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Character Sheet

Player Name

Jett 3 Wizard 2,250


Character Name Level Class Paragon Path Epic Destiny Total XP
Genasi Medium 37 Male 5'9" 140 Unaligned Kord
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
3 Initiative 2 1 16 6 Speed (Squares) 6
CONDITIONAL MODIFIERS
AC 11 4 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 1 14 FORT 11 2 1 11 Passive Insight 10 + 1
CONDITIONAL BONUSES
14 CON
Constitution
2 3 11 Passive Perception 10 + 1
SPECIAL SENSES
10 +
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
14 DEX 2 3 15
Dexterity REF 11 4
ATTACK WORKSPACE
18 INT
Intelligence
4 5 CONDITIONAL BONUSES ABILITY:
Melee Basic Attack - Dagger
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +

11 WIS
Wisdom
0 1 DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC + 4 1 0 3
14 WILL 11 1 2 ABILITY:
Ranged Basic Attack - Dagger
12 CHA
Charisma
1 2 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC

+ 6 1 2 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:
32 16 8 8 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 0
RACE FEATURES ABILITY:
Ranged Basic Attack - Dagger
Elemental Origins - You are elemental, not natural. DAMAGE ABIL FEAT ENH MISC MISC

SECOND WIND 1/ENCOUNTER USED Elemental Manifestation - Choose earthsoul, firesoul, 1d4+2 2
TEMPORARY HIT POINTS
stormsoul, watersoul, or windsoul.
BASIC ATTACKS
Stormsoul - +1 to Fortitiude; promise of storm power; ATTACK DEFENSE WEAPON OR POWER DAMAGE
DEATH SAVING THROW FAILURES
SAVING THROW MODS resist 5 lightning (10 at 11th level, 15 at 21st) 4 vs AC Dagger (Melee) 1d4

RESISTANCES Resist 5 Lightning, Resist 5 Fire, Resist 5 Cold, Resist 5 Thunder 6 vs AC Dagger (Range) 1d4+2

CURRENT CONDITIONS AND EFFECTS 1 vs AC Unarmed (Melee) 1d4

3 vs AC Unarmed (Range) 1d4+2


SKILLS CLASS / PATH / DESTINY FEATURES
ABIL MOD TRND ARMOR
BONUS SKILL NAME + 1/2 LVL (+5) PENALTY MISC Arcane Implement Mastery - Choose Orb of Imposition, FEATS
3 Acrobatics DEX 3 0 Staff of Defense, or Wand of Accuracy. Alchemist - Alchemist bonus feat replaces Ritual Caster class

10 Arcana INT 5 5 n/a Wand of Accuracy - Encounter, free; with wand, add feature.

1 1 0 Dex mod to one attack roll. Versatile Resistance - Gain resist 5 cold, resist 5 fire, and
Athletics STR
Cantrips - Use ghost sound, light, mage hand, and resist 5 thunder
2 Bluff CHA 2 0 n/a
prestidigitation as at-will powers. Elemental Echo - +1 to attack, +2 to damage after using
7 Diplomacy CHA 2 5 n/a
Ritual Casting - Gain Ritual Caster as a bonus feat. racial power
1 Dungeoneering WIS 1 0 n/a
Spellbook - Three 1st-level rituals, plus more at higher
10 Endurance CON 3 5 2
levels. Also, twice the daily and utility spells you can use;
1 Heal WIS 1 0 n/a
choose from among these at each extended rest.
10 History INT 5 5 n/a

1 Insight WIS 1 0 n/a

2 Intimidate CHA 2 0 n/a

3 Nature WIS 1 0 n/a 2

1 Perception WIS 1 0 n/a

5 Religion INT 5 0 n/a

3 0
LANGUAGES KNOWN
3 Stealth DEX
Common, Primordial
2 Streetwise CHA 2 0 n/a

3 Thievery DEX 3 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
Ghost Sound
WEAPON
Light
WEAPON
Mage Hand
WEAPON
Prestidigitation
ARMOR
Thunderwave Robe of Contingency Cloth Armor (Basic Clothing) +1 (E)
ARMS
Storm Pillar
FEET
ENCOUNTER POWERS
HANDS
Second Wind
HEAD
Promise of Storm
NECK
Wand of Accuracy
RING
Burning Hands
RING
Shock Sphere
WAIST PERSONALITY TRAITS

DAILY POWERS
Acid Arrow
Flaming Sphere

MANNERISMS AND APPEARANCE

UTILITY POWERS
Shield

Guardian Blades

Daily Item Powers Per Day


Heroic (1-10) Milestone / / / CHARACTER BACKGROUND
Genasi - Chaos Burn
Paragon (11-20) Milestone / / /
You spent some part of your early life in the Elemental Chaos
Epic (21-30) Milestone / / / —perhaps living in the efreets' City of Brass or in a githzerai
monastery. Fond of traveling in the Elemental Chaos, you
OTHER EQUIPMENT RITUALS / ALCHEMY recently found yourself thrust through a portal into the
Spellbook Animal Messenger world. Are you stranded in the world, or have you decided to
stay for a while? Are you eager to return, or enjoying a life
Adventurer's Kit Make Whole
less plagued by elemental dangers?
Dagger (E) Tenser's Floating Disk
Flask (empty) (3) COMPANIONS AND ALLIES
Harp
Wand Implement (E)

SESSION AND CAMPAIGN NOTES

COINS AND OTHER WEALTH


Money on hand: 53 gp; 9 sp; 1 cp
Stored money: 0 gp
Encumbrance: 50 / 100

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CHARACTER NAME
Second Wind
Jett
PLAYER NAME KEYWORDS USED

RACE CLASS LEVEL Standard Personal


Genasi Wizard 3
ACTION RANGE
AT-WILL ENCOUNTER DAILY
HP 10 STR AC
16 Effect: You spend a healing surge and regain 8 hit
32 14 CON points. You gain a +2 bonus to all defenses until
Fort the start of your next turn.
Spd 14 DEX 14
6 18 INT
Ref
Init 11 WIS 15
+3 12 CHA Will
14
ADDITIONAL EFFECTS

Passive Passive
11 Insight 11 Perception

CLASS LEVEL BOOK


PH

PLAY DATA ® ENCOUNTER SPECIAL ® UTILITY POWER ®

Melee Basic Attack Ranged Basic Attack Ghost Sound


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Weapon Weapon Arcane, Illusion

Standard * Melee weapon Standard * Ranged weapon Standard 10 Ranged 10


ACTION RANGE ACTION RANGE ACTION RANGE
4 vs AC One creature 6 vs AC One creature vs One object or unoccupied square
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Attack: Strength vs. AC Attack: Dexterity vs. AC Effect: You cause a sound as quiet as a whisper or
Hit: 1[W] + Strength modifier (+0) damage. Hit: 1[W] + Dexterity modifier (+2) damage. Increase as loud as a yelling or fighting creature to
Increase damage to 2[W] + Strength modifier (+0) damage to 2[W] + Dexterity modifier (+2) at 21st level. emanate from the target. You can produce
at 21st level. Special: Weapons with the heavy thrown property use nonvocal sounds such as the ringing of a sword
Strength instead of Dexterity for attack rolls and
Special: You can use an unarmed attack as a blow, jingling armor, or scraping stone. If you
damage rolls. Warlocks can use eldritch blast as a
weapon to make a melee basic attack. whisper, you can whisper quietly enough that only
ranged basic attack, and wizards can use magic missile
as a ranged basic attack.
creatures adjacent to the target can hear your
Dagger: +4 attack, 1d4 damage words.
Dagger: +6 attack, 1d4+2 damage

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


* * Wizard 1 PH

AT-WILL POWER ® AT-WILL POWER ® AT-WILL POWER ®

Light Mage Hand Prestidigitation


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane Arcane, Conjuration Arcane

Minor 5 Ranged 5 Minor 5 Ranged 5 Standard 2 Ranged 2


ACTION RANGE ACTION RANGE ACTION RANGE
vs One object or unoccupied square vs vs
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Effect: You conjure a spectral, floating hand in an unoccupied square Effect: Use this cantrip to accomplish one of the effects given below.
Effect: You cause the target to shed bright light. • Move up to 1 pound of material.
within range. The hand picks up, moves, or manipulates an adjacent
The light fills the target's square and all squares object weighing 20 pounds or less and carries it up to 5 squares. If you
• Create a harmless sensory effect, such as a shower of sparks, a puff of wind,
faint music, or a strong odor.
within 4 squares of it. The light lasts for 5 minutes. are holding the object when you use this power, the hand can move • Color, clean, or soil items in 1 cubic foot for up to 1 hour.
the object into a pack, a pouch, a sheath, or a similar container and • Instantly light (or snuff out) a candle, a torch, or a small campfire.
Putting out the light is a free action. simultaneously move any one object carried or worn anywhere on • Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
Special: You can have only one light cantrip your body into your hand. • Make a small mark or symbol appear on a surface for up to 1 hour.
As a move action, you can move the hand up to 5 squares. As a free • Produce out of nothingness a small item or image that exists until the end of
active at a time. If you create a new light, your your next turn.
action, you can cause the hand to drop an object it is holding, and as a
previously cast light winks out. minor action, you can cause the hand to pick up or manipulate a
• 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
different object. tool, or hinder another creature's actions. This cantrip cannot duplicate the effect
Sustain Minor: You can sustain the hand indefinitely. of any other power.
Special: You can create only one hand at a time. Special: You can have as many as three prestidigitation effects active at one 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 ®

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Thunderwave Storm Pillar Promise of Storm
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Implement, Thunder Arcane, Conjuration, Implement, Lightning Lightning, Thunder

Standard Close blast 3 Standard 10 Ranged 10 Minor Personal


3
ACTION RANGE ACTION RANGE ACTION RANGE
5 vs Fort Each creature in blast vs vs
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Attack: Intelligence vs. Fortitude Effect: You conjure a pillar of crackling energy in Effect: Until the end of your next turn, you deal
Hit: 1d6 + Intelligence modifier (+4) thunder an unoccupied square within range. The pillar 1d8 extra damage when you hit with a thunder
damage, and you push the target a number of occupies 1 square and lasts until the end of your attack or a lightning attack.
squares equal to your Wisdom modifier (+0). next turn. Each enemy that moves into a square At 11th level, increase your extra damage to 2d8.
Increase damage to 2d6 + Intelligence modifier adjacent to the pillar on its turn takes 1d6 + your At 21st level, increase your extra damage to 3d8.
(+4) at 21st level. Intelligence modifier (+4) lightning damage.
Level 21: 2d6 + Intelligence modifier (+4)
Wand Implement: +5 attack, 1d6+4 damage lightning damage.

Wand Implement: +0 attack, 1d6+4 damage


ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Wizard 1 PH Wizard 1 AP Racial Power * FRPG

AT-WILL POWER ® AT-WILL POWER ® ENCOUNTER POWER ®

Burning Hands Wand of Accuracy Shock Sphere


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Fire, Implement Implement Arcane, Implement, Lightning

Standard Close blast 5 Free Standard 10 Area burst 2 within 10 squares


5 2
ACTION RANGE ACTION RANGE ACTION RANGE
5 vs Reflex Each creature in blast vs 5 vs Reflex Each creature in burst
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Attack: Intelligence vs. Reflex Effect: you gain a bonus to a single attack roll Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier (+4) fire damage. equal to your Dexterity modifier (+2). Hit: 2d6 + Intelligence modifier (+4) lightning
Requirement: You must wield your wand. damage.
Wand Implement: +5 attack, 2d6+4 damage
Wand Implement: +5 attack, 2d6+4 damage

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Wizard 1 PH * PH Wizard 3 PH

ENCOUNTER POWER ® ENCOUNTER POWER ® ENCOUNTER POWER ®

Acid Arrow Flaming Sphere Shield


SPELLBOOK
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Acid, Arcane, Implement Arcane, Conjuration, Fire, Implement Arcane, Force

Standard 20 Ranged 20 Standard 10 Ranged 10 Personal


ACTION RANGE ACTION RANGE ACTION RANGE
5 vs Reflex One creature 5 vs Reflex AT-WILL ENCOUNTER DAILY

ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET Trigger: You are hit by an attack
Attack: Intelligence vs. Reflex Effect: You conjure a Medium flaming sphere that occupies a Effect: You gain a +4 power bonus to AC and
Hit: 2d8 + Intelligence modifier (+4) acid damage, and ongoing square within range, and the sphere attacks. Any creature
Reflex defense until the end of your next turn.
5 acid damage (save ends). Make a secondary attack. that starts its turn adjacent to the sphere takes 1d4 +
Secondary Target: Each creature adjacent to the primary Intelligence modifier (+4) fire damage. As a move action, you
target can move the sphere 6 squares.
Secondary Attack: Intelligence vs. Reflex Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier (+4) acid damage, and Hit: 2d6 + Intelligence modifier (+4) fire damage.
ongoing 5 acid damage (save ends). Sustain Minor: You can sustain this power until the end of
Miss: Half damage, and ongoing 2 acid damage to primary the encounter. As a standard action, you can make another
target (save ends), and no secondary attack. attack with the sphere.

Wand Implement: +5 attack, 2d8+4 damage


Wand Implement: +5 attack, 2d6+4 damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Wizard 1 PH Wizard 1 PH Wizard 2 PH

DAILY POWER ® DAILY POWER ® UTILITY POWER ®

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Guardian Blades Robe of Contingency Cloth Armor (Basic Clothing) +1
SPELLBOOK
KEYWORDS USED
Arcane, Fear - - 1
AC BONUS CHECK SPEED QUANTITY
Minor Personal
+1 AC 4 Armor
ACTION RANGE
ENHANCEMENT LEVEL TYPE
AT-WILL ENCOUNTER DAILY
PROPERTIES

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. AT-WILL ENCOUNTER DAILY
POWER

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
ADDITIONAL EFFECTS surge.

CLASS LEVEL BOOK ITEM SLOT WEIGHT PRICE BOOK


Wizard 2 AP Body 4 840 PH

UTILITY POWER ® MAGIC ITEM ®

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