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Player Name
10 STR
Strength
0 0 11 FORT 10 1 18 Passive Insight 10 + 8
10 CON
Constitution
0 0
CONDITIONAL BONUSES
18 Passive Perception 10 + 8
10 + SPECIAL SENSES
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
10 DEX 0 0 15
Dexterity REF 10 4 1 ATTACK WORKSPACE
18 INT
Intelligence
4 4 CONDITIONAL BONUSES ABILITY:
Melee Basic Attack - Mace
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +
16 WIS 3 3
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
+ 2 0 0 2
Wisdom 16 WILL 10 3 2 1 ABILITY:
Melee Basic Attack - Unarmed
12 CHA
Charisma
1 1 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
+ 0 0 0
HIT POINTS ACTION POINTS
MAX HP HEALING SURGES MILESTONES
0
ACTION POINTS
1 DAMAGE WORKSPACE
BLOODIED SURGE VALUE SURGES/DAY Action Points 1 2 ABILITY:
22 2 3 Melee Basic Attack - Mace
11 5 6 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS DAMAGE ABIL FEAT ENH MISC MISC
1/2 HP 1/4 HP
CURRENT HIT POINTS CURRENT SURGE USES
1d8 0
RACE FEATURES ABILITY:
Melee Basic Attack - Unarmed
Bonus Feat - Choose an extra feat at 1st level. DAMAGE ABIL FEAT ENH MISC MISC
SECOND WIND 1/ENCOUNTER USED Bonus Skill - Trained in one additional class skill. 1d4 0
TEMPORARY HIT POINTS
Bonus At-Will Power - Know one extra 1st-level attack
power from your class. BASIC ATTACKS
ATTACK DEFENSE WEAPON OR POWER DAMAGE
DEATH SAVING THROW FAILURES
SAVING THROW MODS Human Defense Bonuses - +1 to Fortitude, Reflex, and 2 vs AC Mace 1d8
Will.
RESISTANCES 0 vs AC Unarmed (Melee) 1d4
vs
9 4 5 n/a 0 Psionic Augmentation - Gain augmentable at-wills instead Ritual Caster - Master and perform rituals
Arcana INT
Effect: You spend a healing surge and regain 5 ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
hit points. You gain a +2 bonus to all defenses Attack: Intelligence vs. Fortitude Attack: Intelligence vs. Will
until the start of your next turn. Hit: 1d8 + Intelligence modifier (+4) force Hit: 1d10 + Intelligence modifier (+4) psychic
damage, and you push the target and each damage.
enemy adjacent to you 1 square. Special: You can use this power unaugmented
as a ranged basic attack.
Accurate orb: +5 attack, 1d8+4 damage
Accurate orb: +5 attack, 1d10+4 damage
Attack: Intelligence vs. Will Attack: Intelligence vs. Will Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier (+4) psychic Hit: 2d10 + Intelligence modifier (+4) psychic Hit: 1d8 + Intelligence modifier (+4) force
damage, and the target takes a penalty to Will damage, and the target takes a penalty to all damage, and you pull the target 1 square.
equal to your Charisma modifier (+1) until the defenses equal to your Charisma modifier (+1) Special: You can use this power unaugmented
end of your next turn. until the end of your next turn. as a ranged basic attack.
Special: You can use this power unaugmented Special: You can use this power unaugmented
as a ranged basic attack. as a ranged basic attack. Accurate orb: +5 attack, 1d8+4 damage
Accurate orb: +5 attack, 1d10+4 damage Accurate orb: +5 attack, 2d10+4 damage
Attack: Intelligence vs. Reflex Attack: Intelligence vs. Reflex Effect: You either move the target to a square within
Hit: 1d10 + Intelligence modifier (+4) force Hit: 2d10 + Intelligence modifier (+4) force range or manipulate it. When you move the target
damage, and you pull the target a number of damage, and you pull the target a number of with this power, you can cause the target to remain
squares equal to your Wisdom modifier (+3). squares equal to your Wisdom modifier (+3). aloft until the end of your next turn. If you are
holding the target when you use this power, you can
Special: You can use this power unaugmented Special: You can use this power unaugmented
put it into a container that's on your person and
as a ranged basic attack. as a ranged basic attack.
simultaneously move a second object that you're
carrying to your hand. The second object then
Accurate orb: +5 attack, 1d10+4 damage Accurate orb: +5 attack, 2d10+4 damage 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.
Effect: You slide the target 1 square, but not Attack: Intelligence vs. Fortitude
into hindering terrain. Hit: 3d6 + Intelligence modifier (+4) force
Level 11: You slide the target 2 squares. damage.
Level 21: You slide the target 3 squares. Miss: Half damage.
Effect: Each target takes 5 force damage the
first time it moves on its next turn.