((4th Edition, all standard rules [22 point buy, 100 gp to equip, options per 4ed PHB]))
Name: Nevin Darkblossom Level: 1st Class: Wizard Paragon Path: __________ Epic Destiny: _________
Race: Eladrin Size: Medium Age: 68 years Height: 5' 9" Weight: 155 lbs.
Alignment: Good Deity: Ioun Affiliations: __________ Role: Controller Power Source: Arcane
Initiative: +0 Speed: 6 Level Constant (Lv / 2): +0
Max HP: 24 Bloodied: 12 Healing Surge Value: 06 Healing Surges/Day: 08
Defenses
15 : [AC] Armor Class (+2 Armor, +0 Shield, +0 LC, +3 Intelligence)
12 : [Fort] Fortitude (+0 LC, +2 Constitution)
13 : [Ref] Reflex (+0 Shield, +0 LC, +3 Intelligence)
16 : [Will] Will (+0 LC, +3 Wis, +1 Eladrin, +2 Wizard)
Ability Scores
13 (+01) Strength
14 (+02) Constitution
10 (+10) Dexterity
16 (+03) Intelligence
16 (+03) Wisdom
10 (+00) Charisma
Senses
18 Passive Insight
18 Passive Perception
Special Senses: Low-light vision
Race Features:
Ability Score Bonuses: +2 Dexterity, +2 Intelligence
Skill Bonuses: +2 Arcana, +2 History
Eladrin Education: You gain training in one additional skill selected from the skill list in Chapter 5. [Perception]
Eladrin Weapon Proficiency: You gain proficiency with the longsword.
Eladrin Will: You gain a +1 racial bonus to your Will defense. In addition, you gain a +5 racial bonus to saving throws against charm effects.
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purposes of effects that relate to creature origin.
Trance: Rather than sleep, eladrin enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Fey Step: You can use fey step as an encounter power.
Fey Step - Eladrin Racial Feature
Encounter * Teleportation
Move Action * Personal
Effect: Teleport up to 5 squares (See "Teleportation," page 286).
Class Features
Arcane Implement Mastery (Orb): Once per encounter as a free action, you can use your orb to gain one of the following two effects.
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 the effect equal to your Wisdom modifier.
Alternately, you can choose to extend the duration of an effect created by a wizard at-will spell (such as cloud of daggers or ray of frost) that would otherwise end at the end of your current turn. The effect instead ends at the end of your next turn.
You must wield an orb to use this ability. Control wizards select this form of mastery because it helps extend the duration of their control effects.
Cantrips: Cantrips are minor spells you gain at 1st level. You can use the ghost sound, light, mage hand, and prestidigitation cantrips as at-will powers.
Ritual Casting: You gain the Ritual Caster feat (page 200) as a bonus feat, allowing you to use magical rituals (see Chapter 10).
Spellbook: You possess a spellbook, a book full of mystic lore in which you store your rituals and your daily and utility spells.
- Rituals: Your book contains three 1st-level rituals of your choices that you have mastered. At 5th level, and again at 11th, 15th, 21st, and 25th level, you master two more rituals of your choice and add them to your spellbook. Any ritual you add must be your level or lower.
- Daily and Utility Spells: Your spellbook also holds your daily and utility spells. You begin knowing two daily spells, one of which you can use on any given day. Each time you gain a level that lets you select a daily spell or a utility spell, choose two different daily spells or utility spells of that level to add to your book. After an extended rest, you can prepare a number of daily and utility spells according to what you can cast per day for your level. You can't prepare the same spell twice. If you replace a spell because of gaining a level or through retraining, the previous spell vanishes from your spellbook and is replaced by the new spell.
- Capacity: A typical spellbook has 128 pages. Each spell takes up 1 page. A ritual takes up a number of pages equal to its level.
Ghost Sound - Wizard Cantrip
At-Will * Arcane, Illusion
Standard Action * Ranged 10
Target: One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
Light - Wizard Cantrip
At-Will * Arcane
Minor Action * Ranged 5
Target: One object or unoccupied square
Effect: You cause the target to shed bright light. The light fills the target's square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action.
Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.
Mage Hand - Wizard Cantrip
At-Will * Arcane, Conjuration
Minor Action * Ranged 5
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similiar container and simultaneously move any one object carried or worn anywhere on your body into your hand.
As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one mage hand at a time.
Prestidigitation - Wizard Cantrip
At-Will * Arcane
Standard Action * Ranged 2
Effect: Use this cantrip to accomplish one of the effects given below.
- 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 cancle, 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 only until your next turn.
- Make a small, handheld item invisible until the end of your next turn.
Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature's actions. This cantrip cannot duplicate the effect of any other power.
Special: You can have as many as three prestidigitation effects active at one time.
Proficiency
Weapons: Longsword, Dagger, Quarterstaff
Armour: Cloth, Leather
Shields: None
Basic Attacks
Longsword: Strength vs. AC [ttl: +4] Damage 1d8 + 1, Heavy Blade Group, Versatile
Powers
Cloud of Daggers - Wizard Attack 1
At-Will * Arcane, Force, Implement
Standard Action * Area 1 square within 10 squares
Target: Each creature in square
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier force damage.
Increase damage to 2d6 + Intelligence modifier at 21st level.
Effect: The power's area is filled with sharp daggers of force. Any creature that enters the area or starts its turn there takes force damage equal to your Wisdom modifier (minimum 1). The cloud remains in place until the end of your next turn. You can dispel it earlier as a minor action.
Ray of Frost - Wizard Attack 1
At-Will * Arcane, Cold, Implement
Standard Action * Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier cold damage, and the target is slowed until the end of your next turn.
Increase damage to 2d6 + Intelligence modifier at 21st level.
Chill Strike - Wizard Attack 1
Encounter * Arcane, Cold, Implement
Standard Action * Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier cold damage, and the target is dazed until the end of your next turn.
Freezing Cloud - Wizard Attack 1
Daily * Arcane, Cold, Implement
Standard Action * Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier damage.
Miss: Half damage.
Effect: The cloud lasts until the end of your next turn. Any creature that enters the cloud or starts its turn there is subject to another attack. You can dismiss the cloud as a minor action.
Sleep - Wizard Attack 1
Daily * Arcane, Implement, Sleep
Standard Action * Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).
Miss: The target is slowed (save ends).
Rituals
Animal Messenger
Level: 1
Category: Exploration
Time: 10 minutes
Duration: Special [per check result]
Component Cost: 10 gp
Market Price: 50 gp
Key Skill: Nature
- You target a nonhostile Tiny animal, such as a sparrow, a raven, a fox, or a carp. The animal must remain within 5 squares of you for the time necessary to perform the ritual. Once the ritual is complete, you whisper a message of up to 25 words to the animal and name a recipient and a location. The animal bounds off toward the location, in search of the recipient. The animal avoids danger along its path. Upon finding the recipient, the animal approaches until it is adjacent to the recipient, and then your whisper issues from the animal's mouth, conveying the message. When the animal delivers the message or the ritual's duration ends, your influence ends and the animal reverts to its natural behavior.
- Your nature check determines how long the animal is affected by the ritual
- 19 or lower: 06 hours
- 20 - 29 : 12 hours
- 30 - 39 : 18 hours
- 40 or higher: 24 hours
Comprehend Language
Level: 1
Category: Exploration
Time: 10 minutes
Duration: 24 hours
Component Cost: 10 gp
Market Price: 50 gp
Key Skill: Arcana
- When beginning the ritual, choose a language you have heard or a piece of writing you have seen within the past 24 hours.
- Using this ritual on a language you have heard allows you to understand it when spoken for the next 24 hours and, if your Arcana check is 35 or higher, to speak the language fluently for the duration.
- Using this ritual on a language you have seen as a piece of writing allows you to read the language for the next 24 hours and, if your Arcana check is 35 or higher, to write the language in its native script or in any other script you know for the duration.
- Using this ritual on a language you have both heard and seen as a piece of writing within the past 24 hours allows you to understand it in both forms for the next 24 hour, and an Arcana check result of 35 or higher allows you to speak and write the language.
Make Whole
Level: 1
Category: Exploration
Time: 10 minutes
Duration: Permanent
Component Cost: Special [20% of the item's cost]
Market Price: 50 gp
Key Skill: Arcana (no check)
- A single object that can fit in a 10-foot cube is completely repaired. The component cost is 20% of the item's cost. In cases where you attempt to repair an item not on any price list, the DM determines the cost.
Skills * indicates a trained skill
+00 Acrobatics
+10 Arcana*
+01 Athletics
+00 Bluff
+00 Diplomacy
+03 Dungeoneering
+02 Endurance
+03 Heal
+05 History
+08 Insight*
+00 Intimidate
+08 Nature*
+08 Perception*
+08 Religion*
+00 Stealth
+00 Streetwise
+00 Thievery
Languages Known
Common
Elven
Feats
Ritual Caster
Prerequisite: Trained in Arcana or Religion
Benefit: You can master and perform rituals of your level or lower. See Chapter 10 for information on acquiring, mastering, and performing rituals. Even though some rituals use the Heal skill or the Nature skill, the Arcana skill or the Religion skill is required to understand how to perform rituals.
Armor Proficiency (Leather)
Prerequisite: -
Benefit: You gain training with leather armor.
Equipment & Encumbrance
Normal Load: 130 lbs
Heavy Load: 260 lbs Requires two hands to carry, count as slowed
Maximum Drag Load: 650 lbs
Weight of Gear: 67.5 lb
Weight of Coin: 0.1 lb. (# coins / 50)
Total: 67.6 lbs (Total = Gear + Coin)
Dead Weight: 224.6 lb. (Character + Total)
Longsword (15 gp, 4 lb., 1d8, Prof: +3, Group: Heavy Blade, Versatile)
Arcane Implement [Orb] (15 gp, 2 lb.)
Spellbook [128 pages, 5 used [2 spells, 3 L1 rituals] (- [50 gp], 3 lb.)
Standard Adventurer's Kit (15 gp, 33 lb. total)
Backpack (2 lb.)
Bedroll (5 lb.)
Flint and Steel (-)
Pouch, Belt (1/2 lb.)
Rations, trail (10 days) (10 lb.)
Rope, hempen (50 ft.) (10 lb.)
Sunrods (2) (2 lb.)
Waterskin (4 lb.)
Leather Armor (25 gp, 15 lb., Light Armor, +2 Armor Bonus)
One Animal Messenger Ritual Components (10 gp, -)
One Comprehend Language Ritual Components (10 gp, -)
Climber's kit (2 gp, 11 lb. total)
Grappling Hook (4 lb.)
Hammer (2 lb.)
Pitons x10 (5 lb. = 0.5 lb. each)
Sunrod (2 gp, 1 lb.)
Belt Pouch (1 gp, 0.5 lb.)
05 gp reserved
Build Plan
Feat selection below is less certain than for the prior to builds - depending on the powers taken at various levels, some of these feats might well be replaced, particulaly the two paragon tier ones.
Projected Feat Selection through level 12
Level 02: Armor Proficiency (Hide)
Level 04: Expanded Spellbook
Level 06: Shield Proficiency (Light)
Level 08: Defensive Mobility
Level 10: Toughness
Level 11: Armor Specialization (Hide)
Level 12: Feywild Protection