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Character Sheet

Player Name

Andr

Mace Tyrel
Character Name

6
Level

Wizard
Class Height Weight Paragon Path Epic Destiny Total XP

7.500 Unaligned
Alignment

Eladrin
Race
SCORE

Medium
Size

120
Age

Male
Gender
MISC

Melora
Deity
SCORE

Adventuring Company

RPGA Number
BASE ARMOR ITEM MISC

INITIATIVE
DEX 1/2 LVL SCORE

DEFENSES
DEFENSE 10 + ARMOR/ 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

MOVEMENT 2 1 1 6 Speed
(Squares)

Initiative

CONDITIONAL MODIFIERS

21

AC

13

SPECIAL MOVEMENT

CONDITIONAL BONUSES

ABILITY SCORES
SCORE ABILITY ABIL MOD MOD + 1/2 LVL

10 12 16 19 14 11

STR Strength
Constitution

DEFENSE

10 + 1/2 LVL ABIL

SENSES
CLASS FEAT ENH MISC MISC SCORE PASSIVE SENSE BASE SKILL BONUS

0 1 3 4 2 0 HIT POINTS

3 4 6 7 5 3

14

FORT 13

20 18
CLASS FEAT ENH MISC MISC

Passive Insight Passive Perception

10 + 10 +

10 8

CON DEX

CONDITIONAL BONUSES

DEFENSE

10 + 1/2 LVL ABIL

SPECIAL SENSES

Low-light Vision

Dexterity

18

REF

13

1
ABILITY: ATT BONUS CLASS FEAT ENH MISC MISC

INT Intelligence
Wisdom

ATTACK WORKSPACE
Melee Basic Attack - Defensive Quarterstaff +1
1/2 LVL ABIL CLASS PROF FEAT ENH MISC

CONDITIONAL BONUSES

WIS CHA

DEFENSE

10 + 1/2 LVL ABIL

18

WILL 13

+ 6
ABILITY: ATT BONUS

0
CLASS

2
PROF FEAT

1
ENH MISC

Melee Basic Attack - Challenge-Seeking Quarterst


1/2 LVL ABIL

Charisma

CONDITIONAL BONUSES

+ 6 ACTION POINTS
SURGES/DAY

MAX HP
BLOODIED

HEALING SURGES
SURGE VALUE

42
CURRENT HIT POINTS

21
1/2 HP

10
1/4 HP

7
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 - Defensive Quarterstaff +1


ABIL FEAT ENH MISC MISC

RACE FEATURES
Trance - Meditate aware 4 hours instead of sleep.
SECOND WIND 1/ENCOUNTER
TEMPORARY HIT POINTS

1d8+1
ABILITY: DAMAGE

0
ABIL FEAT

1
ENH MISC MISC

Melee Basic Attack - Challenge-Seeking Quarterst

USED

Eladrin Weapon Proficiency - Proficient with longsword. Eladrin Education - Training in any one additional skill. Eladrin Will - +1 Will; +5 to saving throws against charm. Fey Step - Use fey step as an encounter power. Fey Origin - Your origin is fey, not natural
ATTACK

1d8+1

0 BASIC ATTACKS

DEATH SAVING THROW FAILURES


SAVING THROW MODS +5 Racial bonus against charm effects RESISTANCES CURRENT CONDITIONS AND EFFECTS

DEFENSE

WEAPON OR POWER

DAMAGE

vs vs

Magic Missile (Defensive Qua Magic Missile (Challenge-See

3 6 CLASS / PATH / DESTINY FEATURES


TRND (+5) ARMOR PENALTY MISC

vs vs

AC AC

Unarmed (Melee) Unarmed (Range)

1d4 1d4+3

SKILLS
BONUS SKILL NAME ABIL MOD + 1/2 LVL

Arcane Implement Mastery - Choose Orb of Imposition, Staff of Defense, or Wand of Accuracy. Staff of Defense - With staff, +1 AC. Plus, add Con mod to defense against one attack, even after you know damage (encounter, immediate interrupt). Cantrips - Use ghost sound, light, mage hand, and prestidigitation as at-will powers. Ritual Casting - Gain Ritual Caster as a bonus feat. 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.

FEATS
Ritual Caster - Master and perform rituals Destructive Wizardry - +2 to damage if you hit two or more creatures Alertness - Cannot be surprised, +2 to Perception Far Spell Hafted Defense - +1 AC and Reflex while wielding polearm or staff in two hands

6 14 3 3 8 10 4 5 9 10 3 10 8 7 6 3 6

Acrobatics Arcana Athletics Bluff Diplomacy Dungeoneering Endurance Heal History Insight Intimidate Nature Perception Religion Stealth Streetwise Thievery

DEX INT STR CHA CHA WIS CON WIS INT WIS CHA WIS WIS INT DEX CHA DEX

6 7 3 3 3 5 4 5 7 5 3 5 5 7 6 3 6

0 5 0 0 5 5 0 0 0 5 0 5 0 0 0 0 0

n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a

0 2 0 0 0 0 0 0 2 0 0 0 3 0 0 0 0

LANGUAGES KNOWN
Common, Elven

Mace Tyrel

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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.
WEAPON WEAPON WEAPON WEAPON ARMOR ARMS FEET HANDS HEAD NECK RING RING WAIST

CHARACTER PORTRAIT

AT-WILL POWERS
Magic Missile Scorching Burst

MAGIC ITEMS
Defensive Quarterstaff +1 (E) Challenge-Seeking Quarterstaff +1

Robe of Contingency Cloth Armor (Basic Clothin

ENCOUNTER POWERS
Second Wind Fey Step Staff of Defense Force Orb Icy Rays

Cannith Goggles (heroic tier) (E)

PERSONALITY TRAITS
Robe of Scintillation Cloth Armor (Basic Clothing

DAILY POWERS
Acid Arrow Flaming Sphere Summon Imp Summon Magma Beast

MANNERISMS AND APPEARANCE


UTILITY POWERS
Ghost Sound Light Mage Hand Prestidigitation Shield Guardian Blades Fire Shield Dimension Door
Heroic (1-10) Paragon (11-20) Epic (21-30)

Daily Item Powers Per Day


Milestone Milestone Milestone / / / / / / / / /

CHARACTER BACKGROUND

OTHER EQUIPMENT
Spellbook Adventurer's Kit Lantern Gentle Repose Brew Potion

RITUALS / ALCHEMY
Tenser's Floating Disk

Enchant Magic Item Travelers' Feast Comprehend Language Endure Elements Tree Shape Water Walk

COMPANIONS AND ALLIES

SESSION AND CAMPAIGN NOTES COINS AND OTHER WEALTH


Money on hand: 456 gp Stored money: 0 gp Encumbrance: 63 / 100

Mace Tyrel

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CHARACTER NAME

Mace Tyrel
KEYWORDS

Skills
Weapon
*
USED KEYWORDS

Melee Basic Attack


Arcane, Evocation, Force, Implement
20
USED

Magic Missile

PLAYER NAME

Andr (Trained)
Standard ACTION 6 ATTACK DEFENSE TARGET ATTACK DEFENSE vs AC One creature vs One creature TARGET RANGE ACTION RANGE Melee weapon Standard Ranged 20

RACE

Eladrin

CLASS

Wizard

LEVEL

SCORE ABILITY

MOD

HP
Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+0) damage. Level 21: 2[W] + Strength modifier (+0) damage. Defensive Quarterstaff +1: +6 attack, 1d8+1 damage

10 STR +0

42 (Trained) (Trained)

12 CON +1

AC 21

(Trained) (Trained)

Spd

16 DEX +3

Fort 14

19 INT +4

Init

14 WIS +2
ADDITIONAL EFFECTS

Ref 18

+6

Effect: 2 + Intelligence modifier (+4) force damage. Level 11: 3 + Intelligence modifier (+4) force damage. Level 21: 5 + Intelligence modifier (+4) force damage. Special: If the implement used with this power has an enhancement bonus, add that bonus to the damage. In addition, you can use this power as a ranged basic attack.
ADDITIONAL EFFECTS

11 CHA +0

Will 18

6 14 3 3 8 10 4 5 9 10 3 10 8 7 6 3 6
CLASS LEVEL

Acrobatics Arcana Athletics Bluff Diplomacy Dungeoneering Endurance Heal History Insight Intimidate Nature Perception Religion Stealth Streetwise Thievery
*
BOOK

DEX INT STR CHA CHA WIS CON WIS INT WIS CHA WIS WIS INT DEX CHA DEX
PH
CLASS

20
AT-WILL POWER

Passive Insight

18

ADDITIONAL EFFECTS

Passive Perception

Wizard

LEVEL

BOOK

PH

PLAY DATA

PLAY DATA

AT-WILL POWER

Scorching Burst
Teleportation Personal RANGE vs DEFENSE TARGET ATTACK vs DEFENSE ACTION Imm Interr
USED KEYWORDS

Fey Step
Implement

Staff of Defense
USED

Force Orb
KEYWORDS

KEYWORDS

Arcane, Fire, Implement

USED

KEYWORDS

Arcane, Force, Implement Standard RANGE TARGET ACTION 8 ATTACK vs Reflex DEFENSE
20

USED

Standard

10

Area burst 1 within 10 squares

Move

Ranged 20 RANGE One creature or object TARGET

ACTION

RANGE

ACTION

vs

Reflex

Each creature in burst

ATTACK

DEFENSE

TARGET

ATTACK

Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier (+4) fire damage. Increase damage to 2d6 + Intelligence modifier (+4) at 21st level.

Effect: Teleport up to 5 squares.

Effect: you gain a bonus to defense against one attack equal to your Constitution modifier (+1). You can declare the bonus after the Dungeon Master has already told you the damage total. Requirement: You must wield your staff.

Defensive Quarterstaff +1: +8 attack, 1d6+5 damage

Attack: Intelligence vs. Reflex Hit: 2d8 + Intelligence modifier (+4) force damage. Make a secondary attack. Secondary Target: Each enemy adjacent to the primary target Secondary Attack: Intelligence vs. Reflex Hit: 1d10 + Intelligence modifier (+4) force damage. Defensive Quarterstaff +1: +8 attack, 2d8+5 damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

+2 to damage rolls if you hit two or more creatures Destructive Wizardry.


LEVEL

CLASS

Wizard

LEVEL

BOOK

PH

CLASS

Racial Power

BOOK

PH

CLASS

LEVEL

BOOK

PH

CLASS

Wizard

LEVEL

BOOK

PH

AT-WILL POWER

ENCOUNTER POWER

ENCOUNTER POWER

ENCOUNTER POWER

Mace Tyrel

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Icy Rays
SPELLBOOK Acid, Arcane, Implement
20
USED KEYWORDS

Acid Arrow
Arcane, Conjuration, Fire, Implement
10
USED KEYWORDS

Flaming Sphere
Arcane, Implement, Poison, Summoning
10
USED

Summon Imp

KEYWORDS

Arcane, Cold, Implement Ranged 20 Ranged 10 RANGE vs Reflex DEFENSE TARGET ATTACK DEFENSE vs TARGET ACTION RANGE Ranged 10 RANGE vs Reflex DEFENSE TARGET ATTACK One creature 8 ACTION Standard Minor

USED

KEYWORDS

Standard

10

Ranged 10

Standard

ACTION

RANGE

ACTION

vs

Reflex

One or two creatures

ATTACK

DEFENSE

TARGET

ATTACK

Attack: Intelligence vs. Reflex, one attack per target Hit: 1d10 + Intelligence modifier (+4) cold damage, and the target is immobilized until the end of your next turn.
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 (+4) fire damage. As a move action, you can move the sphere 6 squares. Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier (+4) 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. Defensive Quarterstaff +1: +8 attack, 2d6+5 damage
ADDITIONAL EFFECTS

Defensive Quarterstaff +1: +8 attack, 1d10+5 damage

Attack: Intelligence vs. Reflex Hit: 2d8 + Intelligence modifier (+4) acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack. Secondary Target: Each creature adjacent to the primary target Secondary Attack: Intelligence vs. Reflex Hit: 1d8 + Intelligence modifier (+4) acid damage, and ongoing 5 acid damage (save ends). Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.

Defensive Quarterstaff +1: +8 attack, 2d8+5 damage

Effect: You summon a Small imp in an unoccupied space within range. The imp has speed 4, fly 6 (hover), and resist 5 fire. You can give the imp the following special command. Standard action: Melee 1; targets one creature; Intelligence vs. Reflex; 1d8 + Intelligence modifier (+4) damage, and ongoing 5 poison damage (save ends). The imp becomes invisible until the start of your next turn. Intrinsic Nature: If you haven't given the imp any commands by the end of your turn, it attacks an adjacent enemy that grants it combat advantage. If it can't do that, it turns invisible and moves its speed to a square adjacent to an enemy. In addition, you grant combat advantage to all enemies until the end of your next turn. Symbiosis: While the summoned imp is present, you deal 1d6 extra poison damage with attacks when your target grants you combat advantage.
ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

Wizard

LEVEL

BOOK

PH
1 Wizard 1

CLASS

Wizard

LEVEL

BOOK

PH

CLASS

LEVEL

BOOK

PH

CLASS

Wizard

LEVEL

BOOK

Dragon 385

ENCOUNTER POWER

DAILY POWER

DAILY POWER

DAILY POWER

Summon Magma Beast


Arcane, Illusion 10
USED KEYWORDS

Ghost Sound
Arcane 5

Light
USED

Mage Hand
KEYWORDS

SPELLBOOK
Arcane, Conjuration
USED

KEYWORDS

Arcane, Fire, Implement, Summoning Ranged 10 RANGE ENCOUNTER DAILY AT-WILL ACTION Minor

USED

KEYWORDS

Minor

10

Ranged 10

Standard

Ranged 5 RANGE ENCOUNTER DAILY

Minor ACTION AT-WILL

Ranged 5 RANGE ENCOUNTER DAILY


Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand lasts until the end of your next turn or until you use this power again. If you are holding an 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. While the hand persists, you can take the following actions. Minor Action: The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time. Move Action: The hand moves up to 5 squares in any direction, carrying the object it holds. Free Action: The hand drops the object it is holding. Sustain Minor: The hand persists until the end of your next turn.

ACTION

RANGE

ACTION

vs

AT-WILL

ATTACK

DEFENSE

TARGET

Effect: You summon a Medium magma beast in an unoccupied space within range. The magma beast has speed 4 (8 while charging) and resist 5 fire. You can give the magma beast the following special command. Standard action: Melee 1; targets one creature; Intelligence vs. Reflex; 1d10 + Intelligence modifier (+4) fire damage, and the target takes ongoing 5 fire damage and is slowed (save ends both). Intrinsic Nature: If you haven't given the magma beast any commands by the end of your turn, it attacks an adjacent creature or charges the nearest creature it can charge and makes its listed attack (above) in place of a melee basic attack. Otherwise, it moves its speed toward the nearest enemy. In addition, you are slowed until the end of your next turn. Symbiosis: While the summoned magma beast is present, you can shift 2 squares with a move action. Each creature that you hit with a basic or atwill attack cannot shift until the end of its next turn.

Target: One object or unoccupied square 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.

Target: One object or unoccupied square Effect: The target sheds bright light until the end of the encounter or until you use this power again. The light fills the target's space and all squares within 4 squares of it. Putting out the light is a free action.

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

Wizard

LEVEL

BOOK

Dragon 385

CLASS

Wizard

LEVEL

BOOK

PH

CLASS

Wizard

LEVEL

BOOK

PH

CLASS

Wizard

LEVEL

BOOK

PH

DAILY POWER

UTILITY POWER

UTILITY POWER

UTILITY POWER

Mace Tyrel

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Prestidigitation
SPELLBOOK
Arcane
USED KEYWORDS

Shield
Arcane, Fear
USED KEYWORDS

Guardian Blades
Arcane, Fire
USED

Fire Shield

KEYWORDS

Arcane

USED

KEYWORDS

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

Ranged 2

Imm Interr

Personal

Minor

Personal

Minor

Personal

ACTION

RANGE

ACTION

AT-WILL

ENCOUNTER

DAILY

AT-WILL

Effect: Use this cantrip to accomplish one of the effects given below: * Change the color of items in 1 cubic foot. * Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. * Clean or soil items in 1 cubic foot. * 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. Special: You can have as many as three prestidigitation effects active at one time. 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.

Trigger: You are hit by an attack Effect: You gain a +4 power bonus to AC and Reflex until the end of your next turn.

Effect: Until the end of the encounter or until you become unconscious, each enemy adjacent to you that makes an attack roll takes force damage equal to your Intelligence modifier (+4). No enemy can take this damage more than once per turn.

Effect: You gain resist 10 cold and resist 10 fire until the end of the encounter. Whenever a creature makes a melee attack roll against you, it takes 2d6 + your Intelligence modifier (+4) fire damage. No creature can take this damage more than once per turn.

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

Wizard

LEVEL

BOOK

PH
2 Wizard 2

CLASS

Wizard

LEVEL

BOOK

PH

CLASS

LEVEL

BOOK

AP

CLASS

Wizard

LEVEL

BOOK

AP

UTILITY POWER

UTILITY POWER

UTILITY POWER

UTILITY POWER

Dimension Door Defensive Quarterstaff +1


1d8
RANGE DAMAGE PROFICIENT

Challenge-Seeking Quarterstaff +1
2
PROFICIENT GROUP

Robe of Scintillation Cloth Armor (Basic


1

SPELLBOOK Staff 1
LEVEL
PROPERTIES

KEYWORDS

Arcane, Teleportation

USED

1d8 None
CRITICAL ENHANCEMENT

Staff
GROUP RANGE AC BONUS

Move
ENHANCEMENT

Personal

DAMAGE

CHECK

SPEED

QUANTITY

ACTION

RANGE

+1 attack rolls and damage rolls

+1 attack rolls and damage rolls

2
LEVEL

+1d6 damage
CRITICAL
PROPERTIES

+1 AC
ENHANCEMENT

2
LEVEL

Armor
TYPE

AT-WILL

ENCOUNTER

DAILY

PROPERTIES

Effect: You teleport up to 10 squares.

You deal 1d6 extra damage when you hit enemies that are at maximum hit points with this weapon.

When you take the total defense or second wind action, you add the enhancement bonus of this weapon as an item bonus to all your defenses until the start of your next turn.
AT-WILL
POWER

Jackets, mantles, woven robes, and padded vests don't, by themselves, provide any significant protection. However, you can imbue them with protective magic. Cloth armor doesn't slow you down or hinder your movement at all. All characters have proficiency with cloth armor.
ENCOUNTER DAILY AT-WILL
POWER

AT-WILL

ENCOUNTER

DAILY

ENCOUNTER

DAILY

POWER

ADDITIONAL EFFECTS

Power (At-Will Radiant): Minor Action. The robe radiates colored lights, illuminating like a torch. You can end the illumination as a free action. Power (Daily Radiant): Standard Action. The robe shines bright with myriad colors. Make an attack: Close burst 2; Intelligence or Charisma vs. Will (add the robe's enhancement bonus as an enhancement bonus to the attack roll); on a hit, the target is dazed (save ends).
Two-Hands
WEIGHT

CLASS

Wizard

LEVEL

BOOK

PH
4

ITEM SLOT

PRICE

360

BOOK

PH

ITEM SLOT

Two-Hands

WEIGHT

PRICE

520

BOOK

PH

ITEM SLOT

Body

WEIGHT

PRICE

520

BOOK

PH

UTILITY POWER

MAGIC WEAPON

MAGIC WEAPON

MAGIC ITEM

Mace Tyrel

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Cannith Goggles (heroic tier)


1
AC BONUS CHECK SPEED QUANTITY

Robe of Contingency Cloth Armor (Basi


+2 AC
ENHANCEMENT
PROPERTIES

9
LEVEL TYPE

1 Armor

AC BONUS

CHECK

SPEED

QUANTITY

Head Slot Item

ENHANCEMENT

LEVEL

TYPE

PROPERTIES

You gain a +2 item bonus to Perception checks.


Jackets, mantles, woven robes, and padded vests don't, by themselves, provide any significant protection. However, you can imbue them with protective magic. Cloth armor doesn't slow you down or hinder your movement at all. All characters have proficiency with cloth armor.
AT-WILL
POWER

AT-WILL

ENCOUNTER

DAILY

ENCOUNTER

DAILY

POWER

Power (Daily): Minor action. Expend an arcane encounter or daily power to use this power. You gain darkvision until the end of the encounter or for 5 minutes if you expended an encounter power or until the end of your next extended rest if you expended a daily power.
ITEM SLOT WEIGHT PRICE BOOK

Power (Daily Healing, Teleportation): Immediate Reaction. Use this power while you are bloodied and when an attack damages you. Teleport 6 squares, and you can spend a healing surge.

ITEM SLOT

Head

WEIGHT

PRICE

360

BOOK

Dragon 365
Body 4 4200

PH

MAGIC ITEM

MAGIC ITEM

Mace Tyrel

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Andr

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