Professional Documents
Culture Documents
STR CON DEX INT WIS CHA: Initiative Initiative Defenses AC Movement Speed
STR CON DEX INT WIS CHA: Initiative Initiative Defenses AC Movement Speed
STR CON DEX INT WIS CHA: Initiative Initiative Defenses AC Movement Speed
10 STR
Strength
0 4 16 FORT 14 2 20 Passive Insight 10 + 10
14 CON
Constitution
2 6
CONDITIONAL BONUSES
23 Passive Perception 10 + 13
10 + SPECIAL SENSES
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Low-light Vision
10 DEX 0 4 20
Dexterity REF 14 6
ATTACK WORKSPACE
22 INT
Intelligence
6 10 CONDITIONAL BONUSES ABILITY:
Melee Basic Attack - Quarterstaff
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +
13 WIS 1 5
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
+ 6 4 0 2
Wisdom 18 WILL 14 1 2 1
10 CHA
Charisma
0 4 CONDITIONAL BONUSES DAMAGE WORKSPACE
ABILITY:
Melee Basic Attack - Quarterstaff
HIT POINTS ACTION POINTS DAMAGE ABIL FEAT ENH MISC MISC
1/2 HP 1/4 HP
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS
BASIC ATTACKS
CURRENT HIT POINTS CURRENT SURGE USES ATTACK DEFENSE WEAPON OR POWER DAMAGE
Flaming Sphere
Stinking Cloud
Grease
Mordenkainen's Sword
Face of Death
MANNERISMS AND APPEARANCE
UTILITY POWERS
Shield
Jump
Invisibility
Dispel Magic
Bedroll Silence
Flint and Steel Enchant Magic Item COMPANIONS AND ALLIES
Trail Rations (10) Reverse Portal
Silk Rope (50 ft.) Eye of Alarm
Sunrod (2) Knock
Waterskin Detect Secret Doors
Quarterstaff
Longsword
Cloth Armor (Basic Clothing)
Belt Pouch (empty)
SESSION AND CAMPAIGN NOTES
Effect: You cause a sound as quiet as a whisper Effect: You cause the target to shed bright light. Effect: You conjure a spectral, floating hand in an unoccupied
square within range. The hand picks up, moves, or manipulates
or as loud as a yelling or fighting creature to The light fills the target's square and all squares an adjacent object weighing 20 pounds or less and carries it up
emanate from the target. You can produce within 4 squares of it. The light lasts for 5 to 5 squares. If you are holding the object when you use this
nonvocal sounds such as the ringing of a sword minutes. Putting out the light is a free action. power, the hand can move the object into a pack, a pouch, a
sheath, or a similar container and simultaneously move any one
blow, jingling armor, or scraping stone. If you Special: You can have only one light cantrip object carried or worn anywhere on your body into your hand.
whisper, you can whisper quietly enough that active at a time. If you create a new light, your As a move action, you can move the hand up to 5 squares. As
only creatures adjacent to the target can hear previously cast light winks out. 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
your words. up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.
Requirement: The Grease power must be active Effect: Teleport up to 5 squares. Effect: you gain a bonus to defense against one
to use this power. attack equal to your Constitution modifier (+2).
Trigger: A creature enters the zone You can declare the bonus after the Dungeon
Attack: Intelligence vs. Reflex Master has already told you the damage total.
Hit: You knock the target prone. Requirement: You must wield your staff.
Miss: You slide the target 2 squares. This
movement does not trigger this power's attack.
Attack: Intelligence vs. Reflex Attack: Intelligence vs. Reflex Hit: 2d10 + Intelligence modifier (+6) force
Hit: 2d8 + Intelligence modifier (+6) force Hit: 2d6 + Intelligence modifier (+6) lightning damage, and you push the target 3 squares and
damage. Make a secondary attack. damage. it is knocked prone.
Secondary Target: Each enemy adjacent to the Attack: Intelligence vs. Fortitude
primary target Orb of Fickle Fate +2: +12 attack, 2d6+8
Secondary Attack: Intelligence vs. Reflex damage Orb of Fickle Fate +2: +12 attack, 2d10+8
Hit: 1d10 + Intelligence modifier (+6) force Magic Staff +1: +11 attack, 2d6+7 damage damage
damage. Magic Staff +1: +11 attack, 2d10+7 damage
Orb of Fickle Fate +2: +12 attack, 2d8+8 damage
Magic Staff +1: +11 attack, 2d8+7 damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS
Orb of Fickle Fate +2: +12 attack, 2d6+8 damage Orb of Fickle Fate +2: +12 attack, 2d8+8 damage
Magic Staff +1: +11 attack, 2d6+7 damage Magic Staff +1: +11 attack, 2d8+7 damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS
Standard 20 Area burst 2 within 20 squares Standard 10 Ranged 10 Standard 10 Area burst 1 within 10 squares
ACTION 2 RANGE ACTION RANGE ACTION 1 RANGE
12 vs Fort Each creature in burst 12 vs Reflex 12 vs Will Each creature in burst
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Attack: Intelligence vs. Fortitude Effect: You conjure a sword of force in an Attack: Intelligence vs. Will
Hit: 1d10 + Intelligence modifier (+6) poison damage. unoccupied square within range, and it attacks. As a Hit: The target is immobilized (save ends).
Effect: The burst creates a zone of poisonous vapor move action, you can move the sword to a new target First Failed Saving Throw: The target is
that blocks line of sight until the end of your next turn. within range. The sword lasts until the end of your helpless (save ends).
Creatures that enter the zone or start their turns there next turn.
take 1d10 + Intelligence modifier (+6) poison damage. Aftereffect: The target is slowed (save ends).
Attack: Intelligence vs. Reflex
As a move action, you can move the zone up to 6 Miss: The target is immobilized (save ends).
Hit: 1d10 + Intelligence modifier (+6) force damage.
squares. Sustain Minor: When you sustain the sword, it Aftereffect: The target is slowed (save ends).
Sustain Minor: The zone persists. attacks again.
Orb of Fickle Fate +2: +12 attack
Orb of Fickle Fate +2: +12 attack, 1d10+8 damage Magic Staff +1: +11 attack
Orb of Fickle Fate +2: +12 attack, 1d10+8 damage
Magic Staff +1: +11 attack, 1d10+7 damage
Magic Staff +1: +11 attack, 1d10+7 damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS
Trigger: You are hit by an attack Target: You or one creature Target: You or one creature
Effect: You gain a +4 power bonus to AC and Effect: The target makes an Athletics check as a Effect: The target is invisible until the end of
Reflex defense until the end of your next turn. free action to jump with a +10 power bonus. The your next turn. If the target attacks, the effect
target can move as many squares as the check ends.
allows and is considered to have a running start. Sustain Standard: If the target is within range,
you can sustain the effect.
CLASS LEVEL BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Wizard 6 PH Off-hand 0 360 PH Off-hand 0 4200 AV
UTILITY POWER MAGIC WEAPON MAGIC WEAPON
- - 1 1 1
AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY
Power (Daily • Healing, Teleportation): Power (Daily • Necrotic): Minor Action. Power (Encounter): No Action. Trigger: You
Immediate Reaction. Use this power while you Change the damage type dealt by the next are dazed or stunned at the start of your turn.
are bloodied and when an attack damages you. arcane power you use to necrotic. Add 1d6 to the Effect: You sustain a power that normally
Teleport 6 squares, and you can spend a healing damage dealt by that power (if any). requires a minor action to sustain.
surge.
ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Body 4 840 PH Hands 0 1800 PH Head 0 9000 AV2