Sheets
Games
Wiki
About Us
Log In
/
Join
Remember Me?
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
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=383498][size=4][B]Jinn Chaostouched[/B][/size][/url], Changeling Sorcerer, Primordial Channeler, Lord of Chaos [B]Init[/B] +10 [B]HP[/B] 75/79 [B]Bloodied[/B] 39 [B]Healing Surge[/B] 19 (2 used /7) [B]AC[/B] 25 [B]Fort[/B] 22 [B]Reflex[/B] 25 [B]Will[/B] 31 [B]Speed[/B] 6 [B]Str[/B] 11 (0) [B]Con[/B] 12 (+1) [B]Dex[/B] 19 (+4) [B]Int[/B] 11 (0) [B]Wis[/B] 9 (-1) [B]Cha[/B] 23 (+6) [OOC='[color=green]Changeling Disguise[/color]'][B][color=green]Changeling Disguise[/color][/B] At-Will Polymorph Minor Action Personal Effect: You alter your physical form to take on the appearance of any Medium humanoid. You retain your statistics in your new form, and your clothing, armor, and possessions do not change. The new form lasts until you change form again. Any creature that attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +5 bonus to your check.[/OOC], [OOC='[color=green]Chaos Bolt[/color]'][B][color=green]Chaos Bolt[/color][/B] At-Will * Arcane, Implement, Psychic Standard Action * Ranged 10 Primary Target: One creature Primary Attack: Charisma vs. Will Hit: 1d10 + Charisma modifier psychic damage. Level 21: 2d10 + Charisma modifier 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. [I]Accurate Staff of Ruin: 1d20+18 vs. Will, 1d10+23 Psychic[/I] [I]Accurate Staff of Ruin: 1d20+18 vs. Will, 1d6+17 Psychic[/I][/OOC], [OOC='[color=green]Blazing Starfall[/color]'][B][color=green]Blazing Starfall[/color][/B] At-Will * Arcane, Fire, Implement, Radiant, Zone Standard Action * Area burst 1 within 10 squares Target: Each creature in the burst Attack: Charisma vs. Reflex Hit: 1d4 + Charisma modifier radiant damage. Level 21: 2d4 + Charisma modifier radiant damage. [I]Accurate Staff of Ruin: 1d20+18 vs. Reflex, 1d4+25 Radiant[/I][/OOC], [OOC='[color=red]Changeling Trick[/color]'][B][color=red]Changeling Trick[/color][/B] Encounter Minor Action * Melee 1 Target: One creature Effect: You make a Bluff check opposed by the target's passive Insight. If your check succeeds, you gain combat advantage against the target until the end of your next turn.[/OOC], [OOC='[STRIKE][color=red]Vezzuvu's Eruption[/color][/STRIKE]'][B][color=red]Vezzuvu's Eruption[/color][/B] Encounter * Arcane, Elemental, Fire, Implement, Thunder, Zone Standard Action * Area burst 1 within 10 squares Target: Each creature in the burst Attack: Highest ability modifier vs. Reflex Hit: 1d6 + highest ability modifier thunder damage, and the target falls prone. Level 11: 2d6 + highest ability modifier thunder damage. Level 21: 3d6 + highest ability modifier thunder damage. Effect: The burst creates a zone of difficult terrain that lasts until the end of your next turn. Any creature that ends its turn in the zone takes 5 fire damage. [I]Accurate Staff of Ruin: 1d20+18 vs. Reflex, 2d6+25 Thunder[/I][/OOC], [OOC='[STRIKE][color=red]Explosive Pyre[/color][/STRIKE]'][B][color=red]Explosive Pyre[/color][/B] Encounter * Arcane, Fire, Implement Standard Action * Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 2d8 + Charisma modifier fire damage. Until the start of your next turn, any enemy that enters a square adjacent to the target or starts its turn there takes 1d6 fire damage. An enemy can take this damage only once per turn. [I]Accurate Staff of Ruin: 1d20+18 vs. Reflex, 2d8+25 Fire[/I] [I]Accurate Staff of Ruin: 1d6+25 Fire[/I][/OOC], [OOC='[STRIKE][color=red]Thundering Gust[/color][/STRIKE]'][B][color=red]Thundering Gust[/color][/B] Encounter * Arcane, Implement, Thunder Standard Action * Close blast 3 Target: Each creature in the blast Attack: Charisma vs. Fortitude Hit: 1d10 + Charisma modifier thunder damage, and you slide the target a number of squares equal to your Dexterity modifier (+4). [I]Accurate Staff of Ruin: 1d20+18 vs. Fortitude, 1d10+25 Thunder[/I][/OOC], [OOC='[STRIKE][color=red]Chaos Storm[/color][/STRIKE]'][B][color=red]Chaos Storm[/color][/B] Encounter * Arcane, Implement, Lightning, Teleportation Standard Action * Area burst 1 within 10 squares Target: Each creature in the burst Attack: Charisma vs. Reflex Hit: 2d6 + Charisma modifier lightning damage. Effect: You teleport each target hit by the attack so that it swaps positions with another target hit by the attack. Wild Magic: You instead teleport each target hit by the attack to any other space within the burst. [I]Accurate Staff of Ruin: 1d20+18 vs. Reflex, 2d6+23 Lightning[/I][/OOC], [OOC='[STRIKE][color=red]Primordial Rage[/color][/STRIKE]'][B][color=red]Primordial Rage[/color][/B] Encounter * Arcane, Implement ; Varies Standard Action * Ranged 20 Target: One creature Attack: Charisma vs. Reflex Hit: 2d10 + Charisma modifier damage. You gain an additional benefit based on the resistance currently provided by your Wild Soul. Cold: The target is immobilized until the end of your next turn. Fire: You push the target 1 square and knock it prone. Lightning: The target is dazed until the end of your next turn. Thunder: Each creature adjacent to the target takes thunder damage equal to your Dexterity modifier. Other: The target takes a -2 penalty to attack rolls until the end of your next turn. [I]Accurate Staff of Ruin: 1d20+18 vs. Reflex, 2d10+23[/I] or if Fire/Thunder [I]Accurate Staff of Ruin: 1d20+18 vs. Reflex, 2d10+25[/I][/OOC], [OOC='[color=dimgray]Dazzling Ray[/color]'][B][color=dimgray]Dazzling Ray[/color][/B] Daily * Arcane, Implement, Radiant Standard Action * Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 6d6 + Charisma modifier 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 (+4) (save ends). Miss: Half damage. [I]Accurate Staff of Ruin: 1d20+18 vs. Will, 6d6+23 Radiant[/I][/OOC], [OOC='[STRIKE][color=dimgray]Slaad's Gambit[/color][/STRIKE]'][B][color=dimgray]Slaad's Gambit[/color][/B] Daily * Arcane, Implement, Psychic, Teleportation Immediate Interrupt * Ranged 5 Trigger: An enemy within 5 squares of you hits you Target: The triggering enemy Effect: Before the attack, you teleport your speed. Attack: Charisma vs. Will Hit: 2d10 + Charisma modifier psychic damage. Miss: Half damage. [I]Accurate Staff of Ruin: 1d20+18 vs. Will, 2d10+23 Psychic[/I][/OOC], [OOC='[STRIKE][color=dimgray]Contagious Curse[/color][/STRIKE]'][B][color=dimgray]Contagious Curse[/color][/B] Daily * Arcane, Implement, Poison Standard Action * Ranged 10 Target: One creature Attack: Charisma vs. Fortitude Hit: 2d10 + Charisma modifier poison damage. Effect: You slide the target a number of squares equal to your Charisma modifier (+6). The target is poisonous to your enemies (save ends). While the target is poisonous, any enemy that starts its turn adjacent to the target takes 1d10 poison damage. Wild Magic: If you rolled an even number on the attack roll, any enemy that starts its turn within 2 squares of the poisonous target takes 1d10 poison damage. [I]Accurate Staff of Ruin: 1d20+18 vs. Fortitude, 2d10+23 Poison[/I] [I]Accurate Staff of Ruin: 1d10+23 Poison[/I][/OOC], [OOC='[STRIKE][color=red]Focused Chaos[/color][/STRIKE]'][B][color=red]Focused Chaos[/color][/B] Encounter * Arcane No Action * Personal Trigger: You use a sorcerer power that works differently depending on whether the attack roll is odd or even Effect: You choose to treat that power's attack roll as either odd or even, regardless of your actual roll.[/OOC], [OOC='[STRIKE][color=dimgray]Good Timing[/color][/STRIKE]'][B][color=dimgray]Good Timing[/color][/B] Daily * Arcane Free Action * Personal Trigger: You miss a target with a sorcerer attack power. Effect: Reroll the triggering attack roll. If you still miss the target even after the reroll, you take psychic damage equal to your Charisma modifier (+6) and regain the use of this power at the start of your next turn.[/OOC], [OOC='[STRIKE][color=dimgray]Chaotic Defense[/color][/STRIKE]'][B][color=dimgray]Chaotic Defense[/color][/B] Daily * Arcane Minor Action * Personal Effect: Roll a d4 to determine the power's effect. 1: You gain temporary hit points equal to 2d6 + your Charisma modifier (+6). 2: You gain a +2 power bonus to all defenses until the end of the encounter. 3: Until the end of the encounter, each creature that attacks you takes 2d6 damage. 4: You gain all three of the benefits described above. [I]2d6+6[/I][/OOC], [OOC='[color=dimgray]Primordial Boon[/color]'][B][color=dimgray]Primordial Boon[/color][/B] Daily * Arcane Minor Action * Personal Effect: You gain resist 15 cold, resist 15 fire, resist 15 lightning, and resist 15 thunder until the end of the encounter.[/OOC], [OOC='[STRIKE][color=goldenrod]Wild Flare Dagger +2 (E)[/color][/STRIKE]'][B][color=goldenrod]Wild Flare Dagger +2 (E)[/color][/B] Power Encounter (Free Action) Use this power when your chaos sorcerer chaos burst feature would give you a saving throw because of an odd attack roll. You can forgo the saving throw to deal extra damage equal to the weapon's enhancement bonus to the first target of the attack.[/OOC], [OOC='[color=goldenrod]Robe of Scintillation +3 (D)[/color]'][B][color=goldenrod]Robe of Scintillation +3 (D)[/color][/B] Power (Radiant) Daily (Standard Action) The robe shines bright with myriad colors. Make an attack: Close burst 2; Intelligence or Charisma vs. Will (add the robe's enhancement bonus as an enhancement bonus to the attack roll); on a hit, the target is dazed (save ends).[/OOC], [OOC='[STRIKE][color=goldenrod]Chaos Cloak +3 (D)[/color][/STRIKE]'][B][color=goldenrod]Chaos Cloak +3 (D)[/color][/B] Power (Teleportation) Daily (Immediate Reaction) Trigger: An enemy hits you with an attack that targets Fortitude, Reflex, or Will. Effect: Roll a d6 and apply the appropriate result. 1-2: You take half damage from the triggering enemy's attack. 3-4: You teleport 1d8 squares. 5-6: The triggering enemy takes damage equal to the damage it dealt you.[/OOC] [B]Notes[/B]
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
At-Will Polymorph Minor Action Personal Effect: You alter your physical form to take on the appearance of any Medium humanoid. You retain your statistics in your new form, and your clothing, armor, and possessions do not change. The new form lasts until you change form again. Any creature that attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +5 bonus to your check.
At-Will * Arcane, Implement, Psychic Standard Action * Ranged 10 Primary Target: One creature Primary Attack: Charisma vs. Will Hit: 1d10 + Charisma modifier psychic damage. Level 21: 2d10 + Charisma modifier 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. [I]Accurate Staff of Ruin: 1d20+18 vs. Will, 1d10+23 Psychic[/I] [I]Accurate Staff of Ruin: 1d20+18 vs. Will, 1d6+17 Psychic[/I]
At-Will * Arcane, Fire, Implement, Radiant, Zone Standard Action * Area burst 1 within 10 squares Target: Each creature in the burst Attack: Charisma vs. Reflex Hit: 1d4 + Charisma modifier radiant damage. Level 21: 2d4 + Charisma modifier radiant damage. [I]Accurate Staff of Ruin: 1d20+18 vs. Reflex, 1d4+25 Radiant[/I]
Encounter Minor Action * Melee 1 Target: One creature Effect: You make a Bluff check opposed by the target's passive Insight. If your check succeeds, you gain combat advantage against the target until the end of your next turn.
Encounter * Arcane, Elemental, Fire, Implement, Thunder, Zone Standard Action * Area burst 1 within 10 squares Target: Each creature in the burst Attack: Highest ability modifier vs. Reflex Hit: 1d6 + highest ability modifier thunder damage, and the target falls prone. Level 11: 2d6 + highest ability modifier thunder damage. Level 21: 3d6 + highest ability modifier thunder damage. Effect: The burst creates a zone of difficult terrain that lasts until the end of your next turn. Any creature that ends its turn in the zone takes 5 fire damage. [I]Accurate Staff of Ruin: 1d20+18 vs. Reflex, 2d6+25 Thunder[/I]
Encounter * Arcane, Fire, Implement Standard Action * Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 2d8 + Charisma modifier fire damage. Until the start of your next turn, any enemy that enters a square adjacent to the target or starts its turn there takes 1d6 fire damage. An enemy can take this damage only once per turn. [I]Accurate Staff of Ruin: 1d20+18 vs. Reflex, 2d8+25 Fire[/I] [I]Accurate Staff of Ruin: 1d6+25 Fire[/I]
Encounter * Arcane, Implement, Thunder Standard Action * Close blast 3 Target: Each creature in the blast Attack: Charisma vs. Fortitude Hit: 1d10 + Charisma modifier thunder damage, and you slide the target a number of squares equal to your Dexterity modifier (+4). [I]Accurate Staff of Ruin: 1d20+18 vs. Fortitude, 1d10+25 Thunder[/I]
Encounter * Arcane, Implement, Lightning, Teleportation Standard Action * Area burst 1 within 10 squares Target: Each creature in the burst Attack: Charisma vs. Reflex Hit: 2d6 + Charisma modifier lightning damage. Effect: You teleport each target hit by the attack so that it swaps positions with another target hit by the attack. Wild Magic: You instead teleport each target hit by the attack to any other space within the burst. [I]Accurate Staff of Ruin: 1d20+18 vs. Reflex, 2d6+23 Lightning[/I]
Encounter * Arcane, Implement ; Varies Standard Action * Ranged 20 Target: One creature Attack: Charisma vs. Reflex Hit: 2d10 + Charisma modifier damage. You gain an additional benefit based on the resistance currently provided by your Wild Soul. Cold: The target is immobilized until the end of your next turn. Fire: You push the target 1 square and knock it prone. Lightning: The target is dazed until the end of your next turn. Thunder: Each creature adjacent to the target takes thunder damage equal to your Dexterity modifier. Other: The target takes a -2 penalty to attack rolls until the end of your next turn. [I]Accurate Staff of Ruin: 1d20+18 vs. Reflex, 2d10+23[/I] or if Fire/Thunder [I]Accurate Staff of Ruin: 1d20+18 vs. Reflex, 2d10+25[/I]
Daily * Arcane, Implement, Radiant Standard Action * Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 6d6 + Charisma modifier 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 (+4) (save ends). Miss: Half damage. [I]Accurate Staff of Ruin: 1d20+18 vs. Will, 6d6+23 Radiant[/I]
Daily * Arcane, Implement, Psychic, Teleportation Immediate Interrupt * Ranged 5 Trigger: An enemy within 5 squares of you hits you Target: The triggering enemy Effect: Before the attack, you teleport your speed. Attack: Charisma vs. Will Hit: 2d10 + Charisma modifier psychic damage. Miss: Half damage. [I]Accurate Staff of Ruin: 1d20+18 vs. Will, 2d10+23 Psychic[/I]
Daily * Arcane, Implement, Poison Standard Action * Ranged 10 Target: One creature Attack: Charisma vs. Fortitude Hit: 2d10 + Charisma modifier poison damage. Effect: You slide the target a number of squares equal to your Charisma modifier (+6). The target is poisonous to your enemies (save ends). While the target is poisonous, any enemy that starts its turn adjacent to the target takes 1d10 poison damage. Wild Magic: If you rolled an even number on the attack roll, any enemy that starts its turn within 2 squares of the poisonous target takes 1d10 poison damage. [I]Accurate Staff of Ruin: 1d20+18 vs. Fortitude, 2d10+23 Poison[/I] [I]Accurate Staff of Ruin: 1d10+23 Poison[/I]
Encounter * Arcane No Action * Personal Trigger: You use a sorcerer power that works differently depending on whether the attack roll is odd or even Effect: You choose to treat that power's attack roll as either odd or even, regardless of your actual roll.
Powers
Daily * Arcane Free Action * Personal Trigger: You miss a target with a sorcerer attack power. Effect: Reroll the triggering attack roll. If you still miss the target even after the reroll, you take psychic damage equal to your Charisma modifier (+6) and regain the use of this power at the start of your next turn.
Daily * Arcane Minor Action * Personal Effect: Roll a d4 to determine the power's effect. 1: You gain temporary hit points equal to 2d6 + your Charisma modifier (+6). 2: You gain a +2 power bonus to all defenses until the end of the encounter. 3: Until the end of the encounter, each creature that attacks you takes 2d6 damage. 4: You gain all three of the benefits described above. [I]2d6+6[/I]
Daily * Arcane Minor Action * Personal Effect: You gain resist 15 cold, resist 15 fire, resist 15 lightning, and resist 15 thunder until the end of the encounter.
Power Encounter (Free Action) Use this power when your chaos sorcerer chaos burst feature would give you a saving throw because of an odd attack roll. You can forgo the saving throw to deal extra damage equal to the weapon's enhancement bonus to the first target of the attack.
Power (Radiant) Daily (Standard Action) The robe shines bright with myriad colors. Make an attack: Close burst 2; Intelligence or Charisma vs. Will (add the robe's enhancement bonus as an enhancement bonus to the attack roll); on a hit, the target is dazed (save ends).
Power (Teleportation) Daily (Immediate Reaction) Trigger: An enemy hits you with an attack that targets Fortitude, Reflex, or Will. Effect: Roll a d6 and apply the appropriate result. 1-2: You take half damage from the triggering enemy's attack. 3-4: You teleport 1d8 squares. 5-6: The triggering enemy takes damage equal to the damage it dealt you.
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
RACE: Ability scores: +2 Charisma, +2 Dexterity or +2 Intelligence Size: Medium Speed: 6 squares. Vision: Normal Languages: Common Skill Bonuses: +2 Bluff, +2 Insight. Change Shape: You have the changeling disguise power. Changeling Trick: You have the changeling trick power. Mental Defense: You have a +1 racial bonus to Will. Shapechanger: You have the shapechanger subtype; you can alter your appearance. As such, you are subject to effects and conditions that affect shapechangers. CLASS: Wild Magic Chaos Burst: Your first attack roll during each of your turns determines a benefit you gain in that round. If you roll an even number, you gain a +1 bonus to AC until the start of your next turn. If you roll an odd number, you make a saving throw. Chaos Power: You gain a bonus to the damage rolls of arcane powers equal to your Dexterity modifier. The bonus increases to your Dexterity modifier + 2 at 11th level and your Dexterity modifier + 4 at 21st level. Unfettered Power: When you roll a natural 20 on an attack roll for an arcane power, you slide the target 1 square and knock it prone after applying the attack's other effects. When you roll a natural 1 on an attack roll for an arcane power, you must push each creature within 5 squares of you 1 square. Wild Soul: When you finish an extended rest, roll a d10 to determine a damage type. d10 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Necrotic 7 Poison 8 Psychic 9 Radiant 10 Thunder You gain resist 5 to that damage type until the end of your next extended rest. The resistance increases to 10 at 11th level and 15 at 21st level. While you have resistance to that damage type, your arcane powers ignore any target's resistance to that damage type up to the value of your resistance. BACKGROUND: Benefit: You gain resist 2 cold, resist 2 fire, and resist 2 thunder (or your existing resistance to these damage types increases by 2). At 11th level, these values improve to resist 3 (or increase by 3), and at 21st level, they improve to resist 5 (or increase by 5). THEME: Primordial Adept Starting Feature (1st level): You have proficiency with rods. Add Primordial to the languages you can read, write, and speak. In addition, you gain either the Solkara's wave or the Vezzuvu's eruption power. Primordial Adept Level 5 Feature (5th level): You gain a +2 bonus to Bluff, Diplomacy, Insight, and Intimidate checks against creatures that have the elemental origin. Primordial Adept Level 10 Feature (10th level): If you chose Solkara's wave, you gain a +2 power bonus to damage rolls with cold powers and thunder powers. If you chose Vezzuvu's eruption, you gain a +2 power bonus to damage rolls with fire powers and thunder powers. PARAGON PATH: Primordial Manifestation (1st level): If the type of resistance currently provided by your Wild Soul is cold, fire, lightning, or thunder, you also gain the benefit described below. Cold: Creatures hit by your attacks are slowed until the end of your next turn. Fire: Creatures hit by your attacks take ongoing fire damage equal to your Dexterity modifier (+4) (save ends). Lightning: Creatures hit by your attacks take a -2 penalty to attack rolls until the end of your next turn. Thunder: Creatures hit by your attacks are deafened (save ends). Primordial Action (11th level): When you spend an action point to take an extra action, each enemy within 3 squares of you takes damage equal to your Dexterity modifier (+4). The damage type matches the type of resistance currently provided by your Wild Soul. Overwhelming Elements (16th level): Whenever you hit a creature with an attack, that creature's resistances are reduced by 10 (minimum 0) until the end of your next turn. ITEMS: Chaos Cloak +3 Lvl 14 21,000 gp Neck Slot Enhancement Bonus: Fortitude, Reflex, and Will Property - You gain resist 10 to all damage from elemental creatures. Power (Teleportation) Daily (Immediate Reaction) Trigger: An enemy hits you with an attack that targets Fortitude, Reflex, or Will. Effect: Roll a d6 and apply the appropriate result. 1-2: You take half damage from the triggering enemy's attack. 3-4: You teleport 1d8 squares. 5-6: The triggering enemy takes damage equal to the damage it dealt you. Staff of Ruin +3 Lvl 13 17,000 gp Implement: Staff Enhancement Bonus: attack rolls and damage rolls Critical: +1d10 damage per plus Property - 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. Robe of Scintillation +3 Lvl 12 13,000 gp Armor: Cloth Enhancement Bonus: AC Power (Radiant) (Minor Action) The robe radiates colored lights, illuminating like a torch. You can end the illumination as a free action. Power (Radiant) Daily (Standard Action) The robe shines bright with myriad colors. Make an attack: Close burst 2; Intelligence or Charisma vs. Will (add the robe's enhancement bonus as an enhancement bonus to the attack roll); on a hit, the target is dazed (save ends). Wild Flare Dagger +2 Lvl 7 2,600 gp Weapon: Dagger Enhancement Bonus: attack rolls and damage rolls Critical: +1d6 damage per plus Power Encounter (Free Action) Use this power when your chaos sorcerer chaos burst feature would give you a saving throw because of an odd attack roll. You can forgo the saving throw to deal extra damage equal to the weapon's enhancement bonus to the first target of the attack. Siberys Shard of the Mage Lvl 3 680 gp Weapon: Dragonshard augment Property - You gain a +1 bonus to damage rolls with implement attacks that use the augmented weapon. Barbed Baldric Lvl 5 1,000 gp Waist Slot Property - Enemies that are grabbing you take 1d8 damage at the start of your turn. Fey-Blessed Circlet Head Slot 3,400 gp Property - At the start of each encounter, you gain temporary hit points equal to your Charisma modifier. Demonskin Tattoo Lvl 3 680 gp Wondrous Item Property - When you spend an action point to take an extra action, choose acid, cold, fire, lightning, or thunder. You gain resist 5 to the chosen damage type until the end of the encounter. UNEQUIPPED ITEMS: Amulet of Protection +3 Lvl 11 9,000 gp Neck Slot Enhancement Bonus: Fortitude, Reflex, and Will ATTACK/DAMAGE BREAKDOWN: Accurate Staff of Ruin Attack: 6 (Half-level) + 6 (Charisma) + 2 (Feat) + 3 (Enhancement) + 1 (Accurate Implement) = 18 Accurate Staff of Ruin Damage: 6 (Charisma) + 6 (Chaos Power) + 2 (Feat) + 3 (Enhancement) + 2 (Offhand Enhancement) + 3 (Item - Staff of Ruin) + 1 (Untyped - Siberys Shard of the Mage) = 23 Wild Flare Dagger Dagger Attack: 6 (Half-level) + 6 (Charisma) + 2 (Enhancement) = 14 Wild Flare Dagger Dagger Damage: 6 (Charisma) + 6 (Chaos Power) + 2 (Enhancement) + 3 (Offhand Enhancement) = 17
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games