Belben Moonshadow

Description:
Male Eladrin Wizard Level 1 Unaligned
Strength 10 (+0)
Constitution 11 (+0)
Dexterity 17 (+3)
Intelligence 20 (+5)
Wisdom 16 (+3)
Charisma 14 (+2)
Height: 5’ 10”
Weight: 175 lb
Skin: Light
Eyes: Hazel
Hair: White; Straight; Beardless
Maximum Hit Points: 21
Bloodied: 10
Surge Value: 5
Surges / Day: 6
Size: Medium
Speed: 6 squares
Vision: Low-light
Initiative: 1d20 +3 = + 3 [dexterity]
Base Strength Attack: 1d20 +0 = + 0 [strength]
Base Dexterity Attack: 1d20 +3 = + 3 [dexterity]
Base Constitution Attack: 1d20 +0 = + 0 [constitution]
Base Intelligence Attack: 1d20 +5 = + 5 [intelligence]
Base Wisdom Attack: 1d20 +3 = + 3 [wisdom]
Base Charisma Attack: 1d20 +2 = + 2 [charisma]
Armor Class: 15 = 10 + 5 [intelligence]
Fortitude Defense: 10 = 10
Reflex Defense: 15 = 10 + 5 [intelligence]
Will Defense: 16 = 10 + 1 [Eladrin] + 2 [wizard] + 3 [wisdom]
Armor: None (street clothes)
Shield: None
Attacks:
Unarmed Melee: +0 [base strength attack] vs AC damage 1[W]=1d4
Longswordv: +3 vs AC 0 strength damage 1[W]=1d8 4 lb (Heavy blade) versatile
v Versatile weapon. Add +1 to damage if using two-handed.
Magic:
Magic Missile +5i [base intelligence attack] vs reflex
Thunderwave +5i [base intelligence attack] vs fortitude
Ray of Enfeeblement +5i [base intelligence attack] vs fortitude
Acid Arrow +5i [base intelligence attack] vs reflex
Freezing Cloud +5i [base intelligence attack] vs fortitude
Sleep +5i [base intelligence attack] vs will
i Implement-usable power. Apply a bonus as appropriate.
Base Saving Throw: d20 vs 10
Encumberance 4e
Normal Load: 100 lb.
Heavy Load: 200 lb.
Maximum Drag Load; 500 lb.
Languages: Common, Elven

Rituals Known:

Skills:
Acrobatics: +3 = 3 [dexterity]
Arcana: +12 = 5 [intelligence] +2 [Eladrin] +5 [class training]
Athletics: +0 = 0 [strength]
Bluff: +2 = 2 [charisma]
Diplomacy: +7 = 2 [charisma] + 5 [class training]
Dungeoneering: +3 = 3 [wisdom]
Endurance: +0 = 0 [constitution]
Heal: +3 = 3 [wisdom]
History: +12 = 5 [intelligence] +2 [Eladrin] +5 [eladrin educ.]
Insight: +8 = 3 [wisdom] + 5 [class training]
Intimidate: +2 = 2 [charisma]
Nature: +8 = 3 [wisdom] + 5 [class training]
Perception: +3 = 3 [wisdom]
Religion: +5 = 5 [intelligence]
Stealth: +3 = 3 [dexterity]
Streetwise: +2 = 2 [charisma]
Thievery: +3 = 3 [dexterity]
Feats:
Expanded Spellbook
At-Will:
Basic Melee Attack: By weapon, damage 1[W]
Basic Ranged Attack: By weapon, damage 1[W]+3 [dexterity]
Bull Rush: +0 [base strength attack] vs fortitude
Grab: +0 [base strength attack] vs reflex
Move grabbed target: +0 [base strength attack] vs fortitude
Escape: +3 [acrobatics] vs reflex / +0 [athletics] vs fortitude
Ghost Sound [Wizard]
Light Wizard
Mage Hand Wizard
Prestidigitation [Wizard]
Magic Missile [Level 1]
Thunderwave [Level 1]
Other Standard Actions:
  1. Administer a potion;
  2. Aid another;
  3. Charge [+1 to basic melee attack or bull rush];
  4. Coup de grace;
  5. Equip / stow shield;
  6. Ready an action;
  7. Total defense;
  8. Sustain standard action;
  9. Some skills during combat (i.e., Acrobatics - fast escape; Bluff, Heal - first aid, Intimidate, Perception—active, Thievery depending on circumstances)
Other Move Actions:
  1. Crawl;
  2. Run [speed 8];
  3. Stand up;
  4. Shift;
  5. Squeeze;
  6. Walk;
  7. may include some skills during combat (i.e., Acrobatics, Athletics)
Other Minor Actions:
  1. Draw / sheathe weapon;
  2. Drink a potion;
  3. Drop prone;
  4. Load a crossbow;
  5. Open / close a door;
  6. Pick up an item;
  7. Retrieve / stow an item;
  8. Sustain minor action;
  9. Some skills during combat (i.e., Insight)
Other Immediate Action:
  1. Readied action
Other Opportunity Action:
  1. Opportunity attack
Other Free Actions:
  1. Drop held items;
  2. End a grab;
  3. Talk
Other Non-Actions:
  1. Delay;
  2. Endurance checks;
  3. Insight to counter Bluff;
  4. Knowledge checks;
  5. Perception—passive
Short rest:
  1. Healing surges as available
Five minutes:
  1. Normal escape from restraints (Acrobatics)
One hour:
  1. Forage;
  2. Streetwise check
Encounter Powers:
  1. Second Wind
  2. Spend an Action Point [free action, not in surprise round]
  3. Fey Step Eladrin
  4. Use Implement [free action]
  5. Ray of Enfeeblement [Level 1]
Daily Powers:
  1. Acid Arrow [Level 1]
  2. Freezing Cloud [Level 1]
  3. Sleep [Level 1]
Reminder to Level 1 Wizards:
  1. Each day (i.e., after extended rest), you prepare one daily non-utility power and one utility power from your spellbook.
Eladrin
+2 Dexterity
+2 Intelligence (already included)
+2 Arcana
+2 History
Eladrin Education (already included)
Eladrin Will (+1 on will defense, +5 vs charms)
Fey Origin
Trance
Fey Step
Wizard
This wizard prefers using a wand
Cantrips
Ritual Casting [bonus feat, not listed above]
Spellbook
Equipment:
Weapons / Armor / Shield (from above) 4 lb
Backpack 2 lb
Bedroll 5 lb
Pouch (belt) x1 1 lb
Rations (1 day) x10 10 lb
Rope (50’, hempen) x1 10 lb
Sunrods x2 2 lb
Waterskins x1 4 lb
Spellbook x1 3 lb
Wand -
Total 41 lb
Bio:

Belben Moonshadow

Raven's Wizard chimp475