Coloursfall

Gavin Sheet

Jan 21st, 2013
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  1. Name [Gavin]
  2. Level [10]
  3. Class [Psion]
  4. Paragon [N/A]
  5. Race [Gnome]
  6. Size [S]
  7. Age [10]
  8. Gender [M]
  9. Height [3']
  10. Weight [30 lbs]
  11. Alignment [Neutral Good]
  12. Deity [N/A]
  13.  
  14. Total XP []
  15.  
  16. Initiative =========================================================
  17. +6 (+1 Dex, +5 half level)
  18.  
  19. Ability Scores =====================================================
  20. Strength......08 (+4) (-1 bonus + half level)
  21. Constitution..11 (+5) (+4 bonus + half level)
  22.  
  23. Dexterity.....12 (+6) (+1 bonus + half level)
  24. Intelligence..20 (+10) (+5 bonus + half level)
  25.  
  26. Wisdom........11 (+5) (+0 bonus + half level)
  27. Charisma......20 (+10) (+5 bonus + half level)
  28.  
  29. Defenses ===========================================================
  30. AC 19 (10 base, +5 half level, +2 armor, +0 class, +0 misc, +2 feat)
  31. Fort 15 (10 base, +5 half level, +0 Con, +0 class, +0 misc, +0 feat)
  32. Ref 20 (10 base, +5 half level, +5 Int, +0 class, +0 misc, +0 feat)
  33. Will 22 (10 base, +5 half level, +5 Cha, +2 class, +0 misc, +0 feat)
  34.  
  35. Hit Points =========================================================
  36. Max HP 59
  37. Bloodied 29 (half HP)
  38. Surge value 15 (quarter HP)
  39. Surges/day 11
  40.  
  41. Resistances, Weaknesses, Current Effects:
  42.  
  43.  
  44. Movement ===========================================================
  45. Speed 5 squares (base 5, armor -0)
  46.  
  47. Senses =============================================================
  48. Passive Insight 15 (10 base, Skill +5)
  49. Passive Perception 20 (10 base, Skill +10)
  50. Low-Light vision
  51.  
  52. Race Features ======================================================
  53.  
  54. Fey Origin: Your ancestors were native to the Feywild,
  55. so you are considered a fey creature for the purpose
  56. of effects that relate to creature origin.
  57. Master Trickster: Once per encounter, you can use
  58. the wizard cantrip ghost sound as a minor action.
  59. Reactive Stealth: If you have any cover or concealment
  60. when you make an initiative check, you can make a Stealth check.
  61. Trickster’s Cunning: You have a +5 racial bonus to saving throws against illusions.
  62. Fade Away: You have the fade away power.
  63.  
  64.  
  65. Class/Path/Destiny Features ========================================
  66.  
  67. Dicipline Focus: Telekinesis
  68. Ritual Casting
  69. Psionic Augmentation [Power Points: 6/6]
  70.  
  71.  
  72. Skills =============================================================
  73. Acrobatics +6 (+6 Dex/half-level)
  74. Arcana +17 (+10 Int/half-level, +5 trained)
  75. Athletics +4 (+4 Str/half-level)
  76. Bluff +15 (+10 Cha/half-level, +5 trained)
  77. Diplomacy +15 (+10 Cha/half-level, +5 trained)
  78. Dungeoneering +5 (+5 Wis/half-level)
  79. Endurance +5 (+5 Con/half-level)
  80. Heal +5 (+5 Wis/half-level)
  81. History +10 (+10 Int/half-level)
  82. Insight +5 (+5 Wis/half-level)
  83. Intimidate +10 (+10 Cha/half-level)
  84. Nature +5 (+5 Wis/half-level)
  85. Perception +10 (+5 Wis/half-level, +5 trained)
  86. Religion +10 (+10 Int/half-level)
  87. Stealth +8 (+6 Dex/half-level)
  88. Streetwise +10 (+10 Cha/half-level)
  89. Thievery +6 (+6 Dex/half-level)
  90.  
  91. Feats ==============================================================
  92. Ritual Caster: Master and perform rituals
  93. Unseen Dread: Slide target you are hidden from after hitting with attack
  94. Unarmored Agility: +2 AC while wearing cloth armor or no armor
  95. Precise Mind: +1 attack with unaugmented psionic at-wills after you hit with augmented psionic attack power
  96. Fey Trickster: Gain mage hand and prestidigitation as encounter powers
  97. Shadow Skulk: Stay hidden when you miss with area or ranged attack
  98. Focused Mind: +4 to saving throws against dazing and stunning effects
  99.  
  100.  
  101. Power Index ========================================================
  102. Check the box when the power is used.
  103. Clear the box when the power renews.
  104.  
  105. At-Will Powers
  106. Ghost Sound
  107. At-Will * Arcane, Illusion
  108. Standard Action Ranged 10
  109. Target: One object or unoccupied square
  110. Effect: You cause a sound as quiet as a whisper or as loud as
  111. a yelling or fighting creature to emanate from the target.
  112. You can produce nonvocal sounds such as the ringing of a
  113. sword blow, jingling armor, or scraping stone. If you whisper,
  114. you can whisper quietly enough that only creatures
  115. adjacent to the target can hear your words.
  116.  
  117. Mage Hand
  118. At-Will * Arcane, Conjuration
  119. Minor Action Ranged 5
  120. Effect: You conjure a spectral, floating hand in an unoccupied
  121. square within range. The hand picks up, moves,
  122. or manipulates an adjacent object weighing 20 pounds
  123. or less and carries it up to 5 squares. If you are holding
  124. the object when you use this power, the hand can move
  125. the object into a pack, a pouch, a sheath, or a similar container
  126. and simultaneously move any one object carried or
  127. worn anywhere on your body into your hand.
  128. As a move action, you can move the hand up to 5
  129. squares. As a free action, you can cause the hand to drop
  130. an object it is holding, and as a minor action, you can
  131. cause the hand to pick up or manipulate a different object.
  132. Sustain Minor: You can sustain the hand indefinitely.
  133. Special: You can create only one hand at a time.
  134.  
  135. Prestidigitation
  136. At-Will * Arcane
  137. Standard Action Ranged 2
  138. Effect: Use this cantrip to accomplish one of the effects given below.
  139. * Move up to 1 pound of material.
  140. * Create a harmless sensory effect, such as a shower
  141. of sparks, a puff of wind, faint music, or a strong odor.
  142. * Color, clean, or soil items in 1 cubic foot for up to 1 hour.
  143. * Instantly light (or snuff out) a candle, a torch, or a small campfire.
  144. * Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
  145. * Make a small mark or symbol appear on a surface for up to 1 hour.
  146. * Produce out of nothingness a small item or image
  147. that exists until the end of your next turn.
  148. * Make a small, handheld item invisible until the end of your next turn.
  149. Nothing you create with this cantrip can deal damage,
  150. serve as a weapon or a tool, or hinder another creature’s
  151. actions. This cantrip cannot duplicate the effect of any other power.
  152. Special: You can have as many as three prestidigitation effects active at one time.
  153.  
  154. Burning Flux
  155. At-Will * Augmentable, Fire, Implement, Psionic, Zone
  156. Standard Action Ranged 10
  157. Target: One creature
  158. Attack: Intelligence vs. Reflex
  159. Hit: 1 d6 +Intelligence modifier fire damage.
  160. Effect: Choose a square in the target's space. That square becomes a zone that lasts until the end of your next turn.
  161. 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.
  162. Augment 1
  163. Effect: As above, and the zone is totally obscured.
  164. Augment 2
  165. Area burst 1 within 10 squares
  166. Target: Each creature in burst
  167. Hit: 2d6 + Intelligence modifier fire damage.
  168. Effect: The burst creates a zone that lasts until the end of your next turn. The zone is totally obscured,
  169. and any creature that enters the zone or starts its turn there takes fire damage equal to your Wisdom modifier
  170.  
  171. Mind Break
  172. At-Will * Augmentable, Implement, Psionic, Psychic
  173. Standard Action Ranged 10
  174. Target: One creature Attack: Intelligence vs. Will
  175. Hit: 1 d8 + Intelligence modifier psychiC damage, and the
  176. target gains vulnerability to psychic damage equal to your Charisma modifier until the end of your next turn.
  177. Special: You can use this power unaugmented as a ranged basic attack.
  178. Augment 1
  179. Hit: As above, but the vulnerability equals 5. The target loses psychic resistance until the end of your next turn.
  180. Augment 2
  181. Hit: 1d8 + Intelligence modifier psychic damage. and the target gains vulnerability to psychic damage equal to 5 + your Charisma modifier
  182. until the end of your next turn.
  183.  
  184.  
  185. Encounter Powers
  186. Fade Away [ ]
  187. Encounter * Illusion
  188. Immediate Reaction Personal
  189. Trigger: You take damage
  190. Effect: You are invisible until you attack or until the end of your next turn.
  191.  
  192. Far Hand [ ]
  193. Encounter * Psionic
  194. Minor Action Ranged 5
  195. Target: One object that weighs 20 pounds or less and isn't carried by another creature
  196. Effect: You either move the target to a square within range or manipulate it.
  197. When you move the target with this power, you can cause the target to remain aloft until the end of your next turn.
  198. If you are holding the target when you use this power, you can put it into a container that's on your person and
  199. simultaneously move a second object that you're carrying to your hand. The second object then becomes the target
  200. if it weighs 20 pounds or less.
  201. Sustain Minor: You either move the target to a square within range or manipulate it.
  202.  
  203. Forceful Push [ ]
  204. Encounter * Psionic
  205. Free Action Ranged 10
  206. Target: One creature
  207. Effect: You slide the target 1 square, but not into hindering terrain.
  208. Level 11: You slide the target 2 squares.
  209. Level 21: You slide the target 3 squares.
  210.  
  211.  
  212. Daily powers
  213. Inflict Pain [ ]
  214. Daily * Implement, Psionic, Psychic
  215. Standard Action Area burst 2 within 10 squares
  216. Target: Each enemy in burst
  217. Attack: Intelligence vs. Will
  218. Hit: 2d6 + Intelligence modifier psychic damage, and the target is slowed and takes ongoing 5 psychic damage (save ends).
  219. Miss: Half damage, and the target is slowed until the end of your next turn.
  220.  
  221. Sensory Onslaught [ ]
  222. Daily * Implement, Psionic, Psychic
  223. Standard Action Ranged 10
  224. Target: One creature
  225. Attack: Intelligence vs. Will
  226. Hit: 2d10 + Intelligence modifier psychic damage, and ongoing S psychic damage (save ends).
  227. Miss: Half damage.
  228. Effect: Until the end of your next turn, the target takes a
  229. -2 penalty to attack rolls and to all defenses, and it can't take opportunity actions
  230.  
  231. Crisis of Identity [ ]
  232. Daily * Charm, Implement, Psionic, Psychic
  233. Standard Action Ranged 10
  234. Target: One creature
  235. Attack: Intelligence vs. Will
  236. Hit: 3d6 +Intelligence modifier psychic damage, and the target makes a melee basic attack as a free action
  237. against a creature of your choice, with a bonus to the attack roll and the damage roll equal to your Charisma modifier.
  238. Miss: Half damage.
  239.  
  240.  
  241. Utility powers
  242. Mental Void [ ]
  243. Encounter * Psionic
  244. Immediate Interrupt Personal
  245. Trigger: An enemy attack targets your Will
  246. Effect: You gain a +4 bonusto Will until the end of your
  247. next turn. If the triggering attacl~ misses, the attacker
  248. grants combat advantage until the end of your next turn.
  249.  
  250. Shared Recovery [ ]
  251. Encounter * Psionic
  252. Free Action Personal
  253. Trigger: An ally within S squares of you regains hit points or succeeds on a saving throw
  254. Effect: You gain temporary hit points equal to twice your Intelligence modifier.
  255.  
  256. Intellect Leech [ ]
  257. Daily * Psionic
  258. Minor Action Ranged 20
  259. Target: One creature
  260. Effect: Until the end of the encounter, whenever the target
  261. takes psychic damage while within 10 squares of you, you gain temporary hit points equal to S + your Charisma modifier.
  262.  
  263.  
  264. Equipment ==========================================================
  265. Adventurer's Kit
  266. Backpack
  267. Bedroll
  268. Flint and steel
  269. Pouch, belt
  270. Rations, trail (10 days)
  271. Rope, hempen (50 ft.)
  272. Sunrods x2
  273. Waterskin
  274. Jouneybread
  275. Sling [+2 prof, 1d6 damage, range 10, load free]
  276. Sling Bullets x40
  277.  
  278. Staff of Knives +3
  279. Implement (Staff)
  280. Enhancement: Attack and Damage rolls
  281. Critical: +1d6 per plus, +1d12 per plus when used as melee weapon
  282. Power (At-Will): Minor action. You transform this item from a staff into a dagger or from a dagger to a staff.
  283.  
  284. Survivor’s Armor +2 (Cloth)
  285. Enhancement: AC
  286. Power (Daily): Immediate Interrupt. Use this power when
  287. hit by an attack. Choose a willing ally within 5 squares of
  288. you. That ally takes the damage instead.
  289.  
  290.  
  291. Coins and Other Wealth =============================================
  292. 900 gold pieces
  293.  
  294. Languages Known ====================================================
  295. Common, Elven
  296.  
  297. Rituals ============================================================
  298. n/a
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