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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
vs
ARMS
FEET
ENCOUNTER POWERS
HANDS
Second Wind
HEAD
Changeling Trick Gem of Colloquy (heroic tier) (E)
NECK
Distract
RING
Send Thoughts
RING
DAILY POWERS
Telepathic Projection
UTILITY POWERS
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
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.
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
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
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
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.
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.
ADDITIONAL EFFECTS