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Character Sheet

Player Name Marlon

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

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 3 15
6 Speed (Squares) 6
CONDITIONAL MODIFIERS
AC 10 5
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 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)

CURRENT CONDITIONS AND EFFECTS 0 vs AC Unarmed (Melee) 1d4

3 vs AC Unarmed (Range) 1d4+3


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
10 Acrobatics DEX 3 5 n/a 2 Staff of Defense, or Wand of Accuracy. Ritual Caster - Master and perform rituals

12 5 5 n/a 2 Wand of Accuracy - Encounter, free; with wand, add Arcane Familiar - You gain a familiar
Arcana INT

0 Dex mod to one attack roll.


0 Athletics STR 0 0 n/a
Cantrips - Use ghost sound, light, mage hand, and
-1 Bluff CHA -1 0 n/a 0
prestidigitation as at-will powers.
-1 Diplomacy CHA -1 0 n/a 0
Ritual Casting - Gain Ritual Caster as a bonus feat.
0 Dungeoneering WIS 0 0 n/a 0
Spellbook - Three 1st-level rituals, plus more at higher
0 Endurance CON 0 0 n/a 0
levels. Also, twice the daily and utility spells you can use;
0 Heal WIS 0 0 n/a 0 choose from among these at each extended rest.
12 History INT 5 5 n/a 2

0 Insight WIS 0 0 n/a 0

-1 Intimidate CHA -1 0 n/a 0

7 Nature WIS 0 5 n/a 2

0 Perception WIS 0 0 n/a 0

10 Religion INT 5 5 n/a 0


LANGUAGES KNOWN
0
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
Scorching Burst
WEAPON
Magic Missile
WEAPON

WEAPON

ARMOR

ARMS

FEET
ENCOUNTER POWERS
HANDS
Second Wind
HEAD
Fey Step
NECK
Wand of Accuracy
RING
Burning Hands
RING

WAIST PERSONALITY TRAITS

DAILY POWERS
Acid Arrow

Flaming Sphere

MANNERISMS AND APPEARANCE

UTILITY POWERS
Ghost Sound

Light

Mage Hand
Prestidigitation

Daily Item Powers Per Day


Heroic (1-10) Milestone / / / CHARACTER BACKGROUND
Eladrin - Estranged Fey
Paragon (11-20) Milestone / / /
You were born in the world and never visited the Feywild
Epic (21-30) Milestone / / / before the start of your adventuring career. Were your
parents exiled or killed? Were you raised by members of
OTHER EQUIPMENT RITUALS / ALCHEMY another race? Perhaps your trance is haunted by visions of
the Feywild's lush landscapes. Or is the Feywild foreign to
Spellbook Brew Potion you, as strange as some distant nation?
Adventurer's Kit Comprehend Language
Moonshae Isles
Cloth Armor (Basic Clothing) (E) Animal Messenger Off the western coast of Faerûn lies an archipelago known
Longsword COMPANIONS AND ALLIES
Wand Implement (E)

SESSION AND CAMPAIGN NOTES

COINS AND OTHER WEALTH


Money on hand: 62 gp
Stored money: 0 gp
Encumbrance: 45 / 100
FAMILIAR
Category: Cat
Cats are willful, independent familiars, and their willingness to
act alone makes them excellent spies.
Senses: Low-light vision
Speed: 6
Constant Benefits:
You gain a +2 bonus to Acrobatics checks, and you can
make an Acrobatics check to reduce the damage you take
from falling even if you are not trained in that skill.
Active Benefits:
Independent Spirit: A cat familiar has no range limit on the
distance it can exist away from you.
Silent Predator: A cat familiar gains a +5 bonus to its Stealth
checks.
CHARACTER NAME
Skills Action Point
Galinndan
PLAYER NAME ADDITIONAL EFFECTS
10 Acrobatics DEX (Trained)
Marlon 12 Arcana INT (Trained)
RACE
Eladrin
CLASS
Wizard
LEVEL
1 0 Athletics STR
-1 Bluff CHA
SCORE ABILITY MOD -1 Diplomacy CHA
HP AC 0 Dungeoneering WIS
10 STR +0
0 Endurance CON
15
21 11 CON +0 0 Heal WIS
Fort 12 History INT (Trained)
Spd 0 Insight WIS
16 DEX +3 10
-1 Intimidate CHA
6 20 INT +5 Ref 7 Nature WIS (Trained)
0 Perception WIS
15
Init 10 WIS +0 10 Religion INT (Trained)
Will 3 Stealth DEX
+3 8 CHA –1 -1 Streetwise CHA
13
3 Thievery DEX
ADDITIONAL EFFECTS Effect: Gain a standard action this turn.
Special: You are reset to one action point when
Passive Passive you take an extended rest. You gain an action
10 Insight 10 Perception
point each milestone.
PLAY DATA PLAY DATA ENCOUNTER SPECIAL

Second Wind Scorching Burst Magic Missile


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Fire, Implement Arcane, Evocation, Force, Implement

Standard Personal Standard 10 Area burst 1 within 10 squares Standard 20 Ranged 20


ACTION 1 RANGE ACTION RANGE
ACTION RANGE
AT-WILL ENCOUNTER DAILY 5 vs Reflex Each creature in burst vs One creature

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.

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


PH Wizard 1 PH Wizard 1 PH
UTILITY POWER AT-WILL POWER AT-WILL POWER

Fey Step Wand of Accuracy Burning Hands


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Teleportation Implement Arcane, Evocation, Fire, Implement

Move Personal Free Standard Close blast 5


ACTION RANGE ACTION RANGE ACTION 5 RANGE
vs vs 5 vs Reflex Each creature in the blast
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET

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.

Wand Implement: +5 attack, 2d6+5 damage

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Racial Power * PH * PH Wizard 1 PH
ENCOUNTER POWER ENCOUNTER POWER ENCOUNTER POWER

Galinndan Page 4 Marlon


Acid Arrow Flaming Sphere Ghost Sound
SPELLBOOK
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Acid, Arcane, Implement Arcane, Conjuration, Fire, Implement Arcane, Illusion

Standard 20 Ranged 20 Standard 10 Ranged 10 Standard 10 Ranged 10


ACTION RANGE ACTION RANGE ACTION RANGE
5 vs Reflex One creature 5 vs Reflex AT-WILL ENCOUNTER DAILY
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET Target: One object or unoccupied square
Attack: Intelligence vs. Reflex Effect: You conjure a Medium flaming sphere that Effect: You cause a sound as quiet as a whisper
Hit: 2d8 + Intelligence modifier (+5) acid damage, and occupies a square within range, and the sphere attacks. or as loud as a yelling or fighting creature to
ongoing 5 acid damage (save ends). Make a secondary Any creature that starts its turn adjacent to the sphere emanate from the target. You can produce
attack. takes 1d4 + Intelligence modifier (+5) fire damage. As a
Secondary Target: Each creature adjacent to the nonvocal sounds such as the ringing of a sword
move action, you can move the sphere 6 squares.
primary target Attack: Intelligence vs. Reflex
blow, jingling armor, or scraping stone. If you
Secondary Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier (+5) fire damage. whisper, you can whisper quietly enough that
Hit: 1d8 + Intelligence modifier (+5) acid damage, and Sustain Minor: You can sustain this power until the only creatures adjacent to the target can hear
ongoing 5 acid damage (save ends). end of the encounter. As a standard action, you can your words.
Miss: Half damage, and ongoing 2 acid damage to make another attack with the sphere.
primary target (save ends), and no secondary attack.
Wand Implement: +5 attack, 2d6+5 damage
Wand Implement: +5 attack, 2d8+5 damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Wizard 1 PH Wizard 1 PH Wizard PH

DAILY POWER DAILY POWER UTILITY 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
AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY

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.

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Wizard PH Wizard PH Wizard PH
UTILITY POWER UTILITY POWER UTILITY POWER

Galinndan Page 5 Marlon

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