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Player Name
Maximilian Ximenez
Ken Arash
Character Name
2
Level
Mage
Class Paragon Path Epic Destiny Deity Adventuring Company Total XP
Genasi
Race
Medium
Size
28
Age
Male
Gender
6"
Height
Good
Alignment RPGA Number
INITIATIVE
SCORE DEX 1/2 LVL MISC SCORE DEFENSE
DEFENSES
10 + ARMOR/ 1/2 LVL ABIL CLASS SCORE FEAT ENH MISC MISC
MOVEMENT
BASE ARMOR ITEM MISC
Initiative
16
CONDITIONAL MODIFIERS
AC
11
Speed
(Squares)
SPECIAL MOVEMENT
CONDITIONAL BONUSES
ABILITY SCORES
SCORE ABILITY ABIL MOD MOD + 1/2 LVL DEFENSE
SENSES
CLASS FEAT ENH MISC MISC SCORE PASSIVE SENSE BASE SKILL BONUS
8 16 13 18 14 10
STR Strength
Constitution
-1 3 1 4 2 0 HIT POINTS
0 4 2 5 3 1
16
FORT 11
18 13
10 + 10 +
8 3
CON DEX
CONDITIONAL BONUSES
DEFENSE
Dexterity
16
REF
11
1
ABILITY: ATT BONUS CLASS FEAT ENH MISC MISC
INT Intelligence
Wisdom
ATTACK WORKSPACE
Thunderwave - Staff of the War Mage +1
1/2 LVL ABIL CLASS PROF FEAT ENH MISC
CONDITIONAL BONUSES
WIS CHA
DEFENSE
+ 7
ABILITY: ATT BONUS
4
CLASS PROF
1
FEAT
1
ENH MISC
16
WILL 11
CONDITIONAL BONUSES
Charisma
+ 7 ACTION POINTS
SURGES/DAY
MAX HP
BLOODIED
HEALING SURGES
SURGE VALUE
30
CURRENT HIT POINTS
15
1/2 HP
7
1/4 HP
9
CURRENT SURGE USES
Action Points
ACTION POINTS 1 2 3
DAMAGE WORKSPACE
ABILITY: DAMAGE
4
ABIL FEAT
1
ENH MISC MISC
USED
Elemental Manifestation - You have one manifestation, and gain associated benefits Cindersoul - Firedeath power; +1 to Fortitude; resist
1d6+5
4 BASIC ATTACKS
ATTACK
DEFENSE
WEAPON OR POWER
DAMAGE
vs
vs vs vs
AC AC
1d4-1 1d4+1
SKILLS
BONUS SKILL NAME ABIL MOD + 1/2 LVL
Evocation Apprentice - If any dice show a result of 1 on an arcane evocation power's damage roll, reroll one of those dice, use new result
FEATS
Enlarge Spell - -2 to damage dice to increase size of blast or burst by 1 with wizard at-will or encounter attacks (power must have damage roll) Staff Expertise - +1/+2/+3 (by tier) to staff attacks; ranged and area implement attacks with staff don't provoke OAs; +1 to reach with staff weapon attacks
2 12 0 1 1 3 6 3 10 8 1 5 3 10 2 1 2
Acrobatics Arcana Athletics Bluff Diplomacy Dungeoneering Endurance Heal History Insight Intimidate Nature Perception Religion Stealth Streetwise Thievery
DEX INT STR CHA CHA WIS CON WIS INT WIS CHA WIS WIS INT DEX CHA DEX
2 5 0 1 1 3 4 3 5 3 1 3 3 5 2 1 2
0 5 0 0 0 0 0 0 5 5 0 0 0 5 0 0 0
n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a
0 2 0 0 0 0 2 0 0 0 0 2 0 0 0 0 0
LANGUAGES KNOWN
Common, Primordial
Ken Arash
Page 1
Maximilian Ximenez
POWER INDEX
List your powers below. Check the box when the power is used. Clear the box when the power renews.
CHARACTER PORTRAIT
AT-WILL POWERS
Bull Rush Attack Grab Attack Opportunity Attack Thunderwave Freezing Burst Mage's Spellbook Magic Missile
WEAPON WEAPON WEAPON WEAPON ARMOR ARMS FEET HANDS
MAGIC ITEMS
Staff of the War Mage +1 (Off-hand) (E)
ENCOUNTER POWERS
Second Wind Firedeath Icy Terrain Force Orb
HEAD NECK RING RING WAIST
PERSONALITY TRAITS
Genasi are born with chaos in their blood, and Ken is no exception. It is odd, then, that such a chaotic being would go into the study of wizardry, and even more odd that he would succeed to such a degree, though perhaps due to natural talent rather than study habits. Ken likes to claim his secret to success is using "chaos for order", undestanding the patterns of his capricious streaks and wild tempers, predicting them to as much a degree as he can, and utilizing them like any tool to get as far ahead in life as possible.
DAILY POWERS
Sleep Fountain of Flame
As a cindersoul genasi, Ken's skin is the color of long-dead ash, with small wisps of fire dancing atop his hairless head, emitting a thick and everpresent cloud of smoke. He is somewhat slighter than other Genasi, having devoted his entire life to arcane academic study rather than the more physical brands of adventure favored by some of his compatriots, but one can faintly make out a virile physique beneath the billowy fabric of his favored crimson robes.
CHARACTER BACKGROUND
Chaos Bound You are untamed, passionate, and wild, as if you held the whole of the Elemental Chaos in your form. You are a force for destruction and you foment discord and upheaval wherever you go. Are you willful, doing as you please, consequences be damned? Or do you struggle against the impulses raging inside you?
OTHER EQUIPMENT
RITUALS / ALCHEMY
Ken Arash
Page 2
Maximilian Ximenez
CHARACTER NAME
Ken Arash
PLAYER NAME
Skills 2 12 0 1 1 3 6 3 10 8 1 5 3 10 2 1 2 Acrobatics Arcana Athletics Bluff Diplomacy Dungeoneering Endurance Heal History Insight Intimidate Nature Perception Religion Stealth Streetwise Thievery DEX INT STR CHA CHA WIS CON WIS INT WIS CHA WIS WIS INT DEX CHA DEX (Trained)
Action Point
ADDITIONAL EFFECTS
Maximilian Ximenez
RACE
Genasi
CLASS
Mage
LEVEL
SCORE ABILITY
MOD
HP 30 Spd 6 Init +2
STR 1
(Trained) (Trained)
(Trained)
Effect: Gain a standard action this turn. Special: You are reset to one action point when you take an extended rest. You gain an action point each milestone.
ENCOUNTER SPECIAL
18
PLAY DATA
Passive Insight
13
ADDITIONAL EFFECTS
PLAY DATA
Second Wind
KEYWORDS USED
Grab Attack
KEYWORDS USED
Melee 1 RANGE
vs
Fort DEFENSE
vs
Reflex DEFENSE
Effect: You spend a healing surge and regain 7 hit points. You gain a +2 bonus to all defenses until the start of your next turn.
Attack: Strength vs. Fortitude Hit: You can push the target 1 square and then shift 1 square into the space it left. Unarmed: +0 attack
Requirement: You must have a hand free. Attack: Strength vs. Reflex Hit: You grab the target until the end of your next turn. You can end the grab as a free action. Sustain Minor: The grab persists until the end of your next turn. Unarmed: +0 attack
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
CLASS
LEVEL
BOOK
PH
CLASS
LEVEL
BOOK
PH
CLASS
LEVEL
BOOK
PH
UTILITY POWER
AT-WILL POWER
AT-WILL POWER
Opportunity Attack
KEYWORDS USED
Freezing Burst
KEYWORDS
Mage's Spellbook
USED KEYWORDS USED
* Opportunity Action
Melee 1 RANGE
Area burst 1 within 10 squares RANGE Each creature in the burst TARGET ATTACK ACTION vs DEFENSE TARGET RANGE
Reflex DEFENSE
Trigger: An enemy that you can see either leaves a square adjacent to you or uses a ranged or an area power while adjacent to you. Effect: You make a melee basic attack against the target.
Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier (+4) cold damage, and you can slide the target 1 square. Level 21: 2d6 + Intelligence modifier (+4) cold damage. Staff of the War Mage +1: +7 attack, 1d6+5 damage
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
If you take a -2 to damage rolls for each die of damage rolled, increase the size of this blast or burst by 1.
CLASS LEVEL
BOOK
PH
CLASS
Wizard
LEVEL
BOOK
PEHOTFL
CLASS
LEVEL
BOOK
PEHOTFL
AT-WILL POWER
Ken Arash
AT-WILL POWER
Page 3
AT-WILL POWER
Maximilian Ximenez
Magic Missile
KEYWORDS
Thunderwave
USED KEYWORDS
Firedeath
USED KEYWORDS USED
Personal RANGE
vs
DEFENSE
TARGET
TARGET
Effect: 2 + Intelligence modifier (+4) force damage. Level 11: 3 + Intelligence modifier (+4) force damage. Level 21: 5 + Intelligence modifier (+4) force 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
Attack: Intelligence vs. Fortitude Hit: 1d6 + Intelligence modifier (+4) thunder damage, and you push the target a number of squares equal to your Wisdom modifier (+2). Increase damage to 2d6 + Intelligence modifier (+4) at 21st level. Staff of the War Mage +1: +7 attack, 1d6+5 damage
Trigger: You take damage Effect: All damage dice rolled for the triggering attack are considered to have a result of 1.
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
If you take a -2 to damage rolls for each die of damage rolled, increase the size of this blast or burst by 1.
CLASS
Wizard
LEVEL
BOOK
PH
CLASS
Wizard
LEVEL
BOOK
PH
CLASS
Racial Power
LEVEL
BOOK
Dragon 380
AT-WILL POWER
AT-WILL POWER
ENCOUNTER POWER
Icy Terrain
KEYWORDS
Force Orb
USED KEYWORDS
Fountain of Flame
USED KEYWORDS
USED
Ranged 20 RANGE
Area burst 1 within 10 squares RANGE Each enemy in the burst TARGET
Reflex DEFENSE
Reflex DEFENSE
Reflex DEFENSE
Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier (+4) cold damage, and the target is knocked prone. Effect: The burst creates a zone that lasts until the end of your next turn or until you end it as a minor action. The ground of the zone is difficult terrain. Staff of the War Mage +1: +7 attack, 1d6+5 damage
ADDITIONAL EFFECTS
Attack: Intelligence vs. Reflex Hit: 2d8 + Intelligence modifier (+4) force damage. Make a secondary attack. Secondary Attack Type: Area burst 1 centered on the primary target Secondary Target: Each enemy other than the primary target Secondary Attack: Intelligence vs. Reflex Hit: 1d10 + Intelligence modifier (+4) force damage. Staff of the War Mage +1: +7 attack, 2d8+5 damage
ADDITIONAL EFFECTS
Attack: Intelligence vs. Reflex Hit: 3d8 + Intelligence modifier (+4) fire damage. Miss: Half damage. Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone or ends its turn there takes 5 fire damage. Staff of the War Mage +1: +7 attack, 3d8+5 damage
ADDITIONAL EFFECTS
If you take a -2 to damage rolls for each die of damage rolled, increase the size of this blast or burst by 1.
CLASS
If you take a -2 to damage rolls for each die of damage rolled, increase the size of this blast or burst by 1.
CLASS
Wizard
LEVEL
BOOK
PH
Wizard
LEVEL
BOOK
PH
CLASS
Wizard
LEVEL
BOOK
PEHOTFL
ENCOUNTER POWER
ENCOUNTER POWER
DAILY POWER
Sleep
SPELLBOOK
KEYWORDS
Second Wind
Arcane, Charm, Enchantment, Implement
20 2
USED KEYWORDS USED
Mage Hand
KEYWORDS
Arcane, Conjuration 5
USED
Area burst 2 within 20 squares RANGE Each creature in the burst TARGET
Will DEFENSE
Attack: Intelligence vs. Will Hit: The target is slowed (save ends). First Failed Saving Throw: The target is unconscious instead of slowed (save ends). Miss: The target is slowed (save ends). Staff of the War Mage +1: +7 attack
Effect: Spend a healing surge and gain a +2 bonus to all defenses until the start of your next turn.
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand lasts until the end of your next turn or until you use this power again. If you are holding an object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. While the hand persists, you can take the following actions. Minor Action: The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time. Move Action: The hand moves up to 5 squares in any direction, carrying the object it holds. Free Action: The hand drops the object it is holding. Sustain Minor: The hand persists until the end of your next turn.
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
CLASS
Wizard
LEVEL
BOOK
PH
CLASS
LEVEL
BOOK
PH
CLASS
Wizard
LEVEL
BOOK
PH
DAILY POWER
Ken Arash
UTILITY POWER
Page 4
UTILITY POWER
Maximilian Ximenez
Suggestion
KEYWORDS
Prestidigitation
USED KEYWORDS
Moonstride
USED KEYWORDS
Arcane
Arcane 2
Arcane
USED
Trigger: You make a Diplomacy check. Effect: You make an Arcana check instead, using that result to determine the outcome of the Diplomacy check.
Effect: Use this cantrip to accomplish one of the effects given below: Change the color of items in 1 cubic foot. Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. Clean or soil items in 1 cubic foot. Instantly light (or snuff out) a candle, a torch, or a small campfire. Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour. Make a small mark or symbol appear on a surface for up to 1 hour. Produce out of nothingness a small item or image that exists until the end of your next turn. Make a small, handheld item invisible until the end of your next turn. Special: You can have as many as three prestidigitation effects active at 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.
Trigger: An enemy moves adjacent to you Effect: You become insubstantial until the end of your next turn. Then you shift 2 squares to a square farther from the triggering enemy.
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
CLASS
Wizard
LEVEL
BOOK
PEHOTFL
CLASS
Wizard
LEVEL
BOOK
PH
CLASS
Wizard
LEVEL
BOOK
Dragon 382
UTILITY POWER
UTILITY POWER
UTILITY POWER
Shield
KEYWORDS
Arcane
1
QUANTITY
DAMAGE
PROFICIENT
GROUP
RANGE
AC BONUS
CHECK
3
LEVEL
+1d8 damage
CRITICAL
PROPERTIES
+1 AC
ENHANCEMENT
2
LEVEL
Armor
TYPE
Trigger: You are hit by an attack Effect: You gain a +4 power bonus to AC and Reflex until the end of your next turn.
Jackets, mantles, woven robes, and padded vests don't, by themselves, provide any significant protection. However, you can imbue them with protective magic. Cloth armor doesn't slow you down or hinder your movement at all. All characters have proficiency with cloth armor.
AT-WILL
POWER
ENCOUNTER
DAILY
AT-WILL
POWER
ENCOUNTER
DAILY
ADDITIONAL EFFECTS
Rarity: Uncommon Power (Daily): Free Action. Use this power when using a power that has a blast or a burst effect. Increase the size of the blast or the burst by 1.
Rarity: Uncommon Power (Daily): Minor Action. Whenever an enemy moves into an adjacent square, you can push that enemy 1 square as an immediate reaction. This power lasts until the end of the encounter.
CLASS
Wizard
LEVEL
BOOK
PH
ITEM SLOT
Off-hand
WEIGHT
PRICE
680
BOOK
PH
ITEM SLOT
Body
WEIGHT
PRICE
520
BOOK
PH
UTILITY POWER
MAGIC WEAPON
MAGIC ITEM
Amulet of Protection +1
1
AC BONUS CHECK SPEED QUANTITY
1
LEVEL
AT-WILL
POWER
ENCOUNTER
DAILY
Rarity: Common
ITEM SLOT
Neck
WEIGHT
PRICE
360
BOOK
PH
MAGIC ITEM
Ken Arash Page 5 Maximilian Ximenez