STR CON DEX INT WIS CHA: Initiative Initiative Defenses AC Movement Speed

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Character Sheet

Player Name Aaron

Soveliss 9 Wizard 16,747


Character Name Level Class Paragon Path Epic Destiny Total XP
Eladrin Medium 21 Male 5' 9" 140 Unaligned
Race Size Age Gender Height Weight Alignment Deity Adventuring Company RPGA Number

INITIATIVE DEFENSES MOVEMENT


SCORE DEX 1/2 LVL MISC SCORE 10 + ARMOR/ SCORE BASE ARMOR ITEM MISC
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
4 Initiative 4 22
6 Speed (Squares) 6
CONDITIONAL MODIFIERS
AC 14 6 1 1
SPECIAL MOVEMENT
CONDITIONAL BONUSES

ABILITY SCORES SENSES


SCORE ABILITY ABIL MOD MOD + 1/2 LVL 10 +
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC SCORE PASSIVE SENSE BASE SKILL BONUS

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

MAX HP HEALING SURGES MILESTONES


0
ACTION POINTS
1
1d8 0
BLOODIED SURGE VALUE SURGES/DAY Action Points 1 2
56 28 14 8 2 3

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

RACE FEATURES vs Magic Missile (Quarterstaff)


Trance - Meditate aware 4 hours instead of sleep.
7 vs AC Longsword 1d8
SECOND WIND 1/ENCOUNTER USED Eladrin Weapon Proficiency - Proficient with longsword.
TEMPORARY HIT POINTS 4 vs AC Unarmed (Melee) 1d4
Eladrin Education - Training in any one additional skill.
Eladrin Will - +1 Will; +5 to saving throws against charm.
DEATH SAVING THROW FAILURES FEATS
SAVING THROW MODS +5 Racial bonus against charm effects, +2 item Fey Step - Use fey step as an encounter power.
bonus against dazing or stunning effects
Ritual Caster - Master and perform rituals
Fey Origin - Your origin is fey, not natural
RESISTANCES Mark of Making - Create magic items of your level + 2 or
lower, perform certain rituals
CURRENT CONDITIONS AND EFFECTS
Distant Advantage - Gain combat advantage with ranged
and area attacks against flanked enemies
SKILLS CLASS / PATH / DESTINY FEATURES Skill Focus (Perception) - +3 to Perception checks
ABIL MOD TRND ARMOR
BONUS SKILL NAME + 1/2 LVL (+5) PENALTY MISC
Arcane Implement Mastery - Choose Orb of Imposition,
Twist the Arcane Fabric - Fey step an ally out of your
4 Acrobatics DEX 4 0 n/a 0 Staff of Defense, or Wand of Accuracy.
power's area of effect
22 10 5 n/a 7 Staff of Defense - With staff, +1 AC. Plus, add Con
Arcana INT Skill Focus (Arcana) - +3 to Arcana checks
0 mod to defense against one attack, even after you know
4 Athletics STR 4 0 n/a
damage (encounter, immediate interrupt).
4 Bluff CHA 4 0 n/a 0
Cantrips - Use ghost sound, light, mage hand, and
4 Diplomacy CHA 4 0 n/a 0
prestidigitation as at-will powers.
5 Dungeoneering WIS 5 0 n/a 0
Ritual Casting - Gain Ritual Caster as a bonus feat.
6 Endurance CON 6 0 n/a 0
Spellbook - Three 1st-level rituals, plus more at higher
5 Heal WIS 5 0 n/a 0 levels. Also, twice the daily and utility spells you can use;
17 History INT 10 5 n/a 2 choose from among these at each extended rest.

10 Insight WIS 5 5 n/a 0

4 Intimidate CHA 4 0 n/a 0

10 Nature WIS 5 5 n/a 0

13 Perception WIS 5 5 n/a 3

10 Religion INT 10 0 n/a 0


LANGUAGES KNOWN
0
POWER INDEX MAGIC ITEM INDEX CHARACTER PORTRAIT
List your powers below. List your powers below.
Check the box when the power is used. Check the box when the power is used.
Clear the box when the power renews. Clear the box when the power renews.
AT-WILL POWERS MAGIC ITEMS
WEAPON
Ghost Sound Magic Staff +1 (Off-hand) (E)
WEAPON
Light Orb of Fickle Fate +2 (Off-hand) (2) (E)
WEAPON
Mage Hand
WEAPON
Prestidigitation
ARMOR
Magic Missile Robe of Contingency Cloth Armor (Basic Clothing) +1 (E)
ARMS
Thunderwave
FEET
Grease Attack
HANDS
ENCOUNTER POWERS Shadowfell Gloves (heroic tier) (E)
HEAD
Fey Step Circlet of Continuity (paragon tier) (E)
NECK
Staff of Defense
RING
Force Orb
RING
Shock Sphere
WAIST PERSONALITY TRAITS
Spectral Ram

DAILY POWERS Ritual Candle (paragon tier)

Flaming Sphere

Bigby's Icy Grasp

Stinking Cloud

Grease
Mordenkainen's Sword

Face of Death
MANNERISMS AND APPEARANCE

UTILITY POWERS
Shield

Jump

Invisibility
Dispel Magic

Daily Item Powers Per Day


Heroic (1-10) Milestone / / / CHARACTER BACKGROUND
Cannith Inventor
Paragon (11-20) Milestone / / /
You can't help thinking up new inventions—whether they're
Epic (21-30) Milestone / / / mechanical, magical, or a strange mix of the two. What's the
clever invention or technique that got you noticed within the
OTHER EQUIPMENT RITUALS / ALCHEMY House? Do you have a rival who claimed credit for one of
your ideas? And what great invention is in your head right
Spellbook Make Whole now, awaiting the right rare materials or powerful magic to
Backpack (empty) Comprehend Language make it a reality?

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

COINS AND OTHER WEALTH


Money on hand: 2,357 gp
Stored money: 0 gp
Encumbrance: 94 / 100
Ghost Sound Light Mage Hand
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Illusion Arcane Arcane, Conjuration

Standard 10 Ranged 10 Minor 5 Ranged 5 Minor 5 Ranged 5


ACTION RANGE ACTION RANGE ACTION RANGE
vs One object or unoccupied square vs One object or unoccupied square vs
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET

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.

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Wizard 1 PH Wizard 1 PH Wizard 1 PH
AT-WILL POWER AT-WILL POWER AT-WILL POWER

Prestidigitation Magic Missile Thunderwave


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane Arcane, Force, Implement Arcane, Implement, Thunder

Standard 2 Ranged 2 Standard 20 Ranged 20 Standard Close blast 3


ACTION RANGE ACTION RANGE ACTION 3 RANGE
vs vs One creature 12 vs Fort Each creature in blast
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Effect: Use this cantrip to accomplish one of the effects given below.
•Move up to 1 pound of material.
Effect: 2 + Intelligence modifier (+6) force Attack: Intelligence vs. Fortitude
•Create a harmless sensory effect, such as a shower of sparks, a puff of damage. Hit: 1d6 + Intelligence modifier (+6) thunder
wind, faint music, or a strong odor.
• Color, clean, or soil items in 1 cubic foot for up to 1 hour. Level 11: 3 + Intelligence modifier (+6) force damage, and you push the target a number of
• Instantly light (or snuff out) a candle, a torch, or a small campfire. damage. squares equal to your Wisdom modifier (+1).
• 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. Level 21: 5 + Intelligence modifier (+6) force Increase damage to 2d6 + Intelligence modifier
• Produce out of nothingness a small item or image that exists until the end
of your next turn.
damage. (+6) at 21st level.
• Make a small, handheld item invisible until the end of your next turn. Special: If the implement used with this power
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 has an enhancement bonus, add that bonus to Orb of Fickle Fate +2: +12 attack, 1d6+8
effect of any other power. the damage. In addition, you can use this power damage
Special: You can have as many as three prestidigitation effects active at one
time. as a ranged basic attack. Magic Staff +1: +11 attack, 1d6+7 damage

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Wizard 1 PH Wizard 1 PH Wizard 1 PH
AT-WILL POWER AT-WILL POWER AT-WILL POWER

Grease Attack Fey Step Staff of Defense


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Implement, Zone Teleportation Implement

Free Close burst 1 Move Personal Imm Interrupt


ACTION 1 RANGE ACTION RANGE ACTION RANGE
12 vs Reflex The triggering creature in burst vs vs
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET

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.

Orb of Fickle Fate +2: +12 attack


Magic Staff +1: +11 attack

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Wizard AP Racial Power * PH * PH
AT-WILL POWER ENCOUNTER POWER ENCOUNTER POWER

Soveliss Page 3 Aaron


Force Orb Shock Sphere Spectral Ram
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Force, Implement Arcane, Implement, Lightning Arcane, Force, Implement

Standard 20 Ranged 20 Standard 10 Area burst 2 within 10 squares Standard 10 Ranged 10


ACTION RANGE ACTION 2 RANGE ACTION RANGE
12 vs Reflex One creature or object 12 vs Reflex Each creature in burst 12 vs Fort One creature
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET

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

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Wizard 1 PH Wizard 3 PH Wizard 7 PH
ENCOUNTER POWER ENCOUNTER POWER ENCOUNTER POWER

Flaming Sphere Bigby's Icy Grasp Grease


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Conjuration, Fire, Implement Arcane, Cold, Conjuration, Implement Arcane, Implement, Zone

Standard 10 Ranged 10 Standard 20 Ranged 20 Standard Area burst 2 within 10


ACTION RANGE ACTION RANGE ACTION 2 RANGE
12 vs Reflex 12 vs Reflex One creature adjacent to the hand vs
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Effect: You conjure a Medium flaming sphere that Effect: You conjure a 5-foot-tall hand of ice in an unoccupied Effect: The burst creates a zone of slick grease
occupies a square within range, and the sphere attacks. square within range, and the hand attacks. As a move action,
you can move the hand up to 6 squares.
that covers all horizontal surfaces until the end of
Any creature that starts its turn adjacent to the sphere
Attack: Intelligence vs. Reflex the encounter. The zone is difficult terrain. You
takes 1d4 + Intelligence modifier (+6) fire damage. As a
move action, you can move the sphere 6 squares. Hit: 2d8 + Intelligence modifier (+6) cold damage, and the can use the Grease Attack power, using a square
hand grabs the target. If the target attempts to escape, the within the zone as the origin square.
Attack: Intelligence vs. Reflex
hand uses your Fortitude or Reflex defense.
Hit: 2d6 + Intelligence modifier (+6) fire damage.
Sustain Minor: A target grabbed by the hand takes 1d8 +
Sustain Minor: You can sustain this power until the end Intelligence modifier (+6) cold damage when you sustain this
of the encounter. As a standard action, you can make power. As a standard action, you can attack another target
another attack with the sphere. with the hand, but it must release a target it has grabbed.

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

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Wizard 1 PH Wizard 5 PH Wizard 1 AP
DAILY POWER DAILY POWER DAILY POWER

Stinking Cloud Mordenkainen's Sword Face of Death


SPELLBOOK SPELLBOOK
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Implement, Poison, Zone Arcane, Conjuration, Force, Implement Arcane, Fear, Illusion, Implement

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

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Wizard 5 PH Wizard 9 PH Wizard 9 AP
DAILY POWER DAILY POWER DAILY POWER

Soveliss Page 4 Aaron


Shield Jump Invisibility
SPELLBOOK
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Force Arcane Arcane, Illusion

Imm Interrupt Personal Move 10 Ranged 10 Standard 5 Ranged 5


ACTION RANGE ACTION RANGE ACTION RANGE
AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY

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.

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Wizard 2 PH Wizard 2 PH Wizard 6 PH

UTILITY POWER UTILITY POWER UTILITY POWER

Dispel Magic Magic Staff +1 Orb of Fickle Fate +2


SPELLBOOK
KEYWORDS USED
Arcane, Implement

10 DAMAGE PROFICIENT GROUP RANGE DAMAGE PROFICIENT GROUP RANGE


Standard Ranged 10
ACTION RANGE +1 attack rolls and damage rolls 1 +1d6 damage +2 attack rolls and damage rolls 9 +2d6 damage
ENHANCEMENT LEVEL CRITICAL ENHANCEMENT LEVEL CRITICAL
AT-WILL ENCOUNTER DAILY
PROPERTIES PROPERTIES

Target: One conjuration or zone


Attack: Intelligence vs. the Will defense of the
creator of the conjuration or the zone
Hit: The conjuration or the zone is destroyed. All
its effects end, including those that normally last
until a target saves.
AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY
POWER POWER
Orb of Fickle Fate +2: +12 attack
Magic Staff +1: +11 attack Power (Daily): Minor Action. A target within 10
squares of you takes a –2 penalty to saving
throws and you or an ally within 10 squares of
you gains a +2 power bonus to saving throws
ADDITIONAL EFFECTS
(target's save ends both).

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

Robe of Contingency Cloth Armor (Basic Clothing)


Shadowfell
+1 Gloves (heroic tier) Circlet of Continuity (paragon tier)

- - 1 1 1
AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY

+1 AC 4 Armor 6 Hands Slot Item 11 Head Slot Item


ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE
PROPERTIES PROPERTIES PROPERTIES

You gain a +2 item bonus to saving throws


against dazing or stunning effects.

AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY


POWER POWER POWER

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

MAGIC ITEM MAGIC ITEM MAGIC ITEM

Soveliss Page 5 Aaron

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