Summary Edit

Janus Reinhardt Player changer
Human Wizard (unaligned) Level 4 (XP 4341)
Initiative +6
Passive Insight 21 Passive Perception 15; Senses normal
HP 34 Bloodied 17 Surge Value 8+2; Surges Per-Day 7
AC 20 Fortitude 14 Reflex 18 Will 18
Speed 6 Size Medium
Str 8 (-1) Dex 10 (+0) Wis 17 (+3)
Con 12 (+1) Int 20 (+5) Cha 12 (+1)
Racial Abilities bonus at-will power, bonus feat, bonus skill, defense bonuses
Class Features Arcane Implement Orb of Imposition, cantrips, ritual casting, spellbook,
Battack Basic Attack Quarterstaff +3 vs AC 1d6 -1 damage
Branged Ranged Basic Attack Magic Missile +7 vs. Reflex 2d4+6 force damage
Feats Improved Initiative, Armor Proficiency Leather, Action Surge, Arcane Familiar (Dragonling).
Skills Arcana +10, Dungeoneering +9, History +10, Insight +10, Religion +10
Languages Common, Elven, Draconic
Rituals Comprehend Language (Arcana), Make Whole (Arcana), Tenser's Floating Disk (Arcana)
Magic Missile (At Will Standard Ranged 20 ✦ Arcane, Force, Implement)
Target: One creature
Attack: +7 vs. Reflex
Hit: 2d4+6 force damage
Special: counts as a ranged basic attack
Ray of Frost (At Will Standard Ranged 10 ✦ Arcane, Cold, Implement)
Target: One creature
Attack: +7 vs. Fort
Hit: 1d6+6 cold damage and the target is slowed until the end of your next turn
Thunderwave (At Will Standard Close blast 3 ✦ Arcane, Implement, Thunder)
Target: Each creature in blast
Attack: +7 vs. Fort
Hit: 1d6+6 thunder damage, push target 3
Icy Terrain (Encounter Standard Area burst 1 within 10 squares ✦ Arcane, Cold, Implement)
Target: Each creature in burst
Attack: +7 vs. Reflex
Hit: 1d6+6 cold damage and the target is knocked prone.
Effect: The power's area is difficult terrain until the end of your next turn. You can end this effect as a minor action.
Colour Spray (Encounter Standard Close Blast 5 ✦ Arcane, Implement, Radiant)
Target: Each creature in bast
Attack: +7 vs. Will
Hit: 1d6+6 radiant damage and the target is dazed until the end of your next turn.
Freezing Cloud (Daily Standard Area burst 2 within 10 ✦ Arcane, Cold, Implement)
Target: Each creature in burst
Attack: +7 vs. Fort
Hit: 1d8+6 cold damage
Miss: half damage
Effect: The cloud lasts until the end of your next turn. Any creature that enters the

cloud or starts its turn there is subject to another attack. You can dismiss the cloud as

a minor action.
Sleep (Daily Standard Area burst 2 within 20 ✦ Arcane, Implement, Sleep)
Target: Each creature in burst
Attack: +7 vs. Will
Hit: Target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends)
Miss: Target is slowed (save ends)
Expeditious Retreat (Daily Move Personal ✦ Arcane)
Target: Personal
Effect: Shift up to twice your speed
Feather Fall (Daily Free Ranged 10 ✦ Arcane)
Trigger: You or one creature in range falls
Effect: You or one creature takes no damage from the fall, regardless of distance, and does not fall prone at the end of the fall.
Ghost Sound (At Will Standard Ranged 10 ✦ Arcane, Illusion)
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 (At Will Minor Ranged 5 ✦ Arcane)
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 (At Will Minor Ranged 5 ✦ Arcane, Conjuration)
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.
Special: You can create only one hand at a time.
Sustain: Minor (You can sustain the hand indefinitely)
Prestidigitation (At Will Standard Ranged 2 ✦ Arcane)
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 creature’s actions. This cantrip cannot duplicate the effect of any other

Special: You can have as many as three prestidigitation effects active at one time.

Fluff Edit

Background Edit

Janus Reinhardt is an student of Stalis Guvard, a wizard of some renown in the kingdom.

Stalis is also know as the Ice Father to the villages in the area. This is because of

his preference for ice and cold spells. A preference he passes on to his students. Every 10 years Stalis takes a new apprentice. At the time of choosing the old apprentice

is sent into the world and told to find and learn an spell unknown to the ageing master

and then to bring it back and teach their former master. Only then does Stalis consider

the apprentice ready to me called a mage. Janus has begun such a journey, travelling to Daunton to find companions to share his

journey to find the unknown spell his master speaks of.

Appearance and personality Edit

Age: 24
Gender: Male
Height: 5'10"
Weight: 170 lb.
Alignment: unaligned
Personality: Janus is cold and calculating. He revels in bringing order to the chaos of

battle by dominating the enemy through sheer force of will and an adept use of spells.

Loyal to his friends and a nighmare to his enemys.

Physical Description: Janus is still young. He is of average height with a slim build.

He is bald and sports well kept moustach and goate. He wears a well tailored cloak with

a ridiculously oversized collar. Under this he wears supple leather armour of intricate

design . The staff he carries was a gift from his mentor and is made of oak and is

carved into the shape of a scythe with pale blue roses creaping along the shaft. Janus

also carries a deep blue sapphire orb that helps him focus his powers.


After helping to defeat a vampire Janus heard a calling from afar, disapearing for over a week Janus returned with a new friend, a small white dragonling.

Constant Benefits: Can read and speak Draconic. When you spend a healing surge regain 2 additional HP.

Active Benefits: Dragons Breath. Once per encounter, use dragonlings space as origin square for a close blast arcane attack power.

Region Edit

The Kingdom of Jade - +1 on insight checks and +2 on social bluff checks against

individuals who are not from their region.

Hooks Edit

  • Unknown spell is not a commonly known spell. Stalis already knows them all.
  • Hook 2

Kicker Edit

  • Finished apprentiship but tasked to find unknown spell by mentor. Untill this time he is considered a journeyman and not yet a master.

Show Math Edit

Ability Scores Edit

Str 0 8 0 0 8 -1
Con 2 12 0 0 12 1
Dex 0 10 0 0 10 0
Int 12 17 2 1 20 5
Wis 9 16 0 1 17 3
Cha 2 12 0 0 12 1
Totals 25   9

Attacks Edit

Basic Attacks
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Basic Melee


str 2Quarterstaff23AC
Basic Ranged


int1Magic Missile28Reflex

Defenses Edit

DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +0/+5 dex/int 3 Leather Repulsion Armor +1 2 20
Fortitude-1/+1str/con12 14
Reflex+0/+5dex/int1 2 18
Will+3/+1wis/cha21 2 18

Saving Throw Bonuses none

Senses and Reactions Edit

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 0 0 0 0 4 0 0 0 2 0 6
Passive Insight 3 0 0 0 0 0 0 0 2 6 21
Passive Perception 3 0 0 0 0 0 0 0 2 0 15

Health Edit

--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherSurge Value BonusTotalBloodiedSurge
Hit Points 10 12 4 0 0 0 0 34 17 8

Surges per Day 7 (Class 6 + Con 1)

Speed and Movement Edit

Speed: 6 (Race 6 - Equipment 0)

Racial Features Edit


  • Bonus Feat
  • Bonus Trained Skill
  • Bonus At-Will Power
  • +1 Fort, Refl, Will
  • +2 to one Attribute
  • Size: Medium
  • Speed: 6
  • Vision: Normal
  • Languages: Common + any 1

Class Features Edit


  • +2 Will
  • Arcane Implement Mastery: Orb of Imposition
  • Cantrips
  • Ritual Caster Feat
  • Spellbook (incl. 3 rituals, 2x daily and utility powers gained) - Capacity: 7/128

Feats Edit

Skills and Languages Edit

Languages Common, Elven

SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Arcana 5 5 int 2 12

Powers Edit

Powers KnownEdit

Powers to Hit Edit

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Magic Missile +5 Int +1 Implement 0 0 2 8 Ref
Ray of frost +5 Int +1 Implement 0 0 2 8 Fort
Thunderwave +5 Int +1 Implement 0 0 2 8 Fort
Colour Spray +5 Int +1 Implement 0 0 2 8 Will
Freezing Cloud +5 Int +1 Implement 0 0 2 8 Fort
Sleep +5 Int +1 Implement 0 0 2 8 Will

Equipment Edit

Equipment Name Price Weight
Leather Repulsion Armor +1 520gp 15lbs
Quarterstaff 5gp 4lbs
Dagger 1gp 1lb
Standard Adventurer's Kit 15gp 33lbs
Magic Orb +1 360gp 2lb
Ritual Components (Arcana) 30gp
Spellbook 0gp 3lbs
1 vial Alchemist's Frost 20gp 1lbs

Gold 392 
Weight 59 lbs

Tracking Edit

Treasure Edit

11gp (9+10+152+720-520-360) 1 vial Alchemist's Frost Menace of the Icy Spire

Leather Repulsion Armor +1 (520gp, AV1 p49)

Magic Orb +1 (360gp, PH1 p238) Implement (Orb) Enhancement: Attack rolls and Damage rolls. Critical: +1d6 damage per plus.

Bag of Holding Just Before Nightfall 381gpJust before Nightfall

XP Edit

2283Menace of the Icy Spire

2058Just before Nightfall

Changes Edit

Miscalculated XP from Menace Of the Icy spire. Should be 2283. (Thanks Ozzy) - first exp dealt to him - the rest of his xp

Judge Comments Edit

Level 1 Edit

Approval 1 Edit

Approval from Dunamin

1. Insight Math > Skills > Insight: Added Regional bonus.

2. Math > Powers Known. You've put Healing Word here, noting it to come from the cleric multiclass feat. This is inconsistent with the rest of the sheet, however, where you picked Armor Profiency (Leather) and Improved Initiative. I'm guessing its an overlooked change from an earlier take on the PC?

3. Summary > Defenses > Fortitude. Corrected from 13 to 12.

4. Summary > Skills > Insight. Added Regional Bonus.

5. Summary > Skills > Nature. This skill is noted as trained in the Summary which is inconsistent with the Math section. At any rate, you have one trained skill too many in the Summary.

6. Equipment Corrected weight of Leather Armor from 4 to 15 lb, Orb from 1 to 2 lb, and Total Weight from 46 to 58 lb.

Cool concept, everything looks in order now.

Approval 2 Edit

Approval from Lord Sessadore:

1. Summary > Defenses: I made a couple corrections here. Fort was 13, I think 12 from the math section is correct. Will was 15, should be the 16 from the math section.
2. Summary > Icy Terrain: I changed the Fire keyword to Cold.
3. Math > Skills > Insight: you don't have your regional bonus in the table. We usually put it in the Feat columns.
4. Equipment: Leather armor weighs 15 lbs, you put down 4 lbs.
5. Equipment: An orb weighs 2 lbs, you put down 1 lb. Yeah, I'm being nit-picky. :)
6. Weight: With the adjustments above, your carried weight should be 77 lbs. It's close to your limit, but still under, so it shouldn't be a problem.

None of the ones I didn't fix are too important, so I also approve Janus. That makes two, so he's fully approved.
P.S. Interesting back story, I like it!

Level 2 Edit

Approval 1 Edit

Approval from renau1g

Approval 2 Edit

Comments from TwoHeadsBarking:

  • Summary: Your surge value is 5, not 6.
  • Summary: Both your basic attacks are missing the +1 to hit for half level.
  • Summary: In fact, all of your attacks are missing the +1 to hit for half level.
  • Skills: Your Insight is missing the Kingdom of Jade Bonus.
  • Equipment: You're only carrying 58 lbs of gear.
  • Equipment: You should update your gold to take into account your rewards.
  • Tracking: You should link to your treasure rewards too.

Level 3 Edit

Approval 1 Edit

Approval from renau1g:

Approval 2 Edit

Comments from Velmont:

  • Summary: Bloodied value should be 15, not 13. As it is minor your character is Approved

Level 4 Edit

Approval 1 Edit

Comments from ScorpiusRisk

  • Color spray is a level 3 power, not a level 2 power
  • Bag of Holding is not listed in equipment. I imagine it effects your weight as well.


Approval 2 Edit

Comments from Ozymandias79


Status Edit

Janus Reinhardt is approved by renau1g and Velmont as a 3rd level character with 2283 xp.

--Renau1g 02:36, 28 November 2009 (UTC)

Community content is available under CC-BY-SA unless otherwise noted.