Dungeons & Dragons 4th Edition
Galinndan
The Unspeakables
Played by Casey Scruggs
12 Games Played, Created 03/01/2009
Male Eladrin Unaligned Medium Level 3
Class Wizard Paragon Path None Epic Destiny None
Ability Score Mod +1/2 Lvl
STR 10 10 base +0 race +0 level +0 +1
DEX 16 14 base +2 race +0 level +3 +4
CON 12 12 base +0 race +0 level +1 +2
INT 18 16 base +2 race +0 level +4 +5
WIS 13 13 base +0 race +0 level +1 +2
CHA 11 11 base +0 race +0 level +0 +1
Hit Points Healing Surges
Max HP Bloodied Surge Value Surges/Day
3012 Con score plus 18 class levels 15 77 one-quarter hit points □□□□□
□□
Current HP
 
Second Wind 1/encounter Used
standard action ♦ +2 all Defenses til start turn ♦ spend healing surge
Death Saving Throw Failures
Saving Throw Mods +5 racial against charm
Defenses
AC 16 11 10 + 1/2 level +4 Dex or Int +0 armor +0 shield +0 class +0 feat +0 enhancement +1 staff of defense
Conditions
FORT 13 11 10 + 1/2 level +1 Str or Con +0 class +0 feat +1 enhancement
Conditions
REF 16 11 10 + 1/2 level +4 Dex or Int +0 shield +0 class +0 feat +1 enhancement
Conditions
WILL 15 11 10 + 1/2 level +1 Wis or Cha +2 Wizard class +0 feat +1 enhancement +1 Eladrin race
Conditions
Attack   Damage
Total 1/2 Lvl Abil Class Prof Feat Enh Misc Total W Abil Feat Enh Misc Misc
+1 magic staff ♦ STR vs. AC +1d6 critical
+4 +1 +0 +0 +2 +0 +1 +0 1d8+1 1d8 +0 +0 +1 +0 +0
dagger ♦ off-hand ♦ STR vs. AC  
+4 +1 +0 +0 +3 +0 +0 +0 1d4 1d4 +0 +0 +0 +0 +0
thrown dagger ♦ off-hand ♦ DEX vs. AC range 5/10
+7 +1 +3 +0 +3 +0 +0 +0 1d4+3 1d4 +3 +0 +0 +0 +0
magic missile ♦ INT vs. Reflex range 20
+6 +1 +4 +0 +0 +0 +1 +0 2d4+5 force 2d4 +4 +0 +1 +0 +0
unarmed strike ♦ STR vs. AC  
+1 +1 +0 +0 +0 +0 +0 +0 1d4 1d4 +0 +0 +0 +0 +0
Workarea Workarea
                             
Senses
  Vision normal, low-light
  passive Insight 1410 base +4 Insight score
  passive Perception 1410 base +4 Perception score
Action Points
Actions Points
Additional Action Point Effects
 
Initiative +4+3 Dex +1 half-level
Speed 66 race -0 armor
Experience Points 3,108 of 3,750
Workspace
Conditions

Ongoing Effects


Resistances
5 poison
 Armor Check Penalty -0-0 armor -0 shield
 Skills Acrobatics +6 (+3 Dex, +1 half-lvl, +2 Jack of All Trades, -0 armor), Arcana +12 (+4 Int, +1 half-lvl, +5 trained, +2 racial), Athletics +3 (+0 Str, +1 half-lvl, +2 Jack of All Trades, -0 armor), Bluff +3 (+0 Cha, +1 half-lvl, +2 Jack of All Trades), Diplomacy +3 (+0 Cha, +1 half-lvl, +2 Jack of All Trades), Dungeoneering +7 (+1 Wis, +1 half-lvl, +5 trained), Endurance +4 (+1 Con, +1 half-lvl, +2 Jack of All Trades, -0 armor), Heal +4 (+1 Wis, +1 half-lvl, +2 Jack of All Trades), History +12 (+4 Int, +1 half-lvl, +5 trained, +2 racial), Insight +4 (+1 Wis, +1 half-lvl, +2 Jack of All Trades), Intimidate +3 (+0 Cha, +1 half-lvl, +2 Jack of All Trades), Nature +7 (+1 Wis, +1 half-lvl, +5 trained), Perception +4 (+1 Wis, +1 half-lvl, +2 Jack of All Trades), Religion +10 (+4 Int, +1 half-lvl, +5 trained), Stealth +6 (+3 Dex, +1 half-lvl, +2 Jack of All Trades, -0 armor), Streetwise +3 (+0 Cha, +1 half-lvl, +2 Jack of All Trades), Thievery +6 (+3 Dex, +1 half-lvl, +2 Jack of All Trades, -0 armor)
 Feats Armor Proficiency (cloth), Expanded Spellbook, Jack of All Trades, Ritual Caster, Weapon Proficiency (dagger, longsword, quarterstaff)
At-Will Powers
  • Ghost Sound – Arcane, Illusion ♦ StdRanged 10 ♦ Target one object or 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.
  • Light – Arcane ♦ MinorRanged 5 ♦ Target one object or 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.
  • Mage Hand – Arcane, Conjuration ♦ MinorRanged 5 ♦ 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. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and 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.
  • Magic Missile – Arcane, Force, Implement ♦ StdRanged 20 ♦ Target one creature ♦ Attack INT vs. Reflex ♦ Hit 2d4 + Intelligence modifier force damage ♦ Special This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.
  • Prestidigitation – Arcane ♦ StdRanged 2 ♦ Effect Use this cantrip to accomplish one of the following effects: a) Move up to 1 pound of material. b) Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. c) Color, clean, or soil items in 1 cubic foot for up to 1 hour. d) Instantly light (or snuff out) a candle, a torch, or a small campfire. e) Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour. f) Make a small mark or symbol appear on a surface for up to 1 hour. g) Produce out of nothingness a small item or image that exists until the end of your next turn. h) Make a small, handheld item invisible until the end of your next turn. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature's actions. This cantrip cannot duplicate the effect of any other power. Special You can have as many as three prestidigitation effects active at one time.
  • Scorching Burst – Arcane, Fire, Implement ♦ StdArea burst 1 within 10 squares ♦ Target each creature in burst ♦ Attack INT vs. Reflex ♦ Hit 1d6 + Intelligence modifier fire damage.
Encounter Powers
  • Burning Hands – Arcane, Fire, Implement ♦ StdClose blast 5 ♦ Target each creature in blast ♦ Attack INT vs. Reflex ♦ Hit 2d6 + Intelligence modifier fire damage.
  • Fey Step – Teleportation ♦ MovePersonalEffect Teleport up to 5 squares (see "Teleportation," page 286).
  • Icy Rays – Arcane, Cold, Implement ♦ StdRanged 10 ♦ Targets One or two creatures ♦ Attack INT vs. Reflex, one attack per target ♦ Hit 1d10 + Intelligence modifier cold damage, and the target is immobilized until the end of your next turn.
  • Shield – Arcane, Force ♦ Immediate InterruptPersonalTrigger 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.
  • Staff of DefenseImmediate InterruptPersonalEffect Gain a bonus to defense against one attack equal to your Constitution modifier.
Daily Powers
  • (prepared) Acid Arrow – Acid, Arcane, Implement ♦ StdRanged 20 ♦ Target one creature ♦ Attack INT vs. Reflex ♦ Hit 2d8 + Intelligence modifier acid damage and ongoing 5 acid damage (save ends). Make a secondary attack. ♦ Secondary Target Each creature adjacent to the primary target. ♦ Secondary Attack INT vs. Reflex ♦ Hit 1d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends). ♦ Miss Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.
  • (prepared) Flaming Sphere – Arcane, Conjuration, Fire, Implement ♦ StdRanged 10 ♦ Target one creature adjacent to the flaming sphere ♦ Attack INT vs. Reflex ♦ Hit 2d6 + Intelligence modifier fire damage ♦ Effect 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 + Intelligence modifier fire damage. As a move action, you can move the sphere up to 6 squares. ♦ Sustain Minor You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere.
  • (prepared) Sleep – Arcane, Implement, Sleep ♦ StdArea burst 2 within 20 squares ♦ Target each creature in burst ♦ Attack INT vs. Will ♦ 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).
Special Features
  • 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.
  • Trance – Rather than sleep, eladrin enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Rituals
  • Comprehend LanguageLevel 1 ♦ Cost 10 gp ♦ Category Exploration ♦ Time 10 minutes ♦ Key Skill Arcana ♦ Duration 24 hours.
  • Gentle ReposeLevel 1 ♦ Cost 10 gp ♦ Category Restoration ♦ Time 1 hour ♦ Key Skill Heal (no check) ♦ Duration special.
  • Tenser's Floating DiskLevel 1 ♦ Cost 10 gp ♦ Category Exploration ♦ Time 10 minutes ♦ Key Skill Arcana ♦ Duration 24 hours.
Miscellaneous Information
 History
Why did you become an adventurer? I like the power of holding another person's life in my hands.
Where did you learn your class skills? From my father.
How did you acquire your equipment, and does any of it have special meaning? Bought with money scraped together after my city/home was attacked.
What's the worst event in your life? The day my city was destroyed.
What's the best event in your life? The day the hunger for power awakened in me.
Do you have survivng family? Mother? Father? Siblings? Spouse? Do you stay in touch? All died in the attack on the city.
What is your biggest fear? To not find my father's killer before I die.
What makes you laugh out loud? Challenges from unworthy opponents.
What makes you angry? Someone having what I don't.
Do you have a secret? Was once involved with a Drow.
What talent would you most like to have? To be able to see my father's murderer, so I could track him down and take his life, as he took my father's.
What would be your theme music? Headstrong by Trapt

Trained by my father at an early age, I learned the skills needed to be a wizard, from using magic missiles to blow up house vermin to shooting an acid arrow through would-be intruders.

From that training I gained a hunger for power -- to have someone's life in my hands and choose his fate -- it is a hunger that I know will not be satisfied easily. And I am absolutely fine with that.
One day while I was in the Feywild, there was an attack on the city. When I returned, many were dead. Many building were burning. I saw quite a few drow laying in the streets. I knew they were behind the attack. I rushed home, to find it burning as well. I saw my father inside. He was near death. I knew I could do nothing for him, but I went to him, to comfort him. He did not want life, only vengeance. I pledged I would hunt down any drow claiming they took part in the attack.
I gathered what money I could find in the house and set out on my mission. With what little I had collected, I purchased all I have on me.
 AdventuresNone; Last Played 06/05/2009

 Languages Common, Elven
 Deity Corellon
 Height 5 ft. 9 in.; Weight 175 lb.; Age 20; Hair Gold; Eyes Violet

 Personality Traits Social—Reserved, Fatalistic, Gullible; Decision Points—Adaptable, Flexible, Oblivious; Dire Straits—Reckless, Vengeful, Impulsive.
 Mannerisms Whistles (poorly); "I'd buy that for a gold piece.".
 Appearance Lean with pale skin. Scars on hands from a burning hands spell gone awry.

 Defeated Enemy Record Blue Slime, Corruption Corpse, Decrepit Skeletons (8), Giant Rats (8), Goblin Cutters (2), Goblin Sharpshooters (2), Hobgoblin Grunts (4), Hobgoblin Soldier, Human Rabble (2), Kobold Dragonshields (3), Kobold Minions (8), Kruthik Hatchlings (2), Kruthik Young (2), Zombies (3), Zombie Rotters (4)
Equipment & Possessions
  Daily Item Powers Per Day

 Magic Items Equipped WEAPON—+1 magic staff (+2 proficiency; 1d8 damage; +1 enhancement; +1d6 critical per plus; staff; 4 lb.) (360 gp), ARMOR—None, ARMS—None, FEET—None, HANDS—None, HEAD—None, NECK—+1 amulet of health (+1 enhancement Fort, Reflex, Will; resist 5 poison; neck slot; lvl 3) (680 gp), RING (left)—None, RING (right)—None, WAIST—None

 Magic Items Carried None

 Potions potion of healing (Power—Consumable ♦ Healing ♦ Minor Action ♦ Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.) (50 gp)

 Nonmagical Items backpack (2 lb.) (2 gp), bedroll (5 lb.) (1 sp), belt pouch (0.5 lb.) (1 gp), dagger (+3 proficiency; 1d4 damage; light blade; off-hand, light thrown; ranged 5/10; 1 lb.) (1 gp), flint and steel (1 gp), hempen rope (50 ft.; 10 lb.) (1 gp), spellbook (3 lb.) (50 gp) sunrods (bright light 20 squares; 4 hour duration; 1 lb.) (2 gp), trail rations (1 lb.) (5 sp), waterskin (4 lb.) (1 gp)

 ad 0, pp 0, gp 505, sp 198, cp 31
 Other Wealth amethyst (50 gp), silver and platinum statue of Bahamut (60 gp), small gold medallion (250 gp)