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Character Sheet

Player Name

Elesa
Character Name

5
Level

Wizard
Class Paragon Path Epic Destiny Deity Adventuring Company Total XP

5,500 135 lbs


Weight

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

10 + 1/2 LVL ABIL

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

Passive Insight Passive Perception

10 + 10 +

4 4

CON DEX

CONDITIONAL BONUSES

DEFENSE

10 + 1/2 LVL ABIL

SPECIAL SENSES CLASS FEAT ENH MISC MISC

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

10 + 1/2 LVL ABIL

+ 1
ABILITY: ATT BONUS

2
1/2 LVL

-1
ABIL CLASS PROF FEAT ENH MISC

16

WILL 12

Ranged Basic Attack - Unarmed

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

MILESTONES 0 1 2 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS

Action Points

ACTION POINTS 1 2 3

DAMAGE WORKSPACE
ABILITY: DAMAGE

Melee Basic Attack - Unarmed


ABIL FEAT ENH MISC MISC

1d4-1 RACE FEATURES


Bonus Feat - Choose an extra feat at 1st level.
ABILITY: DAMAGE

-1
ABIL FEAT ENH MISC MISC

Ranged Basic Attack - Unarmed

SECOND WIND 1/ENCOUNTER


TEMPORARY HIT POINTS

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

DEATH SAVING THROW FAILURES


SAVING THROW MODS RESISTANCES CURRENT CONDITIONS AND EFFECTS

ATTACK

DEFENSE

WEAPON OR POWER

DAMAGE

Human Defense Bonuses - +1 to Fortitude, Reflex, and Will.

1 5

vs vs vs vs

AC AC

Unarmed (Melee) Unarmed (Range)

1d4-1 1d4+3

SKILLS
BONUS SKILL NAME ABIL MOD + 1/2 LVL TRND (+5) ARMOR PENALTY MISC

CLASS / PATH / DESTINY FEATURES


Arcane Implement Mastery - Choose Orb of Imposition, Staff of Defense, or Wand of Accuracy. Tome of Readiness - Encounter, free; with tome,
2 n/a n/a 2

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

0 5 0 0 5 0 0 0 5 0 0 5 0 5 n/a n/a n/a n/a n/a n/a n/a n/a

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.

MAGIC ITEM 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

Magic Cloth Armor (Basic Clothing) +1

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

MANNERISMS AND APPEARANCE


UTILITY POWERS
Shield Expeditious Retreat

Daily Item Powers Per Day


Heroic (1-10) Paragon (11-20) Epic (21-30) Milestone Milestone Milestone / / / / / / / / /

CHARACTER BACKGROUND

OTHER EQUIPMENT
Spellbook

RITUALS / ALCHEMY

COMPANIONS AND ALLIES

SESSION AND CAMPAIGN NOTES

COINS AND OTHER WEALTH


Money on hand: 100 gp Stored money: 0 gp Encumbrance: 9 / 80

CHARACTER NAME

Elesa
PLAYER NAME

Second Wind
KEYWORDS USED

RACE

Human

CLASS

Wizard

LEVEL

Standard ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

HP 36 Spd 6 Init +9 14

STR

10 CON 16 DEX 20 INT 10 WIS 12 CHA


Passive Insight

AC 17 Fort 13 Ref 18 Will 16


Passive Perception

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, Fire, Implement


10 1

Arcane, Illusion
10

Arcane
5

USED

Standard ACTION 8 ATTACK vs

Area burst 1 within 10 squares RANGE Each creature in burst TARGET

Standard ACTION vs ATTACK

Ranged 10 RANGE One object or unoccupied square

Minor ACTION vs ATTACK

Ranged 5 RANGE One object or unoccupied square

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

Arcane, Illusion, Implement, Psychic


10

USED

Minor ACTION vs ATTACK

Ranged 5 RANGE

Standard ACTION vs

Ranged 2 RANGE

Standard ACTION 8 vs

Ranged 10 RANGE

Will DEFENSE

One creature TARGET

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

Hypnotic Pattern Attack


USED KEYWORDS

Color Spray
USED KEYWORDS

Arcane, Cold, Implement


10

Arcane, Conjuration, Illusion, Implement Close burst 3

Arcane, Implement, Radiant Close blast 5


5

USED

Standard ACTION 8 ATTACK vs

Ranged 10 RANGE ACTION 8 ATTACK


3

Standard ACTION 8 ATTACK

RANGE Will DEFENSE The triggering enemy in burst TARGET

RANGE Will DEFENSE Each creature in blast TARGET

Fort DEFENSE

One creature TARGET

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

Arcane, Cold, Implement


10

Arcane, Illusion, Implement


10

Arcane, Implement, Sleep


20 2

USED

Standard ACTION 8 ATTACK vs

Ranged 10 RANGE

Standard ACTION vs ATTACK

Ranged 10 RANGE

Standard ACTION 8 vs

Area burst 2 within 20 squares RANGE Each creature in burst TARGET

Fort DEFENSE

One creature TARGET

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

Arcane, Implement, Thunder


*

Arcane, Conjuration, Fire, Implement


10

Arcane, Implement, Radiant


20 1

USED

Melee 2 RANGE

Standard ACTION 8 ATTACK vs

Ranged 10 RANGE

Standard ACTION 8 vs

Area burst 1 within 20 squares RANGE Each creature in burst TARGET

ACTION 8 ATTACK vs Fort DEFENSE

The triggering enemy TARGET

Reflex DEFENSE TARGET

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

Tome of the Replenishing Flame +1


USED

Arcane, Force

Arcane

Imm Interrupt ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Move ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

DAMAGE

PROFICIENT

GROUP

RANGE

+1 attack rolls and damage rolls


ENHANCEMENT
PROPERTIES

2
LEVEL

+1d10 fire damage


CRITICAL

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.

Effect: Shift up to twice your speed.

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

Magic Cloth Armor (Basic Clothing) +1


AC BONUS CHECK

Amulet of Protection +1
1
AC BONUS CHECK SPEED QUANTITY

SPEED

1
QUANTITY

+1 AC
ENHANCEMENT
PROPERTIES

1
LEVEL

Armor
TYPE

+1 Fortitude, Reflex, and Will


ENHANCEMENT
PROPERTIES

1
LEVEL

Neck Slot Item


TYPE

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

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