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Galinndan 1 Wizard 0
Character Name Level Class Paragon Path Epic Destiny Total XP
Eladrin Medium 25 anos Male 1,70 m 68 kg Good Selûne
Race Size Age Gender Height Weight Alignment Deity Adventuring Company RPGA Number
10 STR
Strength
0 0 10 FORT 10 10 Passive Insight 10 + 0
11 CON
Constitution
0 0
CONDITIONAL BONUSES
10 Passive Perception 10 + 0
10 + SPECIAL SENSES
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Low-light Vision
16 DEX 3 3 15
Dexterity REF 10 5
ATTACK WORKSPACE
20 INT
Intelligence
5 5 CONDITIONAL BONUSES ABILITY:
Melee Basic Attack - Longsword
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +
10 WIS 0 0
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
+ 3 0 0 3
Wisdom 13 WILL 10 2 1 ABILITY:
Melee Basic Attack - Unarmed
8 CHA
Charisma
-1 -1 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
+ 0 0 0
HIT POINTS ACTION POINTS
MAX HP HEALING SURGES MILESTONES
0
ACTION POINTS
1 DAMAGE WORKSPACE
BLOODIED SURGE VALUE SURGES/DAY Action Points 1 2 ABILITY:
21 10 5 6 2 3 Melee Basic Attack - Longsword
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS
DAMAGE ABIL FEAT ENH MISC MISC
1/2 HP 1/4 HP
CURRENT HIT POINTS CURRENT SURGE USES 1d8 0
RACE FEATURES ABILITY:
Melee Basic Attack - Unarmed
Trance - Meditate aware 4 hours instead of sleep. DAMAGE ABIL FEAT ENH MISC MISC
SECOND WIND 1/ENCOUNTER USED Eladrin Weapon Proficiency - Proficient with longsword. 1d4 0
TEMPORARY HIT POINTS
Eladrin Education - Training in any one additional skill.
Eladrin Will - +1 Will; +5 to saving throws against charm.
BASIC ATTACKS
ATTACK DEFENSE WEAPON OR POWER DAMAGE
DEATH SAVING THROW FAILURES
SAVING THROW MODS +5 Racial bonus against charm effects Fey Step - Use fey step as an encounter power. vs Magic Missile (Wand Implement)
Fey Origin - Your origin is fey, not natural
RESISTANCES vs Magic Missile (Longsword)
12 5 5 n/a 2 Wand of Accuracy - Encounter, free; with wand, add Arcane Familiar - You gain a familiar
Arcana INT
WEAPON
ARMOR
ARMS
FEET
ENCOUNTER POWERS
HANDS
Second Wind
HEAD
Fey Step
NECK
Wand of Accuracy
RING
Burning Hands
RING
DAILY POWERS
Acid Arrow
Flaming Sphere
UTILITY POWERS
Ghost Sound
Light
Mage Hand
Prestidigitation
Effect: You spend a healing surge and regain 5 ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
hit points. You gain a +2 bonus to all defenses Attack: Intelligence vs. Reflex Effect: 2 + Intelligence modifier (+5) force
until the start of your next turn. Hit: 1d6 + Intelligence modifier (+5) fire damage.
damage. Level 11: 3 + Intelligence modifier (+5) force
Increase damage to 2d6 + Intelligence modifier damage.
(+5) at 21st level. Level 21: 5 + Intelligence modifier (+5) force
damage.
Wand Implement: +5 attack, 1d6+5 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.
Effect: Teleport up to 5 squares. Effect: you gain a bonus to a single attack roll Attack: Intelligence vs. Reflex
equal to your Dexterity modifier (+3). Hit: 2d6 + Intelligence modifier (+5) fire
Requirement: You must wield your wand. damage.
Miss: Half damage.
Target: One object or unoccupied square Effect: You conjure a spectral, floating hand in an unoccupied Effect: Use this cantrip to accomplish one of the effects given below:
square within range. The hand lasts until the end of your next turn * Change the color of items in 1 cubic foot.
Effect: The target sheds bright light until the end or until you use this power again. If you are holding an object when * Create a harmless sensory effect, such as a shower of sparks, a puff
of wind, faint music, or a strong odor.
of the encounter or until you use this power you use this power, the hand can move the object into a pack, a
* Clean or soil items in 1 cubic foot.
again. The light fills the target's space and all pouch, a sheath, or a similar container and simultaneously move
* Instantly light (or snuff out) a candle, a torch, or a small campfire.
any one object carried or worn anywhere on your body into your * Chill, warm, or flavor up to 1 pound of nonliving material for up to 1
squares within 4 squares of it. Putting out the hand. While the hand persists, you can take the following actions. hour.
light is a free action. Minor Action: The hand picks up or manipulates an object * Make a small mark or symbol appear on a surface for up to 1 hour.
weighing 20 pounds or less. It can hold only one object at a time. * Produce out of nothingness a small item or image that exists until the
Move Action: The hand moves up to 5 squares in any direction, end of your next turn.
carrying the object it holds. * Make a small, handheld item invisible until the end of your next turn.
Free Action: The hand drops the object it is holding. Special: You can have as many as three prestidigitation effects active at
Sustain Minor: The hand persists until the end of your next turn. 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.