*Jarquaad* Male <#> Half-Elf Wizard Level <#> 1 Good (Chaotic) Representing Jared Strength 10 (+0) Constitution 14 (+2) Dexterity 12 (+1) Intelligence 18 (+4) Wisdom 18 (+4) Charisma 12 (+1) Height: 6' 2" Weight: 160 lb Skin: Pale Eyes: Green Hair: White Straight; Thick Beard / Hirsute Maximum Hit Points: 24 Bloodied: 12 Surge Value: 6 Surges / Day: 8 [includes constitution modifier] Size: Medium Speed: 6 squares Vision: Low-light Initiative: 1d20 +1 = + 1 [dexterity] Base Strength Attack: 1d20 +0 = + 0 [strength] Base Dexterity Attack: 1d20 +1 = + 1 [dexterity] Base Constitution Attack: 1d20 +2 = + 2 [constitution] Base Intelligence Attack: 1d20 +4 = + 4 [intelligence] Base Wisdom Attack: 1d20 +4 = + 4 [wisdom] Base Charisma Attack: 1d20 +1 = + 1 [charisma] Armor Class: 14 = 10 + 4 [intelligence] Fortitude Defense: 12 = 10 + 2 [constitution] Reflex Defense: 14 = 10 + 4 [intelligence] Will Defense: 16 = 10 + 2 [wizard] + 4 [wisdom] If your campaign uses the fixed-enhancement bonus system [PH2/Dark Sun], level 1 characters get +0 on attack/damage (0d6 extra damage on a critical hit) and +0 on all defenses. These bonuses do not stack with magic items. Armor: None ("cloth") Shield: None Attacks: Unarmed Melee: +0 [base strength attack] vs AC; damage 1[W]=1d4 Dagger: +3 vs AC [0 strength attack] [+3 proficiency]; damage 1[W]=1d4 1 lb (Light blade); usable off-hand; light throwable Thrown: range 5/10 +4 vs AC [+1 dexterity attack] [+3 proficient, damage 1d4+1 [dexterity bonus] Quarterstaff: +2 vs AC [0 strength attack] [+2 proficiency]; damage 1[W]=1d8 4 lb (Staff <#>) Hellish Rebuke +2^i [base constitution attack] vs reflex [see online revision] Cloud of Daggers +4^i [base intelligence attack] vs reflex Magic Missile [always hits, as per July 2010 rules revision, for 2/3/5 + int modifier damage] Thunderwave +4^i [base intelligence attack] vs fortitude Ray of Enfeeblement +4^i [base intelligence attack] vs fortitude Acid Arrow +4^i [base intelligence attack] vs reflex Sleep +4^i [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 100 lb. 200 lb. 500 lb. Encumberance 3.5 Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: 33 lb. or less 34-66 lb. 67-100 lb. 100 lb. 200 lb. 500 lb. Languages: Common; Elven; (? 1 more) Rituals Known: Skills: Acrobatics: +1 = 1 [dexterity] Arcana: +9 = 4 [intelligence] +5 [class training] Athletics: +0 = 0 [strength] Bluff: +1 = 1 [charisma] Diplomacy: +3 = 1 [charisma] + 2 [half-elf] Dungeoneering: +9 = 4 [wisdom] +5 [class training] Endurance: +2 = 2 [constitution] Heal: +4 = 4 [wisdom] History: +4 = 4 [intelligence] Insight: +6 = 4 [wisdom] + 2 [half-elf] Intimidate: +1 = 1 [charisma] Nature: +9 = 4 [wisdom] +5 [class training] Perception: +6 = 4 [wisdom] + 2 [alertness] Religion: +9 = 4 [intelligence] +5 [class training] Stealth: +1 = 1 [dexterity] Streetwise: +1 = 1 [charisma] Thievery: +1 = 1 [dexterity] Feats: Alertness Per Essentials, you cannot be surprised at all At-Will: Melee Basic Attack: By weapon, damage 1[W] [standard action] Ranged Basic Attack: By weapon, damage 1[W]+1 [dexterity bonus] [standard action] Bull Rush: +0 [base strength attack] vs fortitude [standard action] Grab: +0 [base strength attack] vs reflex [standard action] Move grabbed target: +0 [base strength attack] vs fortitude [standard action] Escape: +1 [acrobatics] vs reflex / +0 [athletics] vs fortitude [move action] Ghost Sound [HoS; Wizard][standard action] Disrupt Undead [HoS; Wizard][minor action] Light [Wizard][minor action] Mage Hand [Wizard][minor action] Prestidigitation [Wizard][standard action][no longer moves up to 1 lb per Essentials] Cloud of Daggers [Level 1] Magic Missile [Level 1][usable as ranged basic attack] Thunderwave [Level 1] Other Standard Actions: Administer a potion; Aid another [revised: skill check vs. 10+level/2, success helps +2, failure hurts -1]; 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); half of a Double Move (if taken in place of a standard action) 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 Actions: Readied action Other Opportunity Actions: 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] Hellish Rebuke [Half-Elf] Use Implement [free action] Ray of Enfeeblement [Level 1] Daily Powers: Acid Arrow [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 Wisdom or Charisma (already included; you chose Wisdom.) * +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) * Knack for Success [HoFK] (in place of dilettante power, once per encounter, you or an ally in burst 5 can make a saving throw, shirt 2 squares as a free action, or get +2 to next attack / +4 on next skill check before end of his/her next turn.) Wizard * This wizard chose the Orb of Imposition mastery [see online revision] . Remember the option to give a penalty on your NEXT saving throw equal to your wisdom modifier, or maintain an at-will power for an extra turn. * Cantrips * Ritual Casting [bonus feat, not listed above] * Spellbook Jarquaad's Equipment: Backpack 5 lb Bedroll 2 lb Blanket, winter x2 5 lb Bottle 6 lb Case (for map or scroll) Flint and steel 1 lb Ink vial Ink pen Parchment sheets x5 Pouch (belt) x1 1 lb Rations (1 day) x10 10 lb Rope (50', hempen) x1 10 lb Sunrods x2 2 lb Tent 20 lb Waterskins x1 4 lb Alchemist lab 40 lb Magnifying glass Orb 2 lb Spellbook x1 3 lb Total 111 lb Weapons / Armor / Shield (from above) 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 Jarquaad: Well known alchemist and mage known throughout the lands, but no real excitement, so he decides to go on a quest to liven things up. 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