Scary Bob
From GFF Dungeons and Dragons
Level 5 Elf Wizard (5897 XP)
Background
Society - Wealthy
Bob's mother owned a large area of woodland and his father was the heir to a logging empire. Bob's unwillingness to take on the family business however led to him being outcast and ultimately led to the death of both his parents and the estate being destroyed by fire.
Birth - Cursed
Bob's parents had a loveless marriage and his father hated him from birth. "That boy will never amount to anything" was all his father had said to his mother the day Bob was born. Whether his father was prescient or just a bit of a bastard nobody will ever know.
Occupation - Scholar
After leaving the logging business, Bob enroled at an Arcane University in the hopes of becoming a necromancer. He was a bit shit and spent more time getting drunk and going to the theatre with people with names like Tarquin than he did studying and was fairly despised by most of his fellow students. Being naturally rather clever though, some of what he was taught sunk in and he often knows things without really knowing how he knows them.
+2 to Arcana
Abilities & Defenses
STR 10 (+0) | Armor Class 18
CON 11 (+0) | Fortitude 13
DEX 13 (+3) | Reflex 17
INT 19 (+4) | Will 18
WIS 16 (+3) | Speed 07
CHA 08 (+0) | Initiative 03
Resistances and Vulnerabilities: Resist 5 Necrotic
Passive Insight: 20
Passive Perception: 17
Saving Throw: 10 (automatic success against ongoing fire damage)
Maximum Normal Load: 100 lb
Maximum Heavy Load: 200 lb
Maximum Drag Load: 500 lb
Languages: Common, Elven
Racial Traits
Size: Medium
+2 Dexterity, +2 Wisdom
Skill Bonuses: +2 Nature, +2 Perception
Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow.
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.
Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).
Elven Accuracy: You can use elven accuracy as an encounter power.
Class Traits
+2 Will
Staff of Defense A staff of defense grants you a +1 bonus to AC. In addition, once per encounter as an immediate interrupt, you gain a bonus to defense against one attack equal to your Constitution modifier. You can declare the bonus after the Dungeon Master has already told you the damage total. You must wield your staff to benefit from these features.
Cantrips Cantrips are minor spells you gain at 1st level. You can use the ghost sound, light, mage hand, and prestidigitation cantrips as at-will powers.
Ritual Casting You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals.
Spellbook You possess a spellbook, a book full of mystic lore in which you store your rituals and your daily and utility spells.
Rituals Your book contains three 1st-level rituals of your choice that you have mastered. At 5th level, and again at 11th, 15th, 21st, and 25th level, you master two more rituals of your choice and add them to your spellbook. Any ritual you add must be your level or lower.
Daily and Utility Spells Your spellbook also holds your daily and utility spells. You begin knowing two daily spells, one of which you can use on any given day. Each time you gain a level that lets you select a daily spell or a utility spell, choose two different daily spells or utility spells of that level to add to your book.
Health
Maximum HP: 42
Current HP: 42
Bloodied: 21
Surges/Day: 06
Surge Value: 10
Status Conditions:
Disease Tracker:
Death Saving Throws Failed:
Skills
Acrobatics: 4
Arcana: 13
Athletics: 2
Bluff: 1
Diplomacy: 1
Dungeoneering: 5
Endurance: 2
Heal: 5
History: 11
Insight: 10
Intimidate: 2
Nature 7
Perception 7
Religion 11
Stealth 3
Streetwise 1
Thievery 3
Feats
Inventory
Finch's Fine Chapeau 30 GP
Fireburst Robes +1 to AC 4 lb 136 GP Skull Mask +1 Intimidate, Resist 5 Necrotic 2 lb 200 GP Acrobat Boots +1 to Acrobatics checks 2 lb 104 GP Brooch of No Regrets Fort +1, Ref +1, Will +1 1 lb 136 GP Onyx Dog 1 lb 168 GP Mnemonic Staff +2 to attack & damage 4 lb 520 GP Longbow (66 arrows) 4 lb 6 GP Shortbow 2 lb 5 GP (Scroll) How To Weep: The Weepy-Weep Way 0 lb 2 GP Lead Paperweight 2 lb Inkpot & Quill 20 sheets official HBA stationery Spell & Ritual Book 3 lb 10 GP Eternal Chalk (red) 72 GP Formula of Alchemist's Fire 14 GP Inquisitive's Kit 4 lb 8 GP Glass Cutter 5 lb 5 GP Clockwork Bomb 3 lb 8 GP Potion of Mimicry 1 lb 20 GP Potion of Healing (2) 2 lb 20 GP Ritual Components 1 lb 225 GP of Alchemical Reagents 30 GP of Mystic Salves 50 GP of Rare Herbs Standard Adventurer's Kit 33 lb Backpack Bedroll Flint & Steel Belt Pouch Trail Rations (27) Hempen Rope (50 ft) Waterskin (2) 922 GP Cash ------ ------ 84 lb 1870 GP
Rituals
Basic Attacks
Mnemonic Staff +6 to hit vs AC
1d8 +2 damage
On Critical: +1d4 damage
Longbow +5 to hit vs AC
(20/40 ranged) 1d10 +1 damage
At-Will Powers




+8 to hit, 1d6+7 damage
+8 to hit, 1d6+6 damage
Encounter Powers

+8 to hit, 1d10+7 damage
+8 to hit, 1d10+6 damage

Daily Powers
+8 to hit, 2d8+7 damage
+8 to hit, no damage (NOT MEMORIZED)
+8 to hit, 3d6+6 damage (NOT MEMORIZED)
+8 to hit, 2d8+7 damage
Utility Powers
Magic Equipment
Consumables
Tallies
Healing Surges
Second Wind
Action Points
Elven Accuracy
Ray of Enfeeblement
Icy Rays
Level 1 Daily Attack Spell (Acid Arrow, Sleep)
Level 5 Daily Attack Spell (Fireball, Bigby's Icy Grasp)
Utility Spells (Shield, Expeditious Retreat)
Magic Item Daily Powers
Mnemonic Staff
Fireburst Robes
Brooch of No Regrets
Onyx Dog























