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- Name [John Egbert]
- Level [21]
- Class [Psion]
- Paragon [Uncarnite]
- Epic [Demigod]
- Race [Human]
- Size [Medium]
- Age [13]
- Gender [Male]
- Height [5'0"]
- Weight [100lbs]
- Alignment [Lawful Good]
- Deity [NA]
- Total XP [175,000]
- Initiative =========================================================
- +12 (+2 Dex, +10 half level)
- Ability Scores =====================================================
- Strength......12 (+1) (+11 bonus + half level)
- Constitution..13 (+1) (+11 bonus + half level)
- Dexterity.....14 (+2) (+12 bonus + half level)
- Intelligence..22 (+7) (+17 bonus + half level)
- Wisdom........17 (+3) (+13 bonus + half level)
- Charisma......20 (+5) (+15 bonus + half level)
- Defenses ===========================================================
- AC 25 (10 base, +10 half level, +5 armor, +0 class, +0 misc, +0 feat)
- Fort 22 (10 base, +10 half level, +1 Con, +0 class, +1 misc, +0 feat)
- Ref 28 (10 base, +10 half level, +7 Int, +0 class, +1 misc, +0 feat)
- Will 28 (10 base, +10 half level, +5 Cha, +0 class, +1 misc, +2 feat)
- Hit Points =========================================================
- Max HP 93
- Bloodied 46 (half HP)
- Surge value 23 (quarter HP)
- Surges/day 8
- Resistances, Weaknesses, Current Effects
- Power Points
- Total: 13 Used: 0
- Movement ===========================================================
- Speed 6 squares (base 6, armor -0)
- Senses =============================================================
- Passive Insight 00 (10 base, Skill +0)
- Passive Perception 00 (10 base, Skill +0)
- Race Features ======================================================
- Bonus At-Will Power: You know one extra at-will power from your class.
- Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
- Bonus Skill: You gain training in one additional skill from your class skill list.
- Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses.
- Class/Path/Destiny Features ========================================
- Far Hand:
- Encounter * Psionic
- Minor Action Ranged 5
- Target: One object that weighs 20 pounds or less and isn't
- carried by another creature
- Effect: You either move the target to a square within range
- or manipulate it. When you move the target with this
- power, you can cause the target to remain aloft until the
- end of your next turn. If you are holding the target when
- you use this power, you can put it into a container that's
- on your person and simultaneously move a second object
- that you're carrying to your hand. The second object then
- becomes the target if it weighs 20 pounds or I'ess.
- Sustain Minor: You either move the target to a square
- within range or manipulate it.
- Forceful Push:
- Encounter * Psionic
- Free Action Ranged 10
- Target: One creature
- Effect: You slide the target 3 square. but not into hinderingterrain.
- Flicker into Nothing: When you spend an action point to attack with a psionic power,
- you become insubstantial until the end of your next turn.
- Misty Step: Your psionic attacks ignore the insubstantial quality.
- Paragon Power Points: You gain 2 additional power points.
- Discarnate Form (16th level): When you spend at least 4 power pOints to augment a psionic power,
- you become insubstantial until the end of your next turn.
- Divine Spark: Increase two ability scores of your choice by 2 each.
- Skills =============================================================
- Acrobatics +17 (+12 Dex/half-level, +5 trained)
- Arcana +22 (+17 Int/half-level, +5 trained)
- Athletics +11 (+11 Str/half-level)
- Bluff +15 (+15 Cha/half-level)
- Diplomacy +20 (+15 Cha/half-level, +5 trained)
- Dungeoneering +13 (+13 Wis/half-level)
- Endurance +11 (+11 Con/half-level)
- Heal +13 (+13 Wis/half-level)
- History +17 (+17 Int/half-level)
- Insight +18 (+13 Wis/half-level, +5 trained)
- Intimidate +15 (+15 Cha/half-level)
- Nature +13 (+13 Wis/half-level)
- Perception +18 (+13 Wis/half-level, +5 trained)
- Religion +17 (+17 Int/half-level)
- Stealth +12 (+12 Dex/half-level)
- Streetwise +15 (+15 Cha/half-level)
- Thievery +12 (+12 Dex/half-level)
- Feats ==============================================================
- Bloodied Concentration: +1 to attacks with augmented at-will powers when bloodied.
- Boundless Enthusiasm: Regain 2 power points with first Critical hit during encounter
- Hammering Iron: Push target after opportunity attack when using hammer
- Orbiting Object: Sustain far hand for free if target is adjacent or in your space
- Inescapable Force: Force powers ignore insubstantial, deal additional damage
- Long Step: Add 1 square to any shift you make
- Human Perseverance: +1 to saving throws
- Action Surge: +3 to attacks when you spend an action point
- Action Recovery: Gain extra saving throws by spending action point
- Improved Second Wind: Heal 5 additional damage with second wind
- Epic Resurgence: Regain encounter attack power on critical hit
- Indomitable Will: +2 to Will, +2 to saving throws against dazed, dominated, or stunned
- Reserve Maneuver: Swap encounter powers during rest
- Quick Recovery: Regain additional hp after resting
- Power Index ========================================================
- Check the box when the power is used.
- Clear the box when the power renews.
- At-Will Powers
- Force Punch
- At-Will +Augmentable, Force, Implement, Psionic
- Standard
- Action Melee 1
- Target: One creature
- Attack: Intelligence vs. Fortitude
- Hit: ld8 + Intelligence modifierforce damage, and you
- push the target and each enemy adjacent to you 1 square
- Augment 1
- Hit: As above, but you push the target a number of squares
- equal to your Wisdom modifier.
- Augment 2
- Hit: 1d8 + Intelligence modifier + Wisdom modifier
- force damage, and you knock the target prone. In addition,
- you push the target and each enemy adjacent to you 1 square
- Force Hammer
- At-Will * Augmentable, Force, Implement, Psionic
- Standard Action Area burst 1 within 10 squares
- Target: Each creature in burst
- Attack: Intelligence vs. Fortitude
- Hit: 1 d6 + Intelligence modifier force damage, and the
- target is slowed until the end of your next turn.
- Augment 1
- Hit: As above, and the target can't shift until the end of
- your next turn.
- Augment 2
- Hit: 1d8 + Intelligence modifier force damage, and you
- knock the target prone
- Force Grasp
- At-Will * Augmentable, Force, Implement, Psionic
- Standard Action Ranged 10
- Target: One creature
- Attack: Intelligence vs. Fortitude
- Hit:1d8 +Intelligence modifier force damage, and the
- target is slowed until the end of your next turn.
- Augment 1
- Target: One creature or two creatures adjacent to each other
- Augment2
- Target: One or two creatures
- Hit: 1d8 + Intelligence modifier force damage, and the
- target is immobilized until the end of your next turn.
- Thunder Tether
- At-Will * Augmentable, Implement, Psionic, Thunder
- Standard Action Area burst 2 within 10 squares
- Target: One or two creatures in burst
- Attack: Intelligence vs. Reflex
- Hit: 1 d8 + Intelligence modifier thunder damage. If the
- target moves on its next turn, it takes thunder damage
- equal to your Wisdom modifier.
- Augment 1 (Zone)
- Hit: As above, and the burst creates a zone that lasts until
- the end of your next turn. The target can't leave the zone
- during its next turn.
- Augment 4
- Hit: 3d8 + Intelligence modifier thunder damage. If the
- target moves before the start of your next turn, it and
- each creature adjacent to it at the start of that move
- take thunder damage equal to your Wisdom modifier.
- Encounter Powers
- Phantom Hook [ ]
- Encounter * Augmentable, Implement, Psionic, Psychic
- Standard Action Ranged 20
- Target: One creature
- Attack: Intelligence vs. Fortitude
- Hit: 2dl0 + Intelligence modifier psychic damage, and you
- pull the target 1 square. If the target is insubstantial, it
- loses the insubstantial quality until the end of your next turn.
- Augment 2
- Hit: 2d12 + Intelligence modifier psychic damage, and you
- pull the target 5 squares. If you pull the target to a square
- adjacent to you, the target is immobilized until the end
- of your next turn. If the target is insubstantial, it loses the
- insubstantial quality until the end of your next turn.
- Daily powers
- Dissolve the Flesh [ ]
- Daily * Implement, Psionic
- Standard Action Area burst 1 within 20 squares
- Target: Each enemy in burst
- Attack: Intelligence vs. Fortitude
- Hit: 3d6 + Intelligence modifier damage, and ongoing 10 damage (save ends).
- First Failed Saving Throw: The target is also dazed (save ends).
- Miss: Half damage, and ongoing 5 damage (save ends).
- Crushing Bludgeon []
- Daily * Force, Implement, Psionic
- Standard Action Ranged 10
- Target: One creature
- Attack: Intelligence vs. AC
- Hit: 4d1 0 + Intelligence modifier force damage, and the
- target Is slowed (saved ends).
- Miss: Half damage, and the target is slowed until the end of your next turn.
- Crisis of Breath []
- Daily * Implement, Psionic, Reliable
- Standard Action Ranged 20
- Target: One creature
- Attack: Intelligence vs. Fortitude
- Hit: 2d8 + Intelligence modifier damage, and ongoing 10
- damage (save ends). The target takes a -4 penalty to its
- first saving throw against this ongOing damage.
- Sustain Minor: The target takes a -2 penalty to its next
- saving throw against the ongoing damage.
- Mind Blast []
- Daily * Implement, Psionic
- Standard Action Close blast S
- Target: Each creature in blast
- Attack: Intelligence vs. Will
- Hit: The target is stunned (save ends).
- Miss: The target is dazed until the end ofyour next turn.
- Utility powers
- Shed Body [ ]
- Daily * Psionic
- Minor Action Personal
- Effect: You become a being of thought until the end of the
- encounter. In this form, you are insubstantial, gain fly 6
- (hover; altitude limit 2) and a +2 power bonus to AC and
- Reflex, and can't take standard actions. You can end the
- effect as a minor action.
- Sky Hook []
- Daily * Psionic
- Minor Action Personal
- Effect: Until the end of the encounter, you have a fly speed
- equal to your speed (hover; altitude limit 2).
- Freedom of Movement []
- Daily * Psionic
- Minor Action Area burst 2 within 10 squares
- Target; Each ally in burst
- Effect: You slide each target a number of squares equal to
- 1 + your Wisdom modifier. In addition, the immobilized,
- restrained, and slowed conditions end on each target,
- and if a target is grabbed, the grab ends.
- Force Bubble []
- Encounter * Psionic
- Minor Action Close burst 1
- Target: You and each ally in burst
- Effect: Choose cold, fire, force, lightning, necrotic, radiant,
- or thunder. Until the end ofyour next turn, each target
- gains resistance to that damage type, but only when the
- damage is from ranged or area attacks. The resistance
- equals 5 + your Intelligence modifier.
- Equipment ==========================================================
- Adventurer's Kit
- Jouneybread
- Skybound Robe +5
- Power (Encounter): Free Action. Use this power when you
- make an Athletics check to jump. You jump an additional
- number of squares equal to this armor’s enhancement
- bonus. This jump can exceed your normal movement.
- Blacksmelt Hammer +5
- Power (Daily): Minor Action. Your attacks with this
- weapon deal extra damage equal to the weapon’s
- enhancement bonus until the end of your next turn
- Coins and Other Wealth =============================================
- 1000 gold pieces
- Languages Known ====================================================
- Common
- Rituals ============================================================
- N/A
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