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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
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
10 + 10 +
10 8
CON DEX
CONDITIONAL BONUSES
DEFENSE
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
18
WILL 13
+ 6
ABILITY: ATT BONUS
0
CLASS
2
PROF FEAT
1
ENH MISC
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
Action Points
ACTION POINTS 1 2 3
DAMAGE WORKSPACE
ABILITY: DAMAGE
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
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
DEFENSE
WEAPON OR POWER
DAMAGE
vs vs
vs vs
AC AC
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
Page 1
Andr
POWER INDEX
List your powers below. Check the box when the power is used. Clear the box when the power renews.
CHARACTER PORTRAIT
AT-WILL POWERS
Magic Missile Scorching Burst
MAGIC ITEMS
Defensive Quarterstaff +1 (E) Challenge-Seeking Quarterstaff +1
ENCOUNTER POWERS
Second Wind Fey Step Staff of Defense Force Orb Icy Rays
PERSONALITY TRAITS
Robe of Scintillation Cloth Armor (Basic Clothing
DAILY POWERS
Acid Arrow Flaming Sphere Summon Imp Summon Magma Beast
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
Mace Tyrel
Page 2
Andr
CHARACTER NAME
Mace Tyrel
KEYWORDS
Skills
Weapon
*
USED KEYWORDS
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
USED
KEYWORDS
Arcane, Force, Implement Standard RANGE TARGET ACTION 8 ATTACK vs Reflex DEFENSE
20
USED
Standard
10
Move
ACTION
RANGE
ACTION
vs
Reflex
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: 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.
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
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
Page 3
Andr
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
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
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.
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
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
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
Page 4
Andr
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
Challenge-Seeking Quarterstaff +1
2
PROFICIENT GROUP
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
2
LEVEL
+1d6 damage
CRITICAL
PROPERTIES
+1 AC
ENHANCEMENT
2
LEVEL
Armor
TYPE
AT-WILL
ENCOUNTER
DAILY
PROPERTIES
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
Page 5
Andr
9
LEVEL TYPE
1 Armor
AC BONUS
CHECK
SPEED
QUANTITY
ENHANCEMENT
LEVEL
TYPE
PROPERTIES
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
Page 6
Andr