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D&D 4E Character Sheet

Melike_Tempus.pdf . by Semih Arslanlar

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Character Sheet Player Name Simbul Psion 2 Character Name Level Half-Elf Medium Race Size 1,000 Class Paragon Path Female Age Gender Good Height Weight INITIATIVE SCORE DEX 3 Total XP Tempus Alignment Deity Adventuring Company DEFENSES 1/2 LVL MISC 1 2 Initiative Epic Destiny SCORE DEFENSE 16 10 + ARMOR/ 1/2 LVL ABIL CLASS 11 AC CONDITIONAL MODIFIERS SCORE FEAT 4 RPGA Number MOVEMENT ENH MISC MISC 1 BASE 6 Speed ARMOR ITEM MISC 6 (Squares) SPECIAL MOVEMENT CONDITIONAL BONUSES ABILITY SCORES SCORE ABILITY 8 STR Strength 12 CON ABIL MOD MOD + 1/2 LVL -1 DEFENSE 0 1 12 10 + 1/2 LVL ABIL FORT 11 SENSES CLASS FEAT ENH MISC MISC 1 CONDITIONAL BONUSES 2 SCORE PASSIVE SENSE BASE 14 Passive Insight 10 + 4 12 Passive Perception 10 + 2 Constitution DEFENSE 11 DEX Dexterity 0 1 18 INT Intelligence 4 5 13 WIS 1 15 DEFENSE 2 17 CHA 4 11 REF SPECIAL SENSES CLASS FEAT ENH MISC MISC ATTACK WORKSPACE 5 ABILITY: 10 + 1/2 LVL ABIL WILL 11 Low-light Vision 4 CONDITIONAL BONUSES Wisdom 18 10 + 1/2 LVL ABIL 4 SKILL BONUS Melee Basic Attack - Psychokinetic Quarterstaff + ATT BONUS CLASS FEAT ENH MISC MISC 2 + 3 ABILITY: CONDITIONAL BONUSES 1/2 LVL ABIL 1 CLASS PROF -1 FEAT ENH 2 MISC 1 Melee Basic Attack - Unarmed ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC Charisma + 0 MAX HP HEALING SURGES BLOODIED 28 SURGE VALUE 14 7 1/2 HP 1/4 HP CURRENT HIT POINTS 1 -1 ACTION POINTS HIT POINTS SURGES/DAY 7 MILESTONES 0 1 2 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS Action Points ACTION POINTS 1 2 3 DAMAGE WORKSPACE ABILITY: Melee Basic Attack - Psychokinetic Quarterstaff + DAMAGE ABIL 1d8 CURRENT SURGE USES RACE FEATURES Dilettante - Choose at-will power from other class; use as SECOND WIND 1/ENCOUNTER ABILITY: USED ENH MISC MISC MISC MISC 1 Melee Basic Attack - Unarmed DAMAGE ABIL 1d4-1 encounter power. TEMPORARY HIT POINTS FEAT -1 FEAT ENH -1 Dual Heritage - Count as elf, half-elf, and human for BASIC ATTACKS choosing feats. DEFENSE WEAPON OR POWER DAMAGE 3 vs AC Psychokinetic Quarterstaff +1 1d8 RESISTANCES 0 vs AC Unarmed (Melee) 1d4-1 CURRENT CONDITIONS AND EFFECTS 1 vs AC Unarmed (Range) 1d4 DEATH SAVING THROW FAILURES ATTACK Group Diplomacy - Allies within 10 get +1 to Diplomacy. SAVING THROW MODS +1 bonus while you are bloodied vs CLASS / PATH / DESTINY FEATURES SKILLS BONUS 1 10 ABIL MOD + 1/2 LVL SKILL NAME Acrobatics Arcana TRND (+5) ARMOR PENALTY MISC 1 0 n/a INT 5 5 n/a 0 powers. Discipline Adept - Use discipline focus powers twice per Psionic Augmentation - Gain augmentable at-wills instead encounter of encounter powers. Courageous Mind - +2 to initiative. While bloodied: +1 to Ritual Casting - Gain Ritual Caster as a bonus feat. saving throws. STR 0 0 n/a 0 Bluff CHA 5 5 n/a 0 Diplomacy CHA 5 5 n/a 2 2 Dungeoneering WIS 2 0 n/a 0 2 Endurance CON 2 0 n/a 0 2 Heal WIS 2 0 n/a 0 10 History INT 5 5 n/a 0 4 Insight WIS 2 0 n/a 2 5 Intimidate CHA 5 0 n/a 0 0 n/a 0 10 12 2 Nature WIS 2 2 Perception WIS 2 0 n/a 0 5 Religion INT 5 0 n/a 0 1 Stealth DEX 1 0 n/a 0 5 Streetwise CHA 5 0 n/a 0 DEX 1 0 n/a 0 1 Thievery Simbul Telepathy Focus - Gain distract and send thoughts Ritual Caster - Master and perform rituals DEX Athletics 0 FEATS Discipline Focus - Choose a discipline focus. 0 LANGUAGES KNOWN Common, Elven, Draconic Page 1 POWER INDEX MAGIC ITEM INDEX List your powers below. Check the box when the power is used. Clear the box when the power renews. List your powers below. Check the box when the power is used. Clear the box when the power renews. AT-WILL POWERS MAGIC ITEMS WEAPON Memory Hole CHARACTER PORTRAIT Psychokinetic Quarterstaff +1 WEAPON Mind Thrust WEAPON WEAPON ARMOR Elusive Cloth Armor (Basic Clothing) +1 (E) ARMS FEET ENCOUNTER POWERS HANDS Second Wind HEAD Nightmare Eruption NECK Distract RING Send Thoughts RING PERSONALITY TRAITS WAIST DAILY POWERS Hand of Caution MANNERISMS AND APPEARANCE UTILITY POWERS Soothing Words Daily Item Powers Per Day Heroic (1-10) Power Points: 2 Milestone / / / Paragon (11-20) Milestone / / / Epic (21-30) Milestone / / / OTHER EQUIPMENT RITUALS / ALCHEMY Adventurer's Kit Arcane Mark Crystal orb (E) Magic Mouth CHARACTER BACKGROUND Half-Elf - Outcast You were born in circumstances that made you unwelcome —in a community of elves where humans were hated, for example, or vice versa. What was the circumstance of your birth? How did your parents fit into the community? Did you leave by choice, or were you forced out? Do any lingering rivalries or enemies from your home still plague you? Silence COMPANIONS AND ALLIES SESSION AND CAMPAIGN NOTES COINS AND OTHER WEALTH Money on hand: 50 gp Stored money: 0 gp Encumbrance: 44 / 80 Simbul Page 2 Memory Hole (Augment 0) KEYWORDS Memory Hole (Augment 1) Augmentable, Implement, Psionic, Psychic 10 Standard vs ATTACK KEYWORDS Augmentable, Implement, Psionic, Psychic Ranged 10 Standard RANGE ACTION Will One creature 5 DEFENSE TARGET ACTION 5 USED 10 USED KEYWORDS Augmentable, Implement, Psionic, Psychic Ranged 10 Standard RANGE ACTION Will One creature 5 DEFENSE TARGET vs ATTACK Attack: Intelligence vs. Will Hit: 1d6 + Intelligence modifier (+4) psychic damage, and you become invisible to the target until the start of your next turn. Mind Thrust (Augment 0) 10 Ranged 10 Will One creature DEFENSE TARGET USED RANGE vs ATTACK Attack: Intelligence vs. Will Hit: 1d6 + Intelligence modifier (+4) psychic damage, and you become invisible to the target until the start of your next turn, but the invisibility lasts until the end of your next turn. Attack: Intelligence vs. Will Hit: 1d10 + Intelligence modifier (+4) psychic damage. Special: You can use this power unaugmented as a ranged basic attack. Crystal orb: +5 attack, 1d6+4 damage Crystal orb: +5 attack, 1d10+4 damage Crystal orb: +5 attack, 1d6+4 damage FLAVOR TEXT FLAVOR TEXT FLAVOR TEXT You sift through your foe's mind for the mental representation of yourself within it and brutally rip it out. You sift through your foe's mind for the mental representation of yourself within it and brutally rip it out. You unleash a psychic assault on your foe's mental pathways. You can increase the assault's intensity to weaken your foe's defenses. CLASS LEVEL Psion 1 BOOK CLASS PH3 AT-WILL POWER 10 vs ATTACK USED KEYWORDS CLASS PH3 Standard RANGE ACTION Will One creature 5 DEFENSE TARGET ATTACK 1 BOOK PH3 Distract 10 vs LEVEL Psion AT-WILL POWER USED Arcane, Illusion, Implement, Psychic Ranged 10 ACTION 5 BOOK Nightmare Eruption Augmentable, Implement, Psionic, Psychic Standard 1 AT-WILL POWER Mind Thrust (Augment 1) KEYWORDS LEVEL Psion KEYWORDS Ranged 10 Minor RANGE ACTION Will One creature DEFENSE TARGET USED Psionic 10 Ranged 10 RANGE vs ATTACK One creature Level 11: One or two creatures DEFENSE TARGET Attack: Intelligence vs. Will Hit: 1d10 + Intelligence modifier (+4) psychic damage, and the target takes a penalty to Will equal to your Charisma modifier (+4) until the end of your next turn. Special: You can use this power unaugmented as a ranged basic attack. Attack: Intelligence vs. Will Hit: 1d8 + Intelligence modifier (+4) psychic damage, and any enemy adjacent to the target takes psychic damage equal to your Intelligence modifier (+4). Level 21: 2d8 + Intelligence modifier (+4) damage. Crystal orb: +5 attack, 1d10+4 damage Unarmed: +5 attack, 1d8+4 damage FLAVOR TEXT FLAVOR TEXT FLAVOR TEXT You unleash a psychic assault on your foe's mental pathways. You can increase the assault's intensity to weaken your foe's defenses. You bring forth a nightmare in your foe's mind and project it out for its comrades to see. Your mental barrage momentarily confuses an enemy. CLASS LEVEL Psion 1 BOOK CLASS PH3 AT-WILL POWER Send Thoughts KEYWORDS USED Psionic 20 Free ACTION CLASS LEVEL Psion Soothing Words KEYWORDS USED Force, Implement, Psionic Standard RANGE ACTION Effect: You send a mental message of 25 words or fewer to the target. The target can respond in kind as a free action. Dragon 380 Hand of Caution Ranged 20 TARGET BOOK ENCOUNTER POWER 5 DEFENSE 1 ENCOUNTER POWER vs ATTACK LEVEL Wizard Effect: The target grants combat advantage to the next creature that attacks it before the end of your next turn. ATTACK 10 vs Standard RANGE ACTION One creature DEFENSE TARGET Attack: Intelligence vs. Reflex Hit: 2d8 + Intelligence modifier (+4) force damage. Miss: Half damage. Effect: Until the end of the encounter, you can use a minor action to push the target 1 square when the target is within 5 squares of you. This effect ends if you end your turn adjacent to the target. PH3 KEYWORDS Ranged 10 Reflex BOOK USED Close burst 5 5 AT-WILL RANGE ENCOUNTER DAILY Requirement: You must be taking a short rest Target: Each ally who can hear you in burst Effect: When each target spends one or more healing surges at the end of the short rest, he or she regains additional hit points equal to your Charisma modifier (+4). Prerequisite: You must be trained in Diplomacy. Crystal orb: +5 attack, 2d8+4 damage FLAVOR TEXT FLAVOR TEXT ADDITIONAL EFFECTS You communicate telepathically with a creature. You forge a barrier of hand-shaped force. When your foe moves too close to you, the barrier repels it. The battle done, your allies turn to you for words of encouragement and support. CLASS Psion ENCOUNTER POWER Simbul LEVEL BOOK PH3 CLASS Psion LEVEL DAILY POWER 1 BOOK PH3 CLASS Diplomacy UTILITY POWER Page 3 LEVEL 2 BOOK PH3

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Melike_Tempus.pdf
Title
D&D 4E Character Sheet
Author
Semih Arslanlar
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289.54 KB
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3 pages
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