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Coloursfall

Nefari Sheet

Jul 19th, 2011
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  1. Name [Nefari]
  2. Level [10]
  3. Class [Sorcerer]
  4. Paragon []
  5. Race [Sphinx]
  6. Size [Large]
  7. Age [300]
  8. Gender [Female]
  9. Height [10']
  10. Weight [200lbs]
  11. Alignment [Unaligned]
  12. Deity [N/A]
  13.  
  14. Total XP [20,500]
  15.  
  16. Initiative =========================================================
  17. +9 (+0 Dex, +5 half level, +4 feat)
  18.  
  19. Ability Scores =====================================================
  20. Strength......15 (+2) (+7 bonus + half level)
  21. Constitution..10 (+0) (+5 bonus + half level)
  22.  
  23. Dexterity.....11 (+0) (+5 bonus + half level)
  24. Intelligence..15 (+2) (+7 bonus + half level)
  25.  
  26. Wisdom........15 (+2) (+7 bonus + half level)
  27. Charisma......18 (+4) (+9 bonus + half level)
  28.  
  29. Defenses ===========================================================
  30. AC 18 (10 base, +5 half level, +0 class, +0 misc, +0 feat, +3 armor)
  31. Fort 20 (10 base, +5 half level, +2 Str, +0 class, +3 misc, +0 feat)
  32. Ref 20 (10 base, +5 half level, +2 Int, +0 class, +3 misc, +0 feat)
  33. Will 24 (10 base, +5 half level, +4 Cha, +2 class, +3 misc, +0 feat)
  34.  
  35. Hit Points =========================================================
  36. Max HP 67
  37. Bloodied 33 (half HP)
  38. Surge value 17 (quarter HP)
  39. Surges/day 6
  40.  
  41. Resistances, Weaknesses, Current Effects
  42. 10 Radiant
  43.  
  44. Movement ===========================================================
  45. Speed 6 squares (base 6, armor -0), Fly 6 (hover)
  46.  
  47. Senses =============================================================
  48. Passive Insight 00 (10 base, Skill +0)
  49. Passive Perception 00 (10 base, Skill +0)
  50.  
  51. Race Features ======================================================
  52.  
  53. Riddle Me This:
  54. Encounter * Minor Action, Ranged 5 * Psychic
  55. Target: One creature
  56. Attack: Int + 4 vs Will
  57. The target is dazed until the end of the encounter or until it answers the riddle.
  58. To determine the answer, a creature must spend a minor action and succeed at a DC 25 History check.
  59. A target that does not attempt to answer the riddle during its turn takes 2d8 psychic damage at the
  60. end of its turn. An ally can provide the answer and end the effect.
  61. If an ally ends the effect, the target takes 2d8 psychic damage.
  62.  
  63. Ancient Claws: The Sphinx's claws count as a light blade. 2d4 +3 damage, +3 proficiency.
  64.  
  65. Corrective Mauling: When the target of your Riddle Me This fails the History check, you may use this attack.
  66. Standard Action * Reach 2
  67. Str +4 vs. AC;
  68. 1d10 + 5 damage, and the target is knocked prone.
  69. Increase to 2d10 at level 11 and 3d10 at level 21
  70.  
  71. Class/Path/Destiny Features ========================================
  72.  
  73.  
  74. Spell Source - Cosmic Magic
  75.  
  76. Cosmic Persistence:
  77. While you are not wearing heavy armor, you can use your
  78. Strength modifier in place of your Dexterity or
  79. Intelligence modifier to determine your AC.
  80.  
  81. Cosmic Power
  82. You gain a bonus to the damage rolls of arcane powers equal to
  83. your Strength modifier. The bonus equals
  84. your Strength modifier + 2 at 11th level
  85. and your Strength modifier + 4 at 21st level.
  86.  
  87. Soul of the Cosmic Cycle
  88. At the end of a short rest or an extended rest, you choose
  89. a cosmic phase from those described below
  90. and gain its benefits. The first time you become bloodied
  91. during an encounter, your phase immediately
  92. changes to the next higher-numbered phase.
  93. The resistance granted by this class feature
  94. increases to 10 at 11th level and to 15 at 21st
  95. level. While you have resistance from this
  96. class feature, your arcane powers ignore all
  97. targets' resistance to that damage type up to
  98. the value of your resistance.
  99.  
  100. 1. Phase of the Sun
  101. At the start of your turn,
  102. each enemy adjacent to you takes fire and radiant
  103. damage equal to your Strength modifier.
  104. You gain a +2 feat bonus to initiative checks and Heal checks.
  105. You also gain resist 5 cold.
  106. 2. Phase of the Moon
  107. You gain a bonus to AC equal to the number of conscious enemies
  108. adjacent to you.
  109. You gain a +2 feat bonus to Bluff checks and Stealth checks.
  110. You also gain resist 5 psychic.
  111. 3. Phase of the Stars
  112. Whenever an enemy's attack misses you, you can teleport a number
  113. of squares equal to your Strength modifier as a free action.
  114. You gain a +2 feat bonus to Insight checks and Perception checks.
  115. You also gain resist 5 radiant.
  116.  
  117.  
  118.  
  119. Skills =============================================================
  120. Acrobatics +7 (+5 Dex/half-level, +2 feat)
  121. Arcana +14 (+7 Int/half-level, +5 Trained, +2 race)
  122. Athletics +9 (+7 Str/half-level, +2 feat)
  123. Bluff +14 (+9 Cha/half-level, +5 Trained)
  124. Diplomacy +11 (+9 Cha/half-level, +2 feat)
  125. Dungeoneering +9 (+7 Wis/half-level, +2 feat)
  126. Endurance +7 (+5 Con/half-level, +2 feat)
  127. Heal +9 (+7 Wis/half-level, +2 feat)
  128. History +14 (+7 Int/half-level, +5 Trained, +2 race)
  129. Insight +14 (+7 Wis/half-level, +5 Trained, +2 race)
  130. Intimidate +11 (+9 Cha/half-level, +2 feat)
  131. Nature +9 (+7 Wis/half-level, +2 feat)
  132. Perception +9 (+7 Wis/half-level, +2 feat)
  133. Religion +9 (+7 Int/half-level, +2 feat)
  134. Stealth +7 (+5 Dex/half-level, +2 feat)
  135. Streetwise +11 (+9 Cha/half-level, +2 feat)
  136. Thievery +7 (+5 Dex/half-level, +2 feat)
  137.  
  138. Feats ==============================================================
  139. Student of the Cosmos: You gain an additional benefit based on your current phase in the cosmic cycle.
  140. Arcane Spellfury: +1 to attack rolls after hitting with sorcerer at-will attack
  141. Improved Initiative: +4 to Initative
  142. Weapon Focus: +1 to damage with Light Blades
  143. Ritual Caster: You can master and perform rituals of your level or lower.
  144. Jack of all Trades: +2 to untrained Skill checks
  145.  
  146. Power Index ========================================================
  147. Check the box when the power is used.
  148. Clear the box when the power renews.
  149.  
  150. At-Will Powers
  151. Blazing Starfall
  152. At-Will * Arcane, Fire, Implement, Radiant, Zone
  153. Standard Action Area burst 1 within 10 squares
  154. Target: Each creature in burst
  155. Attack: Charisma vs Reflex
  156. Hit: 1d4 + Charisma modifier radiant damage.
  157. The burst creates a zone bounded by
  158. burning ground that lasts until the end ofyour next turn.
  159. Whenever an enemy within the zone leaves it,that
  160. enemy takes fire damage equal to your Strength modifier.
  161.  
  162. Acid Orb
  163. At-Will * Acid, Arcane, Implement
  164. Standard Action Ranged 20
  165. Target: One creature
  166. Attack: Charisma vs. Reflex
  167. Hit: 1d10 + Charisma modifier acid damage.
  168. Special: This power can be used as a ranged basic attack.
  169.  
  170.  
  171. Encounter Powers
  172. Swirling Stars [ ]
  173. Encounter * Arcane, Cold, Implement, Thunder
  174. Standard Action Area burst 1 within 10 squares
  175. Target: Each creature in burst
  176. You can choose not to target a creature in
  177. the origin square of the burst.
  178. Attack: Charisma vs. Reflex
  179. Hit: 2d8 + Charisma modifier cold and thunder damage.
  180.  
  181.  
  182. Ray of the Moon [ ]
  183. Encounter * Arcane, Cold, Implement
  184. Standard Action Ranged 10
  185. Target: One creature
  186. Attack: Charisma vs. Will
  187. Hit: ld6 + Charisma modifier cold damage, and the target
  188. cannot shift until the end of its next turn.
  189. The target takes a -1 penalty on attack rolls
  190. until the end of its next turn.
  191.  
  192.  
  193. Frostbind [ ]
  194. [Encounter * Arcane, Cold, Implement
  195. Standard Action Ranged 10
  196. Target: One creature
  197. Attack: Charisma vs. Fortitude
  198. Hit: 3d6 + Charisma modifier cold damage, and the
  199. target takes a –2 penalty to Reflex until the end of your next turn.
  200.  
  201.  
  202.  
  203. Daily powers
  204. Cosmos Call [ ]
  205. Daily * Arcane, Implement, Psychic
  206. Standard Action Ranged 10
  207. Target: One creature
  208. Attack: Charisma vs. Will
  209. Hit: ld8 + Charisma modifier psychic damage. choose the attack's addtional benefit.
  210. 1. The target takes ongoing 5 radiant damage (save ends), and the power gains the radiant keyword.
  211. 2. The target is slowed (save ends).
  212. 3. The target is dazed (save ends).
  213. Miss: Half damage.
  214.  
  215.  
  216. Moon and Stars [ ]
  217. Daily * Arcane, Implement; Varies
  218. Standard Action Ranged 10
  219. Target: One or two creatures
  220. Attack: Charisma vs. Reflex
  221. Hit: 3d6 + Charisma modifier cold or radiant damage. The
  222. damage type you choose determines the attack's additional benefit.
  223. Cold: The target is slowed and cannot shift (save ends both).
  224. Radiant: You can spend one healing surge (even ifyou hit two targets).
  225. Miss: Half damage (your choice of cold or radiant).
  226.  
  227.  
  228. Sun's Illumination [ ]
  229. Daily * Arcane, Implement, Radiant, Zone
  230. Standard Action Area burst 1 within 10 squares
  231. Target: Each creature in burst
  232. Attack: Charisma vs. Reflex
  233. Hit: 3d6 + Charisma modifier radiant damage
  234. Effect: The burst creates a zone of piercing light that lasts
  235. until the end of your next turn. You gain a +2 power bonus
  236. to Insight and Perception checks against each creature
  237. within the zone. Each enemy within the zone grants
  238. combat advantage. As a move action, you can move the zone 3 squares.
  239. Sustain Minor: The zone persists.
  240.  
  241.  
  242.  
  243. Utility powers
  244. Invert Resistance [ ]
  245. Daily * Arcane
  246. Minor Action Close burst 5
  247. Target: Each enemy in burst
  248. Effect: Each target loses its resistances and gains vulnerable
  249. 5 to the damage types it had resistance against (save ends both).
  250.  
  251. Sorcerous Pulse [ ]
  252. Daily * Arcane
  253. Minor Action Personal
  254. Effect: Choose acid, cold, fire, force, lightning, necrotic,
  255. poison, psychic, radiant, or thunder. Until the end of the
  256. encounter, whenever you use an arcane power that has
  257. the chosen keyword, you can roll the damage twice and
  258. use the higher result.
  259.  
  260. Storm of Energy
  261. Daily * Arcane
  262. Minor Action Close burst 5
  263. Target: Each enemy in burst that is taking ongoing damage
  264. Effect: Each instance of ongoing damage that each target is
  265. taking increases by 1O.
  266.  
  267.  
  268.  
  269. Equipment ==========================================================
  270. Adventurer's Kit
  271. Jouneybread
  272. Ritual Book
  273. Ritual Componants (500 gp worth)
  274.  
  275. Armour of Starlight (cloth) + 3
  276. Property: Resist 10 radiant.
  277. Power (Encounter * Radiant): Minor Action. Until the
  278. end of your next turn, any enemy that hits you with an
  279. opportunity attack is blinded (save ends).
  280.  
  281. Graceful Weapon (Claws) +3
  282. Enhancement: Attack rolls and damage rolls
  283. Critical: + Dexterity modifier damage per plus
  284. Power (Daily): Immediate Reaction. Use this power
  285. when an enemy within your reach makes a melee
  286. attack against you. Make a melee basic attack against that enemy.
  287.  
  288. Amulet of Mental Resolve +3
  289. Enhancement: Fortitude, Reflex, and Will
  290. Property: Gain a +2 item bonus to saving throws against
  291. effects with the charm, illusion, or sleep keyword.
  292.  
  293.  
  294. Coins and Other Wealth =============================================
  295. 415 gold pieces
  296.  
  297. Languages Known ====================================================
  298. Common, Supernal
  299.  
  300. Rituals ============================================================
  301. Preserve Flame:
  302. You alter one fire within 5 squares of you that is the size
  303. of a bonfire or smaller. No amount of water or effort can
  304. douse the flame until the ritual's duration expires.
  305. You can voluntarily end this effect as a minor action.
  306.  
  307. Purify Water:
  308. You purify a volume of water. The amount of water you
  309. can purify is determined by the result of your Arcana
  310. check, Nature check, or Religion check.
  311.  
  312. Silence:
  313. You ward a single room (or a burst 4 area), against eavesdropping.
  314. Creatures attempting to listen to something in
  315. the warded area from outside the area take a –10 penalty
  316. to their Perception checks.
  317.  
  318. Tensor's Floating Disk:
  319. You create a slightly concave, circular plane of force that
  320. floats a foot off the ground and can carry what you lay upon it.
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