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Character Sheet

Player Name

Galad
Character Name

11
Level

Mage
Class Height Weight

Divine Oracle
Paragon Path Epic Destiny

26,000
Total XP RPGA Number

Deva
Race

Medium
Size

28
Age

Male
Gender

Good
Alignment

Corellon
Deity Adventuring Company

INITIATIVE
SCORE DEX 1/2 LVL MISC SCORE DEFENSE

DEFENSES
10 + ARMOR/ 1/2 LVL ABIL CLASS SCORE FEAT ENH MISC MISC

MOVEMENT
BASE ARMOR ITEM MISC

13

Initiative

-1

23

CONDITIONAL MODIFIERS

AC

15

Speed

(Squares)

SPECIAL MOVEMENT

CONDITIONAL BONUSES

+1 AC against attacks made by bloodied creatures

ABILITY SCORES
SCORE ABILITY ABIL MOD MOD + 1/2 LVL DEFENSE

10 + 1/2 LVL ABIL

SENSES
CLASS FEAT ENH MISC MISC SCORE PASSIVE SENSE BASE SKILL BONUS

11 14 9 23 18 11

STR Strength
Constitution

0 2 -1 6 4 0 HIT POINTS

5 7 4 11 9 5

21

FORT 15

24 19
MISC

Passive Insight Passive Perception

10 + 10 +

14 9

CON DEX

CONDITIONAL BONUSES

+1 Fortitude Defense against attacks made by bloodied creatures


DEFENSE 10 + 1/2 LVL ABIL CLASS FEAT ENH MISC

SPECIAL SENSES

Dexterity

25

REF

15

2
ABILITY: ATT BONUS

INT Intelligence
Wisdom

ATTACK WORKSPACE
Melee Basic Attack - Unarmed
1/2 LVL ABIL CLASS PROF FEAT ENH MISC

CONDITIONAL BONUSES

+1 Reflex Defense against attacks made by bloodied creatures


DEFENSE 10 + 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

WIS CHA

+ 7
ABILITY: ATT BONUS

0
CLASS PROF FEAT

2
ENH MISC

26

WILL 15

Ranged Basic Attack - Unarmed


1/2 LVL ABIL

CONDITIONAL BONUSES

Charisma

+1 Will Defense against attacks made by bloodied creatures

+ 6
ACTION POINTS 1 2 3

-1

ACTION POINTS
SURGES/DAY

MAX HP
BLOODIED

HEALING SURGES
SURGE VALUE

64
CURRENT HIT POINTS

32
1/2 HP

16
1/4 HP

8
CURRENT SURGE USES

MILESTONES 0 1 2 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS

Action Points

DAMAGE WORKSPACE
ABILITY: DAMAGE

Melee Basic Attack - Unarmed


ABIL FEAT ENH MISC MISC

1d4+2 RACE FEATURES


Astral Majesty - +1 to defenses against bloodied creatures
ABILITY: DAMAGE

0
ABIL FEAT

2
ENH MISC MISC

Ranged Basic Attack - Unarmed

SECOND WIND 1/ENCOUNTER


TEMPORARY HIT POINTS

USED

Astral Resistance - You have resist necrotic and resist radiant 5 + 1/2 level Immortal Origin - You have the immortal origin

1d4+1

-1 BASIC ATTACKS

DEATH SAVING THROW FAILURES


SAVING THROW MODS RESISTANCES Resist 10 Necrotic, Resist 10 Radiant CURRENT CONDITIONS AND EFFECTS

ATTACK

DEFENSE

WEAPON OR POWER

DAMAGE

Memory of a Thousand Lifetimes - You have the memory of a thousand lifetimes power

vs

Magic Missile (Crystal orb of Inescapable C

7 6

vs vs vs

AC AC

Unarmed (Melee) Unarmed (Range)

1d4+2 1d4+1

SKILLS
BONUS SKILL NAME ABIL MOD + 1/2 LVL TRND (+5) ARMOR PENALTY MISC

CLASS / PATH / DESTINY FEATURES


Order Adept Starting Feature - Gain the argent rain power Enchantment Apprentice Illusion Apprentice Level 5 Order Adept Feature Versatile Expertise (Staff) Versatile Expertise (Orb) Enchantment Master
9 7 9 11 9 5 9 9 11 4 5 4 0 0 0 5 5 0 0 0 5 0 0 0 n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a 0 0 0 2 0 0 0 0 2 2 0 0 Page 1

FEATS
Ritual Caster - Master and perform rituals Superior Implement Training (Crystal orb) - Can use Crystal orbs (energized (psychic), undeniable) Improved Initiative - +4 to initiative Orb Expertise - +1/+2/+3 (by tier) to orb implement attacks; +1 sq. to push, pull, and slide distance of orb attacks Enlarge Spell - -2 to damage dice to increase size of blast or burst by 1 with wizard at-will or encounter attacks (power must have damage roll) Initiate of the Faith - Cleric: Religion training; healing word 1/day Improved Defenses - +1/+2/+3 (by tier) to Fortitude, Reflex, and Will Versatile Expertise - +1 to attacks with weapons and

4 22 5 9 7 9 7 9 18 14 5 9 9 18 6 5 4
Galad

Acrobatics Arcana Athletics Bluff Diplomacy Dungeoneering Endurance Heal History Insight Intimidate Nature Perception Religion Stealth Streetwise Thievery

DEX INT STR CHA CHA WIS CON WIS INT WIS CHA WIS WIS INT DEX CHA DEX

4 11 5 5 5

0 5 0 0 0

n/a n/a n/a n/a n/a

0 6 0 4 2

Level 10 Order Adept Feature Foresight Prophetic Action

LANGUAGES KNOWN
Common, Goblin, Deep Speech

implements of your choice (+2 at 11th, +3 at 21st level) Battle Intuition - Use Wis modifier for Initiative; +2 to Initiative

POWER INDEX
List your powers below. Check the box when the power is used. Clear the box when the power renews.

MAGIC ITEM INDEX


List your powers below. Check the box when the power is used. Clear the box when the power renews.

CHARACTER PORTRAIT

AT-WILL POWERS
Bull Rush Attack Grab Attack Opportunity Attack Hypnotism Beguiling Strands Mage's Spellbook Magic Missile Hypnotic Pattern Attack
WEAPON WEAPON WEAPON WEAPON ARMOR ARMS FEET HANDS HEAD

MAGIC ITEMS

ENCOUNTER POWERS
Second Wind Argent Rain Charm of Misplaced Wrath Illusory Obstacles Hypnotic Pattern Maze of Mirrors Phantom Foes Charm of the Defender Prophecy of Doom
NECK RING RING WAIST

PERSONALITY TRAITS
Crystal orb of Inescapable Consequences +2 (Off-hand) (E)

DAILY POWERS
Phantom Chasm Sleep Stinking Cloud Visions of Avarice Visions of Avarice Secondary Attack Summon Succubus Mirage Arcana

MANNERISMS AND APPEARANCE

Daily Item Powers Per Day

UTILITY POWERS
Second Wind Memory of a Thousand Lifetimes Prestidigitation Mage Hand Suggestion Shield Strategist's Epiphany Mystical Debris Levitate Summon Iron Cohort Healing Word Blur Illusory Wall

Heroic (1-10) Paragon (11-20) Epic (21-30)

Milestone Milestone Milestone

/ / /

/ / /

/ / /

CHARACTER BACKGROUND
Deva - Brink of Enlightenment You were an incredibly advanced soul during your most recent past life, close to achieving the epic transcendence that your spirit has sought through a thousand lifetimes. What interrupted your spiritual journey and led to your rebirth as an adventurer? Early Life - Child Prodigy Your talents were recognized early and lauded by your community, which was very impressed with you. Did you

RITUALS / ALCHEMY
Tenser's Floating Disk Unseen Servant Hallucinatory Item Hand of Fate

COMPANIONS AND ALLIES

OTHER EQUIPMENT
Adventurer's Kit Ritual Book Spellbook Waterskin Tent Cloth Armor (Basic Clothing) (E)

SESSION AND CAMPAIGN NOTES

Galad

Page 2

CHARACTER NAME

Galad
PLAYER NAME

Skills 4 22 5 9 7 9 7 9 18 14 5 9 9 18 6 5 4 Acrobatics Arcana Athletics Bluff Diplomacy Dungeoneering Endurance Heal History Insight Intimidate Nature Perception Religion Stealth Streetwise Thievery DEX INT STR CHA CHA WIS CON WIS INT WIS CHA WIS WIS INT DEX CHA DEX (Trained)

Action Point
ADDITIONAL EFFECTS

RACE

Deva

CLASS

Mage

LEVEL

11

Prophetic Action: When you spend an action point to take an extra action, you also gain an extra move action that you can use on a different turn of yours during this encounter.

SCORE ABILITY

MOD

HP 64 Spd 6 Init +13

11 STR +0 14 CON +2 9 DEX 1 23 INT +6 18 WIS +4 11 CHA +0

AC 23 Fort 21 Ref 25 Will 26


Passive Perception

(Trained) (Trained)

(Trained)
Effect: Gain a standard action this turn. Special: You are reset to one action point when you take an extended rest. You gain an action point each milestone.
ENCOUNTER SPECIAL

24
PLAY DATA

Passive Insight

19

ADDITIONAL EFFECTS

PLAY DATA

Second Wind
KEYWORDS USED

Bull Rush Attack


KEYWORDS USED

Grab Attack
KEYWORDS USED

Standard ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Standard ACTION 7 ATTACK

Melee 1 RANGE

Standard ACTION 7 ATTACK

Melee touch RANGE

vs

Fort DEFENSE

One creature TARGET

vs

Reflex DEFENSE

One creature that is no more than one size category la TARGET

Effect: You spend a healing surge and regain 16 hit points. You gain a +2 bonus to all defenses until the start of your next turn.

Attack: Strength vs. Fortitude Hit: You can push the target 1 square and then shift 1 square into the space it left. Unarmed: +7 attack

Requirement: You must have a hand free. Attack: Strength vs. Reflex Hit: You grab the target until the end of your next turn. You can end the grab as a free action. Sustain Minor: The grab persists until the end of your next turn. Unarmed: +7 attack

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

LEVEL

BOOK

PH

CLASS

LEVEL

BOOK

PH

CLASS

LEVEL

BOOK

PH

UTILITY POWER

AT-WILL POWER

AT-WILL POWER

Opportunity Attack
KEYWORDS USED

Hypnotism
KEYWORDS

Beguiling Strands
USED KEYWORDS

Arcane, Charm, Enchantment, Implement


10

Arcane, Charm, Enchantment, Implement, Psychic Close blast 5


5

USED

* Opportunity Action

Melee 1 RANGE

Standard ACTION 16 ATTACK vs

Ranged 10 RANGE

Standard ACTION 16 ATTACK

ACTION vs ATTACK DEFENSE

RANGE Will DEFENSE Each enemy in the blast TARGET

The triggering enemy TARGET

Will DEFENSE

One enemy TARGET

vs

Trigger: An enemy that you can see either leaves a square adjacent to you or uses a ranged or an area power while adjacent to you. Effect: You make a melee basic attack against the target.

Attack: Intelligence vs. Will Hit: Choose one of the following effects: The target uses a free action to make a melee basic attack against a creature of your choice, with a +4 power bonus to the attack roll. You slide the target up to 3 squares. Crystal orb of Inescapable Consequences +2: +16 attack

Attack: Intelligence vs. Will Hit: Intelligence modifier (+6) psychic damage, and you push the target up to 3 squares. Level 21: 3 + Intelligence modifier (+6) psychic damage. Crystal orb of Inescapable Consequences +2: +16 attack, 6 damage

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

LEVEL

BOOK

PH

CLASS

Wizard

LEVEL

BOOK

PEHOTFL

CLASS

Wizard

LEVEL

BOOK

PEHOTFL

AT-WILL POWER
Galad

AT-WILL POWER
Page 3

AT-WILL POWER

Mage's Spellbook
KEYWORDS USED

Magic Missile
KEYWORDS

Hypnotic Pattern Attack


USED KEYWORDS

Arcane, Evocation, Force, Implement


20

Arcane, Conjuration, Illusion, Implement Close burst 3 RANGE Will DEFENSE

USED

Standard ACTION vs ATTACK DEFENSE TARGET ATTACK RANGE ACTION vs

Ranged 20 RANGE One creature

Opportunity Action ACTION 16 ATTACK


3

vs

The triggering enemy in burst TARGET

DEFENSE

TARGET

Level : Encounter : Daily : Utility 1 1 1 0 2 1 1 1 3-4 2 1 1 5 2 2 1 6 2 2 2 7-8 3 2 2 9 3 3 2 10-15 3 3 3 16-21 3 3 4 22-30 3 3 5


ADDITIONAL EFFECTS

Effect: 2 + Intelligence modifier (+6) force damage. Level 11: 3 + Intelligence modifier (+6) force damage. Level 21: 5 + Intelligence modifier (+6) force damage. Special: If the implement used with this power has an enhancement bonus, add that bonus to the damage. In addition, you can use this power as a ranged basic attack.
ADDITIONAL EFFECTS

Requirement: The Hypnotic Pattern power must be active to use this power. Trigger: An enemy starts its turn within 3 squares of the pattern Attack: Intelligence vs. Will Hit: The target is pulled 3 squares toward the pattern and is slowed until the end of your next turn. It can move into the pattern's square. Crystal orb of Inescapable Consequences +2: +16 attack
ADDITIONAL EFFECTS

CLASS

LEVEL

BOOK

PEHOTFL

CLASS

Wizard

LEVEL

BOOK

PH

CLASS

Wizard

LEVEL

BOOK

AP

AT-WILL POWER

AT-WILL POWER

AT-WILL POWER

Charm of Misplaced Wrath


KEYWORDS

Illusory Obstacles
USED KEYWORDS

Hypnotic Pattern
USED KEYWORDS

Arcane, Charm, Enchantment, Implement


10

Arcane, Illusion, Implement


10 1

Arcane, Illusion, Implement


10

USED

Standard ACTION 16 ATTACK vs

Ranged 10 RANGE

Standard ACTION 16 ATTACK vs

Area burst 1 within 10 squares RANGE Each enemy in the burst TARGET

Standard ACTION vs ATTACK

Ranged 10 RANGE

Will DEFENSE

One enemy TARGET

Will DEFENSE

DEFENSE

TARGET

Attack: Intelligence vs. Will Hit: You slide the target up to 3 squares. The target is then dazed until the end of your next turn. Effect: The target makes a basic attack against a creature of your choice as a free action. The basic attack gains a +2 power bonus to the damage roll. Crystal orb of Inescapable Consequences +2: +16 attack
ADDITIONAL EFFECTS

Attack: Intelligence vs. Will Hit: The target is dazed and unable to charge until the end of your next turn. Miss: The target is unable to charge until the end of your next turn. Crystal orb of Inescapable Consequences +2: +16 attack

Effect: You conjure a swirling pattern of colors and lights in an unoccupied square within range that lasts until the end of your next turn. You can use the Hypnotic Pattern Attack power, using the pattern's square as the origin square.

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

Wizard

LEVEL

BOOK

Dragon 381

CLASS

Wizard

LEVEL

BOOK

PEHOTFL

CLASS

Wizard

LEVEL

BOOK

AP

ENCOUNTER POWER

ENCOUNTER POWER

ENCOUNTER POWER

Maze of Mirrors
KEYWORDS

Phantom Foes
USED KEYWORDS

Charm of the Defender


USED KEYWORDS

Arcane, Illusion, Implement


10 1

Arcane, Fear, Illusion


10 2

Arcane, Charm, Enchantment, Implement


10

USED

Standard ACTION 16 ATTACK vs

Area burst 1 within 10 squares RANGE Each creature in the burst TARGET

Standard ACTION vs ATTACK

Area burst 2 within 10 squares RANGE Each creature in the burst

Standard ACTION 16 ATTACK vs

Ranged 10 RANGE

Will DEFENSE

Will DEFENSE

One enemy TARGET

DEFENSE

TARGET

Attack: Intelligence vs. Will Hit: The target is immobilized and takes a -4 penalty to attack rolls until the end of your next turn. Miss: The target is slowed until the end of your next turn. Crystal orb of Inescapable Consequences +2: +16 attack

Effect: Each target is slowed until the end of your next turn. Also until the end of your next turn, the first time the target makes an attack, it must make a saving throw. If the saving throw fails, you can use a free action to change the target of its attack to a different creature within range of that attack. If the target hits one of its allies with that attack, that ally takes 5 extra damage.

Attack: Intelligence vs. Will Hit: You slide the target up to 3 squares, and it is immobilized until the end of your next turn. Also until the end of your next turn, when an enemy starts its turn adjacent to the target, the target makes a melee basic attack against that enemy as a free action. The target gains a power bonus to the attack roll and the damage roll equal to your implement's enhancement bonus. Miss: You slide the target up to 3 squares. Crystal orb of Inescapable Consequences +2: +16 attack
ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

Wizard

LEVEL

BOOK

AP

CLASS

Wizard

LEVEL

BOOK

PEHOTFL

CLASS

Wizard

LEVEL

BOOK

Dragon 381

ENCOUNTER POWER
Galad

ENCOUNTER POWER
Page 4

ENCOUNTER POWER

Argent Rain
KEYWORDS

Prophecy of Doom
USED KEYWORDS

Phantom Chasm
USED KEYWORDS

Arcane, Fire, Implement, Zone


10 1

Divine
5

Arcane, Illusion, Implement, Psychic, Zone


10 1

USED

Standard ACTION 15 ATTACK vs

Area burst 1 within 10 squares RANGE Each creature in the burst TARGET

Standard ACTION vs ATTACK

Ranged 5 RANGE One creature

Standard ACTION 16 ATTACK vs

Area burst 1 within 10 squares RANGE Each enemy in the burst TARGET

Reflex DEFENSE

Will DEFENSE

DEFENSE

TARGET

Attack: Primary ability vs. Reflex Hit: 1d10 + Strength, Constitution, Dexterity, Intelligence, Wisdom, or Charisma fire damage. Effect: The burst creates a zone that lasts until the start of your next turn. Any creature that enters the zone or ends its turn there takes 5 fire damage. A creature can take this damage only once per turn. Level 11: The creature takes 10 fire damage Level 21: The creature takes 15 fire damage Crystal orb of Inescapable Consequences +2: +15 attack, 1d10+8 damage
ADDITIONAL EFFECTS

Effect: You or an ally who hits the target with an attack can choose to make the attack a critical hit. This effect lasts until the end of your next turn or until you or an ally uses it to make an attack a critical hit.

Attack: Intelligence vs. Will Hit: 2d6 + Intelligence modifier (+6) psychic damage, and the target falls prone. The target is immobilized until the end of its next turn. Miss: Half damage, and the target falls prone. Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone falls prone. Crystal orb of Inescapable Consequences +2: +16 attack, 2d6+11 damage

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

Order Adept

LEVEL

BOOK

Dragon 399

CLASS

Divine Oracle

LEVEL

11

BOOK

PH

CLASS

Wizard

LEVEL

BOOK

AP

ENCOUNTER POWER

ENCOUNTER POWER

DAILY POWER

Sleep
KEYWORDS

Stinking Cloud
Arcane, Charm, Enchantment, Implement
20 2
USED KEYWORDS

Visions of Avarice
USED KEYWORDS

Arcane, Implement, Poison, Zone


20 2

Arcane, Illusion, Implement, Zone


10 5

USED

Standard ACTION 16 ATTACK vs

Area burst 2 within 20 squares RANGE Each creature in the burst TARGET

Standard ACTION 15 ATTACK vs

Area burst 2 within 20 squares RANGE Each creature in burst TARGET

Standard ACTION 16 ATTACK vs

Area burst 5 within 10 squares RANGE Each enemy in the burst TARGET

Will DEFENSE

Fort DEFENSE

Will DEFENSE

Attack: Intelligence vs. Will Hit: The target is slowed (save ends). First Failed Saving Throw: The target is unconscious instead of slowed (save ends). Miss: The target is slowed (save ends). Crystal orb of Inescapable Consequences +2: +16 attack

Attack: Intelligence vs. Fortitude Hit: 1d10 + Intelligence modifier (+6) poison damage. Effect: The burst creates a zone that lasts until the end of your next turn. The zone is heavily obscured. Any creature that enters the zone or starts its turn there take 5 + your Intelligence modifier (+6) poison damage (a creature can take this damage only once per turn). As a move action, you can move the zone up to 6 squares. Sustain Minor: The zone persists until the end of your next turn. Crystal orb of Inescapable Consequences +2: +15 attack, 1d10+8 damage

Effect: The burst creates a zone in its origin square. The zone lasts until the end of your next turn. You then make the primary attack. Primary Attack: Intelligence vs. Will Hit: You pull the primary target up to 4 squares toward the zone. If the primary target is then in the zone or adjacent to it, the primary target is immobilized (save ends). Sustain Minor: The zone persists until the end of your next turn, and you make the secondary attack. Crystal orb of Inescapable Consequences +2: +16 attack
ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

Wizard

LEVEL

BOOK

PH

CLASS

Wizard

LEVEL

BOOK

PH

CLASS

Wizard

LEVEL

BOOK

AP

DAILY POWER

DAILY POWER

DAILY POWER

Visions of Avarice Secondary Attack


KEYWORDS

Summon Succubus
USED KEYWORDS

Mirage Arcana
USED KEYWORDS

Arcane, Illusion, Implement, Zone

Arcane, Charm, Implement, Summoning


10

Arcane, Illusion, Implement, Nethermancy, Psychic, Shadow, Zone


10 2

USED

Minor ACTION 16 ATTACK


5

Close burst 5 centered on the zone RANGE Will DEFENSE Each enemy in the burst TARGET

Minor ACTION vs ATTACK

Ranged 10 RANGE

Standard ACTION 16 vs

Area burst 2 within 10 squares RANGE Each creature in the burst TARGET

vs

Will DEFENSE

DEFENSE

TARGET

ATTACK

Requirement: The Visions of Avarice power must be active to use this power. Attack: Intelligence vs. Will Hit: You pull the secondary target up to 4 squares toward the zone. Crystal orb of Inescapable Consequences +2: +16 attack

Effect: You summon a Medium succubus in an unoccupied space within range. The succubus has speed 6, fly 6, and resist 10 fire. You can give the succubus the following special command. Standard action: Ranged 5; targets one creature; Intelligence vs. Will; 1d10 + Intelligence modifier (+6) damage, and the target is dominated until the end of your next turn. Once a creature has been dominated, the target cannot be dominated by the succubus again this encounter. Intrinsic Nature: If you haven't given the succubus any commands by the end of your turn, it shifts 1 square and attacks the nearest enemy within range that is not dominated. In addition, you are dazed until the end of your next turn. Symbiosis: While the summoned succubus is present, each creature you hit with a basic or at-will attack takes a -4 penalty to attacks rolls made against you until the end of its next turn.
ADDITIONAL EFFECTS

Effect: The burst creates a zone that lasts until the end of the encounter. The zone is difficult terrain, and creatures grant combat advantage while in it. You then make the following attack. Attack: Intelligence vs. Will Hit: 2d6 + Intelligence modifier (+6) psychic damage, and the target is dazed, cannot leave the zone willingly, and cannot see creatures outside the zone (save ends all). If the target is already dazed, it takes 5 extra psychic damage. Crystal orb of Inescapable Consequences +2: +16 attack, 2d6+11 damage
ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

Wizard

LEVEL

BOOK

AP

CLASS

Wizard

LEVEL

BOOK

Dragon 385

CLASS

Wizard

LEVEL

BOOK

PEHOS

DAILY POWER
Galad

DAILY POWER
Page 5

DAILY POWER

Memory of a Thousand Lifetimes


KEYWORDS USED

Prestidigitation
KEYWORDS

Mage Hand
USED KEYWORDS

Arcane 2

Arcane, Conjuration 5

USED

No Action ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Standard ACTION AT-WILL

Ranged 2 RANGE ENCOUNTER DAILY

Minor ACTION AT-WILL

Ranged 5 RANGE ENCOUNTER DAILY

Trigger: You make an attack roll, a saving throw, a skill check, or an ability check and dislike the result Effect: You add 1d6 to the triggering roll.

Effect: Use this cantrip to accomplish one of the effects given below: Change the color of items in 1 cubic foot. Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. Clean or soil items in 1 cubic foot. 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. Special: You can have as many as three prestidigitation effects active at one time. 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.

Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand lasts until the end of your next turn or until you use this power again. If you are holding an 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. While the hand persists, you can take the following actions. Minor Action: The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time. Move Action: The hand moves up to 5 squares in any direction, carrying the object it holds. Free Action: The hand drops the object it is holding. Sustain Minor: The hand persists until the end of your next turn.

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

Deva

LEVEL

BOOK

PH2

CLASS

Wizard

LEVEL

BOOK

PH

CLASS

Wizard

LEVEL

BOOK

PH

UTILITY POWER

UTILITY POWER

UTILITY POWER

Suggestion
KEYWORDS

Shield
USED KEYWORDS

Strategist's Epiphany
USED KEYWORDS USED

Arcane

Arcane

Free ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Imm Interrupt ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Free ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Trigger: You make a Diplomacy check. Effect: You make an Arcana check instead, using that result to determine the outcome of the Diplomacy check.

Trigger: You are hit by an attack Effect: You gain a +4 power bonus to AC and Reflex until the end of your next turn.

Trigger: You roll initiative Effect: You make a History check and can use the check result as your initiative check result.

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

Wizard

LEVEL

BOOK

PEHOTFL

CLASS

Wizard

LEVEL

BOOK

PH

CLASS

History

LEVEL

BOOK

PH3

UTILITY POWER

UTILITY POWER

UTILITY POWER

Levitate
KEYWORDS

Summon Iron Cohort


USED KEYWORDS

Mystical Debris
USED KEYWORDS

Arcane

Arcane, Implement, Summoning

Arcane 5

USED

Move ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Minor ACTION
2

Close burst 2 RANGE ENCOUNTER DAILY

Minor ACTION AT-WILL

Ranged 5 RANGE ENCOUNTER DAILY

AT-WILL

Effect: You can move 4 squares vertically and remain there, hovering above the ground. While aloft, you are unsteady, taking a 2 penalty to AC and Reflex defense. If some effect, such as a pit opening below you, causes you to be more than 4 squares above the ground, you drop down to 4 squares above the ground. You do not take damage from such a fall. When the levitation ends, you descend to the ground without taking falling damage. Sustain Move: You move up to 3 squares up or down or 1 square horizontally, and you hover there until the end of your next turn. You cannot go higher than 4 squares above the ground.

Effect: You summon a Small iron cohort in an unoccupied square within the burst. The iron cohort has a speed of 6 and has a +2 bonus to AC. You can give the iron cohort the following special command. Immediate Interrupt: When you are targeted by a ranged or melee attack and the iron cohort is adjacent to you, the iron cohort becomes the attack's target instead.

Effect: One square in range becomes difficult terrain until the end of the encounter. You can end this effect as a minor action. Special: You cannot have more squares than your Intelligence modifier (+6) under this effect at one time.

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

Wizard

LEVEL

BOOK

PH

CLASS

Wizard

LEVEL

BOOK

AP

CLASS

Wizard

LEVEL

BOOK

Dragon 383

UTILITY POWER
Galad

UTILITY POWER
Page 6

UTILITY POWER

Second Wind
KEYWORDS USED

Blur
KEYWORDS

Illusory Wall
Arcane, Illusion
USED KEYWORDS

Arcane, Illusion, Implement 20

USED

Standard ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Minor ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Standard ACTION AT-WILL

Area wall 8 within 20 squares RANGE ENCOUNTER DAILY

Effect: Spend a healing surge and gain a +2 bonus to all defenses until the start of your next turn.

Effect: Until the end of the encounter, you gain a +2 power bonus to all defenses, and you are invisible to enemies 5 squares or more away from you.

Effect: You create the illusion of a contiguous wall of solid material (stone or metal, for example). The wall can be up to 8 squares long and 4 squares high, and it lasts until the end of your next turn. The wall blocks line of sight for all enemies (but not your allies). When any enemy moves adjacent to the wall, you can make an attack (Intelligence vs. Will) against that target; if successful, the target cannot move through the wall on its current turn, but it can try again on later turns. On a miss, the wall no longer blocks line of sight or movement for that creature. Sustain Minor: You can sustain this power until the end of the encounter.

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

LEVEL

BOOK

PH

CLASS

Wizard

LEVEL

10

BOOK

PH

CLASS

Wizard

LEVEL

10

BOOK

AP

UTILITY POWER

UTILITY POWER

UTILITY POWER

Healing Word
KEYWORDS

Crystal orb of Inescapable Consequences +2


USED

Healing

Orb
DAMAGE PROFICIENT GROUP RANGE

Minor ACTION
5

Close burst 5 (10 at 11th level, 15 at 21st level) +2 attack rolls and damage rolls RANGE ENCOUNTER DAILY
PROPERTIES

8
LEVEL

+2d6 damage
CRITICAL

AT-WILL

ENHANCEMENT

Target: You or one ally in the burst Effect: The target can spend a healing surge and regain 1d6 additional hit points. Level 6: 2d6 additional hit points. Level 11: 3d6 additional hit points. Level 16: 4d6 additional hit points. Level 21: 5d6 additional hit points. Level 26: 6d6 additional hit points. Unarmed: +7 attack

A crystal orb looks similar to an accurate orb, but has a faceted surface and might appear in any color.

AT-WILL
POWER

ENCOUNTER

DAILY

ADDITIONAL EFFECTS

Rarity: Uncommon Power (Daily): Free Action. Use this power when an attack with this orb misses its target. The target is affected by any conditions or effects of the attack as if the attack had hit.

CLASS

Cleric

LEVEL

BOOK

PH

ITEM SLOT

Off-hand

WEIGHT

PRICE

3400

BOOK

PH3

UTILITY POWER

MAGIC WEAPON

Galad

Page 7

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