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Dungeons and Dragons 4th Edition Character Record Sheet
Character Name
Player
Class
Paragon Path
Epic Destiny
Race
Size
Age
Gender
Height
Weight
Align.
Deity
Adventure Company
XP
Next XP
Level
Ability
Score
Temp
Score
Mod
Mod+
1/2 Lv.
STR
CON
DEX
INT
WIS
CHA
Quick Look Up
Weapon / Power
Attack
Damage
Armor Bonus
Shield Bonus
Check Penalty
Speed Penalty
Armor is Heavy
INIT
Dex Mod
1/2 Lv.
Misc
Temp
=
+
+
+
Score
Base
Arm.
Item
Misc
Speed
P. Perception
P. Insight
Special Senses/Movement
Skills
Skill
Mod
Skill Name
Abil.
Train
(+5)
Mod+
.5Lv
Arm.
Misc
Temp
Total
10+
1/2Lv
Arm./
Abil.
Class
Feat
Enh.
Misc
Temp
AC
FORT
REF
WILL
Conditional Modifiers, Resistances & Action Points Note
[ooc=Ghost Sound]Wizard Cantrip At-Will Arcane, Illusion Standard Action Ranged 10 Target: One object or unoccupied square Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.[/ooc] [ooc=Light]Wizard Cantrip At-Will Arcane Minor Action Ranged 5 Target: One object or unoccupied square Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action. Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.[/ooc] [ooc=Mage Hand]Wizard Cantrip At-Will Arcane, Conjuration Minor Action Ranged 5 Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object. Sustain Minor: You can sustain the hand indefinitely. Special: You can create only one hand at a time.[/ooc] [ooc=Prestidigitation]At-Will Arcane Standard Action Ranged 2 Effect: Use this cantrip to accomplish one of the effects given below. Move up to 1 pound of material. Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. Color, clean, or soil items in 1 cubic foot for up to 1 hour. Instantly light (or snuff out) a candle, a torch, or a small campfire. Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour. Make a small mark or symbol appear on a surface for up to 1 hour. Produce out of nothingness a small item or image that exists until the end of your next turn. Make a small, handheld item invisible until the end of your next turn. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power. Special: You can have as many as three prestidigitation effects active at one time.[/ooc] [ooc=Bloodhunt]+1 attack against bloodied foes[/ooc] Low-Light Vision Fire Reistance: 9 [b]Items:[/b] [ooc=Leather Armor of Sudden Recovery +2(lvl 8)]Property: You gain +1 to saving throws against ongoing damage. Power (Daily Healing): Minor Action. You can use this power when your taking ongoing. The ongoing damage ends and you gain regeneration equal to the amount of the ongoing damage until the end of the encounter.[/ooc] [ooc=Master's Wand of Scorching Burst +1(lvl 3)]Critical: +1d8 damage per plus Property: You deal an additional 1d6 fire damage to a creature occupying the origin square of your scorching burst power. Power (Encounter Arcane, Fire, Implement): Standard Action. As the wizard’s scorching burst power[/ooc] [ooc=Master's Wand of Magic Missile +1(lvl 3)]Critical: +1d8 damage per plus Property: Any target you hit with the magic missile power is pushed 1 square. Power (Encounter Arcane, Force, Implement): Standard Action. As the wizard’s magic missile power[/ooc] [ooc=Wand of Ray of Enfeeblement +1(lvl 3)]Critical: +1d6 damage per plus Power (Daily Arcane, Implement, Necrotic): Standard Action. As the wizard’s ray of enfeeblement power[/ooc] [ooc=Staff of Gathering +2(lvl 10)]Critical: +1d6 damage per plus Power (Daily): Immediate Interrupt. Use this power when you take damage from an attack with the fire, force, lightning, necrotic, or radiant keyword. You take half damage from the attack. You gain a +2 power bonus to attack rolls and +10 power bonus to damage rolls with your next attack that has the arcane and implement keywords.[/ooc] [ooc=Burglars Gloves (lvl 1)]Property: Gain a +1 item bonus to Thievery checks.[/ooc] [ooc=Jade Macetail (lvl 8)]Power (Daily Conjuration): Standard Action. Use this figurine to conjure a macetail behemoth that appears to be made of jade (see below for statistics). As a free action, you can spend a healing surge when activating this item to give the creature temporary hit points equal to your healing surge value. Power (At-Will): Standard Action. The jade macetail recharges its tail sweep power. Jade Macetail Behemeth Large natural animate Initiative as conjurer - Senses Perception +6 HP 13; Bloodied 6 AC 23; Fortitude 23, Refl ex 20, Will 19 Speed 5 M Tail Bludgeon (standard; at-will) Reach 2; +14 vs. AC; 1d10 + 6 damage. C Tail Sweep (standard; encounter) Close burst 1; +12 vs. Refl ex; 1d10 + 6 damage, and the target is knocked prone if it is Medium size or smaller. Alignment Unaligned Languages — Str 22 (+10) Dex 16 (+7) Wis 14 (+6) Con 18 (+8) Int 2 (+0) Cha 6 (+2)[/ooc] [ooc=Jade Sea Snake (lvl10)]Power (Daily Conjuration): Standard Action. You use this figurine to conjure a Huge Sea snake (see below for statistics). As a free action, you can spend a healing surge when activating this item to give the creature temporary hit points equal to your healing surge value. While riding the jade sea snake, you breathe underwater as if it were air and can speak normally under water. The sea snake can carry six Medium or Small characters. If more or larger characters are placed on it, the creature disappears and cannot be conjured again until after an extended rest. Jade Sea Snake Huge natural animate (aquatic, mount) Initiative: as conjurer Senses: Perception +12, low-light vision HP 15; Bloodied 7 AC 20; Fortitude 18, Reflex 20, Will 16 Speed 6, swim 10 Bite (standard; at-will): Poison; +13 vs. AC; 1d10 + 6 poison damage. Deft Slither (while mounted by a friendly rider of 10th level or higher) – Mount: While swimming, the sea snake and its riders do not provoke opportunity attacks due to their movement. Alignment: Unaligned Languages — Str 22 (+10) Dex 16 (+7) Wis 17 (+7) Con 16 (+7) Int 2 (+0) Cha 10 (+4)[/ooc]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=145837][size=4][B]Pendrax[/B][/size][/url], Tiefling Wizard [B]Init[/B] +7 [B]HP[/B] 13/60 [B]Bloodied[/B] 30 [B]Healing Surge[/B] 15 (7 used /8) [B]AC[/B] 24 [B]Fort[/B] 17 [B]Reflex[/B] 20 [B]Will[/B] 19 [B]Speed[/B] 6 [B]Str[/B] 10 (0) [B]Con[/B] 14 (+2) [B]Dex[/B] 14 (+2) [B]Int[/B] 20 (+5) [B]Wis[/B] 12 (+1) [B]Cha[/B] 14 (+2) [OOC='[color=red]Infernal Wrath[/color]'][B][color=red]Infernal Wrath[/color][/B] Tiefling Racial Power Encounter Fire Free Action Close burst 10 Trigger: An enemy within 10 squares of you hits you Target: The triggering enemy in burst Effect: The target takes 1d6 + Intelligence modifier fire damage. Level 11: 2d6 + Intelligence fire damage.[/OOC], [OOC='[color=green]Magic Missile[/color]'][B][color=green]Magic Missile[/color][/B] Wizard Attack 1 At-Will Arcane, Force, Implement Standard Action Ranged 20 Target: One creature Effect: 2 + Intelligence modifier force damage. Special: If the implement used with this power has an enhancement bonus, add that bonus to the damage. In addition, you can use this power as a ranged basic attack.[/OOC], [OOC='[color=green]Scorching Burst[/color]'][B][color=green]Scorching Burst[/color][/B] Wizard Attack 1 At-Will Arcane, Fire, Implement Standard Action Area burst 1 within 10 squares Target: Each creature in burst Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier fire damage.[/OOC], [OOC='[color=red]Force Orb[/color]'][B][color=red]Force Orb[/color][/B] Wizard Attack 1 Encounter Arcane, Force, Implement Standard Action Ranged 20 Primary Target: One creature or object Attack: Intelligence vs. Reflex Hit: 2d8 + Intelligence modifier force damage. Make a secondary attack. Secondary Target: Each enemy adjacent to the primary target Secondary Attack: Intelligence vs. Reflex Hit: 1d10 + Intelligence modifier force damage.[/OOC], [OOC='[STRIKE][color=black]Flaming Sphere[/color][/STRIKE]'][B][color=black]Flaming Sphere[/color][/B] Wizard Attack 1 Daily Arcane, Conjuration, Fire, Implement Standard Action Ranged 10 Target: One creature adjacent to the flaming sphere Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier fire damage. Effect: You conjure a Medium flaming sphere in an unoccupied square within range, and the sphere attacks an adjacent creature. Any creature that starts its turn next to the flaming sphere takes 1d4 + Intelligence modifier fire damage. As a move action, you can move the sphere up to 6 squares. Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere.[/OOC], [OOC='[STRIKE][color=black]Sleep[/color][/STRIKE]'][B][color=black]Sleep[/color][/B] Wizard Attack 1 Daily Arcane, Implement, Sleep Standard Action Area burst 2 within 20 squares Target: Each creature in burst Attack: Intelligence vs. Will Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends). Miss: The target is slowed (save ends).[/OOC], [OOC='[STRIKE][color=black]Feather Fall[/color][/STRIKE]'][B][color=black]Feather Fall[/color][/B] Wizard Utility 2 Daily Arcane Free Action Ranged 10 Trigger: You or one creature in range falls Effect: You or the creature takes no damage from the fall, regardless of its distance, and does not fall prone at the end of the fall.[/OOC], [OOC='[color=red]Shield[/color]'][B][color=red]Shield[/color][/B] Wizard Utility 2 Encounter Arcane, Force Immediate Interrupt Personal Trigger: You are hit by an attack Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.[/OOC], [OOC='[STRIKE][color=red]Icy Rays[/color][/STRIKE]'][B][color=red]Icy Rays[/color][/B] Wizard Attack 3 Encounter Arcane, Cold, Implement Standard Action Ranged 10 Targets: One or two creatures Attack: Intelligence vs. Reflex, one attack per target Hit: 1d10 + Intelligence modifier cold damage, and the target is immobilized until the end of your next turn.[/OOC], [OOC='[STRIKE][color=black]Bigby's Icy Grasp[/color][/STRIKE]'][B][color=black]Bigby's Icy Grasp[/color][/B] Wizard Attack 5 Daily Arcane, Cold, Conjuration, Implement Standard Action Ranged 20 Effect: You conjure a 5-foot-tall hand of ice in an unoccupied square within range, and the hand attacks. As a move action, you can move the hand up to 6 squares. Target: One creature adjacent to the hand Attack: Intelligence vs. Reflex Hit: 2d8 + Intelligence modifier cold damage, and the hand grabs the target. If the target attempts to escape, the hand uses your Fortitude or Reflex defense. Sustain Minor: A target grabbed by the hand takes 1d8 + Intelligence modifier cold damage when you sustain this power. As a standard action, you can attack another target with the hand, but it must release a target it has grabbed.[/OOC], [OOC='[STRIKE][color=black]Fireball[/color][/STRIKE]'][B][color=black]Fireball[/color][/B] Wizard Attack 5 Daily Arcane, Fire, Implement Standard Action Area burst 3 within 20 squares Target: Each creature in burst Attack: Intelligence vs. Reflex Hit: 3d6 + Intelligence modifier fire damage. Miss: Half damage.[/OOC], [OOC='[STRIKE][color=black]Disguise Self[/color][/STRIKE]'][B][color=black]Disguise Self[/color][/B] Wizard Utility 6 Daily Arcane, Illusion Minor Action Personal Effect: You make yourself, your clothing, and your equipment look different. You can take on the appearance of any creature of similar build and size, including a specific individual whom you’ve seen. You gain neither the abilities or mannerisms of the chosen form, nor the tactile or audible properties of your form or gear. For example, if you took on the illusion of a dwarf fighter in plate armor, anyone touching you would realize you weren’t wearing plate armor, and you would not clank, creak, or jingle as you walked. The illusion lasts for 1 hour, although you can end it as a minor action. You must keep the same appearance for the entire duration. Anyone who attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +5 power bonus to your check.[/OOC], [OOC='[color=Black]Wizard's Escape[/color]'][B][color=Black]Wizard's Escape[/color][/B] Wizard Utility 6 Encounter Arcane, Teleportation Immediate Interrupt Personal Trigger: An enemy hits you with a melee attack Effect: You teleport 5 squares to a space that is not adjacent to an enemy.[/OOC], [OOC='[color=red]Fire Burst[/color]'][B][color=red]Fire Burst[/color][/B] Wizard Attack 7 Encounter Arcane, Fire, Implement Standard Action Area burst 2 within 20 squares Target: Each creature in burst Attack: Intelligence vs. Reflex Hit: 3d6 + Intelligence modifier fire damage.[/OOC], [OOC='[STRIKE][color=black]Wall of Fire[/color][/STRIKE]'][B][color=black]Wall of Fire[/color][/B] Wizard Attack 9 Daily Arcane, Conjuration, Fire, Implement Standard Action Area wall 8 within 10 squares Effect: You conjure a wall that consists of contiguous squares filled with arcane fire. It can be up to 8 squares long and up to 4 squares high. The wall lasts until the end of your next turn. Any creature that starts its turn adjacent to the wall takes 1d6 + Intelligence modifier fire damage. If a creature moves into the wall’s space or starts its turn there, the creature takes 3d6 + Intelligence modifier fire damage. Entering a square occupied by the wall costs 3 extra squares of movement. The wall blocks line of sight. Sustain Minor: The wall persists.[/OOC], [OOC='[STRIKE][color=black]Lightning Serpent[/color][/STRIKE]'][B][color=black]Lightning Serpent[/color][/B] Wizard Attack 9 Daily Arcane, Implement, Lightning, Poison Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Reflex Hit: 2d12 + Intelligence modifier lightning damage, and the target takes ongoing 5 poison damage and is slowed (save ends both). Miss: Half damage, and the target is slowed (save ends).[/OOC], [OOC='[STRIKE][color=black]Mass Resistance[/color][/STRIKE]'][B][color=black]Mass Resistance[/color][/B] Wizard Utility 10 Daily Arcane Minor Action Close burst 10 Target: You and each ally in burst Effect: Chose acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Until the end of the encounter, each target gains resistance to that damage type equal to one-half your level + your Intelligence modifier.[/OOC], [OOC='[STRIKE][color=black]Arcane Gate[/color][/STRIKE]'][B][color=black]Arcane Gate[/color][/B] Wizard Utility 10 Daily Arcane, Teleportation Minor Action Ranged 20 Target: Two unoccupied squares Effect: You create a dimensional rift between the two target squares that lasts until the end of your next turn. Any creature that enters one of the target squares can move to the other target square as if it were adjacent to that square. A creature cannot pass through the rift if either square is occupied by another creature. Sustain Minor: The rift persists.[/OOC] [B]Notes[/B] [ooc=Ghost Sound]Wizard Cantrip At-Will Arcane, Illusion Standard Action Ranged 10 Target: One object or unoccupied square Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.[/ooc] [ooc=Light]Wizard Cantrip At-Will Arcane Minor Action Ranged 5 Target: One object or unoccupied square Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action. Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.[/ooc] [ooc=Mage Hand]Wizard Cantrip At-Will Arcane, Conjuration Minor Action Ranged 5 Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object. Sustain Minor: You can sustain the hand indefinitely. Special: You can create only one hand at a time.[/ooc] [ooc=Prestidigitation]At-Will Arcane Standard Action Ranged 2 Effect: Use this cantrip to accomplish one of the effects given below. Move up to 1 pound of material. Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. Color, clean, or soil items in 1 cubic foot for up to 1 hour. Instantly light (or snuff out) a candle, a torch, or a small campfire. Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour. Make a small mark or symbol appear on a surface for up to 1 hour. Produce out of nothingness a small item or image that exists until the end of your next turn. Make a small, handheld item invisible until the end of your next turn. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power. Special: You can have as many as three prestidigitation effects active at one time.[/ooc] [ooc=Bloodhunt]+1 attack against bloodied foes[/ooc] Low-Light Vision Fire Reistance: 9 [b]Items:[/b] [ooc=Leather Armor of Sudden Recovery +2(lvl 8)]Property: You gain +1 to saving throws against ongoing damage. Power (Daily Healing): Minor Action. You can use this power when your taking ongoing. The ongoing damage ends and you gain regeneration equal to the amount of the ongoing damage until the end of the encounter.[/ooc] [ooc=Master's Wand of Scorching Burst +1(lvl 3)]Critical: +1d8 damage per plus Property: You deal an additional 1d6 fire damage to a creature occupying the origin square of your scorching burst power. Power (Encounter Arcane, Fire, Implement): Standard Action. As the wizard’s scorching burst power[/ooc] [ooc=Master's Wand of Magic Missile +1(lvl 3)]Critical: +1d8 damage per plus Property: Any target you hit with the magic missile power is pushed 1 square. Power (Encounter Arcane, Force, Implement): Standard Action. As the wizard’s magic missile power[/ooc] [ooc=Wand of Ray of Enfeeblement +1(lvl 3)]Critical: +1d6 damage per plus Power (Daily Arcane, Implement, Necrotic): Standard Action. As the wizard’s ray of enfeeblement power[/ooc] [ooc=Staff of Gathering +2(lvl 10)]Critical: +1d6 damage per plus Power (Daily): Immediate Interrupt. Use this power when you take damage from an attack with the fire, force, lightning, necrotic, or radiant keyword. You take half damage from the attack. You gain a +2 power bonus to attack rolls and +10 power bonus to damage rolls with your next attack that has the arcane and implement keywords.[/ooc] [ooc=Burglars Gloves (lvl 1)]Property: Gain a +1 item bonus to Thievery checks.[/ooc] [ooc=Jade Macetail (lvl 8)]Power (Daily Conjuration): Standard Action. Use this figurine to conjure a macetail behemoth that appears to be made of jade (see below for statistics). As a free action, you can spend a healing surge when activating this item to give the creature temporary hit points equal to your healing surge value. Power (At-Will): Standard Action. The jade macetail recharges its tail sweep power. Jade Macetail Behemeth Large natural animate Initiative as conjurer - Senses Perception +6 HP 13; Bloodied 6 AC 23; Fortitude 23, Refl ex 20, Will 19 Speed 5 M Tail Bludgeon (standard; at-will) Reach 2; +14 vs. AC; 1d10 + 6 damage. C Tail Sweep (standard; encounter) Close burst 1; +12 vs. Refl ex; 1d10 + 6 damage, and the target is knocked prone if it is Medium size or smaller. Alignment Unaligned Languages — Str 22 (+10) Dex 16 (+7) Wis 14 (+6) Con 18 (+8) Int 2 (+0) Cha 6 (+2)[/ooc] [ooc=Jade Sea Snake (lvl10)]Power (Daily Conjuration): Standard Action. You use this figurine to conjure a Huge Sea snake (see below for statistics). As a free action, you can spend a healing surge when activating this item to give the creature temporary hit points equal to your healing surge value. While riding the jade sea snake, you breathe underwater as if it were air and can speak normally under water. The sea snake can carry six Medium or Small characters. If more or larger characters are placed on it, the creature disappears and cannot be conjured again until after an extended rest. Jade Sea Snake Huge natural animate (aquatic, mount) Initiative: as conjurer Senses: Perception +12, low-light vision HP 15; Bloodied 7 AC 20; Fortitude 18, Reflex 20, Will 16 Speed 6, swim 10 Bite (standard; at-will): Poison; +13 vs. AC; 1d10 + 6 poison damage. Deft Slither (while mounted by a friendly rider of 10th level or higher) – Mount: While swimming, the sea snake and its riders do not provoke opportunity attacks due to their movement. Alignment: Unaligned Languages — Str 22 (+10) Dex 16 (+7) Wis 17 (+7) Con 16 (+7) Int 2 (+0) Cha 10 (+4)[/ooc]
Race Features
Class / Path / Destiny Features
Other Items
Current
Max HP
/
Bloodied
H. Surge
Surges Used
Surges / Day
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Second Wind
Death ST Fail
Action Points
Attack Workspace
Ability 1:
Ability 2:
Bonus
1/2Lv
Abil.
Class
Prof
Feat
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Misc
=
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Damage Workspace
Ability 1:
Ability 2:
Bonus
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Feat
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Feats
Feat Name
Loc.
Powers
Tiefling Racial Power Encounter Fire Free Action Close burst 10 Trigger: An enemy within 10 squares of you hits you Target: The triggering enemy in burst Effect: The target takes 1d6 + Intelligence modifier fire damage. Level 11: 2d6 + Intelligence fire damage.
Wizard Attack 1 At-Will Arcane, Force, Implement Standard Action Ranged 20 Target: One creature Effect: 2 + Intelligence modifier force damage. Special: If the implement used with this power has an enhancement bonus, add that bonus to the damage. In addition, you can use this power as a ranged basic attack.
Wizard Attack 1 At-Will Arcane, Fire, Implement Standard Action Area burst 1 within 10 squares Target: Each creature in burst Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier fire damage.
Wizard Attack 1 Encounter Arcane, Force, Implement Standard Action Ranged 20 Primary Target: One creature or object Attack: Intelligence vs. Reflex Hit: 2d8 + Intelligence modifier force damage. Make a secondary attack. Secondary Target: Each enemy adjacent to the primary target Secondary Attack: Intelligence vs. Reflex Hit: 1d10 + Intelligence modifier force damage.
Wizard Attack 1 Daily Arcane, Conjuration, Fire, Implement Standard Action Ranged 10 Target: One creature adjacent to the flaming sphere Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier fire damage. Effect: You conjure a Medium flaming sphere in an unoccupied square within range, and the sphere attacks an adjacent creature. Any creature that starts its turn next to the flaming sphere takes 1d4 + Intelligence modifier fire damage. As a move action, you can move the sphere up to 6 squares. Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere.
Wizard Attack 1 Daily Arcane, Implement, Sleep Standard Action Area burst 2 within 20 squares Target: Each creature in burst Attack: Intelligence vs. Will Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends). Miss: The target is slowed (save ends).
Wizard Utility 2 Daily Arcane Free Action Ranged 10 Trigger: You or one creature in range falls Effect: You or the creature takes no damage from the fall, regardless of its distance, and does not fall prone at the end of the fall.
Wizard Utility 2 Encounter Arcane, Force Immediate Interrupt Personal Trigger: You are hit by an attack Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.
Wizard Attack 3 Encounter Arcane, Cold, Implement Standard Action Ranged 10 Targets: One or two creatures Attack: Intelligence vs. Reflex, one attack per target Hit: 1d10 + Intelligence modifier cold damage, and the target is immobilized until the end of your next turn.
Wizard Attack 5 Daily Arcane, Cold, Conjuration, Implement Standard Action Ranged 20 Effect: You conjure a 5-foot-tall hand of ice in an unoccupied square within range, and the hand attacks. As a move action, you can move the hand up to 6 squares. Target: One creature adjacent to the hand Attack: Intelligence vs. Reflex Hit: 2d8 + Intelligence modifier cold damage, and the hand grabs the target. If the target attempts to escape, the hand uses your Fortitude or Reflex defense. Sustain Minor: A target grabbed by the hand takes 1d8 + Intelligence modifier cold damage when you sustain this power. As a standard action, you can attack another target with the hand, but it must release a target it has grabbed.
Wizard Attack 5 Daily Arcane, Fire, Implement Standard Action Area burst 3 within 20 squares Target: Each creature in burst Attack: Intelligence vs. Reflex Hit: 3d6 + Intelligence modifier fire damage. Miss: Half damage.
Wizard Utility 6 Daily Arcane, Illusion Minor Action Personal Effect: You make yourself, your clothing, and your equipment look different. You can take on the appearance of any creature of similar build and size, including a specific individual whom you’ve seen. You gain neither the abilities or mannerisms of the chosen form, nor the tactile or audible properties of your form or gear. For example, if you took on the illusion of a dwarf fighter in plate armor, anyone touching you would realize you weren’t wearing plate armor, and you would not clank, creak, or jingle as you walked. The illusion lasts for 1 hour, although you can end it as a minor action. You must keep the same appearance for the entire duration. Anyone who attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +5 power bonus to your check.
Wizard Utility 6 Encounter Arcane, Teleportation Immediate Interrupt Personal Trigger: An enemy hits you with a melee attack Effect: You teleport 5 squares to a space that is not adjacent to an enemy.
Wizard Attack 7 Encounter Arcane, Fire, Implement Standard Action Area burst 2 within 20 squares Target: Each creature in burst Attack: Intelligence vs. Reflex Hit: 3d6 + Intelligence modifier fire damage.
Powers
Wizard Attack 9 Daily Arcane, Conjuration, Fire, Implement Standard Action Area wall 8 within 10 squares Effect: You conjure a wall that consists of contiguous squares filled with arcane fire. It can be up to 8 squares long and up to 4 squares high. The wall lasts until the end of your next turn. Any creature that starts its turn adjacent to the wall takes 1d6 + Intelligence modifier fire damage. If a creature moves into the wall’s space or starts its turn there, the creature takes 3d6 + Intelligence modifier fire damage. Entering a square occupied by the wall costs 3 extra squares of movement. The wall blocks line of sight. Sustain Minor: The wall persists.
Wizard Attack 9 Daily Arcane, Implement, Lightning, Poison Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Reflex Hit: 2d12 + Intelligence modifier lightning damage, and the target takes ongoing 5 poison damage and is slowed (save ends both). Miss: Half damage, and the target is slowed (save ends).
Wizard Utility 10 Daily Arcane Minor Action Close burst 10 Target: You and each ally in burst Effect: Chose acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Until the end of the encounter, each target gains resistance to that damage type equal to one-half your level + your Intelligence modifier.
Wizard Utility 10 Daily Arcane, Teleportation Minor Action Ranged 20 Target: Two unoccupied squares Effect: You create a dimensional rift between the two target squares that lasts until the end of your next turn. Any creature that enters one of the target squares can move to the other target square as if it were adjacent to that square. A creature cannot pass through the rift if either square is occupied by another creature. Sustain Minor: The rift persists.
Magic Items & Equipment
Item Name
Use
Daily Item Powers Per Day
Heroic(1-10)
Milestone
Paragon(11-20)
Milestone
Epic(21-30)
Milestone
Rituals
Languages Known
Coins and Other Wealth
Personal - 949gold Warchest - 2767gold/5silver Ritual Compenents -915g Gold Quest - 2640.67 Ritual Scrolls: Create Campsite/Fey Passage/Shadow Passage (Lvl 8) Hand of Fate/Linked Portal (Lvl 8)/Object Reading (Arc. Power - 5) Shrink
Personality Traits
His cunning mind and slick wit have earned him a devious but valuable reputation as someone that will take on almost any job for money.
Mannerisms and Appearance
Pendrax is a tall slim figure who posses handsome chiseled features, his skin a dark coffee brown, marred by the continual snide smirk on his lips and a pair of sharp golden eyes. His horns curve up and inward, his black hair slicked back, giving him distinctive and over bearing appearance which he takes great pride in, never hiding his demonic heritage unless needed.
Session and Campaign Notes
Comprehend Language(3) Make Whole(varies) Tenser's Floating Disk(3) Endure Elements(1) Eye of Alarm(1) Affect Normal Fire(1) Knock(1) Dark Light(3) Disenchant Magic Item(1) Arcane Lock(1) Brew Potion(varies) Enchant Magic Item(varies)
Companions and Allies
Background & Other Notes
Pendrax grew up in a hard working family, trying to survive on the Dragon Coast. They did what ever they could to get by and through working odd jobs, Pendrax came to know an elderly wizard who saw a quick mind and talent for magic in the young Tiefling. He worked as an apprentice with vigor, the cruel streets having taught him only those with power could get what they wanted. His arrogance grew as quickly as his talent and he begun to sell his knowledge and power to local gangs until the law eventually came after him he was forced to flee, hiring on to a caravan as a mercenary. He found the life suited him pleasantly, studying and refining his destructive powers while he earned gold.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games