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Character Sheet

Player Name
Evilah Soveliss 3 Wizard 2.250
Character Name Level Class Paragon Path Epic Destiny Total XP
Eladrin Medium Female Evil
Race Size Age Gender Height Weight Alignment Deity Adventuring Company RPGA Number
INITIATIVE
SCORE DEX 1/ 2 LVL MI SC
6 Initiative 1 1 4
CONDI TI ONAL MODIFI ERS
ABILITY SCORES
SCORE ABILITY ABIL MOD MOD + 1/ 2 LVL
10
STR
Strength
0 1
11
CON
Constitution
0 1
12
DEX
Dexterity
1 2
20
INT
I ntelligence
5 6
14
WI S
Wisdom
2 3
8 CHA
Charisma
-1 0
HI T POI NTS
MAX HP HEALI NG SURGES
BLOODI ED SURGE VALUE SURGES/ DAY
1/ 2 HP 1/ 4 HP
29
14 7 6
CURRENT HIT POINTS CURRENT SURGE USES
SECOND WIND 1/ ENCOUNTER USED
TEMPORARY HIT POINTS
DEATH SAVI NG THROW FAILURES
SAVING THROW MODS +5 Racial bonus against charm effects, +2 item
bonus against effects with the poison keyword and effects that render you
weakened, slowed, or immobilized
RESISTANCES
CURRENT CONDITIONS AND EFFECTS
SKILLS
BONUS SKILL NAME
ABI L MOD
+ 1/ 2 LVL
TRND
(+5)
ARMOR
PENALTY MISC
2
Acrobatics DEX
2 0 n/a 0
13
Arcana I NT
6 5 n/a 2
1
Athletics STR
1 0 n/a 0
0
Bluff CHA
0 0 n/a 0
0
Diplomacy CHA
0 0 n/a 0
8
Dungeoneering WIS
3 5 n/a 0
1
Endurance CON
1 0 n/a 0
3
Heal WIS
3 0 n/a 0
13
History I NT
6 5 n/a 2
3
Insight WIS
3 0 n/a 0
0
Intimidate CHA
0 0 n/a 0
3
Nature WIS
3 0 n/a 0
8
Perception WIS
3 5 n/a 0
11
Religion I NT
6 5 n/a 0
2
Stealth DEX
2 0 n/a 0
0
Streetwise CHA
0 0 n/a 0
2
Thievery DEX
2 0 n/a 0
DEFENSES
SCORE 10 + ARMOR/
DEFENSE 1/ 2 LVL ABIL CLASS FEAT ENH MISC MISC
21
AC 11 7 1 1 1
CONDI TI ONAL BONUSES
10 +
DEFENSE 1/ 2 LVL ABIL CLASS FEAT ENH MISC MISC
13
FORT 11 1 1
CONDI TI ONAL BONUSES
10 +
DEFENSE 1/ 2 LVL ABIL CLASS FEAT ENH MISC MISC
18
REF 11 5 1 1
CONDI TI ONAL BONUSES
10 +
DEFENSE 1/ 2 LVL ABIL CLASS FEAT ENH MISC MISC
18
WILL 11 2 2 1 2
CONDI TI ONAL BONUSES
ACTION POINTS
Action Points
MILESTONES
0
1
2
ACTION POINTS
1
2
3
ADDI TIONAL EFFECTS FOR SPENDI NG ACTION POI NTS
RACE FEATURES
Trance - Meditate aware 4 hours instead of sleep.
Eladrin Weapon Proficiency - Proficient with longsword.
Eladrin Education - Training in any one additional skill.
Eladrin Will - +1 Will; +5 to saving throws against charm.
Fey Step - Use fey step as an encounter power.
Fey Origin - Your origin is fey, not natural
CLASS / PATH / DESTINY FEATURES
Arcane Implement Mastery - Choose Orb of Imposition,
Staff of Defense, or Wand of Accuracy.
Staff of Defense - With staff, +1 AC. Plus, add Con
mod to defense against one attack, even after you know
damage (encounter, immediate interrupt).
Cantrips - Use ghost sound, light, mage hand, and
prestidigitation as at-will powers.
Ritual Casting - Gain Ritual Caster as a bonus feat.
Spellbook - Three 1st-level rituals, plus more at higher
levels. Also, twice the daily and utility spells you can use;
choose from among these at each extended rest.
LANGUAGES KNOWN
Common, Elven
MOVEMENT
SCORE BASE ARMOR I TEM MISC
6
Speed
(Squares) 6
SPECIAL MOVEMENT
SENSES
SCORE PASSIVE SENSE BASE SKILL BONUS
13 Passive I nsight 10 + 3
18 Passive Perception 10 + 8
SPECIAL SENSES
Low-light Vision
ATTACK WORKSPACE
ABILI TY:
Melee Basic Attack - Defensive Staff +1
ATT BONUS 1/ 2 LVL ABI L CLASS PROF FEAT ENH MISC
+ 4 1 0 2 1
ABILI TY:
Melee Basic Attack - Unarmed
ATT BONUS 1/ 2 LVL ABI L CLASS PROF FEAT ENH MISC
+ 1 1 0
DAMAGE WORKSPACE
ABILI TY:
Melee Basic Attack - Defensive Staff +1
DAMAGE ABIL FEAT ENH MISC MISC
1d8+1 0 1
ABILI TY:
Melee Basic Attack - Unarmed
DAMAGE ABIL FEAT ENH MISC MISC
1d4 0
BASIC ATTACKS
ATTACK DEFENSE WEAPON OR POWER DAMAGE
vs Magic Missile (Defensive Staf
1 vs AC 1d4 Unarmed (Melee)
2 vs AC 1d4+1 Unarmed (Range)
vs
FEATS
Ritual Caster - Master and perform rituals
I mproved I nitiative - +4 to initiative checks
Armor Proficiency: Leather - Training with leather armor
Evilah Soveliss Page 1
POWER I NDEX
List your powers below.
Check the box when the power is used.
Clear the box when the power renews.
AT-WILL POWERS
Magic Missile
Ray of Frost
ENCOUNTER POWERS
Second Wind
Fey Step
Staff of Defense
Ray of Enfeeblement
Icy Rays
DAILY POWERS
Freezing Cloud
Acid Arrow
UTILITY POWERS
Ghost Sound
Light
Mage Hand
Prestidigitation
Feather Fall
Shield
OTHER EQUI PMENT
Spellbook
Cloth Armor (Basic Clothing)
Adventurer's Kit
COI NS AND OTHER WEALTH
Money on hand: 520 gp
Stored money: 0 gp
Encumbrance: 65 / 100
MAGIC ITEM INDEX
List your powers below.
Check the box when the power is used.
Clear the box when the power renews.
MAGI C I TEMS
WEAPON
Defensive Staff +1 (Off-hand) (E)
WEAPON
WEAPON
WEAPON
ARMOR
Serpentskin Leather Armor +1 (E)
ARMS
FEET
HANDS
HEAD
NECK
Amulet of Physical Resolve +1 (E)
RING
RING
WAIST
Daily Item Powers Per Day
Heroic (1-10) Milestone / / /
Paragon (11-20) Milestone / / /
Epic (21-30) Milestone / / /
RITUALS / ALCHEMY
Animal Messenger
Comprehend Language
Gentle Repose
CHARACTER PORTRAIT
PERSONALI TY TRAI TS
MANNERISMS AND APPEARANCE
CHARACTER BACKGROUND
Eladrin - Drowscarred
You carry a personal mark of an encounter with the drow
perhaps a physical scar, but more likely an emotional one.
What happened? No doubt this encounter intensified your
hatred of the drow. But is your hatred now mixed with fear?
Or is it a burning drive to exact revenge? Perhaps something
about the encounter gave you a trace of compassion for the
drow. Do you hope that they might one day be redeemed
and rejoin the eladrin fold?
COMPANIONS AND ALLIES
SESSION AND CAMPAIGN NOTES
Evilah Soveliss Page 2
PLAY DATA
CHARACTER NAME
Evilah Soveliss
PLAYER NAME
RACE
Eladrin
CLASS
Wizard
LEVEL
3
13
Passive
Insight
18
Passive
Perception
HP
29
Spd
6
I nit
+6
SCORE ABILITY MOD
10 +0 STR
11 +0 CON
12 +1 DEX
20 +5 I NT
14 +2 WIS
8 1 CHA
AC
21
Fort
13
Ref
18
Will
18
PLAY DATA
Skills
2 Acrobatics DEX
13 Arcana INT (Trained)
1 Athletics STR
0 Bluff CHA
0 Diplomacy CHA
8 Dungeoneering WIS (Trained)
1 Endurance CON
3 Heal WIS
13 History INT (Trained)
3 Insight WIS
0 Intimidate CHA
3 Nature WIS
8 Perception WIS (Trained)
11 Religion INT (Trained)
2 Stealth DEX
0 Streetwise CHA
2 Thievery DEX
ADDITIONAL EFFECTS
ENCOUNTER SPECIAL
Action Point
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.
ADDITIONAL EFFECTS
UTILITY POWER
Second Wind
KEYWORDS USED
Standard
ACTI ON
Personal
RANGE
AT-WILL ENCOUNTER DAILY
Effect: You spend a healing surge and regain 7
hit points. You gain a +2 bonus to all defenses
until the start of your next turn.
ADDITIONAL EFFECTS
CLASS LEVEL BOOK
PH
AT-WILL POWER
Magic Missile
KEYWORDS
Arcane, Evocation, Force, Implement
USED
Standard
ACTI ON
Ranged 20
RANGE
ATTACK
One creature
TARGET
20
vs
DEFENSE
Effect: 2 + Intelligence modifier (+5) force
damage.
Level 11: 3 + Intelligence modifier (+5) force
damage.
Level 21: 5 + Intelligence modifier (+5) 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.
ADDITIONAL EFFECTS
CLASS
Wizard
LEVEL
1
BOOK
PH
AT-WILL POWER
Ray of Frost
KEYWORDS
Arcane, Cold, Implement
USED
Standard
ACTI ON
Ranged 10
RANGE
7
ATTACK
One creature
TARGET
10
vs Fort
DEFENSE
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier (+5) cold
damage, and the target is slowed until the end of
your next turn.
Increase damage to 2d6 + Intelligence modifier
(+5) at 21st level.
Defensive Staff +1: +7 attack, 1d6+6 damage
ADDITIONAL EFFECTS
CLASS
Wizard
LEVEL
1
BOOK
PH
ENCOUNTER POWER
Fey Step
KEYWORDS
Teleportation
USED
Move
ACTI ON
Personal
RANGE
ATTACK TARGET
vs
DEFENSE
Effect: Teleport up to 5 squares.
ADDITIONAL EFFECTS
CLASS
Racial Power
LEVEL
*
BOOK
PH
ENCOUNTER POWER
Staff of Defense
KEYWORDS
Implement
USED
Imm Interr
ACTI ON RANGE
ATTACK TARGET
vs
DEFENSE
Effect: you gain a bonus to defense against one
attack equal to your Constitution modifier (+0).
You can declare the bonus after the Dungeon
Master has already told you the damage total.
Requirement: You must wield your staff.
ADDITIONAL EFFECTS
CLASS LEVEL
*
BOOK
PH
ENCOUNTER POWER
Ray of Enfeeblement
KEYWORDS
Arcane, Implement, Necrotic
USED
Standard
ACTI ON
Ranged 10
RANGE
7
ATTACK
One creature
TARGET
10
vs Fort
DEFENSE
Attack: Intelligence vs. Fortitude
Hit: 1d10 + Intelligence modifier (+5) necrotic
damage, and the target is weakened until the
end of your next turn.
Defensive Staff +1: +7 attack, 1d10+6 damage
ADDITIONAL EFFECTS
CLASS
Wizard
LEVEL
1
BOOK
PH
Evilah Soveliss Page 3
ENCOUNTER POWER
Icy Rays
KEYWORDS
Arcane, Cold, Implement
USED
Standard
ACTI ON
Ranged 10
RANGE
7
ATTACK
One or two creatures
TARGET
10
vs Reflex
DEFENSE
Attack: Intelligence vs. Reflex, one attack per
target
Hit: 1d10 + Intelligence modifier (+5) cold
damage, and the target is immobilized until the
end of your next turn.
Defensive Staff +1: +7 attack, 1d10+6 damage
ADDITIONAL EFFECTS
CLASS
Wizard
LEVEL
3
BOOK
PH
DAILY POWER
Freezing Cloud
KEYWORDS
Arcane, Cold, Implement
USED
Standard
ACTI ON
Area burst 2 within 10 squares
RANGE
7
ATTACK
Each creature in burst
TARGET
10
2
vs Fort
DEFENSE
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier (+5) cold
damage.
Miss: Half damage.
Effect: The cloud lasts until the end of your next
turn. Any creature that enters the cloud or starts
its turn there is subject to another attack. You
can dismiss the cloud as a minor action.
Defensive Staff +1: +7 attack, 1d8+6 damage
ADDITIONAL EFFECTS
CLASS
Wizard
LEVEL
1
BOOK
PH
DAILY POWER
Acid Arrow
SPELLBOOK
KEYWORDS
Acid, Arcane, Implement
USED
Standard
ACTI ON
Ranged 20
RANGE
7
ATTACK
One creature
TARGET
20
vs Reflex
DEFENSE
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier (+5) acid damage, and
ongoing 5 acid damage (save ends). Make a secondary
attack.
Secondary Target: Each creature adjacent to the
primary target
Secondary Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier (+5) acid damage, and
ongoing 5 acid damage (save ends).
Miss: Half damage, and ongoing 2 acid damage to
primary target (save ends), and no secondary attack.
Defensive Staff +1: +7 attack, 2d8+6 damage
ADDITIONAL EFFECTS
CLASS
Wizard
LEVEL
1
BOOK
PH
UTILITY POWER
Ghost Sound
KEYWORDS
Arcane, Illusion
USED
Standard
ACTI ON
Ranged 10
RANGE
10
AT-WILL ENCOUNTER DAILY
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.
ADDITIONAL EFFECTS
CLASS
Wizard
LEVEL BOOK
PH
UTILITY POWER
Light
KEYWORDS
Arcane
USED
Minor
ACTI ON
Ranged 5
RANGE
5
AT-WI LL ENCOUNTER DAILY
Target: One object or unoccupied square
Effect: The target sheds bright light until the end
of the encounter or until you use this power
again. The light fills the target's space and all
squares within 4 squares of it. Putting out the
light is a free action.
ADDITIONAL EFFECTS
CLASS
Wizard
LEVEL BOOK
PH
UTILITY POWER
Mage Hand
KEYWORDS
Arcane, Conjuration
USED
Minor
ACTI ON
Ranged 5
RANGE
5
AT-WILL ENCOUNTER DAILY
Effect: You conjure a spectral, floating hand in an unoccupied
square within range. The hand lasts until the end of your next turn
or until you use this power again. If you are holding an 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. While the hand persists, you can take the following actions.
Minor Action: The hand picks up or manipulates an object
weighing 20 pounds or less. It can hold only one object at a time.
Move Action: The hand moves up to 5 squares in any direction,
carrying the object it holds.
Free Action: The hand drops the object it is holding.
Sustain Minor: The hand persists until the end of your next turn.
ADDITIONAL EFFECTS
CLASS
Wizard
LEVEL BOOK
PH
UTILITY POWER
Prestidigitation
KEYWORDS
Arcane
USED
Standard
ACTI ON
Ranged 2
RANGE
2
AT-WILL ENCOUNTER DAILY
Effect: Use this cantrip to accomplish one of the effects given below:
* Change the color of items in 1 cubic foot.
* Create a harmless sensory effect, such as a shower of sparks, a puff
of wind, faint music, or a strong odor.
* Clean or soil items in 1 cubic foot.
* 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 iteminvisible until the end of your next turn.
Special: You can have as many as three prestidigitation effects active at
one time. 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.
ADDITIONAL EFFECTS
CLASS
Wizard
LEVEL BOOK
PH
UTILITY POWER
Feather Fall
KEYWORDS
Arcane
USED
Free
ACTI ON
Ranged 10
RANGE
10
AT-WI LL ENCOUNTER DAILY
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.
ADDITIONAL EFFECTS
CLASS
Wizard
LEVEL
2
BOOK
PH
UTILITY POWER
Shield
SPELLBOOK
KEYWORDS
Arcane
USED
Imm Interr
ACTI ON
Personal
RANGE
AT-WILL ENCOUNTER DAILY
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC and
Reflex until the end of your next turn.
ADDITIONAL EFFECTS
CLASS
Wizard
LEVEL
2
BOOK
PH
Evilah Soveliss Page 4
MAGIC WEAPON
Defensive Staff +1
DAMAGE PROFI CIENT GROUP RANGE
+1 attack rolls and damage rolls
ENHANCEMENT
2
LEVEL
+1d8 damage
CRI TICAL
PROPERTIES
Gain a +1 item bonus to your Fortitude, Reflex,
and Will defenses. If you have the Staff of
Defense class feature, you also gain a +1 item
bonus to your AC.
AT-WILL ENCOUNTER DAILY
POWER
ITEMSLOT
Off-hand
WEIGHT
0
PRICE
520
BOOK
AV
MAGIC ITEM
Serpentskin Leather Armor +1
2
AC BONUS
-
CHECK
-
SPEED
1
QUANTITY
+1 AC
ENHANCEMENT
3
LEVEL
Armor
TYPE
PROPERTIES
Leather armor is sturdier than cloth armor. It
protects vital areas with multiple layers of boiled-
leather plates, while covering the limbs with
supple leather that provides a small amount of
protection.
AT-WI LL ENCOUNTER DAILY
POWER
Power (Daily): Move Action. Shift 3 squares.
This shift can move through enemies' spaces,
though you must end your move in a legal space.
ITEMSLOT
Body
WEIGHT
15
PRICE
680
BOOK
PH
MAGIC I TEM
Amulet of Physical Resolve +1
AC BONUS CHECK SPEED
1
QUANTI TY
+1 Fortitude, Reflex, and Will
ENHANCEMENT
2
LEVEL
Neck Slot Item
TYPE
PROPERTIES
Gain a +2 item bonus to saving throws against
effects with the poison keyword and effects that
render you weakened, slowed, or immobilized.
AT-WILL ENCOUNTER DAILY
POWER
ITEMSLOT
Neck
WEIGHT
0
PRICE
520
BOOK
AV
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