ArmorClassEnh
Noah Easterly Staffling Bree 8 Wizard 5272 Halfling Small 19 Female 3'10" 75lb Unaligned 8 3 4 1 10 12 17 18 13 14 0 1 3 4 1 2 4 5 7 8 5 6 22 14 6 1 1 +2 vs opportunity attacks , +2 vs initial attack of combat 17 14 1 2 20 14 4 2 20 14 2 2 2 6 6 20 10 15 5 50 25 12 7 50 7 +5 vs. Fear 5 fire 1 +2 Dexterity & Charisma Bold: +5 save vs fear Nimble Reaction: +2 AC vs opportunity attacks Second Chance: encounter power Thief's Dagger melee 12 4 4 3 1 Implement: Staff of Light (+1) 10 4 4 1 1 Thief's Dagger melee 1d4 + 5 4 1 12 11 11 AC AC AC Thief's Dagger melee Thief's Dagger range Quarterstaff+1 1d4 + 5 1d4 + 4 1d6 + 5 9 15 4 6 13 5 5 5 15 10 6 5 5 8 7 6 16 7 8 4 6 6 5 5 5 8 5 6 5 5 8 7 6 7 5 5 5 5 5 2 2 2 2 4 Cantrips: minor at-wills Ritual Casting: bonus feat Spellbook: master rituals, alternate dailies & utilities Sneak of Shadows: Thievery training, Backstab Ritual Casting: can cast rituals Armor Proficiency: cloth , leather Weapon Proficiency (Wizard): Dagger, Quarterstaff Melee Training: Use Int w/ basic melee attacks Arcane Familiar: Book Imp (Izanebsha) future ideas: click here Common Draconic Infernal
Ghost Sound Light Mage Hand Prestigitation Ray of Frost Storm Pillar Force Orb Second Chance Staff Block Sneak Attack Fire Burst Color Spray Sleep Freezing Cloud Stinking Cloud Web Expeditious Retreat Shield Dispel Magic Refocus +1 Thief's Dagger +1 Staff of Light +1 Darkleaf Leather Armor Knifethrower's Gloves +2 Baffling Cape Bump & Run Avandra's Luck Alchemist's Fire, Thief's Tools Clothing, Robe of Avoidance Waterskin, Rations, Belt pouch, Backpack, Bedroll Spell book, ritual books Staff, 4 daggers, Thief's Dagger +1 Animal Messenger Comprehend Languages Silence Secret Page Fool's Gold Preservation Snare Unseen Servant unlearned: Cash: 109gp 5sp 7cp
Gold Puzzle Ring
golden arm circlet
Ghost Sound Arcane, Illusion Standard Ranged 10 n/a n/a One object/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. Wizard Cantrip n/a PHB1p158
Light Arcane Minor Ranged 5 n/a n/a One object/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.

Wizard Cantrip n/a PHB1p158
Mage Hand Arcane, Conjuration Minor Ranged 5 n/a n/a n/a

Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares.

As a move action, you can move the hand up to 5 squares. As a minor action, you can cause the hand to pick up or manipulate a different object.

Sustain Minor: You can sustain the hand indefinitely.

Special: You can create only one hand at a time.

Wizard Cantrip n/a PHBp158
Prestigitation Arcane Standard 2 n/a n/a n/a

Effect: Use this cantrip to accomplish one of the effects given below.

  • Move up to 1 pound of material.
  • Create a harmless sensory effect.
  • Color clean or soil items for 1 hour.
  • Instantly light/snuff a fire
  • Chill, warm or flavor food for 1 hour
  • Make a small mark or symbol for 1 hour
  • Make a small item or image for a turn
  • Make a small item invisible for a turn

Nothing you create can deal damage or hinder.
Special: You can have as many as three prestigitation effects active at one time. Wizard Cantrip n/a PHBp159
Ray of Frost Arcane, Force, Implement Standard Ranged 10 +10 Fortitude One creature

Hit: 1d6+5 cold damage, and the target is slowed until the end of my next turn.

Wizard 1 PHB1p159
Storm Pillar Arcane, Conjuration, Implement, Lightning Standard Ranged 10 n/a n/a Effect: You conjure a pillar of crackling energy in an unoccupied square within range. The pillar occupies 1 square and lasts until the end of your next turn. Each enemy that moves into a square adjacent to the pillar takes 1d6+5 lightning damage. Wizard 1 APp101
Force Orb Arcane, Force, Implement Standard Ranged 20 +10 Reflex One creature or object

Hit: 2d8+4 force damage. Make a secondary attack.

Secondary Target: Each enemy adjacent to the primary target.

Secondary Attack: +10 vs Reflex.

Hit: 1d10+4 force damage.

Wizard 1 PHBp160
Second Chance Interrupt Personal n/a n/a n/a Effect: When an attack hits you, force an enemy to roll the attack again. The enemy uses the second roll, even if it's lower. Halfling Racial n/a PHB1p44
Staff Block Interrrupt Personal n/a n/a n/a Effect: Gain a bonus +1 bonus to defense. You can declare the bonus after the Dungeon Master has already told you the damage total. Wizard n/a PHB1p157
Sneak Attack Free Personal n/a n/a n/a

Effect: Once per round, when you have combat advantage against an enemy and are using a weapon from the light blade, the crossbow, or the sling weapon group, an attack you make against that enemy deals extra 2d6 damage.

Rogue Feature n/a PHB1p117
Fire Burst Arcane, Fire, Implement Standard Area burst 2 within 20 +10 Reflex Each creature in burst Hit: 3d6+5 fire damage. Wizard 7 PHB1p162
Color Spray Arcane, Implement, Radiant Standard Close blast 3 +10 Willpower Each creature in blast Hit: 1d6+5 radiant damage, and the target is dazed until the end of my next turn. Wizard 3 PHP1p161
Sleep Arcane, Implement, Sleep Standard Area burst 2 within 20 squares +10 Will Each creature in burst

Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).

Miss: The target is slowed (save ends).

Extra: Memorize at most one Daily power per day Wizard 1 PHBp160
Freezing Cloud Arcane, Cold, Implement Standard Area burst 2 within 10 squares +10 Fortitude Each creature in burst

Hit: 1d8 + 5 cold damage

Miss: Half damage

Effect: The cloud lasts until the end of your next turn. Any creature that enters the cloud or starts its turn there is subject to another attack. You can dismiss the cloud as a minor action.

Extra: Memorize at most one Daily power per day Wizard 1 PHB1p160
Stinking Cloud Arcane, Implement, Poison, Zone Standard Area burst 2 within 20 squares +10 Fortitude Each creature in burst

Hit: 1d10+5 poison damage.

Effect: The burst creates a zone of poisonous vapor that blocks line of sight until the end of your next turn. Creatures that enter the zone or start their turn there take 1d10 + 5 poison damage. As a move action, you can move the zone up to 6 squares.

Sustain Minor: The zone persists.

Wizard 5 PHBp161
Web Arcane, Implement, Zone Standard Area burst 2 within 20 squares +10 Reflex Each creature in burst

Hit: The target is immobilized (save ends).

Effect: The burst creates a zone of webs that fills the area until the end of the encounter or for 5 minutes. The zone is considered difficult terrain. Any creature that ends its move in the web is immobilized (save ends).

Wizard 5 PHBp161
Expeditious Retreat Arcane Move Personal n/a n/a n/a Effect: Shift up to twice your speed. Extra: Memorize at most one Utility power per day Wizard 2 PHB1p160
Shield Arcane, Force Interrupt Personal n/a n/a n/a

Trigger: You are hit by an attack.

Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.

Extra: Memorize at most one Utility power per day Wizard 2 PHB1p161
Dispel Magic Arcane Standard Ranged 10 +8 Will conjuration or zone (creator) Hit: The conjuration or the zone is destroyed. All its effects end, including those that normally last until a target saves. Extra: Memorize at most one Utility power of this level per day Wizard 6 PHB1p162
Refocus Arcane Minor Personal n/a n/a self Effect: You can replace an unexpected wizard utility or daily power with another power of the same level that is in your spellbook. You gain a +1 power bonus to attack rolls with that power until the end of your next turn. Extra: Memorize at most one Utility power of this level per day Wizard 6  goo.gl/9dLJ7
+1 Thief's Dagger Free Melee weapon n/a n/a One creature Effect: On hit, make a Thievery check as a minor action. n/a n/a n/a
+1 Staff of Light Minor Close burst 5 n/a n/a All undead in burst

Effect: The burst becomes an aura (burst 5) that lasts 5 minutes or until the end of the encounter. Each undead that begins its turn in the burst takes 1 radiant damage.

Special: You must have a light spell cast on the staff before using this item power.

n/a n/a n/a
+1 Darkleaf Leather Armor Interrupt Personal n/a n/a n/a Property: Gain a +2 item bonus to AC against the first attack made against you in each encounter. n/a 4 PHB1p228
Knifethrower's Gloves Free Personal n/a n/a n/a

Property: You can draw and attack with a dagger as part of the same standard action

Trigger: When you hit with a thrown weapon attack.

Effect: Add a +5 power bonus to the damage roll.

n/a n/a n/a
+2 Baffling Cape Teleportation Reaction n/a n/a n/a Self

Trigger: An enemy adjacent to you misses with a melee attack.

Effect: Swap places with the triggering enemy.

n/a 8 goo.gl/BnpaZ
Bump & Run table of fun No Melee 1 n/a n/a n/a Effect: No Action, when you hit an enemy with a melee attack: you can push the target 1 square. One time use n/a n/a n/a
Avandra's Luck table of fun Free n/a n/a n/a self Effect: +1 AC vs attacks of opportunity for the rest of the combat.
  • when missed by an attack of opportunity, increase the bonus by +1.
  • when hit by an attack of opportunity, reset the bonus to +1.
  • One time use n/a n/a n/a