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Player Name
Elesa
Character Name
5
Level
Wizard
Class Paragon Path Epic Destiny Deity Adventuring Company Total XP
Human
Race
Medium
Size
28
Age
Female 5-6'
Gender Height
Good
Alignment RPGA Number
INITIATIVE
SCORE DEX 1/2 LVL MISC SCORE DEFENSE
DEFENSES 4
10 + ARMOR/ 1/2 LVL ABIL CLASS SCORE FEAT ENH MISC MISC
MOVEMENT
BASE ARMOR ITEM MISC
Initiative
CONDITIONAL MODIFIERS
17
AC
12
Speed
(Squares)
SPECIAL MOVEMENT
CONDITIONAL BONUSES
ABILITY SCORES
SCORE ABILITY ABIL MOD MOD + 1/2 LVL DEFENSE
SENSES
CLASS FEAT ENH MISC MISC SCORE PASSIVE SENSE BASE SKILL BONUS
8 10 16 20 10 12
STR Strength
Constitution
-1 0 3 5 0 1 HIT POINTS
1 2 5 7 2 3
13
FORT 12
14 14
10 + 10 +
4 4
CON DEX
CONDITIONAL BONUSES
DEFENSE
Dexterity
18
REF
12
1
ABILITY: ATT BONUS CLASS FEAT ENH MISC MISC
INT Intelligence
Wisdom
ATTACK WORKSPACE
Melee Basic Attack - Unarmed
1/2 LVL ABIL CLASS PROF FEAT ENH MISC
CONDITIONAL BONUSES
WIS CHA
DEFENSE
+ 1
ABILITY: ATT BONUS
2
1/2 LVL
-1
ABIL CLASS PROF FEAT ENH MISC
16
WILL 12
CONDITIONAL BONUSES
Charisma
+ 5 ACTION POINTS
SURGES/DAY
MAX HP
BLOODIED
HEALING SURGES
SURGE VALUE
36
CURRENT HIT POINTS
18
1/2 HP
9
1/4 HP
8
CURRENT SURGE USES
Action Points
ACTION POINTS 1 2 3
DAMAGE WORKSPACE
ABILITY: DAMAGE
-1
ABIL FEAT ENH MISC MISC
USED
Bonus Skill - Trained in one additional class skill. Bonus At-Will Power - Know one extra 1st-level attack power from your class.
1d4+3
3 BASIC ATTACKS
ATTACK
DEFENSE
WEAPON OR POWER
DAMAGE
1 5
vs vs vs vs
AC AC
1d4-1 1d4+3
SKILLS
BONUS SKILL NAME ABIL MOD + 1/2 LVL TRND (+5) ARMOR PENALTY MISC
FEATS
Action Surge - +3 to attacks when you spend an action point Ritual Caster - Master and perform rituals Improved Initiative - +4 to initiative checks Durable - Increase number of healing surges by 2 Jack of All Trades - +2 to untrained skill checks
7 12 3 5 8 4 4 4 12 4 5 7 4 12
Acrobatics Arcana Athletics Bluff Diplomacy Dungeoneering Endurance Heal History Insight Intimidate Nature Perception Religion
DEX INT STR CHA CHA WIS CON WIS INT WIS CHA WIS WIS INT
5 7 1 3 3 2 2 2 7 2 3 2 2 7
store known power for use at a later time. Cantrips - Use ghost sound, light, mage hand, and prestidigitation as at-will powers. Ritual Casting - Gain Ritual Caster as a bonus feat.
n/a
2 2 2
Spellbook - Three 1st-level rituals, plus more at higher levels. Also, twice the daily and utility spells you can use; choose from among these at each extended rest.
2 2
LANGUAGES KNOWN
2
POWER INDEX
List your powers below. Check the box when the power is used. Clear the box when the power renews.
CHARACTER PORTRAIT
AT-WILL POWERS
Scorching Burst Ghost Sound Light Mage Hand Prestidigitation Phantom Bolt Ray of Frost Hypnotic Pattern Attack
WEAPON WEAPON WEAPON WEAPON ARMOR ARMS FEET HANDS HEAD
MAGIC ITEMS
ENCOUNTER POWERS
Second Wind Color Spray Chill Strike Hypnotic Pattern
NECK RING RING WAIST
Amulet of Protection +1
PERSONALITY TRAITS
Tome of the Replenishing Flame +1 (Off-hand)
DAILY POWERS
Sleep Thunderstaff Flaming Sphere Glitterdust
CHARACTER BACKGROUND
OTHER EQUIPMENT
Spellbook
RITUALS / ALCHEMY
CHARACTER NAME
Elesa
PLAYER NAME
Second Wind
KEYWORDS USED
RACE
Human
CLASS
Wizard
LEVEL
HP 36 Spd 6 Init +9 14
STR
Effect: You spend a healing surge and regain 9 hit points. You gain a +2 bonus to all defenses until the start of your next turn.
14
ADDITIONAL EFFECTS
CLASS
LEVEL
BOOK
PH
PLAY DATA
UTILITY POWER
Scorching Burst
KEYWORDS
Ghost Sound
USED KEYWORDS
Light
USED KEYWORDS
Arcane, Illusion
10
Arcane
5
USED
Reflex DEFENSE
DEFENSE
TARGET
DEFENSE
TARGET
Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier (+5) fire damage. Increase damage to 2d6 + Intelligence modifier (+5) at 21st level. Tome of the Replenishing Flame +1: +8 attack, 1d6+6 damage
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.
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.
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
+3 to attack rolls if this attack was gained by spending an action point - Action Surge.
CLASS
Wizard
LEVEL
BOOK
PH
CLASS
Wizard
LEVEL
BOOK
PH
CLASS
Wizard
LEVEL
BOOK
PH
AT-WILL POWER
AT-WILL POWER
AT-WILL POWER
Mage Hand
KEYWORDS
Prestidigitation
USED KEYWORDS
Phantom Bolt
USED KEYWORDS
Arcane, Conjuration
5
Arcane
2
USED
Ranged 5 RANGE
Standard ACTION vs
Ranged 2 RANGE
Standard ACTION 8 vs
Ranged 10 RANGE
Will DEFENSE
DEFENSE
TARGET
ATTACK
DEFENSE
TARGET
ATTACK
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.
ADDITIONAL EFFECTS
Effect: Use this cantrip to accomplish one of the effects given below. IMove up to 1 pound of material. ICreate 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 power. Special: You can have as many as three prestidigitation effects active at one time.
Attack: Intelligence vs. Will Hit: 1d8 + Intelligence modifier (+5) psychic damage, and you slide the target 1 square. Level 21: 2d8 + Intelligence modifier (+5) psychic damage. Tome of the Replenishing Flame +1: +8 attack, 1d8+6 damage
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
+3 to attack rolls if this attack was gained by spending an action point - Action Surge.
CLASS
Wizard
LEVEL
BOOK
PH
CLASS
Wizard
LEVEL
BOOK
PH
CLASS
Wizard
LEVEL
BOOK
AP
AT-WILL POWER
Elesa
AT-WILL POWER
Page 3
AT-WILL POWER
Ray of Frost
KEYWORDS
Color Spray
USED KEYWORDS
USED
Fort DEFENSE
vs
vs
Attack: Intelligence vs. Fortitude Hit: 1d6 + Intelligence modifier (+5) cold damage, and the target is slowed until the end of your next turn. Increase damage to 2d6 + Intelligence modifier (+5) at 21st level. Tome of the Replenishing Flame +1: +8 attack, 1d6+6 damage
Requirement: The Hypnotic Pattern power must be active to use this power. Trigger: An enemy starts its turn within 3 squares of the pattern Attack: Intelligence vs. Will Hit: The target is pulled 3 squares toward the pattern and is slowed until the end of your next turn. It can move into the pattern's square. Tome of the Replenishing Flame +1: +8 attack
Attack: Intelligence vs. Will Hit: 1d6 + Intelligence modifier (+5) radiant damage, and the target is dazed until the end of your next turn. Tome of the Replenishing Flame +1: +8 attack, 1d6+6 damage
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
+3 to attack rolls if this attack was gained by spending an action point - Action Surge.
CLASS
+3 to attack rolls if this attack was gained by spending an action point - Action Surge.
CLASS LEVEL
+3 to attack rolls if this attack was gained by spending an action point - Action Surge.
CLASS
Wizard
LEVEL
BOOK
PH
BOOK
AP
Wizard
LEVEL
BOOK
PH
AT-WILL POWER
AT-WILL POWER
ENCOUNTER POWER
Chill Strike
KEYWORDS
Hypnotic Pattern
USED KEYWORDS
Sleep
USED KEYWORDS
USED
Ranged 10 RANGE
Ranged 10 RANGE
Standard ACTION 8 vs
Fort DEFENSE
Will DEFENSE
DEFENSE
TARGET
ATTACK
Attack: Intelligence vs. Fortitude Hit: 2d8 + Intelligence modifier (+5) cold damage, and the target is dazed until the end of your next turn. Tome of the Replenishing Flame +1: +8 attack, 2d8+6 damage
Effect: You conjure a swirling pattern of colors and lights in an unoccupied square within range that lasts until the end of your next turn. You can use the Hypnotic Pattern Attack power, using the pattern's square as the origin square.
Attack: Intelligence 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). Tome of the Replenishing Flame +1: +8 attack
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
+3 to attack rolls if this attack was gained by spending an action point - Action Surge.
CLASS
+3 to attack rolls if this attack was gained by spending an action point - Action Surge.
CLASS
Wizard
LEVEL
BOOK
PH
Wizard
LEVEL
BOOK
AP
CLASS
Wizard
LEVEL
BOOK
PH
ENCOUNTER POWER
ENCOUNTER POWER
DAILY POWER
Thunderstaff
KEYWORDS
Flaming Sphere
SPELLBOOK
USED KEYWORDS
Glitterdust
SPELLBOOK
USED KEYWORDS
USED
Melee 2 RANGE
Ranged 10 RANGE
Standard ACTION 8 vs
Reflex DEFENSE
ATTACK
Requirement: You must be wielding a staff. Trigger: An enemy moves to within 2 squares of you. Attack: Intelligence vs. Fortitude Hit: 2d6 + Intelligence modifier (+5), and the target is deafened and dazed until the end of your next turn. Miss: Half damage, and the target is deafened until the end of your next turn. Effect: You push the target 5 squares. Tome of the Replenishing Flame +1: +8 attack
Effect: You conjure a Medium flaming sphere that occupies a square within range, and the sphere attacks. Any creature that starts its turn adjacent to the sphere takes 1d4 + Intelligence modifier (+5) fire damage. As a move action, you can move the sphere 6 squares. Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier (+5) fire damage. 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. Tome of the Replenishing Flame +1: +8 attack, 2d6+6 damage
Attack: Intelligence vs. Reflex Hit: 1d10 + Intelligence modifier (+5) radiant damage, and the target is blinded until the end of your next turn. Effect: The target gains no benefit from concealment or invisibility, nor can it become hidden (save ends). Tome of the Replenishing Flame +1: +8 attack, 1d10+6 damage
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
+3 to attack rolls if this attack was gained by spending an action point - Action Surge.
CLASS
+3 to attack rolls if this attack was gained by spending an action point - Action Surge.
CLASS
+3 to attack rolls if this attack was gained by spending an action point - Action Surge.
CLASS
Wizard
LEVEL
BOOK
Dragon 380
Wizard
LEVEL
BOOK
PH
Wizard
LEVEL
BOOK
AP
DAILY POWER
Elesa
DAILY POWER
Page 4
DAILY POWER
Shield
KEYWORDS
Expeditious Retreat
SPELLBOOK
USED KEYWORDS
Arcane, Force
Arcane
DAMAGE
PROFICIENT
GROUP
RANGE
2
LEVEL
Trigger: 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.
When you use a wizard fire power that can be sustained through this tome, you regain hit points equal to the tome's enhancement bonus each round that you sustain the power while bloodied. For example, if you used the flaming sphere power with a tome of the replenishing flame +2, you would regain 2 hit points each round you sustain the flaming sphere while you are bloodied. This tome contains two wizard daily fire powers. Both powers must be of a level equal to or lower than that of the tome. Choose these powers when you acquire the tome; they cannot be changed later. You can add these powers to your spellbook.
AT-WILL
POWER
ENCOUNTER
DAILY
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
Power (Daily Arcane, Fire, Implement): Free Action. Choose a power contained in this tome and expend an unused wizard daily attack power of an equal or higher level. You gain the use of the chosen power during this encounter. The power is lost if you do not use it before the end of the encounter.
LEVEL
CLASS
Wizard
LEVEL
BOOK
PH
CLASS
Wizard
BOOK
PH
ITEM SLOT
Off-hand
WEIGHT
PRICE
520
BOOK
AP
UTILITY POWER
UTILITY POWER
MAGIC WEAPON
Amulet of Protection +1
1
AC BONUS CHECK SPEED QUANTITY
SPEED
1
QUANTITY
+1 AC
ENHANCEMENT
PROPERTIES
1
LEVEL
Armor
TYPE
1
LEVEL
AT-WILL
POWER
ENCOUNTER
DAILY
AT-WILL
POWER
ENCOUNTER
DAILY
ITEM SLOT
Body
WEIGHT
PRICE
360
BOOK
PH
ITEM SLOT
Neck
WEIGHT
PRICE
360
BOOK
PH
MAGIC ITEM
MAGIC ITEM
Elesa
Page 5