DUNGEONS & DRAGONS 4th Edition Select
Aglaron
Character Portrait
CHARACTER NAME Whisper Winteroot (3) GENDER Male ALIGNMENT Good CLASS 4 7 15 # LEVEL Akanul
PLAYER NAME Shawn Sparks HEIGHT 3 feet 7 inches DEITY Garl Glittergold Wizard 4 Amn
DCI/RPGA NUMBER 1206-095-617 WEIGHT 57 lbs PERSONALITY Festive and Carefree PARAGON PATH Baldur's Gate
RACE Gnome AGE 27 years CAMPAIGN Living Forgotten Realms   Calimshan
SIZE Small VISION # 21 Low-Light REGION Thay EPIC DESTINY # # # # Chessenta
ABILITY SCORE MOD HP / BLOODIED START GAIN FEAT INITIATIVE FEAT MAGIC SPEED BASE FEAT MAGIC RUN   Cormyr
 STRENGTH 8 -1 43 / 21 10 4   +2     5 5     2 EXPERIENCE POINTS 4810 The Dalelands
NEXT LEVEL 5500 Dragon Coast
 CONSTITUTION 11 +0 NEED TO ADVANCE 690 Durpar
HEALING SURGE TOTAL MOD BASE RACIAL TRAITS East Rift
 DEXTERITY 10 +0 PER DAY 6   6 REACTIVE STEALTH: If you have cover or concealment when you make an initiative check, you can make a Stealth check to escape notice.
FADE AWAY: You can use fade away as an encounter power.
Elfharrow
Gray Vale
 INTELLIGENCE 21 +5 HP GAINED 10     CLASS TRAITS The Great Dale
ARMOR PROFICIENCIES: Cloth
WEAPON PROFICIENCIES: Dagger, quarterstaff
IMPLEMENTS: Orbs, staffs, wands
ARCAN IMPLEMET MASTERY (ORB OF IMPOSTION): Once per encounter as a freeaction, you can use your orb to gain one of the following two effects. You can designate one creature you have cast a wizard spell upon that has an effect that lasts untilthe subject succeeds on a saving throw. That creaturetakes a penalty to its saving throws against that effect equal to your Wisdom modifier. Alternatively, you can choose to extend the duration of an effect created by a wizard at-will spell (such as cloud of daggers or ray of frost) that would otherwise end at the end of your current turn. The effect instead  ends at the end of your next turn. You must wield an orb to use this ability. Control wizards select this form of mastery because it helps extend the duration of  their control effects.
CANTRIPS: Cantrips are minor spells you gain at 1st level. You can use the ghost sound, light, mage hand, and prestidigitation cantrips as at-will powers.
RITUAL CASTING: You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals.
SPELLBOOK: You possess a spellbook, a book full of mystic lore in which you store your rituals and your daily and utility spells.
-Rituals: Your book contains three 1st-level rituals of your choice that you have mastered. At 5th level, and again at 11th, 15th, 21st, and 25th level, you
master two more rituals of your choice and add them to your spellbook. Any ritual you add must be your level or lower.
-Daily and Utility Spells: Your spellbook also holds your daily and utility spells. You begin knowing two daily spells, one of which you can use on any given
day. Each time you gain a level that lets you select a daily spell or a utility spell, choose two different daily spells or utility spells of that level to add to your
book. After an extended rest, you can prepare a number of daily and utility spells according to what you can cast per day for your level. You can’t prepare the
same spell twice. If you replace a spell because of gaining a level or through retraining, the previous spell vanishes from your spellbook and is replaced by
the new spell.
-Capacity: A typical spellbook has 128 pages. Each spell takes up 1 page. A ritual takes up a number of pages equal to its level.
High Imaskar
 WISDOM 15 +2 SPENT c c c c c c c c Impiltur
c c c c c c c c Luruar
 CHARISMA 12 +1 ACTION POINTS 1 MILESTONES Luskan
c c c c Moonshae Isles
SCORE DEFENSE ABIL AMR CLASS RACE FEAT MAGIC MISC Myth Drannor
13 FORTITUDE CON         +1   Narfell
Nelanther Isles
18 REFLEX INT         +1   Netheril
Thay
17 WILL WIS   +2     +1   Tymanther
Vilhon Wilds
18 ARMOR CLASS INT +0       +1   Waterdeep
EQUIPMENT (AC) TYPE BONUS MAGIC CHECK SPEED WGT
ARMOR +1 Shimmering Cloth Light   +1 - - 4.00
SHIELD         -    
BONUS SKILL ABILITY TRAIN RACE CLASS REGION FEAT MISC PARAGON PATH FEATURES
+2 ACROBATICS DEX +0 -     +0      
+14 ARCANA INT +5 YES +2   +0    
+1 ATHLETICS STR -1 -     +0    
+3 BLUFF CHA +1 -     +0    
+3 DIPLOMACY CHA +1 -     +0    
+9 DUNGEONEERING WIS +2 YES     +0    
+2 ENDURANCE CON +0 -     +0    
+4 HEAL WIS +2 -     +0    
+12 HISTORY INT +5 YES     +0     EPIC DESTINY FEATURES
+4 INSIGHT WIS +2 -     +0      
+3 INTIMIDATE CHA +1 -     +0    
+9 NATURE WIS +2 YES     +0    
+4 PERCEPTION WIS +2 -     +0    
+12 RELIGION INT +5 YES     +0    
+4 STEALTH DEX +0 - +2   +0    
+3 STREETWISE CHA +1 -     +0    
+2 THIEVERY DEX +0 -     +0    
SCORE PASSIVE SENSE LANGUAGES REGIONAL BENEFITS
14 INSIGHT Common - - - The higher of your Intelligence score or your Constitution score is added your starting hit points (instead of automatically adding your Constitution score). Your number of healing surges is still based on your Constitution score.
14 PERCEPTION Elven - - -
FEAT BENEFIT WEAPON 1 +2 Magic Orb HAND One WGT 2.00 CATEGORY  
Ritual Caster Master and perform rituals BONUS VALUE DIE CLASS PROF ABIL FEAT MAGIC MISC RANGE  
Burning Blizzard +1 damage with acid or cold power +9 ATTACK       INT   +2   GROUP  
Initiate of Faith Cleric: Religion skill, healing word 1/day +7 DAMAGE       INT   +2   PROPERTIES  
Wintertouched Gain combat advantage against foe vulnerable to cold WEAPON 2   HAND - WGT   CATEGORY  
    BONUS VALUE DIE CLASS PROF ABIL FEAT MAGIC MISC RANGE  
    +7 ATTACK       INT       GROUP  
    +5 DAMAGE       INT       PROPERTIES  
    BASIC ATTACKS AT-WILL ATTACK POWERS
    MELEE BASIC ATTACK BASIC ATTACK CLOUD OF DAGGERS WIZARD ATTACK 1
    At-Will u Weapon At-Will u Arcane, Force, Implement
    Standard Action Melee weapon Standard Action Area 1 square within 10 squares
    Target: One creature Target: Each creature in square
    Attack: Strength vs. AC Attack: Intelligence vs. Reflex
    Hit: 1 [W] + Strength modifier damage. Hit: 1d6 + Intelligence modifier force damage.
    Increase damage to 2 [W] + Strength modifier at 21st level. Increase damage to 2d6 + Intelligence modifier at 21st level.
    Special: You can use an unarmed attack as a weapon to make  Effect: The power's area is filled with sharp daggers of force.  
    a melee basic attack. Any creature that enters the area or starts its turn there takes  
    RANGED BASIC ATTACK BASIC ATTACK force damage equal to your Wisdom modifier (minimum 1).   
    At-Will u Weapon The cloud remains in place until the end of your next turn. You 
    Standard Action Ranged weapon can dispel it earlier as a minor action.
    Target: One creature RAY OF FROST WIZARD ATTACK 1
    Attack: Dexterity vs. AC At-Will u Arcane, Cold, Implement
    Hit: 1 [W] + Dexterity modifier damage. Standard Action Ranged 10
    Increase damage to 2 [W] + Dexterity modifier at 21st level. Target: One creature
    Special: Weapons with the heavy thrown property use Strength Attack: Intelligence vs. Fortitude
    instead of Dexterity for attack rolls and damage rolls. Hit: 1d6 + Intelligence modifier cold damage and the target is 
SLOT MAGIC ITEMS WGT ITEMS WGT ITEMS WGT COINS & CURRENCY slowed until the end of your next turn.
ARMS     Adventurer's Kit 33.00     COPPER (CP)   Increase damage to 2d6 + Intelligence modifier at 21st level.
FEET     Spellbook (used = 9) 3.00     SILVER (SP)   RITUALS BOOK PAGE
HANDS     Dagger 1.00     GOLD (GP) 385 Comprehend Languages PHB 302
HEAD     Potion of Healing (x1) 0.00     PLATINUM (PP)   Silence PHB 312
NECK +1 Amulet of Resolution 0.00 Ritual Book 3.00     DIAMOND (AD)   Tenser's Floating Disc PHB 312
RING             GEMS (GP)   Endure Elemetns PHB 304
RING             JEWELRY (GP)        
WAIST             TOTAL (GP) 385.00      
1 Power Jewel 0.00         ENCUMBRANCE      
2             NORMAL LOAD 80      
3             LIFT (HEAVY) 160      
4             DRAG # 5 5 400      
5             TOTAL WEIGHT 53.700      
DUNGEONS & DRAGONS 4th Edition  
POWERS ITEMS AND POWERS
ICY TERRAIN WIZARD ATTACK 1 GHOST SOUND WIZARD CANTRIP +1 AMULET OF RESOLUTION LEVEL 2
Encounter u Arcane, Cold, Implement At-Will u Arcane, Illusion Item Slot: Neck
Standard Action Area burst 1 within 10 squares Standard Action Ranged 10 Enhancement: Fortitude, Reflex, and Will
Target: Each creature in burst Target: One object or unoccupied square Power (Daily): No action. Use this power when you fail a saving 
Attack: Intelligence vs. Reflex Effect: You cause a sound as quiet as a whisper or as loud as a  throw. Reroll the saving throw, using the second result even if it’s 
Hit: 1d6 + Intelligence modifier cold damage, and the yelling or fighting creature to emanate from the target. You can  lower.
target is knocked prone. produce nonvocal sounds such as the ringing of a sword blow,  POWER JEWEL LEVEL 5
Effect: The power's area is difficult terrain until the end of your jingling armor, or scraping stone. If you whisper, you can  Power (Daily): Minor Action. This power allows you to regain the 
next turn. You can end this effect as a minor action. whisper quietly enough that only creatures adjacent to the target   use of an encounter power of 1st or 3rd level.
ACID ARROW WIZARD ATTACK 1 can hear your words. Special: You must have reached at least one milestone today to 
Daily u Acid, Arcane, Implement LIGHT WIZARD CANTRIP activate this item.
Standard Action Ranged 20 At-Will u Arcane +1 SHIMMERING CLOTH ARMOR LEVEL 2
Target: One creature Minor Action Ranged 5 Armor: Cloth
Attack: Intelligence vs. Reflex Target: One object or unoccupied square Enhancement: AC
Hit: 2d8 + Intelligence modifier acid damage, and ongoing 5  Effect: You cause the target to shed bright light. The light fills the  Property: You do not provoke opportunity attacks when you make 
acid damage (save ends). Make a secondary attack. target's square and all squares within 4 squares of it. The light  ranged or area attacks.
   Secondary Target: Each creature adjacent to the primary  lasts for 5 minutes. Putting out the light is a free action. +2 MAGIC ORB LEVEL6
    target. MAGE HAND WIZARD CANTRIP Implement (Orb)
   Secondary Attack: Intelligence vs. Reflex At-Will u Arcane, Conjuration Enhancement: Attack rolls and damage rolls
   Hit: 1d8 + Intelligence modifier acid damage, and ongoing 5   Minor Action Ranged 5 Critical: +1d6 damage per plus
    acid damage (save ends). Effect: You conjure a spectral, floating hand in an unocupied  POTION OF HEALING LEVEL 5
Miss: Half damage, and ongoing 2 acid damage to primary  square within range. The hand picks up, moves, or manipulates  Power (Consumable u Healing): Minor Action.  Drink this potion 
target (save ends), and no secondary attack. and adjacent object weighing 20 pounds or less and carries it up  and spend a healing surge. Instead of the hith points you would 
FREEZING CLOUD WIZARD ATTACK 1 to 5 squares. If you are holding the object when you use this  normally regain, you regain 10 hit points.
Daily u Arcane, Cold, Implement power, the hand can move the object into a pack, a pouch, a    
Standard Action Area burst 2 within 20 squares sheath, or a similar container and simultaneously move any one    
Target: Each creature in burst object carried or worn anywhere on your body into your hand.  
Attack: Intelligence vs. Fortitude    As a move action, you can move the hand up to 5 squares. As   
Hit: 1d8 + Intelligence modifier cold damage. a free action, you can cause the hand to drop an object it is    
Miss: Half damage. holding, and as a minor action, you can cause the hand to pick   
Effect: The cloud lasts until the end of your next turn. Any creature  up or manipulate a different object.  
that enters the cloud or starts its turn there is subject to another Sustain Minor: You can sustain the hand indefinitely.  
attack. You can dismiss the cloud as a minor action. Special: You can create only one hand at a time.  
ICY RAYS WIZARD ATTACK 3 PRESTIDIGITATION WIZARD CANTRIP  
Encounter u Arcane, Cold, Implement At-Will u Arcane, Conjuration  
Standard Action Ranged 10 Standard Action Ranged 2  
Target: One or two creatures Effect: Use this cantrip to accomplish one of the effects given   
Attack: Intelligence vs. Reflex, one attack per target below.  
Hit: 1d10 + Intelligence modifier cold damage, and the u Move up to 1 pound of material.   
target immobilized until the end of your next turn. u Create a harmless sensory effect, such as a shower of    
       sparks, a puff of wind, faint music, or a strong odor.  
  u Color, clean, or soil items in 1 cubic foot for up to 1 hour.  
  u Instantly light (or snuff out) a candle, a torch, or a small   
       campfire.  
  u Chill, warm, or  flavor up to 1 pound of nonliving material for    
       up to 1 hour.  
  u Make a small mark or symbol appear on a surface for up to   
       1 hour.  
  u Produce out of nothingness a small item or image that exists   
       until the end of your next turn.  
  u 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.  
  FADE AWAY GNOME RACIAL POWER  
  Encounter u Illusion  
  Immediate Reaction Personal  
  Trigger: You take damage  
  Effect: You are invisible until you attack or until the end of your   
  next turn.  
  EXPEDITIOUS RETREAT WIZARD UTILITY 2  
  Daily u Arcane  
  Move Action Personal  
  Effect: Shift up to twice your speed.  
  FEATHER FALL WIZARD UTILITY 2  
  Daily u Arcane  
  Free Action Ranged 10  
  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.  
  HEALING WORD CLERIC FEATURE  
  Daily u Divine, Healing  
  Minor Action Close burst 5  
    (10 at 11th, 15 at 21st level)  
  Target: You or one ally  
  Effect: The target can spend a healing surge and regain an  
  additional 1d6 hit points.  
  Increase the amount of additional hit points regained to 2d6 at  
  6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and  
  6d6 at 26th level.