Dungeons and Dragons 4th Edition Character Record Sheet
Quick Look Up
Weapon / Power
Armor is Heavy
Conditional Modifiers, Resistances & Action Points Note
+5 save vs. Charm effects +2 to monster knowledge checks Wand attacks ignore all cover
Class / Path / Destiny Features
Surges / Day
Death ST Fail
At-Will - Arcane, Cold, Implement Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Fortitude Hit: 1d6 + Intelligence modifier cold damage, and the target is slowed until the end of your next turn. Increase damage to 2d6 + Intelligence modifier at 21st level.
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
Encounter - Teleportation Move Action Personal Effect: Teleport up to 5 squares
Encounter - Must be wielding a wand Free action Gain +3 to a single attack roll.
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.
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.
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.
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.
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).
Magic Items & Equipment
Daily Item Powers Per Day
Coins and Other Wealth
21 gold, 8 silver, & 7 copper coins (5gp earmarked for wine, 1sp deducted for cushion, 1gp deducted for wizard robes)
Egotistical, competent and rational, Dorfamal is sometimes impatient with those he considers inferior: he prefers to get the job done right and quickly, even if it means blasting anything in his way. He has the common failing among wizards of thinking that intelligence is the only thing that matters, and his superiority complex often translates into dangerous hubris. The only reason people put up with it is that he really is almost as good a wizard as he thinks he is.
Mannerisms and Appearance
This Eladrin has bright grass-green eyes, light brown hair, and lean, haughty features. He wears exorbitantly expensive silk clothing with subtle yet intricate decorations, and prefers to fight seated on a velvet cushion he carries around for the purpose. Since he typically considers himself far smarter than any of those he travels with, he feels his obviously superior ideas should be obeyed without question. In reality, his general disregard for anyone but himself would make him a poor leader. He likes to use excessively big words and obscure phrases in his verbose speeches, just to rub in how much better he is.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
As a minor scion of a noble family, Dorfamal led a sheltered upbringing and devoted his life to endless study, convinced that this was the only suitable pursuit of an Eladrin. He felt that knowledge and power are the only virtues worth attaining, and the study of the arcane arts was the best way to reach them. Dorfamal was so overbearing even in his first century of life that he never had many friends, but he never really minded either. He only left his ivory tower and the Feywild when he realized that his cloistered education was offering diminishing returns, and decided that he could learn more and faster by adventuring out in the world, and also amass a small fortune while he was at it. When he left, his father bequeathed him a finely crafted longsword for his protection, but Dorfamal probably wouldn't know how to use it, nor care to. With typically exaggerated self confidence he views even the most dangerous encounters as trifling inconveniences, occasionally useful as practice for his magical skills. He will hire his power out as a mercenary, and his motto in such endeavors is: "I am your premier provider of integrated battlespace solutions, leveraging a seamless synergy of arcane technology and tactical excellence to deliver a comprehensive suite of professional-quality success-oriented services for victory." Monster Hunter background: You gain a +2 bonus whenever you use a knowledge skill to make a monster knowledge check.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008