Coloursfall

John Egbert in D&D, because I am insane

Jul 16th, 2011
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  1. Name [John Egbert]
  2. Level [21]
  3. Class [Psion]
  4. Paragon [Uncarnite]
  5. Epic [Demigod]
  6. Race [Human]
  7. Size [Medium]
  8. Age [13]
  9. Gender [Male]
  10. Height [5'0"]
  11. Weight [100lbs]
  12. Alignment [Lawful Good]
  13. Deity [NA]
  14.  
  15. Total XP [175,000]
  16.  
  17. Initiative =========================================================
  18. +12 (+2 Dex, +10 half level)
  19.  
  20. Ability Scores =====================================================
  21. Strength......12 (+1) (+11 bonus + half level)
  22. Constitution..13 (+1) (+11 bonus + half level)
  23.  
  24. Dexterity.....14 (+2) (+12 bonus + half level)
  25. Intelligence..22 (+7) (+17 bonus + half level)
  26.  
  27. Wisdom........17 (+3) (+13 bonus + half level)
  28. Charisma......20 (+5) (+15 bonus + half level)
  29.  
  30. Defenses ===========================================================
  31. AC 25 (10 base, +10 half level, +5 armor, +0 class, +0 misc, +0 feat)
  32. Fort 22 (10 base, +10 half level, +1 Con, +0 class, +1 misc, +0 feat)
  33. Ref 28 (10 base, +10 half level, +7 Int, +0 class, +1 misc, +0 feat)
  34. Will 28 (10 base, +10 half level, +5 Cha, +0 class, +1 misc, +2 feat)
  35.  
  36. Hit Points =========================================================
  37. Max HP 93
  38. Bloodied 46 (half HP)
  39. Surge value 23 (quarter HP)
  40. Surges/day 8
  41.  
  42. Resistances, Weaknesses, Current Effects
  43.  
  44.  
  45. Power Points
  46. Total: 13 Used: 0
  47.  
  48. Movement ===========================================================
  49. Speed 6 squares (base 6, armor -0)
  50.  
  51. Senses =============================================================
  52. Passive Insight 00 (10 base, Skill +0)
  53. Passive Perception 00 (10 base, Skill +0)
  54.  
  55. Race Features ======================================================
  56.  
  57. Bonus At-Will Power: You know one extra at-will power from your class.
  58.  
  59. Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
  60.  
  61. Bonus Skill: You gain training in one additional skill from your class skill list.
  62.  
  63. Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses.
  64.  
  65.  
  66. Class/Path/Destiny Features ========================================
  67.  
  68.  
  69. Far Hand:
  70. Encounter * Psionic
  71. Minor Action Ranged 5
  72. Target: One object that weighs 20 pounds or less and isn't
  73. carried by another creature
  74. Effect: You either move the target to a square within range
  75. or manipulate it. When you move the target with this
  76. power, you can cause the target to remain aloft until the
  77. end of your next turn. If you are holding the target when
  78. you use this power, you can put it into a container that's
  79. on your person and simultaneously move a second object
  80. that you're carrying to your hand. The second object then
  81. becomes the target if it weighs 20 pounds or I'ess.
  82. Sustain Minor: You either move the target to a square
  83. within range or manipulate it.
  84.  
  85. Forceful Push:
  86. Encounter * Psionic
  87. Free Action Ranged 10
  88. Target: One creature
  89. Effect: You slide the target 3 square. but not into hinderingterrain.
  90.  
  91. Flicker into Nothing: When you spend an action point to attack with a psionic power,
  92. you become insubstantial until the end of your next turn.
  93.  
  94. Misty Step: Your psionic attacks ignore the insubstantial quality.
  95.  
  96. Paragon Power Points: You gain 2 additional power points.
  97.  
  98. Discarnate Form (16th level): When you spend at least 4 power pOints to augment a psionic power,
  99. you become insubstantial until the end of your next turn.
  100.  
  101. Divine Spark: Increase two ability scores of your choice by 2 each.
  102.  
  103.  
  104.  
  105. Skills =============================================================
  106. Acrobatics +17 (+12 Dex/half-level, +5 trained)
  107. Arcana +22 (+17 Int/half-level, +5 trained)
  108. Athletics +11 (+11 Str/half-level)
  109. Bluff +15 (+15 Cha/half-level)
  110. Diplomacy +20 (+15 Cha/half-level, +5 trained)
  111. Dungeoneering +13 (+13 Wis/half-level)
  112. Endurance +11 (+11 Con/half-level)
  113. Heal +13 (+13 Wis/half-level)
  114. History +17 (+17 Int/half-level)
  115. Insight +18 (+13 Wis/half-level, +5 trained)
  116. Intimidate +15 (+15 Cha/half-level)
  117. Nature +13 (+13 Wis/half-level)
  118. Perception +18 (+13 Wis/half-level, +5 trained)
  119. Religion +17 (+17 Int/half-level)
  120. Stealth +12 (+12 Dex/half-level)
  121. Streetwise +15 (+15 Cha/half-level)
  122. Thievery +12 (+12 Dex/half-level)
  123.  
  124. Feats ==============================================================
  125. Bloodied Concentration: +1 to attacks with augmented at-will powers when bloodied.
  126. Boundless Enthusiasm: Regain 2 power points with first Critical hit during encounter
  127. Hammering Iron: Push target after opportunity attack when using hammer
  128. Orbiting Object: Sustain far hand for free if target is adjacent or in your space
  129. Inescapable Force: Force powers ignore insubstantial, deal additional damage
  130. Long Step: Add 1 square to any shift you make
  131. Human Perseverance: +1 to saving throws
  132. Action Surge: +3 to attacks when you spend an action point
  133. Action Recovery: Gain extra saving throws by spending action point
  134. Improved Second Wind: Heal 5 additional damage with second wind
  135. Epic Resurgence: Regain encounter attack power on critical hit
  136. Indomitable Will: +2 to Will, +2 to saving throws against dazed, dominated, or stunned
  137. Reserve Maneuver: Swap encounter powers during rest
  138. Quick Recovery: Regain additional hp after resting
  139.  
  140. Power Index ========================================================
  141. Check the box when the power is used.
  142. Clear the box when the power renews.
  143.  
  144. At-Will Powers
  145. Force Punch
  146. At-Will +Augmentable, Force, Implement, Psionic
  147. Standard
  148. Action Melee 1
  149. Target: One creature
  150. Attack: Intelligence vs. Fortitude
  151. Hit: ld8 + Intelligence modifierforce damage, and you
  152. push the target and each enemy adjacent to you 1 square
  153. Augment 1
  154. Hit: As above, but you push the target a number of squares
  155. equal to your Wisdom modifier.
  156. Augment 2
  157. Hit: 1d8 + Intelligence modifier + Wisdom modifier
  158. force damage, and you knock the target prone. In addition,
  159. you push the target and each enemy adjacent to you 1 square
  160.  
  161. Force Hammer
  162. At-Will * Augmentable, Force, Implement, Psionic
  163. Standard Action Area burst 1 within 10 squares
  164. Target: Each creature in burst
  165. Attack: Intelligence vs. Fortitude
  166. Hit: 1 d6 + Intelligence modifier force damage, and the
  167. target is slowed until the end of your next turn.
  168. Augment 1
  169. Hit: As above, and the target can't shift until the end of
  170. your next turn.
  171. Augment 2
  172. Hit: 1d8 + Intelligence modifier force damage, and you
  173. knock the target prone
  174.  
  175. Force Grasp
  176. At-Will * Augmentable, Force, Implement, Psionic
  177. Standard Action Ranged 10
  178. Target: One creature
  179. Attack: Intelligence vs. Fortitude
  180. Hit:1d8 +Intelligence modifier force damage, and the
  181. target is slowed until the end of your next turn.
  182. Augment 1
  183. Target: One creature or two creatures adjacent to each other
  184. Augment2
  185. Target: One or two creatures
  186. Hit: 1d8 + Intelligence modifier force damage, and the
  187. target is immobilized until the end of your next turn.
  188.  
  189. Thunder Tether
  190. At-Will * Augmentable, Implement, Psionic, Thunder
  191. Standard Action Area burst 2 within 10 squares
  192. Target: One or two creatures in burst
  193. Attack: Intelligence vs. Reflex
  194. Hit: 1 d8 + Intelligence modifier thunder damage. If the
  195. target moves on its next turn, it takes thunder damage
  196. equal to your Wisdom modifier.
  197. Augment 1 (Zone)
  198. Hit: As above, and the burst creates a zone that lasts until
  199. the end of your next turn. The target can't leave the zone
  200. during its next turn.
  201. Augment 4
  202. Hit: 3d8 + Intelligence modifier thunder damage. If the
  203. target moves before the start of your next turn, it and
  204. each creature adjacent to it at the start of that move
  205. take thunder damage equal to your Wisdom modifier.
  206.  
  207.  
  208.  
  209. Encounter Powers
  210. Phantom Hook [ ]
  211. Encounter * Augmentable, Implement, Psionic, Psychic
  212. Standard Action Ranged 20
  213. Target: One creature
  214. Attack: Intelligence vs. Fortitude
  215. Hit: 2dl0 + Intelligence modifier psychic damage, and you
  216. pull the target 1 square. If the target is insubstantial, it
  217. loses the insubstantial quality until the end of your next turn.
  218. Augment 2
  219. Hit: 2d12 + Intelligence modifier psychic damage, and you
  220. pull the target 5 squares. If you pull the target to a square
  221. adjacent to you, the target is immobilized until the end
  222. of your next turn. If the target is insubstantial, it loses the
  223. insubstantial quality until the end of your next turn.
  224.  
  225.  
  226.  
  227. Daily powers
  228. Dissolve the Flesh [ ]
  229. Daily * Implement, Psionic
  230. Standard Action Area burst 1 within 20 squares
  231. Target: Each enemy in burst
  232. Attack: Intelligence vs. Fortitude
  233. Hit: 3d6 + Intelligence modifier damage, and ongoing 10 damage (save ends).
  234. First Failed Saving Throw: The target is also dazed (save ends).
  235. Miss: Half damage, and ongoing 5 damage (save ends).
  236.  
  237. Crushing Bludgeon []
  238. Daily * Force, Implement, Psionic
  239. Standard Action Ranged 10
  240. Target: One creature
  241. Attack: Intelligence vs. AC
  242. Hit: 4d1 0 + Intelligence modifier force damage, and the
  243. target Is slowed (saved ends).
  244. Miss: Half damage, and the target is slowed until the end of your next turn.
  245.  
  246. Crisis of Breath []
  247. Daily * Implement, Psionic, Reliable
  248. Standard Action Ranged 20
  249. Target: One creature
  250. Attack: Intelligence vs. Fortitude
  251. Hit: 2d8 + Intelligence modifier damage, and ongoing 10
  252. damage (save ends). The target takes a -4 penalty to its
  253. first saving throw against this ongOing damage.
  254. Sustain Minor: The target takes a -2 penalty to its next
  255. saving throw against the ongoing damage.
  256.  
  257. Mind Blast []
  258. Daily * Implement, Psionic
  259. Standard Action Close blast S
  260. Target: Each creature in blast
  261. Attack: Intelligence vs. Will
  262. Hit: The target is stunned (save ends).
  263. Miss: The target is dazed until the end ofyour next turn.
  264.  
  265.  
  266.  
  267. Utility powers
  268. Shed Body [ ]
  269. Daily * Psionic
  270. Minor Action Personal
  271. Effect: You become a being of thought until the end of the
  272. encounter. In this form, you are insubstantial, gain fly 6
  273. (hover; altitude limit 2) and a +2 power bonus to AC and
  274. Reflex, and can't take standard actions. You can end the
  275. effect as a minor action.
  276.  
  277. Sky Hook []
  278. Daily * Psionic
  279. Minor Action Personal
  280. Effect: Until the end of the encounter, you have a fly speed
  281. equal to your speed (hover; altitude limit 2).
  282.  
  283. Freedom of Movement []
  284. Daily * Psionic
  285. Minor Action Area burst 2 within 10 squares
  286. Target; Each ally in burst
  287. Effect: You slide each target a number of squares equal to
  288. 1 + your Wisdom modifier. In addition, the immobilized,
  289. restrained, and slowed conditions end on each target,
  290. and if a target is grabbed, the grab ends.
  291.  
  292. Force Bubble []
  293. Encounter * Psionic
  294. Minor Action Close burst 1
  295. Target: You and each ally in burst
  296. Effect: Choose cold, fire, force, lightning, necrotic, radiant,
  297. or thunder. Until the end ofyour next turn, each target
  298. gains resistance to that damage type, but only when the
  299. damage is from ranged or area attacks. The resistance
  300. equals 5 + your Intelligence modifier.
  301.  
  302.  
  303.  
  304. Equipment ==========================================================
  305. Adventurer's Kit
  306. Jouneybread
  307.  
  308. Skybound Robe +5
  309. Power (Encounter): Free Action. Use this power when you
  310. make an Athletics check to jump. You jump an additional
  311. number of squares equal to this armor’s enhancement
  312. bonus. This jump can exceed your normal movement.
  313.  
  314. Blacksmelt Hammer +5
  315. Power (Daily): Minor Action. Your attacks with this
  316. weapon deal extra damage equal to the weapon’s
  317. enhancement bonus until the end of your next turn
  318.  
  319.  
  320. Coins and Other Wealth =============================================
  321. 1000 gold pieces
  322.  
  323. Languages Known ====================================================
  324. Common
  325.  
  326. Rituals ============================================================
  327. N/A
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