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1 Jason Doolis Page Character Sheet Player Name Jason Doolis,00 Character Name Level Class Paragon Path Epic Destiny Total XP Human Medium Male Lawful Good Pelor Race Size Age Gender Height Weight Alignment Deity Adventuring Company RPGA Number INITIATIVE SCORE DEX / LVL MISC 7 Initiative 4 CONDITIONAL MODIFIERS SCORE S ARMOR/ AC 6 MOVEMENT SCORE BASE ARMOR ITEM MISC 6 Speed (Squares) 6 SPECIAL MOVEMENT ABILITY SCORES SCORE ABILITY ABIL MOD MOD + / LVL 9 STR Strength - CON Constitution 3 DEX Dexterity 9 INT Intelligence 6 WIS Wisdom 0 CHA Charisma MAX HP HIT POINTS HEALING SURGES BLOODIED SURGE VALUE SURGES/DAY CURRENT HIT POINTS / HP /4 HP SECOND WIND /ENCOUNTER TEMPORARY HIT POINTS DEATH SAVING THROW FAILURES SAVING THROW MODS RESISTANCES CURRENT CONDITIONS AND EFFECTS BONUS SKILL NAME SKILLS ABIL MOD + / LVL CURRENT SURGE USES TRND (+) ARMOR PENALTY MISC Acrobatics DEX 3 0 n/a Arcana INT 6 n/a 0 3 Athletics STR 0 n/a 4 Bluff CHA 0 n/a 4 Diplomacy CHA 0 n/a 0 Dungeoneering WIS n/a 0 4 Endurance CON 0 n/a 7 Heal WIS 0 n/a History INT 6 n/a 0 7 Insight WIS 0 n/a 4 Intimidate CHA 0 n/a 0 Nature WIS n/a 0 7 Perception WIS 0 n/a Religion INT 6 n/a 0 7 Stealth DEX 3 0 n/a 4 4 Streetwise CHA 0 n/a Thievery DEX 3 0 n/a FORT 9 REF 4 0 WILL 3 POINTS MILESTONES 0 Action Points FOR SPENDING POINTS RACE FEATURES Bonus Feat - Choose an extra feat at st level. Bonus Skill - Trained in one additional class skill. POINTS 3 Bonus At-Will Power - Know one extra st-level attack power from your class. Human Defense Bonuses - + to Fortitude,, and Will. / PATH / DESTINY FEATURES Arcane Implement Mastery - Choose Orb of Imposition, Staff of Defense, or Wand of Accuracy. Orb of Deception - Encounter, free; with orb, spread a wider net of deception over foes. Cantrips - Use ghost sound, light, mage hand, and prestidigitation as at-will powers. Ritual Casting - Gain Ritual Caster as a bonus feat. Spellbook - Three st-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. Common, Draconic LANGUAGES KNOWN SENSES SCORE PASSIVE SENSE BASE SKILL BONUS 7 Passive Insight 7 7 Passive Perception 7 SPECIAL SENSES WORKSPACE ABILITY: Magic Missile - Magic Orb + ATT BONUS / LVL ABIL PROF FEAT ENH MISC + 4 ABILITY: Melee Basic Attack - Quarterstaff ATT BONUS / LVL ABIL PROF FEAT ENH MISC DAMAGE WORKSPACE ABILITY: Magic Missile - Magic Orb + DAMAGE ABIL FEAT ENH MISC MISC d4+6 4 ABILITY: Melee Basic Attack - Quarterstaff DAMAGE ABIL FEAT ENH MISC MISC d- - BASIC S OR POWER DAMAGE Ref Magic Missile (Magic Orb +) d4+6 3 AC Quarterstaff (Melee) d- 6 Ref Magic Missile (Quarterstaff) d4+4 AC Unarmed (Melee) d4- FEATS Armor Proficiency (Leather) - Training with leather armor Ritual Caster - Master and perform rituals Improved Initiative - +4 to initiative checks Jack of All Trades - + to untrained skill checks Destructive ry - + to damage if you hit two or more creatures

2 Jason Doolis Page Magic Missile Ghost Sound Light Mage Hand Prestidigitation Scorching Burst Cloud of Daggers Second Wind Orb of Deception Burning Hands Shock Sphere POWER INDEX List your powers below. Check the box when the power is used. Clear the box when the power renews. S S MAGIC ITEM INDEX List your powers below. Check the box when the power is used. Clear the box when the power renews. MAGIC ITEMS Magic Orb + (Off-hand) (E) ARMOR ARMS FEET HANDS HEAD NECK RING RING WAIST Elven Cloak + (E) CHARACTER PORTRAIT PERSONALITY TRAITS Flaming Sphere S Acid Arrow Phantasmal Assailant Bigby's Icy Grasp MANNERISMS AND APPEARANCE Shield S Faith Healing Spellbook Leather Armor (E) Quarterstaff OTHER EQUIPMENT Daily Item Powers Per Day Heroic (-0) Milestone / / / Paragon (-0) Milestone / / / Epic (-30) Milestone / / / RITUALS / ALCHEMY CHARACTER BACKGROUND Human - Ancestral Holdings Your family carried a significant noble title during the height of the empire of Nerath, but the lands your family once held are now a dangerous wilderness. Do you dream of clearing the lands and making them fit for human habitation once again? Or are you fleeing the ever-shabbier pretensions of your family of nobles-in-exile? COMPANIONS AND ALLIES SESSION AND CAMPAIGN NOTES COINS AND OTHER WEALTH Money on hand: 00 gp Stored money: 0 gp Encumbrance: 4 / 90

3 CHARACTER NAME Jason Doolis PLAYER NAME RACE Human HP 37 Spd 6 Init +7 PLAY DATA 7 Passive Insight Second Wind SCORE ABILITY MOD 9 STR +0 CON 3 + DEX 9 +4 INT 6 WIS +3 0 CHA 7 Passive Perception AC Fort Ref 9 Will 0 Skills Acrobatics DEX Arcana INT (Trained) 3 Athletics STR 4 Bluff CHA 4 Diplomacy CHA 0 Dungeoneering WIS (Trained) 4 Endurance CON 7 Heal WIS History INT (Trained) 7 Insight WIS 4 Intimidate CHA 0 Nature WIS (Trained) 7 Perception WIS Religion INT (Trained) 7 Stealth DEX 4 Streetwise CHA Thievery DEX PLAY DATA Magic Missile 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. ENCOUNTER SPECIAL Ghost Sound Arcane, Force, Implement Arcane, Illusion Personal Effect: You spend a healing surge and regain 9 hit points. You gain a + bonus to all defenses until the start of your next turn. 0 Ranged 0 You launch a silvery bolt of force at an enemy. Attack: Intelligence. Hit: d4 + Intelligence modifier (+4) force Increase damage to 4d4 + Intelligence modifier (+4) at st 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. Magic Orb +: + attack, d4+6 damage 0 Ranged 0 One object or unoccupied square With a wink, you create an illusory sound that emanates from somewhere close by. 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. LEVEL LEVEL LEVEL Light Mage Hand Prestidigitation Arcane Arcane, Conjuration Arcane Minor Ranged One object or unoccupied square With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space. 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 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. Minor Ranged You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish. Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 0 pounds or less and carries it up to 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 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. Ranged You perform an amusing magical trick, such as creating a dancing wisp of light, freshening a wilting flower, making a coin invisible, or warming a cold drink. Effect: Use this cantrip to accomplish one of the effects given below. Move up to 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 cubic foot for up to hour. Instantly light (or snuff out) a candle, a torch, or a small campfire. Chill, warm, or flavor up to pound of nonliving material for up to hour. Make a small mark or symbol appear on a surface for up to 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. LEVEL LEVEL LEVEL Jason Doolis Page 3

4 Scorching Burst Cloud of Daggers Orb of Deception Arcane, Fire, Implement Arcane, Force, Implement 0 Area burst within 0 squares Each creature in burst A vertical column of golden flames burns all within. Attack: Intelligence. Hit: d6 + Intelligence modifier (+4) fire Increase damage to d6 + Intelligence modifier (+4) at st level. Magic Orb +: + attack, d6+6 damage + to damage rolls if you hit two or more creatures - Destructive ry. 0 Area square within 0 squares Each creature in square You create a small cloud of whirling daggers of force that relentlessly attack creatures in the area. Attack: Intelligence. Hit: d6 + Intelligence modifier (+4) force Increase damage to d6 + Intelligence modifier (+4) at st 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 (+3) (minimum ). The cloud remains in place until the end of your next turn. You can dispel it earlier as a minor action. Magic Orb +: + attack, d6+6 damage + to damage rolls if you hit two or more creatures - Destructive ry. Free Illusionist wizards select this form of mastery to spread a wider net of deception over foes. Trigger: When you miss an enemy with a wizard illusion power Effect: Choose another enemy within 3 squares of the missed target. The chosen enemy cannot also be a target of the original attack. Repeat the attack against this new target, with a bonus to the attack roll equal to your Charisma modifier (+0). Requirement: You must wield an orb to benefit from this feature. LEVEL LEVEL LEVEL * BOOK AP Burning Hands Shock Sphere Flaming Sphere Arcane, Fire, Implement Arcane, Implement, Lightning Arcane, Conjuration, Fire, Implement Close blast Each creature in blast A fierce burst of flame erupts from your hands and scorches nearby foes. Attack: Intelligence. Hit: d6 + Intelligence modifier (+4) fire Magic Orb +: + attack, d6+6 damage + to damage rolls if you hit two or more creatures - Destructive ry. 0 Area burst within 0 squares Each creature in burst You hurl a crackling orb of lightning that explodes at a point you designate, engulfing all nearby creatures in its electric embrace. Attack: Intelligence. Hit: d6 + Intelligence modifier (+4) lightning Magic Orb +: + attack, d6+6 damage + to damage rolls if you hit two or more creatures - Destructive ry. 0 Ranged 0 See below You conjure a rolling ball of fire and control where it goes. 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 d4 + Intelligence modifier (+4) fire As a move action, you can move the sphere 6 squares. Target: adjacent to the flaming sphere Attack: Intelligence. Hit: d6 + Intelligence modifier (+4) fire 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. Magic Orb +: + attack, d6+6 damage LEVEL LEVEL 3 LEVEL Acid Arrow Phantasmal Assailant Bigby's Icy Grasp Acid, Arcane, Implement Arcane, Illusion, Implement, Psychic Arcane, Cold, Conjuration, Implement 0 Ranged 0 A shimmering arrow of green, glowing liquid streaks to your target and bursts in a spray of sizzling acid. Attack: Intelligence. Hit: d + Intelligence modifier (+4) acid damage, and ongoing acid damage (save ends). Make a secondary attack. Secondary Target: Each creature adjacent to the primary target Secondary Attack: Intelligence. Hit: d + Intelligence modifier (+4) acid damage, and ongoing acid damage (save ends). Miss: Half damage, and ongoing acid damage to primary target (save ends), and no secondary attack. Magic Orb +: + attack, d+6 damage 0 Will Ranged 0 You craft an elaborate image of a deadly assassin whose blade cuts deeply into your foes. Attack: Intelligence. Will Hit: d Intelligence modifier (+4) psychic Effect: The target takes ongoing psychic damage and grants combat advantage to all your allies (save ends both). Magic Orb +: + attack, d0+6 damage 0 Ranged 0 adjacent to the hand You conjure a giant floating hand made of chiseled ice that clutches foes and freezes them. Effect: You conjure a -foot-tall hand of ice in an unoccupied square within range, and the hand attacks. As a move action, you can move the hand up to 6 squares. Attack: Intelligence. Hit: d + Intelligence modifier (+4) cold damage, and the hand grabs the target. If the target attempts to escape, the hand uses your Fortitude or defense. Sustain Minor: A target grabbed by the hand takes d + Intelligence modifier (+4) cold damage when you sustain this power. As a standard action, you can attack another target with the hand, but it must release a target it has grabbed. Magic Orb +: + attack, d+6 damage LEVEL BOOK AP Jason Doolis Page 4

5 Shield Faith Healing Magic Orb + Arcane, Force Healing Imm Interr Personal You throw up your hand, and a shield of arcane energy springs into existence, protecting you against imminent attacks. Trigger: You are hit by an attack Effect: You gain a +4 power bonus to AC and defense until the end of your next turn. * Melee touch Your prayers help an ally recover from injury. Target: Effect: The target can spend a healing surge. Prerequisite: You must be trained in Religion. Unarmed: + attack DAMAGE PROFICIENT GROUP + attack rolls and damage rolls ENHANCEMENT 6 LEVEL PROPERTIES Magic Missile: + attack, d4+6 damage +d6 damage CRITICAL POWER A standard crystal orb, enchanted to channel arcane energy. LEVEL Religion LEVEL 3 ITEM SLOT Off-hand WEIGHT 0 PRICE 00 MAGIC Elven Cloak + AC BONUS CHECK SPEED + Fortitude,, and Will ENHANCEMENT 7 LEVEL PROPERTIES Gain a + item bonus to Stealth checks. QUANTITY Neck Slot Item TYPE POWER This cloak of swirling leaves, crafted in the elven tradition, increases your stealth. ITEM SLOT Neck WEIGHT 0 PRICE 600 MAGIC ITEM Jason Doolis Page

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