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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
ABILITY SCORES
SCORE ABILITY ABIL MOD MOD + 1/2 LVL DEFENSE
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
10 + 10 +
14 9
CON DEX
CONDITIONAL BONUSES
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
WIS CHA
+ 7
ABILITY: ATT BONUS
0
CLASS PROF FEAT
2
ENH MISC
26
WILL 15
CONDITIONAL BONUSES
Charisma
+ 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
Action Points
DAMAGE WORKSPACE
ABILITY: DAMAGE
0
ABIL FEAT
2
ENH MISC MISC
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
ATTACK
DEFENSE
WEAPON OR POWER
DAMAGE
Memory of a Thousand Lifetimes - You have the memory of a thousand lifetimes power
vs
7 6
vs vs vs
AC AC
1d4+2 1d4+1
SKILLS
BONUS SKILL NAME ABIL MOD + 1/2 LVL TRND (+5) ARMOR PENALTY MISC
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
0 6 0 4 2
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.
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
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
/ / /
/ / /
/ / /
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
OTHER EQUIPMENT
Adventurer's Kit Ritual Book Spellbook Waterskin Tent Cloth Armor (Basic Clothing) (E)
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
(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
Grab Attack
KEYWORDS USED
Melee 1 RANGE
vs
Fort DEFENSE
vs
Reflex DEFENSE
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
USED
* Opportunity Action
Melee 1 RANGE
Ranged 10 RANGE
Will DEFENSE
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
USED
vs
DEFENSE
TARGET
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
Illusory Obstacles
USED KEYWORDS
Hypnotic Pattern
USED KEYWORDS
USED
Ranged 10 RANGE
Area burst 1 within 10 squares RANGE Each enemy in the burst TARGET
Ranged 10 RANGE
Will DEFENSE
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
USED
Area burst 1 within 10 squares RANGE Each creature in the burst TARGET
Ranged 10 RANGE
Will DEFENSE
Will DEFENSE
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
Divine
5
USED
Area burst 1 within 10 squares RANGE Each creature in the burst TARGET
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
USED
Area burst 2 within 20 squares RANGE Each creature in the burst TARGET
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
Summon Succubus
USED KEYWORDS
Mirage Arcana
USED KEYWORDS
USED
Close burst 5 centered on the zone RANGE Will DEFENSE Each enemy in the burst TARGET
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
Prestidigitation
KEYWORDS
Mage Hand
USED KEYWORDS
Arcane 2
Arcane, Conjuration 5
USED
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
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
Mystical Debris
USED KEYWORDS
Arcane
Arcane 5
USED
Minor ACTION
2
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
USED
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
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