Here he is, still need to figure out equipment and background. Kevhand Arroway Male Human Wizard Level 8 Good From Cormyr Representing Pedro Grácio Strength 13 (+1) Constitution 14 (+2) Dexterity 13 (+1) Intelligence 19 (+4) Wisdom 13 (+1) Charisma 15 (+2) Height: 6' 0" Weight: 190 lb Skin: Light Eyes: Dark Brown Hair: Light Brown Wavy; Light Beard Maximum Hit Points: 52 Bloodied: 26 Surge Value: 13 Surges / Day: 8 [includes constitution modifier] Size: Medium Speed: 6 squares Vision: Normal Initiative: 1d20 +5 = 4 [half level] + 1 [dexterity] Base Strength Attack: 1d20 +5 = + 4 [half level] + 1 [strength] Base Dexterity Attack: 1d20 +5 = + 4 [half level] + 1 [dexterity] Base Constitution Attack: 1d20 +6 = + 4 [half level] + 2 [constitution] Base Intelligence Attack: 1d20 +8 = + 4 [half level] + 4 [intelligence] Base Wisdom Attack: 1d20 +5 = + 4 [half level] + 1 [wisdom] Base Charisma Attack: 1d20 +6 = + 4 [half level] + 2 [charisma] Armor Class: 18 = 10 + 4 [half level] + 4 [intelligence] Fortitude Defense: 17 = 10 + 4 [half level] + 1 [Human] + 2 [constitution] Reflex Defense: 19 = 10 + 4 [half level] + 1 [Human] + 4 [intelligence] Will Defense: 19 = 10 + 4 [half level] + 1 [Human] + 2 [wizard] + 2 [charisma] If your campaign uses the fixed-enhancement bonus system [PH2/Dark Sun], level 8 characters get +2 on attack/damage (2d6 extra damage on a critical hit) and +1 on all defenses. These bonuses do not stack with magic items. Armor: None ("cloth") Shield: None Attacks: Unarmed Melee: +5 [base strength attack] vs AC; damage 1[W]=1d4+1 [strength bonus] Magic Missile [always hits, as per July 2010 rules revision, for 2/3/5 + int modifier damage] Thunderwave +8i [base intelligence attack] vs fortitude Phantom Bolt [AP] +8i [base intelligence attack] vs will Sleep +8i [base intelligence attack] vs will Stinking Cloud +8i [base intelligence attack] vs fortitude Web +8i [base intelligence attack] vs reflex Lightning Bolt +8i [base intelligence attack] vs reflex; 1-3 creatures, 2d6+int modifier lightning damage; half damage on miss i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc. Base Saving throw: d20 +1 [human perseverence] vs 10 Encumberance 4e Normal Load: Heavy Load: Maximum Drag Load 130 lb. 260 lb. 650 lb. Encumberance 3.5 Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: 50 lb. or less 51-100 lb. 101-150 lb. 150 lb. 300 lb. 750 lb. Languages: Common; Chondathan [FRPG]; (? 1 more) Rituals Known: Secret Page [Level 1] Knock [Level 4] Hallucinatory Item [Level 5] Wizard's Sight [Level 8] Conceal Dragonmark [EPG][Level 1] Skills: Acrobatics: +5 = 1 [dexterity] + 4 [half level] Arcana: +13 = 4 [intelligence] + 4 [half level] +5 [class training] Athletics: +5 = 1 [strength] + 4 [half level] Bluff: +6 = 2 [charisma] + 4 [half level] Diplomacy: +14 = 2 [charisma] + 4 [half level] +5 [class training] + 3 [skill focus] Dungeoneering: +5 = 1 [wisdom] + 4 [half level] Endurance: +6 = 2 [constitution] + 4 [half level] Heal: +5 = 1 [wisdom] + 4 [half level] History: +13 = 4 [intelligence] + 4 [half level] +5 [class training] Insight: +12 = 1 [wisdom] + 4 [half level] + 2 [Cormyr] +5 [class training] Intimidate: +6 = 2 [charisma] + 4 [half level] Nature: +10 = 1 [wisdom] + 4 [half level] +5 [class training] Perception: +5 = 1 [wisdom] + 4 [half level] Religion: +8 = 4 [intelligence] + 4 [half level] Stealth: +5 = 1 [dexterity] + 4 [half level] Streetwise: +6 = 2 [charisma] + 4 [half level] Thievery: +5 = 1 [dexterity] + 4 [half level] Feats: Expanded Spellbook Destructive Wizardry [AP] Enlarge Spell [AP] Ritual Caster Skill Focus -- Diplomacy Surging Flame At-Will: Melee Basic Attack: By weapon, damage 1[W]+1 [strength bonus] [standard action] Ranged Basic Attack: By weapon, damage 1[W]+1 [dexterity bonus] [standard action] Bull Rush: +5 [base strength attack] vs fortitude [standard action] Grab: +5 [base strength attack] vs reflex [standard action] Move grabbed target: +5 [base strength attack] vs fortitude [standard action] Escape: +5 [acrobatics] vs reflex / +5 [athletics] vs fortitude [move action] Ghost Sound [HoS; Wizard][standard action] Disrupt Undead [HoS; Wizard][minor action] Light [Wizard][minor action] Mage Hand [Wizard][minor action] Prestidigitation [Wizard][standard action][no longer moves up to 1 lb per Essentials] Magic Missile [Level 1][usable as ranged basic attack] Thunderwave [Level 1] Phantom Bolt [AP; Level 1] Other Standard Actions: Administer a potion; Aid another [revised: skill check vs. 10+level/2, success helps +2, failure hurts -1]; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances); Other Move Actions: Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics); half of a Double Move (if taken in place of a standard action) Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision), Sustain minor action; Some skills during combat (i.e., Insight) Other Immediate Actions: Readied action Other Opportunity Actions: Opportunity attack Other Free Actions: Drop held items; End a grab; Talk Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive Short rest: Healing surges as available Five minutes: Normal escape from restraints (Acrobatics) One hour: Forage; Streetwise check Encounter Powers: Second Wind Spend an Action Point [free action, not in surprise round] Use Implement [free action] Lightning Bolt [Level 7] Daily Powers: Sleep [Level 1] Stinking Cloud [Level 5] Web [Level 5] Invisibility [Level 6 Utility] Levitate [Level 6 Utility][move action] Reminder to Level 8 Wizards: Each day (i.e., after extended rest), you prepare two daily non-utility powers and two utility powers from your spellbook. Human One bonus feat at 1st level (already included) One bonus skill from the skill class list (already included) +1 to fortitude, reflex, and will defenses This human chose an extra first-level at-will attack power instead of Heroic Effort. Player characters from Cormyr all have insight as a class skill option, get a +2 bonus on insight checks, and get a +2 bonus on saves vs. fear. Wizard This wizard chose the Orb of Imposition mastery [see online revision] . Remember the option to give a penalty on your NEXT saving throw equal to your wisdom modifier, or maintain an at-will power for an extra turn. Cantrips Ritual Casting [bonus feat, not listed above] Spellbook Kevhand Arroway's Equipment: Backpack Bedroll Flint and steel Pouch (belt) x1 Rations (1 day) x10 Rope (50', hempen) x1 Sunrods x2 Waterskins x1 Orb Spellbook x1 Total 39 lb More about Kevhand Arroway: