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- Name [Nefari]
- Level [10]
- Class [Sorcerer]
- Paragon []
- Race [Sphinx]
- Size [Large]
- Age [300]
- Gender [Female]
- Height [10']
- Weight [200lbs]
- Alignment [Unaligned]
- Deity [N/A]
- Total XP [20,500]
- Initiative =========================================================
- +9 (+0 Dex, +5 half level, +4 feat)
- Ability Scores =====================================================
- Strength......15 (+2) (+7 bonus + half level)
- Constitution..10 (+0) (+5 bonus + half level)
- Dexterity.....11 (+0) (+5 bonus + half level)
- Intelligence..15 (+2) (+7 bonus + half level)
- Wisdom........15 (+2) (+7 bonus + half level)
- Charisma......18 (+4) (+9 bonus + half level)
- Defenses ===========================================================
- AC 18 (10 base, +5 half level, +0 class, +0 misc, +0 feat, +3 armor)
- Fort 20 (10 base, +5 half level, +2 Str, +0 class, +3 misc, +0 feat)
- Ref 20 (10 base, +5 half level, +2 Int, +0 class, +3 misc, +0 feat)
- Will 24 (10 base, +5 half level, +4 Cha, +2 class, +3 misc, +0 feat)
- Hit Points =========================================================
- Max HP 67
- Bloodied 33 (half HP)
- Surge value 17 (quarter HP)
- Surges/day 6
- Resistances, Weaknesses, Current Effects
- 10 Radiant
- Movement ===========================================================
- Speed 6 squares (base 6, armor -0), Fly 6 (hover)
- Senses =============================================================
- Passive Insight 00 (10 base, Skill +0)
- Passive Perception 00 (10 base, Skill +0)
- Race Features ======================================================
- Riddle Me This:
- Encounter * Minor Action, Ranged 5 * Psychic
- Target: One creature
- Attack: Int + 4 vs Will
- The target is dazed until the end of the encounter or until it answers the riddle.
- To determine the answer, a creature must spend a minor action and succeed at a DC 25 History check.
- A target that does not attempt to answer the riddle during its turn takes 2d8 psychic damage at the
- end of its turn. An ally can provide the answer and end the effect.
- If an ally ends the effect, the target takes 2d8 psychic damage.
- Ancient Claws: The Sphinx's claws count as a light blade. 2d4 +3 damage, +3 proficiency.
- Corrective Mauling: When the target of your Riddle Me This fails the History check, you may use this attack.
- Standard Action * Reach 2
- Str +4 vs. AC;
- 1d10 + 5 damage, and the target is knocked prone.
- Increase to 2d10 at level 11 and 3d10 at level 21
- Class/Path/Destiny Features ========================================
- Spell Source - Cosmic Magic
- Cosmic Persistence:
- While you are not wearing heavy armor, you can use your
- Strength modifier in place of your Dexterity or
- Intelligence modifier to determine your AC.
- Cosmic Power
- You gain a bonus to the damage rolls of arcane powers equal to
- your Strength modifier. The bonus equals
- your Strength modifier + 2 at 11th level
- and your Strength modifier + 4 at 21st level.
- Soul of the Cosmic Cycle
- At the end of a short rest or an extended rest, you choose
- a cosmic phase from those described below
- and gain its benefits. The first time you become bloodied
- during an encounter, your phase immediately
- changes to the next higher-numbered phase.
- The resistance granted by this class feature
- increases to 10 at 11th level and to 15 at 21st
- level. While you have resistance from this
- class feature, your arcane powers ignore all
- targets' resistance to that damage type up to
- the value of your resistance.
- 1. Phase of the Sun
- At the start of your turn,
- each enemy adjacent to you takes fire and radiant
- damage equal to your Strength modifier.
- You gain a +2 feat bonus to initiative checks and Heal checks.
- You also gain resist 5 cold.
- 2. Phase of the Moon
- You gain a bonus to AC equal to the number of conscious enemies
- adjacent to you.
- You gain a +2 feat bonus to Bluff checks and Stealth checks.
- You also gain resist 5 psychic.
- 3. Phase of the Stars
- Whenever an enemy's attack misses you, you can teleport a number
- of squares equal to your Strength modifier as a free action.
- You gain a +2 feat bonus to Insight checks and Perception checks.
- You also gain resist 5 radiant.
- Skills =============================================================
- Acrobatics +7 (+5 Dex/half-level, +2 feat)
- Arcana +14 (+7 Int/half-level, +5 Trained, +2 race)
- Athletics +9 (+7 Str/half-level, +2 feat)
- Bluff +14 (+9 Cha/half-level, +5 Trained)
- Diplomacy +11 (+9 Cha/half-level, +2 feat)
- Dungeoneering +9 (+7 Wis/half-level, +2 feat)
- Endurance +7 (+5 Con/half-level, +2 feat)
- Heal +9 (+7 Wis/half-level, +2 feat)
- History +14 (+7 Int/half-level, +5 Trained, +2 race)
- Insight +14 (+7 Wis/half-level, +5 Trained, +2 race)
- Intimidate +11 (+9 Cha/half-level, +2 feat)
- Nature +9 (+7 Wis/half-level, +2 feat)
- Perception +9 (+7 Wis/half-level, +2 feat)
- Religion +9 (+7 Int/half-level, +2 feat)
- Stealth +7 (+5 Dex/half-level, +2 feat)
- Streetwise +11 (+9 Cha/half-level, +2 feat)
- Thievery +7 (+5 Dex/half-level, +2 feat)
- Feats ==============================================================
- Student of the Cosmos: You gain an additional benefit based on your current phase in the cosmic cycle.
- Arcane Spellfury: +1 to attack rolls after hitting with sorcerer at-will attack
- Improved Initiative: +4 to Initative
- Weapon Focus: +1 to damage with Light Blades
- Ritual Caster: You can master and perform rituals of your level or lower.
- Jack of all Trades: +2 to untrained Skill checks
- Power Index ========================================================
- Check the box when the power is used.
- Clear the box when the power renews.
- At-Will Powers
- Blazing Starfall
- At-Will * Arcane, Fire, Implement, Radiant, Zone
- Standard Action Area burst 1 within 10 squares
- Target: Each creature in burst
- Attack: Charisma vs Reflex
- Hit: 1d4 + Charisma modifier radiant damage.
- The burst creates a zone bounded by
- burning ground that lasts until the end ofyour next turn.
- Whenever an enemy within the zone leaves it,that
- enemy takes fire damage equal to your Strength modifier.
- Acid Orb
- At-Will * Acid, Arcane, Implement
- Standard Action Ranged 20
- Target: One creature
- Attack: Charisma vs. Reflex
- Hit: 1d10 + Charisma modifier acid damage.
- Special: This power can be used as a ranged basic attack.
- Encounter Powers
- Swirling Stars [ ]
- Encounter * Arcane, Cold, Implement, Thunder
- Standard Action Area burst 1 within 10 squares
- Target: Each creature in burst
- You can choose not to target a creature in
- the origin square of the burst.
- Attack: Charisma vs. Reflex
- Hit: 2d8 + Charisma modifier cold and thunder damage.
- Ray of the Moon [ ]
- Encounter * Arcane, Cold, Implement
- Standard Action Ranged 10
- Target: One creature
- Attack: Charisma vs. Will
- Hit: ld6 + Charisma modifier cold damage, and the target
- cannot shift until the end of its next turn.
- The target takes a -1 penalty on attack rolls
- until the end of its next turn.
- Frostbind [ ]
- [Encounter * Arcane, Cold, Implement
- Standard Action Ranged 10
- Target: One creature
- Attack: Charisma vs. Fortitude
- Hit: 3d6 + Charisma modifier cold damage, and the
- target takes a –2 penalty to Reflex until the end of your next turn.
- Daily powers
- Cosmos Call [ ]
- Daily * Arcane, Implement, Psychic
- Standard Action Ranged 10
- Target: One creature
- Attack: Charisma vs. Will
- Hit: ld8 + Charisma modifier psychic damage. choose the attack's addtional benefit.
- 1. The target takes ongoing 5 radiant damage (save ends), and the power gains the radiant keyword.
- 2. The target is slowed (save ends).
- 3. The target is dazed (save ends).
- Miss: Half damage.
- Moon and Stars [ ]
- Daily * Arcane, Implement; Varies
- Standard Action Ranged 10
- Target: One or two creatures
- Attack: Charisma vs. Reflex
- Hit: 3d6 + Charisma modifier cold or radiant damage. The
- damage 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 ifyou hit two targets).
- Miss: Half damage (your choice of cold or radiant).
- Sun's Illumination [ ]
- Daily * Arcane, Implement, Radiant, Zone
- Standard Action Area burst 1 within 10 squares
- Target: Each creature in burst
- Attack: Charisma vs. Reflex
- Hit: 3d6 + Charisma modifier radiant damage
- Effect: The burst creates a zone of piercing light that lasts
- until the end of your next turn. You gain a +2 power bonus
- to Insight and Perception checks against each creature
- within the zone. Each enemy within the zone grants
- combat advantage. As a move action, you can move the zone 3 squares.
- Sustain Minor: The zone persists.
- Utility powers
- Invert Resistance [ ]
- Daily * Arcane
- Minor Action Close burst 5
- Target: Each enemy in burst
- Effect: Each target loses its resistances and gains vulnerable
- 5 to the damage types it had resistance against (save ends both).
- Sorcerous Pulse [ ]
- Daily * Arcane
- Minor Action Personal
- Effect: Choose acid, cold, fire, force, lightning, necrotic,
- poison, psychic, radiant, or thunder. Until the end of the
- encounter, whenever you use an arcane power that has
- the chosen keyword, you can roll the damage twice and
- use the higher result.
- Storm of Energy
- Daily * Arcane
- Minor Action Close burst 5
- Target: Each enemy in burst that is taking ongoing damage
- Effect: Each instance of ongoing damage that each target is
- taking increases by 1O.
- Equipment ==========================================================
- Adventurer's Kit
- Jouneybread
- Ritual Book
- Ritual Componants (500 gp worth)
- Armour of Starlight (cloth) + 3
- Property: Resist 10 radiant.
- Power (Encounter * Radiant): Minor Action. Until the
- end of your next turn, any enemy that hits you with an
- opportunity attack is blinded (save ends).
- Graceful Weapon (Claws) +3
- Enhancement: Attack rolls and damage rolls
- Critical: + Dexterity modifier damage per plus
- Power (Daily): Immediate Reaction. Use this power
- when an enemy within your reach makes a melee
- attack against you. Make a melee basic attack against that enemy.
- Amulet of Mental Resolve +3
- Enhancement: Fortitude, Reflex, and Will
- Property: Gain a +2 item bonus to saving throws against
- effects with the charm, illusion, or sleep keyword.
- Coins and Other Wealth =============================================
- 415 gold pieces
- Languages Known ====================================================
- Common, Supernal
- Rituals ============================================================
- Preserve Flame:
- You alter one fire within 5 squares of you that is the size
- of a bonfire or smaller. No amount of water or effort can
- douse the flame until the ritual's duration expires.
- You can voluntarily end this effect as a minor action.
- Purify Water:
- You purify a volume of water. The amount of water you
- can purify is determined by the result of your Arcana
- check, Nature check, or Religion check.
- Silence:
- You ward a single room (or a burst 4 area), against eavesdropping.
- Creatures attempting to listen to something in
- the warded area from outside the area take a –10 penalty
- to their Perception checks.
- Tensor's Floating Disk:
- You create a slightly concave, circular plane of force that
- floats a foot off the ground and can carry what you lay upon it.
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