Zardoz HumanWizard lvl3
Zardoz HumanWizard lvl3
Zardoz HumanWizard lvl3
Player Name
Zardoz
Character Name
3
Level
Wizard
Class Height Weight Paragon Path Epic Destiny Deity Adventuring Company Total XP
2 250 Good
Human
Race
Medium
Size Age Gender
Alignment
RPGA Number
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
20
CONDITIONAL MODIFIERS
AC
11
Speed
(Squares)
SPECIAL MOVEMENT
CONDITIONAL BONUSES
ABILITY SCORES
SCORE ABILITY ABIL MOD MOD + 1/2 LVL DEFENSE
SENSES
CLASS FEAT ENH MISC MISC SCORE PASSIVE SENSE BASE SKILL BONUS
8 10 10 20 14 11
STR Strength
Constitution
-1 0 0 5 2 0 HIT POINTS
0 1 1 6 3
13
FORT 11
18 13
10 + 10 +
8 3
CON DEX
CONDITIONAL BONUSES
DEFENSE
Dexterity
18
REF
11
1
ABILITY: ATT BONUS
INT Intelligence
Wisdom
ATTACK WORKSPACE
1/2 LVL ABIL CLASS PROF FEAT ENH MISC
CONDITIONAL BONUSES
WIS CHA
DEFENSE
CLASS
FEAT
ENH
MISC
MISC
+ 3
ABILITY: ATT BONUS
-1
CLASS
2
PROF FEAT
1
ENH MISC
17
WILL 11
CONDITIONAL BONUSES
Charisma
+ 3 ACTION POINTS
SURGES/DAY
-1
MAX HP
BLOODIED
HEALING SURGES
SURGE VALUE
28
CURRENT HIT POINTS
14
1/2 HP
7
1/4 HP
6
CURRENT SURGE USES
Action Points
ACTION POINTS 1 2 3
DAMAGE WORKSPACE
ABILITY: DAMAGE ABIL FEAT ENH MISC MISC
-1
ABIL FEAT
1
ENH MISC MISC
USED
Bonus Skill - Trained in one additional class skill. Bonus At-Will Power - Know one extra 1st-level attack power from your class.
1d4-1
-1 BASIC ATTACKS
ATTACK
DEFENSE
WEAPON OR POWER
DAMAGE
vs
3 4 0
vs vs vs
AC AC AC
SKILLS
BONUS SKILL NAME ABIL MOD + 1/2 LVL TRND (+5) ARMOR PENALTY MISC
FEATS
Armor Proficiency (Leather) - Training with leather armor Ritual Caster - Master and perform rituals Human Perseverance - +1 to saving throws Initiate of the Faith - Cleric: Religion skill, healing word 1/ day
1 11 1 1 6 8 1 3 11 8 1 3 3 11 2 1 1
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 6 0 1 1
0 5 0 0 5
0 0 1 0 0
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
Supernal, Common, Deep Speech
Zardoz
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
Thunderwave Ghost Sound Light Mage Hand Prestidigitation Magic Missile Scorching Burst
WEAPON WEAPON WEAPON WEAPON ARMOR ARMS FEET HANDS
MAGIC ITEMS
Staff of Unparalleled Vision +1 (Off-hand) (E)
ENCOUNTER POWERS
Second Wind Staff of Defense Force Orb Color Spray
HEAD NECK RING RING WAIST
PERSONALITY TRAITS
Potion of Healing (heroic tier) (2)
DAILY POWERS
Flaming Sphere Sleep Healing Word
CHARACTER BACKGROUND
OTHER EQUIPMENT
Spellbook Adventurer's Kit Dagger Arcane Mark
RITUALS / ALCHEMY
Comprehend Language Magic Mouth Make Whole Explorer's Fire Endure Elements Eye of Alarm Detect Secret Doors
Zardoz
Page 2
CHARACTER NAME
Zardoz
PLAYER NAME
Skills
1 11 1 1 6 8 1 3 11 8 1 3 3 11 2 1 1 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 (Trained)
Action Point
ADDITIONAL EFFECTS
RACE
Human
CLASS
Wizard
LEVEL
SCORE ABILITY
MOD
HP 28 Spd 6 Init +1
STR 1
(Trained) (Trained)
(Trained) (Trained)
(Trained)
ADDITIONAL EFFECTS
18
PLAY DATA
Passive Insight
13
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
PLAY DATA
Second Wind
KEYWORDS USED
Weapon
*
Weapon
*
USED
vs
AC DEFENSE
AC DEFENSE
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.
Attack: Strength vs. AC Hit: 1[W] + Strength modifier (-1) damage. Increase damage to 2[W] + Strength modifier (-1) at 21st level. Special: You can use an unarmed attack as a weapon to make a melee basic attack. Staff of Unparalleled Vision +1: +3 attack, 1d8 damage Dagger: +3 attack, 1d4-1 damage Unarmed: +0 attack, 1d4-1 damage
Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier (+0) damage. Increase damage to 2[W] + Dexterity modifier (+0) at 21st level. Special: Weapons with the heavy thrown property use Strength instead of Dexterity for attack rolls and damage rolls. Warlocks can use eldritch blast as a ranged basic attack, and wizards can use magic missile as a ranged basic attack. Dagger: +4 attack, 1d4 damage Unarmed: +1 attack, 1d4 damage
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
CLASS
LEVEL
BOOK
PH
CLASS
LEVEL
BOOK
PH
CLASS
LEVEL
BOOK
PH
UTILITY POWER
AT-WILL POWER
AT-WILL POWER
Thunderwave
KEYWORDS
Ghost Sound
USED KEYWORDS
Light
USED KEYWORDS
Arcane, Illusion
10
Arcane
5
USED
vs
DEFENSE
TARGET
DEFENSE
TARGET
Attack: Intelligence vs. Fortitude Hit: 1d6 + Intelligence modifier (+5) thunder damage, and you push the target a number of squares equal to your Wisdom modifier (+2). Increase damage to 2d6 + Intelligence modifier (+5) at 21st level. Staff of Unparalleled Vision +1: +7 attack, 1d6+6 damage Unarmed: +6 attack, 1d6+5 damage
ADDITIONAL EFFECTS
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
CLASS
Wizard
LEVEL
BOOK
PH
CLASS
Wizard
LEVEL
BOOK
PH
CLASS
Wizard
LEVEL
BOOK
PH
AT-WILL POWER
Zardoz
AT-WILL POWER
Page 3
AT-WILL POWER
Mage Hand
KEYWORDS
Prestidigitation
USED KEYWORDS
Magic Missile
USED KEYWORDS
Arcane, Conjuration
5
Arcane
2
USED
Ranged 5 RANGE
Standard ACTION vs
Ranged 2 RANGE
Standard ACTION vs
DEFENSE
TARGET
ATTACK
DEFENSE
TARGET
ATTACK
DEFENSE
TARGET
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.
ADDITIONAL EFFECTS
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.
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
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
Scorching Burst
KEYWORDS
Staff of Defense
USED KEYWORDS
Force Orb
USED KEYWORDS
Implement
USED
Ranged 20 RANGE
Reflex DEFENSE
Reflex DEFENSE
Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier (+5) fire damage. Increase damage to 2d6 + Intelligence modifier (+5) at 21st level. Staff of Unparalleled Vision +1: +7 attack, 1d6+6 damage Unarmed: +6 attack, 1d6+5 damage
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.
Attack: Intelligence vs. Reflex Hit: 2d8 + Intelligence modifier (+5) force damage. Make a secondary attack. Secondary Target: Each enemy adjacent to the primary target Secondary Attack: Intelligence vs. Reflex Hit: 1d10 + Intelligence modifier (+5) force damage. Staff of Unparalleled Vision +1: +7 attack, 2d8+6 damage Unarmed: +6 attack, 2d8+5 damage
ADDITIONAL EFFECTS
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
Color Spray
KEYWORDS
Flaming Sphere
USED KEYWORDS
Healing Word
USED KEYWORDS
Divine, Healing
USED
Ranged 10 RANGE
Minor ACTION
5
Close burst 5 (10 at 11th level, 15 at 21st level) RANGE You or one ally DEFENSE TARGET
vs
vs
Attack: Intelligence vs. Will Hit: 1d6 + Intelligence modifier (+5) radiant damage, and the target is dazed until the end of your next turn. Staff of Unparalleled Vision +1: +7 attack, 1d6+6 damage Unarmed: +6 attack, 1d6+5 damage
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 (+5) fire damage. As a move action, you can move the sphere 6 squares. Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier (+5) 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. Staff of Unparalleled Vision +1: +7 attack, 2d6+6 damage Unarmed: +6 attack, 2d6+5 damage
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. Unarmed: +1 attack
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
CLASS
Wizard
LEVEL
BOOK
PH
CLASS
Wizard
LEVEL
BOOK
PH
CLASS
Cleric
LEVEL
BOOK
PH
ENCOUNTER POWER
Zardoz
DAILY POWER
Page 4
DAILY POWER
Sleep
SPELLBOOK
KEYWORDS
Shield
Arcane, Implement, Sleep
20 2
USED KEYWORDS
Feather Fall
SPELLBOOK
USED KEYWORDS
Arcane, Force
Arcane 10
USED
Will DEFENSE
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). Staff of Unparalleled Vision +1: +7 attack Unarmed: +6 attack
Trigger: You are hit by an attack Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.
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
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
CLASS
Wizard
LEVEL
BOOK
PH
CLASS
Wizard
LEVEL
BOOK
PH
CLASS
Wizard
LEVEL
BOOK
PH
DAILY POWER
UTILITY POWER
UTILITY POWER
Dagger
1d4
DAMAGE
PROPERTIES
Spellbook
3
PROFICIENT
Adventurer's Kit
1 1
AC BONUS
PROPERTIES
Light Blade
GROUP
5/10
RANGE AC BONUS
PROPERTIES
CHECK
SPEED
QUANTITY
CHECK
SPEED
QUANTITY
Light Thrown (A basic attack with a light thrown weapon uses your Dexterity. Light thrown weapons don't deal as much damage as heavy thrown weapons, but some powers let you hurl several of them at once or in rapid succession.). Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can't attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.). Melee Basic Attack: +3 attack, 1d4-1 damage Ranged Basic Attack: +4 attack, 1d4 damage
NOTES
Wizards keep the daily spells, the utility spells, and the rituals they've learned in a spellbook.
This kit includes: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days' worth of trail rations, 50 feet of hempen rope, and a waterskin.
NOTES
NOTES
ITEM SLOT
Off-hand
WEIGHT
PRICE
BOOK
PH
ITEM SLOT
WEIGHT
PRICE
50
BOOK
PH
ITEM SLOT
WEIGHT
33
PRICE
15
BOOK
PH
WEAPON
ITEM
ITEM
Arcane Mark
1
AC BONUS
PROPERTIES
Comprehend Language
1
AC BONUS
PROPERTIES
Magic Mouth
1
AC BONUS
PROPERTIES
CHECK
SPEED
QUANTITY
CHECK
SPEED
QUANTITY
CHECK
SPEED
QUANTITY
You set your personal arcane mark on an object. It manifests as a unique sigil of your devising. After the first moment, it is invisible and can be seen only by a creature using Arcana to detect magic. Ritual casters use arcane marks to identify their property and sometimes to designate places of great import.
When beginning the ritual, choose a language you have heard or a piece of writing you have seen within the past 24 hours. Using this ritual on a language you have heard allows you to understand it when spoken for the next 24 hours and, if your Arcana check result is 35 or higher, to speak the language fluently for the duration. Using this ritual on a language you have seen as a piece of writing allows you to read the language for the next 24 hours and, if your Arcana check result is 35 or higher, to write the language in its native script or in any other script you know for the duration. Using this ritual on a language you have both heard and seen as a piece of writing within the past 24 hours allows you to understand it in both forms for the next 24 hours, and an Arcana check result of 35 or higher allows you to speak and write the language.
NOTES
You bind a message into a surface you touch. When conditions you set are met, the surface manifests a mouth and conveys your message, discharging the ritual. The mouth appears to be made out of the same material as the surface, but you otherwise decide the mouth's appearance.
NOTES
NOTES
ITEM SLOT
WEIGHT
PRICE
BOOK
FRPG
ITEM SLOT
WEIGHT
PRICE
BOOK
PH
ITEM SLOT
WEIGHT
PRICE
BOOK
PH
ITEM
Zardoz
ITEM
Page 5
ITEM
Make Whole
1
AC BONUS
PROPERTIES
Explorer's Fire
1
AC BONUS
PROPERTIES
Endure Elements
1
AC BONUS
PROPERTIES
CHECK
SPEED
QUANTITY
CHECK
SPEED
QUANTITY
CHECK
SPEED
QUANTITY
A single object that can fit in a 10-foot cube is completely repaired. The component cost is 20 percent of the item's cost. In cases where you attempt to repair an item not on any price list, the DM determines the cost.
You alter one fire of bonfire size or smaller within 5 squares of you. Light cast by the fire cannot be seen from more than 5 squares from the fire. The fire's light is unchanged within that radius, and the ritual does not diminish or contain the fire's heat or sounds.
The Endure Elements ritual lets you designate up to five ritual participants, including yourself, who ignore penalties associated with extremes of nonmagical weather. An affected creature suffers no ill effects from ambient temperatures between 50 and 140 degrees Fahrenheit, and the creature's equipment is likewise protected from the ravages of these temperatures and of precipitation.
NOTES
NOTES
NOTES
ITEM SLOT
WEIGHT
PRICE
BOOK
PH
ITEM SLOT
WEIGHT
PRICE
BOOK
Dragon 366
ITEM SLOT
WEIGHT
PRICE
BOOK
PH
ITEM
ITEM
ITEM
Eye of Alarm
1
AC BONUS
PROPERTIES This ritual creates watchful eyes that you place in any square within 10 squares of where you perform the ritual. Each eye is located in a particular square; it is intangible and can't be interacted with physically. The eyes are nearly invisible and have a Stealth check result of 20 + your level to avoid detection. : Your Arcana check determines how many eyes you can place and what type of vision or sensory ability they possess. Arcana Check Result : Eyes Created : Vision or Ability 19 or lower : One : Normal 2039 : Three : Darkvision 40 or higher : Five : Darkvision and tremorsense 12 squares The eyes do not hear, but they see well. Each uses your Perception modifier, with a +5 bonus. : If an eye sees an intruder, it emits a loud warning sound defined by you during the ritual. This sound could be anything from a stentorian Enemies approach! to an owl's screech to a fanfare of trumpets. The Perception DC to hear the eye's sound is 0 (modified by distance as normal). : The eyes never consider you an intruder. In addition, you can designate any number of other ritual participants as nonintruders. When you perform the ritual, you can also designate one or more categories of creatures that the eyes will ignore. You can define these categories by obvious physical characteristics (such as height, weight, or body shape), creature type (such as humanoid), creature race (such as hill giant), or obvious equipment (such as a creature carrying a shield with NOTES
CHECK
SPEED
QUANTITY
CHECK
SPEED
QUANTITY
DAMAGE
PROFICIENT
GROUP
RANGE
Make an Arcana check. Use the result as a bonus to a Perception check you immediately make to find any secret or hidden doors in your line of sight. If anyone aided you while performing this ritual, they can't help you make the resulting Perception check.
4
LEVEL
+1d6 damage
CRITICAL
When you use a ranged or area arcane power, add the enhancement bonus of this staff to the power's range. For example, a +3 staff of unparalled vision would increase area burst 5 within 10 squares to area burst 5 within 13 squares.
AT-WILL
POWER
ENCOUNTER
DAILY
NOTES
ITEM SLOT
WEIGHT
PRICE
BOOK
PH
ITEM SLOT
WEIGHT
PRICE
BOOK
PH
ITEM SLOT
Off-hand
WEIGHT
PRICE
840
BOOK
AV
ITEM
ITEM
MAGIC WEAPON
Cloak of Resistance +1
1
AC BONUS CHECK SPEED QUANTITY
CHECK
2
QUANTITY
SPEED
2
LEVEL
+1 AC
ENHANCEMENT
3
LEVEL
Armor
TYPE
PROPERTIES
5
ENHANCEMENT LEVEL
Potion
TYPE
Gain an item bonus to Athletics checks and Stealth checks equal to the armor's enhancement bonus.
AT-WILL
POWER
ENCOUNTER
DAILY
AT-WILL
POWER
ENCOUNTER
DAILY
AT-WILL
POWER
ENCOUNTER
DAILY
Power (Daily): Minor Action. Gain resist 5 to all damage until the start of your next turn.
Power (Consumable Healing): Minor Action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.
ITEM SLOT
Neck
WEIGHT
PRICE
520
BOOK
PH
ITEM SLOT
Body
WEIGHT
15
PRICE
680
BOOK
PH
ITEM SLOT
WEIGHT
PRICE
50
BOOK
PH
MAGIC ITEM
Zardoz
MAGIC ITEM
Page 6
MAGIC ITEM