-elf] + 5 [class training]
Dungeoneering: +3 = 3 [wisdom]
Endurance: +3 = 3 [constitution]
Heal: +3 = 3 [wisdom]
History: +8 = 3 [intelligence] + 5 [class training]
Insight: +10 = 3 [wisdom] + 2 [half-elf] + 5 [class training]
Intimidate: +2 = 2 [charisma]
Nature: +3 = 3 [wisdom]
Perception: +3 = 3 [wisdom]
Religion: +3 = 3 [intelligence]
Stealth: +2 = 2 [dexterity]
Streetwise: +2 = 2 [charisma]
Thievery: +2 = 2 [dexterity]
Feats:
Expanded Spellbook
At-Will:
Basic Melee Attack: By weapon, damage 1[W]-1 [strength penalty] [standard action]
Basic Ranged Attack: By weapon, damage 1[W]+2 [dexterity bonus] [standard action]
Bull Rush: -1 [base strength attack] vs fortitude [standard action]
Grab: -1 [base strength attack] vs reflex [standard action]
Move grabbed target: -1 [base strength attack] vs fortitude [standard action]
Escape: +2 [acrobatics] vs reflex / -1 [athletics] vs fortitude [move action]
Ghost Sound [Wizard][standard action]
Light [Wizard][minor action]
Mage Hand [Wizard][minor action]
Prestidigitation [Wizard][standard action]
Magic Missile [Level 1]
Thunderwave [Level 1]
Other Standard Actions: Administer a potion; Aid another; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);
Other Move Actions: Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics)
Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision),Sustain minor action; Some skills during combat (i.e., Insight)
Other Immediate Action: Readied action
Other Opportunity Action: Opportunity attack
Other Free Actions: Drop held items; End a grab; Talk
Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive
Short rest: Healing surges as available
Five minutes: Normal escape from restraints (Acrobatics)
One hour: Forage; Streetwise check
Encounter Powers:
Second Wind
Spend an Action Point [free action, not in surprise round]
Eldritch Blast [Half-Elf]
Extend an effect on an enemy to last to end of next turn rather than this turn]
Use Implement [free action]
Burning Hands [Level 1]
Daily Powers:
Acid Arrow [Level 1]
Freezing Cloud [Level 1]
Sleep [Level 1]
Reminder to Level 1 Wizards: Each day (i.e., after extended rest), you prepare one daily non-utility power and one utility power from your spellbook.
Half-Elf
+2 Constitution, +2 Charisma (already included)
+2 Diplomacy, +2 Insight
Dilettante -- at-will power from another class as encounter power
Dual Heritage (may use feats etc. for humans or elves)
Group Diplomacy (allies within 5 squares get +1 on diplomacy)
Wizard
This wizard chose the Staff of Defense mastery. In addition to a +1 AC bonus, you can choose a bonus to your AC equal to your constitution modifier as an immediate interrupt, even after damage has been announced.
Cantrips
Ritual Casting [bonus feat, not listed above]
Spellbook
Oargn Ulaine's Equipment:
14 lb
2 lb
5 lb
2 lb
1 lb
1 lb
2 lb
2 lb
2 lb
1 lb
2 lb
1 lb
10 lb
10 lb
1 lb
2 lb
1 lb
12 lb
3 lb
3 lb
_____
77 lb Weapons / Armor / Shield (from above)
Backpack
Bedroll
Bottle
Caltrops
Chalk
Everburning torch
Flint and steel
Ink vial
Ink pen
Journeybread x10
Lantern (hooded)
Lantern oil (pints) x2
Manacles x1
Mirror
Oil flasks x2
Paper sheets x5
Parchment sheets x5
Pouch (belt) x1
Rations (1 day) x10
Rope (50', hempen) x1
Soap
Sunrods x2
Vial (for ink or potions) x5
Waterskins x3
Ritual book x1
Ritual components
Spellbook x1
Total
Magic items:
Weapon:
Weapon:
Weapon:
Weapon:
Armor:
Shield:
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:
Resistances:
Action Point Tally:
Daily Item Powers Per Day: Heroic Tier Milestones: / / /
Death Saving Throw Failures:
More about Oargn Ulaine:
well i wrote that whole thing, not writing anything else at the moment
Error reports to
scalpel_blade@yahoo.com Thanks!