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Timothy Lockshire (Work in Progress)

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Timothy Lockshire (Work in Progress) Empty Timothy Lockshire (Work in Progress)

Post  MatrixWarsZ Sun Oct 21, 2012 12:43 am

---Basic Info---

Character Name: Timothy Lockshire

Level: 6

Class: Wizard

Paragon Path: None

Epic Destiny: None

Total XP: 7,500

Race: Human

Size: M

Age: 18

Gender: Male

Height: 5'10''

Weight: 145 lb.

Alignment: Good

Deity: Ioun

Adventuring Company or Other Affiliations:

---Ability Scores---

Str:12 Mod:1

Con:12 Mod:1

Dex:12 Mod:1

Int:20 Mod:5

Wis:14 Mod:2

Cha:8 Mod:-1

---Defenses---

AC: 13 (10 + 1/2 Level [3] + Armor/Ability [0] + Class [0] + Feat [0] + Enhancement [0] + Misc. [0] + Misc. [0])

-Conditional Bonuses: +2 Vs. Opportunity attacks

Fort: 14 (10 + 1/2 Level [3] + Armor/Ability [1] + Class [0] + Feat [0] + Enhancement [0] + Misc. [1] + Misc. [0])

-Conditional Bonuses: +2 Vs. Opportunity attacks

Ref: 18 (10 + 1/2 Level [3] + Armor/Ability [5] + Class [0] + Feat [0] + Enhancement [0] + Misc. [1] + Misc. [0])

-Conditional Bonuses: +2 Vs. Opportunity attacks

Will: 17 (10 + 1/2 Level [3] + Armor/Ability [2] + Class [2] + Feat [0] + Enhancement [0] + Misc. [1] + Misc. [0])

-Conditional Bonuses: +2 Vs. Opportunity attacks

---Initiative/Movement---

Initiative: 4 (Dex Mod [1] + 1/2 Level [3] + Misc. [0])

Speed: 6 (Base [6] + Armor [0] + Item [0] + Misc. [0])

-Special Movement:

---Senses---

Passive Insight: # (10 + Skill Bonus [#])

Passive Perception: # (10 + Skill Bonus [#])

-Special Senses:

---Hit Points/Action Points---

Max HP: 42

Bloodied: 21

Surge Value: 10

Surges/Day: 7

Saving Throw Mods:

Resistances:

Additional Effects for Spending Action Points:

---Features---

-Race Features:

Bonus At-Will Power - You know one extra at-will power from your class.

Bonus Feat - You gain a bonus feat at 1st level. You must meet the feats prerequisites.

Bonus Skill - You gain training in one additional skill from your class skill list.

Human Defense Bonuses - +1 to Fortitude, Reflex and Will defenses.

-Class/Path/Destiny Features:

Proficiency with cloth armor, dagger, and quarterstaff.

Orbs, staffs and wands implements.

+2 Will

Orb of Imposition - Once per turn, you can select an enemy you have cast a spell on that has an effect a save ends. That creature takes a penalty to its first saving throw equal to your Wis Mod [2]. Or, you can extend an at-spell that ends on your turn to end on your next turn.

Cantrips

Ritual Casting

Spellbook

-Feats:

Expanded Spellbook - Add three Daily spells to your spellbook instead of two when you learn a Daily spell.

Enlarge Spell - Choose to take -2 damage with blast or burst spell to increase size by 1.

Arcance Familiar - Leonardo the Falcon: Constant +2 bonus to perception, +2 bonus to all defenses vs. opportunity attacks. He may fly 40 spaces away from you. Once per encounter, you may determine the range of a spell from Leonardo until the end of your current turn.

Surge of Action - +3 attack when you spend an action point.

Distant Advantage - Gain combat advantage against flanked enemies with ranged and area attacks.

---Attacks---

Magic Missle - Attack Bonus: Auto Hit - Damage: 7 (Abil. [0] + Feat [0] + Enh. [0] + Misc. [0] + Misc. [0]) - Attack Vs. Defense: Auto Hit

---Skills---

Acrobatics: 4 (Dex Mod+1/2 Level [4] + Training [0] + Armor Penalty [0] + Misc. [0])
Arcana: 13 (Int Mod+1/2 Level [8] + Training [5] + Armor Penalty [0] + Misc. [0])
Athletics: 4 (Str Mod+1/2 Level [4] + Training [0] + Armor Penalty [0] + Misc. [0])
Bluff: 2 (Cha Mod+1/2 Level [2] + Training [0] + Armor Penalty [0] + Misc. [0])
Diplomacy: 2 (Cha Mod+1/2 Level [2] + Training [0] + Armor Penalty [0] + Misc. [0])
Dungeoneering: 10 (Wis Mod+1/2 Level [5] + Training [5] + Armor Penalty [0] + Misc. [0])
Endurance: 4 (Con Mod+1/2 Level [4] + Training [0] + Armor Penalty [0] + Misc. [0])
Heal: 5 (Wis Mod+1/2 Level [5] + Training [0] + Armor Penalty [0] + Misc. [0])
History: 13 (Int Mod+1/2 Level [8] + Training [5] + Armor Penalty [0] + Misc. [0])
Insight: 10 (Wis Mod+1/2 Level [5] + Training [5] + Armor Penalty [0] + Misc. [0])
Intimidate: 2 (Cha Mod+1/2 Level [2] + Training [0] + Armor Penalty [0] + Misc. [0])
Nature: 10 (Wis Mod+1/2 Level [5] + Training [5] + Armor Penalty [0] + Misc. [0])
Perception: 7 (Wis Mod+1/2 Level [5] + Training [0] + Armor Penalty [0] + Misc. [2])
Religion: 8 (Int Mod+1/2 Level [8] + Training [0] + Armor Penalty [0] + Misc. [0])
Stealth: 4 (Dex Mod+1/2 Level [4] + Training [0] + Armor Penalty [0] + Misc. [0])
Streetwise: 2 (Cha Mod+1/2 Level [2] + Training [0] + Armor Penalty [0] + Misc. [0])
Thievery: 4 (Dex Mod+1/2 Level [4] + Training [0] + Armor Penalty [0] + Misc. [0])

---Languages Known---

Common

---Powers---

-At-Will Powers:

Magic Missle - You launch a silvery bolt of force at an enemy. - Arcane, Force, Implement - Standard Action - Ranged 20 - Target: One creature - Effect: 2 + Intelligence modifier force damage. Level 11: 3 + Intelligence modifier force damage. Level 21: 5 + Intelligence modifier force damage. - Special: If the implement used with this power has an enhancement bonus, add that bonus to the damage. In addition, you can use this power as a ranged basic attack.

Ray of Frost - A blisteringly cold ray of white frost streaks to your target. - Arcane, Cold, Implement - Standard Action - Ranged 10 - One Creature - Intelligence Vs. Fortitude - 1d6+Int Mod Cold damage, and the target is slowed until the end of your next turn. Increase damage to 2d6+Int Mod at 21st level.

Scorching Burst - A vertical column of golden flames burns all within. - Arcane, Fire, Implement - Standard Action - Area burst 1 within 10 squares - Each creature in burst - Int Vs. Ref - 1d6+Int Mod fire damage. Increase damage to 2d6+Int Mod at 21st level.

-Encounter Powers:

Burning Hands - A fierce burst of flame erupts from your hands and scorches nearby foes. - Arcane, Fire, Implement - Standard Action - Close blast 5 - Each creature in blast - Int Vs. Ref - 2d6+Int Mod fire damage - Miss: Target takes half damage

Color Spray - A brilliant blast of flashing colors springs from your outstretched fingers, knocking nearby enemies senseless. - Arcane, Implement, Radiant - Standard Action - Close blast 5 - Each creature in blast - Int. Vs. Will - 1d6+Int. Mod radiant damage, and the target is dazed until the end of your next turn.

-Daily Powers:

Acid Arrow - A shimmering arrow of green, glowing liquid streaks to your target and bursts in a spray of sizzling acid. - Acid, Arcane, Implement - Standard Action - Ranged 20 - Target: One creature - Int. Vs. Ref. - 1d8+Int Mod acid damage, and ongoing 5 acid damage (save ends). Make secondary attack. - Half damage, and ongoing 2 acid damage (save ends), and no secondary attack. - Secondary Target: Each creature adjacent to the primary target. Secondary attack: Int. Vs. Ref. Hit: 1d8+Int. Mod acid damage, and ongoing 5 acid damage (save ends).

Flaming Sphere - Arcane, Conjuration, Fire, Implement - Standard Action - Ranged 10 - One creature adjacent to the flaming sphere. - Int. Vs. Ref. - 2d6+Int. Mod fire damage - You conjure a Medium flaming sphere in an unoccupied square within range, and the sphere attacks an adjacent creature. Any creature that starts its turn next to the flaming sphere takes 1d4+Int. Mod fire damage. As a move action, you may move the sphere up to 6 squares. - Sustain Minor: You can sustain the power until the end of the encounter. As a standard action, you can make another attack with the sphere.

Sleep - Arcane, Implement, Sleep - Standard Action - Area burst 2 within 20 squares. - Each creature in burst - Int. Vs. Will - The target is slowed (save ends). If the target fails its first saving throw against the power, the target becomes unconscious (save ends). - Miss: The target becomes slow (save ends).

-Utility Powers:

[power name] - [flavor text] - [keywords] - [action type] - [type/range] - [prerequisite/requirement] - [target] - [attack] - [hit] - [miss] - [secondary target/attack] - [effect] - [sustain]

---Magic Items---

Weapon: [weapon name/level] - [description] - [category/price] - [enhancement] - [critical] - [property] - [power] - [special]

Armor: [weapon name/level] - [description] - [category/price] - [enhancement] - [critical] - [property] - [power] - [special]

Arms: [weapon name/level] - [description] - [category/price] - [enhancement] - [critical] - [property] - [power] - [special]

Feet: [weapon name/level] - [description] - [category/price] - [enhancement] - [critical] - [property] - [power] - [special]

Hands: [weapon name/level] - [description] - [category/price] - [enhancement] - [critical] - [property] - [power] - [special]

Head: [weapon name/level] - [description] - [category/price] - [enhancement] - [critical] - [property] - [power] - [special]

Neck: [weapon name/level] - [description] - [category/price] - [enhancement] - [critical] - [property] - [power] - [special]

Ring: [weapon name/level] - [description] - [category/price] - [enhancement] - [critical] - [property] - [power] - [special]

Ring: [weapon name/level] - [description] - [category/price] - [enhancement] - [critical] - [property] - [power] - [special]

Waist: [weapon name/level] - [description] - [category/price] - [enhancement] - [critical] - [property] - [power] - [special]

---Rituals---

[ritual name] - [level] - [category] - [time] - [duration] - [component cost] - [market price] - [key skill] - [effects]

---Other Equipment---

Spellbook: 0/128 - 3 lb.

-Total Weight: 3 lb.

-Carry Capacity:

Normal: 120 lb. (Str Score X 10)

Heavy: 240 lb. (Str Score X 20)

Drag: 600 (Str Score X 50)

---Coins and other Wealth---

AD:

PP:

GP:

SP:

CP:

Currency Weight: # (PP, GP, SP and CP = 1/50 lb. AD = 1/500 lb.)

-Ritual Components:

Arcana:

Heal:

Nature:

Religion:

Residuum:

---More Info---

Personality Traits:

Mannerisms and Appearance:

Character Background:

Companions and Allies:

Session and Campaign Notes:

MatrixWarsZ
Admin

Posts : 7
Join date : 2012-10-19

https://thedndguild.rpg-board.net

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