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Character Sheet

Player Name Mike Goldthwait

Flamug 1 Wizard 0
Character Name Level Class Paragon Path Epic Destiny Total XP
Tiefling Medium 32 Male 6" 165 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
-1 Initiative -1 17
6 Speed (Squares) 6
CONDITIONAL MODIFIERS
AC 10 6 1 SPECIAL MOVEMENT
CONDITIONAL BONUSES

ABILITY SCORES SENSES


SCORE ABILITY ABIL MOD MOD + 1/2 LVL 10 + SCORE PASSIVE SENSE BASE SKILL BONUS
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
14 STR 2 2 12 Passive Insight 10 + 2
Strength 12 FORT 10 2
10 CON 0 0 CONDITIONAL BONUSES
12 Passive Perception 10 + 2
Constitution
SPECIAL SENSES
10 +
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
Low-light Vision
8 DEX -1 -1
Dexterity 14 REF 10 4 ATTACK WORKSPACE
19 INT 4 4 CONDITIONAL BONUSES ABILITY:
Melee Basic Attack - Arcane Implement, Staff
Intelligence
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +

WIS
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
+ 4 0 2 2
14 2 2 14
Wisdom WILL 10 2 2 ABILITY:
Scorching Burst - Arcane Implement, Staff
12 CHA 1 1 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
Charisma
+ 4 0 4
HIT POINTS ACTION POINTS
MAX HP HEALING SURGES MILESTONES
0
ACTION POINTS
1
DAMAGE WORKSPACE
BLOODIED SURGE VALUE SURGES/DAY Action Points 1 2 ABILITY:
20 2 3 Melee Basic Attack - Arcane Implement, Staff
10 5 6 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS DAMAGE ABIL FEAT ENH MISC MISC
1/2 HP 1/4 HP
CURRENT HIT POINTS CURRENT SURGE USES 1d8+2 2
RACE FEATURES
Infernal Wrath - Use infernal wrath as an encounter BASIC ATTACKS
ATTACK DEFENSE WEAPON OR POWER DAMAGE
SECOND WIND 1/ENCOUNTER USED power.
TEMPORARY HIT POINTS 4 vs AC Arcane Implement, Staff 1d8+2
Fire Resistance - Resist fire 5 + 1/2 level.
Bloodhunt - +1 on attacks against bloodied foes. 4 vs AC Unarmed (Melee) 1d4+2
DEATH SAVING THROW FAILURES
SAVING THROW MODS 1 vs AC Unarmed (Range) 1d4-1

RESISTANCES Resist 5 Fire, vs

CURRENT CONDITIONS AND EFFECTS


FEATS
Ritual Caster - Master and perform rituals
SKILLS CLASS / PATH / DESTINY FEATURES Armor Proficiency (Leather) - Training with leather armor
ABIL MOD TRND ARMOR
BONUS SKILL NAME + 1/2 LVL (+5) PENALTY MISC
Arcane Implement Mastery - Choose Orb of Imposition,

-1 Acrobatics DEX -1 0 Staff of Defense, or Wand of Accuracy.

9 4 5 n/a Staff of Defense - With staff, +1 AC. Plus, add Con


Arcana INT
mod to defense against one attack, even after you know
2 Athletics STR 2 0
damage (encounter, immediate interrupt).
3 Bluff CHA 1 0 n/a 2
Cantrips - Use ghost sound, light, mage hand, and
1 Diplomacy CHA 1 0 n/a
prestidigitation as at-will powers.
2 Dungeoneering WIS 2 0 n/a
Ritual Casting - Gain Ritual Caster as a bonus feat.
0 Endurance CON 0 0 Spellbook - Three 1st-level rituals, plus more at higher
2 Heal WIS 2 0 n/a levels. Also, twice the daily and utility spells you can use;
9 History INT 4 5 n/a choose from among these at each extended rest.

2 Insight WIS 2 0 n/a

1 Intimidate CHA 1 0 n/a

7 Nature WIS 2 5 n/a

2 Perception WIS 2 0 n/a

9 Religion INT 4 5 n/a


LANGUAGES KNOWN
1 Stealth DEX -1 0 2
Common, Primordial
1 Streetwise CHA 1 0 n/a

-1 Thievery DEX -1 0

Flamug Page 1 Mike Goldthwait


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 Arcane Implement, Staff (Two-Hands) (E)
WEAPON
Light
WEAPON
Mage Hand
WEAPON
Prestidigitation
ARMOR
Scorching Burst
ARMS
Thunderwave
FEET
ENCOUNTER POWERS
HANDS
Infernal Wrath
HEAD
Staff of Defense
NECK
Burning Hands
RING

RING

WAIST PERSONALITY TRAITS

DAILY POWERS
Sleep

Flaming Sphere

MANNERISMS AND APPEARANCE

UTILITY POWERS

Daily Item Powers Per Day


Heroic (1-10) Milestone / / / CHARACTER BACKGROUND
Paragon (11-20) Milestone / / /

Epic (21-30) Milestone / / /

OTHER EQUIPMENT RITUALS / ALCHEMY


Spellbook Animal Messenger
Leather Armor (E) Magic Mouth
Adventurer's Kit Comprehend Language
COMPANIONS AND ALLIES

SESSION AND CAMPAIGN NOTES

COINS AND OTHER WEALTH


Money on hand: 100 gp
Stored money: 0 gp
Encumbrance: 57 lb. / 140 lb.

Flamug Page 2 Mike Goldthwait


CHARACTER NAME
Second Wind
Flamug
PLAYER NAME KEYWORDS USED

Mike Goldthwait
RACE CLASS LEVEL Standard Personal
Tiefling Wizard 1
ACTION RANGE

HP 14 STR AC vs Self

17 ATTACK DEFENSE TARGET


20 10 CON Effect: You spend a healing surge and regain 5 hit
Fort points. You gain a +2 bonus to all defenses until
Spd 8 DEX 12 the start of your next turn.

6 19 INT Ref
14
Init 14 WIS
Will
+-1 12 CHA 14

Passive Passive ADDITIONAL EFFECTS


12 Insight 12 Perception

CLASS LEVEL BOOK


PH

PLAY DATA ® ENCOUNTER SPECIAL ® ENCOUNTER ACTION ®

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 or 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 an
as loud as a yelling or fighting creature to emanate The light fills the target's square and all squares adjacent object weighing 20 pounds or less and carries it up to 5
from the target. You can produce nonvocal sounds within 4 squares of it. The light lasts for 5 minutes. squares. If you are holding the object when you use this power, the
such as the ringing of a sword blow, jingling armor, Putting out the light is a free action. hand can move the object into a pack, a pouch, a sheath, or a
similar container and simultaneously move any one object carried or
or scraping stone. If you whisper, you can whisper Special: You can have only one light cantrip active worn anywhere on your body into your hand.
quietly enough that only creatures adjacent to the at a time. If you create a new light, your previously As a move action, you can move the hand up to 5 squares.
target can hear your words. cast light winks out. 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 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 Scorching Burst Thunderwave


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane Arcane, Fire, Implement Arcane, Implement, Thunder

Standard 2 Ranged 2 Standard 10 Area burst 1 within 10 squares Standard Close blast 3
1 3
ACTION RANGE ACTION RANGE ACTION RANGE
vs 4 vs Reflex Each creature in burst 4 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.
Attack: Intelligence vs. Reflex Attack: Intelligence vs. Fortitude
•Create a harmless sensory effect, such as a shower of sparks, a puff of Hit: 1d6 + Intelligence modifier (+4) fire damage. Hit: 1d6 + Intelligence modifier (+4) thunder
wind, faint music, or a strong odor.
• Color, clean, or soil items in 1 cubic foot for up to 1 hour. Increase damage to 2d6 + Intelligence modifier damage, and you push the target a number of
• 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.
(+4) at 21st level. squares equal to your Wisdom modifier (+2).
• Make a small mark or symbol appear on a surface for up to 1 hour. Increase damage to 2d6 + Intelligence modifier
• Produce out of nothingness a small item or image that exists until the end
of your next turn. Arcane Implement, Staff: +4 attack, 1d6+4 (+4) at 21st level.
• 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,
damage
or hinder another creature's actions. This cantrip cannot duplicate the effect of any Arcane Implement, Staff: +4 attack, 1d6+4
other power.
Special: You can have as many as three prestidigitation effects active at one time. damage

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

+1 to attack rolls against bloodied foes - Bloodhunt. +1 to attack rolls against bloodied foes - Bloodhunt.

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 ®


Flamug Page 3 Mike Goldthwait
Infernal Wrath Staff of Defense Burning Hands
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Implement Arcane, Fire, Implement

Minor Personal Standard Close blast 5


5
ACTION RANGE ACTION RANGE ACTION RANGE
vs vs 4 vs Reflex Each creature in blast
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Effect: You can channel your fury to gain a +1 Effect: you gain a bonus to defense against one Attack: Intelligence vs. Reflex
power bonus to your next attack roll against an attack equal to your Constitution modifier (+0). Hit: 2d6 + Intelligence modifier (+4) fire damage.
enemy that hit you since your last turn. If your You can declare the bonus after the Dungeon
attack hits and deals damage, add your Charisma Master has already told you the damage total. Arcane Implement, Staff: +4 attack, 2d6+4
modifier (+1) as extra damage. Requirement: You must wield your staff. damage

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

+1 to attack rolls against bloodied foes - Bloodhunt.

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Racial Power * PH * PH Wizard 1 PH

ENCOUNTER POWER ® ENCOUNTER POWER ® ENCOUNTER POWER ®

Sleep Flaming Sphere Sleep


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Implement, Sleep Arcane, Conjuration, Fire, Implement Arcane, Implement, Sleep

Standard 20 Area burst 2 within 20 squares Standard 10 Ranged 10 Standard 20 Area burst 2 within 20 squares
2 2
ACTION RANGE ACTION RANGE ACTION RANGE
4 vs Will Each creature in burst 4 vs Reflex 4 vs Will Each creature in burst
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Attack: Intelligence vs. Will Effect: You conjure a Medium flaming sphere that occupies Attack: Intelligence vs. Will
Hit: The target is slowed (save ends). If the target a square within range, and the sphere attacks. Any creature Hit: The target is slowed (save ends). If the target
that starts its turn adjacent to the sphere takes 1d4 +
fails its first saving throw against this power, the fails its first saving throw against this power, the
Intelligence modifier (+4) fire damage. As a move action,
target becomes unconscious (save ends). you can move the sphere 6 squares.squares. target becomes unconscious (save ends).
Miss: The target is slowed (save ends). Attack: Intelligence vs. Reflex Miss: The target is slowed (save ends).
Hit: 2d6 + Intelligence modifier (+4) fire damage.
Arcane Implement, Staff: +4 attack Sustain Minor: You can sustain this power until the end of Arcane Implement, Staff: +4 attack
the encounter. As a standard action, you can make another
attack with the sphere.

Arcane Implement, Staff: +4 attack, 2d6+4 damage

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS


+1 to attack rolls against bloodied foes - Bloodhunt. +1 to attack rolls against bloodied foes - Bloodhunt. +1 to attack rolls against bloodied foes - Bloodhunt.

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Wizard 1 PH Wizard 1 PH Wizard 1 PH

DAILY POWER ® DAILY POWER ® DAILY POWER ®

Flamug Page 4 Mike Goldthwait

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