1) This character sheet provides information for a level 2 human wizard, including ability scores, skills, powers, equipment, and background.
2) As a wizard, he can cast arcane at-will powers like scorching burst and ghost sound, as well as encounter powers like burning hands and daily powers like sleep.
3) His equipment includes a +1 staff and leather armor that provide bonuses to his attack and defenses.
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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