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Character Sheet

Player Name

Horus 8 Psion 13,000


Character Name Level Class Paragon Path Epic Destiny Total XP
Shardmind Medium Unaligned
Race Size Age Gender Height Weight Alignment Deity Adventuring Company RPGA Number

INITIATIVE DEFENSES MOVEMENT


SCORE DEX 1/2 LVL MISC SCORE 10 + ARMOR/ SCORE BASE ARMOR ITEM MISC
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
4 Initiative 4 23
6 Speed (Squares) 6
CONDITIONAL MODIFIERS
AC 14 5 2 2
SPECIAL MOVEMENT
CONDITIONAL BONUSES

ABILITY SCORES SENSES


SCORE ABILITY ABIL MOD MOD + 1/2 LVL 10 +
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC SCORE PASSIVE SENSE BASE SKILL BONUS

8 STR
Strength
-1 3 15 FORT 14 1 14 Passive Insight 10 + 4

10 CON
Constitution
0 4
CONDITIONAL BONUSES
16 Passive Perception 10 + 6
10 + SPECIAL SENSES
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
10 DEX 0 4 20
Dexterity REF 14 5 1
ATTACK WORKSPACE
21 INT
Intelligence
5 9 CONDITIONAL BONUSES ABILITY:
Melee Basic Attack - Mace
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +

11 WIS 0 4
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
+ 6 4 -1 2 1
Wisdom 22 WILL 14 5 2 1 ABILITY:
Ranged Basic Attack - Unarmed
20 CHA
Charisma
5 9 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC

+ 4 4 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:
50 25 12 6 2 3 Melee Basic Attack - Unarmed
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS
DAMAGE ABIL FEAT ENH MISC MISC
1/2 HP 1/4 HP
CURRENT HIT POINTS CURRENT SURGE USES 1d4-1 -1
RACE FEATURES ABILITY:
Ranged Basic Attack - Unarmed
Telepathy - Communicate telepathically with creatures DAMAGE ABIL FEAT ENH MISC MISC

SECOND WIND 1/ENCOUNTER USED within 5 squares capable of language 1d4 0


TEMPORARY HIT POINTS
Crystalline Mind - Gain resist 5 psychic; 10 at 11th, 15 at
21st
BASIC ATTACKS
ATTACK DEFENSE WEAPON OR POWER DAMAGE
DEATH SAVING THROW FAILURES
Living Construct - No need to eat, drink, breathe, or sleep
SAVING THROW MODS 6 vs AC Mace 1d8-1
Immortal Origin - Immortal creature origin
RESISTANCES Resist 5 Psychic 14 vs Will Mind Thrust (Accurate staff of Ruin
1d10+14
+2)
Shard Swarm - Gain shard swarm power
CURRENT CONDITIONS AND EFFECTS 3 vs AC Unarmed (Melee) 1d4-1

4 vs AC Unarmed (Range) 1d4


SKILLS CLASS / PATH / DESTINY FEATURES
ABIL MOD TRND ARMOR
BONUS SKILL NAME + 1/2 LVL (+5) PENALTY MISC
Discipline Focus - Choose a discipline focus. FEATS
4 Acrobatics DEX 4 0 n/a 0 Telekinesis Focus Ritual Caster - Master and perform rituals

16 9 5 n/a 2 Psionic Augmentation - Gain augmentable at-wills instead Psychic Focus - +2 damage with psychic powers; +3 at
Arcana INT

0 of encounter powers. 11th, +4 at 21st


3 Athletics STR 3 0 n/a
Ritual Casting - Gain Ritual Caster as a bonus feat. Unarmored Agility - +2 AC while wearing cloth armor or
14 Bluff CHA 9 5 n/a 0
Versatile Expertise (Mace) - +1 to attack rolls with no armor
14 Diplomacy CHA 9 5 n/a 0
Maces. Versatile Expertise - Bonus to attacks with weapons and
4 Dungeoneering WIS 4 0 n/a 0
Versatile Expertise (Staff) - +1 to attack rolls with Staffs. implements of your choice
6 Endurance CON 4 0 n/a 2
Superior Implement Training (Accurate staff) - Can
4 Heal WIS 4 0 n/a 0 use Accurate staffs
9 History INT 9 0 n/a 0 Impending Victory - +1 attack with at-will powers against

4 Insight WIS 4 0 n/a 0 bloodied creatures

14 Intimidate CHA 9 5 n/a 0

4 Nature WIS 4 0 n/a 0

6 Perception WIS 4 0 n/a 2

9 Religion INT 9 0 n/a 0


LANGUAGES KNOWN
4 Stealth DEX 4 0 n/a 0
Common, Deep Speech, Primordial
9 Streetwise CHA 9 0 n/a 0

4 Thievery DEX 4 0 n/a 0

Horus Page 1
POWER INDEX MAGIC ITEM INDEX CHARACTER PORTRAIT
List your powers below. List your powers below.
Check the box when the power is used. Check the box when the power is used.
Clear the box when the power renews. Clear the box when the power renews.
AT-WILL POWERS MAGIC ITEMS
WEAPON
Dishearten
WEAPON
Mind Thrust
WEAPON
Betrayal
WEAPON

ARMOR
Summoned Cloth Armor (Basic Clothing) +2 (E)
ARMS
Phylactery of Action (heroic tier) (E)
FEET
ENCOUNTER POWERS
HANDS
Second Wind Resplendent Gloves (heroic tier) (E)
HEAD
Shard Swarm Headband of Intellect (heroic tier) (E)
NECK
Far Hand Cape of the Mountebank +1 (E)
RING
Forceful Push
RING

WAIST PERSONALITY TRAITS

DAILY POWERS Accurate staff of Ruin +2 (Off-hand) (E)

Ravening Thought Siberys Shard of the Mage (heroic tier)

Hypnotic Pulse

MANNERISMS AND APPEARANCE

UTILITY POWERS
Intellect Fortress

Everybody Move

Daily Item Powers Per Day


Heroic (1-10) Milestone / / / CHARACTER BACKGROUND
Shardmind - God Shard
Paragon (11-20) Milestone / / /
You believe that each shardmind must seek to acquire as
Epic (21-30) Milestone / / / much personal power as possible. Since you are a fragment
Power Points: 6
of the Living Gate, your own power is the force that keeps
OTHER EQUIPMENT RITUALS / ALCHEMY the Far Realm from destroying the universe; each
shardmind, in fact, is a fragment of divine power and carries
Mace (E) Knock a responsibility to nurture that power. Most God Shards are
unaligned and revere no deity.

COMPANIONS AND ALLIES

SESSION AND CAMPAIGN NOTES

COINS AND OTHER WEALTH


Money on hand: 100 gp
Stored money: 0 gp
Encumbrance: 16 / 80

Horus Page 2
CHARACTER NAME
Skills Action Point
Horus
PLAYER NAME ADDITIONAL EFFECTS
4 Acrobatics DEX
16 Arcana INT (Trained)
RACE
Shardmind
CLASS
Psion
LEVEL
8 3 Athletics STR
14 Bluff CHA (Trained)
SCORE ABILITY MOD 14 Diplomacy CHA (Trained)
HP AC 4 Dungeoneering WIS
8 STR –1 6 Endurance CON
23
50 10 CON +0 4 Heal WIS
Fort 9 History INT
Spd 4 Insight WIS
10 DEX +0 15
14 Intimidate CHA (Trained)
6 21 INT +5 Ref 4 Nature WIS
6 Perception WIS
20
Init 11 WIS +0 9 Religion INT
Will 4 Stealth DEX
+4 20 CHA +5 9 Streetwise CHA
22
4 Thievery DEX
ADDITIONAL EFFECTS Effect: Gain a standard action this turn.
Special: You are reset to one action point when
Passive Passive you take an extended rest. You gain an action
14 Insight 16 Perception
point each milestone.
PLAY DATA PLAY DATA ENCOUNTER SPECIAL

Second Wind Dishearten (Augment 0) Dishearten (Augment 1)


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Augmentable, Implement, Psionic, Psychic Augmentable, Implement, Psionic, Psychic

Standard Personal Standard 10 Area burst 1 within 10 squares Standard 10 Area burst 1 within 10 squares
ACTION 1 RANGE ACTION 1 RANGE
ACTION RANGE
AT-WILL ENCOUNTER DAILY 14 vs Will Each creature in burst 14 vs Will Each creature in burst

Effect: You spend a healing surge and regain 12 ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
hit points. You gain a +2 bonus to all defenses Attack: Intelligence vs. Will Attack: Intelligence vs. Will
until the start of your next turn. Hit: 1d6 + Intelligence modifier (+5) psychic Hit: 1d6 + Intelligence modifier (+5) psychic
damage, and the target takes a –2 penalty to damage, and the target takes a –2 penalty to
attack rolls until the end of your next turn. attack rolls until the end of your next turn, and
the target cannot make opportunity attacks until
Accurate staff of Ruin +2: +14 attack, 1d6+14 the end of your next turn.
damage
Accurate staff of Ruin +2: +14 attack, 1d6+14
damage

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

+1 to attack rolls against bloodied creatures - Impending +1 to attack rolls against bloodied creatures - Impending
Victory. Victory.

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


PH Psion 1 PH3 Psion 1 PH3
UTILITY POWER AT-WILL POWER AT-WILL POWER

Dishearten (Augment 2) Mind Thrust (Augment 0) Mind Thrust (Augment 1)


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Augmentable, Implement, Psionic, Psychic Augmentable, Implement, Psionic, Psychic Augmentable, Implement, Psionic, Psychic

Standard 10 Area burst 1 within 10 squares Standard 10 Ranged 10 Standard 10 Ranged 10


ACTION 1 RANGE ACTION RANGE ACTION RANGE
14 vs Will Each creature in burst 14 vs Will One creature 14 vs Will One creature
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET

Attack: Intelligence vs. Will Attack: Intelligence vs. Will Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier (+5) psychic Hit: 1d10 + Intelligence modifier (+5) psychic Hit: 1d10 + Intelligence modifier (+5) psychic
damage, and the target takes a penalty to attack damage. damage, and the target takes a penalty to Will
rolls equal to your Charisma modifier (+5) until Special: You can use this power unaugmented equal to your Charisma modifier (+5) until the
the end of your next turn. as a ranged basic attack. end of your next turn.
Special: You can use this power unaugmented
Accurate staff of Ruin +2: +14 attack, 2d6+14 Accurate staff of Ruin +2: +14 attack, 1d10+14 as a ranged basic attack.
damage damage
Accurate staff of Ruin +2: +14 attack, 1d10+14
damage

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

+1 to attack rolls against bloodied creatures - Impending +1 to attack rolls against bloodied creatures - Impending +1 to attack rolls against bloodied creatures - Impending
Victory. Victory. Victory.

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Psion 1 PH3 Psion 1 PH3 Psion 1 PH3
AT-WILL POWER AT-WILL POWER AT-WILL POWER

Horus Page 3
Mind Thrust (Augment 2) Betrayal (Augment 0) Betrayal (Augment 1)
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Augmentable, Implement, Psionic, Psychic Augmentable, Charm, Implement, Psionic Augmentable, Charm, Implement, Psionic

Standard 10 Ranged 10 Standard 10 Ranged 10 Standard 10 Ranged 10


ACTION RANGE ACTION RANGE ACTION RANGE
14 vs Will One creature 13 vs Will One enemy 13 vs Will One enemy
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET

Attack: Intelligence vs. Will Attack: Intelligence vs. Will Attack: Intelligence vs. Will
Hit: 2d10 + Intelligence modifier (+5) psychic Hit: You slide the target 1 square to a square Hit: You slide the target 1 square to a square
damage, and the target takes a penalty to all adjacent to an enemy. The target then makes a adjacent to an enemy. The target then makes a
defenses equal to your Charisma modifier (+5) melee basic attack as a free action against that melee basic attack as a free action against that
until the end of your next turn. enemy, with a bonus to the attack roll equal to enemy, with a bonus to the attack roll equal to
Special: You can use this power unaugmented your Charisma modifier (+5). your Charisma modifier (+5), and the target
as a ranged basic attack. gains a bonus to the damage roll equal to your
Accurate staff of Ruin +2: +13 attack Charisma modifier (+5).
Accurate staff of Ruin +2: +14 attack, 2d10+14
damage Accurate staff of Ruin +2: +13 attack

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

+1 to attack rolls against bloodied creatures - Impending +1 to attack rolls against bloodied creatures - Impending +1 to attack rolls against bloodied creatures - Impending
Victory. Victory. Victory.

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Psion 1 PH3 Psion 3 PH3 Psion 3 PH3
AT-WILL POWER AT-WILL POWER AT-WILL POWER

Betrayal (Augment 2) Shard Swarm Far Hand


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Augmentable, Charm, Implement, Psionic Teleportation Psionic

Standard 10 Ranged 10 Move Close burst 1 Minor 5 Ranged 5


ACTION RANGE ACTION 1 RANGE ACTION RANGE
13 vs Will One enemy vs Each enemy in burst vs See below
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET

Attack: Intelligence vs. Will Effect: Each target grants combat advantage to Target: One object that weighs 20 pounds or less and isn't
carried by another creature
Hit: You slide the target a number of squares you until the end of your next turn. You then
Effect: You either move the target to a square within range
equal to your Charisma modifier (+5) to a square teleport half your speed. or manipulate it. When you move the target with this power,
adjacent to an enemy. The target then makes a you can cause the target to remain aloft until the end of
melee basic attack as a free action against that your next turn. If you are holding the target when you use
enemy, with a bonus to the attack roll and the this power, you can put it into a container that's on your
person and simultaneously move a second object that you're
damage roll equal to your Charisma modifier carrying to your hand. The second object then becomes the
(+5). The target is also dazed until the end of target if it weighs 20 pounds or less.
your next turn. Sustain Minor: You either move the target to a square
within range or manipulate it.
Accurate staff of Ruin +2: +13 attack
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

+1 to attack rolls against bloodied creatures - Impending


Victory.

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Psion 3 PH3 * PH3 Psion PH3
AT-WILL POWER ENCOUNTER POWER ENCOUNTER POWER

Forceful Push Hypnotic Pulse Ravening Thought


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Psionic Implement, Psionic, Psychic Implement, Psionic, Psychic

Free 10 Ranged 10 Standard 10 Area burst 1 within 10 squares Standard 10 Ranged 10


ACTION RANGE ACTION 1 RANGE ACTION RANGE
vs One creature 14 vs Will Each enemy in burst 14 vs Will One creature
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET

Effect: You slide the target 1 square, but not Attack: Intelligence vs. Will Hit: 2d6 + Intelligence modifier psychic damage, and
into hindering terrain. Hit: 2d6 + Intelligence modifier (+5) psychic ongoing 5 psychic damage (save ends).
Level 11: You slide the target 2 squares. damage, and the target is dazed (save ends). Miss: Half damage, and ongoing 3 psychic damage
(save ends).
Level 21: You slide the target 3 squares. Miss: The target is dazed until the end of your
Effect: Make a secondary attack.
next turn. Secondary Target: Each enemy adjacent to the
primary target
Accurate staff of Ruin +2: +14 attack, 2d6+14 Secondary Attack: Intelligence vs. Will
damage Hit: 1d6 + Intelligence modifier psychic damage, and
ongoing 5 psychic damage (save ends).

Accurate staff of Ruin +2: +14 attack, 2d6+14 damage


ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Psion PH3 Psion 5 PH3 Psion 1 PH3
ENCOUNTER POWER DAILY POWER DAILY POWER

Horus Page 4
Intellect Fortress Everybody Move Accurate staff of Ruin +2
KEYWORDS USED KEYWORDS USED
Psionic Fear Staff
DAMAGE PROFICIENT GROUP RANGE
Imm Interrupt Personal Minor Close blast 3
ACTION RANGE ACTION 3
RANGE +2 attack rolls and damage rolls 8 +2d10 damage
ENHANCEMENT LEVEL CRITICAL
AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY
PROPERTIES

Trigger: You are hit by an attack Target: Each enemy in blast Whenever you make an attack using this staff,
Effect: Choose a defense. Until the end of your Effect: You push each target 1 square, but not you gain an item bonus to the attack's damage
next turn, you gain a power bonus to that into hindering terrain. rolls equal to the staff's enhancement bonus.
defense equal to your Charisma modifier (+5). Prerequisite: You must be trained in Intimidate.

AT-WILL ENCOUNTER DAILY


POWER

ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK ITEM SLOT WEIGHT PRICE BOOK
Psion 2 PH3 Intimidate 6 PH3 Off-hand 4 3400 PH3

UTILITY POWER UTILITY POWER MAGIC WEAPON

Summoned Cloth Armor (Basic Clothing) +2Cape of the Mountebank +1 Resplendent Gloves (heroic tier)

- - 1 1 1
AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY

+2 AC 6 Armor +1 Fortitude, Reflex, and Will 5 Neck Slot Item 5 Hands Slot Item
ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE
PROPERTIES PROPERTIES PROPERTIES

When you hit an enemy with an attack power


that targets Will, the attack deals 2 extra
damage. If it's an illusion attack, one target you
hit (your choice) also grants combat advantage to
you until the end of your next turn.
AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY
POWER POWER POWER

Power (At-Will): Minor Action. You banish this Power (Daily • Teleportation): Immediate
armor to a secure extradimensional location. At Reaction. Use this power when you are hit by an
any point in the future, unless you are wearing attack. Teleport 5 squares and gain combat
armor, you can use another minor action to recall advantage against the attacker until the end of
the armor. The armor appears on you as though your next turn.
you had donned it normally.

ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Body 4 1800 PH Neck 0 1000 AV Hands 0 1000 AV2
MAGIC ITEM MAGIC ITEM MAGIC ITEM

Phylactery of Action (heroic tier) Headband of Intellect (heroic tier) Siberys Shard of the Mage (heroic tier)

1 1 1
AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY

3 Arms Slot Item 10 Head Slot Item 3 Dragonshard Augment


ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE
PROPERTIES PROPERTIES PROPERTIES

Gain a +2 item bonus to knowledge or monster You gain a +1 bonus to damage rolls with
knowledge checks, and a +1 item bonus to attack implement attacks that use the augmented
rolls on powers that have the psychic keyword. weapon.

AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY


POWER POWER POWER

Power (Encounter): No Action. Reroll a saving Power (Daily): Minor Action. Gain a +2 power
throw against any effect on you that applies one bonus to the next Intelligence attack that you
or more of these conditions: dazed, immobilized, make this turn.
petrified, restrained, or stunned. You must use
the new result, even if it is lower.

ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Arms 0 680 RVOH Head 0 5000 AV 0 680 EPG

MAGIC ITEM MAGIC ITEM MAGIC ITEM

Horus Page 5
Resplendent Finery
Only the most fashionable adventurers
seek out the clothing that makes up the
set known as Resplendent Finery. The
items of the Resplendent Finery grant
potent defenses and mental abilities to
any character, but these garments are
favored by bards, fey pact warlocks, and
illusionist wizards.

2: You gain an item bonus to Bluff checks


equal to the number of items you have
from this set.
4: Each ally within 10 squares of you gains
a +1 item bonus to checks involving any
skill you're trained in.
ITEM SET

Horus Page 6

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