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- Name [Gavin]
- Level [10]
- Class [Psion]
- Paragon [N/A]
- Race [Gnome]
- Size [S]
- Age [10]
- Gender [M]
- Height [3']
- Weight [30 lbs]
- Alignment [Neutral Good]
- Deity [N/A]
- Total XP []
- Initiative =========================================================
- +6 (+1 Dex, +5 half level)
- Ability Scores =====================================================
- Strength......08 (+4) (-1 bonus + half level)
- Constitution..11 (+5) (+4 bonus + half level)
- Dexterity.....12 (+6) (+1 bonus + half level)
- Intelligence..20 (+10) (+5 bonus + half level)
- Wisdom........11 (+5) (+0 bonus + half level)
- Charisma......20 (+10) (+5 bonus + half level)
- Defenses ===========================================================
- AC 19 (10 base, +5 half level, +2 armor, +0 class, +0 misc, +2 feat)
- Fort 15 (10 base, +5 half level, +0 Con, +0 class, +0 misc, +0 feat)
- Ref 20 (10 base, +5 half level, +5 Int, +0 class, +0 misc, +0 feat)
- Will 22 (10 base, +5 half level, +5 Cha, +2 class, +0 misc, +0 feat)
- Hit Points =========================================================
- Max HP 59
- Bloodied 29 (half HP)
- Surge value 15 (quarter HP)
- Surges/day 11
- Resistances, Weaknesses, Current Effects:
- Movement ===========================================================
- Speed 5 squares (base 5, armor -0)
- Senses =============================================================
- Passive Insight 15 (10 base, Skill +5)
- Passive Perception 20 (10 base, Skill +10)
- Low-Light vision
- Race Features ======================================================
- Fey Origin: Your ancestors were native to the Feywild,
- so you are considered a fey creature for the purpose
- of effects that relate to creature origin.
- Master Trickster: Once per encounter, you can use
- the wizard cantrip ghost sound as a minor action.
- Reactive Stealth: If you have any cover or concealment
- when you make an initiative check, you can make a Stealth check.
- Trickster’s Cunning: You have a +5 racial bonus to saving throws against illusions.
- Fade Away: You have the fade away power.
- Class/Path/Destiny Features ========================================
- Dicipline Focus: Telekinesis
- Ritual Casting
- Psionic Augmentation [Power Points: 6/6]
- Skills =============================================================
- Acrobatics +6 (+6 Dex/half-level)
- Arcana +17 (+10 Int/half-level, +5 trained)
- Athletics +4 (+4 Str/half-level)
- Bluff +15 (+10 Cha/half-level, +5 trained)
- Diplomacy +15 (+10 Cha/half-level, +5 trained)
- Dungeoneering +5 (+5 Wis/half-level)
- Endurance +5 (+5 Con/half-level)
- Heal +5 (+5 Wis/half-level)
- History +10 (+10 Int/half-level)
- Insight +5 (+5 Wis/half-level)
- Intimidate +10 (+10 Cha/half-level)
- Nature +5 (+5 Wis/half-level)
- Perception +10 (+5 Wis/half-level, +5 trained)
- Religion +10 (+10 Int/half-level)
- Stealth +8 (+6 Dex/half-level)
- Streetwise +10 (+10 Cha/half-level)
- Thievery +6 (+6 Dex/half-level)
- Feats ==============================================================
- Ritual Caster: Master and perform rituals
- Unseen Dread: Slide target you are hidden from after hitting with attack
- Unarmored Agility: +2 AC while wearing cloth armor or no armor
- Precise Mind: +1 attack with unaugmented psionic at-wills after you hit with augmented psionic attack power
- Fey Trickster: Gain mage hand and prestidigitation as encounter powers
- Shadow Skulk: Stay hidden when you miss with area or ranged attack
- Focused Mind: +4 to saving throws against dazing and stunning effects
- Power Index ========================================================
- Check the box when the power is used.
- Clear the box when the power renews.
- At-Will Powers
- Ghost Sound
- At-Will * Arcane, Illusion
- Standard Action Ranged 10
- Target: One object or unoccupied square
- Effect: You cause a sound as quiet as a whisper or as loud as
- a yelling or fighting creature to emanate from the target.
- You can produce nonvocal sounds such as the ringing of a
- sword blow, jingling armor, or scraping stone. If you whisper,
- you can whisper quietly enough that only creatures
- adjacent to the target can hear your words.
- Mage Hand
- At-Will * Arcane, Conjuration
- Minor Action Ranged 5
- Effect: You conjure a spectral, floating hand in an unoccupied
- square within range. The hand picks up, moves,
- or manipulates an adjacent object weighing 20 pounds
- or less and carries it up to 5 squares. If you are holding
- the object when you use this power, the hand can move
- the object into a pack, a pouch, a sheath, or a similar container
- and simultaneously move any one object carried or
- worn anywhere on your body into your hand.
- As a move action, you can move the hand up to 5
- squares. As a free action, you can cause the hand to drop
- an object it is holding, and as a minor action, you can
- cause the hand to pick up or manipulate a different object.
- Sustain Minor: You can sustain the hand indefinitely.
- Special: You can create only one hand at a time.
- Prestidigitation
- At-Will * Arcane
- Standard Action Ranged 2
- Effect: Use this cantrip to accomplish one of the effects given below.
- * Move up to 1 pound of material.
- * Create a harmless sensory effect, such as a shower
- of sparks, a puff of wind, faint music, or a strong odor.
- * Color, clean, or soil items in 1 cubic foot for up to 1 hour.
- * Instantly light (or snuff out) a candle, a torch, or a small campfire.
- * Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
- * Make a small mark or symbol appear on a surface for up to 1 hour.
- * Produce out of nothingness a small item or image
- that exists until the end of your next turn.
- * Make a small, handheld item invisible until the end of your next turn.
- Nothing you create with this cantrip can deal damage,
- serve as a weapon or a tool, or hinder another creature’s
- actions. This cantrip cannot duplicate the effect of any other power.
- Special: You can have as many as three prestidigitation effects active at one time.
- Burning Flux
- At-Will * Augmentable, Fire, Implement, Psionic, Zone
- Standard Action Ranged 10
- Target: One creature
- Attack: Intelligence vs. Reflex
- Hit: 1 d6 +Intelligence modifier fire damage.
- Effect: Choose a square in the target's space. That square becomes a zone that lasts until the end of your next turn.
- Any creature that enters the zone, starts its turn there, or starts its turn adjacent to it takes fire damage equal to your Wisdom modifier.
- Augment 1
- Effect: As above, and the zone is totally obscured.
- Augment 2
- Area burst 1 within 10 squares
- Target: Each creature in burst
- Hit: 2d6 + Intelligence modifier fire damage.
- Effect: The burst creates a zone that lasts until the end of your next turn. The zone is totally obscured,
- and any creature that enters the zone or starts its turn there takes fire damage equal to your Wisdom modifier
- Mind Break
- At-Will * Augmentable, Implement, Psionic, Psychic
- Standard Action Ranged 10
- Target: One creature Attack: Intelligence vs. Will
- Hit: 1 d8 + Intelligence modifier psychiC damage, and the
- target gains vulnerability to psychic damage equal to your Charisma modifier until the end of your next turn.
- Special: You can use this power unaugmented as a ranged basic attack.
- Augment 1
- Hit: As above, but the vulnerability equals 5. The target loses psychic resistance until the end of your next turn.
- Augment 2
- Hit: 1d8 + Intelligence modifier psychic damage. and the target gains vulnerability to psychic damage equal to 5 + your Charisma modifier
- until the end of your next turn.
- Encounter Powers
- Fade Away [ ]
- Encounter * Illusion
- Immediate Reaction Personal
- Trigger: You take damage
- Effect: You are invisible until you attack or until the end of your next turn.
- 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 less.
- 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 1 square, but not into hindering terrain.
- Level 11: You slide the target 2 squares.
- Level 21: You slide the target 3 squares.
- Daily powers
- Inflict Pain [ ]
- Daily * Implement, Psionic, Psychic
- Standard Action Area burst 2 within 10 squares
- Target: Each enemy in burst
- Attack: Intelligence vs. Will
- Hit: 2d6 + Intelligence modifier psychic damage, and the target is slowed and takes ongoing 5 psychic damage (save ends).
- Miss: Half damage, and the target is slowed until the end of your next turn.
- Sensory Onslaught [ ]
- Daily * Implement, Psionic, Psychic
- Standard Action Ranged 10
- Target: One creature
- Attack: Intelligence vs. Will
- Hit: 2d10 + Intelligence modifier psychic damage, and ongoing S psychic damage (save ends).
- Miss: Half damage.
- Effect: Until the end of your next turn, the target takes a
- -2 penalty to attack rolls and to all defenses, and it can't take opportunity actions
- Crisis of Identity [ ]
- Daily * Charm, Implement, Psionic, Psychic
- Standard Action Ranged 10
- Target: One creature
- Attack: Intelligence vs. Will
- Hit: 3d6 +Intelligence modifier psychic damage, and the target makes a melee basic attack as a free action
- against a creature of your choice, with a bonus to the attack roll and the damage roll equal to your Charisma modifier.
- Miss: Half damage.
- Utility powers
- Mental Void [ ]
- Encounter * Psionic
- Immediate Interrupt Personal
- Trigger: An enemy attack targets your Will
- Effect: You gain a +4 bonusto Will until the end of your
- next turn. If the triggering attacl~ misses, the attacker
- grants combat advantage until the end of your next turn.
- Shared Recovery [ ]
- Encounter * Psionic
- Free Action Personal
- Trigger: An ally within S squares of you regains hit points or succeeds on a saving throw
- Effect: You gain temporary hit points equal to twice your Intelligence modifier.
- Intellect Leech [ ]
- Daily * Psionic
- Minor Action Ranged 20
- Target: One creature
- Effect: Until the end of the encounter, whenever the target
- takes psychic damage while within 10 squares of you, you gain temporary hit points equal to S + your Charisma modifier.
- Equipment ==========================================================
- Adventurer's Kit
- Backpack
- Bedroll
- Flint and steel
- Pouch, belt
- Rations, trail (10 days)
- Rope, hempen (50 ft.)
- Sunrods x2
- Waterskin
- Jouneybread
- Sling [+2 prof, 1d6 damage, range 10, load free]
- Sling Bullets x40
- Staff of Knives +3
- Implement (Staff)
- Enhancement: Attack and Damage rolls
- Critical: +1d6 per plus, +1d12 per plus when used as melee weapon
- Power (At-Will): Minor action. You transform this item from a staff into a dagger or from a dagger to a staff.
- Survivor’s Armor +2 (Cloth)
- Enhancement: AC
- Power (Daily): Immediate Interrupt. Use this power when
- hit by an attack. Choose a willing ally within 5 squares of
- you. That ally takes the damage instead.
- Coins and Other Wealth =============================================
- 900 gold pieces
- Languages Known ====================================================
- Common, Elven
- Rituals ============================================================
- n/a
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