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Character Sheet

Player Name

Maximilian Ximenez

Ken Arash
Character Name

2
Level

Mage
Class Paragon Path Epic Destiny Deity Adventuring Company Total XP

1,000 160 lbs.


Weight

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

10 + 1/2 LVL ABIL

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

Passive Insight Passive Perception

10 + 10 +

8 3

CON DEX

CONDITIONAL BONUSES

DEFENSE

10 + 1/2 LVL ABIL

SPECIAL SENSES CLASS FEAT ENH MISC MISC

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

10 + 1/2 LVL ABIL

+ 7
ABILITY: ATT BONUS

4
CLASS PROF

1
FEAT

1
ENH MISC

16

WILL 11

Freezing Burst - Staff of the War Mage +1


1/2 LVL ABIL

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

MILESTONES 0 1 2 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS

Action Points

ACTION POINTS 1 2 3

DAMAGE WORKSPACE
ABILITY: DAMAGE

Thunderwave - Staff of the War Mage +1


ABIL FEAT ENH MISC MISC

1d6+5 RACE FEATURES


Elemental Origins - You have the elemental origin
ABILITY: DAMAGE

4
ABIL FEAT

1
ENH MISC MISC

Freezing Burst - Staff of the War Mage +1

SECOND WIND 1/ENCOUNTER


TEMPORARY HIT POINTS

USED

Elemental Manifestation - You have one manifestation, and gain associated benefits Cindersoul - Firedeath power; +1 to Fortitude; resist

1d6+5

4 BASIC ATTACKS

DEATH SAVING THROW FAILURES


SAVING THROW MODS RESISTANCES Resist 5 Fire CURRENT CONDITIONS AND EFFECTS

ATTACK

DEFENSE

WEAPON OR POWER

DAMAGE

5/10/15 (by tier) fire

vs

Magic Missile (Staff of the War Mage +1)

0 2 CLASS / PATH / DESTINY FEATURES


TRND (+5) ARMOR PENALTY MISC

vs vs vs

AC AC

Unarmed (Melee) Unarmed (Range)

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.

MAGIC ITEM 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)

Repulsion Cloth Armor (Basic Clothing) +1 (E)

ENCOUNTER POWERS
Second Wind Firedeath Icy Terrain Force Orb
HEAD NECK RING RING WAIST

Amulet of Protection +1 (E)

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

MANNERISMS AND APPEARANCE


UTILITY POWERS
Second Wind Prestidigitation Mage Hand Suggestion Moonstride Shield
Heroic (1-10) Paragon (11-20) Epic (21-30)

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.

Daily Item Powers Per Day


Milestone Milestone Milestone / / / / / / / / /

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

COMPANIONS AND ALLIES

SESSION AND CAMPAIGN NOTES

COINS AND OTHER WEALTH


Money on hand: 360 gp Stored money: 0 gp Encumbrance: 11 / 80

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

16 CON +3 13 DEX +1 18 INT +4 14 WIS +2 10 CHA +0

AC 16 Fort 16 Ref 16 Will 16


Passive Perception

(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

Bull Rush Attack


KEYWORDS USED

Grab Attack
KEYWORDS USED

Standard ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Standard ACTION 0 ATTACK

Melee 1 RANGE

Standard ACTION 0 ATTACK

Melee touch RANGE

vs

Fort DEFENSE

One creature TARGET

vs

Reflex DEFENSE

One creature that is no more than one size category la TARGET

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

Arcane, Cold, Evocation, Implement


10 1

* Opportunity Action

Melee 1 RANGE

Standard ACTION 7 ATTACK vs

Area burst 1 within 10 squares RANGE Each creature in the burst TARGET ATTACK ACTION vs DEFENSE TARGET RANGE

ACTION vs ATTACK DEFENSE

The triggering enemy TARGET

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

Level : Encounter : Daily : Utility 1 1 1 0 2 1 1 1 3-4 2 1 1 5 2 2 1 6 2 2 2 7-8 3 2 2 9 3 3 2 10-15 3 3 3 16-21 3 3 4 22-30 3 3 5


ADDITIONAL EFFECTS

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

Arcane, Evocation, Force, Implement


20

Arcane, Implement, Evocation, Thunder Close blast 3


3

Standard ACTION vs ATTACK

Ranged 20 RANGE One creature

Standard ACTION 7 ATTACK

Imm Interrupt ACTION vs ATTACK DEFENSE

Personal RANGE

RANGE Fort DEFENSE Each creature in blast TARGET

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

Arcane, Cold, Evocation, Implement, Zone


10 1

Arcane, Force, Evocation, Implement


20

Arcane, Evocation, Fire, Implement, Zone


10 1

USED

Standard ACTION 7 ATTACK vs

Area burst 1 within 10 squares RANGE Each creature in burst TARGET

Standard ACTION 7 ATTACK vs

Ranged 20 RANGE

Standard ACTION 7 ATTACK vs

Area burst 1 within 10 squares RANGE Each enemy in the burst TARGET

Reflex DEFENSE

Reflex DEFENSE

One creature or object TARGET

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

Standard ACTION 7 ATTACK vs

Area burst 2 within 20 squares RANGE Each creature in the burst TARGET

Standard ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Minor ACTION AT-WILL

Ranged 5 RANGE ENCOUNTER DAILY

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

Free ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Standard ACTION AT-WILL

Ranged 2 RANGE ENCOUNTER DAILY

Imm Reaction ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

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

Staff of the War Mage +1


USED

Repulsion Cloth Armor (Basic Clothing) +1


SPEED

Arcane

1
QUANTITY

Imm Interrupt ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

DAMAGE

PROFICIENT

GROUP

RANGE

AC BONUS

CHECK

+1 attack rolls and damage rolls


ENHANCEMENT
PROPERTIES

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 Fortitude, Reflex, and Will


ENHANCEMENT
PROPERTIES

1
LEVEL

Neck Slot Item


TYPE

AT-WILL
POWER

ENCOUNTER

DAILY

Rarity: Common

ITEM SLOT

Neck

WEIGHT

PRICE

360

BOOK

PH

MAGIC ITEM
Ken Arash Page 5 Maximilian Ximenez

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