Human Wizard

Description:

Name: _____________________ Gender: ___________

As a human, you are decisive and rash. You are nothing if not adaptable. As a wizard, you channel arcane forces to exert control that hinders foes or blasts them into oblivion. Magic is your art form.

Hit Points 23
Bloodied 11
Healing Surge 5
Surges Per Day 7
Initiative +6
Action Points 0

Defenses

AC 14
Fortitude 12
Reflex 15
Will 14

Attacks

Melee Basic Attack: 1d20 + 2 (quarterstaff)
Damage: 1d8
Ranged Basic Attack: 1d20 + 4 (magic missile)
Damage: 2d4 + 4

Racial Traits

Height: 6’0" Weight: 180 lb. Size: Medium
Speed: 6 squares Vision: Normal
Languages: Common, Draconic Alignment: Good

Class Features

Spellbook: Your spellbook holds an extra daily spell. After an extended rest, you prepare one of those spells that you can use during the day. At level 2, you also gain two utility spells, only one of which you can prepare and use during the day.

Wand of Accuracy (Implement Mastery): Once per encounter as a free action, you gain a +2 bonus on a single attack roll against one target when using your wand.

At-Will Powers

Magic Missile Wizard Attack 1
You launch a silvery bolt of force at an enemy.
At-Will ✦ Arcane, Force, Implement
Standard Action Ranged 20
Target: One creature
Attack: 1d20 + 4 vs. Reflex
Hit: 2d4 + 4 force damage.
Special: This power can be used to make ranged basic attacks.

Ray of Frost Wizard Attack 1
A blisteringly cold ray of white frost streaks to your target.
At-Will ✦ Arcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: 1d20 + 4 vs. Fortitude
Hit: 1d6 + 4 cold damage, and the target is slowed until the end of your next turn.

Scorching Burst Wizard Attack 1
A vertical column of golden flames burns all within.
At-Will ✦ Arcane, Fire, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: 1d20 + 4 vs. Reflex
Hit: 1d6 + 4 fire damage.

Ghost Sound Wizard Cantrip
With a wink, you create an illusory sound that emanates from somewhere close by.
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
With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space.
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.

Encounter Power

Burning Hands Wizard Attack 1
A fierce burst of flame erupts from your hands and scorches nearby foes.
Encounter ✦ Arcane, Fire, Implement
Standard Action Close blast 5
Target: Each creature in blast
Attack: 1d20 + 4 vs. Reflex
Hit: 2d6 + 4 fire damage.

Daily Power

Acid Arrow Wizard Attack 1
A shimmering arrow of green, glowing liquid streaks to your target and bursts in a spray of sizzling acid.
Daily ✦ Acid, Arcane, Implement
Standard Action Ranged 20
Primary Target: One creature
Attack: 1d20 + 4 vs. Reflex
Hit: 2d8 + 4 acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack.
Secondary Target: Each creature adjacent to the primary target
Secondary Attack: 1d20 + 4 vs. Reflex
Hit: 1d8 + 4 acid damage, and ongoing 5 acid damage (save ends).
Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.

Sleep Wizard Attack 1
You exert your will against your foes, seeking to overwhelm them with a tide of magical weariness.
Daily ✦ Arcane, Implement, Sleep
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: 1d20 + 4 vs. Will
Hit: The target is slowed (save ends). If the target fails its first saving throw, the target falls asleep (save ends).
Miss: The target is slowed (save ends).

Feats

Action Surge: You gain a +3 bonus to attack rolls you make during any action you gained by spending an action point.

Improved Initiative: You gain a +4 bonus to initiative checks (already included).

Gear

Armor: None.
Weapon: Quarterstaff, wand.
Adventurer’s Kit: This kit includes: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days worth of trail rations, 50 feet of hempen rope, and a waterskin.
Spellbook
Gold: 23 gp

Ability Scores Check Modifier
Str 11 +0
Con 13 +1
Dex 14 +2
Int 18 +4
Wis 12 +1
Cha 10 +0
Skills (Ability) Trained? Modifier
Acrobatics (Dex) +2
Arcana (Int) Yes +9
Athletics (Str) +0
Bluff (Cha) +0
Diplomacy (Cha) +0
Dungeoneering (Wis) Yes +6
Endurance (Con) +1
Heal (Wis) +1
History (Int) Yes +9
Insight (Wis) +1
Intimidate (Cha) +0
Nature (Wis) Yes +6
Perception (Wis) +1
Religion (Int) Yes +9
Stealth (Dex) +2
Streetwise (Cha) +0
Thievery (Dex) +2
Bio:

Human Wizard

H1 Keep on the Shadowfell DBloch2011