MAGIC MISSILE DAMAGE: 8  2+INT(4)+enhancement bonus(2)
Note to self: Get wands.
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Gear figures
Lvl 6 gold 9600
+2 Accurate staff of ruin 3400 (6200 gp left)
Heroic Siberys Shard of the Mage 680 (5,520 gp left)
Gauntlets of Blood 840 (4,680 gp left)
Executioner's bracers 680 (4,000 gp left)
Cloak of Distortion 840 (3,160 gp left)
Accurate Frost Staff +1 680 (2,480 gp left)
Stoneskin Robe 680 (1,800 gp left)
Accurate staff of light 840 (960 gp left)
Various potions of resist poison, fire, necro, etc.


God Fragment Constant Benefits: Allies adjacent to you roll two saving throws and take the best result when making death saving throws or saving throws against an effect that deals ongoing necrotic damage.
Divine Manifestation: (Encounter * Radiant) Free action.  Trigger:  You use a divine encounter or daily attack power.  Effect: The attack deals extra radiant damage equal to you Constitution or Intelligence modifier.

siberys shard of the mage (paragon) -17000
radiant accurate staff +3 -25000
meliorating finemail +2 -3400
shard of the mage -680
crimson determination (heroic teir) -840
hedge wizard's gloves -840
pelor's sun blessing -680
cannith goggles -360
demonskin tatoo -680
executioner's bracers (heroic) -680
brightleaf -125
+1 flaming staff -1000
melora's storm blessing -680
+1 defensive staff -520
glowstone -200
elixer of speed] -350
mercurial mind -680
rust bark -350
boots of eagerness -4200
true kiss of the mistress -680
periapt of cascading health +2 -5000
circlet of 2nd chances -680
cincture of the githzerai -5,000

Mittens Wizard, Level 5, Razorclaw Shifter Wizard

Initiative +3, Perception 15, Insight 20, Lowlight Vision.
HP 37; Bloodied 18; Surges 6; Value: 9
AC 18; Fortitude 13, Reflex 17; Will 18
Speed 6
Resistances: N/A

[M] Melee Basic (Standard; At-Will) LV 1 * Basic Attack
Staff: +7 Vs. AC; 1d8+2 DMG

[R] Magic Missile (Standard; At-Will) Lv 1 * Arcane, Evocation, Force, Implement
Staff: 2+Int(4)= 8 Force DMG.  Range 20.
Autopose: No Hit Check Needed.
Special: Counts as Ranged Basic.

[CB] Beguiling Strands (Standard; At-Will) Lv 1 * Arcane, Charm, Enchantment, Implement, Psychic
Target: Each Enemy In Blast 5
Staff: +10 Vs. Will; 3+INT(4)= 7 Psychic DMG.
Hit: Push Target up to 3.

[BL] Burning Hands (Standard; Encounter) Lv 1 * Arcane, Evocation, Fire, Implement
Target: All In Blast 5.
Staff: +10 Vs. Reflex; 2d6+8 Fire DMG. Blast 5
Miss: Half DMG.

[CB] Fire Shroud (Standard; Encounter) Lv 3 * Arcane, Fire, Implement
Target: Each Enemy In Burst 3.
Staff: +10 Vs. Reflex; 1d8+8 Fire DMG. Burst 3.
Hit: Target takes Ongoing 5 Fire DMG (Save Ends).

Wizard's Fury (Minor; Day) Lv 1 * Arcane, Force, Implement
Effect: Until End of Enc, Once per turn you can cast MM as a Minor.
Requirement: Must Know Magic Missile At-Will Wizard Power.

[R] Flaming Sphere (Standard; Day) Lv 1 * Arcane, Conjuration, Fire, Implement
Staff: +10 Vs. Reflex; 2d6+8 Fire DMG. Range 10.
Target: Attack; One Creature Next to Sphere. Effect; Any.
Effect: You Conjure a Medium Flaming Sphere that occupies a tile in range,
and the sphere attacks (see Target). Any Creature Starting It's Turn next to Sphere
takes 1d4+5(Int) DMG. As a Move Action, you may move sphere 6.
Sustain Minor: You can sustain this power with a Minor action. As a Standard,
you can use the sphere attack.

[R] Foe To Frog (Standard; Daily) Lv 5 * Arcane, Implement, Polymorph, Transmutation.
Staff: +10 Vs Fort; Range 10.
Hit:  Target turns into Tiny Beast of your choosing (save ends).
Miss: Until End Of Target's Next Turn instead.
Effect: As a Tiny Beast, Target is dazed and can only Move it's speed or shift.
All Target's gear transforms with it.  If target is damaged from ANY source, effect ends.

[UTILITY] [R] Spectral Image (Minor; Enc) Lv 2 * Arcane, Illusion
Effect: An Illusion of a Creature/Object up to Medium Size appears
within Range 10.  It can make sounds and move in it's tile, but can 't leave.
10 all Defenses. Illusion lasts until End of Enc, or hit, or touched/moved through.
  An insight check (DC 15+Half LV)= 17, allows Creature to determine it's fake.

[UTILITY] [R] Summon Shadow Serpent (Standard; Day) Lv 2 * Arcane, Implement, Summoning
Range: Range 10
Effect: You summon a small Shadow Serpent in an unoccupied tile in range.
Speed 6, +5 Stealth(=15), no penalty for moving more than 2. Can give Minor command.
Minor Action: Until End Of your Turn, you can see through serpent's eyes.
This does not give LoS or LoE for your powers, but you can make Perc checks via it.

[CLASS] Staff Of Defense (Interrupt; Encounter) Lv 1 * Implement
Trigger: You are hit with an attack.
Effect: You gain bonus to Defense against One attack =Con(0).
You can decide to use this after DM has told you the damage an attack does.
Requirement: You must be Wielding an Staff.

[RACIAL] Razorclaw Shifting (Minor; Encounter) LV 1 *
Requirement: You must be bloodied.
Effect: Until End of Enc, Speed +2, AC/Reflex +1.

Alignment: Unaligned; Languages; Common, Primordial.
 5 Acrobatics, 11 Arcana, 2 Athletics, 1 Bluff, 1 Diplomacy, 5 Dungeoneering,
 2 Endurance, 5 Heal, 6 Hist, 10 Insight, 1 Intimidate, 5 Nature, 5 Percep,
 6 Religion, 11 Stealth, 1 Streetwise, 9 Thievery
 STR 10(+0)  DEX 12(+1)  WIS 17(+3)
 CON 11(+0)  INT 19(+4)  CHA  8(-1)
Equipment: Magic Staff(Accurate,Lv6)+2. Magic Cloth Armor(Lv1)+1.
Cloak Of Distortion(lv4)+1. Gauntlets Of Blood (Lv4).

Racial Attributes: Razorclaw Shifter. +2 Dex, Wisdom. 6 Speed. lowlight Vision. 2nd lv1 Language Choice. +2 Acrobatics, Stealth. Razorclaw Shifting.

Class Attributes:
Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger, Quarterstaff
Implement: Staffs, Staffs, Wands, Tomes.
Arcane Implement Mastery: Staff Of Defense. +1 AC while wielding Staff. Also See Enc Power.
Cantrips: Ghost Sound, Light, Mage Hand, Prestidigitation.
Ritual Casting: Free Feat. Lv 1, three free lv 1 Rituals. Lv 11, 15, 21, 25 add Two free of Lv or lower.
Spellbook: Spare Day/Utility spell storage gig.
Defense Bonus: +2 Will.

Background Benefit: Luskan. Add Stealth, Thievery to C list. +1 Stealth, Thievery.

Critical: Staff, +2d6.

  Tenser's Floating Disk (Lv1) 10 Comp, Explore, 10 Min, Arcana.
  Amanuensis (Lv 1); 10 Comp, Creation, 10 Min, Arcana(No Check).
  Comprehend Language(Lv 1): 10 Comp, 10 min cast, Arcana. (35 DC for fluency).

Prepared Spells:
  Lv 1 Day; Wizard's Fury
  Lv 2 Utility; Spectral Image

  +1 Item Defense Vs Ranged attacks from MORE than 5 tiles away (Neck).
  +1 FLAT Bonus to Implement DMG ROLLS (Shard).
  +2 DMG ROLLS Vs Bloodied Targets (Hands).
  +1 Stealth for Move Silently (Footpads).
  +1 Feat To-Hit with Staff Weapon/Implement Attacks per tier, Staff Ranged/Area attacks do not trigger AoO, Staff Melee has +1 reach (Feat).
  +1 Feat Per Tier Bonus to Damage ROLLS with Staff Implement Attacks (Feat).

Feats: Ritual Caster (Free). Superior Implement Training; Accurate Staff (Lv1). Staff Expertise (Lv 2). Implement Focus;Staff(Lv4).

Additional Equipment: Spellbook, Footpads,
  STUFF! If it's an item on the PH1 Adventures gear list she freakin has it.

Cash Etc: Total GP Value; 2020 to play with.

Class Features
Ghost Sound Wizard Cantrip
With a wink, you create an illusory sound that emanates from
somewhere close by.
At-Will ✦ Arcane, Illusion
Standard Action Ranged 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 Wizard Cantrip
With a wave of your hand, you cause a bright light to appear on
the tip of your staff, upon some other object, or in a nearby space.
At-Will ✦ Arcane
Minor Action Ranged 5
Target: One object or unoccupied square
Effect: You cause the target to shed bright light. The light
fills the targetís 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 Wizard Cantrip
You gesture toward an object nearby, and a spectral floating hand
lifts the object into the air and moves it where you wish.
At-Will ✦ Arcane, Conjuration
Minor Action Ranged 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.
A wizardís spells are potent in combat and useful in a variety
of challenge encounters and other situations, but the
wizard is also the undisputed master of magical rituals.
As you gain levels, you automatically gain access to new
rituals, but you can also buy new rituals or acquire them in
the course of your adventures. Higher-level rituals let you
seal or open doors, view places or people from a distance,
or open portals to other places.
4E_PHB_Ch04_c.indd 158 3/11/08 10:30:09 AM
CHA P T ER 4 | Charac t e r C las s e s
Prestidigitation Wizard Cantrip
You perform an amusing magical trick, such as creating a dancing
wisp of light, freshening a wilting flower, making a coin invisible,
or warming a cold drink.
At-Will ✦ Arcane
Standard Action Ranged 2
Effect: Use this cantrip to accomplish one of the effects
given below.
✦ Move up to 1 pound of material.
✦ Create a harmless sensory effect, such as a shower
of sparks, a puff of wind, faint music, or a strong odor.
✦ Color, clean, or soil items in 1 cubic foot for up to
1 hour.
✦ Instantly light (or snuff out) a candle, a torch, or a
small campfire.
✦ Chill, warm, or flavor up to 1 pound of nonliving material
for up to 1 hour.
✦ Make a small mark or symbol appear on a surface for
up to 1 hour.
✦ Produce out of nothingness a small item or image
that exists until the end of your next turn.
✦ 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 creatureís
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.