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Character Sheet

Player Name Nate

Sarin 3 Psion 2,250


Character Name Level Class Paragon Path Epic Destiny Total XP
Changeling Medium ??? Male 5' 11" 142 Lb. Unaligned Ioun
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
3 Initiative 2 1 6 Speed (Squares) 6
CONDITIONAL MODIFIERS
15 AC 11 4 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

10 STR
Strength
0 1 12 FORT 11 1 22 Passive Insight 10 + 12

13 CON
Constitution
1 2
CONDITIONAL BONUSES
20 Passive Perception 10 + 10
10 + SPECIAL SENSES
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
14 DEX 2 3
Dexterity 15 REF 11 4 ATTACK WORKSPACE
19 INT
Intelligence
4 5 CONDITIONAL BONUSES ABILITY:
Melee Basic Attack - Unarmed
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +

18 WIS 4 5
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
+ 1 1 0
Wisdom 18 WILL 11 4 2 1 ABILITY:
Ranged Basic Attack - Unarmed
19 CHA
Charisma
4 5 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC

+ 3 1 2
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:
33 2 3 Melee Basic Attack - Unarmed
16 8 7 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 0
RACE FEATURES ABILITY:
Ranged Basic Attack - Unarmed
Change Shape - Use changeling disguise as an at-will DAMAGE ABIL FEAT ENH MISC MISC

SECOND WIND 1/ENCOUNTER USED power 1d4+2 2


TEMPORARY HIT POINTS
Mental Defense - +1 to Will
Shapechanger - You have the shapechanger quality. BASIC ATTACKS
ATTACK DEFENSE WEAPON OR POWER DAMAGE
DEATH SAVING THROW FAILURES
SAVING THROW MODS Changeling Trick - You have the changeling trick power. 1 vs AC Unarmed (Melee) 1d4

RESISTANCES 3 vs AC Unarmed (Range) 1d4+2

CURRENT CONDITIONS AND EFFECTS vs

vs

SKILLS CLASS / PATH / DESTINY FEATURES


BONUS SKILL NAME
ABIL MOD
+ 1/2 LVL
TRND
(+5)
ARMOR
PENALTY MISC
Discipline Focus - Choose a discipline focus. FEATS
3 Acrobatics DEX 3 0 n/a 0 Telepathy Focus - Gain distract and send thoughts Ritual Caster - Master and perform rituals

5 5 0 n/a 0 powers. Becomer - Gain language, skill bonus, disguise bonus


Arcana INT
Psionic Augmentation - Gain augmentable at-wills instead related to imitated race
1 Athletics STR 1 0 n/a 0
of encounter powers. Linguist - Learn three new languages
15 Bluff CHA 5 5 n/a 5
Ritual Casting - Gain Ritual Caster as a bonus feat.
13 Diplomacy CHA 5 5 n/a 3

5 Dungeoneering WIS 5 0 n/a 0

2 Endurance CON 2 0 n/a 0

5 Heal WIS 5 0 n/a 0

5 History INT 5 0 n/a 0

12 Insight WIS 5 5 n/a 2

5 Intimidate CHA 5 0 n/a 0

5 Nature WIS 5 0 n/a 0

10 Perception WIS 5 5 n/a 0

5 Religion INT 5 0 n/a 0


LANGUAGES KNOWN
3 Stealth DEX 3 0 n/a 0
Common, Elven, Dwarven, Goblin, Draconic
5 Streetwise CHA 5 0 n/a 0

3 Thievery DEX 3 0 n/a 0

Sarin Page 1 Nate


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
Changeling Disguise
WEAPON
Mind Thrust
WEAPON
Memory Hole
WEAPON
Betrayal
ARMOR

ARMS

FEET
ENCOUNTER POWERS
HANDS
Second Wind
HEAD
Changeling Trick Gem of Colloquy (heroic tier) (E)
NECK
Distract
RING
Send Thoughts
RING

WAIST PERSONALITY TRAITS

DAILY POWERS
Telepathic Projection

MANNERISMS AND APPEARANCE

UTILITY POWERS

Daily Item Powers Per Day


Heroic (1-10) Milestone / / / CHARACTER BACKGROUND
Brains
Paragon (11-20) Milestone / / /
In any elaborate criminal enterprise, there's someone behind
Epic (21-30) Milestone / / / it who comes up with the plans, gathers the intelligence,
Power Points: 4 and organizes the job. As planners, these individuals are
OTHER EQUIPMENT RITUALS / ALCHEMY often intelligent, observant, and well-connected, but not all
do this work because they want to get rich (though some
Cloth Armor (Basic Clothing) (E) Secret Page do). What was your motive? Wealth, revenge, the mere
Adventurer's Kit Silence challenge?

Inquisitive's Kit
Oil (1 pint) (5) COMPANIONS AND ALLIES
Torch (5)
Lantern
Hempen Rope (50 ft.) (2)
Pitons (20)
Grappling Hook
Candle (10)
Orb Implement (E)
SESSION AND CAMPAIGN NOTES

COINS AND OTHER WEALTH


Money on hand: 67 gp; 9 sp
Stored money: 0 gp
Encumbrance: 90 / 100

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CHARACTER NAME
Skills Action Point
Sarin
PLAYER NAME
3 Acrobatics DEX
ADDITIONAL EFFECTS

Nate 5 Arcana INT


RACE CLASS LEVEL
Changeling Psion 3 1 Athletics STR
15 Bluff CHA (Trained)
SCORE ABILITY MOD
13 Diplomacy CHA (Trained)
HP 10 STR +0 AC 5 Dungeoneering WIS
15 2 Endurance CON
33 13 CON +1 5 Heal WIS
Fort
Spd 5 History INT
14 DEX +2 12 12 Insight WIS (Trained)
6 19 INT +4 Ref 5 Intimidate CHA
15 5 Nature WIS
Init 18 WIS +4 10 Perception WIS (Trained)
Will 5 Religion INT
+3 19 CHA +4 18 3 Stealth DEX
5 Streetwise CHA Effect: Gain a standard action this turn.
3 Thievery DEX Special: You are reset to one action point when
22
Passive
20
Passive ADDITIONAL EFFECTS
you take an extended rest. You gain an action
Insight Perception
point each milestone.
PLAY DATA PLAY DATA ENCOUNTER SPECIAL

Second Wind Changeling Disguise Mind Thrust (Augment 0)


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

Standard Personal Minor Personal Standard 10 Ranged 10


ACTION RANGE ACTION RANGE ACTION RANGE
AT-WILL ENCOUNTER DAILY vs 5 vs Will One creature

Effect: You spend a healing surge and regain 8 ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
hit points. You gain a +2 bonus to all defenses Effect: You alter your physical form to take on Attack: Intelligence vs. Will
until the start of your next turn. the appearance of any Medium humanoid. You Hit: 1d10 + Intelligence modifier (+4) psychic
retain your statistics in your new form, and your damage.
clothing, armor, and possessions do not change. Special: You can use this power unaugmented
The new form lasts until you change form again. as a ranged basic attack.
Any creature that attempts to see through your
ruse makes an Insight check opposed by your Orb Implement: +5 attack, 1d10+4 damage
Bluff check, and you gain a +5 bonus to your
check.

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


PH Racial Power * EPG Psion 1 PH3
UTILITY POWER AT-WILL POWER AT-WILL POWER

Mind Thrust (Augment 1) Mind Thrust (Augment 2) Memory Hole (Augment 0)


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

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


ACTION RANGE ACTION RANGE ACTION RANGE
5 vs Will One creature 5 vs Will One creature 5 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: 1d10 + Intelligence modifier (+4) psychic Hit: 2d10 + Intelligence modifier (+4) psychic Hit: 1d6 + Intelligence modifier (+4) psychic
damage, and the target takes a penalty to Will damage, and the target takes a penalty to all damage, and you become invisible to the target
equal to your Charisma modifier (+4) until the defenses equal to your Charisma modifier (+4) until the start of your next turn.
end of your next turn. until the end of your next turn.
Special: You can use this power unaugmented Special: You can use this power unaugmented Orb Implement: +5 attack, 1d6+4 damage
as a ranged basic attack. as a ranged basic attack.

Orb Implement: +5 attack, 1d10+4 damage Orb Implement: +5 attack, 2d10+4 damage

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

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

Sarin Page 3 Nate


Memory Hole (Augment 1) Memory Hole (Augment 2) Betrayal (Augment 0)
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Augmentable, Implement, Psionic, Psychic Augmentable, Implement, Psionic, Psychic Augmentable, Charm, Implement, Psionic

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


ACTION RANGE ACTION 1 RANGE ACTION RANGE
5 vs Will One creature 5 vs Will Each creature in burst 5 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: 1d6 + Intelligence modifier (+4) psychic Hit: 2d6 + Intelligence modifier (+4) psychic Hit: You slide the target 1 square to a square
damage, and you become invisible to the target damage, and you become invisible to the target adjacent to an enemy. The target then makes a
until the start of your next turn, but the until the start of your next turn. melee basic attack as a free action against that
invisibility lasts until the end of your next turn. enemy, with a bonus to the attack roll equal to
Orb Implement: +5 attack, 2d6+4 damage your Charisma modifier (+4).
Orb Implement: +5 attack, 1d6+4 damage
Orb Implement: +5 attack

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


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

Betrayal (Augment 1) Betrayal (Augment 2) Changeling Trick


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

Standard 10 Ranged 10 Standard 10 Ranged 10 Minor * Melee 1


ACTION RANGE ACTION RANGE ACTION RANGE
5 vs Will One enemy 5 vs Will One enemy vs One creature
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET

Attack: Intelligence vs. Will Attack: Intelligence vs. Will Effect: You make a Bluff check opposed by the
Hit: You slide the target 1 square to a square Hit: You slide the target a number of squares target's passive Insight. If your check succeeds,
adjacent to an enemy. The target then makes a equal to your Charisma modifier (+4) to a square you gain combat advantage against the target
melee basic attack as a free action against that adjacent to an enemy. The target then makes a until the end of your next turn.
enemy, with a bonus to the attack roll equal to melee basic attack as a free action against that
your Charisma modifier (+4), and the target enemy, with a bonus to the attack roll and the
gains a bonus to the damage roll equal to your damage roll equal to your Charisma modifier
Charisma modifier (+4). (+4). The target is also dazed until the end of
your next turn.
Orb Implement: +5 attack
Orb Implement: +5 attack
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Psion 3 PH3 Psion 3 PH3 Racial Power * EPG
AT-WILL POWER AT-WILL POWER ENCOUNTER POWER

Distract Send Thoughts Telepathic Projection


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

Minor 10 Ranged 10 Free 20 Ranged 20 Standard 10 Ranged 10


ACTION RANGE ACTION RANGE ACTION RANGE
vs One creature vs 5 vs Will One creature
L l 11 O
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET

Effect: The target grants combat advantage to Effect: You send a mental message of 25 words Attack: Intelligence vs. Will
the next creature that attacks it before the end of or fewer to the target. The target can respond in Hit: 3d8 + Intelligence modifier (+4) psychic damage,
and the target is subject to your telepathic projection
your next turn. kind as a free action.
(save ends). While the target is affected by your telepathic
projection, when you start your turn, the target makes a
melee basic attack as a free action against a target you
choose.
Miss: Half damage, and the target makes a melee basic
attack against a random creature. If this attack targets
one of your allies, the target takes a -2 penalty to the
attack roll.

Orb Implement: +5 attack, 3d8+4 damage


ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Psion PH3 Psion PH3 Psion 1 PP
ENCOUNTER POWER ENCOUNTER POWER DAILY POWER

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Telepathy Gem of Colloquy (heroic tier)
KEYWORDS USED
1
AC BONUS CHECK SPEED QUANTITY

ACTION RANGE 2 Head Slot Item


ENHANCEMENT LEVEL TYPE
AT-WILL ENCOUNTER DAILY
PROPERTIES

Gain telepathy 10 as a language all the time Gain a +1 item bonus to Bluff and Diplomacy
checks. Understand and speak 1 additional
language, chosen at the time of the gem's
creation.

AT-WILL ENCOUNTER DAILY


POWER

ADDITIONAL EFFECTS

CLASS LEVEL BOOK ITEM SLOT WEIGHT PRICE BOOK


* Head 0 520 AV
UTILITY POWER MAGIC ITEM

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