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Player Name
Erik 1 Wizard 0
Character Name Level Class Paragon Path Epic Destiny Total XP
Human Medium 22 Male 5 ft. 9 in. Good
Race Size Age Gender Height Weight Alignment Deity Adventuring Company RPGA Number
8 STR
Strength
-1 -1 12 FORT 10 1 1 18 Passive Insight 10 + 8
CONDITIONAL BONUSES
12 CON
Constitution
1 1 13 Passive Perception 10 + 3
SPECIAL SENSES
10 +
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
12 DEX 1 1 15
Dexterity REF 10 4 1
ATTACK WORKSPACE
18 INT
Intelligence
4 4 CONDITIONAL BONUSES ABILITY:
Melee Basic Attack - Dagger
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +
16 WIS
Wisdom
3 3 DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
+ 2 0 -1 3
16 WILL 10 3 2 1 ABILITY:
Ranged Basic Attack - Dagger
10 CHA
Charisma
0 0 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
+ 4 0 1 3
HIT POINTS ACTION POINTS
MAX HP
BLOODIED
HEALING SURGES
SURGE VALUE SURGES/DAY
MILESTONES
0
ACTION POINTS
1
DAMAGE WORKSPACE
Action Points 1 2 ABILITY:
22 11 5 7 2 3
Melee Basic Attack - Dagger
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS DAMAGE ABIL FEAT ENH MISC MISC
1/2 HP 1/4 HP
CURRENT HIT POINTS CURRENT SURGE USES
1d4-1 -1
RACE FEATURES ABILITY:
Ranged Basic Attack - Dagger
Bonus Feat - Choose an extra feat at 1st level. DAMAGE ABIL FEAT ENH MISC MISC
SECOND WIND 1/ENCOUNTER USED Bonus Skill - Trained in one additional class skill. 1d4+1 1
TEMPORARY HIT POINTS
Bonus At-Will Power - Know one extra 1st-level attack
BASIC ATTACKS
power from your class. ATTACK DEFENSE WEAPON OR POWER DAMAGE
DEATH SAVING THROW FAILURES
SAVING THROW MODS Human Defense Bonuses - +1 to Fortitude, Reflex, and Will. 2 vs AC Dagger (Melee) 1d4-1
9 Arcana INT 4 5 n/a Orb of Imposition - Encounter, free; with orb, penalize point
-1 -1 0 foe's saving throws against your spell, or extend duration of Alchemist - Alchemist bonus feat replaces Ritual Caster class
Athletics STR
your at-will spell one round. feature.
0 Bluff CHA 0 0 n/a
Cantrips - Use ghost sound, light, mage hand, and Armor Proficiency (Leather) - Training with leather armor
5 Diplomacy CHA 0 5 n/a
prestidigitation as at-will powers.
8 Dungeoneering WIS 3 5 n/a
Ritual Casting - Gain Ritual Caster as a bonus feat.
1 Endurance CON 1 0
Spellbook - Three 1st-level rituals, plus more at higher levels.
3 Heal WIS 3 0 n/a
Also, twice the daily and utility spells you can use; choose
4 History INT 4 0 n/a
from among these at each extended rest.
8 Insight WIS 3 5 n/a
1 0
LANGUAGES KNOWN
1 Stealth DEX
Common, Deep Speech
0 Streetwise CHA 0 0 n/a
1 Thievery DEX 1 0
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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
Thunderwave Implement, Orb (Off-hand) (6)
WEAPON
Ghost Sound
WEAPON
Light
WEAPON
Mage Hand
ARMOR
Prestidigitation
ARMS
Ray of Frost
FEET
Scorching Burst
HANDS
ENCOUNTER POWERS
HEAD
Orb of Imposition
NECK
Icy Terrain
RING
RING
DAILY POWERS
Freezing Cloud
Sleep
UTILITY POWERS
Erik Page 2
CHARACTER NAME
Second Wind
Erik
PLAYER NAME KEYWORDS USED
HP AC vs Self
8 STR
ATTACK DEFENSE TARGET
14
22 12 CON Effect: You spend a healing surge and
Fort regain 5 hit points. You gain a +2 bonus to
Spd 12 DEX 12 all defenses until the start of your next
6 18 INT turn.
Ref
Init 16 WIS 15
+1 10 CHA Will
16
ADDITIONAL EFFECTS
Passive Passive
18 Insight 13 Perception
Standard 10 Area burst 1 within 10 squares Free Standard 10 Area burst 1 within 10 squares
1 1
ACTION RANGE ACTION RANGE ACTION RANGE
4 vs Reflex Each creature in burst vs 4 vs Reflex Each creature in burst
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Attack: Intelligence vs. Reflex Effect: you can use your orb to gain one of the following two Attack: Intelligence vs. Reflex
effects.
Hit: 1d6 + Intelligence modifier (+4) fire damage. Hit: 1d6 + Intelligence modifier (+4) cold damage,
You can designate one creature you have cast a wizard spell
Increase damage to 2d6 + Intelligence modifier upon that has an effect that lasts until the subject succeeds on a and the target is knocked prone.
(+4) at 21st level. saving throw. That creature takes a penalty to its saving throws Effect: The power's area is difficult terrain until the
against that effect equal to your Wisdom modifier (+3). end of your next turn. You can end this effect as a
Alternatively, you can choose to extend the duration of an effect
Implement, Orb: +4 attack, 1d6+4 damage created by a wizard at-will spell (such as cloud of daggers or ray
minor action.
of frost) that would otherwise end at the end of your current
turn. The effect instead ends at the end of your next turn. Implement, Orb: +4 attack, 1d6+4 damage
Requirement: You must wield an orb to use this ability.
Standard 20 Area burst 2 within 20 squares Standard 10 Area burst 2 within 10 squares
2 2
ACTION RANGE ACTION RANGE
4 vs Will Each creature in burst 4 vs Fort Each creature in burst
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Attack: Intelligence vs. Will Attack: Intelligence vs. Fortitude
Hit: The target is slowed (save ends). If the target Hit: 1d8 + Intelligence modifier (+4) cold damage.
fails its first saving throw against this power, the Miss: Half damage.
target becomes unconscious (save ends). Effect: The cloud lasts until the end of your next
Miss: The target is slowed (save ends). turn. Any creature that enters the cloud or starts its
turn there is subject to another attack. You can
Implement, Orb: +4 attack, 0 damage dismiss the cloud as a minor action.
Erik Page 4