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Character Sheet

Player Name

Erik 1 Wizard 0
Character Name Level Class Paragon Path Epic Destiny Total XP
Human Medium 22 Male 5 ft. 9 in. Good
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
1 Initiative 1 14 6 Speed (Squares) 6
CONDITIONAL MODIFIERS
AC 10 4 SPECIAL MOVEMENT
CONDITIONAL BONUSES

ABILITY SCORES SENSES


10 +
SCORE ABILITY ABIL MOD MOD + 1/2 LVL SCORE PASSIVE SENSE BASE SKILL BONUS
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

8 STR
Strength
-1 -1 12 FORT 10 1 1 18 Passive Insight 10 + 8
CONDITIONAL BONUSES
12 CON
Constitution
1 1 13 Passive Perception 10 + 3
SPECIAL SENSES
10 +
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
12 DEX 1 1 15
Dexterity REF 10 4 1
ATTACK WORKSPACE
18 INT
Intelligence
4 4 CONDITIONAL BONUSES ABILITY:
Melee Basic Attack - Dagger
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +

16 WIS
Wisdom
3 3 DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
+ 2 0 -1 3
16 WILL 10 3 2 1 ABILITY:
Ranged Basic Attack - Dagger
10 CHA
Charisma
0 0 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC

+ 4 0 1 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:
22 11 5 7 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
1d4-1 -1
RACE FEATURES ABILITY:
Ranged Basic Attack - Dagger
Bonus Feat - Choose an extra feat at 1st level. DAMAGE ABIL FEAT ENH MISC MISC

SECOND WIND 1/ENCOUNTER USED Bonus Skill - Trained in one additional class skill. 1d4+1 1
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
SAVING THROW MODS Human Defense Bonuses - +1 to Fortitude, Reflex, and Will. 2 vs AC Dagger (Melee) 1d4-1

RESISTANCES 4 vs AC Dagger (Range) 1d4+1

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

1 vs AC Unarmed (Range) 1d4+1


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
1 Acrobatics DEX 1 0 Staff of Defense, or Wand of Accuracy. Action Surge - +3 to attacks when you spend an action

9 Arcana INT 4 5 n/a Orb of Imposition - Encounter, free; with orb, penalize point

-1 -1 0 foe's saving throws against your spell, or extend duration of Alchemist - Alchemist bonus feat replaces Ritual Caster class
Athletics STR
your at-will spell one round. feature.
0 Bluff CHA 0 0 n/a
Cantrips - Use ghost sound, light, mage hand, and Armor Proficiency (Leather) - Training with leather armor
5 Diplomacy CHA 0 5 n/a
prestidigitation as at-will powers.
8 Dungeoneering WIS 3 5 n/a
Ritual Casting - Gain Ritual Caster as a bonus feat.
1 Endurance CON 1 0
Spellbook - Three 1st-level rituals, plus more at higher levels.
3 Heal WIS 3 0 n/a
Also, twice the daily and utility spells you can use; choose
4 History INT 4 0 n/a
from among these at each extended rest.
8 Insight WIS 3 5 n/a

0 Intimidate CHA 0 0 n/a

8 Nature WIS 3 5 n/a

3 Perception WIS 3 0 n/a

4 Religion INT 4 0 n/a

1 0
LANGUAGES KNOWN
1 Stealth DEX
Common, Deep Speech
0 Streetwise CHA 0 0 n/a

1 Thievery DEX 1 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
Thunderwave Implement, Orb (Off-hand) (6)
WEAPON
Ghost Sound
WEAPON
Light
WEAPON
Mage Hand
ARMOR
Prestidigitation
ARMS
Ray of Frost
FEET
Scorching Burst
HANDS
ENCOUNTER POWERS
HEAD
Orb of Imposition
NECK
Icy Terrain
RING

RING

WAIST PERSONALITY TRAITS

DAILY POWERS
Freezing Cloud

Sleep

MANNERISMS AND APPEARANCE

UTILITY POWERS

Daily Item Powers Per Day


Heroic (1-10) Milestone / / / CHARACTER BACKGROUND
Paragon (11-20) Milestone / / /

Epic (21-30) Milestone / / /

OTHER EQUIPMENT RITUALS / ALCHEMY


Spellbook Clearwater Solution
Adventurer's Kit Alchemist's Acid

Dagger (E) Antivenom

COMPANIONS AND ALLIES

SESSION AND CAMPAIGN NOTES

COINS AND OTHER WEALTH


Money on hand: 78 gp
Stored money: 0 gp
Encumbrance: 51 / 80

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CHARACTER NAME
Second Wind
Erik
PLAYER NAME KEYWORDS USED

RACE CLASS LEVEL


Standard Personal
Human Wizard 1
ACTION RANGE

HP AC vs Self
8 STR
ATTACK DEFENSE TARGET
14
22 12 CON Effect: You spend a healing surge and
Fort regain 5 hit points. You gain a +2 bonus to
Spd 12 DEX 12 all defenses until the start of your next
6 18 INT turn.
Ref
Init 16 WIS 15
+1 10 CHA Will
16
ADDITIONAL EFFECTS

Passive Passive
18 Insight 13 Perception

CLASS LEVEL BOOK


PH

PLAY DATA ® ENCOUNTER SPECIAL ® ENCOUNTER ACTION ®

Thunderwave Ghost Sound Light


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Implement, Thunder Arcane, Illusion Arcane

Standard Close blast 3 Standard 10 Ranged 10 Minor 5 Ranged 5


3
ACTION RANGE ACTION RANGE ACTION RANGE
4 vs Fort Each creature in blast vs One object or unoccupied square vs One object or unoccupied square
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Attack: Intelligence vs. Fortitude Effect: You cause a sound as quiet as a whisper or Effect: You cause the target to shed bright light.
Hit: 1d6 + Intelligence modifier (+4) thunder as loud as a yelling or fighting creature to emanate The light fills the target's square and all squares
damage, and you push the target a number of from the target. You can produce nonvocal sounds within 4 squares of it. The light lasts for 5 minutes.
squares equal to your Wisdom modifier (+3). such as the ringing of a sword blow, jingling armor, Putting out the light is a free action.
Increase damage to 2d6 + Intelligence modifier or scraping stone. If you whisper, you can whisper Special: You can have only one light cantrip active
(+4) at 21st level. 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.
Implement, Orb: +4 attack, 1d6+4 damage

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS


+3 to attack rolls if this attack was gained by spending an
action point - Action Surge.

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 ®

Mage Hand Prestidigitation Ray of Frost


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Conjuration Arcane Arcane, Cold, Implement

Minor 5 Ranged 5 Standard 2 Ranged 2 Standard 10 Ranged 10


ACTION RANGE ACTION RANGE ACTION RANGE
vs vs 4 vs Fort One creature
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.
• Move up to 1 pound of material.
Attack: Intelligence vs. Fortitude
within range. The hand picks up, moves, or manipulates an adjacent
object weighing 20 pounds or less and carries it up to 5 squares. If you are • Create a harmless sensory effect, such as a shower of sparks, a puff of wind, Hit: 1d6 + Intelligence modifier (+4) cold damage,
faint music, or a strong odor.
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. and the target is slowed until the end of your next
object into a pack, a pouch, a sheath, or a similar container and
simultaneously move any one object carried or worn anywhere on your
• Instantly light (or snuff out) a candle, a torch, or a small campfire. turn.
• Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
body into your hand. • Make a small mark or symbol appear on a surface for up to 1 hour. Increase damage to 2d6 + Intelligence modifier
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
action, you can cause the hand to drop an object it is holding, and as a your next turn.
(+4) at 21st level.
minor action, you can cause the hand to pick up or manipulate a different • Make a small, handheld item invisible until the end of your next turn.
object. 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 Implement, Orb: +4 attack, 1d6+4 damage
Sustain Minor: You can sustain the hand indefinitely.
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


+3 to attack rolls if this attack was gained by spending an
action point - Action Surge.

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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Scorching Burst Orb of Imposition Icy Terrain
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Fire, Implement Implement Arcane, Cold, Implement

Standard 10 Area burst 1 within 10 squares Free Standard 10 Area burst 1 within 10 squares
1 1
ACTION RANGE ACTION RANGE ACTION RANGE
4 vs Reflex Each creature in burst vs 4 vs Reflex Each creature in burst
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Attack: Intelligence vs. Reflex Effect: you can use your orb to gain one of the following two Attack: Intelligence vs. Reflex
effects.
Hit: 1d6 + Intelligence modifier (+4) fire damage. Hit: 1d6 + Intelligence modifier (+4) cold damage,
You can designate one creature you have cast a wizard spell
Increase damage to 2d6 + Intelligence modifier upon that has an effect that lasts until the subject succeeds on a and the target is knocked prone.
(+4) at 21st level. saving throw. That creature takes a penalty to its saving throws Effect: The power's area is difficult terrain until the
against that effect equal to your Wisdom modifier (+3). end of your next turn. You can end this effect as a
Alternatively, you can choose to extend the duration of an effect
Implement, Orb: +4 attack, 1d6+4 damage created by a wizard at-will spell (such as cloud of daggers or ray
minor action.
of frost) that would otherwise end at the end of your current
turn. The effect instead ends at the end of your next turn. Implement, Orb: +4 attack, 1d6+4 damage
Requirement: You must wield an orb to use this ability.

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS


+3 to attack rolls if this attack was gained by spending an +3 to attack rolls if this attack was gained by spending an
action point - Action Surge. action point - Action Surge.

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Wizard 1 PH * PH Wizard 1 PH

AT-WILL POWER ® ENCOUNTER POWER ® ENCOUNTER POWER ®

Sleep Freezing Cloud


SPELLBOOK
KEYWORDS USED KEYWORDS USED
Arcane, Implement, Sleep Arcane, Cold, Implement

Standard 20 Area burst 2 within 20 squares Standard 10 Area burst 2 within 10 squares
2 2
ACTION RANGE ACTION RANGE
4 vs Will Each creature in burst 4 vs Fort Each creature in burst
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Attack: Intelligence vs. Will Attack: Intelligence vs. Fortitude
Hit: The target is slowed (save ends). If the target Hit: 1d8 + Intelligence modifier (+4) cold damage.
fails its first saving throw against this power, the Miss: Half damage.
target becomes unconscious (save ends). Effect: The cloud lasts until the end of your next
Miss: The target is slowed (save ends). turn. Any creature that enters the cloud or starts its
turn there is subject to another attack. You can
Implement, Orb: +4 attack, 0 damage dismiss the cloud as a minor action.

Implement, Orb: +4 attack, 1d8+4 damage

ADDITIONAL EFFECTS ADDITIONAL EFFECTS


+3 to attack rolls if this attack was gained by spending an +3 to attack rolls if this attack was gained by spending an
action point - Action Surge. action point - Action Surge.

CLASS LEVEL BOOK CLASS LEVEL BOOK


Wizard 1 PH Wizard 1 PH

DAILY POWER ® DAILY POWER ®

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