the_gneech: (Maedhroc Salute)
the_gneech ([personal profile] the_gneech) wrote2009-08-24 07:59 pm

Oh My, Orcs Are Attacking! That Will Never Do!

4E halfing wizard. I don't always play fighter types. Just usually.

Budger Sandalthorn (Halfling Wizard 1)


Alignment Good
Languages Common, Draconic


Init +2 (Dex); Senses Perception +2 (Wis)
AC 12 (Dex), +2 vs. attacks of opportunity; Defenses Fort 10, Ref 13 (Int), Will 14 (+2 class, +2 Wis)
Resistance +5 to saving throws vs fear
hp 20; Surges 6/day, recover 5


Speed 6 squares
Basic Attacks
Melee
Dagger +3 (Prof), 1d4
Ranged Dagger +5 (+3 Prof, +2 Dex), 1d4, range 5/10
Ranged ray of frost +3 (Int) vs. Fort, 1d6+3, target slowed
Spells
At-Will
Ray of Frost, Thunderwave
Encounter Icy Terrain
Daily Sleep


Feats Skill Training (Nature), Ritual Caster
Skills Acrobatics +4 (+2 Dex, +2 race), Arcana +8 (+3 Int, +5 trained), Diplomacy +6 (+1 Cha, +5 trained), Insight +7 (+2 Wis, +5 trained), Nature +7 (+2 Wis, +5 trained), Religion +8 (+3 Int, +5 trained), Thievery +4 (+2 Dex, +2 race)
Abilities Str 10/+0, Con 10/+0, Dex 15/+2, Int 17/+3, Wis 14/+2, Cha 12/+1
Racial Features Bold, Nimble Reaction, Second Chance, Small Size
Class Features Armor Proficiency (cloth), Cantrips, Orb of Imposition, Ritual Casting, Weapon Proficiency (dagger, quarterstaff)
Cantrips Known Ghost Sound, Light, Mage Hand, Prestidigitation
Rituals Known Animal Messenger (PH 300), Comprehend Language (PH 302), Make Whole (PH 309)


Possessions Spellbook, 2 Daggers, 30 gp' worth of Ritual Components, Arcane Orb, 3 GP


Ghost Sound (At-Will, Wizard Cantrip, Illusion, Ranged 10) As a standard action, you cause a sound as quiet as a whisper or at loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as a sword blow. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words. (PH 158)
Icy Terrain (Encounter, Wizard Attack 1, burst 1 within 10 squares) As a standard action, make an Int vs. Ref attack against every creature in the spell area. On hit: 1d6 + Int mod cold damage, and the target is knocked prone. The power's area is difficult terrain until the end of your next turn.
Light (At-Will, Wizard Cantrip, Ranged 5) As a minor action, you cause the target to shed bright light, filling the target's square and all squares within 4 squares of it. The light lasts for 5 minutes or until you put it out (free action). You may only have one light cantrip active at a time. If you start a new one, the previous one winks out. (PH 158)
Mage Hand (At-Will, Wizard Cantrip, Ranged 5) As a minor action, you conjure a spectral, floating hand than picks up, moves, or manipulates an adjacent object weighing 20 lbs 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 pouch or similar container and simultaneously move any one object moved or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. You can sustain the hand indefinitely, but you can only create one hand at a time. (PH 158)
Orb of Imposition (Encounter) As a free action, use your orb to gain one of the following effects: 1) designate one creature you have cast a wizard spell upon that has an effect that lasts until the subject succeeds a saving throw. That creature takes a penalty to its saving throw against that effect equal to your Wis mod; or 2) Extend the duration of an effect created by a wizard at-will spell 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. (PH 157)
Prestidigitation (At-Will, Wizard Cantrip, Ranged 2) As a standard action, you may use this cantrip to accomplish a variety of amusing magical tricks. Nothing you create with this cantrip can deal damage, serve as a weapon or tool, or hinder another creature's actions, and this cantrip cannot duplicate the effect of any other power. You can have as many as three prestidigitation effects active at one time. (PH 159)
Ray of Frost (At-Will, Wizard Attack 1, Ranged 10) As a standard action, make an Int vs. Fort attack. On hit: 1d6 + Int mod cold damage and target is slowed until the end of your next turn. (PH 159)
Second Chance (Encounter, Personal, Racial Power) When at attack hits you, force an enemy to roll the attack again as an immediate interrupt. The enemy uses the second roll, even if it is worse. (PH 44)
Sleep (Daily, Wizard Attack 1, burst 2 within 20 squares) As a standard action, make an Int vs. Will attack against every creature in the spell area. On hit: the target is slowed (save ends). If the target fails their first save, they become unconscious (save ends). On miss: the target is slowed (save ends).
Thunderwave (At-Will, Wizard Attack 1, Close blast 3) As a standard action, make an Int vs. Fort attack against every creature in the spell area. On hit: 1d6 + Int mod thunder damage and you push the target a number of squares equal to your Wisdom modifier. (PH 159)


-The Gneech