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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
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
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
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
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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Temere

  • 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. 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. 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. 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. 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