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Character Sheet Player Name Archibald Nemecix 6 Wild Mage 69,000 Character Name Level Class Paragon Path Epic Destiny Total XP Tiefling Medium Male Unaligned Race Size Age Gender Height Weight Alignment Deity Adventuring Company RPGA Number INITIATIVE SCORE DEX /2 LVL MISC Initiative 3 8 CONDITIONAL MODIFIERS ABILITY SCORES SCORE ABILITY ABIL MOD MOD + /2 LVL 4 STR 2 0 Strength 4 CON Constitution 7 DEX Dexterity 4 INT Intelligence WIS Wisdom 22 CHA Charisma BONUS SKILL NAME SKILLS 2 0 3 2 0 0 8 6 4 ABIL MOD + /2 LVL TRND (+5) ARMOR PENALTY MISC Acrobatics DEX 0 n/a 0 5 Arcana INT 0 5 n/a 0 0 Athletics STR 0 0 n/a 0 2 Bluff CHA 4 5 n/a 2 4 Diplomacy CHA 4 0 n/a 0 8 Dungeoneering WIS 8 0 n/a 0 0 Endurance CON 0 0 n/a 0 8 Heal WIS 8 0 n/a 0 0 History INT 0 0 n/a 0 3 Insight WIS 8 5 n/a 0 2 Intimidate CHA 4 5 n/a 2 8 Nature WIS 8 0 n/a 0 8 Perception WIS 8 0 n/a 0 0 Religion INT 0 0 n/a 0 3 Stealth DEX 0 n/a 2 4 Streetwise CHA 4 0 n/a 0 DEFENSES SCORE 0 + ARMOR/ DEFENSE /2 LVL ABIL FEAT ENH MISC MISC 24 AC 8 3 3 +4 AC against opportunity attacks that you provoke when using a ranged or an area power 0 + DEFENSE /2 LVL ABIL FEAT ENH MISC MISC 23 FORT 8 2 3 0 + DEFENSE /2 LVL ABIL FEAT ENH MISC MISC 24 REF 8 3 3 0 + DEFENSE /2 LVL ABIL FEAT ENH MISC MISC 29 WILL 8 6 2 3 RACE FEATURES Infernal Wrath - Use infernal wrath as an encounter power. Fire Resistance - Resist fire 5 + /2 level. Bloodhunt - + on attacks against bloodied foes. / PATH / DESTINY FEATURES Spell Source - Each sorcerer has a Spell Source Wild Magic - Gain the Wild Magic class features Wild Magic - Gain the Wild Magic class features Chaos Burst Chaos Power Unfettered Power Wild Soul Chaos Action Wild Surge Versatile Expertise (Light Blade) MOVEMENT SCORE BASE ARMOR ITEM MISC 6 Speed (Squares) 6 SPECIAL MOVEMENT SENSES SCORE PASSIVE SENSE BASE SKILL BONUS 23 Passive Insight 0 + 3 8 Passive Perception 0 + 8 SPECIAL SENSES Low-light Vision Action Points POINTS MILESTONES FOR SPENDING POINTS FEATS 0 2 POINTS Battle Caster Defense - +4 AC against opportunity attacks after you use ranged or area power Distant Advantage - Gain combat advantage with ranged and area attacks against flanked enemies Dual Implement Spellcaster - Add off-hand implement enhancement to rolls Fortunate Resistance - Choose -5 or 6-0 for Wild Soul resistance roll; if first die roll is within range selected, choose any result Diabolic Soul - After taking a critical hit, gain +2 feat bonus to hit that enemy until end of encounter Lucky Shot - Choose even or odd numbers for sorcerer or sorcerer paragon path daily attacks; if roll matches your guess, add Cha modifier to Furious Demand Beginner's Luck - Choose even or odd numbers before untrained skill check; if you guessed correctly on the roll, gain Cha modifier as bonus Versatile Expertise - Bonus to attacks with weapons and implements of your choice War Wizardry - Your arcane spells gain 5 to attacks, half 2 3 HIT POINTS MAX HP HEALING SURGES BLOODIED SURGE VALUE SURGES/DAY 0 50 25 8 /2 HP /4 HP CURRENT HIT POINTS CURRENT SURGE USES SECOND WIND /ENCOUNTER TEMPORARY HIT POINTS DEATH SAVING THROW FAILURES SAVING THROW MODS RESISTANCES Resist 3 Fire CURRENT CONDITIONS AND EFFECTS ATTACK WORKSPACE Melee Basic Attack - Lullaby Quarterstaff +3 ATT BONUS /2 LVL ABIL PROF FEAT ENH MISC + 7 8 2 2 2 3 Melee Basic Attack - Tooth of Chaos Dagger +3 ATT BONUS /2 LVL ABIL PROF FEAT ENH MISC + 8 8 2 3 2 3 DAMAGE WORKSPACE Melee Basic Attack - Lullaby Quarterstaff +3 DAMAGE ABIL FEAT ENH MISC MISC d8+5 2 3 Melee Basic Attack - Tooth of Chaos Dagger +3 DAMAGE ABIL FEAT ENH MISC MISC d4+5 2 3 BASIC ATTACKS WEON OR DAMAGE 7 vs AC Lullaby Quarterstaff +3 d8+5 8 vs AC Tooth of Chaos Dagger +3 ( d4+5 9 vs AC Tooth of Chaos Dagger +3 ( d4+6 7 vs AC Accurate staff of Winter +3 d8+5 Thievery DEX 0 n/a 0 Versatile Expertise (Staff) - + to attack rolls with Staffs. when used against allies Archibald Nemecix Page

Chaos Bolt Blazing Starfall INDEX List your powers below. Check the box when the power is used. Clear the box when the power renews. AT-WILL S INDEX List your powers below. Check the box when the power is used. Clear the box when the power renews. S WEON Lullaby Quarterstaff +3 (E) WEON Tooth of Chaos Dagger +3 (E) PERSONALITY TRAITS WEON WEON ARMOR ARMS Repulsion Cloth Armor (Basic Clothing) +3 (E) MANNERISMS AND PEARANCE ENCOUNTER S Second Wind FEET HANDS Dancing Lightning HEAD Hat of Disguise (heroic tier) (E) Chaos Storm NECK Lifesaving Brooch +3 (E) Tempest Surge RING Cyclone Pull RING WAIST Rager's Belt (heroic tier) (E) CHARACTER BACKGROUND Moon and the Stars DAILY S Accurate staff of Winter +3 (Off-hand) Howling Hurricane Diabolic Transformation Black Wrath of Hell Furious Demand Hostility Charm COMPANIONS AND ALLIES Chaotic Defense UTILITY S Dragon's Resolve Torrent of Power Insightful Riposte Daily Item Powers Per Day Heroic (-0) Milestone / / / Paragon (-20) Milestone / / / Adventurer's Kit OTHER EQUIPMENT Epic (2-30) Milestone / / / COINS AND OTHER WEALTH Money on hand: 55 pp; 25,40 gp Stored money: 0 gp Encumbrance: 549 (Drag Load) / 40 Archibald Nemecix Page 2 CHARACTER PORTRAIT SESSION AND CAMPAIGN NOTES RITUALS / ALCHEMY

CHARACTER NAME Archibald Nemecix PLAYER NAME RACE Tiefling HP 0 Spd 6 Init + PLAY DATA SCORE ABILITY MOD 4 STR +2 4 CON +2 7 DEX +3 4 INT +2 WIS +0 22 CHA +6 23 Passive 8 Passive Insight Perception AC 24 Fort 23 Ref 24 Will 29 6 Skills Acrobatics DEX 5 Arcana INT (Trained) 0 Athletics STR 2 Bluff CHA (Trained) 4 Diplomacy CHA 8 Dungeoneering WIS 0 Endurance CON 8 Heal WIS 0 History INT 3 Insight WIS (Trained) 2 Intimidate CHA (Trained) 8 Nature WIS 8 Perception WIS 0 Religion INT 3 Stealth DEX 4 Streetwise CHA Thievery DEX PLAY DATA Action Point Chaos Action: When you spend an action point to take an extra action, you can roll a d6 to also gain one of the benefits below. <table>d6 Chaos Action Effect You become invisible until the start of your next turn. 2 You teleport a number of squares equal to 5 + your Dexterity modifier. 3 You gain temporary hit points equal to one-half your level. 4 Until the end of the encounter, each ally within 5 squares of you gains resist 0 to the type you resist with your Wild Soul. 5 You teleport an ally and an enemy within 0 squares of you, swapping their positions. 6 You and each ally within 5 squares of you each make a saving throw.</table>. 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 Chaos Bolt Blazing Starfall Dancing Lightning Arcane, Implement, Psychic Arcane, Fire, Implement, Radiant, Zone Arcane, Implement, Lightning, Thunder 0 Ranged 0 0 Area burst within 0 squares 0 Ranged 0 9 vs Will One creature 9 vs Reflex Each creature in burst 9 vs Reflex One creature Primary Attack: Charisma vs. Will Hit: d0 + Charisma modifier (+6) psychic. Level 2: 2d0 + Charisma modifier (+6) psychic. Wild Magic: If you rolled an even number for the primary attack roll, make a secondary attack. Secondary Target: One creature within 5 squares of the target last hit by this power Secondary Attack: Charisma vs. Will Hit: d6 psychic. If you rolled an even number for the secondary attack roll, repeat the secondary attack. You can attack a creature only once with a single use of this power. Lullaby Quarterstaff +3: +9 attack, d0+7 Tooth of Chaos Dagger +3: +9 attack, d0+7 Hit: d4 + Charisma modifier (+6) radiant. Level 2: 2d4 + Charisma modifier (+6) radiant. Cosmic Magic: The burst creates a zone bounded by burning ground that lasts until the end of your next turn. Whenever an enemy within the zone leaves it, that enemy takes fire equal to your Strength modifier (+2). Lullaby Quarterstaff +3: +9 attack, d4+7 Tooth of Chaos Dagger +3: +9 attack, d4+7 Hit: 2d0 + Charisma modifier (+6) lightning, and each creature adjacent to the target takes thunder equal to your Charisma modifier (+6). Lullaby Quarterstaff +3: +9 attack, 2d0+7 Tooth of Chaos Dagger +3: +9 attack, 2d0+7 + Racial bonus to attack rolls against bloodied foes - + Racial bonus to attack rolls against bloodied foes - + Racial bonus to attack rolls against bloodied foes - 3 AT-WILL AT-WILL ENCOUNTER Archibald Nemecix Page 3 Second Wind Effect: You spend a healing surge and regain 25 hit points. You gain a +2 bonus to all defenses until the start of your next turn. UTILITY Chaos Storm Arcane, Implement, Lightning, Teleportation 0 Area burst within 0 squares 9 vs Reflex Each creature in burst ATTACK DEFENSE Hit: 2d6 + Charisma modifier (+6) lightning. Effect: You teleport each target hit by the attack so that it swaps positions with another target hit by the attack. Wild Magic: You instead teleport each target hit by the attack to any other space within the burst. Lullaby Quarterstaff +3: +9 attack, 2d6+7 Tooth of Chaos Dagger +3: +9 attack, 2d6+7 + Racial bonus to attack rolls against bloodied foes - 7 ENCOUNTER

Tempest Surge Cyclone Pull Moon and the Stars Arcane, Implement Arcane, Implement Arcane, Implement ; Varies 20 Area burst d4 within 20 squares 0 3 Area burst 3 within 0 squares 0 Ranged 0 9 vs Reflex 9 vs Fort 9 vs Reflex One or two creatures Special: Pick the burst's origin square before rolling to determine the burst's size. Hit: 3d8 + Charisma modifier (+6). Lullaby Quarterstaff +3: +9 attack, 3d8+7 Tooth of Chaos Dagger +3: +9 attack, 3d8+7 Attack: Charisma vs. Fortitude Hit: d6 + Charisma modifier (+6), and you slide the target 2 squares closer to the origin square of the burst. Lullaby Quarterstaff +3: +9 attack, d6+7 Tooth of Chaos Dagger +3: +9 attack, d6+7 Hit: 3d6 + Charisma modifier (+6) cold or radiant. The type you choose determines the attack's additional benefit. Cold: The target is slowed and cannot shift (save ends both). Radiant: You can spend one healing surge (even if you hit two targets). Miss: Half (your choice of cold or radiant). Lullaby Quarterstaff +3: +9 attack, 3d6+7 Tooth of Chaos Dagger +3: +9 attack, 3d6+7 + Racial bonus to attack rolls against bloodied foes - + Racial bonus to attack rolls against bloodied foes - + Racial bonus to attack rolls against bloodied foes - Wild Mage 3 5 ENCOUNTER ENCOUNTER DAILY Diabolic Transformation Black Wrath of Hell Furious Demand Polymorph Free Free vs vs vs The creature you intimidated or hi Effect: You transform into a diabolic brute until the end of the encounter. While you are in this form, you gain regeneration 2, you increase fire resistance by 5, you gain a +2 bonus to rolls, and the bonus to attack rolls granted by your Bloodhunt racial trait increases to +2. th level: Regeneration 4. 2st level: Regeneration 6. Special: Once during this encounter while you are in this form, you can use the black wrath of hell power. Trigger: You hit an enemy with an attack. Effect: The attack deals d0 extra and the target takes a penalty to attack rolls against you equal to the higher of your Intelligence or Charisma modifier (save ends). The bonus increases to 2d0 at th level and 3d0 at 2st level. Trigger: You succeed on an Intimidate check or hit with an attack Effect: You gain a +2 bonus to all Intimidate checks until the end of the encounter. In addition, the target takes a penalty to attack rolls against you equal to your Charisma modifier (+6) (save ends). Aftereffect: The target takes a penalty to attack rolls against you equal to your Charisma modifier (+6) until the end of its next turn. * Dragon 38 * Dragon 38 * Dragon 38 DAILY DAILY DAILY Archibald Nemecix Page 4 Howling Hurricane Arcane, Implement, Thunder, Zone 0 Area burst within 0 squares 9 vs Fort Each creature in burst ATTACK DEFENSE Attack: Charisma vs. Fortitude Hit: 3d8 + Charisma modifier (+6) thunder, and you slide the target a number of squares equal to your Dexterity modifier (+3). Effect: The burst creates a zone of swirling wind that lasts until the end of your next turn. You slide each creature that starts its turn within the zone 2 squares. As a move action, you can move the zone 6 squares. Sustain : The zone persists. Lullaby Quarterstaff +3: +9 attack, 3d8+7 Tooth of Chaos Dagger +3: +9 attack, 3d8+7 + Racial bonus to attack rolls against bloodied foes - 9 DAILY Hostility Charm Arcane, Charm, Implement, Psychic 0 Ranged 0 9 vs Will One creature ATTACK DEFENSE Attack: Charisma vs. Will Hit: 5d6 + Charisma modifier (+6) psychic, and as a free action, the target charges your enemy nearest to it that it can charge and makes a melee basic attack. Wild Magic: If you rolled an even number on the attack roll, your enemies can provoke opportunity attacks from the target, and the target must make any opportunity attack that they provoke (save ends). Miss: Half. Lullaby Quarterstaff +3: +9 attack, 5d6+7 Tooth of Chaos Dagger +3: +9 attack, 5d6+7 + Racial bonus to attack rolls against bloodied foes - 5 DAILY

Chaotic Defense Dragon's Resolve Torrent of Power Arcane Arcane Arcane Effect: Roll a d4 to determine the power's effect. : You gain temporary hit points equal to 2d6 + your Charisma modifier (+6). 2: You gain a +2 power bonus to all defenses until the end of the encounter. 3: Until the end of the encounter, each creature that attacks you takes 2d6. 4: You gain all three of the benefits described above. Effect: Until the end of the encounter, while you are bloodied, you gain a + power bonus to attack rolls and a power bonus to saving throws equal to your Charisma modifier (+6). Effect: Until the end of the encounter, whenever you roll the highest number on any die, roll that die again and add its result to the total. 6 0 Wild Mage 2 UTILITY UTILITY UTILITY Lullaby Quarterstaff +3 Accurate staff of Winter +3 Tooth of Chaos Dagger +3 d8 2 Staff Staff d4 3 Light Blade 5/0 DAMAGE PROFICIENT GROUP DAMAGE PROFICIENT GROUP DAMAGE PROFICIENT GROUP +3 attack rolls and rolls 4 +3d6 +3 attack rolls and rolls 4 +3d6 cold +3 attack rolls and rolls 4 +3d8 CRITICAL Melee Basic Attack: +7 attack, d8+5 CRITICAL An accurate staff is smooth and straight, balanced for easy handling and made of polished hardwood. Light Thrown, Off-hand CRITICAL Melee Basic Attack: +8 attack, d4+5 Ranged Basic Attack: +9 attack, d4+6 Power (Daily Sleep): Free Action. Use this power when you hit with the weapon. Make a secondary attack against the target's Will defense, with an attack bonus equal to the level of this weapon plus its enhancement bonus. If this attack hits, the target is slowed (save ends). If the target fails its first saving throw against this power, it becomes unconscious (save ends). Power (Daily): Free Action. Use this power when using a power that has the cold keyword. After you resolve the power, all enemies within 3 squares of you are immobilized (save ends). Power (Daily): Free Action. Trigger: You hit an enemy with a sorcerer attack power using this dagger. Effect: Whenever you hit that enemy with a sorcerer attack power before the end of the encounter, you can treat your attack roll as even or odd. Two-Hands 4 PRICE 2000 Off-hand 4 PRICE 2000 3 Off-hand PRICE 2000 MAGIC WEON MAGIC WEON MAGIC WEON Archibald Nemecix Page 5 Insightful Riposte Free Trigger: You miss with an attack Effect: You gain a +3 power bonus to the attack roll. Prerequisite: You must be trained in Insight. Insight 6 3 UTILITY Hat of Disguise (heroic tier) AC BONUS CHECK SPEED QUANTITY 0 Head Slot Item While using this item's power, gain a +5 item bonus to Bluff checks to pass off a disguise. Power (At-Will Illusion): Action. You gain the appearance of any humanoid race of the same size category as you. Your clothing and equipment alter appearance to reflect this change. The illusion does not alter sound or texture, so a creature listening to you or touching you might detect the illusion. Head 0 PRICE 5000 AV

Rager's Belt (heroic tier) Repulsion Cloth Armor (Basic Clothing) Lifesaving Brooch +3 - - AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY 2 Waist Slot Item +3 AC 2 Armor +3 Fortitude, Reflex, and Will 2 Neck Slot Item When you drop to 0 hit points or fewer while raging, you gain a +4 bonus to your first death saving throw. Jackets, mantles, woven robes, and padded vests don't, by themselves, provide any significant protection. However, you can imbue them with protective magic. Cloth armor doesn't slow you down or hinder your movement at all. All characters have proficiency with cloth armor. Allies gain a +5 bonus to Heal checks to administer first aid to you. Power (Daily): Action. Whenever an enemy moves into an adjacent square, you can push that enemy square as an immediate reaction. This power lasts until the end of the encounter. Waist 0 PRICE 520 Dragon 380 Body 4 PRICE 3000 Neck 0 PRICE 3000 AV2 Archibald Nemecix Page 6