Character Sheet
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POWER INDEX                                          MAGIC ITEM INDEX                                             CHARACTE...
CHARACTER NAME
                                                                                                           ...
Thunderwave                                                                Staff of Defense                               ...
Expeditious Retreat                                                               Mnemonic Staff +1                       ...
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Temere

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Temere

  1. 1. Character Sheet Player Name Wizard 2 1,000 Character Name Level Class Paragon Path Epic Destiny Total XP Human Medium Race Size Age Gender Height Weight Alignment Deity Adventuring Company RPGA Number INITIATIVE DEFENSES MOVEMENT SCORE DEX 1/2 LVL MISC SCORE BASE ARMOR ITEM MISC SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Initiative Speed 1 1 6 6 (Squares) 20 AC 11 7 1 1 CONDITIONAL MODIFIERS SPECIAL MOVEMENT CONDITIONAL BONUSES ABILITY SCORES SENSES SCORE ABILITY ABIL MOD MOD + 1/2 LVL 10 + SCORE PASSIVE SENSE BASE SKILL BONUS DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC STR 10 + Passive Insight 10 0 1 17 7 14 FORT 11 1 1 1 Strength CON CONDITIONAL BONUSES 10 + Passive Perception 13 1 2 12 2 Constitution SPECIAL SENSES 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC DEX 10 0 1 18 REF 11 5 1 1 Dexterity ATTACK WORKSPACE INT CONDITIONAL BONUSES ABILITY: 20 5 6 Melee Basic Attack - Mnemonic Staff +1 Intelligence ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC +4 1 0 2 1 WIS 13 1 2 16 WILL 11 1 2 1 1 Wisdom ABILITY: Melee Basic Attack - Unarmed CHA ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC CONDITIONAL BONUSES 8 -1 0 Charisma +3 1 0 2 ACTION POINTS HIT POINTS DAMAGE WORKSPACE MILESTONES ACTION POINTS MAX HP HEALING SURGES 0 1 Action Points BLOODIED SURGE VALUE SURGES/DAY 1 2 ABILITY: Melee Basic Attack - Mnemonic Staff +1 39 2 3 19 9 7 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS DAMAGE ABIL FEAT ENH MISC MISC 1/2 HP 1/4 HP 1d8+1 0 1 CURRENT HIT POINTS CURRENT SURGE USES RACE FEATURES ABILITY: Melee Basic Attack - Unarmed Bonus Feat - Choose an extra feat at 1st level. DAMAGE ABIL FEAT ENH MISC MISC 1d4 0 Bonus Skill - Trained in one additional class skill. SECOND WIND 1/ENCOUNTER USED TEMPORARY HIT POINTS Bonus At-Will Power - Know one extra 1st-level attack BASIC ATTACKS power from your class. ATTACK DEFENSE WEAPON OR POWER DAMAGE DEATH SAVING THROW FAILURES Human Defense Bonuses - +1 to Fortitude, Reflex, and Will. 4 AC vs Mnemonic Staff +1 1d8+1 SAVING THROW MODS 3 AC vs Unarmed (Melee) 1d4 RESISTANCES 3 AC vs Unarmed (Range) 1d4 CURRENT CONDITIONS AND EFFECTS vs CLASS / PATH / DESTINY FEATURES SKILLS FEATS ABIL MOD TRND ARMOR Arcane Implement Mastery - Choose Orb of Imposition, BONUS SKILL NAME + 1/2 LVL (+5) PENALTY MISC Initiate of the Faith - Cleric: Religion skill, healing word 1/ Staff of Defense, or Wand of Accuracy. 1 0 1 Acrobatics DEX day Staff of Defense - With staff, +1 AC. Plus, add Con mod 6 5 n/a 11 Arcana INT Ritual Caster - Master and perform rituals to defense against one attack, even after you know damage 1 0 1 Athletics STR Armor Proficiency (Leather) - Training with leather armor (encounter, immediate interrupt). 0 0 n/a 0 Bluff CHA Toughness - Gain 5 additional hit points per tier Cantrips - Use ghost sound, light, mage hand, and 0 0 n/a 0 Diplomacy CHA prestidigitation as at-will powers. 2 5 n/a 7 Dungeoneering WIS Ritual Casting - Gain Ritual Caster as a bonus feat. 2 0 2 Endurance CON Spellbook - Three 1st-level rituals, plus more at higher levels. 2 0 n/a 2 Heal Also, twice the daily and utility spells you can use; choose WIS from among these at each extended rest. 6 5 n/a 11 History INT 2 5 n/a 7 Insight WIS 0 0 n/a 0 Intimidate CHA 2 5 n/a 7 Nature WIS 2 0 n/a 2 Perception WIS 6 5 n/a 11 Religion INT LANGUAGES KNOWN 1 0 1 Stealth DEX Common, Giant 0 0 n/a 0 Streetwise CHA 1 0 1 Thievery DEX Page 1
  2. 2. 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 Mnemonic Staff +1 (Two-Hands) (E) WEAPON Ghost Sound WEAPON Light WEAPON Mage Hand ARMOR Prestidigitation Magic Leather Armor +1 (E) ARMS Illusory Ambush FEET Thunderwave HANDS ENCOUNTER POWERS HEAD Staff of Defense NECK Burning Hands Amulet of Protection +1 (E) RING RING PERSONALITY TRAITS WAIST DAILY POWERS Healing Word Sleep Flaming Sphere MANNERISMS AND APPEARANCE UTILITY POWERS Expeditious Retreat Shield Daily Item Powers Per Day CHARACTER BACKGROUND Heroic (1-10) Milestone / / / Background: Thay Paragon (11-20) Milestone / / / Beneath skies of ash and cinder lies the broken landscape of Epic (21-30) Milestone / / / Thay. A forbidding place, much of Thay consists of badlands, deserts, rugged mountains, cinder cones, and active OTHER EQUIPMENT RITUALS / ALCHEMY volcanoes that belch forth plumes of toxic steam and rain flaming debris on the lands below. Under the tyrannical rule Spellbook Simbul's Conversion of Szass Tam, the undead are the masters of Thay. Where life Adventurer's Kit Explorer's Fire exists, it suffers terribly in the form of slaves, playthings, and chattel to be sacrificed, sold, or remade into undead thralls. Brew Potion COMPANIONS AND ALLIES SESSION AND CAMPAIGN NOTES COINS AND OTHER WEALTH Money on hand: 100 gp Stored money: 0 gp Encumbrance: 53 lb. / 100 lb. Page 2
  3. 3. CHARACTER NAME Second Wind PLAYER NAME KEYWORDS USED Standard Personal RACE CLASS LEVEL Human Wizard 2 ACTION RANGE vs Self HP AC 10 STR ATTACK DEFENSE TARGET 20 39 13 CON Effect: You spend a healing surge and regain 9 hit points. You gain a +2 bonus to all defenses until Fort Spd the start of your next turn. 10 DEX 14 6 20 INT Ref Init 18 13 WIS +1 Will 8 CHA 16 ADDITIONAL EFFECTS Passive Passive 17 12 Insight Perception CLASS LEVEL BOOK PH PLAY DATA ENCOUNTER SPECIAL ENCOUNTER ACTION ® ® ® Scorching Burst Ghost Sound Light KEYWORDS USED KEYWORDS USED KEYWORDS USED Arcane, Fire, Implement Arcane, Illusion Arcane 10 10 5 Standard Area burst 1 within 10 squares Standard Ranged 10 Minor Ranged 5 1 ACTION RANGE ACTION RANGE ACTION RANGE vs vs vs 7 Reflex Each creature in burst One object or unoccupied square One object or unoccupied square ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET Attack: Intelligence vs. Reflex Effect: You cause a sound as quiet as a whisper or Effect: You cause the target to shed bright light. Hit: 1d6 + Intelligence modifier (+5) fire damage. as loud as a yelling or fighting creature to emanate The light fills the target's square and all squares Increase damage to 2d6 + Intelligence modifier from the target. You can produce nonvocal sounds within 4 squares of it. The light lasts for 5 minutes. (+5) at 21st level. such as the ringing of a sword blow, jingling armor, Putting out the light is a free action. or scraping stone. If you whisper, you can whisper Special: You can have only one light cantrip active Mnemonic Staff +1: +7 attack, 1d6+6 damage quietly enough that only creatures adjacent to the at a time. If you create a new light, your previously target can hear your words. cast light winks out. ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK Wizard 1 Wizard 1 Wizard 1 PH PH PH AT-WILL POWER AT-WILL POWER AT-WILL POWER ® ® ® Mage Hand Prestidigitation Illusory Ambush KEYWORDS USED KEYWORDS USED KEYWORDS USED Arcane, Conjuration Arcane Arcane, Illusion, Implement, Psychic 5 2 10 Minor Ranged 5 Standard Ranged 2 Standard Ranged 10 ACTION RANGE ACTION RANGE ACTION RANGE vs vs vs 7 Will One creature ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET Effect: Use this cantrip to accomplish one of the effects given below. Effect: You conjure a spectral, floating hand in an unoccupied square Attack: Intelligence vs. Will • Move up to 1 pound of material. within range. The hand picks up, moves, or manipulates an adjacent Hit: 1d6 + Intelligence modifier (+5) psychic • Create a harmless sensory effect, such as a shower of sparks, a puff of object weighing 20 pounds or less and carries it up to 5 squares. If you wind, faint music, or a strong odor. damage, and the target takes a –2 penalty to attack are holding the object when you use this power, the hand can move the • Color, clean, or soil items in 1 cubic foot for up to 1 hour. 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. rolls until the end of your next turn. simultaneously move any one object carried or worn anywhere on your • Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour. Increase damage to 2d6 + Intelligence modifier • Make a small mark or symbol appear on a surface for up to 1 hour. body into your hand. • Produce out of nothingness a small item or image that exists until the end As a move action, you can move the hand up to 5 squares. As a (+5) at 21st level. of your next turn. free action, you can cause the hand to drop an object it is holding, and as • Make a small, handheld item invisible until the end of your next turn. a minor action, you can cause the hand to pick up or manipulate a Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or different object. Mnemonic Staff +1: +7 attack, 1d6+6 damage hinder another creature's actions. This cantrip cannot duplicate the effect of any other Sustain Minor: You can sustain the hand indefinitely. power. Special: You can have as many as three prestidigitation effects active at one time. Special: You can create only one hand at a time. ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK Wizard 1 Wizard 1 Wizard 1 PH PH Dragon 364 AT-WILL POWER AT-WILL POWER AT-WILL POWER ® ® ® Page 3
  4. 4. Thunderwave Staff of Defense Burning Hands KEYWORDS USED KEYWORDS USED KEYWORDS USED Arcane, Implement, Thunder Implement Arcane, Fire, Implement Standard Close blast 3 Standard Close blast 5 3 5 ACTION RANGE ACTION RANGE ACTION RANGE vs vs vs 7 Fort Each creature in blast 7 Reflex Each creature in blast ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET Attack: Intelligence vs. Fortitude Effect: you gain a bonus to defense against one Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier (+5) thunder attack equal to your Constitution modifier (+1). You Hit: 2d6 + Intelligence modifier (+5) fire damage. damage, and you push the target a number of can declare the bonus after the Dungeon Master squares equal to your Wisdom modifier (+1). has already told you the damage total. Mnemonic Staff +1: +7 attack, 2d6+6 damage Increase damage to 2d6 + Intelligence modifier Requirement: You must wield your staff. (+5) at 21st level. Mnemonic Staff +1: +7 attack, 1d6+6 damage ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK Wizard 1 * Wizard 1 PH PH PH AT-WILL POWER ENCOUNTER POWER ENCOUNTER POWER ® ® ® Healing Word Sleep Flaming Sphere KEYWORDS USED KEYWORDS USED KEYWORDS USED Divine, Healing Arcane, Implement, Sleep Arcane, Conjuration, Fire, Implement 20 10 Minor Standard Area burst 2 within 20 squares Standard Ranged 10 5 2 ACTION RANGE ACTION RANGE ACTION RANGE vs vs vs You or one ally 7 Will Each creature in burst 7 Reflex One creature adjacent to the flaming sphe ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET Effect: You conjure a Medium flaming sphere that occupies a square Effect: The target can spend a healing surge and Attack: Intelligence vs. Will within range, and the sphere attacks. Any creature that starts its turn regain an additional 1d6 hit points. Hit: The target is slowed (save ends). If the target adjacent to the sphere takes 1d4 + Intelligence modifier (+5) fire Increase the amount of additional hit points fails its first saving throw against this power, the damage. As a move action, you can move the sphere 6 squares.squares. regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 target becomes unconscious (save ends). Attack: Intelligence vs. Reflex at 16th level, 5d6 at 21st level, and 6d6 at 26th Miss: The target is slowed (save ends). Hit: 2d6 + Intelligence modifier (+5) fire damage. level. Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with Mnemonic Staff +1: +7 attack the sphere. Mnemonic Staff +1: +7 attack, 2d6+6 damage ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK Cleric Wizard 1 Wizard 1 PH PH PH DAILY POWER DAILY POWER DAILY POWER ® ® ® Sleep Expeditious Retreat Shield KEYWORDS USED KEYWORDS USED KEYWORDS USED Arcane, Implement, Sleep Arcane Arcane, Force 20 Standard Area burst 2 within 20 squares Personal Personal 2 ACTION RANGE ACTION RANGE ACTION RANGE AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY vs 7 Will Each creature in burst ATTACK DEFENSE TARGET Effect: Shift up to twice your speed. Trigger: You are hit by an attack Attack: Intelligence vs. Will Effect: You gain a +4 power bonus to AC and Reflex Hit: The target is slowed (save ends). If the target defense until the end of your next turn. fails its first saving throw against this power, the target becomes unconscious (save ends). Miss: The target is slowed (save ends). Mnemonic Staff +1: +7 attack ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK Wizard 1 Wizard 2 Wizard 2 PH PH PH DAILY POWER UTILITY POWER UTILITY POWER ® ® ® Page 4
  5. 5. Expeditious Retreat Mnemonic Staff +1 Magic Leather Armor +1 KEYWORDS USED Arcane +1 attack rolls and damage rolls +1d6 damage +1 AC BONUS ENHANCEMENT CRITICAL BONUS ENHANCEMENT CRITICAL Move Action Personal PROPERTIES PROPERTIES ACTION RANGE Gain a +2 item bonus to any monster knowledge AT-WILL ENCOUNTER DAILY skill check. Effect: Shift up to twice your speed. KEYWORDS USED KEYWORDS USED ACTION ACTION AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY POWER POWER Item Slot: Two-Hands Power (Daily): Minor Action. Swap a power you've prepared for another power in your spellbook of equal or lower level. Each power must also be of equal or lower level than the level of the staff. ADDITIONAL EFFECTS CLASS LEVEL BOOK ITEM SLOT/TYPE LEVEL PRICE BOOK ITEM SLOT/TYPE LEVEL PRICE BOOK Wizard 2 Two-Hands 2 520 Body 1 360 PH AV PH UTILITY POWER MAGIC ITEM MAGIC ITEM ® ® ® Amulet of Protection +1 +1 Fortitude, Reflex, and Will BONUS ENHANCEMENT CRITICAL PROPERTIES KEYWORDS USED ACTION AT-WILL ENCOUNTER DAILY POWER Item Slot: Neck ITEM SLOT/TYPE LEVEL PRICE BOOK Neck 1 360 PH MAGIC ITEM ® Page 5

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