Timothy Lockshire (Work in Progress)
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Timothy Lockshire (Work in Progress)
---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:
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:
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