Aknier Wavereader 4e

From Reydala

Character Sheet

Level: 7 Class: Wizard Paragon Path: N/A Epic Destiny: N/A
Race: Human Size: Medium Age: 21 Gender: Male Height: 5'7" Weight: 140 lb. Alignment: Good Deity: Mulinel Origin: Northern Kaltia
Ability Scores
Statistic Score Base Racial Class Modifier Mod+1/2 Level
STR 10 10 0 0 0 3
CON 14 14 0 0 2 5
DEX 11 11 0 0 0 3
INT 17 16 0 1 3 6
WIS 16 13 2 1 3 6
CHA 12 12 0 0 1 4
Defenses
Defense Value Level Stat Item Class Enh Misc
AC 18 13 3(INT) 0 0 1 0
Fort 17 13 2(CON) 0 0 1 1
Reflex 18 13 3(INT) 0 0 1 1
Will 20 13 3(WIS) 0 2 1 1
Conditional Bonuses:
Initiative
Initiative Dex 1/2 Level Misc
7 0 3 4
Movement
Score Base Armor Item Misc
6 6 0 0 0
ACTION POINTS!
Action Points: 1
Skills
Bonus Skill Stat Mod Trained Armor Misc
3 Acrobatics DEX 3 0 0 0
11 Arcana INT 6 5 0 0
3 Athletics STR 3 0 0 0
4 Bluff CHA 4 0 0 0
9 Diplomacy CHA 4 5 0 2
6 Dungeoneering WIS 6 0 0 0
5 Endurance CON 5 0 0 0
6 Heal WIS 6 0 0 0
11 History INT 6 5 0 0
11 Insight WIS 6 5 0 0
4 Intimidate CHA 4 0 0 0
11 Nature WIS 6 5 0 0
6 Perception WIS 6 0 0 0
11 Religion INT 6 5 0 0
3 Stealth DEX 3 0 0 0
4 Streetwise CHA 4 0 0 0
3 Thievery DEX 3 0 0 0
Hit Points
Max HP Bloodied Surge Value Surges/Day
50 25 12 8
Racial Features
+2 to chosen ability (WIS)
Bonus At-Will Power
Bonus Feat
Bonus Trained Class Skill
Human Defense Bonuses
Class Features
Arcane Impliment Mastery (Staff of Defense)
Cantrips
Ritual Casting
Spellbook
Languages Known
Wastlad
Elven
Common
Senses
Score Passive Sense Base Skill Bonus
21 Passive Insight 10 11
16 Passive Perception 10 6
Feats
1st Initiate of the Faith (Healing Word)
1st Weapon Proficiency(Scythe)
2nd Expanded Spellbook
4th Novice Power (Color Spray to Daunting Light)
6th Improved Inititive
Spells
Level Spell Action Bonus Damage Miss
At-Will Spells
Class Ghost Sound Standard N/A N/A, Range 10
Create illusionary sound of any kind
N/A
Class Light Minor N/A N/A, Range 5
Target object shines right light in 4 squares for 5 minutes
Putting out the light is a free action
May only have one active at a time
N/A
Class Mage Hand Minor N/A N/A, Range 5
Spectral hand picks up/moves/manipulates objects 20 pounds or less
If holding/wearing object, can sheath or retrieve object
Move action to move up to 5 squares
Free action to drop held object
Minor action to pick up/maniupte different object
Sustain Minor: Sustain hand indefinitely
Can only have one hand at a time
N/A
Class Predesgination Standard N/A N/A, Range 2
Can do one of the following:
Move up to 1 pound of material
Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor
Color, clean, or soil items in 1 cubic foot for up to 1 hour
Instantly light (or snuff out) a candle, a torch, or a small campfire
Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour
Make a small mark or symbol appear on a surface for up to 1 hour
Produce out of nothingness a small item or image that exists until the end of your next turn
Make a small, handheld item invisible until the end of your next turn

Cannot deal damage, serve as weapon/tool, or hinder another creature's actions
Cannot duplicate effect of another power
N/A
1 Magic Missile Standard Intellegence vs. Reflex 2d4+INT Mod Force, Range 20
Counts as ranged basic attack
Can be used with powers that allow a ranged basic attack
N/A
1 Ray of Frost Standard Intellegence vs. Fortitude 1d6+INT Mod Cold, Range 10 N/A
1 Thunderwave Standard Intellegence vs. Fortitude 1d6+INT Mod Thunder, Close Blast 3
Push target a number of squares equal to WIS Mod
N/A
Encounter Spells
1 Ray of Enfeeblement Standard Intellegence vs. Fortitude 1d10+INT Mod Necrotic, Range 10
Target is weakened until end of next turn
N/A
3 Daunting Light Standard Wisdom vs. Reflex 2d10+WIS Mod Radiant, Range 10
One visible ally gains combat advantage against target until end of next turn
N/A
7 Winter's Wrath Standard Intellegence vs. Fortitude 2d8+INT Mod Cold, Burst 2 within 10 squares
Targets all visible enemies within blast
N/A
Daily Spells Known
1 Acid Arrow Standard Intelligence vs. Reflex 2d8+INT Mod Acid, Ranged 20
Ongoing 5 Acid damage (save ends), make secondary attack
Secondary Targets: Each creature adjcacent to primary target, Intelligence vs. Reflex
Hit: 1d8+INT Mod Acid, ongoing 5 Acid damage (save ends)
Half damage, ongoing 2 Acid damage to primary target (save ends)
No secondary attack
1 Flaming Sphere Standard Intelligence vs. Reflex 2d6+INT Mod, Fire, Range 10
Conjure Sphere in a square
Adjacent creatures at start of their turn take 1d4+INT Mod Fire
Move Action: Move sphere up to 6 squares
Sustain Minor: Can sustain until end of encounter, attacking is Standard Action
N/A
1 Sleep Standard Intelligence vs. Will N/A, Burst 2 within 20 squares
Target is slowed (Save ends)
If target fails its first saving throw against this power, target becomes unconcious
Target is slowed (Save ends)
5 Fireball Standard Intelligence vs. Reflex 3d6+INT Mod Fire, Burst 3 within 20 squares Half Damage
5 Stinking Cloud Standard Intelligence vs. Fortitude 1d10+INT Mod Poison, Burst 2 within 20 squares
Zone of poison vapor blocks line of sight
Creatures entering/starting turns inside take Hit damage
Move Action: Move Zone up to 6 squares
Sustain Minor: Zone persiss
Half Damage, Target not prone
5 Web Standard Intelligence vs. Reflex N/A, Burst 2 within 20 squares, Target is immobilized (save ends)
Zone fills area for 5 minutes, considered difficult terrain
Creatures that end their move in web are immoblized (save ends)
N/A
Utility Spells
Feat Healing Word Minor N/A Target can spend a healing surge, regains additional +2d6 N/A
2 Expedious Retreat Move N/A Shift up to 2x your Speed N/A
2 Shield Immediate N/A Trigger: Hit by an Attack
Gain a +4 power bonus to AC and Reflex defense until end of next turn
N/A
6 Dimention Door Move N/A Teleport 10 squares, alone N/A
6 Dispel Magic Immediate Intellegence vs. Will of creator The conjuration or the zone is destroyed, all its effects including those that normally last until a target saves, end N/A
Item Exploits
Equipment
Worn Items
Slot Item Level
Main Hand Magic Scythe +2 (Crit +2d6) 6
Armor Delver's Cloth Armor +1 (*Daily* +2 to saving throw) 3
Impliment Symbol of Hope +2 (Crit +2d6, *Daily Immediate* +5 save to self/ally within 5 squares) 8
Neck Amulet of Health (+1 Saves, 5 resist Poison) 3
Carried Items
Potion of Healing (5) 5
Lantern N/A
Flask x20 N/A
Torch x5 N/A
Everburning Torch N/A
Tent N/A
Standard Adventurer's Kit N/A
Money and Wealth
0 Copper Terremes
0 Silver Terremes
190 Gold Terremes
0 Platinum Terremes
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