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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
[list][*][b]Group Diplomacy[/b]: You grant allies within 10 squares of you a +1 to Diplomacy checks [*][b]Shimmering Armor[/b]: You do not provoke opportunity attacks when you make ranged or area attacks. [*][b]Cloak of Distortion[/b]: A ranged attack against you from more than 5 squares away takes a –5 penalty to the attack roll. [*][b]Arcane Reserves[/b]: +2 bonus to damage rolls of Kelvan's at-will powers when he has expended all encounter attack powers [*][b]Focusing Spellfury[/b]: +2 bonus to damage when Kelvan hits two or more enemies with an at-will attack power [*][b]Distant Advantage[/b]: You gain combat advantage for ranged or area attacks against any enemy flanked by your allies [*][b]Warding Soul[/b]: Adjacent allies gain resistance based on Kelvan's phase in the cosmic cycle. [*][b]Soul of the Cosmic Cycle[/b]: Change to next phase when bloodied for the first time in an encounter. You can [i]choose[/i] to change to any phase after expending a Daily power. [*][b]Celestial Action[/b]: When you spend an action point to take an extra action, you gain a +2 bonus to attack rolls and damage rolls with cold, psychic, and radiant powers until the end of your next turn. [*][b]Arcane Spellfury[/b]: When you hit any enemy with a sorcerer at-will attack power, you gain a +1 bonus to attack rolls against that enemy until the end of your next turn [*][b]Cosmic Spellfury[/b]: Whenever you hit at least one enemy with a sorcerer at-will attack power, you gain a benefit based on your current phase in the cosmic cycle. This benefit applies after the attack is resolved. [list][*][u]Phase of the Sun[/u]: You can roll a saving throw [*][u]Phase of the Moon[/u]: You gain concealment until the end of your next turn [*][u]Phase of the Stars[/u]: You become insubstantial until the end of your next turn or until you are hit by an attack.[/list][/list]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=152142][size=4][B]Kelvan Astarsa[/B][/size][/url], Half-Elf Sorcerer, Celestial Scholar [B]Init[/B] +7 [B]HP[/B] 70/70 [B]Bloodied[/B] 35 [B]Healing Surge[/B] 17 (0 used /7) [B]AC[/B] 23 [B]Fort[/B] 20 [B]Reflex[/B] 18 [B]Will[/B] 24 [B]Speed[/B] 6 [B]Str[/B] 19 (+4) [B]Con[/B] 14 (+2) [B]Dex[/B] 15 (+2) [B]Int[/B] 11 (0) [B]Wis[/B] 9 (-1) [B]Cha[/B] 20 (+5) [OOC='[color=green]Blazing Starfall[/color]'][B][color=green]Blazing Starfall[/color][/B] [b]At Will * Arcane, Fire, Implement, Radiant, Zone Standard Action[/b]; [b]Area[/b] burst 1 within 10 squares [b]Target:[/b] Each creature in burst [b]Attack:[/b] Cha (+13) vs Reflex [b]Hit:[/b] 1d4 + Cha mod (+13) radiant damage [b]Cosmic Magic:[/b] The burst creates a zone bounded by burning ground that lasts until the end of your next turn. Whenever an enemy within the zone leaves it, that enemy takes fire damage equal to your Str mod (+4).[/OOC], [OOC='[color=green]Dragonfrost[/color]'][B][color=green]Dragonfrost[/color][/B] [b]At Will * Arcane, Cold, Implement Standard Action[/b]; [b]Ranged[/b] 10 [b]Target:[/b] One creature [b]Attack:[/b]Cha (+13) vs. Fortitude [b]Hit:[/b] 1d8 + Cha mod (+15) cold damage, and you push the target 1 square. [b]Special:[/b] This power can be used as a ranged basic attack.[/OOC], [OOC='[color=green]Melee basic attack (Staff of Winter)[/color]'][B][color=green]Melee basic attack (Staff of Winter)[/color][/B] [b]At Will * Weapon Standard Action[/b]; [b]Melee[/b] weapon [b]Target:[/b] One creature [b]Attack:[/b] Str (+13) vs AC [b]Hit:[/b] 1d8 + Str mod (+6) damage[/OOC], [OOC='[color=red]Misdirected Mark[/color]'][B][color=red]Misdirected Mark[/color][/B] [b]Encounter * Arcane, Implement Standard Action[/b]; [b]Ranged[/b] 10 [b]Target:[/b] One creature [b]Attack:[/b] Cha (+13) vs. Reflex [b]Hit:[/b] 1d8 + Cha mod (+13) damage, and the target is marked by an ally within 5 squares of you until the end of your next turn.[/OOC], [OOC='[STRIKE][color=red]Ray of the Moon[/color][/STRIKE]'][B][color=red]Ray of the Moon[/color][/B] [b]Encounter * Arcane, Cold, Implement Standard Action[/b]; [b]Ranged[/b] 10 [b]Target:[/b] One creature [b]Attack:[/b] Cha (+13) vs. Will [b]Hit:[/b] 2d6 + Cha mod (+13) cold damage, and the target cannot shift until the end of its next turn. [b]Cosmic Magic:[/b] The target takes a -1 penalty on attack rolls until the end of its next turn.[/OOC], [OOC='[color=gray]Cosmos Call[/color]'][B][color=gray]Cosmos Call[/color][/B] [b]Daily * Arcane, Implement, Psychic Standard Action[/b]; [b]Ranged[/b] 10 [b]Target:[/b] One creature [b]Attack:[/b] Cha (+13) vs. Will [b]Hit:[/b] 2d8 + Cha mod (+13) psychic damage. Roll a d6 to determine the attack's additional benefit. [b]1-2:[/b] The target takes ongoing 5 radiant damage (save ends), and the power gains the radiant keyword. [b]3-4:[/b] The target is slowed (save ends). [b]5-6:[/b] The target is dazed (save ends). [b]Cosmic Magic:[/b] You choose the attack's additional benefit instead of rolling. [b]Miss:[/b] Half damage.[/OOC], [OOC='[STRIKE][color=red]Sorcerous Sirroco[/color][/STRIKE]'][B][color=red]Sorcerous Sirroco[/color][/B] [b]Encounter * Arcane (Utility) Standard Action[/b]; [b]Close[/b] burst 10 [b]Target:[/b] You and one ally in burst [b]Effect:[/b] Each target moves a number of squares equal to his or her speed +2. Each target can fly during this movement, but falls if he or she does not land by the end of the movement.[/OOC], [OOC='[color=red]Swirling Stars[/color]'][B][color=red]Swirling Stars[/color][/B] [b]Encounter * Arcane, Cold, Implement, Thunder Standard Action[/b]; [b]Area[/b] burst 1 within 10 squares [b]Target:[/b] Each creature in burst [b]Cosmic Magic:[/b] You can choose not to target a creature in the origin square of the burst. [b]Attack:[/b] Cha (+13) vs. Reflex [b]Hit:[/b] 2d8 + Cha mod (+13) cold and thunder damage.[/OOC], [OOC='[STRIKE][color=gray]Sun's Illumination[/color][/STRIKE]'][B][color=gray]Sun's Illumination[/color][/B] [b]Daily * Arcane, Implement, Radiant, Zone Standard Action[/b]; [b]Area[/b] burst 1 within 10 squares [b]Target:[/b] Each creature in burst [b]Attack:[/b] Cha (+13) vs. Reflex [b]Hit:[/b] 3d6 + Cha mod (+13) radiant damage. [b]Effect:[/b] The burst creates a zone of piercing light that lasts until the end of your next turn. You gain a +2 power bonus to Insight and Perception checks against each creature within the zone. Each enemy within the zone grants combat advantage. As a move action, you can move the zone 3 squares. [b]Sustain Minor:[/b] The zone persists.[/OOC], [OOC='[color=gray]Arcane Empowerment[/color]'][B][color=gray]Arcane Empowerment[/color][/B] [b]Daily * Arcane (Utility) Minor Action[/b]; [b]Personal Effect:[/b] Until the end of your turn, increase the size of your arcane powers' blasts and bursts by 1.[/OOC], [OOC='[color=red]Chaos Ray[/color]'][B][color=red]Chaos Ray[/color][/B] [b]Encounter * Arcane, Implement, Psychic, Teleportation Standard Action[/b]; [b]Ranged[/b] 10 [b]Target:[/b] One creature [b]Attack:[/b] Cha (+13) vs. Will [b]Hit:[/b] 2d8 + Cha mod (+13) psychic damage, and the target swaps positions with a creature within 3 squares of it.[/OOC], [OOC='[color=gray]Howling Hurricane[/color]'][B][color=gray]Howling Hurricane[/color][/B] [b]Daily * Arcane, Implement, Thunder, Zone Standard Action[/b]; [b]Area[/b] burst 1 within 10 squares [b]Target:[/b] Each creature in burst [b]Attack:[/b] Cha (+13) vs. Fortitude [b]Hit:[/b] 3d8 + Cha mod (+13) thunder damage, and you slide the target a number of squares equal to your Dex mod (+2). [b]Effect:[/b] The burst creates a zone of swirling wind that lasts until the end of your next turn. You slide each creature that starts its turn within the zone 2 squares. As a move action, you can move the zone 6 squares. [b]Sustain Minor:[/b] The zone persists.[/OOC], [OOC='[STRIKE][color=gray]Sorcerous Pulse[/color][/STRIKE]'][B][color=gray]Sorcerous Pulse[/color][/B] [b]Daily * Arcane Minor Action[/b]; [b]Personal Effect:[/b] Choose acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Until the end of the encounter, whenever you use an arcane power that has the chosen keyword, you can roll the damage twice and use the higher result.[/OOC], [OOC='[STRIKE][color=red]Celestial Sigil[/color][/STRIKE]'][B][color=red]Celestial Sigil[/color][/B] [b]Encounter * Arcane, Implement; Varies Standard Action[/b]; [b]Ranged[/b]: 20 [b]Target:[/b] One creature [b]Attack:[/b] Cha (+13) vs. Will [b]Hit:[/b] 3d8 + Cha mod (+13) damage [b]Effect:[/b]: If you hit with this power, you gain an effect based on your current Soul of the Cosmic Cycle phase. [b]Phase of the Sun:[/b] Enemies within 2 squares of you take fire and radiant damage equal to your Str mod (+4) [b]Phase of the Moon:[/b] Adjacent enemies take radiant damage equal to your Str mod (+4) and take a -2 penalty to saving throws until the end of your next turn [b]Phase of the Stars[/b]: You teleport a number of squares equal to your Str mod (+4) as a free action[/OOC], [OOC='[color=DarkOrange]Circlet of Mental Onslaught[/color]'][B][color=DarkOrange]Circlet of Mental Onslaught[/color][/B] [b]Daily Minor Action[/b]; [b]Personal Effect:[/b] Gain a +1 power bonus to attack rolls and damage rolls when making Wisdom, Intelligence, and Charisma attacks until the end of the encounter.[/OOC], [OOC='[color=DarkOrange]Shadowfell Gloves[/color]'][B][color=DarkOrange]Shadowfell Gloves[/color][/B] [b]Daily * Necrotic Minor Action Effect:[/b] Change the damage type dealt by the next arcane power you use to necrotic. Add 1d6 to the damage dealt by that power (if any).[/OOC], [OOC='[color=DarkOrange]Staff of Winter +2[/color]'][B][color=DarkOrange]Staff of Winter +2[/color][/B] [b]Daily Free Action[/b] Use this power when using a power that has the cold keyword. After you resolve the power, all enemies within 3 squares of you are immobilized (save ends).[/OOC], [OOC='[color=Purple]Phase of the Sun[/color]'][B][color=Purple]Phase of the Sun[/color][/B] At the start of your turn, each enemy adjacent to you takes fire and radiant damage equal to your Strength modifier (+4). You also gain resist 10 cold and ignore 10 cold. You gain +2 to initiative and Heal checks.[/OOC], [OOC='[STRIKE][color=Purple]Phase of the Moon[/color][/STRIKE]'][B][color=Purple]Phase of the Moon[/color][/B] You gain a bonus to AC equal to the number of conscious enemies adjacent to you. You also gain resist 10 psychic and ignore 10 psychic. You gain a +2 feat bonus to Bluff and Stealth checks.[/OOC], [OOC='[STRIKE][color=Purple]Phase of the Stars[/color][/STRIKE]'][B][color=Purple]Phase of the Stars[/color][/B] Whenever an enemy's attack misses you, you can teleport a number of squares equal to your Strength modifier (+4) as a free action. You can also teleport as an immediate reaction after an attack hits you. You also gain resist 10 radiant and ignore 10 radiant. You gain a +2 feat bonus to Insight and Perception checks.[/OOC] [B]Notes[/B] [list][*][b]Group Diplomacy[/b]: You grant allies within 10 squares of you a +1 to Diplomacy checks [*][b]Shimmering Armor[/b]: You do not provoke opportunity attacks when you make ranged or area attacks. [*][b]Cloak of Distortion[/b]: A ranged attack against you from more than 5 squares away takes a –5 penalty to the attack roll. [*][b]Arcane Reserves[/b]: +2 bonus to damage rolls of Kelvan's at-will powers when he has expended all encounter attack powers [*][b]Focusing Spellfury[/b]: +2 bonus to damage when Kelvan hits two or more enemies with an at-will attack power [*][b]Distant Advantage[/b]: You gain combat advantage for ranged or area attacks against any enemy flanked by your allies [*][b]Warding Soul[/b]: Adjacent allies gain resistance based on Kelvan's phase in the cosmic cycle. [*][b]Soul of the Cosmic Cycle[/b]: Change to next phase when bloodied for the first time in an encounter. You can [i]choose[/i] to change to any phase after expending a Daily power. [*][b]Celestial Action[/b]: When you spend an action point to take an extra action, you gain a +2 bonus to attack rolls and damage rolls with cold, psychic, and radiant powers until the end of your next turn. [*][b]Arcane Spellfury[/b]: When you hit any enemy with a sorcerer at-will attack power, you gain a +1 bonus to attack rolls against that enemy until the end of your next turn [*][b]Cosmic Spellfury[/b]: Whenever you hit at least one enemy with a sorcerer at-will attack power, you gain a benefit based on your current phase in the cosmic cycle. This benefit applies after the attack is resolved. [list][*][u]Phase of the Sun[/u]: You can roll a saving throw [*][u]Phase of the Moon[/u]: You gain concealment until the end of your next turn [*][u]Phase of the Stars[/u]: You become insubstantial until the end of your next turn or until you are hit by an attack.[/list][/list]
Race Features
Class / Path / Destiny Features
Other Items
Current
Max HP
/
Bloodied
H. Surge
Surges Used
Surges / Day
/
Second Wind
Death ST Fail
Action Points
Attack Workspace
Ability 1:
Ability 2:
Bonus
1/2Lv
Abil.
Class
Prof
Feat
Enh
Misc
=
=
Damage Workspace
Ability 1:
Ability 2:
Bonus
Abil.
Feat
Enh
Misc
Misc
=
=
Feats
Feat Name
Loc.
Powers
[b]At Will * Arcane, Fire, Implement, Radiant, Zone Standard Action[/b]; [b]Area[/b] burst 1 within 10 squares [b]Target:[/b] Each creature in burst [b]Attack:[/b] Cha (+13) vs Reflex [b]Hit:[/b] 1d4 + Cha mod (+13) radiant damage [b]Cosmic Magic:[/b] The burst creates a zone bounded by burning ground that lasts until the end of your next turn. Whenever an enemy within the zone leaves it, that enemy takes fire damage equal to your Str mod (+4).
[b]At Will * Arcane, Cold, Implement Standard Action[/b]; [b]Ranged[/b] 10 [b]Target:[/b] One creature [b]Attack:[/b]Cha (+13) vs. Fortitude [b]Hit:[/b] 1d8 + Cha mod (+15) cold damage, and you push the target 1 square. [b]Special:[/b] This power can be used as a ranged basic attack.
[b]At Will * Weapon Standard Action[/b]; [b]Melee[/b] weapon [b]Target:[/b] One creature [b]Attack:[/b] Str (+13) vs AC [b]Hit:[/b] 1d8 + Str mod (+6) damage
[b]Encounter * Arcane, Implement Standard Action[/b]; [b]Ranged[/b] 10 [b]Target:[/b] One creature [b]Attack:[/b] Cha (+13) vs. Reflex [b]Hit:[/b] 1d8 + Cha mod (+13) damage, and the target is marked by an ally within 5 squares of you until the end of your next turn.
[b]Encounter * Arcane, Cold, Implement Standard Action[/b]; [b]Ranged[/b] 10 [b]Target:[/b] One creature [b]Attack:[/b] Cha (+13) vs. Will [b]Hit:[/b] 2d6 + Cha mod (+13) cold damage, and the target cannot shift until the end of its next turn. [b]Cosmic Magic:[/b] The target takes a -1 penalty on attack rolls until the end of its next turn.
[b]Daily * Arcane, Implement, Psychic Standard Action[/b]; [b]Ranged[/b] 10 [b]Target:[/b] One creature [b]Attack:[/b] Cha (+13) vs. Will [b]Hit:[/b] 2d8 + Cha mod (+13) psychic damage. Roll a d6 to determine the attack's additional benefit. [b]1-2:[/b] The target takes ongoing 5 radiant damage (save ends), and the power gains the radiant keyword. [b]3-4:[/b] The target is slowed (save ends). [b]5-6:[/b] The target is dazed (save ends). [b]Cosmic Magic:[/b] You choose the attack's additional benefit instead of rolling. [b]Miss:[/b] Half damage.
[b]Encounter * Arcane (Utility) Standard Action[/b]; [b]Close[/b] burst 10 [b]Target:[/b] You and one ally in burst [b]Effect:[/b] Each target moves a number of squares equal to his or her speed +2. Each target can fly during this movement, but falls if he or she does not land by the end of the movement.
[b]Encounter * Arcane, Cold, Implement, Thunder Standard Action[/b]; [b]Area[/b] burst 1 within 10 squares [b]Target:[/b] Each creature in burst [b]Cosmic Magic:[/b] You can choose not to target a creature in the origin square of the burst. [b]Attack:[/b] Cha (+13) vs. Reflex [b]Hit:[/b] 2d8 + Cha mod (+13) cold and thunder damage.
[b]Daily * Arcane, Implement, Radiant, Zone Standard Action[/b]; [b]Area[/b] burst 1 within 10 squares [b]Target:[/b] Each creature in burst [b]Attack:[/b] Cha (+13) vs. Reflex [b]Hit:[/b] 3d6 + Cha mod (+13) radiant damage. [b]Effect:[/b] The burst creates a zone of piercing light that lasts until the end of your next turn. You gain a +2 power bonus to Insight and Perception checks against each creature within the zone. Each enemy within the zone grants combat advantage. As a move action, you can move the zone 3 squares. [b]Sustain Minor:[/b] The zone persists.
[b]Daily * Arcane (Utility) Minor Action[/b]; [b]Personal Effect:[/b] Until the end of your turn, increase the size of your arcane powers' blasts and bursts by 1.
[b]Encounter * Arcane, Implement, Psychic, Teleportation Standard Action[/b]; [b]Ranged[/b] 10 [b]Target:[/b] One creature [b]Attack:[/b] Cha (+13) vs. Will [b]Hit:[/b] 2d8 + Cha mod (+13) psychic damage, and the target swaps positions with a creature within 3 squares of it.
[b]Daily * Arcane, Implement, Thunder, Zone Standard Action[/b]; [b]Area[/b] burst 1 within 10 squares [b]Target:[/b] Each creature in burst [b]Attack:[/b] Cha (+13) vs. Fortitude [b]Hit:[/b] 3d8 + Cha mod (+13) thunder damage, and you slide the target a number of squares equal to your Dex mod (+2). [b]Effect:[/b] The burst creates a zone of swirling wind that lasts until the end of your next turn. You slide each creature that starts its turn within the zone 2 squares. As a move action, you can move the zone 6 squares. [b]Sustain Minor:[/b] The zone persists.
[b]Daily * Arcane Minor Action[/b]; [b]Personal Effect:[/b] Choose acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Until the end of the encounter, whenever you use an arcane power that has the chosen keyword, you can roll the damage twice and use the higher result.
[b]Encounter * Arcane, Implement; Varies Standard Action[/b]; [b]Ranged[/b]: 20 [b]Target:[/b] One creature [b]Attack:[/b] Cha (+13) vs. Will [b]Hit:[/b] 3d8 + Cha mod (+13) damage [b]Effect:[/b]: If you hit with this power, you gain an effect based on your current Soul of the Cosmic Cycle phase. [b]Phase of the Sun:[/b] Enemies within 2 squares of you take fire and radiant damage equal to your Str mod (+4) [b]Phase of the Moon:[/b] Adjacent enemies take radiant damage equal to your Str mod (+4) and take a -2 penalty to saving throws until the end of your next turn [b]Phase of the Stars[/b]: You teleport a number of squares equal to your Str mod (+4) as a free action
Powers
[b]Daily Minor Action[/b]; [b]Personal Effect:[/b] Gain a +1 power bonus to attack rolls and damage rolls when making Wisdom, Intelligence, and Charisma attacks until the end of the encounter.
[b]Daily * Necrotic Minor Action Effect:[/b] Change the damage type dealt by the next arcane power you use to necrotic. Add 1d6 to the damage dealt by that power (if any).
[b]Daily Free Action[/b] Use this power when using a power that has the cold keyword. After you resolve the power, all enemies within 3 squares of you are immobilized (save ends).
At the start of your turn, each enemy adjacent to you takes fire and radiant damage equal to your Strength modifier (+4). You also gain resist 10 cold and ignore 10 cold. You gain +2 to initiative and Heal checks.
You gain a bonus to AC equal to the number of conscious enemies adjacent to you. You also gain resist 10 psychic and ignore 10 psychic. You gain a +2 feat bonus to Bluff and Stealth checks.
Whenever an enemy's attack misses you, you can teleport a number of squares equal to your Strength modifier (+4) as a free action. You can also teleport as an immediate reaction after an attack hits you. You also gain resist 10 radiant and ignore 10 radiant. You gain a +2 feat bonus to Insight and Perception checks.
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
Personality Traits
Mannerisms and Appearance
Session and Campaign Notes
Companions and Allies
Background & Other Notes
RACIAL FEATURES - Dilettante: You gain another class' at-will power as an encounter power (Bard - Misdirected Mark) - Dual Heritage: You can take feats for elves, humans, and/or half-elves. - Group Diplomacy: You grant allies within 10 squares of you a +1 to Diplomacy checks CLASS FEATURES - Cosmic Persistence: While you are not wearing heavy armor, you can use your Strength modifier in place of your Dexterity or Intelligence modifier to determine your AC. - Cosmic Power: You gain a bonus to the damage rolls of arcane powers equal to your Strength modifier (+4). The bonus equals your Strength modifier + 2 at 11th level and your Strength modifier + 4 at 21st level. - Soul of the Cosmic Cycle: At the end of a short rest or an extended rest, you choose a cosmic phase from those described below and gain its benefits. The first time you become bloodied during an encounter, your phase immediately changes to the next higher-numbered phase (or back to the phase of the sun if you are in the phase of the stars). For example, if you begin an encounter in the phase of the moon, after becoming bloodied you would be in the phase of the stars. In addition, each time you use a daily arcane attack power, you can choose to change your phase to the next higher-numbered phase immediately after resolving the effects of the power. **1. Phase of the Sun: At the start of your turn, each enemy adjacent to you takes fire and radiant damage equal to your Strength modifier (+4). You also gain resist 5 cold. **2. Phase of the Moon; You gain a bonus to AC equal to the number of conscious enemies adjacent to you. You also gain resist 5 psychic. **3. Phase of the Stars; Whenever an enemy's attack misses you, you can teleport a number of squares equal to your Strength modifier (+4) as a free action. You also gain resist 5 radiant. The resistance granted by this class feature increases to 10 at 11th level and to 15 at 21st level. While you have resistance from this class feature, your arcane powers ignore all targets' resistance to that damage type up to the value of your resistance. - Celestial Action: When you spend an action point to take an extra action, you gain a +2 bonus to attack rolls and damage rolls with cold, psychic, and radiant powers until the end of your next turn. - Cosmic Concordance: When you use a daily arcane attack power and choose to change your Soul of the Cosmic Cycle phase, you can change to either of the two other phases. - Phase Focus (Distant Stars): Whenever you are in the phase of the stars and an enemy's attack misses you, you can teleport a number of squares equal to your Str mod (+4) as a free action. You can also teleport as an immediate reaction after an attack hits you. FEATS - Student of the Cosmos: You gain an additional benefit based on your current phase in the cosmic cycle; Phase of the Sun: +2 feat bonus to initiative and Heal; Phase of the Moon: +2 feat bonus to Bluff and Stealth; Phase of the Stars: +2 feat bonus to Insight and Perception - Arcane Reserves: If all your encounter attack powers are expended, you gain a +2 bonus to damage rolls with your arcane at-will attack powers until the end of the encounter or until you regain the use of one of your arcane encounter attack powers - Focusing Spellfury: When you use a sorcerer at-will attack power and hit two or more enemies, you gain a +2 bonus to damage with ranged and melee attack powers until the end of your next turn. - Warding Soul: Each ally adjacent to you gains any resistance granted by your Spell Source. - Distant Advantage: You gain combat advantage for ranged or area attacks against any enemy flanked by your allies - Implement Expertise (staff): +1 to all attacks made with a staff - Arcane Spellfury: When you hit any enemy with a sorcerer at-will attack power, you gain a +1 bonus to attack rolls against that enemy until the end of your next turn - Cosmic Spellfury: Whenever you hit at least one enemy with a sorcerer at-will attack power, you gain a benefit based on your current phase in the cosmic cycle. This benefit applies after the attack is resolved; Phase of the Sun: You can roll a saving throw; Phase of the Moon: You gain concealment until the end of your next turn; Phase of the Stars: You become insubstantial until the end of your next turn or until you are hit by an attack. MAGIC ITEMS/WEAPONS - Staff of Winter +2: Crit - + 2d6 cold damage - Shimmering Cloth armor +2: +2 to AC; You do not provoke opportunity attacks when making a ranged or area attack. - Circlet of Mental Onslaught: +1 Will; See powers - Bracers of the Perfect Shot: When you hit with a ranged basic attack, you gain a +2 item bonus to the damage roll. - Shadowfell Gloves: See powers - Cloak of Distortion +1: +1 Fort, Ref, Will; Property: A ranged attack against you from more than 5 squares away takes a –5 penalty to the attack roll. - Floating Lantern: Property: This lantern never needs lighting or refilling. When you let go of the lantern, it continues to hang in the air where you leave it. If weight in excess of 1 pound is applied to the lantern, it falls to the ground. Power (At-Will): Minor Action. While you hold the floating lantern or are adjacent to it, you can set its light to be bright (10-square radius), dim (5-square radius), or off. Power (At-Will): Move Action. The last creature to hold the lantern can mentally command it to move up to 10 squares in any direction, but not more than 10 squares from it. - Restful Bedroll: Power (Daily): Standard Action. Use this power when you complete an extended rest in the restful bedroll. Gain 1d8 temporary hit points that last until you take another rest (short or extended). - Potion of Clarity +2: Power (Consumable): Minor Action. Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead, once during this encounter as a free action, you can reroll a d20 roll you just made, gaining a +2 bonus on the reroll. You must use the result of the reroll.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games