Mikal (Male Human Wizard)
Mikal (Male Human Wizard)
Player Name
Mikal
Character Name
1
Level
Wizard
Class Height Weight Paragon Path Epic Destiny Total XP RPGA Number
0 Lawful Good
Alignment
Human
Race
Medium
Size
43
Age
Male
Gender
Silvanus
Deity Adventuring Company
INITIATIVE
SCORE DEX 1/2 LVL MISC SCORE DEFENSE
DEFENSES
10 + ARMOR/ 1/2 LVL ABIL CLASS SCORE FEAT ENH MISC MISC
MOVEMENT
BASE ARMOR ITEM MISC
Initiative
12
CONDITIONAL MODIFIERS
AC
10
Speed
(Squares)
SPECIAL MOVEMENT
CONDITIONAL BONUSES
ABILITY SCORES
SCORE ABILITY ABIL MOD MOD + 1/2 LVL DEFENSE
10 + 1/2 LVL
SENSES
ABIL CLASS FEAT ENH MISC MISC SCORE PASSIVE SENSE BASE SKILL BONUS
16 16 13 12 11 10
STR Strength
Constitution
3 3 1 1 0 0 HIT POINTS
3 3 1 1 0
14
FORT 10
10 10
10 + 10 +
0 0
CONDITIONAL BONUSES
DEFENSE
10 + 1/2 LVL
Dexterity
12
REF
10
1
ABILITY: ATT BONUS
ATTACK WORKSPACE
Melee Basic Attack - Quarterstaff
1/2 LVL ABIL CLASS PROF FEAT ENH MISC
CONDITIONAL BONUSES
Intelligence
Wisdom
WIS CHA
DEFENSE
10 + 1/2 LVL
ABIL
CLASS
FEAT
ENH
MISC
MISC
+ 5
ABILITY: ATT BONUS
0
1/2 LVL
3
ABIL CLASS
2
PROF FEAT ENH MISC
13
WILL
10
Charisma
CONDITIONAL BONUSES
+ 1 ACTION POINTS
SURGES/DAY
MAX HP
BLOODIED
HEALING SURGES
SURGE VALUE
31
CURRENT HIT POINTS
15
1/2 HP
7
1/4 HP
9
CURRENT SURGE USES
Action Points
ACTION POINTS 1 2 3
DAMAGE WORKSPACE
ABILITY: DAMAGE
3
ABIL FEAT ENH MISC MISC
USED
Bonus Skill - Trained in one additional class skill. Bonus At-Will Power - Know one extra 1st-level attack
2d4+1
1 BASIC ATTACKS
power from your class. Human Defense Bonuses - +1 to Fortitude, Reflex, and Will.
ATTACK
DEFENSE
WEAPON OR POWER
DAMAGE
5 1 3 1
vs vs vs vs
AC Ref AC AC
SKILLS
BONUS SKILL NAME ABIL MOD + 1/2 LVL TRND (+5) ARMOR PENALTY MISC
FEATS
Reaper's Touch - You gain a benefit with some attack powers. Alchemist - Alchemist bonus feat replaces Ritual Caster class feature. Toughness - Gain 5 additional hit points per tier
1 6 3 0 5 5 3 0 6 0 0 5 0 1 1 0 1
Mikal
Acrobatics Arcana Athletics Bluff Diplomacy Dungeoneering Endurance Heal History Insight Intimidate Nature Perception Religion Stealth Streetwise Thievery
DEX INT STR CHA CHA WIS CON WIS INT WIS CHA WIS WIS INT DEX CHA DEX
1 1 3 0 0 0 3 0 1 0 0 0 0 1 1 0 1
0 5 0 0 5 5 0 0 5 0 0 5 0 0 0 0 0 n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a
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, Goblin
Page 1
POWER INDEX
List your powers below. Check the box when the power is used. Clear the box when the power renews.
CHARACTER PORTRAIT
AT-WILL POWERS
Scorching Burst Ghost Sound Light Mage Hand Prestidigitation Cloud of Daggers Magic Missile
WEAPON WEAPON WEAPON WEAPON ARMOR ARMS FEET HANDS
MAGIC ITEMS
ENCOUNTER POWERS
Staff of Defense Burning Hands
HEAD NECK RING RING WAIST
PERSONALITY TRAITS
DAILY POWERS
Freezing Cloud Flaming Sphere
CHARACTER BACKGROUND
OTHER EQUIPMENT
Spellbook Adventurer's Kit Cloth Armor (Basic Clothing) (E) Quarterstaff (E) Arcane Mark
RITUALS / ALCHEMY
Animal Messenger
Mikal
Page 2
CHARACTER NAME
Mikal
PLAYER NAME
Second Wind
KEYWORDS USED
RACE
Human
CLASS
Wizard
LEVEL
HP 31 Spd 6 Init +1
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
10
Passive Insight
10
Passive Perception
CLASS LEVEL BOOK
PH
PLAY DATA
ENCOUNTER SPECIAL
ENCOUNTER ACTION
Scorching Burst
KEYWORDS
Ghost Sound
USED KEYWORDS
Light
USED KEYWORDS
Arcane, Illusion
10
Arcane
5
USED
Reflex DEFENSE
DEFENSE
TARGET
DEFENSE
TARGET
Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier (+1) fire damage. Increase damage to 2d6 + Intelligence modifier (+1) at 21st level. Quarterstaff: +1 attack, 1d6+1 damage
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.
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.
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
CLASS
Wizard
LEVEL
BOOK
PH
CLASS
Wizard
LEVEL
BOOK
PH
CLASS
Wizard
LEVEL
BOOK
PH
AT-WILL POWER
AT-WILL POWER
AT-WILL POWER
Mage Hand
KEYWORDS
Prestidigitation
USED KEYWORDS
Cloud of Daggers
USED KEYWORDS
Arcane, Conjuration
5
Arcane
2
USED
Ranged 5 RANGE
Standard ACTION vs
Ranged 2 RANGE
Standard ACTION 1 vs
Reflex DEFENSE
DEFENSE
TARGET
ATTACK
DEFENSE
TARGET
ATTACK
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.
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.
ADDITIONAL EFFECTS
Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier (+1) force damage. Increase damage to 2d6 + Intelligence modifier (+1) at 21st level. Effect: The power's area is filled with sharp daggers of force. Any creature that enters the area or starts its turn there takes force damage equal to your Wisdom modifier (+0) (minimum 1). The cloud remains in place until the end of your next turn. You can dispel it earlier as a minor action. Quarterstaff: +1 attack, 1d6+1 damage
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
CLASS
Wizard
LEVEL
BOOK
PH
CLASS
Wizard
LEVEL
BOOK
PH
CLASS
Wizard
LEVEL
BOOK
PH
AT-WILL POWER
Mikal
AT-WILL POWER
Page 3
AT-WILL POWER
Magic Missile
KEYWORDS
Staff of Defense
USED KEYWORDS
Burning Hands
USED KEYWORDS
Implement
USED
Reflex DEFENSE
vs
Attack: Intelligence vs. Reflex Hit: 2d4 + Intelligence modifier (+1) force damage. Increase damage to 4d4 + Intelligence modifier (+1) at 21st level. Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power. Quarterstaff: +1 attack, 2d4+1 damage
ADDITIONAL EFFECTS
Effect: you gain a bonus to defense against one attack equal to your Constitution modifier (+3). You can declare the bonus after the Dungeon Master has already told you the damage total. Requirement: You must wield your staff.
Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier (+1) fire damage. Quarterstaff: +1 attack, 2d6+1 damage
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
CLASS
Wizard
LEVEL
BOOK
PH
CLASS
LEVEL
BOOK
PH
CLASS
Wizard
LEVEL
BOOK
PH
AT-WILL POWER
ENCOUNTER POWER
ENCOUNTER POWER
Flaming Sphere
KEYWORDS
Freezing Cloud
SPELLBOOK
USED KEYWORDS
USED
Ranged 10 RANGE
Standard ACTION 1 vs
Fort DEFENSE
ATTACK
Effect: You conjure a Medium flaming sphere that occupies a square within range, and the sphere attacks. Any creature that starts its turn adjacent to the sphere takes 1d4 + Intelligence modifier (+1) fire damage. As a move action, you can move the sphere 6 squares.squares. Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier (+1) fire damage. 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. Quarterstaff: +1 attack, 2d6+1 damage
ADDITIONAL EFFECTS
Attack: Intelligence vs. Fortitude Hit: 1d8 + Intelligence modifier (+1) 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. Quarterstaff: +1 attack, 1d8+1 damage
ADDITIONAL EFFECTS
CLASS
Wizard
LEVEL
BOOK
PH
CLASS
Wizard
LEVEL
BOOK
PH
DAILY POWER
DAILY POWER
Mikal
Page 4