STR CON: Initiative Initiative Defenses AC Movement Speed
STR CON: Initiative Initiative Defenses AC Movement Speed
STR CON: Initiative Initiative Defenses AC Movement Speed
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
SENSES
CLASS FEAT ENH MISC MISC SCORE PASSIVE SENSE BASE SKILL BONUS
10 12 17 10 8 20
0 1 3 0 -1 5 HIT POINTS
1 2 4 1 0 6
13
FORT 11
10 10
10 + 10 +
0 0
CONDITIONAL BONUSES
DEX
Dexterity
DEFENSE
Darkvision
15
REF
11
1
ABILITY: ATT BONUS CLASS FEAT ENH MISC MISC
ATTACK WORKSPACE
Melee Basic Attack - Staff of Ruin +1
1/2 LVL ABIL CLASS PROF FEAT ENH MISC
CONDITIONAL BONUSES
DEFENSE
+ 4
ABILITY: ATT BONUS
0
CLASS
2
PROF FEAT
1
ENH MISC
19
WILL 11
CHA
Charisma
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
Action Points
ACTION POINTS 1 2 3
DAMAGE WORKSPACE
ABILITY: DAMAGE
0
ABIL FEAT
1
ENH
1
MISC MISC
USED
Lolthtouched - Use either cloud of darkness or darkfire once per encounter. Darkfire Charisma - Use CHA for Darkfire
1d4
0 BASIC ATTACKS
ATTACK
DEFENSE
WEAPON OR POWER
DAMAGE
4 4 7 6
vs vs vs vs
AC AC AC AC
RESISTANCES
SKILLS
BONUS SKILL NAME ABIL MOD + 1/2 LVL TRND (+5) ARMOR PENALTY MISC
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
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.
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)
ENCOUNTER POWERS
Second Wind Cloud of Darkness Darkfire Bedeviling Burst Dancing Lightning
HANDS HEAD NECK RING RING WAIST
PERSONALITY TRAITS
Potion of Healing (heroic tier) (3)
DAILY POWERS
Dazzling Ray
CHARACTER BACKGROUND
OTHER EQUIPMENT
Adventurer's Kit Dagger Hand Crossbow Crossbow Bolts (20)
RITUALS / ALCHEMY
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
(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
Weapon
*
Weapon
*
USED
vs
AC DEFENSE
AC DEFENSE
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
Ranged 10 RANGE
Ranged 10 RANGE
Minor ACTION
1
Will DEFENSE
Fort DEFENSE
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
USED
10
Ranged 10 RANGE
Ranged 10 RANGE
Reflex DEFENSE
vs
Reflex DEFENSE
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, Fire
Ranged 10 RANGE
DAMAGE
PROFICIENT
GROUP
RANGE
3
LEVEL
+1d10 damage
CRITICAL
Will DEFENSE
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
CHECK
SPEED
1
QUANTITY
5
ENHANCEMENT
PROPERTIES
Potion
TYPE
4
LEVEL
+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