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Character Sheet

Player Name

Sharak
Character Name

3
Level

Sorcerer
Class Height Weight Paragon Path Epic Destiny Deity Adventuring Company Total XP

2.250 Unaligned
Alignment RPGA Number

Drow
Race

Medium
Size Age

Male
Gender

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

17

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

10 12 17 10 8 20

STR Strength CON


Constitution

0 1 3 0 -1 5 HIT POINTS

1 2 4 1 0 6

13

FORT 11

10 10

Passive Insight Passive Perception

10 + 10 +

0 0

CONDITIONAL BONUSES

DEX
Dexterity

DEFENSE

10 + 1/2 LVL ABIL

SPECIAL SENSES CLASS FEAT ENH MISC MISC

Darkvision

15

REF

11

1
ABILITY: ATT BONUS CLASS FEAT ENH MISC MISC

INT Intelligence WIS


Wisdom

ATTACK WORKSPACE
Melee Basic Attack - Staff of Ruin +1
1/2 LVL ABIL CLASS PROF FEAT ENH MISC

CONDITIONAL BONUSES

DEFENSE

10 + 1/2 LVL ABIL

+ 4
ABILITY: ATT BONUS

0
CLASS

2
PROF FEAT

1
ENH MISC

19

WILL 11

CHA
Charisma

Melee Basic Attack - Dagger


1/2 LVL ABIL

CONDITIONAL BONUSES

+ 4 ACTION POINTS
SURGES/DAY

MAX HP
BLOODIED

HEALING SURGES
SURGE VALUE

34
CURRENT HIT POINTS

17
1/2 HP

8
1/4 HP

7
CURRENT SURGE USES

MILESTONES 0 1 2 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS

Action Points

ACTION POINTS 1 2 3

DAMAGE WORKSPACE
ABILITY: DAMAGE

Melee Basic Attack - Staff of Ruin +1


ABIL FEAT ENH MISC MISC

1d8+2 RACE FEATURES


Trance (Drow) - Meditate aware 4 hours instead of sleep.
ABILITY: DAMAGE

0
ABIL FEAT

1
ENH

1
MISC MISC

Melee Basic Attack - Dagger

SECOND WIND 1/ENCOUNTER


TEMPORARY HIT POINTS

USED

Lolthtouched - Use either cloud of darkness or darkfire once per encounter. Darkfire Charisma - Use CHA for Darkfire

1d4

0 BASIC ATTACKS

DEATH SAVING THROW FAILURES


SAVING THROW MODS

ATTACK

DEFENSE

WEAPON OR POWER

DAMAGE

Fey Origin - Your origin is fey, not natural

4 4 7 6

vs vs vs vs

AC AC AC AC

Staff of Ruin +1 Dagger (Melee) Dagger (Range) Hand Crossbow

1d8+2 1d4 1d4+3 1d6+3

RESISTANCES

CURRENT CONDITIONS AND EFFECTS

SKILLS
BONUS SKILL NAME ABIL MOD + 1/2 LVL TRND (+5) ARMOR PENALTY MISC

CLASS / PATH / DESTINY FEATURES


Spell Source - Each sorcerer has a Spell Source Wild Magic - Gain the Wild Magic class features Wild Magic - Gain the Wild Magic class features Chaos Burst - Even on the first attack roll of your turn gives +1 AC, odd gives a saving throw Chaos Power - Add Dexterity modifier (+3) to damage, +2 at 11th, +4 at 21st
0 2 0 1 0 6 0 0 1 4 6 4 0 0 0 0 0 5 0 0 0 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 0 0 0 0 0 2 0 0 0 2 0 0 Page 1

FEATS
Implement Expertise (Staff) - +1 to attack rolls with staffs Armor Proficiency: Leather - Training with leather armor

4 6 1 11 11 0 2 0 1 0 13 0 0 1 6 6 4

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

4 1 1 6 6

0 5 0 5 5

n/a n/a n/a n/a n/a

0 0 0 0 0

Unfettered Power - On a 20 slide 1 and knock prone. On a 1 push each creature within 5 of you 1 square Wild Soul - Gain a random resist each day. Pierce that resistance

LANGUAGES KNOWN
Common, Elven

Sharak

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
Chaos Bolt Storm Walk
WEAPON WEAPON WEAPON WEAPON ARMOR ARMS FEET

MAGIC ITEMS
Staff of Ruin +1 (Off-hand) (E)

Repulsion Leather Armor +1 (E)

ENCOUNTER POWERS
Second Wind Cloud of Darkness Darkfire Bedeviling Burst Dancing Lightning
HANDS HEAD NECK RING RING WAIST

Cloak of the Walking Wounded +1 (E)

PERSONALITY TRAITS
Potion of Healing (heroic tier) (3)

DAILY POWERS
Dazzling Ray

MANNERISMS AND APPEARANCE


UTILITY POWERS
Dragonflame Mantle

Daily Item Powers Per Day


Heroic (1-10) Paragon (11-20) Epic (21-30) Milestone Milestone Milestone / / / / / / / / /

CHARACTER BACKGROUND

OTHER EQUIPMENT
Adventurer's Kit Dagger Hand Crossbow Crossbow Bolts (20)

RITUALS / ALCHEMY

COMPANIONS AND ALLIES

SESSION AND CAMPAIGN NOTES

COINS AND OTHER WEALTH


Money on hand: 520 gp Stored money: 0 gp Encumbrance: 63 / 100

Sharak

Page 2

CHARACTER NAME

Sharak
PLAYER NAME

Skills 4 6 1 11 11 0 2 0 1 0 13 0 0 1 6 6 4 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) (Trained) (Trained)

Action Point
ADDITIONAL EFFECTS

RACE

Drow

CLASS

Sorcerer

LEVEL

SCORE ABILITY

MOD

HP 34 Spd 6 Init +4

10 STR +0 12 CON +1 17 DEX +3 10 INT +0 8 WIS 1 20 CHA +5

AC 17 Fort 13 Ref 15 Will 19


Passive Perception

(Trained)

10
PLAY DATA

Passive Insight

10

ADDITIONAL EFFECTS

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

PLAY DATA

Second Wind
KEYWORDS USED

Melee Basic Attack


KEYWORDS

Ranged Basic Attack


USED KEYWORDS

Weapon
*

Weapon
*

USED

Standard ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Standard ACTION 4 ATTACK

Melee weapon RANGE

Standard ACTION 7 ATTACK vs

Ranged weapon RANGE

vs

AC DEFENSE

One creature TARGET

AC DEFENSE

One creature TARGET

Effect: You spend a healing surge and regain 8 hit points. You gain a +2 bonus to all defenses until the start of your next turn.

Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+0) damage. Level 21: 2[W] + Strength modifier (+0) damage. Staff of Ruin +1: +4 attack, 1d8+2 damage Dagger: +4 attack, 1d4 damage Unarmed: +1 attack, 1d4 damage

Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier (+3) damage. Level 21: 2[W] + Dexterity modifier (+3) damage. Dagger: +7 attack, 1d4+3 damage Hand Crossbow: +6 attack, 1d6+3 damage Unarmed: +4 attack, 1d4+3 damage

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

Chaos Bolt
KEYWORDS

Storm Walk
USED KEYWORDS

Cloud of Darkness
USED KEYWORDS USED

Arcane, Implement, Psychic


10

Arcane, Implement, Thunder


10

Standard ACTION 8 ATTACK vs

Ranged 10 RANGE

Standard ACTION 8 ATTACK vs

Ranged 10 RANGE

Minor ACTION
1

Close burst 1 RANGE

Will DEFENSE

One creature TARGET

Fort DEFENSE

One creature TARGET ATTACK

vs DEFENSE TARGET

Primary Attack: Charisma vs. Will Hit: 1d10 + Charisma modifier (+5) psychic damage. Level 21: 2d10 + Charisma modifier (+5) psychic damage. Wild Magic: If you rolled an even number for the primary attack roll, make a secondary attack. Secondary Target: One creature within 5 squares of the target last hit by this power Secondary Attack: Charisma vs. Will Hit: 1d6 psychic damage. If you rolled an even number for the secondary attack roll, repeat the secondary attack. You can attack a creature only once with a single use of this power. Staff of Ruin +1: +8 attack, 1d10+10 damage Dagger: +6 attack, 1d10+8 damage Hand Crossbow: +6 attack, 1d10+8 damage Unarmed: +6 attack, 1d10+8 damage
ADDITIONAL EFFECTS

Attack: Charisma vs. Fortitude Hit: 1d8 + Charisma modifier (+5) thunder damage. Level 21: 2d8 + Charisma modifier (+5) thunder damage. Effect: Before or after the attack, you shift 1 square. Staff of Ruin +1: +8 attack, 1d8+10 damage Dagger: +6 attack, 1d8+8 damage Hand Crossbow: +6 attack, 1d8+8 damage Unarmed: +6 attack, 1d8+8 damage

Effect: The burst creates a cloud of darkness that remains in place until the end of your next turn. The cloud blocks line of sight, squares within it are totally obscured, and creatures entirely within it are blinded until they exit. You are immune to these effects.

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

Sorcerer

LEVEL

BOOK

PH2

CLASS

Sorcerer

LEVEL

BOOK

PH2

CLASS

Racial Power

LEVEL

BOOK

FRPG

AT-WILL POWER
Sharak

AT-WILL POWER
Page 3

ENCOUNTER POWER

Darkfire
KEYWORDS USED

Bedeviling Burst
KEYWORDS

Dancing Lightning
USED KEYWORDS

Arcane, Implement, Psychic Close burst 3


3

Arcane, Implement, Lightning, Thunder


10

USED

Minor ACTION 10 ATTACK vs

10

Ranged 10 RANGE

Standard ACTION 8 ATTACK

Standard ACTION 8 ATTACK vs

Ranged 10 RANGE

RANGE Will DEFENSE One or two creatures in burst TARGET

Reflex DEFENSE

One creature TARGET

vs

Reflex DEFENSE

One creature TARGET

Attack: Intelligence +4 vs. Reflex, Wisdom +4 vs. Reflex, or Charisma +4 vs. Reflex Increase to +6 bonus at 11th level and +8 bonus at 21st level. Hit: Until the end of your next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment. Special: When you create your character, choose Intelligence, Wisdom, or Charisma as the ability score you use when making attack rolls with this power. This choice remains throughout your character's life and does not change the power's other effects. Unarmed: +10 attack
ADDITIONAL EFFECTS

Attack: Charisma vs. Will Hit: 1d10 + Charisma modifier (+5) psychic damage, and you push the target a number of squares equal to your Dexterity modifier (+3). Wild Magic: If you rolled an even number on the attack roll, you slide the target instead of pushing it. Staff of Ruin +1: +8 attack, 1d10+10 damage Dagger: +6 attack, 1d10+8 damage Hand Crossbow: +6 attack, 1d10+8 damage Unarmed: +6 attack, 1d10+8 damage
ADDITIONAL EFFECTS

Attack: Charisma vs. Reflex Hit: 2d10 + Charisma modifier (+5) lightning damage, and each creature adjacent to the target takes thunder damage equal to your Charisma modifier (+5). Staff of Ruin +1: +8 attack, 2d10+10 damage Dagger: +6 attack, 2d10+8 damage Hand Crossbow: +6 attack, 2d10+8 damage Unarmed: +6 attack, 2d10+8 damage
ADDITIONAL EFFECTS

CLASS

Racial Power

LEVEL

BOOK

FRPG

CLASS

Sorcerer

LEVEL

BOOK

PH2

CLASS

Sorcerer

LEVEL

BOOK

PH2

ENCOUNTER POWER

ENCOUNTER POWER

ENCOUNTER POWER

Dazzling Ray
KEYWORDS

Dragonflame Mantle
USED KEYWORDS

Staff of Ruin +1
USED

Arcane, Implement, Radiant


10

Arcane, Fire

Standard ACTION 8 ATTACK vs

Ranged 10 RANGE

Imm Interrupt ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

DAMAGE

PROFICIENT

GROUP

RANGE

+1 attack rolls and damage rolls


ENHANCEMENT
PROPERTIES

3
LEVEL

+1d10 damage
CRITICAL

Will DEFENSE

One creature TARGET

Attack: Charisma vs. Will Hit: 6d6 + Charisma modifier (+5) radiant damage. Wild Magic: If you rolled an even number on the attack roll, the target takes a penalty to attack rolls against you equal to your Dexterity modifier (+3) (save ends). Miss: Half damage. Staff of Ruin +1: +8 attack, 6d6+10 damage Dagger: +6 attack, 6d6+8 damage Hand Crossbow: +6 attack, 6d6+8 damage Unarmed: +6 attack, 6d6+8 damage
ADDITIONAL EFFECTS

Trigger: You are hit by an attack Effect: Until the end of your next turn, you gain a +1 power bonus to all defenses, and any creature that hits you with a melee attack takes 1d6 fire damage.

Whenever you make an attack using this staff, you gain an item bonus to the attack's damage rolls equal to the staff's enhancement bonus. Melee Basic Attack: +4 attack, 1d8+2 damage
AT-WILL
POWER

ENCOUNTER

DAILY

ADDITIONAL EFFECTS

CLASS

Sorcerer

LEVEL

BOOK

PH2

CLASS

Sorcerer

LEVEL

BOOK

PH2

ITEM SLOT

Off-hand

WEIGHT

PRICE

680

BOOK

AV

DAILY POWER

UTILITY POWER

MAGIC WEAPON

Potion of Healing (heroic tier)


3
AC BONUS CHECK SPEED QUANTITY

Cloak of the Walking Wounded +1


1
AC BONUS CHECK SPEED QUANTITY

Repulsion Leather Armor +1


2
AC BONUS

CHECK

SPEED

1
QUANTITY

5
ENHANCEMENT
PROPERTIES

Potion
TYPE

+1 Fortitude, Reflex, and Will


ENHANCEMENT
PROPERTIES

4
LEVEL

Neck Slot Item


TYPE
PROPERTIES

+1 AC
ENHANCEMENT

2
LEVEL

Armor
TYPE

LEVEL

If you use your second wind while bloodied, you can expend two healing surges instead of one (gaining hit points from both).

Leather armor is sturdier than cloth armor. It protects vital areas with multiple layers of boiledleather plates, while covering the limbs with supple leather that provides a small amount of protection.
AT-WILL
POWER

AT-WILL
POWER

ENCOUNTER

DAILY

AT-WILL
POWER

ENCOUNTER

DAILY

ENCOUNTER

DAILY

Power (Consumable * Healing): Minor Action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.

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.

ITEM SLOT

WEIGHT

PRICE

50

BOOK

PH

ITEM SLOT

Neck

WEIGHT

PRICE

840

BOOK

AV

ITEM SLOT

Body

WEIGHT

15

PRICE

520

BOOK

PH

MAGIC ITEM
Sharak

MAGIC ITEM
Page 4

MAGIC ITEM

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