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Player Name
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
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
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
UTILITY POWERS
Shield
Guardian Blades
Jett Page 2
CHARACTER NAME
Second Wind
Jett
PLAYER NAME KEYWORDS USED
Passive Passive
11 Insight 11 Perception
Jett Page 3
Thunderwave Storm Pillar Promise of Storm
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Implement, Thunder Arcane, Conjuration, Implement, Lightning Lightning, Thunder
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.
Jett Page 4
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
Jett Page 5