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*rolls for initiative*

Budger Sandalthorn, 3.5E


NG Small Halfling (Lightfoot) Wiz1
Init +2 Spd 20
Listen +3 Spot +1


AC 13 (FF 11, Touch 13)
hp 5 (HD 1d4+1)
Saves Fort +2, Ref +3, Will +4
+2 vs. Fear (halfling)


Atk +0 base melee, +3 base ranged; Grapple -5;
+0 Melee (Quarterstaff 1d4-1/crit 20/x2) or
+0 Melee (Dagger 1d3-1/crit 19-20/x2) or
+3 Ranged (Sling 1d3-1/crit 20/x2)
Abilities STR 9/-1, DEX 14/+2, CON 12/+1, INT 16/+3, WIS 13/+1, CHA 12/+1
Feats Scribe Scroll, Simple Weapon Proficiency
Skills Climb +1, Concentration +5, Hide +6, Jump -5, Knowledge (Arcana) +7, Knowledge (History) +7, Listen +3, Move Silently +7, Spellcraft +7


Wizard Spells Known (3/2) 0- Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Repair Minor Damage, Resistance, Touch of Fatigue; 1- Comprehend Languages, Mage Armor, Magic Missile, Shield, Sleep, Summon Monster I


Wizard Spells Prepared (3/2) 0- Detect Magic, Mage Hand, Read Magic; 1- Mage Armor, Magic Missile


Possessions Scroll of Summon Monster I, staff, dagger, sling, pouch of small stones, spellbook, spell component pouch, scroll case, chalk, flint and steel, 20 gp, 4 sp, 9 cp




Budger Sandalthorn, 4E


Small Male Halfling Wizard Level 1


Initiative +1; Senses Perception +1
HP 24; Bloodied 12
Surge Value 6; Surges/Day 8
AC 14*; Fortitude 12, Reflex 13, Will 14
*16 vs. opportunity attacks
Saving Throws +5 vs. fear
Speed 6
Action Points 1


Magic Missile (Standard; at-will)
+3 vs. Ref; 1d6+3 force damage, counts as ranged attack
Ray of Frost (Standard; at-will)
+3 vs. Fort; 1d6+3 cold damage, target is slowed until end of your next turn
Dagger (Standard; at-will)
+0 vs. AC; 1d4 damage


Second Chance (Immediate interrupt; encounter)
When hit by an attack, force the attacker to reroll and take the second result, even if it's worse.
Icy Terrain (Standard; encounter)
Range 10; +3 vs. Ref burst 1; 1d6+3 cold damage and target is knocked prone; area is difficult terrain until end of your next turn


Flaming Sphere (Standard; daily)
Range 10; +3 vs. Ref; 2d6+3 damage; sustain (see text PHB 160)
Sleep (Standard; daily)
Range 20; +3 vs. Will burst 2; each target in burst is slowed (save ends), and falls unconscious if they fail their first saving throw against this power (save ends); targets are slowed on a miss


Wizard Cantrips (var.; at-will)
Budger knows the Ghost Sound, Light, Mage Hand, and Prestidigitation cantrips (see text PHB 158)


Alignment Good; Languages Common, Halfling, Draconic
Skills Acrobatics +3*, Arcana +8, Diplomacy +7, Dungeoneering +6, History +8, Insight +6, Thievery +3*
*includes halfling bonus
Feats Skill Training (Dungeoneering)
Str 10/+0, Dex 13/+1, Wis 12/+1
Con 14/+2, Int 16/+3, Cha 15/+2


Rituals Known Level 1 — Animal Messenger, Make Whole, Tenser's Floating Disk


Equipment Staff, dagger, ritual book, spellbook, mirror, magnifying glass

-The Gneech

Comments

( 4 comments — Leave a comment )
aj_hyena
Jan. 16th, 2009 03:52 am (UTC)
*eyes cross* At-will magic missiles?

Bloodied and "surges" are new to me, but then again I haven't even touched the 4E books. I see the word Surge, I think Wild Surges.

I'll stick to 3.5. o.O
the_gneech
Jan. 16th, 2009 05:14 am (UTC)
Yeah, at-will magic missiles that require an attack roll ... which kinda negates the point of magic missiles, I'd think. It's a bit odd.

-The Gneech
sirfox
Jan. 16th, 2009 04:09 am (UTC)
Playing around with 4E character creation and maybe a fight pulled out of that module to play around with the mechanics as a way to spend the evening? I'd be happy with that as a plan.
the_gneech
Jan. 16th, 2009 05:16 am (UTC)
I don't think I'd want to do the prep work required this weekend to actually run a fight myself; playing with character creation might be feasible, possibly with a movie mixed in somewhere...?

-The Gneech
( 4 comments — Leave a comment )

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